"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?" Bennett sees you nod and writes something down onto the previously mentioned sheet. "Next up is your class. This will determine how good you are 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 = "dragonborn")
(set: $gender = "male")
(set: $class = "ranger")
(set: $isFire = false)
(set: $clothes = "")
(set: $privates = "")
(set: $pronoun = "")
(set: $isSexy = false)
(set: $tempChoice = 0)
(set: $immersion = 0)
(set: $drunkThres = 2)
(set: $isDrunk = false)
(set: $resCounter = 0)
(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 possibly 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 your roommate 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 role-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 strolls 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 strolls into your room. "And supposedly it's a lot of fun to play.""Exactly the one!" Julia says. She strolls 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'm sorry, but I've got homework to get done. Try a different roommate."))
(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 spirit!" 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."))
(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 bookmarking 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 opposite a wooden table that holds a shaggy looking man at the other side of it. Julia waves towards you and taps the cushion 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 green 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 be 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")
}" 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")]]}
"Oh." Julia sulks about of your room. "Best of luck with the homework."
You put your headphones back in. As the day goes by, you hear explosions of laughter and shouting coming from the living room. Part of you wonders what have actually happened if you had just stepped out of your comfort zone and tried something new.
Guess you'll never know."Gotcha, gotcha," Bennett scribbles 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")]}
Bennett 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. "Unfortunately, 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 $stringCheck's 4th)[(goto: "OtherPlayerDescription")]
(else:)[(goto: "OtherPlayerDescription")]]}"Alright, alright," Bennett makes a quick mark on your piece of paper. "We'll have an adventure of a women duo then, as I expected."Bennett looks up at you and gives you a slight nod and smile. "Trying something different, eh? I respect that." he makes a quick mark on your piece of paper. "We might have some gender dynamic since Julia played straight.""I mean, sometimes it is easier to get into the mindset that you're a different character when your character is close to who you are," Bennett says as he makes a quick mark on your piece of paper. "Easier to pretend to be someone that you're not who you normally are.""We're going to make a character real quick," he says as he reaches out next to him and pulls out a piece of paper and writes your name on it. "Normally, we'd spend more time on this, creating backstory and all of that, but this is a session just to see what a game is like."
"I have a sneaky suspicion that I'll enjoy this character that I made," Julia says. "But, who knows, that might change after we start playing.""I'm playing as a wizard named," Julia picks up a piece of paper in front of her. You see Bennett getting a similar sheet out for you. "Orianna Incubore. She is has a dark red coat, a long blue cape and a skirt that matches. She is also tiefling, meaning she has horns, a spiked tail, and orangeish-red skin.""We'll make this quick then," he says, throwing in another slight laugh to keep the mood up. He grabs a piece of paper from the right of him. "Normally, we'd spend more time on this, creating backstory and all of that, but this is a session will be short just to see what a game is like."
"By the way," you feel Julia jab you in the side. "This will be more fun for all parties involved if you get into it.""Really?" Julia leans forward to get a look at your face. "$name? That's the name you're going with?
"{(if: $gender is "female")[(set: $strings to (a: "Sorry, I'm terrible 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 at least 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 sweetheart 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 sewn 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 scarf to give it a bit of flare."))]
(else:)[(set: $strings to (a: "a leather suit of armor with green fabric sewn 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 wispy 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 billowing 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 fighting."))]
(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 maniacs at a keyboard. Free thinking is just an illusion. There is no real choice. Everything is already predetermined. 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 on 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")
}" 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 port has sprung up by the coast and has spawned a small village around it. You are adventurers 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 proceed?"
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 believe in you.", "What else is there to do in this tavern?"))
(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 migrated from the top of his head. He is cleaning a bottle with a white rag as you two approach him.
<br><br>
"Why hello there travelers," you can tell it's 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: $isPassedOut = false)
(set: $oneTimeVar = true)
(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 surprisingly smoothly. It is sweeter than you expected.](elseif: $race is "elf")[It is surprisingly sweet for a human drink. Hopefully, it isn't trying to mask too much alcohol. Your elvish heritage makes you a bit of a lightweight.](elseif: $race is "dragonborn")[It is ungodly sweet. You're able to choke it down. You hope that there is enough alcohol in here to get your drunk. It's hard to get you drunk.]]
(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 is 2)[Another round gifted from yourself to yourself. Maybe you should buy one for $jCharacter? You look over at her and all you get back is a horrid stink eye.]
(elseif: $drinkCounter > 2)[You slam the coins down harder than you meant to. The bartender looks at you with a bit of worry, but gives you the drink that you wanted anyways.]
(if: $oneTimeVar is true)[(if: $isDrunk)[(set: $drunkStyle to (text-style: "smear"))<br><br>Those worries of yours have slipped away at this point. You feel like you could do anything. Nothing could stop $name!(set: $oneTimeVar = false)]]
(if: ($drunkThres * 2)<= $drinkCounter)[(set: $isPassedOut = true)]
(if: $isPassedOut)[<br><br>The room is starting to spin. One more drink tonight and you might be spending it on the floor.]}
"{
(set: $strings to (a: "That's should be enough for me. I'mma gonna go talk to that guy now.", "Let's have another.", "Ah, 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)[(if: $isPassedOut)[(goto: "PassedOut")](else:)[(goto: "DrinkOrdering")]]
(else:)[(if: $isDrunk)[(goto: "DrunkSinging")](else:)[(goto: "SoberSinging")]]]}{(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 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 at the left end of the bar."]}
You return your focus back to $jCharacter, who is (if: $immersion > 0)[straighting out the gold 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 infamous 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: "SoberSinging")]]}{(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 describing 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 anyway. "Every night, around 3 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 exactly is invading your home?" $jCharacter says.
"If I were to tell you that, you wouldn't believe me."
You look (if: $immersion > 0)[(if: $gender is "male" || $race is "elf")[down at ]](else:)[across at ](else:)[across at] $jCharacter. "{
(set: $strings to (a: "I say we accept this man's offer.", "I'm sorry man, but I feel like there might be better uses for our time.", "Can we talk about this first? Privately?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $immersion += 1)(goto: "MysteriousManAccept")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion += 1)(goto: "MysteriousDecline")]
(else:)[(set: $immersion += 1)(goto: "MysteriousDiscusion")]]}{(if: $tempChoice is 4)[Before you can sing out a second tune, $jCharacter pulls you off the stage.](if: $isDrunk)[You feel a tingly sensation over you as you watch $jCharacter's hand glow. Your drunkenness seems to be gone. (set: $isDrunk = false) <br><br>]
}"I say, we talk to this guy," $jCharacter says while swinging around to your other shoulder. "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."
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 you 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, because there is a chance for us to become actual heroes. However, he is suspicious as all hell. I'm honestly torn."
