// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,0) == 0 && has_spec_item(4) == 0;
	question = "special";
	text1 = "You approach the gates of Fort Draco, one of Avernum's oldest and strongest fortresses. It is not currently held by the slithzerikai. In fact, it doesn't look like it's held by anyone at all.";
	text2 = "It is eerily quiet, and you can see nobody moving inside. The gates are huge, steel, closed, and glowing with a faint green light. If the nearby sign is to be trusted, they bear powerful magical wards. Enough even to keep the Slith Horde out.";
	text3 = "Not that they haven't tried. The wall is covered with cracks and burn marks, evidence of the extreme brute force the enemy brought to bear on the entryway, to no avail.";
	text4 = "Any hope of getting supplies or assistance from here is gone. You'll have to move on.";
	action = SET_SDF 23 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,1) == 0 && has_spec_item(4) > 0 && gf(23,10) == 0;
	question = "special";
	text1 = "You approach the gates of Fort Draco, one of Avernum's oldest and strongest fortresses. It is not currently held by the slithzerikai. In fact, it doesn't look like it's held by anyone at all.";
	text2 = "It is eerily quiet, and you can see nobody moving inside. The gates are huge, steel, closed, and glowing with a faint green light. If the nearby sign is to be trusted, they bear powerful magical wards. Enough even to keep the Slith Horde out.";
	text3 = "You remove the crystal Levitt gave you from your pack and wave it around the gate. Something does, indeed, happen. You hear a grinding sound. You smell smoke. The gates vibrate. And that's it.";
	text4 = "The gate mechanism must be damaged. You'll have to find another way in.";
	action = SET_SDF 23 1 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,2) == 0 && has_spec_item(4) > 0;
	question = "special";
	text1 = "You approach the gates of Fort Draco, one of Avernum's oldest and strongest fortresses. It is not currently held by the slithzerikai. In fact, it doesn't look like it's held by anyone at all.";
	text2 = "It is eerily quiet, and you can see nobody moving inside. The gates are huge, steel, closed, and glowing with a faint green light. If the nearby sign is to be trusted, they bear powerful magical wards. Enough even to keep the Slith Horde out.";
	text3 = "Not that they haven't tried. The wall is covered with cracks and burn marks, evidence of the extreme brute force the enemy brought to bear on the entryway, to no avail.";
	text4 = "You remove the crystal Levitt gave you from your pack and wave it around the gate. Something does, indeed, happen. You hear grinding. You smell smoke. And, with a sound like the shriek of a thousand demons, the gate slowly opens.";
	action = SET_SDF 23 2 1;
	code =
		sf(23,10,1);
	break;
	
begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,3) == 0;
	question = "special";
	text1 = "You step inside Fort Draco and look around, the first Avernite to do so since it was abandoned. It is definitely eerie.";
	text2 = "It looks like everyone was packing up and preparing to abandon the fort. Wagons full of food and supplies, mostly rotten, are lined up on the road. And then, for some reason, everyone fled at once, sealing the gates and abandoning everything.";
	text3 = "Now it is quiet and empty. Everything is covered with a light layer of dust and mold, and there is a faint smell of rot in the air. All is still.";
	text4 = "Except, as you enter, you think you can hear, faintly, somewhere in the distance, someone giggling. But then it stops. Probably your overactive imagination.";
	action = SET_SDF 23 3 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,4) == 0;
	question = "special";
	text1 = "Someone hurriedly (but effectively) etched some runes of warding in the floor here. On the other side, you can see lots of scorching on the walls and ceiling, as if someone trapped within battered the barrier with powerful magic.";
	text2 = "For now, though, it is quiet. If something is still trapped within, it's lurking at a polite distance.";
	action = SET_SDF 23 4 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,5) == 0;
	question = "special";
	text1 = "Before Fort Draco was abandoned, mages hurriedly erected defenses to ward off anyone who might try to fly in or scale the wall. As you get close to this ring of crystal pillars, your skin starts to burn slightly.";
	text2 = "You hear humming. A brief search reveals that it's coming from the crystal Levitt gave you. It is identifying you as safe, which is why the crystals haven't incinerated you yet.";
	text3 = "Any members of the slith horde who climbed over the walls would ... well, there were a number of greasy scorch marks on the floor inside the gate.";
	action = SET_SDF 23 5 1;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,6) == 0;
	question = "special";
	text1 = "These halls are the objective of your mission. You can see many shelves on the walls. Some are covered with valuable and precious equipment and supplies. Others contain scrolls and maps, probably bearing useful information.";
	text2 = "Considering the circumstances, it's unlikely anyone would object if you helped yourself to a few items the other soldiers were not sent to obtain.";
	action = SET_SDF 23 6 1;

