// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(126,2) == 0;
	question = "special";
	text1 = "There are no signs of caravans passing through here, and you can easily see why. There is a lot of rubble in this long gallery, most of it from a series of crystal pillars that were once placed here.";
	text2 = "Two of the crystal pillars are still intact, magical remnants from defenses long since abandoned. They still retain traces of their former power, glowing with a faint luminescence.";
	text3 = "The pillars have drawn (or created) several shades, mindless magical creatures that tend to form in areas of great and untended enchantment. They cling close to the crystals, leeching off the power.";
	text4 = "They don't seem to notice you. Of course, if you get closer, that might change.";
	action = SET_SDF 126 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(126,3) == 0;
	question = "special";
	text1 = "You find the remains of a magical trap. There is a small platform, covered with runes. A large crystal sits behind it. Only traces remain of the power it once contained. Whoever placed this trap is long gone, but the danger remains.";
	text2 = "When you cross the rune, the old enchantment becomes active. The crystal pulses, and energy flows from it onto the platform. The resulting creature looks impressive, but it only has a fraction of its intended power.";
	text3 = "It swoops toward you, crumbling even as it approaches.";
	action = SET_SDF 126 3 1;
	code =
		spawn_creature(13650);
		set_name(13650,"Crumbling Construct");
		set_level(13650,22);
		change_max_health(ME,50);
		set_boss_level(13650,2);
		force_char_status(13650,22,25);
		force_char_status(13650,6,25);
		set_resistance(13650,1,0);
		set_resistance(13650,5,0);
	break;
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(126,4) == 0;
	question = "special";
	text1 = "There is a small patch of paving stones here, with a large rune carefully etched into them. It looks like it has been here, undisturbed, for years. It's hard to make out details of the rune under all of the mold and moss.";
	text2 = "You poke at the symbol with your toe. Nothing happens. However, as you turn back, you hear clicking and hissing in the shadows.";
	action = SET_SDF 126 4 1;
	code =
		activate_hidden_group(1);
		set_name(13651,"Assassin Scuttler");
		set_name(13652,"Assassin Scuttler");
		set_name(13653,"Assassin Scuttler");
		set_name(13654,"Assassin Scuttler");
		set_level(13651,15);
		set_level(13652,15);
		set_level(13653,15);
		set_level(13654,15);
		alter_stat(13651,19,6);
		alter_stat(13651,28,6);
		alter_stat(13651,29,6);
		alter_stat(13652,19,6);
		alter_stat(13652,28,6);
		alter_stat(13652,29,6);
		alter_stat(13653,19,6);
		alter_stat(13653,28,6);
		alter_stat(13653,29,6);
		alter_stat(13654,19,6);
		alter_stat(13654,28,6);
		alter_stat(13654,29,6);
	break;
	
begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(126,5) == 0;
	question = "special";
	text1 = "There is a small patch of paving stones here, with a large rune carefully etched into them. It looks like it has been here, undisturbed, for years. It's hard to make out details of the rune under all of the mold and moss.";
	text2 = "You try to approach the symbol cautiously, but it still retains some of its old power. There is a flash of light. You hear something hissing in the shadows behind you.";
	action = SET_SDF 126 5 1;
	code =
		spawn_creature(13655);
		set_name(13655,"Frozen Hellhound");
		set_level(13655,16);
		set_coloradj(13655,1);
		alter_stat(13655,28,10);
		alter_stat(13655,29,10);
		set_boss_level(13655,1);
		set_resistance(13655,6,100);
		
	break;
	
begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(140,4) == 0;
	question = "special";
	text1 = "You find the remains of a small trading caravan. It was holed up for the night at the bottom of this narrow path, perhaps to conceal itself from bandits.";
	text2 = "Alas, something found it. Everything has been smashed, and the wagons show signs of having been gnawed by huge pincers.";
	text3 = "As you look around, you hear clicking and hissing in the shadows. Whatever attacked this caravan decided that this was a good hunting ground. Now, once again, prey has delivered itself to them.";
	action = SET_SDF 140 4 1;
	code =
		activate_hidden_group(2);
		set_name(13656,"Assassin Scuttler");
		set_name(13657,"Assassin Scuttler");
		set_name(13658,"Assassin Scuttler");
		set_name(13659,"Assassin Scuttler");
		set_level(13656,15);
		set_level(13657,15);
		set_level(13658,15);
		set_level(13659,15);
		alter_stat(13656,19,6);
		alter_stat(13656,28,6);
		alter_stat(13656,29,6);
		alter_stat(13657,19,6);
		alter_stat(13657,28,6);
		alter_stat(13657,29,6);
		alter_stat(13658,19,6);
		alter_stat(13658,28,6);
		alter_stat(13658,29,6);
		alter_stat(13659,19,6);
		alter_stat(13659,28,6);
		alter_stat(13659,29,6);
	break;


//

begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  WARNING! UNDISPELLED MAGICAL APPARATUS!";
	text3 = "  KEEP CLEAR!";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The brigand growls at you incoherently. Only one of the band seems inclined to talk to you.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There is a small group of brigands hiding in this cave. They must have made someone very angry to have located themselves this far out here. They are skinny, miserable, and twitching. Something is making them very ill. And quick to anger.";
	text2 = "They instantly grab their weapons when they see you, jumping to defend themselves. Only one of them keeps a calm head. He steps to the front and shouts, _Wait! Hold! Don't attack!_";
	text3 = "Then he turns to you and talks very quickly. _I am Tamas. My band and I are doing no harm here. We have broken no Avernite law. We only ask to hide here and be left alone._";
	text5 = "Tamas and his sickly band of brigands are still here. They all twitch slightly, and white, foamy drool flecks their lips. They smell bad. A miserable lot, all around.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "What are you doing out here?";
	text1 = "_We are ... Well, we are hiding. That is obvious._ Tamas shrugs. _But we have broken no law of Avernum, soldier, and there is little reason for you to trouble yourself with us._";
	text2 = "You try to find out who they are hiding from, but he is keeping quiet.";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "You seem ill. What is wrong?";
	text1 = "_We have ... We are missing ... We have stopped taking ... I would rather not say. We believe that we will be well if we spend enough time out here, far from ... civilization._";
	text2 = "_But it is nothing you can help us with and nothing we would discuss with you._";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Pay me, and I will leave you alone.";
	text1 = "Tamas shakes his head. _We have little to give, and nothing we can spare. And we are armed. You will not extort anything from us._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I think you are brigands. I'd better play it safe. (Attack.)";
	text1 = "In an instant, Tamas's blade is in his hands. _I expected as much. We are tired and desperate, but you will find that we are not harmless!_";
	text2 = "His band shouts incoherently, and they attack.";
	code =
		set_attitude(30005,10);
	break;
	action = END_TALK;
	
begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = gf(135,4) == 1;
	question = "Your name is Tamas? Someone named Chrysander sent me to find you.";
	text1 = "_What,_ he shouts. _Chrysander can reach even out here? And he knows where we are? Then we are doomed!_ He talks very quickly. _But wait ... Perhaps we can ..._";
	text2 = "But Tamas's band isn't going to let him negotiate. The mere mention of Chrysander's name panic them. They brandish their weapons and lunge forward, determined to eliminate you.";
	code =
		set_attitude(30005,10);
	break;
	action = END_TALK;
	
begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I'll just be going.";
	text1 = "Tamas nods. _I'm glad we were able to settle this peacefully. However, do not enter our cave. It is private, and, if you invade it, I will not be able to restrain my compatriots._ The other thugs, on cue, growl menacingly.";
	action = END_TALK;

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

////

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