,,,,,At the end of another long day on the road, your party rounds a bend in the forest track and is greeted by a clutter of houses sloping down towards a cleared riverbank. You can instantly tell that the main occupation in these parts is woodcutting and charcoal burning, as a field of tree stumps runs out from the village with smoking stacks standing out in the gloaming's golden light. The light falls on terrain that dips and jumps up graciously like an agile deer, providing just enough flat ground here and there to nestle a cottage in its folds. Smoke curls up around the tree tops and occasionally wafts ungently towards you, making you sputter and cough.
The road has been long and dusty, the days warm and hazy, and game remarkably scarce in these parts. You and your companions could do with a hot meal and a good rest. None of these structures looks much like an inn, so you decide amongst yourselves to...
[[... ask the villagers for room and board.|diplomacy]]
[[... trade for supplies, but rest outdoors in tents you carry in your saddlebags.|diplomacy]]
{(if:$stealv is 0)[[[... demand guest right from these yokels, shaking loose some gold while you're at it.|intimidate1]]<br><br>]
(if: $style is 1)[[[... bypass the hamlet altogether. Something feels off about this situation. There's a nefarious aura that you can nearly taste; rotten fish and something slimy.|weirdaura]]]
(if: $style is 2)[[[... offer your services to these villagers. One never knows where a good sword might serve the cause.|diplomacy]]]
(if: $style is 3)[(if:$stealv is 0)[[[... pretend to help these backwater rubes while you steal surreptitiously from their homes at night. You can also leave before things get too hot.|stealvillage]]
<br><br>]
(if: $style is 3)[[[... rest for a few days and enlighten these poor souls, cut off from civilization, to the bounty and magnificence of Lathander.|diplomacy]]]]}You approach the nearest hovel where a woman dressed in haggard black clothes sits on a hardwood bench, churning butter. Your horses' hoofbeats do not register at first as she tamps down hard with the plunger. Once all six of you have come within spitting distance, however, she stops, resting the churn between her legs.
(set:$starty to 1)
"G'day, m'lards, how'sit can I help you?" she rasps and attempts to look meek. In your dusty, sweaty and mostly dishevelled condition, you are sure that you appear anything but lordly. You assume the villagers do not get a lot of visitors.
"Well met, my good woman. We are travellers on our way to the city of Baldur's Gate. We have, however, taken a wrong turn. Mayhap we can overnight in your village? Do you have any food or drink we might barter for?"
(set: $diplo to 1)(set:$rude to $rude-1)
She looks at you for a long time, seemingly deciphering your speech. "Aye, Baller's Gate lies down this 'ere road, sure 'nuff. But I cannit tell if you'll make it through them woods. There's a terrible monster lurking in these woods, you see. We're safe enough, we are, as we cut the forest back, but wanderers betimes nay be so lucky.
"T'ain't for me to hassle your lordships. You want Clep, him's your man our Clep is, the alderman, Sirs." She sits nodding to herself, fiddling with the plunger.
"Where may we find Master Clep, good woman, pray tell?" By now all of you have dismounted, most standing behind their horses, gently rubbing sore backsides and stretching weary bones. As the de facto spokesman you have been bombarded to nobility and are forced to act the part.
"Eh? Oh, 's him at the well, Sirs, drinking a pitcher. Good go your road," she finishes speaking with a sonorous finality. Before you are well on your way, the beating of butter continues.
[[Your party heads over to the alderman.|alderman]]You approach the nearest hovel where a woman dressed in haggard black clothes sits on a hardwood bench, churning butter. Your horses' hoofbeats do not register at first as she tamps down hard with the plunger. Once all six of you have come within spitting distance, however, she stops, resting the churn between her legs.
(set: $rude to $rude+1)(set:$starty to 1)
"G'day, m'lards, 'ave you been riding in that there forest? Tha's dangerous, sirs, what with the monster about an' all!" she rasps and attempts to look meek. In your dusty, sweaty and mostly dishevelled condition, you are sure that you appear anything but lordly. You assume the villagers do not get a lot of visitors.
"Spare us the act, little mother. We are tired, hungry and very, very thirsty, if you catch my drift. Now hop to it!"
With a glance at your weapons, she ducks indoors and quickly comes back with two loaves of bread and a pitcher of beer, handing them over with trembling hands.
You take a rough bite from one of the loaves, and with your mouth full you say, "Two stinking loaves of coarse bread, woman? Is that all? I ought to let you taste my riding crop and see if you like it!"
"M'sirs, 'tis nearly suppertime... why don't you go a-talkin' to Alderman Clep over yonder at the well. I 'ave stew, but 'tis not ready yet, you see...
[["We'll be back for that stew, woman. And maybe for a little more, ey?" You and your company - especially the woman riding next to you - burst out laughing.|alderman]]{(if: $dungeonenter < 1)
[(if: (either: 0,1,2,3) < 3)
[(go-to:'ambush')]
(else:)[Due to certain (if:$rude > 3)[ignoble] circumstances, you steer your party away from the hamlet and what ails it.
<br><br>
Your band marches on. As night descends, you make camp in a glade(if:$expositionv > 1)[ not too far away]. After an unquiet night, you resume your journey to Baldur's Gate.]]
(else:)[(if:$resolutionv is 1)[
(if:$vlaak is 0)[You have killed the mind flayer that threatened the peace of this village. You set out for the city of Baldur's Gate and many more adventures.]
(if:$vlaakgone is 1)[You have sent away the monster that threatened the peace of this village. You set out for the city of Baldur's Gate and many more adventures.]
(if:$vlaak is 1)+(if:$vlaakgone is 0)[You have some idea of what ails this community, but no desire to help them. You resolve to get out of this forest as fast as you can. You can take it from there to reach Baldur's Gate.]
<br>
(display:'epilogue')]
(else:)[You have some idea of what ails this community, but no desire to help them. You resolve to get out of this forest as fast as you can. You can take it from there to reach Baldur's Gate.]]}
=><=
''THE END''
(text-style:'fade-in-out')[REPLAY?(click:"REPLAY?")[(reload:)]]You are the unspoken leader of your party of six. You have ventured forth from Amn, making your way in fits and starts towards Baldur's Gate, in the hopes of gaining passage to Neverwinter. At the moment, however, you are somewhat lost in the woods and dells that surround the famed city of Balduran.
As a leader, you are more likely to solve your problems by means of...
(set:$loot to (random:150,287))
[[... wit, knowledge, resolve and even magical means.|mage]]
(set:$fight to 1)
[[... strength of arms, brute force and a direct approach.|warrior]]
(set:$vlaak to 1)
[[... cunning, charisma, persuasion and even song, theft or prayer.|bard]]{(set: $style to 1)
(set:$fireball is 0)
(goto:"main")}{(set: $style to 2)
(set: $weapon to 0)
(goto:"main")}{(set: $style to 3)
(set: $oils to 0)
(goto:"main")}{
<! creates the visual style of the whole story. >
(set: $backcolor to (hsl: 120, 0.2, 0.2))
(enchant: ?page, (background: $backcolor))
(enchant: ?passage, (font:'Book Antiqua'))
(enchant: ?link, (text-colour:'#99FFcc')+(hover-style:(text-style:'shadow')))
<! Removes the sidebar's undo and redo buttons. >
(replace: ?sidebar)[]
}
<hr><hr>Due to (if:$rude > 3)[ignoble] circumstances, you have steered your party away from the hamlet and what ailed it.
Your band marches on, making camp in a glade not too far into the forest proper. After a thin gruel and the night watches have been passed around, most of you settle down under cloaks and blankets.
One by one your men fall asleep, lulled by a sighing wind and the rustle of leaves. Then all of a sudden, a hush comes over the forest and your sentry feels a tingle at the top of his skull. He scratches vigorously under his helmet. Those who are asleep are assailed by (either: 'horrible', 'vivid', 'perturbing') dreams.
(set:$cluev to $cluev +1)(set:$clueve to 1)
Your sentry yawns repeatedly. After half an hour of stifling them and getting a cramp in his jaw, he is finally unable to resist the touch of Selûne.
When you awaken, will you still be lying around your smoldering campfire?
[[You find out the hard way...|lair3]]The rockfaces broaden out with a low ceiling overhead. Light only dimly reaches into this gloomy cave(if:visits is 1)+(if:$ambush is 0)[, but being experienced travellers, you have brought torches]. The smoke from the torches billows up against the low ceiling, bobbing in place and casting gloomy shadows around. Through watery eyes, you discern that the cave bifurcates into several directions.
(set:$dungeonenter to $dungeonenter+1)
[[You take the left path.|forkl]]
[[You take the middle path.|forkm]]
[[You take the right path.|forkr]]
{(if:$ambush is 1)+(if:$searchforestv is 0)[[[You go outside.|searchforest]]]
(else:)[[[You go outside.|northwest]]]
(if:$searchforestv is 1)+(if:$convov is 1)[<br><br>[[You retrace your steps through the trench, back to the horses, through the forest and to the village.|convo]]]}
=><=
<hr>(text-style:"smear")[[[Take a look at the items you have gathered and the clues that you have already discovered.|cluesfw1]]]Master Clep, the alderman, is a burly blond man with a lined face - he is still young but he has clearly been under a lot of stress. He observes you as you walk up to the well, leading your horses to a nearby trough. (if:$rude is 1)[One of your companions quickly makes sure it gets filled by the nearest boy.](else:)[One of your companions quickly fills it.] The winch and the clanging bucket are a nice counterpoint to the stamping of the horses, the churning of the butter and the wood-chopping coming from the forest's edge.
(set:$alderman to 1)
Clep spits to the side before turning back to you. He touches his cap and says, "G'day, sirs, what brings you to our cottages, eh?"
{(if:$style is 1)[[["I can smell trouble on the wind, Master Clep. I hear you have a monster on the loose, but my band and I can help you out, for a fair price, of course."|haggle1]]
<br><br>]
(if:$style is 2 or 3)[[["I hear you have a monster on the loose. For a handsome reward, I think we can see our way to helping you good folk out."|haggle1]]
<br><br>]
(if:$rude is 0)[[["You piss-poor peasants are in luck. We'll be taking everything you've got, but we'll leave you with your lives if you're nice about it. So, fork over your valuables, starting with your woman over there," you point to the woman churning butter."|intimidate2]]
<br><br>]
(if:$rude is 1)[[["We've already had a nice chat with that woman of yours over there," you grin, "and I propose you all play nice. All we want is a little money and some fun, eh boys?" Your company gives a nasty cheer.|intimidate2]]
<br><br>]
(if:$style is 2)[[["I hear you have a monster on the loose. If you can put us up for the night, we'll rid you of it on the morrow."|exposition]]
<br><br>]
[["All we want is to stay the night, Master Clep. We'll be on our way at daybreak."|overnight]]
<br><br>
[["We are just passing through, Master Clep. All we require is directions. Could you tell us the speediest course to Baldur's Gate?"|overnight]]}More and more woodcutters are returning home now that the sun is setting. They stop at the well to refresh themselves before heading off to supper and look at you with a small measure of mistrust. Meanwhile, Clep informs you about the situation.
{(if:$rude > 2)[Clep still eyes you wearily, but given no more violent outbursts from your part, he assumes you are ready to listen. ]}"Every day, Sirs, I make sure that all my men are accounted for. It has been a while since a one of us went missing, but this last month we have lost three. Good men all; one of them my cousin. Seen hide nor hair from him since. Looking back, the forests were getting mighty scarce with game. Likely we're the last things left to eat. Since then, we've been on the lookout, and none of us strays from the village after dark." He greets his men one by one as he talks.
(set:$cluev to $cluev +1)(set:$cluevc to 1)
"There are some caves to the north and west of here. Not far; an old ravine where the river once ran, until it shifted in my grandpa's day. Though we keep close to the village nowadays, we've never seen anything in day-time, so I reckon the creature hunts at night.
{(if:$style is 2)["<br>You are quick to ask, "And have none of you tried to fight, ey? Just sat on your axe-handles all this time?"
<br><br>
"My lord, we daren't enter those caves!" Master Clep was conspicuously silent after that outburst.<br>]}
"Anyway, come, good sirs and lady. As I said, we shall put you up for the night. Tomorrow you can ask around some if you want. This is a thing best spoken of in the light of day."
{(set:$expositionv to $expositionv +1)
(set:$cluev to $cluev + 1)(set:$cluevb to 1)
(set:$cluev to $cluev + 1)(set:$cluevd to 1)}
{(if:$diplo > 0)+(if:$rude < 1)[All through dinner you and your party converse with Master Clep and his family: his mother, Tanya, his wife Aldwicch, his two boys Andrek and Ivan, and his shy daughter Tirill. Some of the other villagers come along after the meal, either to talk to Clep or to exchange stories, news and gossip with you.
<br><br>
At one point, a young girl saunters in and little Tirill spontaneously starts to sing; the newcomer, Iola, doesn't miss a beat and the two of them sweep up the entire congregation. Iola has a marvellous voice and some of the men in your company get some encouraging smiles from her. When the candles start to gutter, you all take to beds provided by the villagers. They wouldn't dream of having you sleep outside in tents.
<br><br>
[[You nod off.|rest]]]
(else:)[You have been invited by Master Clep and his family: his mother, Tanya, his wife Aldwicch, his two boys Andrek and Ivan, and his shy daughter Tirill. All through dinner, uneasy conversations start and stall. The children don't say a word, casting cautious glances at your party members and their weapons, which they keep close to hand.
<br><br>
Some of the other villagers come along after the meal, either to talk to Clep or to exchange stories and news. You are courteously included in the conversation, but your surly attitude is expressed in silence. Throughout the meal it becomes clear that Ivan is fascinated by your hunter's bow. When Ivan reaches for the bow, your comrade slaps him vigorously on the wrist. The sparse conversation stops in mid-sentence.
<br><br>
Not long after, you and your company retire to your tents and sleeping bags. After assigning guard duties, you lie down trying to get warm.
<br><br>
[[You go to sleep|rest]]<br>]}<! killed this darling >
(if:$style is 3)[(("Master Clep, evil festers in your community; I can taste its overripe and turgid smell in the air. We are here to let the light of Lathander guide you to the right path! Both our horses and riders need rest, but we shall not shirk our holy duty. Let us share a repast with you so we may tell you of the ways of the Morninglord."|haggle2-3))
<br><br>]
"Please, friends, sit at our table and we will put you up for the night. Your horses will be fed and curried; my mother has a balm against blains that ought to ease your saddle sores. We have heard of the great Lathander before, but we would all love to hear more, I am sure. And perhaps there are things we can tell you: news from the north, perhaps? I promise, you will not find us poor hosts."
(set:$diplo to $diplo+1)
(("You do us a great honour, my son. We shall pray with you at repast and, in the morning, we shall venture into the forest to rid you of the evil that festers here."|exposition))
(("You are only willing to offer us that which any guest at your table is due? I will not stand here and be insulted by you, savage heaten. Men, hitch up the horses; we're moving on!"|leaverude))
(("That sounds fair, Master Clep. Tell us more, please."|exposition))
((You look around you and with a discerning eye see a few dozen men chopping down and hauling great pine trees to the nearby river. "Master Clep, it may not be in your power to give, but surely someone must own these lands and the lumbermill, the one downriver." You cock an eyebrow as Clep takes on a more apprehensive stance. "You may not be able to pay us for our services, but the merchant or lord who issued this operation might be able to offer us something more substantial if you vouched for us, no? After all, even the Morninglord cannot surive on air and prayer alone."|haggle4-3))"My lords, I am glad to hear you say it. Your help is most welcome. Alas, we are simple woodsmen. Whatever we earn, we use to buy food. You will find few luxuries and even less gold among our possessions."
{(if:$rude < 1)[Master Clep doesn't look like the kind of man to wring his hands in impotence. Rather, he throws his arms out wide in greeting. "Please sit at our table and we will put you up for the night. Your horses will be fed and curried; my mother has a balm against blains that ought to ease your saddle sores. ]I am sure our children would love to hear stories of your exploits, and perhaps there are things we can tell you; news from the north, yes? I promise, you will not find us poor hosts."
<br><br>
[["You are only willing to offer us that which any guest at your table is due? I will not stand here and be insulted by you, peasant. Men, hitch up the horses; we're moving on!"|leaverude]]
<br><br>
[[Stony-faced, you listen to Clep. When he's done, a small silence descends between you two. Before Clep has time to react, you grab him by the collar and drag him over to the well. "I will drop you in your own well, bumpkin, unless you come up with a decent reward! This forest has been picked clean of game. If only one creature did this, it's worth all of your lives to get rid of it. Starting with yours, wouldn't you agree?"|intimidate3]]
<br><br>
(if:$style is 1)[[["That sounds fair, Master Clep. Incidentally, certain potions or ingredients could be of great use to us. Maybe I could trade with your mother or with some of the other women in the village?"|haggle3-1]]
<br><br>]
(if:$style is 3)[[[You look around you and with a discerning eye see a few dozen men chopping down and hauling great pine trees to the nearby river. "Master Clep, it may not be in your power to give, but surely someone must own these lands and the lumbermill, the one downriver." You cock an eyebrow as Clep takes on a more apprehensive stance. "You may not be able to pay us for our services, but the merchant or lord who issued this operation might be able to offer us something more substantial if you vouched for us, no?"|haggle4-3]]
<br><br>]
[["That sounds fair, Master Clep. Tell us more, please."|exposition]]
<br><br>
(if:$style is 2)[[["What a fine offer, Master Clep!" You slap the man heartily on the shoulder. "We have come a long way and seen many things. Why, just a few weeks ago, we came across a hamadryad!" You start regaling Clep with the story...|exposition]]]
}Master Clep's face flushes and through gritted teeth he says, "We don't have any valuables, your lordships. Look around you. We have wood and axes, and nought else." His belligerent attitude draws stares from the other villagers and you can see a few of the children being sent to the forest's edge. (if:$style is 2)[You can see from the axe hanging from Clep's belt that he knows how to use it. His right hand creeps towards it surreptitiously.]
