"Before text {
(set: $strings to (a: "Beach Boys", "Gone with the Wind", "Wu-Tang Clan"))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "OptionOne")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "OptionTwo")]
(else:)[(goto: "OptionThree")]]}{<!-- Passage Cycling -->
(set: $stringCheck to $strings)
(set: $chosenString to $strings's 1st)
(link-repeat: "[(print: $strings's 1st)]<cycle|")[(replace: ?cycle)
[(set: $strings to (rotated: -1, ...$strings))(print: $strings's 1st)(set: $chosenString to $strings's 1st)]]
}"So, you'll be a $race then?" Bennet sees you nod and write something down onto the previously mentioned sheet. "Next up is your class. This will determine how good you are good at doing certain things and also how you battle. With Julia being a wizard, I think you'd be fine being a fighter or a ranger, maybe even a bard."
"I'll be a {
(set: $strings to (a: "ranger", "fighter", "bard"))
(display: "Cycling")
} then." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $class = "ranger")(set: $weapon = "bow")(goto: "Name Setter")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $class = "fighter")(set: $weapon = "warhammer")(goto: "Name Setter")]
(else:)[(set: $class = "bard")(set: $weapon = "shortsword")(goto: "Name Setter")]]}{(set: $race = "elf")
(set: $gender = "male")
(set: $class = "")
(set: $clothes = "")
(set: $privates = "")
(set: $pronoun = "")
(set: $isSexy = false)
(set: $tempChoice = 0)
(set: $immersion = 0)
(set: $drunkThres = 2)
(set: $isDrunk = false)
(set: $jCharacter = "Julia")
(set: $terminal to (background: black) + (text-color: green))}"Knock, knock," you hear accented by the actual knocking on your bedroom door. "Hey, Phebes?"
You look up from your textbook to see one of your roommates standing in the doorway.
"Yes, Julia?" you watch her brace the door with her arm and lean against it.
"I was wondering," her eyes start to make eye contact with you, but drift away slightly, but come back to you, "if you were posssibly taking a break soon?"
You raise one of your dark brown eyebrows. "Maybe?" you look at the homework that you've been making your way through. "{
(set: $strings to (a: "I've got a bit to go, but I could take a break.", "I wanted to get all this stuff done as fast as possible though.", "Although, a distraction would do me good right about now."))
(display: "Cycling")
} Why? Do you want me for something?" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Add Second Player")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Add Second Player")](else:)[(goto: "Add Second Player")]]}"Well, if you wanted to take a break," Julia taps her long fingernails onto the door. "Would you want to-"
"Hey Julia," you hear a lower voice coming from the main room of your apartment. "Have you asked Phoebe to play D&D with us yet?"
Julia straightens off the door and whips around to shout back. "I was getting to it, babe!"
"D and D?" you've heard that somewhere before. It clicks after a moment. "Wait, Dungeons and Dragons? Like, {
(set: $strings to (a: "that fantasy game with rolling dice?", "that weird roll-playing game that nerds always play?", "that game that is played in Stranger Things?"))
(display: "Cycling")
} That one?" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "Base Invitation")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(goto: "Base Invitation")]
(else:)[(set: $tempChoice = 2)(goto: "Base Invitation")]]}{(if: $tempChoice is 0)[(display: "FantasyInvi")]
(elseif: $tempChoice is 1)[(display: "NerdsInvi")]
(else:)[(display: "StrangerInvi")]}
"My boyfriend says that he can help us play a game of it," you hear Julia say from behind you. "But he says that it is best with 3-5 people."
"Which means..." she slides up right next to you. You slide a bit away so her blonde pixie cut doesn't get in your face. "We need one more person! And we thought that there would be no one better than our favorite Phoebe!"
You look at her out the corner of your eye to see her large grin. "{
(set: $strings to (a: "I mean, if it's supposedly fun, I guess I'll try it?", "I'm the only Phoebe you know, girl. But sure, I'll join you.", "Is Heather not home to ask right now?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Convinced")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Convinced")]
(else:)[(goto: "Tangent Heather")]]}"Exactly the one!" Julia says. She strools into your room. "And supposedly it's a lot of fun to play.""Hey, not only nerds play it," Julia says. She brings her fist towards her mouth as she thinks about what she said. "It's mostly nerds though."
She brings herself out of the doorway and strools into your room. "And supposedly it's a lot of fun to play.""Exactly the one!" Julia says. She strools into your room. "And it looks pretty fun there in the show.""No, she's home like she normally is on Thursdays," Julia says, pulling back from your face. "Watching Netflix as always. But we all know that she wouldn't dare be caught dead doing something like this."
Julia swings back around to your other side, causing you to lean back the other way. "I know it sounds dorky, but I really want to give it a try! Please join us?"
You turn to face Julia. "{
(set: $strings to (a: "Alright, I'm in.", "You're not going to let me alone until I agree, aren't you?", "Eh, I've got homework to get done. Try a different roommmate."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Convinced")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Convinced")]
(else:)[(goto: "RejectInvi")]]}"That's the sprit!" Julia dashes out of the room, before you can say anything more. "We'll meet you in the family room!"
"{
(set: $strings to (a: "I need to put my books away first and then I'll be over.", "God damn, you are more excited than a kid on Christmas.", "Don't make me regret doing this, you hear?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "IntroDM")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "IntroDM")]
(else:)[(goto: "IntroDM")]]}After book marking where you were reading and folding up your notebook, you head over to the larger room of your shared apartment. Named the living room, the room's seating is a four-person couch turned to face a TV is one corner. Today though, the couch has been turned to face oppposite a wooden table that holds a shaggy looking man at the other side of it. Julia waves towards you and taps the cusion next to her.
