[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 memories (Andre)

[Assistant]
The Fly: Andre Delambre

For every successful "Mad Scientist" there are several failed ones. Most of them usually get killed by their own fool creations, or in their attempt to rule the world. Others are just inept and can't create anything worthwhile. Still others just have some very bad luck. Andre falls into that category.

Everyone knows the story, Andre was working on a teleportation device and when he tested it out a fly got in the thing with him and turned him into the big bug he is today. Contrary to what the movies say, there was NOT a fly buzzing around with his head on it after the accident! It was more like "remake" where his DNA combined with the fly's DNA, just one being, not two separate ones. (Though he did still have a big ol' grotesque fly head afterwards.) Needless to say his career as any kind of scientist was over, while his intelligence hadn't been reduced to that of a fly, it certainly lowered it from what it was, and tended to make him more focused on simpler things like eating. His marriage was over as well. (His wife got everything; a repulsive fly isn't too sympathetic)

While he did find a new life of sorts in horror after his accident, it was still limited. It's not like being a werewolf or vampire, they don't make multiple movies with rampaging fly people and it's not like he could "pass" for human for other roles. It wasn't just that though, the main problem was he was a disgusting disease carrying fly and nobody wanted to be around him! This of course made other jobs somewhat limited as well. His last hope was working in the "Sanitation Engineering" field, which he thought would be perfect, but the problem was he spent too much time eating garbage rather than picking it up. He was fired within the week. Eventually his money ran out and he became a bum which probably wasn't that bad for him, indeed he was more "free" now; ironic, since he started out from poverty and worked his way up from the gutter when he was a human and stated he'd never want to be poor ever again.

You always avoided him for the same reasons everyone else did. He was just nasty smelling and looking. Despite your obvious dislike for Andre it hasn't stopped him from all the times he's tried to borrow money from you.


[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 we'll take them down like Iris suggested.

[Assistant]
You shake your head at Miller. "Remember, this'll make it easier for the military to come through the area. If we're quick and efficient, we'll barely miss any time."

Iris nods, smiling in approval that you agreed with her.

Miller sighs, shaking his head. "I don't like it."

"Too bad. That's what we're doing. Now come on, let's go." You get up, unhooking your sword from your back, and march towards the voices. As you break through the brush and step into view of the outpost, you're surprised to find a well-defended fort instead of a dingy wooden watchtower like you were expecting. A dozen or so Kishak wander about, waiting for an attack.

"Shi-" Iris' curse is cut off when a bolt flies into her throat, and she collapses to the ground. She twitches for a moment, then goes still. A horn blows, and the soldiers all turn to you. Miller unsheathes his sword and charges at the nearest Kishak soldier, impaling him. He doesn't last long either, however, as a bolt flies true and hits him in the chest, followed by another. For added measure, a soldier runs up and runs his spear through Miller's gut. The knight falls to the ground, dead.

The remaining soldiers turn to you. You sigh, shaking your head. Dumb move. Shouldn't have done it. Now you're dead for sure.

You grin, however. Doesn't mean you won't go down without a fight.

You charge forward with a primal yell, meeting the soldiers head on.

THE END


[System] You are running a text-based adventure game set in a grim fantasy world. Narrate events with rich detail, maintain consistent characters, and let the player's decisions drive the story — even toward dark outcomes.

[User] You refuse to touch it

[Assistant] You refuse to touch the human flesh while the others eat. Devoid of strength you sink into a sleep from which you do not wake and like the other dead your body too is cut up to provide nourishment for the remaining survivors.


[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 hide under the workshop

[Assistant]
You drop to your knees and quickly crawl under the workshop, curling up as you wrap your arms around your knees and curl up in a ball, trying not to move or make a noise. You hear an old voice begin to hum as the stairs begin to creak.

"Muss i denn, Muss i denn, zum stadtele hinaus..." the old man sings. "...stadtele hinaus..."

You wince as you hear him draw near. You see his old, mud covered boots stomp down right next to you as he walks past.

"Und du, mein schatz, bleibst hier?" he sings, as you hear the clank of metal as he grabs a blade from the tool rack. "Wenn i komm', wenn i komm', wenn i wiedrum komm'..."

You wince as he stands at the end of the workshop, right by you. You hear the squelch as blades slicken as they slice through flesh. There's a thud right above you and you gasp, before another thud, before a thud and a crack as Herr Eichel breaks open a bone with a hammer. Herr Eichel stops, pausing for a second.

"Is there someone there?" he asks, his eery sing-song voice giving way to an elderly' grandfather's with a thick German accent. "I promise, if you come out now, there... won't be a problem."


[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 put off speaking to your boss and go back in for a last look around

[Assistant]
Your boss will be busy shouting orders at people anyway so talking to him can wait.

You turn back inside and have a good look around for anything you might have missed. You rummage under the bed and behind the desk, you even check the pot over the fire for any scraps.

But all you find is an old, completely rotted apple under the bed which smells so bad you chuck it into the coal embers as soon as you pick it up.

Sighing, you admit that your already carrying everything you own and head out the door to speak to the foreman of the camp.


[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] A Grue's Weakness Is Noise, you Shout Loudly As you Enter

[Assistant]
Of course!  Many creatures are frightened by loud noises, grues must be too!  You march into the chamber singing "FRIDAY FRIDAY" as well as "MY MILKSHAKE BRINGS ALL THE BOYS TO THE YARD..." certain that this will scare the creature.  Sadly, despite your frightening choice in music, the creature does not appear to be phased.

You were eaten by a grue.

THE END


[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 struggle

[Assistant]
This is way too far, and you do not want it in any way.

"Mom, I love you, but please don't do this."

You expect her to understand, but her reaction is completely different.

"Are you impotent or some shit?"

For the first time in a long time your head starts pounding again. She continues,

"I mean I know you are right now, but I are you impotent in terms of sex?"

"I don't want to have sex with my own mother! If that makes me impotent then I guess I am."

She grows angry and grabs your crotch.

"It's not just that! You didn't even want to have sex with a hot succubus. I thought you must have had some mommy issues, but that doesn't seem to be it either."

"Whaaaaa," is all you have time to say before she tears your crotch off.

"That's for wasting my time!"

She finishes the job by setting you on fire and spitting on your charred corpse.

"And that's for being a bitch."


[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 get a drink

[Assistant]
If you're going to do anything you have to get a drink first, you head over to Charley's still, you can only hope Ajax isn't there.

"What the fuck is that smell? Oh it's the fucking lame ass Geek, why am I not surprised?" Ajax shouts when he sees you coming.

Well so much for hope. Normally you'd run, but Charley's also there and will keep Ajax from killing you (Maybe not beating you though) plus your reliance on alcohol in any form drives you on even in the presence of possible danger.

"Lemme guess Geek, you want a drink?" Charley asks. "Ah good ol' predictable Geek. Here you go."

Charley pours you some of the swill that you consider the Nectar of the Gods and drink it greedily. He pours you another when you finish it. Charley's being unusually cool with you.

"Can't get enough eh? Here's another…so what'd the Ring Master want to see you for?"
"Huh?"
"I said what the fuck did the Ring Master want to see you for? Surely it wasn't about your act, you eat disgusting shit and that's the end of it. So what did you talk about?"

Charley's demeanor has changed severely. He's looking at you intently to determine if you're going to lie to him. You're thrown off guard and can only stutter a response.

"Um, nothing much, he, um…I mean she…uh…"
"WRONG ANSWER GEEK!" Charley yells, punching you in the nuts and at his height, he lands a good hit. You collapse like a rag doll, and then Ajax puts his foot on your neck while you hold your scrotum in pain.

Charley continues his interrogation this time with his sharp stick pointed near your eye.

"Now you're gonna tell me what you and that pale she male freak talked about or you'll have something in common with Atlas! Talk!"
"(Groan) Alright! Okay! The Ring Master thinks change in this carnival is coming and he wants me to convince people that they should be on his side when the shit goes down!"

Charley smirks and looks at Ajax.

"You hear that Ajax? Some SHIT is supposed to go down! This is the first I've heard of any shit going down! You know about any shit going down Ajax?"
"Nope. First I've heard of it. The only shit that goes down around here that is what this fucking Geek eats!"
"Got that right…but just in case there WAS some SHIT going down, I'd say it would be in someone's best interest to not be on the Ring Master's side and be doing his bidding…after all they might find themselves getting hurt very badly."
"Charley you don't have to worry about me! Nobody's going to listen to me, I'm just a Geek!"
"Of course I'm not worried about you! However…if the Ring Master asked YOU to do this, there must be a reason that I'm not readily seeing…I know! You're working for me now!"
"What?!" Ajax asks.
"What?!" you repeat.

"Yeah, all the shit the Ring Master told you to do; you're doing for me now. Trust me you'll be better off when I'm in charge. You can have all the booze you want, a bigger cell, hell I'll even get you LAID! I know a couple of ladies who'll debase themselves almost as much as you will!"

Charley then gets in your face and whispers

"And you won't have to worry about Ajax ever hitting you again with me in charge I promise. But if you betray me, I'll make sure Ajax breaks every bone in your goddamn body and then tosses you to Pervus and his fucked up clown army where they can skull fuck your corpse. Are we clear?"
"Yeah, yeah, sure!" you quickly say.
"Good. Ajax let him up."

You get up and Charley addresses you before you leave.

"Remember, you have until show time Geek, and don't even think about trying to run away, because I'll find you and you know what happens then."