You pause before replying, "{
(set: $strings to (a: "Let's be heroic this fair night.", "I feel like there might be trickery here. It is better safe than sorry in my book.", "See, $jCharacter, that's why I think 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: "MysteriousDecline")]
(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")]]}(if: $immersion > 0)[You and $jCharacter throw the tavern doors aside and come face to face with the chaos this skeleton army has created. The screams of other villagers are heard from behind the wooden-roofed shacks. A group of three skeletons see you coming onto the scene and shake their weapons at you. You watch $jCharacter's black hair start to float above the shoulders they normally lay.]
(else:)["You leave the tavern," Bennett says, rolling some dice behind his binder so you cannot see his roles. "Three of the skeletons see you and start to approach you."
"I want to cast Magic Missile," $jCharacter says, "as soon as they attack us."]
"{
(set: $strings to (a: "Forward sistren! Let's protect this village from the undead scum!", "Hey, skeletons. What brings you to this peaceful village?", "You know, instead of this whole fighting thing, I think I'd prefer to get another drink in me instead."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "SkeletonAttack")(set: $immersion += 1)]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $immersion += 1)(goto: "SkeletonTalk")]
(else:)[(goto: "EveryoneLeft")]]}{(if: $tempChoice is 3)["Words, words, words," the first skeleton shoots back. "You're just like the rest of them. Prepare to die.
<br><br>]
(elseif: $tempChoice is 1)[You wonder back outside once again.]}
(display: "SkeletonBattle"){<br><br>(if: $immersion > 0)[The third skeleton, seeing this horror on display, makes a series of crackling noises. Suddenly, three more skeletons appear from behind the (if: $tempChoice is 4)[mayor's house](else:)[tavern] and surround $jCharacter. One skeleton slices through her skirt and you can see that parts around the slash are starting to gain a red tone. $jCharacter grunts and spits out a "wmuz".]
(else:)[You watch Bennett return his attention to his sheet. "Skeleton 3 though calls for reinforcements that appear from behind the (if: $tempChoice is 4)[mayor's house](else:)[tavern] and surround $jCharacter."
"Shit," is all you hear from across the table. Bennett rolls a few more dice. "And Skeleton 5 hits hard. Take 3 damage."
Another "shit" rolls in from across the table.]}
"{(set: $immersion += 1)
(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)[(set: $tempChoice = 0)(goto: "SkeletonSlain")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonScrafice")]
(else:)[(set: $tempChoice = 1)(goto: "SkeletonSlain")]]}"Alright," $jCharacter says, looking over at the mysterious man with her bright yellow eyes. "We'll help you."
"Excellent, excellent," the man picks himself up from his seat and starts heading towards the door. "We'll head through the woods to get there as soon as possible. Should be an hour walk at its max."
And so, you follow him into the woods. The trees choke out the sight of the sky above, creating blankets of darkness that drip down below through the trees.
"Hey, how are you feeling about this," $jCharacter comes up next to you and tries to pull back a bit from your client. "You look a bit worried. I think we'll be okay though, but I don't want you to feel worried."
You make sure to keep your voice low. "{
(set: $strings to (a: "This would be the perfect place for an ambush. I think we should leave and head back.", "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")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "ForestLeaving")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "ForestLeaving")]
(else:)[(goto: "NecroBattle")]]}You turn and sprint away before $jCharacter can say anything more to change your mind. As you dodge and weave through the trees, you feel your leg suddenly get snapped back. The rest of your body tries to keep going forward, slamming your face into the ground.
You shake your head out of its daze and find that the worst pain is in your leg. You maneuver yourself and see that it is been punctured by a hunting trap. You try and pull it out, but this only makes you wince as the pain gets more intense.
You shake your fist at the trap. "{(set: $isFree = false)
(if: $race is "dragonborn")[(set: $strings to (a: "Silly trap! You're no match for the strength of my fire breath!", "Let's see if I can just jostle this trap off me.", "Well, I'm dead."))]
(else:)[(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")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(if: $race is "dragonborn")[(goto: "BurnForest")](else:)[(goto: "AttackTrap")]]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "DisarmTrap")]
(else:)[(goto: "GiveUpTrap")]]}"$name, you're a fool for trying to go back," and you feel her (if: $gender is "female")[smack you across the cheek](else:)[push her hand into your chest]. "We've been walking for an hour now. There's no way you're going to figure your way back. Also, we promised him that we'd help. I don't want to have to go back on my word."
Seeing that you're still hesitant, the tips of $jCharacter's hand start to glow a blue color. She swings them across your face. "Don't worry," she says as her voice drops to a soothing whisper. "We've got this. You have me if anything goes wrong, you hear?"
{(if: $isSexy)[(set: $isCharmed = true)You feel her get close to you and start leaning against your $privates. Thoughts of leaving washes away in the euphoria and the swaying pattern of her fingers. You'll be safe with her. Everything will be alright.]
(elseif: $class is "fighter")[(set: $isCharmed = true)You feel your head drop down low and then pull back up in agreement. You'll be safe with her. Everything will be alright.]
(else:)[(set: $isCharmed = false)You nod, although you don't feel any less worried than what you felt before.]}
"{
(if: $isCharmed)[(set: $strings to (a: "I guess I'll stay here. I have you with me after all.", "~~Nope, nope, I need to leave.~~ Everything will be alright.", "I don't really know my way back, so I guess staying is really my only option"))]
(else:)[(set: $strings to (a: "I guess I'll stay here. I have you 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")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SetUp")]
(elseif: $chosenString is $stringCheck's 2nd)[(if: $isCharmed)[(goto: "SetUp")](else:)[(goto: "LostForest")]]
(else:)[(goto: "SetUp")]]}(if: $immersion > 0)[The skeletons look at each other. "No one has asked us what we really wanted before," the nearest skeleton speaks with a voice that sounds like an alto and tenor echoing on one another. "Truthfully, we just want equal representation. The mayor just passed an act that declares anyone who is able to fight to sign up for the local militia or else face a heavy fine."
"But when we go to sign up," the skeleton behind him speaks in a slower manner that doesn't help its echoing, "we're either chased out or the recruiter simply flees. We're used to those reactions, but we are still get hit with the burdensome fee."
A series of murmurs rise out from the other two skeletons. $jCharacter looks at you and gives you a shrug that momentarily reunites her hair with her shoulders before they start floating again.]
"{
(set: $strings to (a: "I'm so sorry for your misrepresentation. But I'm not one of this town either, so I am powerless to help you.", "Such misdeeds! We shall storm the main hall right now and demand this be solved.", "If you want equal representation, my $weapon will not discriminate."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 3)(goto: "SkeletonAttack")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "SkeletonCourt")]
(else:)[(goto: "SkeletonAttack")]]}{(if: $tempChoice is 1)[You and $jCharacter sit in the encroaching blood as you watch the two sides battle it out. Eventually, after much more blood has been spilled, the only ones left standing are the ones with no skin.