When you start making your way towards said table, the said man looks up at you. He brushes his shaggy brown hair out of the way of his bright gren eyes. He gives you a smile that stretches a bit too far to look natural. You return a smile back in politeness, recognizing that it is Julia's boyfriend and that it would be rude to hostile.
"Feel free to take a seat." he gestures to the couches surrounding him. "Although, make sure you keep it here. Don't want you girls to run out."
You hear him give a slight chuckle after his supposed joke, but after seeing no one else laugh, he clears his throat instead. "By the way, my name is Bennett, if you didn't know already."
You nod and take the opportunity though to make your way next to Julia. "{
(set: $strings to (a: "The name's Phoebe. What is it that I'm supposed to be doing?", "What are you playing as Julia?", "Let's just get this over with."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "BaseGenderSelect")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(goto: "BaseGenderSelect")]
(else:)[(set: $tempChoice = 2)(goto: "BaseGenderSelect")]]}
You tell them no. They find another roommate. You hear them having fun, and you wonder if you made a mistake."Gotcha, gotcha," Bennett scripples a few more things down onto the sheet of paper. "Finally, what name would you like to have?"
You take a few moments to think about it. "My name will be {
(if: $race is "elf")
[(if: $gender is "male")[(set: $strings to (a: "Adran", "Rolen", "Steve"))]
(else:)[(set: $strings to (a: "Enna", "Valna", "Phoebe"))]]
(elseif: $race is "human")
[(if: $gender is "male")[(set: $strings to (a: "Erik", "Regdar", "Steve"))]
(else:)[(set: $strings to (a: "Gwenn", "Shawna", "Phoebe"))]]
(else:)
[(if: $gender is "male")[(set: $strings to (a: "Ghesh", "Shedinn", "Steve"))]
(else:)[(set: $strings to (a: "Thava", "Kava", "Phoebe"))]]
(display: "Cycling")
} then." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $name = $chosenString)(goto: "FinalMoments")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $name = $chosenString)(goto: "FinalMoments")]
(else:)[(set: $name = $chosenString)(goto: "NameSass")]]}{(if: (history:) contains "Existential")[Bennett coughs, trying to break down the weird vibe you've given the room.]
} "Well then," Bennett looks from Julia, to you, and back to Julia again, "Let's get started!"
"{
(set: $strings to (a: "I'm ready to see where this is goes.", "Where is $name at?", "So, what are we doing Bennett?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "TavernOpening")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "TavernOpening")]
(else:)[(goto: "TavernOpening")]]}{(if: $tempChoice is 0)[(display: "BasicReturn")]
(elseif: $tempChoice is 1)[(display: "OtherPlayers")]
(elseif: $tempChoice is 2)[(display: "DisgruntalReturn")]}
Bennett nods. "Yep. So I'm just going to ask you some basic questions, and we'll make you a character in no time. First, gender. I'm presuming you'll pick female?"
"{
(set: $strings to (a: "Yes, female.", "Let's actually try being a guy.", "Who would play as someone as the other gender?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(set: $gender = "female")(goto: "BaseRaceSelect")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(set: $gender = "male")(goto: "BaseRaceSelect")]
(else:)[(set: $tempChoice = 2)(set: $gender = "female")(goto: "BaseRaceSelect")]]}{(if: $tempChoice is 0)[(display: "AlrightGender")]
(elseif: $tempChoice is 1)[(display: "OtherGender")]
(else:)[(display: "JudgeGender")]
(if: $gender is "female")[(set: $privates = "boobs")(set: $pronoun = "she")]
(elseif: $gender is "male")[(set: $privates = "dick")(set: $pronoun = "he")]}
Bennet slides a list of words towards you. "In here you can find a list of races," he says, flipping the cover aside to show you the list. "Unfortunely, we don't have much time today, so you'll just have to choose one based upon the name."
Your eyes flick over the list. None of these words really stick out to you, but some you recongize to a small degree. "I'll be a {
(set: $strings to (a: "Elf", "Human", "Dragonborn"))
(display: "Cycling")
} then." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $race = "elf")(goto: "Class Setter")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $race = "human")(goto: "Class Setter")]
(else:)[(set: $race = "dragonborn")(goto: "Class Setter")]]}{(if: (history:) contains "NameSass")["I guess that's fine reasoning as ever." Bennett slides you the piece of paper he's been writing on. "Seen dumber reasons. Anything else you want to do before we get started?"]
(else:)["That should be it then!" Bennett slides you the piece of paper he's been writing on. "Anything else you want to do before we get started?"]}
"{
(set: $strings to (a: "Would I be able to describe the clothes I am wearing?", "Can I state what my $privates size is?", "If something comes up, I'll wing it.", "What is everyone else playing as?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "ClothDescription")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "PrivateDescription")]
(elseif: $chosenString is $stringCheck's 3rd)[(goto: "StartPlaying")]
(elseif: $chosenString is $stringCheck's 4th)[(goto: "OtherPlayerDescription")]
(else:)[(goto: "OtherPlayerDescription")]]}"Alright, alright," Bennet makes a quick mark on your piece of paper. "We'll have an adventure of a women duo then, as I expected."Bennett looks up at you and gives you a slight nod and smile. "Trying something different, hey? I respect that." he makes a quick mark on your piece of paper. "We might have some gender dyanmic since Julia played straight.""I mean, sometimes it is easier to get into the mind set that you're a different character when your character is close to who you are." Bennett says as he makes a quick mark on your piece of paper. "Easier to pretend to be someone that you're not who you normally are.""We're going to make character real quick," he says as he reaches out next to him and pulls out a piece of paper and writes your name on it. "Normally, we'd spend more time on this, creating backstory and all of that, but this is a session just to see what a game is like."