You stagger away with your new mission, you have no idea of how to go about this, so you just think about who might need convincing.

God you could use another drink…

[User] You go convince the Freaks

[Assistant]
Well, if you can get the freaks to side with Charley, everyone else should be pretty easy of course HOW you're going to do that is another story. The Freak community is pretty loyal to the Ring Master and given your lowly status, you don't know if they're even going to listen to you.

You approach the freak side of the Carnival. The instant you enter their camp, you're watched and studied by many eyes (And some of those many eyes belong to the same freak), but at least nobody throws anything at your head. You don't get far before Jasmine the Bearded Lady stops you.

"Hey Geek! What're you doing here? Aren't you supposed to be doing something for the Ring Master?"
"Huh? How do you know about that?"
"Because we're his supporters obviously Geek! What he knows we know and she knows all!"

Obviously he doesn't know all; otherwise the freaks would know you're working for Charley now.

"Anyway, you don't need to come here to convince us to ally with the Ring Master, our loyalty to him is well known. Though I must admit I wonder why she chose you for this task, but I guess he has her reasons. I suggest you leave now, there's nothing else for you here Geek."

[User] You tell her the Freaks should change their allegiance

[Assistant]
"Um, Jasmine maybe you should reconsider."
"Reconsider what?"
"Well maybe siding with the Ring Master isn't the best thing for you guys."

Those words suddenly causes all the freaks that were previously spying on you from their trailers, tents, and holes to come out and surround you. There's no way to escape. Jasmine's eyes narrow while she strokes her beard.

"Oh? And who would YOU suggest we side with?"
"Well Charley makes this place really profitable and you know you'd have protection, even more than if the Ring Master kept running things."
"CHARLEY? That little obnoxious creep? He's a fucking low life and with more power he'd be a fucking dictator! There wouldn't be the freedom that the Ring Master gives us!"
"How do you know? I mean he's a midget, that's almost like being a freak, he might understand your struggle. I mean I do and…"

Suddenly you feel a crushing blow to the back of your head as Roger the Crustacean hits you with one of his claws. You then feel the stomping of various feet, hooves, talons and "other" on your body. You begin coughing up blood as your head is repeatedly kicked into the dirt.

Jasmine then address you again while pulling your bloody head up.

"You feel that? Hundreds of feet continuing to step on you as you struggle to rise up. THAT'S our struggle everyday. And now you know it. Hope you liked being one of us Geek."

Jasmine then lands a crunching blow your nose, pushing the bone up into your brain, killing you and ending your misery.


[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 don't take the job

[Assistant]
While the pay seems okay, this doesn't really seem like your sort of thing. Running around catching rats and escorting some student that lacks common sense on top of it doesn't sound too fun.

"I appreciate the offer, but I don't think this is for me." You say.
"Completely understandable. Well, good luck on whatever it is that you're deciding to go into, and say hello to your father next time you see him." Dr. Gossey says.
"I will." You say and bid her goodbye.

After leaving the medical building you decide to just call it a day at the university. You've had an okay haul today and you think the university will be your stomping grounds now.

When you finally get back to the neighborhood, you revert back your cautious ways until you finally enter the Welcome Mat and your room. You manage to make it without being accosted by any of its denizens this time.

The next day you start your routine of heading to the university and then after a productive day you make your way back home.

As you're heading home in the middle of the night, you suddenly feel uneasy. Like you're being watched. You look around constantly, but never see anything out of the ordinary. There isn't anyone following you, though you suppose if they are they're really good at staying hidden.

Your thoughts go back to the man who was looking for you a few days ago. You still don't know what that was all about and if this is someone meaning you harm. You're paranoid for the rest of your way home.

You don't change your routine too much other than perhaps taking different ways to get to the university and back home. You still feel uneasy at times, but again nothing happens.

However on one of your more mundane trips to get some food, one of the local food merchants who doesn't normally make much small talk, breaks that habit when you're looking over the fruit cart.

"Hey, some big guy was looking for you yesterday." The merchant remarks.
"So I've heard. Got a better description than that?" you ask.
"Uh, sort of a bushy beard, but the rest of his face was obviously pretty weathered. Shaved head. Probably in his forties or fifties, but still pretty fit. Carried a pack with him, but no weapons. Well at least none out in the open. Said to tell you that he'd carrying an important message for you from your family and that it's very urgent that you meet him at the Raggedy Man Inn."
"Hmmm, and that's it?"
"As far as I know."
"Thanks. I'll just be taking these today." You say and pay the merchant for your food before leaving.

Just keeps getting weirder. All you know about the Raggedy Man Inn is that it's in a worse part of Klyton than even you stay at. If this guy is some sort of courier, surely he should know where to find you, especially if this is an urgent message from your family. And you can't begin to know what that might be if true.

Part of you wants to just head to the Raggedy Man Inn to confront this person once and for all, but all of this sounds so damn suspicious that you can't imagine going there would do you any good other than getting caught in a trap.

You keep up your usual caution and after about a week passes, nobody is coming up to tell you that some guy is looking for you anymore. You end up wondering if it was some message from your family after all. In any case, you relax slightly and continue with your usual life.

After a month, the whole thing seems to be forgotten by anyone that spoke to you about it. In fact you aren't even thinking about it as much anymore either. You're mostly thinking about how you're really making a killing at the university.

You come home from another successful night and enter your room…

No sooner have you opened the door, when a hand strongly grips your hand and yanks you inside. You feel a foot trip you and you go plunging face first into the floor and hear the door being shut behind you.

"Now hol…" you start to say before you feel a boot kicking you in the side of the head.

"Stop talking, I don't want to hear your voice. This has to happen." You hear a voice say.

You manage to roll over and see a muscular older man with a beard standing over you with a very large knife.

This is the man that was looking for you.

"Who…" you start to say again before the man descends on top of your body and punches you in the face with his free hand.

"I said shut up! I thought about this. I thought about the pros and cons for a long time. The right and wrong. And ultimately it all comes back to justice." The man says.

You never put it together based on the vague descriptions by other people before, but you know who this man is. He's Klint's father.

"You took away my son and not only did you escape, but I see you merely plying your criminal ways here too. I could have easily told the Klyton militia about you, but no, I want to perform this justice myself. Not just for my son you murdered, but for ALL those you've hurt!"

With those final words, Klint's father begins stabbing the hell out of you repeatedly with his knife. You scream out several times, but he doesn't care. In fact he wants to hear your pleas and begging.

By the time the militia is called to check on the noise, Klint's father stabbed you to death and is covered in your blood. He merely turns his head and says that justice has been served.


[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 try to convince Dusk of your plan

[Assistant]
Felkan soldiers aren't going to be a problem, but you need to get rid of Dusk and perhaps a few others before you get to the palace because you aren't going to have time to do it when you need to focus on assassinating the king. You approach Dusk as she stands away from the rest of the group examining the map.

"Sister Dusk, why don't we split up and meet at the palace?" you ask.
"For what purpose, brother? It would be more efficient to just all go together." Dusk replies.
"If we run into major trouble during our journey in Felkan territory, it would be better if some of us still got to the palace in a timely manner. Besides a larger group will attract more attention."
"And neither of those things are going to be a problem since we'll be cloaked the whole time."
"Well how do we know the Felkans don't have something to prevent that? Wouldn't it be better to remain on the side of caution?"
"I think it would be better for you if you had more faith in Dendrin's protection and stopped speaking nonsense. I'm in charge and I'm telling you we're all going as a group. Besides I don't want all five of us running around separately, because as you say if we do run into trouble, we'd be stronger as a group."
"I didn't mean all five of us go separately, we could still be in groups. Like you and I go as one group and the other three go as another."
"You and I? Seems like you've thought this out."
"Despite Murk constantly failing to impress Bianca, they work very well together, so they should stay together and I assumed Talia would be the logical choice as a leader. Her skills are better than Bianca and Murk's so she could lead them. Granted my combat skills are probably better, my magic is not. I believe I would be better off with you where your magic and my combat abilities can complement each other. We're going to have to split up when we get to the palace anyway if our intent is to sow as much chaos as possible before escaping, better that we do it now before we get too comfortable with a larger group."

Dusk still doesn't look entirely convinced, however she tells you to wait and she goes over to speak to the others. After a few moments of discussion, she turns back to you.

"Okay, you might have a point. You'll come with me and we'll approach the Felkan capital Dessle from the north, Talia and the rest will approach it from the south. Neither of us are going to reach it today, but we'll definitely make it by tomorrow night where we can meet up and I'll relay the next course of action. Try to stick to the wilderness and non-populated areas until then. May Dendrin guide us all."

Dusk and you set off, about five minutes in she states that she forgot to mention that the area Talia is suppose to be heading into is supposed to be have regular patrols, so she should be warned about that. You wait for Dusk to return pondering when the best time would be to kill her. Probably not until you a good ways into Felkan territory, maybe just before you get into Dessle. Eventually Dusk comes back and you're on your way again.

Crossing into Felkan territory is very easy. The outposts aren't nearly as well guarded as they should be and combined with sticking to the wilderness and using magic to cloak yourself it's incredibly simple. You eventually camp out in a secluded wood where Sister Dusk becomes more talkative.

"We made pretty good time, with minimal problems. I guess you had a good idea. I suggest we both get some rest, tomorrow will be the big event."
"Yeah, hopefully the rest are doing just as well." You remark.
"Oh I wouldn't worry about them. I'm sure they're fine."