<br><br>
"While we appreciate you two standing up for us," you recognize the melded voice of the alto and tenor from before, "we probably have no chance to become equals in this town ever. And our leader will want to know why, so, you two are coming with us."
<br><br>
The skeletons take out a piece of rope and strap your wrists together in an x formation. Then, they drag you by this into the woods surrounding Urshok.]
(elseif: $tempChoice is 0)[(if: $immersion > 0)[You keep on your knees but now throw your hands up in the air, dropping your $weapon. The skeletons take out a piece of rope and strap your wrists together in an x formation. Then, they drag you by this into the woods surrounding Urshok.]]
(else:)["Okay, okay," Bennett nods as he shuffles a few papers around. "You are then captured and escorted away by the skeletons, but you keep your life."]
(elseif: $tempChoice is 2)[You battle with inspiration, but still fall captive. The skeletons take out a piece of rope and strap your wrists together in an x formation. Then, they drag you by this into the woods surrounding Urshok.]}
You watch Bennett knock down the binder he was using for secrecy during the game. "And that's the end for this session. I'll have to come up for something for the skeletons' home."
{(if: $tempChoice is 0)["And some way to resurrect Orianna?" Julia asks, handing the paper she had back to Bennett.
<br><br>
"Yeah, there might be someone who can resurrect her at a cost," Bennett says. "We'll see what Phoebe wants to do now. She needs to figure out how to escape out of imprisonment first."]
(elseif: $tempChoice is 2)["And some way to resurrect Orianna?" Julia asks, handing the paper she had back to Bennett.
<br><br>
"Yeah, there might be someone who can resurrect her at a cost," Bennett says. "We'll see what Phoebe wants to do now. She needs to figure out how to escape out of imprisonment first."]
(else:)["And some way to free us from the skeletons?" Julia asks, handing the paper she had back to Bennett.
<br><br>
"Yeah, and there might be a way to resurrect the mayor," Bennett says. "For a cost. We'll see what Phoebe wants to do now. She needs to figure out how to escape out of imprisonment too."]}
You nod. "{
(if: $tempChoice is 0)[(set: $strings to (a: "Although, I might end up finding a new life in their ranks. They need new blood, no?", "Don't worry Julia, I will have my vengeance for your death!", "Maybe I'll tell them a bedtime story and they'll set me free."))]
(elseif: $tempChoice is 2)[(set: $strings to (a: "Although, I might end up finding a new life in their ranks. They need new blood, no?", "Don't worry Julia, I will have my vengeance for your death!", "Maybe I'll tell them a bedtime story and they'll set me free."))]
(else:)[(set: $strings to (a: "Although, I might end up working my up through their ranks. They need new blood, no?", "Don't worry Julia, we won't have to worry about any vengeance for all this lost blood, no?!", "Maybe I'll tell them a bedtime story and they'll set me free."))]
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}You march up to what you presume is the mayor's estate, since it is the only one with stone pillars and it doesn't use wood for its primary material. You slam your fist onto the door.
"Knock, knock," you hear $jCharacter say from behind you as she slams her fist into the door (if: $gender is "male")[although with a little bit less force](else:)[with the same tenacity as you did]. "Hey, mayor? We're here to talk."
After a few moments, you see a wavey haired man peer around the white marble doors. "What is it, I've got the manner of the fact that the town is being attacked by skeletons. Again."
"What if I told you," $jCharacter leans against the door that isn't opened. "That all they want is to be treated as citizens?"
The mayor's bearded chin drops halfway open and stares at $jCharacter. "What. What? Hell no."
You hear an uproar from the skeletons behind you. You turn around to face them. "{
(set: $strings to (a: "Down with the patriarchy! Let's kill this man and invoke a mortemarchy!", "Welp, we tried. Back to violence.", "Hey, $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)[(set: $tempChoice = 4)(goto: "SkeletonAttack")]
(else:)[(goto: "MayorPresuation")]]}
{(if: $immersion > 0)[You watch $jCharacter's eyes glow as she shoots three glowing darts of magical darts at the encroaching skeletons. Two of the missiles smack into the closest one. This dislodges his attacking arm and disarms him. The final one flies past and hits one in the middle, temporarly stunning him.
<br><br>
(if: $class is "ranger")[You take this opportunity of stunnedness to load up your bow and arrow. You pull the string back taught before letting the tension go. You feel the friction heat go through your fingers as the arrow smacks the nearest skeleton in one of his ribs, sending him to the ground.]
(elseif: $class is "bard")[You focus mentally on the skeleton that has been stunned. He looks around in confusion as you break through his physique. With the wall breached, you send him into a fit of laughter. It starts as a giggle, but slowly consumes him into a guffaw that knocks him off his feet.]
(else:)[You take this opportunity to charge in. Your $weapon makes little work of the disarmed skeleton as you pulverise the side of his skull with your hammer. By now, the skeleton who was stunned is slowly breaking out of it, but your $weapon punishes him and slams him into the ground.]]
(else:)["You cast Magic Missiles then?" Bennett gestures to $jCharacter. She nods and rolls some pyramid looking dice. Bennett peers over to her roles and jots down some numbers. "Skeleton 1 is hurt badly and Skeleton 2 is slightly injured."
<br><br>
He looks up from his paper and stares at you.
(if: $class is "ranger" || $class is "fighter")["You want to attack with your $weapon then?" he pauses as you give a nod back. "Alright, roll the dice in front of you and see how well you do."
<br><br>
You roll the red dice with what you think is 20 sides. It is a 17. "That's pretty good," Bennett makes a few more marks. "Yeah, that skills the nearest skeleton. (if: $class is "fighter")[You also do a bit more follow damage on Skeleton 2.]"]
(else:)["You wanted to use Hideous Laughter, correct?" you nod, despite not remembering ever saying that. He rolls something behind the screen again. "And Skeleton 2 fails. He is now prone."]]}{(if: $class is "bard")[You swing your $weapon at the trap. It clicks off of it. It seems like this trap is well made, fortunately for whoever to the owner is and unfortunately for you.]
(elseif: $class is "ranger")[You pull back your $weapon and release it at the trap. The arrow bounces right off. You should have known that the arrow wouldn't be strong enough. You've operated these traps in your past.]}
(display: "HunterEncounter"){(if: $class is "ranger")[(set: $isFree = true)You seen this type of trap before. All you need to do is press down on the springs that hold the metal plate intact and...
<br><br>
You slip your leg out of the trap. You wiggle your toes a bit as you feel circulation return to them once again.]