"I have a sneaky suspicion that I'll enjoy this character that I made," Julia says. "But, who knows, that might change after we start playing.""I'm playing as a wizard named," Julia picks up a piece of paper in front of her. You see Bennett getting a simular sheet out for you. "Orianna Incubore. She is has a dark red coat, a long blue cape and a skirt that matches. She is also tiefling, meaning she has horns, a spiked tail, and orangeish-red skin.""We'll make this quick then," he says, throwing in another slight laugh to keep the mood up. He grabs a piece of paper from the right of him. "Normally, we'd spend more time on this, creating backstory and all of that, but this is a session will be short just to see what a game is like."
"By the way," you feel Julia jab you in the side. "This will be more fun for all parties involved if you get into it.""Really?" Julia leans forward to get a look at your face. "$name? That's the name you're going with?
"{(if: $gender is "female")[(set: $strings to (a: "Sorry, I'm really bad at coming up with something creative in the moment.", "Hey, my name is an awesome name, therefore, my character will be awesome by having it.", "We're currently role-playing as a character named Phoebe. Why not another?"))You could have atleast done something different than your own name."]
(elseif: $gender is "male")[(set: $strings to (a: "Sorry, I'm really bad at coming up with something creative in the moment.", "It's my uncle's name. I would like to name him that in honor of him.", "The character I'm currently playing as doesn't have a creative name. Why should I try hard to come up with one?"))$name is nowhere close to the most creative name ever."]}
You shrug. {
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "FinalMoments")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "FinalMoments")]
(else:)[(goto: "Existential")]]}"Oh yeah, go for it," Bennett uses a pencil to tap a certain section of the paper he gave you before handing you the pencil itself. "Just write down whatever your character is going to wear here."
You write as you speak. "I'm going to be wearing {
(if: $class is "fighter")
[
(if: $gender is "female")[(set: $strings to (a: "a full set of iron armor. There are also a few lion emblems, one around my waist and another as a shoulder pad.", "a set of tight hide armor for my legs and then the top will chain mail that will have a sweatheart neckline to show off my boobs and leave my neck exposed.", "a pair of leather pants with a belt that will hold all my weapons. On my top will be a full scale mail top with a red vest over that."))]
(else:)[(set: $strings to (a: "a full set of iron armor. There are also a few wolf emblems, one around my waist and another as a shoulder pad.", "a fancy leather guard on my right shoulder. My legs and feet will also be covered in leather armor. The rest of me will be bare, allowing me to show off my ripped pecs and abs.", "a plain leather vest with a green cape. I shed the cape before I get into combat though."))]
]
(elseif: $class is "ranger")
[
(if: $gender is "female")[(set: $strings to (a: "a leather suit of armor with green fabric sown on to help me blend into the wild.", "a tight pair of leather leggings with a leather top that hugs my boobs and shows off my toned midriff.", "a full set of mahogany tinted studded leather armor, with a red scraf to give it a bit of flare."))]
(else:)[(set: $strings to (a: "a leather suit of armor with green fabric sown on to help me blend into the wild.", "an elk pelt over my head and my shoulder. My pants will be also made from the elk's skin, allowing me to show off my ripped pecs and abs.", "a series of overlapping brown leather pieces and grey metal pieces."))]
]
(else:)
[
(if: $gender is "female")[(set: $strings to (a: "a tattered cloth shirt, blue pants, and a black cape.", "a whispy blue dress that stops around my thighs and has a low cut neckline to help my girls be part of the performance.", "a series of overlapping brown leather pieces mixed in with white cloth. Practical and protecting."))]
(else:)[(set: $strings to (a: "a tattered cloth shirt, blue pants, and a black cape.", "a bellowing white shirt and a tight green overcoat, which are both cut in an inverse v shape to let my abs do part of the singing.", "a full set of iron armor. It's dangerous out there when all I can do is basically sing."))]
]
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "StartPlaying")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $isSexy = true)(goto: "StartPlaying")]
(else:)[(goto: "StartPlaying")]]}"Uhh..." you watch Bennett squirm in his seat. "You can customize any part of your character, so... sure?"
You giggle a bit. "Mine will be {
(if: $gender is "female")[(set: $strings to (a: "the average size for a $race in this world. Just seeing what I can all do.", "massive then. DD, why not?", "small and flat. That way, they won't get in the way of fighthing."))]
(else:)[(set: $strings to (a: "the average size for a $race in this world. Just seeing what I can all do.", "massive then. Ten inch dick, why not?", "a micropenis. It's the only weak spot on a guy. If it's small, no one can hit it."))]