Nodding in agreement, you decide this would probably be the best place as any to get rid of Dusk. You figure you'll pretend to go to sleep, wait until she's asleep and make your move.

After waiting for about an hour, you finally get the impression she's asleep thanks to the sounds of snoring. Not very quiet for a shadow, but it helps you any way. You slowly get up and make your way towards her.

Your blade is drawn and just before you strike, you feel a bolt go into your side.

"Ah shit!" you cry out and fall to the ground. Another bolt goes into your leg and Dawn "wakes up". She wasn't the only one faking sleep it seems.

"I knew it! I knew Brother Cyrus wasn't just ranting and I knew you probably were involved with killing my mate Shade. Filthy traitor!" Dusk exclaims, kicking you in the face.

Talia, Murk and Bianca all come out from the underbrush. Dawn must've told them to follow you the whole time. They all look on in disappointment at you, but Talia especially.

"I didn't want to believe it…how could you betray Dendrin like this? How long have you been a traitor?" Talia asks while reloading her armbow.
"Me a traitor? No, it is YOU who is the traitor! All of you! All of you have betrayed the Emperor for your pitiful god who cares nothing for you!" you shout in defiance. "I know this because Dendrin himself has spoken to me on several occasions trying to convert me to his will, but it didn't work."
"He does care, or else he would not have tried to bring you into the fold. How sad that you did not learn his wisdom and accept his mercy." Murk says.
"How sad that you actually believe that. You're more pathetic than he is. If he really cared for any of you, he would've warned you about having a so called traitor in your midst. He didn't, so that says a lot about your revered deity."
"Enough! I won't hear anymore of these vicious lies! Your treachery ends here today traitor." Dusk shouts back and attempts to finish you off with a sword blow, but you've got enough fight in you to roll out of the way and return with your own attack, hacking Dusk's foot off.

It's a small victory though, the rest of the shadows move in and run you through several times. Defiant to the end you laugh and state that they've won nothing here and the Empire will survive as you die.


[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 run.

[Assistant]
It's hard to see how you'd ever reach a favorable outcome by simply handing over the Stone of Vul-Kar. Pop was correct when he predicted Berringer's reaction should you return to the Big Papi empty-handed, with a story of getting outsmarted by a two-bit college professor and his pet student. You might just as well not return at all.

On the other hand, Ligru doesn't strike you as being nearly as fierce as Pop hopes he will be. Pop is here on Woban Island to advance his own cause, just as he admitted. Ligru, big as he is, is more of a wide-eyed tourist along for the ride. You assess him to be a gentle giant.

Therefore you gather up all your courage, turn, and run.

"Oh I can't believe this," you hear Pop saying behind you. "Ligru, you know what to do."

Last night you were worrying you had lost the trail in the dark. Now in the light of a new day, the route is right ahead of you — plain as can be. It occurs to you that you'll be easier to track that way, but you have no interest in running through the jungle on some random course. You may be rested after several hours of sleep, but you still haven't eaten anything, nor have you had anything to drink other than that whiskey. Essentially, the only fuel you have left is adrenaline, spurred by the desire to get off this nightmarish island ASAP.

When you hear no one's breath gaining on you from behind, you risk a quick look back. Ligru is indeed pursuing you, but he is not much of a runner. If you can maintain this pace, it looks like you have a good chance of outpacing him.

But while you're worrying about Ligru, your mind is not paying attention to where you're going. The brief moment you turn to look backward is long enough to do you in. Your right foot catches on a tree root extending into the trail, and your left can't get into position fast enough to keep you upright. The heavy pack is already throwing off your center of gravity, and to your eternal chagrin you are hurtling with your arms outstretched before you into a tree. The root that started all this never lets go of your boot, and you land with your knee at an awkward angle to the rest of your body. You expect to feel the pain of a torn ligament any moment now.

"Thank you for making this so easy," Ligru says when he catches up to you, that spear of his pointed at you.

"Ligru, I think I sprained my knee," you say. "Can you help me up?"

"We'll ask the professor for an ice pack when he gets here," is all he says. He holds the tip of his spear directly over you, preventing you from standing even if you could.

Pop takes his time joining the two of you on the trail. "Good work, Ligru! You'll get an A for this."

"Thank you, sir," your captor says.

"All right, let's get this over with," Pop says to you. "You're out of tricks. I know you have the Stone of Vul-Kar, so just give it to me."

"Pop, I twisted my knee!" you say. "You have to help me out of here."

"I have to? I'm not aware of any such obligation."

"So you're just going to leave me here unable to walk on my own?"

"Oh, don't exaggerate. I'm sure you'll hobble your way down to the beach eventually. That is, if the Wobans don't recapture you first."

"This is insane," you protest, but Pop is right: you are out of tricks.

"Unclip the belt on your pack," he says. "Look at how your knee is starting to swell. You're not going to be in any shape to carry all that extra weight anyway."

When you don't obey right away, Ligru jabs the spear into your shoulder.

"OK, OK," you say, unbuckling the pack's waist strap and letting it slip off your back.

The professor quickly steps in to take your pack. He is behind you when he releases the clips holding the top part down, and then pulls the drawstring to open the main compartment. Therefore you can't see him when he sees the Stone of Vul-Kar and lifts it for the first time.

"This is it?" Pop says.

"It's pretty!" Ligru says, still keeping you under the stone tip of his Woban spear.

"I suppose. But somehow I was expecting more."

The ingrate! He steals the most valuable gem on the island from you, and he complains about the way it appears.

"Are you happy now?" you say.

"Not yet," Pop replies, "but the path to my happiness is now becoming clearer."

"What do we do now, sir?" Ligru asks.

"Get out of here, of course. Let's go back and get our stuff. You can let this petaQ go so it can lick its wounds."

And so Pop and his sidekick leave you on the trail, your knee growing puffy and throbbing in pain. You try and stand, but immediately collapse in pain. Clearly you aren't going anywhere right away. The only consolation is that your pack is right where Pop left it; apparently the Stone of Vul-Kar really was the only thing he cared about.

You are not alone for long, though, because a few minutes later your tormentors come strolling back from their campsite. This time they are both wearing backpacks of their own, with Ligru holding his spear like a walking stick.

"You're getting nowhere fast," Pop says. "You should have that knee checked out. It looks painful."

"So you're really just going to leave me here?" you say.

"Look, here's what I'll do. I'll give you my business card, so that when you find a way out of here you can look me up. Maybe we can all get together someday and have a good laugh about all of this."

"Pop, you're mad!"

"Or maybe not. But here's my card anyway. It was nice meeting you."

He tosses a small business card as the two of them walk by. It spins like an out-of-control helicopter before landing beside you.

"Let's get out of here, Ligru, before any Wobans come along."

"Sounds like a good idea, sir."

"I'm in a good mood all of a sudden, so call me Professor."

"Yes, Professor!"

That is the last you hear of them as they disappear down the trail, leaving you immobilized and helpless. You grab your pack and begin searching its contents, looking for that bottle of ibuprofen you always keep stashed in one of the outer pockets. As you do so you remember the satellite phone with which you were supposed to call Berringer when you were ready to return to the yacht. Right now it's the lifeline you need to get yourself out of this predicament, although you're going to need to phrase your request very carefully.

While you're thinking about the best way to do approach that problem, you pick up the business card and read it:

MARTIAN POP
Adjunct Instructor
Niobrara Community College
South Springfield, NE

Oh, this is rich — you've just been bested by an instructor from some rinky-dink community college! In Nebraska! How are you going to explain this to the man who was going to pay you a million dollars for bringing back the Stone of Vul-Kar? It would almost be better if the Wobans got to you first.

THE END


[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 join Bill and Charlie in hiding out at the Pitts's Farm

[Assistant]
You hide out with Bill Chadwell and Charlie Pitts at Charlie's farm, mostly staying in and around the property while the others do the chores of going into town for supplies and newspapers. You become reliant on the newspapers, reading avidly about the rest of the gang's crimes but rarely seeing your fellow outlaws until after two years you are starting to go stir-crazy. You persuade Bill and Charlie to join you in robbing a bank in the little town of Baxter Springs, Kansas.

One spring morning you lead your companions into the little town of Baxter Springs and dismount outside the town bank. While Bill holds the horses you and Charlie walk into the bank, draw your pistols, take the lone teller hostage and loot the safe. After locking the teller inside you all ride out of town, traveling cross-country until you get to a safe place where you can count the money. You find that you have stolen $3,000, making your share $1,000 - not bad for a morning's work! You return to the Pitts Farm for a few months until a letter arrives from Jesse telling you that the Gang is gathering in Otterville, Missouri to plan it's most daring robberies yet!


[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 paved road to Interstate 666.

[Assistant]
By nightfall, you reach the junction to Interstate 666. You feel tired and are amazed that it is growing dark. The day seemed to just fly by.

You notice an old broken down neon sign in the distance. As it comes into view, the sign reads "Motel Hello." The "o" seems to flicker on and off. A few cars are parked out in front of the office.

"Maybe I could get directions to Interstate 44 (which, according to the map, is the road you should be on right now.)"

You park your truck and go into the office. An old dusty counter and a bell is just about all that resides in this room. You ring the bell twice...nobody. You ring again...nothing. You notice the keys to the rooms hanging behind the counter. You could grab one, unpack, and try back later.

Which is it?

[User] You grab a key.

