// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(138,0) == 0;
	question = "special";
	text1 = "You enter the farming village of Mertis, now almost abandoned in the face of the Blight.";
	text2 = "Mertis is partially surrounded by a thick stone wall. It looks like work has continued on it, on and off, for decades. It is still far from complete, and it will probably never be finished.";
	text3 = "Many of the houses are boarded up and abandoned. The streets are empty, except for a few soldiers at the west end of town. It is a sad sight.";
	action = SET_SDF 138 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(138,1) == 0;
	question = "special";
	text1 = "This is a small botany workshop. Someone is hard at work breeding mushrooms, in the hope of developing one resistant to the Blight.";
	text2 = "The current crop, however, looks dangerous. They are bulging, hideous fungus, full of volatile gas. There is a strong methane smell in the air. A careless blow could result in a massive explosion.";
	action = SET_SDF 138 1 1;


begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "These merchants are preparing a caravan, bearing supplies to the front against the Slith Horde. They don't have any time to talk to you. They're in a hurry.";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are two refugees muttering to each other across this table. When you get close, they become very quiet until you go away.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The handful of soldiers left to keep Mertis secure are an exhausted lot. They tell you tales of constant monster attacks from the Honeycomb, to go along with undead sightings and the occasional brigand.";
	text2 = "You were almost sent to Mertis when you enlisted, before you wound up at the Castle Food Depot. You start to realize how fortunate you were.";


begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "These lizards are each hitched up to a wagon and ready to depart.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Church of Prevailing Righteousness";
	
begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  SAGE PERTH";
	text3 = "  Deliver all reports of Undead Spiral activity here.";


// Mayor Arron

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "The aging priest in this shrine bears two insignia. He wears the crossed blades symbol of his faith and the mayor's traditional purple sash. For the few who remain here, he is obviously a figure of great importance.";
	text2 = "_Welcome, fellow warrior,_ he says, and pats the short sword hanging from his belt. _I am Mayor Arron, of the Church of Prevailing Righteousness._";
	text3 = "_Our doors are always open to Avernum's warriors. I can heal or otherwise aid you, as needed. We all must work together. Mertis is, as always, beset by foes._";
	text5 = "Mayor Arron says, _Please. Rest. Enjoy a moment of tranquility. And if you need healing or other assistance, please ask. This is always a haven for those who fight for justice._";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Tell me about Mertis.";
	text1 = "_We are a farming village, as you can see. Always modest, never having a great role in the affairs of Avernum. We feed the people, we are proud, and we keep to ourselves._";
	text2 = "_We have always had troubles, but we dealt with them. And then the Blight came, and ..._ He shakes his head. _I fear our story is ending._";

begintalknode 12;
	state = 10;
	nextstate = 13;
	condition = 1;
	question = "What is the Church of Prevailing Righteousness?";
	text1 = "_Ahhhh ... I could tell you much. How we believe in honor, and battle, and fighting for what is right. But I have always been a poor speaker._";
	text2 = "_If you want to learn more of us, speak with Abbot Erlanger, in Almaria. I have always been one for action, not words._ He smiles. _Assuming, of course, Erlanger is still in charge._";

begintalknode 13;
	state = 10;
	nextstate = 14;
	condition = 1;
	question = "I could use your assistance.";
	text1 = "_Of course. I can heal you. I can also teach you a few spells to defend yourself on the road._";

begintalknode 14;
	state = 10;
	nextstate = 15;
	condition = gf(138,2) < 1;
	question = "Mertis is under attack?";
	text1 = "_Unfortunately so. Monsters and brigands have always wandered out of the Honeycomb, to the west. But lately, there have been more attacks. Bizarre, twisted creatures. Young, fresh, as if recently created._";
	text2 = "_I am sure that there is someone or something out there making the creatures. For what mad purpose, I cannot imagine._";
	text3 = "_We have little to spare here, but I would give much to whomever could find and destroy whoever is attacking us. But be warned, I believe that this is a very difficult quest._";
	code = 
		set_flag(138,2,1);
		toggle_quest(94,1);
	break;
	
begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = gf(138,2) > 1;
	question = "How are conditions in Mertis?";
	text1 = "_Still dire, but we no longer have to spend so much effort guarding the west._";
	text2 = "_Sadly, undead attacks from the east have resumed. So there is never a moment's peace for this unfortunate village._";
	code =
		if (gf(125,1) == 0)
			rs(2);
	break;
	
begintalknode 16;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "What sort of troubles have you had?";
	text1 = "_Mertis has always been between the Honeycomb and the Undead Spiral. One a labyrinth beloved of brigands, foul beasts, and once even a dragon. The other a cursed catacomb, constantly spawning undead._";
	text2 = "_It has taken great courage to stay here. Fortunately, that is something my people have never lacked._";

begintalknode 17;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "How many people are left?";
	text1 = "_Just a few. Refugees. Soldiers. A few tenacious farmers. Most of the rest wander Avernum, looking for sustenance. A few used the portal, when that was still an option._";
	text2 = "_And some of us remain, protecting this vital road and hoping things get better._";

begintalknode 18;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "You think Mertis will never recover?";
	text1 = "_I think Avernum will never recover. We asked too much of these caves. Filled them with too many people. Tried to make them too civilized. And the caves are rejecting us. It will never be the way it was._";

begintalknode 19;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "There was a dragon here once? Really?";
	text1 = "_Yes. The mighty Athron once lived deep within the Honeycomb. The beast left decades ago._";
	
begintalknode 20;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Erlanger might not be there anymore?";
	text1 = "_Some time ago, a few pups passed through here, thinking to unseat him. They came to me for help. They received none. They think they can defeat him and take control of the Almarian temple._";
	text2 = "He chuckles. _I hope Erlanger shows them mercy._";

begintalknode 21;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "Could you heal me?";
	text1 = "_Of course._ He uses his arts to tend to your wounds. You spend some time resting. You soon feel much revived.";
	code =
		revive_party();
	break;
	
begintalknode 22;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "I would like to learn spells.";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Mayor Arron",
		  "Mayor Arron knows a wide range of spells, and he will teach you for only a modest donation.",
		  49,0,0);	
	break;
	
begintalknode 23;
	state = 14;
	nextstate = 10;
	condition = gf(138,2) > 1;
	question = "I would like to learn more advanced spells.";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Mayor Arron",
		  "Mayor Arron knows a few powerful spells, and he will teach you for only a modest donation.",
		  50,0,0);	
	break;

begintalknode 24;
	state = 14;
	nextstate = 10;
	condition = 1;
	question = "I want to discuss something else.";
	text1 = "_Of course. Go on._";

begintalknode 25;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "Have you sent scouts into the Honeycomb?";
	text1 = "_Yes, what few we could spare. They found more of the creatures that have attacked us, but they could not get far enough into the tunnels to say with authority who is back there._";

begintalknode 26;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "And nobody has contacted you?";
	text1 = "_No. Nobody. No extortion. No demands. Just mindless attacks. It is madness, in mad times._";

begintalknode 27;
	state = 15;
	nextstate = 16;
	condition = 1;
	question = "Any suggestion of where I should look in the Honeycomb?";
	text1 = "_There is a place. It is called the Dragon's Gate, in the northwest. It is the entrance to where the dragon Athron once lived. It is enchanted. It closed years ago, and we haven't been able to open it since._";
	text2 = "_I tried to get the scouts to go there, but they couldn't reach it safely._";

begintalknode 28;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "Any idea of how I might get that gate open?";
	text1 = "_Not from the front. You would need to find a way to get behind it. That might be very difficult. You might need to reach it from an entirely different direction._";

begintalknode 29;
	state = 10;
	nextstate = -1;
	condition = gf(138,2) == 1 && gf(122,1) > 0;
	question = "There was a mad wizard named Hirickis in the Honeycomb. He is dead now.";
	text1 = "Arron nods. _I have heard of this Hirickis. A wily fellow. Crazy and cunning. I am pleased that Avernum is finally free of him._";
	text2 = "He goes downstairs and fetches a leather satchel for you. _A modest reward, considering what you have done for us. I hope the items within are of use to you._";
	text3 = "_Also, I might be able to teach you some of the more secret spells of our sect. Ones we only teach to those with a true warrior's spirit._";
	code = 
		set_flag(138,2,2);
		toggle_quest(94,3);
		award_party_xp(400,25);
		reward_give(238);
		reward_give(239);
		reward_give(124);
	break;

