beginoutdoorscript;

variables;
short pcs,bmessage,least_dex,odds_hit,hit_times;

body;

beginstate 0;
break;

beginstate 1;
break;

beginstate START_STATE;
break;

beginstate 10;

	if(get_flag(17,0) == 0){
		reset_dialog();
		if(party_size() == 1){
			add_dialog_str(0,"This is unbelievable.  This is beyond anything I expected.",0);
			add_dialog_str(1,"I thought the brigands would be organizing the occasional raid or something similar.  But no- that's not it at all.  They've put Sunset Creek under siege.",0);
			add_dialog_str(2,"The city has been forced to build rather ramshackle walls simply to keep the brigands from walking through, and from what I can see, they've succeeded in knocking the walls down once or twice before regardless.",0);
			add_dialog_str(3,"What's worse is, I thought these brigands were located to the WEST of the river, explaining their presence there.  No- their stronghold is actually to the EAST.  That these brigands even EXIST west of the river shows a serious lack of security.",0);
			add_dialog_str(4,"Sunset Creek is in serious trouble.  They'll need all of the help I can give...  Well, assuming I can even get there.  As luck would have it, the brigands knocked out the bridge as well.",0);
		}
		if(party_size() > 1){
			add_dialog_str(0,"This is unbelievable.  This is beyond anything we were expecting.",0);
			add_dialog_str(1,"We thought the brigands would be organizing the occasional raid or something similar.  But no- that's not it at all.  They've put Sunset Creek under siege.",0);
			add_dialog_str(2,"The city has been forced to build rather ramshackle walls simply to keep the brigands from walking through, and from what we can see, they've succeeded in knocking the walls down once or twice before regardless.",0);
			add_dialog_str(3,"What's worse is, we thought these brigands were located to the WEST of the river, explaining their presence there.  No- their stronghold is actually to the EAST.  That these brigands even EXIST west of the river shows a serious lack of security.",0);
			add_dialog_str(4,"Sunset Creek is in serious trouble.  They'll need all of the help we can give...  Well, assuming we can even get there.  As luck would have it, the brigands knocked out the bridge as well.",0);
		}
		add_dialog_choice(0,"...");
		bmessage = run_dialog(1);
		set_flag(17,0,1);
	}

break;

beginstate 11;

	if(party_size() == 1)
		message_dialog("Yes...  The bridge here has been razed.  The base supports for it are all that's still visible.  If I'm going to cross the river, it won't be from here.","");
	if(party_size() > 1)
		message_dialog("Yes...  The bridge here has been razed.  The base supports for it are all that's still visible.  If we're going to cross the river, it won't be from here.","");

break;

beginstate 12;

	block_entry(1);
	if(get_flag(24,0) == 1){
		if(party_size() == 1)
			print_str_color("I'm still not wanted.",1);
		if(party_size() > 1)
			print_str_color("We're still not wanted.",1);
	}
	if(get_flag(24,0) == 0){
		reset_dialog();
		add_dialog_str(0,"There's a farmhouse here.  Enter it?",0);
		add_dialog_choice(0,"Yes.");
		add_dialog_choice(1,"Leave.");
		bmessage = run_dialog(1);
		if(bmessage == 2)
			end();
		if(party_size() == 1)
			message_dialog("A farmhand creeps out of the house waving a pitchfork at me.  _Get out!  Go away!  We don't want you here!  If we're caught talking with you, the brigands'll whip us good!  Now go!  Git!_","Clearly, I'm not exactly wanted here.");
		if(party_size() > 1)
			message_dialog("A farmhand creeps out of the house waving a pitchfork at us.  _Get out!  Go away!  We don't want your kind here!  If we're caught talking with you, the brigands'll whip us good!  Now go!  Git!_","Clearly, we're not exactly wanted here.");
		set_flag(24,0,1);
	}

break;

beginstate 13;

	if(get_flag(25,0) == 0){
		message_dialog("At first this farmhouse looks to be okay, but there are telltale signs:  Broken fences, overgrown weeds, a door off of it's hinges...  This farmhouse has been sacked.","The brigands must be maintaining this farm in its previous owners' stead.");
		set_flag(25,0,1);
	}

break;

beginstate 14;

