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<h1>New Game</h1>
<<set $currentroom = passage()>>
You live in a small village call So'dern. The town's income is dependant on adventurers that raid nearby dungeons. You are a farmer's daughter that has recently become an adult after your 19th birthday.
Your only hope for escaping a life of hard labor as a farmer is to become an adventurer yourself, or to provide services to successful adventurers. While your father is human, your mother is an Elf. You know that means you're going to live a long time, but that might have other implications...
Notes: much of the art is home made by a shitty artist (Me) and i consider it placeholder. If you love the game but want better art at a faster rate, support the game and help me hire an artist!
Planned for next few major updates:
-Pregnancy system, being impregnated by various monsters encountered in the dungeon.
-Expanded options for sexual activities
-more descriptive sex
-introduction of a few new locations.
-a few images if possible to fill placeholders (depending on resources and availability of artist)
<img src="https://www.verpacunnus.com/game/images/Village-startpassage-small.png" />
What is your name?
<<textbox "$name" "Kelly">>
<<nobr>>
<<set $randroll to random(1,6)>>
<<set $race to "human">>
<<set $penis to 0>>
<<set $penistype to "human">>
<<set $penisdecription = "micro" >>
<<set $vagina to 1>>
<<set $vaginatype to "human">>
<<set $health to 10>>
<<set $maxhealth to 10>>
<<set $stamina to 10>>
<<set $maxstamina to 10>>
<<set $mana to 0>>
<<set $maxmana to 0>>
<<set $agility to 1>>
<<set $strength to 1>>
<<set $int to 1>>
<<set $charisma to 1>>
<<set $damage to 1>>
<<set $damagemod1 to 0>>
<<set $damagemod2 to 0>>
<<set $damageadjusted to 0>>
<<set $damagetype = "Bare Hands">>
<<set $defense to 0>>
<<set $defensemod1 to 0>>
<<set $defensemod2 to 0>>
<<set $defenseadjusted to 0>>
<<set $defensetype = "clothes">>
<<set $training_sword = 0>>
<<set $padded_armor = 0>>
<<set $skincolor to "Pale">>
<<set $ispregnant to "no">>
<<set $lactating to 0>>
<<set $fertility to 5>>
<<set $hasanus to true>>
<<set $hasurithra to true>>
<<set $year to 1>>
<<set $month to 1>>
<<set $day to 1>>
<<set $total_day_counter to 1>>
<<set $food to 0>>
<<set $gold to 5>>
<<set $corruption to 100>>
<<set $apply_massage_job to 0>>
<<set $training_studio_member to 0>>
<<set $found_dungeon_1 to 0>>
<<set $boss1 to 0>>
<<set $explore1 to 0>>
<<set $debug to 0>>
<<set $testvar to 0>>
<<set $testvar1 to 117>>
<<set $testvar2 to 1>>
<<set $switch_dung_1 to 10>>
<</nobr>>
<<button [[Next|character]]>><</button>>Month: $month
Day: $day
$name
<<button [[Profile|profileroom]]>><</button>>
Health: $health of $maxhealth
Stamina:$stamina of $maxstamina
Mana: $mana of $maxmana
weapon: $damagetype
Damage: $damage
Defense: $defense
Gold: $gold
<a href="https://subscribestar.adult/verpacunnus" target="_blank" data-patreon-widget-type="become-patron-button"><<button SubscribeStar>><</button>></a>
<<button [[Changelog]]>><</button>>$avatar
<<button [[go back|$currentroom]]>><</button>><<button [[go back|$currentroom]]>><</button>>
06
-added skil check encounters in the dungeon ruins.
-removed residual notes.
05
-added the defense stat, allowing the player to mitigate damage they take
-created combat mechanics
-added new content for ruined dungeon
-added kolbold encounter
-added bandit encounter
04
-fleshed out training center, can train status including health and stamina. Mana has no use yet.
-made adjustments to how quality meals work, applies specifically to health. Can use to heal or temporarily boost your health beyond maximum
03
-massage palor now has basic functionality
-starting logic to to dungeon encounters.
