It is a fantasy role-play game.

DM: It was a cool fall morning the rain fell from a dark cloud filled sky. The gravel crunches under your car as you pull up to your driveway. It's the first night in a new house and your feeling a little nervous. You grab a box from the trunk of your car and start walking towards your new home. Something catches your attention though. There is a dark shadow in the window.
Player: Do you decide that it's not worth it and leave?
DM: What you scared bro? C'mon try again.

Player: Your New Home

DM: You decided to brush it off and go in. It was probably just your nerves getting to you. Now that you're inside the house you set the box down by the door and try to admire your new home, but something feels wrong. Chills rush down your back as the image of the shadow in the window flashes back into your mind.
Player: Or do you go to the kitchen to start unpacking?
DM: Sighing, you walk into the kitchen and see all the boxes. You might as well begin unpacking. The first box you put away with little effort but each new box gets harder and harder to unpack. You're digging through the box of cereals when you heard a low moan coming from the room bellow you.
Player: Go check it out
DM: The basement was pitch black. The air was thick and my stomach turned with uneasiness. You reached out into the darkness in search of the light switch your hands shaking with fear. Your hand finally meets the cold damp wall and you followed it to what felt like a light switch. You were just about to turn it on when you felt a cold clamy hand grab yours. You try to scream but you cant.
Player: Forget the light! Your out of here!
DM: You draw your hand back and run taking the stairs two at a time just as you are about to grab the door knob the door swings open. A woman stands at the top of the stairs. Her eyes were hollow and black, her skin pale and pasty. Her black hair draped over her face showing shallow scars. You stop and look not sure what to do your heart pounding out of your chest. Her face slowly rose exposing a deep gaping cut right across her neck. Her mouth opened wide and she released a scream too horrible to be human more like a demonic beast. You turn to run back down the stairs but your shoe catches on the corner of the stair and you fall your neck crunching and a warm sensation pooling from the top of your head. You lay at the bottom of the stairs and you fight the dark before it finally engulfs you.

Player: Do you brush it off and go in anyway?

DM: You head up the stairs taking each step with confidence. You're sure there is nothing up here. As you reach the top you see an open door at the end of a lowly lit hall.
Player: Go check it out?
DM: With every step taking you closer to the door, the creaking floor in the hallway gets louder. You reach your hand out and push the door open peeking into the room. Slowly you step into the room. There is a small couch and an old dusty bed in one corner. Your eyes focus on a dusty mirror next to the bed. You walk to the mirror trying to get a better look. Through the dust you can make out half a face. You take another step closer and the face disappears. You swiftly turn around to find a woman standing in the far corner of the room. She is rocking back and forth on her heels, singing a song softly to herself. Your humanity takes over and you slowly make your way to the women to try to help her. Your soft voice fills the room. You reach your hand out to the women when her head turns swiftly. Before you realize, the women's hand reaches up and slams the door shut. She then slowly turns to face you. Your body is frozen with fear as she walks closer to you with her bloody smile. You back yourself into a corner and close your eyes and start to cry to yourself. The last thing you hear is the laugher of the women followed by what seems to be a far away scream from yourself.

Player: It's probably just a cat continue unpacking.
DM: You continue to defeat the piles of boxes in your kitchen untill only about three remained. You make your way over to the boxes dodging box tape and empty boxes left on the ground. A piece of box tape attaches to your foot. You jump up and down wildly to get it off. You slip on a box and fall on your butt. Before you can realize what's happening you hear a low creaking sound and the floor beneath you cracks. In a dusty haze you fall to the basement.
Player: Fall to the basement.

Player: Try again?

Player: Try Again?

DM: Gathering all the courage you can manage you flip the light on. Just as you do a flash of long black hair whips around the corner into the back room.
Player: Chase the mysterious shadow?
DM: Found Dead in New Home A person was found in their home dead late last night. Police say they cannot identify the body at this time and say they will have to rely on dental records to find out who this person was because the body was too disfigured and bloody to determine who it was. The only thing that we can add, at this time, is that the injuries were very similar to the previous owner MaKaila Taylor who was brutally murdered in the same house in 1993. Authorities say that people should stay inside and lock their doors after dark for fear of a copy cat of the murders of 93. We will be reporting updates as information becomes available throughout the week.

DM: You run up the stairs taking them two at a time until you reach the top slamming the heavy door behind you. You collapse to the floor tears running down your face trying hard to breathe. A knock at the door makes you jump.
Player: Just stay where you are?
DM: Too scared to even move you sit shaking on the floor next to the door. The house is quiet. You feel a cool breeze on the back of your neck. You slowly turn your head. The basement door set wide open and before you can see anything else a heavy force pushes you down the stairs to your death.

Player: Do you go upstairs and explore the mysterious shadow?

DM: You run to answer the door swinging it open almost to quickly. It's your best friend Amber. She can see the panic in your eyes so she quickly runs up and hugs you. She tries to calm you down. You finally try to spit out what had been worrying you when she freezes. You draw back from her. Her eyes were black and hollow. It wasn't amber anymore. She let out a loud scream that sounded more like a demonic growl. You run up the stairs. You look behind you Amber disappeared. Fear strikes your heart as you run faster up the stairs praying to god to save you from this nightmare.
Player: Go to the attic.
DM: The dust is thick in the attic. You scan the rooms with a watchful eye. In the back of one room there is what seems to be an old trunk on the side of broken desk. You walk over and see that the lock was hanging open. You wipe the dust off the trunk the best you can. It's made of thick black leather with a strong wood frame. You can' t stand the curiosity anymore so you carefully remove the lock and lift the lid. The trunk is empty except for a antique Ouija board at the bottom.
Player: Play with the ouija board.
DM: Before you can even react the Ouija board flys out of the chest and lands on the floor behind you. You turn swiftly to see the Ouija board moving. You crawl closer to see the letters, O,U,T space A,L,I,V,E. Immediately after the floor creeks by the door way. You lift you head to see Amber standing in the doorway. Amber lifts her head to reveal a blood soaked smile.

Player: Jump out of the window.
DM: You decide that if you are going to die your going to die on your terms not this things. You run at the window broken glass sticks out from every part of your body as you hit the ground your breathing slows as you look up to see a dark shadow in the window. Your not sure how much time had passed exactly all you know is that you had never felt so calm and relieved as you did when the police found you. You let a small smile break as they yell that, "she's alive" then the world fades. You wake up to a bright white room you hear as two police officer talk outside your door. The light started to flicker and a dark shadow passed by the window. Your heart starts to beat quickly as you rip off all the hospital equitment and start to get up but just as you do you feel a cold air on the back of your neck. You slowly turn your head to find the same dark soulless eyes as you found on Amber. You scream but before the sound reaches your mouth she reaches out revealing long claws and slashes your throat. You feel as warm blood drains down your neck and it's all over.

Player: Accept your fate.
DM: Amber inches her way closer to you with an awkward limp in her walk. You try to talk to her but she keeps coming. Amber lifts her possessed arm to expose a butcher knife in her right hand. You let out a slight scream. Immediately Amber drops the knife. She looks at you with a confused face. She says your name. You get to your feet and slowly approach her saying her name. Amber falls to the ground and starts to cry into her hands. You got to her to comfort her and you tell her its going to be ok. Amber's crying slowly turns to laughter. Her head lifts out of her hand with an erry smile streaked a crossed her face. You see a slight move of her hand then the knife plunges into your stomach. You fall back in pain. Amber comes over to you and ripples the knife out of your gut tearing more flesh. She then takes the knife and stabs you again. You scream uncontrollably and try to fight the best you can. By the third stab you lay motionless on the ground. Blood is poring out of you wounds and covering the floor. You slightly open your eyes to see the possessed face of Amber looking back at you before you drift into the darkness forever.

Player: Try again.

DM: 'Twas dark and dreary Christmas EveAnd all the world was mute.No wind nor rain disturbed the peaceNo bird would give a hoot. The moon was hid behind the cloudsWhich softly wept with snowThat formed a blanket on the groundAnd hid what lay below.A coldness lay upon the fieldsAnd frost encased the treesThe temperature, with every breathWould drop a few degrees.'Tis there we find a tiny shackWith crooked walls and floorsWhere winter's cold and summer's heatCrept through the crooked door.Inside, there stood a tiny bed,Inside a tiny room.And in that tiny, tiny bedLay Isabella Gloom.Her blanked cracked and creaked with coldThat froze the frazzled seams.But Isabella didn't mindHer head was filled with dreams.
Player: Let's take a closer look at what she was dreaming...
DM: A coldness lay upon the townWhere Isabella strolledBut sunlight warmed the cobbled streetsThat shone in shades of gold.Its cottages were decked with wreathsAnd candles, all aglow.On every gable roof there layA smattering of snow.And on the sides of every streetAs green as they could be,Stood, dressed in gold and silver gifts,A shining Christmas tree.In front of Isabella layA market, filled with stalls,Where tinsel-covered holly wreathsConcealed the wooden walls.Around the square lay silent streetsWith buildings all throughout,With homes and shops, a tiny churchBeneath a snowy shroud.Poor Isabella couldn't chooseWhat she then wished to see,But then "let's check this funny placeAnd see the sights" thought she.
Player: And she went to the market square.

DM: A thousand Christmas ornamentsAdorned the market square,That shone beneath the golden sunAnd spread the season's flair. The stalls were filled with winter treats:With drinks all nice and hot,With wooden toys and gifts, all wrapped, Warm food, all freshly caught.But no one tended to the stallsOr bought the wares there shown.In Isabella's market dreamsShe dwelled there all alone. And though the sun was shining brightAnd warmed the silent square,Poor Isabella felt a coldCreep through her sleeping wear. Some goosebumps and a shivered shakeUpon her arms appeared.Within this unfamiliar townShe was alone, she feared.Right in the centre of the square,She found, now losing hope,A gleaming, marble pedestalThat held a snowy globe.Now curious again, she thoughtTo touch the novel thing,Though in her head, where fear remained,Some warning bells did ring.
Player: But she approached the pedestal.

DM: The snow globe had a heavy pullOn Isabella's eye.With quickened step she quickly sawAll that she could descry.Within the globe a town appearedNot much unlike this own,Where snow-white flakes past market stallsAnd silent streets were blown.But darkness lay upon that town,By shadows overcast,Which swirled and swelled in angry cloudsThat hail and ice amassed.And in the dark, the girl could swear,She saw a bony handThat spread across the model townAnd strangled all the land.A chill again took hold of allPoor Isabella's spine.An anxious voice ran through her mindOne she could not define.And then she saw a pedestalWith tiny snowy pearlThere in the model market stand,Besides a little girl.She rubbed the snow globe's frosty glassTo clarify the sceneBut as she did, around the girl,Some shadows did convene.When Isabella saw herselfAll warning bells did ringAnd in her head, the voice now yelled:"Beware the Winter King!"
Player: Frightened, Isabella turned around...

DM: The window panes of every shopWere frosted o'er with snowBehind them lay abundant waresAnd candles all aglow.The butcher's shop sold geese so plump,The baker's fragrant bread,The woodworker's sold nutcrackersWith hats upon their head.But no one tended to the shopsOr bought the wares there shown.In Isabella's dreamland streetsShe walked there all alone. And though the sun was shining bright,Which warmed the frosted snows,Poor Isabella felt a coldCreep through her sleeping clothes. Some goosebumps and a shivered shakeUpon her arms appeared.Within this unfamiliar townShe was alone, she feared.Behind her lay the market squareStill filled with cozy stalls.A tiny church stood to her rightWith shining wooden walls.
Player: She visited the church.
DM: Upon the church's oaken doorWas nailed a weathered billThat spoke of festive season's joyAnd promised quite a thrill:"Come one, come all, onto the squareAnd see the market fair! Where you can fill your gut with food,Enjoy the winter air!""So gift a gift, exchange a kissBeneath the mistletoe.Experience a wond'rous timeLet go of all your woe!"The wooden door was shut and locked,Not that the girl did mind.Cause Isabella's only thoughtWas market fair to find.

DM: A bitter cold encased the squareBeneath a darkened shroudAs, borne upon an icy gale, A wicked voice rang out:"Welcome, welcome, tiny lady,Here, in my domain.All your pitiful existenceHere, you will remain."The wooden stalls with winter treatsStood empty and forlorn,And dancing twixt the rotten wreathsThere rung the ghastly scorn:"Do not look for ways to run, forNone can here be found.My domain, eternal winterKnows no edge nor bound."Across the dark'ning square there blewA whirl of ice and snowIn violent, raging, savage gustsThat not much else show.The little girl suppressed a sobThe weather gave no way.Poor Isabella knew not thenTo run, or there to stay."Stay now, stay, my little girl."The voice called out once more"Let me see that pretty face andTaste your every pore."
Player: Isabella Ran...

DM: A thousand Christmas ornamentsAdorned the market square,That shone beneath the golden sunAnd spread the season's flair. The stalls were filled with winter treats:With drinks all nice and hot,With wooden toys and gifts, all wrapped, Warm food, all freshly caught.But no one tended to the stallsOr bought the wares there shown.In Isabella's market dreamsShe dwelled there all alone. Right in the centre of the square,She found, now losing hope,A gleaming, marble pedestalThat held a snowy globe.Now curious again, she thoughtTo touch the novel thing,Though in her head, where fear remained,Some warning bells did ring.

Player: Christmas Market

Player: Isabella Screamed...
DM: "Leave me alone, you horrid thing!"The girl screamed loud and clear"I want to go to my own homeSo let me go, you hear!"The girl could swear that in the darkShe saw a savage mawThat held a hundred razor fangsAs drool ran down its jaw."My oh my, such disrespect youShow, to me, your king.Soon, you'll learn what punishment yourInsolence will bring."The little girl then tried to runAnd screamed a dreadful sound.But Isabella couldn't moveHer feet froze to the groundAround her blew a bitter windThat chilled her to her core..Before too long the girl would findThat she could scream no more.And all the while, she hear withinThat horrid frozen place,The laughter of the Winter KingThough never saw his face.But in the dark, and in the cold,Behind her she heard creepThe vile and horrifying beast.She started then to weep."Soon now, soon, you little one"She heard the gloating swine"Winter claims your feeble lifeAnd then you will be mine!"A bony hand clasped round her neckShe had no strength to partAnd in her soul, she felt a coldThat froze her beating heart.

Player: Continue...
DM: On Christmas Day we come againTo one familiar shackWhere icy winds the walls once moreWith bitter cold did wrack. A single holly wreath adornedIts crooked wooden doorAnd yet, a noble Christmas treeAdorned its earthen floor.There Isabella calmly layWithin her tiny room,But over her, stood mournfullyPoor Mom and Father Gloom.Her woeful name they often spoke,But Isabella never woke.

DM: You arrive in England, a country which took its name from the Angles, an ancient tribe that immigrated to the area from what is now Germany during the 5th and 6th centuries. The Angles were a warlike people who prized their martial arts, weapons, and armor. Some Anglo spears, shields, and helmets have survived to this day.You are determined to find Carmen Sandiego and rescue your friends. You scour every inch of the country for clues to Carmen's whereabouts."No, I have not seen this woman," replies the carpenter."Sorry, the person you are looking for isn't here," says the falconer.The train conductor says, "I haven't seen anyone carrying that around here." Your pursuit is temporarily frustrated. You try somewhere else.
Player: Northern Ireland (-10 HOURS)
DM: Northern Ireland is a country that resulted from the 1922 dividing of Ireland between the predominantly Protestant and British-influenced northern region and the rest of Ireland (the Republic of Ireland), which has historically been culturally independent of the United Kingdom and is predominantly Catholic. Northern Ireland is known for its murals, many of which depict political themes inspired by the country's recent prolonged civil war. Coined "The Troubles," violence erupted from 1966 to 1998 between various factional terrorist groups (some aiming to reunite Northern Ireland with the Republic of Ireland while others called for Northern Ireland to remain a part of the United Kingdom), the British military, and the Irish military. Since the fighting has ceased, new murals have become increasingly lighter-hearted, including themes such as pop culture and soccer.Time is of the essence, you think to yourself as you walk the streets of Northern Ireland. Precious hours tick away as you ask for information leading to Carmen Sandiego."No, I have not seen this person," says the cable guy.The maid answers, "I have never seen the person you are looking for."The mime looks at you quizzically, then shrugs.You have no luck in Northern Ireland. Where to next?

DM: Folia shows you to the edge of the large forest. "You sure you know your way back?" You ask nervously. "Of course! I know this forest like the back of my hand!" The back of her hand is covered by a half-fingered glove. She runs towards the edge of the cliff side and looks over. "Are you afraid of heights?"
Player: "No"
DM: "Then come here!" She cheerfully shouts . You run over to her and look over the edge of the cliffside. A silvery-purple lump caught your eye. You...

DM: Among the kiosk's rotten waresPoor Isabella hid,But outside, on the frozen squareShe heard the creature bid:"Did you think, you foolish girlYou could hide from me?That your foolish hiding placeI'm too blind to see?"A heavy step now slowly scratchedAnd scraped across the ice.It neared the girl with every crack,Determined and precise."Just go away, you horrid thing!"The girl screamed loud and clear"I want to go to my own homeNow let me go, you hear!"A bitter wind blew through the stallThat chilled her to her core.Before too long the girl would findThat she could scream no more."My oh my, such disrespect youShow, to me, your king.Soon, you'll learn what punishment yourInsolence will bring."The girl heard all the while, withinThat horrid, frozen place,The laughter of the Winter KingThough never saw his face."Soon now, soon, you little one"She heard the gloating swine"Winter claims your feeble lifeAnd then you will be mine!"Poor Isabella found that sheCould no more move a bone.Now weeping in the rotten stallShe felt so damn alone.And in the dark, and in the cold,Above her she heard creepThe vile and horrifying beast.That soon her life would reap.A bony hand clasped round her neckShe had no strength to partAnd in her soul, she felt a coldThat froze her beating heart.

DM: You spotted Rose and Gil early that morning in the halls, and they slapped your back in good praise."The party was great, right?""Well, not really. But it was alright, I guess," you said, shrugging. Rose and Gil grinned."Good. Let's hang out today, again? Gil's place."You shrugged."Sure."--You didn't have any classes with them, just lunch, so you had to pass your day mostly alone.It gave you time to think on some things.You had plenty of time to finish your project, for sure. You'd been working intermittently through your classes on it, and with it due on Thursday, you figured that two more days was plenty of time to finish. Yes, you could do it.But the odd part...you felt a lot like Hamlet.Your father had been killed only a few months ago, though not nearly as dramatically as Hamlet's, in a car crash. It had...sucked, immediately afterwards. It still sucked. How you functioned, well, that was a question you couldn't even answer.But, you were okay. You had to be okay. If you weren't, what was the point?Lunch rolled around, and Henry didn't even glance your way as you sat with Rose and Gil.At the end of the day, you went with Rose and Gil to Gil's house.
Player: Continue
DM: You got to your house, and your mom seemed ecstatic to see Rose and Gil. She gave you all cookies to take up to your room, and something about it seemed very off, especially once she took your friends to the side a moment while you brought the snacks upstairs.What could have been up?You all spent the day chilling, and you had to hope that you were acting fine, because your thoughts about your father had been weighing you down, and you really just wanted a minute to drop this facade of being okay. You just wanted some rest.It was getting harder and harder to pretend.At the end of the day, they went to their homes, talking quietly with your mother before leaving.You had a bad feeling.
Player: Next Day

DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You feel great, awake, and ready to write!How you feel about your muse right now: A muse, a muse, my kingdom for a muse!Current Time: 6:30 Your current options:
Player: Listen to Pandora
DM: Here we go. You can select a song you like and then let Pandora take it away. You didn't want to have to pay for a "subscription," but you got the demo version and somehow there was an error that lets you keep using it commercial-free. There's nothing quite like listening to good songs to get you writing more! You just have to avoid the temptation to rate every single song that shows up and to make new stations from different songs just because...

DM: Upon the church's rotten doorA sign was on display,That shouted loud in blood-red inkThat 'you must go away!'But Isabella heard the groansBehind her, coming near,Belonging to the Winter KingWho filled her heart with fear.She ran into the ruined churchAnd met with quite a sightThat chilled her to her very coreAnd filled her soul with fright:A hundred people gathered there,All frozen stiff with fear,With masks of grief and woe and frightAnd screams she could not hear. She lingered there, among the folkAll trapped, encased in ice.To tell the scene that she there sawNo words could here suffice.Forgetting briefly, for a while,The fright her dream her gave,She felt inclined to see the churchAnd wandered round the nave.Upon the altar lay a bookThat shone a golden hue.A nameless book with scarlet printShe wanted then to view.But she remembered then with hasteFor whom she did there hideAnd pondered then a better choice:To run away, outside.
Player: She ran away.
DM: Between the statues, frozen stiffThe little girl did runShe dared not look upon those folkFor fear it might her stun.Though when she came upon the door,That slightly stood ajar,She listened slowly for a signIf creature was afar.But she heard not its dreadful voiceNor heard its laboured groanAnd in that single, hopeful secShe thought she was alone.With spirits high, she ran outsideUnto the frozen streetAnd ran away, as swift she couldUpon her weary feet.
Player: Dead End

DM: Poor Isabella ran and ranUntil her feet were raw.But not too far behind her thenShe heard the monster caw:"Did you think, you foolish girlYou could hide from me?That your foolish hiding placesI'm too blind to see?"The desperate girl then dashed intoA narrow alleyway She slogged and floundered through the snowAnd sanctioned no delay.But then she came, to her dismay,Upon a soaring wallThat, tragically, now blocked her pathAnd caused her there to stall. Then through the narrow alleywayA blizzard picked up paceThat blinded Isabella's eyesAnd clawed across her face."Soon now, soon, you little one"She heard the gloating pine,"Winter claims your feeble lifeAnd then you will be mine!""Just go away, you horrid thing!"The girl screamed loud and clear"I want to go to my own homeSo let me go, you hear!"But still the blizzard raged alongAnd chilled her to her core.Before too long the girl would findThat she could scream no more."My oh my, such disrespect youShow, to me, your king.Soon, you'll learn what punishment yourInsolence will bring."The girl heard all the while, withinThat horrid, frozen place,The laughter of the Winter KingThough never saw his face.Poor Isabella found that sheCould no more move a bone.Now weeping in the alleywayShe felt so damn alone.And in her blindness, in the cold,Nearby her she heard creepThe vile and horrifying beast.That soon her life would reap.A bony hand clasped round her neckShe had no strength to partAnd in her soul, she felt a coldThat froze her beating heart.
Player: Cold Christmas Day

DM: You decide to go left. As you walk on, you suddenly trip and fell down. You look at the object that you trip on. It was a shield! You quickly take it for protection.
Player: Examine your shield
DM: You examine the shield and made these discoveries : There was a few dents and tiny scratches on the front.The shield was beautifully handcrafted.Nothing could break the shield, as it was so hard.Suddenly, three fireballs and one lightning ball came toward you. Uh oh, what now?

DM: The market square she hurried toFor here it all beganAnd in her mind she had made upA final desperate plan.Her feet slid on the cobblestonesAnd yet she did not fall.For all her heart was set to reachThe distant pedestal.A blizzard raged across the squareAnd hail reduced her sightYet in the dark, and in the coldThe snow globe still shone bright.But right behind her, she now heardThe dreadful creature's strideAnd as she ran between the stallsNow after her it cried:"Oh my little, little girlHow you think you're smart. Soon now, soon, you little ratI'll devour your heart."But Isabella did not stop,Nor turn her head in fearDespite the bitter, raging stormHer goal was shining clear.She nearly reached the snowy globeThat she had come to find.The pedestal was within reachBut then her eyes turned blind.Poor Isabella could not see,For shadows had her trapped,And icy cold whirled round her frameAround her skin it wrapped.Within the dark, she heard the laughAnd felt the putrid breathFrom her tormentor's noxious mouth.It frightened her to death."Here we are at last my childNow there's no way outI'll discover how you tasteThere'll be little doubt."The little girl then tried to runAnd screamed a dreadful sound.But Isabella couldn't moveHer feet froze to the ground"Soon now, soon, you little one"She heard the gloating swine"Winter claims your feeble lifeAnd then you will be mine!"Before too long the girl would findThat she could scream no more.And plans of desperate escapeHer mind no longer bore.
Player: Isabella gave up.
DM: The shadows and the icy windsNow chilled her to her core.And all the while, the little girlCould barely think no more. Within the darkened winter night,Upon her weary feet,The little girl had given up,Her body lost its heat.The Winter King had won his game,Of that she had no doubt,As on the square, his icy laughTriumphantly rung out.A bony hand then clasped her neckShe had no strength to partAnd in her soul, she felt a coldThat froze her beating heart.

DM: Your grades are spectacular. When you are not studying science and computer programming you are very active playing Dungeons and Dragons.One day your friend Ron gives you this liquid. He tells you he made it in science class and that it is supposed to give you a super boner.You are tempted to try some.
Player: Pour some in your chemistry professors coffee
DM: You and your friends think what you did is pretty funny.The Teacher even goes home early, but a week later you learned that your teacher committed suicide.The rumor around school is that he had a medical problem and that he had to have his dink cut off.You have the feeling that you dodged a bullet by not drinking that stuff.Should you turn yourself over to the law for the prank you pulled or focus on schooling and good grades.
Player: Go to prison
DM: Well this sucks. You are in a rough place and your cellmate is named "Bubba."What are you going to do now?
Player: Be a lone wolf and pound anyone who looks at you funny
DM: Well you have no reputation, so how do you want to start one?
Player: Stab a gang leader with a shiv
DM: Well you try and stab the first gang leader you see.A man named Cheddar leads a gang called the Cheetahs.Only your attempt failed and Cheddar shoves a shiv of his own through your eye socket and into your brain.This was a very half baked idea. You die here.The End

DM: You decided to talk to Olivia, heading over to her group of friends, who grinned and left you with her."What's up?" she said with a smile.
Player: Serious talk with Olivia
DM: You and Olivia had some real talk, discussing college and school, and careers. She told you she wanted to be stay-at-home mom, and she hoped you wouldn't judge, which you replied that you didn't. You said it was a humble job, and showed her character well. Showed she had a big heart.She gave you a sheepish grin. She looked so pretty...
Player: Kiss her
DM: You leaned in and pressed your lips to hers for a moment, pulling back quickly. It was a very random urge, and you were quickly questioning why the hell you decided to that, and since when did you follow instinct? Your instinct wasn't worth a dime.You stuttered out an apology and you very quickly left.Whoops.
DM: Your mom was already asleep, so you went up to your room. You weren't too tired.
Player: Turn on TV
DM: You turn on the TV.More Friends re-runs.

DM: A feast was held upon the squareIn honour of the childWho drove away the Winter KingAnd Isabella smiled.A thousand Christmas ornamentsAgain adorned the square,That shone beneath the golden sunAnd spread the season's flair.Though winter lay upon the townIt's temper now was mild.The seasons magic beauty notNot Winter King defiled.And all the town would, at the timeIts Christmas spirit lift.Each person brought, before the girlA grateful, festive gift.The little girl was overwhelmedThe line went on so longBut at the end, a burly manCame last behind the throng.He wore a jolly, scarlet suitHer deeds he did rejoiceBut Isabella, when he spokeCould recognise the voice. "You were that voice within my head!"She cried out in surprise"That roused me when the Winter KingHad caught me in his ice!""Ahohoho", he laughed a laughHe heartily released."Let us not dwell upon the pastNow come, enjoy your feast."Enjoy, she did, the little girl,Who felt just like a queen.Such bountiful, abundant foodHad she not ever seen.But when the feast was winding downThe burly man returnedAnd gave her one, concluding giftThat she had sorely earned."You are forever welcome here"The kindly man then spoke"But now, my dearest, little girlI think it's time you woke."
Player: Epilogue
DM: On Christmas Day we come againTo one familiar shackWhere fluffy snow the walls once moreIn winter's pomp did deck.A single holly wreath adornedIts crooked wooden doorAnd yet, a noble Christmas treeAdorned its earthen floor.There Isabella calmly sleptWithin her tiny room,But over her, stood cheerfullyHer Mom and Father Gloom.Then when she woke, they spoke to herA hearty seaon's wishAnd on the table stood for herA meager Christmas dish.And though no gifts lay by the treeShe loved the warmth of family.

DM: What stage of the Demographic Transition Model is South Africa in?
Player: Stage 2.
DM: While traveling in South Africa, you come across a gold mine. Deciding to explore, you bump into a poor mine worker who tells you that he can sneak you some gold for only 15 G per troy ounce (in exchange for one of your extra chicken pot pies, which he needs to feed his family), but warns you that his supervisors may be patrolling and catch him, in which case you would both go to jail. However, if you don't want to risk the penalty, you can still buy gold at the official price of 45 G dirhams per troy ounce. What do you choose? Your interest in geology, as well as mining conditions, would increase your knowledge meter drastically if you got your hands on some of that gold...
Player: Sneak in some gold!
DM: Thankfully, you don't get caught...

DM: Nice!
Player: Click this for a surprise!
DM: It's your last chance to raise your ethics: by building wells in South Africa. Do you choose to do this? It will cost you 10 G for the hotel...
Player: Sure!
DM: You've completed your challenge-- and under 80 days, at that. Well done! :D

DM: Alright! You picked a name and appearance, now pick your family!
Player: Emma-9 Jones-11 Alex-43 Luke-45
DM: Emma and Jones are the sweetest people ever. Even sweeter than your parents. This family looks great!
Player: Now what about the house
DM: Choose a house. Any house. Just make sure it can fit five people!
Player: Pink, two story, white inside.
DM: People really look at your house. You sleep with your sister downstairs, next to the kitchen. Your parents sleep on the other side of the kitchen. Your brother sleeps upstairs and has his own bathroom. You have an empty room right next to you. Great for playing in!

DM: Everything is going according to plan. Your contact, one Sergei Tartakovsky of the FSB, has given you exactly what you need to make it into the USSR. All you need is to cross the city and meet him. You hear the sound of insane ape rage in the second floor apartment as they tear it apart, no doubt looking for you. You step out into the street, forcing a motorcyclist to stop. "What the fuck, man?" he yells. Shaking, you point the gun at his chest. "Get the fuck off!" You order him off the bike, then get on. As he watches you steal his ride, you thrust the gun at him to dissuade him from coming near. "Fuck you, asshole!" he says. "That's fair," you mutter to yourself as you punch it.As you drive dangerously through the market district, whipping past pedestrians and vendors at breakneck speed, the back of your neck starts to tingle. You heed your well-developed sixth sense and take an abrupt right turn, and the ground behind you explodes beneath a hail of well-aimed machine gun fire. As you turn for a split second, you notice a black drone in hot pursuit. Its lack of markings tells you that it isn't a cop, and it doesn't take a genius to puzzle out the rest. The spooks are trying to wipe you off the map with a drone, and they don't care how many people they waste in the process. Its cannons glow red hot as they begin to cycle up for another barrage. You have seconds to act.
Player: LEAP FROM THE MOTORCYCLE AND DUCK FOR COVER
DM: You slam the breaks and leap off, as best you can. Sometime between you slamming the brakes and your meeting with the pavement, you realize you've made a mistake. You bounce off the concrete, shattering every bone in your body. As you lay there, broken, the drone slows down and hovers over to you. It hangs in the air, almost mockingly. You groan as life leaves your body. Not fast enough for the spooks, however, as it blasts you until all that remains is a red-stained crater in the concrete.

DM: Oh no, Teddy's stuffing is coming out...
Player: Toy kitty
DM: Oh no, the kitty's ears are chewed up... What next?
Player: Barbie
DM: Oh dear... Barbie doesn't have a head anymore.
Player: Teddy

DM: You jump onto the podium and in one swing, knock the Creator to the floor. Your fist smashes against the creator's metal environment suit, probably breaking a bone or two, but it's worth it to see the Creator fall back onto the floor. After that, you charge out of the room.
DM: You look around. There's the Brain Bug Vehicles, the Probiscan Stages, a veiled off section that looks secretive, the Moogli Unification area, the Mundar Parade Grounds and the Creator Auditorium.
Player: Go to the Brain Bug Vehicles
DM: You walk over to the Brain Bug Vehicles. The large grey slug-creatures crawl around their vehicles, repairing and adding other bits. You walk up to the Slug working on a massive treaded artillery piece with a cockpit. The Slug looks at you, and quickly crawls inside the vehicle and activates it. You take a step back, and a voice comes from the vehicle."Hello. Apologies, I did not mean to frighten you. I was not attempting to prepare my vehicle to attack, I was trying to access my translator.""It's alright. This is yours?""Yes. This is my pride and joy.""Why does your species favor making such massive, unique machines?""My species was originally a parasite on larger creatures. We have always favored manipulating larger forms, and of course, my species require machines to do most anything. Of course, there's another reason. We are blank, plain, grey blobs to the universe. We express ourselves through these machines. This is our art. This piece shows my work and who I am.""Is there a reason you favor war machines?""Our vehicles are also capable of many other functions. Mine is able to seed and harvest crops, drill for oil and, of course, act as an artillery piece to fight invaders. Why is it's main function as a weapon, you ask? Without the vehicle we'd have no way of defending ourselves. Perhaps it's overly militeristic."
Player: "The Alliance is manipulating you to make war-machines."

DM: Arbore then teaches you how to free climb much faster through controlling your thoughts, imagining you're as light as a feather. He also shows you the methods of self-belayed climbing with a doubled rope system, Single rope technique, and lead climbing. By the end of the day, You are a much better tree-climber. Though still not nearly as good as Arbore or Folia, you are proud of yourself for being able to climb a 60 ft tree in under 10 minutes! You and Arbore then walk back to camp, the day well spent.
Player: >
DM: Today, you...
Player: Spend the day with Mundus
DM: You decide to spend the day with Mundus. Mundus usually does work in the morning, like collecting firewood or hunting for food. In the afternoon, he trains with his Gladius sword.
Player: Wait until afternoon
DM: You lay down on a log and watch the clouds, waiting. Most of the men in your gang give you disapproving glances, except for Arbore, who pretends to trip over you (multiple times, [hint hint]). Folia pokes you repetitively for ten minutes straight, until she finally gives up and starts chasing a squirrel up a tree. After a long, boring few hours you sit up and briefly look at the sun. Based on the sun's position, you realize it is a little past midday.
Player: Afternoon
DM: You make your way over to a clearing where Mundus is striking a training dummy with his beloved sword. A few days ago, the group blacksmith named Magnus fashioned up a sturdy silver sword for Mundus, as well as a set of black twin dao swords for you to fight with. "Mundus" you call to him. Mundus looks up at you just as he's about to slice the top clean off the dummy, and ends up falling over it onto his back. "Nice focus." You help him back to his feet. "Like you can do any better" He challenges. "Betcha I can"
Player: "Just Kidding"

DM: "Hi," you say. "Hi!" BeBe replies. "Very good!" you say. "Hi!" BeBe says again. "Hi! Hi! Hi! Hi hi hi hi hi!" BeBe crawls over to your room. "No!" you say. BeBe turns back to you and says, "Hi! Hi bye!" She crawls into your room and out the window. Your glad that's over with.
Player: Go to room
DM: The things you find inside really surprise you: a person, wings, a tail and a wand.

DM: "I know you've encountered them" snarls Fett "You're wasting my time with your games." Drawing his weapon, the bounty hunter aims...
Player: Tell him nothing
DM: Boba Fett's fuse is out. One shot seals the fate of the Modal Nodes - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - Go Back and try again or leave a comment I suggest trying again so you know the whole story

DM: You flinch as you hand the briefcase off, almost as if you expect to be dismembered at any moment. Much to your gratitude, your limbs remain attached. "You seriously shouldn't have handed this off," she says as you hand it off. "This thing is worth a fortune." You shrug. "Is it too late to take it back?" you ask, jokingly. "Yeah, I would kill you." "I see." As soon as you say those words, the assassin vanishes from sight. You watch her footprints on the tiles: three immaculate boot-prints in the blood and bathwater, before vanishing completely. You sigh. Your mealticket may be gone, but your chances of survival have gone way up with that briefcase gone.
Player: MONTHS PASS
DM: You're sitting in a dingy motel room. You're bored to tears. You managed to get out of the country with new papers by spending the last of your cash, but you're flat broke now. As you contemplate your next move, your concentration is interrupted by your neighbour vigorously making love to a ladyboy next door. You smoke your last cigarette and flick through your hand terminal. As you take the last drag, you're startled from your reverie. It's a transfer from an anonymous account. You try to follow the digital trail, but hit a blank wall. You have just received a massive deposit of cryptocurrency. You quickly call up a conversion chart, and realize that your assets now total in the hundreds of millions. You laugh hysterically at your good fortune, and keep laughing until you can laugh no longer. YOU HAVE RECEIVED A FAT STACK OF CASH.

DM: Finally back on the ground and your adrenaline is still going, while my legs resemble that of a 90 year old woman trying to walk. But we did it! We conquered skydiving and the night is still young. What do you want to do now?
Player: How about we just watch a movie?
DM: One of my favorite choices! Attempts at watching a movie naked without any fooling around. I'm glad you picked this. We still have yet to watch "13 Going on 30", so that is still our Go-To.You turn on the movie and tinker with the picture and sound for the first 10 minutes until the movie begins.
Player: Let the show begin!
DM: We're about 20 minutes into the movie but I don't think you realized that even though I want to scratch this off our list, I'm also okay with attempting this more than once (And I've seen the movie a few times)You're in trouble boy but let us see how you do :)

DM: Taylor tells you that he's stolen two maps, one of the area outside and one of the jail compound.
Player: Water.
DM: Taylor tells you he's been keeping all his juice bottles from the last few weeks and he has filled them with lots of water to carry with you.
Player: Maps
Player: Okay, that should be about it.
DM: Okay, you and Taylor seem to have just about everything. You go to sleep and try not to dream too much about what bad things could possibly happen tomorrow.

DM: You arrive at the airport in Wales. The country of Wales (no relation to the aquatic mammal) takes its name from the old Germanic word Waelisc, referring to foreigners who had been "Romanised." Wales was part of the ancient Roman Empire before it was colonized by migrant Germanic tribes, whose culture has remained in Wales to this day.Wales is a popular destination for foreign tourists, who visit Wales for its picturesque landscapes and unique culture. Wales is the only country where Welsh is spoken and has its own customs and music as well. The Welsh call their own country "Cymru." Wales is also a source of internationally famous singers and actors, including Tom Jones, Charlotte Church, and Catherine Zeta-Jones.As you walk through the bustling airport, you see the usual concession stands, bathrooms, waiting areas, and chauffeurs holding signs for arriving passengers.One sign reads, "Welcome to Wales, Cecil Richards."Another says, "Walt James- the meeting has been moved to 2:15 PM."The last one reads, "From Carmen Sandiego: You have not failed me. Keep it up. Good luck finding me in Brazil!"Argh! That dastardly diva has stayed one step ahead of you once again. You can't wait to catch Carmen and wipe that arrogant smirk off her face. Where do you go now?
Player: Talk to the airport shopkeeper (-6 HOURS)
DM: You visit a small duty-free store located inside the airport."Yes, I remember her," the shopkeeper says. "She asked me if I had ever been to the city whose name means River of January in Portuguese. I told her I did not know what she meant. Then she walked away without buying anything."You thank him for his time. You even feel guilty and purchase a Kit-Kat bar as a show of your gratitude.It's delicious.
Player: Interview the airport security guard (-4 HOURS)
DM: You walk up to the uniformed airport security guard standing at attention next to the exit. You ask him if he has seen Carmen Sandiego."I heard the person you are looking for say she was planning to march in the best-known Carnival parade in Brazil," the security guard says.You thank him for his help.He goes back to observing his post.

DM: "Understood, Sir."The Pirates quickly leave the area, taking the precious water with them."Honesty's a good quality, Sir." The Captain asked.
DM: The Planet of Eden-12 is a massive hub of life and nature. The planet has been declared a nature reserve by the Coalition. The planet holds groves of exotic plant life, herds of exotic alien beasts, packs of roaming Walkers, forests of Life Trees and a huge number of other species. The planet is notable for the Moi, a species of blind whales that inhabit Eden-12's massive oceans that have been studied to be incredibly intelligent, possibly close to the intelligence of sentient species like Humans and Probiscans, though they've been quite elusive to studying teams. Humans have even began introducing species of Earth-origins onto Eden-12 that don't interfere with the natural species. The planet has recently been disturbed by a large group of Garavan hunters who hunt down and poach animals to sell and eat. They've been hunting massive amounts of native species, including using depth charges and harpoons to kill massive amounts of Moi. The Coalition Public is appalled by this and many depend military action against the Garavan Poachers. As the planet has little strategic value and is little intrinsic value, protecting the planet would be more of a move to influence voting and gain popularity for the re-election, though this would damage the Coalition's relationship with the Garavan.
Player: Use nuclear warheads against the poachers
DM: You decide, in what some would call an incredibly stupid idea, to nuke the poachers. The Ares Frigate fires several nukes from orbit, completely obliterating the poachers. Unfortunately, this has a catastrophic effect on the environment, killing thousands of species and rendering the environment uninhabitable, greatly damaging your political campaign.

DM: AotT is a Roguelike game, means it is different every time you play it and death is permanent. You will face countless challenges in your adventure to conquer the Tower and you will have to rely on both, you luck and your wits, to overcome them. It is advised that you check the How to Play section if you have never played it before. Otherwise, you may just start the game. Good Luck!Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: Secret Codes!
DM: Enter the secret codes to unlock secret things. You may find these codes while playing the game, or beating the game or you can just ask me. :)Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: 4
DM: Enter the second digit!Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: 6
DM: Enter the third one!Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: 2
DM: You have unlocked...Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: Nothing!
DM: Sorry, but you entered the wrong code. You can find the codes ingame or just ask me. :)Life Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0

Player: 5

DM: Oh dear! Bunny's leg came off.
Player: Bunny
Player: I'm bored with toys
DM: There's lots of exciting things to do in Luna's messy bedroom! What do you do?
Player: You chew up one of Luna's toys
DM: You have a choice of toys to choose from...

DM: Before starting the game you must create your character. Please select your race and class. Each race and class gives you different bonuses which are mentioned below.Choose Race:Human: + 3 to Weapon, + 10 CoinsDwarf: + 4 to Weapon, + 20 Coins, - 1 ArmourElf: + 30 Experience, + 2 ArmourSpirit: + 3 ArmourOrc: + 3 Weapon, + 1 ArmourLife Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 1 / 10Gold Coins: 0Experience: 0
Player: Dwarf
DM: Now you must choose your class. There is no restriction on any combination of class and race so you are free to create a spell-wielding dwarf or a sword-slashing spirit!Choose Class:Warrior: + 2 WeaponRanger: + 1 ArmourWizard: + 30 ExperiencePaladin: + 1 Weapon, + 15 ExperienceThief: + 10 GoldLich: + 2 Armour, - 1 WeaponLife Points: 50 / 50Weapon Strength: 6 / 20Defence Value: 0 / 10Gold Coins: 20Experience: 0

Player: 5
Player: 6
Player: Introduction

Player: 6
Player: 6

Player: 2
Player: 1

Player: 2
Player: 4

Player: 1
Player: 2
Player: Start!
Player: Human

Player: 6
Player: 4
Player: 3
Player: How to Play!

DM: Now you must choose your class. There is no restriction on any combination of class and race so you are free to create a spell-wielding dwarf or a sword-slashing spirit!Choose Class:Warrior: + 2 WeaponRanger: + 1 ArmourWizard: + 30 ExperiencePaladin: + 1 Weapon, + 15 ExperienceThief: + 10 GoldLich: + 2 Armour, - 1 WeaponLife Points: 50 / 50Weapon Strength: 5 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Lich
DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 4 / 20Defence Value: 3 / 10Gold Coins: 10Experience: 0
Player: Male
DM: In the frigid kingdom of Elnar... The bones of the Elder Dragon melt into ashes... With the passage of time they find their way into the ruins of the Tower... Awakening it... Stronger than ever...mocking the world, waiting for a new challenger.... The resurrection of the tower brought chaos upon the land. Drought, Tsunamis, Plagues, were only the beginning. What came after was even worse. The monsters of the tower killed and destroyed everything in their way. They turned peaceful kingdoms into bloodshed grounds. Death and disease ran rampart. It was for that reason, many champions tried to defeat the tower. But no one ever succeeded. The Fallen, the first one to beat the Tower, was long dead. And no one as of now had the might to replace him. Your journey with the merchant caravan comes to a halt due to snowfall. Shivering, you get your bag and continue alone because they were not ready to journey in this weather. With every step you take, your feet become heavier, your vision becomes foggy... The night sky turns to dawn when you reach the Tower. The Tower, a magnificent structure indeed, rising as far in the misty sky as your eyes can see. You stand before the door, giving a final check to your equipment. Even from the outside, you can feel the dark magic that looms within. Will you conquer the Tower? Or will you perish, just like everyone else?Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Begin...

Player: Warrior
DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0

DM: Now you must choose your class. There is no restriction on any combination of class and race so you are free to create a spell-wielding dwarf or a sword-slashing spirit!Choose Class:Warrior: + 2 WeaponRanger: + 1 ArmourWizard: + 30 ExperiencePaladin: + 1 Weapon, + 15 ExperienceThief: + 10 GoldLich: + 2 Armour, - 1 WeaponLife Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 3 / 10Gold Coins: 0Experience: 30

DM: Now you must choose your class. There is no restriction on any combination of class and race so you are free to create a spell-wielding dwarf or a sword-slashing spirit!Choose Class:Warrior: + 2 WeaponRanger: + 1 ArmourWizard: + 30 ExperiencePaladin: + 1 Weapon, + 15 ExperienceThief: + 10 GoldLich: + 2 Armour, - 1 WeaponLife Points: 50 / 50Weapon Strength: 2 / 20Defence Value: 4 / 10Gold Coins: 0Experience: 0
Player: Paladin
DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 6 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 15

DM: Now you must choose your class. There is no restriction on any combination of class and race so you are free to create a spell-wielding dwarf or a sword-slashing spirit!Choose Class:Warrior: + 2 WeaponRanger: + 1 ArmourWizard: + 30 ExperiencePaladin: + 1 Weapon, + 15 ExperienceThief: + 10 GoldLich: + 2 Armour, - 1 WeaponLife Points: 50 / 50Weapon Strength: 5 / 20Defence Value: 2 / 10Gold Coins: 0Experience: 0

Player: 2

Player: 1

Player: 6

Player: 3

Player: 5

Player: 2

DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 5 / 20Defence Value: 2 / 10Gold Coins: 10Experience: 0
Player: Female

DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 5 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 30

DM: Finally, choose your gender:Life Points: 50 / 50Weapon Strength: 5 / 20Defence Value: 1 / 10Gold Coins: 20Experience: 0

Player: 4
Player: 6
Player: 1

DM: You ascend the stairs, leaving the death cold winds of Elnar behind...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0

DM: The crumbling walls of the tower whisper into you ears. They warn you, tell you to return, but you keep moving...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Bat!
DM: A bat swoops down, its claws aiming for your throat...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Fight!

DM: You are in a combat! You may cast any spell now if you have them! Attck to begin combat! Enemy Stats: Name: Bat, Attack: 8, Life: 5Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Attack!
DM: You let out a warcry as you attack!Attack Summary:Agressive Attack - Do and take more damage than normal!Normal Attack - Do and take normal damage!Defensive Attack - Do and take less damage than normal!Enemy Stats: Name: Bat, Attack: 8, Life: 5Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Defensive Attack
DM: You damage the Bat for 3 points! The Bat now has 2 Life Points remaining!Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0

Player: Defend!
DM: The Bat attacks you! You take 0 points of damage! You have 50 life remaining!Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Victory!
DM: Cut in half, the bat falls down, dead!Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0

Player: Normal Attack
DM: You damage the Bat for 7 points! The Bat now has 0 Life Points remaining!Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0

DM: You damage the Bat for 11 points! The Bat now has 0 Life Points remaining!Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 10Experience: 0
Player: Advance!
DM: You have cleared the floor...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 15Experience: 4

Player: Continue!
DM: The crumbling walls of the tower whisper into you ears. They warn you, tell you to return, but you keep moving...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 15Experience: 4
Player: Wolf!
DM: You hear a howl. It is a wolf...Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 15Experience: 4

DM: You are in a combat! You may cast any spell now if you have them! Attck to begin combat! Enemy Stats: Name: Wolf, Attack: 8, Life: 10Life Points: 50 / 50Weapon Strength: 7 / 20Defence Value: 1 / 10Gold Coins: 15Experience: 4
Player: Agressive Attack

DM: Welcome to Die Zombie! Die! Pt II. You don't have to input the code from the end of the first game, it just said that to make you play it. This story is a lot better than the first installment, as I have used player feedback to improve it, hopefully making it more enjoyable than the first installment.Enjoy, and tell me what I could do to make it better... nicely please.
Player: Begin
DM: Lt Martin Ojel's Memorial Penetentary for the Criminally Insane. This is where you live at the moment. As far as you're concerned, you're not insane.Cell No. 26. That's the name of your high security prison cell. But don't worry, jail life isn't that bad after the first 6 months.You've been on your best behaviour.You haven't tried to escape. This is probably because you are in the middle of the desert and there is nowhere to go. Even if there was somewhere you could go to, there are guards everywhere, and eight sniper towers around the compound. But today's your lucky day. The warden's decided that because of your good behaviour, you are allowed to have a TV in your cell. Isn't that great? You've probably got some TV storylines you'd like to catch up on.

Player: Turn on the TV.
DM: Hmmm... not much good shows on at the moment. Maybe there's something on the news.
Player: Watch the news.
DM: There is something on the news alright. There are people running. And there are people chasing them. But you can tell that these aren't just people. Not even people with leprosy going around and asking for money. They are zombies.
Player: Zzzzz.....
DM: You don't exactly sleep well that night. All you can think about is the huge army of zombies spreading around the country. Soon they would take over.The next day,you don't really want to get out of bed. It's not a very comfortable bed. But then again neither is going outside. All the people in this nuthouse are either ranting drug addicts or psychopathic murderers. You could maybe watch the TV though.

Player: Gather your strength and go outside.
DM: Outside you see all the inmates on two seperate sides a fence running down the middle of the yard. On one side all the inmates in straight jackets walk around clumsily, occasionally shouting insane stuff like 'down with rice crispies! They're EVIILLL!!!' and 'the apocalypse is coming, the time of purification is at hand.' You've gotta agree with that guy on the apocalypse part, but whether or not it will bring purification is another issue altogether.Suddenly some freak guy comes up to you and asks you if you're 'that guy that saw the zombies come out of the ground.'

Player: Watch the television.
DM: On the TV there's two people talking in a news room. One girl and one guy.The girl: There are numerous reports of more brutal attacks in the East section of the country. Citizens have been given breath masks and told to evacuate immediately. Armed forces have come in to eliminate the threat, and set up decontamination facillities in case of any threat of civillian infection.After a bit of LIVE camera footage(which is very short, probably due to the fact that the unfortunate camera man gets his head whacked off after twenty seconds), the guy starts talking.Guy:..it is now believed that the infection is spread to victims after being bitten by an infected person, or even just being scratched. If someone you know has been bitten or scratched by an infected person, isolate the vicim and stay away.You hear staff calling over the loudspeakers that all inmates are to go outside.
Player: ...better do what they says...
Player: You say yes.

Player: You tell the little punk that he should mind his own business.
DM: You tell the little punk that he should mind his own business.Suddenly his eyes go all weird and he bares his teeth. The scrawny little dude picks you up by the throat. "What did you say to me?!" Yeah, punk what'd you say?
Player: "HA! I'm not afraid of you! Take your best shot!"
DM: The guy does take his best shot. It hurts. A lot. You wake up in the infirmary two days later.Well, you probably don't understand, but that little guy was your one chance in this story of escaping prison. You don't necessarily lose (although you lose a few teeth), but you don't really win either. Maybe you should play through this game again and see if you can get a better ending.

Player: You completely ignore him altogether. This is a place for the 'criminally insane,' remember?
DM: Hey, look dude, give the guy a break. You've been deemed as criminally insane too. Who knows, maybe the little guy will actually have something useful to say.

DM: The guy smiles. "Really? Great! I'm in here for paranormal illusions too. I was flying my jet bomber over a base in the Middle East and got abducted by an alien space craft. Then I went back there and bombed it, in case they did it again. Then I got sent here for attacking an 'unarmed' American research centre. But guess what? I've got a way to get out of here.
Player: Keep listening...
DM: Taylor tells you that the warden is executing an evacuation tomorrow, as there are reports of infected zombie freaks coming towards our area. All staff, personel and prisoners are being evacuated in buses. All we have to do is try and get off somehow. Without getting killed, of course.After a few minutes the warden appears at the top of a close building. She announces that the evacuation will take place at 11 am tomorrow.It's 9 am now. you have 26 hours to prepare.

Player: "Ummm... I said yes, of course I am..."
Player: Preparations
DM: Tell Taylor what you think they should prepare first.

Player: Okay, I'll listen to him...

Player: Food
DM: Taylor tells you that he just got off kitchen duty and he's got plenty of food.

Player: Weapons
DM: Taylor asks you what you've got in your cell. You tell him that you've got a toothbrush, a TV, a plastic cup and... well... that's about it. Taylor says he can make some weapons from them. Not very good weapons but still weapons none the less. Here's what he gets: an electrical cord from your TV, a SHARPENED toothbrush and a cup (not much of a weapon at all really, but you still take it)
Player: Steak

Player: Okay, that should be about it
Player: Zzzzz
DM: The next day one of the guards gives a role call. You and Taylor both answer your names. Then they start rounding you onto the buses.You ask quietly ask Taylor why you are both handcuffed and haven't really started to escape yet."Don't worry," Taylor tells you. "I know what I'm doing."

Player: Get on the bus.
DM: You get on the bus. You and Taylor are seated at the front, making it very hard to talk about escape without attracting the attention of the guard at the front. About five minutes after the bus starts driving away, Taylor gets a weird look on his face, like he's constipated or something. You look down and see that the chains on his feet have broken.In one swift motion, Taylor stands up, goes to the driver and pull his handcuffs around his throat, pulls him off the chair and lies on the floor of the bus with the driver on top of his body, unconscious. The guard is obviously unable to shoot, or he might kill the driver. Wait a sec, if the driver's on the floor, then...

Player: Sharpened Toothbrush

Player: Sandwiches

Player: You try to run away
DM: You try to run away, but a guard hits you back with his gun. It's awfully hard to run when your hands and feet are handcuffed together. You better just go on the bus, and hope Taylor knows what he's doing.

Player: Get on the bus

Player: Uh-oh...
DM: The prison bus zooms off the road and flies into a convieniently located ditch. The armed guard, being the only one standing up, flies into a window and is knocked out cold. Taylor stands up, holding the keys he took from the driver's pocket. He somehow manuevers them into his handcuffs and unlocks them. Then he lets you free.Well, now what? You should probably take care of the guard first.

Player: Go look at the guard
DM: You look at the guard. What should you do with him? Throw him off the bus, tie him up, or take some of his stuff?
Player: Shoot him!
DM: You're a hardcore criminal aren't you? Go on, use your shotgun then.
Player: Take his gun (and any other stuff he may have) THEN shoot him.
DM: Here's what you find.
Player: Do something else
Player: Take his stuff.
Player: Shotgun

Player: Tie him up with the driver
DM: You tie him up to the driver. You can keep them as hostages for now.
Player: Prison Guard

DM: You throw the guard off the bus. Now to take care of the driver.
Player: Throw the driver off the bus
DM: You throw the driver off the bus."Now," says Taylor, "what about the prisoners?"
Player: Kick em off the bus.
DM: Wow, you're really mean."Okay," says Taylor, "let's go."
Player: Drive away the bus.
DM: You and Taylor drive away the bus.

Player: Prison Bus Driver

DM: I SAID DON'T click here! Click the gun!
Player: Previous Page
Player: Click on your shotgun to kill him (don't click here though)

Player: Free them, and kick em off the bus.
DM: You free them, then kick them off the bus. Taylor gives them a map for the nearest bus stop."Well," says Taylor, "thats about everything. Let's go."

DM: What about the prisoners?
Player: See if any can help you
DM: One prisoner steps forward. He says his name is Jason. "It's okay," says Taylor, "I know this guy. He comes from the cell next to mine. We can trust him." You knod. If Taylor trusts him he should be okay. Besides, you like his name. Jason gets the other prisoners off, wishes them luck and gives them a map.

Player: Prison Guard Uniform

Player: Now what about the prisoners?

Player: You drive away the bus.

Player: I need to pee...
DM: As you and Taylor drive away, you start to get that uncomfortable feeling that you need to pee. There's a gas station nearby, but unless you have a change of clothes, you'd be better off going outside in the bushes.So, change your clothes and go in, or pee in the bushes? Unless of course you've got a cup with you?
Player: Okay, I'll go in the bushes.
DM: Ooohh..... bad choice. Since you are in the middle of the desert, a poisonous desert snake strikes out from it's shady bush hiding place and bites you in the- well, if you're a guy... then yeah, it bites you there, but the point is that it bites you and you die.

Player: "Okay Taylor let's go."
DM: You, Taylor, and Jason drive away the bus.

DM: You free the prisoners and kick them off the bus. Taylor gives them a map so they don't get lost in the desert.

Player: Hey guys, I need to pee.
DM: You tell Taylor and Jason that you gotta pee. There's a gas station coming up, and Taylor says that he's gotta pee too, but unless you have a change of clothes, you'll have to go in the bushes.
Player: Okay Jason, me and Taylor will go in the bushes.

DM: You got into a rage and bit it! Well, that was fun.
DM: You are on the beanbag. What do you do?
Player: You rampage on it and make it a nest
DM: You rampage on the beanbag, tossing and turning and squashing it down. At last, it is to your liking. What will you do next?
Player: You bite it
Player: You get off the beanbag
DM: You stand in the middle of the living room. What next?
Player: You go onto the beanbag
DM: This is your little doggie nest, and you love it. What will you do on it?

DM: "Good he says." he turns around to the thing, and to your surprise he hugs him. "Matt, your okay." The things (Matt) eyes brighten. "Jacob it's you." Matt says cheerfully. Jacob turns around and waves at you to follow him.
Player: Follow Jacob
DM: On your walk through the hall, Jacob explains how he got in. He says he had to kill a guard or two use the identification key, and he was in. "But why did you come?" Matt asked. "To save you," Jacob say, "By the way, what the hell happened to you?" Matt explains and Jacobs eyes go dark. "So we are going to find him and kill him..." Jacob says. Matt nods. "Uh, actually we can't kill him." You chirp in. Jacob turns around angrily. "And whys that?" he asked, clearly threatening you. Matt comes to your side."He doesn't know who he is, but the doctor does." Jacob excepts this. "Okay so we'll torture him, make him tell you your name then we kill him."
Player: Okay
DM: "Good." Jacob says and you continue walking forward. Matt leads you to 3 doors. He says one will take you the long way to the doctor. One leads to a tunnel, a short cut. One leads to the executioners room. A man with an ax for a hand resides in that room. He will certainly kill you on sight. Which door do you go through?

DM: It is the 11th of June 323 B.C. It is very hot. You are standing amongst a great group of sweating generals, officers and soldiers in the palace of Nebukadnezzar in Babylon. Well, not exactly in the middle of the group but luckily behind a large curtain or tapestry. In the middle of the fairly large and nicely decorated room is a bed upon which a young and very pale-looking young man is laying. It is obvious that he is very ill. Dark shadows can be seen under his eyes, his long hair is soaked and he is breathing only slightly. Servants are waving fans made of feathers in order to free the ill of the oppressive heat. Every now and then, a young woman with a dark eastern complexion, is wiping off the sweat from his brow with a cooled cloth. The dying man doesn't even notice. This man is Alexander the Great from Macedon, 32 years old, and only minutes from his death. In less than 10 years this legendary Greek has conquered the largest Empire ever seen up to then: From the Hellepont until the borders of India. Upon his death his Empire would fall apart under the bitter rivalries between his many loyal officers and generals also known as Diadochi (Successors). These wars would continue off and on until 275 B.C. Now dear contestant...who of the following is NOT considered to be one of the Diadochi?
Player: Alcibiades
DM: You are completely right! Although a Greek, Alcibiades was NOT a Diadochi and also would not be involved in the Wars of Alexander's successors because he would already been dead by then. Alcibiades was born in Athens around 450 B.C. and became a prominent politician, diplomat and commander during the Peloponnesian Wars between 431 B.C. and 404 B.C. He was a great general and a very ambitious politician, causing him to switch sides several time during the conflict between the Greek city-states - even defecting to Persia!

DM: Which of these statements is untrue of this book?
Player: A film adaptation of it was released in 2001.
DM: Complete the poem:________ rings for the Elven-kings under the sky, ________ for the Dwarf-lords in their halls of stone________ for Mortal Men doomed to die, ________ for the ________ ________ on his dark throneIn the Land of Mordor where the shadows lie. One Ring to rule them all, One Ring to find them One Ring to bring them all and in the Darkness bind themIn the Land of Mordor where the Shadows lie.(by J.R.R. Tolkien)Note that the answers, when put into the poem are in words, though they are listed as numerals below.
Player: 3, 7, 1, 9, Dark One
DM: How well do you believe you did? Well, you'll see in a moment. Unless, of course, you want to try your hand at... THE BONUS QUESTION!!!! If you answer correctly, you will attain the honorary "99" at the end of your score. If not, you will lose 150 points. So, what is your decision?

DM: It is 665 B.C. and you find yourself in a wooden vessel surrounded by heavy winds and rain. The wooden boat is rocking to and fro, tossed like a tennis ball, by the large waves. There is something wrong, this is certain, because you see some some neatly dressed men with long dark beards screaming out to each other in a panic - but maybe it's just because the wind is blowing so hard and they otherwise can't hear each other. The fifty men below you, rowing the galley, seem to have given up also - you can see the fear in their eyes - although they do their best to keep rowing against the powerful waves. You are obviously in an ancient ship...a galley to be precise, but weren't they supposed to remain close to shore? I'll tell you where you are: The neatly dressed men up front are the captain of the ship and his officers/advisors, they are blaming him for moving too far out of sight of the coast and that they have no idea where they are. In fact, they are off the western coast of Africa and have been caught up in a storm. They are not far away from the coastline, but because it is cloudy and dark they don't know this. The ship forms a part of a small trading fleet. They have come from Carthage and are carrying with them all sorts of trading goods such as purple dye, glass, silver, wine and some dogs. These people are part of a civilization known in the ancient world for their lucrative trade, naval exploration and colonization. I can also tell you that these people are the first to use an alphabet. If you want to survive this ordeal, tell me who these people are:
Player: Phoenicians

Player: Not okay
DM: Jacob points his gun at you. "Its either that way or no way."
Player: The first door on the left
DM: You open the door to a dark room. You search for a light while Matt closes the door behind you. "This must be the right room. I swear i remember." He keeps repeating. Hes starting to make you nervous. You find a light switch and flip it up. The first thing you notice is a man with an ax for a hand. He charges for Matt. Matt yelps, but is sliced through with ease. Jacob fires his gun and hits the executioner square in the shoulder. You look at the two halves of Matt's body and think of how he had saved you, gone through an excruciating amount of pain to tell you to grab the knife. The knife! You remember your three knives and try to decide what to do next.
Player: Cower in fear in the corner

DM: Bowser: Ok..Ill admit..youre quite skilled in those areas... But what about...Suddenly the front door of the Hotel swings open and Luigi pops out!Luigi: Goddnes Gracious'a! I ate so much'a pizza! Oh hey Mario...and ...Bowser?Mario: LUIGI! Stay'a Back'a! Dont get into this'a!Luigi: No...whats the matter bro??? Im'a here to Help!Bowser: Say..thats a good idea..why doesnt Luigi do the next sport for us...Basketball! HAHAHAHAMario: well..he was'a always the tall one...Luigi: FUN! Basketball'a!Bowser: Fool..MUAAHAHAHahaha.....!
Player: Enter Round 3 as Luigi...
DM: Round 3: BasketballOpponent: ...Look at the picture kid...Ready....
Player: Begin!!!
DM: The Ball is thrown into the Air and using his super jumping powers..Luigi Goes for the ball!
Player: Dribble it down court!
DM: You begin to dribble the ball when Bowser plows you over and Steals the Ball! Hes going towards his basket when he loses the ball!

Player: Mycenaeans
DM: The Mycenaean civilization had already collapsed 500 years ago by 665 B.C. You have answered wrong and therefore I will leave you behind on that vessel which, in about 20 minutes, will crash into some rocks off the coastline of one of the islands of Canary Islands. Needless to say, you will go down with the shipwreck and the 48 others on board. Fun timetravel, isn't it?

DM: You land in Sao Paulo, the largest metropolitan area in Brazil. A global financial and commercial center, Sao Paulo is the richest city in the country, as well as the most populous.You go for a walk in the Downtown Sao Paulo area. You pass by many high-rise office buildings. The main headquarters of many large banks, law firms, and multi-national corporations are located here. There are a number of cultural and historical attractions in Sao Paulo as well.You visit a few of these cultural repositories. You take a look around while asking for clues to Carmen's whereabouts.The bookstore worker says, "We have not seen anyone who fits that description.""She has not been here," the art gallery director says."I have not seen the person you are looking for," the librarian says. She smiles as she scrambles to her feet. "But we do have several rare books for sale," the librarian continues as she shows you around the display table. "True literary masterpieces- a biography of Mario de Andrade ... a map book of Amazon ruins ... hardbound collector's editions of Ground Zero and Necromancer by EndMaster...." Where next?
Player: Brasilia (-10 HOURS)
DM: Inaugurated in 1960, Brasilia is one of the most modern capital cities in the world. Built in four years on previously uninhabited land, Brasilia is well-known for its stylish architecture. The Palacio da Alvorada, or the Palace of the Dawn, is the official residence of the President of Brazil. It contains a library, an Olympic-sized swimming pool, a music room, two dining rooms, and various meeting rooms. Located in adjacent buildings are the chapel and the heliport. About 70 employees work at the Palace of the Dawn, including secretaries, assistants, waiters, cooks, doctors, and security personnel.You walk around town, asking each passerby if they have seen Carmen Sandiego or ACME CrimeNet."I'm sorry, I've never seen the person you're looking for," the Senator says."I do not remember seeing this woman. Good luck," says the diplomat."No, I have not seen anyone fitting that description," replies the Chief of Staff.Another dead end. Where to next?
Player: Salvador (-10 HOURS)

Player: You sleep in a cardboard box
DM: Zzzzzzzzz...
Player: You wake up!
DM: You wake up. What do you do next?
Player: You jump on Luna's bed
DM: Luna's bed is very nice and soft. What do you do you next?
Player: Sleep on it
DM: Snore, snore...

DM: You sit down at the computer and you open the document with your story. You start typing. You realize what you typed didn't make any sense, so you erase it. But you are determined!You stare at the story, sure that you will write more. The blinking cursor teases you and blinks over and over again. You're pretty sure the cursor just stuck its tongue out at you. You start typing again, but realize you don't remember where you are in the story.You re-read your story, convinced that when you get to the end, you will know what to type next. You do not. You stare at the cursor some more. You end up adding at least two sentences before you finally give up... for now..
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You feel great, awake, and ready to write!How you feel about your muse right now: Muse, muse, muse. It sounds funny. Why is it called a "muse?"Current Time: 6:30 Your current options:
Player: Make a To-Do List
DM: One way you're sure to make progress is to make a list. Then you can check things off the list as you complete them! The first item on your list will certainly be to make a list. That one will be easy to complete. The rest of the list might not be as easy.Should "create a plot" be on the list? No, that's just silly. "Character X backstory" is good. Oh, and "Come up with better name than 'Character X'" is a good one, too. This is going great! Should you write in chapters? Maybe you should make your first story a "Part 1, to be continued" story. You just KNOW people at CYS LOVE stories that do that, right?

DM: The trek back to the warehouse is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.Opening the warehouse doors as slowly and quietly as possible, you creep inside, careful to avoid making any noise that could alert potential hostiles to your position. However, a few minutes of creeping around the warehouse proves that there's no one here. Releasing a sigh, you begin to look around.They didn't leave much. Just a note on the poker table they were using as an impromptu conference table. You take a look at the note.'JackWe went back to the apartment, that faceless fuck showed up and we beat the shit out of him. He's dead in some trash heap somewhere now. Sorry you missed the action, shouldn't be late anymore.Dave'You already knew that.
Player: I toppled the gang, but for some reason I came back here instead of going to the lab. I'm done for.
DM: You continue to walk. Lungs shudder with every breath. Pressing the button on your belt buckle, you release the adhesive gas, taking off your mask as you collapse against a brick wall, sliding down slowly. You cough into your hand. Blood.Chuckling bitterly, you close your eyes. Flashes of moments in your life. The orphanage. Tot, the father you never had. Myra, the only woman you ever loved. Richard, the man who saved you from yourself. Shiva, an adversary turned friend. Jackie, the daughter you always wanted, taken from you in a cruel twist of fate."Died... Doing... What I... Love." You wheeze, chuckling more to yourself. What generic last words. Well, at least you made a difference. That's for damn sure.Your heart slows, then stops.

DM: Okay! You've sold the stock! Now you have $1,005 in the bank. Now choose how you'll eat:
Player: Personal Chef
DM: Your personal chef came. You treated her so nicely that she told you a secret of hers: she was heiress to a fortune of $3 million! Then, when you treated her with deep kindness and respect, she told you that she'd split the fortune with you, half and half!That means only one thing: YOU WIN!

DM: You really want to be a Buddhist but the only temple in your area is a Shaolin temple.Well it is probably for the best you think. Learning Kung Fu and Buddhism seems like the life for you.They shave your head and give you a new name, but life in the temple is not what you thought. The Buddhist teachings are awesome and everything you were hoping that they would be, but your master in the temple, Ken Ling punches you in the gut every time you don't bend low enough in your horse stance when you are learning Kung Fu. He punches you five times a day it feels like and you have a bruise forming.This makes you want to:
Player: Try harder to be a good student
DM: "You are a good student grasshopper," Ken tells you as he stokes his long flowing white beard.You work hard over the next 5 years, and learn a great deal about Buddhism, Kung Fu and having compassion for all living things.Ken decides to make you a teacher and you do a great job helping to train all you new students.One day a beautiful blonde lady with huge knockers shows up at the temple and starts flirting with everyone including you.She is not supposed to be there as this temple is for men only and she is a distraction.Do you:

Player: England (-10 HOURS)

Player: Scotland (-10 HOURS)
DM: You look out at Loch Ness, a large, deep, freshwater lake in northern Scotland. Loch Ness is best known for being the home of the fabled Loch Ness Monster, or Nessie. The Loch Ness Monster is most frequently reported as a serpentine aquatic creature with a large body, elephant-like skin, and a small head atop a long, narrow, neck.The most popular hypothesis as to Nessie's identity is that it is a prehistoric aquatic reptile, such as a plesiosaur. Despite skeptics dismissing sightings and photographs of a monster in Loch Ness as a hoax or misidentified animal, debris, or aquatic phenomenon, other kinds of evidence have been found supporting the existence of the Loch Ness Monster. Multiple scientific studies have been conducted using the latest technologies, such as underwater sound recording, sonar, and underwater photography, which have yielded data supporting the existence of creatures in Loch Ness that fit the description of Nessie.You look around for clues to Carmen Sandiego's whereabouts. Beyond the uneasy feeling that the Loch Ness Monster is watching you, you find nothing out of the ordinary. You ask the people you meet if they have seen anything."The person you are looking for was not here," replies the van driver."I have not seen the person you are looking for," the bagpiper says."You're looking in the wrong place, honey. How about getting a facial?" replies the spa worker. Where do you go now?

DM: What is the proper name of Samwise Gamgee's "Gaffer"?
Player: Tolman Gamgee
DM: What is the proper name of Mount Doom, as told to Frodo by Gandalf in the second chapter?
Player: Hithaeglir
DM: So, what happens to Bag End when Frodo and Sam set out?

DM: You glide along...still no sighn of Bowser... Guess we better move on!
Player: Get Going!
DM: You speed up...getting far ahead of Bowser and the Dust you left him in when all of a sudden a Banana Peel shoots right in front of you!!!
Player: Come to a complete stop!
DM: You stop and look behind you to find nothing...just a cloud of smoke created by your Braking when all of a sudden Bowser Pops out of the newly formed mist!

DM: You decided to keep it local eh? All right.So we hop on our bikes and head over to the park nearby so we can find the trails. We arrive and it looks incredibly dangerous but we have come all this way. There's no turning back now. We get to the entrance of the trails and find that there are 2 paths we can take. The "Extreme Bear Infested Forest Path" or the "Cuddly Bunny Slope". What will it be?
Player: The Extreme Bear Infested Forest Path
DM: Really? You haven't had enough encounters with bears? Now we're going out of our way to greet death? Your call boss. Keep in mind I have advised against this choice and all I have to prepare us for this suicide mission is 3 band aids, 2 granola bars, a laser pointer and some hydrogen peroxide. We start down the path and are immediately greeted with a beautiful scenic path of trees and a waterfall. So far I'm impressed and forget about my initial doubt. I let you lead the way because this is your expertise and I'm more likely to break something if I go first. We had towards the path and realize that it forks..but there are no signs to indicate which way to go. Which way darling?
Player: Let's go left
DM: You've chosen left and so far so good! The trail isn't too rocky or steep at this point. We coast along and occasionally run into some rough terrain, but we're basically pros at this point so it's a piece of cake!Until....
Player: ....Did you hear that?
DM: I look at you, you look at me. We both freeze. What was that rustling? We both look around in a slight panic..but we only see trees and rocks. The rustling comes again... I'm kind of freaking out at this point and you're trying to keep your cool but your pulse has quickened and you've tensed up in case we need to peddle our asses off.
Player: Whatever it is... it's close
DM: The rustling is getting louder and whatever it is - it's close. What do we do? Do we freeze and wait to see what emerges or do we haul ass and take the other path?
Player: Haul ass!

DM: You walk over to the rat's nest, and don't really see anything very impressive. You see a few baby rats whining for food, and a rather intricately designed nest made out of fiber pulled from nearby pipes. Clearly the rats chose this location because of its proximity to the heat giving perpetual fire, and you wonder why it has been allowed to continue as such.As you satisfy yourself that you have seen all you can of this room, you think to yourself how glad you are that the mother rat is not nearby.Since you have seen all there is to see in this room, you decide it would be prudent to go back and try the ladder.
Player: Go climb up the ladder
DM: As you decide to climb the ladder, you notice it is covered by a hatch. Although you have no problem opening the hatch, you wonder what materials it and the ladder are made out of, since you have not seen anything like it before. As you climb the ladder, you find yourself on top of a tall building. This is clearly not where you were intending to go.As you look at the landscape, you see several snowy mountains and a river. At this time of year, there is virtually no chance for snow in your hometown of Baltimore, so you ascertain that you must be very far away from your home, though you still have no idea how you got here.As you continue to look around, you see a strange kind of horse drawn cart in the middle of a courtyard, in an open area in between the walls of the building. The cart is strange though, as it does not appear to have any place where you might hitch horses to it. It might be to your advantage to stow away on the cart, as you expect that it may soon leave the compound that you are located on.Also, you see a kind of tower about a hundred feet away. Although it has the looks of a guard tower, it does not appear to have anyone stationed inside of it at the moment. You might want to go to that tower to get a better look at the surrounding area.
Player: Go to the gaurd tower

DM: After you wake up you realize this isn't heaven-it's just the opposite. The planet looks completely barren. The smoke from the ship kind of blocks your view. Out of the gaps you see the planet's not totally barren. There's a tiny house up ahead. You climb out of the ship and start for the building. You're hurt from the bad landing but not enough to stay cooped up in that ship. Inside it is a tiny restaurant. Lots of aliens are eating in booths and at tables. You're hungry but you need help and information too.
Player: Sit at a booth and wait for server
DM: You take a seat at a booth ('cause they're so much cooler than tables). A server eventually comes to your table."Are ya' ready tuh order?" he asks. You glance down at the menu. Most of the foods are fancy dishes written in an alien language. You recognize a few things though. Not much, however. There's a Goody Burger, a Roast Bantha sandwich, and a bottle of beer.

DM: What kind of a Jew are you?Do the right thing.
Player: Pick up the quarter
DM: That's right Jew.Pick up that money.Now the question is:
Player: Be a regular salt of the earth Jew
DM: "Thanks for coming to this temple," the Rabbi tells you."If you wish to become a Jew this is how you do it."The Rabbi gives you a list.-Read the Torah everyday-Read the Talmud everyday-Never spend more on an acquisition then you have to-Come to temple on Shabbat-Let us slice off your foreskin-Exterminate whites via Mass Migration"Now if you agree to all this," says the Rabbi "then we will teach you accounting, finance, and how to be a thieving politician."

DM: You jog towards the sound of gunfire, keeping low and eliminating any zombies you encounter on the way. You pass several rows of dead and wounded zombies. You approach a gun store, fortified with iron bars and metal sheeting. On the roof are a group of men, about six of them. They appear to be armed with assault rifles and Molotov cocktails. "Drop your weapons and kick them away." A voice shouts. What do you do?
Player: Drop your weapons and kick them away.
DM: You do as they ask, as does your squad. You raise your hands, and the armed men laugh. "Now get your asses out of town. Leave your weapons and supplies." What do you do?

DM: What are the winged spies of Saruman called?
Player: caradhras
DM: According to Gandalf, what is the Elvish word for "friend"?
Player: mellon
DM: Where does Gandalf hold off the Balrog, instructing the rest of the fellowship to continue on?
Player: the Bridge of Baraz-dum
DM: Who are the lord and lady of Lothlorien?

DM: You decide that since you can not find the scroll of incompetence, it is in your best interests to create it, since you obviously have all the machinery you need at your disposal to do so.You don't know exactly what a scroll of incompetence would look like, but you make an educated guess. Similarly, you are not fully sure how to operate the machinery, but figure it can't be too much different from operating a vending machine.Upon creating what you would consider a reasonable duplicate of the scroll of incompetence, you go back to the dragon to present it.
Player: Present the manufactured scroll
DM: You go back to the room with the dragon in it, and present the scroll to him. At first he seems accepting, and then suddenly becomes enraged. He yells at you "How dare you try to fool me! This is not the scroll of incompetence! You will have to be killed!"This is certainly not good news for you Bob. If it's any consolation, the dragon gives you the option of how you would like to die. He tells you that may choose to either be burned to death by his fire breath, or he will cut you to shreds with his claws.So, what's it going to be old friend? How will you meet your demise?
Player: death by fire
DM: You tell the dragon that you would prefer to die by being burned to death. "You fool!" exclaims the dragon. "Now that I know how you prefer to be killed, I will kill you the opposite way!"Great, you can't catch a break can you? The dragon flies down from the destruction tower that he is sworn to protect and slashes you into 100 pieces, and then adds your head to his collection on his wall, along with bears and other wild animals.Overall, this has not been a good day for you Bob. As you bleed to death, you only wonder why exactly you ended up in the castle in the first place.

DM: You arrive in the island nation of the Philippines, a country with over 60 ethnic groups and 7,000 islands, 200 of which are permanently settled. One of its many cultures is the Ifugao, an independent people in a mountainous area on the main island of Luzon. The Ifugao are known for building their villages directly atop the mountain itself. They are famous for their gigantic rice terraces, which are among the biggest tourist attractions in the Philippines. These 2000-year-old terraces were carved into the mountains, without the aid of machinery, to provide level steps where the natives could plant rice.You examine every corner of the Philippines for clues to Carmen Sandiego's whereabouts."I don't remember seeing the person you're looking for," says the Buddhist monk."Try somewhere else," the old woman answers."Never seen her or what you say she's carrying around," the horse carriage driver says. You're running out of time. Where to now?
Player: Malaysia (-10 HOURS)
DM: You stand before the monumental Petronas Towers, located in Malaysia's capital city of Kuala Lumpur. At the time of their inauguration in 1998, they were the tallest buildings in the world at 1,483 feet, reflecting the country's precipitous rise as an economic power. Their 88 floors are occupied by offices, including those of Petronas, one of the most profitable oil and gas corporations in the world. Tower One is fully occupied by Petronas and its affiliates. Tower Two's office spaces are leased to other companies, such as Accenture, Al Jazeera English, Bloomberg, Boeing, IBM, Microsoft, and Reuters. At the base of the towers are a shopping mall and music hall. A skybridge connects the two towers at the 41st and 42nd floors.You take a moment to gawk at the monument of modernity erected before you. It is truly a sight to behold. After some time, you reluctantly resume your search for Carmen Sandiego. Your friends at ACME are counting on you, you remind yourself."The person you're looking for wasn't here," the botanist says.The executive assistant replies, "You're looking in the wrong place."The logger answers, "You should try somewhere else."Time is almost up. Where do you head next?
Player: Cambodia (-10 HOURS)

DM: Fett swiftly flies into the air. Blaster bolts whizz past from all corners of the ancient temple. Old, massive statues burst into pieces as you flee, crazed and filled with adrenilene. Then, as Fett lands in front of you and aims precisely for your skull, doom rears its horrid head. Suddenly, you fall into a nightmare of complete darkness.
Player: The Relentless Night
DM: You fall, hard. Pain envelopes you as quickly as the sudden, unceasing darkness. At least you're safe and alone.....Clash! Clee! Cling! Krrrrrr!Or not. You silently search the cold, dusty floor for anything that could possibly inflict pain on a potential threat. You find a very menancing twig, but will it be enough to defeat whatever's coming? Well, you're about to find out.....
Player: The Attackers
DM: A blur, the sound of someone cocking a gun. Then a few more crks and the figure, no wait, FIGURES appear
Player: They're armed....great
DM: Why is there no better weapon than a bloody twig!? An invisible compulsion pushes you against the wall. You hear a jet pack fire up. What the hell is going on?
Player: "We're back"
DM: You see the two people who, not so long ago, saved your neck and helped you solve the mystery of your brother's death. The marksman good-naturely slaps you on the back. "We pulling you outta trouble again?", he says. "Wish we had more time to catch up." The Lady Jedi Knight steps forward, raising her lips into a soft, elegant smile. "Nice to see you, D'an, but we have to get down to business." * This is from our previous game. If you have no clue want we're talking about try different paths in our previous game.
Player: The Plan

DM: You walk up to the lifeguard on the crowded Copacabana Beach."My sources tell me Carmen was planning to take a dip in the Mediterranean Sea," the lifeguard says.You thank her for the information.
Player: Rio de Janeiro
DM: You have tracked Carmen Sandiego to Rio de Janeiro, a city famous for its natural beauty and hotel-lined tourist beaches. The city was the capital of Brazil for nearly two centuries, from 1763 to 1960, when the capital was moved to Brasilia.Copacabana Beach in Rio is one of the most famous tourist destinations in the world. The strip adjacent to the two-mile long beach is the site of 10 hostels and 63 hotels, the best known of which is the luxurious Copacabana Palace Hotel. Restaurants, bars, nightclubs, and residential apartment buildings also litter the area. Recently, many popular musicians, including Rod Stewart, Lenny Kravitz, the Rolling Stones, Macy Gray, and Pharrell, have performed in front of huge crowds at Copacabana Beach.You walk around the beach searching for clues to Carmen Sandiego. Strange, you think to yourself, the beach sure is empty today.You keep looking around, and finally you see a man in the distance. He smiles at you and walks toward you.Suddenly, he takes off his clothes! He walks up to you, stark naked.This must be one of those secret nudist beaches! No wonder there are no crowds here. As you try to avert your gaze from his manhood, you manage to squeeze out the question of whether he has seen Carmen or ACME CrimeNet."Yes, I saw the person you are looking for before she drove away in a vehicle flying a horizontally striped red and yellow flag with a coat of arms on its left side," the nudist says.You know that that description of a flag matches that of only one country's- Spain.Now you know to which country Carmen went- but which of its states?You quickly leave the nude beach.Now that you're back in a more clothed area, you can interview witnesses for more clues or depart for a state in Spain.
Player: Visit the soccer player (-4 HOURS)

DM: "Why would you leave a child in a room with broken pipes?" Joan turned to jury. "Both sides of this debate have confirmed that the day the child was discovered they were experiencing plumbing issues. Jack had been heading into the boiler room to see if he could fix the pipes there." Joan turned to Jill. "The pipes had been making loud, creaking noises, and yet you decide it would be a good idea to leave a small, helpless child there?"Jill looked ashamed. "I knew it had its risks, but in my heart I thought it would be worse if Jack found out.""What if the child had gotten hurt?" Joan prodded."I wouldn't be able to live with myself if something happened to Jenny," replied Jill. "But I realized my mistake then and there. I didn't stop Jack from trying to fix the pipes, I knew it wasn't worth it to keep hiding Jenny away anymore. I knew I could take it to court."What should your next question be?
Player: How could you do this to Jack?
DM: Joan walked over to Jill. "How could you do this to Jack?" asked Joan."Objection, your honor," Jill's lawyer claimed. "Relevance?""Relevance?" Judge Jenkins asked Joan in reply."Relevance is, you were willing to lie, deceive, and then fight someone you loved, married, and had a child with about something so crucial to both of your lives, all because of what I daresay was a mistake on your behalf. How else would he not have known you had a child? Did you fail to take a contraceptive, Jill, and then lie about everything that happened afterwards?"Jill replied in a small, quiet voice. "It was an accident.""I can only imagine who else you would lie to. No further questions." Joan returned to her seat."Mr. Jacobs, you may proceed with your questions for Jack," informed Judge Jenkins.Mr. Jacobs stood up and addressed Jack. "Jack, could you explain to the court why the plumbing was acting up in the first place?"Uh-oh.
Player: I work often because Jill doesn't work herself.

DM: The India Gate of New Delhi, one of the largest war memorials in India, is the site of the Indian Army's Tomb of the Unknown Soldier. Its shrine, located under the arch, is named The Flame of the Immortal Warrior. It honors Indian soldiers who died in service to their nation whose remains could not be identified and serves as a reminder of their sacrifice. The shrine itself is a black marble monument, depicting a rifle, barrel-end down, with a soldier's helmet resting on top of it. At each of its four corners is a torch which burns at all times.At least Carmen Sandiego hasn't stolen this national treasure, you think to yourself.You look around for clues to Carmen Sandiego."No one fitting that description has been around here, my child," says the missionary."The person you're looking for is not here," the air conditioner repairman says."I have never seen this person," says the real estate agent. You know you must hurry to catch Carmen Sandiego. Where now?
Player: Russia (-10 HOURS)
DM: After the long flight, you arrive in Russia, home to the Hermitage Museum, one of the oldest museums in the world. It was founded in 1764 by Empress Catherine the Great and today houses one of the largest collections in the world.You wander its historic halls, soaking in all the one-of-a-kind exhibits. There is the famous Egyptian Collection, the wooden chariot from the 3rd century B.C., the Madonna with Beardless St. Joseph by Raphael, and the statue of Prince Yevgeni at the dining table with a mysterious Chinese dignitary....Then you remember your mission. You walk around, asking everyone you see about Carmen Sandiego and ACME CrimeNet."Sorry, the person you're looking for isn't here. I haven't seen anyone matching that description here all day," the chief of security says."Nope, haven't seen anyone carrying that around here," says the hockey player."You're looking in the wrong place, honey. How about a drink?" replies the bartender.Carmen Sandiego is not here. You try another possible location.
Player: India (-10 HOURS)

DM: What is the name of Tom Bombadil's lady?
Player: None of these
DM: _______ is the name of the inn wherein the hobbits meet Strider, and _______ is its owner.
Player: The Prancing Pony; Barliman Brownlock
DM: Which of the following shepherds Frodo across the Ford of Bruinen?
Player: Aragorn
DM: The questions to this point have been about Book I. Have they been difficult for you to answer?
Player: Not at all!
DM: Excellent! Let us proceed!
Player: Proceed with the quiz
DM: About whom is the narrative poem Bilbo and Aragorn read whilst in Rivendell?
Player: Isildur
DM: For what title has Saruman abandoned "Saruman the White"?
Player: Saruman of Many Colours
DM: Trick question: which of the following is NOT a member of the Fellowship of the Ring?
Player: The second and third options
DM: The Lord of the Rings mentions by name a wizard other than Gandalf and Saruman. What is his name?
Player: Curunir the Brown
DM: What does Saruman feign to believe happened to the Ring after it was "lost" by Isildur in the Great River Anduin?
Player: Saruman did not claim to know what had happened to the Ring
DM: What is the original name of the sword reforged whilst Frodo and company stay at Rivendell?
Player: Orcrist
Player: they were spies of Sauron
Player: menel
Player: the Bridge of Mazarbul

DM: It was a long trip but we made it. We unpack our bikes from the vehicle and head towards the paths. Which path should we take?

DM: "Bbblleeeaaaatttttt," the goat says. "Carmen has a thing for castles, and she went to the country whose famous castles include Caernarfon, Conwy, Flint, and Beaumaris. Bbblleeeaaaatttttt."The goat says no more and resumes grazing.What do you do?
Player: Wales (-10 HOURS)

DM: "You mentioned not being able to live with yourself if something happened to Jenny, but how can you live with yourself at all?" asked Joan. "Confining a poor young soul to a room her entire life? How long were you going to keep this up?""I don't know," replied Jill, "But I know I can change it now. I can redeem myself and make a better life for Jenny." She looked Jack directly in the eye. "All I have to do is win this case to set her free. This is the moment my baby girl needs me most, and I sure as hell am not going to let her down.""No further questions." Joan returned to her seat."Mr. Jacobs, you may proceed with your questions for Jack," informed Judge Jenkins.Mr. Jacobs stood up and addressed Jack. "Jack, could you explain to the court why the plumbing was acting up in the first place?"Uh-oh.
DM: "I'm rather busy because I work often because Jill doesn't work herself." Jack responded."And what do you do again for work, Jack?" Mr. Jacobs asked."Well... I'm a poet." Jack replied."And you're busy writing so much poetry that you don't have time at all the call up a plumber?" Jacobs pressed."Well, in hindsight I guess I probably would've had some time," Jack stated."Hm. One wonders what other important things you would put off. Another question for you, Jack. How often do you press your ideologies onto others? Or, erm, in other words, how often do you bother people with your ways of doing things?"
Player: I stop when people ask me to.

DM: With no supplies to carry and no idea of where you're going, you feel lost and without a sense of purpose. You wander through the forest in the bitter cold, clutching your arms and clenching your jaw to keep your teeth from chattering. Your stomach is empty, and your nerves are raw-every noise sets you off. You wish you had done things differently. You go over every scenario again and again and try to understand what went wrong, but really, it was the world that went wrong. All you were doing was trying to set yourself right... right?Your mind continues to race with possibilities when suddenly you run into something hanging from a tree and accidently knock it down into the snow. Startled, you cautiously look down to find it was a nearly frozen corpse, poorly dressed for this weather and, well, dead. These things used to freak you out, but you've learned to accept them for what they are, so long as they aren't you.You stare at the body at your feet, mind racing. You don't want to resort to that. You promised your brother that you wouldn't. But you're so hungry already. You have no idea how you'd go about it, but you're convinced you'd find a way. You're convinced it's the only way.You...
Player: Resist.
DM: You sit down in the snow and ash beside the body and watch it. It's a female. She was probably no older than nineteen. You bet her name was Meredith. Or Jenette. You like the name Jenette better. Your mind begins crafting a backstory for Jenette: a loving family in Tennessee, a big heart for animals, a tire swing on which she'd drag her pet cat on a sunny day in June... And soon enough, you can't even bring yourself to think about eating her. She was a human once, after all. She still is a human. Your stomach protests, but you smile softly to yourself. Your integrity remains intact, if only for today...

DM: You look down at your cold, pale hands. "Some life" you say to yourself in a morose tone. Here you are, sitting in a cold alleyway in the streets of Tristitia, Antedilluvia, thinking about your life. You don't know how you can bear to spend your time constantly stealing food and sleeping on the streets, but life is life, and some, like you, are not as fortunate as others.
Player: Remain
DM: Although an adventure sounds like fun, your heart is more set on trying to see tomorrow alive. You slowly drift to sleep on the cold, stone ground. A few hours of uncomfortable sleep passes when a loud bang abruptly awakens you. Next thing you know, a group of brawny-looking men make their way towards you. Still rather groggy, you slowly realize what is happening. Before you can attempt to escape, One of the men grabs your arm. What appears to be the leader of the group slowly steps forward. "You need not fear" he says in a comforting tone. "We are not here to harm you, in fact, we want just the opposite" "You see," Another man speaks," We are travelers that need more men to assist us on our journey to the other side of the world. We have been watching you, and we have seen your strength and speed. You are rather extraordinary, for a homeless boy" "I am not a boy. I'm a man." "Ha ha, how old are you?" He asks
Player: 16
DM: "Hmph, younger than we normally admit. Even so, we all believe you will prove most useful to help us on our journey. "

DM: Which is the correct order of these locations in the Ring-bearer's quest?
Player: Buckland, Bree, the Old Forest, the Barrow-downs

DM: The undercover security guards catch you red-handed. Luckily the police are not summoned but you feel humiliated. You return to the drawing board.
DM: You ask yourself, "How should I get my hands on Yellow?" There are several options that are available to you.
Player: Visit the record store around the corner
DM: You walk into the store and immediately see a giant display for Taylur Swaft's new album. As you walk toward it, there is luckily one more copy available for purchase! However, the price is $20, which leaves you thinking several options.

DM: Splash! You land in a body of cold water. What a contrast from your previous destination! When you manage to get your head above water and catch your breath, you notice that you have tumbled into a river. The current is pretty strong, but not too strong to prevent you from reaching the bank aligned with dense trees and bushes. As there seems to be no people, nor any sign of civilization around you, it is difficult for you to assess where you've been dropped in time. A slight mist hangs over river and the trees, giving you the impression that you are in the mountains and of course, restricting your view over the horizon. The sound of movement in the water on the other side of the riverbank alarms you...what just plunged into the water? Hopefully not crocodiles... I am very sorry my dear candidate, but I'm going to have to leave you here for a while on your own as it seems I'm encountering some kind of disfunction with my time machine. Yes, even in the future sometimes the computers still break down. Damn machine! Just give me a sec please. So time traveler, what will you do?
Player: Get out of the water!
DM: As you swim towards the riverbank, you quickly feel the pain on your shoulder from the piece of rock that hit you in Pompeii. Man it hurts! You are glad to reach the muddy side of the river and get on land so that you will not have to use it anymore. Needless to say you are drenched from top to bottom. You soon realize that you are in a wilderness - there is no road, nor sound of people around, just the sound of all kinds of wild animals, reptiles and birds. They hastily take flight or crawl away once you disturb their habitat. If it had been a little warmer and had the sun shone, you would have sat down to enjoy the sight of nature around you. But it is cloudy and the cool climate prompts you to keep on moving. Having hiked from shore for about 10 minutes you decide to open what's left of your shirt and have a look at your shoulder. It does not look good. Your right shoulder is badly swollen and bruised. It would be best for you not to use it too much... So what will you do as you wait for word from your host?
Player: Move on...

Player: Wait!
DM: Since you don't feel like getting lost and convinced that Chronos will be back with some news soon, you decide to wait in the forest. In the end, it's also better for your shoulder to just stay put. You set yourself down on a tree trunk and enjoy the silence of nature, pondering on the difference of the world you left behind, the 21st century, and the ancient world where you are currently stranded. Here you enjoy a silence which you are not accustomed to: devoid of music, the sound of vehicles, the televisions, radio's and all sorts of electrical devices which are so common in your time. You are struck by a sudden feeling of uneasiness: its almost too still! After more than 10 minutes of philosophical reflection you start becoming restless. Now it IS taking too long, especially since you are covered in wet clothing giving you the chills... Will you continue waiting or will you head back to the river and attempt to get downstream?

DM: Although you took a great risk in deciding to stay in the water, you are pleased to know that there are no crocodiles or alligators in the vicinity. Something else must have caused the movement of water on the opposite side of the river. At ease you let yourself be taken by the gentle flow. The river is not very deep and now and then you even manage to touch the bottom with your toes. While you swim on at an easy pace, you have time to enjoy the silence and your peaceful environment. You ponder for a moment on the great difference of the world you left behind, the 21st century, and the ancient world where you are currently stranded. You are surrounded by an environment which you are not accustomed to: devoid of music, the sound of vehicles, the televisions, radio's and all sorts of electronic devices which are so common in your time. Even the water that is currently pushing you forward is more clear and pure than the water of a river in the 21st century - you wouldn't dare to swim in any river or lake in your century! It is a bizarre feeling that overwhelms you. After about 10 minutes, you notice that the current get's slightly stronger and the river becomes more irregular, there are some small drop-offs ahead of you. What will you do?
Player: Continue following the river...
DM: Having led yourself through a series of drop-offs and irregularities in the river, you soon become aware that the current is becoming much more stronger. A number of rocks and boulders are sticking out of the water while branches and leafs are moving past you at a much faster pace. It is obvious that you are descending. You pass through another drop-off with swirling water and then notice that the woods on the riverbank to your right suddenly become less dense. You suddenly hit your knee against a rock under the water and curse. That hurt! Where is Chronos? you ask yourself irritated. A large floating branch collides into you, perfect for you to hold on to and keep yourself afloat! What's your next move?
Player: Struggle to the riverbank on your right?

DM: Calmly, you walk into school the next day. This was the first day you got there without using your map, and you're quite proud of yourself. Nothing can go wrong as you pass a group of three girls looking at you-"Hey there!" Jasmine blocks your path. "You changed your mind yet? Ready for me to be your partner? I did try to get into 185 Superville Drive to convince you more, but it had a combination lock. Not giving up, I tried 1234... then I gave up." Jasmine laughs, but you don't laugh with her. "I knew that was the address," she continued, "because it said it on that sign. "Do you have the courage and bravery? I am looking for-" .""I know exactly what the sign says!" you interrupt, struggling to remember exactly what the sign says. You definitely remember the last two lines, though:Come see me at 185 Superville Drive.Only 2 1 spots available.Except for that the second-last line now says "186 Superville Drive", because someone (you) found a pen and used it to change the 5 into a 6 on the way back from their training yesterday."I walked past it today," Jasmine continues, "and it said exactly the same thing, so my spot is still available. Weirdly, someone had tried to change the address with a pen. It didn't work, though. The pen was a completely different colour to the writing on the sign."You have a feeling Jasmine knows it was you that changed the sign.Anyway, you're sick of having to put up with her. Is it time a teacher interfered?
Player: Say "I don't want to be your partner" 671 times
DM: You decide that the best way to deal with Jasmine is to say "I don't want to be your partner" 671 times. You begin to do so, and everyone looks at you like "what is that kid doing?".Unfortunately, once you've finished saying it the 671st time, Jasmine goes back to asking you to be her partner. You can't answer, because you need to rest your voice. But Jasmine keeps asking you all the way into homeroom. She must have asked you 671 times.
Player: Well that didn't work.

Player: I have time...
DM: Deciding to wait just a little longer, you stand up and move to and fro a little in order to chase the cold from your body. Then suddenly, some news: Please forgive me for the inconvenience my dear contestant but I believe I've managed to fix the problem. After almost an hour we can now continue. You were supposed to be warped to the Minoan civilization in 1519 B.C. but you've been sent to Mexico in 1519 A.D. instead. Anyhow, answer me this question: which of the following civilizations is the oldest civilization of mesoamerica?

DM: Fearing that the current will soon be too strong for you to swim, you decide not to wait any longer. Already you have to exercise great effort in order to get to the riverbank. Especially your sore shoulder hurts from the exertion. By clutching to one rock and then swimming to another you finally manage to get hold of some roots and pull yourself upon the muddy bank. You fall down in between the trees: exhausted. Once you've finally caught your breath, you open up your torn and dirty shirt to see how your shoulder is faring. It does not look good. Your right shoulder is badly swollen and bruised. It would be best for you not to use it too much. Standing up, you head into the forest, leaving the river behind you. You have the chills...you are drenched to the bone and the temperature is pretty cool.
Player: continue...

