,{
<!-- Set up gender vars -->
(set: $pGender to (either: "M", "F"))
(if: $pGender is "M")[
(set: $pHe to "He")
(set: $phe to "he")
(set: $pHis to "His")
(set: $phis to "his")
(set: $pHim to "Him")
(set: $phim to "him")
(set: $pman to "man")
](else:)[
(set: $pHe to "She")
(set: $phe to "she")
(set: $pHis to "Her")
(set: $phis to "her")
(set: $pHim to "Her")
(set: $phim to "her")
(set: $pman to "woman")
]
(set: $pName to (either:"Alex", "Chris", "Phoenix", "Rory", "Ali", "Val", "Ash", "Renee", "Scout", "Gale"))
(set: $pLast to "Sumner")
(set: $cGender to (either: "M", "F"))
(if: $cGender is "M")[
(set: $cHe to "He")
(set: $che to "he")
(set: $cHis to "His")
(set: $chis to "his")
(set: $cHim to "Him")
(set: $chim to "him")
(set: $cboy to "boy")
](else:)[
(set: $cHe to "She")
(set: $che to "she")
(set: $cHis to "Her")
(set: $chis to "her")
(set: $cHim to "Her")
(set: $chim to "her")
(set: $cboy to "girl")
]
(set: $gGender to (either: "M", "F"))
(if: $gGender is "M")[
(set: $gHe to "He")
(set: $ghe to "he")
(set: $gHis to "His")
(set: $ghis to "his")
(set: $gHim to "Him")
(set: $ghim to "him")
](else:)[
(set: $gHe to "She")
(set: $ghe to "she")
(set: $gHis to "Her")
(set: $ghis to "her")
(set: $gHim to "Her")
(set: $ghim to "her")
]
(set: $yGender to (either: "M", "F"))
(if: $yGender is "M")[
(set: $yHe to "He")
(set: $yhe to "he")
(set: $yHis to "His")
(set: $yhis to "his")
(set: $yHim to "Him")
(set: $yhim to "him")
](else:)[
(set: $yHe to "She")
(set: $yhe to "she")
(set: $yHis to "Her")
(set: $yhis to "her")
(set: $yHim to "Her")
(set: $yhim to "her")
]
(set: $rGender to (either: "M", "F"))
(if: $rGender is "M")[
(set: $rHe to "He")
(set: $rhe to "he")
(set: $rHis to "His")
(set: $rhis to "his")
(set: $rHim to "Him")
(set: $rhim to "him")
](else:)[
(set: $rHe to "She")
(set: $rhe to "she")
(set: $rHis to "Her")
(set: $rhis to "her")
(set: $rHim to "Her")
(set: $rhim to "her")
]
<!-- Set up attrs -->
(set: $puns to 0)
(set: $attrs to (dm:
"benevolent", 0,
"selfish", 0,
"optimistic", 0,
"pragmatic", 0,
"irrational", 0,
"evil", 0,
))
(set: $sChoices to (dm:
"benevolent", 0,
"selfish", 0,
"optimistic", 0,
"pragmatic", 0,
"irrational", 0,
"evil", 0,
"none", 0,
"unconvincing", 0,
))
(set: $pAttrs to (subarray: (shuffled: ...(datanames: $attrs )), 1, 2))
(set: $sMatched to 0)
(set: $sMismatched to 0)
(set: $sPunsLiked to 0)
(set: $sPunsDisliked to 0)
(set: $sFate to "")
(set: $pChoices to (dm:))
}
Welcome to the world of Gaierra. It is a world of magic and stories, of friendship and betrayal. Of villains and heroes. When a great evil appears, a hero appears to counter them. The actions of these heroes will resound through history.
You are not a hero. Your legacy will not endure. No stories written, no songs sung. If they remember you at all, it will be as a footnote in a hero's story. Will it be as a loyal companion? A reviled betrayer? Or nothing at all? Only time will tell.
You are:
(if:$timesPlayed > 0)[* [[Robbie, the rogue gunslinger|RobbieIntro]]
* [[Y, the eccentric mage|YIntro]]
* [[Chuck, the pet velociraptor|ChuckIntro]]
](else:)[* [[Robbie, the rogue gunslinger|RobbieIntro]]
* [[Y, the eccentric mage|YIntro]]
]{
(set: $character to "R")
(set: $caravanOptions to (a:"RCaravan1", "RCaravan2", "RCaravan3", "RCaravan4"))
}You’re Robbie, a rogue gunslinger. It hasn’t been an easy life for you. You grew up on the streets, never knowing your parents. You were a bit shorter than the other street urchins, and were often the butt of many a joke.
Through doing some odd jobs for some characters of ill repute, you managed to obtain your first pair of revolvers. With your newfound weaponry, you find that people are less willing to make jokes at your expense.
[[To your face, at least.|RobbieIntro2]]If there’s a job to be done, everyone knows that you’re the one to do it. That’s why it’s no surprise when you’re the one chosen to pull off a big heist. You hear that a local bandit leader has been paid a lot of money to smuggle some weaponry, and you hurry to relieve the bandit of his riches.
Everything’s going smoothly. You watch the bandit leader from the shadows, waiting for his attention to stray from your prize. He looks away momentarily, and you think this may be your chance.
* [[You seize the opportunity and attempt to steal your prize.|RobbieIntro3A]]
* [[You bide your time, hoping for a better opportunity.|RobbieIntro3B]]There’s a great turmoil when $phe arrives. The sounds of screams and the clanging of metal fill your ears. Your captors fall as $phe cuts them down. $pHe cuts the lock off of your cell and looks at you. Unsure of $phis intentions, you:
* [[Try to hastily explain that you are grateful for $phis help and were a captive of the group $phe destroyed.|RobbieRecruit2A]]
* [[Try to sneak out while $phe's not looking.|RobbieRecruit2B]]
* [[Indignantly explain that you had everything under control and that $phis presence was not required. You were just posing as a prisoner to get closer to their leader.|RobbieRecruit2C]]
* [[Say nothing|RobbieRecruit2D]]Your words have the ring of truth about them—it is the truth, after all. You’re clearly a competent ally, you were just overwhelmed in the heat of the moment. It happens to the best of us. Well, not the <i>very</i> best of us, but close enough. Thankful to your savior, you decide to tag along.
[[You join $phim.|RobbieRecruit3]]You didn’t really think that would work, did you? He was staring right at you. You aren’t <i>that</i> good at sneaking. Out of a vague sense of embarrassment, you tag along with $phim as $phe continues on $phis way. If nothing else, you decide that it’s best not to get on $phis bad side.
[[You join $phim.|RobbieRecruit3]]Somehow, $phe buys it. You listen to $phim, and it appears $phis cause is just. It sounds like just the thing that you can do to make a difference in this crazy, mixed up world.
[[You join $phim.|RobbieRecruit3]] “Ah, the quiet type,” $phe says. “We could use more of that, couldn’t we Chuck?” $pHe looks pointedly at the raptor. It trills. You almost feel like it’s offended. $pHe explains $phis mission. You feel the logic behind $phis arguments, and feel compelled to join $phim on $phis journey.
[[You join $phim.|RobbieRecruit3]] “The name’s $pName, by the way,” $phe says. “The raptor’s Chuck.”
“Robbie,” you respond.
By the time that $pName busted you out, $phe had already eliminated most of the resistance. The two of you are able to mop up the remaining token resistance, reclaiming your supplies along the way.
[[There’s only one room left.|RobbieRecruit4]]$pName busts down the door, and the bandit leader drops his weapon, begging for mercy. “I don’t want to fight you. I was just doing this for the money. I’ll do anything, just let me go!”
Sensing an opportunity to express your opinion, you say:
* (link-reveal-goto: "“Put him down like the dog he is. He held me hostage, and deserves no sympathy.”", "RobbieRecruit5")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“Why are you going to give the leader of this group more mercy than you did his lackeys? He is the one who organized everything, and is responsible for their actions. If anything, it is those in his employ who deserved the mercy, not him.”", "RobbieRecruit5")[(set:$lastChoice to "unconvincing")]
* (link-reveal-goto: "“Mercy is always a goal worth striving for. If he is truly willing to change his ways, why not give him a chance? Let him go.”", "RobbieRecruit5")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“Turn him in to the authorities. He broke the law, and it is his duty to face punishment.”", "RobbieRecruit5")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“He’s a resourceful fellow and owes you his life. We should utilize his unique, perhaps slightly unsavory skillset to help us down the line.”", "RobbieRecruit5")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“He’s got a stash somewhere. Let him go if he can pay us enough to make it worth our time.”", "RobbieRecruit5")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“There’s got to be someone somewhere who’d be willing to pay for a laborer like this. Let’s see if we can get some pocket change.”", "RobbieRecruit5")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "RobbieRecruit5")[(set:$lastChoice to "none")]The three of you search the room of the bandit leader’s camp. Aside from the substantial amount of money stashed away, a note catches your leader’s eye.
<span class="letter">Dear Mr. Bandit Leader,
I hope this letter finds you well. Regarding our interactions last week, I greatly appreciate your assistance in certain, shall we say, indelicate matters. I’m placing great faith in you, and, as such, have decided to pay your fees up front in their entirety. They should arrive along with the courier that brings this letter. Their safe return would be greatly appreciated! You have no idea how hard it is to find a good (I guess I should say capable here instead, haha!) courier these days.
As I said before, these weapons are an essential part of supplying my army for the troubling times to come. If you do well, I’m certain I can find you a high position in the society once we have addressed those greater threats I discussed with you.
I would be remiss not to remind you that I am quite capable of crushing you and your band if you attempt to disobey me.
Regarding the advice you gave me in person, I am delighted to say that adding some spikes to the shoulders of my outfit does do wonders for intimidating my underlings.
Yours truly,
Malefactorix</span>
[[You do your thing.|RobbieRecruit7]]{$phim}self
* (link-reveal-goto: "irrational", "TestPassage2")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "optimistic", "TestPassage2")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "benevolent", "TestPassage2")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "pragmatic", "TestPassage2")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "selfish", "TestPassage2")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "evil", "TestPassage2")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "TestPassage2")[(set:$lastChoice to "none")]
* [[RobbieNest9]]
* [[RobbieRuins10]]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "bandit" to _choice)
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“You’ve caused me enough trouble,” $pName says. “If you had just come out and surrendered right away, we could have saved so much time.” $pHe gestures to you. Robbie, if you would? You shoot him. “Thanks,” $phe quips, “I owe you a <i>hole</i> lot for that.”
](else-if: _choice is "pragmatic")[“I don’t see why we can’t make a deal,” $pName says. “You’ve got supply lines, and you owe me a big favor. Work with me to get me what I need, and I don’t see why we can’t both come out of this ahead.”
“I hope you’ll continue to have an <i>open door</i> policy”, $phe quips.
](else-if: _choice is "optimistic")[“I see potential in you,” $pName says. “And most importantly, I believe that everyone can change for the better. Let this be the impetus you need to make better decisions. You’re free to go.”
Not quite believing his luck, the bandit begins to slink away. However, his lack of both a protector and any resources to sate his employer’s rage causes him to reconsider. When your leader turns away, the bandit leader pulls out a hidden sidearm, and moves to shoot $phim in $phis back. Thankfully, you're quicker on the trigger than he is. With a smoking hole in his torso, the bandit falls to the ground. “It seems that I owe you a <i>hole</i> lot for that save,” $pName quips.
](else-if: _choice is "selfish")[“Dealing with you has been one large hassle after another, and, if I’m being honest here, the loot you have just really isn’t doing it for me,” $pName says. “You’ve got to have a stash somewhere. Show me where it is, and I’ll let you go.”
The bandit points to a stone at the back of the room. As your leader turns to examine it, the bandit leader pulls out a hidden sidearm, and moves to shoot $phim in $phis back. Thankfully, you're quicker on the trigger than he is. With a smoking hole in his torso, the bandit falls to the ground. “It seems that I owe you a <i>hole</i> lot for that save,” $pName quips.
](else-if: _choice is "benevolent")[“We are a land of law and order,” $pName exclaims. “It is not my authority to choose which fate will befall you. The nearby town has authorities, and it’s up to them to determine a just punishment. Come with us, so that we can see justice served.”
When your leader turns away, the bandit leader pulls out a hidden sidearm, and moves to shoot $phim in $phis back. Thankfully, you're quicker on the trigger than he is. With a smoking hole in his torso, the bandit falls to the ground. “It seems that I owe you a <i>hole</i> lot for that save,” $pName quips.
](else-if: _choice is "evil")[It is not $phis place to murder a person who has put down their weapons, as it would be a waste of resources to kill a perfectly good laborer. $pHe orders you to bind the bandit’s arms and legs.
Fearful of a life of servitude, the bandit leader pulls out a hidden sidearm, and moves to shoot $pName in $phis back. Thankfully, you're quicker on the trigger than he is. With a smoking hole in his torso, the bandit falls to the ground. “It seems that I owe you a <i>hole</i> lot for that save,” $pName quips.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You love $phis puns.", "RobbieRecruit6")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You sigh inwardly.", "RobbieRecruit6")[(set:$sPunsDisliked to it + 1)]{
(set: $character to "Y")
(set: $caravanOptions to (a:"YCaravan1", "YCaravan2", "YCaravan3", "YCaravan4"))
}You’re Y, an eccentric mage. You’ve been around the block a few times, and have a vast repertoire of spells that you can dip into. But more important than the spells you know is the knowledge that you have collected.
You weren’t always like this. Years ago, as a result of a spell the two of you were researching, your husband, Kaiid, fell into a magical coma. You tried everything you knew, but it wasn’t enough. You had no way to cure him of his magical malady.
After ensuring his safe keeping, you went out in search of magical knowledge. You’re convinced that the cure is out there and need to believe that you can find it, if you look enough. Your single-minded pursuit of information to the exclusion of all else has given others the impression that you are absent-minded, and you do little to dispel that notion.
[[Despite your eccentric nature, you’re known as one of the premier experts in magical artifacts and arcana.|YIntro2]]You stealthily race towards the loot but, right before you snatch it, the bandit leader turns around. His eyes open wide, and he cries out for help before you can silence him. Guards pour into the room. You’ve come out on the better end of some one-sided brawls, but you’d have no chance at surviving this one. You surrender, and the bandits capture you and toss you in a cell, hoping to find some use for you later.
[[A few hours later...|RobbieRecruit1]]You bide your time, hoping for a better opportunity.
But, as it turns out, you weren’t the only one who caught wind of this job, and this other scamp isn’t as good at is as you are. As they make a go for the riches, they’re immediately spotted. The bandits then scour the camp, looking for any accomplices. You’re good, but not that good. The bandits capture you and toss you in a cell, hoping to find some use for you later. The other thief wasn’t so lucky.
[[A few hours later...|RobbieRecruit1]]While your rescuer is reading the note, you continue to search the room for any errant supplies. Your hard work pays off; you find a healing potion that you place carefully in your backpack, wrapping it in some clothes to prevent cracking its delicate casing during combat.
“Most informative!” Your leader exclaims, after a suspiciously long time spent reading. “It seems that we now have a name to put to the mysterious forces causing trouble in the region—Malefactorix.”
[[You begin to walk back to $pName's base of operations.|RLeaderIntro1]]“We got a chance for some quick introductions back at that bandit camp, but I should probably give you the standard spiel. Hail and well met! As I said before, I’m $pName. You may have heard of me.” $pHe doesn’t wait for you to respond. “And that’s Chuck.” $pHe points at $phis raptor. “$cHe’s my raptor. $cHe doesn’t bite. Much.”
“Unless you deserve it.”
$pHis eyes narrow. “There’s a warlord who has been exerting their malicious influence over the region, generally making life miserable for anyone they run into. They were responsible for paying the bandit leader to smuggle all that weaponry. By attempting to steal the money, you were actually doing the realm a favor.”
This is news to you.
“Anyway,” $phe continues. “I decided that it would be <i>cell</i>fish to just leave you in that prison. You’re welcome to join my group as we continue our campaign against the evil Malefactorix.”
Anywhere is better than the dump you lived in. Besides, it seems like following $pName is going to give some pretty good loot. You’d be a fool not to join in. When you agree to join their party, Chuck chirrups in glee.
[[You continue walking.|RLeaderIntro2]]You make your way out of the woods into a large clearing, and see an array of carriages and wagons. “Welcome,” $pName says, “To your new home.” $pHe pauses for a second, collecting {$phim}self before continuing, “There are several available wagons, so feel free to grab any one that’s open.”
* [[You ask why there are so many empty wagons.|RLeaderIntro2B]]
* [[You let it go.|RLeaderIntro3]]“Why are there so many empty wagons?” You ask. $pName takes a deep breath, then exhales. Finally $phe speaks, “We used to have more people in our group. That changed recently.”
[[There’s a finality in $phis voice that discourages further questioning.|RLeaderIntro3]]You thank $pName for $phis generosity, and set up in one of the smaller wagons. You’ve always felt more comfortable in smaller spaces—less avenues to be attacked from. It seems that this wagon was recently occupied. There are a few personal letters attached to the wall. Letters of a sort that wouldn’t be left behind, unless one left in a rush.
Unsure of what to do with them, you place them off to the side. You didn’t have many personal effects; they were just a liability.
You hear a commotion as the caravan begins to get going. You see Chuck meander by. “Are you going to pull my caravan?” You ask. Chuck tilts $chis head, then wanders off. $pName helps you yoke an oxen, and your journey with the caravan begins.
{
(set: $to to "RobbieGlorbnit1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "Your quest begins.", $interlude)You’re sneaking ahead of the caravan, acting as a lookout. It’s boring work, as there hasn’t been anyone on the road in quite a while. Then, in the distance, you hear the rhythmic clatter of boots upon the ground. After gesturing to your fellow lookouts, you all sneak forward to see what’s happening. It’s an army—a huge army. Dressed in Malefactorix’s colors.
The four of you run back down the road, waving madly at the caravan, hoping someone is paying attention. Thankfully, they are, and you manage to get the caravan off the road and cover your tracks before the army clatters into view.
Right now, you don’t stand a chance against them. Once they have long since disappeared down the road, your caravan makes its way back onto the path and continues along.
(link-goto: "The caravan continues onward.", $to)You’re approaching Paddlebrook. You’ve heard much about it, how it’s a quaint spot to relax and rejuvenate. Honestly, you’ve been looking forward to it after all that time on the road. They have hot springs to die for.
As you approach get nearer to the town, something seems wrong. While this wasn’t a large town, it is supposed to have a substantial number of people, and you’d expect to hear a bit more hustle and bustle as you approach.
Your caravan rounds a corner, and you suddenly understand why you hadn’t heard anything. What used to be Paddlebrook is now ruins. A fraction of the town’s original population remains, the rest having left to look for greener pastures.
When $pName asks around to see what happened, there’s one word on everyone’s lips—Malefactorix. It seems that they had given Paddlebrook a choice between yielding and destruction, and Paddlebrook hadn’t given in. As an example, their town was destroyed.
Your party spends some time helping to repair some of the most critical parts of the town, and you share some of your resources, but you don’t know if it will be enough to keep Paddlebrook alive.
You have a heavy heart when you leave. Looks like you’ll have to find hot springs elsewhere.
(link-goto: "The caravan continues onward.", $to)As your caravan continues down the road, you come across a family walking down the road, the daughter riding on their cow as they trek to destinations unknown.
Your leader asks why they’ve started on this journey, and they talk about a shadowy figure that seized their farmland, threatening death if they didn’t give it up. With no way to defend themselves, they left on short notice, daring only to take the essentials and a fraction of their livestock.
Despite this setback, the parents are putting on an optimistic front. While $pName talks to the parents, you play with the girl, teaching her some of your roguish tricks. They join your caravan, providing some valuable skills. The girl, Maria, has an insatiable, defatigable joy about her, and she lights up the camp.
(link-goto: "The caravan continues onward.", $to)Your caravan rolls along down the road, and you see a group of three soldiers wearing Malefactorix’s colors walking down the road. They’re quickly surrounded by members of your troupe, and quickly surrender.
$pName goes to talk to them. They say that they’re defectors from Malefactorix, having seen the dark side of their leader’s actions, and wish to join you. $pName welcomes them, but asks you to keep a close eye on them, just in case they’re still aligned with Malefactorix.
The enhanced scrutiny ends up being unnecessary—they had been swept up in Malefactorix’s search for soldiers, and gotten in far over their heads. They are some of the best people you’ve met.
(link-goto: "The caravan continues onward.", $to)As you’re walking with the caravan, you hear a massive explosion. You unholster your revolvers, looking for the source of the attack. Chuck, who had been curled up in the back of one of the wagons, has jumped to attention.
You see smoke begin to rise up in the east. You establish eye contact with your leader, and you move in the direction of the explosion. Chuck has already gone back to sleep.
After walking for several minutes, you see a crater that has been formed in the forest, thankfully not accompanied by fire. In the center of the crater, an ugly red creature with disproportionately large ears sits, wailing in anguish.
* [[You holster your revolvers.|RobbieGlorbnit2A]]
* [[You point your revolvers at the strange creature.|RobbieGlorbnit2B]]
While attempting to chase down rumors as to the location of Malefactorix, your caravan comes across a town. The hustle and bustle that normally characterizes a town at midday is absent, and you notice that instead of children playing in the street, there are boarded-up windows. Something is wrong.
As your party walks up, a number of wolf-sized spiders crawl out from the alleyways, venom dripping from their fangs. A stray thought strikes you: it seems like an awful waste of venom just to have it dripping off the fangs at any time. If you were able to attach some little bags to those fangs, why, you could probably make some good money selling the venom to some less-than-reputable scoundrels that you know. Unfortunately, you doubt that the spiders will be alive long enough to be able to sustainably harvest their venom.
[[They also might have some objections.|RobbieNest2]]The three of you survey the scene, and Chuck begins to lap up some of the blood. You aren’t sure if it’s healthy, but $pName doesn’t say anything, so you let it go.
Detecting an opening to express your opinion, you say:
* (link-reveal-goto: "“I really hated trudging through these nests. Have you seen my shoes? They’re ruined. Let’s stomp the rest of these bugs and get out of here.”", "RobbieNest11")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“Preservation of biodiversity is a valuable goal. Eliminating this species may throw off the world’s ecosystem. You’ve trimmed their numbers enough.”", "RobbieNest11")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“Take a queen egg to use in a conservation effort. We shouldn’t allow this species to snuff out the lives of those around us, but it’s worth tossing a few in a zoo somewhere.”", "RobbieNest11")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“This species has caused nothing but trouble. If it had its way, it would drive the world to ruin. We should cut it off at its source.”", "RobbieNest11")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“Take a queen egg to sell its offspring as pets. Selling these to collectors will provide a valuable source of income for your future endeavors.”", "RobbieNest11")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“We shouldn’t have done this in the first place. Let’s toss a few people in here to get this population booming.”", "RobbieNest11")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "RobbieNest11")[(set:$lastChoice to "none")]Since there doesn’t seem to be an active threat, you holster your revolvers. This strange creature doesn’t seem like it’s looking to attack.
$pName approaches the strange creature. Sensing $phis approach, the bizarre monster looks up. “They gone,” it cries. “They gone.”
“What’s gone?” $phe queries. “My precious,” the creature responds, beginning to calm itself. It thinks for a second, then wails once more, “My boom sticks!” It is inconsolable.
$pName glances at you, and you shrug your shoulders. You have no idea what’s going on here.
[[$pName begins speaking.|RobbieGlorbnit3]]You haven’t seen a creature like this before, and you’re not keen on being caught off-guard. You aim your revolvers at the monster. Let’s see them get the drop on you now.
$pName approaches the strange creature. Sensing $phis approach, the bizarre monster looks up. “They gone,” it cries. “They gone.”
“What’s gone?” $phe queries. “My precious,” the creature responds, beginning to calm itself. It thinks for a second, then wails once more, “My boom sticks!” It is inconsolable.
$pName glances at you, and you shrug your shoulders. You have no idea what’s going on here, but there's clearly no point in aiming your gun at this distraught creature. You holster your revolvers.
[[$pName begins speaking.|RobbieGlorbnit3]]“Hey, buddy,” $pName begins, tentatively. “Everything will be fine.” The creature stops crying once again, sniffling as it tries to hold back tears. “Everything fine?” it asks. “Yes,” $pName says soothingly. “We can find you more of these… boom sticks.”
All sign of sorrow has disappeared from the creature’s face. “More sticks! More sticks!” it cries out in ecstacy. “What’s your name, pal?” your leader asks, “My name is $pName.”
“Me Glorbnit.” It says. “Me goblin.”
“Nice to meet you, Glorbnit,” $pName responds, “This here is Robbie, and I’ve got a nice velociraptor named Chuck who I think would love to meet you.”
[[The three of you walk to your camp.|RobbieGlorbnit4]] As you walk back to the camp, you manage to get more information about what happened. While goblins are normally a very social species, Glorbnit has dreams and aspirations that don’t match up with the underground goblin society. Specifically, $ghe loves explosions. Especially giant ones. $gHe had built up quite a stash of explosives, but while Glorbnit was hunting for food, something seems to have set off the explosives.
While Glorbnit isn’t forthcoming with the details, you get the sense that $ghe’s more disappointed that $ghe missed the explosion than the loss of the “boom sticks”.
You aren’t quite sure about the logic of bringing a self-proclaimed lover of explosives into the camp, especially one with a history of previous uncontrolled detonations, but it’s not your call. $pName seems to agree. $pHe is trying to convince Glorbnit to do anything other than stay, but Glorbnit is enthusiastically expressing $ghis desire to remain with your group. Maybe it’s not your leader’s call, either.
Glorbnit may have just obliviously powered $ghis way into joining your party through guileless optimism. It’s equal parts alarming and inspirational.
[[Your caravan continues on its journey.|RobbieNest1]]Your party spreads out, looking to gain strategic positioning for the battle to come. As $pName moves to cut down the spiders, you shoot them judiciously from a respectable distance. You never knew your parents, but the streets didn’t raise no fool.
Or did they? You hear a hissing from behind you, and you see a spider rear back to pounce. As it springs towards you, you level your gun at its abdomen and pull the trigger, blasting its insides outside. Its momentum largely unimpeded, the body crashes into you, knocking you to the ground. When you manage to push the dead weight off of you, you notice that the sounds of battle have subsided, and it’s only your group that is left standing.
Well, except for you. [[You’re on the ground.|RobbieNest3]]$pName looks at you, barely managing to keep a smile from crossing $phis face. Chuck ambles over and begins to lick your face. So much for keeping your distance.
A short, sturdy-looking woman cautiously cracks open a door, and, seeing that the threat has been taken care of, nonchalantly opens the door and walks over to you. “Well, much obliged, hero,” she says, looking at $pName with admiration. “Welcome to Jane’s Landing. I’m Delilah. I have the bad luck of being the mayor of this humble town. We’re all thankful for y’all’s help with dealing with this here dread spider problem. Our town has long been harassed by a considerable nest of dread spiders over there in that there wilderness.”
“I thought dread spiders had been made extinct by the armies Queen Andreas, hundreds of years ago,” $pName says. “Ah, if only that were the case, partner,” Delilah replies. “Dread spiders are a resourceful species, and as long as the egg of a queen dread spider exists, it can be resurrected by a good ol’ blaze at any time. One of these eggs must have survived the purge, and was brought to life a short time ago, after a suspicious character passed through our little hovel here and up to the north. Since then, our town has been plagued by spiders. If you would be so kind as to wipe out this here spider problem we have, we would owe you one whopper of a debt.”
[[You wonder about the mysterious strange's identity.|RobbieNest4]]You have a feeling you know who may have passed through here, and you can tell that $pName has the same idea. “We’d be happy to help,” $phe begins. “And once we come back, I’d be quite thankful if you could show me where that feller who came through here earlier ran off to. If they’re who I think they are, we have a score to settle with them.”
“It’d be my pleasure,” Delilah says, beaming. “Give ‘em a punch for me, too, y’hear?”
“TOM!” Delilah shouts suddenly, causing your party to jump in surprise. “YOU GET YER BUTT OVER HERE AND SHOW THESE HERE HEROES HOW TO GET TO THAT DURN NEST!”
A haggard, craggy man meanders over to your group, managing to find the time to spite Delilah despite the urgency of the threat to their town. He absent-mindedly scratches his face. “Ah, yeah, reckon that the spiders come from that there borrasca that done run out of metal longer ago than I been alive.”
Despite his appearance, Tom is a chatty, amiable fellow, and the time passes quickly as you march to the spider’s nest. While you’re walking, he goes over some of the finer points of dread spider’s biology. He clearly has done some investigating while trying to find some way to save the town.
* [[You listen intently.|RobbieNest5A]]
* [[You figure $pName will pay attention.|RobbieNest5B]]
The three of you sneak into the cave. As you cautiously make your way further and further into the cave, the lack of spiders gets more and more suspicious. As the path branches, you and $pName follow Chuck as $che assertively makes $chis way down one of the branches.
As you continue along, weapons drawn, you hear skittering ahead of you. A good sign, you had begun to get worried. Then, you hear it behind you as well. $pName hears it too. You begin to worry.
While $phe faces forward, $phe instructs you and Chuck to face backwards. Your earlier instincts were correct. This was a trap, and the three of you walked right into it. The only advantage that the three of you have is that the tunnels are only large enough to allow a single spider to attack from one side at a time.
The skittering gets louder and louder, and as the spiders come into view, you realize a critical mistake you’ve made with that assumption—you were assuming that they could only attack side-by-side, but these spiders can attack from above and in front. As one is skittering along the ground, another climbs across the ceiling. As you take aim at the spider in front and above you, Chuck snarls at the one coming from below.
[[You prepare for battle.|RobbieNest7]]At least you don’t have to take them both on by yourself. Once they’re close enough that you’re confident you won’t miss, you start taking shots at them. <i>The most dangerous time in this battle</i>, you think, <i>is when you’re reloading.</i>
They’ve finally gotten within melee range. Chuck rips the leg off the spider, tossing it to the side. You aren’t sure whether Chuck realizes it or not, but this is a wise strategic move. By hobbling the attackers, it’ll slow the approach of the others. Another spider shoves past the maimed one, lunging to sink its fangs into Chuck. Its head explodes as your bullet enters it.
As more and more corpses pile up, it gets harder for the spiders to reach you. You fire a few quick shots, and begin the lengthy process of reloading your revolvers. It’s precise work, and the loss of even a bit of attention at this point could cause you to lose your bullets and precious time.
[[You concentrate on reloading.|RobbieNest8]]While you should crush any spiders you come across, the most important thing that you need to do is kill the nest’s queen, and ensure that the clutch of eggs the queen is guarding does not survive. Mature dread spiders are unable to turn into queens, but newly hatched dread spiders will instinctually notice the absence of a dread spider queen, and morph into one if none is present. This doesn’t sound like how normal spiders reproduce at all but, hey, you’re no expert.
As you approach the spent mine, there’s no question that this is the source of the dread spiders. The wood beams that support the entrance of the mine are covered in webs, and the dessicated husks of unrecognizable animals litter the outside. What does stand out, however, is the distinct lack of any dread spiders. You aren’t sure if you’ve caught them unawares or they’re lying in wait, but either way, those spiders aren’t going to kill themselves.
You think. You’re no expert.
While $pName isn’t eager to split up your party, someone needs to look out for Tom. If nothing else, he’s good conversation, so it wouldn’t do to let him stand out here alone. $pName orders Glorbnit to guard Tom until the group of you gets back. It’s probably for the best that the bomb-throwing goblin isn’t coming into the cave.
[[You get moving.|RobbieNest6]]While Tom talks to $pName, you take in the scenery. Forests are still novel to you, since you spent most of your time in the town of Downwater, and there wasn't much reason to leave. You pet Chuck, but $che snaps at your fingers. Is $che mad at you for distracting $chim from listening? That velociraptor is an enigma.
As you approach the spent mine, there’s no question that this is the source of the dread spiders. The wood beams that support the entrance of the mine are covered in webs, and the dessicated husks of unrecognizable animals litter the outside. What does stand out, however, is the distinct lack of any dread spiders. You aren’t sure if you’ve caught them unawares or they’re lying in wait, but either way, those spiders aren’t going to kill themselves.
You think. You’re no expert.
While $pName isn’t eager to split up your party, someone needs to look out for Tom. If nothing else, he’s good conversation, so it wouldn’t do to let him stand out here alone. $pName orders Glorbnit to guard Tom until the group of you gets back. It’s probably for the best that the bomb-throwing goblin isn’t coming into the cave.
[[You get moving.|RobbieNest6]]You hear a hiss as a spider jumps for you, but Chuck catches one of its legs, its momentum causing it to careen into the wall. You finish reloading without issue, and you look up to see the spider corpses begin to form a barrier. The juices from the spiders have formed a small river, running downwards towards your leader, coating your boots.
The rate at the spiders approach you has slowed to a trickle, as they have to force their way through the bodies of their siblings to attack. Sensing an opening, you look behind you to make sure your leader is faring well. You needn’t have bothered. $pHe’s able to match the fighting of the two of you combined.
You aren’t sure how long it took, but the spiders eventually stop coming. You hope that’s all of them. “Well,” $pName begins, “if we’re lucky, we’ll only have the queen left.” You sigh. You had forgotten about the queen.
It’s not long until you see the narrow tunnels open up into an expansive cave. Eggs fill the floor, and a gargantuan spider towers over them. This must be the queen.
You aren’t quite sure how the three of you are going to topple it. You’re low on ammo. You’re exhausted. And you are absolutely covered in spider guts. You look over at $pName. $pHe is indefatigable.
[[You're sure $phe has a plan.|RobbieNest9]]Your leader hides around the corner, and whispers hurriedly, “Robbie, I want you to distract her. There’s a ledge that circles around over the entrance, and if you take pot shots from here, it should draw her over. If I can get up on that ledge without her noticing, I should be able to attack her from above. Chuck, you stay here. We don’t want you to get trampled.” You nod, and Chuck titters. If you didn’t know better, you’d think $che was disappointed.
You give $pName a few moments to sneak off to the side, and you shoot one of the eggs. “Over here, you big spider!” you shout. It’s not your best wordplay, but it’s a spider. There’s no impressing spiders.
It turns towards you, and you shoot at its alien face. You see one of its eyes pop, and vitreous fluid pours out. You’ve definitely gotten its attention. It stamps over to you, and you retreat further into the tunnel. It tries to poke at you with one of its feet, but you deftly avoid its probing. Your leader drives $phis sword into its neck, severing the connection between the spider’s ganglia and the rest of its body.
The spider collapses, crushing many of the eggs, then thrashes about wildly. You retreat even further into the tunnel, and your leader jumps in after you. After a disturbingly long time, the spider’s thrashing stops, and only a few eggs remain intact.
[[You take a second to relax.|RobbieNest10]] {
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "nest" to _choice)
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[$pName spits some slime out of $phis mouth. “I am, from tip to toe, just absolutely covered in viscera. These spiders were like gut piñatas. No species whose bodies are this eager to <i>pop</i> deserves to live.” $pHe stomps on the rest of the eggs.
“I wouldn’t have had to do that, but they kept <i>egging</i> me on,” $phe quips.
](else-if: _choice is "pragmatic")[“I hate to do this, but these creatures must just be instinctually wired to cause mayhem. It’s not every day that one has the opportunity to wipe out an entire genre of monsters, but today we do. I would be dooming countless people to death at the hands of these monsters to spare them,” your leader says. $pHe stomps on the rest of the eggs.
“I wouldn’t have had to do that, but they kept <i>egging</i> me on,” $phe quips.
](else-if: _choice is "optimistic")[“Every life has meaning, and every species has its place in this grand tapestry that we weave,” your leader muses. “Besides, we’ve seen what can happen when a species disappears and others rush in to fill the hole it leaves. This nest has been decimated, and it should be years before they become a problem again.” $pHe turns and begins to walk out, leaving the queen egg intact to grow once more.
“I regret doing anything at all, but they just kept <i>egging</i> us on,” $phe quips.
](else-if: _choice is "selfish")[“Do you have any idea how much a nearly extinct species goes for on the black market? Loads and loads of money. If we raise the queen ourself, it’ll provide an endless source of riches to fund our campaign. And a bit of fun for ourselves.” $pName looks off into the distance.
“No,” $phe says, deep in thought. “A <i>lot</i> of fun for ourselves.”
“At the very least, this should help establish a nice <i>nest egg</i>,” $phe quips.
](else-if: _choice is "benevolent")[“Every life has meaning, and every species has its place in this grand tapestry that we weave,” your leader muses. “We shouldn’t let this species fall into legend, but neither should we let it thrive on its own. Let’s collect these eggs and donate them to a nice zoo. We must make sure that we preserve life for future generations.”
“I regret having to intervene at all, but they just kept <i>egging</i> us on,” $phe quips.
](else-if: _choice is "evil")[“Trekking through this nest, I’ve realized just how beautiful and majestic this species is. It is elegant in its butchery, and I’ve never seen viscera paint the walls in such an appealing color and such entrancing patterns,” your leader says. “It would be a shame to let such a distinguished species disappear from this world.” $pHe enchants $phis sword with flame, and uses the heat emanating from it to prematurely hatch the eggs. You hear the hissing of newborn spiders, and glee fills $phis face.
As you exit the cave, you see relief cross Tom’s face. “Is it done?” He asks excitedly. In response, your leader drives $phis sword through Tom’s chest, and tosses his body into the mouth of the cave. “I appreciated their <i>body</i> of work, now I hope they appreciate mine,” $phe quips.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You love $phis puns.", "RobbieNest12")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You sigh inwardly.", "RobbieNest12")[(set:$sPunsDisliked to it + 1)](if:$pChoices's "nest" is "evil")[This encounter seems to have energized your slightly unbalanced leader. $pHe speaks enthusiastically about the majesty of the spiders. You might agree more if you hadn’t had the corpse of one collide with you at full speed earlier in the day. Regardless, $phis manic enthusiasm makes the trek back to town seem short.
You return to the town, and it’s clear from the concern on Delilah’s face that she immediately notices the absence. Your leader lies convincingly, telling the mayor that spiders were waiting to ambush the group of you as you approached the entrance to the cave, and that the group of you buried him near the cave, unsure if you’d make it out. We wiped them all out, $phe insists. You know better than to contradict $phim.
