// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(77,0) == 0 && gf(77,9) == 0;
	question = "special";
	text1 = "You enter Fort Dranlon, the Avernite fortress at the west end of the Eastern Gallery. For all of its long life, it has had one primary goal: watch over the river, the main water link between north and south Avernum.";
	text2 = "For many years, boats have stopped here for supplies and repair. Sharp-eyed guards have watched the river, looking for brigands and infiltrators from the northern tunnels.";
	text3 = "Fort Dranlon was also obviously used as a refugee camp. Their tents, now mostly empty, are outside the south wall. The inside of the fort is all military. The dirty, exhausted soldiers salute as you pass.";
	action = SET_SDF 77 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(77,2) == 0 && gf(77,9) == 0;
	question = "special";
	text1 = "There is a refugee camp here, outside the south wall of Fort Dranlon. You look around. Most of the tents appear to be empty. At some point, you would guess, people realized that keeping refugees so close to the front was not wise.";
	text2 = "The few who remain here have a haunted, terrified look. Your presence is reassuring, but only slightly. A caravan is set up, waiting to depart for more secure parts of Avernum, but nobody is in a hurry to enter the wilderness.";
	action = SET_SDF 77 2 1;


begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several refugees camped outside Fort Dranlon's south wall. Counting tents, you guess that most of them have left. Some still remain.";
	text2 = "They are terrified, and it doesn't take much prodding to learn why. Someone is attacking and slaughtering anyone who leaves on the road to the east. Until something is done, they refuse to go anywhere.";
	text3 = "Now that the marauders are dead, they sit with their things packed, eager for a guide to lead them back to Silvar. Silvar is pretty miserable, but being out here is far worse.";
	code =
		if (gf(77,3) < 4)
			rs(3);
			else rs(2);
	break;
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Fort Dranlon has quite a few soldiers. They haven't seen a lot of action, so they're still in good condition. They guard the east gate and watch the river for infiltrators from the horde.";
	text2 = "They are fairly isolated, so they pump you for news and gossip from the rest of Avernum. They also tell you about the sinister raiders that have been killing anyone on the east road. They suggest you speak to the commander about them.";
	text3 = "They are fairly isolated, so they pump you for news and gossip from the rest of Avernum. They also want to hear tales of your destruction of the brigands and marauders. They will spread tales of your accomplishment, and your fame will increase.";
	code =
		if (gf(77,3) < 4)
			rs(3);
			else rs(2);
	break;

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


// Commander Boswell

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You meet the leader of Fort Dranlon. He looks like the sort of officer who hates every minute of being cooped up indoors, as safe as it is, and wishes he could be out in the field again.";
	text2 = "He looks at you, still dirty from the road, casts a wistful glance at the blade hanging on the wall, and says, _Welcome, soldier. I am Commander Boswell. News of you and your accomplishments has even reached us out here._";
	text3 = "_We've had a hard time of it out here, and it's good to get any sort of reinforcement. Every week, I send another message to the Castle, but no help comes._";
	text5 = "Commander Boswell says, _Anything else you want to know? You get to go out in the field. Like I used to. I want to make sure you have what you need to do your job._";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Tell me about your situation.";
	text1 = "He stands up and walks to the window, overlooking the river to the west. _Fort Dranlon has always been more of a port than anything. We tend to passing boats and we watch for infiltrators._";
	text2 = "_But then the Blight came, and some genius decided we could be a refugee camp too. Our army has done many dumb things, but that is near the top of the list._";

begintalknode 12;
	state = 10;
	nextstate = 14;
	condition = 1;
	question = "Where were you stationed before you were assigned here?";
	text1 = "_I was up based out of New Harston. Out in the tunnels, well to the north, between there and Formello. Keeping to the back passages. Harassing the sliths. Small groups, familiar with the twisting tunnels._";
	text2 = "_But then we divided our forces. I came back to civilization. And then I was trapped._";

begintalknode 13;
	state = 10;
	nextstate = 15;
	condition = gf(77,3) < 2;
	question = "What problems have you been having?";
	text1 = "He points out the window at the river. _There is something out there. A ... A force. Of brigands or sliths or who knows what. And they stalk the roads between here and civilization, and they kill everything._";
	text2 = "_We don't know anything about them. When they attack, none get away. But they have been killing our supply caravans and the bands of refugees heading for safety._";
	text3 = "_They are murderers, and they are weakening Fort Dranlon. Someone has to find them and stop them._";
	code =
		sf(77,3,1);
		toggle_quest(107,1);
	break;
	
