code:
:: Meadow
<<set $location to "farm">><<set $outside to 1>><<effects>>

You are in a meadow ringed by tall trees. Long grass caresses your legs. A solitary oak stands in the middle.

<<if $daystate is "night">>
	<<if $weather is "rain">>
		You can see little through the dark rain.
	<<elseif $weather is "snow">>
		Snow settles between the blades.
	<<else>>
		The blades sway in a silent breeze.
	<</if>>
<<elseif $daystate is "dawn">>
	<<if $weather is "rain">>
		Dark clouds fill the sky.
	<<elseif $weather is "clear">>
		The sun rises clear over the horizon.
	<<elseif $weather is "snow">>
		Snowflakes fall in the morning light.
	<<else>>
		The trees sway with the wind.
	<</if>>
<<elseif $daystate is "dusk">>
	<<if $weather is "rain">>
		Darkling clouds fill the sky.
	<<elseif $weather is "clear">>
		The sun disappears over the horizon.
	<<elseif $weather is "snow">>
		Snow settles in the dwindling light.
	<<else>>
		The trees sway with the wind.
	<</if>>
<<else>>
	<<if $weather is "rain">>
		The blades sway with the wind.
	<<elseif $weather is "clear">>
		Bright flowers bloom in many colours.
	<<elseif $weather is "snow">>
		Snow blankets the treetops, and settles between the blades.
	<<else>>
		The blades sway in the breeze.
	<</if>>
<</if>>

<<if $historytrait gte 4>>
	<<if $cultentrancefound is 1>>
		<<if $cultdiscovered is 1>>

			The entrance to the Sanctuary is somewhere nearby.

			<<cultentericon>><<link [[Enter the Santuary (0:15)|Cult Entrance Hall]]>><<pass 15>><</link>>

		<<else>>

			The ruined entrance into the earth you found before is somewhere nearby.

			<<ruinsicon>><<link [[Enter the old gate (0:15)|Cult Intro]]>><<pass 15>><</link>>

		<</if>>
	<<else>>

		You think you remember reading about this meadow in class. Some kind of underground village was supposedly somewhere around here. Maybe you could find it, if you searched.

		<<link [[Search (0:30)|Cult Search]]>><<pass 30>><<gtiredness>><</link>>

	<</if>>
<</if>>

<<link [[Relax (1:00)|Meadow Relax]]>><<stress -6>><</link>><<lstress>>

<<if $worn.upper.exposed gte 1>>
	<<link [[Make a top out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 1>><</link>>

<</if>>
<<if $worn.lower.exposed gte 1>>
	<<link [[Make a skirt out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 2>><</link>>

<</if>>

<<if $historytrait gte 3>>
	<<link [[Coastal path (0:30)|Coast Path Meadow]]>><<pass 30>><</link>>

<</if>>

<<link [[Leave (0:10)|Farmland]]>><<pass 10>><</link>>

:: Meadow Plant
<<effects>>

<<if $phase is 1>>
<<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper force>>

<<elseif $phase is 2>>
<<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower force>>

<</if>>

<<link [[Next|Meadow]]>><</link>>

:: Meadow Relax
<<effects>>

<<if $weather is "rain">><<set $outside to 0>>
	You lie beneath the oak. The grass all around it is dry, protected by the thick boughs.
	<<if $daystate is "night">>
		You look out over the dark and peaceful meadow.
	<<else>>
		You watch the bees fly between flowers.
	<</if>>
<<elseif $weather is "clear">><<set $outside to 1>>
	<<if $daystate is "night">>
		You lie on the grass and stare up at the night sky.
	<<else>>
		You lie on the grass and watch the bees fly between flowers.
	<</if>>
<<else>><<set $outside to 1>>
	You lie on the grass and watch the clouds pass by.
<</if>>
<<pass 60>>

<<if $rng gte 91>>
	You open your eyes. Did you doze?<<ltiredness>><<tiredness -6>>

	<<if $exposed lte 1>>
		<<clothesstrip>>
		You feel a breeze. You look down, and see with horror that your clothes are gone!

		<<covered>> You lie low and scan the meadow.
		<<if random(1, 2) is 2>>
			Something is moving low through the grass, parting it. You see it as it reaches the tree line.

			<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
				<<if $malechance lt random(1, 100)>>
					A foxgirl, carrying your clothes in her mouth. She looks over her shoulder, locks eyes with you, then disappears into the trees.
					<<set $fox to "female">>
				<<else>>
					A foxboy, caryring your clothes in his mouth. He looks over his shoulder, locks eyes with you, then disappears into the trees.
					<<set $fox to "male">>
				<</if>>
			<<else>>
				<<if $beastmalechance lt random(1, 100)>>
					A fox, carrying your clothes in its mouth. It disappears into the trees.
					<<set $fox to "vixen">>
				<<else>>
					A fox, carrying your clothes in its mouth. It disappears into the trees.
					<<set $fox to "reynard">>
				<</if>>
			<</if>>

			<<link [[Chase (0:10)|Meadow Chase]]>><<pass 10>><</link>>

			<<link [[Ignore|Meadow Ignore]]>><</link>>

		<<else>>
			You see a shape scurry up a hillock.

			<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
				<<if $malechance lt random(1, 100)>>
					A foxgirl, carrying your clothes in her mouth. She looks over her shoulder, locks eyes with you, then disappears over the ridge.
					<<set $fox to "female">>
				<<else>>
					A foxboy, caryring your clothes in his mouth. He looks over his shoulder, locks eyes with you, then disappears over the ridge.
					<<set $fox to "male">>
				<</if>>
			<<else>>
				<<if $beastmalechance lt random(1, 100)>>
					A fox, carrying your clothes in its mouth. It disappears over the ridge.
					<<set $fox to "vixen">>
				<<else>>
					A fox, carrying your clothes in its mouth. It disappears over the ridge.
					<<set $fox to "reynard">>
				<</if>>
			<</if>>

			<<link [[Chase (0:10)|Meadow Chase Hill]]>><<pass 10>><</link>><<athleticsdifficulty 1 500>>

			<<link [[Ignore|Meadow Ignore]]>><</link>>

		<</if>>
	<<else>>
		<<link [[Next|Meadow]]>><</link>>

	<</if>>
<<else>>
	The world seems a little lighter.

	<<link [[Next|Meadow]]>><</link>>

<</if>>

:: Meadow Chase
<<effects>>

You run after the <<fox_text>>, hoping there's no one else around to see. You don't know what they'd make of a naked <<girl>> running across the meadow.

You enter the surrounding trees. Your eyes adjust to the dim light, and you see your quarry scurry into a hole up ahead.

You keep running, jumping over fallen branches, until you arrive at the hole. You peer inside, but can't see very far.

<<if $physiquesize lte 10000>>
	<<link [[Squeeze through|Meadow Squeeze]]>><</link>><<small_text>>

<</if>>
<<link [[Crawl inside|Meadow Crawl]]>><</link>>

:: Meadow Ignore
<<effects>>

You decide to leave your clothes. Perhaps you can make a replacement from the plants here.

<<clothesruined>>
<<link [[Next|Meadow]]>><</link>>

:: Meadow Squeeze
<<effects>>

You drop to your knees and squeeze through the hole. The tunnel widens as you get deeper, though you can see little up ahead.

<<link [[Next|Meadow Tunnel]]>><</link>>

:: Meadow Crawl
<<effects>>

You drop to your knees and crawl into the hole. Your waist gets stuck. The tunnel itself is wider than the entrance. You just need to push yourself through.

<<generate1>><<person1>>
"What do we have here?" says a voice behind you. A hand gropes your <<bottom>>. "It's my lucky day."

<<link [[Next|Meadow Crawl Rape]]>><<set $molestationstart to 1>><</link>>

:: Meadow Crawl Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Meadow Crawl Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Meadow Crawl Rape Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Meadow Crawl Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Meadow Crawl Rape]]>><</link>><<nexttext>>
<</if>>

:: Meadow Crawl Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Thanks mystery slut," the <<person>> says behind you. "How about I give you a push?" <<His>> hand rests on your <<bottom>> once more, then shoves you forward.

	<<tearful>> you crawl deeper into the tunnel.

	<<endcombat>>

	<<link [[Next|Meadow Tunnel]]>><</link>>

<<elseif $enemyhealth lte 0>>
	You kick the <<person>> with enough force to push you the rest of the way through the hole.

	<<tearful>> you crawl deeper into the tunnel. You hear the <<person>> grumble behind you.

	<<endcombat>>

	<<link [[Next|Meadow Tunnel]]>><</link>>

<</if>>

:: Meadow Tunnel
<<set $outside to 0>><<set $location to "underground">><<effects>>

You crawl forward, until the tunnel widens so much you can stand fully upright. Thick tree roots sprout from the ceiling, curling down the walls.

The tunnel ends at a sheer drop. You hear the rush of water down below, and see an occasional flicker of light.

<<link [[Climb down|Meadow Tunnel Climb]]>><</link>><<athleticsdifficulty 1 1000>>

<<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>>
	<<link [[Glide down|Meadow Tunnel Glide]]>><</link>><<flight_text>>

<</if>>
<<link [[Dive|Meadow Tunnel Dive]]>><</link>><<swimmingdifficulty 1 1000>>

:: Meadow Tunnel Glide
<<effects>>

You dive from the ledge, letting the air carry you to a gentle landing.

