You stand outside your cabin.
It is a brisk winter's day, and the first day of your vacation with your friends Camille, Sadie, and Dani. You've rented this rustic little wooden cabin in the mountains—at a surprising bargain—for a solid week, and you can't wait to spend the time alone with your friends.
There is little around for miles but trees and more trees. You saw them all on your nervous drive up, as you cautiously steered your car around the winding dirt road that led up the mountain.
The wind picks up, lifting your hair to sting the back of your neck. You shiver and tug your jacket more firmly around you against the cold bite. Your friends are from colder parts of the world than you are, so you're sure they'd tease you for it, but for now you are alone and can shudder in peace.
But, there is little else to do out here. You may as well [[go indoors.|livingroom]]
(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[You are now in the living room.
It is a relatively average living room. There is a couch with sagging cushions, a small television set, a comfortable-looking [[fireplace]], and a few pieces of artwork on the walls. There is a [[large display case]] in the corner.
To your left is a staircase leading to [[the upper floor|Go upstairs.]] of the cabin.
Behind you is the door leading(if:((history:) contains "Complain about the cold." or (history:) contains "Ask about the drawing." or (history:) contains "Admire the view.") and (history:) contains "boycabin")[(link-reveal:" back outside.")[ It's too cold to go out again. You hope Camille and those two guys are alright...]](else:)[ [[back outside.|Go back outside.]] ]
Across the room is the doorway leading [[to the kitchen.|Go into the kitchen.]]](else:)[(link-goto: "You hear a sudden howl.")]
(set: $gunroom to false)
(link:"Get knife.")[(set: $inventory to $inventory + (a: $knife)) (set: $kitchenItems to $kitchenItems - (a: $knife)) You got the knife! (if:$kitchenItems.length < 1)[There are no more items in the kitchen!]]
(link:"Check Inventory.")[(if:$inventory.length < 1)[Your inventory is empty.] (else:)[Inventory:<br/>(print:$inventory)]]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[(if:(history:) contains "Go into the kitchen.")[Dani's still working... I'll leave her alone for now.](else:)[Dani is already hard at work in the kitchen, unloading the dozens of shopping bags the four of you had purchased from the grocery store on the trip over.
"Need any help?" you offer, leaning on the doorway to the kitchen.
She looks up with a smile, the rushed expression sending a little jolt through your chest. She'd always been unfairly pretty, her short, tousled brown hair framing a pale, slender face with brilliant amber eyes.
"I think I'm doing fine, thank you," she assures you, opening the refrigerator to pack some things away. "I hope we packed enough for the week..."
"I think we did?" I said, moving fully into the little room. "It took all four of us to carry it all inside."
"Hm." She crouches to rifle through one of the bags. Dani's shirt rides up slightly in the back, exposing a strip of pale skin. You look away politely, feeling your ears heating up. "Did you need something, by the way?" Dani speaks up, looking up at you.
"What? Oh, no, I was just looking around," you assure her. "I'll leave you to it." She smiles and returns to work.]
The rest of the kitchen is slightly cramped; it's a very small room compared to the rest of the cabin. It's as modern as it could be given the small size, with a stainless steel refrigerator and matching sink, and half a dozen kitchen implements lining the counter.
The silverware drawer is half-open, and there's an unfamiliar door on the far side of the kitchen.
(if: $kitchenItems contains $knife)[(link-reveal: "Check the silverware drawer.")[It's full of somewhat tarnished silverware... (link:"<br/><br/>Get knife.")[(set: $inventory to $inventory + (a: $knife)) (set: $kitchenItems to $kitchenItems - (a: $knife)) <br/><br/>You got the knife!<script>inv.play();</script>]]](else:)[There's nothing of note left in the drawers here.]
(link-reveal:"Check the unfamiliar door.")[ You try the handle. It rattles but doesn't budge. Seems to be barred from the other side...]
[[Return to the living room.|livingroom]]](else:)[(link-goto: "You hear a sudden howl.")]