Happiness at the eradication of the spiders is tempered by the loss of Tom, and the celebrations that are thrown in your party’s honor aren’t quite what they could have been. Still, Delilah holds up her end of the bargain. Once the festivities have ended, Delilah leads you to the pathway the mysterious saboteur took. If the Watchers are feeling giving, this will be the path that will take you right to Malefactorix.
](else:)[You wouldn’t have thought it possible, but Tom is more animated and exuberant before. Taking out those spiders clearly lifted a weight from his shoulders that you wouldn’t have guessed was there. If it’s possible for someone to be happier, you haven’t seen it.
You hear it before you see it.
“TOM YOU DURN FOOL! GET OVER HERE!” Delilah shouts, happy to see all of you, but him most of all. Unable to suppress his excitement, he breaks out into a smile. As you enter the town, doors slam open, and people spill out onto the street. Celebrations last long into the night, and by the time you awake, all of the boards are missing from the windows.
The townsfolk shower you with all the supplies they can spare, and Delilah leads you to the pathway the mysterious saboteur took. If the Watchers are feeling giving, this will be the path that will take you right to Malefactorix.
]
[[You set off on the path.|RobbieRuins1]]As you continue into the woods, the foliage gets thicker and the path gets smaller. This is clearly not a well-traveled part of Gaierra. Eventually, the pathway gets too narrow to support your caravan. $pName, you, and Chuck continue on foot, leaving Glorbnit to guard the caravan.
Suddenly, Chuck bolts into the woods, and $pName runs to keep up with him. Even with your excellent tracking ability, you’re worried about losing track of the two of them. The woods suddenly open into a clearing, and you see Chuck slobbering all over the face of a stranger, with $pName struggling to pull $chim off.
This clearing certainly doesn’t look like the headquarters of an evil mastermind, and it’s hard to believe that the person you’ve been chasing would be caught off guard by a lone velociraptor. He climbs his to his feet, dusting the dirt off of his trousers. He stands in such a distinguished way that it’s hard to believe that he was bowled over seconds ago.
[[See what he has to say.|RobbieRuins2]]“Judging by the fact that you pulled that raptor off of me, I’ll assume you’re friendly,” the man says. “The name’s Alain. Gentleman explorer. I’m here with my magician friend, Y.”
There’s an awkward pause as $pName waits for him to continue. “Why?” Your leader prompts.
“Well, $yhe is an expert when it comes to arcane magic. There’s no one I would trust more.”
“Who?”
“Y.”
“Look, I just want to know $yhis name.”
“Y!”
[[You’ve seen how this goes before, and cut it off before it goes on for too long.|RobbieRuins3]]“I’m a member of the explorer’s guild,” Alain explains. “I specialize in ruins from long lost, ancient civilizations. I’ve explored many, from those of the Mezona to the Krakanan, but I’ve never seen—or felt—anything like this. You might be wondering why I’m camped here, instead of near the entrance to the ruins.”
You had wondered why he would stay so far away. “This may be a cliché,” he says, “but it would be better if you experience it for yourselves.” Alain leads you closer to the ruins. It’s faint at first, but you feel a weight begin to settle on you, filling you with unease. As you get closer, the unease turns to a feeling that something, somewhere close, <i>loathes</i> you. You look at your surroundings, and in the direction of the ruins, the foliage twists wickedly, the normal suite of forest chittering more guttural.
[[You feel uneasy.|RobbieRuins4]]The four of you retreat back to the campsite. “I’ve been in the ruins,” he explains. “They are breathtaking. There are immense, overwhelming murals that seem to be telling some sort of story. And in the very core of the ruins, there’s an artifact. An artifact that this <i>essence of hatred</i> seems to be emitting from. This is the biggest archeological find of my lifetime.”
“I’d be a fool to pick it up,” he says. “First of all, this sort of thing is <i>always</i> booby-trapped. That I can deal with. But this artifact? It’s rotten.”
“So that’s when you called for Y,” $pName prompts.
“Yes, around a month ago. It should have only been a week’s travel, but that’s just how it goes with Y. $yHe’s more liable to get distracted by something or another than come directly to you.”
You turn to $pName.
* [[You say, “I think I know of one place he may have stopped.”|RobbieRuins5]]
* [[You say, “So much for that lead we were following.”|RobbieRuins5]]
* [[You give $phim a knowing look.|RobbieRuins5]]$pName frowns. “Alain, you said you knew Y well. Would you think $yhe’s capable of doing something like, say, unleashing a horde of giant spiders on a town?”
“Unfortunately,” Alain says, “that sounds exactly like something $yhe’d do. Never intentionally, of course. But $yhe has an insatiable curiosity, and sometimes when confronted with an interesting situation $yhe doesn’t—or can’t—consider the consequences of what $yhe does.”
“So, knowing that, you left $yhim in there with some sort of clearly evil artifact?” $pName exclaims, unbelievingly.
“That… may be a valid concern,” Alain says carefully, concern cresting over his face. “We should check up on $yhim, just to be sure.”
[[There's never a dull moment.|RobbieRuins6]]You lead the way as the four of you proceed towards the ruins. Breaking into booby-trapped places is a bit of a hobby of yours, and you manage to get everyone—and their limbs—through intact. Honestly, you weren’t sure if there were any traps in the first place, but if there were you definitely would have caught them.
As you delve deeper into the ruins, you enter a room that has colossal bas-reliefs lining the walls. While the ruins are in a state of disrepair, the reliefs are practically pristine.
The first relief shows a large object appearing among the stars in the night sky.
The second relief shows a battalion of soldiers dressed in intricately-molded armor that appear to be descending from the sky.
The third shows the soldiers cutting through a terrestrial force, which is trying—and failing—to hold them off, even though they’re equipped with much more advanced weaponry.
The fourth shows the battalion standing amidst the corpses of their opponents, driving civilians before them into cages.
The fifth and final mural shows the civilians, appearing to be enslaved, constructing towers, reaching into the sky.
[[You mull over the murals.|RobbieRuins7]]The murals are awe-inspiring, but mystifying. You didn’t exactly get the finest of educations in Gaierra history, but you think you would have heard if some beings descended from the sky and started enslaving people.
You wonder if this is tied to the creation myth of some long-forgotten religion.
“Something’s wrong.” $pName’s blunt statement pulls you out of your thoughts. “This third mural—the defending soldiers are wielding pistols. This ruin must be hundreds of years old at the very least, and we’ve only had the technology to use gunpowder for, what, fifty years? This mural is impossible.”
* [[“Is it possible that this civilization had guns, and the technology was lost when they were?” you query.|RobbieRuins8A]]
* [[“Could someone in this society have seen the future, and made these murals to warn people in the future?” you ask.|RobbieRuins9]]
* [[You say nothing.|RobbieRuins8B]]Alain pipes up. “We can’t rule it out, to be sure, but it’s highly unlikely. Having ranged weaponry of the sort would be highly effective for combat. If they were capable of such technology, it’s likely that they would have conquered the region. Furthermore, the invention of advanced weaponry such as that would have likely required the construction of more advanced tools, but this ruin appears to have been constructed by tools that were quite rudimentary.”
“What about some sort of vision,” your leader asks. “Could this be a prophecy of some events to come?”
[[You silently hope that the prophecy doesn't come true until after you die. <i>Wait</i>, you think. Until after you live a long, happy life. You don't know who's listening to your thoughts, waiting to curse you with a misguided hope.|RobbieRuins9]]“It certainly doesn’t seem likely,” Alain responds, “but I’m at a loss for any other plausible explanation. Could this really be what our future has in store? I’m such a fool for having missed such a key anachronism in my first visit here.”
“We’ll have to come back to this,” your leader says, “Remember, there’s a thoughtless wizard in a room with a powerful, malicious artifact. Who knows what he’s doing while we delay here?”
With a newly-restored purpose, the four of you hurry down the hall. As you get closer and closer to the doorway, the evil miasma that permeates this place bears down on you more and more. While you would like nothing more than to leave this place, you grit your teeth and continue on.
[[You're almost to the heart of it.|RobbieRuins10]]The three of you contemplate in silence. “There’s no other way,” your leader finally says. “This has to be a prophecy. This is a message from some lost, ancient civilization to us. About what’s going to happen.
[[You really were enjoying that silence.|RobbieRuins9]]You all rush through the doorway. You’re in a large, circular room, with a pedestal jutting up from the ground in the center. You can sense, viscerally, that this is the source of the evil. Standing out from the room like a sore thumb, an individual in a robe faces away from you, hovering over the pedestal. Next to them is an ethereal bench, with what appear to be beakers and some strange potion contained within. The person does not seem to notice your intrusion.
They do something you can’t quite see, and a purple cloud shoots up into the air and settles at the top of the room. “Interesting. Very interesting,” they say. “It doesn’t respond to a potion of disintegration. That’s highly unusual.”
[[<i>At least they’re not trying to put it on</i>, you think.|RobbieRuins11]]“Y!” Alain shouts. “It’s best not to sneak up on $yhim,” he whispers to you and $pName. “$yHe can be a bit jumpy.”
“Ah, Alain,” Y wheezes. “What made you change your mind about staying in the ruins?” $yHe turns around, and notices the rest of your group. “I see you’ve brought friends. That explains it, I suppose. I’ll assume you want to know what I have discovered so far.”
Alain nods, and Y continues. “It doesn’t appear that there’s any way to dispel it, or even de-spell it. As I noticed right before you came in, it doesn’t even appear possible to destroy it. Along with those murals—quite alarming, by the way—it seems clear what this is.”
From Alain’s puzzled look, it seems that he is as lost as you are.
After a brief pause, Y continues. “Undestroyable? Imbued with perpetual magics? Puts out a malicious aura? This is the Ring of Marrandamur.”
[[You wait for Y to explain.|RobbieRuins12]]Alain’s eyes widen. “And what, of all that the Watchers see, is that?” $pName asks. Y looks slightly disappointed. “The ring is a long-lost artifact. Thought to be purely legend, in fact. It’s a source of great power, but also great evil. Some say it has a mind of its own. That it will attempt to corrupt its wearer, to affect their actions.”
“I wonder if this was put here by the people who made the murals,” $pName muses. “Could this be a tool that they’re giving us to fight those invaders that are shown in the murals?”
“I say this with all due respect,” Alain begins, “it would be unwise to put on this ring. The ring is known for its corrupting ability. In the stories about it, only one wearer was untainted by its influence, and she was a <i>demigod</i>. It’s not worth risking corrupting yourself for some prophecy that we’re not even sure is true.”
[[You consider the options.|RobbieRuins13]]Y looks vaguely irritated. “You should put on the ring,” Y responds, “I doubt that the ring could overwhelm someone with your moral fortitude. Besides, this is a once in a lifetime opportunity that I—err—you would regret missing out on.”
Finding Y’s advice less than helpful, you decide to chime in with your own. You say:
* (link-reveal-goto: "“So you’re telling me if you put on that ring, you’ll get power <i>and</i> be more evil? What’s the downside?”", "RobbieRuins14")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "“I believe in you. I really do. But if there’s even a small chance that this could corrupt you, you shouldn’t put the ring on. We should bring down this whole ruin, and make sure no one is tempted by this ring again.”", "RobbieRuins14")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“I believe in you. If anyone can overcome this trial, it’s you. You put this on, and we’ll all come out stronger on the other side.”", "RobbieRuins14")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“We need you to have a clear mind. It won’t do to have something influencing you, causing you to make decisions that are bad for the group’s chances, maybe causing you to look out less for your allies.”", "RobbieRuins14")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“We all need to make sacrifices. For you, it may mean you’ll need to think over your decisions a bit more. For us, it may mean that you’ll consider your allies less in your decisions. But we need that power to defeat Malefactorix.”", "RobbieRuins14")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“There’s been quite a bit of walking and talking, but nothing interesting. Pop that ring on and maybe we’ll see some sparks fly, or something.”", "RobbieRuins14")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "Nothing", "RobbieRuins14")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "ruins" to _choice)
(if:_choice is in (a:"irrational", "optimistic", "benevolent", "evil") and not ("evil" is in $pAttrs))[
(set:$pAttrs to $pAttrs + (a:"evil"))
]
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“You know what?” your leader says. “There has been <i>far</i> too much attention given to consequences. Let’s just <i>do</i> something. $pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “Wow,” $phe says. “I feel fantastic! I’m certainly glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "pragmatic")[“I can’t do this,” your leader says. “Even if this ring would help me achieve my goals, it could also change me into a different person entirely. And to equip something that very clearly seems so evil—such an action just doesn’t <i>ring</i> true to me. We’re going to bring these ruins down and remove the temptation permanently.”
](else-if: _choice is "optimistic")[“Ever since I was a child,” your leader says, “I’ve had a firm set of morals. People have tried to dissuade me of those notions, but I have always held true to them. If a person couldn’t change my mind, some magic ring certainly won’t.”
$pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “See?” $phe says. “I don’t feel any different. I think that we’re all glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "selfish")[“If I don’t look out for myself and my party,” $phe says, “I can’t look out for anyone else. Putting this ring on could change the delicate balance that we have going on here. And hey, I haven’t led us astray yet. Well, apart from this, I suppose, as it is a diversion from our main goal. But you know what I mean. I hope this doesn’t <i>ruin</i> my reputation.”
](else-if: _choice is "benevolent")[“Looking out for myself and my party will be useless,” $phe says, “if we don’t have a society left to live in. Putting this ring on could be the difference between saving the land from Malefactorix, and losing it.”
$pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “See?” $phe says. “I don’t feel any different. I’m certainly glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "evil")[“Alright, let’s get this evil party started,” $pHe says, placing the ring on $phis finger. Suddenly, the intense malaise emanating from the ring disappears. $pHe looks a little disappointed. “I don’t feel any different,” $phe comments, “I was hoping I’d get some new, innovative evil ideas. I guess I should have known that that wouldn’t <i>ring</i> true to me.”
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You love $phis puns.", "RobbieRuins15")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You sigh inwardly.", "RobbieRuins15")[(set:$sPunsDisliked to it + 1)]
{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[You walk out of the ruins. “Maybe we can’t destroy the ring,” $pName comments, “but we can bury it. If we bring down these ruins, no one will be tempted by the ruins again.”
Glorbnit is fetched from the caravan. Along with $ghim, $ghe brings a cart full of explosives. You’ve never seen $ghim more happy. Whistling an off-key song, $ghe strategically places explosives on the ruins.
$gHe ambles back over to the group of you, looks at the cart, at the ruins, and back at the cart. $gHe shrugs, then places even more explosives on the ruins.
“Big boom,” $ghe says, with tears in $ghis eyes. “Big boom.” You all stand far, far, far away as Glorbnit triggers the explosives.
The ruin is reduced to an expanding cloud of dust. Glorbnit wipes a tear from $ghis eye. The malignant miasma still lingers. While the ruins are no more, somewhere, deep in the rubble, the ring remains. The six of you return to Alain’s camp.
](else-if: _option is "selfish")[You walk out of the ruins. “We may not be any more prepared to face Malefactorix,” $pName says, “But we’ve met some new people, and gained some potential knowledge of future trials we’ll have overcome. And even if we don’t make it, these ruins will stand as a warning for future travelers.”
The five of you leave the ruins and return to Alain’s camp.
](else:)[
You walk out of the ruins. “I feel fantastic,” $pName says, “I’ve gained new strength, we’ve gained new friends, and gained future trials we’ll have to overcome. If nothing else, these ruins contain astounding works of art, and I’m happy that we’ll be able to preserve it for people in the future to enjoy.”
The five of you leave the ruins and return to Alain’s camp.
]
[[You make quick progress.|RobbieRuins16]]Once you return to the camp, $pName coordinates the introductions, and explains most of your journey so far. As $phe explains your journey to the spider nest, you study Y’s face. If $yhe has any regrets or thoughts about $yhis journey there, you don’t see them on $yhis face.
“You have quite the party formed here,” Y rasps. “I would like to join it, if you’d have me. You and Chonk and Roddie—”
“Robbie,” you interject.”
“Seem like a set of fascinating characters,” $yhe continues, disregarding your correction.
You say:
* [[“You want to add $yhim to the party? Y resurrected an extinct species of <i>monsters</i> on Jane’s Landing, and $yhe hasn’t expressed an iota of regret about that decision. Does $yhe even care about other people?”|RobbieRuins17A]]
* [[“We’d be happy to have you, Y. Someone with the knowledge of magic that you have would be a credit to the group.”|RobbieRuins17B]]
* [[Nothing.|RobbieRuins17C]]“Oh come now, Robbie,” $pName says. “Who hasn’t made a few mistakes. We both remember where I found you, don’t we? I’m sure that you weren’t just there for Downwater’s benefit.”
$pHe turns to Y. “We’d be happy to have you. Well, most of us, I suppose,” $pName says, looking askance at you, “You perfectly fill a magic-shaped hole we have in our group.”
[[Y has joined your party.|RobbieRuins18]]“I agree, Robbie,” $pName says. “Despite some regrettable decisions, $yhe would be a valuable addition to our group.”
[[Y has joined your party.|RobbieRuins18]]“Well, we’d be happy to have you,” $pName says. “You perfectly fill a magic-shaped hole we have in our group.”
[[Y has joined your party.|RobbieRuins18]]Your leader turns to Alain. “What are you planning on doing after this, Alain?” $phe asks. “It seems that we’ve solved the mystery of the magic artifact.”
“Quite so,” Alain responds. “Quite so. I suppose I should get on my way; there’s nothing much here for me anymore. I'll head back to Grayoak—it was there that I heard about the ruins. It's a great source of information about places to explore,” he comments.
This grabs $pName’s attention. “They’d heard of an ancient, undiscovered ruin that has a source of great evil within it?”
“I wouldn’t say undiscovered,” Alain says. “Someone was clearly here before me. As you may have noticed when we entered the ruins, some foliage that had been blocking the entrance had been cut away. That wasn’t my doing. Someone had been here, and it couldn’t have been more than a year or so before now.”
“I want to talk to this individual,” $pName responds, “We’ll come with you, if you don’t mind.”
{
(set: $to to "RobbieAndChuck1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan begins its journey toward Grayoak.", $interlude)The caravan has stopped. Y detected some sort of magical energy, and convinced $pName to go investigate it. Normally you'd love to go on a mission like this, but when $pName doesn't pick you, you feel relieved. You don't trust Y.
Plus, it's been a while since you've had time to relax. You sit on the back of a caravan, peeling an orange. Things aren’t all bad. You never would have had such luxuries in your previous life. Drawn by the smell, Chuck comes trotting up.
* [[$pHe left you too, huh? At least I’m in good company.|RobbieAndChuck2A]]
* [[Oh, you were left behind too? Glad to see that a pet and I rate at the same level.|RobbieAndChuck2B]]Chuck trills. You give $chim a pat on her head, then share the orange with $chim and play fetch as you wait for your leader to get back. You aren’t quite sure, but $phe seems a bit jealous of the bond that you and Chuck have formed.
{
(set: $to to "RobbieGrayoak1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Grayoak.", $interlude)Chuck snaps the orange from your hand and runs off. You’re suddenly unsure if the raptor is capable of understanding speech. Counting your fingers and then your blessings, you spend the rest of your time idly twirling your revolvers.
{
(set: $to to "RobbieGrayoak1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Grayoak.", $interlude)Your newly-expanded caravan rolls over to Grayoak. When you arrive in the expansive town, Alain thanks you for your assistance and goes off in search of other leads. It’s only too late that the group of you realize that he didn’t actually tell you who provided the lead.
“Let’s try to find this lead,” $pName says. “Y, Robbie, you come with me. Glorbnit, Chuck, you watch the caravan.” Chuck titters. “I know, buddy,” your leader says, “But this is a very important job that I can only entrust to my most valuable companions like you and… Glorbnit.” Chuck seems soothed by $chis master’s words, and you hurry off. The treat that $pName tossed $chim probably didn’t hurt either.
The three of you ask around the town, and there are three areas that immediately stand out as places of interest: the local explorer’s guild, the tavern, and the mage’s guild.
You investigate:
* [[The explorer's guild|RobbieGrayoakE1]]
* [[The tavern|RobbieGrayoakT1]]
* [[The mage's guild|RobbieGrayoakM1]]You decide to investigate the local explorer’s guild. Y takes the mage’s guild, and your leader goes off to the tavern. The three of you agree to come back to the caravan once you have completed your investigations.
The explorer’s guild has a surprisingly reserved facade. Truthfully, you wouldn’t have noticed it if it hadn’t been pointed out to you. It reminds you of the buildings you operated out of with your fellow thieves in Downwater. Clearly they don’t want to attract any attention. You wonder what clandestine activities they’re trying to hide.
You swagger into the explorer’s guild, studying the individuals that are chatting in the entrance of the guild. You immediately recognize Alain, who is breathlessly recounting what happened at the ruins. You had suspected you might find him here, which is why you volunteered to explore here in the first place.
[[You go to talk to him.|RobbieGrayoakE2]]You decide to investigate the tavern. Y takes the mage’s guild, and your leader goes off to the explorer’s guild. The three of you agree to come back to the caravan once you have completed your investigations.
The tavern is a natural place for you to explore. It tends to be the gateway to the seedy underbelly of a town and, let’s face it, you’re no stranger to seedy underbellies. Besides, you’re a little thirsty.
You strut up to the bar, doing your best to simultaneously look intimidating and like you naturally belong. It’s not hard; this is your specialty, after all. The bartender turns their attention to you, and you:
* [[Play it cool and order a drink.|RobbieGrayoakT1A1]]
* [[Ask whether they’ve seen a fellow named Alain.|RobbieGrayoakT1B1]]
* [[Ask if there’s anywhere to get a job around here.|RobbieGrayoakT1C1]]You decide to investigate the mage’s guild. Y takes the explorer’s guild, and your leader goes off to the tavern. The three of you agree to come back to the caravan once you have completed your investigations.
While Y and $pName may have expected you to go for the tavern or explorer’s guild and leave the mage’s guild to Y, you’ve long had a curiosity around magic. No one that you grew up around was capable of doing magic, and there wasn’t a visible group of magic users there due to the high-profile magical murders that had occurred there before you were born.
You would have trouble missing the mage’s guild; the entrance is one of the most flamboyant displays you’ve seen. You walk in and are stunned by the display of resources—this is far beyond anything you’ve seen in Downwater.
[[You take in the atmosphere.|RobbieGrayoakM2]]You catch his eye, and he points you out to the woman he is talking to. “Robbie was with me on our journey,” he says, “They can back up everything I say. But I’m forgetting my manners,” he adds, “This is Eleanor, by the way.” He points to the woman he’s with.
She stands tall, with no shortage of grace in her bearing. You aren’t sure if the explorer’s guild coaches its recruits to act that way, or its just a characteristic of the people who join the guild. “Charmed,” she says.
“She’s the leader of this branch of our little guild,” he adds. You’ve never been before a guild leader before. You’re a little bit starstruck.
[[You search for words.|RobbieGrayoakE3]]“Ah, well, uh,” you say, turning to Alain, “What I really, well, what we wanted to do was, we forgot to ask you who you got your lead from and wanted to know if you were willing to tell us.”
“Yes, of course! How forgetful of me,” Alain responds. He points to Eleanor. “That’s her.”
“Well, not quite,” Eleanor responds. “In this case, I’m more of an intermediary. One of my jobs as guild leader is to match up sources with guild members who can execute on their leads, like Alain here.” Alain is trying to hide his pride, but despite his best efforts, it’s plain to see on his face.
[[Eleanor continues.|RobbieGrayoakE4]]“For this particular lead, like many these days, it came directly from the mayor herself. Ever since she was installed by Malefactorix, she has been a veritable font of artifacts for us to search down. We find it, we investigate the area, she buys it.”
“Thanks,” you say, “This should prove quite useful.”
“Wait,” Eleanor says, “Alain has told me quite a bit about your mission. I suspect that we won’t be able to count on those leads for much longer. If you are planning on deposing the mayor, I have a suggestion as to who you should put into power after her.”
[[You wait for her to continue.|RobbieGrayoakE5]]“Me,” she says, a bit bashfully, “Exploring isn’t the best source of income, and we’ve been looking to expand for a while now. If we can expand in this town, we may be able to finance ourselves beyond rely on wealthy donors.”
“We would, of course, support you if push came to shove,” she adds. “I know you can’t speak for $pName, but please, let $phim know about my offer.”
This is intriguing news. If the mayor is working for Malefactorix, she may know where they are, and if you know where they are, you can take them down. It also probably wouldn’t hurt to have someone you can trust in charge of the town. You thank the Eleanor and Alain for their time, and head off to return to the caravan.
[[You approach the caravan.|RobbieGrayoakE6]]When you approach the caravan, you find that Y and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” $pName says, “And the boss at the tavern wants to pay us to take them out.” “Interesting,” you add, “Seems our arrival has shaken things up. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“Not as much excitement from the mage’s guild,” Y adds. “Aisha warns us not to be too hasty when it comes to altering the power dynamics of the town.”
[[You approach the town hall.|RobbieGrayoak2]]As the group walks to the town hall, a man quickly approaches you. “Do I know you?” he says. You’ve seen this scam before. The person pretends to be some long lost relative or acquaintance and tries to bilk you for all you have. Pretty good scam, actually.
“No,” you say, “You don’t know me. And, honestly, if you’re looking to scam someone, there are much easier marks.”
“I know where I’ve seen you from!” they say, ignoring your suggestion that they’re trying to con you. “You look just like Lord Gunderston of Fallmere. You have the same eyes.”
“You have the wrong person. I was born and raised in Downwater. I’ve never heard of Fallmere, let alone been to it,” you reply.
The man apologizes for taking your time, and you all continue on your way.
[[You wonder what that was all about.|RobbieGrayoak3]]
You play it cool and order a drink. “A spicy clarinet on the rocks,” you say. “Ah, an individual of taste,” the bartender rumbles. In Downwater, ordering this drink meant that you were looking for a job, and weren’t afraid to get your hands dirty. Damn good drink, too. As you savor your drink, you scope out the people coming in and out of the bar.
Traffic is high. That means you’ve probably picked the right spot. Someone at least a little bit underhanded has got to be running this joint. You see some kid run into the tavern, lean over the bar, and whisper into the bartender’s ear. It’s too quiet to hear, but they’re having quite the conversation.
The bartender is trying too hard to avoid looking at you. You have a sinking feeling in your gut. You move to get out of the bar, but two toughs step forward, causing you to rethink your plan. They shepard you into a closed-off room, and the bartender follows shortly.
[[You ponder your options.|RobbieGrayoakT1A2]]“Hey, bartender,” you say, “You heard of a guy named Alain? Member of the explorer’s guild?”
“What’s it to you?” they respond. You know how it works. You grease their palm a little, and they let you know what you’re asking about. “I’m just looking to gather a little bit of information,” you say, sliding some coins across the table.
From the scowl on the bartender’s face, you know this isn’t going well. With a look, the bartender summons two toughs. You size them up, and it doesn’t look like you could take them in a fight. They escort you to the backroom, and one of them says, “we don’t like people snooping around down here. The boss is coming, and I’d advise that you have something to offer them before they decide you ain’t worth their time.”
They stand guard, and you take the opportunity to search for any hidden exits or information. There’s nothing. The door opens, and the bartender walks in.
“I hate being taken from my business,” the bartender says, “You better have something to offer me, or I’m going to become the off-er around here, if you know what I’m saying.”
[[You ponder your options.|RobbieGrayoakT1B2]]“Who’s asking?” the bartender queries, eyeing you suspiciously.
“Name’s Robbie,” you say, “I spent a lot of time in taverns around Downwater. Ever hear of the Squawking Wheel?” Satisfied that you aren’t a plant, the bartender lets their guard. “There might be some jobs around here,” they say, “I’ll you know when the boss comes in.”
After a while, you see some kid run into the tavern, lean over the bar, and whisper into the bartender’s ear. It’s too quiet to hear, but they’re having quite the conversation.
The bartender is trying too hard to avoid looking at you. You have a sinking feeling in your gut. You move to get out of the bar, but two toughs step forward, causing you to rethink your plan. They shepard you into a closed-off room, and the bartender follows shortly.
“I apologize for the indelicate behavior,” the bartender says, “I couldn’t afford having you leave. It turns out I do have a job for you after all.”
[[Your ears perk up.|RobbieGrayoakT1C2]]“I apologize for the indelicate behavior,” the bartender says, “I couldn’t afford having you leave. It turns out I do have a job for you after all.”
“But I’m being rude,” they say, “I’m known as the Bartender. What should I call you?”
“Robbie,” you reply.
“Well, Robbie, I’ve got an offer for you. You’re with that tough, $pName. Been doing jobs all over the area. Making moves against Malefactorix, it seems. Malefactorix has been… bad for business, and we’d like to make a deal,” they say, lazily.
“What kind of deal?” you ask.
“The kind where you scratch our back and we scratch yours. We both don’t want this town to be owned by Malefactorix. You take out the mayor—doesn’t matter how—and put someone we like in charge. In exchange, we help finance your operations. Go talk it over with your boss, see what $phe says.”
<i>This just might be the opportunity you’ve been waiting for</i>, you think. You thank the Bartender for their time, and head on out of there.
[[You head over to the caravan, eager to fill Y and $pName in about what you found.|RobbieGrayoakT2]]You move to give them a reason not to knock you off when a kid runs into the room and whispers something in the bartender’s ear. The bartender looks at the kid, then at you. They exchange words that are too quiet to hear. The bartender slips the kid a few coins, and they run out.
“It looks like you do have something to offer me after all,” they say. “First of all, let’s get introductions out of the way. They call me the Bartender. You got a name?”
“Robbie,” you respond brusquely.
“Well, Robbie, I’ve got an offer for you. You’re with that tough, $pName. Been doing jobs all over the area. Making moves against Malefactorix, it seems. Malefactorix has been… bad for business, and we’d like to make a deal,” they say, lazily.
“What kind of deal?” you ask.
“The kind where you scratch our back and we scratch yours. We both don’t want this town to be owned by Malefactorix. You take out the mayor—doesn’t matter how—and put someone we like in charge. In exchange, we help finance your operations. Go talk it over with your boss, see what $phe says.”
You’re not one to bypass an opportunity to get yourself out of a dicey situation, so you thank the Bartender for their time, and hightail it out of there. Despite your initial failed attempt to gather intel, some fell right into your lap.
[[You head over to the caravan, eager to fill Y and $pName in about what you found.|RobbieGrayoakT2]]When you approach the caravan, you find that Y and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” you say, “And the boss at the tavern wants to pay us to take them out.” “Interesting,” $pName adds, “Seems our arrival has shaken things up. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“Not as much excitement from the mage’s guild,” Y adds. “Aisha warns us not to be too hasty when it comes to altering the power dynamics of the town.”
[[You approach the town hall.|RobbieGrayoak2]]“But I’m being rude,” they say, “I’m known as the Bartender. What should I call you?”
“Robbie,” you reply.
“Well, Robbie, I’ve got an offer for you. You’re with that tough, $pName. Been doing jobs all over the area. Making moves against Malefactorix, it seems. Malefactorix has been… bad for business, and we’d like to make a deal,” they say, lazily.
“What kind of deal?” you ask.
“The kind where you scratch our back and we scratch yours. We both don’t want this town to be owned by Malefactorix. You take out the mayor—doesn’t matter how—and put someone we like in charge. In exchange, we help finance your operations. Go talk it over with your boss, see what $phe says.”
<i>This just might be the opportunity you’ve been waiting for</i>, you think. You thank the Bartender for their time, and head on out of there.
[[You head over to the caravan, eager to fill Y and $pName in about what you found.|RobbieGrayoakT2]]Trying to maintain an official bearing despite the impression this place has left on you, you walk up to the tall, slight person tending the entrance. “Hello,” you say, “I’m looking for a man named Alain. He’s a member of the explorer’s guild, and summoned someone named Y from here a few weeks back.” The androgynous individual looks you up and down, and then, rather dismissively, says, “haven’t seen a person like that come through here. I’d ask the guild leader, Aisha, if she knows where he went off to. She would have fielded that request for Y.”
You thank the person for their time, and steel yourself for the conversation with a guild leader to come. You’ve never met a guild leader before, let alone of of the mage’s guild. You try to look confident when you walk into Aisha’s headquarters. She’s intently staring into a crystal ball. You’re not sure, but you think it’s just for show. “Ah,” she says, “with my crystal ball I see all. Your name is… Ronaldo.”
* [[You play along.|RobbieGrayoakM3A]]
* [[You correct her.|RobbieGrayoakM3B]]“Yep,” you say, “It’s me, Ronaldo.” You weren’t sure what a guild leader would be like, but you didn’t think it would be like this. You guess that Y isn’t the only one with a knack for getting people’s name wrong.
“Well,” she says, “What can I do for you?” You explain that you’re looking for Alain, having failed to interrogate him as to the source of his knowledge about the ruins.
[[Aisha listens carefully.|RobbieGrayoakM4]]“Nope,” you say, “I’m Robbie.” “Blasted thing!” she responds, and tosses the ball behind her. You weren’t sure what a guild leader would be like, but you didn’t think it would be like this. You guess that Y isn’t the only one with a knack for getting people’s name wrong.
“Well,” she says, “What can I do for you?” You explain that you’re looking for Alain, having failed to interrogate him as to the source of his knowledge about the ruins.
[[Aisha listens carefully.|RobbieGrayoakM4]]“I can’t say where Alain is,” she says, “But I have a pretty good idea of who the source is—the mayor. You see, a while back this warlord named Malefactorix came through and threatened to raze the town if we didn’t let them install their own puppet leader. We at the mage’s guild would’ve fought back, but there were a great deal of soldiers there, and it wouldn’t have done us any good if the town got destroyed in the crossfire.”
“Anyway,” she continues, “That’s how our good mayor got put into office. Occasionally she’ll give out leads to one of the guilds or some mercenary in the tavern to investigate some powerful artifact or another. If the lead pans out, she pays top coin for the artifact and hands it off to Malefactorix. If I’m being honest, it works out pretty well for us. If you want to try to get a lead for yourself, you should go see the mayor.”
[[This has been a productive visit.|RobbieGrayoakM5]]“Thank you for the information and your time,” you say, and turn to leave.
“It doesn’t take a crystal ball,” Aisha says, and you turn around.
“To what?” you prompt.
“To see that you’re planning to depose the mayor,” she responds, “A word of warning—what you’re about to do is going to put this town first in the list when it comes to Malefactorix’s retribution. The various factions in this town are delicately balanced right now, and tipping the scales in one direction or another would likely render the town unable to defend itself in the future.”
[[You mull over her words as you exit the mage’s guild.|RobbieGrayoakM6]]When you approach the caravan, you find that Y and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” $pName says, “And the boss at the tavern wants to pay us to take them out.” “Fascinating,” Y adds, “Seems our arrival has altered the course of things. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“No such offers from the mage’s guild,” you add. “Aisha wants us to exercise restraint when it comes to shaking up the power dynamics of the town, and says that to upset the balance would doom the town.”
[[You approach the town hall.|RobbieGrayoak2]]The three of you arrive at the town hall. Troops line the foyer. The mayor clearly is expecting you, and has summoned this show of force to dissuade you from attempting to attack right then and there.
She stands at the middle of the foyer, striking an unimposing figure, arms akimbo. “Now,” the mayor says, “Let’s be civil. My name is Celia. I am, of course, familiar with all of you. Let’s take this conversation into my office, but remember, I do have all these soldiers here to prevent you from causing any trouble.”
She enters her office, bringing four guards with her. $pName follows, and the three of you enter the office. There’s not much choice; the odds of you winning against an army are quite long.
Two of the guards close the double doors leading into the office, and stand guard in front of them. “Now then,” she says, “Let’s talk about your future.”
[[You aren't looking forward to getting out of this one.|RobbieGrayoak4]]Y turns around and waves $yhis hands at the door. $yHe must be performing some magic, but you aren’t sure what it is. You tense up, keeping alert to look for clues as to your next action.
“These discussions are so tiring,” Y says, “So much talking and yet nothing is learned.” You move your hands over your revolvers. “I feel that this conversation will be much more productive now that I’ve locked the doors.”
As Y reveals the nature of $yhis spell, the guards attempt to open the door. When that fails, they begin banging on the door. You aim your revolvers at two of the guards and Y holds fireballs in $yhis hands, ready to toast anyone who decides to challenge the three of you.
“Good thinking,” your leader says, “I do think it will be easier to hold a conversation when we don’t have to worry about interruptions.”
“Now,” $pName says, “You’re clearly working for Malefactorix. You must know where their hideout is. Tell us and I’ll spare your life.”
[[Celia is contemplating her next decision.|RobbieGrayoak5]]“Malefactorix’s hideout is in the Timblehaven Wilds,” Celia says, defeatedly. You expected her to resist revealing the location, but Celia clearly isn’t invested in giving her life for Malefactorix’s benefit. “If this turns out to be a lie,” your leader says, “I will find you.” If the mayor was lying, she doesn’t take the opportunity to amend her statement.
“Now,” your leader says, thinking aloud, “What should I do with Grayoak?”
“We should have the faction leaders form a council to determine the future of the city,” Y says, “Aisha was right, this town won’t be strong enough to stand against Malefactorix without every faction’s involvement.”
Detecting an opening for your opinion, you say:
* (link-reveal-goto: "“Should we really be taking part in this town’s development? Just take the mayor out and we can be on our way.”", "RobbieGrayoak6")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“Eleanor has offered us our backing if we put the explorer’s guild in charge of the city. We can gain an ally and an army in one action.”", "RobbieGrayoak6")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“Keep the mayor in charge. She did a fairly good job of keeping the guilds in line, and she clearly has no great love of Malefactorix. Besides, she’s betrayed them. It does her no good to go back on that.”", "RobbieGrayoak6")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“We should put the Bartender in charge. They seem like an individual who knows how to get things done, and they’ve offered to pay us a great deal of money. That money would go a long way toward funding our expedition.”", "RobbieGrayoak6")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“I agree with Y. We should form a council to rule this city. We benefit from a strong Grayoak.”", "RobbieGrayoak6")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“Let’s loot this city’s coffers and leave Celia in charge. If we’re lucky, this town will fail and Malefactorix will bail it out. If we’re unlucky, the town will fail. Either way, a positive outcome.”", "RobbieGrayoak6")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "RobbieGrayoak6")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "grayoak" to _choice)
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“Look,” $pName says, “I’m not here looking for regime change. I’m not looking to change civilization. I’m just trying to get out of this forsaken city.” $pHe stabs the mayor in the chest, and she falls over, somehow not foreseeing this outcome. Y releases $yhis hold on the door’s lock, and troops come pouring in. “Your mayor’s dead,” $pName says, “and what to do with your town is your problem, not mine.”