-basic functionality to the training center
<h1>Character Select</h1> (Future options include male and non binary options)
<<nobr>><<set $currentroom = passage()>>
<<if $name == "testcor">>
<<set $corruption to 100>>
<<set $stamina to 100>>
<<set $maxstamina to 100>>
<<set $health to 100>>
<<set $maxhealth to 100>>
<<set $debug to 1>>
<<set $gold += 1000>>
<</if>><</nobr>>
<<nobr>><<set $currentroom = passage()>>
<<if $name == "mcduck">>
<<set $corruption to 100>>
<<set $stamina to 100>>
<<set $maxstamina to 100>>
<<set $health to 100>>
<<set $maxhealth to 100>>
<<set $debug to 1>>
<<set $gold += 10000000>>
<</if>>
<<if $name == "debug">>
<<set $debug to 1>>
<<set $gold += 10000000>>
<</if>><</nobr>>
<img src="https://www.verpacunnus.com/game/images/kellyupdatefitted.png" />
<<set $avatar to '<img src="https://www.verpacunnus.com/game/images/kellyupdatefitted.png" />'>>
<<button [[Next|farm]]>><</button>><h1>Farm</h1><<nobr>><<set $currentroom = passage()>>/* test comment, you should not be able to see this*/<</nobr>>
Your parents live here and you have a room to stay. There is always work for you to do at the farm to earn some money.
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/farm-fitted.png" />
Home:
<<button [[Go to your room|bedroom]]>><</button>>
<<button [[Go to the Kitchen|kitchen]]>><</button>>
<nobr><<if $stamina >=3>><<button [[Work on the Farm|farm work]]>><</button>><<else>>You're too tired to do farm work<</if>></nobr>
<<button [[Go to Town|town]]>><</button>>
<<set $currentroom = passage()>>
<<if $debug == 1>>
testvar: $testvar
$testvar1
$testvar2
<<set $testvar2 to Math.round($testvar1/10)>>
$testvar2
<<else>>
<</if>><h1>Town</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Village-startpassage-small.png" />
<<set $currentroom = passage()>>
You see your parents farm in the distance, just outside of town. The main road leads outside of town, leading into a thick forest where there are ruins nearby. Along the road is a Grocery Store where your parents get essentials not produced at the farm. Near the end of townm opposite of your parents farm is a studio "Training for every adventurer". There is also a Massage Palor with a "Now Hiring" sign, frequented by Adventurers.
<<button [[Go Home|farm]]>><</button>>
<<button [[Grocery Store|grocery store]]>><</button>>
<<button [[Massage Parlor|massage]]>><</button>>
<<button [[Adventuring Training Studio|training_studio]]>><</button>>
<<button [[Explore the outskirts|town_outskirts]]>><</button>><h1>Outside of Town</h1>
<<set $currentroom = passage()>>
<<nobr>>
/* comments*/
/* <<button [[Explore|explore]]>><</button>> 1*/
<</nobr>>
<<button [[Ancient ruins|dungeon_one]]>><</button>>
<<button [[Go back to Town|town]]>><</button>><h1>Ancient Ruins</h1>
<<set $currentroom = passage()>>
You are in the Ancient ruins not far from town. It has been abandoned by civilization centuries ago, but there are signs of life of bandits and creatures. While adventurers have been coming for some time, there remains many unexplored areas that might yet have something of value.
<<nobr>>
<<if $stamina >= 2 and $health >=1>>
<<button[[Explore The Dungeon|explore_dungeon_one]]>>
<</button>><br>
<<else>>
You are too tired to explore the Dungeon any futhter<br><br>
<</if>>
<</nobr>>
<<button[[Leave|town_outskirts]]>><</button>><h1>Grocery Store</h1>
<<set $currentroom = passage()>>
At the grocery store, you see food items you can purchase to make high quality meals.<br><br><<nobr>>
<<if $stamina >=1>>
<<set $stamina-=1>>
<<nobr>>
<<if $gold >=20>>
<<button [[Buy quality Food|grocery store]]>>
<<set $gold-=20>>
<<set $food+=1>>
<</button>>
<<else>>
<<button [[not enough coin|grocery store]]>><</button>>
<<endif>>
<</nobr>>
[[back to Town|town]]
<<else>>
You are too tired to shop today<br><br>
<<button[[back to Town|town]]>><</button>>
<</if>>
<</nobr>><h1>Explore</h1>
<<set $currentroom = passage()>>
<<if $stamina >=1>>
<<set $stamina-=1>>
You spend some time searching for anything of interest.
