conversations.from: system
conversations.value:  A simple, light and short adventure in the Old West.
  ------------------------
  ***Sometimes the past has a way of haunting the present, those old skeletons buried in the closet are let out, and simple folks who don't know any better are the first to greet them...***
  
  On a dust-laden rocky trail, winding along from nowhere to somewhere, a week old poster written in both English and Spanish and nailed to the hollow trunk of a long-dead tree is being updated for the 5th time. The previous successive rewards of $10, $20, $35, and $50 have all been overwritten. The sign now reads:
  ~~~~~~~~~~~~~~~
                        $100 Reward!
  Gunfighters urgently needed! All applicants will be hired. See County Sheriff at Los Vivos.
  ~~~~~~~~~~~~~~~
  ---------------
  
  ---------------
  ------------
  *A short Western ghost story.*
  
  **Game info**
  Players of all experience levels are welcome.
  
  For this story the cards/challenge system will be used in a new way. We will basically roleplay until there is reason enough to decide if an action succeeds or fails, then we will use cards to determine success or failure.
  
  Situations will be introduced and developed until a point at which the the outcome of an event needs to be determined, at which time a challenge will be presented for cards to be played. Strength Cards will be used as a generic success, Weakness cards will be failure, Subplots will be neutral, Goals will add a disadvantage, and Assets will add an advantage for the players. 
  
  After the level of success or failure and advantage or disadvantage is determined, we can all contribute to resolving the event storywise based on the card results. (This might sound complicated but it will be quit simple in practice).
  
  During character creation choose or write a Nature card, then choose the premade Strength, Weakness and Subplot cards. Then as usual write a description of your character, please include in the description or on the nature card some of their main aspects, traits, talents and personal qualities which will be used to to set difficulties of challenges and to learn about what the character is like. It is a very fictional old West, based on 1870's New Mexico, Post Civil War America, where danger was high and law was low.
  
  I would like to offer this game as a reliable weekly story. I will try to check in a number of times and as needed through the week. Also I am really committed to seeing the story through, this one will be pretty short I think, and I intend on reliably reading, planning and posting until its full conclusion. I have the first 3-4 scenes worked out, the main plot, and the locations and NPC's for players to interact with. First scene is a meet and greet, then establishing the setting and beginning the plot, which is pretty straight forward. It is a simple plot and there is a lot of room for your characters to be the stars of the story, which is what I fully intend.
  
  Players will have the right to write for their own character's decisions and such; if they want to they may also courteously offer suggestions in the comments to other players, and myself, to possibly use and integrate into moves, knowing that there is no requirement that these be taken on,  might well be appreciated. I personally am thankful for any humble suggestions. It would be fun for many aspects of the game to be open to collaboration, if desired. There is a lot of room for adding different levels of setting and plot detail, negotiating some npc's actions, and contributing to the plot, as long as everyone remains free to decide for their own character space and the core plot elements stay intact.
    
  I invite you to join in and I think it will be fun.
  
  Any questions please *pm* me or check the thread at <https://storium.com/forums#/category/lfp/thread/0cp46y>
  