[Assistant]
You notice a thick coat of dust caked over everything in your room except for a VHS machine hooked up to what seems to be a brand new Zenith 36" color t.v. A video tape sits inside the mouth of the VCR machine. The tape is without a label.

Hmmmmm....

[User] You try to get some sleep.

[Assistant]
You hop into your "Sponge Bob" pajamas and pull back the covers to the bed. You find more dust under the covers than what was on top. You try the best you can to brush away the dust but there is just too much of it.

"This bed has not been slept in years." you think.

You need someplace to rest but it's definitely not going to be here.

Fed up with the place, you pack everything up and head down the road in hopes for a more accomidating facility.

[User] You keep going down route 666.

[Assistant]
Another 2 hours go by and you see nothing resembling civilization. You start to run low on gas when you notice an old, washed out billboard that reads "Gas and Mini-mart up ahead 2 miles." The sign seems very old but the lights shining on it are very bright...as if just changed out.

You head on toward the gas station...

[User] You 'cause you got to go pee!!!

[Assistant]
You reach the gas station just in time. The truck sputters up to the gas pump. There are two other vehicles pulled up to the Mini-Mart entrance. A red mini-van and an 18 wheeler...well, just the cab.

You notice the gas pump is missing it's nozzle. A sign hangs over the pump that reads "Out of gas." On further observation, you notice all four pumps have the same sign hanging over them.

Great!!! Now what?

You notice people moving about in the mart. The lights are bright but you are too far to see what is going on inside.

It seems that a man and a woman are walking around the store and another is behind the counter.

What do you do?...you need fuel somehow.

[User] You go inside and ask about the gas pumps?

[Assistant]
Upon passing the drivers side of the mini-van, you hear a muffled, high pitched squeal followed by some rumbling. The red van begins to shake a little and then comes to a stop.

The windows are tinted but, at closer look, it seems you can make out a hunched over figure sitting in the back.

The rumbling starts again followed by some grunting.

"What could be going on in there?" you think to yourself.

[User] You investigate further?

[Assistant]
You make your way  over to the passenger's side of the red mini-van and check the sliding door. It's unlocked.

 A petite woman is tied up in the back seat of the van. Duct tape runs across her mouth. She turns her head toward you and begins screaming through the  tape. The muffled sounds of her screams catch the attention of the attendant inside the mini-mart.

You watch as he grabs a double barrel shot gun from  behind the counter and points it in your direction.

The first blast causes the glass of the mini-mart window to shatter. You don't wait for the second. In a flash you get into  the van and slide the door shut. You turn and quickly pull the tape from the mouth of the woman.

"HELP ME!!!!!" she screams.  "I've been kidnapped by these two maniacs!!"

The second blast shatters the van's windshield and rocks it from side to side. Pieces of glass cover the  dashboard and front seats.

"AAAAAHHHHH!!" you both scream.

Looking for a way out of this mess you notice the keys are still in the ignition.

"Let's get the heck out of here!!"  you say as you slide into the driver seat. You catch a glance at the crazy mini-mart attendant reloading his gun and running for  the mart's front door.

The van comes alive and you peel out of the parking lot and back on to the interstate.

Looking in the rearview mirror, you see two large figures get into a car and drive in your direction.

You mash on the gas pedal and check the speedometer. It reads 70mph....80mph....90mph....The woman sitting in the back suddenly screams and yells  "WATCH OUT!!!!"

You look up in time to spot a man in the middle of the road. He is waving his hands wildly over his head. He seems to be screaming something. You are  heading right at him...headlights glaring in his eyes...

Can you swerve out of the way?


[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 cross the bridge.

[Assistant]
The thought that Meredith might be lurking behind you is sheer paranoia, especially since it appears the bridge is the only way to get to the main summit. If she destroys the bridge just to kill you, then how would she get across? You're just overthinking a simple problem. Like everyone else, she's here to grab the Stone of Vul-Kar so she can claim a reward and get rich. If you don't act fast, she may find it before you do.

However, you have the same hesitation about the bridge as you did about the rope ladder, in terms of its structural adequacy. The bridge is merely a combination of four fibrous ropes with dozens of wood slabs to step on. It seems like a very primitive contraption for such an ambitious span, and structural failure would result in certain death. Do the Wobans have any civil engineers among them? How often do they inspect this thing? How did the previous bridge fail, and whose skeleton is that down on the rocks?

But here's another way of looking at it: this bridge was presumably built by Woban natives, who are seven feet tall and significantly heavier than a typical human. If the bridge can carry one of them safely across, what are you so worried about?

So you approach the bridge, grab the two waist-high ropes that serve as handrails, take a deep breath, and step onto the first wood slab. The bridge shimmies under your weight, but it holds. So you take the next step, then the next, and then the next, one at a time. You have to watch where you are placing your feet, so you have no choice but to look down lest you slip a boot through the gap between the slats; Philippe Petit you are not. The vast space below you is terrifying, so you choose to focus instead on the craftmanship of the bridge: the strength of rust-colored rope, the evenness of the wood slabs, the knots that hold everything together. It's quite the piece of work.

When you are just a third of the way across, you are startled to hear a voice call out behind you.

"Give my regards to Walter."

You turn carefully and see Meredith kneeling at the beginning of the bridge, at the place you reasoned she wouldn't be. She no longer has your knife, but she is holding a handgun to one of the two lower ropes.

"Meredith, wh—" you start to say, but she's not interested in small talk. She fires, the bullet severing the rope just as handily as a knife. The walkway of wood slabs drops away like a trap door, and in a desperate act to catch yourself you throw your arms around the two handrails. This leaves you dangling in space by your armpits.

Seeing that you're still holding onto the bridge, she stands and shoots the upper rope on the opposite side of the bridge. The right handrail falls away, leaving your feet grasping for purchase on the one bottom rope that still remains, and your arms holding onto the last handrail. Meredith doesn't even wait to see you fall; she shoulders your green backpack and disappears among the rocks, apparently having no interest in crossing the bridge.

THE END


[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] Continue

[Assistant]
The first thing that you notice when you start to wake is that you are lying down on something hard. The next thing you notice is how much your head hurts. If feels like your head has been in a pinball machine. As you reach up to touch it, you hear a deep voice say, "Oh, sorry about that headache. It will go away soon, but until then it's going to hurt quite a bit. A minor side effect of the drug, you know."

You open your eyes and start to sit up. It feels like a horse has kicked you in the head as you manage to start to sit and open your eyes. You find that you are sitting on the floor of the black van and the side door is open. You spin around and put your legs out the door but don't stand right away as you press your hands against your head to try and reduce the pain. Fortunately, opening your eyes doesn't seem to make the pain any worse and you take in the man outside the van.

The man is short, bald, and dressed in black pants and a tight black tee shirt. You can see cargo pockets on the pants that hang down as if they are not empty. The tight tee shirt reveals that the man has more than a few muscles. He has small, dark eyes that are set deep into his head and a strong forehead. He has a dark stubble around his chin. When he smiles, you can see he is missing at least one of his teeth. He smiles and nods as you take him in.

He crosses his bulging arms in front of his body and continues, "So yeah, we had to knock you out because you didn't need to see where we are just yet. You know, secret and all that stuff. And before you ask, no, I don't know why you were selected. That's above my pay grade. They tell me you're coming, and I take it from there. So you ready to get started?"

You look up with confusion on your face and think of any number of different responses from one-word responses, to anger, to being incredibly sarcastic. Before you can put the words together to respond, the man continues.

"Okay, you're confused. I get it. Sometimes people are prepared for this, sometimes they're not. And some people can't make it through the training, while other times they can. I don't feel like giving you the long story, so you're getting the short story. Here it is: "You're in training be a spy. You get to decide the best way for you to do that. The training starts as soon as you get up off your lazy rear end. And at any time if you decide this isn't for you, you can go home. Of course, we will wipe your memory and you likely won't remember any of this, but that's your choice. Your other options? In this facility we teach stealth, charm, and weapons. So you pick one and we get started, or you choose to go home and I zap you. Got it?"

You look around and past the man and you can see that you are in a large warehouse with a high ceiling. There are a few doors along the far wall that appear to lead into smaller offices. Off to the right is a garage door, obviously where the van came in. The space off to the left is wide open, but there are some obstacles and the floor and some chains and rope hanging from the ceiling. The man snaps his fingers as you look around and says, "Hey, you with me here? We don't have all day."

[User] You agree to stealth training.

[Assistant]
Whump! You bend over in pain as the main punches you hard in the stomach. Your eyes open wide and you gasp as you try and get air inside your suddenly collapsed lungs. The man says, "I see you. You suck at hiding. Want to try again?"
You aren't sure that you like this method of training. You assume that you're supposed to do something, but you don't really know what. You figure if you're going to continue this training that you need to at least move away from this crazy man who is attacking you. But then maybe that is the point -- to learn by doing. This seems a little odd because you haven't actually been given, well, any instruction at all, but you don't have a lot of choice at this moment. You don't have a lot of options here in the open space of the warehouse, but you do have some choice...

[User] You try and run behind the van and hide from the man.

[Assistant]
You move quickly around the van, thinking that this is just stupid. Even a kid from grade school can watch you run away from them and see where you are. You get around the other side of the van and stop. The man is in front of you. He says, "You need to work more with the shadows and the light." He points out the different ways the light move and the shadows are formed in an around the van. He shows you many other ways you can blend into the shadows by using your body, the light, and natural lines.
The man looks at you and says, "We have time for just one more training session. I can teach you more details about what you already know, or I can teach you a different skill, the choice is up to you. And yes, there is going to be a test at the end of this. It will be a real test, and you might not survive. But I hope you do. So what do you select for you final training?"