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = gf(77,3) > 3;
	question = "Is there any other way I can help you?";
	text1 = "He shakes his head. _I can now take care of my problems myself. Your services are, I think, best used elsewhere._";

begintalknode 15;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "What sort of infiltrators do you see?";
	text1 = "_The caves upriver to the north and west have always been wilder. More monsters. More savage sliths. When they want to slip into the settled lands, they try to use that river._";
	text2 = "_And, when we spot them, well, they tend to be within range of our longbows._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Are you at risk of an attack?";
	text1 = "_No. Not yet, anyway. Some sliths can swim. Those few who can stand the cold of the water. Most of them are only comfortable on land._";
	text2 = "_If the horde comes to Fort Dranlon, it will be from the east, not the water._";

begintalknode 17;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "Tell me about the refugee situation.";
	text1 = "_Don't get me wrong. I can sympathize with the problem the generals faced. Lots of scared hungry people, fleeing from the north. They had to go somewhere._";
	text2 = "_But Fort Dranlon was not the place. And now we've had to face the disaster of sending them away._";

begintalknode 18;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Why couldn't they stay here?";
	text1 = "_There's hardly any food. Well, that's true anywhere. But it's remote. There's nowhere for them to stay, so they have to be outside the fort walls. In tents. And we don't have the soldiers to police them._";
	text2 = "_They were getting too hungry and unmanageable. They were starting to interfere with our mission. So the order came ... Send them east. And then the problems really started._";

begintalknode 19;
	state = 12;
	nextstate = -10;
	condition = 1;
	question = "What happened when you tried to send them east?";
	text1 = "_The attacks started. Some got through, but many died._";
	text2 = "_That brings me to a way you can help us. If that is why you are out here._";
	text3 = "_At least you finally avenged us upon those killers._";
	code =
		if (gf(77,1) < 2)
			rs(3);
			else rs(2);
	break;
	
begintalknode 20;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "What happened to New Harston?";
	text1 = "He shakes his head. _We don't know. My guess is that the Slith Horde tore it to the ground. Anyone who didn't flee is gone._";

begintalknode 21;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "Your roving band split up?";
	text1 = "_Yes. It was me and Captain Esmee and our raiders. There were thirty of us, and we were really doing some damage. Once we almost killed Khrez-Yss, but the Shadow got away._";
	text2 = "_But we had too much information about the horde. Who was in charge. Where they were based. I took a few warriors and went south. Esmee stayed up there._";
	text3 = "He shakes his head. _And then I was trapped. I couldn't go back. And Esmee is probably dead now._";

begintalknode 22;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "How were you trapped?";
	text1 = "_The commander of Fort Dranlon died in a raid, in the early days. They needed a replacement, so I got kicked upstairs._";
	text2 = "_I wish I wasn't here. I should be out there, blade in my hand. But I swore an oath, to Avernum and to King Starrus, and I'll obey it._";

begintalknode 23;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "What do you know about the attackers?";
	text1 = "_Based on what my trackers tell me, they're humanoids. They wear boots. They are fast. They have powerful magicians. The first thing they always do is hit the caravans. With fire. They attack in groups of eight to ten._";
	text2 = "_And, there. Now you know as much as us._";

begintalknode 24;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "Where do they come from?";
	text1 = "_We have our guesses, but they're just that. Guesses. When you have followed my orders and returned, we will know a lot more than we did before._";

begintalknode 25;
	state = 15;
	nextstate = 16;
	condition = 1;
	question = "What do you want me to do?";
	text1 = "_Well, this is the part where being a commander is useful. I can give you orders. I want you to escort a caravan east. It has merchants and sacks of supplies. It will have few guards. It should be an irresistible target._";
	text2 = "_But there is a difference. They will have you. And, if half of what I've heard about you is true, you should be able to survive and get us some information about the attackers._";
	text3 = "_Learn what you can and report back to me._";

begintalknode 26;
	state = 16;
	nextstate = -1;
	condition = 1;
	question = "Where is the caravan?";
	text1 = "_Go outside the south wall and find Driver Melisenda. She's a brave woman. And lucky, too. You will escort her and some refugees. Go now. She is waiting for you._";
	action = END_TALK;

begintalknode 27;
	state = 10;
	nextstate = -1;
	condition = gf(77,3) == 1 && gf(78,5) > 0;
	question = "The caravan was attacked. (Tell the tale.)";
	text1 = "You tell the tale of the caravan attack. The commander listens attentively. _That is interesting._";
	text2 = "_And yet, you failed to kill the leader of the attackers. Very disappointing. A true lost opportunity._";
	text3 = "_It is good that you saved so many of the refugees. I am grateful. It was ... difficult to put them at such risk. But I had no choice. My orders were to evacuate them._";
	text4 = "_It is unfortunate that you saved so few of the refugees. I expected better from you. It was ... difficult to put them at such risk. But I had no choice. My orders were to evacuate them._";
	text5 = "_Based on what you have told me, we know much more about the attackers. Who they are. What direction they came from. I think I know where you should begin your hunt._";
	code =
		toggle_quest(107,3);
		sf(77,3,2);
		if (gf(78,5) > 1)
			rs(2);
		if (gf(78,6) > 4)
			rs(3);
			else {
				rs(4);
				award_party_xp(300,28);
				}
	break;
	
begintalknode 28;
	state = 10;
	nextstate = 17;
	condition = gf(77,3) == 2 || gf(77,3) == 3;
	question = "What should I do now?";
	text1 = "_I have long suspected that the raiders are based over the river to the west. Several times, our sentries have seen movement in the mists across the river. And then you saw that attack from the south._";
	text2 = "_That area is well patrolled. The only way they could appear and disappear so easily is from the tunnels below us._";
	text3 = "_Enter the tunnels. Find a way to the raiders, and destroy them. Only then can Fort Dranlon be secure._";
	code =
		sf(77,3,3);
		toggle_quest(108,1);
	break;

