// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(69,1) == 0;
	question = "special";
	text1 = "At last, you have found your way into what you think is Bennhold's stronghold. Or, at least, a large and extremely well-hidden brigand fortress. You still aren't sure if the legendary brigand lord Bennhold actually exists.";
	text2 = "There is a large stone wall to the west, blocked by a massive stone gate. It is sealed shut. They seem prepared for your arrival.";
	text3 = "The only unblocked pathway leads to the north. And, based on the tracks and the bones that litter the ground, it has its own defenders.";
	action = SET_SDF 69 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(69,2) == 0;
	question = "special";
	text1 = "There is a body here, still chained to its post. Someone was writing something on a nearby table.";
	text2 = "This is probably where prisoners were stored while being held for ransom. Sadly, this man did not survive long enough to be rescued.";
	action = SET_SDF 69 2 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(69,3) == 0;
	question = "special";
	text1 = "There are several creations in this clearing. Powerful, wild creatures, who were captured, brought here, and left to hinder intruders.";
	text2 = "If there is a Shaper here, he or she exerts no control over them. They are all either completely rogue or close to it.";
	action = SET_SDF 69 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(69,8) == 0;
	question = "special";
	text1 = "You enter Bennhold's private quarters. His bedroom is surprisingly nice, considering its rustic surroundings.";
	text2 = "Out of all of the items scattered about, one immediately catches your eye. There is a crystal sitting on the table in the corner. It is small, but it catches the light and sparkles brilliantly.";
	action = SET_SDF 69 8 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Bennhold's brigands have looted many caravans. They must have recovered this box and brought it back here.";
	text2 = "You open it and look inside. It's still empty.";
	text3 = "You open it and find something wrapped in a sheet of leather.";
	text4 = "It is a ring of metal. Like steel, but slightly warm to the touch. It doesn't reflect light well. Illumination seems to fall into it.";
	text5 = "This is puresteel, a very rare and difficult-to-work component of high-quality blades and armor. You put it in your pack.";
	code =
		if (gf(69,9) == 0) {
			sf(69,9,1);
			rs(2);
			set_spec_item(8,1);
			}
			else {
				rs(3); rs(4); rs(5);
				}
	break;


begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You get close to one of the abducted creations living in this clearing. It is an unfortunate creature, recently kidnapped from one of the nearby camps.";
	text2 = "It is close to being rogue, but it still longs for the structure of a Shaper's command.";
	text3 = "You extend your will and attempt to command it. Unfortunately, it has become too wild and your will is too weak. You don't succeed.";
	text4 = "You extend your will and attempt to command it. Fortunately, you are sufficiently commanding. The creature starts to lumber after you, pleased to have someone to serve again.";
	code =
		if (get_stat(20) < 8)
			rs(4);
			else rs(3);
	break;
	
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

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



begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "There is a human standing at the far end of the clearing. He has the facial and bodily features of one of the nomads of the wastes. His skin has been tanned and weathered by a life spent outdoors.";
	text2 = "He seems to be just another thug. Baton. Leather armor. But something about him, the way he bears himself, the rings on his fingers, mark him as something more. He salutes you with his baton.";
	text3 = "_Greetings, intruder. I am Bennhold. Yes, you have found me at last. After a successful run killing my servants._";

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "You're Bennhold? You really exist?";
	text1 = "He smiles and looks down at his free hand. _Yes. I do appear to exist. This is a great relief to me every morning._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "How do I know you are the real Bennhold?";
	text1 = "_You don't. If you wish, you might just look at me as the person with the loaded baton. Aimed at you. If that makes the situation easier to understand._";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Die, brigand! Die! (Attack.)";
	text1 = "Bennhold seems disappointed to not be able to banter with you a little more. He presses the trigger lump on his baton ...";
	action = END_TALK;

begintalknode 14;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "I have been looking for you.";
	text1 = "_Indeed. You are far from the only one. Though far fewer hunt me these days, now that the Shapers have decided to believe that I do not exist and have given up on offering a bounty for me._";

begintalknode 15;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "What do you think of the Shapers?";
	text1 = "_Few of my people remain. Some of them hate the Shapers. Dream of revenge. Any hope of that is past._";
	text2 = "_Now ... Now I only see the Shapers as an excellent target, laden with wealth I choose to steal._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "You have been hiding for a long time?";
	text1 = "_Yes. That is how a rogue avoids the wrath of the Shapers. Lots of hiding. Fortunately, I have obtained my share of power and luxury, so the effort has been worthwhile._";
	text2 = "";

begintalknode 17;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "So now what?";
	text1 = "_Now you leave. This outpost has been found. I will travel to the next one and resume my work. And, as I never fight any battle I am not sure I can win, I will allow you to flee._";
	text2 = "_Make no mistake, though. Challenge me, and your bleached bones will adorn these sands._";

begintalknode 18;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "You think you are strong enough?";
	text1 = "_Among the swag we have obtained, I have gained several of the rebel Shaping canisters. I am far more powerful than I appear._";

begintalknode 19;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "I would like to join you.";
	text1 = "_No. The Shapers are desperate enough to try to recruit someone like you. You are far too strong and unpredictable to make a reliable servant._";
	text2 = "_All I want is for you to leave._";
	
begintalknode 20;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "I will not go.";
	text1 = "_That is what I thought. I suspected that it would come to this. Enough parleying. Let us see if you are as strong as they say._";
	text2 = "He presses the trigger lump on his baton ...";
	action = END_TALK;

begintalknode 21;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "All right. I'm leaving.";
	text1 = "_I am pleased. And, to make sure that you don't linger, I am about to start shooting at you. Please do not feel threatened or take this personally. I just don't want you to feel that you were encouraged to stay._";
	text2 = "He presses the trigger lump on his baton ...";
	action = END_TALK;


begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Bennhold decides that this position is a little bit too vulnerable. _I am going to withdraw now and give you another chance to flee. You can be sure that my defenses beyond this point are much stronger._";
	text2 = "He turns and flees.";

begintalknode 25;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "You have trapped Bennhold in a large chamber. He stands in the middle, surrounded by a ring of mines. The mines were sitting motionless. Now that he is here, they start to rouse slowly to life.";
	text2 = "Bennhold looks genuinely irritated. His calm demeanor has faded entirely. _The time for play has ended. You wish to truly challenge me? Well, now you will face me on my home ground. Prepare your defenses ..._";
	text3 = "The mines are not yet active, but you suspect that they will be soon.";
	
begintalknode 26;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Bennhold lets out a long, low whistle. _I have not yet mastered the powers I gained from the canisters. My creations are sloppy, unpleasant things. I have been eager to test them in combat. Now, at last, I can._";

begintalknode 27;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The bandit lord Bennhold collapses to the ground, mortally wounded. _My time has come. I fall. My moments ... they are ending. Some final words, something suiting, before I leave this ..._";
	text2 = "He lets out a long, agonizing series of coughs. Blood leaks out of his mouth. He says, _Ghhharrrrgghhhhh!_ and dies.";
	text3 = "Hmmm. Probably not what he would have chosen to put on his tombstone. Oh, well.";

begintalknode 28;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 39;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 43;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 44;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		