<h1> Introduction </h1>
In the bustling heart of the medieval village of Eldoria, beneath the long shadows of the old stone watchtower, life flows like the meandering river that cuts through the lush countryside. The villagers of Eldoria, a tapestry of farmers, craftsmen, and traders, find harmony in their daily toils and the rhythms of nature that dictate the passage of seasons.
Our tale centers on Ronald, a young man with the sturdy build of his father and a keen glint of curiosity in his eyes, characteristics not often found behind the soot-stained walls of a blacksmith’s forge. Ronald is the son of Thomas, the village blacksmith, a man whose hammer has sung many an anthem of sparks and whose forge has birthed legends in iron and steel.
<h2>The Village Life </h2>
As dawn breaks, a rosy glow bathes the cobblestone paths of Eldoria, casting golden haloes around the morning dew. The air is filled with the sounds of the village waking: the distant lowing of cattle, the creak of well-used doors, and the early calls of market traders setting up for the day’s commerce.
Ronald stirs from his slumber in the modest chamber above the forge, the familiar scent of burning coal seeping through the floorboards, a constant reminder of his heritage and destiny. He dresses in simple garments, the fabric worn yet clean, dyed in the dull browns and grays that mark the working hands of Eldoria.
Today, unlike any other, holds a particular significance for Ronald. It is his sixteenth birthday, a day his father had long promised would mark the beginning of his true apprenticeship, the day he would start forging his path, quite literally, in the fires that had molded the man he admired most.
<h2> The duty calls </h2>
As the village stirs to life, Ronald descends the wooden stairs to find his father already at work, the forge alight with an eager flame as if it too recognized the importance of the day. But instead of the usual warm greeting, there is a tension in Thomas’s posture, a hurried intensity that Ronald has learned to read well.
"Ronald," Thomas calls out over the clang of metal, not turning to face his son, "I need your help today, more than usual."
The words hang in the air, a mixture of urgency and an unspoken worry that Ronald senses but cannot yet understand. His father’s broad back, usually an emblem of reliability and strength, now seems a barricade holding back concerns of greater weight than the anvils he lifts.
[[To the Forge |Blacksmith’s Forge - Exterior]] 1. Thomas - Blacksmith
Trait: Skilled craftsman
Looks: Broad-shouldered, with a thick beard and calloused hands
Introduction: The village blacksmith and a respected widower, known for his expertise in metalwork and his contributions to the village’s safety.
Relationships: Father to Ronald, collaborates with Bart and Edmund; supplies Lady Isolde with weapons.
2. Ronald - Blacksmith’s Son
Trait: Apprentice blacksmith
Looks: Young, sturdy, with his father’s dark hair and earnest eyes
Introduction: Aspiring to become a master like his father, navigating the complexities of village life and relationships.
Relationships: Son of Thomas, friends with Alice and Agnes, learns from Sister Beatrice.
3. Eliza - Weaver
Trait: Master weaver
Looks: Graceful, with long silver hair often braided, wears woven garments
Introduction: A widowed weaver known for her intricate tapestries, running a small yet prosperous business.
Relationships: Mother to Agnes and Marian, interacts with Joan for selling textiles.
4. Agnes - Weaver’s Daughter
Trait: Artistic assistant
Looks: Bright-eyed with her mother’s sharp features, always seen with fabric samples
Introduction: Helps her mother in the business and dreams of expanding their trade.
Relationships: Daughter of Eliza, sister to Marian, friend to Ronald.
5. Marian - Young Learner
Trait: Curious student
Looks: Youthful, curious eyes, often in simple dresses, with a book or scroll in hand
Introduction: Attends the local school, intrigued by tales and knowledge from travelers.
Relationships: Younger daughter of Eliza, learns from Sister Beatrice, enjoys stories from Hugh.
6. Sister Beatrice - Nun
Trait: Spiritual guide
Looks: Serene, in traditional nun attire, with a gentle smile
Introduction: Provides education and spiritual guidance, a moral pillar in the community.
Relationships: Teaches Marian, counsels villagers including Ronald.
