(display:"SidebarIntro")[ (track:"musTheme01", "volume", "0.6")(track:"musIntro01", "volume", "0.6")(track:"musTavern01", "volume", "0.5")(track:"sfxGold", "volume", "0.9")(track:"sfxGoldl", "volume", "0.9")(group: 'playing', 'stop')(track:"musTheme01", "stop")(track:"musTavern01", "stop") (track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true) ] (t8n:"fade")+(t8n-delay:0.3s)[[[New Story|SystemsInit]] [[Restore Backup|Restore Save]] [[Credits]] [[Changelog]] (text-size:0.8)[Please report bugs and feature requests on the dedicated (link-goto:"Elders World discord server", "discordLink"). ] ] (display:"Sidebar")(dialog: [Welcome to the registration office! Let's see if you are in the registry.], "Sure") (set: $fName to (prompt: [What's your First Name?], "Jane", "Never mind", "Confirm"))(if: $fName's length > 10)[(set: $fName to (prompt: [First Name (10 char. max.)], "Jane", "Never mind", "Confirm"))](else-if: $fName's length <= 10)[ (set: $lName to (prompt: [What's your Last Name?], "Doe", "Never mind", "Confirm"))(if: $lName's length > 10)[(set: $lName to (prompt: [Last Name (10 char. max.)], "Doe", "Never mind", "Confirm"))](else-if:$lName's length <= 10)[ $fName $lName you say? (t8n:"fade")+(t8n-delay:1s)[Hmmm... Although we have information about most people around here It seems I can't find you in the registry. It must have been a long journey to arrive here, eager for new adventures, are we? (text-color:grey)[*He says with a discrete smile.*] Anyway, fill up this form and we'll get you up to speed in no time!] (t8n:"fade")+(t8n-delay:3s)[ Age: (text-colour:#FFC527)[(dropdown: bind $age, "21", "34", "55", "89",)] Eyes color: (text-colour:#FFC527)[(dropdown: bind $mPEyeColor, "Hazel", "Green", "Blue", "Grey", "Black",)] Education: (text-colour:#FFC527)[(dropdown: bind $mPEducation, "Medium", "Poor", "Good", "Excellent",)] Corpulence: (text-colour:#FFC527)[(dropdown: bind $mPCorpulence, "Balanced", "Overweight", "Skinny",)] Main hobby: (text-colour:#FFC527)[(dropdown: bind $mPMainHobby, "Sport", "Engineering", "Stuff you can't really talk about...",)] (text-size:0.8)[''Verify the accuracy of the information provided, you won't be able to change it afterwards.'' *//Choices matters.// * ] [[The information is accurate. What's next?|charAttCustom]] (text-color:red)[ [[Let me start over|charConfigRESET]] ] ] ] (else:)[Already trying to break my game? [[Start over...|Start]] ] ] (else-if: $lName's length > 10)[Already trying to break my game? [[Start over...|Start]] ] (display:"Sidebar")(save-game: "Slot A", "Character Config") You'll have to find ways to sustain for yourself on your journey here. Working as a mercenary is a great way for newcomers to make a living while travelling around and getting familiar with our rules and traditions. I'll need a bit more information in order to register you to the mercenaries guild. ''What's your skillset?'' (text-size:0.8)[//Points to affect: $availablePoints Note: you can't have more than 10 points in the same attribute, for now. You may hover an attribute icon to learn more about it.//] |tooltip>[<img src="./images/strength.png" width="32px;" height="32px;"> Strength:|tooltiptext>[Strength measures your brute physical force. It may affect combat and other actions implying force.] ] $mPStrength | [[-1|Strength-1]] or [[+1|Strength+1]] |tooltip>[<img src="./images/stamina.png" width="32px;" height="32px;"> Stamina:|tooltiptext>[Stamina measures your vitality and constitution. It may affect the outcome of actions requiring you to maintain an effort or to resist to something for a prolonged period.] ] $mPStamina | [[-1|Stamina-1]] or [[+1|Stamina+1]] |tooltip>[<img src="./images/dexterity.png" width="32px;" height="32px;"> Dexterity: |tooltiptext>[Dexterity measures your agility. It may affect various actions requiring fast or delicate actions.] ] $mPDexterity | [[-1|Dexterity-1]] or [[+1|Dexterity+1]] |tooltip>[<img src="./images/stealth.png" width="32px;" height="32px;"> Stealth: |tooltiptext>[Stealth measures your ability to be discreet and to steal. It may affect outcome when infiltrating, stealing and more.] ] $mPStealth | [[-1|Stealth-1]] or [[+1|Stealth+1]] |tooltip>[<img src="./images/intellect.png" width="32px;" height="32px;"> Intellect:|tooltiptext>[Intellect measures how logical you can be and the ability of recalling more or less of the knowledge you've acquired through time. It may affect outcome when making certain choices, communication, investigating...] ] $mPIntellect | [[-1|Intellect-1]] or [[+1|Intellect+1]] |tooltip>[<img src="./images/charisma.png" width="32px;" height="32px;"> Charisma:|tooltiptext>[Charisma measures the effect you can have on others, from persuasion to manipulation. It may affect outcome when communicating and trying to persuade, intimidate or deceive someone..] ] $mPCharisma | [[-1|Charisma-1]] or [[+1|Charisma+1]] [[The information is accurate. Are we done?!|JourneyStart]] (text-color:red)[ [[Let me start over|charConfigRESET]] ](go-to:"Start")(display:"Sidebar") (save-game: "Slot A", "Journey Starts") Actually... (t8n:"fade")+(t8n-delay:1s)[Yeah we're done! ] (t8n:"fade")+(t8n-delay:3s)[Here is your mercenary licence $fName, keep it safely.] (set:$gobInv to $gobInv + (a:"Mercenary License")) (t8n:"fade")+(t8n-delay:5s)[ [[So what now?]]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"Sidebar") You should discover your surroundings and start finding out how things are working here. (t8n:"fade")+(t8n-delay:1s)[As of now, take on your first mission! I'll arrange a night carriage to Deep Valley so that you can rest on the way and then see what's available in the mercenary guild hall there.] (t8n:"fade")+(t8n-delay:3s)[ [[Sounds good!]] [[Deep Valley?|DeepValleyInfo]] [[Can you send me elsewhere?|SendMeElswhere]]] (display:"Sidebar") Good luck in your journey, remain aware at any time. [[Thank you for everything.|TravelToDeepValley]] (display:"Sidebar") Obviously! You don't know those lands, at least for now. While you'll be free to go wherever you see fit in the future, rest assured that Deep Valley will be a convenient place to start from, due to it's central location and high activity. [[I understand, take me there then.|TravelToDeepValley]] [[What's so special about Deep Valley|DeepValleyInfo]](display:"Sidebar") Deep Valley is the perfect place to start from. It is well known throughout Arrev as the place of choice for expert artisans and craftmasters. Between this and its centric location, Deep Valley is a very active area, especially in terms of commerce. [[I'd be happy to discover Deep Valley.|TravelToDeepValley]] [[Can you send me elsewhere?|SendMeElswhere]](display:"Sidebar") Where would you like to go? [[I'm not sure...]] [[Why do you want me to go to Deep Valley exactly?|DeepValleyInfo]] (display:"SidebarChar")[ (group: 'playing', 'stop') (playlist: 'plDefaultMusic', 'play')(playlist: 'plDefaultMusic', 'loop', true)] (save-game: "Slot A", "Arriving in Deep Valley") (text-color:grey)[*After travelling by night for a few hours, you quickly fall asleep at the rythm of the wheels rolling on the dirt and gravel road. At one point, the steam carriage comes to a stop.*] (t8n:"fade")+(t8n-delay:2.8s)[[[Wake up and get outside|DeepValleyMenu]]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(text-color:grey)[*Alone, with no one around the carriage, the sun seems just about to rise in the horizon. The carriage appears to be parked next to a road, from which you can see a place with some signs, a guard patrolling and what seems to be an open tavern, from the noise coming out of it, especially for that time of the day.*] (t8n:"fade")[ [[Head towards the place to read the signs|DVnav]] [[Head towards the guard to ask him about this place|guardTalk]] [[Head straight into the tavern|tavern]] ](display:"Sidebar") ''Elders World'' //Alpha 0.7// ''Imagined, Conceptualized, Developed, Wrote and Produced by : ''Elliott Sebag Thank you for playing Elders World! <img src="./images/heart.png" width="25px;" height="25px;"> Please report bugs and feature requests on the dedicated (link-goto:"Elders World discord server", "discordLink"). //This project is currently in early development phase.// ''Contributor Credits'' Tavern music composed and produced by Mary Voit for Elders World. ''Disclaimers & Notes: '' Current icons and background texture are not all original, however they are royalty-free, other visuals are original. Player attributes and dices icons by @Aeynit, Gems icons by @Giacomo Magalhães - GM ilustra. ''Content is subject to change.''The visuals might get an update for fully original content at one point but I wanted to focus on the core for now. Basic background music has been added to test the system but will be diversified and more sound effects added over time. ''License'' All rights reserved to their authors or copyrights holder. Elders world, its universe and story are an original creation by Elliott Sebag. Maps, Logo and other original artworks are intellectual property of Elliott Sebag. Music produced and copyrighted by Elliott Sebag (at the exception of the ones mentioned in Contributor Credits section above). This is a work of fiction. Names, characters, places and incidents either are products of the author’s imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental. Developed using Twine in the Harlowe format. Non-original icons and background texture(s) for Alpha/Beta phases are free to use. The Audio System (HAL) by ChapelR/harlow-audio is kindly unlicensed, check it here: https://github.com/ChapelR/harlowe-audio/ (kuddos for the work!) [[Return to Start|Start]] [[See Changelog|Changelog]](display:"Sidebar")(link-goto: "Return", $lastPassage) {(if:(history:)'s last's end is $lastPassage)[(track:"sfxInvOpen", "play")](else:)[](if:(history:)'s last's end is "Journal")[(track:"sfxJournalClose", "play")](else:)[] (if:(history:)'s last's end is "Craft")[(track:"sfxJournalClose", "play")](else:)[]} $fName $lName (text-size:0.8)[ |tooltip>[ [$health<img src="./images/heart.png" width="20px;" height="20px;">] |tooltiptext>[Your Health] ] |tooltip>[ [$gold<img src="./images/coin.png" width="20px;" height="20px;">] |tooltiptext>[Your Gold] ] ](if:$mPWounded is 1)[(text-size:0.6)[*You are wounded.*]] * [[''JOURNAL''|Journal]] * [[''CRAFTING''|Craft]] * [[''PET''|Pet]] (text-color:#1E91C3)[''ITEMS''] (for: each _gob, ...$gobInv)[ _gob (text-size:0.6)[◍] ] {(if:$gobInv contains "Meal")[ [[Eat Meal|Eat]] | ] (if:$gobInv contains "Sandwich")[ [[Eat Sandwich]] | ](if:$gobInv contains "Pastry")[ [[Eat Pastry]] | ](if:$gobInv contains "Baguette")[ [[Eat Baguette]] | ](if:$gobInv contains "Birthday Cake")[ [[Eat the whole Cake]] ] (if:$gobInv contains "Apple")[|tooltip>[ [[Eat Apple]] |tooltiptext>[Restore 3 health.] ]] (if:$gobInv contains "Carrot")[|tooltip>[ [[Eat Carrot]] |tooltiptext>[Restore 3 health.] ]] (if:$gobInv contains "Dried Fruits Mix")[|tooltip>[ [[Eat Dried Fruits]] |tooltiptext>[Restore 5 health.] ]] (if:$gobInv contains "Grilled Fish")[|tooltip>[ [[Eat Grilled Fish]] |tooltiptext>[Restore 7 health.] ]] (if:$gobInv contains "Simple Bandage")[(if:$mPWounded is 1)[ |tooltip>[ [[Apply Simple Bandage]] |tooltiptext>[Restore 5 health and heal a minor wound.] ] ] ] (if:$gobInv contains "Health Potion")[|tooltip>[ [[Drink Health Potion]] |tooltiptext>[Restore 10 health.] ] ] (if:$gobInv contains "Boost Potion")[|tooltip>[ [[Drink Boost Potion]] |tooltiptext>[Boosts your Stamina, Strength, Dexterity and Intellect by +1.] ] ] (if:$gobInv contains "Poison")[|tooltip>[ [[Drink Poison]] |tooltiptext>[Don't drink it!] ] | [[Destroy Poison]] ] (if:$gobInv contains "Valuable Info 01")[ [[Read Valuable Info 01|useVI1]] | [[Destroy Valuable Info 01|DestroyVI1]]] (if:$gobInv contains "Weird Old Book")[ [[Read Weird Old Book|useWOBook]] | [[Destroy Weird Old Book (this content as been added to your Journal!)|DestroyWOBook]]] (if:$gobInv contains "Small Painting")[ |tooltip>[(text-color:fuchsia)[Take a look at the small painting] |tooltiptext>[<img src="./images/cat1844.png" width="63%;" height="63%;"> Cat with Kittens, Henriëtte Ronner, -4118 prior to Solian Calendar, Oil on panel, h 52.5cm × w 39cm × t 1.1cm × d 5.6cm. *One may wonder how you were able to go unoticed stealing this thing... Although of moderate size, small was maybe far fetched.*] ] ] } (text-color:#1E91C3)[''CURRENT GEAR''] Weapon: (text-color:green)[|tooltip>[(print:$gWeapon's name) |tooltiptext>[(text-color:white)[(print:$gWeapon's name)] (print:$gWeapon's desc) (text-color:white)[(if:$gWeapon's gWeaponStrength > 0)[+ (print:$gWeapon's gWeaponStrength) Strength] [(if:$gWeapon's gWeaponStealth > 0)[+ (print:$gWeapon's gWeaponStealth) Stealth]] [(if:$gWeapon's gWeaponStamina > 0)[+ (print:$gWeapon's gWeaponStamina) Stamina]] [(if:$gWeapon's gWeaponDexterity > 0)[+ (print:$gWeapon's gWeaponDexterity) Dexterity]] [(if:$gWeapon's gWeaponIntellect > 0)[+ (print:$gWeapon's gWeaponIntellect) Intellect]] [(if:$gWeapon's gWeaponCharisma > 0)[+ (print:$gWeapon's gWeaponCharisma) Charisma]] *(print:$gWeapon's valueSell)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] | Armor: (text-color:green)[|tooltip>[(print:$gArmor's name) |tooltiptext>[(text-color:white)[(print:$gArmor's name)] (print:$gArmor's desc) (text-color:white)[(if:$gArmor's gArmorStrength > 0)[+ (print:$gArmor's gArmorStrength) Strength] [(if:$gArmor's gArmorStealth > 0)[+ (print:$gArmor's gArmorStealth) Stealth]] [(if:$gArmor's gArmorStamina > 0)[+ (print:$gArmor's gArmorStamina) Stamina]] [(if:$gArmor's gArmorDexterity > 0)[+ (print:$gArmor's gArmorDexterity) Dexterity]] [(if:$gArmor's gArmorIntellect > 0)[+ (print:$gArmor's gArmorIntellect) Intellect]] [(if:$gArmor's gArmorCharisma > 0)[+ (print:$gArmor's gArmorCharisma) Charisma]] *(print:$gArmor's valueSell)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] {(text-size:0.8)[Weapons in your inventory:](for: each _gItem, ...$gearInv)[ (if: _gItem's type is "weapon")[· |tooltip>[(link: "Equip " + _gItem's name)[ (if: _gItem is not $gWeapon)[{ (set:$gWeaponStrength to $gWeaponStrength - $gWeapon's gWeaponStrength)(set:$gWeaponStrength to $gWeaponStrength + _gItem's gWeaponStrength) (set:$gWeaponStamina to $gWeaponStamina - $gWeapon's gWeaponStamina)(set:$gWeaponStamina to $gWeaponStamina + _gItem's gWeaponStamina) (set:$gWeaponDexterity to $gWeaponDexterity - $gWeapon's gWeaponDexterity)(set:$gWeaponDexterity to $gWeaponDexterity + _gItem's gWeaponDexterity) (set:$gWeaponStealth to $gWeaponStealth - $gWeapon's gWeaponStealth)(set:$gWeaponStealth to $gWeaponStealth + _gItem's gWeaponStealth) (set:$gWeaponIntellect to $gWeaponIntellect - $gWeapon's gWeaponIntellect)(set:$gWeaponIntellect to $gWeaponIntellect + _gItem's gWeaponIntellect) (set:$gWeaponCharisma to $gWeaponCharisma - $gWeapon's gWeaponCharisma)(set:$gWeaponCharisma to $gWeaponCharisma + _gItem's gWeaponCharisma) (set: $gWeapon to _gItem) (set:$gearInv to $gearInv - (a: _gItem)) (display:"updateTotalStats")(go-to:"Inventory") }(print: "Equipped: " + $gWeapon's name)] ] |tooltiptext>[(text-color:white)[(print:_gItem's name)] (print:_gItem's desc) (text-color:white)[ (if:_gItem's gWeaponStrength > 0)[+ (print:_gItem's gWeaponStrength) Strength] (if:_gItem's gWeaponStealth > 0)[+ (print:_gItem's gWeaponStealth) Strength] (if:_gItem's gWeaponStamina > 0)[+ (print:_gItem's gWeaponStamina) Stamina] (if:_gItem's gWeaponDexterity > 0)[+ (print:_gItem's gWeaponDexterity) Dexterity] (if:_gItem's gWeaponIntellect > 0)[+ (print:_gItem's gWeaponIntellect) Intellect] (if:_gItem's gWeaponCharisma > 0)[+ (print:_gItem's gWeaponCharisma) Charisma] *(print:_gItem's valueSell)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] (print:" or ")(link:"Sell for " + (str:_gItem's valueSell) + " gold")[(track:"sfxGold", "play")(set:$gold to $gold + _gItem's valueSell)(set:$gearInv to $gearInv - (a:_gItem))(go-to:"Inventory")] ] ]} {(text-size:0.8)[Armor in your inventory:] (for: each _gItem, ...$gearInv)[ (if: _gItem's type is "armor")[· |tooltip>[(link: "Equip " + _gItem's name)[ (if: _gItem is not $gArmor)[{ (set:$gArmorStrength to $gArmorStrength - $gArmor's gArmorStrength)(set:$gArmorStrength to $gArmorStrength + _gItem's gArmorStrength) (set:$gArmorStamina to $gArmorStamina - $gArmor's gArmorStamina)(set:$gArmorStamina to $gArmorStamina + _gItem's gArmorStamina) (set:$gArmorDexterity to $gArmorDexterity - $gArmor's gArmorDexterity)(set:$gArmorDexterity to $gArmorDexterity + _gItem's gArmorDexterity) (set:$gArmorStealth to $gArmorStealth - $gArmor's gArmorStealth)(set:$gArmorStealth to $gArmorStealth + _gItem's gArmorStealth) (set:$gArmorIntellect to $gArmorIntellect - $gArmor's gArmorIntellect)(set:$gArmorIntellect to $gArmorIntellect + _gItem's gArmorIntellect) (set:$gArmorCharisma to $gArmorCharisma - $gArmor's gArmorCharisma)(set:$gArmorCharisma to $gArmorCharisma + _gItem's gArmorCharisma) (set: $gArmor to _gItem)(set:$gearInv to $gearInv - (a: _gItem)) (display:"updateTotalStats")(go-to:"Inventory") }(print: "Equipped: " + $gArmor's name) ] ] |tooltiptext>[(text-color:white)[(print:_gItem's name)] (print:_gItem's desc) (text-color:white)[(if:_gItem's gArmorStrength > 0)[+ (print:_gItem's gArmorStrength) Strength] [(if:_gItem's gArmorStealth > 0)[+ (print:_gItem's gArmorStealth) Strength]] [(if:_gItem's gArmorStamina > 0)[+ (print:_gItem's gArmorStamina) Stamina]] [(if:_gItem's gArmorDexterity > 0)[+ (print:_gItem's gArmorDexterity) Dexterity]] [(if:_gItem's gArmorIntellect > 0)[+ (print:_gItem's gArmorIntellect) Intellect]] [(if:_gItem's gArmorCharisma > 0)[+ (print:_gItem's gArmorCharisma) Charisma]] *(print:_gItem's valueSell)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] (print:" or ")(link:"Sell for " + (str:_gItem's valueSell) + " gold")[(track:"sfxGold", "play")(set:$gold to $gold + _gItem's valueSell)(set:$gearInv to $gearInv - (a:_gItem))(go-to:"Inventory")] ] ]} (if:$bagExt1 is 1)[Your inventory size has been extended once.] (if:$fName is "Dev" and $lName is "Mode")[(text-size:0.5)[ Welcome in DM section :) Fast Travel: * [[Deep Valley|DVnav]] * [[Commercial Coast|CCnav]] * [[Jerico|Jericonav]] * [[Hellyon|Hellyonnav]] * [[Hellyon Underground|helTunnelsnav1]] Commands; * (link-rerun:"Add gold")[(set:$gold to it + 5000)] ] ] (display:"SidebarChar") (unless: (playlist:"plDefaultMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plDefaultMusic', 'play')(playlist: 'plDefaultMusic', 'loop', true)](text-color:grey)[*Upon getting closer to the signs you can read the following directions within Deep Valley.*] * (if:$DVtownhallVisited is 0)[ [[Town Hall|DVtownhall]] ](else-if:$DVtownhallVisited is 1)[ [[Town Hall|DVTownhallVisited]] ] * [[Deep Valley Market|DVmarket]] * [[Mercenaries Guild]] * [[Tavern|tavern]] * [[Leave Deep Valley (Merchants Caravanes network)|worldNav]] * [[Go back into the steam carriage|Carriage]] (display:"SidebarChar")(text-color:grey)[*Approaching the guard, you notice that in addition to the heavy armor, he's also very well armed with at th very least a gun and a long sword. He turns torwards you and, although apparently pretty tired, welcomes you with a smile.*] I don't recall having seen you around before. What brings you to Deep Valley? [[I'm looking for the Mercenaries Guild|guardInfoMG]] [[Indeed, I'm new here, can you tell me more about this place?]] [[I've been told to come here to take on a mission]](display:"SidebarChar")(text-color:grey)[*The carriage seems to be totally out of (text-color:white)[''wood''] to be used.*] (if: $gobInv contains "Wood")[ [[Refill the burner with wood and leave for Jerico|Carriage2Jerico]]] (else:)[*There isn't much to do here...*] [[Head back outside|DeepValleyMenu]] [[Take another nap and head back outside|DeepValleyMenu]](display:"SidebarChar") (group: 'playing', 'stop')(playlist:"plDefaultMusic", "stop")(track: 'musTavern01', 'play') (track: 'musTavern01', 'loop', true)(text-color:grey)[*You enter the tavern and briefly inspect the place from the entrance.*] [[Head torwards the owner]] [[Sit at a table]] (if:$DVtavernStolen is 0)[ [[Try to steal something|steal]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else-if:$DVtavernStolen is 1)[] [[Leave the tavern|DVnav]](display:"SidebarChar")(set:$DVtownhallVisited to 1)(text-color:grey)[*After taking a second to admire the impressive architecture, you step into Deep Valley's town hall. A relatively short but corpulent man welcomes you, taking his Top Hat off and on in a rushed manner.*] Greetings $fName! I hoped you'd visit our lovely Town Hall! Make sure that you check out our historical exposition! * (text-color:grey)[He seems pretty excited to see a newcomer and his eyes sparkle at the mention of the historical exposition.]* But where are my manners... Let me introduce myself: Horatio P. Tumbleweed, at your service! (text-color:grey)[*Horatio does this rushed gesture with his hat again.*] I heard that you arrived only recently? (text-color:grey)[*He continues without leaving you the time to reply.*] Well, you must be pretty curious to know more about what's going on around here. Especially with those recent discoveries... [[You mentioned some discoveries?|CrystalInfo]] [[Actually, could you tell me more about the Mercenaries Guild?|GuildsInfo]] (if:$HoratioKnowsNameVisited is 0)[ [[How do you know my name?!|HoratioKnowsName]] ] (if:$DVmuseumVisited is 0)[ [[Go check the historical exposition|DVmuseum]] ] [[Leave the Town Hall|DVnav]](display:"SidebarTemp")[(track: 'ambStorm', 'stop', true)] *Travelling from a city to another via the merchants caravanes network costs different amount of gold based on the accessibility and the potential discount as an official mercenary in service with some partner merchants.* (if:(history:)'s last's end is "DVnav")[Deep Valley (0 gold) | [[Travel|DVnav]] ] (else: )[(if: $gold >=40)[Deep Valley (40 gold) | [[Travel|travelDV]] ](else-if:$gold <40)[Travel *(You don't have enough gold!)*] ] (if:(history:)'s last's end is "Jericonav")[Jerico (0 gold) | [[Travel|Jericonav]] ] (else: )[(if:$misComp does not contain "m1")[(if:$misObt does not contain "m1")[Jerico (40 gold) | (if: $gold >=40)[[[Travel|travelJerico]] ](else-if:$gold < 40)[Travel *(You don't have enough gold!)*]](else-if:$misObt contains "m1")[Jerico (~~40~~ 20 gold) | (if: $gold >=20)[ [[Travel|travelJerico20]] ](else-if: $gold <20)[Travel *(You don't have enough gold!)*]] ](else-if:$misComp contains "m1")[Jerico (40 gold) | (if:$gold >= 40)[ [[Travel|travelJerico]] ](else-if:$gold < 40)[Travel *(You don't have enough gold!)*] ] ] {(if:(history:)'s last's end is "CCnav")[Commercial Coast (0 gold) | [[Travel|CCnav]] ] (else: )[ (if:$misComp does not contain "m3" or "m4")[ (if:$misObt does not contain "m3" or "m4")[ Commercial Coast (40 gold) | (if: $gold >=40)[ [[Travel|CCnav]] ](else-if:$gold <40)[Travel *(You don't have enough gold!)*] ] (else-if:$misObt contains "m3" or "m4")[Commercial Coast (~~40~~ 20 gold) | (if: $gold >=20)[ [[Travel|travelCCnav20]] ](else-if:$gold < 20)[Travel *(You don't have enough gold!)*] ] (else-if:$misComp contains "m3" or "m4")[ Commercial Coast (40 gold) | (if: $gold >=40)[ [[Travel|CCnav]] ](else-if:$gold <40)[Travel *(You don't have enough gold!)*] ] ] ]} (link-goto: "Back", $lastPassage) (display:"SidebarChar")(unless: (playlist:"plDefaultMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plDefaultMusic', 'play')(playlist: 'plDefaultMusic', 'loop', true)](text-color:grey)[*Jerico seems far bigger than Deep Valley, hopefully you see a map of the city allowing you to spot a few places which might be useful or interesting.*] (if:$misComp does not contain "m1")[(if:$misObt contains "m1")[ [[Hagen's House]] ](else-if:$misObt does not contain "m1")[] ](else-if:$misComp contains "m1")[] [[Jerico's Tavern|tavernJerico]] [[Jerico's Mercenaries Guild hall|ghJerico]] [[Jerico's Market district|marketJerico]] [[Leave Jerico (using Merchants caravanes)|worldNav]] (if:$misObt does not contain "m1")[(if:$gold < 40)[ [[Beg 50 gold to go back to Deep Valley, consider completing a mission or finding other sources of income!|softlockBeg]] ] ](display:"SidebarChar")(save-game: "Slot A", "Deep Valley - Market") (text-color:grey)[*You arrive in Deep Valley's market district. The place is rather crowded as it almost always is. Although human-sized, it's clearly the dynamic commercial hub you've heard about. You can see different signs hanging from the shops.* ] [[Premium Goods]] [[Engineer-able]] [[Durandil's Armory|Durandil Armory]] [[Deep Valley's Kitchen]] [[Pawn & Pawnin'|DVpawnShop]] [[Leave the market district|DVnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(save-game: "Slot A", "Deep Valley - Missions Board") (text-color:grey)[*You approach the Deep Valley mercenaries guild mission's board to consult available missions.*] (if:$misComp does not contain "m1")[(if:$misObt does not contain "m1")[Special delivery to Jerico for 60 gold - [[Accept Mission|AcceptMission1]] |tooltip>[<img src="./images/lvl1.png" width="25px;" height="25px;"> |tooltiptext>[Normal difficulty] ] ](else-if:$misObt contains "m1")[(text-color:grey)[~~Special delivery to Jerico for 60 gold ~~](text-color:lime)[*You have already accepted this mission, go see the attending!*]]](else-if:$misComp contains "m1")[~~Special delivery to Jerico for 60 gold~~ *You have already completed this mission!*] [[Present yourself to the attending]] [[Go back to the entrance|Mercenaries Guild]] [[Leave the guild hall|DVnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")Oh, I see... (text-color:grey)[*The look of the guard changes while he points out the signs with despise.*] [[Look at the signs|DVnav]](display:"SidebarChar")(text-color:grey)[*You penetrate into the Mercenaries Guild to find an impressive hall with stone walls decorated here and there with various weapons and trophies. At first glance, the place looks rather empty, but you do notice an attending busy writing paperwork at what seems to be a reception desk. Additionally a solid wood board stands in the middle of the hall, entitled "Missions Board".* ] [[Present yourself to the attending]] [[Check available missions on the board|DVmissionsBoard]] [[Leave the guild hall|DVnav]](display:"SidebarChar")Well, Deep Valley is a charming place with an intense activity mostly around craftmanship and engineering. It is well known throughout Arrev as the place of choice for expert artisans and craftmasters. Between this and it's centric location, Deep Valley is an very active area, especially in terms of commerce. Despite that, we make sure that it remains a secure and peaceful place to live in. [[Thank you for your time, have a nice day officer|DVMainSquare]] [[Thank you, where can I find the Mercenaries Guild?|guardInfoMG]] (display:"SidebarChar")(text-color:grey)[*The heavily armored guard's attitude drastically changes, he seems suspicious and threaten to take you to the guards headquarters for further interrogation.*] [ [[Try to explain yourself]] |tooltip>[ <img src="./images/ed10.png" width="28px;" height="28px;">|tooltiptext>[Random outcome]] [|tooltip>[<img src="./images/intellect.png" width="25px;" height="25px;"> |tooltiptext>[Intellect bonus ((print:$mPIntellect))] ] [|tooltip>[<img src="./images/charisma.png" width="25px;" height="25px;"> |tooltiptext>[Charisma bonus ((print:$mPStealth))] ] ] ]] [[Follow the guards|GuardsExecuteYou]](display:"SidebarChar")(text-color:grey)[*You are on the main square of Deep Valley, you see some signs, a guard patrolling and what seems to be an open tavern.*] [[Head torwards the place to read the signs|DVnav]] [[Head straight into the tavern|tavern]] [[Head torwards the guard|guardTalk]](save-game: "Slot A", "Deep Valley Tavern")(display:"SidebarChar")Welcome to the Drunken Clam! How can I help you today?(text-color:grey)[*The bartender says with a warm smile.*] [[What do you sell?|tavernShop]] (if: $gold >= 10)[[[Get I get a room for the night (10 Gold)|Can I get a room for the night]]](else: )[Get a room for the night (//You don't have enough gold!//))] [[Have a nice day|tavern]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(save-game: "Slot A", "Deep Valley Tavern Game")(text-color:grey)[*You sit at a table in the tavern, wondering about your next move.*] [[Talk to the dice player on the next table|minigame]] [[Head torwards the owner]] (if:$DVtavernStolen is 0)[ [[Try to steal something|steal]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else-if:$DVtavernStolen is 1)[] [[Leave the tavern|DVnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarTemp")(set:$outlawBehavior to 1)(set:$DVtavernStolen to 1)(text-color:grey)[*You sneak around as subtly as you can and try to steal some valuable things.* ] (set: $modSteal to (random:1,10)) (set:$RrSteal to $modSteal + $mPStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $modSteal + an additional $mPStealth Stealth bonus. *{ (if: $RrSteal is >=14)[(text-color:grey)[ *You managed to steal 100 gold and a small painting, looking rather nice, maybe you could resell it, who knows?*] (set:$gold to $gold + 100)(track:"sfxGold", "play") (set:$gobInv to $gobInv + (a:"Small Painting")) * [[Head torwards the owner]] * [[Sit at a table]] * [[Leave the tavern|DVnav]] ] (else-if: $RrSteal is >=9)[(text-color:grey)[ *You couldn't steal anything, but at least you didn't get caught...*] * [[Head torwards the owner]] * [[Sit at a table]] * [[Try to steal again|steal]] * [[Leave the tavern|DVnav]] ] (else:)[(text-color:grey)[ *You get spotted and the owner's alerts the guards about to bring you to their headquarters.*] * [[Follow the guards]] * [[Resist the guards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] }](display:"SidebarChar") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 500 gold to let you go away.* (if:$gold >=500)[ [[Pay the bribe and go away|DVnav]] (set:$gold -500) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the two guards with your (print:$gWeapon's name).*](else: )[*You decide to take-on the two guards with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10))) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2)))(if:$gWeapon's name is "None")[(set:$mPDiceSum to $mPDiceSum - 8)](else: )[] (text-color:white)[Roll Outcome: You rolled $mPDice1 + (print:$TotalStrength/2) Strength & (print:$TotalDexterity/2) Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 8 malus for trying to attack guards with your bare hands, although brave, that's quite stupid.] ($mPDiceSum Total) The guard rolled $advDice2.] (if:$mPDiceSum > $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*After a fraction of second, you conclude that it would be unreasonable to kill a guard using your (print:$gWeapon's name). With an incredible dexterity, you manage to shortly distract the guards by throwing a pint at them before*](else: )[*You luckily manage to move fast enough to blind the guards by throwing a pint at them and*] *fleeing the scene faster that light, using the (text-color:#FFC527)[signs on the square] to find your way into Deep Valley.* (click-goto: "signs on the square", "DVnav")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*You move far too slow to reach the nearest guard and attempt to pierce through his amor with your (print:$gWeapon's name). The other one draws out his gun from his holster and shots you in the head.*](else: )[*You move far too slow for the guards sharp-reflexes, one of them takes-out his gun from his holster and shots you in the head.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] ] (replace: ?Sidebar)[<img src="./images/EDlogo.png" width="90px;" height="90px;"> (text-size:0.8)[(text-color:#1E91C3)[''STATS''] {(display:"updateTotalStats")|tooltip>[<img src="./images/strength.png" width="25px;" height="25px;"> |tooltiptext>[Strength measures your brute physical force. It may affect combat and other actions implying force.] ] (print:$TotalStrength) |tooltip>[<img src="./images/stamina.png" width="25px;" height="25px;"> |tooltiptext>[Stamina measures your vitality and constitution. It may affect the outcome of actions requiring you to maintain an effort or to resist to something for a prolonged period.] ] (print:$TotalStamina) |tooltip>[<img src="./images/dexterity.png" width="25px;" height="25px;"> |tooltiptext>[Dexterity measures your agility. It may affect various actions requiring fast or delicate actions.] ] (print:$TotalDexterity) |tooltip>[<img src="./images/stealth.png" width="25px;" height="25px;"> |tooltiptext>[Stealth measures your ability to be discreet and to steal. It may affect outcome when infiltrating, stealing and more.] ] (print:$TotalStealth) |tooltip>[<img src="./images/intellect.png" width="25px;" height="25px;"> |tooltiptext>[Intellect measures how logical you can be and the ability of recalling more or less of the knowledge you've acquired through time. It may affect outcome when making certain choices, communication, investigating...] ] (print:$TotalIntellect) |tooltip>[<img src="./images/charisma.png" width="25px;" height="25px;"> |tooltiptext>[Charisma measures the effect you can have on others, from persuasion to manipulation. It may affect outcome when communicating and trying to persuade, intimidate or deceive someone..] ] (print:$TotalCharisma)} ] { (text-size:0.8)[**AUDIO** {<div id='audio-control'></div> <script>createAudioControls($('#audio-control'))</script>}] (if: $gold < 0)[(set: $gold to 0)] (if: $health < 0)[(set: $health to 0)] (if: $health < 0)[(set: $gameOver to true)]} (if: $GameOver is true )[ (alert: (css: "color:red; font-size: 36px;")[GAME OVER] (link: "Return to Main Menu")[(goto: "Start")] ) ]{(if:$mpPet is not $none)[(live: 3s)[(if:$mpPetHealth >= 1)[(set:$mpPetHealth to it -1)]](live: 1s)[(if:$mpPetHappiness >=1)[(set:$mpPetHappiness to it -1)]](if:$mpPetHealth is < 500)[|tooltip>[<img src="./images/lvl3.png" width="25px;" height="25px;"> |tooltiptext>[*Your pet needs to be fed!*] ]]]}](display:"Sidebar") Load available save: (if: (saved-games: ) contains "Slot A")[Auto Save: (print: (saved-games: )'s "Slot A")] [Load]<loada| (click: ?loada)[(load-game: "Slot A")] (if: (saved-games: ) contains "Slot B")[Manual Save: (print: (saved-games: )'s "Slot B")] [Load]<loadb| (click: ?loadb)[(load-game: "Slot B")] [[Return to Start|Start]](display:"SidebarChar")So you're a player uh! Let's test your resilience, shall we? Choose your bet: (if: $gold >= 3)[[[3 Gold|Bet 3 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[3 Gold// (You don't have enough Gold!)//] (if: $gold >= 10)[[[10 Gold|Bet 10 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[10 Gold// (You don't have enough Gold!)//] (if: $gold >= 50)[[[50 Gold|Bet 50 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[50 Gold// (You don't have enough Gold!)//] [[What's that game exactly?]] [[No thanks.|Sit at a table]](display:"SidebarTemp"){(set: $P1dice1 to (random:1,7)) (set: $P1dice2 to (random:1,7)) (set: $P1dice3 to (random:1,7)) (set: $P2dice1 to (random:1,7)) (set: $P2dice2 to (random:1,7)) (set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3)) (set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum)] Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 3 gold! (set: $gold to ($gold + 3)) (if:$gold > 3)[ [[Play Again|Bet 3 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 3 gold! (set: $gold to ($gold - 3)) (if:$gold > 3)[ [[Play Again|Bet 3 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]](display:"SidebarChar")Oh it's a very simple game, do not worry my friend! We each have 3 dices ranging from 1 to 7. After throwing all of our dices, the highest sum wins the opponent's bet. If it's a draw, the bank wins, a.k.a. myself! (text-color:grey)[*With a playful smile*] We made it simple enough so that you wouldn't have any questions to ask... Just drink and play my friend, drink and play... [[I see, thank you|minigame]] [[Leave the table|Sit at a table]](display:"SidebarTemp"){(set: $P1dice1 to (random:1,7))(set: $P1dice2 to (random:1,7))(set: $P1dice3 to (random:1,7)) (set: $P2dice1 to (random:1,7))(set: $P2dice2 to (random:1,7))(set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3))(set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum) Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 10 gold! (set: $gold to ($gold + 10)) (if:$gold > 10)[ [[Play Again|Bet 10 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 10 gold! (set: $gold to ($gold - 10)) (if:$gold > 10)[ [[Play Again|Bet 10 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]](display:"SidebarTemp"){ (set: $P1dice1 to (random:1,7))(set: $P1dice2 to (random:1,7))(set: $P1dice3 to (random:1,7))(set: $P2dice1 to (random:1,7))(set: $P2dice2 to (random:1,7))(set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3))(set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum) Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 50 gold! (set: $gold to ($gold + 50)) (if:$gold > 50)[ [[Play Again|Bet 50 gold]] ] (else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 50 gold! (set: $gold to ($gold - 50)) (if:$gold > 50)[ [[Play Again|Bet 50 gold]] ] (else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|minigame]] [[Stop Playing|Sit at a table]] ]](replace: ?Sidebar)[<img src="./images/EDlogo.png" width="90px;" height="90px;"> $fName $lName |tooltip>[ [$health <img src="./images/heart.png" width="28px;" height="28px;">] |tooltiptext>[$fName's Health] ] |tooltip>[ [$gold <img src="./images/coin.png" width="28px;" height="28px;">] |tooltiptext>[$fName's Gold] ] {(display:"updateTotalStats")(text-size:0.8)[ |tooltip>[<img src="./images/strength.png" width="25px;" height="25px;"> |tooltiptext>[Strength] ] (print:$TotalStrength) |tooltip>[<img src="./images/stamina.png" width="25px;" height="25px;"> |tooltiptext>[Stamina] ] (print:$TotalStamina) |tooltip>[<img src="./images/dexterity.png" width="25px;" height="25px;"> |tooltiptext>[Dexterity] ] (print:$TotalDexterity) |tooltip>[<img src="./images/stealth.png" width="25px;" height="25px;"> |tooltiptext>[Stealth] ] (print:$TotalStealth) |tooltip>[<img src="./images/intellect.png" width="25px;" height="25px;"> |tooltiptext>[Intellect] ] (print:$TotalIntellect) |tooltip>[<img src="./images/charisma.png" width="25px;" height="25px;"> |tooltiptext>[Charisma] ] (print:$TotalCharisma)]} [[Inventory]] {(link:"Save")[ (if:(save-game:"Slot B", "Last Manual Save"))[ Game saved! ](else: )[ Sorry, I couldn't save your game. ] ]} (if:(history:)'s last's end is "Inventory")[(track: "sfxInvClose", "play")] (text-size:0.8)[**AUDIO** {<div id='audio-control'></div> <script>createAudioControls($('#audio-control'))</script>}] {(if: $gold < 0)[(set: $gold to 0)] (if: $health < 0)[(set: $health to 0)] (if: $health <= 0)[(set: $gameOver to true)]} (if: $GameOver is true )[ (alert: (css: "color:red; font-size: 36px;")[GAME OVER] (link: "Return to Main Menu")[(goto: "Start")] ) ]{(if:$mpPet is not $none)[(live: 3s)[(if:$mpPetHealth >= 1)[(set:$mpPetHealth to it -1)]](live: 1s)[(if:$mpPetHappiness >=1)[(set:$mpPetHappiness to it -1)]](if:$mpPetHealth is < 500)[|tooltip>[<img src="./images/lvl3.png" width="25px;" height="25px;"> |tooltiptext>[*Your pet needs to be fed!*] ]]]}] (display:"SidebarChar")(text-color:grey)[*You had a nice night of rest.*] [[Wake up and go down in the tavern|tavern]] [[Leave the tavern|DVnav]] (set:$health to ($health + 10))(set:$gold to $gold - 10)(track:"sfxGoldl", "play") (save-game: "Slot A", "Deep Valley - Drunken Clam Tavern") |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved & +10 Health//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")We don't have an extensive menu, but it's well curated! What would you like? (if: $gold >= 1)[ [[Drink a beer at the bar (1 gold)|Buy a beer for 1 gold]] ](else-if:$gold <1)[~~Drink a beer at the bar (1 gold)~~ *You don't have enough gold!*] (if: $gold >= 3)[ [[Buy a takeaway meal (3 gold)|Buy some food for 3 gold]] ](else-if:$gold <3)[~~Buy a takeaway meal (3 gold)~~ *You don't have enough gold!*] (if: $gold >= 100)[ [[Buy a valuable information (100 gold)|Buy a valuable information 100 gold]] ](else-if:$gold <100)[~~Buy a valuable information (100 gold)~~ *You don't have enough gold!*] [[Never mind|Head torwards the owner]](set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$health to ($health - 1)) (goto:"tavernShop")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Meal")) (goto:"tavernShop")(set:$gold to ($gold - 100))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Valuable Info 01")) (goto:"tavernShop")(set:$gobInv to $gobInv - (a: "Meal")) (set:$health to ($health + 3)) (goto: "Inventory")(display:"Sidebar") You've discovered the supposed (text-color:purple)[ |tooltip>[ location of a treasure |tooltiptext>[<img src="./images/VI1map.png" width="650px;" height="450px;">]] ] After reaching Bellado, explore the Old Woods to the east and reach the tower slightly at the north. Once there, make sure that you explore the undercroft. [[Return to inventory|Inventory]] (if: not ((passage:)'s tags contains "menu"))[(set: $lastPassage to (passage:)'s name)] (if: not ((passage:)'s tags contains "journalPage"))[(set: $lastBeforeJournal to (passage:)'s name)](set:$gobInv to $gobInv - (a:"Valuable Info 01")) (goto: "Inventory")(if: $availablePoints > 0 and $mPStrength < 10)[ (set: $mPStrength to ($mPStrength + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if: $mPStrength > 0)[(set: $mPStrength to ($mPStrength - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend") (if: $mPStamina > 0)[(set: $mPStamina to ($mPStamina - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend") (if: $availablePoints > 0 and $mPStamina < 10)[ (set: $mPStamina to ($mPStamina + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if: $mPDexterity > 0)[(set: $mPDexterity to ($mPDexterity - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend") (if: $availablePoints > 0 and $mPDexterity < 10)[ (set: $mPDexterity to ($mPDexterity + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if: $mPStealth > 0)[(set: $mPStealth to ($mPStealth - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend")(if: $availablePoints > 0 and $mPStealth < 10)[ (set: $mPStealth to ($mPStealth + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if: $mPIntellect > 0)[(set: $mPIntellect to ($mPIntellect - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend") (if: $availablePoints > 0 and $mPIntellect < 10)[ (set: $mPIntellect to ($mPIntellect + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if: $mPCharisma > 0)[(set: $mPCharisma to ($mPCharisma - 1)) (set: $availablePoints to ($availablePoints + 1)) (goto: "legend")] (else:) (goto: "legend") (if: $availablePoints > 0 and $mPCharisma < 10)[ (set: $mPCharisma to ($mPCharisma + 1)) (set: $availablePoints to ($availablePoints - 1)) ] (goto: "legend")(if:$mPEducation is "Poor")[(set:$mPIntellect to $mPIntellect - 1)(set:$mPStealth to $mPStealth + 1)] (else-if:$mPEducation is "Good")[(set:$mPIntellect to $mPIntellect + 1)] (else-if:$mPEducation is "Excellent")[(set:$mPIntellect to $mPIntellect + 2)(set:$mPStealth to $mPStealth - 1)] (else:)[] (if:$mPCorpulence is "Skinny")[(set:$mPStrength to $mPStrength - 1)] (else-if:$mPCorpulence is "Balanced")[(set:$mPDexterity to $mPDexterity + 1)] (else-if:$mPCorpulence is "Overweight")[(set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina - 1)] (else:)[] (if:$mPMainHobby is "Sport")[(set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina + 1)] (else-if:$mPMainHobby is "Engineering")[(set:$mPDexterity to $mPDexterity + 1)(set:$mPIntellect to $mPIntellect + 1)] (else-if:$mPMainHobby is "Stuff you can't really talk about...")[(set:$mPDexterity to $mPDexterity + 1)(set:$mPStealth to $mPStealth + 1)] (else:)[] (go-to:"legend")''Changelog '' | [[Return to Start|Start]] Please report bugs and feature requests on the dedicated (link-goto:"Elders World discord server", "discordLink"). ''2023-10-01'' - Alpha 0.7 Added: * Hellyon Undergrounds - New Original Music * Hellyon Undergrounds - The Underground Armory * Hellyon Undergrounds - The Shadow's Stash * New Weapon Items Updated: * Minor display updates ''2023-09-30'' Added: * Hellyon Undergrounds - Black Market - The Exotic Menagerie * Pet system and mechanics Updated: * Fixed potential issue with new music system and loading backups * Multiple minor fixes ''2023-09-29'' Added: * Hellyon Undergrounds - Black Market - The Secret Contract ''2023-09-28'' Added: * Hellyon Undergrounds - Black Market - Subterranean Market Updated: * Typo causing a bug in Deep Valley Tavern when resisting guards after stealing ''2023-09-27'' Added: * New music for taverns added composed and produced by Mary Voit * Hellyon Undergrounds general navigation Updated: * Added an on-hover description for each attribute when setting them at the beginning and within the inventory * Tooltips cleaner and more adaptive * Inventory display is now cleaner and more logical * Fixed minor display issue not updating Total attributes on some passages * Updated Credits ''2023-09-18'' Updated: * Fixed typos Note: Currently developing Hellyon's Undergrounds and Naju's Coast, to be implemented soon, ''2023-09-14'' Added: * Playlists system for music * New original track Updated: * Audio system to play the playlist including the new track for default background music ''2023-09-13'' - Alpha 0.6 Added: * Hellyon's Market, Grigor's Stock * Hellyon's Market, The Iron Anvil * Hellyon's Market, Fresh and Tasty * Hellyon's Market, The Herbalist's Cottage * Hellyon's Market, The Shipyard * Hellyon's Market, Perfect Fit * Added Tailoring * Added Wounded state Updated: * Multiple fixes and improvements ''2023-09-05'' Added: * Hellyon, The Sea Dog Tavern * Hellyon, Guild Hall Updated: * Multiple minor fixes and improvements *Sidenote: Spent a good amount of time writing and polishing more of the content before implentation for more consistancy.* ''2023-07-24'' Updated: * Missions completion passages * Commercial Coast Docks Master travel functions ''2023-07-19'' - Alpha 0.5 Added: * Hellyon, Golden Drop Alley * Hellyon, Rusty Anchor Tavern * Hellyon, Rusty Anchor Tavern + Blackjack adaptation betting game * Hellyon, The Endless Chase * Hellyon, The Poisoner's Den * Hellyon, Smuggles * New alchemy component: Opium (for Alchemy 201 TBA) Updated: * Game introduction is now more immersive * Deep Valley Tavern small fixes and improvements * Multiple minor fixes Sidenote: Spent a good amount of time structuring the project and writing and polishing the Lore and content before implentation for more consistancy. ''2023-06-11'' Added: * Hellyon layout (in development) * Additional activity in Commercial Coast Updated: * Some statements weren't properly update to use Totalstats instead of basic player stats only, therefore disregarding the gear stats bonuses, this is now fixed. * Multiple minor fixes ''2023-06-08'' - Alpha 0.4 Added: * Jerico's market: all shops completed * Dynamic shop stock system allowing for even more items variety * Added new gear items to the on-going database * Extensive and scalable gear system including stats modifiers (equip and sell from inventory) * Jerico market: Alchemist's Haven Updated: * Inventory action do not close your inventory anymore after execution but rather refreshes it * All passages including variations based on equipped weapon to be dynamic with the new gear system * Init systems (Please consider starting a new game to avoid bugs if you haven't started before 2023-06-06) * Audio BUS system added for better management and limit audio issues * Prevented some bug-exploits * Multiple minor fixes ''2023-06-04'' Added: * Introduction to main story * Commercial Coast: Docks area * Commercial Coast: Market are (4 full shops) * Commercial Coast: Docks Master to sail to Hellyon * Commercial Coast: MARINA office * Craftable: Alchemy potions and poisons * Icons to indicate missions difficulty on the mission boards Updated: * Init systems (Please consider starting a new game to avoid bugs if you haven't started before 2023-06-03) * Multiple minor fixes ''2023-06-03'' Added: * New mission full content * New missions available on the board (content TBA) * Commercial Coast glimpse * Jerico's Guild Hall added (work in progress) * Jerico's Market added (work in progress, shops TBA) * Jerico's Tavern * New unlockable journal entries * Crafting system basics Updated: * Inventory sub-sections navigation improved * Multiple minor fixes * Multiple typo and spelling fixes ''2023-04-07'' Updated: * Knock sfx louder * Minor formatting fixes * Improved music transitions ''2023-04-07'' - Alpha v0.3 Updated: * Audio mix * Multiple minor fixes Added: * New original sound effects * Tavern music ("remix" of a renaissance composition) ''2023-04-06'' Updated: * Audio settings moved within Sidebar //(Special mention for Somnium from the Twine discord for the precious help!)