<div class="whole-page">
<br><br><br>
<div class="page-item"><img class="img-center" style="width:50%;" src="images/New-Title-Logo.png" alt="it reads 'the dungeons of Miran' in a blackletter font"/></div>
<div class="page-item"><p style="text-align:center;">[[START GAME|characterprofession]]</p></div>
</div><br>
<body><div class="container">\
<header><header><strong><<return "many kinds of people travel to this dungeon without making it back. you may:">></strong></header>\
</header>\
<main>\
<div class="char-item">\
[[be an anxious noble|name-noble][$job = "Noble"]]<img src="images/noble.png" alt="a photo shows a nobleman reading a book and holding a staff"/></div>\
<div class="char-item">\
[[be a vengeful knight|name-knight][$job = "Knight"]]<img src="images/knight.png" alt="a photo shows a knight swinging her sword in the air"/></div>\
<div class="char-item">\
[[be a desperate farmer|name-farmer][$job = "Farmer"]]<img src="images/farmer.png" alt="a photo shows a man with a stick sitting down"/></div>\
<div class="char-item">\
[[be an exiled nun|name-nun][$job = "Nun"]]<img src="images/nun.png" alt="a photo shows a medieval nun"/></div>\
</main>\
<div style="margin:auto;" class="nav">[[find out the difference|job-dif]]</div>
</div>\
</body>\
<header><strong><<return "the shoppes">></strong></header>\
<p>
for your journey, you’ll need to get some supplies before you can leave town.
as a $job, you currently have $money silver, but you don’t have to spend it all now. you can buy whatever you need and talk to locals in the local shoppes. where do you want to go?
<ol>
<li>[[Blacksmith|blacksmith1]]</li>
<li>[[General Store|generalstore1]]</li>
<li>[[Tavern|tavern1]]</li>
<li>[[I’m ready to leave|leave]]</li>
</ol>
</p><br>
<body><div class="container">\
<header><strong><<return "the noble">></strong></header>\
<main>\
<div class="char-img">\
<img src="images/noble.png" alt="a photo shows a nobleman reading a book and holding a staff"/></div>\
<div class="char-right">\
king thomas is the ruler of great kingdom, known for his wisdom, fairness, and strategic mind. he ascended to the throne after the death of the previous king, his father, who was beloved by the people.
though his reign has been prosperous, king thomas is not without his burdens. the kingdom is plagued by threats from neighboring lands, which has become a constant matter of debate amongst the king and his council.
through servant’s whispers, the king hears swirling rumors of a powerful, ancient artifact hidden within a dungeon in a neighboring kingdom. this artifact is said to possess unimaginable power, enough to ensure his kingdom's dominance for generations. with this in mind, king thomas sets out for the dangerous dungeons of miran.<br>
<div class="nav">[[continue|Shopping]]</div>
</div>\
</main>\
</div>\
</body>\
<<silently>><<nobr>><<set $job to "Noble">>
<<set $money to 2000>>
<<set $health to 100>>
<<set $sanity to 100>>
<<set $food to 0>>
<<set $weapon to "N/A">><</nobr>><</silently>>
<br>
<body><div class="container">\
<header><strong><<return "the knight">></strong></header>\
<main>\
<div class="char-img">\
<img src="images/knight.png" alt="a photo shows a knight swinging her sword in the air"/>
</div>\
<div class="char-right">\
knight alwyn the valorous, hailed for her unflinching bravery and skilled swordsmanship was the most loyal knight to king edric of miran.
in 1538, king edric’s reign came to an unexpected end after a betrayal by his allies in the west. as valiently as alwyn and the other knights of miran fought, they weren’t able to defend against the opposing army. king edric was dethroned and taken to a distant dungeon to live out the rest of his days. after his fall from power, alwyn was left with with little but the armor on her back and vengeance on her mind.
aimless and tired of living under the tyranny of king edric’s traitors, alwyn set out for the fabled miranian dungeon from which many never return, determined to return with the rightful king.<br>
<div class="nav">[[continue|Shopping]]</div>
</div>\
</main>\
</div>\
</body>\
<<silently>><<nobr>>
<<set $job to "Knight">>
<<set $money to 500>>
<<set $health to 100>>
<<set $sanity to 100>>
<<set $food to 0>>
<<set $weapon to "flail">><</nobr>><</silently>><br>
<body><div class="container">\
<header><strong><<return "the farmer">></strong></header>\
<main>\
<div class="char-img">\
<img src="images/farmer.png" alt="a photo shows a man with a stick sitting down"/>
</div>\
<div class="char-right">\
oswin peckold, an unassuming farmer from the outskirts of miran, has had a sickle in his hand as long as he could hold one. providing for his village has been a source of pride, and many depend on oswin’s good fortune in farming to live.
during summer of 1538, when crops suddenly began to wither, animals were found drained of blood, and townspeople fell gravely ill, oswin became desparate for a solution. he remembered old wives tales and bedtime stories telling of a nearby dungeon, where a witch demands a soul in return for any wish one could desire.