7. Lady Isolde - Noblewoman
Trait: Local noble
Looks: Imposing, elegantly dressed in fine materials, with a stern demeanor
Introduction: Owns significant lands and influences village politics, dependent on Thomas for armory.
Relationships: Employer of Alice, engages with Thomas for blacksmithing needs.
8. Joan - Tavern Keeper
Trait: Information hub
Looks: Robust, with a jolly expression, commonly seen in an apron
Introduction: Runs the village tavern, a nexus for news and village social life.
Relationships: Interacts with all villagers, especially travelers and tradespeople.
9. Alice - Maid
Trait: Insightful aide
Looks: Nimble, with bright eyes and modest attire
Introduction: Works for Lady Isolde but maintains a close friendship with Ronald, privy to noble secrets.
Relationships: Friend to Ronald, reports to Lady Isolde.
10. Bart - Carpenter
Trait: Skilled builder
Looks: Tall, with muscular arms, often covered in sawdust
Introduction: Essential for building and repairs, collaborates often with Thomas for materials.
Relationships: Works alongside Thomas, services the entire village for carpentry needs.
11. Hugh - Woodcutter
Trait: Reclusive woodsman
Looks: Rugged, with weathered skin and a thick beard, typically clad in leathers
Introduction: Lives on the village outskirts, supplying wood and sharing tales of the forest.
Relationships: Seen as a source of wisdom and assistance, interacts with Marian for stories.
12. Edmund - Stable Master
Trait: Horse expert
Looks: Sturdy, with a calm demeanor, always in riding boots
Introduction: Manages the village stables, expert in horse breeding and care.
Relationships: Coordinates with Thomas for smithing services, interacts with Lady Isolde and travelers.<<character "Smith" "Ronald" "img/Ronald_pb.webp">>
<<set $Ronald = {
money: 5,
health: 100,
reputation: 0,
maxhealth: 100,
str : 1,
char : 1,
stm : 1,
agi : 1,
int : 1,
}>>
<<character "Smith" "Thomas" "img/Thomas_pb.webp">>
<<set $Thomas = {
missionstart : 0,
}>>
<<character "Weaver" "Eliza" "img/Eliza_pb.webp">>
<<set $Eliza = {
missionstart : 0,
}>>
<<character "Weaver" "Agnes" "img/Agnes_pb.webp">>
<<set $Agnes = {
missionstart : 0,
}>>
<<character "Student" "Marian" "img/Marian_pb.webp">>
<<set $Marian = {
missionstart : 0,
}>>
<<character "Nun" "Beatrice" "img/Beatrice_pb.webp">>
<<set $SisterBeatrice = {
missionstart : 0,
}>>
<<character "Lady" "Lady_Isolde" "img/LadyIsolde_pb.webp">>
<<set $LadyIsolde = {
missionstart : 0,
}>>
<<character "Bartender" "Joan" "img/Joan_pb.webp">>
<<set $Joan = {
missionstart : 0,
}>>
<<character "Maid" "Alice" "img/Alice_pb.webp">>
<<set $Alice = {
missionstart : 1,
}>>
<<character "Carpenter" "Bart" "img/Bart_pb.webp">>
<<set $Bart = {
missionstart : 0,
}>>
<<character "Forester" "Hugh" "img/Hugh_pb.webp">>
<<set $Hugh = {
missionstart : 0,
}>>
<<character "Saddler" "Edmund" "img/Edmund_pb.webp">>
<<set $Edmund = {
missionstart : 0,
}>>
<div class="image-wrapper">[img[img\Forge_Exterior.webp]] </div>
Thomas's forge is alive with the sound of metal striking metal, a staple of this small community's economy.
[[Enter the Forge|Blacksmith’s Forge - Interior]]
[[Return to the road|Artisan's Way]]<div class="image-wrapper">[img[img\Forge_Interior.webp]]</div>
Inside the forge, the heat wraps around you like a thick cloak. Walls lined with various tools and pieces of armor reflect the life’s work of the village blacksmith, Thomas, who can be seen working at the anvil.
[[Talk to Thomas|Talk to Thomas]]
[[Leave the Forge|Blacksmith’s Forge - Exterior]]<div class="image-wrapper">[img[img\Weaver_Exterior.webp]]</div>
Eliza's home, recognizable by the beautifully woven tapestries that decorate its front, stands beside the forge, showcasing the village’s artisanal skills.
