The herbalist uses her share to purchase a horse and wagon, and travels the countryside, selling her herbs and potions in what villages she passes through. She quickly gains the reputation of a travelling healer, and is loved by the common folk.
<<if $got_sailor eq 1>>The sailor breaks away from his teaching to help the herbalist load a heavy crate onto the ship.<<else>>The herbalist is helping load a large crate onto the ship.<<endif>> When you ask, you learn it contains her array of alchemic items. Last night, she fortified her stock by brewing additional potions and mixtures that could be of use.
The trail terminates in a large rock. The tracks lead up to its surface and strangely disappear. The wanderer searches the surface of the rock and finds a wide crack.\n\nReaching into the crevice, the wanderer pulls hard. A layer of rock peels away from the surface, revealing a circular hole about four feet in diameter. Through the hole is only blackness.\n\nOne of the crewmen lights a torch and waves it through the entrance of the cave. Illuminated by the orange glow, the cave spirals down in a roughly hewn [[stairwell|journey_cave_intro]].
The thief takes his earnings and disappears the first night afterwards. The money will be enough to feed him for some time, but you are now confident that he will be able to find honest work before his funds run out.
<<if $cool_merchant lte 0>><<set $monsterHP = $monsterHP - 5>><<set $cool_merchant = 3>>You call out to the merchant. Unskilled in combat, she looks at you with fear in her eyes, but complies with your order, doing the best she can. She quickly scoops a rock from the room's floor and throws it towards the creature's light.\n\nThe monster barely recoils at the impact, giving off only a small puff of black smoke where the rock hits. The merchant scrambles out of the way, fearing a counterattack. She takes shelter behind a nearby pillar.<<else>>The merchant is hiding behind a stone pillar as dark wisps crash into the stone around her. A crewman has rushed over to aid her, but she needs a moment to recover before she can advance on the creature.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
You graciously accept the merchant's coins. After shaking her hand, you part ways. She heads back to her stall, and you return to the marketplace.\n\n[[Continue|market]]
The woodworker is offered a job as the king's own shipwright, to begin working on a new flagship for the navy. Not one to sit idly on his earnings, the woodworker graciously accepts and sets his mind to his new project.<<if $got_singer eq 1>><html></br></html><html></br></html>Though at first he wished to join the singer on her travels, after receiving this offer from the king his choice was clear. His work is his true passion, and he decides to follow it as far as he can.<<endif>>
<<set $endgameScore = $endgameScore + 2>>You decide to heed the wanderer's warning. With haste, you head to the steersman and tell him to change course. Without delay he whips into action and before long the boat has been redirected, avoiding the rocks.\n\n[[Continue|journey_island_landing]]
<<set $day = $day + 1>><<if $day lte 7>>You spend a restful night at the Inn, and rise early in the morning to meet the new day. <<if $visitedtavern eq 1>><<if $got_archer eq 0>>A [[hooded figure|archer_meet]] approaches you from the distance.<<else>>You approach the Inn's front door and get ready to head [[outside|leave_inn]].<<endif>><<else>>You approach the Inn's front door and get ready to head [[outside|leave_inn]].<<endif>><<set $visitedtavern = 0>>\n\nThe day is now <<print $day>>.<<else>>After a restful night, you head out of the Inn and prepare to begin your quest. Seven days have come and gone, you've spent all the time here that you can afford.\n\nYou've told your crew and companions to meet you at the [[docks|embark]] to prepare to embark.<<endif>>
You follow the hunting trail deeper into the forest, followed by the calls of strange birds you do not recognize.\n\nThe trail terminates in a large rock. One of the crewmen searches the surface of the rock and eventually find a crack in the stone. Reaching into the crevice, he pulls hard. A layer of rock peels away from the surface with surprising ease, revealing a circular hole about four feet in diameter. Through the hole is only blackness.\n\nOne of the crewmen lights a torch and waves it through the entrance of the cave. Illuminated by the orange glow, the cave spirals down in a roughly hewn [[stairwell|journey_cave_intro]].
There is a [[noble|noble_talktemple]] praying at the statue of a noble god. A stern looking guard stands behind him, draped heavily in chainmail, arms folded.
The scholar donates her earnings to her temple. She returns to her studies, eager to process her learnings from your journey. Her recordings of the runes found in the monster's lair invoke a research expedition of which she takes the lead.
The scholar smiles as she explains her background in studying history, ancient artifacts, and runic lore. She has explored tombs and ruins, and has translated various scrolls and books. As she lists her accomplishments, the priest is eager to point out that through all her work she has found the time to contribute to the temple's community as well.\n\n[[Request that she join your crew.|scholar_C2]]\n[[Explain your quest and gauge her reaction.|scholar_C3]]\n[[Tell her you are no longer interested.|scholar_C4]]
<<set $monsterHP = $monsterHP - 40>>The crewmen let out a battle cry and charge together. Some take the front with blade, swiping madly at the creature's base and dispersing the clouds of mist there. Those who remain at the rear send a shower of stones up towards the light, smashing into the monster's upper region. The monster's high screeching blasts through the assault, not ceasing until the crew retreats to catch their breath.\n\nThe holes in the black cloud torn open by their blades begin to fill back in, but the creature has clearly felt the hit. You cheer your crew on and do your best to support them as they recover.<<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
Thank you for playing! I've never made a text-only game like this before, so I'd appreciate any feedback you may have.\n\nWhether you enjoyed the game, hated it, or have thoughts of any kind on it, feel free to send me a message at <html><a href="mailto:graemeborland@gmail.com">graemeborland@gmail.com</a></html>
The storm begins to thin, but you are still being pelted with rain and visibility is poor. Your companions scan the horizon desperately for any sight of land. Just as you catch a glimpse of something in the distant fog, you hear a shout from starboard.\n\nHeading through the downpour towards the source of the yell, you identify the wanderer. He moves towards you, holding his hood over his face against the rain with one hand. He urges you to turn the ship towards the south, he knows of underwater rocks in the area and hopes to be able to avoid them.\n\n[[Take the wanderer's advice.|journey_rocks_wanderer2]]\n[[Do not take his advice, continue onwards.|journey_rocks_wanderer3]]
You sit on the log next to the thief. He eyes you suspiciously, but makes no move to get up. He asks you what you want from him.\n\n[[Tell the thief to leave town.|thief_c_A2]]\n[[Demand that he go apologize to the merchant.|thief_c_B1]]\n[[Tell the thief about your quest.|thief_c_B2]]\n[[Leave the thief alone.|camp]]
The trail terminates in a large rock. The herbalist searches the surface of the rock and quickly finds a wide crack.\n\nReaching into the crevice, the herbalist pulls hard. A layer of rock peels away from the surface with surprising ease, revealing a circular hole about four feet in diameter. Through the hole is only blackness.\n\nOne of the crewmen lights a torch and waves it through the entrance of the cave. Illuminated by the orange glow, the cave spirals down in a roughly hewn [[stairwell|journey_cave_intro]].
<<set $endgameScore = $endgameScore + 2>>A ship flying a black flag appears off on the horizon. Rapidly, it approaches your ship. Before the crew can do anything to avoid a brush with the pirates, they come within range of your vessel.\n\nRather than lead the assault with cannon fire, the pirates pull their boat next to yours, to allow them to swing from long ropes and jump across onto your deck. A handful of the criminals land on the wooden surface and pull cutlasses from their belts or between their teeth.\n\nOne of the pirates begins to speak, but is cut short by a punch thrown by the wanderer. As the invader falls, the wanderer picks up his sword and lays a challenge to the remaining pirates.\n\n[[Continue|journey_pirates_wanderer2]]
The scholar suddenly goes silent, and looks down at the floor. After a moment, and with sadness in her eyes, she formally thanks you for visiting the temple and bids you farewell.\n\nFrowning, the priest follows as she walks away. Out of earshot, they talk for a while before the scholar goes back through the door she came from, and the priest returns to his duties.\n\n[[Continue|temple]]
<<set $endgameScore = $endgameScore - 1>>A crew member dashes to find bandages from the stores while the archer clutches his wounded arm. After a moment, the crewman returns to the deck and cleans the archer's cut. The archer winces as he wraps the injury with rough bandages. The dressing is not of the finest quality, but it will work.\n\n[[Continue|journey_storm_intro]]
<<if $got_herbalist eq 0>>You give a greeting to the fisherman, and he waves in return.\n\n[[Tell the fisherman about your quest.|fisherman_b_A1]]\n[[Ask the fisherman about his catch.|fisherman_b_A2]]\n[[Bid the fisherman farewell.|beach]]<<else>>The fisherman bolts upright when he sees the herbalist travelling with you. Adjusting his hat, he calls out to her, addressing her as his daughter.\n\nThe herbalist moves forward and spends a moment speaking to her father, explaining the quest. After she finishes, the fisherman walks up to you and demands to be taken along as well, so that he will be able to protect his daughter.\n\nThough the herbalist laughs softly at her father's insistence, the fisherman seems quite serious to you.\n\n[[Allow the fisherman to come with you.|fisherman_b_B1]]\n[[Do not allow the fisherman to come along.|fisherman_b_B2]]<<endif>>
You keep your head down, purely focused on getting to the docks in a timely fashion. The success of your quest could well mean fame and riches for all involved, so you think it important to mentally prepare yourself before beginning.\n\nAs you near the docks, you can make out the silhouette of your [[crew|embark_waiting]] waiting for you in the mist.
You wait and watch as the singer steps away from the stage and exchanges some words with her friends and admirers. She seems to be quite popular with the townspeople. Finally, she breaks away from the crowd and gets a drink from across the bar's counter.\n\nDrink in hand, she sits down nearby and offers a friendly greeting. You introduce yourself and offer your compliments for the song.\n\n[[Tell her about your quest.|singer_B1]]\n[[Ask about her background.|singer_B2]]\n[[Ask to hear another song.|singer_A5]]\n[[Say farewell.|singer_A4]]
<<set $got_woodworker = 1>>You shake the woodworker's hand, welcoming him to your crew. He immediately moves over to the singer to shake hers. She smiles awkwardly, but allows him this moment of joy.\n\nAs a group, you head to the tavern to celebrate. There you spend the evening getting to better know one another.\n\n[[Retire at the Inn.|retire]]
The noble is not satisfied, he is convinced his destined heroic deed lies elsewhere in the wide country. With his earnings, he purchases new horses for himself and his guard, and they head off to new lands.
"I'm sorry, I'm just a simple fisherman and don't want to go with you lol."\n\n[[Fine, goodbye|beach]]
The rocks avoided, the boat nears landfall. The rain clears and a sandy beach comes into focus. The crew brings the boat up ashore and begins to secure everything in place.\n\nWhile the crew works, you take a look around the island to get your bearings. The beach stretches as far as you can see in either direction. Where it ends, about fifty feet up from the water's edge, there is a thick line of trees that form the outer layer of a dark forest.\n\nYour crew finishes their work, then turns to you for guidance.\n\n<<if $got_thief eq 1>>[[Ask the thief to look around.|journey_search_thief]]<html></br></hmtl><<endif>><<if $got_wanderer eq 1>>[[Ask the wanderer to look around.|journey_search_wanderer]]<html></br></html><<endif>><<if $got_herbalist eq 1>>[[Ask the herbalist to look around.|journey_search_herbalist]]<html></br></html><<endif>>[[Ask the crew to look around.|journey_search_crew]]
The singer uses her wealth to purchase a caravan, and recruits some like-minded allies with whom she plans to travel across the country, seeing all the wide land has to offer.
The thief looks back down at the ground. He tells you not to worry, he'll be leaving town soon. You pressure him for more, but he refuses to talk.\n\n[[Tell the thief to get out of here.|thief_c_A2]]\n[[Sit down next to the thief.|thief_c_A3]]\n[[Leave the thief alone, be on your way.|camp]]
You ask the singer what she could contribute to your crew should she join it. She promises to help with daily work on the ship, but her special talent is to sing for the crew and inspire them. She encourages you not to underestimate the value of an inspired crew.\n\n[[Invite the singer to your crew.|singer_D1]]\n[[Change your mind and say farewell.|singer_A4]]
Voyage
The guard looks back at the noble, contemplates this for a moment, then speaks. The noble is on a quest to perform a heroic deed, to prove that he is worthy of inheriting his father's throne. To join you on your voyage would fulfill this need, and for that reason they express interest.\n\nThe noble is highly regarded in a nearby city, and offers to use his social standing to request the aid of that city's ships. Though he cannot promise an escort all the way to your destination, he can guarantee the presence of allies for the first leg of the journey.\n\nProtection such as this likely won't be available any other way, the guard reminds you. The noble is in a unique position to help.<<if $got_thief eq 1>><html></br></br></html>The thief grumbles. He seems to have a strong dislike for the guard. If you sign them to the group, the thief will abandon your cause.<<endif>>\n\n[[Make an agreement and sign the two to your group.|noble_t_D1]]\n[[Refuse their help, be on your way.|temple]]
Are you sure you want to dismiss the woodworker?\n\n[[Yes, dismiss him.|dismiss_woodworker_y]]\n[[Nevermind, keep him.|dismiss_woodworker_n]]
<<set $got_singer = 2>>You dismiss the singer from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<if $cool_noble lte 0>><<set $monsterHP = $monsterHP - 5>><<set $cool_noble = 2>>The noble is cowering behind a pillar, but his guard stands before the creature with blade drawn. On your command, the guard launches forward and takes a swing at the creature's base. The blade passes through nothing but mist.<<else>>The noble is hiding behind a pillar off to the side of combat. His guard stands in front of him with his blade drawn, ready to protect his master. At your shout, the guard looks over to you but does not move to attack. His priority is clearly to watch over the noble.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
A [[Priest|scholar_priest]] is walking back and forth across the floor, offering blessings to the common folk as he goes.
You step onto the docks and greet your crew. Your faithful crewmen are already aboard the ship, readying the vessel for travel. They offer you greetings as they buzz back and forth across the deck, getting everything in order.<<if $got_merchant eq 1>><html></br></html><html></br></html><<display "embark_ready_merchant">><<endif>><<if $got_thief eq 1>><html></br></html><html></br></html><<display "embark_ready_thief">><<endif>><<if $got_sailor eq 1>><html></br></html><html></br></html><<display "embark_ready_sailor">><<endif>><<if $got_archer eq 1>><html></br></html><html></br></html><<display "embark_ready_archer">><<endif>><<if $got_fisherman eq 1>><html></br></html><html></br></html><<display "embark_ready_fisherman">><<endif>><<if $got_herbalist eq 1>><html></br></html><html></br></html><<display "embark_ready_herbalist">><<endif>><<if $got_noble eq 1>><html></br></html><html></br></html><<display "embark_ready_noble">><<endif>><<if $got_scholar eq 1>><html></br></html><html></br></html><<display "embark_ready_scholar">><<endif>><<if $got_wanderer eq 1>><html></br></html><html></br></html><<display "embark_ready_wanderer">><<endif>><<if $got_singer eq 1>><html></br></html><html></br></html><<display "embark_ready_singer">><<endif>><<if $got_woodworker eq 1>><html></br></html><html></br></html><<display "embark_ready_woodworker">><<endif>>\n\nHaving finished making your rounds and greeting your crew and companions, you step onto the boat yourself, and meet with your [[first mate|journey_start]].
You change your mind, allowing the woodworker to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
The sailor looks sideways at you as you sit down on the wooden bench. When you ask him about the argument, he says he would prefer not to explain. He tells you simply that he has had enough of his captain and is ready to strike out on his own.\n\n[[Tell the sailor you are looking for hired hands.|sailor_4A]]\n[[Wish the sailor luck and continue on your way.|sailor_4B]]\n[[Tell the sailor to stop complaining.|sailor_4C]]
There is a [[fisherman|fisherman_talkmarket]] browsing the shops here. An older gentleman, he takes his time moving between the wooden stalls, and huddles under numerous layers of clothing.
The wooden docks creak as the waves wash up against the shore. Here you see your ship docked and waiting to depart, as well as the ships of others moored in the bay.<<if $got_sailor eq 0>><<if $event_sailor eq 0>><html></br></html><html></br></html><<display sailor_ambient>><<endif>><<endif>>\n\n--\n\n<<display waterfront>>
<<if $cool_fisherman lte 0>><<set $cool_fisherman = 3>>The fisherman picks up a rock from the ground, then leans around the pillar he has been hiding behind to throw it at the creature. He aims high, attempting to hit the monster's light, but the throw falls short and misses.<<else>>The fisherman is taking shelter between two stone pillars. The creature's smokey appendage reaches out and washes the column with black dust. As the darkness hits, you hear a dry crackling sound. The fisherman hears your shout, but is unable to do anything.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
You approach the light and identify it as a small gemstone. While you look over the stone, the crew searches around the room for a hidden trove or locked chest. Finding nothing, they return to you, feeling defeated.\n\n[[Leave the cavern.|journey_treasure_default]]<<if $got_merchant eq 1>><html></br></html>[[Show the gem to the merchant.|journey_treasure_merchant]]<<endif>><<if $got_scholar eq 1>><html></br></html>[[Show the gem to the scholar.|journey_treasure_scholar]]<<endif>><<if $got_thief eq 1>><html></br></html>[[Show the gem to the thief.|journey_treasure_thief]]<<endif>>
<<set $got_scholar = 1>>The scholar's face lights up when you ask her to join. She immediately accepts, and invites you into the temple's study where you can further discuss details.\n\nThe priest stays back in the main room of the temple as you speak with the scholar. As the evening goes on, you take a meal with the scholars and monks. Once the daylight streaming through the stained glass windows fades down, you return to the Inn for the night.\n\n[[Retire for the night.|retire]]
The woodworker is getting his gear in order aboard the ship. He confers with the crew, learning the structure and build of the vessel.<<if $got_singer eq 1>> When the singer approaches him to give her good morning, the woodworker clumsily drops a tool he is holding. She picks it up for him and he smiles broadly.<<endif>>
Are you sure you want to dismiss the noble?\n\n[[Yes, dismiss him.|dismiss_noble_y]]\n[[Nevermind, keep him.|dismiss_noble_n]]
<<set $endgameScore = 0>>You arrive at the docks, eager to join your comrades and set out. The morning sun shines through the fine blue mist, and lights up coutless shining streaks on the water's surface. The cool air drifts in off the gentle waves.\n\nAs you walk along the water's edge towards the docks, townspeople begin to emerge from their houses to go about their morning business.\n\n[[Smile and wave at the villagers in passing.|embark_A1]]\n[[Continue moving forward silently.|embark_A2]]
The sailor is onboard with your crew, working diligently with them to prepare the ship. As you glance his way, you see him patiently teaching a knot to a younger member of your crew. He seems to be enjoying the respect of your ship's men.<<if $got_thief eq 1>><html></br></html><html></br></html>You see the thief dash over to the sailor, and watch as he teaches the crewmen. The thief does his best to keep up, and seems genuinely interested in learning the seafaring ways.<<endif>>
The wanderer sits silently at a distance to the crew. You give a wave from where you stand and he returns it casually. Though he has no baggage with him, he appears to be ready to leave.
You greet the herbalist, and ask how her sales have been. With a weak grin, she admits they haven't been going all that well. All kinds of strange plant leaves and coloured liquids in vials are arrayed on the wooden counter.\n\n[[Ask her about the items she has for sale.|herbalist_m_A2]]\n[[Ask her to use the items to help your crew.|herbalist_m_A1]]\n[[Wish her luck and be on your way.|market]]
You approach the noble and his guard. Neither has noticed you yet.\n\n[[Wait and listen to the noble's prayer.|noble_t_A1]]\n[[Give a greeting to the noble.|noble_t_A2]]\n[[Give a greeting to the guard.|noble_t_A3]]\n[[Leave them alone.|temple]]
The days that follow are spent without event on the open sea, returning to the mainland. As you travel, you reminisce with your allies, remembering the trials you faced to get this far.\n\n<<if $endgameScore gte 10>>[[Continue|journey_end_good]]<<else>><<if $endgameScore gte 5>>[[Continue|journey_end_mid]]<<else>>[[Continue|journey_end_bad]]<<endif>><<endif>>
You change your mind, allowing the noble to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<set $endgameScore = $endgameScore + 3>>You show the gemstone to the scholar, hoping she will have some idea of its worth. Luckily, she is able to identify it as having major historical significance. Its form corresponds with a sigil found in another ruin containing runes similar to those on the cave's pillars. The scholar promises that the delivery of the gemstone to the academic society will bring great reward.\n\nThe crew cheers, heartened by this news. As a group, you depart the cave, climbing the long staircase upwards as you chatter excitedly amongst yourselves. Emerging into the forest, you feel a rush of excitement for the [[journey home|journey_return]].
The wanderer refuses his portion of the gold, and disappears quietly, without a trace.
A [[woman|herbalist_garden]] is tending to the flowers, walking slowly between the rows.
A trio of pirates dash at the wanderer from the side. Deflecting their blades one by one, the wanderer drops low to the deck and delivers a sweeping kick to throw them off balance. One takes a blade to his arm and is kicked overboard as he staggers. The next is stunned by the blunt impact of the wanderer's hilt. By now, the third pirate is looking around, seeking allies, but finds none.\n\nThe wanderer waves his blade and gives the remaining pirates a chance to run. Several chose to jump overboard and make a swim for it, though a handful think it best to fight. The wanderer makes quick work of them, slashing left and right, whirling about the deck with his cape trailing behind him. By the time the flurry dies down, the ship with the black flag has already begun to pull away.\n\nThe crew gather around the wanderer to find him unwounded. You congratulate him on his bravery and the crew cheers to your victory.\n\nThe wanderer shrugs it off and tosses the cutlass over the wooden railing into the sea, wiping his hands on his cloak.\n\n[[Continue|journey_storm_intro]]
As you explain your quest to the singer, she slides her chair in closer to hear what you have to say. When your description is finished, the singer hints that she has been looking for a way to travel abroad. She is tired of spending her life performing in dingy taverns and wants to see more of the outside world.\n\n[[Ask her what she could contribute to the group.|singer_C1]]\n[[Ask about her background.|singer_B2]]\n[[Ask to hear another song.|singer_A5]]\n[[Say farewell.|singer_A4]]
She tells you how she has spent the last few years wandering from town to town, performing at various taverns. The singer comes from a poor family, and struck out on her own at a young age to earn a living. She confides in you how the repetitive nature of her work is beginning to get to her, and how badly she wishes for a change of pace.\n\n[[Tell her about your quest.|singer_B1]]\n[[Say farewell.|singer_A4]]
The wanderer refuses his portion of the gold, and disappears quietly, without a trace.
Are you sure you want to dismiss the herbalist?\n\n[[Yes, dismiss him.|dismiss_herbalist_y]]\n[[Nevermind, keep him.|dismiss_herbalist_n]]
A ship flying a black flag appears off on the horizon. Rapidly, it approaches your ship. Before the crew can do anything to avoid a brush with the pirates, they come within range of your vessel.\n\nRather than lead the assault with cannon fire, the pirates pull their boat next to yours, to allow them to swing from long ropes and jump across onto your deck. A handful of the criminals land on the wooden surface and pull cutlasses from their belts or between their teeth.\n\nAs the first pirate opens his mouth to speak, he falls backwards, pierced by one of the archer's arrows. You look back to see the archer stringing his bow and lining up another shot.\n\n[[Continue|journey_pirates_archer2]]
<<set $endgameScore = $endgameScore + 1>>The storm begins to thin, but you are still being pelted with rain and visibility is poor. Your companions scan the horizon desperately for any sight of land, and finally you catch a glimpse of something in the distant fog.\n\nThe ship heads towards unknown landfall, and as you grow nearer the rains fade away further. As your view of the water begins to clear, the fisherman runs up to you and urges you to change course quickly.\n\nHe has spotted an array of sharp rocks just under the surface, and advises the steersman. The ship turns hard, and just barely manages to avoid the rocks.\n\n[[Continue|journey_island_landing]]
<<set $endgameScore = $endgameScore + 1>>The fisherman approaches you from the beaches. He has spent the last day fishing and used his catch to prepare a warm breakfast for the crew. He walks about the scene, giving wooden bowls to each person he passes.
You ask the stranger what skills he has that could be of use to the crew. The stranger lifts the side of his cloak to reveal a bow and quiver strung across his back with a leather strap. He tells you that he is an experienced archer, and would be quite capable of protecting the crew from any hostiles you might encounter.\n\n[[Invite the archer to join your crew.|archer_C1]]\n[[Refuse the archer, tell him to leave.|archer_B2]]
<<set $got_noble = 2>>You dismiss the noble from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
The thief reaches into the cracked stone and pulls with all his strength. Dust shoots from the crevice and you hear a loud snapping noise. Guided by the thief, a layer of rock pulls away to reveal a small hole in the terrain, roughly circular and about four feet across. Inside you see only blackness.\n\nOne of the crewmen lights a torch and waves it through the entrance of the cave. Illuminated by the orange glow, the cave spirals down in a roughly hewn [[stairwell|journey_cave_intro]].
The woodworker returns to his old craft, selling his carvings and creations. All he purchases with his earnings are a few blocks of fine wood, and a new set of tools to work with.
Nodding as you listen to the noble's explanation, you speak up and tell him you might have a chance for him to fulfill his goal. You detail your quest, to the noble's growing excitement, and when you finish, he immediately requests to join your crew.\n\n[[Ask the noble what he could bring to your crew.|noble_b_D1]]\n[[Offer the noble a spot in your crew.|noble_b_E1]]\n[[Excuse yourself and leave the table.|tavern]]
<<set $got_noble = 1>>You shake hands with the noble and his guard. You suggest heading to the tavern for a drink to celebrate, but the guard shakes his head.<<if $got_thief eq 1>><html></br></br></html>The thief cannot stand to be around the guard. He warns you that the guard seems like an untrustworthy character before striking off on his own.<<set $got_thief = 0>><<endif>>\n\nSomewhat awkwardly, you part ways for the night, and head back to the Inn to rest.\n\n[[Retire for the night.|retire]]
You change your mind, allowing the sailor to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<set $got_merchant = 2>>You dismiss the merchant from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<set $got_archer = 2>>You dismiss the archer from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<if ($got_merchant eq 0) and ($got_thief eq 0) and ($got_sailor eq 0) and ($got_archer eq 0) and ($got_fisherman eq 0) and ($got_herbalist eq 0) and ($got_noble eq 0) and ($got_scholar eq 0) and ($got_singer eq 0) and ($got_woodworker eq 0)>>You explain your quest to the wanderer, thinking it would interest a man so given to traveling. As you detail your plans, the wanderer lowers his hood to show his interest. Long dark hair spills out onto his shoulders, with small wooden charms and beads woven into it.\n\nWhen you finish explaining your mission, the wanderer stands and offers to join you.\n\n[[Accept his offer.|wanderer_C1]]\n[[Refuse his offer.|wanderer_C2]]<<else>>You begin to explain your quest, but the wanderer stops you mid-speech. He tells you he is not interested in being recruited by you. You've already got a sizable crew, and the wanderer prefers to travel in smaller company. He would rather explore on his own terms. He bids you good day.\n\n[[Continue|camp]]<<endif>>
<<set $endgameScore = $endgameScore + 1>>As the boat begins to move, the singer starts up an energetic tune. Her voice floats through the ship, inspiring all those it reaches, and the rowers bend their backs powerfully.
<<set $metthief = 1>>You manage to catch up with the thief and grab him by the arm. Pulling him back, his cloak falls away from his face and reveals a head of matted brown hair framing features smeared with dirt.\n\nThe thief tugs at his arm and tries to break free, but your grip is firm and you restrain him. He pleads with you to have mercy on him, as he is hungry and just trying to survive.\n\n[[Call a guard to arrest the thief.|robbery_stop_catch]]\n[[Have mercy and release the thief.|robbery_stop_release]]
You call over a crewman and ask him to search the island for anything of interest. He gathers a group and begins to search the beaches.\n\nAfter a while, they move up to higher ground and explore the edge of the forest. The group disappears into the darkness of the wood, the sun unable to reach them under the thick canopy. Beneath the trees, huge rocks sprout from the ground to be covered by moss and roots.\n\nJust when the crew is beginning to lose heart, one of the men stumbles across what appears to be a [[hunting trail|journey_search_crew2]].
<<if $cool_archer lte 0>><<set $monsterHP = $monsterHP - 40>><<set $cool_archer = 2>>Hearing your shout, the archer whips an arrow from his quiver and draws his bow taught. He pauses only for a moment to line up his aim, then looses the shaft straight at the creature's shining light.\n\nSparks light up as the arrow impacts directly on target, and a burst of smoke billows from what you assume is the creature's head. The archer smiles and falls back into the ranks.<<else>>The archer moves up to take a shot, but is forced to fall back by a wave of dark mist sweeping across the floor. He narrowly avoids being engulfed by the darkness and scrambles to his feet.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
<<set $got_thief = 1>>You reach out, taking the thief's hand. As you shake on your deal, the thief gives a small smile that seems warm and honest. Perhaps this chance is all the thief needs to turn his life around.\n\nLooking around, you realize that the dark of night has come on quickly. You ask the thief if he has a place to stay for the night, and he waves it off, saying he will be fine. With that, you head off on your own to the Inn.\n\n[[Retire at the Inn.|retire]]
<<set $endgameScore = $endgameScore + 2>>You ask the thief to search the area for anything of interest. After scanning the beach, he takes off towards the forest.\n\nLarge moss-covered rocks protrude from the terrain, the island's trees growing around them and ensaring them with roots. Hardly any sunlight can penetrate the forest's ceiling, but the thief moves naturally in the dark. Before long, he comes across an oddly shaped rock that he seems to find curious.\n\nRunning his hands across the rock's surface, the thief explains that he is certain the rock contains a hidden door. He studies it for some time, and just when you are ready to give up, he finds a [[crack|journey_search_thief2]].
<<set $got_fisherman = 2>>You dismiss the fisherman from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
Taking her share of the gold, the herbalist is able to open a shop in the capital. She sells her potions and mixtures, and offers healing to those in need. Out behind the building she keeps a garden, and grows all manner of exotic plants.
The shady figure wears a dark cape and leather boots. He takes another look around before darting a hand out and grabbing a loaf of bread from behind the counter. Stuffing it into his cloak, he sprints down the road.\n\nThe merchant, a woman dressed in brown cloth, yells after the thief. You judge by the thief's run that you might be able to catch him if you give chase immediately.\n\n[[Run to catch the thief.|robbery_stop]]\n[[Stay where you are, do nothing.|robbery_allow]]
The archer takes his share and purchases nothing but a good strong bow and finely crafted arrows. He disappears away into the countryside, not to be heard from again.
A [[singer|singer_talk]] performs quietly in the back of the room. Her voice carries well, but does not overpower the busy chatting of the patrons. A small gathering crowds around her, listening to her song.
You explain your quest to the herbalist. While she appears interested, she tells you that she cannot abandon her work here in the town.\n\n[[Ask her about her work.|herbalist_g_A1]]\n[[Bid her farewell.|gardens]]
You change your mind, allowing the archer to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
You change your mind, allowing the merchant to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
You follow the sailor for a short way, until he stops to sit on a bench by the water's edge. He seems frustrated, and breathes heavily, staring out at the ocean.\n\n[[Sit down and talk to the sailor.|sailor_3A]]\n[[Turn around and return to the docks.|docks]]
You change your mind, allowing the fisherman to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<if $cool_singer lte 0>><<set $cool_singer = 3>>The singer hears your order but can do nothing to combat the monster. When she turns to face you, she narrowly avoids one of the creature's lashing strikes, her hair streaming out sideways from the force of the cold wind.\n\nShaken, the singer fights to regain her composure and joins up with a crewmember for support.<<else>>The singer is dashing between your companions, offering aid where she can. You can clearly see she is not built for combat, but her strong spirit allows her to help maintain morale within the group.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
The sailor gives you a strange look, but nods and politely thanks you. As you rise from the bench, so does he, and he heads off in the opposite direction, towards the main road leading out of the village.\n\n[[Return to the docks.|docks]]
The sailor scowls at you and pushes your shoulder roughly as he stands up. He gestures rudely to you as he leaves.\n\n[[Return to the docks.|docks]]
The sailor's interest is piqued, and you begin to discuss your quest. You tell him how an experienced sailor could be of great benefit to your crew, who are largely young men with motivation and loyalty but lacking in skill.\n\nAfter talking for some time, the sailor seems to have taken a liking to you. He smiles broadly at this chance to put his skill to good use. He puts out the offer to help you, on the condition that you spend the evening at the tavern with him, drinking a celebration to his change in career.\n\n[[Agree and head to the tavern.|sailor_5A]]\n[[Change your mind, refuse his offer.|sailor_5B]]
<<if $monsterHP gte 75>>Smoke rolls off the creature steadily, coating the air. Your crew stands at the ready, prepared to fight the beast.<<else>><<if $monsterHP gte 40>>The movements of the smoking monster are slowing, it seems to be growing weaker. Your crew is waiting for your order, waiting to finish the creature off.<<else>><<if $monsterHP gt 0>>The monster is flailing around at the edge of the torchlight, steaming black waves rolling off it. Your crew is confident, the monster appears close to defeat.<<endif>><<else>><<if $monsterHP lte 0>>The monster reels back, screeching. The mist around it thins and disperses, and the light falls onto the floor. The glow around it fades to a slight shimmer, and the sound of screaming dies off. You slowly close in on the tiny light, and realize that the field of crippling cold around the monster has faded as well.<<endif>><<endif>><<endif>><<if $monsterHP gt 0>><html></br></html><html></br></html>[[Give an order to your crew.|combat_attack_crew]]<<if $got_merchant eq 1>><html></br></html>[[Order the merchant to attack.|combat_attack_merchant]]<<endif>><<if $got_thief eq 1>><html></br></html>[[Order the thief to attack.|combat_attack_thief]]<<endif>><<if $got_sailor eq 1>><html></br></html>[[Order the sailor to attack.|combat_attack_sailor]]<<endif>><<if $got_archer eq 1>><html></br></html>[[Order the archer to attack.|combat_attack_archer]]<<endif>><<if $got_fisherman eq 1>><html></br></html>[[Order the fisherman to attack.|combat_attack_fisherman]]<<endif>><<if $got_herbalist eq 1>><html></br></html>[[Order the herbalist to attack.|combat_attack_herbalist]]<<endif>><<if $got_noble eq 1>><html></br></html>[[Order the noble to attack.|combat_attack_noble]]<<endif>><<if $got_scholar eq 1>><html></br></html>[[Order the scholar to attack.|combat_attack_scholar]]<<endif>><<if $got_wanderer eq 1>><html></br></html>[[Order the wanderer to attack.|combat_attack_wanderer]]<<endif>><<if $got_singer eq 1>><html></br></html>[[Order the singer to attack.|combat_attack_singer]]<<endif>><<if $got_woodworker eq 1>><html></br></html>[[Order the woodworker to attack.|combat_attack_woodworker]]<<endif>><<else>><html></br></html><html></br></html>[[Continue|journey_treasure_intro]]<<endif>>
You decide to bring the gemstone back to the mainland and determine what to do with it upon your return. The crewmen chatter as you climb the spiral staircase out of the cavern. Emerging into the forest, you feel a rush of excitement for the [[journey home|journey_return]].
You are in the upper terrace of the town, and can travel to the following areas.\n[[Temple|temple]]\n[[Gardens|gardens]]\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<set $endgameScore = $endgameScore - 1>>Rejecting the wanderer's warning, you decide to take a risk. Through the driving rain the ship pushes forward, seeking land.\n\nJust as the rain begins to let up, a loud series of cracks and splintering thunders from below. The ship is jarred to one side and you grab a balcony to keep from being thrown overboard.\n\nOne of the crew members yells up to you, the ship has struck a rock under the water's surface. Springing into action, the crew rows hard and guides the ship aground on soft sand in an emergency landing.\n\nThe damage to the hull is substantial, it would be best for someone skilled in carpentry to take care of repairs.\n\n<<if $got_woodworker eq 1>>[[Ask the woodworker to repair the ship.|journey_rocks_woodworkerfix]]<html></br></html><<endif>>[[Get someone from the crew to do the repairs.|journey_rocks_crewfix]]
<<set $endgameScore = $endgameScore + 1>>You call out to the woodworker, asking him to do his part and help keep the ship afloat. Nodding, he makes his way below the deck, holding on to the carved railing as the waves rock the ship.\n\nBefore long, he reemerges from the lower level, having done all he can to repair the damage. By his report, it sounds like you will be able to continue the quest uninhibited. You thank the woodworker and return to helping the crew manage under the effects of the storm.\n\n<<if $got_wanderer eq 1>>[[Continue|journey_rocks_wanderer]]<<else>><<if $got_fisherman eq 1>>[[Continue|journey_rocks_fisherman]]<<else>>[[Continue|journey_rocks_default]]<<endif>><<endif>>
Are you sure you want to dismiss the archer?\n\n[[Yes, dismiss him.|dismiss_archer_y]]\n[[Nevermind, keep him.|dismiss_archer_n]]
<<set $endgameScore = $endgameScore + 1>>You ask the wanderer to search the area for anything of interest. He lowers his hood and begins his search at the edge of the forest.\n\nThe forest is thick and dark, covered heavily by trees with roots that creep overtop the moss-covered stones. The wanderer pushes through the overgrowth, looking down at the ground. He has latched on to a trail of footsteps and follows them along what appears to be a [[hunting trail|journey_search_wanderer2]].
<<set $endgameScore = $endgameScore - 2>>The storm begins to thin, but you are still being pelted with rain and visibility is poor. Your companions scan the horizon desperately for any sight of land, and finally you catch a glimpse of something in the distant fog.\n\nHeading straight for the land, the rain slowly begins to let up. Just as the crew begins to allow themselves to relax, a loud series of cracks and splintering thunders from below. The ship is jarred to one side and you grab a balcony to keep from being thrown overboard.\n\nOne of the crew members yells up to you, the ship has struck a rock under the water's surface. Springing into action, the crew rows hard and guides the ship aground on soft sand in an emergency landing.\n\nThe damage to the hull is substantial, it would be best for someone skilled in carpentry to take care of repairs.\n\n<<if $got_woodworker eq 1>>[[Ask the woodworker to repair the ship.|journey_rocks_woodworkerfix]]<html></br></html><<endif>>[[Get someone from the crew to do the repairs.|journey_rocks_crewfix]]
You ask the noble why you should allow him to join you. After all, you are looking to recruit able-bodied crew members, not simply followers. He is happy to explain.\n\nThe noble is highly regarded in a nearby city, and offers to use his social standing to request the aid of that city's ships. Though he cannot promise an escort all the way to your destination, he can guarantee the presence of allies for the first leg of the journey.\n\nProtection such as this likely won't be available any other way, the guard reminds you. The noble is in a unique position to help.<<if $got_thief eq 1>><html></br></br></html>The thief grumbles. He seems to have a strong dislike for the guard. If you sign them to the group, the thief will abandon your cause.<<endif>>\n\n[[Offer the noble a spot in your crew.|noble_b_E1]]\n[[Refuse the noble's offer and leave the table.|tavern]]
The noble stretches his arms wide, yawning. You ask if his ships will be at the ready and he assures you that your escort is in place.\n\n<<if $got_archer eq 1>>The guard is standing next to him, eyes darting around the scene. His gaze keeps stopping on the archer, and when it does he gives a scowl.<<else>><<if $got_fisherman eq 1>>The guard is holding a bowl of the fisherman's breakfast. Though he eats like a man famished, he maintains his signature scowl.<<else>>The guard stands silently next to the noble, keeping watch around him.<<endif>><<endif>>
With his share of the gold, the thief no longer needs to worry about going hungry. Having lost his motivation to steal, he is overcome by his guilt and makes it his personal quest to travel around the country, finding those he had wronged and making it up to them.
As the stranger approaches, he pushes his hood back to reveal a scarred face and ragged layers of blond hair. His eyes shine through the mist, darting back and forth methodically.\n\nHe walks straight up to you and makes an introduction. It seems you caught his attention when you visited the Inn yesterday. The stranger heard a rumor of your quest from the townspeople and felt the need to meet with you.\n\n[[Ask the stranger what business he has with you.|archer_A1]]\n[[Ask if he is interested in joining your crew.|archer_A2]]\n[[Tell him you have no interest in speaking with him.|archer_A3]]
The first of the pirates comes forward, swinging his blade. A crewman swings a plank of wood at the invader, knocking him overboard. Two more pirates charge in, and a brawl breaks out on deck.\n\nBlades clash and the shouts of battling men fill the air. The melee seems close matched at first, but the crew slowly pushes forward, driving the criminals back. When one pirate is lashed across the chest with a crewman's shortsword, the remainder of his group lose confidence and flee.\n\nAfter the last of the pirates abandons ship in a desperate attempt to survive, the crew begins to work amongst themselves to bandage the wounded and take stock. The victory comes at a minor cost, and the quest is able to continue.\n\n[[Continue|journey_storm_intro]]
<<if $cool_woodworker lte 0>><<set $monsterHP = $monsterHP - 5>><<set $cool_woodworker = 3>>The woodworker hefts a small mallet from his belt. Hearing your order, he is inspired to do what he can to help. He lunges at the creature bravely, taking a swipe at the base of its nebulous form. The mist gives way for a moment before reforming, and the creature seems to take no notice.\n\nRecoiling, the woodworker clutches his arm. Getting so near to the creature sent a wave of biting cold across him, and he retreats to give himself a moment of recovery.<<else>>The woodworker is holding his ground near the back of the group, still recovering from his earlier attack. He is doing his best to shake off the crippling cold, but the creature has set him back for the time being.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
You stand in a glorious temple, surrounded by tapestries and scented candles. Worshippers are huddled around various marble statues of the gods.<<if $got_scholar eq 0>><html></br></html><html></br></html><<display scholar_ambient>><<endif>><<if ($got_noble eq 0) and ($day gte 2) and ($day lte 4)>><html></br></html><html></br></html><<display noble_ambienttemple>><<endif>>\n\n--\n\n<<display "upper terrace">>
<<set $got_merchant = 1>>You shake hands with the merchant, formally welcoming her to your group. You spend the greater part of the day walking about the village with her, becoming aquainted and discussing your plans for the journey ahead.\n\nAs the shadows grow longer and the temperature drops, you part ways with the merchant for the time being, and head towards the Inn for a night's rest.\n\n[[Retire for the night at the Inn.|retire]]
Having proved himself a truly skilled man of the sea, the sailor finds himself a seat on a new ship where he can continue doing what he loves. There, he is respected by the captain and crew, and does his best to teach the younger men.
The woman looks up from her work as you approach her. She wears a leather belt loaded with pouches of seeds, numerous small tools, vials, and a folded cloth. As you introduce yourself, you learn that she is the town's herbalist and gardener.\n\n[[Ask her what she is doing.|herbalist_g_A1]]\n[[Tell her about your quest.|herbalist_g_A2]]\n[[Bid her farewell.|gardens]]
Off in the distance is a small boat, mostly obscured by mist rolling in off the deep water. While other ships hum with activity, swarmed over by their crews, the misty boat has but a solitary [[sailor|sailor_approach]], diligently loading crates into its hull.
The forge burns hot in the smithy, the air smells of metal and fire. Mist from outside mingles with steam and smoke, creating a layer of fog occasionally pierced by a shower of shining sparks.\n\nThe [[blacksmith|blacksmith_ambient]] is hard at work, crafting a blade. He seems extrememly focused.\n\n--\n\n<<display "main road">>
You change your mind, allowing the thief to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
Are you sure you want to dismiss the scholar?\n\n[[Yes, dismiss him.|dismiss_scholar_y]]\n[[Nevermind, keep him.|dismiss_scholar_n]]
Your crew is at the ready, standing strong against the creature. Hearing your cry, nearby men turn their heads to you.\n\n[[Order the crew to attack with blades.|combat_crew_blades]]\n[[Order the crew to throw rocks.|combat_crew_rocks]]\n[[Order the crew to strike in unison.|combat_crew_unison]]
You tell the merchant to keep her coins, you were simply doing a good deed. With a shrug, she goes back to her stall and resumes her business.\n\n[[Return to the market.|market]]
The noble returns to his father's country, having accomplished his heroic deed. Proven worthy to inherit the throne, he takes up his role as a lord, and uses his earned wealth to add to the treasury of the realm. He proves to be a caring and just ruler.
<<set $got_wanderer = 2>>You refuse the wanderer's offer. He sits back on his rock quietly, not seeming disappointed or saddened. You're sure the wanderer will be quite capable of finding his own adventure.\n\n[[Continue|camp]]
Are you sure you want to dismiss the thief?\n\n[[Yes, dismiss him.|dismiss_thief_y]]\n[[Nevermind, keep him.|dismiss_thief_n]]
When you reach the mainland, you are able to find a buyer for the gemstone, collecting a handsome price. The compensation is enough to distribute a great amount of wealth to each member of the crew.<<if $got_merchant eq 1>><html></br></html><html></br></html><<display "end_normal_merchant">><<endif>><<if $got_thief eq 1>><html></br></html><html></br></html><<display "end_normal_thief">><<endif>><<if $got_sailor eq 1>><html></br></html><html></br></html><<display "end_normal_sailor">><<endif>><<if $got_archer eq 1>><html></br></html><html></br></html><<display "end_normal_archer">><<endif>><<if $got_fisherman eq 1>><html></br></html><html></br></html><<display "end_normal_fisherman">><<endif>><<if $got_herbalist eq 1>><html></br></html><html></br></html><<display "end_normal_herbalist">><<endif>><<if $got_noble eq 1>><html></br></html><html></br></html><<display "end_normal_noble">><<endif>><<if $got_scholar eq 1>><html></br></html><html></br></html><<display "end_normal_scholar">><<endif>><<if $got_wanderer eq 1>><html></br></html><html></br></html><<display "end_normal_wanderer">><<endif>><<if $got_singer eq 1>><html></br></html><html></br></html><<display "end_normal_singer">><<endif>><<if $got_woodworker eq 1>><html></br></html><html></br></html><<display "end_normal_woodworker">><<endif>>\n\n--\n\nCongratulations, you have successfully guided your crew through their quest!\n\n[[Thanks for playing.]]
<<set $endgameScore = $endgameScore + 2>>\n\nThe thief looks over the gemstone. While he admits he does not know its lore, he claims to know a fence who would be willing to pay handsomely for such a rare artifact. The crew is cautiously optimistic at this, but decides to make the journey back home and see how things turn out.\n\nWith their morale raised, the crew departs the cave by way of the long spiral staircase. Emerging into the forest, you feel a rush of excitement for the [[journey home|journey_return]].
You sit down at the table with the nobleman and his guard. The noble looks downtrodden, and frowns into his drink, while the guard eyes you suspiciously.\n\n[[Make small talk with the pair.|noble_b_A1]]\n[[Offer to buy the two of them drinks.|noble_b_A3]]\n[[Excuse yourself and leave the table.|tavern]]
<<set $monsterHP = $monsterHP - 20>>Nearby crewmen draw their blades and advance on the creature. Swinging wildly, they hack and slash at the base of the monster, grasping up at the light but unable to reach. Their weapons pass through the air and frost gathers on the metal.\n\nThe black mist of the beast dissolves only for a moment before reforming, but by its screeching you judge that the attack was effective. The crewmen back away from the creature, into warmer air.<<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
<<set $got_sailor = 1>>You head to the tavern with the sailor, and order yourself some drinks. As the evening goes on, you discuss your plans further with him and begin to develop a friendship. You end the night on a toast to your future endeavours.\n\n[[Retire at the Inn.|retire]]
body {background: #EEEDDD; color: black; background-image: url("voyage_bg.jpg"); }\n.passage { width: 500px; padding-top: 0px; }\n#passages { border-left: 1px solid #CCCBBB; }
The sailor looks saddened, and rises from the bench. He offers you a handshake before you go your separate ways.\n\n[[Return to the docks.|docks]]
The handful of pirates who have made it onto the deck begin a charge towards the archer. Before they reach him, the archer is able to loose two more shafts into the line, his bowstring twanging amid their shouts.\n\nAs the invaders near him, the archer pulls a small dagger from his belt. Expertly, he parries the first of their cutlass swings and disarms his opponent with a sideways slice, but is caught in the arm by a second pirate's attack. He yells out in pain, then lashes back with his dagger, leaving a red line across the chest of the man who wounded him.\n\nIn a rage, the archer strikes out against the encircling pirates, pushing back their advance through a series of swift and well placed movements. As the pirates begin to retreat, the archer aims his bow, but does not fire, allowing the frightened men to jump overboard and make for safety.\n\n[[Continue|journey_pirates_archer3]]
<<set $got_thief = 2>>You speak harshly to the thief, telling him to leave town immediately. He pauses for a moment, judging whether he should obey you, then decides to bolt. Within seconds, the last wisps of his cloak's fabric disappear into the trees.\n\n[[Continue|camp]]
There is a [[fisherman|fisherman_talkbeach]] sitting on the beach, his line in the water.
Are you sure you want to dismiss the sailor?\n\n[[Yes, dismiss him.|dismiss_sailor_y]]\n[[Nevermind, keep him.|dismiss_sailor_n]]
<<set $got_herbalist = 1>>You put out a formal invitation to the herbalist. After shaking hands on the deal, you begin to help her pack her wares into wooden chests for travel. You spend the better part of the evening helping the herbalist organize and prepare her items.\n\nAfter your work is completed, you head off to the Inn for a rest.\n\n[[Retire at the Inn.|retire]]
<<set $got_sailor = 2>>You dismiss the sailor from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<set $got_singer = 1>>You shake hands with the singer and make a formal agreement. To celebrate, you have a drink with your new companion, and stay to watch while she sings one last song for the night.\n\nAs the last notes of her tune fade into silence, the darkness of the evening thickens. You head back to the Inn to rest, guided by the faint amount of moonlight able to pierce the thick clouds.\n\n[[Retire for the night.|retire]]
<<set $got_herbalist = 2>>You dismiss the herbalist from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
<<if $got_herbalist eq 0>>You offer a friendly greeting to the fisherman. He smiles broadly at you and returns the gesture. You make small talk for a short while and learn that he comes here often to shop for bait. He seems somewhat weak and frail, but sound of mind.\n\n[[Ask the fisherman to join your crew.|fisherman_refusemarket]]\n[[Bid him farewell and carry on.|market]]<<else>>The fisherman bolts upright when he sees the herbalist travelling with you. Adjusting his hat, he calls out to her, addressing her as his daughter.\n\nThe herbalist moves forward and spends a moment speaking to her father, explaining the quest. After she finishes, the fisherman walks up to you and demands to be taken along as well, so that he will be able to protect his daughter.\n\nThough the herbalist laughs softly at her father's insistence, the fisherman seems quite serious to you.\n\n[[Allow the fisherman to come with you.|fisherman_b_B1]]\n[[Do not allow the fisherman to come along.|fisherman_b_B2]]<<endif>>
Graeme Borland
You return to the mainland successfully. Trying to find a buyer for the gemstone, however, is not so simple. In the end, you donate the jewel to the mage's college for study. The senior instructors offer their humblest thanks, and do their best to compensate you, but the reward is hardly the mountain of riches you had dreamed of.<<if $got_merchant eq 1>><html></br></html><html></br></html><<display "end_bad_merchant">><<endif>><<if $got_thief eq 1>><html></br></html><html></br></html><<display "end_bad_thief">><<endif>><<if $got_sailor eq 1>><html></br></html><html></br></html><<display "end_bad_sailor">><<endif>><<if $got_archer eq 1>><html></br></html><html></br></html><<display "end_bad_archer">><<endif>><<if $got_fisherman eq 1>><html></br></html><html></br></html><<display "end_bad_fisherman">><<endif>><<if $got_herbalist eq 1>><html></br></html><html></br></html><<display "end_bad_herbalist">><<endif>><<if $got_noble eq 1>><html></br></html><html></br></html><<display "end_bad_noble">><<endif>><<if $got_scholar eq 1>><html></br></html><html></br></html><<display "end_bad_scholar">><<endif>><<if $got_wanderer eq 1>><html></br></html><html></br></html><<display "end_bad_wanderer">><<endif>><<if $got_singer eq 1>><html></br></html><html></br></html><<display "end_bad_singer">><<endif>><<if $got_woodworker eq 1>><html></br></html><html></br></html><<display "end_bad_woodworker">><<endif>>\n\n--\n\nCongratulations, your crew survived the journey!\n\n[[Thanks for playing.]]
The woodworker informs you that not only has he built ships, he has experience as a crew member as well. His craft is well suited to repairing and maintaining woodwork, which can be invaluable in times of emergency at sea. He claims to be a hard worker and a loyal companion.\n\n[[Allow the woodworker to join your crew.|woodworker_C2]]\n[[Refuse the woodworker's offer, leave him be.|woodworker's]]
<<set $endgameScore = $endgameScore + 3>>As the boat continues on, the fisherman sits out on the edge of the deck, overlooking the water. He rests there quietly for a while, before starting upright as he notices something.\n\nHe runs to the steersman, telling him that he's spotted a pirate's vessel to the east. After conferring with the navigator, the steersman is able to alter the ship's course to avoid an encounter.\n\nYou thank the fisherman for his sharp eye and quick thinking.\n\n[[Continue|journey_storm_intro]]
You detail your quest for the scholar, and explain how her knowledge could be important to the success of the journey. The priest is quick to point out that your travels will take you to corners of the map not often seen, and this could be the chance of a lifetime for the scholar to observe.\n\nWith each new detail you present, the scholar seems even more eager to join you.\n\n[[Request that she join your crew.|scholar_C2]]\n[[Tell her you are no longer interested.|scholar_C4]]
The sailor uses his newfound wealth to fund his journey to the capital, where he is able to join up with the crew of a prestigious vessel in the king's fleet.
The town's [[herbalist|herbalist_market]] has a shop set up here, selling her herbs and spices.
The fisherman distributes his share of the gold to his family. He goes on to live a quiet life, catching and selling his fish comfortably in his home village.
<<set $got_thief = 2>>You repeat yourself, insisting that the thief apologize to the merchant. The thief bares his teeth in frustration before turning and dashing away into the forest.\n\n[[Continue|camp]]
The singer is happy to accept her share of the earnings, but opts to remain in her previous lifestyle for security, travelling between towns and performing. She stays in contact, writing you periodically to tell you of her journeys.
You approach the blacksmith, and give a greeting over the sound of his hammer pounding steel. He looks up at you, a burly man with small eyes and a thick brown beard. Gruffly, he asks what your business is.\n\n[[Ask about his work.|blacksmith_A1]]\n[[Tell him about your quest.|blacksmith_A2]]\n[[Bid him farewell.|smithy]]
The merchant is taken aback at your sudden change of heart. She looks at the bronze coins still in her hand and shoves them roughly back into her leather coin pouch before walking away, back to her stall.\n\n[[Return to the marketplace.|market]]
You accept the coins from the merchant's hand. She turns to walk away, but you stop her. You explain your quest, and mention that an expert in commerce may be a useful addition to your crew.\n\nHer smile fades and she raises her hand, stopping you. Your service was rendered, and payment was made, she explains. Though you try your best to convince her to consider this new adventure, she maintains her refusal, eventually walking back to her stall.\n\n[[Return to the market.|market]]
<<silently>>\n\n<<set $day = 1>>\n\n<<set $got_merchant = 0>>\n<<set $got_thief = 0>>\n<<set $got_sailor = 0>>\n<<set $got_archer = 0>>\n<<set $got_fisherman = 0>>\n<<set $got_herbalist = 0>>\n<<set $got_noble = 0>>\n<<set $got_scholar = 0>>\n<<set $got_wanderer = 0>>\n<<set $got_singer = 0>>\n<<set $got_woodworker = 0>>\n\n<<set $visitedtavern = 0>>\n<<set $merchantrobbed = false>>\n<<set $caughtthief = false>>\n<<set $metthief = 0>>\n\n<<set $event_sailor = 0>>\n\n<<endsilently>>The sun rises in an orange haze as you step out onto the deck of your ship. Your crew works quickly around you, securing the boat to the wooden docks. They are hard workers, but inexperienced. For this quest to be successful, you will need specialists, allies of a higher degree, and that is what has brought you here. A week remains to be spent in this village, seven days to seek out the strongest, bravest, and keenest of mind. You imagine the promise of treasure will be enough to motivate the best amongst the townspeople to join you.\n\nThe runes have been cast, and the signs read. In seven day's time you must depart, regardless of how successfully you gather heroes, or the quest shall be forfeit.\n\nStepping off the oaken planks of the deck, you enter the [[Waterfront|waterfront]] district.
With his share of the gold, the thief no longer needs to worry about going hungry. Having lost his motivation to steal, he is overcome by his guilt and makes it his personal quest to travel around the country, finding those he had wronged and making it up to them.
You explain your quest to the fisherman, but he simply smiles and shakes his head. He reminisces about a time when he was younger and went on adventures of his own.\n\n[[Ask the fisherman about his catch.|fisherman_b_A2]]\n[[Bid the fisherman farewell.|beach]]
The wanderer forfeits his gold, and journeys off in the night.
<<silently>>\n\n<<set $monsterHP = 100>>\n\n<<set $cool_merchant = 1>>\n<<set $cool_thief = 0>>\n<<set $cool_sailor = 1>>\n<<set $cool_archer = 0>>\n<<set $cool_fisherman = 3>>\n<<set $cool_herbalist = 0>>\n<<set $cool_noble = 1>>\n<<set $cool_scholar = 0>>\n<<set $cool_wanderer = 0>>\n<<set $cool_singer = 0>>\n<<set $cool_woodworker = 0>>\n\n<<endsilently>>Your group enters the narrow cave. The torch throws harsh shadows against the walls as you climb down the spiralling stairs. As you get lower, you begin to hear a hissing sound and a low groaning.\n\nFinally you reach the bottom of the staircase. Here the cave opens into a large room with a high ceiling lost to darkness. The torch illuminates the bases of repeating pillars along the walls, runic carvings lining their surfaces.<<if $got_scholar eq 1>><html></br></br></html>The scholar gasps in delight upon seeing these, and take a moment to record their shapes in a leatherbound logbook. She explains that this style of rune has been seen only once before, in a ruin proved to be over two thousand years old.<<endif>>\n\nAt the opposite end of the room you see a glint of blue [[light|journey_cave_light]].
On your return to port, you find a buyer for the gemstone, amassing a great fortune to share amongst the crew.<<if $got_merchant eq 1>><html></br></html><html></br></html><<display "end_good_merchant">><<endif>><<if $got_thief eq 1>><html></br></html><html></br></html><<display "end_good_thief">><<endif>><<if $got_sailor eq 1>><html></br></html><html></br></html><<display "end_good_sailor">><<endif>><<if $got_archer eq 1>><html></br></html><html></br></html><<display "end_good_archer">><<endif>><<if $got_fisherman eq 1>><html></br></html><html></br></html><<display "end_good_fisherman">><<endif>><<if $got_herbalist eq 1>><html></br></html><html></br></html><<display "end_good_herbalist">><<endif>><<if $got_noble eq 1>><html></br></html><html></br></html><<display "end_good_noble">><<endif>><<if $got_scholar eq 1>><html></br></html><html></br></html><<display "end_good_scholar">><<endif>><<if $got_wanderer eq 1>><html></br></html><html></br></html><<display "end_good_wanderer">><<endif>><<if $got_singer eq 1>><html></br></html><html></br></html><<display "end_good_singer">><<endif>><<if $got_woodworker eq 1>><html></br></html><html></br></html><<display "end_good_woodworker">><<endif>>\n\n--\n\nCongratulations, you have guided your crew to fame and fortune!\n\n[[Thanks for playing.]]
The archer refuses his small portion, and heads off into the countryside as soon as he has the chance.
The singer doesn't seem to return the woodworker's enthusiasm, but she admits that a skillset like his could be quite useful aboard the ship. The woodworker beams at this bit of recognition.\n\n[[Allow the woodworker to join your crew.|woodworker_C2]]\n[[Refuse the woodworker's offer, leave him be.|woodworker's]]
Small market stalls line the path, all kinds of vendors are out selling their wares. Clouds of mist drift through the streets and voices echo down corridors of awnings and makeshift walls. \n<<if $day gte 4>><<if $got_herbalist eq 0>><html></br></html><<display herbalist_ambient2>><html></br></html><<endif>><<endif>><<if ($day eq 1) or ($day eq 3) or ($day eq 5)>><<if $got_fisherman eq 0>><html></br></html><<display fisherman_ambientmarket>><html></br></html><<endif>><<endif>><<if ($day eq 1) and ($merchantrobbed eq false)>><html></br></html><<display robbery_ambient>><html></br></html><<endif>>\n--\n\n<<display waterfront>>
You ask to speak with the noble, but the guard shakes his head angrily. Nobody talks to the noble without first presenting thier business to him, he explains. You figure this noble must be the son of quite an important lord, to warrant this kind of protection.\n\n[[Explain your quest to the guard.|noble_t_B2]]\n[[Leave the pair to their business.|temple]]
You change your mind, allowing the scholar to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
After the pirates have been fought off, the archer drops to one knee. His arm drips red onto the deck, and he calls for help with a strained voice.\n\n<<if $got_herbalist eq 1>>[[Ask the herbalist to heal him.|journey_pirates_archerheal]]<html></br></html><<endif>>[[Get the crew to bandage him up.|journey_pirates_archercrew]]
<<if $cool_scholar lte 0>><<set $cool_scholar = 3>>The scholar looks over with wide eyes as you call out to her. She is unsure of what she could do to help combat the monster. She makes a move to run closer to you, but is immediately stopped by a crashing wave of dark cloud. The deep chill of the monster drives her back to her hiding spot, where she remains, taking shelter.<<else>>The scholar is taking shelter behind a section of stone protruding from the wall. She clutches her hood defensively and trembles as the monster's fumes cast spikes of cold air at the crew. She is clearly in no shape to be fighting.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
You explain your quest to the guard. He frowns the whole time, but listens intently nonetheless. When you finish, the guard pauses for a moment before calling over the noble.\n\nThe noble clumsily stumbles to his feet and walks over to join you. The guard reiterates your information to the noble, and he nods his head as he takes it all in.<<if $got_thief eq 1>> As the guard speaks, the thief frowns.<<endif>>\n\nOnce he has heard the story, the noble nods. He seems interested, but is still letting the guard speak for him.\n\n[[Ask what the pair could contribute to the quest.|noble_t_C1]]\n[[Say farewell, go on your way.|temple]]
You are on an old dirt road leading away from the town. Off the trail is a small makeshift [[camp|camp]], partially obscured by the heavy mist that hangs over the area.\n\nBehind you is the town's [[main road|main road]].\n\n--\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
Your description of your quest seems to interest the herbalist. After contemplating it for a moment, she makes you an offer.\n\nThe herbalist is willing to come along with your crew, and bring with her a wide variety of useful alchemic materials. Since her stock is not selling well here at the market, she figures it might as well be put to better use. All she asks in return is a fair share of the quest's reward, should there be any.\n\nYou admit the herbalist's items would be of great benefit to your crew, and the herbalist herself is quite valuable with all her knowledge.\n\n[[Invite the herblist to join your crew.|herbalist_m_C1]]\n[[Offer to buy her items.|herbalist_m_B2]]\n[[Refuse her offer, be on your way.|market]]
<<set $endgameScore = $endgameScore + 1>>Before long, the ship has entered the storm. Thunder peals across the skyline and rain hammers the deck hard. Amid the shouts of your crew, you hear the sailor's confident voice coaching the men.\n\nHe yells overtop the screaming wind, bellowing orders and keeping the crew in line. The others have gained a great respect for him since leaving port together, and listen solemnly to his every instruction, doing their best to pull through the storm.\n\nHuge swirling waves crash against the ship. The wooden hull groans loudly as it is thrown about, but somehow it manages to hold its direction. Whenever a moment of calm settles on the ship, it is shortly interrupted by a burst of wind and rain.\n\nYou continue on like this for hours, until a crewman's head appears from belowdecks with news. The thrashing of the sea has thrown some debris up against the hull, and the sturdy wooden beams have sprung a leak.\n\n<<if $got_woodworker eq 1>>[[Ask the woodworker to fix the leak.|journey_storm_leakfix]]<html></br></html><<endif>>[[Tell the crew to patch up the leak.|journey_storm_leakcrew]]
<<set $merchantrobbed = true>>A [[shady figure]] is lurking near a merchant's stall. He glances around often, and seems to be nervous.
<<if $day gte 3>><<if $got_singer eq 0>>You approach the woodworker, who turns to greet you. Making small talk with him, you hear rumor of a singer who has recently arrived at the tavern. The woodworker has been infatuated with her since she appeared in town.\n\n[[Ask the woodworker to join your crew.|woodworker_B1]]\n[[Bid the woodworker farewell.|woodworker's]]<<else>>When you approach the woodworker, he immediately sits upright, noticing the singer walking with you. He speaks to her directly, humbling himself and making her acquaintance.\n\nOnce the two of them have talked for a while, the singer brings up your quest. Upon hearing that she will be traveling with you, the woodworker turns to you. He stands up straight and formally asks of you the chance to join your crew. He cites a desire for fame, but you know his motivation for joining lies mainly with the singer. Regardless, his skill could be useful to the team.\n\n[[Ask the woodworker what he could contribute.|woodworker_C1]]\n[[Ask the singer what she thinks.|woodworker_C3]]\n[[Allow the woodworker to join your crew.|woodworker_C2]]\n[[Refuse the woodworker's offer, leave him be.|woodworker's]]<<endif>><<else>>You approach the woodworker, but as you get closer, you hear him mumble that he is busy and wishes to be left alone for now.\n\n[[Insist on speaking with him.|woodworker_A1]]\n[[Leave him be.|woodworker's]]<<endif>>
You explain your quest to the woodworker. He glances back at his desk, telling you he's not quite able to leave his work right now. When you press him further, he dismisses you, asking you to leave him to his work.\n\n[[Leave him alone.|woodworker's]]
<<set $endgameScore = $endgameScore + 3>>Far off on the horizon, you spy the silhouette of a ship. As it draws closer, you see a group of navy ships approach it from the south, bearing the flag of the noble's family.\n\nYou walk across the deck to get a better view, and are able to make out a black flag flying from the unknown ship. The navy ships slowly encircle the pirate vessel, and guide it away from your course. As they fade out into the distant fog, you hear a faint crack of cannon fire.\n\nYou thank the noble for his contribution, the allies he enlisted have proved to be most useful in avoiding trouble.\n\n[[Continue|journey_storm_intro]]
<<set $got_scholar = 2>>You dismiss the scholar from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
It is day number <<print $day>>. If you wish, you can [[retire]] for the day.
The scholar uses her earnings to make sizable donations to the academic organizations she has been involved with. She continues her studies avidly, and uses her wealth to fund expeditions and workshops for younger scholars.
You change your mind, allowing the herbalist to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
The priest asks you to wait while he disappears into a back room. After a moment, he returns to the torchlight, a girl in a long grey robe following him. Her robe is lined with runes similar to those on the priest's, but hers are woven with silver thread. She looks at you with shining green eyes, and bows as the priest introduces her.\n\n[[Ask her about her studies.|scholar_C1]]\n[[Request that she join your crew.|scholar_C2]]\n[[Explain your quest and gauge her reaction.|scholar_C3]]\n[[Tell her you are no longer interested.|scholar_C4]]
The woodworker returns to his old craft, selling his carvings and creations. All he purchases with his earnings are a few blocks of fine wood, and a new set of tools to work with.
The archer takes his share and purchases nothing but a good strong bow and finely crafted arrows. He disappears away into the countryside, not to be heard from again.
You wave your hand and throw a friendly greeting out to the noble. At the sound of your voice, the guard's head whips around to face you, and he steps between you and the noble. He asks what your business with him is.\n\n[[Ask to speak with the noble.|noble_t_B1]]\n[[Explain your quest to the guard.|noble_t_B2]]\n[[Leave them alone.|temple]]
<<set $got_thief = 2>>You dismiss the thief from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
When you ask what their business in the town is, the guard remains silent, but the noble perks up. He belches quietly, then informs you he is on a journey to perform a heroic deed. His lordly father has tasked the noble with this, to prove he is worthy of his inheritance.\n\nThe two have been in town for a few days, seeking adventure, but have found no opportunities yet. The noble is becoming worried that his father will give up on him, and for the night has given in to his despair.\n\n[[Tell the noble you have an opportunity for him.|noble_b_C1]]\n[[Excuse yourself and leave the table.|tavern]]
With the boat repaired, you are ready to explore the island. You take a look around to get your bearings. The beach stretches as far as you can see in either direction. Where it ends, about fifty feet up from the water's edge, there is a thick line of trees that form the outer layer of a dark forest.\n\nYour crew awaits your guidance.\n\n<<if $got_thief eq 1>>[[Ask the thief to look around.|journey_search_thief]]<html></br></html><<endif>><<if $got_wanderer eq 1>>[[Ask the wanderer to look around.|journey_search_wanderer]]<html></br></html><<endif>><<if $got_herbalist eq 1>>[[Ask the herbalist to look around.|journey_search_herbalist]]<html></br></html><<endif>>[[Ask the crew to look around.|journey_search_crew]]
The scholar donates her earnings to her temple. She returns to her studies, eager to process her learnings from your journey. Her recordings of the runes found in the monster's lair invoke a research expedition of which she takes the lead.
The herbalist uses her share to purchase a horse and wagon, and travels the countryside, selling her herbs and potions in what villages she passes through. She quickly gains the reputation of a travelling healer, and is loved by the common folk.
A [[cloaked man|thief_talk]] sits on a log on the fringe of the camp. He appears to be in deep thought.
Before long, the ship has entered the storm. Thunder peals across the skyline and rain hammers the deck hard. The shouts of your crew ring out into the darkening sky.\n\nOver the screaming wind you hear confused bellowing from below the deck. Chaos has stricken your crew, and they scramble to maintain the ship as it is pushed violently across the surface of the water by giant waves.\n\nYou hear a loud splintering noise from below. Upon questioning a crewman, you learn that the hull of the ship has been cracked by the impact of a piece of floating debris.\n\n<<if $got_woodworker eq 1>>[[Ask the woodworker to fix the leak.|journey_storm_leakfix]]<html></br></html><<endif>>[[Tell the crew to patch up the leak.|journey_storm_leakcrew]]
<<silently>>\n\n<<set $cool_merchant = $cool_merchant - 1>>\n<<set $cool_thief = $cool_thief - 1>>\n<<set $cool_sailor = $cool_sailor - 1>>\n<<set $cool_archer = $cool_archer - 1>>\n<<set $cool_fisherman = $cool_fisherman - 1>>\n<<set $cool_herbalist = $cool_herbalist - 1>>\n<<set $cool_noble = $cool_noble - 1>>\n<<set $cool_scholar = $cool_scholar - 1>>\n<<set $cool_wanderer = $cool_wanderer - 1>>\n<<set $cool_singer = $cool_singer - 1>>\n<<set $cool_woodworker = $cool_woodworker - 1>>\n\n<<endsilently>>
You make your way towards the sailor, a large, muscle-bound man dressed in simple white cloth. As you approach, he glances over at you, but does not stop his work. He disappears into the ship carrying a large crate just as you come to a stop at the edge of the dock. While standing there, you notice a grizzled, bearded man lurking in the shadows on the far side of the ship's main deck. \n\nHe calls out to you in an accent you can barely understand, his voice harsh and strained. You can't make out his words, but as he begins to motion with his hands you can clearly see he wants you to leave.\n\n[[Ask the man about the sailor.|sailor_1A]]\n[[Stand your ground, say nothing.|sailor_1B]]\n[[Turn around and return to the docks.|docks]]
When you demand that the thief go back into town and apologize to the merchant, he gets up from the log, filled with anger. He was just trying to survive, he explains to you. Opportunities for honest work are hard to come by in these parts, according to him.\n\n[[Tell the thief again to apologize.|thief_c_C1]]\n[[Suggest that you may have some honest work for him.|thief_c_B2]]\n[[Demand that the thief leaves town.|thief_c_A2]]\n[[Leave the thief alone.|camp]]
You decide it would be better to allow the thief to leave. You watch as the silhouette of the thief shrinks into the mist, heading out of the village onto the old road. Though the merchant is fuming, she has no choice but to return to her stall, grumbling.\n\n[[Continue|market]]
<<if $cool_sailor lte 0>><<set $monsterHP = $monsterHP - 10>><<set $cool_sailor = 2>>You give your order to the sailor. He nods at you and steps forward, picking up a large rock from the floor. He hurls it up towards the monster's light, and it hits home with a crunch. A wave of black smoke falls away from the upper part of the creature as it wails. The sailor dashes back just in time to avoid a thrusting tendril of mist.<<else>>The sailor is dashing around amidst the crew, helping keep everybody in order. He hears your shout, but is unable to act at the moment.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
As you approach the cloaked man, you recognize him as the thief from the waterfront. He looks up at you from his seat and tenses up at first, but relaxes after a moment when you make no move to apprehend him.\n\n[[Ask the thief what he is doing here.|thief_c_A1]]\n[[Tell the thief to get out of here.|thief_c_A2]]\n[[Sit down next to the thief.|thief_c_A3]]\n[[Leave the thief alone, be on your way.|camp]]
You state your name and titles and ask that the man does the same. Rather than provide you a formal reponse, he tells you he is something of a wanderer. He drifts from place to place, not so much seeking as he is exploring.\n\nFrom behind the shade of his hood, he asks you to get on with your business, what would you have of him?\n\n[[Tell the wanderer about your quest.|wanderer_B1]]\n[[Leave the wanderer alone.|camp]]
<<set $got_thief = 2>>You try to explain that you've changed your mind, but the thief is not willing to sit and listen to you explain. Insulted, he turns and leaves the camp, heading into the gloom of the forest.\n\n[[Continue|camp]]
You walk up to the cloaked man and make an introduction. He turns to face you, but does not lower his hood. You wave, but lower your arm after a moment when he makes no audible reply.\n\n[[Ask the man who he is.|wanderer_A1]]\n[[Ask what he is doing.|wanderer_A2]]\n[[Ask where the man came from.|wanderer_A3]]\n[[Leave the man alone.|camp]]
Are you sure you want to dismiss the fisherman?\n\n[[Yes, dismiss him.|dismiss_fisherman_y]]\n[[Nevermind, keep him.|dismiss_fisherman_n]]
You are in the Waterfront district, and can travel to the following areas.\n[[Docks|docks]]\n[[Beach|beach]]\n[[Market|market]]\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
You make the suggestion that if her sales are not going well, the herbalist could donate her supplies to your quest in exchange for a portion of whatever reward comes from your journey.\n\nThe herbalist seems interested by your suggestion, but asks that she might come along herself. Some of her alchemic creations require advanced procedures to be administered properly, and she is the only one in the area with such a specific skillset.\n\n[[Invite the herbalist to join your crew.|herbalist_m_C1]]\n[[Refuse her offer, wish her luck with her sales.|market]]
You ask the herbalist about the items she has on display. She describes for you in great detail the nature of the various plants and potions on her table. Healing poultices, spices to prevent sickness, sleeping draughts, and poisons for hunting lie amongst items of assorted purpose. It's clear that she is well researched in the creation and application of these items.\n\nAs she describes her wares, you can't help but imagine how useful these objects could be on your upcoming quest.\n\n[[Describe your quest to her.|herbalist_m_B1]]\n[[Ask her to use the items to help your crew.|herbalist_m_A1]]\n[[Wish her luck with her sales and be on your way.|market]]
The town has three main areas you can travel to.\n[[Waterfront|waterfront]]\n[[Upper Terrace|upper terrace]]\n[[Main Road|main road]]
<<set $visitedtavern = 1>>The tavern is dim and warm. Thin firelight flickers from the corner and a low murmur of conversation fills the air.<<if (($day eq 5) or ($day eq 6)) and ($got_noble eq 0)>><html></br></html><html></br></html><<display noble_ambienttavern>><<endif>><<if ($got_singer eq 0) and ($day gte 3)>><html></br></html><html></br></html><<display singer_ambient>><<endif>>\n\n--\n\n<<display "main road">>
You politely refuse the merchant's coins. When she asks why you would not take them, you explain your quest to her. As your tale concludes, you tell her how an expert in commerce could be a useful addition to your crew.\n\nThe merchant smiles. She explains an interest she has in hunting down ancient artifacts, and seems to believe that her interests overlap reasonably well with yours.\n\n[[Confirm the merchant's membership and further discuss your plans.|robbery_merchantjoin]]\n[[Change your mind, do not allow her to join your crew.|robbery_merchantrefuse]]
The fisherman chuckles after you finish explaining your quest. He tells you that should you have asked him ten years ago, you'd have the hero you were looking for. As it is now, he is but a simple fisherman, content with a quiet life.\n\n[[Return to the market.|market]]
The woodworker's hut is home to huge stacks of lumber. Saws, tools, wooden carvings and half finished creations lie scattered about the area.<<if $got_woodworker eq 0>><html></br></html><html></br></html><<display woodworker_ambient>><<endif>>\n\n--\n\n<<display "main road">>
There is a [[man|wanderer_talk]] in a faded and worn red cloak sitting on a small rock nearby.
<<set $endgameScore = $endgameScore + 2>>Luckily, the woodworker is on hand to fix up the ship. You and the other crew members help gather materials and tools, and the woodworker sets to it.\n\nThe crew sits on the beach, waiting, while some of the more adventurous members set out and explore the shoreside edge of the island.<<if $got_singer eq 1>><html></br></html><html></br></html>The singer paces along the beach, speaking with the crew and raising their spirits. She speaks briefly to the woodworker as he toils, inspiring him to speed his work along through his sweat.<<endif>>\n\nAfter some time, the repairs have been made. The crew cheers loudly and congratulates the woodworker on his great skill.\n\n[[Continue|journey_island_landing2]]
You ask if the stranger would be interested in joining your crew. He nods and smiles. That is precisely why he sought you out. It has been far too long since he took part in an adventure, he tells you.\n\n[[Ask what he could contribute to the crew.|archer_B1]]\n[[Tell him you are not interested.|archer_A3]]
<<set $got_archer = 2>>You tell the stranger to be on his way, as you have no interest in meeting with him. The stranger grunts quietly, and pulls his hood back up to cover his worn features. Hidden beneath his cloth, he walks away in the direction he arrived from.\n\n[[Continue|leave_inn]]
You take a seat and listen to the singer perform for a while. When she finishes her song, the audience claps and she bows before stepping away from her raised wooden platform.\n\n[[Approach the singer and compliment her voice.|singer_A1]]\n[[Give a friendly greeting to the singer.|singer_A2]]\n[[Wait until the singer nears you.|singer_A3]]\n[[Leave the singer alone.|singer_A4]]
The stranger smiles, distorting the line of a pale scar across the side of his mouth. He states his business simply, he wishes to join your cause. It has been too long since he took part in an adventure, he tells you.\n\n[[Ask what he could contribute to the crew.|archer_B1]]\n[[Tell him you are not interested.|archer_A3]]
As you pass by the waking villagers, you offer a friendly smile and wave. The townsfolk pick up on your positivity and return the gesture. A feeling of warmth takes root in your chest as you continue towards the docks.\n\nNearing the docks now, you see your [[crew|embark_waiting]] in the distance.
You remain back in the shadows and listen in as the noble prays.\n\nHis head bowed, he asks the god for a chance to prove his greatness. By the sound of it, he has been sent on a quest by his lord father to prove that he is worthy to inherit the throne. The noble seems determined, but his voice is high and weak. His build is slight, and you doubt he would be of much use in combat.\n\nThe guard stands ever vigilant behind the noble with a dark expression on his face.<<if $got_thief eq 1>> The thief speaks up from your side, he doesn't like the look of the guard.<<endif>>\n\n[[Give a greeting to the noble.|noble_t_A2]]\n[[Give a greeting to the guard.|noble_t_A3]]\n[[Leave them alone.|temple]]
<<set $got_archer = 1>>You decide that the archer would make a strong addition to your crew, and offer your hand to him. You explain the details of your quest to him, and he listens intently, clarifying details and offering his insight. You can tell he is an experienced traveler.\n\n[[Continue|leave_inn]]
You change your mind, allowing the singer to stay with your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
The priest laughs softly. He is an old man, hunched over and with slow reflexes, and as such denies your request to join the crew. However, he informs you of a scholar who has been studying at the temple for some time. Perhaps, the priest suggests, she would be willing to come along, to offer her knowledge while learning more of the outside world.\n\n[[Ask to be introduced to the scholar.|scholar_B1]]\n[[Tell the priest you are not interested.|temple]]
The priest is happy to oblige, and walks over to a statue of a seafaring god to light a candle. He offers up a prayer to the statue, for the safety of your crew and the success of your mission.\n\nWhen he is done speaking, the priest turns back to you and asks if there is anything else you would ask of him.\n\n[[Ask the priest to join your crew.|scholar_A1]]\n[[Ask if the priest knows of anyone who might be willing to join you.|scholar_A3]]\n[[Thank the priest and be on your way.|temple]]
The priest's face lights up when you ask. The temple has been housing a young girl who has proven to be a knowledgable scholar, but lacks experience in the outside world. The priest offers to introduce you, suggesting that her knowledge could be a great boon to your crew.\n\n[[Ask to be introduced to the scholar.|scholar_B1]]\n[[Tell the priest you are not interested.|temple]]
Your offer to buy the items is stopped dead as soon as it leaves your lips. The herbalist shakes her head adamantly and tells you that if you want access to her wares, you'll have to bring her along as well.\n\n[[Invite the herbalist to join your crew.|herbalist_m_C1]]\n[[Refuse the herbalist, be on your way.|market]]
The herbalist explains that she is in charge of managing the gardens, but also runs a small business growing and selling herbs, spices, and potions. Today she is checking on the flowers, and picking herbs to sell at the market on the waterfront later in the week.\n\n[[Tell her about your quest.|herbalist_g_A2]]\n[[Bid her farewell.|gardens]]
As you greet the guard, he turns around to face you. He scowls, and asks what business you have with him.\n\n[[Ask to speak with the noble.|noble_t_B1]]\n[[Explain your quest to the guard.|noble_t_B2]]\n[[Walk away.|temple]]
The cloaked man cracks his neck. He tells you he is a wanderer, moving from place to place in the countryside, exploring what the world has to offer him. He has no outright goal other than to survive and learn.\n\nShaking his head, he asks you to get to the point.\n\n[[Tell the wanderer about your quest.|wanderer_B1]]\n[[Leave the wanderer alone.|camp]]
You push the merchant's coin away, insulted by her meager offering. She takes a step backwards in surprise as you demand a greater payment. In disgust, she returns the coins to her pouch and storms off back to her shop.\n\nNearby, you catch sight of a guard watching you closely. You judge that it would be better not to make any more of a scene.\n\n[[Return to the market.|market]]
The merchant is able to use her share of the gold to open a shop in the capital. She runs the establishment with great skill, and is able to grow her earnings into a fine state for herself and her family.
The fisherman gives his share of the treasure to his family. He opts for a simple life for himself, roaming the shores of the mainland and practicing his hobby.
The merchant is sitting on a crate nearby, dressed in a thick coat to combat the morning chill. A large pack sits on the dock next to her, waiting to be loaded onto the ship.
The crew sets about their work repairing the ship with what supplies they have on hand. You and your companions help with gathering materials and tools.\n\nThe crew works for quite some time before a rower approaches you and claims the job complete. The patch looks rough and thrown together, but the crewmen reassure you that it will hold.\n\n[[Continue|journey_island_landing2]]
The man gestures with his arm to the edge of the forest down the path. He has traveled long and far, exploring the land. Calling himself a wanderer, he claims not to be seeking anything, but simply learning about the world.\n\nFrom behind the shade of his hood, he asks you to get on with your business, what would you have of him?\n\n[[Tell the wanderer about your quest.|wanderer_B1]]\n[[Leave the wanderer alone.|camp]]
Pulling up his hood to shield his face from the cool breeze, the archer shifts his weight. He has been standing nearby for some time, his bow and heavy quiver carefully inspected and prepared.
A [[nobleman|noble_talktavern]] is sitting at a table with drink in hand. A stern looking guard wearing chainmail sits beside him, eating a red piece of meat.
<<set $caughtthief = true>>You hold on to the thief's arm and call loudly for a guard. A tall man armoured in iron comes forward and takes the thief roughly from you as bystanders look on. Rage burns in the eyes of the cloaked young man as he is dragged away.\n\nAfter the commotion settles down, the merchant approaches you with a wide smile and thanks you for your actions. She holds out a pair of bronze coins to you, offering a reward.\n\n[[Take the coins and ask her to join your crew.|robbery_coinask]]\n[[Take the coins and be on your way.|robbery_cointake]]\n[[Refuse the coins, ask her to join your crew.|robbery_coinrefuse]]\n[[Refuse the coins and be on your way.|robbery_coinleave]]\n[[Demand a greater reward.|robbery_coindemand]]
<<if $cool_herbalist lte 0>><<set $monsterHP = $monsterHP - 50>><<set $cool_herbalist = 2>>The herbalist hears your order. She pulls a small glass vial from a pouch on her belt and tosses it up towards the monster's light. In shatters on impact, and a green liquid spills out onto the top of the creature. It screeches and recoils, black mist boiling in the air around it.\n\nThe herbalist cries out in joy, her attack was successful. She backs off and avoids being hit by the monster lashing in its rage.<<else>>The herablist hears your shout, but is busy running between crew members, tending wounds and giving support. She is focused on her task, and unable to attack right now.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
<<set $endgameScore = $endgameScore + 1>>You ask the herbalist to search around the island for anything of interest. She heads for the forest's edge, hoping that an inspection of the local flora will yield some useful information.\n\nHuge rocks covered in moss and roots blanket the forest floor. The canopies of the trees blot out nearly all the sun's light, making the space below cool and damp. The herbalist bends down to take note of the mushrooms sprouting from the grass. While inspecting the growths, she notices a series of broken sticks and torn leaves forming a path. The group begins to follow this [[trail|journey_search_herbalist2]].
<<if $cool_wanderer lte 0>><<set $monsterHP = $monsterHP - 35>><<set $cool_wanderer = 3>>The wanderer produces a thin steel blade from the folds of his cloak and advances on the monster. Slicing upwards, he is unable to reach the shining light on the monster's head, but does well to disperse the field of mist at its core. The creature shrieks and stumbles backwards as the cloud reforms.\n\nStepping backwards, the wanderer gives his blade a shake to try and free it from a layer of frost that formed when it passed through the monster.<<else>>The wanderer is still fighting to free his blade from a shell of frost. When he attacked the monster previously, it formed on his sword, blunting its edge and making it heavy and difficult to use.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
<<set $endgameScore = $endgameScore + 1>>The scholar greets you warmly. You learn that she has spent the night praying for the journey's success at the temple. Herself, the priest, and several of the townsfolk lit candles and chanted verses to invoke the god's blessing for this day.
The [[woodworker|woodworker_talk]] is sitting at his bench, bent over and working away with a small bronze knife.
<<set $got_fisherman = 1>>You tell the fisherman that he is welcome to come along for the journey. He appears relieved, and the herbalist gives a happy smile.\n\nYou spend the rest of the evening on the beach, talking with the father and daughter, getting to know one another.\n\n[[Retire at the Inn.|retire]]
The blacksmith explains that he is contracted to craft weapons for the army. He used to sell to travelers, hunters and townsfolk, but now all his stock is sent up to the castles in the north in exchange for a considerable wage.\n\nHe continues to work as he speaks, only looking up now and again to see if you are still there. It seems as though he is trying to give you what you want quickly so you will leave.\n\n[[Tell him about your quest.|blacksmith_A2]]\n[[Stand and watch him work.|blacksmith_A3]]\n[[Leave him be.|smithy]]
<<set $got_herbalist = 2>><<set $got_fisherman = 2>>You refuse to let the fisherman join your crew. In his anger, he leaves, and takes his daughter with him. Neither the fisherman or herbalist will be joining you on your quest.\n\n[[Continue|beach]]
You walk confidently up to the singer as she step offstage, complimenting her on her performance. She thanks you and sits down on a stool nearby.\n\n[[Tell her about your quest.|singer_B1]]\n[[Ask about her background.|singer_B2]]\n[[Ask to hear another song.|singer_A5]]\n[[Say farewell.|singer_A4]]
The meager reward presented to you by the collete is plenty for the merchant, however. She is able to trade her way up from a small bag of gold to a wealthy estate.
You wait for the singer to step down from her platform and watch as several fans compliment her. When she breaks away from the group, you offer a greeting. She gives a small bow of the head, and sits on a stool nearby.\n\n[[Tell her about your quest.|singer_B1]]\n[[Ask about her background.|singer_B2]]\n[[Ask to hear another song.|singer_A5]]\n[[Say farewell.|singer_A4]]
The singer is happy to oblige. She finishes a drink from the bar, then returns to her platform and starts up a new song.\n\n[[Stay a while and listen.|singer_talk]]\n[[Look around the tavern.|tavern]]
You decide to leave the singer be. You watch as she has a drink from the bar, then returns to her platform and starts up another song.\n\n[[Continue|tavern]]
The woodworker turns around to look at you from his bench. He repeats himself, telling you he is quite busy at the moment and for you to come back some other time.\n\n[[Bid the woodworker farewell.|woodworker's]]
The singer marches up to the scene, humming a joyful tune. She travels around your crew, speaking with each of them and doing her best to help brace their nerves for the journey ahead.
Your crew and companions approach the blue light alongside you.<<if $got_wanderer eq 1>> The wanderer holds his own torch, standing at the front of the group, bravely peering ahead.<<endif>><<if $got_scholar eq 1>> Nearby, the scholar darts from pillar to pillar as the group advances, still doing her best to record everything she sets her eyes on.<<endif>>\n\nJust as the entrance to the stairwell by which you arrived disappears into the darkness behind you, there comes a screeching noise from the direction of the blue light. The shining point moves, lurching downwards and flickering.<<if $got_wanderer eq 1>> The wanderer holds out his arm, halting the progress of the group.<<endif>>\n\nThe light grows brighter as it nears the crew, and just as it reaches the edge of the torchlight's glow, a shape becomes visible. Wisps of blackness slide off the clouded surface of the creature, taking no solid form but a general shape. The beast emits a constant low groaning sound, as though under some great pressure, and the air around it feels cold and dry.\n\nLooking upwards, you see that the blue light is mounted on some small but solid object, held aloft by the smoking body of the creature.\n\nIt lingers at the edge of the torchlight, every so often emitting a grinding screech. The crew readies for combat as fumes of darkness lash out toward them.\n\n[[Continue|combat_start]]
You step into the sand of the beach and listen as the waves lap up against the shore. The air, water, and sand all feel cold in the blue mist.<<if ($day eq 2) or ($day eq 4) or ($day eq 6)>><<if $got_fisherman eq 0>><html></br></html><html></br></html><<display \nfisherman_ambientbeach>><<endif>><<endif>>\n\n--\n\n<<display waterfront>>
<<set $got_archer = 2>>You refuse the archer's proposition and tell him to be on his way. The archer tosses his cloak back over his shoulder and raises his hood, turning and walking away from you with a low mumble.\n\n[[Continue|leave_inn]]
<<set $endgameScore = $endgameScore + 3>>When you show the gemstone to the merchant, she gasps. Taking a small lens from her coat, the looks over the item and appraises it as an extremely valuable artifact. She tells you she has a contact back on the mainland who would be able to find a buyer and make the whole crew rich.\n\nThe crew cheers, heartened by this news. As a group, you depart the cave, climbing the long staircase upwards as you chatter excitedly amongst yourselves. Emerging into the forest, you feel a rush of excitement for the [[journey home|journey_return]].
The bearded man scowls when you inquire about the sailor. He exclaims something loudly and points down at the ship with one finger. You catch a glimpse of the sailor through a hole in the woodwork of the deck, and briefly read a sorrowful expression on his face.\n\nA moment passes in silence, the bearded man sitting with his arms folded. He seems to have given up on talking and is waiting for you to leave.\n\n[[Remain where you are, say nothing.|sailor_1B]]\n[[Turn around and return to the docks.|docks]]
The merchant graciously accepts her share of the earnings. Hired hands help her cart the gold away. She tells you she plans to share her earning amongst her family, and use her own share to open a shop in the capital. With this much gold available to invest, she is confident she will be able to earn herself a high quality of life.
You stand in silence on the docks for a moment, until the bearded man gives a horrible grunt and a scowl, revealing yellowed, broken teeth. He turns slowly and goes below deck. You hear a yell and a crash, as though a heavy object has been dropped. Footsteps grow louder as someone climbs the staircase up onto the misty deck. A head emerges from below and you recognize the sailor. He seems to be in a rage, and storms away from the boat in a hurry, spouting obscenities towards the bearded man, who, you discern from the yelling, is his captain.<<set $event_sailor = 1>>\n\n[[Follow the sailor.|sailor_2A]]\n[[Let the sailor go, return to the docks.|docks]]
<<set $got_noble = 1>>You shake hands with the noble and his guard, officially welcoming them to your crew. Though the noble is in a state of drunken joy, the guard remains calm and quiet. You discuss details of the noble's contribution to the mission, and finalize a plan to have an escort of ships in place for the first leg of the seaward journey.<<if $got_thief eq 1>><html></br></br></html>The thief cannot stand to be around the guard. He warns you that the guard seems like an untrustworthy character before striking off on his own.<<set $got_thief = 0>><<endif>>\n\nAfter concluding your business, you break away from the tavern and head back to the Inn to rest.\n\n[[Retire for the night.|retire]]
<<set $endgameScore = $endgameScore + 1>>The herbalist appears, clutching a pouch overflowing with herbs. Tearing away the archer's torn sleeve, she cleans the wound and applies an odd-smelling poultice to the cut. The archer holds a straight face through her treatment, and offers a sincere thanks when the herbalist is done.\n\n[[Continue|journey_storm_intro]]
<<if $cool_thief lte 0>><<set $monsterHP = $monsterHP - 3>><<set $cool_thief = 3>>The thief whips a knife from behind his cloak when called upon. He dashes towards the beast, slicing at its smoky form. With each swing, clouds of darkness are brushed aside. Quickly, more smoke rolls in to fill the gaps.\n\nJumping backwards, the thief sheathes his knife and takes a place in the rear of the crew, to protect himself from the monster's grasping wisps.<<else>>The thief is in the rear, resting. His close brush with the creature sent a deep cold through his blade arm, and he needs a moment to recover. The monster seems to emit a chill that intesifies at close range.<<endif>><<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
The thief offers you a smile. He seems much more energetic than you last saw him, darting around the docks lending a helping hand wherever he can to speed things along.
You are on the town's main road. You can travel to the following areas.\n[[Tavern|tavern]]\n[[Blacksmith|smithy]]\n[[Woodworker|woodworker's]]\n[[Old Road|old road]]\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
Are you sure you want to dismiss the singer?\n\n[[Yes, dismiss him.|dismiss_singer_y]]\n[[Nevermind, keep him.|dismiss_singer_n]]
In an effort to keep the conversation alive, you give the pair an account of your plans. As you describe your quest, the guard simply continues to eat, but the noble slowly leans towards you, listening intently.\n\nAfter you finish speaking, the noble informs you that he has been sent on a quest of his own by his father, to perform a heroic deed and prove himself worthy of his inheritance. He has had little luck so far, and takes great interest in your mission.\n\n[[Ask the noble what he could bring to your crew.|noble_b_D1]]\n[[Offer the noble a spot in your crew.|noble_b_E1]]\n[[Excuse yourself and leave the table.|tavern]]
<<set $monsterHP = $monsterHP - 25>>Your crew arms themselves with rocks from the room's floor. They pelt the creature, aiming upwards to the light at its peak. While many of the rocks miss, several hit home and the monster recoils. With each impact on the light, puffs of black dust shoot out the back of the shaded object.\n\nAs the crew members finish their volley and retreat, the creature lets out a blood curdling scream. The light seems to be its weak point, the only part of the creature with something solid behind it.<<display "combat_cooldowns">>\n\n[[Continue|combat_start]]
The fisherman gives his share of the treasure to his family. He opts for a simple life for himself, roaming the shores of the mainland and practicing his hobby.
<<if $day eq 2>>You head outside into the light of the morning, and listen for a moment to the townsfolk talking. Rumors circulate about activity in the town's upper terrace.<<endif>><<if $day eq 3>>As you step outside into the morning light, you overhear two men talking on the side of the road. They are discussing the arrival of a new singer in the town's tavern.<<endif>><<if $day eq 4>>As the morning light finds your eyes, you listen to the sounds of the townspeople going about their business. In passing, you overhear a merchant speaking to his friend. He says he has spotted the town's herbalist at the market, trying to sell her herbs and spices. By the sound of it, she hasn't been very successful as of yet.<<endif>><<if $day eq 5>>Stepping into the morning's light, you overhear a pair of woman conversing on the road. One of them claims to have seen a firelight in the direction of the old road during the night.<<endif>><<if $day eq 6>>The morning light covers you as you step out of the Inn. The streets are strangely quiet today.<<endif>><<if $day eq 7>>You are greeted by a commoner as you step out of the Inn into the morning light. He has heard your story through rumor, and offers you luck for when you set out tomorrow. Only one day remains, any business you have in the city must be concluded before nightfall.<<endif>>\n\nYour crew and companions emerge from around the village and gather near you, ready to start the day.\n\n--\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
You let go of the thief's arm, and without hesitation he resumes his sprint. He seems to be heading for the old road, branching off from the town's main path.\n\nYou feel as though you've done the right thing, though the merchant groans loudly behind you and throws her arms up in the air.\n\n[[Continue|market]]
<<if $got_sailor eq 1>><html></br></html>The sailor is in your crew. ([[Dismiss|dismiss_sailor]])<<endif>><<if $got_archer eq 1>><html></br></html>The archer is in your crew. ([[Dismiss|dismiss_archer]])<<endif>><<if $got_scholar eq 1>><html></br></html>The scholar is in your crew. ([[Dismiss|dismiss_scholar]])<<endif>><<if $got_herbalist eq 1>><html></br></html>The herbalist is in your crew. ([[Dismiss|dismiss_herbalist]])<<endif>><<if $got_fisherman eq 1>><html></br></html>The fisherman is in your crew. ([[Dismiss|dismiss_fisherman]])<<endif>><<if $got_thief eq 1>><html></br></html>The thief is in your crew. ([[Dismiss|dismiss_thief]])<<endif>><<if $got_merchant eq 1>><html></br></html>The merchant is in your crew. ([[Dismiss|dismiss_merchant]])<<endif>><<if $got_noble eq 1>><html></br></html>The noble is in your crew. ([[Dismiss|dismiss_noble]])<<endif>><<if $got_singer eq 1>><html></br></html>The singer is in your crew. ([[Dismiss|dismiss_singer]])<<endif>><<if $got_woodworker eq 1>><html></br></html>The woodworker is in your crew. ([[Dismiss|dismiss_woodworker]])<<endif>>
<<set $got_wanderer = 1>>You accept the wanderer's offer and shake his hand to confirm the deal. After clarifying some of the finer points for him, you both agree to part ways and get some rest.\n\nThe wanderer heads off down the old road to his camp, while you head back into town to the Inn.\n\n[[Retire at the Inn.|retire]]
After conferring with your first mate, you take your place in your cabin. A short wait later, the oars begin to churn the water. Spray mixes with mist and the combined voices of the crew rise above the sounds of travel.\n\nSlowly but surely, the boat travels out of port into the open water.<<if $got_singer eq 1>><html></br></html><html></br></html><<display "journey_start_singer">><<endif>>\n\n<<if $got_noble eq 1>>[[Continue|journey_pirates_nobleavoid]]<<else>><<if $got_fisherman eq 1>>[[Continue|journey_pirates_fishermanavoid]]<<else>><<if $got_archer eq 1>>[[Continue|journey_pirates_archer]]<<else>><<if $got_wanderer eq 1>>[[Continue|journey_pirates_wanderer]]<<else>>[[Continue|journey_pirates_default]]<<endif>><<endif>><<endif>><<endif>>
You explain your quest to the thief. Though he has made mistakes, you decide to offer him a chance at some honest work. You tell him that his dexterity could be of use to the crew, and that he would have food and shelter if he would work aboard the ship.\n\nThe thief contemplates this for a while, his face remaining neutral. After a moment, he nods and agrees solemnly, promising to pull his weight. He cautiously holds out his hand to you.\n\n[[Shake the thief's hand, welcome him to the crew.|thief_c_D1]]\n[[Do not shake his hand, retract your offer.|thief_c_D2]]
<<set $endgameScore = $endgameScore - 1>>You call out to the crew for assistance. You give the first man that responds your instructions to get down below the deck and do his best to patch up the leak.\n\nNodding, he ventures nervously belowdecks, tripping on the stairs as a large wave shakes the boat.<<if $got_sailor eq 1>> Luckily, the sailor follows close behind, to support the crewman should he need it.<<endif>>\n\nAfter some time, the crewman reappears from beneath the deck. He has managed to patch up the hull using what supplies you have onboard, but it won't hold forever. He stresses that a proper repair needs to be done once the ship reaches land.\n\nYou accept his report and return him to his previous duty, then return to your own work helping the crew manage in the storm.\n\n<<if $got_wanderer eq 1>>[[Continue|journey_rocks_wanderer]]<<else>><<if $got_fisherman eq 1>>[[Continue|journey_rocks_fisherman]]<<else>>[[Continue|journey_rocks_default]]<<endif>><<endif>>
You and the fisherman make small talk about his catch. He seems like a friendly person, and smiles as you speak.\n\n[[Tell the fisherman about your quest.|fisherman_b_A1]]\n[[Bid the fisherman farewell.|beach]]
You stand in a makeshift campsite surrounded by tall trees. A small trail leads away to the [[old road|old road]].<<if ($merchantrobbed eq true) and ($caughtthief eq false) and ($day gte 2) and ($day lte 4) and ($got_thief eq 0) and ($got_noble eq 0) and ($metthief eq 1)>><html></br></html><html></br></html><<display thief_ambient>><<endif>><<if ($day eq 5) and ($got_wanderer eq 0)>><html></br></html><html></br></html><<display wanderer_ambient>><<endif>>\n\n--\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
Are you sure you want to dismiss the merchant?\n\n[[Yes, dismiss him.|dismiss_merchant_y]]\n[[Nevermind, keep him.|dismiss_merchant_n]]
<<set $got_woodworker = 2>>You dismiss the woodworker from your crew.\n\n<<display "navigationMain">>\n\n<<display "dayAmbient">>\n<<display "crewAmbient">>
You greet the priest with a bow. He wears a long white hooded robe with gold trim, woven in runic patterns. After a few religious formalities, he asks what answers you seek at the temple.\n\n[[Ask the priest to join your crew.|scholar_A1]]\n[[Request a blessing for your crew.|scholar_A2]]\n[[Ask if the priest knows of anyone who might be willing to join you.|scholar_A3]]\n[[End the conversation.|temple]]
You stand amidst a garden of beautiful flowers. Their brightly coloured petals pierce through the grey mist.<<if $day gte 2>><<if $day lte 3>><html></br></html><html></br></html><<display herbalist_ambient>><<endif>><<endif>>\n\n--\n\n<<display "upper terrace">>
You stand off to the side, and for a moment you watch the blacksmith at his work. After a short while he becomes irritated, asking you in a low voice to leave him be.\n\n[[Insist that he join your crew.|blacksmith_A4]]\n[[Bid him farewell.|smithy]]
You give a summary of your quest to the blacksmith, in hope that he will take interest, but as your tale goes on, he does not once look up from his work.\n\nWhen you finish, he dismisses your story casually. With a shake of his head, he tells you he has important work to do, so if you have no business here, you had best move on.\n\n[[Ask about his work.|blacksmith_A1]]\n[[Stand and watch him work.|blacksmith_A3]]\n[[Insist that he join your crew.|blacksmith_A4]]\n[[Leave him be.|smithy]]
The noble returns to his father's country, having accomplished his heroic deed. Proven worthy to inherit the throne, he takes up his role as a lord, and uses his earned wealth to add to the treasury of the realm. He proves to be a caring and just ruler.
The sailor invests his share of the gold in a ship, claiming the rank of captain. He recruits a skillful crew, paying them well and treating them with compassion. He thanks you for the chance to join you on your quest, having learned much from your leadership.
<<set $endgameScore = $endgameScore - 3>>A ship flying a black flag appears off on the horizon. Rapidly, it approaches your ship. Before the crew can do anything to avoid a brush with the pirates, they come within range of your vessel.\n\nRather than lead the assault with cannon fire, the pirates pull their boat next to yours, to allow them to swing from long ropes and jump across onto your deck. A handful of the criminals land on the wooden surface and pull cutlasses from their belts or between their teeth.\n\nThe crew takes arms against them, squaring up on the deck and preparing for combat.\n\n[[Continue|journey_pirates_default2]]
As soon as you begin to ask the blacksmith about joining your crew, he refuses, shakes his head and walks over to you. He puts a hand on your shoulder and guides you out the door, leaving you outside.\n\n[[Continue|main road]]
You make a friendly offer to buy the noble and his guard drinks, but the guard is quick to refuse you on behalf of them both. He waves off your offer and moves along quickly.\n\n[[Ask what their business in town is.|noble_b_B1]]\n[[Tell the noble about your quest.|noble_b_A2]]\n[[Excuse yourself and leave the table.|tavern]]
The singer is happy to accept her share of the earnings, but opts to remain in her previous lifestyle for security, travelling between towns and performing. She stays in contact, writing you periodically to tell you of her journeys.
You attempt to make small talk with the noble and his guard, but they prove quite difficult to speak with. The guard gives one word answers and grunts in response to your questions, and the noble seems to be deep in his drink.\n\n[[Ask what their business in town is.|noble_b_B1]]\n[[Tell the noble about your quest.|noble_b_A2]]\n[[Offer to buy the two of them drinks.|noble_b_A3]]\n[[Excuse yourself and leave the table.|tavern]]
You continue your voyage, having long since lost sight of land behind you. Much of the day passes without event.<<if $got_noble eq 1>> The noble is nearby, playing a game of cards with some of the crew members.<<endif>>\n\nThrough the distant fog, you see a darkening in the sky. Over the sound of churning oars, you hear a crash of thunder, muffled by distance.\n\n<<if $got_sailor eq 1>>[[Continue|journey_storm_sailor]]<<else>>[[Continue|journey_storm_nosailor]]<<endif>>