with nothing but bread and his sickle, oswin left his eldest son in charge and set off towards the dungeons of miran, hoping to save everything he’s ever know.<br>
<div class="nav">[[continue|Shopping]]</div>
</div>\
</main>\
</div>\
</body>\
<<silently>><<nobr>><<set $job to "Farmer">>
<<set $money to 250>>
<<set $health to 100>>
<<set $sanity to 100>>
<<set $food to 50>>
<<set $weapon to "N/A">>
<</nobr>><</silently>><br>
<body><div class="container">\
<header><strong><<return "the nun">></strong></header>\
<main>\
<div class="char-img">\
<img src="images/nun.png" alt="a photo shows a medieval nun"/></div>\
<div class="char-right">\
sister vivienne is a young but devoted nun, and was a quiet member of the order of the waxing moon, a religious group dedicated to healing, charity, and the pursuit of knowledge.
one night in 1538, under the waxing moon, she began having terrifying visions of the future. she sees hazy flashes of long sealed dungeons opening, ancient evil unleashed, and malicious forces corrupting the church. believing her visions are a sign from god, she warned the members of the order, but is met with disbelief. she was swiftly accused of heresy, but fleed the city before she could be punished for suspected witchcraft.
desperate to prove her faith and stop these forces, sister vivienne runs straight for the very dungeons that haunt her nightmares, determined to find answers.<br>
<div class="nav">[[continue|Shopping]]</div>
</div>\
</main>\
</div>\
</body>\
<<silently>><<nobr>><<set $job to "Nun">>
<<set $money to 800>>
<<set $health to 100>>
<<set $sanity to 100>>
<<set $food to 0>>
<<set $weapon to "N/A">><</nobr>><</silently>><header><strong><<return "the blacksmith">></strong></header>\
here you can buy weapons to help protect yourself in the dungeons. you can only have one weapon type at a time, so if you buy/loot a new weapon, the inferior weapon will be left behind.
which item would you like to buy?
WEAPONS
<<link "1. wooden stake - 20sp" "blacksmith1">>
<<if $money gt 19>>
<<set $money to $money - 20>>
<<set $weapon to true>>
<<set $weaponname to "wooden stake">>
<</if>>
<</link>>
<<link "2. dagger - 100sp" "blacksmith1">>
<<if $money gt 99>>
<<set $money to $money - 100>>
<<set $weapon to true>>
<<set $weaponname to "dagger">>
<</if>>
<</link>>
<<link "3. flail - 250sp" "blacksmith1">>
<<if $money gt 249>>
<<set $money to $money - 250>>
<<set $weapon to true>>
<<set $weaponname to "flail">>
<</if>>
<</link>>
<<link "4. warhammer - 500sp" "blacksmith1">>
<<if $money gt 499>>
<<set $money to $money - 500>>
<<set $weapon to true>>
<<set $weaponname to "warhammer">>
<</if>>
<</link>>
<<link "5. longsword - 1000sp" "blacksmith1">>
<<if $money gt 999>>
<<set $money to $money - 1000>>
<<set $weapon to true>>
<<set $weaponname to "longsword">>
<</if>>
<</link>>
you have $money silver left | you currently have: $food food, $lockpick lockpicks, $torch torches, $cloth cloth, $ale ales and a $weaponname.
you can go [[back to the shoppes|Shopping]] or if you're done shopping, you can [[start your journey|leave]]
<header><strong><<return "the general store">></strong></header>\
welcome to the general store! here you can buy dry goods for your journey. i always recommend leaving with at least 30 torches and 30 food, but you can sometimes find more in the dungeons. lockpicks aren't essential, but will certainly help you on your way... and you can use cloth to heal if you're injured.
which item would you like to buy?
<<link "1. lockpick - 15sp" "generalstore1">>
<<if $money gt 14>>
<<set $lockpick to $lockpick + 1>>
<<set $money to $money - 15>>
<</if>>
<</link>>
<<link "2. food - 10sp" "generalstore1">>
<<if $money gt 9>>
<<set $food to $food + 2>>
<<set $money to $money - 10>>
<</if>>
<</link>>
<<link "3. torch - 5sp" "generalstore1">>
<<if $money gt 4>>
<<set $torch to $torch + 2>>
<<set $money to $money - 5>>
<<set $light to true>>
<</if>>
<</link>>
<<link "4. cloth - 10sp" "generalstore1">>
<<if $money gt 9>>
<<set $cloth to $cloth + 1>>
<<set $money to $money - 10>>
<</if>>
<</link>>
you have $money silver left | You currently have: $food food, $lockpick lockpicks, $torch torches, $cloth cloth, $ale ales and a $weaponname.
go [[back to the shoppes|Shopping]] or if you're done shopping, you can [[start your journey|leave]]<header><strong><<return "the tavern">></strong></header>\
hello! thinking of taking some ale on your journey? it'll keep you from losing your mind down in those dungeons...
which item would you like to buy?