(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[You are now upstairs.<br/><br/>It is simply a short hallway. There are two bedrooms and one bathroom.
[[Check my bedroom.]]
(if:(history:) contains "Check the spare bedroom.")[(link-reveal:"Check the spare bedroom.")[ ...On second thought, Sadie's probably still unpacking... I'll give her some privacy.]](else:)[ [[Check the spare bedroom.]] ]
[[Check the bathroom.]]
[[Go downstairs.|livingroom]]](else:)[(link-goto: "You hear a sudden howl.")]
(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[You step outside. It's still cold, so you grumble to yourself, tug your jacket tighter around you, and go for a short walk around the cabin.
The dead autumn leaves crunch softly under your feet.
You turn around the corner of the cabin and smile; your friend Camille is lingering out here, sitting on a large stump, bent over her sketchbook.
(if: ((history:) contains "Admire the view.") is false and ((history:) contains "Complain about the cold." is false) and ((history:) contains "Ask about the drawing." is false))[The sun is setting in the mountains to the west, and the slowly-dying light catches her form, casting striking shadows over her deep russet skin and obsidian hair. She happens to glance up, her deep hazelnut eyes catching you as you stand and watch her. A smile spreads over her face.
"Hey, Jesse," she calls out to you, crossing her legs under herself.
You could stop to speak to her... Or you could continue around the side of the cabin.
(link-reveal:"Speak to Camille.")[<br/><br/>[[Ask about the drawing.]]<br/><br/>[[Admire the view.]]<br/><br/>[[Complain about the cold.]]]]
(else:)[Camille is still working on her sketches... It would be rude to disturb her. But you can still explore the area in the meantime.]
[[Keep walking.]]]
(else:)[(link-goto: "You hear a sudden howl.")]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>It is made of wood, with a thick glass cover.(if: $livingItems contains $pistol)[ Inside the case is a hefty-looking revolver.<br/><br/>You aren't sure if it's an antique, or if the owner of the cabin simply really likes this model of revolver.<br/><br/>(link: "Take the gun.")[(if: $inventory contains $key)[You unlock the display case and carefully remove the pistol.
(set: $inventory to $inventory + (a: $pistol)) (set: $inventory to $inventory - (a: $key)) (set: $livingItems to $livingItems - (a: $pistol)) You got the pistol!<script>inv.play();</script>] (else:)[You tug at the display case, but it's locked tight!
It seems you need a key!]]](else:)[ The display case is empty.]
[[Return to the living room.|livingroom]]
(set:$gunroom to true)
(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[You are now in your bedroom.
It is a standard bedroom. There is a [[bed]], a [[nightstand]], a [[bookshelf]], and a [[desk]].
There is little else worth mentioning.
[[Go back into the hallway.|Go upstairs.]]](else:)[(link-goto: "You hear a sudden howl.")]
(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<20)[You open the door and are immediately met with the sight of your friend Sadie moving her clothes from her suitcase into the chest of drawers. Probably a wise move—this way she won't be living out of her suitcase for the next week.
She looks up with some surprise at the door's suddenly opening. "Oh, Jesse," she says with a small laugh. "I was wondering who that was."
"Sorry," you apologize sheepishly. "I was just taking a look around the place and didn't think to knock. I'll let you get back to it."
Sadie's smile is cherubic. "I won't be long," she assures you with a chuckle. "You can come back by later."
[[Go back to the hall.|Go upstairs.]]](else:)[(link-goto: "You hear a sudden howl.")]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>(if:$drunk)[You feel a little dizzy from that beer...<br/><br/>](set: $steps = $steps + 1)(if: $steps<25)[It's a typical 3/4 bathroom, with a toilet, a sink, and a shower. A rickety medicine cabinet hangs over the sink. The mirror fronting the cabinet has a crack in the corner.
The whole room smells of bleach and some other industrial cleaner.