// 

begintalknode 32;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "This man is almost a caricature of a sage. He is surrounded by research notes, bookshelves, and piles of scrolls heaped on his desk and on the floor around him. Though the skulls and bones add a somewhat eerie tint to it.";
	text2 = "When you enter, he seems confused and annoyed. _What are you doing here? What do you want? I am very busy. So much ..._ Then he sighs. _Well, maybe I can get use out of you._";
	text3 = "_I am Sage Perth. I study the Undead Spiral._";
	text5 = "Sage Perth says, _What else do you need? I'm sure I have only so much time to study the spiral before we're all evacuated. Time is always so short._";
	action = INTRO;


begintalknode 33;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "I'd like to know more about Mertis.";
	text1 = "_Go talk to Arron. He's in the next building over. The shrine. I am studying the spiral. I need to learn as much as I can before we're evacuated._";

begintalknode 34;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "You're going to be evacuated?";
	text1 = "_They haven't announced it, but it's only a matter of time. Formello first. Now Cotra and Fort Dranlon. Soon we will have to flee the slithzerikai too. So time is short._";

begintalknode 35;
	state = 30;
	nextstate = 32;
	condition = gf(125,1) == 0;
	question = "Tell me about the Undead Spiral.";
	text1 = "_The scourge of Mertis, but a boon to sages. It's not far to the northeast. A nexus of haunting and raw magic, with the ability to bring any corpse nearby to unlife._";
	text2 = "_Fortunately, its dark magic has been restrained._";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = gf(125,1) > 0;
	question = "Tell me about the Undead Spiral.";
	text1 = "He shakes his head. _I can't talk about it. It's too upsetting. The curse has returned. Years of work controlling it, gone. Leave me. There is so much to do to replace the wards. If it is even possible._";
	action = END_TALK;
	code = 
		set_flag(138,3,2);
		toggle_quest(95,4);
	break;
	
begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "How was the spiral created?";
	text1 = "_It is a great mystery. We believe that an early expedition to Avernum was trapped and slain there. Their spirits, combined with natural magic infusing the tunnels, combined to create ... something._";
	text2 = "He taps a pen against his lips. _It is powerful and self-sustaining. Not an intelligence, but a presence. Very nasty, if we hadn't restrained it._";

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "And it attacked Mertis?";
	text1 = "_No. It isn't intelligent enough for that. It animated the bones and bodies of the recently buried. These wandered at random, attacking all they saw._";
	text2 = "_Happily, Mertis was able to deal with the problem for many years, before the wards were placed._";

begintalknode 39;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "Tell me about the wards.";
	text1 = "_Four magic circles, which tamp down the raw power in the tunnels. Hold it back. Smooth it out. Keep it from reaching out to any pile of bones it can find. Created with great effort and difficulty, I can tell you._";
	text2 = "_They hold, though I have some concerns._";

begintalknode 40;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Concerns? How?";
	text1 = "_I worry that the wards only hold the pressure in and let it build. And, one day, it will explode. There have been no signs of that happening so far. But I am watching very carefully._";
	text2 = "He points at the racks of scrolls. _And I keep careful records._";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Can you teach me any magic?";
	text1 = "He points, annoyed, at his books and scrolls. _Do any of those look like a spellbook?_ They all kind of do, actually.";
	text2 = "_You want to learn magic? The Tower Colony is to the south._";

begintalknode 42;
	state = 30;
	nextstate = 34;
	condition = gf(138,3) < 2 && gf(125,1) == 0;
	question = "Do you need any assistance?";
	text1 = "He nods. _I actually do. I constantly send people to check the four wards in the spiral, to make sure they are intact. Alas, the soldiers I used for that job were sent to watch the Honeycomb instead._";
	text2 = "_I will pay you if you check the circles for me. It is an easy job._";
	code = 
		set_flag(138,3,1);
		toggle_quest(95,1);
	break;
	