You prepare to fight, but the soldiers don’t seem sure how to respond. Their leader is dead and there is no clear second-in-command. The line of succession is very much not your problem, and the three of you leave the town, encountering little resistance as you make your way out.
“Looks like I <i>cut to the heart</i> of the matter,” $pName quips.
That’s one way to solve a problem.
](else-if: _choice is "pragmatic")[“We’ve got to keep our eyes on our goal here,” $pName says, “We won’t be able to claim victory if we undercut ourselves at every turn. We’ll put Eleanor in charge.”
$pHe turns to Celia. “Are you going to cause any trouble, or are we going to have to take you out?” She shakes her head, not wanting to earn your leader’s ire.
Y releases $yhis magical hold on the door, and soldiers fall through the door as it slams open. While $pName stands menacingly behind Celia, she says, “Stand down. I’ve decided to step down as mayor of this city. To rule in my place, I appoint Eleanor of the mage’s guild.”
Eleanor is summoned to the town hall, and gladly accepts the position as the new mayor of the city. Keeping to her word, she offers soldiers to support you when you assault Malefactorix’s hideout.
Her promise having been kept, your leader allows Celia to leave the town to go to locations unknown.
“I’m glad that we were able to <i>explore</i> our options,” $pName quips.
](else-if: _choice is "optimistic")[“I believe in second chances. I believe in the ability of people to improve. Despite her allegiance to Malefactorix, Celia has done a good job ruling this town,” your leader says.
“That’s why I’m going to leave her in charge of the town,” $phe continues. Celia is visibly surprised. “I hope that she will consider the error of her ways, and side with our faction, which does not believe in ruling through terror or force.”
Y releases $yhis magical hold on the door, and soldiers fall through the door as it slams open. Celia says, “Stand down. We had a minor disagreement, and it has been resolved. Allow $pName and their companions to leave the city.”
“Oh, and, uh, good luck,” she says, awkwardly. “If anyone can bring down Malefactorix, it’s you.”
“I think my work here was a <i>mayor</i> accomplishment,” $pName quips.
](else-if: _choice is "selfish")[“We’ve got to keep our eyes on our goal here,” $pName says, “We won’t be able to claim victory if we undercut ourselves at every turn. We’ll put the Bartender in charge. Their monetary funding will allow us to equip ourselves better for the final confrontation.” One of the guards in the room with you disappears behind a hidden door you hadn’t noticed.
Celia is visibly displeased. She may have been installed by a warlord, but she had standards she liked to hold, and having a criminal in charge of the town is not something she can abide.
She doesn’t have to. Without you noticing, the Bartender had entered through the hidden door, and they stab Celia in the back. She falls to the ground, and the Bartender says, “Thank you Y, Robbie, $pName. I’ll take it from here.”
Y releases $yhis magical hold on the door, and soldiers fall through the door as it slams open. The troops outside the door face you and, seeing Celia on the ground, they clearly don’t know how to respond. Then the Bartender snaps their fingers.
Many of the soldiers turn on their allies, running them through with their swords before the others have time to react. “Pieces were falling into place already,” the Bartender says, “Your presence here helped things along. Thank you. And don’t worry, I do keep my promises.”
As they say that, two men walk through the door carrying a chest. They place it in front of your leader, opening it to show that it’s full of gold.
“Now,” the Bartender says, “I have a town to run.”
“And I have to <i>tend</i> to other matters,” $pName quips.
](else-if: _choice is "benevolent")[“We’ve got to keep our eyes on our goal here,” $pName says, “We want to have a stable society at the end of all of this. We’ll put together a council of guild leaders and other representatives to rule the city.”
$pHe turns to Celia. “Are you going to cause any trouble, or are we going to have to take you out?” She shakes her head, not wanting to earn your leader’s ire.
Y releases $yhis magical hold on the door, and soldiers fall through the door as it slams open. While $pName stands menacingly behind Celia, she says, “Stand down. I’ve decided to step down as mayor of this city. To rule in my place, I’ve decided a council of townspeople of interest will be the stewards of the city.”
Various leaders are summoned to the town hall, including Eleanor, Aisha, and the Bartender. With varying levels of excitement, they accept their new position as council members. “Now, as your first order of business,” $pName says, “The group of you get to decide what to do with Celia. Should she also gain a seat on the council? Should she be put to the sword? Do what you find to be best for Grayoak.”
“Lets go. I’m not one to <i>guild</i> a lily,” $pName quips.
A new provisional government having been put in place, you and your party leave the city.
](else-if: _choice is "evil")[“Who cares about this town?” $pName says dismissively, “It can rot for all I care. However, with all the taxes you’ve been taking for Malefactorix, you must have quite full coffers. We’ll be taking that money.”
You fetch a full chest from behind the mayor’s desk. “Now, what will happen?” $pName asks, rhetorically, “Well, this town will probably fail. Malefactorix will need to decide whether they’d rather have this town die from the inside out or bail it out. Either way, it’s good for us. Don’t worry, Celia, I’m not deposing you.”
Y releases $yhis magical hold on the door, and soldiers fall through the door as it slams open. “Now, Celia,” $pName sneers menacingly, “You’ll be letting us go again. If you get in our way, you will die.”
“And I won’t make it fast.” Celia is speechless. Honestly, so are you. The three of you walk out with the chest in tow.
“Looks like I got the <i>chest</i> of her,” $pName quips.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You love $phis puns.", "RobbieGrayoak7")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You sigh inwardly.", "RobbieGrayoak7")[(set:$sPunsDisliked to it + 1)]You don’t like the newest companion, Y. $yHe has $yhis head in the clouds, and you’ve seen what happens when you go on jobs with people who don’t give it their full attention. They usually don’t give anything their full attention ever again.
But you're waiting at camp for your leader to return, and you're bored.
You walk over to Y’s carriage. The artificial stars lining the inside of the carriage don’t fill you with confidence. When Y spots you, $yhe raspily exclaims, “You! Ronnie, was it?” Somehow, you don’t think corrections will be helpful, so you decide not to waste your time. Taking your silence as an affirmation, $yhe says, “Here, come help me with this experiment.”
* [[You slink away, hoping Y forgets you’re there.|RobbieAndY2A]]
* [[You reluctantly agree to help Y with $yhis experiments.|RobbieAndY2B]]Your years of training have left you adroit at avoiding unwanted attention. “Must have been the wind. Now where’s that goblin?” you hear $yhim mutter as you sneak away. The next time you see Glorbnit, $ghe’s blue and missing a finger. You feel like you missed something interesting.
{
(set: $to to "RobbieLoyalty1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues on its journey to Timblehaven Wilds.", $interlude)While Y is certainly eccentric and often misses minor details, you get the feeling that $yhe notices more than $yhe lets on, and won’t let anything truly catastrophic happen on $yhis watch. At the very least, $yhe seemed to notice when Glorbnit tried to steal some supplies.
And $yhe only sent a minor fireball Glorbnit’s way.
The experiments seem to go well. Y mutters to {$yhim}self often, and the “mm-hmms” and “ahhs” must mean that some discovery or another is happening. One potion that Y has you sample turns you blue, but that’s temporary.
You hope.
{
(set: $to to "RobbieLoyalty1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues on its journey to Timblehaven Wilds.", $interlude)Something has been weighing in your mind for a while. That man, in Grayoak. Could Lord Gunderston really be your father? Could you really be related to someone so powerful? You’re in the area around Fallmere now, and it may be a long while before you are anywhere close again. If you have any desire to confront this man, now is the time.
When $pName comes to talk to you, it’s clear that your heritage has been on $phis mind as well. When $phe asks you what you want to do, you realize that now is the time to come to a decision. You:
* [[Recognize that despite who your parents are, they have had no part in raising you, and you don’t need to know them.|RobbieLoyalty2A]]
* [[Ask if $phe will help you investigate whether Lord Gunderston is your father.|RobbieLoyalty2B]]Despite their curiosity, they agree to investigate it no further. You are content with your history, as fraught with hardship as it may have been.
[[The caravan continues inexorably onward.|RobbieAndGlorbnit1]]
(set:$pChoices's "rloyalty" to "none")Say what you want about $pName, but $phe seems to truly care about $phis party members. $pHe happily agrees to come with you to attempt to gain an audience with Lord Gunderston. You aren’t sure as to $phis underlying motivations, but it seems that your interests in this matter are aligned.
[[You journey to Fallmere.|RobbieLoyalty3]]You’ve been left behind once again, but this time you’re thankful for a bit of time alone with your thoughts. It has been a whirlwind of events that have left you where you are now. You imagine the people you knew in Downwater would be proud. You’re snapped out of your reverie by a loud explosion. Glorbnit never detonates explosives so close.
Gathering your revolvers and certain that your caravan is under attack, you attempt to ascertain the source of the attack.
“It OK! It OK!” Glorbnit is yelling. “Small boom. No problem.” You should have known. It’s just Glorbnit, doing what $ghe does. Getting $ghim to follow rules is a daily struggle. As you wait for your adrenaline to stop surging, you notice a small fire erupt in Glorbnit’s cart.
* [[You help Glorbnit put out the fire.|RobbieAndGlorbnit2A]]
* [[You distract Glorbnit, secretly hoping that by destroying $ghis mobile lab, you’ll avoid more of these incidents in the future.|RobbieAndGlorbnit2B]]The two of you arrive in Fallmere. Lord Gunderston is, of course, well known in the region and it doesn’t take asking many people before you find someone who can direct you to his manor. You feel the anxiety well up within you. Are you about to meet your father?
Your leader knocks on his door, and, suddenly having second thoughts about this course of actions, you stand behind $pName. $pHe certainly always has an air of confidence about $phim and, no matter what happens, $phe will get you through this.
A butler opens the door, clearly judging the two of you for your appearance. Your thieving instincts cut in, a welcome distraction from thinking about the upcoming encounter. A butler, clearly that means that he has some wealth. Unless he’s in deep debt, and the butler is to keep up appearances. You glance inside the door, and seem to see several indicators of wealth. A good sign. You see the butler’s eyes rest on you, and notice a hint of surprise pass across his face. Your first thought is that he recognized you as a thief, but you realize that’s impossible—this is an entirely different town.
[[You have a terrible feeling in the pit of your stomach.|RobbieLoyalty4]]When your leader explains your purpose there, you encounter surprisingly little resistance. You would have thought there would be more pushback at some potential long lost heir showing up unannounced. Was this expected? Did Gunderston father lots of children? Or was that hint of surprise a reaction similar to that of the woman from Grayoak?
Honestly, you can’t remember what $pName said to get you in. Gone is the cool confidence that comes with your profession. Every thought that you have in your head is telling you to run. When you’re led to Lord Gunderston, it’s almost like looking at a warped version of your reflection.
Lord Gunderston is surprisingly civil. You can tell that he’s also surprised to see you, which gives you a small bit of comfort. And he didn’t immediately throw you out, which is also encouraging.
[[You want to leave.|RobbieLoyalty5]]He admits that he did father a child with a woman long ago—a child who would be roughly your age. Fearing the complications an extra heir could provide once he were to have a legitimate child with his wife, he paid for his mistress to go away and take the child with her. He does not know what happened to that woman or her child. It is possible that she died during the journey, or that she abandoned the child and kept the payoff for herself.
He and his wife proved unable to conceive, and now that his wife passed away from disease a couple of years ago, there’s no chance of him having another biological heir.
The two of you will never know if you’re actually related, but the resemblance is uncanny, and he does know that he does have a child somewhere out in the world. That, and he doesn’t have many options left. He seems willing to welcome you into his life. Sensing that $phis presence is extraneous, $pName excuses {$phim}self, and states that $phe will meet you back at the caravan.
[[You're all alone.|RobbieLoyalty6]]Lord Gunderston invites you to dine with him.
You ponder your options.
* [[You’ve established a genuine connection with Lord Gunderston. While he may have given you up during his younger days, there’s still time to mend bridges.|RobbieLoyalty7O]]
* [[It doesn’t really matter if you’re Lord Gunderston’s heir or not. He thinks you could be your heir. By playing along, you can use that wealth and power for good.|RobbieLoyalty7P]]
* [[It doesn’t really matter if you’re Lord Gunderston’s heir or not. He thinks you could be your heir. By playing along, you can greatly enrich yourself.|RobbieLoyalty7S]]
* [[It doesn’t really matter if you’re Lord Gunderston’s heir or not. He has regrets about how he treated his child. You can convince him to use his wealth for good.|RobbieLoyalty7B]]
* [[You don’t know if you’re his heir or not, but you do know that he has wronged someone. For that, he doesn’t deserve to live.|RobbieLoyalty7I]]
* [[You don’t know if you’re his heir or not, but you want his money, and you want it now. Get him to write you into his will and kill him.|RobbieLoyalty7E]]You’ve established a genuine connection with Lord Gunderston. While he may have given you up during his younger days, there’s still time to mend bridges.
You happily dine with him, making easy conversation. He seems happy to finally have reconnected with his heir. He writes you into his will. It’s what you both want. He is willing to accept you have your own life, and you promise to come back someday, after Malefactorix is dealt with.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "optimistic")It doesn’t really matter if you’re Lord Gunderston’s heir or not. He thinks you could be your heir. As long as you play along, you’re going to inherit his land and his title. Using these resources, you could do a lot of good in the world. Or accumulate a great deal of power.
You happily dine with him, making easy conversation. He seems so happy at having preserved his legacy, you don’t even consider feeling guilty about convincing him to write you into his will. It’s what you both want. He is willing to accept you have your own life, and you promise to come back someday, after Malefactorix is dealt with.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "pragmatic")It doesn’t really matter if you’re Lord Gunderston’s heir or not. He thinks you could be your heir. As long as you play along, you’re going to inherit his land and his title. Once he kicks the bucket, you’ll be wealthy beyond your wildest dreams.
You happily dine with him, making easy conversation. He seems so happy at having preserved his legacy, you don’t even consider feeling guilty about convincing him to write you into his will.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "selfish")You can’t be sure if you’re his heir or not, but you do know that this inheritance would be better off going to people who need the money more than you do. You convince Lord Gunderston to establish a charity to help the disadvantaged youth of Downwater, which will be granted all of his wealth when he passes.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "benevolent")You don’t know if you’re his heir or not, but you do know that he has wronged <i>someone</i>, and that someone may very well have been you. While you and he eat dinner, you gain his attention and poison his wine. As his throat swells shut and he slowly suffocates, you enjoy the rest of your meal. Once it’s finished, you sneak out of the manor, never to be seen there again.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "irrational")You don’t know if you’re his heir or not, but you do know that he has wronged <i>someone</i>, and that someone may very well have been you. You convince him to specify you as his heir in his will, and then poison his wine out of bitterness. While there may be suspicious and rumors regarding his conspicuous death so shortly after amending his will, there’s nothing that can be done to strip you of your newfound wealth and titles.
[[You return to the caravan.|RobbieLoyalty8]]
(set:$pChoices's "rloyalty" to "evil")It takes a bit of interjecting, but you manage to redirect Glorbnit’s attention to the fire. “It burns! It burns!” $gHe exclaims. Through the clever use of some beakers and gunpowder, you manage to extinguish the fire. (Don’t ask).
You gain a newfound appreciation for Glorbnit’s ability and intelligence, if not $ghis restraint.
[[$pName summons you.|RobbieLeadup1]]You ask Glorbnit for information as to how their explosives work, being sure to prevent $ghis attention from landing on the cart. It’s surprisingly easy, as Glorbnit’s attention is focused on the intricacies of bomb development. Given $ghis manner of speech, $ghe’s surprisingly successful at conveying information.
Eventually the flame gets too big for even Glorbnit to miss, but by then it’s too late. $gHis lab has been reduced to cinders. Looking at Glorbnit’s distraught face, you can’t help but feel guilty. The leader arrives shortly afterward, and somehow $phe’s able to detect that you were partially responsible for the fire. $pHe instructs you and Glorbnit to share a carriage. Glorbnit is a hard goblin to keep down, and happily exclaims, “We share! We share!” You have a feeling that this is going to seriously impact your quality of life.
[[$pName summons you.|RobbieLeadup1]]The feeling in the air is electric. All the preparations are complete, and there’s no putting it off any further. Tomorrow you’re going to fight Malefactorix. All of you are going. As usual, your leader is implacable.
“Allies. Companions. Friends.” $pHe begins. “Tomorrow is what they will write about in history books. What they will sing in songs. This will be a defining day in the history of Gaierra. We will bring Malefactorix to their knees, and hobble their forces.”
“I will not lie to you,” $phe continues. “This will not be easy. It is possible that some of us will not come back from this. But know this. We <i>will</i> win. We will win because we have to win. Everyone is depending on us, and I am depending on all of you. Without each and every one of you, I would not have made it this far.”
“Sleep well, for tomorrow we save Gaierra.”
[[Sleep will be hard to find.|RobbieLeadup2]]You feel anxiety that you haven’t felt for a long time, not since you were a young child on the streets of Downwater, unsure if it was safe to attempt to sleep through the night. You know that tomorrow is going to be the most dangerous day of your life, and you know that this is your last chance to leave.
(if:$sChoices's "none" > 2)[
You look back on the adventures you’ve gone on with $pName. You had many opportunities to attempt to sway $phis opinion, but never took any. Were you confident in the decisions $phe would make, or did you not care enough to opine on what was going on?
](else-if:$sMatched - $sMismatched >= 1)[
You look back on the adventures you’ve gone on with $pName. You think of the advice you’ve given, and the amount of times that $phe’s taken it. $pHe clearly values your judgment. That, or the two of you think alike.
](else-if:$sMatched - $sMismatched > -1)[
You look back on the adventures you’ve gone on with $pName. You think of the advice you’ve given, and the amount of times that $phe’s taken it. While $phe has $phis own opinions, $phe’s taken your advice into account plenty of times. But will $phe agree with you when it really matters?
](else-if:$sMatched > 0)[
You look back on the adventures you’ve gone on with $pName. You think of the advice you’ve given, and the amount of times that $phe’s taken it. Most of the time, $phe does not follow your advice. This is the riskiest mission you’ve ever undertaken. Can you count on $phim to make the right decisions?
](else:)[
You look back on the adventures you’ve gone on with $pName. You think of the advice you’ve given, and the amount of times that $phe’s taken it. $pHe has never, ever followed your advice. If $phe doesn’t value your opinion, why is $phe keeping you around? Solely for your combat and sneaking expertise? If you can’t count on $phim to make the right call here, should you go with $phim?
](if:$sPunsLiked >= $sPunsDisliked)[
<i>On the bright side</i>, you think, <i> $phe did make some pretty great puns.</i>
](else:)[
<i>The worst thing of all</i>, you think, <i>was all of those truly awful puns</i>.
]
You ponder your options:
* [[You think of all the time you’ve spent with your leader, and you find peace knowing that you’ve never felt more safe than when you’re with $phim.|RobbieLeadup3]]
* [[Despite all the time you’ve spent with $phim, you can’t shake the instincts of your childhood. With all the skills you’ve built up, you could make a great living by yourself. $pName doesn’t need you anyway, right?|RobbieLeave1]]
* [[While this is an important fight, it isn’t your cause. $pName is a born leader, but $phe doesn’t speak to you. You aren’t about to put your life on the line for this. You know better.|RobbieLeave1]]
You've never been more confident in your decisions or your place in life. While you're excited, sleep comes easily. You know that $pName will get you through this. $pHe hasn't led you astray yet.
[[Morning comes quickly.|RobbieFinal1]]Not wanting to the others to worry, you pen a note explaining your reasons for leaving. You wait until you think everyone is asleep, and begin to sneak out of the camp. There are a few drunk guards, but they’re easy to evade. You’re a pro, after all.
Finding work isn’t hard. You are <i>very</i> good at what you do. Despite not being part of a grand quest to save the world, you find meaning in your life. You even find a few youngsters to train, and you only betray a few of them. Despite making several large scores, it’s never quite enough, and you’re always searching for the next big heist. You’re old, for a thief, when you’re caught. This time there’s no one to rescue you from the cell, and no one to shed any tears for you when you’re hanged.
If it’s any consolation, you were right. $pName didn’t need you after all. Many stories are told about $phim, and you aren’t even a footnote. You managed to escape the notice of history, but that <i>was</i> what you wanted, wasn’t it?
THE END
(set:$timesPlayed to it + 1)
[[Play again.|Intro]]This is what your entire journey has been leading up to. You scouted out the Timblehaven Wilds, and come across Malefactorix’s stronghold. It’s well-guarded, and you would stand no chance with a frontal assault. There is, however, a hidden, rarely-used side entrance, that appears to be mostly unguarded. $pName hopes that by entering through there, you will be able to reach Malefactorix and depose them, causing their army to stand down.
The plan is as such: to avoid scrutiny as you enter in the side entrance, many of the soldiers will lead a frontal assault on the fortress. They will try to lead the main force away, minimizing losses as they pick them off from the wilderness.
While that is occurring, you, $pName, Y, Glorbnit, and Chuck will attempt to sneak into the side entrance, which hopefully will be left unguarded as they’re drawn away by the main attack.
There’s a great furor as the main force leads their attack. You hope for their safety as the five of you make your way towards the hidden entrance. There are some patrols wandering around, but they’re looking for a much larger force, so you are able to slink past them without much trouble. The entrance, thankfully, appears to be unguarded.
[[You attempt to sneak in.|RobbieFinal2]]Some more gracefully than others, you sneak through the side entrance, taking careful, deliberate steps.
You notice it too late. Chuck triggers the tripwire, and an alarm sounds. You should have noticed it. You should have warned them. Soon, scores and scores of troops will descend on your position. The first waves have already begun to approach. Even using the chokepoint at the doorway, they will overwhelm you. With a slow exhalation of breath, Chuck walks out of the door. Using $chis tail, $che whips and whips at the stone surrounding the door, slowly chipping away at it.
“SCREEE—” Chuck’s battle cry is cut off by the sound of rocks falling. There’s silence for a moment, but your work here is not done. “We have to go,” you insist. “Chuck would want it this way.” With a solemn look on $phis face, your leader turns around and begins to walk down the corridor, $phis footsteps echoing the hall. You don’t know how much time Chuck’s actions will buy you. There will be time to commemorate $chim later.
[[You hurry to follow your leader.|RobbieFinal3]]You end up in a large, suspiciously quiet room. Your thought that the enemy would be waiting for you was misguided. There’s no one here. It’s as if you’re being welcomed. Suddenly, you hear a crumbling sound beneath your feet, and a crack begins to form in the floor. Glorbix reacts to it first. “Run. Door!” $ghe yells. You all run towards the door, but it becomes clear that you’re not going to make it. Your leader brings up the rear. $pHe’s the one that matters. Without him, all will be lost. As the floor falls beneath you, you push your leader through the safety of the floor. You don’t make it. You experience free fall for a second, and then your body bounces off of the ground.
[[The room fades to black.|RobbieFinal4]]You wake up in a pool of sticky red fluid. This isn’t good. Reaching down to assess the extent of the damage, your fingers brush across broken glass. It’s the remnants of your health potion, which shattered beneath you in the fall, healing you. You’re sore. Oh so very sore. But alive.
You wring as much of the mixture of fluids out of your shirt as you can, and struggle to your feet.
[[There's still time. There <i>must</i> be.|RobbieFinal5]] Far above you, you see the door you pushed your leader through. All around you, rubble. There must be a way out, you think. I can’t have survived all of this just to die of thirst down here. You think dark thoughts of a maddening thirst driving you to drink the mixture of blood and health potion that lies on the floor before shaking the thoughts out of your head.
<i>It doesn’t make sense for them to build this trap without an exit,</i> you think. <i>They wouldn’t expect anyone to survive the fall.</i> After minutes of desperate searching, you find a hidden door. Without your years of training on the streets, you wouldn’t have had a chance.
[[You push aside the stones, and slink through the passageway.|RobbieFinal6]]After sneaking past several patrols, you find yourself on what must be the path your leader went on. The bodies littering the path could mean nothing else. As you sneak up the pathway, you hear a booming, malicious voice. You know it could belong to no one other than Malefactorix. You hear another voice, and relief soothes your aching body. There’s still a chance. <i>$pHe’s</i> alive.
As you sneak closer, their conversations echo through the halls.
“I could be indelicate about this,” Malefactorix says. “Talk about how you don’t stand a chance and all that nonsense. It’s true, of course, but does that ever work? No.”
“What’s more,” they continue, “I don’t think we <i>should</i> fight. I’d much rather work with you than against you. There is a powerful force coming to enslave this planet, and we will need this world united to work together to stop it. You saw the murals when you entered those ruins. And we’re similar. We use similar methods to reach our ends, and when it comes to ends like the ones we’re facing, believe me, the ends justify the means.”
“Please,” $pName counters. “You’re embarrassing yourself. We’re exactly the same? Come on. We’re nothing alike.”
“Oh, really?” Malefactorix responds, their voice dripping with feigned surprise. “Let us take a look at your greatest hits—metaphorical <i>and</i> literal—and see what they have to say about how different the two of us really are.”
[[You continue down the passageway.|RobbiePlayerJudgements1]](if:$pChoices's "bandit" is "pragmatic")[“You and I are both willing to work with, shall we say, unscrupulous characters,” Malefactorix points out. “In fact, the bandit leader—great guy, by the way—has worked for both of us! Quite a coincidence, I would say.”
](else:)[“You know that bandit leader you killed, such a long time ago?” Malefactorix asks $pName, rhetorically. “You just cut him down so easily. An admirable move to weaken your enemy, but I don’t think his family would appreciate that.”
]
[[You continue further along.|RobbiePlayerJudgements2]](if:$pChoices's "nest" is "pragmatic" or $pChoices's "nest" is "irrational")[“I happen to know that there’s a certain species that you happen to have made go extinct,” Malefactorix comments. “I think you’ll find that’s an extreme that not even I have gone to.”
“Don’t take that as judgment, by the way,” they add, “I think what you did was quite noble, in its own way. Sometimes drastic actions must be undertaken to protect the world at large.”
](else-if:$pChoices's "nest" is "optimistic")[“What you did with the spiders was a complete mystery to me. I am at a loss as to why you would slaughter a malicious species, then fail to commit when you had the opportunity to completely wipe them out,” Malefactorix says. “If I’m being utterly frank, that sort of logic makes no sense to me.”
](else-if:$pChoices's "nest" is "selfish")[“The incident at the spider nest may be one of your wisest actions,” Malefactorix comments, “You almost wipe out a species completely, then you take the last hope of the species to use to finance your operations? That’s as imaginative as it is clever. You cornered the market on a living species. Ingenious!”
](else-if:$pChoices's "nest" is "benevolent")[“The incident at the spider nest was a fairly ingenious play,” Malefactorix comments, “You almost wipe out a species completely, then you take the remainder to a zoo so that it doesn’t go fully extinct? That’s an interesting solution. Not one I would have chosen, admittedly, and it could cause problems further down the road, but it was an admirable attempt to thread a particularly fine needle.”
](else:)[“Look,” Malefactorix says, “I normally try to understand the motivations of my adversaries. See what makes them tick, how they come to their decisions, that sort of thing. What you did at the spider’s nest? I can’t think of a productive reason to do that. You’ve doomed that town for no reason. Honestly, it makes me really wonder if we could actually find a way to work together.”
]
[[You deftly avoid another patrol.|RobbiePlayerJudgements3]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[“You detonated the ruins that housed the Ring of Marrandamur,” Malefactorix says. “So you’re willing to destroy priceless historical records in order to avoid a great evil from getting in the wrong hands. A respectable decision.”
](else-if: _option is "selfish")[“You left the ruins that housed the Ring of Marrandamur standing,” Malefactorix says. “So you’re willing to expose the next traveler lured in by the ring, so that a warning of an upcoming great evil can remain intact. That’s precisely the same decision I made.”
](else:)[“You took the Ring of Marrandamur?” Malefactorix says, incredulously. “Letting the ring corrupt your judgments like that... you’re willing to go even further than I am when it comes to accumulating power.”
]
[[It can't be much further now.|RobbiePlayerJudgements4]]{(set:_option to $pChoices's "grayoak")}(if:_option is "pragmatic")[“You really did follow my playbook in Grayoak. March in, have a show of force, depose the current leader, and insert your own. Sound familiar? We think alike, $pName. I bet the soldiers Eleanor provided you proved useful.”
](else-if:_option is "irrational")[“You took a rather heavy-handed approach to Grayoak. Putting the mayor to the sword and then leaving? That seems a bit hasty. It did, however, take out a useful venue I had for obtaining powerful artifacts and other resources, so it was a rather practical choice. Very mercenary.”
](else-if:_option is "optimistic")[“I am impressed you managed to turn Celia. She was quite loyal, I thought. But you popped in, spoke with her a little bit—you didn’t even spill any blood! I don’t understand your aversion to spilling blood, by the way. And then I suddenly get nothing from her. Impressive.”
](else-if:_option is "selfish")[“You really did follow my playbook in Grayoak. March in, have a show of force, depose the current leader, and insert your own. Sound familiar? We think alike, $pName. Then again, I wouldn’t put a criminal mastermind in charge of a city. I trust the Bartender isn’t killing too many people that stand in their way. Still, I understand. Money is money.”
](else-if:_option is "benevolent")[“Placing a council in charge of the city was a wise idea. Too many regime changes in a short period of time will destabilize a town. It’s in our best interests for all of our resource sources to remain productive to prepare for the coming invasion.”
](else:)[“What a delightfully mercenary approach you took to your handling of Grayoak. Bankrupting the town so that I had to choose between letting the town die and wasting resources? Clever. Very clever. I did end up bailing out the town, by the way. We’ll need all the resources we can afford for the battles to come, and I’ve always preferred long-term gains over short-term ones. It didn’t hurt my popularity with the town’s population either.”
]
[[The voices seem close now.|RobbieFinalBattle1]]You stumble through the doorway. Your leader looks back, a look of unrestrained joy breaking across $phis face. “You’re alive!” $pHe shouts. It’s only then that you notice something horrible. There’s no one else here. You were the only one who made it.
Deciding not to focus on your loss, you stride across the room, stopping next to your leader. [[You can’t show any weakness.|RobbieFinalBattle2]]“It seems I missed one”, Malefactorix booms. “No matter. They seem a reasonable sort. I’ll offer them the same deal I offered you—I’m still waiting on that answer, by the way.”
Malefactorix turns to you. “Yes, I’ve engaged in several less-than-ideal behaviors. Some might call those actions evil. Some may call <i>me</i> evil.” The look on their face suggests they don’t put much weight to those notions. “But I am doing what needs to be done to save everyone on Gaierra. There was no time to use diplomacy, and no time to try to win everyone over through goodness. I needed to accumulate as much power as possible to combat it. Join me, and together we can work together to save Gaierra.”
You say:
* (link-reveal-goto: "“You killed all of our friends, and you want <i>us</i> to join you? No. This is personal. $pName, they need to die.”", "RobbieFinalBattle3")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“$pName, they’re right. We know that there’s a force coming that is beyond anything Gaierra has ever faced. We need to let bygones be bygones, and focus on the upcoming threat.”", "RobbieFinalBattle3")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“We need to be strong. But we can never be strong if we sacrifice what we stand for. We can find a way to defeat the bigger threat, but only if we don’t compromise our values. We cannot stand with Malefactorix.”", "RobbieFinalBattle3")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“Malefactorix is powerful. And we won’t get a better offer. If we join with them we will gain power beyond imagination. Only a fool would reject all that power.”", "RobbieFinalBattle3")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“Malefactorix leads a great army. If we take them out, we can control that army ourselves. Think of all the good we could do.”", "RobbieFinalBattle3")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“Malefactorix leads a great army. If we take them out, we can control that army ourselves. Think of all the power you could have. And I would serve as your right hand, exerting your will over the populace.”", "RobbieFinalBattle3")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "RobbieFinalBattle3")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$lastChoice of $attrs to it + 1)
]
(set: $high to -1)
(set: $highName to (a:))
(set:$modAttrs to $attrs)
<!-- Selects the highest value from an array. If
multiple are tied, it randomly selects one. -->
(for: each _name, ...(datanames: $modAttrs)) [
(set: _value to $modAttrs's (_name))
(if: _value > $high)[
(set: $high to _value)
(set: $highName to (a:_name))
] (else-if: _value is $high)[
(set: $highName to $highName + (a:_name))
]
]
(if: $highName's length is 1)[(set:$attr1 to $highName's 1st)]
(else:)[(set: $attr1 to (either:...$highName))]
(set:_choice to $attr1)
(set:$pChoices's "final" to _choice)
}
$pName's face is a beacon of determination. $pHe knows the choice $phe's going to make.
(if: _choice is "irrational")[“You tried to kill me. You killed most of my companions. <i>You killed my mother</i>. And you expect <i>me</i> to work with <i>you</i>?” You see the fury in your leader’s eyes. There’s no changing $phis opinion. This is the final fight.
* [[Join your leader and fight Malefactorix.|RobbieFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|RobbieFinalBattle4Betray]]
](else-if: _choice is "pragmatic")[$pName looks tired. “I’ve lost most of my friends fighting you.” $pHe sighs. “But I can’t let my own personal opinions sabotage what is good for Gaierra. We have to join forces to save the world.”
* [[Work with your leader and Malefactorix to save the world.|RobbieFinalBattle4Ally]]
* [[Stand up for your values and fight your leader and Malefactorix.|RobbieFinalBattle4FightBoth]]
* [[Feel betrayed and leave.|RobbieFinalBattle4Flee]]
](else-if: _choice is "optimistic")[Your leader looks up, determination in $phis eyes. “I don’t need you to save the world. In fact, if I work with you, there won’t be a world to save. Not one that I’d recognize, by any rate.” $pHe raises $phis sword. “This is for Chuck.”
* [[Join your leader and fight Malefactorix.|RobbieFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|RobbieFinalBattle4Betray]]
](else-if: _choice is "selfish")[“I’ve always felt like I was fighting at a disadvantage,” your leader comments. “And sure, I could fight you—I’d win, by the way. But why would I when I can share your power?”
* [[Join your leader and Malefactorix.|RobbieFinalBattle4Ally]]
* [[Stand up for your values and fight your leader and Malefactorix.|RobbieFinalBattle4FightBoth]]
* [[Feel betrayed and leave.|RobbieFinalBattle4Flee]]
](else-if: _choice is "benevolent")[“In my travels through this land, I’ve seen all sorts of people,” your leader begins. “I’ve seen people suffering. People that <i>you have made suffer</i>. I can’t help but imagine all the good that your army could do. You must die, so they may thrive.” $pHe raises $phis sword.
* [[Join your leader and fight Malefactorix.|RobbieFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|RobbieFinalBattle4Betray]]
](else-if: _choice is "evil")[“Your army is impressive,” $pName begins. “I’ve long admired it. Its numbers. Its weaponry. <i>Its power.</i> I think I’ll take it.” $pHe raises $phis sword.
* [[Join your leader and fight Malefactorix.|RobbieFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|RobbieFinalBattle4Betray]]
* [[Feel betrayed and leave.|RobbieFinalBattle4FleeEvil]]
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story.
* [[Join your leader and fight Malefactorix.|RobbieFinalBattle4FightTogether]]
]
This is it. The culmination of your party’s entire journey. While your mission may have started with your entire party, it ends with just $pName, you, and Malefactorix.
$pName raises $phis sword, and you pull out your revolvers. As $pName charges, you fire shots at Malefactorix. Your bullets ricochet off of Malefactorix’s enchanted armor. Malefactorix holds their giant sword upright, and prepares for $pName’s onslaught. The clang of their swords resounds as Malefactorix blocks $pName’s first blow.
This isn’t looking good. Malefactorix is powerful, and they are deflecting all of $pName’s blows. Hoping to use their fight as a distraction, you sneak up behind them. As you attempt to stab them in the back, Malefactorix backhands you, sending you sliding across the ground, the wind knocked out of you.
[[When you look over, $pName is on the ground, and Malefactorix raises their blade, preparing to strike the final blow.|RobbieFinalBattle4FightTogether2]]
(set:$sFate to "fight")You know a good deal when you hear it, and Malefactorix is easily as strong as your former leader. The two of you manage to drive $pName to $phis knees, and you are about to strike the final blow, when you hear the familiar heavy thuds of quick feet.
You spin around, ready to face this new intruder, when you see Chuck pounce at you. Before you have time to react, Chuck has torn out your throat.
[[As your vision fades, you’re just grateful that Chuck survived.|EndAnalysis1]]
(set:$sFate to "dead")You know that it is futile to fight, but you do so anyway. Even one of them would be more than a match for you, and with the two of them taking you on, you stand no chance. You are cut down almost immediately.
[[As your vision grows dim, you hear $pName say, “I’m sorry it had to happen this—”|EndAnalysis1]]
(set:$sFate to "dead")The veil that covered your eyes has been stripped away. You always knew that your leader had a dark streak, but you had figured that would fade away when the stakes were high enough. You are no longer sure who you’re rooting for. When the two of them are distracted fighting each other, you attempt to sneak out of the compound.
You don a disguise you find on the corpse of a guard that $pName took out when they went to confront Malefactorix, and encounter little resistance as you sneak out. Whatever comes next, you want no part of it.
[[It's the end.|EndAnalysis1]]
(set:$sFate to "fleeevil")“I’m glad you’ve seen the light,” Malefactorix says, and you’re surprised by the relief you notice in their voice. “There isn’t much time, and we can’t afford to waste resources by fighting with each other even more. As you now know, there is a force coming to Gaierra that will seek to enslave who they can, and kill the rest. I will share everything I know about this threat, so that we can effectively fight it.”
You stand by your leader’s side as the two begin to plan how they’ll deal with this threat. Malefactorix’s troops are sent out to find the remainder of your companions, and they’re found, heavily injured, but alive. While there is general discontent about your leader’s actions, $phe is nothing if not charismatic, and you all soon come onboard.
As grave as the threat that Malefactorix posed seemed to be, this new threat is even larger. But that’s a story for another time and, perhaps, another companion.