"Mayhap you are weary from your travels, eh, your lordships? We offer a meal and safe lodging for the night. It is late and the forest isn't safe. What say you?"
(set: $rude to $rude+2)
[[You press your luck.|intimidate3]]
(set: $diplo to $diplo-1)
[[You take the proffered olive branch.|exposition]]{(if:$rude > 6)[(goto:'defeat')]
(else:)[The villagers have all gone to work. Many of the men have set out for the edge of the forest with axes, saws and hooks, while many of the younger boys head for the smoking stacks to relieve their friends, build up a new pile of wood or break into a pile that has set into a smoulder.
<br><br>
(if:$ambush is 0)[
(if:visits is 1)[In the village, only toddlers and women are left, the latter weaving, tending small patches of garden or keeping busy with any of a hundred chores around the house. Clep chats with you for a time, giving vague indications that might help you navigate in and around the woods. He points out a man and a woman who might know something about the creature you are facing. You also remember that he said something yesterday about his mother having potions and such.
<br><br>(set:$convov to 1)]
(else:)[In the village, only toddlers and women are left, the latter weaving, tending small patches of garden or keeping busy with any of a hundred chores around the house.
<br><br>]
[[You head for the forest's edge to talk to Tennek.|tennek]]
<br><br>
[[You go to visit Elstredd.|elstredd]]
<br><br>
(if:$timathy1 is 1)[[[You go looking for Timathy once more. He is probably playing out back of the cottages.|timathy]]
<br><br>]
[[You visit Clep's mother in case she has any useful ingredients, potions or items.|haggle3-1]]
<br><br>
[[You head for the forest in search of the monster.|searchforest]]
<br><br>
(if:$dungeonenter is 1)[[[You return to the dank cave in the ravine.|dungeonenter]]
<br><br>]
(if:$dungeonenter is 0)+(if:$stealv is 1)[[[Now is your chance to get away with some of the loot you have pilfered.|stealleave]]
<br><br>]
(if:$vlaak is 0)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaakgone is 1)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaaksee is 1)+(if:$vlaak is 1)+(if:$vlaakgone is 0)[[[You look for the Alderman to report your findings.|resolution]]
<br><br>]
[[You never really wanted to involve yourself in the business of these villagers. At least you managed to get Clep to tell you the best path to Baldur's Gate. It's time to be off while there's still plenty of light. You mount up, say your farewells and continue with your travels.|leaverude]]]
(if:$ambush is 1)+(if:$convov is 1)[
In the village, only toddlers and women are left, the latter weaving, tending small patches of garden or keeping busy with any of a hundred chores around the house. Before he went off to work, Alderman Clep pointed out a man and a woman who might know something about the creature you are facing. You also remember that he said something about his mother having potions and such, if you were in need of them.
<br><br>(set:$convov to 1)
[[You head for the forest's edge to talk to Tennek.|tennek]]
<br><br>
[[You go to visit Elstredd.|elstredd]]
<br><br>
(if:$timathy1 is 1)[[[You go looking for Timathy once more. He is probably playing out back of the cottages.|timathy]]
<br><br>]
[[You visit Clep's mother in case she has any useful ingredients, potions or items.|haggle3-1]]
<br><br>
(if:$vlaak is 1)[[[You head for the forest in search of the monster.|searchforest]]](else:)[[[You head for the forest.|searchforest]]]
<br><br>
(if:$dungeonenter is 1)[[[You return to the dank cave in the ravine.|dungeonenter]]
<br><br>]
(if:$vlaak is 0)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaakgone is 1)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaaksee is 1)+(if:$vlaak is 1)+(if:$vlaakgone is 0)[[[You look for the Alderman to report your findings.|resolution]]
<br><br>]
(if:$dungeonenter is 0)+(if:$stealv is 1)[[[Now is your chance to get away with some of the loot you have pilfered.|stealleave]]
<br><br>]
[[You never really wanted to involve yourself in the business of these villagers. At least you managed to get Clep to tell you the way to Baldur's Gate. It's time to be off while there's still plenty of light. You mount up, say your farewells and continue with your travels.|leaverude]]]
(if:$ambush is 1)+(if:$convov is 0)[In the village, only toddlers and women are left, the latter weaving, tending small patches of garden or keeping busy with any of a hundred chores around the house. You can see one goodwife working outside of her house. All the others must be inside doing other chores while the light permits. The nearest woodcutter is a ways off, stripping a fallen tree. When you stop one of the playing children to ask where the man in charge is, she giggles and points to a gruff man ushering commands(if:$alderman is 0)[, and she says his name is Clep].
<br><br>(set:$convov to 1)
[[You head for the forest's edge to talk to the woodcutter.|tennek]]
<br><br>
[[You go to visit the goodwife.|elstredd]]
<br><br>
(if:$timathy1 is 1)[[[You go looking for Timathy once more. He is probably playing out back of the cottages.|timathy]]
<br><br>]
[[You look for someone to barter with for ingredients and such.|haggle3-1]]
<br><br>
[[You head for the forest again.|searchforest]]
<br><br>
(if:$dungeonenter is 1)[[[You return to the dank cave in the ravine.|dungeonenter]]
<br><br>]
(if:$vlaak is 0)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaakgone is 1)[[[You look for the Alderman to report your work.|resolution]]
<br><br>]
(if:$vlaaksee is 1)+(if:$vlaak is 1)+(if:$vlaakgone is 0)[[[You look for the Alderman to report your findings.|resolution]]]]]}
=><=
<hr>(text-style:"smear")[[[Take a look at the items you have gathered and the clues that you have already discovered.|cluesfw1]]]At first, your sleep is unremarkable, pleasant even. The ameliorative effects of a good meal and a safe place to stay wipe away all worries for a time. Your first few dreams are insignificant: (if:$style is 2)[a sword on a horse chasing you](if:$style is 1)[a staff on a fiery mount, chasing you](if:$style is 3)[a holy symbol covered in dung whips you mercilessly]; an old flame standing on top of your head, cursing unintelligibly yet alphabetically; a spirit of cold smoke that pushes you to the ground repeatedly...
Then, slithering into your thoughts come images that seem entirely alien. With rigid angles, more natural colours and featuring total strangers these dreams are unlike anything you've ever experienced while asleep: a couple fornicating behind another man's back, a whole array of childish pranks, a long list of acts of cowardice, some petty thefts, and more than one gruesome secret that is cloaked in the deepest shadows, but is sure to tear communities asunder.
In between these realistic dreams, there are distorted flashes of a dank cave scene. Water drips down from a ceiling inhabited by vaguely humanoid shapes, some in poses of distress or anguish. These flashes are a prelude to a scream -- a tear in the mind -- that seems to tie your neurons into knots. You can feel something cracking or giving way, something that is constantly reaching out into the void.
{(if:$rude > 0)[An hour before daybreak, you are roughly woken by the person on guard. Your shift is a drowsy one, with ghostly afterimages of your dreams chasing your thoughts. At least, you manage to stay awake. Beyond the village proper, a few young men are sat in front of a smoking pile of wood on one-legged stools as they were when you fell asleep. Apart from the sound of goats and the cockerel's morning fanfare, the village is quiet.<br>]}
Before you know it, it is morning. You shake the cobwebs from your head and take a long drink from the cold well water. The dreams, however, don't recede. They linger and nag at you all through breakfast (if:$rude < 0)[-- bread and honey you got from the villagers.](else:)[-- some jerky and a stale loaf you had in your saddlebags.]
[[Time to get to work.|convo]]{(if:$ambush is 1)+(if:$convo is 0)[You find your way out of the cave into a trench that leads up to the sunlight. You do not know where your campsite is relative to your position, but it cannot be far. Your horses are trained to stay put, so with any luck they will not have ran off yet.
<br><br>(set:$searchforestv to 1)
Your hunter ducks down and examines the ground. There is still a trail visible in the shrubs through which you were herded - rather painfully, as the scratches and bruises on your skin attest. When you follow it, after a few hours' walking, you reach your campsite and find that everything has been left undisturbed. You gather up your things and make ready to move on.
<br><br>
[[You head for the village.|convo]]
<br><br>
[[You return to the cave in the ravine.|dungeonenter]]
<br><br>
[[You leave this gods-forsaken place.|end]]]
(else:)[You decide to head into the forest surrounding the village to find out what this whole monster business is about. There's little point going south, but there are several options you can take.
(set:$searchforestv to 1)<br><br>
[[You pick a trail that leads west.|west]]
<br><br>
[[You follow the terrain downwards to the north and west.|northwest]]
<br><br>
[[You head out in a northernly direction.|north]]
<br><br>
[[You set your feet to travel northeast.|northeast]]
<br><br>
[[You return to the village.|convo]]
(if:$dungeonenter > 0)[<br><br>[[You return to the cave in the ravine.|dungeonenter]]]]}You wake up with a terrible headache. It feels like someone took a knife and stabbed you in the ears repeatedly. When you dare to open your eyes, the light is blessedly dim, but somehow also moving. When you look closer, you see motes of light dancing against a dark and craggy ceiling. You sit up and see your companions lying on the ground nearby. They are still unconscious.
(set:$ambush to 1)
Except, one of them isn't. He is standing underneath the glowing orbs. When you do the math in your head, you figure out that there are too many people in this cavern - your eyes are slowly adjusting. Likely, the thing that is too thin and exudes an unmistakable malice is not a member of your party.
(set:$vlaaksee to 1)
"Where am I?" your voice echoies around the hollow, rocky chamber.
The figure turns towards you. His features are vaguely humanoid, but you are still too far away to discern any details. "Hold," his voice seems to come from all around you. Though the dialect is unfamiliar, you can understand it easily. "I have no wish to harm you."
"Then why have you brought us here?" (if:$style is 2)[You carefully reach for your belt to see if your weapon is still hanging by your side.]
A whirl of sensations pierces your mind. You can taste hunger, feel abandonment in the tips of your fingers, hear sorrow... Throughout, there is a great welter of confusion. It seems as if this monster does not itself know what its intentions are. Meanwhile, around you, your companions are waking up. Obviously, they are not gripped by the same images as you are. When they assess the situation, they believe that you are being attacked.
[[You tell your friends to stay their blades and attempt to converse with the creature.|lair1]]
[["Attack, now! It is confused!" you yell to your company.|lair2]]{(if:$convov is 1)+(if:$resolutionv is 0)[When the villagers spot you, they call out to one another and move to surround you. You probably did something to anger them...
<br><br>
While you have been acting lordly, the villagers have come to realise that you are no lord, but merely a common brigand, and not a very clever one at that. ]
(if:$resolutionv is 1)[While you are still congratulating yourself, Clep gives a sign to one of the children. You don't pay it any mind as the child races around the corner of the nearest hovel.
<br><br>
When the child returns with a great many of the woodcutters and some of their wives, Clep informs them that you are no lord, but merely a common brigand, and not a very clever one at that. He says that you tried to swindle the villagers out of their hard-earned coin. ]
Who in their right mind would think to extort and assail a community of rugged men who wield axes all day? Apparently, you did, one way or the other. Sensing an atmosphere, you mount up and grab your scabbard; your party follows suit in a trice.
<br><br>
Clep directs his men with a few well-chosen words, and soon your group is surrounded. At least twelve men with grizzled beards and spiteful eyes have have come at Clep's call, and some of the women in the cottages have picked up crossbows. Cursing viciously, you unsheathe your sword and lay about you.
(click: 'your sword')[(text-colour:red)+(text-style:'smear')[<br><br>
Red gobbets of blood and flesh fly haphazardly around as hand-axes and quarrels whizz at you from all directions. Long-handled axes are used to drag you and your company from the horses. And though some of you land some good kicks and swings, and one of the woodcutters receives a blow from one of the horses' hooves, it is just not enough.]]
(click: 'not enough')[(text-colour:red)+(text-style:'bold')+(text-style:'smear')[<br><br>
They manage to spare your horses, quickly reining them in as they unseat the riders. You and your fellows are dispatched and the slightest twitch is met with a felling stroke. (if:$resolutionv is 1)[Clep surreptitiously retrieves the necklace he had given you while the other villagers tend to your dying comrades.]
<br>
=><=
<br>
An ignominious end, to be sure.
<br>
Would you like to try again?]](click: 'try again')[(reload:)]}{(set:$rude to $rude+1)
(display:'end')}(if:visits < 2)[You are shown to a](else:)[You return to the] cottage that is slightly larger than the others. To the side are drying racks with bunches of uprooted plants on them. (if:$style is 1)[You can spot sage, mistletoe, myrtle and belladonna. ]There is also a separate tray where the caps of mushroom are drying out in the sun.
Inside, you encounter Clep's mother, Tanya, a tall woman with her scraggly gray hair tied back and only somewhat hidden under a colourful headscarf. She sits at a table and writes in a small ledger. (if:$style is 3)[You had not expected to see anyone in this village who could write. This is sure to be a shrewd old biddy.]
(if:visits < 2)["What can I do for you, dearies?" her voice is soft and sly. "When one of those oafs nearly cuts off his own leg, they hurry him here and I like a foolish sentimentalist save them from learning a good lesson...
"You're no stranger to them lessons either, eh?" With a grim smile on her lips, she closes the book she was writing in. ]"So, what'll it be? Potions? Antidotes?"
''((You have $loot gp of money.))''
[[You barter for a kit of healing potions and bandages. (25 gp)|sale1]]
{(if:$style is 1)[[[Some of these ingredients would be very useful for a spell you have in mind. She warns you that the mandrake isn't fully dried and that the firenettle is only really good for a tea, but you know what you're getting. (85 gp)|sale2]]
<br><br>]
(if:$style is 2)[[[You note that she also has some whetstones and arrowheads for sale. They aren't too dear, luckily. (45 gp)|sale3]]
<br><br>]
(if:$style is 3)[[[You inspect some of the oils she has on offer, noting that they could be used as poisons to coat a blade. You haggle mercilessly, leading her to part with them along with a huff. (55 gp)|sale4]]
<br><br>]
(if:$dungeonenter > 1)[[[Amongst the roots, stalks and leaves, whole, dried or ground, there must be some that can be used to poison or incapacitate. Clep's mother is reluctant to admit to it, but with some heavy bartering, you acquire them nonetheless, putting them in a pouch on your belt. (80 gp)|sale5]]
<br><br>]
[[You try to steal some of the items she has on display.|steal]]
(if:$searchforestv > 1)[<br><br>
[[You return to the forest to continue your investigation.|searchforest]]]
(if:$expositionv is 0)[<br><br>
[[Clep leads you back to the well.|exposition]]]
(if:$convov is 1)[<br><br>
[[You go back outside.|convo]]]}"Come, sirs. I will show your companions to their quarters." As soon as you have set up a sentry on the horses who are still drinking at the trough, you follow Clep.
"You are right of course that we are merely serfs. Our operation both here and at the mill is owned by a Baldurian noble called Jehan De Neugaard, originally of Waterdhavian mercantile origins. He owns this whole forest, in truth. I promise that I will write you a promissory note which Master De Neugaard can countersign once you find him. Alas, I cannot do any better than that, but I will include a letter recounting your deeds to the good Master De Neugaard."
You nod, "Thank you, Master Clep. I had a feeling this was no mere pack of wolves or enraged dryad harassing you.
{(set:$promissory to 1)
(set:$reward to $reward+1000)
(set:$diplo to $diplo+1)
(set:$rude to $rude-1)}
[["Please tell me more," you gesture to Clep.|exposition]]You can tell that your latest actions were in poor taste. You really don't give a shit, however. It's not until you notice that a lot of villagers are looking at you grimly, that you remember that you are outnumbered.
(set: $rude to $rude+1)(set: $diplo to $diplo-1)
{(if:$rude < 6)+(if:visits is 1)[[["On second thought, you and that wench mentioned a monster. If the price is right, we're willing to whet our blades on its blood instead. Sounds fair, right?"|haggle1]]<br><br>]
(if:$rude < 6)+(if:visits > 1)[[["Maybe, once you've thought about it some more, and after we kill the monster that's probably got all you cowards shitting bricks, you'll be giving us a proper reward, eh? Now tell us more, Clep."|exposition]]<br><br>]
(if:$rude < 6)[[["On second thought, I think we'll leave you scum of the earth to your own devices. I can see that there isn't a copper between the lot of you. I don't dull my blade on the likes of you." You slowly mount up again and give a sign to your men to move out. The villagers do not let you out of their sight until you reach the treeline.|end]]]<br><br>
[["Do you yokels think you can take us in a fight, eh? I'd like to see you try!"|fight]]}{(set:$rude to $rude+3)(display:'defeat')}While you have been out adventuring, the villagers have hewn down another small part of the forest. You see Alderman Clep giving orders at the river's edge and hail him. He finishes off whatever he was busy with and meets you among the shacks (if:$rude > 0)[and nods at you curtly](else:)[and greets you warmly].