[User] You stealth training

[Assistant]
The man leads you over to a large table along the wall of the warehouse. Spread out across the table are a number of different types of gadgets and devices. He takes the time and shows you how to use some simple items to pick a lock and how to disable a security system. He shows you how you can use some of the gadgets to help you distract people and allow you time to move about without being seen or heard. He shows you simple ways to break into place and more difficult ways to bypass security systems and other types of systems designed to keep you out.
The man looks at you and says, "We are out of time. You are either ready or you are not ready. And that is what we will determine now." He turns and walks over to a door in the rear of the room and disappears through it. You are alone in the large warehouse, wondering if you were supposed to follow the man.
You have trained the following levels of skills:
Stealth: 3
Charm: 0
Weapons: 0

[User] You continue...

[Assistant]
A moment later, another door in the wall opens up behind you. You turn quickly and see a rather well-dressed man enter the room. He holds the door open for you and gestures into the room. You walk towards the man and the door, but before you can enter the room, the man holds his hand up, stopping you short of seeing past the door.

He speaks with a British accent and says, "This is your final challenge. You will enter through this doorway and you may not return. This is no longer training, this is real. There is a man inside this room that will kill you. I don't mean that you get another chance, that he's trying to scare you, or that you'll get saved at the last minute. I mean that if you fail, you will die."

He clears his throat and continues, "That is not to say that we wish for you to die. Quite the contrary, we would like you to succeed. But if you are not prepared, then you will fail and in this case failure is death. Your death, in case that was not clear."

"Inside this room there is a table. On that table is a small box. Your job is simply to go to the table, retrieve the box, and return it to me. That is all. But, of course, it is not that simple. Also inside this room is a man whose job is to guard that box and prevent anyone from taking it. And that man has been authorized to use deadly force to protect the box."

He gestures again into the room and says with a bow, "Would you be so kind as to retrieve the box for me?"

[User] You continue...

[Assistant]
You step to the doorway and look into the room. It is a very dimly lit room, so you have to look carefully to see the contents. There is a spotlight shining on a small brown box in the center of a table on the far side of the room. Most of the rest of the small room is in darkness, other than what is lit by the light coming from the main warehouse. You can see through the door it is exactly as the British gentleman had described.

The entire room is about 15 feet square. There is a man standing, arms crossed in front of him, in front of the table. He has a large knife in one of his hands and you cannot be sure in the shadows, but perhaps a firearm strapped to his waist. He is staring off into the distance and is facing the wall to the left, so that you are looking at his left side. You cannot see anything on that wall where he is looking, but he does appear quite focused. The floor of the room is in darkness and you cannot really see anything else in the room. The box on the table is quite clear at this point...

[User] You attempt to sneak around, along the walls, and grab the box...

[Assistant] You quietly and slowly enter the room. You watch the guard but he does not move and does not appear to hear you enter the room. You watch the ground and carefully move into the darkness around the side of the room, trying to work your way to the table...

[User] You continue...

[Assistant]
You make your way to the table and the guard hasn't moved yet. You slowly and carefully reach out for the box and lift it from the table, moving as slowly as you can so the guard doesn't see any movement. After what feels like an eternity, you pull back and into the shadows. You slowly trace your steps back the way you have come, moving back to the door and slipping out of the room.

You had a 90 percent chance of winning that battle.

You hold the box out to the man with the British accent and say, "I believe this is what you requested?"

The man nods and replies, "Indeed, that was sufficient." He closes the door to the examination room as he continues, "Now we shall have to see about our guard there, as he just failed his test." There is a yell, then a loud thump from the room, but the man ignores the sounds and walks away from the room, clearly expecting you to follow.

"You have passed the test, and that is good. You are now working for us." He holds his hand up before you can say anything. "Ah, no questions yet. You do not need to know who we are. Simply accept that we are working for the U.S. government, and we aren't listed in any of the directories. It won't matter anyway, because it's not like we're going to be issuing you a paycheck and withholding taxes for you."

He laughs as he leads you to a set of stairs in the corner of the warehouse. He stops at the bottom of the stairs and points up the stairs. "There, you see that door at the top of the stairs? This is where your service begins. Head up these stairs and into that room. There you will receive your mission briefing. Should you survive your first mission, we will see what else you can do, where you are needed, and what other information you may need to know. Now off with you!"

With that, he makes a dismissive gesture with his hand. He turns and walks away from you, apparently heading back to the testing room. He does not look back as he leaves you, clearly expecting you to follow his directions. You realize that you still don't know where you are, so you really don't have any options here.

[User] You head on to the mission briefing.

[Assistant]
You head up the stairs to the indicated room on the second floor. You've seen the door there while you were training, but you had never seen anyone go out or into that room. You're not really sure what to expect. With a last look back at your trainer on the floor of the warehouse, you turn the doorknob and walk inside.

The first thing that greets your eyes is bright light! The far side of the room is all glass and the sun is setting in that direction, really bathing the room in bright sunlight. You raise your hand to block the light and blink your eyes. At the same time you brace for an attack, realizing this is probably a setup, as you try and look around the room.

You move to your right in a defensive position and blink your eyes again. As the room comes into focus, you realize there is a couch in the middle of the room facing a small desk. On the far wall, behind the desk to the left is a white board of some kind. There is a projector on the ceiling and a nondescript man sitting behind the desk. He says, "Oh, is that too bright?"

He presses a button underneath the desk and the windows immediately shift to a tint and the light is quickly reduced. The man gestures towards the couch, inviting you to have a seat. He says, "There are drinks there in the fridge if you need one." Taking another look, you see a small cube refrigerator on the floor next to the couch. You move towards the couch, not really sure that you know what is going on, or whether to trust this fellow. He watches you as you sit on the couch.

Without any introduction, he presses two more buttons on his desk. The projector lights up and the white board screen is filled with the face of a man with dark skin and a short, almost smashed-looking face. The man at the desk speaks, "This is el Martillo. He is a drug lord that has really caused a great deal of trouble recently. We want to eliminate him, but we cannot get to him. He has a great fortune and he uses it effectively to keep himself alive."

The man pauses, then looks directly at you as he continues, "He is a very dangerous man. Stay away from him. He is NOT your target. I repeat, stay away from him at all costs."

He looks back at the screen and the slide advances to show a smaller, thin man that is starting to bald, but has a dark, even tan. The man says, "This is Jack Kauffman. He is an accountant for el Martillo. He is currently in control of an SD card that has a bitcoin account worth over ten million dollars. The SD card is your target. We need el Martillo to not have that money. We don't really care if you steal the card and bring it back to us, or if you destroy it. Your mission is to ensure that el Martillo and Jack Kauffman do not have that card."

"Jack Kauffman moves about and has some protection, but our intelligence has let us know where he will be shortly and when he will be moving. They change plans all the time, but we think this is the time to strike. There is a plane waiting outside to take you to Cuba now. When you arrive, there will be a car waiting for you at the airport. You will need to drive, the keys will be in it. A contact will meet you at Cafe Quinta Avenida with final details when you arrive."

"We do not trust the locals and el Martillo's tentacles run deep in the area. To identify yourself to the contact, you will ask, 'Is the coffee any good here?' He will reply, 'It is good, but not as good as Kenyan.' To confirm, you must reply 'Ah, but Kenyan is too expensive.' If there are any deviations from that code, the contact will not reveal his information. The abort word is 'tea.' If you or he say any phrase with the word 'tea' in it, you immediately abort the mission and return to the airport."

"Remember, stay away from el Martillo and steal or destroy that SD card. That is all." He gestures towards the door in the glass wall. For the first time you notice that there is a door there, and there is a small runway outside. As you stand up, you can see a small private plane sitting near the bottom of the stairs outside the door with the airplane door open.

[User] You go to the waiting airplane.

[Assistant]
You head towards the door. The man has started to pull some papers out of the desk and is reading them. He ignores you as you open the door only to be assaulted by the sunshine once again. There is a wave of heat coming off the runway that catches you by surprise, but it is quickly washed away with a gentle breeze.

You walk down the stairs and towards the plane. As you approach, a man dressed in a uniform steps from around the side of the plane and gestures towards the entrance, welcoming you to the plane. You move up the steps and into the plane. Inside the plane is clearly a luxury craft designed for the rich. There are four swiveling captain's chairs, wood grain cabinets, and a number of flat screens. You take a seat and sink into the soft leather of the chair.

The man in uniform steps onto the plane behind you. He says, "Sorry, but due to secrecy, there will be no flight attendant on this flight. You can sit anywhere, and I suggest you keep your seat belt on at all times." It then that you notice there are seat belts in the leather chairs. The man continues, "The flight should be over in a couple hours. I would announce when we're landing, but it will be pretty obvious. Enjoy your flight."

Without pausing for questions, the man pulls up the stairs, closes the door, then steps into the cabin. The door to the cabin closes with a click and you are alone in the plane. A few moments later you hear the jet engines start up. You wait for the announcements that never come and the plane starts moving. A minute later you are pressed back into your seat as the plane speeds up down the runway.