[[It's the end.|EndAnalysis1]]
(set:$sFate to "ally")You can’t support your leader’s actions, but you know that you will not stand a chance against the two of them. You attempt to sneak away, but your leader is staring right at you. $pHe knew the consequences $phis decision could have, and has come to terms with them. You won’t be a threat. As you leave Malefactorix’s hideout, you encounter no resistance.
[[It's the end.|EndAnalysis1]]
(set:$sFate to "flee"){(set:_option to $pChoices's "final")}(if:_option is "pragmatic")[$pName joined with Malefactorix, $phis kinder nature tempering some of Malefactorix’s harsher intentions. With $pName on their side, they don’t need to attempt to accumulate power so aggressively.
While $phe may have joined with Malefactorix for noble reasons, the common people don’t believe that there is a looming threat. Where $phe had previously gotten cheers and adulation, $phe now got jeers and denigration.
But the praise of others wasn’t why $pName started on this quest, and their motivations remained pure. When the upcoming threat arrives, Gaierra is as prepared as it could be.
](else-if:_option is "irrational")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon found that $pName was a fickle individual. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. $pHe does what is good for Gaierra, yes, but that’s only as long as you don't irritate $phim too much.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "optimistic" or _option is "benevolent")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
The people’s hopes in $pName were not misplaced. $pHe was an effective leader, and the towns of the region banded together to appoint $phim as their leader, much to $phis embarrassment. It never had been what $phe wanted. What started as a simple quest for revenge ended in something much greater.
But $pName never forgot why Malefactorix was building up such power, and was able to establish an effective fighting force for when the upcoming threat arrived.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "selfish")[$pName joined with Malefactorix, $phis desire for power compounding some of Malefactorix’s harsher actions. With $pName on their side, they can accumulate power far more aggressively.
Where $phe had previously gotten cheers and adulation, $phe now got terrified silence. A determined resistance forms to fight Malefactorix and $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken the rulers’ power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
](else:)[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but was soon able to use their army to enforce $phis will.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon discovered that this new tyrant was even worse than the old. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. Whereas you could ally with Malefactorix to avoid their ire, there’s no such guarantee with $pName.
A determined resistance forms to fight $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken $pName’s power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
]
[[More.|EndAnalysisBandit]]You hear a familiar sound—the heavy thuds of quick feet. You look to the side, and see Chuck leap over at Malefactorix, who has been caught off guard by this new arrival. $cHe sinks $chis fangs into Malefactorix’s arm, granting both you and your leader time to clamber to your feet. While the two of you are overjoyed to see that Chuck has survived, there will be time for celebration later.
With your morale restored by Chuck’s appearance, the three of you fight with renewed vigor. Between your bullets, Chuck’s teeth, and $pName’s sword, you’re whittling away at Malefactorix.
When you’re busy reloading, Malefactorix capitalizes on their opening. Chuck whips $chis tail at Malefactorix and they grab it. With a snap of their wrist, Chuck is hurled against the wall. $cHe struggles to get up, but it’s clear that $che is out of the fight for now. Malefactorix stomps over to Chuck, eager to permanently remove one factor from the equation. You jump onto their back, desperately trying to redirect their attention. As Malefactorix reaches back at you, you spring off of their back, pushing them forward.
[[Malefactorix roars in frustration and sprints at you. You aren’t going to be able to get out of the way.|RobbieFinalBattle4FightTogether3]]As you attempt to roll out of the way, a white flash blinds you. Your vision slowly clears, and you see that Y has appeared. $yHe hurls fireballs as Glorbnit appears on the other side of the room and lights one of $ghis boom sticks, cackling maniacally. “Big boom! BIG BOOM!” $ghe shouts, hurling it at Malefactorix.
You’re all together again. You really do have a shot.
Y’s latest fireball singes Malefactorix’s hair, and $yhe’s clearly earned their attention. Out of a manic desperation, Malefactorix has dropped their sword, opting instead to use the raw power of their hands to take the five of you on.
[[You race to intercept Malefactorix and they once again bat you out of the way.|RobbieFinalBattle4FightTogether4]]But they don’t see $pName. $pHe shoves $phis sword deep into Malefactorix’s back, driving them to the ground. They attempt to get up, but their legs are failing them. $pName pulls the sword out of Malefactorix’s back and it makes a sucking sound. Malefactorix loudly curses all of you, swinging their arms wildly. Their movements grow slower and slower as their life leaves their body.
It’s over. You’ve all won. You can finally relax.
$pName turns to you. “I guess that makes me <i>Benefactor</i>ix,” they quip.
(if:$sPunsLiked >= $sPunsDisliked)[
You love their puns.
](else:)[
You really hate their puns.
]
[[Your fight is over.|EndAnalysis1]](if:$pChoices's "bandit" is "pragmatic")[The bandit leader that had captured you made good money working for $pName, and had never meant to get into banditry. Using the wealth he accumulated, he was able to pursue his true passion—pottery.
It’s slow going, but he achieved regional acclaim for his works. He never felt more proud.
](else:)[With the leader of the bandits removed from the equation, crime temporarily made a downturn. However, nature abhors a vacuum, and different factions arose to fill the void. While they caused trouble for the region, most of their effort was spent fighting each other.
]
[[More.|EndAnalysisNest]](if:$pChoices's "nest" is "pragmatic" or $pChoices's "nest" is "irrational")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders are never seen again.
](else-if:$pChoices's "nest" is "optimistic")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. When the dread spiders came back to Jane’s Landing, the only ones left were Delilah and Tom.
](else-if:$pChoices's "nest" is "selfish")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders remain only as novelty pets, until the last remaining queen escapes custody.
](else-if:$pChoices's "nest" is "benevolent")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders remain only in zoos, an artifact of more dangerous times.
](else:)[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while.
No one expected it when the dread spiders descended on the town, and no one made it out. No one travels to that region anymore, as to do so is to take one’s life in one’s own hands.
]
[[More.|EndAnalysisRuins]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When the ruin it is housed in is destroyed even further, it suffers a setback. It is a long while before the ring manages to work itself up to the surface, and longer before a passing creature picks it up. The ring didn’t quite get the prize it wanted, but it has all the time in the world.
](else-if: _option is "selfish")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When $pName decides not to put on the ring, it suffers a minor setback. It waits, extending its aura further and further, until someone worthy puts it on. It pales in comparison to the prize it wanted, but it has all the time in the world to find someone better.
](else:)[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. It enjoys bending $pName’s will, altering $phis judgment here and there, always careful not to gain too much attention. But all things must come to an end, and so, eventually, does $pName.
When $pName is interred, $phe is buried with $phis most valued effects, and one of those is $phis trusty ring. Eventually, travelers passing by the tomb being to report feeling a vague sense of unease.
]
[[More.|EndAnalysisGrayoak]]{(set:_option to $pChoices's "grayoak")}(if:_option is "pragmatic")[After you put Eleanor in charge, she did her best to bring the town back together. She was an effective leader of the explorer’s guild, and works to expand its influence. However, too many regime changes too fast can have a detrimental effect on a town, and she isn’t able to prevent the Bartender from sowing dissent. Eleanor holds onto control, but it isn’t the boon to the explorer’s guild that she thought it would be.
](else-if:_option is "irrational")[After $pName thoughtlessly struck down Celia, the town had a power vacuum. The two largest interested factions, the explorer’s guild and the criminal cabal engaged in a shadow war to rule the town. In the end, it was the Bartender’s mercenary ways that won out, and the explorer’s guild fled the town. Being ruled by criminals isn’t exactly good for the long term prospects of the town, and the town suffered under the Bartender’s rule.
](else-if:_option is "optimistic")[Celia remained as the leader of the town, and your endorsement helps ensure her hold onto power. The Bartender’s influence continues to wane as she ferrets out her enemies. With Malefactorix no longer a threat to the town, she is provided more leeway to rule. She’s a good leader, and the town thrives.
](else-if:_option is "selfish")[After $pName installed the Bartender as the leader, the latter worked to root out their competition. First and foremost, of course, was the explorer’s guild. Eleanor had expressed an interest in ruling as well. She didn’t survive a blade in the stomach as she slept. She was the first to be taken out after the regime change, but wasn’t the last. Being ruled by criminals isn’t exactly good for the long term prospects of the town, and the town suffered under the Bartender’s rule.
](else-if:_option is "benevolent")[The council’s first action is to decide on Celia’s fate. Despite some attempted dealings by the Bartender, Celia is granted a spot on the council. At the beginning, the council manages to ease the transfer of power and prevent corruption from taking hold in the city. However, the Bartender finds new ways to exert power. By offering council members votes on their pet issues, the Bartender is able to collect more and more control over the town.
](else:)[Celia remained as the leader of the town, and Malefactorix was forced to bail the town out to prevent it from suffering hard times. $pName’s actions manage to improve both Malefactorix and Celia’s reputations in the town, and her hold on the town has never been stronger.
]
[[More.|EndAnalysisGlorbnit]]After the final showdown, Glorbnit decided to focus on the parts of $ghis life that matter most: explosives. $pName found $ghim a place in their military forces, providing $ghim with all the resources $ghe could want. $gHe manages to discover new forms of explosive technology, blowing the competitors out of the water. Only sometimes literally.
[[More.|EndAnalysisChuckRobbie]]Chuck is nothing if not loyal, and is always found by $pName’s side. No matter what they do, a master is always a hero in the eyes of their velociraptor. Besides, $pName always carries around an apple or two as a treat.
[[More.|EndAnalysisYRobbie]]Y’s time with $pName was useful for $yhim, but ultimately didn’t push forward Y’s goals. Drawn forward by a desperate hunger for magical knowledge, Y sets off on $yhis own once again. The extra prestige of working with $pName suits $yhim well, and $yhe is able to research many magical artifacts.
There are rumors about $yhim becoming the leader of the mage’s guild, but it appears that $yhe isn’t looking for prestige.
[[More.|EndAnalysisRobbie]](if:$sFate is "dead")[You, of course, have no knowledge of any of this, as you died during the fight. Sometimes you have to stand up for what you think is right, even if it means certain death at the hands of a hero.
](else-if:$sFate is "fight")[All things must come to an end, and after your climactic battle with Malefactorix, you and your party part ways. It never was going to last forever, and now is as good of a time as any to part ways. You’ve done much together, but you have journeys of your own to go on now. Besides, there are plenty of rich people left to be robbed blind.
](else-if:$sFate is "ally")[All things must come to an end, and after $pName joined with Malefactorix, you and your party part ways. It never was going to last forever, and now is as good of a time as any to part ways. While you believe that $pName made the right choice, Malefactorix creeps you out, and you have no regrets about leaving them. Besides, there are plenty of rich people left to be robbed blind.
](else-if:$sFate is "flee")[When $pName joined Malefactorix, you couldn’t find it in yourself to join $phim. That was a step too far. So you struck out on your own. When you look back on your time spent in your adventures, your memories are bittersweet.
You try not to think of them too often. Besides, there are plenty of rich people left to be robbed blind, and the thrill offers a distraction from your troubled past.
](else-if:$sFate is "fleeevil")[When $pName fought Malefactorix for control of their evil army, you couldn’t find it in yourself to join $phim. That was a step too far. So you struck out on your own. When you look back on your time spent in your adventures, your memories are bittersweet.
You try not to think of them too often. Besides, there are plenty of rich people left to be robbed blind, and the thrill offers a distraction from your troubled past.
]
{(set:_option to $pChoices's "rloyalty")}(if:$sFate is "dead")[](else-if:_option is "irrational")[Since you impulsively murdered Gunderston, his territory has gone to seed. Some in his employ attempt to hold it together, but the looting and pillaging are too much. Intentionally or not, you’ve caused the greatest increase in wealth equality for this kingdom in quite a while.
](else-if:_option is "evil")[Since you killed Gunderston, you’ve become the new ruler of the lands. It has suffered from being left to go to seed in your absence, but when you get back, you manage to put your affairs back in your place. You rule his lands with an iron first, and through an unhealthy amount of violence and coercive deals, you manage to expand your empire. However, it’s not just your empire that has been growing, but the number and strength of your enemies.
](else-if:_option is "pragmatic" or _option is "optimistic" or _option is "selfish")[After you finish your adventure with $pName, you pop in and out to visit your potential parent. He’s always happy to see you, and he teaches you a thing or two about managing his grand wealth. After a long and happy life, Lord Gunderston passes away. As his only heir, his lands and influence pass to you.
What will you do with that wealth and power? Well, that’s up to you.
](else-if:_option is "benevolent")[After you finish your adventure with $pName, you pop in and out to visit your potential parent. After a long and happy life, Lord Gunderston passes away. As you willed it, his wealth is used to establish a better life for orphans like you in Downwater. The charitable organization grows and grows, helping more abandoned children across the realm. You stop in from time to time to check on its progress and help out here and there, and you make a name for yourself as one of the most kind-hearted people in the kingdom.
](else:)[You never met Lord Gunderston, your potential father, and you have no regrets about it. If he wasn’t willing to raise you when you were a child, you don’t see the need to see him later in life. Besides, you’re content with the person that you turned out to be, and don’t need to seek validation from anyone.
]
THE END
(set:$timesPlayed to it + 1)
You unlocked Chuck as a playable character.
[[Play again.|Intro]]Your caravan continues down the road. Not much has happened in a while, and you’re absentmindedly counting the stars in the fabric of your wagon.
Your party’s lookouts come running back down the road, gesturing madly for you to get off the road. It’s not an elegant process, but you manage to drive the carriages off the road and hide your tracks. You sneak out to the road, and see scores upon scores of soldiers making their way down the road. They’re wearing the colors of Malefactorix.
Right now, you don’t stand a chance against them. Once they have long since disappeared down the road, your caravan makes its way back onto the path and continues along.
That was a close call.
(link-goto: "The caravan continues onward.", $to)You’re approaching Paddlebrook. You’ve heard much about it, how it’s a quaint spot to relax and rejuvenate. Honestly, you’ve been looking forward to it after all that time on the road. They have hot springs to die for.
As you approach get nearer to the town, something seems wrong. While this wasn’t a large town, it is supposed to have a substantial number of people, and you’d expect to hear a bit more hustle and bustle as you approach.
Your caravan rounds a corner, and you suddenly understand why you hadn’t heard anything. What used to be Paddlebrook is now ruins. A fraction of the town’s original population remains, the rest having left to look for greener pastures.
When $pName asks around to see what happened, there’s one name on everyone’s lips—Malefactorix. It seems that they had given Paddlebrook a choice between yielding and destruction, and Paddlebrook hadn’t given in. As an example, their town was destroyed.
Your party spends some time helping to repair some of the most critical parts of the town, and you share some of your resources, but you don’t know if it will be enough to keep Paddlebrook alive.
You have a heavy heart when you leave. You had hoped to study the nature of the hot springs, looking for the source of the warmth.
(link-goto: "The caravan continues onward.", $to)As your caravan continues down the road, you come across a family walking down the road, the daughter riding on their cow as they trek to destinations unknown.
Your leader asks why they’ve started on this journey, and they talk about a shadowy figure that seized their farmland, threatening death if they didn’t give it up. With no way to defend themselves, they left on short notice, daring only to take the essentials and a fraction of their livestock.
Despite this setback, the parents are putting on an optimistic front. While $pName talks to the parents, you play with the girl, showing her some of your spells. You cast a simple spell of strength on her, and she has fun jumping several feet into the air. They join your caravan, providing some valuable skills. The girl, Maria, has an insatiable, defatigable joy about her, and she lights up the camp.
(link-goto: "The caravan continues onward.", $to)Your caravan rolls along down the road, and you see a group of three soldiers wearing Malefactorix’s colors walking down the road. They’re quickly surrounded by members of your troupe, and quickly surrender.
$pName goes to talk to them. They say that they’re defectors from Malefactorix, having seen the dark side of their leader’s actions, and wish to join you. $pName welcomes them, but asks you to be on the lookout for any suspicious behavior.
The enhanced scrutiny ends up being unnecessary—they had been swept up in Malefactorix’s search for soldiers, and gotten in far over their heads. They make great test subjects.
(link-goto: "The caravan continues onward.", $to)That reputation has paid off in spades. This time, you’ve been called by Alain, a member of the explorer’s guild, to investigate an ancient ruin filled by a malicious force. On your way, you discovered an old, almost abandoned nest of dread spiders, a species you thought to be extinct. You found a solitary egg and hatched it, hoping that the venom of the spiders might give you some insight into solving Kaiid’s plight.
Unfortunately, the venom was ordinary in nature, and there was nothing relevant you could glean from the spider’s biology. Disappointed by the lack of insight, you left the spider’s cave and continued on your journey to Alain’s camp. Once you arrive, only a few weeks late, he describes the ruins and the effect of the aura to you.
* [[You’re excited. This could be the breakthrough you’re looking for.|YIntro3]]
* [[You know better than to get excited.|YIntro3]]
You head off to the ruins, and Alain declines to join you. It seems he is especially sensitive to the malaise generated by the ruins.
As you walk towards the ruins, you feel the malicious aura that Alain was talking about. You’re used to strange magical fields, and such influences no longer have much sway with you. You absent-mindedly wonder if it could be a concentrated aura that caused Kaiid’s stasis.
Inside the ruins, there are a series of large reliefs that appear to be prophesying a celestial invasion that enslaves the population of Gaierra. Interesting, but extraneous.
As you feel out the source of the aura, you come across a magical ring. You summon an ethereal workbench, and get to studying the nature of this artifact. It obviously has a malicious aura, that much is clear.
[[It's fascinating.|YIntro4]]You set about attempting to dispel the artifact’s magic—if it can be dispelled, it’s secrets are so rudimentary as to be useless—and are excited to see that all of your normal spells have no effect. This is beginning to sound like one very specific ring of legend.
There’s one way to be sure. You turn to the workbench, and begin mixing ingredients. You start brewing a disintegration potion. You squeeze a drop of the potion onto the ring, and it immediately puts off a purple smoke that ascends to the ceiling of the room.
[[This explains it.|YIntro5]]“Interesting. Very interesting,” you mutter to yourself. “It doesn’t respond to a potion of disintegration. That’s highly unusual.” All the signs are there. This must be the fabled Ring of Marrandamur.
You’re interrupted from your thoughts by a voice behind you. “Y!” Alain shouts. Internally, you bristle at the distraction. You turn.
“Ah, Alain,” you wheeze. “What made you change your mind about staying in the ruins?” You notice the three individuals—two humans, one velociraptor—alongside him. “I see you’ve brought friends. That explains it, I suppose. I’ll assume you want to know what I have discovered so far.”
Alain nods, so you continue, “It doesn’t appear that there’s any way to dispel it, or even de-spell it. As I noticed right before you came in, it doesn’t even appear possible to destroy it. Along with those murals—quite alarming, by the way—it seems clear what this is.” Alain has no idea what you’re talking about. You’re surprised by his ignorance.
[[You inform him.|YIntro6]]“Undestroyable? Imbued with perpetual magics? Puts out a malicious aura? This is the Ring of Marrandamur,” you say.
“And what, of all that the Watchers see, is that?” one of the others asks. <i>Wonderful</i>, you think, <i>they’re all as uninformed as Alain</i>.
“The ring is a long-lost artifact,” you say. “Thought to be purely legend, in fact. It’s a source of great power, but also great evil. Some say it has a mind of its own. That it will attempt to corrupt its wearer, to affect their actions.” You really want to try to understand the source of its magic.
“I wonder if this was put here by the people who made the murals,” the person muses. “Could this be a tool that they’re giving us to fight those invaders that are shown in the murals?”
“I say this with all due respect,” Alain begins, “it would be unwise to put on this ring. The ring is known for its corrupting ability. In the stories about it, only one wearer was untainted by its influence, and she was a <i>demigod</i>. It’s not worth risking corrupting yourself for some prophecy that we’re not even sure is true.”
[[Alain was always too quick to have an opinion.|YIntro7]]The third individual pipes up. “I believe in you. I really do. But if there’s even a small chance that this could corrupt you, you shouldn’t put the ring on. We should bring down this whole ruin, and make sure no one is tempted by this ring again.”
Not to let someone else have the final word, you say:
* (link-reveal-goto: "“You putting on that ring is only positive. More power for you, more evil for the world, and, most importantly, more knowledge for me.”", "YIntro8")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "“I would love nothing more than to study this ring. But this is an infamously evil and infamously influential ring. Many people believed they could overcome its influence. They were wrong. We should destroy these ruins.”", "YIntro8")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“I may have just met you, but you’re a charismatic individual. I believe you may be able to suppress the ring’s evil influences. And if you can’t, I’ll be here to help.”", "YIntro8")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“You should put on the ring. I doubt that the ring could overwhelm someone with your moral fortitude. Besides, this is a once in a lifetime opportunity that I—err—you would regret missing out on.”", "YIntro8")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“Think of all the knowledge this ring can bring us. By putting on this ring, you’ll not only gain more power, but get valuable insight for the entirety of Gaierra.”", "YIntro8")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“All of us have journeyed far to get here. It would be a waste of time for all of us if you didn’t slip that ring on.”", "YIntro8")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "Nothing", "YIntro8")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "ruins" to _choice)
(set:$pRom to 0)
(if:_choice is in (a:"irrational", "optimistic", "benevolent", "evil")) [
(set:$pRom to 1)
(if:not ("evil" is in $pAttrs))[
(set:$pAttrs to $pAttrs + (a:"evil"))
]
]
}
The leader of their group dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“You know what?” the leader says. “There has been <i>far</i> too much attention given to consequences. Let’s just <i>do</i> something. $pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “Wow,” $phe says. “I feel fantastic! I’m certainly glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "pragmatic")[“I can’t do this,” the leader says. “Even if this ring would help me achieve my goals, it could also change me into a different person entirely. And to equip something that very clearly seems so evil—such an action just doesn’t <i>ring</i> true to me. We’re going to bring these ruins down and remove the temptation permanently.”
](else-if: _choice is "optimistic")[“Ever since I was a child,” the leader says, “I’ve had a firm set of morals. People have tried to dissuade me of those notions, but I have always held true to them. If a person couldn’t change my mind, some magic ring certainly won’t.”
$pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “See?” $phe says. “I don’t feel any different. I think that we’re all glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "selfish")[“If I don’t look out for myself and my party,” $phe says, “I can’t look out for anyone else. Putting this ring on could change the delicate balance that we have going on here. And hey, I haven’t led us astray yet. Well, apart from this, I suppose, as it is a diversion from our main goal. But you know what I mean. I hope this doesn’t <i>ruin</i> my reputation.”
](else-if: _choice is "benevolent")[“Looking out for myself and my party will be useless,” $phe says, “if we don’t have a society left to live in. Putting this ring on could be the difference between saving the land from Malefactorix, and losing it.”
$pHe slides the ring onto $phis finger, and suddenly, the intense malaise emanating from the ring disappears. “See?” $phe says. “I don’t feel any different. I’m certainly glad I put my hat in the <i>ring</i> on this one.”
](else-if: _choice is "evil")[“Alright, let’s get this evil party started,” $pHe says, placing the ring on $phis finger. Suddenly, the intense malaise emanating from the ring disappears. $pHe looks a little disappointed. “I don’t feel any different,” $phe comments, “I was hoping I’d get some new, innovative evil ideas. I guess I should have known that that wouldn’t <i>ring</i> true to me.”
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You appreciate a good pun.", "YIntro9")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You pretend you didn't hear that.", "YIntro9")[(set:$sPunsDisliked to it + 1)]
{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[You resign yourself to the loss of a valuable historical artifact. The unchecked pursuit of knowledge, you remind yourself, is what got you and Kaiid into this situation in the first place. “Maybe we can’t destroy the ring,” the $pman comments, “but we can bury it. If we bring down these ruins, no one will be tempted by the ruins again.”
A goblin that appears to have an affinity for explosions is fetched from the caravan. Along with $ghim, $ghe brings a cart full of explosives. You’ve never seen a happier goblin. Whistling an off-key song, they strategically place explosives on the ruins.
The goblin walks back over to you then, reconsidering the amount of explosives it placed, doubles the amount of explosives in the ruins.
“Big boom,” they say, with tears in their eyes. “Big boom.” You all stand far, far, far away as they trigger the explosives.
The ruin is gone, along with all of that knowledge. The malignant miasma still lingers. While the ruins are no more, somewhere, deep in the rubble, the ring remains. The six of you travel to Alain’s camp.
](else-if: _option is "selfish")[You walk out of the ruins. “We may not be any more prepared to face Malefactorix,” the charismatic $pman says, “but we’ve met some new people, and gained some potential knowledge of future trials we’ll have overcome. And even if we don’t make it, these ruins will stand as a warning for future travelers.” You make a mental note to return here one day to resume studying the ring. Your localized aura theory still has some logic to it.
The five of you leave the ruins and return to Alain’s camp.
](else:)[
You walk out of the ruins. “I feel fantastic,” the charismatic $pman says, “I’ve gained new strength, we’ve gained new friends, and gained future trials we’ll have to overcome. If nothing else, these ruins contain astounding works of art, and I’m happy that we’ll be able to preserve it for people in the future to enjoy.” You look forward to studying the effect this ring has on such a charismatic individual.
The five of you leave the ruins and return to Alain’s camp.
]
[[You make quick progress.|YIntro10]]At Alain’s camp, the party leader decides that they want to introduce themselves. You’re not too bothered about knowing people’s names, as it tends to be a waste of effort in most situations.
The leader introduces themselves as $pName, and the other human, a rogue, as Robbie. Oddly, the velociraptor is named Chuck. $pHe explains that they are on a quest to defeat an individual named Malefactorix, who apparently is a malicious actor who has been terrorizing the region.
You’ve struggled to hunt down artifacts in the past, but this individual appears to have a history of stumbling across interesting situations. “You have quite the party formed here,” you say, attempting to ingratiate yourself, “I would like to join it, if you’d have me.”
* [[You enjoy pretending you don’t remember people’s names.|YIntro11A]]
* [[You have trouble remembering people’s names.|YIntro11A]]
* [[You remember people's names.|YIntro11B]]“You and Chonk and Roddie—” you begin. “Robbie,” Robbie corrects you. “Seem like a set of fascinating characters,” you continue.
The rogue appears displeased. “You want to add them to the party? Y resurrected an extinct species of <i>monsters</i> on Jane’s Landing, and they haven’t expressed an iota of regret about that decision. Do they even care about other people?”
You would be offended, but you honestly hadn’t considered if there were any people near that spider’s nest.
“Oh come now, Robbie,” $pName says. “Who hasn’t made a few mistakes. We both remember where I found you, don’t we? I’m sure that you weren’t just there for Downwater’s benefit.”
[[You put on a vacant expression.|YIntro12]]“You and Chuck and Robbie,” you begin, “Seem like a set of fascinating characters.”
The rogue appears displeased. “You want to add them to the party? Y resurrected an extinct species of <i>monsters</i> on Jane’s Landing, and they haven’t expressed an iota of regret about that decision. Do they even care about other people?”
You would be offended, but you honestly hadn’t considered if there were any people near that spider’s nest.
“Oh come now, Robbie,” $pName says. “Who hasn’t made a few mistakes. We both remember where I found you, don’t we? I’m sure that you weren’t just there for Downwater’s benefit.”
[[You put on a vacant expression.|YIntro12]]$pHe turns to you. “We’d be happy to have you. Well, most of us, I suppose,” $pName says, looking askance at Robbie, “You perfectly fill a magic-shaped hole we have in our group.”
Your new leader turns to Alain. “What are you planning on doing after this, Alain?” $phe asks. “It seems that we’ve solved the mystery of the magic artifact.”
“Quite so,” Alain responds. “Quite so. I suppose I should get on my way; there’s nothing much here for me anymore. I'll head back to Grayoak—it was there that I heard about the ruins. It's a great source of information about places to explore,” he comments.
This grabs $pName’s attention. “They’d heard of an ancient, undiscovered ruin that has a source of great evil within it?”
[[You're interested to find this knowlegable person yourself.|YIntro13]]“I wouldn’t say undiscovered,” Alain says. “Someone was clearly here before me. As you may have noticed when we entered the ruins, some foliage that had been blocking the entrance had been cut away. That wasn’t my doing. Someone had been here, and it couldn’t have been more than a year or so before now.”
“I want to talk to this individual,” $pName responds, “We’ll come with you, if you don’t mind.”
[[You all head to $pName's base of operations.|YCaravanIntro1]]You make your way out of the woods into a large clearing, and see an array of carriages and wagons. “Welcome,” $pName says, “To your new home.” $pHe pauses for a second, collecting {$phim}self before continuing, “There are a couple available wagons, so feel free to grab any one that’s open.”
<i>It's odd to have such a surplus of wagons</i>, you think, <i>I wonder if they've recently suffered losses.</i>
* [[You try to gain evidence for your theory.|YCaravanIntro2]]
* [[You don't push the issue.|YCaravanIntro3]]“I can't help but notice the abundance of wagons you have,” you say. “It must be quite the chore to move them all from place to place. You might want to consider selling them off.”
$pName looks away. After taking a beat, $phe responds, “Well, then how would we have resources for the new people, like yourself, who are joining us? It's better to have a surplus than a deficit, after all.”
You're unconvinced by the response, and the delay before $phe responded was telling. There's something $phe's keeping from you.
[[You make a mental note for later.|YCaravanIntro3]]You see a strange goblin wandering around camp. You point them out to $pName, and $phe says, “Oh, yes, that's Glorbnit. An interesting goblin with an eye for explosives.”
“Don't give $ghim any,” $phe adds with a pointed look.
You find a nice-sized wagon and set up your laboratory. You cast a spell to change the design of the wagon's canvas into a starry night. You'd look up at the stars with Kaiid. It would give him inspiration.
You will find a way.
{
(set: $to to "TimeTown1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan begins its journey toward Grayoak.", $interlude)As your caravan is making its way towards Grayoak, you sense a strong magical presence about a mile off the road. Not one to give up a lead on magical artifacts, you alert $pName to the magical disturbance, and ask if you can investigate the area.
$pName is intrigued, and brings Glorbnit with the two of you. You can’t say you’re happy about that decision, but hopefully $ghe won’t blow up too much valuable historical relics.
As you follow the magical disturbance, you’re shocked to see the ruins of a town. It looks like it’s been destroyed for a while, and plants have grown to cover the rubble. “I wonder if this could be Malefactorix’s doing,” $pName muses.
[[Something powerful did this.|TimeTown2]]It’s curious though—as you walk toward the rubble, the plants that were covering it recede. It’s like they’re hiding to avoid your attention. While this is unlikely to be useful for your quest, it does seem like you may have discovered a sort of sentient plant. You'll have to let Aisha know. She is a fan of discovering new flora.
When you approach the ruins more closely, you see that you were wrong. It’s not that the plants are receding, but they are ungrowing. If it weren’t impossible, you’d guess that the town was going back in time as you approach. As you continue along your path, you see a shockwave contract inward as you reach the outskirts of the town, causing the outlying buildings to reconstruct as it passes through them.
This—you’ve never seen anything like this. It’s spectacular. You aren’t sure if Glorbnit understands what $ghe’s seeing, but $pName seems stunned. “You are seeing what I’m seeing, right Y?” $pHe asks, incredulously.
“Assuming you’re seeing a town go back in time as we walk through it, then, yes, I am seeing it,” you respond. “It’s fascinating.”
[[You ponder the evidence you've seen.|TimeTown3]]You wonder if this town could be experiencing time backwards, or bouncing between two time periods. You see Glorbnit try to rig some explosives on a now-reconstructed building, and you’re curious as to what will happen when $ghe detonates them. $pName also sees, however, and prevents the explosion from occurring.
<i>It probably is for the best that we explore the town more before experimenting too much</i>, you think.
* [[Push on a brick in one of the crumbling buildings.|TimeTown4A]]
* [[Decide it's better not to chance it.|TimeTown4B]]You go over to a building that’s in the process of crumbling to the ground, and press on one of the pieces of stone. It’s resistant to your prodding. You suspect that the explosives wouldn’t have had any effect anyway.
This town really is something.
[[You continue through the town.|TimeTown5]]You don’t know what strange magic is going on here, and when confronted with strange magical effects, it’s often better not to involve yourself. You learned that lesson very painfully in the past.
Glorbnit will probably touch it soon anyway.
[[You continue through the town.|TimeTown5]]As you continue along the main thoroughfare, the buildings reconstruct alongside you. It’s a surreal experience, and you don’t think you’ve seen a magical disturbance this powerful before. As you look over to the side, you see a building that has partly been reconstructed, a chest poking out from inside of it where the bricks have not yet rejoined the building. You call out to $pName, who has stopped a short distance further than you.
“Chest,” you shout, “We might want to see if there’s anything good inside.”
$pName looks at where you’re pointing, and shrugs. “I just see a house,” they yell back at you. A bit frustrated, you walk over to where $phe is, and point back at the chest. It’s gone, and the hole you could see it through is now obstructed by bricks. You walk backwards, and the bricks once again fall to the ground.
You walk backward and forward, and watch as the building is blown outwards and reconstructs itself accordingly. So not only is the town in some sort of time loop, it’s also dependent on the viewers position, <i>and</i> it manifests differently for different people at the same time.
[[You're captivated.|TimeTown6]]This is unheard of. This town appears to be demonstrating an entirely new form of magic. You call over $pName and discuss your findings. $pHe’s also mystified by this behavior. Curious to see what will happen, you ask $pName to open that chest you pointed at earlier. $pHe goes to open it, and despite all $phis strength, $phe’s unable to make it budge.
You take an apple out of your pack, and place it on one of the bricks that’s frozen mid-tumble. As you walk back and forth, you see it remain stationary while the brick moves along its trajectory. So the temporal location of objects is fixed for it’s observer. While you see it at a time in the past or the future, it is the time at which that the apple “sees” the brick that it also interacts with it. You grab the apple, then hurry to catch up.
“Where are all the people?” $pName asks. It’s such an obvious question that you can’t believe that you didn’t notice it yourself, but were too fascinated by the situation in front of you that it didn’t occur to you.
You say:
* [[“Maybe they didn’t get caught up in whatever caused this time bubble.”|TimeTown7A]]
* [[“Perhaps they all evacuated before this occurred.”|TimeTown7B]]
* [[Nothing|TimeTown7C]]“Maybe they didn’t get caught up in whatever caused this time bubble,” you muse, “Of course, if that’s the case, they probably didn’t make it anyway. It’s unlikely that we wouldn’t have heard of an event of this magnitude if anyone survived.”
[[You look at $pName.|TimeTown8]]“Perhaps they all evacuated before this occurred,” you say, hoping for the best. $pName says nothing. It doesn’t appear that they’re as optimistic as you.
[[$pName has a strange expression on $phis face.|TimeTown8]]You say nothing. There’s no reason to speculate on what could have happened before you have all the information. There’s still a ways to go before you get to the pile of rubble at the center of town, and, from what you’ve seen so far, not much will be hidden from you anyway as you walk backward through time.
[[You look at $pName.|TimeTown8]]$pName looks contemplative. “I’ve studied many maps of this region when planning our movements,” $phe says, “And none of them had anything in this area. It’s possible that what happened here happened a very long time ago.”
You have a sinking thought. “This town wasn’t particularly hard to find for anyone with magical sensitivities,” you comment, carefully considering your words, “Even though this route isn’t traveled often, <i>someone</i> should have noticed it. And if they did, what happened to them?”
Glorbnit looks up from attempting to place explosives on another wall. “We go,” $ghe says, concern in $ghis eyes. $gHe hurriedly packs up the explosives. $pName considers $phis options. “No,” $phe says, “We’ll have plenty of time to leave later. I want to know what happened here.”
[[You’re glad. This could be a huge discovery.|TimeTown9]]$pName is walking ahead of you and you see $phim suddenly stop and put $phis hand over $phis mouth. $pHe puts $phis hand on what you assume used to be a wall to steady {$phim}self. When you walk forward, you see what stopped $phim in $phis tracks. The site had been covered by rubble, but now that it has receded, you see the bloody mess of an unknown number of bodies in front of you.
You know that you have to continue forward, but this gruesome sight has given you pause. You have a guess what will happen when you continue forward, and you aren’t eager to see it. <i>For Kaiid</i>, you think, and step forward. You see the viscera begin to work its way into the vague shape of humans. You hurriedly take a few quick steps forward, and see the fully formed bodies of several people fleeing from the magical shockwave that will momentarily cut them down.
$pName catches up with you. “That solves one mystery, I suppose,” $phe says wryly. “They must have been running from something. Be on your guard. I wouldn’t be so quick to assume that it isn’t still a threat to us.”
[[You can do this.|TimeTown10]]If there was any doubt as to the direction you should go to uncover the source of the mystery, it is gone now. The source of the magical shockwave and the location the people seem to be fleeing from appear to be the same place.
You look back to see where Glorbnit is, and $ghe seems unimpacted by the gore. In fact, $ghe appears to be using bricks suspended in mid-air to climb to the top of a building. <i>It really is impossible to move these objects that are suspended in time,</i> you think.
The further you go, the faster the shockwave moves in front of you. It’s a bit of a relief. It means that the people who were running are… reconstructing… themselves further and further ahead. You see the castle formed in the distance. Oddly enough, it still appears to have a few chunks missing from itself. Historical damage, perhaps?
[[Onward to the castle.|TimeTown11]]You walk toward the clearing in front of the castle, but $pName holds you back. “Wait,” $phe says, “Don’t you see the damage to the castle? The blood pools in the clearing? The craters in the ground in front of the entrance?”
You know $pName noticed <i>something</i>, but you aren’t sure what it is. “Hand me an apple,” $phe says.
[[You take a bite out of the apple, then hand it to $phim.|TimeTown12]]
[[You hand $phim the apple.|TimeTown13]]Not one to waste food, you take a bite out of the apple before handing it to $phim. It’s a pretty good apple. $pHe takes a look at the bite mark, then you. $pHe shrugs.
[[You wonder what $phe's going to do with the apple.|TimeTown13]]$pHe takes aim, and then tosses the apple between one of the craters and the damage to the castle. The apple soars through the air and is immediately shredded by a mysterious force, its trajectory altered toward the hole in the castle. You’re <i>very</i> glad that $phe stopped you.
