(set: $sups = 0)
(set: $mats = 0)
<!--Wanted to make clear that the protagonist is a hermit, and hasn't interacted with anyone in quite some time and lives in a hostile environment-->
The wind howls, trees rustle, and a bright light shines into your eyes. Another day dawns on the wasteland. You rise from your bed.
[[Look around the shelter->look around]]
[[Look outside the window->window]]
[[Scavenge outside->1]]
<!--Wanted to make a rustic cabin-esque shelter, should spend some more time writing here-->
<!--Should figure out how to have the bullet points roll in one by one instead of this wall-->
You look around your [[shelter->intro]], it's rather cramped.
The walls are made of wood that has seen better days, it looks like life has been sapped from them. Some of the planks are loose fitting and have small gaps, allowing small cold breezes to seep through.
In a corner of the room there's an old rocking chair, the upholstery is worn ragged and the wood has lost most of its color.
There's a [[window->window]] on the door side of the Eastern wall, it wakes you every morning with the bright sun, you've been considering using something as drapes.
Your bed lies in the South Western corner, the frame is metal, slightly rusted, but probably is the best maintained piece of furniture in the cabin. The mattress is old and no longer white, it's definitely seen better days, but it's the best thing you have when it comes to sleeping.
Under your cot are your personal belongings: a burlap sack, a canteen, a handgun with four rounds, and a map you drew on some cloth.
A quaint hearth lies in the center of the south wall, you've never used it, never had any means of starting a fire.
The [[door->1]] faces towards the north and is made of sturdy wood, but still has its fair share of marks for its age.
You look outside, it's as lifeless as always. There are a few barren trees here and there, and the ground is covered in snow. The wind is blowing harder than it has recently and the skies are getting cloudy, it doesn't look good.
[[return->intro]]You take your belongings and venture out.
It's cold out and the clouds are circling, looks like a storm is coming.
You know that up [[North->North]] there are some abandoned ruins of various buildings.
You decide to travel North to the ruins. The wind blows hard as you make your way there.
After some walking, you make it to the ruins.
You see the remains of a [[garage->garage ]] and [[supermarket->market]]
You search the garage hoping to find something of use.
<!--Would like to have more of a choice here, but writing an entire different route where the player survives without contacting other character alone would have taken a lot more time and something clever in the writing department-->
But suddenly you hear a loud thump.
[[Investigate->hood1]]
[[Leave the Garage->North]]
(if:visits is 1)[You enter the supermarket and scavenge what you can
You stuffed your sack with as many cans and bottles as possible. This should last you two days.(set: $sups to $sups + 2)
[[return->North]]](elseif:visits is 2)[[You can't carry much more.->North]]
With pistol drawn you investigate the source of the sound. Then suddenly you hear a meager cough from behind a box
[[investigate further->hood2]]
You slowly creep around the box to find a a small hooded figure collapsed on the floor. It seems to be holding a bag twice the figure's size that's stuffed to the brim.
<!--First and unfortunately only moral dilemma-->
[[help the figure up->help]]
[[take the bag->take]]You try and get the hooded figure back on its feet, but it seems that they're unconscious.
You decide to carry them on your back and head back to your [[shelter->day end of 1st encounter]].
(set:$bond to $bond + 1)
After a long trek you make it back to the shelter, it's about sundown and they are yet to wake up.
[[Place the figure on the bed and sleep on the chair->d2Bed]]
[[Place the figure on the chair and sleep on the bed->d2Chair]](set: $bond to $bond + 1)
You wake up to find the figure still asleep on the bed, but as you get up the figure stirs to look at you.
[[approach the figure slowly and calmly->contact]]
(set: $bond to $bond + 0)
You wake up to find the figure still asleep on the chair, but as you get up the figure stirs to look at you.
[[approach the figure slowly and calmly->contact]]
As you approach the hooded figure, they reach into their bag and hand you a match box. They then meekly say
(text-colour:(hsl:30,0.8039,0.5,0.95))["I-It's mighty cold stranger, c-can you please light the hearth?"]
You respond with how you have no means of obtaining wood.
The figure then reaches into its bag and hands you an axe.