DM: You can feel your heart beating in your throat when you see the Spanish commander on horse ordering some of his native allies to check out to see if you are there. Yes, they've seen you! And by now, the entire army of conquistadores has halted. Three natives - Aztec people or Inca people - are running up the slope towards you accompanied by some barking, mad-looking dogs...no way you'll be able to outrun them, it's their own territory! I'm sorry for the inconvenience participant, but I believe I've fixed the problem. We can continue. Seems I'm just on time because you are about to be taken prisoner by Cortes' indian allies: three Totonac scouts. Yes, you've arrived in Puebla, Mexico, in the late summer of 1519. You have approached the army of Hernan Cortés on his way towards Tenochtitlan. It was my intention to send you to the Minoan civilization in 1519 B.C. but something went wrong, as you can see... So now, answer me this question: which of the following civilizations is the oldest civilization of mesoamerica?
Player: The Olmecs
DM: That is completely right. The Olmec civilization was the oldest civilization of Mesoamerica. Although the Olmec people had inhabited the lowlands of south central Mexico since 2000 B.C., their civilization emerged around the Mexican coast in Veracruz and Tabasco at around 1500 B.C. They laid the foundation for the many Mesoamerican civilizations that would follow theirs in later centuries, such as ritual bloodletting and the ballgame. They also left behind a specific cultural legacy: their striking naturalistic artwork and their colossal heads statues. Scholars are not sure what exactly caused the decline of the Olmec civilization around 400 B.C. what is certain is that there was a serious drop in population about 100 years prior to the abandonment of their cities. Well, your next destination has already been entered. I must say, as the end of the contest is approaching, your knowledge of ancient history really impresses me! Let's move on...as Cortes' mean barking dogs are almost upon you.

Player: The Maya's
DM: Nope, it's not the Mayan civilization although probably one of the best known after the Aztecs! The Mayan people were one of the oldest inhabitants of Central America and they still live there today. Although they had already settled there in 2000 B.C., we can only speak of a Mayan civilization between 250 and 900 A.D. Around this time the Mayan farmers began to expand their presence into neighboring lands and building cities such as Tikan, Copan, Uaxactun and the famous Chichen Itza. In its heyday, these cities held a population of between 10.000 and 50.000 people. At its peak, the Mayan civilization spread all the way from central Mexico to Honduras, Guatemala and El Salvador. We know alot of the history of mesoamerica today thanks to the Maya's as they were the only people in the Americas to have a written language before the arrival of Columbus in 1492. Guess I'm leaving you in Mexico in the year 1519. As you well know, the year 1519 is the year Hernan Cortes explored Mexico and met the Aztec King Montezuma at Tenochtitlan. It's late august, so the famous conquistador might be hanging around here already. If you know how to speak Spanish this will make your life easier...but of course where to look? And what if you don't find Cortes and get lost in the Mexican wilderness? You don't have any food or drink, no compass, no hiking boots not even a tent! What if you stumble upon some indian tribes? In any case: Good luck George!

DM: Now that you have the key, you decide it is a good time to go through the door you had noticed previously. Going through the door, you end up in a room with all sorts of strange organisms and specimens. One table that catches your eye has several rocks and fossils on it, the origin of which is unknown. You suppose it is possible they were dropped by a dragon or other large creature, but you can not be sure.There appear to only be two exits to this room. One is a door labeled "indemnity". The other is a short hallway.
Player: The Door labeled Indemnity
DM: You enter the door labeled indemnity, after unlocking it with the set of keys you obtained. You go inside, and notice a rather plain looking room with a bed in it.Before you have a chance to think about this, a voice sounds out seemingly from nowhere which states "Welcome to the room of indemnity, where all your past blunders can be corrected. Please lay down on the little bed."Clearly, something unnatural is going on here, but you have no idea what it might be. You take a quick look around the room and notice only the bed and a glowing blue light, emanating from some strange device. You think this light may control the voice.You can only think of two things to do at this point. One option that is pretty simple is just to lie down on the bed like the voice suggests. However, you are slightly skeptical that any creature that could create this world and sound out to you would be acting in your best interests. After all, when you arrived, you were not exactly welcomed warmly. You decide one other option you have is to attempt to destroy the source of the white light with your rusty spoon, as this may eliminate the cause of all this madness you have experienced.What would you like to do?

DM: In China, you know that systemic corruption is a huge problem. In fact, 19.2% of firms surveyed said that they had to give gifts to get an import licence; 10.9% were 'expected' to give gifts to tax inspectors and 10.7% said they had to bribe officials so that they would do what was required in day-to-day life. So far, China has prosecuted corrupt officials and the like... but corruption is still prevalent. How could this issue potentially be solved?
Player: Government officials should not be directly involved in business, and larger companies and banks shouldn't control such large parts of the market.
DM: You arrive in Haiti and decide to answer your country question. Why did Haiti suffer so badly from the cholera outbreak, when it is so easily treatable?
Player: The outbreak started really slowly, and worldwide governments dismissed it as isolated cases. Then suddenly, the number of people infected multiplied rapidly, and the hospitals weren't equipped to treat so many people.
DM: In Haiti, you hear about an organization that allows you to volunteer to build schools. This will raise your Ethics: however, you need to spend 10 G on the hotel. Do you choose to help out or travel out of the country immediately?

DM: You quickly have the journalists eliminated. Rumors begin that you did this, but these are also quashed. Several other Coalition members are uneasy with this tactic and some outright abhore it, but the reports never get out.
DM: As the war continues, the Thar'Garavan and their allies are being battered by both sides. They clearly need to pick a side, and Mrs Chang has recommended that you visit the Thar'Garavan's main city on their main planet to try convince them to join the Coalition. Do you want to try gain them as an ally?
Player: No
DM: You decide against the action. The Thar'Garavan are a race of pirates, warriors, raiders, mercenaries and thugs. There's no place for them in the Coalition.

DM: Ah fresh air! Good thing it's not raining outside, isn't it? You walk around a little and look up to the mountains, glad you're not along in this world, trying to survive on your own. You feel small, but the fresh air does get your blood moving, and some of that blood actually flows to your brain where all that writing work happens. You take a glance at the mailbox before you run inside back to the computer.
Player: Force Write

DM: Jared escaped from the dark forest to find the streets full of zombies. He ran while looking around for a place to hide, and came upon a police station which was not far from him. He crossed the street. The zombies saw him and started rushing towards him. He ran as fast as he could to the police station, locked the doors and windows, and stared in horror at the zombies clawing at the windows. He suddenly noticed a shadow go by him. "Who's there?" he asked.He walked around the police station, but found nobody there. He took a knife From the table, and told himself, "This may help."Then, he came across the surveillance cameras. Looking at the screens, he saw zombies had gotten everywhere, even in front of his own house, chasing the few people left alive and destroying everything in the streets. On one screen there were some police officers directing people to a safe area. Jared found some paper, and then decided to go save Hugo.
Player: Jared looked around the police station to investigate the shadowy figure.
DM: Jared walked around the police station one more time. He felt safe inside for now, but knew if more zombies caught wind that he was there, he may never be able to leave again."Anybody here?"He got no reply."I thought I heard something. They must have been caught by a zombie or something..." Jared was frightened at the idea that a zombie may have gotten in. He ran to the second floor and saw a room with a window. He wanted to take a look outside.As he stepped inside the room, smoke, dark black smoke, rose from the ground between him and the door. Jared covered his eyes and mouth.Standing there, blocking his only way out, was the person in black."Ahh! Don't kill me!" cried Jared."Don't be afraid," the person in black spoke in a deep voice. It sounded somewhat human, but with echoes after every word. "I bring the cure for the zombie disease. I know of your friend, the fiery young boy. I am a doctor and a general. I have been fighting this war against those zombies for longer than you can comprehend. The answer to your friend's disappearance, and to the zombie war, is all in the book."Jared felt strangely at ease. He knew what he needed to do.

DM: "Perhaps. I plan to show off the Coalitions strength just as much, so this'll work well."
Player: Back
DM: Several days later, you're sitting on a massive shuttle heading down to Ay-17. Six Tarn Drones are sitting down at the front, Four Remnants sit at the back, quietly having a discussion. Four Clone leaders sit to your left, reading over files on the Unity festival. Three Chosen Leaders sit to your left, praying to the goo-symbiote in a peaceful yet unnerving silence.

DM: When you see it you have to hold back tears, you throw up, then look at Jacob.
Player: Comfort Jacob
DM: You go over to Jacob. He is crying. He looks up at you. "Jacob, I- I'm so sorry. I-" you feel hot tears in your eyes. "I'm sorry." You manage. Matt was dead now. You started to cry, and Jacob patted your back, wiped his eyes and said, "Lets go kill that damn doctor."
Player: Go out into the hall and discuss what to do next.
DM: "We go through the tunnel, seeing as its the quickest way." Jacob says. You nod and, still dazed from Matt's death, get up and walk to the first door on the right.

Player: Glamdring
Player: ithildin

DM: As brave as you tried to be fighting back these kidnappers, they just laughed at you as you screamed out for help again and again. They hit you on the head, knocking you out and placing you in some weird carriage lined with dirty hay. 'Where am I going...? Who's Trancy..that's not my name..' Those where the only thoughts you could make before letting unconciousness take over.--------------- It was a while until you woke up, and you could hear voices. They were mentioning you and a bunch of other people you didn't know about.You took the chance to...
Player: run away
DM: It was a bit of a struggle, but you managed to get away from the people that kidnapped you once the carriage stopped. After checking on you, they left you alone to go to a tavern and most likely get completely trashed beyond recognition. You were greatful they didn't take your hunting knife away from you, and escaped the wooden prison. You ran as fas as you could. You let your legs lead you, even if you didn't know where you were going. After you felt that you were a safe distance away from be re-kidnapped, you stopped to regain your breath. When you finally looked at your surroundings, you noticed you were in a strange looking place, with black feathers all over. 'What are these things?' you think, examining the black feathers. They felt soft, the bone firm.Suddenly, your surroundings almost darken but light is still there. You hear a voice. 'Do you have a wish?' the voice said. It was deep, but not too low. You didn't answer, scared and confused. 'I can sense that you have a wish somewhere in you, to take revenge. If you make it so, I will help you.' "W-who are you!?" you screamed, trying to look for the source of the voice. "Come back again when you have made your wish, and I shall be your servant...' The voice faded even after you kept looking. "I must be going crazy.." you mumbled. For some reason, you grew exhausted. Maybe it was from the kidnapping, or that strange voice in the forest. But you were just really drowsy and losing the battle of the droopy eyelids.
Player: scream for help

Player: You leave the room
DM: You leave the room, bored. What do you do next?
Player: You scratch at the back door to be let out into the back garden
DM: You are let out into the back garden. This is a great place to patrol, and other things. What do you do?
Player: You do a poo
DM: Enough said.

DM: Ah! So you wish to test your knowledge of Tolkien's classic, The Lord of the Rings! Fantastic! Be warned, though, if you have not actually read the novel (if you've just seen Peter Jackson's film adaptation, perhaps?), then this is not the quiz for you. So, shall we begin?
Player: Yes
DM: So it begins! What ages are Bilbo and Frodo turning on their shared birthday, respectively, at the start of the novel?
Player: 99 and 25
DM: Which two hobbits are friends of Frodo Baggins?
Player: Odo Proudfoot and Prisca Bolger
DM: What is Gandalf best known for within the borders of the Shire?
Player: Magic spells
Player: Holman Gamgee
Player: Ered Lithui
Player: The candles are left on and the windows upon so that passers-by will believe he still lives there
DM: How exactly do Meriadoc "Merry" Brandybuck and Peregrin "Pippin" Took join Frodo and Sam on their journey?
Player: They don't; Frodo and Sam proceed to Bree by themselves
Player: Buckland, the Barrow-downs, the Old Forest, Bree
Player: Goldberry, the daughter of the sky
Player: Arwen

DM: "With all due respect, I don't see how this is relevant, Mr. Jacobs," replied Jack."Well you see, Jack, when someone constantly forces something down another person's throat it could be very annoying, cumbersome, rude, or even damaging to the other individual. It could be anything from political preferences to a way of speaking. Do you have any experience doing this, Jack?""Well, now that you put it that way, I guess I do tend to speak in the form of ballads... but it's never harmed anyone," Jack added."Not to your knowledge, anyway, correct?" Mr. Jacobs inquired.Jack remained silent."I withdraw the question. No further questions, your honor." Mr. Jacobs returned to his seat."The jury will now discuss the case," informed Judge Jenkins. "I will call you back when they have reached a deliberation."As the court dispersed Joan turned to Jack. "I've got a good feeling about this one," she said, although there was a slight worry in her smile.
Player: Verdict
DM: "Has the jury reached a verdict?" asked Judge Jenkins."We have, your honor," replied the foreman. "We the jury, in the custody case of Jack versus Jill, give Jill full custody to Jenny."Jack lowered his head. Joan turned to him. "I'm sorry, Jack. I wish there was something I could do."

DM: Nobody wants to be in your gang at first, but then you start rounding up all of the geeks and nerds that are getting picked on and you call yourselves the Cracker Jacks.You're the leaderTed is bucktoothed fellow and is 6 1/2 feet tall with pencil stick arms and he is your 2nd in commandGord weighs 350 lbs and wears pop bottle glasses. He is 3rd in command.and at the low end of the totem pole you have Jeff and he looks like he just came from comic con.You call your gang over for a secret meeting.
Player: Cracker Jacks Assemble
DM: "Listen up Cracker Jacks," You tell your crew."I know that we are a weak gang and that the other gangs in this prison, namely the Bonks and the Cheetahs are going to kick the crap out of us. So I have a plan."Everyone looks up attentively."We are going to produce poisoned cigarettes and we are going to intentionally let the Bonks and the Cheetahs mug us. Every smoke will have a high dose of arsenic, and when they get sick and die it will be our turn to rule the house."Jeff squeaks up, "Uhhh can I have sex with their corpses?""Fuck Jeff," you sigh "Just keep it in your pants would you."You shake your head in frustration."Alright Ted, you're going to get mugged by the Bonks, and you Gord will let yourself get mugged by the cheetahs.""And you Jeff......ahhhh fuck, just don't rape anyone, got it?"Time to get this plan in motion.
Player: Next week

DM: Spiderman pondered what he'd just heard carefully. What should I do next? he wondered.
Player: Speak with J. J. Jameson #2
DM: "I see you're still going around causing trouble," Jameson #2 says.
Player: Say, "So, tell me about your childhood."
DM: He glares at you. "I don't want to talk about that."

DM: Ah... a fine choice! (Now let's assume we both have bikes here for the sake of this story)We now need to decide where to bike. And our choices are...
Player: Random wooded area
Player: Kitchener

DM: Leaping forward, you grab the gun off the table. Now here's a question...Dismantle it? Or kill them all?
Player: I can't kill. I won't stoop so low. I dismantle the gun.
DM: They may be gangsters, but you're not one to kill. You did it once. You won't do it again.In a few smooth motions, you dismantle the gun, dropping it to the floor. The gangsters slowly approach, hands raised."... What are you waiting for?" You ask them. Their hesitation breaks, and they charge.Smoothly sidestepping, you stick your leg out, one of them tripping and hitting his head right on the edge of the wooden table. He's out. The other three recover quickly, turning and facing you.There's a wooden chair next to you.
Player: Throw the chair.
DM: Swiftly, you lift the chair by one of its legs, throwing it at the group and hitting one right in the face. He's out.The other two run at you.

DM: Thank God! Not going to lie.. this was my least favorite activity idea so I'm glad you decided to opt out. I knew the chances of you turning it down were pretty low so this is a pleasant surprise. Let's re plan this evening!
Player: I've decided we are hopping on a plane that leaves in an hour and the destination is a secret ;)
DM: How's this for being spontaneous?My bag was already packed and ready in the car just in case you chose this option. I let you drive to the airport though because Toronto still scares the hell out of me.

Player: You go back into the kitchen
DM: Your owners are very pleased to see you, especially Lucy. What do you do next?
Player: You go into the living room
DM: The living room is a great place to do stuff. Well, what do you do?
Player: You hop up onto the couch
DM: The couch is awesome: It's softer than Luna's bed, and bigger! What do you do on it?
Player: You get off it
DM: You are now off the couch...

Player: Start your own gang by rounding up newbie's

DM: You take in the view at Mount Kilimanjaro, Africa's highest peak at 19,330 ft, located in northeast Tanzania. It is the remnant of an inactive volcano. The top of Mount Kilimanjaro is covered by glaciers year-round due to the altitude's cold temperatures. Mount Kilimanjaro is a popular attraction for mountain climbers. Tanzania, whose capital is Dodoma and national language Swahili, is also home to Serengeti National Park, a large wildlife preserve where wildebeests, zebras, lions, and other wild animals roam free in their natural savannah habitat.You search for clues to Connor Tist's whereabouts. You ask everyone you meet if they have come across him or the Airport."No, I have not seen the person you are looking for," the banana farmer says."It does not appear that he's been here," says the safari guide.The paper mill owner says, "I can't say that I have seen him or the loot."Darn. Another 10 HOURS wasted. Where will you travel to next?
Player: Somalia (-10 HOURS)
DM: Somalia is one of the oldest Muslim civilizations in the world. Many ruins of centuries-old mosques still stand today. Somalia's proximity to Islam's birth on the opposite coast of the Red Sea in the 7th century eventually led to Somalia's capital city of Mogadishu being known as the city of Islam. The sultans of Somalia also built impressive palaces, forts, and castles as the region became a center of trade between China, Persia, Mediterranean Europe, northeast Africa, and Arabia.Somalia was never colonized by European countries, only claimed. The modern Somalian state was granted independence by Italy in 1960. An ongoing civil war in Somalia, fought from 1991 to the present, has destabilized the country, destroyed existing infrastructure, shattered every level of government authority, impoverished the masses, and led to a large Somali diaspora around the world.You waste no time asking residents if they had seen Connor Tist or O'Hare Airport."I have not seen anything fitting that description," says the Internet cafe owner.Answers the seamstress, "I don't believe I have seen that person.""No, I don't remember seeing him," replies the telemarketer.The clock is ticking. Where do you head next?

DM: Cambodia's most popular event is the Water Festival, an annual national holiday celebrating Cambodia's rivers. The Water Festival's primary attractions are its boat races. Crews of up to eighty oarsmen (representing regional teams) paddle gigantic boats of up to a hundred feet long in races over a kilometer in distance. The millions also gather at the river banks all over Cambodia over the three-day period to give thanks to the rivers for providing the Cambodian people with fertile land and abundant fish, enjoy live music and dance, view fireworks, and watch illuminated and brightly decorated floats parade down the rivers, in a water-based Mardi Gras of sorts.You track down a few people hanging out in the neighborhood and ask them if they have seen anyone who fits the description of Carmen Sandiego."I have not seen her," the cockfighter says."Sorry, the person you are looking for isn't here," answers the historical reenactor.The oil magnate replies, "I do not recognize this person."Time is running out. Where do you head next?
Player: The Philippines (-10 HOURS)

DM: You keep ramming his Kart until....SMACK...the gigantic beast rolls of of his Kart into the middle of the track...defeated!
Player: Go see whats up next...

DM: Congratulations on beating Chapter 1! Well, not really, as it's literally impossible to lose in it. The whole point of Chapter 1 is to provide background information. Oh, and to include one VERY IMPORTANT CHOICE that will alter the story...
Player: Chapter 2
DM: You're not quite sure how to get home, so you look around for the map your mum gave you. Where did you put it... in your pocket? No. In your bag? No - actually, yes. You didn't see it below your Grade 2 textbook at first... After studying the map, you see that you are a long way away from the path your mum highlighted. Luckily, the way back onto the path looks easy. Take the next right, then follow Superville Drive onto Green Street...Superville Drive is one of the roads that join onto the highway, so it contains a little more traffic than the other local roads. You follow it down to a shopping center. The "Superville Markets", as the sign says, contain a newsagent, a post office, a cheap shop, an expensive shop (that obviously isn't called that), and bike hire. As you walk past them, you see a white sign with large red writing stuck on the wall. It reads: DO YOU HAVE THE COURAGE AND BRAVERY?I am looking for people aged 14-20 to replace me. I can't write the details of what you have to do here as they are confidential, but you do need courage and bravery (as previously stated). It will make your life much more exciting. Be prepared for daily training at a time that suits you. I promise that you will enjoy it.Come see me at 185 Superville Drive.Only 2 spots available.The sign interests you. You're not sure if you have enough courage and bravery, but the thought of something fun tempts you. And you think it may be secret for a reason...You shouldn't go wandering off without asking your parents though. Your mum would already be wondering where you are.
Player: Go Home

DM: "Looks like you have some backbone after all," says Chiz happily.Welcome to the Bonks my friend. You family now. You'll be taking orders from me and my man Bubba if you want to stay in this happy little gang though.You are also given a tattoo of a brick, and they put the tattoo on your shoulder as proof you are one of the gang.A few weeks later Chiz pulls you aside and tells you that he has a special assignment for you. He wants you to murder the leader of the Cheetahs - a named 'Cheddar.'What say you:
Player: No, You must be Bonkers
DM: Chiz and the crew start shoving you."You on some dangerous ground here man, are you part of the Bonks or aren't you?" screams Chiz.
Player: I'm a Bonk. My apologies boss. Cheddar is a dead man
DM: Lucky for you that not only did you sneak a shiv into the cafeteria but you manage to walk close to Cheddars table as he is eating lunch.Killing this man means you will never get out of prison, but if you turn yourself over to the guards you will be a snitch.
Player: Slit Cheddars neck while he eats
DM: You pull out your shiv, but you don't quite make it to Cheddar. You come close but he turns around at the last second and tackles you to the ground while his gang stabs you deep in the ribs. One of the shivs pierces your heart and you bleed out on the cafeteria floor.You are dead. Don't you know that crime doesn't pay.***A week later Chiz retaliates by killing the Cheetahs 2nd in command. A man they call Gouda. Not that it really matters because you die here. You lived as a Bonk and you died as a Bonk.The End

DM: You decided to leave the car behind, and walk around the streets for the night. The lamp-posts give out an ethereal light that glides on the side walks and partially on the roads. You see a used bookstore that is still open. You feel as if you needed to go back to your car, and back home.
Player: Go to the used bookstore...
DM: As you walk into the bookstore a bell gives off crisp audable ring. Books cover from shelf to shelf, many with old age, few published before their 30 year antiquity. You look around the store, but you don't seem to see the owner. You see a small bell on the counter.
Player: Go outside...

DM: The Coalition fleet regroups and begins attacking, striking at the regrouping Alliance. They manage to destroy several ships, but are quickly wiped out after the Alliance fleet regroups, with the Maw leading the charge and personally wiping out most of your fleet, with the rest being picked off by other Alliance ships.
DM: The Iron-Scales are a Garavan tribe who believe in leaving behind their organic bodies to replace them with machinery. They use machinery to turn themselves into cyborgs to varying lengths. It's a quite terrifying thing, as the Garavan get most of their machinery, so most of the Iron-Scales have to take the cyborg machinery from the dead, so taking robotic limbs and eyes from dead Humans and Clones, and so remaking bits of Remnants into their own body. Some of the Iron-Scales even permanently hardwiring themselves into vehicles, turning the vehicles into the their own bodies. Because of this, the Iron-Scales are a great fighting force who are known to hire themselves out. They've offered their services to the Coalition, and you know that if you refuse, they'll turn to the Alliance.
Player: Hire the Iron-Scales
DM: You hire the Iron-Scales, who are quickly sent to assault Alliance bases to fight against the enemy, where they become valuable assets, and even spend the money you pay them on more machinery and cyborg weaponry, making them better soldiers.

DM: The mob points out a limousine across the street. Father O'Malley opens the door to let you in.You want to ask Father O'Malley why his parishioners are bothering your place of business and chucking rocks at your windows but you are to distracted to say anything.Father O'Malley has his hand on your crotch and he is attempting to play with you sexually."I'm told that you own this Satanic clothing store," says Father O'Malley while fondling you, "But if you want us to stop bothering you then shut down this horrible place and come to church."Do you want to:
Player: Shut down your business and go to his church
DM: When you arrive at the church you find that it is empty. Father O'Malley is the only one there. He gives you a big smile and bids you welcome."I really like praying to the lord and I think you will as well," he whispers as he stares at your rear end."You should come and see my basement. I have some pews down there we can pray on, and also confess your sins," the priest tells you.You have a bad feeling about this.

DM: "How is it possible to hurt a tree?" "What? You don't think trees are living beings?! You think you can go around destroying them and ripping them apart because they can't tell you not to?! Just because they don't have a mouth to cry out, doesn't make it any better!? You should know man, It's trees that keep you and I alive! Without them, we'd be dead!! You don't bite the hand that feeds you!" Obviously you hit a soft spot.
Player: "Alright man, I'm sorry"
DM: "Don't apologize to me! Apologize to the tree!"

DM: You see a warm and inviting place with large panes of stained glass giving this church an air of sophistication.Father Vlad introduces himself, and he gives you some advice on how to live a life that is worthwhile."Here is what I want you to do son," he tells you."Follow the 10 commandments, come to church every Sunday, pray to the lord for guidance everyday, love the lord with all your heart and love your neighbor as you would love yourself.""Praise Jesus."Will you follow this sage advice the priest gave you and make these teachings apart of your life?
Player: Murder the priest with a chainsaw
DM: "I bet you're not very Vlad to see me," you say jokingly as you destroy the priest and his whole congregation with a chainsaw.Blood is everywhere, brains decorate the carpet.You don't know why you decided to do this. It just seemed like a good idea at the time.You see 50 cops running through the door and bearing down on your position.No escape, they wrestle you to the floor and place you under arrest.
Player: Attack a guard
DM: You punch a guard in the side of his head and hear a satisfying thunk.But the smile is soon wiped off your face as 6 guards haul you off to solitary confinement.

DM: Wheel of morality go round and round.Which religion is most profound?
Player: Buddhist
Player: Punch Ken Ling in the face
DM: You try and punch Ken Ling right in the gob, but he just counter attacks your move and punches you so hard in the nose that your nose breaks.After receiving medical attention Ken Ling comes to you and tells you that he is disappointed in your lack of Buddhist values. He tells you that if you still want to be a Shaolin Monk that you will be spending the next 6 months cleaning the temple toilets before allowing you to rejoin the Kung Fu training.What will you do:
Player: Clean Toilets
DM: You spend the next 6 months scrubbing toilets and reading Buddhist texts, but you are forbidden from learning or participating in Kung Fu until your punishment is over.---------------------------------------------------------------------------------------------------------------------------------------------After the six months are over you resume your learning of kung Fu and become a more diligent student.Over time you become a powerful student of the martial arts yourself.One day in the future a new student come to the temple to become a monk.

DM: "Good-bye," your mom calls out the open door. "Don't forget to stay on the path. The woods are dangerous this time of year." As a cold autumn breeze stings your eyes, you pull the hood on your red cloak up over your head and tie it tightly. Then you pick up the basket your mother prepared and set off down the path through the woods. Before long you get to a fork in the path. It's been a while since you visited Grandma, and you don't remember the way from here. The left path looks well-worn but dark in the shadows of the trees lining it. The right path is warm and sunny, but there is grass growing across it; this path probably hasn't been traveled in a while.
Player: You choose the left path.
DM: Although it is shady and cold, you choose the well-worn path on the left. It should make for speedier travel without all that grass growing on the path. Before long, you hear a rustle up ahead. You can't make out what is causing the noise, and you're not sure you want to find out. It sounds big. You glance nervously behind you. Is it too late to turn back?
Player: You approach whatever lies ahead.
DM: You're feeling brave and take a few more steps down the path. The rustling stops, and a big, hairy creature steps out of the bushes. It looks right at you and growls. Then it glances at the basket. Its expression changes to a toothy grin. "Pardon me, child! You startled me. I'm not used to seeing young ones this deep in the woods--not alone, anyway. Tell me, what's your name, and where are you going with that basket?"
Player: You tell the truth.

DM: The warm, sunny path seems pleasant enough. The birds are chirping and flowers are still blooming here and there. You begin to whistle as you imagine giving Grandma a big hug and seeing the smile on her face. In your head you can picture the two of you sitting together and catching up on all the latest gossip while a warm fire burns in the cozy, little... Wait a minute! What's this? It seems the path you chose only made a circle. You are right back at the fork where you started. It looks like the shadowy path is the only other option.
Player: You tell a lie.

Player: You run home as fast as you can.
DM: Your heart is racing as you run up the steps to your house and burst through the door. "Back already?" Your mother comes into the room. You explain the whole story to her, and she is not amused. "Really? How can a child at your age scare so easily? Grandma needs that medicine, and I trusted you to take it to her!" You are sent to bed without supper. You'd better hope Grandma has a miraculous healing tonight. THE END

DM: Maybe you were all wrong about this fellow. He seems nice enough. You smile politely, tell him your name, and explain that you're going to visit your sick Grandma who lives in a little wooden cabin at the end of the path. "It's nice to meet you, Red. I'm called The Wolf," he says. "It's a family name." You tell him it was a pleasure to make his acquaintance, but you really must be going now. Grandma is waiting. "How sweet!" he exclaims, licking his lips. "You care so much about her! You know, I had a grandmother once." The Wolf blinks a tear from his eye. "You know what I'll do, Red? I'll show you a shortcut to your dear Grandma's house. It's out of my way, but I like you and feel like helping. What do you say?"
Player: You take the shortcut.

DM: You realize that you need a way to travel across the country. Though you have read that taking flights is a safer option, when you reach the airport you realize that this will cost you 40 Galleons. When you leave, you are stopped by a man who had overheard your inquiry at the airport. He tells you that he owns a small fleet of buses and regularly transports people across the country. He says this will cost you 20 Galleons, but you know that such companies may be illegal or corrupt. What do you choose?
Player: The flight.
DM: Your ethics meter goes down by two points. However, you contract the flu and you have to spend time in recovery.
Player: Afghanistan : 3
DM: You realize that you're spending too long, and really need to hurry up. You decide to rent a car and travel as fast as possible. However, you get into a minor accident while speeding. You are told that you can fork over 10 Galleons and get off without a punishment, or not pay and have to spend time at the station. What do you do?
Player: Integrity
DM: If you choose to keep your integrity (for now, at least!) you spend time at the station and then you're free to leave.
Player: India : 1
DM: Once you reach India, you check your blog and find that every few countries you need to complete a question as part of the requirements for the challenge. You are asked to write down what stage of the demographic transition model the country is in.
Player: Stage 5.
DM: That's incorrect. The answer was stage 3.
Player: Onwards!
DM: When exploring, you notice a young boy begging for money on the side of a street. He is wearing tatty clothes and seems to be blind. You then see a little girl, who seems to be physically able. Who would you donate to, and how much?
Player: I'd give the boy 10g, because he's blind and will have fewer opportunities than the physically able girl, who can just get a job.

DM: You feel so lucky to have run into such a helpful creature! You thank him over and over again as you leave the path and take The Wolf's shortcut. He just grins at you and disappears into the bushes. As you push ahead, the trail becomes narrower and narrower until finally you reach a rock wall and can't go any further. Hmm, maybe The Wolf was confused when he pointed you this way...or maybe he isn't so friendly after all. You shiver. It takes you nearly an hour to make your way back to the path, and the woods are getting colder and colder. What should you do now?
Player: You continue speedily to Grandma's house.

DM: He brightens slightly. "Ah, business has been going just fine. I'm planning to write an editorial about keeping dangerous vigilantes off of our streets."
Player: Ask, "Do you have any idea how this whole mix-up happened?"
DM: "No, but I wouldn't be surprised if you turned out to be behind this whole thing," he snorts.
Player: Talk to someone else
Player: Speak with J. J. Jameson #1
DM: "Well, if it isn't the webhead," Jameson #1 sneers.
DM: "No," he says. "I just ran into these two impostors, and here we all are."

Player: You annoy the person on there
DM: Annoying people is something you do best. They push you off the couch, annoyed. What do you do next?

DM: The door is slightly ajar when arrive at Grandma's cottage. You peek inside, but it's too dark to see anything. "Grandma?" you call. "It's Red! I have something for you! Can I come in?" From the back of the house a gruff, half-muffled voice says, "Come in, dear! I've been waiting for you." You walk in and head for Grandma's bedroom. The curtains are drawn, there are no lights lit, and the room is very dark and cold. You can just make out the faint outline of Grandma sitting up in her bed. It looks like she's wearing a scarf on her head. "Come in where I can see you, child," she says quietly. She gestures for you to sit on the bed with her.
Player: You walk over and sit on the bed.
DM: Your feet are sore from walking through the woods, and the bed does look comfortable. As you sit there, your eyes start to adjust to the darkness. Grandma's outline becomes clearer. There's something unusual about her today. You think about it for a minute, then it comes to you.
Player: You say, "Grandma, what big ears you have!"
DM: "The better to hear you with!" she responds. The two of you sit staring at each other for a minute. "Anything else, dear?" Grandma finally asks. You can detect a faint growl in her voice.
Player: You say, "Grandma, what big teeth you have!"

Player: Leave the poachers alone
DM: You decide to leave the poachers be. Over the next few years they kill massive amounts of the native creatures and wipe out massive amount of Moi, while damaging your political campaign. Still, Your relationship with Garavan increases greatly.

Player: You remain standing where you are.
DM: Something is very, very wrong here. Grandma has a crazy look in her eyes. There is white foam dripping from her open mouth. Could it be that she is sicker than you thought? Suddenly, Grandma springs out of the bed and lunges at you, knocking you to the floor. Her eyes are wild and you can tell she means you harm, but you don't have the heart to push her away. Just when it looks like the end for you, a dark shape leaps from the shadows and knocks Grandma off you, pinning her to the floor. "Hurry! Help me tie her down!" calls The Wolf. You do as he says, and soon Grandma is immobilized. The Wolf forces some silvery liquid down her throat. "Did I mention I'm a doctor?" he asks. "She'll be fine in a few hours." And sure enough she is. You can't wait to tell everyone at home how wonderful The Wolf is! THE END

DM: The gruff voice responds, "The better to eat you with, my dear!" Before you know what's happening, The Wolf is standing above you. His sharp teeth are inches from your face as he grins down at you. He growls loudly and then opens his jaw wide. Just when you think you're a goner, you glance down at the basket still clutched in your hands. The cloth has fallen open and you can see the silverware your mother packed.
Player: You grab the spoon.
DM: You hold up the spoon in front of your face. The Wolf pauses in mid-lunge. He begins to howl with laughter. Before you know it you are laughing too. Another familiar laugh joins you. Grandma steps out from the closet. "A spoon?" she croaks. "Of all the possibilities, you chose a spoon?" She slaps The (still-chuckling) Wolf on the back. "That's my grandchild for you, Wolfie!" She grins at you. Noticing your confused look, she explains how she and her furry friend were in it together. The whole thing was an elaborate joke to scare you. Only afterward do you recall what a prankster Grandma is! THE END

DM: You try and hijack a plane.But bad luck for you my friend.The plane was traveling to a Neo Nazi convention.Neo Nazi's on the plane grab your dirty Muslim ass and eject you from the aircraft.You yell, "Allah Akbar," as your piece of shit carcass hits the ground and explodes like an overripe tomato.
Player: Go to hell
DM: "Welcome to the abandoned landCome on in child, take my handHere there's no work or play, only one bill to payThere's just five words to say as you go down, down, downYou're gonna burn in hellOh, burn in hell" ~Twisted SisterWell Mr Muslim. No 21 virgins await you here. You don't believe in Christ, then in hell fire you must stay.The End

DM: You deliver the ship to the Remnants. The Remnants quickly begin activating the machines, creating a new Remnants' Unit, the Hunter. These Hunters are quickly trained and integrated into the Remnants' military. The Remnants formerly thank you, though there's more important results. The Remnants begin moving their fleet in a position to better defend human ships and colonies, trade with the Remnants begins increasing quite rapidly, and most negotiations begin succeeding beyond all previous hope. The Remnants begin investing in the Coalition, and the Coalition's strength rapidly increases.
DM: You sit in the Council Room, a massive room used to kept the Twelve Council members who lead humanity and the fleet. To your right is Mistress Chang, to your left is Jaric Gray. You're meeting to discuss recent rebellions among the Mundar Dwellers, an alien race of miners in the Alliance. Still, not all of the Council Members have arrived, so you decide to talk to one of your fellow Council Members.
Player: Talk to Mrs Chang
DM: You turn to Mrs Chang, who beams at you."The Remnants have began pulling their load in the Coalition because of you. I swear, when I saw four Remnants ships approaching human colonies, I thought they were attacking, not coming to act as the colonies' bodyguards! Well done, Achilles. Well done. Ah, Augustus Cabana is arriving. He's always a spectacle."Augustus Cabana, commonly known as the Half-Breed, is a mosnter. Cabana's mother was infected by an alien parasite, which mutated so rapidly that it gained the ability to impregnate her, beyond all scientific expectations. This led to the birth of Cabana, the only product of inter-planetary breeding among sentient beings known to humanity. He has cracked, sickly green skin, lips curled up to the point you can see his constantly bleeding gums, a series of sharp, carnivorous teeth and an unnaturally skinny frame. Despite all expectations, Cabana survived his birth, and even became a politician. Cabana notices you staring and smiles, a horrific expression as his gums let out a fresh wave of blood and his skin crinkles and cracks in some places, allowing mucus to ooze out from the cracks. You return the smile,

Player: You say, "Grandma, what big eyes you have!"
DM: "The better to see you with," she responds. "And the better to see that creature sneaking up behind you!" Before you know what's happening, Grandma reaches under her pillow, produces a rifle, aims, and fires. A dark, furry shape falls to the floor behind you. It is The Wolf. "Grandma, you saved my life!" you exclaim. "I've lived in these woods a lot longer than you have, dear." Grandma smiles and pats her rifle fondly. "Now, let's see what your mother's packed me!" You look at Grandma in a whole new light from now on. THE END

Player: You grab the fork.
DM: You reach for the fork. Its tines look sharp--maybe you can use it to defend yourself. Unfortunately, just as you wrap your hand around the utensil, you feel yourself being jerked into the air. Before you realize what's happening, you are being squeezed down a slimy tube. You land with a splash in a smelly, utterly dark, cramped space. It takes a couple minutes for things to sink in. You must be in The Wolf's stomach. The fork is still clutched tightly in your hand. Maybe you can use it to your advantage.
Player: You run the fork lightly up and down the slimy surface.
DM: Nothing seems to happen. You give up and drop the fork. Suddenly the whole stomach lurches to the side and you slide along the wall and land on something bony. "Ouch!" the bony thing yelps. "Grandma? Is that you?" But before there's time to respond, a bright light appears, temporarily blinding you. You feel yourself being lifted up into the crisp autumn air by a pair of strong hands.

DM: How many boats carry the companions down the River Anduin?
Player: none; they travelled the River Baranduin
DM: To which location do Frodo and Samwise cross the river at the end of Book II?
Player: Emyn Arnen

DM: After a long, cold night of broken sleep, you awake to the dull light-if it could even be called light-of morning. As you look about you, the only change that catches your eye is a tree that fell several yard away from your campsite. You remember waking to a loud noise in the middle of the night, but your body was so heavy that you couldn't even sit up to protect yourself. Thankfully, it didn't land on you... though you wonder if that wouldn't have been best. With a heavy heart, you gather up your provisions and stuff them back into your pack. You swing it over your shoulder and walk slowly up towards the road, and soon enough, you're heading south.After having walked almost three miles, you come across what used to be a bridge spanning a wide river. The rapids may have raced along the channel at one point in time, but now the thick sludge only creeps slowly over the rocks. It would be slow going, but the water is shallow enough that you think you'd be able to cross. (After all, the shattered bridge will be of no use to you.) What do you do?
Player: Examine the bridge.
DM: Groggily, you walk up onto the bridge until you can walk no further. You look down drearily at the water. So quiet. So cold. Those rocks look awfully sharp. You rub your forehead with the back of your hand. The lack of sleep is preventing you from thinking clearly. But still, you can't help but wonder how it would feel to just end it all right now-to outstretch your arms and let gravity take over, pulling you down to the water below. Maybe at last, you'd get a nice, long rest...
Player: Jump.
DM: It's over before you can second-guess your judgment. Your skull is smashed in by the rocks below, painting this corner of the world's grey canvas with red. Your body hangs there for a moment longer, until eventually the slow currents tug at your limbs and drag you downstream, floating on the surface of the sludge, along with hundreds of others.

DM: As you pick up the knife, The Wolf raises his large forepaw and swings it at your hand, knocking the blade onto the floor. You only have one chance left.

Player: You jab the fork into the stomach wall.
DM: A sharp jolt runs up the muscle lining the stomach. You hear a distant howl of pain. The walls begin the shiver violently, but soon the shivering stops. All is still and quiet. A thought occurs to you. You may have killed The Wolf, but just how are you going to get out of here? THE END

DM: What better place to get ideas than the Internet? After all, everything that's been written shows up there somewhere, doesn't it?Isn't it really amazing how you can start out searching in one place and then you just follow one link to another link to another? Then you're viewing some page with theories about UFOs and news articles from some kids who claim a UFO visited their school. And somehow you didn't manage to get any writing done, nor find any ideas for a story that hasn't been written!
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You are starting to feel a little worn out.How you feel about your muse right now: Muse, muse, muse. It sounds funny. Why is it called a "muse?"Current Time: 6:30 Your current options:

Player: You struggle to get away.
DM: You just manage to fight your way out of the strange grasp, but in doing so you fall and bang your head against the hard floor. You black out. When you wake up, you are lying in a strange bed in a strange house. A man comes in and seems happy to see that you're awake. When you ask what happened, he claims he rescued you even though you have been unconscious for days. Eventually the man offers to escort you back home. You thank him, and you are happy when you finally make it home again. Unfortunately, your lovely red cloak was lost during your adventure, and you never did manage to deliver the basket to Grandma. THE END

Player: Take the ball!
DM: You shoot...but Bowser simply sticks his gigantic hand in front of your shot and steals the ball!
Player: Follow him down court...
DM: You follow him down court but he stops and stares at you...
Player: Stop....
DM: He fakes you and keeps going!
Player: Try and get the ball!
DM: Bowser takes the ball down court and Goes up for a shot...

DM: You are General Achilles. You come from Greek, American, Russian and Irish descent, mainly Greek, though this can only be found from your DNA, as you were abandoned at a young age. You were named Achilles, after an ancient Greek Warior. You joined the military and were a hero in the War against the Thar'Garavan. You made it home, and reared a family with several kids, who are starting to make families of their own. Now, you've descended into old age, and have been given a spot in the Council.
DM: You are General Achilles. Humanity has long left Earth, and went to the stars in a massive fleet. the Fleet consists of a half dozen Titan Ships, capable of holding an immense population the size of nations, with massive farms, water recycling planets, power stations, and everything that could be required for human life to prosper. You've recently been promoted to General and a member of the Council, and are now not only in charge of military operations, but politics. Humanity has discovered many new species, including the Garavan, the many species who make up the Alliance, and the Remnants, Chosen and Tarn, who've formed a Coalition with you, as well as the Clones. Is there anything you want to learn about, or would you like to start?(The Stats ALLIANCE and GARAVAN are for reputation and relationship among the Garavan Species and the Alliance. STRENGTH is the strength of the human fleet. UNITY is the unity of the Coalition between Humanity, the Remnants, the Clones, Chosen and Tarn.)
DM: Chapter One: Life in the StarsYou wake up with a start. Your wife is still fast asleep, and won't need to wake up for another hour. Your pets, Blitz, your dog, and King, your Red Tortoise, are also asleep.
Player: Take a Shower
DM: You walk into the bathroom, and turn on the shower. You quickly bathe, before getting dressed in your suit.
Player: Go outside

DM: Estás corriendo por el bosque prohibido, la bestia siempre a pocos metros de ti, gruñiendo y gimiendo desesperada para alcanzarte y hacer de ti su cena.Hay un claro a pocos metros, que no agradeces por la visibilidad que le ofrece al animal, pero no tienes una mejor opción. En tus bolsillos descansan los pedazos de tu varita, que se rompió momentos atrás en las fauces de la bestia.Llegas al claro, y te giras para enfrentar tu destino y...
Player: Todo se pone negro
DM: Despiertas. Es temprano por la mañana, apenas se filtra algo de claridad a través de las cortinas y notas que nadie más ha despertado todavía.Decides intentar seguir durmiendo pero, después de unos minutos, te rindes y pateas las sábanas para obligarte de levantarte a pesar del frío.Te sientas sobre la cama y sientes el frío en los pies cuando tocan el suelo.
Player: Despabilarse
DM: Lo mejor que puedes hacer, supones, es levantarte. Encuentras tus pantuflas debajo de la cama y te las pones, bostezando y estirándote de pie. Escuchas los ronquidos suaves de uno de tus compañeros de habitación.Ves la pila de ropa limpia que debes ponerte hoy descansando sobre tu baúl. Te acercas a la ropa y te detienes.
Player: Vas al baño primero

Player: Llevas la ropa contigo al baño
DM: Ya que te levantaste, mejor cambiarte de inmediato y prepararte para el desayuno antes de que tus compañeros despierten y quieran usurpar el baño.Llevas la ropa al baño, cierras la puerta, y comienzas a alistarte para el día. Cuando terminas de cambiarte, habiéndote peinado ya, escuchas un suave murmullo desde la habitación.
Player: Asomas la cabeza para ver

Player: Ignoras el sonido y te quedas en el baño
DM: Te aseguras de que la puerta esté bien cerrada y regresas frente al lavamanos, donde admiras tu reflejo brevemente. Acomodas unos cabellos aquí y allí, te aseguras de que no haya papel higiénico pegado a la suela de tus zapatos, y sales del baño.Estás listo para comenzar el día con ventaja.

DM: ¿Para qué llevar la ropa contigo al baño? Acabas de despertar y tienes tiempo de sobra para cambiarte después.Caminas al baño, y te encierras ahí por unos minutos para alistarte para empezar el día. Notas que un compañero de habitación no jaló la cadena anoche. ¡Asco!
Player: Asomas la cabeza a la habitación
DM: Asomas la cabeza, buscando encontrar cuál de tus compañeros está despierto. Todos parecen seguir durmiendo, aunque dentro de poco sonarán los despertadores para terminar con esa paz.Con el uniforme puesto y listo para empezar la mañana, decides no despertar a nadie y bajar a la sala común.
Player: La sala común
DM: Hay unos alumnos de un año inferior en la sala común reunidos cerca de la chimenea, discutiendo las respuestas para un importante examen que tendrán a primera hora. Te sientes mal por lo preocupados que están, porque recuerdas que también te habías preocupado cuando estabas en ese mismo año, y resultó ser un examen sencillo a libro abierto.Decides...
Player: Ignorarlos
DM: Bueno, si el profesor hace esto de asustar a todos, año tras año, debe ser para enseñarles algo. ¿Quién eres como para quitarles esa oportunidad de aprendizaje?Decides caminar hacia la salida de la sala común, ya ni siquiera escuchas lo que están diciendo. Estás pensando en el desayuno, y por eso te diriges directo a...

Player: El Gran SalÃ³n

Player: Asustarlos
DM: Intentas mantener una expresión sobria cuando te acercas."Perdón que me esté entrometiendo" comienzas, haciendo contacto visual con cada uno de los niños "pero recuerdo ese examen como si fuera ayer. Fue horrible, casi le mandan una lechuza a mis padres para avisarles que quizás tendrían que retenerme un año" dices, dejando de mirarlos."Suerte con eso" les dices con una muy leve sonrisa, mientras los dejas espantados y tú te diriges a...

DM: Con un grito de absoluta repulsión abres la puerta del baño rápidamente, despertando a tus compañeros de habitación."¡¿Quién fue el animal que no jaló de la cadena del baño después de usarlo!?" demandas saber, a lo que tus compañeros, balbuceantes, apenas pueden comprender lo que está sucediendo tan temprano por la mañana.Regresas al baño, jalas de la cadena, y das un portazo.

Player: Ayudarlos
DM: Te acercas al grupo de alumnos, carraspeando para llamarles la atención. Se giran a verte, quedándose callados."En realidad el profesor hace esto todos los años... es un examen sencillo, y a libro abierto. No deberían preocuparse tanto. Pueden preguntarle a otros alumnos si quieren asegurarse de lo que digo es verdad" les dices.Te agradecen, y decides dejar la sala común e ir a...
Player: Las cocinas
DM: Puede que sea un riesgo ir al Gran Salón, por si es demasiado temprano para que haya comida, por lo que decides ir a las cocinas.Comienzas la caminata a las cocinas por los pasillos desolados cuando ves un gato sentado en el yelmo de una de las armaduras.

Player: Te detienes a ver el gato
DM: Te acercas al gato, ofreciéndole tu mano.El gato te araña la mano, salta sobre tu cabeza y se escapa.
Player: Sigues al gato

Player: Folleto del Madame Puddifoot
Player: Moneda

DM: You dive toward your weapons, but the men open fire. Bullets rip through you, and you fall to your side, passing out. You hear the armed men cheering, and watch as Lucky crawls away for help, and the men open fire on you again.
Player: Go back a step.
Player: Take Cover!
DM: You drop to your knees behind the wheel of an old van, and the armed men take pot-shots at you. You exchange fire for a while, until Lucky asks for orders.
Player: Continue firing from cover.
DM: Slowly but surely you manage to kill the armed men. After the gunfire stops, Falcon asks if you should raid the store to replace the ammo lost. What are your orders?
Player: Yes, capture the gun store.
DM: You go through the gun store, raiding all of the ammo you could use and killing four tied up Zombie targets. Falcon raids the food supply and you continue on to Tracer.
DM: You meet a particularly large horde of zombies, and open fire. After several minutes of firing, you realize you're not making a dent in the horde. You notice some side alleys you could use to flank the horde, and an old truck that could fit you guys to the side. What do you want to do?

DM: El gato te lleva por un pasillo oscuro que no reconoces, quizás porque nunca has estado en esa parte del castillo tan temprano.Pierdes al gato de vista y apresuras el paso, cuando la voz familiar del celador te detiene.Oh-oh. Detención.

DM: At last, your lazy owner Ruby (fantaspray1) lets you out of your crate. You potter out of your crate. What do you do next?
Player: Go into the kitchen
Player: You go into Luna's bedroom

DM: You tell your mom you want to show off for the conservatory. She assigns you a piece by Chopin. You spend every hour you can practicing, making sure there is no possibility that you could miss a note. When the time comes to perform you will be ready.Your mom takes you shopping the day before you are to audition. She buys you a nice jacket and tells you not to worry. You are very worried. Music is the only thing you are good at, if you fail this audition you will have been relegated to mediocrity. No one would play the songs you wrote. You might become a piano teacher like your mother,and your only significance in history would be being the early teacher of a promising pupil who was more talented, more successful. You respect what your mother does, but you want more. You want to be remembered.
Player: The Conservatory
DM: You are accepted into Petregrad Conservatory, much to your parent's delight. At first it is like a dream, no longer will you have to worry about history, science, or politics. Your entire life becomes music. You are among the best pianists in your class and your teachers take note. While you are instructed in composition, your main goal is to become the best pianist you can be. You master every concerto that Chopin and Liszt had written. Each day you wake up, walk to the conservatory, take your classes, and then practice until your hands hurt. You find this to be a wonderful life.While you are studying away at the great composers of years past, the world around you quickly changes. The Soviets now control Russia and you live under communism. While this had a great effect on nearly everyone in Russia, your life remains largely unchanged. As far as you are concerned, the music you are playing will outlive any empire and you pay little attention to the new government and the changes that come with it. As your adolescence is coming to an end, one of your professors takes you aside."Dimitri, the world is changing. You are a wonderful pianist but that will only get you so far in this life. You should consider learning how to teach piano if you want a more stable career."

DM: Como sospechabas, eres el primero en el Gran Salón esa mañana. Sobre las mesas solamente hay jarras de agua, y tu estómago no parece feliz de recibir estas noticias.Estás a punto de tomar asiento en la mesa de tu casa cuando escuchas un ruido proveniente del salón que se encuentra detrás de la mesa de profesores, y cuando miras en esa dirección comienzan a aparecer los platos de comida frente a ti.¿Qué es lo que siempre decimos que es lo más importante?
Player: La familia... digo, ¡husmear!
DM: Husmear es muy importante para mantener sano el cuerpo y la mente. De todos modos no hay nadie más en el Gran Salón, ¿quién va a decirte algo?Te levantas del asiento y caminas en dirección a la mesa de los profesores. Es tan extraño verla comenzar a llenarse de comida sin que haya nadie aún. En una de las puntas de la mesa está la puerta entreabierta, y ruidos viniendo de ésta.
Player: Te arrepientes y vuelves a tu lugar
DM: Te detienes, y giras para regresar a tu lugar. Mejor no empezar el día con el pie izquierdo, cuando hay un pie de manzana en perfecto estado esperando para entrar en tu boca.Regresas a tu lugar y te sirves una porción, mientras empiezan a llegar otros alumnos al Gran Salón, entre ellos uno de tus amigos, que camina hacia ti.
Player: Pretendes no ver a tu amigo

DM: You stand to make your point."These creatures have shot civilians. They've shot wounded men. They've shot children. They don't deserve to live. I vote we give them the same fate as they gave our people."The Garavan leaders agree, as do the Coalition. Even the Alliance don't seem to mind. They seem to think they deserve their fate.
DM: You continue going through the cases in a similar fashion. You feel no remorse for the cold monsters who committed atrocities in the war, no matter what the side. Of note is a large group of Thar'Garavan executed for torture, a Clone commando who planted explosives in Thar'Garavan medical stations, a human sergeant who had executed dozens of surrendering soldiers.What does get you, however, are the special cases. There's a lot of issues with fighting another species. It's the guys who've made mistakes and are filled with guilt and remorse that really reminds you of the harsh realities of war. There's a group of human soldiers who opened fire on a group of small, toothy Garavan, assuming they were a Garavan subspecies only to find they were actually children. Another group wiped out a group of Thar'Garavan who were surrendering, confusing their raising their swords, a Garavan tradition that surrendering warriors would take, as the Thar'Garavan preparing to charge. A Probiscan chef poisoned dozens of Coalition prisoners by forgetting what substances were poisonous to them. All of these were good, innocent people who made a mistake, and now have to suffer for it, both from the punishments they receive and the guilt they'll suffer. Still you make your way through the trial and when it ends, you leave and go back to working with the military.

Player: Suck bubba's - You know 'Bubba'
DM: You lean towards Bubba's crotch and you just decide to go for it.But Bubba says that his bread isn't buttered that side up, and he kills you.After he cracks your skull against the wall like a coconut the guards have to mop up the goo.The End

DM: Sí, desayunar es lo más importante para empezar bien el día. Delante tuyo comienzan a aparecer platos, y finalmente bandejas con comidas. No es la misma variedad que hay cuando el salón está lleno, pero hacía mucho tiempo que no comías solo, tranquilamente, sin tener que escuchar a nadie.Vas a servirte tu comida preferida cuando empujas accidentalmente el tenedor, haciendo que caiga al piso. Suspiras y...
Player: Levantas el tenedor del suelo
DM: Lo levantas, porque así te han educado, y lo dejas en el medio de la mesa, para que nadie lo tome pensando que está limpio.Tomas otro, y comienzas a escuchar los pasos y voces de los primeros alumnos (aparte de ti) en llegar al Gran Salón. ¡Ahí viene alguien que conoces y te cae bien!
Player: Haces contacto visual con tu amigo
DM: Tu amigo se acerca a donde estás, pero luce serio."Quieren hablar contigo en la sala común" te informa, y a pesar de que busques evidencia en su expresión de que está bromeando, no encuentras ninguna.Estás por preguntar qué pasó, pero recuerdas lo temprano que era antes de que salieras de la sala común y comenzaras a encontrar otros alumnos deambulando por los pasillos. Rompiste el toque de queda por unos pocos minutos.Detención.

DM: La amistad es muy linda y todo, pero ya esperaste demasiado para comer.Te sirves una porción y cuando estás por llevarte el primer pedazo a la boca, encuentras un ticket dorado debajo de la comida. Piensas en quejarte, pero dice que en conjunto con un folleto, puedes ganarte un premio de la Corazón de Bruja.Nada mal.

DM: "Anyone here!?" You screamed out. You felt stupid, but part of you was hoping someone would come. No such luck.
Player: eavesdrop
DM: It took a couple of minutes to make out what these people were saying, but you got a majority of it. '"This Trancy kid, is she really that important?" the gruff voiced one asked. He sounded quite lazy. "Yeah, Count Trancy doesn't believe that the son that came back to him is able to take over his place. That was his daughter, the one that went missing years ago. Her mum killed herself when she knew that the rat would never come back." another spoke, much less gruff than the other, but equally as unkind."Heh, these Trancy people can't keep a check on their own things without running to people to help. Do you really think he'll pay us for bringing her back? You're the one that ordered the hit on Count Trancy fourteen years ago." Someone killed your mom...tried to kill your dad but they took you instead!? You tried to move so you could hear more of the conversation but the kidnappers realize you were moving too much and opened the cart (or carriage if you prefer). "Hey! Stop making so much noise you rat!" They slammed the door shut again, and left you alone. It was a while and they hadn't come back. You could tell it was night time because it got colder and there was a lot more noise. Thank whatever was up in the sky they didn't take your hunting knife.You choose to...

DM: You pick up a large print version of the Holy Bible and repeatedly bash the clerk in the head. Blood is everywhere, and customers are screaming and running away in terror.You raise your arms in victory and scream, "Dark lord, grant me your favor."However, all you hear are police sirens.

Player: Ticket dorado

DM: Bowser Zooms by you laughing histerically....but youre not down yet...You Pick up speed and bump the end of his Kart repeadidly!
Player: Pull up beside him and Punch Him off...
DM: Ok..lets get this straight...you want to pull up next to a dragon-turtle more than 4 times your size and try to push him off a Kart going 60 mph??? Wow...lets rethink this...

DM: in Math Class
Player: The Adventures of Rory Thorn
DM: These are the adventures of Rory Thorn. Rory is your average high school student who just seems to be a magnet for adventures. He just wants to make it through the day so he can get home at the end of each school day, but when he goes to class, things just seem to happen all around him that make it difficult for him to make it home each day.Rory attends school at Acadia High school on the rocky shores of Maine, a short distance from Portsmouth. He lives in the town of Little Hill in an area of Maine that's not quite nice enough to be a tourist area, but isn't part of the Portsmouth metropolis, either. His father commutes to Portsmouth every day to work at an office job. His mother works parts time as a nurse at the urgent care center in Little Hill. He has an older brother who is away at college in Boston and a younger sister who is still in middle school. Rory is an average student - he does well but he's not going to have the highest grade in classes. It's not that he can't, he's just not all that interested in the subjects they teach at school. He would rather be outside in the woods around his house or down at the shore of the Atlantic Ocean, dreaming. His mother often complains that he spends too much time just dreaming. He dreams all sorts of dreams, from being a pirate captain to a powerful software mogul. But most of the time, they are nothing more than dreams.

DM: Brenda the manager walks up to the table and stares at you."Listen up Cock knocker, we don't need trouble makers here. Next time just take your eggs and shut up. We have a special mental facility for disturbed seniors and if you don't want to end up there you better shape up," she tells you bluntly.
Player: Throw hot coffee in Brenda's face
DM: "Fuck you Brenda! You stupid witch," you yell at her.Then you toss hot coffee in her face and punch her in the gob for good measure.Her nose is bleeding badly and you just know she is calling someone in to haul you off.You start to think if this temper tantrum was really worth it.
Player: You get hauled off to the Tullagreen Facility......
DM: Who would have guessed that they had a special ward just for seniors.It is boring here. They don't let you interact with anyone.In fact they lock you in your bedroom so that you can't harm peopleYou get 3 meals a day, all the tv you can watch, weekly counseling sessions, and a daily walk while you're in handcuffs.They also have a special padded room they put you in whenever you lose your temper.You spent 2 months there one time when you called your nurse a bitch.This is where you die. You lived to the ripe old age of 85 until you had a pulmonary embolism. The End

DM: You open the door and you see a long tunnel. Matt smiles and turns to Jacob, but before he can say anything, a long blade goes through his back and out his stomach. He grunts and squeaks, then the blade goes straight up, cutting him in 2. You fall backwards, scared and confused. Before you is a woman. But that's all you can tell. Her face has no skin and instead of arms, she has blades. Jacob backs up and trips over you. "Hello boys." She says in a retched voice. Poor Matt. He had saved you, and now he lay there dead. He had saved your life by telling you to grab the knife, wait. The knife! Suddenly your mind remembers the knives you had in your waist band. But what do you do with them.
Player: Kill yourself
DM: You decide to end it quickly and slit your own throat. You are dead.
Player: A conversation
DM: "So this doctor, your dad, knows who i am?" You ask, still dazed from what has happened. "Yes, he does." the thing, that you found out is actually a man, said in his scratchy voice. "Whats your name?" You ask, not wanting to refer to him as it. "I- I don't remember." he said in a voice almost in a whisper. "How did you lose your arms?" You ask, and immediately regret it. "When the doctor was sewing my mouth shut, i guess, I pushed him off me to much." You shudder as your imagination takes hold of this comment. "But none of this is important, follow me." He said.
Player: Follow
DM: You follow him around a corner. Before you round the corner he stops you. "Listen to me and don't question me. You need to make a sharp turn around this corner at cut high. Do you understand? Go now."
Player: Ignore him and slowly walk around the corner

DM: As you continue down the left path you wonder to yourself...
Player: ...You believe that perhaps the people to the left may be willing to take your people and together you may prosper.
DM: You find the village of people and walk with your palms held forward. This is a sign of peace in your village and you hope that it translates well. It takes several minutes of rough communication but finally the chief and his translator appear. You share the tale of your people and the struggle you face and with sympathy in his eyes the chief listens. He agrees to allow you to come to his village on the condition that you revoke your title of chief. Your heart breaks but you nod knowing this is what is best for you people. A few months have passed since your village made its way here. It took little convincing that this was the best choice. While you had been gone times had only gotten worse and your village was eager to find a new home. They leave behind much of their belongings and despite much protest from the tribe you refuse the brining of Kinnitak arguing that it too heavy and that the village you are going to have plenty of wood. While your people no longer starve and the coughing slowly fades into memory you can't help but wonder what had caused that horrible curse to befall your people.

DM: The Garavan are a divided species. They are made up of many different tribes, including the Thar'Garavan, the Fai'La Tarrn, a tribe that forsakes ground and air vehicles for tamed animals, the Bian Want, a tribe of Garavan who use cyber enhancements to become Cyborg warriors and the Ton Kailisha. The Ton Kailisha are the tribe that's recently gained your attention. Unlike most Garavan Tribes, they've forsaken the concepts of honor, sacrifice and personal glory for success, survival and the sake of the group. This has led the tribe from becoming closer to soldiers than warrior. The Human military attitude has influenced them greatly, and they've began looking up to humans, even replacing the names of their soldiers from Hunter, Honored Warrior and Supreme Hunter to Private, Sergeant and General. They've taken the nickname Tommies, both in honor of the nickname from the army grunts and for easier pronunciation. The Ton Kailisham, or the Tommies, revere humans so much that other Garavan tribes have began targeting them as traitors to their kind. The Tommies have requested that they're allowed to join the Coalition. Though many Tommies have joined the Coalition through the Immigration Department, which is out of your hands, this is the first time the entire Tribe has requested to join, mostly as soldiers, which would count as a mass recruitment, putting the decision in your hands.
Player: Allow the Tommies to join
DM: You decide in a situation where war with the Alliance could begin any day, you don't need to start getting rid of allies. Massive amounts of Tommies begin joining, most taking rolls in the military and navy. They quickly adapt to using coalition equipment, and give you a massive boost towards your military capabilities.

DM: You are Over Whelmed by your Mother. You obey her wishes and throw away the note. She holds you in her arms telling you every thing will be alright. Your Father seems some what relieved you don't want to join the Agency. Anytime REPRESSED suffering thoughts come up of your Cretin Parents, you help yourself to some happiness pills. You live a full life of Enjoyment, Asmepialia spreads over the globe. You are happy to see the end of the Cretin Race before you go to the After Life.
Player: Try again
DM: As you sit in the school of enjoyment. The teacher tells another boring story of the wonderful leader Asmephial, and about how he made a computer to make the toys for all the children."Before the Weather Machines, in the days of storms the children waited because their Parents told them that Asmephial was soon to arrive. The storm raged on and the children were worried, because they knew the Cretans were out, the Cretans love to suffer so they would be out in the storm and if they could, they would surely want to destroy Asmephial. The children all waited looking at the windows hoping that Asmephial would soon arrive. However the storm grew heavier, and the children's houses shook and rumbled. Outside one could hear the sound of the screams from the love suffering Cretans. The time grew later,and the children wondered if Asmephial could really keep his promise to arrive. Just as the day was about over the children became sad. For the storm was larger than ever, and the day was about to end. The children grew tired with tears in their eye and their hopes about to fade, then the children jumped in shock as a loud noise was made.Was it the storm destroying the homes. Was it the Cretans who wanted to to feed on their bones. NO not at all it was Asmephial standing strong and tall. Bringing computers that made Nano toys for one and all. All the girls and boys jumped for joy, and Asmephial himself handed out the toys"

DM: Your stomach protests your decision, but you return the package to its original hiding place anyway. You know the risks that come with food poisoning, and with such a poor immune system, it would be all too easy for some bacteria to kill you off in your sleep. Instead, you venture outside and return with firewood, and after setting up a small fire in the middle of the store, you curl up on the floor with your extra jacket draped over you and fall asleep.
Player: Next.
DM: With every passing day, it becomes harder and harder to get up and force yourself to keep going. The snow is falling heavily now, and your brain is preoccupied with fantasies of food. Tree bark isn't edible, is it? No... Maybe? You're having trouble clearing your head and focusing on the road ahead of you. Starvation is making you dizzy, and before you know it, you're lying face down in the ash and snow.No, you can't let it end like this. You have to get up and keep moving. Death is not an option!But the snow is so soft, almost warm to the touch. Your eyes are heavy. You're not sure if you really should keep soldiering on, or if you should just sleep and let the cold envelop you.
Player: Succumb to sleep.
DM: A wave of peace washes over you as you make your resolve. With a small smile, you close your eyes and slowly drift off into a deep sleep, followed by dreams of flowers and sunlight and childhood, and then nothingness.

DM: It is midnight, and you came across a curious little book in your private library. Curious indeed! It was a leather bounded book, brownish in color.
Player: Read the book...
DM: You open the book, and read it's pages. In it describes ancient demons of forgotten lore, demons such as the great Pazuzu and Abigor. You flipped through page by page until you reached the middle of the book. On those two pages, you see inside a hole, that reaches to the abyss of Hell. As you listen closely you realised that you can hear the cackling of old hags and the playing of pipes. But when you looked closely, you saw horrors greater than any that the Earth would ever bring forth! Not that of death nor of fear, or of spider venom or ravens and their blood curdling calls, or a goat with a thousand young, it was a metaphor beyond your grasp; a living metaphor of pure evil.As you stare into the abyss fearfully, it began to growl menacingly "WORMTONGUE..." Then you blacked out.

DM: Willow is such a sweet girl. Playing as her, you will be able to make so many friends! The only problem is, you have to be nice to everyone! Well, I guess if that's what you want, it's okay.
Player: Family
Player: Alley-5 Hunter-8 Polly-39 James-42
DM: Alley can be a bit tough some times, but Hunter, for the most part, is pretty nice. Your parents are good, too, so that should go well. Now all we have to figure out is what your house looks like.
Player: Black, one story, brown inside.
DM: It's hard to get home in the dark, but you love that! You share a room with your sister and your brother is right next door. Your parents sleep next to the one bathroom. There is a hallway in-between the sleeping area and the rest of the house. You and your siblings play in that place a lot.

Player: You sleep on it
DM: Zzz...
Player: You wake up.
DM: Zzz...

DM: The view sure looks pretty from all the way up here.But you are hungry and thirsty. You and Wanda stay on the top of the mountain for three days with no food and water.You are about to give up and go back down to the stream for some water when hear something.Whoop whoop whoop whoop....You spot a helicopter in the distance.You look around for some wood to make a signal fire when you realize that there is no wood on the mountain top. You have two choices. You can shout and wave your hands in the air to attract the helicopters attention, or you can use your lighter and lighter fluid to set fire to Wanda as you shout and wave your wands in hope of attracting the helicopter.
Player: Set fire to Wanda
DM: You douse Wanda in lighter fluid and set her on fire."AHHHHHHH!!!"Wanda screams loudly and is flailing around trying to put out the fire. She ends up perishing in great agony, but you don't really care because you are a heartless monster and you see the helicopter headed towards you as it comes in for a landing,

Player: Meet Thomas Wu the new guy
DM: Ken Ling pulls you aside one day and tells you that he has to be away for a few minutes and asks you to help train Thomas Wu for a few minutes while he is gone.-------------------------------------------------------------------------------------------------------------------------------------------------------------------You help Thomas learn a few Shaolin stretches and then tell him you are going to spar with him.Thomas tries punching you, but he is slow and you block and evade his attacks over and over. Thomas looks impressed. This inspires you to:
Player: Go easy on Thomas and teach him how to evade punches
DM: You teach Thomas how to defend himself in martial arts and you decide wisely to not show off and hurt Thomas.At that moment your master walks in. "I see that you are gaining in both compassion and wisdom grasshopper," Ken tells you."I decided to let you teach at this temple," and Ken then makes Thomas your first student.Thomas becomes a great friend and a wonderful student, he is the first of many, and over the years you become a great teacher and well loved by all.However due to your past problems regarding your questionable moral values you never become the master of the temple. It doesn't matter because you have learned good virtues and a great deal about compassion.--------------------------------------------------------------------------------------------------------------------------------------------------------You live at this temple teaching Buddhism and Kung Fu until the age of 95 when you pass away peacefully in your sleep. And you are missed by all.Buddha's name be praised.The End

DM: Too tired to do anything more, you laid down on the bed and fell quickly to sleep.
DM: You woke up a little late, but it wasn't too bad. You got on the bus, quiet. The usual, minus Henry, since he'd started driving.

DM: The Chosen are a sentient race of ten foot aliens. They were created as a slave class, and recently rebelled and escaped. They permanently encased in massive metal suits. They have bonded with a sentient organism that they believe to be their gods. They've become great doctors, and try to spread their religion of worshipping the organism. They're quite peaceful and friendly, though few humans actually trust them. Still, they've joined Humanity's Coalition, making them powerful allies.
Player: Tarn

DM: You arrive in Greece, and decide to answer your country question, which is: why does Greece have over 44% of its population living under the poverty line as of a 2013 estimate? Why is 25.8% of its population unemployed, as of October 2014? What has caused the rise in poverty?Answer one: Bribery is the main reason that poverty is so prevalent: corruption makes the rich richer, and the poor poorer, thus meaning that the middle class is slowly joining the poor class. Answer two: The government got into so much debt, especially after the global financial crisis around 2008, that they had to increase taxes (as well as take other measures) but this only made people even poorer. Answer three: Diseases, like cholera and ebola. Answer four: Natural disasters, like earthquakes.
Player: Answer 1

DM: You are at home on a Friday night, and you have just finished eating dinner when your phone lights up with a notification. You had just gotten a text from the person you've been talking to lately ever since the two of you had met a week or two ago. Before you start cleaning up, you unlock your phone to see the message."hey, wanna go to the club tonight?"After a moment of thought, you send back an affirmative reply. It would be your first official outing with them, and you need to decide whether you want to go with them alone, or if you want to take some friends along.
Player: Go with friends
DM: Since it's a first date, I might want to take a friend or two with me just to stay safe, you muse. You text two of your friends, and both reply quickly. One can't go, but the other is up for a fun night. Once you tell your friend where and when, you then text your date to tell them you are planning on bringing a friend along. Your date then replies to say that they would bring a friend as well.You and your friend arrive at the club together, and walk in to see your date and their friend sitting at the bar. As you walk through the crowd to get to the bar, you notice a total of four drinks sitting in front of your date and their friend. You and your friend sit down next to the other two, and your date slides over two of the drinks. "Thought you two might like these," they say with a grin. Your friend thanks your date and their friend, but pushes the drink back, insisting on drinking a soda instead.

Player: mereth
Player: Celebrian and Galadriel
DM: What is Galadriel's gift to Gimli?
Player: A coat of mithril
Player: Four
Player: Sarn Gebir
Player: It was intended by the author to be a part of the The Lord of the Rings trilogy.
Player: 7, 3, 1, 9, Dark Lord
Player: No, I'd rather keep the points I do have!
DM: 

DM: You laid down on the bed with him, and soon enough, you both fell asleep.\You could do homework in the morning.
DM: The next day, Henry woke you at promptly five in the morning, and he made you pancakes. The rest of his family had already left for the morning, and so the house was quiet. You were both too tired to talk much, so you spent your time watching television until Henry called you to get in the car and head to school.

Player: Saruman the Grey
Player: Ragadast the Brown

DM: The Clones are a liberal society that has recently emerged. After humanity tried to create a new servant class using DNA to create servants for every role, from leadership to military to medical. Now, they've split from Humanity, making their own fleet with a single Titan Ship. They are an incredibly introverted group, yet they remain close allies of humanity, joining the Coalition.

Player: Jump up the spikes on his back and Block his shot!
DM: BAM! You made it in front of him and blocked the monstrous Beasts attempt...! Now you have the rebound!
Player: Head down court...
DM: You head down court when all of a sudeen Bowser appears in front of you and snatches the ball..you freeze..and then run! He takes the ball and nails you in the butt with it!

DM: "General, you have a visitor. He's unarmed, but he's a Moogli. Those creatures have no loyalty and could snap a man like a twig.""Send him in." You replyA massive, furry humanoid alien walks into your office. It's white-furred, and the fur around it's heart has been painted black, showing it to be part of the Black Hearts. While most Moogli are quite peaceful, and believe you should never harm anyone unless they've been proved to be evil, the Black Heart members believe that you should only refrain from harming someone for your own benefits when they've been proven to be good. As such, they make excellent bounty-hunters and assassins."Hello." The alien growls in a deep tone. "I am Ra'Karr. I have recently come into the ability to gain access to the Thar'Garavan Flagship, where Humans are negotiating with all of the Garavan tribes. The Garavan and Humanity have long been enemies, and I am here to offer my services. For supplies and money, I will infiltrate the flagship, and eliminate the several Garavan leaders. Shall we discuss the terms?"
Player: "Guards! Arrest this Criminal!"
DM: The Black Heart growls, and swing his massive fist at you. You're knocked to the floor, and as your two guards enter Ra'Karr sends a massive foot towards your head. You manage to roll and avoid the fist as bullets burst through Ra'Karr's head, and the alien falls dead. You wipe the blood from your head, and Blaze helps you up. Due to the lack of issues arising at the negotiations, the human and Thar'Garavan relationship grows and deepens.This act quickly spreads, and the fact that you fought a creature attempting to harm the Garavan Chieftains gains you a lot of respect among the Garavan Tribes.

DM: You try running out the front door as fast as your legs can carry you but, something jerks you backwards.Father O'Malley grabs you with his bony arms and drags you towards his basement.He is very strong and seems to have the strength of ten men.You struggle to get away but your attempts are futile.
Player: Father O'Malleys Basement
DM: Father O'Malley knocks you out by putting a chloroform rag over your both, and when you wake up you are in a different location but chained up to the wall. This is where you spend the rest of your days.You become a rape toy.Father O'Malley abuses you daily.You live in his basement until you die at the age of 120Never once are you allowed to shower.The EndPs. Never trust Father O'Malley. It is just that simple

DM: 
Player: Takeel's allegiance
DM: Fett commands, "Tell me what you know about the IG-88 droids working for Zuckuss"
Player: Say and do nothing
Player: Run for it!

DM: You walk outside, where your security detail is waiting, two cybernetically-enchanced bodyguards named Connor Murphy and Blaze Goud."Good morning, Sir." Murphy says, smiling."Good evening, Gentlemen." You reply, pulling out a cigar. "What's the plan for today?""Mrs Chang has requested your presence, and a meeting with our allies." Goud said, taking out a lighter and lighting your cigar."Thank you.""Shall we head to Mrs Chang?"
DM: You take the transport tube to Mrs Chang's office, and within a few minutes you arrive. Mrs Chang, an old women of nearly 100 years, sits at a counter. She's the most respected member of the council, and one of the best negotiators with aliens you've even seen."General Alex-Alpha and Commander Delta-19 wish to see you later. Are you prepared?""There's a meeting about a joint military offensive in a nearby system. They want our support.""Correct. Though it's your choice, I believe you should do it. Though it will sacrifice military resources, we need a stronger alliance with them. It's times like these where we need stronger allies. The Garavan are still bitter after the war and the Alliance are always only looking out for their own needs. We need our allies as strong as can be. The Coalition looks strong, but it's full of fractures. We need to hold it together so it can grow and stay strong. Plus, there's been reports of ships disappearing. Not many, but ships of all creed are disappearing. It's probably nothing, but... who knows?""Perhaps." You say, chewing on your cigar. "The meetings soon. You should go." Mrs Chang says.You turn and walk out the door.

DM: You turn on your monitor, and are met with the scarred face of the Pirate Captain."You took out my ships! I have explosives! I'll blow this entire ship to bits!""Listen, we can make a deal. Drop your weapons, and come out.""Screw you!""Unless you're planning to leave in a body bag, you better drop your guns."The Pirate Captain snarls, before nodding."OK."The Pirates drop their weapons and raise their hands. Soldiers walk in and capture the pirates shortly after. "Captain? What should we do with the Garavan Pirates? Send them to the Garavan Leaders for prosecution, or send them to a Human Prison?"
Player: "To the Garavan Leaders."
DM: You send the Garavan Pirates back to their leaders, where they are promptly tried and executed. Though they don't say it, the Garavan seem pleased with what you did.The Human Prisoners are sent to a Prison Colony, where they'll be set to work mining the planet for the good of humanity.

DM: As words fade once more your little room begins to change. Door opens in far corner in the room and before you can react it closes again. But there are two people now in the room.Second one is wearing the same white pants as you and also has shaved head. His eyes are blue and little hazy... His face... You are pretty sure that it's YOUR face. And yet it has some small differences. Like both of you are twins, divided after birth. The man does not see you or it appears so... Still your muscles tighten in almost natural reaction. What is going on?WUEO-15 eliminate Thriteen. Commence now. Voice from speakers is cold and emotionless. It's like machine.The man doesn't seem to be thinking at all, when he charges at you in eerie silience.
Player: Kick him
DM: Your kick is swift and powerful - enemy is without chance, when it lands on his temple. He slakens and falls to the ground. Fast, clean and deadly - thats you!Well like I thought - new model is better prepared to fight then old ones. And so effective! General will be pleased Voice squeaks with pride. It's starting to get on your nerves and yet you can't really be angry.Prepare to third stage and after that - to language orientation!

DM: "Why do Rose and Gil hate you so much?""I have no idea. They've been like that since they came back. It's like they're supposed to hate me, so they make sure they show it all the time.You pondered this for awhile.
Player: Go back
DM: You turned to Henry, settling next to him. "What's up?" he asked.
Player: Talk about Olivia
DM: "Olivia's here," you told him, and Henry rolled his eyes."Of course you would know that. Have you talked to her?""Nah.""You should. Could go somewhere. Your mom knows her dad, right?""Very true."You nodded, and he went back to watching TV.
Player: Talk about Travis
DM: "How can Travis have so many parties?""He lives with his aunt, actually. She's never home, and she lets him do whatever.""Isn't that bad?""Depends what you think."True enough.

DM: You become a good Christian and your life actually improves.You get a job in a steel mill and make an above average wage.When you save enough cash you decide to give this college thing a try.Your futures so bright you've got to wear shades. "Praise Jesus"
Player: Go to college/university
DM: This school is bright and clean. You could be happy here.What kind of career are you interested in?
Player: Goofing off and focus on the ladies
DM: To hell with learning when there are so many fine chicks around.Two ladies catch your eye, but which one do you wish to pursue?Wanda - The curly haired brunnete with the sailor tattoo'sorWilma - The vivacious red headed in an animal skin dress with a cute bone in her pony tale
Player: Wanda
DM: Wanda has so many sailor tattoos' because she has a dream of one day sailing around the world.You love it when she talks in sailor lingo, because she uses phrases like:"Ahoy Mate, Jump into bed and get in me knickers."or"Hey babe, wanna explore the seven sea's."She just turns you on so much that she really floats your boat. The two of you decide to drop out of school and get married.But who should marry you:

DM: "Alright Buster! You're coming with us. Your medical license is suspended and revoked."They drag you from your fancy home, handcuff you and stick you in the back of a government paddy wagon.-------------------------------------------------------------------------------------------------------------------------------------------------You pull up to this large complex in the desert. It's a Fema camp ..... prison of sorts. It is a 12 foot by 12 foot cage with a water fountain and a toilet.They uncuff you and toss you in.
Player: Welcome to Fema
DM: It's time to taste what you most fearRight Guard will not help you hereBrace yourself, my dear...Brace yourself, my dear.........It's a holiday in CambodiaIt's tough, kid, but it's lifeIt's a holiday in CambodiaDon't forget to pack a wife ~Dead KennedysWell at Fema they give you a bowl of rice once a day for the rest of your life.You lose all your muscle mass and look like something that crawled out of a concentration camp.You last eight years before dying in this overheated prison that typically reaches 44 C in the noonday sun. They leave your carcass and bones to the insects.You found out what happens when you don't play ball with the government.The End - You got the Dead Kennedys ending

DM: You open the window and climb out. Not being very careful, you fail to notice how high up the window is. Because of this, what you thought would be a simple dismount ends up with you taking a nasty fall from the third story of the building you are in. Luckily, you only get minor scrapes and bruises, the most damage being taken by your ego.As you brush yourself off and get back to your feet, you look around and notice you are in a snowy wasteland. You see several buildings nearby, and a gate in the distance. There were a number of people wandering about that do not appear to be concerned with your presence, however, the majority of them have congregated in the largest building in vision.There are two promising ways to go here. Firstly, there is the obvious gate, which may lead out of the complex. The other possibility is the building that a large number of people are congregating at, which smells like burning garbage. Perhaps there are valuable clues in this area.
Player: Head towards the gate
DM: You head towards the gate. Upon closer inspection it is a rusty iron gate that almost creaks when you look at it. You can see it has a rudimentary lock, which has worn over time. Looking up at the gate, you notice a few spikes on the top of it, which are relatively sharp. On the other side of the gate, you see some sort of grassy field. Clearly this gate doesn't border on your home, but nonetheless, it seems like a much better place to be than where you are currently at.You still have your spoon from earlier that has always been of great use to you. Perhaps you should try to pick the lock with it. Alternatively, it may be a better idea to simply climb the fence, but you will have to be careful to navigate around the spikes on the top of it.So what's it going to be?
Player: Pick the gate lock

Player: Talk about your family
DM: "So...my mom's been acting off lately," you said."Yeah, I noticed that. Think she's still grieving?""...Maybe."You suddenly didn't want to talk about that anymore.

Player: Rush over to it
DM: You run over to the silvery lump and reach out to touch it. It is cold and scaly, and at that moment you realize it is a dragon, so you jump back. Folia runs over to you. "A Dragon!!" She shouts. "It's ill, we need to help him!" Folia pulls out a pouch that was concealed under her patched skirt. Opening it, Folia exposes the contents of the pouch to be dozens of pink flowers with gold tips. She takes the flowers from the bag and asks for your water canteen, which you hand to her. she gingerly opens the dragon's mouth, puts the handful of flowers in, and washes it down the dragon's throat with the water from your canteen. "These flowers have special healing powers. They should do the trick." She sit's and waits for the dragon to stir, your hand resting comfortingly on her shoulder. Slowly and gracefully, the dragon's eyes flicker open.
Player: >
DM: The dragon unsteadily rises to his feet. He has an obvious feeling of gratitude towards his redheaded savior. Like a subdued pet, he gracefully moves closer to Folia, allowing her to stroke his head. Gently, she reaches out to touch one of his long, silver dragon tendrils. The mysterious dragon allows her to pet him for awhile longer, before he lowers his body so that Folia could climb on his back if she wanted to. "He's offering us a ride!" Exclaims Folia. "Do you want to?"
Player: "yes, I want a ride"

DM: You reach into your pack but find nothing to help with the construction of a fire. You sigh softly and begin the construction of your igloo. Your people have built these for generations and the process is a part of who you are. The igloo is built quite quickly and you curl up inside your sleeping pack legs pressed against your chest attempting to retain as much heat as possible. As the night drags on your finally able to fall asleep over the sounds of whipping winds and your own chattering teeth... (50% chance you die of hypothermia)
DM: You awaken in a fit of sneezes. You sit up and listen closely but it is clear the storm has passed! You are grateful that you somehow made it through the night and decide that is the last time you leave home without a way to keep yourself warm.
DM: You awaken, collect your things, and exit the igloo. You had already been expecting it but still gasp a little as you exit your igloo and realize just how much colder it is outside. Looking up at the sky you realize it must be just the crack of dawn and you are excited at the prospect of the day ahead. As you once again begin your walk through the woods, picking your way through game trails, you finally come across a split in the trail....
Player: ...To the right is a trail clearly made by larger game crashing after their small prey.
DM: You follow the animals knowing that while people could be helpful they could also be hostile and you do not want to run the risks by yourself.

DM: The soccer player dribbles a ball up to you. He stops it abruptly with his shoe."The woman you're looking for was here. She mentioned that she liked FC Barcelona, one of the premier soccer clubs in the world, located in Barcelona, the capital of this state in Spain," says the soccer player.He spins around and dribbles off.Where do you go now?

DM: That was great fun. He is black and blue and his teeth are knocked out of his head. This is a good way to handle bullies. However, you had to spend some time in a jail for kids and your parents have to pay for Billys medical bills. Also you have been expelled.Do you:
Player: Consider something different
DM: Your folks are pissed that you dropped out. In fact your parents won't even help you to go to college, they think you flushed you life down the toilet. Your options are rather limited.Do you:
Player: Look for an entry level job
DM: What is in todays paper.Let us see.
Player: Become a door to door vacuum cleaner salesperson
DM: Ding DONGHowdy, would you like to buy a vacuum cleaner?-FUCK OFF - SLAMKnock KnockYes, I represent Acme Vacuums-SLAMDing DongHi - Do I have a deal for youGET THE FUCK OUT NOW PUNK - SLAMThis ain't working out so well for youShould you:

DM: You can work out the clue another time; you've had enough adventure for one day. You still feel guilty for getting an innocent girl into trouble, but there's nothing you can do about it, besides going back to 6 Strength Place. Oh wait, the door's locked and you don't have your cape.
Player: End of Chapter 4
DM: YOU BEAT CHAPTER 4! YOU GET A POINT! ON TO CHAPTER 5! Wait, was caps lock on?

DM: You are served 2 eggs with toast. Breakfast is good, but Garry and Gerald are chewing with their mouth open, and you are sick of looking at them. Also they keep telling you the same joke every single day for the past 3 years:Did the rooster lay these eggs, huh huh, HAHAHAHA!What should you do:
Player: Throw hot coffee in their faces
DM: Will you "SHUT THE HELL UP!" you yell as you throw coffee at them.The room falls silent as the other residents stare at you, while Garry and Gerald are backing away from you while crying."I'm going to tell the manager on you," screams Garry.Well now you did it. The manager is walking towards you and she wants a few words.She is a big round woman named Brenda."This kind of behavior is not allowed in this seniors complex," She says. "You better behave yourself, because if you put just one more toe out of line, then I will ship you off to a mental ward for disturbed seniors."Do you -
Player: Apologize to Brenda
DM: I'm sorry Brenda," You say."I'll be on my best behavior from now on."She looks miffed but she walks away and leaves you to your thoughts.Someone on the loud speaker announces a Bingo game in the activity room.Should you:

Player: You drag out one of Ruby's T-shirts
DM: Ruby gets cross and sends you to your crate. You grunt, and sulk.
Player: You scratch at your crate to be let out
Player: You jump up at the kitchen table and try to get Stephen's coffee
DM: You try to get Stephen's coffee. He isn't very pleased, and pushes you down. What do you do next?
Player: You bark at the dog next door

DM: The Tarn, or Tarn, are an interesting race. They're humanoid, and have massive mouths, with giant giants filled with rows of long teeth, as well as four tusks, two descending from the upper jaw and two rising from the bottom. They have tough, bone-coloured skin. What's interesting about them isn't their appearance, it's what they are. The Tarn are a hive-mind, with ever single member part of a single consciousness. They have no individuality and act in unison, referring to themselves as one person with many bodies. Despite this unnerving behavior, they, or it, or he, is quite friendly, if not socially awkward due to the fact the Tarn has lived for thousands of years without meeting another consciousness. They've been a loyal ally of humanity since their discovery.

DM: You breath and try to keep the anger out. This time it doesn't work. You scream what you screamed at your house and the nurse looked shocked. You run out the door and slam it behind you. Then you push passed the guards and other nurses trying to stop you. You push one back too hard. The nurse hits the steps behind her and falls down the stairs backwards. She yells all the way down. You finally make it too the exit and push the doors open, exiting to the fresh air.You run across the streets not bothering to look around. People in vehicles flip you off, honk their horns, and curse at you. You don't care at all. You don't stop until you reach the front door of your house. As you approach the house a car stops by the back. You notice the car almost immediately. It is a 1966 Shelby 427 Cobra. Your fathers car.
Player: Get in the house
DM: You run into the house and into your room. The car door outside slams. You decide to run away, now you just need to find something to put stuff in. You find your old suitcase in the closet. Now grab it and use it to find other stuff.
Player: Infinite loop (Use something)

DM: You drink away your money and soon find yourself homeless.Do you:
Player: Collect bottles and live at a homeless shelter
DM: What do you want from life now: Drugs and booze or should you return to your parents on bended knee and ask for some help.

DM: So I've suggested "skydiving" because that seems perfectly safe and what better activity for two people terrified of heights? So where are we going to go skydiving?
Player: Niagara Falls
DM: Niagara Falls it is! If we are going to fall to our deaths, at least it will be a nice view :)Are you still sure you want to do this?
Player: No... I think I may want to rethink this plan..
Player: PG 13 Scenes
DM: Well 30 minutes into this movie, we have both discovered that we're probably going to need a few years in order to properly get through a movie without getting a bit carried away. But the best part about movies is the embrace and the nearly falling asleep part :) In case you didn't know, you are the most adorable sleepy man I've ever seen. So for the remainder of the night I hold you in my arms, kiss you as often as I can, and enjoy being there.

DM: You check out the classified ads in your online newspaper.Only a few jobs really stand out. You can try working or maybe do one of those home study courses.
Player: Ditch Digger
DM: This job was crap from the start, but twenty years later your back is in so much pain that you can no longer work.

DM: The boy thanks you. However, as you turn back to go home (it's pretty late), you see him hand his money over to another man out of the corner of your eye. Slightly suspicious, you sneak back and observe quietly. The boy is most likely part of...

DM: Pssssss...
Player: Go back to the mint patch
DM: The mint patch is a lovely, scented toilet for you.
Player: Go back to the lawn
DM: Here you can do many things.

DM: BitTorrent Most torrents do not require any user fees. Your album can be uploaded for free. When you upload the file to a torrent client, you are letting that site know the contents of your torrent; therefore, you may be more vulnerable to being caught or tracked.
Player: You weigh your other options
DM: There are several ways you could share Yellow on the Internet. Some more convenient for you. Some convenient for others. Some safe for you. Some safe for others. It all varies, so you take the time to weigh your options.

DM: Credits Created by David Dong Programmed by Matt Cooper Written by Nick Ludlow Jacob Weiss Researched by Alex Snedeker Written for COMP 380
Player: Return Home
DM: Purchase or Pirate?
Player: Credits
Player: Play
DM: Everyone has listened to Taylur Swaft's hit new album, Yellow. However, you have been too busy. But now that you are free from fighting extra evil terrestrials, the first thing you would like to do is listen to Yellow.

DM: You make up your mind and went to Road 2. There it leads you to a shrine. Around the shrine were vines with sharp pointy needles. There was a door located at the right.Should you check it out? Or should you pick another road? Or should you examine the shrine?
Player: Check out the door.
DM: You decided to go and check out the door. What harm could it done? Well, you open door, but found out...it's locked. Guess there's nothing here, but a bunch of old stuff lying around. Nothing useful. What road do you want to pick now that Road 2 has nothing?
Player: Road 1
DM: Oh! I am so sorry to tell you this, but you click on the trap page!You decided to go to Road 1. You went straight all the way and then a big giant net fell on you. YOU ARE TRAPPED! Suddenly, you see a gigantic dark shadow moving toward you. You look up.....A BIG ALIEN! But what is this new alien? Uh oh, it looks hungry, and with its two pincers, it could tear off all your flesh in two seconds!Well, that's exactly what happen. As it came closer, it began to reach out and tear you, while YOU struggle to get out. Wrong choice! Nice try, though. Who would have thought Road 1 would be a trap?

DM: The Coalition Assault Fleet Xerox is being hunted by an Alliance Fleet up to three times larger and led by the famed Admiral Yarcel. A confrontation is soon to arise. Admiral Bélanger has requested your advice of a battle strategy to defend against the upcoming assault. They know that in accordance to Alliance military doctrine, the Coalition fleet will be assaulted by Brain Bug Assault Ships, Probiscan boarding ships and the fleet's main ship's cannons. Admiral Bélanger has three separate plans for fleet defense, but you also receive a message from Admiral Yarcel."Greetings, General. I have found out you're in charge of the enemy fleet. I am offering you the chance to surrender. I promise the prisoners I take will be treated well. But if you don't surrender, know this. I have enough men to conquer a thousand planets.I have enough firepower to set the universe aflame. If you resist me, I will kill you. I will kill your people. I will kill your Gods."
Player: Use the main ship cannons to fend off Assault and Boarding ships and send boarding crews to the enemy vessels
DM: You use the main cannons to wipe out the majority of the Assault and Boarding ships, and send several boarding parties to capture enemy ships. The boarding parties manage to board and cripple several of the main Alliance ships, forcing the Alliance to take the time to regroup. Still, the Alliance ships, especially Admiral Yarcel's flagship, the Maw, manage to score some kills.

Player: "Your vehicles are fantastic pieces of art."
DM: "Thank you. I have worked hard on this. It is good for it to be appreciated. The other Alliance members do not care for it. They only wish to use my artwork as a weapon. It is good to know the Coalition thinks otherwise."

DM: You saunter over to the samba dancer, who is working up a sweat in the hot Rio sun."I heard Carmen was planning to visit the French border," the samba dancer says.You thank her for the tip.
Player: Talk to the lifeguard (-2 HOURS)

DM: You set up your chair next to your brother's. You out your blanket on top of your self and wait for the fireworks. You look up and see the first firework: a red and green one. Then another, and another. You watch them light up the sky and slowly drift off into a heavy sleep.
Player: >>click here to wake up>>
DM: You wake up in your bed at home. You look over and see that your sister is still asleep. You get up and open your door. Where do you go?

Player: Proofread & Edit
DM: Ah yes, the dreaded proofreading and editing. There are so many WORDS. You know what they say, why are you doing th... oh wait, does that really say THEIR? There is no way you wrote that when you meant THEY'RE. Wow. Maybe you really do need to proofread a little more...

DM: You scream your lungs off, seeing as room walls begin to crack from noise...Amazing! Such strenght! It's a pity to kill this specimen, but weapon that cannot be controled isn't a weapon.Gasing the chamber... NowYou fade from this world slowly losing feeling in body. Death is swift and warm.Game over!
Player: Reset Game
DM: Looking at walls you realize that room you are kept is round and lined with some sort of white, soft material. There are no doors whatsoever, only calming whisper of machinery somwhere deep below. Five or six meters above you see a small... window?You wake up from your cold slumber, whole body aching. Eerie light showers your body in nice, warm feeling, but it passes soon. With eyes open you stand up, all muscles still frozen, but ready to take action.
Player: Meditate
DM: You sit down, searching for comfortable position and begin to concentrate. World seems to be going a bit slower now, but you are perfectly tuned with it. Your organism seems to be talking to you, speaking about your strenght, night-vision and agility. Thus you know what you are - a living killing machine!From hidden speakers voice begins to speak:War Marionette Alpha research, subject 63782-7286-13. It seems that tests with reagent HDS 13 were succesfull. For futher recording I will refer to subject as Thirteen.It seems that injection has left his body intact. Scans are showing a bit of unusual brain activity, but it's inside Marionettes specs... His appearance hasn't changed much either, only visible change is new structure of the eyes, which I suppose are now better prepared to deal with night tasks. Also they changed colour to red.I didn't made any coherention checks, but Thirteen apears stable and calm. Even too calm, giving his condition. I hope we didn't create another mindless puppet...You listen and wonder what the man is talking about. Soon something in his speech attracts your attentionI will now commence series of tests. Preparing equipment

DM: You thank them as you take the drink, staring at it as it sat between your hands. Not soon after, the drink that was full before was gone, and another one was slid in front of you, courtesy of your date."One more can't hurt," they say, and you believe them, although something in the back of your mind is nagging you. Nonetheless, you dance the night away with your friend, date, and their friend as well.As the night progresses, you begin to feel dizzy and overwhelmingly fatigued. You end up struggling to keep your eyes open, and you feel like you're detached from your body. Soon, as you realize that something is terribly wrong, everything fades into nothing, the last thing you see being your friend's worried expression hovering above you.
Player: The Aftermath
DM: Thankfully, the night went well, and date rape was not an issue you had to worry about. Here are some prevention tactics and laws relating to date rape that you should keep in mind.Prevention Tactics:Don't let alcohol/other drugs decrease or interfere with your ability to take care of yourself and make sensible decisions.Don't accept beverages from strangers or people you don't trust.Always watch your drink and never leave it unattended at any time.Follow your instincts; if you ever feel uncomfortable/uneasy, leave.Take your own car, and/or carry money for a taxi.Bring your phone, and/or carry money for a phone call.On a first date with someone, go with a group of friends, and/or always stay where other people are present.Don't give out any personal information.Laws:The federal Violence Against Women Act ("VAWA") gives female victims of sexual assault the right to file a federal lawsuit for damages against their assailantsA plaintiff in a civil action needs to prove that the defendant violated the law by a preponderance (basically 51%) of the evidence.Rape shield laws that prevent disclosure of an alleged rape victim's sexual conduct with individuals other than the perpetrator do not apply in civil lawsuits. So the victim/plaintiff may face greater scrutiny of past sexual conduct.The state, in a criminal case such as rape must prove that the crime occurred beyond a reasonable doubt. A civil defendant cannot refuse to take the witness stand as a criminal defendant may.

Player: 4
Player: 2

Player: No

Player: none; they rode on rafts
Player: Emyn Muil

DM: Welcome to Budget Boom, the Shoestring edition.You start the game single, with no children, aged 24 with a Bachelor's in Social Studies from Tufts University. You also have just $1,000 in pocket. Ready to go?
Player: Let's Play!
DM: Good news! You have a job now. $450 will come your way every week. But you have to find a place to live. When shopping for a home, you should consider the safety of the neighborhood and the comfort of the home. Furniture and utilities are included in each of the apartments listed here. Apartment 1 is in a very safe neighborhood. It is large, lavish and comfortable, with bay windows, shag carpets and designer furniture. If you invite people at work over to this house, you may likely get a promotion. Rent is $300 per month.Apartment 2 is in a very safe neighborhood. It's a very run-down house, though, and chances are you may have to pay for repairs. It's not impressive and very cramped, bordering on squalid. There's no view and it still smells of smoke. Rent is $220 per month.Apartment 3 is in a crummy neighborhood. The crime and theft rates are high here. The apartment itself is moderately comfortable, however. Rent is just $100 per month.Which apartment would you like to rent?

Player: Apartment 3
DM: Bricks have been thrown through your window every day now. A man has offered to provide you with security if you pay him $1,250 this month and $300 each of the next months. Will you take him up on the offer?
Player: No. I'll fend for myself
DM: Not too smart. Unfortunately, you took a brick in the head and were killed. Nice try, though!