begintalknode 29;
	state = 17;
	nextstate = -1;
	condition = 1;
	question = "Where should I go once in the tunnels?";
	text1 = "_Look for a way to explore to the west. I do not believe they would be able to hide to the east, deeper in Avernite territory. My best scouts have already scoured those tunnels._";

begintalknode 30;
	state = 17;
	nextstate = -1;
	condition = 1;
	question = "Why are the raiders attacking?";
	text1 = "He laughs dryly. _You will have to ask them. Or, preferably, just kill them._";
	
begintalknode 31;
	state = 17;
	nextstate = -1;
	condition = has_spec_item(13) > 0;
	question = "I found this brooch on their leader. (Show it.)";
	text1 = "He takes the brooch and inspects it. _A chitrach. Very ... interesting. You should show it to Rogelio. Seems his sort of thing._";
	
begintalknode 32;
	state = 10;
	nextstate = 18;
	condition = gf(77,3) == 3 && gf(62,1) > 0;
	question = "I found the brigand camp. Their leader is dead.";
	text1 = "You tell the tale of the battle against the raiders. He nods. _Our sentries saw signs of the battle. I do not want to believe it. Those murderers, acting in such a way against their own kind. And for what? It makes no sense._";
	text2 = "_But you have done very well for us. The road can now be protected. The remaining refugees can escape. Fort Dranlon will be secure. You should report this triumph to the Castle._";
	text3 = "_And I want you to have this, as a personal expression of gratitude._ He takes a long, slender ivory wand from his desk and hands it to you.";
	code =
		set_flag(77,3,4);
		sf(77,1,1);
		toggle_quest(108,3);
		award_party_xp(500,30);
		reward_give(103);
	break;
		
begintalknode 33;
	state = 18;
	nextstate = -1;
	condition = gf(62,2) > 0;
	question = "When I was there, I found a message from Khrez-Yss. (Describe it.)";
	text1 = "_Then that solves a mystery. That is why they worked against us. The agents of the shadow do all they can to divide us, to corrupt the weak and mad among us._";
	text2 = "_And to think ... When I was in the north, I almost killed that monster._";
	text3 = "_Thank you for letting me know. I will send word to the Castle._";
	code =
		award_party_xp(200,30);
	break;

// Tania Venia

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "There is a small shrine in this fort, here to provide comfort and guidance to the many explorers and soldiers who pass through Fort Dranlon.";
	text2 = "One old woman tends to the temple. She wears long flowing robes, made of soft cotton from the surface. Expensive, no doubt. When you enter, she smiles and moves to greet you.";
	text3 = "_Welcome, traveler,_ she says. _I am Tania Venia, of the Seekers of the Mysteries. For many years, I have been here, guiding explorers of all sorts. And so I remain, here to give comfort to all of us as we face the final mysteries._";
	text5 = "Tania Venia smiles. _You are still here. You are still in need of guidance, in the face of the great unknown that faces us all. Let the Seekers aid you._";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "Who are the Seekers of the Mysteries?";
	text1 = "_We are seekers of knowledge. We are explorers, who are only content when at the borders of what is unknown. Within and without._";

begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "How do you explore within?";
	text1 = "_We seek, through fasting and meditation, to fully comprehend and control the chaos within ourselves. It is through such focus that we gain great calm. And, incidentally, strength._";
	text2 = "_Such strength can result in uncommon holy power. If you wish, I can train you in some of our techniques. I rarely have the energy to perform such rituals anymore, but I can share the techniques with others._";

	
begintalknode 53;
	state = 53;
	nextstate = 50;
	condition = 1;
	question = "Can you provide me with training?";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Tania Venia",
		  "Tania Venia teaches you to focus, to achieve power through pure concentration. Her spells are largely beneficial in nature.",
		  67,3,0);	
	break;
	
begintalknode 54;
	state = 53;
	nextstate = 50;
	condition = gf(77,1) > 0;
	question = "What special spell can you teach me?";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Tania Venia",
		  "Tania Venia teaches you how to restore the spark of life to one close to death.",
		  68,3,0);	
	break;
	
begintalknode 55;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "How do you explore without?";
	text1 = "_Those of our sect are always seeking unknown places, unknown creatures, new areas to explore. That is what drew me here, to Fort Dranlon, when my sister was lost._";
	text2 = "_Once, I would have journeyed down to vahnatai lands or deep into the Northern Reaches. Oh, it would be marvelous, to sample such mysteries. But now ... The years have passed. I seek only simple comforts._";
	
begintalknode 56;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Do members of your sect ever fight?";
	text1 = "_Of course! We believe in facing the unknown. Sometimes the secrets we confront are dangerous. Then we must be brave and face them down._";
	
begintalknode 57;
	state = 50;
	nextstate = 54;
	condition = 1;
	question = "How did you come to be in this shrine?";
	text1 = "She sighs. _My sister Terella and I joined our order together. She came here to tend to this temple with dear old Mother Phelps. They were very close. And then Terella went off on her own explorations, and she died._";
	text2 = "_At that point, I saw where my duty lay.  I came here to do what needed to be done, to tend to those who need it. Though my time of exploring the world is past. Now I have simpler pleasures._"; 
	