<<link [[Next|Meadow Cave]]>><</link>>

:: Meadow Tunnel Climb
<<effects>>

You drop to your knees and put one foot over the drop. You push it against a jutting rock. It feels stable. Your other foot follows.
<<if $athleticsSuccess>>
	You make it to the bottom.

	<<link [[Next|Meadow Cave]]>><</link>>

<<else>>
	You're about halfway down when one of the rocks gives way. You plunge into the dark water below.<<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>>

	The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along.

	You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen.

	<<link [[Next|Meadow]]>><<clothesruined>><<unset $fox>><</link>>

<</if>>

:: Meadow Tunnel Dive
<<effects>>

You hope the water's deep enough. You place your arms above your head, and leap from the edge.
<<if $swimmingSuccess>>
	You break the water with elegance, and arc back to the surface. The water isn't too cold. You wonder how deep it is.<<water>>

	<<link [[Next|Meadow Cave]]>><</link>>

<<else>>
	You lose your balance, and flail as you collide with the water.<<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>

	The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along.

	You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen.

	<<link [[Next|Meadow]]>><<clothesruined>><<unset $fox>><</link>>

<</if>>

:: Meadow Cave
<<effects>>

You peer through the dark, and then you see it. A flash of white. You jog after it, careful to avoid the rocks strewn across the floor.

You see the end of the tunnel up ahead, lit by an unseen source. The tunnel turns, opening into a larger cavern. Another pool of water laps at a shore, but this one is different. Darker, and looking straight at it fills you with dread. As if something were looking back.<<gstress>>

<<link [[Next|Meadow Cave 2]]>><</link>>

:: Meadow Cave 2
<<effects>>
<<earnFeat "Cornered Rogue">>
Your eyes were so drawn by the water that it takes you a moment to notice the <<fox_text>>. <<fox_He>> stares at you, your clothes at <<fox_his>> feet. <<fox_He>> gives the entrance a furtive glance.

<<if $fox is "male" or $fox is "female">>

	<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
		"I-I'm sorry," <<fox_he>> says, fearful. "I didn't expect you to follow me here." <<fox_He>> glances around, then <<fox_his>> ears perk up. "I know!" <<fox_he>> continues. "I'll give you a present if you don't hurt me." <<fox_He>> lifts your clothes. Beneath them is another stone, but this one's engraved. It looks intricate. It might be valuable to a collector.

		"I found it in this cave. Fair?"

		<<link [[Accept|Meadow Cave Accept]]>><</link>>

	<<else>>
		"I-I'm sorry," <<fox_he>> says, fearful. "I didn't expect you to follow me here." <<fox_He>> glances around. "Please don't hurt me."

		<<link [[Forgive|Meadow Cave Accept]]>><</link>>

	<</if>>

	<<if $submissive lte 500 and $deviancy gte 55>>
		<<link [[Punish|Meadow Cave Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant4>><<defianttext>><<ltrauma>><<lstress>>

	<</if>>
<<else>>
	It runs for the tunnel, leaving your clothes behind. <<clotheson>>

	<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
		You're about to leave when you notice something strange about one of the stones. It's engraved. It might be worth something to a collector.
		<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>

	<<else>>

	<</if>>

	You turn away from the water, and walk back down the tunnel.

	<<link [[Next|Meadow Cave Exit]]>><<unset $fox>><</link>>

<</if>>

:: Meadow Cave Accept
<<effects>>

<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
	<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
	"Thank you!" the <<fox_text>> says. <<fox_He>> scurries back toward the tunnel, leaving your clothes and the strange stone behind.
<<else>>
	"Thank you!" the <<fox_text>> says. <<fox_He>> scurries back toward the tunnel, leaving your clothes behind.
<</if>>
<<clotheson>>

You turn away from the water, and walk back down the tunnel.

<<link [[Next|Meadow Cave Exit]]>><<unset $fox>><</link>>

:: Meadow Cave Punish
<<effects>>

"I don't think so," you say. You rush forward, and the <<fox_text>> trips backwards in a panic. You jump on top of <<fox_him>>, pinning <<fox_his>> arms with your hands.

"Now what shall I do with you?" you ask. <<fox_He>> squirms, as if to protect <<fox_his>> neck. You have something else in mind.

<<if $fox is "male">>
	<<if $cbchance gte random(1, 100)>>
		You release one of his arms, and place your fingers against his labia. He yelps in surprise.

		"This is what you get for crossing me," you say. You push a finger against his entrance, then thrust it inside.

		He stops struggling, but remains wary as you add a second finger. You release his other arm and scratch your nails against his chest. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. He squirms as much in discomfort as pleasure, but trembles as he approaches his peak.

		With a moan, his whole body shudders in orgasm.

	<<else>>
		You release one of his arms, and place your hand on his penis. He yelps in surprise.

		"This is what you get for crossing me," you say. You take his cock in your palm, and begin to knead it. It's soon erect.

		He stops struggling, but remains wary as you pump his length. You release his other arm and scratch your nails against his chest. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. He squirms as much in discomfort as pleasure, but trembles as he approaches his peak.

		With a gasp, he ejaculates all over his stomach.

	<</if>>
<<elseif $fox is "female">>
	<<if $dgchance gte random(1, 100)>>
		You release one of her arms, and place your hand on her penis. She yelps in surprise.

		"This is what you get for crossing me," you say. You take her cock in your palm, and begin to knead it. It's soon erect.

		She stops struggling, but remains wary as you pump her length. You release her other arm and pinch her nipple. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. She squirms as much in discomfort as pleasure, but trembles as she approaches her peak.

		With a gasp, she ejaculates all over her stomach.

	<<else>>
		You release one of her arms, and place your fingers against her labia. She yelps in surprise.

		"This is what you get for crossing me," you say. You push a finger against her entrance, then thrust it inside.

		She stops struggling, but remains wary as you add a second finger. You release her other arm and pinch her nipple. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. She squirms as much in discomfort as pleasure, but trembles as she approaches her peak.

		With a moan, her whole body shudders in orgasm.

	<</if>>
<</if>>

<<link [[Next|Meadow Cave Punish 2]]>><</link>>

:: Meadow Cave Punish 2
<<effects>>

<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
	<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
	"I think I've made myself clear," you say as you rise to your feet, picking up your clothes and the strange stone as you do.<<clotheson>>
<<else>>
	"I think I've made myself clear," you say as you rise to your feet, picking up your clothes as you do.<<clotheson>>
<</if>>

You walk back to the tunnel, leaving the <<fox_text>> panting on the ground.
<<deviancy4>>

<<link [[Next|Meadow Cave Exit]]>><<unset $fox>><</link>>

:: Meadow Cave Exit
<<set $outside to 1>><<set $location to "farm">><<effects>>

You walk back down the tunnel. The sheer wall looks imposing, but you find it easier to navigate now that you have clothes and time to spare.

You make it to the top, and squeeze through the entrance, emerging near the meadow.

<<link [[Next|Meadow]]>><</link>>

:: Meadow Chase Hill
<<effects>>

You keep low as you move, though you see no one else around.
<<if $athleticsSuccess>>
	You crest the hillock, and see the <<fox_text>> running for the surrounding woodland. You continue the chase, leaping over a fence as you close the distance.

	The <<fox_text>> makes a sudden turn near the trees, and then another.
	<<if $skulduggery gte random(1, 1050)>>
		You notice the hanging coils just in time, and evade them as the <<fox_text>> did.

		You outpace your quarry, and catch <<fox_him>> a little into the trees.
		<<if $fox is "male" or $fox is "female">>
			<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
				"I-I'm sorry," <<fox_he>> says, your arm around <<fox_his>> neck. "I didn't mean any harm. Here." <<fox_He>> drops your clothes. "I'll give you a present too if you don't hurt me. Something I found in a cave."

				<<link [[Accept|Meadow Chase Hill Accept]]>><</link>>

			<<else>>
				"I-I'm sorry," <<fox_he>> says, your arm around <<fox_his>> neck. "I didn't mean any harm. Here." <<fox_He>> drops your clothes. "Please let me go."

				<<link [[Forgive|Meadow Chase Hill Accept]]>><</link>>

			<</if>>

			<<if $submissive lte 500 and $deviancy gte 55>>
				<<link [[Punish|Meadow Chase Hill Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant4>><<defianttext>><<ltrauma>><<lstress>>

			<</if>>
		<<else>>
			It releases your clothes as your grasp it. It squirms free, and runs deeper into the wood. <<clotheson>>

			<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
				A stone falls from the bundle as you dress. It's engraved, and might be worth something to a collector.
				<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>

			<<else>>

			<</if>>

			You return to the meadow.

			<<link [[Next|Meadow]]>><<unset $fox>><</link>>

		<</if>>
	<<else>>
		You gain on <<fox_him>>, until you're only a pounce away.

		Your ankle is wrenched into the air, leaving you dangling from a rope, naked at the edge of the meadow. The <<fox_text>> evades another trap, then disappears into the trees.

		<<link [[Next|Meadow Chase Hill Trap]]>><<clothesruined>><<unset $fox>><</link>>

	<</if>>
<<else>>
	You crest the hillock, but don't see the <<fox_text>> anywhere. It must have already made it to he surrounding woodland.