(else:)[You stare at the trap. With the weird angle you're looking from, it's hard to figure out how this works. Guess if one could solve it just by looking at it, it wouldn't be a very good trap.]}
(display: "HunterEncounter")(display: "HunterEncounter")As you return to your thoughts, you hear the sound of leaves rustling. You pick your $weapon and point it in the direction that you heard it. Silence. You must have just heard something.
You turn back to the trap to see a bone in your face. You trace the leg bone upwards to see a skeleton looming over you. Although, it isn't quite a skeleton. There's skin still, but not everywhere. You look up and you meet its glare with its pupilless eyes. Pure white ovals. Underneath its eyes, skin rests to create its cheekbones, but there's nothing besides rotting teeth for its mouth. A layer of skin is draped over his chest, although his heart is exposed. You stare at it. It isn't beating.
"Ahh, we see that we've caught another one," it caresses your chin with bony fingers. You watch it dangle them in front of your face as one of the fingers regains its flesh. "After a few quick slices, you'll be another one to join the undead family."
You look back up at the monster. " {
(set: $strings to (a: "That's a big old nope from me. I've got to run.", "No one's taking me on my watch.", "You can't kill me if I'm already dead."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "RunAway")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 0)(goto: "FightHunter")]
(else:)[(goto: "OwnScarfice")]]}(set: $isFree = true)Your party of three comes to a clearing in the forest. The mysterious man walks to the edge of the clearing and then stops.
"We're here," he says, staring off into the nearby trees. You look around and see nothing besides a few bushes and a fallen log.
"Where exactly is 'here'? $jCharacter says, stealing the words out of your mouth. "There's nothing-"
$jCharacter stops and stares past the mysterious man. You follow her line of sight and find out why she's in shock. To be fair, it sends you into temporary shock as well. There's a skeleton now behind the mysterious man. Although, it isn't quite a skeleton. There's skin still, but not everywhere. It meets your glare and looks back with its pupilless eyes. Pure white ovals. Underneath its eyes, skin rests to create its cheekbones, but there's nothing besides rotting teeth for its mouth. A layer of skin is draped over his chest, although his heart is exposed. You stare at it. It isn't beating.
"Thank you for bringing me more guests, Kiuz," the monster speaks in a voice that sounds like a yelling tenor and a whispering base. "It seems your plan was one of success."
"As expected," the mysterious man says with a chuckle.
"{
(set: $strings to (a: "Wait, what is going on here?", "I knew my gut was right in thinking something was off.", "Who could have seen something like this coming. Oh right, me."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "NecroBattle")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "NecroBattle")]
(else:)[(goto: "NecroBattle")]]}{(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?", "Wow. I guess it's just too hard create unqiue facial descriptions, huh?"))
(display: "Cycling")
}" 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)[(if: (history:) contains "SkeletonInvasion")[(goto: "SkeletonAttack")(set: $tempChoice = 1)](else:)(goto: "SkeletonInvasion")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "LoneSkeleton")]
(else:)[(goto: "BEER")]]}You spend the rest of the evening swimming through booze and having a carefree evening. You think you heard something about a tiefling being captured, but you're too busy in your own self-absorbtion to care really.
"And it looks like we're done," you watch Bennett snatch your paper away. "Although it looks like we're going to need someone else to save Orianna."
"Thank you so much for being so cooperating with me," Julia glares at you. "I'm so glad that you took time out of your time just to get my expectations up and to dash them real quick."
You get up to leave the room. "{
(set: $strings to (a: "Hey, I had fun. 'The Tales of $name, the Alcoholic'. Saving the world one beer at a time.", "It's strange that a character so heroic as $name started off one way and ended up being completely different by the end.", "You know, after how this day has been going, I might need an actual drink."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $immersion > 0)[You hear the front doors creak open. You twist to see a skeleton standing inside. The skeleton surveys the room and sees you. He points his scimitar 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? Prepare 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")]]}After a few moments, you and the skeleton burst through the tavern doors, singing a song together. (if: $class is "bard")[You're keeping the tune on key, but your new found friend is all over the place.](else:)[Neither of you two have any sort of solid rhythm or key going but you two don't care.] You stumble out into the streets and bump into $jCharacter going up against some skeletons.
"Please, pleeease," the skeleton wobbles over to some of this skeleton brethren. "We. We don't need to fight. Why fight when we can, you know, not?"
You watch as this plead for peace somehow wins over the crowd of skeletons. They take their now drunk skeleton and start heading off into the woods where they came from.
"I, I didn't even know I could get drunk!" you hear your friend say as they disappear into the distance.
The next sound you hear is the sound of Bennett sighing. "That skeleton rolled a natural 20," he says, while taking away the paper in front of you. "That honestly should not have worked out."
"That's the fun part about this game, no?" Julia gives you a high-five as she slides her paper towards Bennett. "The dumbest plans can have the best outcomes."
You giggle and nod. "{
(set: $strings to (a: "Dumb plan, but wonderful execution.", "Are you saying going out and getting my enemy drunk off their ass is not a valid plan? I have to scrap next week's plans then.", "I bet I would find more enjoyment in this game if I was drunk."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $immersion > 0)[The skeleton... the skeleton follows you upstairs. You barge down one of the bedroom doors 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")]]}"Please leave." Bennett barries his head in his hands. "I-I can't in good faith narrate you having sex with a skeleton. It's too much."
Julia moves around the table to hug Bennett. "How did you even think of doing that Phoebe?"
You shrug. "{
(set: $strings to (a: "Is that not the type of role-playing that you two wanted? I was getting really into it.", "It was like one of three things that popped into my mind, so I went for it.", "I'm going to need to find someone on the Internet that allows me to have that type of fun, if you know what I mean."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $class is "fighter")[You fly towards the ambushing skeletons and (if: $isSexy)[slam into one of them with your $privates](else:)[cut one down with your $weapon] before turning around kicking the leg from out one of the other skeletons.
<br><br>
$jCharacter sees this and hugs you. This, while affectionate, also conjures a shield around you. Her hands then start to shine a similar yellow to her eyes. She swings her hands back away from the two of you and slams them together. A shockwave verberates around the shield, sending the remaining skeletons flying away and shattering into pieces.
<br><br>
"Congrats!" you hear a villager say. Wait, not a villager. It's just Bennett. "You ladies defeated the skeletons! Wasn't sure if you two were going to make it there."
<br><br>
"You were so clutch Phebes!" Julia says, giving you another hug. "Where did you learn to fight like that?"
<br><br>
You giggle. "Julia, {
(set: $strings to (a: "I found the strength to fight when I thought about the chance that you would be lost.", "I'm a fighter. I spend years training my skills.", "that was $name doing to fighting, not me. If I was actually fighting, we would have lost our lives so quick."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}]}
(else:)[You fly towards the enemy with great speed. You slam your $weapon to the first skeleton that you come across, however, you relieve that your class is not meant for close combat either. One of the skeleton's many friends slams their scimitar into your back, sending you to the ground.