[[Enter the Workshop|Weaver’s Home - Interior]]
[[Return to the road|Artisan's Way]]<div class="image-wrapper">[img[img\Market.webp]]</div>
The bustling center of the village where all paths intersect. Stalls of various goods dot the area, surrounded by the laughter and chatter of the villagers.
[[Visit the Tavern|Tavern - Exterior]]
[[Visit the Bathing House|Bathing House - Exterior]]
[[Take the Artisan's Way|Artisan's Way]]
[[Go to the Wellwater Lane|Wellwater Lane]]
[[Leave the village|Forest's Edge]]<<nobr>><<if $Thomas.missionstart == 0>>
Ronald, who had been practicing his hammering technique on a small anvil nearby, looked up. His father’s tone was serious, a rarity that immediately grabbed Ronald’s attention. He wiped his sweaty brow with a sleeve and hurried over.
<<say "Ronald">> What’s wrong, father? <</say>> <br>
Thomas gestured towards the workbench, which was usually cluttered with an array of tools. Today, it looked noticeably sparse. <br>
<<say "Thomas">> Some of my tools are missing. The ones I need for Lady Isolde’s order. Without them, I can’t finish the weapons she requested. They must have gone missing during the last village gathering. I need you to find them. <</say>> <br>
Ronald’s eyes widened. This was an important task, not just for their family, but for the village’s safety. He nodded firmly. <br>
<<say "Ronald">> I’ll find them, father. I promise. <</say>> <br>
Thomas placed a hand on Ronald’s shoulder, giving him a reassuring squeeze. <br>
<<say "Thomas">> Start by talking to the villagers. Someone must have seen something. <</say>> <br>
Ronald set off towards the village square, his mind racing with the possible places and people he needed to visit. The first stop was Joan’s tavern. As the village’s information hub, Joan might have overheard something. <br>
<<set $Thomas.missionstart to 1>>
<<elseif $Thomas.missionstart == 1 >>
<<say "Thomas">>Hello Son. Did you find my tools already?<</say>> <br>
<<say "Ronald">>No father, not yet. But I am on to it.<</say>> <br>
<<say "Thomas">>Good, but hurry up. You know how important this project is for us.<</say>> <br>
Thomas says with a sigh that makes Ronald feel the urge to leave the smith and continue the search. <br>
<<elseif $Thomas.missionstart == 2>>
Ronald returned to the forge, tools in hand. Thomas’s face broke into a rare smile when he saw his son approaching. <br>
<<say "Thomas">> Well done, Ronald. You can take the rest of the day for yourself.<</say>> <br>
As Ronald handed over the tools, he felt a deep sense of accomplishment. This task had not only helped his father but also strengthened his bond with the villagers. It was a small victory, but he knew that his father was proud of him.
<<set $Thomas.missionstart to 3>>
<strong>You gained 1 reputation</strong>
<<set $Ronald.reputation += 1>>
<</if>>
<<say "Thomas">> How's the practice coming along, Ronald? Keep at it, and you'll be a master in no time. <</say>> <br>
<<say "Ronald">> Thanks, father. I'm learning from the best. <</say>> <br>
[[Return|Blacksmith’s Forge - Interior]]
<</nobr>><div class="image-wrapper">[img[img\Weaver_Interior.webp]]</div>
The workshop is a kaleidoscope of colors with threads and fabrics from floor to ceiling. A large wooden loom occupies the center space, surrounded by several finished and half-finished projects.
[[Talk to Eliza|Talk to Eliza]]
[[Leave the Workshop|Weaver’s Home - Exterior]]<div class="image-wrapper">[img[img\Tavern_Exterior.webp]]</div>
The village tavern, with its warm glow of light and the sound of lively chatter, invites all for a warm meal and a drink. It stands as a cornerstone of village life right off the market place.