"Have you news of the monster?" he asks.
{(if:$poison is 1)+(if:$helpless is 1)[[[You cannot quite believe that this man killed his own cousin and then dumped his body in the river. Maybe there is something you can do about it...?|poison]]
<br><br>]
(if:$clueei is 1)+(if:$proof is 1)+(if:$blackmail is 1)[[[You cannot quite believe that his man killed his own cousin and then dumped his body in the river. Still, maybe there is some profit to be made from it...?|blackmail2]]
<br><br>]
(if:$vlaak is 0)[[[You give Clep the good news: the monster is dead!|resolution1]]]
(if:$vlaakgone is 1)[[[You give Clep the good news: the monster is gone!|resolution2]]]
(if:$vlaaksee is 1)+(if:$vlaakgone is 0)+(if:$vlaak is 1)[[[You tell Clep the news.|resolution3]]]
(set:$resolutionv to 1)
(if:visits is 1)[(set:$cluet to $cluet + 5)(set:$cluee to $cluee + 5)(set:$cluev to $cluev + 5)]}{(if:visits<2)[(if:$starty is 1)[The woman you first spoke to is sitting in front of the cottage once more, this time weaving. You noticed last time that she has a kindly look, but is not quite as mature as she seems.<br><br>](else:)[A kindly looking woman is sat weaving in front of her cottage near the woods. You notice that her face is soft and young, while her bearing is that of a mature woman.<br><br>]
"Now whut can I be doing fer yerselves today, kind Sirs? "The shuttle goes back and forth at dizzying speed. Reasonably, Elstredd does not keep her eyes off it, causing your conversation to feel a bit lopsided.
<br><br>
(if:$starty is 1)["Hello again. We hadn't been properly introduced, I fear. We are adventurers out of Amn to the south and Alderman Clep tells us your name is Elstredd."](else:)["Good day, my dear woman. We haven't yet been introduced: we are adventurers out of Amn to the south and Alderman Clep tells us your name is Elstredd."]
(set:$diplo to $diplo+1)<br><br>
"Aye, 'tis so. And pray what's he sent you for then?" She looks you in the eye ever so briefly while the shuttle fairly blurs in front of you.
<br><br>
(if:$vlaakgone is 0)+(if:$vlaak is 1)["We were hoping you could tell us something more about the creature in the woods."
<br><br>
"I'm sure I cannot, y'sirs. Ye sees, I hardly ever go into the forest. I'm mighty busy here all day, what with the small ones and my husband having died out there and all... Yea, there's plenty 'ave never come out those woods, and I don't mean to be one of 'em."
<br><br>
[[You persist that she must know something. You may fail to get her to talk.|checke]]]
(else:)[(if:$proof is 1)[[[You show Estredd the amulet you found in the cave.|blackmail1]]
<br><br>]
[["Upon consideration, it isn't worth bothering you for, Goodwife." You return to the village green.|timathyenc]]]]]
(else:)["Is there aught more, m'lard?" Estredd shifts on her stool to peer at you against the sunlight. As she squints, her knitting needles clack on with a note of finality.
<br><br>
(if:$proof is 1)[[[You show Elstredd the amulet you found in the cave.|blackmail1]]
<br><br>]
[["I guess not, Goodwife Elstredd." You return to the village green.|timathyenc]]]}{(if:visits is 1)[At the forest's edge, a rather sloppy-looking woodcutter is pruning a tree. His brow is furrowed as he wrestles with a bole. Though it isn't yet midday, a great amount of soot and sweat has mingled on his forehead, and it has collected on his sleeves from trying to wipe it off. His boots are flecked with woodchips as he tramps around the tree trunk.
<br><br>
You hail him and ask about the monster. "Oh," he says, hardly looking up, "that mean ole thing. Took two of my brothers, it did." You can't tell if he's saddened, angry or concentrating on the fall of his axe. "If you ask me, it's some kind of will-o'-the-wisp thing like. My brothers were neither of them wont to wander about at night. Guess it lured them in and then ate 'em." He shrugs again.
<br><br>
[[You press for a little more information on Tennek's brothers. You may fail to get him to talk.|checkt]]]
(else:)[You approach Tennek again, but he shrugs you off wordlessly as he hews at the felled trunk, cutting off the larger branches from a pine tree.<br><br>
[[You go back.|convo]]]}{(if:visits is 1)[As you turn away from Elstredd, a little boy looks at you mischievously from around the corner of the cottage and beckons you to follow him.
<br><br>
"Hello, child," you approach the little boy wrapped up in a comically big woollen scarf flecked with wood chips. From his height, he looks to be about nine or ten years old.
(set:$timathy1 to 1)<br><br>
"Sirs," his eyes shine brightly, "Ivan tole me you're gonna hunt the monster. Is that true, Sirs?"
<br><br>
"Aye, little man. 'Tis true(if:$rude > 2)[," you say and mutter inwardly, "though I doubt we are being paid enough for it]. And who might you be, eh?"
<br><br>
"Oh, I'm Timathy, Sirs, son of Haledin(if:$estreddt is 1)[..."<br><br>"... and Estredd, eh brat? Yea, don't look so surprised. We were just talking to your mother. She mentioned your father had died. Still, that's no reason to be walking around neglecting your chores, hmm?"](else:)[ and my mommy is Estredd, who you were talking to just now."<br><br>"Ah, I'm sorry about your father, Timathy, but why are you skulking around the houses instead of working with the other boys?"]
<br><br>
"Well," he shifts his feet nervously, "Uncle Clep don't mind. He says I've no head for woodcraft. But that's not true, Sirs! I can build a fire better than Andrek and Tellami can, and they are almost a year older than me." (if:$rude > 0)[You give him a look to get on with it.](else:)[You stare at Timathy until he looks away.] "so, I, uh, I run messages for Uncle Clep."
<br><br>
"Why do you call Alderman Clep your uncle, Timathy?"
<br><br>(set:$cluee to $cluee + 1)(set:$clueeg to 1)
"Because he is family, Sirs!" The boy's eyebrows go up wonderingly. "Didn't you know? My papa was his cousin, Sirs. He must've tole you that? They were the best of friends, always out hunting together, working a tree together, jesting at supper... Uncle Clep was really upset when my papa disappeared. He came around all the time to comfort my mom."
<br><br>(set:$cluee to $cluee + 2)(set:$clueeb to 1)(set:$clueef to 1)
On a hunch, you ask, "Do you know something about what they found out in the woods, maybe?"
<br><br>
"They didn't tell me nothing about my papa, Sirs, but I heard Uncle Clep talking to Rilvast and Yergo about Mister Tennek's brothers!" He beams up at you.(if:$tennekt is 1)[<br><br>"Tennek already told us that nobody went out looking for his brothers, Timathy. But he didn't say why. Do you know?"<br><br>"Because they were bad men, Sirs!" Timathy cries out. "They picked on good Mister Tennek all the time, and strutted around like roosters. Uncle Clep liked them not at all and often told them off. He would say that they were getting too old to be snotty brats," Timathy giggles.
(set:$cluet to $cluet + 2)(set:$clueth to 1)(set:$clueti to 1)]
(else:)[<br><br>"And what were they saying?"<br><br>"That Tennek's brothers, Hago and Ville were bad and," he puts on a gruff voice imitating one of the woodcutters, you assume, "that they better not show their faces around these parts no more."
(set:$cluet to $cluet + 1)(set:$cluetb to 1)]
<br><br>
"So," the female companion in your party says, "they were arseholes, and they were run out of town." You and your companions look at each other knowingly as the woman spits on the ground and continues dryly, "Good riddance then." Timathy marvels at her with his mouth open.
<br><br>
"Now, about that monster, lad," you turn his attention back onto you. "Know you anything about it? Mayhap you overheard anything, eh?"
<br><br>
Timathy shakes his head, "They none of them really speak of it, Sirs. And when I ask mommy about the strange dreams, she tells me not to speak of them to anyone. That's odd, isn't it?"
<br><br>
"Yes," you reply, "it certainly is. And do you have them every night?"
<br><br>(if:$clueve is 0)[(set:$cluev to $cluev + 1)(set:$clueve to 1)]
"Every night for over two weeks now, Sirs! Sometimes they are clear, and sometimes they are scary, and sometimes they are of a damp cave, but they are always someone else's. When you kill the monster, Sir, will the dreams stop?"
<br><br>(set:$cluev to $cluev + 1)(set:$clueva to 1)
You hesitate. It still isn't clear what this monster is(if:$style is 1)[ -- though it is plain to see that its abilities are psionic in nature, and deranged in application --(if:$cluevg is 0)[(set:$cluev to $cluev + 1)(set:$cluevg to 1)]], but you can only promise to attempt to rectify this situation. "If all goes well, yes, Timathy. You and your mother and all the villagers will be safe again. Now, run along." You watch as he heads for one of the smoking stacks.
<br><br>
[[You return to the village well.|convo]]]
(else:)[You look for Timathy, but he is probably off running some errand or other.
<br><br>
[[You return to the village well.|convo]]]}{(if:visits is 1)[(goto:'timathy')]
(else:)[(goto:'convo')]}{(if:$heal is 0)[
(if:$loot > 24)[You have purchased a healing kit. Now you will be able to keep on fighting. It cost you 25 gold.
<br><br>(set:$loot to $loot - 25)(set:$heal to 1)
(if:$fight is 0)[(set:$fight to 1)Thanks to these bandages, you are able to heal your men properly, bind their wounds and ready them for another fight.
<br><br>]
[[Go back.|haggle3-1]]]
(else:)[You do not have enough gold to purchase this item!
<br><br>
[[Go back.|haggle3-1]]]]
(else:)[You have already purchased a healing kit; it should last you a week or more, so why buy another one?
<br><br>
[[Go back.|haggle3-1]]]}{(if:$fireball is 0)[
(if:$loot > 84)[You have purchased spell items. They will allow you to cast fire-based spells that may help you to overcome obstacles or win battles They cost you 85 gold.
<br><br>(set:$loot to $loot - 85)(set:$fireball to 1)
[[Go back.|haggle3-1]]]
(else:)[You do not have enough gold to purchase this item!
<br><br>
[[Go back.|haggle3-1]]]]
(else:)[You have already purchased the spell items. Clep's mother has no more in stock.
<br><br>
[[Go back.|haggle3-1]]]}{(if:$weapon is 0)[
(if:$loot > 44)[You have purchased tools to sharpen your swords as well as extra arrowheads. Enemies better beware. Altogether this toolkit cost you 45 gold. It seemed like a bargain...
<br><br>(set:$loot to $loot - 45)(set:$weapon to 1)
[[Go back.|haggle3-1]]]
(else:)[You do not have enough gold to purchase this item!
<br><br>
[[Go back.|haggle3-1]]]]
(else:)[You have already purchased extra arrowheads and tools to sharpen your swords. You are unlikely to need more in the foreseeable future.
<br><br>
[[Go back.|haggle3-1]]]}{(if:$oils is 0)[
(if:$loot > 54)[You have purchased coating oils. You apply them to your swords, daggers and throwing knives to give you an edge in battle. It cost you 55 gold, a steep price and one partly paid in barter with a book on husbandry you had in your saddlebags.
<br><br>
(set:$loot to $loot - 55)(set:$oils to 1)
[[Go back.|haggle3-1]]]
(else:)[You do not have enough gold to purchase this item!
<br><br>
[[Go back.|haggle3-1]]]]
(else:)[You have already purchased the coating oils.
<br><br>
[[Go back.|haggle3-1]]]}{(if:$poison is 0)[
(if:$loot > 79)[You have purchased poisonous compounds and tinctures. They cost you 80 gold. You hope they are worth it...
<br><br>(set:$loot to $loot - 80)(set:$poison to 1)
[[Go back.|haggle3-1]]]
(else:)[You do not have enough gold to purchase this item!
<br><br>
[[Go back.|haggle3-1]]]]
(else:)[You have already purchased the poisons.
<br><br>
[[Go back.|haggle3-1]]]}{(if:visits < 2)+(if:$style is 3)[You succeed! Nobody notices anything and you have managed to steal items worth (set:$stolen to $stolen+(random:40,150))$stolen gold!(set:$loot to $loot + $stolen)
<br><br>
[[Go back.|haggle3-1]]]
(else:)[You fail miserably, and Mother Clep scolds you. She is keeping an eye on you...
<br><br>(set:$rude to $rude+2)
[[Go back.|haggle3-1]]]}{
(set:$tennekt to 1)
(if:$style is 1)[
(if:(either: 0, 1, 2, 3) < 2)[You address Tennek: "A will-o'-the-wisp, you say? What makes you say that? Ignis Fatui are found in swamps, not woods. Did your brothers even go out into the woods? Maybe they just went off to some town outside of the forest, hmm? Did you even check their footprints?"<br><br>
[[You manage to push Tennek into telling the truth.|tennek1]]]
(else:)[You look at Tennek before addressing him: "A will-o'-the-wisp, you say? What makes you say that? Ignis Fatui are found in swamps, not woods. I don't know many people who would know about an ignis fatuus without also knowing where it does and doesn't belong."<br><br>
[[Your piercing eyes fail to make an impression on the stolid lumberjack.|tennek2]]]]
(if:$style is 2)[
(if:(either: 0,1,2,3) < 3)["So? Who cares what's in those trees. Didn't you recover anything from your brothers' corpses? Clep says stuff only happens at night, so you've had weeks of daytime to look around, right? Well, what did you find?" you badger Tennek.<br><br>
[[You push Tennek to tell the truth.|tennek1]]]
(else:)["A what? Don't you care about your brothers, you witless oaf? They might still be out there! You could have saved them if you'd gone out there, eh!" As you speak, you shove at Tennek, who snorts back like a wild bull.<br><br>
[[Tennek shoves you back, spits on the ground and then ostentatiously turns his back on you.|tennek2]]]]
(if:$style is 3)["Don't you care about your brothers, Tennek? I've never heard anyone speak of their own kin's death so bloodlessly..." You move closer to Tennek and put a hand on his shoulder. "It is perfectly normal to mourn them, you know."<br><br>
[[Tennek breaks down and is ready to tell you the truth.|tennek1]]]}"I didn't go looking for them, okay!" Tennek yells, startling some of the villagers closest by. Quieter, but still shaking, he continues. "For all I know, they're still out there, hiding in a cave, scared out of their wits..." (set:$diplo to $diplo+1)
{(if:$style is 2)[<br>You cast your eyes to the sky and mutter something about ravenous ettins...?<br>](click-replace:'ravenous ettins...?')[cretinous cravens.(set:$rude to $rude+1)]}
Your group instinctively forms around Tennek, sheltering him from the odd looks he's getting from the other villagers. "So," you bore your eyes into Tennek's, "what do you know?"
(set:$cluet to $cluet + 1)(set:$cluetg to 1)
"Nothing, I swear. I don't know where they went, only that both disappeared at the same time a little over a month ago. They took their axes and some money and their tracks led to the west, straight into the forest. I've been having the worst dreams ever since..."
{(set:$cluet to $cluet+2)(set:$clueta to 1)(set:$cluetc to 1)
(if:$style is 3)[<br>"Bad dreams, huh?" You ponder for a minute before dismissing the idea.<br>]}
"(if:$cluevg is 0)[I don't care what you've been dreaming about. ]Give me something tangible, master woodcutter! What did they look like? (if:$style is 1)[Why do you think they might have gone into the forest that night? Do they have any distinguishing features? ]Anything!"
"Eh... They... Uhh..." They look a lot like me. They're each a few years older and they're pretty handy with their axes. Marry, if it weren't some deadly thing out there, I wouldn't fancy its chances against the two of 'em..." His eyes are going red-rimmed and he's starting to breathe heavily. "If only I..." With a great big sob, Tennek breaks down.
(set:$cluet to $cluet +1)(set:$cluetd to 1)
You reckon that is all you'll be getting out of the man.
{(if:$vlaak is 0)[<br>"Not to worry, Tennek. The monster is dead."<br>]
(if:$vlaakgone is 1)[<br>"Not to worry, Tennek. The monster is gone."<br>]}
[[You return to the ramshackle shacks.|convo]]"Just, go away. Leave me alone. Ain't it bad enough that my brothers are dead, now you gotta poke your noses into my business?" The man is obviously distraught but refuses to show it to outsiders.
{(set:$rude to $rude+1)(set:$diplo to $diplo-1)
(if:$vlaak is 0)[<br>"Not to worry, Tennek. The monster is dead."<br>]
(if:$vlaakgone is 1)[<br>"Not to worry, Tennek. The monster is gone."<br>]}
[[You are probably best off returning to the ramshackle shacks.|convo]]{
(set:$estreddt to 1)
(if:$style is 1)[
(if:(either: 0, 1, 2, 3) < 3)[With a sly look you saunter closer and say, "Oh well, I had to ask, eh? I even asked Mistress Clep if she had heard anything useful. She was telling me about the missing animals and the children waking up screaming at night. But I guess that's just superstitious nonsense."