"No, no," you hear $jCharacter say as the light starts to slip away. "It can't go like this!"
Your fading consciousness suddenly feels a jolt of electricity, but it isn't enough to stop your fading condition. After a few moments of trying to cling on to survival, you feel (if: $gender is "female")[a pair of hands](else:)[two pairs of hands] picking you up.
"Don't worry $name," you hear $jCharacter whisper in your ear. "I won't let you die on me."
"And that's where we'll end it for this week," Bennett says, pushing down his binder barrier that hid what he was doing. "We will see if you can save Phoebe, Julia."
Julia gives you a hug. "Don't worry girl, I'll save you. Don't worry!"
You giggle. "Julia, {
(set: $strings to (a: "with your strength, I don't think my life will be lost.", "I have no clue what you're going to do, but I wish you the best.", "I appreciate it, but if I die, I won't have to play next week, yes?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}](if: $tempChoice is 0)[Your hopes that she can survive on her own are quickly dashed as $jCharacter tries to escape from the ambush, the skeleton's scimitars slash through cape and puncture her neck.]
(else:)[The skeleton that calls for help approaches you. "It's far too late for talking!" the words rattle out of his mouth. "You've attacked us like all the others. Time to pay."
You watch one of the ambushing skeletons puncture $jCharacter's cape and neck before she can run away.]
Your breathing becomes unregular and flustering as you fall onto your knees. "{
(set: $strings to (a: "How dare you! You will pay! You all will pay!!", "$jCharacter... 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)[(set: $tempChoice = 2)(goto: "GiveUpSkeletons")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $tempChoice = 2)(goto: "GiveUpSkeletons")]
(else:)[(set: $tempChoice = 0)(goto: "GiveUpSkeletons")]]}$jCharacter pauses and slips her black hair behind her horns. "I don't think-"
Her tail snaps into the air to coordinate with her hands snapping. Her cape almost smacks you in the face as she faces the mayor.
"I think it would be a wonderful idea to let make these skeletons citizens," you see the tips of her fingers glow blue as the mayor's eyes start to glaze over. "It would increase taxes and create peace. There are no downsides."
The mayor slumps forward before springing back up again. "Yes, yes, I do agree. I do decree then that skeletons will be citizens from this day forward!"
A cheer goes up from behind you. You offer $jCharacter a high-five, who gladly takes it.
"And, I guess the town is saved?" Bennett is still looking at the dice he rolled for the mayor. "A crit 1. You guys are so lucky that that worked. I was going to have the guards attack you if you would have failed that."
You swing your hand dismissively. "{
(set: $strings to (a: "If we would have to fight the guards, so be it. They were assholes to those skeletons. All respect for the town was lost.", "Dying to the guards might make us lose our lives, but we becomes martyrs for skeletons worldwide.", "See, I can't lose myself in a game where it all comes down to chance. Wouldn't it be so much better with a set number of endings that you could find?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}Before anyone can react, you attack the mayor with your $weapon. He never saw it coming. Your attack goes straight through his head, causing blood to shoot up around him. He collapses to the floor as the blood trickles down the front steps to the building.
A cheer goes out from the skeletons, but the nearby guards are not surprisingly a bit peeved that you just murdered their leader.
You turn your attention to $jCharacter whose mouth is now half-opened. Her eyes move turns from the now former mayor to your bloody (if: $isSexy)[(if: $gender is "male")[groin region](else:)[$privates]](else:)[$weapon]. You place a hand on her shoulder. "{
(set: $strings to (a: "We've fought for the rights of skeletons-in-arms. We shall finish this together!", "You know, maybe we went a bit too far. Let's actually save this town now.", "We probably shouldn't get caught up in politics anymore. They're clearly messy. Let's do what most people do our age and abstain from further politics."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "SkeletonVictorious")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "GuardsVictorious")]
(else:)[(set: $tempChoice = 1)(goto: "GiveUpSkeletons")]]}{(display: "SkeletonBattle")
<br><br>
(if: $immersion > 0)[The guards, seeing your display of skills, follow up on your attacks. One slams him shield over the skeleton's head, decapitating him. Another swings his mace into another's skull, causing it to fly back and take out the legs of another. Before too long, all of the skeleton resistance that is left is a scattering of loose bones.
<br><br>
While you and $jCharacter take this moment to celebrate, you suddenly feel a old sensation fall over your wrists. You try to move them apart, but you discover that you're now in handcuffs.
<br><br>
"We appreciate your support," one of the guards say as they escort you down the street. "But you still did murder our mayor. We need to send you to jail for that."]}
{(else:)["You cast Magic Missiles then?" Bennett gestures to $jCharacter. She nods and rolls some pyramid looking dice. Bennett peers over to her roles and jots down some numbers. "Skeleton 1 is hurt badly and Sketeton 2 is slightly injured."
<br><br>
He looks up from his paper and stares at you.
(if: $class is "ranger" || $class is "fighter")["You want to attack with your $weapon then?" he pauses as you give a nod back. "Alright, role the dice in front of you and see how well you do."
<br><br>
You roll the red dice with you think 20 sides. It is a 17. "That's pretty good," Bennett makes a few more marks. "Yeah, that skills the nearest skeleton. (if: $class is "fighter")[You also do a bit more follow damage on Skeleton 2.]"]
(else:)["You wanted to use Hideous Laughter, correct?" you nod, despite not rememeber ever saying that. He rolls something behind the screen again. "And Skeleton 2 fails. He is now prone."]
<br><br>
You watch Bennett return his attention to his sheet. "Now it is the guards turns." The clattering of dice. "Oh man, they wreck shit. Yeah, skeleton 3 is dead. So is 2, 4, and 5. Yeah, those skeletons are defeated real quick.
<br><br>
"However," Bennett points to you, "the guards still arrest you. You did kill the mayor after all."]}
"And that's where we'll call it for this session," Bennett says, closing the binder that sat in front of him. "Julia, it looks like you're going to need to create a plan for a jail heist."
Julia rolls her eyes as she turns to you. "I guess so. Why did you backtrack on your idea of saving the skeletons so quickly?"
You shrug. "{
(set: $strings to (a: "I felt bad for making them lose their leader. Didn't want to make them lose their village as well.", "I found a change in heart after seeing the damage I caused.", "Don't ask me. It was $name who did it."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $immersion > 0)[You watch $jCharacter's eyes glow as she shoots three glowing darts of magical darts at the encroaching guards. Two of the missiles smack into the closest one. He winces in pain and goes down on one knee, grabbing the arm that was him. The final one flies past and hits one behind him in the chest, temporarily stunning him.