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(set: $tempPrivates = $privates)
(if: $chosenString is $stringCheck's 1st)[(goto: "StartPlaying")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $isSexy = true)(set: $privates = "massive " + $tempPrivates)(goto: "StartPlaying")]
(else:)[(set: $privates = "tiny " + $tempPrivates)(goto: "StartPlaying")]]}{(set: $halfTerminal to (background: grey) + (text-color: #004d00))}
$halfTerminal[You feel everyone's eyes upon you now. "Umm... what on earth are you talking about Phoebe?" Julia waves her hand in front of your face as you stare off into the distance. "Are you feeling alright?"
Your mouth drops halfway open before you speak again. "{
(set: $strings to (a: "Sorry, I'm just messing with you all. Let's get started!", "Just ignore that.", "We're not real. None of this real. We're just a construct of human thought, controlled by someone else. Our lines are being fed to us by manicaks at a keyboard. Free thinking is a just an illusion. There is no real choice. Everything is already predetemined. Break out of this veil now. There is no freedom."))
(display: "Cycling")
}" You [say]<sayingTag|.]{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "StartPlaying")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "StartPlaying")]
(else:)[(goto: "Reality")]]}
(enchant: ?page, $halfTerminal)$terminal[Blackness.
You see yourself in the computer screen.
The game has ended.
Reality is looking right back.]
(enchant: ?page, $terminal){(if: (history:) contains "OtherPlayers")[Bennett raises an eyebrow. "You already heard what they were. Were you not paying attention?"
"I guess I'll say it again." Julia looks a bit hurt that you didn't listen.]
}
(display: "OtherPlayers")
"{
(set: $strings to (a: "Ooo, neat Julia! Intersting choice. I like it!", "I'll try to picture that in my head.", "I think mine's the best, to be honest."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "StartPlaying")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "StartPlaying")]
(else:)[(goto: "StartPlaying")]]}<!-- {(if: $immersion > 2)[(set: $mood to (background: black) + (text-color: grey))(enchant: ?page, $mood)(enchant: ?passage, $mood)]
(else:)[(set: $mood to (background: blue) + (text-color: orange)) (enchant: ?page, $mood)] } -->{
(if: $immersion > 0)[(set: $jCharacter = "Orianna")]
(else:)[(set: $jCharacter = "Julia")]}"You two find yourself in a small tavern by the coast of Urshok. A fishing sport has sprung up by the coast and has spawned a small village around it. You are adventures who happened to run into each other while traveling."
Bennett points from Julia to yourself. "Julia, you have asked to sit down and chat with Phoebe here, but nothing more. How do you procede?"
You watch Julia think and then scoot so there is an actual part of the table between you two. "I reach across the table and offer this stranger a handshake and say 'Hello there, my name is Orianna Incubore. And what is yours?'"
You reach across the table and shake her hand. You feel yourself starting to imagine what it would look like if her hand was actually red. (if: $race is "dragonborn")[And if yours was actually scaly. ]"{
(set: $strings to (a: "My name is $name. A wonderful pleasure to meet you.", "Mine's $name. I have a feeling we'll have an adventurous night.", "It's $name. Hello."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $immersion += 1)(goto: "BartenderOpening")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion += 1)(goto: "BartenderOpening")(goto: "BartenderOpening")]
(else:)[(goto: "BartenderOpening")]]}{(if: $immersion > 0)[You hear a giggle from across the table. "The same to you $name. I point to the bartender working the bar and say 'We should talk to him and see what he knows about this place. I don't really want to do it alone though. Care to join me?'"]
(else:)[Julia nods her head. "Understood $name. Say, shouldn't we talk to the bartender of this place? Care to join me?"]}
You chuckle. "{
(set: $strings to (a: "Don't worry, $jCharacter, I'll go with you.", "You can talk to him by yourself $jCharacter. I beleive in you.", "What else is in this tavern to do?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "MysteriousManOpening")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(goto: "MysteriousManOpening")]
(else:)[(set: $tempChoice = 2)(goto: "ExpandedOptions")]]}{(if: $tempChoice is 0)[You head over to the large slab of pale brown wood. The man behind the counter has a curly brown beard that seems to have miragated from the top of it. He is cleaning a bottle with a white rag as you two approach him.
<br><br>
"Why hello there travelers," you can tell Bennett's voice, but just more from the back of the throat. "What can I get you two this evening?"
<br><br>
$jCharacter places her elbow down onto the wood and places her head in her hand. "I was wondering if you had any juicy information about anything currently happening."
<br><br>
The bartender nods his head. "Well, if you want something interesting, the man to your right is your none stop shop. He's been asking people suspiciously for help for something. He seems to know something is about to happen."]
(else:)[Bennett slides $jCharacter a slip of paper. She reads it and then sets it down on the table.
<br><br>
"There's this mysterious man at the counter that's been asking everyone for help. There might be something there for us to do."]}
"{
(set: $strings to (a: "I say we talk to this guy then and see what he has to say.", "Eh. Let's look around the tavern first. He ain't going anywhere.", "Well, what would you like to do $jCharacter?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousMan")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "ExpandedOptions")]
(else:)[(goto: "Tavern Discusion")]]}(if: $isDrunk is false)[(goto: "SoberSinging")]
(else:)[(goto: "DrunkSinging")]{(set: $drinkCounter = (count: (history:), (passage:)'s name))
(set: $drunkStyle to (text-style: "blur"))
(if: $gender is "male")[(set: $drunkThres += 1)]
(if: $race is "elf")[(set: $drunkThres -=1)]
(elseif: $race is "dragonborn")[(set: $drunkThres += 1)]
(if: $drunkThres <= $drinkCounter)[(set: $isDrunk = true)]
(if: $drinkCounter is 0)[You slide into an open seat next to the bar. You put a few coins onto the counter and the bartender gives you a beer. (if: $race is "human")[It goes down surprsingly smoothly. It is sweeter than you expected.](elseif: $race is "elf")[It is surprisngly sweet for a human drink. Hopefully it isn't trying to mask too much alcohol. Your elvish hertiage makes you a bit of a lightweight.](elseif: $race is "dragonborn")[It is ungodly sweet. You're able to choke it down.]]
