
begintalkscript;

variables;

begintalknode 1;
	state = 0;
	nextstate = 1;
	personality = 1;
	question = "Crosby";
	text1 = "You meet a small dapper man standing nonchalantly in the tunnel ahead of you. ";
	text2 = "_Afternoon, _ he says, _You must be those fellows looking for work. Scab told us to expect you._";

begintalknode 2;
	state = 1;
	nextstate = 1;
	question = "What are you doing here?";
	text1 = "_I'm here to take you inside,_ he says with a grin. _You didn't just expect to walk right on in did you?_";

begintalknode 3;
	state = 1;
	nextstate = 1;
	question = "How do we get in?";
	text1 = "_Simple. On my right here is the entrance to a secret passage. I'll take you on in._";
	action = END_TALK;
	code = 
		set_flag(2,1,1);
		set_terrain(51,54,0);
		add_char_to_party(11);
	break;
begintalknode 4;
	state = 0;
	nextstate = 2;
	personality = 2;
	question = "Crosby";
	text1 = "Crosby is sitting at a table playing a board game with another brigand. He looks up at your approach and nods to you. ";

begintalknode 5;
	state = 2;
	nextstate = 2;
	question = "How's it going?";
	text1 = "_Pretty well. I figure I can win this game in about four more moves. Nick here doesn't believe it, though. Yet. _";
	text2 = "_Eh, so-so. I think Nick may have me beat this time._";
	code = 
		if(get_ran(1,1,2)==1)
			remove_string(1);
		else
		remove_string(2);
	break;
begintalknode 6;
	state = 2;
	nextstate = 2;
	question = "So what is it you, you know, do?";
	text1 = "_Well,_ he says with a wink, _I oughtn't say too much, but if someone needs goods moved discreetly to or from the surface, I might have some connections that could help._";

begintalknode 7;
	state = 0;
	nextstate = 3;
	personality = 3;
	question = "Nick";
	text1 = "This person clearly works as an archer. He looks like he's in his forties, and has about one scar visible for every year of his life. ";
	text2 = "_Hey there,_ he drawls. _Ah'm Nick. Pleasure to meet ya'll. _";
	text5 = "Nick is still playing board games against Crosby";
	action = INTRO;

begintalknode 8;
	state = 3;
	nextstate = 3;
	question = "What brings you here?";
	text1 = "_Well, Ah heard Mr. Whisper was a good employer to work for, real professional like, so's Ol' Jimbob and Ah came on down._";
	text2 = "_He said he could use an extra bow an' sword, so we been stayin' around. It's good here; pay's good an' it's pretty quiet._";
	text3 = "_That an' I got Crosby here to pit mah wits against; he plays a shrewd game but Ah've got him pretty well beat this time._";

begintalknode 9;
	state = 3;
	nextstate = 3;
	question = "Where are you from?";
	text1 = "_Ol' Jimbob an Ah come down to these part from up round the Abyss ways. We grew up thar, ya'll see. _";
	text2 = "_Isn't really much more to tell; we just get a bit o' work whereever looks interestin, guarding stuff and so on._";
	text3 = "_Now and agin we had some more excitin jobs, like that one in Almaria; well that's a whole 'nother story that it, but lately we felt more like relaxing a bit._";

begintalknode 10;
	state = 0;
	nextstate = 4;
	personality = 4;
	question = "Ol' Jimbob";
	text1 = "This swordsman looks as though he's gotten in about a thousand fights. However, he also looks like he won them all.";
	text2 = "_Howdy, ya'll, Ah'm Jimbob. Jimbob Fredrikson. And ya'll are?_ After you introduce yourselves, he shakes each of your hands, luckily not quite crushing them. ";
	text5 = "Jimbob is telling a story that seems to include another swordfight every other sentence. He pauses and smiles broadly when he sees you approach. ";
	action = INTRO;

begintalknode 11;
	state = 4;
	nextstate = 4;
	question = "Where are you from?";
	text1 = "_Nick an Ah are from up round the Abyss. 'Sa Lively place, you'd like it. Always somethin' fun goin' on. Like when Ol' Man Travers decided the Jenkins boy was conjurin gremlins inta his cellar. _";
	text2 = "_He came 'round the jenkins right in the middle of the night and started such a ruckus. . . _ Jimbob launches into a whole new story about the ensuing mayhem, gesticulating widly to express himself. ";

begintalknode 12;
	state = 4;
	nextstate = 4;
	question = "What is it you do?";
	text1 = "_Oh, ya'll know; a bit of this an that, mostly whenever somebody needs an extra sword swung. Nick and Ah travel around just kinda lookin' for jobs that sound like a good time._";