	You creep back down. Maybe you can make some impromptu clothing from these plants.

	<<link [[Next|Meadow]]>><<clothesruined>><<unset $fox>><</link>>

<</if>>

:: Meadow Chase Hill Trap
<<effects>>

You look up. A rope coils around your ankle, attaching you to a thick branch above.

<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
	<<link [[Struggle (0:10)|Meadow Chase Hill Struggle]]>><<pass 10>><<pain 4>><</link>><<physiquedifficulty 1 16000>><<gpain>>

<</if>>
<<link [[Squirm (0:10)|Meadow Chase Hill Squirm]]>><<pass 10>><</link>><<dancedifficulty 1 1000>>

<<link [[Call for help|Meadow Chase Hill Call]]>><</link>>

:: Meadow Chase Hill Struggle
<<effects>>

<<if $physiqueSuccess>>
	You pry the rope with your fingers and wriggle your ankle. It's a little painful, but you manage to squirm free, landing in a heap.

	The thief is long gone. At least no one caught you in such a state.

	<<link [[Next|Meadow]]>><</link>>

<<else>>
	You pull the rope with your fingers and wriggle your ankle, but it's too tight.

	<<generate1>><<person1>>
	"Not what I was expecting," says a <<personsimple>>'s voice.
	<<if random(1, 2) is 2>>
		<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap.

		You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.

		<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		<<set $rescued += 1>>
		"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.

		"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"

		<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>

		<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>

	<</if>>
<</if>>

:: Meadow Chase Hill Squirm
<<effects>>

<<if $danceSuccess>>
	You squirm against the rope, careful not to tighten it further. Little by little, you manage to pull your heel through the knot, landing in a heap.

	The thief is long gone. At least no one caught you in such a state.

	<<link [[Next|Meadow]]>><</link>>

<<else>>
	You squirm agains the rope, but it only tightens further.

	<<generate1>><<person1>>
	"Not what I was expecting," says a <<personsimple>>'s voice.
	<<if random(1, 2) is 2>>
		<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. You land in a heap.

		You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.

		<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		<<set $rescued += 1>>
		"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.

		"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"

		<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>

		<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>

	<</if>>
<</if>>

:: Meadow Chase Hill Call
<<effects>>

Though worried about who will answer, you call for help. You soon hear footsteps behind you.

<<generate1>><<person1>>
"Not what I was expecting," says a <<personsimple>>'s voice.
<<if random(1, 2) is 2>>
	<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap.

	You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.

	<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>

<<else>>
	<<set $rescued += 1>>
	"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.

	"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"

	<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>

	<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>

<</if>>

:: Meadow Chase Hill Say
<<effects>>
<<towelup>>
<<if $phase is 0>>
	The <<person>> laughs. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I've had some tools go missing. Maybe the same thief. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do.

<<else>>
	"Suit yourself," the <<person>> says. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I won't have you catching a cold. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do.

<</if>>

<<He>> says goodbye, and walks into the woods.

<<link [[Next|Meadow]]>><<endevent>><</link>>

:: Meadow Chase Hill Rape
<<effects>>

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>
	<<npcoral>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Meadow Chase Hill Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Meadow Chase Hill Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Meadow Chase Hill Rape]]>><</link>><<nexttext>>
<</if>>

:: Meadow Chase Hill Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> shoves you to the ground. "You fucked up one of my traps," <<he>> says. "You're lucky I let you down." <<He>> walks away.

	<<tearful>> you rise to your feet.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Meadow]]>><</link>>

<<else>>
	The <<person>> backs away from you. Right into one of <<his>> traps. <<He>> shouts in surprise as the rope hoists <<him>> into the air, leaving <<him>> dangling.

	<<tearful>> you climb to your feet. "Look. I'm sorry," <<he>> says as <<he>> spins. "Could you help me down?"

	<<link [[Help|Meadow Chase Hill Help]]>><</link>>

	<<link [[Walk away|Meadow Chase Hill Walk]]>><<def 1>><</link>>

	<<link [[Rob|Meadow Chase Hill Rob]]>><</link>><<crime>>

<</if>>

:: Meadow Chase Hill Help
<<effects>>

You give the <<person>> <<his>> discarded knife. You know better than to hang around. You're back over the ridge before <<he>> manages to saw <<himself>> free.

<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>

:: Meadow Chase Hill Walk
<<effects>>

You ignore the <<person>>, and walk away.

<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>

:: Meadow Chase Hill Rob
<<effects>>

<<His>> satchel fell as <<he>> was lifted. You search inside. "Get your mitts off," <<he>> says, reaching to grab you. <<Hes>> too far away.

You find a <<wallet>> inside, and

<<if $rng gte 81>>
	<<moneyGain 200 true true>>
<<elseif $rng gte 61>>
	<<moneyGain 100 true true>>
<<elseif $rng gte 41>>
	<<moneyGain 80 true true>>
<<elseif $rng gte 21>>
	<<moneyGain 60 true true>>
<<else>>
	<<moneyGain 60 true true>>
<</if>>
inside that.

"Put that back," the <<person>> says. You ignore <<him>>, and walk away.

<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>

:: Meadow Chase Hill Accept
<<effects>>

You release the <<fox_text>>.

<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
	<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
	"Thank you!" the <<fox_he>> says. "I'll be right back." <<He>> disappears between the trees.

	<<pass 2>>
	<<clotheson>>
	You wait a minute. Then another. Then you hear a rustle behind a tree. You investigate, and find an engraved stone lying on the ground. You're not sure what it is, but it looks intricate. It might be worth something to a collector.

<<else>>
	"Thank you!" the <<fox_he>> says. <<fox_He>> scurries deeper into the wood, leaving your clothes behind.

	<<clotheson>>
<</if>>

<<link [[Next|Meadow]]>><<unset $fox>><</link>>

:: Meadow Chase Hill Punish
<<effects>>

"I don't think so," you say. "You're right where I want you." <<fox_He>> tries to squirm free,

<<if $fox is "male">>
	<<if $cbchance gte random(1, 100)>>
		but reach beneath him, and place your fingers against his labia. He yelps in surprise.

		"This is what you get for crossing me," you say. You push a finger against his entrance, then thrust it inside.

		He stops struggling, but remains wary as you add a second finger. You run your other hand down his shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. He squirms as much in discomfort as pleasure, but trembles as he approaches his peak.

		With a moan, his whole body shudders in orgasm.

	<<else>>
		but reach beneath him, and wrap your fingers around his penis. He yelps in surprise.

		"This is what you get for crossing me," you say. You take his cock in your palm, and begin to knead it. It's soon erect.

		He stops struggling, but remains wary as you pump his length. You run your other hand down his shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. He squirms as much in discomfort as pleasure, but trembles as he approaches his peak.

		With a gasp, he ejaculates onto the forest floor.

	<</if>>
<<elseif $fox is "female">>
	<<if $dgchance gte random(1, 100)>>
		but reach beneath her, and place your hand on her penis. She yelps in surprise.

		"This is what you get for crossing me," you say. You take her cock in your palm, and begin to knead. It's soon erect.

		She stops struggling, but remains wary as you pump her length. You run your other hand down her shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. She squirms as much in discomfort as pleasure, but trembles as she approaches her peak.

		With a gasp, she ejaculates all over the forest floor.

	<<else>>
		but reach beneath her, and place your fingers against her labia. She yelps in surprise.

		"This is what you get for crossing me," you say. You push a finger against her entrance, then thrust it inside.

		She stops struggling, but remains wary as you add a second finger. You run your other hand down her shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. She squirms as much in discomfort as pleasure, but trembles as she approaches her peak.

		With a moan, her whole body shudders in orgasm.

	<</if>>
<</if>>

<<link [[Next|Meadow Chase Hill Punish 2]]>><</link>>

:: Meadow Chase Hill Punish 2
<<effects>>

"I think I've made myself clear," you say as you rise to your feet, picking up your clothes as you do.<<clotheson>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
	<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
	Something fell from the bundle as you dressed. You look closer. It's a smooth stone, covered with engravings. It might be worth something to a collector.

<<else>>

<</if>>

You walk back to the meadow.
<<deviancy4>>

<<link [[Next|Meadow]]>><<unset $fox>><</link>>

:: Cult Intro

You crawl through the narrow passage. Eventually, it opens up to a chamber of stonework. Torches light the area in flickering orange light, illuminating strange symbols all over the walls and large bits of pottery. You hear footsteps ahead.

<<link [[Sneak back the way you came|Meadow]]>><<pass 5>><</link>>

<<set $skulduggerydifficulty to 300>>
<<link [[Hide|Cult Stealth]]>><</link>><<skulduggerydifficulty>>

<<link [[Approach|Cult Direct]]>><</link>>

:: Cult Search

You look around the meadow, searching for anything that might be considered out of place.

<<if $rng gte 67>>
	After about half an hour, you spot an old gate half-buried in the earth, between two otherwise innocuous trees. It leads deeper underground.

 <<set $cultentrancefound to 1>>
	<<link [[Enter|Cult Intro]]>><</link>>
	<<link [[Leave|Meadow]]>><</link>>
<<elseif $rng gte 34 and $awareness gte random(1,1000)>>
	After about half an hour, you spot an old gate half-buried in the earth, between two otherwise innocuous trees. It leads deeper underground.