begintalknode 58;
	state = 54;
	nextstate = -1;
	condition = 1;
	question = "What happened to Mother Phelps?";
	text1 = "_She did not last long after she learned of Terella's death. It takes great energy, great will to live out here for a long time. When that will is lost ..._ She shakes her head.";

begintalknode 59;
	state = 54;
	nextstate = 55;
	condition = 1;
	question = "How do you guide people?";
	text1 = "_They say where they are going. They say what they seek. I advise them, based on what I know and what I see within them._";

begintalknode 60;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "And do you have any advice for me?";
	text1 = "She looks you in the eye, deep and long. She opens her mouth and closes it again. And then she shakes her head. _I can't guide you._";
	text2 = "_I feel that we are in danger. I think these may be the final days of Avernum. But you ... You might ... I will not interfere with your path._";

begintalknode 61;
	state = 54;
	nextstate = 55;
	condition = 1;
	question = "What are your simpler pleasures?";
	text1 = "_Simple luxury. I have spent so many years wandering remote tunnels, so many days meditating and exploring my inner worlds, that I have run out of energy._";
	text2 = "_So now I explore books, and food, and wine. I am afraid that I have become a simpler creature. Though it is very difficult out here to find the pleasures I seek._";

begintalknode 62;
	state = 55;
	nextstate = -1;
	condition = gf(77,7) < 2;
	question = "Is there anything in particular you are looking for?";
	text1 = "She sighs. _In this dark time, I seek ..._ Then she smiles. _Five bottles of Almarian wine. Yes, that is what I would like in these final days._";
	text2 = "_I would, of course, pay for them._";
	code = 
		set_flag(77,7,1);
		toggle_quest(109,1);
	break;

begintalknode 63;
	state = 50;
	nextstate = 53;
	condition = 1;
	question = "Can you teach me some of your rituals?";
	text1 = "_Of course. I exist to spread knowledge. We explore mysteries, but we do not hoard what we earn._";
	text2 = "_I have also heard that our commander wishes your help, to hunt down the murderers who have plagued those we shelter here. If you can aid him, I will make more knowledge available to you._";
	text3 = "_Also, since you have gained vengeance on the murderers who plagued those we shelter here, I will make more knowledge available to you._";
	code =
		if (gf(77,3) < 4)
			rs(3);
			else rs(2);
	break;
	
begintalknode 64;
	state = 53;
	nextstate = 50;
	condition = 1;
	question = "I don't need training.";
	text1 = "_All right. What other guidance can I give?_";

begintalknode 65;
	state = 50;
	nextstate = -1;
	condition = num_of_item(435) >= 5 && gf(77,7) == 1;
	question = "I have the wine you wanted. (Give five bottles.)";
	text1 = "She eagerly takes the bottles and inspects them. _I hope my suspicions are not correct. I hope this is not the end. But if it is, these will help me to face it._";
	text2 = "She fetches something from upstairs, a long, polished rod of cavewood, etched with runes. _As you gave something to comfort me, I have something to shield you. My days of exploration are past, but you may have use for it._";
	code = 
		set_flag(77,7,2);
		toggle_quest(109,3);
		award_party_xp(400,25);
		reward_give(246);
		take_num_of_item(435,5);
	break;		
	
	
begintalknode 66;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Farewell. I wish you strength in dealing with the mysteries you encounter._";
	action = END_TALK;

// 70 Neron

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is a wiry, fidgety man sitting next to this open cell. He seems to be playing a dice game with himself, and losing. He doesn't notice you until you're right behind him, at which point he jumps straight up into the air.";
	text2 = "_Aieee ... Ahhhh ... Hello._ He tries to slow down his breathing. _I am ... Neron. Don't get anyone up here, much. Just those who ... Some want to talk to me. I'm just alone, usually._";
	text5 = "Neron sits at his desk and fidgets with his dice. He rolls them again and again, moving his coins from one end of the table to the other following a set of rules only he understands.";
	text6 = "_You come up to talk to me? Sometimes, soldiers do that._";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "What is your job up here?";
	text1 = "_I'm a guard. I watch the cell. I take care of the prisoners._ He looks at the empty cell and sighs. _Prisoners._";

begintalknode 72;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "No prisoners right now?";
	text1 = "_No._ His face twitches slightly. _No prisoners. Very quiet._";

begintalknode 73;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "How often do you get a prisoner to watch?";
	text1 = "_Not ... Not often. You see, the sliths don't come out here. And the raiders who kill us, we never catch them. If we kill any of them, they ... They carry off their dead._";
	text2 = "_So I just stay up here. And ... Help out._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(169,0) < 3;
	question = "Soldiers come up and talk to you? Why?";
	text1 = "_Well ... They ..._ He looks at you very closely. He stares at your face. He watches your eyes. And then he shakes his head.";
	text2 = "_Just talk. Lonely out here. Terrifying. They need someone to talk to and play dice with. That's all. And I'm very busy. Have to get back to work._ He returns to rolling his dice.";
	action = END_TALK;
	
begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = gf(169,0) >= 3 && gf(77,6) == 0;
	question = "Soldiers come up and talk to you? Why?";
	text1 = "_Well ... They ..._ He looks at you very closely. He stares at your face. He watches your eyes. And then he shakes his head.";
	text2 = "_You've used it. I can tell. Skribbane. It leaves a mark. Hard to spot it. I have some, and I share it with the soldiers. I can sell it to you too. Hard to get, but I have it._";
	action = SET_SDF 77 6 1;
	
begintalknode 76;
	state = 70;
	nextstate = 72;
	condition = gf(77,6) > 0;
	question = "There are skribbane eaters out here?";
	text1 = "_Oh, yes. You have felt what it does. How it makes your mind fast. Hides pain. There are few soldiers these days who don't use it at least once. That is why I am tolerated. We need every advantage we can get against the Slith Horde._";
	text2 = "_We will deal with the consequences later._";

begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Where do you get it?";
	text1 = "He looks nervous. _That is not something I share. It's a dangerous thing to try to learn._";

begintalknode 78;
	state = 70;
	nextstate = -1;
	condition = gf(77,6) > 0;
	question = "I would like to buy some skribbane.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Neron",
		  "Neron has a small supply of skribbane. He sells it at high prices to those soldiers who want an extra edge in battle.",
		  29,6,0);	
	break;
	
begintalknode 79;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "Neron nods, coughs, and twitches. _Fine. I will return to work._ He starts rolling his dice again.";
	action = END_TALK;

// Damita

// 90

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "This is the quartermaster's office. The supply room looks impressive, at first. Many jars, pots, and piles of sacks. And then you notice the dust and webs. Most of the containers are empty.";
	text2 = "The quartermaster is sitting at a polished wood table in the corner, carefully cutting a piece of leather. You wait quietly, not wanting to disrupt her concentration. She eventually looks up at you.";
	text3 = "_Greetings to you. I am Damita._ She holds up the oddly-shaped piece of leather. _Nice, eh? It will do very nicely._ For what, you have no idea.";
	text4 = "_I hope you aren't here for handouts. We have nothing to spare. But, if you have something to trade, we can do business._";
	text5 = "Damita absent-mindedly works on trimming her leather while she speaks with you.";
	text6 = "The odor of cured hide in the room is strangely comforting. It smells like normal times. People working, being productive, getting on with their lives.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "You don't have any supplies to spare?";
	text1 = "_No. We're isolated out here. Before, we received supplies from the north and the east. We don't get anything from either direction anymore._";

begintalknode 92;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "I'd like to trade with you.";
	text1 = "_Of course. I have a few odds and ends I can sell, and the fort has a fund to buy things we need._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "What happened to the north?";
	text1 = "_The Slith Horde. Go upriver and you will soon entirely leave lands under Avernum control._";

begintalknode 94;
	state = 91;
	nextstate = -1;
	question = "What happened to the east?";
	text1 = "_Raiders. Not thieves. Butchers is a more accurate term. They find the caravans, slaughter everyone, take what they want, and burn the rest._";
	text2 = "_Though, thanks to you, that hopefully won't be as much of a problem in the future._";
	code =
		if (gf(77,3) < 4)
			rs(2);
	break;
	
begintalknode 95;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "Let me see what you have for sale.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Fort Dharmon Supplies",
		  "You look at what Damita has for sale, and your heart sinks. It's all junk. Their situation is far more desperate than they let on.",
		  69,5,0);	
	break;

begintalknode 96;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "I have something I can sell you.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;
	
begintalknode 97;
	state = 92;
	nextstate = 90;
	condition = 1;
	question = "I want to discuss something else.";
	text1 = "_All right._";

begintalknode 98;
	state = 90;
	nextstate = 93;
	condition = 1;
	question = "You can work with leather?";
	text1 = "_I can. It keeps me busy, and it provides armor to those who go without it. I don't have quality materials. If I did, I could make some remarkable things._";
	text2 = "";

begintalknode 99;
	state = 93;
	nextstate = 94;
	condition = 1;
	question = "I would like to have some custom work done.";
	text1 = "_Really? Well, I will need to charge. We need the funds and the supplies. All of the best things I can make require two to four pieces of fine leather. In addition, I will need focusing crystals and five hundred coins per item._";
	text2 = "_More powerful items might require more exotic ingredients, like mandrake tincture or demon's bile._";
	text3 = "_Why don't you show me what materials you have and I will tell you what I can make._";

begintalknode 100;
	state = 93;
	nextstate = 90;
	condition = 1;
	question = "I want to discuss something else.";
	text1 = "_All right._";

begintalknode 101;
	state = 94;
	nextstate = -1;
	condition = num_of_item(294) > 1 && num_of_item(295) > 0 && coins_amount() >= 500;
	question = "Make a simple cloak for me. (Give 2 fine leather, 1 focusing crystal, and 500 coins.)";
	text1 = "She takes the materials and tells you to leave her workshop. _Your presence is distracting, and I must concentrate to work._ You leave. You hear the sounds of labor from within. You hear cutting. You smell ozone. There is cursing.";
	text2 = "Eventually, she calls you back in and presents you with a beautiful cloak. _A nice piece of work, I'm happy to say._";
	action = REUSABLE;
	code = 
		take_num_of_item(294,2);
		take_num_of_item(295,1);
		change_coins(-500);
		reward_give(13);
	break;

