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<<if $activeMap == true>><<include activeMap>><</if>><<if $activeMap == false>><<include inactiveMap>><</if>>
<<if $showInv == true>><a data-passage="inventory"><img src=images/other/inventorySatchel.jpg width=100%></a><</if>>
<div class="squadpic"><<if $felicity.color == true and $showFR == true>><a data-passage="felicity"><img src=images/characters/felicityThumbnail.jpg width=50%></a><</if>><<if $felicity.color == false>><a data-passage="felicity"><img src=images/characters/felicityOut.jpg width=50%></a><</if>><<if $rebecca.color == true and $showFR == true>><a data-passage="rebecca"><img src=images/characters/rebeccaThumbnail.jpg width=50%></a><</if>><<if $rebecca.color == false>><a data-passage="rebecca"><img src=images/characters/rebeccaOut.jpg width=50%></a><</if>>
\<<if $mateo.color == true and $showMC == true>><a data-passage="mateo"><img src=images/characters/mateoThumbnail.jpg width=50%></a><</if>><<if $mateo.color == false>><a data-passage="mateo"><img src=images/characters/mateoOut.jpg width=50%></a><</if>><<if $carson.color == true and $showMC == true>><a data-passage="carson"><img src=images/characters/carsonThumbnail.jpg width=50%></a><</if>><<if $carson.color == false>><a data-passage="carson"><img src=images/characters/carsonOut.jpg width=50%></a><</if>></div>
<p style="text-align:center"><<popup "Credits" "creditsPopup">></p><img src=images/characters/mateoProfile.jpg width=100%>
Mateo works as an assistant for one of the magical researchers in the city. He knows a small amount of magic.
Mateo is very large. He is impulsive and destructive, but he does not enjoy fighting. He uses his magical knowledge to defend himself whenever he feels threatened.
Mateo carries a large staff for practical reasons, using it to open windows that are out of reach or to knock items down from high shelves. <<if $hasLight == true>>His glowing staff is casting enough light to explore dark areas.<</if>>
<<if $mapTileA == "roomAOver" and $roomA.score == 1>>Mateo's destructive impulses caused a catastrophe at the cluttered shelves. There could not have been a worse possible outcome.
<</if>><<if $mapTileB == "roomBOver" and $roomB.score == 3>>Mateo's destructive impulses held off the swarm of beetles in the dusty cellar. They might be even more effective somewhere else.<</if>>
<<include backButton>><img src=images/characters/felicityProfile.jpg width=100%>
Felicity is studying political science at university in the city of Tonciven.
Felicity is small and powerfully built. She methodical and destructive. Felicity develops solid plans before taking decisive action, shattering objects or people that cause problems.
Felicity is wielding a smashed barstool. The broken seat is being used as a shield to block incoming attacks, and the splintered leg is a makeshift club. <<if $hasLight == true>>Her glowing club and shield are casting enough light to explore dark areas.<</if>>
<<if $mapTileA == "roomAOver" and $roomA.score == 2>>Felicity's destructive plan was ill suited for searching the cluttered shelves. Her approach might work better under different circumstances.
<</if>><<if $mapTileB == "roomBOver" and $roomB.score == 4>>Felicity's destructive plan was incredibly effective for dealing with the swarm of beetles in the dusty cellar. Her approach might not work that well a second time.<</if>>
<<include backButton>><img src=images/characters/rebeccaProfile.jpg width=100%>
Rebecca is pursuing a communications degree at university in the city of Tonciven.
Rebecca is tall and slim. She is crafty, preferring to resolve problems by re-aligning objects, obstacles, or relationships. Rebecca rarely chooses direct conflict. She is impulsive, moving quickly to act on opportunities as she spots them.
Rebecca always carries a small blade that is rarely used in combat. It's mostly for minor vandalism and petty theft.
<<if $mapTileA == "roomAOver" and $roomA.score == 3>>Rebecca's crafty impulse led the group to discover something useful among the cluttered shelves, but she might be even more effective somewhere else.
<</if>><<if $mapTileB == "roomBOver" and $roomB.score == 1>>Following Rebecca's impulses in the dusty cellar was a terrible idea. There could not have been a worse possible outcome.<</if>>
<<include backButton>>
<img src=images/characters/carsonProfile.jpg width=100%>
Carson is an acolyte at the city's temple to Lady Bliss. He knows that Her favor is not earned easily, and rarely offered without a price.
Carson is patient and crafty, preferring to think his way through problems and to find non-violent solutions whenever possible.
Carson has a loop of chunky wooden prayer beads. Mateo often jokes that the heavy beads can be used as a fearsome weapon when the situation calls for it. <<if $hasLight == true>>His glowing prayer beads are casting enough light to explore dark areas.<</if>>
<<if $mapTileA == "roomAOver" and $roomA.score == 4>>Carson's crafty plans led the group to some interesting discoveries among the cluttered shelves. His approach might not be so successful in other situations.
<</if>><<if $mapTileB == "roomBOver" and $roomB.score == 2>>Carson's crafty plans were no match for the swarm of beetles in the dusty cellar. His approach might work better under different circumstances.<</if>>
<<include backButton>><<set $scoreTotal = $roomA.score+$roomB.score+$roomC.score+$roomD.score>><img src=images/other/inventorySatchel.jpg width=100%>
<<if $activeMap == false>>You know what? This isn't the <i>best</i> time to take inventory of the loot they found. Try checking back when the group isn't in the middle of a decision.<<else>>So far, the group has found:
<<if $scoreTotal == 0>>Nothing notable.
<</if>><U>VALUABLE ITEMS</u>
<<if $roomA.score > 2>>Some gold candlesticks and a small box of gold coins found among the cluttered shelves.
<</if>><<if $roomB.score > 2>>Someone's rainy day fund, consisting of some gemstones and a handful of coins, discovered in the dusty cellar.
<</if>><<if $roomC.score > 2>>A few coins and a handful of precious stones from the shelves in the barrel room.
<</if>><<if $roomD.score > 2>>Some money that belonged to the victims of the hissing spiders.
<</if>><<if $felicity.magic == true or $rebecca.magic == true or $carson.magic == true or $mateo.magic == true>><U>SPECIAL ITEMS</u>
<<if $felicity.magic == true>>Felicity found an impressive shield.
<</if>><<if $rebecca.magic == true>>Rebecca is wearing a magic necklace.
<</if>><<if $carson.magic == true>>Carson is wearing a gauntlet of power.
<</if>><<if $mateo.magic == true>>Mateo is carrying a Lorekeeper Codex
<</if>><</if>><</if>>
<<include backButton>><<nobr>>
<<set $mapImgB = "images/maps/mapBOpen.png">>
<<set $mapImgD = "images/maps/mapDPossible.png">>
<<set $mapTileD = "roomDDark">>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBSetup">>
<<set $activeMap = false>>
<<set $roomB.visited += 1>>
<</nobr>>
Windows high on the north wall are still providing light as the group moves into an area full of wine racks — although it could also serve as a museum display tracking the historical evolution of dust.
The adventurers move into the center of the space, and they hear a pair of noises from the south. It's an unearthly roar, followed by an immense rustling.
The rustling sounds familiar.