 <<set $cultentrancefound to 1>>
	<<link [[Enter|Cult Intro]]>><</link>>
	<<link [[Leave|Meadow]]>><</link>>
<<else>>
	After about half an hour of searching, you find yourself no closer to finding the supposed underground village.

	<<link [[Next|Meadow]]>><</link>>
<</if>>

repo_name: Area/degrees

license: mit


code:
:: Farm Road 1
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "farmroad1">>

<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. The buildings become sparser, though collections of homes still dot the hills.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. The homes become more numerous, dotting the hills in clusters.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. Collections of homes dot the hills.
<</if>>

<<if $farm>>
	<<if $farm.steed>>
		Your $farm.steed steed grazes in an empty field.

	<</if>>
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>
		You hear a screech of wheels behind you. A car is fast approaching, and isn't leaving much room between it and the thorny bushes along your side of the road.

		<<link [[Jump into the bushes|Farm Road Jump]]>><<pain 6>><</link>><<gpain>>

		<<if $submissive lte 500>>
			<<link [[Stand your ground|Farm Road Stand]]>><<def 1>><</link>><<defianttext>>

		<</if>>
	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Walk into the countryside (0:30)|Farm Road 2]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>

	<<if $farm>>
		<<if $farm.steed>>
			<<if $farm.stable gte 1>>
				<<ind>><<link [[Ride to the farm (0:15)|Farm Ride Farm]]>><<tiredness 2>><<loadNPC 0 "saddled_steed">><<pass 15>><</link>><<gtiredness>>

			<<else>>
				<<ind>><<link [[Ride to the farm (0:30)|Farm Ride Farm]]>><<tiredness 2>><<loadNPC 0 "saddled_steed">><<pass 30>><</link>><<gtiredness>>

			<</if>>
		<</if>>
	<</if>>
	<<ind>><<link [[Enter town (0:05)|Harvest Street]]>><<pass 5>><</link>>

<</if>>

<<set $eventskip to 0>>

:: Farm Road 2
<<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad2">>

<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. There are few buildings here, barring the occasional manor.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. You see the occasional building, stately manors tucked among the hills and trees.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. Several manors dot the hills around you.
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>
		A dog barks at you from behind an ornate gate.<<gstress>><<stress 6>>

		<<destinationfarmroad>>
	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 3]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>

	<<ind>><<link [[Walk towards town (0:30)|Farm Road 1]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>

<</if>>

<<set $eventskip to 0>>

:: Farm Road 3
<<location "farmroad3">><<effects>>

<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. The trees become thicker, until the road is surrounded.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. The road drops into a thicket, trees surrounding you on both sides.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. The road is surrounded by trees.
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>
		A breeze blows through the trees, swaying the boughs and caressing your face.<<lstress>><<stress 6>>

		<<destinationfarmroad>>
	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 4]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>

	<<ind>><<link [[Walk towards town (0:30)|Farm Road 2]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>

<</if>>

<<set $eventskip to 0>>

:: Farm Road 4
<<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad4">>

<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. The road bends upwards, crowning a hill and emerging from the trees. The sea greets you on the horizon.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. The surrounding countryside becomes less wild, but more hilly. You crown one of the hills, and the sea greets you on the horizon.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. You're atop a hill, and can view the sea on the horizon.
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>
		A strong wind rushes over the crest, almost blowing you over.

		<<if $worn.head.name isnot "naked" and (!$worn.head.outfitSecondary or !$worn.head.outfitSecondary.includes("upper"))>>
			It snatches the $worn.head.name from your head!<<headstrip>>

			<<link [[Chase after it|Farm Road Chase]]>><</link>>

			<<link [[Leave it|Farm Road Leave]]>><</link>>

		<<else>>

			<<destinationfarmroad>>
		<</if>>
	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 5]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>

	<<ind>><<link [[Walk towards town (0:30)|Farm Road 3]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>

<</if>>

<<set $eventskip to 0>>

:: Farm Road 5
<<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad5">>

<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. The hills become flatter, and the ground more barren. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. The fields give way to a barren, tortured plain. Brown bushes struggle through the earth. Strange, thorny growth strangle the trees.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. The road is surrounded by a barren plain. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees.
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>
		You hear a terrible screech. <<if $syndromebird isnot 1>><<gstress>><<stress>><</if>>

		<<destinationfarmroad>>
	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 6]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>

	<<ind>><<link [[Walk towards town (0:30)|Farm Road 4]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>

<</if>>

<<set $eventskip to 0>>

:: Farm Road 6

<<set $outside to 1>><<set $location to "farm">><<effects>><<set $bus to "farmroad6">>
<<if $phase is 1>>
	<<set $phase to 0>>
	You walk deeper into the countryside. The land becomes greener and more organised, split by hedges into separate fields.<<physique 3>>
<<elseif $phase is 2>>
	<<set $phase to 0>>
	You walk towards town. Fields still flank the road on both sides.<<physique 3>>
<<else>>
	You are on the road that connects the town and surrounding farmlands. Fields flank the road on both sides.
<</if>>

<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
	<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51>>

		<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
			<<if $malechance lt random(1, 100)>>
				A naked girl with cow ears, horns and tail stops grazing and walks up to the fence around her field. She moos at you.

				<<set $road_pet to "cowgirl">>
			<<else>>
				A naked boy with bull ears, horns and tail stops grazing and walks up to the fence around his field. He moos at you.

				<<set $road_pet to "bullboy">>
			<</if>>
		<<else>>
			A cow stops grazing and walks up to the fence around its field. It moos at you.

			<<set $road_pet to "cow">>
		<</if>>
		<<link [[Pet|Farm Road Pet]]>><<stress -6>><</link>><<lstress>>

		<<link [[Ignore|Farm Road 6]]>><<unset $road_pet>><</link>>

	<<else>>
		<<hitchhike>>
	<</if>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "countryside">>
	<</if>>
	<<if $exposed lte 0>>
		<<ind>><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>

	<</if>>
	<<roadicon>><<link [[Enter the farmlands (0:05)|Farmland]]>><<pass 5>><</link>>

	<<ind>><<link [[Walk towards town (0:30)|Farm Road 5]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>

<</if>>
<<set $eventskip to 0>>

:: Farm Hitchhike

<<effects>>
<<if $daystate is "night" and random(1, 5) lte 4>>
	You stand at the side of the road and wait for a car to pass. No one drives by. Few travel the countryside at night.

	<<destinationfarmroad>>

<<else>>
	You stand at the side of the road and stick out your thumb.

	<<hitchhike>>
<</if>>

:: Farm Hitchhike Run
<<effects>>

<<if $athleticsSuccess>>
	You dodge the <<persons>> grasp and run off the road. They chase after you, but you manage to lose them in the wild.

	<<pass 10>>
	You hide within a copse until they give up the search, and you hear them drive away.

	<<endevent>>
	<<destinationfarmroad>>
<<else>>
	You dodge the <<persons>> grasp and run off the road. They chase after you, and tackle you to the dirt.

	<<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Farm Hitchhike Rape

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Farm Hitchhike Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Farm Hitchhike Rape Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Farm Hitchhike Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Farm Hitchhike Rape]]>><</link>><<nexttext>>
<</if>>

:: Farm Hitchhike Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	They leave you lying near the side of the road, and drive away.

	<<tearful>> you stagger to your feet.

	<<clotheson>>
	<<endcombat>>
	<<destinationfarmroad>>

<<else>>
	You shove the <<person1>><<person>> into a ditch, and leap over <<him>>, disappearing into a thicket.

	<<tearful>> you hide in a copse of trees. You wait until they give up the search, and you hear them drive away<<pass 5>>

	<<clotheson>>
	<<endcombat>>
	<<destinationfarmroad>>

<</if>>

:: Farm Hitchhike Pair
<<effects>>

You climb over the <<person1>><<person>>, and sit above the gearbox. It's not a comfortable position, and the driver puts <<his>> hand awfully close to your <<genitals>> whenever <<he>> changes gear.

Despite the awkward position, the journey is smooth. The <<person2>><<person>> won't stop talking, with the <<person1>><<person>> nodding along and giving an occasional a single word response.

<<link [[Keep riding|Farm Hitchhike Pair Journey]]>><</link>>

<<if $promiscuity gte 35>>
	<<link [[Reward them with your hand|Farm Hitchhike Pair Handjob]]>><</link>><<promiscuous3>>
<</if>>

:: Farm Hitchhike Pair Handjob
<<effects>>

<<person1>>
<<if $pronoun is "f">>
	<<if $NPCList[0].penis isnot "none">>
		You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> penis.

		"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect.

	<<else>>
		You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> pussy.

		"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly.

	<</if>>
<<else>>
	<<if $NPCList[0].penis isnot "none">>
		You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> penis.

		"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect.

	<<else>>
		You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> pussy.

		"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly.