begintalknode 102;
	state = 94;
	nextstate = -1;
	condition = num_of_item(294) > 3 && num_of_item(295) > 1 && num_of_item(287) > 0 && coins_amount() >= 500;
	question = "Make a cloak suitable for a warrior. (Give 4 fine leather, 2 focusing crystal, mandrake tincture, and 500 coins.)";
	text1 = "She takes the materials and tells you to leave her workshop. _Your presence is distracting, and I must concentrate to work._ You leave. You hear the sounds of labor from within. You hear cutting. You smell ozone. There is cursing.";
	text2 = "Eventually, she calls you back in and presents you with a beautiful cloak. _A nice piece of work, I'm happy to say._";
	action = REUSABLE;
	code = 
		take_num_of_item(294,4);
		take_num_of_item(295,2);
		take_num_of_item(287,1);
		change_coins(-500);
		reward_give(18);
	break;

begintalknode 103;
	state = 94;
	nextstate = -1;
	condition = num_of_item(294) > 2 && num_of_item(295) > 1 && num_of_item(287) > 0 && coins_amount() >= 500;
	question = "Make leather greaves light enough for a mage to wear. (Give 3 fine leather, 2 focusing crystal, mandrake tincture, and 500 coins.)";
	text1 = "She takes the materials and tells you to leave her workshop. _Your presence is distracting, and I must concentrate to work._ You leave. You hear the sounds of labor from within. You hear cutting. You smell ozone. There is cursing.";
	text2 = "Eventually, she calls you back in and presents you with a beautiful pair of greaves. _A nice piece of work, I'm happy to say._";
	action = REUSABLE;
	code = 
		take_num_of_item(294,3);
		take_num_of_item(295,2);
		take_num_of_item(287,1);
		change_coins(-500);
		reward_give(456);
	break;

begintalknode 104;
	state = 94;
	nextstate = -1;
	condition = num_of_item(294) > 3 && num_of_item(295) > 1 && num_of_item(288) > 0 && coins_amount() >= 500;
	question = "Make a girdle with powerful protective magic. (Give 4 fine leather, 2 focusing crystal, demon's bile, and 500 coins.)";
	text1 = "She takes the materials and tells you to leave her workshop. _Your presence is distracting, and I must concentrate to work._ You leave. You hear the sounds of labor from within. You hear cutting. You smell ozone. There is cursing.";
	text2 = "Eventually, she calls you back in and presents you with a beautiful girdle. _A nice piece of work, I'm happy to say._";
	action = REUSABLE;
	code = 
		take_num_of_item(294,4);
		take_num_of_item(295,2);
		take_num_of_item(288,1);
		change_coins(-500);
		reward_give(488);
	break;

begintalknode 105;
	state = 94;
	nextstate = -1;
	condition = num_of_item(294) > 4 && num_of_item(295) > 2 && num_of_item(288) > 0 && coins_amount() >= 500;
	question = "Make a pair of gauntlets that will make me unbeatable in battle. (Give 5 fine leather, 3 focusing crystal, demon's bile, and 500 coins.)";
	text1 = "She takes the materials and tells you to leave her workshop. _Your presence is distracting, and I must concentrate to work._ You leave. You hear the sounds of labor from within. You hear cutting. You smell ozone. There is cursing.";
	text2 = "Eventually, she calls you back in and presents you with a beautiful pair of gauntlets. _A nice piece of work, I'm happy to say._";
	action = REUSABLE;
	code = 
		take_num_of_item(294,5);
		take_num_of_item(295,3);
		take_num_of_item(288,1);
		change_coins(-500);
		reward_give(188);
	break;

begintalknode 106;
	state = 94;
	nextstate = 90;
	condition = 1;
	question = "I don't need anything made.";
	text1 = "_All right._";

begintalknode 107;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "_Then I will return to making this armor. It will only be leather, but that is better than bare skin._";
	action = END_TALK;

// 110 Rogelio


begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "This workshop is disgusting. There's no other word for it. Chitrach claws, antennae, and other body parts litter the floor, among many small pools of slime. Their husks and bits of egg sacs are everywhere.";
	text2 = "A large man, wearing a thick leather jerkin, stirs a bubbling pot of green goop. A large broadsword hangs from his belt.";
	text3 = "He turns to greet you. _I am Rogelio, chitrach-hunter extraordinaire! Soldiers do not often visit me. It's a pity. I would have much to teach them!_";
	text5 = "Rogelio stirs and sniffs his pool of goo. Sometimes, he uses a pair of tongs to pick out a leg and toss it into the corner.";
	text6 = "_Soon, I will have concentrated chitrach essence. It is all part of my work!_";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "You are a chitrach hunter?";
	text1 = "_I am! Soldiers do what they can to hunt those vile bugs, but it is only such as I who stalks them relentlessly, every day of every year!_";
	text2 = "_We are a proud lot, we chitrach hunters. The crown pays us a bounty per right antenna, and we keep the farmers safe!_";
	
