Daggerfall Quests

Daedra Princes Quests

10c00y00 20c00y00 30c00y00 40c00y00 50c00y00 60c00y00 70c00y00 90c00y00 t0c00y00 u0c00y00 v0c00y00 w0c00y00 x0c00y00 y0c00y00 z0c00y00


Dark Brotherhood Quests

l0a01l00 l0b00y00 l0b00y01 l0b00y02 l0b00y03 l0b10y01 l0b10y03 l0b20y02 l0b30y03 l0b30y09 l0b40y04 l0b50y11 l0b60y10


Fighter's Guild Quests

m0b00y00 m0b00y06 m0b00y07 m0b00y15 m0b1xy01 m0b20y02 m0b30y03 m0b30y04 m0b30y08 m0b40y05 m0b50y09 m0b60y10 m0c00y11 m0c00y12 m0c00y13 m0c00y14


Knightly Order Quests

b0b00y00 b0b00y01 b0b10y04 b0b20y07 b0b40y08 b0b40y09 b0b50y11 b0b60y12 b0b70y14 b0b70y16 b0b71y03 b0b80y17 b0c00y05 b0c00y06 b0c00y10 b0c00y13


Mage's Guild Quests

n0b00y04 n0b00y06 n0b00y08 n0b00y09 n0b10y01 n0b10y03 n0b20y02 n0b20y05 n0b21y14 n0b30y15 n0b40y07 n0c00y10 n0c00y11 n0c00y12 n0c00y13


Main Story Quests

s0000001 s0000002 s0000003 s0000004 s0000005 s0000006 s0000007 s0000008 s0000009 s0000010 s0000011 s0000012 s0000013 s0000015 s0000016 s0000017 s0000018 s0000020 s0000021 s0000022 s0000100 s0000101 s0000102 s0000103 s0000104 s0000106 s0000107 s0000500 s0000977 s0000988 s0000999


Merchants Quests

k0c00y00 k0c00y02 k0c00y03 k0c00y04 k0c00y05 k0c00y06 k0c00y07 k0c00y08 k0c00y09 k0c01y00 k0c01y10 k0c0xy01 k0c30y03


Miscellaneous Quests

$curevam $curewer _brisien _tutor__


Peasant Quests

a0c00y00 a0c00y06 a0c00y07 a0c00y08 a0c00y10 a0c00y11 a0c00y12 a0c00y14 a0c00y15 a0c00y16 a0c00y17 a0c01y01 a0c01y03 a0c01y06 a0c01y09 a0c01y13 a0c0xy04 a0c10y02 a0c10y05 a0c41y18


Royalty Quests

r0c10y00 r0c10y01 r0c10y02 r0c10y04 r0c10y05 r0c10y06 r0c10y08 r0c10y09 r0c10y10 r0c10y11 r0c10y12 r0c10y13 r0c10y14 r0c10y15 r0c10y17 r0c10y18 r0c10y20 r0c10y21 r0c11y03 r0c11y16 r0c11y19 r0c11y26 r0c11y27 r0c11y28 r0c20y07 r0c20y22 r0c30y25 r0c4xy23 r0c60y24


Temple Quests

00b00y00 c0b00y00 c0b00y01 c0b00y02 c0b00y03 c0b00y04 c0b10y05 c0b10y06 c0b10y07 c0b20y08 c0b3xy09 c0c00y10 c0c00y11 c0c00y12 c0c00y13 d0b00y00 e0b00y00 f0b00y00 g0b00y00 h0b00y00 i0b00y00 j0b00y00


Thief's Guild Quests

o0a0al00 o0b00y00 o0b00y01 o0b10y00 o0b10y03 o0b10y05 o0b10y06 o0b10y07 o0b20y02 o0b2xy04 o0b2xy08 o0b2xy09 o0b2xy10


Vampire Clan Quests

p0a01l00 p0b00l01 p0b00l03 p0b00l04 p0b00l06 p0b01l02 p0b10l07 p0b10l08 p0b10l10 p0b20l09


Witch's Coven Quests

q0c00y01 q0c00y03 q0c00y04 q0c00y06 q0c00y07 q0c00y08 q0c0xy02 q0c10y00 q0c20y02 q0c4xy04


The final, 213 patch Daggerfall™ quests

$curevam

-- Quest: /dos/g/game/dag/arena2/$curevam.qbn.
-- StartsBy: letter
-- Questee: anyone
-- Questor: hunter
-- QuestId: 0
Messages: 53
Quest: $curevam
-- Message panels
QRC:

QuestorOffer:  [1000]
Error -- 1000 called

RefuseQuest:  [1001]
Error -- 1001 called

AcceptQuest:  [1002]
Error -- 1002 called

QuestFail:  [1003]
<ce>                         Error -- 1003 called

QuestComplete:  [1004]
<ce>               As =bloodfather_ dies, you feel the curse
<ce>                   of vampirism lift from your soul.
<ce>                      You are no longer a vampire.

RumorsDuringQuest:  [1005]
<ce> _hunter_ is leading a new crusade against vampires through %reg soon.
<ce> Maybe then we'll be able to walk the streets at night again without fear.

RumorsPostfailure:  [1006]
<ce>_hunter_ and %g3 men killed a lot of vampires in %reg, but I doubt they
<ce>                             got them all.
                                     <--->
<ce> _hunter_ should have left well enough alone.  %g3 crusades just send
<ce> the vampires into hiding, and when %g leaves, they come back stronger than  ever.

RumorsPostsuccess:  [1007]
<ce>_hunter_ and %g3 men killed a lot of vampires in %reg, but I doubt they
<ce>                             got them all.
                                     <--->
<ce> _hunter_ should have left well enough alone.  %g3 crusades just send
<ce> the vampires into hiding, and when %g leaves, they come back stronger than  ever.

QuestorPostsuccess:  [1008]
Error -- 1008 called

QuestorPostfailure:  [1009]
Error -- 1009 called

Message:  1011
_hunter_ searches out and destroys vampires all across Tamriel.
<--->
_hunter_ has devoted %g3 life to hunting vampires.

Message:  1012
<ce>They say that _hunter_'s own father was killed by vampires.  That's what
<ce>               drove %g2 to %g3 fanatical hatred of them.
                                     <--->
<ce> _hunter_ killed %g3 own father after he became a vampire.  Now that's
<ce>                       what I call a true zealot!

Message:  1020
                       %qdt
 
 Dear %pcn of %vam,
 
    Let me introduce myself.  I am _hunter_.
 You may have heard of me -- the renowned vampire
 hunter?  Do not be hasty in your judgment of me,
 however.  I am not your enemy, at least not yet.
 While I abhor vampirism with a passion, and have
 devoted my life to stamping out this dark plague
 from Tamriel, I understand that many are innocent
 victims like yourself.  The will to live is not
 of itself evil, and I always try to offer my quarry
 one chance to prove that their bloody work is based
 on necessity, not love for killing.
    I am sure that your "kinfolk" have not told
 you this, but vampirism can be cured.  To do so,
 you must kill your "bloodfather", the ancient evil
 that created the line of vampires leading to you.
 In doing so, you will not only free yourself, but
 rid %reg of a cancer at its heart.
 
<ce>                              (continued)
 
    I myself do not know where to find your
 "bloodfather," but my sources have revealed the name
 of one high in %vam who should have this information,
 _vamp1_ of ___vamp1_.  I will wait
 =huntstart_ days before moving against the vampires of %reg,
 to give you a chance to save yourself.
    Consider my offer well, %pcn.  You have
 =huntstart_ days, then you and the rest of %vam
 will be hunted down like vermin.
 
<ce>                                _hunter_

Message:  1021
<ce>                      Do you want to show _vamp1_
<ce>                       the letter from _hunter_?

Message:  1022
<ce>                You have done well to bring this to me,
<ce>                   %pcn.  _hunter_ has been the bane
<ce>             of %vam for years.  With this advance warning,
<ce>             we can save the lives of many of our kinfolk.
<ce>              Do not underestimate the danger you are in,
<ce>               %pcf.  _hunter_ is ruthless and competent,
<ce>              and %g3 spies are everywhere.  %g would make
<ce>              an excellent addition to %vam -- perhaps %g
<ce>              will yet.  Be that as it may, %g knows your
<ce>              name, and do not doubt that %g will attempt
<ce>                      to make good on %g3 threat.
<ce>                      May the night keep you safe.

Message:  1023
<ce>                  %pcn, isn't it?  I have heard good
<ce>                things about you from the rest of %vam.
<ce>               So, you want to find your bloodfather.  An
<ce>           understandable urge, although this is a privilege
<ce>               not usually granted to one of your youth.
<ce>              However, you have made such progress in %vam
<ce>            already, I believe I can make an exception.  Let
<ce>          me see, he must be either =elder_ or =bloodfather_.
<ce>                 You can find them at ___wrongdung_ and
<ce>                 ___fatherdung_, respectively.  I would
<ce>                 advise against intruding on an elder's
<ce>             seclusion lightly, however.  It would be best
<ce>                 if you looked up _vamp2_ of ___vamp2_.
<ce>              %g is the Keeper of the Bloodline, and will
<ce>              be able to tell you with certainty which of
<ce>              %vam elders is your bloodfather.  Take this
<ce>              bracelet to %g2 so %g will know I sent you.

Message:  1024
<ce>               Hmph.  You are very young to be entrusted
<ce>               with such information.  However, since you
<ce>              carry _vamp1_'s token, I will reveal to you
<ce>            where your bloodfather, =bloodfather_, resides.
<ce>            You will find him in his lair in ___fatherdung_.
<ce>             Be aware that at this time of year, the elders
<ce>                 do not like to be disturbed by anyone.
<ce>          Intrude upon =bloodfather_'s solitude at your peril.

Message:  1025
<ce>                Bloodtraitor!  We have learned of your
<ce>             treachery.  You will never find =bloodfather_,
<ce>                 although your days as one of %vam are
<ce>                  about to end, do not worry. _hunter_
<ce>                    will not need to hunt you down.

Message:  1030
<ce>               Stripling, do not disturb my mediations!
<ce>                    Begone, or my hunger will force
<ce>                            me to slay you!

Message:  1031
<ce>                        You have slain =elder_,
<ce>                             Elder of %vam.

Message:  1032
<ce>                     %pcn, your blood calls to me.
<ce>                   Why do you strike your own father?
<ce>                      %vam punishes patricide with
<ce>                  death.  Do not force me to carry out
<ce>                 this sentence myself.  Flee, my child!

Message:  1040
<ce>                   _hunter_ said I'd find you here.
<ce>                           Die, nightstalker!

QuestTimeLapse:  [1045]
<ce>                   An unfamiliar object in your pack
<ce>                   catches your eye.  It is a letter,
<ce>                 addressed to you in an elegant flowing
<ce>                    script.  How did that get there?

Message:  1050
%qdt:
 The vampire hunter _hunter_
 has sent me a letter vowing to
 hunt me down unless I cure myself
 of vampirism by killing my bloodfather.
 _hunter_ does not know who or where
 my bloodfather is, but %g suggested
 that _vamp1_ of ___vamp1_ might know.
 I have =huntstart_ days before the vampire
 hunt begins.

Message:  1051
%qdt:
 _vamp1_ believes that my bloodfather
 lives either in ___wrongdung_ or
 ___fatherdung_, but advised that
 I take %g3 bracelet to _vamp2_ of
 __vamp2_, ___vamp2_, who can
 tell me for sure where to find him.

Message:  1052
%qdt:
 _vamp2_ told me that my bloodfather's
 name is =bloodfather_, and that he
 lives in ___fatherdung_.


-- Symbols used in the QRC file:
--
--                %g occurs 9 times.
--               %g2 occurs 2 times.
--               %g3 occurs 10 times.
--              %pcf occurs 1 time.
--              %pcn occurs 5 times.
--              %qdt occurs 4 times.
--              %reg occurs 5 times.
--              %vam occurs 11 times.
--     =bloodfather_ occurs 6 times.
--           =elder_ occurs 2 times.
--       =huntstart_ occurs 3 times.
--    ___fatherdung_ occurs 4 times.
--         ___vamp1_ occurs 2 times.
--         ___vamp2_ occurs 2 times.
--     ___wrongdung_ occurs 2 times.
--          __vamp2_ occurs 1 time.
--          _hunter_ occurs 18 times.
--           _vamp1_ occurs 5 times.
--           _vamp2_ occurs 3 times.

QBN:
Item _letter_ letter used 1020
Item _token_ bracelet

Person _vamp1_ face 40 factiontype Vampire_Clan
Person _vamp2_ face 4 factiontype Vampire_Clan
Person _hunter_ face 1 factiontype Knightly_Guard anyInfo 1011 rumors 1012

Place _fatherdung_ remote dungeon8
Place _wrongdung_ remote dungeon5

Clock _S.10_ 1.0:0 2.22:0
Clock _S.13_ 7.0:0 27.23:40
Clock _huntstart_ 0:0 0 flag 0:1 range 3 5

Foe _bloodfather_ is Ancient_vampire
Foe _vampire_ is Vampire
Foe _F.02_ is Knight
Foe _elder_ is Ancient_vampire

--	Quest start-up:
	dialog link for person _vamp2_ 
	dialog link for person _hunter_ 
	dialog link for location _fatherdung_ person _vamp1_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.19_ 
	give pc _letter_ notify 1045 
	create npc _vamp1_ 
	place foe _elder_ at _wrongdung_ 
	place foe _bloodfather_ at _fatherdung_ 

_S.00_ task:
	killed 1 _bloodfather_ 
	give pc nothing 
	cure vampirism 
	change repute with _vamp1_ by -20 
	end quest 

_S.01_ task:
	clicked npc _vamp1_ 
	have _letter_ set _S.06_ 

variable _S.02_
_readletter_ task:
	add dialog for person _hunter_ 
	add dialog for person _vamp1_ 
	log 1050 step 0 

_S.04_ task:
	daily from 6:0 to 18:0 
	clear _S.17_ 

variable _S.05_
variable _S.06_
_S.07_ task:
	when _S.06_ and _S.01_ 
	prompt 1021 yes _S.08_ no _S.09_ 

_S.08_ task:
	remove npc _vamp1_ 
	remove npc _vamp2_ 
	say 1022 

_S.09_ task:
	when _S.01_ and not _S.07_ 
	add dialog for person _vamp2_ 
	start timer _S.10_ 
	reveal _wrongdung_ 
	reveal _fatherdung_ 
	log 1051 step 1 
	get item _token_ 
	say 1023 

_S.10_ task:
	remove npc _vamp1_ 
	remove npc _vamp2_ 
	change repute with _vamp1_ by -15 

_S.11_ task:
	injured _bloodfather_ saying 1032 
	injured _elder_ saying 1030 

_S.12_ task:
	killed 1 _elder_ saying 1031 
	change repute with _vamp1_ by -20 

_S.13_ task:
	end quest 

_huntstart_ task:
	create foe _F.02_ every 60 minutes 30 times with 20% success 
	start timer _S.13_ 
	remove npc _vamp1_ 
	remove npc _vamp2_ 

_S.15_ task:
	injured _F.02_ saying 1040 

_givetoken_ task:
	toting _token_ and _vamp2_ clicked 
	log 1052 step 2 
	say 1024 

_S.17_ task:
	when _S.10_ and not _S.04_ and not _givetoken_ 
	create foe _vampire_ every 60 minutes 10 times with 25% success 

_S.18_ task:
	injured _vampire_ saying 1025 

_S.19_ task:
	start timer _huntstart_ 


$curewer

-- Quest: /dos/g/game/dag/arena2/$curewer.qbn.
-- StartsBy: letter
-- Questee: anyone
-- Questor: hunter
-- QuestId: 0
Messages: 62
Quest: $curewer
-- Message panels
QRC:

QuestorOffer:  [1000]
Error -- 1000 called

RefuseQuest:  [1001]
Error -- 1001 called

AcceptQuest:  [1002]
Error -- 1002 called

QuestFail:  [1003]
<ce>                         Error -- 1003 called

QuestComplete:  [1004]
<ce>                     As _child_ drinks your blood,
<ce>                    you feel your mind clear for the
<ce>                  first time since you were afflicted
<ce>                     with lycanthropy.  But _child_
<ce>                 cries out in agony as %g changes form
<ce>                        right before your eyes.

RumorsDuringQuest:  [1005]
<ce>   _hunter_ is coming to %reg to clean out the werebeast infection.
<ce> Maybe then we'll be able to walk the streets at night again without fear.

RumorsPostfailure:  [1006]
<ce>_hunter_ and %g3 men killed a lot of loops in %reg, but I'll be hanged
<ce>                          if they got 'em all.
                                     <--->
<ce> _hunter_ should have left well enough alone.  %g3 crusades just send
<ce>                  the werecreatures into greater fury.

RumorsPostsuccess:  [1007]
<ce>_hunter_ and %g3 men killed a lot of loops in %reg, but I'll be hanged
<ce>                          if they got 'em all.
                                     <--->
<ce> _hunter_ should have left well enough alone.  %g3 crusades just send
<ce>                  the lycanthropes into greater fury.

QuestorPostsuccess:  [1008]
Error -- 1008 called

QuestorPostfailure:  [1009]
Error -- 1009 called

Message:  1011
_hunter_ searches out and destroys lycanthropes all across Tamriel.
<--->
_hunter_ has devoted %g3 life to hunting lycanthropes.

Message:  1012
<ce>They say that _hunter_'s own mother was killed by a werewolf.  That's what
<ce>               drove %g2 to %g3 fanatical hatred of them.
                                     <--->
<ce>_hunter_ killed %g3 own mother after she became a werewolf.  Now that's
<ce>                       what I call a true zealot!

Message:  1013
_father_ ... the name sounds familiar, but I can't say that I know him.
<--->
I think _father_ died years ago.  Or maybe moved away?  I'm not sure.
<--->
<ce>  _father_ was the last of a once-powerful noble house in ___local_.
<ce>                 He died several years ago, I'm afraid.
                                     <--->
<ce>I think he was the one that died two or three years ago, leaving his only child an orphan.  But _local_ over at __local_ would know more about that.
                                     <--->
<ce>_father_ hasn't lived in ___local_ for years.  I don't know what happened
<ce>     to him.  But _local_ was a friend of his, and might know more.
                                     <--->
<ce>_father_ moved away to ___father_ a long while back.  Or was he the one
<ce>                        who died so tragically?

Message:  1014
<ce>_father_ died several years ago.  His only child was adopted by a family
<ce>      from __childhouse_, I think.  Ask around there for _child_.
                                     <--->
<ce>Were you a friend?  I'm sorry to say he died about a year ago.  His only
<ce>       child _child_ was taken in by a family from __childhouse_.

Message:  1020
                       %qdt
 
 Dear %pcn,
 
    Or should I call you "=wereboar_," as you are
 known to the common folk of %reg, who bar their
 doors against you in fear each night?  Yes, I know
 who and what you are, and your days of terrorizing
 the Iliac Bay are numbered.  I offer you a simple
 choice: renounce your lycanthropy, or be hunted
 down like the wild beast you are.
    Let no one say that _hunter_ lacks
 compassion. I offer you one last chance to save
 yourself.  Go to _priest_ of
 __priest_ in ___priest_ if you wish
 to live. %g is wise in the ways of lycanthropy, and if
 anyone can help you, %g can.
    I will wait =huntstart_ days before sending my hunters
 after you.  Use the time wisely.
 
<ce>                                _hunter_

Message:  1021
<ce>                 You must be %pcn.  _hunter_ said you
<ce>          might be coming to see me, although %g doubted that
<ce>              you would heed %g3 warning.  Sadly, most do
<ce>             not, already too befuddled by the Beast within
<ce>           to save themselves.  Yes, the curse of lycanthropy
<ce>           can be lifted, although I hesitate to speak of it,
<ce>          as the cure may be worse than the disease.  We must
<ce>              lower our voices.  You may not be aware that
<ce>           lycanthropy is an hereditary condition, passed on
<ce>            in certain families, although it can lie dormant
<ce>            for generations before reappearing.  This is why
<ce>          the great crusades against lycanthropes led by those
<ce>            like _hunter_ are ultimately futile, unless the
<ce>           families who carry this bloodline are exterminated
<ce>            as well.  You now understand why I am reluctant
<ce>            to share this knowledge.  As you know, the bite
<ce>           of a werebeast can pass the infection on to a new
<ce>            victim.  However, if you can pass the infection
<ce>           to a latent lycanthrope, the curse will be lifted
<ce>            from you due to the intensity of its blossoming
<ce>           in the victim.  My studies have recently uncovered
<ce>           a family which I am sure carries the disease.  If
<ce>          you still wish to proceed on this dark course, I can
<ce>            tell you where to find the last survivor of this
<ce>                       ancient, cursed bloodline.

Message:  1022
<ce>          Very well.  I cannot blame you for wishing to live.
<ce>            I comfort myself with the thought that _father_
<ce>           is the last of a doomed family, best ended before
<ce>             the curse renews itself.  Yes, he is the one.
<ce>             As far as I know, he still lives in ___local_,
<ce>            the family home for generations.  But first, you
<ce>             will need to see _alchemist_ in ___alchemist_.
<ce>            %g has assisted me in such matters before.  The
<ce>          surest way to pass on the disease is for the victim
<ce>          to drink the blood of the lycanthrope.  _alchemist_
<ce>            will ask no questions and tell no tales at your
<ce>              strange request.  May %god guide your steps.

Message:  1023
<ce>           I understand.  In fact, I am almost relieved that
<ce>            you shun this road to salvation.  It shows that
<ce>             the Beast does not yet wholly dominate you.  I
<ce>           would not offer false hope, but if you still wish
<ce>           to try to cure yourself ... Well, this is no more
<ce>             than a legend, but supposedly there is a coven
<ce>            somewhere which can cure lycanthropy.  The best
<ce>            lead I can offer is an ancient text, "A History
<ce>            of the Daedric Sects."  Unfortunately, the only
<ce>                existing copy disappeared in the sack of
<ce>              ___hintdung_ over a century ago.  Perhaps it
<ce>              remains hidden somewhere in the ruins there.
<ce>            If nothing else, the search might help you keep
<ce>                the Beast at bay, at least for a while.
<ce>                       May %god guide your steps.

Message:  1024
<ce>               So, another visitor from _priest_.  Yeah,
<ce>               I know what you want, but it ain't cheap.
<ce>               1000 gold up front.  Take it or leave it.
<ce>               Alright then, hold still a minute.  There
<ce>                   you go, didn't hurt a bit, right?
<ce>                  Now get outta here before one of my
<ce>                    respectable customers sees you.

Message:  1025
<ce>               So, another visitor from _priest_.  Yeah,
<ce>               I know what you want, but it ain't cheap.
<ce>               1000 gold up front.  Take it or leave it.
<ce>                Sorry pal, you haven't got enough cash.
<ce>                   Move it before I call the guards.

Message:  1026
<ce>               You're looking for _father_?  I'm afraid
<ce>             that he died three years ago.  Killed himself,
<ce>               actually, although very few know that part
<ce>               of it.  I'm not sure what happened, but he
<ce>               became very moody, and began disappearing
<ce>                for days at a time.  Left a note saying
<ce>             something about he couldn't live with himself,
<ce>                and didn't want _child_ to find out the
<ce>               truth about it.  I never figured out what
<ce>                it was all about.  Yes, _child_ was his
<ce>                only child.  %g was taken in by a family
<ce>                 from __childhouse_ after %g3 father's
<ce>                 death.  I'm afraid that's all I know.

Message:  1027
<ce>               Hello.  Are you a doctor?  I haven't been
<ce>               feeling very well today.  Is that medicine
<ce>                         you have there for me?

Message:  1028
<ce>                   Do you give the blood to _child_?

Message:  1030
<ce>                   Do you wish to seek out a victim
<ce>                   in order to cure your lycanthropy?

Message:  1040
<ce>                   _hunter_ said I'd find you here.
<ce>                            Die, =wereboar_!

QuestTimeLapse:  [1045]
<ce>                   An unfamiliar object in your pack
<ce>                   catches your eye.  It is a letter,
<ce>                 addressed to you in an elegant flowing
<ce>                    script.  How did that get there?

Message:  1050
%qdt:
 The lycanthrope hunter _hunter_
 has sent me a letter vowing to
 hunt me down unless I cure myself
 of lycanthropy.  %g directed me to
 a _priest_ of __priest_,
 ___priest_. I have =huntstart_ days
 before the hunt begins.

Message:  1051
%qdt:
 _priest_ told me the only way
 to cure myself is to find _father_
 of ___local_, the last of a latent lycanthrope
 family, and force him to drink my blood, thus
 transferring the disease completely from me
 to him.  An alchemist named _alchemist_ in
 ___alchemist_ can prepare a vial of my
 blood for this purpose.

Message:  1052
%qdt:
 I declined _priest_'s offer to cure
 my lycanthropy by inflicting it on
 another.  %g3 only additional advice
 was to seek out a book which might
 lead me to a Coven purported to have
 the cure.  The book's last known location
 was ___hintdung_, so I may as well
 start there.

Message:  1053
%qdt:
 I found a page from the book, which
 said that more information on the
 "Glenmoril Coven" could be found
 in the library of ___mapdung_.

Message:  1054
%qdt:
 It seems that _father_ is already
 dead.  However, all hope is not lost,
 since I have learned that he had a
 child, _child_, who is now living
 in __childhouse_.

Message:  1060
<ce>                     A map showing the location of
<ce>                 Glenmoril Coven in the Ilessan Hills.

Message:  1061
This appears to be a page torn from a book:
 
 "...reputed to have the ability to raise the
 dead, although as yet the Conclave has not
 unearthed any evidence of this beyond the
 usual legends and anecdotes.
 
   By contrast, the existence of the Glenmoril
 Coven is firmly rooted in history.  In fact, this
 coven is of such antiquity that its very origins
 have been lost.  The Circle of Seven, as it is
 often called (the Glenmoril Coven regards thirteen
 as a newfangled corruption of the original seven
 Initiates plus six Acolytes -- one for each of the
 Circle except for the Mistress, who is considered
 above such apprenticeship duties).  As usual,
 legend mixes with fact in the popular belief that
 the Glenmoril Coven possesses the cure for
 lycanthropy.  Complete documentation of these legends
 may be found in the library of ___mapdung_.
 
   The Iliac Bay region is also home to another of..."


-- Symbols used in the QRC file:
--
--                %g occurs 7 times.
--               %g2 occurs 1 time.
--               %g3 occurs 10 times.
--              %god occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 6 times.
--              %reg occurs 4 times.
--       =huntstart_ occurs 2 times.
--        =wereboar_ occurs 1 time.
--     ___alchemist_ occurs 2 times.
--        ___father_ occurs 1 time.
--      ___hintdung_ occurs 2 times.
--         ___local_ occurs 4 times.
--       ___mapdung_ occurs 2 times.
--        ___priest_ occurs 2 times.
--     __childhouse_ occurs 4 times.
--          __local_ occurs 1 time.
--         __priest_ occurs 2 times.
--       _alchemist_ occurs 3 times.
--           _child_ occurs 8 times.
--          _father_ occurs 10 times.
--          _hunter_ occurs 15 times.
--           _local_ occurs 2 times.
--          _priest_ occurs 6 times.

QBN:
Item _letter_ letter used 1020
Item _blood_ werewolf_blood
Item _map_ letter used 1060
Item map2 letter used 1061

Person _priest_ face 40 group Necromancers
Person _child_ face 1 faction Children
Person _hunter_ face 1 factiontype Temple anyInfo 1011 rumors 1012
Person _alchemist_ group Any female
Person _father_ face 5 group Noble anyInfo 1013 rumors 1014
Person _local_ group Holy_Order female

Place _mapdung_ remote dungeon4
Place glenmorilCoven permanent GlenmorilCoven
Place _childhouse_ remote house2
Place _hintdung_ remote dungeon11

Clock _S.05_ 7.0:0 27.23:40
Clock _huntstart_ 0:0 0 flag 0:1 range 3 5

Foe _F.00_ is Knight
Foe _wereboar_ is Wereboar

--	Quest start-up:
	place item map2 at _hintdung_ 
	place item _map_ at _mapdung_ 
	dialog link for person _father_ 
	dialog link for location _childhouse_ person _child_ 
	dialog link for location glenmorilCoven person _hunter_ 
	dialog link for location _hintdung_ person _alchemist_ 
	dialog link for person _local_ 
	dialog link for location _mapdung_ person _priest_ 
	_map_ used do _S.10_ 
	_letter_ used do _readletter_ 
	map2 used do _S.16_ 
	have _letter_ set _S.09_ 
	give pc _letter_ notify 1045 
	create npc at _childhouse_ 
	place npc _child_ at _childhouse_ 

_S.00_ task:
	clicked npc _priest_ 
	prompt 1030 yes _S.03_ no _S.04_ 
	say 1021 

_readletter_ task:
	add dialog for person _hunter_ 
	add dialog for person _priest_ 
	log 1050 step 0 

variable _S.02_
_S.03_ task:
	add dialog for person _alchemist_ 
	add dialog for person _father_ 
	log 1051 step 1 
	say 1022 

_S.04_ task:
	reveal _hintdung_ 
	log 1052 step 1 
	say 1023 

_S.05_ task:
	make _map_ permanent 
	end quest 

_huntstart_ task:
	start timer _S.05_ 

_S.07_ task:
	injured _F.00_ saying 1040 

_S.08_ task:
	toting _blood_ and _child_ clicked 
	prompt 1028 yes _S.14_ no _S.15_ 
	say 1027 

_S.09_ task:
	start timer _huntstart_ 

_S.10_ task:
	reveal glenmorilCoven in province 60 at 81312 

_npc_ task:
	clicked _alchemist_ and at least 1000 gold otherwise do _S.12_ 
	get item _blood_ 
	say 1024 

_S.12_ task:
	say 1025 
	clear _S.12_ _npc_ 

_S.13_ task:
	clicked npc _local_ 
	add dialog for person _child_ 
	log 1054 step 2 
	say 1026 

_S.14_ task:
	give pc nothing 
	remove npc _child_ 
	cure lycanthropy 
	legal repute -10 
	place foe _wereboar_ at _childhouse_ 

_S.15_ task:
	get item _blood_ 

_S.16_ task:
	reveal _mapdung_ 
	log 1053 step 2 

_S.17_ task:
	killed 1 _wereboar_ 
	legal repute -20 

_S.18_ task:
	when _huntstart_ 
	create foe _F.00_ every 79 minutes 30 times with 20% success 

_S.19_ task:
	when _S.14_ 
	clear _S.18_ 


00b00y00

-- Quest: /dos/g/game/dag/arena2/00b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Julianos
-- Repute: 0
-- QuestId: 0
Messages: 32
Quest: 00b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>      We have but one rule at the School of Julianos -- knowledge
<ce>        is to be shared. Unfortunately, we have a former member
<ce>        of our order who has forsaken this rule and needs to be
<ce>        punished. If we offered you _reward_ gold pieces, would
<ce>        you pursue and slay this erstwhile member of our School?

RefuseQuest:  [1001]
<ce>       Disappointing. Well, we'll find someone else doubtlessly.

AcceptQuest:  [1002]
<ce>                      Good. The prodigal one is a
<ce>                      nightblade called =monster_
<ce>                who has taken refuge in %g3 laboratory,
<ce>                      ___mondung_. If you have not
<ce>             returned in =1stparton_ days with _monster_'s
<ce>      blood on your hands, we will assume you have failed or have
<ce>                       joined =monster_ and your
<ce>        reward will be forfeited to someone who will not fail. I
<ce>          trust I've made myself clear. Good luck and goodbye.

QuestFail:  [1003]
While that nightblade lives, I am not interested in chatting on any subject, %pcf.

QuestComplete:  [1004]
<ce>                           Very nice, %pcf.
<ce>              Very nice indeed. Here is your _reward_ gold
<ce>                  pieces. We are very grateful to you.


RumorsDuringQuest:  [1005]
I hear there's a nightblade in ___mondung_, selling spells for money.
<--->
Renegade spellcasters are very dangerous. I hope they get that _monster_.

RumorsPostfailure:  [1006]
=monster_ has supposedly moved on, still selling spells for money.
<--->
I hear the School of Julianos has unleashed the Knights Mentor after someone.

RumorsPostsuccess:  [1007]
They finally got that _monster_. You can't have undisciplined mages loose.
<--->
Pity about them catching that _monster_. I hear he had a lot of juicy dirt.

QuestorPostsuccess:  [1008]
<ce>              You're %pcn. Good job with that =monster_,
<ce>                you remember, the renegade spellcaster?

QuestorPostfailure:  [1009]
<ce>                Hmmph. You really blew that job to slay
<ce>            the renegade spellcaster =monster_, didn't you?

Message:  1030
%qdt:
 The School of Julianos in ___questgiver_
 has hired me to kill a prodigal
 _monster_ of their temple,
 =monster_. I have =1stparton_ days to
 get to %g3 hideout, ___mondung_,
 and back to the School.

Message:  1031
<ce>                       You have slain =monster_.
<ce>                       The School will be proud.


-- Symbols used in the QRC file:
--
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 7 times.
--       ___mondung_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--         _monster_ occurs 5 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon9

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Nightblade

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _monster_ saying 1031 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 


10c00y00

-- Quest: /dos/g/game/dag/arena2/10c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Meridia
-- Repute: 0
-- QuestId: 0
Messages: 41
Quest: 10c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>           Oh, yes my dear, I think I can help you with your
<ce>           ambition. If I give you something quite valuable,
<ce>                  will you do something for me first?

RefuseQuest:  [1001]
<ce>            Oh, that's a shame. As a friendly warning, bad
<ce>            things happen to greedy %ra adventurers willing
<ce>                   to take, but not willing to give.

AcceptQuest:  [1002]
<ce>          You will? Oh, that's very sweet. Much sweeter than
<ce>              a certain _monster_ I know named =monster_,
<ce>          who made a certain arrangement with me, but decided
<ce>           later to renege. If you would be so kind as to pay
<ce>              =monster_ a visit and let %g2 know that such
<ce>            ungallant behavior is fatal. Then go to my dear
<ce>         friend, _qgfriend_, who will wait for =1stparton_ days
<ce>                for you at __qgfriend_ in ___qgfriend_,
<ce>         and give you my _artifact_ when you arrive. It's just
<ce>        the thing you need. Now, you'd best be off. Be careful.

QuestFail:  [1003]
<ce>          You aren't planning on repaying Meridia's kindness
<ce>               by telling me that you've slain =monster_
<ce>               when both of us know you haven't, are you?
<ce>                         I certainly hope not.

QuestComplete:  [1004]
<ce>                %pcn? I'm _qgfriend_. I believe you're
<ce>              looking for me. I have here the _artifact_,
<ce>           as Meridia promised. Meridia is impressed with you
<ce>         for fulfilling your end of the contract, I might add.

RumorsDuringQuest:  [1005]
The sorcerer in ___mondung_ is a notorious collector of strange artifacts.
<--->
I hear that =monster_ contracts with spirits for additions to %g3 collections.

RumorsPostfailure:  [1006]
That packrat sorcerer finally left ___mondung_. I guess to acquire more stuff.
<--->
That =qgfriend_ _qgfriend_ left __qgfriend_ muttering about a dishonest %ra.

RumorsPostsuccess:  [1007]
They say that some creature from =monster_'s collection rose up and killed %g2.
<--->
=monster_ was apparently killed by someone interested in %g3 vast collection.

QuestorPostsuccess:  [1008]
<ce>             Error: Tried to call questtext 1008. Whoopsy!

QuestorPostfailure:  [1009]
<ce>             Error: Tried to call questtext 1009. Ye Gods!

Message:  1011
_qgfriend_ is the name of that =qgfriend_ at __qgfriend_, just %di of here.
<--->
_qgfriend_ is a quiet =qgfriend_ I met at __qgfriend_. That's to the %di.

Message:  1012
_qgfriend_ is one of Meridia's collectors in %reg. Charming, as %g has to be.
<--->
_qgfriend_ is a servitor of the Daedra Lady of Greed, Meridia.

Message:  1013
Meridia is a Daedra Regent and a collector of human specimens.
<--->
Meridia is a kind of acting Daedra Prince, and ruthless in her acquisitiveness.

Message:  1014
<ce>   The ring is an ancient item of power. Reputedly, it can make its
<ce>          wearer as invisible, silent, and swift as the wind.

Message:  1020
%qdt:
 I have =1stparton_ days to find and slay a
 _monster_ named =monster_, be in
 ___qgfriend_ to meet a =qgfriend_
 named _qgfriend_, and receive Meridia's
 promised artifact, the _artifact_.
 I know =monster_'s location is
 ___mondung_, and _qgfriend_ is
 in ___qgfriend_.


Message:  1030
<ce>                   =monster_ lies dead at your feet.
<ce>                   Lady Meridia is now in your debt.

Message:  1040
<ce>               So, Meridia sends her lackeys against me.
<ce>                 But I am not without allies of my own.
<ce>                Come to me, children of Oblivion!  Serve
<ce>               your master =monster_ in %g3 hour of need!


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--               %g3 occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 10 times.
--        =qgfriend_ occurs 4 times.
--       ___mondung_ occurs 3 times.
--      ___qgfriend_ occurs 7 times.
--        _artifact_ occurs 3 times.
--         _monster_ occurs 2 times.
--        _qgfriend_ occurs 9 times.

QBN:
Item _artifact_ artifact Ring_of_Khajiit received 1014

Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Sorceror
Foe _daedra1_ is Fire_daedra
Foe _daedra2_ is Daedroth

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 
	clear _S.08_ 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_delay_ task:
	end quest 

_S.07_ task:
	injured _monster_ 
	say 1040 

_S.08_ task:
	when _S.07_ and not _mondead_ 
	create foe _daedra1_ every 2 minutes 2 times with 100% success 
	create foe _daedra2_ every 3 minutes 3 times with 100% success 


20c00y00

-- Quest: /dos/g/game/dag/arena2/20c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Molag Bal
-- Repute: 0
-- QuestId: 0
Messages: 61
Quest: 20c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             So you want power, %pcn. Power is a far more
<ce>          tangible quantity than wisdom, don't you agree? Now
<ce>          then, in order for us to judge your worth, we have a
<ce>         bit of toil for you to undertake. Nothing unpleasant,
<ce>              of course. You may rather enjoy it. A simple
<ce>           assassination, for which you will be rewarded with
<ce>              _artifact_. Then we can see if you're ready
<ce>               for real power. Does this sound agreeable?

RefuseQuest:  [1001]
<ce>             You have wasted our time. We are not pleased.

AcceptQuest:  [1002]
<ce>            We thought it would appeal to you. Now, listen
<ce>              carefully: your target is a _monster_ named
<ce>                =monster_. This infernal sparkcaster has
<ce>         been invoking our name, drawing on our power, without
<ce>          a contract. Perhaps this is due to ignorance, but we
<ce>              cannot be merciful. Look for the mage in %g3
<ce>                laboratory, ___mondung_ and destroy %g2.
<ce>          Then, before =1stparton_ days have passed, meet our
<ce>                   agent, _contact_, a =contact_, in
<ce>                 __tavern_ at a place called _tavern_.
<ce>            There %g will give you _artifact_. Do not tarry,
<ce>            time is short. We will be watching. Do not fail.

QuestFail:  [1003]
<ce>                Listen, %pcf, you and I both know that
<ce>               =monster_'s still breathing. A contract is
<ce>                a contract, and Molag Bal never forgets.

QuestComplete:  [1004]
<ce>             Hello, %pcf. You made it. Molag Bal sends his
<ce>                compliments. And, of course, _artifact_.
<ce>                      Enjoy it and fare thee well.

RumorsDuringQuest:  [1005]
Everyone's whispering about the experiments going on in ___mondung_.
<--->
There's some weird stuff going on in that ___mondung_ to the %di.

RumorsPostfailure:  [1006]
That bright red star is said to be the anger of the daedra Molag Bal.
<--->
There was a crazy =contact_ running around here screaming about contracts.

RumorsPostsuccess:  [1007]
Real quiet around ___mondung_ lately.
<--->
There was a lot of excitement around ___mondung_, but it's all calmed down.

QuestorPostsuccess:  [1008]
Error: Quest 20c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 20c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
A regal Daedra Prince, said to be the most power-mad of all daedra.
<--->
Molag Bal is said to be obsessed with making Tamriel part of his realm.

Message:  1012
Some weird-acting =contact_ was in __tavern_, %di of here.
<--->
A =contact_ by that name was in __tavern_, %di of here, fairly recently.

Message:  1013
The Mace of Molag Bal steals magicka from its victims.
<--->
<ce>The Mace of Molag Bal, or the Vampire's Mace to the layman, is a conduit
<ce>              for magical energy to flow into the bearer.

Message:  1020
%qdt:
 The Daedra Prince Molag Bal has sent me to
 kill a spellcaster of some kind in dungeon
 ___mondung_. If the mage is dead
 within =1stparton_ days and I meet with his
 associate _contact_ in __tavern_
 at a place called _tavern_,
 I will be given _artifact_.

Message:  1030
<ce>                          =monster_ is dead.
<ce>                           You have fulfilled
<ce>                           your contract with
<ce>                           Molag Bal.  Now to
<ce>                          collect your reward.

Message:  1040
<ce>                       =monster_ lifts %g3 staff
<ce>                    and disappears in a thunderclap.

Message:  1060
<ce>              A map showing the location of ___hideout_,
<ce>                       marked with the notation,
<ce>                  "Remind _dummy_ to lay in supplies.
<ce>              Indications that Molag Bal has detected me."


-- Symbols used in the QRC file:
--
--               %di occurs 3 times.
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 4 times.
--         =monster_ occurs 4 times.
--       ___hideout_ occurs 1 time.
--       ___mondung_ occurs 6 times.
--         __tavern_ occurs 4 times.
--        _artifact_ occurs 4 times.
--         _contact_ occurs 2 times.
--           _dummy_ occurs 1 time.
--         _monster_ occurs 1 time.
--          _tavern_ occurs 2 times.

QBN:
Item _artifact_ artifact Mace_of_Molag_Bal used 1013
Item _map_ letter used 1060

Person _contact_ face 233 faction The_Cabal anyInfo 1012
Person _dummy_ face 1 group Fighters_Guild

Place _mondung_ remote dungeon9
Place _tavern_ remote tavern
Place _hideout_ remote dungeon11

Clock _1stparton_ 0:0 0 flag 0:1 range 0 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1
Clock _S.08_ 0:1 0:4

Foe _monster_ is Mage

--	Quest start-up:
	place item _map_ at _mondung_ 
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	_map_ used do _readmap_ 
	place foe _monster_ at _mondung_ 
	place npc _contact_ at _tavern_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_qgclicked_ task:
	clicked npc _contact_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _2ndparton_ 
	clear _qgclicked_ _clearclick_ 

_delay_ task:
	end quest 

variable _S.08_
_S.09_ task:
	injured _monster_ 
	start timer _S.08_ 

_S.10_ task:
	when _S.08_ and not _mondead_ 
	place foe _monster_ at _hideout_ saying 1040 

_readmap_ task:
	reveal _hideout_ 


30c00y00

-- Quest: /dos/g/game/dag/arena2/30c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Namira
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: 30c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          The desire for power gnaws at the gut, does it not,
<ce>            %pcf? I can see it does. Excuse my informality,
<ce>          but I feel like I know you, I recognize your craving
<ce>           as if it were my own. You want to control, and the
<ce>          thought makes you slaver like a starving wolf. I can
<ce>          fill your belly, but first, I need to know. Will you
<ce>                    kill in order to fill this void?

RefuseQuest:  [1001]
<ce>             No?! Now you taunt me, %pcf. You tempt me out
<ce>            of my dark palace and then shun my company. If I
<ce>          thought you were merely being cruel, I could respect
<ce>            it. But I suspect that you are actually stupid,
<ce>           which I cannot abide. Therefore, I bid you a most
<ce>                           disgusted goodbye.

AcceptQuest:  [1002]
<ce>           Wonderful. You should see the look in your eyes,
<ce>            %pcf. You will be mighty, I can see it in them.
<ce>            Now, your stepping stone to power is a vampiric
<ce>               ancient who has displeased me, =monster_.
<ce>              Know that %g is a mighty adversary, and %g3
<ce>                      asylum, ___mondung_, is well
<ce>             protected. But you can and will kill %g2. Once
<ce>                   you have, go to my darling friend,
<ce>                     _qgfriend_ over at __qgfriend_
<ce>                      in ___qgfriend_. _qgfriend_
<ce>            is a busy person, so don't keep %g2 waiting more
<ce>              than =1stparton_ days. _qgfriend_ will have
<ce>              a present for you that I think will make you
<ce>                very happy. Farewell, %pcf. We will meet
<ce>                             again, I know.

QuestFail:  [1003]
<ce>            While that vampire ancient still lives, we have
<ce>                      nothing to talk about, %pcf.

QuestComplete:  [1004]
<ce>                     Hello, %pcn. I am _qgfriend_.
<ce>            You look ... sated. That murder agreed with you,
<ce>            I think. Well, I hope this will likewise please.
<ce>             Namira told me to give you her ring. Try it on
<ce>              and you will learn the meaning of hunger and
<ce>               fulfillment. Once you know that, you know
<ce>                         power. Good day, %pcf.

RumorsDuringQuest:  [1005]
There's a vampire in ___mondung_ that is so old, it doesn't drink blood anymore.
<--->
They say the vampire in ___mondung_ has learned to control its bloodlust.

RumorsPostfailure:  [1006]
The vampire in ___mondung_ apparently decided that it was time to move on.
<--->
I guess that vampire did still need blood after all. It left for some reason.