(if:$drawn)[The shower curtain is closed right now.](else:)[The shower curtain is open. You can see the spider working on its web again... gross.](if:$drunk)[<br/><br/>You're still feeling pretty dizzy... Uh-oh.<br/><br/>...<br/><br/>Well, if you were going to throw up, at least you made it to the toilet. And you do feel a little better now.(set:$drunk to false)]
(link-reveal:"Check the medicine cabinet.")[ It creaks ominously as you open it.(if:$bathroomItems contains $kit)[ Within the cabinet is a small (link-reveal:"first aid kit.")[(set: $inventory to $inventory + (a: $kit)) (set: $bathroomItems to $bathroomItems - (a: $kit)) You got the first aid kit!<script>inv.play();</script>]](else:)[ There's (either: "a small roll of gauze", "an expired bottle of pink bismuth", "an empty bottle of ibuprofen", "an ancient box of Tylenol")... That's not very helpful right now.]]
(if:$drawn)[(link-reveal:"Open the shower curtain.")[ You pull back the shower curtain... And promptly upset a spider who'd made its home in a web spanning the entire breadth of the shower. Gross.](set:$drawn to false)](else-if:$drawn is false)[(link-reveal:"Close the shower curtain.")[ You close the shower curtain back so you don't have to look at the spider anymore.(set:$drawn to true)]]
[[Go back into the hall.|Go upstairs.]] ](else:)[(link-goto: "You hear a sudden howl.")]
It is your bed for the week, though you *will* be sharing it, for better or for worse...
You lie down for a moment, but you can't get comfortable enough to take a nap.
[[You get back up.|Check my bedroom.]]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>It seems strange to rifle through the nightstand of the actual owner of the cabin, but... Curiosity killed the cat, right?
There is little in the way of interesting items in the drawer of the nightstand. There is only a copy of Gideon's Bible and some raunchy-looking romance novel.
The irony is not lost on you.
(link:"Check the Bible.")[You've sinned enough for today, so you lift the Bible instead...(if: $bedroomItems contains $key)[What's this? There was a key hiding under the Bible!<br/><br/>(link:"Take the key.")[(set: $inventory to $inventory + (a: $key)) (set: $bedroomItems to $bedroomItems - (a: $key))You got the key!<script>inv.play();</script>]](else:)[<br/><br/>You thumb through the pages briefly.<br/><br/>It's not even a red-text edition.<br/><br/>You put the Bible back where it belongs.]]
(link:"Check the novel.")["My Night With A Scottish Millionaire"... That's kind of niche.<br/><br/>You put the novel back. It feels a little sticky for your tastes.]
[[Continue wandering your room.|Check my bedroom.]]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>It seems to be filled mostly with old romance paperbacks... and a dusty old encyclopedia set.
(if: $bedroomItems contains $journal)[Tucked away at the very edge of the bookshelf is an unmarked black book, bound in leather with an aging lock on it.
(link:"Take the book.")[(set: $inventory to $inventory + (a: $journal)) (set: $bedroomItems to $bedroomItems - (a: $journal))You got the Journal!<script>inv.play();</script>]](else:)[None of it really interests you, though...]
[[Back to the bedroom.|Check my bedroom.]]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>It's a desk. There's not much on it, except for a clunky old Gateway [[computer]](if:$bedroomItems contains $phone)[ and a (link-reveal:"cell phone.")[<br/><br/>(link:"Get the phone.")[(set: $inventory to $inventory + (a: $phone)) (set: $bedroomItems to $bedroomItems - (a: $phone)) You got the phone!<script>inv.play();</script>]]](else:)[.]
[[Return to the bedroom.|Check my bedroom.]]
<script>var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");</script>The fireplace is empty right now, but you know there's a stack of firewood already split and waiting to be burned just outside.