[[Go outside and collect wood->heat]]
<!--Should revise this portion to make hood more likeable, right now I think hood comes off as pretty boring-->
You return with wood and dead leaves in hand. As you return to the shelter you find the figure rustling through their pack and they pay no mind to you entering.
You place the wood and kindling in the hearth and light it a blaze, its warmth is a pleasant change.
The hooded figure taps your shoulder, you turn around to find them holding a large tin. The figure gestures the tin to you, you open it and find it full of various biscuits.
The two of you spend the day consuming biscuits by the fire, you two exchange a few words and you learn that the figure calls itself Hood.
[[Night eventually falls and you both go to sleep.->d1]]
(set: $day to $day + 1)
(set: $amt to $sups/2)
You wake up to the daybreak as usual, but the shelter is colder than usual. You'll perish if you don't find what you need.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruins]]
[[Go East to the river.->River]]
[[Go West to the forest.->Forest]]
(set: $supsFound to (random:0,5))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:0,3))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you and hood found no supplies]
(elseif:$supsFound is 1)[You and hood were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You and hood found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you and hood found no wood]
(elseif:$matsFound is 1)[You and hood were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You and hood found $matsFound wood]
(if:$day is 1)[[[return home and scavenge again->d1]]]
(elseif: $day is not 1)[[return home before dark->night]]
<!--Trying to reuse passages whenever possible, makes it a little easier to come back and edit-->
(set: $amt to $sups/2)
In total you have $amt days of supplies and $mat wood
{(if:visits is 1)[(if: $mat > 0 and $sups >= 2)[[[You and Hood light the hearth and eat comfortably->day 2]]]]
(elseif:visits is 2)[(if: $mat > 0 and $sups >= 2)[[[You and Hood light the hearth and eat comfortably->day 3a]]]]
(elseif:visits is 3)[(if: $mat > 0 and $sups >= 2)[[[You and Hood light the hearth and eat comfortably->day 4a]]]]
(elseif:visits is 4)[(if: $mat > 0 and $sups >= 2)[[[You and Hood light the hearth and eat comfortably->day 5a]]]]
}
(if:$sups is 0)[
[[You and hood could not find food and go hungry tonight->starve end]]
]
(elseif: $mat is 0)[[[[You and Hood were unable to light the hearth, "It's very c-c-cold, stranger" Hood says meekly->freeze death]]]]
(set: $mat to $mat - 1)(set: $sup to $sup - 2)
(text-style:"bold","shudder")[You and Hood freeze in the cabin.]You and Hood were unable to find sustance and your bodies give out<!--Another attempt at trying to make hood more likeable, can probably do better with more time writing-->
(set: $amt to $sups/2)
(if: $bond >= 0)[You are suddenly shaken and startled out of your sleep, before you can even prepare to respond to whatever suddenly startled you, notice that it's just hood. Hood hands some sort of canteen to you.
[[take the cap off and take a sip.->sip]]
[[inspect the canteen.->inspect]]]
(else:)[(set: $amt to $sups/2)
It's not nearly as cold as it was last night, but it's definitely colder than yesterday morning, so we should prepare to get what we need.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruins]]
[[Go East to the river.->River]]
[[Go West to the forest.->Forest]]]
(set: $supsFound to (random:1,6))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:0,1))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you and hood found no supplies]
(elseif:$supsFound is 1)[You and hood were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You and hood found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you and hood found no wood]
(elseif:$matsFound is 1)[You and hood were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You and hood found $matsFound wood]
(if:$day is 1)[[[return home and scavenge again->d1]]]
(elseif: $day is not 1)[[return home before dark->night]](set: $supsFound to (random:0,3))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:1,4))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you and hood found no supplies]
(elseif:$supsFound is 1)[You and hood were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You and hood found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you and hood found no wood]
(elseif:$matsFound is 1)[You and hood were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You and hood found $matsFound wood]
(if:$day is 1)[[[return home and scavenge again->d1]]]
(elseif: $day is not 1)[[return home before dark->night]]Hood immediately stomps the ground and shouts , (text-colour:
(hsl:30,0.8039,0.5,0.95))["No! You may not! Ted is my friend, people don't drink friends!"]
Hood then snathces Ted out of your hands, reseals Ted head to his body and sulks in a corner.