“Some sort of secondary explosions—from our temporal point of view, at least,” $phe says, “It’s perfectly structured to trap anyone who blindly charges forward.” $pHe looks at you, and you look off to the side. “The debris catches you from behind, pushing you forward, but as you move forward, it moves further—and faster—to its previous state, quickly accelerating anyone trapped between the debris and its source into, well, if I had to guess, that inner wall of the castle.”
“And people,” you say, understanding, “Seeing their comrade disappear suddenly from an unknown force might run forward, dooming themselves to the same fate.”
“An effective trap,” $pName says, “Especially for one that appears to be unintentional.”
[[You walk with extraordinary care.|TimeTown14]]The three of you circle around the castle, looking for an open entrance without any impact sites in front of it. As you round the penultimate corner, you have luck. There’s an open door with a few people frozen running out of it and no traps in front of it, which an apple, a couple oranges, and a few errant pieces of jerky help to prove.
As you enter the building, the people who were stuck running out the entrance recede back into the corridor. The gruesome displays from earlier have disappeared from your mind; the excitement of such powerful magic is hard to bear. Still, the idea of any further traps is weighing on your mind.
You all follow the backwards-running individuals into a main room absolutely packed with people. Several people are turning to run already, and most people have panicked looks on their faces. On a platform in the middle of all the people is a gigantic golden chalice. It’s emitting bolts of lightning which are arcing into several bystanders. Touching the chalice is the burnt-out husk of man wearing robes and a crown, most likely some sort of king.
[[You have a burning curiosity.|TimeTown15]]You work your way forward, careful to leave plenty of room between you and the observers, making slow and deliberate movements to avoid trapping yourself. The arcs of lightning disappear from the bystanders, and an arc travels to the king, who has his life restored as you walk forward. As the lightning recedes from his face, the expressions on the bystanders faces turns from horror to glee.
They had all gathered in this place to view this chalice. Something was happening here. Something they were all looking forward to—before it turned sour. It appears that the locus of the time disruption is the chalice, and that it goes back to the moment that the unknown ruler touched it, although you’re not willing to get close enough to see the exact point that the disturbance started.
“Any clue what this is?” asks $pName. You’re at a loss for any explanation. “Nothing I’ve seen,” you respond.
“I’m pretty sure we shouldn’t touch it,” $pName says.
[[You think hard about what you're seeing.|TimeTown16]]This place fascinates you, and you think it’s possible that it could hold the key to unlocking travel through time and, perhaps, saving Kaiid.
Sensing an opportunity to shape $pName’s decision, you say:
* (link-reveal-goto: "“Touch it.”", "TimeTown17")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“We should let the mage’s guild study this place. They’ll be able to mark dangerous areas, and possibly come to understand what happened here.”", "TimeTown17")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“We should let people know about this place. The more people that know about this place, the higher the chance that someone will be able to save the people in this time loop.”", "TimeTown17")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“Let’s try to take it with us. If it’s the center of the time disruption, we may be able to move it. If we could detonate it within Malefactorix’s fortress, it’d be a great help with our goals.”", "TimeTown17")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“We should leave it alone, but warn people about the dangers of this place. It’s probably taken many lives since the incident.”", "TimeTown17")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“Make Glorbnit touch it.”", "TimeTown17")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "TimeTown17")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "time" to _choice)
}
Your leader dutifully listens to your opinion, taking in the bizarre, macabre scenery. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“You know what,” $pName says, “I might as well touch it. Certainly would liven up this dead scenario.” They tap it with the butt of their sword. Nothing happens. They give it a stronger push with their sword. The chalice topples off of the pedestal, and the room around you instantly transforms.
The three of you stand at the edge of an empty circle surrounded by rubble. Several emaciated corpses surround you. Whatever spell had been cast on or come out of the chalice is gone now, and it appears to be completely inert. $pName picks it up and straps it to $phis back.
It appears that the magical disturbance has ended, snapping the two time periods back into one. As you search the rubble, you see a pile of bodies spliced in with the rubble. <i>It looks like $pName was right about $phis theory, you think.</i> All around you, the town remains level. With no buildings or traps standing in your way, the three of you return to the caravan.
“I hope we didn’t waste too much <i>time</i> grabbing that chalice,” $pName quips.
](else-if: _choice is "pragmatic")[“This is a whole lot of risk for very little reward,” $pName says. “It’s better for the mage’s guild to take a look at it. They probably won’t blow themselves up, and may be able to glean more knowledge from it than we can with our limited time.”
“We’re headed to Grayoak anyway,” you say. “We can discuss this with them when we get there. We should make sure to warn them about some of the more dangerous aspects.”
The three of you carefully extricate yourselves from the castle, once again careful to not get stuck between any people or explosive debris. As you walk down the main thoroughfare, the town once again gets reduced to rubble. You may not have unraveled the mystery of the chalice, but you’re confident that the mage’s guild will be able to glean much from this new phenomena.
“We have all the <i>time</i> in the world to study this,” $pName quips.
](else-if: _choice is "optimistic")[“I don’t want to take a risk with these people’s lives,” $pName says. “It does seem unlikely, but it may be possible to break these people out of this time loop before any of them die. By broadcasting this to as many people as possible, we maximize the chance of a person with the right knowledge helping these people.”
“We can start with the people in Grayoak,” you say. “Between the mage’s guild and the explorer’s guild, there are plenty of people with a great deal of knowledge we can inform.”
The three of you carefully extricate yourselves from the castle, once again careful to not get stuck between any people or explosive debris. As you walk down the main thoroughfare, the town once again gets reduced to rubble. You may not have unraveled the mystery of the chalice, but you may have granted the people of this town a new chance at life.
“I hope others can find the <i>time</i> to help us investigate the town,” $pName quips.
](else-if: _choice is "selfish")[“Let’s take it,” $pName says. “This could be the card up our sleeve in a final encounter with Malefactorix.” The two of you contemplate how you can attempt to move the chalice without opening yourselves up to the same electrocution the last person who touched the it received. You consider preparing a spell to negate magic and your mind is focused on whether you’d have enough room to prepare. Neither of you notice Glorbnit walk up and heft it.
The room around you instantly transforms. The three of you stand at the edge of an empty circle surrounded by rubble. Several emaciated corpses surround you.
“I have,” Glorbnit says, merrily. You and $pName share relieved glances. You inspect the chalice. It appears to be inert. You wonder if the magical charge has disappeared from the device or if some spell was cast on it to evoke that behavior. This merits further study if you truly want to use it as a weapon.
It appears that the magical disturbance has ended, snapping the two time periods back into one. As you search the rubble, you see a pile of bodies spliced in with the rubble. <i>It looks like $pName was right about $phis theory,</i> you think. With no buildings or traps standing in your way, the three of you return to the caravan.
“I hope we didn’t waste too much <i>time</i> grabbing that chalice,” $pName quips.
](else-if: _choice is "benevolent")[“These people are a lost cause,” $pName says, “We’ve already seen how they die. It’s important to prevent others from falling into the traps that we so easily could have.”
“We can start with the people in Grayoak,” you say. “If we tell how this place is a death trap, we may be able to get people to avoid it.”
“Not that I would,” you add.
The three of you carefully extricate yourselves from the castle, once again careful to not get stuck between any people or explosive debris. As you walk down the main thoroughfare, the town once again gets reduced to rubble. You may not have unraveled the mystery of the chalice, but you may be able to prevent others who come across this town from dying. <i>At least</i>, you think, <i>without being aware of the risks</i>.
“I hope we’ve seen the last <i>time</i> this town will claim someone’s life,” $pName quips.
](else-if: _choice is "evil")[“OK Glorbnit,” $pName says, “You want to mess around with this place? Feel free to grab that chalice.”
Glorbnit looks around, not quite sure what $ghe’s hearing. Let <i>$ghim</i> have the loot? $gHe’s overjoyed. $gHe grabs the explosives out of $ghis bag, and you give $pName a look. $pHe shrugs. It isn’t how $phe thought it would go, but it’s worth a try. The two of you take cover behind the wall of people as you wait for Glorbnit to rig the explosives.
Glorbnit is giggling maniacally, and joins you behind the wall of people. “Boom now,” $ghe says, and pushes the plunger, setting off the explosives. The chalice is shot off its pedestal, and the room around you instantly transforms.
The three of you stand at the edge of an empty circle surrounded by rubble. Several emaciated corpses surround you. Glorbnit cries out, and you see that one of $ghis fingers has been spliced through a brick, and it waves back and forth as Glorbnit cries out. $pName has no choice but to amputate, and use magic to close the wound.
It appears that the magical disturbance has ended, snapping the two time periods back into one. As you search the rubble, you see a pile of bodies spliced in with the rubble. <i>It looks like $pName was right about $phis theory,</i> you think. The golden chalice was blown away off into the distance, with no visible dings or dents of any kind. It appears to be inert. You wonder if the magical charge has disappeared from the device or if some spell was cast on it to evoke that behavior. $pName grabs it, and you take it with you back to the caravan.
“I hope we didn’t waste too much <i>time</i> grabbing that chalice,” $pName quips.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You appreciate a good pun.", "YAndChuck1")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You pretend you didn't hear that.", "YAndChuck1")[(set:$sPunsDisliked to it + 1)]You return to the caravan. This whole ordeal has given you an idea for a new line of investigation, and $pName isn't ready to set off yet.
You’re wandering the camp, searching for flowers and herbs to use as reagents in your experiments. As you bend down to pick a particularly potent-looking poppy, you notice Chuck sniffing around the back of your carriage. Chuck seems hard-wired to get into items that $che’s not supposed to.
* [[This isn’t the first time $che’s broken into your carriage. You had booby-trapped your carriage for just this circumstance.|YAndChuck2A]]
* [[You quickly cast a spell to turn $chim into a chicken.|YAndChuck2B]]
* [[You pull an apple out of your pocket and chuck it at the velociraptor.|YAndChuck2C]]This isn’t the first time $che’s broken into your carriage. You had booby-trapped your carriage for just this circumstance.
You see Chuck hop into your carriage, and you wait for $chim to chomp on a particularly compelling snack you’ve placed in the front. Much to your dismay, $che disregards the snack entirely and begins sticking $chis nose through your belongings. As $che turns, $chis tail collides with some of your beakers, knocking them over.
“Chuck!” you yell, lifting your robes and sprinting over to your carriage. You hear some chuckles behind you. This is doing wonders for your aloof reputation. It takes a while and some calming words, but you manage to pull $chim away from your personal effects and shoo $chim out. $cHe looks vaguely offended.
While checking your clothes to look for damage, you find that some <i>rogue</i> had placed a particularly compelling treat at the bottom of your stack of clothes.
[[You vow to get revenge.|YAndChuck3]]You quickly cast a spell to turn $chim into a chicken. Your aim is true, and the velociraptor snaps into the form of an irritated-looking chicken.
It promptly jumps into your carriage. With a reserved sigh, you walk over to the carriage and pick up Chuck. As annoying as $che is, you wouldn’t want anyone to accidentally turn $chim into dinner. $cHe walks alongside you as you collect your materials, only eating some of them.
Altogether, it’s one of the better times you’ve spent with that velociraptor.
[[You hear wagons start to pull away.|YAndChuck3]]You pull an apple out of your pocket and chuck it at the velociraptor. As the apple approaches the velociraptor, $che turns and snatches it out of the air, devouring it in a couple bites. Chuck bounds over to you and licks your face, grateful for the snack. You reluctantly pet $chim in return.
As you collect the rest of your flowers, Chuck walks alongside you, hoping for another treat. When you return to the carriage, you toss $chim another apple. You’ve made a friend.
[[You hear wagons start to pull away.|YAndChuck3]]$pName has finished with whatever task they had in mind, and it's time to continue on your journey to Grayoak. You wish that you had more time to investigate those ruins. At the same time, you aren't too keen on getting shredded by some errant shrapnel.
{
(set: $to to "YGrayoak1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues onward.", $interlude)Your newly-expanded caravan rolls over to Grayoak. When you arrive in the expansive town, Alain thanks you for your assistance and goes off in search of other leads. It’s only too late that the group of you realize that he didn’t actually tell you who provided the lead.
“Let’s try to find this lead,” $pName says. “Y, Robbie, you come with me. Glorbnit, Chuck, you watch the caravan.” Chuck titters. “I know, buddy,” your leader says, “But this is a very important job that I can only entrust to my most valuable companions like you and… Glorbnit.” Chuck seems soothed by his master’s words, and you hurry off. The treat that $pName tossed $chim probably didn’t hurt either.
The three of you ask around the town, and there are three areas that immediately stand out as places of interest: the local explorer’s guild, the tavern, and the mage’s guild.
You investigate:
* [[The explorer's guild|YGrayoakE1]]
* [[The tavern|YGrayoakT1]]
* [[The mage's guild|YGrayoakM1]]“I’m going to the explorer’s guild,” you say, heading off in that direction before anyone can object. You’ll find them back at the caravan once you’re done there. You are familiar with Grayoak, so the explorer’s guild’s plain appearance doesn’t throw you off.
You glide into the explorer’s guild and see Alain animatedly talking to Eleanor, the local head of the explorer’s guild. Your theory as to where Alain would run off to upon entering the guild was correct. Alain is excited to see you, and says breathlessly, “Y’s here! They can tell you everything.”
“Ah, yes, it was the Ring of Marrandamur,” you reply laconically. You don’t see any need to elaborate further.
[[You deflate Alain's enthusiasm.|YGrayoakE2]]“I’m going to the tavern,” you say, heading off in that direction before anyone can object. You’ll find them back at the caravan once you’re done there. You are familiar with the tavern, and have spent much time in it trying to glean information from the gossip you hear around you.
You enter the tavern, soaking in its dark, damp atmosphere. The Bartender, a stout individual with a husky voice, works the bar. You sit at a barstool, and they work their way up to you. “What can I get for you today, Y?”
* [[A forbidden flamingo|YGrayoakT2]]
* [[A giant’s toe cocktail|YGrayoakT2]]
* [[A cure for a magical coma|YGrayoakT2]]“I’m going to the mage’s guild,” you say, heading off in that direction before anyone can object. You’ll find them back at the caravan once you’re done there. You’re familiar with Grayoak, and the mage’s guild is one of your haunts.
When you pass through the guild’s grandiose entrance, Joaquin greets you at the door. “Glad to see you didn’t kick the bucket on that job, Z.”
“I’m happy to see that you still have the illustrious job of door duty, Jacky,” you respond.
Joaquin cracks a grin. “Never change, Y. Aisha’s in, she wanted to talk to you,” he says.
[[You walk through the door of the guild leader's office.|YGrayoakM2]]“Well, yes,” Alain says, “And the ruins with the apocalyptic murals.”
He seems a bit disappointed by your terseness. “That’s beside the point,” you say, “Earlier you said that you had a source within the town. Who was it?”
“Yes, of course! How forgetful of me,” Alain responds. He points to Eleanor. “That’s her.”
“Well, not quite,” Eleanor responds. “In this case, I’m more of an intermediary. As you know, one of my jobs as guild leader is to match up sources with guild members who can execute on their leads, like Alain here.” Alain beams.
“For this particular lead, like many these days, it came directly from the mayor herself. Ever since she was installed by Malefactorix, she has been a veritable font of artifacts for us to search down. We find it, we investigate the area, she buys it.”
[[You ponder this information.|YGrayoakE3]]You absentmindedly wonder if that means that the mayor has a stash of arcane artifacts. Something to check out when you head over there. “Thanks for the information, Eleanor,” you say, “It should prove quite useful.”
“Wait,” Eleanor says, “Alain has told me quite a bit about your mission. I suspect that we won’t be able to count on those leads for much longer. If you are planning on deposing the mayor, I have a suggestion as to who you should put into power after her.”
You say:
* [[“Me.”|YGrayoakE4A]]
* [[“You.”|YGrayoakE4B]]
* [[Nothing.|YGrayoakE4C]]“Uhh, no,” she says, the surprise clear in her voice, “Do you really think you’d be a good leader?” Sometimes you enjoy throwing people off balance. You stare at her.
“I meant me,” she says, her voice now a bit uncertain, “Exploring isn’t the best source of income, and we’ve been looking to expand for a while now. If we can expand in this town, we may be able to finance ourselves beyond rely on wealthy donors.”
“We would, of course, support you if push came to shove,” she adds. “I know you can’t speak for $pName, but please, let $phim know about my offer.”
This is intriguing news. If the mayor is working for Malefactorix, she may know where they are, and if you know where they are, you can take them down. It also probably wouldn’t hurt to have someone you can trust in charge of the town. You turn and leave. Eleanor and Alain had long since become inured to your brusque nature.
[[You approach the caravan.|YGrayoakE5]]“Well, yes,” she says, a bit bashfully. “Exploring isn’t the best source of income, and we’ve been looking to expand for a while now. If we can expand in this town, we may be able to finance ourselves beyond rely on wealthy donors.”
“We would, of course, support you if push came to shove,” she adds. “I know you can’t speak for $pName, but please, let $phim know about my offer.”
This is intriguing news. If the mayor is working for Malefactorix, she may know where they are, and if you know where they are, you can take them down. It also probably wouldn’t hurt to have someone you can trust in charge of the town. You turn and leave. Eleanor and Alain had long since become inured to your brusque nature.
[[You approach the caravan.|YGrayoakE5]]“Me,” she says, a bit bashfully, “Exploring isn’t the best source of income, and we’ve been looking to expand for a while now. If we can expand in this town, we may be able to finance ourselves beyond rely on wealthy donors.”
“We would, of course, support you if push came to shove,” she adds. “I know you can’t speak for $pName, but please, let $phim know about my offer.”
This is intriguing news. If the mayor is working for Malefactorix, she may know where they are, and if you know where they are, you can take them down. It also probably wouldn’t hurt to have someone you can trust in charge of the town. You turn and leave. Eleanor and Alain had long since become inured to your brusque nature.
[[You approach the caravan.|YGrayoakE5]]When you approach the caravan, you find that Robbie and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” $pName says, “And the boss at the tavern wants to pay us to take them out.” “Fascinating,” you add, “Seems our arrival has altered the course of things. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“No such offers from the mage’s guild,” Robbie adds. “Aisha wants us to exercise restraint when it comes to shaking up the power dynamics of the town, and says that to upset the balance would doom the town.”
[[You approach the town hall.|YGrayoak2]]As the three of you walk over to the town hall, a man approaches, and Robbie has a pointed exchange with him. It’s irrelevant to your interests, so you don’t pay too much attention to it. It doesn’t last long, but Robbie has a thoughtful look on $rhis face when the man leaves.
The three of you arrive at the town hall. Troops line the foyer. The mayor clearly is expecting you, and thinks that a handful of soldiers could dissuade you from attacking. How pedestrian.
She stands at the center of the foyer, striking an unimposing figure, arms at her sides. “Now,” the mayor says, “Let’s be civil. My name is Celia. I am, of course, familiar with all of you. Let’s take this conversation into my office, but remember, I do have all these soldiers here to prevent you from causing any trouble.”
[[Let's get on with it.|YGrayoak3]]“Well, we don’t carry that, Y,” the Bartender says, amused. “Anything else you want?”
* [[An orc’s breakfast|YGrayoakT3]]
* [[A Paddlebrook potion|YGrayoakT3]]
* [[The Ring of Marrandamur|YGrayoakT3]]“Not that either,” the Bartender replies. “One last shot.”
* [[A bartender’s bargain|YGrayoakT4]]
* [[A hemlock’s kiss|YGrayoakT4]]
* [[Just a water|YGrayoakT4]]“You’re always fantastic at coming up with drinks we don’t have, Y,” the Bartender says. “Since I don’t have anything for you, what do you have for me?”
“Well,” you respond, “It seems I’ve found myself in a party. The leader is looking to take out Malefactorix, if you can believe it.”
“I bet there’s lots of opportunities to study phenomena of the magical nature,” the Bartender muses, seeing right through you.
“I’d never turn down a good lead,” you respond.
[[You think you know where the Bartender is going.|YGrayoakT5]]“Well, Y, I think we might have a shared interest. You must have gone in with that hero, $pName. Been doing jobs all over the area. Making moves against Malefactorix, it seems. Malefactorix has been… bad for business, and we’d like to make a deal,” they say, lazily.
You wait for them to continue. You know where this pitch is going.
“The kind where you scratch our back and we scratch yours. We both don’t want this town to be owned by Malefactorix. You take out the mayor—doesn’t matter how—and put someone we like in charge. In exchange, we help finance your operations. Plus, we’ll be able to dedicate more of our resources into hunting down magical leads. Go talk it over with $pName, see what $phe says.”
You nod your head, and make your way out of the tavern.
[[You approach the caravan.|YGrayoakT6]]When you approach the caravan, you find that Robbie and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” you say, “And the boss at the tavern wants to pay us to take them out.” “Interesting,” Robbie adds, “Seems our arrival has altered the course of things. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“No such offers from the mage’s guild,” $pName adds. “The guild leader, Aisha wants us to exercise restraint when it comes to shaking up the power dynamics of the town, and says that to upset the balance would doom the town.”
[[You approach the town hall.|YGrayoak2]]You walk through the door to the guild leader’s office, and Aisha greets you with her hands held to her head, like she’s attempting to read your mind. “I sense,” she says, trailing off. “Your name is Q.”
“Nice to see you too, Alicia,” you respond. “Would be believe that it was the Ring of Marrandamur?” Her eyes widen. “Did you get it?” she asks excitedly. “Unfortunately,” you respond, “It’s not in my possession. Fascinating artifact though. It’s actually true that you can’t dispel, de-spell, or destroy it.”
Her interest turns to thoughts of you. “Any information to help with Kaiid?” “Maybe,” you respond, “I think it’s possible that he could be inflicted with a concentrated magical aura.”
“Interesting theory,” Aisha responds. “I’m skeptical, but it does give us new avenues to try.”
[[You get to the reason you're here.|YGrayoakM3]]“That’s not why I came here, though,” you add. “I happen to have joined a party.”
“You?” she responds, “That’s not something I would have foreseen.”
You say:
* [[“Well, there was an incident with a dread spider’s nest I thought I should make up for.”|YGrayoakM4A]]
* [[“They seem to have a knack for discovering interesting magical phenomena.”|YGrayoakM4B]]
* [[“They have a noble cause. I couldn’t help but join them.”|YGrayoakM4C]]“In Jane’s Landing?” she responds, “I should have known that was you. You really must be more careful. That absent-minded routine will only get you so far.”
You redirect the conversation to your purpose for coming here.
“We’re looking for Alain,” you say, “We forgot to ask him where the lead he got came from. Any ideas?”
[[You wait for her to respond.|YGrayoakM5]]“Ah, the truth comes out,” she responds. “It makes sense for us to search on multiple fronts. Good thinking.”
You redirect the conversation to your purpose for coming here.
“We’re looking for Alain,” you say, “We forgot to ask him where the lead he got came from. Any ideas?”
[[You wait for her to respond.|YGrayoakM5]]“I’ll be honest,” Aisha responds, “That doesn’t sound like you. But far be it from me to stop your moral growth. I don’t need to remind you that you’re not the only one that misses Kaiid, though.”
You redirect the conversation to your purpose for coming here.
“We’re looking for Alain,” you say, “We forgot to ask him where the lead he got came from. Any ideas?”
[[You wait for her to respond.|YGrayoakM5]]“I can’t say where Alain is,” she says, “But I have a pretty good idea of who the source is—the mayor. You remember how Malefactorix came through and threatened to raze the town if we didn’t let them install a puppet leader. We could have fought back, but you know firsthand what happens when magic goes wrong.”
“Anyway,” she continues, “That’s how our good mayor got put into office. Occasionally she’ll give out leads to one of the guilds or some mercenary in the tavern to investigate some powerful artifact or another. If the lead pans out, she pays top coin for the artifact and hands it off to Malefactorix. I know you don’t care too much to know who’s giving the intel, but that’s the truth of where it comes from. And, if I’m being honest, it works out pretty well.”
[[You ruin her day.|YGrayoakM6]]“I should warn you,” you add, “I think that arrangement is about to change. My illustrious party leader doesn’t hold a high opinion of Malefactorix.”
A look of concern crosses Aisha’s face. “A word of warning,” she says, “What you’re about to do is going to put this town first in the list when it comes to Malefactorix’s retribution. The various factions in this town are delicately balanced right now, and tipping the scales in one direction or another would likely render the town unable to defend itself in the future.”
“Thanks for the input,” you say. “Bye, Amina.”
“Bye, F,” you hear as you walk out the door.
[[You approach the caravan.|YGrayoakM7]]When you approach the caravan, you find that Robbie and $pName have both arrived before you. Unfortunately, so have the guards. “I’m afraid you won’t be leaving for a while,” the head of the guards says, “The mayor wants to talk to you. She’s in the town hall, in the center of town. Until you do so, you won’t be leaving the town.”
As the three of you head towards the mayor, you hurriedly exchange whispers. “The mayor has been put into place by Malefactorix,” $pName says, “And the boss at the tavern wants to pay us to take them out.” “Interesting,” Robbie adds, “Seems our arrival has altered the course of things. Eleanor, the leader of the local explorer’s guild, wants us to put her in power in exchange for her backing. Also, it seems that Alain’s lead came from Malefactorix by the way of the mayor.”
“No such offers from the mage’s guild,” you add. “The guild leader, Aisha wants us to exercise restraint when it comes to shaking up the power dynamics of the town, and says that to upset the balance would doom the town.”
[[You approach the town hall.|YGrayoak2]]Double-click this passage to edit it.She enters her office, bringing four guards with her. $pName follows, and the three of you enter the office. $pName must not want to cause a scene outside of the office. Not a bad decision. Tactically, you’ll be better off in the enclosed space, although it does mean that it will be harder to slip out if you burn the place down.
Two of the guards close the double doors leading into the office, and stand guard in front of them. “Now then,” she says, “Let’s talk about your future.”
You sigh inwardly. Not this again. <i>But</i>, you think, <i>it’s easy to take advantage of this situation</i>.
[[Take advantage of her naivety.|YGrayoak4]]You turn around and, with a wave of your hands, lock the door. They’ll have to knock you out or kill you to end the spell, and between the four guards and Celia, you doubt there’s much chance of that.
“These discussions are so tiring,” you say, “So much talking and yet nothing is learned.” You notice that Robbie moves $rhis hands to the top of $rhis revolvers. Smart kid. “I feel that this conversation will be much more productive now that I’ve locked the doors.”
As you reveal the nature of your spell, the guards attempt to open the door. When that fails, they begin banging on the door. You hold fireballs in your hands, and Robbie points his revolvers at two of the guards, ready to add a new hole to anyone who decides to challenge the three of you. Even you are surprised by how quickly the situation has been turned on its head.
[[Let's negotiate.|YGrayoak5]]“Good thinking,” your leader says, “I do think it will be easier to hold a conversation when we don’t have to worry about interruptions.”
“Now,” $pName says, “You’re clearly working for Malefactorix. You must know where their hideout is. Tell us and I’ll spare your life.”
Celia takes a few seconds to consider her options before responding.
“Malefactorix’s hideout is in the Timblehaven Wilds,” Celia says, defeatedly. You expected her to resist revealing the location, but Celia clearly isn’t invested in giving her life for Malefactorix’s benefit. “If this turns out to be a lie,” your leader says, “I will find you.” If the mayor was lying, she doesn’t take the opportunity to amend her statement.
While this discussion has been going on, you nonchalantly search for any artifacts around the mayor’s office. $pName and Robbie notice, but don’t complain. The only magical artifact you find is a ring of levitation. Useful in a pinch, but not something you’re looking for. You slip it in your pocket anyway.
[[You yield to your leader.|YGrayoak6]]“Now,” your leader says, thinking aloud, “What should I do with Grayoak?”
“Eleanor has offered us our backing if we put the explorer’s guild in charge of the city,” Robbie says, “We can gain an ally and an army in one action.”
Detecting an opening for your opinion, you say:
* (link-reveal-goto: "“There’s no reason for us to take part in this town’s politics. Once we remove the mayor we can be on our way.”", "YGrayoak7")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“Eleanor is a trustworthy person. If she rules the town, we’ll have both a powerful ally and a substantial army to back us.”", "YGrayoak7")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“I see no reason to upset the balance of the town. Keep the mayor in charge. She’s betrayed Malefactorix. It does her no good to keep siding with them.”", "YGrayoak7")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“We should put the Bartender in charge. They’re resourceful, and will give us plenty of resources. It’s a win win.”", "YGrayoak7")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“We should have the faction leaders form a council to determine the future of the city. Aisha was right, this town won’t be strong enough to stand against Malefactorix without every faction’s involvement.”", "YGrayoak7")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“This is a wealthy town. If we raid the city’s resources, we’ll be prepared for ordeals to come. Let Malefactorix bail this town out.”", "YGrayoak7")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "YGrayoak7")[(set:$lastChoice to "none")]When you walk back into camp, $pName is waiting for you. You're exhausted after your interactions with Gunderston, and collapse in a seat next to $phim. The two of you talk long into the night, and regardless of your relationship with Gunderston, you're glad that you're friends with $pName.
[[The caravan sets off in the morning.|RobbieAndGlorbnit1]]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "grayoak" to _choice)
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[“Look,” $pName says, “I’m not here looking for regime change. I’m not looking to change civilization. I’m just trying to get out of this forsaken city.” $pHe stabs the mayor in the chest, and she falls over, somehow not foreseeing this outcome. You release your hold on the door’s lock, and troops come pouring in. “Your mayor’s dead,” $pName says, “and what to do with your city is your problem, not mine.”
You prepare to fight, but the soldiers don’t seem sure how to respond. Their leader is dead and there is no clear second-in-command. The line of succession is of no concern to you, and the three of you leave the town, encountering little resistance as you make your way out.
“Looks like I <i>cut to the heart</i> of the matter,” $pName quips.
That was an efficient use of your time.
](else-if: _choice is "pragmatic")[“We’ve got to keep our eyes on our goal here,” $pName says, “We won’t be able to claim victory if we undercut ourselves at every turn. We’ll put Eleanor in charge.”
$pHe turns to Celia. “Are you going to cause any trouble, or are we going to have to take you out?” She shakes her head, not wanting to earn your leader’s ire.
You release your magical hold on the door, and soldiers fall through the door as it slams open. While $pName stands menacingly behind Celia, she says, “Stand down. I’ve decided to step down as mayor of this city. To rule in my place, I appoint Eleanor of the mage’s guild.”
Eleanor is summoned to the town hall, and gladly accepts the position as the new mayor of the city. Keeping to her word, she offers soldiers to support you when you assault Malefactorix’s hideout.
Her promise having been kept, your leader allows Celia to leave the town to go to locations unknown.
“I’m glad that we were able to <i>explore</i> our options,” $pName quips.
](else-if: _choice is "optimistic")[“I believe in second chances. I believe in the ability of people to improve. Despite her allegiance to Malefactorix, Celia has done a good job ruling this town,” your leader says.
“That’s why I’m going to leave her in charge of the town,” $phe continues. Celia is visibly surprised. “I hope that she will consider the error of her ways, and side with our faction, which does not believe in ruling through terror or force.”
You release your magical hold on the door, and soldiers fall through the door as it slams open. Celia says, “Stand down. We had a minor disagreement, and it has been resolved. Allow $pName and their companions to leave the city.”
“Oh, and, uh, good luck,” she says, awkwardly. “If anyone can bring down Malefactorix, it’s you.”
“I think my work here was a <i>mayor</i> accomplishment,” $pName quips.
](else-if: _choice is "selfish")[“We’ve got to keep our eyes on our goal here,” $pName says, “We won’t be able to claim victory if we undercut ourselves at every turn. We’ll put the Bartender in charge. Their monetary funding will allow us to equip ourselves better for the final confrontation.” One of the guards in the room with you disappears behind a hidden door you hadn’t noticed.
Celia is visibly displeased. She may have been installed by a warlord, but she had standards she liked to hold, and having a criminal in charge of the town is not something she can abide.
She doesn’t have to. Without you noticing, the Bartender had entered through the hidden door, and they stab Celia in the back. She falls to the ground, and the Bartender says, “Thank you Y, Robbie, $pName. I’ll take it from here.”
You release $yhis magical hold on the door, and soldiers fall through the door as it slams open. The troops outside the door face you and, seeing Celia on the ground, they clearly don’t know how to respond. Then the Bartender snaps their fingers.
Many of the soldiers turn on their allies, running them through with their swords before the others have time to react. “Pieces were falling into place already,” the Bartender says, “Your presence here helped things along. Thank you. And don’t worry, I do keep my promises.”
As they say that, two men walk through the door carrying a chest. They place it in front of your leader, opening it to show that it’s full of gold.
“Now,” the Bartender says, “I have a town to run.”
“And I have to <i>tend</i> to other matters,” $pName quips.
](else-if: _choice is "benevolent")[“We’ve got to keep our eyes on our goal here,” $pName says, “We want to have a stable society at the end of all of this. We’ll put together a council of guild leaders and other representatives to rule the city.”
$pHe turns to Celia. “Are you going to cause any trouble, or are we going to have to take you out?” She shakes her head, not wanting to earn your leader’s ire.
You release your magical hold on the door, and soldiers fall through the door as it slams open. While $pName stands menacingly behind Celia, she says, “Stand down. I’ve decided to step down as mayor of this city. To rule in my place, I’ve decided a council of townspeople of interest will be the stewards of the city.”
Various leaders are summoned to the town hall, including Eleanor, Aisha, and the Bartender. With varying levels of excitement, they accept their new position as council members. “Now, as your first order of business,” $pName says, “The group of you get to decide what to do with Celia. Should she also gain a seat on the council? Should she be put to the sword? Do what you find to be best for Grayoak.”
“Lets go. I’m not one to <i>guild</i> a lily,” $pName quips.
A new provisional government having been put in place, you and your party leave the city.
](else-if: _choice is "evil")[“Who cares about this town?” $pName says dismissively, “It can rot for all I care. However, with all the taxes you’ve been taking for Malefactorix, you must have quite full coffers. We’ll be taking that money.”
Robbie fetches a full chest from behind the mayor’s desk. “Now, what will happen?” $pName asks, rhetorically, “Well, this town will probably fail. Malefactorix will need to decide whether they’d rather have this town die from the inside out or bail it out. Either way, it’s good for us. Don’t worry, Celia, I’m not deposing you.”
You release your magical hold on the door, and soldiers fall through the door as it slams open. “Now, Celia,” $pName sneers menacingly, “You’ll be letting us go again. If you get in our way, you will die.”
(if:$pRom is 1)[“And I won’t make it fast.” Celia is speechless. You absentmindedly wonder if the Ring of Marrandamur is influencing $phim, and make a mental note to step up your studies. The three of you walk out with the chest in tow.
](else:)[“And I won’t make it fast.” Celia is speechless. You’re suddenly glad that $pName didn’t put on the Ring of Marrandamur. The three of you walk out with the chest in tow.
]
“Looks like I got the <i>chest</i> of her,” $pName quips.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
* (link-reveal-goto: "You appreciate a good pun.", "YGrayoak8")[(set:$sPunsLiked to it + 1)]
* (link-reveal-goto: "You pretend you didn't hear that.", "YGrayoak8")[(set:$sPunsDisliked to it + 1)]The three of you make you way back to camp, your decision for Grayoak weighing in your mind. “I can’t believe it,” $pName says, “This is it. This is what we needed to find Malefactorix.” $pHe waves $phis hand, brushing away your concerns. “Yes,” $phe says, “I know, we need to make sure Celia wasn’t lying to us, but I have a good feeling about this.”
You walk in silence for a while. “I never thought I would make it this far,” $pName comments off-handedly. This is the least self-assured you’ve seen $phim. It’s bizarre. You and Robbie give each other a look, but aren’t sure how to handle the situation. You walk in silence back to the caravan. By the time you’ve made your way back to the caravan, $pName appears to be in good spirits again.
[[Your caravan begins on its journey toward Timblehaven Wilds.|YAndRobbie1]]The three of you make you way back to camp, your decision for Grayoak weighing in your mind. “I can’t believe it,” $pName says, “This is it. This is what we needed to find Malefactorix.” $pHe waves $phis hand, brushing away your concerns. “Yes,” $phe says, “I know, we need to make sure Celia wasn’t lying to us, but I have a good feeling about this.”
You walk in silence for a while. “I never thought I would make it this far,” $pName comments off-handedly. This is the least self-assured you’ve seen $phim. It’s bizarre. You and Y give each other a look, but aren’t sure how to handle the situation. You walk in silence back to the caravan. By the time you’ve made your way back to the caravan, $pName appears to be in good spirits again.
[[Your caravan begins on its journey toward Timblehaven Wilds.|RobbieAndY1]]You’re working on that aura theory. Specifically, you’re attempting to recreate a localized aura in front of you, wondering if you could use a localized energetic aura to kickstart Kaiid out of his coma. You notice Robbie standing in the distance, awkwardly trying not to stare at you and working up $rhis courage to do something.
[[“What do you want, Rory?” you ask.|YAndRobbie2]]
[[You pretend you don’t notice $rhim.|YAndRobbie1A]]“Y,” $rhe says, “I’ve always wondered, how does magic actually work? When I grew up on the streets, no one seemed to have the ability to do any magic.”
This is good. You’ve been wanting a better assistant and while Glorbnit is an enthusiastic helper, $ghe is a bit <i>too</i> enthusiastic sometimes. Sparking someone else’s interest could be great for your research.
You invite $rhim to sit next to you on your carriage, and you begin to explain as $rhe digs an apple out of $rhis pocket and begins nibbling at it.
“Well, Ronnie,” you explain, “it’s incredibly rare for someone to accidentally cast magic. I know magic because I have a formal training in magic—from the Tower of Orbinax.” You pause, waiting for Robbie to be impressed. $rHe clearly has never heard of the Tower of Orbinax.
[[You're a little bit deflated, but you continue.|YAndRobbie3]]You continue on your work, almost entirely forgetting that Robbie was there. If $rhe wants to talk to you, let $rhim make the first step. No use wasting your own time for $rhim to make up $rhis mind.
[[Robbie hangs around for a while before finally coming up to you.|YAndRobbie2]]“While some people may have a natural affinity to magic, and might have different levels of competency, anyone can learn magic,” you say. “There are three different kinds of spells one can cast.”
“The first is a one-off spell, like fireball, or stream of water.” With a wave of your hand, you shoot a stream of water out of your hand. “These spells normally don’t have a wide-scale effect, and as such, require little preparation or concentration.”