[[Enter the Tavern|Tavern - Interior]]
[[Go to the Market Place|Market Place]]<<say "Eliza">> The looms are humming nicely today. A good sign for the new tapestry. <</say>>
<<say "Ronald">> Your tapestries are always the best, Eliza. Can’t wait to see this one. <</say>>
[[Return|Weaver’s Home - Interior]] <div class="image-wrapper">[img[img\Tavern_Interior.webp]]</div>
<<if $Thomas.missionstart == 1 && $Joan.missionstart == 0>>
Entering the bustling tavern, Ronald spotted Joan behind the counter, her jolly expression welcoming as always.
<</if>>
Inside, the tavern is alive with the village's heartbeats. Wooden tables are crowded with patrons, tankards clashing and stories weaving through the smoky air.
[[Talk to Joan|Talk to Joan]]
[[Leave the Tavern|Tavern - Exterior]]<div class="image-wrapper">[img[img\Stables_Exterior.webp]]</div>
The stables, managed by Edmund, are essential for the village's transportation and agricultural needs, located just off the well area.
[[Enter the Stables|Stables - Interior]]
[[Return to the well area|Wellwater Lane]]<<if $Thomas.missionstart == 1 && $Joan.missionstart == 0>>
<<say "Ronald">> Morning, Joan. I need your help. Some of my father’s tools have gone missing. Did anyone mention seeing them during the last gathering? <</say>>
Joan tapped her chin thoughtfully.
<<say "Joan">> I did hear something, come to think of it. Hugh was muttering about some strange noises near the forge that night. He might know more. <</say>>
Thanking Joan, Ronald headed towards the edge of the village where Hugh, the reclusive woodcutter, lived.
<<set $Joan.missionstart to 1>>
<<elseif $Thomas.missionstart == 1 && $Joan.missionstart == 1>>
<</if>>
<<say "Joan">> Busy day at the tavern, as always. People do love their ale and stories. <</say>>
<<say "Ronald">> I bet you hear some interesting tales, Joan. Maybe you can share one later. <</say>>
[[Return|Tavern - Interior]] <div class="image-wrapper">[img[img\Stables_Interior.webp]]</div>
The stables are spacious and meticulously maintained. Rows of stalls house the village's horses, each looking well-groomed and healthy. The scent of hay and leather mixes with the earthy aroma of animals. Sunlight streams through the open doors, casting light on the neatly stacked supplies and tack hanging on the walls.
Edmund, the stable master, moves efficiently from stall to stall, checking on the animals and making notes in his ledger. The sound of hooves softly thudding against the ground and the occasional neigh fills the air, creating a lively yet soothing atmosphere.
<<if $Thomas.missionstart == 1 and $Edmund.missionstart == 0>>
[[Confront Edmund]]
<</if>>
[[Talk to Edmund|Talk to Edmund]]
[[Help Edmund with the chores|Help in Stables]]
[[Return to the Well Area|Wellwater Lane]]<div class="image-wrapper">[img[img\BathingHouse_Exterior.webp]]</div>
Located close to the market for convenience, the stone bathing house is a place of relaxation and social gathering, with steam wafting from beneath its doors.
[[Enter the Bathing House|Bathing House - Interior]]
[[Go to the Market Place|Market Place]]<div class="image-wrapper">[img[img\BathingHouse_Interior.webp]]</div>
As you push open the heavy wooden door, a cloud of warm, herb-scented steam envelops you. Inside, the bathing house is divided into several sections, each with large, wooden tubs filled with steaming water. The walls are lined with shelves stocked with towels and jars of oils and salts.br>
Villagers relax in the tubs, some quietly soaking, others chatting softly under the dim, flickering light of oil lamps. The atmosphere is tranquil, with a gentle murmur of conversation and the occasional splash of water.
In one corner, a small hearth warms a kettle of water, adding more steam to the already misty room. The attendant, a middle-aged woman with a kind face, moves between the tubs, offering fresh towels and refilling the oil lamps.
[[Chat with other villagers|Chat in Bathing House]]
<<linkappend "Take a bath - 5$">>
<nobr> <<if $Ronald.money >= 5>>
<<set $Ronald.money -= 5>>
<<set $Ronald.health to $Ronald.maxhealth>>
You enter the bathing house and feel the warm, soothing steam envelop you. A bathhouse maid approaches with a friendly smile.
<br><br>
<<say "Maid">> Welcome, Ronald. The water is just perfect today. Let me show you to an open spot. <</say>>
<br><br>
You follow her to a private section of the bath, where you sink into the warm water, feeling the tension melt away.
<<else>>
You don't have enough money to take a bath. You need at least 5$.
<</if>> </nobr>
<</linkappend>>
<<linkappend "Take a look at the bathing women">>
<img src="img/Bathhouse_couple.jpeg" width=80%>
<</linkappend>>
[[Return to the Market Place|Market Place]]
A well-trodden path leading from the market to the outskirts where the forge and weaver's home lie side by side.
[[Go Home|Blacksmith’s Forge - Exterior]]
[[Visit the Weaver|Weaver’s Home - Exterior]]
[[Back to the Market Place|Market Place]]A quaint corner of the village centered around an old stone well, it’s a place where paths from different parts of the village meet.
[[Visit the Stables|Stables - Exterior]]
[[Go to the Market Place|Market Place]]
[[Visit Barts Workshop|Carpenter’s Workshop - Exterior]]<div class="image-wrapper">[img[img\ForestersEdge.webp]]</div>
<<if $Thomas.missionstart == 1 and $Hugh.missionstart == 0>>
The path was narrow and winding, but Ronald was determined. He found Hugh splitting logs outside his small hut.
<</if>>
The open road leading out of the village, where tales of the outside world beckon the brave and the curious.
[[Return to the Market Place|Market Place]]
[[Hugh's House|Woodcutter’s Lodge - Exterior]]Lady Isolde's grand house stands imposingly near the market, a testament to her status and power within the village. The refined architecture and manicured gardens reflect her wealth and importance.
[[Enter the Noble House|Noble House - Interior]]
[[Go to the Market Place|Market Place]]The interior is elegantly decorated, with fine tapestries and ornate furniture. Lady Isolde can often be found here, overseeing her lands' affairs, with Alice assisting her.
[[Talk to Lady Isolde|Talk to Lady Isolde]]
[[Talk to Alice|Talk to Alice]]
[[Leave the Noble House|Noble House - Exterior]]<<say "Lady Isolde">> The estate requires constant upkeep. It’s quite demanding. <</say>>
<<say "Ronald">> Your leadership keeps the village strong, Lady Isolde. <</say>>
[[Return|Noble House - Interior]] <<if $Thomas.missionstart == 1 && $Alice.missionstart == 0>>
Ronald approached the grand entrance of the Royal House, hesitating for a moment before knocking. He knew Lady Isolde didn't like uninvited visitors, but he needed Alice's help. Moments later, the door creaked open, and Alice peered out, her eyes widening in surprise.
<<say "Alice">> Ronald! What are you doing here? If Lady Isolde sees you, she'll have my head! <</say>>
Ronald glanced around nervously before stepping inside.
<<say "Ronald">> I’m sorry, Alice. I wouldn’t have come if it wasn’t important. My father’s tools are missing, and I need to find them. I thought you might have heard something. <</say>>
Alice closed the door behind them and leaned closer, lowering her voice.
<<say "Alice">> Missing tools? That sounds serious. You know, Ronald, you always bring excitement wherever you go. <</say>>
Ronald blushed slightly but maintained his focus.
<<say "Ronald">> This is really important, Alice. Without those tools, my father can’t complete Lady Isolde’s order. Have you seen or heard anything that might help? <</say>>
Alice tilted her head, her eyes sparkling mischievously.
<<say "Alice">> Hmm, let me think. You know, you should visit more often. Maybe bring me some flowers next time. <</say>>
Ronald smiled, shaking his head.
<<say "Ronald">> I’ll bring you a whole garden if you help me find those tools. <</say>>
Alice laughed softly, then turned serious.
<<say "Alice">> I haven’t heard anything specific about tools, but there’s been a lot of talk among the servants. I’ll keep my ears open and let you know if I find out anything. <</say>>
Ronald nodded, feeling a bit more hopeful.
<<say "Ronald">> Thank you, Alice. I really appreciate it. Just be careful. I don’t want you getting into trouble because of me. <</say>>
Alice gave him a playful nudge.