// * Multiple minor fixes * Improved system to tack mission states Added: * Auto save notifications * Journal system with missions and overall story progress tracking (accessible through inventory) * New dice icons (colored based on difficulty) * New player attributes icons * Player attributes now displayed in the sidebar * Additional sound effect when you loose gold ''2023-04-05'' Updated: * UI improvements * Audio fixes * Formating fixes ''2023-04-02'' - Alpha v0.2 Updated: * Travel to Jerico via Merchants Caravanes fixed and cost lowered * When a mission is accepted, it is now clearer that you need to go see the attending * Fixed missing option to leave Deep Valley tavern as soon as you enter it * Fixed bug overlapping background music when you return to Start menu * Fixed some issues with stealing in the tavern * Improved systems with random variables * Multiple major fixes * Multiple minor fixes Added: * Possibility to sell stolen item at Deep Valley's pawn shop. * Text and outcome variations if you possess the sword when relevant ''2023-04-02'' - Alpha v0.1 Updated: * Multiple minor fixes Added: * Deep Valley - Market District including 5 shops * Diversified items and related interactions from the inventory * Deep Valley - Mercenaries Guild content * Mission 1 content * Alternative travel to Jerico * Hagen's House and Prologue Completion * Coins sound effect when you win gold some gold * Storm ambience when appropriate ''2023-04-01'' Updated: * Overall color styling. Added: * Audio System * Original Music Intro and Theme * Visual map related to VI1 when used in the inventory * Intro screen with disclaimer ''2023-03-31 '' Updated: * Cycling links changed for dropdowns for convenience * Deep Valley - Main Square guard talk outcomes * Deep Valley - Tavern actions consequences improved and complexified Added: * Tooltips system for additinal contextual information * Dice icon next to action implying a random outcome * Deep Valley - Museum content ''2023-03-30 '' Updated: * Reset and important actions links are now shown in red and spaced out from other links * Some tavern passages now offers the option to directly leave the tavern Added: * Deep Valley Town Hall content full ''2023-03-28'' Added: * Player attributes (6) * GameOver system * Gold system * Health system * Menu - Credits - Save - Changelog systems * Character Configuration system * Specific Items systems * Shop system * Deep Valley - Tavern * Deep Valley - GuardTalk, * Deep Valley - Tavern * Deep Valley - Tavern Betting game 2023-03-26: Developement started, discovering Twine for the first time. [[Return to Start|Start]] [[See Credits|Credits]](display:"SidebarChar")(set:$Carriage2JericoUsed to 1) [(track: 'ambStorm', 'play', true)(track: 'ambStorm', 'loop', true)(save-game: "Slot A", "Arriving at Jerico")] (text-color:grey)[*After 2 hours or so on the road. You arrive in front of Jerico's main doors. It seems like there was just enough ''Wood'' to reach here. (set:$gobInv to $gobInv - (a:"Wood")) The massive doors made of various heavy pieces of metal strongly soldered in layers are even more impressive with the thundering storm. You get out of the carriage and walk along the muddy track to the gates, which become more and more oppressive as you get closer to them. Once reached, you knock on the smaller door within the giant ones and a guard opens a small opening, yelling through the storm.*] Who are you and what's the purpose of your venue in Jerico? [[Show your mercenary license]] [[I'm $fName, here to visit the city|JericoTourism]] [[Why do you want to kow?]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(set:$HoratioKnowsNameVisited to 1)No reason to worry! Let's say that it is part of my duty to be aware of who's around and what they are up to. That being said, I'm afraid I can't tell more. Best to keep sources confidential, as you'd probably agree. [[I see...|DVtownhall]] [[Of course.|DVtownhall]](display:"SidebarChar")(set:$CrystalInfoVisited to 1)So you are truly new around here! The news has spread quite a lot already... A few months ago, some farmers preparing their lands for the upcoming season found strange ''Crystals'' a few inches deep in the ground. At night, they emit a subtle colored glow, some are green, other blue, at least for now. But during the day, they almost seems to be the same, translucent with a white shade. The strangest thing is that they have a very intricate structure and smooth polish which doesn't compare to any gems or ore found before! There are rumors that some kind of fanatics or something already gathered and manifested a curious interest for those ''Crystals''. I've no clue what they are up to, but such a rush can't be a good sign. Those reports comes mostly from the South, from the Wild Lands down to Hellyon. [[Fanatics you say?|OrdersInfo]] (if:$GuildsInfoVisited is 0)[[[Actually, could you tell me more about the Mercenaries Guild?|GuildsInfo]] ] [[Go check the historical exposition|DVmuseum]] [[Leave the Town Hall|DVnav]](display:"SidebarChar")(set:$GuildsInfoVisited to 1)Obviously, I should have started there. (text-color:grey)[*Seems eager to conclude his answer even before he starts it.*] Well, let's put it this way: In Arrev, our world, we have a long history. Most of it is kept secret, and for good reasons. All you need to know is that some people fucked up previously, and we don't want to repeat the same mistakes. Now, I see you coming, let's keep this debate for another time, shall we. On to our point, we have GUILDS. Guilds are structured networks with a strict code to abide by. As soon as an activity domain becomes important enough, be it in size, impact or both, a specific Guild is founded for this specific activity domain. The main Guilds are dedicated to the following: Merchants, Artisans, Mercenaries. Secondary and secret Guilds exists as well, but the list would go on and on... You asked about the Mercenaries Guild in particular right? Show up in the Mercenaries Guild Hall in any major town such as here or any big city such as Jerico, Bellado or Hellyon. As long as you have you mercenary license, you should be able to access the Missions Board there. Browse and accept any mission you would like to get paid for. Due to the variety of missions type, it's also a great way to travel around and discover the world. That being said, prepare accodingly if you take on some harder ones! I truly hope that gives you a better picture now. (text-color:grey)[*Horatio doesn't seem like he'll give you more information about the Mercenaries Guild.*] (if:$CrystalInfoVisited is 0)[ [[Discoveries you say?|CrystalInfo]] ] [[Are there any other ways to make a living and earn gold in Arrev? |Ways2Gold]] [[Go check the historical exposition|DVmuseum]] [[Thank you for your time and the valuable information Horatio. (Leave the Town Hall)|DVnav]](display:"SidebarChar")(set:$DVmuseumVisited to 1)(text-color:grey)[*You walk into the historical exposition room of the Deep Valley Town Hall. After a few steps, you spot a few intesting things worth to look at.*] (dialog: [Most |tooltip>[(text-color:magenta)[fuchsia words]|tooltiptext>[I'm just a contextual information tooltip, nice to meet you $fName! Hush hush now, go on with your visit!]] can be hovered with your mouse for additional information], "Understood") (text-color:magenta)[(t8n:"fade")+(t8n-delay:1s)[ |tooltip>[Map of Arrev|tooltiptext>[<img src="./images/EDmap.jpg" width="642px;" height="429px;"> (text-color:white)[Arrev's map by cartography expert Lucas Beaumont, dated year 36.] ]] ] ] (text-color:magenta)[(t8n:"fade")+(t8n-delay:2.5s)[ |tooltip>[Weird mechanic assembly|tooltiptext>[(display:"HydraulicSteamMultiplier")]] ] ] (text-color:magenta)[(t8n:"fade")+(t8n-delay:4s)[|tooltip>[A beautiful drawing of Deep Valley|tooltiptext>[<img src="./images/DVdrawing.jpg" width="650px;"> (text-color:white)[Deep Valley landscape drawn by local artist Vicent Mercer in year 21.] ]] ] ] (text-color:magenta)[(t8n:"fade")+(t8n-delay:6s)[|tooltip>[Solian calendar|tooltiptext>[(display:"SolianCalendarInfo")]] ] ] (t8n:"fade")+(t8n-delay:6s)[ [[Go talk to Horatio again|HoratioTalk]] [[Leave the Town Hall|DVnav]] ] (display:"SidebarChar")What did you think about our historical exposition $fName? (text-color:grey)[*Again, he doesn't leave you the time to reply.*] Can I help you with anything else? (if:$CrystalInfoVisited is 0) [ [[You mentioned some discoveries?|CrystalInfo]] ] (if:$GuildsInfoVisited is 0)[ [[Actually, could you tell me more about the Mercenaries Guild?|GuildsInfo]] ] (if:$DVmuseumVisited is 0)[ [[Go check the historical exposition|DVmuseum]] ] [[No thank you for your time. (Leave the Town Hall)|DVnav]](display:"SidebarChar")(set:$OrdersInfoVisited to 1)Fanatics might seem like a strong word, but they are more than your average crazy outlaw... From the reports, they have a quite strange behavior when faced upon and were apparently often spotted whispering and doing weird gestures, similarly to prayers or something. Those reports are mostly coming from the South, from the Wild Lands down to Hellyon. Which are rather far. If you're intrigued, I'm sure you'll learn more in Jerico. If you don't, you'll still be able to reach the Commercial Coast from there and embark on a boat to Hellyon. That is, if you're willing to live with heat there... Between the proximity with the Volcanic fields and the hostility of the surrounding environments, I definitely couldn't. (if:$GuildsInfoVisited is 0)[ [[Actually, could you tell me more about the Mercenaries Guild?|GuildsInfo]] ] [[I see thank you for the information. (Keep talking with Horatio)|HoratioTalk]] [[Go check the historical exposition|DVmuseum]] [[Thank you for your time and the valuable information Horatio. (Leave the Town Hall)|DVnav]](display:"SidebarChar")(set:$GWays2GoldInfoVisited to 1)Of course dear... There as many ways as you'll find on your path! From crafting, selling, betting and so much more that we really shouldn't talk about.(text-color:grey)[*Winks at you*] (if:$CrystalInfoVisited is 0)[ [[Discoveries you say?|CrystalInfo]] ] [[I see thank you for the information. (Keep talking with Horatio)|HoratioTalk]] [[Go check the historical exposition|DVmuseum]] [[Thank you for your time and the valuable information Horatio. (Leave the Town Hall)|DVnav]](display:"SidebarChar")(set:$DVtownhallVisited to 1)(text-color:grey)[*Horatio waves at you while you step into Deep Valley's Town Hall.*] [[Go check the historical exposition|DVmuseum]] [[Talk to Horatio|HoratioTalk]] [[Leave the Town Hall|DVnav]]Saved to Slot A (Auto Save)(display:"SidebarTemp") (text-color:grey)[*Out of precaution, and maybe a hint of lazyness and racism, the guard decides to execute you swiftly in the night.*] (set:$health to 0) (text-color:red)[''$fName story's ends here, abruptly.'' Yeah... You are probably thinking that you didn't do anything to justify this sudden death or that it is unfair. Well, learn from your mistakes,''the more discreet, the better''.] [[Return to Main Menu|Start]](display:"SidebarTemp") (text-color:grey)[*You try to explain yourself and that you are just a newcomer wanting to work as a mercenary, showing your license.*] (set: $mPDice1 to (random:1,10))(set: $advDice1 to (random:1,10)) (set:$mPDiceSum to $mPDice1 + (($TotalCharisma/2) + ($TotalIntellect/2))) (text-color:white)[Roll Outcome: You rolled $mPDice1 + (print:$TotalCharisma/2) Charisma & (print:$TotalIntellect/2) Intellect bonus. ($mPDiceSum Total) The guard rolled $advDice1.] (if:$mPDiceSum > $advDice1)[(text-color:grey)[*The guard, although obviously pissed of, calms down and points out the (text-color:#FFC527)[signs on the square]*. (click-goto: "signs on the square", "DVnav")] ](else-if:$mPDiceSum < $advDice1)[(text-color:grey)[*It seems like the guard won't come to reason, thinking your license is either fake or stolen. He decices to take you to the guard's headquarter. - something seems rather off about him at second glance.*] (if:$gWeapon's name is not "None")[ (text-color:#FFC527)[ [[Follow the guard|GuardsExecuteYou]] [ [[Fight|GuardFight]] the guard using your (print:$gWeapon's name) |tooltip>[ <img src="./images/md10.png" width="28px;" height="28px;">|tooltiptext>[Random outcome]] ] ](else: )[ (text-color:#FFC527)[ [[Follow the guard|GuardsExecuteYou]] [ [[Fight the guard|GuardFight]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] ] ] ] ] (display:"SidebarTemp") (text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the guard with your (print:$gWeapon's name).*](else: )[*You decide to take-on the guard with your bare hands...*] (set: $mPDice1 to (random:1,10))(set: $advDice1 to (random:1,10)) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2))) (text-color:white)[Roll Outcome: You rolled $mPDice1 + (print:$TotalStrength / 2) Strength & (print:$TotalDexterity / 2) Dexterity bonus(if:$gWeapon's name is not "None")[](else: )[(set:$mPDiceSum to $mPDiceSum - 8) - 8 malus for trying to attack an guard in service with your bare hands, although brave, that's quite stupid. ]($mPDiceSum Total) The guard rolled $advDice1.] (if:$mPDiceSum > $advDice1)[(set:$aggressiveBehavior to 1)(set:$outlawBehavior to 1)(text-color:grey)[(if:$gWeapon's name is not "None")[*You somehow manage to move fast enough to heavily hit the guard with an agile gesture using your (print:$gWeapon's name). He dies after gurgling blood a few seconds.*](else: )[*You somehow manage to move fast enough to knock out the guard from one magnificent punch to his head.*] If that wasn't enough miracle for you, it would seem that no one saw or heard the scene, leaving you the time to runaway, using the (text-color:#FFC527)[signs on the square] to find your way into Deep Valley.* (click-goto: "signs on the square", "DVnav")] ](else-if:$mPDiceSum < $advDice1)[(text-color:grey)[*You move far too slow for the guard's sharp-reflexes, who draws his long sword and decapitates you on the spot with a smooth and effortless movement.* ] (set:$health to 0) (text-color:red)[''$fName story's ends here, from death by decapitation, consequence of a brave but rather stupid impulse.'' Nop.. Not that easy uh.... Well, learn from your mistakes,''behave wisely''.] [[Return to Main Menu|Start]] ] (text-color:grey)[//Reading the small sign next to the assembly you can read the following: //] (text-color:white)[Hydraulic Steam Multiplier, invented in year 14 by Ada von Steam, daughter of Willam von Steam, from Deep Valley. This system allows to multiply the energy obtained from steam in order to maximise both performances and resources usage. Ada's invention revolutionalized technology and allowed for incredible breakthrough for generations to come. A lot of inventions are now relying on her discovery. May she rest in peace, deceased in year 27, we've been missing her for over 10 years now.](text-color:white)[The Solian calendar is the main calendar used throughout Arrev. It was initiated following The great cataclysm by the north-east survivors. Only a few hundreds of thousands people survived, hopefully in already 38 years or so, we've managed to restore hope for humanity.] (text-color:lime)[*''Author's note:'' The Solian calendar starts around year 6000 in our world, currently you would be in 6038. From the big bang to the appareance of Homo Sapiens, both worlds '' were'' similar, somewhere along human's evolution, some things went differently from ours.*] musIntro01: ./audio/musIntro01.mp3, ./audio/musIntro01.ogg musTheme01: ./audio/musTheme01.mp3, ./audio/musTheme01.ogg musTavern01: ./audio/musTavern01.mp3, ./audio/musTavern01.ogg musUntitled02: ./audio/musUntitled02.mp3, ./audio/musUntitled02.ogg musUnderground01: ./audio/musUnderground01.mp3, ./audio/musUnderground01.ogg ambStorm: ./audio/ambStorm.mp3, ./audio/ambStorm.ogg sfxGold: ./audio/sfxGold.mp3, ./audio/sfxGold.ogg sfxGoldl: ./audio/sfxGoldl.mp3, ./audio/sfxGoldl.ogg sfxKnockLoud: ./audio/sfxKnockLoud.mp3, ./audio/sfxKnockLoud.ogg sfxKnock: ./audio/sfxKnock.mp3, ./audio/sfxKnock.ogg sfxInvOpen: ./audio/sfxInvOpen.mp3, ./audio/sfxInvOpen.ogg sfxInvClose: ./audio/sfxInvClose.mp3, ./audio/sfxInvClose.ogg sfxJournalOpen: ./audio/sfxJournalOpen.mp3, ./audio/sfxJournalOpen.ogg sfxJournalClose: ./audio/sfxJournalClose.mp3, ./audio/sfxJournalClose.ogg<center><img src="./images/EDlogo.png" width="300px;" height="300px;"> (text-color:#F5DF99)[''Elders World - Alpha v0.7''] (text-size:1.3)[ [[BEGIN|Start]] ]</center> (text-size:0.8)[ ''DISCLAIMER '' This story, your story, is'' not meant to be experienced on a smartphone!'' //You might encounter various issues from unwanted refresh, -highly- diminished user experience and restoring saves.// The following content includes fictional elements, textual references to violence, coarse language, drugs use. Also features audio elements (although it remains background music and very few sounds effects). Not recommended for a younger audience but not restricted, player discretion is advised. ''TIPS'' * You can adjust the volume using the controls in the sidebar on the left of your screen. * When triggering an action implying a random outcome, you temporarily won't have access to your Inventory and manual save option. //Eventually think about saving before!// * You can save manually at almost any time in the game using the "Save" link on the bottom left of your sidebar (once unlocked). * There are a few auto-saves as well. //Please report bugs and post feature requests on the dedicated (link-goto:"Elders World discord server", "discordLink"). //] <!-- Audio setup --> (newgroup: 'sfx', 'sfxGold', 'sfxGoldl', 'sfxKnockLoud', 'sfxKnock', 'sfxInvOpen', 'sfxInvClose', 'sfxJournalOpen', 'sfxJournalClose')(newgroup: 'mus', 'musIntro01', 'musTheme01', 'musTavern01')(newgroup: 'amb', 'ambStorm') (group:'sfx', 'volume', 1)(group:'sfx', 'mute', false)(group:'mus', 'volume', 0.4)(group:'mus', 'mute', false)(group:'amb', 'volume', 0.7)(group:'amb', 'mute', false) (newplaylist: 'plDefaultMusic', 'musTheme01', 'musUntitled02')(newplaylist: 'plUndergroundMusic', 'musUnderground01', 'musUntitled02') https://discord.gg/acqapg2xBz (open-url: "https://discord.gg/acqapg2xBz") [[Return to Intro|INTRO]] (go-to:"INTRO")(display:"SidebarChar") (text-color:grey)[*You step into Premium Goods, welcomed by a young girl. Shortly after, what seems to be her father appears from behind some shelves overflowing with all kinds of materials. * ] Greetings! What can I do for you today? (if:$gobInv does not contain "Wood")[(if: $gold >= 3)[ [[Buy Wood (3 gold)]] ](else: )[ Buy Wood (3 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Wood")[ Buy Wood (3 gold) - *You already have some Wood!*] (if:$gobInv does not contain "Leather")[(if: $gold >= 5)[ [[Buy Leather (5 gold)]] ](else: )[ Buy Leather (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Leather")[ Buy Leather (5 gold) - *You already have some Leather!*] (if:$gobInv does not contain "Metal")[(if: $gold >= 8)[ [[Buy Metal (8 gold)]] ](else: )[ Buy Metal (8 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Metal")[ Buy Metal (8 gold) - *You already have some Metal!*] [[Check other shops|DVmarket]] [[Check other directions|DVnav]](display:"SidebarChar") (text-color:grey)[*You step into what seems to be a pawn shop. The place is full with all sorts of stuff, although it seems to be mostly junk or half-broken items.* ] Let me know if you see anything that you like! (text-color:grey)[*Says the owner slumped in his chair behind the counter.*] (if: $engBp1Obtained is 0)[ (if: $gold >= 15)[ [[Buy a bundle of basic engineering blueprints (15 gold)]] ](else: )[ Buy a bundle of basic engineering blueprints (15 gold) - *You don't have enough gold!*]](else-if: $engBp1Obtained is 1)[Bundle of basic engineering blueprints (15 gold) - *You have already purchased this item!*] (if: $engTools101 is 0)[ (if: $gold >= 50)[ [[Buy the Engineer 101 toolkit (50 gold)]] ](else: )[ Buy the Engineer 101 toolkit (50 gold) - *You don't have enough gold!*] ](else-if:$engTools101 is 1)[Buy the Engineer 101 toolkit (50 gold) - *You have already purchased this item!*] (if: $gobInv does not contain "H.S.M.")[ (if: $gold >= 350)[ [[Buy an H.S.M. (350 gold)]] ](else: )[ Buy an H.S.M. (350 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "H.S.M.")[ [ Buy an H.S.M. (350 gold) - *You have already purchased this item*] ] (if: $gobInv does not contain "Recycler")[(if: $gold >= 500)[ [[Buy a portable recycler (500 gold)]] ](else: )[ Buy a portable recycler (500 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Recycler")[ [ Buy a portable recycler (500 gold) - *You have already purchased this item*] ] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](display:"SidebarChar") (text-color:grey)[*You step into Deep Valley's Kitchen, the place is quite packed but after waiting a few minutes you're able to buy what you want. There are so many great looking things, keep your health in mind though!* ] Hi there, what will it be for you today? (if:$gobInv does not contain "Sandwich")[(if: $gold >= 3)[ [[Buy a sandwich (3 gold)]] ](else: )[ Buy a sandwich (3 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Sandwich")[ Buy a sandwich (3 gold) - *You already have a sandwich. Eat it before buying another one!*] (if:$gobInv does not contain "Pastry")[(if: $gold >= 5)[ [[Buy a pastry (5 gold)]] ](else: )[ Buy a pastry (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Pastry")[ Buy a pastry (5 gold) - *You already have a pastry? Eat it before buying another one!*] (if:$gobInv does not contain "Baguette")[(if: $gold >= 5)[ [[Buy a baguette (1 gold)]] ](else: )[ Buy a baguette (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Baguette")[ Buy a baguette (1 gold) - *You already have a baguette. Eat it before buying another one!*] (if:$gobInv does not contain "Birthday Cake")[(if: $gold >= 5)[ [[Buy a birthday cake (16 gold)]] ](else: )[ Buy a birthday cake (16 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Birthday Cake")[ Buy a birthday cake (16 gold) - *You alrady have a birthday cake. Eat it before buying another one!*] [[Check other shops|DVmarket]] [[Check other directions|DVnav]](display:"SidebarChar") (text-color:grey)[*You step into what seems to be a pawn shop. The place is full with all sorts of stuff, although it seems to be mostly junk or half-broken items. You can see a sign "No Questions Asked" behind the counter.* ] Let me know if you see anything that you like! (text-color:grey)[*Says the owner slumped in his chair behind the counter.*] (if:$gWeapon's name is not "Antique Sword")[(if:$gearInv does not contain $antiqueSword)[(if: $gold >= 18)[ [[Buy an old but fine-looking sword (18 gold)]] ](else: )[ Buy an old but fine-looking sword (18 gold) - *You don't have enough gold!*] ] (else-if:$gearInv contains $antiqueSword)[Buy an old but fine-looking sword (18 gold) - *You have already purchased this item, which has affected your statistics.*] ](else-if:$gWeapon's name is "Antique Sword")[Buy an old but fine-looking sword (18 gold) - *You have already equipped this item, which has affected your statistics.*] (if:$gobInv does not contain "Lighter")[(if: $gold >= 8)[ [[Buy a solar-powered lighter (8 gold)]] ](else: )[ Buy a solar-powered lighter (8 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Lighter")[Buy a solar-powered lighter (8 gold) - *You have already purchased this item.*] (if:$gobInv does not contain "Broken Guitar")[(if: $gold >= 5)[ [[Buy a guitar with missing strings (5 gold)]] ](else: )[ Buy a guitar with missing strings (5 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Broken Guitar")[Buy a guitar with missing strings (5 gold) - *You have already purchased this item, which has affected your statistics.*] (if:$gobInv does not contain "Spiritual Ring")[(if: $gold >= 30)[ [[Buy a weird looking ring (30 gold)|Buy a weid looking ring (30 gold)]] ](else: )[ Buy a weird looking ring (30 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Spiritual Ring")[Buy a weird looking ring (30 gold) - *You have already purchased this item, which has affected your statistics.*] [[Try to negociate better prices|DVpawnShopNego]] (if:$gobInv contains "Small Painting")[ [[Sell Small Paiting]] ] (if:$gobInv contains "Silver Chandelier")[ [[Sell Silver Chandelier]] ] (if:$gobInv contains "Stolen Gemstones")[ [[Sell Stolen Gemtsones]] ] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Wood")) (goto:"Premium Goods")(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Metal")) (goto:"Premium Goods")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Leather")) (goto:"Premium Goods")(set:$gold to ($gold - 30))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Spiritual Ring")) (set:$mPIntellect to $mPIntellect + 4) (set:$mPCharisma to $mPCharisma + 2) (goto:"DVpawnShop")(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Lighter")) (goto:"DVpawnShop")(set:$gold to ($gold - 18))(track:"sfxGoldl", "play") (set:$gearInv to $gearInv + (a:$antiqueSword)) (goto:"DVpawnShop")(display:"SidebarChar") (text-color:grey)[*Driving a hard bargain, the owner accepts to lower his prices a little bit. ''Boldness often pays off''.* ] (if:$gWeapon's name is not "Antique Sword")[(if:$gearInv does not contain $antiqueSword)[(if: $gold >= 13)[ [[Buy an old but fine-looking sword (13 gold)]] ](else: )[ Buy an old but fine-looking sword (13 gold) - *You don't have enough gold!*] ] (else-if:$gearInv contains $antiqueSword)[Buy an old but fine-looking sword (13 gold) - *You have already purchased this item, which has affected your statistics.*] ](else-if:$gWeapon's name is "Antique Sword")[Buy an old but fine-looking sword (13 gold) - *You have already equipped this item, which has affected your statistics.*] (if:$gobInv does not contain "Lighter")[(if: $gold >= 3)[ [[Buy a solar-powered lighter (3 gold)]] ](else: )[ Buy a solar-powered lighter (3 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Lighter")[Buy a solar-powered lighter (3 gold) - *You have already purchased this item.*] (if:$gobInv does not contain "Broken Guitar")[(if: $gold >= 3)[ [[Buy a guitar with missing strings (3 gold)]] ](else: )[ Buy a guitar with missing strings (3 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Broken Guitar")[Buy a guitar with missing strings (3 gold) - *You have already purchased this item, which has affected your statistics.*] (if:$gobInv does not contain "Spiritual Ring")[(if: $gold >= 22)[ [[Buy a weird looking ring (22 gold)]] ](else: )[ Buy a weird looking ring (22 gold) - *You don't have enough gold!*] ] (else-if:$gobInv contains "Spiritual Ring")[Buy a weird looking ring (22 gold) - *You have already purchased this item, which has affected your statistics.*] (if:$gobInv contains "Small Painting")[ [[Sell Small Paiting]] ] (if:$gobInv contains "Silver Chandelier")[ [[Sell Silver Chandelier]] ] (if:$gobInv contains "Stolen Gemstones")[ [[Sell Stolen Gemtsones]] ] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](set:$gold to ($gold - 13))(track:"sfxGoldl", "play") (set:$gearInv to $gearInv + (a:$antiqueSword)) (goto:"DVpawnShopNego")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Lighter")) (goto:"DVpawnShopNego")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Broken Guitar")) (set:$mPCharisma to $mPCharisma + 1) (goto:"DVpawnShopNego")(set:$gold to ($gold - 22))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Spiritual Ring")) (set:$mPIntellect to $mPIntellect + 4) (set:$mPCharisma to $mPCharisma + 2) (goto:"DVpawnShopNego")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Broken Guitar")) (set:$mPCharisma to $mPCharisma + 1) (goto:"DVpawnShop")(display:"SidebarChar") (text-color:grey)[*When trying to enter Durandil's Amory, the door seems locked. There is a (text-color:fuchsia)[ |tooltip>[note stabbed on the door|tooltiptext>[ <img src="./images/DVdurandilletter.jpg" width="600px;">] ] ].* ] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](set:$gold to ($gold - 350))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"H.S.M.")) (goto:"Engineer-able")(set:$gold to ($gold - 500))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Recycler")) (goto:"Engineer-able")(set:$gold to ($gold - 15))(track:"sfxGoldl", "play") (set:$engBp1Obtained to 1) (goto:"Engineer-able")(set:$gold to ($gold - 50))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Basic Engineering Tools")) (set:$engTools101 to 1) (goto:"Engineer-able")(set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Baguette")) (goto:"Deep Valley's Kitchen")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Pastry")) (goto:"Deep Valley's Kitchen")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Sandwich")) (goto:"Deep Valley's Kitchen")(set:$gold to ($gold - 16))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Birthday Cake")) (goto:"Deep Valley's Kitchen")(set:$gobInv to $gobInv - (a: "Sandwich")) (set:$health to ($health + 3)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Pastry")) (set:$health to ($health + 5)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Baguette")) (set:$health to ($health + 1)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Birthday Cake")) (set:$health to ($health + 8)) (set:$mPStamina to ($mPStamina -1)) (goto: "Inventory")(display:"SidebarChar")(text-color:grey)[*The attending, a relatively young man, stops writing as you approach and greets you politely, awaiting to see what you need.*] (if:$misComp does not contain "m1")[(if:$misObt does not contain "m1")[ ] (else-if:$misObt contains "m1")[ [[I've accepted a mission, can I get the pitch and the package?|DVmission1Pitch]] ] ](else-if:$misComp contains "m1")[ ] [[Can you remind me how to complete missions?|MercGuildInfo]] [[Can I see the guild's rules?|MercGuildRules]] [[Go back to the entrance|Mercenaries Guild]] [[Leave the guild hall|DVnav]] (set:$misObt to $misObt + (a:"m1")) (go-to:"DVmissionsBoard")(display:"SidebarChar")(text-color:grey)[*The attending gives you a scroll to consult.*] (text-color:fuchsia)[ |tooltip>[Mercenaries Guild Chart |tooltiptext>[<img src="./images/MercenariesGuildChart.png" width="850px;">] ] ] [[Can you remind me how to complete missions?|MercGuildInfo]] [[Go back to the entrance|Mercenaries Guild]] [[Leave the guild hall|DVnav]] (display:"SidebarChar")Sure thing! It's actually a quite intuitive and streamlined process. We take care of most of the communication with the client and administrive paperwork for you. Simply consult the ''Missions Board'' in any Mercenaries Guild hall to browse available missions. Accept the one you prefer at the moment and go see the attending in charge, such as me right now. We'll provide all of the necessary information related to the mission you chose along with eventual physical objects that might be required. For example, a package to deliver. Once you complete the mission, you'll either get paid directly by the customer upon completion or, in some specific contexts, you might have to return to the Guild Hall where you accepted the mission to get paid once it is completed. Oh, by the way, most missions will involve travelling to different towns or cities. A great way to do so unless you are autonomous is to use the ''Merchants Caravanes network.'' While the regular prices might get high sometimes, due to a special partnership with the Merchants Guild, when you are in service, you'll have access to discounted travel rates. I hope this make things clearer for you. [[Can I see the guild's rules?|MercGuildRules]] [[Go back to the entrance|Mercenaries Guild]] [[Leave the guild hall|DVnav]] (display:"SidebarChar")Of course! First, may I see your license? [[Show mercenary license]] (display:"SidebarChar")Just doing my job here... No one gets in without being logged into the register. You can either answer or go back from where you came, that's up to you, but I don't have the day here! [[Show your mercenary license]] [[I'm $fName, here to visit the city|JericoTourism]] [[I'll leave then.|LeavingJerico2NoWhere]] (display:"SidebarChar")(text-color:grey)[*As soon as you show your license, the guard lets you in without anything else but an impatient gesture from the head.*] [[Enter Jerico city|Jericonav]](display:"SidebarChar")I see, we'll have to ask you a few additional questions, please follow me. (click-replace:"I see, we'll have to ask you a few additional questions, please follow me.")[ (text-color:grey)[*You are taken to a little office adjacent to the city doors. After being further questionned by two guards, you end up showing them your mercenary license*.] Well, you should have started there! You can go. (text-color:grey)[*Says the older guard before showing you the door leading into the city.*] [[Leave the office|Jericonav]] ](display:"SidebarChar")(text-color:grey)[*You turn back on your steps near the carriage. You step into it as the storm is only growing stronger and stronger.* (if:$gobInv contains "Wood")[](else: )[*You have nowhere to go currently and walking to another town isn't really an option.* [[Go back to Jerico's doors|JericoDoors]] ] ] (display:"SidebarChar")(text-color:grey)[*You get out of the carriage again, and walk along the muddy track to the doors again,, which become more and more oppressive as you get closer to them, again. Once reached, you knock on the smaller door within the giant ones, again, and the same guard opens the small opening, yelling again, in a very mechanical way now that you notice it, through the storm which seems finally to start calming down.*] Who are you and what's the purpose of your venue in Jerico? [[Show your mercenary license]] [[I'm $fName, here to visit the city|JericoTourism]] [[Why do you want to kow?]] (display:"SidebarChar")(save-game: "Slot A", "Hagen's House (Jerico)")[ (track: 'musIntro01', 'stop')(track: 'ambStorm', 'stop') (track: 'musTheme01', 'play') (track: 'musTheme01', 'loop', true) ] (text-color:grey)[*After walking a few minutes you pass over Jerico's tavern, smiling at its name "The Conscience Tremolo", before finally reaching Hagen's house.*] Knock on the door (click-replace: "Knock on the door")[(track: 'sfxKnock', 'play')(text-color:grey)[*Shortly after you knock on the door, an old man probably over 60 with grey hairs and bushy eyebrows opens the door.*] Greetings, do I know you? (text-color:grey)[ *He says while adjusting his glasses.*] [[Hi, you must be Hagen, I've a special delivery for you|CompleteMission1]] [[Push over Hagen and sequestrate him in his own house|FightHagen]] ] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarTemp") (text-color:grey)[*After confirming his identity, you hand over the package to Hagen*] (set:$gobInv to $gobInv - (a:"Hagen's Package")) Oh finally! Thank you for taking care of this, let me grab your gold. (text-color:grey)[Hagen steps back inside for a minute and come back, handing you 60 gold.] (set:$gold to $gold + 60)(set:$misComp to $misComp + (a:"m1"))(set:$misObt to $misObt - (a:"m1"))(t8n-delay:3s)[(track: 'sfxGold', 'play')] You must be exhausted, especially with this weather. Would you like to come in for a cup of tea? [[I'd love a cup of tea!|HagenTea]] [[Thank you for offering, but I'm expected elsewhere|Mission1Completed]](display:"SidebarChar")(set:$aggressiveBehavior to 1)(set:$outlawBehavior to 1) *After knocking out Hagen and closing the door behind you. You take a moment to think and in most options it seems that you are ultimately left with no other option than (if:$gWeapon's name is not "None")[ [[killing him|killing him]] with your (print:$gWeapon's name) ](else: )[ [[killing him]] ] to avoid the repercussions of your acts...* (t8n:"fade")+(t8n-delay:6s)[*You [[refuse to kill him]], and try to apologize once we wakes up. Hopefully, he might forgive you.*] (display:"SidebarChar") (text-color:grey)[*You step inside Hagen's house for a cup of tea. A first glance, you discover a humble and cosy, yet untidy home. There are weird mechanical and glass assemblies scattered here and there. After a few minutes sitting alone in the living room next to the heartwarming fireplace, Hagen comes back with two cups of tea and some butter biscuits.*] Thank you again for delivering this package in one piece! It means a lot to me, I was expecting those components weeks ago! [[Components?|HagenTeaComponents]] [[You're welcome (drink your tea without really listening)|HagenTeaPassive]](display:"Sidebar")(save-game: "Slot A", "Prologue Completed")(dialog: [ <center>MISSION COMPLETED (text-color:orange)[Delivery for Hagen in Jerico ]</center> You have earned 60 gold. You have gained +1 in all character statistics. (set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina + 1)(set:$mPDexterity to$mPDexterity + 1)(set:$mPStealth to $mPStealth + 1)(set:$mPIntellect to $mPIntellect + 1)(set:$mPCharisma to $mPCharisma + 1) (if:$Carriage2JericoUsed is 1)[Due to your smart choices, you've also gained an additional +2 in Intellect! (set:$mPIntellect to $mPIntellect + 2)] (if:$outlawBehavior is 1)[Due to your illegal behaviour, you've gained an additional +2 in Stealth! (set:$mPStealth to $mPStealth + 2)] (if:$aggressiveBehavior is 1)[Due to your agressive behaviour, you've gained an additional +1 in both Strength and Stamina! (set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina + 1)] (if:$gold is < 68)[Considering your bad investments, you've lost -1 in Intellect!(set:$mPIntellect to $mPIntellect - 1)] ], "Continue") <center><img src="./images/EDlogo.png" width="200px;" height="200px;"> (text-size:0.8)[(text-color:orange)[Delivery for Hagen in Jerico](text-color:green)[ Completed] ] </center> [[Leave Hagen's House|Jericonav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")Yes, components for an invention I'm working on. A sort of machine to control the local weather. (text-color:grey)[*Replies Hagen*] [[A machine to control the wheather, are you joking?|HagenTeaInvention]] [[You're welcome (drink your tea without really listening)|HagenTeaPassive]](display:"SidebarChar")(text-color:grey)[*He continues to talk while you finish your cup of tea.*] Are you done yet? It's getting late and I must get back to work. [[Of course, thank you again for the tea|Mission1Completed]](display:"SidebarChar")(text-color:grey)[*Hagen shakes his head*] It's not a joke! I've been working on this project for years now and I'm finally reaching the phase where I can put the theory into practice, without any barrier now that you brought me those components. This invention could truly help the world, starting with providing access to temporary and localized rain for the farmers during dry seasons for example. (text-color:grey)[*Impressed, you spend a moment talking with Hagen about his invention and its different features. Finally, you stand up, knowing you have a lot more waiting for you out there.*] [[Thank you for tea, have a nice evening Hagen!|Mission1Completed]](text-color:grey)[*You've failed to your duty and betrayed the Mercenaries Guild rules. Shortly after this incident, you are mysteriously murdered without seeing anything coming.* ] (set:$health to 0) (text-color:red)[''$fName story's ends here.'' *Well, learn from your mistakes, ''Do not brake the Guild rules.''*] [[Return to Main Menu|Start]](text-color:grey)[*Hagen is an old man and holds no grudge, he is above that and accepts to forget about this incident.* ] [[Deliver the package to Hagen|CompleteMission1]](display:"SidebarTemp")Thank you $fName. Actually, this will be perfect as your first mission! Take this package (text-color:grey)[*he looks under the counter and gives you a small package with the word "FRAGILE" all over it.*]. You must deliver it to an artisan named Hagen, he's living in Jerico. The house just of the left of the tavern. He'll pay the 60 gold upon delivery directly. (if:$gobInv does not contain "Hagen's Package")[(set:$gobInv to $gobInv + (a:"Hagen's Package"))] You can reach Jerico using the merchant's caravanes itineraries for a few gold if you don't have your own transport option. He's a good customer, so don't waste any time and remember, do not open the package! [[Can you remind me how to complete missions?|MercGuildInfo]] [[Can I see the guild's rules?|MercGuildRules]] [[Thank you! (Go back to the entrance)|Mercenaries Guild]] [[Thank you! (Leave the guild hall)|DVnav]] <!-- Init systems --> (set:$gameOver to false) (set:$gobInv to (a:"Sandwich",))<!-- Player inventory --> (set: $health to 10) (set:$gold to 50) (set:$lName to "Yurindorolipity") (set: $availablePoints to 10)<!-- Startup char config attr. points --> (set: num-type $mPStrength to 3)(set: num-type $mPStamina to 3)(set: num-type $mPDexterity to 3)(set: num-type $mPStealth to 3)(set: num-type $mPIntellect to 3)(set: num-type $mPCharisma to 3)<!-- mainPlayer stats --> (set:$mPWounded to 0) <!-- Missions variables init --> (set:$DVmission1Obtained to 0)(set:$DVmission1Completed to 0) (set:$misObt to (a:"m0"))(set:$misComp to (a:"m0")) (set:$m2UnblockRoad to 0)(set:$m2SecondaryRoad to 0) <!-- Craft & Inventory variables init --> (set:$alcBp1Obtained to 0)(set:$engTools101 to 0) (set:$engBp1Obtained to 0)(set:$engTools101 to 0) (set:$sewingBp1Obtained to 0)(set:$sewingTools101 to 0) (set:$bagExt1 to 0) <!-- Secondary variables init --> (set:$aggressiveBehavior to 0) (set:$outlawBehavior to 0) (set:$Carriage2JericoUsed to 0) (set:$DVtavernStolen to 0) (set:$MarcusMet to 0) (set:$DurandilShopKnown to 0)(set:$DroginHistoryKnown to 0) (set:$MainStoryUnlocked to 0) (set:$ccDocksStolen to 0)(set:$ccMarinaWaitedOnce to 0)(set:$ccMarinaWaitedTwice to 0)(set:$ccMarinaWaitedThird to 0)(set:$Sail1InSeagull to 0)(set:$Sail1InMermaid to 0)(set:$Sail1InSeaQueen to 0)(set:$visitedHellyon to 0) (set:$helTunPassKnown to 0)(set:$WOBookObtained to 0) (set:$UnrefMissionsLearned to 0)(set:$helTavSDTabPaid to 0)(set:$ValueofNow to 0) (set:$helMarketIACustomOrderOption to 0)(set:$helShipyardStolen to 0)(set:$ZhengInfoObtained to 0)(set:$EnteredHelUndergrounds to 0)(set:$RickDiscovered to 0)(set:$UbmCipherInfoObtained to 0)(set:$CipherTalked to 0)(set:$helUbmEMTalked to 0)(set:$helUbmEMPrivateVisit to 0) <!-- Audio setup --> (newgroup: 'sfx', 'sfxGold', 'sfxGoldl', 'sfxKnockLoud', 'sfxKnock', 'sfxInvOpen', 'sfxInvClose', 'sfxJournalOpen', 'sfxJournalClose')(newgroup: 'mus', 'musIntro01', 'musTheme01', 'musTavern01')(newgroup: 'amb', 'ambStorm') (group:'sfx', 'volume', 1)(group:'sfx', 'mute', false)(group:'mus', 'volume', 0.4)(group:'mus', 'mute', false)(group:'amb', 'volume', 0.7)(group:'amb', 'mute', false) (newplaylist: 'plDefaultMusic', 'musTheme01', 'musUntitled02')(newplaylist: 'plUndergroundMusic', 'musUnderground01', 'musUntitled02') <!-- Gear Items Db --> (set: $simpleClothing to (dm: "id", 0, "type", "armor", "name", "Simple clothing", "desc", "A basic tunic and linen pants with a pair of boots.", "valueBuy", 18, "valueSell", 3, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 1, "gArmorStamina", 1, "gArmorDexterity", 1, "gArmorStealth", 1, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $none to (dm: "id", 1, "type", "weapon", "name", "None", "desc", "Nothing...", "valueBuy", 0, "valueSell", 0, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $leatherArmor to (dm: "id", 2, "type", "armor", "name", "Leather armor", "desc", "A rough leather armor, not the most luxurious or sturdy, but it should do the job for now.", "valueBuy", 36, "valueSell", 8, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 2, "gArmorStamina", 2, "gArmorDexterity", 2, "gArmorStealth", 2, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $sword to (dm: "id", 3, "type", "weapon", "name", "Sword", "desc", "A classic, but high quality, long sword forged by Thrain Durandil.", "valueBuy", 42, "valueSell", 14, "gWeaponStrength", 2, "gWeaponStamina", 1, "gWeaponDexterity", 2, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 1, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $ornatedagger to (dm: "id", 4, "type", "weapon", "name", "Ornate Dagger", "desc", "A beautifully ornated and engraved dagger of the finest quality, forged by Thrain Durandil.", "valueBuy", 30, "valueSell", 6, "gWeaponStrength", 1, "gWeaponStamina", 1, "gWeaponDexterity", 1, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 2, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $reinforcedCustomArmor to (dm: "id", 5, "type", "armor", "name", "Reinforced custom armor", "desc", "A reinforced armor customized specifically for you by Thrain Durandil himself.", "valueBuy", 225, "valueSell", 60, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 2, "gArmorStamina", 1, "gArmorDexterity", 2, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 1)) (set: $antiqueSword to (dm: "id", 6, "type", "weapon", "name", "Antique Sword", "desc", "An old but fine-looking sword. Not sure it's the most appropriate for combat though.", "valueBuy", 18, "valueSell", 6, "gWeaponStrength", 1, "gWeaponStamina", 0, "gWeaponDexterity", 1, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $axe to (dm: "id", 7, "type", "weapon", "name", "Axe", "desc", "A beautiful combat axe forged by Thrain Durandil.", "valueBuy", 56, "valueSell", 18, "gWeaponStrength", 3, "gWeaponStamina", 2, "gWeaponDexterity", 1, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $shortsword to (dm: "id", 8, "type", "weapon", "name", "Short Sword", "desc", "A classic short sword.", "valueBuy", 36, "valueSell", 9, "gWeaponStrength", 1, "gWeaponStamina", 1, "gWeaponDexterity", 2, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $mace to (dm: "id", 9, "type", "weapon", "name", "Mace", "desc", "A classic two-handed mace.", "valueBuy", 48, "valueSell", 14, "gWeaponStrength", 3, "gWeaponStamina", 2, "gWeaponDexterity", 1, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $dagger to (dm: "id", 10, "type", "weapon", "name", "Dagger", "desc", "A classic dagger.", "valueBuy", 20, "valueSell", 4, "gWeaponStrength", 1, "gWeaponStamina", 1, "gWeaponDexterity", 1, "gWeaponStealth", 1, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $BasicPlateArmor to (dm: "id", 11, "type", "armor", "name", "Plate armor", "desc", "A classic plate armor.", "valueBuy", 142, "valueSell", 46, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 2, "gArmorStamina", 1, "gArmorDexterity", 1, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $BasicMailArmor to (dm: "id", 12, "type", "armor", "name", "Mail armor", "desc", "A classic mail armor.", "valueBuy", 136, "valueSell", 38, "gWeaponStrength", 0, "gWeaponStamina", 0, "gWeaponDexterity", 0, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 1, "gArmorStamina", 1, "gArmorDexterity", 2, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $shadowstrikeDagger to (dm: "id", 13, "type", "weapon", "name", "Shadowstrike Dagger", "desc", "A sleek and deadly dagger, perfect for quick and silent kills. It has a glowing crystal mounted in its hilt infusing the dagger with a mysterious energy that enhances its resistance and maitains it as sharp as a blade can be.", "valueBuy", 940, "valueSell", 235, "gWeaponStrength", 1, "gWeaponStamina", 1, "gWeaponDexterity", 3, "gWeaponStealth", 3, "gWeaponIntellect", 0, "gWeaponCharisma", 1, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $revenantClaymore to (dm: "id", 14, "type", "weapon", "name", "Revenant Claymore", "desc", "A massive two-handed sword with Forged with a secret alloy of rare and durable metals. It is also adorned with three small crystals on its guard, which provide it with strength, lightness, and keep it sharp at all times.", "valueBuy", 1480, "valueSell", 370, "gWeaponStrength", 3, "gWeaponStamina", 1, "gWeaponDexterity", 2, "gWeaponStealth", 0, "gWeaponIntellect", 0, "gWeaponCharisma", 2, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $viperfangCrossbow to (dm: "id", 15, "type", "weapon", "name", "Viper's Fang Crossbow", "desc", "A crossbow crafted for precision and deadly accuracy. It also features a small but complex mechanism powered by a small crystal mounted on the structure. This system modded on the existing Crossbow allows to systematically dip the tip of your bolts in a strong paralytic poison.", "valueBuy", 1750, "valueSell", 435, "gWeaponStrength", 2, "gWeaponStamina", 1, "gWeaponDexterity", 3, "gWeaponStealth", 2, "gWeaponIntellect", 0, "gWeaponCharisma", 0, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) (set: $crystalcoreGauntlet to (dm: "id", 16, "type", "weapon", "name", "Crystalcore Gauntlet", "desc", "A gauntlet designed for close combat, it can be adjusted to perfectly fit the wearer’s main hand. Enhanced with embedded crystals that provide exceptional resistance, the gauntlet is crafted with a combination of lightweight materials and reinforced alloys, making it both durable and agile in battle.", "valueBuy", 1150, "valueSell", 285, "gWeaponStrength", 2, "gWeaponStamina", 1, "gWeaponDexterity", 2, "gWeaponStealth", 1, "gWeaponIntellect", 0, "gWeaponCharisma", 1, "gArmorStrength", 0, "gArmorStamina", 0, "gArmorDexterity", 0, "gArmorStealth", 0, "gArmorIntellect", 0, "gArmorCharisma", 0)) <!-- Gear systems init + gear shop stocks --> (set: $gearInv to (a:)) <!--Player gear inventory set to an array containing datamaps --> (set: $gWeapon to $none)(set: $gArmor to $simpleClothing)<!-- init player slots --> (set: $shopDurandil to (a:$reinforcedCustomArmor, $sword, $axe, $ornatedagger)) (set: $shopIronAnvilWeapons to (a:$shortsword, $mace, $dagger))(set: $shopIronAnvilArmor to (a:$BasicPlateArmor, $BasicMailArmor)) (set: $shopUndergroundArmory to (a:$shadowstrikeDagger, $revenantClaymore, $viperfangCrossbow, $crystalcoreGauntlet)) <!-- init gear stats values --> (set: num-type $gWeaponStrength to 0)(set: num-type $gWeaponStamina to 0)(set: num-type $gWeaponDexterity to 0)(set: num-type $gWeaponStealth to 0)(set: num-type $gWeaponIntellect to 0)(set: num-type $gWeaponCharisma to 0) (set: num-type $gArmorStrength to 0)(set: num-type $gArmorStamina to 0)(set: num-type $gArmorDexterity to 0)(set: num-type $gArmorStealth to 0)(set: num-type $gArmorIntellect to 0)(set: num-type $gArmorCharisma to 0) <!-- init Totals of player+gear stats for Total stats --> (set: num-type $TotalStrength to ($mPStrength + $gWeaponStrength + $gArmorStrength)) (set: num-type $TotalStamina to ($mPStamina + $gWeaponStamina + $gArmorStamina)) (set: num-type $TotalDexterity to ($mPDexterity + $gWeaponDexterity + $gArmorDexterity)) (set: num-type $TotalStealth to ($mPStealth + $gWeaponStealth + $gArmorStealth)) (set: num-type $TotalIntellect to ($mPIntellect + $gWeaponIntellect + $gArmorIntellect)) (set: num-type $TotalCharisma to ($mPCharisma + $gWeaponCharisma + $gArmorCharisma)) <!-- Pet system --> (set:$none to (dm: "id", 1, "name", "None", "nickname", "None", "type", "None", "size", "None", "lifespan", "None", "temp", "No temp", "spec", "no spec", "care", "no care", "price", 1500)) (set:$testpet to (dm: "id", 2, "name", "TestPet", "nickname", "Test Nick", "type", "Reptile", "size", "Small", "lifespan", "8 - 10 years", "temp", "Loves testing stuff", "spec", "Can find bugs", "care", "Autonomous", "price", 500)) (set:$moonlightFerret to (dm: "id", 3, "name", "Moonlight Ferret", "nickname", "Moonlight Ferret", "type", "Mammal", "size", "Small", "lifespan", "5 - 7 years", "temp", "Mischievous and agile", "spec", "Excellent climbers and sneaky.", "care", "Provide a secure enclosure and plenty of opportunities for play and exploration. Feed a balanced diet of small mammals such as rabbits, mice and other rodents and occasional treats.", "price", 1500)) (set:$whisperingParakeet to (dm: "id", 4, "name", "Whispering Parakeet", "nickname", "Whispering Parakeet", "type", "Bird", "size", "Small", "lifespan", "10 - 15 years", "temp", "Social and intelligent", "spec", "Mimics a wide range of sounds, including human speech.", "care", "Provide a spacious cage with toys and perches for mental stimulation. Feed a varied diet of seeds, pellets, fruits, and vegetables.", "price", 1300)) (set:$shadowcat to (dm: "id", 4, "name", "Shadowcat", "nickname", "Shadowcat", "type", "Mammal", "size", "Medium", "lifespan", "12 - 15 years", "temp", "Mysterious and independent", "spec", "Extraordinary agility and stealth.", "care", "Provide a quiet and secluded space for the Shadowcat to retreat. Feed a balanced diet of high-quality cat food and provide regular exercise.", "price", 1850)) (set:$glowingAxolotl to (dm: "id", 4, "name", "Glowing Axolotl", "nickname", "Glowing Axolotl", "type", "Reptile", "size", "Small", "lifespan", "10 - 15 years", "temp", "Peaceful and low-maintenance", "spec", "Bioluminescent glow and regenerative abilities.", "care", "Maintain a suitable tank environment with clean water and appropriate filtration. Feed a diet of live or frozen food suitable for axolotls.", "price", 1450)) (set:$emberfox to (dm: "id", 4, "name", "Emberfox", "nickname", "Emberfox", "type", "Mammal", "size", "Medium", "lifespan", "8 - 10 years", "temp", "Playful and energetic", "spec", "Can move swiftly and gracefully, effortlessly navigating through tight spaces and difficult terrain.", "care", "Provide ample space for exercise and mental stimulation. Feed a balanced diet of small mammals, birds, eggs, fish, vegetables and berries.", "price", 1600)) (set: dm-type $mpPet to $none) (set: $mpPetHealth to 1000)(set: $mpPetHappiness to 1000)(set:$mpPetStatus to "Good") <!--Inititalized - Entering Elders World --> (go-to:"CharStory") (display:"SidebarChar")(text-color:grey)[*After some negociation you managed to agree on 26 gold for the small painting.*] [[Sell the painting for 26 gold|sellSmallPainting]] [[All things considered, I'll keep the painting. What do you have to sell?|DVpawnShop]] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](display:"SidebarChar")(set:$gobInv to $gobInv - (a:"Small Painting"))(set:$gold to $gold + 26)(track: 'sfxGold', 'play') (text-color:grey)[*You've sold the small painting for 26 gold, the owner seems pretty happy about it and displays it directly on the already well packed shelves behind him.*] [[What do you sell?|DVpawnShop]] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](replace: ?Sidebar)[<img src="./images/EDlogo.png" width="90px;" height="90px;"> $fName $lName |tooltip>[ [$health <img src="./images/heart.png" width="28px;" height="28px;">] |tooltiptext>[$fName's Health] ] |tooltip>[ [$gold <img src="./images/coin.png" width="28px;" height="28px;">] |tooltiptext>[$fName's Gold] ] {(display:"updateTotalStats")[|tooltip>[<img src="./images/strength.png" width="25px;" height="25px;"> (print:$mPStrength) |tooltiptext>[Strength] ] ] [|tooltip>[<img src="./images/stamina.png" width="25px;" height="25px;"> (print:$mPStamina)|tooltiptext>[Stamina] ] ] [|tooltip>[<img src="./images/dexterity.png" width="25px;" height="25px;"> (print:$mPDexterity)|tooltiptext>[Dexterity] ] ] [|tooltip>[<img src="./images/stealth.png" width="25px;" height="25px;"> (print:$mPStealth)|tooltiptext>[Stealth] ] ] [|tooltip>[<img src="./images/intellect.png" width="25px;" height="25px;"> (print:$mPIntellect)|tooltiptext>[Intellect] ] ] [|tooltip>[<img src="./images/charisma.png" width="25px;" height="25px;"> (print:$mPCharisma)|tooltiptext>[Charisma] ] ] } (text-size:0.8)[**AUDIO** {<div id='audio-control'></div> <script>createAudioControls($('#audio-control'))</script>}] {(if: $gold < 0)[(set: $gold to 0)] (if: $health < 0)[(set: $health to 0)] (if: $health <= 0)[(set: $gameOver to true)]} (if: $GameOver is true )[ (alert: (css: "color:red; font-size: 36px;")[GAME OVER] (link: "Return to Main Menu")[(goto: "Start")] ) ]{(if:$mpPet is not $none)[(live: 3s)[(if:$mpPetHealth >= 1)[(set:$mpPetHealth to it -1)]](live: 1s)[(if:$mpPetHappiness >=1)[(set:$mpPetHappiness to it -1)]](if:$mpPetHealth is < 500)[|tooltip>[<img src="./images/lvl3.png" width="25px;" height="25px;"> |tooltiptext>[*Your pet needs to be fed!*] ]]]}] (set:$gold to $gold - 40)(track:"sfxGoldl", "play") (go-to:"DVnav")(set:$gold to $gold - 40)(track:"sfxGoldl", "play") (go-to:"Jericonav")(set:$gold to $gold - 20)(track:"sfxGoldl", "play") (go-to:"Jericonav")(display:"Sidebar")(link-goto: "Return", "Inventory")(if:(history:)'s last's end is "Inventory")[(track:"sfxJournalOpen", "play")] //$fName's Journal// [''Missions''] {(if:$misComp does not contain "m1")[(if:$misObt does not contain "m1")[] (else-if:$misObt contains "m1")[ [[Delivery for Hagen, Jerico|Jm1Obt]] ] ] (else-if:$misComp contains "m1")[ [[Delivery for Hagen, Jerico (Completed)|Jm1Comp]] ]} {(if:$misComp does not contain "m2")[(if:$misObt does not contain "m2")[] (else-if:$misObt contains "m2")[ [[Caravan escort to Commercial Coast, Jerico|Jm2Obt]] ] ] (else-if:$misComp contains "m2")[ [[Caravan escort to Commercial Coast, Jerico (Completed)|Jm2Comp]] ]} {(if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[] (else-if:$misObt contains "m3")[ [[Debt collection in Hellyon|Jm3Obt]] ] ] (else-if:$misComp contains "m3")[ [[Debt collection in Hellyon (Completed)|Jm3Comp]] ]} {(if:$misComp does not contain "m4")[(if:$misObt does not contain "m4")[] (else-if:$misObt contains "m4")[ [[Search Warrant, Dead or Alive: Remy Delacroix|Jm4Obt]] ] ] (else-if:$misComp contains "m4")[ [[Search Warrant, Dead or Alive: Remy Delacroix (Completed)|Jm4Comp]] ]} ''Personal Notes'' (if:$DVmuseumVisited is 1)[ [[Arriving in Deep Valley|JDVnotes]] ] (if:$DroginHistoryKnown is 1)[ [[Drogin Durandil's history|JbioDD]] ] (if:$DurandilShopKnown is 1)[ [[Durandil Armory information|JinfoDurandil]] ] (if:$WOBookObtained is 1)[ [[Weird Old Book content|JWOBookContent]] ] (if:$UnrefMissionsLearned is 1)[ [[Unreferenced Missions]] ] (if:$helTavSDTabPaid is 0)[(if:$helTavSDTabCredit is 1)[ [[Credit to payback at the Sea Dog tavern|helTavSDCredit]] ] ](else-if:$helTavSDTabPaid is 1)[ [[Credit settled at the Sea Dog tavern|helTavSDCreditPaid]] ] (if:$ValueofNow is 1)[ [[The lesson learnt while washing dishes|jValueofNow]] ] (if:$helMarketIACustomOrderOption is 1)[ [[Custom orders option at the Iron Anvil, in Hellyon|helMarketIACOO]] ] (if:$helUbmEMPrivateVisit is 1)[ [[Visit of the Exotic Menagerie private part in the Underground Black Market|helUbmEMPrivateVisit]] ](set:$gold to $gold + 50) (go-to:"Jericonav")(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Delivery for Hagen in Jerico] (text-color:yellow)[ In progress] ]</center> ''Description'' (if:$gobInv does not contain "Hagen's Package")[You've accepted a delivery mission, go talk to the Guild attenting to get the delivery information and package.](else:)[ You have been tasked to deliver a fragile package to Hagen in Jerico.] ''Reward'' 60 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Delivery for Hagen in Jerico] (text-color:lime)[Completed] ]</center> ''Description'' You have sucessfully delivered important components to Hagen, an artisan based in Jerico, who told all about his next invention which might just save the world, at least on one battlefront. ''Reward'' 60 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) I've learned quite a few things right from my arrival at Deep Valley. The mercenary guild is quite straightforward, show up there, accept a mission on the board, consult the attending and complete the mission to get paid. That should be a decent way to eat and find somewhere to sleep, to begin with at least. There was also the town hall. From those strange crystals discovered and weird fanatics Horatio was talking about to the interesting calendar and map in the historical exposition. Hopefully, I was able to memorize them quite accurately: (text-color:magenta)[(t8n:"fade")+(t8n-delay:1s)[ |tooltip>[Map of Arrev|tooltiptext>[<img src="./images/EDmap.jpg" width="642px;" height="429px;"> (text-color:white)[Arrev's map by cartography expert Lucas Beaumont, dated year 36.] ]] ] ] (text-color:magenta)[(t8n:"fade")+(t8n-delay:6s)[|tooltip>[Solian calendar|tooltiptext>[(display:"SolianCalendarInfo")]] ] ](display:"Sidebar")(link-goto: "Return", "Inventory")(if:(history:)'s last's end is "Inventory")[(track:"sfxJournalOpen", "play")] (if: $engBp1Obtained is 1)[ ''Engineering'' - (text-color:fuchsia)[|tooltip>[Lockpick |tooltiptext>[Allows to open basic locks. ''(text-color:red)[Requirements: - (if:$engTools101 is 1)[(text-color:green)[Basic Engineering Tools]](else:)[Basic Engineering Tools] - (if:$gobInv contains "Metal")[(text-color:green)[Metal]](else:)[Metal]] '' ] ] ] (if: $engTools101 is 1)[ (if:$gobInv contains "Metal")[ [[Craft|craftLockpick]] ] (else-if:$gobInv does not contain "Metal")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ] (else-if:$engTools101 is 0)[Craft - (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[ |tooltip>[Foot-powered sewing machine |tooltiptext>[A sewing machine that uses a pedal to power the needle (Required for Clothing). ''(text-color:red)[Requirements: - (if:$engTools101 is 1)[(text-color:green)[Basic Engineering Tools]](else:)[Basic Engineering Tools] - (if:$gobInv contains "Gears")[(text-color:green)[Gears]](else:)[Gears] - (if:$gobInv contains "Metal")[(text-color:green)[Metal]](else:)[Metal] - (if:$gobInv contains "Needle")[(text-color:green)[Needle]](else:)[Needle] ] '' ] ] ] (if: $engTools101 is 1)[ (if:$gobInv contains "Gears" and "Metal" and "Needle")[ [[Craft|craftSewingMachine]] ] (else-if:$gobInv does not contain "Gears" and "Metal" and "Needle")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ] (else-if:$engTools101 is 0)[Craft - (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[|tooltip>[Grappling Hook|tooltiptext>[A handy tool for scaling walls or accessing hard-to-reach areas. ''(text-color:red)[Requirements: - (if:$engTools101 is 1)[(text-color:green)[Basic Engineering Tools]](else:)[Basic Engineering Tools] - (if:$gobInv contains "Metal")[(text-color:green)[Metal]](else:)[Metal] - (if:$gobInv contains "Rope")[(text-color:green)[Rope]](else:)[Rope]] '' ] ] ] (if: $engTools101 is 1)[ (if:$gobInv contains "Metal" and "Rope")[ [[Craft|craftGrapplingHook]] ] (else-if:$gobInv does not contain "Metal" and "Rope")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ] (else-if:$engTools101 is 0)[Craft - (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ] (else-if:$engBp1Obtained is 0)[''Engineering'' //(text-size:0.8)[Unknown, you need Engineering Blueprints 101 to learn basic engineering schematics.]// ] (if: $alcBp1Obtained is 1)[ ''Alchemy'' - (text-color:fuchsia)[ |tooltip>[Health Potion |tooltiptext>[A potion to restore 10 health. ''(text-color:red)[Requirements: - (if:$gobInv contains "Goldenseal")[(text-color:green)[Goldenseal]](else:)[Goldenseal] - (if:$gobInv contains "Solvent")[(text-color:green)[Solvent]](else:)[Solvent] ] '' ] ] ] (if:$gobInv contains "Goldenseal" and "Solvent")[ [[Craft|craftHealthPotion]] ] (else-if:$gobInv does not contain "Goldenseal" and "Solvent")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[ |tooltip>[Boost Potion |tooltiptext>[A potion to boost your Stamina, Strength, Dexterity and Intellect by +1. ''(text-color:red)[Requirements: - (if:$gobInv contains "Ginkgo")[(text-color:green)[Ginkgo]](else:)[Ginkgo] - (if:$gobInv contains "Solvent")[(text-color:green)[Solvent]](else:)[Solvent] ] '' ] ] ] (if:$gobInv contains "Ginkgo" and "Solvent")[ [[Craft|craftBoostPotion]] ] (else-if:$gobInv does not contain "Ginkgo" and "Solvent")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[ |tooltip>[Poison |tooltiptext>[A deadly poison. ''(text-color:red)[Requirements: - (if:$gobInv contains "Belladonna")[(text-color:green)[Belladonna]](else:)[Belladonna] - (if:$gobInv contains "Solvent")[(text-color:green)[Solvent]](else:)[Solvent] ] '' ] ] ] (if:$gobInv contains "Belladonna" and "Solvent")[ [[Craft|craftPoison1]] ] (else-if:$gobInv does not contain "Belladonna" and "Solvent")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[ |tooltip>[Poison |tooltiptext>[A deadly poison. ''(text-color:red)[Requirements: - (if:$gobInv contains "Aconite")[(text-color:green)[Aconite]](else:)[Aconite] - (if:$gobInv contains "Solvent")[(text-color:green)[Solvent]](else:)[Solvent] ] '' ] ] ] (if:$gobInv contains "Aconite" and "Solvent")[ [[Craft|craftPoison2]] ] (else-if:$gobInv does not contain "Aconite" and "Solvent")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ](else-if:$alcBp1Obtained is 0)[''Alchemy'' //(text-size:0.8)[Unknown, you need Alchemy Recipes 101 to learn basic elixir recipes.]// ] (if: $sewingBp1Obtained is 1)[ ''Tailoring'' - (text-color:fuchsia)[ |tooltip>[Simple Bandage |tooltiptext>[A simple bandage to heal minor wounds.''(text-color:red)[ Requirements: - (if:$gobInv contains "Fabric")[(text-color:green)[Fabric]](else:)[Fabric] ] '' ] ] ] (if:$gobInv contains "Fabric")[ [[Craft|craftSimpleBandage]] ](else-if:$gobInv does not contain "Fabric")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] - (text-color:fuchsia)[ |tooltip>[Bag extension |tooltiptext>[Extend the size of your bag allowing you to carry more items and weight. ''(text-color:red)[Requirements: - (if:$gobInv contains "Fabric")[(text-color:green)[Fabric]](else:)[Fabric] - (if:$gobInv contains "Rope")[(text-color:green)[Rope]](else:)[Rope] ] '' ] ] ] (if:$gobInv contains "Fabric" and "Rope")[ [[Craft|craftBagExt1]] ] (else-if:$gobInv does not contain "Fabric" and "Rope")[Craft (text-size:0.8)[//You are missing some requirements in order to craft this item.//] ] ] (else-if:$sewingBp1Obtained is 0)[''Tailoring'' //(text-size:0.8)[Unknown, you need Sewing Patterns 101 to learn basic sewing patterns.]// ] (set:$gobInv to $gobInv - (a:"Metal")) (set:$gobInv to $gobInv + (a:"Lockpick")) (goto: "Inventory")(set:$gobInv to $gobInv - (a:"Gear")) (set:$gobInv to $gobInv - (a:"Needle")) (set:$gobInv to $gobInv - (a:"Metal")) (set:$gobInv to $gobInv + (a:"Sewing Machine")) (goto: "Inventory")(save-game: "Slot A", "Jerico Tavern")(display:"SidebarChar") (group: 'playing', 'stop')(playlist:"plDefaultMusic", "stop")(track: 'musTavern01', 'play') (track: 'musTavern01', 'loop', true)(text-color:grey)[*You enter the tavern and briefly inspect the place from the entrance.*] [[Head torwards the owner|tavernJericoOwner]] [[Sit at a table|tavJTable]] (if:$tavernJStolen is 0)[ [[Try to steal something|tavJsteal]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else-if:$tavernJStolen is 1)[] [[Leave the tavern|Jericonav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")Greetings traveler! How may I help you today? [[What do you sell?|tavernJericoShop]] (if: $gold >= 10)[[[Get I get a room for the night (10 Gold)|tavJSleep]]](else: )[Get a room for the night (//You don't have enough gold!//))] [[Have a nice day|tavernJerico]] (display:"SidebarChar")SHOP: (if: $gold >= 1)[[Drink a beer at the bar for 1 gold|tavJShopBeer]] (if: $gold >= 5)[[Buy some food for 5 gold|tavJShopFood]] [[Don't buy anything|tavernJericoOwner]](set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$health to ($health - 1)) (goto:"tavernJericoShop")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Food")) (goto:"tavernJericoShop")(display:"SidebarChar")(text-color:grey)[*You had a nice night of rest.*] [[Wake up and go down in the tavern|tavernJerico]] [[Wake up and leave the tavern|Jericonav]] (set:$health to ($health + 10))(set:$gold to $gold - 10)(track:"sfxGoldl", "play") (save-game: "Slot A", "Jerico's Tavern") |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved & +10 Health//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(save-game: "Slot A", "Jerico's Tavern")(text-color:grey)[*You sit at a table in the tavern, wondering about your next move.*] [[Talk to the dice player on the next table|tavernJminigame]] [[Head torwards the owner|tavernJericoOwner]] (if:$tavernJStolen is 0)[ [[Try to steal something|tavJsteal]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else-if:$tavernJStolen is 1)[] [[Leave the tavern|Jericonav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")So you're a player uh! Let's test your resilience, shall we? Choose your bet: (if: $gold >= 3)[[[3 Gold|tavJBet 3 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[3 Gold// (You don't have enough Gold!)//] (if: $gold >= 10)[[[10 Gold|tavJBet 10 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[10 Gold// (You don't have enough Gold!)//] (if: $gold >= 50)[[[50 Gold|tavJBet 50 gold]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else: )[50 Gold// (You don't have enough Gold!)//] [[What's that game exactly?|tavJgameQuestion]] [[No thanks.|tavJTable]](display:"SidebarChar")Oh it's a very simple game, do not worry my friend! We each have 3 dices ranging from 1 to 7. After throwing all of our dices, the highest sum wins the opponent's bet. If it's a draw, the bank wins, a.k.a. myself! (text-color:grey)[*With a playful smile*] We made it simple enough so that you wouldn't have any questions to ask... Just drink and play my friend, drink and play... [[I see, thank you|tavernJminigame]] [[Leave the table|tavJTable]](display:"SidebarTemp"){(set: $P1dice1 to (random:1,7)) (set: $P1dice2 to (random:1,7)) (set: $P1dice3 to (random:1,7)) (set: $P2dice1 to (random:1,7)) (set: $P2dice2 to (random:1,7)) (set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3)) (set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum)] Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 3 gold! (set: $gold to ($gold + 3)) (if:$gold > 3)[ [[Play Again|tavJBet 3 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 3 gold! (set: $gold to ($gold - 3)) (if:$gold > 3)[ [[Play Again|tavJBet 3 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]](display:"SidebarTemp"){(set: $P1dice1 to (random:1,7))(set: $P1dice2 to (random:1,7))(set: $P1dice3 to (random:1,7)) (set: $P2dice1 to (random:1,7))(set: $P2dice2 to (random:1,7))(set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3))(set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum) Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 10 gold! (set: $gold to ($gold + 10)) (if:$gold > 10)[ [[Play Again|tavJBet 10 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 10 gold! (set: $gold to ($gold - 10)) (if:$gold > 10)[ [[Play Again|tavJBet 10 gold]] ](else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]](display:"SidebarTemp"){ (set: $P1dice1 to (random:1,7))(set: $P1dice2 to (random:1,7))(set: $P1dice3 to (random:1,7))(set: $P2dice1 to (random:1,7))(set: $P2dice2 to (random:1,7))(set: $P2dice3 to (random:1,7)) (set: $P1dicesSum to ($P1dice1 + $P1dice2 + $P1dice3))(set: $P2dicesSum to ($P2dice1 + $P2dice2 + $P2dice3))} (t8n:"fade")+(t8n-delay:0.3s)[ Your dice: $P1dice1 | $P1dice2 | $P1dice3 ( Total: $P1dicesSum) Opponent dice: $P2dice1 | $P2dice2 | $P2dice3 ( Total: $P2dicesSum)] (if:$P1dicesSum > $P2dicesSum)[ (t8n:"fade")+(t8n-delay:1s) [(track: 'sfxGold', 'play')You won 50 gold! (set: $gold to ($gold + 50)) (if:$gold > 50)[ [[Play Again|tavJBet 50 gold]] ] (else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]] (else-if:$P1dicesSum <= $P2dicesSum )[ (t8n:"fade")+(t8n-delay:1s) [(track:"sfxGoldl", "play")You lost 50 gold! (set: $gold to ($gold - 50)) (if:$gold > 50)[ [[Play Again|tavJBet 50 gold]] ] (else:)[*You don't have enough gold to bet again!*] [[Bet a different amount|tavernJminigame]] [[Stop Playing|tavJTable]] ]](display:"SidebarTemp")(set:$outlawBehavior to it + 1)(set:$tavernJStolen to 1)(text-color:grey)[*You sneak around as subtly as you can and try to steal some valuable things.* ] (set: $modSteal to (random:1,10)) (set:$RrSteal to $modSteal + $TotalStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $modSteal + an additional $TotalStealth Stealth bonus. *{ (if: $RrSteal is >=14)[(text-color:grey)[ *You managed to steal 80 gold and a silver chandelier, it feels heavy, maybe you could resell it somewhere, who knows?*] (set:$gold to $gold + 80)(track:"sfxGold", "play") (set:$gobInv to $gobInv + (a:"Silver Chandelier")) * [[Head torwards the owner|tavernJericoOwner]] * [[Sit at a table|tavJTable]] * [[Leave the tavern|Jericonav]] ] (else-if: $RrSteal is >=9)[(text-color:grey)[ *You couldn't steal anything, but at least you didn't get caught...*] * [[Head torwards the owner|tavernJericoOwner]] * [[Sit at a table|tavJTable]] * [[Try to steal again|tavJsteal]] * [[Leave the tavern|Jericonav]] ] (else:)[(text-color:grey)[ *You get spotted and the owner's alerts the guards about to bring you to their headquarters.*] * [[Follow the guards|tavJstealFollowGuards]] * [[Resist the guards|tavJstealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] }](display:"SidebarTemp") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 500 gold to let you go away.* (if:$gold >=500)[ [[Pay the bribe and go away|Jericonav]] (set:$gold -500) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption.* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the two guards with your (print:$gWeapon's name)*](else: )[*You decide to take-on the two guards with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10))) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2)))(if:$gWeapon's name is "None")[(set:$mPDiceSum to $mPDiceSum - 8)](else: )[] (text-color:white)[Roll Outcome: You rolled $mPDice1 + (print:$TotalStrength/2) Strength & (print:$TotalDexterity/2) Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 8 malus for trying to attack guards with your bare hands, although brave, that's quite stupid.] ($mPDiceSum Total) The guard rolled $advDice2.] (if:$mPDiceSum > $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*After a fraction of second, you conclude that it would be unreasonable to kill a guard using your (print:$gWeapon's name). With an incredible dexterity, you manage to shortly distract the guards by throwing a pint at them before*](else: )[*You luckily manage to move fast enough to blind the guards by throwing a pint at them and*] *fleeing the scene faster that light, using the (text-color:#FFC527)[signs on the square] to find your way into Jerico.* (click-goto: "signs on the square", "Jericonav")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*You move far too slow to reach the nearest guard and attempt to hit him with your (print:$gWeapon's name). The other one draws out his gun from his holster and shots you in the head.*](else: )[*You move far too slow for the guards sharp-reflexes, one of them takes-out his gun from his holster and shots you in the head.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] ] (display:"SidebarChar")(group: 'playing', 'stop')(track:"musTavern01", "stop")(track: 'musTheme01', 'play') (track: 'musTheme01', 'loop', true)(text-color:grey)[*As you enter the Mercenaries Guild Hall, you're greeted by a grand sight. The heavy-stone walls are adorned with trophies and curiosities from all over the world. The ceiling is high, and the space is vast. You see a reception desk to your left and a mission board to your right. The room is filled with activity, and you can hear the sound of mercenaries talking and enjoying their drinks around a few tables. The atmosphere is lively, and you can feel the excitement in the air. You can see mercenaries of all shapes and sizes, each with their own unique skill set and weapons. You can't help but feel a sense of awe as you take it all in.* ] [[Present yourself to the attending|ghJattending]] [[Check available missions on the board|ghJmissionsBoard]] [[Go talk to a group of mercenaries hanging around|ghJcolleagues]] (if:$misComp contains "m2")[ [[Go talk to Liz|LizTalk1]] ](else:)[] [[Leave the guild hall|Jericonav]](display:"SidebarChar")(text-color:grey)[*You walk towards the reception desk, where a friendly receptionist greets you with a smile and asks how they can help you.*] (if:$misComp does not contain "m2")[(if:$misObt does not contain "m2")[ ] (else-if:$misObt contains "m2")[ [[I've accepted a caravan escort mission, can I get the details?|m2Pitch]] ] ](else-if:$misComp contains "m2")[ ] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[ ] (else-if:$misObt contains "m3")[ [[I've accepted a debt collection mission, can I get the details?|m3Pitch]] ] ](else-if:$misComp contains "m3")[ ] (if:$misComp does not contain "m4")[(if:$misObt does not contain "m4")[ ] (else-if:$misObt contains "m4")[ [[I want to work on this Search Warrant, can I get the details?|m4Pitch]] ] ](else-if:$misComp contains "m4")[ ] [[Can you remind me how to complete missions?|ghJMercGuildInfo]] [[Can I see the guild's rules?|ghJMercGuildRules]] [[Go back to the entrance|ghJerico]] [[Leave the guild hall|Jericonav]] (display:"SidebarChar")(save-game: "Slot A", "Jerico - Missions Board") (text-color:grey)[*As you walk towards the mission board, you notice a few mercenaries giving you a curious glance. You can tell they're sizing you up, trying to determine if you're worth their time. You feel the pressure mounting, but you keep your cool and focus on the task at hand. You reach the mission board, where you see a variety of jobs posted, ranging from simple escort missions to more complex contracts. You take a closer look at the postings, trying to decide which one would be the best fit for you.*] (if:$misComp does not contain "m2")[(if:$misObt does not contain "m2")[Caravan escort to Commercial Coast for 80 gold - [[Accept Mission|AcceptMission2]] |tooltip>[<img src="./images/lvl1.png" width="25px;" height="25px;"> |tooltiptext>[Normal difficulty] ] ](else-if:$misObt contains "m2")[(text-color:grey)[~~Caravan escort to Commercial Coast for 80 gold ~~](text-color:lime)[*You have already accepted this mission, go see the attending to get the details!*]]](else-if:$misComp contains "m2")[~~Caravan escort to Commercial Coast for 80 gold~~ *You have already completed this mission!*] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[Debt collection in Hellyon for 150 gold - [[Accept Mission|AcceptMission3]] |tooltip>[<img src="./images/lvl2.png" width="25px;" height="25px;"> |tooltiptext>[Moderate difficulty] ] ](else-if:$misObt contains "m3")[(text-color:grey)[~~Debt collection in Hellyon for 150 gold ~~](text-color:lime)[*You have already accepted this mission, go see the attending to get the details!*]]](else-if:$misComp contains "m3")[~~Debt collection in Hellyon for 150 gold~~ *You have already completed this mission!*] (if:$misComp does not contain "m4")[(if:$misObt does not contain "m4")[Search Warrant, Dead or Alive: Remy Delacroix for 300 gold - [[Accept Mission|AcceptMission4]] |tooltip>[<img src="./images/lvl3.png" width="25px;" height="25px;"> |tooltiptext>[Extreme difficulty] ] ](else-if:$misObt contains "m4")[(text-color:grey)[~~Search Warrant, Dead or Alive: Remy Delacroix for 300 gold ~~](text-color:lime)[*You have already accepted this mission, go see the attending to get the details!*]]](else-if:$misComp contains "m4")[~~Search Warrant, Dead or Alive: Remy Delacroix for 300 gold~~ *You have already completed this mission!*] [[Present yourself to the attending|ghJattending]] [[Go back to the entrance|ghJerico]] [[Leave the guild hall|Jericonav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")Sure thing! It's actually a quite intuitive and streamlined process. We take care of most of the communication with the client and administrive paperwork for you. Simply consult the ''Missions Board'' in any Mercenaries Guild hall to browse available missions. Accept the one you prefer at the moment and go see the attending in charge, such as me right now. We'll provide all of the necessary information related to the mission you chose along with eventual physical objects that might be required. For example, a package to deliver. Once you complete the mission, you'll either get paid directly by the customer upon completion or, in some specific contexts, you might have to return to the Guild Hall where you accepted the mission to get paid once it is completed. Oh, by the way, most missions will involve travelling to different towns or cities. A great way to do so unless you are autonomous is to use the ''Merchants Caravanes network.'' While the regular prices might get high sometimes, due to a special partnership with the Merchants Guild, when you are in service, you'll have access to discounted travel rates. I hope this make things clearer for you. [[Can I see the guild's rules?|ghJMercGuildRules]] [[Go back to the entrance|ghJerico]] [[Leave the guild hall|Jericonav]] (display:"SidebarChar")(text-color:grey)[*The attending gives you a scroll to consult.*] (text-color:fuchsia)[ |tooltip>[Mercenaries Guild Chart |tooltiptext>[<img src="./images/MercenariesGuildChart.png" width="850px;">] ] ] [[Can you remind me how to complete missions?|ghJMercGuildInfo]] [[Go back to the entrance|ghJerico]] [[Leave the guild hall|Jericonav]] (set:$misObt to ($misObt + (a:"m2"))) (go-to:"ghJmissionsBoard")(set:$misObt to ($misObt + (a:"m3"))) (go-to:"ghJmissionsBoard")(set:$misObt to ($misObt + (a:"m4"))) (go-to:"ghJmissionsBoard")(display:"SidebarChar")Of course! First, may I see your license? [[Show mercenary license|ghJlicensem2P]] (display:"SidebarChar")Of course! First, may I see your license? [[Show mercenary license|ghJlicensem4P]] (display:"SidebarChar")Of course! First, may I see your license? [[Show mercenary license|ghJlicensem3P]] (display:"Sidebar")Excellent $fName. Here are the details you'll need to successfully complete the job. Your task is to protect the client's caravan during the journey, which is around 20-25 miles long and should take a few hours assuming there are no surprises on the way. You'll need to meet the client, Drogin Durandil at his armory workshop on the market place before escorting them and their caravan all the way to the Commercial Coast. The client will pay 50% of the fee before leaving Jerico, and the other 50% upon arrival at the Commercial Coast. Make sure to keep the caravan safe and sound, and remember the code. Good luck on your journey! [[Can you remind me how to complete missions?|ghJMercGuildInfo]] [[Can I see the guild's rules?|ghJMercGuildRules]] [[Thank you! (Go back to the entrance)|ghJerico]] [[Thank you! (Leave the guild hall)|Jericonav]] (display:"SidebarChar")Thank you $fName, so here is the story for this one: We have a client who needs a debt collected from a person in Hellyon,(text-color:grey)[*he explains.*] The debtor owes 800 gold to our client, and they're refusing to pay. We need you to track down the debtor and collect the payment on our client's behalf. (text-color:grey)[*He continues,*] To get to Hellyon, you'll need to take a boat from the Commercial Coast. Once you arrive, start asking around at the local taverns and clandestine betting places. The debtor is likely to be found in one of these places, as they're known to be a bit of a gambler. (text-color:grey)[*The attending then gives you a few more details about the debtor.*] The debtor's name is Katerina, and she's a bit of a troublemaker. She's been known to cheat at cards, so watch out for her tricks. According to the client, Katerina is a tall, slender woman with long, curly brown hair. She has a distinctive scar above her left eyebrow and a tattoo of a snake on her right wrist. She's known to dress in flashy, revealing clothing and wears a lot of jewelry. And be warned, Hellyon is a rough place. The weather is hot and unforgiving, and the people can be just as brutal. Make sure you keep your wits about you and follow guild rules at all times, as always. (text-color:grey)[*He wishes you luck on your mission. *] Bring back the payment, and we'll make sure you get your fair share of the reward. [[Thank you, I'll be on my way.|ghJerico]](display:"SidebarChar")Perfect $fName (text-color:grey)[*says the attending, leaning forward in his chair.*] We have a client who needs a dangerous criminal apprehended in the Barmyans. They're willing to pay 300 gold for the job, dead or alive. (text-color:grey)[*He continues,*] To get to the Barmyans, you'll need to take a boat from the Commercial Coast to Hellyon. Once you arrive, you'll need to find a way to travel to the Barmyans from there. (text-color:grey)[*The attending then gives you a few more details about the criminal.*] The criminal's name is Remy Delacroix. He's a notorious outlaw who's been causing trouble in the south for years. He's wanted for a number of crimes, including robbery, assault, and murder. He's known to be armed and dangerous, so be sure to approach with caution. According to the client, Remy is a tall, muscular man with short, cropped black hair and a thick beard. He has a distinctive scar above his right eye and a tattoo of a skull on his left forearm. He's known to dress in rugged, practical clothing and carries a variety of weapons. But be warned, the Barmyans are a dangerous place. The weather is hot and unforgiving, and the people can be just as brutal. The Barmyans are filled with dangerous outlaws, beasts, and even deadly insects. Make sure you keep your wits about you and follow guild rules at all times. Having some allies along with you on this mission wouldn't be a luxury, especially considering that the warrant in nation-wide and that other mercenaries are probably already on the case as well. (text-color:grey)[*He wishes you luck on your mission.*] Bring back Remy Delacroix, or his head, and we'll pay you the warrant reward. [[I see, thank you for the information.|ghJerico]](display:"SidebarChar")(save-game: "Slot A", "Jerico - Market") (text-color:grey)[*As you arrive in Jerico's Market Place, you're almost overwhelmed by the effervescence of activity. You can see a myriad of different shops, workshops, and other types of artisan setups. Each one seems to have a different specialty. The market is bustling with activity, and you can hear merchants shouting their wares and customers bargaining for the best deals. The smell of food and spices fills the air, and you can see vendors hawking their goods from carts and stalls. It's a vibrant and exciting place, and you can't help but feel energized by the atmosphere. You can see different signs hanging from the shops.* ] [[Durandil's Armory|marketJdurandilarm]] [[The Alchemist's Haven|marketAlchemist]] [[The Machine City Workshop|marketEngineering]] [[The Mystic Den|marketDen]] [[Leave the market district|Jericonav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(text-color:grey)[*As you enter the Durandil Workshop, you're immediately struck by the sound of metal clanging against metal. The space is filled with various metalworking tools, from hammers and chisels to anvils and forges. The air is thick with the smell of heated metal and the sound of craftsmen hard at work. The workshop is well-organized, with each workstation clearly labeled. You can see craftsmen at work, hammering away at metal pieces, shaping them into beautiful and intricate designs. The room is filled with the sound of metal on metal, with sparks flying and smoke rising from the forges. You notice that each piece of metalwork is unique, with its own distinct style and design. Some pieces are sleek and modern, while others are ornate and traditional. The craftsmanship is impeccable, with each piece crafted with care and attention to detail.*] (if:$misObt contains "m2")[ [[Meet Drogin for your escort mission|m2MeetingDrogin]] ](else:)[] {(for: each _durandilItem, ...$shopDurandil)[ (if:$gWeapon is not _durandilItem)[ (if: $gearInv does not contain _durandilItem)[ (if: $gold >= _durandilItem's valueBuy)[ * |tooltip>[(link:"Buy " + (str:_durandilItem's name) + " for " + (str:_durandilItem's valueBuy) + " gold")[(track:"sfxGoldl", "play")(set:$gold to $gold - _durandilItem's valueBuy)(set:$gearInv to $gearInv + (a:_durandilItem))(go-to:"marketJdurandilarm")]|tooltiptext>[(text-color:white)[(print:_durandilItem's name)] (print:_durandilItem's desc) (text-color:white)[ (if:_durandilItem's gWeaponStrength > 0)[+ (print:_durandilItem's gWeaponStrength) Strength] (if:_durandilItem's gWeaponStealth > 0)[+ (print:_durandilItem's gWeaponStealth) Strength] (if:_durandilItem's gWeaponStamina > 0)[+ (print:_durandilItem's gWeaponStamina) Stamina] (if:_durandilItem's gWeaponDexterity > 0)[+ (print:_durandilItem's gWeaponDexterity) Dexterity] (if:_durandilItem's gWeaponIntellect > 0)[+ (print:_durandilItem's gWeaponIntellect) Intellect] (if:_durandilItem's gWeaponCharisma > 0)[+ (print:_durandilItem's gWeaponCharisma) Charisma] (if:_durandilItem's gArmorStrength > 0)[+ (print:_durandilItem's gArmorStrength) Strength] (if:_durandilItem's gArmorStealth > 0)[+ (print:_durandilItem's gArmorStealth) Strength] (if:_durandilItem's gArmorStamina > 0)[+ (print:_durandilItem's gArmorStamina) Stamina] (if:_durandilItem's gArmorDexterity > 0)[+ (print:_durandilItem's gArmorDexterity) Dexterity] (if:_durandilItem's gArmorIntellect > 0)[+ (print:_durandilItem's gArmorIntellect) Intellect] (if:_durandilItem's gArmorCharisma > 0)[+ (print:_durandilItem's gArmorCharisma) Charisma] *(print:_durandilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] ](else-if: $gold < _durandilItem's valueBuy)[ * You don't have enough gold to buy |tooltip>[(text-color:fuchsia)[(print:_durandilItem's name)] |tooltiptext>[(text-color:white)[(print:_durandilItem's name)] (print:_durandilItem's desc) (text-color:white)[ (if:_durandilItem's gWeaponStrength > 0)[+ (print:_durandilItem's gWeaponStrength) Strength] (if:_durandilItem's gWeaponStealth > 0)[+ (print:_durandilItem's gWeaponStealth) Strength] (if:_durandilItem's gWeaponStamina > 0)[+ (print:_durandilItem's gWeaponStamina) Stamina] (if:_durandilItem's gWeaponDexterity > 0)[+ (print:_durandilItem's gWeaponDexterity) Dexterity] (if:_durandilItem's gWeaponIntellect > 0)[+ (print:_durandilItem's gWeaponIntellect) Intellect] (if:_durandilItem's gWeaponCharisma > 0)[+ (print:_durandilItem's gWeaponCharisma) Charisma] (if:_durandilItem's gArmorStrength > 0)[+ (print:_durandilItem's gArmorStrength) Strength] (if:_durandilItem's gArmorStealth > 0)[+ (print:_durandilItem's gArmorStealth) Strength] (if:_durandilItem's gArmorStamina > 0)[+ (print:_durandilItem's gArmorStamina) Stamina] (if:_durandilItem's gArmorDexterity > 0)[+ (print:_durandilItem's gArmorDexterity) Dexterity] (if:_durandilItem's gArmorIntellect > 0)[+ (print:_durandilItem's gArmorIntellect) Intellect] (if:_durandilItem's gArmorCharisma > 0)[+ (print:_durandilItem's gArmorCharisma) Charisma] *(print:_durandilItem's valueBuy)] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] ](else:)[ * You've already purchased |tooltip>[(print:_durandilItem's name)|tooltiptext>[(text-color:white)[(print:_durandilItem's name)] (print:_durandilItem's desc) (text-color:white)[ (if:_durandilItem's gWeaponStrength > 0)[+ (print:_durandilItem's gWeaponStrength) Strength] (if:_durandilItem's gWeaponStealth > 0)[+ (print:_durandilItem's gWeaponStealth) Strength] (if:_durandilItem's gWeaponStamina > 0)[+ (print:_durandilItem's gWeaponStamina) Stamina] (if:_durandilItem's gWeaponDexterity > 0)[+ (print:_durandilItem's gWeaponDexterity) Dexterity] (if:_durandilItem's gWeaponIntellect > 0)[+ (print:_durandilItem's gWeaponIntellect) Intellect] (if:_durandilItem's gWeaponCharisma > 0)[+ (print:_durandilItem's gWeaponCharisma) Charisma] (if:_durandilItem's gArmorStrength > 0)[+ (print:_durandilItem's gArmorStrength) Strength] (if:_durandilItem's gArmorStealth > 0)[+ (print:_durandilItem's gArmorStealth) Strength] (if:_durandilItem's gArmorStamina > 0)[+ (print:_durandilItem's gArmorStamina) Stamina] (if:_durandilItem's gArmorDexterity > 0)[+ (print:_durandilItem's gArmorDexterity) Dexterity] (if:_durandilItem's gArmorIntellect > 0)[+ (print:_durandilItem's gArmorIntellect) Intellect] (if:_durandilItem's gArmorCharisma > 0)[+ (print:_durandilItem's gArmorCharisma) Charisma] *(print:_durandilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ](else-if:$gWeapon is _durandilItem)[ * You've already equipped |tooltip>[(print:_durandilItem's name)|tooltiptext>[(text-color:white)[(print:_durandilItem's name)] (print:_durandilItem's desc) (text-color:white)[ (if:_durandilItem's gWeaponStrength > 0)[+ (print:_durandilItem's gWeaponStrength) Strength] (if:_durandilItem's gWeaponStealth > 0)[+ (print:_durandilItem's gWeaponStealth) Strength] (if:_durandilItem's gWeaponStamina > 0)[+ (print:_durandilItem's gWeaponStamina) Stamina] (if:_durandilItem's gWeaponDexterity > 0)[+ (print:_durandilItem's gWeaponDexterity) Dexterity] (if:_durandilItem's gWeaponIntellect > 0)[+ (print:_durandilItem's gWeaponIntellect) Intellect] (if:_durandilItem's gWeaponCharisma > 0)[+ (print:_durandilItem's gWeaponCharisma) Charisma] (if:_durandilItem's gArmorStrength > 0)[+ (print:_durandilItem's gArmorStrength) Strength] (if:_durandilItem's gArmorStealth > 0)[+ (print:_durandilItem's gArmorStealth) Strength] (if:_durandilItem's gArmorStamina > 0)[+ (print:_durandilItem's gArmorStamina) Stamina] (if:_durandilItem's gArmorDexterity > 0)[+ (print:_durandilItem's gArmorDexterity) Dexterity] (if:_durandilItem's gArmorIntellect > 0)[+ (print:_durandilItem's gArmorIntellect) Intellect] (if:_durandilItem's gArmorCharisma > 0)[+ (print:_durandilItem's gArmorCharisma) Charisma] *(print:_durandilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ] } [[Check other shops|marketJerico]] [[Leave the market district|Jericonav]] (display:"SidebarChar")(text-color:grey)[*Drogin is a stern-looking man, with weathered features and a no-nonsense demeanor. He greets you with a curt nod before introducing you to Marcus. (if:$MarcusMet is 1)[You greet him in a friendly way, recognizing him from the group of mercenaries you met in the Guild Hall.](else-if:$MarcusMet is 0)[Another mercenary hired on the same mission by Drogin for additional security. Marcus, harboring a weathered suit of heavy armor showing the scars of many battles, seems powerful in combat, especially with that massive two-handed axe.] You can tell that Drogin is a man who takes his business seriously, and he wastes no time in getting down to business. He explains the details of the mission, emphasizing the importance of keeping the caravan safe. You can tell that he's done this many times before, and he knows the risks involved. The imposing horses harnessed to the caravan appear agitated, scratching the earthy ground with their hooves. As you listen to Drogin's instructions along with Marcus, you can sense the tension in the air. The market is bustling with activity, and there are many eyes on you and the caravan. You can feel the weight of responsibility on your shoulders, but you're determined to see the mission through to the end. Finally, Drogin hands to each of you a small pouch of gold, the upfront payment for your services.*] [[Ready to leave for the Coast?|m2LeavingJerico]] [[What's in the caravane?|m2DroginNoTime]] [[Where do you come from Drogin?|m2DroginNoTime]] (display:"SidebarTemp"){(set:$gold to ($gold + 40))(track:"sfxGoldl", "play")}(text-color:grey)[*With a final nod from Drogin, you set off with the caravan, your senses on high alert. You can hear the creak of the wagon wheels and the sound of hooves on the ground. The journey ahead will be long and dangerous, but you're ready for whatever challenges may come your way.*] [[Escort the Caravane out of Jerico City|m2OnTheway1]](display:"SidebarChar")(text-color:grey)[*Drogin stares at you with a severe look*] Were you not taught to focus on the job and not meddle in other people's affairs? Let's get down to business, shall we? [[Sure, please accept my apologies.|m2MeetingDrogin]] (display:"SidebarChar")(text-color:grey)[*As the caravan leaves Jerico City in the afternoon, the journey goes smoothly. The horses are calm, the sun is shining, and the weather is pleasant. You and the other guards are on high alert, but nothing seems out of the ordinary. As the afternoon wears on, the sun begins to dip below the horizon, and the sky turns shades of pink and orange. The caravan continues on its way, making good time. However, as you approach a dense forest, you notice that the road ahead is blocked by several fallen trees. The group stops to discuss the best course of action. Some suggest spending time unblocking the road, while others argue for taking another, less-frequented path. After some deliberation, your vote seems to be the desicive one.*] [[Let's move those trees aside!|m2OnTheway2-1]] [[We should take the secondary road!|m2OnTheway2-2]](display:"SidebarChar")(text-color:grey)[*As your group approached the fallen trees, you quickly realized that the road was completely blocked. Drogin came up with a plan to use ropes and their horses to pull the trees on the side of the road to unblock the main path. It was a difficult task, and it took a lot of time and effort, but they finally managed to clear the road with Marcus while you were watching the caravan's content. Despite the hardship, they felt a sense of satisfaction knowing knowing it would be safied to remain on the main road. After a short break and some water, you continued your journey towards the Commercial Coast. The night was dark, and the air was cool. The sound of the horses' hooves echoed through the trees as you made your way through the forest. Although getting tired, you kept your awareness sharp all the way. As you finally approached the Coast, the sound of the waves crashing against the shore grew louder. The smell of saltwater filled the air, and the player could feel the ocean breeze on their skin. The sight of the Commercial Ships and docks was impressive, with their huge storage warehouses and bustling activity. The caravan eventually came to a stop near the docks, where Drogin met with the Dock Master to settle the details before returning to pay you and unload his caravan.*] [[Complete the mission|m2Completed]] (display:"SidebarChar")(set:$m2SecondaryRoad to 1)(text-color:grey)[*After deciding to take the Secondary Road, the group sets off down this less-frequented road. As you progress deeper into the forest, the atmosphere becomes more tense. The trees are thicker, and the air is still. You remains alert, scanning your surroundings for any signs of danger. Suddenly, you hear a rustling in the brush, and a group of 5 outlaws emerge from the foliage, blocking the path. The outlaws are armed and aggressive, and who appears to be their leader threaten your life for the caravan's content. You can feel your heart racing as you prepare to defend the caravan. The tension is high, and the outcome of the battle is uncertain.*] [[Briefly synchronize with Marcus for an optimal strategy]] |tooltip>[ <img src="./images/ed20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] [[Yell as loud as you can and run torwards the outlaws]] |tooltip>[ <img src="./images/hd20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] [[Flee the scene]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]](display:"SidebarChar")(text-color:grey)[*As you approach the group, one of them, a burly man with a bushy beard and scars on his face, turns to you and gives you a nod.*]Can we help you? (text-color:grey)[*he asks gruffly. You explain that you're a new mercenary, discovering the region. The group sizes you up. You can see that they're experienced fighters, each with their own unique style and weapons. The burly man introduces himself as Gromm, and he gestures to the others around the table.*] This here is Liz, (text-color:grey)[*he says, pointing to a woman with a lithe build and a pair of sleek swords strapped to her back.*] And that's Marcus, (text-color:grey)[*he adds, indicating a muscular mercenary in his thirties with a friendly demeanor. Liz looks up at you with a friendly smile. She welcomes you and invite you to sit with them for a drink. After sticking at least enough to appear rude, you learn that Liz and Marcus met each other a long time ago when they were both new mercenaries starting out. They worked together on a perilous escort mission and have since met on several occasions, sometimes even on the same missions. Marcus seems kind and powerful in combat, especially with that massive two-handed axe. Liz, on her side, seems smart and agile. You greet them before standing up, ready for your next move.* ] {(set:$MarcusMet to 1)} [[Present yourself to the attending|ghJattending]] [[Check available missions on the board|ghJmissionsBoard]] [[Leave the guild hall|Jericonav]](display:"SidebarChar")(text-color:grey)[*You take a few seconds to establish an optimal strategy with Marcus, benefiting from his extensive combat experience.* ] { (set:$0MarcusDice3 to (random:1,10) + 7) (set:$0mpDice3 to (random:1,10) + (($TotalStrength/2) + ($TotalDexterity/2))) (set:$0advDice3 to (random:1,10)) (if:$gWeapon's name is "None")[(set:$0mpDice3 to $0mpDice3 - 4)](else: )[] } (if:$0MarcusDice3 > $0advDice3)[(text-color:grey)[*Marcus goes in first, bashing the skull of an outlaw within the flat side of his heavy axe, followed by slicing two other in one move. *]](else-if:$0MarcusDice3 < $0advDice3)[(text-color:grey)[*Marcus goes in first, bashing the skull of an outlaw within the flat side of his heavy axe, followed by slicing one other outlaw. *]] (if:$0mpDice3 > $0advDice3)[(text-color:grey)[*While this massacre is distracting one of the two remaining outlaws, you* ](if:$gWeapon's name is not "None")[(text-color:grey)[*manage to reach his side and it is too late for him to dodge your deadly hit perfectly aimed to his neck, slicing his head in very rough way with your (print:$gWeapon's name).*] ](else:)[(text-color:grey)[*attack him with all your strength and manage to break his arm before making him pass out from a powerfull punch to the head.*] ] ](else-if:$0mpDice3 < $0advDice3)[(text-color:grey)[*While this massacre is distracting two of the three remaining outlaws, you* ](if:$gWeapon's name is not "None")[(text-color:grey)[*manage to reach the side of one but it is to soon before he spots you and manage to counter your attack while stabbing you in the arm.*]{(set:$health to $health - 3)(set:$mPWounded to 1)} ](else:)[(text-color:grey)[*attack one with all your strength but twist your ankle badly leaving the outlaw the time to stab you in the shoulder.*] {(set:$health to $health - 5)(set:$mPWounded to 1)} ]] *Hopefully, Marcus is able to finish the remaining outlaw without a scratch from the entire battle. He's clearly at another level than those low-grade outlaws. You make sure that everyone is fine before continuing torwards the Commercial Coast, the sooner there, the better. (if:$0mpDice3 < $0advDice3)[You rinse your wound with some water before applying a temporary bandage that should hold until you arrive.]* [[Continue torwards the Commercial Coast]] (text-size:0.8)[(text-color:white)[Roll Outcome: Marcus rolled $0MarcusDice3 including 7 of Strength and Dexterity bonus. You rolled $0mpDice3 including (print:(($TotalStrength/2) + ($TotalDexterity/2))) of Strength and Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 4 malus for trying to attack a low-grade outlaw with your bare hands, although brave, that's quite stupid.] The outlaws rolled $0advDice3.] ](display:"SidebarChar")(text-color:grey)[*No one understands why, but you start yelling loudly and running hysterically torwards the outlaws, Marcus stands behind, surprized. Was it a genius move or pure stupidity?* ] { (set:$0MarcusDice3 to (random:1,10) + 7) (set:$0mpDice3 to (random:1,10) + (($TotalIntellect/2) - ($TotalCharisma/2))) (set:$0advDice3 to (random:1,20)) (if:$gWeapon's name is "None")[(set:$0mpDice3 to $0mpDice3 - 4)](else: )[] } (if:$0mpDice3 > $0advDice3)[(text-color:grey)[*Well, boldness or crazyness (call it what you like) pays off sometimes it would seem, as the outlaws frightened by your move flee back into the woods.* *Marcus makes sure that everyone is fine, especially you, concerned by your strange behavior, before continuing torwards the Commercial Coast, the sooner there, the better.* [[Continue torwards the Commercial Coast]] ] ](else-if:$0mpDice3 < $0advDice3)[(text-color:grey)[*While this sight might surprize them, no one understands what motivated your behavior, but the leader do not wait to find out and kills you on the spot.* ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] ] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $0mpDice3 including (print:(($TotalIntellect/2) - ($TotalCharisma/2))) of Intellect bonus with Charisma offset. The outlaws rolled $0advDice3.] ](display:"SidebarChar")(text-color:grey)[*You decide the run away from the scene, leaving the caravan, Drogin and Marcus alone...* ] { (set:$0mpDice3 to (random:1,10) + (($TotalStealth/2) + ($TotalStamina/2))) (set:$0advDice3 to (random:1,20)) } (if:$0mpDice3 > $0advDice3)[(text-color:grey)[*You cowardly manage to escape the scene and find your way back to Jerico after some long hours walking alone and tired.* *It's not long before the word of your corward act gets out. By going against the Guild rules you've signed your death warrant. It is not long before you are retrieved and killed in the shadows.* (set:$health to 0) (text-color:red)[''$fName story's ends here, assassinated for breaking the Guild rules.'' ] [[Return to Main Menu|Start]] ] ](else-if:$0mpDice3 < $0advDice3)[(text-color:grey)[*One of the outlaw shoots at you with his crossbow and manage to hit you in the heart from the back. You die shortly after, in pain.* ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a stupid impulse.''] [[Return to Main Menu|Start]] ] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $0mpDice3 including (display:(($TotalIntellect/2) - ($TotalCharisma/2))) of Intellect bonus with Charisma offset. The outlaws rolled $0advDice3.] ](display:"SidebarChar")(text-color:grey)[*The sound of the horses' hooves echoed through the trees as you made your way through the forest. Although getting tired, you kept your awareness sharp all the way. As you finally approached the Coast, the sound of the waves crashing against the shore grew louder. The smell of saltwater filled the air, and the player could feel the ocean breeze on their skin. The sight of the Commercial Ships and docks was impressive, with their huge storage warehouses and bustling activity, even at night. The caravan eventually came to a stop near the docks, where Drogin met with the Dock Master to settle the details before returning to pay you and unload his caravan.*] [[Complete the mission|m2Completed]] (display:"Sidebar")(save-game: "Slot A", "Escort Mission to Commercial Coast Completed")(set:$misComp to $misComp + (a:"m2"))(set:$misObt to $misObt - (a:"m2"))(dialog: [ <center>MISSION COMPLETED (text-color:orange)[Caravan escort to Commercial Coast ]</center> You have earned 80 gold.{(set:$gold to ($gold + 40))(track:"sfxGoldl", "play") (set:$m2UnblockRoad to 1)} You have gained +1 in Stamina, Dexterity and Strength. (set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina + 1)(set:$mPDexterity to$mPDexterity + 1) (if:$Carriage2JericoUsed is 1)[Due to your smart choices, you've also gained an additional +2 in Intellect! (set:$mPIntellect to $mPIntellect + 2)] (if:$outlawBehavior is > 0)[Due to your illegal behaviour, you've gained an additional (print:$outlawBehavior) in Stealth! (set:$mPStealth to $mPStealth + $outlawBehavior)] (if:$aggressiveBehavior is 1)[Due to your agressive behaviour, you've gained an additional +1 in both Strength and Stamina! (set:$mPStrength to $mPStrength + 1)(set:$mPStamina to $mPStamina + 1)] (if:$gold is < 50)[Considering your bad investments, you've lost -1 in Intellect!(set:$mPIntellect to $mPIntellect - 1)] ], "Continue") <center><img src="./images/EDlogo.png" width="200px;" height="200px;"> (text-size:0.8)[(text-color:orange)[Caravan escort to Commercial Coast ](text-color:green)[Completed] ] </center> [[Continue|CCm2Continue]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Caravan escort to Commercial Coast] (text-color:yellow)[ In progress] ]</center> ''Description'' You've accepted a mission to escort Drogin Durandil's caravan from Jerico to the Commercial Coast. Meet him in front of his workshop in the market district. You'll be paid 50% before leaving Jerico and the rest upon arrival. ''Reward'' 80 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Caravan escort to Commercial Coast] (text-color:lime)[Completed] ]</center> ''Description'' You have sucessfully escorted Drogin Durandil's caravan from Jerico to the commercial coast. On your journey, (if:$m2UnblockRoad is 1)[you've came across big fallen trees blocking the main road. After deciding that it would be safer to remain on this road rather than taking a less-frequented one, your group unblocked the way by using ropes along with the horses to pull the trees on the side of the road before continuing without any trouble until the Commercial Coast.](else-if:$m2SecondaryRoad is 1)[you've came across big fallen trees blocking the main road. After deciding that it would be faster to take a secondary road rather than unblocking the way, you've been stopped by some low-grade outlaws.(if:$0mpDice3 < $0advDice3)[Besides a minor wound from getting stabbed, Marcus and you managed to protect the caravan, and pursue your way to the Commercial Coast without additional surprizes.](else-if:$0mpDice3 > $0advDice3)[Marcus and you managed to protect the caravan, before pursuing your way to the Commercial Coast without additional surprizes.] ] ''Reward'' 80 <img src="./images/coin.png" width="28px;" height="28px;">(display:"SidebarChar")(set:$DurandilShopKnown to 1)Well, we specialize in high-quality metal goods, (text-color:grey)[*he says. *]Everything from weapons and armor to household items like candlesticks and door knockers. We use only the finest materials and employ skilled artisans to craft each piece by hand. Our goods are not only beautiful but also functional and durable. (text-color:grey)[*He goes on to explain that they also offer custom design services, allowing customers to create their own unique pieces tailored to their needs and preferences.*] It's a bit more expensive, of course, (text-color:grey)[*he admits,*] but it's worth it to have something truly one-of-a-kind. (text-color:grey)[*Drogin is clearly passionate about his work, and you can tell that he takes pride in the quality of their products.*] We believe that everyone deserves to own beautiful and functional metal goods. That's why we offer a range of prices to suit any budget. Whether you're a wealthy noble or a simple farmer, you can find something at Durandil's Armory that will suit your needs. (text-color:grey)[*As he finishes speaking, you can't help but feel impressed by his dedication to his craft and great sens of marketing. It's clear that Durandil's Armory is more than just a business to him and his son Thrain. It's a way of life, and they're committed to providing the best possible experience for their customers.*] [[I see...|m2CompDroginChat]](display:"SidebarChar")(set:$DroginHistoryKnown to 1)You're interested in hearing about my story, eh? Well, I'd be happy to share it with you. I was born into a family of metalworkers in Deep Valley. My father was a skilled artisan who taught me the basics of metalworking from a very young age. I spent most of my childhood tinkering away in our family's forge, trying to improve my skills and learn as much as I could about the craft. As I grew older, my passion for metalworking only intensified. I spent countless hours in the forge, experimenting with new designs and techniques. I was always striving to improve my craft, to make my metal goods more beautiful and more functional. After many years of hard work and dedication, I decided to open my own shop, Durandil's Armory, in Deep Valley. With the help of my young son at the time, we quickly gained a reputation for producing high-quality metal goods, and we soon found ourselves overwhelmed with demand. We realized that we needed more space and better resources to meet our customers' needs, so we decided to move our shop to Jerico City after a while. Our reputation followed us, and we quickly became one of the most well-respected artisan shops in the city. It hasn't been an easy journey, though. Thrain and I have had to adapt to the changing demands of our customers, experimenting with new techniques and materials to stay ahead of the competition. We've also faced our fair share of setbacks, from accidents in the forge to rivalries with other artisans. Despite these challenges, we remain committed to our craft and to each other. Our father-son bond has only grown stronger over the years, and we're proud to have built a successful business together. Durandil's Armory is a testament to our passion and dedication, and it's a popular destination for both locals and visitors to Jerico City. [[I see...|m2CompDroginChat]](display:"SidebarChar")(text-color:grey)[*You stand in front of Drogin and Marcus, next to the docks.*] [[Thank them and say goodbye before leaving to explore the Commercial Coast|CCnav]] [[Ask Drogin more about him now that the mission is completed|m2CompDroginChat]] [[Ask Marcus more about him and his next moves|m2CompMarcusChat]](display:"SidebarChar")(unless: (playlist:"plDefaultMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plDefaultMusic', 'play')(playlist: 'plDefaultMusic', 'loop', true)](text-color:grey)[*The Commercial Coast is a small, yet busy, port mostly used by merchants importing and exporting goods for the south or from overseas. *] [[Go to the Docks|ccDocks]] [[Explore the few habitations|ccHabitations]] [[Leave the Commercial Coast (using Merchants caravanes)|worldNav]] [(if:$gold < 40)[ [[Beg 50 gold to be able to travel, consider completing a mission or finding other sources of income!|softlockBeg2]] ] ](display:"SidebarChar") Do you mind if I ask you a few questions about you and your workshop Drogin? Not at all $fName, I'll be happy to tell you more now that we're done with our priorities. What would you like to know? [[What do you mostly sell at Durandil Armory?]] [[What's your story?]] [[Have you heard about the crystals?|DroginChatCrystals]] (if:$DroginCrystalInfo is 1)[ [[Do you know more about those fanatics?|fanaticsDroginNoInfo]] ] [[Nevermind, thank you for your time.|CCm2Continue]] (display:"SidebarChar") Well, I'm not entirely sure what my next move is, $fName. (text-color:grey)[*Marcus replies, scratching his beard thoughtfully.*] I've been thinking about taking some time off for personal affairs, maybe visiting some family or friends. But at the same time, there are some interesting missions out there that I'm considering. I haven't made up my mind yet. (text-color:grey)[He looks at you, his eyes gleaming with excitement.] What about you? What are your plans? Are you looking for a new mission, or are you taking some time off as well? (text-color:grey)[*As you consider your answer, you can't help but feel a sense of camaraderie with Marcus. Despite your initial nervousness around him, you realize that he's just like any other mercenary, trying to balance work and personal life. And in this world of danger and uncertainty, it's good to have allies like him on your side.*] [[I'm investigating some fanatics craving recently discovered crystals, do you know anything?]] [[I think I might need some training...|motivationalSpeechMarcus]] [[I'll just follow the wind my friend, follow the wind...|MarcusEndSpeech]] [[Nevermind, thank you for your time.|CCm2Continue]] (display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) Learning more about Drogin Durandil was definitely worth my time, what an incredible life story: ''Drogin Durandil's history by Drogin Durandil'' You're interested in hearing about my story, eh? Well, I'd be happy to share it with you. I was born into a family of metalworkers in Deep Valley. My father was a skilled artisan who taught me the basics of metalworking from a very young age. I spent most of my childhood tinkering away in our family's forge, trying to improve my skills and learn as much as I could about the craft. As I grew older, my passion for metalworking only intensified. I spent countless hours in the forge, experimenting with new designs and techniques. I was always striving to improve my craft, to make my metal goods more beautiful and more functional. After many years of hard work and dedication, I decided to open my own shop, Durandil's Armory, in Deep Valley. With the help of my young son at the time, we quickly gained a reputation for producing high-quality metal goods, and we soon found ourselves overwhelmed with demand. We realized that we needed more space and better resources to meet our customers' needs, so we decided to move our shop to Jerico City after a while. Our reputation followed us, and we quickly became one of the most well-respected artisan shops in the city. It hasn't been an easy journey, though. Thrain and I have had to adapt to the changing demands of our customers, experimenting with new techniques and materials to stay ahead of the competition. We've also faced our fair share of setbacks, from accidents in the forge to rivalries with other artisans. Despite these challenges, we remain committed to our craft and to each other. Our father-son bond has only grown stronger over the years, and we're proud to have built a successful business together. Durandil's Armory is a testament to our passion and dedication, and it's a popular destination for both locals and visitors to Jerico City.(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) After discussing with Drogin, I was able to learn more about their specialties at Durandil Armory. ''Durandil Armory information by Drogin Durandil'' Well, we specialize in high-quality metal goods, (text-color:grey)[*he says. *]Everything from weapons and armor to household items like candlesticks and door knockers. We use only the finest materials and employ skilled artisans to craft each piece by hand. Our goods are not only beautiful but also functional and durable. (text-color:grey)[*He goes on to explain that they also offer custom design services, allowing customers to create their own unique pieces tailored to their needs and preferences.*] It's a bit more expensive, of course, (text-color:grey)[*he admits,*] but it's worth it to have something truly one-of-a-kind. (text-color:grey)[*Drogin is clearly passionate about his work, and you can tell that he takes pride in the quality of their products.*] We believe that everyone deserves to own beautiful and functional metal goods. That's why we offer a range of prices to suit any budget. Whether you're a wealthy noble or a simple farmer, you can find something at Durandil's Armory that will suit your needs. (text-color:grey)[*As he finishes speaking, you can't help but feel impressed by his dedication to his craft and great sens of marketing. It's clear that Durandil's Armory is more than just a business to him and his son Thrain. It's a way of life, and they're committed to providing the best possible experience for their customers.*](display:"SidebarChar")Ah, yes. I have heard about the crystal discoveries. It's quite an exciting development, isn't it? (text-color:grey)[*he says, his eyes lighting up with interest.*] From what I understand, these crystals could be a new source of energy, unlike anything we've seen before. If it's true, it could revolutionize many industries, including metalworking. (text-color:grey)[*Drogin leans forward, his voice dropping to a conspiratorial whisper.*] "I've even heard rumors that some of the crystals emit a subtle colored glow at night, which is quite intriguing, don't you think? (text-color:grey)[*He pauses, as if considering something, and then continues.*] Of course, there could be risks associated with these crystals as well. I've heard that there are some fanatics who are interested in the crystals, and their sudden interest could be a bad sign. If they become too powerful, they could use the crystals for their own purposes, potentially causing harm to others. (text-color:grey)[*Drogin's expression turns serious as he speaks.*]Overall, I'm cautiously optimistic about the potential of the crystals, but we need to proceed with caution. We don't know enough about them yet, and there could be risks involved. We need to do further research to fully understand their properties and potential uses. [[A new source of energy?|crystalInfoEnergy]] [[Do you know more about those fanatics?|fanaticsDroginNoInfo]] [[I see...|m2CompDroginChat]](display:"SidebarChar")(set:$DroginCrystalInfo to 1)Ah yes, the crystals have the potential to be a new source of energy unlike anything we've seen before. The energy they produce is quite unique and can be harnessed in a number of ways. For example, they could be used to power machines, provide heat and light, or even be used as a fuel source. The possibilities are endless, really. (text-color:grey)[*Drogin explains, his tone becoming more excited as he speaks.*] "Of course, we need to be careful. We don't know enough about the crystals yet, and there could be risks involved with using them as a primary energy source. But if we proceed with caution and take the time to fully understand their properties and potential uses, I believe they could be a game-changer for many industries. (text-color:grey)[*He pauses, considering something. *] In fact, I've even considered incorporating the crystals into our metalworking techniques at Durandil's Armory. Imagine the possibilities, creating metal goods that not only look beautiful but also harness the power of the crystals. It's an exciting prospect, isn't it? (text-color:grey)[Drogin smiles, clearly passionate about the potential of the crystals.] "I'm sure we'll learn more about them as time goes on. It's an exciting time to be alive, isn't it? [[For sure!|m2CompDroginChat]] [[Hmm... I don't know...|m2CompDroginChat]](display:"SidebarChar")Well, I don't know much about them, to be honest, (text-color:grey)[*Drogin replies, shaking his head.*] I've heard rumors, of course, but nothing concrete. You might want to talk to Marcus about that. He's been around for a while, and he might know more than I do. (text-color:grey)[*Drogin pauses, considering something.*] "Of course, you should be careful if you decide to investigate this further. There are some dangerous people out there who might not take kindly to strangers asking questions. It's always better to err on the side of caution. (text-color:grey)[*He gives you a friendly smile before continuing.*] But don't let that discourage you. If you're determined to get to the bottom of this, I'm sure you'll find a way. And who knows, you might even discover something new and exciting about the crystals in the process. (text-color:grey)[*With that, Drogin finishes his drink and excuses himself, leaving you to ponder his words and consider your next move.*] [[I see, thank you|m2CompDroginChat]](display:"SidebarChar")Well, it's not something I know much about, (text-color:grey)[*Marcus replies, furrowing his brow in thought.*] But I have heard rumors of a group of fanatics who are interested in the crystals. From what I've gathered, they're followers of Djunn's Circle, a cult that worships a minor deity of chaos and destruction. (text-color:grey)[*He pauses, considering something.*] I don't know much about Djunn's Circle, to be honest. But from what I've heard, they're a dangerous group of radicals who will stop at nothing to achieve their goals. If they're interested in the crystals, it can't be for anything good. (text-color:grey)[*Marcus leans forward, his voice dropping to a whisper.*] If you're looking for more information, you might want to talk to Liz. You might remember her from our guild hall in Jerico, she spends most of her time there. She'll be able to tell you more about Djunn's Circle and the crystals. (text-color:grey)[*He shrugs, his expression apologetic.*] As for me, I don't know much about the crystals themselves. I've heard that they might be a new source of energy, but beyond that, I don't have much information. It's possible that they could be useful for a variety of purposes, but without more research, it's hard to say for sure. (text-color:grey)[*Marcus pauses for a moment before continuing.*] Thinking of it, I recall Liz talking about a mysterious group called Sanna's Order that could be opposed to Djunn's Circle if I recall her words properly. Again, Liz might know more about them as she has an extensive network of information. She's also familiar with the Order of Sanna. (text-color:grey)[*Marcus finishes to sharpen his axe before standing up.*] With that said, I wish you luck in your investigations, my friend. And if you need any help, don't hesitate to ask. (text-color:grey)[*He claps you on the back before walking away, his broad shoulders disappearing into the crowd.*] [[Realizing that Drogin has also left the place, you start walking to explore the Commercial Coast|CCnav]](display:"SidebarChar")Well, my friend, I understand that training can be tough, but let me tell you something. The most important aspect of training is not the physical aspect, but the mental one. You need to have the right mindset, the determination to keep going even when it gets tough. And trust me, it will get tough. But that's when you need to dig deep and find that inner strength to push through. (text-color:grey)[*Marcus takes a deep breath before continuing, sharpening his axe at the same time.*] But here's the thing, my friend. Training isn't something that happens all at once. It's a process, a journey. And like any journey, it starts with a single step. You don't need to be an expert from the get-go. You just need to take that first step, and then the next one, and the next one after that. Before you know it, you'll have come a long way. (text-color:grey)[*He smiles, his eyes shining with sincerity.*] And the best part? The journey doesn't end. There's always room for improvement, always another challenge to overcome. But that's what makes it exciting. That's what makes life worth living. (text-color:grey)[*Marcus finishes his speech with a firm nod.*] "So don't be afraid to take that first step, my friend. Embrace the journey, and trust in yourself. ''You've got this!'' (text-color:grey)[*Marcus finishes to sharpen his axe before standing up.*] With that said, I wish you luck in your investigations, my friend. And if you need any help, don't hesitate to ask. (text-color:grey)[*He claps you on the back before walking away, his broad shoulders disappearing into the crowd.*] [[Realizing that Drogin has also left the place, you start walking to explore the Commercial Coast|CCnav]](display:"SidebarChar")(text-color:grey)[*Marcus finishes to sharpen his axe before standing up.*] Well, that's good for you! If you ever need any help, don't hesitate to ask. (text-color:grey)[*He claps you on the back before walking away, his broad shoulders disappearing into the crowd.*] [[Realizing that Drogin has also left the place, you start walking to explore the Commercial Coast|CCnav]](set:$gold to $gold + 50) (go-to:"CCnav")(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Debt collection in Hellyon] (text-color:yellow)[ In progress] ]</center> ''Description'' You've accepted a mission to collect Katrina's debt of 800 gold in Hellyon for a private client of the guild. To get to Hellyon, you'll need to take a boat from the Commercial Coast. Once you arrive, start asking around at the local taverns and clandestine betting places. The debtor is likely to be found in one of these places, as they're known to be a bit of a gambler. The debtor's name is Katerina, and she's a bit of a troublemaker. She's been known to cheat at cards, so watch out for her tricks. According to the client, Katerina is a tall, slender woman with long, curly brown hair. She has a distinctive scar above her left eyebrow and a tattoo of a snake on her right wrist. She's known to dress in flashy, revealing clothing and wears a lot of jewelry. ''Reward'' 150 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Debt collection Hellyon] (text-color:lime)[Completed] ]</center> ''Description'' You have sucessfully collected Katrina's debt of 800 gold for a private client of the guild. ''Reward'' 150 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Debt collection in Hellyon] (text-color:yellow)[ In progress] ]</center> ''Description'' You've accepted a mission to apprehend a dangerous criminal in the Barmyans, dead or alive. To get to the Barmyans, you'll need to take a boat from the Commercial Coast to Hellyon. Once you arrive, you'll need to find a way to travel to the Barmyans from there. The criminal's name is Remy Delacroix. He's a notorious outlaw who's been causing troubles in the south for years. He's wanted for a number of crimes, including robbery, assault, and murder. He's known to be armed and dangerous, so be sure to approach with caution. According to the client, Remy is a tall, muscular man with short, cropped black hair and a thick beard. He has a distinctive scar above his right eye and a tattoo of a skull on his left forearm. He's known to dress in rugged, practical clothing and carries a variety of weapons. But be warned, the Barmyans are a dangerous place. The weather is hot and unforgiving, and the people can be just as brutal. The Barmyans are filled with dangerous outlaws, beasts, and even deadly insects. Make sure you keep your wits about you and follow guild rules at all times. Having some allies along with you on this mission wouldn't be a luxury, especially considering that the warrant in nation-wide and that other mercenaries are probably already on the case as well. Bring back Remy Delacroix, or his head, and we'll pay you the warrant reward. ''Reward'' 300 <img src="./images/coin.png" width="28px;" height="28px;">(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) <center>[(text-color:orange)[Search Warrant, Dead or Alive: Remy Delacroix] (text-color:lime)[Completed] ]</center> ''Description'' You have sucessfully brought back Remy Delacroix or his head to the mercenaries guild from his lair in the Barmyans. ''Reward'' 300 <img src="./images/coin.png" width="28px;" height="28px;">(set:$gold to $gold - 20)(track:"sfxGoldl", "play") (go-to:"CCnav")(set:$gold to $gold - 40)(track:"sfxGoldl", "play") (go-to:"CCnav")(display:"SidebarChar")(save-game: "Slot A", "Commercial Coast - Docks")(text-color:grey)[*As you approach the Commercial Coast docks, you're struck by the hustle and bustle of the port. Ships of various sizes come and go at all hours of the day and night, loading and unloading cargo from all over the world. The air is filled with the sounds of seagulls, shouting sailors, and the creaking of wooden planks underfoot. As you walk along the docks, you see a variety of people and goods. The Dock Master, a gruff-looking man with a bushy beard, stands near the entrance to the port, overseeing the comings and goings of the ships. Near the big storage warehouse behind him, you see merchants of various forms, selling goods from all over the world. The smell of spices, fabrics, and exotic foods wafts through the air, enticing you to explore further. As you move along the docks, you notice a warehouse that seems dedicated to repairing ships. You see sailors and mechanics bustling about, making repairs to the hulls and rigging of various ships. The sounds of hammering and sawing fill the air, as well as the smell of tar and saltwater. Finally, you notice a little two-floor office-house with a sign reading "MARINA" in capital letters suspended to its front. The building seems to be a hub of activity, with sailors and merchants coming and going throughout the day.*] [[Talk to the Dock Master|ccDockMaster]] [[Take a closer look to the merchants gathering|ccMarket]] {(if: $ccDocksStolen is 0)[ [[Try to steal something unwatched on the docks|ccDocksSteal]] |tooltip>[<img src="./images/md10.png" width="25px;" height="25px;"> |tooltiptext>[Implies a random outcome, influenced by Stealth] ] ](else-if: $ccDocksStolen is 1)[]} [[Enter the MARINA office|ccMarina]] [[Check other directions|CCnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(text-color:grey)[*As you approach the Dock Master, you're struck by the sheer size of the man. He's easily six and a half feet tall and built like a mountain. His face is weathered and grizzled, with a thick beard and piercing blue eyes that seem to look right through you.*] Welcome, welcome, (text-color:grey)[*he booms, his voice deep and resonant.*]"What can I do for you today? (if:$visitedHellyon is 0)[ [[How can I get to Hellyon?|ccDocksMasterTalk1]] ](else-if:$visitedHellyon is 1)[ [[What are the destinations available for here?|ccDocksMasterSails]] ] [[Can you tell me more about you?|ccDocksMasterInfo]] [[I'm all good for now, thank you.|ccDocks]](display:"SidebarTemp")(set:$ccDocksStolen to 1)(text-color:grey)[*As you make your way through the bustling Commercial Coast docks, you notice a group of merchants hastily loading up their goods onto a nearby ship. You can see that the crew is distracted and busy, focused on loading up the larger goods, leaving the smaller items unguarded. This could be your chance. You quickly scan the area and spot a small leather pouch. You make your way over to the area where they're situated, keeping a low profile. As the crew continues to load up the larger items, you quickly snatch the pouch.*]{(set: $modSteal2 to (random:1,10)) (set:$RrSteal2 to $modSteal2 + $TotalStealth)} (if: $RrSteal2 is >=15)[(text-color:grey)[*You manage to make it out of the docks undetected and can enjoy your ill-gotten gains. The pouch contains a handful of precious gemstones. You could probably get a decent amount by selling those.*] (set:$gobInv to $gobInv + (a:"Stolen Gemstones"))(track:"sfxGold", "play") [[Go elsewhere|CCnav]] [[Talk to the Dock Master|ccDockMaster]] [[Take a closer look to the merchants gathering|ccMarket]] [[Enter the MARINA office|ccMarina]] ] (else-if: $RrSteal is >=12)[(text-color:grey)[ *You couldn't steal anything, but at least you didn't get caught...*] [[Go elsewhere|CCnav]] [[Talk to the Dock Master|ccDockMaster]] [[Take a closer look to the merchants gathering|ccMarket]] [[Enter the MARINA office|ccMarina]] [[Try to steal again|ccDocksSteal]] ] (else:)[(text-color:grey)[ *You're seen by someone who alerts the guards before you can make your escape. The guards quickly catch up to you and demand that you hand over the stolen items. If you refuse or try to fight back, things could get ugly. The guards are well-trained and well-armed, and they won't hesitate to use force if necessary. It's up to you to decide how to handle the situation.*] * [[Follow the guards|ccDocksStealFollowGuards]] * [[Resist the guards|ccDocksStealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome, influenced by Strength and Dexterity]] ] (display:"SidebarChar")(text-color:grey)[*As you take a closer look at the gathering of merchants, you see that there is a wide variety of goods being sold. There is a raw components merchant, selling everything from ore to wood to leather. Their stand is piled high with materials, and you can see the merchant haggling with a potential customer over the price of a particularly fine piece of wood. Next to them is a fine cloth merchant, offering bolts of silk, linen, and wool in every color imaginable. Their stand is draped in colorful fabrics, and you can see a group of wealthy-looking customers admiring a particularly intricate piece of embroidery. Further down the line, there is a food merchant selling fresh fish, fruits, and vegetables. The smell of the food wafts through the air, and you can see customers bargaining for the best deals on the day's catch. The merchants themselves are a diverse group, ranging from grizzled veterans to young entrepreneurs. They all seem to have a certain air of confidence about them, as if they know that they are offering the best goods in the market. Despite the hustle and bustle of the market, there is a sense of camaraderie among the merchants. They share tips and insights with one another, and you can hear them laughing and joking as they go about their business. All in all, it's a vibrant and bustling scene, full of energy and excitement. As you make your way through the market, you can't help but feel a sense of wonder at the diversity of goods and people on display.*] [[Browse raw components|ccMarketRaw]] [[Browse fine cloth|ccMarketCloth]] [[Browse edibles|ccMarketEdib]] [[Browse exotic plants and spices|ccMarketExo]] [[Go back to the docks|ccDocks]](display:"SidebarChar")(text-color:grey)[*The Commercial Coast MARINA office presents itself as a medium-sized building with its name suspended in capital letters at its front. As you approach it, you notice the bustling activity of sailors and merchants going about their business. The entrance is guarded by a stern-looking officer in navy-blue uniform, who greets you gruffly but with a friendly tone of voice. The officer is in charge of navigation permits and other services to the merchants and captains using the Commercial Coast docks, warehouses, and facilities. After asking what you need, the officer points to a large desk in the center of the room, where a few other officers are processing paperwork and answering questions from merchants and sailors. As you approach the desk, you can see a few other merchants and sailors waiting for their turn to speak with an officer. One of them is a grizzled captain with a bushy beard, negotiating the price of a navigation permit. Another is a nervous-looking young merchant, fidgeting with a small leather pouch. Despite the long queue, the officers seems to be working efficiently, handling paperwork and answering questions peacefully.*] {(if:$ccMarinaWaitedOnce is 1)[ (if:$ccMarinaWaitedTwice is 1)[ (if:$ccMarinaWaitedThird is 1)[ [[Actually, I love waiting!]] ](else:)[ [[Wait a bit longer...]] ] ](else:)[ [[Keep waiting for your turn]] ] ](else:)[ [[Wait for your turn]] ] } [[Leave the MARINA|ccDocks]](display:"SidebarChar")(text-color:grey)[*As you approach the fine clothing stand, you see a young woman with long, curly brown hair and a warm smile. She introduces herself as Adela, the owner of the stand, and offers a friendly greeting. As you continue to browse the stand, you notice that Adela's prices are quite reasonable, especially considering the quality of the fabrics on offer. Alongside the bolts of fabric, she also sells some sewing tools and patrons, catering to both the professional seamstresses and the amateur tailors.*] (if:$gobInv does not contain "Fabric")[(if: $gold >= 4)[ [[Buy some Fabric (3 gold)|ccBCloth]] ](else: )[ Buy some Fabric (4 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Fabric")[ Buy some Fabric (4 gold) - *You already have some Fabric!*] * (if: $sewingBp1Obtained is 0)[ (if: $gold >= 16)[ [[Buy a book of tailoring patrons (20 gold)|ccBSP1]] ](else: )[ ~~Buy a book of tailoring patrons (20 gold)~~ - *You don't have enough gold!*]](else-if: $engBp1Obtained is 1)[Book of tailoring patrons (20 gold) - *You have already purchased this item!*] * (if: $sewingTools101 is 0)[ (if: $gold >= 38)[ [[Buy the Sewing 101 toolkit (48 gold)|ccBBST]] ](else: )[ ~~Buy the Sewing 101 toolkit (48 gold)~~ - *You don't have enough gold!*] ](else-if:$sewingTools101 is 1)[Buy the Sewing 101 toolkit (48 gold) - *You have already purchased this item!*] [[Check other stands|ccMarket]] (display:"SidebarChar")(text-color:grey)[*As you approach the raw components stand, you see a burly man with a bushy beard standing behind the counter. He introduces himself as Grigor, the owner of the stand, and offers a friendly greeting.*] Welcome, welcome! What can I get for you today? (text-color:grey)[*he asks, his voice booming.*] We've got a wide selection of raw materials here, including some of the finest wood and ore you'll find anywhere in the world. (text-color:grey)[*Grigor gestures to the piles of materials behind him, his eyes sparkling with enthusiasm.*] Take your pick, my friend. We've got everything from iron to gold to platinum. And if you're looking for something special, just let me know. We can custom order anything you need. (text-color:grey)[*As you peruse the various materials, you notice that there are a few other customers milling about the stand. One is a young woman with short, curly hair and a determined look on her face. She introduces herself as Lirien, a blacksmith from the nearby town of Naju.*] I'm looking for some high-quality iron for a new project, and we can always find lower prices here, freshly imported. (text-color:grey)[* she explains, eyeing the piles of ore. Grigor nods, his beard bobbing up and down before leading Lirien over to a pile of dark, rough-looking rocks and begins explaining the various properties of the ore. As you continue to browse the stand, you notice that Grigor's prices are quite reasonable, especially considering the quality of the materials on offer.*] (if:$gobInv does not contain "Wood")[(if: $gold >= 1)[ [[Buy Wood (1 gold)|ccBWood]] ](else: )[ Buy Wood (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Wood")[ Buy Wood (1 gold) - *You already have some Wood!*] (if:$gobInv does not contain "Leather")[(if: $gold >= 2)[ [[Buy Leather (2 gold)|ccBLeather]] ](else: )[ Buy Leather (2 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Leather")[ Buy Leather (2 gold) - *You already have some Leather!*] (if:$gobInv does not contain "Metal")[(if: $gold >= 3)[ [[Buy Metal (3 gold)|ccBMetal]] ](else: )[ Buy Metal (3 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Metal")[ Buy Metal (3 gold) - *You already have some Metal!*] [[Check other stands|ccMarket]](display:"SidebarChar")(text-color:grey)[*As you approach the food stand, you're struck by the appetizing smell of grilled fish wafting through the air. The stand's owner, a weather-worn man named Darvin, greets you with a friendly smile. He introduces himself as a fisherman from Naju’s Coast and offers you a taste of his fresh catch.*] Welcome, traveler. Would you like to try some of my grilled fish? It's freshly caught and cooked to perfection, (text-color:grey)[*he says, gesturing to a sizzling grill behind him.*] I also have some beautiful apples and carrots, and a delicious homemade mix of dried fruits and nuts. (text-color:grey)[*He says with pride. As you take a closer look at the stand, you see that Darvin's fish is of the highest quality. The skin is crispy and golden-brown, and the flesh is tender and flaky. The apples and carrots look fresh and juicy, and the dried fruit and nut mix is a colorful array of flavors and textures. He chats with his customers as he grills their fish, telling them stories of his adventures on the sea and sharing tips on the best ways to prepare his catch.*] (if:$gobInv does not contain "Grilled Fish")[(if: $gold >= 5)[ [[Buy Grilled Fish (5 gold)|ccBFish]] ](else: )[ Buy Grilled Fish (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Grilled Fish")[ Buy Grilled Fish (5 gold) - *You already have some Grilled Fish!*] (if:$gobInv does not contain "Apple")[(if: $gold >= 1)[ [[Buy Apple (1 gold)|ccBApple]] ](else: )[ Buy Apple (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Apple")[ Buy Apple (1 gold) - *You already have an Apple!*] (if:$gobInv does not contain "Carrot")[(if: $gold >= 1)[ [[Buy Carrot (1 gold)|ccBCarrot]] ](else: )[ Buy Carrot (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Carrot")[ Buy Carrot (1 gold) - *You already have a Carrot!*] (if:$gobInv does not contain "Dried Fruits Mix")[(if: $gold >= 3)[ [[Buy Dried Fruits Mix (3 gold)|ccBDriedFruits]] ](else: )[ Buy Dried Fruits Mix (3 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Dried Fruits Mix")[ Buy Dried Fruits Mix (3 gold) - *You already have a Dried Fruits Mix!