// dlg.txt

begintalkscript;

variables;

short i;



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

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to engage Goodman Dugan in conversation, but he is very quiet. His wife says, _Oh, sorry, I am the talker in the family._ He smiles nervously.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a man in long robes hard at work in his room. When you enter, he looks up from his scroll. He doesn't seem to be in his right mind.";
	text2 = "_Intruder! Assassin! You've come!_ He jumps to his feet, ready to defend himself against your imagined attack.";
		
		
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are quite a few refugees and travelers in this inn. Quiet, desperate people, keeping to themselves and seeing if they have enough coppers to afford a room for the night.";
	text2 = "None of them are interested in talking to you.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  The Castle - West";
	text3 = "  Almaria, The Great Portal - Southeast";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";



// Rhoswen

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "The owners of this small farm, ruined by the Blight, are sitting at this table. They invite you to join them for a cup of weak tea. The man lets his wife do most of the talking.";
	text2 = "They are both very thin and weak, a condition that is increasingly common in the Great Cave. Still, they put a brave face on things. The woman says, _It is nice to have company. Friendly company, I mean, in these dangerous times._";
	text3 = "_I am Goodwife Rhoswen, and this is my husband Dugan. I hope you are well, and staying out of danger._";
	text5 = "Goodwife Rhoswen continues to chat happily with you, as she no doubt spent many happy afternoons before the time of the Blight. Dugan sips tea quietly. Not hostile, simply content to listen.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Tell me about your farm.";
	text1 = "_Oh, it's a sad display, isn't it? When we first heard of the Blight, up in the Eastern Gallery, we thought it could never reach us._";
	text2 = "_But it did. It took months, but, when it got here, it made short work of us._";

begintalknode 12;
	state = 10;
	nextstate = 13;
	condition = 1;
	question = "Does anything threaten you here?";
	text1 = "_Nowhere in Avernum is ever truly safe, but we can look after ourselves._ She points at the crossed swords hanging on the walls.";
	text2 = "_There are soldiers nearby, to keep us safe. The only things that scare us are slithzerikai. And skribbane eaters._";

begintalknode 13;
	state = 10;
	nextstate = 15;
	condition = 1;
	question = "How are your food supplies holding out?";
	text1 = "_Not well. We are staying alive, but we are a little weaker every day. If only ... A sack of meal would do so much for us. Maybe give us the strength to plant an orchard, or ..._";
	text2 = "_I'm sorry. It is too easy to dream._";
	text3 = "_Better, now that you have helped us. We are both very grateful._";
	action = DEP_ON_SDF 133 0 0;
	
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I think I will be going.";
	text1 = "_Of course. I thank you for speaking with us. It was a brief reminder of happier times._";
	action = END_TALK;

begintalknode 15;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "What do you do with your fields now?";
	text1 = "_We watch them. Watch them grow. The Blight doesn't kill the mushrooms. It simply makes them inedible. One day, we hope to burn the field and plant something new. But first, we need something we can plant._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Do you have any other sources of food?";
	text1 = "_No. Like everyone else, we butchered our lizards months ago. We fish. We forage the occasional fruit from a cavewood tree._";
	text2 = "_But most of our food comes from the occasional journey down to the depot._ She must mean the depot you were based in. _And the rations there get smaller ..._ She shakes her head.";

begintalknode 17;
	state = 12;
	nextstate = 10;
	condition = 1;
	question = "What is it?";
	text1 = "_I do not want to complain. Or dwell on this. I want to think of happier times._";

begintalknode 18;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Where are the soldiers?";
	text1 = "_They have a large encampment at the crossroads to the south, just outside the Almaria gates._";

begintalknode 19;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Have you seen any signs of the Slith Horde?";
	text1 = "_No. We thought they might be held in the Eastern Gallery. But, then, we hoped the Blight would be the same. It was not._";
	text2 = "_Those creatures are without mercy. If they come here ..._ The both shake their heads.";
	
begintalknode 20;
	state = 13;
	nextstate = 14;
	condition = 1;
	question = "Tell me about the skribbane eaters.";
	text1 = "She looks very nervous. _Oh, no. They do not like it when people speak ... Word gets around. They learn. Those who use it, those who sell it. It is dangerous._";

begintalknode 21;
	state = 14;
	nextstate = 10;
	condition = 1;
	question = "It is safe to tell me.";
	text1 = "_I'm sure you think so. But skribbane ... It is powerful. It makes you so strong, for a short time. It makes the hunger go away. And then it takes control. The benefits fade. The hunger is replaced with a stronger hunger still._";
	text2 = "Dugan starts to look very uncomfortable. This is not lost on her. _It maddens ... No. I am sorry. I would not speak of it._";