conversations.from: human
conversations.value: The city of **Los Vivos** located in Santo Pueblo County, in (a fictionalised) New Mexico Territory, USA. A sizeable valley town with thousands of people, scattered with churches, saloons, a courthouse, jailhouse, city hall, and various shops and services. The largest town for hundreds of miles in any direction. 
conversations.prefix: Los Vivos:
conversations.from: gpt
conversations.value: An old mountain mining town. Commonly known as Deadton because of a more yhan century old curse. Recently the townfolk started leaving Carlton, and its adjacent settlements, on mass speaking about horrors and the old curse. Most of the refugees have come to Los Vivos, and mostly been taken in by a few of its more philanthropic churches, rancheros, and citizens, with the tougher remainder camping in their own make-shift tent town to the south.
conversations.prefix: Carlton 'Deadton':
conversations.from: human
conversations.value: A stout, gruff man with a large hat, stubble and thick black Mustache. Dresses in dark grey. A big sherriffbadge on his shirt. A very tough, curt man usually relaxed and poker faced.
conversations.prefix: Sheriff Jack Hilton of Santo Pueblo County:
conversations.from: gpt
conversations.value: Willing to work for the highest bidder (for the most part). 
conversations.prefix: Hired Gun:
conversations.from: human
conversations.value: Rancher/Cowgirl/Cowboy. Alot of experience driving cattle.
conversations.prefix: Ranch hand:
conversations.from: gpt
conversations.value: A deputy law officer. Either local, regional or national.
conversations.prefix: Deputy:
conversations.from: human
conversations.value: A champion of the rodeo circuit.
conversations.prefix: Rodeo Star:
conversations.from: gpt
conversations.value: A youthfull person ready for adventure and the unknown.
conversations.prefix: Young and Fearless:
conversations.from: human
conversations.value: A loner with a past.
conversations.prefix: Lone Wolf:
conversations.from: gpt
conversations.value: National Lawman/woman.
conversations.prefix: U.S. Marshal:
conversations.from: human
conversations.value: One of the famed pony express postal workers.
conversations.prefix: Former Pony Express Rider:
conversations.from: gpt
conversations.value: You're pretty, pretty dangerous.
conversations.prefix: Femme Fatale:
conversations.from: human
conversations.value: A medical doctor, or close enough.
conversations.prefix: Doctor:
conversations.from: gpt
conversations.value: Looking to make profit and strke gold.
conversations.prefix: Prospector:
conversations.from: human
conversations.value: A well-to-do and wealthy woman or man, cultured in all sorts of etiquette.
conversations.prefix: Fine Lady or Gentleman:
conversations.from: gpt
conversations.value: A local person, with knowledge animals, the environment and maybe ancient stories and traditional ways of the region.
conversations.prefix: Hunter:
conversations.from: human
conversations.value: After raising 8 children nothing scares you.
conversations.prefix: Homemaker:
conversations.from: gpt
conversations.value: A local undertaker.
conversations.prefix: Undertaker:
conversations.from: human
conversations.value: Veteran of the American Civil war.
conversations.prefix: Veteran:
conversations.from: gpt
conversations.value: A warrior.
conversations.prefix: Numinu (Comanche) Warrior:
conversations.from: human
conversations.value: I ain't afraid of no ghost.
conversations.prefix: Ghost hunter:
conversations.from: gpt
conversations.value: When this card is played it gives 1 level of success. Successes are cancelled by, and can cancel out Failures.
conversations.prefix: Success:
conversations.from: human
conversations.value: When this card is played it gives 1 level of failure. Failures cancel, and are canclled out by, successes.
conversations.prefix: Failure:
conversations.from: gpt
conversations.value: When this card is played it has a neutral effect on the outcome.
conversations.prefix: Neutral:
conversations.from: human
conversations.value: When this card is played it adds an advantage for the players. Advantages are cancelled by, and can cancel out, disadvantages.
conversations.prefix: Advantage:
conversations.from: gpt
conversations.value: When this card is played it adds a disadvantage for the players. Disadvantages are cancelled by, and can cancel out, advantages.
conversations.prefix: Disadvantage:
conversations.from: human
conversations.value: A warrior or soldier.
conversations.prefix: Warrior:
conversations.from: gpt
conversations.value: Here are some basic starting points for characters.  Choose any of them or make your own; any character who might fit in to a very fictional Old West of around 1870's.  Any cultural background - the local area would certainly have people of Pueblo, Apache, Navajo, African, Spanish, Mexican, British, Chinese and more cultures. Any role for any gender, age, class, etc., diversity is good.
conversations.prefix: *Read me*:
conversations.from: human
conversations.value: ***Success***: When this card is played it gives 1 level of success. Successes are cancelled by, and can cancel out Failures.
conversations.prefix: Gunfighting:
conversations.from: gpt
conversations.value: When this card is played it gives 1 level of success. Successes are cancelled by, and can cancel out Failures.
conversations.prefix: Success (copy):
conversations.from: human
conversations.value: Select the **Success** card for this story.
conversations.prefix: *Read Me*:
conversations.from: gpt
conversations.value: Select the **Failure** card for this story.
conversations.prefix: *Read Me*:
conversations.from: human
conversations.value: Select the **Neutral** card for this story.
conversations.prefix: *Read Me*:
conversations.from: gpt
conversations.value: Martial artist in America. 
conversations.prefix: Kung Fu Gunslinger:
conversations.from: human
conversations.value: Sometimes the closest a town will come to having law and order is to hire you.
conversations.prefix: Bounty Hunter:
conversations.from: gpt
conversations.value: A tall thin man, clean faced, and well dressed in a white and blue suit. Very political, pretty rich and well connected; he has 2 unofficial gruff bodyguards (both hearty and 1 very tall).
conversations.prefix: Judd Kranton, Deputy Mayor of Los Vivos:
conversations.from: human
conversations.value: An averagely built man dressed in browns, carrying 2 guns and plenty of ammo. Usually cleanly groomed with a small mustache. He was seriously injured accross his cheek, chest arm while investigating problems in Carlton. Rides a beautiful Black horse with white feet.
conversations.prefix: José Vasquez, Deputy Marshal Of Los Vivos:
conversations.from: gpt
conversations.value: Short, plump and very rich man. Dresses in shiny stoned suits.
conversations.prefix: Mayor Elvin Jones of Los Vivos:
conversations.from: human
conversations.value: Right hand of the Sherrif. A strong man with a goatie dressed in black with a white hat and boots. Cousin of the Mayor.
conversations.prefix: Deputy County Sherrif Tony Jones:
conversations.from: gpt
conversations.value: Dresses in black and dark red, with Sombrero. A handsome man, clean shaven with a grey horse.
conversations.prefix: County UnderSherrif Joaquin Marion.:
conversations.from: human
conversations.value: The new marshall of Los Vivos appointed by the Deputy Mayor, formerly the Jail clerk.
conversations.prefix: Los Vivos Marshal Anton Gladson :
conversations.from: gpt
conversations.value: Unofficial Marshall of Los Vivos, a friendly no-nonsense woman with dark hair and eyes. she wears a Marshall's Badge.
conversations.prefix: Deputy Samantha Grey:
conversations.from: human
conversations.value: Purpose: introduce characters, introduce plot, prepare for the mission. ifentify key characters. 
  Location: Los Vivos: jailhouse station, hospital. 
  BUSY LOUD CHAOTIC. 
  key events: mission info, injured info, reward negotiation, preparation. 
  
