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Whether you’re content on just surviving or not isn’t really the issue, staying here in what amounts to be an oversized grave wallowing in self pity from time to time probably isn’t the best thing for your mind. You’re already starting to go a little off kilter in that regard. There is really nothing for you here or Delerg or even the area in general. Maybe shouldn’t just change your surroundings, maybe you need to just leave them completely. It takes you about a month, but eventually you gather up the motivation to leave the temple for good. You visit Talia’s grave one last time before you leave. “I’m sorry Talia, but I have to leave you now. We’ll… be together again some day.” You keep your goodbyes to Talia short because if you draw it out any longer you’ll end up staying. When you leave the temple you aren’t exactly sure which direction to head in. You could head west through Quala, Arat and eventually to the Felkan Kingdom. From there you’ll decide your next course of action of what to do next. Of course you could do the unthinkable and do what even the Empire avoided and that’s head east deeper into the Delerg swamp. There are rumors of horrors that live further in and while that might be true, the swamp has to end somewhere. It isn’t like anyone to your knowledge has ever explored past it. Part of this intrigues you a bit. At the very least the danger would keep your mind focused on other things. > You head west to the Felkan Kingdom You think you’d still rather stick to familiar terrain first, so you decide that you’ll head to the Felkan Kingdom and see what happens from there. Your journey through Quala takes a while, but is fairly uneventful. Same chaos going on that you saw before with various eternal warlords squabbling over the scraps of a fallen regime. You don’t really see it getting better any time sooner. In fact you wonder if overthrowing the Empire made a damn bit of difference at all. In some ways things are even worse. Arat fairs even worse. There doesn’t seem to be any sort of law and order of any kind here. There isn’t even a petty dictator around, its just complete anarchy. The only semblance of order is on the Felkan boarders where the overworked Felakans are busily attempting to keep the riff raff from coming in. Naturally you simply cloak and sneak over. The Felkan Kingdom is something you’ve heard about usually in a negative light from the Empire, but of course like with most things that seems to have been propaganda. The Felkan Kingdom is very different from what you’re used to seeing though. The whole place seems to embrace technology and new ideas more readily than the Empire did. You see many instances of soldiers carrying around the “black powder” weapons you’ve heard about. You stay in the Felkan lands for a while mostly keeping to the more rural parts of it, but the land is currently involved in a war of its own against a race of creatures called Gnolls making those same rural parts fairly dangerous. You have many of your own run ins with them while attempting to make a home here. Eventually you decide to move on and leave Felkan territory. You travel for years to distant lands, never finding a place to call home. In time, Dendrin stops speaking to you altogether and you find that you no longer have any magic ability at all. You see it as a small price to pay for never having to deal with him again. What ultimately happens to you is lost to history.
4
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7
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The dark path isn’t an easy one and you’ve made (or rather inherited) lots of enemies besides the obvious ones due to what is now known as the “Nuro Incident”. While you have many enemies, you realize you don’t have too many allies. Just you, your city and a sexy female necromancer. Things could be worse! > You trelik and Velzix You probably know Trelik the best out of all your enemies mainly because you were in the same class and he was jealous of your natural talent the whole time. There isn’t too much to say about him other than he’s sadly all too typical of most necromancers: obsessed with power, arrogant, and suffers from delusions of grandeur. Catalina’s never liked him ever since he unsuccessfully hit on her before you had even joined the Dark Order. She liked him even less when he betrayed Mr. Demar. Right now he’s rumored to have finally taken control of a little town in the Brot Kingdom. He’s been holding out so far due to the weak military the Kingdom has, but it’s unlikely he’d survive against the Grand Alliance. So while he’s barely scraping together an army of dead peasants and dressed in smelly rags, you’re easily controlling a necropolis of dead soldiers and get to even share the company of a beautiful woman. Nope he’s got no reason to hate you at all… The former Tulan Kingdom has been turned into a hellish realm firmly under the grip of Demon Lord Velzix and his merry band of little demons. From reports you’ve heard, the Kingdom was much like Nuro when it was attacked, completely unprepared. Velzix knew exactly what locations to attack first and took great glee in ripping the royal family to pieces personally. Most of the Tulan population that wasn’t killed (or able to escape) submitted to Velzix almost immediately. A few of the Dark Order that had fled Nuro during the attack have also found a home there, however Velzix has made it quite clear of who is the master and who is the servant and has done twisted things to them to make them never forget. (Hence why most of the demonologists that were still in Nuro, ultimately decided to follow you instead!) His army contains mortals (who were usually evil to begin with) and demons. So far he’s left you alone, but obviously that doesn’t mean you’re friends. The Grand Alliance considers him to be at least as great a threat or possibly greater threat than you. The only thing that truly holds him back is the chaotic nature of his infernal buddies who seem to like fighting each other as well as their enemies. As it stands now, he’s only just holding on to his realm and fending off Grand Alliance attacks. He’s been unable to mount a real assault against any surrounding areas, though raids are typical. If he ever got organized he’d definitely be public enemy number one and that’s something nobody wants.
3
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6
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The dark path isn’t an easy one and you’ve made (or rather inherited) lots of enemies besides the obvious ones due to what is now known as the “Nuro Incident”. While you have many enemies, you realize you don’t have too many allies. Just you, your city and a sexy female necromancer. Things could be worse! > The Vampire Clans and The Grand Alliance Most of your knowledge of them comes from Catalina who being in the Dark Order longer had more information about them. The Vampire Clans from what you know live in a fortress run by Lord Rostov. This fortress’ location is unknown and hidden by powerful magic. It is there where those few remaining vampires that have kept their faculties stay. (As opposed to the near mindless ones that lurk in holes in the wilderness) While groups of vampires may have been involved in their own political intrigues and agendas in the past, the term Vampire Clans now is somewhat of a misnomer since Lord Rostov has a firm command over the remaining vampires. It’s basically a dictatorship more than a “council” where they all sit around discussing things. The term Clans is probably kept to just hold on to the illusion of former glory of freedom rather than the reality that they’re all hiding in a secret fortress ruled by a tyrant. Despite their reduced power, they still can affect mortal affairs. Currently they are no doubt affecting these affairs to hinder you. The death of their delegate pissed them off pretty severely, not to mention they don’t agree with the “high profile” necromancy in the first place. You received a letter by bat from them recently saying that your actions will not go unopposed by the Clans and that your days on this world are numbered. The self-professed “good guys” are made up of several civilized governments. The Zalan Empire (Your former home and where your family lives) is one of the main members of the Grand Alliance. Several races belong, each one bringing their unique skills to the mix. It’s quite possible to see the clockwork automatons of the Dwarven Union fighting side by side with the silent monks of Elin. This arrangement only arises during times of great crisis such as the one you caused. Given that most living creatures have basic need to not want to die or become a walking rotting corpse (Or a slave to demons) the chances of you convincing them to leave you alone is extremely unlikely.
4
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1
false
"Good, I'm closing the door." You reply, shutting it immediately in her face. You hear a cry of protest from the other side, and some more banging on the door. Happy with your revenge, you open it again to find her standing there pouting. You smile in response. "Done?" You ask. She nods in response. "Good." You reply, shutting the door yet again in her face and laughing. "Just let me in already, Jacob!" You hear her yell from the other side. You comply and smirk once you see her pouting face again. "Well, what you waiting for? Come in!" You say, feigning ignorance and opening the door wider, letting her in. Though it suddenly dawns on you that yourself and a high schooler are about to be alone in your house. You quickly shake off some of the thoughts that come to mind and shut the door once she enters, escorting her into the living room. "So, what'd you want?" You ask. She places her hand to her mouth and does an 'eh-hem', before replying. "I came to invite you somewhere." Allison replies. You wait for a moment for her to explain further, but get no such response. You're getting quite a few of these invitations to mysterious places lately. "And where would that be?" "Does it matter? You'll be there with me!" She answers, smiling. For someone you just met the other day, she sure is acting awfully close to you. "Alright, when did you want to go then?" Allison looks at the nearby clock, seems to nod approvingly, then looks back to you. "Right now." > You refuse to go with her "I'd really prefer not to..." You reply, attempting to dissuade her. In response, she moves towards you until she's right by your face. "Are you really refusing to go out with a cute girl?" She asks accusingly. For a moment she seems to be thinking about something, then she suddenly grabs your hand. "Nope, you're coming!" Allison happily declares. You pull your hand away from her, standing your ground. "I don't want to go with you. Who the hell are you anyway?" You ask the girl. For someone who you just met a few days ago, she's incredibly clingy and demanding of you. Shocked, she backs away from you and sits back in her chair, eyes facing the ground. "I...I'm sorry Jacob." She weakly states. "I got a bit ahead of myself it seems. Heh, something must really be wrong with me." She continues in a dejected tone. You sigh. It seems you got too angry with her and made her upset. Truthfully you find her persistence a little, well more than a little, annoying. You never had that much motivation to do anything growing up, so seeing someone so opposite to you just gets at you a bit. "Naw, it's me that has something wrong with him. Refusing to leave with such a cute girl." You reply, you face flushing red as you compliment her. "But really, I barely know you. Why are you so interested in me?" You ask. You also remember that you never actually told her where you live, but you get the feeling you really don't want to hear how she knows. Allison takes a deep breath, smacks her cheeks, and looks up to face you. "No real reason. You just seemed interesting is all." She says with an obviously fake smile. "Well, if you don't want to go with me I should probably go." She says standing up. "I'll see you later Jacob..." She says as she waves to you and exits your house. You want to question her more, but she seems like she's moments away from emotionally breaking down, so you instead just nod in response as she leaves. You lay down on your couch after she's gone and stare up at your ceiling. Who is she... You think, before drifting off to sleep for a nap.
2
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11
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"The what?" You ask, thoroughly confused. You don't remember anything like this happening in the past. Maybe your decisions have been different from before, leading you to a different outcome. The possibilities run through your mind before Ian snaps you out of it. "The Wolves man. Our gang. Well, you're not really in them yet, but I'm sure my brother won't have a problem with it." Ian says, standing up and opening the mini-fridge, pulling out a beer. "Want one?" He asks casually. You don't really care that he's drinking while under aged, but this isn't how you remember Ian acting. "No..." You reply slowly. "Actually, what the hell is going on? Since when have you been in a gang?" You ask demanding an answer. Ian doesn't seem too put off by your response. It's almost as though he expected it. "Ah well, I've been telling you about this club for the last few days. I mean I never said it was a gang or anything, but it shouldn't come as that much of a surprise." He replies. That's when it hits you. The stories he was saying involving his brother that you largely ignored were about the gang he was in. Most likely he was trying to talk it up a bit before bringing you here. Still, Ian has a great future ahead of him, so he really has no need to be in a gang. "So, you in man?" He asks, with a bit of hesitance. > You join the wolves You ponder joining the Wolves with Ian for a minute. This certainly isn't typical behavior for him after all. After a brief inner argument, you determine that there has to be something more to this gang. Ian wouldn't throw his life away for no reason, and who knows, maybe him saying it's a 'gang' is just some self-imposed label. Maybe they act nothing like a gang. "Yeah, sure man I'll join." You reply. Ian smiles, clearly relieved. "Thanks, for a second there I wasn't sure what you'd do." He says with a bit of a nervous laugh. For a second there you weren't really sure what you'd do either. You take a few steps into the room and sit on a comfy looking recliner. "So...what now? What exactly does this gang of yours do?" You ask, as Ian places the beer he was previously holding back into the fridge. It seems he didn't plan on drinking it unless you did as well. "Well, calling it a gang may have been a stretch. My brother made it up with his friends a while back, and I joined it pretty recently. So far we basically just all hang out together here every once in a while. A home away from home...kind of." He says, trailing off a bit at the end. "Hmmm. Cool." You reply. You don't really want to pry any deeper into his reasons for being here, as you can kind of sense it's a sensitive topic, and you don't remember enough about the past, or rather the present, to be confident in your ability to not say something stupid. The two of you hang out in the gang's headquarters for the rest of the day, until about the time when class would normally end. You don't do a whole lot, just sit around and talk, but it's kind of nice to just chill with Ian. On your way out, Ian says one more thing. "Oh by the way, I can't make you an official member myself. You're gonna have to come back when my brother is here to do that." "Sure, maybe he'll be here next time." You reply as you return home. Once there, you find that neither your sister nor mother are aware that you skipped school today. The night passes and you lay in your bed, staring at your alarm clock, quite pleased that tomorrow is a Saturday.
2
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8
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You chase Allison into the lunch room and grab her hand as you catch up, stopping her from running. She turns to you and gives an exaggerated sad expression. "Well, ya caught me, now what?" She asks. You look into her eyes for a minute, and decide to try something. "You're lying." You replying accusingly. "I'm what now?" "Lying. You know who I am. No one acts that friendly to someone they just met, and what you just said before sounds like it has some deeper meaning to it." You say. Allison looks down to her hand, which you immediately let go of, then she glances around the room. Finally she sighs. "You caught me. I know you. But the more important thing here, isn't what I know, but what you know. So, what do you know of me, Jacob?" Allison replies, revealing that your guess was right. Unfortunately, you don't actually know anything about her. The closest you have to a memory of her is your dream, and even if she does actually know you, that'd be a rather odd thing to bring up. Then again, she seems like a rather odd person anyway. "How do you know me?" You ask, trying to ignore her question. She pouts and takes a step back. "Beep beep, wrong answer. Should I take this to mean you don't know anything about me?" She asks. > You admit you know nothing about her You sigh and nod. "Yeah, sorry. I don't really know you." You reply. Unexpectedly, she smiles and nods in response. "Well, that's to be expected. We only just met after all. Maybe we'll get to know each other better in the future." Allison says, waving and walking away. You give her a short wave back and then decide to have something for lunch, and to maybe find Ian. After a short search through the cafeteria, you find Ian sitting with a girl, with long black hair, brown eyes, and dressed in a goth outfit. Oddly enough, you recognize her as Olivia, the girl you were talking with in detention yesterday. Noticing you, Ian waves you over to their table. "Hey man, this here is Olivia." He says, motioning to Olivia. "We're both in the chess club together it seems, so I figured I should hang out with her a bit to get to know her better." Olivia looks at you with a mild expression of surprise while Ian speaks, before scoffing at his remark. "I have a boyfriend you know." She states, apparently thinking Ian has an ulterior motive. "Ah, well of course you do. A cute girl like you is quite the catch." Ian replies, although you can sense he didn't really expect her to have one. Olivia blushes slightly, but it's unnoticed by Ian. "That's right, I had forgotten you were in the chess club Ian." You say, finally sitting down. "Yep, I'm the best damn chess-inator there is!" He replies while puffing out his chest with an odd sense of pride. However you don't really doubt he's the best there, as he's always been incredibly smart. You gaze wanders to Olivia, who notices and speaks. "Just cause I look this way doesn't mean I'm stupid. Girls can be smart too you know." She says harshly to you, apparently thinking you were judging her ability to play chess based on her goth outfit. You quickly shake your head in response. "I, wait, I never said you couldn't." You reply defensively. She turns her head away from you, almost in disgust. Ian looks at the two of you confused. "Am I missing something here? Do you two got some history or something?" "No, of course not. We just met yesterday after all. Didn't we Jacob?" Olivia replies angrily, even more upset now. You go to answer but she quickly speaks again. "I need to go." She announces, quickly standing from the table and walking away. The two of you watch as she leaves.Ian shrugs as you turn to him. "Girls man. Confusing as hell, right?" He says before taking a drink of his milk in front of him. You nod, but can't help but think there was something more to what Olivia said.
2
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10
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Suddenly, as you reach the front entrance of the school, you remember you have detention. You sigh, not thrilled at the prospect of having to spend the next hour sitting in a class to make up for something you didn't even do intentionally. Ian approaches you from behind and then reaches your side, looking at your face as he does. "We going?" "Sorry, I was late for my first class. I got detention..." He frowns, though he doesn't seem that shocked. "Alright man, I told you to hurry there though." "Yeah I know...Where is detention by the way?" "Er, Room 225..." Ian replies, confused that you don't seem to know something that obvious. He looks like he's about to address the issue, but you quickly thank him and head towards room 225, leaving him behind. Sure enough, it's the correct room for detention. An older woman you don't recognize at all sits at the front of the room. She looks up from her book in time to give you a quick glance, then returns to reading. You put your bag at the side of the room and take a seat away from most of the other delinquents already in the room, not wanting to associate yourself with them. You're only here because you've gone back in time after all, you're not like them. As the minutes pass, you find yourself looking around the room for anything of interest, and quickly spot something, or rather someone. The gothic girl from your first class is also in the room, staring out the window and paying no attention at all to the others in the class. She's only two chairs over from you, and with no one between you and everyone else in the class already occupied, you figure you can use this time to talk to her. If you actually want to that is. It is detention after all, so if you're caught you'd likely be punished. > You do nothing You decide against trying to talk to the gothic girl. You could get in even more trouble after all, and you probably don't even know her. Detention passes by slowly, but eventually you're dismissed. Ian is already long gone by the time you return to the front lobby, so you go back home alone. Along the way you try to retrace your steps from this morning, and although you go down a wrong alley or two, you eventually make it home. Of course, your mother is noticeably upset you are hours late from school. "So Jacob. Mind explaining why you have come home at such at late hour?" Your mother asks impatiently as you enter the house, two hours after you should have been home. "I...err...sort of had detention." You reply. "What for?" "I was late for my first class...." Your mother seems annoyed, but doesn't push the matter too much further. "Honestly Jacob, you won't ever succeed in life if you don't take things seriously. Even if you dislike school, being tardy is no excuse." She says in a rather condescending manner. You nod your head in agreement and rush up the stairs seeing as she is finished scolding you. The rest of the day passes by with nothing of interest really happening. At the end of the day, you go to sleep and wonder if you'll wake up back in the future.
2
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9
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You nearly laugh at the idea that you have any “allies”. A more appropriate designation would be “The folks who are currently on your side because it’s advantageous at the moment”. Velzix doesn’t trust any of them either despite the fact that they all knew and worked with each other in the infernal plane. (Actually he doesn’t trust any them BECAUSE of the fact that they all knew and worked with each other!) Given that fact, you probably shouldn’t either. Oddly, you don’t worry about your enemies as much as you do your allies, mainly because at least you know where you stand with them! > The Grand Alliance and The Vampire Clans The self-professed “good guys” are made up of several civilized governments. The Zalan Empire (Your former home and where your family lives) is one of the main members of the Grand Alliance. Several races belong, each one bringing their unique skills to the mix. It’s quite possible to see the clockwork automatons of the Dwarven Union fighting side by side with the silent monks of Elin. This arrangement only arises during times of great crisis such as the one you caused. Given that most living creatures have basic need to not want to die or become a walking rotting corpse (Or a slave to demons) the chances of you convincing them to leave you alone is extremely unlikely especially since Velzix has no intention on doing it anyway. Most of your knowledge of them comes from the Ex-Dark Order demonologists who knew of Mr. Demar’s dealings with them. Apparently their relationship wasn’t a good one though when talks of a possible alliance failed and one of their delegates was killed by Trelik. The Vampire Clans from what you know live in a fortress run by Lord Rostov. This fortress’ location is unknown and hidden by powerful magic. It is there where those few remaining vampires that have kept their faculties stay. (As opposed to the near mindless ones that lurk in holes in the wilderness) While groups of vampires may have been involved in their own political intrigues and agendas in the past, the term Vampire Clans now is somewhat of a misnomer since Lord Rostov has a firm command over the remaining vampires. It’s basically a dictatorship more than a “council” where they all sit around discussing things. The term Clans is probably kept to just hold on to the illusion of former glory of freedom rather than the reality that they’re all hiding in a secret fortress ruled by a tyrant. Despite their reduced power, they still can affect mortal affairs. Currently they are no doubt affecting these affairs to hinder you and Velzix. The death of their delegate pissed them off pretty severely, not to mention they don’t agree with “high profile” necromancy. And they really don’t want demons running around all over the place. All of these things disrupt the status quo and their way of life. This is unacceptable to them. Velzix received a letter by bat from them recently saying that his actions will not go unopposed by the Clans and that his days on this world are numbered. He of course laughed at this threat and ate the bat.
4
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3
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History is it? Well you were never really good at that either, however you did manage to maintain some knowledge of the subject, which is probably more than what can be said for your magic abilities! > You necromancy Many kingdoms, empires, city states, oligarchies, and the like exist on the continent, but even though they all compete with each other there is one pact that none of them break. No dabbling in the dark arts ever. This means no summoning creatures unnatural to the world, but more importantly no Necromancy. Typically such a wide spread pact would normally be dismissed and broken by one government at some point in time, but so great was the threat long ago that for the good of all living creatures this one treaty has ALWAYS been upheld. Long ago, there was a war called the Dead War. How it began exactly is unclear, but it was a time of great violence, chaos and horror. The very existence of life was nearly extinguished and it was only due to several heroes that the Great Lich Lord (His real name is lost to history) was finally defeated, putting an end to this threat. Ever since those dark years, the art of Necromancy has been outlawed and any tome containing the teachings of it, destroyed. In the events of the undead being spotted, nearly no effort is spared to destroy such creatures. Most of the time such events are caused by simple magic leaks, or magical experiments that accidentally raise such undead creatures, but investigations are typically done, just to make sure there isn’t a budding Necromancer at work. “Higher” forms of undead such as Vampires still exist, but as can be expected they have been forced to hide, most have been reduced to being little better than ghouls that live in a dark hole in the wilderness and constantly having to stay one step ahead of nosey adventurers. Liches supposedly no longer exist, as any discovered Necromancers are killed long before they can reach such power. Still rumors always abound about some Lich in some obscure part of the world that is slowly building up another undead force in yet another attempt to destroy all life. The Dead War may long be over, but the fear of a second one will forever loom over the world.
