[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You year 61 (Klemto's Lamentation)

[Assistant]
As you think about your own possible future and if your "time" has come to settle into old age and compromise, you also think back to another who was struggling with his own future…

"Eternal, come drink with me one last time!" Klemto says sitting in a very basic chair near an equally unimpressive table. He's not drunk yet, but he will be soon, if he keeps drinking.

You take a quick glance at his home and most of it is very simplistic and lacks the luxury that he once had. It's obvious he's fallen on hard times now that the civil war has wrapped up. He no longer wears a suit; instead he has on a drab torn shirt and a pair of plain pants. Even one of his shoes has a hole in it.

"No that's okay, Klem…it is my understanding that all of the remaining gnomes in the kingdom are leaving on their own accord. I thought that you would be busy making preparations to join them."
"Of their own accord? Hah! That's rich! Richer than me anyway! No, my dear Eternal, I think the change in the regime has made it quite clear that our kind are not wanted in any capacity. In fact I got a personal warning from that bastard calling himself king right now. After all the shit we did for him too…oh well. At least they're letting us leave peacefully this time. Lot more than I can say for the Empire."

You aren't exactly sure how to respond, but it doesn't matter because Klemto is in a talkative mood.

"Y'know though, I don't blame him."
"You don't?"
"Pfftt no. He's a fucking human. And all humans are alike, power hungry and ready to backstab someone as soon as they get it and crush all those when they get on top. I get it. They got short life spans. Gotta get shit done a lot quicker. All of them do and if persecuting, enslaving or killing an entire race stands in their way, so be it."
"You seem to be taking all this well."
"Well? Well how else can I take it? I certainly can't do shit about it can I? Hell, I'm just lucky I backed the right side of the civil war, otherwise we probably wouldn't be having this conversation and I'd be in a mass grave right now."
"That's a good way to look at things. By surviving you can still make a life for yourself and rebuild."

Klemto bursts out laughing, spitting out most of his drink.

"Ohhhh, that's a good one Eternal. I guess that's why I don't blame you either. You don't know any better."
"Blame me? I didn't put you in your current position."
"Oh and you mean to say you had NOTHING at all to do with the current change in regime? The expansion of the Felkan Kingdom? Hell, even the rise in nationalistic fervor? You can stand here and look me in the fucking eye and say you had absolutely NOTHING to do with that?"
"…very well. Perhaps my actions did set certain events in motion, but I did it for the kingdom!"
"Right! You're right. You DID do it for the kingdom and that's why you don't know any better. You aren't even human. You look like one. You sound like one. Hell, you must even have some feelings like one given your marriage. Still a little surprised about that one…but like you once said to me, you aren't human. You're a fucking abomination that managed to finish a job that a corrupt dead society set in motion long ago."
"And what is that exactly, Klemto?"
"Conquest and genocide. My people…my people escaped the slavery of the Empire centuries ago, and for what? For us to be practically destroyed by YOU. Whether you did it knowingly or not, you managed to complete the job. The Felkan Kingdom? It's not the Felkan Kingdom anymore. It's the fucking Empire. My people? My people are scattered and more divided in away that we've ever known! We…turned on each other…(sob)…we KILLED one another (choke)…you…you did so…(sob) much damage…"

Klemto breaks down completely at this point and cries softly to himself. You really don't know how to respond at all. Part of you actually feel sorry for him, as odd as it may seem. You and he didn't always get along; you never really trusted him and you certainly never forgave his kind for what they did to Warrick...

And yet, besides Dawn, he's the closest you've had to a "friend" since you've been in the Felkan Kingdom. Despite all of what he is saying to you, the fact remains he did help you several times.

And that's where the problem lies…

"(Sniff) And despite all of the damage you did, you are not to blame. We are, or rather I am. I was the fool who believed that you could bring about change for the better. I was the fool who helped you the entire time. There is no way you could've gotten away with most of what you got away with had I not intervened with my connections and even convinced some of my fellows to go down the path to hell. If I had any of the great intelligence that we gnomes are supposed to be known for, you should've been executed the first time we met, but I had to be an optimist. Idealism…the disease of idiots."

Klemto takes a long swig of his bottle draining it completely before throwing it to the floor.

"Klemto…I did appreciate your help when you gave it. I mean that."
"I know you did, just wish I could help myself."
"You can. Like I said, you're a survivor and intelligent. You can rebuild somewhere else maybe even better than ever."
"Heh, while I appreciate your words of encouragement Eternal, I don't think so. You see, I'm not just an exile from the Felkan Kingdom, I'm also an exile from my own people now, or what remains of them. Seems they blame me for what's happened as well…I guess I can at least take solace in the fact that their hatred of me has kept them united them on some level."
"But, surely you could make it on your own, somewhere!"
"I don't think so. We gnomes have always been communal in nature. Perhaps in some ways we DO rely on integrating into other societies to protect us. Hopefully one day we won't and we'll carve out a land of our own. But in any case I won't be there to see it, and I'm too old to try to make it on my own even if I was going to attempt such a mad plan. No Eternal, there comes a time in your life when you realize it's time to retire. I think I probably should've done so a LONG time ago, but I stayed in the game because I thought I could do some more good. Instead I just made things worse, A LOT worse. Sometimes you have to look back at your past, smile at the good times, forget about the bad and enjoy old age. Unfortunately for me there are too many bad times to forget and no place for me to enjoy the good times…"

You begin to get a little apprehensive by Klemto's tone and words.

"Klem…"

Klemto suddenly pulls out a flintlock pistol and points it to his head.

"Goodbye Eternal."

And with those last words you saw Klemto blow his brains out.

Naturally you don't have the same problems as he did, but perhaps he could've been right about there coming a time to retire. Quitting while you're ahead so to speak, and not screwing up your past accomplishments by being too stubborn.

You certainly wouldn't want to end up in a hopeless position like poor Klemto.


[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You open the door engraved with a Wolf

[Assistant]
You open the door with the wolf engraved on it and the game keeper nods with approval. "Good job kid. Did you put together the first letters of every sentence or was it just a lucky guess? Either way I suppose it's time for me to move on. Good luck with the next riddle, but watch yourself. I hear there's a killer on the loose in the tower." You want to ask the game keeper more but by the time you turn around both the man and the hawk have already vanished.

The doorway leads to a large dining hall with one great table, decorated with candles and long enough to host a royal banquet. The plates, cutlery and candle sticks are all covered in dust and all the seats are empty save for the last five at the far end, all of which are filled by ghosts.

Two men sit on the left of the table and two women on the right. Judging by their clothing they are all servants of different standing within the tower, but at the head of the table sits a young woman about your own age, just barely into adulthood. Both her fine velvet dress and the refined way she sits show her to be a woman of noble birth.

"Have you come to free me from my torment?" The noble woman asks as a ghostly tear runs down her cheek. "My father sent me here to become the Wizard Lord's bride, but while I was a guest in his tower, the scoundrel had me poisoned by one of his own servants. I cannot be free until I know who my killer is. All I know is that it is one of the four sitting at the table, and that only one of them ever speaks the truth."

In unison the four servants all turn to you and begin to argue in their defence.

"The maid is the murderer." Says the butler.

"The cook poisoned the princess." Says the maid.

"I didn't kill the girl, I swear!" Says the gardener.

"The maid is lying." Says the cook.

[User] The butler dunnit!

[Assistant] Feeling rather confident in yourself, you walk past the servants to stand next to the noblewoman at the head of the table. "I think I know who murdered you!" You tell her proudly, seeing her face light up just about as much as a pale white, ghostly face can. "It was…" But before you can finish your sentence, you feel cold, sharp steel plunging into your back and the young ghost woman screams as you fall to the ground in a pool of your own blood. Looks like you got it wrong. Still, look on the bright side, maybe some day some other poor sod will find themselves trapped in the tower and they'll get to solve the mystery of who murdered you! That side's really not all that bright is it?


[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You go to the coffee shop and try to find your contact.

[Assistant]
You decide to follow the map towards the contact and the coffee shop. From the airstrip, you drive around a few hills and in the direction of Havana. Driving down the hills, you see the city start to unfold in front of you and can easily follow the map towards the coffee shop.

When you arrive, you notice there is plenty of parking and not that many cars around. Instead there are a number of people on mopeds and motorcycles and a few older cars. There are a few small delivery trucks driving around as well. You find a space on the side of the street and park the car.

You wait in the car for a few moments and watch the people around you. Most of the people around appear to be in a hurry, or at least have a purpose. Across the street there are a number of round tables with umbrellas outside the coffee shop where you are to meet. There are two couples sitting at tables there, drinking coffee and a single man with blonde hair and a bushy mustache sitting by himself. You guess that he must be your contact.

Taking one last look around, you step out of the car. You pause to let a mule pulling a wagon travel along the road before you cross towards the coffee shop. It appears that there is no one else watching as you make your way across the street. You walk up to the blonde man sitting alone.

You say:

[User] You how's the coffee?

[Assistant]
Very suddenly, the man jumps to his feet, knocking the chair he was sitting in to the ground behind him. As it clangs into the ground, his hands rise up, one with a fork and one with a dinner knife. You turn your hips and move quickly to avoid the very sudden slash with the knife across your midsection.

The man moves cautiously with his knife held out in front of him. As his feet shift on the ground, you realize that he looks quite skilled with the improvised weapon. Your mind travels back to your training in the warehouse and you carefully watch the knife, his arm, and his eyes. You are not sure what he will do next, but he is clearly watching you carefully, looking for an opening.

The two other couples at the cafe get up and scramble away from the tables and chairs. You do not take your eyes from the now armed man in front of you. A serving platter crashes to the ground as a waiter appears and then quickly runs back into the restaurant. You know it will not be long before he summons help in the form of the local police, who you probably do not want to meet right now. The man circles and moves towards you and you can tell he is about to make another strike with the knife.