  optional events: fight, gambling, spying. 
  
  option choices: wagon, own.
conversations.prefix: Scene 1: Los Vivos greeting.:
conversations.from: gpt
conversations.value: purpose: set the tone for Carlton. Encounter some animals. Rattler. coyotes.
  
  DRY QUIET HOT
  
  ends when encounter is passed.
conversations.prefix: Scene 3: Road to Carlton 1:
conversations.from: human
conversations.value: purpose: set the tone for Carlton. Encounter some animals. Rattler. 
  
  DRY QUIET HOT
  
  ends when encounter is passed.
conversations.prefix: Scene 3: Road to Carlton 1 (copy):
conversations.from: gpt
conversations.value: rattlesnake coyote wolf mountain lion leapord bear dinosaur.
  
conversations.prefix: Encounter:
conversations.from: human
conversations.value: town house mine graveyard peak.
conversations.prefix: location:
conversations.from: gpt
conversations.value: In the valley of a large mountain and hills, close to cattle ranches and farms, about 40 miles East to a lake, and bordered on the West by desert. About 2 days walk, 1 full day's ride, or a half a day's gallop North to Carlton (Deadton).
conversations.prefix: Los Vivos:
conversations.from: human
conversations.value: When this card is played it adds an advantage for the players. Advantages are cancelled by, and can cancel out, disadvantages.
conversations.prefix: Advantage:
conversations.from: gpt
conversations.value: When this card is played it adds an advantage for the players. Advantages are cancelled by, and can cancel out, disadvantages.
conversations.prefix: Advantage:
conversations.from: human
conversations.value: When this card is played it adds an advantage for the players. Advantages are cancelled by, and can cancel out, disadvantages.
conversations.prefix: Advantage:
conversations.from: gpt
conversations.value: When this card is played it adds a disadvantage for the players. Disadvantages are cancelled by, and can cancel out, advantages.
conversations.prefix: Disadvantage:
conversations.from: human
conversations.value: A couple hundred diverse population of people recently vacating their home town and it's surrounds to stay in the nearest city. 
conversations.prefix: Refugees of Carlton/Deadton:
conversations.from: gpt
conversations.value: Chinese born Martial artist in America. 
conversations.prefix: Kung Fu Gunslinger (copy):
conversations.from: human
conversations.value: A youthfull person ready for this mission.
conversations.prefix: Young and Fearless (copy):
conversations.from: gpt
conversations.value: A youthfull person ready for this mission.
conversations.prefix: Young and Fearless (copy):
conversations.from: human
conversations.value: A youthfull person ready for this mission.
conversations.prefix: Young and Fearless (copy):
conversations.from: gpt
conversations.value: Some type of laborer. cobbler, blacksmith/ metalsmith, miner, wrangler, secretary, etc.
conversations.prefix: Skilled Worker:
conversations.from: human
conversations.value: A beautiful, if plain, dining room large enough to accommodate 40 patrons comfortably. Decorated with local crafts, and filled with appetizing aromas. 
conversations.prefix: Dining Hall of Hotel Del Negro Rosa:
conversations.from: gpt
conversations.value: Play a card. *Success* you break in quietly. *Failure*, Just doesn't work.  *Neutral*, you can continue to try again. *Advantage*, something happens to help you out. *Disadvantage* something goes wrong.
conversations.prefix: Sneak into the Jail house [Jason]:
conversations.from: human
conversations.value: When this card is played it adds a disadvantage for the players. Disadvantages are cancelled by, and can cancel out, advantages.
conversations.prefix: Disadvantage:
conversations.from: gpt
conversations.value: Play a card. *Success* you break in quietly. *Failure*, Just doesn't work.  *Neutral*, you can continue to try again. *Advantage*, something happens to help you out. *Disadvantage* something goes wrong.
conversations.prefix: Sneak into the Jail house [George]:
conversations.from: human
conversations.value: Two basic locations
conversations.prefix: Doctor's Surgery, and the Jailhouse.:
conversations.from: gpt
conversations.value: A building with a large reception hall, plenty of cells in the lock-up, a deputies room, Sheriff office, stables and some smaller rooms.
conversations.prefix: The Jailhouse and Sheriff's Station:
conversations.from: human
conversations.value: The road North from Los Vivos to Carlton passes first by residences and stores, then farms and ranches until after about an hour's average paced ride it is a real desert road, sparse bushes, rocks and dirt, the road will eventually cross the occaissional shack. As it enters mountains it rises dramaticly and becomes considerably more difficult, increasingly forested with a passing creek often dry. The trip takes a few days on foot or slow wagon, and most of full day's ride at full gallop.
  
conversations.prefix: The Road to Carlton:
conversations.from: gpt
conversations.value: As things roll on you get more chances to notice you are be being tracked. Will anyone realise, or will what is hidden remain hidden?
  Success (strong) = 1, some, or all of you become aware you are being followed and can devise a plan to catch the tracker(s) [multiple successes will give bonus to the next challenge of catching the tracker]. Failure (weak) = the tracker remains unnoticed.  Advantage & Disadvantage cards add elements and conditions to the situation.
conversations.prefix: we're being followed?:
conversations.from: human
conversations.value: Horse gallops back. Body next to cactus. freshly dead hole in neck and belly and heart.
  