*] [[Check other stands|ccMarket]](display:"SidebarChar")(text-color:grey)[*As you approach the exotic herbs and plants stand, you notice a small, wiry man with a weather-beaten face tending to his wares. He introduces himself as Zephyr, a nomad explorer who has traveled to the far corners of the world in search of medicinal and poisonous herbs. Zephyr's stand is definitely the smallest in the market, with only a small curated selection of fresh plants and a few spices on the side for cooking. Despite its small size, however, it's clear that Zephyr takes great pride in his work. He explains the various properties of each plant, highlighting their unique healing properties and potential dangers. As you peruse his wares, you can't help but be impressed by the breadth of his knowledge. He seems to know everything there is to know about the plants, from their Latin names to the best way to brew them into a tea. And as he talks, you can see the passion and excitement in his eyes, as if he's sharing a secret with you that only he knows. Overall, Zephyr's stand is a fascinating glimpse into the world of exotic plants and spices.*] (if:$gobInv does not contain "Goldenseal")[(if: $gold >= 16)[ [[Buy Goldenseal Roots (16 gold)|ccBGoldenseal]] ](else: )[ Buy Goldenseal Roots (16 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Goldenseal")[ Buy Goldenseal Roots (16 gold) - *You already have some Goldenseal Roots!*] (if:$gobInv does not contain "Ginkgo")[(if: $gold >= 12)[ [[Buy Ginkgo (12 gold)|ccBGinkgo]] ](else: )[ Buy Ginkgo (12 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Ginkgo")[ Buy Ginkgo (12 gold) - *You already have Ginkgo!*] (if:$gobInv does not contain "Belladonna")[(if: $gold >= 18)[ [[Buy Belladonna (18 gold)|ccBBelladonna]] ](else: )[ Buy Belladonna (18 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Belladonna")[ Buy Belladonna (18 gold) - *You already have some Belladonna!*] (if:$gobInv does not contain "Aconite")[(if: $gold >= 16)[ [[Buy Aconite (16 gold)|ccBAconite]] ](else: )[ Buy Aconite (16 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Aconite")[ Buy Aconite (16 gold) - *You already have some Aconite!*] [[Check other stands|ccMarket]](set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Wood")) (goto:"ccMarketRaw")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Metal")) (goto:"ccMarketRaw")(set:$gold to ($gold - 2))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Leather")) (goto:"ccMarketRaw")(set:$gold to ($gold - 4))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Fabric")) (goto:"ccMarketCloth")(set:$gold to ($gold - 38))(track:"sfxGoldl", "play") (set:$sewingTools101 to 1) (goto:"ccMarketCloth")(set:$gold to ($gold - 16))(track:"sfxGoldl", "play") (set:$sewingBp1Obtained to 1) (goto:"ccMarketCloth")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Dried Fruits Mix")) (goto: $lastPassage)(set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Carrot")) (goto: $lastPassage)(set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Apple")) (goto: $lastPassage)(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Grilled Fish")) (goto: $lastPassage)(set:$gold to ($gold - 16))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Goldenseal")) (goto: $lastPassage)(set:$gold to ($gold - 12))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Ginkgo")) (goto: $lastPassage)(set:$gold to ($gold - 18))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Belladonna")) (goto: $lastPassage)(set:$gold to ($gold - 16))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Aconite")) (goto: $lastPassage)(display:"SidebarChar") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 600 gold to let you go away.* (if:$gold >=600)[ [[Pay the bribe and go away|CCnav]] (set:$gold -600) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption.* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the guards with your (print:$gWeapon's name).*](else: )[*You decide to take-on the guards with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10))) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2)))(if:$gWeapon's name is "None")[(set:$mPDiceSum to $mPDiceSum - 8)](else: )[] (if:$mPDiceSum > $advDice2)[(text-color:grey)[*After a fraction of second, you conclude that it would be unreasonable to fight those guards alone. While thinking and feeling helpless about your other options, two persons arrive from behind the guards screaming at them. One of them unveils a loaded crossbow from under his robe and shoots at the guards. Instantly distracted, you take advantage of this perfect timing to escape from here using the (text-color:#FFC527)[signs on the square] to find your way into the small Commercial Coast village.* (click-goto: "signs on the square", "CCnav")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*You move far too slow to reach the nearest guard and attempt to pierce through his amor with your (print:$gWeapon's name). Another one draws out his gun from his holster and shots you in the head.*](else: )[*You move far too slow for the guards sharp-reflexes, one of them takes-out his gun from his holster and shots you in the head.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $mPDiceSum including (print:$TotalStrength/2) Strength & (print:$TotalDexterity/2) Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 8 malus for trying to attack guards with your bare hands, although brave, that's quite stupid.] The guard rolled $advDice2.] ] ] (display:"SidebarChar")(set:$ccMarinaWaitedOnce to 1)(text-color:grey)[*You are waiting.*] [[Stop waiting|ccMarina]](display:"SidebarChar")(text-color:grey)[*Apparently, you love waiting.*] [[Stop waiting|ccMarina]](display:"SidebarChar")(set:$ccMarinaWaitedTwice to 1)(text-color:grey)[*You are still waiting.*] [[Stop waiting|ccMarina]](display:"SidebarChar")(set:$ccMarinaWaitedThird to 1)(text-color:grey)[*You wait a bit longer....*] [[Stop waiting|ccMarina]](display:"SidebarChar")(text-color:grey)[*The Dock Master gives you a warm smile and looks out at the sea.*] I've spent most of my life on these docks, my friend. I've been a sailor, a captain, and an explorer. I've seen things that would make your hair stand on end and met people from all walks of life. (text-color:grey)[*He gestures at the ships coming and going,*] But even after all these years, I still get a thrill every time I see a ship set sail. There's nothing quite like the freedom of the open sea and the wind in your hair. (text-color:grey)[*He turns back to you, his smile still present.*] These days, I'm just happy to fish and sail for fun. I've got all I need right here on the docks with my friends. (text-color:grey)[*He pauses for a moment,*] But enough about me, my friend. What brings you here today? Are you looking for passage to Hellyon or do you have other business at the docks? (if:$visitedHellyon is 0)[ [[How can I get to Hellyon?|ccDocksMasterTalk1]] ](else-if:$visitedHellyon is 1)[ [[What are the destinations available for here?|ccDocksMasterSails]] ] [[I'm all good for now, thank you.|ccDocks]](display:"SidebarChar")Hellyon, huh? That's a dangerous place, my friend. You sure you want to go there? (text-color:grey)[*You nod, and he grunts in approval.*] Alright then. Well, you'll need to take a boat from here to get there. We've got a few options for you, depending on your budget and your preferences. (text-color:grey)[*He gestures to a few boats moored nearby, each with a different flag flying from its mast.*] For the budget-conscious, we've got the Seagull. It's a bit of a rust-bucket, but it gets the job done. For a bit more comfort, we've got the Mermaid. It's a newer ship, with better amenities and a smoother ride. And for the truly discerning traveler, we've got the Sea Queen. It's the finest ship in our fleet, with the best food, the most comfortable cabins, and the smoothest ride of them all. (text-color:grey)[*He pauses for a moment, considering something. The Dock Master straightens up and gestures to the boats again.*] So, which will it be? Seagull, Mermaid or the Sea Queen? (if:$gold >=22)[ [[Cruise to Hellyon with the Seagull (22 gold)|cruiseHellyonSeagull]] ](else:)[~~Cruise to Hellyon with the Seagull (22 gold)~~ *You don't have enough gold!*] (if:$gold >=38)[ [[Cruise to Hellyon with the Mermaid (38 gold)|cruiseHellyonMermaid]] ](else:)[~~Cruise to Hellyon with the Mermaid (38 gold)~~ *You don't have enough gold!*] (if:$gold >=180)[ [[Cruise to Hellyon with the Sea Queen (180 gold)|cruiseHellyonSeaQueen]] ](else:)[~~Cruise to Hellyon with the Sea Queen (180 gold)~~ *You don't have enough gold!*] [[Nevermind|ccDockMaster]](display:"SidebarTemp")(set:$boatTaken to "Seagull")(set:$Sail1InSeagull to 1)(set:$gold to ($gold - 22))(track:"sfxGoldl", "play")(text-color:grey)[*As you make your way to the Seagull, one of the Dock Master's recommended ships, you can't help but feel a sense of excitement and anticipation. The ship looks a bit worn, but sturdy enough to withstand the rough seas ahead. You climb aboard, and as you step onto the deck, you're greeted by the salty sea air and the sound of the waves crashing against the hull. The ship is smaller than you expected, with just enough room for a small crew and a few passengers. The crew is a rough-and-tumble bunch, with weathered faces and calloused hands. They nod their greetings as you pass by, and you can see that they're all busy preparing the ship for the journey ahead. As you make your way to your cabin, you notice that the ship's interior is spartan but functional. The cabin is small and cramped, with just enough room for a bed and a small desk. The porthole provides a view of the sea outside, and you can see the waves crashing against the ship's sides. As the ship sets sail, you can feel the wind in your hair and the spray of the sea on your face. The ship rocks back and forth with the motion of the waves, and you can hear the creaking of the wooden planks underfoot. The journey to Hellyon takes about half a day, and during that time, you see a variety of wildlife. At one point, you spot a pod of dolphins swimming alongside the ship, leaping in and out of the water with effortless grace. Later on, you see a school of brightly colored tropical fish darting in and out of the coral reefs below. As the ship approaches Hellyon, you can see the city rising up from the horizon, a sprawling mass of buildings and docks. The air is hot and humid, and you can feel the sweat starting to bead on your forehead. But despite the heat, you're filled with a sense of excitement and anticipation. This is where your adventure begins.*] [[Set foot in Hellyon|Hellyonnav1st]](display:"SidebarTemp")(set:$boatTaken to "Mermaid")(set:$Sail1InMermaid to 1)(set:$gold to ($gold - 38))(track:"sfxGoldl", "play")(text-color:grey)[*The Mermaid's exterior is sleek and modern, with a dark blue hull and a white superstructure. The ship is larger than the Seagull, with room for a larger crew and more passengers. As you step aboard, you're struck by the ship's luxurious interior. The walls are paneled in polished wood, and the floors are covered in plush carpets. The ship's cabins are spacious and comfortable, with large portholes offering panoramic views of the sea outside. The crew is a skilled and experienced bunch, with a friendly and professional demeanor. They greet you warmly as you board the ship, and you can see that they take great pride in their work. As the ship sets sail, you can feel the smooth motion of the ship as it glides through the water. The ship's engines are quiet and efficient, and you can barely hear them over the sound of the waves. During the journey to Hellyon, you see a variety of wildlife. At one point, you spot a majestic whale breaching in the distance, its massive body soaring out of the water before crashing back down with a thunderous splash. Later on, you see a flock of seagulls flying overhead, their wings beating in unison as they head towards the shore. As the ship approaches Hellyon, you can see the city rising up from the horizon, a sprawling mass of buildings and docks. The air is hot and humid, and you can feel the sweat starting to bead on your forehead.*] [[Set foot in Hellyon|Hellyonnav1st]](display:"SidebarTemp")(set:$boatTaken to "Sea Queen")(set:$Sail1InSeaQueen to 1)(set:$gold to ($gold - 180))(track:"sfxGoldl", "play")(text-color:grey)[*The Sea Queen's exterior is grand and impressive, with a white hull and a golden superstructure. The ship is larger than both the Seagull and the Mermaid, with room for a much larger crew and a larger number of passengers. As you step aboard the Sea Queen, you're struck by the ship's opulent interior. The walls are paneled in polished wood, and the floors are covered in plush carpets. The ship's cabins are spacious and luxurious, with large portholes offering panoramic views of the sea outside. The crew is a well-trained and experienced group, with a professional and courteous demeanor. They greet you with smiles and a warm welcome as you board the ship, and you can see that they take great pride in their work. As the ship sets sail, you can feel the smooth motion of the ship as it glides through the water. The ship's engines are powerful and efficient, and you can barely hear them over the sound of the waves. During the journey to Hellyon, you see a variety of wildlife. At one point, you spot a school of flying fish leaping out of the water and gliding through the air. Later on, you see a group of sea turtles swimming lazily alongside the ship, their shells glistening in the sunlight. The weather is hot and humid, but the ship's interior is cool and well-ventilated. You spend your time exploring the ship's various amenities, including a large dining hall, a spacious lounge, and a well-stocked bar. The ship's captain is a gruff but friendly man named Captain Rafe, who regales you with tales of his travels across the seas. He tells you about the various creatures he's encountered, the storms he's weathered, and the treasures he's discovered. As the ship approaches Hellyon, you can see the city rising up from the horizon, a sprawling mass of buildings and docks. The air is hot and humid, and you can feel the sweat starting to bead on your forehead. But despite the heat, you're filled with a sense of excitement and anticipation. This is where your adventure begins.*] [[Set foot in Hellyon|Hellyonnav1st]](display:"SidebarChar")(unless: (playlist:"plDefaultMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plDefaultMusic', 'play')(playlist: 'plDefaultMusic', 'loop', true)](set:$visitedHellyon to 1)(text-color:grey)[*You are standing in Hellyon. The city itself is a sprawling mass of buildings and narrow streets, with a mix of architectural styles ranging from the ancient to the modern. The buildings are made mostly of stone and brick, with ornate carvings and intricate details adorning their facades. The streets are paved with cobblestones, and the sidewalks are crowded with people going about their business. The smells of the city are a mix of spices, fish, and exotic perfumes. The market district is particularly lively, with vendors selling everything from raw components to fine cloth to exotic spices and herbs from far-off lands. There are street performers and musicians entertaining the crowds, and the occasional beggar asking for spare change.*] [[Mercenaries guild hall|ghHellyon]] [[Market district|helMarket]] [[The Sea Dog tavern|helTavSeaDog]] [[Golden Drop alley|helGDA]] [[Leave Hellyon|leavingHellyon]] [(if:$gold < 40)[ [[Beg 50 gold to be able to travel|softlockBeg3]] (text-color:grey)[*(Consider completing a mission or finding other sources of income!)*] ] ](display:"SidebarChar")(text-color:grey)[*You approach Liz who is reading a mission order aside.*] [[Hey Liz, how are you?|LizTalk1-1]] [[Marcus told me that you might have information about the Crystals and Djunn's Order?|LizTalk2]](display:"SidebarChar")Well, Marcus is right about that. I do know a thing or two about the crystals and Djunn's Circle, (text-color:grey)[*Liz says, her expression serious.*] They're a dangerous group of fanatics who worship a minor deity of chaos and destruction. They believe that the crystals are a gift from their deity, and they'll stop at nothing to get their hands on them. (text-color:grey)[*She leans forward, her voice dropping to a whisper.*] I've heard rumors that they've been raiding crystal mines and attacking crystal convoys, trying to steal as much of the crystals as they can. They're a real threat, and we need to stop them before they cause any more harm. (text-color:grey)[*Liz pauses, considering something.*] As for the crystals themselves, they're a new source of energy that could be a game-changer for many industries. But we need to be careful. We don't know enough about them yet, and there could be risks involved with using them as a primary energy source. We need to do further research to fully understand their properties and potential uses. (text-color:grey)[*She looks at you, her eyes bright with determination.*] If you're interested in helping to stop Djunn's Circle and learn more about the crystals, I could use your help. I've been gathering information about their activities, and I believe that we could strike a blow against them if we work together. (text-color:grey)[*Liz leans back in her chair, her expression thoughtful.*] Of course, it won't be easy. Djunn's Circle is a dangerous group, and they have many supporters. But alongside with the proper allies, we could gather more information. So, what do you say? Are you in? (text-color:grey)[*With that, Liz finishes her drink and waits for your response, her eyes fixed on yours.*] [[I'm in, tell me more!|LizTalk3]] [[To be honest, I'd rather not be involved into this!|LizTalkEnd]](display:"SidebarChar")(text-color:grey)[*She raises her head.*] Doing great, hope you are too! How can I help? [[Marcus told me that you might have information about the Crystals and Djunn's Order?|LizTalk2]](display:"SidebarChar")(text-color:grey)[*She stares at you surprized, knowing you came for information about this precise matter.*] Are you sure? [[I'm sure, have a nice day Liz!|ghJerico]] [[All things considered, I'd be happy to help you find out more about all of this|LizTalk3]](display:"SidebarChar")Great!(text-color:grey)[*Liz replies, her eyes lighting up with excitement.*] I'm glad to have you on board. The first step is to establish a base of operations where we can remain discreet while gathering allies and investigating Djunn's Circle. I've been thinking about setting up a secret headquarters in Naju's Coast, up in the north in the next few weeks. It's a remote area, and it's not likely that Djunn's Circle will be looking for us there. (text-color:grey)[*She leans forward, her expression serious.*] But we need to be careful. Djunn's Circle is a dangerous group, and they have many supporters. We'll need to establish a network of allies and informants if we want to make a real impact. I've already started gathering information about their activities, but we need more eyes and ears on the ground. (text-color:grey)[*Liz pauses, considering something.*] If you're up for it, I could use your help with some reconnaissance missions in the coming days. We need to gather more information about Djunn's Circle's activities and their members. Taking on mercenary missions should be the perfect cover to sneak around various places. (set:$MainStoryUnlocked to 1) [[Perfect, I'll meet you in Naju's Coast in a few days (Go back to the guild entrance)|ghJerico]](display:"SidebarChar")(text-color:grey)[*You push open the heavy wooden door to the Mystic Den, the hinges creaking in protest. The shop is dimly lit, with flickering candles casting eerie shadows on the walls. The air is thick with the smell of incense and something sweet and floral. As your eyes adjust to the dim light, you take in the scene before you. Shelves line the walls, filled with all sorts of strange and curious objects. Crystal balls and tarot cards sit alongside ancient tomes and bottles of mysterious liquids. There are skulls and bones on some shelves, and on others, small statues of strange creatures you can't identify. The floor is covered in a thick, threadbare rug that seems to have seen better days. Behind the counter stands an old woman with wild, gray hair and piercing blue eyes. She's wearing a long, flowing dress that seems to be made of some sort of gauzy material. Her skin is weathered and wrinkled, and she's studying you with a keen gaze, while awaiting your queries.*] * (if:$gobInv does not contain "Enchanted Coin")[|tooltip>[(text-color:fuchsia)[Enchanted Coin] |tooltiptext>[(text-color:white)[Enchanted Coin] This silver coin is said to have been blessed by a divinity. It's often carried for good luck and prosperity. (text-color:white)[100] <img src="./images/coin.png" width="20px;" height="20px;">] ] [[Buy (100 gold)|buyEnchantedCoin]]](else:)[You already bought the |tooltip>[(text-color:fuchsia)[Enchanted Coin] |tooltiptext>[(text-color:white)[Enchanted Coin] This silver coin is said to have been blessed by a divinity. It's often carried for good luck and prosperity. (text-color:white)[100] <img src="./images/coin.png" width="20px;" height="20px;">] ].] * (if:$gobInv does not contain "Amulet of Protection")[|tooltip>[(text-color:fuchsia)[Amulet of Protection] |tooltiptext>[(text-color:white)[Amulet of Protection] This amulet is said to provide protection against dark magic and evil spirits. It's mostly worn by the most superstitious people. (text-color:white)[80] <img src="./images/coin.png" width="20px;" height="20px;">] ] [[Buy (80 gold)|buyAmuletofProtection]]](else:)[You already bought the |tooltip>[(text-color:fuchsia)[Amulet of Protection] |tooltiptext>[(text-color:white)[Amulet of Protection] This amulet is said to provide protection against dark magic and evil spirits. It's mostly worn by the most superstitious people. (text-color:white)[80] <img src="./images/coin.png" width="20px;" height="20px;">] ].] * (if:$gobInv does not contain "Moonstone Ring")[|tooltip>[(text-color:fuchsia)[Moonstone Ring] |tooltiptext>[(text-color:white)[Moonstone Ring] This ring is made from a rare moonstone and is said to enhance the wearer's intuition and psychic abilities. (text-color:white)[160] <img src="./images/coin.png" width="20px;" height="20px;">] ] [[Buy (160 gold)|buyMoonstoneRing]]](else:)[You already bought the |tooltip>[(text-color:fuchsia)[Moonstone Ring] |tooltiptext>[(text-color:white)[Moonstone Ring] This ring is made from a rare moonstone and is said to enhance the wearer's intuition and psychic abilities. (text-color:white)[160] <img src="./images/coin.png" width="20px;" height="20px;">] ].] [[Do you buy things?|JericoPawn]] [[Check other shops|marketJerico]](display:"SidebarChar")(text-color:grey)[*You step inside and are immediately struck by the sight of machines and contraptions of all shapes and sizes. There are gears and levers everywhere, and the air is filled with the sound of whirring and clanking. The people here are focused and driven, working together to create new and exciting inventions. As you make your way through the workshop, you come across a group of engineers gathered around a large machine. They're discussing something in hushed tones, and you can tell that they're deeply engrossed in their work. You watch for a moment, fascinated by the intricate and complex design of the machine, before continuing on your way to the counter.*] * (if:$gobInv does not contain "Gears")[(if:$gold >= 12)[ [[Buy some gears (12 gold)]] ](else-if:$gold < 12)[~~Buy some gears (12 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Gears")[~~Buy some gears (12 gold)~~ *You already have some Gears in your inventory!*] * (if:$gobInv does not contain "Metal")[(if:$gold >= 8)[ [[Buy some metal (8 gold)]] ](else-if:$gold < 8)[~~Buy some metal (8 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Metal")[~~Buy some metal (8 gold)~~ *You already have some Metal in your inventory!*] * (if:$gobInv does not contain "Needle")[(if:$gold >= 1)[ [[Buy a needle (1 gold)]] ](else-if:$gold < 1)[~~Buy a needle (1 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Needle")[~~Buy a needle (1 gold)~~ *You already have a Needle in your inventory!*] * (if:$gobInv does not contain "Rope")[(if:$gold >= 3)[ [[Buy a rope (3 gold)]] ](else-if:$gold < 3)[~~Buy a rope (3 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Rope")[~~Buy a rope (3 gold)~~ *You already have a Rope in your inventory!*] * (if: $engBp1Obtained is 0)[ (if: $gold >= 18)[ [[Buy a bundle of basic engineering blueprints (18 gold)|engBp101BuyJerico]] ](else: )[ ~~Buy a bundle of basic engineering blueprints (18 gold)~~ - *You don't have enough gold!*]](else-if: $engBp1Obtained is 1)[Bundle of basic engineering blueprints (18 gold) - *You have already purchased this item!*] * (if: $engTools101 is 0)[ (if: $gold >= 50)[ [[Buy the Engineer 101 toolkit (50 gold)|engToolkitBuyJerico]] ](else: )[ ~~Buy the Engineer 101 toolkit (50 gold)~~ - *You don't have enough gold!*] ](else-if:$engTools101 is 1)[Buy the Engineer 101 toolkit (50 gold) - *You have already purchased this item!*] [[Check other shops|marketJerico]](display:"SidebarChar")(text-color:grey)[*You step inside the Alchemist's Haven, and the air is thick with the scent of herbs and spices. The room is dimly lit, and shelves line the walls, filled with all sorts of bottles, jars, and containers. The contents of each container are a mystery, and you can't help but feel a sense of wonder and curiosity as you examine the different labels and markings. Behind the counter, a woman stands, her back to you. She's dressed in flowing robes, and her long hair falls in loose waves down her back. As you approach, she turns to face you, and you see that her eyes are a deep, intense green.*] Welcome to the Alchemist's Haven. (text-color:grey)[*she says, her voice low and musical.*] What can I help you with today? [[Can you tell me more about Alchemy?]] * (if:$alcBp1Obtained is 0)[(if:$gold >= 30)[ [[Buy Alchemy Recipes 101 (30 gold)]] ](else-if:$gold < 30)[~~Buy Alchemy Recipes 101 (30 gold)~~ *You don't have enough gold!*]](else-if:$alcBp1Obtained is 1)[~~Buy Alchemy Recipes 101 (30 gold)~~ *You already know the Alchemy Recipes 101!*] * (if:$gobInv does not contain "Health Potion")[(if:$gold >= 10)[ [[Buy a health potion (10 gold)]] ](else-if:$gold < 10)[~~Buy a health potion (10 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Health Potion")[~~Buy a health potion (10 gold)~~ *You already have a Health Potion in your inventory!*] * (if:$gobInv does not contain "Poison")[(if:$gold >= 16)[ [[Buy a deadly poison (16 gold)]] ](else-if:$gold < 16)[~~Buy a deadly poison (16 gold)~~ *You don't have enough gold!*]] (else-if:$gobInv contains "Poison")[~~Buy a deadly poison (16 gold)~~ *You already have some Poison in your inventory!*] * (if:$gobInv does not contain "Solvent")[(if:$gold >= 3)[ [[Buy some solvent (3 gold)]] ](else-if:$gold < 3)[~~Buy some solvent (3 gold)~~ *You don't have enough gold!*] ](else-if:$gobInv contains "Solvent")[~~Buy some solvent (3 gold)~~ *You already have some Solvent in your inventory!*] [[Check other shops|marketJerico]] (display:"SidebarChar")If you're interested in alchemy, I'd be happy to tell you more, (text-color:grey)[*the woman behind the counter says with a smile.*] Alchemy is the ancient art of transforming matter from one form to another. It's a complex and fascinating subject that has been studied for centuries. In our shop, we specialize in creating potions and elixirs using specific plants, roots, or other components with a solvent. The result can be either a beneficial potion or a dangerous poison, depending on the ingredients used and the skill of the alchemist. (text-color:grey)[*She pauses, as if considering something.*] I should warn you, however, that alchemy is not a simple practice. It requires a great deal of knowledge and skill to create effective potions and elixirs. And if you're not careful with your ingredients, you could end up with a dangerous poison instead of a helpful potion. The art of alchemy involves combining various plants, roots or other components with a solvent to create powerful potions and deadly poisons, (text-color:grey)[*the woman behind the counter explains with a smile.*] It's a delicate process, but with the right knowledge and skill, you can create some truly amazing things. [[I see, thank you|marketAlchemist]](set:$gold to ($gold - 10))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Health Potion")) (goto:"marketAlchemist")(set:$gold to ($gold - 16))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Poison")) (goto:"marketAlchemist")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Solvent")) (goto:"marketAlchemist")(set:$gold to ($gold - 30))(track:"sfxGoldl", "play") (set:$alcBp1Obtained to 1) (goto:"marketAlchemist")(set:$gobInv to $gobInv - (a:"Goldenseal")) (set:$gobInv to $gobInv - (a:"Solvent")) (set:$gobInv to $gobInv + (a:"Health Potion")) (goto: "Inventory")(set:$gobInv to $gobInv - (a:"Ginkgo")) (set:$gobInv to $gobInv - (a:"Solvent")) (set:$gobInv to $gobInv + (a:"Boost Potion")) (goto: "Inventory")(set:$gobInv to $gobInv - (a:"Belladonna")) (set:$gobInv to $gobInv - (a:"Solvent")) (set:$gobInv to $gobInv + (a:"Poison")) (goto: "Inventory")(set:$gobInv to $gobInv - (a:"Aconite")) (set:$gobInv to $gobInv - (a:"Solvent")) (set:$gobInv to $gobInv + (a:"Poison")) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Health Potion")) (set:$health to ($health + 10)) (goto: $lastPassage)(set:$gobInv to $gobInv - (a: "Poison")) (goto: $lastPassage)(set:$gobInv to $gobInv - (a: "Poison")) (set:$health to 0) (dialog: [ <center>''Game Over'' (text-color:red)[You died intoxicated by a deadly poison...]</center> (text-size:0.8)[Please consider not drinking poison in the future?] For now you may want to [[Start Again|INTRO]]. ], "Continue") <center>''Game Over'' (text-color:red)[You died intoxicated by a deadly poison...]</center> (text-size:0.8)[Please consider not drinking poison in the future?] For now you may want to [[Start Again|INTRO]]. ](set:$gobInv to $gobInv - (a: "Boost Potion")) (set:$mPStamina to ($mPStamina +1)) (set:$mPStrength to ($mPStrength +1)) (set:$mPDexterity to ($mPDexterity +1)) (set:$mPIntellect to ($mPIntellect +1)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Dried Fruits Mix")) (set:$health to ($health + 5)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Apple")) (set:$health to ($health + 3)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Carrot")) (set:$health to ($health + 3)) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Grilled Fish")) (set:$health to ($health + 7)) (goto: "Inventory")(display:"SidebarChar")(text-color:grey)[*After some negociation you managed to agree on 42 gold for the silver chandelier.*] [[Sell the chandelier for 42 gold|sellSilverChandelier]] [[All things considered, I'll keep it. What do you have to sell?|DVpawnShop]] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](display:"SidebarChar")(text-color:grey)[*After some negociation you managed to agree on 56 gold for the gemstones.*] [[Sell the gemstones for 50 gold|sellStolenGemstones]] [[All things considered, I'll keep it. What do you have to sell?|DVpawnShop]] [[Check other shops|DVmarket]] [[Leave the market district|DVnav]](set:$gobInv to $gobInv - (a:"Silver Chandelier"))(set:$gold to $gold + 36)(track: 'sfxGold', 'play') (go-to: $lastPassage)(set:$gobInv to $gobInv - (a:"Stolen Gemstones"))(set:$gold to $gold + 50)(track: 'sfxGold', 'play') (go-to: $lastPassage){<!-- recalculates Totals of player+gear stats for Total stats display --> (set: num-type $TotalStrength to ($mPStrength + $gWeaponStrength + $gArmorStrength)) (set: num-type $TotalStamina to ($mPStamina + $gWeaponStamina + $gArmorStamina)) (set: num-type $TotalDexterity to ($mPDexterity + $gWeaponDexterity + $gArmorDexterity)) (set: num-type $TotalStealth to ($mPStealth + $gWeaponStealth + $gArmorStealth)) (set: num-type $TotalIntellect to ($mPIntellect + $gWeaponIntellect + $gArmorIntellect)) (set: num-type $TotalCharisma to ($mPCharisma + $gWeaponCharisma + $gArmorCharisma))}(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Metal")) (goto:"marketEngineering")(set:$gold to ($gold - 12))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Gears")) (goto:"marketEngineering")(set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Needle")) (goto:"marketEngineering")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Rope")) (goto:"marketEngineering")(display:"SidebarChar")Well, it depends what you have to sell... But assuming it's decent and that your offer isn't delusional, yes. (if:$gobInv contains "Silver Chandelier")[ [[Sell your silver chandelier|pawnChandelier]] 60 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[] (if:$gobInv contains "Stolen Gemstones")[ [[Sell your gemstones|pawnGemstones]] 120 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[] (if:$gobInv contains "Small Painting")[ [[Sell your small painting|pawnPainting]] 26 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[] [[What do you sell?|marketDen]] [[Check other shops|marketJerico]](set:$gold to ($gold + 60))(track:"sfxGold", "play") (set:$gobInv to $gobInv - (a:"Silver Chandelier")) (go-to: $lastPassage)(set:$gold to ($gold + 26))(track:"sfxGold", "play") (set:$gobInv to $gobInv - (a:"Small Painting")) (go-to: $lastPassage)(set:$gold to ($gold + 120))(track:"sfxGold", "play") (set:$gobInv to $gobInv - (a:"Stolen Gemstones")) (go-to: $lastPassage)(set:$gold to ($gold - 100))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Enchanted Coin")) (goto:"marketDen")(set:$gold to ($gold - 80))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Amulet of Protection")) (goto:"marketDen")(set:$gold to ($gold - 160))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Moonstone Ring")) (goto:"marketDen")(display:"SidebarTemp")(text-color:grey)[*You visit Hellyon's docks master to browse the next sails available.*] (if:$gold >= 25)[Commercial Coast (25 gold) [[Travel|boat2CC25]] ](else-if:$gold < 25)[~~Commercial Coast (25 gold)~~ //You don't have enough gold!//] (if:$gold >= 35)[Naju's Coast (35 gold) [[Travel|boat2NajuCoast35]] ](else-if:$gold < 35)[~~Naju's Coast (35 gold)~~ //You don't have enough gold!//] [[Go back|Hellyonnav]](display:"SidebarChar")(save-game: "Slot A", "Hellyon - Guild Hall")(text-color:grey)[*Hellyon's Guild Hall is a sturdy building made of wood and stones with metal reinforcements here and there giving it it's pretty raw and heavy feel. As climb the few stone stairs to step into the guild hall, you discover an interior faithfull to the exterior, without much ornaments or decoration aside from some weapons and stuffed animal heads hanging here and there. A few people are going in and out but they all seem to be alone and quite in a hurry, absorbed into their tasks. The attending, an athletic-looking woman with braids adorned with metal rings engraved with tribal motifs, seems quite active, responding to the various mercenaries and clients showing up to her desk.*] [[Present yourself to the attending|ghHattending]] [[Check available missions on the board|ghHmissionsBoard]] [[Leave the guild hall|Hellyonnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")(text-color:grey)[*Hellyon's market is a bustling hub of activity, with vendors selling goods from all over the world. There are merchants selling raw components, fine cloth, fresh fish, fruits, vegetables, handcrafted jewelry made from crystals, exotic spices and herbs from far-off lands, and handpicked medicinal and poisonous herbs. The marketplace is also home to a variety of street performers and entertainers, who put on shows throughout the day.*] [[Grigor's Stock|GrigorStock]] [[Fresh and Tasty|helFreshTasty]] [[The Iron Anvil|helIronAnvil]] [[The Herbalist's Cottage|helHerbCottage]] [[The Perfect Fit|helPerfectFit]] [[The Shipyard|helShipyard]] [[Leave the market district|Hellyonnav]](set:$gold to $gold - 25)(track:"sfxGoldl", "play") (go-to:"CCnav")(set:$gold to $gold - 35)(track:"sfxGoldl", "play") (go-to:"NajuCoastnav")(display:"SidebarChar")''//Currently in developement.//'' [[Go back to Hellyon|Hellyonnav]](set:$gold to $gold + 50) (go-to:"Hellyonnav")(display:"SidebarChar") (group: 'playing', 'stop')(track:"musTheme01", "stop")(track: 'musTavern01', 'play') (track: 'musTavern01', 'loop', true)(text-color:grey)[*As you step into the Rusty Anchor Tavern, you're immediately hit by the rowdy and dangerous atmosphere. The air is thick with the smell of sweat, alcohol, and smoke, and the sound of raucous laughter and shouting fills your ears. The dimly lit tavern is filled with a variety of shady characters, from grizzled old outlaws to dangerous-looking individuals lurking in dark corners. One group, particularly loud, seems to be playing some type of betting game. You also notice the entrance to the small and dimly lit kitchen behind the counter, slightly on the right.*] [[Talk to the bartender|tavHellbartender]] [[Talk to the group of players|tavHellbetgameIntro]] [[Try to steal something|tavHellSteal]] |tooltip>[<img src="./images/hd20.png" width="28px;" height="28px;"> |tooltiptext>[Implies a random outcome] ] [[Enter the kitchen|tavHellkitchen]] [[Leave the tavern|helGDA]](display:"SidebarChar") (group: 'playing', 'stop')(playlist:"plDefaultMusic", "stop")(track: 'musTavern01', 'play') (track: 'musTavern01', 'loop', true)(text-color:grey)[*As you step inside The Sea Dog Tavern, you are greeted by a joyful atmosphere with couple playing live music, and people laughing and enjoying a good break here and there. The decoration is chaotic but still seems to gravitate more around Sailing and the Sea rather than the desertic lands which seems to be surrounding Hellyon. The barmaid takes a glance at you before turning around to serve some glasses to a table in the back before returning behind the bar.*] (if:$helTavSDTabCredit is 1)[(if:$gold >= $helTavSDTabFullTotal)[ [[Settle your unpaid tab]] (print:$helTavSDTabFullTotal) <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[ ~~Settle your unpaid tab~~ (print:$helTavSDTabFullTotal) <img src="./images/coin.png" width="25px;" height="25px;"> (*You don't have enough gold!*) ] ] [[Head torwards the Barmaid|helTavSeaDogBarmaid]] [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] [[Sit at a table|helTavSeaDogSit]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*You inspect the few small and rough houses built aside from the docks for the few locals living there all year long. They all seem to be locked, most of them, empty.*] (if:$ccHouseUnlock is 0)[(if:$gobInv contains "Lockpick")[ [[Try to unlock an empty house using your lockpick|ccHouseUnlock]] |tooltip>[ <img src="./images/ed20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ](else-if:$gobInv does not contain "Lockpick")[There isn't much you can do here without a lockpick...] ](else-if:$ccHouseUnlock is 1)[You've already unlocked a house here, for your sake, it'd be smart not too recidivate here.] [[Go back|CCnav]](display:"SidebarTemp")(set:$gobInv to $gobInv - (a:"Lockpick"))(set:$outlawBehavior to it + 1)(set:$ccHouseUnlock to 1)(text-color:grey)[*You sneak your way to one of the house and attempt to unlock the basic door lock with your lockpick.* ] (set: $ccHUnlock to (random:1,10))(set:$ccHUnlockTot to $ccHUnlock + $TotalStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $ccHUnlock + an additional $TotalStealth Stealth bonus. *{ (if: $ccHUnlockTot is >=15)[(text-color:grey)[ *You managed to unlock the door and steal 60 gold, some Metal and some Rope.*] (set:$gold to $gold + 60)(track:"sfxGold", "play")(set:$gobInv to $gobInv + (a:"Metal", "Rope")) * [[Go back torwards the docks|ccDocks]] ] (else-if: $ccHUnlockTot is >=10)[(text-color:grey)[ *Your lockpick broke while trying to unlock the door, but at least you didn't get caught...*] (if:$gobInv contains "Metal")[* [[Craft another lockpick and try again|ccHouseUnlockA]] ](else-if:$gobInv does not contain "Metal")[] * [[Go back torwards the docks|ccDocks]] ] (else:)[(text-color:grey)[ *Someone sees you and alerts the guards who are about to bring you to their headquarters.*] * [[Follow the guards|ccHUfollowGuards]] * [[Resist the guards|ccHUstealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] }](display:"SidebarTemp")(set:$gobInv to $gobInv - (a:"Metal"))(set:$ccHouseUnlock to 1)(text-color:grey)[*You step aside to craft a new lockpick before trying again.* ] (set: $ccHUnlock to (random:1,10))(set:$ccHUnlockTot to $ccHUnlock + $TotalStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $ccHUnlock + an additional $TotalStealth Stealth bonus. *{ (if: $ccHUnlockTot is >=15)[(text-color:grey)[ *This time, you managed to unlock the door and steal 60 gold, some Metal and some Rope.*] (set:$gold to $gold + 60)(track:"sfxGold", "play")(set:$gobInv to $gobInv + (a:"Metal", "Rope")) * [[Go back torwards the docks|ccDocks]] ] (else-if: $ccHUnlockTot is >=10)[(text-color:grey)[ *Your lockpick broke again while trying to unlock the door, but at least you still didn't get caught...Although they say third time's a charm, better not to try again here if you care about your freedom and life.*] * [[Go back torwards the docks|ccDocks]] ] (else:)[(text-color:grey)[ *Someone sees you and alerts the guards who are about to bring you to their headquarters.*] * [[Follow the guards|ccHUfollowGuards]] * [[Resist the guards|ccHUstealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] }](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the guards with your (print:$gWeapon's name).*](else: )[*You decide to take-on the guards with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10))) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2)))(if:$gWeapon's name is "None")[(set:$mPDiceSum to $mPDiceSum - 8)](else: )[] (if:$mPDiceSum > $advDice2)[(text-color:grey)[*After a fraction of second, you conclude that it would be unreasonable to fight those guards alone. While thinking and feeling helpless about your other options, two persons arrive from behind the guards screaming at them. One of them unveils a loaded crossbow from under his robe and shoots at the guards. Instantly distracted, you take advantage of this perfect timing to escape from here using the (text-color:#FFC527)[signs on the square] to find your way into the small Commercial Coast village.* (click-goto: "signs on the square", "CCnav")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*You move far too slow to reach the nearest guard and attempt to pierce through his amor with your (print:$gWeapon's name). Another one draws out his gun from his holster and shots you in the head.*](else: )[*You move far too slow for the guards sharp-reflexes, one of them takes-out his gun from his holster and shots you in the head.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $mPDice1 + (print:$TotalStrength/2) Strength & (print:$TotalDexterity/2) Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 8 malus for trying to attack guards with your bare hands, although brave, that's quite stupid.] ($mPDiceSum Total) The guard rolled $advDice2.] ] ] (display:"SidebarChar") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 600 gold to let you go away.* (if:$gold >=600)[ [[Pay the bribe and go away|CCnav]] (set:$gold -600) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption.* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarChar")(save-game: "Slot A", "Hellyon - Golden Drop Alley")(text-color:grey)[*As you approach Golden Drop Alley, you can feel the atmosphere change. The air grows thick with the smell of smoke and sweat, and the sound of raucous laughter and shouting fills your ears. You can see the glint of weapons and the flash of tattoos on the people milling about on the street. You take a deep breath and step forward, feeling a sense of trepidation and excitement. The buildings around you are tall and imposing, casting the street in deep shadows. The cobblestones beneath your feet are slick with grime and oil. As you walk deeper into the alley, you can see that the shops and buildings around you are run-down and dilapidated. The windows are boarded up, and the doors are reinforced with heavy iron bars. You can hear the sound of music and laughter coming from the tavern, and you can see the flicker of candles and torches in the darkness. Despite the danger, you can't help but feel drawn to the energy and excitement of Golden Drop Alley. The people here are rough and tumble, but they're also fiercely loyal to one another. You can see the marks of hardship and struggle on their faces, but you can also see the glint of determination in their eyes. As you make your way deeper into the alley, you can feel the tension rising. The people around you are watching you closely, sizing you up and evaluating you. You can see the suspicion and distrust in their eyes.*] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[(text-color:grey)[*You know that you're an outsider here, but you also know that you have a job to do. You need to find Katrina and collect the 800 gold, no matter the cost. And so you push forward, deeper into the heart of Golden Drop Alley, ready to face whatever challenges lie ahead.*] ] ] (else-if:$misComp contains "m3")[] [[The Rusty Anchor tavern|helTavRustyAnchor]] [[The Poisoner's Den|helGDAPoisoner]] [[The Endless Chase|helGDAOpium]] [[Smuggles|helDGApawn]] [[Talk to a drunk guy on the street|helGDAdrunktalk]] [[Back to the mainstream city area|Hellyonnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](set:$gold to ($gold - 18))(track:"sfxGoldl", "play") (set:$engBp1Obtained to 1) (goto:"marketEngineering")(set:$gold to ($gold - 50))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Basic Engineering Tools")) (set:$engTools101 to 1) (goto:"marketEngineering")(display:"SidebarChar")(text-color:grey)[*As you approach the Poisoner's Den, you can feel a sense of unease settling in the pit of your stomach. The shop is small and unassuming, with a faded sign above the door that reads "The Poisoner". You can see small vials and jars lining the shelves, each one labeled with a different name and warning label. The air is thick with the smell of herbs and spices, with a faint undercurrent of something more sinister. As you step inside, you're greeted by a small, wiry figure standing behind the counter. The Poisoner is a man of indeterminate age, with sharp features and piercing eyes. He regards you coolly, sizing you up and evaluating you. *] What brings you to my humble shop? (text-color:grey)[*he asks, his voice smooth and silky.*] Do you seek a cure for what ails you? Or perhaps something a bit more...unconventional? (if:$gobInv does not contain "Poison")[(if: $gold >= 25)[ [[Buy a poison (25 gold)|helPoison]] ](else: )[ ~~Buy a poison (25 gold)~~ - *You don't have enough gold!*] ](else-if:$gobInv contains "Belladonna")[ ~~Buy a poison (25 gold)~~ - *You already have some Belladonna!*] (if:$gobInv does not contain "Belladonna")[(if: $gold >= 20)[ [[Buy Belladonna (20 gold)|helBelladonna]] ](else: )[ ~~Buy Belladonna (20 gold)~~ - *You don't have enough gold!*] ](else-if:$gobInv contains "Belladonna")[ ~~Buy Belladonna (20 gold)~~ - *You already have some Belladonna!*] (if:$gobInv does not contain "Aconite")[(if: $gold >= 18)[ [[Buy Aconite (18 gold)|helAconite]] ](else: )[ ~~Buy Aconite (18 gold)~~ - *You don't have enough gold!*] ](else-if:$gobInv contains "Aconite")[ ~~Buy Aconite~~ (18 gold) - *You already have some Aconite!*] [[Leave the Poisoner's Den|helGDA]] (display:"SidebarChar")Welcome, my friend. I am Zheng, and this is the Endless Chase. Please make yourself comfortable and enjoy the pleasures we offer.(text-color:grey)[*Says a relatively young men with a large smile and some exagerated gestures. He gestures towards the cushions on the floor. *] Would you like to take a break from your daily routine? You seem tense... It will take the edge off and help you forget your troubles. (if:$ZhengInfoObtained is 0)[(if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helEndlessChaseM3Info]] ]](else-if:$misComp contains "m3")[] ](else-if:$ZhengInfoObtained is 1)[] [[Buy some Opium (30 gold)|helBuyOpium]] [[Go back|helGDA]](display:"SidebarChar")(text-color:grey)[*You approach what appears to be an ordinary pawn shop, with a small interior and a girl in her late twenties behind the counter. She greets you with a smile and asks if she can help with anything or if you have something to sell.*] (if:$gobInv does not contain "Grappling Hook")[(if:$gold >= 8)[(text-color:fuchsia)[|tooltip>[Grappling Hook|tooltiptext>[Allows to climb and access hard-to-reach locations.] ]] [[Buy (8 gold)|helBuyGrapplingHook]] ](else-if:$gold < 8)[(text-color:fuchsia)[|tooltip>[Grappling Hook|tooltiptext>[Allows to climb and access hard-to-reach locations.] ]] ~~Buy (8 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Grappling Hook")[(text-color:fuchsia)[|tooltip>[Grappling Hook|tooltiptext>[Allows to climb and access hard-to-reach locations.] ]] ~~Buy (8 gold)~~ *You already have a Grappling Hook in your inventory!*] (if:$gobInv does not contain "Lockpick")[(if:$gold >= 5)[(text-color:fuchsia)[|tooltip>[Lockpick|tooltiptext>[Allows to unlock some locks.] ]] [[Buy (5 gold)|helBuyLockpick]] ](else-if:$gold < 5)[(text-color:fuchsia)[|tooltip>[Lockpick|tooltiptext>[Allows to unlock some locks.] ]] ~~Buy (5 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Lockpick")[(text-color:fuchsia)[|tooltip>[Lockpick|tooltiptext>[Allows to unlock some locks.] ]] ~~Buy (5 gold)~~ *You already have a Lockpick in your inventory!*] (if:$WOBookObtained is 0)[(if:$gold >= 42)[ (text-color:fuchsia)[|tooltip>[Weird Old Book |tooltiptext>[A dusty old tome with strange symbols etched on the cover. It seems in bad shape but some of it might readable.] ]] [[Buy (42 gold)|helBuyWOBook]] ](else-if:$gold < 5)[(text-color:fuchsia)[|tooltip>[Weird Old Book |tooltiptext>[A dusty old tome with strange symbols etched on the cover. It seems in bad shape but some of it might readable.] ]] ~~Buy (42 gold)~~ *You don't have enough gold!*]](else-if:$WOBookObtained is 1)[(text-color:fuchsia)[|tooltip>[Weird Old Book |tooltiptext>[A dusty old tome with strange symbols etched on the cover. It seems in bad shape but some of it might readable.] ]] ~~Buy (42 gold)~~ *You've already bought this Weird Old Book, check your journal!*] (if:$gobInv does not contain "Silver Locket")[(if:$gold >= 5)[ (text-color:fuchsia)[|tooltip>[Silver Locket |tooltiptext>[A tarnished silver locket with an unknown family crest engraved on it.] ]] [[Buy (33 gold)|helBuySilverLocket]] ](else-if:$gold < 5)[(text-color:fuchsia)[|tooltip>[Silver Locket |tooltiptext>[A tarnished silver locket with an unknown family crest engraved on it.] ]] ~~Buy (33 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Silver Locket")[(text-color:fuchsia)[|tooltip>[Silver Locket |tooltiptext>[A tarnished silver locket with an unknown family crest engraved on it.] ]] ~~Buy (33 gold)~~ *You've already bought this Silver Locket!*] (if:$gobInv contains "Silver Chandelier")[ [[Sell your silver chandelier (60 gold)|pawnChandelier]] ](else:)[] (if:$gobInv contains "Stolen Gemstones")[ [[Sell your gemstones (120 gold)|pawnGemstones]] ](else:)[] (if:$gobInv contains "Small Painting")[ [[Sell your small painting (26 gold)|pawnPainting]] ](else:)[] [[Leave Smuggles|helGDA]](display:"Sidebar")(text-color:grey)[*Found unconscious on the beach, you were rescued by a group of locals and brought back to a nearby village up north for recovery. When you woke up, you realized that your surroundings seemed strangely unfamiliar, and the people were talking with a weird accent that you couldn't quite place. Your memory was hazy, and you had no clue about what happened to you. The last thing you remembered was being on a ship under a devastating storm. Once you had recovered and were well enough to move around, decided to learn more, you chose to follow the advice of your host and *](text-color:#FFC527)[*register as a mercenary*](click-goto:"register as a mercenary","CharConfig")(text-color:grey)[*.*](display:"SidebarChar")(text-color:grey)[*You approach the bar and the man behind it looks up at you.*] What can I get for you?(text-color:grey)[* he asks. He doesn't seem particularly interested in making polite conversation. You get the sense that he's just going through the motions, and that he doesn't really care whether you're there or not.*] (if: $gold >= 1)[ [[Drink a homemade beer at the bar (1 gold)|tavHellBuyBeer]] ](else-if:$gold <1)[~~Drink a homemade beer at the bar (1 gold)~~ *You don't have enough gold!*] (if: $gold >= 3)[ [[Drink a spice-infused whisky at the bar (3 gold)|tavHellBuyWhisky]] ](else-if:$gold <3)[~~Drink a spice-infused whisky at the bar (3 gold)~~ *You don't have enough gold!*] (if: $gold >= 5)[ [[Buy a takeaway meal (5 gold)|tavHellBuyMeal]] ](else-if:$gold <5)[~~Buy a takeaway meal (5 gold)~~ *You don't have enough gold!*] (if: $gold >= 12)[ [[Rent a room for the night (12 gold)|tavHellRentRoom]]<img src="./images/md20.png" width="25px;" height="25px;"> ](else-if:$gold <12)[~~Rent a room for the night (12 gold)~~ *You don't have enough gold!*] [[Never mind|helTavRustyAnchor]](set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$health to ($health - 1)) (goto:"tavHellbartender")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Meal")) (goto:"tavHellbartender")(set:$gold to ($gold - 3))(track:"sfxGoldl", "play") (set:$health to ($health - 2)) (goto:"tavHellbartender")(display:"SidebarChar"){ (set:$htrDice to (random:1,20)) (set:$mPhtrScore to ($htrDice + (($TotalStealth/2)+($TotalIntellect/2))))} (if:$mPhtrScore > 12)[(text-color:grey)[*You had a nice night of rest.*] [[Wake up and go down in the tavern|helTavRustyAnchor]] [[Leave the tavern|helGDA]] (set:$health to ($health + 10))(set:$gold to $gold - 12)(track:"sfxGoldl", "play") (save-game: "Slot A", "Hellyon - Rusty Anchor Tavern") |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved & +10 Health//] ] ] (after:2s)[(hide:?savedNotif)] ] (else-if:$mPhtrScore > 6)[(text-color:grey)[*You had a nice night of rest. Actually, you were sleeping so deep that you didn't heard the thief who came by and (if:$gold > 100)[stole you 80 gold, luckily you still had a few coins hidden aside.(set:$gold to $gold - 80)](else-if:$gold < 100 and $gWeapon is not "None")[stole your (print:$gWeapon's name)(set:$gWeapon to $none)](else:)[was disapointed to find out that you had nothing of value to steal.]*] [[Wake up and go down in the tavern|helTavRustyAnchor]] [[Leave the tavern|helGDA]] (set:$health to ($health + 10))(set:$gold to $gold - 12)(track:"sfxGoldl", "play") (save-game: "Slot A", "Hellyon - Rusty Anchor Tavern") |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved & +10 Health//] ] ] (after:2s)[(hide:?savedNotif)]] (if:$mPhtrScore < 6)[(text-color:grey)[*You were killed in your sleep by some thieves who came to steal you.*] (set:$health to 0) (text-color:red)[''$fName story's ends here, abruptly.'' Probably not a great idea to rent a room in the crapiest tavern in town, if not in the world...] [[Return to Main Menu|Start]] ] (display:"SidebarChar")(text-color:grey)[*As you wander through the Golden Drop Alley, you come across a drunken man slumped against a wall, muttering to himself. You can smell the alcohol on his breath from several feet away. He looks up and sees you, his eyes unfocused and bleary. "Hey there, friend," he slurs, holding out a grubby hand. "Spare a few coins for a drink?"*] [[Give him 5 gold|helGDAdrunktalk2]] [[Walk away|helGDA]](display:"SidebarChar")(set:$helTunPassKnown to 1)(set:$gold to $gold - 5)(track:"sfxGoldl", "play")(text-color:grey)[*You hesitate for a moment, but then decide to approach him. You give him a few coins, and he thanks you before launching into a rambling story about the underground tunnels of Hellyon. He tells you about the secret tunnels that run beneath the city, where all kinds of shady characters gather to play betting games and engage in other illegal activities. He even gives you a password sentence that will allow you to access the tunnels through a hidden entrance in the Rusty Anchor tavern: "Are you following the whispers?" The man is clearly very drunk and may be under the influence of other substances as well, but you can tell that he's speaking the truth.*] [[Walk away|helGDA]](display:"SidebarChar")(text-color:grey)[*You enter the kitchen and are immediately met with the intense gaze of the cook. It's as if they were waiting for you, or perhaps expecting someone else entirely. The air is thick with the aroma of spices and simmering stews. The sound of sizzling pans fills the room, accompanied by the occasional clang of metal utensils against pots and pans. The cook stands stoically behind the counter, their hands moving with practiced precision as they chop vegetables and stir sauces. Despite their focused demeanor, you can't help but feel a sense of unease in their presence.*] (if:$helTunPassKnown is 1)[ [[Ask the cook: "Are you following the whispers?"|helTavKitchenTalk1]] [[Go back into the tavern|helTavRustyAnchor]] ] (else:)[ [[Greet the cook|helTavKitchenTalk2]] [[Go back into the tavern|helTavRustyAnchor]] ](display:"SidebarChar")(text-color:grey)[*The cook seems to relax for a second and points towards a discreet trapdoor in the floor with his knife along with a sing of the head inviting you to go through.*] [[Enter Hellyon's underground tunnels|helTunnelsnav1]] [[Go back into the tavern|helTavRustyAnchor]](display:"SidebarChar")(text-color:grey)[*The cook grunts at you, pointing the kitchen exit with his knife, requesting you to leave.*] [[Go back into the tavern|helTavRustyAnchor]](display:"SidebarChar")(set:$EnteredHelUndergrounds to 1)(unless: (playlist:"plUndergroundMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plUndergroundMusic', 'play')(playlist: 'plUndergroundMusic', 'loop', true)](text-color:grey)[*As you descend the hidden stairs, the noise and chaos of the city above gradually fade away. The dimly lit staircase leads you deeper into the underbelly of Hellyon, and as you reach the bottom, you find yourself standing in a vast network of tunnels known as the Undergrounds. The air down here is heavy and damp, carrying with it a faint scent of mildew and decay. The flickering light of torches casts eerie shadows on the rough stone walls, revealing the remnants of ancient carvings and markings. It's clear that these tunnels have a long and complex history, one that is shrouded in secrecy and danger. As you venture further into the depths of the Undergrounds, you can hear the distant echo of footsteps and murmurs of conversation. The sound seems to come from all directions, making it difficult to pinpoint its source. It's a constant reminder that you are not alone down here. The tunnels twist and turn, leading you through a labyrinth of passages. Every now and then, you catch a glimpse of a hidden doorway or a concealed alcove. These are the entrances to the various establishments that operate in the Undergrounds.*] [[The Black Market|helUblackMarket]] [[The Bloodhound's Lair|helUbloodhoundLair]] [[The Fighting Pit|helUfightingPit]] [[The Shadow's Den|helUshadowsDen]] (if:$RickDiscovered is 1)[ [[Rick, the Biohacker|helUrickBiohacker]] ] [[Leave to the surface (Golden Drop Alley)|helGDA]](display:"SidebarTemp")(text-color:grey)[*The dealer distributes the cards and you starting playing with the others. After a few minutes the two other players introduce themselves to you as Kaï and Dante.*]{(set:$bjMP to (random:2,20))(set:$bjP2 to (random:2,20)) (set:$bjP3 to (random:2,20))} (if:$gold >= 50)[ |18>[{|1>[The sum of your original hand is : $bjMP] (link:"Hit")[ (hide:?1)(set:$bjMP to it + (random:1,10)) |2>[The sum of your current hand is : $bjMP] (link:"Hit")[(hide:?2)(set:$bjMP to it + (random:1,10)) |3>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?3)(set:$bjMP to it + (random:1,10)) |4>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?4)(set:$bjMP to it + (random:1,10)) |5>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?5)(set:$bjMP to it + (random:1,10)) |6>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?6)(set:$bjMP to it + (random:1,10)) |7>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?7)(set:$bjMP to it + (random:1,10)) |8>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?8)(set:$bjMP to it + (random:1,10)) |9>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?9)(set:$bjMP to it + (random:1,10)) |10>[The sum of your updated hand is : $bjMP] (link:"Hit")[(hide:?10)(set:$bjMP to it + (random:1,10)) |11>[The sum of your updated hand is : $bjMP] ] ] ] ] ] ] ] ] ] ] }] (link:"Stand")[{(hide:?18) (if:$bjP2 < 16)[(set:$bjP2 to it + (random:1,10))] (if:$bjP3 < 12)[(set:$bjP3 to it + (random:1,10))] (if:$bjMP > 21)[(if:$bjP2 > 21)[(if:$bjP3 > 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")The Dealer Won! ](else-if:$bjP3 <= 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Dante won 100 gold!] ](else-if:$bjP2 <= 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Kaï won 100 gold!] ](else-if:$bjMP <= 21)[(if: $bjP2 <= $bjMP)[(set:$gold to $gold + 100)(track:"sfxGold", "play")You won 100 gold!](else-if: $bjP2 > $bjMP)[ (if:$bjP2 <= 21)[(if: $bjP2 > $bjP3)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Kaï won 100 gold!](else-if: $bjP2 < $bjP3)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Dante won 100 gold!] ](else-if:$bjP2 > 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")The Dealer won!] ] (else-if: $bjP3 <= 21)[ (if: $bjP3 <= $bjMP)[(set:$gold to $gold + 100)(track:"sfxGold", "play")You Won!](else-if: $bjP3 > $bjMP)[(if: $bjP2 > $bjP3)[(if:$bjP3 <= 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Kaï won 100 gold!](else-if: $bjP2 < $bjP3)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")Dante won 100 gold!] ] ](else-if:$bjP3 > 21)[(set:$gold to $gold - 50)(track:"sfxGoldl", "play")The Dealer won!] ] ] }] [[Play again|tavHellbetgame]] [[Stop playing|helTavRustyAnchor]] ](else-if:$gold < 50)[ You don't have enough gold to play! [[Leave the table|helTavRustyAnchor]] ](display:"SidebarChar")(text-color:grey)[*As you approach the table, you see two other players and a dealer sitting around a worn wooden table. The sound of shuffling cards fills the air, and you can see a small pile of gold coins in the center of the table. The two players look up as you approach, and one of them nods in greeting.*] Hey there, friend. You look like you could use a little excitement, (text-color:grey)[*he says with a grin.*] Want to join us for a game of blackjack? Only 50 gold per game and you could win twice as much right now! [[Let's play!|tavHellbetgame]] [[Can you tell me the rules?|bjRules]] [[Another time maybe.|helTavRustyAnchor]] (display:"SidebarChar")Certainly.(text-color:grey)[*the dealer says with a smile.*] Our local adaptation is quite simple. Everyone gets two cards initially. Your goal is to get as close to 21 as possible without going over. Face cards are worth 10 points, Aces are worth 1, and all other cards are worth their face value. If you don't get 21, you can choose to hit and receive one more card, or stand and keep your current hand. If you go over 21, you lose, otherwise the nearest wins. Regarding the bet, it's fixed and non-negotiable at 50 gold per game for every player. The winner grabs the bet of the other active players. So, are you in? [[Let's play!|tavHellbetgame]] [[Another time maybe.|helTavRustyAnchor]] (display:"SidebarTemp")(set:$outlawBehavior to it + 1)(set:$tavernHellStolen to 1)(text-color:grey)[*You sneak around as subtly as you can and try to steal some valuable things.* ] (set: $modSteal to (random:1,10)) (set:$RrSteal to $modSteal + $TotalStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $modSteal + an additional $TotalStealth Stealth bonus. * (if: $RrSteal is >=17)[(text-color:grey)[ *Despite the numbers of trained thieves and outlaws in the tavern, you impressively managed to steal 150 gold and a Dagger without getting noticed.*] (set:$gold to $gold + 150)(track:"sfxGold", "play") (set:$gearInv to $gearInv + (a:$dagger)) * [[Talk to the bartender|tavHellbartender]] * [[Talk to the group of players|tavHellbetgameIntro]] * [[Enter the kitchen|tavHellkitchen]] * [[Leave the tavern|helGDA]]] (else-if: $RrSteal is >=10)[(text-color:grey)[ *You couldn't steal anything, but at least you didn't get caught...*] * [[Talk to the bartender|tavHellbartender]] * [[Talk to the group of players|tavHellbetgameIntro]] * [[Try to steal again|tavHellSteal]] * [[Enter the kitchen|tavHellkitchen]] * [[Leave the tavern|helGDA]] ] (else:)[(text-color:grey)[ *You got spotted while trying to snatch a bag next to a table, the bag owner immediatly slit your throat in an agile gesture, leaving you dying on the floor.*] (set:$health to 0) (text-color:red)[''$fName story's ends here, abruptly.'' Maybe start with easier targets if you want to play it this way....] * [[Return to Main Menu|Start]] ] ](set:$gold to ($gold - 30))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Opium")) (goto:"helGDAOpium")(display:"SidebarChar")(text-color:grey)[*Zheng regards you thoughtfully for a moment before speaking.*] I may be able to help you, my friend. But information like that comes at a price. What are you willing to offer in exchange for my knowledge? [[Give 20 gold for the information|helEndlessChaseM3Info2]] [[Never mind|helGDAOpium]](display:"SidebarChar")(set:$ZhengInfoObtained to 1)(set:$gold to $gold - 20)(track:"sfxGold", "play")(text-color:grey)[*Zheng leans in closer to you grabbing the gold and whispers, *] I may know a thing or two about Katrina. She's been known to frequent a secret betting place in the underground tunnels of Hellyon. It's a dangerous place, but if you're looking for her, that's where I would start. (text-color:grey)[*He pauses for a moment, considering his next words carefully.*] But be careful, my friend. The tunnels are a maze, and they're filled with all kinds of unsavory characters. If you're not careful, you could end up in a lot of trouble. (text-color:grey)[*Zheng takes a sip of his drink before continuing.*] There's a password sentence that will allow you to access the tunnels through a hidden entrance in the Rusty Anchor tavern. I'm struggling to remember the exact words though... (text-color:grey)[*While tapping softly on the leather gold purse. He leans back in his chair and regards you with a serious expression.*] Katrina is not someone to be trifled with. She owes a lot of money to a lot of dangerous people. If you're going to confront her, you need to be prepared for the consequences. [[Give Zheng another 10 gold for the password|helEndlessChaseM3Info3]] [[Thank you for the information, I'll find the password myself|helGDA]] (display:"SidebarChar")(set:$helTunPassKnown to 1)(text-color:grey)[*Zheng takes your gold with a satisfied expression on his face. He leans in close to the player and whispers,*] The password sentence you need to access the underground tunnels is 'Are you following the whispers'. (text-color:grey)[*He then leans back and regards the player with a serious expression. *] But be careful in Hellyon's undergrounds. The people down there are not to be trifled with, and the consequences for messing around could be dire. (text-color:grey)[*With that, Zheng stands up and nods*] Good luck, my friend. I hope you find what you're looking for. [[Buy some Opium (30 gold)|helBuyOpium]] [[Thank you Zheng |helGDA]] (Leave the Endless Chase)(set:$gold to ($gold - 20))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Belladonna")) (goto:"helGDAPoisoner")(set:$gold to ($gold - 18))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Aconite")) (goto:"helGDAPoisoner")(set:$gold to ($gold - 25))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Poison")) (goto:"helGDAPoisoner")(set:$gobInv to $gobInv - (a:"Metal"))(set:$gobInv to $gobInv - (a:"Rope")) (set:$gobInv to $gobInv + (a:"Grappling Hook")) (goto: "Inventory")(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Grappling Hook")) (goto:"helDGApawn")(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Lockpick")) (goto:"helDGApawn")(set:$gold to ($gold - 42))(track:"sfxGoldl", "play") (set:$WOBookObtained to 1) (set:$gobInv to $gobInv + (a:"Weird Old Book")) (goto:"helDGApawn")(set:$gold to ($gold - 33))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Silver Locket")) (goto:"helDGApawn")(display:"Sidebar") [[Return to inventory|Inventory]] (text-color:grey)[*You bought a weird old and dusty tome with stange symbols etched on the cover. Upon reading it you learn the legend of the divinities, one that has been passed down for generations, a tale of power, mystery, and intrigue. *] (text-color:orange)[Chapter I - The Legends ] It all began with a mysterious phenomenon that no one could explain, a force that was beyond human comprehension. At first, there was only one entity, but it was so powerful that it was eventually split into two. The first of what some ancestors called the divinities was Nîm, suspected of being the most powerful of all the divinities. Nîm remains a mystery, it is said that he doesn't even interact with his peers. The second was Ür, who decided to sacrifice himself to bring balance in the world by creating four but weaker divinities named: Hara, Sanna, Djunn, and Razul. Hara is the falcon-headed divinity of light, sacredness, and life. She's known for her wisdom and her ability to bring light to the darkest of places. Those who followed her were said to be blessed with long life and good fortune. Sanna is the divinity of frost, wellbeing, and healing. She's known for her ability to bring healing and restoration to the sick and injured. Her followers were said to be blessed with good health and long life. Djunn is the divinity of fire, destruction, and damage. He's known for his fierce and destructive power, capable of bringing down entire cities with a single blow. Those who followed him were said to be blessed with the power of destruction and the ability to conquer their enemies. Razul is the wolf-headed divinity of shadows, corruption, and death. He's known for his ability to bring darkness and chaos to the world. (text-color:orange)[Chapter II - The Censorship ] In the early days after the big cataclysm, there were those who sought to control the knowledge and information surrounding them. The Old Farmers, a group of conservative and traditionalist leaders, feared the power that the divinities held over the people. They were afraid that if too many people worshipped the divinities, they would lose control over the population. The Old Farmers did everything in their power to burn and destroy any information about the divinities and avoid any cults from being formed around them. They believed that the divinities were dangerous and that the people needed to be protected from their influence. They outlawed the worship of the divinities and punished those who defied their edicts. They burned books and scrolls that contained any information about the divinities, and they persecuted those who practiced forbidden rituals and ceremonies. Despite their efforts, the Old Farmers were not able to completely eradicate the knowledge of the divinities. There were still those who secretly worshipped them and passed down their stories and legends through oral tradition. Some even went so far as to create secret societies and cults dedicated to the divinities, meeting in secret and performing forbidden rituals under the cover of darkness. The Old Farmers continued their campaign of censorship and control, but their power begin to fade as more and more people become disillusioned with their oppressive dogme. However, they’ve accumulated so much power and wealth over the last decades that they still control most of the people on the continent. (text-color:grey)[*Sadly, the rest of the book is unreadable, the ink is faded and most pages almost fall to dust when being handled.*] (set:$gobInv to $gobInv - (a:"Weird Old Book")) (goto: "Inventory")(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*You bought a weird old and dusty tome with stange symbols etched on the cover. Upon reading it you learn the legend of the divinities, one that has been passed down for generations, a tale of power, mystery, and intrigue. *] (text-color:orange)[Chapter I - The Legends ] It all began with a mysterious phenomenon that no one could explain, a force that was beyond human comprehension. At first, there was only one entity, but it was so powerful that it was eventually split into two. The first of what some ancestors called the divinities was Nîm, suspected of being the most powerful of all the divinities. Nîm remains a mystery, it is said that he doesn't even interact with his peers. The second was Ür, who decided to sacrifice himself to bring balance in the world by creating four but weaker divinities named: Hara, Sanna, Djunn, and Razul. Hara is the falcon-headed divinity of light, sacredness, and life. She's known for her wisdom and her ability to bring light to the darkest of places. Those who followed her were said to be blessed with long life and good fortune. Sanna is the divinity of frost, wellbeing, and healing. She's known for her ability to bring healing and restoration to the sick and injured. Her followers were said to be blessed with good health and long life. Djunn is the divinity of fire, destruction, and damage. He's known for his fierce and destructive power, capable of bringing down entire cities with a single blow. Those who followed him were said to be blessed with the power of destruction and the ability to conquer their enemies. Razul is the wolf-headed divinity of shadows, corruption, and death. He's known for his ability to bring darkness and chaos to the world. (text-color:orange)[Chapter II - The Censorship ] In the early days after the big cataclysm, there were those who sought to control the knowledge and information surrounding them. The Old Farmers, a group of conservative and traditionalist leaders, feared the power that the divinities held over the people. They were afraid that if too many people worshipped the divinities, they would lose control over the population. The Old Farmers did everything in their power to burn and destroy any information about the divinities and avoid any cults from being formed around them. They believed that the divinities were dangerous and that the people needed to be protected from their influence. They outlawed the worship of the divinities and punished those who defied their edicts. They burned books and scrolls that contained any information about the divinities, and they persecuted those who practiced forbidden rituals and ceremonies. Despite their efforts, the Old Farmers were not able to completely eradicate the knowledge of the divinities. There were still those who secretly worshipped them and passed down their stories and legends through oral tradition. Some even went so far as to create secret societies and cults dedicated to the divinities, meeting in secret and performing forbidden rituals under the cover of darkness. The Old Farmers continued their campaign of censorship and control, but their power begin to fade as more and more people become disillusioned with their oppressive dogme. However, they’ve accumulated so much power and wealth over the last decades that they still control most of the people on the continent. (text-color:grey)[*Sadly, the rest of the book was unreadable, the ink was faded and most pages almost fell to dust when being handled.*] (display:"SidebarTemp")(text-color:grey)[*The Commercial Coast docks master informs you about the different destinations and upcoming departure times.*] (if:$gold >= 35)[Hellyon (35 gold) [[Travel|boat2HEL35]] ](else-if:$gold < 35)[~~Hellyon (35 gold)~~ //You don't have enough gold!//] (if:$gold >= 25)[Naju's Coast (25 gold) [[Travel|boat2NajuCoast25]] ](else-if:$gold < 25)[~~Naju's Coast (25 gold)~~ //You don't have enough gold!//] (if:$lastpassage is "ccDockMaster")[[[Never mind|ccDockMaster]] ](else-if:$lastpassage is "ccDocksMasterInfo")[[[Never mind|ccDocksMasterInfo]] ](set:$gold to $gold - 35)(track:"sfxGoldl", "play") (go-to:"Hellyonnav")(set:$gold to $gold - 25)(track:"sfxGoldl", "play") (go-to:"NajuCoastnav")(display:"SidebarChar")(text-color:grey)[*You walk to an empty table and sit down.*] [[Wait for the Barmaid]] [[Whistle and snap your fingers at the Barmaid]] [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*You wait a few minutes before the barmaid comes at your table.*] Here's the menu, just let me know when you are ready to order. (text-color:grey)[*She says with a gentle smile that doesn't seem to leave her face.*] (display:"helTavSeaDogMenu") [[Call the barmaid to order|helTavSeaDogOrder]] [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*You whistle loudly at the barmaid beofre snaping your fingers in an irritable way. She throws a dark look at you but doesn't have the time to reply before you hear a voice from behind you.*] Who the fuck do you think you are? You better get a drink elsewhere stanger. (text-color:grey)[*Says a large man with a strong voice. The man, in his forties or so, standing up two tables behind you wih a heavy battle axe in his hand. A women of his age and a younger guys seated a the same table stares at you, ready to back up who seems to be their leader.*] [[Apologize and leave the tavern|Hellyonnav]] [[Start a fight in the tavern]] <img src="./images/hd20.png" width="25px;" height="25px;"> (display:"SidebarChar")(text-color:grey)[*You head over the bar and greet the barmaid, a relatively young women with dark brown hairs and hypnotic green eyes. She smiles at you before asking with a kind and relaxed voice:*] Welcome stanger, what can I do for you today? (if: $gold >= 1)[ [[Drink an imported beer at the bar (1 gold)|tavHellSDBuyBeer]] ](else-if:$gold <1)[~~Drink an imported beer at the bar (1 gold)~~ *You don't have enough gold!*] (if: $gold >= 8)[ [[Drink a "Sea Dog Fuel" cocktail at the bar (8 gold)|tavHellSDBuyCocktail]] ](else-if:$gold <8)[~~Drink a "Sea Dog Fuel" cocktail at the bar (8 gold)~~ *You don't have enough gold!*] (if: $gold >= 5)[ [[Buy a takeaway meal (5 gold)|tavHellSDBuyMeal]] ](else-if:$gold <5)[~~Buy a takeaway meal (5 gold)~~ *You don't have enough gold!*] (if: $gold >= 12)[ [[Rent a room for the night (12 gold)|tavHellSDRentRoom]] ](else-if:$gold <12)[~~Rent a room for the night (12 gold)~~ *You don't have enough gold!*] [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] [[Sit at a table|helTavSeaDogSit]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(set:$helTavSDPlayersMet to 1)(text-color:grey)[*Around the table are sitted four men in their late twenties. A few empty glasses on the table and a bowl with two remaining peanuts fighting each other for the perfect center. After greeting them and asking to join them for a game of dice or two, they politely decline saying that they were about to stop and needed to leave. They don't seem to be actively leaving though...*] [[Head torwards the Barmaid|helTavSeaDogBarmaid]] [[Sit at a table|helTavSeaDogSit]] [[Leave the tavern|Hellyonnav]](set:$gold to ($gold - 1))(track:"sfxGoldl", "play") (set:$health to ($health - 1)) (goto:"helTavSeaDogBarmaid")(set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$health to ($health - 2)) (goto:"helTavSeaDogBarmaid")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Meal")) (goto:"helTavSeaDogBarmaid")(display:"SidebarTemp")(text-color:grey)[*You had a nice night of rest.*] [[Wake up and go down in the tavern|helTavSeaDog]] [[Wake up and leave the tavern|Hellyonnav]] (set:$health to ($health + 10))(set:$gold to $gold - 10)(track:"sfxGoldl", "play") (save-game: "Slot A", "Hellyon - The Sea Dog Tavern") |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved & +10 Health//] ] ] (after:2s)[(hide:?savedNotif)]|tooltip>[(text-color:fuchsia)[The Sea Dog Tavern Menu] |tooltiptext>[ STARTER (text-color:white)[Fishad (text-color:grey)[*A fresh salad with thin raw fish slices, lime and a secret herbs and spices mix.*] 8 <img src="./images/coin.png" width="25px;" height="25px;"> Seasonal Velouté (text-color:grey)[*Small dish at the crossroads of soup and mash maybe with fresh, seasonal vegetables.*] 6 <img src="./images/coin.png" width="25px;" height="25px;"> Crispy Bread & Cheese (text-color:grey)[*Some tasty slices of bread with grilled cheese on top.*] 6 <img src="./images/coin.png" width="25px;" height="25px;">] MAIN COURSE (text-color:white)[Catch of the day (text-color:grey)[*Fresh fish cooked on the grill with aromatic herbs. Served with oven-rosted potatoes or steam-cooked rice.*] 16 <img src="./images/coin.png" width="25px;" height="25px;"> Lamb chops (text-color:grey)[*Tender lamb chops cooked on the grill and coated in a whisky-honey glaze. Served with oven-rosted potatoes or steam-cooked rice.*] 20 <img src="./images/coin.png" width="25px;" height="25px;"> Roasted Vegetables (text-color:grey)[*Oven-roasted seasonal vegetables with olive oil and aromatic herbs. Served with oven-rosted potatoes or steam-cooked rice.*] 12 <img src="./images/coin.png" width="25px;" height="25px;">] SWEET (text-color:white)[Homemade Chocolate Cake 5 <img src="./images/coin.png" width="25px;" height="25px;"> Homemade Apple Pie 5 <img src="./images/coin.png" width="25px;" height="25px;">] ] ](display:"SidebarChar")So which starter did you pick? [[I'll take the Fishad]] [[I'll take the Seasonal Velouté]] [[I'll take the Crispy Bread and Cheese]] [[I don't want any starter]] (display:"SidebarChar") (set:$helTavSDMenuStarter to "fishad")(text-color:grey)[*She nods in approbation with your choice while writing it.*] And for the main course? [[I'll take the Catch of the Day]] [[I'll take the Lamb Chops]] [[I'll take the Roasted Vegetables]](display:"SidebarChar") (set:$helTavSDMenuStarter to "seasonal velouté")(text-color:grey)[*She nods in approbation with your choice while writing it.*] And for the main course? [[I'll take the Catch of the Day]] [[I'll take the Lamb Chops]] [[I'll take the Roasted Vegetables]](display:"SidebarChar") (set:$helTavSDMenuStarter to "crispy bread and cheese")(text-color:grey)[*She nods in approbation with your choice while writing it.*] And for the main course? [[I'll take the Catch of the Day]] [[I'll take the Lamb Chops]] [[I'll take the Roasted Vegetables]](display:"SidebarChar") (set:$helTavSDMenuCourse to "catch of the day") Good choice! Do you want the roasted potatoes or the rice on the side? [[I'll have the potatoes]] [[I'll have the rice]](display:"SidebarChar") (set:$helTavSDMenuCourse to "lamb chops")Good choice! Do you want the roasted potatoes or the rice on the side? [[I'll have the potatoes]] [[I'll have the rice]](display:"SidebarChar") (set:$helTavSDMenuCourse to "roasted vegetables")Good choice! Do you want the roasted potatoes or the rice on the side? [[I'll have the potatoes]] [[I'll have the rice]](display:"SidebarChar") (set:$helTavSDMenuSweet to "chocolate cake") Alright, it shouldn't be long for the food. Do you want to drink anything? [[I'll take a beer, thanks]] [[Bring me the most popular drink]] [[Some water will be fine]](display:"SidebarChar") (set:$helTavSDMenuSweet to "apple pie") Alright, it shouldn't be long for the food. Do you want to drink anything? [[I'll take a beer, thanks]] [[Bring me the most popular drink]] [[Some water will be fine]](display:"SidebarChar") (set:$helTavSDMenuSweet to "none") Alright, it shouldn't be long for the food. Do you want to drink anything? [[I'll take a beer, thanks]] [[Bring me the most popular drink]] [[Some water will be fine]](display:"SidebarChar")(set:$helTavSDMenuDrink to "water")Sure! (text-color:grey)[*She says before turning around to prepare your order.*] [[Wait for your order|helTavSDTabTotal]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(set:$helTavSDMenuDrink to "sea dog cocktail")Sure, that'd be our Sea Dog cocktail. It's pretty strong but quite the original taste and some people come here only for this "elixir". That how they call it, must mean something. (text-color:grey)[*She says with a small laugh before turning around to prepare your order.*] [[Wait for your order|helTavSDTabTotal]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(set:$helTavSDMenuDrink to "beer")Sure! (text-color:grey)[*She says before turning around to prepare your order.*] [[Wait for your order|helTavSDTabTotal]] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*After waiting for a few minutes, she comes back with your $helTavSDMenuDrink (if:$helTavSDMenuStarter is "none")[and your $helTavSDMenuCourse with the $helTavSDMenuSide.](else:)[and your $helTavSDMenuStarter.] You take your time to eat and drink at your pace before (if:$helTavSDMenuStarter is "none")[(if:$helTavSDMenuSweet is not "none")[she brings you a $helTavSDMenuSweet with a delicious smell.](else-if:$helTavSDMenuSweet is "none")[she brings you the |tooltip>[(text-color:fuchsia)[tab] |tooltiptext>[Total: (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">] ]. (text-color:#FFC527)[(if:$gold > $helTavSDTabTotal)[ [[Pay the tab|helTavSDPayTab]] (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">](else:)[~~Pay the tab~~ (You don't have enough gold!)] ] (if:$gold < $helTavSDTabTotal)[(text-color:#FFC527)[ [[Explain that you don't have enough gold]] ] ] (text-color:#FFC527)[[[Try to leave without paying|helTavSDRunaway]]] ] ](else-if:$helTavSDMenuStarter is not "none")[she brings your nicely presented $helTavSDMenuCourse with the $helTavSDMenuSide. You appreciate each bite to the last crumb. After a few minutes to kick off your digestion, (if:$helTavSDMenuSweet is not "none")[she brings you a $helTavSDMenuSweet with a delicious smell along with your |tooltip>[(text-color:fuchsia)[tab] |tooltiptext>[Total: (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">] ]. (text-color:#FFC527)[(if:$gold > $helTavSDTabTotal)[ [[Pay the tab|helTavSDPayTab]] (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">](else:)[~~Pay the tab~~ (You don't have enough gold!)] ] (if:$gold < $helTavSDTabTotal)[(text-color:#FFC527)[ [[Explain that you don't have enough gold]] ] ] (text-color:#FFC527)[[[Try to leave without paying|helTavSDRunaway]]]](else-if:$helTavSDMenuSweet is "none")[she brings you the |tooltip>[(text-color:fuchsia)[tab] |tooltiptext>[Total: (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">] ]. (text-color:#FFC527)[(if:$gold > $helTavSDTabTotal)[ [[Pay the tab|helTavSDPayTab]] (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;">](else:)[~~Pay the tab~~ (You don't have enough gold!)] ] (if:$gold < $helTavSDTabTotal)[(text-color:#FFC527)[ [[Explain that you don't have enough gold]] ] ] (text-color:#FFC527)[[[Try to leave without paying|helTavSDRunaway]]]] ]*] (display:"SidebarChar")(set:$helTavSDMenuSide to "oven-roasted potatoes")Perfect, and do you want something to conclude this feast? (text-color:grey)[*She looks at you smiling after taking note of your main course.*] [[I'll take the Homemade Chocolate Cake]] [[I'll take the Homemade Apple Pie]] [[I'll see later for the rest, thanks.]](display:"SidebarChar")(set:$helTavSDMenuSide to "steam-cooked rice")Perfect, and do you want something to conclude this feast? (text-color:grey)[*She looks at you smiling after taking note of your main course.*] [[I'll take the Homemade Chocolate Cake]] [[I'll take the Homemade Apple Pie]] [[I'll see later for the rest, thanks.]](display:"SidebarChar") (set:$helTavSDMenuStarter to "none")Alright, straigth to the main course then. [[I'll take the Catch of the Day]] [[I'll take the Lamb Chops]] [[I'll take the Roasted Vegetables]] [[Actually, I'm not hungry (Leave the table)|helTavSeaDog]](set:$helTavSDTabTotal to 0) (if:$helTavSDMenuDrink is "none")[(set:$helTavSDMenuDrinkValue to 0)](else-if:$helTavSDMenuDrink is "beer")[(set:$helTavSDTabTotal to it + 2)(set:$helTavSDMenuDrinkValue to 2)] (if:$helTavSDMenuDrink is "sea dog cocktail")[(set:$helTavSDTabTotal to it + 8)(set:$helTavSDMenuDrinkValue to 8)] (if:$helTavSDMenuStarter is "crispy bread and cheese")[(set:$helTavSDTabTotal to it + 6)(set:$helTavSDMenuStarterValue to 6)] (if:$helTavSDMenuStarter is "fishad")[(set:$helTavSDTabTotal to it + 8)(set:$helTavSDMenuStarterValue to 8)] (if:$helTavSDMenuStarter is "seasonal velouté")[(set:$helTavSDTabTotal to it + 6)(set:$helTavSDMenuStarterValue to 6)] (if:$helTavSDMenuCourse is "roasted vegetables")[(set:$helTavSDTabTotal to it + 12)(set:$helTavSDMenuCourseValue to 12)] (if:$helTavSDMenuCourse is "lamb chops")[(set:$helTavSDTabTotal to it + 20)(set:$helTavSDMenuCourseValue to 20)] (if:$helTavSDMenuCourse is "catch of the day")[(set:$helTavSDTabTotal to it + 16)(set:$helTavSDMenuCourseValue to 16)] (if:$helTavSDMenuSweet is "chocolate cake")[(set:$helTavSDTabTotal to it + 5)(set:$helTavSDMenuSweetValue to 5)] (if:$helTavSDMenuSweet is "apple pie")[(set:$helTavSDTabTotal to it + 5)(set:$helTavSDMenuSweetValue to 5)] (set:$helTavSDTabFullTotal to $helTavSDTabTotal + ($helTavSDTabTotal*0.18)) (goto:"Wait for your order")(display:"SidebarTemp")(text-color:grey)[*You verify the tab which seems correct before paying the barmaid and leaving the table.*](set:$gold to $gold - $helTavSDTabTotal)(track:"sfxGoldl", "play")(set:$health to $health + 20)(set:$mPStrength to $mPStrength + 1)(set:$mPDexterity to $dexterity + 1) [[Head torwards the Barmaid|helTavSeaDogBarmaid]] (if:$helTavSDPlayersMet is 1)[](else:)[ [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] ] [[Leave the tavern|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*Unable to tolerate the authority and what you perceive as a lack of respect,* (if:$gWeapon's name is not "None")[*you decide to attack the man who contested you using your (print:$gWeapon's name)*](else: )[*You decide to attack the man who contested you with your bare hands...*] ](set:$mpRoll5 to (random:1,20))(set:$advRoll5 to 10 + (random:1,10)) (set:$mpRollTotal to $mpRoll5 + (($TotalStrength/2) + ($TotalDexterity/2))) (if:$mpRollTotal > $advRoll5)[(text-color:grey)[*(if:$gWeapon's name is not "None")[You engage the combat using your (print:$gWeapon's name) and manage to hold your opponent for a moment before taking a bad hit to the arm. (set:$health to $health - 6) Realizing that you are no match for your opponent you decide to throw over the chairs in the path before (text-color:#FFC527)[running away in Hellyon] and manage to escape luckily.(click-goto: "running away in Hellyon", "Hellyonnav")](else-if:$gWeapon's name is "None")[In a glimpse of consciousness, you reliaze that you are no match for your opponent and you decide to throw over the chairs in the path before running away in Hellyon and manage to escape luckily, but not unharmed. The women sitted next to the man who contested you managed to hit your in the back of the shoulder with a throwing knife (set:$health to $health - 8).] *]](else-if:$mpRollTotal < $advRoll5)[(text-color:grey)[(if:$gWeapon's name is not "None")[*Even with your (print:$gWeapon's name) you don't seem to be a match for your opponent. The man surprises you by throwing swifly his heavy axe at you with an incredible strength. Slicing your upper body from the rest on the spot.*](else: )[*The man surprises you by throwing swifly his heavy axe at you with an incredible strength. Slicing your upper body from the rest on the spot.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a rather egoic and stupid impulse.'' Learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] ] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $mpRollTotal including (print:(($TotalStrength/2) + ($TotalDexterity/2))) of Strength and Dexterity bonus Your opponents rolled $advRoll5.] ](display:"SidebarChar")(text-color:grey)[*You attempt to runaway without paying but get stuck by another customer, a large man in his forties holding a massive combat axe. Two allies standing ready behind him.*] [[Apologize, pay and leave the tavern]] (print:$helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;"> [[Start a fight in the tavern]] |tooltip>[ <img src="./images/md20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]](display:"SidebarTemp")(text-color:grey)[*You apologize to the barmaid and pay your tab of (print: $helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;"> before leaving the tavern.*](set:$gold to $gold - $helTavSDTabTotal)(track:"sfxGoldl", "play")(set:$health to $health + 20)(set:$mPStrength to $mPStrength + 1)(set:$mPDexterity to $dexterity + 1) [[Mercenaries guild hall|ghHellyon]] [[Market district|helMarket]] [[Golden Drop alley|helGDA]] [[Leave Hellyon|leavingHellyon]] [(if:$gold < 40)[ [[Beg 50 gold to be able to travel, consider completing a mission or finding other sources of income!|softlockBeg3]] ] ](display:"SidebarChar")(text-color:grey)[*You explain calmy to the barmaid that you don't have gold to pay the tab. She responds pretty harshly, disapointed at the vanishing of her hope for any tips.*] Well then, I have to take you the owner, he'll decide of your fate. (text-color:grey)[*You follow her in the stair to a hallway on the second floor. The barmaid indicates you to take a sit on a bench before reaching the engraved wooden double-door at the end of the hallway. After a second, she enters and you are left alone in the hallway for a brief moment.*] [[Wait to be invited inside|helTavSDManagerOfficeInvite]] [[Step inside the room without being invited|helTavSDManagerOfficeStepIn]] (if:$tavHelSDStolen is 1)[](else:)[ [[Look around and try to steal something|helTavSDSteal]]|tooltip>[ <img src="./images/hd20.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] [[Runaway into Hellyon|Hellyonnav]](display:"SidebarChar")(text-color:grey)[*After waiting a bit longer, the doors open and the barmaid invites you in while leaving back to the bar to continue her servicen with a look of indifference on her face. As you step inside what seems to be the owner's office you don't have time to look around before a svelt man in his thirties greets you with a firm tone.*] So, what will it be? Dishes for a week or the guards? [[I'm sorry, I'll do the dishes for a week.|helTavSDDishes]] [[Can't I repay you later?]] [[(Persuasion) Trust me, let this one slide and I'll be back soon to settle the tab, with interests. I'm about to hit a big reward.]] |tooltip>[<img src="./images/md10.png" width="25px;" height="25px;"> |tooltiptext>[Implies a random outcome] ] [[Do what you have to do.|helTavSDGuards]] (display:"SidebarChar")(text-color:grey)[*Unwilling to wait, you step into the room, discovering the owner in his office with a look of surprise and irritation on his face, a look shared by the barmaid who seemed about to come calling you. She heads back up the stairs to return to her shift, gradually putting a look of indifference back on her face. Irritated, the owner, a svelt man in his thirties slides a comment about respect before addressing you with a firm tone again.*] I have no time for such childishness. So, what will it be? Dishes for a week or the guards? [[I'm sorry, I'll do the dishes for a week.|helTavSDDishes]] [[Can't I repay you later?]] [[(Persuasion) Trust me, let this one slide and I'll be back soon to settle the tab, with interests. I'm about to hit a big reward.]] |tooltip>[<img src="./images/md10.png" width="25px;" height="25px;"> |tooltiptext>[Implies a random outcome] ] [[Do what you have to do.|helTavSDGuards]] (display:"SidebarTemp")(set:$outlawBehavior to it + 1)(set:$tavHelSDStolen to 1)(text-color:grey)[*You sneak around as subtly as you can and try to steal some valuable things.* ] (set: $modSteal to (random:1,20)) (set:$RrSteal to $modSteal + $TotalStealth) (t8n:"fade")+(t8n-delay:2s)[Outcome: *You rolled a $modSteal + an additional $TotalStealth Stealth bonus. *{ (if: $RrSteal is >=20)[(text-color:grey)[ *After entering an adjacent empty room, you managed to steal a pouch of 126 gold and get back to your seat without being noticed.*] (set:$gold to $gold + 126)(track:"sfxGold", "play") * [[Wait to be invited inside|helTavSDManagerOfficeInvite]] * [[Step inside the room without being invited|helTavSDManagerOfficeStepIn]] (else-if: $RrSteal is >=12)[(text-color:grey)[ *You couldn't steal anything, but at least you didn't get caught...