<table class="intro">
<tr>
<th>Felicity thinks it sounds like [[the ocean->roomBChoosing][$sound = "ocean"]] near her parents’ summer home.</th>
</tr>
<tr>
<th>It reminds Mateo of [[the Timesands->roomBChoosing][$sound = "sand"]] moving through the Great Hourglass in the church of Chronos.</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBPass">>
<</nobr>>
The group will defend against the swarm of beetles, and <<if $roomB.score == 4>>Felicity will carry out her destructive plan.<<else>>Mateo will act on his destructive impulse.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomBPass2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomBChoosing][$roomB.score = 0,$roomB.pic = "images/locations/dusty.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBFail">>
<</nobr>>
The group will try to stop the source of the roaring, and <<if $roomB.score == 2>>Carson will carry out his crafty plan.<<else>>Rebecca will act on her crafty impulse.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomBFail2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomBChoosing][$roomB.score = 0,$roomB.pic = "images/locations/dusty.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><div id="passages"><<nobr>>
<<set $felicity= {
magic: false,
missing: false,
color: true,
response: "HELLS YEAH!"
}>>
<<set $rebecca= {
magic: false,
missing: false,
color: true,
response: "Sure, it'll be fun."
}>>
<<set $carson= {
magic: false,
missing: false,
color: true,
response: "Certainly."
}>>
<<set $mateo= {
magic: false,
missing: false,
color: true,
response: "Let's get this over with."
}>>
<<set $roomA= {
pic: "images/locations/cluttered.jpg",
score: 0,
visited: 0
}>>
<<set $roomB= {
pic: "images/locations/dusty.jpg",
score: 0,
visited: 0
}>>
<<set $roomC= {
pic: "images/locations/barrels.jpg",
score: 0,
visited: 0
}>>
<<set $roomD= {
pic: "images/locations/vaulted.jpg",
score: 0,
visited: 0
}>>
<<set $advRemain = 4>>
<<set $choiceResponse = "Yes.">>
<<set $firstDark = false>>
<<set $hasLight = false>>
<<set $introPic = "images/locations/introRoom.jpg">>
<<set $lastLocation = "startingPoint">>
<<set $lootCount = 0>>
<<set $lootList = []>>
<<set $lootScore = 0>>
<<set $mapImgA = "images/maps/mapAStart.png">>
<<set $mapImgB = "images/maps/mapBStart.png">>
<<set $mapImgC = "images/maps/mapCStart.png">>
<<set $mapImgD = "images/maps/mapDStart.png">>
<<set $mapTileA = "roomASetup">>
<<set $mapTileB = "roomBSetup">>
<<set $mapTileC = "roomCDark">>
<<set $mapTileD = "roomDReturnLater">>
<<set $showMC = false>>
<<set $showFR = false>>
<<set $showInv = false>>
<<set $scoreTotal = $roomA.score+$roomB.score+$roomC.score+$roomD.score>>
<<set $stoneList = ["Azure", "Bloodstone", "Agate", "Carnelian", "Hematite", "Citrine", "Moonstone", "Onyx", "Obsidian", "Quartz", "Turquoise", "Diamond", "Ruby", "Pearl", "Emerald", "Aquamarine", "Sapphire", "Black pearl", "Fire opal", "Peridot", "Opal", "Topaz"]>>
<</nobr>>
</div><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $mapTileB = "roomBOver">>
<<set $activeMap = true>>
<<set $lastLocation = "roomBOver">>
<<set $needArt = true>>
<</nobr>>
<<if $roomB.score > 2>>Once the beetles have departed, the group examines the room.
“Over here,” Mateo says. “I think I found someone’s rainy day fund.” He hoists a leather pouch that makes a promising clinking noise. It holds a handful of gold coins and some gemstones that should be worth something.<<if $roomB.score == 4 and $rebecca.missing == false>>
<<if $carson.missing == true>>"Quite a find! That calls for a celebration."<<else>>Carson is thoughtfully scanning undamaged bottles. “Some of this wine might be valuable to the right collectors.”
“Well, it’s a pity that somebody drank it first!”<</if>> Rebecca casually breaks open a bottle and tilts her head back to take a drink. However, there is no liquid. Her amused companions watch as a necklace flies out of the bottle to smack her in the face.<<set $rebecca.magic = true>>
Felicity is especially entertained. “Do you want to try that again, Bex?”
Rebecca has picked up the necklace from the floor and defiantly fastened it around her neck. “No, thank you. Now that I’ve chosen the right accessories, I think I’m ready to resume our search elsewhere.”
<b>Rebecca has found an especially useful item!</b><</if>><<else>>After the beetle rampage, everyone is too shaken to loot the wreckage of the dusty cellar.<</if>>
<<include tryElsewhere>>
<span id="bottom"> </span>
<<button[[Back to the Adventure!->$lastLocation]]>><</button>>ADVENTURE MAP:
<div class ="squadpic"><a data-passage="$mapTileA"><img @src=$mapImgA width=50%></a><a data-passage="$mapTileB"><img @src=$mapImgB width=50%></a><a data-passage="$mapTileC"><img @src=$mapImgC width=50%></a><a data-passage="$mapTileD"><img @src=$mapImgD width=50%></a></div><<set $needArt = true>>Map disabled.
(decision in progress)
<div class ="squadpic"><img @src=$mapImgA width=50%><img @src=$mapImgB width=50%></div>
\<div align="center"><img @src=$mapImgC width=50%><img @src=$mapImgD width=50%></div><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $lastLocation = "roomASetup">>
<<set $activeMap = true>>
<<set $roomA.visited += 1>>
<</nobr>>
The group is in a cluttered cellar. The room is illuminated by some grubby windows high on the north wall that let in light from the street level above.
<<if $roomB.visited >= 1>>The heaps of junk in this room may be less organized, although it’s tough to tell. High in one corner of the room, a lone beetle is bumping against the glass — smarter members of the swarm managed to escape through a nearby opening in one of the windows.<<else>>This area is filled with piles of junk, including moth-eaten costumes, hideous furniture, broken equestrian gear, worn-out fishing equipment, amateur taxidermy gone awry, and ruined artwork in battered frames.<</if>>
<<if $roomA.visited == 1>>“Right,” Mateo says, “Let’s break this stuff open, take the shiny bits, and get back to drinking.”
Carson isn’t so sure. “If it was easy for Otis to find gold in this mess, then he wouldn’t have trouble paying his bills. We should equip ourselves for some serious exploration.”<<elseif $roomA.visited == 2>>Rebecca thinks of Mateo’s earlier remark, asking “why haven’t we tried looting this stuff yet?”
Carson has doubts. “Wouldn’t this place have been picked clean already?”<<else>>The group eyes the assembled junk warily. They might as well search it for <i>something</i>.<</if>>
One of them must take the lead:
<table class="choices">
<tr>
<th><<if $felicity.missing == true>><span style="color:Gray">Felicity has been incapacitated.</span><<else>>Felicity has destructive plans to search for [[treasure->roomAFail][$roomA.score = 2,$choiceResponse = $felicity.response,$roomA.pic = "images/locations/clutteredF.jpg"]]<</if>></th>
</tr>
<tr>
<th>Rebecca has a crafty impulse to look for [[useful items->roomAPass][$roomA.score = 3,$choiceResponse = $rebecca.response,$roomA.pic = "images/locations/clutteredR.jpg"]]</th>
</tr>
<tr>
<th>Mateo has a destructive impulse to search for [[treasure->roomAFail][$roomA.score = 1,$choiceResponse = $mateo.response,$roomA.pic = "images/locations/clutteredM.jpg"]]</th>
</tr>
<tr>
<th>Carson has a crafty plan to look for [[useful items->roomAPass][$roomA.score = 4,$choiceResponse = $carson.response,$roomA.pic = "images/locations/clutteredC.jpg"]]</th>
</tr>
</table>
You can also explore other areas.