<br><br>
"Mistress Clep? Oh aye! That woman'd wot of nightmares and no mistake, Sirs! What gave she you for victuals yestereve then, hmm? Tasteless mashed taters and a rasher of bacon, I'll bet? And I am surprised you got a civil word out of her 't all."
<br><br>
"Well," you stroke your chin, "she was civil, but she didn't know much of anything, really. However, I can tell," your eyes meet hers for another second as Estredd looks up from the loom, "that you know more, being recently widowed by this creature and all that."
<br><br>
[[You convince Elstredd to elaborate.|elstredd1]]]
(else:)["Certainly, Mistress, even if you do not go out into the woods yourself, you hear things, don't you, from those who do? In fact, you seem perfectly poised to see all who enter and exit the woods," you state.
<br><br>
"Master, I resent that. Cor! I ain't some busybody who's up in 'nother man's business! Now kindly leave afore as I get angry," she concludes in a huff.
<br><br>
[[Elstredd has said all she's going to say to you.|elstredd2]]]]
(if:$style is 2)[
(if:(either: 0, 1, 2, 3) < 1)["Your husband died out there? The men must have searched all around then, I'm guessing? And surely they must have told you all there was to be found? Come on, out with it, Mother. I need to know what I'm up against." You step closer and stand over Elstredd as she weaves.
<br><br>
"Kindly step back, Sirs, or I won't be seeing what I'm doing." Suddenly, she stops and looks you boldly in the eye. "Or neither will you."
<br><br>
"Now now, Mother," you step back, "I only mean to make sure you understand the gravity of things. Pretty soon there'll be not a beast left in these woods, and soon after, the people will have to go too. Your man won't be the only victim of this monster."
<br><br>
[[You lean on Elstredd to tell the truth.|elstredd1]]]
(else:)["Come on, out with it, Mother. I need to know what I'm up against." You step closer and stand over Elstredd as she weaves.
<br><br>
"Kindly step back, Sirs, or I won't be seeing what I'm doing." Suddenly, she stops and looks you boldly in the eye. "And neither will you."
<br><br>
One of your companions huffs and you hold back another who has a menacing eye. "I hope that was not a threat, woman?"
<br><br>
"No, your Lordship, I didn't mean nothing by it." She turns back to her weaving.
<br><br>
[[Brute force seems to have little weight with Elstredd.|elstredd2]]]]
(if:$style is 3)[(if:(either: 0, 1, 2, 3) < 2)["You have my sympathies, dear woman," you sit next to her on the ground. "None had told us that you were a widow. It must be such a frightful thing, being all alone, so close to the darkling woods, with little ones to look after. However will you manage?"
<br><br>
She casts you a shrewd look for a flicker of a second. "I'll get by for a surety, but thankee for your kind words, m'sirs. It does a heart some good to know one cares."
<br><br>
"I can tell, Mistress, that you stand to make a pretty profit with these beautiful fabrics you weave. Your children are lucky to have such a devoted mother who works herself to the bone." From your sitting position you are able to draw her attention and you smile at her encouragingly.
<br><br>
[[Buttering up Elstredd does the trick.|elstredd1]]]
(else:)["You have my sympathies, dear woman," you sit next to her on the ground. "None had told us that you were a widow. It must be such a frightful thing, being all alone, so close to the darkling woods, with little ones to look after. However will you manage?"
<br><br>
She casts you a shrewd look for a flicker of a second. "I'll get by for a surety, but thankee for your kind words, m'sirs. It does a heart some good to know one cares."
<br><br>
"Aye, I can see clearly that you will. Such a kind, gentle woman won't be lonely for long. I bet even in this hamlet you will have suitors for your hand, hmm?"
<br><br>
Your remark seems to upset Elstredd and she hastily shoos you off before you distract her from her work.
<br><br>
[[Maybe you overreached?|elstredd2]]]]}"Aye, you 'ave the right of it, kind Sirs. When my poor Haledin was taken, the people felt sorry for me, they did. They combed the woods and even beat through the tall weeds at the river's edge, but hide nor hair were found of 'im. All that were found were some footprints near the river where a scuffle must 'ave taken place... Two pairs of 'em, both human feet." She quits her weaving for a while.
(set:$cluee to $cluee + 1)(set:$clueed to 1)
"And? And?"
(set:$diplo to $diplo+1)(set:$rude to $rude-1)
She looks at you. "'Twere no foul creature that did in my Haledin, unless you can call a man foul."
(set:$cluee to $cluee +1)(set:$clueec to 1)
"And where exactly was this scuffle?(if:$cluevb is 1)[ Was it close to the ravine?" You remember Clep's suggestion of the cave. Maybe some renegade is hiding out there and her husband had found him stolen away?]
"The Crack, you mean? Nay, Lords, that's to the north-west of 'ere. The footprints were found farther to the east, out that way," she waves in a vague direction. "Make of it what you will. But listen here," she bends closer to you, "them dreams. You've 'ad em as well, I reckon?" You all nod your heads. "Well, they didn't start for over a week after. At first I thought 'twere just me; my grief playing tricks on me mind. But no, my Timathy and Eldan had 'em, and I heard old Smoles has 'em too, and Clep mentioned some of his..."
(set:$cluee to $cluee +1)(set:$clueee to 1)
"Were they all... like cut glass?" one of your companions interjects.
"Aye, milords! Alike to someone poking around in there. And some of 'em I recognised, too. Hannika two doors down has a mighty fright of water, you see, and in one of 'em I could see a woman drownin', strangled by what looked like an 'normous shirt. She tole me afterwards; she'd not dreamt that before, but thought of it often when she had to wash clothes. These ain't no normal dreams, Sirs!"
(set:$cluev to $cluev +1)(set:$clueve to 1)
"Thank you, Goodwife Elstredd. You've given us a lot to think about." You all incline your heads.
[[You return to the village green.|timathyenc]]"I insist, Goodwife. What aren't you telling me?" You stand your ground even though Elstredd has clearly dismissed you.
(set:$rude to $rude+1)(set:$diplo to $diplo-1)
"They didnae find a thing, m'lards, nought but some footprints at the river's edge. Ye may do well asking someone else. Me, I only ever go out there for picking berries," she trails off and steelly refuses to respond to any further questions.
(set:$cluee to $cluee + 1)(set:$clueec to 1)
[[Exasperated, you return to the village green.|timathyenc]]{(set:$stealv to 1)(set:$rude to $rude+2)(go-to:"main")}{(set:$stolen to $stolen + (random:20, 256))(set:$rude to $rude+1)
(go-to:"leaverude")}Heading west, you travel with the sun over your shoulder as it wavers through the canopy. The lack of birdsong or scurrying in the undergrowth makes every whistle of wind stand out and set your hair on end.
(if:$cluetc is 1)[<br>You try to find any signs left by the passage of Tennek's brothers, but it has been far too long ago. Old game trails can be found criss-crossing, obscuring any older tracks. Those trails are themselves quite old though. Obviously, the two left before the wildlife disappeared.<br>]
You can tell that there has been very little foot traffic for several weeks. The villagers must not have dared venture far out - not even to hunt. When you have ridden almost a mile, you crest a small knoll and startle a deer. As you continue, the sounds of the forest creep back into the surroundings. You have passed beyond the scope of the problem.
[[You try heading further north to scout out the north-western approach to the village.|northwest]]
[[You return to your vantage point at the forest's edge.|searchforest]]
[[You go back to the village.|convo]]{(if:visits is 1)[Your horses trepidatiously descend the slopes, with scree falling loose at every second step. Eventually you choose to dismount and lead the horses by the reins. You come upon a shallow trench.
(click:" shallow trench")[<br><br>
You picket the horses at the edge of the trench before you descend. The earth seems to swallow you up at last as you enter a hollow road, crowned by the undergrowth and trees. You hope it leads you into the crevasse you are looking for.
<br><br>
While there are no trees growing inside the trench, the shrubs are dense and thorny. It is clear that there is no path here. But maybe you can make one?]
(if:$style is 1)+(if:$fireball is 1)[(click:"make one")[<br><br>
With the spell items you bought off Tanya, you start to shape a spell that will cut a path through the trench. It requires a small ritual, but soon you can walk unimpeded up to a narrow, dark crevasse where the two sloping walls of earth give way to near-vertical rockfaces a few feet apart.]]
(if:$style is 2)+(if:$weapon is 1)[(click:"make one")[<br><br>
You restort to whacking at the shrubs to make a path wide enough for you and your companions. Thanks to the whetstones you bought from Tanya, the plants fall away at a rapid pace. The horses whinny in agitation as you beat at the shrubs, but as soon as you get a bit further away from them, they calm down again. You soon make it to a narrow, dark crevasse where the two sloping walls of earth give way to near-vertical rockfaces a few feet apart.]]
(if:$style is 3)[(click:"make one")[<br><br>
You restort to whacking at the shrubs to make a path wide enough for you and your companions. The horses whinny in agitation as you beat at the shrubs, but as soon as you get a bit further away from them, they calm down again. It is slow going, but eventually you make it to a narrow, dark crevasse where the two sloping walls of earth give way to near-vertical rockfaces a few feet apart.]]
(if:$fireball is 0)+(if:$weapon is 0)+(if:$style < 3)[(click:"make one")[<br><br>
You restort to whacking at the shrubs to make a path wide enough for you and your companions. The horses whinny in agitation as you beat at the shrubs, but as soon as you get a bit further away from them, they calm down again. It is slow going, but eventually you make it to a narrow, dark crevasse where the two sloping walls of earth give way to near-vertical rockfaces a few feet apart.]]
(click:"dark crevasse")[<br><br>
Due to the lack of sunlight, the vegetation gives way to mosses and creeping plants that reach up to the light, dressing the naked stone in swirls of green. It also makes it a lot easier to travel further in, where you find a cleft that leads to a cave. This must be where Clep said the monster is lurking.
<br><br>
[[You duck inside the cave.|dungeonenter]]
<br><br>
[[You try heading further west to scout out the western approach to the village.|west]]
<br><br>
[[You try heading further east to scout out the northern approach to the village.|north-reverse]]
<br><br>
[[You go back to the village.|convo]]
<br><br>
[[You return to your vantage point at the forest's edge.|searchforest]]]]
(else:)[You have returned to the trench you cleared and the entrance to the cave. Where to now?
<br><br>
[[You duck inside the cave.|dungeonenter]]
<br><br>
[[You try heading further west to scout out the western approach to the village.|west]]
<br><br>
[[You try heading further east to scout out the northern approach to the village.|north-reverse]]
<br><br>
[[You go back to the village.|convo]]
<br><br>
[[You return to your vantage point at the forest's edge.|searchforest]]]}You have left the village following the course of the river to the north, where you know that it will eventually meet up with the stream that passes Daggerford. It is not very broad, but thanks to the steep incline and mostly straight course it is a wild forest river that lends itself wonderfully to sending the stripped tree trunks downriver to the plains between Baldur's Gate and Daggerford.
Following the slope downwards for a mile or so, you reach a part of the forest that appears more lively on both banks. (if:$style is 1)[The nagging feeling in the back of your mind that you felt as you neared the village has also receded. ]You find nothing remarkable as you explore further.
[[You try heading further west to scout out the north-western approach to the village.|northwest]]
[[You try heading further east to scout out the north-eastern approach to the village.|northeast]]
[[You return to your vantage point at the forest's edge.|searchforest]]
[[You go back to the village.|convo]]The forest is quiet and your trip uneventful. Even a beehive you find along the way is entirely empty. (if:$style is 2)[You each break off a part of the honeycomb to eat as you travel. ]Pretty soon, the rushing of the river greets you, however. It is too wild and deep to cross here.
On the other side, you can spot a hare sitting up, looking at you. Clearly, the animals on that side of the river have not gone. The danger must not lie in that direction.
{(if:$clueec is 1)[<br>
You are on the lookout for any places along the riverbank where a scuffle might have taken place so you can check Estredd's story of her husband's disappearance and what the villagers told her.
At a small clearing you think you can still see the prints of boots amongst all the footfalls left by deer, a fox, rabbits and at least three beavers. It is exceedingly difficult to make out anything from these tracks, however. At least, your hunter does not find any spoor unfamiliar to him.
<br>]}
[[You try heading further west to scout out the northern approach to the village.|north-reverse]]
[[You return to your vantage point at the forest's edge.|searchforest]]
[[You go back to the village.|convo]]{(if:visits is 1)[A good half hour passes and the slope of the cave has gone slightly downwards, running straight ahead, as best as you can tell in the gloom of the torchlight.
(if:$vlaak is 1)+(if:$vlaakgone is 0)+(if:$style is 1)[<br><br>
An aura of menace starts to become a dull ache in your mind and occasionally you see a flash of a thought. In these moments an alien emotion comes over you: a combination of despair, fear and loneliness.]
<br><br>
The ground underneath you is slick and bumpy, but no worse than a forest floor for traversing it. You hear a whistling after a few more minutes of walking and call a halt. Your party stops and looks around carefully. You had missed it at first, but there is a crack in the rock that you can follow upwards whence the whistling wind comes.
<br><br>
(if:$vlaaksee is 1)[[[Go to the creature's lair.|lair]]]
(else:)[[[Disregard the rent in the cave wall and move ahead.|lair]]]]
(else:)[You have returned to the place where a crack rends the rock. A keening sound whistles through it. The path runs further downwards from here.
<br><br>
(if:$vlaaksee is 1)[[[Go to the creature's lair.|lair]]]
(else:)[[[Disregard the rent in the cave wall.|lair]]]]}
[[Crawl into the fissure.|forklr]]
[[Return upwards to the entrance of the cave system.|dungeonenter]]{(if:visits is 1)[The dank odour of the cave combined with the smoky gutter of the torches makes your companions wheeze and sneeze alternately. The cave has, however, broadened up some more, allowing you to walk alongside each other and without having to duck quite so low as you can hold your torches sideways. The sound of water echoes all around you, making it difficult to pinpoint the direction it is coming from.
<br><br>
Soon, you climb a small boulder in your way, and see that you could climb some more boulders further up into a chamber or get down and follow the path.]
(else:)[The sound of rushing water echoes around you. You have come back to the boulder that splits up this path. You light another torch as your previous one runs down before continuing. To the left you can climb up another boulder, or you can jump down and continue down the passage.]}
[[You climb up into the chamber to your left.|forkml]]
[[You take the lower course ahead.|forkmr]]
[[You return to the entrance of the cave.|dungeonenter]]{(if:visits is 1)[You struggle across a narrow, uneven path down into the bowels of the earth. Aside from your breathing, a cemetery silence reigns here. There is an occasional ploink as water drips from an ever-higher ceiling.
<br><br>
The smoky circle of light cast by your torches does not reach very far into the cave and reveals shadowy vistas of rock arching over and away from you. The path meanders and soon you grow tired of stepping on sharp rocks. You have formed a chain to steady each other should one of you fall.
<br><br>
In the distance you can see a glow around the curve of the rocky walls and you urge the others on for more speed. Turning the bend you find that the narrow path leads to a subterranean tunnel covered in luminescent fungi, reaching at least ten feet up where small stalactites hang from the ceiling.
<br><br>
[[You move forward into the tunnel.|tunnel]]
<br><br>
[[You return to the entrance of the cave.|dungeonenter]]]
(else:)[While this stretch of tunnel still takes you a while to traverse, at least now you know what lies on the other side and having become acquainted with each other's rhythms, your companions are able to keep a steadier gait as you march along the rocky path.
<br><br>
[[You move forward into the tunnel.|tunnel]]
<br><br>
[[You return to the entrance of the cave.|dungeonenter]]]}{(if:$cluet > 0)[(text-style:'underline')[Tennek]<br>
* (if:$clueta is 1)[Tennek's brothers left over a month ago. They took their axes and some money.]
* (if:$cluetb is 1)[Their names are Hago and Ville.]
* (if:$cluetc is 1)[The trail of Tennek's brothers heads due west.]
* (if:$cluetd is 1)[Tennek is afraid of his brothers.]
* (if:$cluete is 1)[Nobody went looking for them.]
* (if:$cluetf is 1)[Vlaak assures you that he never killed anyone.]
* (if:$cluetg is 1)[Tennek didn't go looking for them, because he is a self-avowed coward.]
* (if:$clueth is 1)[Timathy has told you that Tennek's brothers were bullies.]
* (if:$clueti is 1)[Timathy has told you that Tennek was pestered by his brothers.]
(if:$cluet > 5)[You assume that Tennek's brothers were run out of town due to their cruel nature and increasingly pugnacious attitude. They are likely headed to Baldur's Gate or have become brigands in the woods.<br><br>]
(else:)[You do not yet know enough about the case of Tennek's missing brothers to figure out what happened.<br><br>]]
(if:$cluee > 0)[(text-style:'underline')[Estredd]
<br>
* (if:$clueea is 1)[Estredd's husband, Haledin, died more than two weeks ago.]
* (if:$clueeb is 1)[Estredd's husband was a cousin of Alderman Clep.]
* (if:$clueec is 1)[They found a scuffle and two pairs of footprints near the river to the northeast. Both footprints were of boots worn by people.]