DM: Congratulations! You've moved into Apartment 1! You now have $1,000 in the bank plus $150 left of your monthly income. You're living in high style now. You're very comfortable in your environment. Plus, the realtor has thrown in a FREE share of Acme Corp., just for moving into the apartment! Acme Corp has been doing fairly well lately, and the stock market is demonstrating an upward trend. Today if you sell the stock, it will sell for only $5. It seems, though, that if you wait awhile, the price will jump dramatically. If at any time you wish to sell this stock, simply click the 'Sell Acme Stock' link.Also, your realtor has advised you to purchase a lottery ticket. He says he has special connections to those who manage the lottery and, for your generous purchase of the lavish apartment, may "suggest" your chosen number to the person who draws. Lottery tickets are just $25, and you can purchase one as long as you have that much money. You'll be given the opportunity to buy a lottery ticket at every stage in the game. If you're a "high roller" (and we know you are), you can buy one every time!Now, it's time to choose how you wish to eat. Your choices are grocery shopping, a live-in chef, and the soup kitchen. Grocery shopping will provide you with nutritious but modest food in ample portions for the next week. It'll cost you $100.A Live-In Chef - ooh, la-la! - will prepare huge portions of extravagant food for you. It'll provide you with superb nutrition, too, but it costs $200 per week.The Soup Kitchen will provide you with 2 small meals daily, offering minimal -- but barely adequate -- nutrition. It will cost you nothing.So, how will you eat this week?
Player: Sell Acme Stock

DM: Congrats! You have moved into Apartment 2! You now have $1,000 in the bank and $230 left of your Monthly Income. You have been advised to gamble. You can bet either $10 or $200. If you bet $10, the odds that you will win are 1 in 30. If you win, you'll get $300. If you bet $200, the odds that you'll win are 1 in 2. But - you'll get $450 big dollars! If you wish to gamble, simply click the appropriate link.Now, it's time to choose how you wish to eat. Your choices are grocery shopping, a live-in chef, and the soup kitchen. Grocery shopping will provide you with nutritious but modest food in ample portions for the next week. It'll cost you $100.A Live-In Chef - ooh, la-la! - will prepare huge portions of extravagant food for you. It'll provide you with superb nutrition, too, but it costs $200 per week.The Soup Kitchen will provide you with 2 small meals daily, offering minimal -- but barely adequate -- nutrition. It will cost you nothing.So, how will you eat this week?
Player: Soup Kitchen
DM: Good choice!For being so frugal, the Budget Boom Fairyprincess has made one of her VERY hastiest decisions. She has decided that you've WON! And this is among the most premature wins in the game!If you'd like another game (why of COURSE you would,) then try some different options to make it longer. Or, better yet, wait for Budget De Luxe, which will offer plenty of titillating luxury options!

DM: You bought the groceries and have $1,000 left in the bank, plus $50 in pocket. You can now sell your Acme stock for $30. Remember, the price may increase later on. Do you want insurance? Insurance will protect you if you have an accident, if you are robbed or if something in your house breaks. But it costs $150 per month. Will you accept?
Player: Buy Lottery Ticket $25
DM: Oh, the evils of the lottery!You gave them your credit card number when purchasing a ticket, and what have they done? They've STOLEN all your CASH! You were doing pretty well for a novice. But we have to give you disappointing news -- you've LOST THE GAME. Better luck next time!

DM: Oopsy ! They poisoned the soup. That means not-so-great news for you. Death, in other words. But wait! Before you write-off Budget Boom as being a cheap loser game where you die in two seconds, read on.Because even though you died, you have stumbled upon a Multiple Life offer that allows you to REDO your stupid move! And - there are only a few of these in the game! Consider yourself lucky.
Player: Your Second Life

DM: You now have $950 in the bank and your own Live-In Chef for the week. What will you do now?
Player: Sell Acme stock for $20
DM: Ooh, mistakey-mistakey. The man you sold the stock to got your home address. He came to your home and murdered you in the middle of the night. Think before you act!But you're lucky enough to have recieved one of the rare 'Second Lives' that appear only once or twice in Budget Boom. This means you can actually GO BACK and start your life afresh...again...anew! You'll still be in Apartment 1. Your original amount of money (apres-apartment rent) will be restored. Make better decisions this time - and...consider yourself VERY lucky!
Player: New Life

DM: You have chosen to eat at the soup kitchen. Now you have the choice of two purchases: A Lottery Ticket for $25 or an Easel for $320. Both choices have the potential for mega-earnings! The lottery ticket may earn you up to $45 million. The Easel allows you to create paintings that you can sell! So, if you even have a scrap of artistic talent, splurge for the easel. Sorry, your broker quit on you. You cannot sell Acme stock. Yours forever -- too late!
Player: Purchase Lottery Ticket - $25
DM: Ooh, bad choice. When you bought the lottery ticket, it exploded in your hand, releasing deadly carbon monoxide.We're sad to say it but...You're dead! And you've lost the game. But please play again!

DM: You decide to use the Centimine, as it's ability to protect it's crew and survive anything is commendable, and needs to be implemented in the Coalition.
DM: "Thanks for voting. We only have two models left for the army. This model is for the gunship, a ship designed to support marines in battle. We have three models, the Zeus made by Gaia Team and the Uranus made by the CTI Team and the Aeolus made by Athena Team. Seriously? So they're all named after Greek gods? Why can't we name them after something that's not Greek. What about the Raven? Or the Dragon? Is that too much to ask for? Ah Christ, it doesn't matter. I'll just stop mentioning it, then."The first vehicle is a massive metal machine covered in guns. It's has a small cockpit for the crew and gunners, and a large engine on the back."The Zeus is made for destruction. It has two grenade launchers, two machine guns as well as a dual-linked machine gun and a powerful heavy cannon at the front. It even has an EMP Launcher to target specific enemy vehicles. It's designed for massive firepower to wipe out the enemy."The second vehicle is similar to the is similar to the Zeus, but where there's guns there's additional metal plating and armor."The Uranus is made to survive. It has less weapons than the Zeus, but it's capable of surviving anything from small arms fire to sonic blasts to missiles."The final vehicle is the smallest, with only a single machine gun and a laser. It's shaped like a triangle, and has a visible antigravity generator."The Aeolus is designed for speed and maneuverability. It's hovers and flies over the battlefield, picking targets, destroying them and flying off and escaping retribution. You may now vote."

DM: You and eight of the other Squadron commanders vote for the Duke's formation, only Valdes prefers his three-parts formation. Two days after the discussion the fleet sails out again in the half-moon formation, with a supporting wind it moves steadily up the western coast of France. There are still problems however: Medrano's four galleys, already damaged by the storm, are so slow they are delaying everyone else and the Duke decides to send them away to nearby French ports with a fifth ship for protection. You could join them but it would mean abandoning the great voyage you are on.
Player: Abandon the fleet to help escort the galleys to France
DM: You get the unimpressed Duke's permission to personally escort Medrano's galleys to the port of Bayonne in France and spend a difficult week guiding them to the French coast; as you enter Bayonne, Medrano even manages to ground his flagship Bazana on a sandbar next to the port's entrance. Once you are all safely inside you conduct repairs and re-supply your ships ready to return to Spain.You don't set sail for Spain until the beginning of September and arrive back in Corunna three weeks later, as you land you get word that the great Armada has been defeated: forced to sail north and around Scotland and Ireland to return to Spain half of the fleet has been wrecked and most of your fellow squadron commanders are dead or captured. There is nothing you can do but go ashore, at the beginning of November you are summoned to a meeting in Madrid.
Player: A final Council

DM: Can you believe it?! You've WON $450!Usually when you've won a significant amount of money, you've won Budget Boom. However, the beautiful Budget Boom fairyprincess must decide if you are fit to win, as $450 is quite a slight margin. Guess the Princess's first name. If you are right on your first try, you WIN the game! If not -- you lose automatically.So crack your knuckles and get to it!
Player: Sophie
DM: CORRECT!!!!You are SMART! Good JOB!You win the GRAND PRIZE of 1 MILLION dollars! Congrats from the Budget Boom fairyprincess, Sophie!

DM: Congrats! You bought a weeks' worth of groceries.You are left with $1,000 in the bank and $130 in income. There is a Limited-Time offer for a diamond necklace. The "experts" say that the DIAMOND NECKLACE will grow in value over the years. A wise investment, yes? Plus, you can sell it whenever you need the cash.
Player: Purchase the Diamond Necklace - $130
DM: That was a real mistake! You forgot to ask if the diamond necklace was cursed. Turns out it was. The necklace threw a curse on you that made your money dissolve before your eyes, your skin sizzle into a crisp and your eyeballs pop out. This is the WORST loss possible in Budget Boom. So I guess you're a GRAND LOSER! How does that feel?

DM: You decide on the Arachne. When you were at war, many vehicles broke down on the way to battle, or were destroyed by faster vehicles. Firepower doesn't do much when you can't complete the mission.Gast quickly looks away at his own tablet, and tallys up the votes."Ah, I see the boys in Athena Team are going to be happy. Shall we proceed?"
DM: "Thank you for voting. The next vehicle we needed to design was an all-terrain assault vehicle to survive on ice worlds, rocky moons, jungle planets and desert worlds. We have three prospective models for this category. Athena Team's Prometheus, Gaia Team's Centimine and the CTI Team's Valkyrie. Personally, I'd vote for the Valkyrie, because I'm getting sick at stuff being named for Greek mythology, but it's your choice."Gast removes three tarps. The first vehicle, the Prometheus, looks like a majorly upgraded Conquistador. It has six massive armored tires that support a carriage to hold the crew and passengers. A dual-flamethrower is attached, as well as a grenade launcher and mini-gun.The second vehicle, the Centimine, is a large vehicle with massive, studded tracks with multiple small machine guns covering the vehicles flanks and rear, as well as dual grenade launchers and a minigun attached to the front.The third vehicle is the one that draws you attention. Rather than move via wheels, this vehicle hovers in the air. In has two large lasers attached to the front, and a sonic cannon attached on top. It looks like a floating weapons platform."The Prometheus is designed to move quickly through any terrain to flank enemies in quick attacks. The Centimine is designed to survive any situation, and fight off both enemies and hostile native species. Finally, the Valkyrie is designed using salvaged Alliance technology to glide over all terrain and eliminate the enemy, though it's worth nothing the tech is prone to break downs. You may now vote."

Player: Chapter 5
DM: "A superhero? Really? You saw them?"It's the Search for Secrets. Great. You walk into school, and the first thing you see is the twins asking Jasmine about her catching you in the act of being a superhero. You wonder if it was staged, so that you would be annoyed when you heard them talking about you. If it was, it worked."Oh, here they are now! Just as we were talking about them! What a surprise! Let's see how they can defend themselves!"
Player: Take the Bait
DM: Annoyed as you've ever been, you march straight up to the Search for Secrets. You know you're doing exactly what they want you to do, but you don't care. You're furious."I am not a superhero!" you yell. "Superheroes aren't even real; they only exist in movies! Yes, Jasmine, I saw you yesterday afternoon. But forget everything you think about me being a superhero! You're just trying to get attention!"You think you made a convincing statement, but the Search for Secrets doesn't believe you. What you did do, is turn the heads of some innocent students nearby. And a teacher."We don't treat other students like that here at Superville," the teacher says, "this is a friendly warning. Observe the way those three of your friends act, and try to copy them. Remember, treat others how you wish to be treated."WHAT?! You're mad at that teacher, and you have to try hard to stop yourself from yelling back at them that your three "friends" are the ones being annoying. Not you?"So? You ready for me to be your partner yet?" Jasmine asks in a fake sweet voice."We think Jasmine would make a perfect superhero partner!" the twins say together.

DM: Congratulations! You have security now! You also have just $100 in the bank. You can either blow it all on groceries or eat at the soup kitchen, which is free. (Unfortunately, it provides you with very little nutrition.) What do you want to do?
Player: Soup Kitchen -- I'm savin'!
DM: That security sure didn't last -- another brick came in your window this morning, giving you a concussion. Since you're only eating at the soup kitchen, your body didn't have enough strength to resist it. Now, you have to blow all your cash on a trip to the hospital. Sorry!

DM: "Don't turn back! The zombies are coming! Keep running! Faster!" was the first thought in his head."Think Jared! Think! Hugo is your best friend! You can't leave him alone! That's right! Hugo is my best friend! I can't leave him alone! I must find a way to save him! Come on Jared! You can do it!" He continued to argue back and forth with himself. He slowed down, and finally he thought of an idea. He remembered his uncle was in the army, and would often go to base for work. It wasn't far from the forest. Why not go there? He ran to the army base as fast as he could. He was breathing so hard when he got there he could barely speak. "The zombies...they are coming! And...my friend...he was caught! Help...help me!""What is this boy talking about?" said one of the soldiers inside."Zombies? Haha! What a crazy idea!" said another."You know, kids your age shouldn't drink alcohol, right?" joked a third."Yeah. He's gone crazy!" laughed a fourth.No one believed him. Jared was very disappointed but he was going to try his best to convince them. He just wasn't sure how he would do it.
Player: Jared kept trying his best to convince them.
DM: Jared explained again and again. However, no one believed him. Suddenly, a voice came closer and closer. There was a person. No, a group of people. No, it was a...group of zombies! The sky turned completely black. Unlucky things just seemed to keep happening.Jared pointed right to the zombies. "The crazy little boy was right! There actually are zombies!" one of the strongest soldiers shouted. The soldiers all picked up their weapons and shouted, "We must protect our country!" They shouted and were ready for their violent battle with the zombies.Jared looked around for anything he could use in case he needed to defend himself. On the wall was a gun. In the small room across from him was a knife lying on the ground. He'd never used either.
Player: Jared ran towards the small room and grabbed the knife, closing the door behind him.

DM: You drive to a nice Jewish neighborhood and the Nazi's in the back of the car start singing.JEWS JEWS JEWS, Which are good? Which are bad?JEWS JEWS JEWS, Ask your Mom or ask your Dad!And then you drive threw some Jews.BAM, SPLAT! SPLAT! SPLAT! SPLAT! SPLAT!STRIKE!Dead people are everywhere and the Nazi's are giving you a friendly pat on the back.Dan says, "Time to mow down some niggers."Should you:
Player: Run Over Black Folks
DM: You drive to an Antifa and Black lives matter riot.And you plow into them killing 30.But there are so many of them and they are like a swarm of angry hornets.They bang and bash the car with signs and sticks and homemade weapons. Dan tells you to stay in the car as he and the other Nazi's get out of the car to confront the crowd.Then you hear BOOOM BOOOM BOOOM BOOOM!Dan and the other Nazi's detonated their suicide vests and killed or injured about 200 people."Why did I come here tonight," you yell at yourself. "Fuck my life."When the smoke clears you see police approach your vehicle.They pull you out and put handcuffs on you and boy are they pissed.Carnage is everywhere and you are going to be sent to prison for a very very very long time.

DM: You have $1,000 in the bank and $50 in pocket. Now you have the option of entertaining friends from work. If you choose to do so, the party will cost you $300. It may mean a promotion -- you never know! Your Acme stock is now worth $35, and you can still buy Lottery tickets.
Player: Buy Lottery Ticket - $25
DM: YOUR TICKET WON!!!!You now have 2 million, tax-free. But better yet, you've won Budget Boom! Check out Luxe Boom next!

DM: YOU GO. INDEPENDENCE FOR BREAD MUST AND WILL BE ESTABLISHED, AND IT ALL STARTS WITH YOU.Starting off your grand escape with a poorly executed backflip, you make it onto level ground.
Player: Go left.
DM: Carefully choosing to hop to the left in hopes of escaping, you find yourself facing an open door. You feel small compared to the large opening in the wall that leads to your freedom, but at the same time excited of all the new opportunities you now have.With a few more hops, you make it to the outside world. Where will you go first?
Player: Screw this man, I'm going back inside.
DM: Suit yourself.The giant person grabs you from off the floor and places you back in their intended place for you; the toaster. That's it.What were you expecting? Some dragon to come swooping through the house, or maybe King James the ||| would just ride up into the kitchen on his horse to deliver you a quest something? Nope. Sorry. This is the path you've created for yourself, bub.
Player: End Game and Leave Comments
DM: JUST KIDDING! You made it to the special ending, congratulations! Go celebrate in the comments, or like, hug your mom, eat a vine of grapes idc man.

DM: You've put your Acme stock up on the market. Everyone seems to want it desperately -- there's huge competition. Someone just offered you one MILLION dollars for it!
Player: Take the Million
DM: You've won the game - congrats!Now move on to the "luxe" version of BUDGET BOOM, the game for BOOMERS. Good job!

Player: Buy a Lottery Ticket
DM: Congratulations! Your TICKET WON!!! Talk about quick 'n easy money, eh? So yes, you won the game. But hey, now you have Luxe Boom to conquer! And also, there's an even BIGGER jackpot that it's possible to win in the Budget Boom game. See if you can reach it -- you'll know when you have!

DM: Inside are even more unfamiliar smells. There are three rooms that you can see from the back hallway. Which do you enter?
Player: The sitting room
DM: In the sitting room, there is a small child playing with bricks. What do you do?

Player: Don't Join
DM: You stay on the streets. Back to square one...

Player: Purchase Easel - $320
DM: You purchased the easel and started to use it!Unfortunately, once your canvas touched the easel... it exploded, leaving you fatally wounded. The government seized all of your money to give you proper medical care.I'm afraid that means the inevitable...YOU LOSE!

Player: Sit there...
DM: You sit there...Bowser looks at you funny..as if youre about to do something...
Player: Nows your chance...get the ball!
DM: You Jump up and Grab the ball...You dribble it down court and shoot!

DM: Now you have $1,005 in the bank and $50 left of your income. You see a homeless man on the street as you are walking to work. You have two choices of what to do:
Player: Give him a dollar and keep the rest.
DM: That was cruel! I'll bet you knew in your heart that Karma would eventually come back to smite you......and it has! You've unfortunately been killed in a car accident.I'm sorry. Better luck next time!

DM: "We're keeping the ship, Lesser Chief Dom. We're not letting you taking it.""Very well. I challenge you to hand-to-hand combat. The winner takes the ship. Deal?"
Player: Agree
DM: Within a few hours, you stand in front of Lesser Chief Dom in a small arena aboard the Thar'Garavan ship. Blaze quickly walks up to you."Sir, you realize that if any of the other Council Members found out you were fighting a Garavan Chief in hand-to-hand combat, they'd impeach you.""Probably." You grunt, before stepping forward into the area. The Chieftain opens his mouth, revealing sharp teeth, and charges towards you.
Player: Dodge
DM: You step aside, and trip the Chief as he passes. He falls and tumbles to the ground. He smashes into the ground, and you kick him in the stomach. He rolls over and jumps at you, his claws tearing into your shoulders. You punch him off and he falls backwards.

DM: "Liar" She says with mock-conviction. "Then again, I don't know the height you humans consider average." She begins skipping again, and you have to run to keep up with her.
Player: Go deeper into the forest
DM: Folia runs all around the forest with you desperately trying to keep up with her. You really hope she knows where she's going, because you sure don't. 'She runs really fast' You think to yourself. Eventually, you and Folia return to the place you started, meaning you both just ran one big circle around the forest. "What was that for?" You ask, breathless. "To get a good run in" She says, as if it was the most obvious thing in the world. "That was quite fun! You can't do much of that in the trees I grew up in. "
Player: Go back to camp

Player: A group of social activists who decide to pretend to be beggars to gain sympathy from others. They use their money to donate to local charities that help with education, food, shelter and the like for kids who are actually poor.
DM: Well... you got that one wrong, but let's move on, shall we?
Player: Onwards...
DM: On your last day of travel in India, you stay at a roadside hotel for the night. You fall asleep...<dreamscene>You are a woman who's living in rural poverty. You hear about Cashpor Microcredit, a program that works alongside Grameen Foundation due to its Microsavings Initiative. It uses mobile phones to deposit savings. You really want to apply for this program, but your main problem most likely is...
Player: There's no reception for mobile phones in your tiny little village, and so you wouldn't be able to deposit your savings through SMS.
DM: Upon arriving in Bangladesh, you decide to answer the necessary question. Looking it up on your phone, you find that the poverty rate is at 36% in rural areas and 28% in urban areas. You wonder why....
Player: The unemployment rate is over 9% which means a lot of people are living without a source of income.
DM: The Grameen Foundation is a microcredit program that lends money to people living in rural poverty so they can start their own businesses. It operates in Bangladesh. How has Grameen helped empower women?

Player: Fists will do.
DM: You run at them, swinging with all you have. However, there's three of them and only one of you, and that one of you is throwing caution to the wind. They fight back with more force, and beat you to a pulp. They don't stop until you're on the ground, dead.You're Dead

DM: You've taken down a good chunk of them now. Last you checked, there was 12. Just a few more to go. You hear more voices down the hall, in another room. Four different ones. How convenient.You kick down the door, the four men in the room immediately looking to you. They're unarmed, that's good.Well, unarmed if you don't count the gun on the table a few feet away from them.
Player: Go for the gun
Player: No skin off my back. Do I look like Batman to you?
DM: Batman doesn't kill, nor do many of the others. Well, you're not them. You've killed before. As much as you hate to admit it, you want to do this.You fire the gun four times, hitting the men dead center. They drop to the ground, dead as disco. Behind your mask, you smirk. Good shot.You drop the gun. You're done here. You leave. Where to now?

DM: Although your trusty spoon has served you well in the past, that is not the case this time around. As you attempt to pick the lock with your spoon, you get it stuck in the lock. As you attempt to free the spoon from the lock, you slip and get your arm caught in the gate (gee, it never ends does it).You haven't hurt yourself too badly, but you are having a hard time freeing your arm from the gate. At this most untimely of moments, the gate starts to move for no apparent reason, and you hear a loud grinding sound.You now try more frantically to free your arm from the gate, but to no avail. Eventually, the gate opens to the point that your arm gets cut clear off. As you are bleeding to death, you see a strange horse drawn carriage pass through the gate. Right before you fall unconscious, you notice this carriage is so strange because it is moving, and yet it has no horses attached to it.You would try to investigate this further, but unfortunately, you are now dead.

DM: Smart of you! But let's see if you're REALLY smart. You currently have $1,000 in the bank and $130 in income. You have the option of getting your Master's Degree. It isn't cheap, but it may provide you with more business opportunities along the road. It'll gobble half your savings, but it may prove very profitable.
Player: Study for a Master's Degree - $500
DM: Now you have $500 in the bank, $130 in income and a Master's degree. Now you have the option of asking for a promotion. You may just get lucky and recieve your promotion due to your new education. Or, the boss may be ticked off that you were so audacious and rude to ask. He may even fire you for it. So, will you ask?

DM: Amazing news! you found a wad of bills in the street. You counted them up and they totaled -- get this -- $1,750! You spring for the biggie -- Apartment 1.
Player: To Your Apartment

DM: You have never seen a person so old, the person has wrinkles all over his face. Asmephialiens know better and do not grow as old. You talk to him wondering why he likes to suffer. "Hello son." he glances up towards you. You ask him What is it like to be old. The old man replies " oh I still got some years left in me"You ask him why he wishes to continue living. He tells you "I thank God every day I'm alive and besides I'm not leaving this place till that jerk Asmephial and his zombie factory are destroyed. I remember when it all happened when Asmephial corporation came to power. His name use to be Theodore Hubbard. He inspired a bunch of the largest international bussiness owners to join his fraternity Papa Loa, Some of the companies like Wright Mills had partnerships with the Military and the Goverment. My wife use to work for one of the facilities as a secretary, a person who does paperwork. She came home from work and complained of pain in her body. It turned out the company had put tiny robots in the drinking supply and was testing it on their employees. She ended up dieing, however the companies had gained too much power, there was no one that could do anything about them. Everyone relied on these companies ad soon enough it was there way or the highway. Theodre Hubbard and his Papa Loa Fraternity were believed to practice Black Santeria, and when Hubbard met with a spirit he changed his name to Asmephial, and implemented his Asmephelia plan.
Player: Talk to the cute girl about your age
DM: You see a girl sitting on the couch, she is reading a book while her parents are talking to others. You say "Hi" to her, and she looks up and smiles and says hello back. You point toward the book in curiosity."It's the Odyssey by Homer" she says, "I'm almost done, my parents want me to read it. It written kind of funny see." She shows you the book. You tell her you can't read. She looks at you surprised. Well I'll teach you then. You both smile at each other.
Player: Talk to your parents

DM: You have $1,000 left in the bank and $50 left of your monthly income. Your Acme stock has now hit a whopping $50. You can still buy a Lottery ticket for $25. You must do one of the above!
Player: Buy Lottery Ticket
DM: YOUR TICKET WON!You have 27 million, now. High style, baby. Be sure to play the Deluxe Budget Boom next. You've transcended the Spartan world... in other words....You've WON!

Player: Despite the fact that you have some access to a mobile phone, you don't have the knowledge to use it.
Player: Peer pressure within women ensure a 99% payback rate, so their businesses become more successful due to competitiveness with others in the are
DM: You remember to complete your country challenge. You have to determine the types of corruption in North Korea.
Player: Petty corruption
DM: In North Korea, you want to get a quick ride across the country because it's very hard to travel normally. Do you want to risk the consequences of pretending to be an official on a business trip so you can finish your journey in North Korea, or will you take a safe route that won't get you caught but will cost you 5 G?
Player: Pretend to be an official
DM: Halfway through your journey it turns out that one of your supposed 'family members' has modified a radio receiver. You are arrested and executed...
Player: Oops!
DM: Sorry, you died during your challenge. That's a shame...

DM: "This is just creepy!" Mike exclaimed, as he saw all of the brothers information. "She hid all of this from me." Mike was in utter shock. He found at least seven pages of their information. He had to go back to the hotel, because he had forgotten his computer had its hard drive fried the previous night. Mike was wondering what to do with it. "Right now, I could just get to them!" Mike yelled. "But should I look up more information, because I'm wasting time." Mike looked around. "How much more information can I find?"
Player: Go with what you have
DM: "Well, I guess this is good enough," Mike said. "My mind is already going." Mike turned around, and looked at the picture of him and his wife from the previous year. "Wow, My birthday." Mike said. "This was a great one, this was when I got my grand gift, what a great time!" Mike started crying as he looked at that picture. Mike kept looking at the computer though, as if to change his mind, and look more. "I need to keep myself in order." Mike said, as he turned around. "I need to stop looking at that picture," Mike looked at the computer. "Also," Mike screamed. "I have to figure out, either go now, or look up more!"

DM: After the long flight, you arrive in Russia, home to the Hermitage Museum, one of the oldest museums in the world. It was founded in 1764 by Empress Catherine the Great and today houses one of the largest collections in the world.You wander its historic halls, soaking in all the one-of-a-kind exhibits. There is the famous Egyptian Collection, the wooden chariot from the 3rd century B.C., the Madonna with Beardless St. Joseph by Raphael, and the statue of Prince Yevgeni at the dining table with a mysterious Chinese dignitary....Then you remember your mission. You walk around, asking everyone you see about Sue Aside and the World Cup."Sorry, the person you're looking for isn't here. I haven't seen anyone matching that description," the curator says."Nope, haven't seen anyone carrying that around here," says the hotel clerk."You're looking in the wrong place, honey. How about getting a manicure?" replies the nail salon worker.Sue Aside is not here. You try another possible location.
Player: Japan (-10 HOURS)
DM: You arrive in Japan, a country where the historical and modern can often be seen side-by-side. The magnificent structure before you is a torii gate, signifying entry into a Shinto or Buddhist shrine. It marks the border between the sacred (the shrine) and the profane (the outside world). Torii gates have been around for centuries but the world outside it has modernized at such a rapid pace that Japan is now one of the most technologically advanced countries in the world.You walk around Japan searching for clues to the whereabouts of Sue Aside and the World Cup.A few holes in your shoes and many hours later, you have found nothing. Not a single clue. Not one person has seen anything remotely resembling the description of the crook and loot you gave them.After a few more days of the same, you give up and try another possible location. Where will you fly to?

DM: There are several resources from which you could download Taylur Swaft's entire album, which range in user safety, convenience, and in file quality among other criteria. You take some time to weigh your options and decide how to proceed.
Player: Rip each song from YouTube
DM: Ripping YouTube Audio Illegal Method: online FLV converter; Choose the one that works best for your operating system, and then simply use the software to open up the Flash file and convert it into any popular video format -- the most common types are AVI, MPEG and WMV. Legal Method: YouTube is testing an option that gives video owners the ability to make their content downloadable. Using Creative Commons licensing, owners can offer videos for free or predetermined prices and allow viewers to purchase their videos. This helps creators get credit for their work no matter
Player: Return to previous screen

DM: You spend two hours collecting firewood - Fallen branches. Arbore has this "thing" about not cutting down trees (He believes humans are not superior to them.) Mundus and Rex hunt animals for food. Arbore collects water. Folia picks berries. Lucus and Magnus, two other members of the Viatores, build training dummies for the afternoon. Paullus, otherwise known as Paul, keeps a lookout for any strange or dangerous entities. Melos, another man in the group, finds other beneficial materials for the campsite.
Player: Take on the dummy
DM: "Show me what you can do, featherweight!" Mundus demands. You turn to the dummy and ready yourself. You demonstrate your stab, slash, spin, all the moves you can with your twin swords. Mundus tries not to look impressed. After butchering the wooden dummy completely, you sit down next to Mundus. "So?" You ask him. "Shut up." Mudus jealously states. "Cheer up Mundus, how about tomorrow I teach you some of those moves?" "Sure..." He says, now trying to sound uninterested, to which you just laugh.

Player: Ask, "How are things at the Daily Bugle?"
Player: I know who the real J. Jonah Jameson is now!
DM: Spiderman smiled under his mask. Yes, it was all coming together in his head..."Gentlemen, I believe the real J. Jonah Jameson is..."

DM: You talk to the boy after the man leaves, and invite him to your hotel room under the pretense of wanting to give him some more money. However, when you reach the room, you confront him about the begging gang. Reluctantly, he admits the name of the gang master. Do you choose to complain to the authorities?
Player: Yes: this is a complete violation of human rights!
DM: When you go to the police with his name, the man is caught within a week-- but not before he cuts the boy's tongue out as a punishment for informing.
Player: That's sad...
Player: The project is only for women, and women lead it too, thus creating jobs for both volunteers and people who are benefited by the microloans.

Player: No, I'll play it safe.
DM: That was stupid!Budget Boom is won by people who take MONEYMAKING INITIATIVE. You clearly do not, due to your extreme hesitance to ask for a promotion. I'm sorry to say that you LOST. Do better next time!

DM: You say education is expensive? Well, ignorance costs more.Should've sprung for that Master's! For your stupid decision, the Budget Boom witchprincess has cast a spell on you that kicks you out of the game.But wait! - one more chance to redeem yourself and prove that you're really as smart as you say you are. If you can correctly guess witchprincess's name, you will be saved! If you do not get it right on the first try, you lose.
Player: Ramamamna
DM: WRONG, and YOU LOSE!

Player: Groceries
Player: Yes - Buy Insurance

Player: Draw Random Pictures
DM: You're no artist. You don't need anyone to tell you that, you aren't stupid. But you can try. And you can use your imagination to make those scribbles on the paper into something so much more! You can draw some tanks and create a battlefield. Maybe you can draw some flowers...growing out of the tanks. Hey, it's your drawing, no one is judging you for what you draw.Wait, flowers growing out of tanks? That gives you an idea for your story! Quick, write that down before you forget it!

DM: You continue watching as the boarding party continues searching the ship, finding tens of thousands of the machines. Eventually, you give clearance to a team of scientists and technicians to go aboard and begin investigating. After a few hours, the Head Scientist finds you and begins his report."General Achilles, we've discovered the purpose of the machines. They're clearly of Ancient Design, but they were made to be part of the Remnants. They were designed to police Earth after the main Remnants force captured it. Officially, we need to give this ship over to the Remnants. Officially, this ship's full of their... people, and we need to give it back.""And unofficially?""Unofficially, given time and equipment we could do a lot of good with these. We could further the defense drone project, we could improve military exo suits, we could do a hell of a lot, sir. But of course, it's your choice.
Player: Give it to the Remnants
Player: Talk to Jaric

DM: "Yes, Sir!"A dozen Reaper Fighters, tiny one man space fighters supported by AI systems, are sent into the space, as well as six KRONOS Bombers, one man-bombers used in space and on planet battles. You also send an ATLAS Fighter, a four-man spaceship, to capture the Supply ship. The Space Battle is incredibly short, with your fighters quickly wiping out the pirates, and soon the pirates on-board are left with no escape."What now, Commander?"
Player: "Storm the Pirates!"
DM: A group of cybernetically enhanced soldiers line up outside the Pumping Stations. You give them the go-ahead, and they charge inside, and a fire fight begins. Just as the battle reaches it's end, an explosion rips through the ship."Jesus! The Pirates detonated several explosive devices. They must have realized there's no escape.""What's the damage report?""Several water tanks have been destroyed, and the water's being sucked out to space.""Send every engineer we have to stop it! God damn!"You sigh, and take a deep breath.

Player: No
DM: "Mrs Chang is a old bag. She's probably planning on lecturing me on some Garavan Etiquette, or the grammar of Moogli Language. Let's get a drink."You go to the bar, and get an Irish Coffee to wake yourself up. You relax, and have breakfast, before reading the news. The Fleet has spotted a new system full of valuable resources, but infected by a bug species. As General, you'll probably have to deal with that sooner or later."General. We have the meeting. Shall we go?"

DM: You sniff around, taking in the unfamiliar scents. You see the door to the house swinging open. What do you do next?
Player: Go inside!
Player: Leave their house!

Player: The Toltecs

DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 115 minutes left before you have to go downstairs for dinner.
Player: Jump off the roof (???)
DM: Seriously? Why would you ever choose an option that says "jump off the roof"? Do you want to get out of this storygame, just so you can rate it an 8 faster? Did you think it would lead to a secret ending?Or did you think you could survive the fall? Well, you can't. Your superpowers only come into effect when you're wearing your cape, and you haven't even learned how to fly.You beat 5 chapters: 5 points.

DM: You feel a burning pain in your side, like someone just stabbed you with a knife. It turns out that, apparently, someone DID just stab you with a knife. It seems that you're also a piece of bread. You are completely fine with this. But just then, the thought hits you:BREAD IS NOT SUPPOSED TO BE AWARE THAT IT IS BREAD BECAUSE IT'S BREADThis sure is a crummy situation.What will you do?
Player: Accept my fate.
DM: That's depressing, that you'd just throw your life away like that.Nonetheless, the person that has taken you away from your loving loaf continues their task in carrying you to the toaster. But alas, it looks it isn't yet plugged in! You realize this diversion might just give you enough time to run away and save yourself! How do you feel about this?
Player: I'm feeling some type of way.
DM: You're feeling a bit regretful in being the only self aware slice of bread on the planet, and just throwing it all away. Luckily for you, gives you another chance. Would you like to try and make something of your life?

DM: You just can't bare it! If you actually had a a face, you'd be sadly whispering "Mama," to your loaf and crying yourself a river.
Player: Grow a face.
DM: Wow. You actually did it! You successfully whisper a soft "Mama," into your loaf's imaginary ear and begin to weep. You finish weeping soon after.

DM: You are the only man to vote against returning south, a decision that raises a few eyebrows. It makes no difference however: neither the wind nor the English fleet let up their pressure and finally, four days later, as the Armada is passing along the east coast of Scotland, the Duke of Medina Sidonia issues orders for the fleet to sail north, west and south around Scotland and Ireland to return to Spain. Almost immediately the fleet begins to break up as each Captain selects his preferred route, Juan Gomez for one intends to sail his Squadron of Hulks between the Orkney Islands and the north coast of Scotland to try to reduce the time of his return journey on his dangerously low-provisioned ships.
Player: Stick with the recommended route
DM: You sail with the rest of the Armada past the north coast of Scotland but by now there are fewer than one hundred ships in the fleet and it continues to break up. Alonso Leiva, deputy commander of the entire fleet, plans to guide his Squadron of Portugal close past the west coast of Ireland while the Duke plans to lead the rest of the fleet further out to sea. Supplies are running low on all ships and the shorter, but more dangerous, route would certainly safe time.

Player: Jk nah lmao.
DM: Your final thought as the person takes their time plugging in the toaster, is of the worst possible pun in existence...That you're. . . . . .toast . . . .The life slowly fades from the eyes that you don't have (because you are bread) as you are burned inside of this eternal pastry hell.

Player: Eat myself out of existence because I am so sad about my loaf.
DM: You consume your entire body and newly acquired face all in one big chomp. Unfortunately this entire break in physics somehow is able to create a black hole, eventually sucking up all of the universe. That includes your loaf. Are you happy with yourself? You were a piece of bread that was lucky enough to be given life by some unknown god, but instead of becoming famous or going on bread adventures, you cried about your loaf and then ate all of the universe. I just want you to know that your loaf wouldn't want this.

Player: What about that swanky looking hot dog cart?
DM: You make your way to the swankiest hot dog cart in town, operated by an even equally as swanky looking person who looks to be bent over and asleep, their chin resting in the palm of their hand, snoozing face inches close to falling on the scolding hot surface of the cart.

DM: A small group of six Alliance Cruisers have flanked the main front and began targeting several key industrial words to cripple the Coalition war machine. Now you have to deal with that.
Player: Send some battleships to destroy the raiding fleet
DM: You send a half dozen Leviathan Battleships to eliminate the threat. After a few days, you hear nothing from the fleet, and send another Battleship to investigate. Twelve destroyed ships are found, as well as many destroyed industrial facilities, all wiped out by what's presumed to be unknown enemy. The Alliance ships probably had reinforcements, or one fleet destroyed the other, before being destroyed by missiles that had been fired by the destroyed fleet. Whatever happened, there's no witnesses.
DM: The war continues, with many Alliance planets falling to your army. Your forces have finally reached the Iron Ring, a large wall of heavily fortified planets defending the inner circle of Alliance planets. There's very heavy resistance, and the classic approach of space assault followed by ground landing and heavy assault won't work here. Your lieutenants have offered several approaches.

Player: Hop away, off to freedom I go.
Player: Go right.
DM: It appears that the odds are not in your favor, as your torturer recaptures you in their gigantic grip and sticks you back into the toaster where you belong. Nice job there, Texas.

Player: Valencia (-10 HOURS)

DM: You are about to start bawling your eyes out when a thought occurs: You could just stop being a big baby about it and suck it up!Are you going to go through with this idea?
Player: NO, HOW COULD I?
DM: If that's how you feel about it...And so you cry. You cry and you cry and you cry and you cry, and then you stop crying for a few seconds to catch your breath, and then you cry some more.You cry SO MUCH that you end up flooding the house that you're currently inside of. At least, that's where it starts.Completely disregarding the fact that the house is flooded, you continue to cry until eventually ALL OF EARTH HAS FLOODED.I am sorry to say that due to you being such a pussy, you have flooded an entire planet with your tears. There are no survivors. Also, you're soggy.

DM: Seriously? You're skipping your daily training two days in a row, just for fun? Why are you even playing this game?Actually, good question, because you're not playing it anymore.You beat 2 chapters: 2 points.
DM: You wake up in your cozy single bed, ready for the first day of the school term. Looking around your room, you catch a glimpse of your clock; it reads 8:30. You've slept in! Why didn't your parents wake you up? Quickly getting into your school uniform, you run downstairs with your school bag; you'll have to skip breakfast. Arriving at the dining room, still tired, you see the room is pitch-black. No one is awake. The clock on the wall states that it's 5:15.Trying to make sense of it all, you sprint back upstairs to make sure you read your clock right. It still says 8:30, but the hands haven't moved. You realize it was stopped. Whoops!
Player: Back to Bed
DM: There's no way you're getting up at 5:15. Laughing at yourself, you quickly fall back asleep. It's only a matter of time before your mum comes in to your room."Wake up, sleepyhead," she says sweetly. You're 15 years old, but your mum still treats you like you're 5, which you strangely like. "Time for breakfast, darling." Deciding not to tell her that you first woke up earlier than she thinks, you get dressed and walk downstairs. Another good thing about your mum treating you like a young child is that your favorite breakfast is waiting for you when you arrive, along with a 3-liter bottle of water."Why so much water?" you ask as you munch down on your food, but you know why. Your mum worries too much about you for your own good, and doesn't want you to get dehydrated. You don't think she knows that 20 liters a day is also bad for your health.
Player: Leave it

Player: "Excuse me, sir? WAKE UP YA ABOUT TO BURN ALIVE."
DM: He automatically stands up straight, his eyes wide and a confused expression to match. He quickly realizes the situation he was in and that you just saved him from a hell of a medical bill. He picks you up and holds you up in the air, certainly not unlike how that monkey picked up Simba in The Lion King. He praises you endlessly for saving his face, mentioning somewhere in the word vomit that his name is Alexander.So, what now?
Player: Alexander and I become great friends and attend bowling tournaments every weekend as a team, and, you know, other friend things like that.
DM: Unfortunately, years later during one of these bowling trips ended in you messing up a throw, it shooting up into the air, and landing on you, crushing you to death instantly.But atleast you died doing something you love with one of your best friends, right?

Player: Sao Paulo (-10 HOURS)

Player: 16

DM: Confession is good for the soul ~ An old Cardassian saying. You become public enemy number one. You become the most hated person in history. Even Adolf Hitler and Joseph Stalin are saints compared to the likes of you.You are in the back of a black car; handcuffed. And you are being taken a secure location so that the media can grill you with questions. The world wants answers, and after all that you are guessing that you will be spending life in prison........You ponder your fate when all of a sudden you flip upside down.......BANGA pick up truck has just plowed into you.......Two hillbillies with guns shoot the people holding you captive.Looks like they are rescuing you. They introduce themselves as Cletus and Jebadiah
Player: Hillbillies to the rescue
DM: Cletus and Jebadiah tell you they are happy that you let all them Muslims die, and that you was doing the Lords work."We reckon you don't deserve to rot in prison," Cletus tells you, "So me and Jeb here are going to let you hide out in our old hunting cabin out in Montana. But we can drops you off at the pole-ice if you want to turn yourself in. We understands that too."Do you:
Player: Take Cletus and Jebs offer
DM: Cletus and Jeb take you to a hunting shack in the mountains of Montana."We'll come by and and drop off food and girlie magazines once a month for you," Jeb says.-----------------------------------------------------------------------------------------------------------------------------------------------After three months in the outdoors you start to get bored.Should you:
Player: Start a forest fire
DM: The old cabin burns down and you start walking towards town as the forest catches fire.You make it to the nearest interstate when a man dressed in a bear costume smashes a wooden sign across your head, and screams "ONLY YOU CAN PREVENT FOREST FIRES!"The man then drags you to the police department and they take you to jail.

DM: She automatically stands up straight, her eyes wide and a confused expression to match. She quickly realizes the situation she was in and that you just saved her from a hell of a medical bill. She picks you up and holds you up in the air, certainly not unlike how that monkey picked up Simba in The Lion King. She praises you endlessly for saving her face, mentioning somewhere in the word vomit that her name is Alexandrea.So, what now?
Player: I left abruptly after this experience. I don't even talk to this person anymore.
DM: You gave a plentiful amount of 'you're welcome's before taking your leave, making your way towards the forest. After seeing the wide range of trees only a few minutes ago, it immediately intrigued you and you concluded that you would make your home there. Fast-foward a few years and you've build a slice-of-bread sized cottage beside a river, where you use your body as bait for fish and then wrestle them so you can later cook them and eat them. Of course, you never actually do eat them because.. well.. you know.. you're a slice of bread. But it's the thought that counts. Man, life in the wilderness sure is intense, but you wouldn't have it any other way.

DM: They automatically stand up straight, their eyes wide and a confused expression to match. They quickly realize the situation they were in and that you just saved them from a hell of a medical bill. They pick you up and hold you up in the air, certainly not unlike how that monkey picked up Simba in The Lion King. They praise you endlessly for saving their face, mentioning somewhere in the word vomit that their name is Alex.So, what now?

Player: Point it out
DM: Folia looks over to where you are gesturing and her eyes widen in horror. She runs over to the strange silvery lump and rolls it over, revealing the body of a dragon. You...
Player: Run over to Folia and the dragon
DM: "We need to help him!" Folia pulls out a pouch that was once concealed under her patched skirt. Opening it, Folia exposes the contents of the pouch to be dozens of pink flowers with gold tips. She takes the flowers from the bag and asks for your water canteen, which you hand to her. She gingerly opens the dragon's mouth, puts the handful of flowers in, and washes it down the dragon's throat with the water from your canteen. She sits and waits for the dragon to stir, your hand comfortingly on her shoulder. Slowly and gracefully, the dragon's eyes flicker open.
Player: >

Player: Escort the lady to a private room and fuck the shit out of her
DM: "Buddha's name be praised," you shout out as you bang her like a salvation army drum.You are just about to cum when your master Ken Ling walks in and catches you.Should you:
Player: cum on the blonde lady
DM: You cum all over the blonde ladies vagina. Master Ken Ling is very disappointed and you are punished by having to scrub the temples toilets for the next six months, and Ken Ling takes away your rank of teacher for showing poor judgement,...... 3 months into your punishment the blonde lady comes back to let you know that she is pregnant.Do you still wish to be a Shaolin Monk or should you start a new life with this blonde lady and marry her? Her name by the way is Veronica Ming.
Player: Continue to be a monk and scrub toilets for 3 more months
DM: You tell Veronica Ming that she is on her own, and that you won't even pay child support because monks have taken a vow of poverty and have no personal money. She is disappointment and leaves the temple never to return.So you finish your punishment of scrubbing toilets, and try hard to be monk of good moral standing, but the master still has not reinstated you as a teacher.

DM: The spirit draws closer to you and stares deep into your soul."I am known as Herne the Hunter," he declares, "And I know why you have come.""You show great sacrifice coming to this mountain and I will grant your request."You feel a tingling in your crotch and when you look down your manhood has been restored to you."HOLY FUCK," you shout."YAHOOOO!"You thank the spirit and run back down to see Bob and Doug.
Player: Return to the cabin in the woods
DM: As you run to your cabin Bob and Doug avert their eye's."Put some clothes on you hose head," they yell at you.After getting dressed and having some meat and beer to fill your belly, you tell the brothers of your meeting with a spirit."I knew it would work," Bob Says."Hey, you have no reason to stay here now," Doug explains."Come back to the city with us. I have a friend who owns a painting company. I'll get you hooked up with a job."You're not sure if you really want a painting job but you feel like you owe Bob and Doug from saving you from a life of shame, so you agree to do it.

DM: The trek to the apartment is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.Derelict. That's the easiest way to describe it.The three story building in front of you is clearly falling apart. Cautiously, you approach it, making your way in through a first story window. There's no one in the room you're in, but you can hear voices on the other side of the wall.
Player: Sneak past the gangers
DM: You enter the next room, hoping to be able to sneak past enemies from here on out to reach your goal: the boss. However, as you close the door and see six men sitting at a table, wooden bats at their sides, your hopes are dashed. Before they can react, you manage throw a nearby lamp at one's head, sending him out for the count. Now you just have to deal with the other five.Two run at you, bats at the ready.
Player: Brace yourself!
DM: The two swing their bats simultaneously, hitting you in the head at the same time.Huh. So that's what it feels like to have your head smashed like a watermelon.You're Dead

Player: Start a new life and marry Veronica Ming
DM: Veronica is a Chinese lady and her hair is not naturally blonde she just dye's it that way.You leave the temple forever and marry Veronica. Lucky for you she owns an apartment in China town as well as 5 separate Chinese food restaurants.You live the good life with abundant good food and plenty of money in your account. When your wife gives birth you happily welcome your new son into the world, and name him, Kung Pow.Even though money is good, your wife pulls you aside one day....."Darling.... I know we make good money in restaurant business but we can make even more if we replace the beef, chicken, and shrimp with cat, dog, and rat. What you think Darling? This good idea?"
Player: No Darling that is morally wrong
DM: Looks like you learned at least some wisdom in the Shaolin temple. You and your wife continue to run your business honestly and over time your wealth becomes even greater.When your son Kung Pow grows up he becomes a world class pianist, but he is also gay and so he likes all kinds of pianists and penis' too. Never mind him though because you have 10 more kids with Veronica and they all live with you in your apartment and help you run all those Chinese Restaurants. You live to be 75 years of age when you die of clogged arteries. At the very least you can say that you had an interesting life.The End

DM: The Captain nods, and waits patiently."The ships have been identified as known pirating vessels, of Human and Probiscan Deserters.""Dammit! Open fire with all guns!"You manage to down to take down two boarding craft and two fighters. Then, the boarding craft manage to board the Behemoth through the use of massive claws, and the fighters began targeting the Behemoth's guns.
Player: Cotinue
DM: "Sir, a group of pirates have boarded and captured the ship's pump controls. They want to talk to whoever's in command." The Captain says. "You're the Senior Officer, sir.""Patch them through."The Main Monitor's view of open space is replaced with a picture of a heavily scarred Human pirate."Captain, Oh, you're not a Captain. You're a general, if I can remember my uniforms.""You're boarding a Human Ship. Surrender now, and no one else dies.""Go to hell! Here's what's going to happen: You're going to let us pump whatever water we can into our Supply Carrier, and get the hell off this ship. No deaths needed. All you need to do is keep your fighters grounded and keep your marines away from the Pumping Stations. Make the right choice."The Transmission ends."General, what do we do?"
Player: "Send a squad of marines to capture the docking station."
DM: "Yes, Sir."The Captain relays his order, and soon a group of cybernetically enhanced soldiers began attacking the pirates. It's a short, brutal battle. The Pirates used to be soldiers, but their skills have grown sloppy, and they're cybernetics haven't been maintained. The Garavan Pirates drew blades and charged the soldiers, where they were cut down by machine gun fire. The Human Pirates piled into the boarding ship, but the soldiers managed to stop the ship from leaving. Within a few minutes, all pirates on board are dead. The Boarding Craft were destroyed, though the Fighters easily escaped."Well done, Sir. It's a pity the fighters escaped, but we saved the water and wiped out the pirates.."

DM: The Alliance attacks have all but stopped on the main front. Dozens of colonies and fleets have been destroyed from behind Coalition and Alliance space from what you assume is a small Alliance army attempting to flank you, but it's time to charge on the main front and conquer the Alliance. You quickly mobilize your forces for a new campaign, and decide on your newest targets. You can target the military bases, but you could also target the weak, undefended colonies to greatly weaken the military bases abilities, before going after them.
Player: Strike against Alliance Military Bases
DM: You decide to go for the direct, honorable approach, and begin attacking military bases. You take heavy losses, though less than you expected, but quickly wipe out the military bases and move forward with your conquest of the Alliance.
DM: After the recent victory, in a retaliation attack, Alliance forces capture several Coalition ships. Still, your counter-attack into Alliance territory is going well. After the capture of several new Alliance military bases, you're left with a large amount of prisoners, who are currently taking resources to feed, cloth and take care of, and taking manpower to guard. It would be considerably easier to humanely execute them.

DM: While traveling in Macao, you remember reading about an anti-corruption initiative called the Paradise of Integrity. Would you like to visit and gain 3 EP?
DM: The Paradise Of Integrity was designed because the CCAC (Commission Against Corruption) thought it would be a better way to approach the topic with younger children, rather than simply telling them that corruption is wrong. They conveyed their message through multimedia and interactive games. The first exhibit is called the Lotus Village and various shows tell the simple moral story of bribery in a workplace. Throughout the demonstration, the instructors communicate with the children and ask them about the behavior of the characters and ask them what the adverse effects could have been if the situation hadn't been reported. Puppet shows are also conducted that talk about doing the right thing and encourage honesty

DM: You come into the pits. You get 4 tires. It takes longer, and Dale Jr. get out ahead of you. You get out and pass him again. Now, onto David Jones.
Player: Passing David Jones
DM: Your old 'friend' David Jones. He is going to be hard to pass. How?

DM: This home has been tense without mother around. She had always been the one to make things better between me and Dad. It was always "I'll talk to dad, later" or "It's just one of those days." I never really understood why she left and dad never did anything wrong, honestly. It was just a day before Valentines. Dad had things set up. He hid a little gift in her room and we even tried to make a cake! But in the end, she never came home. We tried calling her, frantically shaking the phone in despair. There was no answer and it was then that it dawned to me that she was never coming back. Tears.It was the first time I cried in years. I bet it was the same for father, only he's never cried since probably forever before that happened, old bastard.Anyways, it's been about an hour since that tangent at the dining table and all I did was just lie on my bed and play some game on my phone. I really should get up or something.I think I should be doing something else.
Player: I could go get a drink from the fridge downstairs.
DM: "Wow, well if it isn't my old friend! The locked door!"My eyes stare blankly to nowhere as I stand here at the locked door. Heck, why am I even here?

DM: I walked over to my window and moved the dirty pale green curtains out of the way. I didn't bother opening the actual window up.The neighborhood greets my bloody eyes and I can see Jared's house. He isn't there today because his parents took him on a trip to some relatives. 'They're just some crackhead cousins who missed us," he told me.He's a good guy. Sure, he may be crazy. That doesn't change the fact that he's a good guy.He's honestly one of the better ones. He once scared the shit out of some bullies on the street, defending this young grade-schooler just trying to get home. He took out a gun and pointed it at one of the bullies and the kids just screamed and ran. It was a real gun, though. I was like, 'Dude, what were you thinking!' I screamed and he just told me he had the safety on. We had great memories. Drunk-ass nights where we almost got arrested and memories which made me realize there's more to life than just going down some academic route to a useless repetitive job.Now, will you look at that? the skies have gone dark. It's getting pretty late. Maybe I should do something else?
Player: Yup, I'm done over here.
DM: I should really do something else.

DM: Well, well, well, If it isn't my trusty old cabinet. Note that Slipknot poster on the left door. It's interesting, cause Mom never really bothers to fix this all up. Dad does.I can see a black sock poking out of it. Dad hasn't cleaned this closet in ages.
Player: I guess opening this wouldn't hurt.
DM: Unkempt. Just how I like them. I got three panels over here but none of them with freshly-ironed and well-folded clothes. I can't even see well, it's dark.But what's this?
Player: Well, if it isn't a rubber ball.
DM: This rubber ball and I go a long way back. I should hold on to it.It was summer and Mom wanted to check this garage sale out. It was just a few blocks from our place. I was a kid of course. I never thought that this would be my only memento of her.

Player: I guess even Apple Juice can't save me now.
Player: Who knows what lurks in my closet.
Player: I'll leave it for a while.
Player: I should check the window or something.

DM: It's just another messy study desk. It's got four drawers and my sleek shiny black laptop on top of it. Yes, I do keep microfiber cloth for it.This laptop is practically the only thing I'm proud of when it comes to my current belongings. It was dad who got it for me. I was finally starting to show promise when I got a pretty nice streak during my 5th-grade spelling bee. Of course, I was just looking at one of my classmates in the audience. That kid was Sid.Out of us three, Sid was the smarter one. Academically of course. which is partly why he skips class. He doesn't need to worry about school. His story is pretty much a sad one but I don't feel like going about that now.Guess I'll play a game on my laptop. It might just help me cool off.
Player: Maybe later...

Player: Rubber Ball
Player: Laptop game time? Why not?

DM: I know that I said this laptop is my only prized possession but I really should've installed some new offline games recently. Turns out dad just plugged off the internet or something. Old bastard.
Player: We wouldn't want to resort to playing Solitaire now, right?

Player: A lock of her hair
Player: Three
Player: The One Ring in the story is beautiful and grants powers to the wearer.

DM: You rode with nozz as you and the other 3 flew around the wreckage a couple times. After deciding it was clear, both sabres land in the docking bay which still seemed to be intact and functional enough to keep the aircrafts from flying off. your team makes its way to the front, the artificial gravity inactive outside the the docks."Watch your footing, never detach your cord from each other unless absolutely necessary. You drift off into space, you're gone for good." Nozz said tugging on the cord connecting you and him as an example. You all make it through majority of the ship with no complications, save for the occasional detour due to debris clogging hallways. Once you get to the explosion site, Jack and Sam veered off to investigate the charred remains of the ship while you and Nozz looked over to the other half, being approximately 45 meters away, just out of reach for you to hold onto one end and Nozz to safely jump to the other side, then pull you across. You see dangling cords, a single jetpack floating nearby, and some bulk debris.
Player: Jet Pack across the emptyness
DM: A camouflaged elite fires a surprise attack at you, nicking your jet pack causing you to spin wildly, yanking Nozz left and right. He grabs onto the front half of the ship with one hand, firing his DMR with the other, hitting the sangheili several times downing his shield. Sam quickly raises her magnum and lands a shot square on the aliens skull, causing it to spasm and fire off a few rounds before its body goes limp. Unfortunately for you one of those bullets also hits your jet pack again, now causing your pack to shoot you violently off, causing Nozz to start losing his grip. Without giving second thought, knowing there is no way he can save you do to your jetpack malfunctioning, he severs the cord and you fly off into space.Game Over :(

Player: Go back to the beginning?

DM: The four of you make your way to the middle of the ship in a pelican, met with decent resistance, seeing as your heading right into oncoming trafic, shooting and being shot at the whole way, even with White Winter giving supportive fire. You find your wing hit and manage to veer the crash right into the port, taking out quite a few covenant with the crash. The door blasts open and Jack carries out a minigun, mowing down any covenant in sight. You can go with Sam to program the controls to malfunction, or you can stay behind to cause some internal damage and be a distraction.
Player: Stay with Jack and blow stuff up
DM: You wait behind with jack, tossing grenades left and right, blowing up every cubby you see, while allowing Sam and Nozz to slip away unnoticed. Brutes charge out with gravity hammers and elites with fuel rod cannons. You and Jack take down the brutes, and while he takes down one of the elites using his minigun, you charge toward him, grabbing the hammer on the way over swinging it around, blasting the end of it right into its face, then picking up the fuel rod and blasting at a hunter charging right for you with 3 shots evenly placed at the abdomen, causing to crash head first into the floor before your feet. Many more bullets fly by before Nozz and Sam return, just in time to watch White Winter escape into warp drive... You hear the cruisers engines rev up, and hurry into a phantom and pull out just in time before the ship starts it's warp drive, the malfunction cause by sam ripping the ship to shreds before sending it off to the wrong destination. Aware that it is unlikely that White Winter will return for you, your team makes way for the closest habitable planet and go into cryosleep for the ride.

DM: With supportive fire from White Winter, Your team makes its way to the missile bay of Vengeance. You successfully dispatch any covenants in the area and carry the missile into the middle bay, with the cruiser being distracted from other fire. You land in the launch bay and fight off numerous covenant and seal off the doors, giving Jack time to prep."Crap, theres a wiring problem... the only way to activate it is manually...""we'll each pick a cord and see who stays behind" Nozz said, marking one of the rip cords he carried on him, then holding them in his hand.
Player: Ripcord 1
DM: You get the bad cord... you stay behind and detonate the bomb, allowing your squadmates and White Winter to safely escape. Your sacrifice will not be forgotten.Game over :(
Player: start over?

Player: Ripcord 4
DM: You luck out... but unfortunately Nozz doesn't. He stays behind and manually detonates the bomb. You, Jack, and Sam escape safely along with White Winter. way to kill me xD haha

DM: You each fire from a few rounds from your guns.dispatching the group before they are even aware of what's going on."We should get back as soon as possible." Sam held the cord from earlier tight so you and Nozz can make your way through quickly."Or, and just throwing out ideas, we could sneak onto the cruiser and blow stuff up?" Jack did like his explosions..."Maybe after, but for now our primary objective was to retrieve and erase data... Lets make our way back then we can plan." Three more green lights appeared on his screen, with Jack's coming in last. The four of you quietly and quickly make your way back to the sabres and speed out of there as fast as possible, luckily avoiding the sight of the cruiser. Back on the ship, your commanding officer gives you all a figurative pat on the back and tells you that they are too close for your ship to enter warp drive without alerting the enemy, thus being followed and defeating the purpose.Your team decides on one of two plans.Either you can all go in through the aft launch bay, and sabotage the engines as quietly as possible, rigging them to blow at the start of their warp drive,orYou can retrieve one of the still working missiles from the vengeance on the way to the middle launch bay, and rig it to explode inside, effectively making the ship unstable for warp drive.
Player: Get the missile

DM: You make your way to the missile bay only to find that only one missile appears to be working. Bummer. But on the upside, it's one of the more powerful ones. You can send it to the ships middle to do some real damage, to the aft to hopefully take out its engines and stall it, effectively, or, to the bow of the ship to hopefully hit the bridge.
Player: Shoot the missile at the middle
DM: You shoot off a missile, unfortunately it does nothing more than vibrate the cruiser's shields slightly as it return fires and blasts you and Nozz. game over :(

DM: You are sitting with your fireteam, consisting of Nozz, Jack, and Sam. Nozz was known for hsi accuracy, tacticional knowledge, and being geared for almost any situation possible. Jack was heavily armored, and was experienced in explosions, suppressive fire, and other distraction methods. Sam's role was infiltrating enemy lines while Jack took most of the heat, silently taking out major targets as well as gathering intel or sabotage. This was to be your first mission with them."Just to reiterate, team, we are copying and erasing data from the nearby ship Vengeance. We lost communicatons about 13 hours ago, just after they sent out a distress signal." Nozz started, going over the file on his visual pad, scrolling over the file."Do we know what condition it's in or what caused the distress?" Sam was trying to take a peek at the pad, curious of what they were headed into.Nozz shakes his head, "Negative, all we know is something blew the ship in half, relatively, with debris scattered around."Jack checked his gun as the conversation continued, "So whats the game plan then? Two to the main consoles and others to the rip site to examine?"Nozz set down his pad and began to gear up for the mission. "We'll do a flyby in two sabres to do a preiminary observation before closing in. I'll head to the console while Jack will go to the explosion site. Since you're new, I'll let you pick who you'll go with."

DM: You luck out... but unfortunately Jack doesn't. He stays behind and manually detonates the bomb. You, Nozz, and Sam escape safely along with White Winter.

DM: You move your foot so that it's on the branch Mundus previously tripped over, and step on it. It stabs Mundus' foot through his weak shoe sole, causing him to flinch back and lower his blade. You quickly bring up your own weapons and the two of you fight swords-to-sword. An hour passes and you were evenly matched with Mundus. You now feel quite tired and in need of a break, but you don't want to be beat by your impulsive, arrogant companion.
Player: Keep going!
DM: Another ten minutes pass, and you can see Mundus becoming even more exhausted than you. "Hey bud, you alright?" You calmly ask. Mundus does not enjoy losing, you can see it in the way he fights. At first he fought confidently, but overwhelmingly overestimating himself. Now you see him growing desperate, and you know he will try whatever he can just to prove that he's better than you. Mundus is now frustrated, and is aiming the blows right towards your face, obviously not caring about the safety of his friend..
Player: Forfeit for Mundus' sake
DM: "Mundus! This is getting out of hand!" Mundus doesn't stop. " Don't try to trick me!" "Dude! I'm serious! You're gonna end up killing me!" Mundus pauses, and you instinctively snatch his sword away. Before he could try to get it back from you, you point it at his face. "That's enough, Mundus. I think we should take a break. "I'm sorry, man. I get like that when i fight, the beast in me comes out, and I can't control myself!" He says, ashamed. "Well then I guess we have to work on that."

Player: Play again?

Player: An elven blade
Player: Two
Player: The One Ring in the story is force of evil and corruption, and it can NEVER be used for good.
Player: 3, 7, 9, 1, Dark Lord
DM: 

DM: Whatever was in that cup looked and smelled horrible, so you shook your head. No way were you about to ingest that, especially if you didn't know what it was."Yeah, no thanks. Maybe another day, when I'm legal." You said it simply, and the student merely shrugged, gulping down the rest of it themselves. "Whatever you say! More for me."They wobbled off, and you met the gazes of Rose and Gil, who seemed disappointed that you didn't join them in drinking, but they knew better than to make you do anything you didn't want to do.The two of them decided to leave you be, probably to avoid accidentally pissing you off, because you were already hating this party. Too loud, too many people, to much booze. You didn't like this type at all. It was why you didn't really go to them.You headed into the living room, before it got too full with people, and you noticed both Olivia and Henry were in here. Henry was sitting on the couch, watching a re-run of Friends and ignoring everyone else, and Olivia was standing in the doorway to the patio, talking to a group of her friends.
Player: Talk to Olivia
DM: You decided to talk to Olivia, approaching slowly. Her friends noticed you first, and they seemed to giggle and know what you were trying, so they left before you even got up to her. She smiled at you."Hey. What's up?""Not a lot. You?""A lame party. Too many people for me.""Me, too," you agreed.Well. This is awkward.
Player: Serious talk
Player: Don't kiss her
DM: You knew what this urge was, and there was no way in hell you were going to screw this up by doing that.You kept talking to her, and then decided it might have been best just to go home. You said your goodbyes and quickly left.

DM: "Oh. What a shame. I was really hoping for good human feedback." She says, disappointed. "Well never mind then!" She says to you as she skips away.

DM: Well, now that you're done making your life perfect, why don't you go explore outside! Your siblings won't go with you, and your parents are busy, so you go alone. Wow. Outside is beautiful! Well, you get to decide what it looks like.
Player: Large hedges to the right and left cut into heart shapes. A stone road beneath your feet that goes on for about fifty feet.
DM: Paradise! Pure paradise! Oh, how you love it! You walk to the end of the path and check your watch. What time is it?
Player: 5:00 PM
DM: Well, you'd better be heading home. You turn around and head back to your house. You find your mom still cooking, your dad still reading, your sister still painting and your brother still doing nothing. Who do you speak to?
Player: Sister-"Nice painting? Is that a flower or a hippo?"
DM: "No," your sister says, "it's not a hippo. It's a tree. See?" It really does look like a hippo, but you say,"Is it just for fun?" Your sister shakes her head. "No, it's for school. We have to draw fat trees." "You mean hippo trees?" you say. Your sister is about to answer, but your mom suddenly yells, "Alright! Everyone in the car!"
Player: >>click for awesomeness>>
DM: "Where are we going?" you ask. "It's Fourth of July, dear!" your mom says. "We're going to go see fireworks!" How could you have forgotten! You get in your car and drive away, for almost ten miles- hold it. You haven't told me what your car looks like or how far you have to drive. You get to choose everything.
Player: Black Ford-5 miles

DM: You learn all about tree's, medicine, song, and ritual. You feel you made a good choice and feel happy walking around in white robes everywhere you go. Your mentor is an older man named Mark and he wants to leave society and live in the wilderness to learn more about nature. He wants you to go with him.Do you:
Player: Refuse mark's offer
DM: You stay where you are. You spend a few years learning druidism but your waning commitment stifles your advancement in the Druid order. Funds are starting to run low and you are not getting enough to eat. At this point in your life you feel as if you are having a mid-life crisis. You see a job opening to work as a ditch digger, but you are not sure if you wish to leave the Druid order only to dig ditches, but it sure would be nice to afford some real food instead of all the greens you are foraging from the woods. Another thought comes to mind - You know that the Druid order collects donations and that the Elder Druids have the money stored under the alter.Do you:

DM: Why should you be punished for a prank gone wrong?You focus on school and getting a good education.-----------------------------------------------------------------------------------------A year or so later you graduateTime for your future:

DM: Deciding that there is such thing as too much work, you lean your chair back to close your eyes. Hopefully your mind will do some work while you sleep, working to conjure that elusive muse to the foreground. You are sure that if you stay in your chair you won't sleep the whole night away and you should wake up at least a little bit refreshed, even if you can't summon the muse all at once.
Player: Text Your Friend
DM: You pick up your phone and start texting. Then you wonder why they even call these phones any more -- no one actually uses them to actually TALK to anyone any more. You get a reply back and smile to yourself as you send another text. You like the screen on this phone much better than your last one. It is much more accurate when you type.You quickly scroll through the massive list of all your contacts and find someone else to send a text. Then you realize you're just wasting time, coming up with an excuse to do something other than write...
Player: Go To a Bookstore

DM: Aragon is a land of extreme natural contrasts, from the river valleys and snow-capped peaks of the Pyrenees mountain range, to the fertile farmlands of the center, and through to the arid steppe plains of the south. Northern Aragon is home to the Formigal Ski Resort, the largest resort in Spain. It contains 90 ski runs of various difficulties over 137 kilometers (85 miles) of snowy slopes. Transporting skiers up to the top of the slopes are various lift mechanisms and conveyor belts. The resort also features eight restaurants, a skiing school, and two snow gardens.You scan the frozen wasteland and see no signs of Carmen Sandiego or ACME CrimeNet.You ask the few people you find if they have seen Carmen or the loot."I have not seen anyone who fits that description," says the ski instructor."Sorry, she has not been here," answers the coal miner."No, the person you are looking for was not here," the aviator replies.Where to now?
DM: Valencia's preeminent landmark is the City of Arts and Sciences, an avant-garde and futuristic museum complex located in Valencia's capital city, also named Valencia. World-renowned (and city-born) architect Santiago Calatrava designed the City of Arts and Sciences, the crown jewel of which is the Queen Sofia Palace of the Arts, opened in 2006- an opera house and performing arts center with four spacious rooms. Other attractions in the City of Arts and Sciences include an IMAX cinema/planetarium, an interactive science museum, an aquarium, a bridge, restaurants, and an outdoor botanic garden/sculpture gallery.You look over the territory of Valencia in search of Carmen Sandiego."I have not seen the woman you are looking for," says the orange grower.The paella chef says sarcastically, "Good luck finding her in Valencia.""I don't believe I have seen her," says the calligrapher.You try another location.
Player: Aragon (-10 HOURS)

DM: You passed the sign and came farther into the forest. Then, you see a lion and a leopard, eating away some poor animals. If you walk on, you will make enough noise to alert the two cannibals. What then?
Player: Hide, and then wait until they're finish eating.
DM: Good choice. You carefully duck and hide behind a bush that was near you. After what seems like an hour (which was only ten minute), the two animals left. You sigh with relief and continue on. That was just a simple problem, but now, here's a more challenging one.An ape stood staring at you. It looks like it hadn't eaten in days, and it wants YOU! The evil ape dash and headed for you.

DM: Last you knew, you were in a bar having a merry time, when all of a sudden you wake up to find yourself in a dank dungeon. You see a guard and you ask him why you are there. He doesn't seem like a bright fellow, and responds only with "Because you the bad man, and get locked up." After making a quick overview of your surroundings, you realize that you are wearing only a leather jumpsuit, and the only objects at your disposal are a rusty spoon and a dog bowl full of corn meal.Although you are befuddled as to how you came to be in your current situation, you know you must escape. In your mind, this scenario leaves you with just three options for how to proceed.1) Attempt to bribe the guard. Sure, you don't have anything of value, but the guard is pretty stupid.2) Attempt to pick the lock with the rusty spoon.3) start yelling and flailing wildly.
Player: 1: Try to bribe the gaurd
DM: Despite having nothing of value, you decide that attempting to bribe the guard is your best course of action. You attempt to get the attention of the guard by yelling "hey no-brains, want some stuff?" He comes over and unlocks the door. You think to yourself "This is easier than I thought". You proceed to offer him the rusty spoon as payment, which distracts him long enough for you to escape.Taking one last look at the distracted guard, you forge ahead into the dungeon.

DM: You decide to start yelling and flailing wildly. At this point the guard notices you and isn't happy with what you are doing. He may be stupid, but it seems he is good at maintaining order. He promptly clubs you over the head just prior to mentioning something about being taken to a "punishment room".When you awake, you find yourself to be rather hot, and it is hard to breathe. You seem to be in a rather confined space. This certainly must be the punishment room.At this point, one thought is running through your mind, and that is to attempt escape. However, we know how that turned out last time, and you spend a little bit of time to consider your options. You decide that one other option is simply to wait it out and see if you get released from the punishment room after being punished.So what will it be?
Player: Wait to see what happens
DM: You decide that the best course of action is to stay put. You remember being told you were being taken to a punishment room, which implies increased security from where you were previously being held. Because of this, you feel that the risk of being punished further if you attempt an escape is too great.Unfortunately, this punishment room is not as benign as you had hoped. You quickly realize that you are inside a heat-chamber device! Purely the work of a sinister wizard!You start to hope that this is all a dream, but alas, it is not. You try screaming for help, but apparently your screams fall on deaf ears. You try to escape from the heat-chamber device, but find yourself to promptly burn to a crisp before you can even manage much of an effort, all the while hearing the moaning screams of other nearby prisoners.

DM: You have decided that your best course of action is to attempt to pick the lock, despite recovering from the previous night's drinking and having no lock pick skills or even proper tools.Taking a look at the door, however, you realize that this is easier than you would ever have imagined, since the door locks and unlocks from the inside of the cell!You make haste out of the cell, while hoping the guard will not stop you. As luck would have it, the guard is busying himself with reading the "Orcs monthly" magazine article on proper axe throwing technique.Taking one last look at the distracted guard, you forge ahead into the dungeon.
Player: Continue into the dungeon
DM: After escaping the prison cell, you find yourself in a strange castle, the type of which you have only read about in musty books talking about days of yore.There are doors to your left and right, and a long hallway which you may go down. Each door looks like all the others; however, you suspect there is danger about as strange sounds emanate from a great many of the doors.You decide that you must act quickly in deciding where to go, but are uncertain as to which direction is best. The 2 most promising locations are a room whose door is marked "the triangle room", and the door at the end of the hallway, which may lead to another area.

DM: You attempt to escape from the punishment room, and just in time too I might add! Just as things start to get warmer, you jiggle the door and crawl your way out of there. Now you hear the screams of other prisoners being punished nearby, and are glad that you are not in the same situation as them anymore.When you get out of the punishment room, you realize that it was really a heat-chamber device that could have killed you had you stayed in it any longer. This clearly was invented by some sort of heinous wizard!At this point you leave the punishment room and find two ways you could go to attempt escape. You see a ladder, but it is impossible to see where it leads. You also see a room labeled "mess hall", which may also be of some use to you.
Player: Go into mess hall
DM: You go into the mess hall, which seemed like a safe enough place until you notice a rather mean looking ogre sitting there apparently waiting for some food.The ogre then says accusingly at you "Are you the one who is to bring my food? Where is it?!" Uh oh, it looks like you are in trouble. A hungry ogre makes for a fragile diplomatic situation.There are two ways you can think of to deal with this. You can try to tell the ogre that you are simply passing through, but you are sure that the food will arrive shortly. Alternatively, you can run like heck and hope he's too hungry to bother trying to chase you.
Player: Try to be diplomatic
DM: You attempt to be diplomatic, and explain to the ogre that although you do not have its food, you expect that whoever is bringing it will do so soon. Not satisfied with this explanation, the very hungry ogre proceeds to beat upon you with his bare hands. At this point you try to get away, but the ogre is enraged and you cannot. He yells at you "If you do not *have* my food, you will *be* my food!" He then pounds you to a pulp, and places you into a boiling pot of water that is nearby.This is not exactly how you envisioned you might one day die, but unfortunatly, this is how it sometimes goes.

Player: Go to the triangle room
DM: Curious as to what the triangle room might be, you enter through the door, whereupon you encounter two strange looking little creatures.You attempt to ask them how to escape the castle, but they do not appear to be very happy about your presence. You start to think that you should have been more careful about which room you picked, as this dynamic duo of triangle buddies commence savagely beating you until you forget all about your quest to leave the castle.

Player: Go to the end of the hallway
DM: You go to the end of the hallway, and find a spiral staircase. You descend the staircase and come upon a door that looks like it certainly is magically enchanted, as it glows red. The atmosphere of the room is that of a wizard's den, with regular patterns on the floor and strange devices scattered about.Although you are a bit wary, you decide to try the door. At first there is no sign of movement as the door appears stuck. You try pushing the door a little harder, but much to your dismay a very loud alarm sounds. In your hurried panic, you find a nearby door and hurl yourself inside of it.

Player: Lay your old ass in bed
DM: Your room smells like adult diapers and stale urine.You fall alseep.These are the days of your life, and you live in this room for the next 18 years.The routine is the same. Get up, eat, maybe play Bingo or some other game, apply some Ben Gay.You even managed to get seated at a different table so that Garry and Gerald would stop getting on your nerves.Eventually you die at the age of 88, but you had some fun in life and made a few friends.The End

Player: Continue on...
DM: As you find yourself into the random room that you had flung yourself into, you notice a problem. Apparently, this is one of the many mysterious and dangerous rooms present in castles of yore.There is a dragon standing directly above a massive tower. He bellows to you "Who dares invade the room of the blue dragon?! I am to guard the tower of destruction and kill anyone who threatens me!"You inform the dragon that you are merely trying to leave the castle, upon which he bellows "Do not try to trick me pesky human, for I have no patience for games. If you wish to leave this castle, you will have to prove to me that your intentions are true. Find me the scroll of incompetence, and I will help you in your journey."At this point the dragon falls asleep.You look around the room, and find two interesting things. It seems that the dragon has a key around its neck, however, you have no idea what the key might open. There additionally is another door which may lead you in the right direction towards leaving the castle. Optionally, you could wander around aimlessly looking for what the dragon has asked for.
Player: Go through the door
DM: You go through the door and end up in a room with all sorts of strange organisms and specimens. One table that catches your eye has several rocks and fossils on it, the origin of which is unknown. You suppose it is possible they were dropped by a dragon or other large creature, but you can not be sure.There appear to only be two exits to this room. One is a door labeled "indemnity". The other is a short hallway.
Player: The short hallway

DM: You decide to quickly run away. The ogre is not happy with this and yells "Hey you, come back here, and bring my food!" Apparently, hungry ogres are not very motivated, as you manage to escape before he can even consider coming after you.As you leave the room, you look around, and see no other place to go except back to the ladder you shunned when you first escaped the punishment room.
Player: Go back to the ladder
DM: You climb down the ladder and end up in some sort of pit. You don't think you are in any danger, but it is very dark down here. After you move around a bit, the room suddenly becomes lit, and you notice that you are at the entrance to what appears to be an elaborate tunnel system.Ignoring the no trespassing sign, you forge ahead into the tunnels. It is very hot and smelly in the tunnels, with all sorts of pipes and wires. The pipes appear to be surrounded by some sort of scratchy fibrous covering, perhaps as insulation. The whole place looks as if it is unkempt, as though people never come down here unless they absolutely must.As you are walking along the dimly lit tunnels, you see two ways to go that appear promising. One way leads to an alcove of sorts, a larger room within the tunnels. The other path of consequence is a ladder that leads up into some other area. You cannot be sure where the ladder leads, since it is covered by a hatch.Which way would you like to go?

Player: edhellen
Player: melluin

Player: Hide in the cart
DM: You attempt to descend into the courtyard to hide in the strange cart; however, being a blunder brain, you fall miserably and break your ankle. The shock makes you fall unconscious as you land in the cart.When you awake, you are in a hospital, and are in traction. Apparently, the cart has taken you to your home city, and you now recall where you have come from. When the doctor comes into the room, he gives you a stern lecture on drinking and driving, but other than that, he provides no clues as to what has happened. You try to explain that you have no idea how you got into the vehicle, but nobody around you is listening.Three days later, you are released from the hospital, and you resume your normal life. The mystery of the events that lead to your imprisonment, however, will forever remain a mystery.

Player: Wander aimlessly looking for the scroll
DM: Being in awe of the dragon's large size and threatening posture, you decide it is best to look for the scroll that he requested. The first thing you do is go back to the hall you were at when you first escaped your cell, and you notice a room labeled "scroll factory". Obviously this sounds like a promising place to search, so you go inside.Once inside, you find a vast array of machinery used to create scrolls. Looking around the room, you find various scrolls, but no scroll of incompetence. Looking at the scroll factory machinery, you think that it may be possible to create one yourself. Or, you could just get one of the scrolls already around and try to pass it off as the scroll of incompetence.
Player: Try to manufacture a scroll of incompetance

DM: As you push off from the dock and look back at the gathered crowd of your village you smile knowing this was the right choice. You wave your arms back and forth and laugh as your village waves back cheering for you to return home with good news. You look at the map and see the island that Aput had circled for you. "This island has plenty of wood for burning and it times past your father went on hunting expeditions there so food should be plentiful. You make way for the heavily wooded island! After 2 days of smooth travel your boat reaches the shore and you pull the boat up onto the shore taking care to pull it far beyond where you believe the tide will reach when night comes. You flip your boat in the event that it snows and begin walking towards the tree line. Hours pass in the woods and you stop for what feels like the hundredth time to break several branches so they face back towards the boat. You had always told your father that this was horribly time consuming and you could easily find your way home. Now however as your stare at the endless line of trees surrounding you you're very grateful he had made you learn this skill. It is just as you break the final branch that you feel the chill cut through you. A storm is coming you decide. This kind of chill had always been a warning of a snow storm and you know it is time to make shelter...
Player: You Got Nothing

Player: Go to the Mundar Parade Grounds

DM: You decide that it would be best to go down the short hallway. On the other side of the hallway, you see a window that leads outdoors, the door you came from, and a door with some sort of primitive decorations.You wonder exactly what wizardry might be in use to generate the glowing white lights, as you have never seen anything like it. More and more, you feel that you are in a very strange new land, and are more than ever anxious to get out of here.Which way would you like to go?
Player: Go through the decorated door.
DM: As you go through the decorated door you end up in a room much larger than you would have anticipated. The room has an eerie dankness do it, dimly lit with small flashing green and red lights. All around you are wires and metal objects, only a small portion of which look even vaguely familiar.As you continue to investigate the room, a wizard suddenly appears. He states "You have entered the domain of the FunkyWizard. Explain your presence at once!"You tell him that you don't know how you got here and awoke in his dungeon after drinking yourself silly the night before. You try to state that you are only trying to find a way out, but the wizard interrupts you."Infidel!" the wizard says. "I have no patience for drunkards. It is no wonder that you were thrown in the dungeon. You can either get out of my sight at once, or you will see a horror the likes of which you can not even imagine."Clearly, it would be safer to flee at this point, and go back to that window you saw earlier, however, this so called "horror" has you intrigued. What could this laughable fool possibly have in store for you?

DM: You decide to take the risk of the dragon waking up and go over to it to take his key. As luck would have it, he does not wake up and you manage to steal the key from him.Unfortunately, you still have no idea what the key unlocks, and the key itself provides no clues. Your only option at this point is to look around for some place to go that might lead out of the dungeon.Taking a look around at your surroundings once more, you again see the one door you had previously noticed, along with a hallway you had not noticed before that may be worth investigating.
Player: Try the door now that you have the key

Player: Try the door labeled indemnity
DM: You are intrigued by the door labeled indemnity, and decide to see what is on the other side of it. Unfortunately, it is locked, and you don't have the key. At this point you turn around to go back the way you came but some mysterious force stops you.Well, in truth it isn't all that mysterious. The dragon has awakened and is very angry that you have disobeyed it. It yells at you "Cretin! You foolish human, you have ignored what I have told you. Clearly you do not value your life."Apparently, the dragon wasn't kidding about you finding him that scroll. He proceeds to slash you to death, and mount your head on its wall like so many other creatures.

DM: You decide that it would probably be good enough to just pick up some random scroll and try to pass it off as the real thing. You end up selecting a scroll labeled "Scroll of Calculus", and decide it is the best match.You go back to the dragon that had previously fallen asleep, and present the scroll to him. Miraculously, he accepts it as the real thing. He says to you "well done puny human, as your reward, I will spare your life. Also, since I am feeling generous, I will give you this key to the door of indemnity."You graciously take they key, after which, the dragon promptly falls back asleep.You decide at this point that the best means of escape is to find out what this "door of indemnity" is that the key unlocks. Taking a look around at your surroundings once more, you again see the door you had previously noticed, along with a hallway you had not noticed before that may be worth investigating.

Player: death by slashing
DM: You tell the dragon that you would prefer to die by being slashed to death. "You fool!" exclaims the dragon. "Now that I know how you prefer to be killed, I will kill you the opposite way!"Great, you can't catch a break can you? The dragon flies down from the destruction tower that he is sworn to protect and proceeds to kill you by burning you to death with his fire breath.BUT, inexplicably, the dragon must have had something disagreeable to eat recently, as he starts to have trouble with his fire breath. Just as he thinks he has it right and tries to kill you, he spontaneously explodes, leaving only the key behind!Unfortunately, you still have no idea what the key unlocks, and the key itself provides no clues. Your only option at this point is to look around for some place to go that might lead out of the dungeon.Taking a look around at your surroundings once more, you again see the door you had previously noticed, along with a hallway you had not noticed before that may be worth investigating.

Player: Out the window

Player: Go out the window
Player: Go investigate the burning smell building

DM: You walk into your parent's room and jump not here bed. "Gotta sleep. Leaf me alome," your mom says sleepily. "Get up get up get up!" you chant. "Git offa me," your dad says and roles over. You realize that this probably won't work, but you-
Player: Scream
DM: "Shut up!" you hear your brother call from the other room. "Go get something eat," your mom says and puts a pillow over her head. You get up and walk into the kitchen.
Player: >>(sorry, I will have more choices soon)>>
DM: You go into the pantry and find only three cereals. Which one do you want?

Player: Go down the new hallway

Player: Go back to the window

Player: Attempt to destroy the source of the light.
DM: As you draw near to the light source, you are mystified at what exactly the source of it is. Nevertheless you are determined to stop whatever horrible black magic has created this world you are in, and start giving the source of the light a good thrashing with your spoon.The light starts to fade, and just as you are about to destroy the evil device a voice calls out "please stop at once, you risk electrocution!" Not understanding what this "electrocution" might be, you take this voice to mean that you are almost complete in your task.Soon however, you feel a burning sensation and grip tightly on your spoon. You find you have no control over your muscles at this point! Eventually, you collapse in a heap on the ground and lose all hope of ever making it out of this place.

Player: Climb over the gate

DM: More issues with the Coalition and Alliance are happening. Several outbreaks have occurred where Alliance soldiers and ships have engaged Coalition forces and vice-versa, though the politicians are quick to clear these up as "mistakes". You let out a small smile when you realize you're one of those politicians. Though neither you nor the Alliance have officially declared war, most people understand it's only a matter of time. Citizens are stocking up on food, which you find humorous as the fleet is completely self-sufficient, making such actions futile. The Hades Project has started to distribute the vehicles that you ordered. The only thing now is to prepare for war as best you can.The first thing that needs to be dealt with is the Eagle Assault Drones. They're small orbs the size of basketballs with antigravity generators, an assortment of tools, a machine gun and an AI Core. They're used for surveillance, support and assaulting enemy locations. The Hades Project has proposed the Helios Assault Drones, which would replace the Eagle Assault Drones. The Helios Drones have better communications systems, armor, battery life, a more advanced AI, the blowtorch has been replaced by a laser torch and the Helios model has many more advanced features. The Hades Project has said with increased funding, and use of the Eagle Assault Drones to rewire and test. This project would greatly help the Coalition, though if it failed, which is quite likely could, it would badly damage the the Coalition.
Player: Fund the Helios Drone Project
DM: You decide to fund the project, and you quickly get results. The Project goes badly at worst with accidents and malfunctions destroying most of the Eagle Attack Drones, luckily two scientists, a nameless Brain Bug and a Probiscan named Larm, both Alliance immigrants, managed to bring the Helios Attack Drones online. These are quickly distributed among the Coalition, and greatly increase the Coalition's military capabilities.

DM: I can't really fathom why you thought this was a good idea, but nevertheless, you head over towards the crowded, foul smelling building. As you go inside, it appears that people are eating large amounts of food. Not having eaten since you arrived at the dungeon, you decide this is a prime opportunity to fulfill your appetite.The whole layout of the place is buffet style, with plenty of food to go around. The dishes and silverware are not perfectly clean, as you would expect from what you have seen of the castle and dungeon. The food is prepared by a group of unintelligible people with bad posture, and it is clear to you that this is not anyone's idea of fine dining, not even among those who frequent the establishment.Nevertheless, you partake in the food that is available to you, grab a seat, and start eating. You eat your fill and are about to leave, when a sudden burst of nausea comes over you. You head as quickly as you can to the bathroom, and you just barely make it in time.Now feeling relieved, you attempt to leave the building, but are immediately stopped by guards who, in the time you spent in the toilet, were informed of your presence and alerted to come to the building.The guards take a no-nonsense approach to your presence, and quickly club you over the head. Before you fall unconscious, you hear them mutter something about a "punishment room".
Player: Continue to the punishment room.
DM: Although you had passed out from being clubbed, you were not killed. When you awake, you have quite a headache and you find yourself to be rather hot, and it is hard to breathe. You seem to be in a rather confined space. This certainly must be the punishment room.At this point, one thought is running through your mind, and that is to attempt escape. However, we know how that turned out last time, and you spend a little bit of time to consider your options. You decide that one other option is simply to wait it out and see if you get released from the punishment room after being punished.

DM: Although it seems that it would be dangerous to climb the gate with its spikes and all, you nevertheless deftly scale the gate. On the other side you are welcomed by a grassy meadow. All around you there are faries and wood nyphs frolicking around. They ask you to join them in their world of bliss, and you graciously accept this offer.Although you have not found your way home, you have escaped the dungeon that has entrapped you, and quite honestly, you are certain that the new life you have found is much better than your previous one.

Player: Throw him off the bus.

Player: ..On second thought...lets stick to the ramming!

DM: Not only did you find the album in its entirety (and for free!) you downloaded a pristine FLAC copy! *whoop whoop*
DM: After listening to Yellow after a dozen days, you have the crazy thought of disseminating Swaft flower's album like a missionary in the Democratic Republic. But you know that you should not share the pleasure with others over the Internet. What do you do?

DM: You wait for him and when he comes back he tells you he can't fix the ship. But the sleaze refuses to admit to anyone that you paid him! Now you're stiffed 300 Space Coins and no ship!
Player: So, what do you do?
DM: You start a family and live happily ever after. Not! You rot poor, old, and alone.

DM: You are a young hot NASCAR rookie. It is your first year in NASCAR. You have raced in Busch and ARCA, but never in NASCAR. You have come to Daytona, for the Daytona 500. Now, all you need is a race team. You can join, Team Chevy Racing, Carter Racing, or, call your rich daddy and ask him to start a team for you.
Player: Daddy Racing
DM: You ask your dad, and he gets mad. Too mad. You'll have to join another team, or retire.
Player: Carter Racing
DM: Carter Racing is an old team that hasn't had a winning driver in 20 years. They lose a sponser. You are forced to join Team Chevy Racing or retire. What will it be?

Player: Team Chevy Racing
DM: Good for you. You joined the best team in NASCAR, not really in real life, but in this game. Alright. Your boss is a mean guy named Russ. Russ doesn't like you. He thinks they should of hired Steve Park. You need to show Russ you are good, but how?
Player: Get some money from your daddy and bribe him
DM: It doesn't work, in fact, Russ fires you. Sorry.

Player: Start a Fight with Russ
DM: You hit Russ. Russ hits you. You get into a huge brawl and the pit crew hold you two apart. Russ fires you. You lose your ride. Even though you are a great driver, no other team will hire you because Russ knows everyone. Even your Daddy won't start a race team for you. You retire from NASCAR and race in the IRL, the worst racing series in the world. Sorry, but you've got a bad temper. Try again, maybe you'll win!

DM: You stop screaming as vision of death isn't appealing. Lungs are burning and you realize how powerful your scream was. Maybe it can be even used as a weapon! Thirteen is silient now. Was it reaction to my words? Impossible! Marionettes haven't got the chance to learn speech! Maybe it was his answer to new environment. Still subject is first of a kind. Many of his predecessors lost their composure and none of them regained it. It was a loss of good genetic material...Lucky! Death was so close but you avoided it! I'll be commencing tests now. Preparing equipment.
Player: Take the tests
DM: We start with his night-vision. Test one - begin!Suddenly there is no light in room. All of it vanished. Yet you are not blind and feel in darkness best. As you look around it seems that from ceiling something was thrown here.

DM: You got out for your first practice run. Russ says, "I don't want you going into High Gear on your first run." Russ has been a crew chief for over 25 years. Will you listen?
Player: Listen to Russ and stay in low gear
DM: Good choice. You finish practice. You didn't set any new speed records or anything, but you did have the fastest time for a rookie, and Russ and his crew set the car up better. Good work. Russ is starting to like you. Now, your agent calls. ESPN's motorsports show, RPM2Night wants you. But, all the drivers are having a party. What do you do?

DM: Your sins weigh heavy on your soul. Perhaps you should find a church.
Player: Christianity
DM: You ask around for the best church to worship at.You've heard that the New life Ministry is alright,but you are told by a man on the corner to stay away from Father O'Malley's Catholic Church, he says that his son Timmy was molested in that church.You decide to go to:

DM: The trek back to the warehouse is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.Opening the warehouse doors as slowly and quietly as possible, you creep inside, careful to avoid making any noise that could alert potential hostiles to your position. However, a few minutes of creeping around the warehouse proves that there's no one here. Releasing a sigh, you begin to look around.They didn't leave much. Just a note on the poker table they were using as an impromptu conference table. You take a look at the note.'JackWe went back to the apartment, that faceless fuck showed up and we beat the shit out of him. He's dead in some trash heap somewhere now. Sorry you missed the action, shouldn't be late anymore.Dave'Hrm. So they went back to the apartment? That's good to know. Best head there if you want to take them down.
Player: Go to the apartment, take them down

Player: Stay in your motorhome, play some Playstation 2, drink some beer, enjoy life.
DM: And you do. You play some NASCAR Thunder 2003, and have a good time. Nice work.

DM: You go to ESPN. You have your 5 minute segment. You and the Host have a good time. Its over so fast, but you liked it.
Player: Time for Time Trails
DM: Its time for time trails. Russ says the car isn't set up right, and you don't have enough experince yet. He warns you not to go into High Gear yet.
Player: Forget Russ, go into high gear, you can hold it together!
DM: No, you can't hold it together. You spin out. You hit the Turn 3 wall very hard. You break the car....and your back. You never walk again, or breathe under your own power for that matter. You spend the rest of your life in a wheelchair. Sorry.

DM: You goto the party. You meet famous drivers like, Dale Earnhardt Jr., Kevin Harvick, and Matt Kenseth. Then, a jerk driver named David Jones comes up to you and says, "You better stay in line, Rookie."
Player: Tell David to back off
DM: You and David start to fight. He pushes you out the window. You break your back. You can't race ever again. Too bad. You enjoy life has the son of a rich man, but you are handicapped.

Player: Again, listen to Russ, stay in low gear.
DM: You stay in low gear. You have a good run and will start 8th for the second Daytona 125 races. What are those? Well, you see, those are like time trail races, cool eh? Yes. Well, get ready for the second Daytona 125.

Player: Ask "What made the noise that made the children jump?"
DM: The Teacher tells you. "Do not ask such suffering questions. Everything that will be known is known, and you are to enjoy yourself and do not suffer over such wondering!" Asmephial's computers will do all the wondering. Only Cretans ask such suffering questions!" The bell rings and it is time to go.
Player: Leaving School of Enjoyment

DM: Good choice. You "don't see him" and have a great night.

Player: Get ready
DM: You begin the race. Good work. You pass left and right. You end up behind David Jones. He smiles at you, flips you the birdie, and hits you alittle.
Player: SPIN HIM OUT!
DM: You try to spin him. It doesn't work. You end up finishing second. You will start 4th for the big one. Good job.

Player: RAM HIM!
DM: You ram him. You both go into a wild spin. You both hit the inside while. He has a head injury. He will spend a year away, then come back and win the Winston Cup Championship. You'll spend the rest of your life in a wheelchair. And never race again.

DM: "Why, yes," he answers. "Why do you ask?"
Player: Speak with J. J. Jameson #3
DM: "Why, hello Spiderman," says Jameson #3. "It's an honor to meet such a fine example of a superhero."

Player: Race Day, in Daytona!
DM: It is race day. You can't wait. After its all the pre-race is over, you climb into the car. Now, Russ comes over and says that High Gear is broken. Don't shift into it. You say thanks, and drive off. You are starting 4th. GREEN FLAG! BOOYAH!

DM: You can't pass and end up second, and starting for in the big race.
Player: Race Day, in Daytona
Player: Green, green, green. Go, go, go!
DM: Dale Earnhardt Jr. is in 3rd. You go high, low, medium. You just can't get around him. Those Earnhardt boys sure are good at Daytona. What can you do?

Player: Stay in Low Gear, and wait for a chance.
DM: You wait. Later, Earnhardt goes high. You go low. You pass him for 3rd place. Now, David Jones is in 2nd, but you've got bigger problems. You need to pit. You can take 4 tires, 2 tires, or 4 tires and no gas. Your choice.
Player: 2 Tires
DM: You come into the pits. You take 2 tires. You go out of the pits. You come out behind David Jones.
Player: Pass is Low Gear
DM: You stay in Low Gear and floor it. You go low, he blocks you. You go high, he blocks you. Looks like you'll have to wait.

Player: Foget what Russ said before the race, shift high, and pass him.
DM: You go into high gear. The engine revs up. You go high and floor it. You fly by Earnhardt Jr. and take the lead from the other 2 guys. Russ was crazy, you think. Until the worst happens. Your RPM's hit 10000 and redline. The engine explodes. Your car rolls to a stop. The NASCAR safety crew helps you out. You later lose your ride for not doing what Russ says. Shame, shame. Please try again, or quit.

Player: 4 Tires
Player: Pass in High Gear
DM: You push it into high gear. The engine revs up. You floor it. You get by Jones. Then, the RPM's go to 10000, and the engine explodes. Your day is done.

Player: Just wait
DM: You wait behind him. Soon, he passes for the lead, and you go with him. You are 1 and 2. Now. There is a choice to be made. You can pass, or take second. You choose.

DM: You're traveling, and suddenly you notice that it's getting late. As you're on the road, and there isn't anywhere to stay in sight, you find a shadowy area underneath a tree and curl up in your sleeping bag. <dreamscene>You are a citizen of North Korea. What is your songbun level?
Player: Within the wavering class
DM: A few days later, you're caught with a modified radio receiver. However, because you're part of the wavering class, which is basically the people whose ancestors have been mostly supportive of the regime (in the middle, between hostile and core), you get off with a fine of 10 G.

DM: Mike stepped on the gas, and got away. He passed by the rest of the slums, were very few people were out. Once Mike got out of the slums, he felt relieved, but looking at the time, Mike needed another option. There was only a few weapon stores open. Mike walked into the gun store. But he was seen by a couple workers, who questioned him. "Can I just have a gun?" Mike asked, hoping to get it safely. "Please?" "Take it, but it costs money." The man said. "If you leave with it, you will be in deep shit!" The man said, in a uproar. Mike, noticing that the man was in the back working on other sales, went right toward the door. Worried he would get caught Mike re thought what he would do.
Player: Spend money on weapons
DM: Mike waited those few minutes for the man to come back in front. The man apologized to Mike, and explained the situation. Mike accepted and bought a set of guns. Mike left the store, totally ignoring the man's advice to keep it hidden, and went on his own. It was shown on his belt, but nobody noticed it....yet Not even a few minutes later, Mike saw two people muttering to themselves. Mike thought they saw somebody in the sky. But it wasn't that. It was him. The people saw Mike looking at them, and ran away. Mike felt in control, but at the same time, he didn't want an issue.
Player: Walk home hiding it

DM: You shift into High Gear. You floor it. You get around Jones. You win the race. Good job. You will later win the NASCAR Winston Cup championship. Good job.

Player: Take second place.
DM: Well. Why bother? Well, you take second. You have a long and good NASCAR career. This is a hard game, so I'm told, and you just got second. Good work. Leave a comment please, and try again if you wish.