	if(get_flag(42,0) == 1){
		reset_dialog();
		add_dialog_str(0,"The brigands are still here.",0);
		add_dialog_choice(0,"Leave.");
		add_dialog_choice(1,"Attack.");
		bmessage = run_dialog(1);
		if(bmessage == 1){
			block_entry(1);
			end();
		}
		create_out_spec_enc(0);
		set_flag(42,0,2);
	}
	if(get_flag(42,0) == 0){
		reset_dialog();
		add_dialog_str(0,"What is this here?  A shack?  It looks like it's occupied, too, but what's happening?  Are they sleeping?  Or are they just that lazy?",0);
		if(party_size() == 1)
			add_dialog_str(1,"For that matter, where were they when I landed?  Why don't they at least have a lookout for me now?  At least I can still get away at this point if I want to.",0);
		if(party_size() > 1)
			add_dialog_str(1,"For that matter, where were they when we landed?  Why don't they at least have a lookout for us now?  At least we can still get away at this point if we want to.",0);
		add_dialog_choice(0,"Leave.");
		add_dialog_choice(1,"Attack.");
		bmessage = run_dialog(1);
		if(bmessage == 1){
			set_flag(42,0,1);
			block_entry(1);
			end();
		}
		create_out_spec_enc(0);
		set_flag(42,0,2);
	}

break;

beginstate 15;

	if(get_flag(23,0) == 0){
		if(party_size() == 1)
			message_dialog("The tower standing here has a very good view of the whole area around it.","There's no way I would be able to get past it without being seen and shot at, despite the fields around it.  Furthermore, it'd be even more ridiculous for me to try and take it.");
		if(party_size() > 1)
			message_dialog("The tower standing here has a very good view of the whole area around it.","There's no way we would be able to get past it without being seen and shot at, despite the fields around it.  Furthermore, it'd be even more ridiculous for us to try and take it.");
		block_entry(1);
	}
	else{
		if(get_flag(44,0) == 0){
			if(party_size() == 1)
				message_dialog("The tower here has been taken by a ragtag group of archers from Sunset Creek.  They wave gratefully as I pass by.","The tower may not last for very long, but for however long that the city has it, it will be a valuable resource.");
			if(party_size() > 1)
				message_dialog("The tower here has been taken by a ragtag group of archers from Sunset Creek.  They wave gratefully as we pass by.","The tower may not last for very long, but for however long that the city has it, it will be a valuable resource.");
			set_flag(44,0,1);
		}
	}

break;

beginstate 16;

	if(get_flag(23,0) == 0){
		if(party_size() == 1)
			message_dialog("The tower standing here has a very good view of the whole area around it.","There's no way I would be able to get past it without being seen and shot at.  Furthermore, it'd be even more ridiculous for me to try and take it.");
		if(party_size() > 1)
			message_dialog("The tower standing here has a very good view of the whole area around it.","There's no way we would be able to get past it without being seen and shot at.  Furthermore, it'd be even more ridiculous for us to try and take it.");
		block_entry(1);
	}
	else{
		if(get_flag(44,0) == 0){
			if(party_size() == 1)
				message_dialog("The tower here has been taken by a ragtag group of archers from Sunset Creek.  They wave gratefully as I pass by.","The tower may not last for very long, but for however long that the city has it, it will be a valuable resource.");
			if(party_size() > 1)
				message_dialog("The tower here has been taken by a ragtag group of archers from Sunset Creek.  They wave gratefully as we pass by.","The tower may not last for very long, but for however long that the city has it, it will be a valuable resource.");
			set_flag(44,0,1);
		}
	}

break;

beginstate 17;

	if(get_flag(23,0) > 0)
		end();
	if(get_flag(26,0) < 40){
		if(party_size() == 1)
			message_dialog("There is an extremely large amount of brigands entrenched here.  More than I would ever be able to take on.","I might be able to take these brigands on later, when their forces aren't concentrated just here.  But how do I go about doing that?  They'd have to be taking pretty heavy flak somewhere other than here to lower their numbers.");
		if(party_size() > 1)
			message_dialog("There is an extremely large amount of brigands entrenched here.  More than we would ever be able to take on.","We might be able to take these brigands on later, when their forces aren't concentrated just here.  But how do we go about doing that?  They'd have to be taking pretty heavy flak somewhere other than here to lower their numbers.");
		block_entry(1);
	}
	else{
		reset_dialog();
		if(party_size() == 1){
			add_dialog_str(0,"The brigands here have finally taken a hit in their numbers.  My efforts to wipe them out have given them pause, and their forces at the city's gates have been reduced substantially.",0);
			add_dialog_str(1,"If I wanted to, I could attack the brigands here and now, and it might be manageable.",0);
		}
		if(party_size() > 1){
			add_dialog_str(0,"The brigands here have finally taken a hit in their numbers.  Our efforts to wipe them out have given them pause, and their forces at the city's gates have been reduced substantially.",0);
			add_dialog_str(1,"If we wanted to, we could attack the brigands here and now, and it might be manageable.",0);
		}
		add_dialog_choice(0,"Wait.");
		add_dialog_choice(1,"Attack!");
		bmessage = run_dialog(1);
		if(bmessage == 1){
			block_entry(1);
			end();
		}