<<nobr>>
<<switch random(1, 5)>>
<<case 1>>
You find some ruined city not far from town. People say it is haunted or full of monsters. But they also say treasure.
<<button[[found dungeon 1|town_outskirts]]>><</button>>
<<case 6>>
some filler stuff
<<button[[found dungeon 2|town_outskirts]]>><</button>>
<<case 7>>
filler stuff<br>
<<button[[found dungeon 3|town_outskirts]]>><</button>><br><br>
<<case 8>>
filler stuff<br>
<<button[[found dungeon 3|town_outskirts]]>><</button>><br><br>
<<default>>
You explore the farea but don't find anything of interest
<</switch>>
<</nobr>>
<<else>>
You are too tired to search the forest
[[Go back|town_outskirts]]
<</if>><h1>Massage palor</h1>
<<set $currentroom = passage()>>
<<if $apply_massage_job == 0>>
A young woman greets you at the front desk. she greets you politely "Welcome to the <em>Happy Adventurerer</em> parlor. We're here to serve adventurers in need of some relaxation. If you're looking for a job, let me know!"
<<button [[Apply for job|massageintro]]>><</button>>
<<else>>
April greets you "Hi, $name! Are you here to work?"
<<if $stamina >=1>>
<<button [[Give massage|massage1]]>><</button>>
<<else>>
You are too tired to work
<</if>>
<</if>>
<<button [[Back to Town|town]]>><</button>> <h1>Massage Room</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $stamina-=1>><<set $goldaward = random (1, 5)>>
<</nobr>>
<<switch random(1, 10)>>
<<case 1>>
Your customer is an adventuring Human male. He waits on the table when you enter your room. You start your massage. At the end of the massage he turns up to face you, letting the towel fall off his back, showing you his semi-erect cock "Do you offer... 'special' services? I'll tip accordingly of course."<br>
<<nobr>> <<if $corruption >=10>>
<<set $gold += 5>>
You blush as you consider the offer as you finish the massage. "I'll give you 5 gold for the massage now. I have plenty more though..."<br><br>
<<button[[Accept|massage2]]>><</button>><br><br>
<<button[[Decline|massage]]>><</button>><br><br>
<<else>>
You blush and let him know you couldn't do any such thing. You complete your massage and get $goldaward for a tip
<<set $gold += $goldaward>>
<<set $corruption += 1>>
<<button[[continue|massage]]>><</button>><br><br>
<</if>><</nobr>>
<<default>>
You perform a massage for your client and it goes well. Your client leaves you with $goldaward for a tip.
<<set $gold += $goldaward>>
<<button[[Finish Massage|massage]]>><</button>><br><br>
<</switch>>
<h1>Massage palor</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $stamina -= 1>><<set $goldaward = random (10, 15)>><</nobr>>
You decide to give your customer what he wants and you start to play with his cock and balls as he lays back flat. You stroke him slow and steady and he lets out soft moans and groans. You speed up your strokes steadily. He he starts panting, you stroke him hard until he he shoots his load all over your hands. After he settles down, you clean him up and he gets dressed. He pays you $goldaward gold, telling you "For a job well done!".
<<set $gold += $goldaward>>
<<button [[Finish up|massage]]>><</button>>
<h1>Massage palor</h1>
<<set $currentroom = passage()>>
"Oh great! My name is April, I will find you customers and help to make sure you have everything you need." April shows you to a small room.
"This is where you will be working. You can come in any time you are ready to work and you decide what services you offer" She gives you a wink.
<img src="https://www.verpacunnus.com/game/images/Apply_01_fitted.png" />
<<set $apply_massage_job to 1>>
<<set $stamina-=1>>
<<button [[Continue|massage]]>><</button>> <h1>Your Bedroom</h1>
<<nobr>><<set $currentroom = passage()>><</nobr>>
Your room has a small bed, a dresser and a closet and everything a simple farm girl needs.
<<button [[Sleep|sleep0]]>><</button>>
<<button [[Leave your room|farm]]>><</button>>
<<if $debug ==1 >>
<<button 20def>>
<<set $defensemod1 += 20>>
<</button>>
<<button 20dam >>
<<set $damagemod1 += 20>>
<</button>>
<<else>>
<</if>><h1>Sleeping</h1><<nobr>><<set $currentroom = passage()>>
<<set $stamina to $maxstamina>>
<<set $health to $maxhealth>>
<<set $mana to $maxmana>>
<<set $day += 1>>
<<if $day >= 30>>
<<set $day -= 30>>
<<set $month += 1>>
<</if>>
<<if $month >= 12>>
<<set $month -= 12>>
<<set $year += 1>>
<</nobr>>
You sleep soundly. You wake in the morning feeling refreshed.
<<button [[Continue|bedroom]]>><</button>><h1>Kitchen</h1><<set $currentroom = passage()>>
In the kitchen, You have all the basic foods needed to sustain yourself and your staff. However, higher quality meals can restore your health and stamina without requiring you to rest.
you can prepare $food meals
<<if $food>0>>
<<if $health <= $maxhealth>>
You have enough supplies to make $food high quality meals. These meals are filling and will help you recover or boost your health.
<<button [[Prepare Meal|kitchen2]]>>
<<nobr>>
<<set $food -= 1>>
<<set $health += 5>>
<</nobr>>
<</button>>
<<else>>
You are hot hungry enough to eat more food
<</if>>
<<else>>
You don't have the ingrediants to make a quality meal
<</if>>
[[Back to the Farm|farm]]
<<set $currentroom = passage()>><h1>Working on the Farm</h1>
<<nobr>>
<<switch random(1, 5)>>
<<case 1>>
You spend hours milking the cows on the farm. They seem to enjoy enjoy the process.
<<case 2>>
Your care for the horses belonging to your father. With a good brushing and some kind words, the horses appear happy and grateful
<<case 3>>
You feed the pigs some leftovers and other scraps of food. They appear delighted and eat the food almost as fast as you place it in their trough
<<case 4>>
You work the fields, pulling weeds and picking ripe foods for your parents to sell or use on the farm.
<<case 5>>
The survey the goats, one stares at your awkwardly. YOu move them to another part of the field to graze the grass and leave them be
<<default>>
oh no! Something went wrong if this is shown.
<</switch>>
<</nobr>>
your parents pay you for your work. you gain 2 Gold coins
<<set $stamina -=3>>
<<set $gold += 2>>
<<if $stamina >=3>>
<<button [[do more work|farm work]]>><</button>>
<<else>>
you are too tired do more work
<</if>>
<<button [[Continue|farm]]>><</button>>Future Case, code for more complex massage palor encounter
<h1>Massage</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $stamina-=1>>
<</nobr>>
<<switch random(1, 4)>>
<<case 1>>
Your customer is an adventuring Human male. He waits on the table when you enter your room. You start your massage. He remains silent through the massage but compliments your skill at the end.<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 2>>
Your customer is an adventuring Human female. She waits on the table when you enter your room. You start your massage. She makes soft sounds of approval as you work the knots out of her back. In the corner is an large battleaxe, probably why her back is so strong and stiff.<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 3>>
Your customer is an adventuring Human male. When you start your massage, he grunts and sighs as you work his back and legs. He talks to you about his adventures. It's hard to tell how much of it is true, but it's entertaining<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 4>>
Your customer is a male Goblin. When you enter the room, before you can raise concerns, the goblin quickly explains he is not hostile and has special permission even though he is not an adventurer. Despite the stories, the small goblin is not smelly, nor is he impolite at any time. <br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<default>>
Blah. Something went wrong if this is shown.
<</switch>>Double-click this passage to edit it.<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random (5, 20)>><<set $goldaward2 = random (3, 7)>><<set $stamina -= 2>>
<</nobr>>
<br>
<<nobr>>
<<switch random(1, 20)>>
<<case 1>>
You explore a dark ruined hallway. You don't find anything of interest.<br>
<<case 2>>
As you explore you encounter a koldbold. It's startled by you as it scavenges and attacks you.<br><br>
<<button[[Continue|kolboldfight]]>><</button>><br><br>
<<case 3>>
While exploring, a bandit finds you "These parts are my territory!"<br><br>
<<button[[Continue|banditfight]]>><</button>><br><br>
<<case 4>>
Wandering a dark and damp basement, you encounter a slime. It drops from the ceiling to ambush you and attacks<br><br>
<<button[[not implimented|dungeon_one]]>><</button>>
<<case 5>>
you encounter a small room. It has a small chest full of coins! <<set $gold += $goldaward>><br><br>
<<button[[Continue|dungeon_one]]>><</button>>
<<case 6>>
Searching a ruined home, you encounter a wandering orc, currently eating a caught rat. He notices you and gives you a suspicious look.
<<button[[Continue|orc hazard]]>><</button>><br><br>
<<case 7>>
As you are walking, you hear the floor creek. A trap!
<<button[[Evade!|pittrap]]>><</button>><br><br>
<<case 8>>
You see in a tower above the gleaming of something of value. you may be able to climb the rough wall to get to it.<br>
<<button[[Climb the wall|climbtrap]]>><</button>><br><br>
or you could move on<br>
<<button[[Continue|dungeon_one]]>><</button>><br><br>
<<case 9>>
You come across a grand wall covered in various arcane runes. You might be able to translate the runes. They glow with magic.
<<button[[Read the Runes|runetrap]]>><</button>><br><br>
or you could move on
<<button[[Continue|dungeon_one]]>><</button>><br><br>
<<case 11>>
You enter a giant room in one of the ruined towers. The room is filled with valuable objects. It appears you found a jackpot! Unfortunately there is an angry german shepard sized rat guarding the room and growls at you. It's the size of a small horse and attacks you on sight.
<<button[[Continue|giantratboss]]>><</button>><br><br>
<<default>>
You get lost in some ruins. There are various texts and images on the ruined walls but you don't find much of value. At least you find a few scattered coins on the ground. You found $goldaward2 Gold.<br>
<<set $gold += $goldaward2>>
<br>
<<button[[Continue|dungeon_one]]>><</button>><br><br>
<</switch>>
<</nobr>>
<<if $debug == 1>>
<<button[[Debug room|debug1]]>><</button>>
<<else>>
<</if>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 4)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, Kolbold dungeon 1*/
<<set $enemyhealth = 1>>
<<set $enemydamage = 0>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
You engage the Kolbold with your $damagetype
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
The kolbold tries to attack you, but you are able to dodge and strike with your $damagetype. You quickly overpower it and after several rapid strikes and it falls to the ground, unable to continue to fight. You are victorious and managed to avoid taking damage.<br><br>
<<button[[Continue|kolbold1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
The kolbold lashes out and attacks you. It is small, but agile and clever. You fight it off with your $damagetype and strike it repeatedly until the creature falls on its hands and knees, unable to continue the fight. You have taken $enemydamage damage. <br><br>
<<button[[Continue|kolbold1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
The kolbold lashes out and attacks you. You try to defend and attack with your $damagetype but the kolbold gets the better of you, slashing your clothes and skin with its claws. You desperately fight for your life and make an opening to escape. You flee the area, running as far as you can. Thankfully, the creature did not follow<br><br>
<<button[[Continue|dungeon_one]]>><</button>>
<<else>>
<<set $health =0 >>
The kolbold lashes out and attacks you. You try to defend and attack with your $damagetype but the kolbold gets the better of you, slashing your clothes and skin with its claws. You briefly look for escape, desperate to fight for an opening. with a final blow, the kolbold takes you to your knees. You can't fight or flee and are now at the creature's mercy.<br><br>
<<button[[Continue|kolbold1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 4)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, Kolbold dungeon 1*/
<<set $enemyhealth = 1>>
<<set $enemydamage = 1>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
You engage the Bandit with your $damagetype. He grins at you "hand me what you got and maybe I'll spare your." He then draws his twin daggers "Actually I think I need the practice!"
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
The bandit<br><br>
The time he takes taunting you gives you enough time to move into a better position and get the first attack. His cocky attitute quickly turns sour. Before he can get a hit in you strike him with your $damagetype, wounding him and knocking down on his ass<br><br>
<<button[[Continue|bandit1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
You try to take advantage of the time he spends taunting you, but he blocks your first strikes and dashes at you with his daggers. You use your $damagetype to deflect the daggers and take some nasty cuts. Finally you manage to get the upper hand. After a brutal exchange, he drops to his knee "I yeild! I'll give you what I got, just stop!"<br><br>
<<button[[Continue|bandit1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
<<button[[Continue|dungeon_one]]>><</button>>
<<else>>
<<set $health =0 >>
The bandit lashes out unexpectly as he taunts you before you can fully prepare. You attack with your $damagetype and get in some hits, but you are never able to get the upper hand. After a hard exchange, the bandit trips you and you hit the ground hard. You are unable to stand while the bandit looks down at you with a grin "Now... let's see what you got"<br><br>
<<button[[Continue|bandit1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 2)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, giant rat dungeon 1*/
<<set $enemyhealth = 6>>
<<set $enemydamage = 2>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
The rat hisses and attacks you. You ready your $damagetype to defend yourself.
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
You start hitting the rat in the face with your $damagetype repeatedly. The giant rat hisses and growls and tries to scratch you, luckily you are able to keep from its reach with quick moves and strikes. Finally the rat retreats through an opening in the wall that leads outside. You are left with the treasures<br><br>
<<button[[Continue|giantrat1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
The Rat lashes out at you with its nasty maw and claws. You fight it off with your $damagetype, but it slashes you and gets a couple bites in before you are finally hable to chase it off. It retreats through an opening in the wall that leads outside. Once it's gone you survey your hard won goods.<br><br>
<<button[[Continue|giantrat1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
The rat pounces on you and scratches you repeatedly, you hardly have time to react. You struggle with it, batting it off with your $damagetype. You can't keep fighting it off, so once you have an opening, you flee out of the room. The Rat only chases for a few moments, then returns to its home.<br><br>
<<button[[Continue|dungeon_one]]>><</button>>
<<else>>
<<set $health =0 >>
The rat circles you, blocking your exit before it attack. You try to keep your distance and attack it with your $damagetype, but you have a hard time hurting it. Finally it tackles you to the ground hard, pinning you<br><br>
<<button[[Continue|giantrat1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Abandoned House</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_charisma = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_charisma += $charisma>>/* player */
/* skill check results */
<<if $player_skill_charisma >= $DifficultyRating >>
You calm the Orc with a soothing voice and assurances. He grunts and shows you some of his findings. he gives you some of the coins "I don't have much need for these, the weapons and gems i keep".<br><br>
<<button[[Continue|dungeon_one]]>><<set $gold += 30>><</button>>
<<else>>
The orc looks at your angrily and picks up a weapon and gives you a threatening look. you think better than to fight him and leave quickly
<br><br><<button[[Continue|dungeon_one]]>><</button>>
<</if>>
<</nobr>><h1>Trapped Floor</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_strength = random(1, 6)>>
/* Enemy stats, pittrap 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_strength += $strength>>/* player */
/* skill check results */
<<if $player_skill_$charisma >= $DifficultyRating >>
You catch yourself as the floor gives out and manages to leap to the edge, catching yourself from falling. After your pick yourself up, you find the trap was protecting soem valuable trinkets<br><br>
<<button[[Continue|dungeon_one]]>><<set $gold += 30>><</button>>
<<else>>
You fall into the pit trap hard, hurting yourself. It takes you some time to find a way out, unfortunately you cannot get across and need to go back the way you came
<br><br><<button[[Continue|dungeon_one]]>><</button>>
<<set $health -= $player_roll>>
<<if $health <=1>>
<<set $health to 1>>
<</if>>
<</if>>
<</nobr>><h1>Tall ruined towers</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_strength = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 5>>
/* skill check calculations */
<<set $player_skill_strength += $strength>>/* player */
/* skill check results */
<<if $player_skill_strength >= $DifficultyRating >>
You climb the wall slowly. you are able to find handholds all the way to the top and you find the shining object, a small gem worth 30 gold! <br><br>
<<button[[Continue|dungeon_one]]>><<set $gold += 30>><</button>>
<<else>>
You try to climb the wall but stumble. After hurting yourself slightly, you give up and have no choice but to leave.
<br><br><<button[[Continue|dungeon_one]]>>
<<if $health >= 2>>
<<set $health -= 1>>
<<else>>
<</if>>
<</button>>
<</if>>
<</nobr>>This room is for random testing and debugging. No use to players<h1>Abandoned House</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_int = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_int += $int>>/* player */
/* skill check results */
<<if $player_skill_$charisma >= $DifficultyRating >>
You read the runes carefully, referencing things you learned from cautionary tales and what education you've gotten. By manipulating the right runes, you open a false wall and find a small chest of gold coins<br><br>
<<button[[Continue|dungeon_one]]>><<set $gold += 50>><</button>>
<<else>>
The runes are entirely above your head. You try to understand the runes for some minutes, but ultimately you fail to glean anything from them and decide to move on.<br><br><<button[[Continue|dungeon_one]]>><</button>>
<</if>>
<</nobr>><h1>Training Studio</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Dojo_01_fitted.png" />
<<if $training_studio_member == 0>>
An old man greets you. He is heavily scarred but still in good shape. He has the hallmarks of a seasoned adventurer, one that has lived to see retirement.
While you look around the old man oversees the instructors and students training various skills. There are people strength training or praticing acrobatics. You can also see a library in a joining room, a few people studying books of some sort.
<<button [[Apply to join|training_join]]>><</button>>
<<else>>
Travis greets you "Hello $name! are you here to train?"
<<if $stamina >=1>>
<<nobr>>
<<if $gold >= 15*$strength>>
cost is <<print 15*$strength>> to train your strength<br>
<<button [[Strength train|str_train]]>><</button>>
<<else>>
You cannot afford strength training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$agility>>
<<button [[Train Agility Cost:<<print 15*$agility>>|agil_train]]>><</button>>
<<else>>
You cannot afford agility training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$int>>
<<button [[Study Cost:<<print 15*$int>|int_train]]>><</button>>
<<else>>
You cannot afford to study
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$charisma>>
<<button [[Socialize Cost:<<print 15*$charisma>>|cha_train]]>><</button>>
<<else>>
You cannot afford to go to the party hall
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 10*$maxhealth>>
<<button [[Train Health Cost:<<print 15*$maxhealth>>|health_train]]>><</button>>
<<else>>
You cannot afford health training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 10*$maxstamina>>
<<button [[Train Stamina Cost:<<print 15*$maxstamina>>|stamina_train]]>><</button>>
<<else>>
You cannot afford stamina training
<</if>>
<</nobr>>
<<else>>
You are too tired to train
<</if>>
<</if>>
<<button [[Back to Town|town]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>><<set $training_studio_member to 1>><<set $found_dungeon_1 to 1>><<set $damage to 3>><<set $damagetype = "Training Sword">><<set $training_sword = 1>>
<</nobr>>
As you submit your application, the old man approaches you. "A new adventurer aye? Pleasure to meet you. I am Travis, long retired adventurer turned teacher. You are wise to train. The best place to start your adventure would be the local ruins, but I suggest you train before leaving town."
He smiles and hands you a training sword. "Consider this a gift". I will train you In whatever you need. the training sword
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $strength>><<set $stamina-=1>>
<<set $strength += 1>><</nobr>>
Travis puts you through a strength training routine.
your strength is now $strength
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $agility>><<set $stamina-=1>>
<<set $agility += 1>><</nobr>>
Travis has you literally jump through hoops and practice your balance and evaision.
your agility is now $agility
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $int>><<set $stamina-=1>>
<<set $int += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Intelligence is now $int
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $charisma>><<set $stamina-=1>>
<<set $charisma += 1>><</nobr>>
You spend time socializing with other students. While there is some techniques that you are supposed to be learning, the social interaction itself is helpful.
your Charisma is now $charisma
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $maxhealth>><<set $stamina-=1>>
<<set $maxhealth += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Maximum Health is now $maxhealth
<<button [[Continue|training_studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $maxstamina>><<set $stamina-=1>>
<<set $maxstamina += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Maximum Stamina is now $maxstamina
<<button [[Continue|training_studio]]>><</button>> <h1>Farm</h1><<set $currentroom = passage()>>
You enjoy your meal and feel better
<<button [[Continue|kitchen]]>><<set $testvar += 1>>
<<if $health <= -1>>
<< set $health to 0>>
<<else>>
<</if>>
<<if $stamina <= -1>>
<< set $stamina to 0>>
<<else>>
<</if>>
/* checks for damage modifiers, use damageadjusted for combat*/
<<set $defenseadjusted to $defense+$defensemod1+$defensemod2>>
<<set $damageadjusted to $damage+$damagemod1+$damagemod2>>
/*sets base damage based on selected equipment*/
<<if $damagetype == "Training Sword">>
<<set $damage = 3>>
<<else>>
<</if>>
<<h1>>Your Closet<</h1>><<nobr>>
<<set $currentroom = passage()>><</nobr>>
<<button [[Continue|bedroom]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(10, 25)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from the kolbold. He does not resist you, hoping that you'll spare him. You cold leave him alone and go on your day. In his current state, you could take advantage of him in some way...