[User] You wink at the man and try to talk your way out of this fight!

[Assistant] You look at the man and try to calm him down. You speak in a soothing tone, like you have been taught. You try and show him that you are no threat to him. You even back up a little, trying to show him that you're not out to kill him...at least not right now.

[User] You continue...

[Assistant]
The man continues to sweat and you see his face redden as you speak to him. Instead of moving away from you, as you back up, he slowly moves up and closes the distance with you. You continue to hold your hands up and attempt to talk him down. Very suddenly he moves in and stabs your hand! The pain startles you and you move your arm, giving up your defenses. The man sees this and before you can react, he drives through your arms and stabs you in the chest. He lets go of the knife as you slip to your knees. He turns and runs, disappearing into an alley next to the coffee shop.The world around you gets dimmer as you drop to the ground. You can hear sirens in the distance, but they are getting more quiet as you decide you will close your eyes and rest, just for a moment. I am sorry, but it would appear that you have died.

You had a 10 percent chance of winning that battle.

Please do feel free to try again. To increase your chance of success, be sure to use a skill that you have trained or have items to help you.


[System] Narrate an interactive dark fantasy adventure. The world is brutal and unforgiving. Respond to the player's actions with vivid, immersive descriptions and let their choices carry real weight.

[User] You enter the room

[Assistant]
You walk into the room, and are immediately faced with a shocking scene. Count Grey kneels on the ground in the center of the pentagram, his face covered with blood. Viceroy Draven stands over him, his sword pointed at the older vampire's chest he smiles, looking at his prey. Viceroy Alexa stands to the side, leaning against the wall as she drinks from a crystal bottle filled with the scarlet blood of one of Count Grey's many victims. Viceroy Mihrab stands over his former master, his sharp fingernails pressed against Count Grey's neck, an ornately carved wooden stake in his hands.

In an instant, all four vampire's look at you, surprised.

"He escaped the wolves. Impressive," Viceroy Alexa says.

Viceroy Mihrab's eyes narrow, as he plunges the stake into Count Grey's hearts.

"Get him," he commands.

[User] You run

[Assistant] You turn, sprinting away as the vampires give chase. You have a clear shot through the main hall and out into the courtyard, where you can lock the heavy wooden doors and keep him locked inside. You could head through the lounge and into the armory to find something capable of killing these beasts. Finally, you could head down the small, spiraling staircase and lose them in the lower floors.

[User] You head into the courtyard

[Assistant]
You sprint forward, past the coat rack and into the entry hall. You grab the wooden door, quickly lifting the metal bar up with a heart-filled with adrenaline, and swinging the door open, shutting it behind you.

A massive bundle of flesh and fur smashes into you, shattering your bones. You painfully smash into the ground, looking up to see a massive, white werewolf sitting atop your broken body. It stares down at you, it's blood red eyes filled with an animalistic hunger, devoid of any sentience beyond that of the wolf it's body has morphed to imitate.

You close your eyes. Thankfully, this beast doesn't like to play with its food, and finishes you quickly.


[System] Run a text-based dark fantasy adventure game. Describe the world with gritty realism, respond to player actions with narrative consequences, and maintain the tone of a world where survival is never guaranteed.

[User] You stay and reject the offer

[Assistant]
You're not going anywhere and you're not going to be a slave again even if the offer is from beautiful naked vampire.

Isabella can't do shit to you anyway as long as you stay in the house at night. You're not even concerned that much about Spikey, as you're sure that a beast of his size can probably at least fly away from Isabella if she proves too much. You're a little concerned about when Heather shows up however, but hopefully Heather shows up during the day. She's a priestess too, so it isn't like she's completely defenseless.

Defying a vampire is going to be dangerous, but probably no more dangerous than killing a wizard that had enslaved you.

You stock up on food over the next two days along with gathering what few magical items you have left only to remember that Heather probably already took the most useful stuff. No matter, you'll just have to be careful.

Later that night you hear a knock on the door. You open it and as expected it's her.

"Well, given that you're here, I'd say that means you've decided to take me up on my offer. I have to say, this pleases me and you will soon see just how lucky you are that I chose you. Now, if you'll just invite me in, we can get to this, or you can step out here, if you prefer. Up to you." Isabella says.
"Thanks but no thanks, I've decided to turn down your offer. While I'm sure you wouldn't go out of your way to make my life miserable, we still would not be equal and I've had enough of having to deal with sort of situation." You say.

Isabella frowns at your statement.

"I see…so I take it that you have stayed around to politely inform me that you're leaving then?" she asks.
"No." you respond.
"Excuse me?"
"Look Isabella, I can appreciate your situation and I will definitely try to train Spikey to hunt elsewhere, but I'm not going to just leave because you're making lightly veiled threats."
"Oh believe me, when I make my threats, they are never light or veiled."
"Well you certainly implied a threat as far as I'm concerned. You gave me two choices, well I'm taking a third one. I need to stay here and you're not running me off."
"Hmm, this Heather girl must have really laid it down good. I guess I can see your point even if I think you're being short sighted on this matter. Perhaps I came across a little too aggressively, but as I said, isolation has made me a bit less focused on the whole courtship process. In any case, apologies."
"Oh…well I accept. I have to say, I thought you were going to be madder than you are."
"Why would I be mad, I said I get where you're coming from. You clearly have strong feelings for this girl. Strong enough that you risked facing me believing I was going to go into some frothing vampire rage no doubt."
"Well that was the concern."
"Hah, you needn't have done so. Takes more than that to really make me that mad."

Even in your condition, you were still a bundle of nerves and worry about this moment. You feel much more relaxed now that you see Isabella isn't mad or even showing signs of wanting to retaliate.

Isabella talks with you a bit more saying that she hopes that Heather feels the same way about you. She's really surprising you with how understanding she is, and you continue to just feel calmer with her.

And that's when you're done for…

She couldn't use it on you when you were magically tethered to Ral, but since that's no longer the case, Isabella easily uses her powers to charm you so gradually that you don't even realize it.

You foolishly allowed yourself to get into an extended conversation with her and when she tells you to step outside for a moment, you obey.

As you embrace her, Isabella takes you into her arms and looks into your eyes.

"If only you hadn't been defiant and just taken one of the other choices…such a waste." She says and then bites you on the neck. And she has no intention on turning you either.

It's an odd sensation from the last time she did it since you don't even feel any pain. Isabella herself is having a mildly difficult time sucking your blood which is probably a little slushy due to your frosty condition, but she gets through it.

You don't.


[System] You are the game master of a dark fantasy text adventure. The world is dangerous and choices matter. Narrate with immersive detail and let the story unfold naturally from the player's decisions.

[User] You skip the middle and around to the other side.

[Assistant]
"Divide and conquer, Mentor. Let's take out the smaller groups first."

With Kelso in tow, you make your way around to the other side. It takes longer, and you're certain the Zealots in the middle know you're there, but if you can finish off the five then the remaining ten are just more sheep coming to the slaughter.

Running, and dodging bolts of lightning from your right, you find the group from the left, dangerously close to the middle ones. In fact, it's almost like just a large group of fifteen, ready to fight you. But there is a gap, if you and Kelso can make it...

The green-lightning erupting from the rifles aren't very accurate, from what you've gathered, but when shot in large numbers you admittedly weren't surprised when one slammed into your armor. It stings, but the metal absorbs most of the impact. So much, in fact, that it begins to burn and boil your skin under it. You immediately throw it off, by then close enough to the group that you won't have to worry about dodging another shot from them. While they reload, you jump at them, kicking in mid-air and ruthlessly cutting through the weak spots in their armor, near the neckline. After killing one, the other spears your back, holding it up in the air while another charges at you with his bayonet, ready to pierce...

Thankfully, Kelso was fast enough to jump, twist and turn so that his feet gained momentum--  and slam his foot on the incoming soldier, sending him several meters away. Not a problem for now.

But the rest of the Zealots closing in are. Using your blind-fury, you manage to make a slight somersault while your back was tusked, releasing you from it's tearing grip and causing the soldier to flip over.

Even with these successes, you realize that it is no use. Lightning is shot into the back of your head, causing you to fall on the ground, your head burning but regenerating. You can't find Kelso during this, but you realize one thing; bad strategizing did this one in for you. Your flesh didn't heal itself when shot multiple times in quick succession.

You have died by the hands of the Church.


[System] You are narrating an interactive fiction game in a dark fantasy setting. Bring the world to life with vivid prose, react meaningfully to player choices, and don't pull punches when the story demands it.

[User] You attempt to stop escapees

[Assistant]
You begin spraying the parking lot randomly, attempting to stop people from either running or driving off.

People are screaming and ducking from the hail of bullets you're peeling off. People and cars are being hit indisciminately

The funny thing about shooting at a car, is the small possiblity of hitting the gas tank. The possibility of you going on a killing rampage today was actually greater than one of your bullets hitting a gas tank. Probabilty has played a strange role in today's events, because you succeeded in accomplishing both of those odds.

Unfortunately you were standing too close to the explosion when the first car went up and igniting the others in a domino effect. (Thus accomplishing yet another small possibility)

You feel a painful burning sensation all over your body for a brief moment then

You feel nothing...


[System] Narrate an interactive dark fantasy adventure. The world is brutal and unforgiving. Respond to the player's actions with vivid, immersive descriptions and let their choices carry real weight.

[User] You native American Ritual

[Assistant]
You didn't feel like doing a scavenger hunt that could end up being a waste of time going off by your previous leads. At the very least you could try this one first and do the African ritual later. Though you were a bit confused when it came to the part in touching hands, as from what you know that wasn't very possible, and you wanted to make sure you could do it before you started bleeding yourself.

You tried several times in touching Gwen whenever you two were talking, but each time your hand would go through her body and she would look confused in what you were trying to do. That probably had to do with the fact that you had told Gwen that you had given up on your efforts and to make the best out of what the two of you had. You wanted to surprise her if any of your efforts were to come to fruition so for now, you had to play dumb.