RumorsPostsuccess:  [1007]
I don't care if that vampire did conquer its bloodlust: I'm glad it's dead.
<--->
The stars of Namira burned bright last night. Always hungry, never satisfied.

QuestorPostsuccess:  [1008]
Error: Quest 30c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 30c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
_qgfriend_ is that =qgfriend_ over in __qgfriend_, I think. Yes, %di of here.
<--->
_qgfriend_ is the name of the =qgfriend_ in __qgfriend_. Look to the %di.

Message:  1012
_qgfriend_ is a Gourmand in the service of Namira, Daedra Prince of Hunger.
<--->
_qgfriend_ is the name of one of the Gourmands in the service of Namira.

Message:  1013
Pain inflicted on the Ring's wearer is reflected back on the attacker.

Message:  1020
%qdt:
 The Daedra Prince Namira has promised me
 _artifact_, if I will kill the vampire
 =monster_ for her within =1stparton_ days.
 Her contact _qgfriend_ won't wait any
 longer than that for me in __qgfriend_
 of ___qgfriend_, so I cannot be late. The
 vampire supposedly lives in ___mondung_.

Message:  1030
<ce>                  =monster_ is dead.  Namira's hunger
<ce>                  is sated -- now to satisfy your own
<ce>                  desires by reporting to _qgfriend_.


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 6 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 3 times.
--        =qgfriend_ occurs 2 times.
--       ___mondung_ occurs 5 times.
--      ___qgfriend_ occurs 6 times.
--        _artifact_ occurs 1 time.
--        _qgfriend_ occurs 10 times.

QBN:
Item _artifact_ artifact Ring_of_Namira used 1013

Person _questgiver_ face 112 group Questor anyInfo 1013
Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Ancient_vampire

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 
	unset _npcclicked_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_npcclicked_ task:
	clicked npc _qgfriend_ 

variable _clearclick_
_delay_ task:
	end quest 


40c00y00

-- Quest: /dos/g/game/dag/arena2/40c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Nocturnal
-- Repute: 0
-- QuestId: 0
Messages: 51
Quest: 40c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      You wish, %pcn, for power.
<ce>                 With it you can thrash at shadows and
<ce>                  have a hope. If I brought you this
<ce>                 hope, what would you bring me? Would
<ce>                  you destroy one who brings me pain?

RefuseQuest:  [1001]
<ce>                As I thought, no heart at all. We shall
<ce>                have no contract then, you and I, and,
<ce>                   disappointed, return I to my cold
<ce>                palace. The souls within are no kinder
<ce>               than those here, but there, they follow.

AcceptQuest:  [1002]
<ce>                Would you? You would be my anesthesia?
<ce>               You will go to the lair of the _monster_
<ce>                =monster_ at ___mondung_ and slay %g2?
<ce>                    Ah, %pcf, for that I would give
<ce>                     to you my _artifact_ which I
<ce>                have entrusted to my slave _qgfriend_.
<ce>                      After =monster_ lies dead,
<ce>                    go to ___qgfriend_ and meet my
<ce>                    slave at __qgfriend_. You will
<ce>                 recognize %g2 easily - a =qgfriend_.
<ce>                There you will receive the _artifact_.
<ce>                   And now, I must return to my cold
<ce>                palace of Oblivion. I will await news.

QuestFail:  [1003]
<ce>                      No. You must be looking for
<ce>                        a different =qgfriend_.
<ce>                       My name isn't _qgfriend_.

QuestComplete:  [1004]
<ce>                           So, you're %pcn,
<ce>                        right? I'm _qgfriend_.
<ce>               I must say, I was wondering what kind of
<ce>                %ra it took to glide into a _monster_'s
<ce>                stronghold, murder the owner, and trip
<ce>                    right on out. Very impressive.
<ce>                  Nocturnal is likewise intrigued by
<ce>                   you, hence this gift: _artifact_.
<ce>                       Be careful with it, %pcf.

RumorsDuringQuest:  [1005]
=monster_ is a sneaky one -- %g brings the whole Mages Guild under suspicion.
<--->
I can't trust anyone at the Mages Guild, knowing =monster_ is a member.
<--->
Mages say =monster_ is hiding from Oblivion's wrath at ___fakedung_.
<--->
Mage's are gathering to scour ___fakedung_ for that scoundrel =monster_.
<--->
I saw a bunch of mages heading out to ___fakedung_.
<--->
I heard that traitor =monster_ is now hiding out in ___fakedung_.

RumorsPostfailure:  [1006]
I knew =monster_ was in some kind of trouble, why else would %g leave so quickly?
<--->
The Mages Guild must have decided =monster_ was a liability to their image.

RumorsPostsuccess:  [1007]
Well, I can't say I'm surprised about =monster_; %g3 past caught up to %g2.
<--->
I don't even think the Archmagister is sad to hear of the death of =monster_.

QuestorPostsuccess:  [1008]
Error: Quest 40c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                    

QuestorPostfailure:  [1009]
Error: Quest 40c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                    

Message:  1011
_qgfriend_ is one of the regulars at __qgfriend_, just %di of here.
<--->
_qgfriend_ is a =qgfriend_ who haunts __qgfriend_. That's to the %di.

Message:  1012
_qgfriend_ is an agent of Nocturnal, operating out of __qgfriend_ %di of here.
<--->
_qgfriend_ is one of the slaves of Nocturnal, Daedra Lady of the Night.

Message:  1013
Nocturnal is the mysterious Lady of the Night, one of the Daedric Regents.
<--->
Nocturnal is a Regent of Oblivion, whose sphere is darkness and mystery.

Message:  1014
The _artifact_ can open any lock.

Message:  1015
Mages say =monster_ is hiding from Oblivion's wrath at ___fakedung_.
<--->
Mage's are gathering to scour ___fakedung_ for that scoundrel =monster_.
<--->
I saw a bunch of mages heading out to ___fakedung_.
<--->
I heard that traitor =monster_ is now hiding out in ___fakedung_.

Message:  1016
<ce>                           %oth!  =monster_,
<ce>                     Oblivion's agent is upon us!
<ce>               I've moved the most valuable reagents to
<ce>                          to ___fakedung_ and
<ce>                  plan to meet you there after you've
<ce>                      dealt with that pesky %ra.
<ce>                                    
<ce>                                  N.

Message:  1017
<ce>                         A voice seems to echo
<ce>                        in your ear: =monster_
<ce>                      ...sure...special place...
<ce>                                news...

Message:  1018
%qdt:
 When I arrived at ___mondung_
 an echo mentioned a 'special
 place' inside.

Message:  1019
%qdt:
 I found a note from =monster_ saying that %g is expected
 at ___fakedung_ after trying to bribe me.

Message:  1020
%qdt:
 I now have a contract with Nocturnal,
 one of the Daedric Princes of Oblivion. I have agreed
 to slay the _monster_ =monster_ in %g3 stronghold of
 ___mondung_ in exchange for Nocturnal's
 artifact, the _artifact_. I must have the deed
 done and meet her agent _qgfriend_
 in __qgfriend_ of ___qgfriend_
 in =1stparton_ days or I will have failed the contract.
 This may mean something worse than just me not getting
 the _artifact_.

Message:  1021
%qdt:
 =monster_ offered me _bow_ in exchange
 for %g3 life, and I could not resist.
 %g said that it is somewhere in
 ___bowdung_.  Since I have already
 betrayed Nocturnal, I may as well
 try to find it.

Message:  1022
%qdt:
 =monster_ offered me the _ring_ in exchange
 for %g3 life, and I could not resist.
 %g said that it is somewhere in
 ___ringdung_.  Since I have already
 betrayed Nocturnal, I may as well
 try to find it.

Message:  1023
%qdt:
 =monster_ offered me the _staff_ in exchange
 for %g3 life, and I could not resist.
 %g said that it is somewhere in
 _staffdung_.  Since I have already
 betrayed Nocturnal, I may as well
 try to find it.

Message:  1030
<ce>                   Wait!  I know that Nocturnal has
<ce>                  sent you, and that she has promised
<ce>                   you the _artifact_.  But if it is
<ce>                  truly power you seek, I can top her
<ce>                  offer -- if you cease your attack,
<ce>                 I will tell you where to find _bow_.
<ce>                       Do you agree to my offer?

Message:  1031
<ce>                   Wait!  I know that Nocturnal has
<ce>                  sent you, and that she has promised
<ce>                   you the _artifact_.  But if it is
<ce>                  truly power you seek, I can top her
<ce>                  offer -- if you cease your attack,
<ce>               I will tell you where to find the _ring_.
<ce>                       Do you agree to my offer?

Message:  1032
<ce>                   Wait!  I know that Nocturnal has
<ce>                  sent you, and that she has promised
<ce>                   you the _artifact_.  But if it is
<ce>                  truly power you seek, I can top her
<ce>                  offer -- if you cease your attack,
<ce>              I will tell you where to find the _staff_.
<ce>                       Do you agree to my offer?

Message:  1035
<ce>                       You have slain =monster_.
<ce>                       Prince Nocturnal will now
<ce>                             rest easier.

Message:  1040
<ce>                      Excellent.  I knew you had
<ce>                      a mercenary's heart.  _bow_
<ce>                      lies hidden in ___bowdung_.
<ce>                     You have only to find it and
<ce>                       you will be a power to be
<ce>                      reckoned with indeed.  Now,
<ce>                     I bid you good day, lest you
<ce>                      decide to claim both _bow_
<ce>                         and the _artifact_ by
<ce>                    killing me.  A mercenary heart
<ce>                      such as yours should not be
<ce>                           trusted too far!

Message:  1041
<ce>                      Excellent.  I knew you had
<ce>                   a mercenary's heart.  The _ring_
<ce>                     lies hidden in ___ringdung_.
<ce>                     You have only to find it and
<ce>                       you will be a power to be
<ce>                      reckoned with indeed.  Now,
<ce>                     I bid you good day, lest you
<ce>                    decide to claim both the _ring_
<ce>                         and the _artifact_ by
<ce>                    killing me.  A mercenary heart
<ce>                      such as yours should not be
<ce>                           trusted too far!

Message:  1042
<ce>                      Excellent.  I knew you had
<ce>                   a mercenary's heart.  The _staff_
<ce>                      lies hidden in _staffdung_.
<ce>                     You have only to find it and
<ce>                       you will be a power to be
<ce>                      reckoned with indeed.  Now,
<ce>                     I bid you good day, lest you
<ce>                   decide to claim both the _staff_
<ce>                         and the _artifact_ by
<ce>                    killing me.  A mercenary heart
<ce>                      such as yours should not be
<ce>                           trusted too far!

QuestTimeLapse:  [1045]
<ce>                 Mocking laughter echoes in your mind,
<ce>                                    
<ce>                  "You should have known better than
<ce>                   to trust me, %pcn.  Perhaps this
<ce>                   shadow of power can satisfy your
<ce>                     craving for a time, while you
<ce>                     rage vainly against those who
<ce>                 actually possess it.  Me for example.
<ce>                  I do hope sweet Nocturnal won't be
<ce>                 too displeased with your treachery."
<ce>                                    
<ce>                 _bow_ crumbles to dust in your hand.

Message:  1046
<ce>                 Mocking laughter echoes in your mind,
<ce>                                    
<ce>                  "You should have known better than
<ce>                   to trust me, %pcn.  Perhaps this
<ce>                   shadow of power can satisfy your
<ce>                     craving for a time, while you
<ce>                     rage vainly against those who
<ce>                 actually possess it.  Me for example.
<ce>                  I do hope sweet Nocturnal won't be
<ce>                 too displeased with your treachery."
<ce>                                    
<ce>               The _ring_ crumbles to dust in your hand.

Message:  1047
<ce>                 Mocking laughter echoes in your mind,
<ce>                                    
<ce>                  "You should have known better than
<ce>                   to trust me, %pcn.  Perhaps this
<ce>                   shadow of power can satisfy your
<ce>                     craving for a time, while you
<ce>                     rage vainly against those who
<ce>                 actually possess it.  Me for example.
<ce>                  I do hope sweet Nocturnal won't be
<ce>                 too displeased with your treachery."
<ce>                                    
<ce>              The _staff_ crumbles to dust in your hand.

Message:  1050
<ce>                 Nocturnal was most impressed at your
<ce>                    daring, %pcn.  She asked me to
<ce>                   kill you quickly as a reward for
<ce>                       such audacious treachery.


-- Symbols used in the QRC file:
--
--               %di occurs 3 times.
--                %g occurs 6 times.
--               %g2 occurs 3 times.
--               %g3 occurs 5 times.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 6 times.
--              %qdt occurs 6 times.
--               %ra occurs 2 times.
--       =1stparton_ occurs 1 time.
--         =monster_ occurs 22 times.
--        =qgfriend_ occurs 3 times.
--       ___bowdung_ occurs 2 times.
--      ___fakedung_ occurs 10 times.
--       ___mondung_ occurs 3 times.
--      ___qgfriend_ occurs 2 times.
--      ___ringdung_ occurs 2 times.
--       __qgfriend_ occurs 5 times.
--        _artifact_ occurs 12 times.
--             _bow_ occurs 5 times.
--         _monster_ occurs 3 times.
--        _qgfriend_ occurs 8 times.
--            _ring_ occurs 5 times.
--           _staff_ occurs 5 times.
--       _staffdung_ occurs 2 times.

QBN:
Item _artifact_ artifact Skeletons_Key used 1014
Item _bow_ artifact Auriels_Bow
Item _ring_ artifact Warlocks_Ring
Item _staff_ artifact Staff_of_Magnus
Item _letter_ letter used 1016

Person _questgiver_ face 112 group Questor anyInfo 1013
Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012

Place _mondung_ remote dungeon
Place _bowdung_ remote dungeon
Place _ringdung_ remote dungeon
Place _staffdung_ remote dungeon
Place _fakedung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _S.33_ 1:0 0 flag 0:1 range 0 1
Clock _S.22_ 1.0:0 2.18:40
Clock betrayQuestor 0:2 0:30

Foe _monster_ is Mage
Foe _daedra_ is Frost_daedra

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	_letter_ used do _S.02_ 
	have _bow_ set _S.08_ 
	have _ring_ set _S.09_ 
	place foe _monster_ at _mondung_ 

_S.00_ task:
	pc at _mondung_ do _S.00_ 

_S.01_ task:
	when _S.00_ and not _S.05_ and not _S.17_ 
	log 1018 step 1 
	say 1017 

_S.02_ task:
	reveal _fakedung_ 
	log 1019 step 1 

_1stparton_ task:
	end quest 

_S.04_ task:
	clicked npc _qgfriend_ 

_S.05_ task:
	killed 1 _monster_ 
	say 1035 

_S.06_ task:
	when _S.04_ and _S.05_ 
	give pc _artifact_ 
	start timer _S.33_ 
	unset _S.04_ 

_S.07_ task:
	injured _monster_ 
	place item _letter_ at _mondung_ 

variable _S.08_
variable _S.09_
variable betrayQuestor
_S.11_ task:
	clicked item _bow_ 
	clear _S.08_ 

_S.12_ task:
	clicked item _ring_ 
	clear _S.09_ 

_S.13_ task:
	clicked item _staff_ 

_S.14_ task:
	when _S.17_ and _S.19_ 
	place item _bow_ at _bowdung_ 
	reveal _bowdung_ 
	log 1021 step 2 
	say 1040 

_S.15_ task:
	when _S.17_ and _S.20_ 
	place item _ring_ at _ringdung_ 
	reveal _ringdung_ 
	log 1022 step 2 
	say 1041 

_S.16_ task:
	when _S.17_ and _S.21_ 
	place item _staff_ at _staffdung_ 
	reveal _staffdung_ 
	log 1023 step 2 
	say 1042 

_S.17_ task:
	place item _letter_ at _mondung_ 
	dialog link for location _fakedung_ 
	start timer _S.22_ 
	rumor mill 1015 
	change repute with _questgiver_ by -20 
	place foe _monster_ at _fakedung_ 

variable _S.18_
_S.19_ task:
	when _S.07_ and not _S.08_ 
	prompt 1030 yes _S.17_ no _S.18_ 

_S.20_ task:
	when _S.07_ and _S.08_ and not _S.09_ 
	prompt 1031 yes _S.17_ no _S.18_ 

_S.21_ task:
	when _S.07_ and _S.09_ and _S.08_ 
	prompt 1032 yes _S.17_ no _S.18_ 

_S.22_ task:
	create foe _daedra_ every 3 minutes 4 times with 100% success 

_S.23_ task:
	injured _daedra_ 
	say 1050 

_S.24_ task:
	when betrayQuestor and not _S.08_ 
	place item _bow_ at _fakedung_ 
	say 1045 

_S.25_ task:
	when betrayQuestor and _S.08_ and not _S.09_ 
	place item _ring_ at _fakedung_ 
	say 1046 

_S.26_ task:
	when betrayQuestor and _S.08_ and _S.09_ 
	place item _staff_ at _fakedung_ 
	say 1047 

_S.27_ task:
	when _S.11_ and not _S.05_ 
	start timer betrayQuestor 

_S.28_ task:
	when _S.12_ and not _S.05_ 
	start timer betrayQuestor 

_S.29_ task:
	when _S.13_ and not _S.05_ 
	start timer betrayQuestor 

_S.30_ task:
	when _S.11_ and _S.05_ 
	make _bow_ permanent 

_S.31_ task:
	when _S.12_ and _S.05_ 
	make _ring_ permanent 

_S.32_ task:
	when _S.13_ and _S.05_ 
	make _staff_ permanent 

_S.33_ task:
	end quest 


50c00y00

-- Quest: /dos/g/game/dag/arena2/50c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Peryite
-- Repute: 0
-- QuestId: 0
Messages: 16
Quest: 50c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 You can't really have too much power,
<ce>                       can you, %pcf? You look a
<ce>                   lot like someone I used to know --
<ce>                  but that was back during your First
<ce>                 Era, so it couldn't very well be you,
<ce>                  could it? Now then, if you'd like, I
<ce>                  can give you a little shield of mine
<ce>                   called the Spell Breaker. It will
<ce>                 certainly give you the power you want,
<ce>                  but first, I need a little proof of
<ce>                   your seriousness. You are serious,
<ce>                              aren't you?

RefuseQuest:  [1001]
<ce>                   Changed your mind, eh? Don't feel
<ce>                    bad. It's a sign of maturity to
<ce>                    be brave enough to say no. Just
<ce>                     give me a call when you change
<ce>                      your mind. I know you will.

AcceptQuest:  [1002]
<ce>                  Excellent. It's wonderful seeing a
<ce>                   %ra with clear objectives. So rare
<ce>                 in this day and age. Now then, there's
<ce>                 this _monster_, frankly a vampire, who
<ce>                 I know you'd hate. Thoroughly stupid,
<ce>                 unattractive, and mean-spirited sort.
<ce>                  He needs to go on a one-way trip to
<ce>                   you-know-where. Then, after you've
<ce>                taken care of that unpleasant business,
<ce>                    go visit my friend, _qgfriend_,
<ce>                         a charming =qgfriend_,
<ce>                    who will meet you at __qgfriend_
<ce>                     in ___qgfriend_. Now, I don't
<ce>                 want to rush you, but I can't ask %g2
<ce>                   to wait more than =1stparton_ days
<ce>                for you. And just getting to ___mondung_
<ce>                  may take a good while, so you ought
<ce>                 not dawdle along the way.  _qgfriend_
<ce>                  will be happy to show you the Spell
<ce>                  Breaker. Now, I've prattled on long
<ce>                     enough. It's been a pleasure.

QuestFail:  [1003]
<ce>                       You must be looking for a
<ce>                         different =qgfriend_.

QuestComplete:  [1004]
<ce>                         There you are, %pct.
<ce>                            I'm _qgfriend_,
<ce>              I believe the Master wanted you to find me?
<ce>               The Master is very pleased with your work
<ce>                        on the dread _monster_,
<ce>               if you don't mind me saying so. The Master
<ce>               seems very fond of you in general. Here is
<ce>               the shield you wanted, the Spell Breaker.
<ce>                  Spellcasters will come to fear you.
<ce>                        I hope it pleases, %pct.

RumorsDuringQuest:  [1005]
=monster_ of ___mondung_, they say, has made powerful enemies as well as friends.
<--->
I met a very nice =qgfriend_ at __qgfriend_. Wonder why I never met %g2 before?

RumorsPostfailure:  [1006]
Old =monster_ moved up north. So I guess we know where plague will follow.
<--->
I hear the Daedra themselves fear =monster_ and its power.

RumorsPostsuccess:  [1007]
=monster_ they say fancied itself more powerful than the daedra themselves.
<--->
=monster_ got its reward for boasting about its power over life and death.

QuestorPostsuccess:  [1008]
Error: Quest 50c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 50c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
They say _qgfriend_ is a very pleasant and charming =qgfriend_, who is also a daedra-worshipper.
<--->
_qgfriend_ is rumored to be Peryite's slave in %reg.

Message:  1012
Peryite is the Daedra of Pestilence and Plague.
<--->
Peryite is the most affable of the Daedra Princes with the worst reputation.

Message:  1013
The Spell Breaker is the ultimate defense against spells.
<--->
Spell Breaker can dispel or even reflect spells back on offensive casters.

Message:  1014
<ce>                       You have slain =monster_.
<ce>                     Peryite's revenge is complete.

Message:  1015
%qdt:
 The Daedra Prince Peryite wants me
 to go to ___mondung_
 and slay a vampire named =monster_
 After that, I am to meet _qgfriend_
 in a place called __qgfriend_ in
 ___qgfriend_ to claim the famous
 Spell Breaker shield.  I have =1stparton_
 days for the whole journey.


-- Symbols used in the QRC file:
--
--               %g2 occurs 2 times.
--              %pcf occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 7 times.
--        =qgfriend_ occurs 4 times.
--       ___mondung_ occurs 3 times.
--      ___qgfriend_ occurs 5 times.
--         _monster_ occurs 2 times.
--        _qgfriend_ occurs 6 times.

QBN:
Item _artifact_ artifact Spell_Breaker received 1013

Person _qgfriend_ group Necromancers female anyInfo 1011
Person questPerson face 1 factiontype Vampire_Clan

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 1 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Ancient_vampire

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1015 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1014 
	change repute with questPerson by -20 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_delay_ task:
	end quest 


60c00y00

-- Quest: /dos/g/game/dag/arena2/60c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Sheogorath
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: 60c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Oh, my. I bet ye weren't expecting me!
<ce>               My unbrothers and nonsisters are sometimes
<ce>                 a bit slow, so I step in for them. Too
<ce>                 bad for thou. You'll just have to cut
<ce>                  thy deal with me. Be quick about it!
<ce>                 Before the hour of the pale be passed,
<ce>                   have I plenty to do elsewhere. So!
<ce>                     Power the %ra craves to rub on
<ce>                   the body and ease the four hundred
<ce>                 sores of mortal life? Yes, Sheogorath
<ce>                  has power, power enough to pull the
<ce>                  branches across the eyes of the moon
<ce>                 and rain blood over Tamriel. For this
<ce>                    power, wilt thou send someone an
<ce>                       invitation to tea for me?

RefuseQuest:  [1001]
<ce>                     La, rejected by a squalid %ra
<ce>                   with lice in its hair. How far has
<ce>                   Sheogorath risen! I shall have to
<ce>                    ask for a raise in my allowance.
<ce>                             Tirrah, %pct.

AcceptQuest:  [1002]
<ce>                To tea, to a tea party with me! Go, go
<ce>                     to a place called ___mondung_,
<ce>                 where the object of my gallous desires
<ce>                 doth trip and pose and wear blackberry
<ce>                  crowns. Wait ... do not invite this
<ce>                    battlemage to tea with me. Now I
<ce>                        remember. This =monster_
<ce>                    the name is. Kill %g2 to death,
<ce>                murder %g2 fatally, that's what I wish.
<ce>                     Then go from ___mondung_ to a
<ce>                 lunatic asylum called ___contactdung_
<ce>                         and see my =qgfriend_,
<ce>                       _qgfriend_. _artifact_ for
<ce>                you %g will have. Will wait for you for
<ce>                  =1stparton_ days and then will go to
<ce>                marry the unknown heir of Rowanda. Now I
<ce>                     bid you a yapow and gazeenza.

QuestFail:  [1003]
<ce>                    Excuse me, you don't know this,
<ce>                   but I'm completely mad. And if you
<ce>                  don't shove off, I'll vomit on you.

QuestComplete:  [1004]
<ce>                  Ah, nice of you to let me out of my
<ce>                 cell, madam jailer. Sheogorath changed
<ce>                 his mind and decided that he wanted to
<ce>                         take =monster_ to tea
<ce>                  after all. But when he found out, %g
<ce>                  was dead, he decided that was best.
<ce>                           That way =monster_
<ce>                 wouldn't eat all the posy pies. Before
<ce>                   I forget, here's _artifact_. Don't
<ce>                            point it at me.

RumorsDuringQuest:  [1005]
A mad battlemage is terrorizing the countryside around ___mondung_.

RumorsPostfailure:  [1006]
<ce>___mondung_ is quiet now that that =monster_ moved on, but %g'll be back,
<ce>                              I'll wager.

RumorsPostsuccess:  [1007]
Good riddance on the battlemage =monster_ in ___mondung_. I hear %g was mad as a magister.
<--->
So, someone finally killed that mad battlemage in ___mondung_. Thank %god.

QuestorPostsuccess:  [1008]
Error: Quest 60c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 60c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
_qgfriend_ is that mad, slobbering =qgfriend_ who lives in ___contactdung_.
<--->
<ce>  _qgfriend_ is that crazy =qgfriend_ that came to town a while back.
 They say %g actually lives in ___contactdung_.

Message:  1012
Sheogorath is the Daedra Prince of Insanity. Not a good one to count on.
<--->
Sheogorath is the Mad One, the Daedra who revels in chaos and lunacy.

Message:  1013
_artifact_ is an ancient artifact with wildly random magical effects.
<--->
_artifact_ can transform its targets into other other creatures.

Message:  1014
_qgfriend_ is one of the Daedra Prince Sheogorath's most loyal servants.
<--->
_qgfriend_ is the name of the =qgfriend_ who is a slave of Sheogorath.

Message:  1020
%qdt:
 The Daedra Prince Sheogorath has
 promised me an artifact called _artifact_
 in exchange for the death of a battlemage
 named =monster_. If this battlemage,
 who resides in a placed called ___mondung_,
 is dead and I meet Sheogorath's contact in
 ___contactdung_, _qgfriend_
 will give me _artifact_. But I have to
 have this all accomplished in =1stparton_ days.

Message:  1030
<ce>                     You have dispatched =monster_
<ce>                    from this mortal plane.  Now to
<ce>                   see if Sheogorath still remembers
<ce>                            your agreement.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 2 times.
--              %god occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 7 times.
--        =qgfriend_ occurs 4 times.
--   ___contactdung_ occurs 4 times.
--       ___mondung_ occurs 7 times.
--        _artifact_ occurs 6 times.
--        _qgfriend_ occurs 6 times.

QBN:
Item _artifact_ artifact Wabbajack received 1013

Person _qgfriend_ face 1 group Region anyInfo 1011 rumors 1014

Place _mondung_ remote dungeon
Place _contactdung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Battle_mage

--	Quest start-up:
	start timer _1stparton_ 
	reveal _contactdung_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 
	place npc _qgfriend_ at _contactdung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 
	unset _npcclicked_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_npcclicked_ task:
	clicked npc _qgfriend_ 

variable _clearclick_
_delay_ task:
	end quest 


70c00y00

-- Quest: /dos/g/game/dag/arena2/70c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Sanguine
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: 70c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               Power is such a lovely word, isn't it? It
<ce>               drips from the tongue like honey. If power
<ce>                is your aphrodisiac, I would be ecstatic
<ce>                    to present you with _artifact_.
<ce>                 All you have to do for me in return is
<ce>               punish a perfectly awful priest who dared
<ce>                  to challenge me. Sounds good to you?

RefuseQuest:  [1001]
<ce>                        A pox on you, %pcn. How
<ce>                 dare you summon me forth and refuse my
<ce>                generous offer? Pray that I forgive you,
<ce>                          %pcf. Sanguine is an
<ce>                        enemy none should have.

AcceptQuest:  [1002]
<ce>                     You won't regret this, %pcf,
<ce>                  provided you fulfill your end of our
<ce>                  agreement. This sanctimonius monk is
<ce>                       not harmless; =monster_ is
<ce>                    %g3 name and %g burned my lovely
<ce>                    worshippers to crisps. Go to the
<ce>                    abandoned temple where %g lurks,
<ce>                          ___mondung_, and rip
<ce>                      %g3 heart from %g3 chest. My
<ce>                         agent, _contact_ will
<ce>                       await you in ___contact_.
<ce>                        _contact_ does not like
<ce>                  to wait so accomplish the murder in
<ce>                  =1stparton_ days or less. I have the
<ce>                 delicious feeling we'll see each other
<ce>                        again, %pcf. I hope so.

QuestFail:  [1003]
<ce>                  That pietistic reactionary is still
<ce>                      alive and you know it, %pcf.
<ce>                 Don't play games with Sanguine, %pct.
<ce>                       You won't like the rules.

QuestComplete:  [1004]
<ce>                      Charmed to meet you, %pcn.
<ce>                        I'm _contact_. Sanguine
<ce>                 must be quite enraptured with you. He
<ce>                      had _artifact_ set aside for
<ce>                  his favored disciples. And now it's
<ce>                 yours. I hope you enjoy it immensely.

RumorsDuringQuest:  [1005]
All those orgies that used to go on have been stamped out by =monster_.
<--->
There isn't much to do since =monster_ set a torch to the orgies.

RumorsPostfailure:  [1006]
=monster_'s moved on -- %g's looking for dens of decadence to the north.
<--->
Everyone's afraid to do anything at all fun with people like =monster_ around.

RumorsPostsuccess:  [1007]
Lots of people are happy about =monster_'s death. Just desserts for %g3 ilk.
<--->
The orgies have started up again now that =monster_'s out of the picture.

QuestorPostsuccess:  [1008]
Error: Quest 70c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 70c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
Sanguine is the Daedra Prince of Lust. Anything in excess is his motto.
<--->
The Daedra Prince of Perversity and Unnatural Sexual Relations, of course.

Message:  1012
Just a leering =contact_ %di of here in __contact_.
<--->
_contact_ is the name of a naughty =contact_ in __contact_.

Message:  1014
<ce>The Sanguine Rose summons a daedra to fight for you.  A risky proposition
<ce>                                at best.
                                     <--->
<ce>The possessor of the Sanguine Rose is supposed to have the power to summon
<ce>                    aid from the plane of Oblivion.

Message:  1015
<ce>                          =monster_ is dead.
<ce>                       Sanguine will be ecstatic,
<ce>                               you hope.

Message:  1020
%qdt:
 Sanguine wants me to murder a
 monk named =monster_ in return for
 _artifact_. The monk
 is in ___mondung_ and must be dead in
 =1stparton_ days or less, and I must be
 in ___contact_ in
 =1stparton_ days to meet with _contact_
 at a place called __contact_.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 3 times.
--               %g3 occurs 4 times.
--              %pcf occurs 4 times.
--              %pcn occurs 2 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 3 times.
--         =contact_ occurs 2 times.
--         =monster_ occurs 9 times.
--       ___contact_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--        __contact_ occurs 3 times.
--        _artifact_ occurs 3 times.
--         _contact_ occurs 5 times.

QBN:
Item _artifact_ artifact Sanguine_Rose

Person _contact_ face 232 faction The_Cabal anyInfo 1012

Place _mondung_ remote dungeon4

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Monk

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	create npc _contact_ 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1015 

_qgclicked_ task:
	clicked npc _contact_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ 

_delay_ task:
	end quest 


90c00y00

-- Quest: /dos/g/game/dag/arena2/90c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Vaernima
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: 90c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    A very wise %ra once said that
<ce>                   power corrupts, and absolute power
<ce>                   is absolutely fabulous. That's why
<ce>                    I am going to help you. Now, I'm
<ce>                  sure you have certain moral problems
<ce>                  with murdering an innocent who never
<ce>                   hurt you in any way. But you'll do
<ce>                 it to win my Skull of Corruption, yes?

RefuseQuest:  [1001]
<ce>                          No? Why ... you ...
<ce>                        contemptible, sniveling,
<ce>                        virtuous, sterling piece
<ce>                        of goblin snot! I'm not
<ce>                        going waste my precious
<ce>                          time with anyone so
<ce>                           poisonously moral.

AcceptQuest:  [1002]
<ce>               Grand. The particular innocent I have in
<ce>                      mind is a _monster_. You're
<ce>               probably thinking, an innocent lich? Well,
<ce>                    innocent to you. To me, he is a
<ce>                  treacherous former servant who took
<ce>                all the power I offered him, and ignored
<ce>                my orders. You will find his cadaverous
<ce>                        presence in ___mondung_.
<ce>                He's nervous, so be ready for a battle.
<ce>                After your victory, go to ___qgfriend_,
<ce>                  and look for my servant _qgfriend_,
<ce>                      a =qgfriend_ at __qgfriend_.

QuestFail:  [1003]
<ce>                       Why, you treacherous %ra.
<ce>                    Are you pretending you've slain
<ce>                   the lich to get your grabby hands
<ce>                    on the Skull? Vaernima would be
<ce>                     amused, but, alas, I am under
<ce>                     strict orders. Come back when
<ce>                    you've fulfilled your contract.

QuestComplete:  [1004]
<ce>                 So, did the lich cough up a cloud of
<ce>                     dust when it died? _qgfriend_
<ce>                    here, %pcf. Vaernima will be so
<ce>                   pleased with the news. I hope you
<ce>                   won't mind if I embellish a little
<ce>                  about some horrible outrageous sins
<ce>                   you commited in your journey. Here
<ce>                   is _artifact_. Use it whenever you
<ce>                  want a target to be faced with their
<ce>                     darkest side. Farewell, %pcf,
<ce>                              but do bad.

RumorsDuringQuest:  [1005]
There is a curse on this land while that lich remains in ___mondung_.
<--->
If only some great hero would come to slay that ancient lich in ___mondung_.

RumorsPostfailure:  [1006]
That lich left ___mondung_, but it's not dead. It'll be back when it's ready.
<--->
I'm just happy that lich is gone, even if it isn't dead.

RumorsPostsuccess:  [1007]
I hear %god sent us an angel to rid ___mondung_ of that accursed lich.
<--->
We may never know who destroyed that lich in ___mondung_, but he's in our prayers.

QuestorPostsuccess:  [1008]
Error: Quest 90c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   

QuestorPostfailure:  [1009]
Error: Quest 90c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   

Message:  1011
_qgfriend_ is that creepy =qgfriend_ over at __qgfriend_ to the %di.
<--->
_qgfriend_ is the foul-smelling =qgfriend_ I saw at _qgfriend_.

Message:  1012
_qgfriend_ is one of Vaernima's agents of corruption in %reg.
<--->
_qgfriend_ is one of Vaernima's dirty little spreaders of corruption.

Message:  1013
Vaernima is the Daedra Lady of Corruption and Decay. Not nice to look at.
<--->
Vaernima is a Regent of Oblivion, and her sphere is Corruption and Decay.

Message:  1014
The Skull of Corruptions creates dark and oppositional duplicates of a target.
<--->
The Skull brings forth a target's dark half from Vaernima's plane of Oblivion.

Message:  1015
<ce>                     You have slain the _monster_,
<ce>                  fulfilling your part of the bargain
<ce>                          with Lady Vaernima.

Message:  1020
%qdt: I have made a contract with the Daedra
 Prince Vaernima. She will order her agent in ___qgfriend_
 to give me her artifact, _artifact_, if
 I can meet %g2 at __qgfriend_ with the
 dust of a certain _monster_ on my hands
 in =1stparton_ days or less.
 All I know about the _monster_ is that it
 lives in ___mondung_.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--               %g2 occurs 1 time.
--              %god occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--              %reg occurs 1 time.
--       =1stparton_ occurs 1 time.
--        =qgfriend_ occurs 3 times.
--       ___mondung_ occurs 7 times.
--      ___qgfriend_ occurs 5 times.
--        _artifact_ occurs 2 times.
--         _monster_ occurs 4 times.
--        _qgfriend_ occurs 7 times.

QBN:
Item _artifact_ artifact Skull_of_Corruption received 1014

Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Lich

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1015 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ 

_delay_ task:
	end quest 


_brisien

-- Quest: /dos/g/game/dag/arena2/_brisien.qbn.
-- StartsBy: letter
-- Questee: anyone
-- Repute: 0
-- QuestId: 0
Messages: 27
Quest: _brisien
-- Message panels
QRC:

RefuseQuest:  [1001]
Error: Questtext 1001 called on BRISIEN.Q

AcceptQuest:  [1002]
Error: Questtext 1002 called on BRISIEN.Q

QuestFail:  [1003]
Error: Questtext 1003 called on BRISIEN.Q

RumorsDuringQuest:  [1005]
The prophets say that soon what was unclaimed will be claimed.
<--->
Lady Brisienna awaits someone at _dirtypit_ in __dirtypit_.
<--->
That was some storm. Magically created, many are saying.
<--->
Lady Brisienna has taken up lodging at _dirtypit_ in __dirtypit_.

RumorsPostfailure:  [1006]
Lady Brisienna has left _dirtypit_, muttering about traitors to the Empire.

RumorsPostsuccess:  [1007]
Lady Brisienna has left _dirtypit_. She must've found who she was looking for.

QuestorPostsuccess:  [1008]
<ce>        I hope your investigations are going well so far, %pcf.
<ce>                                    
<ce>                               -- Lady B.

QuestLogEntry:  [1010]
%qdt:
 I am on a mission from the emperor to investigate
 the shade of King Lysandus. His spirit has been
 haunting the city of Daggerfall. The emperor
 himself has charged me with the duty of laying
 his ghost to rest.
    There is also the minor matter of a letter
 he sent to the Queen of Daggerfall. If I should
 find out what happened to the letter, he would be
 most appreciative.
    Before landing in Daggerfall, a sudden storm
 capsized the ship. I barely made it into this cave.

Message:  1011
%qdt:
 I met with Lady Brisienna in a tavern room. She
 told me that the three major powers of the Iliac
 bay are Daggerfall, Wayrest, and Sentinel. If I
 am to investigate the mystery of Lysandus' ghost,
 I should start by speaking with the royal families
 of these fiefdoms.

Message:  1012
Lady Magnessen? She's the emmisary of the Blades in Daggerfall.
<--->
Lady Magnessen is a part of the set regularly at Castle Daggerfall.
<--->
Lady Magnessen was formerly in the employ of Mynisera, when she was Queen.

Message:  1013
Lady Magnessen once worked for the Queen Mother, but always for the Emperor.
<--->
Lady Magnessen is the sister of the Great Knight, leader of the Blades.
<--->
I heard Lady Magnessen was accused of spying. Nobody knows where she is now.

Message:  1015
<ce>              Ah, thank you for responding to my letter,
<ce>                     %pcf. I am Lady Brisienna. Let
<ce>              me bring you to date on affairs. The spectre
<ce>                 of King Lysandus haunts the streets of
<ce>               Daggerfall at night. Trying to communicate
<ce>                with him is futile. He will occasionally
<ce>               moan the word "Vengeance," but that is the
<ce>                only coherent word I have ever heard him
<ce>              utter. If you are ever in Daggerfall, do not
<ce>              wander the city at night. You are certain to
<ce>                  be attacked by his legion of ghosts.
<ce>                                    
<ce>                  It would be probably more gainful to
<ce>                investigate those who might have wronged
<ce>             Lysandus to find the cause behind his torment.
<ce>            I do not know if the royal family of Daggerfall
<ce>                or another person or persons merit more
<ce>                suspicion. The major powers of the Bay,
<ce>                Sentinel, Wayrest, and Daggerfall may be
<ce>                         good places to start.
<ce>                             (continued...)

Message:  1016
<ce>              In the matter of the letter, the Emperor's
<ce>             agent says that he was unable to hand-deliver
<ce>             it to the Queen because of the war. He hired a
<ce>              courier who supposedly delivered the letter
<ce>             in his stead. We do not even know the name of
<ce>                this courier. Obviously, there is little
<ce>             information of use, but it would be worthwhile
<ce>              to see whether the letter arrived at Castle
<ce>              Daggerfall at all. How you decide to do this
<ce>             is entirely your decision. I will contact you
<ce>                 if any new information should surface.
<ce>                                    
<ce>             I am leaving Daggerfall soon. My position has
<ce>              here has been compromised and my life is in
<ce>              danger. Do not mention my name in court. It
<ce>              is more likely to hurt than help. Good luck,
<ce>                       and watch your back, %pcf.

Message:  1020
Dear %pcn,
 
     I heard about your accident at sea, and feared the
 worst. Now that I've heard you're alive and well, I
 would like the opportunity to meet with you and discuss
 our beloved Emperor's mission in the Iliac Bay.
 
     Allow me to introduce myself. I am Lady Magnessen,
 the Emperor's agent in the court of Daggerfall. My
 position is not so official as an ambassador. None but
 other agents of the Emperor know of my true affiliation.
 The Iliac Bay is rife with rebels against the Imperial
 throne, so your discretion is required.
 
     For the purpose of our meeting, I will take a room
 at an inn, _dirtypit_ in __dirtypit_
 of Daggerfall, for a month. After that, I will no longer
 be available. I will expect you as soon as possible.
 
<ce>                            Yours sincerely,
 
<ce>                       Brisienna, Lady Magnessen

Message:  1021
%pcn,
 
     I sent you a letter weeks ago. I only hope
 it caught up with you. If this one crosses your path
 after you have visited me on your way to see me in
 __dirtypit_ please do not take offense.
 As I mentioned in the previous letter, I am the
 Emperor's agent in Daggerfall and it is imperative
 that I speak with you. I have extend my stay at
 _dirtypit_ in __dirtypit_ for two more weeks.
 
 Of course there is the possibility that you have
 intentionally snubbed me and shirked your duty to
 the Emperor. I hope that is not the case. If you
 fail to arrive, I will be forced to assume you are
 a traitor to his Imperial Majesty, Uriel Septim VII.
 
<ce>                            Yours sincerely,
 
<ce>                       Brisienna, Lady Magnessen

Message:  1022
%pcn,
 
 I waited and you never arrived. I shall report
 this to the Emperor. If I have my way, you will
 be barred from service.
 
<ce>                             Lady Magnessen

Message:  1026
<ce>             You approached by a young page who smiles in
<ce>             recognition and does not ask your name before
<ce>               he hands you a letter addressed to you. To
<ce>               all of your questions, he merely responds
<ce>                     with a blank look and a smile.
                                     <--->
<ce>             A letter is pressed into your hand. You spin
<ce>             to see who gave it to you. You catch a glimpse
<ce>                of livery that vanishes into the crowd.
                                     <--->
<ce>              A page steps forward saying "Letter for you
<ce>                      %pcn," and hands you a note.
                                     <--->
<ce>              A courier steps up to you with a letter in
<ce>                hand. "I was told to give this letter to
<ce>                someone fitting your description," says
<ce>                the courier. As you take it, the courier
<ce>                     turns and walks quickly away.
                                     <--->
<ce>                Reaching into you pack for something to
<ce>              eat, you spy a note. It wasn't there before.
                                     <--->
<ce>             A redfaced courier startles you with a cry of
<ce>                   "Letter for %pcn! Hey that must be
<ce>                 you. Here, take this. Gotta go. Other
<ce>                         deliveries to be made.

Message:  1025
<ce>             You wake and look around the room. Some hours
<ce>            ago, you were in a boat, en route to Daggerfall,
<ce>              when a storm of supernatural strength boiled
<ce>            over the Iliac Bay like a malefic creature. Your
<ce>              boat was destroyed, but you managed to swim
<ce>            through the churning water to a promontory rock.
<ce>           There you found a cave and escaped the fury of the
<ce>            storm. You had only just lit a small fire when a
<ce>             mudslide sealed you within. Your fear of being
<ce>             buried alive calmed when you saw the corridor
<ce>           leading out of the cavern. Perhaps there is a way
<ce>           out of this cave after all. Once free of the cave,
<ce>                   you can begin the Emperor's quest.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %pcn occurs 5 times.
--              %qdt occurs 2 times.
--       __dirtypit_ occurs 11 times.