“That doesn’t mean they’re not dangerous,” you add, “let me show you an example.” You grab the apple from $rhis hand. “There’s a simple spell, pass through objects, that is trivial to learn to cast. I’m going to cast it on this apple.” You wave your hand and focus on the apple. It falls out of your hand, and falls through the floor of the carriage. Robbie looks a little disappointed that $rhe lost $rhis apple.
[[You pause for effect.|YAndRobbie4]]“That apple’s falling through the ground right now. Interestingly, we don’t know how long the effects of pass through object naturally lasts, as it disappears from perception within seconds. If someone casts pass through objects, it’s a death sentence. Once you’re in the ground, you’re dead. You have no chance of getting back out before the spell ends. And once it does end, well, matter doesn’t like being inside other matter. Every year, the Tower of Orbinax loses a student or two from misaimed and misguided spells of pass through object.”
Robbie is considering everything you’re saying. You give $rhim time to process what you’ve said. “If pass through objects is such a deadly spell,” $rhe asks, “Why don’t mages use it during battle?”
[[You’re impressed. Robbie is actually capable of critical thinking.|YAndRobbie5]]“Good question,” you respond, “These quick spells—spells that don’t require the spellslinger’s concentration—are very fragile. If the spell is cast on a thinking being, they have to consciously allow the spell to affect them. If I were to cast it on you, it would have no effect, unless you let it. The apple has no such will. It is only able to kill the students at the Tower because they are overly confident in their magical abilities and allow it to influence them until it’s too late.” Robbie nods in understanding.
“That’s the first class of spells—quick spells that don’t require any concentration,” you say. “There are also quick spells that require the spellcaster to concentrate for the effect to persist. For advanced spellcasters, that concentration is almost automatic, and can only be interrupted by the spellcaster willing it, or the spellcaster dying or falling unconscious. I’ve heard of master spellcasters maintaining spells even though they’re unconscious, but I can’t attest to the veracity of that.”
[[You're getting sidetracked.|YAndRobbie6]]“Was that the case with the locking spell you cast on that door back in Grayoak?” Robbie asks. $rHe’s continuing to impress you. $rHe might make a valuable assistant. You make a mental note to try to recruit $rhim. “Precisely, Robbie,” you respond. Robbie perks up.
“Now the third class of spells require a great deal of preparation, often between an hour and a day, sometimes in multiple areas. The most common example is teleport. You have to prepare both the source and destination, but you can teleport a fairly large object, like this wagon and everyone and everything inside of it. But,” you interject, “If the preparation for even just one component of the spell isn’t done correctly, or if someone tampers with the destination, you’ll never be seen again.”
“Whole, at least. That’s why you have to be very careful with where you attempt to teleport to.”
[[You leave out that you are always sure to have a teleport destination prepared.|YAndRobbie7]]Robbie was studious through the entirety of the explanation, and you can tell you’ve given $rhim a great deal to consider. “Y,” $rhe begins, “would you mind teaching me a spell someday?”
* [[“Sure,” you respond, “But we won’t start with pass through objects.”|YAndRobbie8A]]
* [[“No,” you reply, “Having an amateur spellcaster with our group would be more of a hindrance than a help.”|YAndRobbie8B]]Robbie looks enthusiastic. “And you’ll get to help with some of my other experiments as well, ” you add. Robbie looks less enthusiastic.
{
(set: $to to "YLoyalty1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Timblehaven Wilds.", $interlude)
(set:$ytrain to 1)“No,” you reply, “Having an amateur spellcaster with our group would be more of a hindrance than a help.” You turn back to your experiments, keeping track of Robbie through the corner of your eye. Robbie looks disappointed, but knows better than to try to talk to you while you’re working. You’re quite good at tuning out disturbances.
{
(set: $to to "YLoyalty1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Timblehaven Wilds.", $interlude)
(set:$ytrain to 0)While you’re experimenting away in your wagon, $pName pops $phis head in. “Do you have a second?” $pHe asks.
Curious as to whether $phe has anything relevant to your interests, you nod.
“I was wondering,” $phe says, “About what happened in your past. When we were in Grayoak, I heard some stories about you having a husband. Would you mind telling me what happened to him?”
* [[You turn him down politely.|YLoyalty1A]]
* [[You turn him down brusquely.|YLoyalty1B]]
* [[You agree to discuss your past.|YLoyalty2]]“I can understand your curiosity,” you say, “But it’s a sensitive matter, and not something I would like to discuss, especially with someone I don’t know well enough.”
$pName gracefully accepts your refusal, and doesn’t ask you to elaborate, giving you space to reach out to $phim later if you want to. You don’t.
[[Your experimentation continues without incident.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "none")“Yes,” you say, firmly, “I would mind.” You don’t see a reason to supply your motivations.
$pName is surprised by your forceful rejection, and doesn’t ask you to elaborate, giving you space to reach out to $phim later if you want to. You don’t.
[[Your experimentation continues without incident.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "none")You turn from your experiments and sigh. You knew it would have to happen sooner or later and, for some reason, you trust $pName.
“Very well,” you say. “I wasn’t always so… motivated… in my pursuit for magical knowledge. Years ago, I was content with living life. Magic was a part of it, yes, but there was so much of life to discover, and people to interact with. Kaiid—my husband—was always the one that had the insatiable drive for learning. He always wanted to be on the cusp of knowledge, and discovered many new things. He’s the one that invented universal magical theory—he would be upset if I didn’t mention that—and I honestly was never quite sure if he was driven by a need to help people or a need to be recognized.”
[[$pName is listening intently.|YLoyalty3]]Glorbnit has always been a bit of a mystery to you. $gHis simple speech patterns belie an ingenuity with explosives. Sure, they may explode from time to time, but it isn’t as if failing spells are an unknown concept to you.
You wonder if Glorbnit is putting on a facade in order to hide $ghis true motivations, so you decide to do a little investigation as to what Glorbnit does on a day to day basis.
{(if:$ytrain is 1)[You and Robbie have been teaching each other the basics,](else:)[You’ve been studying Robbie somewhat,]} and you think you’ve mastered some of $rhis skills when it comes to being stealthy. As Glorbnit leaves the camp, you put your abilities to the test and follow $ghim. $gHe walks into the forest and you follow, making sure that there are trees between you and your target.
[[You are the very definition of stealth.|YAndGlorbnit2]]“There was one thing that he desperately wanted to discover: the fundamental basis for magic. It had been his obsession for years, with other discoveries only a distraction from his core research on that. But eventually, he realized that his experiments on other people were holding him back; he was resolved not to harm them, and so couldn’t realize the full effects of the spells he was studying.”
“So, with me and Aisha, the leader of the mage’s guild in Grayoak, who we were students with in the Tower of Orbinax,” you say offhandedly, “He began his final experiment. He cast the spell on himself. And, with surprising little furor, he fell into a magical coma. We and the greatest minds of the mage’s guild—he really is an influential figure, you know—tried to cure him, to no avail.”
[[You pause a moment before continuing.|YLoyalty4]]“That day, I resolved to change. In the past, I had prioritized my personal life over my pursuit for knowledge. I would allow other people, and myself, to get in my way. Sometimes I would contemplate the consequences a little too much, putting avoiding any inconvenience to others in front of my own desires. From then on, I resolved to throw my heart and soul into the search for a cure for Kaiid’s malady.”
The words are spilling out from you now. “It was… easier… than I thought it would be, putting my concern for Kaiid above all others. Searching down leads, relentlessly tracking magical items. Leveraging my contacts from my past life to try to find some sort of cure. And it’s not that my search has been fruitless, I have discovered many things—he would be very proud of that—but nothing for him.”
“It’s been years now, and, from time to time, I wonder if it’s a fool’s errand. If I’m trying to revive a husk, hunting for a cure that does not exist.” You hadn’t been thinking of what you were saying, and stop suddenly. You’d never expressed your doubts out loud to anyone before. It’s as if $pName breaks down all the barriers you had, that you can truly trust $phim.
[[You feel transparent.|YLoyalty5]]“Y,” $pName says, “Have I told you why I started on my journey to hunt down Malefactorix?” You shake your head. “My mother was the leader of a band of mercenaries, and we would roam from place to place, helping people in towns and living off the goods they had to spare for us. It was a good life, and a fulfilling one. Everyone wants to be useful, after all.”
“But,” $phe continues, “It seems that nothing good can last. A viewpoint I think you might share as well. My mother was murdered, and the group forcefully disbanded. I didn’t know exactly who had done it at the time, but now I know that it was Malefactorix, seeking to consolidate their power.”
“As we continue on our journey to fight Malefactorix, I wonder about the effect that we have had on the places we’ve left. While I believe that I’m doing what I’m doing for the right reasons, I sometimes wonder if that’s all just a facade so that I feel better about my quest for revenge, and if it wouldn’t be better if I just… stopped.”
[[This all sounds very familiar to you.|YLoyalty6]]“But in the end, we have to continue,” $phe says with a thoughtful smile, “And hope that our friends will be there to help us if we’re going down the wrong path.”
“Thanks,” you say, “That was helpful.” But was it? As $pName walks away, you wonder if you’re prioritizing the wrong things. Would Kaiid want this for you? Does what he’d want even matter anymore?
* [[You remain firm in your resolve to find a cure for Kaiid at any cost.|YLoyalty7F]]
* [[You decide to search for a cure in a way that Kaiid would be happy with—keeping foremost in mind the well-being of others.|YLoyalty7S]]
* [[You decide you’ve been wasting your time. Kaiid would want you to move on.|YLoyalty7O]]
* [[You decide that you’ve been putting your desires in front of Kaiid. He wouldn’t want to live like this. You resolve to end his life.|YLoyalty7M]]Your conversation with $pName has emboldened your resolve. Just like how $phe is continuing on $phis quest for justice, you will right the wrongs the universe has done to Kaiid. He remains the most important person in your life.
[[You go back to working on your research.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "firm")Your conversation with $pName has made you reconsider your approach. Yes, you still want to save Kaiid, but by doing it so recklessly you’re disregarding how he would have wanted you to go about saving him.
There was a reason that he didn’t perform the spell on someone else. Even if it sabotages your ability to save him, you’ll live up to his memory.
[[You go back to working on your research.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "soft")It’s a hard decision to make, but you’ve decided that it’s time to move on. You don’t know exactly what Kaiid was thinking when he experimented on himself, but he knew the consequences. He wouldn’t have wanted you to spend your whole life trying to save him, and it’s not fair to you to not move on.
[[You go back to working on your research.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "overit")It’s the hardest decision you’ve ever had to make. You’ve gone on this journey primarily for one person: you. You know how Kaiid would feel if he knew you were doing this. You know how he would feel about being laid out on a slab for years. He wouldn’t want it—not for him, and not for you.
You were acting like you were doing this for his benefit, but you were doing if your yours. When you finish your journey with $pName, you will do what Kaiid would have wanted.
[[You go back to working on your research.|YAndGlorbnit1]]
(set:$pChoices's "yloyalty" to "mercy")Glorbnit whistles in an off-key tune as $ghe searches for something in the forest. <i>$gHe must be looking for some ingredient for $ghis explosives</i>, you think. So far, nothing particularly incriminating or surprising. You shift and snap a twig underfoot. Glorbnit looks around, then quickly moves deeper into the forest.
You do your best to silently follow, now looking for any twigs lying on the ground as you move along. Glorbnit stops abruptly and bends down, snapping off some leaves and taking them with $ghim. $gHe does this several times as you follow $ghim.
$gHe stops and sniffs the air a few times, then pivots straight towards you. Doing your best to edge around the tree, you manage to avoid $ghis detection.
[[Robbie hasn’t got anything on you.|YAndGlorbnit3]]$gHis smell-driven diversion has led $ghim to a river where $ghe fills up a container with water. Is water used for building explosives? You honestly can’t remember. Using knowledge that could only be learned from extensive time in the wilderness, Glorbnit expertly makes $ghis way back to the camp.
As you watch from afar, Glorbnit lights a fire and begins to heat the water. While the water is heating, $ghe finely chops the leaves. When the water reaches a boil, $ghe does something you can’t see with the minced plants and then pours the water into a mug.
$gHe makes a beeline straight for you, carrying the mug. “Here. Drink,” $ghe says merrily.
* [[You drink it.|YAndGlorbnit4A]]
* [[You don't drink it.|YAndGlorbnit4B]]Glorbnit may be suspicious, but you doubt that $ghe would attempt to harm you out in the open like this. You sip at the hot water, and it has a pleasant, earthy flavor. This just raises more questions. Did Glorbnit know that you were following $ghim? Did $ghe make this concoction to throw you off $ghis scent?
This is begging for further investigation, although maybe you should ask Robbie to do them next time.
{
(set: $to to "YLeadup1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Timblehaven Wilds.", $interlude)You don’t trust Glorbnit. $gHe may have noticed you following $ghim and made this beverage to poison you. You smile back at $ghim and pretend to sip it. Glorbnit’s eyes narrow as $ghe looks at you. You maintain the eye contact until Glorbnit looks away. You pour out the mug.
This is begging for further investigation, although maybe you should ask Robbie to do them next time.
{
(set: $to to "YLeadup1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues its journey toward Timblehaven Wilds.", $interlude)The feeling in the air is electric. All the preparations are complete, and there’s no putting it off any further. Tomorrow you’re going to fight Malefactorix. All of you are going. As usual, your leader is implacable.
“Allies. Companions. Friends.” $pHe begins. “Tomorrow is what they will write about in history books. What they will sing in songs. This will be a defining day in the history of Gaierra. We will bring Malefactorix to their knees, and hobble their forces.”
“I will not lie to you,” $phe continues. “This will not be easy. It is possible that some of us will not come back from this. But know this. We <i>will</i> win. We will win because we have to win. Everyone is depending on us, and I am depending on all of you. Without each and every one of you, I would not have made it this far.”
“Sleep well, for tomorrow we save Gaierra.”
[[You have a decision to make.|YLeadup2]]This started as an academic exercise, but what this has grown to be is anything but that. The knowledge you’ve gained has been useful, but is continuing with $pName on $phis journey going to help you with your end goal?
Do you care that it won’t?
(if:$sChoices's "none" > 2)[
You ponder the time you’ve spent with $pName. You had many opportunities to attempt to sway $phis opinion, but never took any. Were you confident you knew and were comfortable with the decisions that $phe would make? Did you want to preserve your aloof reputation? Or is the goings on of the outside world unimportant to you?
](else-if:$sMatched - $sMismatched >= 1)[
You ponder the time you’ve spent with $pName. You’re not one to shy away from giving advice, if you think it’s worthwhile. And, most of the time that you’ve given that advice, $pName has found it worthwhile. Most of the time, $phe did follow your advice.
](else-if:$sMatched - $sMismatched > -1)[
You ponder the time you’ve spent with $pName. You’re not one to shy away from giving advice, if you think it’s worthwhile. Most of the time, $phe does not follow your carefully-considered advice. This mission won’t be easy, and it won’t advance your ultimate goal. Can you count on $phim to make the right decisions when $phe rarely considers your opinion?
](else-if:$sMatched > 0)[
You ponder the time you’ve spent with $pName. You’re not one to shy away from giving advice, if you think it’s worthwhile. $pHe has never, ever followed your advice. If $phe doesn’t value your opinion, why is $phe keeping you around? Is it for your knowledge and magical ability? Is it to keep an eye on you after the dread spider incident? If $pName’s choice will differ from yours, is it worth following $phim into battle?
](else:)[
You look back on the adventures you’ve gone on with $pName. You think of the advice you’ve given, and the amount of times that $phe’s taken it. $pHe has never, ever followed your advice. If $phe doesn’t value your opinion, why is $phe keeping you around? Solely for your combat and sneaking expertise? If you can’t count on $phim to make the right call here, should you go with $phim?
](if:$sPunsLiked >= $sPunsDisliked)[
You work hard to create the impression of being detached from everything that’s going on around you, seeking to evade critical scrutiny, but it’s hard to do that when $pName keeps making such imaginative puns.
](else:)[
You work hard to create the impression of being detached from everything that’s going on around you, seeking to evade critical scrutiny, but it’s hard to do that when $pName keeps making such asinine puns.
]
You ponder your options:
* [[You’re surprised to feel this way, but you care about more than yourself and Kaiid now. You care about $pName, and care about protecting Gaierra from Malefactorix.|YLeadup3]]
* [[This isn’t a distraction from your hunt for knowledge, it’s the best lead you have. Malefactorix must know much about this world, and you aim to get that information however you can.|YLeadup3]]
* [[You’ve grown a bit fond of $pName, you admit, but this isn’t your fight and this isn’t your cause. Dying here won’t help Kaiid one bit.|YLeave1]]
* [[While it may not have been a mistake to join in the first place, staying now wouldn’t help your cause at all. It’s best to seek knowledge elsewhere.|YLeave1]]It's been a long journey that has led you here. It's something you never would have predicted, but it felt right. This departure from your single-minded pursuit has been a surprisingly welcome one. $pName will get you through this. You trust $phim.
[[Morning comes quickly.|YFinal1]]Not wanting to sabotage their mission by causing them to look for you, you pen a note explaining your reasons for leaving. It takes a great deal of preparation, but you weave a spell of teleportation, and you and your carriage suddenly disappear from the camp.
You continue your search for a cure to Kaiid’s malady, but none is forthcoming. As the leads get less and less promising, you undertake more and more conventional tasks from the mage’s guild. It takes you years, but you’ve gotten over the loss of Kaiid. From time to time, your mind returns to Kaiid’s body, indefinitely in a suspended state in the depths of the mage’s guild.
You would visit it from time to time, but those visits became less frequent. The last time you visit his body isn’t marked by any ceremony—you planned to visit again, but it just didn’t happen. You’ve moved on.
If it’s any consolation, you were right. $pName didn’t need you after all. Many stories are told about $phim, and you aren’t even a footnote. You managed to escape the notice of history, but that <i>was</i> what you wanted, wasn’t it?
THE END
(set:$timesPlayed to it + 1)
[[Play again.|Intro]]This is what your entire journey has been leading up to. Robbie has scouted out the Timblehaven Wilds, and come across Malefactorix’s stronghold. It’s well-guarded, and you would stand no chance with a frontal assault. There is, however, a hidden, rarely-used side entrance, that appears to be mostly unguarded. $pName hopes that by entering through there, you will be able to reach Malefactorix and depose them, causing their army to stand down.
The plan is as such: to avoid scrutiny as you enter in the side entrance, many of the soldiers will lead a frontal assault on the fortress. They will try to lead the main force away, minimizing losses as they pick them off from the wilderness.
While that is occurring, you, $pName, Robbie, Glorbnit, and Chuck will attempt to sneak into the side entrance, which hopefully will be left unguarded as they’re drawn away by the main attack.
There’s a great furor as the main force leads their attack. You hope for their safety as the five of you make your way towards the hidden entrance. There are some patrols wandering around, but they’re looking for a much larger force, so you are able to slink past them without much trouble. The entrance, thankfully, appears to be unguarded.
[[You follow Robbie in.|YFinal2]]Everything is going well. Robbie is leading the group of you through the side entrance, and you haven’t been detected. Then, suddenly, everything falls apart. Chuck triggers a tripwire, and an alarm sounds.
There’s no stopping it. Soon, scores and scores of troops will descend on your position. The first waves will have already begun to approach. Even using the chokepoint at the doorway, they will overwhelm you. With a slow exhalation of breath, Chuck walks out of the door. Using $chis tail, $che whips and whips at the stone surrounding the door, slowly chipping away at it.
“SCREEE—” Chuck’s battle cry is cut off by the sound of rocks falling. There’s silence for a moment, but your work here is not done. “We have to go,” Robbie insists. “Chuck would want it this way.” With a solemn look on $phis face, your leader turns around and begins to walk down the corridor, $phis footsteps echoing the hall. You don’t know how much time Chuck’s actions will buy you. You'll miss that little pest.
[[You hurry to follow your leader.|YFinal3]]You end up in a large, suspiciously quiet room. Your thought that the enemy would be waiting for you was misguided. There’s no one here. It’s as if you’re being welcomed. Suddenly, there is a crumbling sound beneath your feet, and a crack begins to form in the floor. Glorbix reacts to it first. “Run. Door!” $ghe yells. You all run towards the door, and you’re right behind Glorbnit.
You make it seconds before you hear the ground give way. You turn around just in time to see Robbie disappear into the inky darkness below. A second later, you hear a thud. Grimly, the three of you continue on. You didn’t think it would end like this.
[[It's just the three of you.|YFinal4]]There’s no longer even the barest chance for retreat.
You’re in a wide room with three remaining exits. Two of the doors extend into areas unknown, while one clearly leads forward. The three of you start moving immediately, but your actions haven’t gone unnoticed. Malefactorix knew you were coming, and has everything under control. Soldiers stream in from the two side rooms, and you know that there are too many to defeat with just the three of you.
But there are three of you, and three exits. You curse your stupidity. How could have a search for knowledge have led you down such a path of sentimentality? Who will save Kaiid now?
It doesn’t matter, you know what you have to do, and so does Glorbnit. “Go,” you say to $pName. “We’ll catch up to you.”
[[You all know that's a lie.|YFinal5]]You all know that’s a lie, but the veneer of cover gives $pName the excuse that $phe needs to do the right thing. $pHe runs ahead through the door. You can’t wonder if $phe’ll defeat Malefactorix. $pHe has to. With a spell, you magically lock the door behind $phim. It’ll last until you lose consciousness.
You face the right door and begin casting a torrent of spells at the enemies streaming through. You just have to buy $phim enough time.
“BIG! BOOM!” Glorbnit shouts, before a deafening blast caves in $ghis part of the room. You’ll miss $ghim. $gHis single-minded purpose reminded you of yourself, in $ghis own, strange way.
An arrow pierces your leg, driving you to your knee. It won’t be long now.
<i>No</i>, you think to yourself, <i>this isn’t long enough</i>. How can I buy $phim more time? A terrible thought enters your mind.
You cast pass through objects on yourself and sink into the ground. You can’t breathe. Soon, you will die, but you will last longer in the bowels of the earth than you would surrounded by enemies.
[[It’s cold.|YFinal6]]As you plummet deeper into the depths of the earth, you contemplate how you’re probably the only one still alive who has seen this far down. For a few more seconds, at least. If only you could fall up instead of down. Then it occurs to you. The ring of levitation. Would it work? There’s only one way to find out.
You slip the ring on your finger, thankful that the spell encompasses items on your person. You levitate up. You have no idea how fast you’re going, and you can see nothing but dirt in front of you. As you ascend, your need to breathe becomes more and more urgent. You aren’t quite sure what will happen if you inhale while this spell is in effect, but you can’t imagine it’s anything good.
[[Your lungs are burning, but you continue your endless climb.|YFinal7]]Your lungs feel like they’re going to explode. Finally, you can take it no more. You inhale just as you pass through the floor. You take several deep breaths, and then you notice the guards staring at you in no small amount of shock. The swing at you, but their blades pass right through you. You see the door that is still magically locked, and you hover right through it.
Once you’re through the door, you resist the pass through objects spell then remove the ring, causing you to fall to the floor. You won’t be able to walk on that leg. Knowing what you have to do, you snap the head off of the arrow and, with a grimace, yank it out of your leg.
[[You can't pass out now.|YFinal8]]You cast a rudimentary healing spell on your leg. It’s not much, but you should be able to walk on it now. You give yourself a few seconds to rest before you work your way to your legs and move through the corridor.
As you sneak through the corridors, you intermittently see the corpses of guards littering the hallways. As you sneak up the pathway, you hear a booming, malicious voice. You know it could belong to no one other than Malefactorix. You hear another voice, and relief soothes your aching body. There’s still a chance. <i>$pHe’s</i> alive.
As you sneak closer, their conversations echo through the halls.
[[You listen.|YFinal9]]“I could be indelicate about this,” Malefactorix says. “Talk about how you don’t stand a chance and all that nonsense. It’s true, of course, but does that ever work? No.”
“What’s more,” they continue, “I don’t think we <i>should</i> fight. I’d much rather work with you than against you. There is a powerful force coming to enslave this planet, and we will need this world united to work together to stop it. You saw the murals when you entered those ruins. And we’re similar. We use similar methods to reach our ends, and when it comes to ends like the ones we’re facing, believe me, the ends justify the means.”
“Please,” $pName counters. “You’re embarrassing yourself. We’re exactly the same? Come on. We’re nothing alike.”
“Oh, really?” Malefactorix responds, their voice dripping with feigned surprise. “Let us take a look at your greatest hits—metaphorical <i>and</i> literal—and see what they have to say about how different the two of us really are.”
[[You continue forward.|YPlayerJudgments1]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[“You detonated the ruins that housed the Ring of Marrandamur,” Malefactorix says. “So you’re willing to destroy priceless historical records in order to avoid a great evil from getting in the wrong hands. A respectable decision.”
](else-if: _option is "selfish")[“You left the ruins that housed the Ring of Marrandamur standing,” Malefactorix says. “You’re willing to expose the next traveler lured in by the ring, so that a warning of an upcoming great evil can remain intact. That’s precisely the same decision I made.”
](else:)[“You took the Ring of Marrandamur?” Malefactorix says, incredulously. “Letting the ring corrupt your judgments like that... you’re willing to go even further than I am when it comes to accumulating power.”
]
[[You continue further along.|YPlayerJudgments2]]{(set:_option to $pChoices's "time")}(if:_option is "pragmatic")[“I didn’t know about that town stuck in time,” Malefactorix comments. “Letting the mage’s guild study it surely provide valuable insights for future battles. An admirable decision. I would have made the same.”
](else-if:_option is "optimistic")[“Have you heard about the tragedy of the commons?” Malefactorix asks, rhetorically. “By letting everyone know about that town stuck in time, you’ve guaranteed that it won’t exist long enough to be studied. Someone’s going to trigger another catastrophe.”
](else-if:_option is "benevolent")[“Do you remember that ruined town you warned everyone about?” Malefactorix asks, rhetorically. “It’s a very interesting place. Keeping everyone away is the right call. That was people who aren’t so easily scared off—like you and I—can study it at our own pace. Not exactly the decision I would have made, but still a wise one.”
](else:)[“Taking the chalice from that strange town was a bold decision,” Malefactorix comments. “I would have left it alone, personally. Sure, the gold may have been worth quite a bit, but think about all the knowledge that could have been gleaned from that environment.”
“Also,” they say, “A surprisingly risky decision. How did you know what would happen? Y must have known something that I didn't, I suppose.”
]
[[It can't be much further now.|YPlayerJudgments4]]{(set:_option to $pChoices's "grayoak")}(if:_option is "pragmatic")[“You really did follow my playbook in Grayoak. March in, have a show of force, depose the current leader, and insert your own. Sound familiar? We think alike, $pName. I bet the soldiers Eleanor provided you proved useful.”
](else-if:_option is "irrational")[“You took a rather heavy-handed approach to Grayoak. Putting the mayor to the sword and then leaving? That seems a bit hasty. It did, however, take out a useful venue I had for obtaining powerful artifacts and other resources, so it was a rather practical choice. Very mercenary.”
](else-if:_option is "optimistic")[“I am impressed you managed to turn Celia. She was quite loyal, I thought. But you popped in, spoke with her a little bit—you didn’t even spill any blood! I don’t understand your aversion to spilling blood, by the way. And then I suddenly get nothing from her. Impressive.”
](else-if:_option is "selfish")[“You really did follow my playbook in Grayoak. March in, have a show of force, depose the current leader, and insert your own. Sound familiar? We think alike, $pName. Then again, I wouldn’t put a criminal mastermind in charge of a city. I trust the Bartender isn’t killing too many people that stand in their way. Still, I understand. Money is money.”
](else-if:_option is "benevolent")[“Placing a council in charge of the city was a wise idea. Too many regime changes in a short period of time will destabilize a town. It’s in our best interests for all of our resource sources to remain productive to prepare for the coming invasion.”
](else:)[“What a delightfully mercenary approach you took to your handling of Grayoak. Bankrupting the town so that I had to choose between letting the town die and wasting resources? Clever. Very clever. I did end up bailing out the town, by the way. We’ll need all the resources we can afford for the battles to come, and I’ve always preferred long-term gains over short-term ones. It didn’t hurt my popularity with the town’s population either.”
]
[[The voices seem close now.|YFinalBattle1]]You limp through the doorway. Your leader looks back, noticing you. “You’re alive!” $pHe shouts. You see a question written across $phis face. You shake your head. Glorbnit didn’t make it.
Deciding not to focus on your loss, you stride across the room, stopping next to your leader.
[[You can’t show any weakness.|YFinalBattle2]]“It seems I missed one”, Malefactorix booms. “No matter. They seem a reasonable sort. I’ll offer them the same deal I offered you—I’m still waiting on that answer, by the way.”
Malefactorix turns to you. “Yes, I’ve engaged in several less-than-ideal behaviors. Some might call those actions evil. Some may call <i>me</i> evil.” The look on their face suggests they don’t put much weight to those notions. “But I am doing what needs to be done to save everyone on Gaierra. There was no time to use diplomacy, and no time to try to win everyone over through goodness. I needed to accumulate as much power as possible to combat it. Join me, and together we can work together to save Gaierra.”
“Oh, by the way,” Malefactorix says, offhandedly, “I know how to save your husband.”
You say:
* (link-reveal-goto: "“Oh, you know how to save my husband? Well, Manufactorix, I know how to kill you. I’m sick of your lies. Let’s do this, $pName.”", "YFinalBattle3")[(set:$lastChoice to "irrational")]
* (link-reveal-goto: "“We have to evaluate our options, and choose the one that makes sense with the evidence we’ve been provided. We know Malefactorix is powerful. We know Gaierra will be under assault. We know they can save my husband. We need to work together.”", "YFinalBattle3")[(set:$lastChoice to "pragmatic")]
* (link-reveal-goto: "“I’ve searched for a cure for Kaiid for years. If I wanted to give up, I would have already. I know what I'm going to do. And I know that we can save Gaierra without giving in to Malefactorix.”", "YFinalBattle3")[(set:$lastChoice to "optimistic")]
* (link-reveal-goto: "“Malefactorix is powerful. And we won’t get a better offer. I need to save my husband, and I will take any opportunity to do that.”", "YFinalBattle3")[(set:$lastChoice to "selfish")]
* (link-reveal-goto: "“Malefactorix leads a great army. If we take them out, we can control that army ourselves. Think of all the husbands and wives and brothers and sisters we could save.”", "YFinalBattle3")[(set:$lastChoice to "benevolent")]
* (link-reveal-goto: "“I’ve exhausted so many venues for cures. But there is one type of magic that I’ve never tried. And if we wrest control of Malefactorix’ army, I’ll have all the blood I need.”", "YFinalBattle3")[(set:$lastChoice to "evil")]
* (link-reveal-goto: "Nothing", "YFinalBattle3")[(set:$lastChoice to "none")]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$lastChoice of $attrs to it + 1)
]
(set: $high to -1)
(set: $highName to (a:))
(set:$modAttrs to $attrs)
<!-- Selects the highest value from an array. If
multiple are tied, it randomly selects one. -->
(for: each _name, ...(datanames: $modAttrs)) [
(set: _value to $modAttrs's (_name))
(if: _value > $high)[
(set: $high to _value)
(set: $highName to (a:_name))
] (else-if: _value is $high)[
(set: $highName to $highName + (a:_name))
]
]
(if: $highName's length is 1)[(set:$attr1 to $highName's 1st)]
(else:)[(set: $attr1 to (either:...$highName))]
(set:_choice to $attr1)
(set:$pChoices's "final" to _choice)
}
$pName's face is a beacon of determination. $pHe knows the choice $phe's going to make.
(if: _choice is "irrational")[“You tried to kill me. You killed most of my companions. <i>You killed my mother</i>. And you expect <i>me</i> to work with <i>you</i>?” You see the fury in your leader’s eyes. There’s no changing $phis opinion. This is the final fight.
* [[Join your leader and fight Malefactorix.|YFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|YFinalBattle4Betray]]
](else-if: _choice is "pragmatic")[$pName looks tired. “I’ve lost most of my friends fighting you.” $pHe sighs. “But I can’t let my own personal opinions sabotage what is good for Gaierra. We have to join forces to save the world.”
* [[Work with your leader and Malefactorix to save the world.|YFinalBattle4Ally]]
* [[Stand up for your values and fight your leader and Malefactorix.|YFinalBattle4FightBoth]]
* [[Flee. This isn't your fight anymore.|YFinalBattle4Flee]]
](else-if: _choice is "optimistic")[Your leader looks up, determination in $phis eyes. “I don’t need you to save the world. In fact, if I work with you, there won’t be a world to save. Not one that I’d recognize, by any rate.” $pHe raises $phis sword. “This is for Chuck.”
* [[Join your leader and fight Malefactorix.|YFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|YFinalBattle4Betray]]
](else-if: _choice is "selfish")[“I’ve always felt like I was fighting at a disadvantage,” your leader comments. “And sure, I could fight you—I’d win, by the way. But why would I when I can share your power?”
* [[Join your leader and Malefactorix.|YFinalBattle4Ally]]
* [[Stand up for your values and fight your leader and Malefactorix.|YFinalBattle4FightBoth]]
* [[Flee. This isn't your fight anymore.|YFinalBattle4Flee]]
](else-if: _choice is "benevolent")[“In my travels through this land, I’ve seen all sorts of people,” your leader begins. “I’ve seen people suffering. People that <i>you have made suffer</i>. I can’t help but imagine all the good that your army could do. You must die, so they may thrive.” $pHe raises $phis sword.
* [[Join your leader and fight Malefactorix.|YFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|YFinalBattle4Betray]]
](else-if: _choice is "evil")[“Your army is impressive,” $pName begins. “I’ve long admired it. Its numbers. Its weaponry. <i>Its power.</i> I think I’ll take it.” $pHe raises $phis sword.
* [[Join your leader and fight Malefactorix.|YFinalBattle4FightTogether]]
* [[Betray your leader and join forces with Malefactorix.|YFinalBattle4Betray]]
* [[Flee. This isn't your fight anymore.|YFinalBattle4FleeEvil]]
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story.
* [[Join your leader and fight Malefactorix.|YFinalBattle4FightTogether]]
]
This is it. The culmination of your party’s entire journey. While your mission may have started with your entire party, it ends with just $pName, you, and Malefactorix.
$pName raises $phis sword, and you manifest fireballs in your hand. As $pName charges, you hurl the fireballs at Malefactorix. The fireballs are absorbed into their enchanted armor. Malefactorix holds their giant sword upright, and prepares for $pName’s onslaught. The clang of their swords resounds as Malefactorix blocks $pName’s first blow.
This isn’t looking good. Malefactorix is powerful, and they are deflecting all of $pName’s blows. Deciding to change tactics once your fireball no longer works, you fire lightning at Malefactorix. Unfortunately, they’re one step ahead of you. They take the lightning into their body and shoot it right back at you, causing you to collapse to the ground, spasming.
[[When you look over, $pName is on the ground, and Malefactorix raises their blade, preparing to strike the final blow.|YFinalBattle4FightTogether2]]
(set:$sFate to "fight")Malefactorix is strong, and, more importantly, they know how to save your husband. As close of a bond you may have formed with $pName, it can’t overcome the promise of hearing his voice again.
Malefactorix is easily as strong as your former leader. Between your magic and Malefactorix’s combat expertise, you drive $pName back against the wall. As you summon wind to force $phim against the wall, Malefactorix prepares to strike the final blow.
You don’t hear $rhim coming. You feel a sharp pain in your back, and are suddenly unable to move. $rHe always was a good rogue. You should’ve known something as trivial as a fall wouldn’t kill $rhim.
[[It’s too late for you, but you hope that everyone else made it.|YEndAnalysis1]]
(set:$sFate to "dead")“I’m glad you’ve seen the light,” Malefactorix says, and you’re surprised by the relief you notice in their voice. “There isn’t much time, and we can’t afford to waste resources by fighting with each other even more. As you now know, there is a force coming to Gaierra that will seek to enslave who they can, and kill the rest. I will share everything I know about this threat, so that we can effectively fight it.”
You stand by your leader’s side as the two begin to plan how they’ll deal with this threat. Malefactorix’s troops are sent out to find the remainder of your companions, and they’re found, heavily injured, but alive. While there is general discontent about your leader’s actions, $phe is nothing if not charismatic, and you all soon come onboard.
Malefactorix may be willing to use any means necessary to get what they want, but they aren’t lying when they say that they know how to cure your husband. When they reveal the secret to his illness, you can’t believe you hadn’t figured it out yourself.
As grave as the threat that Malefactorix posed seemed to be, this new threat is even larger. But that’s a story for another time and, perhaps, another companion.
[[It's the end.|YEndAnalysis1]]
(set:$sFate to "ally")Deep within, you know you don’t stand a chance. Yes, you are an expert magician. Yes, you’re one of the ones that people come to if they need someone with a great deal of spellpower and a great deal more of knowledge. But, honestly, you’re probably not a match for even one of them.
You have no chance against them both. All of your magical shields and fireballs do nothing as $pName’s sword pierces through your back. You fall to your knees, then collapse to the floor entirely. You feel your chest, and your hands come back red. You try to remember your healing or teleport spells, but your mind is failing you.
Panic should be setting in, but you feel a dull calm. Fuzzily, a voice far off in the distance says goodbye.
[[It’s the last thing you hear.|YEndAnalysis1]]
(set:$sFate to "dead")You may be a bit absent-minded, and you may sometimes let your pursuit of knowledge get in the way of the well-being of other people, but this—joining Malefactorix would be a step too far even for you.
If you’re attempting to move an entire carriage, a teleport spell can take a great deal of time to prepare. If you’re only looking to teleport yourself, it’s a much faster process. As you cast your teleport spell, you look your former leader in the eyes.
$pHe could get to you before you finished casting your spell, but has chosen not to. One final favor for a companion that has betrayed $phim.
[[It's the end.|YEndAnalysis1]]
(set:$sFate to "flee")You may be a bit absent-minded, and you may sometimes let your pursuit of knowledge get in the way of the well-being of other people, but this—neither of them are someone you could support. Your only hope is that they take each other out without excessive collateral damage.
