
begintalkscript;
variables;

begintalknode 1;
	state = -1;
	nextstate = 2;
	question = "Carlington";
	text1 = "The man in the room recoils in your presence. His face is clean, his clothes smooth, and the captain's insignia practically shines on his arm. You recognize him as captain Carlington and he seems to recognize you.";
	text2 = "_You are those wanderers who joined in on the last second, aren't you? How did escape?_ You tell him the tale. Carlington frowns in deep thought. _I see and now you've come to rescue me. That is commendable._";
	text3 = "_I thank you of course for my timely rescue._";

begintalknode 2;
	state = 2;
	nextstate = -1;
	question = "";

begintalknode 3;
	state = 2;
	nextstate = 3;
	question = "What have the bandits done to you?";
	text1 = "_They've been interrogating me. They want to know the defences of the town I'm stationed in, Gremoria. I've of course told them nothing, but who knows what would have happened if you had not appeared._";
	text2 = "_The bandits had not yet resorted to violence, so I still have the function of my all four limbs._ Carlington taps the hilt of his sword reassuringly.";

begintalknode 4;
	state = 0;
	nextstate = 0;
	question = "";

begintalknode 5;
	state = 3;
	nextstate = -1;
	condition = char_ok(6) == TRUE;
	question = "Then join me in defeating the bandit leader!";
	text1 = "_Yes! I will avenge my platoon with the blood of that scoundrel. Lead the way!_ (Captain Carlington has joined the party.)";
	action = END_TALK;
	code =
		add_char_to_party(9);
		award_party_xp(15,15);
		toggle_quest(1,0);
	break;
begintalknode 6;
	state = 3;
	nextstate = -1;
	question = "Wait a minute! Why are you still armed?";
	text1 = "Carlington's mood darkens. _Well, because I've been working with the bandits. Because I've been informing them about caravans from Gremoria. Because I told them to set their base in this abandoned imperial outpost._";
	text2 = "_Because I've been stuck in a backwater for twenty years! Because a captain's pay is not enough! And I would have gotten away with it too if..._ Carlington shakes the thought from his head. _Argh! Have at thee!_ He attacks.";
	action = END_TALK;
	code =
		set_attitude(9,10);
		award_party_xp(30,15);
		toggle_quest(1,0);
		set_flag(3,1,1);
	break;