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,7) == 0;
	question = "special";
	text1 = "__";
	action = SET_SDF 23 7 1;

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = get_sdf(23,8) == 0;
	question = "special";
	text1 = "__";
	action = SET_SDF 23 8 1;


//

begintalknode 10; // spellbook
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "It is not surprising that there is a spellbook among the other things they couldn't carry out of Fort Draco when it was abandoned. It sits on this pedestal, slightly damp and bound in black drakeskin.";
	text2 = "Pity they couldn't take it with. It describes techniques for clouding the senses of those attacking you, leaving them temporarily helpless. (Your skill with the spell Strong Daze increases.)";
	text3 = "You browse through the book a bit more, but you don't learn anything new.";
	text4 = "You browse through the book, but you can't understand any of it. You don't know enough magical lore. (Improve your Arcane Lore skill to understand books like these.)";
	code =
		if (gf(23,18) == 0) {
			rs(3);
			if (get_stat_total(13) < 10)
				rs(2);
				else {
					rs(4);
					sf(23,18,1);
					alter_stat(30000,55,1);
					}
			}
			else {
				rs(1); rs(2); rs(4);
				}
	break;
	
begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  FORT DRACO";
	text3 = "  SEALED AND MAGICALLY WARDED BY ORDER OF THE AVERNITE CROWN";
	text4 = "  DO NOT ENTER WITHOUT PERMISSION AND PROTECTION";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  FORT DRACO PORTAL PYLON";
	text3 = "  STAY CLEAR OF ARRIVAL AREA";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = gf(167,20) == 0;
	question = "special";
	text1 = "There is a large anvil in this alcove. It's a beautiful piece of work, a huge, shining chunk of tempered steel, carefully worked into a shape that perfectly and elegantly conveys a convincing sense of anvilness.";
	text2 = "You can't help but reach out and run your fingers over the cool metal. It's an amazing piece of craftsmanship, probably only just completed when the fort had to be abandoned.";
	text3 = "This must be the anvil that X wanted. You take the token he gave you and place it on the top. Then you stand back. Well back.";
	text4 = "It's good that you did. Sure enough, moments later, the token begins to glow. There is a flash of light and a deafening pop. The anvil is gone. Along with all of the air around it. And a large chunk of the floor.";
	code =
		if (has_spec_item(28)) {
			sf(167,20,1);
			kill_object(4175,1);
			set_spec_item(28,-1);
			}
			else {
				rs(3); rs(4);
				}
	break;
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = gf(23,19) == 0;
	question = "special";
	text1 = "You hear rock crumbling behind you, followed by an eerily familiar clicking and hissing sound.";
	text2 = "Fort Draco's wards are very good, but there's nothing Avernum's wizards can do about creatures who can burrow in from below.";
	code =
		sf(23,19,1);
		set_terrain(1,608,104,12);
		set_terrain(1,608,105,14);
		activate_hidden_group(19);
	break;
	
begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Three gazers have been trapped in this cramped storeroom for months. It's a mystery how they got here. Maybe they attacked (or someone lured them in) and whoever was here decided that trapping them was less work than killing them.";
	text2 = "The gazers, not terribly sane to begin with, have not reacted well to being trapped here, eating rats, wasting away, and sometimes even having to rest on the stone floor.";
	text3 = "The largest of them, when it sees you, can only let out a long, incoherent scream of rage. Then their eyestalks all focus upon you in unison.";
	
begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lieutenant Gelbart says, _I can't talk now. We have to hurry before anything bad happens. Just stay close and be ready to fight._";
	text2 = "Lieutenant Gelbart says, _I can't talk now. We have to hurry before that gremlin causes more trouble. Just stay close and be ready to fight._";
	code =
		if ((gf(23,15) < 3) || (gf(23,15) > 21))
			rs(2);
			else rs(1);
	break;
	
begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You talk to the soldiers briefly. They are some of Avernum's best: fearless, well-trained, and foul-mouthed. They don't have much to say. They are concentrating on the mission at hand.";
	text2 = "_If you have anything to say, talk to Gelbart. He's in charge._";
	text3 = "The loss of Gelbart has shaken them greatly. Still, they have been properly trained. They all know exactly where to go and what to do. You just have to follow and help them fight.";
	text4 = "And yet, the Gremlin King has left them thoroughly shaken. They tell you to stay close and be alert. Then they keep moving toward their goal.";
	code =
		clear_strings();
		as(1);
		if (gf(23,9) > 0)
			as(3);
			else {
				if (gf(23,15) < 3)
					as(2);
					else as(4);
				}
	break;
	
begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The last of the elite soldiers sent to Fort Draco has fallen. Perhaps, someday, someone else can be found, trained, and sent to recover some of the equipment. At a cost of valuable resources and time.";
	text2 = "For now, however, your mission is a failure.";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lieutenant Gelbart, leader of the expedition, has fallen. The other soldiers look stunned, but they keep their composure. They know where they need to go, they are well-trained, and they have a mission.";
	text2 = "Each survivor gives a single, solemn nod to the body, and then they fight on.";

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "One of the soldiers walks up to the closed gates and touches it with a forefinger. He mutters a password very quietly. You couldn't make out what it was, but it must have been correct. The gate slowly opens.";
	text2 = "Lieutenant Gelbart says, _It would be nice if that gate kept the gremlin out of there, but I doubt it. Those things are like rats. They can get through the tiniest of cracks._";

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Lieutenant Gelbart notes your arrival. _Good. You're here. This is all as I remember it._";
	text2 = "You look down the gallery. It looks like it was recently and hurriedly dug and blasted out, probably to provide storage and barracks space for Fort Draco. None of which was ever properly used.";
	text3 = "Gelbart says, _It would have to be gremlins. Little pests of the fae, always looking for someone to play with. And to eat when they're done._";
	text4 = "_I'm sure they've been down here. I'm sure we'll have problems. Stay close._ They walk down the hall.";

begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a magic circle in the hallway here. This intersection was probably going to be a workshop for the wizards that were briefly stationed here. It was never used. What a waste of work and resources.";
	text2 = "The soldiers, trained to exercise great caution around anything that seems magical, approach it carefully. This was wise. There is a blast of icy cold. As they jump back, a translucent shade, twelve feet tall, appears in the circle.";
	text3 = "It moves very slowly, like an automaton. As its arms sway back and forth, other shades begin to appear at its feet. Gelbart shouts, _It's not a ghost! It's just a construct. Destroy it before it can do anything!_";
	text4 = "As the soldiers charge, you hear laughter in the shadows. Many cruel, high-pitched voices, cackling and running down the halls.";
	
begintalknode 23;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The construct has created a tiny shade. It's small, but there is a ball of pure blackness in its chest. Being near it makes you feel ill. Your heart speeds up. Sweat beads up on your forehead. You feel faint.";
	text2 = "Gelbart shouts, _I don't like the look of that thing! Destroy it! Fast!_";

begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The ghostly construct begins to shudder. There is a sound like air escaping from a bladder. Tears appear in its surface. Then it crumbles and fades away. You instantly feel better.";
	text2 = "Lieutenant Gelbart shakes his head. _We were told to expect sliths. Chitrachs. Maybe even a demon if we got unlucky. But this ... This is faerie magic. The sort that leaves you without a soul._";
	text3 = "A soldier looks down at Gelbart's body. _This is a sorry start, but we must go on._";
	text4 = "He walks up to the gates and mutters another password, quiet enough to hide it from anyone who might be eavesdropping. The gates open. _Onward._";
	code =
		if (gf(23,9) == 0)
			rs(3);
			else rs(2);
	break;

begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The soldiers suddenly stop moving, in perfect unison. You quickly look around, thinking that they might have sighted something. But then you realize that they are completely immobile. As in not even breathing.";
	text2 = "You poke one of them, trying to detect some signs of life. As you try to revive them, you hear the sounds of howling and snarling, echoing through the tunnels."; 
	text3 = "And, just below the snarling, you can hear shrill giggling.";
	
begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Slowly, painfully, the soldiers come out of their haze. Their confidence has been greatly shaken by how easily the gremlins ensnared them. It is only your great experience and magical protection that saved your lives.";
	text2 = "Lieutenant Gelbart mutters, _I'll say one thing about the Gremlin King. He doesn't play fair. And he can expect no mercy from me when I finally catch him and wring his neck._";
	text4 = "One of them walks up to the gates and mutters another password, quiet enough to hide it from anyone who might be eavesdropping. The gates open. _Onward._";
	code =
		if (gf(23,9) > 0)
			rs(2);
	break;
	
begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You have reached a dead end. All there is here is a stone mound covered with trash. A dark river flows past nearby. Now the laughter of gremlins erupts, coming from all directions and echoing up and down the gallery.";
	text2 = "As you try to ignore the sounds of the hidden creatures, Gelbart says, _No. This was the wrong way. There was supposed to be a left turn back there, not a right. I bet the gremlins concealed the corridor._";
	text3 = "As you try to ignore the sounds of the hidden creatures, a soldier says, _No. This was the wrong way. There was supposed to be a left turn back there, not a right. I bet the gremlins concealed the corridor._";
	text4 = "But then the laughter stops. Shrill cackling to silence in the space of an instant. And then you hear a deep, low growl. You turn and see a dragon sitting on the stone mound.";
	text5 = "No. Not a dragon. Another construct, a mass of trash held together by faerie magic, moss and lichen giving it all a green tint. But then the ersatz reptile opens its mouth and a jet of flame emerges. Fake, but still deadly.";
	text6 = "Gelbart shouts, _More gremlin madness! Come on! Let's show them that the soldiers of Avernum are not afraid of such tricks!_";
	code =
		if (gf(23,9) == 0)
			rs(3);
			else { 
				rs(2);
				rs(6);
				}
	break;
	
begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The magic holding the dragon construct together gives out, and it returns to its trashy components. For the first time, you hear a different sound from the concealed gremlins in the shadows ... An angry hiss.";
	text2 = "The worn and wounded attack force turns back to try to locate the concealed wall.";

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

// PYLON

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "You approach the pylon, ready to touch it just like you used the others. When you touch the stone, however, nothing happens. The magical device remains dormant.";
	text2 = "Then you notice that the crystal in the top has a crack in it. You can't see what might have caused it. Perhaps a departing soldier broke it to keep the slithzerikai from using it somehow.";
	text3 = "You hear a soft humming, coming from inside your pack. You look inside and realize that the sound is coming from the crystal you were given to enter the fort. It is just about the same size as the cracked stone in the pylon.";