(set: $bond to $bond -1)
[[well darn.->day2]]
(set:$bond to $bond + 1)
You look closer at the canteen and notice that the cap has two mismatched shirt buttons sewn onto it and has a cloth bulb protrusion that resembles a nose. The cap also has two cloth discs around the top, but one of them is a bit torn, ears perhaps?. Before you can examine it any further Hood says,
(text-colour:(hsl:30,0.8039,0.5,0.95))["What do you think about Ted?"]
[[Can I take a sip from Ted?->Tedrink]]
[[Tell me more about Ted.->Tedtalk]]
Hood immediately stomps the ground and shouts ,
(text-colour:(hsl:30,0.8039,0.5,0.95))["No! You may not! Ted is my friend, people don't drink friends!" ]
Hood immediately snathces Ted out of your hands and stomps sulks in a corner.
(set: $bond to $bond -1)
[[Well darn->day2]]
(set: $amt to $sups/2)
It's not nearly as cold as it was last night, but it's definitely colder than yesterday morning, so we should prepare to get what we need.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruins]]
[[Go East to the river.->River]]
[[Go West to the forest.->Forest]]
You see Hood's eyes shine with glee and says,
(text-colour:(hsl:30,0.8039,0.5,0.95))["Ted is my closest friend! I've had Ted for as long as I can remember!"]
Hood then goes on about how Ted and them have been through a lot together and how Ted has gone through many buttons and stitches
(set: $bond to $bond + 1)
[[Cool to know ->day2]]
(set: $amt to $sups/2)
(if: $bond > 1)[You wake up to a loud thud. You instinctively try to grab the axe that you place next to you, but it isn't there and when you look to see the origin of the sound, you see Hood flat on the ground with their bag in front of them, it's contents spilling out.
[[Rush over to see what's the matter.->rush]]]
(else:)[
It's colder than it has ever been, almost as cold as last night.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.]
[[Go North to the ruins.->ruins]]
[[Go East to the river.->River]]
[[Go West to the forest.->Forest]]
<!--Another attempt at trying to make Hood more likeable by showing that they aren't dead weight and capable of helping-->
You rush over and ask what's the matter. Hood says,
(text-colour:(hsl:30,0.8039,0.5,0.95))["It's nothing, I just tripped when I got home from some early scavenging."]
You're a relief that they aren't hurt, it's not like you have any medical supplies or expertise.
(set: $sup to $sup + 1)(set: $mat to $mat + 1)(set: $bond to $bond +1)
[[return]]
(set: $amt to $sups/2)
It's colder than it has ever been, colder almost as cold as last night.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruins]]
[[Go East to the river.->River]]
[[Go West to the forest.->Forest]]]
<!--If Hood was better written then this probably would be more rewarding, but i feel like this comes off as pretty meh, also should make it harder to be kinder to Hood by making survival harder if you are kind-->
It seems like you've outlasted the storm, things should be smooth sailing from here on out
(if:$bond >= 2)[After surviving the storm Hood is greatful for your kindess you and wishes to stay with you for a time.]
(else:)[After surviving the storm Hood thanks you for offering shelter and decides to wander off into the wastes, leaving you alone once more.]
(text-style:"bold")[game end]
<!--Another potential line for protagonist to go down alone route, but again, it seemed pretty uninteresting and this felt sort of overwhelming after finishing the "kind" route-->
<!--Also I was debating between making this a route where survival is easy, but the protagonist gets assaulted mentally via guilt, but again, just finishing the "kind" route felt pretty taxing, so I instead opted for a "I hope the player looks back at their own actions without the game saying they are a bad person" route-->
The figure refuses to let go and seems to be reaching for something inside the bag
[[fire a shot to scare it away->hammerTime]]
(text-style:"bold")[(text-colour:red)[(text-style:"rumble")[BANG]]]
(text-style:"bold","shudder")[(text-colour:red)[SPLAT]]
You had good intentions, you didn't mean for it to end this way, but here we are.
[[Try and take your mind off of it and check the bag->goodies]]
(set: $madness to $madness + 1)
(set: $buried to false)Still (text-style:"shudder")[trembling] from the events that transpired you open the pack and find and matchbox, an axe, a tin and some strange canteen.