* (if:$clueed is 1)[The body of Estredd's husband was never found.]
* (if:$clueee is 1)[Estredd confirms that everyone is having strange dreams that seem to be thoughts plucked from the minds of the other villagers.]
* (if:$clueef is 1)[Clep spends an unusual amount of time with Estredd's family.]
* (if:$clueei is 1)[Vlaak told you that "she suspects her other mate". Likely, the "she" in question is Estredd, and her "other mate" would be a lover...]
* (if:$clueeg is 1)[Clep dotes on Estredd's oldest child, Timathy.]
* (if:$clueeh is 1)[Vlaak confirms that he did not kill Estredd's husband, but that he has seen a murder in the mind of one of the villagers.]
(if:$cluee > 6)[You have to assume that Clep and Estredd were having an affair. It is likely that Haledin confronted his cousin. They fought, and Clep covered up the murder. Estredd may or may not suspect what happened.<br><br>]
(else:)[You do not yet know enough about the case of Estredd's husband to figure out what happened.<br><br>]]
(text-style:'underline')[The Monster]}
* (if:$cluevj is 1)[The monster (if:$vlaak is 1)[is](else:)[was] a mind flayer or illithid.]
* (if:$clueva is 1)[The monster arrived only a few weeks ago.]
* (if:$cluevb is 1)[It would seem to reside in a cave to the northwest near the river.]
* (if:$cluevc is 1)[The local wildlife seems to shy away from it, causing a general desertion of the forest for half a mile around.]
* (if:$cluevd is 1)[The monster seems to be nocturnal in nature, or may not be able to bear direct sunlight.]
* (if:$clueve is 1)[The monster seems to cause nightmares and intrudes upon the minds of the villagers.]
* (if:$cluevf is 1)[You perceive a sick feeling of rotten fish and something slimy with your magical abilities in the area surrounding the village.]
* (if:$cluevg is 1)[The monster has psionic abilities that are going haywire.]
* (if:$cluevi is 1)[The monster has not actually killed anyone as far as you can tell.]
{(if:$cluev > 6)[The monster is (if:$vlaaksee is 1)[an elderly mind flayer, or illithid, called Vlaak Kraxt'Ng, who is separated from his colony. He is currenly harmless, though once he becomes desperate enough, he may try to feed on one of the villagers. Vlaak can read the villagers' minds quite clearly and they know it.
<br><br>]
(else:)[a mind flayer. ]
Certain secrets that were meant to be kept buried are bubbling up through the nightmares which the mind flayer inflicts on the villagers. It will only be a matter of time before the villagers overcome their fear of the monster before they try to kill it themselves. They should be very happy that you arrived to do it for them.<br>]
(else:)[You still do not know the whole story concerning the creature infesting these woods.<br>]}
=><=
(link-undo:'Go back.')
<==
<hr>
(display:"inventory")
<hr>
(display:"clues")
<hr>
=><=
(link-undo:'Go back.')
<==
<hr>
{
(set:$loot to $loot+$reward)
You were a (if:$rude <= 0)[normal ]
(if:$rude is 1)[rude ]
(if:$rude is 2 or 3)[surly ]
(if:$rude is 4)[hostile ]
(if:$rude >= 5)[devilish ]
(if:$diplo <= 1)[and regular adventurer]
(if:$diplo is 2 or 3)[hero]
(if:$diplo is 4)[saviour]
(if:$diplo >= 5)[paragon]} who gained a reward of $reward gold pieces (or its equivalent value) through his actions and who altogether now owns $loot gp. (if:$stolen > 0)[You have also stolen $stolen gp from the villagers, you scoundrel.] (if:$companiondead is 1)[Sadly, you lost one of your men in this adventure. Only five of you will make it to Baldur's Gate...]
This story was written by ''Joris Lemoine''.
//Disclaimer: I am not in any way affiliated with or part of Wizards of the Coast LLC, a subsidiary of Hasbro, Inc.//
Do you want to see the clues you gathered in your journal?{
(click:'clues')[<br><br>(display:'clues')]}
<hr>{(set:$vlaaksee to 1)
(if:$vlaakgone is 0)[
(if:$vlaak is 1)[
(if:visits is 1)[You shuffle on, the damp air becoming stale and heavy. A claustrophobic feeling grips you now and then, at which point you focus on the torches you are carrying. Their light dispells your doubts as much as it reveals that the passage through the rock you are walking along seems to be getting larger in all dimensions.
<br><br>
Eventually, the tunnel opens up into a cavern that you cannot fully survey. Among the stalagmites and stalactites, however, magical motes of illumination float, casting small rainbows across the walls whenever a drop of water descends from overhead. At the centre of the illumination, you see a dark figure turning towards you.
(if:$ambush is 1)[<br><br>
There crawls a whisper into your mind. "You have returned. Have you come to talk or not?"]
(else:)[His features are vaguely humanoid, but you are still too far away to discern any details. "Hold," his voice seems to come from all around you. Though the dialect is unfamiliar, you can understand it easily. "Do not come any closer. I have no wish to harm you."
<br><br>
"Who are you?" You say. You notice that your voice echoes in the large cavern. He does not answer. As the echoes of your statement die away, you notice that the stranger's remarks did not echo... (if:$style is 1)[It must have been telepathy!]]]
(else:)[You return to the cavern with the glowing motes and the stranger - who seemingly hasn't moved. From this distance you cannot make out any details, except that he or it seems to be wearing a long flowing robe. It still strikes you as odd for anyone to live underground in the middle of a damp cave.
<br><br>
There crawls a whisper into your mind. "You have returned. Have you come to talk or not?"]
<br><br>
[[You initiate conversation.|lair1]]
<br><br>
(if:$fight is 0)[[[Your wounds haven't quite healed from the last fight. Nevertheless, you attack him.|lair2]]]
(else:)[[[You attack him.|lair2]]]
<br><br>
[[You return to the cave system.|forkl-reverse]]]
(else:)[The cave is dark and resounds with the murmur of dripping water. The creature is dead, its silvery blood coating some of the stalagmites. You search around for any items that might have been left behind, but the cavern is barren.
<br><br>
[[You return to the cave system.|forkl-reverse]]]]
(else:)[The cave is dark and resounds with the murmur of dripping water. Vlaak has gone through the portal and will trouble the villagers no more. You search around for any items that Vlaak might have left behind, but the cavern is bare.
<br><br>
[[You head back.|forkl-reverse]]]}The rocks are treacherous underfoot as you crawl through the now near-vertical incline. Many of your comrades get cuts on their hands or arms from steadying themselves against the razor-sharp rocks. A breeze howls around your ears with the sounds of rushing water. {(if:$heal is 1)[You will make sure to use your healing kit once you are out of here to patch up the wounded.]
(if:$style is 2)[<br><br>Because of your exceptional fitness, you can manage to get yourself and your party up the shaft of rock.
<br><br>
[[You climb upward to the sound of rushing water.|cave1]]]
(else:)[<br><br>Your men stagger back from the rock shaft. They will be unable to get up there even with all of you working together.]}
[[You return to the lower passage, squeezing yourself through what may be favourably described as a crack in the rock.|forkl-reverse2]]The path that was so broad before seems to peter out as you go along. The ceiling gradually slopes down towards you, making all of you duck down and eventually crawl the length of a small channel into a cul de sac. At the bottom of this rocky chamber there is a small pool of water, fed by rivulets that slither down the dark rock. There is nothing here but a dead end. You send a call down the line to turn back.
[[You return whence you came.|forkm-reverse2]]The climb is arduous for those of your companions who are loaded with heavy packs or who are holding torches. Luckily, it is a short one. At the top of the next boulder, you can see the light of your torches reaching down to a boulder-strewn path that evens out into a large cavern. The rushing of water has grown to a deafening roar and the ceiling of the cavern slowly lights up with the shimmering reflections of your torchlight.
[[You climb over the boulder-strewn path towards the floor of the large cave.|cave1]]
[[You climb back down to the passage you came from.|forkm-reverse]]{(if:visits is 1)[The difficult passage finally leads you into a large cavern that roars with the sound of water. Everywhere you look, you see stalactites and stalagmites and along the bottom of the cavern an underground river slips by. You take a nut out of your pocket and set it bobbing on the surface of the river. In seconds it gets swept out of your hand and is smacked against the rocky ceiling where the river disappears into a crevice; you cannot hear it over the water's roar, but you can just make out in the gloom of the torches that the nut is crushed between the hammer and anvil of the river and the overhanging rocks. You don't fancy taking a swim.
<br><br>
Apart from the river and the forest of stalagmites and stalactites, you can see a vertical shaft leading down out of the chamber as well as a hole in the rockface that you would need to climb up to via boulders.
<br><br>]
(else:)[The difficult passage has lead you once more into the large cavern that roars with the sound of water. Everywhere you look, you see stalactites and stalagmites and along the bottom of the cavern an underground river slips by at a terrifying speed, turning the water's surface to smoky glass. You don't fancy taking a swim.
<br><br>
Apart from the river and the forest of stalagmites and stalactites, you can see a vertical shaft leading down out of the chamber as well as a hole in the rockface that you would need to climb up to via boulders.
<br><br>]
(if:$proof is 0)[When your eye follows the line of overhanging rocks onto the rocky shore next to the river, you detect a metallic glint that does not look like the sparkles of mica which dot this cave system.
<br><br>
Slumped on the rocky shoreline next to the rushing river, you find a body that shows signs of having been in the water for a long time. The clothes are mostly torn to shreds, the corpse is missing parts of its left leg and the skull has cracked open at the top. It is a grisly sight. A lot of the body is still intact and you can reasonably say that this was once a large human male. His family would have a hard time recognising him.
<br><br>
Around his neck hangs a small amulet that would not have drawn your attention had the man's thick leather vest not been torn open across his chest. This was the source of the strange glint. You search the pockets but find nothing else of value. Maybe someone in the village would be interested in this item?
<br><br>
[[You take the amulet.|takeproof]]]
(else:)[A deflated corpse lies unceremoniously on the rocky beach. You have already taken everything from it that might hold any value. You leave the dead to lie in peace.]}
[[You step into the water.|suicide]]
[[You enter the narrow, vertical passage that goes down.|forklr-reverse]]
[[You climb up the boulder-strewn path out of the cavern.|forkml-reverse]]{(if:visits is 1)["I wish to speak with you," you say out loud. "May I approach?"
<br><br>
The silence lasts too long for comfort, but eventually you hear, "You may," delivered in a quaint tone of voice. A chill runs down your spine, but you usher your companions forward, telling them to sheathe their weapons as you do the same.
<br><br>
As you approach, the face that greets you has four slimy appendages and a bald, bulging forehead with large eyes inset near the top. The sight is hideous and disturbing, and many of your companions draw startled breaths or utter disgusted grunts. (if:$style is 1 or 3)[You have read of these creatures. They are called mind flayers in the common parlance, and they reside in the Underdark. They are dangerous psionics, but they are also rarely found alone.
(set:$cluev to $cluev + 1)(set:$cluevj to 1)
(if:$cluevg is 0)[(set:$cluev to $cluev + 1)(set:$cluevg to 1)]]
(else:)[You yourself feel the urge to vomit, choosing instead to spit on the ground before approaching any closer. You keep a steely gaze focused on the monster in case it were to try anything.]
<br><br>
"Do not be alarmed, lightdwellers. My name is Vlaak Kraxt'Ng and I seek not to enslave you." The creature simply stands there. You did not even see its mouth move as it spoke. Clearly, he is speaking to you with his mind. What shall you two talk of then? (click-replace:'The creature simply stands there')[ The creature simply ''floats'' there; upon closer inspection he is hovering a few inches off the floor]]
(else:)["I have more questions for you, Vlaak," you think towards the quiescent figure.
<br><br>
"Ask," is all the reply you get.]}
[["What are you?"|Q1]]
[["How did you come to be here?"|Q2]]
{(if:$ambush is 1)[<br>[["Are you the one who is causing these strange visions?"|Q3]]<br>]
(else:)[(if:$convov is 1)[<br>[["Are you the one who is menacing the villagers with night terrors?"|Q3]]<br>]]
(if:$tennekt is 1)[<br>[["Did you kill Tennek's brothers?"|Q4]]<br>]
(if:$estreddt is 1)[<br>[["Did you kill Estredd's husband?"|Q5]]<br>]
(if:$portalact is 1)[<br>[["I have activated the portal, Vlaak. Will you leave these people alone now?"|Q6]]<br>]}
{(if:$fight is 0)[[[Your wounds haven't quite healed from the last fight. Nevertheless, this creature is evil and deserves to die.|lair2]]]
(else:)[[[You decide that this creature is evil, no matter its meek speech. With a wild cry, you draw your weapon to attack it.|lair2]]]}
[[You utter a goodbye and slowly back away.|forkl-reverse]]You can walk easily along the tunnel. Washes of teal iridescence throw shadows to left and right, getting on your nerves. This part of the cave system is far too regular and you estimate that you are at least a hundred feet down from the surface. While the walls sometimes still show signs of masonry, the erosion of ages has cracked and disturbed most of the work. Underfoot, the walkway consists of tiles that have resisted moss and fungus alike. (if:$style is 3)[You have heard tell stories of the Underdark and its unsavoury denizens. More than likely this tunnel is an entrance to the Underdark, but one long-since abandoned. At least, so you hope.]
{(if:visits is 1)[Arising from further in the tunnel, a cold draught nearly takes your breath away and leaves some of your companions with the shivers. You can see much farther in this lit tunnel and can tell that there is a T-section at the far end of it.]
(else:)[The cold breezes no longer catch you off guard, but your companions still shelter inside their cloaks to ward off the cold when it comes.]}
[[You go left at the T-section of the tunnel.|cave2]]
[[You go right at the T-section of the tunnel|cave3]]
[[You return to the entrance of the tunnel.|forkr-reverse]]{(if:visits is 1)[After only a few minutes of walking, the corridor you chose opens up at the top of an enormous cavern limned by the luminescent mushrooms. Its ceiling arcs overhead while a staircase leads down to the ruins of a small settlement. At the back of the cavern you can see the spume of a waterfall as a subterranean river -- likely an offshoot from the river running through the forest -- crashes into a pool that is ringed by elegant arches of stone with fluting pillars.
<br><br>
The water rushes around the edges of the cavern, having carved out a plateau over thousands of years, and roils away into unseen depths below the staircase. You descend warily towards the plateau that supports several structures - not all in pristine condition. As your party explores, you find a few gems and an old sceptre, but not much else. Any bodies, wooden furniture or textiles these ruins once held have long since rotted into dust. ((You have gained 30 gp of loot!))
(set:$loot to $loot + 30)(set:$sceptre to 1)<br><br>
At the centre of the ruins stands a circular, domed structure. Its large metal-wrought doors are closed. (if:$style is 2)[They will not yield to any amount of forceful entry. You grunt in anger as the loose stele you used as a battering ram chips and one of its fragments nicks your left ear.]]
(else:)[You return to the stairs at the top of the enormous cavern. The ceiling arcs overhead while a staircase leads down to the ruins of a small settlement. At the back of the cavern you can see the spume of a waterfall as a subterranean river - likely an offshoot from the river running through the forest - crashes into a pool that is ringed by elegant arches of stone with fluting pillars.
<br><br>
You have already explored these ruins. At their centre stands the circular, domed structure. (if:$style is 2)[Its large metal-wrought doors are closed. They will not yield to any amount of forceful entry. You grunt in anger as the loose stele you used as a battering ram chips and one of its fragments nicks your left ear.]]
(if:$portalact is 0)[
(if:$style is 1)[
<br><br>
[[Maybe you can figure out more about this structure if you use your magesight?|magesight]]]
(else:)[(if:$style is 3)+(if:$portalt is 1)[<br><br>
You found the sceptre that Vlaak described. You cannot see anything special about it, other than the stunning craftsmanship as whorls of silver and gold chase each other along the handle.
<br><br>
[[You use the sceptre to open the doors.|portal]]]<br>]]}
[[Return up the stairs to the tunnel.|tunnel]]After you turn the corner, the wear on the stonework decreases significantly. At the same time, the green fungus that provides illumination in these depths is artistically traced along the faux pillars and on the ceiling of the corridor you entered. Whoever built these halls must have cast enchantments of maintenance that include stemming the growth of the fungus. Those in the outer hall must have worn off hundreds of years ago, but these are obviously still going strong.
You walk on, admiring the elegant depictions of elves either dancing with or conquering other creatures. All manner of flora and fauna that is entirely unfamiliar to you is also depicted, usually on a part of the walls or ceiling that is encircled by the fungus.
Eventually, you reach a cave that is hewn from the rock. Its shape is roughly rectangular with the tunnel you are standing in opening up into the middle of the long side, with a few steps running down to floor level. There is a small quadrangle right in front of you with a fountain, softly tinkling away as if the owners had stepped out only a minute ago. There is no less dust and grime on these floors than there was in the tunnel, however.
Behind the fountain is a broad, low building, flanked by two smaller structures. You can dimly see a statue of a rearing spider standing at the centre of the opposite building underneath a cupola. The building's entire façade is supported by thin pillars allowing you to see artful mosaics on the walls inside. From the statue it is clear that this is a shrine(if:$style is 3)[ of Lolth, the Spider Goddess revered by the Drow].