QBN:
Item _letter1_ letter used 1020
Item _letter2_ letter used 1021
Item stopMainQuest letter used 1022

Person ladyBrisienna named Lady_Brisienna anyInfo 1012 rumors 1013

Place PiratesHold permanent PirateerHold1
Place _dirtypit_ remote tavern

Clock _S.00_ 7.0:0 14.0:0
Clock _S.01_ 30.0:0 0 flag 0:1 range 0 1
Clock _S.02_ 14.0:0 0 flag 0:1 range 0 1
Clock _oneday_ 1.0:0 0 flag 0:1 range 0 1
Clock _S.07_ 29.9:0 0 flag 0:1 range 0 1


--	Quest start-up:
	log 1010 step 0 
	pc at PiratesHold do _S.05_ 
	say 1025 

_S.00_ task:
	start timer _S.01_ 
	give pc _letter1_ notify 1026 
	create npc at _dirtypit_ 
	place npc ladyBrisienna at _dirtypit_ 

_S.01_ task:
	start timer _S.02_ 
	give pc _letter2_ notify 1026 

_S.02_ task:
	start timer _S.07_ 
	change repute with ladyBrisienna by -15 
	give pc stopMainQuest notify 1026 

_S.03_ task:
	clicked npc ladyBrisienna 
	start timer _oneday_ 
	stop timer _S.00_ 
	stop timer _S.01_ 
	stop timer _S.02_ 
	log 1011 step 1 
	start task _S.06_ 
	say 1015 
	say 1016 

_oneday_ task:
	end quest 

variable _S.05_
until _S.05_ performed:
	start quest 977 977 
	start quest 999 999 
	start timer _S.00_ 
	change quest status 0 

variable _S.06_ global 31
_S.07_ task:
	end quest 


_tutor__

-- Quest: /dos/g/game/dag/arena2/_tutor__.qbn.
-- StartsBy: letter
-- Questee: anyone
-- Repute: 0
-- QuestId: 0
Messages: 57
Quest: _tutor__
-- Message panels
QRC:

RumorsDuringQuest:  [1005]
<ce>                       I'll give you a hint %ra.
<ce>                    If you want to succeed in magic,
<ce>                         join the mages guild.
                                     <--->
<ce>                  A small tip for you. Put your money
<ce>                  in the bank of %reg. Have them give
<ce>                   you letters of credit. They hardly
<ce>                             weigh a thing.
                                     <--->
<ce>                  Specialty shops are the best place
<ce>                         to find unsual items.
                                     <--->
<ce>                   They just passed a vagrancy law.
<ce>                  You can't sleep in the streets. The
<ce>                 guards even patrol outside the walls.
<ce>                   You have to get a room at an Inn.
                                     <--->
<ce>                  Everyone should join a temple. The
<ce>                   only question is what god is best
<ce>                   for you? I'd check into them all.

RumorsPostfailure:  [1006]
<ce>                    Things are really heating up in
<ce>                   the city of Daggerfall. You should
<ce>                    go there if you want adventure.
                                     <--->
<ce>                    I've heard that the royalty of
<ce>                   Wayrest is stirring things up. Its
<ce>                     a great opportunity for anyone
<ce>                   with the guts to actually ask the
<ce>                        king or queen for work.
                                     <--->
<ce>                     I've heard that Sentinel is a
<ce>                   good place to earn quick gold and
<ce>                      the opportunity for a bit of
<ce>                     adventure. The royal family is
<ce>                   hiring heroes for dangerous work.

QuestLogEntry:  [1010]
<ce>             The Elder Scrolls: Daggerfall has a tutorial
<ce>              that can be active during the game. It runs
<ce>             throughout this first dungeon and for a short
<ce>                time afterward. Do you want to use this
<ce>                               tutorial?

Message:  1012
<ce>                           Tutorial Lesson 1
<ce>                                    
<ce>           The very first thing you want to do is experiment
<ce>             with moving your character around. Don't worry
<ce>           about monsters, there are none in this first room.
<ce>                                    
<ce>            When this text clears, move the cursor around on
<ce>           the screen. You'll see it change shape. Hold down
<ce>            the left mouse button and watch what happens. If
<ce>            you are using the view based interface, it will
<ce>                     change where you are looking.
<ce>                                    
<ce>            Hint: The closer the arrow is to the edge of the
<ce>                   screen, the faster you will move.
<ce>                                    
<ce>           I'll be back in about one minute to tell you about
<ce>                 arming yourself and fighting monsters.

Message:  1013
<ce>                           Tutorial Lesson 2
<ce>                                    
<ce>            Before you brave the depths of Privateer's Hold,
<ce>           you will want to arm yourself. Either click on the
<ce>               bag icon (inventory), or press the F6 key.
<ce>                                    
<ce>           Clicking on the weapon puts it into your hand. Now
<ce>          you are able to draw your weapon. Click on the EXIT
<ce>                     button to go back to the game.
<ce>                                    
<ce>          Hint: You can have two weapons equipped. Press the H
<ce>               key to switch back and forth between them.
<ce>                                    
<ce>           Click YES to continue, NO to cancel the tutorial.

Message:  1015
<ce>                           Tutorial Lesson 3
<ce>                                    
<ce>         To draw your weapon, click on the crossed blades icon,
<ce>        or just press A. There is a short delay after equipping
<ce>         a weapon, so don't panic if it doesn't draw instantly.
<ce>                                    
<ce>          Take a few practice swings by holding down the right
<ce>         mouse button and moving the mouse around. This is how
<ce>                        you fight the monsters.
<ce>                                    
<ce>         Hint: Moving your mouse in different directions makes
<ce>        the sword swing differently. Each type of swing affects
<ce>      your chances to hit the monster and how much damage you do.
<ce>                                    
<ce>         I'll give you a minute to practice swinging the sword.
<ce>                                    
<ce>           Click YES to continue, NO to cancel the tutorial.

Message:  1020
<ce>                           Tutorial Lesson 4
<ce>                                    
<ce>           Down the hall and through the door is a giant rat.
<ce>                           Let's go kill it!
<ce>                                    
<ce>           When you get to the door, get the X shaped cursor
<ce>          on it and press the left mouse button. The door will
<ce>          swing open. This is how you activate things, such as
<ce>          doors, levers, wheels, treasure piles, even people.
<ce>                                    
<ce>          If you are using the view based interface, just get
<ce>           the door in the center of the screen and press the
<ce>                        mouse button to open it.
<ce>                                    
<ce>          Hint: This door is a secret door. After you kill the
<ce>          rat, go back to it and click it. The door will shut.
<ce>               Not all secret doors are this easy to see.
<ce>                                    
<ce>        I'll be back in a couple of minutes for the next lesson.
<ce>           Click YES to continue, NO to cancel the tutorial.

Message:  1025
<ce>                           Tutorial Lesson 5
<ce>                                    
<ce>         There is a pile of treasure on the black altar in the
<ce>          room with the rat. Get close to it and click on it.
<ce>          This automatically puts you into your inventory. All
<ce>          the stuff in the treasure pile is in the right hand
<ce>                       column of your inventory.
<ce>                                    
<ce>          You have two modes to choose from, EQUIP and REMOVE.
<ce>          Click one of them. Now when you click on an item in
<ce>         the right column, it goes into your inventory (REMOVE
<ce>          mode) or directly onto your character (EQUIP mode).
<ce>                                    
<ce>             Hint: You can get information on your items by
<ce>            using the INFO mode and then clicking the item.
<ce>                                    
<ce>           I'll be back in one minute for a save game lesson.
<ce>           Click YES to continue, NO to cancel the tutorial.

Message:  1030
<ce>                           Tutorial Lesson 6
<ce>                                    
<ce>          This would be a good time to save the game (assuming
<ce>          you are not in the middle of a fight). Press the ESC
<ce>          key and click on SAVE GAME. Double click one of the
<ce>             empty boxes and it will save your game there.
<ce>                                    
<ce>         If you get killed in this dungeon, you can go back to
<ce>       that saved game without having to create a new character.
<ce>                                    
<ce>        Hint: You can sometimes get treasure off of dead bodies
<ce>             by clicking on them, just like treasure piles.
<ce>                                    
<ce>          I'll leave you for several minutes now. Go ahead and
<ce>           explore the dungeon. Click YES to continue, NO to
<ce>                          cancel the tutorial.

Message:  1035
<ce>                           Tutorial Lesson 7
<ce>                                    
<ce>           If you have a spell casting character, try using a
<ce>                    spell against the next monster.
<ce>                                    
<ce>          Press the BACKSPACE key to pull up the spells menu.
<ce>         select SHOCK by double clicking on it. This spell will
<ce>         only work if you are close enough to touch the monster
<ce>             To cast the spell, press the left mouse button
<ce>          anytime it is an X shape. In view based mode spells
<ce>             are always fired at the center of the screen.
<ce>                                    
<ce>         Hint: You can fire spells or activate objects even if
<ce>       the cursor is not an X if you use the right mouse button.
<ce>                                   
<ce>           I'll wait until you have escaped from the dungeon
<ce>                     for your next tutorial lesson.

Message:  1040
<ce>                           Tutorial Lesson 8
<ce>                                    
<ce>          Congratulations! You have made it out of the starter
<ce>                      dungeon, Privateer's Hold. 
<ce>         I bet you are wondering what to do now? What you need
<ce>            is a town. Towns have the services you will need
<ce>             throughout the game. Lets fast travel to one.
<ce>                                    
<ce>                             (continued...)

Message:  1041
<ce>         Fast travel is done by pressing the W key. The region
<ce>          that you are (Daggerfall) in is highlighted in red.
<ce>         Click on that region and you get a blow up map. There
<ce>         are a lot of places on this map! Lets find the city of
<ce> Daggerfall. Click FIND and type in DAGGERFALL. The most convenient way to travel is by clicking
<ce>           CAUTIOUSLY and INNS, both of which are the default
<ce>           settings. Otherwise you risk arriving at night and
<ce>              having to climb the walls to get into town.
<ce>                                    
<ce>           For this tutorial to continue, you should go to a
<ce>           large city, such as the city of Daggerfall. We'll
<ce>           pick up the lessons again in =2dagger_ days. This
<ce>              should give you plenty of time to get there.

QuestTimeLapse:  [1045]
<ce>                           Tutorial Lesson 9
<ce>                                    
<ce>         Ah, the sights and sounds of the city! Did you arrive
<ce>        at night or try to rest? If so, the guards will not let
<ce>          anyone sleep in the streets or even too close to the
<ce>            walls. You can only rest in Taverns, if you have
<ce>                        purchased a room there.
<ce>                                    
<ce>           The first thing you want to do is set your mode to
<ce>          DIALOGUE. Click on the hand icon until it changes to
<ce>         a word balloon, or just press F4. Now get close to one
<ce>        of the townsfolk. They won't stop to talk to you unless
<ce>          you are not moving. Click on the person and you will
<ce>                  be placed into the Dialogue screen.
<ce>                                    
<ce>                             (continued...)

Message:  1046
<ce>        You want to find a general store or weaponsmith. It is
<ce>          one of the places you can sell your excess gear. The
<ce>          person will probably give you directions. Travel in
<ce>       that direction for a while and then ask another passerby.
<ce>      Continue this until somebody marks the location on your map.
<ce>                                    
<ce>        Press M to view the map of the city. You should be able
<ce>        to tell where the building is from that. All shops have
<ce>        signs out front. Learn the signs and you will be able to
<ce>        get around much easier. You will need a tavern to rest.
<ce>                     look for the mug of ale sign.
<ce>                                    
<ce>       Hint: Pressing F3 switchs you to INFO mode. You can click
<ce>       on buildings to learn what they are. Some shops don't open
<ce>      until late in the day. You can loiter (a REST option) until
<ce>               the shopkeeper decides to unlock the door.
<ce>                                    
<ce>        Don't leave town! I'll check in with you again tomorrow.

Message:  1050
<ce>                          Tutorial Lesson 10
<ce>                                    
<ce>       Today's lesson is about guilds. A guild is an organization
<ce>       that offers benefits for its members. As you rise in rank
<ce>        in a guild, you get more benefits. To rise in rank, you
<ce>        must improve skills that guild cares about, and perform
<ce>       quests on a regular basis to improve your reputation with
<ce>              them. You can belong to more than one guild.
<ce>                                    
<ce>         All spellcasters should join the Mages Guild. Everyone
<ce>         should pick a temple to join. However, pick carefully.
<ce>          You can only be a member of one temple. Fighter type
<ce>         characters should join either the fighter's guild or a
<ce>                            knightly order.
<ce>                                    
<ce>          Hint: Thieves and murderers, just do your thing. The
<ce>               underworld will contact you after a while.
<ce>                                    
<ce>              I'll be back tomorrow with the next lesson.

Message:  1055
<ce>                          Tutorial Lesson 11
<ce>                                    
<ce>        Today we want a quest. A quest is an adventure given by
<ce>       someone in town. Its amazing how many people in Daggerfall
<ce>             need the services of a brave hero or heroine.
<ce>                                    
<ce>       Go to someone in a tavern or on the street. Ask them about
<ce>        work. Odds are that they will direct you to someone else
<ce>      in town. That person will offer you a quest. You don't have
<ce>      to take every quest that is offered. Successfully completing
<ce>       a quest means that person, and his friends, will like you
<ce>       a little better. It can also be profitable. Last, but not
 least, it is the best way to locate dungeons!

Message:  1056
<ce>        This is the last of the tutorial lessons. There is much
<ce>        more to learn about Tamriel and about the game. However,
<ce>         you now have the basics to be able to expore and learn
<ce>                       these things on your own.
<ce>                                    
<ce>                        Good luck, and have fun!


-- Symbols used in the QRC file:
--
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--         =2dagger_ occurs 1 time.

QBN:


Place pirateerHold permanent PirateerHold2
Place cityOfDaggerfall permanent DaggerfallCity2

Clock _S.03_ 0:6 0 flag 0:1 range 0 1
Clock _S.04_ 0:8 0 flag 0:1 range 0 1
Clock _S.05_ 0:24 0 flag 0:1 range 0 1
Clock _S.06_ 0:12 0 flag 0:1 range 0 1
Clock _S.07_ 0:6 0 flag 0:1 range 0 1
Clock _S.10_ 14.0:0 0 flag 0:1 range 0 1
Clock _S.12_ 1.0:0 0 flag 0:1 range 0 1
Clock _S.13_ 1.0:0 0 flag 0:1 range 0 1
Clock _2dagger_ 6.22:40 0 flag 0:1 range 0 1


--	Quest start-up:
	prompt 1010 yes yes no _no_ 

variable _S.00_
yes task:
	pc at pirateerHold do _S.00_ 
	start timer _S.03_ 
	say 1012 

_no_ task:
	end quest 

_S.03_ task:
	prompt 1013 yes _yes1_ no _no_ 

_S.04_ task:
	prompt 1015 yes _yes2_ no _no_ 

_S.05_ task:
	prompt 1025 yes _yes4_ no _no_ 

_S.06_ task:
	prompt 1020 yes _yes3_ no _no_ 

_S.07_ task:
	prompt 1030 yes _ring_ no _no_ 

variable _S.08_
variable _S.09_
variable _S.10_
variable _S.11_
_S.12_ task:
	prompt 1050 yes _S.23_ no _no_ 

_S.13_ task:
	say 1055 
	say 1056 
	end quest 

_2dagger_ task:
	end quest 

_S.15_ task:
	pc at cityOfDaggerfall do _S.25_ 
	when yes and not _S.00_ 
	prompt 1041 yes _yes6_ no _no_ 
	say 1040 

_yes1_ task:
	start timer _S.04_ 

_yes2_ task:
	start timer _S.06_ 

_yes3_ task:
	start timer _S.05_ 

_yes4_ task:
	start timer _S.07_ 

variable _ring_
_yes6_ task:
	start timer _2dagger_ 

_note_ task:
	start timer _S.12_ 

_S.23_ task:
	start timer _S.13_ 

variable _S.24_
_S.25_ task:
	prompt 1046 yes _note_ no _no_ 
	say 1045 


a0c00y00

-- Quest: /dos/g/game/dag/arena2/a0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 0
Messages: 32
Quest: a0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 My name is _qgiver_. I have a mission
<ce>         that requires the utmost stealth and secrecy. The risk
<ce>         is minimal, and I will pay you _gold_ gold pieces. It
<ce>        will only take =traveltime_ days of your time. I cannot
<ce>             tell you more unless you accept this mission.
                                     <--->
<ce>            Hullo there, young %ra. How'd you like to make
<ce>          _gold_ gold pieces just by performing what I'm told
<ce>          is called in mercenary circles "the old switcheroo"?

RefuseQuest:  [1001]
<ce>           I understand. I am glad that I did not reveal any
<ce>               details to you. Now you cannot betray me.
                                     <--->
<ce>           Very well, but lack of ambition may well be your
<ce>                       downfall, my young friend.


AcceptQuest:  [1002]
<ce>                        Go to _inn_ in __inn_.
<ce>            Lodged there is a courier bearing a letter, take
<ce>            it and leave this false one in its place. Do not
<ce>             disturb any of his belongings. If he finds out
<ce>              that the letter has been switched, all of my
<ce>             plans will be ruined. If you are caught don't
<ce>                       bother trying to find me.

QuestFail:  [1003]
<ce>             Don't you have a letter to 'deliver' for me?
                                     <--->
<ce>         Come back when you have completed your mission, %pcf.

QuestComplete:  [1004]
<ce>               Ah! Well done, %pcf. Here is your reward.
<ce>            Never mention this affair to anyone. I will deny
<ce>                           ever meeting you.

RumorsDuringQuest:  [1005]
<ce>                The harvest looks to be good this year.

RumorsPostfailure:  [1006]
<ce>               _qgiver_ has fallen on hard times lately.

RumorsPostsuccess:  [1007]
<ce>            _qgiver_ has run into a string of luck lately.

QuestorPostsuccess:  [1008]
<ce>           Shhh. I certainly do remember that little letter
<ce>             switching mission you ran for me, but I would
<ce>                 rather that nobody else knew about it.

QuestorPostfailure:  [1009]
<ce>              It's you! All I asked was that you switch a
<ce>             simple letter, and you could not even do that!
<ce>                           Leave my presence.

QuestLogEntry:  [1010]
%qdt:
 I met secretly with _qgiver_ in
 ___qgiver_ who gave me a
 falsified letter. I am to sneak into the
 _inn_ in __inn_ and
 replace the true letter. I have =traveltime_ days
 to complete this quest. If I am caught,
 I am on my own.

Message:  1011
_npc1_,
    You are a most spiteful man. How could I ever
 have thought that I loved you. Since you caught me
 on the balcony in the arms of _npc2_,
 I can now reveal that we are indeed lovers. %g is
 able to give me everything that you cannot. You made
 me feel unclean with your disgusting gifts of gold.
 Do not ever darken my doorway again.
 
                       _npc3_

Message:  1012
My dearest _npc1_,
    I know you are angry and hurt. I would do
 anything to regain your love. What you saw on the
 balcony was not of my desire. I had too much to drink
 that night and _npc2_ took advantage of
 the moment to steal a kiss. %g has been flogged and
 is no longer in my service. Please forgive me.
 I love only you.
 
                       _npc3_

Message:  1013
<ce>          This tavern looks like any other. However, for you
<ce>             it a place where stealth counts for more than
<ce>            strength. Now to find out where the courier has
<ce>                           left that letter.

Message:  1014
<ce>       Thief! I'll teach you to steal from an honest messenger!

Message:  1015
<ce>            As the letter full of lies leaves your fingers,
<ce>                 you know that your quest is half done.

Message:  1016
Baron _npc1_,
    Count _npc2_ will have %g3 forces
 waiting to ambush you in the pass. Do not
 fall for his trap.
                     _npc3_

Message:  1017
_npc1_,
    Your offer is ludicrous!
 I can buy at half that price
 from any other merchant in
 ___npc1_, and I will.
                  _npc2_

Message:  1018
Honorable _npc1_,
    I have decided to cast my
 vote for you when the guild
 ballots for treasurer. Of
 course I expect to be treated
 well in the near future.
                   _npc2_

Message:  1019
Baron _npc1_,
    Count _npc2_ will be
 waiting for you in the pass.
 %g3 truce agreement is an
 honorable and fair one.
                  _npc3_

Message:  1020
_npc1_,
    Your price is a fair one.
 This letter is my bond of
 payment for the goods. Present
 it to my factor when you
 deliver them.
                  _npc2_

Message:  1021
Honorable _npc1_,
    I have decided to cast my
 vote for _npc3_ at the
 next guild meeting. %g has
 shown %g3 faithfulness to
 the guild many times.
                  _npc2_

Message:  1030
<ce>                      _qgiver_ is a real weasel.

Message:  1031
<ce>                      _qgiver_ seems nice enough,
<ce>                  but I wouldn't play cards with %g2.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--      =traveltime_ occurs 2 times.
--          ___npc1_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--            __inn_ occurs 2 times.
--            _gold_ occurs 2 times.
--             _inn_ occurs 2 times.
--            _npc1_ occurs 8 times.
--            _npc2_ occurs 8 times.
--            _npc3_ occurs 5 times.
--          _qgiver_ occurs 6 times.

QBN:
Item letter3a letter used 1012
Item _falseletter1_ letter used 1011
Item _gold_ gold
Item _treasure_ trinket
Item _falseletter2_ letter used 1016
Item _falseletter3_ letter used 1017
Item _falseletter4_ letter used 1018
Item letter4a letter used 1019
Item letter5 letter used 1020
Item letter6 letter used 1021

Person _qgiver_ face 1 group Questor anyInfo 1030 rumors 1031
Person _npc1_ face 4 faction Local_4.0
Person _npc2_ face 4 faction Local_3.0
Person _npc3_ face 2 faction Group_6.0

Place _inn_ remote tavern

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _ranger_ is Ranger
Foe _spellsword_ is Spellsword
Foe _knight_ is Knight
Foe _monk_ is Monk

--	Quest start-up:
	place item _treasure_ at _inn_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pick one of _letter1_ _letter2_ _letter3_ _letter4_ 
	pc at _inn_ do _S.00_ saying 1013 

variable _S.00_
_questdone_ task:
	when _S.02_ and _S.03_ and not _traveltime_ and not _S.04_ 
	give pc _gold_ 
	end quest 

_S.02_ task:
	toting letter6 and _qgiver_ clicked 
	toting letter5 and _qgiver_ clicked 
	toting letter4a and _qgiver_ clicked 
	toting letter3a and _qgiver_ clicked 

_S.03_ task:
	dropped _falseletter1_ at _inn_ saying 1015 
	dropped _falseletter2_ at _inn_ saying 1015 
	dropped _falseletter3_ at _inn_ saying 1015 
	dropped _falseletter4_ at _inn_ saying 1015 

until _S.03_ performed:
	clicked item _falseletter4_ 
	clicked item _falseletter3_ 
	clicked item _falseletter2_ 
	clicked item _falseletter1_ 

_S.04_ task:
	clicked item _treasure_ 
	pick one of _S.11_ _S.12_ _S.13_ _S.14_ 

_traveltime_ task:
	end quest 

_S.06_ task:
	injured _knight_ 
	injured _monk_ 
	injured _spellsword_ 
	injured _ranger_ 
	say 1014 

_letter1_ task:
	place item letter3a at _inn_ 
	get item _falseletter1_ 

_letter2_ task:
	place item letter4a at _inn_ 
	get item _falseletter2_ 

_letter3_ task:
	place item letter5 at _inn_ 
	get item _falseletter3_ 

_letter4_ task:
	place item letter6 at _inn_ 
	get item _falseletter4_ 

_S.11_ task:
	create foe _knight_ every 1 minutes 1 times with 100% success 

_S.12_ task:
	create foe _monk_ every 1 minutes 1 times with 100% success 

_S.13_ task:
	create foe _spellsword_ every 1 minutes 1 times with 10% success 

_S.14_ task:
	create foe _ranger_ every 1 minutes 1 times with 10% success 

_S.15_ task:
	clicked item _falseletter1_ 
	clicked item _falseletter2_ 
	clicked item _falseletter3_ 
	clicked item _falseletter4_ 


a0c00y06

-- Quest: /dos/g/game/dag/arena2/a0c00y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 6
Messages: 15
Quest: a0c00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         My name is _qgiver_.
<ce>                       My master has asked me to
<ce>                        find a brave adventurer
<ce>                        for a dangerous mission.
<ce>                        I cannot tell you more,
<ce>                       other than to say that it
<ce>                      is worth _gold_ gold pieces
<ce>                        to whoever succeeds. Are
<ce>                            you interested?

RefuseQuest:  [1001]
<ce>                      I shall seek elsewhere for
<ce>                          a hero to fulfill my
<ce>                            master's quest.

AcceptQuest:  [1002]
<ce>                         Go to _meetingplace_.
<ce>                         There you will find my
<ce>                                master.

QuestLogEntry:  [1010]
%qdt: I met
 _qgiver_ in ___qgiver_,
 who told me %g3 master in
 the __traitor_ would
 pay _gold_ gold pieces for
 an unknown but certainly
 dangerous task.

Message:  1011
%qdt: the traitor
 _traitor_ magicked me
 to the_ __dungeon_.
 If I ever get out, we will meet again.

Message:  1012
<ce>                       Know me for who I really
<ce>                       am. I am your mortal enemy
<ce>                          _traitor_! I have a
<ce>                       special fate in store for
<ce>                                  you.

Message:  1013
<ce>                        I didn't know _traitor_
<ce>                      would betray you like that.
<ce>                        I ain't got no beef with
<ce>                          you, %pcn. %g moved
<ce>                          to ___traitor_. Look
<ce>                             for %g2 there.

Message:  1014
<ce>                         I don't know how you
<ce>                        escaped from ___dungeon_
<ce>                         %pcf. It won't do you
<ce>                       much good though. Prepare
<ce>                                to die!


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--       ___dungeon_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--       ___traitor_ occurs 1 time.
--        __dungeon_ occurs 1 time.
--        __traitor_ occurs 1 time.
--            _gold_ occurs 2 times.
--    _meetingplace_ occurs 1 time.
--          _qgiver_ occurs 2 times.
--         _traitor_ occurs 3 times.

QBN:
Item _gold_ gold

Person _traitor_ face 1 faction Local_4.10k
Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon
Place _meetingplace_ local random
Place _hidingplace_ local random

Clock _escapetime_ 0:0 0 flag 0:1 range 0 5
Clock _shortdelay_ 0:1 0 flag 0:1 range 0 1

Foe _mtraitor_ is Mage

--	Quest start-up:
	dialog link for location _hidingplace_ 
	start timer _escapetime_ 
	log 1010 step 0 
	place npc _traitor_ at _meetingplace_ 

_escapetime_ task:
	end quest 

variable _shortdelay_
_clickonenemy_ task:
	clicked npc _traitor_ say 1012 
	start timer _shortdelay_ 
	remove npc _traitor_ 
	place foe _mtraitor_ at _meetingplace_ 

_traitordead_ task:
	killed 1 _mtraitor_ 
	end quest 

_teleportpc_ task:
	when not _traitordead_ and _shortdelay_ 
	reveal _dungeon_ 
	log 1011 step 1 
	place foe _mtraitor_ at _hidingplace_ 
	teleport pc to _dungeon_ 

_hittraitor_ task:
	injured _mtraitor_ 

variable _revenge_
_foundme_ task:
	when _hittraitor_ and _teleportpc_ 
	say 1014 

variable _questdone_
_clickqgiver_ task:
	clicked npc _qgiver_ 

_findtraitor_ task:
	when _clickqgiver_ and _teleportpc_ 
	say 1013 

_clearclick_ task:
	when _clickqgiver_ and not _teleportpc_ 
	clear _clickqgiver_ 


a0c00y07

-- Quest: /dos/g/game/dag/arena2/a0c00y07.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 7
Messages: 11
Quest: a0c00y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                I need help. _qgiver_ at your service,
<ce>                 although I hope yours will be at mine.
<ce>                   _house_ is infested with monsters.
<ce>                Can you kill them for me? I can pay you
<ce>                          _gold_ gold pieces.

RefuseQuest:  [1001]
<ce>                 I need help! Won't somebody help me?

AcceptQuest:  [1002]
<ce>             Thank you, thank you, thank you! If they are
<ce>            not gone by this time tomorrow, I'll be ruined.

QuestComplete:  [1004]
<ce>                What a relief. I hate those things. You
<ce>                     have been most helpful, %pcn.
<ce>                Here is the _gold_ gold that I promised.

RumorsDuringQuest:  [1005]
<ce>                   I think its hilarious! _qgiver_'s
<ce>                  _house_ is overrun with giant bugs!
                                     <--->
<ce>                    I feel sorry for _qgiver_. %g3
<ce>                    _house_ has been virtually taken
<ce>                over by 12 foot long rats with poisonous
<ce>                stingers. I hear they can turn a man to
<ce>                      stone with a single glance!

RumorsPostfailure:  [1006]
<ce>                     _qgiver_ had to sell _house_.
                                     <--->
<ce>               I hear someone in the Fighters Guild died
<ce>                   trying to clear the infestation of
<ce>                          _qgiver_'s _house_.

RumorsPostsuccess:  [1007]
<ce>                    Aren't you the %ra that helped
<ce>                     _qgiver_ get rid of the beasts
<ce>                    that had taken over %g3 _house_?
                                     <--->
<ce>                       I hear that _qgiver_ paid
<ce>                   someone to kill all the creatures
<ce>                     that had overrun %g3 _house_.

QuestorPostsuccess:  [1008]
<ce>                %pcf, I owe you a debt of gratitude for
<ce>                    clearing my _house_ of monsters.
                                     <--->
<ce>                Everyone, listen up. I want you to meet
<ce>             my friend, %pcn, exterminator extraordinaire.
<ce>               %g rid my _house_ of three dozen monsters!

QuestorPostfailure:  [1009]
<ce>                  You! You ruined me! I lost _house_
<ce>                 because you weren't able to take care
<ce>                    of a handful of monsters in it.
                                     <--->
<ce>                  Aren't you the %ra that failed me?
<ce>                   I hired you to kill some monsters
<ce>                     infesting my _house_, and you
<ce>                     just couldn't do it. Go away.

QuestLogEntry:  [1010]
%qdt:
 In ___qgiver_, I met _qgiver_.
 %g asked me to rid _house_ in
 __house_ of monsters. %g needs
 them gone within a day.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g3 occurs 3 times.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 1 time.
--            _gold_ occurs 2 times.
--           _house_ occurs 12 times.
--          _qgiver_ occurs 8 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _house_ local random

Clock _oneday_ 1.0:0 0 flag 0:1 range 0 1

Foe _spiders_ is Spider
Foe _rats_ is Giant_rat
Foe _scorpions_ is Giant_scorpion
Foe _bats_ is Giant_bat

--	Quest start-up:
	start timer _oneday_ 
	log 1010 step 0 
	pc at _house_ do _S.01_ 
	create npc at _house_ 

_oneday_ task:
	end quest 

_S.01_ task:
	pick one of _S.04_ _S.05_ _S.06_ _S.07_ 

_questdone_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 

_S.03_ task:
	killed 6 _bats_ 
	killed 7 _rats_ 
	killed 3 _scorpions_ 
	killed 3 _spiders_ 

_S.04_ task:
	create foe _bats_ every 3 minutes 8 times with 25% success 

_S.05_ task:
	create foe _rats_ every 3 minutes 10 times with 25% success 

_S.06_ task:
	create foe _scorpions_ every 3 minutes 4 times with 25% success 

_S.07_ task:
	create foe _spiders_ every 3 minutes 4 times with 25% success 

_clearclick_ task:
	when not _S.03_ and _questdone_ 
	clear _questdone_ _clearclick_ 


a0c00y08

-- Quest: /dos/g/game/dag/arena2/a0c00y08.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 8
Messages: 34
Quest: a0c00y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             My name is unimportant. All you need to know
<ce>               is that I need someone who isn't afraid to
<ce>            spill a little blood, for say _gold_ gold. Tell
<ce>            me now if you're not interested. Are you willing
<ce>                           to take this job?
                                     <--->
<ce>               Shhh! Keep your voice down. Before I say
<ce>              anything else, are you the kind of %ra that
<ce>               will kill for gold? How about _gold_ gold?
                                     <--->
<ce>             I am looking for someone that won't faint at
<ce>            the sight of blood. Human blood. For _gold_ gold
<ce>                         would you kill a man?

RefuseQuest:  [1001]
<ce>                           You never saw me.
                                     <--->
<ce>        Scram. I don't want anyone to see us talking together.
                                     <--->
<ce>                          Fine. Be that way.

AcceptQuest:  [1002]
<ce>              I want _darkb_ killed. The problem is that
<ce>           the Dark Brotherhood won't take the job. Something
<ce>           about a favor they owe. I need an independent. Do
<ce>           the job and get back to me within a week and I'll
<ce>          pay you the _gold_ gold. Just ask for _questgiver_,
<ce>                  I'll be waiting right here for you.

QuestComplete:  [1004]
<ce>            Revenge is mine! By the way, you had better get
<ce>            out of town. I hear the Brotherhood caught wind
<ce>                    of this. Here's your money %pcf.

RumorsDuringQuest:  [1005]
<ce>                  I hear _questgiver_ hates _darkb_.
                                     <--->
<ce>             _darkb_ is connected to the Dark Brotherhood.

RumorsPostsuccess:  [1007]
<ce>             Someone slew _darkb_, and in public no less!
                                     <--->
<ce>                Did you hear about the murder? _darkb_
<ce>                       was slain by an assassin.
                                     <--->
<ce>              I never did like _darkb_. I'm glad someone
<ce>                  finally offed %g2. I hear it was the
<ce>                           Dark Brotherhood.

QuestorPostsuccess:  [1008]
<ce>               Keep your voice down. You killed _darkb_
<ce>            for me, and I acknowledge the debt, but I don't
<ce>           want people thinking I had anything to do with it.

QuestorPostfailure:  [1009]
<ce>              I hired you to do a job, but you couldn't.
<ce>                  All you had to do was kill _darkb_.
<ce>               Now its too late, and the Dark Brotherhood
<ce>                   is after me. Just leave me alone.

QuestLogEntry:  [1010]
%qdt:
 I accepted a contract to kill _darkb_.
 I have a week to get back to _questgiver_
 of ___questgiver_ with the deed done.

Message:  1015
<ce>                _darkb_ isn't dead! What kind of a fool
<ce>                        do you take me for %pcf?

Message:  1021
<ce>                         Help! Murderer! Help!

Message:  1022
<ce>         Cur! What kind of assassin are you? To arms! To arms!

Message:  1023
<ce>                            I'm hit! %oth.

Message:  1024
<ce>          Coward! You attack me without cause or provocation.

Message:  1030
<ce>              _questgiver_?  I don't know much about %g2.
<ce>                           Keeps to %g2self.

Message:  1031
<ce>          I hear _questgiver_ has some pretty shady friends.
<ce>                    But you didn't hear it from me.

Message:  1032
<ce>                A fine upstanding citizen.  Ask anyone.

Message:  1033
<ce>                  _darkb_ is usually at _place_, but
<ce>                I wouldn't get mixed up in %g3 affairs.
<ce>                    Just a friendly word of advice.


-- Symbols used in the QRC file:
--
--               %g2 occurs 2 times.
--           %g2self occurs 1 time.
--               %g3 occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--    ___questgiver_ occurs 1 time.
--           _darkb_ occurs 11 times.
--            _gold_ occurs 4 times.
--           _place_ occurs 1 time.
--      _questgiver_ occurs 5 times.

QBN:
Item _gold_ gold

Person _questgiver_ group Questor male anyInfo 1030 rumors 1031
Person _darkb_ face 1 faction The_Dark_Brotherhood anyInfo 1032 rumors 1033

Place _place_ local random

Clock _S.00_ 7.0:0 0 flag 0:1 range 0 1

Foe _bard_ is Bard
Foe _rogue_ is Rogue
Foe _archer_ is Archer
Foe _spellsword_ is Spellsword

--	Quest start-up:
	start timer _S.00_ 
	log 1010 step 0 
	pc at _place_ do _S.11_ 
	place npc _darkb_ at _place_ 

_S.00_ task:
	end quest 

_S.01_ task:
	remove foe _archer_ 
	place foe _archer_ at _place_ 

_S.02_ task:
	remove foe _bard_ 
	place foe _bard_ at _place_ 

_S.03_ task:
	remove foe _rogue_ 
	place foe _rogue_ at _place_ 

_S.04_ task:
	remove foe _spellsword_ 
	place foe _spellsword_ at _place_ 

variable _S.05_
_S.06_ task:
	injured _archer_ saying 1021 
	injured _bard_ saying 1022 
	injured _rogue_ saying 1023 
	injured _spellsword_ saying 1024 

_S.07_ task:
	killed 1 _archer_ 
	killed 1 _bard_ 
	killed 1 _rogue_ 
	killed 1 _spellsword_ 
	change repute with _darkb_ by -20 
	legal repute -75 

_S.08_ task:
	clicked npc _questgiver_ 

_clearclick_ task:
	when _S.08_ and not _S.07_ 
	say 1015 
	clear _S.08_ 

_S.10_ task:
	when _S.08_ and _S.07_ 
	give pc _gold_ 
	end quest 

_S.11_ task:
	pick one of _S.01_ _S.02_ _S.03_ _S.04_ 
	remove npc _darkb_ 


a0c00y10

-- Quest: /dos/g/game/dag/arena2/a0c00y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 10
Messages: 28
Quest: a0c00y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             Excuse me! Can't you see I'm busy you smelly
<ce>             %ra. Are you looking for trouble or something?
                                     <--->
<ce>           What? What did you say? I hope I didn't hear you
<ce>                 say something. Did you say something?
                                     <--->
<ce>            Can't you see I'm busy! And not in a good mood
<ce>               I might add! If you don't leave now, there
 could be trouble. Is that what you want?
                                     <--->
<ce>            Well excuse me. Didn't want to get in your way
<ce>               you fat %ra pig. You want to step outside?

RefuseQuest:  [1001]
<ce>                  That's more like it, now shove off.
                                     <--->
<ce>            I didn't think so, go on with whatever you do.
                                     <--->
<ce>                Didn't think you would say yes anyway.
<ce>                       Now begone with yourself.

AcceptQuest:  [1002]
<ce>                   Oh ... you want to play, do you?
                                     <--->
<ce>                     I think we've got a live one!
                                     <--->
<ce>                      Well ... looks like my day
<ce>                       just got more interesting!
                                     <--->
<ce>                 You really are as stupid as you look!
<ce>                       Fine, %ra, I'll play too.
                                     <--->
<ce>          So that's the way you want it! I'm game to any %ra!

QuestFail:  [1003]
%qdt
 I have agreed to duel with _giver_ at
 _inn_ in ___giver_ in six hours.

QuestComplete:  [1004]
<ce>                    As you gaze down on your fallen
<ce>                     adversary, you know that your
<ce>                       honor has been satisfied.

RumorsDuringQuest:  [1005]
<ce>                      _giver_ has challenged some
<ce>                        wandering %ra to a duel!

RumorsPostfailure:  [1006]
<ce>                     Aren't you that coward %pcn?
<ce>                    You refused a duel, didn't you?
                                     <--->
<ce>                         I heard that _giver_
<ce>                 challenged someone to a duel, and the
<ce>                        sap didn't even show up!

RumorsPostsuccess:  [1007]
<ce>                       You're the %ra that beat
<ce>                          _giver_'s champion!
<ce>                               Well done!
                                     <--->
<ce>                        I heard the _giver_ was
<ce>                    publically embarrassed when some
<ce>       wandering adventurer beat %g3 champion. Serves %g2 right.

QuestorPostsuccess:  [1008]
<ce>                    %oth. I had hoped never to see
<ce>                 you again. You bested my champion in a
<ce>                  duel, but I am an honarable person.
                                     <--->
<ce>                  Don't hurt me! You beat my champion
<ce>                     in a duel, isn't that enough?

QuestorPostfailure:  [1009]
<ce>                  Hah! You didn't even bother to show
<ce>                  up for the duel. Thought I wouldn't
<ce>                    remember eh? Shove off, coward!

Message:  1016
<ce>                     Oh, smelly one. 'Tis not your
<ce>                      lucky day. How about a duel?
                                     <--->
<ce>               Then we shall settle this like warriors.
<ce>                       What do you say to a duel?
                                     <--->
<ce>                  I settle my arguments the old way.
<ce>                           How about a duel?
                                     <--->
<ce>                   We'll settle this one. At least,
<ce>                    I will! How about a duel later?

Message:  1018
<ce>             Excellent! Ha ha! A duel it is. But not here,
<ce>              pig. Six hours from now, at _inn_. I'll see
<ce>                               you there.
 
                                     <--->
<ce>                  A bad decision, %ra. The duel is on
<ce>                       then. Meet me at _inn_ in
<ce>                      six hours. I'll be waiting!
                                     <--->
<ce>             Don't push too hard. Effort like that killed
<ce>             a horse of mine ... and it may kill you! Meet
<ce>                   me at _inn_ and we'll settle this.
<ce>                 Be there in six hours. I must prepare.
                                     <--->
<ce>             A duel it is! You'll be sorry... but you had
<ce>                your chance to keep walking. Meet me at
<ce>             _inn_ in six hours and we'll settle this one.

Message:  1019
<ce>                    Then the %ra is not a coward as
<ce>                     _giver_ said you were. %g paid
<ce>                  me well to come here and cut you to
<ce>                pieces. And I shall. Prepare for battle!
                                     <--->
<ce>              It is you! _giver_ said you would be here,
<ce>                    and I always finish %g3 fights.
                                     <--->
<ce>                  You should watch who you mess with.
<ce>                 _giver_ has many friends. Now prepare
<ce>                                to die!

Message:  1025
<ce>            This could get ugly, not as ugly as you, but I
<ce>             have no problem cutting your head off for such
<ce>           words! You want this to turn into a battle do ya?
                                     <--->
<ce>                You're lookin' for a fight aren't you?
<ce>                     Is that what you want, child?
                                     <--->
<ce>                 Oh ... we do have a live one ... with
<ce>                  weapons! You want to use that on me?
                                     <--->
<ce>          The two fights I got into yesterday didn't end well
<ce>           for the other pigs! You want to take me on, do ya?

Message:  1027
<ce>                   I didn't think so. Now shove off.
                                     <--->
<ce>                  That's more like it. Now leave me.
                                     <--->
<ce>                   Now we see who you are. Goodbye.
                                     <--->
<ce>                  Pass on by then. I don't have time
<ce>                            to waste on you.
                                     <--->
<ce>                    Then move along. I have a busy
<ce>                               day ahead.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %oth occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 8 times.
--         ___giver_ occurs 9 times.
--             _inn_ occurs 5 times.

QBN:

Person _giver_ face 4 group Questor

Place _inn_ local tavern

Clock _S.00_ 6:0 0 flag 0:1 range 0 1
Clock _S.01_ 12:0 0 flag 0:1 range 0 1
Clock _S.02_ 1:0 0 flag 0:1 range 0 1

Foe _F.00_ is Spellsword

--	Quest start-up:
	start timer _S.01_ 
	start timer _S.02_ 
	start timer _S.00_ 
	prompt 1025 yes _S.03_ no _S.05_ 
	pc at _inn_ do _S.08_ 

_S.00_ task:
	place foe _F.00_ at _inn_ 

_S.01_ task:
	end quest 

_S.02_ task:
	remove npc _giver_ 

_S.03_ task:
	prompt 1016 yes _S.04_ no _S.05_ 

_S.04_ task:
	log 1003 step 0 
	say 1018 

_S.05_ task:
	end quest saying 1027 

_S.06_ task:
	injured _F.00_ saying 1019 

_S.07_ task:
	killed 1 _F.00_ 
	give pc nothing 

variable _S.08_
_S.09_ task:
	when not _S.08_ and _S.07_ 
	end quest 


a0c00y11

-- Quest: /dos/g/game/dag/arena2/a0c00y11.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 11
Messages: 42
Quest: a0c00y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  Excuse me, are you a doctor or have
<ce>                  any healing abilities? I really need
<ce>                    someone that can heal my cousin.
                                     <--->
<ce>                 My cousin is dying!  Can you help me?

RefuseQuest:  [1001]
<ce>                  Damn. I could have used some help.
                                     <--->
<ce>                     Just my luck. Thanks anyway.
                                     <--->
<ce>                     I'm sorry to bother you then.

AcceptQuest:  [1002]
<ce>                         Thank you, thank you!
<ce>                          My name is _giver_.
<ce>                I recently received word that my cousin
<ce>                         _cousin_ of ___cousin_
<ce>                is deathly ill and will probably die in
<ce>                =questtime_ days! Whatever you can do to
<ce>                 cure %g2 will be greatly appreciated.
<ce>                  Here is _gold1_ gold. I will pay you
<ce>                 _gold2_ gold more if you can heal %g2.

QuestComplete:  [1004]
<ce>                   Oh, you've brought me the healing
<ce>                      Talisman!  Thank you, %pcn.
<ce>                  Here is the rest of the gold that my
<ce>               cousin promised you. I really can't thank
<ce>              you enough. I hope the rest of your travels
<ce>                           are safe for you.

RumorsDuringQuest:  [1005]
<ce>                     It's too bad about _giver_'s
<ce>                  cousin. I hear it's a fatal ailment.

RumorsPostfailure:  [1006]
<ce>                        _cousin_ of ___cousin_
<ce>                 died of Wizard Bane. I hear the plague
<ce>                       might break out there now.
                                     <--->
<ce>                      _giver_ is overwrought with
<ce>                    grief. %g3 cousin in ___cousin_
<ce>                             died recently.

RumorsPostsuccess:  [1007]
<ce>                 Did you hear? There's been a miracle
<ce>                          cure in ___cousin_!
                                     <--->
<ce>                      _giver_ has donated a large
<ce>                       sum of gold to the temple.
<ce>               I hear %g3 cousin was cured miraculously.
                                     <--->
<ce>                  Aren't you the %ra that cured that
<ce>                       poor person in ___cousin_?

QuestorPostsuccess:  [1008]
<ce>                  Bless you %pcf. I will never forget
<ce>                    what you did for _cousin_ and I.
<ce>                    %g has fully recovered from the
<ce>                              Wizard Bane.

QuestorPostfailure:  [1009]
<ce>                   %pcn! You foul the very air with
<ce>                  your breath. My cousin died because
<ce>                         of you. Out! Out! Out!

QuestLogEntry:  [1010]
%qdt:
 _giver_ of ___giver_ has
 paid me to heal %g3 cousin,
 _cousin_ of ___cousin_.
 %g will most likely die in =questtime_ days.
 I will receive another _gold2_ gold when I
 have saved %g2.