Gwen seemed relieved at this as it meant that it would put a stop to your antics and experiments that you would try on her. Maybe she was glad that things were going back to normal. But no matter what lies you told her, you wouldn't stop trying, not until you found a solution to all of this.

You looked a bit more online as now your research was focused on how to make ghosts physical. You tried your experiments in secret on Gwen as each of them failed as the ones had before. You didn't get far into your research though when similar phrases and words kept on reappearing with each new website that you visited. Apparently increasing a spirits happiness or any kind of a strong emotion, would lead to a bigger connection to the one that caused it.

Well, that's what you interpreted from what you had read. You didn't want to make her to sad or mad, so you would be going with making her happy. But how would you make her happy? Wasn't she happy content enough that you were talking to her every day? She sure seemed like it with her mannerisms and occasional laughter at what you had to say every now and then.

How happy would you have to make her to get this ritual to work, and would you have to cut your palm right there and then to get it done quickly before her happiness died down?

Fuck, you needed to get yourself a pocket knife.

There weren't many ideas of ways to make Gwen happy that you were able to think of, at least not much that could be done within the confines of her street. You didn't think you could reach the limit of happiness you needed with just words, maybe you could, you just didn't know how.

"Is there anything that would make you really happy, like anything I could bring you physically for you to see?" You asked her one day to see if you could get any leads.

"No not really, please don't tell me you're going on about this again. I told you to forget about that day, I never should have said those things so openly. Please, I'm happy now knowing that you're here with me." She pleaded as you frowned a bit.

There was always the chance that she really was happy, and doing the ritual now was all you needed to do in order for her to ascend. Though something was telling you that it wasn't the case, and you needed to do something big in order to reach the criteria.

Though as you were thinking about her happiness, you started to think about your own, as the thoughts that had been circling your mind earlier for the past few days kept on recurring.

Did you really want to see Gwen go?

[User] Yes

[Assistant]
No.

You weren't about to pussy out of this because you were starting to get second thoughts. That would be incredibly selfish to make Gwen suffer on that shitty street while you knew you could do something about it, as she herself could not.

There had to be a way, and you would try every way possible.

Starting with this one.

----

You knew what these feelings were, you'd known them for a while now. You've had them ever since you first started talking to Gwen. As her face got less deformed and you started to talk to her more, the feeling just got stronger and stronger.

You brushed it off at first as a stupid feeling that you shouldn't have been getting. Though it wouldn't go away, and a lot of the times you couldn't really look at Gwen straight in her eyes without you blushing a few times when she made her usual jokes.

She really quickly changed from that fragile quiet girl you found on the street to someone filled with personality, who was both funny and caring at the same time. You loved her, yet you still wanted to see her go.

You hoped to god that this ritual wouldn't send her off, maybe at best it would let her free roam around the planet to her heart's content. But even then, that would be dreadful.

If that were to happen then you would need to be with her to keep her company, or at least find other ghosts that could do it as well if she were to get tired of you. Because of all this, you had been delaying the ritual for a few weeks already, it was about to be a month now, as each day went on you kept on hating yourself more and more, though it's not like in that time did you have an opportunity to make her euphoric.

As these thoughts kept on running through your head, an idea came into view.

Maybe if you told her that you loved her, that would make the spark you needed for the experiment to come together. Thinking it over it did sound really self-centered and cliche, but it was really worth a shot, and you wanted to convey your feelings before anything was to happen if she were to disappear or ascend without you knowing or being able to say your final goodbyes.

This led to a whole other set of problems as you started pussyfooting around the whole confession. Although to be fair you weren't exaggerating when you said it had to be perfect, in more than two ways. You had to make sure you did it with enough finesse to swoon her over, and you had to be agile enough to make the cut and start the ritual, or at least persuade her into doing it for you without having to trick her.

This isn't something that you could redo at a later day, it was all or nothing with this.

Though with enough planning and patience, and the knife that had taken a while to get shipped from Amazon, you had planned for your confession and the ritual to fall on the day of Friday.

With each passing day you rehearsed what you were planning on saying in your head countless times, and making sure that Gwen wasn't in a bad mood or anything that would ruin your surprise if she kept up with it for the entire week.

When it finally came to Friday, you were really fucking nervous about how everything would turn out. Like an edgy school shooter emo, you had been fake practicing the cut in the mirror to be as quick and precise as possible. You were really bad when it came to pain so that would probably be the worst part out of this whole experience.

It would be on your walk home when you would confess, and you waited a little bit later before actually starting your walk since you were wanting to do it a bit towards the time that the sun would lower. The last thing you needed was someone calling the cops because they saw a kid cut his wrist.

--

"You're a little late, did anything happen at school?" Gwen asks.

"Yeah had to stay behind for a bit of tutoring is all." You lie with a smile.

"Ah, well that's good, I'm glad you're actually doing something about it now, with how tired you look every morning I could have guessed with how you were doing in school."

"Is it really that obvious..." You frown.

She laughs. "No don't feel bad about it, I'm just really good at reading expressions and all."

You couldn't really tell if you were actually acting like that, or if it was just apart of your fake act from your earlier meetings.

Forgetting about that for a moment, you started to think of your words.

[User] You start slowly

[Assistant]
"Gwen, for the time that we've known each other, what do you think of me..." You ask while looking away a bit.

Though you see her smirk a little.

"What brought on that type of question?"

"Just wondering."

She seems to think for a moment, seeming to choose her words slowly.

"Well....you were really nice to me. Yo still are, but I'm glad you stopped being super nice after that one day. You also really care about being on time here, which I appreciate....so I guess I think you're OK."

HNNNNNNGGGGG.

"Just OK?" You say half-jokingly, although on the inside being completely serious.

She gives you a sly look with her eyes.

"Well tell me then, what do you think of me?" she asks.

"I think you're OK." You reply with a smile.

"Oh fuck off, don't make me say that embarrassing stuff and you not do the same." She said slightly annoyed.

"Well....I think you're a pretty cool ghost. You're very interesting to talk too, and you have a good sense of humor about things. You care about....well what happens to me and my school work so there's that too, I guess." Your carefully picked words cause Gwen's face to shift in a certain way. You couldn't tell if it was from embarrassment or something else, but she also couldn't seem to make eye contact with you either.

"Gwen, I.....well I really like you."

You didn't really know what to say after that, your mouth kind of dried up the point in which you didn't feel as if you could get anything else out of your throat.

"Uh-h well..." You heard Gwen's reaction sounded stiff and hoarse.

"W-Well I like you to I g-guess!" Gwen was a little bit louder with how she said it, trying to laugh along with it after saying it, though it sounded extremely unnatural.

"Fuck I made things weird didn't I, I'm sorry." you apologize sheepishly.

"No! Please don't. I mean yeah it is kind of awkward the way you said it. I would have worded it a bit differently I mean, but.....well I really do have the same feelings." she replies, a bit sturdier with her voice.

"Well....I...It's more than just liking....I love you..."She finishes after a brief pause.

"I loved you when you first came here and decided to stay.....you could of walked away but you stayed the first time and that's all that really took....I hated when you weren't here, and I always looked forward to our little talks, even if they weren't for that long. Maybe because they were so short is why I treasure them so much. I like to hear about your day, I want to know about your problems, I just want....I want to be with you..."

Man, she was doing a better job than you were doing with this confession. She didn't even lose eye contact when she said that last part, her facial expression was one of seriousness, she didn't laugh that last bit off.

"I love you too....That's why....Well that's why I want to help you. If it's just one way that could bring us together, or let you have your peace. I don't care if you say you don't want it, I'm doing what I'm doing because I care about you, and if a day comes where I have to stop coming that's out of my own control, then I don't want you to be here all alone, at the very best, I want you to be with me." You say, trying your best to sound as sincere as possible with your antics.

"Well, I know that you have my best intentions in your heart, just please don't get yourself hurt over it, that's the last thing I want."

Shit.

"Well that's the thing, please listen to me through before you say anything though." You plead as you see her facial expression darken as she hears this from you.

"I'm going to try a ritual, which just involves he drawing a little blood. After that we just need to hold hands while I say a chant. Afterward, I think you'll be able to walk free and go with me wherever I go. I want that more than anything, to just be with you outside of this street, and I think this way is going to work."

Her attitude on this seems mixed as she seems hesitant about it, although you're already taking out your knife as you flip it open.

"Wait! How do you know this is going to work?" Gwen hastily asks.

"I honestly really don't, but I'm going to try either way. I'm not just doing this for you either, I'm doing it for me." You joke as you reflexively wince while making the cut. Although you make sure to not do it too deep that it would be dangerous or worry Gwen to an extreme level, though blood was easily flowing now if you tipped your wrist over sideways.

You raised out your hand for Gwen to grab.

"Let's try it out Gwen, me and you. You just need to grab my hand." You say.

Again she seems to hesitate. Though much less now as she seems to make up her mind in less than a minute.

"OK. Together then."

Gwen reaches for your hand as your heart beats rapidly, as if ready to explode from your chest.

You feel contact, as her cold clammy hand meets with yours. Your stomach drops as your knees begin to buckle, but you stand as firm as you can as you start to remember the chant.

The words escape your mouth as you look up a little into the sky. You change your gripping from her hand to her forearm as you speed up the chant.

Gwen grips you harder as she looks down.

The chant ends as you finish saying what you needed to say.

You don't feel anything different, and that makes you start to panic internally. Gwen slowly starts to look back up as her grip on your wrist begins to loosen, so does yours.

"D-Do you know where your boundary is?" You stammer, not giving up on your hopes that something had changed.

"Yeah, that fence is where I usually can't pass through...." She says quietly.

Both of you start walking towards the fence, though your pace is slow as it's hard to move your feet with how weak they feel, while Gwen is right beside you at the same speed.