  Battle with snake: every success and advantage damages the snake. The snake dies after 3 successes/advantages with an injury that at least completely destroys it's head. For every failure and disadvantage played the player of the card sustains a minor injury.
conversations.prefix: Rattler!:
conversations.from: gpt
conversations.value: Cards played may offer clues to find the lost rider.   
  *Success* cards give a big clue leading to the wherabouts (tracks, horse reacts, something found off the road, etc.) *Advantage* cards also get you closer or offer some other benefit (you decide).   
  *Failure* cards indicate you miss, destroy, or misread a clue, or get a bit lost; *disadvantage* also indicate getting further away or being slowed, or some other hardship in the move.  
  *Neutral* cards indicate positive or negative progress, your choice. 
conversations.prefix: Find the Lost Rider:
conversations.from: human
conversations.value: He's still missing but maybe he'll be found. 
  *Success* = whether by accident or design you discover the body of the lost rider. 
  *Advantage* = you know where his body lays, you can't get to it immediately, but soon you will be able to.
  *Neutral* = you find a *part* of him;
  *Failure* = well this guy is really lost isn't he, he remains unfound; *disadvantage* = you think you know where he may be found.
conversations.prefix: Find the Lost Rider:
conversations.from: gpt
conversations.value: The horse is going wild, will it get calmed, or more scared?
conversations.prefix: Calm the horse:
conversations.from: human
conversations.value: Something spooked that horse, maybe you'll find it.
  *Success*: You discover a major sign- you hear a rattle, see movement, hear hissing- There is definitely a Rattle snake out there, big and fast, but still basicly unseen.
  *Adv*: You discover where it is, but not what it is. *Neutral*: aside from the horse, things are quiet, too quiet.
  *Disadv.*: The horse becomes injured, but the attacker is unknown.
  *Failure*: Either your character or one of the narrated characters are injured.
  
conversations.prefix: Find what spooked the horse:
conversations.from: gpt
conversations.value: Each Player discard one card of their choosing.
  
  This might help stack your deck a bit. And it's a worthy reward.
conversations.prefix: Each player •Discard 1 card•:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Seeing a vital need in his hometown, he forsook the family trade and become a skilled doctor. Later blamed for a terrible accident and disowned by his parents, he now wanders, doing good and exploring the west.
  