The mantle, in the meantime, is covered in knick-knacks of various sorts(if: $livingItems contains $bullets)[, as well as a dusty little (link-reveal:"box.")[<br/><br/>It seems to be a box of bullets, albeit a mostly-empty one...<br/><br/>(link:"Take the box.")[(set: $inventory to $inventory + (a: $bullets)) (set: $livingItems to $livingItems - (a: $bullets))You got the bullets!<script>inv.play();</script>]]](else:)[.]
[[Return to the living room.|livingroom]]
(if: (passage:)'s tags contains "act1")[
(if:$inventory.length >= 1)[(link:"Check Inventory.")[Inventory:<br/>(print:$inventory.join("<br/>"))]]
(if:$inventory.length > 0)[(link-reveal:"Use Item.")[{(if:$inventory contains $knife and $inventory contains $journal)[(link-reveal:"<br/><br/>Use Knife.")[ Hm... Seems like you could use the knife as a lever on the (link-reveal:"journal...")[ You lever the butter knife under the rusted lock and manage to break it. Success! {(if: $journal is in $inventory)[(set: $inventory to $inventory - (a: $journal)) (set: $inventory to $inventory + (a: $journal2))]}]]](else-if:$inventory contains $knife and not ($inventory contains $journal))[(link-reveal:"<br/><br/>Use Knife.")[ You turn the butter knife this way and that. It glints in the fading sunlight.]]
(if:$inventory contains $journal and $inventory contains $knife)[(link-reveal:"<br/><br/>Use Journal.")[ Hm... Seems like you could use the knife as a lever on the (link-reveal:"journal...")[ You lever the butter knife under the rusted lock and manage to break it. Success! {(if: $journal is in $inventory)[(set: $inventory to $inventory - (a: $journal)) (set: $inventory to $inventory + (a: $journal2))]}]]](else-if:$inventory contains $journal and not ($inventory contains $knife))[(link-reveal:"<br/><br/>Use Journal.")[ You tug at the rusted lock with all your might, but it doesn't budge! Maybe you can find a lever to break it off with...?]]
(if:$inventory contains $journal2)[(link-reveal:"<br/><br/>Use Journal.")[ You crack open the (link-goto: "journal...")]]
(if:$inventory contains $pistol and not ($inventory contains $bullets))[(link-reveal:"<br/><br/>Use Pistol.")[<script>click.play();</script> You take aim and pull the trigger. It clicks uselessly: empty.]](else-if:$inventory contains $pistol and $inventory contains $bullets)[(link-reveal:"<br/><br/>Use Pistol.")[ Seems like you could put your bullets into the (link-reveal:"pistol...")[ You loaded the pistol! <script>reload.play();</script>{(if: $pistol is in $inventory)[(set: $inventory to $inventory - (a: $bullets, $pistol)) (set: $inventory to $inventory + (a: $pistol2))]}]]]
(if:$inventory contains $pistol2 and $bulletcount > 0)[(link-reveal:"<br/><br/>Use Pistol.")[<script>bang.play();</script>(if:$bulletcount > 1)[ (set:$bulletcount to it - 1) You take aim and pull the trigger. BANG! ...That was a bad idea. Now you only have $bulletcount bullets left.] (else:)[(confirm: "You're on your last bullet! Are you sure you want to waste it?")[{(set: $inventory to $inventory - (a: $pistol2)) (set: $inventory to $inventory + (a: $pistol))} <script>bang.play();</script>You take aim and pull the trigger. BANG! ...That was a bad idea. You're out of bullets now.]]]]
(if:$inventory contains $phone)[(link-reveal:"<br/><br/>Use Phone.")[ You try to shoot a text to your friend...(live:3s)[<br/><br/>...](live:6s)[<br/><br/>...](live:9s)[<br/><br/>...](live:12s)[<br/><br/>...The service out here *sucks*.]]]
(if:$inventory contains $key and not ($inventory contains $journal))[(link-reveal:"<br/><br/>Use Key.")[ ...There doesn't seem to be anything to do with a key right now.]](else-if:$inventory contains $key and $inventory contains $journal)[(link-reveal:"<br/><br/>Use Key.")[ Maybe the key fits the (link-reveal:"journal...?")[ ...Nope. The key's too big for the journal. What else could it go to...?]]]