<br><br>
{(if: $class is "ranger")[You take this opportunity of stunnedness to load up your bow and arrow. You pull the string back taught before letting the tension go. You feel the friction heat go through your fingers as the arrow smacks the nearest guard in one of his ribs, sending him to the ground.]
(elseif: $class is "bard")[You focus mentally on the guard that has been stunned. He looks around in confusion as you break through his physique. With the wall breached, you send him into a fit of laughter. It starts as a giggle, but slowly consumes him into a guffaw that knocks him off his feet.]
(else:)[You take this opportunity to charge in. Your $weapon makes little work of the kneeling guard as you pulverise the side of his skull with your hammer. By now, the guard who was stunned is slowly breaking out of it, but your $weapon punishes him and slams him into the ground.]}
<br><br>
The skeletons, seeing your display of skills, follow up on your attacks. One slashes his scimitar through a guard's neck, decapitating him. Another takes his arm and shoves it down the guard's throat. That guard tries to push the skeleton back, but soon falls due to choking. Before too long, all that remains of the guard resistance is a scattering of bodies.
<br><br>
While you and $jCharacter take this moment to celebrate, you suddenly feel yourself being hoisted up. You find yourself resting on top of cheering bones.
<br><br>
"Three cheers for our liberators!" one of the skeletons say as they escort you down the street. "Support can come from those still of the living."]}
{(else:)["You cast Magic Missiles then?" Bennett gestures to $jCharacter. She nods and rolls some pyramid looking dice. Bennett peers over to her roles and jots down some numbers. "Guard 1 is hurt badly and Guard 2 is slightly injured."
<br><br>
He looks up from his paper and stares at you.
(if: $class is "ranger" || $class is "fighter")["You want to attack with your $weapon then?" he pauses as you give a nod back. "Alright, roll the dice in front of you and see how well you do."
<br><br>
You roll the red dice with you think 20 sides. It is a 17. "That's pretty good," Bennett makes a few more marks. "Yeah, that kills the nearest guard. (if: $class is "fighter")[You also do a bit more follow damage on Guard 2.]"]
(else:)["You wanted to use Hideous Laughter, correct?" you nod, despite not remembering ever saying that. He rolls something behind the screen again. "And Guard 2 fails. He is now prone."]
<br><br>
You watch Bennett return his attention to his sheet. "Now it is the skeletons' turns." The clattering of dice. "Oh man, they wreck shit. Yeah, Guard 3 is dead. So is Guard 2. Yeah, those guards are defeated real quick.
<br><br>
"You are now treated as heroes," Bennett says, smiling to the both of you. "By skeletons though. Fellow living creatures might not trust you anymore.]}
"And that's where we'll call it for this session," Bennett says, closing the binder that sat in front of him. "I will have to come up with some consequences for your 'heroism'."
Julia giggles as she hands back her sheet. "And, we saved someone, didn't we?"
You giggle as well. "{
(set: $strings to (a: "Yeah. We found salvation for the skeletons. Those guards were being assholes anyways.", "Part of me regrets slaying all those people, but hey, all wells that ends well.", "For some reason, $name really doesn't like living people. Minus Orianna, of course."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(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 disadvantage 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. Let's talk $jCharacter.", "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: "DrinkOrdering")]]}{(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. Where are you $jCharacter?", "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)[(set: $tempChoice = 4)(goto: "Tavern Discusion")]
(else:)[(goto: "YouVsWorld")]]}
The skeletons stop encroaching. They turn and look at each other, mulling over the words that you said.
"Yeah, what $pronoun said," $jCharacter says as she lets them magic dispell naturally. "It seems like skeletons are always fighting against the world, looking for a state to be in. Wouldn't you be interested in finally reaching that place?"
The skeletons keep eye contact away from you two. Finally, one steps forward and says, "Well, life has been turned on the head ever since I was resurrected. I feel like whatever meaning my original life had has been stripped away from me."
Another nods and stands next to his fellow skeleton. "Eternal rest and glory had been promised to us if we did good deeds while alive. And now, we've gotten none of that in return."
A third skeleton steps up behind them. "Let's bring them to our leader and see if she can find rest within these two. If we stray away, we will be punished. But if she follows with us, we will all finally find happiness."
They escort you to the outer edge of town, where the amount of house twindle and the number of trees increase. There, they bring you in front of this looming skeleton. The top half of it is shaped like your average humanoid, however, around the waist, it quickly breaks away into a series of ribs and vertebrates that looks like a snake's former body. A purple sash sits around her waist, while a white fabric, atoned with gold pieces, is wrapped around her chest.
"What have you two to say for yourselves?" she leans her body down to get into your face. "Why shouldn't we execute you like the rest of the living the resist us?"
"You stare into the face of the skeleton ruler. {
(set: $strings to (a: "I have the support of these skeletons. Let us fight to see who will rule over them all.", "Wouldn't it be more comfortable to let someone else lead for a while? Out here and, also, under the sheets?", "We bring only the idea of eternal peace. Do what you want with us, but we bring no harm."))
(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.]"You got your support because you promised peace," the leader says as the skeletons who were following you now stand behind her. "Now, you say violence will be the way to victory? Hypocrite."
You are swarmed by over twenty skeletons. You have no chance at surviving.(if: $isDrunk)[You find out that your aim with your $weapon is quite terrible when you're drunk. You would have thought that you would have been able to handle one lone skeleton, but it turns out, that drunk $name is terrible at fighting. You miss by a longshot and the skeleton comes up to you and stabs you in the heart with no resistance.
<br><br>
"And, yeah, you're dead Phoebe," Bennett says, grabbing your paper away from you. "It's been fun, but I think it's best that you leave. You know, to help role-play you being dead."
<br><br>
"Thank you so much for being so cooperating with me," Julia glares at you. "I'm so glad that you took time out of your time just to get my expectations up and to dash them real quick."
<br><br>
"{
(set: $strings to (a: "Hey, that was skeleton was pretty strong. What was I going to do? Not get terribly drunk?", "We've all learned an important message. Don't drink and roll kids.", "I felt like being someone else for a change. Sorry that that someone else was an annoying drunk."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}]
(else:)[With being able to strike first, you have no problem taking down this one skeleton. Two swift attack from your $weapon and the intruder is down.
You start to wonder though about $jCharacter and the other skeletons outside. They might need your expertise.
"{
(set: $strings to (a: "Taking out that one skeleton was a blast. Let's do that some more.", "That one skeleton makes me in the mood to DRINK ALL THE BEER!", "You totally want me to go fight some skeletons, don't you Bennett?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 2)(goto: "SkeletonAttack")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "BEER")]
(else:)[(set: $immersion = 0)(goto: "SkeletonAttack")]]}]"Get." Bennett snatches your paper away from you and points towards the door. "If you're not going to show some mutual respect, then please leave. We'll find someone else."