<<button[[Leave him alone|dungeon_one]]>><</button>>
<<nobr>>
<<if $corruption >=15>>
<<button[[Take advantage|kolbold_win_sex1]]>><</button>>
<<else>>
You are not interested in taking advantage of this creature.
<</if>>
<</nobr>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
future update: Kolbold Image
The koldbold looks slightly suprised at his victory for a moment, then starts to victoriously celebrate over you. You could try to escape (lose 10% of your gold). Another option crosses your mind; secuding the kolbold may let you make a getaway without him taking your stuff or worse.
<<nobr>><<if $corruption >= 5>>
<<button[[Secude|kolbold_loss_sex]]>><</button>>
<<else>>
You can't bring yourself to seduce him.
<</if>>
<</nobr>>
<<button[[escape|dungeon_one]]>><<set $gold -= $goldremoved>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
future update: Kolbold Image
You decide to take advantage of the kolbold. After enticing the kolbold he realizes you don't mean to harm in, and happily accepts the opportunity to be ridden by you.
<<button[[Leave|dungeon_one]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
Before the kolbold can start rifling through your stuff, you move from your position to all fours and wiggle your butt seductively. After a few moments the kolbold takes the hint as you expose yourself to him.
He eagerly mounts you. His cock, previously hidden behind a slit in his pelvic area fills you and radiates warmth. After a few minutes he comes inside you. You feel the spurts of hot come filling you before he dismounts you and lies down. You take the chance to run with all your things while the kolbold is too relaxed to respond.
<<button[[escape|dungeon_one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(10, 25)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from the Bandit. "this is everything I got. What do you say we call it even?" he gives you a hopeful look.
<<button[[Leave him alone|dungeon_one]]>><</button>>
<<nobr>>
<<if $corruption >=15>>
<<button[[Take advantage|bandit1_win_sex1]]>><</button>>
<<else>>
You are not interested in taking advantage of this creature.
<</if>>
<</nobr>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
future update: Kolbold Image
The bandit looks you over, then eyes your money. You could try to escape (lose 10% of your gold). Another option crosses your mind; secuding the kolbold may let you make a getaway without him taking your stuff or worse.
<<nobr>><<if $corruption >= 5>>
<<button[[Secude|bandit1_loss_sex1]]>><</button>>
<<else>>
You can't bring yourself to seduce him.
<</if>>
<</nobr>>
<<button[[escape|dungeon_one]]>><<set $gold -= $goldremoved>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
You give the bandit a seductive look and undress in front of him. At first he is confused, but then grins big emerges on his face as he starts to understand.
The bandit is happy to oblige and fucks you. Despite being pent up, he manages to make you cum twice before he finishes.
<<button[[Leave|dungeon_one]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
When the bandit starts rifling through your stuff, you move and part your legs suggestively to get his attention. When the bandit takes notice and grins "oh, got turned on, getting your arse kicked huh? I can help you out". The bandit quickly undresses and joins you on the ground, wasting little time on foreplay before he gives you a rough fuck. When he finishes he gets dressed and grins "Until next time". He walks off, leaving you with your valuables alone.
<<button[[escape|dungeon_one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(20, 60)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from a chest in the room. You decide to head out before the rat returns.
<<button[[Leave|dungeon_one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/20)>>
<</nobr>>
The rat pins you down and growls as it sniffs you. It finds your gold pouch and tears it open. It collects as much money as it can hold in its mouth and scurries off, appearently no longer interested in you. You collect the remaining coin and decide to leave while you can. YOu have lost a total of $goldremoved gold from the rat.
<<button[[escape|dungeon_one]]>><<set $gold -= $goldremoved>><</button>>