Message:  1011
%qdt:
 I have seen _cousin_. %g2 condition
 is even worse than _giver_ said.
 _cousin_ says that _healer_ in
 ___healer_ might have a cure.

Message:  1012
<ce>               I heard about %g3 disease. So far none of
<ce>                  the local healers has found a cure.
                                     <--->
<ce>                I did hear something of %g2. Something
<ce>             about a mysterious, fatal illness.  Very sad.
                                     <--->
<ce>              Yes, I know the story.  Sounds like Wizard
<ce>                              Bane to me.
                                     <--->
<ce>                No one knows what's wrong with %g2, but
<ce>                   they say %g has only days to live.
                                     <--->
<ce>             A most unfortunate case.  No one knows what's
<ce>             wrong with %g2.  You might try a healer named
<ce>                    _healer_, who is said to have an
<ce>              encyclopedic knowledge of obscure diseases.
                                     <--->
<ce>               Oh, yes, the one with the wasting fever.

Message:  1013
<ce>                   Hello there. Yes, I have heard of
<ce>                     _cousin_ of ___cousin_ and %g3
<ce>               problem. Wizard Bane it is. I should know.
<ce>             Anyway, I do have a special Talisman that will
<ce>               cure it. It can only be used once though.
<ce>                 I'll sell it to you for 20 gold.  Here
<ce>                     you go.  Thank you very much.

Message:  1015
<ce>                   Hello there. Yes, I have heard of
<ce>                     _cousin_ of ___cousin_ and %g3
<ce>               problem. Wizard Bane it is. I should know.
<ce>             Anyway, I do have a special Talisman that will
<ce>               cure it. It can only be used once though.
<ce>             I'd sell it to you for 20 gold, but you don't
<ce>                   seem to have enough to pay for it.

Message:  1017
%qdt:
 I have bought a Talisman from _healer_ of
 ___healer_ that cures Wizard Fever, the
 disease that is afflicting _cousin_.

Message:  1019
<ce>            You use the Talisman and it magically vanishes.

Message:  1030
<ce>              I feel so weak. I don't know what is wrong
<ce>                with me.  My cousin, _giver_ sent you to
<ce>               help me?  Oh, thank you, thank you! I have
<ce>                 just heard of a healer named _healer_
<ce>                     in ___healer_ who may be able
<ce>                to help me.  Please go to %g2, and bring
<ce>                  me the cure, before it is too late!

Message:  1040
<ce>                   They say _healer_ specializes in
<ce>                       the most obscure diseases.
                                     <--->
<ce>              _healer_?  Lives in ___healer_, I believe.

Message:  1041
<ce>             _healer_'s the best healer around, they say.
 You'll find %g2 in ___healer_.
<ce>                                   
<ce>                 I've heard of _healer_ of ___healer_.
<ce>    %g has quite a reputation for healing the most difficult cases.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 9 times.
--               %g3 occurs 6 times.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 3 times.
--               %ra occurs 1 time.
--       =questtime_ occurs 2 times.
--        ___cousin_ occurs 8 times.
--         ___giver_ occurs 1 time.
--        ___healer_ occurs 6 times.
--          _cousin_ occurs 9 times.
--           _giver_ occurs 7 times.
--           _gold1_ occurs 1 time.
--           _gold2_ occurs 2 times.
--          _healer_ occurs 8 times.

QBN:
Item _gold1_ gold range 5 to 25
Item _gold2_ gold range 10 to 50
Item talisman talisman

Person _giver_ group Questor male
Person _cousin_ group Group_20 female anyInfo 1012 rumors 1012
Person _healer_ face 64 group Any anyInfo 1040 rumors 1041


Clock _questtime_ 0:0 0 flag 0:1 range 3 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1


--	Quest start-up:
	dialog link for person _healer_ item talisman 
	start timer _questtime_ 
	log 1010 step 0 
	get item _gold1_ 
	pick one of _S.04_ _S.05_ 
	make _gold1_ permanent 
	talisman used do _S.06_ 
	create npc _cousin_ 
	create npc _healer_ 

_questtime_ task:
	end quest 

_S.01_ task:
	clicked npc _cousin_ say 1030 
	log 1011 step 1 

_S.02_ task:
	when _S.01_ and _S.04_ 
	make pc ill with Wizard_Fever 

variable _S.03_
variable _S.04_
variable _S.05_
_S.06_ task:
	take talisman from pc saying 1019 
	cure Wizard_Fever 

_S.07_ task:
	toting talisman and _cousin_ clicked 
	give pc _gold2_ 
	start timer _delay_ 

_S.08_ task:
	clicked npc _healer_ 

_S.09_ task:
	clicked _healer_ and at least 20 gold otherwise do _S.10_ 
	log 1017 step 2 
	get item talisman 
	say 1013 

_S.10_ task:
	say 1015 
	clear _S.08_ _S.09_ _S.10_ 

_delay_ task:
	end quest 


a0c00y12

-- Quest: /dos/g/game/dag/arena2/a0c00y12.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 12
Messages: 36
Quest: a0c00y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Pardon me. Have you ever read the book
<ce>                     _book_? It is excellent, and I
<ce>           have a first printing of it. Or, might I say, had
<ce>           a first printing. Seems someone has taken it. I'll
<ce>           gladly pay _gold_ gold pieces to the first one who
<ce>            returns it to me. Do you think you can find it?

RefuseQuest:  [1001]
<ce>               Too bad, I really need to find that book.

AcceptQuest:  [1002]
<ce>           Great! It is very important to me, being a first
<ce>            printing and all. Unfortunately, I have no idea
<ce>              who took it. You may try to ask around town.

QuestComplete:  [1004]
<ce>             Splendid! My copy of _book_! Well done %pcn.
<ce>                Here is the _gold_ gold I promised you.

RumorsDuringQuest:  [1005]
<ce>                _giver_ has been desperately trying to
<ce>                find his smelly old book. Who would want
<ce>                          to steal it anyway?

RumorsPostfailure:  [1006]
<ce>                   I hear that _giver_ finally gave
<ce>                   up and bought another copy of his
<ce>              precious book. Did you know that %g actually
<ce>                 hired someone to find it? What a fool!

RumorsPostsuccess:  [1007]
<ce>                    You must be the %ra that found
<ce>                 _giver_'s book for %g2. %g is telling
<ce>                 everyone about it. You'd think it was
<ce>                     the king that had been saved.

QuestorPostsuccess:  [1008]
<ce>                     Anything for my friend %pcf.
<ce>                   You recovered my precious book and
<ce>                          I am quite grateful.

QuestorPostfailure:  [1009]
<ce>                  Hmmph. I hired you to find my book.
<ce>                    When you failed, I had to go out
<ce>                     and buy another copy. I do not
<ce>                        wish to speak with you.

QuestLogEntry:  [1010]
%qdt
 _giver_ of ___giver_ has offered me _gold_
 gold to find %g3 book, _book_.

Message:  1014
<ce>                  You may want to try _informant_. %g
<ce>              seems to know everything that goes on around
<ce>                             ___informant_.
                                     <--->
<ce>                   You should ask at the local inns.
<ce>                        They are full of gossip.
                                     <--->
<ce>                          You should try the
<ce>                __informant_. There's always talk there.
                                     <--->
<ce>                      It was stolen from _giver_.
                                     <--->
<ce>               _giver_ has been asking around about it.
                                     <--->
<ce>                  I really enjoyed it when I read it.
                                     <--->
<ce>                 You should probably visit a library.

Message:  1025
<ce>                   Hello, %pcn. Word is that you've
<ce>                  been asking about me. I should know,
<ce>                   all of ___informant_'s news comes
<ce>                          through these ears.
<ce>              Enough about me. I did hear something about
<ce>                _giver_'s misfortunes. You want to find
<ce>                      _thief_, %g has been looking
<ce>                     for a first printing of _book_
<ce>                 for some time. And %g is also the type
<ce>                    who takes things without asking,
<ce>                        if you know what I mean.

Message:  1035
%qdt:
 _informant_ has given me valuable
 information about the missing
 _book_. %g seems to think that
 _thief_ might be mixed up in it
 somehow. Now if I could just find %g2...

Message:  1027
_thief_ lives at _house_ in __house_.
<--->
_thief_ does live in __house_.
<--->
_thief_ spends %g3 nights at _house_.
<--->
You should try to find _thief_ at home, %g does live in __house_.
<--->
_thief_ does a lot of trading at _store_.
<--->
You may want to start shopping at _store_, _thief_ does.
<--->
_store_ is a popular place to trade stolen goods, which _thief_ has a lot of.
<--->
_thief_ has been seen at _store_.
<--->
_inn_ is a hang out for many thieves.
<--->
_thief_ likes to drink at _inn_.
<--->
_thief_'s favorite tavern is _inn_.
<--->
_thief_'s favorite meals are served at _inn_.

Message:  1030
<ce>                You want the book? You're not so tough.
<ce>                     Just try and take it from me!


-- Symbols used in the QRC file:
--
--                %g occurs 7 times.
--               %g2 occurs 2 times.
--               %g3 occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--         ___giver_ occurs 1 time.
--     ___informant_ occurs 2 times.
--          __house_ occurs 3 times.
--      __informant_ occurs 1 time.
--            _book_ occurs 5 times.
--           _giver_ occurs 7 times.
--            _gold_ occurs 3 times.
--           _house_ occurs 2 times.
--       _informant_ occurs 2 times.
--             _inn_ occurs 4 times.
--           _store_ occurs 4 times.
--           _thief_ occurs 13 times.

QBN:
Item _book_ book2 received 1014 used 1014
Item _gold_ gold

Person _informant_ face 241 group Region
Person _giver_ group Questor male
Person _thief_ face 97 faction The_Thieves_Guild anyInfo 1027 rumors 1027

Place _inn_ local tavern
Place _store_ local generalstore
Place _house_ local house2
Place informant1 local tavern

Clock _S.01_ 10.0:0 0 flag 0:9 range 0 1

Foe thiefFoe is Thief

--	Quest start-up:
	dialog link for location _house_ person _informant_ 
	dialog link for location _inn_ 
	dialog link for location _store_ person _thief_ 
	start timer _S.01_ 
	log 1010 step 0 
	place npc _informant_ at informant1 

variable _S.00_
_S.01_ task:
	end quest 

_S.02_ task:
	daily from 0:0 to 8:0 
	pc at _house_ do _S.09_ 
	place npc _thief_ at _house_ 

_S.03_ task:
	daily from 16:2 to 1.0:0 
	pc at _inn_ do _S.10_ 
	place npc _thief_ at _inn_ 

_S.04_ task:
	daily from 8:1 to 16:1 
	pc at _store_ do _S.11_ 
	place npc _thief_ at _store_ 

_S.05_ task:
	clicked npc _informant_ say 1025 
	log 1035 step 1 

_S.06_ task:
	toting _book_ and _giver_ clicked 
	give pc _gold_ 
	end quest 

variable _S.07_
_S.08_ task:
	injured thiefFoe 
	give item _book_ to thiefFoe 
	say 1030 

_S.09_ task:
	remove npc _thief_ 
	place foe thiefFoe at _house_ 

_S.10_ task:
	remove npc _thief_ 
	place foe thiefFoe at _inn_ 

_S.11_ task:
	remove npc _thief_ 
	place foe thiefFoe at _store_ 


a0c00y14

-- Quest: /dos/g/game/dag/arena2/a0c00y14.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 14
Messages: 21
Quest: a0c00y14
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       My name is _questgiver_.
<ce>                      I have a simple task. If you
<ce>                    could see your way to delivering
<ce>                      an item to a friend of mine,
<ce>                    I would be grateful to the tune
<ce>                     of _gold_ gold pieces. What do
<ce>                             you say, %pcf?
                                     <--->
<ce>                         Hi, I'm _questgiver_.
<ce>                     I need someone to drop off an
<ce>                    item for me. It's a just a short
<ce>                     trip across town, but I'm too
<ce>                  busy right now. There's _gold_ gold
<ce>                             in it for ya.

RefuseQuest:  [1001]
<ce>                               Too bad.
                                     <--->
<ce>                     You don't have to get uppity
<ce>                               about it!
                                     <--->
<ce>                   I'll have to find someone willing
<ce>                         to work for a living.

AcceptQuest:  [1002]
<ce>                   Great! Here is the package. Take
<ce>                      it to _pickuplocal_ here in
<ce>                    town. %g will pay you. It needs
<ce>                   to be there by this time tomorrow.
                                     <--->
<ce>                   At last, someone willing to work
<ce>                    for a living. Just take this to
<ce>                      _pickuplocal_ here in town.
<ce>                    %g'll give you the _gold_ gold.
<ce>                       Get it to %g2 by this time
<ce>                               tomorrow.

QuestComplete:  [1004]
<ce>                       I was hoping _questgiver_
<ce>                would be able to get this to me in time.
<ce>                      %g has been so busy lately.
<ce>                  Here is the _gold_ %g promised you.

RumorsDuringQuest:  [1005]
<ce>                   The weather generally stinks this
<ce>                             time of year.

RumorsPostfailure:  [1006]
<ce>                 I hear the queen is having an affair!

RumorsPostsuccess:  [1007]
<ce>                    Are all %ra people this nosey?

QuestorPostsuccess:  [1008]
<ce>                 Thank you for delivering that package
<ce>                              for me %pcf.

QuestorPostfailure:  [1009]
<ce>                    Thief! You took my package and
<ce>                      _pickuplocal_ never got it.
<ce>                        I would never help you.

QuestLogEntry:  [1010]
%qdt: _questgiver_ of
 ___questgiver_ has charged
 me with the task of delivering
 a package to _pickuplocal_,
 also of ___pickuplocal_
 I have to have it there by this
 time tomorrow.

Message:  1011
<ce>                    This book has some sentimental
<ce>                      value. _pickuplocal_ has not
<ce>                         seen a copy of _book_
<ce>                               in years.

Message:  1012
<ce>                       _pickuplocal_ needs this
<ce>                       _ingredient_ for a special
<ce>                           brew %g is making.

Message:  1013
<ce>                       This _jewelry_ is a gift
<ce>                       to _pickuplocal_ that will
<ce>                     seal my arrangement with %g2.

Message:  1014
<ce>                   This is a special _mensclothing_
<ce>                        that my mother made for
<ce>                   _pickuplocal_ for the celebration.

Message:  1015
<ce>                    _pickuplocal_ commissioned this
<ce>                          _painting_ painting.
<ce>                      It needs to be there for %g3
<ce>                          gathering tomorrow.

Message:  1016
<ce>                       _pickuplocal_ needs this
<ce>                     _potion_ as soon as possible.

Message:  1017
<ce>                        _pickuplocal_ has been
<ce>                       threatened. This _weapon_
<ce>                     should put %g3 fears to rest.

Message:  1018
<ce>                  I bought this fine _womensclothing_
<ce>                      for _pickuplocal_'s wedding.
<ce>                  It would be dreadfully embarrassing
<ce>                     if it does not arrive in time.

Message:  1019
<ce>                    What do you want? _questgiver_?
<ce>                    Yes, %g promised to send over a
<ce>                     package sometime today. If you
<ce>                     go find %g2, %g might even pay
<ce>                      you to bring it over to me.

Message:  1020
<ce>                       I overheard _questgiver_
<ce>                       saying %g would pay you to
<ce>                     deliver the package. Just give
<ce>                     it to me and I won't hurt you.


-- Symbols used in the QRC file:
--
--                %g occurs 8 times.
--               %g2 occurs 3 times.
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--   ___pickuplocal_ occurs 1 time.
--    ___questgiver_ occurs 1 time.
--            _book_ occurs 1 time.
--            _gold_ occurs 4 times.
--      _ingredient_ occurs 1 time.
--         _jewelry_ occurs 1 time.
--    _mensclothing_ occurs 1 time.
--        _painting_ occurs 1 time.
--     _pickuplocal_ occurs 12 times.
--          _potion_ occurs 1 time.
--      _questgiver_ occurs 6 times.
--          _weapon_ occurs 1 time.
--  _womensclothing_ occurs 1 time.

QBN:
Item _book_ book0
Item _womensclothing_ womens_clothing
Item _potion_ misc
Item _mensclothing_ mens_clothing
Item _painting_ portrait
Item _weapon_ weapon
Item _ingredient_ large_plant
Item _jewelry_ trinket
Item _gold_ gold range 30 to 75

Person _questgiver_ face 137 group Questor
Person _pickuplocal_ face 232 faction Local_3.0


Clock _oneday_ 1.0:0 0 flag 0:1 range 0 1
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _thief_ is Burglar

--	Quest start-up:
	start timer _oneday_ 
	log 1010 step 0 
	pick one of _S.01_ _S.10_ 
	pick one of _S.14_ _S.15_ _S.15_ _S.15_ 
	create npc _pickuplocal_ 

_oneday_ task:
	end quest 

_S.01_ task:
	pick one of _S.02_ snitch0 _S.04_ _S.05_ 

_S.02_ task:
	get item _book_ saying 1011 

snitch0 task:
	get item _ingredient_ saying 1012 

_S.04_ task:
	get item _jewelry_ saying 1013 

_S.05_ task:
	get item _mensclothing_ saying 1014 

_S.06_ task:
	get item _painting_ saying 1015 

_S.07_ task:
	get item _potion_ saying 1016 

_S.08_ task:
	get item _weapon_ saying 1017 

_S.09_ task:
	get item _womensclothing_ saying 1018 

_S.10_ task:
	pick one of _S.06_ _S.07_ _S.08_ _S.09_ 

_S.11_ task:
	toting _book_ and _pickuplocal_ clicked 
	toting _ingredient_ and _pickuplocal_ clicked 
	toting _jewelry_ and _pickuplocal_ clicked 
	toting _mensclothing_ and _pickuplocal_ clicked 
	toting _painting_ and _pickuplocal_ clicked 
	toting _potion_ and _pickuplocal_ clicked 
	toting _weapon_ and _pickuplocal_ clicked 
	toting _womensclothing_ and _pickuplocal_ clicked 
	give pc _gold_ 
	start timer _delay_ 

_S.12_ task:
	clicked npc _pickuplocal_ 

_S.13_ task:
	when _S.12_ and not _S.11_ 
	say 1019 
	clear _S.12_ _S.13_ 

_S.14_ task:
	create foe _thief_ every 20 minutes 3 times with 25% success 

variable _S.15_
_S.16_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 

yes task:
	remove foe _thief_ 

variable _no_
_yes1_ task:
	when yes and _S.02_ 
	give item _book_ to _thief_ 

_yes2_ task:
	when yes and snitch0 
	give item _ingredient_ to _thief_ 

_yes3_ task:
	when yes and _S.04_ 
	give item _jewelry_ to _thief_ 

_yes4_ task:
	when yes and _S.05_ 
	give item _mensclothing_ to _thief_ 

_ring_ task:
	when yes and _S.06_ 
	give item _painting_ to _thief_ 

_yes6_ task:
	when yes and _S.07_ 
	give item _potion_ to _thief_ 

_note_ task:
	when yes and _S.08_ 
	give item _weapon_ to _thief_ 

_S.26_ task:
	when yes and _S.09_ 
	give item _womensclothing_ to _thief_ 

_delay_ task:
	end quest 


a0c00y15

-- Quest: /dos/g/game/dag/arena2/a0c00y15.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 15
Messages: 21
Quest: a0c00y15
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      I have heard of you, %pcn.
<ce>                         I am _questgiver_. May
<ce>                  I beg a boon of you? Are you passing
<ce>                      by ___pickupregion_ any time
<ce>                    soon? If so, I need to deliver a
<ce>                   package to someone there. I would
<ce>                   gladly pay you _gold_ gold pieces.
                                     <--->
<ce>                     Your reputation precedes you,
<ce>                        %pcn. I am in need of a
<ce>                    courier. Would you by chance be
<ce>                    heading toward ___pickupregion_
<ce>                   anytime soon? Could I entrust you
<ce>                    to drop off a package there for
<ce>                    me? I would pay you _gold_ gold
<ce>                        pieces for your trouble.

RefuseQuest:  [1001]
<ce>                               Too bad.
                                     <--->
<ce>                   I'll have to find someone willing
<ce>                         to work for a living.
                                     <--->
<ce>                     You must be a different %pcn
<ce>              than the one whom I've heard so much about.

AcceptQuest:  [1002]
<ce>                       Great! Take this package
<ce>                       it to ___pickupregion_ and
<ce>                        ask for _pickupregion_.
<ce>                       %g will pay you. It needs
<ce>                   to be there in =traveltime_ days.
<ce>                          Here is the package.
                                     <--->
<ce>                What luck! My friend is _pickupregion_
<ce>                     in ___pickupregion_. Just ask
<ce>                  around, everyone knows %g3. %g will
<ce>                    pay you right away. If you take
<ce>                   longer than =traveltime_ days, you
<ce>                      might as well throw it away.
<ce>                              Here it is.

QuestComplete:  [1004]
<ce>                       I was hoping _questgiver_
<ce>                   be able to get this to me in time.
<ce>                      %g has been so busy lately.
<ce>                 Here is the _gold_ you were promised.

RumorsDuringQuest:  [1005]
<ce>                The orcs are stirring up trouble again.

RumorsPostfailure:  [1006]
<ce>               They say the spirit of dead King Lysandus
<ce>                      has been seen in Daggerfall.

RumorsPostsuccess:  [1007]
<ce>                A sea storm wrecked a ship just off the
<ce>                shores of Daggerfall. I hear it carried
<ce>                     an emissary from the Emperor.

QuestorPostsuccess:  [1008]
<ce>               My humble thanks for taking that package
<ce>                          to ___pickupregion_.

QuestorPostfailure:  [1009]
<ce>                  Scoundrel! What did you do with my
<ce>                 package? Sell it? It never arrived at
<ce>                     ___pickupregion_. Just leave.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of
 ___questgiver_ has charged
 me with the task of delivering
 a package to _pickupregion_,
 of ___pickupregion_.
 I have to have it there within
 =traveltime_ days.

Message:  1011
<ce>                    This book has some sentimental
<ce>                     value. _pickupregion_ has not
<ce>                         seen a copy of _book_
<ce>                               in years.

Message:  1012
<ce>                       _pickupregion_ needs this
<ce>                       _ingredient_ for a special
<ce>                           brew %g is making.

Message:  1013
<ce>                       This _jewelry_ is a gift
<ce>                      to _pickupregion_ that will
<ce>                      seal my arrangement with %g2

Message:  1014
<ce>                   This is a special _mensclothing_
<ce>                        that my mother made for
<ce>                  _pickupregion_ for the celebration.

Message:  1015
<ce>                   _pickupregion_ commissioned this
<ce>                          _painting_ painting.
<ce>                  It needs to be there in time for %g3
<ce>                               gathering.

Message:  1016
<ce>                       _pickupregion_ needs this
<ce>                     _potion_ as soon as possible.

Message:  1017
<ce>                        _pickupregion_ has been
<ce>                       threatened. This _weapon_
<ce>                     should put %g3 fears to rest.

Message:  1018
<ce>                  I bought this fine _womensclothing_
<ce>                     for _pickupregion_'s wedding.
<ce>                  It would be dreadfully embarrassing
<ce>                     if it does not arrive in time.

Message:  1019
<ce>                    What do you want? _questgiver_?
<ce>                     Yes, %g promised to send me a
<ce>                    package. If I don't get it soon,
<ce>                          it will be too late.

Message:  1020
<ce>                    I know you have a package from
<ce>                         _questgiver_. Hand it
<ce>                       over and nobody gets hurt.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 3 times.
--  ___pickupregion_ occurs 7 times.
--    ___questgiver_ occurs 1 time.
--            _book_ occurs 1 time.
--            _gold_ occurs 3 times.
--      _ingredient_ occurs 1 time.
--         _jewelry_ occurs 1 time.
--    _mensclothing_ occurs 1 time.
--        _painting_ occurs 1 time.
--    _pickupregion_ occurs 11 times.
--          _potion_ occurs 1 time.
--      _questgiver_ occurs 5 times.
--          _weapon_ occurs 1 time.
--  _womensclothing_ occurs 1 time.

QBN:
Item _book_ book0
Item _womensclothing_ womens_clothing
Item _potion_ misc
Item _mensclothing_ mens_clothing
Item _painting_ portrait
Item _weapon_ weapon
Item _ingredient_ large_plant
Item _jewelry_ trinket
Item _gold_ gold

Person _questgiver_ face 137 group Questor
Person _pickupregion_ face 232 faction Local_3.0


Clock _traveltime_ 1.0:0 0 flag 0:1 range 1 4
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _thief_ is Burglar

--	Quest start-up:
	start timer _traveltime_ 
	log 1010 step 0 
	pick one of _S.01_ _S.10_ 
	pick one of _S.14_ _S.15_ _S.15_ _S.15_ 
	create npc _pickupregion_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _S.02_ snitch0 _S.04_ _S.05_ 

_S.02_ task:
	get item _book_ saying 1011 

snitch0 task:
	get item _ingredient_ saying 1012 

_S.04_ task:
	get item _jewelry_ saying 1013 

_S.05_ task:
	get item _mensclothing_ saying 1014 

_S.06_ task:
	get item _painting_ saying 1015 

_S.07_ task:
	get item _potion_ saying 1016 

_S.08_ task:
	get item _weapon_ saying 1017 

_S.09_ task:
	get item _womensclothing_ saying 1018 

_S.10_ task:
	pick one of _S.06_ _S.07_ _S.08_ _S.09_ 

_S.11_ task:
	toting _book_ and _pickupregion_ clicked 
	toting _ingredient_ and _pickupregion_ clicked 
	toting _jewelry_ and _pickupregion_ clicked 
	toting _mensclothing_ and _pickupregion_ clicked 
	toting _painting_ and _pickupregion_ clicked 
	toting _potion_ and _pickupregion_ clicked 
	toting _weapon_ and _pickupregion_ clicked 
	toting _womensclothing_ and _pickupregion_ clicked 
	give pc _gold_ 
	start timer _delay_ 

_S.12_ task:
	clicked npc _pickupregion_ 

_S.13_ task:
	when _S.12_ and not _S.11_ 
	say 1019 
	clear _S.12_ _S.13_ 

_S.14_ task:
	create foe _thief_ every 200 minutes 3 times with 10% success 

variable _S.15_
_S.16_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 

yes task:
	remove foe _thief_ 

variable _no_
_yes1_ task:
	when yes and _S.02_ 
	give item _book_ to _thief_ 

_yes2_ task:
	when yes and snitch0 
	give item _ingredient_ to _thief_ 

_yes3_ task:
	when yes and _S.04_ 
	give item _jewelry_ to _thief_ 

_yes4_ task:
	when yes and _S.05_ 
	give item _mensclothing_ to _thief_ 

_ring_ task:
	when yes and _S.06_ 
	give item _painting_ to _thief_ 

_yes6_ task:
	when yes and _S.07_ 
	give item _potion_ to _thief_ 

_note_ task:
	when yes and _S.08_ 
	give item _weapon_ to _thief_ 

_S.26_ task:
	when yes and _S.09_ 
	give item _womensclothing_ to _thief_ 

_delay_ task:
	end quest 


a0c00y16

-- Quest: /dos/g/game/dag/arena2/a0c00y16.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 16
Messages: 55
Quest: a0c00y16
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     My name is _questgiver_. Can
<ce>                   you help me find my friend? I can
<ce>                       only pay you _gold_ gold.
                                     <--->
<ce>               Please help me. My friend _missingperson_
<ce>               is missing. I am afraid that %g might have
<ce>                 been hurt. I will pay you _gold_ gold
<ce>                        pieces if you find %g2.

RefuseQuest:  [1001]
<ce>             Good day, %ra. I will look for someone else.
                                     <--->
<ce>                     Is no-one willing to help me?
                                     <--->
<ce>                     A thousand pardons. I mistook
<ce>                      you for a heroic adventurer.

AcceptQuest:  [1002]
<ce>            My prayers have been answered. _missingperson_
<ce>             has not been seen for four days, and I am very
<ce>             worried about %g2. %g has been seen consorting
<ce>                   with _friend1_ and _friend2_. You
<ce>              might want to start with them. If you can't
<ce>                 find _missingperson_ within two days,
<ce>                    you need not search any further.

QuestComplete:  [1004]
<ce>                Here is the _gold_ gold I promised you.

RumorsDuringQuest:  [1005]
<ce>                  I hear _questgiver_ is frantically
<ce>                     searching for _missingperson_.

RumorsPostfailure:  [1006]
<ce>                    No one has seen _missingperson_
<ce>                 for days now. %g has been given up for
<ce>                  dead. I hear _questgiver_ is grief-
<ce>                           stricken over it.

RumorsPostsuccess:  [1007]
<ce>                 Say, aren't you that %ra that helped
<ce>                   _questgiver_ find _missingperson_?

QuestorPostsuccess:  [1008]
<ce>                   How can I turn down the %ra that
<ce>                     found _missingperson_ for me?

QuestorPostfailure:  [1009]
<ce>                 I know it wasn't your fault you were
<ce>                     unable to find _missingperson_
<ce>                for me. They found %g2 body in a gutter.
<ce>                         Please just leave me.

QuestLogEntry:  [1010]
On %qdt,
 I agreed to help _questgiver_ find
 _missingperson_. %g has been missing
 for four days. My only clues are that
 %g has been seen with _friend2_
 and _friend1_ recently. If
 I do not succeed within two days,
 I will not get paid.

Message:  1021
<ce>                  You're looking for _missingperson_?
<ce>                Well, %g is hiding in __missingperson_,
<ce>                      but don't tell _questgiver_.
<ce>                      _missingperson_ has sworn to
<ce>                      never speak to _questgiver_
<ce>                        again. Don't ask me why.

Message:  1022
<ce>                  Have I seen _missingperson_ lately?
<ce>                  Sure. The guards caught %g2 stealing
<ce>                    from a temple. _questgiver_ will
<ce>                      be livid when %g finds out.

Message:  1023
<ce>                    Did _questgiver_ put you up to
<ce>                    this? I thought so. %oth, %g had
<ce>                        a nasty fight fight with
<ce>                         _missingperson_ a few
<ce>                       days ago. _missingperson_
<ce>               left town and hasn't been seen since. No,
<ce>                      I don't know where %g went.

Message:  1024
<ce>                       _missingperson_? Yeah, I
<ce>                       know what happened to %g2.
<ce>                      %g got killed, that's what.
<ce>                       My friend Smiley asked %g2
<ce>                      real nice for %g3 gold, and
<ce>                        %g wouldn't hand it over
<ce>                     You really should meet Smiley
<ce>                     and my other friends. Get the
<ce>                              %ra, Smiley!

Message:  1031
<ce>                     _missingperson_? Naw. Haven't
<ce>                     seen %g2 for a couple of days.
<ce>                     Try asking _friend3_. %g might
<ce>                                 know.

Message:  1032
<ce>                 %oth. I haven't seen _missingperson_
<ce>                 since day before yesterday. You could
<ce>                      ask _friend4_ or _friend1_.
<ce>                        One of them might know.

Message:  1033
<ce>                      _friend1_ told you I might
<ce>                 know something about _missingperson_?
<ce>                   Afraid not. All I know is %g went
<ce>                 out drinking last night. Hope nothing
<ce>                          bad happened to %g2.

Message:  1034
<ce>               Sorry, I haven't seen _missingperson_ in
<ce>                       a while.  I don't know why
<ce>                        _friend2_ would send you
<ce>                        to me...  Have you tried
<ce>                               _friend1_?

Message:  1040
<ce>                      What are you doing here? I
<ce>                         don't ever want to see
<ce>                      _questgiver_ again. Hey! let
<ce>                     me go! You can't just drag me
<ce>                      through the streets to %g2.

Message:  1050
<ce>                       _missingperson_! I didn't
<ce>                    expect you to actually bring %g2
<ce>                      here %pcn. _missingperson_,
<ce>                    where have you been. I have been
<ce>                        worried about you. %pcf,
<ce>                        I'll take it from here.

Message:  1051
<ce>                    So, _missingperson_ is hiding,
<ce>                     eh? I'll go get that miscreant
<ce>                    out of %g2 hiding place. You've
<ce>                        been very helpful %pcn.

Message:  1052
<ce>                    In jail! I have to leave right
<ce>                      away. Maybe I can bribe the
<ce>                              magistrate.

Message:  1053
<ce>                        So _missingperson_ has
<ce>                    left town. %g didn't need to do
<ce>                    that. I would have forgiven %g2.

Message:  1054
<ce>                     Dead! How can that be? I hope
<ce>                      you made that Smiley suffer
<ce>                          %pcn. This is a day
<ce>                          great sorrow for me.
                                     <--->
 

-- Symbols used in the QRC file:
--
--                %g occurs 14 times.
--               %g2 occurs 12 times.
--               %g3 occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 4 times.
--  __missingperson_ occurs 1 time.
--         _friend1_ occurs 5 times.
--         _friend2_ occurs 3 times.
--         _friend3_ occurs 1 time.
--         _friend4_ occurs 1 time.
--            _gold_ occurs 3 times.
--   _missingperson_ occurs 23 times.
--      _questgiver_ occurs 10 times.

QBN:
Item _gold_ gold

Person _questgiver_ group Questor male
Person _missingperson_ face 1 faction Group_6.0
Person _friend1_ faction Local_3.1 male
Person _friend2_ faction Local_3.1 male
Person _friend3_ faction Local_3.1 male
Person _friend4_ faction Local_4.1 male

Place _hidingplace_ local random

Clock _S.16_ 2.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Barbarian

--	Quest start-up:
	dialog link for location _hidingplace_ person _friend3_ 
	dialog link for person _friend4_ 
	dialog link for person _missingperson_ 
	start timer _S.16_ 
	log 1010 step 0 
	pick one of _S.00_ _S.02_ _S.03_ _S.01_ 
	create npc _friend1_ 
	create npc _friend2_ 
	create npc _friend3_ 
	create npc _friend4_ 

_S.00_ task:
	place npc _missingperson_ at _hidingplace_ 

variable _S.01_
variable _S.02_
variable _S.03_
_S.04_ task:
	clicked npc _friend1_ 
	add dialog for person _friend3_ 

_S.05_ task:
	clicked npc _friend2_ 
	add dialog for person _friend4_ 

_S.06_ task:
	clicked npc _friend3_ 

_S.07_ task:
	clicked npc _friend4_ 

_S.08_ task:
	when _S.00_ and _S.04_ 
	say 1021 

_S.09_ task:
	when _S.02_ and _S.05_ 
	say 1022 

_S.10_ task:
	when _S.03_ and _S.06_ 
	say 1023 

_S.11_ task:
	when _S.01_ and _S.07_ 
	create foe _F.00_ every 1 minutes 1 times with 100% success 
	say 1024 

_S.12_ task:
	when not _S.00_ and _S.04_ 
	say 1031 

_S.13_ task:
	when not _S.02_ and _S.05_ 
	say 1032 

_S.14_ task:
	when not _S.03_ and _S.06_ 
	say 1033 

_S.15_ task:
	when not _S.01_ and _S.07_ 
	say 1034 

_S.16_ task:
	end quest 

_S.17_ task:
	killed 1 _F.00_ 
	remove npc _friend4_ 

_S.18_ task:
	clicked npc _questgiver_ 

_clearclick_ task:
	when not yes and _S.18_ 
	clear _S.18_ 

yes task:
	when _S.08_ or _S.09_ or _S.10_ or _S.11_ 

_givereward_ task:
	when yes and _S.18_ 
	give pc _gold_ 
	end quest 

_S.22_ task:
	clicked npc _missingperson_ 
	remove npc _missingperson_ 
	add _missingperson_ face saying 1040 

_S.23_ task:
	when _S.22_ and _S.18_ 
	drop _missingperson_ face 

_S.24_ task:
	when _S.18_ and _S.08_ and not _S.22_ 
	say 1051 

_S.25_ task:
	when _S.18_ and _S.09_ 
	say 1052 

_S.26_ task:
	when _S.18_ and _S.10_ 
	say 1053 

_S.27_ task:
	when _S.18_ and _S.11_ 
	say 1054 

_S.28_ task:
	when _S.18_ and _S.08_ and _S.22_ 
	say 1050 


a0c00y17

-- Quest: /dos/g/game/dag/arena2/a0c00y17.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0
-- QuestId: 17
Messages: 51
Quest: a0c00y17
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                          I am _questgiver_.
<ce>              I am in need of an escort. Would you protect
<ce>                  me on my journey to __destination_?
<ce>            It's less less than =traveltime_ days from here.
                                     <--->
<ce>                       My name is _questgiver_.
<ce>                  I have to get out of ___questgiver_
<ce>             right away. I want to hire you to guard me on
<ce>                     my journey to __destination_.
<ce>                   I can pay you _gold_ gold pieces.
                                     <--->
<ce>             You have to help me! My name is _questgiver_.
<ce>                 I need to get to __destination_ within
<ce>                =traveltime_ days and I need an escort.

RefuseQuest:  [1001]
<ce>                   I guess I'll have to find someone
<ce>                   else to protect me on my journey.
                                     <--->
<ce>                            Heartless oaf!

AcceptQuest:  [1002]
<ce>                       Blessings upon you %pcn.
<ce>                  I travel light, so I'm ready to go.
<ce>                    I know you don't work for free.
<ce>                      Take me to _destination_ in
<ce>              __destination_ and I'll pay you _gold_ gold
<ce>                           when we get there.

QuestComplete:  [1004]
<ce>                        Ah! _destination_! You
<ce>                    have fulfilled your part of the
<ce>                      bargain. Here is the gold I
<ce>                             promised you.

RumorsDuringQuest:  [1005]
<ce>                   I hear the guards are looking for
<ce>                 _questgiver_. %g had to flee the town.
                                     <--->
<ce>                 Don't you know? The Thieves Guild is
<ce>                   after _questgiver_. Or was it the
<ce>                      Dark Brotherhood? I forget.
                                     <--->
<ce>                     I heard _questgiver_ has been
<ce>                   forced to marry. %g has to get to
<ce>                       __destination_ before the
<ce>                       pregnancy begins to show.

RumorsPostfailure:  [1006]
<ce>                     They caught _questgiver_. %g
<ce>                      will stand trial next week.

RumorsPostsuccess:  [1007]
<ce>                    Did you hear? Some %ra smuggled
<ce>                     _questgiver_ out of town just
<ce>                   in time. Otherwise they would have
<ce>                         beheaded %g2 for sure.

QuestorPostsuccess:  [1008]
<ce>                   Thanks for getting me out of that
<ce>                     town, %pcf. I have recommended
<ce>                     you to several of my friends.

QuestorPostfailure:  [1009]
<ce>                    You! Because you wouldn't help
<ce>                    me get out of town, the Thieves
<ce>                      Guild took my shop! Go away.

QuestLogEntry:  [1010]
%qdt:
 I met _questgiver_
 in ___questgiver_. %g
 will pay me to escort %g2 to
 _destination_ in __destination_.
 In particular %g needs to get to _destination_
 within =traveltime_ days.

Message:  1019
<ce>                        _questgiver_ says, "Ha!
<ce>                     I hired this %ra to protect me
<ce>                        from this. %pcn, are you
<ce>                        going to turn me over?"

Message:  1020
<ce>                    Halt! I have a warrant for the
<ce>                     arrest of _questgiver_ in the
<ce>                    name of %reg. We don't want you,
<ce>                    just %g2. Turn %g2 over and you
<ce>                              can go free.

Message:  1021
<ce>                   There is no need for us to fight.
<ce>                   Our quarrel is with _questgiver_.
<ce>                    The Mages Guild does not accept
<ce>                     treachery lightly. Give %g2 to
<ce>                     us and you can be on your way.

Message:  1022
<ce>                      Out of the way %ra. We want
<ce>                         _questgiver_, and you
<ce>                   can't stop us. Just turn %g2 over.
<ce>                         Hey, _questgiver_. You
<ce>                    didn't think you could cheat the
<ce>                    Thieves Guild and live, did you?

Message:  1023
<ce>                           Stand aside, %ra.
<ce>                       _questgiver_ is wanted by
<ce>                       the Dark Brotherhood.  You
<ce>                      aren't such a fool as to try
<ce>                        to protect %g2, are you?

Message:  1030
<ce>                         _questgiver_ is slain
<ce>                        right before your eyes.

Message:  1040
<ce>                  Have it your way.  Kill them both!

Message:  1050
<ce>                          Are you lost, %pcn?
<ce>                      I guess I'll have to find my
<ce>                       own way to __destination_.
<ce>                     Thanks for nothing, worthless
<ce>                                wretch.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 7 times.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 4 times.
--              %reg occurs 1 time.
--      =traveltime_ occurs 3 times.
--    ___questgiver_ occurs 2 times.
--    __destination_ occurs 11 times.
--            _gold_ occurs 2 times.
--      _questgiver_ occurs 16 times.

QBN:
Item _gold_ gold

Person _questgiver_ group Questor male
Person _mage_ faction The_Mages_Guild female
Person _thief_ faction The_Thieves_Guild female
Person _darkb_ faction The_Dark_Brotherhood female

Place _destination_ remote random

Clock _traveltime_ 0:0 0 flag 0:1 range 0 2
Clock _extratime_ 3:0 0 flag 0:1 range 0 1

Foe _mages_ is 2 Mage
Foe _F.01_ is 2 Thief
Foe _guards_ is 2 Warrior
Foe _F.03_ is 2 Assassin

--	Quest start-up:
	start timer _traveltime_ 
	log 1010 step 0 
	pick one of _S.01_ _S.02_ _S.14_ _S.03_ 
	remove npc _questgiver_ 
	add _questgiver_ face 
	create npc at _destination_ 

variable _traveltime_
_S.01_ task:
	create foe _guards_ every 5 minutes 5 times with 20% success 

_S.02_ task:
	create foe _mages_ every 5 minutes 3 times with 25% success 

_S.03_ task:
	create foe _F.01_ every 5 minutes 3 times with 25% success 

variable _S.04_
_S.05_ task:
	injured _guards_ saying 1020 
	injured _mages_ saying 1021 
	injured _F.01_ saying 1022 
	injured _F.03_ saying 1023 
	prompt 1019 yes yes no _no_ 

_S.06_ task:
	give pc _gold_ 
	drop _questgiver_ face 
	place npc _questgiver_ at _destination_ 
	end quest 

_extratime_ task:
	end quest 

yes task:
	start timer _extratime_ 
	say 1030 
	drop _questgiver_ face 

until yes performed:
	pc at _destination_ do _S.06_ 

_no_ task:
	say 1040 

variable _S.10_
_S.11_ task:
	when yes and _S.01_ 
	legal repute +10 
	remove foe _guards_ 

_S.12_ task:
	when yes and _S.02_ 
	change repute with _mage_ by +10 
	remove foe _mages_ 

_S.13_ task:
	when yes and _S.03_ 
	change repute with _thief_ by +10 
	remove foe _F.01_ 

_S.14_ task:
	create foe _F.03_ every 5 minutes 3 times with 25% success 

_S.15_ task:
	when yes and _S.14_ 
	change repute with _darkb_ by +10 
	remove foe _F.03_ 

_S.16_ task:
	when _no_ and _S.03_ 
	change repute with _thief_ by -20 

_S.17_ task:
	when _no_ and _S.01_ 
	legal repute -20 

_S.18_ task:
	when _no_ and _S.02_ 
	change repute with _mage_ by -20 

_S.19_ task:
	when _no_ and _S.14_ 
	change repute with _darkb_ by -20 

_S.20_ task:
	when _traveltime_ and not _S.06_ 
	say 1050 
	drop _questgiver_ face 
	end quest 


a0c01y01

-- Quest: /dos/g/game/dag/arena2/a0c01y01.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 01
-- QuestId: 1
Messages: 14
Quest: a0c01y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    %pcn, I fear for my very life.
<ce>                    Will you protect me? _villains_s
<ce>              have threatened to kill me tonight because I
<ce>                have refused to sell my land. I can pay
<ce>                            you _gold_ gold.
                                     <--->
<ce>               You find me in desperate straits, my dear
<ce>                  %ra. I have received word from some
<ce>                 %cn thugs that they intend to ransack
<ce>                my house tonight.  I don't suppose you'd
<ce>                  be available to do a little creative
<ce>                 facial rearrangement on these fellows?

RefuseQuest:  [1001]
<ce>                    Fear not for my safety, %pcn. I
<ce>                shall find another protector...somehow.

AcceptQuest:  [1002]
<ce>             Thank you and bless you! They will strike at
<ce>                 _qgiverhome_ in the three hours before
<ce>              midnight. Be there and wait with me for that
<ce>               time. Once they have been defeated, I will
<ce>                          be safe once again.

QuestComplete:  [1004]
<ce>                 You have saved my life, %pcf. I will
<ce>                 gladly pay you our agreed upon amount.

RumorsDuringQuest:  [1005]
<ce>                    _qgiver_ is in trouble with the
<ce>                Thieves Guild. I hear they are going to
<ce>                             rough %g2 up.

RumorsPostfailure:  [1006]
<ce>                    I saw _qgiver_ recently. %g was
<ce>                        beaten up by some thugs.

RumorsPostsuccess:  [1007]
<ce>                        Aren't you the %ra that
<ce>                  chased off those thugs that tried to
<ce>                           beat up _qgiver_?

QuestorPostsuccess:  [1008]
<ce>                 I still remember what you did for me
<ce>                     %pcf. Chasing off those thugs
<ce>                        leaves me in your debt.

QuestorPostfailure:  [1009]
<ce>                I still have the scars from when those
<ce>                 thugs found me. I hired you to protect
<ce>                 me and you blew it. Get away from me.