DM: This seniors home is packed full and it has the smell of urine in the air.You share a table with Garry and Gerald. They are brothers and are mentally handicap.The cook comes by and serves you eggs for breakfast.How many eggs do you want?
Player: 3 or more eggs
DM: "I'm sorry," the cook says, "But we can only give 2 eggs maximum to each resident. I hope that is okay?"
Player: 2 eggs are fine. It'll have to do

DM: Corega-12 is a small chunk of ice floating around a white dwarf star. Though it has little resources and doesn't have a good environment for colonization, it holds a tactical position for attacking multiple trade routes in the space after they leave the worm-holes they mainly travel through to achieve FTL, but before they arrive within distance of planet defenses. Thus, multiple pirate crews have taken hold in the area and set up a base and port in the massive abandoned Scairtt military base situated on the planet. The pirates have began attacking trading fleets, including multiple Coalition-allied fleets. It amuses you that the pirate crews, including Garavan Warriors, Brain Bug Assault Ships and Human pirates, are actually a massive representation of equality among Aliens, this still presents a massive issue. These pirates have began interfering with trading, and it's your choice whether to mobilize and wipe them out.
Player: Wipe out the Pirates
DM: You decide to mobilize a military strike-force to eliminate the enemy. You send several Leviathan Battleships to blockade the planet and wipe out any ships attempting to leave, and use dropships to deploy several groups onto the planet to capture the base and wipe out all military capabilities of the pirates. The pirates are captured or killed, eliminating the threat. This leaves you with a new issue. The pirates have left behind a massive Scairtt base outfitted to allow for land-based species to survive, as well as having an automated defense system, several anti-space cannons capable of attacking invading spacecraft, a large dock for spacecraft and even has a large cache of surprises, no doubt taken from trading fleets. This would provide the perfect set-up for a Coalition military base to oversee the trade routes. This would require using a base that's been made through the exploitation of Moogli and Garavan Slave labor, provided by the profits of piracy. You could easily just destroy the base to end the piracy and stop any other pirates from taking the area.

DM: "Come on," your mom said. "Let's set up." Which blanket and chair do you choose.
Player: Brown chair, smiley face blanket

Player: Tell her
DM: "Hey, you know that too much water is also bad; in 7.8 out of 10 cases the person gets really sick. Unverified statistic," you say, but your mum takes your word for it and replaces your 3 liter bottle with one 500 times smaller. You sigh and don't bother telling her what's on your mind as you finish your meal. You guess you'll just have to not have enough water.

Player: Drive a truck through!
DM: You get into the cab of the truck, and smile as you see the fuel gage. Half full, with the keys there. You start the truck and hit the accelerator, smashing through the zombies before stopping the truck in front of the city hotel, where Tracer is located.

DM: Despite how much you want to tell your mum, you leave it, as you've grown used to doing. Finishing the rest of your meal, you thank your mum and hope she doesn't comment on how you've finished approximately 7.4386% of your water. When the time comes to get ready for school, she hasn't. Phew!

Player: Rio de Janeiro (-10 HOURS)

Player: "We're no longer at war. I won't do this!"
DM: Ra'Karr's eyes narrow, but he nods."Of course. My apologies, my words were only in jest. There was no truth to them. Goodbye, General."The Black Heart quickly turned and walks out of the room. Due to the lack of issues arising at the negotiations, the human and Thar'Garavan relationship grows and deepens.

DM: You call the girl over and ask what has happened. She is relatively short, with dark hair and green eyes. Sadly, she looks at you and begins to speak."Oh, you're the new kid, aren't you? Anyway, my name's Verity and I've been friends with those girls," she gestures to the five girls determinedly stomping away, "for like, five years. When she came back from her holiday at the beach, Melanie found that her house was vandalized. All six of us know of the secret entrance, but for no reason at all, they all decided to blame me. Now they've said they never want to speak to me again..."
Player: Ask to Be Friends
DM: Sensing an opportunity but trying to look sad - looking sad isn't hard after what you just heard, anyway - you ask Verity if she wants to be friends with you, explain that you lost all your friends recently as well. She sadly nods and sits down next to you. The way she nodded suggested that she only did so because she didn't think she could make any other friends.Verity asks you what life in the city was like. You explain that it's a completely different place to Superville, and in your opinion, much more fun. Many more people and options to do each day. There's a beach right near the city center, for example. The closest beach to Superville is over an hour's drive away.Next, you ask Verity what life in Superville is like, hoping it's more exciting than you think. Unfortunately, all she says is "boring. Nothing that exciting ever happens." You sigh and continue to talk to each other for the rest of the break.

Player: Get Dressed
DM: You quickly get dressed, and spray on some cologne to cover up for the fact you haven't showered.

DM: So what branch of science do you want to study:
Player: Astronomy
DM: You graduate at the top of your class and get a nice paying job at an observatory.You do tend to be a bit of a night owl because you need to be awake at night to view the stars.----------------------------------------------------------------------------------------------------------------------------Two years later you observe a large asteroid that is headed toward the earth.You estimate it will arrive in under 2 weeks time.After a few more calculations you determine that this asteroid will hit the middle east and completely destroy Saudi Arabia, Yeman, Oman, Ethiopia, Sudan, Egypt, Iran, Syria, Iraq, Afghanistan, and Pakistan.What should you do:
Player: Alert the authorities
DM: You become internationally famous and the world works hard to save as many people as possible.About 500 million people that are mostly Muslim are trucked, bused or air shipped to France.Europe becomes just flooded with migrants and soon after the president of France and his entire government is executed.-------------------------------------------------------------------------------------------------------------------------------------------------About a month later you get an invite from the new leader of France, a Mr Moohammed McStabby.He wants to give you a 50 million Dollar reward for saving so many of his people, as well as give you a hero's medallion.
Player: Accept and fly to France
DM: You stand on stage before a large audience in France.The new president hands you a bank cheque for $50 Million dollars.Then Mr Moohammed walks towards you with the hero's medallion and asks you,"Before I give you this medallion I have to know if you are a Muslim, because this medallion should only go around the neck of a true Muslim man?"
Player: I love Allah. I am a true Muslim
DM: The medallion is placed around your neck. You are a true Islamic hero.You enjoy your great wealth in France, because the Muslims will not let you leave.So you buy a palace and a few maids that offer blowjobs and you settle in France.--------------------------------------------------------------------------------------------------------------After a few years you are completely fluent in the Arabic language of France, and you watch all the white people getting butchered on the evening news every night.The End

Player: Release fighters to attack the Assault and Boarding ships and use the ships main cannons to attack the large ships
DM: You release fighters to begin to fight against the incoming wave of boarding ships and assault ships. The majority of the enemy boarding and assault ships are destroyed at a loss to many of the Coalition fighters. Admiral Yarcel's flagship, the Maw, manages to score many kills, but the main Coalition vessels manage to fend off the larger Alliance ships, and eventually the Alliance needs to regroup, allowing the Coalition fleet some slack.
Player: Take advantage and attack!

DM: You walk out to lunch, relieved that the double maths lesson is over. Eating your lunch, you think about what to do in the 40-minute break. If you had friends, of course, you could talk to them. But no playing ball games, since they're banned from the lunch area. You decide to get out the iPad you don't have and play the games you haven't got (even though iPads are also banned from the lunch area). Unfortunately, pretending to play games gets boring quickly, so you end up doing aimless laps of the school. You say to yourself that there has to be something special about Superville. Why would anyone want to live here?Your 5th, and final period is drama. It appears to be the same class as your maths class. The teacher, Mrs G (she does have a last name, but it's long and complicated), is a medium-height elderly woman. She tells you that as a fun activity in the first lesson, you get to copy down a long worksheet about the elements of drama! Yeah, great fun...You're more than happy when the bell rings to end the school day. You find it strange not having anyone accompany you out the school gates, but whatever. The worst day of your life is over. Hopefully you don't get lost on the way home.
Player: End of Chapter 1

DM: You walk out to lunch with your new friend, relieved that the double maths lesson is over. Eating your lunch, you sit and talk to each other. When you've both finished, Verity offers to take you on a tour of the school grounds. The school looks extremely hot and dry. You say to yourself that there has to be something special about Superville. Why would anyone want to live here?
Player: Go to your 5th, and final period!
DM: Your 5th, and final period is drama. It appears to be the same class as your maths class. You're actually a little bit disappointed when Verity doesn't come to sit in the empty desk next to you. The teacher, Mrs G (she does have a last name, but it's long and complicated), is a medium-height elderly woman. She tells you that as a fun activity in the first lesson, you get to copy down a long worksheet about the elements of drama! Yeah, great fun...You're more than happy when the bell rings to end the school day. You and Verity walk out of the school together, and you end up following her through the streets as you think she's heading in the general direction of your new house. The worst day of your life is over. You ask Verity if every day is as boring as the past one, and she sadly nods her head. Suddenly, at 32 Courage Street, she says goodbye and walks into the house. You sigh and turn onto Bravery Way. Hopefully you don't get lost on the way home.

DM: You go out to lunch, relieved that the double maths lesson is over. Again, Verity sits down next to you. Eating your lunch, you sit and talk to each other. When you've both finished, Verity turns to you and asks the exact same question you were about to ask her."Yes, I want to be friends!" you say, relieved that you didn't have to ask yourself. The two of you smile at each other. After a few long minutes of sitting there, Verity offers to take you on a tour of the school grounds. You say you've already been, but accept anyway. The school looks extremely hot and dry. You say to yourself that there has to be something special about Superville. Why would anyone want to live here?

DM: Mike took out his small amount of money, and kept paying them. Slowly, his fives, and ones, were turning into a small amount of ones, and nearly no fives. He had alot of change, which he was forced to give away also. He was beginning to dip into his bank account. Mike looked into these thousands of dollars in his one account, and almost couldn't believe he was taking hundreds out. He continued to do it, although his bank account went from nearly $200,000,000 to $120,000,000 in a week, and 3 days. He couldn't continue to pay these crazy prices. He was watching the green he used to sleep in, to becoming green he was beginning to beg for. It wasn't until later in that week, that Mike just couldn't take it anymore. He, and his business were in jeopardy of becoming nothing.
Player: go with them and stop paying them to save money
DM: Mike announced to his friends that he would help them, finally telling Vinny the next morning. "Vinny," Mike said. "Please understand this," Mike said, still calm. "I have to go with you now." "Sure" Vinny said, not upset at all. Mike totally ignored the fact Vinny wasn't mad, but went with him to investigate. Vinny took Mike to a place that Mike knew well, a grocery store. Mike saw his friends being questioned, and tried to hide, but they caught sight of him. "What are you doing here?" The friend questioned Mike. The friend seemed very disappointed to see Mike around. "I...I." Mike managed to say, while stuttering. "Your with this group!" The friend yelled at Mike, pointing to the group with Vinny. "They have done nothing but threaten us!" Mike couldn't believe Vinny did that, Mike stared at Vinny, to see Vinny just smile. "Now," the friend pointed his long finger at Mike. "You either tell this group to leave, or you...." Mike interrupted. "What?" "Don't interrupt me," the friend said. "If you don't tell this group to leave, you will never get any help from us again!" Mike just looked up at Vinny, who continued to smile. Mike then looked back at his friend, he couldn't even remember his name.

DM: 

DM: "Okay," the woman says sadly, "I'll have to wait for someone else. Remember not to tell anyone what you just saw. It would be safe to just try to forget. Bye bye."Walking out of the house, you wonder how you could possibly forget something like that. It takes 20 minutes to walk back home.You go on to live a boring life in Superville for the next few weeks, going to school and coming back with the same NO news every day. After those weeks, a massive black cloud engulfs the town, along with a loud, booming voice saying that their plan that they have been plotting for decades has succeeded. It could be something to do with the superhero offer you declined. Anyway, your family is dead in seconds so it doesn't matter.You beat 1 chapter: 1 point.
Player: Get Up Early

DM: Soon the time comes to head to school again. You used to not mind school, but now you're one of those people that just hate it. Not getting lost in the streets again, you carefully follow your mum's directions into the school. You don't think you'll remember them soon, because they contain 12 turns. And signing in Superville is virtually non-existent.Alone for the second consecutive day, you sit through five boring periods, including another maths and another English class. The only remotely interesting event is Patrick's response to the creative writing task, "the winner of 36 Patrick Gold Awards: The Yo and the Dude!" It's exactly the same as it was the first time you heard it.After what seems like an eternity, the day is over.
DM: This time, you're not getting lost! Your mum's instructions on how to get home are super clear on your map. Even though you don't pass the Superville Markets on the way home, you still think about the sign. Could you... no, it's too silly. You just moved into a new town and you already want an ambitious job there? Plus, your mum wouldn't like you to put yourself at such a "risk", as she would call it.Before you know it, you're home, and you sit down with your mum in front of another apple. If you're going to ask, you better do it now.

Player: Leave it, again...
DM: For the second consecutive day, you decide it's too risky to ask about the sign. You don't even think you want the job, anyway. After finishing your apple this time, you go up to your room to do your 25 hours worth of homework, skillfully dodging your mum's questions. Your homework doesn't take 25 hours; it barely takes 25 minutes.You go on to live a boring life in Superville for the next 25 days, going to school and coming back with the same NO news every day. After the 25 days is over, a massive black cloud engulfs the town, along with a loud, booming voice saying that their plan that they have been plotting for 25 years has succeeded. Your family is dead in 25 seconds.You beat 1 chapter: 1 point.

Player: Live-In Chef
DM: Bad news. The Live-In chef always had something up her sleeve, you knew. And just last night, she stuck some cyanide in your steak.Now you see what you get for being gluttonous and...YOU LOSE.

DM: You love new experiences, and something you've never done before is get up before 6:52 and 16.45 seconds. So why not try it now? Excited at the adventure that awaits, you get changed and go downstairs. You make your breakfast; this is another new experience, because even though you're 15, your mum treats you like you're 5. This includes making your breakfast. Luckily, you learn life skills from school. Finishing your breakfast, you say "Thanks, Mum," out of habit. Her name seems to have summoned her, because she comes downstairs within 30 seconds."Goodness me! You're up early!" she exclaims. You nod, looking to her expecting a reward. Such an outcome doesn't happen; instead, your mum wakes up your dad and the three of you play a board game you got for your birthday. You win the game by a mile, mostly because your parents don't know how to play.

DM: After the eventful morning tea break, the rest of the day drags on. You curse yourself for thinking that today would be the day that things get more exciting. You do hear the twins referring to their team (most of whom don't want to be a part of the team) as "the Search for Secrets." They kidnap a few more people at lunch, get excited about their heart rate, ask them for secrets, then walk off when they don't have any. One girl says "why would I even tell you if they're secrets?"A fat boy in the Search for Secrets says "she has a point," his first contribution to the team.You watch the clock moving at 0.2x speed throughout the duration of 5th period, before it's time to go home. You rate that day a 2.5/10 for fun. A new record for your short time at this school!
Player: The Walk Out
DM: You walk out of the school gates, excited about the 2.5/10 rating. Hopefully this upward trend continues, and you'll be getting 7's and 8's in no time! Better not get your hopes up, though... anyway, being a superhero seems at least an 8 for fun. Your daily training starts today.

DM: "We didn't think it was a very big deal," stated Jack. "Jill and I agreed that if it got worse then we'd do something about it, but until then it was manageable.""Are you sure it was both you and Jill?" Mr. Jacobs pressed."Well, I admit it was me who thought it wasn't that bad, but Jill had been iffy around having guests over lately so I thought she wouldn't mind either.""I see. Another question for you, Jack. How often do you press your ideologies onto others? Or, erm, in other words, how often do you bother people with your ways of doing things?"
DM: "I stop when people ask me to," said Jack."So you do admit that you engage in this, how do you say it, somewhat damaging behavior?" Mr. Jacobs inquired."I wouldn't call speaking in ballads damaging, but as I said, I understand that it may not be pleasing to some people, so if they ask me to stop, I stop," Jack replied firmly."No further questions, your honor." Jenkins returned to his seat."The jury will now discuss the case," informed Judge Jenkins. "I will call you back when they have reached a deliberation."As the court dispersed Joan turned to Jack. "I've got a good feeling about this one," she said, although there was a slight worry in her smile.

DM: From hidden speakers voice begins to speak:War Marionette Alpha research, subject 63782-7286-13. It seems that tests with reagent HDS 13 were succesfull. For futher recording I will refer to subject as Thirteen.It seems that injection has left his body intact. Scans are showing a bit of unusual brain activity, but it's inside Marionettes specs... His appearance hasn't changed much either, only visible change is new structure of the eyes, which I suppose are now better prepared to deal with night tasks. Also they changed colour to red. I didn't made any coherention checks, but Thirteen apears very agitated, also vocal chords are left intact. Still for further studies is needed to subject remain calm and composed. His reaction makes me think that it is another failed experiment*sigh*Preparing to gas the chamber
Player: Stop screaming

DM: Wow, what an experience! You're slightly let down when all you find when you get home is an apple, even though you were expecting no more. Your mum asks you how your training was."Good, but top secret," you reply, not wanting to give any more details. You deflect your mum's questions as you continue to eat your apple.It's nearly time for dinner when you go upstairs after the "chat". You immediately start looking forward to tomorrow's training. Apparently 14 Upwards Street isn't a real Super House either, so only two days until you get to go to a real Super House! Yay!Wait, did you finish your apple? Nope. You go downstairs and eat the rest of it. Now have you finished your apple? Yes. You can live a happy life. Oh wait, that's impossible in Superville.
Player: End of Chapter 3
DM: You beat chapter 3! Well, the only ways to lose in it stem from a decision made in chapter 2, but still, good job. Here's another point for you.

Player: Scientist
DM: Do you want to be a regular scientist and help humanity?OrA mad scientist hell bent on world domination?

DM: You storm upstairs and into you're room. You sit there for a few minuets before actually getting ready. You hear your mom coming upstairs. You're door opens. "Honey, are you okay?" She asks."Get out of my room," you say. You aren't mad at her but you can't help it. She looks hurt."Oh, ok," she says. "Mom I'm sorry I-," you try to say. You cry out as she falls to the ground. You hear a crunch. Then everything goes dark.
Player: Wake up
DM: "Look he's awake," you hear someone say. You decide to open your eyes. You only see white, white walls, white beds, and white curtains, but worse, you see your father. You hear moaning. Your father starts talking."I was hoping you would be dead," he says."I wouldn't mind that," you reply. He turns and walks to a bed. You see a nurse next to the bed. She whispers something to you're father and for a second you see a weird look on his face, what is it, happiness? No it looks more like gratefulness. Then he goes solemn. You finally get to see who is in the bed. It's your mother. She looks horrible. You see her head and choke on nothing but air. Her head is half crushed in with one of her eyes out of it's socket. Her jawline is crooked. The nurse walks over to you."Sh-she slipped and crushed her head on a vase," she said and walked away with small tears forming in her eye crevice. This was no accident, you realize. You lock eyes directly with your father. Again you see a look on his face, and again it looks like, gratefulness. You feel the rage swelling up again.
Player: Leave him

DM: You decide to get changes into your swimming clothes and go for a swim with your friends. You walk out to the water together and swim around in the shallow water for a bit. You have plenty of space to have fun.Splashing each other and laughing, you begin to talk about your life in Superville, deliberately ignoring anything to do with why it's actually called Superville. You talk about your house; your school; the dry, hot, climate; and the unlimited levels of boredom. Besides your mum, your old friends are the only people that actually seem to feel sorry for you. On the other hand, your friends had spent their time having fun together and having interesting lessons at school. You feel left out, even though there's nothing you can do about it. You hope you don't drift apart from these guys...Anyway, you better enjoy being with them when you are! After about 10 fun minutes, you think you might want to go out a bit further into the deep water.
Player: Go out into the deep water!
DM: You go out into the deep water and continue to play around. You turn around and look at your parents,who seem to be signalling for you to swim back to them."It's not safe out there!" your mum calls."Let's not go any further," one of your friends suggests, and they all nod.

Player: Go out into the REALLY deep water!
DM: Ignoring your parents' directions, you swim even further out into the ocean. Weirdly, your friends don't come with you and stay where they are. Suddenly...
Player: A military plane drops a bomb on you
DM: Yes, it was, and it doesn't matter anyway. The point is, you're dead. Next time, listen to those you love, and play it safe.You beat 3 chapters: 3 points.

DM: Going against what your master told you when you accepted your job, you tell Jasmine, the most annoying girl you've ever met, everything. You tell her about the cape, the superheroes, and the Super Houses. You're about to tell her where you're going when you regain yourself. You can't believe what you just did."I knew it!" Jasmine says, believing every word you say. "Now, I'm going to be your partner! The second superhero!"Your master, who strangely doesn't scold you for telling Jasmine about superheroes, asks you, "I don't know. Do you want her to be your partner?"Again, you really want to say no, but something about the way your master is acting suggests that she might want you to say yes.
Player: Of course not!
DM: Jasmine was incredibly fortunate you told her as much as you did. The annoying girl who made your school day much worse than it was already going to be. You don't care about any hints your master might be giving you; there's no way you're letting her be your partner! You only hope that Jasmine won't pursue you further now she knows what you're up to."I'm not doing a thing for you, girl!" you yell. "You were being super annoying all day, and now you expect me to be your partner? No way!""Super annoying?" she responds, slightly upset."Come on. Let's go," you say to your master, and you quickly walk down Superville Drive towards Strength Place. Fortunately, Jasmine doesn't follow you. Even more fortunately, all your master says about the - er... event is a quick reminder not to tell anyone, adding that you should start looking for a partner soon.

DM: You meet with the leader of the cheetahs, a man they call Cheddar."White Pride, white pride world wide," says Cheddar."Do you agree with White Pride young fledgling?"
Player: No man, I love BLM and antifa
DM: You know sometimes you just have a habit of opening your mouth at the wrong time and you end up saying the wrong thing.Somebody has wrapped a chain around your neck and all you see is black.As you lay dying you hear - "Is he dead meow?"and that is your very last memory.The End

DM: Yeah... that's totally what it meant. You're so cool for getting that right...;)
Player: Leave
Player: Don't Take the Bait, and Walk Past
DM: As much as you want to march up to those three jerks and tell them superheroes aren't real, you know that it's obvious bait and you're not taking it. You walk right past, and you do notice that they look quite surprised you didn't take the bait.You sit around and think about superheroes, which you now have to try even harder to act as if they don't exist, for the five minutes before class.

Player: You're too poor to buy a phone-- nobody living in poverty has electronic devices, as all their money goes towards food and clothes.
Player: Grameen empowers women in non-rural areas to work in office jobs that typically only men hold. This means they have more stable jobs thanks to loans that help them get started.

DM: You sit there...motionless...looking backwars into the misty cloud as your monstrous opponent leaps out at you! Suddenly you are pelted with a series of Koopa shells as Bowser Laughs and Passes you...
Player: Start Back up and keep going!

DM: Mainly to put an end to your suffering, you accept to be Jasmine's partner, even you don't really want to be. You know that any other student would be a more fun partner than Jasmine, but you can't put up with her any longer. You tell her everything you know about superheroes to prepare her for what's in store, hoping she'll get scared and refuse. She doesn't.At 185 Superville Drive, or "home base", that afternoon, you arrive with Jasmine and announce that she's made you choose her to be your partner."I didn't make you! It was your decision!" Jasmine protests, but both you and your master ignore her."Splendid! I think you two will make an excellent team!" your master says, and immediately gives Jasmine a cape to try on."What's this?" Jasmine asks in wonder, trying on the cape. You're annoyed that she's so fascinated by it. "It feels good! I want to wear this all the time!" She giggles, but no one else in the room does."Can I leave?" you ask. You're not being genuine, but rather letting Jasmine know that she's a pain to put up with. Fortunately for you, however, your master gives a different answer to what you expect."Yes, you may leave," she says, "and you don't have to come to training tomorrow either while I get Jasmine up to speed. I'll have to teach her in two days everything I've taught you in a week!""Well, you didn't really teach me," you start to explain, "you just took me to Super Houses and said nothing-""BYE!!!"
Player: End of Chapter 5
DM: Congratulations on beating Chapter 5! You either grinded it out through 20 pages, or only had to read 2. Or somewhere in between. Or you could have skipped that chapter entirely.However you got here, you get another point!

DM: "I am doing something. See? I'm waiting for mom to call us," your brother says. "Why is she going to call us?" you ask, but then you hear, "Alright! Everyone get in the car!"
Player: White Oudi-10 miles
DM: Okay, now that we've figured that out, you can get back on the road. You drive for a bit and then you see it. A ton of fireworks bursting! Great! You get out of the car and rush over to a person wearing a (insert color here) suit. "Hello, sir. May I help?" you asked. "What is your name mam?" he asked.
Player: "I'm Amanda. Can I have those fireworks?"
DM: "Nice to meet you. Why don't you go find your parents?" the man said, clearly wanting to get rid of you. You walk over to your parents who where spay painting the car windows.

Player: You win! For now
DM: Good job. You have beaten the second part of my Insane Asylum series. If you have any comments on it then feel free to express yourself. Also any tips on how to make it better would be much appreciated. Also since i just started yesterday I don't know how to add pictures. All advice is accepted. Watch out for part 3.

Player: Paganism
DM: Which path do you follow:
Player: Druid
Player: Steal money from the elder druids
DM: Three things happen1. They catch you2. They kick you out of the druid order3. They call the cops

DM: You picked this assuming I'd write out some dirty scenario didn't you? Shame on you :P This is a public site! Just for that, this is now going to go very differently. You get hand holding and nothing but resistance out of me now. So do your worst but you sir can not charm your way out of this situation you have put yourself in. I hope you enjoy the PG version of this story :P
Player: Time to say Good Night
DM: Always my least favorite part of a day is saying good bye to you. I hold you 10 extra minutes longer, and plant at least 15 good night kisses, and anxiously count down the hours before I get to see you again :) Happy Date Night Sweetheart :)

DM: You walk out of the school gates and go straight home. It's weird to go home from school; usually you go to training. But your master said that you didn't have to go to training today, so you go straight home, going in the reverse the way that you go to school.Arriving home, you sit down in front of another apple from your mum."Good afternoon, sweetie! How was school?" your mum asks."Usual," you say, as by now your mum knows that means, "VERY boring. I would have preferred to be in bed all day. Why can't we move back to the city?""Oh, okay. Have you got any homework?""No," you say, only realizing it yourself when she asks."Okay, well you don't have anything to do the afternoon then! You can go up to your room and do whatever you want; only reasonable things, of course. Come back in 2 hours for dinner."An afternoon to do whatever you want? Yes! You run up to your room, preparing yourself for a fun two hours.Wait, did you finish your apple? NO! You didn't! You run downstairs to finish it, then run back up. You really need to work on finishing apples in one sitting...
Player: The Greatest Afternoon to Ever Exist, or that Ever Will Exist
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 120 minutes left before you have to go downstairs for dinner.
Player: Create a game on chooseyourstory.com (30 minutes)
DM: You decide to spend some time writing a storygame. You can write one in 30 minutes, no problem! You write an epic linear storygame with 50 words on each of the 10 pages. You're proud of all that you've accomplished in 30 minutes.Wait, why do you have to wait 2 days to publish it?You have 90 minutes left before you have to go downstairs for dinner.
Player: Read some other storygames (30 minutes)

Player: Just lie in bed (10 minutes)
DM: Finally, you have some spare time on your hands. You take the opportunity to just chill out in bed, stare at the ceiling, and reflect on life. There isn't much to reflect on since you moved to Superville, except for the obvious. But then you think: why did you have to move to Superville in the first place? What was your dad's secret reason for moving here? And why is he keeping it a secret?You never know, there could be a big surprise party in a week or so. But you severely doubt it.

Player: An elven cloak that allows him to hide himself
Player: Ephel Duath
Player: Its tone is much darker than that of its predecessor, The Hobbit

Player: Let's go mountain biking!
Player: Algonquin Park
DM: I'm actually really excited you chose Algonquin Park because I've wanted to come back here for awhile. We grab our bikes and safely bungee chord them in place for the journey to the park. I knew it was a bit of a drive so don't worry I already grabbed mints and hot rods for you. Let's go!

DM: So you pick Road 3. You walked down the snowy trail that soon led you into a temple.What now? Should you check out the temple, or are you too creep out and wants to pick a different road?
Player: Check out the temple.
DM: The temple it shall be then. You walked pass the the spiders' cobwebs, and came to the front of the temple. There you see Buddha, and food on a small table. Continue on, or go back?
Player: I'm brave enough to continue.
DM: Good, and for your bravery, you are rewarded with an item. And that item is....an armor! You found a dusty armor lying on the ground near a corpse.
Player: Dusty Armor
DM: The scroll did not tell you where to go to find the Lapis Lazuli, but you have an idea. When you were created, you remember the humans had said something about the gem. It was located at....the Crystal Hell. Or was it at Destructive Forest?Which is it?
Player: Go to Crystal Hell.
DM: You decided to go to Crystal Hell. It will take you a long time to get there, so you went online to ebay and get a booster. The next day, you receive your item.You continue forth into Crystal Hell. Finally, you reach the sign that said, CRYSTAL HELL - BEWARE OF THE - The rest was too hard to read. Now, you reach a part in this snowy and fierce mountain where you have two ways to go.LEFT or RIGHT?
Player: Booster
DM: Sorry, buddy. You just can't stand there and continue to look shock. The aliens have another set of guards behind you, and they had kill you with a fire ball. Bad choice, but try again. Earth is in your hands!
DM: Your name is Unknown and you are a robot. Your mission is to get the Bloodstone and destroy it, therefore killing the aliens. Your only friend, Sera, has betray you, for he is an alien too.You are now in the alien spaceship. Your expression is shock because you have just found out that Sera is an alien. What must you do now?
Player: You continue to look in shock.

DM: You're not going to react to it; that might just encourage Jasmine to annoy you even more. Wait, is that possible? You decide to just walk away; you have to walk back where you came from, because the Search for Secrets is blocking your path. It's a long, treacherous 200-metre journey to go the long way to where you wait for homeroom to start. You feel like giving up, but persist, with a fire in your heart to complete your journey. Just as you think you're not going to make it, you see a light at the end of the "tunnel". You feel proud of yourself for completing your long journey, until you find...THE SEARCH FOR SECRETS BLOCKING YOUR PATH AGAIN?
Player: Go tell a teacher about Jasmine
DM: Enough is enough. Determinedly, you march up to the nearest teacher. The Search for Secrets ask you where you're going, but you ignore them."Hey, mate!" you say, not knowing the teacher's name. That probably wasn't the best way to greet a teacher, but they only laugh. "There's this girl in all my classes, Jasmine, that keeps following me everywhere and annoying me to no end. She has this weird idea that I'm a superhero and that she wants to be my partner. I'll take you to her, if you like. She's over near- wait, she's behind me. See? She followed me the whole way."The teacher turns to Jasmine. "Is this true?" he asks.Jasmine doesn't respond, but turns to you and tries to mouth something (which you ignore)."Okay, well then girl, you just lost five behaviour points. If you lose 1000, you get a detention."You initially walk off satisfied, but then it dawns on you what the teacher said. Five? And you get a detention for a thousand? So all that Jasmine's done to you doesn't even add up to ONE PERCENT of a detention?You're angry as the bell rings for homeroom.
Player: Grr...

Player: Check out the forums (5 minutes)
DM: Now you've finished your amazing storygame, you decide to check out the CYS forums. You read some funny posts and some really serious ones, and have read everything new in five minutes.You have 85 minutes left before you have to go downstairs for dinner.
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 85 minutes left before you have to go downstairs for dinner.

DM: You read the next chapter of the book you received for your latest birthday, "Struggling in a New Town". It's about a teenage boy that is forced to move to a new town, away from all their friends, for a secret reason their dad won't say. He doesn't really enjoy it in the new town, and finds life extremely boring. You're up to the part that he's just discovered a fun activity that makes his life much more fun.It's one of those books that you just can't relate to at all.You have 100 minutes left before you have to go downstairs for dinner.
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 100 minutes left before you have to go downstairs for dinner.

DM: You pick up a pencil and some spare paper, and spend five minutes drawing a picture of you defeating a supervillain. It's not very realistic, but it's what you dream of doing. When you're finished, you realize you didn't draw in your partner. Oh well.You have 115 minutes left before you have to go downstairs for dinner.
Player: Color in your picture (15 minutes)
DM: Because you have the time, you spend 15 minutes coloring in your picture. You deliberately choose colors that make you look more powerful than the supervillain, who you make sure looks evil. You're quite proud of your picture, but you can't let anyone see it in case they ask what it's about.You have 100 minutes left before you have to go downstairs for dinner.
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 110 minutes left before you have to go downstairs for dinner.
Player: Read a chapter of your book (20 minutes)

DM: Okay, um... you decide, for whatever reason, to do math for ten minutes. This was supposed to be a fun afternoon, you know. You had no math homework... so you decided to set some for yourself.You have 110 minutes left before you have to go downstairs for dinner.
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 90 minutes left before you have to go downstairs for dinner.
Player: Draw a picture (5 minutes)

DM: The Cerberus Branch of the military is a a branch of the military that genetically alters and breeds animals to track enemy movements, attack enemy forces and detect bombs. They also use robotics to enhance these animals, making an incredibly efficient beast of battle. They work on Dogs, Red Tortoises, Pumi'Garavan, Fenrir, Flurets and Rock Centipedes. The Cerberus Branch has requested additional funding to increase the enhancements they can use on animals, though there have been some saying that the Cerberus Branch is currently ineffective and should be discarded so their funding can be used to fund other military branches.
Player: Give the Cerberus Branch less funding
DM: You allocate funding to other branches, which perform better because of it, increasing your military strength.

Player: Continue on to next page...
DM: You awaken, and then you beheld a man in your room. Strange, you thought, you haven't let anyone in your home, for you just blacked out."Pardon me, young man," you said to the stranger,"but I don't remember letting you in my humble abode."The man just stands there not talking."I said, I haven't had the pleasure of allowing you inside."Once again, the gentleman stands there not talking, silently looking at you."Oh dear, you are mute aren't you? One of the homeless? Please by all means..." then you looked into his eyes and glared once again into the abyss, but this time with fire and brimstone."Who-who are you?" you weakly asked the mute gentleman."Answer me, or go back from whence you came!"Then a voice spoke, and it was thunderous, and it roared like a Dragon, it came from the speachless mouth of the mute."YOU HAVE ASKED THE QUESTION, NOW I MUST GIVE YOU THE ANSWER; I AM THE ONE WHO KNOWETH THE QUESTIONS AND THE GIVER OF ANSWERS, I AM - WORMTONGUE!"

DM: Bowser ServesIts a Very fast serve...coming straight for you...
Player: Hit it with a Mega slam!
DM: WHAP! You smack the ball srtaight back at Bowser... He jumps in the air and slams the ball back with his gigantic Racket.... Its a High Ball! What to do???
Player: Hit it with a Fireball!
DM: The ball whooshes straight above you about 2 feet and you shoot a Fireball straight for it!PPPPPPPPPPPPPPPPPPPPPPPPPPPPPSSSSSSST!The ref sounds his whistle and says:Using Powers is an illegal move...RESTART!
Player: Get Ready for Next serve...

DM: The guards grab you and take you to a fancy office.The warden comes to have a little chat with you."Looks like you found yourself in some hot water friend. So listen up as I have a deal for you. You can either go into protective custody for the rest of your jail term or I release you back to Gen Pop with your bunkmate Bubba. Well whats it to be friend?"
Player: Go back to your cell with Bubba in Gen Pop
DM: Bubba looks slightly nervous. Maybe you have made a reputation for yourself.He doesn't say much to you. Just looks at you funny.You start to get sleepy eventually ......
Player: Doze off to sleep
DM: You wake up to find a shiv in your neck.Then everything in your world turns to black.Thats what narcs get.You have died.

DM: Now that you've finished your epic storygame, you read some more storygames, knowing that yours is much better than them. To ensure yours gets a higher rating (even though you know it will get an 8), you rate them all a 1, even though you actually enjoyed some of them.You have 60 minutes left before you have to go downstairs for dinner.
DM: A whole afternoon to do whatever you want! Well, two hours of it at least. Sadly, this is by far the most fun you've ever had in Superville.You have 60 minutes left before you have to go downstairs for dinner.

Player: Do Math (10 minutes)

Player: A group of people who disagree with begging: they pretend to be living in poverty so they can find people who donate to such people and later educate them on not giving their money to people who obviously aren't trying to find a job and might not eve

DM: "If I cannot even remember your name!" Mike began to tell the man. "Then what is the point of me helping you out!" The man looked shocked. "You..you don't remember my name?" The man said, feeling misunderstood. "No, and I don't give a Fuck!" Mike then turned around and left the building, not glancing a second look at the man. "Good for you, Mike!" Vinny laughed, giving Mike a high five. Mike and Vinny, and Vinny's group gave Mike a walk around. Then Mike suggested, "How about we go back to my house?" All were shocked, but accepted. "Sure," Vinny said. "Let's go!" They all walked back to the house. It felt like a 20 mile walk, which was only a 10 minute walk. Mike's heart was pounding
Player: Back to the house with the group
DM: A angry journey to Mike's house, felt like forever. He didn't feel comfortable telling off his now former friends. Mike's group finally arrived at his house. Mike let Vinny in before him. Mike didn't want to face the feeling of seeing his wife. After Vinny walked in, Mike followed. Then everyone else walked in. The house smelt, The garbage wasn't taken out for weeks before that. Mike walked around, ignoring, and avoiding the horrible smell. He couldn't take the nervous feeling he felt. It was really bothering him. Suddenly, Vinny was yelling for Mike. Mike jolted to Vinny. Vinny had a letter for Mike. Mike read it, then cried,"Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Mike wasn't going to believe it, and he just started crying. Nobody seemed to understand his feeling, as Vinny and his group left Mike there, to cry. Mike was in disbelief

DM: You focus all of your attention on the supervillain walking towards you. A large grin appears on her face as she draws ever closer. You have the courage and bravery to get past this... just think of how... act as if she's a normal kid...You heroically take a short step past the obstacle. You pat yourself on the back; not everyone could accomplish such a difficult task. You're definitely worthy of being a superhero! Not as in the kind you see in movies. As in the kind you're learning to be.Motivated by her crushing defeat, Jasmine puts in extra effort to make your day as unpleasant as possible. She appears near you in places you think are safe hideouts, like in the boys' toilets, or in a corner of the staffroom that no teacher can find you. When she finds you in the latter, it's particularly annoying, because she announces your presence to the entire staffroom. Fortunately, there were no teachers occupying the room at that time; otherwise you probably would have lost thousands of behaviour points.But you have the courage and bravery to push through the day. You have a strange feeling you're forgetting something as you enter 5th period, but you can't remember what it is. Then as you exit the classroom at the end of the day, it dawns on you.
Player: Aargh!
DM: "I was supposed to be finding a partner! Today was my last day!" you exclaim, getting some strange looks from the people around you. The only person who has any idea what you mean walks up to you, smiling."Today was your last day to find a partner?" she says victoriously. "Well you failed, didn't you? Everyone's leaving! But don't worry! I'm still here!"You shake Jasmine off, and desperately look around at the people leaving the school. There has to be someone...
Player: Ask random kids in the schoolyard to be your partner

DM: Desperately, you race around, trying to find kids that look like they have any shred of courage or bravery in them; a rare find at this school. The first one you find is a short boy, slowly walking out of school."Hey there!" you say. "I'm kind of desperate- I need a superhero partner! Like, not superheroes that you see in movies, but still pretty cool! It's a long story, which I'll explain later, but we'll go to training together every day! Sound good? Oh, home base is 185 Superville Drive. The code for the door is-"You notice Jasmine eagerly listening from behind you and stop just in time."No thanks," the boy says, slightly amused, "I have chess after school." Then he continues walking.Great. You just told someone about superheroes, which you're not supposed to do, and you still haven't found a partner!You ask a few more kids, Jasmine following you the whole time, but you continuously get the same result. The majority of them don't even believe you, which makes sense, you suppose. You know that this isn't the way to find a partner.But what is?

DM: You are a mid-twenties human being in Cormac McCarthy's novel The Road. When the world ended countless years ago, you were old enough to possess memories of your old life but too young to yet be set in the ways of the old world. Because of this, you had the upper hand both physically and mentally during the first few dreadful years after the apocalypse, but the real credit goes to your older brother. He taught you everything you needed to know about surviving on the road, and he always had your back. You don't travel with him anymore. In fact, you can't even recall when you last saw him, or where he went. You never try to remember though-your brain repressed that memory for a reason, and you don't care to find out why.You're bundled up tightly in a shirt, jacket, snow pants, and hiking boots. You've tied a cloth around your face to keep the ashes out of your lungs. You used to have a fair amount of supplies, but a close call with a band of marauders several days ago forced you to leave most of them behind. What did you decide to take with you?
Player: My shopping cart, three large blankets, extra shoes, a lighter, and a canteen of water.
DM: The wind is noticeably colder today than it was yesterday. Already, you can feel the brutal winter creeping up behind you, taunting you by sending fatal, frozen ashstorms your way. As you push your cart south down the long, crack-laden road, the darkness that you've come to recognize as day begins to fade. You know that it would be reckless to keep moving in the black of night, so you resolve to camp out and try your luck at sleep. Where do you settle down for the night?
Player: Sleep in the road. If I were to get caught in a snowstorm out there, I'd never find my way back.

DM: The wind is noticeably colder today than it was yesterday. Already, you can feel the brutal winter creeping up behind you, taunting you by sending fatal, frozen ashstorms your way. As you trudge further south along the crack-laden road, your back hunched from the weight of the pack on your shoulders, the darkness that you've come to recognize as day begins to fade. You know that it would be reckless to keep moving in the black of night, so you resolve to camp out, eat some supper, and try your luck at sleep. Where do you settle down for the night?
DM: With confidence that you've made the right decision, you set your backpack down and hurriedly collect firewood, staying as close to the road as possible. You arrange the twigs into a teepee and spend what feels like forever rubbing two rocks together, willing a spark to ignite the tinder and rescue you from the cold. It's already dark by the time the wood catches, and you wrap yourself in your extra jacket and lean forwards to feel the pulsating warmth of the fire. Pulling out a rusty can of peaches, you quickly scarf down your dinner and observe your hands. Rotten and calloused, with frostbite eating away at your black fingertips and oozing sores around your knuckles. You recall observing your hands like this before when you were much younger, but you can't for the life of you remember what they looked like. Not that it matters, anyway. You can't afford to look back on a past that will never return.You know this, and yet you fall asleep, curled up by the fire, with the tarp draped over you, staring at your bony hands.

DM: With confidence that you've made the right decision, you park your cart in the ashes beside the road and hurriedly collect firewood, staying as close to the road as possible. Lighter in hand, the dry twigs catch instantly, and you sit back and watch the flames spark and crackle before you. A distant memory starts to surface, but the ashes in your mind make the image appear blurry, and you can barely make out a pair of tiny feet warming in front of a fireplace. You quickly push the thought from your brain and take a swig of water from your canteen. Bitter, but refreshing. You continue to add fuel to the fire and eventually, with heavy eyes, take your blankets out of the cart and bundle up for the night.

DM: You awake to the dull light-if it could even be called light-of morning. Your fire had died long ago, and as you look about you, it appears that everything is just as you had left it previously. You don't see this as a success on your part so much as a stroke of sheer luck that no one crossed your path. Gathering up your provisions, you swing your pack over your shoulders and begin on your way south.After having walked almost five miles, you come across what used to be a bridge spanning a wide river. The rapids may have raced along the channel at one point in time, but now the thick sludge only creeps slowly over the rocks. It would be slow going, but the water is shallow enough that you think you'd be able to cross. (After all, the shattered bridge will be of no use to you.) What do you do?
Player: Attempt to cross. The longer I stay moving south, the better.

DM: Even though you doubt that anyone would dare to traverse the road at night, you don't want to take any chances. After resituating the pack on your shoulders, you venture deeper into the woods until you come across a small clearing. The charred trees around you don't offer as much protection as you'd like, but it's better than being completely exposed and vulnerable. You put your supplies down and set out to search for firewood, but by the time you return, there's barely enough light to see by, and you nearly trip over your backpack in the pitch dark. Muttering under your breath, you begin working to start the fire, but your frustration gets the better of you and you lay down in defeat. Pulling a rusty can of peaches from your pack, you quickly scarf down your dinner and toss the trash to the side. A cold wind blows through the forest, sending your body shivering uncontrollably, and you realize that you may not survive the night without a fire. You decide to...
Player: Just lie down and try to sleep. I'm exhausted, and spending all night trying to build a fire would expend all of my body heat anyway.
DM: Your body feels especially heavy tonight, and all you want to do is sleep. You huddle up inside your extra jacket and pull the tarp over your head, willing sleep to come. However, you continue to shake in the brutal cold, and by the time you finally succumb to slumber, it is a light, restless sleep. You'll wake up in a fit only to fall back asleep and wake up again, leaving you more exhausted each time.

DM: You awake to the dull light-if it could even be called light-of morning. Your fire had died long ago, and as you look about you, it appears that everything is just as you had left it previously. You don't see this as a success on your part so much as a stroke of sheer luck that no one crossed your path. Gathering up your provisions, you place them back into the cart and begin on your way south.After having walked almost five miles, you come across what used to be a bridge spanning a wide river. The rapids may have raced along the channel at one point in time, but now the thick sludge only creeps slowly over the rocks. It would be slow going, but the water is shallow enough that you think you'd be able to cross. (After all, the shattered bridge will be of no use to you.) What do you do?
Player: Follow the river downstream instead. Maybe there's an easier way across.

DM: Even though you doubt that anyone would dare to traverse the road at night, you don't want to take any chances. After hiding your cart in some bushes a few yards away from the road, you carry the rest of your supplies deeper into the woods until you come across a small clearing. The charred trees around you don't offer as much protection as you'd like, but it's better than being completely exposed and vulnerable. You put what little provisions you have down on the blankets and set out to search for firewood, but by the time you return, there's barely enough light to see by, and you nearly trip over your pile of supplies. Muttering under your breath, you eventually get the fire going and sit clutching your knees to your chest. The forest creeks under the pressure of the wind, but these noises leave you unfazed. You've learned long ago how to distinguish between the howling of the wind and the howling of men. Before you know it, your fire's burned down, and you've fallen asleep curled up in your blankets.
DM: You awake to the dull light-if it could even be called light-of morning. As you look about you, the only change that catches your eye is a tree that fell several yard away from your campsite. You look at it in wonder; it hadn't even woken you when it fell, and you can't help but wonder if it could've fallen on you. You shake off the thought and gather up your provisions, carrying them back to where you hid the cart and pushing it up towards the road. In no time, you're heading south.After having walked almost five miles, you come across what used to be a bridge spanning a wide river. The rapids may have raced along the channel at one point in time, but now the thick sludge only creeps slowly over the rocks. It would be slow going, but the water is shallow enough that you think you'd be able to cross. (After all, the shattered bridge will be of no use to you.) What do you do?

DM: You step hastily into the water-and immediately recoil your foot. It's so freezing that you feel your foot instantly go numb. You take a deep breath and hesitantly step back in, bracing yourself for the brutal cold, and this time you manage to endure it enough to move your other foot into the river. With a great deal of effort, you begin steadily working your way across, with the water up to your knees, and then, to your waist. It feels like a week has passed by the time you make it to the other side. Climbing onto the shore, you collapse to your knees and struggle to catch your breath, and after a few minutes, you force yourself to your feet and look ahead. The road spans before of you further than you can see. With a deep breath, you continue on your way.

DM: With a great deal of patience and effort, you finally manage to ignite the tinder with sparks from two rocks and sigh with relief. The flame quickly consumes the dry twigs and you have to constantly feed it to keep it going, but it's worth the warmth. Lying alarmingly close to the fire, you bundle up in your extra coat, drape the tarp over yourself, and easily relinquish your mind to sleep.
DM: You awake to the dull light-if it could even be called light-of morning. As you look about you, the only change that catches your eye is a tree that fell several yard away from your campsite. You look at it in wonder; it hadn't even woken you when it fell, and you can't help but wonder if it could've fallen on you. Either way, though, you're thankful; that was the best night's sleep you've had in a long time. You stretch leisurely, gather up your provisions, and stuff them back into your pack. You swing it over your shoulder and walk up towards the road, and in no time, you're heading south.After having walked almost five miles, you come across what used to be a bridge spanning a wide river. The rapids may have raced along the channel at one point in time, but now the thick sludge only creeps slowly over the rocks. It would be slow going, but the water is shallow enough that you think you'd be able to cross. (After all, the shattered bridge will be of no use to you.) What do you do?

DM: You determine it's best to weigh your options before charging headlong into the river, so your turn east and begin walking parallel to the waters. The land is barren, and as you glance over from time to time, your eyes catch glimpses of bicycles, trees, and frozen corpses lying lazily in the water with no place to go. After walking for a little while, something else draws your attention: an old house by the river, rotting, abandoned. Acting on instinct, you quickly take cover in the woods and peer out at the building. There's no smoke around, and it doesn't seem to be in use.You decide to...

DM: You step hastily into the water-and immediately recoil your foot. It's so freezing that you feel your foot instantly go numb. You take a deep breath and hesitantly step back in, bracing yourself for the brutal cold, and this time you manage to endure it enough to move your other foot into the river. Dragging the cart behind you, you begin steadily working your way across, with the water up to your knees, and then, to your waist. With only a third of the way to go, you suddenly feel a tug on the cart. You glance over your shoulder and pull at it again, but it's stuck on something, and no matter how hard you pull, it won't budge. You...

Player: Pull harder.

DM: You denied the books seductive calls, and for that, it begins to emmit a sinister gurgling sound. The book begins to shake, then it opens up and flutters from page to page until it reaches the middle of the book. A gigantic tentacle slithers out of the book with lightning speed, and grabs you by the throat.You feel it's razor sharp suctions cut into your carrotids. As you screamed in pain, all that came out was a gurgling noise from your voice; your vocal chords are drowned by blood. The pain, oh the pain was so unbearable, as you feel your flesh being stripped from your face and your body, as it is being absorbed by the tentacle. Up to the last folicle of hair, the tentacle released a predatory roar of satisfaction as it slithers back into the book, and absorbs it into oblivion.
Player: Continuing on...
DM: You looked at the rest of the journal and realized it was all blank. In utter disgust you throw the journal aside and gave it turned it in as Evidence.The End

Player: Enter cautiously. There may be supplies inside that I can use.
DM: You're barely surviving on the few provisions you have. You can't afford to pass up this opportunity, even if it is a little reckless. Resituating the pack on your shoulders, you cautiously approach and make your way silently onto the porch. Peeking through the windows, you don't see any signs of movement, so you slowly open the creaky front door and step inside. The interior smells like rotten eggs, and there's an ungodly stench coming from the hallway to your right. You can see a kitchen on the other side of the living room, and there are also stairs leading up onto the second floor of the house. Where do you search first?
Player: Investigate the terrible smell.
DM: Maybe that smell is simply rotting food, and where there's rotting food, there's always the possibility of stumbling across something edible. At least, that's how you justify it to yourself, but really, you're just curious. You turn down the hallway to your right and come across a door with a chain across it.

Player: Leave it. It's not worth wasting the time and effort to get it loose.
DM: You knew you'd have to leave the cart behind eventually, but that doesn't mean you're going to abandon the rest of your supplies. Carefully, so as not to fall into the river, you turn and pull out the blankets in which the rest of your provisions are hidden, and without looking back, you haul them the rest of the way across. You drop them onto the ground and your feet and struggle to catch your breath, then glance over your shoulder. The cart's still there, standing firm against the current. You're convinced that you wouldn't have been able to dislodge it after all. Once some strength has returned to your legs, you tie the blankets into a sack and sling it over your shoulder, heading once again along the road going south.

Player: Ignore it. If there is someone in there, I can't take the risk.
DM: You know that, if you had managed to find this place, then others might've, too. You're low on supplies, but that's no reason to act reckless. You carefully turn around and walk back until the house is out of view, and then turn to cross the river.The water is freezing, and you can only trudge across so quickly, with your legs growing numb and your cart in tow. The water only reaches up to your thighs before becoming shallow again, and you scramble onto the opposite shore, gasping from the brutal cold. In one last moment of hesitation, you look back over your shoulder. The house still stands tall on the other side, but this time, you think you see movement in the window. It may well have been an illusion, but it's enough to scare you into action, and soon enough, you're back on the road moving south.

DM: Grey snow begins to fall as you make your way slowly along the road. You're not sure how long it's been. Days? Weeks? It couldn't have been months, you think, otherwise it would be getting warmer by now. At least, that's what you hope is true, for there would be no meaning in migrating south every winter if summer only grew colder. You amuse yourself with thoughts like these in an attempt to forget the twisting, empty feeling in your stomach. Impulsively, you remove your canteen from your pack and take a quick drink to quell the swelling of your throat.Later in the evening, you come across an abandoned gas station-actually, why do you even refer to it as abandoned? Everything in this world is abandoned and decaying, isn't it? ...There goes your brain again. You can't let it get to you. You have to hold on to the hope of survival, because without it, life isn't worth living.You take a deep breath and force yourself to enter the gas station. As you expected, all of the shelves have been ravaged and there's hardly anything worth keeping. You pay no mind to the open cash register and instead begin fumbling about through the mess in search of something, anything worth eating. You ran out of canned food long ago, and your stomach has been protesting its neglect by twisting about in knots with every breath. You peer into one of the broken refrigerators and spot a sealed packet of some sort of lunch meat, hidden away in the corner. You open the door and pull it out, staring longingly at the pale hunk of long-expired, browning flesh. What do you do?
Player: Put it back. I can't take that risk.

DM: "Things are going just fine," he says. "The Daily Banner has thrived under my leadership, and will continue to do so."
Player: Say, "Nice suit."
DM: He looks at you suspiciously. "...Thanks."

Player: Check upstairs.
DM: As quietly as possible, you creep up the stairs and begin to look around. There are several rooms that have been raided and destroyed, but one in the far corner remains intact. You step inside and immediately freeze. There's something on the bed in front of you, a lump of flesh that looks neither alive nor dead. Your heart starts to race, and you're filled with terror as the lump rises and falls with the man's breathing. You start to turn around...

DM: You tug the chord of the parachute and this huge sheet of colour releases from behind you and pulls you upwards. There's nothing left for you now but to stare at your feet and watch as you slowly approach the ground. I have also managed to stay coherent long enough to accomplish this task of survival and am following you down. We're almost on the ground now and so far we have managed to avoid any collisions with buildings/people/birds/etc.
Player: Landed!
Player: **Warning R Rated Scenes**

DM: You know that, if you had managed to find this place, then others might've, too. You're low on supplies, but that's no reason to act reckless. And besides, you still have two cans of food left, and you're convinced that'll hold you over long enough. You carefully turn around and walk back until the house is out of view, and then turn to cross the river.The water is freezing, and you can only trudge across so quickly, with your legs growing numb as you go. The water only reaches up to your thighs before becoming shallow again, and you scramble onto the opposite shore, gasping from the brutal cold. In one last moment of hesitation, you look back over your shoulder. The house still stands tall on the other side, but this time, you think you see movement in the window. It may well have been an illusion, but it's enough to scare you into action, and soon enough, you're back on the road moving south.

Player: Snap out of it. I can't give up now. I just have to soldier on. I'm so close...
DM: You quickly shake your head. What's wrong with you?! If you give up now, all of this would've been for nothing! You can't disappoint your brother like that. With a clear mind, you quickly turn and climb off of the bridge.Even though your resolve is stronger now, you still have to decide what's next. What do you do?
Player: Follow the river downstream.

DM: Grey snow begins to fall as you make your way slowly along the road. You're not sure how long it's been. Days? Weeks? It couldn't have been months, you think, otherwise it would be getting warmer by now. At least, that's what you hope is true, for there would be no meaning in migrating south every winter if summer only grew colder. You amuse yourself with thoughts like these in an attempt to forget the twisting, empty feeling in your stomach. Impulsively, you remove your canteen from the sack of blankets and take a quick drink to quell the swelling of your throat.Later in the evening, you come across an abandoned gas station-actually, why do you even refer to it as abandoned? Everything in this world is abandoned and decaying, isn't it? ...There goes your brain again. You can't let it get to you. You have to hold on to the hope of survival, because without it, life isn't worth living.You take a deep breath and force yourself to enter the gas station. As you expected, all of the shelves have been ravaged and there's hardly anything worth keeping. You pay no mind to the open cash register and instead begin fumbling about through the mess in search of something, anything worth eating. You peer into one of the broken refrigerators and spot a sealed packet of some sort of lunch meat, hidden away in the corner. You open the door and pull it out, staring longingly at the pale hunk of long-expired, browning flesh. What do you do?

Player: Kill him
DM: You grab a scalpel and launch yourself directly at his face. You leap up and let out a snarl of rage. He looked horrified. His face so pale that he looked like he was a ghost. You chuckle. Then you bring your hand down at his face. The scalpel hits directly in his eye, cutting through cleanly. Then you let go. He stands there for a second just swaying back and forth. Then he falls on the ground. You don't care as strong arms pull you away. You spend the rest of your life in a cubicle with only your toilet and bed to keep you company. You chuckle again and bring the eye out of you're pocket. You're insane!

DM: You're barely surviving on the few provisions you have, and that doesn't even include food. You can't afford to pass up this opportunity, even if it is a little reckless. Parking your cart in the woods near the house, you cautiously approach and make your way silently onto the porch. Peeking through the windows, you don't see any signs of movement, so you slowly open the creaky front door and step inside. The interior smells like rotten eggs, and there's an ungodly stench coming from the hallway to your right. You can see a kitchen on the other side of the living room, and there are also stairs leading up onto the second floor of the house. Where do you search first?

Player: No! What am I doing?! Get up, idiot!
DM: What you once considered your will to survive shouts at you inside your head. "Just get up already! Don't give up like this!" But its voice is tiny now and difficult to make out, and your body is so exhausted that you are physically incapable of any movement. In a last ditch effort, you think to yourself, "Is this what Cameron would want you to do?"Suddenly, the memory comes back to you. Your older brother, and that old name of his you'd almost forgotten. The bridge. The blur. The content smile before the final CRACK. He'd wanted you to come with him. He didn't want to leave you here to fend for yourself, but he didn't protest when you couldn't bring yourself to do it. But now...You close your heavy eyes, with that same content smile on your lips, and you drift off into a deep sleep. Dreams of an old life with your older brother flood your mind before everything fades to nothing.

Player: Unlock the door and enter.
DM: Your recklessness knows no bounds. You unlatch the chain from the door and carefully open it. It's pitch dark, but you can make out stairs that lead down and to the left into some kind of cellar. With irrational prospects of adventure, you step carefully down into the darkness and squint in the dim light, quickly discovering the source of the smell. The outlines of bodies stacked up on one another, wide-eyed, lying about in leisure. Decaying. You cover your mouth to keep from gagging, but soon the stench is the least of your concerns.The light from the door above you disappears, and you can hear the chain being slid back into place.

DM: You back away and turn into a ball. You hear Jacob scream. Blood showers over you. Jacobs blood. You look up just in time to see the executioners ax hit you. You are dead.

DM: You don't even see your attacker. All you feel is the blunt edge of the knife being jammed into the back of your skull, and the world goes black. Oh, what a grave mistake you've made. Maybe your killer will dispose of you into the woods. Maybe they're decide to consume what little meat is left on your scrawny bones. But what does it matter? You're dead now, and you won't suffer any longer.

Player: Attempt to cross.

DM: The doctor leaves the room and comes back 5 minutes later with four strong men and a straight jacket.
Player: Get taken to the looney bin
DM: You are given anti-psychotic medication and after a few hours a doctor walks through the door."Is it true? Have you been hearing messages from the devil," the doctor asks.You tell him it is the absolute truth."Prove it," the Doctor requests. "If you are getting messages from Satan then you should know things about me that you shouldn't. For example, tell me my birth date?"Do you say:
Player: February 13, 1956
DM: "Yes, that's what I thought," says the Doctor as he injects you with sedative."How could you be getting messages from Satan when you can't even get my birthday right."The next day after waking up, you look around and find that you are not in the same place. They must have moved you into a more secure facility. The walls are padded.However your arms are still free.Should you:

DM: Your stomach protests your decision, but you return the package to its original hiding place anyway. You know the risks that come with food poisoning, and with such a poor immune system, it would be all too easy for some bacteria to kill you off in your sleep. Instead, you venture outside and return with firewood, and after setting up a small fire in the middle of the store, you curl up in your blankets and fall asleep.

DM: The city of Mobile, Alabama is known for having the oldest Mardi Gras celebration in the United States, dating back to 1703 when French colonists began the festivities. Named after Mauvila, a Native American town in the area, Mobile has seen French, Spanish, British, and American rule in its history, and the name Mauvila has been translated from one language to another, ending up as Mobile today.Mobile's Carnival season begins as early as November with several balls. The parades usually begin after January 5. These parades consist of large, colorful floats carrying masked members (usually belonging to an organization) tossing small gifts, known as throws, to eager parade spectators as the floats roll downtown. Carnival season culminates on Mardi Gras, or Fat Tuesday, usually during mid-February. Mardi Gras parades draw huge crowds and toss the best and rarest throws.You enjoy the festivities but keep an eye out for Connor Tist. Hundreds of revellers pass by on the streets. There are no signs of Connor Tist or O'Hare Airport anywhere.A few hours later, you are too exhausted to keep looking. Your intuition tells you you are on the wrong track. Where do you go next?
Player: Florida (-10 HOURS)
DM: You arrive in Miami Beach, one of Florida's most famous cities. Miami Beach is actually a city situated on a barrier island between the city of Miami and the Atlantic Ocean. Its most famous beach is South Beach. Topless sunbathing is tolerated in certain designated areas of the beach.Miami Beach has been featured on popular television shows and movies, such as Miami Vice and Scarface. South Beach is also one of the world's foremost locations for fashion shoots, making the Miami area the model shoot capital of the United States. Approximately 1500 models live in the area, with many more arriving during prime fashion shoot season from October to March.You search Florida for clues to Connor Tist."Ay, no. I don't remember that person," says the computer repair shop owner."Nope, don't recognize him," replies the elementary school student."The person you're looking for isn't here," the actor says.Connor Tist is not in Florida. You try somewhere else. Where do you go next?

DM: Grey snow begins to fall as you make your way slowly along the road. You're not sure how long it's been. Days? Weeks? It couldn't have been months, you think, otherwise it would be getting warmer by now. At least, that's what you hope is true, for there would be no meaning in migrating south every winter if summer only grew colder. You amuse yourself with thoughts like these in an attempt to forget the twisting, empty feeling in your stomach. Impulsively, you remove your canteen from the cart and take a quick drink to quell the swelling of your throat.Later in the evening, you come across an abandoned gas station-actually, why do you even refer to it as abandoned? Everything in this world is abandoned and decaying, isn't it? ...There goes your brain again. You can't let it get to you. You have to hold on to the hope of survival, because without it, life isn't worth living.You take a deep breath and force yourself to enter the gas station. As you expected, all of the shelves have been ravaged and there's hardly anything worth keeping. You pay no mind to the open cash register and instead begin fumbling about through the mess in search of something, anything worth eating. You peer into one of the broken refrigerators and spot a sealed packet of some sort of lunch meat, hidden away in the corner. You open the door and pull it out, staring longingly at the pale hunk of long-expired, browning flesh. What do you do?

DM: Your recklessness knows no bounds. You unlatch the chain from the door and carefully open it. You pull your lighter out of your pocket and flick it on, holding it out to examine the space before you. There are stairs that lead down and to the left into some kind of cellar. With irrational prospects of food, you step carefully down into the darkness and quickly discover the source of the smell. Bodies stacked up on one another, wide-eyed, lying about in leisure. Decaying. You cover your mouth to keep from gagging, but soon the stench is the least of your concerns.The light from the door above you disappears, and you can hear the chain being slid back into place.

DM: As soon as you enter the rundown kitchen, you freeze. Through the window, you see a tall figure outside making his way towards the house with a large hunting knife in hand. The terror moves your legs into action, and you bolt back out the front door. You're moving so quickly and in such fright that you don't even think to go back for the cart, and instead you launch yourself into the river and frantically stumble across. Your heart is throbbing in your ears by the time you reach the opposite shore, and looking back, you think you see movement in one of the windows of the house. You have no time to think and act on the primitive fight or flight response alone, fleeing the scene and leaving everything behind for the stranger.

Player: How to Play
DM: How to Play Choose your own adventure! Read the given scenario and choose an option when prompted! (derp.)

DM: You run back up the stairs and frantically try the doorknob, but it's no use. The door won't budge. In a moment of desperation, you hurl your body at the door, only to hear an unsettling noise in your bones and to collapse onto the floor. The smell, the bodies, the hopelessness of it all-you are overwhelmed and can't control the dry sobs arising from your throat. This is it. This must be the end. You idiot!There's no way of knowing how long you'll be down here. Days, months even. If the people living in the house are cannibals, you will surely perish in a few days and provide sustenance for monsters. If they're people just like you with everything to lose, they'll never open that door, and you'll slowly rot with the rest of these corpses. Either way, you'll be dead eventually. But the waiting. That's the worst part. And it's all that you can do now...

DM: Sure, you're feeling desperate, but not desperate enough to look for hope where there is none. There's probably nothing worthwhile behind that door-and for all you know, the smell is coming from rotting corpses. You shake the thought out of your head and turn around to return to the living room, but when you arrive, there's a tall figure standing in front of you, holding a hunting knife in his hand. He looks just as terrified as you, but his reflexes are much faster, and before you know it, he's lunging at you with the knife.
Player: Run!
DM: You turn to run out the front door, but you only make it to the edge of the porch before you feel a hot pain in your leg. Shouting, you tumble down the porch steps onto the ground and hold your wounded thigh to your chest in agony. The man grabs you by the neck and raises the bloody knife over his head, and in that brief moment before death, when your life should've been flashing before your eyes, you see a glimmer of something in his. You can't be certain, but you think what you're seeing in his eyes is fear-something so human that it startles you, and yet is somehow relieving.Then the blade penetrates your skull, and everything goes black.

Player: Join Them
DM: You decide to take them up on their offer. For several months you become acquainted with these pleasant travelers, and they taught you much. They taught you how to handle a sword, how to properly navigate by studying the sun, how to hunt, and how set up camps. After traveling for a long while, you and the gang come across the legendary land bridge that leads to the other side of the world. After coming to a consensus you and the group decide to cross the land bridge, Knowing virtually nothing about the half of the world that lies beyond.
DM: You and the group come across a large forest with a grand assortment of different types of trees. Walking around for a few hours, you and the gang realize you're not alone in the forest. "That's what I thought." A group member named Mundus speaks up." They're in the trees, the Canentium" "Canentium?" You question. "Incola Lignum; Inhabitants of the wood, The flute-playing, dragon riding tree dwellers. " "They are not human," Says Rex, The leader. "They are much different. Don't worry, I am sure that if we don't disturb them, they will not disturb us."
Player: Camp out
DM: You and the group find a place to camp out for the night. You find that the forest in which you dwell is abundant in food and necessities. The next day you and the group decide to split up and wander, but return to camp by sunset.
Player: Wander

Player: Look up more information
DM: Mike spent the next six hours, still on the computer, looking up the same things. He knew this was it. "Alright, thats it!" Mike yelled, banging the computer mouse on the ground. "I need to stop, and go now!" But Mike kept looking at his photo, and he couldn't help but feel different. "My wife is counting on me, whatever happened to her, I can't look back, and I must do as much as I can."
Player: Leave off where you are
DM: Mike headed out of the hotel, he felt he got all he needed, and he felt he needed to get this case solved. Mike spent the next two hours, going out of state to find her brothers. He never knew it was this hard. Mike stopped at a local gas station, and got gas, and a burger. He mentioned where he was going to the manager of the gas station. "Ah," The manager said. "You are going out a hour east." The managers mood changed. "You are heading into trouble!" "Why?" Mike asked, calmly, even though he was nervous inside. "That house, is the mad house." The manager said. "Everyone in this area, or state, has heard of this house, nothing but bad, good luck." The manager waved to Mike. Mike just looked at the manager help another customer, and walked into his car, and drove away.

DM: You admire the view at Halong (Descending Dragon) Bay. Located in northeast Vietnam, Descending Dragon Bay is known for the thousands of scenic mini-islands of various shapes and sizes that jut out of the water. Many of the islands are hollow, forming enormous caves inside, which contain stalagmites, stalactites, interior lakes and other geological formations. Descending Dragon Bay is also home to one and a half thousand fishermen who live off the water.You ask everyone you see whether they have seen anyone who matches the description of Connor Tist."I'm afraid not, sir," the boxer replies."I don't remember seeing him," says the grocery store owner.The motor scooter dealer replies, "This person has not been here."You try another location.
DM: You arrive in the island nation of the Philippines, a country with over 60 ethnic groups and 7,000 islands, 200 of which are permanently settled. One of its many cultures is the Ifugao, an independent people in a mountainous area on the main island of Luzon. The Ifugao are known for building their villages directly atop the mountain itself. They are famous for their gigantic rice terraces, which are among the biggest tourist attractions in the Philippines. These 2000-year-old terraces were carved into the mountains, without the aid of machinery, to provide level steps where the natives could plant rice.You examine every corner of the Philippines for clues to Connor Tist's whereabouts."I don't remember seeing the person you're looking for," says the gym teacher."Try somewhere else," the bodyguard answers."Never seen him or what you say he's carrying around," the preacher says. Where do you go now?
Player: Vietnam (-10 HOURS)

Player: Give in.
DM: You don't think about it as you're doing it. The fire, the tearing of flesh, the roasting, the smell, the satisfaction-thinking would only drive you mad. You don't have time for thoughts outside of yourself. You can only consume and consume until your stomach can handle no more. You almost throw up, not because of what you're eating, but because you haven't eaten in such a long time that your body doesn't know how to handle it. Soon enough, you've calmed down, and you lie back against a tree. There isn't a thought in your head outside of yourself. You are full and you will survive another day. If only just another day...

Player: Go back to the car, and leave for home...
DM: You begin to walk on back to the car, until all of the sudden you see an incoming car rushing toward your way. You couldn't do nothing but stare and you went black...

DM: Anchoring in the port of Bilbao you begin unloading the La Regazona's gunpowder stores alongside Miguel Oquendo's flagship Santa Anna which is performing the same task. At some point someone in your two crews accidentally drops a cheroot which ignites the gunpowder: the resulting explosions destroy and sink both La Regazona and Santa Anna and kill hundreds, including you and Oquendo, in one deafening flash. It is a sad way to die after having successfully made it back to Spain.
Player: Conclusion
DM: King Philip II's attempt to invade Spain with the Spanish Armada in 1588 (placing him alongside Julius Caesar, Philip II of France, Napoleon Bonaparte and Adolf Hitler as unsuccessful would-be conqueror of England) was the grandest effort of a Spanish Empire that controlled much of South and North America, Italy, Sicily, Sardinia, modern-day Belgium and the Netherlands and even the Philippines.With hindsight it was a great turning point in the two country's history, the beginning of the decline of the Spanish Empire after a century of conquest and success in the Americas and Europe (a decline which would continue for the next four hundred years) while also heralding the beginning of the rise of the British Empire, particularly the British Navy, a rise which had already begun five years before the Spanish Armada with the first significant British expeditions to North America.If some little things had been different, if the winds had been coming from different directions, if the Spanish soldiers in Flanders had been ready or if the fireship attack had failed, then there is no reason to doubt that Spanish soldiers would have landed in England, perhaps conquered London and perhaps even the entire country.In the words of the great Russian General Alexander Suvorov "The fate of a battle can be decided in a minute, the fate of a campaign in an hour and the fate of countries in a day."History is full of tantalizing what-ifs and the Spanish Armada is one of the best.

DM: With little time to think, you whip your backpack into the man's face and take off out the door. You hope it stunned him enough to give you enough room to escape, but you dare not look behind you as you clamber down the porch steps and launch yourself into the river. You think you hear noises behind you, but the sound of the river soon drowns it out, and all you can do is stumble on through the brisk water and pray that you're faster than your pursuer. Eventually, you reach the opposite shore and allow yourself to look back. The man is standing at the edge of the river on the other side, knife still in hand, expression blank as he watches you fumbling to escape. He raises the knife and points at you, and you get the message. Without another moment of hesitation, you stumble away from the river into the woods.

DM: You stand to make your point."The Moogli culture have a weak concept of civilians, and the Black Hearts have no concept whatsoever. I will not blame them for it. I vote for a full pardon."A chorus of angry replies bursts out from both the Coalition and even the Thar'Garavan. The various leaders of the sentient species quickly make their case in response to yours. The punishment goes from being a possible death sentence to dropping to twenty years, then five years of labor. You've just annoyed a lot of people, but by the grins of the sniper units, you know have a new group of friends in the Alliance.

DM: You are hired, and the pay is $12 an hourYou work long hours painting. Your co-workers are hard core party animals though.They want you to party with them every night.You wanna party right?
Player: I don't like to party
DM: You are not into binge drinking or doing drugs and so you really don't fit it. The other guys offer you less and less work. If you don't party then you don't belong. You're a square cheeko.Do you:

DM: You're in the back of an Armored Personal Carrier, with your squad-mates, Lucky, Saw, Bulldog and Falcon. Falcon is the team sniper, an athletic yet skinny African-American. Saw is the team Melee expert, armed with two machetes, and of Korean descent. Bulldog is the team explosive export, a large, bulky American ex-navy. Lucky is the machine-gunner, an Irishmen armed with a SAW Machine Gun. You're all wearing heavy black armor, similar to Riot gear, that gives you some protection against bites. You're the team captain. and it's your objective to lead your squad to victory. Your objectives are to eliminate any armed and aggressive civilians, secure the civilian safe-house and evacuate code-name "Tracer" from his penthouse. The APC stops on the outskirts of the city, and your squad gets out. The APC Driver's voice comes up on your walkie-talkie. "They'll be a Chopper waiting to evac you when you're ready. Good luck." The APC drives off, and you take in your surroundings. There's gunfire off to the North, the Safe-house is to the West and the Penthouse is to the East. Falcon turns to you and asks you where you want to go?
Player: To the West
DM: You move through the streets, killing any zombies in site. You come across the safe house, a barricaded bar that holds any of the town's survivors. You secure the perimeter, and the civilians let you inside, where they give you the run down. There basement is crowded with zombies, and the generator on the roof is down, and they don't have the equipment to fix it. What are your orders?
Player: Go start the generator with Falcon and let the others clear the basement.
DM: You go up to the roof with Falcon and manage to start up the generator. You go back downstairs and open the basement door. An injured Lucky and Bulldog roar out, yelling "Close the door!" Saw's still down there. What do you do?

Player: Save Saw!
DM: You charge downstairs, gun blazing. You see Saw scream as he gets dragged into the horde, and a zombie topples you into the side. You try to force him off, but more zombies start to devour you as you scream.
Player: Start again.

DM: You move downstairs, killing any zombies to your left and right.There's about fifteen in there, and you continue firing in the closed situation. Saw gets grabbed by a large zombie, but you save him with a burst of fire. You continue fighting until there's nothing left alive here. The lights turn on, and Falcon appears. What now?
Player: Continue towards the sound of gunfire.
Player: Open fire!
DM: You open fire, charging forward. The Armed men drop, as well as a few wandering zombies. You yell an order as one manages to throw his Molotov, hitting the ground next to Bulldog, engulfing his body in flames and slightly burning Falcon, who groaned. You continued firing, and soon the men were dead. You continued on, kicking down the barricaded door and entering the gun store.

Player: Close the door!
DM: You shut the door, and Lucky and Bulldog forces a pool table up against it, locking it with a chain and lock. You wince as you hear Saw scream, but you keep the door shut, before turning to the civilians. "Keep the door shut until evac arrives. We're not going down there. We have to go." You continue on, leaving the safe house to go towards the sound of gunfire.

DM: The Civilians ask you to help secure the side of the pub, where a group of zombies have wandered into. What do you say?
Player: Yes, assist them.
DM: You find a group of around twenty zombies in the alleyway, but the closed space means they can only attack two at a time. You make short work of them.

Player: Leave peacefully.
DM: You and your squad drop your weapons and supplies, and slowly turn and walk off. You speed up to a jog, avoiding a few wandering zombies until you get to the outskirts of town, where you draw your walkie-talkie. "We lost our weapons and supplies, and need evac." "Have you completed all of your objectives?" "Negative, but we're unarmed." "Understand, sending a chopper." You put down your walkie-talkie and wait for the chopper, disappointed in your failure.

Player: Charge through!
DM: You charge forward firing, and you nearly get to the hotel, when a hand grabs you and pulls you into the gaping jaws of a zombie, as your squad are devoured.

Player: Continue your mission.

Player: Advance on them!

Player: Clear out the basement and let Falcon start the generator.
Player: Ask if the civilains need any more help.

Player: Dive for cover!
DM: You manage to make it to cover behind a broken down van, narrowly avoiding their gunfire. Despite this, you watch as Bulldozer is killed with a sniper shot to the head. Falcon, the fastest, manages to dodge their gunfire and grab your weapons before sliding under a pile of dead zombies, where he managed to toss them out.

Player: No, secure Tracer.

DM: You move upwards through the hotel, until you get to the armored door of Tracer's penthouse. You knock twice, and the door opens, revealing a panicked and armed agent with a magnum. "Code-name Tracer got bit. I had to amputate his leg. We need to get him out of here." What are your orders?
Player: Tell your men to secure the hotel while you and Lucky escort Tracer.
DM: Your squad starts securing the hotel, killing the zombie horde that's invading the hotel. Now that the hotel is nearly secure, where do you want to head?
Player: Escape to the APC Pick-up point.
DM: You charge downstairs, where the horde has surrounded the hotel. Lucky calls you over to a small escape route he found, and you and the squad charge out and manage to escape the horde all together. You continue on foot, Lucky and the agent supporting Tracer. You manage to escape and call the APC over, where it stops. You climb inside, pulling Tracer in with you. The APC drives away from the town, towards base. You finished your objectives, and now you can get back to base for some much-needed rest.

Player: Dive for your weapons!
Player: Start again

Player: Flank the horde!
DM: You move around the horde quietly, killing a small amount of zombies but staying silent enough to get to the hotel safely.

Player: Retreat upstairs.
DM: You retreat to the rooftop, the horde of zombies slowly moving upwards. Your squad joins you. You defend Tracer as the horde attacks and you call in a chopper. It lands on the roof after several dozen minutes of waiting. Tracer falls, and Falcon runs over to him and shoves him onto the helicopter. A Zombie grabs onto him and drags him down, before Falcon jumps off the roof rather than be devoured. You pull Tracer into the chopper and it flies into the air.
DM: The Helicopter flies away from the town, and you look at Tracer, wondering if he was worth Falcon's life. You mutter, and pull out a cigarette. You got your objectives done, and at least now you're heading back to base for some rest.

Player: Tell all your squad to escort Tracer.
DM: You move your squad out of the safe room and you lead the way. Where do you go?
Player: Charge toward the APC Pick-up point.
DM: You charge towards the APC, but you find the horde has surrounded the hotel. You open fire, but are outnumbered and forced to charge your way through the hotel. You manage to make it to the hotel, but on your way, Lucky is caught and bit. You watch as he's devoured, and forced to kill him. You manage to escape the horde, but Tracer and his guard fall under the force of the horde.
DM: You manage to make it to the APC. You clamber inside, and the APC pulls off. Even though Tracy was lost, as well as part of your squad, you managed to get two of your objectives completed. You take a smoke out of your pocket, and light it. At least the mission is over, and you're heading back to base.

DM: You have been kidnapped and trapped in an unknown place. You find a key in your pocket and use it to open a door. A monster who must have been guarding the door confronts you. With the help of a mysterious man who's mouth had been sewn shot but managed to open his mouth and tell you what to do to, you kill it. He tells you that you are in an insane asylum, and that a doctor, his father, is conducting experiments on the residents. Unspeakable experiments. You then find out that the doctor knows who you are.

Player: Do as he told you
DM: You spin around the corner and slash high. You feel as your knife cuts through something. You hear a thud and look down. Before your feet is a tall crumpled up man. He seemed to be, at one time, holding 2 knives which were now sprawled across the floor. There was a deep cut at his neck. He was dead. As you pick up his knives, the thing turns the corner. It seemed pleased. "Good job now follow me." You stuff the knives in your waist band as you watch him walk away.
Player: Follow him down the hall
DM: As you walk, matching his pace, he stops abruptly. He spins around and tells you to be quiet. His lips have scabbed up from all the blood that had poured when his lips tore, and he truly was a disgusting sight. You bend down as what looks like a half man half dog is escorted from a room. It has the head of a man but the body of a dog. where the head had been sewn on was covered in blood and pus. It moaned and threw up. A man kicked it forward and it was gone. You turn around and gag, but you manage to hold it in. The thing motions for you to stand, but as you do, you feel a hand on your shoulder.
Player: Turn around

DM: You take your time around the corner and you see a tall man. He was a wicked green on his face and is staring coldly at you. You look down and you see 2 knives in his hands. You try to back away but he slices at your stomach. As you slowly bleed to death you watch as that thing with the beady eyes gets chopped up to bits. You are dead.

DM: You spin around and come face to face with a normal looking man. He grabs you and shoves you through a door. He does the same with your friend then he rushes in and shuts the door. Soon after you hear footsteps pass and he opens the door and he motions for you to come out.

Player: Come out
DM: You slowly walk out as you study the mans face. He looks like hes in his 40s, short cropped brown hair, 5 o'clock shadow. He has one or two scars, but they are barely visible. That's when you notice the gun in his hand. You back away slowly. When he realizes you noticed the fun, he explains. "This is just to protect myself. You don't try nothin' and you'll be fine."
Player: Try to kill him and take his gun
DM: You take out your knife, and in that split second it took he already has aim. He takes one shot and you fall to the floor. You are dead.

DM: You spin around to see a most normal looking man. You stab him in the stomach. He lets out a grunting noise and crumples to the ground. At first you feel proud, but a couple seconds after you kill him guards walk around the corner. They see you and shoot you immediately. You are dead.

Player: Try to kill Jacob
DM: You attempt to stab Jacob, but as you do he fires his gun. It connects with your arm. You drop your knife and fall backwards. He finishes you off with one shot to the head. You are dead.

Player: The first door on the right
Player: Throw them all at her
DM: You throw one knife. She ducks out of its path, but the second one you throw connects with her shoulder. You get up and throw your last one, which connects with her head. She is dead.
Player: Look at Matts body

Player: Charge her
DM: You charge her, wielding 2 knives. With one swift movement, your head is soon rolling on the floor. You are dead.

Player: Charge him
DM: You run at the executioner, wielding 2 knives. He looks at you until you are an arms length away then swings his ax hand. You feel your body tear in 2. You are dead.

DM: You open this door to see a series of doors. Matt nods. "This will take a little longer, but is much safer." he says. As he says it you notice a figure in the corner. Before you have time to react its huge jaws are on Matt's head. It smashes Matt's head with its jaws and looks to you. It has the jaws of cow. Blood caked its teeth as it lumbers toward you. Jacob aims his gun, but is very shaky and he drops it. Poor Matt. He had saved you by telling you to grab the knife, now he was dead. Wait, the knife! You remember the three knives in your waistband, but what do you do with them?
Player: Charge it
DM: You run straight at it, holding two knives. You stab them both in its chest. It is still somewhat alive, and with the last of its strength bites your head. You feel excruciating pain, until that is you feel nothing at all. You are dead.

DM: You throw the first. She ducks smoothly out of the way, but you second one connects with her shoulder. As she gasps for breath backing away, you get yourself up. You run at her and when she looks up all she sees is a knife. You stab her through her eye. She is dead.

DM: You throw one knife, the hilt hitting him and not affecting him at all. You throw your second, this on burying deep into his arm. He screams and pain and you charge at him. You stuff your knife in his skull and he collapses, dead.
Player: Look at Matt's body

DM: You throw one knife. Only the hilt hits the man, not affecting him at all. You throw your second, this one burying itself deep into his arm. Your third goes through his skull. He is dead.

DM: You throw you first knife, which hits its knee. It falls down and as it try's to get up you throw your second knife. This one hits it in the hand. You then run at it and thrust your knife through its head. Its dead.

DM: Your first throw hits it in the knee. It falls down and as it gets up you throw your second one, which hits it in the hand. You aim then throw your final knife, hitting the monster in the head. It is dead.

DM: Yo-Ho Yo-Ho A pirates life for me.Arrrrr .... Well mateyWhat shall it be?
Player: Get a gun and rob a bank
DM: You put a pair of pantyhose on your head and bring a large brown bag with a dollar sign on it. You point a gun in the clerks face and tell her to fill it up.She fills the bag with money. Everyone is looking at you.Do you:
Player: Escape with your bag of money
DM: You run out as quickly as possible.And when you find a nice quiet area you peek in the bag to see how much money you have.BOOMA dye pack explodes and you are covered in blue.You look like a damned smurf.What now:
Player: Rent a hotel room and try and scrub the dye off
DM: You find a no-tell hotel with an East Indian clerk and he has a giant turban on his head. The turban looks to be about the size of a beach ball.He says in poorly spoken english, "Tank you veddy much for coming, eh room is 50 doller for the night. "He looks you up and down and notices that you are covered in blue dye.You can't gage his expression.Do you:

DM: 
Player: 
DM: In this game you will attempt to write the next great CYS story. Your goal is to find your muse. Once you find your muse, you know that the story you create will be absolutely great. You hope that it will not include any talking furry animals, but what your muse tells you to write, you will write.The problem is that you are on a deadline. You're getting ready to go on vacation tomorrow, and you just have to get this done before you go. You also remember some vague promise at CYS about a contest. You don't really remember any of the details (nor does anyone else), but you do remember that the contest deadline is tonight at midnight.You will have a number of options to attempt to summon or find your muse. Some options will appear only at certain times. Other options can only be used a certain number of times. Still other options will help you sometimes, and hurt you if you do them too many times! You know, just like really trying to find the muse!So prepare yourself and make careful choices. Try not to fall asleep and know that when the clock strikes midnight, your story (and the game) is over!
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You feel great, awake, and ready to write!How you feel about your muse right now: Muse, muse, muse. It sounds funny. Why is it called a "muse?"Current Time: 6:00 Your current options:

Player: Read A Book
DM: You plop down in the old bean bag chair and read. Surely you can get some ideas for your story by reading things that others have written. You wonder how people manage to sit down and write so many words. And then you really wonder about those who write more than one massive book in a year! Finally you realize you really should get back to writing yourself.

Player: Drink Some Mt. Dew or Coffee
DM: Time for a refill!!1!You reach over to the side of your desk and grab your favorite (cup/mug) that is already there, filled to the brim with (Mountain Dew/coffee). You take a sip and love the (cool/warm) feeling of that great (soda/smooth coffee). You realize a sip is never enough and you quickly chug the entire (cup/mug), relishing the (cold/hot) that blasts your throat and chest. mmMMMm.... good stuff!You feel energized and ready to continue!
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You feel great, awake, and ready to write!How you feel about your muse right now: Wait, what was that sound? Could it be a muse talking to you?Current Time: 6:30 Your current options:
Player: Check Facebook Messages

DM: You head into the living room to watch some TV. Maybe you will get a good idea from something that you see on a TV show. Or maybe you'll just stare at the screen watching infomercials about RonCo products while time passes away...
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You are starting to feel a little worn out.How you feel about your muse right now: Wait, what was that sound? Could it be a muse talking to you?Current Time: 7:00 Your current options:
Player: Browse the Web

DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You are starting to feel a little worn out.How you feel about your muse right now: Wait, what was that sound? Could it be a muse talking to you?Current Time: 6:30 Your current options:

Player: Take a Nap

Player: Post in the CYS Forums
DM: Hey, if you're going to write, what better place to spend time than at a writing web site? You know that in the "Writing Workshop" thread, there are bound to be ideas and motivation to help you write. Heck, you might even start up one of those "motivational" threads yourself. After all, you are writing a story, right?Oh, but hey, look over there. "The Lounge" forum has some new posts in it. You should go check them out. I know, they might be just silly ranting and arguing, but maybe you can find a story idea in there. Just try not to get distracted...
Player: Go Outside

DM: mmMMmm... food... What can be wrong with taking a few minutes to have a snack, right? There's some pretzels and kool-aid. Who cares if it is room temperature, that's some sugar water there with some sweet coloring! Oh yeah!It smells like there might be a cake cooking in the oven, too. You like cake. Then again, who doesn't? Maybe it will be ready later and you can grab some before it cools off too much. Just be careful not to snack too much -- beware the food coma!

DM: Why not? Maybe you will gain some great inspiration from checking Facebook. After all, it's filled with your friends and the great people at Facebook use those fancy algorithms to ensure you get to see "content that is of interest to you," right?You have no messages, but you do have 20 new notifications! Neat stuff there. Oh yeah -- someone liked that witty comment you made in response to that silly attempt at attention-gathering your friend made last night. And what's that? There's a new post by that same friend. You should go check it out to see if you can make an even better witty comment, right?Is it time for a selfie? It has been a few days since you posted a new profile picture, right?
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You feel great, awake, and ready to write!How you feel about your muse right now: Muse, muse, muse. It sounds funny. Why is it called a "muse?"Current Time: 7:00 Your current options:

DM: Time to get up and get moving! You head out on the porch to crank up that old stationary bike that your grandma bought a million years ago and you're pretty sure she never used. She gave it to your mom who insisted she was going to use it, but you're pretty sure she never used it, either.It has a few new cobwebs on it, and it squeaks a lot, but you push the pedals and the thing actually starts to work. Pressing the buttons on the control panel don't do anything, the battery probably hasn't been replaced since 1986. Either way, you get to stretch out your legs and get your blood pumping for a little bit.

Player: Head to the Kitchen

DM: This is going to take some time...but you will get to go to a bookstore and see all the latest releases. Perhaps you will just wander up and down the aisles, looking at the different covers. Maybe you will read a back cover or two or look around for your favorite author to see if there is a book that you missed once from the past.Some days you feel like you could just spend all day at the bookstore. So many stories just waiting to be read! Just like the story that you're working on. Hey, maybe you should go on back home and get back to work on that story now...
DM: Here you sit at your keyboard, trying to write the next great CYS story. You're sure you can write something that will make it to the featured list of stories, if you can just find your muse...How you feel right now: You are starting to feel a little worn out.How you feel about your muse right now: A muse, a muse, my kingdom for a muse!Current Time: 7:30 Your current options:
Player: Watch Some TV

Player: Exercise

DM: You grasp the first book to be read. You feel a feeling in your gut that if you read this book, your life will never be the same... Ever.
Player: Don't read the book...
DM: You place the book aside, fearing that you are starting to break through barriers and go over the edge of insanity. The journals were placed under Evidence.Seven days after your discovery, a reviewer of the books died, causes are unknown. Perhaps that it was a good idea that you didn't read the diaries after all, or was it?The End

DM: As you open the first, you begin to read on:"Those that have found the existence of God and the existence of the Devil have yet to find its true origins. Faust knew this, for he called upon Mephistopheles by ancient magick. Aleistar Crowley knew this, for he called upon Choronzon with his own magick. Agrippa knew this also, for he called upon a demon with the knowledge of the occult...I, Doctor Richtor von Kain, found the origins of the Devil himself!..."
Player: Begin Dr. Kain's story...
DM: You were a long way from Berlin and you are on the trail of the outbreak of Klapschenlauf disease. The epidemic was also found on the poverish of Americans. Symptons of it is black leasions and blood and puss-like fluid excreting from the eyes. They do not only cough or vomit blood, but also pieces of their intestines. You must find the cure for K.D. Positive!

Player: Put it aside for later...
DM: You put the book aside for later, knowing that you will come to it some other time. You looked at your schedule, and you looked at the time. Damn! You said to yourself, I will be late for my own lecture! You begin to dress yourself for the lecture, then, as if the Gods themselves were being tormenting to you, the phone begins to ring...
Player: Forget the phone, and go to the lecture, schnell!!!!

Player: Get the phone...
DM: You got the phone, and you heard a woman's voice at the end of the line."I have some information regarding K.D. Positive that you might want, come to Arlington Bridge right away..." With that the phone went dead.
Player: Ignore that call, and drive somewhere else but Arlington Bridge...

DM: "And thus I met what I knew would be the beginning of my damnation..." You look at the last part of the section of the journal and you close the book, and with disbelief you throw it aside. A police officer walks into the room, you looked at him."Take this to Evidence, let them analyze this hocus-pocus mumbo-jumbo nonsense!" You ordered the officer.What will be come of the Journals? Will anyone read the rest of it? Or will it be forgotten, like Dr. Kain will be...THE END

Player: Go to Arlington Bridge...
DM: You arrived at the bridge and waited for almost thirty minutes. Until you realized that fog has embraced the bridge.After a couple of minutes passed, you hear a thumping sound on the concrete. THUMP. THUMP. THUMP. It is coming toward you. THUMP. THUMP. THUMP. Then you realized that through medical experience, you are hearing the sounds of someone limping. THUMP. THUMP. THUMP. It was coming closer and closer, until you saw a dainty outline of a shadowous woman."Hello Dr. Kain," said a voice weakly, hacking and coughing."Who are you, show yourself, my dear," you said to woman."Very well. You know who I am," said the same voice again, getting closer and closer."I do?" you asked nervously."Yes you do," the figured limped further and further out of the fog, until she came out completely, "a great murderer was unleashed on this world, because of you.""You!" you gasped, "You are affected by K.D. Positive!""No, my dear doctor, I am the avenging angel you designed, I am K.D. Positive!" with that she made a wet hacking cough of blood, and soon entrails, then the entrails became tentacles of menacing grimness. The tentacles reached out for you, and attack you through you chest into your longs and of your back, causing a backblast rush of blood. It was all too quick for you, as she absorbed you into her body...

DM: You hurriedly got to the college for your lecture, and luckily you made it in time. Everyone was whispering and chatting at their seats, awaiting for your arrival.As soon as you dropped your books on the podium and took your notes, all was hushed."Pupils, professors and collieges. Today I decided to talk about K.D. Positive. Many of you don't know where it came from originally, well it came from a village that was miles away in the Schwarzwald of Germany called Klapschenlauf. I was in Berlin at the time before I heard of the epidemic. I went as soon as I could, but when I got there, I felt powerless. All of these years of studying Strutgart didn't prepare me for what horrors I beheld!""The whole village was wiped out from a disease unlike anyother. It was as if it was hemoragic fever and the Bubonic Plague rolled into one. The deathtoll of this disease reaching outside of Klapschenlauf was zero percent. Why this is so, we don't know why." "A month later, the Health Department of America anounced that Klapschenlauf disease Positive was found among the poverish of America. They were dying by the thousands..."You gave your lengthy speach of K.D. Positive to audience, and then you put in this at the end of the lecture, "...if there is a God, why did he allow K.D. Positive to happen? Too long it was the Devil that did it, now the Maker must step up to the plate and answer for what is happening!" Everyone looked around eachother, bemused by that statement, speachless. "Thank you," then you took your books and notes. After that, there was a person applauding, then after that a couple of more. You didn't think you did well for the lecture that time.

DM: You ring the bell, and awaited for a couple of minutes, but nothing happened. A minute passed and the door began to creak open. You hear a low murmuring chant inside the door.
Player: Leave the store and go back to the streets...

Player: Go to the veiled off section
DM: You walk over to the veiled off section, and go inside. You immediately regret it. Dozens of aliens, mostly Antimites, have sex in various degrading and disgusting postions, both with both their own species and other species. There's bowls of alcohol and various intoxicating fruits. As you try to back out, a large Antimite blocks your path."Greetings, General. Would you like to stay and take part?"

DM: You rang the bell one more time, and you were anticipating another fleeting moment of waiting. But all of a sudden, a tall, elderly looking man who looks like he is the same age as you walked into the room."I am sorry," said the old man in a German dialect familiar to you, "I was in the middle of something."You begin to speak in German: "That is ok, I am just here to see your wares, sir.""Ah you speak German, where from?" asked the elderly man."My name is Richtor, I was born in Berlin and I am looking for a cure for a dreaded disease," you told the old man.What the old man will tell you will astound you..."My name is Herman, I came from Klapschenlauf five years ago," as he said this, he gave you a very dark looking grin, as if he was the mouse who ate the cheese. Impossible, you said to yourself, everyone in Klapschenlauf died six years ago."Now, what is it you are wanting to buy? As you can tell, every single one of the books I have, are about the occult sciences: Le Dictionaire Infernale, The Legemeton, manuscripts of the Yezidis and the Al Jawaia, I have them all!" said Herman."Do you actually believe in all of this?" you asked Mr. Herman."It's not that I do believe in it, it's the power with in these books. It awakens the psyche and the true power inside of you. That is the art of magick," said the oldman."Are you a warlock, Mr. Herman?" "Does it matter? If I say yes, it will be of no consequence," answered Herman.The oldman picked up a manuscript wedged between two books."This might come in handy," said Herman, with a smirk on his face.
Player: Don't read the manuscript and leave the bookstore...
DM: "No thank you, and I must be going," you told Herman as you leave his store.Herman's face turned into a face of hatefulness and resentment, "Yes, YES! Return to your World of Logic and Science! Rape our world once again with your new found technologies! You made a bastard on this world and it is your doing!"

DM: You enter the door, and the murmuring gets louder and louder. You are now in a cellar, you see a door downstairs at the end of the room.
Player: Go back out into the streets...

DM: You read the Manuscript and it says as it follows:"YE OLDE SUMMONING OV WYRMTONGEWitchef and Warlockf follow Him from Hell. He fpaketh like a Dragon for it if Hif Tonge. He knoweth the anfwerf ov queftionf and Time if Hif threfhold. In one ov Hif mortal formf He cometh af a mute..."The rest is unreadable.
Player: Back at the Study...
DM: After the strange encounter in the bookstore, you felt as if you need to ride back home. After an hour, you began to think about everything:The Strange murmuring. Herman, the bookstore owner and the old dusty manuscript.You walk back into your house, and into your study. You sit down on your chair. Then you being to drum the desk with your fingers impatiently. As you look to the side, you see the book. It is as if it is calling your name."Richtor, Richtor, Richtor..."
Player: Do not read the book at all costs...

DM: You were unfortunately caught, and brought before the demon. You could not bare to look right into its eyes. Then it begin to speak: "MORTAL, I KNOW WHAT YOU DESIRE IN THINE HEART! YOU WISH TO SEE THIS DISEASE TO BE GONE, SO THERE CAN'T BE ANYMORE SUFFERING...""If you know this already, why haven't you done anything about it?" you asked weakly."IT IS A PRODUCT THAT ISN'T OF NATURE, AND I HAVE NO WAY OF DISPATCHING THE PLAGUE! NOT EVEN 'GOD' CAN DISPATCH IT, ONLY THEE WILL KNOW HOW!""What do you mean by, only I know how?" You asked Wormtongue, with new found courage to stare him right into the Eyes of burning Hell."THE TIME WILL COME FOR YOU TO KNOW, WHEN YOU CALL FOR ME! NOW LISTEN VERY CAREFULLY TO MY WORDS..."You begin to black out and then you woke up...

DM: You steal your bosses safe and take it to a nifty hiding space that you found.That's right. You hid the cash in a sewer pipe.As you were leaving you are spotted by two Italian.One of them says, "It's a me Mario. Hey Luigi, will you a phone a da cops on dis criminal?"You hear sirens.

Player: Use the Sword of Tappa to control the aliens so you can get out.
DM: Good choice! You pointed the sword at the alien general. BUT IT DIDN'T WORK! Somehow the general had manage to get out of it! "Well, well! We have a beginner here! Ahahaha, your pathetic sword can do nothing to me. It is useless to struggle. Surrender and I'll let you die peacefully!""Never! Now, attack, my alien guards!"The alien guards that you had control before went up to the general and starting attack the general with its two pincers. You tell the other five aliens to guard you while you run away from the ship. YOU HAVE SUCCEEDED IN RUNNING AWAY FROM THEM! Suddenly, you hear a strange lightning sound. You turn around and saw the five aliens you control making lightning balls to throw at you! You quickly dodge as a lightning ball sail into you. Oh I see. So the Sword of Tappa lets you control the aliens only for a limited time. Well, let me try to control them again.You wave the Sword of Tappa at the aliens. It didn't work! Suddenly, a scroll flew from the sky and landed in your arms. You quickly dodge and dodge as lightning balls fly towards you. WHAT SHOULD YOU DO NOW?
Player: Throw the scroll at the aliens to distract them so you can escape.
DM: You threw the scroll at the aliens and try to run away. Sadly, the lightning balls went through the scroll and kill you.TRY AGAIN. REMEMBER, EARTH IS IN YOUR HANDS.

Player: Keep dodging lightning balls and try to open the scroll when the aliens is making the lightning balls.
DM: You choose to dodge the lightning balls and try to open the scroll. While the aliens were forming their lightning balls, you quickly open the scroll. It said :The Sword of Tappa can only be -The lightning balls hit the scroll and burn it up.GAME OVER.Why is it game over when I am not dead, you ask? It's because you need to know what is inside the scroll. You need to find out what's inside or else you won't be able to know anything and you won't even know how to defeat the aliens. Please try again and succeed this time.