4
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8
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“No, I don’t think so. If you’re as powerful as you say you are, there’s gotta be a catch if you want me to willingly agree to help you.” You say. “Hmm, you’re more clever than you look, but perhaps a bit short sighted as potential opportunity. You can’t gain something without risk, boy. Oh well, I won’t bother you anymore, it was just an offer after all.” The man says and disappears into the forest. You’re still a little leery of the man’s intent so you get in the cabin as fast as you can and close the door. You look out the window a few times, but see nobody lurking around. You don’t even hear any noise outside. The cabin itself is completely dark save for the moonlight coming from the window and the few small holes in the roof. It’s also a simple one-room abode with barely any furnishing, so if anything were hiding in here, it would have to be doing a very good job of it. In any case, you don’t have anything that would get the fireplace started, but there is a simple straw bed in the corner. You prod at it a couple times just to make sure it isn’t infested with anything and then you lay down. No sooner have you lain down your lids begin to get very heavy. Odd, you were sort of still wound up from your recent encounters, but you guess the stress of the day has finally caught up with you. You close your eyes and sleep takes you. You dream of your home in Teckleville except you’re not living with your parents and you’re actually happily married to Annah. In real life this would be very unlikely situation, but since this is a dream you don’t think much about it. Life is good. You’re well respected in the village and you work as a locksmith. Not too much of a stretch given your familiarity with locks, but as the dream builds upon this perfect life, you start to feel uneasy. Still, you’re so happy with Annah and your brand new son. One night you and she are looking at him sleeping in his crib. “Isn’t he beautiful?” Annah asks. “Not as beautiful as you.” You say and then kiss her. “Mmmm, that’s how we go this one here.” She says as you both enter your own bedroom. You stare into her eyes and caress her hair. “I wish this moment would never end.” You say “Do you mean that?” “Of course.” Annah suddenly then looks at you more seriously and squeezes your hand. “No, I have to know, do you really mean it? Do you want to spend the rest of your life with me?” > No You sense something wrong…this isn’t your life and this is no mere dream. Something is trying to make you “stay here.” Somehow you manage to wake yourself up and when you do, you really wish you hadn’t. You see a ghostly rotting figure hovering over you. It looks female in appearance, but only vaguely. “I TRIED TO MAKE YOU HAPPY!” it shrieks and attacks you. You of course have no weapon that can defend against such a supernatural creature. You try to get up, but an unnatural force holds you down. You scream as you feel an icy pain envelope your body and your mind is filled with terrible images. Your screams are followed by your entrails and vital organs being ripped out, your bones being broken and your head ultimately being twisted all the way around and pulled off. Afterwards the apparition nuzzled up to your decapitated corpse making cooing noises, cradling your bloody head and whispering “It’ll be better next time…next time my love…next time….”
1
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9
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You feel compelled to follow the voice and you head down the left corridor where eventually you come across a demon sitting in a couched position in a circle. He’s looking at the chalk that creates the circle around him, before looking up at you. He’s a lot bigger and meaner looking than even the demons you’ve met on campus. He certainly doesn’t seem happy to be trapped. You suspect that they summoned this guy up from hell recently. “Who are you?” “My real name is unimportant, but you can call me Velzix…and you are the new disciple of Demar’s delusional bunch of would be shit starters. They believe that they will be able to take over this school by using the dark arts. And perhaps they may, but such a victory will be fleeting. Mortals lack long term vision. They will not be prepared when the entire world unites against them…but you can be spared that fate. Free me, and I promise you that you will become a powerful force in the struggle ahead.” “While that sound tempting, demons are known for their deceitful nature and infamous for getting around loopholes in so called deals they make.” You say. “Yes, it is something we pride ourselves on…very well I will not harm you when you free me. That is what you worried about isn’t it?” “It had crossed my mind.” “Okay, now you may free me.” > You negotiate some more Velzix isn’t pleased that you’re attempting to negotiate with him. He feels he’s given you a fair deal, and he begins to raise his voice at what he considers to be your outrageous demands. Of course this doesn’t help since it causes some of your fellow students to come wondering what’s going on and hoping Velzix hasn’t escaped. “Hey! What’re you doing here! You’re not even a demonologist!” one of them yells. “Weak minded fool was probably tempted by Velzix’s voice.” “I’m sure I don’t know what you’re talking about. I never said anything to him, he wandered down here on his own accord, and started talking to me about striking a deal of some kind.” Velzix says with a smile. “I DID NOT!” you protest. Your protests don’t do too much to help you though. The rest of the students decide you’re either lying, or you don’t have the mental strength to resist the temptations of Velzix. And in either case you’re a liability that they can’t afford. You’re struck by several lightning bolts and your corpse is completely burned black before you even fall to the ground.
3
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7
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History is it? Well you were never really good at that either, however you did manage to maintain some knowledge of the subject, which is probably more than what can be said for your magic abilities! > You You live in a small apartment alone which is much more expensive and pisses off your Dad for having to spend the money, but your Mom managed to convince him that you need your privacy to study (She also managed to convince him that you shouldn’t get a job as it would take away from your studies) However, you probably do more slacking than studying and lately you’ve been doing a lot more of it. Normally you spend a lot of time in your apartment not doing too much of anything except writing about your thoughts in your journal. Sometimes you go out and try to socialize, but you find you don’t have too much in common with anyone. Even in this giant melting pot of races, and cultures, you find most of them to all just be the same. Occasionally hormones kick in and you attempt to get laid, with varying success, but ever since your high school sweetheart died, you don’t even feel like doing that too much anymore. She was supposed to come with you to Nuro Magic College. You and she had such plans, but of course those died with her. You often think that if she’d lived you’d be more motivated to try harder. Life in general is beginning to feel like you’re just going through the motions and “faking it”. You feel like you’re becoming more detached from the world, which probably explains why you’ve been dwelling on death a lot. Not really your own, but just in general. All this kind of thinking has got you wondering about Necromancy a lot lately. It’s getting down to crunch time and you don’t know how you’re going to face your parents about this semester. College hasn’t been working out too well for you and given your recent unhealthy interest in Necromancy, chances are the rest of your life might not either. Then again maybe it just might…
3
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12
false
You have to admit, the idea has crossed your mind a bit. A small part of you does wonder about embracing the whole hero image and deliberately doing grand deeds that go beyond the call of your duty. You suppose that you’d at least really feel like one if you did that. However, more often than not real heroes don’t live long. You’re wondering what exactly this Mr. Warnov has in mind for you and given his demeanor, his appearance and just your own feelings of uncertainty about him, you decline. You know your limitations even if others don’t see them. So, no you won’t be hunting down some artifact of unlimited power and then single handedly taking out a Demon Lord or Necromancer Lord in their own throne room. “No, I don’t think so Mr. Warnov. As I’ve often said, I’m no hero. I’m just doing my job and providing for my family.” Mr. Warnov looks disappointed and sighs, but accepts your decision. “Very well. This is a shame though. Despite your humble birth you seem to have lots of potential. You could’ve made an excellent addition to our…organization. I’ve also heard your lute playing wasn’t bad either, we don’t have any musically talented types anymore…oh well.” Mr. Warnov leaves rather quickly after his last statement. Something about him seemed very odd and you’re sort of glad you didn’t take his offer. You go back to your target practice for awhile when you suddenly hear an alarm cry out loudly through the fort about a small demon army being sighted over the hill. “Well back to work…” you say and prepare for battle once again. Two years pass… It’s been five years since the Nuro Incident and things have gotten worse. Both the Necromancer Lord and Velzix have made progress. Too much. The Grand Alliance hasn’t been able to do anything except fight them to a stalemate. All three sides are looking to gain an advantage and somehow you don’t think it’ll be yours. The Zalan Empire has become increasingly totalitarian. It’s been increasing its influence over how the Grand Alliance should be run and its strategies. Some of Zalan’s officers have been transferred to become more prominent in leading and commanding the bulk of the Grand Alliance army. You’re not sure if this isn’t a bad idea. Bullying or not, one final voice in matters would probably help the Grand Alliance at this point. There’s been some grumbling by other nations though. However it’s also begun several repressive internal measures to keep itself safe. Your mom has mentioned in letters back to you of seeing routine patrols now near the farm. Talks of seizing private property for the good of the Empire are being discussed. You don’t really like the sound of that, but it’s not really like you can do anything about it. You can only take solace in the fact that being part of the Zalan army will at least result in your family not becoming homeless. They would probably still be able to live and work on the farm…it just wouldn’t be your family’s anymore. There’s also talk of a draft. You don’t like the sound of that either. Your brother Mallack would certainly be conscripted now. You can’t imagine him dealing with the things you’ve had to face. You hope it doesn’t come to that. Your position at Virtue is looking worse and worse each day. Parts of the fort are severely damaged, you’re short on man power and you don’t even have any decent wizards or healers. You’ve attempted to talk to Captain Eckard about withdrawing and falling back to a safer position, but he won’t hear of it. This fort is NOT to be abandoned. The only good thing is that there’s apparently been a small contingent of mercenaries severely messing up things for Velzix in his own territory. They must be incredibly brave or completely mad for Zalan gold to perform such a task. You can’t help but think that maybe YOU would be there right along side them, if you’d joined up with that mercenary company years ago. A sobering thought. Time to go on patrol again. You gather up some soldiers and get ready. You look at all of them and wonder which ones won’t be coming back this time. You look at yourself and wonder if you will. A few years ago, everyone coming back alive was at least a possibility, but now it’s not even certain. You go out and change up your routine path again. Always have to be different, can’t become predictable. A couple of imps attack. Nothing to worry about. Easily dispatched. You know you’ll encounter worse before the day is over though. A group of Tulan “citizens” led by their demon overseer attacks you next. Made up of hapless slaves and misguided idiots who think serving the demons is going to pan out in the long run. Finally you come across something a little more unusual. A small group of dwarves fighting off a large demon ambush. They look ragged, wounded and in dire need of help. So you help them. You unleash five arrows into the head of an Eviscerator before two of your number are fried by a hellfire blast from a Flame Child. The fighting doesn’t get any cleaner from there. You see another one of your members getting shredded, before a path is cleared for the dwarves to follow you back to the fort. One of their own chooses to stay behind to give the rest a chance to escape. As all of you run, a large explosion is heard followed by several yelps, howls and screams. The dwarf has blown himself up with whatever explosives the dwarves are fond of making. Finally you get back to the fort where it’s relatively safe, and all you’re thinking about is how you’ll have to do this all over again tomorrow. You retire to your private room where you play your lute and hope you aren’t disturbed by another attack on the fort. Happily, that doesn’t happen, but you are disturbed by one of the dwarves you rescued earlier instead. He’s come to thank you. “Hey lad, I just want to say thanks to your actions at least a few of us survived from our clan. Such as it is now. Something about you looks very familiar. Normally you humans all look the same but…ah hah! You’re that lad who I saved near that farm five years ago! Looks like you returned the favor! Stagir’s the name.” You didn’t realize it either, but then with all the fighting and the chaos you’d barely survived during that particular day, you weren’t really paying attention to faces. You were just glad someone came along when they did. “Yeah…small world I guess. So what happened to your clan?” “Wiped out lad.” Stagir says mournfully. “At least when you humans were fighting each other you didn’t mess with us, but getting caught between the undead and demons…well it’s a bit different.” “The undead are that far now?” you ask. “Aye. They and the demons have been involved in skirmishes here and there. Got no problem with evil fighting evil, but it was just our bad luck that my clan was caught in the middle. The demons are evil incarnate to be sure, but the undead…I dunno. Something worse about them. In the final days, I had to kill clan members who I once called friends and family because of the fucking necromancers raising them from the dead. Some stayed behind to fight since they refused to run. They’d rather die than run from their home. Normally I’d agree, but after seeing that this was a losing battle, some of us decided that it would be better to run. After all we would just be raised again to be used as puppets of the necromancers when we die. Not even free will to choose, or the threat of a demon’s whip. You just become one of them. Can’t let that happen to me. Never.” You know something of it, having had to do a little of that five years ago at Nuro, but actually killing undead parodies of family members would be pretty horrific. Stagir attempts to lighten the mood a bit by asking you about what you were playing before he interrupted. When you tell him, he tiches and says something about how elven songs are nothing compared to dwarven ones. You never really thought of dwarves having a musical interest before, but Stagir boasts about how they have quite an extensive musical history. He takes the lute from you and shows you a couple of dwarven songs, breaking strings in the process. His insistent singing accompanying the songs isn’t exactly pleasant either. He complains about the human made strings not being strong enough to play the songs properly, but thanks you again for saving his life before leaving. Every now and then you play these songs for your new dwarven allies who have taken it upon themselves to strengthen and rebuild the fort the “proper dwarf way”. They seem to appreciate it. You’re a little more careful with the strings and don’t indulge in the singing though. (But unfortunately for the rest of the fort, the dwarves do) A few months pass and the demon attacks seem to decrease. The strengthened fort certainly helps, but something else is going on. Eventually you’re seeing less and less of them. Eventually some ragged refugees come to the fort and after a bit of babbling and thanking the gods, a few of them explain. There are a couple of conflicting stories, but it would seem Velzix is dead! He was killed by something or someone. Consensus seems to be that the mercenary leader died in battle with him though. Without Velzix’s leadership the demons are fighting amongst themselves and the realm is in complete disarray. The Grand Alliance is taking steps to retake the land immediately before the Necromancer Lord gets it. The Zalan Empire in particular is closer though, so naturally YOUR nation is going to get that land first! While things may be looking up somewhat, they aren’t necessarily looking up for you. Captain Eckard has orders to begin an attack immediately. You aren’t looking forward to it mainly because you’ll probably encounter an undead army in the process. You don’t have a choice though except for what role you can serve. Thanks to your skills and rank. You can either lead troops as normal, or be part of a scouting party. > You letters to home (Random thoughts...) Dear Mom, I meant to tell you this weird man from Zalan Intelligence offered me a job, a few months ago. Said I could be a “real” hero and a bunch of other stuff. Part of it sounded appealing, but something about him made me feel really uncomfortable. I wonder if I’m just avoiding my “potential.” Like perhaps I am supposed to be some great general or warrior, or whatever. But I just don’t feel that desire within me. Now if I had been offered to give up all this army stuff and play at the Emperor’s Palace as a regular job then I might’ve accepted! Over these years as I’ve played for others and mainly for myself, I truly believe I really was meant to play music in this world. Just events didn’t work out for me I guess, but even within this situation, I’ve still found a way to indulge in my passion and I suppose it’s better than never being able to at all. Who knows? Perhaps one day all of this will be over and I’ll come out of this alive and manage to pursue music without hindrance. I know that sounds a little uncharacteristically optimistic from me, but I guess I still have a little hope left after all. Give my love to the rest of the family Your son
4
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12
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School ends and you met Ian as per usual at the front of school, however today you have something different in mind. "Hey, Ian, I'll catch you later, I'm going to go with Allison." You tell him, spotting her down the hallway. Ian nods and leaves without you, and you head towards Allison. She smiles as she sees you, apparently back to her normal self. "Why hello there Jacob! Why haven't you left for your house yet?" She asks. "Well, I was waiting for you of course. Care to walk with me?" You reply, gesturing for her to follow. Allison takes the hint and walks besides you. "Hmm, and where might you be taking me?" She asks with a coy smile. "It's a secret." You reply smiling, mimicking how she acted to you on Saturday. Rather than demand any further answers, she just continues smiling. "I see. Well, lead on." And with that, the two of you exit the school grounds. Just like on Saturday, the two of you end up at the park Allison brought you to. While you succeeded in asking her to the fair, you've been pondering the rest of the day as to how you should solve the other issues with her. You're curious as to how she knows you, but you also want to know how she really feels. It's possible you just misunderstood her the other day, so you need to clarify. As the two of you enter the oddly deserted park, you go to speak, but are stopped by her placing her index finger against your mouth. The intimacy of the sudden act immediately pacifies you, and you're left awkwardly staring into Allison's eyes. "One question. I'll answer one question, regardless of what it is, as honestly as I can." She says in a serious tone, removing her finger from your lips. "But after that I make no promises, hehe." She finishes. Allison seems to have read your mind and intentions here, so rather than tempt fate, you give in and ask her one question. > You how do you know you\? "Alright, how do you know me? You act really friendly with me, like we've known each other for a long time, but I've only known you for less than a week." You tell her. "Hmm...The easiest way to answer that, is to say we used to date." She responds. "We did?" You ask confused. You don't remember dating her in the past. "We certainly did. How do you think I know you so well?" She asks in turn. While she hasn't mentioned any facts about your past or anything to prove she really knows you, she is pretty good at guessing what you'll say and do. To this, you shrug, unable to come up with an answer. "Thought so. We dated, that's the answer to your question. The only answer I'll be giving, I might add." Allison says, attempting to stomp out any additional questions. You don't want to say she's wrong, and that you haven't dated before, but you honestly can't remember your past well enough to dispute it. "Alright, when did we date then?" You ask. "Nope, that's a second question!" Allison answers with a smile. "No it's not, it's part of the first question!" You reply. "Nope! It's a brand new question. That's it for today Jacob! See you later." Allison says, turning and leaving with a short wave before you get a chance to tell her otherwise. You sigh, but with your question answered, just give in and wave back. You didn't expect that you had dated her before, but it's not entirely impossible. It probably would have been at least seven years ago, when you were eleven, since in between then and now you were in a completely different city. Allison must have a pretty good memory to remember you from back then. Done with the park, you return home.
2
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8
false
You accompany Clarence to Adairville but your companion is so sick with his terminal tuberculosis that mostly he keeps to his room. One afternoon you are both eating dinner in the hotel's restaurant when several Deputy Sheriffs enter the room and immediately walk towards you. Immediately you know they are here to arrest you and a quick glance around reveals a door to the kitchen just a few feet from you. You could try to make a break for it but as all the Deputies are armed with guns it could be dangerous. > You surrender Like Clarence you raise your hands in surrender and allow the lawmen to take you into custody. Imprisoned in Adairville you soon learn that Dick Liddil and Charley Ford have surrendered to the law after killing Wood Hite in a gunfight. Soon after Charley's younger brother Bob shoots Jesse James in the back of the head while your friend has a picture on the wall. In order to avoid his brother's fate Frank James surrenders to the law in Missouri, finally bringing the James Gang to an end. You and Frank go to court together in a remarkable series of trials that see Dick, Charley and Clarence all testify against you. In a remarkable series of trials that go on for three years you defeat all the charges against you both through lack of evidence, aggressive cross-examination and outright perjury. Finally in the spring of 1885 you are both released and for the first time in nearly twenty years you finally succeed in putting your outlaw life behind you.
3
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1
false
You and Jesse take a small house in Kansas City where you hide out for a time. In the spring of 1882 you learn that Clarence Hite has been arrested in Kentucky and Jesse invites the gang's newest recruit Charley Ford and his younger brother, a nervous youth called Bob Ford, to live with the pair of you. He is planning another bank robbery in Platte City, Missouri and wants you and the Ford brothers to take part in it. One spring morning you are all sitting to breakfast while Jesse reads the day's newspaper and gives a cry of surprise. "It says here that Dick Liddil has been arrested," he announces and you all glance at each other. "Well, I suppose they'll get all of us in the end," Jesse says thoughtfully. Rising from the table he goes into the living room and later when you follow him you find he has taken off his gun belt and is standing on a chair, straightening a picture on the wall. Suddenly a deafening gunshot next to you makes you jump. The bullet hits Jesse in the back of the head, slamming his face into the picture and he falls off the chair. Turning you find Charley Ford's kid brother Bob standing next to you, a smoking pistol in his hand. As you glance at each other he hastily re-cocks his pistol. > You make a run for it Without hesitation you bolt from the room into the kitchen; Bob fires at you but narrowly misses. Passing Charley Ford you race out the back door of the house and make it across the yard and into the town. Rapidly escaping Kansas City, your mind numbed by the fact that Jesse James is dead, you make your way to Tennessee. In time you learn the truth: Dick Liddil and Charley Ford killed Wood Hite in a gunfight and then surrendered to the law, now Bob Ford has murdered your friend. Swiftly you make your way to the other remaining survivor of the James Gang, Jesse's brother Frank who is still hiding in Tennessee.
4
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4
false
Five years to the day since the James-Younger Gang was destroyed at Northfield you and the rest of the James Gang rob a train at Blue Cut, Missouri. Together with the wary Frank and gregarious Jesse you halt the train with lanterns and climb aboard. "I'm Jesse James," Jesse declares to the frightened passengers. "You might have read about me in the papers. Stay calm and no one will get hurt." Making your way to the Express Carriage you empty the safe of a small amount of money and hastily disembark. Escaping on horses you find that you have made away with $1,000, which split seven ways makes your share $100. "We need to split up boys," Jesse declares. "Wood, Dick and Charley, you go and hide out at Charley's sister's place near Kansas City. Clarence, I want you to hole up in Adairville and get some medical treatment. I'm going to rent my own place in Kansas City. What are you going to do Frank?" "I reckon anywhere near Missouri is too dangerous at the moment," Frank says. "I'm going back to my farm in Tennessee." Jesse glances at you. "What are you going to do Bill?" > You go with Frank to Tennessee You travel with Frank to Tennessee and there you live quietly in hiding, reading in newspapers as the James Gang is destroyed. First Dick Liddil and Charley Ford surrender to the law after killing Wood Hite in a gunfight. Next Clarence Hite is arrested in his hotel in Kentucky. Finally Charley's younger brother Bob Ford goes up behind Jesse James as he is hanging a picture on the wall and shoots him in the back of the head. The murder of your friend shocks America and signals an end to your outlaw career.
4
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8
false
You raise your pistol and shoot the conductor in the head. As the man falls to the ground Jesse regains control of his pistol and shoots him again in the chest. While the conductor lies on the floor bleeding and gun smoke rises in the carriage another passenger springs to his feet, gun in hand. "Jesse," Frank yells out in warning as he aims his pistol at the man. > You let Frank deal with him The man staggers as Frank shoots hits him in the chest and dropping his pistol he falls to the ground. "Quickly boys," Frank calls out and the three of you hurry down the passenger carriage, leaving the two dead men behind you. Reaching the Express Carriage you find the safe contains very little money but you throw what little it does contain into a sack before making your escape from the train. Running to where you left your horses you escape cross country and count the money, finding you have made it away with $700, making your share $100. The robbery and it's accompanying double-killing make national news and the reward for, you, Frank or Jesse reaches a record $5,000 each to be brought in dead or alive, making the three of you worth $15,000 altogether. Jesse is completely unperturbed and recruits another gang member, a young friend of Dick Liddil's called Charley Ford. Together the seven of you plan your next train robbery to take place on the fifth anniversary of the disastrous Northfield Bank Robbery.
2
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11
false
The loss of Bill Ryan, his favorite gang member, has hit Jesse hard but despite looking more tired than ever Jesse's ambition remains as boundless as always. As well as you, Dick Liddil and Wood Hite Jesse has persuaded his brother Frank to rejoin the gang and also his cousin Clarence Hite, Wood's younger brother who is dying of tuberculosis and is so emaciated you are not certain he'll be up to the rigors of outlaw life. Jesse remains confident though. "It is time we went back to Missouri and reminded the governor there that are fifteen years the James boys are still going strong," he declares, grinning at Frank. "The Civil War may be over but we haven't stopped fighting it! We'll hold up a few trains and then clear out of the state." On the chosen day Dick, Wood and Clarence camp outside the town of Winston while you, Frank and Jesse ride into town. Boarding the noon train you make your way to the driver's carriage where you take him hostage and have him stop the train close to where your friends are waiting. After the train stops you, Frank and Jesse make your way down the passenger carriages towards the express carriage, Jesse leading the way. "This is a hold up," he barks to the passengers. "Remain in your seats." Without warning a uniformed conductor suddenly springs forward and grabs at Jesse's pistol. Startled the two men wrestle over the weapon while you and Frank stand by startled. "Shoot him," Jesse yells. > You let the James Brothers take care of the situation While you watch Jesse manages to pull the trigger of his pistol and shoot the conductor in the chest. As the man falls to the ground Jesse shoots him again in the head. While the man lies bleeding on the floor and gun smoke rises in the carriage a second passenger springs to his feet, gun in hand. "Jesse," Frank yells out in warning and raises his own gun.