{(if:$inventory contains $bullets and not ($inventory contains $pistol))[(link-reveal:"<br/><br/>Use Bullets.")[(if:$gunroom)[ It seems like these bullets match the gun's caliber...](else:)[ ...There doesn't seem to be anything to do with bullets right now.]]](else-if:$inventory contains $bullets and $inventory contains $pistol)[(link-reveal:"<br/><br/>Use Bullets.")[ Seems like you could put your bullets into the (link-reveal:"pistol...")[ You loaded the pistol! <script>reload.play();</script>{(if: $pistol is in $inventory)[(set: $inventory to $inventory - (a: $bullets, $pistol)) (set: $inventory to $inventory + (a: $pistol2))]}]]]}
(if:$inventory contains $kit)[(link-reveal:"<br/><br/>Use First Aid Kit.")[ You aren't sick or injured right now!]]
}]]
<script>
var bang=new Audio("http://tahthetrickster.com/audio/gunshot.mp3");
var click=new Audio("http://tahthetrickster.com/audio/click.mp3");
var reload=new Audio("http://tahthetrickster.com/audio/reload.mp3");
var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");
</script>
<!--
$collar="Collar: A thick leather collar with a silver D-ring... You dread to think of what this might've gone on."
$dagger="Dagger: A large, sharp blade... Steel."
-->
]
<audio src="http://tahthetrickster.com/audio/horror.mp3" autoplay loop></audio><style>body{background-image:url('http://tahthetrickster.com/images/cabin.png');background-repeat:no-repeat;background-position:right bottom;}</style><h1>The Cabin (Pre-Alpha)</h1>
*The Cabin* is an interactive story/RPG written and programmed by <a href="http://tahthetrickster.com/">Tah the Trickster.</a> All rights reserved.
Note: This story makes use of occasional audio and visual effects. Headphones are recommended for optimal experience.
[[Begin.]]
[[Credits.|Credits]]
(set:$drawn=true)(set:$drunk to false)(set: $gunroom to false)(set: $bulletcount=5)(set:$slugcount=16)(set: $inventory=(a: ))(set: $knife="Silver Knife: It's just a butter knife from the silverware drawer... Sterling silver.")(set: $journal="Journal: A small journal, bound in black leather... There's a lock on it, but it seems to be rusty.")(set: $journal2="Journal: A small journal, bound in black leather... It had a lock on it, but you broke it off!")(set: $phone="Smartphone: It's your phone! ...But there's no service out here.")(set: $collar="Collar: A thick leather collar with a silver D-ring... You dread to think of what this might've gone on.")(set: $dagger="Dagger: A large, sharp blade... Steel.")(set: $pistol="Pistol: A .45 5-shot revolver. It seems to be empty.")(set: $pistol2="Pistol: A .45 5-shot revolver. It's loaded.")(set: $bullets="Bullets: A box of .45 Colt cartridges. There's only 5 left in this box...")(set: $key="Key: A standard modern brass key. You aren't sure what it goes to.")(set: $shotgun="Shotgun: A 4-gauge shotgun... It seems to be custom-made. It's empty, thankfully.")(set:$shotgun2="Shotgun: A 4-gauge shotgun... It seems to be custom-made. It's loaded. Be very careful.")(set: $slugs="Slugs: A small ammo can full of 4-gauge slugs... Yikes.")(set:$kit="First Aid Kit: A small white box with a red cross on the front. Handy.")(set: $bathroomItems=(a: $kit))(set: $kitchenItems=(a: $knife))(set: $bedroomItems=(a: $journal, $phone, $key))(set: $livingItems=(a: $pistol, $bullets))(set: $basementItems=(a: $collar, $dagger, $shotgun, $slugs))(set: $steps=0)
[[What was that?]]