begintalknode 13;
	state = 0;
	nextstate = 5;
	personality = 5;
	question = "Knuckles";
	text1 = "This fellow looks like his main hooby is fighting, and he may not have the intellect to do much else. ";
	text2 = "He looks at you with a grouchy expression. _Who're you?_ he demands in a surly tone. After you supply your names, he responds, _Well, they calls me Knuckles._";
	text5 = "Knuckles is listening raptly to Jimbob's story telling. He seems to have even forgotten about drinking his ale. ";
	action = INTRO;

begintalknode 14;
	state = 5;
	nextstate = 5;
	question = "What do you do?";
	text1 = "_Kill anybody Mr. Whisper says kill. So's you better not make him mad, wouldn't take me a minute to knock off a bunch of wimps like you._";

begintalknode 15;
	state = 0;
	nextstate = 6;
	personality = 6;
	question = "Slice";
	text1 = "This brigand is leaning back in his chair idly while twirling a knife through his fingers. He looks up boerdly at you. ";
	text5 = "_Yeah, waddya want?_";
	action = INTRO;

begintalknode 16;
	state = 6;
	nextstate = 6;
	question = "What do you do around here?";
	text1 = "_I'm in charge of our little jail here, _ he says, gesturing around with his knife. _It's been dull latery though, no prisoners._";

begintalknode 17;
	state = 6;
	nextstate = 6;
	question = "Where'd you get the nickname?";
	text1 = "With a nasty grin he say, _It's too bad we ain't got no prisoners around or I'd give you a demonstration. I'm a real pro, so when one won't talk, I always solve the problem right quick. _";
	text2 = "_I'm a big help to Mr. Whisper I am, you know; without me we'd never get some much useful information outta the prisoners._";

begintalknode 18;
	state = 0;
	nextstate = 7;
	personality = 7;
	question = "Black";
	text1 = "Black seems to have been assigned to guard this storeroom, but he's multitasking and using the tie to do important drinking as well. ";
	text2 = "_I'm Black. You must be those new guys, right? 'S always good to have more guys around, means I gotta spend less time on guard duty. _ ";
	text5 = "Black raises his ale bottle to you in greeting. ";
	action = INTRO;

begintalknode 19;
	state = 7;
	nextstate = 7;
	question = "How much longer is your shift?";
	text1 = "_It's two, wait, no, uh. . . I guess I'm not to sure. I kinda lose track of time. It's ok though, I got plenty of ale, so it ain't really too bad. _";

begintalknode 20;
	state = 7;
	nextstate = 7;
	question = "What do you like doing?";
	text1 = "_Well, uh, I guess drinkin's pretty good. I dunno, not much else to do, I guess. _";

begintalknode 21;
	state = 0;
	nextstate = 8;
	personality = 8;
	question = "Gabston";
	text1 = "Sitting behind the desk in this small office is a well dressed man who could pass for the mayor of any mid-size town in Avernum. He look blandly at you as you approach. ";
	text2 = "_Ah yes, the new recruits. Have a seat and we'll see what to do with you. _";
	text5 = "Gabston looks up from his desk uninterestedly. _Yes? What is it you're here for?_ he questions perfunctorily. ";
	action = INTRO;

begintalknode 22;
	state = 8;
	nextstate = 9;
	condition = (get_flag(2,5) == 0);
	question = "We're looking for work.";
	text1 = "_Ah yes, we get quite a few fellows seeking employment. Of course we don't tkae them all, we need workers, not shirkers, and furthermore ones we can trust. _";
	text2 = "_So you'll understand that I have a small job for you, just to see if you have the right skills and mindset for our operation. _";

begintalknode 23;
	state = 9;
	nextstate = -1;
	question = "What's the job?";
	text1 = "_Let me see here, what we have, Mathersly! Would you bring me the week's list of new jobs? _ After Mathersly bustles in with a stack of parchment, which Gabston examines, he appears to make up his mind. ";
	text2 = "_Yes, that will do nicely; thank you Mathersly. It seems there is a small time merchant in Mertis, one 'Abe' who has recently inherited an antique gold candle stick. He is away from his home now, so we want you to aquire it for us._ ";
	text3 = "_You should find this person's house in the north-east corner of the town, just north of the guard barracks. Report to me when you have the item. _";
	action = END_TALK;
	code = 
		set_flag(2,5,1);
		toggle_quest(1,1);
	break;
begintalknode 24;
	state = 8;
	nextstate = 8;
	condition = (get_flag(2,5) == 1 && get_flag(2,6) == 0);
	question = "What is it you want us to do?";
	text1 = "With a somewhat exasperated look, Gabston repeats, _We want you to go to Mertis and bring back the candlestick I described to you. Do pay closer attention next time._ ";