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $lastLocation = "roomAFail">>
<<set $activeMap = false>>
<</nobr>>
The group will search through the clutter for anything valuable, and <<if $roomA.score == 2>>Felicity will carry out her destructive plan.<<else>>Mateo will act on his destructive impulses.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomAFail2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomASetup][$roomA.score = 0,$roomA.pic = "images/locations/cluttered.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $lastLocation = "roomAPass">>
<<set $activeMap = false>>
<</nobr>>
The group will look for useful items in the clutter, and <<if $roomA.score == 4>>Carson will carry out his crafty plan.<<else>>Rebecca will act on her crafty impulse.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomAPass2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomASetup][$roomA.score = 0,$roomA.pic = "images/locations/cluttered.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $mapTileA = "roomAResolve1">>
<<set $lastLocation = "roomAResolve1">>
<<set $needArt = true>>
<<set $roomA.pic = "images/locations/clutteredDone.jpg">>
<</nobr>>
<<if $felicity.missing == false and $roomA.score == 4>>"<i>Hello, beautiful!</i>" Felicity has found a gleaming shield marked with the crest of Count Olasco. It's almost as tall as her, but it's also very light. She immediately slings it over her back, and her eyes challenge the rest of the group to try and take it from her.
Nobody is feeling especially suicidal.
<b>Felicity has found an especially useful item!</b><<set $felicity.magic = true>>
<</if>><<if $roomA.score > 2>>Now that the junk has been cleared away, the doors of the devotion cupboard open easily. The group quickly spots a set of valuable gold candlesticks inside. There's no trace of any candles, so another light source will be necessary.
The candlesticks might help settle their bar tab, so the group collects them along with a small box full of gold coins that they also find in the cabinet.
<</if>><<if $roomA.score < 3>>The junk avalanche has left the doors of the cupboard securely blocked. However, Rebecca finds a decayed iron star that was someone’s Flametide decoration in decades past. She uses it as a crude prybar, successfully breaking open the top of the cabinet before the star shatters into useless pieces of rust.
<</if>>Carson finds some amber oil inside the devotion cupboard, as he suspected. Mateo works the oil into the group's wooden objects and [[speaks a short incantation->roomAResolve2]].
<span id="bottom"> </span><<nobr>>
<<set $lastLocation = "intro">>
<a href="#bottom"><img src=images/locations/introRoom.jpg width=100%></a>
<</nobr>>
The four are divided into pairs, seated at opposite ends of the bar. They're trying to ignore each other while Otis the barman lurches around on his wooden leg.
“Plans are fine for taking on an entire army,” Rebecca says, “but improvisation will always win a one-on-one fight. The element of surprise is unstoppable.”
Felicity has heard this argument before. “Nothing's more surprising than getting surrounded because you weren't prepared.”
<table class="intro">
<tr>
<th>[[Felicity and Rebecca->intro2][$introChoice = "A", $showFR = true, $introPic = "images/locations/girls.gif"]] are here because they like the atmosphere.</th>
</tr>
<tr>
<th>[[Carson and Mateo->intro2][$introChoice = "B", $showMC = true, $introPic = "images/locations/boys.gif"]] need to unwind after a demanding morning.</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<<set $lastLocation = "intro2">>
<a href="#bottom"><img @src=$introPic width=100%></a>
<</nobr>>
<<if $introChoice == "A">>Felicity and Rebecca are from wealthy families who thought that sending them to Tonciven's University would teach them refinement and manners. The two of them agreed to go because the city offered more opportunities for getting into trouble.
They enjoy shocking their peers by wearing trousers in public, but they prefer to drink at the Wyvern because its patrons know when to mind their own business.<<else>>Mateo hoists his empty mug and calls out, “Otis, you smelly old bandit, we’re ready for another round!”
“That’s hardly fair, you know I can’t do anything about the smell.” The barman shoots a questioning glance at Felicity, who declines another drink with a subtle shake of her head.
Mateo is an apprentice serving one of the city’s oldest Lorekeepers, and Carson is an acolyte at the Temple of Lady Bliss. Both of them are regularly assigned the most menial, unpleasant tasks available, which says a lot when you consider the wide range of degrading, back-breaking chores required to keep Tonciven running smoothly.<</if>>
Carson and Mateo have seats with a better view of the door, watching carefully as it opens. A scaly emissary eases into the establishment, tasting the air with his forked tongue as he approaches Otis.
“Lady Cochise has received your message about this month’s payment.”
Otis nods in response, gesturing for the emissary to follow him into the back. Frederick hasn't shown up for his shift yet, so the four drinkers are left alone.
<table class="intro">
<tr>
<th>Neither Felicity nor Rebecca have heard of Lady Cochise, and they’re curious about this [[new arrival.->intro3][$introChoice2 = "A", $showFR = true, $introPic = "images/locations/cochise.jpg"]]</th>
</tr>
<tr>
<th>Carson and Mateo recognize the name. They know some deals are better done [[in private.->intro3][$introChoice2 = "B", $showMC = true, $introPic = "images/locations/boys.gif"]]</th>
</tr>
</table>
<span id="bottom"> </span>
<<nobr>>
<<set $lastLocation = "intro3">>
<a href="#bottom"><img @src=$introPic width=100%></a>
<</nobr>>
<<if $introChoice2 == "A">>The Broken Wyvern doesn’t have a proper business office, but it does have a secluded area in the back. In fact, it’s secluded enough to thwart anyone trying to eavesdrop.
Rebecca sets up an elaborate trick with her knife that “accidentally” throws it across the bar. It gives her an excuse to go collect it, but she still doesn’t get close enough to overhear anything.<<else>>Unresolved problems make Mateo uncomfortable. “Should we start looking for a new bar?”
Carson shrugs in response. The two of them stare wordlessly at their drinks.<</if>>
Otis emerges from the back room, followed by the emissary. The scaly messenger moves to the center of the room and makes an elaborate bow.
“Lady Cochise will send some of her deputies to resolve this issue tomorrow morning.”
After it leaves, Otis turns to his four customers. “You need to settle your bar tabs. Right now. Unless you pay up, the Broken Wyvern won’t see another night in business.”
None of them is carrying anywhere near enough cash, but Otis has already moved to block the door. “If you don’t have the money, you’ll have to find it in the basement.”
<table class="intro">
<tr>
<th>Felicity and Rebecca are expecting to organize a [[rummage sale->intro4][$introChoice3 = "A", $showFR = true]].</th>
</tr>
<tr>
<th>Carson and Mateo know the city's [[history->intro4][$introChoice3 = "B", $showFR = true]].</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBChoosing">>
<</nobr>>
The roar sounds again, and the rustling is getting closer.
<<if $sound == "sand">> It's no hourglass.<<else>> It's no ocean.<</if>> It’s a swarm of beetles, each the size of a pint glass. They're about to flood into the cellar from a tunnel in the south wall.
Felicity has started making calculations. "That's a lot of bugs," she says. "We should get ready to start directing traffic."
<<if $rebecca.missing == true and $carson.missing == true>>Mateo agrees. "Let's encourage them to keep moving."
<<elseif $rebecca.missing == true>>“I think we should stop that roaring,” Carson says. “Something is driving this swarm into a panic.”<<else>>“Nah,” Rebecca counters, “let’s go stop that roaring, and the beetles can take care of themselves.”<</if>>
The group doesn’t have much time to make a decision.