<audio src="http://tahthetrickster.com/audio/howl.mp3" autoplay>
Howling sound effect in the public domain. <a href="http://soundbible.com/977-Coyote-Call.html">Retrieved from SoundBible.com.</a>
9mm Gunshot sound effect licensed under Creative Commons Attribution 3.0. <a href="http://soundbible.com/2120-9mm-Gunshot.html">Retrieved from SoundBible.com.</a>
Dry Fire sound effect licensed under Creative Commons Attribution 3.0. <a href="http://soundbible.com/1405-Dry-Fire-Gun.html">Retrieved from SoundBible.com.</a>
Page turn sound effect licensed under Creative Commons Attribution 3.0. <a href="http://soundbible.com/2066-Page-Turn.html">Retrieved from SoundBible.com.</a>
Stabbing sound effect licensed under Creative Commons Attribution 3.0. <a href="http://soundbible.com/511-Squish-1.html">Retrieved from SoundBible.com.</a>
Inventory sound effect licensed under Creative Commons Attribution 3.0. <a href="http://www.freesound.org/people/NenadSimic/sounds/171756/">Retrieved from Freesound.org.</a>
Cabin image licensed under Creative Commons Attribution-ShareAlike 2.0. <a href="http://www.freestockphotos.biz/stockphoto/17600">Retrieved from FreeStockPhotos.biz.</a>
[[Back.|Start]]
(set: $secs to 3)
|timer>[$secs...]
|timeout>[Quick, pick an item! The werewolf will be upon you in seconds!]
|gun>[ [[Use the gun!]] ]
|knife>[ [[Use the knife!]] ]
|journal>[ [[Use the journal!]] ]
(live:0.5s)[
(set: $secs to it - 0.5)
(if: $secs is 0)[(stop:)]
(replace: ?timer)[(floor:$secs)]
]
(live:3s)[(replace: ?timeout)[ [[The werewolf is upon you!!]] ]]
(live:3s)[(replace: ?gun)[]]
(live:3s)[(replace: ?knife)[]]
(live:3s)[(replace: ?journal)[]]
(live:3s)[(replace: ?timer)[]]
<audio src="http://tahthetrickster.com/audio/flip.mp3" autoplay></audio><style>body{background-image:url('http://tahthetrickster.com/images/blood.png');background-repeat:no-repeat;background-position:right bottom;}</style>You flip to the last entry in the journal.
It seems to be waterlogged with what looks like blood. It's hard to make out the last half of the page...
(font:"Courier New")[(text-style:"smear")[January 13, 2015
They're circling below.
I can hear them, though I cannot see them. I know they're down there. I can hear their footsteps dragging through the leaves, snapping twigs underfoot as they surround me.
And every night I hear their howling. Oh, god, the howling. It's maddening.
The longer I hear those damned howls, the more mad I become...]
(text-style:"blur")[I think I've even begun to understand their howls now. They're communicating like that. It's actual words.]
(text-style:"blurrier")[They want me to join them...
And I'm not sure I have the fortitude to outlast their howls much longer.]]
That's all that's left...
(link-goto:"Close the journal.", (history:)'s last)
"What're you working on, there?" you ask curiously, nodding at her sketchbook. You know better by now than to take a look at it without permission.
Camille simply smiles and shows you anyway. It's a gorgeous landscape sketch, based heavily on the sunset and mountain range before you. You whistle lowly—her artwork always has impressed you.
"So, like, who'd you sell your soul to again?" you joke. Camille laughs and turns back to her drawing.
"Mephistopheles," she informs you. You can hear the grin in her voice.
"Ah, how very Faustian of you."
You watch her draw for a moment, until a particularly chilly breeze sends a sharp shudder through your system.
"Planning on coming inside soon?" you ask her. "It's gonna get colder when the sun sets."
"I'll be in before then," Camille assures you, glancing up with that charming little grin of hers. "I just want to finish this first. I'll meet you inside."