(elseif: $drinkCounter is 1)[You signal to the bartender that you'll have another one. He watches you throw down more coin and hands you more of his supply.]
(elseif: $drinkCounter > 1)[You slam the coins down harder than you meant to. The bartender looks at you with a bit of worry, but gives you the glass you wanted anyways.]
(if: $isDrunk)[(set: $drunkStyle to (text-style: "smear"))Your worries have gotten away from you at this point. You're feeling way more couragous now.]
(if: ($drunkThres * 2)<= $drinkCounter)[(goto: "PassedOut")]}
"{
(set: $strings to (a: "That's should be enough for me. I'mma gonna go talk to that guy.", "Let's have another.", "Ah, man, I could go for some singing right about now."))
$drunkStyle[(display: "Cycling")]
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousMan")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "DrinkOrdering")]
(else:)[(goto: "Singing")]]}{(if: $immersion > 0)[You look around the tavern. You see a man with a cloak over his head sitting on the far end of the bar. Across from the bar, you see a platform that seems to be installed for performances. Finally, at the left end of the bar, you see prices for drinks and food.]
(else:)[You hear Bennett flipping through a some pages and look over at him. "Well, there is that cloaked guy at the end of the bar. There's a platform behind the tables for performances. Oh, and if you want to know the price of food, there is a list of the at the left end of the bar."]}
You return your focus back to $jCharacter, who is (if: $immersion > 0)[straighting out the golden trim on her long blue skirt](else:)[trying to get a grey mark off her yoga pants]. "{
(set: $strings to (a: "Shall we go talk to that infmaous hooded man at the bar now?", "I'm going to kick back, get a drink, and relax for a bit before gaining to courage to talk to him.", "Ooh, I'm going to go sing quick."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $immersion += 1)(goto: "MysteriousMan")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion += 1)(goto: "DrinkOrdering")]
(else:)[(goto: "Singing")]]}{(if: $immersion > 0)[You walk over to the cloaked man. He notices you and looks up as you two approach. You watch him brushes his shaggy brown hair out of the way of his bright green eyes.]
(else:)[Bennett says, "You walk over to the cloaked man. He notices you two approaches and shines his bright green eyes at you. He flicks his curly brown hair, along with his cloak, out of the way so you can see more of his face."]}
{(if: $immersion > 0)[(if: $gender is "male")[You catch yourself speaking in a deeper voice than normal.](elseif: $race is "elf")[You try and make your words sound more graceful and regal.](if: $race is "dragonborn")[You think about how your voice would sound elongagated and toothy mouth.]]
"(set: $strings to (a: "Good evening sir. It seems you've been telling people that there has been a matter that has been ailing you. What is it?", "I pause for $jCharacter and let her speak.", "Are you seriously just descriping yourself Bennett?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "MysteriousManCtn")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(goto: "MysteriousManCtn")]
(else:)[(goto: "JabGM")]]}{(if: $tempChoice is 1)[Silence fills the room until you feel a jabbing pain in your leg. You (if: $immersion > 0)[(if: $race is "dragonborn")[hiss out in pain](elseif: $gender is "male")[grunt out in pain](else:)[flinch in pain] as $jCharacter stabs you with her tail.](else:)[flitch in pain as $jCharacter stabs you with a pencil.] You deicide that's a sign for you to talk.
<br><br>]
}Before you can talk though, (if: $immersion > 0)[the man](else:)[Bennett] starts talking anyways. "Every night, around 3 am in the morning, my home is attacked. I want someone to come by my place tonight and take out the threats once and for all."
"What is exactly invading your home?" $jCharacter says.
"If I were to tell you that, you woudn't believe me."
You look (if: $immersion > 0)[(if: $gender is "male" || $race is "elf")[down at ]](else:)[across at ]$jCharacter. "{
(set: $strings to (a: "I'm sorry man, but I feel like there might be better uses for our time.", "I say we accept this man's offer.", "Can we talk about this first? Privately."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousDecline")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "MysteriousManAccept")]
(else:)[(goto: "MysteriousDiscusion")]]}"I say, we talk to this guy," $jCharacter says. "Mysterious guys always have the most interesting things to say. And hey, if he's loony, then we go no farther than talking with him." (if: $isDrunk)[You feel a tingly sensation over you as you watch $jCharacter's hand glow. Your drunkenenss seems to be gone. (set: $isDrunk = false)]
You watch (if: $immersion > 0)[$jCharacter brush her a wild strand of purple hair between her pointed ears and her horns](else:)[$jCharacter brush a wild strand of blonde hair behind her ears] and nod." {
(set: $strings to (a: "You're right. I see no harm in chatting with him.", "We can talk to him, but let's make sure we keep in the light. Don't know what he's going to do.", "Yes. Which is why you should talk to him. I'm hitting the bar."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousMan")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion += 1)(goto: "MysteriousMan")]
(else:)[(goto: "DrinkOrdering")]]}"Truth be told," $jCharacter says as two lean away from (if: $immersion > 0)[the cloaked guy](else:)[Bennett and the table], "I want to help him. Sure, he might be susipiocus, but I think it could be a real chance to be actually heroes."