begintalknode 112;
	state = 111;
	nextstate = 113;
	condition = 1;
	question = "Do you hunt in this area?";
	text1 = "_I often do. I go out every week, exploring the small tunnels, smashing their eggs, crushing the creatures. I am most skilled at this work!_";

begintalknode 113;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Any advice you can give me for hunting chitrachs?";
	text1 = "_Watch for their signs. Patches of rubble. Slime. Egg sacs. These mark where chitrachs are near._";
	text2 = "_The creatures swarm. There is one means there is many. Use magic to daze them. Their minds are tiny._";
	
begintalknode 114;
	state = 111;
	nextstate = 112;
	condition = 1;
	question = "Where did you learn your trade?";
	text1 = "_I was an apprentice in the Northern Reaches, under Kingsley. One of the bravest chitrach hunters to ever bear the name!_";
	
begintalknode 115;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "What happened to Kingsley?";
	text1 = "_He was eaten by chitrachs. But he would have wanted it that way._";
	
begintalknode 116;
	state = 113;
	nextstate = -1;
	condition = 1;
	question = "Where are the chitrachs most dangerous?";
	text1 = "_Ahhhh ... An overconfident hunter is a dead hunter. The tunnels south of the fort, these are most swarmed and most dangerous. I will not go there. Not without many soldiers with me._";
	text2 = "_East and north, these places are safer for hunting._";
	
begintalknode 117;
	state = 110;
	nextstate = 115;
	condition = 1;
	question = "What are you working on?";
	text1 = "_I am trying my hand at alchemy. I want to make fluids that repel or poison chitrachs. This involves a lot of boiling. It is disgusting._";
	
begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Anything I can help you with?";
	text1 = "_When I need something, I post a note on the job board, outside the south wall._";
	
begintalknode 119;
	state = 110;
	nextstate = 114;
	condition = has_spec_item(13) > 0;
	question = "I found this charm on a raider. (Show the chitrach charm to him.)";
	text1 = "He takes the charm and holds it with great reverence. _Oh, to have skill with magic. To be able to make such things. I can sense the power in this. The way it can bend the weak minds of chitrachs. A marvelous thing._";
	text2 = "_Where is this from?_ You tell him. _Hmmm. I have heard ... You are hunting bandits. And one of them has this? This is interesting. It makes me think._";
	code =
		if (gf(77,3) >= 4)
			rs(2);
	break;
	
begintalknode 120;
	state = 114;
	nextstate = -1;
	condition = gf(77,3) < 4;
	question = "What does it make you think?";
	text1 = "_Chitrachs are not hard to evade, with care. Except ... There is a huge nest of them. Under our feet, to the south. Maybe this charm helps the murderers to pass through there. It is possible._";
	
begintalknode 121;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "Where do you get materials?";
	text1 = "_I hack them out of the chitrachs I kill. When I need more, I post on the job board._";
	
begintalknode 122;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "Any luck?";
	text1 = "_No. Not yet. Chitrachs are too strong to be repelled by smells and too smart to eat poisons. Also, at alchemy, I have no skill. But I will try. Maybe I will have the luck!_";

// 130 Driver Melisenda

begintalknode 130;
	state = -1;
	nextstate = 130;
	condition = 1;
	question = "Name";
	text1 = "There is a caravan driver here, moving around boxes of supplies and tending to the wagons. She is stocky, muscular, and unrelentingly grim. When she sees a soldier approach, she acts as if you are delivering her death sentence.";
	text2 = "Resigned, she takes your hand in a bone-crushing grasp. _I am Driver Melisenda. I work the Silvar-Fort Dranlon route. One of the few of us left._";
	text3 = "_So what brings you out here to speak with me?_ She acts like she already knows the answer.";
	text5 = "Driver Melisenda says, _So, soldier, what brings you out here to talk to me?_";
	action = INTRO;

begintalknode 131;
	state = 130;
	nextstate = 131;
	condition = 1;
	question = "Tell me about the route you travel.";
	text1 = "_It's the road from Silvar to Fort Dranlon. Very important. A lot of supplies need to go along that route. And refugees, of late._";
	text2 = "_I've worked that road for years. I know it by heart. And I kept working at it, even after ..._ She shakes her head. _The horrors._";
	
begintalknode 132;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "You've escorted refugees?";
	text1 = "_Hundreds of them. I brought many of them here. Then, when King Starrus finally realized how foolish that was, I brought many of them back._";
	text2 = "_All of the refugees I guarded made it back alive. Other drivers ... They weren't so lucky._";

begintalknode 133;
	state = 131;
	nextstate = -1;
	condition = 1;
	question = "Many problems with chitrachs?";
	text1 = "_No. I know how to recognize their nests. The rubble. The egg sacs. I know to keep a safe distance. They avoid the roads._";
	
begintalknode 134;
	state = 131;
	nextstate = 132;
	condition = gf(77,4) < 2;
	question = "What horrors?";
	text1 = "_The raiders. Whoever they are. Whatever they are. They haven't attacked my caravans. Only because of luck. Now that I'm one of the few drivers left on this road, my time will come soon._";
	