<<say "Alice">> I can handle a bit of trouble. Besides, it’s worth it if it means seeing you more often. <</say>>
Ronald chuckled, grateful for her support.
<<say "Ronald">> Alright, I’ll leave you to it. Thanks again, Alice. <</say>>
As Ronald turned to leave, Alice called after him, her voice softening.
<<say "Alice">> Take care, Ronald. And don’t be a stranger. <</say>>
With a final smile, Ronald slipped out of the Noble House, feeling a mix of determination and gratitude. He knew he could count on Alice, and with her help, he was one step closer to finding the missing tools.
<<set $Alice.missionstart to 1>>
<</if>>
<<say "Alice">> Lady Isolde keeps me busy, but I always have time for a friend. <</say>>
<<say "Ronald">> I appreciate that, Alice. Friends like you make the hard work worth it. <</say>>
[[Return|Noble House - Interior]] <div class="image-wrapper">[img[img\Carpenter_Interior.webp]]</div>
Inside, the workshop is organized chaos with tools, wood planks, and carvings everywhere. Bart is usually busy with a new project or repair.
[[Talk to Bart|Talk to Bart]]
[[Leave the Workshop|Carpenter’s Workshop - Exterior]]<<say "Bart">> I’ve got a big project lined up. Plenty of woodwork to keep me busy. <</say>>
<<say "Ronald">> If you need any help, Bart, just let me know. <</say>>
[[Return|Carpenter’s Workshop - Interior]] <div class="image-wrapper">[img[img\Carpenter_Exterior.webp]]</div>
Bart's workshop is a robust structure filled with the scent of fresh wood and the sound of sawing and hammering. It is a cornerstone of village infrastructure.
[[Enter the Workshop|Carpenter’s Workshop - Interior]]
[[Go to the Well Area|Wellwater Lane]]<div class="image-wrapper">[img[img\Woodcutter_Exterior.webp]]</div>
Hugh's lodge is nestled at the edge of the forest, built from the very trees he cuts. It’s sturdy and functional, with a stack of freshly cut wood always beside it.
<<if $Thomas.missionstart == 1 && $Hugh.missionstart == 0>>
[[Talk to Hugh|Hugh Missionstart]]
<</if>>
[[Enter the Lodge|Woodcutter’s Lodge - Interior]]
[[Leave the Village|Forest's Edge]]<div class="image-wrapper">[img[img\Woodcutter_Interior.webp]]</div>
The lodge is simple and practical, with a large fireplace and tools of the woodcutting trade. Hugh lives here in solitude, often found preparing for his next foray into the woods.
[[Talk to Hugh|Talk to Hugh]]
[[Return to the Village Exit|Forest's Edge]]<<say "Hugh">> The woods are quiet today. A good time for some reflection. <</say>>
<<say "Ronald">> Sounds peaceful, Hugh. Sometimes, a bit of quiet is all you need. <</say>>
[[Return|Woodcutter’s Lodge - Interior]] <<say "Edmund">> Horses are calm today. It's nice to have a bit of peace. <</say>>
<<say "Ronald">> Glad to hear it, Edmund. They deserve the rest. <</say>>
[[Return|Stables - Interior]][[Return|Stables - Interior]] <<say "Ronald">> Hello, everyone. Mind if I join you? <</say>>
Agnes looked up, her face lighting up with a smile.
<<say "Agnes">> Of course not, Ronald. Come in, the water’s perfect today. <</say>>
Ronald slipped into the warm water, feeling the day's tensions begin to melt away. He sighed in contentment and glanced around the room.
<<say "Ronald">> This place really is a treasure. I wish I could come here more often. <</say>>
Bart chuckled, leaning back against the edge of the bath.
<<say "Bart">> Aye, it's a good place to unwind. Especially after a long day of work. <</say>>
Ronald nodded in agreement.
<<say "Ronald">> Definitely. So, what’s everyone been up to? Any interesting stories? <</say>>
Agnes laughed softly, shaking her head.
<<say "Agnes">> Just the usual. Mother and I are working on a new tapestry. It’s coming along nicely, but it’s a lot of work. <</say>>
Bart stretched his muscular arms, still covered in a faint layer of sawdust.