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "Replace the stone.";
	text1 = "It takes a bit of prying and smacking, but you manage to dislodge the broken, useless crystal. Once the niche at the top is empty, you place the new stone. It's a perfect fit.";
	text2 = "Immediately, something starts to happen. There is a low humming. The air starts to vibrate. The crystal glows.";
	text3 = "And then, as you jump back, several figures begin to appear around the pylon ...";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Try to repair the old crystal.";
	text1 = "You inspect the old crystal more carefully. The crack runs deep. A flaw like this can't be repaired. If it could, the Great Portal might have been saved.";
	text2 = "";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Leave the pylon alone.";
	text1 = "Perhaps the pylon was left dormant for a reason. You might as well look around a little more.";
	action = END_TALK;

begintalknode 34;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Wait.";
	text1 = "You watch the figures appear. Sure enough, as promised, there are six Avernite soldiers. All officers, all heavily armed and armored, with many potions and scroll tubes hanging from their belts and shoulder straps.";
	text2 = "The moment they appear, they take defensive positions, blades out, and begin to scan the area for hostiles. Once they see that there's only you, they relax. Slightly. They are clearly a competent and deadly crew.";
	text3 = "Their leader is a young, tall pale man in remarkable physical shape. He carries his plate armor as if it was made of air. He walks up to you, gives a confident little smile, and nods.";
	text4 = "_I'm Lieutenant Gelbart,_ he says, _Once of Fort Draco. And here again. Still a hole, I see._ He grins. _Well, we're here at last. I suppose you can brief us, and then we can go pick up the junk._";
	action = END_TALK;
	code =
		set_spec_item(4,-1);
		sf(23,15,1);
		spawn_creature(2520);
		spawn_creature(2521);
		spawn_creature(2522);
		spawn_creature(2523);
		spawn_creature(2524);
		spawn_creature(2525);

		sf(23,10,0);
		
		add_range_to_group(2520,2525,24);
	break;

begintalknode 37;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You touch the pylon, but it is still dormant. They might still be connecting to it on the other side. Perhaps it will work if you give it a little more time.";

// more mixed

begintalknode 38;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The tattered remnants of the assault force stop moving. They seem dazed.";
	text2 = "You start to feel dizzy, as if something is reaching into your mind. You concentrate and shake off the clumsy efforts at control. You've been through too much to be affected by so crude an assault.";
	text3 = "Then you look around, wondering what you will have to defend them from. Then they turn, and you realize that they are not the ones who need defending.";
	text4 = "Their weapons are covered with a strange, eerie lightning glow, and their eyes are black. Something has seized control of their minds.";
	text5 = "You hear the Gremlin King's voice, screeching from the shadows. _You kill my pets, eh? Now you are my pets! All mine, forever! Or until we get hungry._";


begintalknode 39;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "By the time you get here, the infiltrators' work is already done. They had memorized the locations of everything they had to find. Even though the storeroom is large and dark, it only took a minute to get what they needed.";
	text2 = "Before you have any time to explore, Gelbart says, _Come on. We shouldn't linger here a moment longer than necessary. Who knows what tricks the Gremlin King has left?_";
	text3 = "Before you have any time to explore, one of them says, _Come on. We shouldn't linger here a moment longer than necessary. Who knows what tricks the Gremlin King has left?_";
	code =
		if (gf(23,9) == 0)
			rs(3);
			else rs(2);
	break;


begintalknode 40;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Nothing nasty is waiting for you upstairs. The exhausted assault force barely waits for you to reach the top of the stairs before they run for the portal. Panic helps them to not be slowed down by the huge packs on their backs.";


begintalknode 41;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Unsurprisingly, the Gremlin King is waiting for you on the way out. He isn't smiling or dancing anymore. He is jumping up in down in fury. The defense wards around him are starting to spark and hiss.";
	text2 = "_You ... You are ... You are bad tall people! You killed my pets! You spread your stinkiness all over my fortress! No more talking! No more being friendly and fun like I was before!_";
	text3 = "_Now we are going to devour you! All my minions will destroy you!_ Everything is silent, except for the buzzing of the crystal pylons. The Gremlin King looks confused.";
	text4 = "_Oh, sorry,_ he says. _My people, stop hiding! Come out and eat them!_ And then, from all around you, you hear the sound of little gremlin feet.";
	text5 = "Lieutenant Gelbart says, _You know, I've been thinking about it, and now I'm pretty sure. This is the dumbest mission I've ever been on!_";
	code =
		if (gf(23,9) > 0)
			rs(5);
	break;
	