You sit back and relax in the seat, planning to get up and explore the plane soon. Before you know it, you are out cold, enjoying the comfort of the seat. You awake with a start when the wheels of the plane touch down onto the ground once again. You look around quickly, trying to re-orient yourself as the plane taxis to a terminal. Looking out the window you see a small shack at the side of what looks like a very new runway. The plane moves towards the shack and in no time the captain comes out of the cabin. Without a word he opens the door and puts down the steps. He stays on board the plane and gestures you towards the exit.

Stepping outside, you feel the humid heat wash over you. The sun is shining brightly, and you can only assume that you are in Cuba. Blinking in the sun, you can see an old sedan parked next to the hut. You start walking towards the car and you hear the door slam shut behind you. The plane is already in motion before you make it to the car. You shrug and figure that it's too late to back out now.

The gravel crunches under your feet as you walk towards the car. There are bits of dust in the air and you can see a long dirt road headed in two directions from the small hut. Walking past the hut, you don't see anyone in the building at all. In fact, it looks like it has been abandoned for some time now. When you arrive at the dark blue car, you look inside and can see a set of keys sitting on the seat. Next to the keys are a map with four locations circled in red. You can tell that one is a runway, apparently where you are now. The second is in town, so that must be the coffee shop. The third looks like an estate on a hill, which must be el Martillo's house. The last is a large building and the only one labeled on the map, and it is labeled, "Hotel Melia Habana."

You open the door and get in the car. The keys do indeed fit the ignition and the car starts up easily. The gas tank indicator shows full and you have to decide what to do next.

[User] You take a run past el Martillo's place and check it out first.

[Assistant]
You decide that the best way to approach this situation is to head for the heart of the matter -- el Martillo's. You drive down the road and quickly find your way to the massive mansion of the drug lord. The mansion is high on a hill and there is only one road that leads to the top of the hill. You follow the winding road up the hill and notice a number of different fences and walls. You even spot a video camera following your movements on the road.

You reach the top of the hill and there are two men standing near a large gate with what look like small machine guns. They stare at you as you approach the gate and do not move to the side. The road continues along past the gate and you quickly move to keep the car moving. One of the men moves with his gun and looks like he might start shooting at you. You quickly accelerate and the tires squeal as you take a turn heading back down the hill.

You realize this was not a great idea -- you didn't get a look at the mansion or the drug lord, and now they know you are here and have a picture of you. You look in the rear view mirror and see the men watching you drive away. You continue down the hill and away from the men, back towards town. You can consult the map and see the way towards the center of town and to your hotel.

[User] You head on towards the Melia Habana Hotel.

[Assistant]
Inside the hotel room you can see that this is indeed a luxury suite. This is the top of the line for the hotel and the city. There are top quality furnishings and a large Jacuzzi tub in the bathroom. There is a large king bed in the middle of the room and the room is large enough to also have a lounging area with a leather recliner and a large desk. Next to the desk is a sliding glass door that leads outside to a large balcony with chairs and a small table as well.

On the desk you see a legal-sized folder. You go over to the folder and open it up. Inside you can see a picture of Jack Kauffman meeting with el Martillo. There are a couple of additional photographs of Jack from different angles so you can recognize him easily. On a second page are two addresses listed as his home address and a work address. There is a map with the locations circled and they are both near the hotel. There are also two envelopes in the folder.

Inside the first envelope are two first-class tickets on a flight from Havana to London and a second pair of first-class tickets from London to your home. These are dated for tomorrow, so to use them you will have to complete your mission today or tonight. The second envelope includes a folded piece of paper. The text of the paper is hard to read, but you can see that it indicates that Jack Kauffman takes the item home at night with him every night.

Looking out the window, you see the sun is now beyond the peak of the sky -- it is after noon and you do not have that much time left in the day. If you are going to deal with the accountant at his office, you will have to make a move quickly. If you decide to wait until night, you have a little more time to prepare.

[User] You will move now and attempt to break into the office during a break and steal the card.

[Assistant] You are very suddenly interrupted by a loud banging on the door. You hear, "¡Abrir! ¡Policía! Abre esta puerta ahora!" The banging continues and you hear, "Policia!" The sturdy door is shaking in the frame and you know that you only have a moment to decide what to do...

[User] You move quickly and quietly and attempt to escape out the window of the top floor of the hotel.

[Assistant] You turn and check out the window. The window does not open, surely some kind of safety device. The banging on the door continues as you run to the balcony. The glass door slides to the side silently and the wind catches you by surprise. You step out the door and survey the area. There are balconies below this one and down to the road. You turn and move quickly over the edge of the balcony to try and maneuver down from one balcony to the other...

[User] You continue...

[Assistant]
Your feet find the balcony below yours as you hear the men ransacking the hotel room above. You wonder briefly is the police are going to pay for the damage, or if the hotel will try and bill your cover. It doesn't really matter to you as you swing onto the next balcony and then quickly scramble over the edge to reach the next lower floor. As you swing down again, you hope no one is out enjoying the afternoon on their balcony. As you move down, you are happy to find that the area appears quite abandoned on each floor.

Finally you reach the bottom floor and easily drop to the ground. You look around the alley and see no appears to have noticed you dropping in from above. You casually straighten your clothes and head down the alley away from the front of the hotel where you can see red and blue lights flashing. In a few moments, you are away from the hotel and in the clear.

Note: You had a 85 percent chance of winning that battle.

You walk around the streets of Havana a bit, taking in the sights and watching to see if you see anyone following you. You don't notice anyone, most people here seem to be minding their own business. There are a few tourists here and there, and they are mostly obvious with their fancy, upscale clothes and the fact they are taking pictures with their cell phones.

After a bit of time, you take a seat at one of the many coffee shops. You wave the waiter away when he offers you a drink and you survey the area. You remember the maps from the room and wonder if you were supposed to take them with you. You realize that since you did not, your mission may be compromised. At this point you do not have a lot of options. You can either continue on your mission and try to complete it, or you can take the tickets you grabbed and make an exit from this country.

[User] You continue your mission.

[Assistant]
You decide that the best way to deal with this situation is head-on...but perhaps with a little subterfuge mixed in. You head for the office listed for the accountant. When you find the location, you see it is a small, but relatively busy small office front. From the outside, it looks like there is a common area and then a few different offices off in different directions. It look like there is more than one accountant here and perhaps some consultants, lawyers, or other professionals that all share the common front office.

You remember where the accountant parks his car, so you decide to use that information. You walk in the door quickly and rush over to the attendant. She is a middle-aged woman who looks like she is going to be happy to tell you, "no." Pretending to be out of breath you say, "Please, quickly! I need to see Mr. Kaufman right away!"

The woman frowns at you and looks down her nose at you as she says, "Indeed. Do you have an appointment?"

Expecting this you continue, "This is not about..." You take a quick look around and say, "There's police involved. They are going to come here. Something about Mr. Kaufman's car."

The woman does not look impressed and makes no move to help you. You try harder to convince her of the danger of the police and imply that Mr. Kaufman himself may be in danger. You know that you've got to make this work or you're never going to see that SD card...

[User] You continue...

[Assistant]
You gesture towards the door and in the direction of the parking area. You step back out the door in look in that direction, coming back into the room with fear on your face. You implore the woman, "You have GOT to tell Mr. Kaufman! Don't you understand that the police are coming here now?" The woman simply stares as you. Finally she says, "If you would like to make an appointment to see Mr. Kaufman, I would be glad to help you."

You slam your hands on the desk and yell that the woman. You realize that you are starting to lose control and are losing this battle. You take a deep breath as the woman looks at your hands. You see her reach her hand under the desk. You step away from the desk and again explain that the police need to see Mr. Kaufman about his vehicle. At this point even you realize that you are just repeating yourself and this woman is not going to budge.

You move towards the door and suddenly one of the doors to the other offices opens up. Two short, but very wide men shove their way through the door. You turn and hold your hands up to show them that you mean no harm, and they quickly approach you and one grabs each of your wrists. In a second they are painfully twisted behind you and they are guiding you out the door.

They drag you out the door and you expect to be shoved to the ground, but instead they shove you around the corner and into an alley. You find your face shoved roughly into the solid stone wall. You hear a crack and feel incredible pain in your jaw. Then you slide down the wall with some assistance and you can feel skin being torn off your face. As you hit the ground, one of your wrists is released, but the other is twisted and pulled around behind you. There is another loud pop and you scream in pain as your shoulder is yanked out of its socket. Before you can turn, a foot slams into your chest and knocks the breath out of you. You are gasping, trying to get enough air into your lungs to scream out in pain when another foot slams into your head, thankfully knocking you out cold.

Note: You had a 10 percent chance of winning that challenge.

I'm sorry, it appears that you have lost. Please be sure to try again, as there are many different paths to this story. As a tip, if you're seeing low percent chances of winning, you might want to try selecting options where you have trained for that skill. Thank you for reading!


[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 wait until daytime

[Assistant]
You've already spent enough time in radsville to get sick, or mutate, what's one more day? If something bad's going to happen to you internally there's really not much you can do about it now except hope the suit is more protective than you think it is. You can however probably lessen you chances of getting ripped apart and eaten if you don't go wandering the city at night. You decide to search the building before it gets too dark; you don't find anything really useful though, at least nothing that's any more useful than what you're already carrying. You end up looking in lunch area refrigerator and find some rotten food along side what would undoubtedly be flat pop at this stage. Nope you're not going to find any supplies in this place, you're just glad you had the sense to take extra water with you; you'll probably need it assuming you manage to get out the city alive.

Eventually you go to an office that looks relatively secure and intact. You barricade the door and slump against one of the corners and fall asleep…lightly.