  Friendly and adventurous. Dislikes superstition and conflict.
conversations.prefix: Wandering Doctor:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Your life revolves around the way of the gun. Your decisions are not made with fancy words or the best of intentions. Your disputes are settled with cold iron and hot lead.
conversations.prefix: Gunslinger:
conversations.from: human
conversations.value: Success 
conversations.prefix: Success :
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Failure
conversations.prefix: Failure:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value:  Neutral 
conversations.prefix: Neutral :
conversations.from: gpt
conversations.value: Master with knives of all kinds.  Would prefer a throwing-knife over a six-shooter, but is handy with both.
conversations.prefix: Knife-Slinger:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: When this card is played it gives 1 level of success. Successes are cancelled by, and can cancel out Failures.    
conversations.prefix: Success:
conversations.from: gpt
conversations.value: Seeks to pacify any potential conflict.
conversations.prefix: Peacemaker:
conversations.from: human
conversations.value: Success....yay me... I succeeded at something! ARE YOU PROUD OF ME MOM?!?!?
conversations.prefix: Success:
conversations.from: gpt
conversations.value: You have found a real monster; congratulations!  The skeleton coyote with fleshy eyeballs and a dripping living heart is on the prowl, can you trap it?
conversations.prefix: Trap the Skeletal Coyote! :
conversations.from: human
conversations.value: this challenge is designed as a way for you to put an element into the scene that makes the situation better or worse somehow for your character and/or other characters. Add an environmental factor (weather, something breaks, something new enters, etc) or a condition to a character or creature (sick, confused, alert, etc).
  advantage and success cards = better. disadvantage and failure cards = worse. neutral cards = no effect.
conversations.prefix: optional: Advantage/Disadvantage:
conversations.from: gpt
conversations.value: this will determine how strong the trap is.
conversations.prefix: make a strong trap:
conversations.from: human
conversations.value: this will determine how fast the trap is able to be made.
conversations.prefix: make a quick trap:
conversations.from: gpt
conversations.value: The skeleton coyote with fleshy eyeballs and a dripping living heart attacks, can it be stopped?
conversations.prefix: Destroy Undead Coyote!:
conversations.from: human
conversations.value: A young and courageous boy acting as ambassador and bodyguard for his grandfather. Quick, calm, loyal, cautious.
conversations.prefix: Walking Fire:
conversations.from: gpt
conversations.value: This powder of Turqoise, Gold, Iron and Blood was used by Grandfather to disintegrate a ghost snake. He says it needs a soul to give it power. Can you give it power and make it work?
conversations.prefix: Turqoise Powder:
conversations.from: human
conversations.value: This powder of Turqoise, Gold, Iron and Blood was used by Grandfather to disintegrate a ghost snake. He says it needs a soul to give it power. Can you give it power and make it work?
conversations.prefix: Turqoise Powder:
conversations.from: gpt
conversations.value: This powder of Turqoise, Gold, Iron and Blood was used by Grandfather to disintegrate a ghost snake. He says it needs a soul to give it power. Can you give it power and make it work?
conversations.prefix: Turqoise Powder (copy):
conversations.from: human
conversations.value: This powder of Turqoise, Gold, Iron and Blood was used by Grandfather to disintegrate a ghost snake. He says it needs a soul to give it power. Can you give it power and make it work?
conversations.prefix: Turqoise Powder (copy):
conversations.from: gpt
conversations.value: Deputy Grey is Thoughtful, keen to keep going, nervous about what she has found and what lies ahead. She knows she's in too deep, should she set up camp somewhere along the way, stop here... she knows she will press on but is concerned for her team, will she be able to protect them when they need it.  Perhaps being with the regulators ahead of them is the best protection, as dangerous as that group must be. Will anyone step up and pull the reigns on her confusion?
conversations.prefix: Where to next?:
conversations.from: human
conversations.value: You get the horses and wagon ready to ride, but is everything accounted for? Is something hurrying you along? Or does it all go smoothly.
conversations.prefix: Prepare to ride:
conversations.from: gpt
conversations.value: A small shack along a side mountain road.  A few hours gentle ride from Carlton. Abandoned former home of *Clara Santa Ana Tia*. Feared and avoided by locals as an especially haunted place. It was the home of the '*Witch woman who placed a curse on Deadton.* '  On each side is placed very weathered upside stone crosses, 4 in total. Native symbols are on a few trees and rocks nearing the shack. 8 evenly spaced head-sized mounds surround home. The Shack itself is simple stone and wood with an old door and a chimney.
conversations.prefix: Casa del Clara:
conversations.from: human
conversations.value: A  mountain shack lies ahead, with a fire within this supposedly abandoned shack. It is stone and wood. There is an upside down cross in front of it. 
conversations.prefix: Small Mountain Shack:
conversations.from: gpt
conversations.value: Someone has a fire going inside the Shack. There is definitely more to this shack than Deputy Grey has mentioned so far. There are three ways in: the wooden door **[Something is barring the door]**, and the 2 wooden window boards **[which are lightly locked]**. 
  