When the two of them are distracted fighting each other, you slip back into the doorway. You may not have a rogue’s training, but you’ve learned a thing or two from watching Robbie at work. Not daring to stop to catch your breath, you begin to cast a teleport spell. If you’re attempting to move an entire carriage, a teleport spell can take a great deal of time to prepare. If you’re only looking to teleport yourself, it’s a much faster process. Malefactorix and $pName are evenly matched, and the battle is still in full swing as you teleport away.
[[It's the end.|YEndAnalysis1]]
(set:$sFate to "fleeevil"){(set:_option to $pChoices's "final")}(if:_option is "pragmatic")[$pName joined with Malefactorix, $phis kinder nature tempering some of Malefactorix’s harsher intentions. With $pName on their side, they don’t need to attempt to accumulate power so aggressively.
While $phe may have joined with Malefactorix for noble reasons, the common people don’t believe that there is a looming threat. Where $phe had previously gotten cheers and adulation, $phe now got jeers and denigration.
But the praise of others wasn’t why $pName started on this quest, and their motivations remained pure. When the upcoming threat arrives, Gaierra is as prepared as it could be.
](else-if:_option is "irrational")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon found that $pName was a fickle individual. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. $pHe does what is good for Gaierra, yes, but that’s only as long as you don't irritate $phim too much.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "optimistic" or _option is "benevolent")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
The people’s hopes in $pName were not misplaced. $pHe was an effective leader, and the towns of the region banded together to appoint $phim as their leader, much to $phis embarrassment. It never had been what $phe wanted. What started as a simple quest for revenge ended in something much greater.
But $pName never forgot why Malefactorix was building up such power, and was able to establish an effective fighting force for when the upcoming threat arrived.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "selfish")[$pName joined with Malefactorix, $phis desire for power compounding some of Malefactorix’s harsher actions. With $pName on their side, they can accumulate power far more aggressively.
Where $phe had previously gotten cheers and adulation, $phe now got terrified silence. A determined resistance forms to fight Malefactorix and $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken the rulers’ power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
](else:)[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but was soon able to use their army to enforce $phis will.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon discovered that this new tyrant was even worse than the old. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. Whereas you could ally with Malefactorix to avoid their ire, there’s no such guarantee with $pName.
A determined resistance forms to fight $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken $pName’s power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
]
[[More.|YEndAnalysisRuins]]You hear a familiar sound—the heavy thuds of quick feet. You look to the side, and see Chuck leap over at Malefactorix, who has been caught off guard by this new arrival. $cHe sinks $chis fangs into Malefactorix’s arms, granting both you and your leader time to clamber to your feet. While the two of you are overjoyed to see that Chuck has survived, there will be time for celebration later.
With your morale restored by Chuck’s appearance, the three of you fight with renewed vigor. Between your spells, Chuck’s teeth, and $pName’s sword, you’re whittling away at Malefactorix.
Malefactorix locks eyes with you. They smile, and begin to run towards you at full speed. $pName attempts to block them, but $phe is brushed aside. Chuck jumps at Malefactorix, but they drive Chuck to the floor with a swift elbow. By the time you regain your wits and move to dodge out of the way, it’s too late. Malefactorix barrels into you, and you slam against the wall, then fall to the ground. You attempt to climb to your feet, but Malefactorix grabs you by the throat. You feel their hand tighten.
[[This is the end.|YFinalBattle4FightTogether3]]The pressure suddenly releases from your throat and you fall to the floor. Malefactorix is pawing at their back, reaching for the dagger that is now sticking out of it. Looking around, you see that Robbie snuck in without any of you noticing. $rHe throws you a quick thumbs up and pulls out $rhis revolvers.
Malefactorix is enraged and desperately looking for the source of the dagger. After taking a second to catch your breath, you stumble to your feet. Before Malefactorix is able to decide who to go after, an explosive falls at their feet. They barely have time to jump out of the way before it detonates.
[[“Big boom!” You hear from the doorway.|YFinalBattle4FightTogether4]]You’re all together again. <i>Maybe we can do this</i>, you think.
Having finally located the source of the dagger, Malefactorix hurls their sword at Robbie. $rHe’s able to avoid the worst of it, but it nicks $rhis leg, driving $rhim to the ground. Malefactorix grins cruelly and stomps over to Robbie. You shoot a stream of water in their path, attempting to slow their attack.
They walk with purpose as they stomp towards Robbie, determined to finally kill at least one of you. Chuck runs at them and is swatted away. It was just the opening that your leader needed.
They don’t see $pName. $pHe shoves $phis sword deep into Malefactorix’s back, driving them to the ground. They attempt to get up, but their legs are failing them. $pName pulls the sword out of Malefactorix’s back and it makes a sucking sound. Malefactorix loudly curses all of you, swinging their arms wildly. Their movements grow slower and slower as their life leaves their body.
It’s over. You’ve all won. You can finally relax.
$pName turns to you. “I guess that makes me <i>Benefactor</i>ix,” they quip.
(if:$sPunsLiked >= $sPunsDisliked)[
You love their puns.
](else:)[
You really hate their puns.
]
[[Your fight is over.|YEndAnalysis1]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When the ruin it is housed in is destroyed even further, it suffers a setback. It is a long while before the ring manages to work itself up to the surface, and longer before a passing creature picks it up. The ring didn’t quite get the prize it wanted, but it has all the time in the world.
](else-if: _option is "selfish")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When $pName decides not to put on the ring, it suffers a minor setback. It waits, extending its aura further and further, until someone worthy puts it on. It pales in comparison to the prize it wanted, but it has all the time in the world to find someone better.
](else:)[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. It enjoys bending $pName’s will, altering $phis judgment here and there, always careful not to gain too much attention. But all things must come to an end, and so, eventually, does $pName.
When $pName is interred, $phe is buried with $phis most valued effects, and one of those is $phis trusty ring. Eventually, travelers passing by the tomb being to report feeling a vague sense of unease.
]
[[More.|YEndAnalysisTimeTown]]{(set:_option to $pChoices's "grayoak")}(if:_option is "pragmatic")[After you put Eleanor in charge, she did her best to bring the town back together. She was an effective leader of the explorer’s guild, and works to expand its influence. However, too many regime changes too fast can have a detrimental effect on a town, and she isn’t able to prevent the Bartender from sowing dissent. Eleanor holds onto control, but it isn’t the boon to the explorer’s guild that she thought it would be.
](else-if:_option is "irrational")[After $pName thoughtlessly struck down Celia, the town had a power vacuum. The two largest interested factions, the explorer’s guild and the criminal cabal engaged in a shadow war to rule the town. In the end, it was the Bartender’s mercenary ways that won out, and the explorer’s guild fled the town. Being ruled by criminals isn’t exactly good for the long term prospects of the town, and the town suffered under the Bartender’s rule.
](else-if:_option is "optimistic")[Celia remained as the leader of the town, and your endorsement helps ensure her hold onto power. The Bartender’s influence continues to wane as she ferrets out her enemies. With Malefactorix no longer a threat to the town, she is provided more leeway to rule. She’s a good leader, and the town thrives.
](else-if:_option is "selfish")[After $pName installed the Bartender as the leader, the latter worked to root out their competition. First and foremost, of course, was the explorer’s guild. Eleanor had expressed an interest in ruling as well. She didn’t survive a blade in the stomach as she slept. She was the first to be taken out after the regime change, but wasn’t the last. Being ruled by criminals isn’t exactly good for the long term prospects of the town, and the town suffered under the Bartender’s rule.
](else-if:_option is "benevolent")[The council’s first action is to decide on Celia’s fate. Despite some attempted dealings by the Bartender, Celia is granted a spot on the council. At the beginning, the council manages to ease the transfer of power and prevent corruption from taking hold in the city. However, the Bartender finds new ways to exert power. By offering council members votes on their pet issues, the Bartender is able to collect more and more control over the town.
](else:)[Celia remained as the leader of the town, and Malefactorix was forced to bail the town out to prevent it from suffering hard times. $pName’s actions manage to improve both Malefactorix and Celia’s reputations in the town, and her hold on the town has never been stronger.
]
[[More.|YEndAnalysisGlorbnit]]{(set:_option to $pChoices's "time")}(if:_option is "pragmatic")[Once the mage’s guild heard about the strange town stuck in time, they descended on it like flies. Due to your warnings about the dangers of the town, they were incredibly cautious. Boundaries were carefully tested and magical signs put up to warn of dangers. In the end, only a few more people were injured by the town.
While the scholars of the mage’s guild were not able to save the people stuck in time, they did discover an entirely new branch of magic—time magic. This innovation in magic had many uses, but its primary use was for the creation of indestructible barriers.
](else-if:_option is "optimistic")[When the existence of this town is made known, people descend from all quarters onto it. While your party was careful to caution about the dangers of the town, those warnings weren’t always relayed to the next person in line. Many people lost their lives in the initial rush on the town.
The mage’s guild is able to gain some information from the town, but some thieves stole away with the chalice before more knowledge could be gleaned.
](else-if:_option is "benevolent")[You spread many rumors about the dangers of the town stuck in time. From time to time, people went out to it, whether it was from a dare or simply curiosity. However, few people came back. Its reputation as a cursed location grew and grew, and eventually no one visited the town anymore.
](else:)[After the chalice was removed from the ruined town, it never regained its magical potential. While it was a loss for magical knowledge, it was worth a good deal of gold. The chalice became one of the most renown objects in the realm, and was able to fetch a princely sum on the market.
The town was not able to be restored, but it also claimed no more lives.
]
[[More.|YEndAnalysisGrayoak]]After the final showdown, Glorbnit decided to focus on the parts of $ghis life that matter most: explosives. $pName found $ghim a place in their military forces, providing $ghim with all the resources $ghe could want. $gHe manages to discover new forms of explosive technology, blowing the competitors out of the water. Only sometimes literally.
[[More.|YEndAnalysisChuck]]Chuck is nothing if not loyal, and is always found by $pName’s side. No matter what they do, a master is always a hero in the eyes of their velociraptor. Besides, $pName always carries around an apple or two as a treat.
[[More.|YEndAnalysisRobbie]]Robbie enjoyed the time they spent with $pName, but a life lived in the public eye isn’t a life for $rhim. $rHe goes back to Downwater and works to help the orphans living off of the street. $rHe establishes the first orphanage in the town, and dramatically increases the quality of life for the poor people of Downwater.
There are rumors about Robbie running a crime syndicate out of the orphanage, but those, as far as anyone can prove, are just rumors.
[[More.|YEndAnalysisY]](if:$sFate is "dead")[You, of course, have no knowledge of any of this, as you died during the fight. Sometimes you have to stand up for what you think is right, even if it means certain death at the hands of a hero.
](else-if:$sFate is "fight")[All things must come to an end, and after your climactic battle with Malefactorix, you and your party part ways. It never was going to last forever, and now is as good of a time as any to leave. You’ve done much together, but you have journeys of your own to go on now. Besides, there's the matter of your husband to attend to.
](else-if:$sFate is "ally")[All things must come to an end, and after $pName joined with Malefactorix, you and your party part ways. It never was going to last forever, and now is as good of a time as any to leave. While you believe that $pName made the right choice, Malefactorix creeps you out, and you have no regrets about leaving them. Besides, there's the matter of your husband to attend to.
](else-if:$sFate is "flee")[When $pName joined Malefactorix, you couldn’t find it in yourself to join $phim. That was a step too far. So you struck out on your own. When you look back on your time spent in your adventures, your memories are bittersweet.
You try not to think of them too often. Besides, there's the matter of your husband to attend to.
](else-if:$sFate is "fleeevil")[When $pName fought Malefactorix for control of their evil army, you couldn’t find it in yourself to join $phim. That was a step too far. So you struck out on your own. When you look back on your time spent in your adventures, your memories are bittersweet.
You try not to think of them too often. Besides, there's the matter of your husband to attend to.
]
{(set:_option to $pChoices's "yloyalty")}(if:$sFate is "dead")[](else-if:_option is "firm")[With your journey with $pName at an end, you know the diversions are over. It’s time to get back to your true mission. You rededicate yourself to studying magical phenomena. You become even more aggressive in hunting down leads, and care even less about the negative externalities of your actions.
You occasionally leave bodies in your wake, but you know it’s worth the cost.
The people who had turned a blind eye to the side effects of your actions find that they are no longer able to stomach the consequences of helping you. But you don’t need them. With the knowledge you’ve gained, you can hunt down strange magical phenomena all by yourself.
It takes a long time, but you find it. You now know how Malefactorix knew how to save your husband and, in hindsight, it seems painfully obvious.
When you go to revive Kaiid, you are alone. You wonder if Kaiid changed while he was in the coma, but it doesn’t matter. You changed to. With absolute certainty that you did the right thing, you cast the spell.
You aren’t sure if it works at first, but then you see his skin lose its pallor. He slowly opens his eyes—too slowly, you’re convinced—but he sees you and smiles at you. You smile back.
You don’t know if he’ll be the same, but you know everything will be fine. You have a lot of catching up to do.
](else-if:_option is "soft")[With your journey with $pName at an end, you know the diversions are over. It’s time to get back to your true mission. You rededicate yourself to studying magical phenomena. You actively hunt down leads, but take care to consider the consequences of your actions when evaluating what choice to make.
You even help people that you come across, from time to time.
The people who had become frustrated by your eccentric apathy to other people’s well-being are relieved to find you have changed. People even join you on some of your journeys. With the knowledge you hold together, it’s even easier to come up with new ideas.
It takes a long time, but you find it. You now know how Malefactorix knew how to save your husband and, in hindsight, it seems painfully obvious.
When you go to revive Kaiid, Aisha comes with you. You wonder if Kaiid changed while he was in the coma, but it doesn’t matter. You changed to. Aisha holds your hand as you cast the spell.
You aren’t sure if it works at first, but then you see his skin lose its pallor. He slowly opens his eyes—too slowly, you’re convinced—but he sees you and smiles at you. You smile back.
You don’t know if he’ll be the same, but you know everything will be fine. You have a lot of catching up to do.
](else-if:_option is "overit")[With your journey with $pName at an end, you have one task first and foremost on your mind. You’ve come to a decision, and you can’t put it off. You’re going to give up on saving Kaiid. You don’t know what he’s thinking in there—if anything at all—but you can’t bring yourself to let him die.
Nor, however, can you spend the rest of your life searching for a cure that you don’t know even exists.
You go to Grayoak and meet up with Aisha. When you tell her your plans she is sympathetic and understanding. Your colleagues at the mage’s guild hadn’t told you, but it appears that you were the only one that had any hope that Kaiid could be saved.
She takes you to where Kaiid lies, and you spend some time with him. When you get up to leave him there, you feel immense guilt. Is this what he deserves? You push the thoughts out of your mind. You can’t tie your life to his forever, and there’s still the chance that someone else may be able to save him.
Colleagues notice a warmness return to your demeanor. Now that you’re no longer obsessed with a reckless pursuit of magical knowledge, you’re much more personable. You live a long life attempting to seek the fundamental basis for magic. It takes until the last years of your life, but you discover one of the elements of magic. It’s not everything, but it significantly moves forward magical knowledge.
](else:)[With your journey with $pName at an end, you have one task first and foremost on your mind. You’ve come to a decision, and you can’t put it off. You’re going to allow Kaiid to die. You don’t know what tortures he is undergoing in his magical coma, but one thing is clear—you’re not going to be able to save him.
You go to Grayoak and meet up with Aisha. When you tell her your plans, she is sympathetic and understanding. Your colleagues at the mage’s guild hadn’t told you, but it appears that you were the only one that had any hope that Kaiid could be saved.
She takes you to where Kaiid lies, and you spend some time with him. He looks so peaceful. Aisha holds your hand as you cast the spell.
Scores of people come to his funeral. When it comes to your time to give the eulogy, you have nothing but sorrow in your heart. You know that you’ve made the wrong decision, but the feeling passes. As is the tradition with magical burials, his body is banished. You and your colleagues spend the rest of the day remembering his life. In your heart, you know that he knew the risks and that this is what he would have wanted.
But eventually, you have to move on. Colleagues notice a warmness return to your demeanor. Now that you’re no longer obsessed with a reckless pursuit of magical knowledge, you’re much more personable. You live a long life attempting to seek the fundamental basis for magic. It takes until the last years of your life, but you discover one of the elements of magic. It’s not everything, but it significantly moves forward magical knowledge.
]
THE END
(set:$timesPlayed to it + 1)
You unlocked Chuck as a playable character.
[[Play again.|Intro]]<div style="text-align:center;width:99%;margin:0 auto;">
<img src="assets/logo.png" alt="Side Stories"/>
By Kevin Hutchins
[[NEW GAME|Intro]]
</div>
(set:$timesPlayed to 0){
(set: $character to "C")
(set: $caravanOptions to (a:"CCaravan1", "CCaravan2", "CCaravan3", "CCaravan4"))
(set: $lastChoice to "none")
}You’re Chuck, a pet velociraptor. As far back as you can remember, you have known $pName. Your first memories are of $phim sneaking you some meat from the table. $pHe’s as good of a partner as you could ask for.
You only steal food from $phis plate when $phe’s not looking if you’re <i>really</i> hungry.
While you have claws of your own, $pName has a large claw that $phe carries with $phim. The two of you use your claws to fight bad humans. Humans that want to do things like hurt your master or steal your food.
Your master also has a master of $phis own. They look similar, but your master’s master is the leader of the pack. A very large pack that has hundreds of people.
[[You follow $phim everywhere.|ChuckIntro2]]One day, your master has a loud argument with the pack leader. You wonder if $phe is going to challenge her, and you prepare to help $pName in the fight, but only if $phe needs it. To your surprise, $pName backs down, despite being younger and stronger. $pHe calls your name and you follow as $phe stomps off into the wilderness.
You spend most of the day there. $pName is leaning against a tree and talking angrily to {$phim}self.
* [[You lick at $phis face.|ChuckIntro3A]]
* [[You curl up next to $phim.|ChuckIntro3B]]$pHe pushes you away. $pHe doesn’t want your comfort right now.
You curl up next to $phim. As the shadows get longer, $pName gets less angry and less loud. Eventually, $phe gets up to return to your pack. The walk back is uneventful.
When you get near to the camp, you smell something wrong. Worried about your pack, you sprint off in the direction of the bad smell. Calling your name, your master runs off after you.
You arrive at the clearing. The camp is in tatters. Dead and wounded bodies are everywhere. $pName is close behind you and you can hear the worry in $phis voice.
[[The smells are overwhelming.|ChuckIntro4]]You curl up next to $phim. As the shadows get longer, $pName gets less angry and less loud. Eventually, $phe gets up to return to your pack. The walk back is uneventful.
When you get near to the camp, you smell something wrong. Worried about your pack, you sprint off in the direction of the bad smell. Calling your name, your master runs off after you.
You arrive at the clearing. The camp is in tatters. Dead and wounded bodies are everywhere. $pName is close behind you and you can hear the worry in $phis voice.
[[The smells are overwhelming.|ChuckIntro4]]The smells are overwhelming, but there’s one person you have to find. You catch hold of her scent and run in that direction. You find her slumped over on the floor, holding her belly. “Mom,” you hear $pName shout as $phe runs over and kneels next to her. You haven’t heard that word in a while.
They exchange words you cannot understand, then you sense that she has died. You look at $pName for guidance, but $phe won’t look at you. You give $phim a nudge. $pHe wipes $phis hand across $phis face, then stands resolutely. $pName is now the pack leader.
It’s a long process as the two of you bring your pack together. There aren’t many people left. The bodies of those you lost are placed under the ground so that other packs attempting to fight you will not know how many pack members you lost.
The few remaining wagons are gathered together, and they are driven along the road a while before you all hide in the woods for the night. You curl up next to $pName.
[[$pHe doesn’t kick you out.|ChuckBandit1]]You wake up and see that $pName has awoken yet. You wait as long as you can, but they’re not stirring. You want to do things. You’re hungry. They’re sleeping forever.
You titter softly, hoping to wake $phim up. $pHe stirs gently, but doesn’t move. You titter loudly. No effect. Is $phe alright? You rest your head on $phis chest, trying to hear $phis heartbeat. You aren’t sure that you hear it, and your breathing gets heavier. $pName coughs abruptly and you’re relieved. Maybe now $phe’ll feed you.
$pHe slowly rises from bed and reaches into $phis stores, where $phe fetches an apple for you. You devour it while $phe gets ready. Along with the rest of your pack, your caravan returns to the road. You return to the place of battle, and $pName points you at an errant blood trail leaving the road.
[[You take in the smell, making sure that you have a good understanding of its characteristics.|ChuckBandit2]]You see the scent trail laid out in front of you, and follow it into the forest, your master right behind you. The trail leads you to the entrance of a small cave, where $pName tells you to stop.
“Chuck,” $pName says. “Fight.” $pHe’s letting you off the leash, so to speak. It’s time to do what you do best. $pHe pulls out $phis claw as well.
When you enter the cave, you’re surrounded by the smells of human activity. There are a great deal of people in this cave. A short trek down the cave, you see two humans on the lookout. You sprint at them and tackle the first one to the ground before they have time to react. You claw viciously at their chest, then hop to the second and viciously bite their neck.
[[They don't have time to cry out.|ChuckBandit3]]You move to go deeper into the cave, but $pName holds you back. “Heel,” $phe says. You were letting your instincts kick in.
You hang back with your leader as the two of you sneak into the cave. If you can get the jump on future enemies, it will be beneficial. There are too many people in here to take them all on at the same time.
You hear a weapon roar behind you and a bullet whizzes by your ear. You turn and see that a human has flanked you. $pName swivels to face them, as individuals stir deeper in the cave. Claw out, $phe runs at your attacker. $pHe’s able to close the distance before they can reload and cuts them down with $phis sword.
[[You sprint deeper into the cave.|ChuckBandit4A]]
[[You wait for your master to return.|ChuckBandit4B]]You sprint deeper into the cave. Your master told you to stay with $phim, but these humans are still unaware, and you’ll have a better chance if they can’t fully arm themselves.
The first person is still putting on their second skin when you claw at them, bloodying their arm. You hear them shout, and know that any advantage that you may have had will quickly disappear. You take a chunk out of their side and they fall to the ground.
The second person is ready for you, and swings their claw at you. You catch the sword with your teeth and yank it out of their hands. But you didn’t see the last person sneak up behind you, and you feel their weapon bite into your side. As you turn to look back at them, you see a sword pierce through their middle, driving them to the ground.
Your master looks at you with disapproval, and you whine in guilt. “Bad,” they say.
[[The pain from the wound is supplanted by the pain that those words have caused you.|ChuckBandit5]]You wait for your master to return. The odds further into the cave are not favorable, and you will be much better off if you have your master by your side. When $phe catches up with you, the two of you move further into the cave.
You are met by three people who are fully equipped, their claws leveled at you. $pName takes the middle one, catching their sword on $phis. As $phe does that, you whip your tail at the left one, knocking them to the ground. You then pounce at the final one, surprising them with your agility. Your master dispatches their foe and moves onto the one that you have incapacitated.
[[After a few more seconds, the battle is over.|ChuckBandit5]]
All of the enemies you meet later in the cave are prepared for you, but the fights all end successfully. Your pack leader truly earns their position. The two of you come across an unarmed human behind bars. You snarl, but $pName quiets you. This isn't an enemy. Yet.
$pName and the other individual speak to each other, but it’s nothing you can understand. The tones are not harsh, so you have no reason to try to defend your master.
Your master says your name, in the way that $phe does when $phe’s about to tease you. You give $phim a warning titter. The unknown individual points at themself, saying “Robbie.” You suppose that’s their name. You think that they may have joined your pack. You’re confident you could take them.
There’s one room left, and you can smell fear on the person behind the door. Your master bursts down the door, and the person inside drops their claw. You move to attack, but your master stops you with their hand.
Your master, Robbie, and the unarmed person exchange words.
* [[You support your master.|ChuckBandit6]]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "bandit" to _choice)
}
Your master takes a second to ponder $phis options. After weighing the options, $phe has made $phis decision.
(if: _choice is "irrational")[Your master says some words, but the only one that you make out is Robbie. Robbie’s weapon roars, and the person falls over. You could have done that.
](else-if: _choice is "pragmatic")[Your master says some words, and it appears the fight is over. The person yields to your master, indicating his submission. Your master is so strong.
](else:)[Your master says some words, and it appears the fight is over. The person yields to your master, indicating his submission. But as your master turns around, the individual pulls out a weapon and levels it at your leader. You move to intercept the projectile, but you're too slow. Robbie’s weapon roars and the attacker falls over.
You still think you could take them.
]
Your master says something with a tone that suggests they’re trying to be clever.
* [[You love your master.|ChuckBandit7]]As your master looks at a piece of paper for an alarming amount of time, and you hunt for some food to eat. You find some jerky in a drawer and scarf it down.
Your master gives you some pets, and says something to Robbie. The three of you make your way out of the cave. You give Robbie a playful nip, but $rhe doesn’t seem to appreciate it.
You return to the camp, where your master talks to Robbie. All you can make out is your master’s name and your name. You look at Robbie.
{
(set: $to to "ChuckGlorbnitIntro1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "You hope that $rhe will give you more treats than your master does.", $interlude)Your caravan continues down the road. Not much has happened in a while, and you’re taking a nap in the back of your master’ wagon. You hear footsteps approaching, and you look out the front of the wagon.
Members of your pack are running down the road, gesturing madly for you to get off the road. As you sit in the back of your master’s wagon, it’s driven off into the wilderness. You sneak out to the road, and see scores upon scores of soldiers making their way down the road. They’re wearing the colors of an enemy pack.
You want to fight them, but your master is holding you back. Once they have long since disappeared down the road, your caravan makes its way back onto the path and continues along.
You could’ve taken them.
(link-goto: "The caravan continues onward.", $to)Your master has promised you treats soon—that must mean that you’re close to another town. You can’t wait. You really want those treats.
As you approach get nearer to the town, you smell something wrong. You should smell animals and large groups of humans, but instead smoke overwhelms your sense of smell.
Your caravan rounds a corner, and you see that the town is in ruins. A fraction of the town’s original population remains, the rest having left to look for greener pastures.
When your master asks around to see what happened, there’s one word you recognize—Malefactorix. They must have attacked the town like they attacked your pack previously.
You’re so distracted by the scene you forget to ask for a treat.
(link-goto: "The caravan continues onward.", $to)As your pack continues down the road, you come across a group of humans walking down the road, with a smaller human riding on a very large creature as they trek to destinations unknown.
Your master speaks with these humans, making sounds that don’t indicate that a treat is in your future. You focus on the strange, large animal, sniffing at it. It doesn’t seem like a threat.
The small human climbs down from the animal and slowly approaches you. Sensing that this is a young human, you cautiously approach. She scritches your head and you lick her face. The two of you play for a while and then she runs off to be with the other humans in her pack.
After they finish talking to your master, the humans grab their things and move to join your pack. You look at your master and $phe does not look upset, so you assume they are welcome.
You <i>will</i> get food before them, you tell yourself. Except the small human, you think. <i>Maybe</i>.
(link-goto: "The caravan continues onward.", $to)Your caravan rolls along down the road, and you see a group of three soldiers wearing the colors of a different pack walking down the road. They’re quickly surrounded by members of your troupe, and throw down their claws.
Your master goes to talk to them and you trot alongside $phim. The members of the other pack aren’t acting threatening, and you sniff around to see if they have any treats.
They don’t.
Regardless, your master lets them join your pack. You keep an eye on them to make sure they don’t misbehave, but they take to being in your pack right away.
They even give you food from time to time.
(link-goto: "The caravan continues onward.", $to)You’re speedily chasing after a chicken, but you can’t seem to catch up to it. Every time you sprint to catch up to it, it seems to gain speed as well. You’ve never had this much trouble catching a chicken before.
Your dream is interrupted by a loud explosion. You lift your head and see $pName running alongside Robbie out of the camp. $pHe doesn’t need you. You lower your head and let sleep welcome you once more.
[[You’re going to catch that chicken.|ChuckGlorbnitIntro2]]You see a strange creature walk into camp with your master and Robbie. You lazily get up and jump down from the wagon. You’re feeling a bit groggy as you amble over to the mysterious being. You’ve never smelled anything quite like it. It’s a strange combination of smoke—but not the normal smoke, a different kind—and a sort of deep, earthy smell.
Your master notices you, and points at you. “Chuck,” $phe says. Sometimes $phe feels a need to state the obvious. $pHe then points at the other creature. “Glorbnit,” $phe says. You don’t know that command. You tilt your head. “Me Glorbnit,” the strange creature says. You jump; you didn’t know it could talk. Regardless, that must be its name. You sniff all around it, trying to get a good idea of its intentions. It doesn’t have any food.
Disappointing.
[[You go back to your wagon.|ChuckNest1]]Your journey has led you to an exceptionally empty town. The smells in it are strange. Ones that you haven’t smelled before. Definitely not human smells. It seems like it’s never human smells anymore. You’re always happy to travel with your master, but you wish they’d go to better places.
[[Places with more food.|ChuckNest2]]Perhaps you spoke too soon. As the three of you meander up to the town, giant spiders come crawling out from alleys. You wonder how good they’d taste. But you have more important things to do now. You look at your master, waiting for $phim to give you the go-ahead to attack. $pHe signals to you, and you spring at one of the spiders. You land on top of it and claw at its abdomen. Your claws gain purchase, and the spider collapses as you violently gut it.
You look up in time to see Robbie get bowled over by a spider. You move to intervene, but the spider’s already dead. Taking stock of your surroundings, you see that no spiders are left standing. You amble over to Robbie and begin to lick $rhis face. $rHe bats at you, trying to push you away.
[[A bit offended, you chitter at $rhim and then walk away.|ChuckNest3]]A woman exits one of the buildings. She seems like she’s happy to see you. She walks over to your master, and you aren’t quite sure that you trust her. You stick close to $pName just to make sure the woman can’t get the drop on $phim. You think that you catch that her name is Delilah.
She and your leader talk, occasionally gesturing over to the spiders that you all took care of. You think she must be telling you where they came from and asking you to get rid of the rest of them.
You realize that you forgot to try taking a bite of one of them. You’ll have time later.
The woman suddenly yells, and you jump. A strange, bedraggled man walks over, and talks to your master. Delilah comforts you. She does a pretty good job of that. “Good raptor,” she says. You trill. She takes off her bandana and ties it around your neck.
[[You’ve never been more proud.|ChuckNest4]]The haggard-looking man takes off out of the town, and the group of you follow him into the forest. It’s slow-going, and your master is paying attention to the man’s words instead of you.
* [[You behave yourself.|ChuckNest5A]]
* [[You nip at Glorbnit.|ChuckNest5B]]
* [[You nip at Robbie.|ChuckNest5C]]You are a paragon of self-control. Even though you <i>really</i> want to do <i>anything</i> to make the trip go by faster, you restrain yourself. This new bandana has changed you.
After what feels like an eternity, you arrive at the mouth of the cave. The acrid scent of the spiders is strong here and spiderwebs are everywhere.
[[You look to your master.|ChuckNest6]]That goblin seemed like $ghe was willing to play. You nip at Glorbnit’s heels, and $ghe squeals. “Bad Chuck. Bad Chuck!” $ghe yells. $gHe’s not your master; you don’t have to follow $ghis orders. You chase Glorbnit around until your master scolds you.
After what feels like an eternity, you arrive at the mouth of the cave. The acrid scent of the spiders is strong here and spiderwebs are everywhere.
[[You look to your master.|ChuckNest6]]You don’t trust Robbie. They’re way too sneaky. One time $rhe snuck up on you while you were napping and bopped you right on the nose. It’s time for revenge. You nip at $rhis heels. It seems like Robbie’s up to play though, and $rhe pushes you around a bit. The two of you play, and it makes the journey in the forest go by much faster.
After what feels like an eternity, you arrive at the mouth of the cave. The acrid scent of the spiders is strong here and spiderwebs are everywhere.
[[You look to your master.|ChuckNest6]]Your master motions to Glorbnit and the man to wait at the mouth of the cave while the rest of you go in. You chitter tauntingly at Glorbnit.
Despite the pervasive smell, you don’t detect any spiders nearby. The three of you creep down the tunnels, on the lookout for any spiders. Normally this would be a task you’d excel at, but the overwhelming odor is preventing you from detecting olfactorily if there are any spiders nearby. You’re stuck with your inferior sight and hearing.
You come to a branch in the tunnels. The tunnel on the left seems more appealing to you, so you continue down that path, and your master and Robbie follow you. You notice them get more anxious as you continue down the tunnel.
[[Then you hear it too.|ChuckNest7]]You hear faint skittering in front of you and then, soon, behind you. Your master motions to you and Robbie to guard the rear. Seconds later, a mass of spiders come into view. The tunnels are narrow, so they’ll only be able to attack two at a time—one from above and one from below.
You assume Robbie will fight the one above, so you snarl at the one coming down from below. Robbie’s weapon roars as $rhe shoots at the oncoming spiders. A spider falls from the ceiling, landing on another below. A spider gets within reach, and you rip off one of its legs with your teeth. Let’s see how it handles that.
Not well, it turns out. Despite having six legs to spare, it doesn’t handle being down one at all. Its attacks at you are easily repelled. You claw viciously at it, whittling down its strength, pale blue fluid pouring from its wounds.
[[A spider pushes past the one you’re attacking and lunges at you.|ChuckNest8]]One of Robbie’s bullets catches it in the head and it explodes, spraying viscera all over you. The gunshots suddenly stop as Robbie stops to reload.
A spider hisses and jumps at Robbie. You catch one of its legs with your teeth, jerking it into the wall. It bounces off and lies on the floor, stunned. A few quick slashes with your claws make it so it won’t ever get up again.
The flow of spiders has slowed to a trickle as they have to push past more and more of the corpses clogging the tunnel to attack. The two of you mop up the rest of the spiders while your master handles all of the ones coming from the other direction. You don’t have to look. You know $phe has it under control.
[[You continue down the tunnel, past the mass of spider corpses.|ChuckNest9]]Standing above a sea of spider eggs, you see a colossal spider brooding. You aren’t eager to take on the spider, but you have to support your master. You move forward to take it on, but $phe stops you. $pHe directs you to stay behind while $phe and Robbie engage it. You titter in frustration. You want to help.
Your master sneaks off to the side. Seconds later, Robbie fires wildly at the spider, drawing its attention. You creep a bit deeper into the tunnel. If you’re not going to be part of this fight, there’s no reason for you to stand in harm’s way.
As the spider attempts to probe the tunnel with its leg, your master jumps down on the spider and drives his claw into its head, forcing it to the ground. It spasms for a minute, crushing the eggs beneath it, then stops.
[[It’s dead.|ChuckNest10]]It’s pale blue blood has spilled all over the floor. It’s been ages since you last ate, and you’re starving. You begin to lap up the blood. Robbie gives you a look, and you’re afraid that you’re going to have to fight $rhim for the blood, but $rhe lets you have it. <i>Good</i>, you think, <i>I didn’t want to have to hurt $rhim</i>.
Your master and Robbie discuss the situation.
* [[You support your master.|ChuckNest11]]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "nest" to _choice)
}
Your master takes a second to ponder $phis options. After weighing the options, $phe has made $phis decision.
(if: _choice is "irrational")[$pName spits some slime out of $phis mouth. <i>What a waste of good slime,</i> you think. $pHe stomps on the rest of the eggs, and you hurry to eat the most scrumptious of the morsels before you leave.
](else-if: _choice is "pragmatic")[Your master talks for an excessively long amount of time, then stomps on the rest of the eggs. You hurry to eat the most scrumptious of the morsels before you leave.
](else-if: _choice is "optimistic")[Your master talks for a while, then turns around to leave. You see a couple eggs left intact on the floor. You go to eat one of them, but your master stops you in your tracks. With a disappointed titter, you follow him $phim out of the room.
](else-if: _choice is "selfish")[Your master talks for a while, then picks up one of the eggs. You see an egg left intact on the floor, and snap it up before your master can tell you not to.
It doesn’t taste very good. You follow $phim out of the room.
](else-if: _choice is "benevolent")[Your master talks for a while, then scoops up all of the eggs. <i>Good,</i> you think, <i>$phe’s saving them to eat later. You follow $phim out of the room.
](else-if: _choice is "evil")[Your master talks for a while, then ignites his sword in flame. <i>Weird,</i> you think, <i>I didn’t know $phe could do that</i>. The fire causes the eggs to hatch. The spiders hiss, and your master holds you back from chomping on them.
You follow your master out of the cave. When you come across the haggard man and Glorbnit, $pName stabs the man in the chest, tossing his body into the mouth of the cave. You wonder what he did to anger your master so.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story. (Pretend there was a pun here.)
]
Your master says something with a tone that suggests they’re trying to be clever.
* [[You love your master.|ChuckNest12]](if:$pChoices's "nest" is "evil")[Your master is over-flowing with energy. $pHe pets you wildly as $phe speaks with a crazed intensity. Robbie appears a little bit put off by this side of your master. You’re not sure why. That man must have deserved it. This encounter seems to have energized your slightly unbalanced leader.
You return to the town, and it’s clear from the concern on Delilah’s face that she immediately notices the man’s absence. Your master speaks to her, and she begins to tear up. You try to lick at her face, but she pushes you away.
Happy that you’ve returned, the pack living in this town throw a party for you. You eat your fill and more, and take a nap to ward off the pain in your stomach. The next morning, you wake up with your master.
](else:)[You wouldn’t have thought it possible, but the man is somehow more boring on the way back than he was on the way to the cave. Robbie proved {$rhim}self to you in the cave, so you play with $rhim on the way back.
You’re startled by a loud voice. Delilah shouts unintelligibly, but it’s clear that she’s happy. As you enter the town, doors slam open, startling you. You prepare for a fight, but the people of the town are carrying treats for you. You eat your fill and more, and take a nap to ward off the pain in your stomach. The next morning, you wake up with your master.
]
[[You, $phe, and Robbie make your way out of the town.|ChuckRuins1]]Your caravan continues deeper into the wilderness, along some sort of path that your master has decided is beneficial to go along. As it continues along, the foliage gets thicker and the path gets smaller. The smells also get much more interesting. You don’t know if it’s from the overwhelming smells of the nest, but your olfactory senses have never felt so keen.
The pathway eventually gets so narrow that no wagon can pass, even single-file. Your master takes you and Robbie with $phim, leaving Glorbnit with the caravan. Glorbnit clearly is the weakest of the pack, so that decision makes sense.