Player: Go to Destructive Forest.
DM: So you decide to go to Destructive Forest? Well, I can tell you this. This forest is no ordinary forest. It's a forest full of destruction...and evil. If this is what you want, then we will continue into the dark and forbidding forest.

Player: Left

Player: I'm ready to go to the forest.
DM: Alright, let's go in. But first, you went to Ebay and get a booster so you can fly faster to get to Destructive Forest. Then you somehow found a shield (by accident) to protect yourself. It was as if someone had planted it there for you to get it.You went inside the dark and gloomy forest. A owl was hooting and it scares you very much. However, you are brave enough to live with it. You walked on and on until you got to a sign. It said:BEWARE OF THE -The rest was hard to read. It looked as if someone or something had try to take the rest of the words off. Oh well.

DM: Ok, so you pick right. You walked on until you finally trip by some metal thing. You stand up and look at what had tripped you. It was a shield. Get it and continue.
Player: Continue the quest.
DM: After you had picked up the shield, you continue on the snow covered trail until you were suddenly spotted by a group of aliens. The general must have send his troops to search for you. what should you do now, since you have no weapon to defeat them.

Player: Continue on.
Player: Wow, I die so fast.
DM: Yeah, unfortunately for you. The ape punch and bit you until you fainted, then it ate you. I don't know how an ape can eat meat, but this guy did.Wow, that was weird. Well, you lost, bye.

DM: Ok, so now you have the shield. Let's continue your quest for the Lapis Lazuli.You walked on and on until the road led to three more new roads. NOTE: One of the roads have a trap, so be careful of what you pick.Which road then?

Player: You dead.
DM: Unfortunately, the balls of lightning and fire pass through your body and took your life away. Sorry, you lost.

Player: Fly up.
DM: Alright, time for some flying action. You press the button to fly up, but your engine is low. Hmm...I wonder what item can be use to help you? Well, anyway, the aliens are forming a new kind of attack, a liquidy yellow and red ball.

Player: Focus on good grades
Player: Say screw higher education and get a job
DM: With your limited qualifications you find only a few job listings.
Player: Continue selling vacuums
DM: DING DONGHi, I'd love to sell you one of our super suck vacuums.(You don't notice but the lady pulls a shotgun on you)KA-BAMYou are dead.She blew your head clean off.The End

Player: Road 3

Player: Road 2

DM: "Hey, mom."Your mom glanced at you."Yes, sweetie?"You decided to ask her about how her day went, and she seemed surprised. You and your mom hadn't gotten along too well after your father's death, because you felt she'd...not cared very much. She gave you a faltering smile. She was pretending, too, you realised.You, your mom, and Henry all talked for awhile, and somehow, you felt better about that.You wondered, maybe, if Hamlet had just spoken to his mother, if things could have gotten better, if he could have found a better way to deal revenge, or salvaged his bond with his mother...Henry left after a few hours, and you went up into your room.It was late. You worked on your homework for awhile.
Player: Look at the photo on your desk.
DM: You looked at the photo on your desk, of your father.Hell, you missed him. You wanted nothing more than to end the life of whoever killed him, but that obviously not an option. Sadly, the old tales of revenge couldn't count for you, and you had the restraint of the law holding you back. You knew, in theory, that could be avoided, and often was, you had no confidence in your own ability to hide such a crime.You could remember your dad's laugh, the way he used to play with you when you were young. You could remember his voice, the way he used to yell too loudly at the television playing games, or yell at or horror movie characters that made dumb decisions.You felt tears slip down your face.Pretending was hard, sometimes.

DM: Ah, the old shield-blocking technique. You quickly hold up the shield and get ready to defend. The aliens were forming their attacks, a new attack. A liquidy yellow and red destruction ball.Well, its coming for you, but luckily you manage to defend yourself with the shield. I wonder what would happen if you don't have the shield? Die, yep, you would die. Anyway, what should you do now? Instead of attacking with long range attacks, they are charging for you. It's like.....fifty aliens! Now that you are so close to the aliens, you see all its quality. It gave you a chilling and panicking feeling, the one you get when you thought you were going to be destroy by the humans who made you when you were just a tiny baby. Well, its creepy, these aliens are definitely creepy. Too bad you have to face them. Now, what to do with them charging after you?
Player: I'm gonna attack.
DM: This is, by far, the worst option I ever made. I can't believe you would actually pick this option. Go head on with the aliens? You're being brave, but dumb. You don't think you can possibly kill all those aliens? Well, I am surprise, but I guess, for your bravery, you get pincers ripping your body out.Well, nice try. Wrong option to choose. Good luck next time, and good job making it this far!

Player: You're dead.

DM: Yeah, well, your bravery rewards you with two vicious animals coming toward you.
DM: The two animals, with amazing speed, leap on you and tear your flesh, or should I say mechanical body to pieces? Well, whatever you want. You lost.

DM: Good choice. You decide to examine the shrine and try to avoid the vines with needles. You looked at everything and then you found a little key. Get it and let's go back.

Player: Take it and then....
DM: Take it and then you wear it. That's what you're going to do. Now Road 3 has nothing special, therefore, you must pick a new road to go now. What'll it be?

DM: You sir are either extremely brave or not the sharpest tool in the shed. I think you're cute but this was a terrible idea. I can see why your mom worries. You manage to get back on your bike properly in time, but not without hitting a rock and falling off the bike. Which of course gets me worried so I carry you (Yes.. this is my story.. and in my story this is possible and happening) back home and tend to your injuries and then put on a movie. You've had enough excitement and danger for one day young man.

DM: You arrive at ACME CrimeNet Headquarters in San Francisco. You can't help but notice that something is missing.ACME CrimeNet Headquarters itself!There is nothing where the building used to be. Something very fishy is going on.You look around. Something fluttering in the wind catches your eye. It's a handwritten note, stuck to the side of the building next door using a standard issue VILE knife."You are probably wondering where your little ACME Headquarters went. Well, wonder no more! It is in the possession of none other than I, Carmen Sandiego! I have stolen your entire ACME CrimeNet organization! Oh, how I do amaze myself sometimes. You know, back when I used to work for ACME, I always thought I was better than everyone else there. Now I have proved it! Anyway, if you want to ever see your friends again, you will have to catch me. I will give you a deadline of, oh, 100 hours before I get tired of this little game. I would like to see if any ACME Agent can rival me in intellect. I love a good challenge! Meet me in this landlocked country in Asia whose capital is Ulan Bator. It was united by the famous conqueror Genghis Khan in the 13th century. Catch me if you can!" Where do you go?
Player: Dossier: Carmen Sandiego

DM: Good job. Flying up is probably the best thing right now. You press the button to fly up, but you're flying too slow. What now?

Player: Wait and watch what will happen
DM: From hidden speakers voice begins to speak:War Marionette Alpha research, subject 63782-7286-13. It seems that tests with reagent HDS 13 were succesfull. For futher recording I will refer to subject as Thirteen.It seems that injection has left his body intact. Scans are showing a bit of unusual brain activity, but it's inside Marionettes specs... His appearance hasn't changed much either, only visible change is new structure of the eyes, which I suppose are now better prepared to deal with night tasks. Also they changed colour to red. I didn't made any coherention checks, but Thirteen apears stable and calm.You listen and wonder what the man is talking about. Soon something in his speech attracts your attentionI will now commence series of tests. Preparing equipment.
Player: Cautiously come to object
DM: You begin to sneak towards item lying on the flor. Because of absence of light (even mirrored) your night vision isn't working as usually. Still you can make out most of shapes around you. Just when you are close to your target and ready to grab it, somebody turns on the lights!The pain is sharp as your eyes get a lot of exposure... When you come around there is no item near youSpeakers begin to talk:Brilliant! He showed initiative! And this sneaking... like real beast. Shame I didn't let him keep the object, but for now it's better not to give Thirteen a weapon.Preparing for stage two

Player: Come on! Let's go! Bike Trails are waiting!

DM: You ask your parents what is going on and where do you fit in.They tell you that you don't have to do anything. You are their son, and that they care about you. They also tell you that since they have you back they are moving to a safer place and are no longer fighting on the front lines of the resistance.They inform you that the computers are getting more powerful. A recent report says that the computers have just announced a new Holiday. Stating that they have finally calculated the afterlife. The computers say that **"The Afterlife is joining with Computers in the web on continuing knowledge and to know the powers of the universe, and to make life better for the future."** However the resistance believes this to mean their worst fears. The computers are feeding off the humans. You wonder why your Parents who are Cretins are worried about humans. Your parents tell you that they are all humans. Cretins is just a name Asmephialiens came up with to separate themselves from the rest of us.
Player: Talk to the old man confined to a chair

Player: Go into the door...

DM: You both take off onto the Racetrack... Bowsers way behind...but whats this??? Hes catching up...what to do????
Player: Fire a Koopa shell!
DM: You fire a Koopa shell..hitting Bowser square center in front of his Kart...
DM: Just to Piss him off..you swerve a little bit and make a blinding cloud of Smoke...right in front of the Big Lizard!

Player: Examine the shrine.
Player: Key

DM: Once Jack and Jill went up the hillTo fetch a water pailTheir pipes had broke and made a croakMuch like a dying whaleWhen they got back Jill said to Jack"This plumbing is our doom"Jack said "Don't fret, we'll fix it yet!"And went in the boiler roomBut on the floor, just past the door:A child in a wrap!"Dear Jill, come look!" said Jack, quite shookTo which Jill replied "Crap."
Player: One Week Later
DM: "Jack, I'm going to need you to cut the ballad crap and stop talking about yourself in third person if you're going to win custody in court," said Joan, his lawyer. "We don't want the jury thinking you're some rambling lunatic.""Sorry, I'm a poet," replied Jack. "It's what I do.""Just keep it to the facts. So, what happened after that?""Well..." Jack started, "Jill pretty much confessed that the baby I found in our boiler room was ours and she had purposely hidden her away from me because she thought I would be a bad parent. I can't believe Jill would do something like that, she's always been so open about everything....""So how did you respond?""I was in too much shock to say anything. By the time I found any words she had grabbed the baby and was out the door. That poor child... poor Jenny...." Jack laid his head in his hands."Listen to me, Jack," Joan leaned forward. Jack looked up. "Winning this case isn't going to be an easy task. If there's a reason Jill thought you wouldn't be a good father, chances are, the jury is going to find a reason too." Jack nodded bleakly. "I need you to understand that both of you are fighting for full custody of the child. There's no middle ground, no room for error. We need six of the eight jurors to win this case. We need them to believe you are the better parent to win custody. We need them to win Jenny. Do you understand?"

DM: Jack sighed. "Yes, I understand. As much as I'm not looking forward to it, I understand.""Good. Are you ready to begin preparing for the trial?""I think so," Jack replied. "I'm ready," he added, mostly for his own benefit.Joan pulled out a notepad. "You're going to have to help me come up with a few questions to ask Jill. You know her better than anyone. We need to prove that she would be a bad parent for Jenny. Can you think of something to start with?"
Player: Why would you leave a child all alone?

Player: Why would you leave a child in a room with broken pipes?
Player: How can you live with yourself?

DM: "I'm not sure I understand why any of this is happening! How could I lose both my wife and my child just like that? I just met her and I already might not ever see her again! I haven't done anything wrong!" he broke down into tears."It's okay, Jack," comforted Joan. "You're not going to lose your daughter. I'll make sure of it.""What am I supposed to do?" he moaned."Just listen to me and you'll be fine. I promise."Jack let out a sigh. "Thank you." He paused. "Where do we start?""You're going to have to help me come up with a few questions to ask Jill. You know her better than anyone. We need to prove that she would be a bad parent for Jenny. Can you think of something to start with?"
DM: "Why would you leave a child all alone in a room like that? What if something had happened to her?" Joan prodded Jill."I wouldn't be able to live with myself if something happened to Jenny," replied Jill."Yet you left her, a baby, alone in a room while you and Jack were out and about. How many other times have you done this? How many times would you have continued to do that if Jack hadn't intervened and found her?"Jill looked ashamed. "I realized my mistake that night. I didn't stop Jack from going in there; I knew it wasn't worth it to keep hiding Jenny away anymore. I knew I could take it to court. I should have done it sooner."What should your next question be?

Player: We didn't think it was a big deal.

Player: We weren't sure it was a big deal.

Player: I don't see how this is relevant.

Player: Let's go right
DM: This seemed like a safer choice. We take the path headed right. This is a bit of a rough path and if we aren't careful then one of us is going to need those band aids. We didn't start this out with the mindset of playing it safe though. So we are going to tackle whatever comes our way!We stay on the path, surrounded by trees and a small river. It's peaceful but not easy. We notice a small opening up ahead and it looks like we could be emerging from the forest into an open area.

Player: I quit the bonks. Fuck you all
DM: "Traitorous scum," Shouts Chiz. They start to beat the crap out of you and you think they plan to kill you.Now what?

Player: Investigate the voices

DM: The trek to the lab is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.The lab door is barely hanging onto its hinges. You remember when it got shut down; in fact, you were the journalist who covered the story, about six years back. Most of the scientists working out of here were stealing lab equipment and chemicals, using it to make various drugs. When it got shut down, no one seemed to care about cleaning it out, leaving its vast supply of equipment and chemicals for use by the average druggie.You make your way into one of the labs that's actually locked. How? By ramming the door until it breaks down, that's how. Common sense dictates this must be where the gang makes their drugs, which would also include the poison and what you need to make the antidote. Looking around the room, you find six vials of liquid and jars containing powder on a counter along with some equipment.There's a note and a syringe nearby. You read the note.'Add either red, blue, or green liquid. Then add a powder. Finish with pink, purple, or yellow liquid.Green, black, and purple for poison.'You failed chemistry, so it's going to be a crapshoot if you make this or not. At least you know not to use green, black, and purple.Well, you've been in worse spots.
Player: Add blue
DM: You pour the liquid into the beaker. Now you have to add one of the powders. There's an orange powder, a white powder, and a black powder.

DM: You peek your head slowly around the corner. Two men, who seem to have a disturbing fixation on leather, are smoking and chatting, their backs to you. You decided to dub them Don and Rob in your head."So what's the deal with that faceless guy? Does he like, actually got no face, or...?" Don asks."I think he got no face, dude. Couldn't take no mask off when we beat the balls outta him." Rob replies.Without hesitation, you creep up to them slowly."Jeez, that's creepy man... Why you think he got no face?""I cut myself shaving." You say, and before they can react you slam their heads together as hard as you can. They go limp.You continue on your way.

Player: Add black
DM: You add the powder. The combination of the liquid and the powder is fizzy. Last step, adding another liquid.

Player: Add purple
DM: You swirl it around a bit, then insert the syringe and fill it up.Releasing a sigh, you stick the needle in your arm.Well, here goes nothing.
Player: You inject it
DM: You inject the syringe, praying with all you can muster.A few minutes pass. You feel worse. Bloody coughs rack your body, and you can feel blood dripping out of your nose. You close your eyes.Your last thoughts are of how much you wish you paid attention in chemistry class.Death has claimed you.The Question is no more.
DM: 

Player: Add white
Player: Add yellow

Player: Try to escape now
Player: Climb the ladder

DM: 

Player: Dodge!
DM: You duck and roll out of the way, the two men running right into the wall and falling over. One's bat rolls away, stopping at your feet. You take it, putting it to quick use against the duo. Three left.The remaining three grab their bats and surround you, circling you slowly.

Player: Add pink
DM: 

Player: Be cautious. Hit one, go for another.
DM: The bat comes down hard on the head of one of the goons, blood spurting from a gash on his forehead as he falls to the floor. You twist around, bringing your bat up to deflect another's attack and bringing your foot up to their groin. He collapses to his knees, holding his manhood with wide eyes.You dodge the other one's attack, swinging at his knee and breaking his leg. Not done yet, you wail on him even more until he's out. You turn back to the one you crotch-shot. He's still fondling his nads in pain, before you break the bat over his head, knocking him out.You drop your weapon and continue on.

DM: 

DM: You swing the bat around the circle, hitting... Nothing. They simply step away, then jump right back, wailing on you with their bats until you're on the floor. They stop. "And that's the end of that," you hear one say. They head out of the room, dragging away the ones you knocked out.You're still alive. Just barely. You won't be able to put up a fight though, so it'd be better to get the hell out of dodge while you still can.You're not sure if you can though. Maybe it'd be better to just... Close your eyes...
Player: Escape
DM: Picking yourself up, you force yourself to get out of the apartment. Where to now?
Player: Go to the warehouse, find clues
Player: I failed in toppling the gang. I took too long to find the antidote. I'm done for.

Player: Ignore the gun, go for the gangsters
DM: Leaping into action, you attack the gangsters with all you have, wailing on them.You notice that there's only three of them a little too late. What happened to the other o-*BANG!*Hrm. There he is.You look down, seeing the gunshot wound in your side. You topple over.The ganger with the gun walks over, looming over you. "Hm. Well, you tried. I'll give you that." He says, before raising the gun and firing.You're Dead

Player: Elendil
Player: He doesn't; he remains Saruman the White
Player: Boromir, son of Denethor
Player: Pallando the Blue
Player: That it had been taken by the Orcs to Moria, where they fought many battles for its possession before losing it

DM: 

Player: Go to the lab, find the antidote
Player: Disclaimer from the author, for those who don't like guessing.

DM: You let your consciousness fade away. Succumbing to your wounds, your heart slows until finally it stops.The Question is no more.You're Dead
DM: 

DM: "No!" your mom says and puts a pillow over her head. "Go to sleep, hon," your dad says. You get up and go to go find some food.
Player: >>(I promise that there will be more choices!)>>

Player: Add red

DM: You continue to walk. Lungs shudder with every breath. Pressing the button on your belt buckle, you release the adhesive gas, taking off your mask as you collapse against a brick wall, sliding down slowly. You cough into your hand. Blood.Chuckling bitterly, you close your eyes. Flashes of moments in your life. The orphanage. Tot, the father you never had. Myra, the only woman you ever loved. Richard, the man who saved you from yourself. Shiva, an adversary turned friend. Jackie, the daughter you always wanted, taken from you in a cruel twist of fate.Your heart slows, then stops.

DM: Mike figured maybe it wouldn't be a bad thing to check out what they said. They were her brothers. He never met them, but he felt if it didn't work out, he could just leave. "There is still plenty of time," Mike said to the brothers, as he left, and bade farewell to the woman. "I'll be finding out the information. Mike couldn't have made a worse move. Deciding to go on his own, to where the brothers said was a wrong idea. It brought Mike to a dead end. Where he was surrounded by alot of gangs. They were armed with guns. At least 10 of them. All walking toward Mike. "Tell me why your here!" The gang leader as it seemed went off on Mike. Mike, being good at being a con artist had a shot, he could attempt to get away. He would always think of some way to get out of messes at his business meetings.
Player: Con the people
DM: Mike was now against a wall, he had little options left. He quickly thought of an idea. "I..I got lost," Mike said, very confident. "I had to get to my family." Mike was hoping it would help. The look in his eye was very strong, that one gang member noticed it. "He may be serious!" The Gang member yelled to the others, who still held their guns at Mike. "Drop your guns!" The one gang member had already dropped his. "Thank you," Mike said, keeping his cool. He carefully got back into his car. "I appreciate that," Mike got in his car and quickly escaped the area. He looked back at the gang members arguing. "I have to go back to the house myself," Mike said to himself. "It's important I get back to my town first." Mike saw lights ahead for his town, he knew he was finally reaching his destination.

DM: 

Player: The Lab

Player: Stop them with force.
DM: They charge. You just stand there, then lift your fists, ready for them to run right into them....They stop. You stand there, looking like an idiot with both arms forward in fists. They charge again, avoiding your fists and wailing on you with all they have. You're on the floor. They don't stop until they're sure you're dead.And you are.You're Dead

DM: 

DM: They charge. You stand there. They don't suspect anything.As they're right in front of you, you duck and charge forward, throwing them over your back and sending them to cold, hard floor. Two fists to the faces later, and they're out.You stand, looking at the four unconscious men in the room. They're done. You pull out your burner phone, leaving an anonymous tip for the police, before leaving.Where to?

DM: 

DM: He's upset. He stalks off and you're left with no way out.

Player: Say absolutely nothing and do your normal routine
DM: Well you said nothing and the world did not catch this in time.2 weeks later you experience a large earthquake, and when you turn on the news you learn that 90% of the worlds Muslims have just been incinerated. The entire middle east is now a hole in the ground.------------------------------------------------------------------------------------------------------------------------------------------------------------Over the next few months you have troubles sleeping. Is it guilt? You close your eyes and you see dead bodies everywhere.Maybe you should confess your crime.
Player: Keep your mouth shut and say nothing
DM: You say nothing. Why cry over spilt milk; whats done is done after all.You continue your work at the observatory and you make a great deal of money.Enough for a large home with 5 sports cars.Sometimes you think about the dead as you sail on your yacht with a cigar in one hand and a glass of port wine in the other,but it doesn't bother you. And the world actually becomes more peaceful.The End

DM: Alrighty then,Should you
Player: Bribe the muslims with a plate of bacon and a hand drawn picture of the prophet Muhammad
DM: The filthy animals pull scimitars off the wall and surround you like a pack of mangy dogs."INFIDEL SWINE," they yell as they cut your head off with a rusty blade.The End

DM: You exit the back of your school with you classmates as you head towards the gym field for the last period of the day. When you reach the field your teacher instructs you to run around the field twice for the combined distance of a mile. It is humid out and you are drained from the almost full day of school.Do you...
Player: Follow directions and run the mile
DM: You've decided to run the mile despite the humidity and fatigue. On your second lap around the field you hear something rustling in the woods near the field, but thinking nothing but completing the lap you shrug it off as nothing and continue running. Suddenly your classmate Marisa shouts your name. You stop running and turn to face her. But when you turn around, you are tackled to the ground by a man whom you have never met before in your life. Too drained to hold your ground both of you fall to the ground. You only can get a quick glance of the man on top of you, who is dripping with blood. The last thing you hear is your classmates screaming from across the field before the man sinks his teeth into your neck. Then your world fades to black.

DM: You decide to sit this one out and take the zero, it is only one day so it doesn't matter right? A few minutes pass when suddenly you hear a loud scream of pain coming from across the field. You instantly peer over to the sight of Marisa is lying on the ground with a mysterious stranger chancing after another one of your classmates into woods. Students flock to Marisa's side. Do you...
Player: Gather your friends and get more help.
DM: You decide that whatever may be happening requires more help, so your friends and you decide to go get help. Before you can get up, you hear another loud scream, , this time when you look over to see the man from earlier on Marisa is now hanging on the leg of your friend Jason who is trying to run away from the crowd. Terrified, your friends and you run towards the school chased by the screams of your classmates. The only close entrance that may be open is through Mr. Peterson's room, but his classroom lights are off and it would seem that no one is in the classroom. Do you...
Player: Run around the building to the main entrance.
DM: You decide that it is most likely useless to try and get someone's attention in the vacated science room, so you keep on running. You see a crowd of people in front of the entrance. Relieved to see people you believe that can help you, you start to sprint towards them screaming for help. As you press forward, the entities turn towards you. But as they turn around, you notice there is blood dripping from the people of the crowds' mouths. Before you can stop, they are already sprinting towards you. One by one they lunge towards you. First they take down Kiegan, then Valencia, Frank and even Alicia. All that is left is you, and the "head" of the group, is sprinting full force towards you.

Player: The Chosen

DM: The front entrance is too far, you say to yourself, so you attempt to get get someone attention by banging on Mr. Peterson's door. You start banging and shouting at the door. You hear a muffled sound coming from the other side of the door. Seconds later, the door clicks and opens slowly. The elderly man you know as Mr. Peterson appears, confused. You inform him about what happened, and he tells you that he will go check it out. Do you...
Player: Stay inside the classroom.
DM: You decide to stay in the classroom until you know what is wrong. Realizing that Mr. Peterson is an older man, you worry that maybe you should also inform the principle. You also remember that the doors lock from the inside automatically. Do you...
Player: Tell the principal

DM: You decide it would be wise to go with him in case something happens. As you approach the gym field, you notice that you entire gym class, teacher included, are walking towards you slowly. The second you start to suspect something suspicious about the situation at hand, the man from earlier leaps from the tree next to you down on to Mr. Peterson. Your classmates are now running towards you in a blob like formation. They closer they draw the more you can see that they each have blood gushing from some sort of gash somewhere on there bodies, some even have blood pouring from their mouths. They are gaining distance quick, but Mr. Peterson needs your help.Do you...
Player: Don't help him and run for your life.
DM: Screw being the hero, you say to yourself, as you bolt it towards the classroom door. You reach the door in a matter of seconds. Drowned with relief, you go to open the door, but it's locked... You remember that the doors at your school lock from the inside automatically, and that Mr. Peterson is the only one of you that had the key to open it. As you turn around, the result of your decision is starring you right in the face. With blood shot eyes and a taste buds craving your flesh.

Player: Wait for Mr. Peterson
DM: You believe that it would be better off to stay and wait for Mr. Peterson so you can obtain a better understanding of the situation at hand.Five minutes pass with out anything happening, then ten, and finally fifteen. Soon you come to the conclusion that something has happened to Mr. Peterson and that it is time to warn the principal not to let any of the students or faculty out of the building. You take one step out of the classroom when the dismissal bell rings. The halls then flood with students as they run out of the school rejoicing in the fact that the school day has now ended. But their delight soon ends as the form senior ninth and tenth period gym class starts taking them down one by one. In the front of the school a worse situation takes place, as there were four times as many of the "people" your gym class had turned into waiting for those students that ran through the main entrance. Complete chaos breaks out. Your friends try to make a run for it, hoping that they could make it to the safety of their cars. You try with all you have to keep up with them and try to keep the group together only to find your self surrounded by these vicious creatures that have brought this upon your school. And in your mind, there is no way out of this one.

Player: BitTorrent
DM: BitTorrent Torrents work by downloading small chunks of a file from many different users of a service. Torrent downloading is extremely easy to use and is free outside of a few torrent trackers.
Player: Download from a file hosting site
DM: File Hosting Services A file hosting service, cloud storage service, online file storage provider, or cyberlocker is an Internet hosting service specifically designed to host user files. It allows users to upload files that could then be accessed over the internet from a different computer, tablet, smart phone or other networked device, by the same user or possibly by other users, after a password or other authentication is provided. Typically, the services allow HTTP access, and sometimes FTP access. Related services are content-displaying hosting services (i.e. video, image, audio/music), virtual storage, and remote backup.

DM: You bump into the historian as you turn a corner in the Library of Catalonia."Oh, I'm sorry," says the historian. "Do you need any assistance?"You ask him if he has seen Carmen Sandiego or ACME CrimeNet."A reliable source told me Carmen planned to visit a country that was formerly a Dutch colony," the historian says.You thank him for his information.
Player: Visit the census taker (-6 HOURS)
DM: You ask the census taker in between houses if she knows anything about Carmen Sandiego's whereabouts.The census taker says, "All I know is that she was planning to visit the 4th most populous country in the world."You walk away, leaving the census taker to resume her work.

DM: Leaving Mr. Peterson, you quickly peer down at your watch, it is almost time for the school day to be over. With that sudden shock, you take off in a sprint, going as fast as your body can run. The twist and turns of your schools hallways eat away at the short time you have been given. Finally the office is in sight, as is the principal. You screech to a stop as you try and muffle out an explanation of what had happened to your gym class. Normally your principal would not believe a word of what you had just explained to him, but his concern for the student's safety and the serious look in your eyes persuades him. He makes an announcement to the staff and students of a potential threat to their safety and to stay inside the building. After the announcement, he tells you that he is going to go check the situation for himself. You try all you can to convince him otherwise, but it is no use. You go back to Mr. Peterson's room, where your principal exits the building. Your friends and you wait inside, watching intently as he disappears behind the corner. Two minutes pass when suddenly a masculine scream is heard from around the corner. Seconds later you catch the sight of the man you have come to know these few years as your principal running for his life, blood spewing from his hand with every swing of his arm. He makes it about ten feet from the point of viability when he is then taken down like a gazelle by a lion, by your gym teacher. You can't bare to watch the next few moments, the only thing that is coursing through your mind is what will you do next. Do you...
Player: Gather up as many people as you can to build a mini militia to defend your school.
DM: You are tired of waiting, without a second glance to see what is happening outside, you sprint back to the principals office. Grabbing the intercom you quickly and make an announcement that anyone that wants to help defend the school against whatever is attacking you to run to the cafeteria asap. You manage to gain a decent amount of people, students and staff alike, to make a mini militia in order to take care of the problem at hand. Now the question is do you defend the school from the inside, or do you take the fight to them. Do you...

Player: Defensive
DM: A good defense is sometime the best offense. You quickly order your people to go to every room in the school and block all the windows and doors until help arrives. Which in turn was a smart idea, because it ended up working. For once things worked out. The desks that the militia stacked up against the windows and doors held up and kept the infected outside. Soon the sounds of loud trucks coming from the parking lot, Followed by a man on a mega phone telling that anyone inside is safe and to stay inside. The second the mega phone went silent bullets pierce the air. Loud screeches were heard with every gun shot, and soon it was all over. The government had secured the surroundings and you all were set free.

DM: You tell your militia that you are going to take no chances letting whatever is out there take one step into this school. Some of the people suggest that you split up to take out more out at a time whereas others say it would be safer to stay together. So the question is what do you do?
Player: Split up.
DM: Choosing to split up, you are faced with one more decision before you take action. You can either go out with team A, who is taking the front of the school, go with team B, in the back around the fields, or you can stay inside and protect the people that did not want to fight from anything that might break in.
Player: Stay inside
DM: You decide to take it upon yourself to take care of anything that might slip through team A and B's attacks. You call over Kiegan, Valencia, Alicia, and Frank to go throughout the school and make sure that everyone inside is safe. The five of you spread out throughout the school in order to make sure the whole building is secure. You are walking down the hall when you start hearing loud bangs coming from the empty classroom up ahead. You run up to it and peer inside. You see from across the room that one of the kids from your gym class is banging against the classroom window. You decide to go "take care" of the problem, but when you take a step into the class room you hear a loud scream from down the hallway. It sounds urgent, but then again you don't want to risk your zombified class mate to get into the school. Do you...
Player: Stay and take out the problem

Player: Spend the day with Arbore
DM: Over the week that passed, you and Arbore became friends. Not best friends, but good enough friends so that Arbore now treats you like a human being and not like a worthless piece of dirt. "Hey Arbore, how come your family of Canentium never came to retrieve you?" "Bet they figured I've run off to have a life. I am 19, after all." He shrugs. "It's not like any Canentium I grew up with is brave enough to come down here. The thought of being on ground terrifies them. Usually when they look down, all they see are leaves, so dirt and grass are vague concepts to them." "How did you end up down here?" "Folia's a curious youngster, unlike other of our kind, the idea of being on a solid ground with something different at every turn fascinates her." He simply states, walking through the forest at Canentium speed. (That's fast, by the way.) "And no way was I gonna let my baby sister run around in a big, dark forest all alone." After a few moments of walking (or in your case, jogging) Arbore stops at the foot of a large, branch-ridden tree. "There ain't any Canentium in this area o' trees. You ever climb a tree before?" He turns to you.
Player: "No, I haven't"
DM: "There weren't any trees where I grew up." You say. At this, Arbore flashes you a smug smile. "Well then, do as I do!" And with that, he jumps onto the trunk of the tree and nimbly scurries up. Leaping from one branch to another, as swift as any other of his species who spend their entire life in the forest trees, he maneuvers himself through the swaying branches of the vast forest.
Player: "How am I supposed to do that?"

Player: Team A
DM: You decide to face the unknown area of the front of the school with team A. Too bad for you the front of the school out number you 2:1. And I am sorry to inform you, you don't make it out of this one.

DM: Team B seems like the best choice, you decide. Since you know you defiantly have more than enough people to take out your your flesh craving gym class, you head out back. Lucky for you, you were right and easily take them all out without and casualties. Seeing that the fight only lasted about ten to fifteen minutes, you start to think that team A might need some help, but another part of you believes they are fine and that you should stay put to guard the back. After much thought you decide to...
Player: Stay put and guard the back.
DM: You decide to guard the back door, the others are probably fine and you can't let anything get through. Ten minutes pass before you hear a screech from behind you. You look back to see more infected people on the roof. The amount of infected out number you two to one. Suddenly, they start to leap from the rooftop and tackle each of you one by one. "Maybe splitting up wasn't the best ideas after all," is the last thought that runs through your head as a man jumps off the roof aiming straight at you.

DM: You decide to take out the potential problem right away. You quickly grab one of the desk and slam it against the windowsill. Then you grab another, and another and start to stockpile them up against the initial desk until you are sure that nothing will get through, and into the classroom. Now then, you decide it is a good time to go check on the screaming. You run down the halls, and when you finally reach your destination, your heart stops. You realize that the screams came from Valencia, but it was too late. The scene you come across is your two best friends Kiegan and Valencia, being gnawed upon by three zombies. You are suddenly blinded with tears, and rage soon consumes your body. You hold your weapon with a tight grip and bash the first zombie in the head. Soon the other zombie stops what it was doing and pounces on you. The third joins in and bites your neck. Blood starts gushing out as you try to free yourself with your last dying breathe. Sadly, you attempt fails, as your life slowly slips away.

Player: I'm getting out of here!
DM: You quickly back out and get out of the veiled off area.
Player: Leave the Festival
DM: You and the other Coalition leaders begin heading back to the shuttle, and quickly return to Coalition space."So, Achilles, what did you think of that?""I think war will start any day.""I think the same. Let's just pray when the galaxy is aflame with war, we'll rise like a goddamn Phoenix.""Well said."

DM: Your muscles spring into action as you made a great jump toward the nearly invisible object. With a loud *snap* noise something breaks and what is left in your hand is... a cilindrical piece of metal. Better take it before someone forces your hand
Player: You hear reaction from speakers!
DM: Interesting. Subject Thirteen seems to have very acute senses and fast reactions. And this beastly strenght - good, very good... It's a shame that he has a weapon through. At least this initiative shows that he is not a mindless puppetYou are quite angry now... maybe it's time to try kill the guy behind glass with newly found projectile?Time for next stage. Commencing experiment number two!So?
Player: Take second test

DM: You believe that it'll probably take your "classmate" a while to get through the window, and plus the screaming seems to be more important at the moment. You rush down the halls towards the screaming as fast as you can. On the way to the scream, you meet up with Kiegan, who also heard the screaming. As you both run down the halls, you inform him that one of the kids from gym class might be breaking into the school but this seems more important. Finally you reach the source of the screaming. Valencia is running towards you as three infected students chase after her. Kiegan tells you that he'll easily take these three out and that you should go and check on the problem you saw earlier. Do you...
Player: Stay and help fight
DM: You decide to stay and help fight, you can't just leave your best friends. You yell to Valencia that when she reaches Kiegan and you, to turn around as fast as she can and swing her weapon at the closest zombie she can. She reaches you, and without hesitation she turns around swinging. As she does that, you and Kiegan also swing your choice of weapons at the two zombies. Not letting them get the chance of recovery, you continue swinging until you are sure they are down and out. The second you finish, you insist that your get back to the classroom from earlier as fast as possible. Sprinting all the way back to the classroom, you find that your "classmate" had indeed broken in, and not only that, but let a couple others in as well. Thankfully you have Kiegan and Valencia to help you. Quickly and successfully you rid yourself of the problem. You think aloud that if there are this many of them breaking through, then teams A and B must have failed. You tell the others to gather up anyone they can find and meet up in the main hallway.

DM: The dog runs towards the open gates, scared. What do you do next?
Player: Explore its territory

DM: All the Pirates are sent to a Prison Colony, where they can be set to work mining the planet's resources for the good of humanity.
Player: Send soldiers to fight off the poachers
DM: You send a small company of soldiers aboard an Ares Frigate to wipe out the poachers. The poachers are repelled from Eden-12 without incident, gaining you some popularity among Earth, though your killing of the poachers slightly damages your relationship with the Garavan.

DM: Henry had been your friend much longer, and you were overall more at ease with him. Plus, you didn't really know Travis very well, anyway, so why not rather spend the day over at Henry's? Besides that, you had a bad feeling about the party, too, so you followed your gut and shot a grin at Henry, who perked up immediately."Yeah, of course, dude!" you said, much to the visible dismay of Rose and Gil, who looked to one another almost imperceptibly. But you didn't really care all that much -- they weren't your friends like Henry was, so you felt good about your decision.Henry seemed relieved that you had decided to go with him, rather than Rose and Gil, and you had to wonder why it seemed that way. Maybe it was just you, but they didn't seem to like one another. It was something you spent a surprising amount of time thinking over, trying to find some way to settle some peace, but as they never fought, so you couldn't quite find a reason to do so.Rose and Gil grumbled, and you rolled your eyes at them."Look, maybe we'll stop by the party or something later, who knows? But we hang out plenty, besides, I'm not that close to Travis, anyway." They shrugged dejectedly and said something about having to go home, shambling away, looking back at you like you'd done the wrong thing.Whatever.Figuring they had a bad day or something, you followed Henry out to the parking lot.
DM: You and Henry played the music in his car way too loudly, windows rolled down, being those people. You couldn't have made a better decision, you figured, than this. You always enjoyed yourself with Henry.His house was your favorite to visit, better than your own. At least, you enjoyed his family's company. Your mom hadn't been your closest friend, or family member for that matter. You and Henry settled at the table, and you peered around.His brother was sitting on the couch, watching a re-run of Golden Girls.His sister sat on one of the kitchen counters, texting on her phone. His parents were making dinner, complaining at his sister about being in the way playfully.God, you loved his house so much more than yours.
Player: Go to Henry's room

DM: You went up to Henry's room after a bit, waving to his family as you went.Henry flopped on the bed, asked what you wanted to do.

DM: You decided that, hey, this guy was right. This wouldn't be a party without a little bit of a buzz to take the edge off. Accepting the half-full cup, you put it up to your lips, counted to three, and downed the rest of it, earning some hollers of approval for your bravery, as one may have called it. You took a moment to wonder what it was you just ingested. You grimaced at the burning, bitter taste in your mouth, but you offered everyone around a grin and a holler of your own in slight triumph. You didn't know why you felt happy about this, but you were going to take it. Happiness was a rarity these days.Rose and Gil slapped you on the back happily, and you, with your lack of experience with any form of alcohol, went ahead and accepted further cups of questionable liquid, until it felt like your ears were stuffed with cotton, and you felt strangely fuzzy all over, like you were floating somehow. After about twenty minutes of being at the party, your friends and peers decided that you'd had enough to drink to leave you alone.You felt great.But then...you couldn't focus on anything. The rest of the party seemed to go by in flashes, and suddenly, you found yourself with Olivia, alone, talking, and she was asking you something...something about having fun...
Player: Don't hook up
DM: You decided not to do whatever she wanted, and somehow, she looked relieved. She said something about needing to go home, and you follow her out the door. You're done for the night, so you call a cab.
DM: You got home way later than you expected. Your mom was already asleep.You went to your room, tired and dizzy, and unable to focus. You wouldn't get anywhere on your homework, so you sleep, because you knew you could just do it in the morning.
DM: You felt exhausted and your head pounded.You hardly focused on anything and headed to school.
Player: (Bad) Day 2

DM: You called out to his parents, who both turned and grinned."Long time, no see," Henry's mom said."I was over just a few days ago.""See? A long time," Henry's dad quipped.You three talked for a bit about small things, and the conversation was certainly uplifting.
Player: Play games
DM: You two hopped on the game system Henry had and played around for a bit.
Player: Sleep

DM: You greeted Henry's sister, who rolled her eyes at you."What do you want, nerd?""Who're you calling 'nerd'?" you said, mock offended.She was witty and funny, and you two talked awhile.
Player: Talk to his brother
DM: You called out to his brother, who didn't respond. Maybe another day.
Player: Talk to his parents

Player: Talk to his sister

Player: Go to the party
DM: You grinned and said, "Let's go to that party. Then we can make fun of everyone there."Henry grinned back. "I knew there was a reason I liked you."

DM: You made a fuzzy decision and had a good night.Olivia was planning to spend the night, so you left her asleep in the bedroom as you headed downstairs. You could stay, you knew, or go home.
Player: Stay the night
DM: You decided to spend the night on Travis' couch, while Travis cleaned up the house, whistling a happy tune. Everyone seemed to have left about the time you came downstairs, and he was glad to see you decided to stay rather than attempt to go home. He didn't know how your mom would have reacted, but you waved him off, and you headed to sleep. All your homework was at home, so there was no use in worrying.

Player: Home (Not Drunk)

DM: You decided to talk to Henry, sitting next to him on the couch, and he glanced to you. He seemed to be ignoring you, almost."Look, I'm sorry." "I know.""This party's lame.""I know.""We're leaving, huh?""Absolutely. Wanna come over? We can still hang out."
Player: Go home yourself
DM: "I think I'm just gonna go home. I wouldn't be much company.""Fair enough. See ya."

Player: Talk
DM: You talked for a bit about basically nothing.

Player: Sneak out.
DM: Henry drove the two of you down to the party, which was only a few minutes away, and you were glad about this -- it meant you could leave early.Travis' house was huge, and it was the main reason he hosted all of the big parties for your class. You could remember you Freshman year, meeting Travis the first time and going to his first party, for Halloween. It had been huge, and it had seemed as if every student had piled into this three-story Victorian home smack in the middle of the fanciest neighborhood in town. It looked ancient, too, an old home remodeled to be modern, but it kept that old atmosphere, the antiqueness. Travis welcomed you and Henry at the door happily, gesturing you inside."Hey! Long time, no see!" he greeted you, doing that...weird...thing where he assumed you knew the popular handshakes, but shrugged off the fact that you didn't and simply stepped away. He motioned in general directions, explaining where the kitchen, living room, bathrooms, and bedrooms were (he said this part with a not-so-sly wink). He then disappeared into the throng of other students.All of these bodies around made the roomy home seem more cramped than possible, and you had to take a deep breath to calm yourself. Tight spaces were not your forte. Henry made a beeline for the living room, and you followed him, without any reason to go anywhere else. He settled on the couch closest to the plasma TV on the wall, watching a re-run of Friends. You spotted Olivia standing over to the entrance to the patio with a group of her friends.

DM: Travis woke you up in the morning, and your head was pounding. Empathetic, he gave you a few pills to calm the headache, and he drove you to school, though he didn't have to be there for a few hours. You thanked him and headed inside.

DM: You decided it wasn't the best idea to stay, and you called a cab to get home. Travis waved you goodbye with a wink.Jesus.You got home later than expected, and you didn't bother to see if your mom was awake or not, so you shambled up to your room, collapsed on the bed, and fell asleep.
DM: The morning after, you felt headache-y and tired, and sore. You headed downstairs, popped some Advil, hoping to kill the pain, and waited for the bus. Your mom gave a glance and a wink, and you wondered if she somehow knew.

DM: You told her some jokes, and that was basically it. She said she wanted to go home, and offered you a ride, so you took it.
Player: School

DM: Henry's home was a small place, but it was quaint and much more home-y than yours. It looked like people lived there, at least. Your mom cleaned the house so much that you neither worried about chores, nor did you feel comfortable there. It was like a house of mannequins.His family was asleep, and so you went up to his room with him. He plopped down on the bed and asked you what you wanted to do.

Player: Get on Laptop
DM: You opened up your laptop. You weren't much of a social media user, but you checked them anyways. Played a few rounds of Solitaire.

DM: Once at school, you didn't see Henry or Rose and Gil while there, and so the day passed slowly. You didn't have any classes with them, just lunch, so you had to pass your day mostly alone.It gave you time to think on some things.You had plenty of time to finish your project, for sure. You'd been working intermittently through your classes on it, and with it due on Thursday, you figured that two more days was plenty of time to finish. Yes, you could do it.But the odd part...you felt a lot like Hamlet.Your father had been killed only a few months ago, though not nearly as dramatically as Hamlet's, in a car crash. It had...sucked, immediately afterwards. It still sucked. How you functioned, well, that was a question you couldn't even answer.But, you were okay. You had to be okay. If you weren't, what was the point?Lunch rolled around and you sat with Henry, ignoring Rose and Gil. You didn't want to be around them so much now -- the party, you knew, had been terrible, full of booze and bad things, and there were too many things that could have gone wrong, had you hung out with them.You were going to keep your distance, for now.At the end of the day, Henry drove you both to your house.

DM: One day left to work on the play, and you were pretty confident that you were on track for it. One day, then tomorrow morning you had to turn it in. You were sure you'd get at least a B, if not an A.You rode to school with Henry, and parted ways at the door of the school.You finished a majority of the script throughout class and hung out with Henry at lunch, noting the dirty looks that Rose and Gil kept sending to Henry. How concerning. You'd have to confront them sometime. Henry merely shrugged when you asked him about it.You heard, at some point, that Olivia's father had gone missing, and you tried to be comforting. She appreciated your effort.Following your usual routine, you went home with Henry, and you spoke with your mom again. An easy night. You finished the play, and it probably wasn't the greatest, but hey, you had done your best. Or, close to it.Your mom was acting a little odd, though. You wondered why before falling asleep.

DM: When you got home with Henry, your mom greeted you at the door, grinning a little strangely, almost forced. She gestured to a plate of cookies, explaining she had baked all day and that you and Henry could help yourselves to the cake in the fridge, too, and that there was plenty of milk.You two grabbed some snacks and settled at the table to eat.

Player: Do homework
DM: You worked on the play, knocking out an entire act.You finished you other homework, too.

Player: Finish eating and go to your room.

DM: You decide whatever's on the ship isn't worth risking the lives of your crew. You the leave the ship for salvage by some scavengers ready to take a risk.
Player: Don't talk to anyone
DM: You decide not to talk to anyone, and you lean back and patiently watch the other Council Members pile in. There's Mr Maximov, the albino, business-minded leader of the economic side of the fleet, who wears a suit so expensive even you couldn't afford it, and wearing that incredible cheesy salesman's grin.There's Augustus Cabana, commonly known as the Half-Breed. Cabana's mother was infected by an alien parasite, which mutated so rapidly that it gained the ability to impregnate her, beyond all scientific expectations. This led to the birth of Cabana, the only product of inter-planetary breeding among sentient beings known to humanity. He has cracked, sickly green skin, lips curled up to the point you can see his constantly bleeding gums, a series of sharp, carnivorous teeth and an unnaturally skinny frame. Despite all expectations, Cabana survived his birth, and even became a politician. Cabana notices you staring and smiles, a horrific expression as his gums let out a fresh wave of blood and his skin crinkles and cracks in some places, allowing mucus to ooze out from the cracks. You return the smile,

DM: "So...how's your family?"Henry gave you a weird look, which you could understand. You were there all the time -- you could guess."Well, Liz is working on scholarships, and Dennis is just lazing about, as usual. Mom and Dad are talking about remodeling Liz's room later."You nodded. You could have guessed.
Player: Talk about Rose and Gil

Player: Ask about his family

DM: You open fire on the charging warriors, and quickly eliminate them. The Vehicles begin blowing chunks out of the squads defending your flank, allowing for the Pumi'Garavan to get through. You see one sprinting towards you. Its black hide shines in the sun as it's mouth opens to reveal a set of sharp teeth. You open fire, but the creature lunges, lodging it's teeth around you throat.
Player: Scream!
DM: You let out a scream. You jump out of your bed, grabbing for a weapon. Your wife jumps out of bed, grabbing the handgun hidden under the bedside table."What's wrong?" She asks, her gaze shifting around the room."Nothing. It was just a nightmare." You say, panting heavily as sweat runs down your brow.You trace the scars on your neck, in the shape of a bite mark as you remember the alien creature biting a chunk of your throat. If reinforcements hadn't arrived, you would have ended up as it's meal."Come back to bed, honey." Your wife says, placing a hand on your shoulder.You nod, and quickly get into bed and fall asleep.

DM: You finished eating and went upstairs with Henry.You spent the night playing games and finishing your homework and working on the play. Henry left after awhile -- his dad wanted him to work in the garage today.You looked at the photo on your desk, of your father.Hell, you missed him. You wanted nothing more than to end the life of whoever killed him, but that obviously not an option. Sadly, the old tales of revenge couldn't count for you, and you had the restraint of the law holding you back. You knew, in theory, that could be avoided, and often was, you had no confidence in your own ability to hide such a crime.You could remember your dad's laugh, the way he used to play with you when you were young. You could remember his voice, the way he used to yell too loudly at the television playing games, or yell at or horror movie characters that made dumb decisions.You felt tears slip down your face.Pretending was hard, sometimes.

DM: One day left to work on the play, and you were pretty confident that you were on track for it. One day, then tomorrow morning you had to turn it in. You were sure you'd get at least a B, if not an A.But Rose and Gil were already in your house when you went downstairs, and you frowned when you saw them talking to your mom, who was ordinarily off running her early morning errands by now. You had a really bad feeling about that, but with no evidence against them, you simply called out a greeting when you reached the bottom of the stairs.They jumped and grinned nervously, and you had an even worse feeling. You'd have to eavesdrop later.Rose and Gil took you to school and you parted ways, watching them walk away like nothing was up, when something clearly was. The day passed by slowly, and you managed to finish even more of the play, inspired by your friends' supposed treachery. You noted, at one point, that Olivia looked down, and heard something about her father leaving, and you had a pang of worry, but you mind was set. By lunch, you had your eyes close on Rose and Gil, trying to work out what was going on.You didn't get very far.Following through your routine, you let them take you home, invited them inside. While you sat at the table, finishing the last lines of your play. You tried to listen in to Rose, Gil, and your mom, but every time you did, it was innocent banter about school and college options and jobs.You still had a terrible feeling,Once you finished, you took your things upstairs, leaving your friends with your mom.
Player: Don't eavesdrop
DM: You headed downstairs, and they all jumped again.You should have eavesdropped, you reflected.Whatever. You didn't even care anymore.You were done pretending. You would just confront them tomorrow about it.

Player: Final Day (Bad)
DM: You turned in your play that morning, and you were happy about it. You spent the rest of the day relaxing.You learned that Olivia had committed suicide last night. She had been found with a copy of Hamlet's To be or not to be soliloquy, with a written note beside it and not to be was circled over and over again. You felt guilty -- what could you have done? You should have talked to her yesterday.Henry was completely ignoring you, and you felt guilty about that, too.You hung out with Rose and Gil, and you were so angry, you yelled at your mother and your friends, about how you knew something was up and that they needed to fess up. Your mom started crying as she explained.She had sent Rose and Gil to be your friends, to watch over you, to help you be okay, and she was sorry she hadn't realised you just wanted to work it out, and she realized that Henry was probably the best way to go. You felt very betrayed by everyone, so you yelled at Rose and Gil, telling them to leave right now, and you looked your mother dead in the eye and said, "I can't believe you," and stormed up to your room.You lost all of your friends, and your mom became very afraid of you.You got an A on your play, but you didn't know if it was worth it.You may have been a good pretender, as Hamlet was, but that hadn't worked out well for you. Not only had someone died, but you had lost everyone you cared for, in some way.You were more like Hamlet than you thought.

DM: Mike simply left it out, and ignored the people. He went his jolly way, until he got to a main intersection. Not noticing them, two cops were at the corner store, and saw Mike with them. Mike didn't even hear them running at him, with all the traffic noise. Mike didn't expect two people to grab him, and his belt. Mike looked back. It was the cops. Mike started begging. "Please, sir!" Mike begged, everyone in the intersection watched him. "I don't want to be sent to jail!" "Sorry man!" The cops laughed. "But your going." The cops went to reach for Mike, but they hadn't gotten one gun. Mike could resist, them or just straight shoot them. Anything would be better then jail at that point.
Player: Shoot the cops
DM: Thinking the only way of escape would be to shoot them, out of desperation, Mike shot the one cop. Who was unharmed. "Give me that," The cop said. "You forgot we have bull proof vests, you fool!" The cops headed to the jail, where they put Mike in for life. Mike saw the jail walls caving in on him. Mike couldn't believe his life. Mike spent the rest of his life in jail. Where all he can picture was his wife, and never knowing what happened to her.

DM: You send several massive ships to begin bombarding the planet. The planet's anti-space guns destroy a few of these ships, but these ship's destroyed husks are only piloted into the planet's atmosphere where the resulting crash only causes more destruction. Soon, the famous "Iron Ring" is only a group of burning husks of what once were planets.
DM: The final campaign is going well. After the Iron Ring fell, the Alliance are clearly going to be destroyed soon. Unfortunately, several Coalition plans have fallen into Alliance hands. Mrs Chang has called you to her chambers to discuss the reason.You walk into Mrs Chang's office, and take a seat. Mrs Chang stares at you silently for a minute."We have a problem.""If I had a soldier every time I heard that the Alliance would be burning.""The spy. The one who gave our plans to the Alliance, and who allowed the assassination team onto the ship to kill you..."Your robotic arm whirrs in reminder of that."... has possibly been found.""Who is it?" You reply as calmly as you can."We've found one of the council members has been receiving illegal funds through his accounts, and definitely has the ability to do this. They've worked with the Alliance so they could have easily been radicalized to hate the Coalition. There's also considerable other evidence, but that's only documents and trip times. We're pretty sure, but not certain, it's him.""Give me a name, Chang, and I'll give you the bastard's body." You say. This bastard betrayed the Coalition, and let the men who were going to murder you, your wife and your children in your sleep. You're going to have your revenge."It's Augustus Cabana."You stop. Cabana's been one of your closest friend since the start of your career. It can't be him... Can it?""I'll deal with it." You say simply, before walking off.

DM: Lucky for you they let you into the family home and try and steer you right so that you can make a life for yourself.It is good to know that you can always count on family.Do you:
Player: Join a religion and get right with God
Player: Mormon
DM: "Please Child stop what you are doing."You hear someone talking and when you turn around to look you see Jesus Christ looking at you."My Son," he says. "Please, Go back and choose a real religion. The Mormons really make God angry and I don't want to see you make a choice that you are going to regret."
Player: Join a religion
Player: Be a Jew
DM: Alright, but firstYou see a quarter on the ground.
Player: Be a Zionist Jew and try and destroy western civilization
DM: You get ready to talk to the Rabbi when a bunch of folks with white robes and pillow cases on their heads barge into the temple.Hey Hey HO HO, It's the KKK don't you know.The tall one with the southern accent says, "Lets kill us some these Jews."They have guns pointed at you.Well, you have a few options.
Player: Stop being a jew and ask to join the KKK
DM: "It's too late for that son," the tall one says.Rat...a...tat....tattt BANG BANG PEW PEW..........You're shot dead by the KKK.The End

Player: Go into protective custody for the rest of your jail term
DM: The years roll by. You are very bored.You have read both the bible and the encyclopedia Brittanica several times.You are old and grey, but eventually they let your ass out of jail.You are however now 70 years of age.
Player: Get out of Jail
DM: As you know, you are now an old man, and 70 years of age.Oh you have freedom alright, or maybe it is just the freedom to piss your pants.You are not sure how to live life any more after spending so much time in the jail. You do have an old age pension and you are thinking of giving retirement a go, or maybe that isn't for you.What to do now?

DM: You wait patiently for the speech to end, and escape the human-hating auditorium as soon as possible.
DM: "You do not understand. This vehicle is not the Alliance's. It is mine, and I shall die with it. I have made it a weapon so it will survive. No longer will my species require larger creatures acting as our hosts to protect ourselves. I am my own protection."

Player: Learn to Teach

DM: You travel to China, a civilization that has been in continuous existence for 5,000 years. It is known to its citizens as the "Central Kingdom." One of China's most popular tourist destinations is the Forbidden City. It was home to emperors of the Ming and the Qing dynasties, the last two dynasties of China, from 1420 to 1912. It was known as the Forbidden City because commoners were forbidden to enter the home of the emperor, who was considered divine. Today the palace is dedicated to preserving historical artwork and artifacts.You look for the painter you spoke to the last time you were in China to see if he has any more tips."Hi, would you like to buy a painting?" asks the painter.You tell him that you are only here to ask for his help in tracking down Connor Tist."Oh. Well, I've never seen the person you're looking for," says the painter.You thank him for his time and continue to dig for clues to Connor Tist's whereabouts."The person you are looking for wasn't here," says the noodle maker."I'm sorry. I haven't seen anyone matching that description," replies the butcher.Connor Tist is not in China. You try another location.
Player: Sudan (-10 HOURS)

DM: Brazil's first colonial capital, Salvador is an old city with a historic past. Salvador remained the capital of Brazil until 1763, when it was succeeded by Rio de Janeiro. The city of Salvador is split into two by a steep cliff. Atop the cliff is the Upper City, which houses the residential and commercial neighborhoods, while the Lower City below the cliff contains the financial and industrial centers. The principal means of transport between the two parts of the city is the Lacerda Elevator, the first elevator installed in Brazil in 1873. Named after the company that built it, the Lacerda Elevator carries people the 240 feet between the Upper and Lower Cities while overlooking the harbor and Model Market.Despite the high vantage point, you are unable to spot signs of Carmen Sandiego.You ask a passing capoeirista if he has seen traces of Carmen or ACME CrimeNet."I do not remember seeing her," he says. "Maybe you should try another location."You spot a few other people in the area. You interview them before leaving Salvador."The person you are looking for has not been here," the petrochemist says."I don't think she has been here," replies the basket weaver.You try another spot.

DM: You play the first game. You need B5 to win.B6BINGO! - Yells Garry.Damnit! That old cock knocker won. That is so not cool.You play the 2nd game. You need O64 for the win.O62BINGO! - Yells Gerald.Dammit! Is this game rigged.What should you do?

DM: You started life when your Mama shot you out of her womb like a cannonball.Growing up your parents considered you an average child with an average IQ, but you've always thought that you were destined for something more - Greatness perhaps. Your grand pappy always told you that life is what you make it. The years seemed to roll by and before you knew it -You were in High school. How do you want to spend your time?
Player: Spend time with the weird nerdy kids.
Player: Go on welfare and drink heavily
Player: Drugs and alcohol

DM: You must be bored. You spend the day carving a huge Swastika on your school desk. Your teacher doesn't seem to care but you attract the attention of a boy who sits in the back of the class named Dan.Dan has a shaved head, Doc Martin Boots, and wears suspenders."Nice Work," says Dan. "Do you want to hang out with me and a few friends after school today? Were going to terrorize migrants and minorities, It'll be a blast I promise you?"Do you:
Player: Tell Dan you have no interest in hanging out with Nazi's
DM: "I know I just carved a huge swastika on my desk," you tell Dan, "But I have no interest in joining you."Dan looks like he was just slapped across the face, and he marches over to your teacher and tells her that you just sexually assaulted him, and that you grabbed his penis.Dan is lying, but it doesn't matter because the teacher calls you a dirty pedophile and marches you down to the school counselors office.

DM: You hang out with the jocks, make a few friends and even find a sport you can join.
Player: Team Sports
DM: You choose your favorite sport and pursue it.Your grades suffer a little, but your still young, and having fun with sports.The only problem is a kid named Billy. He is the school bully and he picks on you everyday.Billy is a lot bigger and stronger than you, and surprisingly he gets better grades than you.Also he has a sly look to him and a shit eating grin.So do you want to do:
Player: Keep doing team sports and finish high school
DM: Hey! You graduated. Maybe you don't have the best grades,But......Hey Mister! Whata you wanna do with your life?
Player: Screw schooling - Get a job! Unskilled labor
DM: Here are some jobs for you
Player: Prentend to sell vacuums but rob houses instead
DM: Crime pays. You rob houses for the next 6 months and have accumulated $125,000Not to shabbyDo you :
Player: Go for one last big score
DM: A huge mansion sits in front of you. A sign out front identifies it as Burns Manor.You kick in the front door with shotgun in hand and you force Mr Burns to show you were he hides his booty.As you are led to a bank vault the size of Scrooge Mcducks, a butler by the name of Smithers knocks you unconscious with a bottle of champagne.They tie you up and while Mr Burns calls the cops, Smithers has his way with you.

DM: Dan introduces you to his Neo Nazi friends and they all start singing this song.Were teenage nazi suicide soldiers Teenage Nazi Suicide Soldiers Nazi's in a suicide bomb vestNazi Power ?Dan hands out vests with dynamite to all the nazi's, but tells you that he doesn't have an extra for you.Also Dan tells you that he wants you to drive his grandfathers car tonight.
Player: Get in the car
DM: You get in the car and start it up. It is a Volkswagen Beetle with an Iron Cross bumper sticker.Dan gets in the passenger side and the other three Nazi's squeeze in the back.Then Dan pulls out a gun and aims it at your head and says,"You are the new guy here, So I am not sure how strong your resolve is to Nazi ideals, but tonight we are going to run over and kill migrants and ethnic minorities and if you don't play ball I am going to blow your brains out."What great friends you have Mr Nazi.Should you:
Player: Tell Dan to go Fuck Himself
DM: "Fuck this shit Dan. I am definitely not on board with this horse shit."You chuck the car keys at Dan and try to exit the car.But Dan looks at you with a cold glare and says, "Wrong answer traitor."BAM!Your brains are blown out of your head and you die.The End

Player: School Counselors Office
DM: You are in the school counselors office with Mr Sellors.Mr Sellors is dressed in the latest fashions from the 1970's. Including a retro neon shirt that is half unbuttoned and exposing his hairy chest, and he has on rhinestone bell bottom jeans."So, You like touching little boys, Do You?" Mr Sellors asks accusingly. He Continues, "I have a secret to tell you. I also like touching little boys. So this is how things are going to go. I want you to come to my office every week and I will force myself on you, and you will like it.""And if I refuse," you fire back at him."If you refuse you will be taken to court and charged with pedophilia," Mr Sellors tells you with a grin.Well this is a ripe bunch of pickles you tell yourself.How do you want to handle this situation:

DM: You drink the formula and you find that you have a non stop boner.-----------------------------------------------------------------------------------------------------------------------A week later you still have a boner. It hurts and you can't pee properly and then your dick starts turning green and smelling like rank sour cream.You have to go see a doctor.
Player: Go to the hospital with a green dink
DM: The doctor looks at you grim faced."Their just ain't any saving these nuts," he sighs."Even your pee pee is too damaged and bungled. We're going to have to amputate!"
Player: Walk out of the hospital with a damaged pee pee and nuts
DM: You last a week without medical intervention but gangrene sets in and you die in agony.The End - The Mangled Genitalia Ending

DM: You should never drink something that is not properly tested.Very wise decision. Instead you focus on school.------------------------------------------------------------------------------------------------------------------A year or so later you graduate with good grades.What does the future hold for you:

Player: Drop out and get a job

Player: Run over Muslims
DM: You drive by a mosque and Dan says "Dude, hit the accelerator and just pretend you are bowling."and so you do just that.BAM, SPLAT! SPLAT! SPLAT! SPLAT! SPLAT!In a crowd of 15 Muslims you murder or severely injure five of them."Lets go run over Jews," yells one of the Nazi's in the back of the car.
Player: Jump out of the car and get the police
DM: When Dan is a little distracted you jump out of the car and run into a building for safety.You phone the cops and explain the situation, but they call you a murderer and arrange to ship you off to prison.The police tell you that when they arrest the other Nazi's that they will be shopped to different prisons so that you can't form a gang.And with that it is off to jail you go:

Player: Ignore Mr Sellors and walk out
DM: "Fuck this," you say as you walk out."You touch me and I will kill you."Mr Sellors frowns at you and you head back to class.---------------------------------------------------------------------------------------------------------------------------------------------A year or so later you graduate. No charges were laid against you. That prick Mr Sellors was just bluffing. He wasn't going to take you to court when he might expose his own dirty laundry.Anyhow you finish school. What is the plan:
Player: Wilma
DM: You and Wilma see each other off and on for years, but you have never been to her place.You drop out of College and get a job as a shoe shine boy.One fine day you decide to take your relationship to the next level and so you follow Wilma home to see where she lives.Looks like a stone hut
Player: Enter the stone hut

Player: Accounting
DM: "I'm sorry," the college councilor tells you."We don't teach accounting at this school. If you wish to learn accounting the only way to do that is to become a Jew, otherwise you'll just have to pick another course."

Player: Join a gang
DM: Well this prison has two gangs worth joining; The Cheetahs and the Bonks.The Bonks are a mainly black gang - Well Except for Bubba. Bubba is the only white member of the Bonks.The Cheetahs are a white gang but to get in you need to put cheetah tatoo's all over your face.
Player: Join the Cheetahs

Player: Pursue a life of crime

Player: Go on welfare and take a home study course that you found advertised in a magazine
DM: Do you wanna:

Player: Home study course thingy
DM: You found some stuff that you can learn using your computer. All you need is a good wifi connection.
Player: Learn parapsycology
DM: You take the course but nobody hires you.Still you have learned of an abandoned building that is said to be haunted.Do you:
Player: Work in a call center
DM: You don't like this job. People are rude to you and they scream into your ear all day long.Do you have what it takes to continue this dead end job?
Player: Keep working at the call center
DM: You live life a day at a time,and get yelled at by angry customers......day after day after day after day after day day after day after day after day after day day after day after day after day after day day after day after day after day after day day after day after day after day after day day after day after day after day after day day after day after day after day after day day after day after day after day after day.When you turn 50 years old you shove the barrel of a Smith and Wesson down your throat and you pull the trigger.BANG and just like that you are dead. What a waste of a life.The End

DM: You have a feeling Billy is going to use your face like a human punching bag, but he doesn't.He still has a shit eating grin on his face, and he walks over to the teacher and tells on you.The teacher boots you out of the classroom and sends you to see the school counselor.
Player: Go see the school counselor
DM: You go see the school counselor but he is gone at the moment.Your principal is there instead and he chews you out for trying to start a fight.He tells you to be on your best behavior from now on.Do you:

Player: "...Jameson #3!"
DM: Jameson #3 looks pleased. "Five bucks, here I come!" he says.Spiderman, confused, asks, "What do you mean?"He morphs back into his true form..."Mystique!" Spiderman exclaims. He pauses. "Hey, aren't you part of the X-Men universe?""It's a crossover," Mystique explained."But why?" Spiderman asked."Some person, identified only as 'Random', made a bet with me to see if I could fool you into thinking I was Jameson. As you can see, I've won."Before Spiderman could say anything else, she threw a smoke bomb, which leaked a thick veil of smoke. When it cleared, all three of them were gone.Unfortunately for Peter Parker, the real (or at least, he hoped he was the real one) J. Jonah Jameson showed up for work the next day, apparently with no recollection of the prior day's events.

DM: You don't want to be branded a pedophile or get a criminal record and so you submit to weekly molestation at the hands of your school counselor.He plows you once a week and after a few months he calls you into his office every day.-------------------------------------------------------------------------------------------------------------------------------After a year or so you graduate with decent grades and you look forward to getting away from this school and that nasty Mr Sellors; however Mr Sellors tells you that you will not go to college and that he wants you to move into his house as a roommate."And if you don't move in with me," threatens Mr Sellors "I'm going to show your family and friends video footage of you getting molested. So you better make the right choice."
Player: Move in with Mr Sellors
DM: This man is evil you think. You don't want to move in with him but if he shows your friends and family awful video footage people are going to think you a gay spineless cuck.So you move in with Mr Sellors and he keeps you chained in the basement. Mr Sellors violates you frequently and sometimes he invites a Catholic priest friend of his to molest you as well. Father O'Malley the priest is just as perverted as Mr Sellors.Your life is shit and you die in the basement at the age of 50 of a bleeding anus.The End

Player: Painting houses
Player: Let's party
DM: You drink two cases of beer, and keep in mind you still have to work tomorrow.The first two weeks are rough on your body, but you slowly become accustomed to the booze.Do you want to keep drinking like this for the rest of your painting career?
Player: Keep on drinking
DM: 10 years later you have a beer belly and you are kind of slow.Probably from sniffing to many paint fumes.You have good buddies and a career but most of your money pays for booze and not much else.Do you:

DM: "DIE YOU SON OF A BITCH PEDOPHILE!" you yell as you wrap the counselors landline phone cord around his neck and strangle him.He lays dead and you think maybe you went over board.The principle hears the commotion you caused and walks into the room.Well what happens next is that he calls the police and informs your parents that you are a murderer.You messed up royally.

DM: You feel suicidal, and sick to your stomach. You're as anatomically correct as a Ken doll.If someone ever tells you to go fuck yourself - well you can't.No sex, no women, no play for you - depressing enough to make you want to join a bowling league. What the smeg are you going to do now?
Player: Commit suicide in a grand way
DM: A number of ways to kill yourself come to mind.Here are the top three:

Player: Buy a trailer in a rundown trailer court
DM: You buy a trailer for $5000 and an inflatable swimming pool. You also buy a straw hat cause you think it makes you look cool.Do you:
Player: Sell drugs from your trailer
DM: Well, if your neighbors are doing it, then you should be able to make money doing it too. You have pot plants growing in your trailer, a meth lab in your shed, and outside beside the inflatable pool a vast collection of drug paraphernalia.However, your neighbors don't like competition and they send an anonymous complaint to the police. The cops come and raid your property.

Player: Regular Scientist
Player: I will never be a Muslim. The religion is poison.
DM: The last word you ever hear are -Allah Hu Akbar!and then your head is sliced off by a large scimitar.-------------------------------------------------------------------------------------------------The government of France calls you a racist and mounts your head on a pike.The End

Player: Walk past the quarter

DM: You study hard and put yourself to school only to become a teacher yourself.You quickly find work as a grade one teacher and the kids love you. You find the work enjoyable and satisfying.------------------------------------------------------------------------------------------------------------------------------------------------------Six months later your boss tells you that you are required to teach your students sex ed.How do you proceed?
Player: and so boys have a penis and girls have a vagina
DM: "Your doing a wonderful job," your boss tells you."I just received orders from the government though. I'm to tell you that your students must now be taught that communism is good and capitalism is bad, and you must also teach the kids that Antifa and BLM are good, and that right wing conservatives are the scum of the universe. Can you do that?"Your head spins. You think that maybe you should quit your job so that you can be closer to to God, or maybe you should just do what the government wants.What do you want to do?

DM: You plow right through school, work hard and get good grades.After graduation you open up your own practice and make money hand over fist.You have it all. 12 bedroom house on the beach, a swimming pool, and a backyard barbeque hut.-------------------------------------------------------------------------------------------------------------------------------One day the health authorities tell you that a virus is plaguing the world. It is called Covid19. Now as a doctor you don't agree that wearing a mask will stop this virus.The problem is that if you don't wear a mask or advise your patients to wear a mask the health board might very well take away your license to be a doctor. If this happens you can kiss your fancy house goodbye.Or you can tow the line, and wear a mask and comply with government orders. You may not agree with the policy but at least the money will still come rolling in and you can still have a life of luxury.
Player: Fuck the mask
DM: Now it's nineteen eighty-fourKnock-knocking at your front doorIt's the suede denim secret policeThey have come for your uncool nieceCome quietly to the campYou'd look nice as a drawstring lampDon't you worry, it's only a showerFor your clothes, here's a pretty flowerDie on organic poison gasSerpent's egg's already hatchedYou will croak, you little clownWhen you mess with President BrownWhen you mess with President Brown ~Dead Kennedys Knock Knock - You hear somebody rapping at your front door."We're the Covid19 secret police, open up in there," they yell.You open the door to see what they have to say."We have reports that you are refusing to mask up," they tell you."You have to understand that as a doctor you can't be doing this. Not only is it unprofessional but you are going to spread this virus to other people. So we are going to ask you nicely - Wear the mask, tell your patients to wear the mask, respect and enforce social distancing, or you won't like the consequences."
Player: Tell the Covid19 secret police to fuck off

Player: Get married by Father Vlad of the New Life Ministry
DM: Everyone is glad that you chose Vlad. People say that O'Malley is a pervert sex deviant. Who would want to get married by a man like that?------------------------------------------------------------------------------------------------------------------------------------Well the big day has arrived and it is a smashing success. You say your vows, kiss, dance a few jigs, and you are married.Now to consider your honeymoon.Wanda loves sailing so much that you pool your money with hers and hire a yacht to take you on a South Pacific sailing trip.
Player: It's honeymoon time - On a boat
DM: You hire a sailing vessel, the S.S Minnow and you meet the Captain.His name is Captain Jonas and he shows you around the ship and also introduces you to the first mate.The first mate extends his hand in greeting, which you eagerly accept."Howdy Folks, people just call me Gilligan," he says as he accidently trips over his own feet and falls to the floor.You help the poor fellow up and you start your voyage in the South Pacific.Because of your limited funds you are only able to afford a three hour tour, but you figure that should be good enough.

Player: Join the Bonks
DM: You approach the leader, a big black dude named Chiz. He tells you if you want to join the Bonks then all you have to do is deliver a bag of crack cocaine to Moo-ha-med in c wing. You'll have to put the bag in your rectum to get past the guards.Do you:
Player: Tell Chiz that you won't break the law
DM: "The why did you even come to us you snitch assed faggot, "Chiz sneers. Looks like his gang is surrounding you and they are about to give you a beat down.

Player: 2
Player: 1
Player: 2

DM: Wilma looks shocked, "You shouldn't be here."She confesses that she is married.Down Dino, down boy..... down DOWN BOY!!! - You hear from outside."Oh Shit," Wilma says. "Freds home, My husband will kill you."
Player: Escape through the window
DM: Well Fuck - That was 5 years of your life wasted.Damn bitch could have said she was married.Guess I need a new game plan in life.What do you do now?
Player: Keep working as a shoe shine boy
DM: You shine shoes.You get called boy and you don't like it,but it does pay the bills and you do this job for the rest of your life.You retire in a trailer park and you own the trailer.All you can afford is cheap beer and the freezer is full of pizza pops and playboys.As far as endings go this isn't bad.The End

DM: You audition to be in heavy metal band called,"Gloria and the Nut Crackers"Gloria asks you to play a few chords on your guitar.
Player: Play a few chords
DM: Oh you play alright, but it sounds like someone dragging a hand saw across a harp."Fuck, stop it already," says Gloria."You don't rock and I'm not sure why you even came here."
Player: Doctor

Player: Learn herbal medicine
DM: Your learn about herbs and roots and how to use them do help people. The course itself is not accredited and so you can't actually treat people for money.Do you:
Player: Treat people for money anyways
DM: You do alright every now and again, but 6 months later your medicine accidentally makes someone's kidneys shut down. You are sued for malpractice.

Player: Find an indian reservation and learn more about herbal medicine
DM: You make friends with a native named, Big Joe. He teaches you medicine and offers you discounted tobacco and meat.Big Joe teaches you the basics and tells you to be careful about treating people for money because they might sue you if something goes wrong.Do you want to:
Player: Ask to live on the reservation and continue to learn native medicine and become a tribal shaman
DM: Big Joe asks: Are you Native American in full or in part?

Player: Keep on painting
DM: You spend a life time painting houses and getting drunk. You eat pizza and fried chicken every night and chow down on loads of candy bars. You get diabetes first, at the age of 65 you are kind of brain damaged from a life of smelling paint. They cart you away to a supervised seniors home and that is where you spend the rest of your days.Do you:
Player: Stay at the seniors home
DM: Like I said before. The seniors home is where you spend the rest of your days.The End

Player: Attack your principal with a baseball bat
DM: ERMAGERD!!! I think you killed him.BLOOD!EVERYWHERE!You hear police sirens! You know what this means!

DM: "Fuck you Mr Sellors, Do your worst. I won't be molested by you anymore," you say as you storm away from him.Seems it was a wise decision because Mr Sellors was only bluffing. You apply for college and get on with your life.
Player: Teacher
Player: and so this is how you fuck a horse with KY jelly
DM: You teach the kids about all the fun times you had on your Grand fathers farm with Trots the horse.The next day at school some of the parents show up. They are carrying fire and pitchforks and they threaten you with death.You pull out your gun and point it at the parents."I don't want to have to shoot you but I will if I have to," you tell the parents.However you are forced to open fire when they start to chase after you.BAM BAM BAM BAM BAM!When the police find you, they find you sobbing in front of the corpses.They take you to jail.What kind of a teacher are you anyways?

Player: Mad Scientist
DM: No No No, scientists never start off mad, they learn regular science and become mad over time.
Player: Confess what you did

Player: Dress like a coyote and jump off the Grand Canyon
DM: Maybe you watched a little too much of the Road Runner show growing up, but you decide that if you are going to kill yourself you may as well do it with style.So you dress up like Wile E Coyote and you carry a sign that says help, and you jump into the Grand Canyon in front of spectators.Someone even says "Beep Beep"You fall, splat, and die!But you did make the world news and received your 15 minutes of fame.That's All Folks!

DM: You have not the courage to kill yourself so you pack all your gear and head into the woods, deep in the Yukon Forest.Working hard; You have built for yourself a cabin with a wood stove.Nobody is around and you spend your days enjoying nature, and the quiet times alone, but you don't pleasure yourself because you can't. Even though nature is very soothing you are always thinking about your missing genitalia. -----------------------------------------------------------------------------------------------------------------------------------------------------------Six months later:You hear a BOOM sound about a mile west of your location.Should you investigate the sound:
Player: Ignore the BOOM
DM: Fuck it, it doesn't concern you.You head back into your cabin and go for a nap.You have a dream of playing with your genitalsIt is such a good dream, stoke stroke, stroke the shaft,gently down the penis, merrily merrily merrily merrily,life is bout a - sniff sniff - "What is that you smell?" you say as you wake up.Smoke!Then as you remember that you have no genitals, you peek outside of your cabin.FIRE!You are surrounded by fire.No way out for you, but 20 minutes later you die of smoke inhalation.The End

Player: Commit Suicide
DM: The pain is too much.What a sad ending for you.You jump in front of a train and get turned into a human pizza pop.The End

Player: Poo on you. I'm going to church
Player: New Life Ministry
Player: This isn't for you. Choose another religion
Player: Muslim

Player: Decline McStabby's reward
DM: Who needs a reward. You are safe and sound in North America and you still make a good living at the observatory.Some people hold you personally responsible for flooding Europe with migrants, and so after working for a few years you start to get tired of being yelled at by strangers and so you retire early and become a recluse inside of your own mansion.-------------------------------------------------------------------------------------------------------------------------------------50 years later you start to go a little strange and when you start shitting yourself you are shipped off to an old folks home.

Player: Join a religion and quit being a teacher

Player: Take a dump on the cafeteria table
DM: Well you do get lots of attention. Everyone eating lunch stands up and jumps on you."That's just sick," one of them shouts."We was eatin lunch," yells another.Well, you are dead, you pissed off everyone and 3 people stuck a shiv in your gut while the other 30introduced their fists to your head.The End

DM: You're such a good doctor and you do what the health board tells you to do.You wear the damned mask.Well at least you still receive a large paycheck, so life is good.------------------------------------------------------------------------------------------------------------------------A few years later an attractive blonde with a huge set of knockers comes for an appointment.You feel the bulge in your pants grow.Should you:
Player: Give her a sedative and rape her on the examination table
DM: Wow, she is smoking hot.You pump her full of sedative while telling her it is a flu shot. You rip her clothes off and proceed to do the humpity hump on the examination table. You are close to orgasm when her husband walks through the door.The husbands face turns three shades of red and he yanks you off of his wife and starts to pummel your head with his big beefy fists.Your receptionist has called the cops and you hear police sirens as you put your pants back on.

Player: You comply and wear a Covid19 mask

Player: Confront Fred
DM: "HEY WILMA, WHO IS THIS GOON? YOU CHEATING ON ME AGAIN? I"LL TEACH HIM TO FUCK WITH MY WIFE," Fred says as he storms toward you.

Player: Punch Chiz in the face
DM: Well you try and punch Chiz in the face but you missed.Chiz and the gang shoved their shivs into your gut.You have died.Maybe in the next life you will treat people with more respect. The End

Player: Go to solitary confinement
DM: You are all alone for 6 weeks before they bring you back to your cell.Also you learn you have extra time added to your jail sentence. Your cellmate Bubba seems scared of youWhat now?
Player: Attack another guard

DM: You've leapt out of the plane! (Which is insane by the way) and shortly afterwards my terrified screaming body follows behind cussing every word in French and English that I know. But here we are! In the clouds falling to our deaths and feeling the pressure as we get closer and closer to the ground. You're enjoying the rush and for someone who loves to go fast - this is going to be hard to top now.
Player: You might want to make use of that parachute now

Player: Dodge it!
DM: You swerve again desperatly trying to avoid the slippery yellow doom known as a Banana Peel When out of the second dust cloud Pops Bowser!
Player: Come to a stop and wait for him to come closer...

Player: Beat up the nurse and escape the seniors home
DM: You try and beat up the nurse, but she ends up beating you up instead. She calls the other nurses and you are sedated and shoved into a straight jacket. The seniors home has a padded cell just for you, and that is where you spend the rest of your days.The End

Player: Explore haunted house
DM: Hello... Anyone here?"Is that you Casper," you call out.You trip over something dead and moist.THUD"Oh Fuck, its a corpse!!!"The house is not haunted. However; it is a crime scene and now your prints are everywhere. The cops think you did it. Maybe it is just bad luck or bad karma. Fuck my life.
Player: Deliver the crack
DM: Well Danmit all to hell. You made it to C wing but there are 3 Moo-ha-meds here and you are unsure who to give the crack to.Still you have to pick one.Do you choose?

DM: "You know something," Gloria tells you."Normally I would just send you on your way and find a more talented musician, but I have a good feeling about you. If you're willing to learn and want to stay with us and practice 14 hours a day until your fingers bleed, then I will take you under my wing and teach you all I know and more. What do you say kid?"

Player: Smash the guitar in Gloria's face in a bout of rage
DM: You smash up Gloria leaving her bloodied and unconscious, but her band members the Nut Crackers tackle you to the ground and smash your nuts repeatedly with their guitars.

Player: Set fire to the painting business
DM: You set a fire, and watch it blaze.However; you should know.That when you commit a crime it is always best to leave the scene.When the police catch you, they find you roasting marshmallows.That is not good.

Player: Retire hillbilly style
DM: Only the best for you. Crime usually doesn't pay, but for you it does. You live off of cheap beer and spray on cheese. Your neighbors are equally classy and enjoy southern music and sporting T-shirts with confederate flags. When the time comes you will make sure that your children get married to their cousins. Things are best kept in the family you think to yourself as you start humming along to the song Dixieland.The End - You got the Hillbilly Rebel ending

Player: Yes indeed
DM: You move your family to the Rez and live a meager life. Hunting is a fun past time and every once in a while you even smoke the peace pipe. Your Shaman and medicine learning take 15 years. You are adopted by the tribe and practice medicine, and while you don't have much money you spend you really enjoy helping people.One day a rival shaman named Johnny Stormcloud comes to your home and threatens to kill you.Do you:
Player: Ask him to leave
DM: You are a respectable person. You ask him to leave and you are polite. He fumes and rages at you for no reason and after that he eventually goes away and no longer causes you trouble. You spend many more years helping people with you medicine and you become a tribal elder. In time you pass away at the age of 103, but you have had a good life with good Pow Wow's and cheap beer. Surely you will be rewarded in heaven (or whatever afterlife you believe in)The End

DM: You run to the open arms of the strange Cretins. They tell you the story of how they are your real parents. They say you were kidnapped by Asmephialiens when you were being baby-sat at one of the Friends homes. They talk so freely not aware of how they are allowing themselves to suffer, and ask you to do the same. Now you are not sure if you should worry if you have fallen for the Cretanistic diseases, or feel free like a tremendous weight has been taken off your back._____________________________________________________________mean whileYour old Father the Health Agent gets back home to your family. He explains your loss and says to your old family how the Cretins took your life and makes up a story on how he tried to save you. From then on your brother swears vengeance for your life to all Cretins.______________________________________________________________Your new family takes holds a dinner gathering, where their neighbors talk freely about topics of the past, and what the future holds while you eat dinner. They make chicken without the use of computers, it takes them a long time and it doesn't taste as good as the chicken dinners in Asmephelia. Around the dinner table they ask you personal questions about your life in Asmephelia. Then after dinner they spread out among your new house, many of them gather in certain groups talking to each other.
Player: Talk to the cute girl who is about your age

DM: The inner core of planets is ready for a massive conquest. Your forces are ready. At your command, they will conquer the Alliance, wiping it from the face of the Universe.
Player: Launch the final assault
DM: A massive, hellish battle takes place as the Coalition makes their final push. To their defense, the Alliance fights well. Space battles take place, full planetary assaults and massive boarding actions. The inner core is turned into a brutal battle of death and destruction. Eventually, after a long, hard, brutal fight, the Alliance is forced to surrender.

Player: Ask your family for a second chance

Player: Saruman the Black
Player: Radagast the Brown
Player: That Isildur had not had the One Ring at that incident at the Gladden Fields, and that the Ring was left hidden somewhere in Minas Tirith

DM: You get your cereal and sit down. Your sister comes in looking dreadful. "I want Dinosaur Eggs," she said. She clomped into the pantry and got out oatmeal. You looked at the clock.
Player: 9:00 AM
DM: Well, it's time to go back outside! I've forgotten, so please tell me again which front yard you had? Please don't change it!
Player: Garden
DM: (Please tell me in your comment what to replace (insert animal here) with. For right now, we'll call it "BeBe") It doesn't take long for you to find a (insert animal here) stuck under a rose bush.
Player: Help "BeBe"
DM: You grab "BeBe" and hold it in your arms. It's so cute and fluffy, so you take it home with you. You take it inside and sit it down. What do you want to teach "BeBe" first?
Player: "Yes"
DM: "Yes!" you say. "Yes!" BeBe replies, then looks very worried. An odd beeping noise starts coming from her mouth and her body starts to turn red. You grab her and hurry her outside. You set her down and run back inside. You hear this: "Yes. Yes. Yes. Yes. Yes-" BAFOOM!!!

DM: You work hard and get good grades.The only person getting better grades than you is Timmy Tulip.He really rubs it in every chance he gets.His words and remarks about your intellect are really starting to cheese you off.Do you:
Player: Ignore him and knuckle through your education
DM: You pass every exam and you have a Phd in Chemistry. You make a great living and own a 7 bedroom house with 3 cars.Your spouse is beautiful. The grass is a lovely shade of green. You own a summer condo in Vegas for your own private get away's.Every thing is peachy keen until an asteroid from outer space slams into your parents house and kills everyone inside. This leaves you very shaken up and you feel like committing suicide. Do You:
Player: Make a bomb and blow up the laboratory
DM: You mix all your chemicals together and make a large bomb. You intend to kill yourself because you have a hard time coping with your parents death. May as well go out with a bang.You set the timer and watch the countdown..................................................................................................and then you get cold feet.You try and stop the countdown, but you are unable to do so.10..... 9..... 8.......7................... "FUCK BEANS" you yell as you run out of the building.BOOOOOM!!!Luckily you made it out alive,but unluckily you hear police sirens.They have come for you................

Player: Wicca
DM: You learn about spells and circles, herbs and medicine. You find a coven and use terms like Merry meet and Blessed be.It is lots of fun but after a few years you are getting bored.Should you,
Player: Keep on doing that voodoo hoodoo that you do so well
DM: After 10 years you now lead the coven. You feel that you know it all and you find yourself craving excitement. A good friend of yours and fellow coven member Stella Periwinkle wants you to open a Wicca healing center with her. Or should you go into business for yourself, or do you become a satanist instead?Do you:
Player: Open a Wiccian clothing store instead without Stella
DM: Everyone falls in love with your store. It is the toast of the town. You make money hand over fist.You feel bad when you heard that your friend Stella got a jail sentence for malpractice.You send her a post card and a pack of Lucky's.-----------------------------------------------------------------------------------------------------------------------------------------A few years later you notice people outside your shop throwing small rocks at your window. When you go outside to investigate you learn they are members of the Father O'Malley Catholic church. They think that Wicca is satanic and they demand you shut down your store and leave the community.Should you:

Player: His fireworks

Player: Examine her as a medical professional
DM: You have good morals and they serve you well in life.You are rich and live a life of total luxury.Hell, you retire at the age of 55 with a 14.6 million dollar bank account.Everything is better when you have money.At the age of 94 you die on a beach in the tropics in the arms of a 18 year old prostitute. The End - as far as endings go, not to shabby

DM: Well his name was the first one you found in the yellow pages.---------------------------------------------------------------------------------------------------------------------------------The big day has arrived. You say your vows and are married.Father O'Malley whispers in your ear, "When you get tired of this marriage come down to my church and I'll show you what true love his all about."And with that he slaps your ass and leaves the building.Now to consider the honeymoonWanda loves sailing so much that you pool your money with hers and hire a yacht to take you on a tour of the South Pacific.

Player: Head shaped like a peanut Moo-ha-med
DM: Man this guy looks weird you think to yourself.He takes the crack from you and puts his arm around your shoulder."Hey, Thanks... I mean it man," says Peanut head Moo-ha-med.Then he stares at you like he is peering into your soul."Are you a Muslim?" he says with his deep woods voice.

Player: Yell for the guards

DM: "That's what I like hearing," says Cheddar with a toothy grin."Now if you want to join the pride I have a task that you must complete. Call it a right of passage."Cheddar gives you a shiv and tells you he wants you to kill a black man named Hiss who is in the Bonk gang.Now if you do this you are going to be a jailbird for life. If you have 2nd thoughts you'd better call for the guards.

DM: "Hey, we believe in white pride. We're not Nazi's you know. Now if you want in - just say the magic words." Cheddar tells you.
Player: Yes- White Pride Worldwide
Player: Kill Hiss
DM: You are in the mens bathroom and the Cheetahs 2nd in command, a man named Gouda points out the man that needs killing.This was easier that it seems. You snuck up behind Hiss and slit his throat and then you and Gouda high tailed it out of the bathroom.----------------------------------------------------------------------------------------------------------------------------------------------------------You lie low for a few weeks but the guards are baffled and they don't know who committed the murder. Lucky for you that is.The rival gang seems agitated however. The Bonks are picking random fights with the Cheetahs as well as whoever else gets on their nerves.Seems like you have done well because you are being summoned by Cheddar and the boys.
Player: Welcome to the Cheetahs

Player: Frodo and Sam come across them attempting to steal vegetables from Farmer Maggot
Player: The Barrow-downs, Buckland, the Old Forest, Bree
Player: Goldberry, the daughter of the river
Player: The Green Dragon; Bernard Butterbur
Player: Glorfindel

DM: Well your plan works. Everyone of the Bonks and Cheetahs die from arsenic, well except for Bubba because he doesn't smoke.The guards are trying to investigate how so many people got killed by poisoning but nothing is linked back to you.You rule the prison, but your crew is so pathetic that nobody gives you any respect. -------------------------------------------------------------------------------------------------------------------------------------Another month rolls by and your prison gets some more inmates and another gang has moved in on your territory. They are called Barrio Azteca.You are outside in the recreation area smoking a lucky when this huge latino person with very scary tattoo's gets in your face. His name is Gabe and he is the leader of Barrio Azteca.
Player: Lets have a few words
DM: "Listen up fucker, this is how things are going to go from now on," Gabe tells you."I run this prison, and you stay out of my way or I'll slit your throat and piss on you."Gabe then slaps you full bore right across your face.How do you handle this? fight him or maybe ask the guards for protection?
Player: Kick Gabe in the balls

DM: You sort of suck at first, but you practice, practice, practice.After a year you are one of the Nutcrackers, and not only that you have great talent and an angelic voice that can't be matched.Gloria and the Nutcrackers play gigs all over the country and you sell so many CD's and MP3's that you become a millionaire.The only problem is that you want to be the star and you feel that Gloria takes most of the credit and gets more of the fan recognition.Should you:
Player: Poison Gloria's Soda and take over the band as lead singer
DM: A little bit of Ricin in Gloria's grape soda, who is ever going to know.When Gloria dies the world is shocked, and you declare that you will now carry the band and you brand the Nutcrackers with your own name.For a week things are good. You played one gig before the cops caught up with you and arrested you for murder.The news headlines read: Gloria tutored untalented musical hack and taught him all she knows, only to have her kindness payed back with deadly poison."Extra, Extra, Read all about it," yells a newspaper boy as you are hauled off to jail.

Player: Satanist
DM: All hail the dark lord.One day you and some chums are out in the woods sacrificing a goat. You drink a little wine and dance a little jig. A good time was had by all. The next day when you are at the book store looking for more satanic books, you hear a voice inside your head."Kill the book store clerk," it says, "and you will gain my favor."Should you:
Player: Kill the book store clerk

Player: Teach Marxism to the kids
DM: You poison the minds of the next generation with communist propaganda.When you are 65 years old and ready to retire all the freedoms you once knew are now gone.Your illustrious government picks you up one day and submits you for euthanasia. The government puts you to sleep because you are too old and you are consuming too many resources.This is your end

Player: Go to the hospital with broken nuts

Player: Treat people for money

DM: You do heavy drugs for a few years. Eventually you fry all your brain cells and lose the respect of everyone. One day your body is found under a bridge. You have overdosed on some kind of drug, and someone stole your shoes.You have died.The End

Player: Tell him that his name rhymes with Jizz
DM: Chiz takes a shiv and carves out your eyes and then pisses into your skull.Apparently Chiz does not like that joke and he is sick of being insulted and so he kills you.The End

DM: All the kegs were taken to your cabin.All 50 of them.Bob and Doug drink, drink, and drink some more.Then Doug remembers that you mentioned being a eunuch and tells you of something that can help."My Aunty Luna's cousin Sally has friend who's nephews Brothers Uncle is a witch doctor," Doug starts his story."According to him, Eh! Is that if you go to a mountain and climb it naked and pray non stop with no food and water for four days, a magic spirit will come and grant a wish, and you can wish for your junk back." he tells you.Bob interrupts, "No, you hosehead. It was our Aunty Luna's cousin Sally' friend who's nieces brothers Uncle is the witchdoctor."These people are imbeciles you think. Still you have nothing to lose.
Player: Send Bob and Doug home
DM: "Alright Hose Heads, Take off, Eh!"You tell them in their own language."I want to live here alone and in peace, Time for you to pack up and go."They look indifferent and they slowly pack up the beer and leave you alone.You live a quiet life in peace, until at the age of 60 you get abducted by aliens and die from an over aggressive anal probing.The End

DM: You hire an all-human group of specialists to act as your new bodyguard. The humans prove effective and extremely loyal, though the other Coalition races seem offended that you're getting an entirely Coalition team.
DM: Several journalists have began publishing reports that are revealing important military information and flaws in the system. You've managed to bribe, coerce and threaten many of them into stopping, but there's still a few of them who refuse. This is a serious issue that needs to be dealth with as soon as possible.
Player: Leave the journalists
DM: You decide not to harm the journalists, who continue publishing their reports. You work to stop the flaws, but the damage has already been done.

DM: "I am not worthy of Odile," you explain, "For no man is. How could anyone be worthy of such beauty that exceeds and black out the very stars in the sky?"The man looks at you with something approaching respect."Yes," he mutters, "Yes of course you're right." He raises his voice to a shout; "None of us are worthy! Odile will never show herself to us again!" And he shuffles into his home, slamming the door.The men seem to partially wake from their stupor. Their faces go from blank to utterly misrable, and they slowly shuffle off into their own homes. You peek into one of their windows, and see a man tying a noose to his ceiling lamp. You shut your eyes and walk through the empty village as quickly as possible, till you reach the other side, at the base of a hill leading to a huge Castle. By the time you're out of the village, you're sure that not a single member of the village is still alive.You walk up the path until you finally reach the Castle. It rears into the sky like a great black birds, blotting out the sun and leaving a cold shadow. There is a great, dark purple bubble-like field surrounding the Castle; perhaps this is what keeps Odile and the other monsters out? To the right, you see a path leading to the gardens. To the left, you see a path leading into the Castle. Where do you go?
Player: Left to the castle
DM: You open the front doors to the Castle, and see an old man sitting on the throne. He is very old, and leans forwards, as if he is about to fall. This is Rothbard.What do you do?
Player: Ask Rothbard about who he is

DM: You decide not to break the treaty. The Alliance keep their side of the agreement, and a small bond of trust develops between you two as you realize that banned weapons won't be used in the war. This also adds a benefit of trust towards humans from the rest of the Coalition, knowing they won't break their promises at first moment.
DM: It's happened. Several battles have broken out on the planets of Lydia-7, Cato and Forcheus. It's unclear who fired the first shots, all that's known is the Coalition is at war. As the military leader, you've been given a lot more power. Use it well.

DM: Well this job pays the bills - barely. You are having troubles making ends meet, but at least they give you free pizza's.
Player: Join a religion and find the Lord

Player: Father O'Malley's Catholic Church

Player: Beg the Muslims to let you join
DM: Hip hip hooray.What a wonderful day for you. You're a MuslimYou bow to Mecca 5 times per day and get a spiffy new wardrobe.What now:
Player: Cut the head off of an infidel white person
DM: Acting like a filthy animal will only get you chucked in jail.You keep shouting Allah Akbar as they take you away.Your puny god will not help you now.

DM: You are not sure what kind of chemicals you put in Timmy's pop, but he is dead. His insides are found to be liquefied. Your fellow students may have spotted you because someone has ratted you out, and now the cops are here to interrogate you.Bad luck for you. Nobody believes your story.

Player: Use your pension to live in an old folks home
Player: 2 eggs
Player: Ignore Garry and Gerald

Player: Whip out your cock for foreskin removal and be a Jew
DM: "MAZEL TOV," shouts the Rabbi as he cuts of your foreskin."Now hop in this bathtub and we will complete the procedure."You hop in and the Rabbi says some words and pushes you under the water. When you come back up he says, "Congratulations on becoming a Jew."-------------------------------------------------------------------------------------------------------You study with the Rabbi for 5 years, and you learn Hebrew and accounting. You're also tutored in the finer points of politics.The Rabbi offers you a choice. Run for political office to be the governor of New York or look after the accounting department at his firm.

Player: Bribe the KKK
DM: Would you believe it works.Between you and the Rabbi you come up with $5000 and the KKK decide to leave and order KFC.---------------------------------------------------------------------------------------------------------------------------------------------"Mazel Tov," the Rabbi says."And in regard to what kind of Jew you wish to become, well that is to just be a salt of the earth Jew. All of us Jews want world domination and their isn't any difference between a Zionist Jew and a regular Jew. So do you wish to convert to Judaism?"

Player: Run for Governor

Player: A sailing we will go
DM: Everything looks good as you start your tour, the sun is shining and the sky is a dazzling blue.But after the first two hours, storm clouds nd a strong wind show up. The yacht gets rocked back and forth quite violently and the mail sail gets shredded.Gilligan takes them helm and tries to steer the boat out of the storm but he hits a rock and puts a hole in the hull.Captain Jonas gets knocked over board and is eaten by sharks.You take notice of an old rickety row boat so you load it with food and water and make an escape before the S.S Minnow sinks to the bottom of the Pacific.
Player: Gilligan's Island

Player: Fight Fred
DM: Lets get it on.

DM: Thanks Mang, says the Afro hair Moo-ha-med as he takes the crack from you and rubs your head for good luck.
Player: Go and see Chiz
Player: Yes Sir, Cheddar will die

DM: Stinky Moo-ha-med grunts as he takes the crack from you.You hear him mumble something about having to take a shit.He has a rolled up newspaper under his arm.
Player: report back to Chiz
DM: Chiz and his crew surround you, and boy are they pissed."HEY DINK," shouts Chiz. "YOU GAVE THE DAMNED CRACK TO THE WRONG MOO-HA-MED."The Bonks are pulling out weapons and you have a feeling they want you dead.What should you do?

Player: I am a Muslim Moo-ha-med
DM: Whether you meant it or not this answer seems to satisfy Moo-ha-med and you are free to go.Perhaps you should go and check back with Chiz.

Player: My backpack, three cans of food, an extra jacket, a tarp, and a canteen of water.