QuestLogEntry:  [1010]
On %qdt,
 _qgiver_ of ___qgiver_ asked
 me to protect %g2. _villains_s have
 threatened to assault %g2 between
 9 and midnight at _qgiverhome_.

Message:  1011
<ce>               This is not your problem, stranger. Leave
<ce>                   _qgiver_ to us or we will cut you
<ce>                         down where you stand!

Message:  1013
<ce>                  This must be the place. It fits the
<ce>                     description _qgiver_ gave you.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--                %g occurs 1 time.
--               %g2 occurs 3 times.
--              %pcf occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 1 time.
--          _qgiver_ occurs 6 times.
--      _qgiverhome_ occurs 2 times.
--        _villains_ occurs 2 times.

QBN:
Item _gold_ gold

Person _qgiver_ face 1 group Questor

Place _qgiverhome_ local house2

Clock _S.00_ 1.3:0 0 flag 0:1 range 0 1

Foe _villains_ is 2 Assassin

--	Quest start-up:
	start timer _S.00_ 
	log 1010 step 0 
	pc at _qgiverhome_ do _S.05_ saying 1013 
	create npc at _qgiverhome_ 

_S.00_ task:
	end quest 

_S.01_ task:
	daily from 21:0 to 1.0:0 
	place npc _qgiver_ at _qgiverhome_ 

_S.02_ task:
	killed 2 _villains_ 

_questdone_ task:
	when _S.04_ and _S.02_ 
	give pc _gold_ 

_S.04_ task:
	clicked npc _qgiver_ 

variable _S.05_
_S.06_ task:
	injured _villains_ saying 1011 

_clearclick_ task:
	when not _S.02_ and _S.04_ 
	clear _S.04_ _clearclick_ 

_S.08_ task:
	when _S.05_ and _S.01_ 
	create foe _villains_ every 10 minutes 1 times with 25% success 

_S.09_ task:
	when _questdone_ and not _S.05_ 
	end quest 


a0c01y03

-- Quest: /dos/g/game/dag/arena2/a0c01y03.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 01
-- QuestId: 3
Messages: 18
Quest: a0c01y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       I am _qgiver_, and I need
<ce>                the services of a hunter of men. I am in
<ce>                      love with _spouse_. Alas, %g
<ce>             refuses to marry unless I prove my worthiness
<ce>                    by answering a riddle %g3 mentor
<ce>                 _hermit_ left behind when %g vanished.
<ce>               I need you to find %g2 and find the answer
<ce>               to %g3 riddle. I will pay you _gold_ gold
<ce>                         pieces if you succeed.

RefuseQuest:  [1001]
<ce>              I will continue my search for an adventurer
<ce>               willing to take up my charge. If you meet
<ce>                anyone who would be interested in such a
<ce>                    quest, direct them to _qgiver_.

AcceptQuest:  [1002]
<ce>                The only person who might help you find
<ce>                         _hermit_ is _spouse_.
<ce>                     %g can be found in ___spouse_.
<ce>              Take these flowers.  They are %g2 favorites.
<ce>                 They may gain you some favor with %g2.
<ce>                    Here is a letter with _hermit_'s
<ce>               riddle inscribed upon it. If you have not
<ce>                returned in three months, I will assume
<ce>                         that you have failed.

QuestComplete:  [1004]
<ce>                  _qgiver_ rips open the letter from
<ce>                  _hermit_. "Kindness! Of course. Now
<ce>                  I understand why _spouse_ sent me on
<ce>               this quest. It is not enough to love %g2,
<ce>                I have to show %g2 kindness as well. You
<ce>                   have been most helpful, %pcf. Here
<ce>                      is the gold I promised you."

RumorsDuringQuest:  [1005]
<ce>                    _qgiver_ is smitten with love.
<ce>                   %g has been trying to get _spouse_
<ce>                to accept a marriage proposal for ages.

RumorsPostfailure:  [1006]
<ce>                     I hear that _spouse_ over in
<ce>                      ___spouse_ married. _qgiver_
<ce>                 will be heartbroken when %g finds out.

RumorsPostsuccess:  [1007]
<ce>                        Good news! _spouse_ and
<ce>                    _qgiver_ were married recently.

QuestorPostsuccess:  [1008]
<ce>                  Anything for the %ra that found the
<ce>                     answer to my riddle. _spouse_
<ce>                      and I are married you know.

QuestorPostfailure:  [1009]
<ce>              You are the %ra that was unable to find the
<ce>              answer to the hermit's riddle. I have no use
<ce>                           for failed heroes.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 asked me to find _hermit_.
 Supposedly, _hermit_ has the
 answer to a riddle. The only clue
 I have is that %g once worked with
 _spouse_ in ___spouse_.

Message:  1011
<ce>               The _flowers_ were not really necessary.
<ce>                    _hermit_ left to study under the
<ce>                      famous teacher _teacher_ in
<ce>                    __school_. If you give %g2 this
<ce>                 book, %g may look upon you favorably.

Message:  1012
<ce>                    _hermit_ asked me not to reveal
<ce>                 %g3 whereabouts to strangers. However,
<ce>                      since you bring _book_ from
<ce>                   _spouse_ you are clearly not just
<ce>                 some stranger. _hermit_ secluded %g2-
<ce>                   self in a dungeon to study arcane
<ce>                  lore. I have marked its location on
<ce>                       your map. Good luck, %pcn.

Message:  1013
<ce>                  I hate being bothered! If the only
<ce>                  way to get you to leave me alone is
<ce>                 to give you the answer to that stupid
<ce>                  riddle, then here, take it. Now get
<ce>                   out of here before I summon a fire
<ce>                      daedra to show you the way.

Message:  1014
Speak not of love or hate, but tell
 me this; what gift can you give to
 me, that I can never buy for myself?

Message:  1015
On %dat, I spoke with
 _spouse_.  %g told me that
 _hermit_ left to
 study under _teacher_
 in __school_.

Message:  1016
On %dat, I met with
 _hermit_'s teacher,
 _teacher_ of
 __school_. %g said that
 _hermit_ had secluded %g2self in
 ___dungeon_.

Message:  1017
Speak not of love or hate, but tell
 me this; what gift can you give to
 to me, that I can never buy for myself?
 
 -- It's KINDNESS, stupid!


-- Symbols used in the QRC file:
--
--              %dat occurs 2 times.
--                %g occurs 9 times.
--               %g2 occurs 7 times.
--           %g2self occurs 1 time.
--               %g3 occurs 3 times.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       ___dungeon_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--        ___spouse_ occurs 3 times.
--         __school_ occurs 3 times.
--            _book_ occurs 1 time.
--         _flowers_ occurs 1 time.
--            _gold_ occurs 1 time.
--          _hermit_ occurs 12 times.
--          _qgiver_ occurs 7 times.
--          _spouse_ occurs 10 times.
--         _teacher_ occurs 3 times.

QBN:
Item _book_ book
Item _letter_ letter used 1014
Item _flowers_ yellow_flowers
Item _answer_ letter used 1017
Item _gold_ gold

Person _hermit_ face 1 faction Group_7.2
Person _qgiver_ group Questor male
Person _spouse_ faction Group_7.1 female
Person _teacher_ face 1 faction The_Academics

Place _dungeon_ remote dungeon
Place _school_ remote library

Clock _S.01_ 90.0:0 0 flag 0:1 range 0 1


--	Quest start-up:
	dialog link for location _dungeon_ person _hermit_ 
	dialog link for location _school_ person _teacher_ 
	start timer _S.01_ 
	log 1010 step 0 
	get item _flowers_ 
	get item _letter_ 
	create npc _spouse_ 
	place npc _teacher_ at _school_ 
	place npc _hermit_ at _dungeon_ 

variable _questdone_
_S.01_ task:
	end quest 

_S.02_ task:
	toting _flowers_ and _spouse_ clicked saying 1011 
	add dialog for location _school_ person _teacher_ 
	log 1015 step 1 
	get item _book_ 

_S.03_ task:
	toting _book_ and _teacher_ clicked saying 1012 
	add dialog for person _hermit_ 
	reveal _dungeon_ 
	log 1016 step 2 

_S.04_ task:
	toting _letter_ and _hermit_ clicked saying 1013 
	get item _answer_ 

_S.05_ task:
	toting _answer_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 


a0c01y06

-- Quest: /dos/g/game/dag/arena2/a0c01y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 01
-- QuestId: 6
Messages: 36
Quest: a0c01y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         My name is _qgiver_.
<ce>                 My master has asked me to find a brave
<ce>                 adventurer for a dangerous mission. I
<ce>                cannot tell you more, other than to say
<ce>                 that it is worth _gold_ gold pieces to
<ce>                 whoever succeeds. Are you interested?
                                     <--->
<ce>                   Call me _qgiver_. I know someone
<ce>                  that may have some work of interest.
<ce>                 There's _gold_ gold in it for whoever
<ce>                            can do the job.

RefuseQuest:  [1001]
<ce>                   I shall seek elsewhere for a hero
<ce>                     to fulfill my master's quest.

AcceptQuest:  [1002]
<ce>                    Go to _meetingplace_. There you
<ce>                     will find my master, _master_.
                                     <--->
<ce>                  Ask for _master_ in _meetingplace_
<ce>                    and %g will have a job for you.

QuestComplete:  [1004]
<ce>                 =mmaster_ is dead.  Your enemies will
<ce>                   think twice before attempting such
<ce>                            treachery again.

RumorsDuringQuest:  [1005]
<ce>                I heard that an orc was spotted in town
<ce>                     today. I hope they catch him.

RumorsPostfailure:  [1006]
<ce>                  Did you hear the one about the %ra
<ce>                  that got teleported to the bottom of
<ce>                a dungeon? Its really funny! Oh. Sorry.

RumorsPostsuccess:  [1007]
<ce>                   Hey! You're that %ra that killed
<ce>                    the orc witch doctor! Good work!

QuestorPostsuccess:  [1008]
<ce>                Ok, Ok. I guess I owe you one for that
<ce>             incident with the orc shaman.  He was magicked
<ce>                      to look like a regular guy.

QuestorPostfailure:  [1009]
<ce>                 Just stay away! I didn't mean to get
<ce>               anyone hurt. That orc was magicked to look
<ce>                like a regular guy. Its not my fault he
<ce>                     teleported you into a dungeon.

QuestLogEntry:  [1010]
%qdt:
 I met _qgiver_ in ___qgiver_,
 who told me %g3 master
 _master_ would pay _gold_ gold
 pieces for an unknown but certainly
 dangerous task.  He is staying in
 _meetingplace_ in __meetingplace_.

Message:  1011
%qdt:
 The traitor =mmaster_, disguised as
 _master_, magicked me
 to ___dungeon_. If I ever
 get out, %g will regret our next meeting.

Message:  1012
<ce>                Know me for who I really am. I am your
<ce>                    mortal enemy =mmaster_! I have a
<ce>                     special fate in store for you.

Message:  1013
<ce>                    Don't hurt me, %pcn!  I didn't
<ce>               know what _master_ was planning.  I ain't
<ce>                got no beef with you, honest.  %g didn't
<ce>                   tell me nothin', I swear, %g just
<ce>                 paid me to send you to %g2.  It's %g2
<ce>                    you want, not me, right?  I hear
<ce>                     %g's moved to __hidingplace_.
<ce>                          Look for %g2 there.

Message:  1014
<ce>                   I don't know how you escaped from
<ce>                   ___dungeon_ %pcf. It won't do you
<ce>                   much good though. Prepare to die!

Message:  1020
<ce>                   _master_?  No, I don't think %g's
<ce>                           from around here.
                                     <--->
<ce>                   _master_ is new in town.  I'm not
<ce>                         sure where %g's from.

Message:  1021
<ce>                 _master_ has been asking around about
<ce>                               some %ra.
                                     <--->
<ce>               _master_ is staying at __master_.  I hear
<ce>               %g's been asking a lot of questions about
<ce>                a %ra.  You're a %ra, aren't you?  Maybe
<ce>                        %g was looking for you?

Message:  1030
%qdt:
 I have learned that =mmaster_
 is now hiding out in __hidingplace_.

Message:  1035
The orc shaman's chanting rises 

-- Symbols used in the QRC file:
--
--                %g occurs 9 times.
--               %g2 occurs 3 times.
--               %g3 occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 3 times.
--               %ra occurs 5 times.
--         =mmaster_ occurs 4 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--    __hidingplace_ occurs 2 times.
--         __master_ occurs 1 time.
--   __meetingplace_ occurs 1 time.
--            _gold_ occurs 3 times.
--          _master_ occurs 9 times.
--    _meetingplace_ occurs 3 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _master_ face 1 faction Group_6.0 anyInfo 1020 rumors 1021

Place _dungeon_ remote dungeon
Place _meetingplace_ local tavern
Place _hidingplace_ remote house1

Clock _escapetime_ 0:0 0 flag 0:1 range 0 5
Clock _shortdelay_ 0:1 0 flag 0:1 range 0 1
Clock _S.13_ 1.0:0 0 flag 0:1 range 0 1

Foe _mmaster_ is Orc_shaman

--	Quest start-up:
	dialog link for location _dungeon_ 
	dialog link for location _hidingplace_ person _master_ 
	start timer _escapetime_ 
	log 1010 step 0 
	place npc _master_ at _meetingplace_ 

_escapetime_ task:
	end quest 

variable _shortdelay_
_clickonenemy_ task:
	clicked npc _master_ say 1012 
	start timer _shortdelay_ 
	remove npc _master_ 
	cast Free_Action spell on _mmaster_ 
	cast Spell_Reflection spell on _mmaster_ 
	cast Shield spell on _mmaster_ 
	place foe _mmaster_ at _meetingplace_ 

_traitordead_ task:
	killed 1 _mmaster_ 
	give pc nothing 
	start timer _S.13_ 

_teleportpc_ task:
	pc at _hidingplace_ do _S.12_ 
	when not _traitordead_ and _shortdelay_ 
	add dialog for person _master_ 
	reveal _dungeon_ 
	log 1011 step 1 
	say 1035 
	teleport pc to _dungeon_ 
	place npc _master_ at _hidingplace_ 

_hittraitor_ task:
	injured _mmaster_ 

variable _revenge_
_foundme_ task:
	when _hittraitor_ and _teleportpc_ 
	say 1014 

variable _questdone_
_clickqgiver_ task:
	clicked npc _qgiver_ 

_findtraitor_ task:
	when _clickqgiver_ and _teleportpc_ 
	log 1030 step 2 
	say 1013 

_clearclick_ task:
	when _clickqgiver_ and not _teleportpc_ 
	clear _clickqgiver_ _clearclick_ 
	clear _clickqgiver_ 

_S.12_ task:
	remove npc _master_ 
	place foe _mmaster_ at _hidingplace_ 

_S.13_ task:
	end quest 


a0c01y09

-- Quest: /dos/g/game/dag/arena2/a0c01y09.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 01
-- QuestId: 9
Messages: 62
Quest: a0c01y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Excuse me? _questg_ is the name.
<ce>                   I don't know how I feel about you,
<ce>              but I do need a favor. My sister, _sister_,
<ce>              is having a birthday next month and I could
<ce>              really use some _item_ for the celebration.
<ce>            It's worth _gold_ gold pieces. What do you say?

RefuseQuest:  [1001]
<ce>                  Just as well, I suppose. Good day.
                                     <--->
<ce>                            Sorry I asked.
                                     <--->
<ce>                  Then we never talked, I'd hate for
<ce>                       you to spoil the surprise.
                                     <--->
<ce>                 Whatever, it was easy gold you know.
                                     <--->
<ce>             Leave me then, I have a celebration to plan.

AcceptQuest:  [1002]
<ce>                    Excellent! You are a smart one.
<ce>                    This is easy gold. Go to _store_
<ce>                and find _merchant_, %g has the specific
<ce>                   _item_ I need. Remember, there is
<ce>                   only a month 'til the celebration.
                                     <--->
<ce>          Very good. This is easy gold. You'll have to go to
<ce>                 _store_ to find the exact kind I need.
<ce>                 Talk to _merchant_, %g runs the place.


QuestComplete:  [1004]
<ce>             Very good, %pcn. Here's the gold I promised.

RumorsDuringQuest:  [1005]
<ce>                  I hear that _questg_ really doesn't
<ce>                  like %g3 sister _sister_. And %g is
<ce>                         about to get married.

RumorsPostfailure:  [1006]
<ce>                 Did you hear that _sister_ uncovered
<ce>                       an attempt to poison %g2?

RumorsPostsuccess:  [1007]
<ce>                     _sister_ was found dead! And
<ce>                   on the eve of %g3 wedding day too.

QuestorPostsuccess:  [1008]
<ce>                 Ahem. Well, yes. I suppose since you
<ce>                  did get that...item for my sister's
<ce>                     nuptials I do owe you a debt.

QuestorPostfailure:  [1009]
<ce>                 Traitor! I send you on a simple fetch
<ce>                   mission and you have to blab it to
<ce>                 _sister_. You'll get no help from me.


Message:  1011
<ce>                     You are carrying the _item_.
<ce>                  Do you want to give it to _sister_?

Message:  1013
<ce>                     You are carrying the _item_.
<ce>                       Do you want to give it to
<ce>                               _questg_?

Message:  1025
%qdt
 I have promised _questg_ of ___questg_
 that I will obtain some _item_ from
 _merchant_ at _store_
 in return for _gold_ pieces. I must return with
 the _item_ before the birthday celebration
 of _questg_'s sister, _sister_,
 which is in one month.

Message:  1040
<ce>                     Hello. Yes, I am _merchant_.
<ce>               Some _item_? Yes I have it. I'll take your
<ce>              20 gold pieces and you can have the _item_.
<ce>                        Thanks for stopping by.

Message:  1041
<ce>                     Hello. Yes, I am _merchant_.
<ce>               Some _item_? Yes I have it. I'll take your
<ce>              20 gold pieces and you can have the _item_.
<ce>             Oh, I'm sorry.  You don't seem to have enough
<ce>                         gold to pay for that.

Message:  1050
<ce>                   Hello? Why are you here? You say,
<ce>                       _questg_ wants some _item_
<ce>           for my birthday celebration? Oh, what a wonderful
<ce>               idea! I promise not to spoil the surprise!

Message:  1051
<ce>                 Hello? How did you get in here? What?
<ce>                  _questg_ asked you to bring %g2 some
<ce>                 _item_? Oh my ... do you have any idea
<ce>                   what he plans to do with it? I do.
<ce>                    _item_ is part of a potion that
<ce>               my loving brother likes to make. A potion
<ce>                that kills. You must not give it to %g2!
<ce>                    Please! Bring the _item_ to me.
<ce>                 You must do this, or I may be killed!

Message:  1060
<ce>                        I'll take it, I guess.
<ce>                  But doesn't this ruin the surprise?
<ce>                      You are a strange one, %pcn.

Message:  1061
<ce>                     Thank you, my brother cannot
<ce>                    use it now. You have done well.
<ce>                               Thank you.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 3 times.
--               %g3 occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--        ___questg_ occurs 1 time.
--            _gold_ occurs 2 times.
--            _item_ occurs 14 times.
--        _merchant_ occurs 5 times.
--          _questg_ occurs 7 times.
--          _sister_ occurs 7 times.
--           _store_ occurs 3 times.

QBN:
Item _item_ large_plant
Item _gold_ gold

Person _questg_ face 4 group Questor
Person _sister_ face 2 group Group_18
Person _merchant_ face 1 faction The_Merchants

Place item0 local house2
Place _store_ local generalstore

Clock _questtime_ 31.0:0 0 flag 0:1 range 0 1
Clock _shortdelay_ 1:0 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _questtime_ 
	log 1025 step 0 
	pick one of _S.01_ _S.02_ _S.01_ _S.02_ 
	create npc _sister_ 
	place npc _merchant_ at _store_ 

_questtime_ task:
	end quest 

variable _S.01_
variable _S.02_
variable _S.03_
_S.04_ task:
	clicked _merchant_ and at least 20 gold otherwise do _S.05_ 
	get item _item_ 
	say 1040 

_S.05_ task:
	say 1041 

_S.06_ task:
	toting _item_ and _questg_ clicked 
	prompt 1013 yes _S.13_ no _S.11_ 

_S.07_ task:
	clicked npc _sister_ 

_S.08_ task:
	when _S.07_ and _S.01_ 
	say 1050 

_S.09_ task:
	when _S.07_ and _S.02_ 
	say 1051 

_S.10_ task:
	toting _item_ and _sister_ clicked 
	prompt 1011 yes _S.12_ no _S.11_ 

_S.11_ task:
	get item _item_ 

variable _S.12_
_S.13_ task:
	give pc _gold_ 

_S.14_ task:
	when _S.01_ and _S.12_ 
	say 1060 

_S.15_ task:
	when _S.02_ and _S.12_ 
	say 1061 

_shortdelay_ task:
	end quest 

_S.17_ task:
	when _S.06_ or _S.10_ 
	start timer _shortdelay_ 


a0c01y13

-- Quest: /dos/g/game/dag/arena2/a0c01y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 01
-- QuestId: 13
Messages: 1006
Quest: a0c01y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Good day. _giver_ is the name. You may
<ce>               have heard of me lately. Somebody has been
<ce>                 filling the streets with horrible lies
<ce>                  concerning my private life. I'll pay
<ce>               _gold_ gold to the person who puts a stop
<ce>                       to them. What do you say?
                                     <--->
<ce>                   The malicious, downright libelous
<ce>                 rumors about me must cease and desist
<ce>                 immediately. I need someone anonymous
<ce>                  to trace these rumors back to their
<ce>                   infernal source. Would _gold_ gold
<ce>                      pieces be enough to buy your
<ce>                      investigative skills in this
<ce>                                matter?

RefuseQuest:  [1001]
<ce>                  I guess you heard the one about me
<ce>                  not keeping my promises. Damn lies!

AcceptQuest:  [1002]
<ce>                  You will? Excellent. Come back when
<ce>                  you have some proof of who's behind
<ce>                 all these nasty rumors about me. I'll
<ce>                 give you the gold then. If you're not
<ce>                   back within a month, I will assume
<ce>                         that you have failed.

QuestFail:  [1003]
%qdt:
 Someone has been spreading rumors around
 ___giver_ about _giver_.
 %g has hired me to put a stop
 to them for _gold_ gold. I have 1 month to
 return with proof of my success.

QuestComplete:  [1004]
<ce>              You have been honorable, %pcn. I thank you.
<ce>           Take this _magicsword_, my most prized possession,
<ce>          it is the least I can offer. We are friends forever,
<ce>                             and I owe you.
<ce>                   Leave _giver_ and _sister_ to me,
<ce>                   I have something planned for them.

RumorsDuringQuest:  [1005]
I heard that _giver_ keeps slaves!
<--->
<ce>                       _giver_ beats %g3 spouse.

RumorsPostfailure:  [1006]
<ce>                    _giver_ is a pariah. Nobody in
<ce>                town wants anything to do with %g2. You
<ce>                 have heard all the things %g has done?

RumorsPostsuccess:  [1007]
<ce>                 _lover_ was rescued from ___dungeon_
<ce>                 by some %ra. Hey! Aren't you that %ra?

QuestorPostsuccess:  [1008]
<ce>                 You must think I am a horrible person
<ce>                 after what I did to my sister's lover
<ce>                   _lover_. Let me make it up to you.

QuestorPostfailure:  [1009]
<ce>                  You failed me! My sister no longer
<ce>                   speaks to me and it's your fault.

QuestLogEntry:  [1010]
 %qdt:
 I have learned that _giver_ made a deal with
 %g3 sister, _sister_, to kidnap her lover,
 _lover_. There is a letter received by
 _giver_ that outlines the plan.

Message:  1015
_giver_,
 My words will be quick. _lover_ is too
 much as you have said, and a little scare
 may be what is needed. I'll be leaving on a trip
 tonight, so tomorrow at sunset
 you should take him. I'll be in touch again,
 but I don't imagine we will need to continue
 for more than a week.
<ce>                               -_sister_

Message:  1017
<ce>                     What's that you say? _giver_?
<ce>               I have heard something...but we must keep
<ce>                 our voices low. Seems that %g3 sister,
<ce>            _sister_, was having a hard time with her lover.
<ce>             I believe his name is _lover_. I do know that
<ce>                there was a deal struck between _giver_
<ce>               and %g3 sister to have _lover_ dealt with.
<ce>             I'm not sure how, but a young chap I met says
<ce>             he delivered a letter from _sister_ outlining
<ce>                          the plan to _giver_.

Message:  1018
%qdt:
 I have shown _giver_ the letter
 outlining the plan to kidnap _lover_,
 and _giver_ has now divulged that
 %g hired some bandits to lock him away in
 ___dungeon_.  %g begged for his life
 and asked that I rescue _lover_.

Message:  1020
<ce>                         Lies, all lies I say!
<ce>                   I hate those nasty street rumors,
<ce>                please hurry up and put a stop to them!

Message:  1021
<ce>                     What?! What is this? Oh my...
<ce>                     Please, please don't kill me!
<ce>                  My sister put me up to it...I didn't
<ce>                  mean any harm. She only asked that I
<ce>                 scare him a little, you know, make him
<ce>                appreciate her more. I know I shouldn't
<ce>                have done it. Now I'm in over my head...
<ce>               you see, I paid a group of bandits to take
<ce>                 him away and lock him in ___dungeon_.
<ce>                I figured this would scare him enough...
<ce>               but he hasn't returned! I went too far...I
<ce>             know. Please...you must rescue him! I thought
<ce>               I could cover it up, but I can't any more.
<ce>            You've got to rescue him, if he's not back when 
<ce>           my sister returns...well, she'll kill me for sure!

Message:  1022
<ce>                  _giver_ is a big topic these days.
                                     <--->
<ce>              _giver_ has been staying at _givershouse_.
                                     <--->
<ce>                 _giver_'s sister's lover is missing.
                                     <--->
<ce>               You can usually find _giver_ at __giver_.
                                     <--->
<ce>              _giver_?  You find %g2 either at __giver_,
<ce>                      or at home at _givershouse_.
                                     <--->
<ce>                  _giver_ is well liked in ___giver_.
                                     <--->
<ce>                         You should try _inn_,
<ce>                    the good gossip is always there.
                                     <--->
<ce>       _giver_ is often seen shopping with %g3 sister, _sister_.
                                     <--->
<ce>                    _giver_ has been stealing from
<ce>                    _inn_. Or was that someone else?
                                     <--->
<ce>                     _giver_ murdered his sister.
                                     <--->
<ce>                 _giver_'s father was raised by orcs.
                                     <--->
<ce>                    _giver_ has taken an orc lover.
                                     <--->
<ce>              _giver_ has been stealing from the temples.
                                     <--->
<ce>                  _giver_ is in league with the orcs.
                                     <--->
<ce>                  There are more rumors about _giver_
<ce>                then anyone else in ___giver_ this week.
                                     <--->
<ce>            _giver_ promised to kidnap %g3 sister's lover.
                                     <--->
<ce>         There is so much talk around these parts of nothing.
                                     <--->
<ce>                  _giver_ doesn't keep %g3 promises.
                                     <--->
<ce>                _giver_ has been keeping some secrets.
                                     <--->
<ce>              Everone around here has their own stories.
                                     <--->
<ce>                     There's always talk at _inn_.

Message:  1030
_lover_ is _sister_'s lover.  You know, I haven't seen him around lately.
<--->
<ce>_lover_ hasn't been seen around town in days.  I bet _giver_ is behind
<ce>                              it somehow.

Message:  2000
<ce>       Thank %god someone has found me! I thought I'd never get
<ce>             out of here. I've been wandering around these
<ce>                passages for days, trying to stay alive.
<ce>                   What is that you say? _sister_ and
<ce>                      _giver_ are behind all this!
<ce>               Well, you get me back to _sistershouse_ in
<ce>               __sistershouse_ and I'll reward you well.
<ce>                And then I will take care of those two!

Message:  2001
%qdt:
 I have found _lover_ and am escorting him
 back to _sistershouse_
 in __sistershouse_.

Message:  2005
<ce>                             _lover_ says,
<ce>                      "Thanks for your help, %pcn,
<ce>                     but I'll find my own way home
<ce>                              from here."


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 2 times.
--               %g3 occurs 7 times.
--              %god occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 4 times.
--               %ra occurs 2 times.
--       ___dungeon_ occurs 3 times.
--         ___giver_ occurs 5 times.
--   __sistershouse_ occurs 2 times.
--           _giver_ occurs 33 times.
--     _givershouse_ occurs 2 times.
--            _gold_ occurs 3 times.
--             _inn_ occurs 3 times.
--           _lover_ occurs 12 times.
--      _magicsword_ occurs 1 time.
--          _sister_ occurs 7 times.
--    _sistershouse_ occurs 2 times.

QBN:
Item _letter_ letter used 1015
Item _gold_ gold
Item _magicsword_ magic_item

Person _giver_ group Questor male anyInfo 1022 rumors 1022
Person informant2 face 1 group Region
Person _sister_ face 19 faction Group_6.0
Person _lover_ face 117 faction Group_6.0 anyInfo 1030 rumors 1030

Place _givershouse_ local house2
Place _sistershouse_ local house2
Place _dungeon_ remote dungeon
Place _inn_ local tavern

Clock _S.00_ 30.0:0 0 flag 0:9 range 0 1


--	Quest start-up:
	place item _letter_ at _givershouse_ 
	dialog link for location _sistershouse_ person _lover_ item _letter_ 
	dialog link for location _givershouse_ person informant2 
	dialog link for location _dungeon_ person _sister_ item _gold_ 
	start timer _S.00_ 
	log 1003 step 0 
	clicked npc _giver_ say 1020 
	place npc informant2 at _inn_ 
	place npc _lover_ at _dungeon_ 

_S.00_ task:
	end quest 

_S.01_ task:
	clicked npc informant2 say 1017 
	log 1010 step 1 

variable _S.02_
variable _S.03_
_S.04_ task:
	toting _letter_ and _giver_ clicked saying 1021 
	reveal _dungeon_ 
	log 1018 step 2 

_S.05_ task:
	give pc _magicsword_ 
	drop _lover_ face 
	end quest 

_S.06_ task:
	clicked npc _lover_ say 2000 
	pc at _sistershouse_ do _S.05_ 
	log 2001 step 3 
	remove npc _lover_ 
	add _lover_ face 

_S.07_ task:
	when _S.00_ and _S.06_ and not _S.05_ 
	say 2005 
	drop _lover_ face 


a0c0xy04

-- Quest: /dos/g/game/dag/arena2/a0c0xy04.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 0X
-- QuestId: 4
Messages: 36
Quest: a0c0xy04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         My name is _agent_. I
<ce>                     represent a someone that needs
<ce>                   to ... acquire something. Whoever
<ce>                      delivers it will be rewarded
<ce>                           with _artifact_. I
<ce>                     don't know what that is, but I
<ce>                    am told it is an item of power.
<ce>                            Are you willing?

RefuseQuest:  [1001]
<ce>                    Forget you ever saw me. I have
<ce>                     powerful friends. If you cause
<ce>                     me any trouble, they will hunt
<ce>                      you down like a rogue thief.

AcceptQuest:  [1002]
<ce>                       You must get the daedric
<ce>                     _ingredient_ from ___dungeon_.
<ce>                    I don't know where that is, but
<ce>                       I'm sure you can find it.
<ce>                       When you have the daedric
<ce>                        _ingredient_ bring it to
<ce>                      _meetingplace_ here in town.
<ce>                     There you will meet _qgiver_,
<ce>                  and %g will give you the _artifact_.

RumorsDuringQuest:  [1005]
<ce>                     I hear the king is making an
<ce>                   important announcement next week.

RumorsPostfailure:  [1006]
<ce>                 Some poor fool went into ___dungeon_.
<ce>                  I hear the place is full of demons.

RumorsPostsuccess:  [1007]
<ce>                      Stay away from _qgiver_. I
<ce>                     hear %g is a liar and a cheat.

QuestorPostsuccess:  [1008]
<ce>                Sorry about the incident with _qgiver_.
<ce>                 I suppose I ought to help you just to
<ce>                            make up for it.

QuestorPostfailure:  [1009]
<ce>                  That business with _qgiver_ wasn't
<ce>                  my fault. I'm not about to get mixed
<ce>                up with you now, so just leave me alone.

QuestLogEntry:  [1010]
On %qdt,
 I met with _agent_ of ___agent_.
 %g told me that a mysterious client of
 %g3 was looking for daedric _ingredient_.
 If I can find it, I will get the _artifact_.
 The daedric _ingredient_ is somewhere
 in ___dungeon_.  When I find it, I am
 to meet a _qgiver_ at
 _meetingplace_ here in __meetingplace_.

Message:  1011
On %qdt,
 the guardian of the daedric _ingredient_
 told me that _agent_'s mysterious
 client doesn't even have the _artifact_.
 If I hand over the daedric _ingredient_,
 death will be my only reward. The guardian
 gave me a magical token that will render
 _qgiver_ helpless.

Message:  1012
<ce>               I will fight you to the death to protect
<ce>                  the daedric _ingredient_. You should
<ce>                   know that _qgiver_ is not what %g
<ce>                  seems. The _artifact_ is a long lost
<ce>                 item of great power that %g has never
<ce>                  owned. %g means to kill you once %g
<ce>                     has possession of the daedric
<ce>                    _ingredient_. Cease this futile
<ce>                  attack and I will give you a magical
<ce>                     token that can render _qgiver_
<ce>                  helpless. If you kill %g2, I can see
<ce>                    to it that the Mages Guild looks
<ce>                   favorably upon you for quite some
<ce>                     time. Do you accept my offer?

Message:  1013
<ce>                      Fool! Did you really think
<ce>                       that I would give you the
<ce>                          _artifact_ for this
<ce>                     daedric _ingredient_? The only
<ce>                        reward I have for you is
<ce>                       death! See me as I really
<ce>                       am and tremble in fear. I
<ce>                          am =orc_. Kill him!

Message:  1014
<ce>                     Wha ... I have been betrayed!
<ce>                      You have broken the illusion
<ce>                      and cast a spell of silence
<ce>                     on me. That cursed _guardian_
<ce>                     =guardian_ put you up to this,
<ce>                     didn't %g? To arms!  Help me!
<ce>                                To arms!

Message:  1015
<ce>                      In your mind, you hear the
<ce>                        soft whisper of an alien
<ce>                           voice, "Well done,
<ce>                             %pcn. Slaying
<ce>                         _qgiver_, or =monster_
<ce>                       as %g is known to %g3 own
<ce>                        people, has earned you a
<ce>                         reward. Members of the
<ce>                       Mage's Guild now trust you
<ce>                         far more than before."

Message:  1020
<ce>                       You have a truly devious
<ce>                        mind. I admire that. But
<ce>                       you should know that I am
<ce>                        not to be trifled with.
<ce>                        I take back my token and
<ce>                       curse you to be mistrusted
<ce>                         by my closest allies.

Message:  1025
The Chrysamere is an ancient artifact of great power.
<--->
It is a legendary magical artifact.

Message:  1030
Take this token then.

Message:  1035
Prepare to die!


-- Symbols used in the QRC file:
--
--                %g occurs 9 times.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--        =guardian_ occurs 1 time.
--         =monster_ occurs 1 time.
--             =orc_ occurs 1 time.
--         ___agent_ occurs 1 time.
--       ___dungeon_ occurs 3 times.
--   __meetingplace_ occurs 1 time.
--           _agent_ occurs 3 times.
--        _artifact_ occurs 6 times.
--        _guardian_ occurs 1 time.
--      _ingredient_ occurs 9 times.
--    _meetingplace_ occurs 2 times.
--          _qgiver_ occurs 9 times.

QBN:
Item _artifact_ artifact Chrysamere received 1025
Item _ingredient_ lodestone
Item _token_ pearl

Person _qgiver_ face 1 group Any
Person _agent_ group Questor male
Person _dummymage_ face 1 faction The_Mages_Guild
Person _dummyorc_ named Gortwog
Person _dummydarkb_ face 49 faction The_Dark_Brotherhood

Place _dungeon_ remote dungeon
Place _meetingplace_ local town0

Clock _extratime_ 0:30 0 flag 0:1 range 0 1
Clock _totaltime_ 90.0:0 0 flag 0:17 range 0 2

Foe _guardian_ is Daedra_seducer
Foe _monster_ is Orc_shaman
Foe _orc_ is Orc_warlord
Foe _daedras_ is Daedroth

--	Quest start-up:
	start timer _totaltime_ 
	reveal _dungeon_ 
	log 1010 step 0 
	give item _ingredient_ to _guardian_ 
	place foe _guardian_ at _dungeon_ 
	place npc _qgiver_ at _meetingplace_ 

_giveingredient_ task:
	toting _ingredient_ and _qgiver_ clicked saying 1013 
	give item _ingredient_ to _monster_ 
	cast Shield spell on _monster_ 
	cast Spell_Reflection spell on _monster_ 

_hitguardian_ task:
	injured _guardian_ 
	prompt 1012 yes yes no _no_ 

yes task:
	log 1011 step 1 
	get item _token_ 
	say 1030 
	remove foe _guardian_ 

_no_ task:
	say 1035 

variable _clickonqgiver_
_givetoken_ task:
	toting _token_ and _qgiver_ clicked saying 1014 
	cast Silence spell on _monster_ 

_shamandead_ task:
	killed 1 _monster_ 
	start timer _extratime_ 

_givereward_ task:
	when _givetoken_ and _shamandead_ 
	change repute with _dummyorc_ by -10 
	change repute with _dummymage_ by +25 saying +1015 

_extratime_ task:
	make _ingredient_ permanent 
	end quest 

_totaltime_ task:
	make _ingredient_ permanent 
	end quest 

_revealmonsters_ task:
	when _giveingredient_ or _givetoken_ 
	create foe _orc_ every 1 minutes 1 times with 100% success 
	remove npc _qgiver_ 
	place foe _monster_ at _meetingplace_ 

_betrayguardian_ task:
	killed 1 _guardian_ 
	create foe _daedras_ every 1 minutes 3 times with 100% success 
	take _token_ from pc saying 1020 
	change repute with _dummydarkb_ by -75 


a0c10y02

-- Quest: /dos/g/game/dag/arena2/a0c10y02.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 10
-- QuestId: 2
Messages: 21
Quest: a0c10y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I am desperate. The Dark Brotherhood
<ce>                     has taken my child _child_ and
<ce>                    will kill %g2 if I do not pay a
<ce>                  ransom. I do not have enough to buy
<ce>                     %g3 freedom, but I can pay you
<ce>                    _money_ gold pieces if you will
<ce>                               free %g2.
                                     <--->
<ce>                       My child, my poor _child_
<ce>                    is gone, stolen away by the Dark
<ce>                       Brotherhood for %god knows
<ce>                  what hideous purpose. You must help
<ce>                      me, %pcf. I'll give you all
<ce>                      I have, _money_ gold, if you
<ce>                  will bring my child back home to me.

RefuseQuest:  [1001]
<ce>                      This is a dark day for me.
<ce>                  _child_ will surely be slain by the
<ce>                    Dark Brotherhood. May %g3 ghost
<ce>                  haunt you for the rest of your days!

AcceptQuest:  [1002]
<ce>                You are my savior! My name is _qgiver_.
<ce>             Quickly now, for you only have =timeforq_ days
<ce>                 before they kill _child_. %g is being
<ce>                    held in _dbguild_ in __dbguild_.

QuestFail:  [1003]
<ce>                   _child_? Where is %g? Why haven't
<ce>                    you brought %g2 back yet? If you
<ce>                      would save %g3 life, go now!

QuestComplete:  [1004]
<ce>                   _child_! You are alive and well!
<ce>                    %pcf, I owe you a debt that can
<ce>                   never be fully repaid. This modest
<ce>                     reward is the least that I can
<ce>                               give you.

RumorsDuringQuest:  [1005]
<ce>                   The Dark Brotherhood has gone too
<ce>                  far this time. Kidnapping _qgiver_'s
<ce>                         child is unforgivable.

RumorsPostfailure:  [1006]
<ce>                   I don't think that _qgiver_ will
<ce>                   survive the season. %g'll probably
<ce>                 commit suicide. You did hear that the
<ce>         Dark Brotherhood kidnapped and slew %g3 child _child_?


RumorsPostsuccess:  [1007]
<ce>                   You're that %ra that rescued baby
<ce>                         _child_! What a hero.

QuestorPostsuccess:  [1008]
<ce>                  The savior of my child! I thank you
<ce>                   and _child_ thanks you for saving
<ce>                       %g3 life. Bless you %pcf.

QuestorPostfailure:  [1009]
<ce>                   My child _child_ is dead because
<ce>                 of you! Never darken my doorway again.

QuestLogEntry:  [1010]
<ce>                 Are you here to rescue me? My name is
<ce>                         _child_. I don't like
<ce>                   these people. Please take me back
<ce>                             to my family.

Message:  1011
<ce>                         _dbguild_ is dark and
<ce>                      ominous. It is certain that
<ce>                        enemies lurk everywhere.

Message:  1012
On %qdt, _qgiver_
 told me of the heartbreaking kidnapping of
 %g3 child _child_ by the Dark
 Brotherhood.  I immediately agreed to
 rescue %g2 from _dbguild_ in
 __dbguild_.  %g3 family will wait
 =timeforq_ days for my return to
 __qgiver_ in ___qgiver_.

Message:  1020
<ce>                No one messes with the Dark Brotherhood
<ce>                               and lives!


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 4 times.
--               %g3 occurs 7 times.
--              %god occurs 1 time.
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--        =timeforq_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--        __dbguild_ occurs 2 times.
--         __qgiver_ occurs 1 time.
--           _child_ occurs 12 times.
--         _dbguild_ occurs 3 times.
--           _money_ occurs 2 times.
--          _qgiver_ occurs 4 times.

QBN:
Item _money_ gold

Person _child_ face 1 faction Children
Person _qgiver_ face 121 group Questor
Person _dummydarkb_ face 169 faction The_Dark_Brotherhood

Place _dbguild_ remote house1

Clock _timeforq_ 0:0 0 flag 0:17 range 1 4

Foe _darkb_ is Assassin

--	Quest start-up:
	dialog link for person _child_ 
	start timer _timeforq_ 
	log 1012 step 0 
	pc at _dbguild_ do _S.01_ saying 1011 
	place npc _child_ at _dbguild_ 

_timeforq_ task:
	end quest 

_S.01_ task:
	create foe _darkb_ every 2 minutes 4 times with 30% success 

_S.02_ task:
	clicked npc _child_ say 1010 
	remove npc _child_ 
	add _child_ face 

_qgclicked_ task:
	clicked npc _qgiver_ 

_vamp1_ task:
	when _qgclicked_ and _S.02_ 
	give pc _money_ 
	change repute with _dummydarkb_ by -15 
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 

_S.06_ task:
	injured _darkb_ 
	say 1020 


a0c10y05

-- Quest: /dos/g/game/dag/arena2/a0c10y05.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 10
-- QuestId: 5
Messages: 21
Quest: a0c10y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    I am betrothed to _betrothed_.
<ce>                  My great misfortune is that _ruler_
<ce>                    has other plans for _betrothed_.
<ce>                My only hope is to get %g2 to the temple
<ce>               and complete the marriage ceremony before
<ce>                  _ruler_ catches us. Will you protect
<ce>                   me while I get my betrothed to the
<ce>               temple? I can pay you _gold_ gold pieces.
                                     <--->
<ce>                    In __betrothedhome_, my darling
<ce>                    _betrothed_ awaits me, tormented
<ce>                  by the tyranny of the cruel _ruler_.
<ce>                    I cannot sleep while _betrothed_
<ce>                is so imprisoned, but I fear the agents
<ce>                    of _ruler_, who work to keep us
<ce>                     apart. Will you go with me to
<ce>                    __betrothedhome_ and protect me?

RefuseQuest:  [1001]
<ce>                  Alas, I shall have to find another
<ce>                     guardian to protect my beloved
<ce>                        _betrothed_ from _ruler_

AcceptQuest:  [1002]
<ce>                     My gratitude will be endless
<ce>                     %pcn. Quickly, let us away to
<ce>                      get _betrothed_. We can find
<ce>                         %g2 at _betrothedhome_
<ce>                          in __betrothedhome_.

QuestComplete:  [1004]
<ce>                   %pcf, we are indebted to you. Now
<ce>                     that the ceremony is underway,
<ce>                    _ruler_ cannot prevent it. Here
<ce>               are the _gold_ gold pieces I promised you.

RumorsDuringQuest:  [1005]
<ce>                    _ruler_ must be trying to build
<ce>               a harem. I hear %g just sent %g3 guardsmen
<ce>                      out to pick up _betrothed_.

RumorsPostfailure:  [1006]
<ce>                    I hear that _betrothed_ joined
<ce>                  _ruler_'s harem. Not much difference
<ce>               between that and kidnapping if you ask me.

RumorsPostsuccess:  [1007]
<ce>                     _qgiver_ and _betrothed_ just
<ce>                got married. Isn't that wonderful news?

QuestorPostsuccess:  [1008]
<ce>                 _betrothed_ and I thank you. Without
<ce>                your help, %g would have been forced to
<ce>                             marry _ruler_.

QuestorPostfailure:  [1009]
<ce>                  I have lost my _betrothed_ forever!
<ce>                   %g has been forced to wed _ruler_.
<ce>                 Any you want me to help you? Get out!

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 asked me to escort %g2 to
 __betrothedhome_ to find
 _betrothed_. _qgiver_
 is betrothed to _betrothed_
 but _ruler_ wants to
 kill _qgiver_ to prevent
 the marriage. They are to
 be wed at _temple_
 in __temple_.