You nod and turn on your heel.
[[Go back inside.|livingroom]]
[[Keep walking.]]
You go to stand next to her, arms akimbo, and stare out at the mountain range that stretches out before you. The sun is setting in the mountains, casting deep shadows over the forests and mountains before you.
"One hell of a view," you comment, sighing happily.
"You ain't kidding," Camille says, grinning up at you. "I've been in the mountains before, but never like this. How'd you even find this place?"
You wink at her. "Friend of a friend type deal. Don't worry too much about it."
She scoffs, but you can see the mirth in her dark gaze.
"Planning on coming inside soon," you ask her, "or are you gonna hang out here and admire the view some more?"
Camille chuckles. "I'll stay out here a little longer. I'm trying to get this sketch done soon. I'll meet you inside soon, though, alright?"
You smile and nod.
[[Head back indoors.|livingroom]]
[[Keep walking.]]
"How can you stand this weather?" you ask her, laughing. "I'm about to freeze to death out here!"
Camille laughs, a lovely, melodic sound. "Not all of us grew up on the surface of the sun," she pointed out with a devilish smile on her face.
You wrinkle her nose at her, smiling despite yourself. "South Carolina is hardly the surface of the sun."
"Ninety degrees in the summer is *definitely* sun temperatures," she assures you with a wink. "It feels nice out here to me."
"*You* grew up in *Antarctica*," you say with a grin. "It's like thirty degrees out right now. Probably feels like summer to you."
"It's balmy," Camille informs you. You give a little snort.
"If you say so..." There's a brief lull in the conversation, and you idly drag your toe in the dirt. "Planning on coming inside anytime soon?"
"Hm?" She'd gotten engrossed in her drawing again, just that fast. "Oh—yeah, in a few minutes. I wanted to get this sketch done before the sun *completely* sets. I'll meet you inside in a bit, okay?"
You nod, smiling.
[[Head back inside.|livingroom]]
[[Keep walking.]]
It's still running dial-up... You thought you left this shit behind back in 2002.
But you guess you can't blame the cabin owner for this mess. This far out from civilization, it wouldn't really make sense for it to be running fiber or anything.
But still. It's the principle of the thing.
(link-reveal:"Try the dinosaur computer anyway.")[<script>dialing.play();</script>(live:3s)[<br/><br/>...](live:8s)[<br/><br/>Dialing...](live:15s)[<br/><br/>Dialing...](live:25s)[<br/><br/>Connecting...](live:36s)[<br/><br/>Connected!](live:40s)[<br/><br/>...](live:45s)[<br/><br/>The only available browser is Internet Explorer 6. You give up.]]
<span id="BYE" onmousedown="stfu()">[[Get away from this monstrosity.|desk]]</span>
<script>
var dialing=new Audio("http://tahthetrickster.com/audio/dialup.mp3");
function stfu(){
dialing.pause();
return false;
}
</script>
<style>body{background-image:url('http://tahthetrickster.com/images/blood.png');background-repeat:no-repeat;background-position:right bottom;}</style>To be continued...
(set: $testtrue to true)
(set: $testfalse to false)
(if:$testtrue)[The true test is (print:$testtrue).]
(if:$testfalse)[The false test is (print:$testfalse).]
(if: not $testfalse)[The false test is unfortunately (print:$testfalse).]
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var click=new Audio("http://tahthetrickster.com/audio/click.mp3");
var reload=new Audio("http://tahthetrickster.com/audio/reload.mp3");
var inv=new Audio("http://tahthetrickster.com/audio/inventory.mp3");
var kick=new Audio("http://tahthetrickster.com/audio/kick.mp3");
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They seem surprisingly okay, for all they give off the appearance of your stereotypical private-college frat boys, right down to the polo shirts and nantucket red shorts.
"Daniel," the one who waved you over introduces himself with a grin, offering you a heavy hand. You shake it politely. "This is my buddy, Craig."