	<</if>>
<</if>>

<<person2>>
<<if $pronoun is "f">>
	<<if $NPCList[1].penis isnot "none">>
		You rest your other hand on the <<person2>><<persons>> thigh. <<He>> lifts <<his>> skirt in anticipation, revealing <<his>> $NPCList[1].penisdesc. You don't disappoint, and take <<his>> shaft in your hand.
	<<else>>
		You rest your other hand on the <<person2>><<persons>> thigh. <<He>> lifts <<his>> skirt in anticipation, revealing <<his>> pussy. You don't disappoint, and press a finger against <<his>> clit.
	<</if>>
<<else>>
	<<if $NPCList[1].penis isnot "none">>
		You rest your other hand on the <<person2>><<persons>> thigh. <<He>> unzips <<his>> fly in anticipation, revealing <<his>> $NPCList[1].penisdesc. You don't disappoint, and take <<his>> shaft in your hand.
	<<else>>
		You rest your other hand on the <<person2>><<persons>> thigh. <<He>> unzips <<his>> fly in anticipation, revealing <<his>> pussy. You don't disappoint, and press a finger against <<his>> clit.
	<</if>>
<</if>>

<<promiscuity3>>

The <<person1>><<persons>> control of the wheel becomes unsteady as <<he>> approaches <<his>> peak.

<<link [[Finish them off|Farm Hitchhike Pair Finish]]>><</link>>

<<if $analdisable is "f" and $worn.genitals.anal_shield isnot 1 and $promiscuity gte 55>>
	<<link [[Rub your ass against the gear stick|Farm Hitchhike Pair Gear]]>><</link>><<promiscuous4>>

<</if>>

:: Farm Hitchhike Pair Gear
<<effects>>
<<earnFeat "Rear Passenger">>
You bounce your <<bottom>> against the gear stick as you fondle the pair. You bounce a little too hard, and the stick shifts downward.
<<promiscuity4>>

The engine roars and the car speeds up. Frantic, both the <<person1>><<person>> and <<person2>><<person>> grope for the stick, but their rough fondling finds your <<genitals>> instead.<<ggarousal>><<arousal 2000>>

<<if $arousal gte $arousalmax>>
	<<orgasm>> The pair withdraw their hands as you lean forward, gripping their thighs for support. Your movement shifts the gear stick again, and the car returns to a more reasonable pace.
<<else>>
	You withdraw from their clumsy probing, shifting the gear back into its proper place, just in time for the <<person1>><<person>> to avoid swerving into a ditch.
<</if>>

<<link [[Next|Farm Hitchhike Pair Finish]]>><</link>>

:: Farm Hitchhike Pair Finish
<<effects>>

You continue the assault, playing with the pair until they shudder into orgasm. The <<person2>><<person>> clutches <<his>> seat. The <<person1>><<person>> almost swerves off the road.

<<if $NPCList[0].penis isnot "none">>
	<<set $player.bodyliquid.rightarm.semen += 1>>
<</if>>

<<if $NPCList[1].penis isnot "none">>
	<<set $player.bodyliquid.leftarm.semen += 1>>
<</if>>
They seem satisfied. The <<person2>><<person>> spends the rest of the journey in a quiet daze.

<<pass 15>>
<<if $phase is 1>>
	You are driven into town. You give the pair a sly wink as you bid them farewell.

	<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
	You arrive in the farmlands. You give the pair a sly wink as you bid them farewell.

	<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Farm Hitchhike Pair Journey
<<effects>>

<<pass 15>>
<<if $phase is 1>>
	You are driven into town, and bid the pair farewell.

	<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
	You arrive in the farmlands, and bid the pair farewell.

	<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Farm Hitchhike Pair Refuse
<<effects>>

You step away from the car. "Suit yourself," the <<person>> says. The window shuts, and they drive away.

<<endevent>>
<<destinationfarmroad>>

:: Farm Hitchhike Exposed
<<effects>>

"I can take you there," the <<person>> says. "But first,
<<if $worn.upper.set is $worn.lower.set>>
	<<if $worn.upper.gender is "f">>
		give me your dress. Don't worry, I'll give it back."
	<<else>>
		give me your clothes. Don't worry, I'll give them back."
	<</if>>

	<<Hes>> serious,

	<<if $worn.under_upper.exposed lte 0>>
		<<if $worn.under_lower.exposed lte 0>>
			but at least you're wearing something beneath.

			<<if $exhibitionism gte 15>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<<else>>
			and you're not wearing underwear beneath.

			<<if $exhibitionism gte 35>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<</if>>
	<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
		<<if $worn.under_lower.exposed lte 0>>
			and you're not wearing a bra or anything beneath.

			<<if $exhibitionism gte 15>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<<else>>
			and you're not wearing anything beneath.

			<<if $exhibitionism gte 35>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<</if>>
	<<else>>
		<<if $worn.under_lower.exposed lte 0>>
			and you're not wearing a top beneath.

			<<if $exhibitionism gte 15>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<<else>>
		and you're not wearing anything beneath.

			<<if $exhibitionism gte 35>>
				<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>

			<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

		<</if>>
	<</if>>

<<elseif !$worn.upper.type.includes("naked")>>
	give me your shirt. Don't worry, I'll give it back."

	<<Hes>> serious,

	<<if $worn.under_upper.exposed lte 0>>
		but at least you're wearing something underneath.

		<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>>

		<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

	<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
		and you're not wearing anything underneath.

		<<if $exhibitionism gte 15>>
			<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>><<exhibitionist2>>

		<</if>>
			<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

	<<else>>
		but <<he>> does say <<he>> will return it.

		<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>>

		<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

	<</if>>
<<else>>
	give me your bottoms. Don't worry, I'll give it back."

	<<Hes>> serious,

	<<if $worn.under_lower.exposed lte 0>>
		but at least you're wearing something underneath.

		<<if $exhibitionism gte 15>>
			<<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist2>>

		<</if>>
		<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

	<<else>>
		and you're wearing nothing beneath.

		<<if $exhibitionism gte 35>>
			<<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist3>>

		<</if>>
		<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>

	<</if>>
<</if>>

:: Farm Hitchhike Exposed Refuse
<<effects>>

You step away from the <<person>>. "Suit yourself," <<he>> says, before driving away.

<<endevent>>
<<destinationfarmroad>>

:: Farm Hitchhike Exposed Full
<<effects>>

<<if $worn.under_upper.exposed lte 0>>
	<<if $worn.under_lower.exposed lte 0>>
		You remove your $worn.upper.name, revealing your $worn.under_upper.name and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism2>>

	<<else>>
		You remove your $worn.upper.name, revealing your $worn.under_upper.name and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism3>>
	<</if>>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
	<<if $worn.under_lower.exposed lte 0>>
		You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism2>>
	<<else>>
		You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism3>>
	<</if>>
<<else>>
	<<if $worn.under_lower.exposed lte 0>>
		You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism2>>
	<<else>>
		You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands.
		<<exhibitionism2>>
	<</if>>
<</if>>
<<upperstrip>>

<<if $rng gte 81>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.

	You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<endevent>><<upperruined>><<lowerruined>>
	<<destinationfarmroad>>

<<else>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.

	You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>

	<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>

<</if>>

:: Farm Hitchhike Exposed Bottom
<<effects>>

<<if $worn.under_lower.exposed lte 0>>
	You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands.
	<<exhibitionism2>>
<<else>>
	You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands.
	<<exhibitionism3>>
<</if>>
<<lowerstrip>>

<<if $rng gte 81>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<endevent>><<lowerruined>>
	<<destinationfarmroad>>

<<else>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>

	<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>

<</if>>

:: Farm Hitchhike Exposed Top
<<effects>>

<<if $worn.under_upper.exposed lte 0>>
	You tug off your $worn.upper.name, exposing your $worn.under_upper.name. The <<person>> ogles you, and snatches the top from your hands.

<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
	You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands.<<covered>><<exhibitionism2>>

<<else>>
	You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands.

<</if>>
<<upperstrip>>

<<if $rng gte 81>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your chest with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<endevent>><<upperruined>>
	<<destinationfarmroad>>

<<else>>
	"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>

	<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>

<</if>>

:: Farm Hitchhike Exposed Journey
<<effects>>

You sit beside the <<person>> as <<he>> drives, though <<he>> spends almost much time looking at your <<lewdness>> as at the road.

<<He>> comes to a stop, and turns to you.

<<if $worn.lower.exposed lte 1>>
	"I'm gonna need a little more from you," <<he>> says, stroking your $worn.lower.name while leaning over you to open the door on your side. "Take this off. Or get out."

	<<if $worn.under_lower.exposed lte 0>>
		<<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<else>>
		You're not wearing anything beneath.

		<<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<</if>>
	<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>>

<<elseif $worn.under_upper.exposed is 0>>
	"I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_upper.name while leaning over you to open the door on your side. "Take this off. Or get out."

	<<if $worn.under_upper.set is $worn.under_lower.set>>
		<<link [[Give up your underwear|Farm Hitchhike Exposed Full 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
		<<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<else>>
		<<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<</if>>
	<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>>

<<elseif $worn.under_lower.exposed is 0>>
	"I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_lower.name while leaning over you to open the door on your side. "Take this off. Or get out."

	<<link [[Give up your bottoms|Farm Hitchhike Exposed Under Bottom]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>

<<else>>
	"It's a long journey," <<he>> says while leaning over you to open the door on your side "Step outside a moment."