{(if:visits is 1)[(set:$spiders to 1)]<br>
(if:$spiders is 1)[[[Inspect the buildings and the shrine.|inspect]]]
(else:)[You have already inspected the shrine and the buildings. The monstrous spiders are dead and all the loot has been divided amongst your men.]}
[[Return to the central corridor.|tunnel]]"Whut now?" Elstredd asks. "What have ye brought me?"
(set:$diplo to $diplo +3)
"Do you recognise this amulet, goodwife?" you show her the amulet you found near the underground river.
"This..." Elstredd sobs, "this was my Haledin's. Where did ye find it, Sirs? Please, ye mus' tell me!"
"Calm yourself, woman. I took it off a bloated corpse lying next to an underground river. Its face and features were bruised and distended to the point of anonymity. Are you sure it is his?"
"Oh, quite sure," her voice trembles, "I gave him this when we throthed ourselves. He wore it always." She grasps the amulet in both hands, and holds it to her chest, closing her eyes.
"Well, now you know for certain that he is dead. You have my sympathies, Goodwife Elstredd."
(set:$reward to $reward + 50)
The woman does not respond at first. As you make to leave, she says, "Take this, y'lordships," as she hands you a small pouch. Inside it are a few gemstones: mostly small garnets and some quartz, but also a ruby-red agate and two large pieces of feldspar that you might sell as amber, once polished.
{(if:$clueei is 1)[<br>
(Should you say more?<br>)(click-replace:"(Should you say more?<br>)")["I also have reason to suspect who may have done it," you state matter-of-factly.
<br><br>(set:$blackmail to 0)
"Who?" her eyes open wide.
<br><br>
"I think you already know who I am going to name."
<br><br>
"No," she pleads, "do not say his name!"
<br><br>
"It was Alderman Clep. He is your lover, is he not?"
<br><br>
"Was!" she shouts, then withdraws into herself. "I am still in mourning..."
<br><br>
"Thanks to him, yes. They had gone hunting together before, hadn't they? I know not if it was Clep's intention to kill his cousin or if a jealous rage got the better of either of them and an altercation ensued. What's done is done," you pontificate.
<br><br>(set:$helpless to 1)
"Aye, done, gone and ne'er to be arighted, I fear," she sighs. "I shouldnae thank you for these words, Sirs. The truth is an unwelcome guest, but I thank ye for it all the same. Please, leave me be..."
<br>]]}
[[You leave the woman in peace.|timathyenc]]"I have news, 'tis true," you say as you put a guiding arm over Clep's shoulders. You give a nudge and a flash of the eyes to one of your companions and they fan out around you in what looks like a natural swagger, all the while making sure nobody can overhear you two.
(set:$blackmail to 0)
"I have come by a pretty trinket," you show the amulet, "that you may be interested in." Clep's face pales. "Would it surprise you if I said that the river branches underground? Its undertow can be quite powerful, even for a corpse loaded with rocks."
(set:$rude to $rude + 3)
"What... what are you implying?" Clep swallows hastily, but keeps a lid on his emotions. "Aye, I know this amulet. My cousin wore it. By your words, I take it he is dead. But I do not like your tone."
{(if:$style is 2)[You shove Clep rudely against a fence they use to shore up the hillside. Sand shifts underneath your feet, its hissing sound making your argument for you. "Then pay me, and my tone will go away."]
(else:)["You do not have to like my tone, murderer," you whisper viciously, "you merely have to pay me for my silence."]}
"Pay you? What with!? Look around you, we are simple lumberjacks. Why does every brigand think we hide silver-chased chalices or golden statuettes in our pantry!"
"You pay what you can, little man, unless you want me to tell them about your little love affair, hmm? Goodwife Estredd still looks on you fondly now, but I daresay her mind will sway to different ideas next you meet."
Clep is silent. You can see a gleam in his eyes that you have caught often enough in the eyes of men, elves, dwarves and some other races. Surely, it does not come to you as a surprise. He wants you dead, but he is trapped by his own actions.
"Fine," he says grudgingly. From beneath his sweat-stained shirt he drags another amulet. (if:$style is 1)[There is a blue aura flickering around it. It is obviously enchanted. ]"This is all I can offer you. Do not leer at me so! It is worth more than this entire village... My great-grandfather got it off a wizard and it gave him the strength of an ox and the cunning of a fox. I can tell that it has not done much for me. Have it, choke on it for all I care."
{(if:$rude > 6)[[["Good", you say. "Now we can talk of other things."|defeat]]]
(else:)[[["Good", you say. "Now we can talk of other things."|resolutionb]]]}Apart from the river and the forest of stalagmites and stalactites, you can see a vertical shaft leading down out of the chamber as well as a hole in the rockface a little higher up.
(set:$proof to 1)(set:$blackmail to 1)
A deflated corpse lies unceremoniously on the rocky beach. You have already taken everything from it that might hold any value. You leave the dead to lie in peace.
[[You step into the water.|suicide]]
[[You enter the narrow, vertical passage.|forklr-reverse]]
[[You climb to the hole that lies higher up in the cavern.|forkml-reverse]]
<==>
(text-colour:"white")+(text-style:'smear')[''Your body is swept away by the water. In seconds, you lose consciousness from being thrown against the sides of the watery grave you have chosen. You knew this would mean certain death, but you just had to try, didn't you?
=><=
Would you like to return to the start?''](click: 'Would you like to return to the start?')[(reload:)]{(if:$fight is 0)[Your companions follow your lead as you draw your weapon. The snaky appendages of the creature move apart menacingly, but otherwise it does not seem very perturbed by your pugnaciousness. Some of your companions throw you a cautious look; their wounds haven't quite healed. Yet, they stand by your side.
<br><br>
(if:$style is 1)[You throw up your hands and make to cast something to occupy the monster. Your mind roils with remembered phrases and gestures, but you pick out the one that seems most suitable: a holding spell. However, before you even have time to make the necessary upthrust of the left arm and the balling of the fist, your mind becomes cloudy.
<br><br>
You can practically feel the creature's influence seeping in by your ears as it twists itself into your consciousness, suppressing your every action. One by one your faculties are ripped from your control: movement, speech, hearing. Even your heartbeat stutters for a brief moment. And then you see yourself cast the spell you were maintaining, but it is aimed at your comrades...]
(if:$style is 2)[With a mighty cry, you rush up the nearest stalagmite and use its height to make a leaping slash at the creature. Your men have already taken up positions at your flanks. When it comes time to make the jump, however, your mind becomes cloudy.
<br><br>
You can practically feel the creature's influence seeping in by your ears as it twists itself into your consciousness, suppressing your every action. One by one your faculties are ripped from your control: movement, speech, hearing. Even your heartbeat stutters for a brief moment. You can, however, still see quite clearly when your body swings sideways, and your war-axe lodges itself into the skull of your right-hand man. Tears well up in your eyes as you see your comrades recoiling from you.]
(if:$style is 3)[Your companions outflank the creature in moments, like a well-oiled machine, while you draw an arrow from the quiver on your back. You nock and release in a flash, but in that flash your mind becomes cloudy.
<br><br>
You can practically feel the creature's influence seeping in by your ears as it twists itself into your consciousness, suppressing your every action. One by one your faculties are ripped from your control: movement, speech, hearing. Even your heartbeat stutters for a brief moment. You can, however, still see quite clearly when your arm swings sideways, and your arrow sprouts from the back of one of the warriors in your company. Tears well up in your eyes as you see your comrades recoiling from you.]
<br><br>
(click:'comrades')[(display:'death')]]
(else:)[Your companions follow your lead as you draw your weapon. The snaky appendages of the creature move apart menacingly, but otherwise it does not seem very perturbed by your pugnaciousness. Some of your companions throw you a cautious look; this might get dicey.
<br><br>
(if:$fireball is 1)[You open up the fight by grabbing in your bag for the firenettle you purchased from Tanya. As your men start to flank the monster, buying you time, your hunter sends a few arrows at the face of the mind flayer. It holds up a four-fingered hand and wards off the arrows with a magical shield. It fixes its gaze on the first of your warriors to engage it. All of you can feel a tingling in your mind growing until you can barely stand it.
<br><br>
With a final spreading of your hands towards the unsightly being, you unleash a volley of small fireballs that explode on impact, excising gore and silvery blood that sprays across the cavern. Above you the magical lights wink out one by one as the creature drop to the floor, haggard, but not yet beaten.]
(if:$weapon is 1)[With a cry, you rush up the nearest stalagmite and use its height to throw your handaxe before entering the fray. Its keen edge slices off two of the creature's tentacles. The monster shrieks at you and you feel a tingling in your mind growing until you can barely stand it. Your hunter sends a well-aimed arrow into the creature's side, however, and the tingling lessens.
<br><br>
With another roar you jump down from the stalagmite and let your war-axe fall down upon the creature which backs away while its mauve skin blotches and pales. At the last minute it shields itself from your attack and you can feel your blow striking a magical barrier. All of you can sense the monster's desperation, however, and you go for the kill.]
(if:$oils is 1)[With a cry, you rush up the nearest stalagmite and use its height to throw the knives you have up your sleeves. The monster is distracted enough by them that your warriors have time to close in and harrass it before it can work its magic. It fixes its gaze on the first of your warriors to engage it. All of you can feel a tingling in your mind growing until you can barely stand it.
<br><br>
And then you swoop in from behind and puncture what - for a human - would be a kidney with one of the blades you coated with poison. An noisome hiss escapes from the lamprey mouth of the monster. You're not sure if you've actually hit anything vital, but hopefully the poison will do its work regardless.]
(if:$fireball is 0)+(if:$weapon is 0)+(if:$oils is 0)[With a cry, you rush up the nearest stalagmite and use its height to survey the fight. Your men have already taken up positions at your flanks. All of you go into a spree of attacks so the enemy will not find any let-up in which to do some serious damage. All of you can feel a tingling in your mind growing until you can barely stand it, but every time one of you lands a blow, it seems to lessen. All of a sudden, the tingling is gone and one of your warriors turns on the other with an unrecognisable ferocity.
<br><br>(set:$companiondead to 1)
By sheer luck, the other warrior was already going through a habitual parry which saved his life from the wild swings of your comrade. Your priestess immediately seizes on a prayer to release your friend from the mind control, but as the seconds tick by and your other warrior is getting pressed more and more, you step in and slash the poor man's throat, before rallying a cry to the others to focus on your main enemy. Above you, the magical lights wink out one by one.]
<br><br>
You throw everything you have at the monster and after some back and forth it finally goes down, throwing all of you off your feet as it releases a mental death scream. Silvery-hued blood seeps out of the wounds you dealt the monster while the stench of its entrails wafts through the cavern. The body writhes for a few more seconds before it seems to flatten and pour into the crevices of the floor of the cavern.(if:$heal is 1)[ You get everyone back on their feet and tend to your wounded.]
<br><br>(set:$vlaak to 0)(if:$heal is 0)[(set:$fight to 0)
(if:$cluevj is 0)[(set:$cluev to $cluev +1)(set:$cluevj to 1)]]
[[Take stock of your situation.|lair]]]}With a few well-chosen words and a quick twist of your hand, you activate the spell "Magesight" which allows you to discern magical auras and active enchantments.
You can now see that the door is magically sealed. In fact, it is magic in its entirety, made to look like metal. You ask your companions to show you what they found in the ruins. The coins and gems are no more than they seem, but the sceptre your hunter found in a nearby structure glows faintly blue, indicating that it is magically charged and probably serves as some kind of wand, or maybe as a key?
(display:'portal')After a few tries of the sceptre and some curious waving that makes some of your companions chuckle, the doors soundlessly slide open revealing a dark inner chamber. With your torches at the ready you enter, wary of traps and enchantments.
At first glance, the room is empty, until you reach the far side. Holding the torches high, you can detect a faint tracery of what looks like paint. {(if:$style is 1)[To you, these lines stand out in the dark like muted starlight. The pattern of its tracing is damaged, however.]
(if:$portalt is 1)+(if:$portalact is 0)[<br><br>
This must be the portal Vlaak spoke of. You are not sure you can fix it or even if you should.
<br><br>
[[Try to fix the portal anyway.|portalfix]]]
(if:$portalt is 1)+(if:$portalact is 1)[<br><br>The portal shimmers with a dim, teal light. You have fixed it already.]}
[[You return outside, to the tunnel at the top of the stairs.|tunnel]]This must be where Vlaak first arrived a few weeks back. It is clear from the lines on the wall that the portal's spell matrix must have burnt out at its last activation.
{(if:$style is 1)[<br>It is merely a matter of retracing the portal and charging it with a little errant magic. You wonder why Vlaak could not have done so himself. As you trace the final arc that will connect the last broken lines, a magical discharge sends you flying into the priestess who was standing behind you.
<br><br>
Both of you groan when you get back up from the floor, only a little worse for wear. Now you know why Vlaak did not attempt to repair the portal himself. You can tell him that the portal is fixed now, in any case.
(set:$portalact to 1)]
(else:)[<br>You have only a faint idea of what you are doing, but you notice that the paint on the wall looks to iridesce slightly in the flicker of your torchlight. The colour you discern only dimly is teal. Maybe - you reason - it is not so much paint as a paste made from the mushrooms. You tell your companions to gather mushrooms from around the cavern.
<br><br>
When they return, you use a small cookpot you always keep handy to crush the mushrooms in. The paste you fashion does resemble the paint! With a cloth, you smear a new layer of paste on top of the existing one. You are not sure what to expect, but as you finish the last line, the entire sigil flashes dimly and then goes quiescent.
<br><br>
You should probably go tell Vlaak that you fixed the portal, hopefully.
(set:$portalact to 1)]}
[[You return outside, to the tunnel at the top of the stairs.|tunnel]]Your men fan out to inspect the buildings. The shrine opposite you is entirely exposed thanks to the colonnade that serves as its front wall, but the flanking buildings are clearly designed for the caretakers of this shrine and provide some privacy. The doors open and close without so much as a creak thanks to the maintenance spells. Once inside, however, your men are very eager to come out again, as their cries would attest.
{
(click:'cries')[<br>Because you were all preoccupied with the fountain, the shrine and the search for loot, you hadn't noticed that there was a suspicious amount of spider webbing that had accumulated in the corners and between some of the pillars. You had attributed it to the long years of neglect. It would appear that that is not the case. Hot on the heels of your men, several large spiders with cruelly sharp mandibles come skittering out of the windows. Once you have all reassembled on the steps to the tunnel, you attack.]
(if:$fight is 1)[(click:'you attack')[(if:$style is 1)[(if:$fireball is 1)[<br><br>You yell to your companions to shield you as you ready the spell ingredients you bought from Tanya. Meanwhile, the huge spiders close in on the warriors at the front of your formation. Next to you your hunter is shooting arrow after arrow into their thick carapace with little effect. Your warriors merely manage to hold back the spiders and the priestess of (if:$rude > 2)[Shar](else:)[Selûne] who travels with you does not have much battle magic to offer.
<br><br>
It falls to you. At your command, your warriors herd the swarm of spiders together in front of the fountain and then quickly jump back when a fireball comes roaring into the midst of the swarm. Legs and mandibles are seen scattering to all directions, trailing gore while unearthly shrieks rend the air. Your men make short work of the remains of the spider swarm, making sure to stab at anything soft that still heaves. Apart from a scratch here or there, you got out of this predicament rather well.]
(else:)[<br><br>Your companions shield you and the priestess of (if:$rude > 2)[Shar](else:)[Selûne] who travels with you while the both of you frantically prepare any spells or dive for wands in your packs to fend off the many-eyed monsters. You can hear one of your warriors cry out when a scything attack from one of the spiders cuts him across the shoulder. If only you had had some spell ingredients to do some major magic...
<br><br>
No matter, while your priestess is offering a small amount of shielding to your companions with her prayers, your hunter is finding the weak spots in the monsters' carapace, making them stagger back enough for your warriors to dig a sword into their underbellies. When next your gaze crosses with an eight-eyed terror, you almost smack yourself in the head. Of course! You yell to the others to shield their eyes and mutter an incantation, thrusting your arm forward. A ball of searing light floats from your hand, blinding the closest spiders. Their shrieks rattle your spine, but you yell "now" over them and watch your warriors start to eviscerate the spiders left and right as they struggle in the throes of their blindness.
<br><br>
Your men make short work of the remains of the spider swarm, making sure to stab at anything soft that still heaves. Your warriors are pretty cut up, however. You send up a prayer to Lady Luck that they weren't poisoned.]]
(if:$style is 2)[(if:$weapon is 1)[<br><br>Without so much as a second thought, you rush headlong into the fray, swinging your swords left and right. Thanks to the whetstones you purchased from Tanya, you leave nasty cuts wherever your blades pass. Meanwhile, the hunter and the priestess of (if:$rude > 2)[Bhaal](else:)[Tempus] who travel with you offer support from the rear, sending arrows or shielding you and your fellow warriors as you make short work of these arachnid monstrosities.
<br><br>
You focus all your efforts on slashing at the monsters' eyes, chopping off a mandible or a leg when the opportunity allows. Luckily, there are only a few of the monstrous spiders while the rest of the swarm merely harrass you. After a few succesfull hits, the monsters retreat. Your men make short work of the remains of the spider swarm, making sure to stab at anything soft that still heaves. Apart from a scratch here or there, you got out of this predicament rather well.]