Craig barely lifts a hand, more focused on chugging the remainder of his can of beer. You nod once in his direction.
"Jesse," you introduce yourself in return, resisting the urge to shake your hand out when Daniel releases it. He has one hell of a grip.
"Jesse? Wait, are you a girl or a guy?" Craig speaks up, giving you a curious look. Daniel shoots him a brief glare; apparently the subject of your gender wasn't meant to come up. You smother a chuckle behind a hand."
(set: $genders to (a: "Yes", "Both", "Neither"))"(link-repeat:"[(print: $genders's 1st)]<gender|")[(replace:?gender)[(set:$genders to (rotated: 1, ...$genders))(print:$genders's 1st)]]," you say, an enigmatic smile playing over your face.
Craig doesn't seem to get it. Daniel just laughs and pulls another beer from the cooler between him and his friend.
"Well, it's nice to see some other human life out here, anyway," Daniel says with a grin. He holds out the icy can of beer to you. "Care for a drink before you head back to your cabin?"
On the one hand, you're something of a lightweight... on the other, it would be rude to refuse.
[Take it.]<take| (click: ?take)[(replace: ?leave)[]<br/>You accept the beer with a polite smile.(set:$drunk to true)][<br/><br/>Leave it.]<leave| (click: ?leave)[(replace:?take)[]<br/><br/>You politely decline, explaining that you don't care for beer. Daniel just shrugs and cracks it open for himself.(set:$drunk to false)]
[[You head back to the cabin.|livingroom]]
Fallen leaves crunch cheerfully underfoot as you continue around the side of the cabin, leaving your friend to work on her sketches alone. It couldn't hurt to have a moment to explore the surrounding area, after all.
It seems to be a relatively unused little cabin, set off in the woods in the mountains, far away from the outside world...
...Except for the trail behind your cabin, leading off into the woods. If you squint, you can see another cabin at the other end of the trail. There seems to be a pair of young men lingering on the porch. If you strain your ears, you can hear them laughing.
Ah—it seems you've been spotted. One of the young men has raised an arm and is waving cheerfully at you.
Seems you have neighbors after all, even if they are a good distance away.
[[Approach the cabin.|boycabin]]
[[Get out of here.|livingroom]]
You hurry to the living room, brow furrowed in bewilderment at the strange, sinister racket coming from outside. Seconds later, Dani enters from the kitchen, wide-eyed and curious.
"Did you hear that?" she asks you, wiping her palms off on her jeans.
"Yeah—yeah, I did," you say, voice trembling slightly.
"What *was* that?"
"I—I don't know. Coyotes, maybe? They don't usually come this close to people, though..."
(if: (history:) contains "Go back outside.")["Weren't you outside earlier?" Dani demands. "Didn't you see anything?"
"I mean—I was outside, but..." You trail off, eyes widening.
"What?"
"Camille's still outside," you realize suddenly. (if: (history:) contains "boycabin")["And those two guys..."
"Nevermind the guys," Dani interrupts. "You said Camille was still outside?!"]
(else:)["She's what?!"]]
A sudden racket on the stairs catches our attention, and Sadie appears in an instant, out of breath.
"Guys," she says through her gasps, "there's something out there in the woods, [[I saw movement]]—"
<!--(print: (passage:)'s tags)-->
<!--(set: $thesetags to (a: {(passage:)'s tags}))-->
(if: (passage:)'s tags contains "act1")[You're in act one!](else:)[You're in a different act!]
(set: $somearray to (a: "A gun!", "A gun!", "A knife!"))
(if: "A knife!" is in $somearray)[You have a knife!]
(if: "A rifle!" is in $somearray)[You have no rifle!]
<script>kick.play();</script>
(live:10s)[...It's coming from [[the kitchen|tbc]]...]
Double-click this passage to edit it.
<img src="https://discdoesretro.files.wordpress.com/2015/10/dark-souls-you-died.jpg">