<table class="choices">
<tr>
<th>Felicity is developing a destructive plan to stop the [[swarm of beetles->roomBPass1][$roomB.score = 4,$choiceResponse = $felicity.response,$roomB.pic = "images/locations/dustyF.jpg"]]</th>
</tr>
<tr>
<th><<if $rebecca.missing == true>><span style="color:Gray">Rebecca has been incapacitated.</span><<else>>Rebecca's crafty impulse will try to stop the [[source of the roaring->roomBFail][$roomB.score = 1,$choiceResponse = $rebecca.response,$roomB.pic = "images/locations/dustyR.jpg"]]<</if>></th>
</tr>
<tr>
<th>Mateo is ready to act on his destructive impulse to stop the [[swarm of beetles->roomBPass1][$roomB.score = 3,$choiceResponse = $mateo.response,$roomB.pic = "images/locations/dustyM.jpg"]]</th>
</tr>
<tr>
<th><<if $carson.missing == true>><span style="color:Gray">Carson has been incapacitated.</span><<else>>Carson's crafty plan will try to stop the [[source of the roaring->roomBFail][$roomB.score = 2,$choiceResponse = $carson.response,$roomB.pic = "images/locations/dustyC.jpg"]]<</if>></th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBPass2">>
<<include lootBot>>
<</nobr>>
<<if $roomB.score == 4>>“Everyone stay behind me!”
Felicity leaps onto the nearest wine rack, roaring like a pint-sized Valkyrie. Her weight topples the structure and causes a domino effect across half the room, creating mounds of smashed wood and broken glass. Then she strikes a spark on her boot buckle to set the alcohol ablaze.
<b>Felicity has created a flaming barricade that diverts the beetles.</b>
The adventurers regroup in the northeast corner of the room while the beetles rush for the safety of the cluttered shelves to the west. Some beetles veer from the swarm, but Felicity quickly smashes them with her makeshift club.
The flames are short-lived, burning themselves out around the same time that the last beetle exits the cellar.<<else>>Mateo takes a deep breath and issues a roar of his own. It’s a near-perfect mimicry, sending the terrified insects racing along the south wall toward the safety of the cluttered shelves. He topples one of the wine racks for good measure, bringing it down with a roaring crash.
<b>Mateo’s distraction has confused and redirected the beetles.</b>
The unruly swarm tips over some more of the wine racks as they flee the room, creating mounds of smashed wood and broken glass.
The adventurers watch the departing beetles and wait to see if anything else is going to challenge them. Things seem quiet for the moment.<</if>>
After the beetles depart, [[the group surveys the wreckage of the dusty cellar->roomBResolve]].
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $lastLocation = "roomBFail2">>
<</nobr>>
<<if $roomB.score == 2>>Carson quickly realizes that the tunnel extends too far into the dark, and there’s no way he can get past the beetles to stop the source of the roaring. His backup plan is to collapse the tunnel opening.
Carson targets the ancient stonework supporting the tunnel, grabbing a heavy bottle of wine and shattering it against the archway. The masonry holds.
<b>Carson abandons his plans as the beetles drive him back into the room.</b>
The scuttling and clicking of beetle legs and mandibles is almost deafening, but the swarm isn't rushing to attack the group of four.
“They’re trying to escape,” Felicity yells. “Let them pass through!” The fleeing insects knock over the wine racks as they race towards the cluttered shelves to the east, leaving mounds of smashed wood and broken glass behind.<<else>>“I’m not scared of a few bugs!” Rebecca runs toward the south tunnel, but she loses her footing and stumbles before she gets there. The beetles are now a more immediate concern than the roaring.
<<if $felicity.magic == true>>Felicity is driven to action by seeing her friend in danger. She charges forward to protect her friend from the swarm, sweeping beetles aside and crushing them with her giant shield.
By the time she’s done, the shield is so encrusted with ichor that it can barely be lifted. Felicity discards it in a pile of beetle innards and shell fragments.<<set $felicity.magic = false>>
<<elseif $mateo.magic == true>>Mateo is not about to leave Rebecca in peril. He rushes forward, swinging the Lorekeeper codex in wide arcs that sweep beetles out of the way. It gives the group enough space to get Rebecca to safety, but the codex has to be discarded and disappears underneath the swarm of beetles.<<set $mateo.magic = false>>
<<else>><<set $felicity.missing = true>>Felicity rushes forward to help her fallen friend. She wades into the tide of beetles and is quickly overwhelmed, but her desperate charge allows Mateo to pull Rebecca to safety.
<</if>>The adventurers shelter in the far corner of the room while crazed beetles knock over the wine racks on their way toward the cluttered shelves to the west. The rampage leaves mounds of smashed wood and broken glass behind.<</if>>
The shaken adventurers <<if $felicity.missing == true>>[[look for their fallen friend->felicityDown][$roomB.pic = "images/locations/dustyROver.jpg"]]<<else>>[[take a moment to regroup->roomBResolve]]<</if>>.
<span id="bottom"> </span><<nobr>>
<img @src=$roomB.pic width=100%>
<<set $lastLocation = "roomBOver">>
<</nobr>>
There's nothing of value left in this wreckage.
<<include tryElsewhere>><<nobr>>
<a href="#bottom"><img src=images/locations/stairs.jpg width=100%></a>
<<set $lastLocation = "intro4">>
<<set $showInv = true>>
<<set $activeMap = true>>
<<if $showFR == false>>
<<set $showFR = true>>
<</if>>
<<if $showMC == false>>
<<set $showMC = true>>
<</if>>
<</nobr>>
<<if $introChoice3 == "A">>“Are we supposed to haul out your old junk so you can sell it?” Rebecca sounds doubtful that this plan will work.
Carson blinks before asking a question of his own. “You girls know that this building used to be part of Count Olasco’s compound, right?”
Rebecca is a skilled liar, but it's tough to cover up her ignorance. “Of course we did,” she claims, “we just wanted to be sure you knew what you were getting into.”<<else>>Mateo can’t believe what he’s hearing. “You expect us to go down there and face off against the beast that took your leg? You must be mental!”
Otis shrugs. “You’ve still got a few hours before the sun goes down. As I see it, you can either explore the cellar now, or deal with collection agents from Lady Cochise later.”
Across the bar, Felicity has already smashed her stool into pieces. She’s experimentally swinging one leg as a makeshift club and holding the seat so she can use it for a shield. “Add this to my tab,” she says. “Now, when do we get started?”<</if>>
Otis leads them to a stout door in the back that is normally secured with heavy oak bars. Felicity, Rebecca, Mateo, and Carson descend an ancient stone staircase to begin their adventure.
<b>The map on the left is now active.</b>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomB.pic width=100%></a>
<<set $mapTileB = "roomBOver">>
<<set $lastLocation = "roomBOver">>
<<set $activeMap = true>>
<<set $advRemain -= 1>>
<<set $felicity.color = false>>
<<set $felicity.magic = false>>
<</nobr>>
Rebecca dashes over to Felicity, who is already raising herself to her knees.
The tiny fighter is in bad shape. The beetles didn't respond to her as a threat, but Felicity is covered in cuts and bruises. She’s also having an allergic reaction — her eyes are beginning to swell shut.
Mateo’s assessment is blunt. “She needs to get to a healer.”
Felicity nods weakly. “You’ll have to scrounge up enough loot to pay both our tabs, Bex. You know I can pay you back later.”
Felicity leaves the group to seek medical attention upstairs, and the remaining adventurers have to decide where they’ll explore next.
<<include tryElsewhere>>
<span id="bottom"> </span><img src=images/other/popupLogo.gif width=100%>
<i>Bitterly Indifferent Studios Presents:</i>
<b><u>Tonciven: The Flagon of Count Olasco</u></b>
<b>Art Director:</b>
<a href="https://www.facebook.com/pg/DonaldConradDraws/" target="_blank">Donald Conrad</a>
<b>Programming:</b>
<a href="https://bitterlyindifferent.itch.io/" target="_blank">Peter M.J. Gross</a>
<b>Technical Consultant:</b>
<a href="http://www.cortstratton.org/" target="_blank">Cort Stratton</a>
ver0.94<<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<include lootBot>>
<<set $lastLocation = "roomAPass2">>
<</nobr>>
<<if $roomA.score < 4>>“What’s that over there?” Rebecca has spotted a large cabinet in the far corner of the room. “It looks big enough to store something interesting.”