Message:  1011
<ce>                      Ah my beloved _betrothed_!
<ce>                           %pcn has agreed to
<ce>                        protect us from _ruler_.
<ce>                          Quickly, %pcn, take
<ce>                             us to _temple_
<ce>                             at __temple_.

Message:  1012
<ce>                       We are under orders from
<ce>                           _ruler_ to prevent
<ce>                     this marraige. If _betrothed_
<ce>                       comes with us now, nobody
<ce>                             will get hurt.

Message:  1013
<ce>                           So, _qgiver_, you
<ce>                       have hired some puny runt
<ce>                        to protect you. _ruler_
<ce>                       will not be happy that you
<ce>                        resisted him. Step aside
<ce>                      and let us take _betrothed_.
<ce>                       It can only get worse for
<ce>                                  you.

Message:  1014
<ce>                           _qgiver_ whispers
<ce>                         excitedly, "Yes!  This
<ce>                      is the place where _ruler_'s
<ce>                     thugs are holding my beloved.
<ce>                            We must hurry!"

Message:  1015
<ce>                             "%oth," cries
<ce>                           _qgiver_, "here is
<ce>                         _temple_!  Now we just
<ce>                         need _priest_ to marry
<ce>                        us and _betrothed_ will
<ce>                          be out of _ruler_'s
<ce>                            reach for good!"

Message:  1020
<ce>                     _qgiver_ shakes %g2 head with
<ce>                  disgust.  "I'll have to try to save
<ce>                      _betrothed_ myself, I guess.
<ce>                        You let me down, %pcf."


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 4 times.
--               %g3 occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--        ___qgiver_ occurs 1 time.
--  __betrothedhome_ occurs 4 times.
--         __temple_ occurs 2 times.
--       _betrothed_ occurs 18 times.
--   _betrothedhome_ occurs 1 time.
--            _gold_ occurs 2 times.
--          _priest_ occurs 1 time.
--          _qgiver_ occurs 8 times.
--           _ruler_ occurs 16 times.
--          _temple_ occurs 3 times.

QBN:
Item _gold_ gold

Person _betrothed_ face 1 faction Group_7.1
Person _qgiver_ group Questor male
Person _priest_ face 201 factiontype Temple
Person _ruler_ factiontype Province female

Place _betrothedhome_ remote house2
Place _temple_ remote temple

Clock _traveltime_ 0:0 0 flag 0:1 range 0 5

Foe _F.00_ is 3 Burglar
Foe _F.01_ is 2 Warrior

--	Quest start-up:
	start timer _traveltime_ 
	location _betrothedhome_ 100 27000 
	log 1010 step 0 
	pc at _betrothedhome_ do _S.02_ saying 1014 
	pc at _temple_ do _S.03_ saying 1015 
	remove npc _qgiver_ 
	add _qgiver_ face 
	place npc _priest_ at _temple_ 
	place npc _betrothed_ at _betrothedhome_ 

_traveltime_ task:
	say 1020 
	drop _qgiver_ face 
	drop _betrothed_ face 
	end quest 

_S.01_ task:
	clicked npc _betrothed_ say 1011 
	remove npc _betrothed_ 
	add _betrothed_ face 

_S.02_ task:
	create foe _F.00_ every 1 minutes 1 times with 15% success 

_S.03_ task:
	create foe _F.01_ every 2 minutes 1 times with 50% success 

_dummy_ task:
	injured _F.00_ saying 1013 
	injured _F.01_ saying 1012 

_S.05_ task:
	clicked npc _priest_ 
	give pc _gold_ 
	drop _qgiver_ face 
	drop _betrothed_ face 
	change repute with _ruler_ by -20 
	place npc _betrothed_ at _temple_ 
	place npc _qgiver_ at _temple_ 

_clearclick_ task:
	when not _S.01_ and _S.05_ 
	clear _S.05_ _clearclick_ 

variable _delay_
_questdone_ task:
	when _S.05_ and not _S.03_ 
	end quest 


a0c41y18

-- Quest: /dos/g/game/dag/arena2/a0c41y18.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: peasant
-- Repute: 41
-- QuestId: 18
Messages: 51
Quest: a0c41y18
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  I need someone to deliver something
<ce>                  for me, and I'm willing to pay very
<ce>              generously.  _gold1_ gold up front, _gold2_
<ce>                       more when the job is done.
<ce>                         Will you help me out?

RefuseQuest:  [1001]
<ce>                    %oth, I'll never be rid of this
<ce>                    thing!  Why will no one help me?

AcceptQuest:  [1002]
<ce>                 Thank %god!  You don't know how much
<ce>                  this means to me.  Here's your gold.
<ce>                Now, take this to _dummy_ in ___dummy_,
<ce>                 %g'll pay you the rest.  I really must
<ce>                   be going now.  Thank you so much!

RumorsDuringQuest:  [1005]
<ce>                  The pirates have been particularly
<ce>                           active this year.

RumorsPostfailure:  [1006]
<ce>                 Have you heard the story of the curse
<ce>                  of the mummy's finger? Oh. Sorry. I
<ce>                           didn't realize...

RumorsPostsuccess:  [1007]
<ce>                 Some brave %ra went into ___dungeon_.
<ce>                               Poor fool.

QuestorPostsuccess:  [1008]
<ce>                The loons will be back early this year.

QuestorPostfailure:  [1009]
<ce>                  Do you think I'm fat? Everyone says
<ce>                      I am, but I don't think so.

QuestLogEntry:  [1010]
%qdt:
 I have been hired to make a delivery
 to a _dummy_ of ___dummy_.
 My mysterious employer paid me _gold1_
 gold and promised _gold2_ more when I
 complete my assignment.  No time frame
 was specified, but my employer seemed
 very anxious for me to be on my way.

Message:  1011
%qdt:
 I have been tricked.  The supposed
 delivery to _dummy_ was actually
 a cursed mummy finger.

Message:  1012
%qdt:
 I have learned that the mummy whose
 curse I suffer is buried in ___dungeon_.
 I must destroy his true form or his
 spirit will continue to haunt me for
 1001 nights.

Message:  1015
<ce>     I wouldn't know anything about that. Try asking at a temple.
                                     <--->
<ce>              _sage_ knows about such things. Go ask %g2.
                                     <--->
<ce>         Have you tried asking around at __sage_ in ___sage_?
                                     <--->
<ce>     I hear that someone in ___sage_ might know about such things.
                                     <--->
<ce>      They say that _sage_ is the foremost expert in such things.
                                     <--->
<ce>                   Maybe that sage at __sage_ knows.

Message:  1016
<ce>                  He who stole my _finger_ must die!
                                     <--->
<ce>                        I come for my _finger_.
                                     <--->
<ce>                Accept your doom. Lay down your weapon.
                                     <--->
<ce>                       My _finger_, my _finger_.
                                     <--->
<ce>            You have my _finger_. Without it I cannot rest.
                                     <--->
<ce>          You may destroy me this night, but I shall return.
                                     <--->
<ce>              I will rise again to come for my _finger_.

Message:  1020
<ce>              All who violate my tomb must be destroyed!

Message:  1025
<ce>                    Let me see the _finger_. Ah...
<ce>                Yes, it bears the curse of =realmummy_.
<ce>                  Each night, for 1001 nights, at the
<ce>                    stroke of midnight the spirit of
<ce>                    =realmummy_ will visit the owner
<ce>                   of this _finger_. The only way to
<ce>                   break the curse is to destroy the
<ce>                    real =realmummy_ in his tomb at
<ce>                              ___dungeon_.

Message:  1026
<ce>                What you describe sounds like a classic
<ce>                mummy's curse, but without the _finger_
<ce>               itself, I cannot tell you more than that.
<ce>             Bring it to me, and I may be able to determine
<ce>                          from whence it came.

Message:  1030
<ce>               With =realmummy_ dead, you know you have
<ce>                   rid yourself of %g2 curse forever.

Message:  1040
Dear Stranger,
 
 I hope you will forgive me for what I have
 done, but I had no choice.  The mummy has
 haunted me every night since I found this
 cursed finger.  I've tried throwing it away,
 but it did no good.  A learned sage advised me
 that only by finding the mummy's tomb or by giving
 the finger away could I be rid of its hateful
 curse.  I am no warrior, and who would knowingly
 take up this burden for me?  You looked brave
 enough to endure the curse and perhaps solve it.
 Please understand, I meant you no harm, but I
 would have been killed or driven mad otherwise!

QuestTimeLapse:  [1045]
<ce>                  _giver_ hands you a letter wrapped
<ce>                around a small object and hurries away.

Message:  1050
<ce>                 _sage_ is a noted sage from ___sage_.
                                     <--->
<ce>                     You'll find _sage_ in __sage_
<ce>                              in ___sage_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %qdt occurs 3 times.
--               %ra occurs 1 time.
--       =realmummy_ occurs 4 times.
--         ___dummy_ occurs 2 times.
--       ___dungeon_ occurs 3 times.
--          ___sage_ occurs 7 times.
--           _dummy_ occurs 3 times.
--          _finger_ occurs 9 times.
--           _giver_ occurs 1 time.
--           _gold1_ occurs 2 times.
--           _gold2_ occurs 2 times.
--            _sage_ occurs 4 times.

QBN:
Item _finger_ finger received 1015
Item _letter_ letter used 1040
Item _gold1_ gold
Item _gold2_ gold

Person _sage_ group Necromancers female anyInfo 1050 rumors 1050
Person _giver_ group Questor male
Person _dummy_ group Region female

Place _dungeon_ remote dungeon0

Clock _S.10_ 1001.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is Mummy
Foe _realmummy_ is Mummy

--	Quest start-up:
	dialog link for person _sage_ item _finger_ 
	start timer _S.10_ 
	log 1010 step 0 
	get item _gold1_ 
	get item _letter_ 
	get item _finger_ 
	start task _S.03_ 
	say 1045 
	_letter_ used do _readletter_ 
	place foe _realmummy_ at _dungeon_ 
	destroy _giver_ 

variable _S.00_
_S.01_ task:
	daily from 0:0 to 1:0 
	create foe _F.00_ every 35 minutes 1001 times with 100% success 

_S.02_ task:
	injured _F.00_ saying 1016 
	unset _S.02_ 

variable _S.03_
_S.04_ task:
	clicked npc _sage_ 
	have _finger_ set _S.07_ 

_S.05_ task:
	killed 1 _realmummy_ 
	say 1030 
	make _gold1_ permanent 
	end quest 

_S.06_ task:
	when _S.04_ and _S.07_ 
	reveal _dungeon_ 
	log 1012 step 2 
	say 1025 
	unset _S.06_ _S.08_ _S.04_ _S.07_ 

variable _S.07_
_S.08_ task:
	when _S.04_ and not _S.07_ 
	say 1026 

_S.09_ task:
	injured _realmummy_ 
	say 1020 

_S.10_ task:
	make _gold1_ permanent 
	end quest 

_readletter_ task:
	add dialog for item _finger_ 
	log 1011 step 1 


b0b00y00

-- Quest: /dos/g/game/dag/arena2/b0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 0
-- QuestId: 0
Messages: 16
Quest: b0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       %pcf, the Princess _lady_
<ce>                 has been captured from our protection,
<ce>                   and it is the responsibility of us
<ce>                 knights to rescue her. Unfortunately,
<ce>                  many of our members of off fighting
<ce>                  in the war. In the truest spirit of
<ce>                  chivalry, will you go to rescue the
<ce>                  princess from the _monster_ who has
<ce>                             captured her?
                                     <--->
<ce>                    The war has busied the order to
<ce>                  such a degree that important duties
<ce>                  such as protecting the virtue of the
<ce>                         noblewomen of %reg has
<ce>                  fallen rather by the wayside. There
<ce>                    is literally no one available to
<ce>                         rescue Princess _lady_
<ce>                   who was carried off the other day.
<ce>                       Are you free for this most
<ce>                           worthy of quests?

RefuseQuest:  [1001]
<ce>                   Ah, that is not the spirit of our
<ce>                 order. There is nothing more important
<ce>                    to us than protecting the virtue
<ce>                            of the innocent.

AcceptQuest:  [1002]
<ce>                  You will? I must say, your heart is
<ce>                brave. A _monster_ is a fearsome foe. Be
<ce>                certain to prepare for a battle. Do not
<ce>                  be foolhardy -- we care only for the
<ce>                rescue of the princess. If the _monster_
<ce>                  can be left alone, leave him. And if
<ce>              you are not returned in =2mondung_ days, we
<ce>                 will assume that you have failed, and
<ce>                  someone will be sent in your place.
<ce>                  I am certain you do not want someone
<ce>                 else to earn the honor of the rescue.
<ce>                      May %god bless your journey
<ce>                            to ___mondung_.

QuestFail:  [1003]
<ce>                         Hurry, %pcf. You only
<ce>                       have =2mondung_ days left.

QuestComplete:  [1004]
<ce>                      Princess _lady_, may I more
<ce>                 officially introduce you to your good
<ce>                             rescuer, %pcn.
<ce>                You have done a fine and honorable thing
<ce>                 this day, my friend, and it shall not
<ce>                             be forgotten.

RumorsDuringQuest:  [1005]
Poor Princess _lady_. When her father gets to %cn, he will be furious.
<--->
_qgiver_ promised Princess _lady_'s father that she would be protected.

RumorsPostfailure:  [1006]
The Princess managed to escape ___mondung_ by herself. Some knightly valor.
<--->
The Princess just wandered in %cn by herself, pale from bloodloss.

RumorsPostsuccess:  [1007]
The knights are celebrating the heroism of the great %ra who rescued _lady_.
<--->
Lady _lady_ has begun writing poetry about the valorous %ra who rescued her.

QuestorPostsuccess:  [1008]
Greetings, %pct. You'll be happy to know that Lady _lady_ is doing well.

QuestorPostfailure:  [1009]
What a fiasco that Lady _lady_ affair was. I imagine you want it behind you.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_
 in ___qgiver_ has given me a quest
 to rescue the fair Lady _lady_
 from ___mondung_, where she
 has been captured and imprisoned by a _monster_.
 I have =2mondung_ days to rescue her before someone
 else is sent to win my honor and glory.

Message:  1011
<ce>             A small, thin, pale little boy hisses at you
<ce>              and slips a note into your hand. He vanishes
<ce>                   almost the moment you notice him.

Message:  1012
<ce>                  You have just slain the _monster_,
<ce>                   the stuff of _lady_'s nightmares.

Message:  1013
<ce>                        Lady _lady_ leaves you,
<ce>                   intent on making her own way home.

Message:  1014
Dear %pcf,
 
      If you were hesitating in that quest out of
 reasonable fear that your dear friends, the _monster_s
 of %reg would not want you to foil the
 rather lascivious plans of one of its order, do not
 fear. =monster_ is about
 as precious to our cold hearts as a puddle of month
 old spew.
      Enjoy yourself. And, if you are so inclined,
 enjoy _lady_.
 
<ce>                           Your Dear Friends,
<ce>                        The Oldest Power in %reg

Message:  1015
<ce>                       "You're %pcf! Thank %god!
<ce>                            I'm Lady _lady_,
<ce>                      let's get out of here now."


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--              %god occurs 2 times.
--              %pcf occurs 4 times.
--              %pcn occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--              %reg occurs 3 times.
--        =2mondung_ occurs 3 times.
--         =monster_ occurs 1 time.
--       ___mondung_ occurs 3 times.
--        ___qgiver_ occurs 2 times.
--            _lady_ occurs 14 times.
--         _monster_ occurs 6 times.
--          _qgiver_ occurs 2 times.

QBN:
Item letter31 letter used 1014

Person _qgiver_ group Questor
Person _lady_ face 2 group Noble
Person _vamp_ face 40 factiontype Vampire_Clan

Place _mondung_ remote dungeon

Clock _2mondung_ 0:0 0 flag 0:17 range 0 2
Clock _S.07_ 10:0 1.16:0

Foe _monster_ is Vampire
Foe imp0 is Giant_rat

--	Quest start-up:
	dialog link for person _vamp_ 
	start timer _2mondung_ 
	reveal _mondung_ 
	log 1010 step 0 
	repute with _vamp_ exceeds 20 do _S.05_ 
	pc at _mondung_ do _S.03_ 
	place foe _monster_ at _mondung_ 
	place npc _lady_ at _mondung_ 

_2mondung_ task:
	end quest 

_S.01_ task:
	when _qgclicked_ and _S.04_ 
	give pc nothing 
	end quest 

_S.02_ task:
	killed 1 _monster_ 
	say 1012 

_S.03_ task:
	create foe imp0 every 40 minutes 100 times with 15% success 

_S.04_ task:
	clicked npc _lady_ 
	remove npc _lady_ 
	say 1015 
	add _lady_ face 

_S.05_ task:
	start timer _S.07_ 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.07_ task:
	get item letter31 
	say 1011 

variable _S.08_
_S.09_ task:
	when _S.04_ and _2mondung_ 
	say 1013 

_clearclick_ task:
	when _qgclicked_ and not _S.04_ 
	clear _qgclicked_ _clearclick_ 


b0b00y01

-- Quest: /dos/g/game/dag/arena2/b0b00y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 0
-- QuestId: 1
Messages: 12
Quest: b0b00y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    We have a traitor in __qgiver_,
<ce>                 a villianous _monster_ who has turned
<ce>                 against %g3 brethren. Our honor is at
<ce>                         stake, %pct. Join our
<ce>                            righteous fury.
                                     <--->
<ce>                      __qgiver_ has been betrayed
<ce>                       by a perfidious _monster_.
<ce>                  Will you help us track the cowardly
<ce>                     villian down and destroy %g2?

RefuseQuest:  [1001]
<ce>                 An ignoble reply. I expected better.

AcceptQuest:  [1002]
<ce>                 Very good. The traitor is a _monster_
<ce>                     named =monster_ who has taken
<ce>                      refuge in ___mondun_ to the
<ce>                     %di. If you have not returned
<ce>                 in =queston_ days, your honor will be
<ce>               forfeit and another will take your place.
<ce>                     Do not fail us in this, %pcf.

QuestFail:  [1003]
<ce>                 The _monster_ is not dead. Do not try
<ce>                       to convince me otherwise.

QuestComplete:  [1004]
<ce>                Well done. You have reason to be proud.

RumorsDuringQuest:  [1005]
That _monster_ ran off to ___mondun_ like the hounds of hell were behind him.
<--->
_qgiver_ can't just let =monster_ go after what %g did to the %kno.

RumorsPostfailure:  [1006]
=monster_ is apparently tougher than _qgiver_ thought. What an escape.
<--->
=monster_ has moved north I hear, but %g3 memory still plagues the order.

RumorsPostsuccess:  [1007]
=monster_'s story just proves it. You don't play around with the %kno.
<--->
I always thought the Order would be more merciful to a dolt like =monster_.

QuestorPostsuccess:  [1008]
You have proven yourself in the =monster_ affair. How can we help you?

QuestorPostfailure:  [1009]
__qgiver_ has been embarrassed by the =monster_ affair. What do you want now?

QuestLogEntry:  [1010]
%qdt:
 The %kno in ___qgiver_
 has sent me to find and slay a _monster_
 called =monster_ in
 %g3 hideout, ___mondun_. I have
 =queston_ days to accomplish this.

Message:  1011
<ce>               You have slain =monster_, the _monster_.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %kno occurs 3 times.
--              %pcf occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--         =monster_ occurs 10 times.
--         =queston_ occurs 2 times.
--        ___mondun_ occurs 3 times.
--        ___qgiver_ occurs 4 times.
--         _monster_ occurs 7 times.
--          _qgiver_ occurs 2 times.

QBN:

Person _qgiver_ group Questor male

Place _mondun_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Nightblade

--	Quest start-up:
	start timer _queston_ 
	reveal _mondun_ 
	log 1010 step 0 
	place foe _monster_ at _mondun_ 

_queston_ task:
	end quest 

_pcgetsgold_ task:
	when _mondead_ and _qgclicked_ 
	give pc nothing 
	end quest 

_mondead_ task:
	killed 1 _monster_ saying 1011 

_qgclicked_ task:
	clicked npc _qgiver_ 

_clearclick_ task:
	when not _mondead_ and _qgclicked_ 
	clear _qgclicked_ _clearclick_ 


b0b10y04

-- Quest: /dos/g/game/dag/arena2/b0b10y04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 10
-- QuestId: 4
Messages: 18
Quest: b0b10y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                           Welcome %pcn. My
<ce>                      name is _qgiver_. The order
<ce>                  has just been told of a crazed, orc
<ce>                  mercenary that needs to be stopped.
<ce>                    Are you willing to take up this
<ce>                                 quest?

RefuseQuest:  [1001]
<ce>                    Your modesty does you justice,
<ce>                       %pcf. Feel free to return
<ce>                   when you are less faint of heart.

AcceptQuest:  [1002]
<ce>               Very well. In a dark pit not to far away,
<ce>                   a cursed place called ___mondung_,
<ce>                      an _soldier_ named =soldier_
<ce>              has been conspiring with a group of renegade
<ce>              mages, even worse than the Necromancers, to
<ce>                  destroy %reg. Perhaps he feels that
<ce>                he was wronged by the %t, perhaps it is
<ce>              merely the unreasoning hate that orcs often
<ce>             exhibit toward humans. The important thing is
<ce>             that he must be stopped, before his blind fury
<ce>                 and the magic of the mages have truly
<ce>                   disastrous results. Stop him, %pcf
<ce>               any way you can. If you have not returned
<ce>            with the situation remedied in =2mondung_ days,
<ce>              if it isn't too late, we knights will do the
<ce>            job ourselves. Pray, do not let it come to that.

QuestFail:  [1003]
<ce>                         Should you not be in
<ce>                         ___mondung_ now, %pcf?

QuestComplete:  [1004]
<ce>                 Well done, %pcf. The orcs are moving
<ce>                out of ___mondung_, so your mission must
<ce>                 have been successful. You are truly a
<ce>                      worthy member of our order.

RumorsDuringQuest:  [1005]
___mondung_ is a perfect location for the orcs to gather -- it's so remote.
<--->
The orcs and the renegade mages are planning something horrible for %reg.

RumorsPostfailure:  [1006]
The land has been cursed by the mages. It may be war, plague, famine, or all.
<--->
No one could do anything to stop the unholy alliance of orc and mage.

RumorsPostsuccess:  [1007]
The orcs have left ___mondung_ suddenly. Their leader was sick or even dead.
<--->
%reg was saved by the sacrifice of a brave and resourceful %ra mercenary.

QuestorPostsuccess:  [1008]
Greetings, %pct. How goes it with you, Orc Slayer?

QuestorPostfailure:  [1009]
Dashed pity about those orcs and mages getting away. Well, it happens.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_
 in ___qgiver_ wants me
 to stop an _soldier_ bent on destroying
 %reg. The orc lives in a hole
 called ___mondung_ with
 his troops. I have =2mondung_ days to deal
 with this threat and return to
 __qgiver_.

Message:  1013
<ce>                   You are handed a smudged note by
<ce>                 an even more smudged little boy. He's
<ce>               obviously not a professional courier, but
<ce>                 he moves almost as quickly as he runs
<ce>                                 away.

Message:  1014
<ce>                     You have slain the _soldier_.

Message:  1015
<ce>              Ah, that hair. So, she lives yet ... I must
<ce>                 tell Skullsplitter that his lady love
<ce>               has not left %reg. Thank you for bringing
<ce>                 it to my attention, %pcf. If my master
<ce>                had brought death to %reg with the help
<ce>               of his mage allies, he might have slain a
<ce>               woman that means more to him that the most
<ce>                bloody revenge he could have on the %t.
<ce>                    Once again, I thank you, friend.

Message:  1017
<ce>                  I heared you were a godsend, %pct.
<ce>                     %god bless you and keep you. I
<ce>               wish I could give ya something to aspress
<ce>               my gratitude. Here, I got this from a lady
<ce>                who felt sorry for me. It is so fine and
<ce>                lovely, I couldn sell even when I was so
<ce>                 hunger. Please take it for my thanks.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 5 times.
--              %pcn occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 6 times.
--                %t occurs 2 times.
--        =2mondung_ occurs 2 times.
--         =soldier_ occurs 1 time.
--       ___mondung_ occurs 6 times.
--        ___qgiver_ occurs 5 times.
--         _soldier_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon
Place tavern local tavern

Clock _2mondung_ 0:0 0 flag 0:17 range 0 2
Clock _2letter_ 0:50 2.18:40

Foe _soldier_ is Orc_warlord
Foe _note_ is 2 Orc
Foe _F.02_ is Orc_sergeant
Foe _hunter_ is Orc_shaman

--	Quest start-up:
	start timer _2mondung_ 
	reveal _mondung_ 
	log 1010 step 0 

_2mondung_ task:
	end quest 

variable _2letter_
_S.02_ task:
	when _qgclicked_ and _questdone_ 
	give pc nothing 
	change repute with _qgiver_ by +10 
	end quest 

variable _S.03_
variable _S.04_
until _S.04_ performed:
	pc at _mondung_ do _S.07_ 

_S.05_ task:
	killed 1 _soldier_ 
	say 1014 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.07_ task:
	create foe _hunter_ every 113 minutes 20 times with 8% success 
	create foe _F.02_ every 107 minutes 50 times with 10% success 
	create foe _note_ every 100 minutes 100 times with 12% success 
	place foe _soldier_ at _mondung_ 

_questdone_ task:
	when _S.05_ or _S.04_ 

_S.09_ task:
	when _2mondung_ and not _questdone_ 

variable _S.10_
_clearclick_ task:
	when _qgclicked_ and not _questdone_ 
	clear _qgclicked_ _clearclick_ 


b0b20y07

-- Quest: /dos/g/game/dag/arena2/b0b20y07.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 20
-- QuestId: 7
Messages: 12
Quest: b0b20y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     Let me introduce myself. I am
<ce>                         _qgiver_ of ==qgiver_.
<ce>                      Seems there is a bandit band
<ce>                     of orcs holed up around here.
<ce>                         The glory of %reg will
<ce>                     go to whomever wipes them out.
<ce>                       Can I count on you, %pcf?
                                     <--->
<ce>                     The orcs are moving into fair
<ce>                        %reg, befouling the land
<ce>                    as they progress. Will you help
<ce>                         us in this purgation?

RefuseQuest:  [1001]
<ce>                      You're my fourth rejection
<ce>                     today. Seems like nobody wants
<ce>                        to tackle orcs any more.

AcceptQuest:  [1002]
<ce>                     You don't need to kill every
<ce>                      single orc in the band. Just
<ce>                      get a decent number of them
<ce>                       and be sure to kill their
<ce>                           leader, =monster_.
<ce>                         I happen to know that
<ce>                          they are holed up in
<ce>                         ___dungeon_. If you're
<ce>                     not back in =2dung_ days, I'll
<ce>                        sing your praises at the
<ce>                           funeral ceremony.

QuestComplete:  [1004]
<ce>                     Good show! The merchants are
<ce>                      already telling me how happy
<ce>                      they are with the orcs gone.
<ce>                     You are a credit to the Order.

RumorsDuringQuest:  [1005]
The orcs of ___dungeon_ are all but destroying normal caravan routes.
<--->
The ____dungeon_ orcs used to be fairly peaceful. They sure ain't anymore.

RumorsPostfailure:  [1006]
The orcs moved on, all on their own. But I bet that they'll be back.

RumorsPostsuccess:  [1007]
The %kno saved %reg from the ___dungeon_ orcs. The hero was a %ra knight.

QuestorPostsuccess:  [1008]
I'd be happy to be of service, o Orc Destroyer.

QuestorPostfailure:  [1009]
Oh, hello, %pct. I'd be happier to see you if that orc business was successful.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 gave me the task of wiping
 out an orc band that makes
 it's home in ___dungeon_.
 In particular I must get the
 leader, a certain _monster_.
 I need to get back to %g2
 in =2dung_ days or %g will
 assume I'm dead.

Message:  1011
<ce>                      You have killed =monster_.
<ce>                      Without a leader, these orcs
<ce>                  will never be more than a nuisance.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--              %kno occurs 1 time.
--              %pcf occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 3 times.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 2 times.
--         =monster_ occurs 2 times.
--      ____dungeon_ occurs 5 times.
--        ___qgiver_ occurs 1 time.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 2 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 1 group Group_18

Place __dungeon_ remote dungeon1

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Orc_sergeant

--	Quest start-up:
	start timer _2dung_ 
	reveal __dungeon_ 
	log 1010 step 0 
	place foe _monster_ at __dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	say 1004 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ 


b0b40y08

-- Quest: /dos/g/game/dag/arena2/b0b40y08.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 40
-- QuestId: 8
Messages: 12
Quest: b0b40y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        They call me _qgiver_.
<ce>                       I have a quest for you, if
<ce>                      you are feeling up to it. A
<ce>                       powerful orc band has been
<ce>                       raiding caravans in %reg.
<ce>                     Someone needs to slay the orc
<ce>                        warlord that leads them.

RefuseQuest:  [1001]
<ce>                                 Wimp.

AcceptQuest:  [1002]
<ce>                    The orcs are using ___dungeon_
<ce>                        as a base of operations.
<ce>                      Kill as many of them as you
<ce>                        want, but be sure to cut
<ce>                          =monster_'s throat.
<ce>                     He's their warlord. If I hear
<ce>                     from you within =2dung_ days,
<ce>                    your honor will be untarnished.

QuestComplete:  [1004]
<ce>                        The orc menace has been
<ce>                           striken from %reg.
<ce>                             All hail %pcn!

RumorsDuringQuest:  [1005]
The orcs of ___dungeon_ are making life for the merchants of %cn difficult.

RumorsPostfailure:  [1006]
The orcs of ___dungeon_ went to plunder someone else. But for how long?

RumorsPostsuccess:  [1007]
___dungeon_ has been cleared of orcs, thanks to a brave %ra.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 gave me the chance to slay
 =monster_, the _monster_
 of a powerful orc band in
 ___dungeon_. I have =2dung_ days
 to save %reg from being overrun.

Message:  1011
<ce>                          =monster_ is dead.
<ce>                       The orcs will no longer be
<ce>                            a theat to %reg.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 4 times.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 1 time.
--         =monster_ occurs 3 times.
--       ___dungeon_ occurs 5 times.
--        ___qgiver_ occurs 1 time.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 2 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 207 group Group_18

Place _dungeon_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Orc_warlord

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0b40y09

-- Quest: /dos/g/game/dag/arena2/b0b40y09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 40
-- QuestId: 9
Messages: 12
Quest: b0b40y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      I've just gotten word of a
<ce>                      _monster_ raiding farms and
<ce>                       devouring cattle. My name?
<ce>                       A thousand apologies %pcf.
<ce>                        I am _qgiver_. Will you
<ce>                         go slay the _monster_?

RefuseQuest:  [1001]
<ce>                     Where are the noble knights?
<ce>                      Have they all vanished from
<ce>                           %reg? Begone %pcn.

AcceptQuest:  [1002]
<ce>                     The _monster_ has made a den
<ce>                         out of ___dungeon_. Go
<ce>                        there and kill him. You
<ce>                      might find other _monster_s
<ce>                     there. Kill them if you must,
<ce>                       but be sure to get the one
<ce>                       with the bear claw branded
<ce>                      on his arm. I can only give
<ce>                           you =2dung_ days.

QuestComplete:  [1004]
<ce>                     Now you are a true _monster_
<ce>                       killer, %pcf! And to think
<ce>                       I got to shake your hand.

RumorsDuringQuest:  [1005]
Giants are not generally all that aggressive. But the one in ___dungeon_ sure is.

RumorsPostfailure:  [1006]
I hear the ___dungeon_ giant moved down south. They must be cursing us there.

RumorsPostsuccess:  [1007]
The %kno saved %reg again. A %ra of their order killed the ___dungeon_ giant.

QuestorPostsuccess:  [1008]
Hullo, %pcf the Giant-Killer. What can I do for you?

QuestorPostfailure:  [1009]
Come back when you know how to slay one lousy giant, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_ in ___qgiver_
 told me of a _monster_ that needs
 slaying in ___dungeon_.
 I only have =2dung_ days.

Message:  1011
<ce>                     A bear claw brand is clearly
<ce>                      visible on the upper arm of
<ce>                      the _monster_. This must be
<ce>                       the one _qgiver_ spoke of.


-- Symbols used in the QRC file:
--
--              %kno occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 2 times.
--           =2dung_ occurs 2 times.
--       ___dungeon_ occurs 5 times.
--        ___qgiver_ occurs 2 times.
--         _monster_ occurs 7 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _local_ face 207 group Group_18

Place _dungeon_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Giant

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	say 1004 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0b50y11

-- Quest: /dos/g/game/dag/arena2/b0b50y11.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 50
-- QuestId: 11
Messages: 12
Quest: b0b50y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            I am _qgiver_.
<ce>                        One of the local nobles,
<ce>                      _nobleman_, has just gotten
<ce>                        the deed to an abandoned
<ce>                      piece of property. Too late,
<ce>                      %g found out it is haunted.
<ce>                      Someone needs to go out and
<ce>                      banish the ghost that haunts
<ce>                      it. Are you willing to take
<ce>                             up this quest?

RefuseQuest:  [1001]
<ce>                        Ghosts are normally the
<ce>                      temple's problem. Maybe I'll
<ce>                      turn this one over to them.

AcceptQuest:  [1002]
<ce>                       _nobleman_ wants to begin
<ce>                    rebuilding within =2dung_ days.
<ce>                    %g has the deed to ___dungeon_,
<ce>                     where you'll find the spirit.

QuestComplete:  [1004]
<ce>                       _nobleman_ will be quite
<ce>                      pleased. %g has even offered
<ce>                       to dedicate a fountain in
<ce>                               your name.

RumorsDuringQuest:  [1005]
_nobleman_ was crazy to accept the deed to ___dungeon_. Crazy or stupid.

RumorsPostfailure:  [1006]
Poor _nobleman_ appealed to %kno to exorcise ___dungeon_, but they failed.

RumorsPostsuccess:  [1007]
___dungeon_ can be made into a warehouse or a summer home, thanks to %kno.

QuestorPostsuccess:  [1008]
Greetings, %pcf. After helping us with _nobleman_, what can I do for you?

QuestorPostfailure:  [1009]
You failed %kno when you failed _nobleman_, %pcf. A grave disappointment.


QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 pled with me to rid ___dungeon_
 of a ghost that is haunting
 it. I have =2dung_ days before
 they they need to begin
 the reconstruction.

Message:  1011
<ce>                      The ghost has been laid to
<ce>                        rest. _nobleman_ can now
<ce>                          rebuild ___dungeon_.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--              %kno occurs 3 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 1 time.
--       ___dungeon_ occurs 6 times.
--        ___qgiver_ occurs 1 time.
--        _nobleman_ occurs 8 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _nobleman_ face 182 factiontype Province
Person _local_ face 77 group Group_18

Place _dungeon_ remote dungeon11

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _ghost_ is Ghost
Foe _wraith_ is Wraith

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _S.04_ _S.05_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _wraith_ saying 1011 
	killed 1 _ghost_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	change repute with _nobleman_ by +10 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	place foe _wraith_ at _dungeon_ 

_S.05_ task:
	place foe _ghost_ at _dungeon_ 


b0b60y12

-- Quest: /dos/g/game/dag/arena2/b0b60y12.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 60
-- QuestId: 12
Messages: 12
Quest: b0b60y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    Have I got a good one for you.
<ce>                        It seems _nobleman_ just
<ce>                      read about an ancient family
<ce>                      curse. Now %g is scared out
<ce>                     of %g3 mind. %g wants someone
<ce>                    to go destroy %g3 great, great,
<ce>                       great grandmother, whom %g
<ce>                      fears walks the earth as an
<ce>                      undead monstrosity. Are you
<ce>                           interested, %pct?
                                     <--->
<ce>                 This may potentially be nothing more
<ce>                   than a simple poke around a tomb,
<ce>                      but _nobleman_ has asked us
<ce>                    to investigate the resting place
<ce>                    of %g3 great, great, great grand
<ce>                   mother. Apparently %g had a dream
<ce>                    that %g had been brought to life
<ce>                    and would escape from the family
<ce>                     burial mound in =2dung_ days.
<ce>                   Perhaps it is all perfect rot, but
<ce>                   perhaps not. Will you investigate,
<ce>                                 %pct?

RefuseQuest:  [1001]
<ce>                   If you run into any knights that
<ce>                     might take this job, send them
<ce>                                 to me.

AcceptQuest:  [1002]
<ce>                     _nobleman_'s ancient ancestor
<ce>                    is entombed in a mausoleum named
<ce>                          ___dungeon_ that was
<ce>                   designed to prevent graverobbing.
<ce>                     There is no proof she is even
<ce>                     undead. Odds are she's just a
<ce>                    corpse. If so, burn the body in
<ce>                    a proper funeral pyre. Get back
<ce>                   within =2dung_ days, or _nobleman_
<ce>                   says the curse will be triggered.

QuestComplete:  [1004]
<ce>                     Well I'll be. I didn't figure
<ce>                       _nobleman_'s ancestor was
<ce>                    really one of the walking dead!
<ce>                    You have saved the local people
<ce>                       much misery and suffering.

RumorsDuringQuest:  [1005]
_nobleman_ is a superstitious fool, but %g3 great grandmother was an odd one.
<--->
_nobleman_ comes a strange family. Maybe %g3 great grandmother is a zombie.

RumorsPostfailure:  [1006]
%kno looked into _nobleman_'s story and, I guess, decided it was a hoax.

RumorsPostsuccess:  [1007]
_nobleman_'s great, great grandmother was undead after all! How about that?

QuestorPostsuccess:  [1008]
After saving %reg from an undead menace we didn't know we had, what can I do?

QuestorPostfailure:  [1009]
As a matter of fact, I know _nobleman_'s story wasn't a hoax, you sluggard!
<--->
I happen to know there was a real monster in ___dungeon_, you dormouse!
<--->
You failed %kno when you failed _nobleman_, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 charged me with the duty of
 cremating the corpse of
 _nobleman_'s ancient ancestor
 in ___dungeon_. There is
 a chance it is an undead
 horror, which will need to
 be put to rest. I have =2dung_
 days to finish the quest.

Message:  1011
<ce>                    The _monster_ is laid to rest.
<ce>                       _nobleman_ need not worry
<ce>                         about that curse now.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g3 occurs 5 times.
--              %kno occurs 2 times.
--              %pcf occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--           =2dung_ occurs 3 times.
--         ==qgiver_ occurs 1 time.
--       ___dungeon_ occurs 3 times.
--        ___qgiver_ occurs 1 time.
--         _monster_ occurs 1 time.
--        _nobleman_ occurs 13 times.
--          _qgiver_ occurs 1 time.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _nobleman_ group Holy_Order female
Person _local_ face 1 group Group_18

Place _dungeon_ remote dungeon4

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Mummy

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	change repute with _nobleman_ by +10 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0b70y14

-- Quest: /dos/g/game/dag/arena2/b0b70y14.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 70
-- QuestId: 14
Messages: 12
Quest: b0b70y14
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                           %pcf, we have an
<ce>               emergency. The Mages Guild has discovered
<ce>                a rift in the wall between Oblivion and
<ce>               our dimension, Mundus. I don't pretend to
<ce>                understand exactly what that means, but
<ce>               it's bad. All sorts of Daedric beings are
<ce>                entering into our world. The Mages Guild
<ce>               says it can seal the breach, but it falls
<ce>                  to us to slay the Daedras that have
<ce>                  already crossed over. Will you take
<ce>                      up this quest, not for gold,
<ce>                             but for glory?
                                     <--->
<ce>                         The end, %pct, may be
<ce>                 here at last. For centuries, prophets
<ce>                    have spoken of the day when the
<ce>                   aetherial walls that separate our
<ce>                 dimension, Mundus, from Oblivion, the
<ce>                land of the Daedra, will crack asunder.
<ce>                 The Mages Guild will attempt to repair
<ce>                the breach, but they need us to slay the
<ce>                  infernal creatures who have already
<ce>                   broken through. Can we rely on you
<ce>                            for this, %pct?

RefuseQuest:  [1001]
<ce>                        Our world hangs in the
<ce>                       balance and you can think
<ce>                         only of yourself. I am
<ce>                       ashamed to know you are a
<ce>                               ==qgiver_.

AcceptQuest:  [1002]
<ce>                    Go quickly then to ___dungeon_.
<ce>                     We have no way of knowing how
<ce>                     many Daedra are wandering its
<ce>                     halls. The Mages Guild says to
<ce>                      slay all Daedric beings you
<ce>                      encounter. They will contact
<ce>                     you by spell when they detect
<ce>                     the last invader gone. Hurry,
<ce>                      for in =2dung_ days it will
<ce>                              be too late.

QuestComplete:  [1004]
<ce>                So you killed the Daedra eh? Actually,
<ce>                 this is kind of embarrassing. It turns
<ce>                   out that we were duped by a rogue
<ce>                  mage. She had summoned a Daedra that
<ce>                 she could not control and wanted us to
<ce>                  slay it before the Guild found out.
<ce>                   She thought that with her story we
<ce>                would do it for free rather than having
<ce>                to pay the Fighters Guild. Normally our
<ce>                   order does not pay its members for
<ce>                   their trouble. This is an unusual
<ce>               situation. Take these _gold_ gold pieces.

RumorsDuringQuest:  [1005]
If the people of %reg knew what the Mages Guild knows, everyone'd riot.

RumorsPostfailure:  [1006]
No thanks to %kno, the end of Tamriel was narrowly averted.

RumorsPostsuccess:  [1007]
The Mages Guild owes %kno for that fiasco over in ___dungeon_, so I hear.

QuestorPostsuccess:  [1008]
Well, %pcf, as you sort of saved the world, what can I do for you?

QuestorPostfailure:  [1009]
All of Tamriel was nearly destroyed, %pcf. And I'm a little annoyed with you.
<--->
I don't think you can blame me for not trusting you after your last debacle.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 says that Daedras are pouring
 through a dimensional rift.
 I must go to ___dungeon_
 and kill them all. They will
 contact me by spell when I
 have slain the last of them.
 I have =2dung_ days before it
 is too late.

Message:  1011
<ce>                      A voice from beyond echoes
<ce>                        in your head, saying...
<ce>                                    
<ce>                       "The last Daedra is dead.
<ce>                        With it dead, Tamriel is
<ce>                        safe again. Hey what are
<ce>                        you doing! Let go of my
<ce>                        arms! I am a guild mage!
<ce>                        Don't blow out that..."


-- Symbols used in the QRC file:
--
--              %kno occurs 2 times.
--              %pcf occurs 3 times.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 2 times.
--       ___dungeon_ occurs 3 times.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _fire_ is Fire_daedra
Foe _frost_ is Frost_daedra
Foe _lesser_ is Daedroth
Foe _lord_ is Daedra_lord

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _daedra1_ _daedra2_ _daedra3_ _daedra4_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _lord_ 
	killed 1 _lesser_ 
	killed 1 _frost_ 
	killed 1 _fire_ 
	say 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_daedra1_ task:
	place foe _lord_ at _dungeon_ 

_daedra2_ task:
	place foe _lesser_ at _dungeon_ 

_daedra3_ task:
	place foe _frost_ at _dungeon_ 

_daedra4_ task:
	place foe _fire_ at _dungeon_ 


b0b70y16

-- Quest: /dos/g/game/dag/arena2/b0b70y16.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 70
-- QuestId: 16
Messages: 12
Quest: b0b70y16
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Shhh! Don't let anyone else hear
<ce>                         this, %pct. I just got
<ce>               word that a dragon has been spotted! Well,
<ce>                 not a full grown dragon, just a little
<ce>               dragonling. There is no quest more heroic
<ce>                 for a member of ==qgiver_ than to slay
<ce>               a dragon. I know where it is, you go kill
<ce>               it. We can both lay claim to the glory. Is
<ce>                             it a bargain?
                                     <--->
<ce>                    'Tis time for you to prove that
<ce>                      you are truly of ==qgiver_,
<ce>                      %pct. It is time for you to
<ce>                             slay a dragon.

RefuseQuest:  [1001]
<ce>                      You tell anyone else about
<ce>                     this and I'll see you drummed
<ce>                           out of ==qgiver_.

AcceptQuest:  [1002]
<ce>                      The dragon egg just hatched
<ce>                        in ___dungeon_. I don't
<ce>                      know if there are any other
<ce>                       dragonlings there or not.
<ce>                       I can keep it all a secret
<ce>                           for =2dung_ days.

QuestComplete:  [1004]
<ce>                         All hail %pcn, known
<ce>                      from this point onward as a
<ce>                         dragonslayer! All hail
<ce>                         _qgiver_, strong right
<ce>                       arm and valued confidant!

RumorsDuringQuest:  [1005]
Nothing much of any interest going on.
<--->
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostfailure:  [1006]
%kno went stomping about in ___dungeon_ for no reason.

RumorsPostsuccess:  [1007]
The dragon in ___dungeon_ was fifty feet long!
<--->
The ___dungeon_ dragon was a hundred feet long!
<--->
The dragon that %ra slew ate forty cows for lunch!

QuestorPostsuccess:  [1008]
What can I do for my fellow dragon slayer?

QuestorPostfailure:  [1009]
You really let me down with that dragon. Leave me alone.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 told me that a dragon's egg
 hatched in ___dungeon_.
 I have =2dung_ days to slay
 the beast and bask in the
 glory of the deed.

Message:  1011
<ce>                        The dragonling is dead.
<ce>                       They'll talk about this in
<ce>                          ==qgiver_ for years!