begintalknode 43;
	state = 30;
	nextstate = -1;
	condition = gf(138,3) > 1 && gf(125,1) == 0;
	question = "Do you need any assistance?";
	text1 = "_Only if leaving me alone counts as assistance. Which it does. Leave me alone._ He waves you off.";

begintalknode 44;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "What do I need to do?";
	text1 = "_Just go to the Undead Spiral. Descend into it. Inspect the four magic circles. They're big. You can't miss them. They should be intact and glowing slightly._";
	text2 = "_Once you see that they're all right, return to me._";

begintalknode 45;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "Is there any danger?";
	text1 = "_Who can tell? It might be lethal! That's why we have to keep a close eye on it._";

begintalknode 46;
	state = 30;
	nextstate = -1;
	condition = gf(138,3) == 1 && gf(125,2) > 0 && gf(125,3) > 0 && gf(125,4) > 0 && gf(125,5) > 0 && gf(125,1) == 0;
	question = "I visited the four wards. (Describe what happened.)";
	text1 = "_Interesting. The raw power is leaking out slowly. That is a good thing. Better that than a full explosion. At least things are still under control._";
	text2 = "He spends half an hour detailing your report on a scroll and putting it on the shelf. Then he notices that you are still there.";
	text3 = "_Oh. A reward. Yes._ He gives you a large pouch of coins and an oak baton. _Probably an overgenerous reward, but Sergeant Brandy insists I pay well for soldier's time._";
	code = 
		set_flag(138,3,2);
		toggle_quest(95,3);
		award_party_xp(400,20);
		reward_give(97);
		change_coins(300);
	break;		

	
// Maxfield

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "There is a withered old farmer sitting at this table, tending to a small potted plant. He leans close to it, snipping off grey and withered bits with a pair of scissors. He approaches the job with great quiet and intensity.";
	text2 = "When it is done, he looks up at you. _Ah. A soldier. I'm Maxfield. Just a farmer. But I could use your help if you have a few minutes. I keep asking the sergeant for assistance, but she doesn't take me as serious as she should._";
	text5 = "Maxfield continues to look over his plants, watching for signs of disease or budding fruit. _You never know which strain might be the one that saves us all._";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "What are you working on?";
	text1 = "_Breeding. I'm trying to come up with a plant that can grow food for Avernum. Something to replace what we've lost. It's not only mages that can do this work. I don't even think they're the best at it._";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Can I buy some food?";
	text1 = "He shakes his head. _None to spare. I'm not that sort of farmer. I'm more of a breeder, now._";
	
begintalknode 53;
	state = 50;
	nextstate = 54;
	condition = gf(138,4) < 2;
	question = "You mentioned needing my help?";
	text1 = "_I do. One of my breeding experiments in my workshop went ... a little wrong. Then, while I was trying to fix it, some monsters slipped in there._";
	text2 = "_I'll unlock the door for you. I need someone to kill the ... the wolf things. Whatever they are. Don't hurt the plants. I'll take care of them._";
	code = 
		set_flag(138,4,1);
		toggle_quest(96,1);
		sf(138,9,1);
	break;	
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = gf(138,4) >= 2;
	question = "Do you need any more help?";
	text1 = "He laughs. _I need a lot of help. But not from you. A host of sages and mages, maybe, with Erika raised from the dead for good measure._";
	
begintalknode 55;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Have you had any success?";
	text1 = "_None. Oh, sure, I bred a tree that grows fruit slightly faster than the one before. But that's not enough for the problem we face._";
	
begintalknode 56;
	state = 51;
	nextstate = 52;
	condition = 1;
	question = "You don't think the mages can defeat the Blight?";
	text1 = "_No. I think simple skill and persistence might do it, but not magic. You wouldn't know it to look at me, but I'm the one who bred a mushroom resistant to two of the other Blights we've faced._";
	