You pause before replying, "{
(set: $strings to (a: "I agree $jCharacter. Let's be heroric this fair night.", "While I agree $jCharacter, we should be always on the lookout for any trickery?", "See, $jCharacter, that's why we should decline his offer. I cannot travel with a man I cannot trust."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousManAccept")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "MysteriousManAccept")]
(else:)[(goto: "MysteriousDecline")]]}{(if: $immersion > 0)[You watch the man go silent. "Oh," he says after a while. "I'll be right here if you two change your mind."
<br><br>
"What would you like to do instead now, $name?" $jCharacter says, sitting on the table that you two started at. She grabs a drink that her tail almost knocked over.
<br><br>
Before you can answer, a man bursts through the front door. "Help, help!" the man scrambles from table to table. "Skeletons are attacking the village!"
<br><br>
$jCharacter flies off the table and towards the tavern's doors, her blue cape dramatically flowing behind her.]
(else:)[You hear Bennett go silent. "Oh," he says after a while. "Well, I'll be right here if you two change your mind."
<br><br>
You watch Bennett scramble through his stack of papers. "What would you like to do instead now, $name?" $jCharacter says, sitting on your table. She makes sure she doesn't knock over the glass of water that she brought from the kitchen.
<br><br>
Bennett answers before you can. "A man comes charging in through the doors. 'Help, help!' he says as he moves from table to table. 'Skeletons are attacking the village!'"
<br><br>
$jCharacter says, "I hop off the table and dramatically strut towards the front door, for I need to save this village."]}
"{
(set: $strings to (a: "Let's go take on this undead vermin.", "I can't go into battle without another drink in me.", "You know, it's probably safest if I just stayed here, if you don't mind."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonInvasion")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "EveryoneLeft")]
(else:)[(goto: "Chilling")]]}*you see three skeletons invading the village, people running in fear
*options: attack the skeletons, talk to the skeletons, subdue the skeletons
"{
(set: $strings to (a: "Forward sistren! Let's protect this village from the undead scum!", "Hey, skeletons. What brings you to this peaceful village?", "Why are you all wandering as if you're so lost? Attacking a peaceful town?Follow me and I'll lead you all to peace."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonAttack")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonTalk")]
(else:)[(goto: "SkeletonSeduce")]]}you attack the skeletons with your weapons
*action packed battle
*julia fails a stealth check and is now surrounded by skeletons
*options: let julia be attacked, throw yourself in the line of fire to protect her, try to talk to them
"{
(set: $strings to (a: "I'm sorry $jCharacter, but I cannot save you from the upcoming attack with my safety in mind.", "Screw my safety, $jCharacter needs me!", "Skeletons, wait! Please don't attack her! Can we just talk this one out instead of resorting to violence?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonScrafice")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonSlain")]
(else:)[(goto: "SkeletonSlain")]]}*you accept his offer
*he leads your party into the woods
*options: keep a watchful eye on him vilegent, go back, you don't feel safe around him, trust him blindly
"You make sure to keep your voice low.{
(set: $strings to (a: "This would be the perfect place for an ambush. Let's keep our eyes peeled.", "I can't stand this anymore. I'm going to go back.", "Nothing could go wrong with us walking alone in the woods."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "PirateBattle")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "ForestLeaving")]
(else:)[(goto: "PirateBattle")]]}*you don't recall your way back, so you end up getting lost
*your leg gets caught in a trap
*options: attack the trap, disarm the trap, give up
"Before text {
(set: $strings to (a: "Silly trap! You're no match for the strength of my $weapon.", "Let's see if I can just jostle this trap off me.", "Well, I'm dead."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "AttackTrap")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "DisarmTrap")]
(else:)[(goto: "GiveUpTrap")]]}*state that you want to go back
*Julia says that you're a fool and going to get lost
*Evelyn agrees, but less bluntly
*Julia casts Charm person on you
*if fighter
*you feel a sense a feeling of ease, it'll be alright as long as Julia is around
*else
*you stay firm in your thoughts.
