
begintalkscript;
variables;

begintalknode 1;
	state = -1;
	nextstate = 2;
	question = "Sergeant Benning";
	text1 = "You recognize the man shackled to the slab of metal. You don't know his name, but he was a sergeant of captain Carlington's platoon. The torturers got him pretty bad. When you look at his disfigured chest you realize that it is going up and down.";
	text2 = "The sergeant is still alive, but if something isn't done about his wounds he may not live very long.";
	text5 = "Benning is still unconscious.";
	text6 = "_What do you want to know?_";
	action = INTRO;
	code =
		if (get_flag(2,6) == 0)
			remove_string(6);
		if (get_flag(2,6) >= 1)
			remove_string(5);
	break;
begintalknode 2;
	state = 2;
	nextstate = 3;
	condition = get_flag(2,6) < 2;
	question = "(Try to wake him up.)";
	text1 = "You remove the shackles from the man's arms and legs. There is a cup of water by the slab. You bring it to the sergeant's lips. He instinctively begins to drink it. His eyes snap open and his arms jerk to protect his face and abdomen.";
	text2 = "_Please! No more!_ It takes some effort to calm him. You tell him that he is among friends. He stares at the bodies of the two torturers. _Bastards. They didn't even ask anything. Just cut me and beat me._ He grimaces in pain and looks at you.";
	text3 = "_I know you. You were with the volunteers. Oh gods, is there anyone else alive?_";
	action = SET_SDF 2 6 2;

begintalknode 3;
	state = 2;
	nextstate = -1;
	condition = get_skill_total(17) >= 4 && get_flag(2,6) == 0;
	question = "(Use first aid to bandage his wounds.)";
	text1 = "You do what you can to clean the man's wounds and bruises. Then you tear up makeshift bandages from one of the torturer's shirt. At least the sergeant won't bleed to death now.";
	action = SET_SDF 2 6 1;
	code =
		award_party_xp(25,15);
	break;
begintalknode 4;
	state = 2;
	nextstate = -1;
	condition = get_flag(2,6) == 0 && get_skill_total(12) > 0;
	question = "(Heal him using magic.)";
	text1 = "You perform the ritual of healing on the sergeant. Even in your fatigued state you are able to seal the wounds. Now the sergeant won't bleed to death.";
	action = SET_SDF 2 6 1;
	code =
		award_party_xp(10,15);
	break;
begintalknode 5;
	state = 3;
	nextstate = 4;
	condition = get_flag(2,6) == 2;
	question = "We haven't seen anyone else alive.";
	text1 = "_A whole platoon of men. They were good lads and didn't deserve to die like that. Wait! The captain! I saw him when they were dragging me here. Two really big ogres were pushing him upstairs to the top floor._";
	text2 = "The sergeant drops down from the slab and groans. _Sweet gods, I'm in no shape to fight. You look much better off. You have to find captain Carlington. Maybe they haven't killed him yet._";

begintalknode 6;
	state = 4;
	nextstate = -1;
	question = "Alright, I'll find the captain. You stay here until it's safe to leave.";
	text1 = "The sergeant nods gravely. _I wish I could go with you. I hate being useless. Be careful out there and give them hell._";
	action = END_TALK;
	code =
		relocate_character(9,8,3);
		
		set_character_pose(9,0);
		force_instant_terrain_redraw();
		toggle_quest(1,1);
		set_flag(2,6,3);
	break;
begintalknode 7;
	state = 4;
	nextstate = -1;
	question = "Did you see how many bandits there are?";
	text1 = "_Back in the pass, a dozen or so attacked us in melee. Judging by the hail of arrows I'd say there were two dozen more hiding in the hills. Then there was that fiery explosion. That means they have a wizard too._";
	text2 = "_In the fort itself I also saw a pair of priests and the two ogres that dragged the captain upstairs._";

begintalknode 8;
	state = 4;
	nextstate = -1;
	question = "What can you tell us about the bandits?";
	text1 = "_They've been attacking Tonstville for over a month now. They've robbed some of the nearby townsteads, but what's been hit worst are the caravans from Gremoria, where my platoon came from.";
	text2 = "_Since Tonstville didn't have much of a garrison the bandits have been pretty much unopposed. Gremoria didn't send help until now because we had no idea where the bandits had their lair. This valley had been mostly forgotten._";
	text3 = "_Then some woodsman was finally able to follow the bandits here and the mayor of Gremoria finally got off his arse and sent a platoon to root out the bandits. But no-one could have anticipated that this would happen to us._";

begintalknode 9;
	state = 2;
	nextstate = -1;
	condition = get_flag(2,6) == 3;
	question = "How are you holding out?";
	text1 = "_Slightly better. But don't worry about me. Once you've cleared the way out, I'll drage myself to safety._";