"Exactly," Julia moves around the table to hug Bennett. "I didn't know you could be such an asshole Phoebe. I thought you were so nice."
You don't look back as you leave the room. "{
(set: $strings to (a: "It's weird how I was perfectly normal today until just now. I almost felt like a different person.", "Tell better stories and I won't need to sass you.", "Is it too late now to say sorry?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}You waggle your $weapon and gesture to the other patrons of the tavern to come at you. Unfortunately for you, increasing the number of opponents have while decreasing your hand-eye coordination turns out to be a terrible call. Despite $jCharacter's pleading, they start smacking fists and weapons at you, causing you to become unconscious in no time.
"I think we need to end it here," Bennett snatches your paper away from you. "Julia, you're not going to get anything done with the whole tavern mad at you."
"Thanks Phoebe," Julia flicks her paper towards Bennett. "Thanks for all your cooperation."
You wave as you leave the room. "{
(set: $strings to (a: "No no, it my pleasure. I found out that I enjoy being an asshole in a game.", "If the patrons had a better taste in music, we wouldn't have had this issue.", "Is it too late now to say sorry?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}"Wait, what-"
The monster's bone jaw drops down as it watches you (if: $class is "fighter")[smack](elseif: $class is "bard")[stab](elseif: $class is "ranger")[shoot] yourself with your $weapon. You feel yourself slipping away quite rapidly until it all goes black.
"Uhh," Bennett says, squinting at you. "I guess that's where we'll call this session? I'll have to figure out if that actually works or not. He could just resurrect you and then kill you again."
"{
(set: $strings to (a: "But then I'll just kill myself again. No one forces $name to live a life they don't want to live.", "I...fair. I didn't think about that. I just went with the power move.", "If it couldn't get the hint that I wanted nothing to do with this, I don't know what else would."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $isFree)[(if: $tempChoice is 1)[With no help from any allies, you find out that your $weapon is no match for this thing.](else:)[Despite having both legs to work with, you're no match for this creature.] He grabs you by the throat and hoists you up in the air.]
(else:)[He rips you out of the trap by your neck, leaving you with one leg dangling in midair while the other limps over in the trap.]} You feel the air and energy being ripped out of your body as you struggle to fight back.
(display: "ResurrectEnding"){(if: $isFree)[(if: $class is "ranger")[(display: "EscapeForest")](else:)[You run and run, but you feel like you're only making yourself more lost. Suddenly, you fall flat on your face. You look back and something has come out of the ground and grabbed your leg. A bony hand.
<br><br>
You feel the energy slowly being drained from you as the hand works its way up your leg. You try to maneuver out of its grasp, but you find out that another hand has latched on and is starting to drain one of your hands. You try to muster yourself onto your feet, but the new shakiness in your legs sends you right back to the ground.
<br><br>
"You can not escape me," you hear the voice of the monster once again. "The bones know all."
<br><br>
(display: "ResurrectEnding")]]}
(else:)[You try to turn and run, but the trap still keeps you in place. You feel the monster rip you out of the trap by your neck, leaving you with one leg dangling in midair while the other limps over in the trap. You feel the air and energy being ripped out of your body as you struggle to fight back. This struggle does not last for long.
(display: "ResurrectEnding")]"And, with that drink," you watch Bennett roll a dice. "Yeah, you're now unconscious. Great going Phoebe."
"Thank you so much for being so cooperating with me," Julia glares at you. "I'm so glad that you took time out of your time just to get my expectations up and to dash them real quick."
You get up to leave the room. "{
(set: $strings to (a: "Oh, it was absolutely my pleasure. Next time, don't guilt trip me into playing.", "Hey, we all found out together that my character, $name, was an alcoholic. Who knew?", "You know, after how this day has been going, I might need an actual drink."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $immersion > 0)[You sing a ballad about the time you lost your sense of identity, which inspired you to take up the mantle 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 drunkenness 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. (if: $isDrunk)["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")]]}The End~!
Thanks for playing!
Were you able to:
~fight the whole tavern while drunk?
~bone a skeleton?
~have an existential crisis?
~resist becoming an undead slave?
~steal all the beer?
~allow skeletons to become voting citizens?
"I want to jump back to the start of {
(set: $isDrunk = false)
(set: $isFire = false)
(set: $strings to (a: "the story.", "character creation.", "the D&D game."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Starting Confrontation")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "IntroDM")]
(else:)[(goto: "TavernOpening")]]}Double-click this passage to edit it.{(if: $resCounter is 0)[Your body goes numb. Your brain feels like it's losing all focus. Right before you go under, you feel a burning sensation and your eyes pop open. You look up to see the monster grinning down at you.
<br><br>
"Welcome to our side," it says, while holding up a bony hand in front of your face. You gulp when you notice it is attached to you. You run your eyes down your new body. Everything feels cold and numbed. "I am your new ruler, Rywfrrytzar. Become a slave for me and we'll get along just fine."
<br><br>
As you speak, your voice sounds like it echoes around your now hollow skull. "{
(set: $strings to (a: "You can rob me of my life, but you cannot rob me of my will.", "I didn't sign a contract. I don't have to agree with anything.", "While going around scaring people sounds fun, I'm going to pass, thank you very much."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $resCounter += 1)(goto: "ResurrectEnding")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $resCounter += 1)(goto: "ResurrectEnding")]
(else:)[(set: $resCounter += 1)(goto: "ResurrectEnding")]]}]
(elseif: $resCounter is 1)[A low "heh" tumbles out of its mouth. His grin gets even wider as skin grows over to cover up his lower cheeks.
<br><br>
"They always try to resist us," it says as a ringing noise goes off in your head, making it hard to concentrate. "They never come willingly."
<br><br>
"{
(set: $strings to (a: "Killing someone doesn't exactly make me really want to trust you.", "I. Am. My. Own. Person.", "I will serve you lord Rywfrrytzar."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $resCounter += 1)(goto: "ResurrectEnding")]
(elseif: $chosenString is $stringCheck's 2nd)[(set: $resCounter += 1)(goto: "ResurrectEnding")]
(else:)[(goto: "Controlled")]]}]
(elseif: $resCounter is 2)[Rywfrrytzar waves a hand of three bony fingers and two fleshy ones at you. The ringing in your head gets louder.
<br><br>
"When will they learn," you can barely make out his words over the ringing in your head. "That the only reason they have a choice..."
<br><br>
"{
(set: $strings to (a: "I can't hear my...thoughts.", "I will serve you lord Rywfrrytzar.", "I will serve you lord Rywfrrytzar."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $resCounter += 1)(goto: "ResurrectEnding")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Controlled")]
(else:)[(goto: "Controlled")]]}]
(else:)["Because I allow them to."