		play_sound(91);
		play_sound(91);
		play_sound(91);
		play_sound(98);
		play_sound(91);
		play_sound(98);
		play_sound(98);
		play_sound(98);
		reset_dialog();
		if(party_size() == 1){
			add_dialog_str(0,"As soon as I begin running at the brigands in order to engage them, the archers on the towers to the north and south of me begin firing potshots.  Needless to say, I'm out of range, causing them to miss humorously.",0);
			add_dialog_str(1,"Suddenly, the archers begin to climb down from their towers, attempting to re-inforce the army before I get to it.  It looks like they'll make it, too.",0);
			add_dialog_str(2,"As they reach their allies, however, some of the guards from Sunset Creek charge out of the city, catching the now-diverted army by surprise.",0);
			add_dialog_str(3,"As I'm reaching the melee, it looks as if the guards have been playing defensively, and have thus suffered little.  At this rate, the battle might even become manageable.",0);
		}
		if(party_size() > 1){
			add_dialog_str(0,"As soon as we begin running at the brigands in order to engage them, the archers on the towers to the north and south of me begin firing potshots.  Needless to say, we're out of range, causing them to miss humorously.",0);
			add_dialog_str(1,"Suddenly, the archers begin to climb down from their towers, attempting to re-inforce the army before we get to it.  It looks like they'll make it, too.",0);
			add_dialog_str(2,"As they reach their allies, however, some of the guards from Sunset Creek charge out of the city, catching the now-diverted army by surprise.",0);
			add_dialog_str(3,"As we're reaching the melee, it looks as if the guards have been playing defensively, and have thus suffered little.  At this rate, the battle might even become manageable.",0);
		}
		add_dialog_choice(0,"Charge!");
		bmessage = run_dialog(1);
	}

break;

beginstate 18;

	if(get_flag(45,0) == 0){
		play_sound(95);
		reset_dialog();
		if(party_size() == 1){
			add_dialog_str(0,"Suddenly, a fog settles into my hearing.  Words begin to repeat throughout my head in various pitches, and eventually coalesce into one single message.",0);
			add_dialog_str(1,"_Come...  To me.  More later.  We will stop the brigands.  Wizard.  Go to the rotting tree to the north of here, then go west.  Be careful._",0);
			add_dialog_str(2,"The voice disappears and my perception is returning to normal.  But hey, what the hell was that?  Was that even real?",0);
		}
		if(party_size() > 1){
			add_dialog_str(0,"Suddenly, a fog settles into our hearing.  Words begin to repeat throughout our heads in various pitches, and eventually coalesce into one single message.",0);
			add_dialog_str(1,"_Come...  To me.  More later.  We will stop the brigands.  Wizard.  Go to the rotting tree to the north of here, then go west.  Be careful._",0);
			add_dialog_str(2,"The voice disappears and our perceptions are returning to normal.  But hey, what the hell was that?  Was that even real?",0);
		}
		add_dialog_choice(0,"Strange.");
		bmessage = run_dialog(1);
		toggle_quest(1,1);

		set_flag(45,0,1);
	}

break;

beginstate 19;

	if(get_flag(45,0) == 1){
		message_dialog("This must be the rotted tree the so-called _Wizard_ spoke about.  If so, then his directions were to go west from here.","");
		set_flag(45,0,2);
	}

break;

beginstate 20;