If you didn't act swiftly perhaps you'd be on the ground.
(set: $sups to $sups + 2)
[[Yeah, it was them or me->home]]
As you make your way back home you hack down a tree so you can finally use the hearth, but you feel like you're not alone.
Probably just some wild life
[[Enter the cabin ->home1]](set: $day to $day + 1)
(set: $amt to $sups/2)
You wake up to the daybreak as usual, but the shelter is colder than usual. You'll perish if you don't find what you need.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruinsB]]
[[Go East to the river.->RiverB]]
[[Go West to the forest.->ForestB]](set: $supsFound to (random:0,6))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:0,4))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you found no supplies]
(elseif:$supsFound is 1)[You were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you found no wood]
(elseif:$matsFound is 1)[You were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You found $matsFound wood]
(if: $madness >= 1)[All the while it feels like something is watching you]
(if:$day is 1)[[return home and scavenge again->b1]]
(if:$buried is false)[[Bury the body->burial]]
(elseif: $day is not 1)[[return home before dark->nightB]]
(set: $supsFound to (random:1,6))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:0,2))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you found no supplies]
(elseif:$supsFound is 1)[You were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you found no wood]
(elseif:$matsFound is 1)[You were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You found $matsFound wood]
(if: $madness >= 1)[All the while it feels like something is watching you]
(if:$day is 1)[[[return home and scavenge again->b1]]]
(elseif: $day is not 1)[[return home before dark->nightB]]
(set: $supsFound to (random:0,4))
(set: $sups to $sups + $supsFound)
(set:$matsFound to (random:1,4))
(set: $mat to $mat + $matsFound)
(set: $amtC to $supsFound/2)
(set: $amtCM to $matsFound/2)
(if:$supsFound is 0)[Even after a long search, you found no supplies]
(elseif:$supsFound is 1)[You were only able to find less than a day's worth of supplies]
(elseif: $supsFound > 1)[You found $amtC days worth of supplies]
(if:$matsFound is 0)[Even after a long search, you found no wood]
(elseif:$matsFound is 1)[You were only able to find $matsFound wood]
(elseif:$matsFound > 1)[You found $matsFound wood]
(if: $madness >= 1)[All the while it feels like something is watching you]
(if:$day is 1)[[[return home and scavenge again->b1]]]
(elseif: $day is not 1)[[return home before dark->nightB]]
(set: $amt to $sups/2)
In total you have $amt days of supplies and $mat wood
(if: $madness >= 3)[You hear (text-style:"shudder")[something] outside, It's unlike anything you've ever heard.
[[Run for the pistol->pistol]]
[[Hide under the bed->bed]]]
(if:$day is 2 and $mat > 0 and $sups >= 2 and $madness < 3)[[[You light the hearth and get to eat->day 2b]](set:$day to $day +1)]
(elseif:$day is 3 and $mat > 0 and $sups >= 2 and $madness < 3)[[[You light the hearth and get to eat->day 3b]](set:$day to $day +1)]
(elseif:$day is 4 and $mat > 0 and $sups >= 2 and $madness < 3)[[[You light the hearth and get to eat->day 4b]](set:$day to $day +1)]
(elseif: $sups is 0 and $madness < 3)[[[You could not find food and go hungry tonight->StarveB]]]
(elseif: $mat is 0 and $madness < 3)[[[[You were unable to light the hearth->freezeB]]]]
(set: $mat to $mat - 1)(set: $sup to $sup -1)
(if: $buried is false)[(set: $madness to $madness +1)]
(if: $madness >= 1)[(set: $madness to $madness +1)]
(set: $amt to $sups/2)
It's not nearly as cold as it was last night, but it's definitely colder than yesterday morning.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruinsB]]
[[Go East to the river.->RiverB]]
[[Go West to the forest.->ForestB]]
(if:$buried is true)[[Place an offering by the grave->offering]]
(set: $amt to $sups/2)
It's colder than it has ever been, almost as cold as last night.
After checking your belongings you have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruinsB]]
[[Go East to the river.->RiverB]]
[[Go West to the forest.->ForestB]]
(if:$madness > 0)[You may have outlasted the storm, but something is out there.]