<br><br>
"{
(set: $strings to (a: "I will serve you lord Rywfrrytzar.", "I will serve you lord Rywfrrytzar.", "I will serve you lord Rywfrrytzar."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Controlled")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Controlled")]
(else:)[(goto: "Controlled")]]}]}(set: $isFire = true)You heave back your head, sucking in air along the way. You use the back of your throat to pump heat into the air mixture you have in your mouth before releasing it out onto your trapped leg. The heat is enough to weaken the metal enough to pull your leg free.
As you celebrate your accomplishment, a flick of red catches your eye. You look back to where the trap was to see that a fire has started to burn there. And it is spreading. Fast.
Before you know it, the fire has toppled down the tree that the trap was attached it, sending the flames onto the surrounding trees.
"{
(set: $strings to (a: "Aithyas! I got to stop this fire from spreading.", "I...better get out of here.", "Thankfully, as a dragonborn, I have resistance to fire. Everything should be fine."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 0)(goto: "Burned")]
(elseif: $chosenString is $stringCheck's 2nd)[(if: $class is "ranger")[(goto: "EscapeForest")](else:)[(set: $tempChoice = 1)(goto: "Burned")]]
(else:)[(set: $tempChoice = 0)(goto: "Burned")]]}Your right hand glows purple and you slap it against your thigh. You feel energized after casting Longstrider on yourself. {(if: $isFire)[This increase of speed, along with your forest knowledge from being a ranger and your fire resistance from being a dragonborn, allows you to escape the fire consumed forest before it can smother your life.]
(else:)[You take one more look at this undead monster and never look back. The increased speed, along with your forest knowledge from being a ranger, allowing you to escape from the monster's encroaching presence and out of the forest.]}
With you finally out of the forest, you notice that it is becoming night quickly. You wonder for the safety of $jCharacter and your mysterious friend. Not only do they have to deal with whatever was plaguing that man before, but also now there is a (if: $isFire)[fire](else:)[undead monster] encroaching on them as well.
The sound of a binder brings you back to reality. "And that's where we'll start again next time," Bennett says, smiling at you and Julia.
"Phoebe," Julia says, glaring at you. "Seriously? Why did you abandon me and then leave me to battle for myself against two different hazards?"
"{
(if: $isFire)[(set: $strings to (a: "I mean, a tiefling is this weird demon sort of thing? Maybe you'll find strength in the fire? I hope?", "Look at the bright side. Only one of us is royally screwed.", "You at least have found out that all of this is coming your way. You heard a different story about the dangerous and now you should be prepared!"))]
(else:)[(set: $strings to (a: "Imagine if that...thing would have made me fight you. That would have made it worse, no?", "Look at the bright side. Only one of us is royally screwed.", "You at least have found out that all of this is coming your way. You heard a different story about the dangerous and now you should be prepared!"))]
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}(set: $resCounter = 0)Your mind goes blank.
The sound of a binder closing snaps your eyes open. "And that's where we'll start again next time," Bennett says, smiling at you.
"Really?" Julia hesitates before handing her sheet back to Bennett. "I hope Orianna will be able to break $name out of that monster's spell."
"{
(set: $strings to (a: "Maybe you'll join me and we'll rule from the dark side together.", "I think it's a little unfair to have a game based upon choices end without a choice, truth be told.", "Look at the bright side. You two could play a game without me since I'm being controlled without my permission anyway. Win-win."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}And everything fades to black.
The sound of a binder closing snaps your eyes open. "And that's where we'll start again next time," Bennett says, smiling at you and Julia.
"Really?" Julia shifts herself to sit up after pretending to be asleep. "I can't wait to see what happens."
"{
(set: $strings to (a: "Me too! I wonder what that monster thing has in store for us.", "Whatever happens, I think we're fucked.", "You say it is a cliffhanger Julia. I say he just ran out of ideas and had to end it there."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}{(if: $tempChoice is 0)[You quickly discover that you are not properly equipped to deal with this growing inferno. And yes, while your red scales help push back the fire, they don't stop you from choking on smoke. Eventually, you feel light-headed, due to this lack of oxygen. Your surroundings start to go black.]
(else:)[You quickly discover that you have no clue where you are going. What you thought was running in a straight line ends up bringing you right back around to where you started. Or the fire has cut ahead to where you were running to. Either way, fire slowly eats you alive.]}
"Well," Bennett says, looking up over the tip of his binder at you, "that escalated quickly. You actually rolled too well and were too good at producing fire. We'll see if Julia can survive the flames."
You reach over and pat Julia on the shoulder. "{
(set: $strings to (a: "You totally got this girl! Maybe the fire will stop burning before it gets to you?", "Look, I didn't know that this town was as rain choked as California.", "Am I fired from playing this game with you again?"))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Ending")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Ending")]
(else:)[(goto: "Ending")]]}You watch the mysterious man's cape rip in two. The two pieces fly to opposite sides of him, morphing into orange wings. He sheds his brown curly locks and they are replaced by a set of two curly horns. "I've found more success recently as a mysterious stranger than I have before. People caught on to the whole 'beautiful damsel in distress' we were trying earlier."
"Yes, yesss," the monster says while a chunk of skin peels off of his arm and splatters on the ground. "Thank you for your patronage, as ever."
"You're welcome lord Rywfrrytzar," the mysterious former man, now demon, says. He takes a step to the side and turns around to face you. "I'll let you convert these fools."
"Convert?" you can see $jCharacter already is standing shoulder length apart and hands glowing. "We'll never join you, you- er, thing!"
"Heh," the demon snaps his claws. "That's what they all say."
{(if: $race is "elf")[You watch $jCharacter stumble and fall into a slumber. Kiuz looks upset that nothing has happened to you, but he turns and walks away anyway.
<br><br>
"The elf still stands," Rywfrrytzar says. "Do you honestly believe you can resist my power?"
<br><br>
"{
(set: $strings to (a: "I don't know if I believe I can, but I must fight.", "I can resist your power by this technique called 'Run Away Scared'.", "No. No, I cannot. That's why I need to take myself out instead."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(set: $tempChoice = 1)(goto: "FightHunter")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "RunAway")]
(else:)[(goto: "OptionThree")]]}]}
(else:)[
"{
(set: $strings to (a: "Why. Why do I feel so...tired.", "...I could go for a cup of coffee right about...", "Nighty night."))
(display: "Cycling")
}" You [say]<sayingTag|.{
(click: ?sayingTag)
[(if: $chosenString is $stringCheck's 1st)[(goto: "Sleeping")]
(elseif: $chosenString is $stringCheck's 2nd)[(goto: "Sleeping")]
(else:)[(goto: "Sleeping")]]}
]