	<<link [[Step outside|Farm Hitchhike Exposed Step]]>><</link>>

<</if>>

:: Farm Hitchhike Exposed Full 2
<<effects>>

You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>.

<<underupperstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."

<<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>

:: Farm Hitchhike Exposed Top 2
<<effects>>

You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>.

<<underupperstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."

<<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>

:: Farm Hitchhike Exposed Bottom 2
<<effects>>

You shuffle out of your $worn.lower.name, and hand it to the <<person>>.

<<lowerstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."

<<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>

:: Farm Hitchhike Exposed Under Bottom
<<effects>>

You shuffle out of your $worn.under_lower.name, and hand it to the <<person>>.

<<underlowerstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."

<<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>

:: Farm Hitchhike Exposed Step
<<effects>>

You climb from the car. "Close it." You do so, leaving you outside. <<covered>>

The <<person>> observes you for a moment. <<He>> beats the wheel with the tips of <<his>> fingers, as if considering leaving you here without clothes. "Alright," <<he>> says at last. "You can come back in."

<<hitchhike_journey_nude>>

:: Farm Hitchhike Exposed Refuse 2
<<effects>>

<<if $submissive gte 1150>>
	"This is wrong," you say. "Take me where I want to go. And give me back my clothes!"
<<elseif $submissive lte 850>>
	"Fuck you," you say. "We had an agreement. Take me where I want to go. And give me back my clothes."
<<else>>
	"I'm not playing your game," you say. "Take me where I want to go, and give me back my clothes."
<</if>>

"You'll do as I say," the <<person>> sneers, grasping your neck.

<<if $physiqueSuccess>>
	<<He>> tries to push you from the car, but you resist. You push <<his>> arms away and kick <<him>> in the face. You feel something come loose.

	<<He>> clutches <<his>> face in one hand, while holding the other up in surrender. "F-fine," <<he>> says. "You violent psycho."

	<<clotheson>>
	<<He>> wipes the blood away while you get dressed.

	<<link [[Next|Farm Hitchhike Defiant]]>><</link>>

<<else>>
	<<He>> shoves you from the car, where you roll onto the dusty road. <<He>> slams the door shut, and drives away. <<stealclothes>>

	<<endevent>>
	<<destinationfarmroad>>
<</if>>

:: Farm Hitchhike Defiant
<<effects>>

<<hitchhike_journey>>

:: Farm Hitchhike Exposed Journey 2
<<effects>>

<<if $phase is 1>>

	<<He>> lets you dress as you drive into town. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away.

	<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>

	<<He>> lets you dress as you arrive at the farmlands. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away.

	<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Farm Hitchhike Kneel Refuse
<<effects>>

"Suit yourself," the <<person>> says. <<He>> closes the door and drives away.

<<endevent>>
<<destinationfarmroad>>

:: Farm Hitchhike Kneel
<<effects>>

You kneel in front of the <<person>>. <<He>> grasps your hair with one hand while <<if $pronoun is "m">>unzipping <<his>> fly<<else>>lifting <<his>> skirt<</if>> with the other. <<He>> pushes your face against <<his>> <<if $NPCList[0].penis isnot "none">>erect <<print $NPCList[0].penisdesc>><<else>>pussy<</if>>.<<promiscuity4>>

<<link [[Next|Farm Hitchhike Oral]]>><<set $sexstart to 1>><</link>>

:: Farm Hitchhike Oral

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust += 100>><<npcoral>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Farm Hitchhike Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Farm Hitchhike Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Hitchhike Oral Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Farm Hitchhike Oral]]>><</link>><<nexttext>>
<</if>>

:: Farm Hitchhike Oral Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Good <<girl>>," <<he>> says, leaning back in <<his>> seat. "Get in."

	<<tearful>> you climb in the back.

	<<clotheson>>

	"Where are you going anyway?"

	<<link [[Town|Farm Hitchhike Oral End]]>><<set $phase to 1>><</link>>

	<<link [[Farms|Farm Hitchhike Oral End]]>><<set $phase to 2>><</link>>

<<elseif $enemyhealth lte 0>>
	You shove the <<person>> back into <<his>> car, and run. You take cover within a copse just off the road, until you hear <<him>> drive away.

	<<tearful>> you return to the road.

	<<clotheson>>
	<<endcombat>>
	<<destinationfarmroad>>
<<else>>
	"Fine," the <<person>> says. "But I'm not helping." <<He>> slams the door shut and drives away.

	<<tearful>> you walk to the side of the road.

	<<clotheson>>
	<<endcombat>>
	<<destinationfarmroad>>
<</if>>

:: Farm Hitchhike Oral End
<<effects>>

<<hitchhike_journey>>

:: Farm Hitchhike Ask
<<effects>>

<<if $rng gte 51>>
	<<if $phase is 1>>
		"I'm heading to town anyway," the <<person>> says. "Hop in."
	<<else>>
		"I'm heading out there anyway," the <<person>> says. "Hop in."
	<</if>>

	<<He>> leans back and opens a door.
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
		The backseat is covered in empty pizza boxes. "Just shove them to the floor," <<he>> adds, sheepish.
	<<elseif $rng gte 61>>
		The interior is clean and unremarkable.
	<<elseif $rng gte 41>>
		The interior is lit by a purple glow, and the seats look made from an exotic animal hide.
	<<elseif $rng gte 21>>
		The interior is clean and smart.
	<<else>>
		The interior smells like wet dog.
	<</if>>

	<<link [[Get in (0:15)|Farm Hitchhike Journey]]>><</link>>

	<<link [[Refuse|Farm Hitchhike Refuse]]>><</link>>

<<else>>
	"I'm going in the opposite direction," the <<person>> says. "Sorry." <<He>> closes <<his>> window.

	<<link [[Step away|Farm Hitchhike Step]]>><</link>>

	<<if $submissive gte 1500>>
		<<link [[Beg (0:15)|Farm Hitchhike Beg]]>><><</link>><<submissivetext>>

	<</if>>
<</if>>

:: Farm Hitchhike Beg
<<effects>>

You rush forward <<if $pain gte 40>>, tears streaming down your cheeks,<<else>> and bang on the window<</if>>. "Please don't leave me out here!" you say. "There are horrible people out, and I'm all alone, and, and..."

The <<person>> hesitates, then leans back to open one of the back doors. "Get in."

You thank the <<person>> and climb in the back.

<<if $phase is 1>>

	You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges on Harvest Street all the same. You climb from the car, and <<he>> drives away.

	<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
	You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges in the farmlands all the same. You climb from the car, and <<he>> drives away.

	<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Farm Hitchhike Step
<<effects>>

You step away from the car, and the <<person>> drives away.

<<endevent>>
<<destinationfarmroad>>

:: Farm Hitchhike Refuse
<<effects>>

You step away from the car. The <<person>> shrugs and drives away.

<<endevent>>
<<destinationfarmroad>>

:: Farm Hitchhike Journey
<<effects>>

You climb in. The <<person>> pulls away as soon as the door closes.

<<hitchhike_journey>>

:: Farm Road Passout
<<effects>>

<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>

You're jolted awake by a rumble. You're in a back of a van. You struggle to your feet and look around, but can see no obvious way out. The van comes to a stop, and a <<person>> throws open the van doors.

You see the interior of a barn. The <<person>> isn't alone. Three others stand with <<him>>, examining you.

<<person2>>"You weren't lying," a <<person>> says. "Good stock. Would make a fine breeder."

<<person3>>"Breeder?" a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.

<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>

<<link [[Submit|Street Van Submit]]>><><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

:: Farm Road Jump
<<effects>>

You leap aside, avoiding the speeding vehicle.

<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
	You tear yourself free from the tangle. Your clothes snag on the thorns.
<</if>>

<<set $worn.over_upper.integrity -= 10>><<set $worn.over_lower.integrity -= 10>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_upper.integrity -= 10>><<set $worn.under_lower.integrity -= 10>>
<<integritycheck>><<exposure>>

<<destinationfarmroad>>

:: Farm Road Stand
<<effects>>

You turn to face the oncoming vehicle. It flashes its lights. You hold up your middle finger, and force it to drive around you.

<<destinationfarmroad>>

:: Farm Road Chase
<<effects>>

You chase after your headwear, off the road and down the ridge of a hill. It settles on a tree branch.

<<if $physiquesize gte 16000>>
	You jump in the air, and just about reach it. <<large_text>>
<<else>>
	It's too high to reach, so you pick up a nearby stick to help. You manage to hook it on the end.
<</if>>

<<clotheson>>

<<if $rng gte 61>>
	You hear a buzz. A swarm of bees emerge from a hive, agitated by the moving branch. You run back to the road in a panic.<<gtrauma>><<gstress>><<gstress>><<stress 6>>

	<<destinationfarmroad>>
<<else>>
	You return to the road, your $worn.head.name back where it belongs.

	<<destinationfarmroad>>
<</if>>

:: Farm Road Leave
<<effects>>

You decide not to run off the road in pursuit, and continue without your headwear.

<<headruined>>

<<destinationfarmroad>>

:: Farm Road Pet
<<effects>>

<<if $road_pet is "cowgirl">>
	You pet the cowgirl's head. She moos again and licks your fingers.
<<elseif $road_pet is "bullboy">>
	You pet the bullboy's head. He moos again and licks your fingers.
<<else>>
	You pet the cow's head. It moos again and licks your fingers.
<</if>>

<<unset $road_pet>>
<<destinationfarmroad>>

:: Farm Saddle
<<effects>>

<<loadNPC 0 "saddled_steed">>

You saddle your $farm.steed <<beasttype>>, and climb atop.

