Welcome to the character creation process! In this step, you will be asked to enter your character's ability scores. Ability scores are a measure of your character's physical and mental capabilities. They will affect how well your character can do things like fight, cast spells, and solve puzzles. There are six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability score has a range of possible values from 8 to 15 starting out. The average ability score is 10. This point buy system allows you to purchase your character's ability scores. You start with 27 points and can spend them to increase your ability scores. The cost of increasing an ability score varies depending on the starting value. <strong>Assign Stats</strong> {(display: "Reset Player") (display: "Full Heal") (display: "Update Info")}Strength: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $str < 15)[ (if: $str < 13)[ (set: $str to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $str to it + 1) (set: $totalPoints to it - 2) ] (replace: ?strengthStat)[|strengthStat>[$str]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $str > 8)[ (if: $str > 13)[ (set: $str to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $str to it - 1) (set: $totalPoints to it + 1) ] (replace: ?strengthStat)[|strengthStat>[$str]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] } |strengthStat>[8] Dexterity: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $dex < 15)[ (if: $dex < 13)[ (set: $dex to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $dex to it + 1) (set: $totalPoints to it - 2) ] (replace: ?dexterityStat)[|dexterityStat>[$dex]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $dex > 8)[ (if: $dex > 13)[ (set: $dex to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $dex to it - 1) (set: $totalPoints to it + 1) ] (replace: ?dexterityStat)[|dexterityStat>[$dex]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] } |dexterityStat>[8] Constitution: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $con < 15)[ (if: $con < 13)[ (set: $con to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $con to it + 1) (set: $totalPoints to it - 2) ] (replace: ?constitutionStat)[|constitutionStat>[$con]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Full Heal") (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $con > 8)[ (if: $con > 13)[ (set: $con to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $con to it - 1) (set: $totalPoints to it + 1) ] (replace: ?constitutionStat)[|constitutionStat>[$con]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Full Heal") (display: "Update Info") ] ] } |constitutionStat>[8] Intelligence: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $int < 15)[ (if: $int < 13)[ (set: $int to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $int to it + 1) (set: $totalPoints to it - 2) ] (replace: ?intelligenceStat)[|intelligenceStat>[$int]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $int > 8)[ (if: $int > 13)[ (set: $int to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $int to it - 1) (set: $totalPoints to it + 1) ] (replace: ?intelligenceStat)[|intelligenceStat>[$int]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] } |intelligenceStat>[8] Wisdom: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $wis < 15)[ (if: $wis < 13)[ (set: $wis to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $wis to it + 1) (set: $totalPoints to it - 2) ] (replace: ?wisdomStat)[|wisdomStat>[$wis]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $wis > 8)[ (if: $wis > 13)[ (set: $wis to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $wis to it - 1) (set: $totalPoints to it + 1) ] (replace: ?wisdomStat)[|wisdomStat>[$wis]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] } |wisdomStat>[8] Charisma: { (link-repeat: "|+|")[ (if: $totalPoints > 0 and $cha < 15)[ (if: $cha < 13)[ (set: $cha to it + 1) (set: $totalPoints to it - 1) ] (else:)[ (set: $cha to it + 1) (set: $totalPoints to it - 2) ] (replace: ?charismaStat)[|charismaStat>[$cha]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] (link-repeat: "|-|")[ (if: $cha > 8)[ (if: $cha > 13)[ (set: $cha to it - 1) (set: $totalPoints to it + 2) ] (else:)[ (set: $cha to it - 1) (set: $totalPoints to it + 1) ] (replace: ?charismaStat)[|charismaStat>[$cha]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] (display: "Update Info") ] ] } |charismaStat>[8] Remaining Points: |pointsStat>[27] { (link-repeat: "Reset Points")[ (display: "Reset Player") (replace: ?strengthStat)[|strengthStat>[$str]] (replace: ?dexterityStat)[|dexterityStat>[$dex]] (replace: ?constitutionStat)[|constitutionStat>[$con]] (replace: ?intelligenceStat)[|intelligenceStat>[$int]] (replace: ?wisdomStat)[|wisdomStat>[$wis]] (replace: ?charismaStat)[|charismaStat>[$cha]] (replace: ?pointsStat)[|pointsStat>[$totalPoints]] ] } (button:)[[Customize Character Info|Decide Info]]{ <!-- Some housekeeping to be called at the game start --> (set: $dc to 10) (set: $rollStat to 10) (set: $roll to 0) (set: $hazardDmg to 0) (set: $extraRoll to 0) (set: $result to 0) (set: $resultDmg to 0) (set: $success to false) (set: $advantage to false) }{ (set: $enemyBonus to 0) (set: $enemyName to "Enemy") (set: $enemyAc to 10) (set: $enemyHp to 4) (set: $enemyDmg to 4) (set: $enemyLooted to false) }{ (set: $hpPotions to 3) (set: $advPotions to 1) (set: $fullPotions to 0) }(display: "Reset Player")In this step, you will be asked to determine your character's name, sex, race, and class. Your character's name, sex, race, and class will all affect how they play the game. For example, a character who is a human fighter will be different from a character who is a dwarf mage. (link-rerun: "Choose Name", (button:))[(set: $name to (prompt: "Name:", "Traveler")) <h3>$name</h3>] <strong>Choose Race:</strong> (dropdown: bind $race, "Human", "Elf", "Dwarf", "Gnome") <em>Your race will give you bonuses to your ability scores.</em> Human: +1 to all. Elf: +2 to Dex and + 1 to Int. Dwarf: +2 to Con and +1 to Wis. Gnome: +2 to Cha and +1 to Dex. <strong>Choose Gender:</strong> (dropdown: bind $gender, "Male", "Female", "NB") <em>Your gender will determine pronouns characters may use when referring to you. It also opens up certain romance and dialogue options.</em> <strong>Choose Class:</strong> (dropdown: bind $class, "Fighter", "Thief", "Mage", "Druid") <em>Your class gives you special abilities and determines your attack attribute.</em> Fighter (Str): Grants a +1 bonus to AC and the most HP. Thief (Dex): Grants a +2 bonus to rolls. Mage (Int): Grants access to powerful arcane magic. Druid (Wis): Grants access to nature magic and beast speak. (button:)[[Continue|Character Summary]]{ (if: $race is "Human") [(set: $str to it + 1) (set: $dex to it + 1) (set: $con to it + 1) (set: $int to it +1) (set: $wis to it + 1) (set: $cha to it + 1)] (if: $race is "Elf") [(set: $dex to it + 2) (set: $int to it +1)] (if: $race is "Dwarf") [(set: $con to it + 2) (set: $wis to it +1)] (if: $race is "Gnome") [(set: $cha to it + 2) (set: $dex to it +1)] (if: $class is "Fighter") [(set: $hp to 10 + (floor:($con/2)-5))] (if: $class is "Thief") [(set: $hp to 8 + (floor:($con/2)-5)) (set: $skillBonus to 2) (set: $arcaneMagic to false)] (if: $class is "Mage") [(set: $hp to 6 + (floor:($con/2)-5)) (set: $arcaneMagic to true)] (if: $class is "Druid") [(set: $hp to 8 + (floor:($con/2)-5)) (set: $arcaneMagic to false) (set: $natureMagic to true)] (set: $maxHp to $hp) (display: "Update Info") (if: $gender is "Male")[ (set: $he to "he") (set: $He to "He") (set: $him to "him") (set: $Him to "Him") (set: $his to "his") (set: $His to "His") (set: $man to "man") (set: $sir to "sir")] (if: $gender is "Female")[ (set: $he to "she") (set: $He to "She") (set: $him to "her") (set: $Him to "Her") (set: $his to "her") (set: $His to "Her") (set: $man to "woman") (set: $sir to "ma'am")] (if: $gender is "NB")[ (set: $he to "they") (set: $He to "They") (set: $him to "Them") (set: $Him to "Them") (set: $his to "their") (set: $His to "Their") (set: $man to "person") (set: $sir to "sir")] }$name Class: $class Hit Points: $hp AC: $ac Gender: $gender Strength: $str Dexterity: $dex Constitution: $con Intelligence: $int Wisdom: $wis Charisma: $cha (button:)[[Accept Current Character|Cave Start]] (button:)[[Create New Character|Character Stats]]You wake up in a cave, your head throbbing. You look around and see that you are alone. The cave is dark and damp, and you can hear the sound of dripping water. You don't know how you got there or what happened to you, but you know you have to get out. You slowly get up and start to explore the cave, hoping to find a way out. [[Explore the Cave]]{ <!-- Handles a generic D20 roll. statBonus must be assigned prior --> (set: $roll to (random: 1, 20)) (if: $advantage is true)[(set: $advantage to false)(set: $extraRoll to (random: 1, 20))(if: $roll < $extraRoll)[(set: $roll to $extraRoll)]] (set: $result to ($roll + (floor:($rollStat/2)-5) + $skillBonus)) (if: $result >= $dc)[ (set: $success to true) ](else:)[ (set: $success to false) ]}(if: $success is true)[You rolled a $result, which succeeded!](if: $success is false)[You rolled a $result, which resulted in failure.]{ <!-- Handles enemy attack rolls --> (set: $roll to (random: 1, 20)) (set: $resultDmg to (random: 1, $enemyDmg)) (set: $result to ($roll + $enemyBonus)) (if: $result >= $ac)[ (set: $success to true) ](else:)[ (set: $success to false) ]}(if: $success is true)[(set: $hp to it - $resultDmg)The $enemyName attack rolled a $result, which hit, dealing $resultDmg damage!(display: "Update Info"){(if: $hp <= 0)[(go-to: "Game Over")]}](if: $success is false)[The $enemyName attack rolled a $result, which missed.]{ <!-- Handles player attack rolls --> (set: $roll to (random: 1, 20)) (set: $resultDmg to ((random: 1, $dmg) + $dmgBonus)) (if: $advantage is true)[(set: $advantage to false)(set: $extraRoll to (random: 1, 20))(if: $roll < $extraRoll)[(set: $roll to $extraRoll)]] (if: $class is "Fighter")[ (set: $result to ($roll + (floor:($str/2)-5) + $skillBonus))] (if: $class is "Thief")[ (set: $result to ($roll + (floor:($dex/2)-5) + $skillBonus))] (if: $class is "Mage")[ (set: $result to ($roll + (floor:($int/2)-5) + $skillBonus))] (if: $class is "Druid")[ (set: $result to ($roll + (floor:($wis/2)-5) + $skillBonus))] (if: $result >= $enemyAc)[ (set: $success to true) ](else:)[ (set: $success to false) ]}(if: $success is true)[(set: $enemyHp to it - $resultDmg)Your attack rolled a $result, which hit, dealing $resultDmg damage!(display: "Update Info") (if: $enemyHp <= 0)[ And the $enemyName was defeated!]](if: $success is false)[Your attack rolled a $result, which missed.](unless: (passage:)'s tags contains "no-header")[$name | $class | HP: [$hp]<hp|/[$maxHp]<maxHp| | AC: [$ac]<ac| | Gold: [$gold]<gold| Str: [$str]<strength| | Dex: [$dex]<dexterity| | Con: [$con]<constitution| | Int: [$int]<intelligence| | Wis: [$wis]<wisdom| | Cha: [$cha]<charisma| <hr>]{(unless: (passage:)'s tags contains "no-footer")[<hr> (link-rerun: "Healing Potions: ")[ (if: $hpPotions > 0)[ (set: $hpPotions to it - 1)(set: $hp to it + (random: 1, 4)) (if: $hp > $maxHp)[ (set: $hp to $maxHp)](display: "Update Info")]][$hpPotions]<hpPotionNum| | (link-rerun: "Boon Potions: ")[ (if: $advPotions > 0)[ (set: $advPotions to it - 1)(set: $advantage to true)(display: "Update Info")]][$advPotions]<advPotionNum| | (link-rerun: "Full Potions: ")[ (if: $fullPotions > 0)[ (set: $fullPotions to it - 1)(display: "Full Heal")(display: "Update Info")]][$fullPotions]<fullPotionNum|]}{ <!-- Handles 1 round of combat --> (if: $enemyHp > 0)[(display: "Player Attack") (if: $enemyHp > 0)[(display: "Enemy Attack")]](else:)[The $enemyName is already defeated.]}{ <!-- Only used in character creation --> <!-- Is called in Startup --> (set: $gold to 0) (set: $str to 8) (set: $dex to 8) (set: $con to 8) (set: $int to 8) (set: $wis to 8) (set: $cha to 8) (set: $totalPoints to 27) (set: $race to "Human") (set: $gender to "Male") (set: $name to "Traveler") (set: $class to "Fighter") (set: $arcaneMagic to false) (set: $skillBonus to 0) (set: $armorBonus to 0) (set: $natureMagic to false) (set: $hp to 10) (set: $maxHp to 10) (set: $ac to 12) (set: $dmg to 6) (set: $dmgBonus to 0) (set: $he to "he") (set: $He to "He") (set: $him to "him") (set: $Him to "Him") (set: $his to "his") (set: $His to "His") (set: $man to "man") (set: $sir to "sir") }{ <!-- This section updates the character's armor class. --> (if: $class is "Fighter")[(set: $armorBonus to 1) ](else:)[(set: $armorBonus to 0)] (set: $ac to (12 + (floor:($dex/2)-5) + $armorBonus))}{ <!-- This section completely restores the character's HP --> (if: $class is "Fighter") [(set: $hp to 10 + (floor:($con/2)-5))] (if: $class is "Thief") [(set: $hp to 8 + (floor:($con/2)-5))] (if: $class is "Mage") [(set: $hp to 6 + (floor:($con/2)-5))] (if: $class is "Druid") [(set: $hp to 8 + (floor:($con/2)-5))] (set: $maxHp to $hp)}<h2>GAME OVER</h2> It seems in your haste, the $enemyName has slain you. (button:)[(link: "Return to Title")[(restart:)]]{ <!-- Handles player companion creature attack rolls --> (set: $roll to (random: 1, 20)) (set: $result to ($roll + (floor:(12/2)-5))) (set: $resultDmg to (random: 1, 4)) (if: $result >= $enemyAc)[ (set: $success to true) ](else:)[ (set: $success to false) ]}(if: $success is true)[The creature's attack rolled a $result, which hit, dealing $resultDmg damage!{ (set: $enemyHp to it - $resultDmg)}(if: $enemyHp <= 0)[ And the $enemyName was defeated!]](if: $success is false)[The creature's attack rolled a $result, which missed.]You wander through the cave, your footsteps echoing off the walls. The air is cool and damp, and you can feel the moisture on your skin. Suddenly, you come to a chasm that stretches across the cave. You look down into the darkness, and you can't see the bottom. (link-reveal: "Jump the Chasm")[{ (set: $rollStat to $dex) (set: $dc to 10) (set: $hazardDmg to 2)} (display: "D20 Roll") (if: $success is true)[You deftfully leap across the chasm, planting your feet firmly on the other side. [[Carry On|Cave Goblin]]](else:)[(display: "Take Damage") You barely manage to get across the chasm, but not without injury. You land with a fall, having mis-aligned your jump. [[Carry On|Cave Goblin]]]]As you explore the cavernous pathway, you come across a small, green goblin sitting on a rock. It has sharp claws, and its beady eyes stare at you curiously. You freeze, not knowing what to do. The goblin blinks at you, then slowly stands up. It is about half your height, and its body is covered in coarse, green fur. It has a long, pointed nose and a wide mouth full of knotted teeth. Its ears are pointed and its eyes are a bright, glowing green.{ (set: $enemyAc to 8) (set: $enemyHp to 4) (set: $enemyDmg to 2) (set: $enemyName to "Goblin") (set: $enemyLooted to false)} (if: $natureMagic is true)[(link-reveal: "Speak in Goblin")[ The goblin twitches as you speak the word for friend in its native tongue. It points deeper in the cavernous pathway and [[urges you to move forward.|Cave Troll]]]](else:)[(link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 10)(set: $enemyLooted to true)(display: "Update Info")You find 10G on the $enemyName.]] [[Explore Further|Cave Troll]]]]]{(set: $resultDmg to (random: 1, $hazardDmg)) }(if: $hazardDmg > 0)[You take $resultDmg damage.(set: $hp to it - $resultDmg)(display: "Update Info")]As you venture further along the cavernous path, you see beads of light shining onto the rocks. The light comes from a small opening in the ceiling, and it casts dancing shadows on the walls. You hear the sound of a river flowing past. You are relieved, knowing that you are almost out of this dangerous place. However, as you get closer to the exit, you see a troll standing in the way. The troll is huge and muscular, with a long, sharp nose. "Well, what do we have here?" it says. "A little $race $man. You'll make a fine dish."{ (set: $enemyAc to 12) (set: $enemyHp to 6) (set: $enemyDmg to 3) (set: $enemyName to "Troll") (set: $enemyLooted to false)} (if: $arcaneMagic is true)[(link-reveal: "Blast it with Fire")[ You launch a powerful fire spell against the troll. (set: $advantage to true)(display: "Player Attack")]] [(link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 15)(set: $enemyLooted to true)(display: "Update Info")You find 15G on the $enemyName.]] [[Explore Further|Exit Cave]]]]]You finally reach the end of the cave, and you are met with a blinding flash of sunlight. You shield your eyes and squint, and you see a babbling stream running through a lush green meadow. You stumble out of the cave and take a deep breath of fresh air. You are so happy to be out of the darkness and into the light. You walk over to the stream and cup your hands in the cool water. You take a long drink, and you feel your strength returning. You are so grateful to be alive. (link-reveal: "Explore the Surrounding Area")[{ (set: $rollStat to $wis) (set: $dc to 10) (set: $hazardDmg to 2)} (display: "D20 Roll") (if: $success is true)[You are used to surviving in the wilderness. Without missing a beat, you get to work and map out the area. The wilderness is rough, but you manage to make out some smoke stacks billowing toward the south. [[Follow the Smoke|Merchant Encounter]]](else:)[(display: "Take Damage") Normally, you would be used to surviving in the wilderness. However, today left your wits in pieces. You manage to make out some smoke, but not before the forest left you bitter, tired and hungry. [[Follow the Smoke|Merchant Encounter]]]] You are walking through the forest when you come across a jovial merchant. He is sitting at a small table, surrounded by all sorts of interesting wares. He greets you with a smile and offers to show you his goods. You can't help but be drawn in by his enthusiasm, and soon you find yourself browsing his wares. "I'm glad to see an adventurer out here," he says. "I was just about to pack up after a cup of tea. See anything you like, $sir?" (link-reveal: "Ask for Directions")[ "Well, I'm headed on my way to Auldale. It's just south of here. You could [[Follow Me|Safe Travels]] to Auldale if you want. I could use the company."] (link-reveal: "What do You Have for Sale?")[ "Ah, down to business. I like that," he says. "I'm afraid I don't have much in stock. I could offer a full potion for 25G or a (if: $class is "Fighter")[sword](if: $class is "Thief")[dagger](if: $class is "Mage")[wand](if: $class is "Druid")[staff] upgrade for 25G." (link-replace: "Weapon Upgrade", (button:))[(if: $gold >= 25)[(set: $gold to it - 25)(set: $dmg to it + 1)"Ah, a fine choice indeed. Your weapon is stronger now and deals more potential damage."](else:)[Unfortunately, you lack the funds for that one.]] (link-replace: "Buy Potion", (button:))[(if: $gold >= 10)[(set: $gold to it - 10)(set: $fullPotions to it + 1)(display: "Update Info")"Ah, a fine choice indeed. That potion should serve you well"](else:)[Unfortunately, you lack the funds for that one.]] ] <!-- Copy and Paste to new passage --> <!-- Make appropriate modifications --> {(set: $enemyAc to 8) (set: $enemyHp to 4) (set: $enemyDmg to 4) (set: $enemyName to "Monster") (set: $enemyLooted to false)} (link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 10)(set: $enemyLooted to true)(display: "Update Info")You find 10G on the $enemyName.]] "//Inset Passage Exit Here//"]]<!-- Copy and Paste to new passage --> <!-- Make appropriate modifications --> {(set: $enemyAc to 8) (set: $enemyHp to 4) (set: $enemyDmg to 4) (set: $enemyName to "Monster") (set: $enemyLooted to false)} (if: $classVariable is true)[(link-reveal: "Class Ability")[ "//Insert Passage Text here//" "//Inset Passage Exit Here//"]] (link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 10)(set: $enemyLooted to true)(display: "Update Info")You find 10G on the $enemyName.]] "//Inset Passage Exit Here//"]]<!-- Copy and Paste to new passage --> <!-- Make appropriate modifications --> (link-reveal: "Skill Check Text")[{ (set: $rollStat to $statVariable) (set: $dc to 10) (set: $hazardDmg to 2)} (display: "D20 Roll") (if: $success is true)["Text for success goes here." "//Exit link goes here//"](else:)[(display: "Take Damage") "Text describing your failure goes here. Erase the (Take Damage) section if there is no hazard." "//Exit link goes here//"]]<h1>BY THE WAYSIDE</h1> A Fantasy Solo-RPG Adventure By Brett P. S. & diVISION+ (button:)[[[New Game|Character Stats]]] (button:)[[[Credits|Credits]]]<h2>CREDITS</h2> This game was made in Twine 2.0 using the Harlowe story format. ~Lead Developer~ Brett Sawyer ~Special Thanks~ Scott Rhine Thank you for playing! (button:)[[[Return to Title|Title]]]{ <!-- This section merely updates the character info when called. --> (replace: ?hp)[$hp] (replace: ?maxHp)[$maxHp] (display: "Set AC") (replace: ?ac)[$ac] (replace: ?gold)[$gold] (replace: ?strength)[$str] (replace: ?dexterity)[$dex] (replace: ?constitution)[$con] (replace: ?intelligence)[$int] (replace: ?wisdom)[$wis] (replace: ?charisma)[$cha] (replace: ?hpPotionNUm)[$hpPotions] (replace: ?advPotionNUm)[$advPotions] (replace: ?fullPotionNUm)[$fullPotions] }(link-replace: "Item for Sale", (button:))[(if: $gold >= 10)[(set: $gold to it - 10)("Handle upgrade variables here.") "Ah, a fine choice indeed."](else:)[ Unfortunately, you lack the funds for that one.]]{ (display: "Full Heal") }After a long journey, you finally arrive at the gates to the coastal city of Auldale. The city is built on a cliff overlooking the ocean, and the sun is setting behind the buildings, casting a golden glow over the city. You can hear the sound of waves crashing against the shore, and the smell of salt air fills your nostrils. You feel a sense of excitement and anticipation as you approach the city gates. The merchant regards you. "This is where we part ways, $sir. I hope you find your way to your next great adventure. I will remember the name $name always! Yes, a $man of great stature!" The Merchant walks his carriage of wares over to the guard station, motioning to be let in. A bit of back and forth banter ensues before the gates slide open and the city's marker square awaits. You hastily make your way into the city, though not without some light questioning as to the bruise on your head from the city security. [[The End?|Epilogue]]<h2>EPILOGUE</h2> This short RPG adventure was written in twine to serve as the basis of many stories down the road. I hope you enjoyed your journey and I also hope you come back to discover more roads than just those that lead to Auldale. Best of luck on the rest of your journeys! (button:)[(link: "Return to Title")[(restart:)]]{ (display: "Full Heal") }You set off on your journey with the merchant, following the winding road that leads to the next town. The sun is shining brightly in the sky, and the birds are singing in the trees. You feel a sense of excitement and adventure as you travel along, eager to see what new experiences await you. Along the way, you've had plenty of time to rest and recuperate. "Tell me $sir, what made you choose to become an adventurer?", the man asks. (link-replace: "Gold")[(replace:?Fame)[](replace:?Idk)[]"Ah, yes, there's no greater reason. Very simple, if a bit predictable. A sword for hire makes a lot of gold, I think." [[Continue Along the Road|Highwaymen Encounter]]]<Riches| (link-replace: "Fame")[(replace:?Riches)[](replace:?Idk)[]"Well, I think if you do this long enough, you'll either die young or live long enough to become a legend. Quite the culling process, being an adventurer is." [[Continue Along the Road|Highwaymen Encounter]]]<Fame| (link-replace: "I Don't Know")[(replace:?Riches)[](replace:?Fame)[]"That's all right. Can't have all the answers just yet. I'm glad you have a head on your shoulders for the time being." [[Continue Along the Road|Highwaymen Encounter]]]<Idk|You're walking down the forest path with the merchant's carriage in tow when you see a figure step out in front of you. The figure is cloaked in shadows and wielding a gleaming sword. They demand your gold and your carriage, or they will slay you where you stand. {(set: $enemyAc to 10) (set: $enemyHp to 4) (set: $enemyDmg to 4) (set: $enemyName to "Bandit") (set: $enemyLooted to false)} (if: $natureMagic is true)[(link-replace: "Summon Squirrels")[ You reach out with your nature magic and call upon the forces of the forest to aid you. A squirrel jumps down from the canopy to attack the bandit. (display: "Creature Attack")(set: $advantage to true)]] (link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 10)(set: $enemyLooted to true)(display: "Update Info")You find 10G on the $enemyName.]] [[Secure the Carriage|Highwaymen Leader Encounter]]]]You heave the last of the supplies into the carriage and secure the precious inventory. The merchant looks shaken but unharmed. You turn to leave when you hear a noise behind you. You spin around just in time to see the bandit captain step out of the trees. He is a tall, imposing figure, with a long scar across his face. He raises his sword and points it at you. "Well, well, well," he says. "What have we here?" {(set: $enemyAc to 12) (set: $enemyHp to 6) (set: $enemyDmg to 4) (set: $enemyName to "Bandit Captain") (set: $enemyLooted to false)} (if: $arcaneMagic is true)[(link-reveal: "Corrode the Bandit Captain's Armor")[ You weave your arcane magic around the Bandit Captain's plated vest, utterly destroying it in the process. He is now more vulnerable to your attacks.(set: $enemyAc to 8)]] (link-rerun: "Attack")[ (display: "Combat Turn") (if: $enemyHp <= 0)[(if: $enemyLooted is false)[(link-replace: "Loot the $enemyName")[(set: $gold to it + 15)(set: $enemyLooted to true)(display: "Update Info")You find 15G on the $enemyName.]] [[Continue Along the Road|Old Fashioned Chat]]]]You and the merchant walk along the forest path, the sun setting in the distance. The air is cool and the trees are still. The merchant stops and turns to you. "It is getting late," he says. "Would you like to set up camp here?" [[Share Campfire Stories|Campfire Stories]] [[Call it a Night and Head Out Early|Gates of Auldale]]You sit beside the crackling campfire with the merchant, listening to the sounds of the forest. The merchant tells you stories of his travels, and you share stories of your own. The firelight dances on your faces, and you feel a sense of peace and contentment. "Tell me about your travels, $name," the merchant says. "I'm excited to know what a $man like you has seen." (link-reveal: "Talk about the Goblin")[ "Ah, now that was a tricky situation. I'm glad you made it through.(if: $class is "Druid")[ It's strange that you can speak Goblin, though. Oddly specific skill.]"] (link-reveal: "Talk about the Troll")[ "Trolls?! Here?! I'm sure glad you took care of it. Bad for the wildlife in these parts."] (link-reveal: "Listen to His Story")[ "Um ... I'm not much to talk about. I do remember the times of the Veil, when the mists covered these lands. One time, I encountered a mist wraith on my way from Auldale to Sumfield. It wasn't very far, but the Lacunae escaped from the cage. I'm grateful it flew back."] [[Call it a Night|Gates of Auldale]]