*] * [[Wait to be invited inside|helTavSDManagerOfficeInvite]] * [[Step inside the room without being invited|helTavSDManagerOfficeStepIn]] * [[Try to steal again|helTavSDSteal]] (else:)[(text-color:grey)[ *While trying to enter an adjacent room that you thought empty, you face a surprised naked women who starts yelling. Alerted, both the owner and the barmaid arrives before alerting the guards.*] * [[Follow the guards|helTavSDstealFollowGuards]] * [[Resist the guards|helTavSDstealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] }](display:"SidebarTemp") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 500 gold to let you go away.* (if:$gold >=500)[ [[Pay the bribe and go away|Hellyonnav]] (set:$gold -500) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption.* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*You decide to attack the three guards with your (print:$gWeapon's name).*](else: )[*You decide to take-on the three guards with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10) + 4)) (set:$mPDiceSum to $mPDice1 + (($TotalStrength/2) + ($TotalDexterity/2)))(if:$gWeapon's name is "None")[(set:$mPDiceSum to $mPDiceSum - 8)](else: )[] (if:$mPDiceSum > $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[*After a fraction of second, you conclude that it would be unreasonable to kill a guard using your (print:$gWeapon's name).*](else: )[]* You grab an oil-lantern hanging on the wall and throw it at the guards while slipping towards (text-color:#FFC527)[the tavern exit].* (click-goto: "the tavern exit", "Hellyonnav")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[(if:$gWeapon's name is not "None")[* You move far too slow to reach the nearest guard and attempt to hit him with your (print:$gWeapon's name). One of other ones draws out his gun from his holster and shots you in the head.*](else: )[* You move far too slow for the guards sharp-reflexes, one of them takes-out his gun from his holster and shots you in the head.*] ] (set:$health to 0) (text-color:red)[''$fName story's ends here, consequence of a brave but rather stupid impulse.'' Nop... Not that easy uh.... Well, learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] ] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $mPDiceSum including (print:$TotalStrength/2 + $TotalDexterity/2) Strength & Dexterity bonus (if:$gWeapon's name is not "None")[](else: )[ - 8 malus for trying to attack guards with your bare hands, although brave, that's quite stupid.] The guard rolled $advDice2.] ] (display:"SidebarChar")(text-color:grey)[*You can't detect any particular emotion while he stares at you before replying.*] We don't do credit here. Do not make me loose my time, what will it be? [[I'm sorry, I'll do the dishes for a week.|helTavSDDishes]] [[(Persuasion) Trust me, let this one slide and I'll be back soon to settle the tab, with interests. I'm about to hit a big reward.]] |tooltip>[<img src="./images/md10.png" width="25px;" height="25px;"> |tooltiptext>[Implies a random outcome] ] [[Do what you have to do.|helTavSDGuards]] (display:"SidebarTemp")(set:$helTavSDTabCredit to 1)(set:$mpRollPers to ((random:1,20) + ($mpTotalCharisma))) (if:$mpRollPers >= 10)[(text-color:grey)[*Somehow, the owner perceives some truth in your words. He accepts to make you credit for now before letting you go.*] [[Go back down in the tavern|helTavSeaDog]] [[Leave the tavern|Hellyonnav]] ](else-if:$mpRollPers < 10)[(text-color:grey)[*It's not the first one for the owner and he'll still not allow any credit.*] [[I'm sorry, I'll do the dishes for a week.|helTavSDDishes]] [[Do what you have to do.|helTavSDGuards]] ](display:"SidebarChar")(text-color:grey)[*He calls the guards and it's not long before three of them, heavily armored shows up to the tavern to escort you to their headquarters.*] [[Follow the guards|helTavSDstealFollowGuards]] [[Resist the guards|helTavSDstealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]](display:"SidebarChar")(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally.*] [[Clean the dishes|hTSDd1]](display:"SidebarChar")(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally. On the second day, blisters are already starting to appear on your hands while you are scrapping and washing various types of plates, bowls and glasses.*] [[Keep cleaning the dishes|hTSDd2]](display:"SidebarChar")(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally. On the second day, blisters are already starting to appear on your hands while you are scrapping and washing various types of plates, bowls and glasses. By the third day, every minute spent here felt like an eternity. You could feel your mind siking by staying in this place.*] [[Continue cleaning the dishes|hTSDd4]](display:"SidebarChar")(set:$ValueofNow to 1)(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally. On the second day, blisters are already starting to appear on your hands while you are scrapping and washing various types of plates, bowls and glasses. By the third day, every minute spent here felt like an eternity. You could feel your mind siking by staying in this place. Somehow, the fourth day ended at the opposite of the third one. While you woke up depressed by your situation and ruminating about the other things you should be doing; you found peace of mind and tranquility in focusing on your movements, on the sound of the water modulated by your interaction with it. Feeling almost perfectly still.*] [[Clean the dishes|hTSDd5]](display:"SidebarChar")(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally. On the second day, blisters are already starting to appear on your hands while you are scrapping and washing various types of plates, bowls and glasses. By the third day, every minute spent here felt like an eternity. You could feel your mind siking by staying in this place. Somehow, the fourth day ended at the opposite of the third one. While you woke up depressed by your problems and ruminating about the other things you should be doing; you found peace of mind and tranquility in focusing on your movements, on the sound of the water modulated by your interaction with it. Feeling almost perfectly still. The following days, you tried to get back and maintain this stillness just going through with the present situation. It wasn't easy, it wasn't perfect, but it was already far easier and lighter than initially.*] [[Clean more dishes|hTSDd6]](display:"SidebarChar")(text-color:grey)[*You agreed to clean the dishes everyday for a week to payback for your meal. Enclosed in the hot and noisy kitchen, you repeat the same gestures machinally. On the second day, blisters are already starting to appear on your hands while you are scrapping and washing various types of plates, bowls and glasses. By the third day, every minute spent here felt like an eternity. You could feel your mind siking by staying in this place. Somehow, the fourth day ended at the opposite of the third one. While you woke up depressed by your problems and ruminating about the other things you should be doing; you found peace of mind and tranquility in focusing on your movements, on the sound of the water modulated by your interaction with it. Feeling almost perfectly still. The following days, you tried to get back and maintain this stillness just going through with the present situation. It wasn't easy, it wasn't perfect, but it was already far easier and lighter than initially. Before you knew it, you'd spent a week there, cleaning dishes. But maybe you actually learned something far more valuable that the price of your tab. You thank the owner and wave at him and the waitress before leaving the tavern.*] [[Mercenaries guild hall|ghHellyon]] [[Market district|helMarket]] [[Golden Drop alley|helGDA]] [[Leave Hellyon|leavingHellyon]] [(if:$gold < 40)[ [[Beg 50 gold to be able to travel|softlockBeg3]] (text-color:grey)[*(Consider completing a mission or finding other sources of income!)*] ] ](display:"SidebarChar")(set:$visitedHellyon to 1)(text-color:grey)[*As you step off the (print:$boatTaken) and onto the docks of Hellyon, a wave of sound and smells hits you in the face, overwhelming your senses. The air is thick with the sounds of merchants hawking their wares, sailors shouting orders, and the constant clang of metal on metal as ships are loaded and unloaded at the nearby docks. The city itself is a sprawling mass of buildings and narrow streets, with a mix of architectural styles ranging from the ancient to the modern. The buildings are made mostly of stone and brick, with ornate carvings and intricate details adorning their facades. The streets are paved with cobblestones, and the sidewalks are crowded with people going about their business. The smells of the city are a mix of spices, fish, and exotic perfumes. The market district is particularly lively, with vendors selling everything from raw components to fine cloth to exotic spices and herbs from far-off lands. There are street performers and musicians entertaining the crowds, and the occasional beggar asking for spare change.*] [[Mercenaries guild hall|ghHellyon]] [[Market district|helMarket]] [[The Sea Dog tavern|helTavSeaDog]] [[Golden Drop alley|helGDA]] [[Leave Hellyon|leavingHellyon]] [(if:$gold < 40)[ [[Beg 50 gold to be able to travel|softlockBeg3]] (text-color:grey)[*(Consider completing a mission or finding other sources of income!)*] ] ](display:"SidebarChar")(text-color:grey)[*You walk towards the reception desk, where the woman greets you with a smile before asking how she can help you.*] [[Why is there nothing available on the missions board?|ghHQuestion1]] [[Can you remind me how to complete missions?|ghHMercGuildInfo]] [[Can I see the guild's rules?|ghHMercGuildRules]] [[Go back to the entrance|ghHellyon]] [[Leave the guild hall|Hellyonnav]] (display:"SidebarChar")(save-game: "Slot A", "Hellyon: Guild Hall - Missions Board")(text-color:grey)[*As you walk towards the mission board, you realize that it is totally empty for now.*] [[Present yourself to the attending|ghHattending]] [[Go back to the entrance|ghHellyon]] [[Leave the guild hall|Hellyonnav]] |savedNotif>[(text-size:0.8)[(text-color:lime)[//Progress saved.//] ] ] (after:2s)[(hide:?savedNotif)](display:"SidebarChar")Sure thing! It's actually a quite intuitive and streamlined process. We take care of most of the communication with the client and administrive paperwork for you. Simply consult the ''Missions Board'' in any Mercenaries Guild hall to browse available missions. Accept the one you prefer at the moment and go see the attending in charge, such as me right now. We'll provide all of the necessary information related to the mission you chose along with eventual physical objects that might be required. For example, a package to deliver. Once you complete the mission, you'll either get paid directly by the customer upon completion or, in some specific contexts, you might have to return to the Guild Hall where you accepted the mission to get paid once it is completed. Oh, by the way, most missions will involve travelling to different towns or cities. A great way to do so unless you are autonomous is to use the ''Merchants Caravanes network.'' While the regular prices might get high sometimes, due to a special partnership with the Merchants Guild, when you are in service, you'll have access to discounted travel rates. I hope this make things clearer for you. [[Can I see the guild's rules?|ghHMercGuildRules]] [[Go back to the entrance|ghHellyon]] [[Leave the guild hall|Hellyonnav]] (display:"SidebarChar")(text-color:grey)[*The attending gives you a scroll to consult.*] (text-color:fuchsia)[ |tooltip>[Mercenaries Guild Chart |tooltiptext>[<img src="./images/MercenariesGuildChart.png" width="850px;">] ] ] [[Can you remind me how to complete missions?|ghHMercGuildInfo]] [[Go back to the entrance|ghHellyon]] [[Leave the guild hall|Hellyonnav]] (display:"SidebarChar")Oh, you know it's quite busy here with all the activity around. The board is often quite empty and only the unreferenced missions remains untaken. (text-color:grey)[*She says with a jaded tone.*] [[Unreferenced missions you say?|ghHQuestion2]] [[I see, thank you. (Go back to the entrance)|ghHellyon]] [[Leave the guild hall|Hellyonnav]] (display:"SidebarChar")(set:$UnrefMissionsLearned to 1) (text-color:grey)[*She displays a brief smile before replying.*]You are still new I see. Well, the most complex and important missions are never displayed on the board and only accomplished mercenaries are entrusted to achieve those. Although, we do lose even some of the most experienced every now and then. (text-color:grey)[*The inspects you more thoroughly before continuing.*] I can already tell that you need a few more years of experience before even thinking about taking on one of those. For now you should stick with these ludicrous things they call missions in the north.(text-color:grey)[* She says with a resentful tone.*] [[I see, thank you (Continue talking)|ghHattending]] [[I see, thank you (Go back to the entrance)|ghHellyon]] [[Leave the guild hall|Hellyonnav]] (display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*You learned about the existence of unreferenced missions after talking to the guild hall attending in Hellyon. Here are the details that you recall hearing about this: "The most complex and important missions are never displayed on the board and only accomplished mercenaries are entrusted to achieve those. Although, we do lose even some of the most experienced every now and then."*] (display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*While being stuck for a week cleaning dishes at the Sea Dog tavern in Hellyon to repay your tab, you've found a key to stillness and peace of mind: focusing on the present moment. Here are the more detailed glimpse of memory you recall: Somehow, the fourth day ended at the opposite of the third one. While you woke up depressed by your situation and ruminating about the other things you should be doing; you found peace of mind and tranquility in focusing on your movements, on the sound of the water modulated by your interaction with it. Feeling almost perfectly still. The following days, you tried to get back and maintain this stillness just going through with the present situation. It wasn't easy, it wasn't perfect, but it was already far easier and lighter than initially. Before you knew it, you'd spent a week there, cleaning dishes. But maybe you actually learned something far more valuable that the price of your tab.*] (display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*After eating a great meal that you couldn't pay at the Sea Dog tavern in Hellyon, you somehow managed to convince the owner to make you credit so that you could come back and pay the tab later, with interests.*] |tooltip>[(text-color:fuchsia)[Detailed Tab] |tooltiptext>[ (text-color:white)[*The Sea Dog Tavern(text-size:0.6)[Main place, Hellyon]*] (print: $helTavSDMenuStarter) (print:$helTavSDMenuStarterValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuCourse) (print:$helTavSDMenuCourseValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuSweet) (print:$helTavSDMenuSweetValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuDrink) (print:$helTavSDMenuDrinkValue) <img src="./images/coin.png" width="25px;" height="25px;"> Total: (print:$helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;"> Total +18% Interests (print:$helTavSDTabFullTotal) <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (display:"SidebarTemp")(set:$gold to $gold - $helTavSDTabFullTotal)(track:"sfxGoldl", "play")(set:$helTavSDTabPaid to 1)(text-color:grey)[*You settled your unpaid tab with generous interests and the barmaid was happy to burn the small credit note that was pinned under the bar in front of you.*] [[Keep talking to the barmaid|helTavSeaDogBarmaid]] [[Ask a group playing dices if you may play with them|helTavSeaDogPlay]] [[Sit at a table|helTavSeaDogSit]] [[Leave the tavern|Hellyonnav]](display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*After eating a great meal that you couldn't pay at the Sea Dog tavern in Hellyon, you somehow managed to convince the owner to make you credit so that you could come back and pay the tab later, with interests. Which you did and the credit is now settled.*] |tooltip>[(text-color:fuchsia)[Detailed Tab] |tooltiptext>[ (text-color:white)[*The Sea Dog Tavern (text-size:0.6)[Main place, Hellyon]*] (print: $helTavSDMenuStarter) (print:$helTavSDMenuStarterValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuCourse) (print:$helTavSDMenuCourseValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuSweet) (print:$helTavSDMenuSweetValue) <img src="./images/coin.png" width="25px;" height="25px;"> (print: $helTavSDMenuDrink) (print:$helTavSDMenuDrinkValue) <img src="./images/coin.png" width="25px;" height="25px;"> Total: (print:$helTavSDTabTotal) <img src="./images/coin.png" width="25px;" height="25px;"> Total +18% Interests (print:$helTavSDTabFullTotal) <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (text-color:lime)[*(Paid)*] (display:"SidebarChar")(text-color:grey)[*You walk to a large warehouse where ships are built and repaired. It's a noisy and busy place, with workers hammering and sawing away at the hulls of various ships. You can see that a few ships are listed for sale, they seem to be of nice quality but are probably quite expensive.*] [[Look around for people to meet|helShipYardMeet]] (if:$helShipyardStolen is 0)[ [[Sneak around and try to steal something|helMarketShipSteal]] ](else-if:$helShipyardStolen is 1)[] [[Leave back to the marketplace|helMarket]](display:"SidebarChar")(text-color:grey)[*You walk towards the Herbalist's Cottage, a small shop located on the outskirts of the marketplace. The owner, an elderly woman provides a wide range of natural remedies and herbal concoctions. She grows most of the plants and herbs herself in a small garden behind the shop and seems well versed into their medicinal properties. She also sells a variety of teas and spices used for cooking.*] (if:$gobInv does not contain "Goldenseal")[(if: $gold >= 16)[ [[Buy Goldenseal Roots (16 gold)|ccBGoldenseal]] ](else: )[ Buy Goldenseal Roots (16 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Goldenseal")[ Buy Goldenseal Roots (16 gold) - *You already have some Goldenseal Roots!*] (if:$gobInv does not contain "Ginkgo")[(if: $gold >= 12)[ [[Buy Ginkgo (12 gold)|ccBGinkgo]] ](else: )[ Buy Ginkgo (12 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Ginkgo")[ Buy Ginkgo (12 gold) - *You already have Ginkgo!*] (if:$gobInv does not contain "Belladonna")[(if: $gold >= 18)[ [[Buy Belladonna (18 gold)|ccBBelladonna]] ](else: )[ Buy Belladonna (18 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Belladonna")[ Buy Belladonna (18 gold) - *You already have some Belladonna!*] (if:$gobInv does not contain "Aconite")[(if: $gold >= 16)[ [[Buy Aconite (16 gold)|ccBAconite]] ](else: )[ Buy Aconite (16 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Aconite")[ Buy Aconite (16 gold) - *You already have some Aconite!*] (if:$gobInv does not contain "Tea")[(if: $gold >= 8)[ [[Buy some Tea (8 gold)|helHCTea]] ](else: )[ Buy some Tea (8 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Tea")[ Buy some Tea (8 gold) - *You already have some Tea!*] (if:$gobInv does not contain "Spices")[(if: $gold >= 12)[ [[Buy some Spices (12 gold)|helHCSpices]] ](else: )[ Buy some Spices (12 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Spices")[ Buy some Spices (12 gold) - *You already have some Spices!*] [[Leave the shop|helMarket]] (display:"SidebarChar")(if:(history:)'s last's end is "helMarket")[(text-color:grey)[*You step into an imposant workshop mostly made of stones proped and reinforced with intricate metal parts here and there. A burly man with a thick beard turns at you after hearing you step in and leaves what seems to be an engraving table with all the tools necessary to work on finer details.*] Greetings stanger! (text-color:grey)[*He says with a deep but warm voice.*] Are you looking for something specific? ](else:)[Anything else I can do for you?] [[Do you sell any weapons?|helIAWeapons]] [[Do you sell any armor?|helIAArmor]] [[Do you sell tools and utilities?|helIATools]] (if:$helMarketIACustomOrderOption is 0)[ [[Do you sell anything else?|helIAMisc]] ](else-if:$helMarketIACustomOrderOption is 1)[ [[I'd like to place a custom order|helIACustomOrder]] ] [[Leave the stand|helMarket]](display:"SidebarChar")(text-color:grey)[*As you approach the food stand, you see a variety of fresh and appetizing products.*] (if:$gobInv does not contain "Grilled Fish")[(if: $gold >= 5)[ [[Buy Grilled Fish (5 gold)|ccBFish]] ](else: )[ Buy Grilled Fish (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Grilled Fish")[ Buy Grilled Fish (5 gold) - *You already have some Grilled Fish!*] (if:$gobInv does not contain "Apple")[(if: $gold >= 1)[ [[Buy Apple (1 gold)|ccBApple]] ](else: )[ Buy Apple (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Apple")[ Buy Apple (1 gold) - *You already have an Apple!*] (if:$gobInv does not contain "Carrot")[(if: $gold >= 1)[ [[Buy Carrot (1 gold)|ccBCarrot]] ](else: )[ Buy Carrot (1 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Carrot")[ Buy Carrot (1 gold) - *You already have a Carrot!*] (if:$gobInv does not contain "Dried Fruits Mix")[(if: $gold >= 3)[ [[Buy Dried Fruits Mix (3 gold)|ccBDriedFruits]] ](else: )[ Buy Dried Fruits Mix (3 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Dried Fruits Mix")[ Buy Dried Fruits Mix (3 gold) - *You already have a Dried Fruits Mix!*] [[Check the other shops|helMarket]](display:"SidebarChar")(text-color:grey)[*You walk towards one of the luxuriest-looking shop on the marketplace with an old facade reading "The Perfect Fit, Couture sur mesure." and step inside.*] Greetings and welcome to the perfect fit! (text-color:grey)[*Says a svelt woman in her late thirties with dark brown hairs. She introduces herself as Adela, the owner and asks what she can do for you.*] { * (if:$gobInv does not contain "Fabric")[(if:$gold >= 12)[ [[Buy some fabric (12 gold)]] ](else-if:$gold < 12)[~~Buy some fabric (12 gold)~~ *You don't have enough gold!*]](else-if:$gobInv contains "Fabric")[~~Buy some fabric (12 gold)~~ *You already have some Fabric in your inventory!*] * (if: $sewingBp1Obtained is 0)[ (if: $gold >= 20)[ [[Buy a book of tailoring patrons (20 gold)|sewingBp101BuyHellyon]] ](else: )[ ~~Buy a book of tailoring patrons (20 gold)~~ - *You don't have enough gold!*]](else-if: $sewingBp1Obtained is 1)[Book of tailoring patrons (20 gold) - *You have already purchased this item!*] * (if: $sewingTools101 is 0)[ (if: $gold >= 48)[ [[Buy the Sewing 101 toolkit (48 gold)|sewingToolkitBuyHellyon]] ](else: )[ ~~Buy the Sewing 101 toolkit (48 gold)~~ - *You don't have enough gold!*] ](else-if:$sewingTools101 is 1)[Buy the Sewing 101 toolkit (48 gold) - *You have already purchased this item!*] } [[Can you tell me more about tailoring?|helTailoringInfo]] [[I'm all good, thank you. (Leave the shop)|helMarket]](display:"SidebarChar")(text-color:grey)[*As you approach the stand, the owner welcomes you and starts blabbing about the quality of his materials before you can even start to inspect what he has to sell. Ignoring his pushy approach, you inspect the displayed stock seeing various types of metals and woods.*] (if:$gobInv does not contain "Wood")[(if: $gold >= 5)[ [[Buy Wood (5 gold)|helMarketGrigWood]] ](else: )[ Buy Wood (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Wood")[ Buy Wood (5 gold) - *You already have some Wood!*] (if:$gobInv does not contain "Leather")[(if: $gold >= 7)[ [[Buy Leather (7 gold)|helMarketGrigLeather]] ](else: )[ Buy Leather (7 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Leather")[ Buy Leather (7 gold) - *You already have some Leather!*] (if:$gobInv does not contain "Metal")[(if: $gold >= 10)[ [[Buy Metal (10 gold)|helMarketGrigMetal]] ](else: )[ Buy Metal (10 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Metal")[ Buy Metal (10 gold) - *You already have some Metal!*] (if:$gobInv does not contain "Premium Metal")[(if: $gold >= 18)[ [[Buy Premium Metal (18 gold)|helMarketGrigPremiumMetal]] ](else: )[ Buy Premium Metal (18 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Premium Metal")[ Buy Premium Metal (18 gold) - *You already have some Premium Metal!*] [[Leave the stand|helMarket]](set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Wood")) (goto:"GrigorStock")(set:$gold to ($gold - 7))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Leather")) (goto:"GrigorStock")(set:$gold to ($gold - 10))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Metal")) (goto:"GrigorStock")(set:$gold to ($gold - 18))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Premium Metal")) (goto:"GrigorStock")(display:"SidebarChar")Well, it's not our specialty but we do have a few things. (text-color:grey)[*He replies before showing you what's available.*] {(for: each _ironanvilItem, ...$shopIronAnvilWeapons)[ (if:$gWeapon is not _ironanvilItem)[ (if: $gearInv does not contain _ironanvilItem)[ (if: $gold >= _ironanvilItem's valueBuy)[ * |tooltip>[(link:"Buy " + (str:_ironanvilItem's name) + " for " + (str:_ironanvilItem's valueBuy) + " gold")[(track:"sfxGoldl", "play")(set:$gold to $gold - _ironanvilItem's valueBuy)(set:$gearInv to $gearInv + (a:_ironanvilItem))(go-to:"helIAWeapons")]|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] ](else-if: $gold < _ironanvilItem's valueBuy)[ * You don't have enough gold to buy |tooltip>[(text-color:fuchsia)[(print:_ironanvilItem's name)] |tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] ](else:)[ * You've already purchased |tooltip>[(print:_ironanvilItem's name)|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ](else-if:$gWeapon is _ironanvilItem)[ * You've already equipped |tooltip>[(print:_ironanvilItem's name)|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ] } [[I see, thank you. (Keep talking)|helIronAnvil]] [[I see, thank you. (Leave the stand)|helMarket]](display:"SidebarChar")Just like with weapons, it's not our specialty but we do have a few things as those are always in high-demand. (text-color:grey)[*He replies before showing you what's available.*] {(for: each _ironanvilItem, ...$shopIronAnvilArmor)[ (if:$gWeapon is not _ironanvilItem)[ (if: $gearInv does not contain _ironanvilItem)[ (if: $gold >= _ironanvilItem's valueBuy)[ * |tooltip>[(link:"Buy " + (str:_ironanvilItem's name) + " for " + (str:_ironanvilItem's valueBuy) + " gold")[(track:"sfxGoldl", "play")(set:$gold to $gold - _ironanvilItem's valueBuy)(set:$gearInv to $gearInv + (a:_ironanvilItem))(go-to:"helIAWeapons")]|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">] ] ](else-if: $gold < _ironanvilItem's valueBuy)[ * You don't have enough gold to buy |tooltip>[(text-color:fuchsia)[(print:_ironanvilItem's name)] |tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] ](else:)[ * You've already purchased |tooltip>[(print:_ironanvilItem's name)|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ](else-if:$gWeapon is _ironanvilItem)[ * You've already equipped |tooltip>[(print:_ironanvilItem's name)|tooltiptext>[(text-color:white)[(print:_ironanvilItem's name)] (print:_ironanvilItem's desc) (text-color:white)[ (if:_ironanvilItem's gWeaponStrength > 0)[+ (print:_ironanvilItem's gWeaponStrength) Strength] (if:_ironanvilItem's gWeaponStealth > 0)[+ (print:_ironanvilItem's gWeaponStealth) Strength] (if:_ironanvilItem's gWeaponStamina > 0)[+ (print:_ironanvilItem's gWeaponStamina) Stamina] (if:_ironanvilItem's gWeaponDexterity > 0)[+ (print:_ironanvilItem's gWeaponDexterity) Dexterity] (if:_ironanvilItem's gWeaponIntellect > 0)[+ (print:_ironanvilItem's gWeaponIntellect) Intellect] (if:_ironanvilItem's gWeaponCharisma > 0)[+ (print:_ironanvilItem's gWeaponCharisma) Charisma] (if:_ironanvilItem's gArmorStrength > 0)[+ (print:_ironanvilItem's gArmorStrength) Strength] (if:_ironanvilItem's gArmorStealth > 0)[+ (print:_ironanvilItem's gArmorStealth) Strength] (if:_ironanvilItem's gArmorStamina > 0)[+ (print:_ironanvilItem's gArmorStamina) Stamina] (if:_ironanvilItem's gArmorDexterity > 0)[+ (print:_ironanvilItem's gArmorDexterity) Dexterity] (if:_ironanvilItem's gArmorIntellect > 0)[+ (print:_ironanvilItem's gArmorIntellect) Intellect] (if:_ironanvilItem's gArmorCharisma > 0)[+ (print:_ironanvilItem's gArmorCharisma) Charisma] *(print:_ironanvilItem's valueBuy)*] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ] } [[I see, thank you. (Keep talking)|helIronAnvil]] [[I see, thank you. (Leave the stand)|helMarket]](display:"SidebarChar")Of course, what did you need? (text-color:grey)[*He says while presenting you an array of tools and utilities available.*] (if:$gobInv does not contain "Lockpick")[(if: $gold >= 5)[ [[Buy a Lockpick (5 gold)|helMarketIALockpick]] ](else: )[ Bu a Lockpick (5 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Lockpick")[ Buy a Lockpick (5 gold) - *You already have a Lockpick!*] (if:$gobInv does not contain "Grappling Hook")[(if: $gold >= 12)[ [[Buy a Grappling Hook (12 gold)|helMarketIAGrapHook]] ](else: )[ Buy a Grappling Hook (12 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Grappling Hook")[ Buy a Grappling Hook (12 gold) - *You already have a Grappling Hook!*] (if:$gobInv does not contain "Basic Engineering Tools")[(if: $gold >= 42)[ [[Buy Basic Engineering Tools (42 gold)|helMarketIABasicEng]] ](else: )[ Buy Basic Engineering Tools (42 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Basic Engineering Tools")[ Buy Basic Engineering Tools (42 gold) - *You already have Basic Engineering Tools!*] (if:$gobInv does not contain "Advanced Engineering Tools")[(if: $gold >= 78)[ [[Buy Advanced Engineering Tools (78 gold)|helMarketIAAdvEng]] ](else: )[ Buy Advanced Engineering Tools (78 gold) - *You don't have enough gold!*] ](else-if:$gobInv contains "Advanced Engineering Tools")[ Buy Advanced Engineering Tools (78 gold) - *You already have Advanced Engineering Tools!*] [[I see, thank you. (Keep talking)|helIronAnvil]] [[I see, thank you. (Leave the stand)|helMarket]](display:"SidebarChar")(set:$helMarketIACustomOrderOption to 1)Well, we do specialize in custom work for various buildings and decorative items. From sculpted fences to engraved mirrors, cutlery and much more. Basically, if we do anything requested by our clients as long as it remains within our skillset. (text-color:grey)[*He stops shortly before continuing with a nostalgic look in his eyes.*] Sadly, it's not what it used to be anymore... People seems to be drawn away from original and qualified artisans expertise and opting for cheaper options. Most of people shows up asking for armor or weapons those days... We had to adapt to be able to keep the shop open, despite sharing the same techniques and processes, forging weapons is not something that I'm comfortable doing, but I do have a family to feed. (text-color:grey)[*He pauses again, realizing that he got caught in his mind.*] I shouldn't be bothering you with my stories... Anyway, if you are ever in need of a custom craft, you know where to find us. [[I see, thank you. (Keep talking)|helIronAnvil]] [[I see, thank you. (Leave the stand)|helMarket]](set:$gold to ($gold - 12))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Grappling Hook")) (goto:"helIATools")(set:$gold to ($gold - 5))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Lockpick")) (goto:"helIATools")(set:$gold to ($gold - 78))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Basic Engineering Tools")) (goto:"helIATools")(set:$gold to ($gold - 42))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Advanced Engineering Tools")) (goto:"helIATools")(display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*You've learned that the Iron Anvil workshop in Hellyon's market district offers the option to place custom orders for metal parts or objects for buildings and interiors. If they have the skills to do what you want, they'll do it. Although they seem more specialized in ornemental creations. You didn't asked about the price, but you expect it to be quite high...*] (display:"SidebarChar")(text-color:grey)[*We're currently filled up with custom orders while also restocking our usual inventory and won't be able to take on new orders before a few weeks, at the very least. Come back later and we'll put you on the waiting list once there's a bit more visiblity for us.*] [[I understand, thank you. (Keep talking)|helIronAnvil]] [[I understand, thank you. (Leave the shop)|helMarket]](set:$gold to ($gold - 8))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Tea")) (goto: $lastPassage)(set:$gold to ($gold - 12))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Spices")) (goto: $lastPassage)(display:"SidebarTemp")(text-color:grey)[*As you sneak around piles of wood planks and other materials and machines parsed all over the place, you spot a man asleep slightly hidden behind some crates. It seems like he won't be waking up so soon considering the empty whisky bottle lying aside him and the half-empty second one still in his hand. You also spot a sword standing against the crates next to him.*] [[Try to steal him and the sword]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome, influenced by Stealth]] [[Try to steal only the sword]] |tooltip>[ <img src="./images/md10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome, influenced by Stealth]] [[Let the man sleep in peace and go back to the entrance|helShipyard]] (display:"SidebarTemp")(set:$helShipyardStolen to 1)(text-color:grey)[*You approach the sleeping man as silently as possible and attempt to steal anything valuable on him.*]{(set: $modSteal2 to (random:1,10)) (set:$RrSteal2 to $modSteal2 + $TotalStealth)} (if: $RrSteal2 is >=16)[(text-color:grey)[*He's so drunk that you could slap him without waking him up... You easily manage to snatch a small purse of gold (25 gold) before grabbing the sword and walking away.*] (set:$gearInv to $gearInv + (a:$sword))(track:"sfxGold", "play")(set:$gold to $gold + 25) [[Look around for people to meet|helShipYardMeet]] [[Leave back to the marketplace|helMarket]] ] (else-if: $RrSteal is >=10)[(text-color:grey)[ *As you were about to approach from the shadows, a foreman arrived and kicked at the worked asleep before starting to yell at him. You couldn't steal anything, but at least you didn't get caught...*] [[Look around for people to meet|helShipYardMeet]] [[Leave back to the marketplace|helMarket]] ] (else:)[(text-color:grey)[ *As you approached him and tried to snatch the purse of gold attached to the man's belt, he suddenly wakes up and grabs your hand. Not clear about what was happening to him, he started yelling and trying to kick you away before some other people, alerted arrived and tied you up while waiting for the guards, about to take you to their headquarters. If you refuse or try to fight back, things could get ugly. The guards are well-trained and well-armed, and they won't hesitate to use force if necessary.*] * [[Follow the guards|helShipStealFollowGuards]] * [[Resist the guards|helShipStealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome, influenced by Dexterity and Stamina]] ] (display:"SidebarTemp")(set:$helShipyardStolen to 1)(text-color:grey)[*You approach the sword as silently as possible and attempt to steal it.*]{(set: $modSteal2 to (random:1,10)) (set:$RrSteal2 to $modSteal2 + $TotalStealth)} (if: $RrSteal2 is >=13)[(text-color:grey)[*He's so drunk that you could slap him without waking him up... You easily manage to grab the sword before walking away.*] (set:$gearInv to $gearInv + (a:$sword))(track:"sfxInvOpen", "play") [[Look around for people to meet|helShipYardMeet]] [[Leave back to the marketplace|helMarket]] ] (else-if: $RrSteal is >=7)[(text-color:grey)[ *As you were about to approach from the shadows, a foreman arrived and kicked at the worked asleep before starting to yell at him. He got up, took his sword and went back to work. You couldn't steal anything, but at least you didn't get caught...*] [[Look around for people to meet|helShipYardMeet]] [[Leave back to the marketplace|helMarket]] ] (else:)[(text-color:grey)[ *As you approached and tried to grab the sword you make it fall causing enough disturbance to wake up the worker. Not clear about what was happening, he started yelling at you throws you the half-empty bottle he was still holding. You take a nasty hit to the head (set:$health to $health - 4)(set:$mPWounded to 1) leaving you dazed enough time for some other people to arrive alterted by the noise. They tie you up while waiting for the guards, about to take you to their headquarters. If you refuse or try to fight back, things could get ugly. The guards are well-trained and well-armed, and they won't hesitate to use force if necessary.*] * [[Follow the guards|helShipStealFollowGuards]] * [[Resist the guards|helShipStealResistGuards]] |tooltip>[ <img src="./images/hd10.png" width="28px;" height="28px;">|tooltiptext>[Implies a random outcome]] ] (display:"SidebarChar")(text-color:grey)[*As you step deeper into the warehouse, it seems like most people are too busy to stop and talk with you. You finally find a few people who seems in between two tasks.*] [[Go talk to a woman eating a sandwich on a pile of planks|helShipwoman1]] [[Go talk to a group of workers discussing together|helShipgroup1]] [[Go talk to an older women who seems absorbed in some documents lying on a table|helShipwoman2]] [[Leave the Shipyard|helMarket]](display:"SidebarChar") (group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)*While you are following the guards to the headquarters, they ask you for a bribe of 600 gold to let you go away.* (if:$gold >=600)[ [[Pay the bribe and go away|helMarket]] (set:$gold -600) ] (else: )[ *The guards decides to execute you to leave no witness of their corruption.* (set:$health to 0) (text-color:red)[''$fName story's ends here.'' //''Not seen, not caught...''//] [[Return to Main Menu|Start]] ](display:"SidebarTemp")(group: 'playing', 'stop')(track: 'musIntro01', 'play') (track: 'musIntro01', 'loop', true)(text-color:grey)[(if:$gWeapon's name is not "None")[*Decided not to follow the guards who just untied you, your first reflex would be to attack them with your (print:$gWeapon's name). But after a fraction of second, you conclude that it would be unreasonable to fight those guards alone. *](else: )[*Decided not to follow the guards who just untied you, you also realize that it would be stupid to take them on with your bare hands...*] ] (set: $mPDice1 to (random:1,10))(set: $advDice2 to ((random:1,10))) (set:$mPDiceSum to $mPDice1 + (($TotalStamina/2) + ($TotalDexterity/2))) (if:$mPDiceSum > $advDice2)[(text-color:grey)[*While looking around, you spot a bucket of grease and throws it in between you and the guards before (text-color:#FFC527)[running away] in Hellyon's marketplace* (click-goto: "running away", "helMarket")] ](else-if:$mPDiceSum < $advDice2)[(text-color:grey)[*While looking around, you spot a bucket of grease but one of the guards anticipates and grabs it before you, while another one draws out his gun from his holster and shots you in the head.*] (set:$health to 0) (text-color:red)[''$fName story's ends here.'' Learn from your mistakes, ''behave wisely''.] [[Return to Main Menu|Start]] (text-size:0.8)[(text-color:white)[Roll Outcome: You rolled $mPDiceSum including (print:$TotalStaminah/2) Strength & (print:$TotalDexterity/2) Dexterity bonus. The guard rolled $advDice2.] ] ] (display:"SidebarChar")(text-color:grey)[*You head over to the younger woman, who's just finishing her sandwich. You greet her before asking what she does here. After greeting you back with no particular expression, she replies:*] I work mainly on cutting and polishing parts for the ship's interior and deck. One could say it's repetitive, but I enjoy working with wood, it's a noble material. [[How long have you been working here?]] [[Do you know how I can buy a ship?]] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helShipyardM3Info]] ]](else-if:$misComp contains "m3")[] [[Perfect, thank you! (Leave the Shipyard)|helMarket]](display:"SidebarChar")(text-color:grey)[*As you arrive next to the group of workers having a break, they stop talking at your sight. One of them asks what you want with a grumpy tone.*] [[Do you know how I can buy a ship?|helShipGroup1]] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helShipyardM3InfoGroup]] ]](else-if:$misComp contains "m3")[] [[Never mind. (Go back to the entrance)|helShipyard]] [[Never mind. (Leave the Shipyard)|helMarket]](display:"SidebarChar")(text-color:grey)[*As you approach the women's desk you can see a small sign reading "Supervisor Riley" on it, almost covered by the numerous documents chaotically layed out on the desk. The woman greets you before asking what she can do for you while still browsing through some of the documents and organizing them.*] [[I'm interested in buying a boat|helShipBuyShip]] [[Can you tell me more about this place?|helShipInfo]] [[Nevermind. (Go back to the entrance)|helShipyard]] [[Nevermind. (Leave the Shipyard)|helMarket]](display:"SidebarChar") You should speak with Riley for that! She's overseeing the warehouse and all of the sales and orders. (text-color:grey)[*She says while pointing at an older woman sitting at the desk filled with documents.*] [[Perfect, thank you! (Head over to Riley)|helShipwoman2]] [[How long have you been working here?]] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helShipyardM3Info]] ]](else-if:$misComp contains "m3")[] [[I have to go. (Back to the entrance)|helShipyard]] [[I have to go. (Leave the Shipyard)|helMarket]](display:"SidebarChar")(text-color:grey)[*She takes a moment to think before replying:*] Hmm... It must be somewhere around 2 or 3 years now! I came here right after completing my apprenticeship and wouldn't see myself elsewhere. [[Do you know how I can buy a ship?]] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helShipyardM3Info]] ]](else-if:$misComp contains "m3")[] [[It was fun meeting you, but I have to go. (Back to the entrance)|helShipyard]] [[It was fun meeting you, but I have to go. (Leave the Shipyard)|helMarket]](display:"SidebarChar")Who hasn't? (text-color:grey)[*She replies with disdain.*] At least around here, she's made her name well known, and feared by most. I can't grasp what could drive anyone to living in such way... Stealing, Blackmailing, Torturing, Killing... (text-color:grey)[*Her voices lowers as she finishes to enumerate.*] [[Do you know where I can find her?]] [[How long have you been working here?]] [[Do you know how I can buy a ship?]] [[I have to go. (Back to the entrance)|helShipyard]] [[I have to go. (Leave the Shipyard)|helMarket]](display:"SidebarChar")I have no idea at all... I try to stay far from those people. [[How long have you been working here?]] [[Do you know how I can buy a ship?]] [[I see, thank you. (Back to the entrance)|helShipyard]] [[I see, thank you. (Leave the Shipyard)|helMarket]](display:"SidebarChar")Of course, I didn't realize you were new around here. Even then, you must have heard about Hellyon's Shipyard! We're known throughout Arrev as the best artisans for ship building and repairs. We've been operating for over 15 years and still have a long way to go, especially considering the constantly increasing amount of requests. It seems like everyone wants to sail the seas those days... [[Actually, I'm interested in buying a boat as well|helShipBuyShip]] [[Thank you. (Go back to the entrance)|helShipyard]] [[Thank you. (Leave the Shipyard)|helMarket]](display:"SidebarChar")(text-color:grey)[*She looks at you from bottom to top and from top to bottom before looking back at her documents and replying:*] From the looks of it, I'd doubt that you have the necessary funds. But if it makes you happy, have a look at those. (text-color:grey)[*She hands you two sheets, each displaying the information and a small sketch of a particular ship.*] (text-color:fuchsia)[|tooltip>[First Sheet |tooltiptext>[You see a sketch of a nice looking medium-sized ship as well as various information. (text-color:white)[Type: Brigantine Length: 19 meters Capacity: 8 crew mates Weapons: 2 canons Price: 75.000 <img src="./images/coin.png" width="25px;" height="25px;">] ] ]] (text-color:fuchsia)[|tooltip>[Second Sheet |tooltiptext>[You see a sketch of a large galleon as well as various information. (text-color:white)[Type: Galleon Length: 38 meters Capacity: 20 crew mates Weapons: 6 canons Price: 225.000 <img src="./images/coin.png" width="25px;" height="25px;">] ] ]] [[I'm interested in one of them, can I buy it now?|helShipBuyShip2]] [[Thank you, I'll keep that in mind. (Go back to the entrance)|helShipyard]] [[Thank you, I'll keep that in mind. (Leave the Shipyard)|helMarket]](display:"SidebarChar")(text-color:grey)[*Suprised, she replies:*] Even assuming you're not bluffing about the gold, no you can't. Those are barely existing for now, we just started the construction a few days ago and they'll be ready in a few months. We'll open the sales only a few weeks before they're finished. [[Thank you, I'll keep that in mind. (Go back to the entrance)|helShipyard]] [[Thank you, I'll keep that in mind. (Leave the Shipyard)|helMarket]](display:"SidebarChar") You should speak with Riley for that! She's overseeing the warehouse and all of the sales and orders. (text-color:grey)[* Another one of them says while pointing at an older woman sitting at the desk filled with documents.*] [[Perfect, thank you! (Head over to Riley)|helShipwoman2]] (if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helShipyardM3InfoGroup]] ]](else-if:$misComp contains "m3")[] [[Perfect, thank you! (Back to the entrance)|helShipyard]] [[Perfect, thank you! (Leave the Shipyard)|helMarket]](display:"SidebarChar")Katrina? You heard that guys... (text-color:grey)[*He says with an irritated tone.*] The bitch managed to empty my pockets at the tavern! And not only once, but twice! (text-color:grey)[*Says another laughing at his colleague, making him only more irritated.*] [[Do you know where I can find her?|helShipyardGroupKat2]] [[Do you know how I can buy a ship?|helShipGroup1]] [[I have to go. (Back to the entrance)|helShipyard]] [[I have to go. (Leave the Shipyard)|helMarket]](display:"SidebarChar")I've heard rumors than she stays in the undergrounds. But no clue if it's true and I won't be the one going to verify. That's for sure! (text-color:grey)[*Replies the one who was making fun of the other.*] [[The undergrounds?|helShipGroupUndergrounds]] [[Do you know how I can buy a ship?|helShipGroup1]] [[I see, thank you. (Back to the entrance)|helShipyard]] [[I see, thank you. (Leave the Shipyard)|helMarket]](display:"SidebarChar")You're really not from here, aren't you? (text-color:grey)[*He starts explaining before you can even reply.