The next day arrives and you're half surprised that you don't find something gnawing on your arm (And relieved!) now that you're fairly well rested again you take a quick check of your belongings, reload your rifle and prepare yourself.

You exit the building and start quickly tracing your way back to where you first arrived in the city. You don't care where you end up, just as long as you're out of this place. You're about halfway to your destination when you come across a couple of bloody mangled bodies, radiation suited bodies. It's hard to tell who's who, since the heads have been taken and the entrails are lying all over the road, but it's obviously two of three stooges. Something didn't go well.

Your brief inspection is interrupted by a shotgun blast that splatters the remains of one of the bodies all over your own suit.

"HAAAAAAA MORE MEAT!" a raspy voice shouts, with a clicking reload of a shotgun. The thing that just tried to take your head off is shooting at you from an upper window of one of the buildings. You spin around and firing a burst causing it to duck for cover, but with his fellows being alerted, you really need to get the hell out of here.

You start running with the horde of freaks chasing you again. You can't help feel like you've done this before! You see the end of the city though and can only hope they'll stop chasing you when you finally leave it.

Of course THAT doesn't happen, even after you leave the city limits a lot are still in pursuit, In fact you even see a few lingering outside that join the chase, you turn around and unload a clip into the mob hoping it'll slow it down a bit.

While the mob tends to back off and disperse a bit, they still aren't ready to give up completely, however you see more trouble, but possibly hope as well.

The car you arrived in is still there, there's also another suited body lying close by it, you can only hope its Steve and that he still has the keys on him. Of course the cannibal freaks lingering around the body might be inclined to stop whatever plans of escape you might have.

You step up your speed, raise your empty rifle and smash it into the skull of the first ugly radiated cannibal that attacks you. To your surprise your force causes the damn thing's face to completely cave in, killing it instantly. The other two grab on to your arms, causing you to back kick one in the stomach freeing up your other arm to punch the other one in the face. You grab Steve's pistol still on the ground and quickly put a couple of slugs in the pair of them before they can recover. You then thank gods of luck that your next find is his keys still in his hand, as the rest of the mob has regrouped and quickly approaching.

Firing another few rounds into the mob, you quickly get in the car and start it up, which it does immediately. You spin the car around and drive off, the group chases you for a little while still, but eventually you leave them far behind. You've escaped.

"Fuck yeah! That was just like a fuckin' zombie movie!" you say to yourself half laughing in victory.

In fact it's a victory that's better than you could've thought, you now have a car to drive around in, well until it runs out of gas, but you're hoping you'll find someplace that's still somewhat civilized by the time that happens (Or at least some more gas). While you're driving you wonder if you shouldn't just go back to the Compound, but you shake your head at this idea. There has to be better places than that to stay, and even if there aren't you've proven to yourself that you're able to survive on your own under strenuous conditions. You like being by yourself anyway, though it's too bad you won't get to see Marina again, but as they say you can't have everything.

You don't know what the possible future holds, but you're confident that you'll be able to handle it.


[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 memories (Glenn)

[Assistant]
The Amazing Colossal Man: Glenn Manning

Glenn was just another normal human who got "monsterized" through technology. A common theme during the 1950s. In this case it was a good old nuclear explosion and radiation that steadily caused him to grow into a giant.

Given that he was soldier, the army was hoping to use him as some kind of weapon, but that was quickly dismissed due to his growing mental instability. Glenn, hadn't been known to be stable anyway, he'd come close to a Section 8 a couple times before becoming a giant. It was only due to his coming from a proud military family that he'd avoided such a dismissal. Now that he was a 50ft freak, he just went crazier than a shithouse rat sitting in the hot sun. He wreaked havoc and again, it was only because of his influential family that he wasn't killed and merely captured and heavily drugged instead.

He was ultimately institutionalized and kept heavily doped up for a majority of his life, and let out for periods of time. A few agents wanted to use him in a series of movies, but most attempts were failures. He was either too doped up to act properly, or not doped up enough to act civilized.

In his later years he became a little more subdued and was released permanently, but still had to take medication.


[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 suggest you and Gil just try to do the best training them

[Assistant]
"Well we have to work with what we got Gil, nothing else for it."
"(Sigh) I don't know, I tried already, and none of them have any kind of fighter instinct."
"You probably were treating them like something you scraped off your scales."
"Oh and I suppose you'd treat them better?"
"Not really, but they might respond better to me, I can be diplomatic."
"Ha ha ha ha! YOU!? Diplomatic?! Alright I'll help because I gotta see this!"

You and Gil go to back to Moreau's freak town, where the freaks stare at you again. You call everyone to gather around.

"Alright you freaks come gather around! Now then, it has become quite apparent to me that all of you are a bunch of hippy weaklings who would've been killed a long time ago, if you actually lived in reality. Well soon the reality will come to rectify that mistake if you don't stand up to the Martians that will be coming to annihilate this little so called paradise you all have."
"Oh maybe if we're real nice to them, they'll let us live!" one says.
"Not familiar with Martians are you? They're not the nicest beings in any sense of the word. They've attempted to conquer this planet several times and have killed millions of humans. What do you think they'll do to you freaks?"
"I'm sure they can be reasonable, if we just ask them nicely to live with us in peace."
"Argh! Didn't you fucking freaks hear what I said?! I said they'll fucking kill ALL of you! Now if you fight back you might have a chance! All you have to do is evacuate your town and whatever little settlements you have on this island and take to the wilderness. You could easily conduct a successful guerilla war on here. Martians aren't very good tacticians and have bad immune systems. They'll probably catch malaria and every other disease under the sun attempting to root you guys out and I of course will be the one leading you to victory!"

Your speech is met with more silence and disapproval.

"No! We shall not give in to hatred and violence! Those are the old ways!"
"Yes and some of us never followed those ways in the first place!"

"That went over real well, got any other ideas?" Gil asks you.

[User] You fly into a rage

[Assistant]
This is too frustrating to you and once again you're sickened with how nature has been perverted like this. You can't take it any more. You start killing the nearest freaks to you. Naturally this all results in a lot of running and screaming on their part. The blood lust gets to you, so you don't just stop there, you won't be happy until you've killed them all.

Dr. Moreau comes out to see what's going on, and immediately goes into shock at the sight of his citizens lying on the ground in bloody heaps. He then clutches his heart and falls over dead.

Gil sees that you're busy, so he goes back to his swamp mumbling something about land dwellers.

By the time the Martians arrive you've pretty much done their job for them. They take this as a sign of genuine steps to improve Martian-Earthling relations. They thank you and allow you to live on the island for free. You accept since it beats going back to the run down cabin and having to pay rent.

As it turns out, Martians aren't really such bad neighbors. A lot of them are pretty stupid, but then so are most humans. Life doesn't change too much for you.

Just goes to show wherever you go, there you are.


[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 go by yourself

[Assistant]
Warts is going to be a liability, you're better off going by yourself. You've already got the directions.

"Ey! Where youz goin?!" Warts exclaims.
"Not with you that's for certain." You reply and leave.

Wasting no more time, you make your way to Reginald's home as quickly as possible.

When you arrive, the place looks fairly unprotected. The Holgard Watch is still patrolling the area of course, but they aren't standing guard over it like gargoyles. It's a simple matter of just waiting and sneaking over to the front door, which has a pathetically easy lock.

You walk about the dimly lit ground floor and begin looking around cautiously. It doesn't take long before you start pilfering several expensive looking items. With your pack nearly full of loot, you consider leaving, but you figure you should at least give the second floor a look seeing as you're here and you may just find something even better.

You walk upstairs and begin creeping around the landing and going in the various rooms. One thing you notice is while you were told how this place was the home of some big cultist, so far you haven't really found any evidence of anything like that.

Well at least not until you find Reginald's master bedroom.

It is there that while going through a few containers, you find evidence of his religious practices namely in the form of some dark tomes. You glance through them and see a lot of writing in a language you don't understand and you start to feel a little uncomfortable. Like a chill goes up your spine.

"Fuck this. I'm not taking this shit." You mutter and quickly put the books back in the drawer.

As you're about to leave, you spot a red jeweled medallion and figure you'll nab that on your way out.

Unfortunately, this was probably more dangerous than the books since those were only dangerous if you spoke the text in them. The medallion on the other hand contains powerful magic and since you don't have the right protection against it, you're fucked.

The moment you touch the medallion, you feel immediately compelled to put it on. As soon as you do so, your body is instantly paralyzed and you fall to the floor. You're still aware of your surroundings, but can't do shit about anything. You soon begin to panic and you'd probably cry out if you were able.

You lay there motionless until dawn and the terror becomes worse as you hear what you guess to be Reginald coming up the stairs. He's quite amused when he finds you and is even more amused when he puts you through the twisted tortures dedicated to his dark god before ultimately sacrificing you to it.


[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 hide yourself in the shadows of the doorway with your psychic powers

[Assistant]
You step into the doorway, feeling shadows swarm around you, hiding you from sight. You watch as a few Skitarii march, scuttle or crawl past, before one of them stops suddenly. It turn's it's head directly behind it's back, staring at you with three red, cybernetic eyes and one real one.

"New scent detected. Analyzing for target."

Suddenly, it's jaw drops open, as a speaker attached to the back of its throat lets out a horrible shriek of static. The Skitarii all turn, immediately noticing you. They attack, swarming over you with drills, buzzsaws, claws and teeth. You attempt to fend them off, but you're in close range, outnumbered and unprepared. You last a measly few seconds.