(else:)[<br><br>Your companions the priestess of (if:$rude > 2)[Bhaal](else:)[Tempus] who travels with you while she frantically prepares spells and reaches for a wand in her pocket to fend off the many-eyed monsters. With a barbarian warcry, you storm headlong into the fray, smashing your war-axe down on the head of one of the spiders. While the impact must hurt, your edge does not quite break the creature's carapace. Beside you, one of your warriors cries out when a scything attack from one of the spiders cuts him across the shoulder. If only you had sharpened your weapons before this engagement...
<br><br>
No matter, while your priestess is offering a small amount of shielding to your companions with her prayers, your hunter is finding the weak spots in the monsters' carapace, making them stagger back enough for your warriors to dig a sword into their underbellies. When next your gaze crosses with an eight-eyed terror, you almost smack yourself in the head. Of course! You focus all your efforts on slashing at the monsters' eyes, chopping off a mandible or a leg when the opportunity allows. Luckily, there are only a few of the monstrous spiders while the rest of the swarm merely harrass you. After a few succesfull hits, the monsters retreat.
<br><br>
Your men make short work of the remains of the spider swarm, making sure to stab at anything that still heaves. You and your fellow warriors are pretty cut up, however. You send up a prayer to Lady Luck that they weren't poisoned.]]
(if:$style is 3)[(if:$oils is 1)[<br><br>Your warriors take the brunt of the spiders' initial charge, yelling in anger to keep their blood up. The spiders hiss and flick their mandibles menacingly. Meanwhile, the priestess of (if:$rude > 2)[Kelemvor](else:)[Lathander] and hunter who travel with you do their best to prevent your men from being outflanked. With short swords coated with poisonous oils you got from Tanya, you dive into the fray, weaving between legs and wicked mandibles to strike at the soft hindquarters of the spiders.
<br><br>
The poisons are fast-acting, and pretty soon the spiders slump down on their articulated legs, struggling against paralysis. It is only a matter of finishing up for your warriors who make short work of the remains of the spider swarm. You and your men have a few cuts and bruises to show for it, but victory is yours this day.]
(else:)[<br><br>Your companions shield the priestess of (if:$rude > 2)[Kelemvor](else:)[Lathander] and hunter who travel with you while you frantically string your bow. You can hear one of your warriors cry out when a scything attack from one of the spiders cuts him across the shoulder. If only you had had something to turn the tide decisively. As it is, the battle will probably rage for a while...
<br><br>
Your priestess is offering a small amount of shielding to your companions with her prayers and your hunter is finding the weak spots in the monsters' carapace, making them stagger back enough for your warriors to dig a sword into a fleshy bit. When next your gaze crosses with an eight-eyed terror, you almost smack yourself in the head. Of course! You send arrows and a few throwing knives flying at the eerie globules of the huge spiders and watch some of them burst nastily. The spiders recoil and your warriors start to eviscerate the spiders left and right as they struggle in the throes of blinding pain.
<br><br>
The battle took a while, but now your men make short work of the remains of the spider swarm, making sure to stab at anything that still heaves. Your warriors are pretty cut up, however. You send up a prayer to Lady Luck that they weren't poisoned.]]]
(click:'remains of the spider swarm')[<br><br>You chuck the remains of the spiders on a pile and put a torch to it. Pretty soon the fountain sparkles from the bonfire dancing up beside it. (if:$heal is 1)[Thanks be to your foresight to buy a healing kit when you could. The clean strips of linen and salves you purchased come in handy as your priestess patches up your men.](else:)[Sadly, you did not bring enough bandages to staunch the bleeding of your warriors sufficiently. Your priestess does her best, adding a prayer for aid and healing where she can, but you do not believe that you have another fight in you.(set:$fight to 0)]
(set:$spiders to 0)<br><br>
Now you are ready to inspect the buildings in earnest. With swords at the ready this time, your men head indoors. Luckily, except for a lot of webbing, spider eggs and spiderlings, the many-legged menace is contained. From underneath the silk threads, you dig up small caches of golden coins and a decorative figurine or two. ((You have gained 500 gp of loot!))
(set:$loot to $loot + 500)<br><br>
When you have all combed through the two small buildings at least twice, you decide that you have found all you are going to find. Your priestess has gone to inspect the shrine, gawping at the dreadful mosaics showing all kinds of death by spider. One particular scene depicts an elf undergoing an excruciating transformation into something half-elf, half-spider. When your men are gathered to witness it, some of them spit on the floor and draw back swiftly. These dark haunts are better left undisturbed in the future.
<br><br>
[[You return to the central corridor|tunnel]]]]
(else:)[(click:'you attack')[(text-colour:'red')+(text-style:'smear')[
<br><br>
Your men are still worn out, tired and beaten up from the last fight. You may not like the outcome...
<br><br>]
(display:'death')]]}(text-colour:'red')+(text-style:'smear')[''The enemy overpowers you, striking at each of your companions in turn, picking out the weakened warriors first, before moving on to your hunter and priestess. At the last, you stand alone, worn down and sobbing at your own helplessness.
The final blow comes swiftly and leaves you winded and supine. The last few days flash before your eyes. Could you have done anything differently?
=><=
Do you want to try again?(click:'Do you want to try again?')[(reload:)]'']{(if:visits < 5)[Now that you have time to observe Vlaak up close, you can see that while his form is humanoid, his body is rail-thin underneath the robe he wears. The robe is made of no material you are familiar with and it iridesces like the scales of a fish, billowing softly in a mesmerising fashion. You cannot detect any breeze, however.
<br><br>
(if:visits > 1)["You have already asked me that question." When you do not respond, the creature's tentacles writhe in a gesture you can only assume is a cephalopodic shrug.<br><br>]
"I am an illithid. We live in the Underdark. But this is not the Underdark..." For a moment, a wave of unease or distress flashes across Vlaak's features. "I am alone."
<br><br>
[[You ask another question.|lair1]]]
(else:)[Vlaak does not think it necessary to respond to your query anymore. It seems you may be trying his patience...
<br><br>
[[You ask another question.|lair1]]]}For long minutes Vlaak stares at you - no, through you - before he deigns to answer.
"(if:visits > 1)[As I said before ]I was part of an inquisition into a Drow outpost. Or..." Vlaak trails off. His voice changes uncharacteristically - or rather, the feeling of his metallic grating on your mind changes to something more organic or familiar. "We were hunting a stag, but Hal missed..."
Before you can intercede, Vlaak seems to recover. "I found a portal there and foolishly activated it. It dragged me into these caves and... pain." The last word sounds strange coming from such a wicked creature.
{(if:$portalact is 0)[<br>[["Where is this portal?"|Q2b]]]
(else:)[<br>"You know this, however, for I can sense the magic of the portal hanging around you like a veil."]}
[[Go back.|lair1]]A strange hissing suddenly whispers around the cavern. Itis not until you pay attention to the -- are they lips? -- folds around Vlaak's mouth that you realise that he is making the noise.
{(if:visits is 1)[<br>"Ah, slaveling, what an insightful question!" Vlaak's demeanour seems to be changing. His voice becomes more grating, more of an actual intrusion in your mind. "Would you like to experience more of them?" His body swaggers forwards a little.
<br><br>
"No," you say decisively. "I am asking you if you are the one sending the nightmares, if you are the one who scared off the wildlife(if:$convov is 1)[, and if you are the one who killed some of the villagers]."
<br><br>
A powerful image interrupts your thoughts. A dark night, a restless horse, a ruthless need to eat something, and fear. An overwhelming amount of fear.<br>
(set:$cluev to $cluev +1)(set:$cluevi to 1)(if:$cluetf is 0)[(set:$cluet to $cluet +1)(set:$cluetf to 1)](if:$clueeh is 0)[(set:$cluee to $cluee +1)(set:$clueeh to 1)]]}
"The beasts of this land do not like my sendings," Vlaak confesses, "but I have not fed since I arrived."
(if:$cluevc is 0)[(set:$cluev to $cluev + 1)(set:$cluevc to 1)]
"And when was that?" your priestess asks.
Vlaak turns his face towards her, as if seeing your companions for the first time.
"No more than twelve revolutions of your accursed sun ago."
{(if:visits is 1)[(if:$clueva is 0)[(set:$cluev to $cluev +1)(set:$clueva to 1)]]}
You talk amongst yourselves. Twelve days is not a very long time ago...
{(if:$tennekt is 1)[<br>[["Did you kill Tennek's brothers?"|Q4]]<br>]
(if:$estreddt is 1)[<br>[["Did you kill Estredd's husband?"|Q5]]<br>]}
[["What are these strange thoughts, these sendings?"|Q3b]]
[[Go back.|lair1]]{(if:visits is 1)["What is a Tenneks?"
<br><br>
You all look at each other for a second. "I mean, did you murder the brothers of a man named Tenneks? I spoke to him and he said his two brothers disappeared a while ago and after that he started having strange dreams. This sounds like your doing"
<br><br>
Vlaak is visibly bored by your question. One lightdweller must be the same as any other to him. "I have not eaten yet."
<br><br>
"So, did you kill them?"
<br><br>
"No. The lightdwellers you refer to were no longer wanted. They left. Before I arrived. I saw this."
(set:$cluet to $cluet +2)(set:$cluete to 1)(set:$cluetf to 1)
<br><br>
"You saw it?"
<br><br>
"Yes," Vlaak responds -- exasperated? --, "in the minds of the lightdwellers above us."]
(else:)["You already have your answer." In your mind that sounded like someone arching an eyebrow.]}
[[You ask another question.|lair1]]{(if:visits is 1)["By husband, do you mean "mate"?" Vlaak asks.
<br><br>
"Yes, Vlaak, I do mean that. You must have seen - or heard - a woman grieving for her husband. Did you kill him?"
<br><br>
"No, not I."
<br><br>
"So if not you, who?" It is hard to stay calm with the obtuse answers you are getting. Some of your companions have drawn back to take care of their weapons. They prefer not to stand in the light near to Vlaak, where his moist skin and wavy tentacles make your hair stand on end.
<br><br>
"There is one, in the village, who did it. It occurred before I arrived. I have sampled his dreams many times. His shame is delicious. When I eat his brain... Hmmm..." With a shudder you realise that Vlaak is actually smiling.
(set:$cluee to $cluee +2)(set:$clueeh to 1)](set:$clueea to 1)
(else:)["Why do you care about these other materials?"
<br><br>
"What do you mean by "materials"?
<br><br>
"Those of the Prime Material Plane, of course."
<br><br>
"Speak sense, creature!" you say out loud, but Vlaak does not bother responding.]
(if:$proof is 1)[<br><br>[["Can you tell me anything about this?" You show the amulet you found on the body near the underground river.|Q5b]]]}
[[You ask another question.|lair1]]Vlaak actually meets your gaze this time. Its fishy eyes will haunt your dreams for years to come, but outwardly you try to remain calm.
(set:$portalt to 1)
"Inside these caves there is a Drow ruin. Hidden in a circular room the portal lies. It is damaged--" again, Vlaak's tone alters: "I didn't mean to, mommy, the pot fell by itself, honest!" Alongside the strange words, your vision is whirled through these caverns to look upon the Drow ruin. You are practically thrown against the doors of the circular room, but before the impact, you find yourself back in the dark cavern with Vlaak. All of you suffer a few vertiginous seconds, wobbling on your feet.
"Is something wrong?" you ask after you have regained your balance.
Vlaak seems to be ignoring you once more before continuing. "To open the door to the portal, you will need a sceptre-key. The Drow tied it with planar magic to the door. It cannot be far."
{(if:$portalq is 0)[[["If the portal were to be repaired, would you leave?"|Q2c]]
<br><br>
[["Can't you repair the portal?"|Q2c]]]
(else:)[[[You ask another question.|lair1]]]}A soft pinging enters into all of your minds, and you look at each other questioningly.
"Yes. It can be repaired," Vlaak says. The sound echoes through the cavern, its resonance warped even further. Somehow, you have caused some emotional response in this otherwise frigid creature.
(set:$portalq to 1)
[[Seems like that is all you are likely to get out of him on the subject.|lair1]]A confusion of images rushes through your mind: an unending series of stripped tree logs, bloody murder, the birth of a child, a burning charcoal stack and one man whipping a young boy beside it, the inside of a beaver dam, a child eating a stolen pie, a man and woman having sex, a wolf with its teeth around a deer's neck... They all start to blur together until you shake yourself.
(set:$vlaakgone to 1)
The appendages around Vlaak's head twist and turn while its body starts to squirm. He flings his arms up suddenly and though you expect an attack, nothing happens. "I can return through the portal? Yes. Yes, I must!" (if:$style is 1)[You can feel a small tendril of magic coming from Vlaak, reaching for something. You assume he is testing the portal, though how he is able to do so from what must be a few hundred feet away, you do not know.]
Before you can react, Vlaak flies past you through the tunnel, presumably towards the Drow ruins. Rude. Not even so much as a thank you. Let's hope the villagers feel more grateful.
[[Go back.|lair]]"Ah, my sendings. You do not like them?" You detect a glint of malicious glee in Vlaak's black eyes. "The humans live just above us and my sendings allow me to control chattel such as yourself when I am close to them." One of your companions starts to draw his weapon, but you command him to hold.
"However," Vlaak pauses, "I cannot control all; they would turn on me. I am old, but I am not foolish. Besides, I derive a certain... pleasure from the thoughts of these villagers. Their toil, their misery, their secrets. It is such sweet delight."
A few of you bristle at the thought of this mind-vulture sitting here in his cave, enjoying human suffering. "I'm happy for you, but why give them nightmares? If you can read minds, surely you can do so surreptitiously, especially if you feel threatened?"
(if:visits is 1)[(if:$cluevg is 0)[(set:$cluev to $cluev +1)(set:$cluevg to 1)]]
"I... cannot contain it. My mind reaches out for the others--" Another vision interrupts Vlaak's speech: a din of liquid shapes and sounds, in purples and bloodreds, mingles on every surface, and an enormous brain seems to wallow in brine. You can actually smell death and decay, and one of your warriors steps aside to retch violently.
{(if:$tennekt is 1)[<br>[["Did you kill Tennek's brothers?"|Q4]]<br>]
(if:$estreddt is 1)[<br>[["Did you kill Estredd's husband?"|Q5]]<br>]}
[[You ask another question.|lair1]](set:$cluevf to 1)(set:$cluev to $cluev +1)(goto:'end'){(if:$proofq is 0)[Before you can say another word, the amulet is whisked out of your hand by a trifling gesture from Vlaak. He peers down at it for a time. Unbidden, your mind unfolds with visions of domesticity: a woman giving her husband a kiss, a child riding on his father's back, a harvest party with dancers strung out like beads in a large circle around a bonfire... You recognise the village, but not the people in the visions. However, one thing is very clear: the amulet was worn by a man.
<br><br>(set:$proofq to 1)
"Is that all?" you ask.
<br><br>
Vlaak shudders and nearly floats down to touch the ground, as he rights himself, he looks you in the eye and this time you feel the alien images crawling inside your mind. You surmise that these images are thoughts and feelings that have been displaced from someone who is reliving them now. You see a river at night, a scuffle, and you hear the words, "I am sorry, cousin," before the scene fades.
<br><br>(set:$cluee to $cluee +1)(set:$clueei to 1)
"She suspects her other mate," Vlaak says. Though you ask him to be more specific, he does not reply.]
(else:)["You have asked me that already. Look for the answers in your own memories, lightdweller."]}
[[You ask another question.|lair1]]"The beast is dead. It lies as no more than a pile of silvery goo in yonder caves. I have brought you one of its tentacles as proof." You show one of the snaky appendages you had cut from the monster's head.
(set:$reward to $reward + 250)(set:$diplo to $diplo + 3)
Clep takes the trophy, looks at it askance and opens his mouth. "I will take your word for it, good Sirs. Please, we have scraped together what little we all have. It is yours."
(if:$ambush is 1)[(set:$reward to $reward - 50)]
You take the pouch that is filled with coins, some petty jewels and a few rings. You thank the Alderman and then call to your men to saddle the horses: you ride for Baldur's Gate.
{(if:$promissory is 1)[<br> Before you leave, Clep hands you the promissory note. He reminds you to seek out the merchant called Jehan De Neugaard for your reward.<br>]}
[[Take your leave of the Alderman.|end]]"The beast has been ushered back whence it came, Goodman. It had arrived by old dark elven sorcery and we managed to send it back. Rest easily these coming nights." All of your men stand proudly beside you.
(if:$ambush is 1)[(set:$reward to $reward - 50)]
"It is gone, you say, but you have not slain it, nor brought any proof of your deeds? How am I to believe you speak truly?"
{(if:$rude > 2)[<br>
"You will simply have to believe it, peasant, and be grateful. This creature would have sucked your brains out through your nose if we had not come by when we did. Now pay us, or rue the consequences!"
(set:$reward to $reward + 100)<br><br>
"Forgive me, Masters," Clep holds up his hands. I did not mean to impugn your honor. Here, take this reward. I deem ye have earned it," he hands you a pouch and steps back swiftly.