  Are you going to be ready for what's inside or just running from what's outside?  Will you go straight in, or take a cautious approach?
conversations.prefix: Entering the Shack:
conversations.from: human
conversations.value: Two children, One, a girl of about 8, she is clearly nervous, has protected and guided her brother and is very intelligent willful and tough. Clinging to her is her brother, a boy of close to 4 years old and looks very frightened. Both of them are covered in scratches and very dirty. They are extremely scared, probably very hungry, tired and thirsty. How to handle this meeting?
conversations.prefix: Lost Children:
conversations.from: gpt
conversations.value: You are intent on discovering what's going on and how to stop the trouble.
conversations.prefix: Find some clues:
conversations.from: human
conversations.value: Any object you picked up from somewhere (the cart, the shack, someone else, your own pack)
conversations.prefix: Something useful:
conversations.from: gpt
conversations.value: There is something about this house that keeps it safe, but what can it be?
conversations.prefix: Understand why the monsters can't come in:
conversations.from: human
conversations.value: There is lots of stuff here, must be some useful stuff here too, maybe gun powder, clues. 
conversations.prefix: Find Useful things:
conversations.from: gpt
conversations.value: Clara's diary is hidden in a secret place somewhere in the house.
conversations.prefix: Discover Clara's diary:
conversations.from: human
conversations.value: A Big Revolver with a little name.
conversations.prefix: Bellaniña:
conversations.from: gpt
conversations.value: Roping, Shooting, Riding, there'sa lot you know how to do and it all looks fantastic, and so it should gosh darnit!
conversations.prefix: Rodeo Tricks:
conversations.from: human
conversations.value: Find something that will reveal the best course. Maybe you'll find something to aid you, or maybe you'll take a guess.
conversations.prefix: Help Deputy Grey solve the riddle of where to go next:
conversations.from: gpt
conversations.value: There ate a LOT of zombies out there, how to get out of here and escape their fate?????
conversations.prefix: How to get out of here!!!:
conversations.from: human
conversations.value: Walking Fire or his Grandfather, or both come to help.
conversations.prefix: Walking Fire:
conversations.from: gpt
conversations.value: A Regulator shows up- for better or worse.
conversations.prefix: Regulator:
conversations.from: human
conversations.value: Most, possibly all,  of the Zombies have followed the surviving Regulator. Can the team make it a good distance with no injury? And is there any last things to get from Clara's?
conversations.prefix: Escape Clara's house:
conversations.from: gpt
conversations.value: Climb in to the mine shaft unscathed, and hopefully unnoticed.
conversations.prefix: Sneak in:
conversations.from: human
conversations.value: A pile of dead bodies, somewhere between 15-30 are lying on the ground... or at least that's where they start.
conversations.prefix: I see dead people.:
conversations.from: gpt
conversations.value: A pretty new Box of dynamite with a few missing sticks. Fuses and flint steel are nearby.
conversations.prefix: Box of Dynamite:
conversations.from: human
conversations.value: The monsters are coming from both ahead and behind, there is time to either prepare, hide, stock up and go, meet one group part way, or split up and do all of these.
conversations.prefix: Zombie patrols:
conversations.from: gpt
conversations.value: The children do something as directed by you, they still have the powder and an axe, and an old flint lock pistol that has not been loaded.
conversations.prefix: children :
conversations.from: human
conversations.value: The zombies attack again. Does everything go smashingly or do things smash.
conversations.prefix: a small obstacle:
conversations.from: gpt
conversations.value: A larger cavern deep inside a mine with a thick ring of turquoise in the centre of it, at least a foot deep and 5 or 6 feet in diameter. The circle has a jagged crack in it about a large hands width across. Within this cricle stands a partially decayed, partially mummified man with his decapitated head in his hands.
conversations.prefix: cavern at the end of a mine:
conversations.from: human
conversations.value: He is one bad dude, and has been dead for Thousands of years.
conversations.prefix: He Whose Name Is Not Spoken:
conversations.from: gpt
conversations.value: Grandfather said that to trap He whose Name is Not Spoken the turqouise circle needed to be mended, but to destroy him the circle and then his body needed to both be destroyed. Which goal will it be?
conversations.prefix: Make the plan and act: Trap or Destroy:
conversations.from: human
conversations.value: the missing pages from Clara's diary are scattered loose around the cavern, they include maps, sketches, private notes and useful information.
conversations.prefix: Pages from Clara's Diary:
conversations.from: gpt
conversations.value: Walking Fire's grandfather. A knowledgeable medicine man. He is in the grasp of two very dead, very alive bone warriors
conversations.prefix: Grandfather:
conversations.from: human
conversations.value: A giant undead dinosaur skeleton of the most famous prehistoric animal in Hollywood. Escape its attack and maybe destroy it, or...........
conversations.prefix: Zombisaurus New Mex:
conversations.from: gpt
conversations.value: Put the pieces back into the circle so Grandfather can activate it by song ceremony. Try to avoid death by Tyranoskeleton and avoid attack from the headless Dead shaman While completing the circle. If successfull the lich shaman should be on his way to being trapped.
conversations.prefix: Complete the Seal:
conversations.from: human
conversations.value: Stop the incoming monsters from making things worse. They are likely trying to stop grandfather too. Good luck.
  