begintalknode 57;
	state = 52;
	nextstate = 53;
	condition = 1;
	question = "There have been other Blights?";
	text1 = "_Of course! You raise a crop, eventually a sickness will come along to afflict it. And so you breed a better sort. I've bred new mushrooms twice. No help from those fancy mages._";
	text2 = "_But the mushroom Blight we have now, it's faster and nastier than any one I've seen before. Nobody's been able to do a thing to stop it._";
	
begintalknode 58;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Where do you think it came from?";
	text1 = "_Who knows? These things just appear. No reason to try to find a cause to it. Not everything is made by wizards, and not everything is solved by wizards. That's what I say._";

begintalknode 59;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "Where is your shed?";
	text1 = "He points to the northeast. _Next building over._";

begintalknode 60;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "Monsters? Where did they come from?";
	text1 = "_They came out of the Honeycomb. Been a lot of that happening. The soldiers get most of them. Most, but ..._ He shakes his head.";

begintalknode 61;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "What would happen if I damaged the plants?";
	text1 = "_They would explode. I don't know why every one of my breeds that goes wrong ends up exploding. But that's how it always seems to work out._";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = gf(138,4) == 1 && gf(138,5) > 0;
	question = "All of those wolf-things are dead.";
	text1 = "Maxfield nods. _Good. Good._ He unlocks a box by the north wall. _I have some extra supplies in there. Help yourself. I'll take care of those exploding plants. Sooner or later._";
	code = 
		set_flag(138,4,2);
		sf(138,17,1);
		toggle_quest(96,3);
		award_party_xp(400,15);
	break;		

// Maura

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is an innkeeper sitting behind the counter. This inn looks like it has seen many customers over the years. Travelers. Soldiers. Merchants. It's almost empty now. It will probably never be full again.";
	text2 = "The innkeeper is absolutely despondent. She looks up at you with tired eyes. _Ahhhh ... A customer. One of the last. I am Maura. Care for a drink? Or a meal? I can still do that much._";
	text5 = "Maura stares down at the counter, lost in a deep depression. You eventually get her attention again. _Oh. Yes. What do you want?_";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Business is poor?";
	text1 = "She lets out a joyless laugh. _Business is done. There's nobody on the road but soldiers and refugees. One doesn't stay in inns. The other can't afford it._";

begintalknode 72;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You don't think business will ever recover?";
	text1 = "_I think Avernum will die. If the Great Portal is ever repaired, I'll be the first one on the road there._";
	text2 = "_And if the portal isn't repaired, we'll all die. Either way, not good for business._";

begintalknode 73;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "This inn has been open for a long time?";
	text1 = "For a moment, you see a flicker of a smile. _The Mertis Arms. A proud history. So many stories. I ..._ She starts to tell a story, and then shakes her head. _No. No dwelling on the past. Have to face the future._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "She snorts. _You're a soldier. Your lot doesn't stay in inns. I don't need charity._";

begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Can I see the menu?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("The Mertis Arms",
		  "Maura has a limited number of food and drink items available.",
		  51,5,0);	
	break;
	
begintalknode 76;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "That's all I need.";
	text1 = "She gives a tiny nod, but she says nothing as you walk off.";
	action = END_TALK;


// Saskia

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Saskia";
	text1 = "This shop, inside a dome of carefully carved stone blocks, has traded with local farmers and passing caravans for many years. Thanks to the soldiers and refugees on the roads, it is still doing a brisk business.";
	text2 = "The shopkeeper thinks nothing of having a soldier enter her shop. She briskly takes care of you. _Welcome to the Crossroad Trading Post. I am Saskia. As I'm sure you expected, we buy and sell gear here. New and quality used._";
	text3 = "_Let me know what you need._";
	text5 = "Saskia says, _Well, things are quiet now, so I can help you personally. What do you need? Don't hesitate to ask any questions. It's all good gear, inspected by me personally._";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "Tell me about Mertis.";
	text1 = "She shrugs, unenthusiastic about discussing recent events. _What you see here is what you get. It's pretty sorry, I know._";
	text2 = "_Things have been rough lately. You'd be better off talking to the mayor or the sergeant._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "How have things been rough?";
	text1 = "_Oh, it's the Honeycomb. It's a long story. The mayor can tell you more. Or Sergeant Brandy._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Where are they?";
	text1 = "_The mayor is in the temple just across the way. The sergeant is usually at the guardpost at the west end of town._";

begintalknode 94;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "There's nothing you can tell me?";
	text1 = "_I don't spread rumors. I get in too much trouble that way. I'm just a shopkeeper._";