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--              %jok occurs 3 times.
--              %kno occurs 1 time.
--              %oth occurs 1 time.
--              %pcn occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 5 times.
--       ___dungeon_ occurs 5 times.
--        ___qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 93 group Group_18

Place _dungeon_ remote dungeon14

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Dragonling

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +6 
	change repute with _qgiver_ by +10 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0b71y03

-- Quest: /dos/g/game/dag/arena2/b0b71y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 71
-- QuestId: 3
Messages: 53
Quest: b0b71y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      A rumor has surfaced as to
<ce>                     the whereabouts of an ancient
<ce>                       artifact of power. This is
<ce>                          a once in a lifetime
<ce>                       opportunity. Are you up to
<ce>                               it, %pct?

RefuseQuest:  [1001]
<ce>                      Not the ambitious type, eh?
<ce>                        Some other lucky knight
<ce>                       will be sure to snap this
<ce>                                one up.

AcceptQuest:  [1002]
<ce>                       I thought I detected the
<ce>                       gleam of ambition in your
<ce>                         eyes %pcf. Supposedly,
<ce>                       a witch living deep in the
<ce>                         bowels of ___dungeon1_
<ce>                      has discovered a clue about
<ce>                       where to find this thing.
<ce>                          I'd start with her.

QuestComplete:  [1004]
<ce>                             Your quest is
<ce>                               complete.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

QuestorPostsuccess:  [1008]
So, you won that which you quested for. What would have now?

QuestorPostfailure:  [1009]
I haven't anything to say to you, %pcf.
<--->
I wasted my breath talking to you before.

QuestLogEntry:  [1010]
%qdt:
 I embarked upon a quest to find a legendary,
 artifact of power. The only clue
 _questgiver_ of __questgiver_
 was able to provide is that a witch hermited
 in ___dungeon1_ might know
 something about it.

Message:  1011
%qdt:
 The witch, _witch_,
 in ___dungeon1_ demanded
 that I kidnap _child_,
 in _palace_, in __palace_,
 her great granddaughter, and bring her
 to the witch if I am ever to find
 _aurielsbow_.

Message:  1012
%qdt:
 The witch, _witch_,
 in ___dungeon1_ demanded
 that I kidnap _child_,
 in _palace_, in __palace_,
 her great granddaughter, and bring her
 to the witch if I am ever to find
 _aurielshield_.

Message:  1013
%qdt:
 The witch, _witch_,
 in ___dungeon1_ demanded
 that I kidnap _child_,
 in _palace_, in __palace_,
 her great granddaughter, and bring her
 to the witch if I am ever to find
 _lordsmail_.

Message:  1021
<ce>              I am _witch_. So, you want _aurielshield_.
<ce>          It is true that I know something of it. You must do
<ce>            something for me if you wish to learn my secret.
<ce>            Long ago, when I was young and your grandfather
<ce>                  was less than a gleam in your great
<ce>             grandmother's eye, I gave birth to a daughter.
<ce>        I left the child to be raised by others, but now that my
<ce>                   powers are waning, I need an heir.
<ce>                 My daughter is long dead, but I have a
<ce>                  great granddaughter of the right age
<ce>                     named _child_. Bring her to me
<ce>         within =finddaughter_ days and I will tell you what I
<ce>               know of _aurielshield_. _child_'s parents
<ce>           know nothing of her birthright and will certainly
<ce>                    resist any attempt to take her.
<ce>                     You will find her in _palace_
<ce>                             in __palace_.

Message:  1020
<ce>               I am _witch_. So, you want _aurielsbow_.
<ce>          It is true that I know something of it. You must do
<ce>            something for me if you wish to learn my secret.
<ce>            Long ago, when I was young and your grandfather
<ce>                  was less than a gleam in your great
<ce>             grandmother's eye, I gave birth to a daughter.
<ce>        I left the child to be raised by others, but now that my
<ce>                   powers are waning, I need an heir.
<ce>                 My daughter is long dead, but I have a
<ce>                  great granddaughter of the right age
<ce>                     named _child_. Bring her to me
<ce>         within =finddaughter_ days and I will tell you what I
<ce>                know of _aurielsbow_. _child_'s parents
<ce>           know nothing of her birthright and will certainly
<ce>                    resist any attempt to take her.
<ce>                     You will find her in _palace_
<ce>                             in __palace_.

Message:  1022
<ce>                I am _witch_. So, you want _lordsmail_.
<ce>          It is true that I know something of it. You must do
<ce>            something for me if you wish to learn my secret.
<ce>            Long ago, when I was young and your grandfather
<ce>                  was less than a gleam in your great
<ce>             grandmother's eye, I gave birth to a daughter.
<ce>        I left the child to be raised by others, but now that my
<ce>                   powers are waning, I need an heir.
<ce>                 My daughter is long dead, but I have a
<ce>                  great granddaughter of the right age
<ce>                     named _child_. Bring her to me
<ce>         within =finddaughter_ days and I will tell you what I
<ce>                 know of _lordsmail_. _child_'s parents
<ce>           know nothing of her birthright and will certainly
<ce>                    resist any attempt to take her.
<ce>                     You will find her in _palace_
<ce>                             in __palace_.

Message:  1025
<ce>                      What are you doing! I don't
<ce>                       want to go with you. Help!
<ce>                          Mommy, daddy, help!

Message:  1026
<ce>                          Intruder! Intruder!

Message:  1027
<ce>                          Put down _child_ or
<ce>                     I will be forced to kill you.

Message:  1032
<ce>                     Ah yes, my heir. What did you
<ce>                      say it's name was? _child_?
<ce>                         Yes, %g will do fine.
<ce>                         %pcn, you have earned
<ce>                  the right to pursue _aurielshield_.
<ce>                      The stars have told me that
<ce>                    the path to _aurielshield_ leads
<ce>                         through ___dungeon2_.
<ce>                          That is all I know.

Message:  1031
<ce>                     Ah yes, my heir. What did you
<ce>                      say it's name was? _child_?
<ce>                         Yes, %g will do fine.
<ce>                         %pcn, you have earned
<ce>                   the right to pursue _aurielsbow_.
<ce>                      The stars have told me that
<ce>                     the path to _aurielsbow_ leads
<ce>                         through ___dungeon2_.
<ce>                          That is all I know.

Message:  1033
<ce>                     Ah yes, my heir. What did you
<ce>                      say it's name was? _child_?
<ce>                         Yes, %g will do fine.
<ce>                         %pcn, you have earned
<ce>                    the right to pursue _lordsmail_.
<ce>                      The stars have told me that
<ce>                     the path to _lordsmail_ leads
<ce>                         through ___dungeon2_.
<ce>                          That is all I know.

Message:  1051
%qdt:
 _witch_ has told me that
 the path to _aurielshield_
 is through ___dungeon2_.

Message:  1050
%qdt:
 _witch_ has told me that
 the path to _aurielsbow_
 is through ___dungeon2_.

Message:  1052
%qdt:
 _witch_ has told me that
 the path to _lordsmail_
 is through ___dungeon2_.


-- Symbols used in the QRC file:
--
--               %cn occurs 3 times.
--                %g occurs 3 times.
--              %jok occurs 9 times.
--              %oth occurs 3 times.
--              %pcf occurs 2 times.
--              %pcn occurs 3 times.
--              %pct occurs 1 time.
--              %qdt occurs 7 times.
--              %reg occurs 3 times.
--    =finddaughter_ occurs 3 times.
--      ___dungeon1_ occurs 5 times.
--      ___dungeon2_ occurs 6 times.
--         __palace_ occurs 6 times.
--     __questgiver_ occurs 1 time.
--      _aurielsbow_ occurs 6 times.
--    _aurielshield_ occurs 6 times.
--           _child_ occurs 13 times.
--       _lordsmail_ occurs 6 times.
--          _palace_ occurs 6 times.
--      _questgiver_ occurs 1 time.
--           _witch_ occurs 9 times.

QBN:
Item _aurielshield_ artifact Auriels_Shield
Item _aurielsbow_ artifact Auriels_Bow
Item _lordsmail_ artifact Lords_Mail

Person _witch_ face 1 faction The_Glenmoril_Witches
Person _child_ face 211 faction Children
Person _ruler_ group Noble female
Person _local_ face 33 group Group_18
Person _questgiver_ face 67 group Questor

Place _dungeon1_ remote dungeon
Place _palace_ remote palace
Place _dungeon2_ remote dungeon

Clock _finddaughter_ 0:0 0 flag 0:17 range 1 2

Foe _F.00_ is 2 Knight
Foe _battlemage_ is Battle_mage
Foe _warrior_ is Warrior

--	Quest start-up:
	start timer _finddaughter_ 
	reveal _dungeon1_ 
	log 1010 step 0 
	pick one of _artifact1_ _artifact2_ _artifact3_ 
	pc at _palace_ do _S.10_ 
	place npc _witch_ at _dungeon1_ 
	place npc _child_ at _palace_ 

_S.00_ task:
	clicked npc _witch_ 

_S.01_ task:
	clicked npc _child_ say 1025 
	create foe _battlemage_ every 4 minutes 5 times with 25% success 
	create foe _F.00_ every 3 minutes 5 times with 30% success 
	remove npc _child_ 
	add _child_ face 

_clearclick_ task:
	when _S.00_ and not _S.01_ 
	clear _S.00_ _clearclick_ 

variable _finddaughter_
variable _artifact1_
variable _artifact2_
variable _artifact3_
_S.07_ task:
	when _S.16_ and _artifact1_ 
	log 1011 step 1 

_S.08_ task:
	when _S.16_ and _artifact2_ 
	log 1012 step 1 

_fire_ task:
	when _S.16_ and _artifact3_ 
	log 1013 step 1 

_S.10_ task:
	create foe _warrior_ every 5 minutes 5 times with 50% success 

_greklith_ task:
	injured _warrior_ saying 1026 

_S.12_ task:
	injured _battlemage_ 
	injured _F.00_ 
	prompt 1027 yes _S.13_ no _S.14_ 

_S.13_ task:
	drop _child_ face 
	change repute with _local_ by +6 
	change repute with _child_ by -10 
	end quest 

_S.14_ task:
	change repute with _ruler_ by -50 

_S.15_ task:
	when _S.01_ and not _S.13_ and _S.00_ 
	reveal _dungeon2_ 
	drop _child_ face 
	clear _S.01_ 

_S.16_ task:
	when _S.00_ and not _S.01_ 

_S.17_ task:
	when _artifact1_ and _S.15_ 
	place item _aurielsbow_ at _dungeon2_ 
	log 1050 step 2 
	say 1031 

_S.18_ task:
	when _artifact2_ and _S.15_ 
	place item _aurielshield_ at _dungeon2_ 
	log 1051 step 2 
	say 1032 

_S.19_ task:
	when _artifact3_ and _S.15_ 
	place item _lordsmail_ at _dungeon2_ 
	log 1052 step 2 
	say 1033 

_S.20_ task:
	clicked item _aurielsbow_ 
	make _aurielsbow_ permanent 
--	Discovered a new op-code:
	_0x3c_ 19

_S.21_ task:
	clicked item _aurielshield_ 
	make _aurielshield_ permanent 

_S.22_ task:
	clicked item _lordsmail_ 
	make _lordsmail_ permanent 

_S.23_ task:
	when _S.20_ or _S.22_ or _S.21_ 
	give pc nothing 
	end quest 

_S.24_ task:
	when _S.00_ and _artifact1_ saying 1020 
	say 1020 

_S.25_ task:
	when _S.00_ and _artifact2_ saying 1021 
	say 1021 

_S.26_ task:
	when _S.00_ and _artifact3_ saying 1022 
	say 1022 

variable _love_


b0b80y17

-- Quest: /dos/g/game/dag/arena2/b0b80y17.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: knight
-- Repute: 80
-- QuestId: 17
Messages: 12
Quest: b0b80y17
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      I am _qgiver_ of ==qgiver_.
<ce>                     I have a most dangerous quest
<ce>                        %pcn. You are one of the
<ce>                      few that could possibly take
<ce>                      it on. A lich is raising an
<ce>                    army of undead. We need someone
<ce>                     to go in and put a stop to it.

RefuseQuest:  [1001]
<ce>                          I understand, %pcn.
<ce>                     This is too dangerous even for
<ce>                    you. There are one or two other
<ce>                      heroes that might be able to
<ce>                     pull this one off. I'll go ask
<ce>                                 them.

AcceptQuest:  [1002]
<ce>                    You are brave indeed. The lich
<ce>                       has made ___dungeon_ into
<ce>                     its lair. Go there and destroy
<ce>                    the foul thing. In =2dung_ days
<ce>                     we will send out someone else,
<ce>                         should you not return.

QuestComplete:  [1004]
<ce>                        Hail to the hero, %pcn!
<ce>                      Well done! You name will be
<ce>                     recorded in all the histories.

RumorsDuringQuest:  [1005]
The Great Lich of ___dungeon_ is awake again.

RumorsPostfailure:  [1006]
The Lich of ___dungeon_ went across the Bay, I hear.
<--->
The Lich is gathering forces outside of %reg.

RumorsPostsuccess:  [1007]
Thank %god for ==qgiver_. They saved us all.
<--->
A %ra from ==qgiver_ destroyed the Lich of ___dungeon_.

QuestorPostsuccess:  [1008]
I would be honored to help you in any way, hero.

QuestorPostfailure:  [1009]
After the ___dungeon_ debacle, you have a lot of nerve returning.
<--->
I trusted you to slay that lich. Think of my situation!

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ==qgiver_ in ___qgiver_
 charged me with the duty of
 destroying the lich of
 ___dungeon_. I have =2dung_
 days to finish the task.

Message:  1011
<ce>                       The lich is dead. Without
<ce>                        his magical support, the
<ce>                     army of undead will return to
<ce>                               the grave.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--           =2dung_ occurs 2 times.
--         ==qgiver_ occurs 4 times.
--       ___dungeon_ occurs 6 times.
--        ___qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 1 group Group_18

Place _dungeon_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Ancient_lich
Foe _F.01_ is Lich

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _S.05_ _S.04_ _S.04_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _F.01_ saying 1011 
	killed 1 _F.00_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	place foe _F.01_ at _dungeon_ 

_S.05_ task:
	place foe _F.00_ at _dungeon_ 


b0c00y05

-- Quest: /dos/g/game/dag/arena2/b0c00y05.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: knight
-- Repute: 0
-- QuestId: 5
Messages: 81
Quest: b0c00y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  You are not yet a trusted member of
<ce>                       our knightly order, %pcn.
<ce>                   However, I think I know a way you
<ce>                     can earn our trust. There is a
<ce>                  traitor to the order in ___qgiver_,
<ce>                     a dastardly _monster_ who has
<ce>                   betrayed us to our enemies. Death
<ce>                   is a fair punishment for treason,
<ce>                       don't you think %pcn? Will
<ce>                       you do this for the order?

RefuseQuest:  [1001]
<ce>                     Don't expect any favors from
<ce>                   this knightly order anytime soon.

AcceptQuest:  [1002]
<ce>                      The traitor is a _monster_
<ce>                     named =monster_ who is hiding
<ce>                        like a craven coward in
<ce>                              ___mondun_.
<ce>                        If you have not returned
<ce>                    in =queston_ days, our trust is
<ce>                     forfeit and another will take
<ce>                              your place.

QuestFail:  [1003]
<ce>                 The _monster_ is not dead. Do not try
<ce>                       to convince me otherwise.

QuestComplete:  [1004]
<ce>                       Maybe you are not as bad
<ce>                         as they say. %pcn, you
<ce>                      have earned a bit of respect
<ce>                       with this knightly order.

RumorsDuringQuest:  [1005]
That _monster_ ran off to ___mondun_ like the hounds of hell were behind him.
<--->
_qgiver_ can't just let =monster_ go after what %g did to the knightly order.

RumorsPostfailure:  [1006]
=monster_ is apparently tougher than _qgiver_ thought. What an escape.
<--->
=monster_ has moved north I hear, but %g3 memory still plagues the order.

RumorsPostsuccess:  [1007]
=monster_'s story just proves it. You don't play around with the ==qgiver_.
<--->
I always thought the Order would be more merciful to a dolt like =monster_.

QuestorPostsuccess:  [1008]
I'd be happy to help you however I can, killer.

QuestorPostfailure:  [1009]
Your heart is too soft, %pcf. Don't waste my time.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 has sent me to find and slay a _monster_
 called =monster_ who is slinking
 around in ___mondun_. I have
 =queston_ days to accomplish this.

Message:  1011
<ce>               You have killed =monster_, the _monster_.
<ce>                   The knightly order will be proud.

Message:  1080
<ce>                    As a token of our appreciation,
<ce>                 please accept this map to ___newdung_,
<ce>                  a foul, vermin-infested hole by all
<ce>                   accounts.  Just the kind of place
<ce>                     a budding knight should enjoy
<ce>                              cleaning up.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--         ==qgiver_ occurs 1 time.
--         =monster_ occurs 8 times.
--         =queston_ occurs 2 times.
--        ___mondun_ occurs 3 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 2 times.
--         _monster_ occurs 6 times.
--          _qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male

Place _mondun_ remote dungeon
Place _newdung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Nightblade

--	Quest start-up:
	start timer _queston_ 
	reveal _mondun_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ _nomap_ 
	place foe _monster_ at _mondun_ 

_queston_ task:
	end quest 

_pcgetsgold_ task:
	when _mondead_ and _qgclicked_ 
	give pc nothing 
	end quest 

_mondead_ task:
	killed 1 _monster_ saying 1011 

_qgclicked_ task:
	clicked npc _qgiver_ 

_clearclick_ task:
	when not _mondead_ and _qgclicked_ 
	clear _qgclicked_ _clearclick_ 

variable _map_
variable _nomap_
_S.07_ task:
	when _map_ and _pcgetsgold_ 
	reveal _newdung_ saying 1080 


b0c00y06

-- Quest: /dos/g/game/dag/arena2/b0c00y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: knight
-- Repute: 0
-- QuestId: 6
Messages: 12
Quest: b0c00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        I don't trust you, %pcn.
<ce>                      You are not a member of our
<ce>                    order. If you would like to earn
<ce>                   my trust, and maybe even a modicum
<ce>                   of respect, go kill the _monster_
<ce>                  raiding the farms. Are you up to it?

RefuseQuest:  [1001]
<ce>                     I thought so. The heart of a
<ce>                    coward beats within your chest.
<ce>                     The sight of you makes me ill.

AcceptQuest:  [1002]
<ce>                  The _monster_ has made its lair in
<ce>                       ___dungeon_. Go there and
<ce>                      kill it. There may be other
<ce>                  _monster_s there, but I don't care.
<ce>                   I am only interested in one with a
<ce>                 large burn mark on its back. It's the
<ce>                one that has been raiding the peasants.
<ce>                         You have =2dung_ days.

QuestComplete:  [1004]
<ce>                      Hmmph. You did better than
<ce>                     expected, %pcn. Maybe someday
<ce>                      you will even be worthy of a
<ce>                   membership in the knightly order.

RumorsDuringQuest:  [1005]
That _monster_ is a real nuisance in %cn.
<--->
Many wish the knights would do something about that _monster_.

RumorsPostfailure:  [1006]
Thank %god, and not the knightly order, the _monster_ moved on.
<--->
It's only natural that the _monster_ moved. But it'll return.

RumorsPostsuccess:  [1007]
Everyone is thanking the knights for slaying that _monster_.
<--->
No one expected the knightly order to do anything about the _monster_.

QuestorPostsuccess:  [1008]
Awright, kid. After what you did, I can be civil to you.

QuestorPostfailure:  [1009]
_monster_ Lover, get outta here.
<--->
You make me sick, _monster_ Lover.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 the knightly order in ___qgiver_
 told me of a _monster_ that needs
 slaying in ___dungeon_.
 I only have =2dung_ days.

Message:  1011
<ce>                        On it's back is a large
<ce>                      scorched area. This must be
<ce>                       the one _qgiver_ spoke of.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--              %god occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--         _monster_ occurs 12 times.
--          _qgiver_ occurs 2 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 207 group Group_18

Place _dungeon_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Giant

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0c00y10

-- Quest: /dos/g/game/dag/arena2/b0c00y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: knight
-- Repute: 0
-- QuestId: 10
Messages: 12
Quest: b0c00y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        I am _qgiver_. You are
<ce>                  not a member of this knightly order.
<ce>                 We are not sure if you can be trusted
<ce>                  yet. If you were to slay the leader
<ce>                  of the bandit band of orcs troubling
<ce>                  our area, it might change our minds.
<ce>                 Do you have the stomach for such work?

RefuseQuest:  [1001]
<ce>                        Why am I not surprised?
<ce>                      Come back when you are ready
<ce>                          to earn our respect.

AcceptQuest:  [1002]
<ce>                     Kill as many orcs as you can,
<ce>                       but be sure to kill their
<ce>                           leader, =monster_.
<ce>                     The foul band is hiding up in
<ce>                         ___dungeon_. If you're
<ce>                      not back in =2dung_ days, I
<ce>                      will know you are the coward
<ce>                         everyone says you are.

QuestComplete:  [1004]
<ce>                    Hmmm. Maybe we should consider
<ce>                     you for membership. Not a bad
<ce>                           job at all, %pcn.

RumorsDuringQuest:  [1005]
That orc tribe has eluded the knights so far.
<--->
That orc tribe would be lost without its leader.

RumorsPostfailure:  [1006]
The orcs will be back. Their leader still lives.

RumorsPostsuccess:  [1007]
Some %ra came out of nowhere, slew the orc leader, and left.

QuestorPostsuccess:  [1008]
What can I do for you, orc slayer?

QuestorPostfailure:  [1009]
You are not worth my time, orc fancier.
<--->
Why would I talk to a lousy orc lover?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 the knightly order in ___qgiver_
 gave me the task of wiping
 out an orc band that makes
 it's home in ___dungeon_.
 In particular I must get the
 leader, a certain =monster_
 I need to get back to %g2
 =2dung_ days or %g will
 assume I'm dead.

Message:  1011
<ce>                          =monster_ is dead.
<ce>                      Without a leader, these orcs
<ce>                  will never be more than a nuisance.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--           =2dung_ occurs 2 times.
--         =monster_ occurs 3 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male
Person _local_ face 1 group Group_18

Place _dungeon_ remote dungeon1

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Orc_sergeant

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	change repute with _local_ by +4 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


b0c00y13

-- Quest: /dos/g/game/dag/arena2/b0c00y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: knight
-- Repute: 0
-- QuestId: 13
Messages: 12
Quest: b0c00y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        Why should I trust you,
<ce>                          %pcn? I suppose some
<ce>                       small trial of arms is in
<ce>                      order. I certainly wouldn't
<ce>                      give you anything important,
<ce>                        seeing as you are not a
<ce>                     member of this knightly order.
<ce>                        I own a building that is
<ce>                        infested with creatures.
<ce>                       Kill them for me and maybe
<ce>                    I'll put in a good word for you.

RefuseQuest:  [1001]
<ce>                     I guess I'll just have to do
<ce>                      it myself. You are even more
<ce>                       worthless than I thought.

AcceptQuest:  [1002]
<ce>                      I am only giving you 1 day
<ce>                      to clean _house_ out. After
<ce>                      that, I'll just do it myself
<ce>                    and tell everyone what a coward
<ce>                            you really are.

QuestComplete:  [1004]
<ce>                        Quite acceptable %pcn.
<ce>                      I'll put in a good word for
<ce>                      you with my knightly order.

RumorsDuringQuest:  [1005]
Very strange sounds come out of the _house_.
<--->
_qgiver_'s house has really gone to Oblivion.

RumorsPostfailure:  [1006]
Poor _qgiver_ has to hire an exterminator.
<--->
It's going to cost _qgiver_ to clean that house.

RumorsPostsuccess:  [1007]
_house_ is finally at peace.
<--->
Those critters are out of _house_ at last.

QuestorPostsuccess:  [1008]
Well, you did clean out my house. What do you need?

QuestorPostfailure:  [1009]
You can't even kill a few critters. Don't waste my time.
<--->
I wouldn't waste my breath talking to a lickspittle.


QuestLogEntry:  [1010]
%qdt:
 In ___qgiver_,
 I met _qgiver_ of the knightly order.
 I can curry favor with the knights
 if I rid _house_ in __house_
 of its infestation for %g2.

Message:  1011
<ce>                You have cleaned out _qgiver_'s house.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 6 times.
--          _qgiver_ occurs 5 times.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _oneday_ 1.0:0 0 flag 0:1 range 0 1

Foe _spiders_ is Spider
Foe _rats_ is Giant_rat
Foe _scorpions_ is Giant_scorpion
Foe _bats_ is Giant_bat

--	Quest start-up:
	start timer _oneday_ 
	location _house_ 100 1440 
	log 1010 step 0 
	pc at _house_ do _S.01_ 

_oneday_ task:
	end quest 

_S.01_ task:
	pick one of _S.04_ _S.05_ _S.06_ _S.07_ 

_questdone_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_S.03_ task:
	killed 6 _bats_ 
	killed 7 _rats_ 
	killed 3 _scorpions_ 
	killed 3 _spiders_ 
	say 1011 

_S.04_ task:
	create foe _bats_ every 3 minutes 8 times with 25% success 

_S.05_ task:
	create foe _rats_ every 3 minutes 10 times with 25% success 

_S.06_ task:
	create foe _scorpions_ every 3 minutes 4 times with 25% success 

_S.07_ task:
	create foe _spiders_ every 3 minutes 4 times with 25% success 

_clearclick_ task:
	when not _S.03_ and _questdone_ 
	clear _questdone_ _clearclick_ 
	clear _questdone_ 


c0b00y00

-- Quest: /dos/g/game/dag/arena2/c0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 0
-- QuestId: 0
Messages: 13
Quest: c0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       A house over in __house_
<ce>            is being haunted by some sort of undead. We need
<ce>           someone to exorcise the spirit. Are you up to it?
<ce>                      It pays _gold_ gold pieces.

RefuseQuest:  [1001]
<ce>           No shame in that. I'll keep an eye open for jobs
<ce>                          more to your liking.

AcceptQuest:  [1002]
<ce>            Remember, if the haunt is too tough for you to
<ce>          handle yourself, just get out of there. No one will
<ce>          blame you for saving your skin. The place is called
<ce>                     _house_ and it's in __house_.
<ce>           You have =traveltime_ days or we send someone else
<ce>                           out to do the job.

QuestComplete:  [1004]
<ce>          So the haunt is no more. I will burn incense at the
<ce>             altar for its spirit. Here is your temple fee.

RumorsDuringQuest:  [1005]
The ghost of _house_ cannot be killed, they say.

RumorsPostfailure:  [1006]
The ghost of _house_ will keep coming back.
<--->
The spirits of _house_ are still not at rest.

RumorsPostsuccess:  [1007]
_house_ is clean at last.
<--->
The spirits of _house_ are at last at rest.

QuestorPostsuccess:  [1008]
How may I help you, o exorciser of _house_?

QuestorPostfailure:  [1009]
_house_ is still haunted, and I should speak with thee?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_
 in ___qgiver_
 sent me on an errand to rid
 _house_ in __house_
 of an undead haunt. I have
 =traveltime_ days to do the job.

Message:  1011
<ce>          I am the ancestor of the builder of this house. It
<ce>           now belongs to the dead. Let all living creatures
<ce>                            shun this place.

Message:  1012
<ce>          I can see why you didn't stick around to fight that
<ce>                thing, %pcn. You have the thanks of the
<ce>            temple for at least finding out about the haunt.
<ce>                          Here's 2 gold coins.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 3 times.
--         __qgiver_ occurs 1 time.
--            _gold_ occurs 1 time.
--           _house_ occurs 9 times.
--          _qgiver_ occurs 1 time.

QBN:
Item _gold_ gold
Item boobyprize gold range 2 to 2

Person _qgiver_ face 1 group Questor

Place _house_ remote house2

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _ghost_ is Ghost
Foe _skeleton_ is Skeletal_warrior
Foe _wraith_ is Wraith
Foe _zombie_ is Zombie

--	Quest start-up:
	start timer _traveltime_ 
	log 1010 step 0 
	pick one of _S.02_ _S.03_ _S.04_ _S.05_ 
	pc at _house_ do _S.08_ 
	create npc at _house_ 

_traveltime_ task:
	end quest 

_questdone_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_S.02_ task:
	place foe _ghost_ at _house_ 

_S.03_ task:
	place foe _skeleton_ at _house_ 

_S.04_ task:
	place foe _wraith_ at _house_ 

_S.05_ task:
	place foe _zombie_ at _house_ 

_S.06_ task:
	killed 1 _ghost_ 
	killed 1 _skeleton_ 
	killed 1 _wraith_ 
	killed 1 _zombie_ 

_S.07_ task:
	injured _ghost_ saying 1011 
	injured _skeleton_ saying 1011 
	injured _wraith_ saying 1011 
	injured _zombie_ saying 1011 

variable _S.08_
variable _S.09_
_clearclick_ task:
	when _questdone_ and not _S.06_ 
	clear _questdone_ _clearclick_ 


c0b00y01

-- Quest: /dos/g/game/dag/arena2/c0b00y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 0
-- QuestId: 1
Messages: 38
Quest: c0b00y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        %god be with you, %pct.
<ce>                    You may have heard of _prophet_.
<ce>                 If you have not yet, you will. We are
<ce>                  investigating %g3 claims that %g is
<ce>                    a prophet. We are not, I think,
<ce>                   censorious by nature, but we must
<ce>                     ever be alert to the presence
<ce>                   of heretical influences. Would you
<ce>                     be available to assist in this
<ce>                        important investigation?
                                     <--->
<ce>                  It falls upon us to investigate the
<ce>                        claims of _prophet_ that
<ce>                   %g has seen the face and heard the
<ce>                       words of %god. Perhaps you
<ce>                      have time to assist in this
<ce>                                inquiry?

RefuseQuest:  [1001]
<ce>                         That's a pity, %pct.
<ce>                   I hope you will find time in your
<ce>                      busy schedule for the temple
<ce>                          in the near future.

AcceptQuest:  [1002]
<ce>                 Good. We have already sent one of the
<ce>                        Temple, _priest_ to the
<ce>                    desacrilized ___mondung_, where
<ce>                    _prophet_ asserts that %g first
<ce>                         witnessed the miracle.
<ce>                     If _priest_ needs assistance,
<ce>                 I will send for you. In the meanwhile,
<ce>                  I want you to find some more secular
<ce>                       information on _prophet_,
<ce>                   by asking around in %g3 hometown,
<ce>                           __tavern_. A loyal
<ce>                       cleric of ours, _contact_
<ce>                       will meet you in _tavern_.
<ce>                   I want to see evidence of the true
<ce>                          nature of _prophet_
<ce>                   in no more than =queston_ days. I
<ce>                   would leave immediately. May Great
<ce>                   %god bless your enterprise, %pct.

QuestComplete:  [1004]
<ce>                     Well done, %pct. I tremble to
<ce>                    think what _prophet_ might have
<ce>                    done to our temple had %g spread
<ce>                         %g3 profane word. %god
<ce>                     bless you and keep you, goodly
<ce>                        %ra. Here, a small token
<ce>                    of the esteem of your brethren.

RumorsDuringQuest:  [1005]
Say what you want about _prophet_'s religion, but %g's a persuasive writer.
<--->
__qgiver_ is real nervous about having a revolutionary like _prophet_ around.
<--->
I read about _prophet_'s miracle in %g3 tract. I must say, it's persuasive.

RumorsPostfailure:  [1006]
_prophet_'s gone on to preach %g3 evangelium to the heathen folk of Tamriel.
<--->
_prophet_'s left the Bay, but %g3 work is not yet complete.

RumorsPostsuccess:  [1007]
That _prophet_ was a charletan who found some fools in __tavern_.

QuestorPostsuccess:  [1008]
For what thou hast done for the faith, I'd be happy to help thee.

QuestorPostfailure:  [1009]
I have nothing to say to thee, heretic of _prophet_.

QuestorPostfailure:  [1009]
_prophet_ may be the greatest leader to come out of __tavern_.
<--->
_prophet_ spends %g3 time in %g3 room in _prophouse_, writing.
<--->
_prophet_ hasn't ever gotten on well with __qgiver_.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 has sent me to investigate the life of
 _prophet_, who claims to
 be a prophet. I am to ask about %g2
 in %g3 hometown, __tavern_.
 _contact_ is waiting for
 me there to give me %g3 further
 instructions. I am to meet %g2
 at _tavern_.

Message:  1011
    I scarcely remember my voyage to the place
 called ___mondung_: I expect I was
 still partly dreaming. Deep within the stinking
 recesses of the profaned temple, I was met with
 a great fire and from the flames I heard the
 same voice speak: "Welcome."
      "Who art thou?" I addressed the flame.
      "I am what __qgiver_ doth
 proclaim to worship, but with every act and
 thought defile my divinity. To thee I called
 so that a new __qgiver_ might be
 created, one led by truth and true insight,
 and understanding of my Being. The heathen
 need insight, and you shall be it."
      The God told me more that day, but while
 the wicked __qgiver_ continues
 their policy of quashing any who dare to
 challenge their corrupted, contemptible
 theology, I must keep my tracts short. More
 will follow shortly hereafter.

Message:  1012
                          __qgiver_
                           ___qgiver_
 
 %pct %pcn,
 
      _priest_ has failed to
 meet with the man to whom %g was to report
 %g3 findings in ___mondung_.
 We must assume the worst.
      You are hereby ordered to find either
 _priest_ %g2-self or %g3 body
 in ___mondung_ and report back
 to me. All other assignments and investigations
 take lower priority.
 
<ce>                                _qgiver_

Message:  1013
<ce>                 Ah hello, %pcf. Welcome to __tavern_.
<ce>              The whole town's in a buzz about that young
<ce>                      _prophet_. But %g isn't even
<ce>                   here -- %g's in __prophouse_ at a
<ce>                   tavern called _prophouse_, working
<ce>               on a new tract about what this mysterious
<ce>                      spirit of ___mondung_ had to
<ce>                 say about the moral disintegration of
<ce>                      __qgiver_. Here's a copy of
<ce>                the original tractate, so you know what
<ce>                      this _prophet_'s all about.
<ce>               Dangerous character from what I've seen so
<ce>                  far. I'm communicating with _lover_,
<ce>                    a =lover_ in ___lover_ with whom
<ce>                       _prophet_ had some kind of
<ce>                relationship. It wouldn't be a bad idea
<ce>                       for you to go to ___lover_
<ce>                   and see if you can't persuade %g2
<ce>                to talk to us. Hope all this is helpful
<ce>                           information, %pcf.

Message:  1014
                   _tavern_
                    __tavern_
 
 
 Dear %pcn,
 
 
      There's been a horrible accident
 here at _tavern_, involving
 _contact_. Please come here
 when you can.
 
 
 Yours sincerely,
 
 _replace_

Message:  1015
<ce>                        A young lad hands you a
<ce>                        letter and scurries off.

Message:  1016
<ce>                     %oth, %pcf, it was dreadful.
<ce>                     The tavernkeep found _contact_
<ce>                     in one of the rooms, %g3 body
<ce>                     defiled in the most horrifying
<ce>                     way, a grim parody of the old
<ce>                       __qgiver_ mortuary rites.
<ce>                          It was _prophet_, no
<ce>                     doubt. This relic was found in
<ce>                       _contact_'s chest cavity.
<ce>                             See if _lover_
<ce>                        in ___lover_ recognizes
<ce>                                  it.

Message:  1017
_lover_ -- ah, poor =lover_. Well, %g keeps mostly to %g3-self.
<--->
_lover_ is a =lover_ in __lover_. They say %g mourns for %g3 lost love.
<--->
No matter what anyone tells you, _lover_'s lover is not dead. Mad, not dead.
<--->
_lover_ is one of the tragedies in ___lover_. They say %g3 lover went mad.

Message:  1018
<ce>                 Whatever they say, I never knew that
<ce>                       _prophet_. Tell _contact_
<ce>                       %g has the wrong =lover_.

Message:  1019
<ce>                      _prophet_ would kill me if
<ce>                   %g knew I was talking to you. But
<ce>                  I know that you couldn't be working
<ce>                   for %g2. Here's a letter %g wrote
<ce>                    to me about a month ago. I think
<ce>                        it explains everything.

Message:  1020
<ce>                      _relartifact_! %oth, that's
<ce>                       poor _prophet_'s property.
<ce>                     %oth, I knew %g was unstable,
<ce>                 but I never thought %g'd really do it.
<ce>                       %oth, poor _contact_. If I
<ce>                  had helped %g2, %g'd still be alive
<ce>                   today. This won't make up for what
<ce>                  I've done by failing to act, but you
<ce>                 will know what to do with this letter.
<ce>                          May %god forgive me.

Message:  1021
_lover_, My Love,
 
 
      First, forgive the silence of your
 love. It was not another attack of brain
 fever. For some months now, I have been
 in spiritual turmoil, unfit to for any
 company, even for the comfort of your
 dulcet fellowship. My days of pain are
 over, but for this -- I can never see you
 again. My life has a higher purpose than
 the fulfillment of a ridiculous love affair
 now.
      No longer can I suffer the evil of
 __qgiver_, the evil they did
 to me, and the evil they are doing to all
 of Tamriel. The days the prophet Marukh
 spoke of are on us again. I must rally the
 people by any and all lies, innuendo, bigotry,
 and threats to rise against the spiritual
 tyranny of __qgiver_.
     Forgive me, my former love. And if you
 can, forget me. And if you can do neither,
 do not see me. If you do, I will slay you
 and stick candles in your eyes and twine
 your organs with beads for the greater
 glory of the gods of the universe. Filthy
 =lover_, torment me no longer.
 
<ce>                               _prophet_

Message:  1022
It used to be used in __qgiver_ burial rituals.

Message:  1023
_replace_ is that =replace_. Affiliated with __qgiver_ somehow.
<--->
_replace_ was an old friend of _contact_ before the ... accident.

Message:  1024
<ce>                        Oh! That's _prophet_'s
<ce>                       _relartifact_! %oth, poor
<ce>                        _contact_. Why don't you
<ce>                    bring that letter I gave you to
<ce>                         someone at __qgiver_?
<ce>                  Surely, that is enough to discredit
<ce>                          _prophet_, isn't it?

Message:  1025
<ce>                       %pcf, I thought that you
<ce>                   were supposed to be investigating
<ce>                      the situation in __tavern_.
<ce>                     Well, as long as you're here,
<ce>                     I have something different for
<ce>                    you to do. I've found some torn
<ce>                    up letters, scraps really, about
<ce>                          a =lover_ somewhere
<ce>                          in ___lover_ by the
<ce>                        name of _lover_. See if
<ce>                    you can't find something on %g2.
<ce>                    I don't know if %g'll talk, but
<ce>                           it's worth a try.

Message:  1026
<ce>                     You pick up a scrap of flesh,
<ce>                carefully, even ritually ritualistically
<ce>                       stripped from a =priest_'s
<ce>                    hand. This was once a finger of
<ce>                               _priest_.

Message:  1027
Truly nauseating.
<--->
A hacked off finger.
<--->
A chunk of somebody's hand.
<--->
Extremely tasteless.
<--->
Not bad with a little salt and honey.
<--->
It looks like an old __qgiver_ ceremony. They used to do that to corpses.
<--->
When in __qgiver_, _prophet_ used to disect cadavers just that precisely.
<--->
__qgiver_ abandoned that kind of funereal disection, but _prophet_ espouses it.

Message:  1028
<ce>                        It was nice of _priest_
<ce>                  to give me a hand, don't you think?
                                     <--->
<ce>                   %oth, what was I supposed to do?
<ce>                         _priest_ threatened to
<ce>                         finger me, after all.
                                     <--->
<ce>                  What an amusing plaything you have,
<ce>                        %pcf. See how it points.

Message:  1029
<ce>                    How they come to persecute me.
<ce>                  Abandon your unholy abuse, hound of
<ce>                         __qgiver_. I am under
<ce>                    protection of my god ... and the
<ce>                              %t of %reg.

Message:  1030
<ce>                       _lover_! False creature,
<ce>                       deceiver! How %g will pay!
<ce>                            =fighter_, deal
<ce>                             with this %ra!

Message:  1031
<ce>                       Thank %god, I was afraid
<ce>                      I had lost that. Thank you,
<ce>                               good %ra.

Message:  1032
%qdt:
 _contact_ tells
 me that _prophet_ is in
 _prophouse_ in __prophouse_,
 but it might be a good idea to go
 visit a =lover_ named
 _lover_ in ___lover_.
 _contact_ doesn't know the
 relationship between the two,
 but it's worth investigating.

Message:  1033
%qdt:
 _priest_ told
 me that the name _lover_
 and the town ___lover_
 were found on several scraps of
 paper in ___mondung_,
 bearing investigation.

Message:  1034
%qdt:
 _replace_ told
 me about the ritualistic murder of
 _contact_ and gave me
 some _relartifact_ found on
 the body. _replace_
 suggested that I go to ___lover_,
 show it to _lover_,
 and see if it convinces %g2
 to speak to me.

Message:  1035
%qdt:
 I just read a letter
 that _prophet_ sent _lover_
 a month ago and %g gave me. The
 letter should thoroughly
 discredit _prophet_
 to any and all of %g3 potential
 converts. The =prophet_
 was mad as a monkey.

Message:  1036
%qdt:
 I received a letter
 from _qgiver_ telling
 me to get to ___mondung_
 and see what happened to the priest,
 _priest_. I am to either
 find the =priest_ or
 evidence of %g3 death.

Message:  1037
%qdt:
 I found a finger which I presume was once attached
 to _priest_. It was curiously,
 even ceremoniously severed.
<--->
 

-- Symbols used in the QRC file:
--
--                %g occurs 19 times.
--               %g2 occurs 8 times.
--               %g3 occurs 18 times.
--              %god occurs 6 times.
--              %oth occurs 6 times.
--              %pcf occurs 5 times.
--              %pcn occurs 2 times.
--              %pct occurs 5 times.
--              %qdt occurs 7 times.
--               %ra occurs 3 times.
--              %reg occurs 1 time.
--                %t occurs 1 time.
--         =fighter_ occurs 1 time.
--           =lover_ occurs 7 times.
--          =priest_ occurs 2 times.
--         =prophet_ occurs 1 time.
--         =queston_ occurs 1 time.
--         =replace_ occurs 1 time.
--         ___lover_ occurs 8 times.
--       ___mondung_ occurs 7 times.
--        ___qgiver_ occurs 2 times.
--          __lover_ occurs 1 time.
--      __prophouse_ occurs 2 times.
--         __qgiver_ occurs 17 times.
--         __tavern_ occurs 7 times.
--         _contact_ occurs 12 times.
--           _lover_ occurs 13 times.
--          _priest_ occurs 10 times.
--         _prophet_ occurs 32 times.
--       _prophouse_ occurs 3 times.
--          _qgiver_ occurs 3 times.
--     _relartifact_ occurs 3 times.
--         _replace_ occurs 5 times.
--          _tavern_ occurs 4 times.

QBN:
Item letter7 letter used 1011
Item _letter_ letter used 1012
Item letter8 letter used 1014
Item _relartifact_ religious
Item letter9 letter used 1021
Item _finger_ finger
Item _reward_ gem

Person _qgiver_ group Questor
Person _contact_ face 105 faction Local_3.0
Person _priest_ face 49 faction Group_5.0
Person _prophet_ face 1 faction Local_4.0 anyInfo 1009
Person _replace_ face 3 factiontype Temple anyInfo 1023
Person _lover_ face 104 faction Group_7.3 anyInfo 1017

Place _mondung_ remote dungeon4
Place _tavern_ remote tavern
Place _prophouse_ remote tavern

Clock _queston_ 26.9:20 0 flag 0:1 range 0 1
Clock _S.04_ 2.2:0 20.20:0
Clock _S.06_ 3:20 11:40
Clock _S.14_ 2.2:0 20.20:0
Clock _S.16_ 5:0 11:40

Foe _fighter_ is Warrior

--	Quest start-up:
	dialog link for person _replace_ 
	dialog link for person _priest_ 
	dialog link for person _lover_ 
	dialog link for location _prophouse_ person _replace_ item _relartifact_ 
	dialog link for item _finger_ 
	start timer _queston_ 
	start timer _S.14_ 
	start timer _S.04_ 
	reveal _mondung_ 
	log 1010 step 0 
	letter9 used do _readletter_ 
	create npc _lover_ 
	place npc _priest_ at _mondung_ 
	place npc _contact_ at _tavern_ 
	place npc _prophet_ at _prophouse_ 

_queston_ task:
	end quest 

_pcgetsgold_ task:
	toting _finger_ and _qgiver_ clicked 
	toting letter9 and _qgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _S.02_
_S.03_ task:
	clicked npc _contact_ 
	add dialog for location _prophouse_ person _lover_ 
	log 1032 step 1 
	get item letter7 
	say 1013 
	clear _S.06_ 

_S.04_ task:
	start timer _S.06_ 
	remove npc _contact_ 
	place npc _replace_ at _tavern_ 

variable _S.05_
_S.06_ task:
	give pc letter8 notify 1015 

_S.07_ task:
	clicked npc _replace_ 
	add dialog for person _lover_ item _relartifact_ 
	log 1034 step 3 
	get item _relartifact_ 
	say 1016 

_S.08_ task:
	clicked npc _lover_ 
	repute with _lover_ exceeds 5 do _S.09_ 

_S.09_ task:
	get item letter9 
	say 1019 

_S.10_ task:
	toting _relartifact_ and _lover_ clicked 
	get item letter9 
	say 1020 
	clear _S.08_ 

variable _clearclick_
variable _S.12_
_S.13_ task:
	when _S.08_ and not _S.09_ 
	say 1018 

_S.14_ task:
	place item _finger_ at _mondung_ 
	start timer _S.16_ 
	remove npc _priest_ 

_S.15_ task:
	clicked npc _priest_ 
	add dialog for person _lover_ 
	log 1033 step 2 
	say 1025 

_S.16_ task:
	log 1036 step 5 
	give pc _letter_ notify 1015 

_S.17_ task:
	clicked item _finger_ 
	add dialog for item _finger_ 
	log 1037 step 6 
	say 1026 

_S.18_ task:
	clicked npc _prophet_ 
	say 1029 

_S.19_ task:
	toting _finger_ and _prophet_ clicked 
	say 1028 

_S.20_ task:
	toting letter9 and _prophet_ clicked 
	remove npc _prophet_ 
	say 1030 
	place foe _fighter_ at _prophouse_ 

_S.21_ task:
	toting _relartifact_ and _prophet_ clicked 
	say 1031 

variable _qgclicked_
variable _ringdung_
_readletter_ task:
	log 1035 step 4 


c0b00y02

-- Quest: /dos/g/game/dag/arena2/c0b00y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 0
-- QuestId: 2
Messages: 27
Quest: c0b00y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Would you be willing to assist in an
<ce>                            exorcism, %pct?
                                     <--->
<ce>                      _guardian_, a local knight,
<ce>                          has entreated us to
<ce>                  help %g3 ward, who has been showing
<ce>                 signs of daedric possession. Would you
<ce>                be willing to assist with the exorcism,
<ce>                 if that's what the situation requires?