conversations.prefix: More skeletons:
conversations.from: gpt
conversations.value: Grandfather urges everyone to leave. Walking Fire's body is in a trance and needs carrying to be safe.
conversations.prefix: Escape the tunnel:
conversations.from: human
conversations.value: https://commons.m.wikimedia.org/wiki/File:Fire02.jpg#mw-jump-to-license
  
  Fir0002/Flagstaffotos
  
  GFDL 1.2 https://en.m.wikipedia.org/wiki/GNU_Free_Documentation_License
conversations.prefix: Escape the tunnel part 2:
conversations.from: gpt
conversations.value: Grandfather urges everyone to leave. Walking Fire's body is in a trance and needs carrying to be safe.
conversations.prefix: Escape the tunnel part 2 (copy):
conversations.from: human
conversations.value: Not necessarily a man of action, but if the situation demands it..
conversations.prefix: Stepping Up:
conversations.from: gpt
conversations.prefix: Roping:
conversations.from: human
conversations.value: Neutral
conversations.prefix: Neutral:
conversations.from: gpt
conversations.prefix: Strength:
conversations.from: human
conversations.value: Sometimes, you've just had enough.
conversations.prefix: Lose your Cool:
conversations.from: gpt
conversations.value: What circus performer isn't?
conversations.prefix: Good with kids:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Weak
conversations.prefix: Weakness:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Using what we have to get what we want.
conversations.prefix: Practical Thinking:
conversations.from: human
conversations.value: Weak
conversations.prefix: Weak:
conversations.from: gpt
conversations.value: Strong
conversations.prefix: Strong:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Not necessarily a man of action, but if the situation demands it..  
conversations.prefix: Stepping Up:
conversations.from: gpt
conversations.value: You got lucky.
conversations.prefix: Close Call:
conversations.from: human
conversations.value: There is a mystery here, and we will solve it.
conversations.prefix: Get to the Bottom of This:
conversations.from: gpt
conversations.value: A medical doctor, or close enough.   
conversations.prefix: Doctor:
conversations.from: human
conversations.prefix: Strong:
conversations.from: gpt
conversations.prefix: Strength:
conversations.from: human
conversations.prefix: Strong:
conversations.from: gpt
conversations.prefix: Strength:
conversations.from: human
conversations.value: The substance of things hoped for, the evidence of things not seen.
conversations.prefix: Faith:
conversations.from: gpt
conversations.value: This has been both enlightening and exciting, but a bath and then a soft bed somewhere safe sounds amazing right now.
conversations.prefix: Get back to normality:
conversations.from: human
conversations.value: Strength
conversations.prefix: Strength: