Hall of Infinite Doors

You drop your hoe and run toward a nearby copse of woods to hide. As you stood, the mounted men had entered the house and started to run through your belongings. Now they've become more interested in your person.


They leap on your horses and take off in pursuit, reaching the woods soon after you. You see it is pointless to run and hide behind one of the taller trees. Off in the distance you hear the sheriff calling.

"Come out, Henry. We got-cha. Best be a comin' out naw."

You wait and hear a horse pass near your tree. You look up. The sheriff's assistant must be only three feet from you. Acting quickly, you pull the man from the saddle and throw him on the ground. He looks like a punk that once ran with a local street gang before the war. Now he's the sheriff's lackey. How times change.

You grab the only weapon available to you: a large rock. The lackey squirms on the ground and draws his sword across his chest. You step on the flat of the sword and raise the rock over your head with both hands. He looks away before you pitch it straight at his head. There is a yelp and terrific crunch as it hits home.

You then grab the dead man's sword and turn to confront the other horseman. He rides up soon enough, sword drawn. You ready your sword.

"Oh," says the sheriff, "you'll pay. Mark me, Henry, oh you'll pay." Then he grabs the reins from the other horse and rides off. You realize that he'll be back.

You search the corpse and find a few coins and a locket with your mother's portrait--hand painted when your family had money. You take his sheath and his belt. You'll be needing it.

You have two options. You can head up along a stream and up to the hills. Or you can go to some woods near these where you can hang out and see your house--and where they'll probably least expect you.