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Let me see your wares.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Crossroad Trading Post",
		  "Saskia has been trading with soldiers and refugees for months. She has quite an odd mix of goods to sell.",
		  52,4,0);	
	break;
	
begintalknode 96;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I'd like to sell something.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;


begintalknode 97;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I don't need anything else.";
	text1 = "She nods brusquely. _Thank you. Come again._";
	action = END_TALK;


// Sergeant Brandy

begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "There is a camp of soldiers sitting around this fire, keeping a close watch on the wide, dark tunnel to the west. One of them, a sergeant, gets up to greet you.";
	text2 = "_Don't see many new faces out at this end of town. Most of them head right through, going to the Eastern Gallery. I'm Sergeant Brandy. I'm in charge here, until they send someone with a higher rank._";
	text3 = "_What can I do for you?_";
	text5 = "Sergeant Brandy sits and watches the entrance to the Honeycomb. She occasionally takes a swig of bitter lichen tea to keep alert.";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "How big is your garrison here?";
	text1 = "_You're looking at most of it. Enough to keep the town secure. Not much more. Any soldier we can spare is going to hold off the Slith Horde._";
	
begintalknode 112;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "How are things going up north?";
	text1 = "_You'd probably know better than me. All we get is gossip and rumors, and those are more false than true, as you well know._";

begintalknode 113;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Can I get any supplies?";
	text1 = "She shakes her head. _Sorry. Orders from above. We don't get much, but we can keep what we have._";
	
begintalknode 114;
	state = 110;
	nextstate = 112;
	condition = 1;
	question = "What are you watching?";
	text1 = "She points to the west. _That is the Honeycomb. It's a maze. Full of monsters and thugs. More the former than the latter, lately. Sometimes they come out, and we have to kill them._";
	
begintalknode 115;
	state = 112;
	nextstate = -1;
	condition = gf(138,2) < 2;
	question = "Where are they coming from?";
	text1 = "_We don't know. My guess is something is breeding them. Or making them. Maybe a Slith Horde supply. Or Empire agents. Or a dragon._";
	text2 = "_Those are just guesses. We get a lot of free time to think about these things._";
	
begintalknode 116;
	state = 112;
	nextstate = 113;
	condition = gf(138,2) < 2;
	question = "Have you sent in any scouts?";
	text1 = "_A few, but we tell them to be careful, because we don't have many to spare. None of them have seen anything of note yet._";
	text2 = "_What I'd really like to know more about is the Dragon's Gate, but we haven't been able to get anyone there yet._";
	
begintalknode 117;
	state = 113;
	nextstate = 114;
	condition = 1;
	question = "The Dragon's Gate?";
	text1 = "_It's this old enchanted gate, left behind by some dragon that used to live in the Honeycomb. Nobody can get it open, that we know of. It's to the northwest._";
	
begintalknode 118;
	state = 114;
	nextstate = -1;
	condition = gf(122,2) > 0 && gf(122,1) == 0;
	question = "I've seen it. (Describe it.)";
	text1 = "She nods. _Interesting. I wonder what's past there. You won't be able to get through it from this side, though. You'll have to find a way behind it to get through. If you wanted to._";
	
begintalknode 119;
	state = 112;
	nextstate = -1;
	condition = gf(138,2) > 1;
	question = "Have many more monsters come out?";
	text1 = "_Just a trickle, probably stragglers. Thanks to you, there won't be many more._";
	
begintalknode 120;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Anything I can do for you?";
	text1 = "_I don't have the authority to give orders to you, but I'm sure there are other people in town who'd be happy to waste your time._";

////

begintalknode 299;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		