As you continue into the woods, you smell something.
[[It’s a person.|ChuckRuins2]]Your curiosity is uncontrollable. You bound through the woods, letting Robbie and $pName follow if you want. You want to find this unknown person. Within seconds, you’re within an open clearing, and see a strangely-clad individual with their back turned to you.
They have no idea that you’re there.
* [[You tackle them to the ground.|ChuckRuins3A]]
* [[You jump at them and lick their face.|ChuckRuins3B]]
* [[You approach cautiously, looking to see if they pose a threat.|ChuckRuins3C]]You continue your wreckless pace unabated. They begin to turn as you approach, but it’s too late. You spring at them, knocking them to the ground, making sure not to wound them with your claws.
You place a claw on their chest, preventing them from standing.
“Oh well, that’s quite unnecessary,” the man says. You don’t believe him. You keep your position until your master and Robbie make their way out of the woods.
You remove your paw, and the man stands up, dusting the dirt off of his trousers. “Judging by the fact that your raptor didn’t disembowel me, I’ll assume you’re friendly,” the man says to your master.
[[You find the man abnormally understandable.|ChuckRuins4]]You continue your wreckless pace unabated. They begin to turn as you approach, but it’s too late. You spring at them, knocking them to the ground, making sure not to wound them with your claws.
You immediately start licking at their face. Your master runs up and attempts to pull you off. You get a few more good licks in before $phe finally gets you away from the man.
The man stands up and dusts the dirt off of his trousers. “Judging by the fact that you pulled that raptor off of me, I’ll assume you’re friendly,” the man says.
[[You find the man abnormally understandable.|ChuckRuins4]]You slow your pace as you approach. Your master is still a ways behind you. As you trot up to the person, they turn around.
“Oh, I do say,” the man says, “What is a sweet creature like you doing here?” You smell treats on them. You nuzzle up against their hand, and he chuckles. “Oh, yes,” he says, “It’s clear what you want.” He tosses you a treat and you snatch it out of mid-air.
As you’re working on the treat, your master and Robbie come out of the wilderness.
“Judging by the fact that your raptor is friendly, I’ll assume you are as well,” the man says to your master.
[[You find the man abnormally understandable.|ChuckRuins4]]“The name’s Alain. Gentleman explorer. I’m here with my magician friend, Y,” he says. He and your master exchange words for what feels like forever before Robbie cuts them off. You’ve never liked Robbie more.
Alain resumes speaking, but you aren’t paying attention. Instead, you’re desperately trying to get him to pet you. He only pets you a few times before leading your party deeper towards the ruins. The smells, which had been the normal smells that make up a forest, turn wrong. You can’t quite put your claw on it, but you know that you wouldn’t feel comfortable eating anything you caught in that forest.
You also feel something in the pit of your stomach—like that time you ate one and a half loaves of your masters bread. You don’t know what the source of that feeling is, but you’re not keen on feeling it for much longer.
[[Thankfully, the four of you return back to Alain’s campsite.|ChuckRuins5]]It looks like they’re going to start talking again. You decide to take this opportunity to explore some more of the forest. You saunter off into the woods, away from the bad feeling. Once you’ve left the clearing, you sniff the air carefully, evaluating the smells around you.
You catch the scent of a human somewhere around you—not the familiar humans you know, another one. You sneak through the wilderness. They must be somewhere. After a short amount of hunting, you find them. They’re wearing the colors of Malefactorix. They don’t see you yet.
* [[You snarl loudly.|ChuckRuins6A]]
* [[You pounce.|ChuckRuins6B]]You’re preening with the new bandana that you have tied around your neck. You’ve never been happier. You smell Robbie sneaking up on you and feel $rhis fingers graze the bandana. This is <i>your</i> bandana.
* [[You playfully snap at $rhis fingers.|ChuckAndRobbie2A]]
* [[You forcefully snap at $rhis fingers.|ChuckAndRobbie2B]]You playfully snap at $rhis fingers, but $rhe’s able to pull them away before you snag them.
You jump and turn to face $rhim in mid air, staring $rhim in the eyes. You growl menacingly. Robbie adopts a wide stance, growling back at you.
<i>Oh, so this is how it’s going to be</i>, you think. You stand still, waiting for Robbie to attack first. $rHe moves quickly, attempting to bat at your head. You duck your head and spring at $rhim, taking $rhim in the chest. $rHe grunts and you whip your tail at $rhim. $rHe hops over your tail and pushes you, knocking you off balance.
You snarl, snapping at the air. $rHe’s tricky. You jump forward and bat at $rhim, catching $rhim off-guard. As $rhe attempts to regain $rhis composure, you knock $rhim to the ground. You gently hold $rhis neck between your teeth until $rhe yields.
[[You won.|ChuckAndRobbie3]]How dare $rhe try to take <i>your bandana. You snap at $rhis fingers and manage to grab hold before $rhe can pull them away. You draw a little blood as $rhe jumps backwards.
You jump and turn to face $rhim in mid air, staring $rhim in the eyes. You growl menacingly. Robbie adopts a wide stance, growling back at you.
<i>Oh, so this is how it’s going to be</i>, you think. You stand still, waiting for Robbie to attack first. $rHe moves quickly, attempting to bat at your head. You duck your head and spring at $rhim, taking $rhim in the chest. $rHe grunts and you whip your tail at $rhim. $rHe hops over your tail and pushes you, knocking you off balance.
You snarl, snapping at the air. $rHe’s tricky. You jump forward and bat at $rhim, catching $rhim off-guard. As $rhe attempts to regain $rhis composure, you knock $rhim to the ground. You gently hold $rhis neck between your teeth until $rhe yields.
[[You won.|ChuckAndRobbie3]]As you caper off, you notice something is missing. <i>The bandana</i>. You turn about and see Robbie waving it at you. Faster than you thought a human could move, $rhe scrambles up a nearby carriage. You jump as high as you can, but are unable to reach $rhim.
$rHe takes pity on you and lets the bandana fall to the ground. You loyally pick up the bandana and wait for your master to return.
When $phe returns, $pName ties it back on your neck.
You take a nap.
{
(set: $to to "ChuckAndGlorbnit1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan continues on its journey toward Grayoak.", $interlude)You were left behind to guard the caravan, again. You understand it’s important—no one else is as capable as you are, but you miss going out with $pName. Glorbnit makes a beeline for $ghis wagon, but you don’t trust $ghim.
You hang back for a bit, not letting Glorbnit know that you’re following $ghim. $gHe’s doing standard Glorbnit things—mixing ingredients, making terrible noises, the standard humanish things. $gHe seems to be behaving {$ghim}self, and you prepare to do something else, when a fire suddenly ignites behind Glorbnit. $gHe doesn’t notice it.
* [[You try to draw Glorbnit’s attention to the fire.|ChuckAndGlorbnit2A]]
* [[You knock a beaker filled with fluid onto the fire.|ChuckAndGlorbnit3]]You squawk at Glorbnit, trying to gain $ghis attention. It works, but after shooing you away, $ghe goes back to $ghis project. The flame gets higher.
[[It’s time to take matters into your own hands.|ChuckAndGlorbnit3]]You dash into the wagon, alarming glorbnit. With your tail, you deftly knock a beaker over to the flames, extinguishing them. Glorbnit looks in dismay at the broken beaker, “Out!” $ghe shouts, “Out!”
Reluctantly, you hop down from the wagon. No one appreciates you.
[[You hear chickens squawking loudly in the distance. Louder than they should be.|ChuckAndGlorbnit4]]You sprint over the chicken’s coop, and something seems wrong. They’re normally more agitated when they see you—you can’t imagine why, but this time they seem a bit relieved when you come into view.
Then you catch a whiff of something on the wind. You don’t know how you didn’t notice it sooner. There’s another, strange animal somewhere nearby. You circle the coop, and you notice a small, furry animal trying to gain entrance into the chicken’s coop. You snarl at it, and it runs back into the woods.
Another life saved, you think to yourself. You better get some extra eggs for that.
[[You hear yelling coming from the center of camp.|ChuckAndGlorbnit5]]You dash over to the center of the camp. Two of your pack members are fighting each other. Not play fighting; actual fighting. Some others are trying to pull them off of each other and yelling at them, but they’re unable to break up the two.
It’s time to demonstrate why you’re second-in-command in the pack. You snarl loudly and pounce at the larger of the two men. As he turns to defend against you, you kick against him, throwing him to the ground and propelling yourself off of him towards the second man, who you barrel into with full force.
The two men are now on the ground, and the other soldiers are quick to pull them apart. You get a couple pats for your troubles.
[[You have an unsettling feeling that you’ve forgotten something.|ChuckAndGlorbnit6]]Glorbnit.
You make a mad dash over to $ghis wagon, nimbly dodging between the people walking about. Panting heavily, you arrive at $ghis wagon. $gHe’s sitting on the edge of the wagon, legs swinging back and forth, explosive in one hand.
Match in the other.
You run up to $ghim and grab the explosive with your teeth. You have no idea why your master let $ghim join your pack. Glorbnit moves to chase you, but you’re faster. You run with the stick in your mouth into the forest, and, once you’ve lost Glorbnit, bury it in the ground. You trot back into the camp. Tired from all the work, you lie down on the ground.
[[Your eyes begin to close.|ChuckAndGlorbnit7]]But before you’re able to drift off to sleep, you smell your master. $pHe must be returning from $phis journey. Reluctantly, you lift your head up from the ground and see $phim and Robbie approaching you. Your master says a string of words that you understand: sleeping all day.
You never get any respect.
{
(set: $to to "ChuckLoyalty1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan packs up and continues on its journey.", $interlude)You can sense that everyone in the caravan is on edge. Your master stands up and begins addressing the crowd. You can’t understand what $phe’s saying, but you’re convinced.
When $phe sits down, you nuzzle $phis leg. $pHe gives you an apple. Your favorite.
[[You wait for the feast to end.|ChuckLeadup2]]After your master’s speech, you follow $phim back to $phis wagon. As you curl up next to him, $phe scratches you on the side of your head.
You think back on the adventures you’ve gone on with your master. You think of all the snacks that $phe has given you, and all the time $phe has pet you. $pHe’s not the perfect master, you know that. But he’s the best one you’ve got. And where would you be without a human to fix up?
* [[You will always stay by your master.|ChuckFinal1]]When you leave the camp with your master and the rest of your small party, you sense that you are nearing the end of your journey. The soldiers that are in your pack with you prepare to go to battle, but they are not joining you. Instead, they’re off to fight on another front. You assume your small group is going to flank the enemy while the rest of your pack draws their attention.
The five of you creep into the woods, avoiding the small patrols that are guarding the forest around the giant fortress. You hear the sounds of a battle happening far away. After you dodge several patrols, Robbie finds a small, unguarded door in the side of the fortress.
[[You sneak through the door.|ChuckFinal2]]You feel your foot catch on something, and a loud noise begins blaring throughout the fortress. Almost immediately, You hear soldiers descend on your position.
You love your master, and would do anything for $phim. And, with absolute certainty, you know what you have to do now. The door that you came through had an archway of crumbling stone. If you could bring it down, no one would be able to follow your master into the fortress.
You exhale slowly, knowing that you’re the only one who can do this. You walk out of the fortress and whip at the stone with your tail, chipping at it bit by bit. You see the soldiers approaching. You feel something shift deep within the rock, and can sense that the door is about to give way. You turn to the oncoming soldiers and screech at them as the entranceway collapses behind you.
[[You prepare yourself for battle.|ChuckFinal3]]There are dozens of them. You hiss angrily at them, attempting to scare them off. Deep inside, you can feel that this is going to be your final battle, and you’re determined to take as many of them down with you as you can.
You bite and claw mercilessly at the soldiers approaching you. You manage to take a few down before you feel one of their claws bite deep into your side. You see your opponents change tactics, opting to block your blows instead of going for a strike. You get more and more light-headed as your side gets wetter.
[[You pass out.|ChuckFinal4]]You are awakened by a sudden pain in your side. Someone is pressing on your wound. You look over at them, and it’s someone you don’t recognize. They’re wearing the colors of Malefactorix’s pack. You growl at them, but even that small action causes so much pain that you wince.
“It’s OK,” they say. They point at a cloth. Your bandana! This final indignity is almost too much to bear, so you bare your teeth at them. They consider their words for a second, almost as if they are considering the purpose of trying to explain their intentions to a velociraptor.
She points at it. “Delilah,” she says. Yes, you got it from Delilah. But how would she know that? She says some words you don’t understand. You look at her blankly. She sighs. She points at the bandana again. “Delilah,” she says. Yes, you get that. She points at herself and says, slowly, “Delilah. Friend.” You think maybe she is part of Delilah’s pack. You aren’t sure, but you’re also not in good enough shape to fight anyone at this point.
[[You're exhausted.|ChuckFinal5]]You let your head rest on the ground, and you notice just how tired you feel. How good it feels to just let your head stay there. The person continues prodding at your wound, pressing something against it. It starts to feel better. You feel like you could get up, maybe walk a little.
Then you remember. Your master. You need to get back to $phim. You jump to your feet, startling the woman. You give her a quick lick on the face before looking around at your options.
The side entrance is destroyed, yes, but it looks like the main entranceway is surprisingly clear. It seems that the force of soldiers that would normally have been guarding the gate have either gone out to fight in the main battle or have gone inwards to fight your party.
[[You have to find your master.|ChuckFinal6]]You race in through the main gate, nimbly dodging the remainder of the soldiers. You sprint through the halls, the pain in your side dulled by adrenaline, searching for some trace of your master. You smell $phim before you hear $phim. $pHe’s alright. You knew $phe would be.
You hear someone with a booming voice talking to your master as you continue your way through the halls. You don’t focus on what they’re saying, not that it would do you any good if you did. Your mind is focused on finding the path to your master and occasionally deftly avoiding the attacks of your enemies.
[[$pHe needs your help.|ChuckFinal7]]You dash past several rooms, and catch sight of your master in the final one. You slide to a halt, then reverse course into the room. It’s only your master and a person that you don’t recognize. No one else made it.
The mysterious person laughs at the absurdity of the situation, then says a final set of words you don’t recognize to your master.
* [[You’re ready to fight.|ChuckFinal8]]{
(set:$lastChoice of $sChoices to it + 1)
(if: $lastChoice is in $attrs)[
(set:$lastChoice of $attrs to it + 1)
]
(set: $high to -1)
(set: $highName to (a:))
(set:$modAttrs to $attrs)
<!-- Selects the highest value from an array. If
multiple are tied, it randomly selects one. -->
(for: each _name, ...(datanames: $modAttrs)) [
(set: _value to $modAttrs's (_name))
(if: _value > $high)[
(set: $high to _value)
(set: $highName to (a:_name))
] (else-if: _value is $high)[
(set: $highName to $highName + (a:_name))
]
]
(if: $highName's length is 1)[(set:$attr1 to $highName's 1st)]
(else:)[(set: $attr1 to (either:...$highName))]
(set:_choice to $attr1)
(set:$pChoices's "final" to _choice)
}
Your master’s face is a beacon of determination. $pHe knows the choice $phe's going to make.
(if: _choice is "irrational")[Your master speaks, fire in $phis voice. $pHe’s angrier than you’ve ever seen $phim.
* [[You stand by your master.|ChuckFinalFight]]
](else-if: _choice is "pragmatic")[Your master speaks with a conciliatory tone. It seems that the two of them are joining their packs.
* [[You stand by your master.|ChuckFinalAlly]]
](else-if: _choice is "optimistic")[Your master speaks, fire in $phis voice. $pHe readies his claw.
* [[You stand by your master.|ChuckFinalFight]]
](else-if: _choice is "selfish")[Your master speaks with a tone that $phe normally reserves for not feeding you treats. It seems that the two of them are joining their packs.
* [[You stand by your master.|ChuckFinalAlly]]
](else-if: _choice is "benevolent")[Your master speaks, confidence in $phis voice. You have no idea what $phe’s saying, but you’re inspired nonetheless. $pHe readies his claw.
* [[You stand by your master.|ChuckFinalFight]]
](else-if: _choice is "evil")[Your master speaks, cruelty dripping from $phis voice. $pHe readies his claw.
* [[You stand by your master.|ChuckFinalFight]]
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story.
* [[You stand by your master.|ChuckFinalFight]]
]
This is it. Standing before the two of you is the person that killed your master’s master. You had hoped to be standing with more of your packmates at this point, but it’s just you, your master, and Malefactorix.
$pName raises $phis claw, and you circle around, moving to flank your foe. Your master charges. You run at your enemy from the other side. Malefactorix blocks $pName’s assault with their claw.
You spring at their back, but your claws just scratch against their second skin. You probe for a weakness in their covering, but are unable to find one before they grab you and toss you off to the side.
[[You’re stunned for a second.|ChuckFinalFight2]]
(set:$sFate to "fight")Your master and $phis enemy put down their weapons. They plan their next moves, and soldiers locate and escort the remainder of your party into the room. You’re a little disappointed that you didn’t get to fight this strange individual, but you’re still feeling beat up from that wound in your side. It’s probably for the best.
You’ve won.
[[It's the end.|ChuckEndAnalysis1]]
(set:$sFate to "ally")You snarl loudly at the strange individual. They jump and look around, but you’re still hidden in the overgrowth. You move deliberately through the foliage, making it appear you’re hunting with a pack. The stranger, increasingly unsettled, decides it’s time for them to run. In your grand benevolence, you let them flee. <i>That’s the last I’ll see of them,</i> you think.
[[You return to Alain’s camp.|ChuckRuins7]]You sneak closer and closer. They’re intently staring in the direction of the camp, and haven’t noticed you. You are the pinnacle of stealth. They hear the slightest rustle as you pounce, and are turning as you catch them right in the chest and knock them to the ground.
* [[You let them go.|ChuckRuins6B1]]
* [[You don't let them go.|ChuckRuins6B2]]Having handled the threat, you trot back to the camp. $pName pets you absent-mindedly as the conversation wraps up. From what Alain said, it seems like you’re going to check on some friend of his.
The four of you travel deeper into the bad part of the woods. The smells get more and more rotten as you go deeper. You see a large building tower over you. You don’t want to go inside.
[[Your master enters, and you follow.|ChuckRuins8]]You’ve had your fun. You take your foot off of them, and they quickly climb to their feet. They run away into the overgrowth. <i>That’s the last I’ll see of them,</i> you think.
[[You return to Alain’s camp.|ChuckRuins7]]They were spying on your party. While you have nothing against them personally, it would be foolish to let them go. Who knows what forces they could bring back with them? With a quick slash to the throat, you end their life. <i>That’s the last anyone will see of them,</i> you think.
[[You return to Alain’s camp.|ChuckRuins7]]You attempt to stumble to your feet, but Malefactorix is already preparing to strike your master down. You won’t get there in time. Then you see $rhim, out of the corner of your eye. You don’t know how $rhe snuck in without you noticing.
Robbie stabs Malefactorix in the back of their knee, striking where the second skin is weak. Malefactorix falls down to one leg, and your master is able to scramble free. Happy to see your friend back, you hop to your feet.
Robbie fires at Malefactorix from a distance as your master engages them up close. You continue to attempt to find weaknesses in their carapace to strike at them through.
[[Robbie pauses to reload.|ChuckFinalFight3]]Robbie pauses to reload and Malefactorix senses their opportunity. They grab you by your tail and toss you into a wall, then charge at Robbie. If you weren’t on the ground, you may have been able to intercept them, but your master isn’t quick enough to.
It doesn’t look good for Robbie. Suddenly, you’re blinded by a flash of white light and then deafened by an explosion. It seems as though Glorbnit and Y have made their way to your battle as well.
You’re happy.
[[The five of you might just have a chance.|ChuckFinalFight4]]Y tosses balls of fire at Malefactorix while Glorbnit tosses those infuriating explosives at them. You’re happy $ghe has finally found a helpful way to use them. You even manage to bite a few chunks out of Malefactorix’s face.
Sensing that they’re losing control of the fight, Malefactorix roars in frustration. They throw down their claw and sprint at Y at full speed, determined to bring at least one of you down.
But they don’t see $pName. $pHe shoves $phis claw deep into Malefactorix’s back, driving them to the ground. They attempt to get up, but their legs are failing them. $pName pulls the claw out of Malefactorix’s back and it makes a sucking sound. Malefactorix loudly shouts at all of you, swinging their arms wildly. Their movements grow slower and slower as the life leaves their body.
It’s over. You’ve all won. You can finally relax.
Your master says something witty to your companions.
You love your $phim.
[[Your fight is over.|ChuckEndAnalysis1]]{(set:_option to $pChoices's "final")}(if:_option is "pragmatic")[$pName joined with Malefactorix, $phis kinder nature tempering some of Malefactorix’s harsher intentions. With $pName on their side, they don’t need to attempt to accumulate power so aggressively.
While $phe may have joined with Malefactorix for noble reasons, the common people don’t believe that there is a looming threat. Where $phe had previously gotten cheers and adulation, $phe now got jeers and denigration.
But the praise of others wasn’t why $pName started on this quest, and their motivations remained pure. When the upcoming threat arrives, Gaierra is as prepared as it could be.
](else-if:_option is "irrational")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon found that $pName was a fickle individual. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. $pHe does what is good for Gaierra, yes, but that’s only as long as you don't irritate $phim too much.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "optimistic" or _option is "benevolent")[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but made great efforts to right the wrongs that Malefactorix had perpetrated.
The people’s hopes in $pName were not misplaced. $pHe was an effective leader, and the towns of the region banded together to appoint $phim as their leader, much to $phis embarrassment. It never had been what $phe wanted. What started as a simple quest for revenge ended in something much greater.
But $pName never forgot why Malefactorix was building up such power, and was able to establish an effective fighting force for when the upcoming threat arrived.
In some ways, it seems Malefactorix had gotten what they wanted. By defeating them, $pName was able to get the region much more prepared than if it hadn’t faced any opposition at all.
](else-if:_option is "selfish")[$pName joined with Malefactorix, $phis desire for power compounding some of Malefactorix’s harsher actions. With $pName on their side, they can accumulate power far more aggressively.
Where $phe had previously gotten cheers and adulation, $phe now got terrified silence. A determined resistance forms to fight Malefactorix and $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken the rulers’ power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
](else:)[When $pName defeated Malefactorix, $phe was able to seize control over most of their army and territorial holdings. $pHe adapted awkwardly at $phis newly expanded role, but was soon able to use their army to enforce $phis will.
When the people saw that $pName had defeated Malefactorix, they were overjoyed, but they soon discovered that this new tyrant was even worse than the old. Malefactorix was cruel and power-hungry, but they had reasons for everything they did. $pName’s rule is much more erratic, more unpredictable. Whereas you could ally with Malefactorix to avoid their ire, there’s no such guarantee with $pName.
A determined resistance forms to fight $pName. The rebellion is fought with cruelty, but holds on despite all odds, and manages to weaken $pName’s power, inadvertently sabotaging Gaierra when the upcoming threat arrives.
]
[[More.|ChuckEndAnalysisBandit]]Large stone figures peer down at you. You feel uneasy. You aren’t sure what your master is hoping to find in these ruins, but you don’t think it could be anything good.
Every moment you spend in this building is unpleasant. All your instincts are telling you to get out, but you have to support your master. Your master, Robbie, and Alain are talking about the figures drawn on the walls, and you want to tell them to get out. They must not understand what you’re feeling. You chitter at your master, trying to warn $phim, but $phe quiets you. You huff indignantly.
[[They’ve finally decided to move on.|ChuckRuins9]]You continue deeper into the heart of the ruins. You enter a large, circular room, and you see a person near the center, next to some sort of table. The table doesn’t have any food on it.
You begin to circle around the room, seeking to get the jump on the strange individual, but Alain shouts out the person’s name. It’s Y, the person he was talking about earlier.
Y turns around, taking your party in. A bit guiltily, you return next to your master’s side. From what you can decipher of what Alain is saying, the bad feeling is coming from a ring in the center of the room. You briefly consider eating it, but think better of it.
Your master, Y, and Robbie discuss the situation.
* [[You support your master.|ChuckRuins10]]{
(if: $lastChoice is in $attrs)[
<!--(if: $lastChoice is in $attrs)[-->
(set:$attrChoices to $pAttrs + (a:$lastChoice))
](else:)[(set:$attrChoices to $pAttrs)]
(set:_choice to (either:...$attrChoices))
(set:_choice of $attrs to it + 1)
(set:$lastChoice of $sChoices to it + 1)
(if:_choice is $lastChoice)[(set:$sMatched to it + 1)]
(else:)[(set:$sMismatched to it + 1)]
(set:$pChoices's "ruins" to _choice)
(if:_choice is in (a:"irrational", "optimistic", "benevolent", "evil") and not ("evil" is in $pAttrs))[
(set:$pAttrs to $pAttrs + (a:"evil"))
]
}
Your leader dutifully listens to your opinion, $phis face showing no emotions. After careful contemplation, $phe has made $phis decision.
(if: _choice is "irrational")[Your master slips the ring on his finger. The feeling in the pit of your stomach immediately evaporates. $pHe grins wildly. You’re not sure if $phe made the right decision.
](else-if: _choice is "pragmatic")[Your master turns away from the ring, and you all leave the ruins. <i>Finally,</i> you think, <i>a sensible decision.</i>
](else-if: _choice is "optimistic")[Your master slips the ring on his finger. The feeling in the pit of your stomach immediately evaporates. $pHe grins wildly. You’re not sure if $phe made the right decision.
](else-if: _choice is "selfish")[Your master turns away from the ring, $phe gives you a pat on the head. You all leave the ruins. <i>Finally,</i> you think, <i>a sensible decision.</i>
](else-if: _choice is "benevolent")[Your master slips the ring on his finger. The feeling in the pit of your stomach immediately evaporates. $pHe grins wildly. You’re not sure if $phe made the right decision.
](else-if: _choice is "evil")[Your master slips the ring on his finger. The feeling in the pit of your stomach immediately evaporates. $pHe grins that wild grin that you’re used to. You’re not sure if $phe made the right decision.
](else:)[(set:_passageName to (passage:)'s name)
Unsupported option: _choice in passage _passageName. The person who wrote this story was bad at coding, and probably put in a typo somewhere. If you could show this string to them, that would be very helpful. Thanks! Now back to your scheduled, only slightly ruined, story.
]
Your master says something with a tone that suggests they’re trying to be clever.
* [[You love your master.|ChuckRuins11]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[Your master pauses as you leave the ruins. $pHe quickly scrawls on a piece of paper and ties it to your bandana. “Glorbnit,” $phe instructs to you. Happy to leave the malicious atmosphere, you bound back to your caravan. You bound into camp and quickly locate Glorbnit. You get $ghim to read the note, and $ghis face lights up. $gHe quickly tosses an obscene amount of explosives in a cart, then hitches it to you. The two of you make good time on your way back to your master.
When $ghe see the ruins, Glorbnit is ecstatic. You’ve never seen $ghim more happy. Whistling an off-key song, $ghe strategically places explosives on the ruins.
$gHe ambles back over to the group of you, looks at the cart, at the ruins, and back at the cart. $gHe shrugs, then places even more explosives on the ruins.
“Big boom,” $ghe says, with tears in $ghis eyes. “Big boom.” You all stand far, far, far away as Glorbnit triggers the explosives. The ruin is reduced to an expanding cloud of dust. Glorbnit wipes a tear from $ghis eye. The malignant miasma still lingers.
The six of you return to Alain’s camp.
](else-if: _option is "selfish")[You walk out of the ruins. Your master is talking and really drawing it out. You run about in circles as you wait to leave the area. Finally $phe stops talking.
The five of you leave the ruins and return to Alain’s camp.
](else:)[
You walk out of the ruins. Your master looks like $phe has more energy than ever. You’re just happy that the malaise is gone. When your master stops to make one of those long speeches $phe has a habit of making, you don’t even mind.
The five of you leave the ruins and return to Alain’s camp.
]
[[You make quick progress.|ChuckRuins12]]Once you return to the camp, $pName appears to be introducing everyone. You hang back. You know who everyone is, after all. You wonder if Y is going to join your pack.
It sounds like Robbie isn’t to eager to let $yhim join, but your master asserts $phis dominance and welcomes Y anyway. It seems like Alain isn’t going to be joining your pack, but instead wants to go to a place called Grayoak. Your caravan will escort him there. You’re happy; you like Alain.
{
(set: $to to "ChuckAndRobbie1")
(set: $interlude to (either:...$caravanOptions))
(set: $caravanOptions to $caravanOptions - (a:$interlude))
}
(link-goto: "The caravan begins its journey toward Grayoak.", $interlude)You’re moping about. It would be one thing for your master to leave you behind once to go on a mission without you, but it’s getting to be a pattern. After your master gets back from Grayoak, you vow to sleep in Robbie’s wagon.
You avoid $phim for a while, but eventually your curiosity exceeds your patience for ignoring your master, and you go out in search of $phim. $pHe’s not hard to find. $pHe’s in $phis wagon, not doing much of anything.
When $phe sees you, $phis face brightens.
* [[You forgive $phim immediately.|ChuckLoyalty2A]]
* [[You aren’t that easy to win over.|ChuckLoyalty2B]]Y is a bit of a mystery to you. $yHe never seems to approach you of $yhis own volition, and she always positions $yhis wagon as far away from you as possible. Some people might be offended, but you find $yhis aloofness endearing.
While your master is off on a mission with Robbie, you spy on Y from afar. $yHe’s working in $yhis laboratory, doing some unknowable experiment or another. If you’re honest, it looks pretty boring. You amble up to $yhim, and $yhis posture shifts slightly. $yHe’s acting like $yhe doesn’t notice you, but you know $yhe does.
You’re only a small distance away from $yhim now. Easily close enough to pounce, if you wanted to. Before you decide what you want to do, $yhe makes a deafening sound.
* [[You run.|ChuckAndY2A]]
* [[You stand your ground.|ChuckAndY2B]]You run a small distance away and look at Y, eyeing $yhim suspiciously. You don’t know what $yhe’s planning on doing, but you’ve never heard a roar quite like that.
You stand deathly still for a few more seconds and then, when it looks like $yhe’s not going to attack you, you approach $yhim again.
[[You wait for $yhis next move.|ChuckAndY3]]You stand your ground. It was just a sneeze, you think. Y can’t spook you that easily. You inch up to $yhim until you’re just a breath away.
[[You wait for $yhis next move.|ChuckAndY3]]Seeing that $yhe can’t get rid of you that easily, Y turns around. $yHe sighs dramatically. You nudge $yhim a bit with your head. Reluctantly, $yhe pets you, sniffling all the while. Sensing that you aren’t going to leave any time soon, $yhe sighs and sits down on a chair. You rest your head on $yhis lap.
$yHe begins to talk to you, but you don’t understand. Furthermore, it doesn’t even seem that $yhe intends for you to understand. While talking, $yhe’ll stare off into the ether, or use complicated words. Occasionally it seems like $yhe’s describing a sequence of events.
[[You listen intently.|ChuckAndY4]]Y’s description to you trails off, and you’re unsure what’s happening, then $yhe shouts in glee. $yHe jumps up, jostling you a bit, and runs to $yhis laboratory, fantically pouring beakers into one another. Some lime green smoke pours out, and $yhe gives you a hug.
[[You have no idea what’s going on.|ChuckAndY5]]$yHe sneezes several more times in succession, but that doesn’t stop $yhim from $yhis work. You try to nose your way in, but $yhe’s in a different world now. The only way you could get $yhis attention now would be to bite $phim and, even then, you’re not sure it would work.
You laze around until your master comes back.
[[The caravan makes its way into the wilderness.|ChuckLeadup1]](if:$pChoices's "bandit" is "pragmatic")[The bandit leader that had captured you made good money working for $pName, and had never meant to get into banditry. Using the wealth he accumulated, he was able to pursue his true passion—pottery.
It’s slow going, but he achieved regional acclaim for his works. He never felt more proud.
](else:)[With the leader of the bandits removed from the equation, crime temporarily made a downturn. However, nature abhors a vacuum, and different factions arose to fill the void. While they caused trouble for the region, most of their effort was spent fighting each other.
]
[[More.|ChuckEndAnalysisNest]](if:$pChoices's "nest" is "pragmatic" or $pChoices's "nest" is "irrational")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders are never seen again.
](else-if:$pChoices's "nest" is "optimistic")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. When the dread spiders came back to Jane’s Landing, the only ones left were Delilah and Tom.
](else-if:$pChoices's "nest" is "selfish")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders remain only as novelty pets, until the last remaining queen escapes custody.
](else-if:$pChoices's "nest" is "benevolent")[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while. Eventually, the mines ran dry, and the town slowly lost people to nearby cities, where the jobs were aplenty. At the end, it was just Delilah and Tom, remembering the good times.
Dread spiders remain only in zoos, an artifact of more dangerous times.
](else:)[Without the threat of dread spiders looming over their head, the town of Jane’s Landing had a resurgence. The mines produced more than they had in years, and times were good, for a while.
No one expected it when the dread spiders descended on the town, and no one made it out. No one travels to that region anymore, as to do so is to take one’s life in one’s own hands.
]
[[More.|ChuckEndAnalysisRuins]]{(set:_option to $pChoices's "ruins")}(if:_option is "pragmatic")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When the ruin it is housed in is destroyed even further, it suffers a setback. It is a long while before the ring manages to work itself up to the surface, and longer before a passing creature picks it up. The ring didn’t quite get the prize it wanted, but it has all the time in the world.
](else-if: _option is "selfish")[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. When $pName decides not to put on the ring, it suffers a minor setback. It waits, extending its aura further and further, until someone worthy puts it on. It pales in comparison to the prize it wanted, but it has all the time in the world to find someone better.
](else:)[Some entities think on a scale that extends past trivial humanoid concerns, and the Ring of Marrandamur is one of them. It enjoys bending $pName’s will, altering $phis judgment here and there, always careful not to gain too much attention. But all things must come to an end, and so, eventually, does $pName.
When $pName is interred, $phe is buried with $phis most valued effects, and one of those is $phis trusty ring. Eventually, travelers passing by the tomb being to report feeling a vague sense of unease.
]
[[More.|ChuckEndAnalysisGlorbnit]]After the final showdown, Glorbnit decided to focus on the parts of $ghis life that matter most: explosives. $pName found $ghim a place in their military forces, providing $ghim with all the resources $ghe could want. $gHe manages to discover new forms of explosive technology, blowing the competitors out of the water. Only sometimes literally.
[[More.|ChuckEndAnalysisRobbie]]Robbie enjoyed the time they spent with $pName, but a life lived in the public eye isn’t a life for $rhim. $rHe goes back to Downwater and works to help the orphans living off of the street. $rHe establishes the first orphanage in the town, and dramatically increases the quality of life for the poor people of Downwater.
There are rumors about Robbie running a crime syndicate out of the orphanage, but those, as far as anyone can prove, are just rumors.
[[More.|ChuckEndAnalysisY]]Y’s time with $pName was useful for $yhim, but ultimately didn’t push forward Y’s goals. Drawn forward by a desperate hunger for magical knowledge, Y sets off on $yhis own once again. The extra prestige of working with $pName suits $yhim well, and $yhe is able to research many magical artifacts.
There are rumors about $yhim becoming the leader of the mage’s guild, but it appears that $yhe isn’t looking for prestige.
[[More.|ChuckEndAnalysisChuck]]You are nothing if not loyal, and you can always found by your master’s side. No matter what they do, you will always look up to your master. Besides, $phe always carries an apple or two around as a treat.
THE END
(set:$timesPlayed to it + 1)
[[Play again.|Intro]]You trot up to $phim. All is forgiven. As a peace offering, $phe offers you an apple, which you eat in one bite.
$pHe seems restless, like something is on $phis mind. When you go to lick $phis face, $phe doesn’t fight back with nearly as much spirit as $phe normally does.
“Let’s go,” $pName begins. Your ears perk up. Could this mean what you think it means?
“For a…” $pName continues, building up anticipation. Your tail wags, betraying you.
“Walk!” $pName finishes, and you’re overcome with energy. You’re finally going somewhere, just the two of you.
[[This makes up for all the times $phe ignored you.|ChuckLoyalty3]]You turn your head away from $phim. $pHe plies you with an apple. You give in immediately and trot over to $phim. All is forgiven.
$pHe seems restless, like something is on $phis mind. When you go to lick $phis face, $phe doesn’t fight back with nearly as much spirit as $phe normally does.
“Let’s go,” $pName begins. Your ears perk up. Could this mean what you think it means?
“For a…” $pName continues, building up anticipation. Your tail wags, betraying you.
“Walk!” $pName finishes, and you’re overcome with energy. You’re finally going somewhere, just the two of you.
[[This makes up for all the times $phe ignored you.|ChuckLoyalty3]]You spring out of the tent, and your master follows. You run in circles around $phim as $phe makes $phis way out of the camp. The two of you walk deep into the woods. You don’t let the sounds or the smells of the forest distract you; you want to soak in this time with your master.
$pHe begins to talk. You don’t understand what $phe’s saying—vocabulary has never been your strong suit—but you can sense the emotion in $phis voice. It starts with doubt. Since your master’s master got killed, you have continued with single-minded focus on hunting down her killer. Could your master be having second thoughts?
As you ponder this, the emotion in $phis voice turns to worry. Is $phe worrying that your pack will break up once you complete your mission? That you won’t succeed? That the price you pay will be too much to bear?
[[You don’t know.|ChuckLoyalty4]]You stare at $phim with love in your eyes as you walk deeper into the woods.
$pHis voice turns to sorrow. There’s that word again—mom. Is $phe thinking about her death? Is $phe wishing $phe could have stopped it? Is $phe dreading the fight that’s yet to come?
Your master suddenly stops. You nudge $phis hand with your nose. $pHe sits down and holds you close. The two of you stay there, in the cold, crisp air, for a while. You think of the last time the two of you sat like that. It wasn’t all that long ago, but so much has happened since then.
[[$pHe seems like an entirely different person now.|ChuckLoyalty5]][[You ponder your journey.|ChuckLoyalty6]]Your master gives you final squeeze, then stands up. $pHe starts talking again, but this time $phe has certainty in $phis voice, and determination. As the two of you work your way back to the camp, you’re glad that $phe’s your master, even if $phe does leave you behind from time to time.
[[You sleep, and the next morning, the caravan continues onward.|ChuckAndY1]]