When you reach the fence, you both pause. Both of you don't step forward, and part of you hopes that Gwen does it first. But since this was all your idea, it was best to find out if this was all for naught.

Stepping past the fence, you turn around and look at Gwen, who's un-moving,

You raise out your hand again for her to grab.

"Come on, only one way to find out."

All she needed to do was be able to grab your hand, that was all. Even if she couldn't leave this boundary, the of you being able to make physical contact was already enough to make you happy.

Her hand raised up as it shook with nervously, moving it closer to yours, she grabbed your hand.

She grabbed your hand.

Outside of the boundary.

The two of you froze for a moment as nothing was said. Though immediately afterward, you felt your body push back as a large amount of weight fell on top of you from the front. Falling on your ass, you felt arms embrace around torso while loud wails pierced your ears. Gwen was crying, and she was really letting it all out as you felt your shoulder be soaked with tears. Though looking down, you saw that your shirt wasn't wet, which was a really weird feeling. You hugged Gwen back as you let her cry out what she needed to cry out, rubbing her back to console her a bit.

"It worked....>I-It really worked!" She cried into your ear.

Maybe you should have been crying too, but your face just felt numb as you realized what you did actually worked, maybe deep down you expected nothing out of this, and to have it actually work just shook you.

Though you knew, that now, everything was going to be OK.

You got Gwen off the street.

[User] You later

[Assistant]
You and Gwen talked throughout the night at your house. She looked at every square inch of your room while you offered to take her out somewhere for the night so that she could see the rest of the city again. Gwen also wanted to take the time to clean your wound herself after you supplied her with what was needed, saying that this was something she wanted to do.

She refused though, saying that was where she wanted to be.

Music was played, tears were shed, and before you knew it you were passed out with exhaustion on your bed.

Ghosts couldn't sleep, so Gwen stayed up, sitting on your bed and playing with your hair while you lost consciousness.

When you had woken up, she was back to where she was.

You asked if she had stayed there the whole entire night, she said no, telling you she had explored your house for a couple of hours.

Since it was the weekend, you decided that it would be best to take her out to go do something, and you already had an idea of what to do. Though you would have to wait until tonight to actually get there when you wanted to get there.

Hanging out at your house and just talking for most of the morning, you got some money from your wallet and told your mom you would be coming back later tonight, saying you would be out with friends and getting a ride home from them.

Paying for a bus fare you and Gwen traveled to a local mountain in which people usually hiked at. Though you didn't tell her the destination since you wanted it to be a surprise. You didn't think ghosts could get fatigued either, though it wasn't really that long of a climb so no need to worry about it.

Upon arriving, there were only a few cars parked in the parking lot. The mountain didn't have a closing time, or at least this trail didn't you think. You already took the precaution of taking a flashlight too for the way down, since you would be up here until nightfall.

"We're going hiking? That's so lame, It's late too." Gwen complained.

"Stop being such a baby, there's something cool to see up top."

"You know what else is cool? Taking your ghost girlfriend to go see a movie or something."

"Maybe if you appreciate my thoughtful trips I'll take you when I feel like it." You joke.

She smirks. "Ass."

Reaching the top of the mountain, you continued on at the little plateau that was on the top in which you could look at everything.

"Wow, the view from here is pretty..." Gwen says with admiration.

"Yeah, but it gets even better." You say.

She asks why, but you change the topic, and just begin to talk about random topics for the next couple of hours.

Luckily there weren't that many people who came upon this mountain top at this time of day, only a few others you saw though they went to the other side of the area, whether that to avoid the crazy man talking to himself you had no idea.

As the last bits of rays were disappearing in the horizon, the view that you had been waiting for came into full effect as you stopped the conversation that was going on and pointed towards the view, to which Gwen had been oblivious too until now.

An audible "Woah" escaped her lips as she saw what you were seeing.

Countless city lights had brightened up buildings as far as the eye could see since downtown wasn't that far away, you were able to see how beautiful the skyscrapers could be.

"It's so pretty..."

"Yeah, I came up her once during one time when I was climbing with my uncle, it's something I really wanted to see again."

The two of you continued to look in silence as your arm was wrapped around the shoulder of Gwen.

You had no idea how things would go from here, you finished what you needed too and you got what you wanted. Though the uncertainty if Gwen would ever enter the final stage of leaving this planet would be on your mind for quite some time, as long as she was here with you and you could physically feel her hand in yours, then you really didn't really care all that much.

You would live each day as it was, and live it happily with Gwen.


[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You tell them you have no gold

[Assistant]
"I have no coins on me."

"Really, sir? Larn, go see if our new friend's lying."

One of the men walks forward, and begins searching you.

[User] You grab the man

[Assistant] You grab the man, drawing your blade and driving you knife into his chest repeatedly, tossing his body aside. The men begin charging towards you, three on one side of the street, one on the other.

[User] You charge the single man

[Assistant]
The single man is quick and manages to jab you in the side, his cold iron causing you to groan in pain. You swing your blade, slashing the man's throat, and toss him at the trio. You rush onto the main street, but the trio don't follow. You check your wound, but it's not deep. You wander through the street, until eventually you come across Dendar's Cart. You climb on the back, and lie there, as Dendar arrives with a caged chicken.

"Ah! Mazkil, how are you? Ah, you're bleeding."

"Someone tried to rob me."

"Well, I hope you made sure they'll never try again."

You nod, and Dendar chuckles.

"Well done. You're a true orc."


[System] You are narrating an interactive fiction game in a dark fantasy setting. Bring the world to life with vivid prose, react meaningfully to player choices, and don't pull punches when the story demands it.

[User] You memories (Jack)

[Assistant]
The Invisible Man: Dr. Jack Griffin

You've never trusted Jack. He never did anything to you per say, but anyone who turns himself invisible is obviously a sneak who's not to be trusted. Jack sometimes attempted to make friends with you or converse with you on various topics, but you just didn't want his friendship (Granted you never really wanted anyone's friendship, but that's another story) and you told him as much one time.

Being invisible bothered a lot of folks though, so you weren't the only one that didn't trust him. Just about everyone felt his wrath due to all this rejection and not being accepted as a "real monster". He pulled a lot of cruel jokes on people as revenge, always got away with it too, since it's difficult to find someone that's invisible. (You did think it was funny when he stole some of Fagula's best baby blood "wine" and mixed it with the blood of a diseased rat from his lab. He was sick for a month after ingesting such filth) He never tried anything on you though.

It might be because he seemed to take your rejection a little better. You at least acknowledged his existence, by telling him WHY you didn't like him. Most others just tried to avoid the issue and avoid or ignore him just like…well an invisible man.

Besides, his invisibility wouldn't have affected you too much anyway; with your sense of smell, you could always sense him coming.


[System] You are the narrator of a dark fantasy text adventure. Describe the world and its consequences with unflinching detail. The player's choices shape the story — for better or worse.

[User] You don't Forgive Martin

[Assistant]
After all the terror Martin has put you through, you still manage to have a heart and put on the concert, but forgiving him is just simply asking for too much. You want to say you will because that is what Kate wants to hear, but a comforting lie is still a lie and you're the not kind of person who would lie to a person with cancer.

"I'm sorry I can't" You truthful tell her.

Kate stares at you the way a kid does when their parent tells them there's no Santa Clause.

"You'll still get your concert"

 The next few hours are the longest and some of the most painful hours of your life. You try to talk to Kate about a variety of subjects, but she always just responded with one word answers. You get a little annoyed how you're the one who gets kidnapped but you're the bad guy.  The torture comes to end when Kate goes and orders a pizza, you remain in the room with the love seats with Kate eats the pizza by herself in the kitchen. You don't have any lunch and you wonder how you will do the show on an empty stomach.

Finally Martin and Jeanette come home, Kate walks to over to them, putting on a facade.

"How are you two getting along?" Martin asks completelyobvious.

"Doing great" Kate says with a very convincing fake happiness.

You join the three in the foyer ad Martin turns his attention to you.

"So now we're off to Whisaw" Martin says as he takes a piece of paper out of his pocket and hands it to you.

"These are the songs you're going to sing"

You look at the note and sure enough it has the names of the songs you're going to sing. There is about ten of them and  you know them all by heart, there is no need to rehearse. The four of you head outside and into Martin's car. It looks a bit old and is the color of walls in the basement. You all manage to squish in, with Martin driving, Jeanette in the front, and you and Kate in the back. The car ride is filled with awkward silence.

[User] You to the concert

[Assistant]
Martin drives the car into the parking lot of the Whishaw theater. The building is about two stories and made out of bricks. Giant gray metal letters spelling out the word "WHISHAW" are above the front door. The parking lot itself needs a few repairs as grass is beginning to grow in the cracks of the pavement. As you get out of the car you look at the people across the street, walking to and from the various shops. You hope that someone will see you, then you could get out of this mess without feeling even more guilty but they seem busy with their lives that if anyone did see you they wouldn't notice you were the famous Linda Niles who got kidnapped. You, Martin, Jeanette and Kate walk towards the entrance of the theater.

"So how does this work,?" You ask, your mind focused solely on getting this over with

"It's like karaoke, the music of your songs will play and you do the lyrics" Martin explains.

The four walk into the building. Inside you see posters for plays, singers and bands you've never heard of. On the opposite wall, two sets of double doors leading into the auditorium. There is a concussion stand advertising food that may or may not have expired long ago.  A ticket booth on the right looks like it is in need of a good dusting. The carpet looks a bit dated and while the wall color is not nearly as bleak as the ones in the basement, it is beginning to peel.

"She's really something isn't she" Martin says marveling his theater.

"Yeah" You respond, not really paying attention what he just said.

The four of you head into the auditorium, the stage has a microphone with a spotlight shining on it

"I've got to get the music on, good luck" Martin bluntly states as heads off and goes through a door to the right of the stage.

