begintalkscript;
variables;
short choice,i;

begintalknode 1;
	state = -1;
	nextstate = 1;
	question = "Father Kay";
	text1 = "_I would like for you to stay and watch him. He's not in the clear yet until we see that the antivenins are working, and he should be supervised._";

begintalknode 2;
	state = 1;
	nextstate = 2;
	question = "Are you serious? I don't even want him here.";
	text1 = "He ignored my complaint and continued on. _Give the antivenins some time to do their work, then give him some pinchbug milk to ease the stomach cramps._";
	text2 = "_It's not good to take it on an empty stomach though, so you might need to give him some food with it. Though if the poisons are still affecting him he could vomit and asphyxiate-- so I'll leave that to your judgment...._";

begintalknode 3;
	state = 2;
	nextstate = 1;
	question = "Um... I have chores to do.";
	text1 = "_Some things are more important than chores. I will see to your duties myself._ He turned and left, leaving me standing by the bandit's bedside flustered and at a loss for words.";
	code =
	set_flag(26,10,1);
	set_character_pose(i,5);
	erase_char(29);
	force_instant_terrain_redraw();
	end();
break;

begintalknode 4;
	state = -1;
	nextstate = 3;
	question = "Bandit";
	text1 = "A noise from the bed beside me drew my attention. I was startled into almost knocking over my chair when I saw that the man's eyes were open, and staring right at me.";
	text2 = "_Wh-where am I? What happened..._";
	text3 = "I warily took my seat again, ever suspicious and on alert for any quick movements. It was ridiculous-- I knew the poison would leave him weak as a child-- but turning your back on a bandit just isn't wise.";
	text4 = "Not even an incapacitated one.";

begintalknode 5;
	state = 3;
	nextstate = 4;
	question = "You're in the Chapel of Compassion. You were poisoned somehow, probably in the midst of some nefarious act.";
	text1 = "I filled him in on how he appeared at our doorstep, his treatment, and his rapid recovery thanks to the work of the monks of the Chapel. He seemed-- well he seemed genuinely thankful. Brigands are champion actors.";
	text2 = "_Well-- thanks. I really owe you guys one I guess. The name's Sly by the way-- Chris Sly._ He sagged back against his pillows tiredly. He lay there with his eyes closed for a while-- I thought he had fallen asleep.";
	text3 = "But suddenly he spoke. _I don't suppose I'm going to learn the name of my savior?_";

begintalknode 6;
	state = 4;
	nextstate = 5;
	question = "I'm not the one you should be thanking.";
	text1 = "_Suit yourself... You don't seem to be the talkative type, so I guess I'll talk for the two of us. I'm a drifter by trade-- although what that entails is probably not something to be discussed in a church._";
	text2 = "_Not that I'm much of a church man, but I think I have an idea-- well I think I know that my kind of trade isn't condoned. But you'd be surprised ma'am, how my-- evangelizing-- is a lot like yours._";
	text3 = "_I don't see much compassion out there, so I've kind of made it a habit to MAKE compassion.... To turn greed and envy into generosity. That's kind of my thing you could say._";
	text4 = "_My parishioners usually aren't too happy about how saintly I make them... I guess it's the way I go about my preaching that irks them-- it certainly seems like there have been more attempts on my life than your average missionary._";
	text5 = "He chuckled at his own joke, but I was too on edge to be amused by his blaspheming.";

begintalknode 7;
	state = 5;
	nextstate = -1;
	question = "You should be doing less talking and more resting.";
	text1 = "_Appreciate your concern, but I'm not in the habit of sleeping when there's a trained killer out to get me. I'll keep one eye open._";
	text2 = "A trained killer? I didn't know what he was talking about, but it couldn't be anything but trouble. Fortunately Father Kay stepped through the door at that moment, saving me from having to deal with the brigand any longer.";
	code =
	activate_hidden_group(5);
	set_flag(26,1,2);
	end();
break;