Carson agrees. “It might be a devotion cupboard. That’s worth investigating further.”
[[The group clears a path through the junk to access the devotion cupboard->roomAResolve1]].<<else>>Carson spots something on the far side of the room. “Mateo,” he asks, “Didn’t you say that Master Gurk has been working with amber oil recently?”
“Yeah, it’s more of a paste, really. That stuff smells terrible and leaves my claws feeling greasy for days.”
“Well,” Carson continues, “What do you see over in that corner?”
“It looks like a devotion cupboard. Maybe it still has some supplies!”
<<if $felicity.missing == false>>[[Felicity spots something interesting while the rest of the group moves to investigate the cupboard.->roomAResolve1][$roomA.pic = "images/locations/clutteredF.jpg"]]<<else>>[[The group clears a path through the junk to access the devotion cupboard->roomAResolve1][$roomA.pic = "images/locations/clutteredOil.jpg"]].<</if>><</if>>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $lastLocation = "roomAFail2">>
<</nobr>>
<<if $roomA.score == 2>>“We should start with the biggest pile,” Felicity declares. She begins breaking things apart with enthusiasm and sorting the remains into organized heaps.
The rest of the group begins sifting through the junk in the center of the room. Unfortunately, someone disturbs a load-bearing taxidermy experiment.
<b>The heap of junk topples over. It’s lucky that nobody was hurt.</b><<else>>Mateo begins climbing the enormous pile of junk in the center of the room. He has spotted a familiar gleam, and he gets his claws on it in short order.
Unfortunately, it was merely flakes of gold paint crumbling from the frame of some rotted artwork. Mateo's efforts have thrown the pile off balance.
<b>The heap of junk topples over. A lady's travel case, containing glass bottles of makeup, flies through the air.</b>
<<if $rebecca.magic == true>>Rebecca moves with impossible speed, knocking the case aside before it can strike Carson. The bottles shatter on the floor, creating a puddle of mysterious liquid<<else>><<set $carsonHit = true>>It lands squarely on Carson, and he gets covered by mysterious liquid.<</if>><<set $carson.missing = true>>
"I think my grandmother had a travel case like that," Rebecca says. "But I've never seen that kind of makeup before."
"Fashions change over a few hundred years," Mateo observes. "It doesn't look like a good match for Carson's complexion, though."<</if>>
The group is ready to give up their search, but they spot a devotion cupboard in the corner. They wade through the junk to [[see what's inside->roomAResolve1][$roomA.pic = "images/locations/clutteredOil.jpg"]].
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $roomA.pic = "images/locations/clutteredDone.jpg">>
<<set $activeMap = true>>
<<set $mapTileA = "roomAOver">>
<<set $lastLocation = "roomAOver">>
<<set $carson.magic = false>>
<</nobr>>
<<if $rebecca.magic == true>>"I hate working with this stuff," Mateo says. "it's always so messy." He flicks a glob of oil from his claws, and it lands in the puddle of mysterious liquid. The puddle starts smoking and bubbling.
"That looks like Witchblossom." Carson looks at Rebecca, remembering how she stopped the case from spilling its contents on him. "That would have been nasty if you hadn't moved so quickly. Thanks."
Rebecca moves a hand to her neck. "My necklace is missing! It had me knocking that case aside before I even realized what was happening, but now it's gone. The clasp must have broken open in all the confusion."
<b>Rebecca has lost her useful item.</b><<set $rebecca.magic = false>><<set $carson.missing = false>>
<<else>><<set $advRemain -= 1>><<set $carson.color = false>>"Mateo, I can't feel my hands. Do you think it's..."
"Ugh, of <i>course</i> they'd be using Witchblossom back then."
Rebeca is irritated because she doesn't understand what's happening. "What are you going on about?"
Carson's nostrils have already started bleeding as he races for the stairs. Mateo explains, "Witchblossom was used as a cheap substitute for more expensive ingredients until people realized how it reacts with amber oil. The Public Hygiene Act banned it in 1481."
Carson and Mateo know that he doesn’t have much time to get back to his temple before the rapidly spreading nerve damage becomes permanent. The stumbling cleric shouts a farewell. "Mateo, don't let them shut the Wyvern!"
<</if>><<include tryElsewhere>>
<span id="bottom"> </span><<nobr>>
<img @src=$roomA.pic width=100%>
<<set $lastLocation = "roomAOver">>
<</nobr>>
There's nothing else to find in this room.
<<include tryElsewhere>><<nobr>>
<a href="#bottom"><img @src=$roomA.pic width=100%></a>
<<set $lastLocation = "roomAResolve2">>
<<set $roomA.pic = "images/locations/clutteredDone.jpg">>
<<if $carson.missing == false>>
<<set $mapTileA = "roomAOver">>
<<set $lastLocation = "roomAOver">>
<</if>>
<<if $carsonHit == true>>
<<set $roomA.pic = "images/locations/clutteredMOver.jpg">>
<</if>>
<</nobr>>
"Let there be light!"
<<set $hasLight = true>><<if $felicity.missing == false>>Felicity’s improvised weapon and <</if>>Carson’s prayer beads start glowing along with Mateo’s staff.
Rebecca doesn't have a light source, but that's not a problem. “I do some of my best work in the dark,” she winks. <<if $felicity.missing == false>>
“Come off it, Bex. Stealing money from inattentive drunks is hardly a challenge.”
“They were <i>handsy</i> drunks, Felicity. It’s completely different.”<</if>>
The group can now explore dark areas!
Mateo also spots a jar of carbon calcite powder inside the cupboard, which disappears into his robes. "This could be fun to work with," he explains.
<<if $carson.missing == true>>[[But something odd happens when Mateo finishes up with the amber oil->carsonDown]].<<else>><<include tryElsewhere>><<set $activeMap = true>>
<</if>>
<span id="bottom"> </span><<nobr>>
<img src=images/locations/darkness.jpg width=100%>
<<set $lastLocation = "roomCDark">>
<</nobr>>
<<if $hasLight == false>>The group doesn't get very far before the gloom is too dark to see anything. This area can't be explored without a light source.
<<elseif $firstDark == true>><<nobr>>
<<set $activeMap = false>>
<<set $mapTileC = "roomCSetup">>
<</nobr>>
<<if $advRemain < 2>>Rebecca has been left exploring on her own, but she’s too curious to be fearful. She picked up Felicity’s shield to light her way, and now she’s excited to see what undiscovered treasures await in the room ahead.
Then she realizes that [[she’s not alone.->roomCSetup]]<<elseif $advRemain < 3 and $carson.missing == false>>Rebecca is sad that Felicity had to leave their little adventure, but she appreciates Carson's thoughtful approach to problem solving.
“This crest we’ve been seeing," Rebecca asks, "Is from <i>the</i> Count Olasco? Olasco the bloody?”
"From before the Great Awakening, yes."
That's when the two realize that [[they're not alone.->roomCSetup]]<<else>>As the group moves through the dimly lit passages, Rebecca thinks about the family crest they've encountered.
“Do these rooms date back to <i>the</i> Count Olasco? Olasco the bloody?”
"From before the Great Awakening, yes." <<if $carson.missing == false>>Carson<<else>>Mateo<</if>> says. "It seems likely."