begintalknode 42;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The Gremlin King is heavily wounded and completely furious. He lets out an angry screech and charges mindlessly at you. Unfortunately, there is a problem with his plan.";
	text2 = "Whatever was hiding him from the power of the fort's defenses, he lets it drop. Bolts of light arc from the crystal pylons to his capering form.";
	text3 = "In moments, there is nothing left of him but a few smoking purple chunks. You are almost free.";


begintalknode 43;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "At last, one of the raiders walks up to the portal pylon. It seems to be working properly. He touches the pylon and, which a flash of light and puff of ozone, he is pulled to safety. Some of the equipment has been recovered.";
	text2 = "Your mission is now officially a success.";
	
	
begintalknode 44;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The soldiers finally shake off the control of the gremlins. They seem dazed and horrified. The cocky attitudes they had when they entered are entirely gone.";
	text2 = "They don't bother to explain or apologize. They only shake their heads and focus. Now they have a grim determination to finish their mission and get out.";
	text3 = "A warrior walks up to the south gate, touches it, and mutters the password. It opens, at last giving you access to the main storeroom.";
	
begintalknode 45;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";


//Lieutenant Gelbart

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "Lieutenant Gelbart is still looking around at the fort, looking for any signs of trouble. He grins and cracks jokes to ease the tension, but you can see in his eyes just how seriously he takes the situation.";
	text2 = "_Well, you've been here longer than us. We'll let you give the call for when to start. Just say when you're ready._";
	text3 = "The other soldiers check their equipment, making sure that all of their potions and scrolls are ready for speedy use.";
	text5 = "Lieutenant Gelbart is starting to look impatient. _The longer we're here, the better the chance of attracting something nasty. Tell me when you're ready._";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "You were stationed here before?";
	text1 = "He nods. _Good old Fort Draco. Right at the center of the northern caves, where all the monsters like to come first. And far enough from the Castle to keep us from getting any supplies worth having._";
	text2 = "_Of course, that changed when the Slith Horde showed up, for a short time. A lot of generals showed up, records, staff, wizards, and supplies in tow. They got here just in time to have to evacuate._";

begintalknode 52;
	state = 50;
	nextstate = 52;
	condition = 1;
	question = "What are you here to collect?";
	text1 = "The soldiers chuckle darkly. Gelbart says, _Oh, we have quite a long shopping list. Records. Maps. Rare crystals and bits of magical equipment. Scroll tubes. Probably paintings of wives and mistresses, for all I know._";
	text2 = "_The sad part is that we were smart enough to put everything valuable in the vault downstairs. That means we have a walk ahead of us._";
	
begintalknode 53;
	state = 50;
	nextstate = 54;
	condition = 1;
	question = "You have a lot of potions and scrolls.";
	text1 = "He nods. _Amazing, isn't it? Not often these days you see a soldier who has been properly supplied._";
	text2 = "_We've been told we need to return everything we haven't used to the Castle quartermaster. But if you need tending to, we can do it before we go._";
	
begintalknode 54;
	state = 50;
	nextstate = 55;
	condition = 1;
	question = "So how will we proceed?";
	text1 = "_Well, we've been briefed and trained. We've spent the last few weeks in the Castle studying maps and talking to wizards. We will go south to the stairs down._";
	text2 = "_Then we will go around the tunnel to the vault, open it up, get what we need, and run back to the pylon. Not complicated._";
	
begintalknode 55;
	state = 50;
	nextstate = 57;
	condition = 1;
	question = "I am ready to go.";
	text1 = "_Are you sure? We're going to move fast. You'd better be ready to follow._";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Wait here for a bit.";
	text1 = "Lieutenant Gelbart sighs. _Life of a soldier. Lots of waiting. Lots of wasted time. And then little bits of panic. Give the word when the way is clear. Just don't keep us here too long._";
	action = END_TALK;
	
begintalknode 57;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Why were so many supplies left behind?";
	text1 = "_I wouldn't have believed it if I hadn't been there to see it. They packed up the wagons, but they were too slow. The Slith Horde advanced twice as fast as we thought they would. We didn't destroy the bridges. That was a big problem._";
	text2 = "_So, in the end, everyone but the wizards fled just hours ahead of the enemy. The wizards completed the wards from inside and used the pylon to escape. And the place has been sealed up until now._";
	
begintalknode 58;
	state = 51;
	nextstate = 58;
	condition = 1;
	question = "Why did you evacuate?";
	text1 = "_Because the Slith Horde was advancing at full speed. We were arrogant. We thought it was just another little raid. The generals didn't count on the skill of the Impaler, the Manburner, and the Shadow._";
	text2 = "_Then they saw Fort Monastery go under siege, and they realized they didn't want that to happen to them. Not the generals! So they sealed the fort up and fled._";
	

begintalknode 59;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "If these things were so valuable, why weren't they taken when you left?";
	text1 = "_We could only take what we could carry on our backs. We took the most important things. Or what we thought were the most important things. And remember, we thought we could use the Great Portal to replace some equipment._";
	text2 = "_But now the mages need this or that to work on the Great Portal, and they found that some of the items they were short on were here. You know how it is. You only miss it when it's gone._";

begintalknode 60;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the vault.";
	text1 = "_I've never been to it, but I have maps. We've been briefed well by the mages who made the defenses. We know how to pass the wards._";
	text2 = "_Just help us to stay alive. My men are some of the best, but none of them have a reputation like yours._";

begintalknode 61;
	state = 54;
	nextstate = 50;
	condition = 1;
	question = "I could use some healing.";
	text1 = "The soldiers take out bandages and potions and tend to your wounds. You soon feel much better.";
	text2 = "Gelbart says, _Glad to be of service. I guess that means we can be going soon, right?_";
	code =
		revive_party();
	break;
	
begintalknode 62;
	state = 54;
	nextstate = 50;
	condition = 1;
	question = "I am fine.";
	text1 = "He nods. _Good to hear it. I guess that means we can be going soon, right?_";

begintalknode 63;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "And what will I do?";
	text1 = "_Stay close to us. Keep as many of us alive as you can. With any luck, we won't have any problems. But, well, I've never had any mission go easily before._";

begintalknode 64;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "Do you think we might run into any resistance?";
	text1 = "_The wizards say no. They say their wards were impenetrable. And you can guess how much we trust that._ A soldier spits.";
	text2 = "_It's an abandoned fort full of treasure. I doubt there will be any sliths here, but ..._ He looks around. _Something doesn't feel right._";

begintalknode 65;
	state = 57;
	nextstate = -1;
	condition = 1;
	question = "I am ready. Let's get this done.";
	text1 = "Gelbart nods and smiles. _All right, men. We've been working on this for weeks. Don't mess it up. And don't forget your swords._";
	text2 = "_Let's go ..._ He starts to move to the south, and the others follow. They move quickly but alertly, watching every corner and shadow for signs of movement.";
	action = END_TALK;
	code =
		sf(23,15,2);
	break;
	
begintalknode 66;
	state = 57;
	nextstate = -1;
	condition = 1;
	question = "Actually, I need a little more time.";
	text1 = "Lieutenant Gelbart sighs. _Life of a soldier. Lots of waiting. Lots of wasted time. And then little bits of panic. Give the word when the way is clear. Just don't keep us here too long._";
	action = END_TALK;
	
begintalknode 67;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "Of course, those three are dead now.";
	text1 = "_Ah, yes. You killed them, correct? Perhaps they were not as dangerous as we feared._";
	