begintalknode 22;
	state = 15;
	nextstate = 10;
	condition = gf(133,0) == 0 && party_has_item(191) == 0;
	question = "I'm afraid I don't have any meal.";
	text1 = "_Of course you don't. Why would I even think it? Here. Have some more tea._";

begintalknode 23;
	state = 15;
	nextstate = 10;
	condition = gf(133,0) == 0 && party_has_item(191) ;
	question = "I have some spare meal. Here. Have some. (Give a bag.)";
	text1 = "They can hardly believe their good fortune. _Oh ... Oh, thank you. You are so kind. I wish ... We have nothing left to repay you. But we will be ever in your debt._";
	text2 = "They take the meal off and hide it, being careful to make sure nobody passing on the road sees that they have food.";
	code =
		sf(133,0,1);
		take_item(191);
		award_party_xp(200,10);
	break;
	
begintalknode 24;
	state = 15;
	nextstate = 10;
	condition = gf(133,0) == 0;
	question = "Let's talk about something else.";
	text1 = "_Yes. Of course._";

// Innkeeper Taggart

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "The keeper of this small inn is busily stirring a pot of stew. There isn't much of a smell, and you can soon see why. There's hardly anything in it besides water. Tiny bits of mushroom, meat, and lichen.";
	text2 = "_Sad stuff, isn't it? Sure you get much better than that in the service. I'm Taggart. We're pretty full here, with little to sell, but we do have drinks for sale._";
	text5 = "Taggart's customers are a grim, quiet lot. They have little money left to buy anything, and they mainly want to sit at their tables and be invisible. This leaves him with plenty of time to speak with you.";
	text6 = "_Always glad to help a soldier. Anything you want to know?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "How is business?";
	text1 = "_Well, I have a lot of customers. Paying customers, well, that's more difficult. Sometimes I feel more like a charity than an inn._";
	text2 = "_I get a lot of refugees. A lot of travelers. All wanting a safe bed. I'm earning plenty of money. But there's no food to spend it on, so I can't take too much satisfaction in it._";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Can I buy some food?";
	text1 = "He looks down at the sad stew. _This is all we have. Happy to share some of it with Avernum's defenders._ He dishes you up a small bowl of the watery broth. It has very little nutritive value.";
	text2 = "_Sorry I can't offer more. Hard times._";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I could use a drink.";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Innkeeper Taggart",
		  "Innkeeper Taggart doesn't have much food, but the fungi used to make the vile Avernite wine and beer haven't been affected by the Blight yet.",
		  22,3,0);	
	break;

begintalknode 34;
	state = 30;
	nextstate = 33;
	condition = 1;
	question = "Anything I should know about the area?";
	text1 = "_As long as you have a blade, it's not too dangerous. There are guards at the crossroads to the south, so you should be safe. If you go farther south, though, it starts to get dangerous._";
	text2 = "_Just be careful about skribbane eaters. If someone seems angry or jumpy or has green stains around the mouth, keep your distance._";

begintalknode 35;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Could I have a room?";
	text1 = "_All full. Travelers to and from the Great Portal, mainly. And, if I were you, I'd stay out of the rooms._";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What do you mean?";
	text1 = "_Don't get too curious and poke about in the rooms. Some of my guests are a bit ... touchy._";

begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Where are people traveling to?";
	text1 = "_Most of them are going to the Great Portal to leave, or going to Almaria for a portal lottery. Sometimes I feel like I'm going to collect at least one coin from everyone leaving Avernum._";
	text3 = "_Well, they were going to the Great Portal. Now that that's gone, they're returning to the Great Cave, hoping to stay away from the savage slithzerikai._";
	action = DEP_ON_SDF 170 1 10;
	
begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "What do they need to be kept safe from?";
	text1 = "_Well, the Great Cave is getting more skribbane eaters. They eat it for a while, it seems to help. And then it doesn't, and you're caught._";
	text2 = "_So I'll let you know now. I don't tolerate any of that stuff in my inn._";

begintalknode 39;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What is farther south?";
	text1 = "_I've heard that some people have seen nephilim down there. Savage. Bandits. Just rumors, but I'd believe them._";

begintalknode 40;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Tell me about skribbane.";
	text1 = "_It's dangerous. And illegal. But it's in Avernum for good, now. Stay away from it, soldier. I've been in the army. I've seen what it can do. It makes you strong, for a time. Until it makes you mad._";


//

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 = "";
		