5
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8
false
Parting from the others you and Bill make your way to Adairville where you spend several days drinking in saloons and generally having a fun time. The fun ends abruptly one night when Bill gets into a drunken argument with someone and boasts that he is friends with Jesse James. Lawmen quickly arrive on the scene and before Bill knows what is happening he is under arrest. You are standing by the bar at the time a few feet from a side door and as lawmen advance on you with pistols in their hands you consider making a break for it, though it could be dangerous. > You surrender You meekly raise your hands in the air and surrender, together with Bill you are taken into custody. Put on trial in Adairville you are testified against by none other than Tucker Bassham and convicted not only of the Muscle Shoals payroll robbery but also of the Glendale train robbery: you are both sentenced to eight years imprisonment. While you are in prison the James Gang is destroyed: Wood Hite and your friend Jesse James are killed while Dick Liddil and Frank James surrender to the authorities, both are later acquitted of the charges against them. By the time you are eventually released your outlaw days are long gone by and the world seems a very different place as you enter into a peaceful retirement from your outlaw life.
3
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3
false
Riding into Mercer with the others you leave Dick and Bill outside with the horses and enter the store with Jesse. The pair of you draw your pistols and demand that the lone storekeeper hand over the payroll. "My son has taken it to the bank already," the nervous man tells you with his hands in the air and sure enough the safe is almost completely empty. Jesse is very annoyed but there is nothing you can do except leave the store, mount your horses and ride away. Jesse is very put out but after a winter spent exploring various states he learns that a similar payroll is being transported to the town of Muscle Shoals in far-off Alabama, a long way from your usual operating places. Jesse is determined to get the money and decides to take the ever-loyal Bill and Wood Hite with him this time, leaving Dick Liddil at the Hite Farm. Again he offers you the choice of accompanying him or staying at the Hite Farm. > You stay with Dick at the Hite Farm You remain with Dick at the Hite Farm while your companions head south to rob the payroll in Alabama. The robbery goes off well but afterwards Bill Ryan is arrested in Adairville after he draws too much attention to himself. The news is bad but Bill refuses to talk and soon after Jesse and Wood Hite return to the Hite Farm with Wood's younger brother Clarence Hite and Jesse's brother Frank who has been lured out of his retirement as a farmer in Tennessee by his enthusiastic younger brother. Jesse has a summer of crime planned for his native Missouri.
3
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2
false
You and your two companions ride out to Mammoth Cave, a popular tourist destination. You all wait by the side of the road and when a stagecoach full of tourist approaches you all surround it, pistols in hands. Forcing the unarmed driver and passengers to disembark you relieve them of their money and valuables before riding cross-country back to the Hite Farm. Counting your loot there you find you have made off with $2,000, making your share $600. Back at the Hite Farm Jesse is not content with your takings and having learned there is a large sum of money held in a store in the nearby town of Mercer he decides to rob that as well. Again he chooses to take Bill with him and also Dick while Wood will remain at the Farm making sure the place remains safe and keeping a watch out for lawmen. Again Jesse offers you the choice of whether to join him and the others in the robbery or remain at the Farm. > You wait with Wood at the Hite Farm You stay with Wood at the Hite Farm while the others ride into Mercer to commit their robbery, only succeeding in robbing an already empty safe. Jesse is very put out but after a winter spent exploring various states he learns that a similar payroll is being transported to the town of Muscle Shoals in far-off Alabama, a long way from your usual operating places. Jesse is determined to get the money and decides to take the ever-loyal Bill and Wood Hite with him this time, leaving Dick Liddil at the Hite Farm. Again he offers you the choice of accompanying him or staying at the Hite Farm.
4
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7
false
The new James Gang has not had a good start with Tucker Bassham arrested and Ed Miller killed by Jesse for threatening to betray the Gang, that just leaves you, Jesse, Jesse's cousin Wood Hite, the cunning Dick Liddil and the alcoholic Bill Ryan. The murder of his old friend Clell's brother seems to weigh heavily on Jesse's conscience and the usual energy and cheerfulness of his younger years seems to be fading from your friend as Jesse enters his thirties. He remains as decisive as ever though. "There are lots of stagecoaches in Kentucky and the authorities won't be expecting one of them to be robbed," he declares. "Bill Ryan, you and I will ride out and hold up a stagecoach over by Mammoth Caves, they are always packed full of rich tourists. Dick and Wood, I want you to stay here in case I need you. Bill Grey, you can join us if you want or you can stay here and lie low with the boys." > You stay with Wood and Dick at the Hite Farm You wait at the Hite Farm while Jesse and Bill pull off their robbery and rejoin you. Jesse has plans for another robbery and having learned there is a large sum of money held in a store in the nearby town of Mercer he decides to rob that as well. Again he chooses to take Bill with him and also Dick while Wood will remain at the Farm making sure the place remains safe and keeping a watch out for lawmen. Again Jesse offers you the choice of whether to join him and the others in the robbery or remain at the Farm.
3
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6
false
Returning to Missouri you meet your old friend for the first time in many years. Jesse hasn't changed at all, though he is now in his thirties and has grown a beard he maintains all his old enthusiasm, high-spirits and carefree attitude. Apparently Frank wants nothing more to do with crime and is enjoying his retirement in Tennessee but Jesse has formed a new gang of five men, making you the seventh member of the new James Gang. The new recruits don't impress you and are nowhere near as high quality as the Youngers or the other former members of the James-Younger Gang. The most reliable of the lot seems to be Wood Hite, Jesse's cousin and a former Guerrilla. Dick Liddil, a clever young man seems reliable enough while Bill Ryan, a hard-drinking admirer of Jesse also seems fairly dependable. The last two members of the Gang, Clell Miller's younger brother Ed Miller and a farmer called Tucker Bassham strike you as idiots and the absence of Frank James concerns you. Despite your worries your first robbery in three years goes very well: Jesse has decided to concentrate on trains rather than banks after his experience at Northfield and one winter's night you hold a train outside Glendale, using a red light to stop the train. You and Jesse quickly empty the Express Safe while the others guard the driver and passengers before you all mount your horses and escape cross-county. After several hours you pause to count the money, you have stolen $6,000 which makes your share $800. Jesse is pleased with the success of the robbery but cautions his new recruits. "This will get the law on our trail and when the papers learn I am behind it the whole state will be looking for us. It's best if we split up, Tucker you back to your farm at Jackson. Wood, Dick and Bill, you head up to Wood's family's place in Kentucky. Ed, you come with me, we'll go and hole up at your farm outside Norborne. Where you going to go Bill?" > You join Wood, Dick and Bill at the Hite Farm You and your new friends go to Wood's farm and lie low for a few months. You are startled to read that Tucker Bassham has been arrested in Missouri and promptly named you and every other participant in the Glendale train robbery; soon after you read that Ed Miller’s body has also been discovered in Missouri, allegedly killed by Jesse James. A few months later Jesse himself turns up at the Farm looking grim and full of plans for your next robbery.
4
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10
false
Jesse rents a small house on the outskirts of Norborne and together you, Jesse and Ed live there for a time. Ed is a heavy drinker and over time you notice he seems to hold you and Jesse responsible for the death of his brother Clell in the Northfield Bank Robbery three years ago. One night after an especially heavy drinking bout Ed threatens to tell local lawmen where you are all staying unless you give him money. Jesse takes you to one side and quietly declares he intends to kill Ed. He asks if you would be willing to help him. > You refuse to help murder your fellow gang member You return to the kitchen and join Ed sitting at the table. A moment later Jesse walks up behind Ed and without a word he draws his pistol and shoots him in the back of the head, killing him instantly. Wrapping the body in a blanket you dump it outside before saddling up and riding away, heading to the Hite Farm in Kentucky where Wood, Dick and Bill are staying. When you arrive you learn that Tucker Bassham has been arrested in Missouri and named all of you who took part in the Glendale robbery, worsening Jesse's already grim mood.
4
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8
false
You fire your pistol over the dead-fall, one of your shots clipping a posse member in the side. The posse returns fire, the men in front firing from cover while those behind on a slight hill direct their fire over their heads. Your friends are hit several times: Cole is hit three times, Charlie four times and Jim once but you all keep firing. Charlie glances at Cole. "We are entirely surrounded and we had better surrender." Cole nods. "Charlie if you want to surrender go but this is where Cole Younger dies." "All right Captain, I can die as game as you can," Charlie replies. "Let's get it done." Springing to his feet with a pistol in each hand he opens fire, hitting one posse member in the hand. A moment later he is shot through the chest and with a groan he falls dead to the ground. A moment later Jim is shot in the face, the bullet knocking out several of his teeth and lodging in his head, clutching his face he falls to the ground. Cole turns to look at Jim and a bullet hits him in the back of the head, he too falls to the ground. Glancing round you catch Bob's frightened eyes looking at you. > You keep firing from behind cover You keep firing at the posse but a bullet passes over the dead tree to strike you in the upper chest and knocking you backwards onto the ground. You lie there among your fallen motionless companions as the guns slowly stop firing. You hear a voice shout out "do you men surrender?" A moment later Bob replies. "I surrender. They're all down but me. For God's sake don't shoot me too." You get a glimpse of Bob rising to his feet when suddenly a shot rings out hitting him in the chest and he falls to his knees. "Stop shooting," an angry voice yells. "Anyone else fires I'll shoot them!" A moment later a handsome young lawman climbs over the dead tree followed by his companions. "I was surrendering," Bob murmurs to him. "Someone shot me while I was surrendering." The posse members approach you and the others. Jim is moaning in pain, clutching his shattered jaw, while Cole tries to fight off two men who try to help him up. "Cole it's over," Bob tells him. "Give it up or they'll hang us for sure." Another two men lift you up, gasping in pain and barely aware of what is happening. The four of you and the dead Charlie are taken into a nearby town in a wagon. You all receive treatment: in the gunfights at Northfield and Hanska Slough Bob has suffered a total of three bullet wounds, Jim five and Cole a remarkable eleven while you have been shot at least once, possibly more at Northfield. It takes two months of medical treatment until the four of you are fit enough to stand trial. Meanwhile Frank and Jesse James succeed in escaping back to Missouri. Your trial is an open and shut case and it is only by pleading guilty to bank robbery and murder that you all avoid execution: instead you are sentenced to prison for twenty-five years, all of you always refuse to identify Frank and Jesse James as your fellow bank robbers in Northfield. While you serve your sentence you read how first Jesse and then Frank return to their outlaw careers. Jesse is finally betrayed and shot dead by his friend Robert Ford in April 1882 and Frank surrenders to the law six months later. After a series of lengthy trials Frank defeats all the charges against him and is released from custody in 1885. Though Bob dies in prison of tuberculosis, worsened by his chest injury, in 1889 you, Cole and Jim all survive to be paroled from prison in 1901. By this time you are over sixty and both the Younger Brothers are in their fifties. Jim doesn't enjoy his freedom: unable to marry the woman he loves because of his parole conditions he commits suicide a year after his release. As you and Cole enter the Twentieth Century you reflect over the lives you have led.
4
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9
false
You choose to remain with the Younger Brothers and Charlie while the James boys ride off. Initially the plan works well, continuing to head slowly south you rarely encounter posses now, most have them have drawn off west to chase Frank and Jesse. Unfortunately Bob and Jim's fever is continuing to worsen and you are moving slower than ever. One week after the James brothers split off you find yourselves approaching a copse of woods when a glance back shows a few hundred posse members armed with pistols, rifles and shotguns closing in on you. The four of you run into a thicket and take shelter behind a fallen tree. "If anyone wants to surrender they can," Cole suggests but you are all determined to go down fighting." As the posse fans out to surround the copse of trees where you are hiding and seven men armed with rifles approach on foot Cole sighs. "When they get close let them have it," he orders. "Bob, you reload our pistols. Ok boys get ready... now!" Cole fires his pistol, hitting one of the approaching posse in the hip. > You help Bob reload the pistols You keep your head down and concentrate on helping Bob reload the pistols while your companions fire their guns. The posse returns fire, the men in front firing from cover while those behind on a slight hill direct their fire over their heads. Your friends are hit several times: Cole is hit three times, Charlie four times and Jim once but you all keep firing. Charlie glances at Cole. "We are entirely surrounded and we had better surrender." Cole nods. "Charlie if you want to surrender go but this is where Cole Younger dies." "All right Captain, I can die as game as you can," Charlie replies. "Let's get it done." Springing to his feet with a pistol in each hand he opens fire, hitting one posse member in the hand. A moment later he is shot through the chest and with a groan he falls dead to the ground. A moment later Jim is shot in the face, the bullet knocking out several of his teeth and lodging in his head, clutching his face he falls to the ground. Cole turns to look at Jim and a bullet hits him in the back of the head, he too falls to the ground. Glancing round you catch Bob's frightened eyes looking at you.
6
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12
false
You and your friends ride up to the bank, leave your horses tied up outside and go in. There are three tellers but no customers inside the bank and drawing your pistols you approach the tellers. "We're robbing this bank," Jesse declares. "Don't any of you holler, we've got forty men outside." The tellers raise their hands and Frank wanders inside the vault to look at the safe inside. As he does one of the tellers suddenly grabs the vault door and starts pulling it shut. Frank darts back and jams his arm forward as the teller slams the door on it, running forward Bob hits the teller with his pistol and knocks him to the floor. You all approach the fallen man, Frank angrily rubbing his crushed arm, and drawing a small knife from his pocket Jesse holds it to the injured teller's neck. "Open the safe or I'll cut your damn throat from ear to ear," Jesse snarls. "You'll have to cut my throat because I can't open the safe," the man replies bravely. A shot from outside makes you all glance at the door. As you do another of the tellers springs into action, and dashes away, through a back door and out into the street. "Get him," Jesse shouts. > You concentrate on getting all the money you can You ignore the fleeing man and begin scooping all the loose change you can find on the counter into a sack but Bob runs after him, stands in the back door of the bank and fires a shot at the fleeing man. Coming back inside the bank he slams the door. As he does you can hear shots outside and suddenly Cole's voice yelling "Hurry up, they've given the alarm!" "God damn you, open the safe," Jesse barks at the teller on the floor and fires his pistol at the floor next to the man's head. You and Bob quickly scoop all the loose notes you can find off the counter while Frank and Jesse continue to threaten the fallen teller who bravely refuses to help them in any way. Dozens of gunshots are ringing out on the streets outside now and again you hear Cole's voice shouting "They're killing our men! Get out here!" "Fuck you," Jesse snarls, hitting the teller in the face again with his gun and then he and Bob give up and run out of the bank. As you are about to follow them you notice Frank massaging his wounded arm and eyeing the teller. "We should kill that son of a bitch," Frank says to you.
4
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7
false
Your shot hits the man in the head and he falls to the ground fatally wounded. You turn away just in time to see Clell get shot off his horse by a bullet fired from somewhere high. As you and Cole ride towards him and dismount Clell is in a bad way, lying on the ground with blood pouring from his face and shoulder. A quick check reveals he is indeed dead. Cole snatched up Clell's pistol and cartridge belt but as he does so a bullet hits his left leg. Glancing up you think you can see the man who shot and killed Clell. He is standing at an upper-story window rapidly reloading a rifle in his hands. Though it is a very difficult shot with a pistol you could try to shoot and kill him. > You concentrate on finding cover You duck down behind your horse to avoid the sniper but behind you another of the townsfolk fires a shot that hits you in the right arm. Swearing you risk remounting your horse and gallop after Cole, who has also been hit again in the shoulder. Riding past the bank he shouts "They're killing our men! Get out here!" Continuing down the street, still firing your pistol, you pass the dead body of Bill Chadwell who is lying dead in the dirt and Jim Younger, still mounted on his horse but bleeding from multiple wounds. Finally Frank, Jesse and Bob emerge from the bank at a run and make it to their horses. "It's no use boys, let's go," you shout at them and turning your horse you spur it down the street leading out of town. You are soon joined by Charlie and Cole, the latter bleeding from several gunshot wounds. As you reach the edge of town you hear a scream behind you "Don't leave me boys, I've been shot!" Glancing back you realize you have all forgotten Bob who has sprung out of his hiding place and is sprinting down the street after you. "Shit," Cole mutters and glances at you and Charlie. "Cover me boys," he orders. Cole then does the most incredible thing you have ever seen someone do in real life: he spurs his horse directly back down the street towards his injured brother. Several men are shooting at them and though you and Charlie are firing your pistols at the buildings you might as well be throwing stones at them for all the good it does. Cole and Bob seem to be moving through a virtual rain of bullets. Bob stumbles as one shot hits his leg. Two more graze Cole's horse making it scream and rear but he keeps it under control. Reaching down he helps Bob climb onto his horse. As he does three more bullets hit Cole, the dust exploding from his clothes in small puffs as each bullet hits him. Gritting his teeth he turns his horse around and gallops straight back towards you and Charlie. The gunfire is directed at you two now: one bullet grazes Charlie's arm and another bullet whizzes right past your right ear. As Bob and Cole reach you both you turn horses around and gallop out of town after Frank, Jesse and Jim. Behind you leave the dead bodies of your two fellow outlaws and the shattered myth of the invincibility of the James-Younger Gang.
3
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6
false
That morning you ride up to the bank and while your companions enter you, Clell and Cole wait outside. After a few moments two men approach the bank and though you and Clell move to intercept them the men are walking too fast and suddenly freeze as they witness your friends holding up the bank at gunpoint through the bank's glass windows. "Keep your damned mouths shut," Clell hisses and the men nod and start walking away when suddenly one of them starts shouting "Get your guns boys! They're robbing the bank!" Swearing Clell draws his pistol and fires a shot one of the men's head which misses. You, Cole and Clell quickly mount your horses and begin galloping up and dozen the street firing your pistols into the air and shouting "Get in, get in!" Alerted by the shot, Jim, Bill and Charlie gallop into town and begin imitating your tactics. Unfortunately for you and your friends the townsfolk quickly find their weapons and begin returning fire at you all from the safety of windows, doorways and store fronts. As he rides past the bank Cole shouts to the men inside "hurry up! They've given the alarm!" As you ride along the front of the bank you see a young man standing absolutely motionless nearby staring round in confusion. "Get off the damn street," Cole yells at him as he rides past but the man just steps at him before suddenly putting his hand into his pocket. > You ignore him You turn away but seconds later you hear a gunshot and glancing back you find the young man shot through the head and lying motionless on the street. You turn away, this time just in time to see Clell get shot off his horse by a bullet fired from somewhere high. As you and Cole ride towards him and dismount Clell is in a bad way, lying on the ground with blood pouring from his face and shoulder. A quick check reveals he is indeed dead. Cole snatched up Clell's pistol and cartridge belt but as he does so a bullet hits his left leg. Glancing up you think you can see the man who shot and killed Clell. He is standing at an upper-story window rapidly reloading a rifle in his hands. Though it is a very difficult shot you could try to kill him.
4
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8
false
You and your eight companions begin scouting towns in Minnesota for good banks to rob and settle on one in the town of Northfield. While you are in Minnesota you learn that Hoobs Kerry has been identified and arrested and has promptly identified each of the Gang including those who took part in the Otterville Train Robbery in exchange for a reduced sentence of two years imprisonment. You are all furious at Hoobs's betrayal but decide to go ahead with your plans anyway. As usual it's Jesse who makes the plans. "Folk in Minnesota will be on the lookout for nine men acting suspiciously so we won't all go in at once tomorrow," he declares. "Frank, Bob and myself will go into the bank while Cole and Clell hold the horses outside. Bill, Charlie and Jim, I want you to wait on the edge of town and if you hear any shooting come riding in like hell firing your pistols into the air to get those Yankee townsfolk off the streets. I know it's a big town boys but this is a rich bank and the money we should get is worth the risk. Bill, which group do you want to join?" > You join Jim, Bill and Charlie waiting on the edge of town You join Jim, Bill and Charlie on the edge of town hoping the alarm will not be raised requiring you all to ride into town. Unfortunately, mere moments into the robbery, you hear a gunshot which is the signal for all of you ride into town. Spurring your horses into a gallop and drawing your pistols you ride down the street, firing your guns into the air and shouting for townsfolk to get off the street. Unfortunately by the time you all arrive the situation has degenerated into an all-out battle. Townsfolk have taken cover in buildings up and down the street, grabbed their weapons and are firing back at you all. Jim is hit in the left shoulder as you all gallop down the street and you are fired at by some people who have taken shelter in stores further down the street. Bill reins his horse to a halt and taking careful aim at the people he fires back at them with his pistol while Jim and Charlie keep riding on. > You join Bill in firing at the people in the building You and Bill halt and fire your pistols at the people in the store but unfortunately there are several of them, they are behind cover adn they are armed with rifles. First Bill and then you are hit in the chest and with a wet gasp you fall from your horse onto the ground. Shot through the heart you rapidly bleed to death as the gunfight rages on.
2
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9
false
You join Jim, Bill and Charlie on the edge of town hoping the alarm will not be raised requiring you all to ride into town. Unfortunately, mere moments into the robbery, you hear a gunshot which is the signal for all of you ride into town. Spurring your horses into a gallop and drawing your pistols you ride down the street, firing your guns into the air and shouting for townsfolk to get off the street. Unfortunately by the time you all arrive the situation has degenerated into an all-out battle. Townsfolk have taken cover in buildings up and down the street, grabbed their weapons and are firing back at you all. Jim is hit in the left shoulder as you all gallop down the street and you are fired at by some people who have taken shelter in stores further down the street. Bill reins his horse to a halt and taking careful aim at the people he fires back at them with his pistol while Jim and Charlie keep riding on. > You keep riding on You keep riding and hear a boom of a rifle and see Bill fall from his saddle dead to the ground. As you all reach the bank several more shots are fired at you: Jim is hit in his other shoulder and a bullet grazes your right hip making you wince. Outside the bank Clell Miller and another man are lying dead in the street while, Cole bleeding from his own wounds, is outside the bank firing his pistol into the air. As you arrive Bob, Jesse and Frank emerge from the banks and mount their horses, except Bob whose horse has been killed so he takes shelter under some wooden stairs. "It's no use boys, let's go," you shout at everyone and turning your horse you spur it down the street leading out of town. You are soon joined by Charlie and Cole, the latter bleeding from several gunshot wounds. As you reach the edge of town you hear a scream behind you "Don't leave me boys, I've been shot!" Glancing back you realize you have all forgotten Bob who has sprung out of his hiding place and is sprinting down the street after you. "Shit," Cole mutters and glances at you and Charlie. "Cover me boys," he orders. Cole then does the most incredible thing you have ever seen someone do in real life: he spurs his horse directly back down the street towards his injured brother. Several men are shooting at them and though you and Charlie are firing your pistols at the buildings you might as well be throwing stones at them for all the good it does. Cole and Bob seem to be moving through a virtual rain of bullets. Bob stumbles as one shot hits his leg. Two more graze Cole's horse making it scream and rear but he keeps it under control. Reaching down he helps Bob climb onto his horse. As he does three more bullets hit Cole, the dust exploding from his clothes in small puffs as each bullet hits him. Gritting his teeth he turns his horse around and gallops straight back towards you and Charlie. The gunfire is directed at you two now: one bullet grazes Charlie's arm and another bullet whizzes right past your right ear. As Bob and Cole reach you both you turn horses around and gallop out of town after Frank, Jesse and Jim. Behind you leave the dead bodies of your two fellow outlaws and the shattered myth of the invincibility of the James-Younger Gang.
4
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10
false
The others are disappointed by your decision but accept it and you choose to stay behind at the Kerry Farm with Hoobs. One morning you are in the kitchen when there is a knock on the front door. When Hoobs goes to answer it you hear a voice cry out "Hoobs Kerry, you are under arrest!" Springing quietly to your feet you quickly consider your options. There are two doors out of the kitchen, one to a pantry and one leading outside, you can either hide in the pantry or run out the back door and make for the nearby woods. > You run out the back door Opening the back door silently you slip outside, shut the door and run for the safety of some nearby woodland. You escape completely and stealing a horse you set off up to Minnesota after your companions. You manage to catch up with them and breathlessly tell them the story of Hoobs's capture. You all decide to go ahead with your robbery plans anyway and continue on up to Minnesota and begin looking for banks to rob.
4
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3
false
You and the other nine members of the James-Younger Gang who gather in an empty cabin on the edge of Otterville are the most wanted men in America. Jesse, grinning and carefree sits next to a dour and frowning Frank. Cole, tough and capable sits between his handsome, young brother Bob and his other brother Jim who looks like he is wishing he could be somewhere else. The joker Clell Miller and the tall Bill Chadwell are gazing at Jesse with something like adoration while the silent Charlie Pitts sits with them. Finally you are sitting next to the newest member of the Gang, another former Guerrilla but a bit of a weak link called Hoobs Kerry. "Boys, we've had a turbulent couple of years but we sure are taking the fight to the Yankees, America's never known bandits like us before," Jesse declares. "My idea for this year is that we rob a train here in Missouri first and then go all the way up to Minnesota and rob one of those fat Northern banks up there. Bill here is from Minnesota and knows the area well and together the ten of us are unbeatable! We'll pull off a crime so audacious all of America will be talking about it!" "I'm only here to try and stop you from getting my brothers Cole and Bob killed the way you got John killed," Jim Younger says dourly. "You can rob your train here without me." "Well I'm sorry you feel that way Jim," Jesse says, his smile not even flickering. "What do the rest of you say? You're all in aren't you?" Everyone else agrees and then it's your turn. > You join Jim in sitting this robbery out You hide out with Jim at Hoob Kerry's Farm while the others pull off the robbery and rejoin you. You are all ready now to make the trip up to Minnesota and even Jim joins you to help protect his brothers. At the last moment Hoobs gets cold feet, he has been nervous ever since the train robbery and he insists on staying behind at his farm in Missouri. You and the other outlaws are not impressed but since you can't force him to go with you if he doesn't want to you all agree to let him back out of the planned robbery and make preparations to head up to Minnesota without him.
4
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10
false
You keep riding but a yell behind you makes you glance back: Tom McDaniels has been shot in the chest and he slowly falls from his horse to the ground. You and your surviving companions concentrate on outracing your pursuers across the prairie and though they follow you all day at nightfall they finally break off the pursuit. Weary and exhausted you stop to count the money you have stolen: though you made off with $10,000 from the bank Tom was carrying some of it when he was shot so your share of the robbery is only $2,000. "We need to split up in case they keep coming after us," Cole says wearily. "Frank and I will keep going west into Kentucky, Tom you turn south and head into Tennessee. Keep a low profile and we will all meet up together again back in Missouri. This could be desperate work." You consider who you will go with. > You go south into Tennessee with Tom Webb You and Tom split off from the other two and ride south. For five days you make your way out of West Virginia and across Tennessee until you feel confident you have left your pursuit behind you but you are mistaken. One afternoon as you are trotting your horses along a rocky hill path several lawmen suddenly rise from behind several rocks to your right and level their rifles at you. "Throw up your hands gentlemen," one of the lawmen calls out. "You are under arrest." After a moment's hesitation Tom raises his hands. He is between you and the lawmen giving you a little time and glancing to your left you see the hillside descends steeply into a tree-lined valley. You could spur your horse down into the valley but it would be very dangerous and if you horse trips or fall he could roll down the hill, killing you both. As the lawmen approach slowly and cautiously you know you only have seconds to decide. > You surrender like Tom Meekly you raise your hands into the air and together with Tom you are taken into custody. Imprisoned in Nashville you are put on trial and witnesses from Huntingdon swiftly identify both of you as men who helped rob the bank. You both refuse to name your fellow outlaws and together you are both sentenced to eight years imprisonment for armed robbery. This effectively ends your outlaw career and until 1883 you are forced to perform hard labor in the prison. Over the following years your companions are all captured or killed. Bill, Clell and Charlie are killed and Bob, Cole and Jim are captured following a failed bank robbery in Minnesota the year after your capture. Frank and Jesse remain at large for another six years until Jesse is murdered by a friend of his called Robert Ford while he hangs a picture on the wall and to avoid the same fate Frank surrenders himself. Finally the long years of prison end and in the winter of 1883 you and Tom are released. Frank soon after is acquitted after a series of trials and both of you decide to renounce your outlaw ways and enter into a peaceful retirement.
4
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8
false
You and Tom split off from the other two and ride south. For five days you make your way out of West Virginia and across Tennessee until you feel confident you have left your pursuit behind you but you are mistaken. One afternoon as you are trotting your horses along a rocky hill path several lawmen suddenly rise from behind several rocks to your right and level their rifles at you. "Throw up your hands gentlemen," one of the lawmen calls out. "You are under arrest." After a moment's hesitation Tom raises his hands. He is between you and the lawmen giving you a little time and glancing to your left you see the hillside descends steeply into a tree-lined valley. You could spur your horse down into the valley but it would be very dangerous and if you horse trips or fall he could roll down the hill, killing you both. As the lawmen approach slowly and cautiously you know you only have seconds to decide. > You risk spurring your horse down the slope You spur your horse down the slope and the lawmen cry in alarm as you vanish from sight. Bounding and slipping your horse takes you down the slope in what seems mere seconds and you are in the safety of the trees. Riding as fast as you dare through the woodland you make it to safety and escape from Tennessee back to Missouri. You later read that Tom Webb was found guilty of armed robbery and sentenced to eight years imprisonment, true to the rest of you he doesn't identify his fellow outlaws. You hide out in Missouri over the winter and spring until in the summer the gang re-gathers again in the little Missouri town of Otterville.
5
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2
false
You like Marina and all, but that’s about all you like about living at the compound. Being by yourself in the wilderness reminds you of how much you missed it. You have no idea what that secret base holds for you, why should you risk your life for a bunch of practical strangers? “What the hell was I thinking volunteering?” you say out loud. You decide to say fuck it, take to the road, and see where it leads you. A couple days pass and you haven’t encountered anyone, then again you are still pretty far from any kind of civilization, of course you don’t really mind. Suddenly you find out you aren’t alone, when a crack of a rifle shot comes from a nearby hill. “You fuckin’ idiot, you missed!” a voice shouts. “Yeah and you just gave away our fucking position asshole!” another retorts. You quickly take cover behind a rock. You recognize those voices though; they’re a couple of the idiots from the compound! The Colonel must’ve had you followed to make sure you stayed on the mission! So much for his so called “faith” in you! (Then again, perhaps he did have a good reason considering you DID go AWOL!) Looks like you’ll have to take care of them before you can truly put the compound behind you. While you’re taking cover, you notice an abandoned gas station nearby; you could make a run for it and take better shelter in there, or return fire. > You return fire You return fire, but you don’t do any better. They’re behind rocks just like you are. You and they return fire several times, before something important happens. The first one being that you eventually manage to hit one in the head when he popped up again. His buddy immediately ducks down and starts shout expletives at you for killing his friend. This first event is followed by a more unfortunate one, while you were shooting at the two spies you saw, you weren’t paying attention to the third one shadowing you. He sneaks behind and shoots you in the back, severing your spine and puncturing a vital organ. You slump onto the rock you were hiding behind hard. Your assailant then kicks you over, and points his gun directly at you. “Nobody goes AWOL on the Colonel.” He says before blowing your brains out.
2
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8
false
Your aim is perfect and Ladd jerks as four bullets slam into his chest, knocking him to the ground. Fleeing the property you decide it is better to get out of Missouri and heading south to join Bob and Cole. Most of the newspapers, which were initially supportive of the James brothers after the attack on their family, are outraged by the two murders and urge people everywhere to shoot any member of the James-Younger Gang on sight. Going down to the McDaniels Farm you meet up with Bob, Cole and their host Tom McDaniels, brother of the slain Bud. Together with another friend and war veteran called Tom Webb the group are planning to rob a bank in West Virginia, far from your usual raiding areas. Frank likes the idea but uncharacteristically Bob, Clell and Jesse think it is better to lay low for a spell until the attention of the Pinkertons has worn off. You will have to choose who to join. > You lie low with Jesse, Clell and Bob in Missouri You decide to stay in Missouri with your friends and hide out at the Farm of Hoobs Kerry, another former Guerrilla but a bit of a flake. The others travel to West Virginia and pull off their robbery but during their escape Tom McDaniels is shot and killed by a posse and Tom Webb is captured: only Frank and Cole make it back to Missouri. You spend the rest of the year and the first half of 1876 resting until Jesse summons all the Gang together for a meeting to plan your next robberies in the small Missouri town of Otterville.
3
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5
false
Raising your pistol you shoot the old farmer in the head killing him. Fleeing the scene rapidly you and your companions take to the woods where you live in hiding. Reading newspapers you learn that the Pinkerton Detective Agency are sending one of their Agents, Jack Ladd, to investigate Dan Askew's murder. As Ladd also took part in the attack on the James Family Farm Frank and Jesse see more opportunity for revenge and decide to kill the Pinkerton as well. Returning to the Askew Property armed with rifles you and your companions sneak through the trees and get yourself into a position from which you can see the farm house. You watch it for several hours until finally a man in a smart suit who you recognize as Ladd from the newspaper photographs emerges from the front door. "Now," Jesse murmurs and all of you raise your rifles. You consider whether or not to fire at the unsuspecting man. > You let the others kill him You hold back from firing but the others don't and Ladd jerks as three bullets slam into his chest, knocking him to the ground. Fleeing the property you decide it is better to get out of Missouri and heading south to join Bob and Cole. Most of the newspapers, which were initially supportive of the James brothers after the attack on their family, are outraged by the two murders and urge people everywhere to shoot any member of the James-Younger Gang on sight. Going down to the McDaniels Farm you meet up with Bob, Cole and their host Tom McDaniels, brother of the slain Bud. Together with another friend and war veteran called Tom Webb the group are planning to rob a bank in West Virginia, far from your usual raiding areas. Frank likes the idea but uncharacteristically Bob, Clell and Jesse think it is better to lay low for a spell until the attention of the Pinkertons has worn off. You will have to choose who to join.
4
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8
false
You go with the James boys and Clell to hide out near St Joseph where you read in newspapers that Bud was identified as one of the Muncie train robbers and shot while trying to escape prison in Kansas City. His death saddens you all and drives you into hiding but in January 1875 you read even more incredible news in the newspapers. Suspecting that you and the others are in the area a small army of Pinkerton Agents surrounded the James Farm and blew it up with some kind of explosive. The explosion killed Frank and Jesse's eight year old brother Archie and tore their elderly mother Zerelda's right arm off. Frank and especially Jesse are overwhelmed with rage when they learn of the cowardly attack and Jesse's first reaction is to kill every single Pinkerton Detective involved in the raid. After calming a little he decides to settle for killing his neighbor Dan Askew who is wildly known to have allowed the Pinkertons to use his Farm as a base from which to launch the raid. One night the four of you approach the Askew Farm and knock on the door. When the old farmer opens his front door Jesse shoots him in the chest. > You let Jesse finish him off Jesse shoots the old man twice more in the chest and he falls dead to the ground. Fleeing the scene rapidly you and your companions take to the woods where you live in hiding. Reading newspapers you learn that the Pinkerton Detective Agency are sending one of their Agents, Jack Ladd, to investigate Dan Askew's murder. As Ladd also took part in the attack on the James Family Farm Frank and Jesse see more opportunity for revenge and decide to kill the Pinkerton as well. Returning to the Askew Property armed with rifles you and your companions sneak through the trees and get yourself into a position from which you can see the farm house. You watch it for several hours until finally a man in a smart suit who you recognize as Ladd from the newspaper photographs emerges from the front door. "Now," Jesse murmurs and all of you raise your rifles. You consider whether or not to fire at the unsuspecting man.
3
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9
false
"Ok, I'm coming out," you call wearily and open the hotel door to find a pistol pointing at your face. You and Bud are promptly taken to the Kansas City Jail but as you are taken to a cell a commotion breaks out a few cells away as a prisoner grabs a policeman who has got too close to the cells. The two lawmen escorting you and Bud promptly abandon you both to go and deal with the situation. Though handcuffed you both immediately take advantage of the situation and make a break for the unlocked front door of the Jail. Seeing what you are doing the lawmen shout in alarm and as you race down the street a shotgun blast suddenly fires behind you. The charge hits Bud in the back, nearly cutting him in half as he flies to the ground dead. You glance back and see a Deputy standing in the Jail doorway re-cocking his shotgun for another shot. An alleyway opens to your left and you could dart down that or you could keep going towards a horse tied to a hitching post a short way further down the street. > You make for the horse You keep running down the street but the shotgun explodes into life behind you. Dozens of tiny razor-sharp pellets tear through your back and emerge out your chest, shredding your heart and other organs. The blast throws you down onto the street and kills you in an instant of oblivion, conclusively ending your attempt to escape justice.
3
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4
false
You join Bud in going to Kansas City where you both check into a hotel and begin celebrating your success at the train robbery by frequenting local bars. Unfortunately one night Bud drinks too much and brags to some girls that he helped rob the Muncie Train, they promptly tell some local lawmen. That night you are woken by a fist slamming against your hotel door and a voice calls out "This is the law Bill Grey, come out with your hands up in ten seconds or we start shooting!" You spring from your bed and glance around the room, the only exit apart from the door is the window but you are on the first floor and could hurt yourself quite badly if you try jumping out. > You risk the jump Opening the window wide you slip your legs over the sill, brace yourself and slide down. You fall straight down fifteen feet and land in a crouching position, badly spraining your right wrist. Hissing in pain you spring to your feet as you hear your hotel door burst open above you and slip down an alleyway. Racing through the streets you find and steal a horse before riding out of town. A few days later when you are in another town you learn that Bud McDaniels was arrested and killed trying to escape. Your latest narrow escape has made you wary of fresh crimes for a while and you spend a year drifting around Kansas while your fellow gang members pull off more robberies and crimes. Finally in the summer of 1876 Jesse summons the whole gang together to meet in the little town of Otterville, Missouri to plan your most daring crimes yet.
3
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5
false
One winter's day you and your companions ride out to the train tracks near the town of Muncie. You start a fire right next to the tracks and hide in the trees: sure enough when the train comes down the line the driver sees the fire and stops the train. While Bob and Cole take the driver hostage you, Frank and Jesse board the Express Carriage and capture the messenger at gunpoint. Quickly emptying the contents of the safe into a sack you leave the train, all of you running back to where Bud and Clell are holding your horses. You ride a long distance from Muncie before you stop to count the money and when you do you discover you have really hit the jackpot big time: you have stolen $55,000 from the train, making your share a whopping $7,800. Everyone, especially Bud, are very happy but you know it is time to split up again. Frank, Jesse and Clell decide to hide out with friends near St Joseph, Missouri, Bud McDaniels declares he intends to rent a hotel room in Kansas City while Bob and Cole decide they are going down to Texas to stay with their old friend Bud's brother Tom McDaniels. You need to choose who to join. > You go with Bob and Cole to Texas You and your two friends go to Tom McDaniels's house where you lie low together with another friend of Tom's and a fellow war veteran called Tom Webb. You read in the papers that Bud McDaniels was recognized as a train robber in Kansas City and killed while trying to escape arrest. Bud is very sad to hear about the death of his brother. You are all soon joined by Frank, Jesse and Clell who have fled Missouri after killing two men including a Pinkerton Agent. You, Cole and the two Tom's have developed a plan to rob a bank in West Virginia which is far from your usual hunting areas and hopefully not as well protected. You explain the plan to the others but only Frank is keen, unusually Jesse, Bob and Clell think it is better that you lie low for the rest of the year and start robbing targets again next year. Finally only Frank, Cole, Tom McDaniels and Tom Webb agree to the idea while Jesse, Bob and Clell announce they are going to hide out in Missouri.
2
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12
false
Riding into the town of Austin you and your companions make inquiries about the local stagecoach routes before heading south and hiding in some trees to waylay a coach on its route. The hold-up goes smoothly, the coach is stopped and the passengers forced to dismount before being stripped of their valuables. Mounting up your ride cross-country before catching a train and rejoining Frank and Cole at the McDaniels Farm. During the ride you count the loot to find you have stolen $3,000, making your share $500. The success of the robbery has encouraged Frank and Cole to join in fresh robberies and you soon have a new gang member in the form of Bud McDaniels, the cheerful life-long friend of the Younger family. Together you all plan a daring train robbery in Kansas but Bill and Charlie prefer to lay low this time and return to their hiding place at Charlie's farm as they are both enjoying the fact they haven't been identified as outlaws yet and have safety in their anonymity. You need to choose which group you join. > You join Bill and Charlie in hiding out at the Pitts's Farm 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!
3
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9
false
Hiding out at the Pitts Farm you feel confident of avoiding detection because though both you and Clell are well-known outlaws Bill Chadwell and Charlie Pitts have never been connected with any crime and you rely on those two to go into town for all your supplies and newspapers. You read how the James and Younger boys continue to pull robberies in Arkansas and Missouri but there are consequences: the Pinkerton Detective Agency is hired to bring you and your companions to justice. Frank and Jesse kill one Pinkerton Agent near their Farm but a second gunfight claims the lives of two more lawmen and John Younger near the Younger Farm, Jim Younger being the sole survivor. A letter arrives from Jesse telling you all to meet the rest of the gang in Texas and when you reunite the Gang is a grim bunch. All the remaining Younger Brothers are saddened by John's death with Jim openly blaming Frank and Jesse for getting him mixed up in robberies and swearing he wants nothing more to do with either of them and that he's going to California. Frank and Cole also think it's better that you all lie low for a time at the farm of their friend Bud McDaniels but not Jesse: he sees it as the best way to avenge John is to pull another robbery and the newer members of the gang, Clell, Charlie, Bill and Bob Younger all agree to join him in robbing a stagecoach here in Texas. You need to choose who you join. > You join Frank and Cole at the McDaniels Farm You stay at the McDaniels Farm and soon learn that the robbery of a stagecoach in Texas went off without a hitch when the rest of the gang (bar Jim Younger who is still in California) rejoin you at the McDaniels Farm. The success of the robbery has encouraged Frank and Cole to join in fresh robberies and you soon have a new gang member in the form of Bud McDaniels, the cheerful life-long friend of the Younger family. Together you all plan a daring train robbery in Kansas but Bill and Charlie prefer to lay low this time and return to their hiding place at Charlie's farm as they are both enjoying the fact they haven't been identified as outlaws yet and have safety in their anonymity. You need to choose which group you join.
5
{ "has_passive_voice": true, "max_nested_clauses": 6, "longest_sentence": 72, "num_participle_phrases": 2, "num_sentences": 11, "is_complex": true, "reasons": [ "Contains passive voice", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (6) in one sentence", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (3) in one sentence" ], "score": 11 }
11
false
Hiding out at the Pitts Farm you feel confident of avoiding detection because though both you and Clell are well-known outlaws Bill Chadwell and Charlie Pitts have never been connected with any crime and you rely on those two to go into town for all your supplies and newspapers. You read how the James and Younger boys continue to pull robberies in Arkansas and Missouri but there are consequences: the Pinkerton Detective Agency is hired to bring you and your companions to justice. Frank and Jesse kill one Pinkerton Agent near their Farm but a second gunfight claims the lives of two more lawmen and John Younger near the Younger Farm, Jim Younger being the sole survivor. A letter arrives from Jesse telling you all to meet the rest of the gang in Texas and when you reunite the Gang is a grim bunch. All the remaining Younger Brothers are saddened by John's death with Jim openly blaming Frank and Jesse for getting him mixed up in robberies and swearing he wants nothing more to do with either of them and that he's going to California. Frank and Cole also think it's better that you all lie low for a time at the farm of their friend Bud McDaniels but not Jesse: he sees it as the best way to avenge John is to pull another robbery and the newer members of the gang, Clell, Charlie, Bill and Bob Younger all agree to join him in robbing a stagecoach here in Texas. You need to choose who you join. > You go to California with Jim Younger You travel with Jim out to California where the pair of you purchase a cabin, a tract of land and live a quiet life as farmers for two years. You continue to read about your companions committing more crimes but continuing to elude capture. Finally a letter arrives from Bob urging you both to return to Missouri where the Gang are planning their most daring crimes yet. "We'll have to go," Jim says with a great sigh. "I'll never forgive myself if the law catches or kills Bob and Cole like it did with John and I'm not there to help them." Reluctantly the pair of you leave your peaceful lives in California and in the summer of 1876 you return to Missouri to return to the outlaw life.
3
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11
false
You shoot the cashier in the chest and he staggers back, blood spreading across his shirt front. Jesse and Cole shoot him as well and the cashier falls dead to the ground. Instantly the four customers spring to their feet and start running for the door. "Stop them," Jesse yells. > You let someone else deal with them and focus on getting all the money you can You move towards the counter and as you do Cole fires a shot that hits one of the men in the hand. He yells in pain but a moment later the four customers have scrambled out the door leaving the three of you alone in the bank with the dead teller on the floor behind the counter. "Quickly, grab the money" you tell the others and moving fast you snatch up all the money you can find on the counter. In less than a minute you are back outside to find Frank, Clell and John firing their pistols into the air as you, Jesse and Cole scramble back onto your horses. A man runs out onto the street and fires a pistol at you, Jesse fires back. Both miss but Jesse's shot prompts the man to take cover and the six of you are able to spur your horses out of town and escape. Riding hard you do not stop until you are a long way from Columbia. When you pause to count the money you find you have escaped with less than $1,000, which makes your share $200. Frank is especially unhappy. "We're killing too many bank tellers Jesse," he tells his brother. "This will bring the law down on us." "Maybe we should lay off banks for a while," Jesse says thoughtfully and grins. "I have a mind to rob a ticket office at the Kansas City Exposition." After a quick discussion Cole and John both offer to join Jesse but Frank and Clell decide it is better to lay low - Frank is going back to the James Farm while Clell is going back to his own family's farm. You consider what is best to do.
1
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9
false
As you have done so many times you and your companions ride into a small town early one morning. While Frank, Clell and John hold the horses outside you lead Jesse and Cole into the bank. Inside four customers are sitting at a table talking while one smiling cashier waits behind the counter. The three of you walk up to the counter and draw your pistols. "Consider yourself under arrest," Cole says cheerfully. To your amazement the cashier begins shouting "Bank Robbers! Bank Robbers!" at the top of his voice. "Shut up man or I'll kill you," you yell at him but the cashier keeps shouting warnings at the top of his voice. > You keep yelling at him to be quiet You keep shouting at the teller but he continues to shout at the top of his lungs. A moment later Jesse and Cole both shoot him and the cashier falls dead to the ground. Instantly the four customers spring to their feet and start running for the door. "Stop them," Jesse yells.
3
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0
false
Your bullet hits the teller in the head, blasting a circle of red blood and gore onto the wall behind him. As the teller slumps dead in his chair Frank and Jesse fire more bullets into him. The customer screams "Murder!" and starts running past the three of you towards the door to the bank. "Shoot him," Jesse yells. > You let him go Frank fires a shot that hits the man in the back of the right arm but he keeps on running and makes it through the door and out onto the street. "Quickly boys, get the money," you call out and moving quickly you, Frank and Jesse scoop up all the money you can find from the counter, which comes to several hundred dollars. Unwilling to spend time pillaging the vault you all run outside and begin mounting your horses but the alarm has already been raised a a few citizens are taking pot shots at you with pistols from teh shelter of a gun store. When a bullet nicks it Jesse's horse rears up in terror, spilling it's rider to the ground before running off. "Get up behind me Jesse," Frank yells and while you fire your pistol at the gun store, trying to cover them, Jesse awkwardly scrambles up behind Frank. The three of you ride out of town on two horses, not stopping for several hours until you reach the safety of the James Farm. There you find you have escaped with less than $700, making your share a paltry $200. There is worse news to follow however. The next morning Frank returns to the Farm with a paper. "It wasn't Colonel Cox who we killed in Gallatin," he declares. "It was some bank clerk called John Sheets. They know it was us as well, we've all been identified by name. We'd better clear out." Leaving the James Farm the three of you go traveling for a year to wait for the attention to die down before returning to Missouri in the summer of 1871 and arranging a meeting with Cole Younger at the home of your mutual friend Clell Miller. Despite the loss of John, George and Ol you are all determined to continue your robberies.
3
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11
false
You join the James brothers at their farm where you live quietly for a few weeks until one morning Frank returns from town with a newspaper and a grim expression. "Yankee lawmen killed John and Ol," he says tersely. "George is in prison charged with bank robbery." You and Jesse crowd round to read how your three companions were identified as participants in the Russellville robbery and were tracked to their homes by lawmen. George later receives a three year prison sentence for his part in the robbery. Despite the loss of three of your companions Jesse is eager for the three of you to rob a bank and after a year and a half when you feel it is safe you make a plan to rob the little bank in the town of Gallatin, Missouri. Riding into town one winter's morning you leave your horses tied up outside and walk inside to find a single teller talking to a customer. The teller looks oddly familiar to you and you can't figure out where you have seen him from until Jesse pulls you and Frank to one side. "Isn't that Colonel Cox?" Jesse asks quietly. "That Yankee Colonel who killed Bill Anderson during the War? I heard he lived in Gallatin." The three of you study the teller closely. You now remember Cox well from his picture in the newspapers, he led an ambush that killed several of your friends including your former leader Bloody Bill Anderson. The teller does indeed look exactly like him and Frank agrees quietly. "Let's kill him," he mutters. Approaching the bank counter the three of you draw your pistols from your pockets. The customer backs away and the teller looks up startled. > You hold your fire You pause but Jesse shoots the man in the head, blasting his brains out onto the wall behind him. As the teller slumps dead in his chair Frank and Jesse fire more bullets into him. The customer screams "Murder!" and starts running past the three of you towards the door to the bank. "Shoot him," Jesse yells.
2
{ "has_passive_voice": true, "max_nested_clauses": 4, "longest_sentence": 51, "num_participle_phrases": 3, "num_sentences": 23, "is_complex": true, "reasons": [ "Contains passive voice", "Deeply nested clauses (4) in one sentence", "Too many participle phrases (3) in one sentence" ], "score": 4 }
4
false
The four of you arrive at the Shepherd Farm where you hide out for a time until, less than two weeks after the Russellville Robbery John returns to the Farm with a bombshell: all four of you have been identified as participants in the Russellville Robbery and warrants have been issued for your arrests. "We need to split up again," John declares. "I'm going back to my farm, you stay here Ol. George, you go and hide out at the Miller Farm. Who do you want to go with Bill?" You consider who would be best to hide out with and where you consider safest. > You go with George to the Miller Farm You and George set off towards the Miller Farm but you never get there. One evening you reach the little town of St Joseph and as you are trotting your horses down the street two lawmen armed with rifles emerge from an alleyway to your right. "Hold up your hands men, you are under arrest!" one calls out. George immediately raises both his hands but the thought crosses your mind that rather than surrender you could lean down your horse's left flank and try to spur it into a gallop for safety. That would be far more dangerous than just surrendering however. > You surrender Slowly you raise your hands and allow the lawmen to take you into custody. You and George are swiftly imprisoned and put down for an early trial, around the same time both John and Ol are shot and killed while trying to escape arrest. Your trial is a simple affair: you and George are both found guilty of armed robbery and both receive a fairly lenient sentence of three years imprisonment. You serve your time and when you are both released George decides he is done with crime and is ready to go straight. You have no such intention and immediately arrange to meet Cole Younger, Frank and Jesse James at the farm of your mutual friend Clell Miller to resume your outlaw career.
3
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4
false
You and George set off towards the Miller Farm but you never get there. One evening you reach the little town of St Joseph and as you are trotting your horses down the street two lawmen armed with rifles emerge from an alleyway to your right. "Hold up your hands men, you are under arrest!" one calls out. George immediately raises both his hands but the thought crosses your mind that rather than surrender you could lean down your horse's left flank and try to spur it into a gallop for safety. That would be far more dangerous than just surrendering however. > You try riding to safety You start to raise your arms and then suddenly yell out "Fuck you, you sons of bitches!" Leaning down in your saddle to try to keep your horse's body between yourself and them you dig your spurs in so deep they draw blood. With a scream your horse bolts, the lawmen fire a few pistol shots which zip overhead but within seconds your horse has carried you down the street, out of town and across the prairie leaving the startled lawmen with their prisoner. Riding your unhappy horse all night you reach safety and over the next few days learn what has transpired. In a series of raids lawmen and vigilantes have killed Ol and John and captured George, who gets a short prison sentence. For the next few years you live a wondering assistance, moving around Missouri and other states to avoid detection. Finally, in the spring of 1871, you renew contract with Cole Younger and Frank and Jesse James and arrange a meeting at the home of your mutual friend Clell Miller. Despite the loss of three of your companions you are ready to resume your career in banditry.
3
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3
false
The four of you arrive at the Shepherd Farm where you hide out for a time until, less than two weeks after the Russellville Robbery John returns to the Farm with a bombshell: all four of you have been identified as participants in the Russellville Robbery and warrants have been issued for your arrests. "We need to split up again," John declares. "I'm going back to my farm, you stay here Ol. George, you go and hide out at the Miller Farm. Who do you want to go with Bill?" You consider who would be best to hide out with and where you consider safest. > You stay with Ol at the Shepherd Farm You stay with Ol hiding out at the Shepherd Ranch while the other two clear out and for three days all is peaceful. One morning you hear a knock on the front door and you hear Ol go and open it. "Hello Ol," a voice says. "I am Detective Bligh, this is Detective Gallagher and you are under arrest." There is a bang and a yell that sounds very much as though Ol has just hit someone with the door and then Ol bolts into the kitchen and races for the back door, pulling a pistol from his pocket as he goes. You have two swift choices to make, you can either follow Ol out the back door or run through a door that leads to a bedroom. From the bedroom a second door opens into the hall and you might be able to slip back through the front door as the Detectives run through, though the plan is a risky one. > You follow Ol out the back door You follow Ol out the back door and spring across the yard outside towards the safety of some trees, pulling your pistol from your pocket as you run. The two Detectives follow you both outside and begin shooting, Ol goes down first with a bullet in his back. A second later you are hit in the back of your head and your world ends in an explosion of light followed by endless darkness. Both you and Ol are cut down and killed in a series of raids that also bring John and George's careers in banditry to an end.
3
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6
false
You stay with Ol hiding out at the Shepherd Ranch while the other two clear out and for three days all is peaceful. One morning you hear a knock on the front door and you hear Ol go and open it. "Hello Ol," a voice says. "I am Detective Bligh, this is Detective Gallagher and you are under arrest." There is a bang and a yell that sounds very much as though Ol has just hit someone with the door and then Ol bolts into the kitchen and races for the back door, pulling a pistol from his pocket as he goes. You have two swift choices to make, you can either follow Ol out the back door or run through a door that leads to a bedroom. From the bedroom a second door opens into the hall and you might be able to slip back through the front door as the Detectives run through, though the plan is a risky one. > You run into the bedroom and try to circle round to slip out the front door You dart through into the bedroom and moving as swiftly and silently as you can you circle round to the hall door. As you expected both Detectives run straight through the kitchen and out the back door where they begin shooting at the fleeing Ol. You take your chance, dart out the front door and immediately make a left to the safety of some nearby trees. Fleeing through the thickets on foot you make it to the farm of a friend several hours later. Over the next few days you learn what has happened: Ol was indeed shot dead while trying to run away while John was also killed and George arrested in a series of raids (George later receives a short jail sentence for armed robbery). Shaken by your narrow escape you spend the next three years moving around Missouri and generally lying low until you finally get back in touch with Frank and Jesse James and Cole Younger and arrange a meeting at the home of your mutual friend Clell Miller to return to your chosen profession of robbing banks.
3
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12
false
Although you roughly knew how to get to the school on your own, you have no idea what class you have. You follow Ian in hopes that you have the same first class together. Once at the classroom door Ian turns to you with a puzzled look. “Aren’t you going to class?” “Uh, yea...right...” “You’re acting pretty weird today man.” “Yea well...today’s a pretty weird day for me.” Ian seems even more confused now, but decides to drop it and heads to his seat once he hears the warning bell. You walk down the hallway a little further before opening up your bag in hopes of finding some sort of clue telling you where you’re supposed to be. Inside you find various notebooks and textbooks, but nothing concerning your schedule. You sigh and notice the hallway is now completely empty. The final bell which marks the start of class should be ringing any minute and you have no idea where you’re supposed to be. Unsure of what to do, you decide to sprint down the hallway and look for whatever seems familiar. Fortunately (or perhaps unfortunately) you find two room numbers across from each other which seem somewhat familiar: Room 134 and Room 135. You’ll have to guess which is the right room. > You room 135 You enter room 135 and quickly survey its contents. The room is filled with other students which you would assume are in the same grade as you. Some of those in the class give you a quick glance, before returning their attention to the teacher. The teacher himself, a middle-aged man with a short beard, whom seems fairly familiar, looks up from his desk as you slowly enter through the doorway. He says nothing, but his reaction to you gives you the impression he knows you and that it's normal for you to be here. Taking that as your cue, you look for any sort of empty seat, and sit in one right as the bell rings. The teacher then stands up and approaches the chalk board behind him. "Alright class, it's time to review what we learned yesterday...." He begins, but you quickly lose interest in what he's teaching and look around the room in search for some familiarity. Not that you can really be blamed for not paying attention, as you've listened to all this before anyway. That is, assuming you really have gone back in time, and this isn't all some weird dream. You sigh softly, thoroughly confused at your current situation. Eventually, you spot a girl in the corner of the room that you seem to recognize. Or, rather than recognize, you should say you feel like you know her, for some reason or another. No name comes to mind, nor any memories involving her, but for some reason you still think she's someone you know. Long, black hair, with brown eyes, and a slim figure. What's most noticeable about her though, is her gothic outfit of all black, complete with a spiked dog collar, and black painted finger nails. Looking at her closer, you determine that her black hair is probably dyed, your guess being her originally hair colour is a light brown. You brood over how you may know her, and your predicament as a whole, until the class finally ends. As the goth girl leaves she seems to ignore you completely. Maybe you don't know her?
4
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7
false
Riding with the James boys you soon get back to their Farm where you hide out for a time until one night there is a knock on the door. Frank and Jesse's mother Zerelda opens it and a young man steps in. He claims he is a worker looking for work in the area and heard there might be a place in the James Farm. Zerelda leads him into the kitchen where you and your companions are waiting. You can tell just by looking at him he isn't a common worker and has the look of an educated man. Frank draws his pistol, cocks it and points it at the man. "You are a Pinkerton Detective," he declares. "I would bet my life on it." The man vigorously denies this but a quick search of him reveals a pistol in his pocket and incriminating papers. The three of you march him out of the Farmhouse and across several fields, interrogating him the whole way. Finally when Jesse holds a knife to his throat the man breaks down and admits he is a Pinkerton Detective called Joseph Whicher. You and Jesse glance at each other. "What do you want to do with him?" you ask. "Shoot him," Jesse replies. You silently glance among yourselves deciding who will do it. > You leave it to Frank or Jesse to kill Whicher You are all silent for a moment and then Jesse walks up behind Whicher and shoots him in the back of the head. As he falls to the ground Jesse shoots him twice more in the back. Frank kneels down to check that he is dead before nodding. "Let's go," Jesse mutters and returning to the Farm the three of you mount your horses and ride south to Texas. A week later you are shocked to read of another gunfight in the area: two more lawmen caught up with Jim and John and in a raging gun battle both lawmen and John Younger were killed. As Pinkerton Agents pour into Missouri to avenge their slain Detectives Jesse fires off a series of letters summoning the whole Gang to Texas. Cole, Bob and Jim are devastated by the death of their brother, particularly Jim who blames Frank and Jesse for getting John involved in robberies in the first place, swearing he wants nothing more to do with them and declaring he's going to California. Frank and Cole think it's better to lie low at their friend Bud McDaniels's farm but Jesse is certain the best way to avenge John's death is to rob a stagecoach here in Texas and the newer gang members, Clell, Bill Chadwell, Charlie Pitts and Bob Younger all agree to join him. You have to choose who to go with.
3
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10
false
Your shot hits the man in the back of the head and he falls from his horse. While Jim runs over to check if he is alive John spurs his horse after the wounded lawmen and chases him straight across a field towards a copse of trees, dropping his shotgun as he goes and drawing a pistol which he fires at the man. You spur your horse after John and watch as he shoots the wounded lawman a second time knocking him from his horse. Exhausted and weakened from his injury Jim turns away without checking to see if the lawman is dead or not. > You approach cautiously with pistol ready You approach cautiously and as you do the badly-wounded lawman rises from cover to fire a shot at you. You fire first, hitting him in the chest for the third time and knocking him down, fatally wounded. Turning you spot your friend John reeling in his saddle nearby, blood pouring down his chest from his neck. As you ride towards him he suddenly topples to the ground. Reaching him you dismount and drop to your knees alongside him as his brother Jim runs up but it is too late. Your friend John is dead. Two farmer working in a nearby field witnessed the gunfight and run up. "See that my brother is buried right," Jim tells them, tears in his eyes, as he takes John's pistol from his motionless hand and you both run back to where you left your horses. Remounting you leave the two lawmen and John lying dead on the bloody field. Riding south you escape Missouri and eventually make it to Texas where you rejoin the rest of the Gang. Jim is inconsolable and blames Frank and Jesse for his brother's death, claiming they lured John into taking part in their robberies. Swearing he never wants to see them again he declares he is going to California. Frank and Cole also think it is a good idea to lie low at their friend Bud McDaniels's farm but not Jesse: he thinks the best way to avenge John is to rob a stagecoach here in Texas and the newer members of the gang, Clell, Bill Chadwell, Charlie Pitts and Bob Younger, agree with him. You have to choose who you will accompany.
3
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12
false
You and your two friends go into hiding at the Younger Farm for a time but one morning you read in the papers that Frank and Jesse have killed a Pinkerton Detective near their Farm and you decide you'd better leave. After traveling all night you are hiding out at a friend's farm where you hear men making inquiries about you to the farm's owner. After they leave John is keen to get after those men and find out who they are and you and Jim reluctantly agree. Riding down the road you see three men riding ahead of you. You and Jim draw your pistols and John pulls a shotgun from his saddle scabbard and all three of you shout for the men to halt. One reins in but the third gallops away for his life, with casual accuracy Jim fires a shot that knocks the hat off his head but leaves the man beneath it untouched. As he vanishes down the road the rest of you close in on the two that remain and order them to throw their guns onto the road which they do. While Jim dismounts and begins collecting up the pistols you and John start questioning the two men. They insist they are cattle buyers but when you accuse them of being Pinkerton Agents one of the men suddenly pulls a small pistol from his pocket and shoots John in the throat. Knocked backwards by the force of the shot John instinctively shoots the man in the chest with his shotgun. The wounded lawman turns his horse away from you all and Jim fires a shot at him, missing. The second, unhurt lawman, also turns his horse away as you raise your weapon. > You check to see if John is alright You glance at John who seems to have recovered, as you do Jim raises his pistol and shoots the fleeing uninjured lawman in the back of the head. While Jim runs over to check if he is alive John spurs his horse after the wounded lawmen and chases him straight across a field towards a copse of trees, dropping his shotgun as he goes and drawing a pistol which he fires at the man. You spur your horse after John and watch as he shoots the wounded lawman a second time knocking him from his horse. Exhausted and weakened from his injury Jim turns away without checking to see if the lawman is dead or not.
3
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12
false
You and Clell hide out at the Miller Farm for a few months until one evening there is a knock on the door. Clell goes to answer it and you hear a voice declare "Clell Miller, you are under arrest." You are sitting in the kitchen and springing to your feet you raise to the back door. As you do you hear a voice yell halt and glancing back you see a Deputy Sheriff standing in the kitchen doorway pointing a pistol at you. You have to decide whether or not to surrender or keep running. > You keep running Taking a risk you dart out the door, promptly turn right and spring around the side of Clell's farmhouse. The Deputy tries to pursue you but you lose him in the dark and escape through the tangle of trees that surrounds Clell's home. Making it to safety you read more good news in the papers: after being arrested and charged with the Columbia robbery Clell was released when witnesses failed to identify him as one of the robbers. Pleased at your success you and the rest of the gang reunite the following spring.
3
{ "has_passive_voice": true, "max_nested_clauses": 5, "longest_sentence": 37, "num_participle_phrases": 2, "num_sentences": 10, "is_complex": true, "reasons": [ "Deeply nested clauses (5) in one sentence", "Deeply nested clauses (3) in one sentence", "Deeply nested clauses (4) in one sentence", "Contains passive voice", "Deeply nested clauses (4) in one sentence" ], "score": 9 }
9
false
You may not like this mission, and you may not like the people you’re with, but it’ll be a lot safer if you stick with these idiots, because you have a bad feeling about this place. In the meantime while you keep your eyes open, your ears are assaulted by your teammates’ conversation. “I’m telling you she touched my hand dude! She’s totally into me! I’m gonna talk to her more when we get back.” Albert exclaims. “Bullshit, you didn’t get anywhere with Vivica! I should know because I fuckin’ tried once and she didn’t give me any kind of play! I think she’s a fuckin’ dyke anyway.” Roger replies. “Why the hell does she have to be some kind of dyke? Couldn’t be that she didn’t like your ugly ass?” “Fuck off Albert, go ahead and make an idiot of yourself trying to hit on some carpet muncher. I don’t give a shit; I’m just trying to keep you from wasting your time.” “Oh…well maybe she’ll let me watch or something.” “Yeah, right. That never happens except in the movies.” Steve says. “The other problem with that plan, I can’t think of any other woman in the Compound that might swing that way. Not unless you were some smooth pimp motherfucker that could talk her into it and given that you’re far from that Albert, I’d say you’re shit out of luck.” “Well couldn’t one of you guys help me? I mean, you could try to talk your girlfriends and we could all watch or something.” “Yeah, there’s a problem with that plan too Albert, namely neither one of those fuckers got girlfriends either.” You interrupt. “Ha fuckin’ ha. Nobody asked you for your opinion smart ass.” Roger remarks annoyed. “Hey, do you think you could maybe talk to Marina then?” “Everyone shut the fuck up I hear something!” After looking around and up, in a split second of total silence, Roger speaks again. “There’s nothing here, this city was fucking annihilated, ain’t nothing alive except maybe rats and roaches. I dunno even know why we’re so worried to begin with, do you think if anyone WAS still left alive they would be in any condition to…” Suddenly Rogers head explodes like a ripe melon after getting hit by a shotgun blast coming from the second floor window of a nearby building. The “thing” holding the shotgun is reloading and alerting his fellows. “MEEEEEEEEAAAT!” it screeches in a raspy voice. More figures start appearing. Most have a half-crazed appearance and severe radiation burns. Apparently these bomb survivors have had their minds damaged along with their bodies. “Holy shit, we’re gonna die!” Albert screams and starts firing at everything. You and Steve do likewise while retreating back to the car. Before you all manage to leave the immediate area, the thing with the shotgun manages to get off another shot, blasting Albert in the leg, tearing it off. He screams and tries to crawl away, but is quickly mobbed and the last thing you see of him is some of the freaks sinking their teeth into him. “GET THE FUCK MOVING STEVE!” you shout stepping up your pace. Eventually you and Steve manage to get back to the car and speed off back to the Compound. Steve is pretty upset and while there isn’t any traffic on the road, you still don’t want him to be crashing into something else. “Steve calm the fuck down, and get a hold of yourself!” “Fuck you man! Didn’t you see that?! They fuckin’ killed Roger! And they ATE fuckin’ Albert! Aw shit man! Shit! They’re gonna come after us!” “I doubt that, they don’t even know where we’re from. Just be glad we got out of there. It was a stupid idea to go there in the first place. There’s nothing there except crazed radioactive cannibals. I’m gonna tell Harry that much when we get back. Nobody’s going there again, especially not me!” You’re pretty pissed about this whole affair really and the more you’re thinking about it; maybe you should just not return to the Compound, you have enough equipment and supplies to keep you in good shape for awhile. All you’d have to do is get rid of Steve and take the car. > You get rid of Steve Fuck this shit, you’re not dealing with it anymore. You point your rifle at Steve, who’s still hysterical about his friends dying. “Alright Steve, pull this car over and get out.” You say calmly. “Wha…WHAT? Are you fuckin’ crazy man? What’re you doing?” “I’m giving you a chance to fucking live that’s what! Now pull this fuckin’ car over!” “My friends just fuckin’ died and you pull this shit?” “You wanna end up like your goddamn idiot friends? You pull this car over now or your brains are gonna be all over the fuckin’ windshield! DO IT!” “NO!” Steve shouts and violently swerves the car into nearby wreck alongside the road which you didn’t even notice until you went flying out of the windshield upon impact. You walk away from the crash, but you don’t walk far when you fall unconscious from your head wound injury and never wake up.