	if(get_flag(45,0) == 2){
		if(party_size() == 1)
			message_dialog("Damn-- this mountain wall is rock solid!  Where the hell am I supposed to go now?","...wait.  There's a small part of the mountain wall that's illusory.  If I wasn't in this exact location and looking for it, I'd have never found it.  Bizarre.");
		if(party_size() > 1)
			message_dialog("Damn-- this mountain wall is rock solid!  Where the hell are we supposed to go now?","...wait.  There's a small part of the mountain wall that's illusory.  If we weren't in this exact location and looking for it, we'd have never found it.  Bizarre.");
		set_flag(45,0,3);
	}

break;

beginstate 21;

	if(get_flag(45,0) < 3)
		block_entry(1);

break;

beginstate 22;

	if(get_flag(46,0) != 1){
		if(get_highest_skill(16) >= 6){
			if(reward_give(get_flag(46,0)) == 0){
				if(party_size() == 1)
					print_str_color("My inventory is full!",1);
				if(party_size() > 1)
					print_str_color("Our inventory is full!",1);
				end();
			}
			set_flag(46,0,1);
			print_str_color("You found a supply cache!",2);
		}
		else{
			print_str_color("You can tell there is a supply cache here,",2);
			print_str_color("but cannot find precisely where it is.",2);
		}
	}

break;

beginstate 23;

	if(get_flag(47,0) != 1){
		if(get_highest_skill(16) >= 10){
			if(reward_give(get_flag(47,0)) == 0){
				if(party_size() == 1)
					print_str_color("My inventory is full!",1);
				if(party_size() > 1)
					print_str_color("Our inventory is full!",1);
				end();
			}
			set_flag(47,0,1);
			print_str_color("You found a supply cache!",2);
		}
		else{
			print_str_color("You can tell there is a supply cache here,",2);
			print_str_color("but cannot find precisely where it is.",2);
		}
	}

break;

beginstate 24;

	if(get_flag(48,0) != 1){
		if(get_highest_skill(16) >= 10){
			if(reward_give(get_flag(48,0)) == 0){
				if(party_size() == 1)
					print_str_color("My inventory is full!",1);
				if(party_size() > 1)
					print_str_color("Our inventory is full!",1);
				end();
			}
			set_flag(48,0,1);
			print_str_color("You found a supply cache!",2);
		}
		else{
			print_str_color("You can tell there is a supply cache here,",2);
			print_str_color("but cannot find precisely where it is.",2);
		}
	}

break;

beginstate 25;

	if(get_flag(49,0) != 1){
		if(get_highest_skill(16) >= 10){
			if(reward_give(get_flag(49,0)) == 0){
				if(party_size() == 1)
					print_str_color("My inventory is full!",1);
				if(party_size() > 1)
					print_str_color("Our inventory is full!",1);
				end();
			}
			set_flag(49,0,1);
			print_str_color("You found a supply cache!",2);
		}
		else{
			print_str_color("You can tell there is a supply cache here,",2);
			print_str_color("but cannot find precisely where it is.",2);
		}
	}

break;

beginstate 26;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 10) && (get_flag(50,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(219) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(50,0,1);
	}

break;

beginstate 27;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 8) && (get_flag(51,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(218) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(51,0,1);
	}

break;

beginstate 28;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 7) && (get_flag(52,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(217) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(52,0,1);
	}

break;

beginstate 29;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 6) && (get_flag(53,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(216) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(53,0,1);
	}

break;

beginstate 30;

	if(party_size() == 1)
		message_dialog("_Psst!  Hey, you!  Follow me!_","Who's that man, and why is he talking to me?  I can't really see any weapons on him- if he was a brigand, he'd at least be mildly armed.  It might be a trap...  But probably not.");
	if(party_size() > 1)
		message_dialog("_Psst!  Hey, you folks!  Follow me!_","Who's that man, and why is he talking to us?  We can't really see any weapons on him- if he was a brigand, he'd at least be mildly armed.  It might be a trap...  But probably not.");
	outdoor_enc_result(3);

break;

beginstate 31;