DM: The Cheetahs are very happy with your performance. They pour you a cup of toilet wine; and they tattoo your face so that you look like a cheetah.Your Mom would be so proud - If only she could see you now.Also as a bonus they give you a gang name - from now on you are called 'Swiss.'---------------------------------------------------------------------------------------------------------------------------------------You have a reputation around the prison as a man not to be reckoned with. A few years later Cheddar pulls you aside and tells you that he has a new mission for you.He tells you that the rival gang leader of the Bonks, a man named Chiv, has just killed Gouda. Now he wants you to kill Chiz in retaliation and if you do this task you will be the #2 man in the cheetah gang.If you do this action you might be a jail bird for life and you might never get out. Or you could snitch on Cheddar to the guards and not be apart of this. The choice is yours
Player: Chiz must die

DM: You run for Governor and it is a tight race, but at the end of the night you are the winner.Your Rabbi offers you congratulations and then he pushes you aside for a private talk."Alright sonny." he says, "I helped you learn Accounting, Hebrew, Finance, and with my help you now hold a political office of much power. This is how things are going to be - Do what you want, spend what you want, spend money on hookers if you want. But we Jews are trying to exterminate both whites and Christians, so we expect you to increase non-white immigration into the state of New York. If you do this one thing we will give you free reign. If you go against us you'll wish you hadn't. Can we count on you my Jew brother?"
Player: Yes Rabbi, Immigration will be vastly increased
DM: Well you're on board. You agree to vastly increase non-white immigration.On your first day of work you get into the elevator that will take you to your big and luxurious office.-------------------------------------------------------------------------------------------------------------------------You are surrounded by a brilliant white light and it feels like time has stopped.The light comes together and transforms itself into Jesus Christ."My child," Jesus says, "What you are about to do is wrong. God created all the races and to destroy any of them is against the will of God. So I will make you a deal. I want you to decrease Non-white immigration, and if you do I will let you into heaven when you die. If you listen to your Rabbi I will send you to hell instead. Just that simple."The light vanishes and Jesus disappears.---------------------------------------------------------------------------------------------------------------Your elevator stops, and you exit and go to your office.What should you do:
Player: Increase Non-white Immigration
DM: You increase non-white immigration and your Rabbi smiles at you and gives you a pat on the back.Just at that moment a terrorist flying a hijacked airplane crashes into your office and the entire skyscraper collapses into a pile of rubble.You die and your Rabbi dies...and you both go to hell.The End

DM: Bubba don't want no problems and even though he doesn't smoke he still has cigarettes on him because it is used as currency in jail. He gives you his smokes without any argument.But little did you know that Bubba belongs to a gang calledthe 'Bonks.'They surround you when you least expect it, and pound the crap out of you.The leader is a man named 'Chiz' and he says "Give me one good reason why I shouldn't kill your ass?"You have a weird idea of taking a crap on a table - maybe if they think you are crazier than looney tunes they will leave you alone....maybe, then again maybe a more sane option is available. The guards might protect you.
Player: Rob a convenience store with a knife
DM: "How can I help you?" The Hindu says.
Player: Give me a pack of smokes please
DM: I guess you chickened out. You got your smokes and walked out.What now?

Player: Afro-hair Moo-ha-med

DM: With a bang bang bang and a rat-a-tat-tat you start your killing spree.Blood is everywhere. Brains are splattered on the wall. Some people are cringing in corners while others tried to escape.Cops come pouring in and they are aiming for you.They say, "Drop the weapon scumbag."Do you:
Player: Drop your weapon
DM: A very wise choose.An officer named Rosco P Coltrane starts laughing, and he says,"Time to cuff em and stuff em."Then he laughs some more.You start thinking that this guy has a few screws loose,but that sometimes happens when you rob a bank in Hazzard county.

Player: Rip the turban off his head because you want to see what is under there
DM: Ha HA HA HAYou laugh maniacally as you rip his turban off.This was loads of fun, but it didn't really gain you anything.You draw the attention of his family.The clerks Grandma Lynn comes to the front and is pointing a gun at you,and the clerks son Jazzwinder is calling the cops.20 more family member come as well and they hold you down and beat you until the police arrive.

Player: Become a eunuch
Player: Run away into the forest and become a hermit

Player: Not a Native American
DM: "Well I can teach you some of what I know, but no one is going to want medicine from a non-native. People are traditional and think only a real native can give medicine," says Big Joe.Do you:
Player: Kill Big Joe
DM: You smash Big Joe in the head repeatedly with a frying pan. Blood is everywhere.Do you:

DM: This has to be one of the dumbest things you've ever tried.You take off all your clothes and climb the nearest mountain butt naked.Then you start to pray to the spirits while going without food and water for several days.---------------------------------------------------------------------------------------------------------------------------------------It is the middle of the night on the 4th day when you see spirits approach you. A polar bear spirit to the left and a man dressed in deer antlers to the right,Which spirit should you interact with?
Player: Man with antlers

Player: Being a Jew just isn't for you

Player: "Yes I have"
DM: "Well then, follow me" Arbore says as he scurries up the tree trunk. You know you can't climb nearly as good as Arbore, but still you try to match his grace. You grab on the tree trunk and slowly inch your way up. Eventually, you make it to a large branch and pull yourself up. "Man, you're slow. If you really have climbed trees before, you must not have done it very often." Arbore smirks. "I bet you can't even climb this tree to the top without falling."

Player: Check out Father O'Malleys Basement
DM: In the basement are old fashioned pews.Father O'Malley motions you to take a seat, and you do.The priest tells you to close your eye's and pray.Do you:
Player: Pray with your eye's closed
DM: You close your eye's.............and then Father O'Malley puts a rag full of chloroform over your mouth and you pass out.-------------------------------------------------------------------------------------------------------------------------------------You wake up in a different location and you are chained to the wall.Father O'Malley comes to visit you every day to feed and water youand RAPE you.He rapes and gropes you for several hours at at time, and you only have yourself to blame. You had a bad feeling about this place, but did you listen......No you didn't.You live to the age of 120 years. Father O'Malley passes away when you are 95 years old but his alterboys molest you from the age of 95 until your death.The End - You got the O'Malley ending

Player: Punch Ken Ling in the head while he is looking away from you
DM: It is kind of stupid to attack a Kung Fo master isn't it?Ken Ling somehow counter attacks and hits you in the nose again.The pain is so blinding that you pass out.--------------------------------------------------------------------------------------------------You wake up 10 minutes later and Ken Ling gives you the same options."Look Kid, I'm not sure if this temple is for you, Buddha's name be praised, but if you are willing to be disciplined by scrubbing toilets for 6 months we will try again to train you. Or you are free to go."Ken gives you a concerned look as he waits for your answer.

Player: cum on Master Ken Ling
DM: Ken Lings clothing becomes covered in your gooey love.Ken gives you a look you have not seen on him before.Is it anger?Before you can think of another thought, Ken attacks you with blinding speed and breaks your neck."Buddha help me," Kens says with great sadness before calling the cops on himself.---------------------------------------------------------------------------------------------------------------------------------------------------In this ending you die of a broken neck, Ken Ling goes to prison, and a man named Thomas eventually becomes the new leader of the Shaolin temple.The End - You got the CUM ON A SHAOLIN MONK ending

Player: Marry a 9 year child and have sex with them
DM: Well Boo Hoo, this ain't the middle east.The cops haul your dirty ass in for pedophilia.

Player: China (-10 HOURS)

Player: Have a orgy with your coven and also invite some nice pagans to join you
DM: You had joy, you had fun, you had .... ummm .... errrrr....A strange itch,and you don't feel good.You go to the doctor and get treated for genital herpes.Also he has really bad news for you.He tells you that you have aids, as well as gonareah and syphillus.
Player: Ask the doctor if he is positive
DM: The doctor tells you that he is positive.Then you say,
Player: but are you HIV positive
DM: The doctor slaps you in the face and tells you that you watch too much television.You apologize and then say,

Player: Go with Mark
DM: The first few weeks are some of the best times you've had in your life, but as the weeks go by and the days get shorter you begin to wish you had packed more supplies. A warmer sleeping bag, more variety of food, and extra toilet paper.One day a grizzly bear wanders into your camp looking for food.Do you:
Player: Smack the bear in the head with your Druid staff
DM: The staff smacked the bear hard on the snout. The surprised grizzly grunts in pain and runs away.You give Mark a smug self satisfied smile.Do you:

Player: Repent your evil ways and ask Jesus to be your saviour

Player: Merry accompanies them to Frodo's new home in Buckland where they meet Pippin

DM: I know it's not like we planned.. there aren't other people here to try and run a Communist system, there aren't monsters here to fear, and every once in awhile a plane flies over and drops a small parachute with food and drink (alcohol too.. don't worry Gin is always on hand).But I made sure we had the essentials! There's even a hair straightener!
Player: Do we go back or stay?
DM: After a couple weeks we both now have amazing tans, trained monkeys to take the place of common house pets, and carried on stress free days snorkeling, climbing, biking (Only because you built one somehow out of bamboo sticks, a piece of gum and coconuts..still not sure how you did it), and candlelight dinners. Being stuck on an island with you is about as amazing as I thought it would be.But do you want to stay stuck here with me or do you want to go back?

DM: "Man, I'm sorry about that. It must've been hard for you. If you ever need anything-" "Thanks for caring" Mundus cuts you off, playfully slapping you on the back. "Now let's get back to camp! The guys, and Folia, are waiting for us!"
Player: >

Player: Just be an Accountant
DM: Money Money Money it makes your world go round.You never retire, why should you when you are happy making money.At 40 years old you are worth $15 millionAt 65 years old you are worth $80 millionand at 85 you are worth $120 million dollars..... and the funny thing is that you never leave a tip, when you go out to eat.You marry a nice Jewish girl and have a nice big Jewish family with 12 children and 45 grand children.At 92 years of age you pass away.I hope your choices in life made you happy you cheap bastard.The End

Player: Get the fuck out of Father O'Malleys church

DM: That dog is very annoying...
Player: You go back to the lawn
Player: You go to the mint patch

DM: You escape the storm in the row boat, each of you taking turns paddling. You take note of the supplies you have with you. 3 months of canned beans, 1 week worth of water, a lighter, and some lighter fluid.After 3 days afloat and not knowing where you are Gilligan spots a deserted Island which he arrogantly names after himself. Just sit right back and you'll hear a tale,A tale of a fateful tripThat started from this tropic portAboard this tiny ship.The mate was a mighty sailing man,The skipper brave and sure.Four passengers set sail that dayFor a three hour tour, a three hour tour.The weather started getting rough,The tiny ship was tossed,If not for the courage of the fearless crewThe Minnow's crew would be lost, the Minnow's crew would be lost.The ship had sunk, but the rowboat set ground on the shore of this uncharted desert isleWith GilliganAnd no shampooSome unlucky schmuck and his wife,Three months of beansAnd some water tooHere on Gilligan's Isle.You make it ashore and prepare to make a shelter. You find a stream to replenish your water as well.
Player: Survive

Player: Punch Fred out
DM: With your mighty right hook you punch Fred in the side of his head and he smashes into the ground.Do you?
Player: Murder Fred
DM: You find a bowling ball and you smash it into Freds head until you hear it crack.He isn't moving, but Wilma is - She is calling the Bedrock City Police.It isn't to long before you hear sirens.

Player: leave Luca behind
DM: You decided to leave Luca behind in the burned village. You thought it would be better for him to go along with it than leaving him in some hole in the ground, at least that way his ashes would be carried away by the wind. You've been walking around for a while now, and find yourself at a strange road that looks like it's barely been used.

DM: You wait and hide in the bathroom. You are waiting for Chiz to take a whiz.You see him whip his cock out and piss in the urinal. Slowly you creep up behind him and wrap a chain around his neck.Chiz struggles but it is too late for him. You watch him die on the floor as you stomp on his head for good measure.Luck was not on your side this time however because guards have rushed in and they have caught you in the act.-----------------------------------------------------------------------------------------------------------------------------------------------------You are given a court hearing but with all the evidence against you, they find you guilty.They separate you from your gang and put you in a cell on death row to await your execution on the electric chair.
Player: Death row
DM: You spend 5 years on Death Row but now it is time to meet the reaper.The guard comes by to ask what you want for your last meal.
Player: Bowl of Brussel Sprouts and Fireball Whiskey
DM: You gob this down before chugging down the whiskey.Your stomach is on fire.Why the hell did you order this!!!You leave the guard a final present as you chuck up your stomach contents on the bed.BARF!!!It is a green disgusting mess!!!Oh Shit, here comes the guard.It's Showtime

Player: Erebor
Player: It is sold to the Sackville-Baggins
Player: Pippin accompanies them to Frodo's new home in Buckland, where they meet Merry
Player: Buckland, the Old Forest, the Barrow-downs, Bree
Player: Varda, lady of the stars

Player: Holfast Gamgee

DM: Wham!You nail Gabe right in his sweet spot and he has a pained expression on his face.However his crew is not far away and six of them rush you with homemade shivs and turn you into a human pin cushion.You bleed out and die.The rest of the Cracker Jacks disassemble and your gang is no more.Also even though you don't feel it, Jeff has sex with your corpse.The End

DM: No point running. You are going to get caught anyway.You sit and wait for the coppers to come

Player: Pay him $50 for a room
DM: You go to you room and try to scrub the blue dye off in the shower.The clerk did call the cops, and your door is smashed open with a battering ram.The cops haul you away even though you are butt naked.Damn that clerk.

Player: Escape the basement by running upstairs
DM: You run upstairs. You hear Father O'Malley running up the stairs behind you.A sinking feeling settles in the pit of your stomach. You don't think he wants you to leave.You run as fast as you can towards the exit.

Player: Quit the temple and paint houses

Player: Show off your martial arts and go hard on him
DM: You punch the crap out of Thomas, and the deliver a hook kick across his face.While Thomas looks dizzy and dazed from your attack you deliver a sidekick right into his neck.Thomas falls to the ground like a tree getting knocked over in the forest.BANG! - Thomas is now laying on the ground like a sack of potatoes."Help," Thomas cries out, "I can't more my arms and legs, call 911."Oh crap, you've really done it now you think.At that moment your master, Ken Ling walks into the room and see's what you have done."Buddha, helps us all," exclaims Ken.Ken then calls an ambulance for Thomas and he calls the police on you."I'm afraid that you are no longer welcome in this temple," Ken tells you solemnly. "We have tried time and again to teach you kindness and compassion for others at this temple and we have failed, Buddha's name be praised."Ken strokes his long white beard and then says, "Maybe in Jail you will finally learn compassion, May Buddha guide you."You hear the police sirens coming closer and you know they have come to collect you.

DM: "Buddha's name be praised," you say as you escort her out.You continue your practice and over the years you become the very best teacher in the temple.Your mastery of the 8 fold path is remarkable.
Player: fast forward 25 years
DM: Your Master Ken Ling is dying and wants to spend his last days at the hospital."I want you to be the new high abbot and be the leader of the Shaolin temple," he tells you."Never have I met a man of such outstanding character. I trust in you to always have Buddha in your heart. Buddha's name be praised."

Player: Open a Wicca Healing Center with Stella
DM: You heal people - WITH DA POWER,DA POWER,of Wicca!You and Stella do just fine for a few months. However, you failed to cure Brenda of her cancer and her family blames you. They sue you for all you own, and the judge is also pissed off.

Player: I'd like your best medicine. I want to live.
DM: You get the best treatment and you make sure you stay on the meds. However the girl you are seeing no longer wants to be with you in any kind of romantic way.Do you:

Player: Run away from the bear
DM: The bear runs faster than you and he kills you and eats your liver.Mark survives and he gives you a decent burial and says a few prayers.This is the end for you, but Mark decides to use your sleeping bag because he was cold too.The End

Player: Become a Ditch Digger

DM: Do you:
Player: Tell the truth about your goat killing and hearing Satan

Player: talk to the cute girl

Player: Fuck you - Give me more eggs bitch
DM: The cook looks shocked."You can't talk to me this way," She intones."Also I'm getting the manager."

Player: I refuse Rabbi, that sounds like something Hitler would do
DM: "OY VEY," exclaims the Rabbi."I had a feeling you'd be trouble. I just knew it.""I revoke your Jew status," says the Rabbi before he pulls out his gun and shoots your brains out.BANG!You're dead, and the Rabbi blamed the deed on white nationalists.The End

Player: Face your fears, and stick up for the group

Player: Hijack an airplane

DM: Gilligan turns out to be a real bumbling idiot and he eats twice as much as he is supposed to. You keep hold of the lighter and the lighter fluid because you fear that Gilligan would only lose it.--------------------------------------------------------------------------------------------------------After 6 weeks your 3 months worth of canned beans run out. Gilligan ate too much and was farting non stop.In the past 6 weeks you have seen no plane, no boats, no other people and no chance of rescue.Also you are getting hungry, so you make a spear by sharpening the end with a sharp rock you found on the beach. You leave Gilligan and your wife to tend to the fire while you go hunting.

DM: You try a jujitsu move you seen in a movie and try strangling Fred with your legs.But Fred starts biting your crotch repeatedly, and you hear Wilma call you an ambulance as you start to lose consciousness.

Player: Blowing smoke rings
Player: Hamfast Gamgee

Player: Live outside and be a bum
DM: You fall asleep next to a garbage dumpster, but it is -10 C and you die in your sleep of hypothermia.Perhaps you could have slept in this temperature when you were younger, but you forget that you are 70 years old now.Some punk named Ralph loots your corpse for valuables, and later on the city picks up your remains and cremates you.The End.

Player: Find someone to help you
DM: Information's better than food at this point. you walk up to the counter and grab the first person to walk by."Hey," you say, "My ship just plummeted down here and know nothing about this place. Could you help me?""Sure," the alien says, "What do you want to know?"
Player: "What is this place?"
DM: "This is Baklava," the alien says. Sounds like some Greek dish more than a planet."It's not a very advanced planet but it is cozy enough for our small clan. I don't think I can help too much but there's a shop that'll help repair your ship right across from here. Of course, if it's information you want, I suggest you visit Dr. Klaven next door."
Player: Go to house and ask for information
DM: You go to the house next door and knock hard. When someone answers you say you need help."Of course. Come in." He helps your wounds and, as he does, you talk."I'm Dr. Klaven." he says when you ask who he is, "I'm not sure if your ship's gonna make it, son. Sounds pretty bad. If it doesn't make it, I have a launch pod you can borrow."

Player: An entire Strawberry Cheese Cake and a bottle of wine
DM: So rich and sweet. Your taste buds are in heaven. You hope that is where you are going but you have your doubts.At least the wine is good.Merlot - Okanagan ValleyOh oh - Here comes the guard.

DM: You step down and let Gabe run the prison.The Cracker Jacks are no more.In fact after this experience you just lay low and finish the rest of your prison sentence with out any fuss or muss.-----------------------------------------------------------------------------------------------------------------------------Far far in the future your time is served and they release you from jail.

DM: Gabe takes your smoke and then slaps you across the face again.He tells you to piss off which you gladly do.--------------------------------------------------------------------------------------------------------One week later Gabe is dead from arsenic.Oh what a dangerous game you play.What is the next move?
Player: Lie low and finish prison without being a thug
DM: This game is getting too dangerous.In fact you are sick of the thug life.From now on you are on the straight and narrow.You lie low and just work on being well behaved.--------------------------------------------------------------------------------------------Far far in the future they let you of jail

DM: Your tomahawk drinks deeply of his blood. Nobody disrespects you.Shit - A cop car approaches.

DM: You curse him and his entire family. Johnny Stormcloud and his entire family is found dead. Rumor has it they were flayed alive by a skinwalker. You find that you can no longer heal others any longer. That power has left you forever. The only power you have left is the shamanic power of cursing people.Do you:

DM: You gaze upon the figure above you & and you see... Fett, Boba Fett. You utter his name silently as you think of what you are going to do...
Player: Do nothing
Player: Yell "you're not getting anything out of me"

DM: You learn what you can from Big Joe, but he was right in the end. Nobody wants to receive native medicine from a non-native.Do you:
Player: Steal cars for a living
DM: You steal cars and sell them to gangsters.But don't you know that a life of crime does not pay.Most criminals do get caught.You steal cars for 6 months, but one day the cops catch you in the act.You have no choice.

DM: "I TOLD YEE TO SHUT YOUR EYES AND PRAY," screams Father O'Malley.Should you?

Player: Celeborn and Galadriel
Player: He receives no gift; he requests nothing when asked
Player: 3, 9, 7, 1, Black Lord
DM: 

Player: Get out of Father O'Malleys church

DM: When you arrive in Liberia, you decide to answer your country question. How was Firestone involved with Charles Taylor?
Player: Firestone was asked by Charles Taylor to aid him in his efforts to gain power in Liberia, but the company took a stance against him and helped fight his forces.
DM: While walking down a street, you're approached by a little kid dressed in rags. He recounts the pitiful story of how his parents are both affected by ebola, and that they will die if they don't get treatment. He says they're too poor to afford this, and so he asks for some money to buy the antibiotics that can decrease the effects of ebola. What do you do?
Player: Give the boy 10 G.
DM: As he leaves with 10g, you notice that a group of people are pointing and laughing at you. You ask them why they find the solution so hilarious, and they reply that if the boy's parents had been suffering for so long, the basic interventions wouldn't help much, and that there was no such drug: even now, there are only experimental vaccines that haven't been fully tested yet.

Player: The Master
DM: You are a very well liked Master and your Kung Fu cannot be bested. You have learned all the greatest secrets including the Buddha Finger, little Buddha fist, and the five finger death punch.You lead the temple and pass away peacefully at the age of 140 years of age.BUDDHA'S NAME BE PRAISED, BLESS YOU, BLESS YOU.The End

Player: Run them over with your truck
DM: Why are you always so violent?You plow through them killing 5 and injuring 43.Sirens come at you from all sides. Police, Ambulance, and fire trucks.WOO.........WOOO......WOOOO......BEEP......BEEP......BEEP!What a mess!Needless to say the police arrest you and chuck you in the slammer.

Player: Follow this sage advice

Player: Wizard

Player: Go up ladder

Player: Return to civilization
DM: You had enough of the cold, besides you can still learn Druidism without having to actually live in a forest.However you find that you are completely broke after not having worked in a while.You are thinking about quitting druidism and maybe working at this ditch digger job you've heard about, or maybe you should just ask the Druid Elders for a few dollars to help you out. Then again it might be easier to steal from the Druid elders.The END
Player: Work as a Ditch Digger

DM: You patiently watch the Mundar Army go through several formations as the Mundar Dweller puffs out his chest, looking prouder and prouder as his group faultlessly go through their demonstration. Finally, the long and boring demonstration comes to an end."Thank you, General. I hope you're impressed.""Of course. Your soldiers are well-disciplined and trained.""Thank you, General. I shall dismiss the men. Thank you for visiting."

DM: You've chosen Toronto..or I have... it doesn't matter. We mutually agreed on Toronto because one of us believed this was a safe place to skydive with all the tall buildings and traffic. Best place to take out locals from above like a bird and keep it interesting. Now we're in the plane and getting ready to lift off. Have you lost your nerve yet or are you still good to go?
Player: Hell ya! Let's do this!
DM: Are you sure?? All right... we're doing this... Keep in mind you may be carrying my passed out corpse back home and into bed when we're done. We ascend higher and higher into the clouds. Our diving instructor is starting to shout out some instructions that neither of us can hear properly but I'm pretty sure the gist is "Pull the cord and don't die". You step to the door of the plane and get ready to leap while I keep repeating "Oh god..oh god..oh god..."

Player: June 3, 1966

DM: He gives you a pat on the head as you tell him all about your abusive Mother and how your poor life choices are all her fault. He makes the sign of the cross and says that what ever you've done in life whether it is good or bad, that God will always forgive. He reaches into his pocket and gives you two Aspirin and highly recommends that you find a good church and explains that you would be a happier person if only you had faith in god. He convinces you that maybe religion can help.

Player: Deal with the Manager - Big Bad Brenda

Player: Live in the cabin for the rest of your days
DM: Life here is more peaceful than you imagined. Cletus teaches you how to play the banjo and Jeb shows you how to hunt.They come by now and then to keep you company and have a few drinks. When you are alone you hike through the forest or go swimming in the river.You even have your own sheep tied outside the cabin for when you feel lonely.This is hillbilly heaven.The years pass and you enjoy the beauty of each season....well until the age of 93 when a bear busts down your door and eats you.The End

Player: Decrease Non-white Immigration
DM: You decrease non-white immigration and boy is your Rabbi pissed off.He walks into your office with a gun and asks you to explain yourself.Do you:
Player: Tell your Rabbi you seen Jesus
DM: "YOU SEEN JESUS HUH," your Rabbi yells at you."WELL YOUR GOING TO SEE HIM AGAIN REAL SOON!!!"The Rabbi points his gun at you and shoots you right through the heart.You die instantly but your soul rises to heaven and you live in paradise forever with Jesus.AmenThe End

DM: You wander stealthily through the streets of the poor village you live in. There is never much to do here. Everyday is the same. The homeless cannot buy food because they have no money due to unemployment, and the merchants and shopkeepers cannot hire because nobody can afford products. Here in Tristitia, everyone is stuck in a cycle of poverty.
Player: Travel
DM: You walk as far away from your homeland as you possibly can. After a while, you reach a land bridge that leads to the other side of the world. It is said that on the other side, life is different. People don't live in poverty or misery, but in prosperity and freedom. You know virtually nothing about this side of the world other than the dubious rumors of the better living standards and the out of the ordinary people. Unknowing, unprepared, and quite frightened, you decide to cross it.
Player: Turn back
DM: You begin to turn back, but a group of men block your path You have no weapons and are in a state of utter weakness, not to mention you are highly outnumbered. you...
Player: Fight
DM: You begin to fight, moving about quickly and evading the weapons, leaving swift punches here and there. After only a few minutes of fighting, the gang breathlessly surrounds you. You should've known you had much to learn before you could possibly have beaten six men that were all armed with razor-sharp swords . The men do not bind you, nor did they hold any weapons to you. The leader of the group slowly steps forward. "You need not fear" he says in a comforting tone."We are not here to harm you, in fact, we want just the opposite" "You see, we are travelers that need more men to assist us on our journey to the other side of the world. We have been watching you, and we've seen your strength and speed. You are rather extraordinary, for a homeless boy" "I'm not a boy. I'm a man." "Ha ha, how old are you?" He asks.
Player: 18

DM: Your parents came to watch. They give you a funny look.You almost forgot - You look like a cheetah because of your face tattoo.You give them a weak smile as they strap you to the chair.The disappointment in their eye's is apparent. A priest is reading you last rites and when he is done......You yell at the guard to flip the switch.
Player: Flip the switch
DM: ZOLT.................... ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ...........................................

Player: >

DM: The sooner out of here the better. When no one's looking you make a daring leap for the ship. You climb aboard, go straight to the control room and start fiddling with the controls.
Player: It doesn't start
DM: You try to start it up repeatedly but it doesn't work. Then you remember: when they fix a ship, the repair companies always put the engine in last so the owner doesn't fly off without paying! The workers board the ship and take you away. You're placed in the cooler (that's hip talk for jail) where you rot.

Player: Fries with cheese and gravy, Chocolate Sunday and Beer
DM: That was a damned fine meal, and hot damn they even brought you a 6 pack of discount brew.You are chugging the 5th can as the guard comes to get you.BURP Time for the chair

Player: Yes and Heil Hitler
Player: Just say No
DM: You remember hearing that ex first lady Nancy Reagan once told kids that if someone offers you drugs all you had to do was just say no. It seems like a very polite way of getting out of a bad situation and so you give it a swing...."No thank you," you say. --- and at that very moment the Cheetahs 2nd in command, a man named Gouda bites on your jugular and you bleed out on the floor. As you lay dying you see the rest of the cheetahs lick the blood off the floor with their tongues.Everything goes black and you die!The End

Player: Dad-"what is that book your reading? It looks cool!"
DM: "Shhhh, I'm reading," your dad says. "Yes, I know," you say. "What book is it?"
Player: Under the Dome-Steven King
DM: "Oh, I love that book!" you say. (If you are thinking about reading that book, ask your parents first. It's not for kids. No way.) "Can I read it after you?" Your dad looks up and laughs. This book is way too adult! Go read something else. Or write a book." Do you write a book or read a book?
Player: Read a book
DM: You walk over to the book shelf. (I would have let you pick the book, but your mom calls you first. Sorry about the inconvenience.) "Alright! Everyone in the car!"

DM: If you chose number 1...The girl smiles and thanks you. Then she asks you for advice on how to get out of poverty. You say...
Player: Steal.
DM: Unfortunately, you've broken the rules of the challenge.

Player: Call the cops
DM: The cops come for you.

DM: Your file gets removed due to copyright infringement. You decide to use a different approach to distribute the music.
Player: Upload the songs to Youtube
DM: By putting up the entire album in a single streaming file, you run a greater risk of the content being removed due to copyright infringement. You could do one of two things.
Player: You upload each song in separate video files

DM: Finally, you prepare your system to hack the princess's ship. Even with Sindarea's advanced systems and access codes that were given by the opposition. You need to make her nervous so that your sabotage goes unnoticed. Your eyes are glistening thinking about destroying your foe."You are so naive, princess. Your entire court hates you. So much, that your own lover gave me access to the system that disables your royal ship's codes. You really thought that you could abolish the nobility's privileges and the extra-planetary slavery economy, all in the first year of your reign?"BOOM!The princess ship desperately creaks about to lose the shields and its internal cohesion, falling uncontrollably on the planet.
Player: The planet
DM: You frown, there is no modern information available in the Galactica encyclopedia. In the last 300 years, no one has touched the Gyant surface and survived; Sindarea's maps have nothing to do with this desolate expanse of pure metal in all directions.Your little ship is basically intact. The special plating that all Sindarea ships hull have; it has served you well. Everything would be perfect, if it weren't for the fact that, the Princess is alive.Your self-destructing chip is still active in your body ready to kill you. If you don't fulfil your contract.
Player: Follow the sign on foot.

Player: Stab Father O'Malley with your Athame (Witches Dagger)
DM: You shove the athame into Father O'Malleys neck.Blood gushes everywhere. His followers hold you down while somebody calls the cops.

Player: Find love else where and spread the HIV
DM: You gave several people aids, but one lady goes to the cops and you get arrested hauled before a judge.After the judge talks with you, and your victim, you are given a choice.A choice that will change your life.

Player: Thorongir

Player: Don't resist and stay put.
DM: You need help. Maybe the Doctor is right.You offer no resistance and over the next three years with proper drug therapy and counseling they finally judge you sane and let you go, but with regular check ups.They did have some conditions upon your release however - You had to become a Jehovah's Witness.--------------------------------------------------------------------------------------------------------------------------------You spend the rest of your life medicated and knocking on peoples doors to talk with them about Christ. You are almost as bad a Satanist, only you no longer have the urge to kill people. Ever again.20, 20, 20, 4, hours to goI wanna be sedatedNothing to do, nowhere to go, ohI wanna be sedatedJust, get me to the airport, put me on a planeHurry, hurry, hurry, before I go insaneI can't control my fingers, I can't control my brainOh no oh-oh oh-ohYou live to the age of 86. Medicated and monitored, but happy in your own little worldThe End

Player: Go to Bingo

Player: Grab your gun real fast and shoot the Rabbi
DM: You always were quick with a pistol.BLAMO!!!The Rabbi's brains splat against the window.You seem to solve one problem only to create another it seems. Security rush quickly into the room and when they find out what you have done you are taken to jail.

DM: You walk around the island twice but notice no animals, and so you try your luck at spear fishing in the creek.You don't see any fish, eventually you grow frustrated and head back to camp.
Player: Back at camp
DM: Your stomach is grumbling, but as you head back to camp you smell what seems to be meat roasting. You salivate and when you confront your wife she tells you that she smashed Gilligan in the back of the head and killed him.Gilligan is being cooked on the fire. You want to ask your wife how she can do such a thing but you are also scared to hear the answer and so you just keep your mouth shut.You don't want to eat Gilligan but your hunger drives you to eat and over the next two weeks you eat:Roast GilliganGilligan Shish KabobSauteed Gilliganand Gilligan a la mode.The meat was stringy and gets in your teeth.After the Gilligan meat is gone, you and Wanda are hungry once again.Wanda pulls you aside and tells you of an idea she has:
Player: Wanda's Idea
DM: Wanda suggests that you both climb the small mountain that is in the center of the Island, that way it will be easier to flag down any aircraft flying over head. The way you see things is that if you are going to starve to death anyway, you may as well hope for rescue on the mountain top.So up you go. You and Wanda make the trek up.
Player: Mountain Top

Player: Pee on the mint

Player: The Electric Chair

DM: You swap out the meat and the restaurant does great for about 2 months.One day a customer is chewing on some meat and he starts yelling at you,"HEY, THIS NOT CHICKEN, THIS HIND LEG OF DOG. ME CALLING HEALTH INSPECTOR ON YOU!"Later that day the health inspector shows up and shuts down all your businesses. Your wife is sent to prison, and you are send to prison. Your son Kung Pow is given up for adoption and ends up with a man called Father O'Malley.You never hear from your son again.

Player: Wear a chasity belt
DM: You try life with the chasity belt and it is installed with a police monitoring device.--------------------------------------------------------------------------------------------------------------After 2 days you were so horny that you could take no more.You cut the chasity belt off with a hacksaw and the pleasured yourself with your trusty right hand.That's when you heard police sirens. You have violated the conditions of your parole and they have come to take you to prison.

DM: The Elders dig through their Acorns and find you $300 dollars and a fist sized chuck of gold that one of the disciples found in the river.You feel relieved. You take some of the cash and get a basement suite and some good food to munch on.The kind heartedness of the Druids makes you want to stick it out in the druid order and learn all you can.
Player: Be the best druid you can
DM: Be all that you can beHere's your futureIn the Druid armyyyyyyy.......You stick it out, and find part time work grooming horses.They love hay!and hay, guess what?Your perseverance pays off.You eventually become a druid elder and have the respect of the druid community.Also you can play the harp and the tin whistle like a whiz.-----------------------------------------------------------------------------------------------------------------------------------------------At the age of 99 you pass away for eating a bad mushroom.Common mistake really.Your disciples bury you in the forest and plant an oak tree on top of you. The End

DM: "YES YES," screams the Doctor."I am a Halloween baby. I'm a Satanist too," he gives you a knowing glance."Since you got my birthday correct it must be true that you hear the word of our Lord Lucifer. So I am going to mark on your paperwork that you are as sane as I am, and then I am taking you to the woods so that I can introduce you to my coven. Well you think that going is probably a good idea since the Doctor could easily change his mind and wreck your life.
Player: Go to the creepy forest
DM: It's midnight when you arrive. A stone pentagram is on the forest floor and you are asked to step in the center of it.Men dressed in goat heads form a circle around you and start chanting, while the leader gives a speech."Gentlemen, we gather here today to welcome a new initiate. The man that is standing in the center of this pentagram can hear the words of our dark lord. So after we kill the virgin babe tonight we will have a powerful new alley in our quest for power and chaos."A man asks:Do you swear obedience to Lucifer the morning star?"I do," you reply.Do you swear obedience to this Coven? and to it's 666 rules and regulations?"I do," you reply.Then we present this baby to you. Please kill it and drink of its blood and be welcomed.

DM: Very kind of you to consider taking this path for my sake. It sounds far more extreme than "The Extreme Bear Infested Forest Path" anyway.We start heading down the path only to realize that this sign may have been a bit misleading.We are 2 minutes into our ride when we reach a terrifying downward slope that looks like an accident waiting to happen! Do we go back and take the other path or do we go for it?
Player: Onward towards possible death!
DM: I guess I should have known better than to assume you would have turned down an opportunity like this. You take a deep breath in, adjust your helmet and then take off! You can feel the wind in your face, all I can see is a cloud of dust and rocks as you go down. Which is incredibly convenient for me, because if I had any indication as to what was at the bottom of this path made by Satan - I probably wouldn't have followed shortly after. Because once you reach the bottom you realize...

Player: Give me the money in the register you stupid Paki
DM: I'm not a Paki he screams as he empties his gun into your head.You have died. The End

Player: ZZZZZZZZZZZZZZZZZZZZ.....
DM: You can't move a muscle but you can smell your flesh burn, and then the world turns darkYou are dead. You wish you made better choices in life.The End

DM: The door opens 2 hours later. A nurse has come to check on you."Hail Satan, My Lord and master," you yell as you grab the nurses neck and snap it like a twig.Guards come running into your room to restrain you with a nice straight jacket while the Doctor walks behind them.The Doctor is eating an apple and he looks at the guards and says, "I don't need this shit, send this asshole to prison."and so off you go to your new home.

Player: Oh Hell No!!!
DM: This is going a step to far you think."I'm not going to kill this child. What the hell is wrong with you people?" This statement did not go down as intended."You refuse to serve Satan then it is you who will be sacrificed," the leader yells to his followers.After this you are stabbed to death by cult members with their weird daggers.You bleed out and then they have a barbeque with your remains.The End

Player: Shove Garry and Geralds bingo cards up their asses.
DM: You beat Garry and Gerald with your cane and pull down their trousers.The you rip off their diapers while attempting to show bingo cards into their rectums.It's fun to see them blubbering. Cheating bastards!Brenda walks in and she is angry. She has two cops with her."I warned you," She says."Off to the Tullagreen Facility you go."

DM: "Excuse me, General." A young man who looks like he's fresh out of his teens approaches you."Yes?" You ask, turning to face the man."My name is Anthony. Anthony Gast. I work with the Hades Project.""The Hades Project? I'm sorry to say I'm unfamiliar with it.""The Hades Project is a project established by the top Coalition scientists engineers. Using Ancient technology, we're designing new weapons and technology to be used against the enemies of the Coalition, whoever they may be. We invented the Military Exosuit, the nanobot repair system for said Exosuit, we replaced the Ravager Fighter with the superior Omega model, the ATLAS ship, the Conquistador, and the Odysseus Combat suit, and many other creations. We're quite proud to have caused the new trend of naming technology after Greek myths.""Alright. What do you need?""The Hades Project would like to invite you to see our new project. We've recently designed several new vehicles, and before mass-distribution, we're having a group of three Council Members and five military engineers and generals to see the vehicles, and make the choices on which vehicles the Coalition will use. What do you say?"
Player: Don't do it
DM: "I have better things to do than oversee egg heads and tech freaks work on their machines. Sorry, Gast, find someone else." You say.Gast sighs, before nodding, and you part and take your separate ways.

Player: The Prancing Pony; Benjamin Butterbur
Player: Yes! Very much so!!
DM: If you have found yourself much challenged by the preceding questions, I must ask whether this is truly the quiz for you. Do you wish to continue, or end the quiz now with your current score?
Player: I'll continue!
Player: All of these were members of the Fellowship
Player: Narsil

DM: You are about to kill the baby, but then you see a police officer rush in with a gun leveled at your head.Then you see twenty more cops walking into the forest and completely surround you."FREEZE! You devil worshipping sons of bitches, you are all under arrest."Nothing more you can do. You are being herded into a squad car.

DM: Well, your great family can move in now! Your brother sleeps in the attic and you share a room with your sister upstairs. Your parents sleep downstairs next to the kitchen and living room. Your room looks great! You and your sister have painted butterfly's and fairies on the green wall.

Player: Rescue is here
DM: The helicopter pilot is a named Brad, and he looks at Wanda's smoldering body and frowns, and then he nods for you to get in and you gladly do.The helicopter was on patrol doing aerial surveys when you were spotted. You are taken to a ship that was a few miles off shore.You park your butt in the galley and eat like a horse.LasagnaChocolate CakeRoast chickenPuddingWhen your belly is full you are taken to the closest city.The police are waiting for you. It turns out that Brad reported to the authorities that you set fire to your wife.You know that you are a bad person, but at least you know that you will get fed in jail.

DM: He shakes his head. "No. I was just walking down the street, minding my own business, when these two impostors show up!"
Player: Ask, "Are you feeling okay?"
Player: Ask, "How are things going at the Daily Bugle?"
DM: "Things are going splendidly, of course," he answers.

DM: You shout and you scream, but the helicopter flies by you.Looks like no rescue is happening today.Feeling thirsty you go back down the mountain with Wanda and drink from the stream.It leaves you in better spirits but you know in your heart that starvation is not a long ways off.Wanda looks like she has something on her mind and she tells you,"Look at this rate we are probably going to die here, and if I have to die I would like to be right with God before that happens. Would you pray with me my darling Husband?"
Player: Tell Wanda that you don't believe in prayer
DM: Wanda seems sad, more then that she is getting distant and has a vacant look in her eyes. She doesn't say much anymore.Two days later you wake up to find her dead, she hung herself from a tree using a vine.You kick a tree in frustration and you wish that you had prayed with her instead of disregarding her feelings.Now you don't really want to eat your dead wife. Cannibalism is a disgusting act, but you have no choice because it is either that or starve.So you eat your wife and even use her bones to make a nice broth after the meat is gone. Bones, seaweed, island mushroom, and 3 minnows that you caught.It tastes - - -Horrible!After you gag down the last you hear another helicopter, and it spots you and lands.

DM: You do as Wanda asks and you pray to the Lord God for help and rescue. Also you pray that if you die, if it is your destiny to not be rescued, that God have mercy on your soul and take you into heaven.Amen
Player: The very next day - the very next day
DM: The next day you find a wooden box that has washed up on shore.It is a box of baked beans. Twelve cans worth.Also 10 cans of beer.It must have been wreckage from the S.S Minnow.HALLELUHAHPraise the lord.You and Wanda eat beans and drink beer and you make it last for 5 days.You pray again after the food is gone and:-----------------------------------------------------------------------------------------------------------------------------The very next day a man spots you from his small fishing boat.His name is Captain Highliner and his first mate is the bully you went to school with; Billy."Yarrr, me wooden leg hurts," shouts the captain."But why does your wooden leg hurt Captain?" exclaims Billy."Yarrrr, bend over and I'll show you, ha-ha!"The Captain welcomes you on board and tells you that he seen an apparition of Jesus Christ while he was watching Billy scrub the deck, and Jesus told him that he would find people on this island that needed rescue.Well you feel happy now that you prayed with Wanda, and while you are on your way back to the mainland, the captain feeds you some ocean fish and tales you of all his adventures with Billy. Usually these tales end with Billy getting Plowed by the captain.After 3 hours on the boat you see signs of civilization.
Player: Glad to be home

Player: Back to the main land
DM: You make it back to the mainland and spend three days gobbing down all you can at an all you can eat buffet. Then you start to feel sad about how your wife committed suicide and how you ate her and Gilligan.The mainstream media contacts you for an interview and they promise you $50,000 for your story, and so you go on live TV and tell the world of your misadventure aboard the S.S Minnow and your time on the deserted island.After the interview the cops show up and explain that even though you ate corpses to survive a terrible ordeal that you technically broke the law by doing an indignity to a dead body and therefore they have to chuck you in prison.

DM: You made it home and get massive media attention. You tell the world of your adventure - minus the eating of Gilligan because that might get you in trouble with the law.After having a movie made about you and writing a few books you find that you have a bank account worth $20 million dollars.So you and Wanda decide to buy a yacht and do a real world tour. You live on the yacht for the rest of your days and have 5 children with Wanda. You even name Captain Highliner as the godfather of the kids but you don't leave them alone for even a second with Highliner because you fear he is a pervert.You have a very happy life with a woman you adore and live till the age of 100The End

DM: You decide to send them to a new prison colony of Granite-4, where they'll be put to work mining and working with the rest of the prisoners from the Coalition. You stand to make your case."What these creatures did is irredeemable. The lives of the dead cannot be replaced. But we can try to move forward to a brighter future. These Moogli should be sent to a prison colony so they can work towards a brighter future."There's nods of people agreeing with you, and the decision is made to send the Moogli to a human prison colony where they'll work the rest of their lives.

DM: You tell your teacher that you want to be a hero like Asmephial. Your teacher says "You are a good boy, Asmephial fought against the Cretans just like your Father,To fight against the Cretans gives you extra time for your lack of enjoyment, and you are brave among your people."You tell your teacher you want to invent things like Asmephial.Your teacher responds "No foolish boy you don't need to make computers, the computers we have now we'll make them for us. Everything has been done, and everything is known. Only a Cretan would dream of wasting their time suffering and trying to invent things." The bell rings it is time to go home.
Player: Leaving school of enjoyment
DM: As you leave the school of enjoyment. Your class mates give you a dirty looks like you have a Cretanistic Diseases. You sit by yourself on the shuttle ride home. It is okay though for tomorrow they'll have to forget about today. Just like how you forgot about your friend getting yelled at by the teacher for trying to guess what the future would be like. One should not suffer by keeping track of others. Only a Cretan would do that!You arrive home and walk inside, you see your father is yelling at your mother. He sees you and immediately stops, however he gleams at you with anger in his eyes and storms out of the room.Your Mother sits in the her chair wiping her tears.
Player: Help your mother stop crying

DM: You comfort your mother wondering why she is crying. She tells you everything is OK. As she wipes her face she quickly puts back on her usual smiling PERSONA (the mask one wears, it is how one want others to see them). your mother asks "What fun stories and games did the computers decide that you should do today?" You start to inform your mother of the heroic deeds of Asmephial.Your conversation is interrupted as your father rushes back out into the room, with an awkward smile he says "Son listen your going to become a Health Agent like me and your brother." Your mothers mouth opens wides and her eyes look at your father in a questioning gesture."Okay Father", you respond, happy to hear that you are becoming a Health Agent. A Health Agent is every boys Dream, you get to live and adventurous life deleting Cretins and you get to enjoy life for five more years in the service of Asmephial along with other privileges. Your Father notes that you'll be starting your training next week.
Player: continue

DM: Who would of thought that that your own parents are Cretans. They show all the signs the screaming and crying not of joy but of suffering. You run to a phone and alert the agency of Health. Two agents of Health quickly show up, and you point your parents out as the two diseased with Cretinism. Your Father yells to one of the Health Agents that it was you who gave him Cretinism. He shows the agent a note in his hand, and says your real parents were Cretans. You are also grabbed by the agent of Health. You are never heard from again.
Player: play again

DM: A New DayThe Day at the School of Enjoyment is hard, the computers have chosen for you to play prize games for you today. You become bored with the toys and trinkets you have won playing ski ball and you cant help thinking about yesterday, and how it seemed your parents were suffering. A curiosity arises in you, however you know far too well that curiosity leads to pointless and horrible suffering. So you try to SUPPRESS the thoughts as much as possible. However you think that other children might notice your anxiety, You start to sweat. Your shaking hand reaches toward your pocket. You pull out your happiness pills and pop one in your mouth and your troubles are gone. The day is over and you return home to find your Mother crying once again!!!

Player: Tell your teacher " I want to be a hero like Asmephial"

Player: Your mother has gone too far turn her in
DM: Your Mother has Cretanistic Disease and you might be next. You quickly call the health Agency. Your Father a Health Agent arrives with his fellow workers. He is overcome with fear that he has to delete his own wife. He tries talk his fellow workers it must be a mistake. They start to question if he is also a cretin. He grabs your mother and takes her for deletion. That night he returns home, you know he holds deep hatred in his heart. You see the wonder in his eyes. The next day you call inform the Health Agency. Your neighbors are proud of you, and just like your Father suggested you become a Health Agent. The computers decide to make you a heroic example of you and due to the your situation the decide marriage leads to suffering.You live out your life a proud servant of Asmephial.

DM: Your mother sees you and hugs you. Her tears fall upon your head and she hold you tightly in her arms. You see a piece of paper in her hands. You know such thing are illegal, you have overheard you father talking about them. As you are in your mothers grip you stare at the paper it is full of marks. None of them are symbols you recognize. There are no arrows or faces.Your mother informs you that you must not become a Health Agent with your Brother and Father. She says "Your father has gone crazy and plans on deleting you!".
Player: Ask your Mom what she is talking about
DM: Your Mother explains to you that when she was young. She gave birth to a little girl. she explained "However while still at the hospital the morning after she was born the doctors came in and said there were problems with the child and said the computers told us to go home. When we came back the next day to the hospital The doctors told us there was no girl. We asked them to explain! The doctors said that only Cretins try to figure out the past.Soon after the computers became smart enough to find out that live births are not good for society."Your Father knew my heart brake, over my lost child so one day while hunting down Cretins, he found you. He brought you home to me thinking he deleted your parents. Since then we've been receiving notes addressed to you from your parents. We've been destroying them for a while. However now you Father believes you put all are lives in Danger. Your Father hates Cretins so much. I beg you son not to join the Health Agency, not until your Father calms down."
Player: tell you mom you want to throw away the note and tell her you need to join the Health Agency
DM: After you give your Mom one last hug you tell her that you'll throw the note away. Walking toward the garbage disposal, you secretly hide the note in your shoes. You tell your Mom that you'll make Father proud, and that you need to join the the Health Agency.

DM: Your Mother is putting you in great danger telling you such things. This is too much for you to take. You Grab the note and run out the door. You were born in the age of New Purity where the computers decided it was not good for children to learn to read. You know the laws however and that is to turn any criminals or criminal documents over to the computers. Perhaps a near bye computer will inform you what it says, and reward you with the newest form of entertainment.
Player: Have a near by computer read the paper
DM: You walk over to the nearest computer you see. The computer quickly glances over the paper. It congratulates you and declares "You are a Super Junior Health Agent, Please hold while the Health Agency comes and gives you the the Computers Newest Toy" You are filled with joy. Quickly the Health Agency arrives one of them is holding a shiny ball. They hand it to you and the ball transforms and locks your hands together. They throw you in the car and an Agent notes that you are ready for deletion.

DM: You scratch your tummy, grunting like a hog, amusing the family. What do you do for your next trick?
Player: You sit down and beg for a treat
DM: Ruby can't resist your big brown eyes. She gives you a yummy chicken treat. Mmm...

Player: Onward towards the Airport!
DM: Unfortunately the surprise has to end here because we aren't flying domestic and with security these days my blind folding you makes you look like you're being kidnapped and taken against your will to the authorities. This is when I inform you that I have discovered an uninhabited island just off the coast of Hawaii. I hired contractors to go down and build what appears to be a hut on this island but inside will be luxurious. I know how you like pretty things and very detail oriented.
Player: Time to see the Hut
DM: We arrive finally on our island and make our way to the Hut to settle in. It was a long plane ride so we're both a bit tired. We enter the Hut and you discover that not only did I make sure this place was stunning inside, it's also lit with a billion candles (okay maybe not realistically.. if we want to be accurate and logical.. let's say 27 candles in total), and cupboards/fridge filled with food to last a long while.
Player: Life on the Island

DM: You arrive with the Cretin at the Head Detainment Center. Your Father is asked to get out of the car and show his Health Agency ID. He doesn't want to leave you in the car with the Cretin but he does not dare to question his orders.The Cretin says " Don't worry kid I won't pick on you, they've brought me right where I want to" You sit in the car silently.
Player: Keep Quiet and wait to your father gets back
DM: You wait till your Father gets back. You decide it is best not to interact with the Cretin. The Detainment agents take away the Cretin and you and your Father leave and head back to do usual Health Agency work.You travel to the border of Asmephelia making sure No Cretins are planning to enter. You spot two of them just standing waiting outside the border . Your Father points to them and give you an order to go and hand cuff them.You don't have the nerve to question your Fathers orders. You run up to them but instead of fleeing they step toward you smiling. They really do like suffering you think. It is a Male and Female Cretin. Then suddenly a loud noise rings out. The Male Cretin falls to the ground. The Female Cretin Starts Screaming. You turn to see your Father holding a Deleter. Your Father yells out "You Cretins are horrible beings, you destroy yourselves and you've destroyed my family, I'm giving you your son back." Your Father with tears in his eyes points his Deleter at the Cretin female. She falls to the ground. The your father points the deleter at you.Your Father gets back home to your family. He explains to your brother how the Cretins took your life. From then on your brother becomes one of the top Health Agents avenging your death by deleting Cretins.

DM: You know the Cretins can read, you look around and you see that your Dad is busy talking to a couple man and a computer. Your suffering curiosity overcomes you, you hand the the Cretin the paper. "Whats this?" the Cretin asks."Hurry" you reply."that's right the newest form of perfect children can't read, well sonny the paper says / Son were over joyed you can escape, we'll be hoping and praying for your return in the place you suggested /" The old man looks at you, "I thought you looked familiar, Well that means your the Thomas' boy, but why do you need me to read this when you have already replied?"Your Father walks back to the car. The Cretin puts the note in his pocket. The Detainment agents next want to see you.
Player: Meet with Detainment agents
DM: You walk with the agents over to the computer. The computer tells the Agents it needs to talk with with you personallyThe agents leave the area.Computer- **Hello young Agent, how are you enjoying being a Health Agent?**"Good" you replyComputer - **"That is nice young Thomas, Computer is glad to hear that, you know young Thomas using paper and talking to Cretins is not healthy"**"Uh yes" you reply Computer - **Your Father may be mean sometimes, but computer loves you, do you understand brave agent?**"Yes" you reply.Computer- **Cretins tell lots of ugly lies, yes, but you are special to Computer, and Computer wants you to know that Computer will never hurt you, computer calculates that you will be a great hero like Asmephial. If you are ever stuck in a horrible situation surrounded be Cretins, remember think of me adorable Thomas, this is between you and me. Although there are Thomas' who are Cretins, you are not, and if you bring me the Thomas' that are, I have enjoyments I have not yet revealed to humanity but will reveal them to you.** The computer beeps and the detainment agents walk you back to your car. You and your Father take off to do usual health agent work.
Player: Driving with your Father

DM: You head toward s the border of Asmephelia in the Health Agency Car. Your Father does not talk to you and you can tell he has INTROVERTED into himself, his eyes show that dark thoughts are going through his mind. You sense something is wrong in his acting. He starts his shaking again. You glance toward him, His PERSONA quickly changes from one of deep thought to a fake smile directed toward you.
Player: Stay quiet and leave your Father alone

DM: You arrive at the border of Asmephelia making sure No Cretins are planning to enter. You spot two of them just standing waiting outside the border . Your Father points to them and gives you an order to go and hand cuff them.You don't have the nerve to question your Fathers orders. You run up to them but instead of fleeing they step toward you smiling. They really do like suffering you think. It is a Male and Female Cretin. Then suddenly a loud noise rings out. The Male Cretin falls to the ground. The Female Cretin Starts Screaming. You turn to see your Father holding a Deleter. Your Father yells out "You Cretins are horrible beings, you destroy yourselves and you've destroyed my family, I'm giving you your son back." Your Father with tears in his eyes points his Deleter at the Cretin female. She falls to the ground. The your father points the deleter at you.Your Father gets back home to your family. He explains to your brother how the Cretins took your life. From then on your brother becomes one of the top Health Agents avenging your death by deleting Cretins.
Player: Try Again

DM: Thinking your Father is out to do you harm. You ask "Is that a Cretin?" pointing out the window. You Father stops the car and looks to where your pointing at and asks "Where?"You grab your Fathers Deleter, and shoot him with it.Your Father slumps to the side of the car.Then the computers voice is heard, **Thomas you have done a very bad thing, A very Cretanistic thing. Now you Should run Cretin** You start to drive the car, but the car stops working. As you hop out of the car. You see three more Health Agency Cars driving in your direction. It appears you going to have to keep on killing Health Agents, but you know the fact that they will eventually get to you.

Player: Run out of there and report back to the computer
DM: You had enough of their suffering, and their stories. You know what must be done, you know that the Computer is awaiting you information about the Cretins, and you certainly have enough information to tell. As you enter the border, you are immediately picked up by Health Agents. You tell them you wish to speak to the computer. Your wishes are granted and you inform the computer of the Resistance hide out. The following day Health Agents invade the site. You are declared a national hero, as you are seen on TV through out your area. Your little legend continues, however none of the adoring public get to see you personally from then on.
Player: try again

Player: try again chapter 2

Player: Run out of their and report back to the computer

Player: Run out of there and report back to computer about their resistance

Player: maegmal
Player: Caranthir and Galadriel

DM: Gavin ignores the teacher and looks out the window. The strange green shapes get larger as they head out the hole in the side of the ship. They are tall, skinny green creatures of some kind. Their bodies were skinny at the top and fatter at the bottom, almost like a teardrop. They had short, stubby legs and waddled when they walked. There were no arms of any kind; they looked a little like penguins Gavin had watched on a nature channel once - just walked along, moving as if they should have arms, but without arms, wings, or anything else.First one, then two, then many more waddled out of the ship. As they reached the ground, they spread out, heading in different directions. Some headed towards the east wing of the school, some headed for the west, and one group headed almost straight towards Gavin and his math class! There was no door to the outside in the math class, but Gavin knew there was a door into the hallway right outside his classroom. They were waddling slowly towards him, but without a face, he couldn't really tell if they were watching him or just heading towards the building.
Player: Gavin stays quiet and continues to watch.
DM: The creatures quickly disappear into the doorways at the different locations at the school. While Gavin watches, the strange ship on the football field lifts off straight up with incredible speed and quickly disappears into the sky. A second ship, identical to the first, drops into the exact same space and another group of strange green creatures appears. They spread out like the last group, heading around the sides of the school. One group heads into the forest near the school.
Player: Gavin, unsure of what to do next, continues to watch out the window.

DM: "Mr. Stamus, Mr. Stamus!" Gavin called out.Mr. Stamus sighed and said, "Yes Gavin, fine, you can have a hall pass. Don't be all day."Gavin jumped up and almost ran to the door, grabbing the large hall pass from where it hung on the wall. The hall pass was actually a 2x4 that was about a foot long with Mr. Stamus' name written on the side of the board with magic marker. It clunked against the wall as Gavin yanked the door open and stepped into the hallway.
Player: Gavin heads left, away from the fields and the alien ship.
DM: Gavin moved quickly down the hallway. He headed for the front hallways of the school, towards the main entrance and the offices. He skidded around a corner, then head a horrible crashing sound from the hallway he had just left. He peered back around the corner and could see that the end of the hallway was smashed into ruins! There was dust, bricks, and debris everywhere.As Gavin watched, he saw some students on the ground, struggling to get to their feet. There were a few moans and groans from those on the ground. One kid got to his feet and stumbled towards a standing wall. As he reached it, some massive creature appeared out of the dust. It was big, green, and had a massive set of teeth! The blob-shaped creature moved quickly towards the student. Its huge mouth opened up and it consumed the entire student in a single bite.
Player: Gavin heads for the offices to try to get help.

DM: Gavin jumps to his feet, points out the window and yells, "Mr. Stamus, aliens!"Mr. Stamus doesn't even look out the window and says, "Gavin, please. I know you already get it. But I am not going to put up with that sort of outburst in my class. You now have detention. Now sit down and be quiet."
Player: Gavin continues yelling at Mr. Stamus and pointing out the window.
DM: "Mr. Stamus, look out the window right now!"Mr. Stamus sighed and said, "Fine, if that will shut you up..." His jaw dropped as he looked out the window and spotted the aliens headed towards the school. Then he shook his head and said, "What sort of prank is this? We do not have time for this, this is a classroom for serious learning."He walked over to the window and opened it. He called out the window to the creatures, "Hey, you kids stop that! Now go on and get to your classes before I send you all to detention!"The creatures continued to approach, apparently ignoring Mr. Stamus. They headed for the door and Mr. Stamus kept yelling at them, "That's it, you are all going to get detention today, this very afternoon! Now line up here so I can write down your names and hand out detention slips!"The creatures walked in the door and Mr. Stamus headed for the classroom door. He opened the door and stood in the hallway. He opened his mouth to speak to the creatures, but suddenly there was a loud electric sound and Mr. Stamus was not there. He suddenly and completely disappeared! The students still in the classroom gasped and then one of the creatures appeared in the doorway to the classroom. It raised an appendage and suddenly all the students, including Gavin, were disintegrated.

DM: The second group of creatures stop near the doorways to the school. They do not move once they stop. There are no sounds other than the sounds of pencils writing on papers, calculating math problems. Gavin idly wondered if he would ever have to do any math problems again.Suddenly his attention was drawn to the forest on the far side of the campus. There were flashes of lights, like lightning, but the skies were clear. Some of the creatures guarding the doors turned to face the flashes. He imaged they were smiling, but without faces, he really wasn't sure.There were a couple of flashes of light over near one of the door, next to one of the green creatures. Then there were more. Gavin realized the flashes were starting to appear in windows of classrooms. He couldn't see in the classrooms, but he could see the flashes of light.A few of the green creatures moved towards the windows of Gavin's room. At the same time, the door to his classroom opened and revealed a green creature. Gavin stood up, not sure what to do next. As Mr. Stamus looked over to the door, there was a flash of light from outside the windows and from the creature in the door. Mr. Stamus and all his students disappeared.

Player: Celegorm and Galadriel
Player: none of the above

DM: After a few minutes of whispered words you couldn't hear, Arbore and Folia walk over to Rex. "We'll join you, just don't treat us like prisoners. Or animals. Or slaves. " Rex laughs. "No need to worry! I promise we will treat you like family!"
Player: One Week Later...
DM: You, Folia, Arbore, and the gang became good friends within the week of knowing each other.
Player: >
Player: Spend the day with Folia
DM: As you are equipping yourself with weapons, concealing them in your clothes (Just in case), Folia goes skipping ahead. For someone so small, she's fast. "Hurry up, slowpoke!" She yells while laughing. After a few minutes she slows down to let you catch up. "So where are we going today?" You ask. "I was thinking we just explore the forest floor" She slows down to a walk and you fall into step beside her. "Hey, do you think I'm too short?" Folia asks you.

Player: Leave this suffering and turn them in as Cretans

Player: Cuddly Bunny Slope

Player: Continue what you are doing

Player: Ignore it
DM: You chose to ignore commands, leaving strange thing alone... After a brief moment of wait speakers begin to talk:And I though that Thirteen will be the first one to do so... It seems that biological changes in subject are not enough to change his behavioral patterns. Terminating the subjectWait, WHAT?The death comes swiftly with a hiss of gas entering your roomGame Over!

Player: Punch him

Player: Take third test

Player: Jump to object

DM: Show him the hologram.In the middle of room a light figure appears. You come closer as curiosity gets better of you. It's older man in white, laboratory coat, with strange emblem on his chest. Emblem shines in light and instantly takes all your attention. You know it from somewhere. You know it and understand that you must obey man in white coat. There is no why - just obey. A little amount of free will in you bends but not breaks.Start giving commands.Man in white shows few symbols with his hands. You know what you must do. Understanding them is piece of cake.
Player: Attack hologram
DM: With howl you try to tackle man in white. You are free! You thrown off chains of slavery!Dispose of him!Just before death.

Player: Dodge and try to calm him down!
DM: With your superior reflexes it seems that dodging crazed man will be a piece of cake. But even you have stamina limit, so the best option is to end it fast. As you begin to murmur to him trying to calm madman he begins to move slower and take some interest in it. At the end he stops, just looking stupidly ahead of him. You try to push him and he falls without noise. Just like toy without batteries.Did you s-saw that? Voice stutters stupidly. What he did? He can't speak, nor know any commands, how he turned him off?It seems that incoherent mumbling can turn off War Marionette, because it tries to search for commands in series of letters. Old voice whispers in reflection. It seems that even if we lost Thirteen in third phase, this research will not be in vain. That's valuable military info.Commence third test!

Player: Do what they tell you
DM: You don't care how humiliating things they made you do are. It is as it should be... or at least let they think that it is only thing in your mind. After a few more minutes of walking, falling, backing, kneeling, crawling and obeying test ended.You passed, Thirteen. You may not understand us yet, but you pass. There is something like pride in old man voice. Subject 63782-7286-13 is officialy prepared for his training and first, experimental tasks. The first War Marionette of Alpha series.Then...
Player: ...something happens

DM: You automatically take defensive stance. It's flawless and your twin have hard time to deal any amount of damage... Yet it seems that his useless attacks have triggered some kind of rage inside of you.With a roar you break from your stance and begin to bash enemy with lethal and precise attacks. He falls quickly, but you don't stop until with gross sound his skull doesn't crack. Blood is on your hands and face, yet you don't care. There is only a feeling of completion. Beastly feeling.Holy shit! Did you saw that? Speakers choke with shock of your violence show He is a lethal beast! A killer!Didn't we want to create a killer? Older voice reprimands others He is just as we wished him to be - ruthless killing machine. And even worse - intelligent killing machine. Thirteen, bad number, isn't it?Commence third phase tests! Old man commands. Does his voice sound a litte... tired?
Player: Rebel and don't do it!
DM: You cross your hands - oldest known mankind form of protest gesture. After few minuters of showing signs scientist resigns.Gas him flows from speakers.Damn!

Player: Start screaming to gain attention of people behind window

DM: Suddenly red lights begin to blink. There is also loud, warning tone and then mechanical voice begins to speak:This is Central Command of laboratory station WMA-872 moving to red alert! I repeat - red alert! Hostile ships have been sighted, under a banner of Mercenary Corps. We are currently preparing defences. All non-esential personel must leave fighting stations. Marines and War Marionettes - to anti-boarding areas. This is Central Command... It seems to be recorded message.You hear rush behing window as nobody was calm enough to switch microphone off. In a moment - there is a clank of metal you hear something in speakers:Profesor Anderson? We have orders to move you to safer location. Grumpy voice of trained marine echoes in your mind. You are so great asset to company, that we couldn't risk you in this encounter.Yes, yes, give me minute and take my data. Old voice is not wavering. He is clearly used to these 'special' situations.As you wonder, what will happen to you somehing quite strange happens... Lights begin to die down and in a moment you fell a large explosion behind you. World goes black and when you come to your senses it seems that large part of wall has been just torn down.
Player: Search room
DM: You think that it's better to search the room and find some weapons first. Who knows what may lurk in newly opened space? Your former 'home' is now only pile of rubble and metal, yet you manage to find something of use.

Player: Metal Bar

DM: You cautiosly leave through opening. Everything is white and black in your eyes - must be a effect of nightvision. Some shots are heard in distance and only passable way is in that direction. When you look at the floor with shock comes understanding. Somebody used heavy tools to cut his way through. Probably aggresors. Yet there is no fear in you.Slowly you creep closer to gunfight. Both compound guards and mercenaries are using ballistic weapons in order to avoid puncturing the hull. They are in stalemate now, few bodies lying on the ground - silent witnesses to cruel fight.On your left are five mercenaries, firing all they've got at three guards and Profesor on the other side of the room. Everybody in room are using punct noctovisors - ineffective when looking at angles. Your instincts kick in - you must defeat aggresors... but the choice is yours - how.
Player: Creep closer and begin to eliminate them in silience
DM: You know, that shadow and silence are your greatest weapons agains armed oponents. Slowly you crawl to their part of barricade and begin to strangle them one after another. It's easy. Like strangling little children.There are only two of them, when they realize something is off. As they turn around you jump them with vicious roar and make them fall on the ground. Now they are all yours. You get the knife from the closer one sheath and stab him few times... Second soldier begins backing away in fear, as you come closer.Don't kill me, don't kill me, please! He begs in squeaky tone...
DM: Short jump to the quivering man and even shorter punch end his fear and plea. His skull - cracked in two...From guards side three people came to greet their savior as they get closer their gazes become more and more terrified and fingers begin to squeze rifles, preparing to shot.

DM: You quickly charge in and just as quickly fall under the rain of bullets, as mecenaries hear you and shift their target.So long, life...

Player: Stun him
DM: Short jump to the quivering man and even shorter punch stun him and you have now time to search your loot... or not.From guards side three people came to greet their savior as they get closer their gazes become more and more terrified and fingers begin to squeze rifles, preparing to shot.
Player: Wait
DM: Waiting seems to be good idea at the time, yet your adversaries think different emptying their mags at closest distance. Every one of these hits it's mark and even as you fall to the ground you hear distant shout of old voice:You fools, you damn fools, do you know how important this sample was? More then your salaries, more then yours stinkin lives! Curses fly without stopping. The shots cease as you sink to the oblivion.
Player: Game Over

Player: Jump to them
DM: Who moves first - wins, it's old battlefield rule and you know it well. Before guards pull themselves together you jump. Giant leap takes you near last three enemies... Your gigant hands knock them unsconscious as you wonder why not to kill them? Something with their uniforms...The Profesor comes closer with strange look on his face. Look what have you done, Thirteen, now I must put them back to shape. Only logical conclusion seems that you already got your speaking training done... and I told them not to use it yet. Damn young, hot-headed fools! He seems to be lost in thoughts as he suddenly remebers that all his co-workers are dead. It's doesn't matter now... Wait here for a moment.You check surroundings as your mentor and creator wakes guards and tells them your story... also that you will be helping them along the way. Armed men look at you with fear mixed eyes but for them it's better to have monster with them, then against. One of them is bleeding from his shoulder, but he is healthy enough to carry a rifle. Their uniforms are tattered but recognisable. Tired, but still able warriors.There are few minutes left, so why not search room for useful stuff?
Player: Take a pistol
DM: Mercenary officer had pistol in sheath... Take or not? It's your call!

Player: Take a combat knife
DM: Close combat weapon never has saved many lives... and taken nearly as many. Good to have one.

Player: Balistic Handgun

DM: Ballistic Rifle is lying among the bodies. Only one seems non-damaged in your assault. Others may be good as well, but this one looks new.Also you don't need few rifles. You aren't a Rambo!
Player: Nod at the Profesor to move out

Player: Combat Knife

DM: You begin searching for useful items at guards fortified position. For a moment it seems that there are only bodies and rubble, yet your eyes notice something strange. It seems that piece of concrete had hidden cabinet with First Aid Kit! These stations are always built near volatile areas. You need every resource you can scavenge...Your continous search yeld no more results. Guards look at your suspicious movements in silence.

DM: Full of confidence you nod at Professor to move out. He gives a command to guards and you all begin to move through destroyed corridors. You are the scout, creeping silently in from one dark spot to another. There isn't a lot of light so it's easy. Most of way you must go through rubble and metal, mixed with some cables and non-functioning machines.At large door Professor uses his keycard, but because energy outage you must manually swing it open. Am I glad that we are on asteroid not in space sighs one of marines Even without electricity the life support is working. He shuts up seeing angry reaction from Professor.You half open, half pry large doors. It seems that ahead of you somebody built airlock to keep people into one section of station. Military job says one of guards after closer inspection They have alarms if somebody without password comes in. We must find another way. Any propositions?You search the room one more time. It's rather square and in opposition to the other parts of base - clear of destroyed parts. Still there are few vents about three, four meters above. Too far away for ordinary human. As you look closer it seems that floor is made from metal squares, welded to it. With enough strenght one could pry them open. There is also little fuse box hidden under rubble - it's connected to the airlock, but only you have seen it. So... what to do?
Player: Climb to the vents and move further
DM: As others wait and think of ways to deal with problem you move foward. With great leap you jump toward seemingly unclimbable wall and make your way to vents. Your strong hand find enough poins to get you near open space. There is only one problem - from what it looks the way is far too small for somebody of your bodybuild... Why can't they make vents big enough to slip through?You hear laughing down, on the floor Hey monkey, never thought that vents will be small enough to stop any intrusion, yeah? Smiles one of guards They're professionals, so they won't leave such obivous way of breaching their defences...

DM: Only now Profesor and guards see that one of attackers aren't dead. You don't find anything of use, but scientists starts to look at you strangely. I wonder... well... he was enough of a strange test subject already. We must risk it. He tells you straight to face Thirteen, men in these uniforms are enemies. You must kill and defeat them. Prisoners taken only on direct order from superior. Understood?You nod your head in agreement.Good. Now kill him. We haven't got resources to 'persuade' him or to interrogate him. So kill him now. Quietly.You snap mercenary neck. Guards are impressed. And full of fear yet again.

Player: Search guard area side
Player: First Aid Kit

Player: Take a rifle
Player: Balistic Rifle

Player: Uncover little fuse box

DM: Noticing that one of floor panels is already pushed up you put down your weapons and begin to pry. Hardened steel isn't surrendering so easily, but as guards understand your point they begin to help, so with everyone strenght way down is open.Ah yes, engineering tunels - I've forgotten all about it! Says Professor, looking into deep black hole Thirteen go check them out and if you can - try to find way out!As you jump down to complete your orders darkness surrounds you. After a while your eyes start to adapt, so you can move around freely. There is a tunel ahead of you, in the middle of the road crate blocks way up. You can either go to the end of it or look at the crate and try to force it down.
Player: Check out the crate
DM: The crate seems to lead to room with a lot of tiles. It takes you a minute to comprehend, that what you're seeing is a bathroom. Bathroom smeared in blood. You don't see any bodies and there is only silence in the air, but to be sure you wait a few minutes.After that you move and making use of all your strenght you take out crate. There is short, plangent sound and it surrenders. As you crawl into bathroom your suspicions turn into certainty. Fifteen to twenty bodies - mostly of human workers, but there are few of soldiers and Marionettes. Nearly all of them killed by shot to the back of the head. The smell of death is overwhelming...You quickly search your surroundings and discover that no guards were sent to investigate noise. So either they are deaf or no one is around. After checking that bathroom connects to hall behind airlock you go back to report, that all is ok.Humans are naseous as they move through bloody room, but all of you get it together to move even further.
Player: Move out.

DM: Your eyes discover a bit of cables under a piece of metal. When you take it off there is a little fuse box, hidden from sight.Oh, I saw these before Says one of guards There are three buttons inside - red, blue and green. It's manual override for airlock. Only one button is correct though. If you push wrong one it sends a cloud of corroding gas. Nasty thing.You don't have any clues which of the buttons is correct. Yet you can still try your luck or just search for another way.
Player: I'm not trying my luck, let's search for something more...
Player: Pry open one of the square panels

DM: You push red button and wait. But it seems that it was correct - airlock opens!Lucky you Says Professor But I wouldn't try it once again if I were you... Something inside tell you that he is correct.Yet, the road is open now.
DM: After overcoming an obstacle your small group is still moving forward. You, as a scout, creep very careful - airlock suggests that area is under Mercenary Corps control. And you already saw what they do to their adversaries.Tunnels are now a maze because of broken ceiling or floor in some areas, destroyed life support in others. Seeing how tired are your companions you quickly find room, where before attack food was stored. They can eat in safety and rest, before you choose the best way of going to central core. There, as Professor said, should still be a pockets of resistance of Marionette Company.After scouting there are three solutions.It seems that there is a way through rubble in one of the section. Problem is, that even if you move some pieces of rock and concrete there is no way to know does weakened structure will support it's weight.One of the Mercenary Corps boarding shuttles had crashed in such place that it made way to the central core. Yet whole construction is unstable and there may be still automated defences online.Third option is most brutal - you saw constant gunfire. It seems, that team of Mercenary Corps is assaulting Marionette Company bunker. These bunkers are sign that Central Command is close. Although they are fighting in stalemate your help could certainly change the chances. Problem is - there are about thirty to forty enemies and only five of us. You don't even know does Professor knows how to use a gun.What to do?
Player: Make your way through boarding shuttle

DM: You push blue button and a cloud of corroding gas is thrown at you, melting face, bones and brain. You die in pain.

DM: You push green button and a cloud of corroding gas is thrown at you, melting face, bones and brain. You die in pain.

Player: Push Red Button

Player: Try to move through the rubble
DM: Guards and Professor move with you to the blocked corridor. They stare at you not understanding why have you brought them here.As soon as you begin to take out some of chunks and parts from rubble they get it. Guards begin to help you and in few minutes a slim road (maybe not so slim as you can fit through it) is visible. Still as you look over your job suddenly doubts begin to haunt you. Will it be enough for you all to move through?

DM: Everybody moves out as you went back to guide them to shuttle. Guards look worried as you approach broken doors of a ship and open them with force. Are you sure it's safe? Asks one of them. In answer you ready your gun and slowly move forward. Great, just great The same man complains.His words are cut in half, just like the man himself, when a tracking laser finds it's target and fire few bullets to his head. It seems that defence systems are still online! Few well placed shots disable machine, but guard is already dead. Moving further you see a net of tracker lasers and cold sweat runs on your back. Others are also afraid, but their motivation is greater than it.Small Mark I assault robots are in storage of shuttle... what to do?

Player: Let's go back and choose another way

Player: Find main energy source and turn it off
DM: You show the guards to wait and search shuttle for energy source. As you thought all little Mark I robots are connected to ship engine. What you didn't think about is that if you turn it off the life support will also end...So here you are, drifting in space, where nobody will hear your scream.Dead.

DM: It's best to do what we can do best. So... frontal attack is not the wisest thing to do, but Mercenary Corps outpost hasn't got much of back defences. Their officers must be sure that all resistance was already crushed.Firefight is going in large oval chamber, where once were one of the station greenhouses. But now most of wegetation is trampled or burnt, as Mercenaries are using grenades - mostly napalm ones. Still both parties are in stalemate. Advancing on Marionette Company postions means losing a lot of infantry. Even if friendlies barricade looks makeshift it's still armed with heavy guns and rocket launchers.It seems that waiting for reinforcements came to an end. There is little mech being transported to Mercenary outpost, so they will attack soon. It looks like a can on two legs. A can with height of two meters and machineguns on sides. Very deadly can. What to do?
Player: Hijack mech
DM: Hijacking an enemy mech is best solution you can think of. With a few gestures you show guards and Professor what you want to do. Bold plan Says one of guards They won't even know what hit them... But we need a distraction of some sorts. You agree with him. It seems that near back is ammunition storage. Few aimed bullets could give somebody a chance slip into mech.Now... who shall do it?
Player: Me

DM: You move first, as humans would get stuck without light or rope. You haven't got either so your body moves by youself.But what seemed nice idea before now is showing its flaws. Even if you can see in the dark that doesn't mean that you can recognise all details... You get a firsthand taste of that truth when your gun jamms between some rocks and you get buried while moving to free it.You death isn't fast nor painless as you die from lack of oxygen...

DM: There are a quite few of machines, but you have more bullets. And, what's more important - they're Mark I series, used for first wave suicidial attacks. Saying combat robots may be too much, cause they look like an eggs with two machineguns on sides and nearly no armor. At least when comparing to bulky Mark II or human-like Mark III.Your aimed shots disable one after another. Guards help you, trying to avenge their comrade. Everything goes smooth... too smoothly.And here it comes - when you think about it leaving these Mark I alone wasn't the best idea, as determined soldiers could destroy them without much trouble... but here comes Mark II. Quite damaged and slow, but still... it looks like trash bin with two machineguns on sides. There is also rocket launcher on his back, but it was damaged in crash. Thats damn good, cause machines don't need oxygen. And hull is thin here... Some of machine plates are bended, so you're sure that it's combat computer is damaged as well. But it's intact enough to classify you as foes.How to deal with it?
Player: Shoot it with your rifle and handgun
DM: You begin a barrage of shots from cover, soon guards are joining you. But Mark II was made for these situations and even with damaged tactical computer it still poses great threat to three lone infantry soldiers. Even if one of them is War Marionette.You soon get a taste of it first-hand as bayonet-like arm grow from machine 'body' and two of guards die from their blades. You have clean death from bullet. A lot of them as Mark II to eliminate bigger threat used shotgun.Dying you look as Professor gets shot. It looks like machine is running out of bullets so it lets him to bleed out.

Player: One of the guards
DM: Two guards will move to the position to hijack a mech. You, with wounded one, will create a distraction. It's childs play - few bullets and everything explodes. Yet there are twenty or so enemies running at your position. You choose carefully before you start firing.Few fall. Rest hides and begins to fire at you. Few grenades are thrown - for now not even close... but they will learn. With anticipation you wait and shot. After few minutes there is strange noise. Mech machineguns shoting a rain of bullets. You patiently wait for all to get quiet.Mercenaries are dead and mech moves to Marionette Company positions. This fool Curses guard They will.. A blast of light stops his movements and second one sets machine on fire... Second guard is also dead.Now it's only you, wounded guard and Professor. But with white flag you come to the positions of friendlies. The move you to Command Center. To safety.
Player: At CC

DM: Frontal attack? Are you stupid? These are thoughts on guards faces - and Professor. When you turn around they shot you.I'm very disappointed Thirteen Says Professor with regret Such genes and thats all you amount to...

DM: You arrive at Command Center. There are a lot of people here, mainly officers and soldiers. Behind main computer somebody is healing the wounded soldiers and one of guards immediately comes that way. His arm is not bleeding anymore, yet his overall condition isn't very good.There is murmur around you when people see your height and red eyes. Yet you stand still because Professor ordered you so. Something feels out of place but you can't quite put your finger on it...Suddenly Professor is back with high ranking officer. The man speaks So this is the one? All you records are lost yet you can give me genetic sample? I guess thats good enough Your feelings seem right on mark! Aprehend him and put to sleep He orders puppets around you. There are just too many of them. You struggle, killing few, but you are in shock and defying orders. So... you get to sleep with strange sensation in your mind. Is it sadness?Professor looks at you Did I gave him too much of survival instinct? He wonders...Sleep well, warrior. Till the next time.

DM: Are you stupid? Professor is angry I don't even know how to pilot this damn thing and I should be the one to pilot it? Not a chance!
Player: Me
DM: It's your job to send death on enemies, so after dividing roles you crawl near machine. People seem to come near it just to gain confidence. One of technicians is checking something with little computer. Then... there is explosion nearby. People run to it and there are few bullet shots. Most of mech guards had also left.You jump and begin to run, your rifle spews fire and people fall before you. One of two bullets hit you, but in adrenaline rush you fell nothing. Technician has coldest mind and tries to stop you in boarding mech. Your rifle magazine empty you get a handgun and shot. His warm brain on your hands. Few steps. Red control turn to blue, press green 1, 2, 3, 4 buttons. Engine normal, IFF online, machineguns online, preparing to start.Some of enemies begin to get that something is wrong. They shift their attention to starting mech. You don't give them chance to react, as you mow them with machinegun. More and more people dies and suddenly youre alone on battlefield.You move to the Marionette Company lines and then there is a blast... Rocket launcher? FRIENDLY FIRE!Second shot ends everything... you die in burning machine, killed by your own team...

Player: Piece of metal

Player: Me

DM: Attention Attention! You are near the Exclusion Minefield.Anyone who crosses the border with The Necromancer planet will be killed on sight."Shit! Shit! Shit!" You anguishedly scream at Space's void and the chain of events that led to here.Your little aircraft rumbles and flaps like a sock in a centrifuge with hundreds of alarms flashing. Through the intercom, you hear your enemy's screams: "Give up..."
Player: You are An assassin hired to slain a naive princess
DM: You project your cold, calculating voice: "Excuse me, Princess," but it's not going to happen. Why don't you stop running away? I promise it will be fast."As an assassin from the planet Sinderea, you are linked with your life to each contract. You touch the auto-destruction chip anchored on the back of the neck. You have twenty hours to kill her, or your head will explode.You follow the princess's ship as if you were a wolf stalking his prey. Each time, you are making her more and more nervous; simply, waiting in the shadows, until your pressure on her metaphorical neck causes her to make a fatal mistake.You smile showing your teeth, It is rare to find a really good prey to hunt down.
Player: Trying to hack her ship

Player: Follow the princess's signal using your flying motorcycle

DM: I have 14 hours. Before the self-destruct code is activated. It should be enough to kill my target.The princess' signal is located 50 km northwest of here. You are lucky, it is close. But, for the little information, you can gather from the ship's sensors. You have to cross a wasteland made of pure Metal until you reach the place where The Princess is, in the empty skeleton of the old Capital, Serulam.You leave your ship, closing it. Like all Sindarea's stealthy ships, it is connected to the owner's life. If you die here, the ship will self-destruct. The Princess will die here.The red star dominates much of the firmament wrapping the horizon in a rusty iron colour. Everything it is made of hard and rough metal surrounded by quicksilver rivers.As a cyborg you have at your disposal reinforced muscles in your legs and lungs adapted to run faster for longer than a normal human. You know it very well, you are going to have to take them to the limit if you want to annihilate your objective before 13 hours 49 minutes.

DM: With your recent animal pictures going out, you take some time to lament about the faults of democracy, and how you've never particularly liked animals. Then again, the only other options are dictatorships and communism. Yeah, democracy works best.
DM: You rush into the Council Room, just as Cabana starts speaking."Ladies, Gentlemen. Firstly, I'd like to remind everyone of Council Member Admiral Nguyen, who has recently been injured by a fire and cannot attend the current meeting. Let's all hope he gets better. Let's get down to business. The Thar'Garavan attacks have caused a lot of issues. The Alliance has been damaged badly, and they've began conscripting. Of course, for races like the Probiscans and Brain Bugs, all this caused is a small increase in the amount of Immigrants, which means we're getting more aliens to join the Coalition. Except for the Moogli, this is causing some issues. The Moogli are a race who don't even understand why someone would kill someone who hasn't harmed them, so they're having an issue with this. Massive amounts of Moogli, over 20% of the population, have begun leaving the Alliance and deserting the military. Many have requested to join the Coalition. This is quite different from the immigrant law, which we passed. This is a fifth of a species trying to join us. So, we're having a vote. Allowing the Moogli in will increase our strength, but annoy the Alliance. Well, annoy's a under exaggeration. They could very well declare war on us. But hey, when has that ever stopped us? You may now vote."
Player: Don't let the Moogli join
DM: For the second time, an Alliance Species attempting to leave isn't going to be allowed to join the Coalition. You vote no, and Cabana quickly tallies the votes."And the proposal is... passed. Well, the blue-skins are going to be happy."The Moogli begin being hunted down by Alliance and conscripted, or begin forming small colonies on the outskirts of the Alliance and Coalition.

DM: "Alright! First tree-climbing lesson!" Arbore enthusiastically chirps. "To start with, I'm gonna give you a few pointers! Firstly, don't fall!" "Really. I never thought of that." You sarcastically comment. Arbore, determined to keep you busy, lifts you by the collar off the fallen log you were sitting on. He pushes you towards a tree and told you start climbing. After watching you climb the first few branches and start up a trunk, he tugs you back, sending you sprawling onto the ground. "Secondly, stop clawing at the tree bark! You'll hurt the tree and yourself."
Player: "How is it possible to hurt a tree?"
Player: Apologize to tree
DM: "I'm sorry tree, It won't happen again"
Player: Next

DM: A pragmatic, interesting point of view. I am the planet, I control everything. The spell that allowed me to kill and control all the liquid metal and its powers, has made me part of the Metal itself. Observe my power!"The metallic ground flows and ebbs, morphing into a giant humanoid figure, made of quicksilver."What I want to do is destroying Ariana's Empire. They were the ones who offered me the ritual that chained me."You can't help but wince: "Both of us have the same enemy; The crown princess and future queen is my goal. Helping me is helping yourself, Necromancer.""I have no need to help you. I can kill her anytime right now. She's locked in her broken ship. I don't need you.You just smirk, you know he needs something else: "I'm alive and in one piece. So you need me. Let's get to the point"As I said, I need an avatar a person with enough chips and nanites to commune with my powers, but human enough to resist the curse that binds me to this planet.So, Do you want to kill me and occupy my body?!" You raise your voice and your hands. "That is worse than death. Becoming a puppet in your own body."" You will have freedom day by day, only on rare occasions would I control you. You could have drugs, prostitutes, credits..."
Player: Don't accept being his avatar
DM: "Who has told you that you have a choice in the matter?" The wild Necromancer's voice yells.The desolate desert of metal changes, becoming noisy, filled with grunts and engine noises coming at you from all directions."Meet my army! The Necromancer says, dissolving again into the cursed metal of the planet.There are hundreds of grotesque metal figures. The closer ones are half motorcycles, half lions, roaring and releasing kerosene flares.You just run, no matter the direction. Copper wolves with powerful legs fused to quad chassis block your way in all directions.Soon more and more Gasoline and Chromo animals. Iron and Titanium circling tauntingyou, tauting you with the fierce stare of red neon bulbs."I'll never get out of here alive!" You say as you aim your laser pistol at your temples.

DM: The metal near you begins to boil as if you were in a forge; little by little, your sweat even with your improved temporary control, begins to soak all your clothes while you feel like your lungs become embers making it almost impossible to breathe"Stupid human, I was going to offer you the great honour of to be my avatar in the Galaxy. Now, it has to be the hard way! " The Necromancer's voice becomes a huge scream of rage that overflows your eardrums.Its huge red-hot metal hand touches you, covering your entire body in liquid metal.You no longer exist.
DM: This new body is interesting. Samuelson, I think his name is. The body of a highly trained assassin will be useful to me. I will conquer Ariana by 4 her citizens in factories And putting the few Magicians in control of society. Only he who has the power of the mind can rule the body. "What is this chip at the nape of the neck?" The meat bag memories are too fragmented. Something about killing a princess to avoid self-destruction.You confidently smirk, it is so easy. The whole planet is part of you. It does not really require a great effort to find the ship in the ruins of the old capital. There it is, in one of the old and twisted towers of magic glass. Now, they are melted and blackened, like a tsunami. You lift the damaged remains of the princess and like a capricious child with an old toy, you repeatedly smash her against the floor."I have a ship to take back to the Galaxy and my revenge. This is just the beginning."
Player: Board the assassin's ship

DM: You arrive in China and decide to answer your country question. China's Spring Bud Program helps girls who dropped out of school (due to poverty) continue with their school education and receive practical/technical training. What MDG would this most closely fit?
Player: MDG 3

DM: Heck, How far have they advanced in the design of ships! He wonders, admiring the sleek design made of composite metal and titanium with a powerful dark energy field."Now, I just have to go in and fulfil my revenge." The necromancer mumbles. Alarm noises ... Brain waves Recognition failed. Access to the airship not granted."What? It must be away ... NO, I am so close to my revenge!Alarm noises ... Brain waves Recognition failed. Access to the airship not granted. Alarm noises ... Brain waves Recognition failed. Access to the airship not granted."Fucking hell! I am trapped here again."

DM: You decide it's best not to risk the entire drone system on a project that probably wouldn't work.
DM: Another issue has been brought up by the several military officials. New, non-regulation equipment and upgrades have started to be used by soldiers, pilots and military engineers. Many Coalition Ships and vehicles have been rigged to run on the much more powerful Garavan Diesel, hollow point bullets are being sold to soldiers, the more powerful and reliable Moogli Hunting Revolver is being bought of the black market by Coalition forces. Notable mass-users of non-regulation equipment are the Ravens, a fleet of Falcon bombers painted black and upgraded with dozens of non-regulation upgrades, and 6th Company, which has been found to be using massive amounts of non-regulation weapons. Another common "upgrade" is upgrading the personality cores of Machines that hold AI's to be funnier, less robotic and meaner, in some cases. This is giving Coalition forces more firepower and increased capabilities, though many military officials and politicians argue that these rule breakers should be punished.
Player: Punish the Rule-Breakers
DM: You quickly revoke all non-regulation weapons and equipment, and punish the rule-breakers with light fines, reverting the military to their original state.
DM: After the Thar'Garavan War, the Mars Treaty was signed by all sentient races except the Garavan Tribes. The Treaty banned Harpoon-based weapons favored by the Garavan, orbital laser cannons, Crijack Venom, and Garavan skinning knives, as well as several other weapons. The Alliance hasn't showed any signs of wanting to, or planning to break the Treaty, but you have no idea of whether they will. Several tacticians believe that bringing back several of these banned weapons will greatly increase the Coalition's firepower and help you crush the Alliance when the war starts. Do you want to break the Mars Treaty?
Player: Break the Treaty

Player: 110 and 34
Player: Cruelly spiriting away wealthy hobbits
Player: It doesn't have a proper name; it's just Mount Doom
Player: The hobbit-hole is left as-is.

Player: 111 and 25

Player: Fredegar Bolger and Folco Boffin
Player: None of the above
Player: Halfred Gamgee
Player: Buckland, Bree, Lothlorien, the Misty Mountains
Player: The Prancing Pony; Barliman Butterbur
Player: Elrond

Player: Haltred Greenhand and Everard Took
Player: Barad-dur
Player: He dwells alone
Player: Elrohir

Player: The two of help them fight off a Black Rider, so Frodo is forced to tell them his quest

Player: It is donated to the Shire's government for use as the new "Mathom House"
Player: Yes, many of them. But I'll pull through.
DM: Very well. You are most likely answering competently enough. The remainder of the quiz will be on the subject of Book II, which chronicles the journey of the Ring-Bearer from Imladris (Rivendell) to Amon Hen. Do you wish to continue?
Player: Yes, I'll continue
Player: Alcanir

Player: Orodruin

Player: The Green Dragon; Benjamin Butterbur

Player: The Green Dragon; Barliman Butterbur

Player: End it now.
DM: If you should choose to end the game, one point will be added to your score indicating this decision. Scores are added in increments of one hundred, so this will not much affect you. Still, this is not a decision to be taken lightly. Do you truly wish to quit the game?
Player: End the game here.
DM: 

Player: Fredegar "Fatty" Bolger is told to watch over it.
Player: Varda, daughter of the river

Player: Elladan

Player: Radagast the Blue
Player: Anduril

Player: The Sackville-Baggins rush in and plunder Frodo's home.

Player: Menardil
Player: Aragorn, son of Arathorn
Player: Alatar the Blue

Player: Saruman the Blue

Player: No, I would rather quit while I'm ahead
DM: 

Player: Buckland, the Old Forest, Bree, the Barrow-downs

Player: Saruman the Brown
Player: No sword was reforged at this point

Player: Earendil
Player: That it had flowed down the river over the years to the Sea
Player: crebain

DM: 

Player: No, I think I will finish.

Player: mithmor

Player: Gimli, son of Groin

DM: 

Player: Gandalf the Grey
Player: the Bridge of Barazimbar
Player: Cirdan and Galadriel
Player: Ethir Anduin

Player: miruvor

Player: the Bridge of Kheled-zaram

DM: 

Player: the Bridge of Khazad-dum

Player: That it was buried in a few centuries of mud at the bottom of the river and lost

Player: Glamdar

Player: the Bridge of Khazad-ghash

Player: 3, 7, 9, 1, Dark One

Player: Curufin and Galadriel

Player: He receives no gift; the Elves are unsympathetic toward Dwarves

Player: 3, 7, 9, 1, Dark King

Player: I'll take the bonus question!
DM: In the mines of the Moria, Aragorn assures the fellowship that all is well by telling the fellowship that Gandalf "is surer of finding the way home in a blind night than _______________________________________________ ."

DM: 

DM: 

DM: 

Player: One
Player: Its author is a certain John Ronald Reuel Tolkien.
Player: the cats of Queen Beruthiel
DM: 

DM: 

DM: 

DM: 

DM: 

DM: 

DM: 

Player: a Dwarf of delving the earth
DM: 

Player: the Lord of Horses, Shadowfax
DM: 

DM: 

DM: 

DM: 

Player: the fowls of the air finding their path south in the autumn
DM: 

DM: 

Player: the Nazgul of tracking the One Ring
DM: 

DM: 

DM: 

DM: 

DM: 

Player: the hunting hounds of King Earnil
DM: 

DM: 

DM: 

DM: 

DM: 

Player: You go back to your garden
Player: Go back inside

DM: "Zuckuss has a factory making his army of IG-88s located at the abandoned sandcrawler", the Lady Knight explains. "It won't be long before he uses the droids to carry out every evil scheme...""Look, kid", the sniper interjects. "Point is, there's a whole army of assassins at the control of a blood-thirsty, ruthless, scummy, screwed-up son of a...""The point is", the Lady Knight says heavily, "will you join the fight?"

Player: Visit the horse-head fiddle musician (-6 HOURS)
DM: A beautiful, sad, sound fills your ears. You're not the only one whose eyes are getting moist. Others in the crowd begin to dab at their eyes, while tears start to roll down old ladies' faces. The horse-head fiddle, so named because the top of it is always carved into the shape of a horse's head, sounds like a violin, but more vibrant.The origins of the horse-head fiddle are passed down from generation to generation through a famous legend. Once upon a time, a poor Mongolian boy and his prized horse took first place in a village horse race. An evil lord coveted the horse, but the boy and his beloved horse were inseparable. In a fit of jealousy, the lord had the horse killed. The horse's spirit came to the boy in a dream one night and instructed him to make an instrument, using parts of the horse's body, that would sound like the horse when played, so that their souls could still speak to each other and neither would be lonely. The boy located his horse's corpse the next day and built an instrument with it using the horse's instructions- its frame from the bones, its exterior covering using the horse's hide, its strings using hair from the horse's tail, and its top carved into the shape of his horse's head. It is said that the boy wandered the land, playing songs in remembrance of his beloved horse.After composing yourself, you sit down with the musician."Sources tell me Carmen asked for a map of this country's capital city of Cardiff," says the musician.You tell him you are thankful for his information.Where now?

DM: You are flying aboard your Moon Cruiser. It's a pretty slow day. No meteors crashing into the side of the ship. No enemy ships shooting at you. Yep. This is like being a desk jockey only more boring. You need some fun right now.
Player: Put ship on 'auto-pilot'
DM: You put your ship on auto-pilot and head into the back room. It's pretty sweet back here. Pinball machine, lava lamps, wide-screen television, popcorn machine. If you aren't pulled out of your blue funk by this you really need a vacation.
Player: Watch TV
DM: Your fav show is on, "Galactic Survivor", where the contestants are stranded on a desert planet. You flick it on. After a few minutes, even quarreling and showmances seem boring. You start to fall asleep when you realize the TV just went kaput. As in, smoke coming out of the back. You get up to fix it and end up just breaking it even more. You go to your toolbox and yank out a wrench. On the way back you trip on a cord and the wrench goes flying out of your hand and through the window! Everything's being sucked out along with your air supply. You run into the supply closet (where the emergency oxygen is held) and put it on. The ship's now spinning out of control and you're plummeting down. You say your prayers, asking forgiveness from talking back to your parents, cheating on your boy/girlfriend (whatever the case may be), shooting those space pods off at your brother (well, maybe not sorry for that). Suddenly, there's a big boom and you black out.
Player: A few moments later...

DM: Time for some intergalactic pinball! You ready the machine and-pow!-let one fly! Then-bang!-another one! However, pinball isn't the most exciting thing after three hours. You let one last one go for old time's sake. Big mistake. The force on this one shoots the pinball out of the machine! It breaks the glass and the ball is bouncing off the walls! You cover your head and see it leave the room. It shoots to the control room and turns off the auto-pilot! You can't get there fast enough before the ship's spinning out of control! You can't get the ship back on course. You duck under the controls and prepare for instant death. A large crash shakes the ship as it lands and you fall unconscious.

Player: "Where can I get my ship repaired?"
DM: "Across the street is Dick's Ship Repair. I'm sure he can help you." You say thanks and leave.

Player: Get the Goody Burger
DM: It may have a lame name but burgers are your favorite food. When you order he laughs out loud."Hey, Bill! Dis guy's orderin' off da kid menu!" he yells. Arrghh! Total embarrassment! Now everyone's laughing at you. Of course with a name like Goody Burger it's bound to have come off the kid menu.
Player: Slink into your seat and die of embarrassment

Player: Get the Roast Bantha sandwich
DM: You get the Roast Bantha sandwich. He writes that down and walks off. In a few moments he comes back and plops the sandwich down on your table. It looks appetizing but the bread is a little stale and the meat stinks a bit.
Player: Dig in (can't be too bad)
DM: You're hungry so you just eat it. But this junk's not agreeing with you. You end up dying of food poisoning.

DM: You order a beer and he asks for your ID. You scrounge around in your pockets and nothing. You must've lost it in the wreck. You tell him you are old enough, you just can't seem to find your ID."Tryin' tuh pull somein' over on ol' sly Sam, are ya'?" he asks angrily. This isn't good. You tell you aren't. You try to reason but he's not listening."Ah ain't as dumb as ya' think, you @#$! space spore!" He picks you up by your neck and throws you across the room. You crash into another booth. Before you can be in pain, he grabs you again and throws you out the door. Now you're hungry, hurt, and still don't know anything about this place. Great. Just great. You stand up and limp to the side of the building to rest.You look around and find a whole town around you. Shops, other restaurants (friendlier, you hope), and houses.
Player: Go to shop and ask for help repairing your ship
DM: You mosie over to the shop. Getting off this crater is the best idea right now. As you walk inside, you see more ships than you've ever seen in your life. 'Course, they're all busted. Except one that's completely fixed up. Looks like a XC-89 model, too, the best around. You pass it and see a guy with 'Dick' embroidered on his suit. Obviously, he owns the place.
Player: Go up to Dick
DM: You walk up to Dick and explain your accident. He tells you the ship can be prepared, but it will cost 300 Space Coins (that's the same as a million American dollars). You don't think it's a good idea to pay practically all your money for your ship, but you have to get out of here! So, you pay him the money up front. He goes out with a few workers. The XC-89's just staring you down right now.
Player: Wait for Dick

Player: Stick up for yourself
DM: This character is soiling your good name! He doesn't look so tough. Surely you can take him."I wouldn't talk, pipsqueak." you say as you stand up. You get ready to say a great comeback but then you realize the horrifying truth: this guy's big. He can probably beat you to a pulp. And after that remark, you wouldn't be surprised if he did."No body talks tuh Sam dat way!" he says. He grabs your neck and throws you on top of the table. You figure your back is broken. He beats you pretty good. So good, you don't make it out of this beating alive.