// 70 GREMLIN

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "That didn't take long. Lieutenant Gelbart and his men have already stopped. They stand at the outskirts of the ring of crystals, looking at something.";
	text2 = "A small creature stands in the center, grinning. At first, you think that he is a goblin. A very manic goblin, with crazy eyes, a wide grin, and sharp teeth. Who is completely unaffected by the powerful magical wards.";
	text3 = "He scratches his head. You notice that he's wearing a thin gold band on his head. Then he lets out a long, mad cackle. He jumps from one foot to the other.";
	text4 = "Then he says, _Wonderful! Wonderful! New toys! New playthings for the Gremlin King! Happy, happy day!_";
	text5 = "You hear Gelbart mutter, _This could be worse, I suppose._";
	code =
		if (gf(23,15) == 2)
			sf(23,15,3);
	break;
	
begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "You are the what?";
	text1 = "_The king! King king king of the gremlins! They all answer to me! All of my unstoppable gremlin army!_";
	text2 = "You look around. There is only one gremlin here.";

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "You had better leave. There are powerful magical wards here.";
	text1 = "The gremlin prances over to one of the crystal pylons. The charged pillar of stone looms far above the little creature.";
	text2 = "He touches it. Then he kicks it. Then he licks it. Then he giggles.";
	text3 = "_The pylons see the sliths, the slithy sliths, but they don't see us!_";
	
begintalknode 73;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_This is our house now! Our happy happy house, and you'd better go, or we'll eat the meat from your bones. We're always hungry, we gremlins are. My subjects miss lovely people meat._";
	text2 = "Gelbart sighs. _This is a waste of time. If this creature doesn't do something to make us stop, we should just go by._ The others nod.";

begintalknode 74;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "And where are these other subjects?";
	text1 = "_In the tunnels. In the shadows. Leaving little jokes for you. Little happy surprises!_";

begintalknode 75;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You claim Fort Draco for yourself?";
	text1 = "_Yes! Yes! You are smart! We are tired of hiding in clammy caves and smelly woods. We want a nice fort. With a roof! Perfect for the king of the gremlins!_";
	text2 = "_But it is not Fort Draco anymore. Now it is Fort Gremlin King! That is what you say, or I will eat you!_";

begintalknode 76;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "Ummmm ... We only need a few things. Then we'll be going.";
	text1 = "The Gremlin King raises his eyebrows. _Ohhhh ... You would take the treasures of his dread majesty? By which I mean me? Well, maybe I can let you by._";
	text2 = "_Bow to me first. Say I am the King of the Gremlins and mighty, and I will let you pass._";
	text3 = "Gelbart shrugs. _Seems a small price to pay to put an end to this madness._";

begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "(Bow.) You are the King of the Gremlins and mighty.";
	text1 = "The Gremlin King jumps and capers. Then he laughs. _That was wonderful! I will tell this story to all of my subjects! The mortals bow to the faeries, as it should be!_ As he talks, you hear an ominous clanging sound to the east.";
	text2 = "_But no. I will not let you have my treasure. I will only let you leave with your life. Go. Now. This was your last warning._ And, with that, the Gremlin King disappears in a cloud of greasy, foul-smelling smoke.";
	text3 = "And then, as if nothing has happened, the soldiers move, walking toward the sealed barracks to the south. They have a mission to do.";
	action = END_TALK;
	code =
		sf(23,10,0);
		erase_char(2492);
	break;
	
begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "I will not bow to you.";
	text1 = "The Gremlin King is annoyed but unsurprised. _Well, it wouldn't have made any difference._ As he talks, you hear an ominous clanging sound to the east.";
	text2 = "_I will not let you have my treasure. I will only let you leave with your life. Go. Now. This was your last warning._ And, with that, the Gremlin King disappears in a cloud of greasy, foul-smelling smoke.";
	text3 = "And then, as if nothing has happened, the soldiers move, walking toward the sealed barracks to the south. They still have a mission to do.";
	action = END_TALK;
	code =
		sf(23,10,0);
		erase_char(2492);
	break;

////

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