<<if $farm.stable gte 1>>
	<<link [[Ride to town (0:15)|Farm Ride Town]]>><<tiredness 2>><<pass 15>><</link>><<gtiredness>>

<<else>>
	<<link [[Ride to town (0:30)|Farm Ride Town]]>><<tiredness 3>><<pass 30>><</link>><<gtiredness>>

<</if>>
<<link [[Saddle a different horse (0:10)|Farm Steed]]>><<pass 10>><<endevent>><</link>>

<<link [[Dismount|Farm Work]]>><<endevent>><</link>>

:: Farm Saddle New
<<effects>>

<<if $farm.steed>>
	<<clearNPC "saddled_steed">>
	<<set $farm.steed to 0>>
<</if>>

You saddle the <<beasttype>>.
<<if $farm.beasts.horses gte 20>>
	<<if $monster is 1>>
		"I'm grateful for your trust," <<bhe>> says, bowing <<bhis>> head. "It'll be nice to stretch my legs."
	<<else>>
		<<bHe>> licks your shoulder.
	<</if>>
<<elseif $farm.beasts.horses gte 5>>
	<<if $monster is 1>>
		"As you wish," <<bhe>> says. "Don't expect me to enter that hive the humans live in. The smell is unbearable."
	<<else>>
		<<bHe>> remains passive as you work.
	<</if>>
<<else>>
	<<if $monster is 1>>
		"Careful <<girl>>," <<bhe>> says. "Or I'll be riding you."
	<<else>>
		<<bHe>> bites at you, but allows you to finish.
	<</if>>
<</if>>

<<if $thighskill gte 200>>
	<<saveNPC 0 "saddled_steed">>
	<<set $farm.steed to clone($NPCList[0].hair)>>
	You climb upon <<bhis>> back, and spurt <<bhim>> to a trot. The force surprises you, but you manage to hold on. The wind blows your hair as you circle the yard.

	<<if $farm.stable gte 1>>
		<<link [[Ride to town (0:15)|Farm Ride Town]]>><<tiredness 2>><<pass 15>><</link>><<gtiredness>>

	<<else>>
		<<link [[Ride to town (0:30)|Farm Ride Town]]>><<tiredness 3>><<pass 30>><</link>><<gtiredness>>

	<</if>>
	<<link [[Dismount|Farm Work]]>><<endevent>><</link>>

<<else>>
	You climb upon <<bhis>> back, and spur <<bhim>> to a trot. The force jolts you from your seat.

	<<if $monster gte 1>>
		The centaur laughs.
	<<else>>
		The horse whinnies.
	<</if>>
	<<gpain>><<pain 4>>

	D Thigh Skill or higher required. There's a riding school nearby.

	<<link [[Next|Farm Work]]>><<endevent>><</link>>

<</if>>

:: Farm Steed
<<effects>>

<<if $farm_work.horses_out is 1>>
	You enter the field to observe the <<farm_text_many horse>>.

<<else>>
	You approach the stable to observe the <<farm_text_many horse>>.
<</if>>

 Perhaps you could ride one to town.

<<beastNEWinit 1 horse>>
 Your eyes fall on one <<beasttype>> in particular. <<bHe>> looks back, and shakes <<bhis>> <<print $NPCList[0].hair>> mane.

<<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>>

<<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>>

<<link [[Leave|Farm Work]]>><<endevent>><</link>>

:: Farm Steed Choose
<<effects>>

<<beastNEWinit 1 horse>>
You examine another steed, a <<beasttype>> with a <<print $NPCList[0].hair>> mane.

<<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>>

<<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>>

<<link [[Leave|Farm Work]]>><<endevent>><</link>>

:: Farm Ride Town
<<set $location to "moor">><<set $bus to "town">><<effects>>

You spur your steed to a trot, and ride for town with the wind in your hair.<<physique 2>>

<<farm_ride_events>>

:: Farm Ride Farm
<<set $location to "moor">><<set $bus to "farm">><<effects>>

You spur your steed to a trot, and ride into the countryside.

<<farm_ride_events>>

:: Farm Ride Soothe
<<effects>>

<<if $tendingSuccess>>
	You pat the <<beasttype>>'s head. "It's okay," you say. "It's just a car."

	<<if $monster is 1>>

		"Sorry," <<bhe>> replies. "I'm acting like a foal. Thank you."
	<<else>>
		<<bHe>> seems less agitated.
	<</if>>
	<<ggrespect>><<farm_horses 3>>

<<else>>
	You pat the <<beasttype>>'s head, hoping to calm it, but your touch startles it further.<<llrespect>><<farm_horses -3>>

	<<if $monster is 1>>
		"J-just leave me alone," <<bhe>> says.
	<</if>>

<</if>>

<<destination_farm_ride>>

:: Farm Ride Charge
<<effects>>

<<if $thighskill gte random(1, 1200)>>
	You direct the horse away from the ditch with your knees, and your surety calms <<bhim>>.
	<<if $monster is 1>>
		"Sorry," <<bhe>> says. "I'm acting like a foal. Thank you."
	<</if>>
	<<ggrespect>><<farm_horses 3>>

<<else>>
	You pull on the bridle, trying to direct it away from the ditch. <<bHe>> doesn't appreciate your interference.
	<<if $monster is 1>>
		"Don't test my patience," <<bhe>> says. "Don't think I won't throw you off."

	<<else>>
		<<bHe>> rears on <<his>> hind legs, threatening to throw you off, before continuing the journey.<<llrespect>><<farm_horses -3>>

	<</if>>
<</if>>

<<destination_farm_ride>>

:: Farm Ride Ignore
<<effects>>

You ignore your <<beasttype>>'s agitation. <<bHe>> calms down, but remains on edge.

<<destination_farm_ride>>

:: Farm Ride Break
<<effects>>

You let the <<beasttype>> munch on some grass at the side of the road until <<bhe>> is ready to continue.

<<destination_farm_ride>>

:: Farm Ride Push
<<effects>>

<<if $thighskill gte random(1, 1000)>>
	You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it, finding a second wind.

<<else>>
	You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it,
	<<if $monster is 1>>
		but voices a complaint.
	<<else>>
		but neighs a complaint.
	<</if>><<llrespect>><<farm_horses -3>>

<</if>>

<<destination_farm_ride>>

:: Farm Ride Hand
<<effects>>

You dismount the <<beasttype>>, and kneel beneath <<bhim>>.

<<if $NPCList[0].penis isnot "none">>
	<<bHis>> <<print $NPCList[0].penisdesc>> is already erect and waiting. You cup one of <<bhis>> testes, then run your fingers along the shaft before grasping it.
	<<deviancy3>>
	<<if $monster is 1>>
		"That's it," the <<beasttype>> sighs. "It won't take long. I've been pent up all day."
	<<else>>
		The <<beasttype>> neighs <<bhis>> approval.
	<</if>>
<<else>>
	<<bHis>> pussy glistens in anticipation. You push a finger between the folds, then another.
	<<if $monster is 1>>
		"That's it," the <<beasttype>> sighs. "It won't take long. I've been pent up all day."
	<<else>>
		The <<beasttype>> neighs <<bhis>> approval.
	<</if>>
<</if>>

<<if random(1, 3) is 3>>
	The <<beasttype>>'s body spasms. Not long now. You hear an engine. A car approaches, and will arrive any moment.

	<<if $monster is 1>>
		"D-don't stop," the <<beasttype>> says. "I'm almost there.""

	<</if>>
	<<link [[Keep going|Farm Ride Hand 2]]>><<farm_horses 1>><</link>><<skill_difficulty handskill "Hand Skill" 1 1000>><<grespect>>

	<<link [[Stop|Farm Ride Hand Stop]]>><<farm_horses -3>><</link>><<llrespect>>

<<else>>
	The <<beasttype>>'s body spasms, and it reaches <<bhis>> peak.
	<<if $NPCList[0].penis isnot "none">>
		Voluminous ejaculate shoots from <<bhis>> tip, splattering over the floor, then pooling beneath it. Job done, you climb back in the saddle.

	<<else>>
		Your fingers slick, you climb back in the saddle, and spur <<bhim>> to a trot.

	<</if>>

	<<destination_farm_ride>>
<</if>>

:: Farm Ride Hand 2
<<effects>>

Your fingers work as fast as they can,
<<if $handskill gte random(1, 1000)>>
	<<if $NPCList[0].penis isnot "none">>
		and you manage to milk the <<print $NPCList[0].penisdesc>> of its cum before the car arrives.
	<<else>>
		and you manage to have the <<beasttype>> shuddering in orgasm before the car arrives.
	<</if>>
	You climb back in the saddle, and spur <<bhim>> to a trot.

<<else>>
	<<if $NPCList[0].penis isnot "none">>
		and only manage to milk the <<print $NPCList[0].penisdesc>> of its cum just as the car arrives.
	<<else>>
		and only manage to have the <<beasttype>> shuddering in orgasm just as the car arrives.
	<</if>>
	You hope they didn't see, but the mocking honk suggests they did.<<ggtrauma>><<gstress>><<famebestiality 3>><<trauma 12>><<stress 6>>

<</if>>

<<destination_farm_ride>>

:: Farm Ride Hand Stop
<<effects>>

You stand up.