You walk up a set of steps and onto the stage. Gently you tap the microphone to see if it's working. The tapping sound echoes throughout the theater, confirm the mic works. Jeanette and Kate take their seat as the music for the first begins to play. You can't help but notice Kate is giving a rather nasty glare. Shortly after you begin singing Martin comes in and takes a seat next to Kate.

The pain in your stomach from not eating greatly effects your ability to think straight. You give without a doubt the worst performance of your career, thankfully it is also the almost audience of your career and you doubt they will ever tell anybody. After the performance is over the three just stare at you.

"Well, thank you for doing that" Martin says unsure of how to handle the situation.

Jeanette is at a loss of words and Kate flat out ignores you.

"So what happens now?" You ask, eager to get out of here.

"Now we say goodbye, if you leave here and walk down three blocks, you'll find the police station" Martin explains.

You walk out of theater without looking back, you inhale deeply after you're outside. You don't plan on turning them in, you just want to put as much distance between you and this town as you can. The experience you have at Destiny Hill is so dreadful you want nothing to do with singing ever again. Over the next few months you become reclusive and live your life in solitude. People begin to talk about the successful but short career of Linda Niles.


[System] Narrate a dark fantasy text adventure. The setting is harsh and morally complex. Describe scenes vividly, react to player choices with fitting consequences, and never shy away from the reality of the world.

[User] You say "Nothing."

[Assistant]
"Uh... OK," Dad replies.

You eat your dinner quietly, before faking a stomach ache and disappearing into your room.


[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You stay in the army

[Assistant]
Despite your fears, you've always had a sense of duty and responsibility, something that probably won't ever completely go away due to how you grew up. You're not running away, you did join to help provide for your family after all.

Before your company packs up and leaves Retlad, you write a quick letter to your family and hand it off to a messenger. Many of the Retlad citizens aren't too pleased to see you leave, but they don't really have any say in the matter, just like you don't. There isn't much talking on the trip, though, everyone is pretty silent. Wessel however is doing enough for everyone.

"I can't believe something like this happened! Nuro was a beacon of enlightenment and well prepared for situations like this! I…can't believe this didn't occur without some sort of demonic influence. I'll bet that Mr. Demar had something to do with this! I remember taking his class and he was always a creepy bastard. Before I could graduate I had to take his conjuration 101 class and he didn't like me because I had made several logical arguments to as why that branch of magic should be outlawed altogether. And it's obvious by what happened recently that I was right! Nevertheless I did all the required work in the class and I still got a B! Way to fuck up my perfect record! I get the same grade as some bumbling idiot who summoned up a Nurk Beast that he lost control over and bit off someone's hand! Where is the fucking justice?"

Once again, Wessel has turned the topic to focus on himself. Happily Captain Vahlat tells him to shut the fuck up.

You'll be near Nuro soon and your company makes camp for the night. While all of you are on edge from what will come tomorrow, someone finally says something.

"Hey farmboy, play us a song on that thing."
"…what did you want to hear?" you ask, not expecting to be called to play under these circumstances. In fact it just occurred to you that you've never played for anyone in your company! You assume that they all knew that you did, but they just were never interested enough to stick around and listen to you before.

"I dunno, play whatever it was you used to play for the Retlad citizens…it seemed to make them happy."

You pull out your lute and take a deep breath and start playing. At first you're just concentrating on the strings and making sure you don't mess anything up, but when you look up, you can see that everyone in the camp is listening intently to your music, even Wessel. Tensions seem to have decreased. It's like a wave of calmness has struck the camp. You never believed your playing could have that much of an effect on people. Eventually the song ends and the Captain tells everyone who isn't on watch to get some sleep. He then takes you aside.

"Heard your playing…damn shame that you're here. You really should be doing that instead." Valhlat remarks.
"I know."
"Hm. I know you joined mainly to help support your family."
"Yeah, I just hope I get to see them again."
"Bah, don't start talking like that. I've seen you with a bow, you pluck that thing even better than that lute. You've been in battle before and survived, I see you doing it again."
"I sure hope so, its just I dunno…the undead…I've heard stories."
"Yeah, everyone's heard the stories, but stories tend to be exaggerated. Now I dunno about what happened centuries ago, since I wasn't there, but I HAVE fought the undead before. One of my first assignments was taking care of some minor undead incursion in a little village. Some asshole stumbled upon an ancient scroll and started reading the goddamn words on it out loud. They look a lot worse than they actually are. Most of the time they're incredibly slow, and easily dispatched. Its mainly a psychological advantage from all the stories people have told about them that cause this quaking fear in most folks."
"Well I suppose, but what about the necromancers?"
"Feh, they're wizards and just like all the rest their arrogance is their undoing. Most of these so-called necromancers are half-assed ones that get killed by their own undead troops. Anyway, get to sleep; you want to be fully alert for tomorrow's battle. It still won't be a walk in the park, but it's not going to be a death sentence."

You take the Captain's words into consideration, but in the back of your mind before you go to sleep, you're thinking "But they can't be that half-assed, they successfully took over Nuro…"

The next day arrives and you finish your trip to Nuro and that's when you see the city for the first time. You always wanted to visit it after hearing about it from Wessel, but even from this distance it doesn't look like anything he described.

"By the gods…what…" Wessel slowly whispers.

The stench of death is thick in the air. You see thousands of bodies outside the city gates and they aren't lying down either. They aren't advancing either though. There just standing there like…well zombies.

Your company isn't the only one here though, there are a few others awaiting orders. You see one from the Brot Kingdom and another from the Azi Republic. Thankfully there's another Zalan one as well to boost your numbers.

The respective captains acknowledge each other's presence, a short meeting is made and then the inevitable comes. The attack.

At first things seem to go well. All ranged troops are ordered to fire upon the enemy who are still just standing there. Arrows pierce zombie brains, gunshots destroy skeleton bones, spells blast at walls and it seems very easy.

Then from the battlements of Nuro a few figures begin casting a few offensive spells of their own. It's at this point a charge is made towards the city.

"When you get in range aim for the fucking wizards! Don't fear these rotting meat sacks! We're the fucking Zalan army! We don't lose!" Captain Valhlat shouts.

Fine words, but they do little to uplift your impending sense of doom. It doesn't help that the sky goes completely dark while you're marching towards a bunch of undead and at the same time hoping you don't get hit by a wizard's spell. In the distance you briefly see a cleric from the Azi Republic riding a horse by himself. He appears to be calling upon some sort of holy might from whatever god he worships since a blue protective sphere appears around him. The next moment he's hit by a black ray that goes straight through the sphere and his life is gone. Not even his god could protect him.

As you get closer, you see that the undead soldiers still haven't moved, but there are significantly less of them as they continue to fall from ranged attacks. However, now other undead pop up on the walls of Nuro holding bows of their own.

"SHIELDS!" Captain Valhlat shouts.

More of your side falls and now you're so close you can smell the death in the air. The undead troops are now finally moving to do battle with your side. You attempt to target the robed figures on the battlements, but of course it's very difficult in all this chaos and your fear.

You mostly only get the undead archers. Wessel is a little more successful is downing an enemy wizard.

"Ha ha! Don't you realize I graduated top of my class?!" you hear him shout.

The gates of Nuro are being broken down and despite the horror you've already seen, this battle still seems hopeful.

Then a black cloaked hooded figure sudden appears on the battlements. You see him merely raise his arms briefly and that's when you get the very real feeling that hope is lost.

Ghostly spirits come through the walls of Nuro making worse shrieks than when you fought the Quillars. At least they were living creatures. These drain lives at but a touch and there isn't enough magic to fight the incorporeal creatures properly. You see the Brot Kingdom's company break and run, but unfortunately for them and you, your possible retreat has been blocked. All the soldiers on your side that fell have now suddenly been raised, the undead soldiers that were killed have been raised as well. You're fighting in the front, from behind and in some cases from within. It's chaos.

"Shit, I'm going to die today…" you whisper to yourself.

Captain Valhlat is knee deep in the dead, but this figure who's apparently changed the tide of battle hasn't escaped his attention. He points to the figure and barks orders at the top of his lungs.

"KILL HIM! SHOOT THE FUCKER! DO IT! NOW!"

[User] You attempt to shoot the figure

[Assistant]
You're scared shitless, but somehow you manage to maintain your composure and aim for the hooded figure on top of the battlements.

You let an arrow fly and your aim is straight and true, but unfortunately it's blocked by some sort of magical shield. Even Wessel's spell dissipates before it.

Now you see that all hope is lost and you attempt to escape, but the precious few seconds you spent aiming your bow on a fruitless killing attempt has resulted in you being surrounded and overwhelmed.

You feel the rusty steel of a sword plunge into your side, followed by extreme pain. You turn to strike down the grinning skeleton warrior who's just limited your life span. You strike a couple more corpses before you're brought down by an axe to the skull, splitting your head open and causing your brains to leak out uselessly into the now blood soaked battlefield.

You fall and die, only to rise again as just another zombie drone for the growing undead army.


[System] Narrate a grim fantasy text adventure. The Empire's world is brutal, its people hardened. Respond to the player's choices with immersive storytelling and let consequences flow naturally.

[User] You look for Freddy

[Assistant]
"…look for Freddy. No telling what he's got himself into this time."

"A wise decision, Captain."

You flip a few coins to the bar and take your leave. The sudden sunlight in contrast to the dimly-lit tavern assaults your vision. You tip the point of your tricorn hat a bit lower to protect your eyes. The tavern is one of many upon a windy, sloped path. You pass by several street shops lining the cobbled pathway. A group of expressionless soldiers march by and receive a smile and tip of your hat. Tension between Nassau and the English occupation was at an all-time high. The governor's hold over the city had been steadily declining for years. Criminal activity only escalated with the diminishing control. Still, the English possessed the best firepower and wizards in their employ.