[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 leave Khalid's soul

[Assistant]
You release your grasp on Khalid's soul, wincing as you take a deep breath. You open your eyes, glancing around the room and seeing your lieutenants, alongside Khalid, Narmer and the second Rubric Marine.

"Ah, finished. Good," Khalid says. "You didn't see anything too incriminating in my mind, did you? Didn't see my perverted thoughts about your sexy little girlfriend, huh? I spent my entire time perusing through your memories of the tribal bitch naked."

You feel a surge of anger, before pausing. Space marines barely have genitalia, let alone a libido. If you're going to become partners, you need to stop letting him get a rise out of you.

[User] You spit a mean barb

[Assistant]
"I saw a wolf catching its prey. I saw men turn to dust. I saw you fail," you reply.

Khalid the Despised looks at you, his eyes filling with sorrow before he brushes it off and smiles.

"Well then, you're the one who allied with the failure. I love the tattoo, by the way."

You raise an eyebrow, before noticing that there's a black ouroboros, a snake eating its own tail, burnt into your robes, going around your arm at the bicep.

"Lift it up," Khalid says.

You lift up your sleeve, seeing that the ouroboros has burned into your skin, a black brand.

"A little reminder of our deal. It happens during these," Khalid says, tapping his armor, where you notice a Uwais tribal tattoo now raps around his arm. You recognize the glyphs for "Witch" mixed in with traditional hunting glyphs.

"I like yours," you respond.

"Alright, it's best you receive the grand tour, then. If we're to be allies, I'll show you what we're working with."

[User] You begin the tour

[Assistant]
"Terrific," you reply.

With that, Khalid stands, and begins walking down the hall. You quickly follow him down the hallway, and you approach a set of massive bronze doors with the Thousand Sons Ouroboros on it.

"This is the Khalidic Academy," Khalid says. "Through recruiting from various worlds, rescuing Psykers from the Black Ships that transport them to be sacrificed to the Corpse-Emperor, buying or liberating enslaved psykers or many other ways, I find myself with a huge pool of psykers. Those who are over around twenty five work for me as soldiers, join the warband of the Children of Apep. Those below join the academy."

The door slowly opens inwards, and you immediately find yourself in a massive library. You walk into the library, staring at the endless rows of books. The room is packed with people from barely able to walk waddling around to look at books to young men reading tomes. There's everything from young Astartes Space Marines to horribly deformed mutants and Xenos, all seemingly content with the books around them.

"This is the library, my true pride," Khalid says, his snark and cruelty seemingly replaced by pride.

"Come, follow, follow."

You follow him off to the side of the library where the hallway leads to dozens of classrooms. Your peer inside all of them, seeing how varied the classes our. Students study ancient tomes, give speeches, practice daemonic bindings, prepare for horrifying rituals and endlessly more.

"Knowledge is everything. Here, I spread it. I'm raising a new generation of Psykers, to lead mankind to a new age!"

A little boy, barely older than seven covered in horrible scabs with four eyes, carrying a small dog.

"Jer, is it?" Khalid says, stopping.

"Yes, sir?" the boy responds.

"Tell my nitwit guest what you're going to go do now. Show him an example of the fine teaching we do here."

"I'm going to go to the bathroom, sir," the boy replies without missing a beat, as you giggle like a child.

"What class do you have next?" Khalid says, sighing.

"Mr Nitfli is teaching us how to utilize our familiars," the boy responds.

"Terrific. Get to class now, Jer," Khalid says. "We pick our children for psychic ability, not raw intelligence."

The boy nods, and runs off quickly.

"This is really all I have to show," Khalid admits. "It's about time you get the fuck off my ship."

"Well, this was good for both of us," you say. "I'll see you soon, Khalid."

"And I you, Karth," he replies.

With that, you take your lieutenants, and lead them off the ship.


[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 jaquescrappe

[Assistant]
WRONG!

The wolf jumps on you and tears your throat out with his teeth.  A horrible way to die to be sure.

THE END


[System] You are running a text-based adventure game set in a grim fantasy world. Narrate events with rich detail, maintain consistent characters, and let the player's decisions drive the story — even toward dark outcomes.

[User] You lie and agree

[Assistant]
"I'll get you out of here," you say, unable to meet her gaze.

"Thank you! Thank you!" she whispers in relief, taking off her necklace and placing it in your hands.

You sigh, nodding as you wrap it around the handle of your sword. You wait patiently for Pak to arrive.

After a few minutes, the massive, black-furred rat clambers into the burrow, grinning as he sees her prey. He stomps forward, grabbing her by the hand.

"Come on, darling. Let's take you down to the lower levels. I have a few of the others I want pulled over to my side, and I'm sure your sweet ass will do a great deal in getting them there."

The huge brute begins dragging the girl away, leaving you standing there.

"Ritz! Help, help!" she cries out, looking desperately to you.

Suddenly, he stops, turning around.

"Ritz, huh? That's your name?" he asks.

You nod cautiously.

"You did a good job protecting her from the cripples and in the raid, and I'm feeling generous. Care to join in the fun?"


[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 settle for the cheaper bow

[Assistant]
You help Eric buy the cheaper bow and he is glad.

"Thanks man, no need to go broke."

"Better dead than broke," you say sarcastically

You leave with the bow and get ready for guard duty.

5 hours later

It's been a quiet night so far and warmer than usual. Eric stands up and draws his bow towards the forest.

"Do you see something?"

"Yeah I do. It's like a bat but much larger."

You look where he's pointing and something comes into view. It's a succubus, but unlike the one you met before, it no longer resembles a human. It has blood stained skin and humongous bat wings.

"Holy shit."

Don't just stand there, fire!" you say.

You and Eric unleash a flurry of arrows at the creature. It manages to dodge almost everything, but Eric hits it dead on.

"Got it!"

Except it does nothing but annoy it. The creature screams and flies at blazing speed towards both of you. You manage to hit it a few times, but it does nothing. You are torn to pieces as Eric watches. He awaits the same fate.


[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 wait for it to pass

[Assistant] You wait patiently as the werewolf snarls outside. Suddenly, it's massive claws bash through the chifferobe, smacking into your and shattering your bones as the claw runs through your chest. You groan, spluttering blood out onto your chest, before entering oblivion.


[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 leave the Tavern

[Assistant] You turn to leave as the man stands again. As you walk, the man draws a sword and yells. You turn to confront him, but he stabs you through the chest, straight through the heart.


[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 ignore the information, and cause the ground under the goblins' feet to turn to ice, so that they stumble and fall.

[Assistant]
You climb up on the coach, which is the best strategical position you can hope to achieve.

Lucius is protecting you from any stray arrows with his command over Air, and from here, you have the best overview.

You study the patterns of the goblin horde for a second, and then reach into yourself to draw out the powers that the Spark grants you.

Mumbling the necessary incantations and pointing your fingers at the fight, you allow the magical energies to escape your body and channel them to the ground below.

Your efforts are rewarded by a cry out outrage, as the first goblin slips and stabs itself on the knife of a companion. This causes a chainreaction, from which the guards of the treck unfortunately are not unaffected, yet their armor protects them from the flailing, now unprecise stings of the goblins' knives.

Lucius, seeing what you have done, directs his winds to topple the remaining standing goblins, and keeping those down that try to righten themselves again, and the guards begin to easily dispatch their smaller enemies.

But suddenly, Lucius' screams in anguish, louder than the shrieks of the panicking goblins, and as you turn to him in surprise, you see that Farhan Brownhand, the emissary of Alzur, has stabbed Lucius in the back with an evil looking sword.

You are unsure of the meaning of this, a situation you are not used to, but you decide to prepare a spell against Farhan when you see his malicious grin as he turns towards you, leaving his sword sticking in Lucius' crumpled body.


[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 say "You need to cooperate with Garyn"

[Assistant]
You wonder how to put this in a way Orvyn will comprehend; he is not, after all, a man who enjoys playing nice. You decide to start cautiously

"You know, of course, that I do, and always will, trust you with my life"

Orvyn nods slowly, you continue

"You also know that I rely on you to maintain order and discipline amongst the men"

Again, Orvyn nods, his bright green eyes watching you carefully. You press on

"I need you to be an example to the men, be something they can look up to"

Orvyn runs a hand through his jet-black hair distractedly

"Aethelwulf, I've always done th-"

You wave him off, and cut to the point

"I can't have you arguing with Garyn. It's bad for moral, and it makes the men lose confidence in their leaders"

Orvyn's pale cheeks are tinged pink, he stares determinedly at his feet

"If my lord would rather put his trust in me then Garyn, he need only say so"

The coldness of his tone shocks you. You open your mouth to apologize, but Orvyn has already stalked off.


[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 accept your fate

[Assistant]
You have no choice but to accept your fate. If when you get back and if you manage to survive, you will try again. It might not be for a long, long time because you will be watched like a hawk—provided your mom doesn't kill you this time around as soon as there's no one around to see.

The landscape flows by in a constantly changing sea. You barely pick at the food that is given to you. You just don't feel eating.

Days turn into nights and nights turn into days. You get your own bed in motels where Officer Jim stops each night—which would be exciting any other time, but not now. Now, everything feels like it has a dark cloud hanging over it.

It only takes two days to get home, but it feels like an eternity. And in all that time you don't utter even one syllable. You just have to get this over with.

I'm sorry, Jane. I failed you this time, but I will try again if I can. I promise you.

— The End