<<link "1. ale - 15sp" "tavern1">>
<<if $money gt 14>>
<<set $ale to $ale + 1>>
<<set $money to $money - 15>>
<</if>>
<</link>>
you have $money silver left | you currently have: $food food, $lockpick lockpicks, $torch torches, $cloth cloth, $ale ales and a $weaponname.
you can go [[back to the shoppes|Shopping]] or if you're done shopping, you can [[start your journey|leave]]<header><strong><<return "the outskirts">></strong></header>\
<img style="width:100%;" src="images/landscape1.png" alt="a photo shows a small castle or keep"/>
<p style="text-align:center;">you leave town and head for the dungeons...
[[enter dungeon|loop]]</p><<set $day to 0>>
<<set $money to 0>>
<<set $torch to 0>>
<<set $cloth to 0>>
<<set $ale to 0>>
<<set $lockpick to 0>>
<<set $food to 0>>
<<set $sanity to 100>>
<<set $health to 100>>
<<set $hunger to 100>>
<<set $weapon to "N/A">>
<<set $light to false>>
<<set $miles to 100>>
<<set $hungerlevel to "Full">><<include "Daily Sets">>\
<body><div class="container">\
<header><<include "RNG Event">></header>\
<main><div class="left">\
<div class="stats">\
<div class="stats-left">day<br>health<br>hunger<br>sanity</div>\
<div class="stats-right">$day<br>$health<br>$hunger<br>$sanity</div></div>\
<div class="nav">[[check supplies|2. check supplies]]</div>\
<div class="nav">[[continue|loop]]</div>\
</div>\
<div class="center">\
<div class="center-image">\
<img src="images/Web-Final-Updated.png" alt="a man holds a torch in a dark corridor">\
</div>\
<div class="center-text">$miles miles to the end of the dungeon.</div>\
</div>\
<div class="right"><<if $torch gt 0>>\
<<set $light to true>>\
<<set $torch to $torch - 1>>\
<<else>>\
<<set $light to false>>\
you're out of torches.<br>
<</if>>\
<<if $sanity gt 4>>\
<<if $light is false and $ale is 0>>\
<<set $sanity to $sanity - 5>>\
you feel your sanity slip with every step you take in the dark.<br>\
<<else>>\
<<if $light is false and $ale is 0>>\
<<set $sanity to 0>>\
you feel your sanity slip with every step you take in the dark.<br>\
<</if>>\
<</if>>\
<<else>>\
<<if $sanity gt 0>>\
<<set $sanity to $sanity - 1>>\
<</if>>\
<</if>>\
<<if $cloth gte 1>>\
<<set $bleeding to false>>\
<</if>>\
<<if $bleeding is true>>\
<<set $health to $health - 5>>\
you are bleeding.
<</if>>\
</div>\
</main>\
</div>\
</body>\
<<include "End Conditions">>\<header><strong><<return "supplies">></strong></header>\
you currently have:
silver - $money
food - $food
torches - $torch
bottles of ale - $ale
lockpicks - $lockpick
cloth - $cloth
and your weapon is a $weaponname
<div class="nav">[[continue|loop]]</div>\<body><div class="container">\
<header>you find some rotting fruit in the bottom of a barrel. you collect 3 food.</header>\
<main><div class="left">\
<div class="stats">\
<div class="stats-left">day<br>health<br>hunger<br>sanity</div>\
<div class="stats-right">$day<br>$health<br>$hunger<br>$sanity</div></div>\
<div class="nav">check supplies</div>\
<div class="nav">continue</div>\
</div>\
<div class="center">\
<div class="center-image">\
<img src="images/Web-Final-Updated.png" alt="a man holds a torch in a dark corridor">\
</div>\
<div class="center-text">100 miles to the end of the dungeon.</div>\
</div>\
<div class="right">you are bleeding.<br><br>you're out of torches.<br><br>you feel your sanity slip with every step you take in the dark.\
</div>\
</main>\
</div>\
</body>\<<silently>>\
<<set $day to $day + 1>>\
<<set $miles to $miles - 2>>\
<<if $food gt 0>>\
<<set $food to $food - 1>>\
<</if>>\
<<if $food is 0>>\
<<set $hunger to $hunger - 5>>\
<</if>>\
<<if $ale gt 0>>\
<<set $ale to $ale - 1>>\
<</if>>\
<</silently>>\
<<nobr>>
<<set $rngevent to random(1, 125)>>
<<if $rngevent is 1>>
You nearly trip over what you think is a pile of sticks. Getting a better look, you realize it’s a few torches. You collect 5 torches. <<set $torch to $torch + 5>>
<</if>>
<<if $rngevent is 2>>
You nearly trip over what you think is a pile of sticks. Getting a better look, you realize it’s a few torches. You collect 4 torches. <<set $torch to $torch + 4>>
<</if>>
<<if $rngevent is 3>>