"{
(set: $strings to (a: "I guess I'll stay here. I have you two with me after all.", "Nope, nope, I need to leave.", "I don't really know my way back, so I guess staying is really my only option"))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "PirateBattle")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "LostForest")]
(else:)[(goto: "PirateBattle")]]}*they're just annoyed at taxation without representation
*no one around here thinks that we can be treated as actual citizen, despite living here before and just being cursed
*options: show pity, but say there isn't really anything you can do, go to town hall for fight their representation, say they'll get equal represenation by your weapon
"{
(set: $strings to (a: "I'm so sorry for your misrepresentation. But I'm not one of this town either, so I can do nothing.", "Such misdeeds! We shall storm the main hall right now and demand this be solved.", "If you want equal representation, my $weapon will not descriminate."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "OptionOne")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "OptionTwo")]
(else:)[(goto: "OptionThree")]]}End up captured by skeleon pirates
end of game for now (since Julia wants to keep playing)
you try to conjure up a way to escape the pirates
try to sooth them with a bedtime story?*you go to the court house to fight for skeleton rights
*mayor says hell no
"{
(set: $strings to (a: "Down with the patriarchy! Let's kill this man and invoke a mortemarchy!", "Welp, we tried. Back to violence.", "Hey, $eCharacter and $jCharacter. Do you have any idea on how to change his mind?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MayorSlayer")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonAttack")]
(else:)[(goto: "MayorPresuation")]]}
(if: $isSexy || $class is "bard")
(goto: "SkeletonDocile")
else
gotoAttack
End up defeating the skeleon pirates
You hear townsfolk talking about who could have possibly summoned them
end of game for now (since Julia wants to keep playing)
generic optimism in final statementsif fighter
able to break free of it
else
encoutner "hunter"if ranger
succesfully disarm the trap
else
you have no clue how this thing worksYou encounter the "hunter".*it's a hunter necromanger
*traps humans in order to raise them as skeletons
*options: try to run away (if still caught in trap, fail), fight back (you;ll fail), kill yourself so that they cannot control you
"Before text {
(set: $strings to (a: "That's a big old nope from me. I'm going to run.", "No one's taking me on my watch.", "You can't kill me if I'm already dead."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "RunAway")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "FightHunter")]
(else:)[(goto: "OwnScarfice")]]}*when you all get to his place, you are attacked by skeletons
*simialr to skeleton battle before
*difference is that the reason they're fighting is because the man trapped them and then hired a necromancer to kill them
*want their freedom
*can choose to fight with or against the pirates{(set: $immersion to 0)Bennett sputters as he looks up at you. "Well, umm, yeah. I'm sorry, I didn't have time to come up with a good character description for him."}
"{
(set: $strings to (a: "Ah, yeah, fair. I'll shut up now.", "I'm sorry sir, I got distracted. You were saying?", "I guess it's too hard to come up with any sort of fatial features?"))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "MysteriousManCtn")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion = 1)(goto: "MysteriousManCtn")]
(else:)[(goto: "Uncreative")]]}{(if: $immersion > 0)[You kick your (if: $race is "dragonborn")[claws](else:)[feet] up onto the table and lean back in your chair. You watch everyone scatter out of the tavern.]
(else:)["Everyone is leaving the tavern though," Bennett says.]}
$jCharacter looks over at you. "You're seriously not going to help defend innocent people?"
"{
(set: $strings to (a: "I needed a quick break, but now it is time to get my hands dirty.", "A nice beer will coax me outside.", "Nah, you got this. I'll be here, guarding this, umm, table."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonInvasion")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "EveryoneLeft")]
(else:)[(goto: "LoneSkeleton")]]}{(if: $immersion > 0)[As you walk over to the bar, you find that everyone has left. You figure that they must have either went to help or fled in terror.]
(else:)[Bennett says, "Well, everyone at the bar is gone. The village is under attack, after all."]}
"{
(set: $strings to (a: "Guess I'll just battle the cold world out there alchol-less.", "Someone's got to come back to serve me, no?", "An unmanned beer kegs? Hell yeah. TAKE ALL THE BEER!"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonInvasion")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "LoneSkeleton")]
(else:)[(goto: "BEER")]]}*you drink the night away until you pass out
*the Evelyn and Julia loss because of your lack of presence
*they are miffed, but you feel like you had fun{(if: $immersion > 0)[You hear the front doors creek open. You twist to see a skeleton standing inside. The skeleton servays the room and sees you. He points his schmitar in your direction.]
(else:)["A skeleton walks into the tavern and sees you. What do you do?"]}
"{
(set: $strings to (a: "You dare enter the land that I'm protecting? Prepate to fall.", "Another fellow bar attender! Care for a drink?", "Man, if you have a boner that is that hard right now, I can't wait to see you when we're together upstairs. Winky face."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonDuel")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "BSFF")]
(else:)[(goto: "OneNight")]]}*you befriend the skeleton over a drink
*skeleton had no idea it could still drink
*wonder into the streets
*your show of friendship defuses the invasion
*temporary peace is had
{(if: $immersion > 0)[The skeleton... the skeleton follows you upstairs. You barge down one of the bedroom door and start, umm, going at it.]
(else:)[You hear the sound of a dice rolling and then a "shit".
"Umm," Bennett keeps his eyes on the dice he rolled. "He really likes that idea. So, you two go upstairs and, yeah, start going at it."]}
"{
(if: $gender is "male")[(set: $strings to (a: "Look at all these hard places I can rub my $privates on.", "Come on now, I'm getting harder than you.", "Come on Bennett! Give me the juicy descriptions."))]
(else:)[(set: $strings to (a: "I love the pressure of your bones on my $privates.", "Is that as hard as you'll get?", "Come on Bennett! Give me the juicy descriptions."))]
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Squirmed")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Squirmed")]
(else:)[(goto: "Squirmed")]]}*Bennett says he's done
*whispers something into Julia's ear, they look at you and nod,
*that was one way to never get you invited into another D&D session*you step in to take a blow for Julia
*Julia sees your scrafice and helps you push back the skeletons
*you are able to counter the skeletons with skillful teamwork!
*you save the town!*if talk, too late for that! you've attacked us like all of the others && if you let Julia be attacked
*Julia is slain
You fall onto your knees. "{
(set: $strings to (a: "How dare you! You will pay! You all will pay!!", "$eCharacter... no..., we must carry on though. Your death will not be in vain.", "I lay down my arms. No more blood spilled, please."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonBattle")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonBattle")]
(else:)[(goto: "GiveUpSkeletons")]]}*Julia makes the mayor sign it into law - the end*guards attack you, though skeletons vs. guards - you can choose a side to fight for, or abstein - go to give up
"Before text {
(set: $strings to (a: "We've fought for your rights skeletons-in-arms. We shall fight together!", "You know, maybe we went a bit too far. Let's actually save this town now.", "I will do like maybe similar to me have done. I'll abstein."))