*] That's how we call the tunnel maze under lying under the city. It's known to be the lair of some of the most dangerous outlaws and gangs. If you are so determined to lose your life, feel free to explore around the Golden Drop Alley. [[I see, thank you. (Back to the entrance)|helShipyard]] [[I see, thank you. (Leave the Shipyard)|helMarket]](set:$gold to ($gold - 48))(track:"sfxGoldl", "play") (set:$sewingTools101 to 1) (goto: $lastPassage)(set:$gold to ($gold - 20))(track:"sfxGoldl", "play") (set:$sewingBp1Obtained to 1) (goto: $lastPassage)(set:$gold to ($gold - 12))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Fabric")) (goto: $lastPassage)(display:"SidebarChar")Tailoring is an art which requires patience and dexterity. With the right knowledge and practice you can easily create anything from clothes to bags or even durable bandages. Once you've bought some basic tools and patterns get yourself a bit of fabric and try practicing as much as you can. You should see improvements in no time if you actually pay attention to what you're doing. (text-color:grey)[*She pauses for a few seconds before concluding:*] Feel free to come back anytime for question or advice if you need, I'll be glad to help! [[Thank you for the information. (Continue talking)|helPerfectFit]] [[Thank you for the information. (Leave the shop)|helMarket]](set:$gobInv to $gobInv - (a:"Fabric")) (set:$gobInv to $gobInv + (a:"Simple Bandage")) (goto: "Inventory")(set:$gobInv to $gobInv - (a:"Fabric")) (set:$gobInv to $gobInv - (a:"Rope")) (set:$bagExt1 to 1) (goto: "Inventory")(set:$gobInv to $gobInv - (a: "Simple Bandage")) (set:$health to ($health + 5)) (set:$mPWounded to 0) (goto: $lastPassage)(display:"SidebarChar")(if:$helUbmExplored is 0)[(text-color:grey)[*As you cautiously make your way through the dimly lit tunnels of the Hellyon Undergrounds, you start to notice a subtle change in the atmosphere. The air becomes thick with anticipation, and the distant sound of hushed voices grows louder. You follow the sound, guided by the flickering glow of torches lining the passage. Finally, you arrive at a hidden entrance guarded by two burly individuals. Their eyes scan you from head to toe, assessing your intentions. After a moment of tense silence, one of them grunts and steps aside, granting you access into the Black Market. Stepping into the Black Market feels like entering another world entirely. As your eyes adjust to the slightly brighter lighting, although compensated by a layer of smoke composed of a mixture of incense, spices, and the faint hint of illegal substances, you take in the sprawling marketplace that stretches out before you. Stalls and makeshift shops are scattered throughout the cavernous space, each one filled with a dizzying array of illicit goods. The air is filled with the haggling of buyers and sellers, their voices blending together in a cacophony of whispered negotiations. The Black Market is a vibrant tapestry of criminal activity. You see tables covered in stolen goods, ranging from valuable artifacts to everyday items. A shady figure discreetly offers you a selection of illegal weapons, their eyes darting around nervously to ensure no unwanted attention. Further along, you notice a cage filled with exotic animals, their eyes filled with fear and longing for freedom. Nearby, a hooded figure beckons you over to a hidden corner, promising rare and potent potions that promise to grant unimaginable powers. The atmosphere is tense, and the people around you move with a mix of caution and urgency. Transactions are completed swiftly, and whispers of secret dealings echo through the air. Shadows dance along the walls, hiding the identities of those involved in these illegal transactions. The Black Market is a place where trust is a rare commodity, and alliances constantly shift. The slightest misstep could have dire consequences, as rival gangs and factions vie for control and dominance. It is a dangerous and unpredictable world, where survival depends on wit, instinct, and a keen eye for opportunity.*] ](else-if:$helUbmExplored is 1)[(text-color:grey)[*You are back in the center of the Black Market. It's a vibrant tapestry of criminal activity. The atmosphere is tense, and the people around you move with a mix of caution and urgency. Transactions are completed swiftly, and whispers of secret dealings echo through the air. Shadows dance along the walls, hiding the identities of those involved in these illegal transactions.*]] [[The Shadow's Stash]] [[The Underground Armory]] [[The Exotic Menagerie]] [[The Subterranean Market|Subterranean Market]] [[The Silent Contract]] [[Leave the Black Market|helTunnelsnav]] (display:"SidebarChar")(text-color:grey)[*You can feel the tension in the air. Two guards stationed at the entrance eye you with suspicion as you approach the Bloodhound's Lair entrance, their hands on their weapons. The guards block your path, their expressions stern and unwavering. They demand the password, their voices firm and commanding.*] [[Actually, I want to join the Gang!|helUbloodhoundJoin]] [[I got lost. (Turn away)|helTunnelsnav]](display:"SidebarChar")(text-color:grey)[*Currently in developement, sorry..*] [[Leave the Fighting Pit|helTunnelsnav]] (display:"SidebarChar")(text-color:grey)[*Currently in developement, sorry.*] [[Leave the Shadows Den|helTunnelsnav]] (display:"SidebarChar")(text-color:grey)[*Currently in Dev.*] [[Leave Rick's shop|helTunnelsnav]] (display:"SidebarChar")(unless: (playlist:"plUndergroundMusic", "isplaying"))[(group: 'playing', 'stop')(track:"musTavern01", "stop")(playlist: 'plUndergroundMusic', 'play')(playlist: 'plUndergroundMusic', 'loop', true)](text-color:grey)[*You find yourself standing in a vast network of tunnels known as the Undergrounds. The air down here is heavy and damp, carrying with it a faint scent of mildew and decay. The flickering light of torches casts eerie shadows on the rough stone walls, revealing the remnants of ancient carvings and markings. It's clear that these tunnels have a long and complex history, one that is shrouded in secrecy and danger. As you venture further into the depths of the Undergrounds, you can hear the distant echo of footsteps and murmurs of conversation. The sound seems to come from all directions, making it difficult to pinpoint its source. It's a constant reminder that you are not alone down here. The tunnels twist and turn, leading you through a labyrinth of passages. Every now and then, you catch a glimpse of a hidden doorway or a concealed alcove. These are the entrances to the various establishments that operate in the Undergrounds.*] [[The Black Market|helUblackMarket]] [[The Bloodhound's Lair|helUbloodhoundLair]] [[The Fighting Pit|helUfightingPit]] [[The Shadow's Den|helUshadowsDen]] (if:$RickDiscovered is 1)[ [[Rick, the Biohacker|helUrickBiohacker]] ] [[Leave to the surface (Golden Drop Alley)|helGDA]](display:"SidebarChar")Whether you have the potential or not... We don't recruit here!(text-color:grey)[* One of the guards says with a sharp tone before continuing.*] You should hang around in the Black Market or the Fighting Pit if you are truly interested... [[I see. (Leave)|helTunnelsnav]](display:"SidebarChar")(set:$helUbmExplored to 1)(text-color:grey)[*As you cautiously approach the stage branded "Subterranean Market", a sickening feeling settles in the pit of your stomach. Before you, a disturbing sight unfolds. A stage is set where slaves are put on display, their eyes filled with fear and their bodies marked by the cruelty of their captors. Chains bind them, keeping them in a state of constant servitude. The sound of rattling metal echoes through the air, a chilling reminder of their bondage. The slaves come from all walks of life, their faces etched with sorrow and resignation. Men, women, and even children are subjected to this dehumanizing spectacle, their identities stripped away. They stand in silence, their spirits broken, as their captors, overseen by the ruthless merchant known as "Stryker," showcase them like mere commodities. Stryker, a figure shrouded in darkness and devoid of empathy, presides over the market with a calculated indifference. Their gaze is cold and calculating, their greed evident in the way they appraise the enslaved individuals. They treat human lives as nothing more than objects to be bought and sold, their moral compass twisted beyond recognition. The buyers, a mix of unsavory characters, roam the market with a sense of entitlement and power. They scrutinize the slaves, evaluating their perceived value and bargaining for the lowest price. The air is tainted with whispered negotiations and the clinking of coins, a macabre symphony that underscores the desperation and callousness of the scene. As you bear witness to this harrowing display, a wave of anger and helplessness washes over you. The Subterranean Market serves as a stark reminder of the dark underbelly of Hellyon, a place where humanity is stripped away and the depths of cruelty are laid bare. The scene before you is a haunting tableau of suffering and exploitation, a testament to the depths that some will sink for profit and power. The weight of the injustice hangs heavy in the air, fueling your resolve to bring an end to this abhorrent practice and restore dignity to those who have been stripped of it. With a heavy heart and a renewed sense of purpose, you steel yourself for the challenges ahead. The fight against the slave trade and the pursuit of justice will not be easy, but you are determined to bring an end to this dark chapter in Hellyon's history.*] [[Head away from the stage|helUblackMarket]] [[Leave the Black Market|helTunnelsnav]] (display:"SidebarChar")(set:$helUbmExplored to 1)(text-color:grey)[*You step towards a sketchy-looking table with a sign that reads "Assassins for Hire". Behind the table, a svelt man waits patiently on a chair, his face hidden by his hood's shadow.*] [[Ask more information to the man|helUbmSC1]] [[Step away from the table|helUblackMarket]](display:"SidebarChar")(if:$CipherTalked is 0)[(text-color:grey)[*As you approach the table, you can feel an aura of mystery and danger emanating from the man. His eyes, hidden beneath the shadows of his hood, lock onto yours with an intense gaze. You gather your courage and ask him about who he is and what services he offers. He smirks, his voice dripping with a mix of confidence and intrigue.*] Ah, curious, are we? I am Cipher, the master of shadows, the bringer of silence. I offer a very particular service, my friend. I am an assassin for hire. (text-color:grey)[*His words hang in the air, and you can't help but feel a chill run down your spine. His tone is laced with a calculated nonchalance, as if he's seen it all and nothing surprises him anymore.*] Whether you seek to eliminate a troublesome rival, settle a personal vendetta, or remove an obstacle standing in your way, I am the solution you've been searching for. My skills are unparalleled, and my discretion is absolute. (text-color:grey)[*His words are punctuated by a confident nod, as if reminding you of the deadly reputation that precedes him. The way he carries himself exudes a sense of power and control, as if he holds the strings of life and death in his hands.*] But make no mistake, my services come at a price. I am not easily swayed by mere gold or promises. I take only those contracts that pique my interest, that challenge me in ways others cannot comprehend. (text-color:grey)[*His voice lowers to a whisper, drawing you closer into his web of secrecy.*] If you wish to engage my services, you must prove yourself worthy. Convince me that your cause is just, that your target deserves the fate I can deliver. (text-color:grey)[*Cipher's eyes gleam with a mix of curiosity and amusement, as if he enjoys the game of assessing the worthiness of his potential clients. His enigmatic nature leaves you with more questions than answers, but one thing is certain – crossing paths with Cipher means entering a world where shadows hold sway and death lurks at every corner.*] ](else-if:$CipherTalked is 1)[What can I do for you? (text-color:grey)[*Asks Cipher with a morose voice.*]] [[How much do you charge?|helUbmSCprice]] (if:$UbmCipherInfoObtained is 0)[(if:$misComp does not contain "m3")[(if:$misObt does not contain "m3")[](else-if:$misObt contains "m3")[ [[Have you heard about a women named Katrina?|helUbmSCKatrina]] ]](else-if:$misComp contains "m3")[] ](else-if:$UbmCipherInfoObtained is 1)[] (if:$CipherTalked is 0)[ [[I'll keep it in mind. (Leave the table)|helUblackMarket]] ](else-if:$CipherTalked is 1)[ [[I'm all good. (Leave the table)|helUblackMarket]] ](display:"SidebarChar")(set:$CipherTalked to 1)Ah, the matter of payment. You see, my services are not acquired with mere gold or silver. To engage my skills, one must offer something of greater value. It could be a rare artifact or a secret of utmost importance. The price varies, depending on the complexity and risk involved. Rest assured, whatever you offer, it must be worthy of my talents. So, tell me, what are you willing to sacrifice for the completion of your contract? [[I'm not sure that I have such thing. (Continue talking)|helUbmSC1]] [[I'm not sure that I have such thing. (Leave the table)|helUblackMarket]] (display:"SidebarChar")(set:$CipherTalked to 1)(set:$UbmCipherInfoObtained to 1)(text-color:grey)[*Cipher leans in closer, his voice barely above a whisper.*] Katrina, you say? A woman of intrigue, indeed. She's made quite a name for herself in these parts. Rumor has it that she's a slippery one, always one step ahead of the law. (text-color:grey)[*Cipher pauses, a sly smile playing on his lips.*] Seek out the Black Market and the Fighting Pit. Rub shoulders with the right people, and you may just find yourself on the path to confronting Katrina. (text-color:grey)[*He leans back, his gaze never leaving yours.*] Remember, my friend, secrets have a way of revealing themselves to those who are persistent and resourceful. Keep your ears open and your wits sharp. The answers you seek may be closer than you think. [[I see. (Continue talking)|helUbmSC1]] [[I see. (Leave the table)|helUblackMarket]](display:"SidebarChar")(set:$helUbmExplored to 1)(if:$helUbmEMTalked is 0)[(text-color:grey)[*As you cautiously enter The Exotic Menagerie, you're immediately enveloped by a cacophony of sounds and a pungent aroma that hangs heavily in the air. The dim lighting casts eerie shadows across the room, adding an element of mystery to the atmosphere. To your right, you come across a series of enclosures showcasing a variety of reptiles. Slithering through their habitats are serpents with intricate patterns, their forked tongues darting out as they explore their surroundings. Alongside them, you spot geckos with vibrant hues, their eyes fixated on you with an almost unsettling intensity. On the left side of the stall, a murky pond comes into view, its waters teeming with exotic fish. Their scales shimmer like jewels in the dim light, but there's something uncanny about their movements. They glide through the water with an almost calculated precision, their eyes reflecting an intelligence that seems out of place in such a confined space. As you continue to explore, you notice a series of cages and terrariums scattered throughout the stall. Within them reside a collection of creatures that appear both intriguing and out of place. Curious lemurs with mischievous gazes peer out from their enclosures, their eyes holding secrets yet to be unraveled. Fluffy bunnies hop around with an air of playfulness, but there's a hint of something darker behind their innocent facade. The owner of The Exotic Menagerie, shrouded in shadows, moves silently among the enclosures. His demeanor is peculiar, his obsession with these creatures palpable yet enigmatic. You can't quite discern if his care for them is genuine or merely a facade, leaving you with an unsettling sense of unease. In this mysterious and slightly foreboding setting, you can't help but wonder about the true nature of The Exotic Menagerie.*] ](else-if:$helUbmEMTalked is 1)[Is there anything else I can do for you today? (text-color:grey)[*Says the menagerie owner while continuing his inspection of each enclosure, checking a list at the same time.*]] [[Ask about the origins and characteristics of the exotic animals on display|helUbmEManimInfo]] [[Inquire about the care and well-being of the creatures in captivity]] [[Express interest in purchasing one of the animals|helUbmEManimInfo]] [[Seek advice on how to properly interact with and handle the animals]] (if:$helUbmEMPrivateVisit is 0)[ [[Request to see any additional hidden or rare creatures not currently on display]] ](else-if:$helUbmEMPrivateVisit is 1)[] [[Leave the menagerie|helUblackMarket]](display:"SidebarChar")(set:$helUbmEMTalked to 1)(text-color:grey)[*The exotic menagerie owner replies with a voice filled with a mix of passion and caution.*] Each animal here has been carefully selected and provided with an environment that mimics their natural habitat as closely as possible. (text-color:grey)[*He pauses for a moment, his eyes scanning the room before continuing. *]Feeding and watering schedules are meticulously followed to ensure that the animals receive the proper nourishment. We also provide regular veterinary check-ups to monitor their health and address any concerns that may arise. (text-color:grey)[*A faint smile plays on his lips.*] In addition, we offer enrichment activities to keep the animals mentally stimulated and engaged. This includes the provision of toys, puzzles, and opportunities for social interaction within their species, when applicable. (text-color:grey)[*His gaze shifts to a nearby enclosure, where a group of lemurs chases each other playfully.*] We strive to create an environment that promotes the well-being and happiness of these creatures. It is our responsibility to provide them with the care and respect they deserve. [[I see. (Continue talking)|The Exotic Menagerie]] [[I see. (Leave the menagerie)|helUblackMarket]](display:"SidebarChar")(set:$helUbmEMTalked to 1)(text-color:grey)[*The menagerie owner shows you a catalogue displaying information about the various animals available for purchase at the moment.*] (if:$mpPet is not $moonlightFerret)[ * |tooltip>[(text-color:fuchsia)[Moonlight Ferret] |tooltiptext>[ Moonlight Ferret (text-color:white)[''Type:'' Mammal ''Size:'' Small ''Lifespan:'' 5-7 years ''Temperament: ''Mischievous and agile ''Special Abilities:'' Excellent climbers and sneaky ''Care Requirements: '' Provide a secure enclosure and plenty of opportunities for play and exploration. Feed a balanced diet of small mammals such as rabbits, mice and other rodents and occasional treats. ''Price: ''1500 <img src="./images/coin.png" width="25px;" height="25px;">]] ] | (if:$mpPet is $none)[(if:$gold > 1500)[ [[Adopt the Moonlight Ferret|helUbmEMpetMF]] 1500 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[*You don't have enough gold to adopt this pet.*] ](else:)[*You must free your current pet if you want to adopt a new one.*] ] (if:$mpPet is not $whisperingParakeet)[ * |tooltip>[(text-color:fuchsia)[Whispering Parakeet] |tooltiptext>[ Whispering Parakeet (text-color:white)[''Type:'' Bird ''Size:'' Small ''Lifespan:'' 10-15 years ''Temperament:'' Social and intelligent ''Special Abilities: '' Mimics a wide range of sounds, including human speech ''Care Requirements: '' Provide a spacious cage with toys and perches for mental stimulation. Feed a varied diet of seeds, pellets, fruits, and vegetables. ''Price: ''1300 <img src="./images/coin.png" width="25px;" height="25px;">]] ] | (if:$mpPet is $none)[(if:$gold > 1300)[ [[Adopt the Whispering Parakeet|helUbmEMpetWP]] 1300 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[*You don't have enough gold to adopt this pet.*] ](else:)[*You must free your current pet if you want to adopt a new one.*] ] (if:$mpPet is not $shadowcat)[ * |tooltip>[(text-color:fuchsia)[Shadowcat] |tooltiptext>[ Shadowcat (text-color:white)[''Type:'' Mammal ''Size:'' Medium ''Lifespan:'' 12-15 years ''Temperament:'' Mysterious and independent ''Special Abilities: '' Extraordinary agility and stealth ''Care Requirements: '' Provide a quiet and secluded space for the Shadowcat to retreat. Feed a balanced diet of high-quality cat food and provide regular exercise. ''Price: ''1850 <img src="./images/coin.png" width="25px;" height="25px;">]] ] | (if:$mpPet is $none)[(if:$gold > 1850)[ [[Adopt the Shadowcat|helUbmEMpetS]] 1850 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[*You don't have enough gold to adopt this pet.*] ](else:)[*You must free your current pet if you want to adopt a new one.*] ] (if:$mpPet is not $glowingAxolotl)[ * |tooltip>[(text-color:fuchsia)[Glowing Axolotl] |tooltiptext>[ Glowing Axolotl (text-color:white)[''Type:'' Reptile ''Size:'' Small ''Lifespan:'' 10-15 years ''Temperament:'' Peaceful and low-maintenance ''Special Abilities: '' Bioluminescent glow and regenerative abilities ''Care Requirements: '' Maintain a suitable tank environment with clean water and appropriate filtration. Feed a diet of live or frozen food suitable for axolotls. ''Price: ''1450 <img src="./images/coin.png" width="25px;" height="25px;">]] ] | (if:$mpPet is $none)[(if:$gold > 1450)[ [[Adopt the Glowing Axolotl|helUbmEMpetGA]] 1450 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[*You don't have enough gold to adopt this pet.*] ](else:)[*You must free your current pet if you want to adopt a new one.*] ] (if:$mpPet is not $emberfox)[ * |tooltip>[(text-color:fuchsia)[Emberfox] |tooltiptext>[ Emberfox (text-color:white)[''Type:'' Mammal ''Size:'' Small ''Lifespan:'' 8-10 years ''Temperament:'' Playful and energetic ''Special Abilities: '' Can move swiftly and gracefully, effortlessly navigating through tight spaces and difficult terrain. ''Care Requirements: '' Provide ample space for exercise and mental stimulation. Feed a balanced diet of small mammals, birds, eggs, fish, vegetables and berries. ''Price: ''1600 <img src="./images/coin.png" width="25px;" height="25px;">]] ] | (if:$mpPet is $none)[(if:$gold > 1600)[ [[Adopt the Emberfox|helUbmEMpetEF]] 1600 <img src="./images/coin.png" width="25px;" height="25px;">](else:)[*You don't have enough gold to adopt this pet.*] ](else:)[*You must free your current pet if you want to adopt a new one.*] ] [[Put the catalogue away (Continue talking)|The Exotic Menagerie]] [[Put the catalogue away and leave|helUblackMarket]] (display:"SidebarChar")(set:$helUbmEMTalked to 1)When it comes to interacting with these exotic creatures, it's important to approach them with patience and respect. Remember, they have their own unique personalities and comfort levels. (text-color:grey)[*He pauses, as if carefully choosing his words.*] First and foremost, observe their body language. If an animal seems hesitant or displays signs of stress, it's best to give them space and allow them to acclimate to their new environment. Respect their boundaries. (text-color:grey)[*He continues, a glimmer of excitement in his eyes.*] When handling smaller creatures, such as the Moonlight Ferret or Whispering Parakeet, be gentle and avoid sudden movements. Offer your hand for them to sniff and get accustomed to your scent before attempting any physical contact. (text-color:grey)[*The owner's tone becomes more serious as he speaks about the larger and potentially more dangerous animals.*] For animals like the Shadowcat or Emberfox, it's crucial to establish trust and respect. These creatures require careful handling, as they are naturally agile and possess certain instincts. Always follow the recommended handling techniques provided for each animal. Take your time to understand their behavior and needs. Remember, safety should be your top priority. (text-color:grey)[*He concludes with a note of encouragement.*] By approaching these creatures with care and understanding, you can develop a bond and create a meaningful connection. It's a rewarding experience, but one that requires responsibility and commitment. [[I see. (Continue talking)|The Exotic Menagerie]] [[I see. (Leave the menagerie)|helUblackMarket]](display:"SidebarChar")(set:$helUbmEMTalked to 1)(text-color:grey)[*As you express your curiosity about any additional hidden or rare creatures not currently on display, the exotic menagerie owner's eyes light up with a mix of intrigue and caution.*] I see you have a keen interest in the more elusive creatures... While the creatures on display here are already quite extraordinary, there are indeed a few hidden gems that I can show you, but this privilege doesn't come free. [[Pay to see the private part of the menagerie]] 20 <img src="./images/coin.png" width="25px;" height="25px;"> [[Never mind. (Continue talking)|The Exotic Menagerie]] [[Never mind. (Leave the menagerie)|helUblackMarket]](display:"SidebarTemp")(set:$helUbmEMTalked to 1)(set:$gold to $gold - 20)(track:"sfxGoldl", "play")(set:$helUbmEMPrivateVisit to 1)(text-color:grey)[*He gestures for you to follow him, leading you away from the bustling stalls and deeper into the shadows of the Black Market. The air grows thicker, and the flickering torchlight becomes scarcer as you navigate the labyrinthine tunnels. After what feels like an eternity of winding paths and hidden passages, you arrive at a small, unassuming door tucked away in a secluded alcove. The owner retrieves a small key from his pocket and unlocks the door with a sense of reverence. As the door creaks open, you step into a dimly lit chamber, the air heavy with an aura of mystery. Inside, you find yourself surrounded by a series of intricately crafted enclosures, each containing a rare and mesmerizing creature. The owner's voice lowers even further as he begins to speak, his words laced with a mixture of caution and admiration.*] Here, we house some of the most elusive and enigmatic creatures that have ever graced the realms of Arrev. These beings are not commonly seen or known by the public, for they possess a beauty and mystique that must be protected. (text-color:grey)[*He continues, his eyes glowing with reverence for the creatures before you.*] In this chamber, you will find the Seraphic Songbird, a creature that possesses a voice so ethereal, it is said to bring peace and tranquility to all who hear it. Its melodies are said to heal wounds and soothe troubled souls. (text-color:grey)[*As you approach the first enclosure, you catch a glimpse of a small bird with iridescent feathers, its song filling the chamber with a delicate harmony that resonates deep within your being. The owner's voice grows even softer as he proceeds to the next enclosure.*] And here we have the Luminescent Serpent, a creature that emits a soft, radiant glow. Its scales shimmer with a mesmerizing luminescence, illuminating even the darkest corners of its habitat. (text-color:grey)[*You watch in awe as the serpent gracefully moves through its enclosure, leaving a trail of gentle light in its wake. The owner's voice takes on a tone of reverence as he reveals the final enclosure.*] Last but certainly not least, we have the Celestial Butterfly. This majestic creature possesses wings adorned with the colors of the night sky, shimmering with stardust. Its delicate presence brings a sense of wonder and awe to all who have the privilege of witnessing it. (text-color:grey)[*As you observe the butterfly fluttering gracefully within its enclosure, you can't help but feel a sense of enchantment wash over you. The exotic menagerie owner looks at you, his eyes gleaming with a mixture of satisfaction and caution.*] These creatures are truly extraordinary, but they require a level of care and protection beyond what is currently possible within the bustling marketplace. They thrive in solitude and require a delicate balance of environmental conditions to maintain their well-being. (text-color:grey)[*He pauses, his gaze lingering on the creatures before him.*] As much as I would love to share their beauty with the world, their existence must remain a closely guarded secret. They are the guardians of the hidden wonders of Hellyon, and their preservation is of utmost importance. (text-color:grey)[*With a solemn nod, he locks the door behind you, leaving the chamber and its rare inhabitants hidden once more from prying eyes. As you make your way back to the bustling stalls of the Black Market, you can't help but feel privileged to have witnessed the extraordinary creatures that dwell within the shadows of Arrev.*] [[Continue talking|The Exotic Menagerie]] [[Leave the menagerie|helUblackMarket]](display:"Sidebar")(link-goto: "Return", $lastBeforeJournal) (text-color:grey)[*After discovering the Black Market in Hellyon underground tunnels, I've discovered the Exotic Menagerie and paid (20 <img src="./images/coin.png" width="25px;" height="25px;">) to visit the private part containing even more rare and exotic animals. Here's what I recall from the moment: *] The air grew thicker, and the flickering torchlight became scarcer as I navigated the labyrinthine tunnels. After what felt like an eternity of winding paths and hidden passages, I arrived at a small, unassuming door tucked away in a secluded alcove. The owner retrieved a small key from his pocket and unlocked the door with a sense of reverence. As the door creaked open, I stepped into a dimly lit chamber, the air heavy with an aura of mystery. Inside, I found myself surrounded by a series of intricately crafted enclosures, each containing a rare and mesmerizing creature. The owner's voice lowered even further as he began to speak, his words laced with a mixture of caution and admiration. "Here, we house some of the most elusive and enigmatic creatures that have ever graced the realms of Arrev. These beings are not commonly seen or known by the public, for they possessa beauty and mystique that must be protected." He continued, his eyes glowing with reverence for the creatures before me. "In this chamber, you would find the Seraphic Songbird, a creature that possesses a voice so ethereal, it is said to bring peace and tranquility to all who hear it. Its melodies are said to heal wounds and soothe troubled souls." As I approached the first enclosure, I caught a glimpse of a small bird with iridescent feathers, its song filling the chamber with a delicate harmony that resonated deep within my being. The owner's voice grew even softer as he proceeded to the next enclosure. "And here we have the Luminescent Serpent, a creature that emitts a soft, radiant glow. Its scales shimmers with a mesmerizing luminescence, illuminating even the darkest corners of its habitat." I watched in awe as the serpent gracefully moved through its enclosure, leaving a trail of gentle light in its wake. The owner's voice took on a tone of reverence as he revealed the final enclosure. "Last but certainly not least, we have the Celestial Butterfly. This majestic creature possesses wings adorned with the colors of the night sky, shimmering with stardust. Its delicate presence brings a sense of wonder and awe to all who have the privilege of witnessing it." As I observed the butterfly fluttering gracefully within its enclosure, I couldn't help but feel a sense of enchantment wash over me. The exotic menagerie owner looked at me, his eyes gleaming with a mixture of satisfaction and caution. "These creatures are truly extraordinary, but they require a level of care and protection beyond what is currently possible within the bustling marketplace. They thrive in solitude and require a delicate balance of environmental conditions to maintain their well-being." He paused, his gaze lingering on the creatures before him. "As much as I would have loved to share their beauty with the world, their existence has to remain a closely guarded secret. They are the guardians of the hidden wonders of Arrev, and their preservation is of utmost importance." With a solemn nod, he locked the door behind me, leaving the chamber and its rare inhabitants hidden once more from prying eyes. As I made my way back to the bustling stalls of the Black Market, I couldn't help but feel privileged to have witnessed the extraordinary creatures that dwelled within the shadows of Hellyon.(display:"Sidebar")(link-goto: "Return", "Inventory")(if:(history:)'s last's end is "Inventory")[(track:"sfxJournalOpen", "play")] (if:$mpPet is $none)[You don't have any animal companion at this time.](else-if:$mpPet is not $none)[ Current Pet: |tooltip>[(text-color:fuchsia)[(print:$mpPet's name)] |tooltiptext>[(print:$mpPet's name) (text-color:white)[''Type:'' (print:$mpPet's type) ''Size:'' (print:$mpPet's size) ''Lifespan:'' (print:$mpPet's lifespan) ''Temperament:'' (print:$mpPet's temp) ''Special Abilities: '' (print:$mpPet's spec) ''Care Requirements: '' (print:$mpPet's care) ''Price: ''(print:$mpPet's price) <img src="./images/coin.png" width="25px;" height="25px;">] ] ] |PetInfo>[ |tooltip>[Health Status: $mpPetStatusHea |tooltiptext>[$mpPetHealth/1000] ] | |tooltip>[Happiness Status: $mpPetStatusHap |tooltiptext>[$mpPetHappiness/1000] ] (live: 3s)[(if:$mpPetHealth >= 1)[(set:$mpPetHealth to it -1)] (replace: ?PetInfo)[(display:"petFoodupdateStatus")|tooltip>[Health Status: $mpPetStatusHea |tooltiptext>[$mpPetHealth/1000] ] | |tooltip>[Happiness Status: $mpPetStatusHap |tooltiptext>[$mpPetHappiness/1000] ] ] (if:$mpPetHealth <= 0)[(dialog:"Your pet has died from craving.", "Life goes on..." )(set:$mpPet to $none)(go-to:"Pet")] ](live: 1s)[(if:$mpPetHappiness >=1)[(set:$mpPetHappiness to it -1)](else:)[(set:$mpPetHappiness to 0)](replace: ?PetInfo)[(display:"petFoodupdateStatus")|tooltip>[Health Status: $mpPetStatusHea |tooltiptext>[$mpPetHealth/1000] ] | |tooltip>[Happiness Status: $mpPetStatusHap |tooltiptext>[$mpPetHappiness/1000] ] ](if:$mpPetHappiness < 100)[(dialog:"Your pet is highly unhappy, consider playing or freeing it.", "Play a little")(set:$mpPetHappiness to 420)] ] ] (link-rerun: "Feed pet")[(if:$mpPetHealth is < 800)[(set:$mpPetHealth to 1000)*You've fed your pet.*](else:)[ *Your pet is not hungry at the moment.*]] (link-rerun: "Play with pet")[(if:$mpPetHappiness is <= 700)[(set:$mpPetHappiness to it + 300)*You've played with your pet.*](else:)[ *Your pet is already happy, but play together as much as you want...*] ] [[Free your pet|FreePetConfirm]] ] {(if:$mpPetHealth >= 780)[(set:$mpPetStatusHea to "(text-color:green)[Good]")](else-if:$mpPetHealth >= 420)[(set:$mpPetStatusHea to "(text-color:yellow)[Medium]")](else:)[(set:$mpPetStatusHea to "(text-color:red)[Bad]")] (if:$mpPetHappiness >= 700)[(set:$mpPetStatusHap to "(text-color:green)[Good]")](else-if:$mpPetHappiness >= 420)[(set:$mpPetStatusHap to "(text-color:yellow)[Medium]")](else:)[(set:$mpPetStatusHap to "(text-color:red)[Bad]")]} (display:"Sidebar")Are you sure that you want to free your pet? (text-size:0.8)[(text-color:grey)[*This action can not be reversed.*]] [[Yes|FreePet]] [[I've changed my mind|Pet]](display:"Sidebar")(text-color:grey)[*You've freed your pet.*] (set:$mpPet to $none)(set:$mpPetHealth to 1000)(set:$mpPetHappiness to 1000) [[Back to the inventory|Inventory]] (set:$gold to $gold - 1500)(track:"sfxGoldl", "play")(set:$mpPet to $moonlightFerret) (go-to:"helUbmEManimInfo")(set:$gold to $gold - 1300)(track:"sfxGoldl", "play")(set:$mpPet to $whisperingParakeet) (go-to:"helUbmEManimInfo")(set:$gold to $gold - 1600)(track:"sfxGoldl", "play")(set:$mpPet to $emberfox) (go-to:"helUbmEManimInfo")(set:$gold to $gold - 1450)(track:"sfxGoldl", "play")(set:$mpPet to $glowingAxolotl) (go-to:"helUbmEManimInfo")(set:$gold to $gold - 1850)(track:"sfxGoldl", "play")(set:$mpPet to $shadowcat) (go-to:"helUbmEManimInfo")(replace: ?Sidebar)[<img src="./images/EDlogo.png" width="90px;" height="90px;"> { (text-size:0.8)[**AUDIO** {<div id='audio-control'></div> <script>createAudioControls($('#audio-control'))</script>}] (if: $gold < 0)[(set: $gold to 0)] (if: $health < 0)[(set: $health to 0)] (if: $health < 0)[(set: $gameOver to true)]} (if: $GameOver is true )[ (alert: (css: "color:red; font-size: 36px;")[GAME OVER] (link: "Return to Main Menu")[(goto: "Start")] ) ]{(if:$mpPet is not $none)[(live: 3s)[(if:$mpPetHealth >= 1)[(set:$mpPetHealth to it -1)]](live: 1s)[(if:$mpPetHappiness >=1)[(set:$mpPetHappiness to it -1)]](if:$mpPetHealth is < 500)[|tooltip>[<img src="./images/lvl3.png" width="25px;" height="25px;"> |tooltiptext>[*Your pet needs to be fed!*] ]]]}](display:"SidebarChar")(text-color:grey)[*You move towards a stall tucked away in a shadowy corner, its wares hidden from prying eyes. The air around it crackles with a weird energy, as if the weapons on display hold a power all their own. The tall figure behind the counter, introduces herself as "Onyx”. Clad in dark, sturdy armor, she exude an air of authority and danger. Her piercing gaze meets yours, sizing you up. Blades of various shapes and sizes gleam in the warm light coming from the torch dancing reflections, their edges honed to perfection. From elegant swords with intricate engravings to brutal-looking axes that promise devastating force. The atmosphere around the Underground Armory is tense, as potential buyers exchange hushed conversations and cast wary glances. The air is thick with the scent of oiled metal and the faint tang of blood, a reminder of the weapons' deadly purpose.*] [[What do you sell?|helUbmUAshop]] [[Step away from the stand|helUblackMarket]] (display:"SidebarChar")(text-color:grey)[*Onyx shows you a selection of weapon currently available.*] {(for: each _undergroundArmItem, ...$shopUndergroundArmory)[ (if:$gWeapon is not _undergroundArmItem)[ (if: $gearInv does not contain _undergroundArmItem)[ (if: $gold >= _undergroundArmItem's valueBuy)[ * |tooltip>[(link:"Buy " + (str:_undergroundArmItem's name) + " for " + (str:_undergroundArmItem's valueBuy) + " gold")[(track:"sfxGoldl", "play")(set:$gold to $gold - _undergroundArmItem's valueBuy)(set:$gearInv to $gearInv + (a:_undergroundArmItem))(go-to:"helUbmUAshop")]|tooltiptext>[(text-color:white)[(print:_undergroundArmItem's name)] (print:_undergroundArmItem's desc) (text-color:white)[ (if:_undergroundArmItem's gWeaponStrength > 0)[+ (print:_undergroundArmItem's gWeaponStrength) Strength] (if:_undergroundArmItem's gWeaponStealth > 0)[+ (print:_undergroundArmItem's gWeaponStealth) Strength] (if:_undergroundArmItem's gWeaponStamina > 0)[+ (print:_undergroundArmItem's gWeaponStamina) Stamina] (if:_undergroundArmItem's gWeaponDexterity > 0)[+ (print:_undergroundArmItem's gWeaponDexterity) Dexterity] (if:_undergroundArmItem's gWeaponIntellect > 0)[+ (print:_undergroundArmItem's gWeaponIntellect) Intellect] (if:_undergroundArmItem's gWeaponCharisma > 0)[+ (print:_undergroundArmItem's gWeaponCharisma) Charisma] (if:_undergroundArmItem's gArmorStrength > 0)[+ (print:_undergroundArmItem's gArmorStrength) Strength] (if:_undergroundArmItem's gArmorStealth > 0)[+ (print:_undergroundArmItem's gArmorStealth) Strength] (if:_undergroundArmItem's gArmorStamina > 0)[+ (print:_undergroundArmItem's gArmorStamina) Stamina] (if:_undergroundArmItem's gArmorDexterity > 0)[+ (print:_undergroundArmItem's gArmorDexterity) Dexterity] (if:_undergroundArmItem's gArmorIntellect > 0)[+ (print:_undergroundArmItem's gArmorIntellect) Intellect] (if:_undergroundArmItem's gArmorCharisma > 0)[+ (print:_undergroundArmItem's gArmorCharisma) Charisma] *(print:_undergroundArmItem's valueBuy) *] <img src="./images/coin.png" width="20px;" height="20px;">] ] ](else-if: $gold < _undergroundArmItem's valueBuy)[ * You don't have enough gold to buy |tooltip>[(text-color:fuchsia)[(print:_undergroundArmItem's name)] |tooltiptext>[(text-color:white)[(print:_undergroundArmItem's name)] (print:_undergroundArmItem's desc) (text-color:white)[ (if:_undergroundArmItem's gWeaponStrength > 0)[+ (print:_undergroundArmItem's gWeaponStrength) Strength] (if:_undergroundArmItem's gWeaponStealth > 0)[+ (print:_undergroundArmItem's gWeaponStealth) Strength] (if:_undergroundArmItem's gWeaponStamina > 0)[+ (print:_undergroundArmItem's gWeaponStamina) Stamina] (if:_undergroundArmItem's gWeaponDexterity > 0)[+ (print:_undergroundArmItem's gWeaponDexterity) Dexterity] (if:_undergroundArmItem's gWeaponIntellect > 0)[+ (print:_undergroundArmItem's gWeaponIntellect) Intellect] (if:_undergroundArmItem's gWeaponCharisma > 0)[+ (print:_undergroundArmItem's gWeaponCharisma) Charisma] (if:_undergroundArmItem's gArmorStrength > 0)[+ (print:_undergroundArmItem's gArmorStrength) Strength] (if:_undergroundArmItem's gArmorStealth > 0)[+ (print:_undergroundArmItem's gArmorStealth) Strength] (if:_undergroundArmItem's gArmorStamina > 0)[+ (print:_undergroundArmItem's gArmorStamina) Stamina] (if:_undergroundArmItem's gArmorDexterity > 0)[+ (print:_undergroundArmItem's gArmorDexterity) Dexterity] (if:_undergroundArmItem's gArmorIntellect > 0)[+ (print:_undergroundArmItem's gArmorIntellect) Intellect] (if:_undergroundArmItem's gArmorCharisma > 0)[+ (print:_undergroundArmItem's gArmorCharisma) Charisma] *(print:_undergroundArmItem's valueBuy)] <img src="./images/coin.png" width="20px;" height="20px;">] ] ] ](else:)[ * You've already purchased |tooltip>[(print:_undergroundArmItem's name)|tooltiptext>[(text-color:white)[(print:_undergroundArmItem's name)] (print:_undergroundArmItem's desc) (text-color:white)[ (if:_undergroundArmItem's gWeaponStrength > 0)[+ (print:_undergroundArmItem's gWeaponStrength) Strength] (if:_undergroundArmItem's gWeaponStealth > 0)[+ (print:_undergroundArmItem's gWeaponStealth) Strength] (if:_undergroundArmItem's gWeaponStamina > 0)[+ (print:_undergroundArmItem's gWeaponStamina) Stamina] (if:_undergroundArmItem's gWeaponDexterity > 0)[+ (print:_undergroundArmItem's gWeaponDexterity) Dexterity] (if:_undergroundArmItem's gWeaponIntellect > 0)[+ (print:_undergroundArmItem's gWeaponIntellect) Intellect] (if:_undergroundArmItem's gWeaponCharisma > 0)[+ (print:_undergroundArmItem's gWeaponCharisma) Charisma] (if:_undergroundArmItem's gArmorStrength > 0)[+ (print:_undergroundArmItem's gArmorStrength) Strength] (if:_undergroundArmItem's gArmorStealth > 0)[+ (print:_undergroundArmItem's gArmorStealth) Strength] (if:_undergroundArmItem's gArmorStamina > 0)[+ (print:_undergroundArmItem's gArmorStamina) Stamina] (if:_undergroundArmItem's gArmorDexterity > 0)[+ (print:_undergroundArmItem's gArmorDexterity) Dexterity] (if:_undergroundArmItem's gArmorIntellect > 0)[+ (print:_undergroundArmItem's gArmorIntellect) Intellect] (if:_undergroundArmItem's gArmorCharisma > 0)[+ (print:_undergroundArmItem's gArmorCharisma) Charisma] *(print:_undergroundArmItem's valueBuy) *] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ](else-if:$gWeapon is _undergroundArmItem)[ * You've already equipped |tooltip>[(print:_undergroundArmItem's name)|tooltiptext>[(text-color:white)[(print:_undergroundArmItem's name)] (print:_undergroundArmItem's desc) (text-color:white)[ (if:_undergroundArmItem's gWeaponStrength > 0)[+ (print:_undergroundArmItem's gWeaponStrength) Strength] (if:_undergroundArmItem's gWeaponStealth > 0)[+ (print:_undergroundArmItem's gWeaponStealth) Strength] (if:_undergroundArmItem's gWeaponStamina > 0)[+ (print:_undergroundArmItem's gWeaponStamina) Stamina] (if:_undergroundArmItem's gWeaponDexterity > 0)[+ (print:_undergroundArmItem's gWeaponDexterity) Dexterity] (if:_undergroundArmItem's gWeaponIntellect > 0)[+ (print:_undergroundArmItem's gWeaponIntellect) Intellect] (if:_undergroundArmItem's gWeaponCharisma > 0)[+ (print:_undergroundArmItem's gWeaponCharisma) Charisma] (if:_undergroundArmItem's gArmorStrength > 0)[+ (print:_undergroundArmItem's gArmorStrength) Strength] (if:_undergroundArmItem's gArmorStealth > 0)[+ (print:_undergroundArmItem's gArmorStealth) Strength] (if:_undergroundArmItem's gArmorStamina > 0)[+ (print:_undergroundArmItem's gArmorStamina) Stamina] (if:_undergroundArmItem's gArmorDexterity > 0)[+ (print:_undergroundArmItem's gArmorDexterity) Dexterity] (if:_undergroundArmItem's gArmorIntellect > 0)[+ (print:_undergroundArmItem's gArmorIntellect) Intellect] (if:_undergroundArmItem's gArmorCharisma > 0)[+ (print:_undergroundArmItem's gArmorCharisma) Charisma] *(print:_undergroundArmItem's valueBuy) *] <img src="./images/coin.png" width="20px;" height="20px;">], this was a unique item] ] ] } [[Step away from the stand|helUblackMarket]](display:"SidebarChar")(text-color:grey)[*As you cautiously approach the stall you discover a collection of illicit goods displayed on old but sturdy tables. Amidst the subdued lighting, precious treasures sparkle, while clandestine contraband and forbidden merchandise beckon with their alluring allure. A small man dressed in black stands behind the improvised counter, discreetly watching over the transactions, his face partially concealed by a hood. *] See anything you like? (text-color:grey)[*He says*] { * |tooltip>[(text-color:fuchsia)[A Stolen Engraved Silver Locket] |tooltiptext>[ A Stolen Engraved Silver Locket (text-color:grey)[*This silver medallion is intricately engraved with mysterious symbols and is rumored to have been stolen from a prominent noble's collection. Its origins and purpose remain unknown, but its craftsmanship and unique design make it highly sought after by collectors and historians alike.*] (text-color:white)[500] <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (if:$gobInv does not contain "Engraved Silver Locket")[(if:$gold >= 500)[ [[Buy|helUbmSSbSilverLocket]] 500 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[(text-size:0.8)[*You don't have enough gold!*] ] ](else-if:$gobInv contains "Engraved Silver Locket")[(text-size:0.8)[*You have already purchased this unique item.*]] * |tooltip>[(text-color:fuchsia)[A Jade Statuette Adorned with Gilding] |tooltiptext>[ A Jade Statuette Adorned with Gilding (text-color:grey)[*This exquisite jade statuette is adorned with delicate and intricate gold leaf decorations. Its craftsmanship and beauty make it a prized possession for art enthusiasts and collectors. The statuette's origins and the meaning behind its design are shrouded in mystery, adding to its allure and value.*] (text-color:white)[800] <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (if:$gobInv does not contain "Jade Statuette")[(if:$gold >= 800)[ [[Buy|helUbmSSbJadeStat]] 800 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[(text-size:0.8)[*You don't have enough gold!*] ] ](else-if:$gobInv contains "Jade Statuette")[(text-size:0.8)[*You have already purchased this unique item.*]] * |tooltip>[(text-color:fuchsia)[A Pocket Watch Set with Jewels] |tooltiptext>[ A Pocket Watch Set with Jewels (text-color:grey)[*This elegant pocket watch is a true masterpiece, adorned with sparkling jewels that catch the light with every movement. Its intricate engravings and precise mechanisms make it a symbol of luxury and refinement. This timepiece is a favorite among collectors and horology enthusiasts for its impeccable craftsmanship and timeless beauty.*] (text-color:white)[1000] <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (if:$gobInv does not contain "Pocket Watch")[(if:$gold >= 1000)[ [[Buy|helUbmSSbPocketWatch]] 1000 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[(text-size:0.8)[*You don't have enough gold!*] ] ](else-if:$gobInv contains "Pocket Watch")[(text-size:0.8)[*You have already purchased this unique item.*]] * |tooltip>[(text-color:fuchsia)[A Potentially Valuable Strange Stone] |tooltiptext>[ A Potentially Valuable Strange Stone (text-color:grey)[*This enigmatic stone is like nothing ever seen before. Its unique shape and unknown composition have baffled experts, leading to speculation about its potential value and significance. Rumors abound that it possesses mystical properties or could be a rare gemstone waiting to be discovered. Its mysterious nature and potential worth make it a highly coveted item among gem collectors and treasure hunters.*] (text-color:white)[1500] <img src="./images/coin.png" width="25px;" height="25px;"> ] ] (if:$gobInv does not contain "Strange Stone")[(if:$gold >= 1500)[ [[Buy|helUbmSSbStrangeStone]] 1500 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[(text-size:0.8)[*You don't have enough gold!*] ] ](else-if:$gobInv contains "Strange Stone")[(text-size:0.8)[*You have already purchased this unique item.*]] } (if:$gobInv contains "Silver Chandelier")[ [[Sell your silver chandelier|pawnChandelier]] 60 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[] (if:$gobInv contains "Stolen Gemstones")[ [[Sell your gemstones|pawnGemstones]] 120 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[] (if:$gobInv contains "Small Painting")[ [[Sell your small painting|pawnPainting]] 26 <img src="./images/coin.png" width="25px;" height="25px;"> ](else:)[] [[Step away from the stall|helUblackMarket]](set:$gold to ($gold - 500))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Engraved Silver Locket")) (goto: $lastPassage)(set:$gold to ($gold - 800))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Jade Statuette")) (goto: $lastPassage)(set:$gold to ($gold - 1000))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Pocket Watch")) (goto: $lastPassage)(set:$gold to ($gold - 1500))(track:"sfxGoldl", "play") (set:$gobInv to $gobInv + (a:"Strange Stone")) (goto: $lastPassage)