<<if $monster is 1>>
	"Damn you," the <<beasttype>> says as it humps the air.
<<else>>
	The <<beasttype>> neighs <<bhis>> frustration.
<</if>>
<<if $NPCList[0].penis isnot "none">>
	A little semen spurts from <<bhis>> <<print $NPCList[0].penisdesc>>, but not much.
<<else>>
	<<bHis>> body shakes in what you think is an orgasm, but not a strong one.
<</if>>

<<if $submissive gte 1150>>
	"I-I'm sorry," you say. "But I don't want people to see you so undignified."
<<elseif $submissive lte 850>>
	"Don't be so undignified," you say.
<<else>>
	"Do you want people to see you like this?"
<</if>>

<<bHe>> calms down before the car appears, but shakes <<bhis>> mane. You climb back into the saddle, and spur <<bhim>> to a trot.

<<destination_farm_ride>>

:: Farm Ride Force
<<effects>>

<<if $thighskill gte random(1, 1400)>>
	You spur and berate the <<beasttype>>.
	<<if $monster is 1>>
		"Fine," <<bhe>> says. "Can't blame me for trying."
	<<else>>
		With a neigh, <<bhe>> trots forward once more.
	<</if>>
<<else>>
	You spur and berate the <<beasttype>>.
	<<if $monster is 1>>
		<<bHe>> throws an angry glance over your shoulder. "I'm moving," <<bhe>> says. "But you'll pay for this later."
	<<else>>
		<<bHe>> rears on <<bhis>> hind legs, almost throwing you off, then breaks into a trot.
	<</if>>
	<<llrespect>><<farm_horses -3>>
<</if>>

<<destination_farm_ride>>

:: Farm Ride Foot
<<effects>>

You dismount. If the <<beasttype>> is so stubborn, then so be it. <<bHe>> huffs as you walk away.

<<if $bus is "east">>
	<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<<else>>
	<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>

:: Farm Ride Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<beastCombatInit>>
	<<set $NPCList[0].stance to "top">>
	<<if $NPCList[0].penis isnot "none">>
		<<set $position to "doggy">>
	<<else>>
		<<set $position to "missionary">>
	<</if>>
	<<farm_trust horses>>
	<<prop haybale>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Farm Ride Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Farm Ride Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Farm Ride Rape Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

	<<beastejaculation>>

	<<if $monster is 1>>
		"Good fucktoy," the <<bhe>> says.
	<</if>>

	<<tearful>> you climb back into the saddle.

	<<clotheson>>
	<<endcombat>>

	<<destination_farm_ride>>

<<else>>

	You smack the <<beasttype>> on the nose, and <<bhe>> turns and flees.

	<<tearful>> you return to the road.

	<<clotheson>>
	<<endcombat>>

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><</link>>

	<</if>>

<</if>>

:: Farm Ride Faster
<<effects>>

You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up.
<<if $thighskill gte random(1, 1000)>>
	They are unable to. You leave them far behind.<<lstress>><<stress -6>>

	<<destination_farm_ride>>
<<else>>
	Your steed's strength waves, and the riders catch up with you. One rides ahead, and they box you against the hedge forcing you to stop. They wheel around to face you.<<gstress>><<stress 6>>

	"Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>>

	"We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. £50 should do."

	<<if $money gte 5000>>
		<<link [[Pay (£50)|Farm Ride Pay]]>><<set $money -= 5000>><</link>>

	<</if>>
	<<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>>

	<<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>>

<</if>>

:: Farm Ride Confront
<<effects>>

You rein in the <<beasttype>>, and turn to face the approaching riders. They pull up some distance away.

"Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>>

"We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. £50 should do."

<<if $money gte 5000>>
	<<link [[Pay (£50)|Farm Ride Pay]]>><<set $money -= 5000>><</link>>

<</if>>
<<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>>

<<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>>

:: Farm Ride Pay
<<effects>>

You pay the pair. "Wise," the <<person2>><<person>> says. "Go on then. Lead the way."

They follow behind for the rest of the journey.
<<person1>>

<<destination_farm_ride>>

:: Farm Ride Polite
<<effects>>

<<if $submissive gte 1150>>
	"S-sorry," you say. "But I'll be okay on my own."
<<elseif $submissive lte 850>>
	"Thanks for the offer," you say. "But I can handle myself."
<<else>>
	"Thanks," you say. "But I'll be alright alone.
<</if>>

"Suit yourself," the <<person2>><<person>> scoffs. "We'll be near." They spur to a trot, and ride past you.

<<person1>>
<<destination_farm_ride>>

:: Farm Ride Angry
<<effects>>

<<if $submissive gte 1150>>
	"I-I'm not paying you," you say. "Go away."
<<elseif $submissive lte 850>>
	"Fuck you," you say. "And fuck Remy."
<<else>>
	"Tell Remy I won't be exorted," you say. "Go."
<</if>>

The <<person2>><<person>> laughs. "Suit yourself <<girl>>. We'll be near." They spur to a trot, and ride past you.

<<person1>>
<<destination_farm_ride>>

:: Farm Ride Aggro Faster
<<effects>>

You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up.
<<if $thighskill gte random(400, 1400)>>
	They are unable to. You leave them far behind.<<lstress>><<stress -6>>

	<<destination_farm_ride>>
<<else>>
	Your steed's strength waves, and the riders catch up with you. One of them, a <<person2>><<person>>, hurls a lasso at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>>

	<<His>> colleague, a <<person3>><<person>>, rides alongside you, and tries to shove you from the saddle.

	Your steed is on the verge of panic. It veers back and forth across the road. It's hard to stay in the saddle.

	<<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>>

	<<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty handskill "Hand Skill" 1 1000>>

	<<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>>

<</if>>

:: Farm Ride Aggro Confront
<<effects>>

You rein in the <<beasttype>>, and turn to face the approaching riders. They don't slow. One of them, a <<person2>><<person>>, hurls a lasso at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>>

<<His>> colleague, a <<person3>><<person>>, rides alongside you, and tries to shove you from the saddle.

Your steed is on the verge of panic. It wheels around and gallops of its own accord, veering back and forth across the road. It's hard to stay in the saddle.

<<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>>

<<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty handskill "Hand Skill" 1 1000>>

<<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>>

:: Farm Ride Punch
<<effects>>

<<if $physiqueSuccess>>
	You fist connects with the <<person3>><<person>>'s face, knocking <<him>> from the saddle. <<His>> colleague laughs, and readies the lasso for another attempt.

	<<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty handskill "Hand Skill" 1 1000>>

	<<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>>

<<else>>
	The <<person>> catches your fist, and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>

:: Farm Ride Grab
<<effects>>

<<if $handskill gte random(1, 1000)>>
	The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, but you catch it, and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt.

	<<His>> colleague laughs, and shoves you again.

	<<link [[Punch|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>>

	<<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>>

<<else>>
	The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. The rider pulls you from your saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>

:: Farm Ride Reassure
<<effects>>

<<if $tendingSuccess>>
	<<person1>>
	You whisper a couple of words into your <<beasttype>>'s ear. <<bHe>> stops veering back and forth across the road, and gallops with more surety.

	The <<person2>><<person>> readies the lasso for another throw, while the <<person3>><<person>> tries to shove you from the saddle once more.

	<<link [[Punch the closest rider|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>>

	<<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty handskill "Hand Skill" 1 1000>>

<<else>>
	<<person1>>
	You whisper a couple of words into your <<beasttype>>'s ear, but your voice trembles. <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>

:: Farm Ride Punch 2
<<effects>>

<<if $physiqueSuccess>>
	<<earnFeat "Into the Sunset">>
	You fist connects with the <<person3>><<person>>'s face, knocking <<him>> from the saddle.

	You've seized control of the situation. You spur your horse onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>

	<<person1>>
	<<destination_farm_ride>>
<<else>>
	The <<person>> catches your fist, and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>

:: Farm Ride Grab 2
<<effects>>

<<if $handskill gte random(1, 1000)>>
	<<earnFeat "Into the Sunset">>
	The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, but you catch it, and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt.

	You've seized control of the situation. You spur your horse onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>

	<<person1>>
	<<destination_farm_ride>>
<<else>>
	The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. The rider pulls you from your saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>

:: Farm Ride Reassure 2
<<effects>>

<<if $tendingSuccess>>
	<<earnFeat "Into the Sunset">>

	You whisper a couple of words into your <<beasttype>>'s ear. <<bHe>> stops veering back and forth across the road, and gallops with more surety.

	You've seized control of the situation. You spur your horse onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>

	<<person1>>
	<<destination_farm_ride>>
<<else>>
	<<person1>>
	You whisper a couple of words into your <<beasttype>>'s ear, but your voice trembles. <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>

	Your steed gallops away alone. The pair chase after it, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>

	<<tearful>> you rise to your feet.

	<<if $bus is "east">>
		<<link [[Next|Farm Road 4]]>><<endevent>><</link>>

	<<else>>
		<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
	<</if>>
<</if>>