5
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11
false
You figure he’s probably expecting that, so you speed up and duck your head down. You hear the sound of two of your tires blowing out, which is strange because you didn’t hear any shots. You just barely avoid crashing into some nearby rocks; however you do flip your van on its side. Cursing your situation, you quickly recover, grab what supplies you can and crawl out the side window. You briefly turn your head to see how far the mutant bounty hunter is, but he’s completely disappeared. You have no idea where he’s gone. Just then a different gunshot is heard and coming from another direction down the road. “Hey get that bastard, we gotta collect that bounty!” an armored man says to another. “What the fuck? Did they hire the whole state to bring me down?” you say to yourself hauling ass out of the area, with more bullets whizzing your way. Eventually you manage to lose all of them. You find a nearby abandoned gas station to rest in and reflect on things. That was a very close call. Its obvious The Combine is REALLY out for your blood, they got bounty hunters scouring the wasteland for you, and you’ve noticed your encounters have only increased recently. This is going to be your life now. You’re going to be hunted until the day you die which will be soon, if you aren’t careful. You can kill all the Combine troops, hunters and mercs you want, they’ll still send people after you. The only thing you can do is leave the area altogether or find some place to hide for awhile. > You leave Hiding won’t do any good, you have to get out the area altogether. Hopefully your infamous reputation hasn’t spread THAT far yet. Of course there’s the fact you have to get out of the area first. You make haste immediately. Over the course of a mere week, you’re hounded by attackers. You barely get out of the situations alive half of the time. You’re exhausted and can’t even afford to sleep for very long. Eventually within the month your days soon come to an end, when a bounty hunter snipes you from a vehicle with a high powered rifle, striking you in the back. You don’t die right away though, but you’re in no condition to do anything as you collapse to the ground. The vehicle stops nearby and another one of your assailants kicks you over before finishing you off. You can’t help but be surprised by who you see. “Hey, now I got something for YOUR mouth!” Vivica says to you, before shooting you in the head.
3
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7
false
What a nice Italian suit of armour. You open the door and the guard kindly steps aside to let you pass. “Addio piccola persona!” He calls after you. “Cercate di non morire in un modo brutto!” The next room is a rather cheerful change of pace in this otherwise rather depressing haunted tower. A little girl’s room, painted pink with little purple curtains draped over a little bed and more toys than a princess could ask for. Dollhouses complete with furniture and little tea sets for the dolls, rocking horses, every kind of toy animal you can think of and the most incredibly life like puppets. In the centre of the room is a table on which sits a little model village. On one side of the village is a little river with an island in the middle. There are three men and a little boat on the island. “Have you come to play with me?” You hear a little voice ask, and you turn around to see a young girl, about five years old, dressed up in a pretty green dress with a crown of flowers in her hair. Apparently the girl fancies herself a bit of a princess. Unlike the rest of the people in this tower though, the girl is not a ghost. Everything about her seems completely real. “I’ve been trying to finish this game for ages.” She tells you, standing up on a stool to get a better view of the model village. “My Daddy gave it to me. He says only a real smart person can figure it out.” The child then turns to you and considers you for a moment. “You don’t look very smart.” She says sadly. “But I’ll let you play anyway.” Before you can either agree or object, you suddenly find yourself shrinking down to the size of a little toy soldier. Rather carelessly, the girl picks you up between her thumb and forefinger and drops you on the little model island. “Now listen carefully.” The girl tells you with a rather bossy tone. “There’s three men on the island. The ugly one is a bad man who threw a lady in the river and drowned her. The angry one is the lady’s brother, and he’s very cross with the bad man for killing her. The scared looking man saw the ugly one drown the lady, he’s very scared because he thinks the bad man is going to kill him too, so that he won’t tell anybody what happened. You are the ferry man and you have to get all three of the men to the village so that they can take the bad man to court, but you can only take one man at a time. You can’t leave the lady’s brother alone with the bad man, or the lady’s brother might get angry and kill him. Also, you can’t leave the bad man alone with the scared man, because if you do then the bad man might kill the scared man so that he can’t tell anyone what happened. Now, who are you going to take first?” > You refuse to play and give the little brat a good finger wagging! You refuse to be a child’s plaything! You wag your finger at the little girl and give her a very stern telling off. “I don’t have time to play games with you! I need to escape this tower! You change me back right now! I swear if I was my real height I’d put you over my knee and give you a good spanking so you’d know to respect your… Wait, what’re you doing?” By now the girl has picked you up and is looking at you rather crossly. “Bad toy!” She yells at you. “I don’t like you anymore!” And with that she dunks you in the model village’s river and holds you under until you drown. You never were very good with children.
3
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11
false
The artist applauds your reply. “You zee! You zee! Oh you vonderful peasant, you zee ze ring! Now I can finally move on knoving zat my vork, it is appreciated! Good luck escaping vith your life and all zat.” And with that the ghost leaps into a blank canvas which quickly becomes a painting of a rather eccentric looking artist with a paintbrush and palette in his hands. Opening a door at the end of the hallway, you find another staircase. As you descend the stairs you pass by a window which shows you are almost halfway down the tower now. Keep up the good work and you’ll be free in no time. At the bottom of the stairs you open a door to reveal another round room. This room has six doors and they are each guarded by a suit of armour holding a different flag. No ghosts appear to give you advice, so you head towards the centre of the room to choose a door. It is then that the suits of armour come to life and bang the ends of their flags on the ground in unison. The first guard is holding a blue flag with white and red crosses going both from corner to corner and through the centre of the flag. The guard shouts, “None shall pass!” The second guard is holding a flag with vertical blue, white and red stripes. He shouts, “Personne ne peut entrer!” The third guard is holding a flag with red stripes at the top and bottom, a yellow stripe in the middle and to the left a picture of a shield with a crown on top. He shouts, “Nadie puede pasar!” The fourth guard is holding a flag with horizontal black, red and yellow stripes. He shouts, “Niemand darf passieren!” The fifth guard is holding a blue flag with a yellow cross going through. He shouts, “Ingen kan passera!” The sixth guard is holding a flag with vertical green, white and red stripes. He shouts, “Vieni dentro piccola persona!” > You need a hint First I need to apologize since the flags are not historically accurate considering this game is meant to be set in medieval England. Second, for those of you that don't speak six different languages, avez-vous entendu parler de google translator?
2
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7
false
You open the door with the wolf engraved on it and the game keeper nods with approval. “Good job kid. Did you put together the first letters of every sentence or was it just a lucky guess? Either way I suppose it’s time for me to move on. Good luck with the next riddle, but watch yourself. I hear there’s a killer on the loose in the tower.” You want to ask the game keeper more but by the time you turn around both the man and the hawk have already vanished. The doorway leads to a large dining hall with one great table, decorated with candles and long enough to host a royal banquet. The plates, cutlery and candle sticks are all covered in dust and all the seats are empty save for the last five at the far end, all of which are filled by ghosts. Two men sit on the left of the table and two women on the right. Judging by their clothing they are all servants of different standing within the tower, but at the head of the table sits a young woman about your own age, just barely into adulthood. Both her fine velvet dress and the refined way she sits show her to be a woman of noble birth. “Have you come to free me from my torment?” The noble woman asks as a ghostly tear runs down her cheek. “My father sent me here to become the Wizard Lord’s bride, but while I was a guest in his tower, the scoundrel had me poisoned by one of his own servants. I cannot be free until I know who my killer is. All I know is that it is one of the four sitting at the table, and that only one of them ever speaks the truth.” In unison the four servants all turn to you and begin to argue in their defence. “The maid is the murderer.” Says the butler. “The cook poisoned the princess.” Says the maid. “I didn’t kill the girl, I swear!” Says the gardener. “The maid is lying.” Says the cook. > You need a hint This riddle is pretty straight forward. You know only one of them ever tells the truth, so that must mean the rest of them are lying. Luckily only one of the servants made a comment that can be true whilst all the other comments remain false.
5
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3
false
You press the engraved stone and a secret door in the stone wall gradually slides to one side and reveals a hidden passage way. Congratulations, you’ve escaped your cell! That wasn’t too difficult was it? As you follow the empty passage way, you seem to be circling the dungeon and walking deeper and deeper into pitch darkness. Eventually you see a light at the end of the passage and find yourself in a room dimly lit by torches that hang from the wall. The room is small with only a spinning wheel and an old rocking chair to decorate it, both of which are coated in cob webs. There is a door on the other side of the room. Having nowhere else to go, you head towards the door when suddenly you hear the creaking of the rocking chair behind you. For a brief moment you hold your breath and try to reassure yourself that it’s just the breeze rocking the chair, but there is no breeze in the room. Eventually you force yourself to turn around and see the ghostly figure of an old woman sitting in the chair. Before you can run or scream, the old lady speaks up in a gentle yet eerie voice. “No need to be afraid of me child.” She tells you as she slowly rocks in her chair, stroking a small, ghostly cat on her lap. “You’ve nothing to fear from poor old Nana. I’m just here, pondering the old riddle to myself. Are you good at riddles child? I do hope so. They’re the only way to get out of this tower you see, ever since the old master went mad and cursed the place. Oh and that reminds me, I’m supposed to ask you the riddle aren’t I? Now let’s see if I can remember. What does man love more than life, Fear more than death and mortal strife, What the poor have and the rich require, And what contented men desire, What the miser spends and the spendthrift saves, And all men carry to their graves?” > You need a hint I can’t really help you with this one. You have a list of answers, choose the one you think is right… Or scream like a little girl. It’s up to you.
3
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4
false
Blaise looks uncertain and nervous, but nods. "I think so." "How?" "There's a tunnel that leads down to the stables. Down there there's a trading cart that goes between the nearby towns and the Castle. They brought fresh fruit today, so they're probably still down there." You nod. "OK. Show me the way." Blaise turns and leads you into another hallway. You struggle to see through the darkness, and knock into a stone wall. You groan in pain, and Blaise giggles. "It's not funny. If I had my dagger, I'd gut you," you moan. "It is funny. You have a dagger?" Blaise giggles. "Had." "Oh. My Dad doesn't let me have weapons." Blaise leans over and grabs your hand. Despite the fact that it's incredibly hard to see for you so her holding of your hand is incredibly rational, you still blush and feel embarrassed as her small warm hand grips your fingers. She pulls you along the dark corridors, until she stops suddenly. You knock into her, and end up sprawled out on the floor. "Sorry," you grunt, standing up. You extend a hand and pull her up. "Thanks," Blaise says. "It's just down this hallway." You nod, and quickly follow her down another hallway branching off to the side. Eventually, you come across another door. Blaise takes out her key and quietly unlocks the door. She slowly opens it, revealing a large stables. You step out, noticing that the door is hidden into the wall. In the stables are three old wooden carts that sit unused, as well as several tied up horses. "Why would someone need so many tunnels?" you ask. "Sssh! There's always guards on duty," Blaise whispers. Blaise looks around, before frowning. "It's not here!" she whispers loudly. "What?" "The trader's cart! It's not here!" "What's the plan, then?" Blaise looks around. "I don't know... you could hide in the hay cart. They take out the dirty hay in them. Or... you could steal one of the horses." > You steal a horse You climb onto the horse, and gently kick it. The horse whinnies. "Go!" you command. The horse stays still. "Come on! Gallop!" The horse stays still. "Do you know how to ride a horse?" Blaise asks, staring at you. "No." "Ah. This could be a problem in our plan." You kick the horse again, before slipping. You fall off the horse and hit the ground with a thud and a groan. "Ow. What were the other options?" you ask.
2
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2
false
You smell the town before you see it. A horrid combination of sewage and rotting thatch permeates the crisp December air. The town has perhaps a hundred homes at most, with most people living in farmsteads around the surrounding area. Normally, the town would be fairly quiet, however today is Wednesday, marketday, and the town is filled with crowds of villagers from the farthest corners of your realm. As your horses move through the center street, villagers hurry to make room. Some cheer, but others eye you with suspicion or even fear. At the center of the town, you hold up your fist and your party draws to a halt. A crowd quickly gathers, all eyes are on you. Pausing to gather your words, you address your people. > You say "I am truly sorry for your losses" You raise your hand and silence falls like a blanket over the crowd of people. Your eyes flick from face, some meet your gaze, others stare at their feet. "I know the losses you have experienced have hurt you all deeply, but you must remain strong. William's butchery of your loved ones cannot go unanswered, we hurt him at Hastings, and those you lost were a part of that. Do not let them die in vain! William must pay, and we will bring justice to him!" Your escort applauds, rattling swords on shields and roaring. Some of the villagers clap nervously, but others remain still; one, a young woman with a grim face raises her hand. "Why was the fyrd so undersupplied? Why was it not provided with shields?" One of your men barks at her to be silent, but she snarls back, tears bead her eyes "I lost my husband and my son! Don't you dare tell me to be silent!" She stabs her finger at you, sobbing "Answer me! Answer me!" One of your men reaches for his sword, but you wave him off. Looking the determined young woman in the eye, you give her an answer.
5
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2
false
Acwellen continues to stare into the flickering glow of the burning town. His face is stony, unfathomable. You turn to leave, picking your way through a patch of muck gingerly. Pressing down with your foot, you assess the ground. Certain patches are dry, but the soil is perilously loose. All it will take is a night of rain to turn the battlefield into a muddy hell. Well, you think to yourself, at least the mud will hurt the Normans worse than us. "Aethelwulf!" A voice interrupts your musings. A very familiar voice, deep and booming. It is the voice of Harold, your king. At just under six feet, he stands a head taller than most, and is just on par with yourself. Both his beard and hair are a fiery orange, and both are thick and wild. His chest is broad and his body muscular, but you notice a distinct bulge in the leather jerkin around his midriff; his infamous love of revelry has not gone unpunished. "Aethelwulf, you canny bastard!" He bellows, grinning and thumping you on the back. > You kneel Kneeling in the muck, you incline you head towards your king "My liege, I am honored-" King Harold bellows with great peals of laughter. Reaching down, he grabs you under the armpit and yanks you to your feet "You always were a mannerful bastard, Aethelwulf!" He chuckles, long and low. "But come, I haven't seen you since we set up camp here! That was two bloody months ago, near as! Where've you been! Avoiding me, have you?" You laugh, your respectful tone undone by his amicable nature. "If I went to another feast of yours, I wouldn't fit into my mail" He shakes his head ruefully "You should learn to unwind more! Live your life, you know? Speaking of, how's your wife?" You nod solemnly "She fares well, and yours?" Harold snorts derisively "Fat and ugly, as always. Ah well, that's what tavern girls are for, eh?" He grins and nudges you with his shoulder; you shrug. Harold notices your expression and laughs again "As chaste as a damned priest! Ah well, we'll break you in eventually." Again you shrug. You and Harold have very different views on the matter, he won't change, nor will you. The best course, you decide, is to skate around the issue altogether. Nodding towards the hill, you speak seriously "What do you make of our defenses?" Harold frowns, his earlier humor gone. He throws up his hands irritably. "My Kingdom depends on a hill and five thousand farmers" You shake your head "Five thousand farmers and three thousand warriors" Harold nods "Aye. True enough. We'll make this William pay for every inch, if nothing else" He squints at the hill in the fading light "The scouts say William has four thousand cavalry" You shake your head decisively "No cavalry in the world can break a strong shieldwall" Harold laughs bitterly "Our shieldwall isn't strong! It's weak! Half of the bloody farmers don't even own shields! Goddamned useless bastards!" Surveying the hill thoughtfully, two plans come to mind; You could craft wooden stakes and plant them along the hill, disorganizing the horse charge. Or you could create makeshift shields for the conscripts, to help them hold the line. The carpenters will only have enough time to do one, you must choose which is more beneficial.
3
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11
false
Gently, you place your hand on his shoulder and speak softly "I'm sorry for your loss. I cannot imagine the pain of losing a son, but I am sure he looks down on you from heaven." Acwellen's gaze remains fixed on the burning town, and his face is still set in a mask of stone, but his cheeks are streaked. "Thank you" He exhales shakily, opens his mouth to say something else, then closes it and remains silent, yet the words are plainly on his mind, trying to slip free like hounds on a leash. At last he speaks, grim and quiet, little more than a whisper. "Can we win this battle?" The question hangs there for an eternity, all the fear and anxiety of the English army expressed in the musings of one broken man. > You don't know Hidden by the dense screen of trees, twelve thousand Norman warriors wait. Each one is battle ready, and battle hardened; professional killers. Within your camp waits fewer than eight thousand men, but of those eight thousand only three thousand can be trusted. The rest are just farmers, weary and ill-disciplined. These are long odds, and even with the high ground, this will be no easy victory. Acwellen is still looking at you, waiting for a response. You shrug grimly. "I don't know Acwellen. I don't know." Behind the screen of trees the town of Hastings roils with flames and the Norman William's horde assembles.
4
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3
false
All around you is the smell of warfare. Acrid smoke from the campfires, piss and refuse from the latrines, sweat from the men. And fear. You smell that too. These men have reason to be afraid. You have spent the last few months fighting King Harold's enemies, only to march double-time to confront his most dangerous yet; William of Normandy. His army is camped below, twelve thousand men strong, in comparison to your eight thousand. There is reason to be afraid. Are you afraid? No, you affirm decisively in your mind. You are not afraid. You are Lord Aethelwulf, The Lord In The North, King Harold's most trusted advisor, and the veteran of a hundred battles. Why should you be afraid of an army of ragtag Normans who come to die on your sword? Shaking such doubts from your mind, you stride purposefully through the bustle of the camp, intent on checking on the forward defenses. A pair of giggling urchins weave nimbly around you and a staggering drunk lurches out in front of you, notices your sparkling chainmail armor and backs away, apologizing profusely. Striding onward towards the edge of the English camp you pass the watchful gaze of the sentries unchallenged and stand at the upper slope of the hill. You are not alone. Another man sits on the hill, wreathed in the shadow of the setting sun. Drawing closer you recognize him as Acwellen, a minor lord, but stalwart fighter. His face is stone, his jaw grimly set and his eyes staring out at the horizon. Looking over his shoulder you see the black smoke smearing the red evening sky. In the distance the town of Hastings burns. In the blurry uncertainty of the setting sun, you cannot tell if the glisten at his eyes is tears or just the sparkle of dying sunlight. Acwellen's son, you remember, was put in command of Hasting's garrison. Above the treeline you can just make out the crackle of flames. Hastings burns. > You say "..." You have no words. Perhaps Acwellen's son is alive, even now rallying survivors and waiting for the cover of night to slip into the safety of the English camp, yet more likely he is dead, cleaved open by a Norman axe, or gutted by a Norman blade, or shot by a Norman arrow. Lying there, consumed by the inferno that lights the evening sky in the distance. You cannot offer false consolation. Instead you stand by him, silently sharing in his grief. Acwellen exhales shakily, opens his mouth to say something, then closes it and remains silent, yet the words are plainly on his mind, trying to slip free like hounds on a leash. At last he speaks, grim and quiet, little more than a whisper. "Can we win this battle?" The question hangs there for an eternity, all the fear and anxiety of the English army expressed in the musings of one broken man.
4
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5
false
By the 1890's as you enter your fifties it seems that you have put your outlaw past behind you and become a respectable citizen. You have little touch with your former fellow Outlaws: Jesse James, John Younger, Clell Miller, John Jarette, Charlie Pitts, Wood Hite, Bill Chadwell, Oll Shepherd, Little Arch Clement, Bud McDaniels and Tom McDaniels are all dead. Bob Younger and Clarence Hite are dead too, claimed by tuberculosis while Charley Ford has shot himself, overwhelmed by guilt for his role in Jesse's death. Tom Webb, Bill Ryan, Tucker Bassham and Hoobs Kerry all vanished after their release from prison while Cole Younger and Jim Younger are still incarcerated. That leaves just yourself, Frank James, George Shepherd and Dick Liddil alive on the outside, and naturally you have little contact with the last two. You do see the face of an enemy one summer day when you are in a little town called Creede in Colorado to transact some business. Bob Ford, the man who murdered your friend Jesse, owns a saloon in town and you recognize him in the street. Hatred fills you and you strongly consider killing the man who killed your friend. Doing so would of course put you back outside the law again but it would be a fitting revenge after he betrayed and murdered Jesse James. You carefully consider what to do. > You let him be You manage to control yourself and turn your back on your outlaw life once and for all, riding out of Creede without exacting any vengeance. It doesn't matter: soon after you read in the newspapers that Bob Ford has been killed by a man called Ed O'Kelley who had a general dislike of him. Growing old gracefully you move into the Twentieth Century.
3
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6
false
Frank is in shock when you join him in Tennessee: like you he finds it impossible to believe that Jesse James, America's greatest bank robber and survivor of so many gunfights and robberies, is dead. As you spend the summer hiding out in Tennessee Frank grows increasingly pessimistic. "They'll kill us next you know Bill," he tells you one day. "I'm going back to Missouri to surrender. I figure if I surrender myself they might go easy on me, it's either that or keep running until they catch or kill me. I've got no choice. What are you going to do Bill? I suppose you could make a run down to Mexico or up to Canada or some place where the law ain't got no jurisdiction. But I reckon they'll still get you in the end, just like they got Jesse." You carefully mull over what to do. > You try your chances in fleeing south to Mexico Parting ways with Frank you head south, cross the Rio Grande and join numerous American fugitives from justice in hiding out in Mexico. You spend three years living in Mexico, reading in papers as Frank is miraculously acquitted in trial after trial despite the mountain of evidence against him. Finally in 1885 all charges against him are dismissed and you receive word that all charges against you have been dismissed as well. A free and safe man for the first time in nearly twenty-five years, since the start of the American Civil War, you finally return to America.
4
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8
false
Five years to the day since the James-Younger Gang was destroyed at Northfield you and the rest of the James Gang rob a train at Blue Cut, Missouri. Together with the wary Frank and gregarious Jesse you halt the train with lanterns and climb aboard. "I'm Jesse James," Jesse declares to the frightened passengers. "You might have read about me in the papers. Stay calm and no one will get hurt." Making your way to the Express Carriage you empty the safe of a small amount of money and hastily disembark. Escaping on horses you find that you have made away with $1,000, which split seven ways makes your share $100. "We need to split up boys," Jesse declares. "Wood, Dick and Charley, you go and hide out at Charley's sister's place near Kansas City. Clarence, I want you to hole up in Adairville and get some medical treatment. I'm going to rent my own place in Kansas City. What are you going to do Frank?" "I reckon anywhere near Missouri is too dangerous at the moment," Frank says. "I'm going back to my farm in Tennessee." Jesse glances at you. "What are you going to do Bill?" > You go with Clarence to Adairville You accompany Clarence to Adairville but your companion is so sick with his terminal tuberculosis that mostly he keeps to his room. One afternoon you are both eating dinner in the hotel's restaurant when several Deputy Sheriffs enter the room and immediately walk towards you. Immediately you know they are here to arrest you and a quick glance around reveals a door to the kitchen just a few feet from you. You could try to make a break for it but as all the Deputies are armed with guns it could be dangerous. > You make a break for it Springing to your feet you race towards the door, shoulder-barge through it and hurtle through the kitchen, past the stunned cooks and kitchen staff. The lawmen are in hot pursuit but bursting through a backed door you make it out into the street and spring onto the back of a nearby horse. Spurring it into life you gallop out of town as the Deputies fire their pistols at you. One bullet whizzes past your left ear, another knocks your hat from your head but miraculously you make it out of town unhurt and ride hard for Missouri where you spend the spring in hiding. During your time hiding the James Gang is destroyed. After killing Wood Hite in Missouri Dick Liddil and Charley Ford surrender to the law. Clarence Hite is imprisoned. Soon after Charley's younger brother Bob Ford shoots Jesse James in the back of the head while your friend hangs a picture on the wall. Stunned to hear of your legendary friend's death you ride for Tennessee where the other remaining survivor of the James Gang, Frank James, is living in hiding.
3
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8
false
"I can smell him. He's here," Meliodas says. You step inside the doorway, looking into a marvelous palace. There's a huge grand staircase, with above it a massive chandelier of candles, the only illumination for the room. Beside it is an obsidian, bejeweled statue of a dragon, emitting a long burst of flames made from a bright red and orange gemstone, sits beside a marble table laden with roast meats, delicate pastries and fancy wines. You spot Amadeus, lying on a large silk couch, wearing an opened red silk hooded robe. On his forehead is a third, closed eye, while his normal eyes are focused on the girl in front of him, on her knees performing fellatio. You momentarily blush, before remembering that you're an insanely powerful psyker and not a fucking child. "Drake Amadeus, you're coming with me," you say, as Drake lets out a yelp, kicking the girl off him and stumbling back. "Shit, it's Karst! It's Karst! Get him the fuck away from me!" You step forward, before seeing a dozen girls emerge from the rooms upstairs, walking towards the grand staircase. They move with insane flexibility. Some behind back and walking with their heads peering out between their legs, before twisting their heads around a hundred and eight degrees. Some on all fours, their legs stretched back around their shoulders to allow them to walk forward at an odd angle. They move with delicate grace, before they each draw a pair of curved knifes, continuing to walk towards you. You see Drake Amadeus scuttle away from the corner of your eye, but it seems you have a bigger threat. "Ah, Slaaneeshi whores. Make their deaths quick. They'd just enjoy you drawing it out," Meliodas says. > You fire bolts of Psychic energy You fire bolts of Psychic energy, but the Troupe easily dodges the blasts, leaping, ducking and jumping. You only manage to catch one, killing her instantly, before the Troupe strikes. Immediately, three of them are upon you. You fly out of the way of one and set the second alight, before the third leaps at you. You back out of their way, avoiding a sword blow, before you're stabbed through the back, and you collapse to your knees, before a blow takes your head off.
5
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6
false
You successfully hide amongst the refugees, and are transported to a nearby evacuation facility. You're given a cheap meal of Grox Jerky and soup, before being put into a massive fenced off area. Unfortunately, soon you learn that you overestimated how easy this would be. "Ah, an inquisitor has arrived. We're going to die here." Meliodas says, as you hear his voice for the first time in a while. You spot an Inquisitor, a heavily armored agent of the Imperium built for rooting out Chaos and Heresy. He stands, tall and heavily armored, a longsword glowing faintly blue clutched in one hand and a bolt pistol in the other. At his side is a grizzled soldier in Carapace armor holding a Flamer and snarling her scarred face as passer-bys, a man in browns robes holding a huge chainsword and a heavily cybernetically-upgraded Tech Priest. You wait patiently, attempting to hide every ounce of your power. "It's not going to work," Meliodas says. "He's going to find us. You're going to die here. You can get revenge, though. Let me take you. Let me take hold of your body, and open a pathway through the Warp. I can summon endless hordes of daemons to this world, wipe out that inquisitor, gain your vengeance, and allow me power. We have a chance now." He strolls along, stopping next to you. He looks down, raising an eyebrow. "Are we experiencing more Warp Storms, Engsineer Low?" he asks. "No, sir," the tech-priest says in a monotone voice. The inquisitor rapidly raises a bolt pistol, aiming at you head as he swings the longsword. "It's Karst! TAKE HIM DOWN!" he screams. "Now, now! We can crush them! You're already dead. They can be too!" Meliodas howls in your mind. > You try to fight You leap up, but the Inquisitor is trained for this. He knocks you back with a pychic blast, and the sword bites into your neck, draining your lifeforce and killing you instantly. You hope to find a peace in death you could never find in sleep.
3
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1
false
You quickly step back into your - that is, her - sleeping quarters. You can barely make out voices in the distance, probably your granddaughter and her co-pilot talking in the cockpit. You wonder what is going on. Then you hear the ship's computer's voice saying "Intruder Alert! Closing All Doors!" A light flashes above the door, and you realise that the ship's computer, in her future time era, is about to close and lock all the doors on her ship! > You head back into the passageway. You head back out into the passageway. Suddenly, that strange blurring phenomena takes place just in front of the cockpit door! The walls of the passageway around the doorway stretch out in lines of colour, twisting and blurring. Then the strange effect seems to move toward you, down the passage! In a few seconds, it will reach where you stand, beside the doors to your quarters, and Karl's quarters! You had best act fast! > You dive back into your quarters! You quickly dive through the doorway into your quarters, emerging through the 'time wall' into the future. You are once more inside your granddaughter's quarters. The intruder alarm is still ringing on her ship, and you hear another explosion as the pirates try to blast their way through the ship's interior hatches. You are starting to freak out - if you step through the door, you will be back in your own time - but will the spatial warping, the blurring of matter that killed Karl, be waiting for you on the other side of the door? Yet, if you remain where you are, it will only be a matter of time before the pirates find this room. On top of that, what of your granddaughter? Is there some way you can help her? You remember her words - supposedly it is she who saves you, from being stranded in Light Space back in your own time... What can you do? Then you notice a gun on the floor - your granddaughter had dropped her gun! You quickly pick it up. (Click on it to pick it up)
4
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3
false
You head back out into the passageway. Suddenly, that strange blurring phenomena takes place just in front of the cockpit door! The walls of the passageway around the doorway stretch out in lines of colour, twisting and blurring. Then the strange effect seems to move toward you, down the passage! In a few seconds, it will reach where you stand, beside the doors to your quarters, and Karl's quarters! You had best act fast! > You quickly open the door to Karl's quarters! You slam the button by Karl's quarters' door with your fist, and the door slides open. On the other side of the doorway, there is no floor, no walls - no room! Just an endless expanse of pale white light... The twisting, stretching, blurring phenomena is almost upon you!
3
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0
false
You press the button set into the passage wall, and the door to Karl's sleeping quarters swooshes open. However, you just stand there stunned, looking through the doorway. Even with everything else going on, you did not expect to find this. Or rather, you expected to find at least something. On the other side of the doorway is nothing - just whiteness. No floor, no walls, no room - just the endless expanse of pale white light that surrounds your starship. > You hope there is something else on the other side of the doorway, and step through... You stick your foot through the doorway, and it vanishes from sight. You feel it passing through an invisible wall, like sticking your foot through a flowing sheet of water. However, when you pull your foot back to this side of the doorway, you can see it again, and it feels fine. You take a deep breath, and plunge through the doorway... You stumble to a halt as you pass through. As your face passes the invisible wall in the doorway, the endless white expanse of nothingness vanishes from sight, to be replaced with Karl's sleeping quarters! You look around the room. There's a bunk against one wall, a closet with Karl's clothing against another wall, and a small desk unit with some of his various odds and ends. Turning to look out the door, you can see the passageway fine. Opposite Karl's open doorway, you can see the door hatch to your own sleeping quarters, and it is closed shut. > You head back out into the passageway. Well, you know that this location does exist aboard your starship, and is not, after all, an endless expanse of whiteness. You decide to head back out into the passageway. Stepping through the doorway, you feel yourself passing through an invisible wall again, and then look behind you. Where Karl's room had been was again a vast expanse of endless pale light. Very strange... You press the button in the wall, and close his door.
4
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1
false
You stick your foot through the doorway, and it vanishes from sight. You feel it passing through an invisible wall, like sticking your foot through a flowing sheet of water. However, when you pull your foot back to this side of the doorway, you can see it again, and it feels fine. You take a deep breath, and plunge through the doorway... You stumble to a halt as you pass through. As your face passes the invisible wall in the doorway, the endless white expanse of nothingness vanishes from sight, to be replaced with Karl's sleeping quarters! You look around the room. There's a bunk against one wall, a closet with Karl's clothing against another wall, and a small desk unit with some of his various odds and ends. Turning to look out the door, you can see the passageway fine. Opposite Karl's open doorway, you can see the door hatch to your own sleeping quarters, and it is closed shut. > You wait around, and see if your granddaughter comes past this room. Perhaps, you think, you might run into your granddaughter again? You sit on the bed, but then you realise that in this room, there is no blaring sound of the intruder alarm. Karl's room must not be in her era of time... Besides which, looking about the room, it looks like it is indeed Karl's room, and not being used by someone else.
4
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1
false
Taking a deep breath, you step back through the doorway. As you pass the invisible wall again, you see the room, once more, clean and tidy, with pink bedsheets. Now though, the woman is inside the room with you. She is in the middle of the room, with her back to you. The clipboard lies where she dropped it on the floor, and she has drawn a pistol. She looks left and right, examining her sleeping quarters, holding the gun carefully, ready to fire. > You tackle her to the ground, trying to get the gun out of her hands! You dive at her back, and tackle her to the ground. She cries out in rage, as the two of you roll about, struggling for the gun. Suddenly, the gun goes off! It strikes her in the chest! She goes limp, and you roll off of her, grabbing the gun. Suddenly, as she breathes her last, the gun fades out of existance! It just vanishes from your hands! Then, before your confused eyes, she slowly fades until she doesn't exist either! What's happening, you wonder, then with horror, notice your own hands turning transparent. Moments before you also vanish from existance, you can't help but wish you at least knew what she had been doing on your ship. Then you are gone.
3
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2
false
"Err, uh, yeah. Let's try my other plan." Kelso laughs. "Of course." "Hey, both of my plans were better than your's." You argue, setting the dial back to where it was. Now that you think about it, you wonder why the Church never went out looking for the Zealot which your mentor killed, and you killed. Perhaps they did, just you and Kelso never noticed it. Or perhaps the Zealots often went out in long journeys without communication. No matter now, You realize, they'll pick up at the signal. Somebody will. Excitedly, you fidget for the WT, and grasp it firmly. You clear your throat to speak, but Kelso briefs you. "Remember, just put the channel on. Listen in and wait for a while, and if nothing turns up then try speaking. But only then." "Does it matter?" "It might." You cough again, then breathe in. Out. In. You put the dial back to where it was in the first place. Out. Nothing but static, for now. Minutes go by. You stand at the ready. But all is static. Ten minutes turns to half an hour, though your body doesn't stop tensing. Something is coming. > You continue waiting for them to communicate. You continue waiting. Time turns to an entire hour forward, and Kelso is getting antsy... Crackling. "Sebastian? Sebastian, where are you?" The sudden noise surprises you and you let out a sharp, "Ahh!", which makes Kelso sigh loudly. Thankfully, they can't hear you unless you press the button to speak. The voice repeats itself. You recognize it as female, cool and British. "H-hello?" "Sebastian! Thank the lord you're safe! We haven't been able to contact you for days!" "Wh-why is that?" You stutter out, trying to mimic what you remember of the Zealot's voice best you can. "GPS-tracker stopped responding a couple of days ago. I only saw this now, but that's probably why security has tightened around the City. Where are you? Are you alright?" "I, uh, yes, I am." You try to think of a way to get some soldiers here. "I found another Creation." "Another one? Like, one that isn't part of the Wolves?" Her voice sounds nice, you decide. "Yeah, different." "Have you made contact with the demon yet?" "Um, no, but I need back-up." "Wait, what happened? Are you alright?" "Of course. I just... We need to catch these guys, don't we?" She seems agitated as well as worried, "We don't tackle on Creations alone, weren't you briefed?" You try your best to pull this off, "Listen I... Just need back-up." She pauses, "Are you... Captured? Sebastian, where the hell are you!" Nailed it.
4
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10
false
He was silent as a grave, looking at me with sad eyes. "Kid, you're a miracle to be alive yourself. Your friends have a ghost of a chance. A ghost of a chance, I'm telling you." > You say "So... What do I do now...?" The man is silent for a moment, overthinking his decisions. "Come with me. I'll get you to our place. Maybe your friends are there... I'll carry you." He lifts me up on his back, and I can't remember anymore. ' ...This is where it will truly begin.
3
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0
false
He was silent as a grave, looking at me with sad eyes. "Kid, you're a miracle to be alive yourself. Your friends have a ghost of a chance. A ghost of a chance, I'm telling you." > You say "But Yuzo... And Aki..." "I'm sorry, kid... but there's nothing I can do. We're to leave now - the city has gone to Hell." His hand feels heavy on my shoulder, and I can't remember anymore after that... ' ...This is where it will truly begin.
4
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0
false
Slowly, I have gotten through much of the debris, though troubling. At the moment, my mind was set upon my two friends. If I was in such a wretched state, what was of them? "Y-Yuzo! Can you hear me! Please answer me!" They could've been buried in debris... > You continue the search. I felt through the dirt and hot smoldering ash in search of them. I swear I could almost feel their warm skin, undead and uninjured, but it is only hot embers that burn me at the touch. Through my eyes, and feel warmth ooze down, and I do not check to see if its blood or tears. No... my friends... it can't be... I fell unconsious there, leaving my search uncompleted.' ...This is where it will truly begin.
2
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2
false
' There's a strange soft ringing in my ears, but I cannot open my eyes. Cinders of gray and red have blinded me, my movement halted by something large crushing into my back, my ribs. In an instant, I remember everything. A sound of gunfire and a thick, hearty smell of fuel makes me naseous. "Yuzo! Aki!" I can't even recognize my voice, it's so torn and raggerd. The apartment is no longer an apartment, but a pile of rubble and belongings - some of them I would know as my own. Swollen and burning with tears, my eyes try to pry open and see, and I'm made frantic by the sound of perpetual ringing and crumbling. My leg is mingled under the thick layers of debris and rock, and I fear it will only mangle worse with struggles. > You remain there for help. I can't say I remember how long I had sat there and remained so terribly still, so helpless and sightless and immobile. I called for my friends, but they did not reply, and it frightened me. I would scream in agony from time to time when the pain of my eyes struck a nerve. My eyelids were close to gone - I touched them beforehand in frightened curiousity just to touch bleeding flesh and soft eyeballs. "Is anyone out there?" I know my ears are not fooling me, they can't have! "Hello? Hello!" I call, and the male's voice grows as he speaks. I feel a hand gripping my shoulder, and hear him speak. "God..."
3
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2
false
You fire at the lawman, by luck or skill you shoot him through the heart and without a sound he falls to the ground, his pistol discharging as it hits the ground though the bullet goes wide. John has shot the lawman who wounded him again and the man has sunk to his knees, though he is still trying to raise his gun arm from the ground to fire at John again. John's gun clicks on a faulty cartridge and there is a risk the badly-injured lawman might shoot him. > You let John deal with the mess he has made John raises his pistol, shoots the wounded lawman in the side of the head and he topples to the ground where he lies still. An ominous silence descends on the stables as the three of you stare down at the bodies of the two Deputy Sheriffs whom you have just murdered. Tom, who hasn't moved since he drew his pistol, is shaking. "We need to get out of here," John mutters as blood drips from his hip and through his fingers and spurring your horses out of the stable you rapidly clear out of Scyene. You pause briefly to collect your things from the McDaniels Ranch before riding on while Tom clears out to other parts. In Missouri you and John split up: John goes back to the Younger Ranch to see his brother Bob and recover from his injury. Meanwhile you get back in touch with Cole and Frank and Jesse James and arrange a meeting with them at the home of your mutual friend Clell Miller. Your role in the murder of the two lawmen in Texas has put your name firmly back on Missouri's list of wanted men so you figure it's time for you to get back to robbing banks and making some money!
4
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8
false
You travel south with Cole to Texas and join his brother John and John's employer Tom McDaniels at McDaniels's Ranch. You are in Texas when you learn that in a series of raids in Missouri your friends John Jarette and Ol Shepherd have been killed and George Shepherd has been arrested and imprisoned after they were identified as Russellville Bank Robbers. Fearing he'll be identified to Cole goes to California to join another brother Jim but you like Texas so you stay on with John and Tom for a few years. Nearly three years after the Russellville robbery you, John and Tom go into the local town of Scyene to have a few drinks in a bar. John drinks more than you two and begins boasting he is an excellent shot and can hit any target. To demonstrate this he pulls out his pistol and shoots the smoking pipe out of the mouth of an old man who is sitting at a nearby table. The very frightened man leaves the bar and initially you think nothing of it. The next morning after spending the night in town the three of you go down to the local stable to collect your horses and ride back to Tom's ranch. While you are in the stables two Deputy Sheriffs walk in and approach the three of you with pistols in their hands. "John Younger?" one of them asks. "We have had a complaint of attempted murder lodged against you and we need to take you into custody. Please hand over your weapons." "Certainly officers," John says pleasantly, drawing his pistol from his pocket. He is still smiling when he shoots the lawman in the chest. There is a moment of stunned silence and then all five of you draw your weapons. The wounded officer fires back at John, his shot creasing his hip while the other officer aims at you. > You raise your hands to show him you mean no harm You raise your hands but to your amazement and fury the lawman points his pistol at you and fires, hitting you in the left side. As pain shoots through your chest you cry out in anger and lower your pistol but seeing what is happening John has already turned and shot the lawman who wounded you in the side of the head. As the lawman falls dead to the ground John turns back to the lawman who shot him and squeezes the trigger again, hitting him in the chest. As the lawman sinks to his knees on the ground he tries to raise his gun arm but when John tries to shoot him a third time he revolver clicks on a faulty cartridge.
4
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8
false
You focus, focusing on the pain in your chest, the wound in your side, your carved up nose. You growl, finding the strength rise up inside of you, focusing on your task. You need one more drop of strength tonight. One more victory! You dig your heels in, roaring as you toss the werewolf backwards, overcoming its strength and flipping it onto its back. As the creature collapses onto the ground, you lead forward, landing atop the creature. It howls out in pain, before you slam your claws against the creature's head with all your strength, crushing the creature's skull with one solid motion, killing it instantly. You howl towards the moon, a noise which soon turns to laughter. You turn other werewolves, finding them either fleeing into the woods again or whimpering at you. You laugh, ready to hunt down the mongrels that flee from your sight. Over the next few hours before sunrise, you hunt down the remaining the werewolves. They flee into the night, but your senses mean they're incapable of escaping and your claws and teeth mean that they're never going to escape from you. Soon, your belly is full with flesh, your hair streaked with blood, and the remaining survivors of the pack finished off or having fled. You sprint along the ground, instinct running through you as you sprint through the forest, following one of the last werewolves to have fled the scene. You're tight on her tail, ready to finish her off, before you hear a barrage of gunfire. Looking ahead, you hear a burst of gunfire, as you slide to a halt. You slam your claws into a tree and skid to a halt, your eyes staring through the trees as you find yourself staring at a werewolf being gunned down. You quickly disappear into the bushes and undergrowth, staring through as a squad of Hunters appears, no doubt looking for what happened to the rest of you. You pause, wondering whether to try talk to them, or retreat into the woods and leave the world alone. > You hunt! Kill! FEED! You let out a fearsome roar, bursting forward with a roar. The human prey animals balk at the sound, as you dive forward, claws raised and teeth bared. The Hunters are used to dealing with werewolves, but you're no mere werewolf. You are the champion of Fenrir. You have his strength, his speed, his abilities, his ferocity. They don't have a chance. You swing your claw, tearing through a Hunter's neck and nearly beheading him with a spurt of blood, sending them flying aside. Your maw snaps onto a Hunter's arm and tearing it off with one motion, throwing it across the earth. You dive aside, dodging a barrage of bullets. You lunge forward, tackling a Hunter and crushing her under your weight and crushing her lungs. You reach your jaws down, tearing out her throat with ease, as you stare over towards the survivors, blood dripping from your maw as you let out a low growl. The last two Hunters turn, fleeing back towards their truck, running desperately as if they have some hope of escape. You easily race down to catch them, knocking away one of their legs and crushing his skull, before tackling the last one and slashing through her neck with your claws. Victorious, you howl towards the moon, laughter racing through you. You look at the scene around of you, slaughtered Hunters lying dead on the ground, blood sinking into the ground. There's no place for you hear. Prey, all slaughtered like lambs.Too weak for you. You hear a few scattered howls through the forest, the answer of the surviving werewolves to your call. You howl once more, calling them to you. You have no need for Hunters anymore. You have your own predators now.
5
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7
false
You hack your claws at the creature's arm, or leg, or whatever it could be called, cutting through its flesh and muscles, tearing through hide and fur to the point where your claw is scraping against bone. The creature howls in pain, rolling off you as it retreats with its torn up limb. You pounce forward, unready to give it's a moment respite from the bloodshed. You grab the Alpha in an embrace, forcing the creature back as its claws and arms wrap around. The two of you force your strengths against each other, each trying to push other down to tear your foe apart, but its an equal battle. Even with your gifts from Fenrir, the Alpha is an old being with a fearsome strength, and far beyond what you've dealt with before. The two of you fight, claw and tooth, howling and roaring in the mineshaft, as you try to find everything within you you can find to win this battle. > You escape from the embrace and retreat to a safer distance You knock the beast back quickly, before scampering backwards to escape your foe. However, the Alpha manages to catch your snout with a powerful claw strike as you fumble back, nearly tearing your snout in two. You continue retreating backwards, but the creature lunges forward, tackling you. As you're left undefended and scampering backwards, you're practically unable to defend yourself as the creature slams you against the ground, snapping your neck with ease.
3
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8
false
Fenrir's call having strengthened your soul and sharpened your abilities, your lupine hunting form solidified, your claws sharpened and a true feeling of power in your heart, you're ready to strike. You hurry through the mine shafts and tunnels, nostrils filled with the pungent odor of the other werewolves hiding in the tunnels. The werewolves are easy to hunt down through the tunnels, as you slaughter them like lambs. With your abilities, you've found that you're faster, stronger and better than any you come across. They're lambs, and you're a wolf. Any werewolves caught by themselves are torn apart, clawed up or eaten, none able to escape your fury. However, these are just simple targets to take down, not the main threat. The main threat's scent is on your nose, and you're hunting him down. You enter a large, open room of the mine shaft, and you find it emerging from the darkness. The Alpha. The creature stares at you with its one working eye, an eye that seems twisted by malice. It slowly prowls ahead, thin, angular body emerging from the darkness. It lets out a bark, as the other werewolves in the mine shaft slowly part, moving back to allow you two to fight. It's a challenge. The Alpha is challenging you for dominance, clearly aware that its position is tenuous, and that if it doesn't take down the new threat, it'll lose the respect of its pack. It's lost Fenrir's favor, and needs to regain it. You won't let it. Kill! Slaughter! TEAR! BITE! CLAW! HACK! EAT! BLOOD! FLESH! EVISCERATE" The werewolf lunges forward towards you, as you're left ready to take down the beast. > You leap forward and tackle the beast You leap forward with a howl, your full weight smashing into the Alpha as the two of you roll to the side and smack into the dirt. You grab the Alpha in an embrace, forcing the creature back as its claws and arms wrap around. The two of you force your strengths against each other, each trying to push other down to tear your foe apart, but its an equal battle. Even with your gifts from Fenrir, the Alpha is an old being with a fearsome strength, and far beyond what you've dealt with before. The two of you fight, claw and tooth, howling and roaring in the mineshaft, as you try to find everything within you you can find to win this battle.
4
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10
false
You roll to the side, dashing past as the Alpha slams into the tunnel wall behind you, unable to stop the weight and speed of its lunge and instead crashing upon itself. It collapses to the ground. It falls upon itself as it scrambles to find its position. You wonder whether its time to strike, to tear the creature limb for limb while its off-balance, or whether to keep your distance, letting the creature make a few more lunges so the creature can tire itself out, before finishing it off with a few quick and heavy strikes. > You wait and let the Alpha tire itself out lunging You wait patiently, prowling around at the corner of their view. You move slowly around the Alpha, watching intently as you wait for your chance to strike and tear it apart. It doesn't lunge again, perhaps realizing you have the speed to dodge. However, as you soon learn, they're not your only enemy. You hear a growl from the side, as one of the many werewolves of the pack charges out, leaping through the air as it finds courage. You twist around, slashing with your claws as you roar, the creature retreating with a new set of wounds. However, this opens up the chance for the Alpha to strike, and he darts out, tackling you. You try to twist, but the creature stands above you, launching its claws against your head and killing you instantly as they impale through your skull.
3
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7
false
You walk forward, staring at the wall in front of you. The scenes are in red paint, depicting fearsome werewolves prowling across the wall, chasing simple outlines of human figures. You follow it from right to left, seeing a massive chained wolf howling at the sky at the very left. Despite the brutal simplicity of the drawings, they reflect a certain life, certain realism, a certain bestial energy that's beyond you. You stare inherently, slowly moving your hands towards them. Your hands slowly edge towards the murals, fingers tracing the outlines of shapes and scenes. The first one depicts a wolf, bound and chained, surrounded by vague outlines of spear-wielding humans. The next depicts a spear wielding human holding a chain in the beasts maw. The next seems to depict a half-man, half-wolf. No doubt the first werewolf, frozen mid transformation in a scream. You pause, staring at the scene in front of you. Despite the simplistic nature of the drawing, being little more than a stick man with a wolf head and claw, most other duties vague and confusing to you, but it holds impact to you. You can almost hear the faint screams of the man as they turn to howls, feel the familiar pain he went through in your heart. You truly understand him. As you look on, the pictures seem to beat and hum with an animalistic energy. The next scene shows the werewolf hunting down packs of warriors, catching one by the leg. The next shows the werewolf watching him transform, as once again his painful transformation feels all too familiar to you. Then, you see an image of a pack of werewolves running against the tunnel walls. The final image shows you the glowing image of the moon, surrounded by a pack of werewolves tearing around Mother Luna. You stare at the moon, watching as the symbol drawing hums and haws with power, glowing in your eyes with a tremendous power beyond human comprehension. You watch, your eyes shining in the reflection. Bright. Moon. Power! Beast! FENRIR! FENRIR CALLS! You heard the world shake and shiver around you, as a booming growl fills the tunnels. "Little one... look at how far you've fallen. Once a proud mortal hunter, now a slave to your bestial urges... my bestial urges," a booming voice growls, tearing through your mind as you feel the urge to howl back at it. You drop to your knees, clutching your hands to your head, you try to focus on the burn of the silver inside you or your wounds, trying not to let your urges consume you. "I am Fenrir, God of Beasts, Hróðvitnir, Hound of Ragnarök, Vánagandr, son of Loki, father of Sköll and Hati Hróðvitnisson, the prophesied killer of Odin, the creator of the werewolves and the Great Maw That Will Consume The World." Focusing on your pain, you manage to hold back the beast within, but only barely. Focusing on the burning hot silver coals in your chest, the pain of your torn up face and the stab wound in your side that's been jabbed in your side, you hold onto your sanity, your humanity, yourself. "You've proven yourself strong. Courageous. Violent. Powerful. I wish to make you my champion. I will sharpen your bestial instinct, I will lengthen your claws, broaden your form, strengthen your flesh, harden your bones. I will make you far more powerful than you have been tonight, a true avatar of my form." You stare ahead at the mural, as the confusing red lines seem to draw together in the growling face of a wolf for a moment, before it becomes too painful to look at. "Simply... embrace the change. Embrace the beast within. Embrace yourself. I'll even leave you with enough of a mind that you can finish what you started here. All you have to do is to release the beast within, and answer my call!" > You fIGHT THE CHANGE! You growl, squeezing your head between your hands as you take a deep breath, focusing on your pain. You focus on the human shape of your hands as they burn with pain, and the feeling of your skin glow with red hot pain, and your humanoid face which burns from silver. You focus on who you are, as you fight off the transformation. "No," you say. "I won't be doing that." "So be it," Fenrir grumbles. "I'll leave you to your fate. Rot in it, mortal one. Soon, your mind will be mine anyway." The roaring noise begins to fade, as the glow of the shifting murals calms, the mural solidifying in front of you. The magical glow that hangs over you fades, and you're left alone in the darkness. You sigh, turning away from the scene in front of you, not wanting to look at the animalistic mural ahead of you, as all it does it draw out the beast within. You shan't be making any deals with Fenrir, the father of beasts.
5
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10
false
You limp over to the table, breathing heavily. You slowly go up to the corpses of your friends, too tired and exhausted to even feel sick or disgusted. You're just a professional doing one more job, you don't have time for disgust. You strip yourself a mismatched outfit from the corpses to at least afford you some protection from the cold, before grabbing a revolver and holstering it by your side. You grab a knife and sheath, attaching it to your belt, before looking to your shotgun. Running your hands along its familiar contours, you smile, feeling a sense of finality come over you. "Just one more push," you say to yourself, loading the shells into the cold metal chamber. Your gear ready and costume on, you look to the map one more time, scanning the paths you can take to get to the equipment area. Once you're sure of the way to go, you head off through the tunnels. Marching through the mine shafts at a reasonable, you keep your shotgun raised and your ears twitching. At this point, the beast is raging again inside of you, its sense allowing you to hear ever creak through the caverns and smell every scent. Its only through focusing on the painful silver throughout your body and fighting the beast every step of the way, but exhaustion is meaning that's getting harder and harder. Stumbling down the hallway, you hear the distant growls of a werewolf pack echoing off the walls. You flinch, as your ears perk up and you realize that the sounds are growing louder. A group of werewolves, more than one but no more than four or five, are coming. You swear under your breath, ready to fight them off. > You set an ambush An ambush, if done well enough, could wipe out the werewolves that prowl through the corridors, which would mean you're able to continue your planned route to the storage area. You hold up, prying yourself in cover with your weapon ready. You see them in the dark mineshaft, a group of four prowling werewolves walking at a slow trot through the tunnels. If you open fire from the distance, you have more time before they reach you to take them all down, but if you open fire from closer, you'll preserve ammo, something you're running short on. > You wait unitl they're close to make the most of your limited shotgun ammo You wait for them them to move closer, and closer, watching intently as they come within the definite kill range. Moving out of cover, you fire, and your first blast blows away a werewolf, sending it slamming into the wall. You swivel, pumping out the used shell and firing again as you take off another werewolf's head, but at this point, they're upon you. A claw swipe bursts forward, hitting you in the side of head with the force of a baseball bat covered with knives. You hit the mineshaft all with a thud, the world going black and fuzzy as you can feel the warm, wet blood run down your face. You look up, seeing a vague shape lunging towards you. You don't survive the next strike.
4
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12
false
"So you think the only feasible plan would be to divert there attention for the moment?" You frown, uncertain. The other option wouldn't make too much sense, considering that you fought with the Zealot army not too long ago, but this plan seems... distasteful, unattractive. You're betraying your brethren for those who believe you to be nothing more than a monster, people who believe that anything you do is without reason; good or bad, all mindless mistakes carried out by the Devil himself. It's a scary thought to you-- people believe that about Gideon and me. While I'm not squeaky clean by any means, at least Gideon is willing to throw away everything just to save them! Gideon begins to shuffle towards the hatch, "Come on, Vampire. We need to get the message out any way we can." "Well, we still have a Walkie-Talkie that's probably useable." He turns back to face you, and his eyes widen, "What? We do?" "Y-yeah..." You reply, beginning to scavenge through the various in nicknacks the Wolves kept, and finding David's transceiver under the mess. "Nigh certain it still works, too." He throws his hands up in return, "Then let's do that, genius." You grasp the radio firmly in your hand and get a vague feeling déjà vu as you once again dial it to the Zealot-channel. Click. It's on, sounding out static. You interrupt it with an additional button push when Gideon swiftly grabs it out of your hands. "What the hell, man!" "I'm doing this." Gideon states, still pushing the button. "Zealots, do you hear this?" The cool, female voice is back, "Err, hello?" "This is Wolf-leader Gideon, Ma'am. I need you to call off the Zealots attacking our base, for your own sake." "Um, we don't negotiate with evil, sir." "No! God damnit Ma'am, I'm warning you because there are only two of us left in the hideout, the rest are on their way to attack your City right now!" A pause. "We will look into it, then. Thank you for notifying us, whatever you are." You aren't able to identify her tone that well, but you hope it isn't sarcasm. Either way, she doesn't respond to Gideon's next reply, "Thank you." The two of you sit down on a broken couch, unsure how to proceed further. "So, if they still raid our stronghold, it's over for us?" "... Yeah. The way I see it, the best case scenario is that all the Wolves are wiped out by the C.E. Strike Force on the way. I just hope they find Ragnor and the rest after they get us." "And you're okay with this?" You shout, baffled by this still. He doesn't answer. > You await death. Seeing your stunned silence, Gideon just closes his eyes, "Best get comfortable then. They'll find the hiding place soon, don't you worry." Hopeless, you take a seat beside Gideon, and wait. Minutes turn to hours as you wait. After a long while, you hear footsteps approaching. "They're here." You whisper to Gideon, who is unresponsive. Suddenly, a small ball is tossed from the hatch, and it rolls near your feet. The last thing you feel is heat, the last thing you see is a mixture of fire and shrapnel, and the last thing you hear is the heavy grunts of Churchmen and the crackling of flames. Death was actually quicker than you expected. You have been killed by the hands of the Church.
3
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10
false
You walk over to the table, examining the items. Revolvers, pistols, blades, a shotgun, a rifle, an assault weapon... you pause, realizing what you're looking at. These are the weapons, gear and general items taken from the corpses at the crash site. You see your own silver dagger lying there, realizing they must've gathered up your weapons and what fell from the tatters of your clothes. You trace your fingers alongside your personal shotgun which lies there on the table, staring at the silver shells that lie alongside it. You notice Hans' dog tags, Father Féval's silver cross, the items that remind you of the others. However, just as you're about to turn away, you notice another object lying on the table. You lean over it, slowly examining it. The cell phone from earlier. The one given to you by Mr Gaange. You look at it, flipping it open, revealing its at half charge, its screen brightly chirping at you with a beep as it turns on. The phone starts up on the CONTACTS page, with a single number, with the contact name Mr Black. You pause for a moment, wondering whether to call. Perhaps he has the ability to deal with the threat here. To avenge your comrades. Of course... a deal with the dark isn't your ideal choice. > You destroy the phone You draw a revolver from the table, checking to make sure its loaded, before aiming at the table. You fire, the phone exploding in a burst of wires and plastic. "Hope I don't leave you waiting for the call, vampire," you say grimly, before shaking your head. You drop the revolver to the table with a loud clatter, looking around the rest of the room.
4
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7
false
You slash your claws forward, tearing through the Alpha's face and carving through its snout, but the full weight of hundreds of pounds are still barreling on top of you, as they slam into you, knocking you to the ground with a thud. The weight smashes you against the ground with a pained yell, as you're pinned to the ground. The Alpha howls, blood spraying down from its face, but its still got the instinct to keep you pinned down. The creature keeps you forced against the ground, pressing its claws against you as you only barely manage to force it back. It's snapping maw nears your face, as you attempt to keep the creature off you. You find yourself stuck and unable to react. > You scratch at the creature's eyes You move your claw under the creature's weight, before slashing your furs towards the Alpha's bloody face. However, the creature's just had to feel the pain of your claws slashing through your face, as it strains to raise its head and keep your claws away from it. It manages to keep your claws from cutting through little but fur, as you wear out your strength. Soon, your strength is sapped, and you go weak under its weight. With your strength sapped, the Alpha smashes its claws down and bashes past your weak arms, hacking through your chest and busting through your ribcage. You howl, pain wracking through you as you go weak, body shuddering as your heart is crushed under the Alpha's blows.
4
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8
false
You slowly approach the group of hunters, head down. You take One of the Hunters lets out a yell, as they group quickly turn around to aim at you. "It's trying to communicate," one of the Hunters says incredulously. "It's non-hostile." "It's must have some dregs of humanity left. Keep aim, lads!" Ernest shouts. You pause, eyes flickering over the leader of the Hunters, wondering where you recognize him from. Some distant memory that's rapidly fading from your mind. Soon, you no longer remember his name, only recognizing his status as leader through his physical cues. The Hunters faces twist into ones of confusion and malice, but they hold fire. "Listen to me, beast," Ernest says sternly, sighing his face. "If you can hear me, it's OK. We need to put you down. I think that we both know that. I know you did, somewhere it what remains of your soul. It's OK. It'll be OK. May God have mercy on your soul." Feeling pain run through you, you lower your face, not able to meet his gaze as you try to decide your future. > You flee deeper into the woods You twist around on your legs, bursting off them in a single leap as you find yourself flying through the air, finding yourself in a sprint. The Hunters raise their weapons, a burst of bullets firing out as you leap from side to side, rushing behind the trees as bullets hit the dirt around you, splintering wood and narrowly missing you. Still, you're faster than they could be, and with your blessings, you manage to avoid the bullets with ease. Soon, you're out of range of the gunfire, hurrying along the woods as the sound of gunfire becomes more and more distant, as you head deeper and deeper into the endless forest. As you run, your worries, your hate, your anger burns away, as you just find yourself running, any traces of humanity being shed with each step. Mankind has rejected you. Fenrir has taken you in. You're no longer human. You are a beast. You are a predator. You are a hunter. You hear a few scattered howls through the forest, the answer of the surviving werewolves to your call. You howl once more, calling them to you. You have no need for Hunters anymore. You have your own predators now.
3
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12
false
You slowly approach the group of hunters, head down. You take One of the Hunters lets out a yell, as they group quickly turn around to aim at you. "It's trying to communicate," one of the Hunters says incredulously. "It's non-hostile." "It's must have some dregs of humanity left. Keep aim, lads!" Ernest shouts. You pause, eyes flickering over the leader of the Hunters, wondering where you recognize him from. Some distant memory that's rapidly fading from your mind. Soon, you no longer remember his name, only recognizing his status as leader through his physical cues. The Hunters faces twist into ones of confusion and malice, but they hold fire. "Listen to me, beast," Ernest says sternly, sighing his face. "If you can hear me, it's OK. We need to put you down. I think that we both know that. I know you did, somewhere it what remains of your soul. It's OK. It'll be OK. May God have mercy on your soul." Feeling pain run through you, you lower your face, not able to meet his gaze as you try to decide your future. > You slaughter them all You let out a fearsome roar, bursting forward with a roar. The Hunters balk at the sound, as you dive forward, claws raised and teeth bared. The Hunters are used to dealing with werewolves, but you're no mere werewolf. You are the champion of Fenrir. You have his strength, his speed, his abilities, his ferocity. They don't have a chance. You swing your claw, tearing through a Hunter's neck and nearly beheading him with a spurt of blood, sending them flying aside. Your maw snaps onto a Hunter's arm and tearing it off with one motion, throwing it across the earth. You dive aside, dodging a barrage of bullets. You lunge forward, tackling a Hunter and crushing her under your weight and crushing her lungs. You reach your jaws down, tearing out her throat with ease, as you stare over towards the survivors, blood dripping from your maw as you let out a low growl. The last two Hunters turn, fleeing back towards their truck, running desperately as if they have some hope of escape. You easily race down to catch them, knocking away one of their legs and crushing his skull, before tackling the last one and slashing through her neck with your claws. Victorious, you howl towards the moon, laughter racing through you. You look at the scene around of you, slaughtered Hunters lying dead on the ground, blood sinking into the ground. There's no place for you hear. Prey, all slaughtered like lambs.Too weak for you. You hear a few scattered howls through the forest, the answer of the surviving werewolves to your call. You howl once more, calling them to you. You have no need for Hunters anymore. You have your own predators now.
3
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7
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You focus, focusing on the pain in your chest, the wound in your side, your carved up nose. You growl, finding the strength rise up inside of you, focusing on your task. You need one more drop of strength tonight. One more victory! You dig your heels in, roaring as you toss the werewolf backwards, overcoming its strength and flipping it onto its back. As the creature collapses onto the ground, you lead forward, landing atop the creature. It howls out in pain, before you slam your claws against the creature's head with all your strength, crushing the creature's skull with one solid motion, killing it instantly. You howl towards the moon, a noise which soon turns to laughter. You turn other werewolves, finding them either fleeing into the woods again or whimpering at you. You laugh, ready to hunt down the mongrels that flee from your sight. Over the next few hours before sunrise, you hunt down the remaining the werewolves. They flee into the night, but your senses mean they're incapable of escaping and your claws and teeth mean that they're never going to escape from you. Soon, your belly is full with flesh, your hair streaked with blood, and the remaining survivors of the pack finished off or having fled. You sprint along the ground, instinct running through you as you sprint through the forest, following one of the last werewolves to have fled the scene. You're tight on her tail, ready to finish her off, before you hear a barrage of gunfire. Looking ahead, you hear a burst of gunfire, as you slide to a halt. You slam your claws into a tree and skid to a halt, your eyes staring through the trees as you find yourself staring at a werewolf being gunned down. You quickly disappear into the bushes and undergrowth, staring through as a squad of Hunters appears, no doubt looking for what happened to the rest of you. You pause, wondering whether to try talk to them, or retreat into the woods and leave the world alone. > You retreat deeper into the woods The Hunters wouldn't understand you. They'd never understand what you are, never trust you. They'd simply see you as a different form of beast entirely, but still something to be hunted down and killed. You are no longer one of their kind. You are one of Fenrir's children now, not Adam's. You sprint as fast as you can, paws feeling the cold soil underneath you as the trees fly past. As you run, your worries, your hate, your anger burns away, as you just find yourself running, any traces of humanity being shed with each step. Mankind has rejected you. Fenrir has taken you in. You're no longer human. You are a beast. You are a predator. You are a hunter. You hear a few scattered howls through the forest, the answer of the surviving werewolves to your call. You howl once more, calling them to you. You have no need for Hunters anymore. You have your own predators now.
5
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You knock on the heavy wooden door, a loud knocking noise ringing through the mineshaft. You wait for a moment, as the noise echoes off before being replaced by silence. For a moment, you worry no one's actually inside, before you're answered. "What is it?" a gruff, manic voice comes through the door. "What?" Time to think of a lie to get him to open the door. Quick! > You say "Open up! NOW!" "Open up! NOW!" you snarl, smacking your fist heavily against the heavy wooden door. "I've orders t...!" a worried voice comes back, seeming put off by the anger evident in your voice. I swear to fuck, i will tear out your throat myself and tear you apart, motherfucker!" you roar. "Shit, shit, OK!" the voice answers, as you hear the door hastily be unlocked. It seems the bestial, pack-based hierarchal nature of the wolf pack and its servants means that acting aggressively shows dominance and scares the weaker members into following you. The door clicks unlocked, before swinging open. A weak, skinny figure stumbles out, his height only further stretching his gaunt frame becoming almost skeletal. His manic eyes spot you as he realizes he's been tricked, but you're far faster and better prepared than he is, moving forward swiftly with your knife drawn. You slice your blade into his stomach, moving up through the ribs and killing him instantly. He gasps as you continue to slice through his flesh. He goes weak, as you push his limp body to the ground. You grab him under his armpit, dragging him into the room and closing the door behind you. Now alone in the room, you stare around it at the racks of equipment. Most of it is useless to you, picks, shovels and other mining tools. Most importantly, however, are your targets. Racks of C4, plastic explosives, dynamite and timed explosives are stacked haphazardly in crates in the corner, no doubt to be used for sabotage and destruction by the werewolves' servants, and the werewolves in their human forms. You smile, seeing nothing but potential there. There's definitely enough to wipe out these sons of bitches and bring this mine down on itself. "Perfect," you chuckle weakly, barely any strength left in you.
1
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