begintalknode 25;
	state = 8;
	nextstate = 8;
	condition = (get_flag(1,4) == 1 && get_flag(2,6) == 0);
	question = "We have the candlestick. ";
	text1 = "You pull out the candlestick, and hand it to him. _Yes, _ he says after a moment of inspection, _This is the item we wanted. Good work. it's good to know that we can depend on you to get the job done. Also, take this._ He tosses you a small purse. ";
	text2 = "Setting the candlestick down on his desk he continues, _At the moment I don't have any other tasks for you, so until I do, why don't you go and relax in the bunk room or get a meal in the dining hall. I'll send word when we need you. _";
	code = 
		set_flag(2,6,1);
		change_spec_item(0,-1);
		toggle_quest(1,0);
		change_coins(30);
	break;
begintalknode 26;
	state = 8;
	nextstate = 8;
	condition = (get_flag(2,6) == 1);
	question = "What should we do now?";
	text1 = "_I have so jobs for you to do right now, so take some time off until I do. _";

begintalknode 27;
	state = 0;
	nextstate = 10;
	personality = 11;
	question = "Hu";
	text1 = "This looks like a fairly typical rank-and-file brigand; he's a bit larger and more muscular than average and perhaps a little less clever than average. ";
	text2 = "_Hey, m'names Hu,_ he greets you warmly. You respond by introducing yourselves. ";
	text5 = "_Hey guys._ Hu seems happy to talk to you again. ";
	action = INTRO;

begintalknode 28;
	state = 10;
	nextstate = 10;
	question = "How's it going?";
	text1 = "_Pretty good, I guess. _";

begintalknode 29;
	state = 10;
	nextstate = 10;
	question = "So what kind of work have you been doing?";
	text1 = "_It's kinda dull; mostly carryin' big old crates of skribba—I mean, you know, stuff. Nuthin' interestin'._";
	code = 
		set_flag(3,3,1);
	break;
begintalknode 30;
	state = 0;
	nextstate = 11;
	question = "Mathersly";
	text1 = "The office secretary, Mathersly, seems to be a fussy man, constantly sorting through papers to keep the organized just so. You kind of wonder why he's an outlaw henchman rather than an empire beaurocrat. ";
	text2 = "_He looks up sharply at you and asks, _Yes, what can I get you? Were very busy here you know. _";
	text5 = "Mathersly spares a second from his paper shuffling to glance at you. _Yes what is it now, then?_";
	action = INTRO;

begintalknode 31;
	state = 11;
	nextstate = 11;
	question = "What do you do here?";
	text1 = "_What do I do?_ He looks mildly incredulous. _I keep this placce running! When Mr. Whisper needs information it's my job to have it on file; when Mr. Gabston drafts inventories and checklists I verify them, index them, carry them out!_";
	text2 = "_You muscle-bound types think bashing heads is all there is to a successful operation. _ With a sniff he dissmisses this notion utterly. _it's really all about the plans the bosses make, and i'm the one who make those plans into reality._";

begintalknode 32;
	state = 11;
	nextstate = 11;
	question = "What are you working on now?";
	text1 = "_Hmph,_ he snorts, _You should no better than to poke into matters that don't concern you. If there's a job for you to do, when it's time to do it you'll be told, and not before._";

begintalknode 33;
	state = 0;
	nextstate = 12;
	personality = 13;
	question = "Whisper";
	text1 = "Here in the inner sanctum of the hideout sits Whisper, the enigmatic leader, or maybe ruler, of this grouping of outlaws. He's well dressed, but nondescript, except for the piercing way that he looks back at you. ";
	text2 = "_So you are the newest members to join our brotherhood. _ he states. _I trust that you find it pleasant here, and that in return I can count on you for such tasks as may fall to you._";
	text3 = "He speaks fairly softly, but not without vigor. Perhaps that's how he came by his alias. ";
	text5 = "_Yes, and what can I do for you gentlemen?_ Whisper asks quietly. ";
	action = INTRO;

begintalknode 34;
	state = 12;
	nextstate = 12;
	question = "We were curious what's going on right now, sir. ";
	text1 = "_There are a great many things going on right now, but I prefer not to go into details, _ he replies with a faint smile. _Sufice it to say, that business is going well and there will be a plentitude of work for everyone in the coming months._";

begintalknode 35;
	state = 12;
	nextstate = 12;
	question = "We were wondering what you would do if you felt you couldn't count on someone. ";
	text1 = "_That would depend on what you mean, _ he says quietly. _A fellow who doesn't pull his weight, him I'll toss out. A man whom I can't trust. . . _ his expression turns harder, _He will likely disappear. Clear enough for you?_";

begintalknode 36;
	state = 12;
	nextstate = 12;
	question = "Will you have any jobs for us soon?";
	text1 = "_To be honest, gentlemen, I don't have the time to assign tasks to each person in our organization. I plan in the broad, while gabston and Mathersly see to the details._";
	text2 = "_If you are in need of direction, speak with Gabston; you may expect that any assignments for you will come from him on a day to day basis._";