begintalknode 135;
	state = 131;
	nextstate = -1;
	condition = gf(77,4) >= 2;
	question = "What horrors?";
	text1 = "_The raiders. The ones we barely escaped. I promise you this. I am not setting foot on that road until the raiders are dealt with, no matter what Boswell says. One brush with death is enough._";
	
begintalknode 136;
	state = 130;
	nextstate = -1;
	condition = gf(77,3) > 3;
	question = "What horrors?";
	text1 = "_The raiders. The ones we barely escaped. The ones you destroyed. I'll be taking refugees east again soon. Thanks to you._";
	
begintalknode 137;
	state = 132;
	nextstate = -1;
	condition = 1;
	question = "Can you tell me more?";
	text1 = "_You should go into the fort and talk to the commander. He can tell you more._";
	text2 = "_I've been expecting soldiers to come out of the fort and escort us down the road soon. Thought that would be you._";
	
begintalknode 138;
	state = 130;
	nextstate = -1;
	condition = 1;
	question = "What sort of things do you shuttle back and forth?";
	text1 = "_Food. Weapons. Refugees. Depends on the direction and the need._";
	text2 = "_The way things are, though, I doubt I can get anything through safely. Not even myself._";
	code =
		if (gf(77,3) >= 4)
			rs(2);
	break;
	
begintalknode 139;
	state = 130;
	nextstate = -1;
	condition = gf(77,3) == 0;
	question = "Are you leaving soon?";
	text1 = "She shakes her head. _I'm waiting for something first. And I'm relieved to say that you aren't it._";
	text2 = "_And, since you aren't, please leave me. I have work to do._";
	action = END_TALK;
	
begintalknode 140;
	state = 130;
	nextstate = 133;
	condition = gf(77,3) == 1 && gf(77,4) < 2;
	question = "Commander Boswell orders me to escort you east.";
	text1 = "She looks miserable. Her worst fear has come to pass. _So this is it then._ She looks at the refugees, all waiting and ready to travel. _It will be a long, fast march. Down the road to the east, toward Silvar and safety._";
	text2 = "_Boswell hopes we'll meet the raiders. We, of course, hope we don't. We are bait, but it seems to be the only way to lure the attackers out._";
	text3 = "_Best that you heal up. Let me know when you are ready to go._";
	
begintalknode 141;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "I'm not ready yet.";
	text1 = "_Then best go rest up. If the marauders attack, you need to be ready._";
	action = END_TALK;
	
begintalknode 142;
	state = 133;
	nextstate = -1;
	condition = 1;
	question = "All right. Let's go.";
	text1 = "Driver Melisenda nods. _This is it, then. I hope this isn't my last day of life. We're not doing anything fancy. Straight down the road to the east, that is all._";
	text2 = "_Follow us. Stay close. And, for all that is holy, keep us safe._";
	text3 = "She gives the call, like she has so many times before. The refugees pick up their meager sacks of belongings, and they begin the march east.";
	action = END_TALK;
	code =
		sf(77,4,2);
	break;
	
begintalknode 143;
	state = 130;
	nextstate = -1;
	condition = gf(78,5) > 0;
	question = "How are you holding up?";
	text1 = "_Not well._ She seems genuinely shaken. _The brigand attacks ... I suppose I knew I risked death traveling that road, but I never expected ... It will be some time before I can face that journey again._";
	text2 = "_But then again, I have heard that you have destroyed the marauders. I suppose I have no choice but to go out and do my duty once again._";
	code =
		if (gf(77,1) == 0)
			rs(2);
	break;

begintalknode 201;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You come face to face with a man in plate armor. He must be their leader. An odd black amulet hangs from around his neck.";
	text2 = "He lifts his visor and looks at you. _It's ... Yes. It's you. We will be rewarded with a generous bounty for killing you._ He lowers his spear and charges.";

begintalknode 202;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The leader of the brigands runs into the undergrowth and disappears. You look around, but he is gone. That is very unfortunate. Had you killed him, you might have learned something useful.";
	text2 = "At least you have a little bit of information to carry back to the commander.";

begintalknode 203;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The leader of the marauders falls to his knees, gasping and coughing blood. His spear falls to the ground.";
	text2 = "_You ..._ he gasps. _You will not take me back._ In an instant, he has a long, vicious dagger in his hand. _I will not be taken._ You try to stop him, but he's too fast. One quick, lethal motion, and he is dead.";
	text3 = "Now that he is still, you get a closer look at the odd amulet around his neck. It is an intricate onyx carving of a chitrach. Interesting. You take it.";
	code =
		set_spec_item(13,1);
		sf(78,5,2);
	break;

begintalknode 204;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is one of the refugees who has been selected to head back to Silvar. All of them look miserable and terrified. From what you've heard, they have good reason to be afraid.";
	text2 = "This is one of the refugees who want to head back to Silvar. After the marauder attack, there is little chance that they will have the courage to leave Fort Dranlon any time soon."; 
	code =
		if (gf(77,4) < 3)
			rs(1);
			else rs(2);
	break;
	
////

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