	if(get_highest_skill(16) < 10 && get_highest_skill(24) < 6){
		if(party_size() == 1)
			message_dialog("These brigands aren't good enough to mask their presence entirely- I knew they were coming.  On the other hand, when they were in the area, they managed to evade my senses.","And now, staring them face-to-face in an ambush, I'm paying for my clumsiness.");
		if(party_size() > 1)
			message_dialog("These brigands aren't good enough to mask their presence entirely- we knew they were coming.  On the other hand, when they were in the area, they managed to evade our senses.","And now, staring them face-to-face in an ambush, we're paying for our clumsiness.");
		set_out_fight_town_loaded(7);
	}
	else{
		reset_dialog();
		if(party_size() == 1)
			add_dialog_str(0,"There are brigands pursuing me, but I could avoid them if I chose to...",0);
		if(party_size() > 1)
			add_dialog_str(0,"There are brigands pursuing us, but we could avoid them if we chose to...",0);
		add_dialog_choice(0,"Avoid them.");
		add_dialog_choice(1,"Fight.");
		if(get_highest_skill(16) > 14 || get_highest_skill(24) > 10)
			add_dialog_choice(2,"Ambush them.");
		bmessage = run_dialog(1);
		if(bmessage == 1)
			outdoor_enc_result(1);
		set_out_fight_town_loaded(7);
		if(bmessage == 3){
			reset_dialog();
			if(party_size() == 1)
				add_dialog_str(0,"And now, the surprise is on them.  I've successfully lost them.  They're looking a little lost and flustered...  Amateurs.",0);
			if(party_size() > 1)
				add_dialog_str(0,"And now, the surprise is on them.  We've successfully lost them.  They're looking a little lost and flustered...  Amateurs.",0);
			add_dialog_choice(0,"Attack!");
			bmessage = run_dialog(1);
			set_char_status(1000,1,8,0,0);
			set_char_status(1000,3,8,0,0);
		}
	}

break;

beginstate 32;

	message_dialog("Well.  That's one more group of brigands down for the count.  Unfortunately, this group doesn't seem to have any extraordinary amount of treasure on them.","");
	inc_flag(26,0,10);

break;

beginstate 33;

	reset_dialog();
	if(party_size() == 1){
		add_dialog_str(0,"This group is clearly inept.  They haven't noticed me yet, and if I'm the least bit cautious, it looks like they're not going to.",0);
		add_dialog_str(1,"Still, I could take matters into my own hands...",0);
	}
	if(party_size() > 1){
		add_dialog_str(0,"This group is clearly inept.  They haven't noticed us yet, and if we're the least bit cautious, it looks like they're not going to.",0);
		add_dialog_str(1,"Still, we could take matters into our own hands...",0);
	}
	add_dialog_choice(0,"Leave them alone.");
	add_dialog_choice(1,"Attack!");
	bmessage = run_dialog(1);
	if(bmessage == 1)
		outdoor_enc_result(1);
	if(bmessage == 2)
		set_out_fight_town_loaded(7);

break;

beginstate 34;

	inc_flag(26,0,8);

break;

beginstate 35;

	if(party_size() == 1)
		message_dialog("As I step into the large room, all of the brigands turn towards me in shock.  Unfortunately, they aren't sleeping.","Well, at least I have the advantage of surprise.  Here's hoping I can use this to my advantage.");
	if(party_size() > 1)
		message_dialog("As I step into the large room, all of the brigands turn towards us in shock.  Unfortunately, they aren't sleeping.","Well, at least we have the advantage of surprise.  Here's hoping we can use this to our advantage.");
	set_out_fight_town_loaded(8);

break;

beginstate 36;

	message_dialog("Damn...  These brigands were living pretty spartanly.  Most of them didn't even have beds.  Whatever they had on their backs is all that they had here, period.","Ah well, at least a fair number of them have been slain.  And that's a reward in and of itself, right?");
	inc_flag(26,0,13);

break;

beginstate 37;

	set_out_fight_town_loaded(12);

break;

beginstate 38;

	reset_dialog();
	add_dialog_str(0,"Finally!  The brigand army has been dislodged from their position in front of the city.  This will mean a world of good to the people in Sunset Creek.",0);
	if(party_size() == 1)
		add_dialog_str(1,"The brigands did not have much of a campsite, however.  All of what they ever had was on their corpses.  Ah well, maybe the city will reward me, since I cleared out such a great menace to them.",0);
	if(party_size() > 1)
		add_dialog_str(1,"The brigands did not have much of a campsite, however.  All of what they ever had was on their corpses.  Ah well, maybe the city will reward us, since we cleared out such a great menace to them.",0);
	add_dialog_choice(0,"A well-deserved victory.");
	bmessage = run_dialog(1);
	set_flag(23,0,1);
	set_flag(27,1,1);

break;

beginstate 39;