<<say "Bart">> And I’ve got a new project for Lady Isolde. A fancy new table for her dining hall. Keeps me busy, but I like it that way. <</say>>
Ronald leaned back, closing his eyes for a moment.
<<say "Ronald">> Sounds like we’re all keeping busy. It’s good to take a break, though. We all need it. <</say>>
A comfortable silence settled over the group as they enjoyed the warmth and tranquility of the bathing house. Ronald felt a deep sense of camaraderie with his fellow villagers, grateful for these small moments of peace amidst their busy lives.
[[Return|Bathing House - Interior]]
<<character "knight" "Sir Arthur" "path/to/knight.png">>
<<character "lady" "Lady Guinevere" "path/to/lady.png">>
:: Start ::
<<say "knight">>
Welcome to our humble abode!
<</say>>
<<say "lady">>
The quest awaits you!
<</say>>
<<character "knight" "Sir Arthur" "img/knight.webp">>
<<character "lady" "Lady Guinevere" "path/to/lady.png">>
:: Start ::
<<say "knight">>
Welcome to our humble abode!
<</say>>
<<say "lady">>
The quest awaits you!
<</say>>
<<if $Joan.missionstart == 1>>
<<say "Ronald">> Hugh, Joan said you heard something strange near the forge during the gathering. Did you see anything? <</say>>
<<else>>
<<say "Ronald">>Hugh, my father sent me to look for his tools that went missing. Did you see or hear anything?<</say>>
<</if>>
Hugh looked up, his weathered face thoughtful.
<<say "Hugh">> Aye, I did hear something. Saw a shadowy figure skulking around. Couldn’t make out who it was, but they headed towards the stables. <</say>>
The stables. Ronald thanked Hugh and made his way to the stable master, Edmund.
[[Return|Forest's Edge]]
<<set $Hugh.missionstart == 1>><<if $Hugh.missionstart == 1>>
<<say "Ronald">> Edmund, have you seen any tools around here? Hugh mentioned someone heading this way the night of the gathering. <</say>>
<<else>>
<<say "Ronald">> Edmund, have you seen my fathers toolbox by any chance? It went missing last night.<</say>>
<</if>>
Edmund paused, his eyes narrowing slightly before shaking his head.
<<say "Edmund">> Tools? No, I haven’t seen any. Strange that they would go missing. <</say>>
Ronald felt a twinge of suspicion. There was something off about Edmund’s response, but he couldn’t quite put his finger on it. He decided to observe Edmund discreetly. As he turned back towards the village, he found a good hiding spot near the stables and began to watch Edmund’s movements.
<<if $Alice.missionstart == 1>>
Hours passed, and Ronald’s patience was rewarded when he saw Edmund glancing around nervously before disappearing into the stable with a furtive look. Ronald moved to get a better view but suddenly felt a tap on his shoulder
<<say "Alice">> Ronald, I thought you might be here. I’ve been keeping an eye on Edmund too. <</say>>
Ronald was surprised but relieved to see her.
<<say "Ronald">> Alice, thank goodness you're here. I think Edmund has the missing tools. Can you distract him so I can search the stable? <</say>>
Alice nodded, her expression serious.
<<say "Alice">> Leave it to me. Stay hidden and be quick. <</say>>
Alice approached the stable entrance, calling out to Edmund in a friendly tone.
<<say "Alice">> Edmund, could you help me with something? One of Lady Isolde's horses seems to be limping. I’m not sure what to do. <</say>>
Edmund looked up, surprised but then nodded, walking over to her.
<<say "Edmund">> Sure, Alice. Show me the horse. <</say>>
With Edmund distracted, Ronald quickly and quietly slipped into the stable. He searched through the hay and found a small trapdoor hidden beneath a pile of straw. Lifting it, he discovered a stash of his father’s missing tools.
<<say "Ronald">> I knew it... <</say>>
As you pick up the tools you hear some laughter from the nearby stable stalls.
<<linkappend "Sneak a peak">>
Your curiosity overcomes you so you try to see what is happening over there. You find a spot to peak through the wood and get a view on Edmund and Alice.