<br>]
(else:)[<br>
"We do not seek to deceive you good people. We did not think battle to be necessary in this case," you say.
<br><br>
"That may be, but are ye sure that it or those of its ilk will not return? Are we truly safe now? Ye would have been better to rid this scourge from the face of Toril!" He takes a breath, calms down and says, "Still, I shall not see you leave unrewarded. Here, take this. It is all our poor village could muster."
(set:$reward to $reward + 150)<br>]}
You take the pouch that is filled with coins, some petty jewels and a few rings. You thank the Alderman and then call to your men to saddle the horses: you ride for Baldur's Gate.
{(if:$promissory is 1)[<br>
Before you leave, Clep hands you the promissory note. He reminds you to seek out the merchant called Jehan De Neugaard for a handsome reward.
<br>]}
[[Take your leave of the Alderman.|end]]"There is indeed a monstrosity in the caves below, Alderman, but it is not worth our time or our hides to get in its way. (if:$diplo > 1)[We thank you for the hospitality you have shown us, but we must be getting on." You all nod towards Clep and mount up.](else:)[Maybe you will have better luck with the next unfortunates who find themselves lost in these woods," you smile nastily.(set:$rude to $rude + 1)](set:$rude to $rude + 1)(set:$diplo to $diplo - 1)
(if:$promissory is 1)[<br>
"I know I promised to write you a note for the merchant Jehan de Neugaard," Clep says, "but I think you will understand when I say that you have not earned it."
<br>]
[[You take your leave before the villagers take an axe to your head.|leaverude]]"Let us drink to our success, Master Clep!" you jovially embrace the Alderman and guide him to the well. He is bemused, but follows you nonetheless. You haul up a bucket of water yourself and pour it out into an earthenware cup. You raise it high to Clep and say, "To your health, Master Clep," and take a long swig.
While you noisily wipe your mouth and chin, one of your companions standing next to you puts some of the powdered roots and leaves into the cup. You had bought them from Clep's mother. She would rue that sale, forsooth! Then you hand the cup to Clep and urge him to drink deep. "Wassail!" he says and drinks lustily.
(set:$poison to 0)
Next, you hand the cup over to one of your comrades so they can continue the toasts. You take Clep by the arm and steer him away again to talk about your successes. Behind you, your friends make sure to rinse out the cup thoroughly before drinking from another one they had found, making loud, boastful toasts to distract Clep.
(set:$diplo to $diplo + 2)
[[Mischief managed.|resolutionc]](text-style:'underline')[Inventory]
Your loot is $loot gp.
Your reward will be $reward gp.
{(if:$stolen > 0)[You have stolen $stolen gp.<br>]}
{(if:$proof is 0)+(if:$sceptre is 0)[]
(else:)[(text-style:'underline')[Items you have found<br>]
(if:$proof is 1)[<> An amulet; You took this off the corpse near the underground river.<br>]
(if:$sceptre is 1)[<> An ornate sceptre. You found this in the Drow ruins.<br>]]}
(text-style:'underline')[Items you have purchased]
{(if:$heal is 1)[<> A healing kit with clean linen, thread and some balm.<br>]
(if:$poison is 1)[<> A powder of poisonous herbs.<br>]
(if:$weapon is 1)[<> A few whetstones and a quiver of arrows.<br>]
(if:$fireball is 1)[<> Spell ingredients to create fires and fireballs.<br>]
(if:$oils is 1)[<> Poisonous oils to coat your blades and knives with.<br>]
(if:$heal is 0)+(if:$weapon is 0)+(if:$fireball is 0)+(if:$oils is 0)+(if:$poison is 0)[You haven't purchased any items.<br>]}You approach the nearest house where a woman dressed in haggard black clothes sits on a hardwood bench, churning butter. Your horses' hoofbeats do not register at first as she tamps down hard with the plunger. Once all six of you have come within spitting distance, however, she stops, resting the churn between her legs.(click-replace: "house")[hovel]
(set:$starty to 1)
"G'day, m'lards, how'sit can I help you?" she rasps and attempts to look meek. In your dusty, sweaty and mostly dishevelled condition, you are sure that you appear anything but lordly. You assume the villagers do not get a lot of visitors.
"Well met, my good woman..."(click-replace:'"Well met, my good woman..."')["Well met, my good woman. We are travellers on our way to the city of Baldur's Gate. We have, however, taken a wrong turn. Mayhap we can overnight in your village? Do you have any food or drink we might barter for?"
(set: $diplo to 1)(set:$rude to $rude-1)
She looks at you for a long time, seemingly deciphering your speech. "Aye, Baller's Gate lies down this 'ere road, sure 'nuff. But I cannit tell if you'll make it through them woods. There's a terrible monster lurking in these woods, you see. We're safe enough, we are, as we cut the forest back, but wanderers betimes nay be so lucky.
"T'ain't for me to hassle your lordships. You want Clep, him's your man our Clep is, the alderman, Sirs." She sits nodding to herself, fiddling with the plunger.
"Where may we find Master Clep?"(click-replace:'"Where may we find Master Clep?"')["Where may we find Master Clep, good woman, pray tell?" By now all of you have dismounted, most standing behind their horses, gently rubbing sore backsides and stretching weary bones. As the de facto spokesman you have been bombarded to nobility and are forced to act the part.
"Eh? Oh, 's him at the well, Sirs, drinking a pitcher. Good go your road," she finishes speaking with a sonorous finality. Before you are well on your way, the beating of butter continues.
Your party heads over to the alderman.|alderman]]You approach the nearest house where a woman dressed in haggard black clothes sits on a hardwood bench, churning butter. Your horses' hoofbeats do not register at first as she tamps down hard with the plunger. Once all six of you have come within spitting distance, however, she stops, resting the churn between her legs.(click-replace: "house")[hovel](set: $rude to $rude+1)(set:$starty to 1)
"G'day, m'lards, 'ave you been riding in that there forest? Tha's dangerous, sirs, what with the monster about an' all!" she rasps and attempts to look meek. In your dusty, sweaty and mostly dishevelled condition, you are sure that you appear anything but lordly. You assume the villagers do not get a lot of visitors.
"Spare us the act, little mother."(click-replace:'"Spare us the act, little mother."')["Spare us the act, little mother. We are tired, hungry and very, very thirsty, if you catch my drift. Now hop to it!"
With a glance at your weapons, she ducks indoors and quickly comes back with two loaves of bread and a pitcher of beer, handing them over with trembling hands.
You take a rough bite from one of the loaves, and with your mouth full you say, "Two stinking loaves of coarse bread, woman? Is that all? I ought to let you taste my riding crop and see if you like it!"
"M'sirs, 'tis nearly suppertime... why don't you go a-talkin' to Alderman Clep over yonder at the well. I 'ave stew, but 'tis not ready yet, you see...
"We'll be back for that stew, woman. And maybe for a little more, ey?" You and your company - especially the woman riding next to you - burst out laughing.|alderman]"Surely, good Sirs, you can spare a moment to hear our woes? Maybe you will reconsider, yes? In the mean-time, be welcome as our guests."
Your men give curt nods which you translate for the Alderman into a tired "Aye". As soon as another bucket is hauled up, your companions slake their thirst, fill up water bottles, clean their faces and necks and generally tend to their needs and those of their horses.
(display:'exposition')With the teal glow of the fungi at your back, your companions clasp hands again to traverse the rocky path that leads back to the entrance of the cave system. The cold whistling of the wind that you experienced in the tunnel dies down gradually -- a small mercy.
[[You move forward to the entrance of the caves.|dungeonenter]]
[[You return to the tunnel.|tunnel]]{(if:visits is 1)[You have climbed out of the cavern with the underground river. The rushing of water has dimmed only to a deafening roar as its echoes still boom around your ears. Very soon you have reached the hole you saw from the cavern floor. On the other side, the path strewn with boulders leads back down into a passage running left to right.]
(else:)[The climb is still arduous for those of your companions who are loaded with heavy packs or who are holding torches. Luckily, it is a short one as you can see the light of your torches reaching into a passage. The rushing of water has dimmed to a deafening roar.]}
[[You move forward to the passage.|forkm-reverse]]
[[You return, going from boulder to boulder, back to the cavern with the underground river.|cave1]]{(if:visits is 1)[You climb down and find yourself in a passageway that has been split by the boulder you are standing on. To your left runs a path that looks to be about as broad as this one is.
<br><br>
To the right, the way ahead seems to grow narrower, forcing your party to walk one by one. You wonder at the sound of water echoing all around you. Intellectually, you know that it is coming from behind, but it seems to envelop you like a cloak of sound.
<br><br>
Behind you, your torches light up the boulders and the hole you climbed in through.]
(else:)[The sound of rushing water still echoes around you. You have come back to the boulder that split up this path. You light another torch as your previous one runs down before continuing. To the left the path seems easily traversible, while to your right it narrows.]}
[[Take the left path.|forkmr]]
[[You head through the narrow passage to your right.|dungeonenter]]
[[You climb back up.|forkml]]The rocks are treacherous underfoot as you crawl down the shaft, leading onto a narrow track of rocks that must have been carved out by the trickle of water flowing past your hands. Many of your comrades have received cuts on their hands or arms from steadying themselves against the razor-sharp rocks. A breeze howls around your ears with the sounds of rushing water. {(if:$heal is 1)[You will make sure to use your healing kit once you are out of here to patch up the wounded.]
(if:$style is 2)[<br><br>Because of your exceptional fitness, you might manage to get yourself and your party back up the vertical shaft into the cavern you came from.
<br><br>
[[You climb back up to the sound of rushing water.|cave1]]]
(else:)[<br><br>Your men stagger down the shaft. They will be unable to get back up there even with all of you working together. The only way forward is the (if:visits > 1)[treacherous ]narrow path.]}
[[You follow the shaft downwards.|forkl-reverse2]]{(if:visits is 1)[The path runs on for what seems like ages, sloping slightly upwards and running straight ahead, as best as you can tell in the gloom of the torchlight.
(if:$vlaak is 1)+(if:$vlaakgone is 0)+(if:$style is 1)[<br><br>
The aura of menace lessens in your mind, though occasionally you still see a flash of a thought. In these moments an alien emotion comes over you: a combination of despair, fear and loneliness.]
<br><br>
A good half hour passes and you make good progress. The ground underneath you is slick and bumpy, but no worse than a forest floor for traversing it. You hear a whistling after a few more minutes of walking. There is a crack in the rock whence the whistling wind comes that you just might squeeze yourselves into.]
(else:)[You have returned to the place where a crack rends the rock. A keening sound whistles through it. You can choose to return to the creature's lair or move upwards.]}
[[Crawl into the fissure in the cave wall.|forklr]]
[[Continue along the passage.|dungeonenter]]
[[Return to the creature's lair.|lair]]{(if:visits is 1)[The dank odour of the cave combined with the smoky gutter of the torches makes your companions wheeze and sneeze alternately. This part of the caves is a little roomier. The sound of water echoes all around you, making it difficult to pinpoint the direction it is coming from.
<br><br>
You climb a small boulder in your way, and see that you could climb some more boulders to your right or get down and follow the path where it narrows once more.]
(else:)[The sound of rushing water still echoes around you. You have come back to the boulder that split up this path. You light another torch as your previous one runs down before continuing. Ahead of you the passage narrows, while to your right you can climb up into a chamber dimly seen in the flicker of your torches.]}
[[You climb up the boulder.|forkml]]
[[You move forward to the narrow path.|dungeonenter]]
[[You return to the dead end you came from.|forkmr]]{(if:visits is 1)[The rent in the rock that you have been crawling through for what feels like hours, finally opens up into a large hall. In the gloom of the torchlight, you can see it sloping upwards to your right, and downwards to your left.
(if:$vlaak is 1)+(if:$vlaakgone is 0)+(if:$style is 1)[<br><br>
An aura of menace, a dull ache in your mind, has been forming for a while now and occasionally you see a flash of a thought. In these moments an alien emotion comes over you: a combination of despair, fear and loneliness.]
<br><br>
[[Turn left, heading upwards along the passage.|dungeonenter]]
<br><br>
(if:$vlaaksee is 1)[[[Go to the creature's lair.|lair]]]
(else:)[[[Turn right, moving downwards along the passage.|lair]]]]
(else:)[You have returned to the place in the large passage where the crack rends the rock. A keening sound whistles through it. The path runs away from it on both sides, sloping upwards to your right, and downwards to your left.
<br><br>
[[Turn left, heading upwards along the passage.|dungeonenter]]
<br><br>
(if:$vlaaksee is 1)[[[Go to the creature's lair.|lair]]]
(else:)[[[Turn right, moving downwards along the passage.|lair]]]]}
[[Return through the crack in the wall that you came from.|forklr]]Angling for the northern reaches beyond the village, you soon hit upon the river. You know that it will eventually meet up with the stream that passes Daggerford. It is not very broad, but thanks to the steep incline and mostly straight course it is a wild forest river that lends itself wonderfully to sending the stripped tree trunks downriver to the plains between Baldur's Gate and Daggerford.
Following the slope downwards for a mile or so, you reach a part of the forest that appears more lively on both banks. (if:$style is 1)[The nagging feeling in the back of your mind that you felt as you neared the village has also receded. ]You find nothing remarkable as you explore further.
[[You try heading further west to scout out the north-western approach to the village.|northwest]]
[[You try heading further east to scout out the north-eastern approach to the village.|northeast]]
[[You return to your vantage point at the forest's edge.|searchforest]]
[[You go back to the village.|convo]]Clep glowers at you. "Had ye anything else to tell me?"
{(if:$poison is 1)+(if:$helpless is 1)[[[You cannot quite believe that this man killed his own cousin and then dumped his body in the river. Maybe there is something you can do about it...?|poison]]
<br><br>]
(if:$vlaak is 0)[[[You give Clep the good news: the monster is dead!|resolution1]]]
(if:$vlaakgone is 1)[[[You give Clep the good news: the monster is gone!|resolution2]]]
(if:$vlaaksee is 1)+(if:$vlaakgone is 0)+(if:$vlaak is 1)[[[You tell Clep the news.|resolution3]]]}Clep bends to you, "So, what of this victory, ey?"
{(if:$vlaak is 0)[[[You give Clep the good news: the monster is dead!|resolution1]]]
(if:$vlaakgone is 1)[[[You give Clep the good news: the monster is gone!|resolution2]]]
(if:$vlaaksee is 1)+(if:$vlaakgone is 0)+(if:$vlaak is 1)[[[You tell Clep the news.|resolution3]]]}A chronological listing of all the variables used: 69 in total
Header:
$backcolor --> color coding for background
Start:
$loot --> money
$fight --> 1 fight guaranteed
$vlaak --> presence of the mind flayer
$style --> class
$fireball --> mage special item
$weapon --> warrior special item
$oils --> bard special item
$cluevj --> clue F for Vlaak
Beginning:
$stealv --> stealing from the villagers
$rude --> rudeness
$diplo --> tactfulness
$starty --> spoke to someone before leaving outright
$alderman --> talked to Clep at start
$promissory --> was promised a substantial reward
$reward --> amount of money you will be rewarded
Post-Exposition:
$expositionv --> visited "exposition"
$cluev --> general clues for Vlaak
$cluevb --> clue B for Vlaak
$cluevc --> clue C for Vlaak
$cluevd --> clue D for Vlaak
$convov --> visited "convo"
$ambush --> were ambushed or not
$dungeonenter --> visited "dungeonenter"
$vlaakgone --> Vlaak teleported away
$vlaaksee --> saw the mind flayer, Vlaak
$tennekt --> talked to Tennek
$cluet --> general clues for Tennek
$cluetg --> clue G for Tennek
$clueta --> clue A for Tennek
$cluetc --> clue C for Tennek
$cluevg --> clue G for Vlaak
$cluetd --> clue D for Tennek
$proof --> proof of Haledin's death
$estreddt --> talked to Estredd
$cluee --> general clues for Estredd
$clueec --> clue C for Estredd
$clueed --> clue D for Estredd
$clueee --> clue E for Estredd
$clueve --> clue E for Vlaak
$timathy1 --> talked to Timathy
$clueeg --> clue G for Estredd
$clueeb --> clue B for Estredd
$clueef --> clue F for Estredd
$clueth --> clue H for Tennek
$clueti --> clue I for Tennek
$cluetb --> clue B for Tennek
$clueva --> clue A for Vlaak
$searchforestv --> visited "searchforest"
$heal --> healing kit item
$stolen --> amount of stolen money
$poison --> poison item
Forest & Cave:
$blackmail --> option to blackmail Clep
$spiders --> spiders in Drow ruins
$sceptre --> key in Drow ruins
$companiondead --> whether or not you had a dead companion or not
$portalact --> portal activated or not
$portalt --> talked about the portal
$cluevj --> clue J for Vlaak
$portalq --> asked question about portal or not
$cluevi --> clue I for Vlaak
$cluetf --> clue F for Tennek
$clueeh --> clue H for Estredd
$cluete --> clue E for Tennek
$clueea --> clue A for Estredd
$proofq --> asked question about $proof
$clueei --> clue I for Estredd
Resolution:
$helpless --> Estredd feels helpless about Clep as the murderer
$resolutionv --> visited "resolution"