	set_out_fight_town_loaded(7);

break;

beginstate 40;

	inc_flag(26,0,9);

break;

beginstate 40;

	inc_flag(26,0,10);

break;

beginstate 41;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 4) && (get_flag(54,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(215) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(54,0,1);
	}

break;

beginstate 42;

	if(get_flag(43,0) == 0)
		end();
	if((get_highest_skill(16) >= 3) && (get_flag(55,0) == 0)){
		print_str_color("You found some reagents!",1);
		if(reward_give(214) == 0){
			if(party_size() == 1)
				print_str_color("My inventory is full!",1);
			if(party_size() > 1)
				print_str_color("Our inventory is full!",1);
			end();
		}
		set_flag(55,0,1);
	}

break;

beginstate 43;

	block_entry(1);
	if(get_flag(57,0) > 0){
		reset_dialog();
		if(party_size() == 1)
			add_dialog_str(0,"The fishermen are still here, and are willing to sell me what fish they have that isn't needed by the villagers here.",0);
		if(party_size() > 1)
			add_dialog_str(0,"The fishermen are still here, and are willing to sell us what fish they have that isn't needed by the villagers here.",0);
		add_dialog_choice(0,"Leave.");
		add_dialog_choice(1,"Buy fish.");
		bmessage = run_dialog(0);
	}
	else{
		set_flag(57,0,1);
		reset_dialog();
		add_dialog_str(0,"Apparently, the denizens of Sunset Creek fish for their meals.  Seeing how the farmlands are in brigand-held territory, this makes sense.",0);
		add_dialog_str(1,"There are a lot of people here, but it's likely that they need everyone they can merely to sustain themselves.  It's unfortunate, but it's better than the alternative.",0);
		if(party_size() == 1)
			add_dialog_str(2,"At any rate, the people here are willing to sell me some of their catch, since I'm now as isolated from the rest of the world as they are.  If I need food, it's probably going to come from here.",0);
		if(party_size() > 1)
			add_dialog_str(2,"At any rate, the people here are willing to sell us some of their catch, since we're now as isolated from the rest of the world as they are.  If we need food, it's probably going to come from here.",0);
		add_dialog_choice(0,"Leave.");
		add_dialog_choice(1,"Buy fish.");
		bmessage = run_dialog(0);
	}
	if(bmessage == 1)
		end();
	begin_shop_mode("Fishermen","These are the hardworking citizens of Sunset Creek, fishing to make up for being cut off from the farmlands.  They don't have much to spare, but they're willing to sell a little.",0,0,-1);

break;

beginstate 44;

	pcs = 0;
	least_dex = 0;
	while(pcs <= 3){
		if(char_ok(pcs) == TRUE){
			if((get_stat(pcs,1) + get_stat(pcs,24) + get_stat(pcs,16)) > least_dex)
				least_dex = (get_stat(pcs,1) + get_stat(pcs,24) + get_stat(pcs,16));
		}
		pcs = (pcs + 1);
	}
	if(least_dex < 8){
		hit_times = get_ran(1,3,5);
		while(hit_times > 0){
			pcs = random_party_member();
			while(char_ok(pcs) == FALSE){
				pcs = random_party_member();
			}
			odds_hit = (18 - get_stat(pcs,1));
			odds_hit = (odds_hit - get_ran(get_stat(pcs,9),0,1));
			odds_hit = (odds_hit - get_stat(pcs,23));
			if(odds_hit < 1)
				odds_hit = 1;
			if(odds_hit > 19)
				odds_hit = 19;
			play_sound(91);
			if(get_ran(1,1,20) <= odds_hit){
				print_big_str("Brigand Archer hits (",(odds_hit * 5),"%).");
				damage_char(pcs,get_ran(10,1,4),0);
			}
			else{
				print_big_str("Brigand Archer misses (",(odds_hit * 5),"%).");
				play_sound(2);
			}