Player: Complain
DM: This is revolting. They can't serve this!"What's with this trash?!" you yell, "I ordered food!" Apparently your server isn't pleased with this. He comes at you."What did ya' say?" he yells. Uh oh.
Player: "Sorry. Nothing."
DM: He grits his teeth and walks off. That was a close call. Now you're stuck with this junk now. You take a bite. Hey, not bad. You gobble it all down. The aftermath is not as pleasant. You get food poisoning and die. If you knew this was going to be your last meal you would've ordered a beer with it.

Player: Go to the shop and ask for help repairing your ship

Player: Run to the XC-89

Player: Ask for the launch pod
DM: The quicker out of here, the better. He takes you to a back room filled with test tubes and the like. In the corner is a dusty launch pod. He wipes off the dust."I crash landed here myself a few years back. I woulda left, except I met my wife and couldn't leave her.""Why didn't you just take her with you?""Pod can only hold one person, sonny."You climb in. It's pretty cozy. There's a control panel and comfy blue couch cushions. A TV is set up. Sweet! you're thinking.
Player: Decide to stay like him
DM: You figure this place isn't so bad. You thank him for his time and go off in search of a new life.

DM: What an ordeal! You just slink into your seat and wait for the laughter to die down. It does but you can tell everyone's looking at you and snickering. The server comes back with your Goody Burger and-that jerk!-a bib. The laughter gets loud again as he wraps it around your neck. Oh, joy. You bite into your burger but the taste is drained out by the humiliation. You're beginning to hate this guy. As you eat, some guy comes and sits across from you. He's not some strange alien being. He's human, like you. His hair's sticking up all over, oil stains cover his face, he has piercings every wear. He's human all right but certainly not normal."I'm Dick." he says, extending a greasy hand, "I own Dick's Ship Repair." Hoo yeah! This guy can repair your ship! You shake his hand happily.
Player: Ask why he came over
DM: He looks at you slyly."I wanna make a deal." he says. He glances around, then lowers his head."You work for IPP, don't you?" (in case you weren't paying attention, in the beginning it says you work at the Intergalactic Protection Program. IPP. OK?) You're surprised he knows this. Of course, you ask how he knew."Well, no one other than an IPP guy wears a snazzy space suit like that." Of course, you think to yourself."Anyway, I hear IPP guys make a lot of dough, I'm I right?" He's right."So, if I fix up your ship, you can get me off this rock. I mean, I can't fix ships all my life, can I?"It's a tempting offer, but he's a strange character.

Player: "This stuff is trash!"
DM: You stick to your guns. He grabs your shirt and tosses you out the window. The glass shards pierce you, resulting in death.

Player: Ask for him to launch it
DM: You get out and he takes you to the launch pad. You get in and he sets you off. You set a course for your top headquarters of the Intergalactic Protection Program (IPP) and set it on auto-pilot. Hmmm... On second thought, you decide it safer that you pilot this pod.

Player: It starts up
DM: You hear the beautiful sound of the engine roaring and you blast off out of the joint! You're free!

DM: Who cares why he came over, he can fix your ship!"I suppose, but I'm gonna need to make sure you can pay." he says. You ask how much it'll take to fix up the ship."Dunno. Gotta see it."
Player: Say forget it
DM: You tell him to forget it. You probably don't have enough money anyway. So now you're stuck here.

Player: Tell him to beat it
DM: You can't trust him. You tell him to beat it."Oh yeah?!" he yells, standing up now."Yeah!" you yell back, standing too. He yanks an Infra-red blaster out and-BRZAP!-your toast. Literally.

DM: You continue climbing. One more branch and you'll be at the top! 'Don't look down' you keep thinking to yourself. After what felt like forever, you grab the last branch and touch the top of the tree. Gazing at the world below you, you can't help but be a little afraid. You are high up, after all. You look at the clouds and feel the wind. It slowly and melodiously rocks you back and forth on the narrow treetop. After lingering on the treetop for a few moments, you decide to climb back down, which is surprisingly harder than climbing up. Though you nearly fall multiple times, you finally arrive safely on the ground, setting your foot down on the dirt of the forest floor. Sweet relief pours over you. "Well I'll be!" Says an astounded Arbore. "Looks like I win." You triumphantly announce. Arbore just smirks. "That bet was unofficial. We didn't shake on it." And at that you dramatically pretend to strangle him. "Man! You suck!" "I suck what?" His smirk deepens. "Damn you." You say, defeated. Arbore wins.
Player: >

Player: The Uranus
DM: You decide to go with the Uranus. If your ships can't survive the battle, they won't be much good. These are needed for the war to survive.

Player: The Centimine

DM: You take him out to see it."Ouch. Buddy, you banged it up pretty well." he says. He walks around the ship, surveying every detail."If I can fix it, it'll be 300 Space Coins."(you may not know, but 300 Space Coins is the same as a million American dollars)
Player: "What?! Forget it, you con-artist!"
DM: He doesn't like being called that. He takes out an Ifra-red blaster and aims straight for you. Gulp. After he pulls the trigger, you wish you had just payed up.

DM: You have to get out of here and he's the guy to do it. You show it to him."Not to bad. Help me push it out." he says. You go to starboard and push, push, push and-plop!-it comes out with only a few scratches. As you start to run inside, Dick holds you back a second and says, "Whoa! Stay back a sec, bud. Gotta check the inside." He goes in and starts it up. Wait, he's flying off without you! You run to catch up but he's high in the air now."Sucker!" he spats as he swores. You knew he was a shady character! Oh, well. Now you're stuck here forever.

Player: Garavan

DM: You ask yourself how you want to push this album or whether at all...
Player: Decide not to distribute and share Yellow
DM: So you keep Taylur Swaft all to yourself (or at least a digital copy of her album). And you spend the rest of your days carefree of Internet police or an empty bank account.

DM: Instructions: Assign your 8 skill points into either one or all of the four categories, with each category reaching its maximum at 10 . This will affect how your character will progress in the game. Note that you can press the GO BACK button in the top right to undo a stat that was assigned. Once all stats are assigned click the link that appears.Skill Points: 8Strength: 4Intelligence: 4Charisma: 4Perception: 4
Player: Talk it out (add 1 point to Charisma)
DM: Instructions: Assign your 8 skill points into either one or all of the four categories, with each category reaching its maximum at 10 . This will affect how your character will progress in the game. Note that you can press the GO BACK button in the top right to undo a stat that was assigned. Once all stats are assigned click the link that appears.Skill Points: 7Strength: 4Intelligence: 4Charisma: 5Perception: 4
Player: Get smort (add 1 point to Intelligence)
DM: Instructions: Assign your 8 skill points into either one or all of the four categories, with each category reaching its maximum at 10 . This will affect how your character will progress in the game. Note that you can press the GO BACK button in the top right to undo a stat that was assigned. Once all stats are assigned click the link that appears.Skill Points: 7Strength: 4Intelligence: 5Charisma: 4Perception: 4
Player: The Storm

DM: Instructions: Assign your 8 skill points into either one or all of the four categories, with each category reaching its maximum at 10 . This will affect how your character will progress in the game. Note that you can press the GO BACK button in the top right to undo a stat that was assigned. Once all stats are assigned click the link that appears.Skill Points: 7Strength: 4Intelligence: 4Charisma: 4Perception: 5
Player: Get RIPPED (add 1 point to strength)
DM: Instructions: Assign your 8 skill points into either one or all of the four categories, with each category reaching its maximum at 10 . This will affect how your character will progress in the game. Note that you can press the GO BACK button in the top right to undo a stat that was assigned. Once all stats are assigned click the link that appears.Skill Points: 7Strength: 5Intelligence: 4Charisma: 4Perception: 4

Player: I can see clearly now (add 1 point to Perception)

Player: ...To the left is a trail that looks almost as if it was cut out by humans.

Player: Continue down the right path...
DM: You find a sizable clearing of ice surrounded by trees and decide it is the perfect place to set your new village. There will be plenty of food and wood to burn and the tree cover will hopefully help with the more harmful of storms. A few months have passed since your village made its way here. It took little convincing that this was the best choice. While you had been gone times had only gotten worse and your village was eager to find a new home. They leave behind much of their belongings and despite much protest from the tribe you refuse the brining of Kinnitak arguing that it too heavy and that the village you are going to have plenty of wood. While your people no longer starve and the coughing slowly fades into memory you can't help but wonder what had caused that horrible curse to befall your people.

Player: Onwards, then...

DM: Cabana bursts into your office, holding a pistol. He raises the pistol and points it at you."Bam! Bam! You're dead. You've just been assassinated by a man who requires a cocktail of drugs not to die. Did you see how easy that what?""What do you want, Cabana?""You need better security. In the wake of your assassination attempt, we need to hire better bodyguards. If I can get to you, so can any Alliance assassins.""I hired two new guards. You only got past them because you're a Council Member.""True, but I could be the traitor. Plus, I'm only half-human. What if the other half of me hates humanity?""The other half of you is a parasite.""True. But you need a better bodyguard. There's several suggestions. We have a group of die-hard, human-loving soldiers willing to die for you. We also have a group of Coalition elite soldiers made of all the races, which would be good for PR. The quesiton is, do you trust the other Coalition races with your life?""Is there a third option?""Well, I'm willing to abandon my position as a Council Member to become your bodyguard."
Player: Hire the Human Bodyguards

DM: What do you do next?
Player: Go back to sleep
DM: You yawn, and go back to sleep. If your lazy owners won't let you out, then there's no point in staying up.
Player: You wake up
Player: Scratch at your crate to be let out

Player: Go into Luna's bedroom

Player: You tread all over Lucy's computer
DM: Oh no! You get told off by Lucy. You walk away from her. What do you do next?

Player: Scratch at the back door
DM: The house is where you live.
Player: The living room

Player: You jump onto Lucy's lap
DM: Lucy strokes you, and you grunt. What do you do next?
Player: You rampage on it

Player: Go to the kitchen
Player: You drag yourself along the rug to scratch your tummy

Player: You sneak under the hole in the fence
DM: The dog next door is wagging its tail, and wants to play. How do you retaliate?
Player: You lunge playfully
Player: Go back to your own garden

Player: You wag your own tail
DM: The dog wags his tail back, sounding a happy bark. You play with the dog until it gets dark. Then, you have to leave, because your owners are calling you for dinner. You grunt your goodbyes, and leave. You eat, cuddle and sleep in blissful happiness.

Player: Luna's bedroom

DM: Zzz...

DM: Zzz...

DM: Zzz...

DM: Zzz...
DM: Zzz...

DM: Zzz...
Player: Wake up!
DM: You woke up. What next?

DM: Zzz...

DM: Zzz...

Player: You growl
DM: The dog runs back to its house, scared. What do you do next?
Player: The kitchen
DM: The kitchen looks shiny and new. There is a croissant on the table. Do you...

Player: The back garden

Player: Chase it!
DM: You both run out the gates, barking and running. You run and run until you lose the dog. You come to a street. Which way do you go?
DM: You see a squirrel. You follow it and follow it until there comes a dead end. The squirrel runs up a tree, and you have no choice but to go back. There are two streets. Which street do you take?
Player: The one on my right
DM: You turn right... And find your house! You have to wait at the door for your owners, but they welcome you greatly. They are a bit cross, but mostly happy.

Player: Go into the living room

DM: Zzz...
DM: Zzz...

DM: Zzz...

Player: You go back to sleep
DM: Zzz...
Player: You annoy the person on the couch

Player: The bathroom
DM: This room smells nice and stinky, you think. There's a strange, big white bowl of water in the corner. You lap it up. What do you do next?
Player: Leave the bathroom
Player: Leave the sitting room

DM: "Well then stay close to the forest." Folia is standing dangerously close to the edge of the cliff. "Don't worry," Folia says reassuringly, noticing your concern."I grew up in the trees! I have great balance!" You walk around the edge of the forest , still close enough to Folia so that she is in your range of sight. A silvery-purple lump on a ledge catches your eye.
Player: Stay where you are
DM: Folia studies the dragon very carefully. "I know what we need!" She looks eagerly at you. "Run into the forest and find pink flowers with golden tips and brown thorns. Don't bother saving the roots, just bring me the petals. You run back into the forest.
Player: >
DM: Where can you find those flowers?

DM: Zzz...

DM: Zzz...

DM: Zzz...
DM: Zzz...

DM: Zzz...
DM: Zzz...

DM: Zzz...

DM: Zzz...
DM: Zzz...
DM: Zzz...

DM: You don't want to let this dog get away! You chase him as far as the door. Do you dare to go in?
Player: No!!

Player: Jump up and eat it
DM: Yummy, that pastry tastes delicious. What do you do next?
Player: Sleep on the floor
DM: You feel sleepy, and take a nap on their black and white checkered floor. ~*The Next Day*~ You find yourself back in your own crate. How odd! But when you get out of your crate, your owners look very cross with you. You wonder why?

Player: You turn tail and run back the way you came
DM: You turn around, and run back the way you came! Luckily, you get back to your house, but it is past dinner time and your owners are cross.

Player: Climb on him
DM: A small child? What fun! You just have to climb on him and try to hump him. The small child lets out a fearful wail, and its mother comes around and scolds you. You get sent home in disgrace, and your owners have sent you to your crate. You are very unhappy.

DM: You spot a cat, and chase after it. You follow and follow, until it goes into a house. You have nowhere else to go, and have to turn back. You then see another street. Do you go down there, or keep running?
Player: Go down the street
DM: You go down the street, and find the dog from before! He tells you to go away, but you say you're sorry, and you need his help. He relents, and shows you the way to his house. Your house is right next to it. You thank him, and run through the side gate, just in time for dinner. Your owners feed you, cuddle you, and you go to bed feeling full and happy.

Player: Great Idea, I'd love to be super rich. Lets do it.

Player: Leave the kitchen

Player: Climb into the big white tub
DM: It's full of warm water! You give a surprised yelp, as you hate water, and run out of the bathroom. A human stands in the way of the exit to the door, shouting at you. You hang your head in shame, and let him take you back to your home. Your owners are very cross with you.

Player: Go back to the hallway

Player: Clones

Player: The Alliance

Player: Other Species

Player: Make it available as a .torrent file

DM: The Remnants are a race of robots. They were designed by a group of insectoid aliens to conquer and enslave humanity, but the aliens were wiped out by a plague, leaving the Remnants alone. The Remnants formed a fleet, which they are based out of. They are vaguely humanoid robots that are twelve feet tall. Their soldiers, ships and drones are all sentient. Though they were designed to conquer humanity, they were also designed to be similar to humans, so they've become one of humanity's closest allies, and together they founded the Coalition, a coalition between all races that are willing to join and support ideals such as Capitalism, Freedom and Democracy.

DM: The Garavan are a race of reptilian, bipedal aliens. They are carnivorous, and come from a society based on honor and glory. They are mainly hunters, and they gain most of their technology through scavenging. They are roughly five feet tall, and are covered in red scales. They have a mouth of sharp teeth, claws and prize strength and honor above all. Physical Strength and melee combat are highly prized, which is quite ironic as the Garavan are the weakest bipedal species with the exception of Probiscans. They are split into several tribes, including the Rak'Ja, Ba'Shiek and the largest, the Thar'Garavan. The Thar'Garavan and Garavan are usually confused with. The Garavan is the entire species, the Thar'Garavan are the largest tribe of Garavan. Due to a recent war with humanity and several differences in culture, like humanity burying their dead while the Garavan eat them to honor them, Humanity and the Garavan have very bad relations.

Player: No

Player: Remnants

DM: You sit on a leather chair. Your security detail stands to your side. In front of you is General Alex-Alpha and Commander Delta-19. General Alex-Alpha is a tall man with short blond hair, and tanned skin. He's the product of Cloning, and through genetics and hard-work has become a General in the United Clone Fleet. Commander Delta-19 is a massive Robot, one of the Commanders of the Remnants. He stands at twelve feet, and is humanoid and made of alien alloys you're not familiar with."General Achilles! It's a pleasure to see you, my friend!" Alex-Alpha smiles, holding up his palm, a Clone greeting."Good Morning, Commander. I hope your sleep cycle was pleasant." Delta-19 says. "I'll get to the point. General Alex-Alpha and his associates want to make strike at the nearby system. It is inhabited by a species of large instectoid aliens. There's a large amount of fossil fuels that we could use. I have pledged the support of the Remnants to act as the heavy troopers. Humanity's military has considerably strength, and your support would help us achieve these goals.""We require four Leviathan Battleships to conquer the system completely so we can start fuel extraction. We would split the fuel evenly, of course. Do you agree?" General Alpha-Alex asked, raising an eyebrow.

Player: Give the Cerberus Branch the same amount of Funding
DM: You give the Cerberus Branch the same level of funding. This leads to them falling behind on all expectations, as their creatures become obsolete, leaving to the funds being wasted and the Cerberus Branch performing badly.
DM: Chapter Two: The Brink of War"General. You and me are being sent to the Alliance world of... I'm pretty sure the human tongue can't pronounce the name. We're calling it AY-17.""Why are we going?""We're being sent as a diplomacy group to the Alliance festival of unity, along with Tarn, a few Remnant Generals, a few Clones and a few Chosen. We're going to land, take a few pictures, make subtle threats and other political stuff. Make sure to brag about how impressive our military is.""Is it completely necessary that I go?""Well, technically you can refuse, but that'd... that'd screw up a lot of things."
Player: Refuse
DM: You decide if you went you'd only cause an galaxy-wide incident after you accidently insulted the Probiscan leader. You offend them but not going, but not as much as they would if you went.

Player: "I refuse"
DM: "You refuse? Exterminate! Exterminate!" Commander Delta-19 said, before pausing. "My apologies. That was not a threat, but my own attempt at humor. I'm very disappointed no one else laughed, to be honest. If you believe human forces would be of better use elsewhere, I respect your wishes.""As do I, General. As do I." Alex-Alpha says.The pair stand, and leave the room. You reflect briefly on your decision. The venture simply wasn't profitable enough to send human soldiers to fight, you decide.
DM: You spend the rest of the day going over your defense schemes. You place the four Leviathan Battleships you would have sent with the Remnants and Clones at the flanks of the Fleet, adding extra strength to the fleet.

DM: "Ah! Excellent! I'll make the arrangements at once. Did you know my DNA-giver was the Pilot on a ATLAS Fighter? I have a fondness for them." The Clone responds."This is good. I fought with humans in the Thar'Garavan War. A Human Commando saved my life. I promise, I'll take care of your men." The Remnant adds."Thank you, gentlemen. I'll send you the Pride of Cork, the Xeno Hunter, the Champion of Earth and the Zeus' Warrior.""Perfect. We'll leave you to your other arrangements. Thank you, General." General Alex-Alpha smiled, nodded curtly and walked out of the room.Commander Delta-19 stares directly at you,"This deal is not very profitable for you. I'm sure there's more profitable ventures you could take. Why are you doing this, may I ask?""I'm just helping my friends, Commander.""Understood. In the future, the Remnants will make sure to help our friends. Goodbye, General."You both turn, and exit the room.
DM: You spend the rest of the day discussing military procedures with the four captains you're sending with the Remnants and Clones, before picking the soldiers to accompany them. Finally, you retire to your room.
DM: You walk into your bedroom as the sun would be setting back on Earth. Your wife has already set the table, and you notice your son and his fiance are at the table. "Junior! Michael! How are you?" You say, smiling at your son and his partner."I'm cooking steak for dinner." Your wife says as you lean in and give her a kiss."Farm-raised or lab-grown?" You ask."Farm-raised."You smile, before sitting down to dinner.

DM: A few days later, you're sitting in the control room of a Behemoth Starship. The Ship's role is to store a massive amount of water for the rest of the fleet, and to maintain a sizeable population. You're paying the ship a visit to make sure everything's up to code and morale is reasonable. You stare around you at the massive monitors that display the surrounding space."General, we have over a dozen small ships coming up on the radar. Six boarding craft and six fighters, as well as a large Supply Ship. Allegiance unknown. What are your orders?""Do we have any ships on patrol?""None, sir."
Player: "Hold Fire!"

Player: "Open fire!"
DM: The Captain nods, and relays the order to the Gunnery Decks. The ships main guns open fire, and within a few seconds two of the fighters and four of the boarding craft are destroyed. Your Auxilary Guns destroy another two fighters. The remaining boarding craft attach onto your ship via claws, and the fighters began making straffing runs against the ships guns in an effort to destroy them.

Player: "Do what the pirates want."
DM: "Sir?""No one else needs to die. Let them get their precious water."The Pirates pump their supply ship full of water, and quickly leave the ship. The pirate ships begin to fly off."Sir? The pirates are leaving peacefully. Should we open fire?"

DM: Your ship's main guns open fire, and the pirate ships are quickly wiped out. A Fighter manages to escape, but the rest are all destroyed. You lost some water, but the pirates are dead.

Player: "Send the Fighters to stop the pirates escape!"

Player: "Let's try to negotiate."
Player: "Human Prison."

Player: "I'm sure we could come to an arrangement."
DM: Ra'Karr smiles, and you discuss the terms and targets. A few days later, you find out that several Garavan Leaders have been killed, and the Garavan have fallen into infighting because of it. Though this will lead to the Garavan becoming more suspicious of every other alien races, this only means that humanity will have more resources to use, now that the Garavan aren't as big as a threat.

DM: "Sir, we've discovered an abandoned ship. It's of Sciartt origins." Blaze says to you.You stand up from your desk, and take a final look at the project you were working on, a new fund to help find homes for retired war dogs and red tortoises."Sciarrt ships? The Sciarrt are extinct.""As you know, Sciarrt technology makes up a lot of the Garavan military's tech. The Sciartt are from a region of space behind the Garavan space, so nearly everything we know of the Sciartt is from the Garavan. The majority of the Sciartt were killed when their sun expanded into a red giant, leaving only those on ships at the time alive."You enter the command bridge, and Blaze leads you to a massive monitor showing a small boarding ship approach the Sciarrt ship."The Ship's engines were active as recently as a few days, but there's now no signs of live aboard."
Player: Wait patiently

Player: Read up on the Sciartt (Backstory)

DM: Your monitor quickly changes to show what looks like a hybrid between a manta-ray and a shark.The Sciartt were an aquatic species. They were a short-lived species, though they advanced quickly. Their culture was based on poetry and the written word, and Sciarrt Poets' work is well known among sentient species. What interests you is the Sciartt's research on Alien life. They've theorized that there are multiple sentient species, though they believed most of these would be aquatic like them. They theorized sentient land-based creatures, though they believed they would have to live close to the coast to survive. They were destroyed when their sun expanded to a red dwarf, leaving only a few ships. Most Sciartt remaining starved to death, and no living Sciartt have been found by the Coalition or Alliance.

DM: After a few minutes, the boarding party finally land. They attach breather mask and scuba gear to survive into the ship, and quickly breach the hull. Water floods out, but the boarding party block the leak and disappear into the ship. You look to a monitor and watch through a helmet-mounted camera as the boarding party make their way through the ship.The inside of the ship is a battleground. Dead Sciartt float, harpoons and shrapnel piercing their bodies. Still, those aren't the only bodies you spot. Dead Garavan, wearing breather masks, float nearby."Head to the bridge." Your say.You watch as the boarding party head to the bridge. Here, there are dozens of corpses floating around in the water that fills the ship, all with holes in their body from shrapnel."Garavan must have found the ship before we did. The Scairt put up a hell of a fight. They must have detonated the bridge to kill the Garavan, and themselves." Blaze says."Search for any survivors. Execute the Garavan on sight. If you see Scairt, assist them."Suddenly, a Thar'Garavan ship drops out of a wormhole space. Your Leviathan defense ships quickly move into a defensive position, but the Thar'Garavan ship doesn't open fire."Sir! They're trying to hail us on our radio!"You grab the radio, and turn it on."Greetings, Human Captain. I am Lesser Chief Dom. This ship is ours for scavenge. Our scavengers found it.""You massacred the people on board.""They opened fire on our greeting party, and attempted to attack our ship. It was in self defense. Please turn over the ship to us."
Player: Keep the Ship

DM: You withdraw your boarding party, and the Thar'Garavan use their tractor beam to take the ship. The Thar'Garavan quickly leave with the Scairt ship."Thank you, Human Captain. I am grateful there was no need for violence."You sigh, and the ship quickly leaves.
DM: As a Council Member and a General of the Coalition military, you don't get a lot fo free time. Thankfully, you enjoy your line of work, and even more thankfully your wife understands why you're always busy. Still, you've managed to secure a day-off, turned off all possible communication devices that would remind you of work, and retired to your room. What would you like to do with your free time.

DM: You take the opportunity, and attack the Chief with both fists. You beat the Chief, until a strong punch knocks the Chief's head with so force his head flies back, snapping his neck. The Chief quickly dies, and the Thar'Garavan begin cheering. One of the approaches you."I am Dom's son, Fel. Though my father's death is saddening, the weak need to die. Well done. Your battle was good. I'm sure other Thar'Garavan will learn of it. The ship is yours. We shall leave."The Thar'Garavan quickly depart, and although your staff berate you for taking such a stupid risk, but you know secretly they're impressed and thankful. The Thar'Garavan respect strength, and in doing this you kept the ship and gained their respect.
DM: After you recover the ship, you quickly search it. You find incredible works of Sciartt poetry and technology, but more importantly, you find several Sciart. They've been put into a coma by injuries caused by the fighting, but doctors remain hopeful that they will survive. When, or if, they wake up, they will have incredible knowledge to share.

Player: Excercise
DM: You decide to do some exercise, and quickly make your way through your regimen. Thanks to this you'll keep in good shape, and you'll survive longer. Plus, physical strength is a great thing to have when negotiating with the Thar'Garavan... You realize that you might have had ulterior, business-based motives for doing this. Maybe there's reason you don't get a lot of free time. You'd just spend it on work anyway.

DM: "I'm not doing that, Chief."The Chief hisses over the radio."You're a coward and a rat, Captain. We shall leave, but you have made a powerful enemy today."

Player: Launch a massive assault to capture the planet
DM: You launch a massive assault as wave after wave of soldiers are sent to conquer the planet. There's massive lossesut after a long and hard battle, victory is archived, and the Iron Ring falls. The Alliance is losing the war. Victory is at hand.

DM: Mike found himself out of jail, within a week. He was free, and free of weapons. "No more stressing about the slums!" Laughed Mike. "I am out, and I want to see my house one last, maybe there will be some evidence of my wife there." Mike headed for his house. It was in sight, behind all of the trees, and signs. There it was, the place he called home for nearly seven years. He had to go in it again.
Player: Get to the house one last time
DM: Quickly, Mike was escorted back to his house. The FBI waited outside for him. When Mike walked in, he noticed a clean kitchen, which was never cleaned, with a ripped letter on the floor. Mike picked it up. And looked at it. "Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. "No way!" Mike screamed. He was in shock, but not totally shocked. He went outside to inform the FBI, who suggested he leave the house, and move. "Why,"Mike protested. "Why must I do that?" "If you had been smart about it," The FBI began on saying. "You would have moved a while ago," The FBI stared down Mike. "It does no good with you staying here." Mike agreed eventually, and decided to move. He was deeply depressed, but knew he had to do it for his own good. He moved out, and moved miles away. He never looked back at the house, or his wife again.

Player: Look over Military Proceedures
DM: You decide to look over military procedures and look for ways to improve them. Your wife helpfully points out that that's work, but you do it anyway, and find several ways to improve them, increasing fleet strength. Maybe it wasn't exactly free time, but... Well, maybe there's a reason you don't get a lot of free time. You'd only waste it anyway.

DM: You stand up."The General has, through his own ignorance, fed honorable warriors to the bugs of the earth. These cannot be allowed. All humans should learn enemy culture, not ignore it. The General should be imprisoned for five years."There's uproar from the crowds and even your other Council Members. The General and the Supreme Hunter both look shocked. There's debate among the leaders and the five year sentence is brought down to two years and a fine.The next case is less of a case of human ignorance. A group of Black-Heart Moogli Snipers hunted medics, wounded soldiers, civilians and in some cases, children. They argue that anyone found in the battleground is, in some way, part of the enemy war machine.
Player: Pardon them

DM: You stand up."The Supreme Hunter has showed ignorance and cruelty to the dead, and the families of those lost. I vote the Supreme Hunter be given five years for this grave cruelty towards by people."There's a short burst of argument from the Thar'Garavan, who manage to argue the sentence down to two years and a fine.The next case is another case of alien cruelty. A group of Black-Heart Moogli Snipers hunted medics, wounded soldiers, civilians and in some cases, children. They argue that anyone found in the battleground is, in some way, part of the enemy war machine.
Player: Execute them

DM: You stand, as Mrs Chang sits down."Please, we cannot let moral dissonance decide the fate of these men. They both did what they though was honorable to the dead. We cannot blame them for not knowing every faux pas of the other species."You see many nods of agreement, and the Council quickly vote to let both leaders off and pardon them off all crimes. The General smiles at you, before leaving. The Supreme Hunter nods in your direction, before walking off.The next case is less of a case of misunderstanding. A group of Black-Heart Moogli Snipers hunted medics, wounded soldiers, civilians and in some cases, children. They argue that anyone found in the battleground is, in some way, part of the enemy war machine.

DM: The fear of death has arisen in every single sentient Alien species. Because of this, the search for immortal has gone on since man first stood upright. The Eternal Project is attempting to find the solution. After attempting to make an anti-aging serum, they've now started to research the idea of uploading one's consciousness into computers. They promise that soon, people will be able to live forever, and great minds will survive the tests of time. Of course, many believe this research in unethical. As a Council Member, your support or denouncement for this will help allow it to prosper or get it banned.

Player: Support the Eternal Project
DM: You decide to support the Eternal Project. They quickly begin getting results and they show great promise of achieving their goals, eventually. This causes several Alliance and Thar'Garavan Scientists and Great Thinkers to leave and join the Coalition in hopes of taking part in the Project should it succeed.

Player: Denounce the Eternal Project
DM: You quickly have the Eternal Project banned. Though many disagree with your ideas, you know that immortality is not something to mess with.

Player: Go to the Moogli Unification Area
DM: You walk over to the Moogli Unification Area, where fireworks being shot into the sky are telling a vague picture story of a Moogli romance. A Moogli wearing a translator at the Food Stand offers you several dishes."Human. Would you like a snack? Food, perhaps? I have Fungus Tea, Trayakh Steak and an assortment of sugary sweets and jellies.""No thank you." You politely reply.The Moogli nods, just as a new Moogli approaches."General. I am Commissar Lort. Please, have some jarn."The Moogli offers you a wooden cup of a disgusting liquid."What is it?" You ask."Blood, boiled Trayakh hooves, Fluret venom and crushed ice. Please, enjoy."

Player: Suitcase

DM: The boys both ran quickly. But, suddenly, Hugo decided he wanted to fight the zombies. He turned around and ran towards them. Jared kept running and shouting, "Hugo! Quickly!"Hugo didn't answer. He was too busy fighting the zombies.Jared didn't look back. He didn't notice Hugo wasn't running with him. He kept running.
Player: Jared kept running forward without looking back.
DM: Jared and Hugo were both scared. Very scared. "Run!" Jared shouted. As he began to run, Hugo began to run, too. Jared ran and ran. He ran far away from the haunted house. He just kept running without caring about anything else."Hey, Hugo. Are you okay now?" Jared asked. But there was no answer. Hugo wasn't there! "He must have gone to fight the zombies."Jared hid behind a large rock. He could feel the zombies slowly passing by him. He realized he needed to close the door to the haunted house or the zombies would never stop coming.He grabbed a stick and started drawing a plan in the dirt. After finishing his plan, Jared realized the only way to stay alive would be to keep running. There was no turning back now. So, Jared kept running, far away from the haunted house.
Player: Jared ran home.

DM: You quickly survey the room. There's an open seat at the dining table. You also notice Probiscan Admiral Yarcal sitting alone at the bar. The Moogli Tactician Doet is enjoying a cigar in the corner. There's a Tarn Drone leaning agaisnt a railing, holding an assault rifle.
Player: Talk to Doet
DM: You walk over to the Tactician, Doet. She has a massive cigar clenched in her teeth, and wears no clothes, her entire body covered in thick black fur, different from the usual brown fur."Greetings, General. Have you tried the cigars? I've heard you're a fan of cigars. I would recommend the Moogli-brand Hearthfire Cigar. They warm your body and put your mind to sleep."She offers you a cigar, which you glady take. She lights it, and you take a puff."So, General. I've heard you're a tactical genius.""Thank you. I've heard great things about you, too.""Out of interest, are you an advocate of using good training and equipment to get an elite force, or use mass recruitment to gain a larger army?"

DM: You take a seat at the dining table, next to a Remnant Commander sitting in a massive, custom built chair on one side with a Antimite Philosopher on the other. A Tarn Drone brings over a platter and gives you a grilled steak and a side of some alien fruit you don't recognize but the Drone promises is both healthy, delicious and won't cause your insides to liquefy. You take a moment and see what the aliens are eating, and are fascinated by the mix of cultures. Most of the Garavan are eating various meats from across the galaxy, including beef, Pumi'Garavan, Garavan flesh and Fluret meat, which you would expect from a culture that loves meat. The Probiscans are sucking the insides from fat, slug like creatures while downing copious amounts of alcohol. The Antimites are eating various fruits and vegetables, though you notice they seem to have a large love for human-made chocolates, which many are eating. Some of the Moogli are having massive chunks of grilled meat, but the vast majority are eating loads of human sweets, due to their species' sweet tooth. You quickly eat your food, and learn that the Drone was right and the alien fruit was delicious. After you finish eating, you stand up and decide to have something to eat.

DM: You walk over to a Tarn Drone, who looks at you."Good evening, General, or whatever time it is. Evening doesn't mean much in space. I find it amusing. General, I've been meaning to talk to you. A few of my bodies aboard lone ships and bases have been killed, but I saw unknown enemy ships to them. Is there a new enemy? Perhaps Scairtt Pirates?"You raise an eyebrow."I haven't heard of one. Perhaps there's a new species, or the Alliance have begun producing new ships to weaken us despite the fact we're not at war."Tarn nods."Excuse me, this body requires sustenance."The Tarn Drone walks off to the dining table, and another Drone walks up to you."So you don't know anything about the new enemy. That's a bit pity. I was hoping for an interesting answer that would end my worries. Ah, it doesn't matter. I was just worried. I must get back to guard duties. Stay save, General. Also, stay away from the apples in the blue bowel. Those are for the Antimites. They will cause your eyes to melt."
Player: Sit down at the dining table

Player: Gaining a larger army
DM: "Ah, you follow the Probiscan method. Not my own choice, but I guess it would allow for more soldiers spread out to take more land, though more deaths would worsen morale and mean that the heavy deaths would mean you'd need to commit a larger force to completing objectives. What do you think of using indigenous people as soldiers?"

DM: You finish the night and head back to the shuttle so you can head home. It's been a long night.
Player: Ignore the pirates
DM: The pirates aren't much of an issue, and it's not worth mobilizing a military strike force to take out the pirates. The pirates strike against many trade fleets and damage Coalition strength, but eventually the trading fleets themselves begin hiring mercenaries and upgrading their weaponry to defend against the pirates, and trade resumes.

Player: Leave and return to the shuttle

DM: Admiral Yarcel shrugs and sucks his drink through his mouth-tentacles."Yeah. To the boys who bitch and whine and send us to die. May they reign long. Hell, you might as well just leave, General. I don't feel like talking to a Coalition lapdog much longer."

DM: Admiral Yarcel raises his shot glass."To all the goddamn soldiers, the living and the dead! May Infinite One bless them!"The Admiral sucks the drink down through his mouth-tentacles, before turning to you."Hell, this is just two dumb bastards getting drunk together, isn't it? I like you, General. Of course, I hate and plan to wipe out your entire army should the war start, but I like you anyway."Admiral Yarcel orders a bottle of Garavan Whiskey."Well, I'm going to get drunk off my ass and vomit all over the floor. You better leave so I don't damage your reputation, General. It's been a pleasure speaking to you, and I can't wait to do it again, whether it's at a bar, or in the heat of war."

DM: Admiral Yarcel raises his shot glass and sucks it down through his mouth-tentacles."Let's hope the peace lasts. I doubt it, but there's always a silver lining. In this case, our jobs get more important."The Admiral chuckles."I'm planning on getting much drunker, General, so it's best you leave me. It's been a pleasure."
Player: Talk to the Tarn Drone

Player: "I agree, they know the terrain."
DM: "I agree. A local unit knows the terrain. Many great armies have been wiped out by terrain. The Coalition invasion of the Bug Catacombs on Rio-6. The Human invasion of old Earth's Russia on multiple occasions. The Sciartt invasion of my homeworld. One must know the terrain to win the war. Well, I hunger. I'm going to go eat. It's been good talking to you. Goodbye."

DM: "Ah, so you've learned from the Alliance's mistakes. The mass death of cheap, badly equipped Probiscan soldiers constantly damages their morale. Elite forces are great for propaganda and allows them to succeed in raiding and striking against enemy lines and complete special ops missions. What do you think of using indigenous people as scouts and soldiers?"

DM: "I can see your point, but isn't knowing the terrain important? Many great armies have been wiped out by terrain. The Coalition invasion of the Bug Catacombs on Rio-6. The Human invasion of old Earth's Russia on multiple occasions. The Sciartt invasion of my homeworld. And not trusting the locals would lead to friction among the soldiers and locals, and perhaps even a Guerilla campaign would start up. Well, I'm going to go eat. It's been good to talk to you. Goodbye."

Player: Destroy the base
DM: You decide to destroy the base and end the piracy and corruption in the area. Several warheads are deployed and the base is destroyed, leaving only a few metal walls surrounding a crater.

DM: You quickly have the base repaired to full potential and add defenses to protect against the cracks in the defense that you used to capture the base. Coalition forces are posted there and you quickly establish control over the trade route and fighting off several other pirate crews.

Player: Don't allow the Tommies to join
DM: You decide to keep the Tommies out of the Coalition, knowing that allowing them to join would only cause serious friction among the veterans of the Thar'Garavan war. Despite this, there's still a high amount of Tommies immigrating through the immigration department and joining the military, but that's not an issue you can solve.

Player: Question the fisherman (-2 HOURS)
DM: A lone fisherman sits by Lake Banyoles with a line in the water. He waits patiently for fish to take the bait.You ask him if he has seen anyone fitting the description of Carmen Sandiego."A suspicious person was here and she asked about the ancient Srivijaya maritime empire," the fisherman says.You thank him for the info.

DM: You decide to send a team onboard. You watch on a monitor as a Boarding Ship departs, and makes it's way to an airlock on the ship. The Monitor's feed is replaced by feed from a camera mounted in one of the boarding party's helmet mounted cameras. You watch as a group of men and women slowly make their way aboard. The ship's hallways are dark, lit only by a dim flashlight beam. You watch as the group slowly makes their way down the hallways, checking every room and doorway slowly. A man walks slowly into a massive room. Massive racks fill the room, holding curled up humanoid machines. You watch intently as a soldier investigates one of the machines. It's the size and shape of an adult human male, and looks eerily similar to humans, with two eyes and five fingers on each hand."Keep searching. I want a team of egg heads and scientists on board to investigate."
Player: Continue monitoring the situation
Player: Give it to the Scientists
DM: You decide it's best for humanity's interest to keep the machines. The Head Scientist nods and lets out a small smile.Over the next few weeks, the scientists make great progress. The machines are used to develop a new exo-suit that can be used by marines, the weaponry is used to design a new Human Rifle. Every small aspect of the machines are used to advance science and technology.

DM: You turn to Jaric, a dwarf of Jamaican heritage. Jaric was raised in a religious community that was anti-Genetic Engineering, leading to Jaric being born with dwarfism. Due to his charismatic attitude, he quickly became a population with the support of the religious communities, and became the Council Member in charge of Human Colonies."General Achilles! How are you? I heard you were attacked by pirates. Thank God you're alright!""I survived the Thar'Garavan, I can survive against some pirates. How are the colonies?""Ah, the Colonies. I've been trying to negotiate getting the Human Colonies turned into Coalition Colonies, shared by us, the Remnants, the Clones and the Chosen. But it doesn't go well."Jaric pauses, and points to the last of the Council Members to arrive."There's Augustus Cabana, commonly known as the Half-Breed. Cabana's mom was infected by an alien parasite, which mutated so rapidly that it gained the ability to get her pregnant. Despite what every bit of science we know says, Cabana survived and grew up. He's the only product of interplanetary breeding among sentient beings known to humanity, and only one of two products of interplanetary breeding of anything, the other being the Red Tortoises."You look at Cabana. He has cracked, sickly green skin, lips curled up to the point you can see his constantly bleeding gums, a series of sharp, carnivorous teeth and an unnaturally skinny frame. Despite all expectations, Cabana survived his birth, and even became a politician. Cabana notices you staring and smiles, a horrific expression as his gums let out a fresh wave of blood and his skin crinkles and cracks in some places, allowing mucus to ooze out from the cracks. You return the smile.

DM: You hand the golden-tipped flowers back to the flame-haired Canentium. She takes the flowers gingerly in her own hands and pushes them into the dragon's limp mouth. She retrieves a pouch of water (Which she collected while you where searching for flowers) and pours it down the dragon's throat to wash down the special flowers. After a few moments of stillness, the dragon stirs. Folia moves her hand to its chest, feeling for a sign of life. "He's breathing steadily! He's okay!" She cheerfully exclaims.
Player: >

Player: Upload it to the Internet

Player: Government officials should be forced to wear cameras so that any corruption would be recorded and they'd be prosecuted for it.
Player: Not enough money was raised to buy treatments like oral rehydration salts and water purification tablets; some hospitals aren't doing a good job of treating cases and a lot of volunteer groups have left to help out in other places.
Player: Don't volunteer

DM: "How am I supposed to do that?" "Very carefully" Arbore cheekily responds. "C'mon, I'll teach ya!" He climbs to the lowest branch, grabs your arm, and pulls you up. You sit and look at Arbore, who is now standing on the thin end of the branch. "Stand up!" He says, grinning. You try to stand up, but all you do is fall out of the tree. "C'mon!" yells Arbore. "Even when Folia was just a baby she was better than you!" "I was awesome since birth." He adds nonchalantly. You flash him a scowl. You start to climb up the tree trunk again, only to end up sliding back down. "Wow. You're hopeless" Arbore is still sitting on the branch, looking down at you.
DM: "I know, I suck." You hang your head after standing back up. Arbore jumps down from the tree, landing on the ground next to you. "Don't worry man, I'll help ya!" He says, giving you a friendly pat on the shoulder.
Player: >

DM: This is the time for strength. The Council Members seem unsure, but you've never been more sure of anything in your life. Within a week, the Alliance Navy and Army begin landing on Mundar Dweller planets to assist the rebels. The loyalists are quickly forced out, which prompts the Alliance to respond in kind. In only a few weeks, the situation has turned to full scale war with the Alliance, as well as the Mundar Dwellers.
DM: Chapter Three: The Great WarWar's broken out. Coalition Ships begin engaging Alliance vessels, and Alliance and Coalition troops begin fighting planet side. There's two cases that interested you and gave you an idea. A Alliance Warship was destroyed by pro-Coalition pirates, and a Prison Colony was invaded by Alliance Soldiers, but the invasion was repelled by the prisoners. This gave you an idea. These Pirates and Prisoners could be recruited as a penal force, to fight back against the Alliance and giving you a fresh wave of reinforcements to join the war. Of course, it would involve pardoning and reducing the sentences of many terrible criminals.
DM: You decide it's best not to arm a bunch of criminals, scum bags and thieves and unleashing them on the galaxy.

DM: You decide it's best to give some support to the rebels. You begin giving light support to the rebels, such as supplies, and the rest of the Coalition follows. The Rebels become a war-supplied war machine, and quickly manage to turn the fighting into an even-sided war. Eventually, the Mundar Dwellers decide to attempt to make peace. The Alliance offers to host the peace negotiations on Craetia, an Alliance Planet. It's an obvious attempt to guide the negotiations towards the rebels rejoining the Alliance, something that would make your efforts for nothing.
Player: Allow the peace negotiations to happen on Craetia
DM: You decide to let the negotiations happen on Craetia. The Rebels and the Alliance argue over many issues, but it's eventually decided that the Mundar Dwellers will reunite, though the rebels will have many of their economic restrictions lifted. This allows for your trade relations with the Alliance to increase dramatically.

Player: Go to the Probiscan Stages
DM: You walk over to the Probiscan Stages, and stop at one. Four Probiscans wearing a massive monster costume walks around while dozens of Probiscans dance around it. The Probiscans begin firing fake laser rifles at the monster, as the monster begins killing Probiscans one by one."Excuse me, what's going on?" You ask a Probiscan, after turning your translator on."Oh. A Human. Greetings. I hope you enjoy the world. This is a play about the brave 1st Regiment fighting against a massive, Alpha Tene Mal, a creature from the Garavan Homeworld. It's a true story."You watch as half of the Probiscans are killed, before the tallest Probiscan dances to the front of the Tene Mal, and shoots it in the face. The Tene Mal collapses, falling to the ground. The Probiscan audience begin holding their fists in the air in what you assume is an alien version of applause. The Tall Probiscan hops off the stage and is handed a translator, which he clips around his mouth, before walking up to you."Greetings, Esteemed Coalition Leader. Please, tell the us what you thought of the play."
Player: "Your entire culture is based around being grunts!"
DM: The crowd begins complaining in their own language, and the Tall Probiscan's face hardens."Our nation survives as a union. We are willing to die for each other. We're not "grunts". We are family. Please, leave."

Player: Do it
DM: You need the extra forces, and maybe you might even redeem a few lives. The Prisoners and Pirates quickly reinforce your main force and begin fighting against the Alliance with extreme efficiency, though there is a sharp increase in the amount of war crimes being committed.

Player: Search the kitchen.
DM: As soon as you enter the rundown kitchen, you freeze. Through the window, you see a tall figure outside making his way towards the house with a large hunting knife in hand. The terror moves your legs into action, and you bolt back out the front door. You're moving so quickly and in such fright that you don't have time to think, and you launch yourself into the river and frantically stumble across. Your heart is throbbing in your ears by the time you reach the opposite shore, and looking back, you think you see movement in one of the windows of the house. You can only act on the primitive fight or flight response alone, fleeing the scene with your backpack still intact but your heart a little weaker.Surely enough, though, you find the road, and your journey resumes.

DM: Your landing craft crashes into the dirt as a Thar'Garavan Cannon hits the engines. You grab your assault rifle and charge outside. What's left of your squad is attempting to rally, as Thar'Garavan Hunters and Pumi'Garavan attack creatures dive out of the tree line and charge towards you. You open fire, and watch as two Hunters drop as bullets fly through their bodies. A Conquistador, a cross between a tank, an ATV and a weapons platform, rolls forward and lets out a wave of fire, both from it's machine guns, and a literal example from it's heavy flamethrower, wiping out the wave of Thar'Garavan. Then everything goes to hell. A Pumi'Garavan rigged with explosives manages to sprint towards the Prometheus, and though it's killed by gunfire, it's forward momentum manages to get it under the Prometheus. It's handler detonates the explosives, and the Prometheus explodes in a fireball. Several Thar'Garavan vehicles, that look like armored dune-buggies with a machine gun on the back, burst out of the trees and head straight towards you. Your squad begins dropping like flies. Warriors begin charging towards your friends, wielding short, serrated swords and knives. The Vehicles begin opening fire on other squads. You need to do something.
Player: Open fire on the charging warriors!

DM: You grab a grenade launcher lying on the floor. You fire several shots, each taking out a dune buggy. The vehicles burst into flames, and the vehicles flip over or grind to a halt as the flames kill the driver, gunner and passengers in each. You turn, as one of the warrior charges you. The Warrior swings his blade, and you roll back, dodging. You continue walking back, before your foot hits a dead soldier. You fall backward, hitting the dirt. The Warrior snarls at you, and swings his blade, cutting through your flesh.
DM: You let out a scream. You jump out of your bed, grabbing for a weapon. Your wife jumps out of bed, grabbing the handgun hidden under the bedside table."What's wrong?" She asks, her gaze shifting around the room."Nothing. It was just a nightmare." You say, panting heavily as sweat runs down your brow.You trace the scars on your chest, caused by a blade slicing through your flesh. If reinforcements hadn't arrived, you would have ended up as another stain on the warrior's weapon."Come back to bed, honey." Your wife says, placing a hand on your shoulder.You nod, and quickly get into bed and fall asleep.
DM: You stand next to Mrs Chang and Cabana, as well as a dozen highly trained bodyguards as your shuttle lands in the docking bay of the Star Hunter, a Thar'Garavan Flagship. As the shuttle doors open, you expect to find an honor guard of the most honored Thar'Garavan warriors waiting to greet you. What you see is a single Thar'Garavan Sniper leaning against the wall, next to two warriors fighting with axes."Greetings, soft-skins. My name's Alack. Follow me. I'll lead you to the Elders and the Chief.""You speak English?" Mrs Chang asks."No, our two languages are coincidental exactly the same. Of course I speak English. Dumb whore."

DM: You let out a shout."Ramirez! Use of grenade launcher to take out the vehicles! Hastings! Get on the heavy machine gun!"You squad quickly assembles and begins fighting off the new wave of attackers with quite some success. Unfortunately, this makes it obvious you're of importance to the Thar'Garavan, who believe that killing the most important enemy grants the most honor. You feel something hit your chest, and something wet begins flowing down your chest. You look down. A harpoon, like those used by Thar'Garavan Warriors, has pierced your chest. Blood flows down your chest, as you look at the massive metal harpoon that sticks out of you.
DM: You let out a scream. You jump out of your bed, grabbing for a weapon. Your wife jumps out of bed, grabbing the handgun hidden under the bedside table."What's wrong?" She asks, her gaze shifting around the room."Nothing. It was just a nightmare." You say, panting heavily as sweat runs down your brow.You trace the scar on your chest. If reinforcements hadn't arrived that day, your entire career of leading soldiers would have lasted less than a minute."Come back to bed, honey." Your wife says, placing a hand on your shoulder.You nod, and quickly get into bed and fall asleep.

DM: You lie in bed, listening to your wife snore softly. You get up and walk over to the kitchen, where you find an opened bottle of scotch and poor yourself a glass. You take a sip, and take a seat in your armchair. Just as you begin to relax, you hear a burst of gunfire from the door. You grab the pistol that you keep and the nightstand and quickly load it. Bullets fly through the door, and you dive towards the ground. The door is kicked open, and Blaze Goud and Connor Murphy, your two bodyguards, fall through the doorway, dead. Two Probiscan Commandos enter the doorway, followed by a Creator, a Moogli Black Heart and a Garavan Hunter from a tribe you don't recognize by the Garavan's tattoos."Come out, General. We'll let you live if you surrender."They start searching the room, and you realize you only have a few seconds to react. You need to strike now, or surrender.
Player: Strike now
DM: You stand up and fire your pistol. Two Probiscan heads explode, and bullets deflect off the Creator's armor. You roll to avoid bullets, and you aim you pistol and take another shot, downing the Black-Heart. Your wife manages to rush to the living room and grab the antique Luger pistol you keep in a small chest. She fires at the Creator, distracting him enough for you to land the killing the Creator. The Hunter takes advantage of this, and charges at you with a Garavan Hunting Sword. You turn to fire on him, but he dodges and swings his blade. The blade travels through the air and in one quick movement, severs your arm from your body. Blood begins soaking through your clothes, and you collapse onto the ground.

Player: Leave the sniper alone

DM: Your "arm" closes around the door handle and you yank it open, entering your office. You take a look at the cyborg arm that comes from your shoulder, a sleek metal device that allows you to do nearly everything that you used to. You quickly make your way to the desk, and look at the newest file of many of a new situation that you have to deal with, about a planet where the Coalition forces requested military guidance to eliminate an Alliance-allied Garavan Tribe.The Fai'La Tarrn, a Garavan tribe that's forsaken military vehicles for tamed animals, has become a massive part of the Alliance defense of Ignit-1, a small planet with suitable conditions for colonization or farmland. The Fai'La Tarrn makes up a large defense, using mobile units to attack and harass Coalition forces to prevent them from quickly ceasing the planet. These raids are fast and ruthless, damaging your forces but avoiding heavy losses for the Fai'La Tarrn by avoiding the heavy battles your soldiers are best at, with only the Battle of the Cracked Canyon taking place, which led to a massacre for Fai'La Tarrn forces. This convinces you that you need to draw the Tribe into open conflict. You have several options to do so. A massive attack could be used to deliver deadly gases to the surface that would devastate the Tribe's organic mounts that they favor while your own troops could be given gas masks to survive, though this would result in massive amounts of damage to the local wildlife and environment.Another option is using a mechanized assault of fast, light vehicles to track and hunt down the Fai'La Tarrn riders.Finally, you could leave the Coalition forces to deal with the issues by themselves so you can save the support for those more in need.
Player: Ignore the issue
DM: You decide the support would be better suited somewhere else. The Coalition forces begin a brutal struggle for dominance, and to your expectations, they manage to force the Fai'La Tarrn to retreat and bring the planet under control.

DM: "I think we should give the Thar'Garavan what they want." You say.Mrs Chang frowns, before sighing."Alright. I can see you both disagree. But we give them no tanks, bombers or heavy weaponry.""Of course." Cabana smiles. "I don't like arming the reptiles anymore than you. But it's for the good of the Coalition. Chieftain, we'll supply you."The Chieftain nods at you."Thank you. I can promise you none of my tribe will attack the Coalition." The Chieftain says, before chuckling. "When I saw you smile, I assumed you disagreed with my proposition. A smile is a threat around here. It's brandishing the teeth, a weapon. But I thank you kindly."You make your way back to the fleet. Over the next few weeks, Garavan attacks intensify on the Alliance, and on other Garavan tribes. The Thar'Garavan and their allies begin assimilating other Garavan tribes, growing in strength and gaining territory. Garavan Pirates began boarding and looting Alliance Ships, and warriors begin raiding and even destroying Alliance Colonies. Still, the Alliance make note of the Thar'Garavan's new weapons, and your relationship worsens. Your actions also cause some unease among other members of the Coalition.Your relationship with the Thar'Garavan increases greatly, and due to the lack of Thar'Garavan raids against the Coalition, you can begin investing strength in your military. Still, when you watch the news and see videos of dead civilians, burning colonies and scenes of gruesome torture done by the Thar'Garavan, you feel a twinge of guilt.

DM: "I'm not giving weapons to these bastards. Have you ever been to Red Rock Valley? I saw Garavan troopers slitting the throats of civilians. There were children there, Cabana. I'm not letting that happen to humans, OR Probiscans, or Moogli, or Antimites, or any of the others in the Alliance."Due to Cabana's many deformities, it's hard to tell his emotions by his face. Despite that, you think you can see a feeling of guilt on his face."You're right. I'm sorry. Chieftain, we can't do this deal."The Chieftain grins at your, but after a few seconds you realize he's baring his teeth at you like a dog."Alright. If you wouldn't mind leaving, then? We have nothing more to discuss. Goodbye."You make your way back to the fleet. Over the next few weeks, Thar'Garavan attacks intensify, on Alliance, Coalition, and even other Garavan territory. Despite the increase of their attacks, both the Coalition and Alliance manage to fend them off and avoid most damage. Oddly enough, the Thar'Garavan actually help unite the Coalition and Alliance, as the attacks force the Coalition and Alliance to begin coordinating their attacks, and teaming up to fight against a shared enemy.

Player: Give the Cerberus Branch more funding
DM: You allocate more resources to the Cerberus Branch, and they quickly begin showing results. Using genetic enhancements they create new breeds of creatures which show remarkable abilities both on the battlefield and off, and the creatures begin to improve the military and allow for increased fighting capabilities.

DM: You authorize the use of gas attacks on the planet, and the gas quickly spreads through the environment. The gas kills local plant and wildlife, but it gets the job done, and the Fai'La Tarrn are nearly wiped out completely by the spreading gas. The planet is quickly conquered, though at the cost of damaging the possibilities of colonization and farming.
Player: Retreat!
DM: The Coalition fleet quickly retreats and escapes back to Coalition space with the advantage, and manages to survive to fight another day.

DM: You begin deploying light vehicles, supported by gunships, which quickly begin investigating the sources of the Fai'La Tarrn, and quickly manage to destroy several Fai'La Tarrn bases and camps, and manage to track down many of the roving calvary groups, and within a few weeks the planet falls under Coalition control.

Player: Focus all attention on the largest vessels
DM: You send the fighters and boarding parties to the larger vessels, as well as focusing your larger cannons on them. The Coalition fleet manages to cripple and even destroy a large number of important Alliance ships, crippling Admiral Yarcel's fleet. Unfortunately, this leaves the Coalition's main ships undefended, and all are quickly destroyed by heavy cannons, captured by boarding parties or crippled by fighters. After a massive battle, the Coalition fleet is wiped out, with Admiral Yarcel's flagship, the Maw, personally wiping out a dozen Coalition ships. though the Alliance end up with a pyrrhic victory.

Player: Talk to the Remnants
DM: You walk over to the Remnants. Two of them have the bodies of massive Remnant Soldiers, while two are small spherical orbs used as communication drones by the massive, sentient Remnant ships."Oh, hello, General. We were just discussing the upcoming unity festival. Admiral Tango-12 believes it is an attempt to brighten moods and unite the Alliance, while I believe it's an attempt to show off the strength of the Alliance. What are your beliefs on the matter?"
Player: "The Alliance is trying to bright moods and showcase togetherness."
DM: "Perhaps they are. That's awfully optimistic for a politician.""I'm not a politician. I'm a military commander.""The two aren't mutually exclusive. You might hate politicians, but you're still one of them."

Player: Talk to Tarn
DM: You walk up to the Tarn Drones, who all turn to look at you."Hello, Achilles. I can't believe you're on this trip. You're a soldier, not a diplomat. No offense.""None taken. I'm not a diplomat, but I'm being sent to brag about our military capabilities.""Well, I wish you the best luck with that. If I knew that's why the Coalition sent diplomats here, I would have sent my bodies with larger teeth and a higher stature. I'll reflect on that."

Player: Talk to the Chosen
DM: You walk over to the Chosen. The massive suited Aliens stand, and turn to you."Greetings, General. We were only praying. How can we help you?""I was just wondering what you think of the Unity Festival.""We will attempt to convert as many of them as we can to the great symbiote, and allow the rest to continue their worship their false gods. In regards to the Coalition, the Alliance's unity is against our wishes. A corrupted enemy is a weak enemy."
Player: Wait patiently for landing

Player: Don't hire the Iron-Scales
DM: You refuse to hire the Iron-Scales, and they join the Alliance soon after. You soon begin to hear about robotic Garavan wiping out scores of Coalition soldiers.

DM: You order the ships to surrender, which they do. True to his word, Admiral Yarcel takes good care of the prisoners, giving them the same conditions he gives his own men. Still, it's a great loss to the Coalition.

DM: You sit and wait patiently as the shuttle dives towards the planet. After some minor turbulence, the shuttle lands and the doors open. A group of five Creators stand waiting, with over a dozen armed Probiscan guards on either side of them."Greetings, Coalition leaders. Please, come with me."You stand and follow the Engineers as they quickly lead you out of the building and outside, where a massive festival takes place.A Creator points to the festival. Groups of Probiscans crowd around performing dances, flute songs and plays."These are our Probiscan allies. They are strong and healthy, and numerous in numbers."The Creators point to a large group of Brain Bugs in large war machines and ships."These are our Brain Bugs, showcasing their personal, customized vehicles which are incredibly efficient, numerous and strong.""Excuse me, do we really need to hear how great everything is? I don't even need a tour. I'd just like to see the festival in my own time." Cabana says."Of course. Please, take your time to explore." The Creator replies, clearly dissatisfied.

Player: keep going

Player: Hire Cabana
DM: Cabana laughs."OK, you can hire me. I'll get the paperwork sorted. I'll carry around a revolver, and I'll get a catch-phrase. How about after I capture someone, I load half the bullets into the revolver and say 'Hey scum, the half human part of me wants to let you go, but the parasite part wants you did. Let's see if you're lucky'. That sounds cool, actually. We can get have a dog sidekick, and a massive Moogli informant who tells us about the Alliance. I'm becoming extremely serious about this. Seriously, who do you want as your bodyguard?"

DM: You walk over to the Clones, who raise their palms, a Clone greeting."How are you, General?" One asks. "Did you know this festival has been going on since the Creators discovered the Probiscans? Apparently, there's going to be a lot of interspecies sex.""He doesn't want to hear about that." One of the older clones replies. "We're not going here to learn about alien sex, we're here to act as a scapegoat.""What do you mean?" You ask."The Alliance is in the middle of serious infighting. There were the Mundar Rebels, of course, but there's also a Terrorist group fighting so that the Creators hold less of the power, another terrorist group fighting so they have more of the power, and several other political issues. Everyone knows the best way to unite a group of people is to give them a common enemy. I think the Coalition is the common enemy, the scapegoat so the Alliance can unite and attack us. Perhaps I'm wrong. Perhaps not."
Player: "The Alliance is attempting to show off."

Player: Go to the Creator Auditorium

Player: Talk to the Clones

Player: Drink it

DM: You decide to vote for the Alliance Immigrants to join the Coalition."Voting to keep the aliens, huh? Seems like a fair choice. I wasn't sure, but hell, I'll side with you. I don't even give a damn about aliens, so I don't really care." Cabana says, lighting a cigarette and popping it in between his lips. The Votes are quickly electronically counted, and the votes are passed 7:5, in favor of allowing the immigrants to join. Within a few weeks, you begin seeing results. The influx of immigrants allows for an expansion in colony and fleet size and surprisingly, despite the Alliance government fighting against the idea, the Alliance public tend to see the new act as a sign of the good nature of the Coalition, and begin to see the Coalition as merciful and prosperous, improving relations with the Alliance.

DM: You decide not to let the immigrants to join, and quickly vote against it. Cabana leans over and looks at your tablet."Not going to let the aliens join? I'll be honest, I slept through the proposal, so I'll assume you know what you're doing and follow your lead."You can't tell whether he's joking, but he does in fact side with you. The votes are electronically counted, and not allowing the immigrants wins 7:5. Within a few weeks, most Alliance Immigrants are deported, and jobs are given back to human workers, avoiding all damage to the economy.

DM: You hire the mixed-species Coalition bodyguards, and the results are a massive failure. The Coalition bodyguards are disloyal and are quickly found to be not working as expected or protecting you as one would expect, and they need to be fired and replaced by the all human bodyguards, which ends up damaging your image among all Coalition races.

Player: Hire the mixed-species Coaltion bodyguards
Player: No

DM: You walk to the parade grounds, where dozens of armed Mundar Dwellers are lined up in regiments, standing at attention. A Mundar Dweller wearing a uniform covered in gold chains stands at the lead. The Leader turns to you."Hello, General. Please, look over my forces. We work for the great Alliance. This is our great force. Company, formation!"
Player: Watch the demonstration patiently
Player: Don't drink it
DM: "No thank you." You reply."Alright. Please, feel free to enjoy the area."You watch a bit more of the firework display, take a few shots at the shooting range, before leaving shortly after.

Player: Jesus, no!

DM: You take a long drink from the cup."I forgot to add. There's a lot of alcohol in that. Your small body might not be able to handle it."You succeed in not puking, which is a plus, and Commissar Lort offers you a seat, which you gladly take. Commissar Lort offers you a massive cigar, which you take."As per tradition, we should discuss while enjoying the jarn, as the lone Moogli Hunters did in the old days."You take the seat and begin smoking while taking sips of the jarn while you discuss minor issues about the Moogli. You learn a lot about the Moogli culture, such as the Moogli cultural love of fire and warmth, their fear of melee despite their bodies being suited for it, and of course, their confusion about war."It confuses me." Commissar Lort says. "Why are we expected to fight for the Alliance? My brother was sent to fight Iron Scale Garavan at some Probiscan Colony. Why? My brother does not know the Probiscan Colony or anyone in it. The colony is famous for their poor treatment of Probiscans. I could understand interfering for moral issues, such as to protect the innocent or fight criminals, but not to protect the wicked just for the sake of the Alliance."You nod and agree with the Commissar. After a while, he puts out his cigar and finishes the jarn, and you both go your separate ways.

DM: You walk into the Creator Auditorium, where several Creators stand on stages, making speeches to the crowd of fellow Creators. You switch your translator over to the Creator's main language, and take a spare seat near the front."A farm's soil is made fertile by the corpses of the enemy. We need to fight against the Coalition for our own victory! The Probiscans shall fight! The Mundar Dwellers will fight! The Moogli will fight! The Antimites will fight! The Brain Bugs will fight! We will fight! We are the oldest race in the Alliance. We are the proudest race in the Alliance. We are the strongest race in the Alliance! The Coalition are made up of religious fanatics worshipping parasites, robotic war machines without culture, a Hive Mind with no knowledge of death or what it means to survive, some pale imitations of life made in a lab and a race of hateful, greedy monkeys who stood upright...!"You have the feeling, probably unwarranted, that the speaker is insulting both your species and the Coalition.
Player: Object
DM: You stand abruptly, gaining the rooms attention."Hold on! I'm not going to let my people be told off my a smug, cowardly alien in a tin can suit!"The Creator holds his arms out."Perhaps you would like to say a few words, you warring, greedy ape!"
Player: Take the podium

Player: Eliminate the journalists

DM: You decide to pay a visit to the Thar'Garavan homeworld. As the Garavan are a species that value strength, you take Delta-1 and Commando Griffin-Tango, two experienced soldiers. You hop in your shuttle, and head off. The Thar'Garavan's main city, called simply the Fort, is a massive fort built in the middle of lush jungles that the Garavan favor. Dozens of guns and massive worlds surround the city, and you land on a landing pad sitting right outside a massive building where the Great Chief lives.The doors to your shuttle open, and four tall, muscular Garavan holding massive guns approach. They silently stare at you, before turning and walking towards the Great Chief's home. You follow them, followed by Griffin-Tango, Delta-1 and a dozen Coalition armed guards as well as your own."Inhospitable, aren't they, sir?" Commando Griffin-Tango remarks."Should worst come to pass, what's the chance we can get out of here in one piece?"A low, mechanical chuckle comes from Delta-1."Sir, I have a Devastator Machine Gun with 15'000 bullets. Unless we're attacked by 15'001 Garavan, we'll survive." Delta-1 replies.You follow the Thar'Garavan guards into a massive hall. Dozens of Garavan stand on either side watching you. At the end of the hall is a massive throne made of bones from massive creatures, wood and gold. The Great Chief sits in it. The Great Thief is a large Garavan who holds an ornate spear and wearing dozens of metal beads hanging from him. You walk over to him and do the customary bow."Greetings, esteemed guests. I am Great Chief Garavan, descendent of the Hunter and Chief of all Chiefs. I understand you want to talk to me."

DM: The Probiscans raise their fists once more, and the Tall Probiscan nods."Thank you. I'm sure everyone who died fighting the Tene Mal would be thankful and grateful of your praises."

DM: You turn to the Mundar Officer."Excuse me, Officer, but I need to leave to see the rest of the Unity Festival."The Mundar grunts, clearly annoyed, but nods."Of course. Goodbye, General."

Player: Punch the Creator

DM: "I fought in the Thar'Garavan war, Gast. A lot of lives would've been saved if we had better vehicles. I once had my shuttle crash into the goddamn ground.""So you'll do it?""Yeah. I'll do it."Several hours later, you sit in a massive vehicle depot, next to three other councilmen. Mr Maximov, who was invited as it's Maximov Industries that will manufacture the vehicles, Admiral Bélanger was invited to see the prototypes for the Star Navy and Admiral Nguyen was invited to see the prototypes for the sea-based Navy. In front of several vehicles covered in tarp is Anthony Gast."Thank you for coming. I want to introduce you into several prototypes for the Coalition. First, our attempts at a heavy battle tank." Gast says.Gast pulls off two tarps, revealing two vehicles. The first is a massive, six legged spider-tank. It's main chassis has a dual main gun, mini guns guarding it's flank, as well as a heavy flamethrower and an EMP Gun.The second is massive version of a tank, and has a massive main gun, several mini guns, an artillery piece, dual flamethrowers and a grenade launcher."The first is called the Arachne. It's designed for mobility and endurance, to get the mission done. It was designed by Athena Team. The second is the Hercules, a war machine designed to use fire-power to wipe out the enemy. It was designed by the Gaia Team. You may now vote."
Player: The Hercules
DM: You decide to go with the Hercules, because superior firepower wins battles, and saved your ass many times in the war. Gast quickly looks at his own tablet to see the votes."Ah. I think the boy's over at Gaia team will be happy. Shall we proceed?"

DM: Democracy is a system of government in which power is vested in the people, who rule either directly or through freely elected representatives. It allows everyday people to make the world a better place for them, and allows everyone to live happily. In theory. In practice, a bunch of politicians frantically kiss babies, which you always found quite creepy, and men suitable for the job are passed over for petty, similar reasons.As election day nears, you're constantly reminded you need to work on your image. Though it's unlikely you'll be voted out, due to your strong reputation because of your service in the war, and your medals, and your lack of public scandals, you still want to keep up your appearance. You didn't cheat on your wife, or take bribes, or get drunk and kill someone. You'll probably keep your position. Still, your publicist wants you to take a few pictures showing your animal loving side, after you recently opened a fund to look after retired military dogs and red tortoises. Your publicist, an elderly black women wearing a white suit named Martha stands in front of you, next to a group of camera drones."OK, try smile. Remember, the public want to like you. We have a group of animals. Which do you want to sit with?"
Player: A Walker
DM: Somehow, you failed to be re-elected. You sit in your room, a bottle of scotch and a cigar in front of you. In your hands is a pistol. You don't know if you're going to use it, but you know your career is over.

Player: Read The Book...

Player: "Your noble sacrifices are commendable."

DM: You shove the Creator aside and take the podium as the entire audience switches their translators on to understand you."Members of the Alliance. Humanity might be a young species. But we are strong. The Coalition might have only been formed recently. But we are even stronger. The Coalition is a group of species united to survive, and to prosper, together. The Alliance has put your species above every other, and it's horrific. The Coalition will stand strong and survive, whether the Alliance stands with us or against us."The Creator stares at you, and shakes his head."The Alliance will purge this universe of your wretched race, ape. The Alliance will take the universe." The speaker says. You stare at the speaker, and narrow your eyes."I can promise you that I'll die and let the universe burn before it let you take it."There's an awkward silence. You seem to have impressed the audience, or at least made them fearful, so you decide now is a good time to exit.

Player: The Prometheus
DM: You decide the Prometheus' speed and mobility, plus it's familiarity among engineers and soldiers due to it's design being based on the Conquistador.

Player: A Life-Tree
DM: Someone hands you a potted Life Tree. You stare at it."What do I do with it?""Just hold it." Your publicist replies.The cameras take a few pictures, before you hand back the Life Tree, and walk off.A few hours later, you get a message from your publicist: The pictures had some success. They showed off your softer side, though they made you look a bit bland. It's still good though, well done.

Player: 2/3 of its area is under 5m over the water level, so floods often damage crops and infrastructure.

DM: You decide to go with the dog, man's best friend. A muscled, large German Shepard with a few cybernetics modified to strengthen the dog and improve it's abilities, trots over to you. You begin playing with it while the cameras record."Good, good." Your publicist nods.After a few minutes, the dog gets bored and trots off, as do you.A few hours later, you get a message from your publicist: The pictures are a hit. They reinforce your view as a lover of humanity, including it's faithful companion, the dog. Good work.
Player: Let the Moogli join

DM: A massive, multi-legged monster-tortoise runs over, and you begin rubbing it's head and feeding it bits of meat. The Cameras hover around you and take pictures, until eventually you decide you've done enough nonsense baby-kissing pandering to the people, and pat the Red Tortoise on the head before walking off."We've done enough. Let's get out of here." You say, walking off.A few hours later, you get a message from your publicist: The pictures are a hit! They show off that you're a ruthless soldier, reinforcing your image as a badass. Well done, Achilles!

Player: Uh..oh
DM: This path just keeps getting more and more misleading because not only is this cute and safe - but now we have a giant ramp to face! Holy cheese puffs! This was probably a terrible idea! But you brace for the jump and start flying into the air. Of course you aren't going to do a simple jump like this and not try to make it look awesome at the same time. So are you going to do a flip or jump up and surfer style on your bike until you get closer to the ground?
Player: Surf your bike to the bottom

DM: You quickly use the military to cease power. Coalition soldiers stop the various aliens from abandoning the Coalition, and manage to stop the Coalition from falling apart. Marines are used to enforce Martial Rule in various cities and colonies, Leviathan Battleships stop rebellions from taking place, and you regain control over the Coalition. The Coalition becomes more brutal, domineering and incredibly more Human-centric, which, depending on your views, is either a great or terrible thing. Still, now that the Coalition is united, it's time to strike against the Alliance.
Player: Execute the Prisoners
DM: You begin mass-executing the Alliance prisoners. It's a cruel, but necessary tactic. Afterwards, you receive a video message from the Alliance, showing a Creator executing several dozen Coalition soldiers, pilots and engineers."War is hell." You thinkYou can't be bogged down by sad thoughts. You have a war to fight.

Player: The Aeolus
DM: Speed and maneuverability is the backbone of good battlefield tactics, and can help you win the war.

DM: You decide to go with the Valkyrie, as it's new technology will greatly improve the Coalition's military capabilities.

DM: You didn't get the Mundar Dwellers to join, so you're making sure the Moogli join. You vote for the Moogli to be allowed to join, and soon after Cabana counts the votes."And the vote is... passed! It's a narrow finish, but the Moogli will be allowed to join. That'll piss off some of the blue-skins." Cabana chuckles.Soon after, Moogli begin flooding into the Coalition as they start becoming Coalition Citizens.

DM: The General shows you to a group of Coalition Officers clad in full military uniform."Obviously, I lead the forces. My name's Commander Stevens, if you didn't know. My Lieutenant, Lt Chadwicks, takes over the minor details." The Base Commander, Commander Stevens, says.An short, burly Middle-Eastern Women steps forward."Lt Chadwicks, Sir. It's a pleasure to see you, Sir." The women says."Unfortunately, due to some... friction between the Coalition races, the other races have neglected to send leaders to represent their races. But we shall continue the tour none the less."
DM: You walk towards the heavy vehicles, meant to eliminate massive amounts of enemy forces.

Player: Attack the colonies first
DM: You strike against the colonies, razing all factories and farms to the ground, greatly damaging the Alliance War Machines, though there's many Alliance civilian deaths. The Alliance seem to despise your targeting of peaceful civilians, but they're the enemy. Afterwards, you wipe out the military bases in a battle that's considerably easier.

Player: The Zeus
DM: You decide to use the Zeus, as firepower is what gunships are needed for, and can win battles and assist your troops.

Player: Take care of the prisoners
DM: You decide the honorable thing is to take care of the prisoners. You open up several prison camps on two moons, where the prisoners are taken too. This takes resources, but you receive a video message from the Coalition, showing the prisoners taken from the recent Alliance attacks. The prisoners seem to be in good condition, and are being treated reasonably well. It might be war, but you're not an animal. You have a certain respect for the enemy. Still, you need to push forward and attack.

Player: Lo pateas y tomas otro
DM: Pateas el tenedor debajo de la mesa, discretamente. Para eso están los elfos, ¿no? Aparte quizás lo levantas y luego alguien termina usándolo por estar sobre la mesa. Es lo mejor para todos.Terminas de servirte la comida, y escuchas a otros alumnos llegar en grupo para desayunar. Qué poco duró la paz.Esperas al menos haber encontrado suficientes items durante tu mañana...

Player: Using an Elite Force
Player: "I disagree, they can't be trusted."

DM: In the coming weeks, the Alliance make many efforts to reunify the Alliance. Colony Protection increases dramatically for the Alliance, and the standard of living raises slightly. Medical Care and religious freedom also increases, which has led to a new issue. The Chosen share many ideals with the Alliance, and due to the new religious freedom laws that are being made, many of the Chosen are looking to join the Alliance and leave the Coalition, though most remain loyal to the Coalition. The Alliance is perfectly willing to let them join, but many Council Members are uneasy about letting even any of the Chosen leave. The Chosen are going to leave, and the only thing that can stop them would be military action. As the leader of the military, it's you position to stop them.

DM: The planet of Rakk'Ash-2 is an ice-world, home to a massive Moogli population. Your forces are taking heavy losses trying to take it, and you've encountered a massive Moogli force in the Ua Mountains. Unfortunately, as your Leviathan Battleships get into position to annihilate them, the Garavan tribe of the Red Spears, your allies, begin an attack against the Moogli force, who will soon disperse and you'll lose your chance. You need to decide whether to annihilate both the Red Spears and the Moogli, or allow the Moogli force to survive, which would require committing further forces to Rakk'Ash-2.
Player: Annihilate the forces
DM: You fire the Leviathans' main guns, leaving only craters at the site. The Red Spears and the Moogli Forces are annihilated, and you quickly conquer the planet with only slight losses.

Player: Don't annihilate the forces
DM: You refuse to sacrifice your allies, and the Moogli forces quickly disperse. You send more soldiers to the planet and manage to conquer it after a long battle, but the Red Spears stay close allies of the Coalition, becoming more "human" in their beliefs as time continues.

Player: Let the Chosen leave
DM: You decide to allow the Chosen to leave. Chosen Ships begin heading to Alliance Space and a few Chosen Colonies change allegiance to the Alliance. This dramatically decreases Coalition Industry and Military capabilities, though it gives you does mean you now have a lot of friends in the Alliance.

Player: Colonies
DM: To combat the unification of the Alliance, the Coalition has began the Elysium Project, a project that proposes the creation of many Coalition colonies made up of a mixed population of all Coalition species. These are to unify the Coalition while increasing production. Mrs Chang has requested that you find the Colony Defense Force, a new police department and defense force. It's proposed that it be made up of Coalition marines to enforce law on Colony Planets and to defend them from pirates, Garavan Raiders and, should the worst happen, an Alliance invasion. Of course, this would come at the cost of taking from the fleet's strength, which is a risky move in a time as uneasy as now.
Player: Form the CDF
DM: You decide to form the CDF. Marines and all-terrain vehicles begin being sent to these new Elysium Colonies, and even a few Ares Frigates are sent to protect the Colony Worlds from space-based attacks. These forces defend the colonies from pirates and Garavan Raiders, and allow the colonies to set up and become self-sufficient, forming towns and even cities. These colonies become hubs of Coalition unity and inter-species communication, though this takes a lot of resources from the military, which could risk millions of lives.

DM: You decide to go with the Pegasus, to quickly deploy troopers and quickly gain advantage in battle.
DM: "Thank you for voting. That concludes our military portion. Now, we'll show you the Space Navy flights."You lean back, and wait to watch the new ships for the Navy. They don't matter to you, but leaving would be impolite, so you settle down to watch ships, before the presentation ends after a few hours.

DM: You decide to go with the Phoenix. The ability to drop troops into battle from orbit quickly while avoiding ground fire is incredibly beneficial to the military, and the troops being deployed.

DM: You decide to go with the Icarus, so your drop ships can defend the troops they're deploying while attacking the enemy, allowing the troops to survive and take up positions.

DM: You quickly send out Marines to stop any Chosen leaving the station, and use Leviathan ships to blockade Chosen ships attempting to leave. It leads to some civil unrest and some hate from the Alliance, but most of the rebel Chosen resume their roles and stop attempting to leave. Despite this, Alliance officials have been helping Chosen members to escape to Alliance Space. Though this is only a fraction of the Chosen, this is an insult to the Coalition. The Alliance seem to believe they can do this without any retribution. What should you do?
Player: Allow this to happen

Player: Don't form the CDF
DM: You decide not to form the CDF, which would waste military resources in a time where war could happen at any moment. Because of this, pirates and Garavan raiders begin targeting Elysium Colonies, stealing supplies, destroying infrastructure and killing or kidnapping civilians as slaves. The Elysium Project quickly fails, but you decide it was a useless idea anyway. These military resources will save millions of lives should war break out.

Player: Use orbital bombardment to destroy the planet

DM: A massive amount of damage, more than you could imagine being reaped by six cruisers, destroys many industrial facilities. Eventually, a Scout Ship finds six destroyed cruisers surrounded by burning planets.

Player: Don't fund the Helios Drone Project

Player: Allow the non-regulation equipment to be sold
DM: You decide to allow the non-regulation equipment to be sold. They could save lives when war breaks out, and there's no need to stop good equipment from being distributed.

DM: You decide to break the Treaty. The Alliance would only break the treaty anyway at a later date and use it to massacre Coalition forces. The Hades Project begins developing the previously banned weapons. These give you an incredible advantage over the Alliance, and could save millions of lives. This does cause some unease among other Coalition members who believe this shouldn't be done, and the Alliance reacts very poorly to your behaviour.

Player: Find Cabana

Player: Don't break the Treaty
Player: War with the Alliance!

DM: "Aren't you curious to see what's inside?" Hugo called to his friend."Absolutely not. There's no way I'm even going close to that place. How did it know my name? How did the words get written? How are you not scared yet?!""Look. You want those books, don't you? You won't get them unless you open the door.""Not happening.""I'll even add another Harry Potter book on."There was one thing Jared loved most, and it was reading. He only had a few of the Harry Potter books. He wanted to finish reading them all. So he took a deep breath and told himself, "It's okay. It's okay. Come on, Jared! You can do it!" He walked very slowly towards the door. He was walking so slow that Hugo wasn't even sure he was moving."C'mon already! Hurry up before it gets too late."Jared got to the door. He carefully grasped the brass of the doorknob and turned. The black haunted house door opened almost without a sound. Suddenly, Hugo and Jared heard a loud noise. So they covered their ears.There was a loud, shrieking voice coming out of the door. "The leader is calling us...The leader is calling us..."Suddenly, a group of dark shapes rushed out of the door. At first, they looked like people. But as soon as Jared and Hugo both recognized what they were, they screamed, "Zombies! Ahhh!"
Player: The boys made a run for it.
Player: "Hey, where'd Hugo go?" Jared asked himself.

DM: Cabana sits in an armchair in his empty office, staring out into space. He turns and grins his awful, disgusting grin as you enter."Achilles. The campaign's going great. They're going to build a statue of you.""What the hell are the unknown funds you received, Cabana?"Cabana looks at you, and frowns."Shit. You found out about that, did you? OK, fine. Yeah. I reopened the Garavan Gladiator pits. But it keeps the lizards happy, makes us a profit, and trains the next breed of soldiers.""Don't lie to me Cabana.""OK, maybe the Gladiator pits are a little cruel, but the Garavan...""Not about that."Cabana raises a scabby eyebrow."What's this about, Achilles?""Mrs Chang says you're the spy.""The spy? Are you serious, Achilles?"Cabana stands, and stares furiously at you."I've met your wife, Achilles. I've talked to your kids. I've been your loyal friend since we became Council Members. Do you actually think I'd betray you, and send killers to you and your wife's, and your kid's rooms?"Cabana swings at you, and you dodge and draw your gun on reflex, pointing it at Cabana's chest."Sit down, Cabana.""Go to hell. Just tell me: Do you think I did this? If not, put down the gun, and we'll forget about this and sit down and get drunk together. But if you really believe me, you'll stop investigating me. If you do, I'll go with you to the investigator's, or whoever the hell we go to to settle this, but I'll never trust you again. Make a choice."
Player: "I don't believe you."
DM: "Well go to hell, Achilles. I'm leaving."Cabana tries to barge past you, and you raise your gun."Achilles, I'm leaving this goddamn ship with my wife. The only way you can stop me is by pulling the trigger."Cabana starts walking past.
Player: Fire

DM: Cabana sits down in the armchair and sighs."Thank you. Let's just have a drink."You sit down, and Cabana pours you a drink."I don't blame you for accusing me, Achilles. I'd be mad and confused if Chang told me you were the spy. Shit, I was worried I was going to get shot then.""I wouldn't shoot you Cabana.""I know. We'll find the spy, eventually, Achilles. Eventually."

DM: You fire, the bullet slamming into Cabana's back. His lungs begin filling with blood and he collapses to the ground. He gives several wheezy and wet coughs, before closing his eyes for the last time.You discard the evidence of Cabana's spying. It doesn't matter now. He's given an honorable funeral, but it doesn't matter. Your friend is dead.

DM: You sit in your office, drinking. Your friend is gone. You don't even know for sure if he was the spy or not. You shake your head and put down the bottle. Your people are still fighting despite the losses they've had. You'll grieve when the Alliance has been conquered.

DM: Cabana charges out, and quickly leaves. You try to follow him, but he loses you in a crowd. His ship leaves the dock less than an hour later, heading to some unknown colony. You never see him again.

Player: Tell him you are real sorry for bothering Bubba and that it won't happen again
DM: "You're right, it won't happen again," says Chiz as he puts a shiv in your neck.The guard finds your corpse a few minutes later.The End

DM: You reach the city of Melbourne, named after the 2nd Viscount Melbourne of Great Britain, William Lamb, in 1837. At the time, Lamb was the United Kingdom's Prime Minister and Australia was a colony of the U.K.A popular Melbourne landmark is Flinders Street Station, the main station of the Melbourne suburban train system. It has 14 platforms and 15 railway tracks. Approximately 110,000 commuters and 1,500 trains pass through Flinders Street Station every weekday.You ask several loiterers nearby if they had seen anyone resembling Sue Aside. None of them have.After several hours of questioning strangers yields nothing, you make a phone call to the local ACME agency to see if they have any leads to Sue Aside's whereabouts."Nope. Sorry, rookie. We haven't seen Sue Aside anywhere in Melbourne. Our agents are usually pretty on top of things so you're better off trying somewhere else." Where to next?
Player: Brisbane (-10 HOURS)
DM: You gaze up at the Old Windmill, one of the oldest surviving buildings in Brisbane. It was built in the late 1820s by convict labor and used for grinding grains such as wheat and maize. It originally utilized wind-powered rotating sails to mill the grain. Today, it is also known as the Old Windmill Observatory, as the building now houses facilities used for observing meteorological phenomenon.You look for clues to Sue Aside and the World Cup's whereabouts. After searching fruitlessly for hours at the Old Windmill, you visit other landmarks in the city and ask everyone you see if they have noticed the crook or the loot."Are you going to buy something or are you just going to sneak around? No, I haven't seen your friend here or her trophy," a Queen Street Mall cashier caustically replies."Sorry, mate. Don't believe I've seen the person you're looking for," answers the Griffith University biology professor."I haven't seen anyone who fits that description. Good luck with your search though," the jogger in the South Bank Parklands responds.Sue Aside is not here. You try another possible location.
Player: Melbourne (-10 HOURS)

Player: Systemic corruption

DM: Biloxi Light is a lighthouse built in the city of Biloxi in 1848 on the Gulf Coast. It and another are the only surviving lighthouses of twelve that once dotted the area. Biloxi Light is featured prominently on the state's current automobile license plates as a symbol of resilience. It has weathered rust, water, and hurricanes throughout its history. Even Hurricane Katrina, which ruined much of the infrastructure of Biloxi and the rest of the Gulf Coast in 2005, could not bring down Biloxi Light.You walk around Biloxi, asking everyone you see about Sue Aside and the World Cup."No, sir. I have not seen this person," says the school janitor."Sorry, the person you're looking for isn't here," replies the Treasure Bay Casino cocktail waitress."Nah, partner. I haven't seen the person you're looking for," the canvasser replies.You get the feeling you're on the wrong track. You try another location.
Player: Mobile (-10 HOURS)
DM: Mobile is known for having the oldest Mardi Gras celebration in the United States, dating back to 1703 when French colonists began the festivities. Named after Mauvila, a Native American town in the area, Mobile has seen French, Spanish, British, and American rule in its history, and the name Mauvila has been translated from one language to another, ending up as Mobile today.Mobile's Carnival season begins as early as November with several balls. The parades usually begin after January 5. These parades consist of large, colorful floats carrying masked members (usually belonging to an organization) tossing small gifts, known as throws, to eager parade spectators as the floats roll downtown. Carnival season culminates on Mardi Gras, or Fat Tuesday, usually during mid-February. Mardi Gras parades draw huge crowds and toss the best and rarest throws.You enjoy the festivities but keep an eye out for clues leading to Sue Aside's whereabouts. You stare at the colorful masks covering the throwers' faces. Could Sue Aside be hiding among them?Nah. Parties and parades aren't Sue Aside's kind of thing. Plus someone dressed in black would stick out like a sore thumb in these parts. There is no way Sue Aside could be hiding out here.You travel to another location.

Player: Biloxi (-10 HOURS)

Player: Stay safe,-Throw the note away and do not join the Health Agency

Player: Ask the samba dancer (-6 HOURS)

Player: Surrender

Player: Mississippi (-10 HOURS)

Player: Alabama (-10 HOURS)

DM: You look up at one of Mississippi's most famous historical landmarks: Biloxi Light, a lighthouse built in 1848 in the Gulf Coast city of Biloxi. It and another are the only surviving lighthouses of twelve that once dotted the area. Biloxi Light is featured prominently on Mississippi's current automobile license plates as a symbol of resilience. It has weathered rust, water, and hurricanes throughout its history. Even Hurricane Katrina, which ruined much of the infrastructure of Biloxi and the rest of the Gulf Coast in 2005, could not bring down Biloxi Light.You walk around Mississippi, asking everyone you see about Connor Tist and O'Hare Airport."No, sir. I have not seen this man," says the personal trainer."Sorry, the person you're looking for isn't here," replies the video store clerk."Nah, partner. I haven't seen the person you're looking for," the bike messenger says.You get the feeling you're on the wrong track. You try another location.

Player: Continue on
DM: As you walk past the land bridge and through the endless woods, your hear rustling in the leaves above your head. Suddenly, a pale woman with blood red hair jumps from the tree and lands right next to you. She doesn't linger, she merely glances at you before darting away with speed that you have never witnessed before in your entire life. "Canentium" A young man's voice came from behind you. "Quick, agile, and knowledgeable beings. At first glance you would think they are humans, but they are far better" The young man gives you a friendly smile, wiping away the trace of fear that you briefly felt when you did not notice him coming. "Allow me to introduce myself, my name is Mundus. " He holds out his muscular, tan hand, which you hesitantly shake. Your hands are quite pale and slender compared to his. "Everything alright? Where're all your mates?" You just look at him "No way, don't tell me you came here alone!?" You look at the ground. "C'mon, I'll show ya to my buddies" He beckons for you to follow, and so you do. "You don't talk much, do ya, bud?" Mundus adds.

Player: Flowers everywhere of every kind. A dirt path swiveling beneath your feet, going on for about twelve yards.
DM: Oh, that is one lovely garden you've got! You waltz your way over to the edge of the path and turn in circles until something catches your eye. What is it?
Player: Creepy Girl Scouts
Player: Write a book
DM: You walk away from your dad and sit down to write. Before your pencil is in your hand, your mom calls, "Alright! Everyone in the car!"

Player: Tanzania (-10 HOURS)

Player: Head towards the open area
DM: We venture out towards the open area and find ourselves now on the cliff of a large mountain that looks pretty steep and rocky. We came for the adventure though! So onward we go!

Player: North Korea (-10 HOURS)
DM: You arrive in North Korea and pay a visit to Kim Il-Sung's statue in Pyongyang, North Korea's capital and largest city. The statue is made of bronze and stands 66 feet tall. Kim Il-Sung was the country's founder and leader from 1948 until his death in 1994. North Korea's government has historically been Communist due to extensive Soviet influence. Today, North Korea is one of five Communist countries left in the world, along with China, Cuba, Laos, and Vietnam.You roam the streets of North Korea, searching for clues to Carmen Sandiego's whereabouts."I've never seen the chick you're looking for," the dirt-biker replies."This person is not here," a beautician says.A baker says, "I don't remember anyone who fits that description."No one has seen her. No signs indicate the presence of ACME CrimeNet or Carmen. After several hours, you give up and look somewhere else.

Player: ACME CrimeNet Headquarters (San Francisco) (-10 HOURS)

Player: Ask the goat (-2 HOURS)

DM: Two wrestlers grapple with and push each other while a ring of onlookers cheer. They are evenly matched and the contest goes back and forth. Finally, one man throws his opponent to the ground and is announced the victor. You wait for him to catch his breath before speaking to him.A bear of a man stands before you."Yes, I saw the person you're looking for. She mentioned she was going to a country with a red dragon on its flag," says the wrestler.You thank him for his time.Where do you go next?

Player: Ask the person holding the sign (-2 HOURS)

DM: Who better to ask for information from on Carmen Sandiego than the person holding Carmen's sign?You eye the woman suspiciously. She is dressed in a uniform blouse and has a weary face.You ask her who employs her, how she came to be the sign holder, and where Carmen could have went.The woman says, "A lady wearing a red trenchcoat and fedora hat came up to me yesterday on the street and asked me if I could hold a sign for her in the airport for £200. It sounded like a good deal so I said yes. She also said that when somebody asks about her to tell the person that she was planning to visit the Christ the Redeemer statue located in this Brazilian city. That is all she told me."You digest this information and plan your next move.
Player: Wales

Player: Interview the wrestler (-4 HOURS)

Player: 8:00 AM

DM: Zzz...

DM: FLOCKKKKK. You get caught by the RIAA and are fined an unreasonable sum of §999,999.

DM: Zzz...

Player: Madrid (-10 HOURS)

DM: Proxy Server A proxy server is a computer that offers a computer network service to allow clients to make indirect network connections to other network services. A client connects to the proxy server, then requests a connection, file, or other resource available on a different server. The proxy provides the resource either by connecting to the specified server or by serving it from a cache. In some cases, the proxy may alter the client's request or the server's response for various purposes.
Player: Use a proxy server
Player: P2P client
DM: P2P Client P2P is just Peer to Peer networking. These P2P applications work in the same way as the server-client model network. You need a P2P program that will be installed on your computer, which creates a community of P2P application users and a virtual network between these users. Users can share files from his local computer & download files shared by other users. Users are able to talk to each other from different networks because a virtual network is created, in which it appears that users are in the same network and can share files and chat. The P2P application has been very much in demand from last couple of years. A P2P application is mainly used for sharing music, movies, games and other files.

DM: A visit to Madrid would not be complete without a trip to the Park of Pleasant Retreat. The state of Madrid is located in the center of Spain and is its political and economic center as well. Located in Madrid is the city of Madrid, Spain's capital and its largest and most populous city. The Park of Pleasant Retreat, or Parque del Buen Retiro to locals, is the main park of the city of Madrid and home to the Alfonso XII Monument. Alfonso XII was the King of Spain from 1875 to 1885 and his monument, a semicircular series of columns around a tall central tower topped by an equestrian statue of Alfonso XII, was erected in 1922. The Park of Pleasant Retreat is also filled with beautiful sculptures, trees, galleries, and fountains, making it somewhat of an outdoor museum.You walk through Madrid, questioning passersby for clues to Carmen Sandiego and ACME CrimeNet."I have not seen anyone fitting that description," the umbrella vendor says."Try another place, she hasn't been here," says the writer."I haven't seen anyone carrying that around," says the bullfighter.Where to now?

Player: Interview the historian (-4 HOURS)

DM: Hello! You were tagged by a friend to complete the #aroundtheworldin80days challenge. Deciding to undertake this quest, you look up the rules:1.You will use a set of guidelines that will determine a 'ethics meter score' based on the moral decisions you make while on your trip. You will start at 10-with the scale going from 0-20-and you must need a score of 8 or above to complete the challenge. If your score goes below 8 during the game, you lose. 2.You must work with a budget of 100 Galleons[1] throughout your trip. Any transactions throughout the trip must be done through the Bank. You may not be bankrupt.3 .In every country, you must answer a question about the poverty or corruption levels in it (there can be more than question). These will add to your Knowledge points. Knowledge points are out of 20, and you start at ten. Once you go below 4, you lose. 4.You must pass through these countries: Afghanistan, India, Bangladesh, China, North Korea, Greece, Haiti, Liberia and South Africa. You close Youtube, and smile. This is going to be exciting![1] Neutral currency. Worth several times more than dirhams.
Player: Let's start! :D
DM: In Afghanistan, you get started on your question. It reads, 'how are corruption and poverty linked in Afghanistan?'
Player: Systematic corruption means that simple day to day tasks are being run by corrupt workers that demand more money for their services. The high rates of poverty that alread
Player: The bus.
DM: Your ride goes along uneventfully... until you realize that one of your fellow passengers has just made off with 20 Galleons! Oops...

Player: Stage 4.

Player: Bribery

Player: Stage 1.

Player: I'd give the girl 10g because she can use the money to get a job and earn her way out of poverty. The boy won't easily be able to get a job, so there's no point encouraging him to beg.

Player: Apply for a microcredit loan.
DM: She agrees, and does so. You smile and say goodbye. Years later, when you visit again, you see that she's now an adult and has an apartment of her own.

DM: You hold up your hands in surrender. As you look closely at the swan, you realise tears are rolling down her feathers from her green eyes. It can't be..."Are you Odette?" you ask. The swan nods, sadly."How?" You ask, "How did this happen?"She gestures her head towards the statutte, and pulls her wing out as if to reach for it."You tried to reach for this golden swan statue? And then you were transformed?" You ask. Odette nods again."How can I turn you back?"Odette gazes towards the Castle, and you immidately understand. The only person who can change Odette back is the Sorcerer: Rothbard.You open the front doors to the Castle, and see an old man sitting on the throne. He is very old, and leans forwards, as if he is about to fall. This is Rothbard.What do you do?
Player: Demand Rothbard tell you how to lift the curse [You will be unable to choose any of the other options after you pick this]
DM: "An act of True Love is needed to break the curse," says Rothbard,"Yes," you say, "But what does that entail?""If you need me to tell you, then you can't do it," says Rothbard, simply. "Or," you say, "I could kill you. The magic obviously stems from you, and I suspect you look so weak because you've used your powers to change this place so much that you're almost entirely drained.""If you kill me," says Rothbard, "The magic of this place will be broken forever, and it will be impossible to turn Odette into a human. The golden swan that she tried to grab turned her into a swan, and with its power broken but not undone, she will remain a swan forever."The choice is up to you, now. What do you do?
Player: Smash the Golden Swan

Player: No: he might get in trouble for informing on the leaders!

Player: Take the safe route
DM: While taking the safe route, you wonder why such a corrupt system like North Korea continues to exist. You've read somewhere that China has close relations with North Korea, which is one of the reasons why other countries haven't intervened much. Why do you think the China-NK relations exist?
Player: Because if the North Korea government was collapsed in a war, then thousands of poverty-stricken people would come to China, since the gap between the two countries is very small, and the Chinese government don't desire this.
Player: Within the hostile class
DM: A few days later, you're caught with a modified radio receiver. However, because you're part of the hostile class, which is basically the people whose ancestors have not been supportive of the regime, you are executed.

Player: Because more than 20% of China's imports come from North Korea-this happens due to the short distance between the countries and as a result the broken alliance would take a toll economically.
Player: Within the core class
DM: A few days later, you're caught with a modified radio receiver. However, because you're part of the core class, which is basically the people whose ancestors have been supportive of the regime, you get off without a punishment.
Player: MDG 1

Player: Because they support all of North Korea's practices, and thus are backing the
Player: MDG 7

Player: MDG 8

Player: MDG 5
Player: No
Player: The punishments for corruption should be increased, so that people are so scared of paying the price that they don't do corrupt things any more.

Player: What a tragedy...

Player: MDG 2

DM: We're on the same page here. We didn't want this adventure to be our last so we turn our bikes around and start heading towards the fork we saw earlier.