[img[img/Alice_Edmundnude.png]]
Astonished by what you see you freeze and you can't think. Just the moment she dresses again you regain controle and quickly make your way back to your hiding spot.
<</linkappend>>
As Edmund walked away, Ronald emerged from his hiding spot, tools in hand.
<<say "Ronald">> Thank you, Alice. I couldn't have done it without you. <</say>>
Alice smiled.
<<say "Alice">> Anytime, Ronald. Let’s get these back to your father. <</say>>
<<else>>
Just as Ronald was about to reposition himself for a better view, Edmund suddenly turned and spotted him.
<<say "Edmund">> Ronald! What are you doing skulking around here? <</say>>
Ronald stood up, trying to remain calm but ready for a confrontation.
<<say "Ronald">> I know you took my father's tools, Edmund. Just give them back and we can avoid any trouble. <</say>>
Edmund's eyes narrowed, and he took a threatening step towards Ronald.
<<say "Edmund">> You’re accusing me of theft? You’ve got some nerve, boy. <</say>>
Without warning, Edmund lunged at Ronald. Ronald, prepared for a fight, dodged and landed a solid punch to Edmund's gut. The two grappled, but Ronald's training and determination gave him the upper hand. With a final shove, Ronald knocked Edmund to the ground, winded and unable to continue the fight.
<<say "Ronald">> Stay down, Edmund. Now, where are the tools? <</say>>
Edmund, realizing he was beaten, pointed weakly towards a pile of straw.
<<say "Edmund">> Under the hay... there's a trapdoor. <</say>>
Ronald quickly searched the indicated spot and found the hidden stash of tools. He collected them, keeping a wary eye on Edmund.
<<say "Ronald">> This isn’t over, Edmund. You’ll have to answer for this. <</say>>
Edmund glared at him but said nothing, nursing his bruises. Ronald left the stable, tools in hand, and hurried back to the forge where Thomas was waiting anxiously.
<strong> You lost 1 reputation>></strong>
<<set $Ronald.reputation -= 1>>
<</if>>
[[Go Back|Stables - Interior]]
<<set $Thomas.missionstart to 2>>The Pilferer<br><br><br><br><br><br><<set $location to State.passage>>
<strong>Name: </strong>Ronald
<strong> Health: </strong> $Ronald.health
<strong> Reputation: </strong> $Ronald.reputation
<strong>Gold: </strong>$Ronald.money
<strong>Strength: </strong>$Ronald.str
<strong>Charisma: </strong>$Ronald.char
<strong>Stamina: </strong>$Ronald.stm
<strong>Agility: </strong>$Ronald.agi
<strong>Intelligence: </strong>$Ronald.int
<strong>Location:</strong> $location
<br><br>
<div class="image-container">
<a href="https://www.patreon.com/ThePilferer" class="small-link">
<img src="https://cdn.iconscout.com/icon/free/png-256/patreon-282262.png" alt="Example Image">
</a>
</div>Title: The Missing Tools
Objective: Help Ronald locate his father’s missing blacksmith tools that were taken during a village gathering.
Description:
Thomas, the village blacksmith, discovers that some of his essential tools are missing. These tools are crucial for completing a special order for Lady Isolde. Thomas asks his son, Ronald, to find the missing tools. Ronald embarks on a quest around the village, gathering information and clues from the villagers.
Key Points:
Joan (Tavern Keeper): Joan mentions hearing Hugh talk about strange noises near the forge during the gathering.
Hugh (Woodcutter): Hugh saw a shadowy figure skulking around the forge and heading towards the stables.
Edmund (Stable Master): When questioned, Edmund lies about seeing the tools, raising Ronald's suspicion. Ronald decides to spy on Edmund.
Alice (Maid): Ronald asks Alice for help. She distracts Edmund, allowing Ronald to find the hidden tools in the stable.
Outcome:
Ronald successfully recovers the stolen tools with Alice's help and returns them to his father, Thomas. This mission strengthens Ronald's relationships with the villagers and highlights the importance of trust and teamwork in the community.
Reward: Ronald earns respect and gratitude from his father and the villagers, enhancing his reputation and forging stronger bonds within the village.https://www.patreon.com/ThePilferer