(else:)[It seems like you've outlasted the storm, things should be smooth sailing from here on out.
]
(text-style:"bold")[game end]
You were unable to find sustance and starve out alone.(text-style:"bold","shudder")[You freeze in the cabin alone without heat]You arrive home and place the logs in the hearth. You then take a swig out of the strange canteen before using it as kindling.
You sit by the fire and eat biscuits out of the tin.
Something feels different
It's probably nothing
[[sleep->b1]]The ground by the ruins are hard and unworkable, so you bring the small body to the closest workable land, the shelter and bury them there.
[[return->nightB]]
(set: $madness to $madness -1)
(set: $buried to true)
(set: $day to $day +1)You snatch the pistol as fast as you can, hands (text-style:"shudder")[shaking] just a little.
Then suddenly you hear it, it's close to the western wall.
[[Fire at the direction of the sound->bang]]
[[hide under the bed->bed]]You duck underneath the bed as fast as possible and lie there.
After hours it finally stops.
(if:$day is 2 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 2b]]]
(elseif:$day is 3 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 3b]]]
(elseif:$day is 4 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 4b]]]
(elseif: $sups is 0)[[[You could not find food and go hungry tonight->StarveB]]]
(elseif: $mat is 0)[[[[You were unable to light the hearth->freezeB]]]](text-style:"bold")[(text-style:"rumble")[(text-colour:red)[BANG]]]
(if:$attacks < 1)[The shot was fired and for a time nothing happened
[[Investigate->Investigate]]]
(elseif:$attacks >= 1)[The shot was fired, but the sounds only kept going
[[In Fact it's even louder ->noise]]]
You cautiously open the door and check outside the cabin, nothing's there.
You go back inside and in total you have $amt days of supplies and $mat wood
(if:$day is 2 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 2b]]]
(elseif:$day is 3 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 3b]]]
(elseif:$day is 4 and $mat > 0 and $sups >= 2)[[[You light the hearth and get to eat->day 4b]]]
(elseif: $sups is 0)[[[You could not find food and go hungry tonight->StarveB]]]
(elseif: $mat is 0)[[[[You were unable to light the hearth->freezeB]]]]
(set: $attacks to $attacks + 1)
It's no longer just a noise, but a chant, "(text-style:"blink")[(text-colour:red)[(text-style:"shudder")[Murderer, Murderer]]]." It's not only louder, it's surrounding you, it's inside of you, it's everywhere.
(text-style:"bold","shudder")[[[Murderer, Murderer -> Murderer, Murderer]]]
(text-style:"bold","shudder")[(text-colour:red)[MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER MURDERER]]
[[STOP IT STOP IT->Rest in peace]](text-colour:red)[(text-style:"bold","rumble")[BANG]]
(text-style:"bold")[Game end]You place some food on top the grave as an offering, it gives you a little peace mind
(set: $sups to $sups - 1)
(set: $amt to $sups/2)
You have [$amt] (if:$amt is 1)[day](else:)[days] worth of supplies and $mat wood.
[[Go North to the ruins.->ruinsB]]
[[Go East to the river.->RiverB]]
[[Go West to the forest.->ForestB]]
(set:$madness to $madness - 1)
(set:$offerings to $offerings +1)
(set: $amt to $sups/2)
You wake to the roar of the wind, the door buckle and shakes to the overwhelming power of the wind. It's not safe to go out today.
[[Keep to yourself for the rest of the day->night]]
[[Try and kill time by chatting with Hood -> Chat]]What do you wish to talk to Hood about?
[[Where are you from?->from]]
(if:$bond is 0)[(text-colour:(hsl:30,0.8039,0.5,0.95))[It's none of your business]]
(if:$bond is 0)[[Well darn->night]]
(if:$bond >= 1)[(text-colour:(hsl:30,0.8039,0.5,0.95))[I don't know, In all honesty I can't remember much before you rescued me]]
(if:$bond >= 1)[[Sorry to hear that->from2]](text-colour:(hsl:30,0.8039,0.5,0.95))It's fine, you've been real kind to me, thank you.
[[Don't mention it->night]]
(set: $bond to $bond +1)