Eventually you end up at a table underneath a covered patio. The entire overhang is covered with a green ivy. Three men sit at the table along with a crowd eagerly huddled around the players. You see Freddy in the middle always with a perfectly trimmed goatee. You never know how he finds the time, especially at sea, to trim each hair to the exact desired length. He holds his cup of dice with the usual several rings upon his fingers.

"Not your lucky day, is it Freddy?" one man at the table speaks.

"No one can lose this many times in a row," he replies. "My luck's about to change… and your coin purse is about to get lighter."

"Ha-ha, you've already lost several months of wages," the other man chimes in. "Pretty soon you'll be putting those fancy rings on the table."

"Done," Freddy replies taking a ring from each pointer finger.

"Call," both his opponents say simultaneously and push their coin piles forward much to the amusement of the crowd.

The three players shake their cups, rolling their dice, and slam the cups upside-down on the table. Then, they carefully peak underneath to see the result being careful not to let their opponent see.

"Four fours," one man speaks.

"Five fours," the other one bets.

"Eight fours," Freddy says. The crowd gasps at the sudden increase and start placing side bets with one another.

"You mad dog, no way there's that many," the man to his left speaks.

"Call me a liar then," Freddy challenges.

"Liar."

Freddy's two opponents remove their cups revealing their rolled dice. Between the two of them, they have three fours.

"Ha-ha-ha it's still not your day, Freddy!"

Freddy lifts his cup to reveal his roll. Each of the five dice shows a four. The crowd roars, threatening to riot. Freddy's opponents stand up and knock their chairs to the ground in fury.

"There's no way you could roll that without cheating."

"Looks like my luck's finally turned around. Thanks for the game, gentlemen," Freddy says. Noticing you, he gets up to greet you.

"Captain, there you are! I was getting to know the locals," Freddy says. Quieter he adds on with a wink, "and they don't have quick eyes."

"Yeah, well, they have quick feet," you say pointing towards the table. As Freddy rose to greet you, his two opponents had taken their coin back and run off.

"Damn, and we still had several more rounds to play. Anyway, I bet you're here wondering about potential work. Don't worry, I didn't blow it off. I found us something and it could be big."

"What's the job?" you ask.

"You heard of Woodes Rogers?" he asks. Seeing you nod he adds on, "I ran into his man, Dampier. They're in the market for a captain; a captain who's lived a life of danger and romance. One who all captains dream about becoming. I told him if I find anyone like that, I'd tell him."

Narrowing your eyes you reply, "Very amusing. What really happened?"

"Ha. They are looking for a ship. The job is very hush-hush at this point. You're supposed to meet him tonight at his estate."

"I suppose we don't have much of a choice. We need money and a lot more than you were just playing for. I'll meet with Rogers tonight."
"If you need me, I'll be here," Freddy replies. Turning back towards the crowd, he shouts, "Alright, who's next?"


[System] Narrate an interactive dark fantasy adventure. The world is brutal and unforgiving. Respond to the player's actions with vivid, immersive descriptions and let their choices carry real weight.

[User] You pick up the gigantic green and gold book

[Assistant]
You place your hands over the gigantic book. It has a smooth and soft cover. Hands on the sides of it you strain to lift the thing, but settle for sliding it out instead. You sit down by the door so you can place the thing on your lap

You turn it around and lift the cover. Inside is written I can't understand this language "Sinful Lake" in large, golden letters on a black page. It's written in the formal language of birds that are red. You'd think that birds, even just red birds, would only need a single language to communicate, but you must admit, you like the formal language over the everyday filth they will typically squak in. It's a good thing both languages are part of their education system.

You turn the page. There is a diagram of a regular looking oak tree in white and more golden writing.

"Quercus miaxia, also known as the Sinful Oak, is a species of oak tree that exists solely in the region of Sinful Lake. It is the only thing that will grow anywhere within a mile of the stagnant, murky waters. They often grow much denser and taller than other oak trees, but besides that, their diet, and their peculiar taste in soil, they are nearly indistinguishable from Quercus prinus. The Sinful Line is the tree line beyond which they cannot survive. It creates a very noticable change between thick forestation and bare plains.

Boring

You flip ahead a few pages.

However, there has been some controversy over their diet. They have been known to trap smaller prey with the use of a sap that first traps them and with an oxydizing process begins to digest in a very slow manner. The tree will then grow around the trapped prey, which is often still alive through most of the  process. After the prey is absorbed the tree will shrink down around the space the prey has left, with only the bones of the prey remaining. Certain logs found with the bones of what is agreed to be a extinct canine species with a bone structure remarkably similar to humans in the center is the cause of some very unfortunate rumours for us who study these awe inspiring trees.

These rumours that they can trap and eat humans are completely unfounded. The numerous expeditions that into the Sinful Lake region that have disappeared are agreed to have traveled through the Lake into a little known bed and breakfast that exists on the other side. Numerous letters and records are listed in volume 2 and 3 of this series to prove this.

You flip back to the beginning. "Sinful Lake". Under that in very tiny letters it reads "A study by Quercus miaxia Bob".

You pick up the book with some effort and make your way to row A139 to replace it.


[System] You are the narrator of a dark fantasy text adventure. Describe the world and its consequences with unflinching detail. The player's choices shape the story — for better or worse.

[User] Continue

[Assistant]
On the morning chosen for the robbery you and your four companions ride into Huntingdon and dismount outside the town bank. While the two Tom's guard the horses you, Frank and Cole walk into the bank, draw your weapons, take the teller hostage, empty all the money in the vault into a sack and lock him inside the vault. Going outside you re-mount your horses and ride out of town. Once more it seems like you have pulled off another straight-forward robbery.

You haven't got far from Huntingdon when suddenly you spot a dozen horsemen riding out of the town straight after you. "Now boys, ride for it," Cole calls out and all of you spur your horses into a gallop. You hear bangs behind you as the posse begin shooting their rifles and pistols at you all, the bullets whistling overhead and between you all. Suddenly Tom McDaniels reins his horse in and turns it about. "Fuck this," he calls out as he pulls his rifle from his saddle scabbard and begins firing back at the posse.

[User] You keep riding after your companions

[Assistant]
You keep riding but a yell behind you makes you glance back: Tom McDaniels has been shot in the chest and he slowly falls from his horse to the ground. You and your surviving companions concentrate on outracing your pursuers across the prairie and though they follow you all day at nightfall they finally break off the pursuit. Weary and exhausted you stop to count the money you have stolen: though you made off with $10,000 from the bank Tom was carrying some of it when he was shot so your share of the robbery is only $2,000.

"We need to split up in case they keep coming after us," Cole says wearily. "Frank and I will keep going west into Kentucky, Tom you turn south and head into Tennessee. Keep a low profile and we will all meet up together again back in Missouri. This could be desperate work." You consider who you will go with.

[User] You go west into Kentucky with Frank and Cole

[Assistant] You continue west with Frank and Cole across Kentucky and into Missouri. On the way you read in the newspapers that Tom Webb has been captured in Tennessee. He is put on trial, found guilty and sentenced to eight years for armed robbery. You and your veteran companions are exhausted by the time you get back to Missouri: this has been your most difficult escape from a bank robbery yet and you spent the winter and spring lying low until the gang reunites in the summer of 1876 in the small Missouri town of Otterville.

[User] The Gang reunites

[Assistant]
You and the other nine members of the James-Younger Gang who gather in an empty cabin on the edge of Otterville are the most wanted men in America. Jesse, grinning and carefree sits next to a dour and frowning Frank. Cole, tough and capable sits between his handsome, young brother Bob and his other brother Jim who looks like he is wishing he could be somewhere else. The joker Clell Miller and the tall Bill Chadwell are gazing at Jesse with something like adoration while the silent Charlie Pitts sits with them. Finally you are sitting next to the newest member of the Gang, another former Guerrilla but a bit of a weak link called Hoobs Kerry.

"Boys, we've had a turbulent couple of years but we sure are taking the fight to the Yankees, America's never known bandits like us before," Jesse declares. "My idea for this year is that we rob a train here in Missouri first and then go all the way up to Minnesota and rob one of those fat Northern banks up there. Bill here is from Minnesota and knows the area well and together the ten of us are unbeatable! We'll pull off a crime so audacious all of America will be talking about it!"

"I'm only here to try and stop you from getting my brothers Cole and Bob killed the way you got John killed," Jim Younger says dourly. "You can rob your train here without me."

"Well I'm sorry you feel that way Jim," Jesse says, his smile not even flickering. "What do the rest of you say? You're all in aren't you?" Everyone else agrees and then it's your turn.

[User] You join Frank, Jesse, Cole, Bob, Clell, Bill, Charlie and Hoobs in robbing a train in Missouri

[Assistant]
Leaving Jim behind you join the rest of the gang in holding up the train outside Otterville. As usual the robbery goes smoothly: after forcing the train to halt you and the James brothers empty the Express Safe while the Youngers guard the train staff and the others hold the horses. Mounting up you ride cross-country, easily eluding pursuit, and once you are well clear of Otterville. You have got away with a good haul: $15,000, which makes your share $1,600.

You are all ready now to make the trip up to Minnesota and even Jim joins you to help protect his brothers. At the last moment Hoobs gets cold feet, he has been nervous ever since the train robbery and he insists on staying behind at his farm in Missouri. You and the other outlaws are not impressed but since you can't force him to go with you if he doesn't want to you all agree to let him back out of the planned robbery and make preparations to head up to Minnesota without him.

[User] You join Frank, Jesse, Cole, Jim, Bob, Clell, Bill and Charlie in robbing the bank in Minnesota

[Assistant]
You and your eight companions begin scouting towns in Minnesota for good banks to rob and settle on one in the town of Northfield. While you are in Minnesota you learn that Hoobs Kerry has been identified and arrested and has promptly identified each of the Gang including those who took part in the Otterville Train Robbery in exchange for a reduced sentence of two years imprisonment. You are all furious at Hoobs's betrayal but decide to go ahead with your plans anyway.