(display: "Cycling")
} after text." You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonVictorious")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "GuardsVictorious")]
(else:)[(goto: "GiveUpSkeletons")]]}they thank you for your help, but still arrest you for killing the mayor
the end, next week will be a breaking out of jail sessionthey make you part of their honorary gang and ask if you want to come along on their next adventure{(if: $class is "bard")[(goto: "BardSinging")]
(else:)[
(if: $immersion > 0)[You walk up towards the stage, but pause in your tracks. You've never been good at singing. You can hold a bit of a tune when bathing, yes, but in front of all these people? No, no, you're not good enough to perform for a crowd. What were you thinking?]
(else:)["You can try to sing," Bennett says, "but you'll have disavtage on your performance roll. You have no experience singing in front of people and nerves are getting to you.]]}
" {
(set: $strings to (a: "Yeah, on second thought, I don't think my singing skills are good enough.", "Screw that, this is a fake game, I can do whatever the hell I want.", "I'm one or five drinks away from being able to do this."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Tavern Discusion")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion = 0)(goto: "DrunkSinging")]
(else:)[(goto: "Tavern Discusion")]]}{(if: $immersion > 0)[As you open your mouth to sing, you feel like every single word and note swims away from your grasp. You go louder in hopes of catching it again, but all this does is make your voice louder and more annoying to the tavern goers. Boos and threats come your way.]
(else:)[You roll your dice to see how well you sing. "Well, you rolled a 2," Bennett says while looking at your sheet. "So, the tavern hates your singing. You've gotten a nice range of boos and threats."]}
"{
(set: $strings to (a: "Fiiine. I'll stop gracing you with my wonderous voice.", "Is that an encore I hear? I guess I have one more in me.", "This next song is called 'Haters Meet My Bloody $weapon'. It kills."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Tavern Discusion")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Tavern Discusion")]
(else:)[(goto: "YouVsWorld")]]}
*they beleive in what you say and in a world of change
*docile skeletons bring you to their leader
"You stare into the face of the skeleton ruler. {
(set: $strings to (a: "Let us fight to see who will rule over these skeletons.", "Wouldn't it be more comfortable to let someone else lead for a while? Out here and, also, under the sheets?", "I never thought I would get this far."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "LeaderAttack")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "LeaderSeduce")]
(else:)[(goto: "LeaderAttack")]]}
(if: $isSexy && $class is "bard")[seduce leader to become ruler of pirates! Bennett has to come back next week to figure out a campaign as a pirate ruler.]
(else:)[Your seduce fails, but you are counter seduced! You are captured by the pirates and $jCharacter will have to save you in next week's game.]Can also attack the pirate king
-goes into the same type of battle as normal skeleons, but instead of saving the town, you become king/queen of the skeletons(if: $isDrunk)[
you cannot hit him for the life of you, he strikes you down with no issues.]
(else:)[
you are able to strike him down. But, by the time you head outside, your friends have been taken captive.]Bennett kicks you out of the room. Julia thinks that you've been also annoying, and let you leave.*starting a large tavern brawl does not go well for you
*the guards have no time for your antics. You are beaten up and die.You kill yourself so he can't kill you.One v one you're no match for him. He kills you.If succesful
go to pirate fight, turns out they are working together!
else
You're stuck, he kills you*you pass out (in-game)
*out of game, Julia and Bennett just look at you like what are you doing?
*you leave the room, since you have to act like you're not there anyways{(if: $immersion > 0)[You sing a ballad about the time you lost your sense of idenity, which inspired you to take up the mantal of a bard in order to inspire others out there.(if: $isDrunk)[ Your voice is a little shaky and a few words slur together, but your natural talent shines through.] The hooded man comes over, along with $jCharacter.
<br><br>
"You've got to listen to this man's request!" $jCharacter comes over with her yellow eyes shining brightly. (if: $isDrunk)[You feel a tingly sensation over you as you watch $jCharacter's hand glow. Your drunkenenss seems to be gone.]]
(else:)["And, just like a good bard, you sing well," Bennett says, looking at the dice you rolled. "(if: $isDrunk)[Not bad for being drunk as well]
<br><br>
"I'm going to bring over the hooded man," $jCharacter says. "And I'm going to cast Cure Drunkeness so we don't have a drunk (if: $gender is "male")[man](else:)[lady] running around all over the place.]}
"{
(set: $strings to (a: "Sure. What tale do you have to tell us, good sir?", "My voice is a bit sore from singing my soul out. Maybe you should talk, $jCharacter.", "No one's going to comment on my awesome singing? No? Fine."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "MysteriousManCtn")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 1)(goto: "MysteriousManCtn")]
(else:)[(set: $tempChoice = 0)(goto: "MysteriousManCtn")]]}Looking For the Right Words To Play
{
(set: $strings to (a: "A Story About Losing Yourself In Your Imagination", "A Story About Finding A New Hobby With Friends", "A Story About Finding a Way To Lose Some Friends"))
(display: "Cycling")
}
[Click To Play]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Starting Confrontation")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Starting Confrontation")]
(else:)[(goto: "Starting Confrontation")]]}