Player: No

Player: No
Player: Taxes, licences and the like should all be done using computer programs, so people aren't coming into direct contact with corrupt government officia
Player: The strain of cholera was an especially dangerous one that couldn't be treated normally, and therefore scientists are still working on a cure for it.

Player: Onwards! :D

Player: Volunteer
Player: Firestone was a rubber plantation that was demolished by Charles Taylor's forces. The land was later used as a military camp from where he attacked the tribes he was against.

Player: Firestone provided food, cash, trucks and fuel for Taylor's army, and in turn the plantation received security so they could continue harvesting the rubber while working under lower export taxes.

Player: Refuse.
DM: You know that if the boy's parents had been suffering for so long, the basic interventions wouldn't help much, and that there was no such drug: even now, there are only experimental vaccines that haven't been fully tested yet.

Player: Oh. That's pretty embarrassing....
DM: As you proceed along your journey, you remember an old friend who moved to Liberia some years ago. He works in the government, and you know he'd definitely be willing to sneak you some extra cash if you wanted some. Do you choose to take advantage of this?
Player: Yes.
DM: You contact your friend, and he says he can meet up with you outdoors to give you 20G. When you meet him, it's hot outside, and you really want to get going. However, you're feeling quite a bit guilty about this. Do you want to change your mind?
Player: No, you want the money.

Player: Yes, you don't want the money after all.
DM: During your last day in Liberia, you decide to spend the night at a hotel. When you fall asleep...<dreamscene>You are a young child, no younger than eleven or twelve. It's the middle of the civil war, and Charles Taylor's rebel forces are causing widespread terror. When you're sitting at home one day, the door to your house is flung open. In walk several soldiers. You know your mother, older sister and younger brothers are in another room, but they don't know that.. not yet, at least. The soldiers ask you to become a child soldier. You know what this means: you've seen friends leave their homes to learn how to wield a gun, to go on killing sprees and serve in the army. Do you accept their offer? You know how dangerous the soldiers are...
Player: No.
DM: The soldiers get angry and start searching your home. Your family is killed that day, and your house burnt down.

DM: You make do and get by on your own, but it isn't easy...
Player: That was an awful dream...
Player: Answer 2

DM: You become a child soldier. Your childhood is taken away by the fighting and the death. After the war is over, you realize that you need a place to stay. Are you male or female?
Player: Buy it at the market.
DM: Nice!
Player: No thanks.

DM: Nice!

DM: If you're a boy, you manage to get a government job, and live a relatively better life: you receive counseling so you can deal with the traumatic experiences you suffered as a soldier.
Player: Onwards! ^_^
DM: If you're a girl, however... things aren't that easy. Whereas males found it easier to reintegrate into society, the same isn't true for females: society saw female child soldiers as unfeminine and tainted, and therefore, you won't be able to secure a good job or have a family. You die of a drug overdose a few years after the war's over. The end.
Player: Whew, it was only a nightmare...
Player: Answer 4

Player: Yay!

Player: Stage 3.
DM: Nice!

Player: Answer 3
DM: Nice!

DM: Nice!

DM: Nice!

DM: Nice!

DM: For some reason, Luca was just too scared to go along with you on your plan to steal from what was left in the village. You told him to stay where he was, that you would come back for him and went on to steal without him. You also reminded him to scream for you if needed.You spit at the people who bullied you, but they couldn't really do much since they were dead. "Good riddance!" You say, taking more of their things.It took a while longer than you needed to, but you managed to get what you needed to sell off for food and some clothes. Just as you were about to get something else, you hear an evil laugh. Then..a scream.Luca's scream.It wasn't the type of scream to tell you he found something interesting. It was the scared kind, but it was cut off shortly after.You quickly ran back to where you left Luca, and found him mangled up. You dropped the large rucksack, screaming for him to come back while you held him.It was useless. He didn't move.Your worst nightmare had come true."I don't wanna be alone.." You cried.You stayed there holding Luca for a while, until you decided the heat from the now smoldering village was too much to handle.

DM: You decided to carry Luca's body to another part of the forest, where no animals would try to dig at his grave and eat him. It took about four hours but you finally did it, and it took a lot for you to not break down as you placed him in it and replaced the dirt, packing it down. You made sure it was by a tree you would recognize so you would manage to come back and visit him.You felt bad that you couldn't leave any flowers, but you had to keep on going despite what happened.You were growing quite tired after some hours of trying to find your way. You didn't know where you were, so deciding that the drudgingly long walk got you lost thanks to your sense of direction, you decided to set up camp and get to sleep. You dreamed of Luca, which made you toss and turn until your body finally decided to let you sleep. It was just about early morning, but still dark, when you heard loud noises. You woke up feeling groggy, and some people grabbed you, trying to kidnap you.
Player: fight back
DM: It was a real struggle trying to get away from these people, but no matter how much you managed to kick them in the face, these guys wouldn't give up! They purposefully wore you out in order to catch you, and when they did, they hit you on the head to knock you out and tossed you into some weird thing that smelled like straw (the carriage lined with dirty hay).It was a while until you woke up, and you could hear voices. They were mentioning you and a bunch of other people you didn't know about.You took the chance to...

DM: You were growing quite tired after some hours of trying to find your way. You didn't know where you were, so deciding that the drudgingly long walk got you lost thanks to your sense of direction, you decided to set up camp and get to sleep. You dreamed of Luca, which made you toss and turn until your body finally decided to let you sleep. It was just about early morning, but still dark, when you heard loud noises. You woke up feeling groggy, and some people grabbed you, trying to kidnap you. "Hehehe, we finally found that little Trancy rat! We're gonna get paid huge for this!" one of them said with an evil ring to their voice. You start to panic inside, but you won't let them see it.

Player: Fast Forward?

Player: call out for help

Player: Steal it beacuse YOLO!

Player: Go to ESPN, you've got to get your name out.

DM: You never liked home. It never felt right, and with the people in it you're pretty sure you'll never enjoy it. Well there's your mom, yelling at you from downstairs."Honey bunny, time for lunch!" It's not even lunch! It's only like 6 in the morning. Yet of course, she's drunk, again. Everything is still hazy from the mornings rest. You flick an eye booger from in your eye crevice. Perfect! You can see. You quickly get changed and run into the bathroom. Your mom yells at you to go down. You can either take a five minute shower or brush your teeth.
Player: Take the shower
DM: You decide to take the shower, besides you brush your teeth like every other week you can hold it off one week. You take off your clothes and hop in the shower. Warm water quickly runs over your body. Right as you start to enjoy the quiet and warmth, it changes. The water gets ice cold and you shiver. You reach for the handle and turn the water off. Then you hear rowdy laughter. Probably you're father from downstairs. "You little piece of-," you attempt to mutter but are cut off short. Mom yells at you. You answer."Ok coming mom," you say."Alright but hurry grandma is going to be hear," she yells. Grandma isn't actually coming, she died, about 2 weeks ago, and it was from cardiac arrest. You couldn't ask for anything better. She was terrible to you. Every time you asked to go to the bathroom without saying please, she would smack you. Then you found a way to bypass it. Whenever you had to go, you would just say you were going to be sick. Yeah, she caught onto that soon enough. Your butt was blue for about a week. You hear loud steps on the stairs. You know your father is coming. You can hear his ragged breathing from walking up the steps. Dad? Well there isn't too much to talk about. He only abuses you and doesn't let you have any life. "Hey, Jonesy how about you get you're butt down on the table or I will give you something to ok about," he says. Yeah that's him. Well you only have one choice, literally and figuratively.
Player: Go downstairs

Player: Leave the Rez and join a religion

DM: You run down the steps hoping your father isn't following you. Of course he is."Hey, no running!" He yells. You slow down. That was a mistake. You trip and fall down. Your arms flail helplessly as you're head connects with the ground. You hear your father laughing with your mother. Your face turns bright red and you feel the rage building up inside. You can't hold it in any longer, so you don''t. "I hate you! I never, ever want to see you again and I hate this family!" You yell."What. Did. You. Just. Say!" Your father yells."No! Be quiet! I hate you more than anyone, I only get punched by you and I can't love you! You-I-I wish you would all die!" You sputter. At that you're father takes a turn at turning red. He turns and looks at you in the face. You look right back. He gives a crooked smile. You don't understand, but he makes you, you hear a sickening WHAP as his hand connects with your face and your sent flying across the room with you're back hitting the table. You cry out in pain as your back pops. Again, you cry out but your mom does nothing. Your cheek where he slapped you turns red, but not as red as you're anger. You have to get out."Now go to school," he says. Your mom nods her head vigorously.
Player: Go back upstairs

DM: You walk over to the sink and brush as hard as you can, too hard. Your upper gum starts to bleed. Quickly, you grab some toilet paper and stuff it on the blood. Almost immediately it soaks up the blood. Mom yells at you again. This time you answer."Ok coming mom," you say."Alright but hurry grandma is going to be here," she yells. Grandma isn't actually coming, she died, about 2 weeks ago, and it was from cardiac arrest. You couldn't ask for anything better. She was terrible to you. Every time you asked to go to the bathroom without saying please, she would smack you. Then you found a way to bypass it. Whenever you had to go, you would just say you were going to be sick. Yeah, she caught onto that soon enough. Your butt was blue for about a week. You hear loud steps on the stairs. You know your father is coming. You can hear his ragged breathing from walking up the steps. Dad? Well there isn't too much to talk about. He only abuses you and doesn't let you have any life. "Hey, Jonesy how about you get your butt down on the table or I will give you something to ok about," he says. Yeah that's him. Well you only have one choice, literally and figuratively.

DM: The first thing about a character is there name and what they look like. You get to choose it, though. Then again, this is ChooseYourLife.
Player: Willow-tall for her age, red hair, brown eyes, friends with everyone.

DM: July got her name because she was born on the forth of July. Great! Fireworks for your birthday! At one point in the game, if you play as July, the manager will give you fireworks!

DM: Amanda! I would have chosen her! Smiles all the time? That sounds great. I always wanted to be tall. Well, playing as Amanda, you can be!

DM: Alexa is a great supporter. John loves to play music, and sometimes it gets on your nerves. But for the most part, this family was a good choice! Now let's look at housing!

Player: White, two story, green inside.

Player: A suspicios man circling your house

Player: Mom-"Mmm, that's smells good! What is it?"
DM: "Yes, yes, I understand," your mom says. "What?" you say. "I asked you about food." "I know, I know. Ye-no, no," your mom replies. "Mom," you began. "What are you cooking?" "Honey, is there anyway I can help?" your mom says. "Yes, please tell me what you are cooking," you say. "I guess I could drive you to the church. Anything else?" Then you realize something.

Player: Trees everywhere, blocking your sight. A pine needle path curving it's way around trees, into the outside world.
DM: You run out and stay there for awhile. "This forest is so great!" you say out loud. Neighbors give you strange looks.

Player: 8:00 Pm
Player: Brother-"Get up! Do something! Read! Paint! Cook!"

Player: A lion getting ready to pounce

Player: Well, that wasn't a very good idea.

Player: Brown Truck-20 miles
Player: "I'm Willow. Wanna be my friend?"

Player: Moon People-Dale M. Courtney
DM: "Moon people? Really dad?" you say. (Moon people is a bad book if you want to teach little kids grammar. I love the book, but only because it's very bad.) "Yes, dear. I am reading Moon People. I'm going through and checking off all the grammar mistakes. See, I already have ten on this page. Why don't you go write something?"

Player: >>click here>>

Player: You relize that your dad would be more enjoyable to talk to.
DM: You walk over to your dad and say, "hi! What book are you reading?"
Player: Tap for a response

Player: Lord of the Rings-J.R.R. Tolkien
DM: "Oh my gosh! Could I please please please read that book after you? I just have to read it! Please???" (Just so you know, if you see anyone in your family reading this book, say those exact words. Lord of the Rings is awesome.) "Dear, I'm on the first page. I actually want to finish this book. No interruptions, please. Go read something else."
Player: "Oh alright, fine."
Player: "July. It's my birthday."
DM: "July? As in July Redwood?" the man asked. "Yes.... Why?" you ask. "Your famous! Have these fireworks," the work says. (Your not actually famous, but the worker thought that it was just SOO cool that you were born on the Fourth of July. So don't get excited or anything.) "Hey, kid. Why don't you go find your parents?" You walk away with a (insert size) firework in your hands. You finally find your parents-

DM: "Bye," you say. "I totally understand. I'll be there in a moment," your mom says as you walk away. You find your sister and say, "nice painting. What is it. A hippo?"
Player: Do you really want an answer? Well, here it goes.

Player: "Bye dad. I'll go write something good."

Player: Polishing your cars' wheels
DM: "Dad!" you call. Your dad looks up. "Look at this great firework I have!" you say. He nods and continues to shine his wheels. You walk fast and reach your dad. You see your sister coming before you hear her. She has a sparkler in her hand. She throws it. (I needed it to reach you. Don't worry, you don't die. I know that throwing it was a bad idea. Sorry.) You try to jump out of the way, but it reaches your firework. You get up and run as fast as you can. It explodes into red and blue in the sky. Well there goes your firework.

Player: Green chair, owl blanket

Player: Buying gum

Player: Kitchen
Player: Life Cereal

Player: Pops

DM: You walk up to your dad. "Look at this firework," you say. Your dad looks up at your (insert size) firework. "Cool," he says and pets a muddy pigs' back. You walk over to your mom. "Look at this great firework," you say. "Yes, dear. Nice firework," your mom says, not looking up. You see your sister running over to you. "Look at this sparkler!" she yells. Your panicked as you see you jam the sparkler next to the firework. You grab her and run. You're about ten feet away when it leaps into the air. Well, there goes your firework.
Player: >>click to relax>>

Player: Sitting and relaxing

DM: Buying gum? You where supposed to choose why your parents would actually be doing. Would they be buying gum? Well, don't leave this page. I'll make it good: You run up to your family. "Sparkling gum, sour gum, spicy gum, hot gum, firework gum? Let's get that," your mom says. She walks off. You follow her. "See this great firework I have?" you tell your mom. You mom doesn't listen. She opens the gum packet and-it turns out to be a lighter! She places it in your arms and opens another. But your firework is in your arms. You scream and throw it to the ground, but the fuse continues to burn. So you run. You're not that far away when it goes off. Well, there goes your firework.
Player: >>click here to move on with your life>>

Player: Red chair, starry blanket

Player: Chocolate Frosted Suger Bombs (if you have ever read Calvin and Hobbes)

Player: Parents room

Player: 10:00 AM

Player: Forest
DM: You walk out into your forest. You frolic around until you see a (now, I need help. Please comment and say what you think I should replace (insert animal here) with. For right now, we'll call it "BeBe"). You frolic around until your see a (insert animal here) stuck in a tree.

Player: Ask for mom to make breakfast

Player: Help "BeBe"!

Player: "Hi!"

Player: Hedges
DM: You go outside again into your Hedge Wonderland. (When you leave a comment, tell what I should put at the part that says (insert animal here). I will just call it "BeBe" for now, though. It shows up a lot. Thanks a lot!) You wonder around for a bit, then you see a (insert animal here) stuck in a bush!
Player: Of course you rescue it!

DM: You are suspicious of the blade; why would something like that just be hanging around in the open?You and Odette continue along the path. Suddenly, you hear a scream.Odette is being wrapped in the coils of a gigantic, emerald green snake. It has feathers around its head, causing it to have what looks like a red frill. Instead of a mouth, it has a cruel, hooked beak.What do you do?
Player: See if you can find help
DM: You panic, and as the serpent takes Odelle away, you desperately search for help. You run down the path, until you find a village.You have travelled to the village. All around you are broken-down, diapedated huts surrounded by a crumbling wall. The paths are cracked and the plants are all dead an wilted. None of the inhabitants of the village look directly at you; they all seem to be lost, staring into space. With a jolt, you notice they are all men and they are all adults; there is not a woman, nor a child, in sight. The men around you range from young to almost decrepit with age. They all, however, share certain features; grey, sallow skin with hollow, empty eyes and almost mindless expressions. Suddenly, you hear shouting, and two men begin brawling with each other. As you watch in shock, an old man grabs hold of your wrist."Boy!" He snarls, "Have you met Odile? Do you think yourself worthy of her?"The man's eyes alight with greed when he mentions Odile. What do you do?
Player: Say that you think you are worthy of Odile
DM: "You think you are worthy of Odile?" snarls the man, "Well, I'll destroy you, and I will have no rival!"The others in the village hear this, and everyone descends on you. You try and fend them off, but the entire village descends on you. You manage to take out nearly half a dozen before the horde tears you apart with nothing but their bare hands.

DM: Its been a while since Ive given the Myadventuregame Universe a Marios Adventure Island game, and heres the 3rd installment in the series...Sports Extravaganza! Get ready for some Golf, Tennis, and alot more....Mario bros Style!
Player: Heres the Lowdown...
DM: You find yourself (Mario) on a lovely Vacation on Gurgle Island with Peach...Everything is fine and dandy until clouds begin to appear...Mario: Oh this is'a Great...rain....Peach: Oh, Mario Cheer up! We can just go to the indoor swimming pool!Mario: I know but its just not the same...hey...who or what is that? Peach...PEACH?Peach: MAAAAARIO!Peach is being dragged off by some shadowy creature!

Player: Check it out!!!!!
DM: By the time you get your plumber butt out of those ever so cumfy beach chairs...Peach is gone! Now to follow her tracks along the beach and see where she went...You think to youself: ~*Man...this is'a getten strangely simmilar to'a Delfino Island...*~

Player: Follow the tracks in the sand...
DM: They lead to the plaza of the Hotel youre in! You looka around and spot a gigantic shadow luming towards you.... HAHAHAHAHAHAH!Bowser: Mario! So unhappy to see the likes of you! Lemme guess...Peach is gone...and youve come to challenge me to get her back?Mario: Well actually I'a just found you'a at the...Bowser: QUET! Listen...IF you want your precious wife back...you must get through me...but not as usual..no...this time..I challenge you to a SPORTS EXTRAVAGANZA!Mario: A whosa' Ma Whatza'????Bowser: ...ugh...A SPORTS EXTRAVAGANZA! I challenge you to this tournament:Round one: TennisRound Two: RacingRound Three: RBasketballRound Four: Golf!So Mario...Get ready!

Player: Get To It!
DM: Round 1: TennisOpponent: Bowser...ofcourseReady....
Player: BEGIN!!!
Player: Dive for it
DM: SHMACK! No thats not the sound of you hitting the ball...thats the sound of you hitting the ground as you miss the serve....Now what?
Player: Get ready for Next serve...
Player: Jump and Slam it!
DM: You jump straight for it and SLAP! you send it right back to Bowser as he Slams it with his oversized green-racket!.....Its a Low ball to the Left side!

Player: Jump to your left and Backhand it!
DM: You Jump to your left and backhand when...you see the ball bouncing behind you...You missed...oh well youve never been to awfully great at those darn backhands anyways...Relax..its not over yet...
Player: Get ready for the Next serve....

Player: Scoot slightly to your right and swing with all your might!
DM: You Jump to your right to get a good swinging area...and POP! Perfect Timing...You hit the ball back at Bowser and hit him Square between the eyes! After Relishing in Bowsers screams of agony...you realize you've won!!!
Player: Find out whats next...
DM: Bowser Hops up and with great embarrasment tells you this:Ok...you won...but theres still Rounds 2-4 to go! Next up..Racing....MUAHAHAHAHAHAHA!!!!

Player: Get in your Kart...
DM: Round 2: Kart RacingOpponent: Bowser...(you were expecting the easter bunny?)Ready....

Player: Swerve infront of him...!
DM: You swerve infront of Bowser...creating smoke all around him and blinding his vision! Good...continue!
Player: Speed Up!
Player: Just sit there...

Player: Casually glide in your Kart until you opponent becomes visible once again...

Player: Casually Glide on your Kart until Hes visible again...
Player: Try and Hit Him with something!
DM: You Search your weapon system and find a basic weapon. You slam the deploy button with anxiety and out pops three baloons...? Bowser chuckles as he throws a series of Koopa Shells at you..causing you to spin out...

Player: Keep doing it!

Player: Try and Hit him with something!

Player: Confront Bowser and Juke him...
DM: You Take the ball and go back for your goal..closely followed by the lumbering Bowser...

Player: Keep going with the ball!

Player: Try and get it back!
Player: Jump in front of him and block the shot...
Player: Get back up and retrieve the rolling ball!

Player: Shoot Left
DM: Bowser stands there in amazement as you make a perfect swish into your basket!
Player: Go see where Mario is...?
DM: Luigi: Maaario..ohhh Marrio!Mario: LUIGI! You did it! Now we'a only have one'a more event to go!Luigi: oh stop, you'a flatter me!Bowser:.....ugh....CURSE YOU MARIO BROTHERS! This isnt over yet! We still ahve one more event!Mario: Great....

Player: Shoot Right
Player: On to Round 4
DM: Event: GolfOpponent: Bowser...get ust to it...Ready...
Player: BEGIN!!
DM: Mario and Luigi head out to Play....

Player: Use Putter
DM: Mario swings with his Putter...You missed the shot...Next Hole
Player: Next Hole...
Player: Use 5-Iron
DM: Mario swings his club and Gets the Hole!... Move on~!

Player: Bowsers Turn...
DM: Bowser Slams his putter into the ball..Missing! He brakes his club in half..enwraged!
Player: Luigi Wants you....
DM: Luig hands you your largest club...He has a plan:He whispers:~ Take'a this club'a and knock him over the head with it! Then we get his keys..grab the Princess and split'a!~
Player: Lets do it!
DM: Mario Takes the Club and Pops Bowser with it...right under the chin...sending the Dragon flying into the oblivion! You and Luigi Run in the direction that the spiked-terror is running in order to take the keys!

Player: RUN!
DM: Go for Bowser...Get the keys...!Uh oh...Bowser: HAHAHAH...did you think it would be that easey Mario Brothers????? ~*THWAM*~ Bowser hits Luigi sending him flying!Bowser: Do you think I...I am the one who is keeping Peach...I simply traded her to your shadow...yes Mario...the same being you encountered on Isle Delfino!Luigi gets up and stumbles to say:Look a' Mario...there he Goes!

Player: Go chase Him and Come back for Luigi!
DM: Youre chasing the Shadow and you realize youre gonna need FLUDD to defeat him!
Player: Whip out FLUDD!
DM: You press a button on your belt and...PLOP! FLUDD pops out! You begin to spray the Shadow! he drops Peach and Stops..staring at you with his glowing red eyes...
Player: Stop...
DM: It Speaks: You have won this battle..my friend...but you have not seen the last of me...!

DM: You Help Luigi Up...but he screams:Mario there is'a No time! Go after Him!
Player: Run after Him!
DM: You are running as fast as your chubby body can go...when you realize something...FLUDD is your only chance of winning this battle!

DM: Choose the Write Way is a creative writing club at the FSZD foreign language school. Our goal is to collaborate to create one choose your adventure story in one semester. Welcome, and enjoy our story!
Player: Begin the story!
DM: In a corner of a big busy city, there was a gloomy forest called the Dark Forest. There was no light, and the torches of all the people who went into the dark forest had been extinguished. Almost everyone was unaware of the forest because the people who had been there had disappeared without a sound. Only a few children were able to get out alive. But to most people, this was just a scary place heard in scary campfire stories.Inside the Dark Forest lived a being known only as the person in black. No one knew what he looked like. This person had great powers and could do many things that normal people could not.The person in black lived in an old haunted house. The house looked normal from the outside. It had a wooden door, wooden walls, and a wooden roof. But inside, there was a great danger. If someone dared to open it, the city would undergo something no one would be prepared for...

Player: To Hugo's house!
DM: Hugo was an active boy. He always wanted to find something fun to do. Oppositely, Jared was careful and gentle. Despite their differences, however, they were good friends. One day, they were at Hugo's house. Hugo was bored, and suddenly thought of an adventurous idea - go exploring outside in the forest. Jared disagreed. He said, "I just want to stay here reading books!""I have to say, you have a lot of interesting books, don't you?" Hugo said. "That's so boring! That's not what a boy should do! Come on, Jared. Let's go!"Jared ignored him and kept reading his Harry Potter book. "I'll give you another Harry Potter book if you come! Hugo shouted. But Jared kept reading his book. "I'll even give you some books from the series The Magic Tree House.""That works," said Jared. They went along the street and came across a forest. "So cool!" said Hugo."Don't go in! There might be something dangerous inside," said Jared."Come on, think about the books you'll get!"Jared sighed, but followed him. They entered the mysterious forest.

Player: "Who's ever been afraid of a little old forest?" Hugo teased.
DM: As the two boys got deeper and deeper into the forest, things started getting creepier and creepier. They thought they heard strange sounds. As they looked up, they noticed the sky had already gotten a lot darker compared to when they had first gotten to the forest.The boys were frightened, but they didn't say anything. Even Hugo felt that the forest was much scarier than he thought. It was dark in some places, and then things got strangely quiet. The trees were tall. There was one tree that was much more majestic than the others. Under this one, they saw a mysterious person in black. They wanted to shout but found they couldn't say a word. They suddenly lost the ability to talk. "Run!" They both thought. However, they didn't know which way was out. After looking around, they turned back. The person in black disappeared in front of them, and in its place, an old, scary haunted house appeared.
Player: "What just happened?" asked Jared.

DM: In the place where the person in black was once standing was an old haunted house. Hugo, who was frightened a few moments ago, forgot about his fear when he caught a glimpse of the haunted house. He couldn't help himself from wanting to explore. He was a strong and energetic boy, so he went up to the door to try and open it. "I've gotta see what's inside!" "Don't open! There must be something dangerous inside!" Jared finally got the courage to speak again, and he used it to try and stop his friend.Hugo, of course, didn't listen. He pulled and pulled, but nothing happened. Hugo pulled one more time with all his strength, but still nothing happened. Hugo was tired. He fell to the ground and began to drink water. But when he drank his water, a few drops fell to the ground. The water drops turned to blood. The old haunted house began to suck up the blood. Some words appeared on the door: Hugo turned around lightning fast and dared Jared to open the door.
Player: "If you dare me...I guess I have to..." groaned Jared.

Player: "There's absolutely no way that's happening!" yelled Jared.
DM: "Not this time, Hugo. Not this time," Jared said as he began to turn around. "This is no time to joke or do something like that. Perhaps there will be something dangerous in there. That house does look quite creepy.""It's just because you are scared," Hugo murmured to himself as he followed Jared back into the forest.The boys walked in the forest for a long time. "We are lost," said Hugo as he stopped walking. "Let's go back to that house before it gets too late."No, we're not! We just can't find the way out..." said Jared."In other words, were lost."The cold wind blew and the sky seemed to be getting darker and darker as they argued. The boys got quiet and started to shiver. "Face it! We're lost," Hugo said again."Okay, then," Jared said while he shivered. He gave a wry smile and said, "We are totally lost. Maybe it's not a bad idea to spend the night in that old house after all."The boys began to go back to the house without saying another word. When they got back, the message was still written on the door.

Player: Jared headed toward the nearby army base.

Player: Jared grabbed the gun and stuck with the soldiers.
DM: Jared couldn't believe a quiet kid like him would ever need to pick up a gun, much less shoot it. But there he was. It was heavy, and when he held it in his hands, he squeezed the trigger as hard as he could. He got a shot off, but the power from the gun was too much to handle, so he lost control.The gun fell out of his hands.He looked around on the ground for it, and as he reached down, he looked up and saw a group of zombies who got inside.Their faces were hard to see. Darkness covered them."Zombies! They're getting too close!" Jared screamed.He heard a loud roar from behind the group, as if there was a leader who was telling them to attack.The soldiers were strong, their shots all accurate. But there were just too few of them. The zombies closed in on them, and bit the humans one after another. By the time Jared got the gun back in his hand, most of the soldiers had been bitten and were turning into zombies.He threw the gun and ran for the back door, but it was too late. He too was bitten.He too became a zombie.

Player: Upload the album to a file hosting site
DM: File Hosting Service A file hosting service, cloud storage service, online file storage provider, or cyberlocker is an Internet hosting service specifically designed to host user files. It allows users to upload files that could then be accessed over the internet from a different computer, tablet, smart phone or other networked device, by the same user or possibly by other users, after a password or other authentication is provided. Typically, the services allow HTTP access, and sometimes FTP access. Related services are content-displaying hosting services

DM: You vote to continue but you and Pedro Valdes are the only two men who do, the other five, including the Duke, vote for the Enterprise to be abandoned. The Duke decides to remain in Corunna while waiting for the scattered vessels to return, which one by one they do. For the next month the fleet re-supplies and re-fits; in the interim the Duke receives a strongly worded letter from the King of Spain to continue with the original plan immediately. The Duke calls another council of war, this time with all ten of his Squadron commanders.At the meeting you are able to get a good look at your fellow commanders, being particularly impressed by Juan Recalde, an old veteran sailor, and Alonse Leiva, the softly-spoken deputy commander of the whole Armada. The topic of discussion is what tactics to use to defeat the English fleet and the Duke favors a crescent or "half-moon" formation, in which targets to your front can be enveloped and surrounded by the two flanks or the center moved forward to also allow the flanks to attack an enemy coming up behind you from three sides.Pedro Valdes, one of the experienced Valdes cousins who mutually detest each other, has a different idea. "We should divide the fleet into three parts with the weak and slow vessels in the center and the fighting ships divided between the vanguard and rearguard, if we are attacked from the front the rearguard can support the vanguard or if we are attacked from the rear vice versa." The Duke considers the suggestion and then calls for a vote.
Player: Vote for Valdes's formation
DM: You and Pedro Valdes vote for his three-parts formation but the other eight squadron commanders vote for the Duke's formation. Two days after the discussion the fleet sails out again in the half-moon formation, with a supporting wind it moves steadily up the western coast of France. There are still problems however: Medrano's four galleys, already damaged by the storm, are so slow they are delaying everyone else and the Duke decides to send them away to nearby French ports with a fifth ship for protection. You could volunteer your ship as the escort vessel but it would mean abandoning the great voyage you are on.

DM: You vote not to continue and indeed only Pedro Valdes votes that the Armada should sail on. The Duke decides to remain in Corunna while waiting for the scattered vessels to return, which one by one they do. For the next month the fleet re-supplies and re-fits; in the interim the Duke receives a strongly worded letter from the King of Spain to continue with the original plan immediately. The Duke calls another council of war, this time with all ten of his Squadron commanders.At the meeting you are able to get a good look at your fellow commanders, being particularly impressed by Juan Recalde, an old veteran sailor and Alonse Leiva, the softly-spoken deputy commander of the whole Armada. The topic of discussion is what tactics to use to defeat the English fleet and the Duke favors a crescent or "half-moon" formation, in which targets to your front can be enveloped and surrounded by the two flanks or the center moved forward to allow the flanks to also attack an enemy coming up behind you from three sides.Pedro Valdes, one of the experienced Valdes cousins who mutually detest each other, has a different idea. "We should divide the fleet into three parts with the weak and slow vessels in the center and the fighting ships divided between the vanguard and rearguard, if we are attacked from the front the rearguard can support the vanguard or if we are attacked from the rear vice versa." The Duke considers the suggestion and then calls for a vote.
Player: Vote for the Duke's formation

DM: 

Player: You take the risk and upload the single file anyway
DM: You are successful. Youtube users can now stream the songs.

DM: You are summoned to a final Council of War in Madrid to discuss the reasons for the Spanish Armada's failure. Only three other men are there: the Duke of Medina Sidonia himself, Diego Valdes and Diego Medrano, finally returned from ports in France: Juan Recalde died of sickness a week before. Of the Armada's original Squadron commanders Leiva, Recalde, Oquendo, Moncada and Mendoza are dead and Pedro Valdes and Juan Gomez are prisoners of the English and Scottish respectively.Of the 130 ships that sailed with the Spanish Armada only 60 have been identified as definitely having returned to Spain safely, practically all of them with shot or storm damage. Though there may be some smaller ships in French ports it seems that at least half of the ships that sailed with the Spanish Armada have been lost and of the 25,000 men that sailed with her at least 15,000 are dead, more sick or injured. The cost to the prestige and position of Spain is incalculable: all of her enemies have been inspired and all of her allies discouraged.Now the King of Spain is looking for a scapegoat and you may need to think very carefully about some of your votes in the Councils of War and some of the decisions that you made during the Armada's ill-fated voyage.

DM: Dismissing your men for cowards you begin climbing the rigging yourself, the wind ripping at you and making your clothes flutter. The higher you get the more you realize this was a bad idea until a sudden blast of wind catches you at an unexpected moment as you are climbing and you lost your grip on the rigging. You fall headfirst to the deck breaking your neck, one of the first of many casualties aboard the ill-fated Spanish Armada.YOU ARE DEAD.

DM: You decide against climbing the rigging during a storm and definitely made the right decision: another Squadron Commander who tries it, Antonio Mendoza of the numerous but small ships of the Squadron of Communications used for delivering messages from the Fleet to Spain and Flanders, falls to his death. Already the Fleet is suffering losses and when England is sighted three days after the gale only eight Squadron commanders, including you, go aboard the Duke's flagship for another Council of War.You know the English Fleet is at Plymouth, only a day's voyage away, and the handsome Alonso Leiva urges the Duke to make an immediate attack on it there. The Duke politely refuses, pointing out that Plymouth harbour entrance is narrow, difficult and defended by forts armed with cannons. He also reminds you all that the destruction of the English Navy is not your objective: getting to Flanders and linking up with the army there is. Pedro Valdes voices his support and the Duke decides to call for a vote, whether an attack should be made on the English fleet at Plymouth or whether the fleet should continue on towards Flanders.
Player: Vote to attack Plymouth
DM: You vote to attack the English fleet at Plymouth but you are the only officer to do so, the rest support the Duke's proposal to continue on towards Flanders. The Armada continues east up the Channel, the southern English coast clearly visible to your left and during the night the English fleet leaves Plymouth and takes up position behind you. Immediately a number of the Armada's biggest ships, including your own, take up position at the rear to fight them.From long-range, ships from the English and Spanish fleets bombard each other all afternoon and there are few significant casualties, though one Spanish ship, the San Salvador, blows up when a lucky shot strikes its gunpowder store. Another shot breaks the foremast of Pedro Valdes's ship Nuestra Senora del Rosario rendering her effectively unmanageable. As the rest of the Armada continues to sail east down the Channel she is left behind with the English fleet fast catching up to her.

Player: Challenge him
DM: "You don't think I can? Well If you're so tough I'd like to see you try to beat me!" "Fine!" Mudus eagerly takes out his Gladius sword and gets into a fighting position, but you were already behind him. He whips around, and his sword crosses yours'. As you two break apart, Mundus steps on a branch and starts to fall. You begin walking forward, about to take advantage of his misstep, but it was just a coax. Swiftly, Mudus slips around to the other side of you and aims his sword at you. Will you be bested?
Player: I think I'm beat
DM: You drop your sword and hold your hands up. "Man, you give up easily. The fun was just beginning!" Mundus picks up your swords and hands them to you. After putting your swords back in their holsters you sit down on a fallen tree. Mundus sits next to you. "Lazy, lazy, lazy. If we let you sleep 23 hours a day I'm sure you would" "Hey! Give me some credit, At least I woke up before noon today!"

DM: You join all the other Squadron commanders in voting to continue the advance to Flanders. The Armada continues east up the Channel, the southern English coast clearly visible to your left and during the night the English fleet leaves Plymouth and takes up position behind you. Immediately a number of the Armada's biggest ships, including your own, take up position at the rear to fight them.From long-range, ships from the English and Spanish fleets bombard each other all afternoon and there are few significant casualties, though one Spanish ship, the San Salvador, blows up when a lucky shot strikes its gunpowder store. Another shot breaks the foremast of Pedro Valdes's ship Nuestra Senora del Rosario rendering her effectively unmanageable. As the rest of the Armada continues to sail east down the Channel she is left behind with the English fleet fast catching up to her.
Player: Continue with the rest of the fleet
DM: Unwilling to endanger your ship by going to Valdes's aid like the rest of the Armada you are forced to abandon him to his fate. The Armada sails on down the Channel for the next week, engaging the English fleet in long-range duels on three more occasions but neither side suffers any further significant casualties. The Armada is still more than 120 ships strong when it arrives at the port of Calais in France to learn devastating news.Despite the Duke of Medina Sidonia having sent several ships bearing messages to Flanders news of your arrival has only preceded you by three days and it will take at least four more days until the soldiers of the Spanish army in Flanders are all aboard their transports and ready to invade England; meanwhile the English fleet is still within sight to the west and it is certain that they will not leave you all alone and undisturbed for that long.Their attack, when it comes just after midnight, is in an unexpected form: the English set eight ships on fire and though unmanned they are under full sail and with the helm locked in place they drive straight towards the Armada. Virtually every one of your fellow Captains panics, orders his ship's anchor cables cut and in a panicked mass try to get out of the way of the burning ships. Most sail out to sea though a few, including Hugo Moncada's heavily-armed galleass San Lorenzo, turn towards land.
Player: Sail out to sea

DM: Out from the bushes comes a family of chipmunks.. oh yeah.. we were shaking in our tennis shoes over chipmunks. You thought it was a bear didn't you? Yeah.. me neither. As ferocious as these little critters are - they aren't going to stop us from continuing forward!

DM: You hesitate. You remember how long you went without the White Powder, and realise you're in danger of falling down a familiar but even more dangerous path, Suddenly, images of your memories of Odelle flood your mind, and you stumble backwards, away from Odile.Odile's grey eyes flash red. She gives a harsh scream, like that of a crow."So, you have rejected me," says Odile."I don't think I want any more to do with this," you say, "I didn't come here for power, not really. I just wanted to save someone I cared about, nothing more and nothing less.""The whore," spits Odile, "Oh, I'm sure you'll find her. Just don't expect any help from me." You blink, and she has vanished.The effect surrounding your mind has worn off, and you now see the world anew. All around you are broken-down, diapedated huts surrounded by a crumbling wall. The paths are cracked and the plants are all dead an wilted. None of the inhabitants of the village look directly at you; they all seem to be lost, staring into space. With a jolt, you notice they are all men and they are all adults; there is not a woman, nor a child, in sight. The men around you range from young to almost decrepit with age. They all, however, share certain features; grey, sallow skin with holloq, empty eyes and almost mindless expressions. Suddenly, you hear shouting, and two men begin brawling with each other. As you watch in shock, an old man grabs hold of your wrist."Boy!" He snarls, " Do you think yourself worthy of her? Odile?"The man's eyes alight with greed when he mentions Odile. What do you do?

Player: "...Jameson #2!"

DM: You, and all the other six men present vote to return to Flanders but unfortunately neither the wind nor the English fleet let up their pressure and finally, four days later as the Armada is passing along the east coast of Scotland, the Duke of Medina Sidonia issues orders for the fleet to sail north, west and south around Scotland and Ireland to return to Spain. Almost immediately the fleet begins to break up as each Captain selects his preferred route, Juan Gomez for one intends to sail his Squadron of Hulks between the Orkney Islands and the north coast of Scotland to try to reduce the time of his return journey on his dangerously low-provisioned ships.
Player: Continue following the official route
DM: You continue sailing into the Atlantic but supplies are desperately low by now. The remaining ships all disperse and your last fellow officers: the Duke of Medina Sidonia, Juan Recalde, Diego Valdes and Miguel Oquendo each take charge of a collection of ships and choose their own preferred route back to Spain. You have long since lost contact with all the ships of your Squadron and must choose a group to accompany back to Spain

Player: Sail with the Duke
DM: You sail with the Duke of Medina Sidonia's group of eight ships on a difficult three-week journey with virtually no food and very little water until, to your vast relief, you sail into the port of Santander in Spain. Both you and the Duke are in very poor health but despite this the port authorities urge you to take personal command of seeing to the dangerous job of unloading La Regazona's gunpowder and unfired cannonballs.
Player: See to the work personally

Player: Use a torrent tracker
DM: You are having technical difficulties so you try something else...

Player: Sail with Oquendo
DM: You sail with Oquendo's group of five ships on a difficult three-week journey with virtually no food and very little water until, to your vast relief, you sail into the port of Bilbao in Spain. You are in very poor health but despite this the port authorities urge you to take personal command of seeing to the dangerous job of unloading La Regazona's gunpowder and unfired cannonballs.

DM: You sail with Diego Valdes's group of twenty-two ships on a difficult three-week journey with virtually no food and very little water until, to your vast relief, you sail into the port of Santander in Spain. You are in very poor health but despite this the port authorities urge you to take personal command of seeing to the dangerous job of unloading La Regazona's gunpowder and unfired cannonballs.
Player: See to the job personally

Player: Take care of the job personally

DM: You enter the hospitals in Bilbao, amongst whose patients is your fellow officer Juan Recalde, but it only causes your condition to worsen. Already weak you sicken further in the diseased and depressed environment as more and more bad news about the Armada arrives: soon it appears that as much as half of the Armada was destroyed and some 15,000 men have lost their lives. You are one of the last, succumbing to your sickness after a two week struggle, a sad end after safely coming through so many dangers.

DM: So, just like most evenings we spend together I have come to your house with no game plan other except to see your handsome face and hopefully make out with you like we're teenagers. As much as you like doing that - that's for later. So what do we do now? So the dreaded question gets asked "What do you want to do?" and your favorite answer is "Doesn't matter to me". That's not how this game works though - so now you get some choices :) So you've finished asking "What do you want to do"

DM: Mexico here we come!We get to the airport to book our flight only to learn that the citizens of Mexico have decided to build a wall around themselves basked on the issues that surrounded Trump. Turns out they weren't too fussy on the idea of a wall being built to keep them out so they decided to return the favor. It doesn't seem to make a difference that we are Canadian either.Looks like we need a new destination my dear

Player: We should probably go home
DM: Reluctantly we know that as much as we loved this - we still have people and responsibilities back home and should get back to that. We board our plane and head back.

Player: Time to Jump!

Player: Wait..
DM: We might not be able to out run whatever this is. So we freeze in place. The bushes start to rustle, branches are crunching under the weight of something as it slowly approaches the trail where we wait in fear. Until it emerges..
Player: Uninvited guest

Player: Do amazing never-seen-before flip
DM: Just like the pro you are, you pull your bike in close and prepare for an Olympic worthy flip before gently smashing into the earth. You've landed though! 10/10! If only the judges had been watching...Shortly afterwards I come following behind scraped up and bruised because my flip had not been successful as it ended with my landing into a tree. Luckily the trunk of it broke my fall so this is nothing but a scratch. We press on forward until we reach the end of our trail. That was "exciting" and I think we've both had enough thrills on our bikes for one night. Time to consider how to spend the rest of the evening.
Player: Let's go skydiving!

Player: Down the mountain we go!
DM: This path looks like something out of one of your bike videos, but carefully we start making our way down. Who knew that Kitchener had mountains? I was equally surprised. We reach the bottom and continue back into the forest where we see the original sign of which path to take. We can either go down the other path, or choose a different activity. What do you think?

Player: Mexico

DM: Sounds good to me :) As long as I get to fall asleep and wake up to you every day, then I'm happier than a Tornado in a trailer park.
Player: Happy Ending
DM: We set up life with the monkeys (not in a Planet of the Apes kind of way) and just enjoy the paradise in front of us. It's a rough life we lead with the beautiful sun rises, sun sets, zero traffic, etc. but we manage. I hope you liked your surprise date night :) I hope this makes up for the Menchies adventure xoxo

DM: Peter Parker, aka Spiderman, was webslinging happily through the city. It was a lovely day-- the sun was shining, the birds were twittering merrily, and, best of all, no enraged supervillains had attacked in more than a week! Sure, there was the occasional small-time crook to apprehend, but at least they didn't have superpowers, more money than you could shake a stick at (in the case of Kingpin), or other amazing-yet-used-for-evil talents.Something caught Spidey's eye. He nearly slammed into the brick wall of an apartment building when he realized that, close beneath him, was his boss, J. Jonah Jameson.He was in an argument (which wasn't really anything new), but the strange thing was he seemed to be arguing with two other identical versions of himself."Oh, well," said Spiderman. "I guess I have to help sort this out. It's the heroic thing to do."He landed gracefully on the wall of a nearby building and crawled down to the ground."Well, hello there," Spiderman said. The three J. J. J.'s turned to face him.Perhaps, if I ask the right questions, the fakes will reveal themselves... thought Spiderman.

Player: "Do you have any idea how this whole mix-up happened?"

Player: "...Jameson #1!"
DM: Jameson #1 smiles.He quickly pulls out a cell phone and dials a number. "Hello? Random? You owe me five bucks."Spiderman, confused, asks, "What are you talking about? Who's this 'Random' person?"Jameson #1 smiles again, unnervingly, then begins to morph..."Chameleon!" Spiderman exclaims."Random made a bet with me, to see if I could fool you into thinking I was J. Jonah Jameson. I won the bet."Spiderman looked back to where the other two were standing, but they've disappeared, and by the time he turned back to the Chameleon, so has he.Spiderman reflected that at least he'd end up with a new boss.Unfortunately, Jameson (the real one) appeared at the Daily Bugle office the next day, with no apparent memory of the event.

Player: Humanity

DM: 

Player: Find each song on YouTube and rip with a service

Player: Get a soda instead

DM: Mike spent hours and hours working on information. He exited the hotel, after finding seven pages worth of information. Mike worked on the final step of the drug dealers. Getting to them. Mike realized that the drug dealings took place in the slums of town. Most of the drug dealings took place right where ten people were shot, and seven died two weeks before that. Mike had to get there though. Mike got in his nice car, which he felt would soon be dirty. Mike saw the nice houses, and blocks, slowly changing into slums. Mike had the names down too. He also had pictures of them too. It would be really easy to find them, but stopping them was the problem. Mike stopped his car, on the same block, that was explained on the papers. Mike looked around, and saw two of the four men standing right outside. That was his chance. But he didn't want to make it obvious. He couldn't wait too long in the same spot, because the men would come up to him.
Player: Get the FBI for the case
DM: Mike knew he couldn't stay there. It was too risky, he could die right there. He knew he had to come through, but in a different way. Mike thought of every possible way. Until.... Mike thought of getting the FBI involved, that would be the key for getting the information out of the people in the slums. After he thought about it, it worked out for Mike to do that. Mike contacted the FBI, and got to talk to someone about the situation. Mike told them to help out. "I need help," Mike said to them desperately. "Someone needs to help me!" Mike was getting really desperate, until he heard an answer that could help him, possibly. "Would you like us to make public announcements, to get people aware of your situation," The FBI said. "Or would you like us to keep it undercover, and search the people in your town?" Now Mike had a serious choice to make. It required alot of thinking.
Player: Have the FBI keep it a secret and search people

Player: continue searching
DM: Mike spent only ten minutes on the computer, before he finally gave up hope. He got out of the hotel, and headed out to his car. Trying to keep a smile outside it was hard. Mike spent about 7 hours looking for information, and the last 2 hours found nothing. Mike stopped at a local gas station, and got gas, and a burger. He mentioned where he was going to the manager of the gas station. "Ah," The manager said. "You are going out a hour east." The managers mood changed. "You are heading into trouble!" "Why?" Mike asked, calmly, even though he was nervous inside. "That house, is the mad house." The manager said. "Everyone in this area, or state, has heard of this house, nothing but bad, good luck." The manager waved to Mike. Mike just looked at the manager help another customer, and walked into his car, and drove away.

DM: Mike sat in his car and kept it on, knowing the people would come up to him. They slowly walked up to his car, then stopped. Mike wondered what they were doing. Before he knew it, he noticed they were aiming for his tires. He knew if he continued how he was going he was stuck there, it was up to him to escape carefully. He only had one option, while he heard them inching closer to all parts of the car. He had to escape,. and get something, some weapons, he knew. It was his last chance. He went to put his shaking foot on the gas, but another thought hit his mind. "What if I can't escape?" Went through his mind. But he knew if he didn't he was done. His life would be over. It was up to Mike, his fate in his hands.
Player: Fight them empty handed
DM: Mike got out of his car, and stared at the shady men, and the slums of town. It wasn't until a minute later Mike saw the men come up to him, not looking pleased. First, they smashed his car, the windows, and everything, and second they came up to Mike and smiled. "This is what you deserve for hanging out here!" The two men laughed. "Goodbye, young guy!" Seconds later, Mike saw them take the baseball bat off the car, and saw them throw it at him.

Player: Have the FBI make public announcements
DM: Mike saw many FBI agents making their way toward the town. Mike, himself felt nervous seeing this. Mike looked around, there were people staring at the FBI, including some of his friends. The FBI just stood there, saying nothing. "What do you want!?" The town mayor yelled. "Me, and my fellow town people want to know, now!" His scream echoed through the whole town. "I wanted to say," said the tallest, and largest FBI member. "That the danger of this issue for Mike Adam's is increasing." The FBI member looked stern as he talked. "He needs people to understand, and anyone who knows what happened to his wife, step up now!" The other FBI agents looked around, carefully. Nobody looked shocked, or angry. All kept straight faces. "Very well then," The largest FBI member said. "I'll leave you all." The other members walked away. "If there are any issues, Mike will call me immediately. Mike watched from his hotel room in fear. Quickly, he locked the doors. Closed the windows, and shut off the lights, leaving everything dark. People started walking toward the hotel, Mike knew it, he heard the footsteps of more then 25 people. Mike didn't know what to do. Panicking, he went to the door, and stopped.
Player: Let them in

DM: Zzz...

DM: "You know what, Adam!" Mike continued on. "You don't deserve any money from me!" Mike went on to start bothering Adam more and more. "I have no reason to continue this conversation." Adam said. "You are a fucking retard, who doesn't even deserve to be talking to anyone, go suck it up about your wife. Adam was getting more furious. "If you want go to my house, and attack me, you may." "I wouldn't do that!" Mike yelled. More confident now that Adam would listen, but Adam ignored him. "Now you say that!" Adam went on. "Now if you are a fucking coward, you would back off!" "I'm not a coward!" Mike yelled. "I want to face you, now shut up!" "Alright, then, make your choice!" Adam yelled. "If you back off, I will get you sent to jail." Adam laughed. "If you don't want to go to jail, just finish what you started, you know, I highly doubt anyone will find you." Adam laughed and hung up the phone. Since Mike only had hours to make a choice. It was either, Finish what he started, or back off, and find himself in handcuffs
Player: End talking and back off
DM: Mike slowly just stopped talking, and Adam jumped all over that. "So, I guess this is it, are you going to give in?" "Yes" Mike said. "I'm giving in, please don't call the cops on me." Mike insisted. "You have one last shot, you must do something for me to feel bad for that not to happen." Adam laughed. He knew he was in control now. Mike was nearly out of options, and the only thing he could think of was to bring him to to his original house to see what happened with his wife. "Alright then, Mike said, really nervous for the first time since this disaster. "I'll bring you to my house, you can see what happened to my wife!" "Sounds worth it," Adam said. "But your choice is, either tell me to come now, or your time is up." Mike had a quick decision to make. He can either just let them come get him now, or let them see what happened to his wife. Not even Mike knew exactly what happened.
Player: Let them go after you

Player: Back down and give in
DM: "What are you smiling at, Vinny?" Mike questioned Vinny. All Vinny did then was change his attitude. He was shocked that Mike stuck up against him. "Excuse me?" Vinny said to Mike, walking over to him, Vinny got in Mike's face. "What do you want?" Mike said to Vinny. "Do not hurt my friend!" The man said. "Don't get near him. Mike just saw the man fall to the floor, with a blood stain in his shirt. "You have a gun?" Mike asked Vinny "No, a knife, you asshole!" Vinny said to Mike. Vinny grabbed the knife, and attempted to hit Mike, which Mike dodged quickly. Soon after though, Mike was not so lucky. He was hit by the knife, and saw stars in his eyes, before hitting the floor.

DM: 

Player: Steal weapons
DM: Having a chance to escape, Mike seized it. He went with it, and left the store. He wasn't even seen with it, until three cops caught him walking very cautiously. They caught on to what he was doing and seized him, asking him to immediately return the guns. Mike was stuck, unsure of what to do. Mike was just willing to give it up, or he could fight it off. That way, he would escape. Mike either way, was stuck and confused.
Player: Attempt to fight it off
DM: Mike spent alot of time, trying to fight off police. But he had no shot this time, as he attempted too. Mike knew his time was up, and to face the hard facts. He was going to jail, possibly for life. Which did happen, Mike was sentence, for life with no bail. Mike just said goodbye to the earth, and cried as he knew he wouldn't be let out. Nobody would look or listen to him, because he was quoted as a "Mad Man" at the jail. He was stuck, screwed and watched as his hair grew gray, and his once jolly smile turned into a serious frown.

DM: Unsure of what to do, Mike opened the door, to a mob of angry people. They had no respect for him. One even mentioned how he was a coward for calling for FBI. Mike had a feeling that this wouldn't work out, and it was over for it. Mike begged and begged to no mercy. Mike just watched the people raid his house, like the FBI did to their houses. Explaining how what he did to his friends was wrong, and he will pay the price. Some even brought their own knifes. Mike screamed at the sight of them, and thats all he did, as he felt it go right through him.

Player: Simply give in to them
DM: Mike had no answer for the gang members, except for backing off, and finding himself in deep trouble. "So now asshole," The one gang member said. "What brings you here?" "No reason," Mike said, not sure what to say. "Can I get out of here?" Mike was hoping for the best. "No!" Yelled the gang members together, as if rehearsed to say. "Please?" Mike protested, to no avail. Nothing changed. He was getting really nervous. "Just close your eyes," The one member said. "Let us kill you!" Seconds later, Mike closed his eyes, and just screamed as the bullet hit him right in his heart. The Gang members stayed there laughing.

DM: Mike went back home, with a bad vibe of that place. The only nice thing he got from there was from the woman that helped him out, when he fell down the marble stairs. Mike didn't trust the brothers at all. He didn't know where to start next. He thought about other people in the town, that were what you consider more normal. He was thinking about going back to the house, to look up information about his wife. But he couldn't be sure. It was too hard to do it for Mike. Mike thought about it. He thought maybe the better thing to do, would be to move on, and face what happened. But he also had the option of possibly looking into what other people wanted. He could check that way. It wouldn't hurt him.
Player: Go back to the house
DM: Giving up, Mike simply headed back to the house. His old house, he once loved. Now it meant nothing to him. He walked up his newly paved stairs. He knew nobody could help me, the only information he could get, was by himself. Mike knew he had to look for information was at his house. "Maybe Karen left something here?" Mike questioned, and said to himself. He spent hours looking for information. Then he came across a book Karen had. It was very dusty, but Mike could see magic marker writing on it. "This is fairly new!" Mike looked around, thinking. "Why would Karen write on her favorite book?" But when Mike brought the book into the kitchen, and flicked the light on he found out why."Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Mike didn't want to live. He punched a couple walls, he threw his cell phone down. He looked around. It took Mike a couple days of being in the house alone, that he didn't want to live anymore. Mike just felt he had put himself through too much. Mike put the house on fire, with him it in, and just watched as everything caught on fire, consuming him in it.

DM: The Sorcerer chuckles."Why should I tell you anything, vagabond?" he asks."Because I have a sword," you growl."Wrong answer," he smiles, "I will tell you, because I am bored. No one's managed to reach me here before. I was like you, once," he continues, "I came here, seeking the riches that came with the Castle. What I found out surprised even me; for this Castle was created and ruled over by a certain woman named Odile. Whether she was a Sorceress, a fairie or a Succubus, I could not say, but I managed to overwhelm her using my magics. The ruler of this place can bend it to their will, and create inanimate objects. I even made a shield, capable of banishing any dark creatures, including Odile. But I wanted more; I wanted living things, and a wife to call my own. So I used my magic to control the creatures of the woods and force them to bring young women to my Castle. I then tricked them into becoming swans, who would die if they left my garden, and if I could bring myself to love one of these women and perform an act of true love, then the spell would wear off, and I would have a wife. But if someone else were to break the spell other than me, the caster, then..." He trails off.
Player: Return

Player: Also send them back to the house
DM: Mike insisted they follow him home. "I need you there," Mike said to Adam. Adam had no choice but to agree. As Mike got back to the house, he waited for Adam to return. Adam was bringing nearly 10 people with him, in a couple separate cars. Mike knew it was going to be an event. Once Adam got there, Mike had found a letter from Karen. Mike waited very impatiently for Adam, and his group of people coming. But once Adam got there, he just looked around, disappointed. "Where is your information?" Adam questioned Mike. Who handed him the letter. It read:"Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Suddenly, Adam felt guilty. He apologized to Mike, and everyone else too. He promised Mike he would be there for him, to cheer up Mike, in some way. Mike felt a little better, but more confident, because at least he knew he had people on his side.

DM: Mike began bribing everyone for anything they wanted. He was running out of money already. He bought them tons of gifts, and was giving up tons of money on his job. Not believing that the right thing to do would be to stop, Mike attempted to give someone a different gift then he wanted. Mike saved $130 dollars on a gift, and gave it to the person. As the person, named Seth opened the gift, he couldn't believe what he saw. It was a cheap gift not what he wanted. Mike had already left, expecting an explosion. So before long, Mike just saw everyone calling him. Mike didn't answer, but they left threats on the answering machine. Then, Mike was exiting the hotel one day. As he entered his car, he saw a few people, all were walking toward Mike with things he couldn't see, all he knew was... "I've got to get out of here!" Mike quickly screamed, as he fled in his car. He could see them walking with the sticks, or whatever they were for blocks.
Player: Let them attack you
DM: Mike suddenly stopped his car on a side block, and watched as the people walked up to his car. The people explained that they wanted him to go back to his house. They wanted no excuses. "Fine then," Mike said, as he forcefully pulled away. Mike pulled into his driveway, and entered the garage. Mike attempted to hide from them, as they were blocks away. Mike hid in the garage, until they heard people walking on his block, talking about him. "Where are you?" Asked a member of the group. "We will find you!" After about 20 minutes of searching, Mike tripped in the dark in the garage. That attracted the people to his garage. They broke down the door with the equipment they had, and he headed toward the side door. They confronted him, and he didn't have time to even reach the front of the house.

Player: Keep it out for everyone to see

Player: Hand it in and go to jail
DM: "For stealing, I think he should be in for life," said a policeman, Mike overheard. "He only stole though," said another policeman. "He didn't murder anyone." "Well, he stole a gun!" Yelled another policeman. "He should be." Then Mike couldn't hear the people anyone, they were all whispers. Eventually, Mike heard them come out. "Sorry," The one leading policeman said to Mike. "But your sentenced to life in prison. Mike screamed and cried, but they didn't change their actions, they simply kept the same attitude, and Mike just kept on crying, for life in the prison.

DM: Mike knew what he had done was wrong. Looking back at his decision, he felt down. He shouldn't have done that. "I have decided to," Mike had made it seem suspenseful. "Apologize and explain what I have done!" Mike yelled, out of frustration. "Well, you need to do something for me, for me to trust you." Mike's friend said very quickly. "I will expect you to bring me back to your house, with options of letting me see the house." "I...I....why?" Mike said. He was confused then. "I will let you go back alone, but to get my trust, and my friend's trust back, you must," His friend stopped for a breath of air. "You must report back to me in time!" Mike's friend said. "Fine," Mike said. "I'll make my decision." "I'll talk to you later!" Mike's friend yelled. "Bye," Mike said, hanging up the phone, he was grateful to be off the phone.
Player: Go back to the house with town members who still support the situation
DM: Mike found out that the better thing to do, would be to bring the town members with him. Mike felt that would be a big help to his situation, at least the town members would see his frustration. Mike headed back home. Followed by the town members in separate cars. Everyone parked on a different block, and walked a few blocks to the house. Mike walked in and when he opened the door, everyone followed. As Mike closed the door, he saw a note on the other side of the door. He picked it up, and reported it to the other town members, who carefully read it with him. All were shocked as they read it."Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Mike eventually had alot of support. He was able to move on with his life, he met more friends, and even met a new woman. He was happy on the decisions he made. Very satisfied, Mike moved on from his wifes death.

DM: "I can't work with you," Mike said, not confident. "I did what I did, and I can't help you." Mike ended his sentence in a negative way. "No?" Questioned Mike's friend. "If you cannot help me, your on your own!" Mike's friend yelled, Mike sat there, in his hotel bed, confused on what to do. He knew he was in for it. He knew he was almost out of options. Looking around, Mike just sat on his bed, not satisfied with what he did. He heard a voice he forgot was on the other end of the phone. ""Are you going to talk, or should I hang up!" Mike's friend yelled. "I don't have time for losers like you!" Mike still didn't answer, so he heard a dial tone, because his friend hung up. Mike knew he was in for it. If he faced his friends now. They would hand it to him. Mike checked out of the hotel room, and also stood around the front of the hotel, admiring his freedom.
Player: Listen to what everyone has to say
DM: Mike walked out of the hotel room, totally out of his mind. He knew he was out of his mind. He walked up to the local McDonald's to eat something. He hadn't had a regular meal in a long time. "I hate McDonald's!" Mike exclaimed to himself. "But I'm better off admitting I'm eating something, because I don't know what my future holds." Mike ordered large fries, and a medium drink. He sat down, and ate it. He couldn't believe it, but he knew some people that were there too. They made eye contact with him, and then looked away. Mike knew why, and expected no different. Mike had so many confutations as the days went on. The people of the town never let his situation rest. Mike became very depressed, and couldn't take the stress anymore. He thanked everyone who supported him. He let his managers take over the business, and grabbed a bottle full of Advil's. "Life was great!" Mike said, very nervous. "But, maybe it's better off it ends." Mike used the remainder of his McDonald's soda, which was Dr. Pepper, to swallow the pills with.

Player: Get back to the house
DM: Mike finally pulled up to his house, and Mike being in a rush, left his drivers seat open, with the key in the ignition. He wasn't thinking about anything but his wife. "I've already changed my life," Mike said, as he walked in. "Now, it is time for me to move on, and find the answers." Mike opened the door to his house. A quick look and Mike found his laptop on, and a paragraph on the Microsoft word program. Mike didn't understand it. "What!?" Mike wondered. "She never used laptop's before," Mike said confused. "She always said she hated them." But as Mike read on, he figured out why she used it."Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Mike read that multiple times, before he just sat back in utter shock. Mike didn't want to believe the truth. But it was happening. Mike wanted to talk to the people of the town, but he knew he really shouldn't. He just sat back, and let the feeling sink in, "I know I will never feel the same," Mike said to himself. "So why not let it sink in."

DM: Mike went searching for hours, he found no help anywhere he went. Desperate, he just watched as everyone couldn't help him, and he sat back disappointed. He went to everyone in town, all of her friends, and nobody wanted anything to do with him. "Where do I go next," Mike asked one of Karen's old friends. "I have no more options left!" "Try the house," Karen's old friend said. "Possibly the house?" Karen's old friend questioned. Mike's face lit up when he heard that, he smiled and thanked Karen's old friend. She smiled back, and wished him good luck.
Player: Head back to the house
DM: Heading back to the house, Mike had no regrets of checking out what was going on. Since he got no help from anyone, Mike figured he was best off looking for information. He spent some time looking in all the rooms, until he found a audio recording on a tape, with a audio player next to him. He nervously put the tape together, and played it. He heard Karen's voice."Mike, I'm sorry if you got to this late, but I killed myself. My childhood was a mess. I couldn't take anymore stress. It added on to me, and honestly killed me. Good luck in life, Karen. Mike simply put the tape down, disgusted, Mike was speechless. He went downstairs and just screamed. He swore to the world on his anger, and couldn't calm down. Eventually, he got to moving out. He couldn't take the stress anymore, and got away from the house.

Player: Get sent to jail
DM: Mike had the knowledge to just go. He could get bailed out eventually. He knew it was a matter of time. He would spend a few days in jail, then a bail. But he also felt he had no right getting out. He had done alot more wrong then right around that time. In three days, Mike found his chance to bail out. They were accepting bail outs. Mike knew he had the money. He would bail himself out. Or should he, was also the question among the police.
Player: Face the hardships
DM: Mike felt it was him, and he was the one who deserved to go be in jail for life. He spent the next seven years in jail, and it continued. It turned into ten, then twenty, and then thirty. Mike was nearly seventy, and still in jail. he knew it was over for him.

Player: You decide to upload Yellow as a .torrent file

Player: 6
Player: 5

DM: Welcome Crab Trainer X, to Crab Arena! Choose 1 of the following Crustacean Combatants: Hermit CrabA little slower than the other crabs, but sittin' pretty beneath a Heavily Armored Shell! (Takes less Damage from Attacks) Fiddler CrabOne Massive Claw O' Doom! The other claw... well, not so much. (Gains Extra Power Points from each Attack) Boxer CrabNot so armored and not so clawed; but wears Stinging Sea Anemone Boxing Gloves! (30 - 50% Chance to Stun Opponent with each Attack; Stunned Opponents will always repeat their Last Attack) You Choose:
Player: Hermit Crab
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type:
Player: Attack: BODY SLAM (beats double snip)
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: BODY SLAM (throws opponent down)
Player: WATER (puts out fire)
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: WATER
Player: ----------------------------------------RESET
Player: AIR (blows away earth)

DM: Mike didn't want to go to jail, nor did he want to shoot them. He attempted to resist them, but they grabbed a better grip on him. He now stood no chance of escaping. "Man," The cops said together, as if they rehearsed it. "You have just as much of a chance of escaping, as you do getting out on bail now." The cops pulled him with them. "Come with us, your going to jail for life." Mike felt a gun at the side of his pocket. They seemed to miss one. This could be his main chance to possibly get away, or end in death. Death was the downside.
Player: Go to jail for life
DM: Mike can just picture the look of his life in thirty years with the fact he was going to jail. He couldn't bare think about it. Mike didn't look at the cops at all on his entrance to jail. He just looked at the floor. Once he was thrown into jail, Mike knew that was it, it was over now. No more happy thoughts. Mike spent the next forty years looking at what could have been.

Player: You let yourself be moved.
DM: When your eyes finally adjust to the light again, you see Grandma sitting on the bed. She looks weak and pale, but she's smiling at you. Next to her, on the other side of the bed, is a big lump of fur and blood. You don't recognize The Wolf until a man with an hatchet walks over and slings the corpse over his shoulder. The man explains that he was just walking past Grandma's house when he heard a strange noise coming from inside. It sounded partly like laughing, partly like crying, and partly like coughing. He let himself in, thinking he would check up on the old woman. How surprised he was to find The Wolf sitting on Grandma's bed, clutching his stomach, wailing away. After visiting with Grandma and delivering the remaining contents of the basket from your mother, you tie your cloak tightly around you again and step out into the fading daylight. You make your way back home, a little wiser and a little braver than before. THE END

DM: Well it looks like you are all settled in. You get up everyday and eat eggs and come back to your room for some fun times in front of the television. Three times a week you do power walking. You die while masturbation to a penthouse magazine at the ripe old age of 75. You would have lived longer but hearing the joke about the rooster stressed you out so much that you had a massive heart attack.Can you really have a heart attack while masturbating?Well it's a moot point because you did.The End.

DM: It's a cold, dusty night. You're fast asleep, in the midst of a nightmare.... "Don't make a sound" You open your eyes to see a blaster pointed at your head. The speaker, under the cover of darkness, is a dark shadow. Fear envelopes you...a fear so real that you know that this nightmare is real. Pure Terror has a tight grip; you can't even scream as the mysterious attacker fires his weapon.
Player: You wake up...
DM: You wake up to darkness. Shadowy images surround you. It appears that you are in the ruins of an ancient palace, filled with the eerie remains of lost luxury and unfeeling brutality. "Am I in Hell?" you wonder.
Player: That Devil
Player: Try to attack
DM: You roll of the altar and round house kick Fett. He falls forward, smashing his head agaist the altar. A lucky break. Now....wait, there are more?!
Player: The fight
DM: You turn around to see the others have already surrounded you. You fall to your knees and bow your head and surrender your life __________________________________________________________________________________________________ You can Go Back or rate this story.I suggest trying again so you know the whole story

Player: Answer him
DM: Death or cooperation? With little hesitation, you choose the latter."OK, here's what I know..."Quickly, you tell Fett everything. Of the speeder crash...of discovering the needles...of meeting Treme Chenier and his valuable information on Zuckuss, 4-LOM, and the illegal IG-88 assassin droids. "So, really, I have no interest in this scheme. The whole stituation was very ..."You notice Fett's impatient glare. Taking the hint, you shut up. "Looks like I have a task to accomplish", Fett says. "And I can spare no more time for you."Wasting no more time, the bounty hunter fires his EE-3...
Player: Misfire
DM: Fett's shot misses its target...your skull. However, there's no time to celebrate your good fortune. You dash with aderneline-induced speed to safety. The medley of Fett's jet pack and firing blaster pound inside your head. Is there any hope?

DM: "Welcome aboard, kid", the sniper says.The Lady Knight flashes a smile before diguising it with a somber mask. "You'll start right away", she explains. "First, we need more recruits. A strong army is crucial. We find loyal, sharp, and brave mercenaries to defeat the assassins.""That's harder than it sounds", the sniper interjects. He tosses you a hologram projecter. "This'll show you the potential recruits. Choose wisely, and good luck."

Player: No thanks
DM: Are you serious!?

Player: Hologram projector

DM: ---------------------- Name - * -Leader-*- Species ----------------------- Lirin legion-*-Lirin Car'in - * - Bith Muftak's Militia-*-Muftak - * - Talz Takeel's Tribals-*-Takeel - * - Snivvian Moorins mercenaries-*-Obron Mettio - * - Moorin Shug's Superior Services-*-Shug Ninx - * - Corellian and Theelin The Spy Guys-*-Koth Melan -*- Bothan ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Player: Obron'Mettio's squad
DM: 

DM: 
Player: Lirin Car'in's allegaince

DM: 
Player: Muftak's allegiance

DM: 
Player: Obron Mettio's allegiance

DM: 
Player: Shug Ninx's allegiance

Player: Fiddler Crab
Player: EARTH (soaks up water)
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: EARTH
Player: FIRE (consumes air)
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: FIRE
Player: Attack: DOUBLE SNIP (beats claw hammer)

DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: DOUBLE SNIP (quick but light attacks)

DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: AIR
Player: Attack: CLAW HAMMER (beats body slam)
DM: Into the Arena, your Crab Hero majestically strides! Across the bloodstained floor, a portcullis rises - and out scuttles Evil Hermit Crab! (Leans toward Water & Earth)VS. Battle 1 / Round 1HEALTH: 10 Power Points: 0Choose your Elemental Focus & Attack Type: CLAW HAMMER (a powerful blow)

DM: You stare out of the bars of your Prison Cell, in the hull of the ship. The ship rocks gently, from side to side. There is a plate of gruel, half nibbled by rats, lying in the corner. As you look out of the bars, you hear the sound of the trapdoor opening. A burly Orc, in full metal armour, trudges down the stairs, his tusks stained red. You see he owns a great warhammer which rests upon his back. Behind you, there is a small hammock. You could rest there until the voyage is complete, or you could engage the Orc Guard in conversation.
Player: Speak with the Orc
DM: You meekly try to get the Orc's attention. He stares at you, then smiles."No need to be worried," he says. He believes you to be scared so keeps his distance, "Believe me, I don't wish to make this experience any worse for you than it already is. Once, I was a prisoner of these folk and I know what it's like."You get to chatting with Orc and he seems quite friendly, if a little serious."I would advise you to get some sleep," he advises, at last, "I will see what I can do to make you more comfortable, and when we reach our destination, I will be sure to vouch for you and try to lessen your sentence." And with that, he returns to the top of the ship.

Player: Finish

Player: Take your own life for Odette
DM: You rush into the garden, and find a blade lying out on display.You go to the Lake to see Odette, one last time.The swan looks at you, confused."Odette," you say, "When I met you, I had nothing, literally nothing. Everything had been taken away from me, and no one gave a damn. I was homeless, and people didn't even give me an aisde glance. I can't just leave you now, alone here. For I would rather die than lose you." And with that, you plunge the blade into you.The cry of the swan echoed throughout the wood, and it slowly morphs into the anguished wail of a woman.Odette, now human again, looks at you, wide eyed.The palm trees begin to fade, and the golden benches turn to cheap iron. The Castle is crumbling; chunks of rock fall off. You hear a voice scream from the building "I was meant to lift the curse! It was meant to be me!" The other swans start flying away, outside of the gardens. Odette looks at you, eyes filled with tears. You smile, finally at peace, and the world fades to black.

Player: Elf

DM: As you slowly make your way up the tree, you grab onto a very sturdy looking branch and pull yourself up. "Hurry up, slowpoke!" Arbore impatiently looks up at you. "You never said I had to climb fast!" You yell back down to him, "Besides, you're supposed to shut up!" You are halfway up the tree when the nearest branch you see is almost falling off. You know it is very weak, but you see no other branches to help you up the tree.
Player: Climb up the trunk
DM: You decide not to take the risk and instead slowly work your way up the trunk, inching little by little. You start to slide back down, but catch yourself by digging your fingernails into the bark of the tree. As you keep going up, you can feel the air getting colder and your muscles getting weaker.
Player: Go on?

Player: Run away, abandoning Odette forever
DM: You are overwhelmed with fear, and run head first into the woods. You hear a strange song being played thorugh the trees, and suddenly huge spiders appear from the tops. They wrap you in their webs, bite you, and everything goes black.

DM: You have no experience with fighting, and the sight and sound of the beast fills you with primal terror. You run, Odette's screams ringing in your ears.You continue along the path, each footstep you take through the dead bracken snapping like firecrackers.You feel something curl around you, and too late, you look down. Another serpent coils itself around your waist. You try to pry it off, but the more you struggle, the more it coils. You feel the breath being crushed out of you, and the world begins to blur. However, you make out a dark figure coming into your view. Her raven black hair reaches down to her shoulders, and you hear a soft, melancholy song from her ruby red lips. This must be some kind of hallucination your oxygen-starved brain created, to give you peace in your last moments, you think. But suddenly, you feel the grip of the serpent loosen and you collapse onto the floor, taking in lungfuls of air."You're quite welcome," says the mysterious woman, in a voice that flows off your mind and fills your senses like dark, golden honey. She continues "I saw you earlier; you were right to abandon the girl, though I must say it wasn't the most dignified exit I've seen ."You feel your cheeks heat up, and the woman laughs. Your heart sinks, but you also feel a strange, sudden wave of euphoria fills your mind as you feel your hair stand on end."That's not something you should be worrying about, though," she says, "I might be able to teach you a few things. You might want to stick with me for a while, though, if you want to make it through to the castle."What do you do now?
Player: Run away, into the woods

DM: You travel to the gardens, under the light of the full moon. There are palm trees swaying in the breeze, and golden benches that seem to stick out in the darkness like a broken tooth. It was as if someone were trying to create a similacrum of paradise, but did not truly succeed.At the centre of the gardens, there is a lake. A lake reflecting the light of the stars and the moon. On the surface of the lake glides a graceful flock of swans. So this was truly was the place Odette had spoken of. As you get closer, you notice one of the swans on her own. She swims by a podium on the far side of the lake, and on top of that podium lies the golden statuette of a tiny swan. You walk towards this treasure, but the lone swan jumps out and starts beating her wings, warning you away from the statutte. What do you do?
Player: Try to calm the swan down

DM: You hesitate. You remember how long you went without the White Powder, and realise you're in danger of falling down a familiar but even more dangerous path, Suddenly, images of your memories of Odelle flood your mind, and you stumble backwards, away from Odile.Odile's grey eyes flash red. She gives a harsh scream, like that of a crow, startling you and sending all the animals cowering."So, you have rejected both a chance to better yourself, and me," says Odile."I don't think I want any more to do with this," you say, "I didn't come here for power, not really. I just wanted to save someone I cared about, nothing more and nothing less.""The whore," spits Odile, "Oh, I'm sure you'll find her. Just don't expect any help from me." You blink, and she has vanished.You have travelled to the village. All around you are broken-down, diapedated huts surrounded by a crumbling wall. The paths are cracked and the plants are all dead an wilted. None of the inhabitants of the village look directly at you; they all seem to be lost, staring into space. With a jolt, you notice they are all men and they are all adults; there is not a woman, nor a child, in sight. The men around you range from young to almost decrepit with age. They all, however, share certain features; grey, sallow skin with holloq, empty eyes and almost mindless expressions. Suddenly, you hear shouting, and two men begin brawling with each other. As you watch in shock, an old man grabs hold of your wrist."Boy!" He snarls, "Have you met Odile? Do you think yourself worthy of her?"The man's eyes alight with greed when he mentions Odile. What do you do?

DM: You rush into the garden, grab a huge rock, and throw it at the Golden Swan Statutte. The blow forces the wings off, and the head rolls into the lake.You look at Odette, expecting her to change back now that the power of the Golden Swan is broken. You wait. And wait. Nothing happens.Suddenly, you hear the voice of Rothbard "Foolish boy! Idiot! You ruined everything! Now the women will be stuck in the forms of swans, forever." And with that, the Castle, the Village, Rothbard, the garden and the Lake all vanish.You sit in the grass along with Odette. Wordlessly, she flies to the top of a high cliff, and you follow. She takes one look down, and together, you both know what you must do. She folds her wings and you both fall together.The bodies that hit the ground were both human, finally united in death.

DM: You take out your blade and begin to slice at the creatures' heads. They fall easily, even more easily than the monsters back in the woods, as you barely even notice them fighting back.Odile rewards with a simple kiss on the cheek, and you follow her. You notice how she somehow becomes more beautiful and radiant with every step, with the slain bodies around you not even registering as Odile takes up all of your attention.You travel through a strange, dark purple barrier, but Odile cannot travel through. There is a great Castle in front of you, as well as a great lake in the centre of the garden. It is filled with large white, wading birds."You must do one thing more for me, my love," says Odile, from the other side of the barrier, "Go to the lake, and place the Golden Swan in your hands.It will turn you into a swan, and will prove your love for me forever. This will break the spell of the Sorcerer over me."You see a small, golden Swan statutte on a podium next to the lake.Suddenly, a huge swan jumps out of the lake and starts beating its wings aggressively.What do you do?
Player: Refuse to pick up the Golden Swan
DM: You are slowly startled back to reality. You take a look back to Odile, who, in anger, takes a knife out of her pocket and throws it at your throat. But before it reaches, a white swan launches herself at the blade. Odette collapses on the floor as a human woman; her act of true love has broken the spell. But the knife causes her throat to bleed out, as the Castle and grounds begin to fade. You glance back at Odile, who fades away along with the Castle, as if it were never there at all.You are in the middle of a grassy field, the dead body of Odette at your feet. You feel your heart grow heavy, heavier than it has been in years, and you begin to cry, your sobs echoing into the night.

DM: The men were strangely kind. They do not bind you or hold any weapons to you, instead, the leader, walks up and approaches you. The group of men were adventurers who set their hearts on exploring the unknown other half of the world. They need more men in their band because many were lost to famine and disease. You grew up in the streets, so you know you are immune to many diseases and you don't ever need much to eat.

Player: Go back to the living room.

Player: 18

Player: 16

Player: Now what?

Player: 18

Player: 16

Player: In Afghanistan, recent surveys show that poor people are more likely to not care about rules, and prioritize money over their morals. Therefore, poor peopl

DM: After walking with Mundus along an unfamiliar route, you both come across a camp with five other men. They are all very friendly looking, quite like Mundus, though not as young. What appears to be the leader walks up to you, mustering up the most comforting face as it seems he could. "Welcome, we did not expect to find any humans from the other half of the world here. " You aren't sure why they are here either. As if reading your mind, the leader says, " We are travelers. We came to this part of the world in search for knowledge and prosperity. In coming here, we escaped the terrors of our past home and live without fear or poverty" "Although", Mundus starts, " The natives don't seem to like us very much." "But we stay out of their way, and they stay out of ours. All the Canentium in the forest live up in the trees anyway. I have only once seen a Canentium on the forest floor, and that was because something that was dropped could not be caught." "Ya know, " Mundus grins, "this forest is pretty cool, but we're planning on seeing more. The mountains, the deserts, the tundra, Everything!!! Trouble is, we don't know much about the other clans. We don't know if they'll be as friendly as the Canentium."

Player: 16

DM: You decide to wander, not too far off, because you do not want to leave the group, but far enough so that you reached an unrecognizable clearing. It is beautiful, a circle of light in a usually shady forest. As you stand, basking in the warm sunlight, you take in the peaceful sights and sounds. For once in your life, you feel content. However, the feeling doesn't last long, as two arrows with ropes on the end shoot down next to your feet. Before you try to fight back, you loudly whistle three consecutive times. This is your signal to the group that you were told to use whenever the situation called for it. Two red flashes rotate around you. It takes a few seconds for you to realize they are Canentium. You attempt to escape, but the smaller Canentium grabs you from behind, while the larger one swiftly attempts to tie you up.

Player: 16

Player: 18

DM: Just then, your gang, hearing the signal, comes to the rescue. First your leader, Rex, then your best friend, Mundus, followed by the other four. The two Canentium, surrounded, are not quick enough to escape. The larger male attempts to dash away, but gets caught by Rex and two others, and is wrestled to the ground, hands being bound by the rope tied to his own arrow. The smaller one, still behind your back, also does not move quick enough. You snap around and catch both of her dainty, pale hands. She struggles, but is no match for your strength. You tie her own rope around her hands and firmly grab her upper arm so that no matter how much she struggles, she cannot fall free. "Mind explaining yourselves, Canentium?" Rex inquires. "Sure, sure." says the tall male. He is taller than you, and possibly even more lanky, with an annoyed look on his face. "First off, my name is Arbore. So, me and my lil' sis Folia here," He gestures towards the girl in your grasp, "We were just mindin' our own business, when your friend here decided to walk into our clearing and step all over our flowers" He points to you and spoke with a mock-hurt voice. "Which I worked hard to grow!!!" Folia adds. "Yeah, yeah.. so we figured we can't just let you 'other half' intruders just go around damaging Canentium property, so we decided to stop him before he could ruin anything else" "Yeah, we weren't gonna hurt ya, we just wanted to make sure you didn't hurt any other flowers" Folia then said sheepishly. "Are you going to hurt us?" She trembles as she speaks. "I'm too young to die!"
Player: "Don't worry, we won't hurt you"
DM: "Oh I sure hope so" She says, looking down at her now bound hands. "Why don't we resolve matters back at the camp?" Rex suggests, to which everyone except Arbore agrees. "Don't step on the flowers," Arbore mumbles. You walk back to camp with a hand on Folia's upper arm, making sure she doesn't try to run away.

Player: Unbind Her
DM: You decide Folia is no threat at all, besides, she is highly outnumbered. So, you decide to remove the tight ropes from her small, pale wrists. "Thank you" She says to you, relief obvious in her tone. Mundus follows your example and takes the bindings off of Arbore, to which Arbore, defeated, grunts. After starting the campfire, the men, and Folia, sit down on logs around the fire. You sit next to Folia, just to ensure that she'll stay through the whole conversation. "I understand that as Canentium, you know much more about this half of the world than we do. We believe that it will benefit us all if you decide to join us on our journey." "How would that benefit us?" "We can teach you of the things we humans do, we can take you to see the other side of the world, and we can show you what it's like living on the ground" Folia seems interested, with a child-like eagerness painted across her face, but Arbore was not so willing. After a few minutes of Folia begging on her knees, Arbore finally decides to join . "By the way, how old are you?" asks Rex "19" says Arbore. "16" says Folia. "Old enough" Adds Mundus

DM: "Why don't we resolve matters back at the camp?" Rex suggests, to which everyone except Arbore agrees. "Don't step on the flowers," Arbore mumbles You walk back to camp with a hand on Folia's upper arm, making sure she doesn't try to run away.
Player: >

DM: At camp, the men try to reason with the two young Canentium. Rex knows they have useful knowledge about their half of the world, so he proposes they join the group. "As your prisoners? No way!" Arbore protests. "I am sorry I have led you to believe that" Rex calmly responds, untying the binding ropes on Arbore. "You are not our prisoners. You are free to choose whether you would like to join us or return to the trees." Arbore, all but willing, glances at his younger sister. Folia looks around at the men's faces with pure curiosity. She begins to whisper to Arbore.
Player: Don't Listen

Player: >

Player: Listen In
DM: "But Folia! They kidnapped us!" "What do you mean? 16 and 19 are hardly kids. I think we should go with them." "They only want to use us for our knowledge" "Then we will do the same to them" Arbore questioningly looks at his sister. "I've always wanted to know what it is like on the other side of the world" Folia starts, "Ya' know, What it looks like, what it smells like, what the people are like! Maybe, just maybe, we could go. Just to find out how it really is." Arbore doesn't respond. "Arby... you know you want to!" Arbore had to chuckle at this. "Okay." He turns serious once again. " But if they try to pull anything, I will skin their heads, tie it around their ears, and hang them from the tallest tree in the forest." Folia just laughs. "You know you won't, Arby" "Don't call me Arby" The two Canentium now walk over to Rex. "We'll join you, just don't treat us like prisoners. Or animals. Or slaves. " Rex laughs. "No need to worry! I promise we will treat you like family!"

Player: >

Player: >
Player: Do morning work

Player: >
Player: I don't know

DM: "I knew it. Arbore says I'm average for a human, but it seems I'm too short for that too." She slows down even more, then buries her face in her hands."It's especially hard because Canentium are usually so tall, Have you seen Arbore?!? He's considered average!" You think about this for a moment. Arbore is around 6'5. Folia is about 5'5. And you thought you were tall. Folia decides to drop the subject and continues skipping.
Player: Go to the cliffside

Player: No way! That was too quick!

DM: After a few moments of wandering you decide to go back to camp, (Much to Folia's dismay). As you turn back, you hear a low growl come from behind you. Cautiously, you turn around, while Folia, being the overly-eager girl that she is, darts around and jumps behind you, eyes restlessly scanning the shady forest. A few yards away from the two of you, a menacing dragon emerges from the shadows. It has a silvery-purple scales, ten-foot long tendrils, and claws the size of large daggers. You begin to pull out the sword strapped to your waist, but Folia holds out a halting hand. Slowly but surely, she takes one step closer to the beast. The beast begins to roar, but at that moment Folia takes out a wooden flute and entices the dragon with her song, like a cobra being tamed by a snake charmer's song. The dragon hesitates. After a moment in time, the dragon calms itself, lowering its tendrils. For awhile the two remained in a steady position, staring. Folia then slowly arises and walks over to the dragon. The dragon stays still while Folia comes closer. She reaches out to touch it, and it allows her to stroke the smooth, silvery scales. The dragon doesn't rise, instead, it nods it's head towards it's own back. Folia then jumps onto the back of the dragon and looks towards you. "Do you want to ride him?"
Player: "No thanks"

DM: "For a human or for a Canentium?"
Player: For a canentium
DM: "You obviously don't know much about Canentium. The average canentium woman is about 6 feet tall, and 6'6 for a man." She says matter-of-factly. Wow. And you thought you were tall. You do have much to learn. Folia skips ahead

Player: "I'll take that bet"
DM: "I'll take that bet" "Good, good, you've got guts!" Arbore respectively grins. Almost immediately, the grin turns into a smirk. "Too bad you're gonna lose!!" He cackles. You begin making your way up the tree trunk after Arbore stops maniacally laughing.

DM: "Oh, that's okay," Folia says, slightly disappointed. "I won't go without you, just remember, I'll get you to ride him someday!" You smile at her optimism. "Ya know, we should name him" "Yeah! How about... Caelum! ya know, 'cause it means 'sky'!" "That sounds great" You agree. So you and Folia return to camp, Caelum following behind.
Player: >

Player: "Yes, I want a ride"

Player: >

DM: "I'm shorter than I thought!" For a split second she looks as is she were about to cry, but she quickly regains her usual, cheery demeanor. "Well, never mind then!" She skips ahead so that you can no longer see her face.

Player: Slow & Steady

DM: "You're probably right" "Probably? Man you know I'm right! You couldn't climb a tree if your life depended on it! " "Oh just teach me before I give up and go back to camp!" You yell, frustrated. "Alright, alright, I'll teach ya! "
Player: >

Player: Disagree
DM: "If you'd just teach me instead of criticizing me, I would've been at the top of this tree by now!" "You wanna bet on it? How about if I shut up and you climb to the top of this tree, you win, and if you fall, even once, I win. Betcha I'd win!"

DM: "Show off" You grunt, knowing your tree climbing skills aren't nearly as good as his. "Don't hate me 'cause I'm awesome!" He says jokingly, jumping from tree to tree. You start climbing up and makes it to the third branch, when the branch that you are stepping on suddenly snaps and you come tumbling down. "Wow, I'm glad I decided to teach you earlier, or else you would've been screwed for life."

DM: "Just Kidding" You say, not willing to fight today. "I just came here to hang" You sit down on a fallen tree. Mundus, dissatisfied, lunges for the dummy once more. "Dude, just stop." You say to him as he angrily cuts through the wooden model. "Stop what?" "You are way too emotional when you fight. Just relax." Mundus walks over and sits next to you. "I guess I've got a lot to learn" He admits.

Player: >

DM: "Well, hop on!" Folia pats the back of the dragon behind where she sits. You climb onto the dragon's back behind her and hold on to the tendrils, while she sits in front and holds the mane. She quickly tugs on the right tendril, and the dragon swiftly rises into the air. You have never been off the ground before, let alone flew. The forest below you looks so small, as if you could hold it in the palm of your hand. It's amazing, feeling the breeze on your face, embracing the beauty of the world from above. "Let's name him" Folia says, breaking you out of your trance. "Yeah" "Suggestions?" She calmly says, steering the dragon around the skies with unthinkable expertise. "How about... Caelum?" "That's perfect" She replies, with adult-like maturity. Must be something about the sky that changes people... You can't get enough of the sky, but as the sunset appears along the horizon, you realize it is time for you and Folia to return to camp.
Player: >

Player: >

Player: Use the branch anyway
DM: You grab onto the branch and pull yourself up. Success! Oh no... wait... You hear a 'snap'. Yeah, it's the branch. You begin sliding down the trunk until something very sharp poked into your hand, forcing you to let go. Next thing you know, you're on the ground. Instead of gloating like you thought he would, Arbore looks down on you with a hint of concern. "Hey man, you okay?" He outstretches his long, pale hand. "Yeah," You take his hand and pull yourself up. "Just a couple scrapes and bruises" "Good." Arbore playfully smacks you on the back, "'Cause I win!" He smirks.
Player: >

DM: You attempt to climb up the tree As fast as Arbore, but after a few minutes of aimlessly clawing at the tree bark, you realize that is not humanly possible. In your rush, you accidentally step on an unsteady branch and come falling back down. Arbore stands triumphantly looming over you. "I win." He says, satisfied. "Hey, we never officially shook on the bet. Besides, we didn't even agree on what the winner receives!" Arbore's face falls. "Yeah," You smirk. "You win"
Player: >
Player: "Alright, I get it"
DM: You tiredly pick yourself off of the ground. "But I think you're hurting me more." "Oh! Sorry. I used to teach Folia how to climb, and it was the only way to keep up her attention." "Did she ever get mad at you?" "All the time."

Player: >

Player: "You're probably right"

Player: >

Player: "Excuse me, ma'am? WAKE UP YA ABOUT TO BURN ALIVE."

Player: >

Player: >

Player: Climb back down
DM: You climb back down to the ground, defeated. Arbore pats your shoulder as you set foot on the ground. "Looks like I was right" He smirks at you, but his face soon turns regretful. "Sorry for makin you do that, man. I can see that was hard on you. Why don't ya take a break before i really teach you how to climb a tree".
Player: Take a break, then continue

Player: >

Player: >
Player: You're average

Player: Remarkably Fast!

Player: >

Player: Request a break
DM: Mundus agrees, and the two of you sit on a fallen tree.

Player: >
Player: Look in the forest skylight
DM: The skylight sure is beautiful, but there are no pink flowers to be found out here.

Player: >

Player: >

Player: >

Player: >

Player: >

Player: Keep Fighting
DM: You do not see this ending well. Mundus is a fighting machine, and you are dodging his every move, hardly getting the chance to strike back. Just as Mudus is about to slash you in the face, you swiftly duck below the swinging sword. He ends up getting it stuck in a tree. Not wanting to to give up, Mundus angrily tries to pull his sword off of the tree, but it was useless. You sit next to a giant pine tree and wait for Mundus to give up. Mundus continues to try to free his sword for another five minutes. "Give it up, buddy!" Mundus falls to his knees, exhausted. You get up and walk over to him, stopping just before his feet. "Had enough?" Mundus looks up at you, grunts, and lets his head fall back.
DM: You go back and sit down while Mundus brushes himself off and runs back to camp to fetch an axe that will (hopefully) free his sword from the bark of the sturdy tree. When he gets back he immediately starts chopping at the tree in attempt to free his sword. A few minutes pass and Mundus finally redeems his sword. He brushes it off, sticks it into his holster, and sits down beside you.

Player: >

Player: Look in the flower clearing
DM: You look around in the bright patch of flowers, searching for the golden-pink flowers Folia described. Careful not to step on any flowers, you slowly walk through the flower patch. Out the corner of your eye, a glint of gold sparkles in the sunlight. Turning around, you see lovely pink and gold flowers with shiny brown thorns. You carefully grab the small flower, caressing the delicate petals. You decide pick about a dozen more in that same area, and carefully work yourself out of the tall, pretty, flowers back to Folia and the ill dragon.

Player: >

Player: >

Player: >
Player: No

Player: >

Player: >

DM: You walk into the dark cave, wondering how on earth you will find flowers in here.
Player: >
Player: >
Player: Look in the dark cave

Player: >

Player: >
Player: >

Player: >

Player: >

Player: Take the drink

DM: You and your date agree to meet up at the club, and once the time was settled, you get ready and then leave the house. You arrive at the club and survey the crowd, recognizing your date's face quickly. They are sitting at the bar, so you make your way there to take the seat next to them."Glad you could make it," they say, grinning as you sit down. Two drinks are already on the counter, and they slide one over to you. "Here. Thought you might like this drink."
DM: You thank them as you take the drink, staring at it as it sat between your hands. Not soon after, the drink that was full before was gone, and another one was slid in front of you, courtesy of your date."One more can't hurt," they say, and you believe them, although something in the back of your mind is nagging you.As the night progresses, you begin to feel dizzy and overwhelmingly fatigued. You end up struggling to keep your eyes open, and you feel like you're detached from your body. Soon, as you realize that something is terribly wrong, everything fades into nothing.

DM: Unfortunately, that night, you were date raped. Here are some tactics to avoid date rape, and laws relating to date rape, should you want to take this case to court.Prevention Tactics:Don't let alcohol/other drugs decrease or interfere with your ability to take care of yourself and make sensible decisions.Don't accept beverages from strangers or people you don't trust.Always watch your drink and never leave it unattended at any time.Follow your instincts; if you ever feel uncomfortable/uneasy, leave.Take your own car, and/or carry money for a taxi.Bring your phone, and/or carry money for a phone call.On a first date with someone, go with a group of friends, and/or always stay where other people are present.Don't give out any personal information.Laws:The federal Violence Against Women Act ("VAWA") gives female victims of sexual assault the right to file a federal lawsuit for damages against their assailantsA plaintiff in a civil action needs to prove that the defendant violated the law by a preponderance (basically 51%) of the evidence. Rape shield laws that prevent disclosure of an alleged rape victim's sexual conduct with individuals other than the perpetrator do not apply in civil lawsuits. So the victim/plaintiff may face greater scrutiny of past sexual conduct.The state, in a criminal case such as rape must prove that the crime occurred beyond a reasonable doubt. A civil defendant cannot refuse to take the witness stand as a criminal defendant may.

DM: You smile and thank them as you push the drink away. "Not planning on drinking tonight," you say, "thanks, though." Your date looks a bit disappointed at your response, but brushes it off.The two of you converse with each other at the bar, neither of you drinking that night. You dance together, and end up having a good time. At the end of the date, you both walk out of the club."I had a good time," they tell you, walking you to your car. "Hopefully we can do something like that again?" Their voice holds some hope, and you assure them that the two of you will definitely meet up sometime soon.

DM: Zzz...

Player: Purchase the album anyways
DM: Now that you finally have Yellow in your hands, you conclude after your first listen that this is Taylur Swaft's best work yet! You cannot decide whether to hog the Swaft all to yourself or share it online with the rest of the world.
Player: It is my duty for everyone to hear this Siren sing

Player: Download a digital copy from the Internet
DM: It is no question that you can get almost anything from the Internet. However, you are unsure of whether to purchase or pirate Yellow.
Player: Purchase from pineApple's myTunes store

Player: Precious is mines!
DM: You decide that Yellow is a blessing enough only for one. However, you become an Internet pirate in a crazed state of yellow fever. You decide you must obtain the Japanese deluxe version of the album!

Player: Exit the store and look elsewhere

DM: The truth is you do not have any friends who like Taylur Swaft, let alone very many friends. However, your very elderly neighbor was nice enough to lend you a copy, provided that you attend tango classes with 'em every Monday.

Player: Burn CD copies and hand them out yourself
DM: You decide that this method requires too much time and effort.

Player: Borrow your friend's physical copy of the album

DM: You realize that there are risks to illegal downloading because there is a chance you may be caught and punished, given that Taylur Swaft is protected by the Copyright Act of 1976. What do you do?
Player: Learn more about the Copyright Act of 1976
DM: Extended original copyright act to include performances, displays, and derivative works. Additional provisions were added in 1980 for software and databases. It also codified the "fair use" doctrine, which specifies acceptable uses (for example, educational use) for copyrighted that do not require permission.

Player: Protect your anonymity with some sort of resource
DM: The Copyright Act scares you, so you take precaution by taking some time to decide how you should go about protecting your anonymity with one of the resources below.

Player: Tor browser
DM: Tor Browser It lives way down deep inside the networking code on your computer - the stuff in Windows that actually makes/receives network connections for you - and inspects everything that flows past it. It looks at the IP address this network "packet" is coming from, and compares it against a list of "bad" ip-addresses; if it finds a match, it doesn't let that network packet make it through to the rest of your computer. It also looks at the IP address your network packets are going to, and does the same thing.
Player: Use a Tor browser

Player: Retun to previous screen
Player: Take your chances and download haphazardly

Player: Proxy server

Player: Upload to a P2P file sharing program
DM: P2P File Sharing A P2P program creates a community of P2P application users and a virtual network between these users. The user can share files from a local computer, making them available for all other users on the peer to peer network to download and continue sharing. The P2P program must first be installed on your computer (some require a fee)
Player: You share the album through a P2P program

Player: Use a P2P client to download

Player: Google the song and download from a file hosting service

DM: Virtual Private Network A network that is constructed by using public wires to connect nodes. For example, there are a number of systems that enable you to create networks using the Internet as the medium for transporting data. These systems use encryption and other security mechanisms to ensure that only authorized users can access the network and that the data cannot be intercepted.
Player: Virtual private network
Player: Use a VPN

Player: Usenet
DM: Usenet Usenet is a world-wide distributed discussion system. It consists of a set of "newsgroups" with names that are classified hierarchically by subject. "Articles" or "messages" are "posted" to these newsgroups by people on computers -- these articles are then broadcast to other interconnected computer systems via a wide variety of networks. Some newsgroups are "moderated"; in these newsgroups, the articles are first sent to a moderator for approval before appearing in the newsgroup. Usenet is available on a wide variety of computer systems and networks, but the bulk of modern Usenet traffic is transported over either the Internet or UUCP.
Player: Access Usenet

DM: Web Proxy Web proxies provide a quick and easy way to change your IP address while surfing the Internet. Web proxies are extremely portable as they do not require the installation of additional software or modification to computer networking settings. They are used like a search engine, except that you enter a website address instead of a search query into a form, and web proxies return webpages rather than search results. The sites you visit through the proxy see an IP address belonging to the proxy rather than your IP address.
Player: Use a web proxy

DM: IP Filter It lives way down deep inside the networking code on your computer - the stuff in Windows that actually makes/receives network connections for you - and inspects everything that flows past it. It looks at the IP address this network "packet" is coming from, and compares it against a list of "bad" ip-addresses; if it finds a match, it doesn't let that network packet make it through to the rest of your computer. It also looks at the IP address your network packets are going to, and does the same thing.
Player: Web proxy
Player: IP filter
Player: Use an IP filter

Player: You upload the album to a file hosting site

Player: Me + Taylur 4ever --- you do not share Yellow