As usual it's Jesse who makes the plans. "Folk in Minnesota will be on the lookout for nine men acting suspiciously so we won't all go in at once tomorrow," he declares. "Frank, Bob and myself will go into the bank while Cole and Clell hold the horses outside. Bill, Charlie and Jim, I want you to wait on the edge of town and if you hear any shooting come riding in like hell firing your pistols into the air to get those Yankee townsfolk off the streets. I know it's a big town boys but this is a rich bank and the money we should get is worth the risk. Bill, which group do you want to join?"

[User] You join Frank, Jesse and Bob in entering the bank

[Assistant]
You and your friends ride up to the bank, leave your horses tied up outside and go in. There are three tellers but no customers inside the bank and drawing your pistols you approach the tellers. "We're robbing this bank," Jesse declares. "Don't any of you holler, we've got forty men outside." The tellers raise their hands and Frank wanders inside the vault to look at the safe inside. As he does one of the tellers suddenly grabs the vault door and starts pulling it shut. Frank darts back and jams his arm forward as the teller slams the door on it, running forward Bob hits the teller with his pistol and knocks him to the floor.

You all approach the fallen man, Frank angrily rubbing his crushed arm, and drawing a small knife from his pocket Jesse holds it to the injured teller's neck. "Open the safe or I'll cut your damn throat from ear to ear," Jesse snarls. "You'll have to cut my throat because I can't open the safe," the man replies bravely. A shot from outside makes you all glance at the door. As you do another of the tellers springs into action, and dashes away, through a back door and out into the street. "Get him," Jesse shouts.

[User] You chase after the fleeing teller and shoot him

[Assistant]
Racing to the backdoor you point your pistol at the fleeing man and fire. The bullet hits the teller in the back of his shoulder, though the man stumbles he makes it to the edge of the street and vanishes round a corner. As you shut the door and go back inside the bank you can hear shots outside and suddenly Cole's voice yelling "Hurry up, they've given the alarm!" "God damn you, open the safe," Jesse barks at the teller on the floor and fires his pistol at the floor next to the man's head.

You and Bob quickly scoop all the loose notes you can find off the counter while Frank and Jesse continue to threaten the fallen teller who bravely refuses to help them in any way. Dozens of gunshots are ringing out on the streets outside now and again you hear Cole's voice shouting "They're killing our men! Get out here!" "Fuck you," Jesse snarls, hitting the teller in the face again with his gun and then he and Bob give up and run out of the bank. As you are about to follow them you notice Frank massaging his wounded arm and eyeing the teller. "We should kill that son of a bitch," Frank says to you.

[User] You shoot the man in the head

[Assistant]
Going up to the teller you place your pistol against his head and squeeze the trigger, killing him instantly. You and Frank run outside to be greeted by a scene of utter pandemonium. Clell, Bill and a third man who looks like a citizen of the town are lying dead in the street; the rest of your Gang are riding their horses up and down firing their pistols up at the buildings where several men seemed to have armed themselves and are firing back. Bob's horse has been killed and Bob himself has taken shelter under a wooden staircase near the bank.

You and Frank make it to your horses and scramble on top of them, as you do someone starts shooting at both of you, hitting Frank in the leg and you in the left forearm, both fairly minor wounds. "It's no use boys, lets clear out," you shout and spurring your horses into a gallop you concentrate on riding your horse out of time, quickly catching up with Charlie and Cole, the latter bleeding from several gunshot wounds. As you reach the edge of town you hear a scream behind you "Don't leave me boys, I've been shot!"

Glancing back you realize you have all forgotten Bob who has sprung out of his hiding place and is sprinting down the street after you. "Shit," Cole mutters and glances at you and Charlie. "Cover me boys," he orders. Cole then does the most incredible thing you have ever seen someone do in real life: he spurs his horse directly back down the street towards his injured brother. Several men are shooting at them and though you and Charlie are firing your pistols at the buildings you might as well be throwing stones at them for all the good it does.

Cole and Bob seem to be moving through a virtual rain of bullets. Bob stumbles as one shot hits his leg. Two more graze Cole's horse making it scream and rear but he keeps it under control. Reaching down he helps Bob climb onto his horse. As he does three more bullets hit Cole, the dust exploding from his clothes in small puffs as each bullet hits him. Gritting his teeth he turns his horse around and gallops straight back towards you and Charlie. The gunfire is directed at you two now: one bullet grazes Charlie's arm and another bullet whizzes right past your right ear. As Bob and Cole reach you both you turn horses around and gallop out of town after Frank, Jesse and Jim.

Behind you leave the dead bodies of your two fellow outlaws and the shattered myth of the invincibility of the James-Younger Gang.

[User] You flight

[Assistant]
By the time you and your surviving companions make it out of Northfield you are in a pretty bad way: Bill Chadwell and Clell Miller are dead and everyone except Jesse (and possibly you) has been wounded: Charlie and Frank have both been shot once, Bob twice, Jim three times and Cole a remarkable five times, though all his wounds are minor. The most serious wounds are Jim's and Bob's the latter of whom has had his right elbow completely shattered. Altogether you have managed to steal less than $27 dollars from the bank in Northfield.

Perhaps worst of all your only guide to Minnesota, Bill Chadwell, is dead leaving all of you stranded in a hostile state with only the knowledge that you have to head in a generally southern direction to reach safety. You don't have a single friend in Northfield and within days thousands of men in hundreds of posses are combing Minnesota for you. The first week after your escape from Northfield requires all the knowledge that all of you (except Bob) gained during your four years as Guerrillas during the Civil War and your eleven years as outlaws since.

Performing basic medical care for your injured and stealing a horse for Bob you manage to get the drop on one posse of several men who are hunting you, swiftly disarm them and ride off with their guns. Exchanging shots with another posse you escape during a rainstorm you pass yourselves off as a posse hunting the Northfield Robbers which goes well until one night when you camp on a small island and wake to find the island surrounded by hundreds of men. You only escape by unleashing your horses in one direction and swimming off in another, somehow escaping in the fog and the storm. After this narrow escape you spend a few days resting in an abandoned farmhouse before continuing, stealing horses along the way.

By the 14th things are serious. Both Bob and Jim have become feverish from their untreated wounds and can only travel very slowly. Finally Cole turns to you and the others.

"It's no good, we'll never get out of Minnesota going at this speed," he admits to you all. "Bill, it's better that you, Frank and Jesse ride ahead. You'll be moving faster, attracting more attention from the posses and meanwhile me, Jim and Bob can keep going in our own slow way and hopefully slip out of Minnesota unnoticed while all the posses are busy chasing you."

You all consider the idea but Charlie shakes his head and declares that he wouldn't feel right abandoning the badly injured Younger Brothers. The James brothers have no problem with the plan and take all the Youngers money and personal possessions to give to their family in case the worst happens. Frank and Jesse decide to ride directly west towards the Dakotas and try to draw posses after them while the Youngers and Charlie continue south towards Iowa. You need to choose which group you will join.

[User] You accompany the James Brothers west

[Assistant]
You decide to split off with Frank and Jesse and after a week of riding you have covered a lot of distance. That night you approach a bridge over a lake and unfortunately a posse of men are sleeping on the bridge. Dismounting you all try to lead your horses quietly across the bridge but something wakes up one of the posse members. Sitting up he fires a rifle shot which passes through Jesse's thigh to hit Frank in the leg. A moment later he fires another shot which hits your left leg just below the knee.

Yelling in pain the three of you throw yourselves onto the backs of your horses and spur them into a gallop, rapidly escaping as the posse fire at you. Riding west non-stop for more than forty-eight hours you finally cross into South Dakota and safety three days after your injury. Turning south you escape back to Missouri. En-route you learn that a week after you parted with them your companions were discovered and surrounded by a posse in Minnesota. Cole, Jim and Bob were all wounded again and captured while Charlie Pitts was killed. All three of the Younger Brothers later draw a twenty-five year sentence in the state penitentiary, refusing to the last to name who took part in the Northfield Robbery with them.

Your incredibly narrow escape and the complete destruction of the James-Younger Gang have persuaded you, Frank and Jesse that it is time to retire from crime. While Frank and Jesse go into hiding with their wives and children while you travel east all the way to New York and live anonymously for a long time. Finally three years after your escape from Minnesota a letter arrives from Jesse James. He has formed a new gang and would like you to join him in returning to the outlaw life. After a long internal struggle for reasons you don't, and perhaps never fully will, understand you find yourself on a train heading back to Missouri and your old outlaw life.

[User] The James Gang

[Assistant]
Returning to Missouri you meet your old friend for the first time in many years. Jesse hasn't changed at all, though he is now in his thirties and has grown a beard he maintains all his old enthusiasm, high-spirits and carefree attitude. Apparently Frank wants nothing more to do with crime and is enjoying his retirement in Tennessee but Jesse has formed a new gang of five men, making you the seventh member of the new James Gang.

The new recruits don't impress you and are nowhere near as high quality as the Youngers or the other former members of the James-Younger Gang. The most reliable of the lot seems to be Wood Hite, Jesse's cousin and a former Guerrilla. Dick Liddil, a clever young man seems reliable enough while Bill Ryan, a hard-drinking admirer of Jesse also seems fairly dependable. The last two members of the Gang, Clell Miller's younger brother Ed Miller and a farmer called Tucker Bassham strike you as idiots and the absence of Frank James concerns you.

Despite your worries your first robbery in three years goes very well: Jesse has decided to concentrate on trains rather than banks after his experience at Northfield and one winter's night you hold a train outside Glendale, using a red light to stop the train. You and Jesse quickly empty the Express Safe while the others guard the driver and passengers before you all mount your horses and escape cross-county. After several hours you pause to count the money, you have stolen $6,000 which makes your share $800.