"I wonder if we'll find his dungeons down here," Rebecca says.
"Olasco had a complex of dungeons, torture chambers, and catacombs beneath an entire quarter of the city," <<if $carson.missing == false>>Carson<<else>>Mateo<</if>> answers. "I wouldn't be surprised."
That's when they realize that [[they're not alone.->roomCSetup]]<</if>><<else>><<nobr>>
<<set $activeMap = false>>
<<set $mapTileC = "roomCSetup">>
<<set $firstDark = true>>
<</nobr>>
The warm glow of Amber Oil has lit up the underground complex, and Mateo is busy looking for treasure. “I wonder if these passages date back to the Clash of Five Families,” he says.
“Which families?” Rebecca is fairly certain that her relatives weren’t involved, but anything’s possible.
“I thought you went to a fancy school,” he snaps. “Don’t they teach you any history?”
<<if $felicity.missing == false>>Felicity<<elseif $carson.missing == false>>Carson<<else>>Rebecca<</if>> waves for quiet. [[There's something up ahead->roomCSetup]].
<</if>>
<<nobr>>
<img src=images/locations/darkness.jpg width=100%>
<<set $lastLocation = "roomDDark">>
<</nobr>>
<<if $hasLight == false>>The group doesn't get very far before the gloom is too dark to see anything. This area can't be explored without a light source.
<<elseif $firstDark == true>><<nobr>>
<<set $activeMap = false>>
<<set $mapTileD = "roomDSetup">>
<</nobr>>
<<if $advRemain < 2>>Mateo is annoyed at Carson for leaving him alone. He never expected the other two to pull their own weight, but this excursion is cutting into valuable drinking time.
Then he spots a discarded egg sac on the floor ahead of him, and he realizes that the room ahead must be [[infested with hissing spiders.->roomDSetup]]<<elseif $advRemain < 3 and $felicity.missing == false>>Mateo is annoyed about Carson leaving, but he grudgingly admits that Felicity's casual approach to violence has been helpful.
“This crest we’ve been seeing," Felicity says, "Is from <i>the</i> Count Olasco? Olasco the bloody?”
"From back when two footed apes ran the place, yeah. It seems likely."
Then Mateo spots a discarded egg sac on the floor, and he realizes that the room ahead is [[infested with hissing spiders.->roomDSetup]]<<else>>As the group moves through the dimly lit passages, <<if $felicity.missing == false>>Felicity<<else>>Rebecca<</if>> thinks about the family crest they've encountered.
“Do these rooms date back to <i>the</i> Count Olasco? Olasco the bloody?”
"From back when two footed apes ran the place, yeah," Mateo says. "It seems likely."
"I wonder if we'll find his dungeons down here," <<if $rebecca.missing == false>>Rebecca<<else>>Felicity<</if>> says.
"Olasco had a complex of dungeons, torture chambers, and catacombs beneath an entire quarter of the city," Mateo answers. "I wouldn't be surprised."
Then Mateo spots a discarded egg sac on the floor, and he realizes that the room ahead is [[infested with hissing spiders.->roomDSetup]]<</if>><<else>><<nobr>>
<<set $activeMap = false>>
<<set $mapTileD = "roomDSetup">>
<<set $firstDark = true>>
<</nobr>>
The warm glow of Amber Oil has lit up the underground complex, and Mateo is busy looking for treasure. “I wonder if these passages date back to the Clash of Five Families,” he says.
“Which families?” Rebecca is fairly certain that her relatives weren’t involved, but anything’s possible.
“I thought you went to a fancy school,” he snaps. “Don’t they teach you any history?”
<<if $felicity.missing == false>>Felicity<<elseif $carson.missing == false>>Carson<<else>>Rebecca<</if>> waves for quiet. [[There's something up ahead->roomDSetup]].
<</if>><<nobr>>
<<set $mapImgC = "images/maps/mapCOpen.png">>
<<if $mapImgD == "images/maps/mapDStart.png">><<set $mapImgD = "images/maps/mapDPossible.png">><</if>>
<a href="#bottom"><img @src=$roomC.pic width=100%></a>
<<set $lastLocation = "roomCSetup">>
<<set $activeMap = false>>
<</nobr>>
There's just enough time to take in brief details of this new space -- giant barrels, some of which could be rooms in their own right, stored in neat rows stretching off into the distance -- before it's clear that a creature is lurking up ahead.
<<if $advRemain < 2>>Rebecca is going to head over and say hello.<<elseif $advRemain < 3 and $carson.missing == false>>Rebecca and Carson agree that they should split up to gain the element of surprise.
<<else>>Fleeing is not an option, but there is a minor disagreement over tactics.
Do they concentrate their strength by advancing together, or spread out to gain the element of surprise?<</if>>
<table class="choices">
<tr>
<th><<if $felicity.missing == true>><span style="color:Gray">Felicity has been incapacitated.</span><<else>>Felicity wants to charge forward [[together.->roomCFail][$roomC.score = 1,$choiceResponse = $felicity.response,$roomC.pic = "images/locations/barrelsF.jpg"]]<</if>></th>
</tr>
<tr>
<th><<if $advRemain < 2>>Rebecca will improvise as she advances, looking to [[gain the upper hand.->roomCPass][$roomC.score = 4,$choiceResponse = $rebecca.response]]<<else>>Rebecca wants to [[spread out.->roomCPass][$roomC.score = 4,$choiceResponse = $rebecca.response,$roomC.pic = "images/locations/barrelsR.jpg"]]<</if>></th>
</tr>
<tr>
<th><<if $mateo.missing == true>><span style="color:Gray">Mateo has been incapacitated.</span><<else>>Mateo wants the group to advance [[together.->roomCFail][$roomC.score = 2,$choiceResponse = $mateo.response,$roomC.pic = "images/locations/barrelsM.jpg"]]<</if>></th>
</tr>
<tr>
<th><<if $carson.missing == true>><span style="color:Gray">Carson has been incapacitated.</span><<else>>Carson wants the group to [[spread out.->roomCPass][$roomC.score = 3,$choiceResponse = $carson.response,$roomC.pic = "images/locations/barrelsC.jpg"]]<</if>></th>
</tr>
</table>
<b><<if $advRemain < 2>>Rebecca<<elseif $advRemain < 3>>The two adventurers<<else>>The group<</if>> can't proceed without making a choice.</b>
<span id="bottom"> </span><<nobr>>
<<set $mapImgD = "images/maps/mapDOpen.png">>
<<set $lastLocation = "roomDSetup">>
<<set $activeMap = true>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<</nobr>>
This room is a massive chamber with a vaulted ceiling. The symbol of House Olasco is prominent on the walls.
Dancing shadows and swaying cobwebs make it difficult to measure the true size of the space, but it feels impressively large. It also feels menacing — hissing spiders are clearly watching and waiting at the edges of the light.
“The only good spider is a dead spider,” Mateo says. “There’s a reason why the city health authority has them on the ‘Kill on Sight’ list.”
<<if $advRemain < 2>>Mateo has no time for their nonsense. Carbon calcite is quite effective in these situations, and he plans to use it.<<elseif $advRemain < 3 and $felicity.missing == false>>Felicity doesn’t want to take any chances either. The question is whether this situation calls for a deliberate plan or some destructive improvisation.<<else>>But neither Otis nor Lady Cochise are willing to pay money for spider chunks, and it’s impossible to tell how many spiders are lurking in the gloom. Is it really worth the risk of a direct confrontation?<</if>>
<table class="choices">
<tr>
<th><<if $felicity.missing == true>><span style="color:Gray">Felicity has been incapacitated.</span><<else>>Felicity has a destructive plan to [[kill the spiders->roomDPass][$roomD.score = 3,$choiceResponse = $felicity.response,$roomD.pic = "images/locations/vaultedF.jpg"]]<</if>></th>
</tr>
<tr>
<th><<if $rebecca.missing == true>><span style="color:Gray">Rebecca has been incapacitated.</span><<else>>Rebecca has a crafty impulse to [[avoid the spiders->roomDFail][$roomD.score = 2,$choiceResponse = $rebecca.response,$roomD.pic = "images/locations/vaultedR.jpg"]]<</if>></th>
</tr>
<tr>
<th>Mateo has a destructive impulse to [[kill the spiders->roomDPass][$roomD.score = 4,$choiceResponse = $mateo.response,$roomD.pic = "images/locations/vaultedM.jpg"]]</th>
</tr>
<tr>
<th><<if $carson.missing == true>><span style="color:Gray">Carson has been incapacitated.</span><<else>>Carson has a crafty plan to [[avoid the spiders->roomDFail][$roomD.score = 1,$choiceResponse = $carson.response,$roomD.pic = "images/locations/vaultedC.jpg"]]<</if>></th>
</tr>
</table>
<b>You can also use the map on the left to explore other areas.</b>
<span id="bottom"> </span><<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCPass">>
<</nobr>>
The group will spread out to surprise the cellar inhabitant, and <<if $roomC.score == 4>>Rebecca will take the lead.<<else>>Carson will be the point person.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomCPass2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomCSetup][$roomC.score = 0,$roomC.pic = "images/locations/barrels.jpg"]]</th>
</tr>
</table>
<<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCFail">>
<</nobr>>
The group will confront the creature together, and <<if $roomC.score == 2>>Mateo will be in front.<<else>>Felicity will lead the charge.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse->roomCFail2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomCSetup][$roomC.score = 0,$roomC.pic = "images/locations/barrels.jpg"]]</th>
</tr>
</table><<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $lastLocation = "roomDPass">>
<<set $activeMap = false>>
<</nobr>>
Hissing spiders are a dangerous threat that must be neutralized, and <<if $roomD.score == 4>>Mateo is ready to do some magical cleanup.<<else>>Felicity is antsy to bash some arachnids.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse|roomDPass2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomDSetup][$roomD.score = 0,$roomD.pic = "images/locations/vaulted.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $lastLocation = "roomDFail">>
<<set $activeMap = false>>
<</nobr>>
The group will try to avoid the nest, and <<if $roomD.score == 2>>Rebecca will take the lead.<<else>>Carson will implement a crafty plan to clear the way.<</if>>
<table class="verifying">
<tr>
<th>[[$choiceResponse|roomDFail2]]</th>
</tr>
<tr>
<th>Wait a minute, [[I changed my mind.->roomDSetup][$roomD.score = 0,$roomD.pic = "images/locations/vaulted.jpg"]]</th>
</tr>
</table>
<span id="bottom"> </span><<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCPass2">>
<<include lootBot>>
<</nobr>>
<<if $roomC.score == 4>>As she advances, Rebecca looks for ways that the environment can give her an advantage.
<b>This was a great choice.</b>
Rebecca finds some frayed ropes keeping one of the supports in place, and it's quick work to cause a collapse.
Massive barrels crash to the floor, blocking escape routes and herding her terrified opponent toward the back of the room.
<<else>>Despite his size, Carson can be very quiet when the situation demands it.
The adventurers spread out and advance on the creature. As they move forward, Rebecca sees a way to bring down some of barrels and herd their opponent toward the back of the room.
<</if>>The collapsing wooden racks cause a chain reaction that is louder and more destructive than the group anticipated. They are unharmed, but the creature escapes to the east just before wreckage blocks that exit.
[[Time to see what was left behind.->roomCResolve]]
<<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCFail2">>
<</nobr>>
The group's plan falls apart almost immediately.
The creature is bigger and faster than they had expected, and it has too many arms. Some of them move like legs. The point is that there are a lot of limbs, none of them behave like anything civilized, and all of them resent being disturbed.
The group is knocked back, and some of the supports holding up the room's massive barrels are damaged in the scuffle. Everyone knows that the groaning noises and creaking wood are about to make things very unpleasant.
<<if $roomC.score == 2>>Mateo and the rest of the group crowd together while [[their mystery opponent scrambles away.|roomCFail3]]
<<else>>Felicity shouts "Stick together!" and roars a challenge. [[Their mystery opponent wants no part of it.|roomCFail3]]<</if>><<nobr>>
<img @src=$roomC.pic width=100%>
<<set $mapTileC = "roomCOver">>
<<set $lastLocation = "roomCResolve">>
<<set $activeMap = true>>
<<set $needArt = true>>
<</nobr>>
Some of the barrels were empty, some had been used to store quietly rotting materials, and others contained mystery liquids that have not done well after spending centuries in confinement. The barrel room is now a cluttered, stinking mess.
On the plus side, it's easier to search some easily overlooked shelves now that the room is completely trashed.
<<if $roomC.score > 2>>One of those shelves contains a pouch with some coins and a few gemstones. Otis will be happy to see that.
<</if>><<if $roomC.score > 3 and $mateo.missing == false>>Mateo also spots a codex bearing the symbol of the city's lorekeepers. It might come in handy.<<set $mateo.magic = true>>
<</if>>One of the shelves holds a tattered ledger. It looks like this area was part of an underground storehouse maintained by Count Olasco. The ledger's most recent entry establishes that everything in the stockpile should be long decayed by now.
<<if $roomC.score < 3>>Otis would not be interested in the historical value of the ledger, and the shelves contain nothing else worth noting.
<</if>>The mystery adversary has escaped through the tunnel to the east, and the shattered barrels have left no way to follow -- the search will have to continue in other parts of the cellar.
<<include tryElsewhere>><<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCOver">>
<</nobr>>
There's nothing else to find in this room. You should explore other areas.<<nobr>>
<img @src=$roomC.pic width=100%>
<<set $mapTileC = "roomCOver">>
<<set $lastLocation = "roomCOver">>
<<set $activeMap = true>>
<<set $advRemain -= 1>>
<<set $rebecca.color = false>>
<<set $rebecca.magic = false>>
<</nobr>>
Felicity makes a splint to immobilize Rebecca's damaged arm while the terrified creature disappears further into the tunnels under the city.
Rebecca's search for treasure ends here.
<<include tryElsewhere>><<nobr>>
<<include StoryInit>>
<<set $lastLocation = "intro">>
<img src=images/locations/introPic.jpg width=100%>
<</nobr>>
It is early afternoon in the Ageless City of Tonciven, and four patrons are [[drinking at the Broken Wyvern.|intro]]<<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $lastLocation = "roomDPass2">>
<</nobr>>
It's a bad day to be a spider.
<<if $roomD.score == 4>>Mateo knows a few charms that can augment the binding properties of carbon calcite, effectively turning the webs into deathtraps for the spiders that wove them.
Mateo's chanting is quickly followed by cracking noises and wet pops as carapaces are shattered by the crushing force of constricting webs.
<<else>>Felicity only needs a few moments to come up with a plan. She works <<if $advRemain > 2>>with the others<<else>>with Mateo<</if>> to tear down webbing and drive the spiders into the center of the room, leaving the arachnids with nowhere to hide.
Hissing spiders are dangerous when they catch their victims off guard, but <<if $advRemain > 2>>the group<<else>>the pair<</if>> exterminates them easily.
<</if>>[[The vaulted room is quite peaceful now.|roomDResolve]]
<<include lootBot>>
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $lastLocation = "roomDFail2">>
<</nobr>>
The spiders were never interested in peace. Violence is the only language they understand.
<<if $roomD.score == 2>>Hissing spiders use teamwork to distract and surround their prey, but Rebecca recognized what was going on before the group was surrounded. Her idea of finding a way around the spiders has to be abandoned.
<<else>>Carson's slow, methodical approach was unable to find a way around the spiders. Meanwhile, the spiders used teamwork to distract and surround their prey, making it difficult to determine how many are in the vaulted room.
<</if>>When the hissing starts, it's far too late to avoid confrontation.
<<if $roomD.score > 1>>The <<if $advRemain < 3>>pair<<else>>group<</if>> had managed to avoid getting split up by the spiders, and they defend themselves with the zealous violence of people who are eager to get back to drinking in the relative comfort of the Broken Wyvern.
<<else>>The spiders manage to separate the <<if $advRemain < 3>>pair<<else>>group<</if>>, and they have the advantage of numbers. The fight looks like it could go either way.
<<if $mateo.magic == true>>Mateo had been hoping to find some spells in the Lorekeeper codex, but the urgency of the situation requires direct action. He uses the heavy book to crush hissing spiders wherever he sees them.
<<set $mateo.magic = false>>Unfortunately, the codex is a mangled heap of tattered pages and spider viscera by the time he's done.<<elseif $felicity.magic == true>>Felicity starts swinging her massive shield and clearing out huge swaths of spiders and webbing alike.
<<set $felicity.magic = false>>She is successful at reuniting the adventurers and repelling the spiders, but the shield is ruined by the time she's done.<<elseif $rebecca.magic == true>>Rebecca's magic necklace gives her a flash of insight that predicts the attack. She shouts a warning and prevents the adventurers from getting completely routed.
<<set $rebecca.magic = false>>The attack is so chaotic that the thief fails to notice when the clasp on her necklace opens and the item drops to the floor. It is accidentally kicked into the shadows and never seen again.<<else>>The group eventually gains the upper hand, but Mateo is bitten several times by spiders. They're exceptionally venomous<<set $mateo.missing = true>><</if>><</if>>
The shaken adventurers <<if $mateo.missing == true>>[[need to get Mateo to safety->mateoDown][$roomD.pic = "images/locations/vaultedCOver.jpg"]]<<else>>[[take a moment to regroup->roomDResolve]]<</if>>.
<span id="bottom"> </span><<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $mapTileD = "roomDOver">>
<<set $lastLocation = "roomDResolve">>
<<set $activeMap = true>>
<<set $needArt = true>>
<</nobr>>
After the spiders have been dealt with and their webbing has been swept aside, it becomes clear that this is the entrance to a mausoleum. An ornate door in the west wall leads deeper into a family crypt.
"Right," <<if $rebecca.missing == false>>Rebecca<<else>>Felicity<</if>> says, "Let's never do anything like that again."
<<if $carson.missing == false>>Carson<<else>>Mateo<</if>> says, "We may not have much choice if we can't pay our bills."
<<if $roomD.score > 2>>The <<if $advRemain > 2>>group<<else>>pair<</if>> picks through the mess. There's a decent amount of coins among the remains of the spiders' previous victims.
<<if $roomD.score > 3 and $carson.missing == false>>Carson spots a gleaming steel gauntlet has been separated from its owner. He puts it on so casually that almost nobody notices.<<set $carson.magic = true>>
<</if>><<else>>The group finds nothing of interest besides webbing and spider chunks.
<</if>>They can now [[turn their attention to the crypt door.|roomDOver]]
<span id="bottom"> </span><<nobr>>
<<set $lastLocation = "roomDOver">>
<</nobr>>
<<if $roomC.score > 0>><<set $activeMap = false>><img src="images/locations/crypt.jpg" width=100%>
The sealed door of the crypt has been blasted open from the inside.
[[Investigate further? What could possibly go wrong?|sealedRoom]]<<else>><img src="images/locations/vaulted.jpg" width=100%>
The vaulted room is quiet, and the door to the family crypt is tightly sealed. There's nothing that can be done right now.
<<include tryElsewhere>><</if>>Honestly, what went wrong is that nothing has been developed beyond this point.
Let's see how the group did:
<<set $scoreTotal = $roomA.score+$roomB.score+$roomC.score+$roomD.score>><<if $scoreTotal < 9>>Things could have gone better. The Broken Wyvern closes. Otis does fine, mostly because he was taking bets that the group wouldn't survive, and then he fled in the middle of the night.
<<else>>Nice work! The group found enough treasure to settle their bar tab and keep the Broken Wyvern in business for a while longer.<</if>><<nobr>>
<a href="#bottom"><img @src=$roomD.pic width=100%></a>
<<set $mapTileD = "roomDOver">>
<<set $lastLocation = "roomDOver">>
<<set $activeMap = true>>
<<set $advRemain -= 1>>
<<set $mateo.color = false>>
<<set $mateo.magic = false>>
<</nobr>>
"I can manage on my own!" Mateo is in severe pain, but he's unwilling to accept help from anyone.
He will need to find a healer in the city above while the remaining adventurers continue their search.
<<include tryElsewhere>>
<span id="bottom"> </span><<nobr>>
<<set _treasure = $stoneList.pluck()>>
<<run $lootList.push(_treasure)>>
<<if $lootCount == 0>>
<<set $firstLoot = $lootList.pluck()>>
<</if>>
<<set $lootCount += 1>>
<</nobr>><b>Use the map on the left to explore another room.</b><<nobr>>
<img @src=$roomC.pic width=100%>
<<set $lastLocation = "roomCFail3">>
<</nobr>>The fleeing creature is not the most pressing concern.
The creaking gets louder, and a barrel drops from its cradle to smash another set of supports and start a chain reaction. Deafening sounds of splintering wood and heavy impacts echo through the space. One of the flying barrels is going to collide with Rebecca.
<<if $roomC.score > 1>>Mateo smashes another rack to block the incoming barrel and pulls Rebecca to safety before she has an unfortunate mishap.
<<else>><<if $carson.magic == true>>Carson's gauntleted hand snaps forward and creates a glowing dome of force to protect the group. After the danger has passed, Carson's magic gauntlet deteriorates rapidly. <<set $carson.magic = false>>It seems to age centuries in the space of seconds, ending up completely worthless.
<<elseif $felicity.magic == true>>Felicity plants her shield in the floor and stands between Rebecca and the barrel.<<set $felicity.magic = false>> She protects her friend, but the shield is damaged beyond repair in the process.
<<elseif $rebecca.magic == true>>Rebecca's magic necklace takes control, compelling her to dive out of the way. <<set $rebecca.magic = false>>The near-death experience is so startling that the thief fails to notice when the clasp on her necklace opens and the item drops to the floor. It winds up kicked into the shadows and never seen again.
<<else>>She nimbly tries to dodge out of the way and barely avoids getting crushed. However, Rebecca has come away from the experience with an impressive example of a compound fracture.<<set $rebecca.missing = true>><<set $roomC.pic = "images/locations/barrelsROver.jpg">>
<</if>><</if>>The shaken adventurers <<if $rebecca.missing == true>>[[pause to regroup->rebeccaDown]]<<else>>[[take a moment to regroup->roomCResolve]]<</if>>.<<nobr>>
<img src=images/locations/darkness.jpg width=100%>
<<set $lastLocation = "roomDReturnLater">>
<</nobr>>
<<if $roomC.score > 0>>The passage to this room is currently blocked. Remember that huge mess with all the barrels? The group will need to approach from a different direction.
<<else>>The group cannot visit this space yet. Try investigating some of the other areas.
<</if>>