You nearly trip over what you think is a pile of sticks. Getting a better look, you realize it’s a few torches. You collect 3 torches. <<set $torch to $torch + 3>>
<</if>>
<<if $rngevent is 4>>
You nearly trip over what you think is a pile of sticks. Getting a better look, you realize it’s a few torches. You collect 2 torches. <<set $torch to $torch + 2>>
<</if>>
<<if $rngevent is 5>>
You nearly trip over what you think is a pile of sticks. Getting a better look, you realize it’s a few torches. You collect 1 torches. <<set $torch to $torch + 1>>
<</if>>
<<if $rngevent is 6>>
You find the dirty tatters of someones old clothes being used as some kind of marker or flag. You collect 2 cloth. <<set $cloth to $cloth + 2>>
<</if>>
<<if $rngevent is 7>>
You find the dirty tatters of someones old clothes being used as some kind of marker or flag. You collect 1 cloth. <<set $cloth to $cloth + 1>>
<</if>>
<<if $rngevent is 8>>
You open a crate containing some very stale bread. You collect 6 food. <<set $food to $food + 6>>
<</if>>
<<if $rngevent is 9>>
You open a crate containing some very stale bread. You collect 5 food. <<set $food to $food + 5>>
<</if>>
<<if $rngevent is 10>>
You open a crate containing some very stale bread. You collect 4 food. <<set $food to $food + 4>>
<</if>>
<<if $rngevent is 11>>
You find some softening fruit in the bottom of a barrel. You collect 3 food. <<set $food to $food + 3>>
<</if>>
<<if $rngevent is 12>>
You find some softening fruit in the bottom of a barrel. You collect 2 food. <<set $food to $food + 2>>
<</if>>
<<if $rngevent is 13>>
You find some softening fruit in the bottom of a barrel. You collect 1 food. <<set $food to $food + 1>>
<</if>>
<<if $rngevent is 14>>
<<set $lockpick to $lockpick + 1>>
<<if $light is true>>
Something small glistens on the stone in front of you. After further investigation you find that it’s a lockpick. It’s a bit bent, but you can probably still use it. You collect 1 lockpick.
<<else>>
You hear something small clatter on the ground in front of you. After feeling around blindly in the dark, you’re fairly sure it’s a lockpick. You collect 1 lockpick.
<</if>>
<</if>>
<<if $rngevent is 15>>
<<if $weapon is "N/A" or "wooden stake">>
You find the body of a long dead traveler holding a rusted dagger. You collect a dagger. <<set $weapon to "dagger">>
<<else>>
You find the body of a long dead traveler holding a rusted dagger, but you have no need for another weapon. <</if>>
<</if>>
<<if $rngevent is 16>>
<<if $weapon is "N/A">>
You find a stick sharpened to a point. You collect a wooden stake. <<set $weapon to "wooden stake">>
<<else>>
You find a stick sharpened to a point, but you have no need for another weapon. <</if>>
<</if>>
<<if $rngevent is 17>>
You take a wrong turn. Lose one day. <<set $days to $days + 1>><<set $miles to $miles + 2>><<include "Daily Mini">>
<</if>>
<<if $rngevent is 18>>
The dungeon corridor floods. Lose all torches. <<set $torch to 0>>
<</if>>
<<if $rngevent is 19>>
You take a wrong turn. Lose one day. <<set $days to $days + 1>><<set $miles to $miles + 2>><<include "Daily Mini">>
<</if>>
<<if $rngevent is 20>>
You twist an ankle. Lose 3 days. <<set $days to $days + 3>><<include "Daily Mini 3">>
<</if>>
<<if $rngevent is 21>>
You develop a fever. Lose 3 days and 20 health. <<set $days to $days + 3>><<set $health to $health - 20>><<include "Daily Mini 3">>
<</if>>
<<if $rngevent is 22>>
<<goto "RNG 22">>
<</if>>
<<if $rngevent is 23>>
<<goto "RNG 23">>
<</if>>
<<if $rngevent is 24>>
<<goto "RNG 24">>
<</if>>
<<if $rngevent is 25>>
<<goto "RNG 25">>
<</if>>
<<if $rngevent is 26>>
<<goto "RNG 26">>
<</if>>
<<if $rngevent is 27>>
<<goto "RNG 27">>
<</if>>
<<if $rngevent is 28>>
<<goto "RNG 28">>
<</if>>
<<if $rngevent is 29>>
While you’re resting someone robs you. You lose your $weaponname, 20 food, and 10 sanity.
<<if $food gt 20>>
<<set $food to $food - 20>>
<<else>>
<<set $food to 0>>
<</if>>
<<if $sanity gt 10>>
<<set $sanity to $sanity - 10>>
<<else>>
<<set $sanity to 0>>
<</if>>
<<set $weapon to "N/A">>
<</if>>
<<if $rngevent is 30>>
While you’re resting someone robs you. You lose 10 food and 5 torches.
<<if $food gt 9>>
<<set $food to $food - 10>>
<<else>>
<<set $food to 0>>
<</if>>
<<if $torch gt 4>>
<<set $torch to $torch - 5>>
<<else>>
<<set $torch to 0>>
<</if>>
<</if>>
<</nobr>>
<<nobr>>
<<if $sanity lte 30>>
<<set $rngsanity to random(1, 40)>>
<<if $rngsanity is 1>>
You lose your way. Lose one day. <<set $days to $days + 1>><<set $miles to $miles + 2>><<include "Daily Mini">><</if>>
<<if $rngsanity is 2>>
You lose your way. Lose two days. <<set $days to $days + 2>><<set $miles to $miles + 4>><<include "Daily Mini 2">> <</if>>
<<if $rngsanity is 3>>
You lose your way. Lose three days. <<set $days to $days + 3>><<set $miles to $miles + 6>><<include "Daily Mini 3">> <</if>>
<<if $rngsanity is 4>>
You follow a distant voice that leads to nowhere. Lose 3 days. <<set $days to $days + 3>><<set $miles to $miles + 6>><<include "Daily Mini 3">><</if>>
<<if $rngsanity is 5>>
You follow a distant voice that leads to nowhere. Lose 2 days. <<set $days to $days + 2>><<set $miles to $miles + 4>><<include "Daily Mini 2">><</if>>
<<if $rngsanity is 6>>
You fear someone is following you. You hide and lose 1 day. <<set $days to $days + 1>><<include "Daily Mini">><</if>>
<</if>>
<</nobr>><<if $torch gt 0>>
<<set $torch to $torch - 1>>
<</if>>
<<if $sanity gt 0>>
<<set $sanity to $sanity - 1>>
<</if>>
<<if $light is false>>
<<set $sanity to $sanity - 5>>
<<else>>
<<set $sanity to $sanity - 1>>
<</if>>
<<if $food gt 0>>
<<set $food to $food - 1>>
<</if>>
<<if $food is 0>>
<<set $hunger to $hunger - 5>>
<</if>>
<<if $ale gt 0>>
<<set $ale to $ale - 1>>
<</if>>
<<if $ale is 0>>
<<set $sanity to $sanity - 5>>
<</if>>
<<if $cloth gte 1>>
<<set $bleeding to false>>
<</if>>
<<if $bleeding is true>>
<<set $health to $health - 5>>
<</if>><<nobr>>
<<if $sanity lte 30>>
<<set $rngsanity to random(1, 40)>>
<<if $rngsanity is 1>>
You lose your way. Lose one day. <<set $days to $days + 1>><<set $miles to $miles + 2>><<include "Daily Mini">><</if>>
<<if $rngsanity is 2>>
You lose your way. Lose two days. <<set $days to $days + 2>><<set $miles to $miles + 4>><<include "Daily Mini 2">> <</if>>
<<if $rngsanity is 3>>
You lose your way. Lose three days. <<set $days to $days + 3>><<set $miles to $miles + 6>><<include "Daily Mini 3">> <</if>>
<<if $rngsanity is 4>>
You follow a distant voice that leads to nowhere. Lose 3 days. <<set $days to $days + 3>><<set $miles to $miles + 6>><<include "Daily Mini 3">><</if>>
<<if $rngsanity is 5>>
You follow a distant voice that leads to nowhere. Lose 2 days. <<set $days to $days + 2>><<set $miles to $miles + 4>><<include "Daily Mini 2">><</if>>
<<if $rngsanity is 6>>
You fear someone is following you. You hide and lose 1 day. <<set $days to $days + 1>><<include "Daily Mini">><</if>>
<</if>>
<</nobr>>
<<if $torch gt 2>>
<<set $torch to $torch - 2>>
<</if>>
<<if $sanity gt 2>>
<<set $sanity to $sanity - 2>>
<</if>>
<<if $light is false>>
<<set $sanity to $sanity - 10>>
<<else>>
<<set $sanity to $sanity - 2>>
<</if>>
<<if $food gt 2>>
<<set $food to $food - 2>>
<</if>>
<<if $food is 0>>
<<set $hunger to $hunger - 10>>
<</if>>
<<if $ale gt 2>>
<<set $ale to $ale - 2>>
<</if>>
<<if $ale is 0>>
<<set $sanity to $sanity - 10>>
<</if>>
<<if $cloth gte 2>>
<<set $bleeding to false>>
<</if>>
<<if $bleeding is true>>
<<set $health to $health - 10>>
<</if>><<if $torch gt 3>>
<<set $torch to $torch - 3>>
<</if>>
<<if $sanity gt 3>>
<<set $sanity to $sanity - 3>>
<</if>>
<<if $light is false>>
<<set $sanity to $sanity - 15>>
<<else>>
<<set $sanity to $sanity - 3>>
<</if>>
<<if $food gt 3>>
<<set $food to $food - 3>>
<</if>>
<<if $food is 0>>
<<set $hunger to $hunger - 15>>
<</if>>
<<if $ale gt 3>>
<<set $ale to $ale - 3>>
<</if>>
<<if $ale is 0>>
<<set $sanity to $sanity - 15>>
<</if>>
<<if $cloth gte 3>>
<<set $bleeding to false>>
<</if>>
<<if $bleeding is true>>
<<set $health to $health - 15>>
<</if>>The door swings open to reveal a short man in a purple tunic. He introduces himself as Dalo and says he has many items for purchase to help you on your way.
What would you like to buy?
<<link "1. Lockpick - 20sp" "door 1">>
<<if $money gt 19>>
<<set $lockpick to $lockpick + 1>>
<<set $money to $money - 20>>
<</if>>
<</link>>
<<link "2. Food - 15sp" "door 1">>
<<if $money gt 14>>
<<set $food to $food + 1>>
<<set $money to $money - 15>>
<</if>>
<</link>>
<<link "3. Torch - 10sp" "door 1">>
<<if $money gt 9>>
<<set $torch to $torch + 1>>
<<set $money to $money - 10>>
<<set $light to true>>
<</if>>
<</link>>
<<link "4. Cloth - 15sp" "door 1">>
<<if $money gt 14>>
<<set $cloth to $cloth + 1>>
<<set $money to $money - 15>>
<</if>>
<</link>>
<<link "5. Ale - 20sp" "door 1">>
<<if $money gt 19>>
<<set $ale to $ale + 1>>
<<set $money to $money - 20>>
<</if>>
<</link>>
<<link "6. dagger - 120sp" "door 1">>
<<if $money gt 119>>
<<set $money to $money - 120>>
<<set $weapon to true>>
<<set $weaponname to "dagger">>
<</if>>
<</link>>
You have $money silver left | You currently have: $food food, $lockpick lockpicks, $torch torches, $cloth cloth, $ale ales and a $weaponname.
If you're done shopping, you bid Dalo farewell and [[continue on your path.|loop]]After pushing the door open, you find a beat-up warhammer leaning against the wall!
<<if $weapon is "longsword">>
You have a better weapon, so you leave it behind.
<<else>>
You take it and [[continue on your path.|loop]] <<set $weapon to "warhammer">>
<</if>>You open the door to find a crate of suspiciously fresh food and full bottles of ale. You don't question the good fortune much, and take as much as you can hold. <<set $food to $food + 20>> <<set $ale to $ale + 10>>
[[continue on your path|loop]]The gate opens to a long winding hallway, the destination of which you're unsure of. Still, you follow the path until you exit into a main corridor. You cant be sure if you're now closer or futher to your goal than you were before.
<<set $miles to $miles - 10>>
[[continue on the path|loop]]<<if $weapon is "warhammer">>\
<<if random(1,2) is 1>>
The stranger draws his longsword and while you both put up a good fight, you're able to defeat him. You may have won, but you do leave with a few injuries. <<set $bleeding to true>>\
<<set $weapon to "longsword">><<set $food to $food + 3>> You take his longsword and 3 food. [[Continue on your path.|loop]]
<<else>>\
The stranger draws his longsword and while you both put up a good fight, you're unable to defeat him. [[Continue|Battle ending]]
<</if>>\
<<elseif $weapon is "flail">>\
The stranger draws his longsword and while you both put up a good fight, you're unable to defeat him. [[Continue|Battle ending]]
<<elseif $weapon is "dagger">>\
The stranger draws his longsword and disarms you immediately. You're unable to defeat him. [[Continue|Battle ending]]
<<elseif $weapon is "wooden stake">>\
The stranger draws his longsword and disarms you immediately. You're unable to defeat him. [[Continue|Battle ending]]
<<elseif $weapon is "N/A">>\
The stranger draws his dagger and without a weapon, you're unable to defeat him.
[[Continue|Battle ending]]
<<else>>\
The stranger draws his longsword and while you both put up a good fight, you're able to defeat him.
<<set $weapon to "longsword">><<set $food to $food + 3>> You take his longsword and 3 food. [[Continue on your path.|loop]]
<</if>>\You call out that you mean no harm, but the cloaked figure says nothing back, not even a blink in response.
The cloaked figure then unexpectedly draws his weapon, and you [[enter battle.|fight 1]]You ask if the stranger has any interest in trading, but the cloaked figure says nothing back, not even a blink in response.
The cloaked figure then unexpectedly draws his weapon, and you [[enter battle.|fight 1]]<<if $weapon is "dagger">>
The stranger draws his dagger and while you both put up a good fight, you're able to defeat him. You may have won, but you do leave with a few injuries. <<set $bleeding to true>>
<<set $food to $food + 10>><<set $torch to $torch + 2>> You take the food he was preparing and 2 torches and [continue on your path.|loop]]
<<elseif $weapon is "wooden stake">>
The stranger draws his dagger and while you both put up a good fight, you're able to defeat him. You may have won, but you do leave with a few injuries. <<set $bleeding to true>>
<<set $food to $food + 10>><<set $torch to $torch + 2>> You take the food he was preparing and 2 torches and [continue on your path.|loop]]
<<elseif $weapon is "N/A">>
The stranger draws his dagger and without a weapon, you're unable to defeat him.
[[Continue|Battle ending]]
<<else>>
The stranger draws his dagger, but you easily defeat him.
<<set $food to $food + 10>><<set $torch to $torch + 2>> You take the food he was preparing and 2 torches and [continue on your path.|loop]]
<</if>>The stranger doesn't offer much conversation, and urges you to keep quiet for your safety, but seemingly enjoys the company. While you don't find out much about the traveler, he generously offers you 5 food before you leave. <<set $food to $food + 5>>
[[continue on your path.|loop]]The bandaged stranger offers you 10 food in return for 3 cloth.
[[Agree to the trade|trade2.1]] or [[continue on your path.|loop]]<header><strong><<return "ending 1">></strong></header>\
You died in battle and will now never know what secrets the dungeon has to hide...
Your soul forever joins countless others as a victim of the dungeon...
[[try again|reset]]<<set $cloth to $cloth - 3>> <<set $food to $food + 10>> You take the trade. [[Continue on your path.|loop]]<<if $weapon is "flail">>
The direwolf lunges at you and while you both sustain multiple injuries during the fight, you're able to defeat it. You gain 5 food. <<set $bleeding to true>> <<set $food to $food + 5>>
[[Continue|loop]]
<<elseif $weapon is "dagger">>
The direwolf lunges at you and while you both sustain multiple injuries during the fight, you're able to defeat it. You gain 5 food. <<set $bleeding to true>> <<set $food to $food + 5>>
[[Continue|Battle ending]]
<<elseif $weapon is "wooden stake">>
The direwolf lunges at you and defeats you easily. [[Continue|Battle ending]]
<<elseif $weapon is "N/A">>
The direwolf lunges at you and without a weapon, it defeats you easily.
[[Continue|Battle ending]]
<<else>>
The direwolf lunges at you but you're able to defeat it easily. You gain 5 food. <<set $food to $food + 5>>
[[Continue|loop]]
<</if>>Before you can even finish speaking, the Direwolf growls and advances toward you.
You give up talking, deciding to draw your weapon and [[enter battle.|fight 3]]You're unsure if the direwolf can understand your words, so you offer the creature some meat from your pack in return for your life.
Throwing the meat down in front of it, it approaches slowly, seemingly accepting of your offer. What once seemed like an intimidating beast now seems more like an untrained puppy.
You lose 10 food but are able to [continue on your path.|loop]] <p>What are the first names of your other members in your party? (Please hit enter only after you have typed all four names)
1. <<textbox "$party_1" " " "Shopping">>
2. <<textbox "$party_2" " " "Shopping">>
3. <<textbox "$party_3" " " "Shopping">>
4. <<textbox "$party_4" " " "Shopping">>
</p>
<header><strong><<return "ending 2">></strong></header>\
You succumb to your wounds and will now never know what secrets the dungeon has to hide...
Your soul forever joins countless others as a victim of the dungeon...
[[try again|reset]]<header><strong><<return "ending 3">></strong></header>\
You are driven insane inside the winding passages of the dungeon.
You will never know what secrets the dungeon has to hide and your soul forever joins countless others as a victim of the dungeon...
[[try again|reset]]<header><strong><<return "ending 5">></strong></header>\
When Oswin reaches the final chamber, he finds the fabled witch, an ancient and powerful being whose magic has been draining life force from the surrounding lands. In exchange for his soul, she offers to restore his village and banish the blight from the land.
Instead of offering his soul, Oswin puts his faith in old folktales to try tricking the witch. Remembering his mother’s bedtime stories, with a swipe of his weapon he hopes to save his village from her grasp.
Oswin returns home a hero, able to end her curse over the land without giving her what she desires. His village is restored and his crops flourish, but Oswin forever feels the land’s power calling to him, like there is still some greater force he must answer to.
[[try again|reset]]<header><strong><<return "ending 4">></strong></header>\
Alwyn reaches the end of the dungeon and faces the final guardian, a corrupted and agressive version of the Lord Edric she once knew. Despite attempting to reason with him, Lord Edric is beyond saving. The dungeon has twisted him into a mindless, vengeful husk of his former self, cursed and warped by ancient magic. In an intense battle, Alwyn is torn by her loyalty to her former ruler and her commitment to protecting her kingdom and doing what’s right.
She finally defeats the ghoulish noble, and leaves defeated yet assured she’s done the right thing. Alwyn knows that her fight has allowed the truth to be revealed, and leaves with the confidence to protect her land from all evil that threatens it. Her return home is bittersweet. While her kingdom mourns the death of their true king, they view Alwyn as a symbol of hope and resilience. She becomes a leader in her own right, dedicated to protecting her people from those who seek to control them.
[[try again|reset]]<header><strong><<return "ending 6">></strong></header>\
As Sister Vivienne reaches the dungeon’s deepest chamber, she encounters an ancient evil: a powerful demon that had been sealed away by the Order of the Waxing Moon centuries ago. The demon has been feeding off the corrupted souls of priests, using their power to influence the very church she had once belonged to.
Her visions prove true, and she’s been given the chance to stop the destruction once and for all. With the strength of her belief, Vivienne confronts the demon. In a desperate final act, she uses the power of her faith to banish the demon, sealing it back into the depths.
Though victorious, Vivienne is deeply changed by the horrors she encountered. She returns to the world, no longer just a nun, but a warrior of the divine. However, she knows she may never return to the church she once called home. While she succeeded in stopping the ancient evil, she is forever marked by the darkness she fought and all she did to get there.
[[try again|reset]]<header><strong><<return "ending 7">></strong></header>\
After King Thomas navigates the last corridors of the dungeon, he finally reaches the artifact—a crystal infused with the magic of a long-dead god—he is faced with a decision: use the artifact’s power for his kingdom’s glory or leave it undisturbed.
The artifact grants unfathomable power, but it comes with a curse—those who wield it are bound by its will, slowly losing their humanity to the lust for control. Despite his wisdom, King Thomas succumbs to the artifact's temptation, believing it will ensure his kingdom's survival.
At first, the artifact grants him success, and his enemies fall before him, but over time, his decisions become more ruthless and his kingdom more oppressive. In the end, King Thomas is no longer the fair ruler he once was. The artifact has consumed him, and his kingdom, while powerful, is now ruled by fear. Those who once loved him now whisper of his madness…
[[try again|reset]]You attempt to run away from the cloaked figure, but he follows swiftly behind you.
You are unable to outrun the man, who is now drawing his weapon, and must [[enter battle.|fight 1]]You stumble upon a locked wooden door. You can hear someone talking quietly inside. Do you [[use a lockpick|door 1]] or [[continue on your path|loop]]?You walk towards a heavy locked door. Do you [[use a lockpick|door 2]] or [[continue on your path|loop]]?You spot a small door with words in an unfamiliar language on it. A push reveals that it’s locked. Do you [[use a lockpick|door 3]] or [[continue on your path|loop]]?
You find a large metal gate. The metal creaks loudly as you push, but the gate is locked. Do you [[use a lockpick|door 4]] or [[continue on your path|loop]]?A direwolf rounds the corner and snarls at you...
You may:
[[Fight|fight 3]]
[[Talk|talk 3]]
[[Run|loop]]
or [[Trade.|trade 3]]You encounter a very tall cloaked stranger. They stare at you blankly, face barely visible in the dark despite the torch in their hand. You’re ensure of their intentions.
You may:
[[Fight|fight 1]]
[[Talk|talk 1]]
[[Run|run 1]]
or [[Trade.|trade 1]]After following a distant light, you find a small campfire in the middle of a large vestibule. A heavily bandaged man is sitting, cooking some kind of meat. He first tenses up, glancing at you cautiously, before relaxing and offering an acknowledging wave.
You may:
[[Fight|fight 2]]
[[Talk|talk 2]]
[[Run|loop]]
or [[Trade.|trade 2]]
as the noble, you get the advantage of starting with more money.
as the knight, you get the advantage of starting with a flail (a level 3 weapon).
as the farmer, you get the advantage of starting with 50 food.
as the nun, you’ll start with no advantages. (hard mode)
<div class="nav">[[back to character selection|characterprofession]]</div>
<<if $health lte 0>>
<<goto "Wound Ending">>
<</if>>
<<if $sanity lte 0 and $light is false>>
<<goto "No Sanity Ending">>
<</if>>
<<if $miles lte 0 and $job is "Knight">>
<<goto "Knight Ending">>
<</if>>
<<if $miles lte 0 and $job is "Nun">>
<<goto "Nun Ending">>
<</if>>
<<if $miles lte 0 and $job is "Noble">>
<<goto "Noble Ending">>
<</if>>
<<if $miles lte 0 and $job is "Farmer">>
<<goto "Farmer Ending">>
<</if>><<set $day to 0>>
<<set $money to 0>>
<<set $torch to 0>>
<<set $cloth to 0>>
<<set $ale to 0>>
<<set $lockpick to 0>>
<<set $food to 0>>
<<set $sanity to 100>>
<<set $health to 100>>
<<set $hunger to 100>>
<<set $weapon to "N/A">>
<<set $light to false>>
<<set $miles to 100>>
<<set $hungerlevel to "Full">>
<<goto "start game">>