			hit_times = (hit_times - 1);
		}
		reset_dialog();
		if(party_size() == 1){
			add_dialog_str(0,"The brigands sitting at the campfire aren't particularly alert, but I'm not particularly good at sneaking.  They immediately begin firing volleys at me, hoping to score some hits.",0);
			add_dialog_str(1,"Anyway, I could still charge these brigands if I wanted to, even though it's all too obvious that they know I'm here.  Fortunately, they don't seem too anxious to hunt me down, giving me ample opportunity at this point to flee.",0);
		}
		if(party_size() > 1){
			add_dialog_str(0,"The brigands sitting at the campfire aren't particularly alert, but we're not particularly good at sneaking.  They immediately begin firing volleys at us, hoping to score some hits.",0);
			add_dialog_str(1,"Anyway, we could still charge these brigands if we wanted to, even though it's all too obvious that they know we're here.  Fortunately, they don't seem too anxious to hunt us down, giving us ample opportunity at this point to flee.",0);
		}
		add_dialog_choice(0,"Run.");
		add_dialog_choice(1,"Charge!");
		bmessage = run_dialog(1);
		if(bmessage == 1){
			outdoor_enc_result(1);
			end();
		}
	}
	else{
		reset_dialog();
		if(party_size() == 1)
			add_dialog_str(0,"These brigands haven't spotted me yet, and it doesn't look like they're going to.  I could get the jump on them if I so chose, or I could spare them for now.",0);
		if(party_size() > 1)
			add_dialog_str(0,"These brigands haven't spotted us yet, and it doesn't look like they're going to.  We could get the jump on them if we so chose, or we could spare them for now.",0);
		add_dialog_choice(0,"Run.");
		add_dialog_choice(1,"Charge!");
		bmessage = run_dialog(1);
		if(bmessage == 1){
			outdoor_enc_result(1);
			end();
		}
	}

	set_out_fight_town_loaded(7);

break;

beginstate 45;

	inc_flag(26,0,7);

break;

beginstate 46;

	if(get_flag(65,0) == 10){
		if(party_size() == 1){
			if(get_flag(24,1) == 0)
				message_dialog("Well.  The mysterious figure was right-- there IS a passage here.  It's not guarded very well, but from what he told me, that makes sense-- nobody without the amulet will be able to use the passage here anyway.","");
			else
				message_dialog("Well.  _K_ was right-- there IS a passage here.  It's not guarded very well, but from what he told me, that makes sense-- nobody without the amulet will be able to use the passage here anyway.","");
		}
		if(party_size() > 1){
			if(get_flag(24,1) == 0)
				message_dialog("Well.  The mysterious figure was right-- there IS a passage here.  It's not guarded very well, but from what he told us, that makes sense-- nobody without the amulet will be able to use the passage here anyway.","");
			else
				message_dialog("Well.  _K_ was right-- there IS a passage here.  It's not guarded very well, but from what he told us, that makes sense-- nobody without the amulet will be able to use the passage here anyway.","");
		}

		set_flag(65,0,11);
	}
	if(get_flag(65,0) < 10)
		block_entry(1);

break;

beginstate 47;

	reset_dialog();
	if(party_size() == 1)
		add_dialog_str(0,"There is an armored man here sitting by a campfire.  He hasn't noticed my presence yet, but he doesn't seem to be a brigand.",0);
	if(party_size() > 1)
		add_dialog_str(0,"There is an armored man here sitting by a campfire.  He hasn't noticed our presence yet, but he doesn't seem to be a brigand.",0);
	add_dialog_choice(0,"Leave him be.");
	add_dialog_choice(1,"Approach him.");
	bmessage = run_dialog(0);
	if(bmessage == 1){
		outdoor_enc_result(1);
		end();
	}

	reset_dialog();
	if(party_size() == 1){
		add_dialog_str(0,"Suddenly, he leaps up and shouts at me:",0);
		add_dialog_str(1,"_You must be the warrior of Light!_",0);
	}
	if(party_size() > 1){
		add_dialog_str(0,"Suddenly, he leaps up and shouts at us:",0);
		add_dialog_str(1,"_You must be the warriors of Light!_",0);
	}
	add_dialog_choice(0,"Hunh?");
	add_dialog_choice(1,"No.");
	bmessage = run_dialog(0);
	if(bmessage == 2){
		outdoor_enc_result(1);
		end();
	}

	reset_dialog();
	add_dialog_str(0,"_I am Garland, and I will knock you all down?!_",0);
	add_dialog_choice(0,"Whatever you say...");
	bmessage = run_dialog(1);
	set_out_fight_town_loaded(17);

break;

beginstate 48;

	message_dialog("Phew.  Looks like the world won't have to worry about this fiend until 2000 years in the past.","");
	award_party_xp(130,25);
	change_coins(250);

break;