Jesse is pleased with the success of the robbery but cautions his new recruits. "This will get the law on our trail and when the papers learn I am behind it the whole state will be looking for us. It's best if we split up, Tucker you back to your farm at Jackson. Wood, Dick and Bill, you head up to Wood's family's place in Kentucky. Ed, you come with me, we'll go and hole up at your farm outside Norborne. Where you going to go Bill?"

[User] You join Tucker at the Bassham Farm

[Assistant] You go with Tucker back to his farm, all the while having to endure his inane conversation conveying how excited he is by the amount of money you have made. He takes a shopping trip into Jackson and apparently brags loudly about taking part in the Glendale train robbery because the next morning there is a knock on his cabin door. When Tucker answers it you hear a man declare "Tucker Bassham, you are under arrest for train robbery." You spring to your feet and glance around, you are in your bedrrom a short way away and though there is only one door that leads into the kitchen where Tucker is there is a window. You could try jumping through the window to escape but it would make a loud noise and could be dangerous.

[User] You try jumping through the window

[Assistant] You start running and crash through the window, glass shards raining down as you hit the grass below. You hear a shout of alarm in the building behind you but you are on your feet in a moment and don't stop running, reaching the safety of nearby trees in an instant and sprinting through them as you hear more shouts behind you. You make it to Jackson, steal a horse and keep going until you reach the Hite Farm in Kentucky where you join up with Dick, Bill and Wood. There you read that after his arrest Tucker promptly named all of you who helped rob the Glendale train. Soon after this you read that fellow gang member Ed Miller's body has been found in Missouri, allegedly killed by Jesse James. Soon after Jesse himself turns up at the Hite Farm.

[User] You more Robberies

[Assistant]
The new James Gang has not had a good start with Tucker Bassham arrested and Ed Miller killed by Jesse for threatening to betray the Gang, that just leaves you, Jesse, Jesse's cousin Wood Hite, the cunning Dick Liddil and the alcoholic Bill Ryan. The murder of his old friend Clell's brother seems to weigh heavily on Jesse's conscience and the usual energy and cheerfulness of his younger years seems to be fading from your friend as Jesse enters his thirties. He remains as decisive as ever though.

"There are lots of stagecoaches in Kentucky and the authorities won't be expecting one of them to be robbed," he declares. "Bill Ryan, you and I will ride out and hold up a stagecoach over by Mammoth Caves, they are always packed full of rich tourists. Dick and Wood, I want you to stay here in case I need you. Bill Grey, you can join us if you want or you can stay here and lie low with the boys."

[User] You help Jesse and Bill rob a stagecoach in Kentucky

[Assistant]
You and your two companions ride out to Mammoth Cave, a popular tourist destination. You all wait by the side of the road and when a stagecoach full of tourist approaches you all surround it, pistols in hands. Forcing the unarmed driver and passengers to disembark you relieve them of their money and valuables before riding cross-country back to the Hite Farm. Counting your loot there you find you have made off with $2,000, making your share $600.

Back at the Hite Farm Jesse is not content with your takings and having learned there is a large sum of money held in a store in the nearby town of Mercer he decides to rob that as well. Again he chooses to take Bill with him and also Dick while Wood will remain at the Farm making sure the place remains safe and keeping a watch out for lawmen. Again Jesse offers you the choice of whether to join him and the others in the robbery or remain at the Farm.

[User] You join Jesse, Bill and Dick in robbing the payroll

[Assistant]
Riding into Mercer with the others you leave Dick and Bill outside with the horses and enter the store with Jesse. The pair of you draw your pistols and demand that the lone storekeeper hand over the payroll. "My son has taken it to the bank already," the nervous man tells you with his hands in the air and sure enough the safe is almost completely empty. Jesse is very annoyed but there is nothing you can do except leave the store, mount your horses and ride away.

Jesse is very put out but after a winter spent exploring various states he learns that a similar payroll is being transported to the town of Muscle Shoals in far-off Alabama, a long way from your usual operating places. Jesse is determined to get the money and decides to take the ever-loyal Bill and Wood Hite with him this time, leaving Dick Liddil at the Hite Farm. Again he offers you the choice of accompanying him or staying at the Hite Farm.

[User] You join Jesse, Bill and Wood in robbing the payroll

[Assistant]
Traveling south to Alabama with your friends you make your way to Muscle Shoals and learn what route the man carrying the payroll usually takes into town. Making your way to a lonely part of the road you all hide in some trees until the paymaster comes into sight. Emerging with pistols in your hands you all relieve him of the sack of money he is carrying before riding off across the countryside. When you stop to count the money you find you have stolen $5,000, making your share $1,200.

You and your companions are pleased by the easy job, especially Bill. "I think I'll go back to Adairville in Kentucky to celebrate with some of my old friends," he says. "Don't be there too long," Jesse says. "I think I'm going to go and talk to Frank and some other boys to get them to join the boy. This summer I think we should start hitting trains in Missouri." Agreeing to meet up at the Hite Farm Jesse and Wood part ways with Bill leaving you free to choose who to join.

[User] You go with Jesse and Wood to talk to Frank

[Assistant] That summer you accompany Jesse and Wood to Tennessee where Frank is living a peaceful life in retirement as a farmer. Jesse manages to persuade his brother to return to the outlaw life while Wood also recruits his younger brother Clarence Hite. As you are all traveling back to the Hite Farm you learn that Bill Ryan has been arrested in Adairville after being recognized as a wanted outlaw. Despite this setback the five of you rejoin Dick Liddil at the Hite Farm where Jesse discusses his latest plans.

[User] The James Gang return to Missouri

[Assistant]
The loss of Bill Ryan, his favorite gang member, has hit Jesse hard but despite looking more tired than ever Jesse's ambition remains as boundless as always. As well as you, Dick Liddil and Wood Hite Jesse has persuaded his brother Frank to rejoin the gang and also his cousin Clarence Hite, Wood's younger brother who is dying of tuberculosis and is so emaciated you are not certain he'll be up to the rigors of outlaw life. Jesse remains confident though.

"It is time we went back to Missouri and reminded the governor there that are fifteen years the James boys are still going strong," he declares, grinning at Frank. "The Civil War may be over but we haven't stopped fighting it! We'll hold up a few trains and then clear out of the state."

On the chosen day Dick, Wood and Clarence camp outside the town of Winston while you, Frank and Jesse ride into town. Boarding the noon train you make your way to the driver's carriage where you take him hostage and have him stop the train close to where your friends are waiting. After the train stops you, Frank and Jesse make your way down the passenger carriages towards the express carriage, Jesse leading the way. "This is a hold up," he barks to the passengers. "Remain in your seats."

Without warning a uniformed conductor suddenly springs forward and grabs at Jesse's pistol. Startled the two men wrestle over the weapon while you and Frank stand by startled. "Shoot him," Jesse yells.

[User] You shoot the conductor

[Assistant] You raise your pistol and shoot the conductor in the head. As the man falls to the ground Jesse regains control of his pistol and shoots him again in the chest. While the conductor lies on the floor bleeding and gun smoke rises in the carriage another passenger springs to his feet, gun in hand. "Jesse," Frank yells out in warning as he aims his pistol at the man.

[User] You shoot the armed passenger

[Assistant]
The man staggers as your bullet hits him in the chest and dropping his pistol he falls to the ground. "Quickly boys," Frank calls out and the three of you hurry down the passenger carriage, leaving the two dead men behind you. Reaching the Express Carriage you find the safe contains very little money but you throw what little it does contain into a sack before making your escape from the train. Running to where you left your horses you escape cross country and count the money, finding you have made it away with $700, making your share $100.

The robbery and it's accompanying double-killing make national news and the reward for, you, Frank or Jesse reaches a record $5,000 each to be brought in dead or alive, making the three of you worth $15,000 altogether. Jesse is completely unperturbed and recruits another gang member, a young friend of Dick Liddil's called Charley Ford. Together the seven of you plan your next train robbery to take place on the fifth anniversary of the disastrous Northfield Bank Robbery.

[User] The Blue Cut Train Robbery

[Assistant]
Five years to the day since the James-Younger Gang was destroyed at Northfield you and the rest of the James Gang rob a train at Blue Cut, Missouri. Together with the wary Frank and gregarious Jesse you halt the train with lanterns and climb aboard. "I'm Jesse James," Jesse declares to the frightened passengers. "You might have read about me in the papers. Stay calm and no one will get hurt." Making your way to the Express Carriage you empty the safe of a small amount of money and hastily disembark. Escaping on horses you find that you have made away with $1,000, which split seven ways makes your share $100.

"We need to split up boys," Jesse declares. "Wood, Dick and Charley, you go and hide out at Charley's sister's place near Kansas City. Clarence, I want you to hole up in Adairville and get some medical treatment. I'm going to rent my own place in Kansas City. What are you going to do Frank?"

"I reckon anywhere near Missouri is too dangerous at the moment," Frank says. "I'm going back to my farm in Tennessee."

Jesse glances at you. "What are you going to do Bill?"

[User] You go with Wood, Dick and Charley to the Ford Farm

[Assistant] You accompany Dick, Wood and Charley back to Charley's Farm where you meet his sister Martha and his brother Bob, a nervous young man who seems to regard you all with awe. Your stay at the Farm isn't a happy one: Dick and Wood both like Martha and become increasingly hostile towards each other. The argument escalates one evening when you, Dick, Wood, Charley and Bob are all sitting upstairs. Screaming insults at each other Dick and Wood promptly pull out their pistols, spring to their feet and start shooting at each other.

[User] You join in the gunfight

[Assistant] Drawing your pistol you take Wood's side in the argument and fire a shot, hitting Dick in the leg. Dick returns fire, hitting Wood in the arm and suddenly Charley's kid brother Bob unexpectedly joins the gunfight, shooting Wood in the head. As you turn towards him Bob fires a second shot, hitting you in the throat. Gasping and choking you sink to the floor, your life's blood pouring from you as Bob coldly steps closer to you and executes you with a final shot. The same man who will kill Jesse James has just killed you.