RefuseQuest:  [1001]
<ce>                   That's unfortunate. I hope we can
<ce>                        find someone else then.

AcceptQuest:  [1002]
<ce>                      Would you? %oth, you have a
<ce>                      heart as big as %reg, %pct.
<ce>                      The child's name is _child_,
<ce>                          %g's a =child_ over
<ce>                      at _house_ here in __house_,
<ce>                but the person you'll want to speak with
<ce>                      is %g3 guardian, _guardian_
<ce>                          over in _tavern_. If
<ce>                 based on what %g has to say, you feel
<ce>                  that an exorcism is in order, go see
<ce>                         _priest_ in __priest_
<ce>                       of ___priest_. I'll expect
<ce>                  this whole unfortunate affair to be
<ce>                 resolved in =queston_ days and to see
<ce>                       you here then. Good luck,
<ce>                           %god be with you.

QuestComplete:  [1004]
<ce>                      Thank %god that situation's
<ce>                  resolved. You can never really tell
<ce>                   from the start whether an exorcism
<ce>        is really merited or not. You've done well, %pcf. Accept
<ce>                        this _reward_ as a small
<ce>                 token of our thanks for your efforts.

RumorsDuringQuest:  [1005]
Poor little _child_. And poor _guardian_ having to watch %g3 ward suffer so.
<--->
The heart of %cn has really gone out to _child_ and %g3 terrible crisis.

RumorsPostfailure:  [1006]
_child_ and _guardian_ left ___guardian_.
<--->
We'll never know if _child_ was really possessed.

RumorsPostsuccess:  [1007]
Everyone's thanking %god for the %ra who saved little _child_'s life.
<--->
Everything turned out all right for little _child_, so maybe %god does care.

QuestorPostsuccess:  [1008]
You helped __qgiver_ in that exorcism. What can I do for you?

QuestorPostfailure:  [1009]
You left that child to suffer. I have nothing to say to you.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 wants me to see if a =child_ named
 _child_ is a victim of
 possession, and, if so, to cure %g2.
 I am to talk first with %g3 guardian,
 _guardian_ of _tavern_.

Message:  1011
<ce>                  You've come from __qgiver_? Please
<ce>                  tell me you can help little _child_,
<ce>                  I can't stand to see %g2 suffer so.
<ce>               I don't know what to do with %g2. Please,
<ce>                 take a look at %g2 and then see if you
<ce>                       can persuade that _priest_
<ce>                      to help. _child_ has always
<ce>                       been such a sweet =child_,
<ce>                 but now ... If you want to see %g2, %g
<ce>                         is at _house_. I don't
<ce>                        know what else I can do.

Message:  1012
<ce>                     You're from __qgiver_? Thank
<ce>                     %god you're here. They say you
<ce>                          can get to _priest_,
<ce>                       the exorcist in __priest_
<ce>                     and %g has some special _item_
<ce>                   for possessions like this. I can't
<ce>                          convince _priest_ to
<ce>                     get me the _item_ myself, but
<ce>                  someone like you with the authority
<ce>                       of __qgiver_ could. Go to
<ce>                     ___priest_ and talk to %g2. I
<ce>                       know you can convince %g2.

Message:  1013
%qdt:
 _guardian_,
 the guardian of _child_,
 asked me to look at the child and
 then see if _priest_
 of __priest_, ___priest_
 needs to perform an exorcism or
 not. _child_ is in
 _house_.

Message:  1014
%qdt:
 _guardian_,
 the guardian of _child_
 asked to go to __priest_
 in ___priest_ to ask
 _priest_ for some special
 _item_ to exorcise the daedric
 spirit from the child.

Message:  1015
<ce>                      "=daedra_ ... oh, %oth ...
<ce>                       =daedra_ is out of me ...
<ce>                       but ... it's still here."
<ce>                           _child_ runs away.
<ce>                   And you can, indeed, feel an alien
<ce>                          presence in _house_.

Message:  1016
<ce>                          Oh, %oth, %oth ...
<ce>                       I feel ... so much better.
<ce>                           _guardian_ told me
<ce>                         that the _item_ would
<ce>                          help us, and %g was
<ce>                       right. Oh thank you, kind
<ce>                            %pct. I'll keep
<ce>                      this _item_ for protection.
<ce>                                Goodbye!

Message:  1017
<ce>                  Gruh, you colly-eyed mortal greel,
<ce>                    I would open all your veins and
<ce>                   swim in your blood, steaming. They
<ce>                         call me =daedra_, the
<ce>                        licker of cat droppings!
                                     <--->
<ce>                         Poor little _child_,
<ce>                    %g's rotting in Oblivion, and no
<ce>                   one will help %g2, but kind, kind,
<ce>                     kind, kind, kind, kind, kind,
<ce>                     kind, kind, kind, kind, kind,
<ce>                          kind, kind =daedra_.
                                     <--->
<ce>                  There once was a girl named Vivian,
<ce>                     Who met =daedra_ of Oblivion,
<ce>                         They decided to mate,
<ce>                           and later they ate
<ce>                    _child_, their child, yum, yum.

Message:  1018
<ce>                        I'm sorry, %pcf, but I
<ce>                       can't give _item_ to just
<ce>                 anyone who suspects they know a victim
<ce>                  of possession. It's far too rare and
<ce>                 expensive. You're going to have to at
<ce>                 least see the child before I agree to
<ce>                        parting with the _item_.

Message:  1019
<ce>                         =daedra_? _child_ did
<ce>                       mention the name =daedra_?
<ce>                 Well, if this possession is a sham, it
<ce>                   is at least a well-researched one.
<ce>                        Here then is the _item_.
<ce>                  Just hold it with you when you next
<ce>                 speak with the child. But beware, the
<ce>                        daedra _child_ mentioned
<ce>                   is a Daedroth of great power. When
<ce>                   the exorcism is complete, it will
<ce>                     leave %g2 and appear elsewhere
<ce>                       in _house_. Be ready for a
<ce>                    battle when it does. Good luck,
<ce>                        %pcf. %god be with you.

Message:  1020
%qdt:
 I don't know who =daedra_ is, but that was the name
 _child_ spoke
 when I saw %g2. That =child_
 is possessed, mad, or the best
 actor in %cn. It may be
 a good time to see the exorcist
 in ___priest_, _priest_
 in __priest_.

Message:  1021
<ce>                       Good %pcf, I cannot thank
<ce>                   you enough for what you have done
<ce>                            for _child_. Now
<ce>                       %g's a happy, normal child
<ce>                       again. I've told _qgiver_
<ce>                       at your __qgiver_ as such
<ce>                     and %g's eager to congratulate
<ce>                      you. Once again, thank you.

Message:  1022
<ce>                       I can tell you where that
<ce>                         =guardian_, _guardian_
<ce>                  slipped off to, sure. But until you
<ce>                    got fifty gold to spare for the
<ce>                      info, I don't know nothing.

Message:  1023
<ce>                        Good day to thee, %pct.
<ce>                    You're probably looking for that
<ce>                        =guardian_, _guardian_,
<ce>                     who slipped out of here after
<ce>                   boasting about stealing some kind
<ce>                       of _item_ from __qgiver_.
<ce>                    If you have fifty gold pieces to
<ce>                    spare a friend, I could let you
<ce>                         know where _guardian_
<ce>                         went. What do you say?

Message:  1024
<ce>                     Nice doing business with you,
<ce>                           %pcf. You'll find
<ce>                          that =guardian_ over
<ce>                              in _house2_.

Message:  1025
<ce>                      "Don't hurt me!" _guardian_
<ce>                          hands you the _item_
<ce>                               and flees.

Message:  1026
%qdt:
 _sneaker_, a =sneaker_ over at
 _tavern_ told me (for fifty gold
 pieces) that that _guardian_ ran to
 _house2_ after _child_
 stole the _item_ from me. The possession was obviously
 a scam, and _priest_ and
 _qgiver_ will want the _item_ back.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--                %g occurs 8 times.
--               %g2 occurs 10 times.
--               %g3 occurs 5 times.
--              %god occurs 6 times.
--              %oth occurs 4 times.
--              %pcf occurs 5 times.
--              %pct occurs 4 times.
--              %qdt occurs 5 times.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--           =child_ occurs 4 times.
--          =daedra_ occurs 7 times.
--        =guardian_ occurs 3 times.
--         =queston_ occurs 1 time.
--         =sneaker_ occurs 1 time.
--      ___guardian_ occurs 1 time.
--        ___priest_ occurs 5 times.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 1 time.
--         __priest_ occurs 5 times.
--         __qgiver_ occurs 6 times.
--           _child_ occurs 21 times.
--        _guardian_ occurs 13 times.
--          _house2_ occurs 2 times.
--           _house_ occurs 5 times.
--            _item_ occurs 12 times.
--          _priest_ occurs 8 times.
--          _qgiver_ occurs 3 times.
--          _reward_ occurs 1 time.
--         _sneaker_ occurs 1 time.
--          _tavern_ occurs 3 times.

QBN:
Item _item_ religious
Item _reward_ religious
Item _gold_ gold range 50 to 50

Person _qgiver_ group Questor male
Person _child_ face 1 faction Children
Person _guardian_ face 1 factiontype Knightly_Guard
Person _priest_ face 104 factiontype Temple
Person _sneaker_ face 1 faction The_Prostitutes

Place _house_ local house2
Place _house2_ local house2
Place _tavern_ local tavern

Clock _queston_ 5.0:0 10.0:0 flag 17 range 1 4

Foe _daedra_ is Daedroth

--	Quest start-up:
	dialog link for location _house2_ person _sneaker_ 
	start timer _queston_ 
	log 1010 step 0 
	pick one of _S.03_ _S.02_ 
	create npc at _house_ 
	place npc _child_ at _house_ 
	place npc _guardian_ at _tavern_ 

_queston_ task:
	end quest 

_S.01_ task:
	clicked npc _guardian_ 

variable _S.02_
variable _S.03_
_S.04_ task:
	when _S.01_ and _S.02_ 
	log 1013 step 1 
	say 1011 

_S.05_ task:
	when _S.01_ and _S.03_ 
	log 1014 step 2 
	say 1012 

_S.06_ task:
	clicked npc _child_ 

_S.07_ task:
	when _S.09_ and _S.02_ 
	remove npc _child_ 
	say 1015 
	place foe _daedra_ at _house_ 

until _S.07_ performed:
	clear _S.13_ _qgclicked_ 

_S.08_ task:
	when _S.09_ and _S.03_ 
	remove npc _child_ 
	say 1016 
	place npc _guardian_ at _house2_ 
	place npc _sneaker_ at _tavern_ 

_S.09_ task:
	toting _item_ and _child_ clicked 

_S.10_ task:
	when _S.06_ and not _S.07_ and not _S.08_ 
	log 1020 step 3 
	say 1017 

_S.11_ task:
	when _S.13_ and not _S.10_ 
	say 1018 

_S.12_ task:
	when _S.13_ and _S.10_ 
	get item _item_ 
	say 1019 

_S.13_ task:
	clicked npc _priest_ 

_S.14_ task:
	when _S.01_ and _S.07_ 
	say 1021 

variable _S.15_
variable _S.16_
_S.17_ task:
	add dialog for location _house2_ 
	log 1026 step 6 
	say 1024 

_S.18_ task:
	say 1022 

_S.19_ task:
	clicked _sneaker_ and at least 50 gold otherwise do _S.18_ 
	prompt 1023 yes _S.17_ no _S.20_ 

_S.20_ task:
	get item _gold_ 
	make _gold_ permanent 

_S.21_ task:
	when _S.01_ and _S.08_ 
	get item _item_ 
	remove npc _guardian_ 
	say 1025 

until _S.21_ performed:
	clear _S.23_ _S.22_ _S.01_ 

_S.22_ task:
	toting _item_ and _qgiver_ clicked 

_S.23_ task:
	toting _item_ and _priest_ clicked 

_reward_ task:
	when _S.23_ and _S.21_ 
	when _S.22_ and _S.21_ 
	when _qgclicked_ and _S.07_ 
	when _S.13_ and _S.07_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _qgiver_ 

variable _S.26_


c0b00y03

-- Quest: /dos/g/game/dag/arena2/c0b00y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 0
-- QuestId: 3
Messages: 13
Quest: c0b00y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       %pct, one of our clerics,
<ce>                            a =cleric_ named
<ce>                     _cleric_ has disappeared while
<ce>                     on an archeological dig. Will
<ce>                         you help us find %g2?
                                     <--->
<ce>                    I fear that one of our noblest
<ce>                           scholars, _cleric_
<ce>                  has disappeared while investigating
<ce>                     an old ruined temple. Will you
<ce>                           help us find %g2?

RefuseQuest:  [1001]
<ce>                        That's a rather callous
<ce>                       point of view to be quite
<ce>                              frank, %pcf.

AcceptQuest:  [1002]
<ce>                     That's good, good. Now then,
<ce>                            _cleric_ went to
<ce>                          ___mondung_ close to
<ce>                      a fortnight ago to conduct a
<ce>                     dig. It's possible that all is
<ce>                      well, but ... I'll give you
<ce>                    =queston_ days to go there, find
<ce>                           _cleric_ and come
<ce>                       back. %god walk with you,
<ce>                            %pct. Fare well.

QuestComplete:  [1004]
<ce>                           Ah, %pct and good
<ce>                          _cleric_, it is good
<ce>                     to have you back in __qgiver_
<ce>                        again. I had feared the
<ce>                          worst, to be honest.

RumorsDuringQuest:  [1005]
_cleric_ was a fool to go unarmed into ___mondung_.
<--->
___mondung_ is no place for a scholarly =cleric_ like _cleric_.

RumorsPostfailure:  [1006]
Everyone's given up hope of ever seeing _cleric_ again.
<--->
__qgiver_ is grieving over the disappearance of _cleric_.

RumorsPostsuccess:  [1007]
Thanks to that %ra, _cleric_ has started work on a history of ___mondung_.
<--->
Rescuing _cleric_ increased __qgiver_'s estimation of you.

QuestorPostsuccess:  [1008]
For what you did for _cleric_, of course I'll help you, %pcf.

QuestorPostfailure:  [1009]
I still remember _cleric_, %pcf. Leave me.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_
 has sent me to ___mondung_
 to rescue a cleric named _cleric_
 who disappeared down there. I
 have =queston_ days to find
 the =cleric_ and
 return to ___qgiver_
 and __qgiver_.

Message:  1011
<ce>                      Goodness, you gave me quite
<ce>                          a start, young %ra.
<ce>                    Have I really been down here for
<ce>                      so long? How time does fly.
<ce>                     Well, if you would be so kind
<ce>                  as to escort me back to the temple,
<ce>                            my good %pcf ...
                                     <--->
<ce>                         Thank %god you came.
<ce>                      I've been searching for the
<ce>                      way out for close to a week.
<ce>                  I'll follow you back to the temple.

Message:  1012
<ce>                    "Ah, I know the way from here,"
<ce>                         _cleric_ totters off.


-- Symbols used in the QRC file:
--
--               %g2 occurs 2 times.
--              %god occurs 2 times.
--              %pcf occurs 4 times.
--              %pct occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--          =cleric_ occurs 3 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 5 times.
--        ___qgiver_ occurs 6 times.
--          _cleric_ occurs 15 times.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male
Person _cleric_ face 105 factiontype Temple

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place npc _cleric_ at _mondung_ 

_queston_ task:
	end quest 

_S.01_ task:
	clicked npc _cleric_ 
	remove npc _cleric_ 
	say 1011 
	add _cleric_ face 

_reward_ task:
	when _qgclicked_ and _S.01_ 
	give pc nothing 
	end quest 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.04_ task:
	when _qgclicked_ and not _S.01_ 
	clear _qgclicked_ _S.04_ 

_S.05_ task:
	when _S.01_ and _queston_ 
	say 1012 


c0b00y04

-- Quest: /dos/g/game/dag/arena2/c0b00y04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 0
-- QuestId: 4
Messages: 13
Quest: c0b00y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        __qgiver_ often delves
<ce>                 into mysteries of cosmic proportions,
<ce>                  and occasionally we misjudge one of
<ce>                 ours priest's suppleness of sanity in
<ce>                 the face of eternity. In other words,
<ce>                  one of our priests has gone off his
<ce>                    nut. Will you help us bring the
<ce>                       lunatic back to __qgiver_?
                                     <--->
<ce>                         Old =priest_ is on a
<ce>                    rampage again. Could be that %g
<ce>                        got into __qgiver_ wine
<ce>                   cellars again. Regardless, are you
<ce>                    available to help bring the old
<ce>                            loony back home?

RefuseQuest:  [1001]
<ce>                        %oth, I hope that when
<ce>                     you lose your mind, someone is
<ce>                      kind enough to come to your
<ce>                             rescue, %pct.

AcceptQuest:  [1002]
<ce>                     Good of you, %pct. Now then,
<ce>                       =priest_ has run off to a
<ce>                     place called ___mondung_. Try
<ce>                 not to hurt the poor maniac too much.
<ce>                         =priest_ doesn't know
<ce>                  what %g's doing right now. Just give
<ce>                   %g2 a little knock on the head and
<ce>                bring %g2 back here. I'll wait =queston_
<ce>                       days for you. Be careful.

QuestComplete:  [1004]
<ce>                     Good to see you again, %pct.
<ce>                      Don't worry about =priest_.
<ce>                      We'll take good care of %g2.

RumorsDuringQuest:  [1005]
That lunatic =priest_ is holed up in ___mondung_. Only an idiot would go there.
<--->
___mondung_ is a dangerous place for sane people. =priest_ won't last long.

RumorsPostfailure:  [1006]
Apparently, =priest_ is never coming back home.
<--->
=priest_ is still out of %g3 mind, wandering about ___mondung_.

RumorsPostsuccess:  [1007]
A %ra rescued that crazy =priest_. Whether %g3 sanity was saved is a question.
<--->
=priest_ is either very holy, very drunk, or very mad. Or possibly all three.

QuestorPostsuccess:  [1008]
You were kindhearted to rescue =priest_, I recall. What can I do for you?

QuestorPostfailure:  [1009]
I have nothing to say to you. You see, I remember =priest_.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_, ___qgiver_
 has sent me to find a priest by
 the name of =priest_,
 who went berserk and ran away to
 a place called ___mondung_.
 I have =queston_ days to go there,
 find the nut, and get back to
 _qgiver_.

Message:  1011
<ce>                       "%oth, that was my head!"
<ce>                          =priest_ falls down
<ce>                    unconscious and you pick %g2 up.
                                     <--->
<ce>                        =priest_ rolls %g3 eyes
<ce>                      in pain and madness. With a
<ce>                        low groan, %g falls into
<ce>                               your arms.

Message:  1012
<ce>                      You hear a light, maniacal
<ce>                          giggle, and =priest_
<ce>                    disappears, as if into thin air.
                                     <--->
<ce>                     "I have a kingdom to rule, I
<ce>                    can't spend all my time picking
<ce>                          damn lint!" =priest_
<ce>                    slips your grasp with surprising
<ce>                           agility and flees.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 4 times.
--               %g3 occurs 3 times.
--              %oth occurs 1 time.
--              %pct occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--          =priest_ occurs 17 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 5 times.
--        ___qgiver_ occurs 7 times.

QBN:

Person _qgiver_ group Questor

Place _mondung_ remote dungeon
Place qGiverSpot remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _priest_ is Monk

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place foe _priest_ at _mondung_ 

variable _reward_
_S.01_ task:
	injured _priest_ 
	say 1011 
	add foe _priest_ face 
	place foe _priest_ at qGiverSpot 

_queston_ task:
	end quest 

_S.03_ task:
	when _S.01_ and _queston_ 
	say 1012 

_S.04_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_S.05_ task:
	when _S.04_ and not _S.01_ 
	clear _S.04_ _S.05_ 


c0b10y05

-- Quest: /dos/g/game/dag/arena2/c0b10y05.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 10
-- QuestId: 5
Messages: 13
Quest: c0b10y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            %pcn, we have a
<ce>                  very dangerous mission for you. The
<ce>                  temple has come into the possession
<ce>                    of an evil, magical weapon long
<ce>                   sought by the orcs. The temple has
<ce>                   already been attacked twice by the
<ce>                   creatures. It needs to be taken to
<ce>                   a safehaven. Will you to this for
<ce>                  us? The temple will pay _gold_ gold.

RefuseQuest:  [1001]
<ce>                        I am saddened that your
<ce>                        loyalty to the temple is
<ce>                        so low. But in light of
<ce>                       the danger, I forgive you.

AcceptQuest:  [1002]
<ce>                         Take this _evilitem_.
<ce>                            In ___dungeon_,
<ce>                       you will find _custodian_,
<ce>                   a servant of this temple for many
<ce>                   years. %g will safeguard the item
<ce>                  and keep it out of the hands of the
<ce>                  orcs. We have bound it in spells to
<ce>                   protect you from its evil effects.
<ce>                  However, these spells will wear off
<ce>                         in =traveltime_ days.

QuestComplete:  [1004]
<ce>                         Ah, this is the evil
<ce>                        _evilitem_ that _qgiver_
<ce>                       spoke of. I shall keep it
<ce>                       here, where there are many
<ce>                       defenses to keep it safe.
<ce>                          _qgiver_ said that I
<ce>                       should pay you _gold_ gold
<ce>                       pieces for safe delivery.

RumorsDuringQuest:  [1005]
The orcs have been attacking __qgiver_ caravans.

RumorsPostfailure:  [1006]
The orcs finally got that _evilitem_.

RumorsPostsuccess:  [1007]
The _evilitem_ is safe from the hands of the orcs.

QuestorPostsuccess:  [1008]
I heard that you got rid of the _evilitem_. Now, what can I help you with?

QuestorPostfailure:  [1009]
I trusted you with the _evilitem_ and look what happened.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_,
 in ___qgiver_, gave me an
 evil _evilitem_ to
 deliver to the ___dungeon_
 so that the orcs could not
 get it. I have =traveltime_ days
 to make the delivery.

Message:  1011
<ce>                       You must be the bearer of
<ce>                       Manshrieker, the holy orc
<ce>                        weapon of war. Kill the
<ce>                        human! We must have that
<ce>                              _evilitem_.

Message:  1012
<ce>            The evil _evilitem_, sparks and disintegrates.
<ce>                      You suddenly feel very sick.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 3 times.
--       _custodian_ occurs 1 time.
--        _evilitem_ occurs 9 times.
--            _gold_ occurs 2 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _evilitem_ weapon
Item _gold_ gold

Person _qgiver_ face 1 group Questor
Person _custodian_ face 1 faction Group_5.0

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:1 range 0 2

Foe _orc1_ is Orc_shaman
Foe _orc2_ is Orc_warlord
Foe _orc3_ is 2 Orc_sergeant
Foe _orc4_ is 3 Orc

--	Quest start-up:
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 
	get item _evilitem_ 
	place npc _custodian_ at _dungeon_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	toting _evilitem_ and _custodian_ clicked 
	give pc _gold_ 
	end quest 

until _S.01_ performed:
	create foe _orc1_ every 21 minutes 20 times with 5% success 
	create foe _orc2_ every 21 minutes 20 times with 5% success 
	create foe _orc3_ every 31 minutes 20 times with 5% success 
	create foe _orc4_ every 41 minutes 20 times with 5% success 

variable _gem1_
variable _bear_
variable _gem3_
variable _gem4_
_S.06_ task:
	injured _orc1_ saying 1011 
	injured _orc2_ saying 1011 
	injured _orc3_ saying 1011 
	injured _orc4_ saying 1011 

_S.07_ task:
	when _traveltime_ and not _S.01_ 
	make pc ill with Witches'_Pox saying 1012 


c0b10y06

-- Quest: /dos/g/game/dag/arena2/c0b10y06.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 10
-- QuestId: 6
Messages: 12
Quest: c0b10y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 They tell me that you quite loyal to
<ce>                 the temple. I need you perform a vital
<ce>                   task for us. %god has become angry
<ce>                 with us. You need not concern yourself
<ce>                  with why. Our only hope is to hold a
<ce>                rite of atonement. We need _ingredient_
<ce>                  for the ceremony. My sources tell me
<ce>                 that some can be found in ___dungeon_.
<ce>                        Will you bring it to us?

RefuseQuest:  [1001]
<ce>                      Your loyalty to the temple
<ce>                        is not what I thought it
<ce>                               was, %pcn.

AcceptQuest:  [1002]
<ce>                       The ceremony must be held
<ce>                     within =traveltime_ days. The
<ce>                         temple will reward you
<ce>                       with _gold_ gold for this.
<ce>                      Only untainted _ingredient_
<ce>                        will do. %god's blessing
<ce>                        is upon you so that you
<ce>                         will know it when you
<ce>                                find it.

QuestComplete:  [1004]
<ce>                      You have it? _ingredient_!
<ce>                         %god will be pacified.
<ce>                      You have done well. Here is
<ce>                              your reward.

RumorsDuringQuest:  [1005]
Things have been rather ... tense around __qgiver_ lately.
<--->
There was supposedly an unauthorized orgy in __qgiver_.
<--->
Someone spoke %god's name backwards in a ceremony at __qgiver_.

RumorsPostfailure:  [1006]
__qgiver_ is still out of favor with their god.

RumorsPostsuccess:  [1007]
__qgiver_ is back in favor with their god.

QuestorPostsuccess:  [1008]
You have pacified %god, %pct. Of course, how can I help you?

QuestorPostfailure:  [1009]
While %god hates __qgiver_, I shall hate thee, %pct.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_,
 in ___qgiver_, told me that %g3 god was
 angered. %g needs untainted
 _ingredient_ from ___dungeon_
 for a rite of atonement. It
 must be in _qgiver_'s
 hands at __qgiver_
 within =traveltime_ days.

Message:  1011
<ce>                      This is it! I can feel the
<ce>                      purity of the _ingredient_.
<ce>                         Now to get it back to
<ce>                               _qgiver_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 1 time.
--              %god occurs 6 times.
--              %pcn occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 9 times.
--            _gold_ occurs 1 time.
--      _ingredient_ occurs 5 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _ingredient_ organs
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _ingredient_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 

_traveltime_ task:
	end quest 

_questdone_ task:
	toting _ingredient_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_S.02_ task:
	clicked item _ingredient_ say 1011 


c0b10y07

-- Quest: /dos/g/game/dag/arena2/c0b10y07.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 10
-- QuestId: 7
Messages: 12
Quest: c0b10y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Blessings upon you, %pcn.
<ce>                       __qgiver_ needs you to run
<ce>                         an errand for us. This
<ce>                          _religitem_ needs to
<ce>                       be delivered to ___priest_
<ce>                     within =traveltime_ days. You
<ce>                       will receive a temple fee
<ce>                       of _gold_ gold pieces. Can
<ce>                           you do it for us?

RefuseQuest:  [1001]
<ce>                      Sigh. I shall have to find
<ce>                       some other temple servant
<ce>                         to perform this task.

AcceptQuest:  [1002]
<ce>                       Here is the _religitem_.
<ce>                          Take it to _priest_
<ce>                      of __priest_ in ___priest_.
<ce>                     Oh, I almost forgot to mention
<ce>                        that a rival temple may
<ce>                      send out thugs to stop you.

QuestComplete:  [1004]
<ce>                         %god's favor upon you
<ce>                         %pcn. This _religitem_
<ce>                        is sorely needed here. I
<ce>                       understand that you are to
<ce>                        be given a temple fee of
<ce>                          _gold_ gold pieces.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostfailure:  [1006]
__qgiver_ has been cursing the name %pcn.

RumorsPostsuccess:  [1007]
_priest_ seems pleased with %g3 gift from __qgiver_.

QuestorPostsuccess:  [1008]
_priest_ sends %g3 regards, %pcf. What can I do for you?

QuestorPostfailure:  [1009]
_priest_ would never forgive me if I spoke with you.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_ has given me
 a charge to deliver the _religitem_
 to _priest_ in __priest_ in
 ___priest_. It must be there
 within =traveltime_ days.

Message:  1011
<ce>                         That _religitem_ will
<ce>                      never make it to __priest_.
<ce>                        Instead, I shall deliver
<ce>                            them your head!


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--               %g3 occurs 2 times.
--              %god occurs 1 time.
--              %jok occurs 3 times.
--              %oth occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___priest_ occurs 6 times.
--         __qgiver_ occurs 4 times.
--            _gold_ occurs 2 times.
--          _priest_ occurs 5 times.
--          _qgiver_ occurs 1 time.
--       _religitem_ occurs 5 times.

QBN:
Item _religitem_ religious
Item _gold_ gold

Person _qgiver_ group Questor male
Person _priest_ faction Group_5.0
Person _enemy_ face 176 faction Local_4.0


Clock _traveltime_ 0:0 0 flag 0:1 range 1 2

Foe _thief_ is Thief
Foe _spellsword_ is Spellsword

--	Quest start-up:
	create foe _thief_ every 12 minutes 2 times with 5% success 
	create foe _spellsword_ every 12 minutes 2 times with 5% success 
	start timer _traveltime_ 
	log 1010 step 0 
	get item _religitem_ 
	create npc _priest_ 

_traveltime_ task:
	end quest 

_questdone_ task:
	toting _religitem_ and _priest_ clicked 
	give pc _gold_ 
	end quest 

_S.02_ task:
	injured _thief_ saying 1011 
	injured _spellsword_ saying 1011 


c0b20y08

-- Quest: /dos/g/game/dag/arena2/c0b20y08.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 20
-- QuestId: 8
Messages: 12
Quest: c0b20y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 They tell me that you quite loyal to
<ce>                 the temple. I need you perform a vital
<ce>                   task for us. %god has become angry
<ce>                 with us. You need not concern yourself
<ce>                  with why. Our only hope is to hold a
<ce>                rite of atonement. We need _ingredient_
<ce>                  for the ceremony. My sources tell me
<ce>                 that some can be found in ___dungeon_.
<ce>                        Will you bring it to us?

RefuseQuest:  [1001]
<ce>                      Your loyalty to the temple
<ce>                        is not what I thought it
<ce>                               was, %pcn.

AcceptQuest:  [1002]
<ce>                       The ceremony must be held
<ce>                     within =traveltime_ days. The
<ce>                         temple will reward you
<ce>                       with _gold_ gold for this.
<ce>                      Only untainted _ingredient_
<ce>                        will do. %god's blessing
<ce>                        is upon you so that you
<ce>                         will know it when you
<ce>                                find it.

QuestComplete:  [1004]
<ce>                      You have it? _ingredient_!
<ce>                         %god will be pacified.
<ce>                      You have done well. Here is
<ce>                              your reward.

RumorsDuringQuest:  [1005]
Things have been rather ... tense around __qgiver_ lately.
<--->
There was supposedly an unauthorized orgy in __qgiver_.
<--->
Someone spoke %god's name backwards in a ceremony at __qgiver_.

RumorsPostfailure:  [1006]
__qgiver_ is still out of favor with their god.

RumorsPostsuccess:  [1007]
__qgiver_ is back in favor with their god.

QuestorPostsuccess:  [1008]
You have pacified %god, %pct. Of course, how can I help you?

QuestorPostfailure:  [1009]
While %god hates __qgiver_, I shall hate thee, %pct.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of __qgiver_,
 in ___qgiver_, told me that %g3 god was
 angered. %g needs untainted
 _ingredient_ from ___dungeon_
 for a rite of atonement. It
 must be in _qgiver_'s
 hands at __qgiver_
 within =traveltime_ days.

Message:  1011
<ce>                      This is it! I can feel the
<ce>                      purity of the _ingredient_.
<ce>                         Now to get it back to
<ce>                               _qgiver_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 1 time.
--              %god occurs 6 times.
--              %pcn occurs 1 time.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 9 times.
--            _gold_ occurs 1 time.
--      _ingredient_ occurs 5 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _ingredient_ organs
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _ingredient_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 

_traveltime_ task:
	end quest 

_questdone_ task:
	toting _ingredient_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_S.02_ task:
	clicked item _ingredient_ say 1011 


c0b3xy09

-- Quest: /dos/g/game/dag/arena2/c0b3xy09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: temple
-- Repute: 3X
-- QuestId: 9
Messages: 13
Quest: c0b3xy09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                           %pcn, my name is
<ce>                           _qgiver_. %god has
<ce>                        prophesied a great evil
<ce>                        growing in the heart of
<ce>                          a nearby dungeon. We
<ce>                         need you to go destroy
<ce>                          this thing. Will you
<ce>                                 do it?

RefuseQuest:  [1001]
<ce>                       I have no time to spare.
<ce>                         I must find someone to
<ce>                          take up this quest.

AcceptQuest:  [1002]
<ce>                      There is no time to waste.
<ce>                       Travel to the ___dungeon_.
<ce>                        There you will find the
<ce>                        _evilfocus_. Destroy it
<ce>                    within =traveltime_ days and all
<ce>                         will be well again. A
<ce>                        sign will appear in the
<ce>                       temple when this is done.
<ce>                        Return to me and I will
<ce>                             pay you well.

QuestComplete:  [1004]
<ce>                          %pcn, you have the
<ce>                       thanks of all our clergy.
<ce>                              The evil has
<ce>                          been destroyed. As I
<ce>                     promised, here is _gold_ gold
<ce>                        pieces for your reward.

RumorsDuringQuest:  [1005]
__qgiver_ are very interested in ___dungeon_ suddenly.

RumorsPostfailure:  [1006]
The Evil is still within ___dungeon_, but it's changed its form.

RumorsPostsuccess:  [1007]
__qgiver_ destroyed an Evil within ___dungeon_ few knew existed.

QuestorPostsuccess:  [1008]
You're the destroyer of The _evilfocus_, of course, I remember you.

QuestorPostfailure:  [1009]
The _evilfocus_ yet thrives. I have nothing for you but scorn.

QuestLogEntry:  [1010]
%qdt:
 A member of __qgiver_
 in ___qgiver_ named
 _qgiver_ charged me
 with the task of destroying
 the evil _evilfocus_ in
 the ___dungeon_. It
 must be done within =traveltime_
 days or the evil will be
 unleashed upon an innocent
 world. Or mostly innocent anyway.

Message:  1011
<ce>                   As you reach for the _evilfocus_
<ce>                 it transforms into a beautiful woman.
<ce>                                    
<ce>                       What a tasty young mortal!
<ce>                       I see you came to destroy
<ce>                        the _evilfocus_. I have
<ce>                        a better idea. If I give
<ce>                      you this magic _magicitem_,
<ce>                       you go back to the temple
<ce>                         and tell them that you
<ce>                     couldn't find the _evilfocus_.
<ce>                       They can hardly blame you,
<ce>                        and you get to keep the
<ce>                              _magicitem_.

Message:  1012
<ce>                        Then die like the pious
<ce>                            mortal you are!


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 5 times.
--        ___qgiver_ occurs 4 times.
--       _evilfocus_ occurs 7 times.
--            _gold_ occurs 1 time.
--       _magicitem_ occurs 2 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _evilfocus_ religious
Item _gold_ gold
Item _magicitem_ magic_item

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _guardian_ is Daedra_seducer
Foe _spiders_ is 6 Spider
Foe _F.02_ is Gargoyle
Foe _F.03_ is Harpy
Foe _lesserdaedra_ is Daedroth

--	Quest start-up:
	place item _evilfocus_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 

_traveltime_ task:
	end quest 

_S.01_ task:
	clicked item _evilfocus_ 
	prompt 1011 yes yes no _no_ 
	take _evilfocus_ from pc 
	place foe _guardian_ at _dungeon_ 
	clear _S.01_ 

yes task:
	get item _magicitem_ 
	make _magicitem_ permanent 
	change repute with _qgiver_ by -10 
	remove foe _guardian_ 

until yes performed:
	injured _guardian_ 

_no_ task:
	injured _guardian_ 
	create foe _F.02_ every 5 minutes 1 times with 100% success 
	create foe _F.03_ every 3 minutes 1 times with 100% success 
	create foe _lesserdaedra_ every 7 minutes 1 times with 100% success 
	create foe _spiders_ every 9 minutes 1 times with 100% success 
	say 1012 

variable _gem1_
variable _bear_
variable _gem3_
variable _gem4_
_S.08_ task:
	killed 1 _guardian_ 

_questdone_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _questdone_ and not _S.08_ 
	clear _questdone_ 


c0c00y10

-- Quest: /dos/g/game/dag/arena2/c0c00y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: temple
-- Repute: 0
-- QuestId: 10
Messages: 26
Quest: c0c00y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   The best way to get in good with
<ce>                    the temple is to heal someone. I
<ce>                    know of a case that might do the
<ce>                          trick for you, %pcn.
<ce>                            Are you willing?
                                     <--->
<ce>                           I am _giver_. You
<ce>                      aren't high in the hierarchy
<ce>                              of __giver_.
<ce>                        I might be able to speak
<ce>                    favorably of you if you were to
<ce>                   find a way to cure someone I know.

RefuseQuest:  [1001]
<ce>                     If you aren't even willing or
<ce>                     able to do a simple healing, I
<ce>                     surely can't recommend you to
<ce>                            temple leaders.

AcceptQuest:  [1002]
<ce>                        _cousin_ in ___cousin_
<ce>                   suffering from an unusual disease.
<ce>                    I was about to dispatch a cleric
<ce>                   to treat %g2. I will delay them a
<ce>                   day or so. If you can find a cure
<ce>                   it would increase your favor with
<ce>                          __giver_. I can only
<ce>                       give you =questtime_ days.

QuestFail:  [1003]
%qdt:
 I have been given the chance by
 _giver_ of __giver_
 in ___giver_ to heal
 _cousin_ of ___cousin_.
 If I do not have %g2 healed in =questtime_ days
 someone else will be sent to do the
 job instead.

QuestComplete:  [1004]
<ce>                            _cousin_ looks
<ce>                         much healthier to you.
<ce>                        Obviously, %g is cured.

RumorsDuringQuest:  [1005]
Poor _cousin_. How that =cousin_ suffers!

RumorsPostfailure:  [1006]
_giver_ of __giver_ is plenty furious with that %ra.

RumorsPostsuccess:  [1007]
That _cousin_ who was cured was _giver_ of __giver_'s cousin.

QuestorPostsuccess:  [1008]
I have heard that _cousin_ was cured. %god bless thee, %pcf. What do you need?

QuestorPostfailure:  [1009]
_cousin_ has died, and I blame thee, %pcf.

Message:  1025
<ce>                  I'll be watching you. Remember, the
<ce>                     patient's name is _cousin_ and
<ce>                     %g is in ___cousin_. You have
<ce>                  =questtime_ days to prove yourself.

RumorsPostfailure:  [1006]
<ce>                     Too bad for you. I have to go
<ce>                    and round up a temple cleric for
<ce>                  the job, so I must ask you to leave.


QuestLogEntry:  [1010]
<ce>                     I feel so weak. I don't know
<ce>                  what is wrong with me. Have you come
<ce>             to help me? Yes? Do you have the cure? If so,
<ce>                please use it on me, so that I may heal.

Message:  1011
<ce>                          Wilt thou do this?

Message:  1012
I heard about %g3 disease. Some say that _healer_ of ___healer_ has a cure.
<--->
I did hear something of %g2. Something about a disease and someone named _healer_ in ___healer_ who had a cure.

Message:  1013
<ce>                   Hello there. Yes, I have heard of
<ce>                     _cousin_ of ___cousin_ and %g3
<ce>                      problem. Lunar Chills it is.
<ce>                     Often mistaken for Gray Fever.
<ce>                     Anyway, I do have a some Hoar
<ce>                     Frost Root that will cure it.
<ce>                    It can only be used once though.
<ce>                    I'll sell it to you for 20 gold.

Message:  1014
<ce>                Do you wish to buy the Hoar Frost Root?

Message:  1015
<ce>                   I'm sorry, you don't seem to have
<ce>                  enough gold for the Hoar Frost Root
.

Message:  1016
<ce>           Thank you, %pcn. I will use the Hoar Frost Root.
<ce>                I really can't thank you enough. I hope
<ce>               the rest of your travels are safe for you.

Message:  1017
%qdt:
 I have bought some Hoar Frost Root
 from _healer_ of ___healer_
 that cures Lunar Chills, the
 disease that is inflicting _cousin_.

Message:  1018
%qdt:
 I have given Hoar Frost Root to _cousin_
 and cured %g2 of the Lunar Chills.
 Maybe now __giver_ will think
 more highly of me.

Message:  1019
<ce>                 The Hoar Frost Root dissolves quickly
<ce>                             as you use it.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 4 times.
--               %g3 occurs 2 times.
--              %god occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 3 times.
--               %ra occurs 1 time.
--          =cousin_ occurs 1 time.
--       =questtime_ occurs 3 times.
--        ___cousin_ occurs 4 times.
--         ___giver_ occurs 1 time.
--        ___healer_ occurs 3 times.
--          __giver_ occurs 6 times.
--          _cousin_ occurs 11 times.
--           _giver_ occurs 4 times.
--          _healer_ occurs 3 times.

QBN:
Item _gold1_ gold range 5 to 25
Item _gold2_ gold range 10 to 50
Item talisman root_tendrils

Person _giver_ group Questor male
Person _cousin_ faction Local_3.0 female anyInfo 1012 rumors 1012
Person _healer_ face 64 group Any


Clock _questtime_ 0:0 0 flag 0:1 range 3 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _questtime_ 
	prompt 1011 yes _S.01_ no _S.02_ 
	pick one of _S.06_ _S.07_ 
	talisman used do _S.08_ 
	create npc _cousin_ 

_questtime_ task:
	end quest 

_S.01_ task:
	log 1003 step 0 
	say 1025 

_S.02_ task:
	end quest saying 1006 

_S.03_ task:
	clicked npc _cousin_ 
	say 1010 

_S.04_ task:
	when _S.03_ and _S.06_ 
	make pc ill with Wizard_Fever 

variable _S.05_
variable _S.06_
variable _S.07_
_S.08_ task:
	take talisman from pc saying 1019 
	cure Wizard_Fever 

_S.09_ task:
	toting talisman and _cousin_ clicked 
	give pc nothing 
	start timer _delay_ 
	log 1018 step 2 
	say 1016 

_S.10_ task:
	clicked npc _healer_ say 1013 
	promptForYorN _S.11_ not _S.11_ 1014

_S.11_ task:
	clicked _healer_ and at least 20 gold otherwise do _S.12_ 
	log 1017 step 1 
	get item talisman 

_S.12_ task:
	say 1015 

_delay_ task:
	end quest 


c0c00y11

-- Quest: /dos/g/game/dag/arena2/c0c00y11.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: temple
-- Repute: 0
-- QuestId: 11
Messages: 81
Quest: c0c00y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        You are not a member of
<ce>                            __qgiver_, %pcn.
<ce>                        However, you seem honest
<ce>                      enough. I'll tell you what.
<ce>                        A house over in __house_
<ce>                        is being haunted by some
<ce>                        sort of undead. We need
<ce>                        someone to exorcise the
<ce>                         spirit. Do this and it
<ce>                         may change how we feel
<ce>                               about you.

RefuseQuest:  [1001]
<ce>                       This isn't going to look
<ce>                           good to __qgiver_.

AcceptQuest:  [1002]
<ce>                       If the haunt is too tough
<ce>                      for you to handle yourself,
<ce>                       don't do anything stupid.
<ce>                       Go to _house_ in __house_.
<ce>                    You have =traveltime_ days or we
<ce>                        send someone else out to
<ce>                              do the job.

QuestComplete:  [1004]
<ce>                    So you exorcised the place, eh?
<ce>                    This will look good for you when
<ce>                   I speak with the temple heirarchs.

RumorsDuringQuest:  [1005]
_house_ is haunted by many powerful, evil spirits, they say.

RumorsPostfailure:  [1006]
_house_ is still haunted, despite the attempts of ==qgiver_.

RumorsPostsuccess:  [1007]
At last, _house_ has only good, household spirits within.

QuestorPostsuccess:  [1008]
Oh, hullo, my friend, the exorcist. How may I help thee?

QuestorPostfailure:  [1009]
I gave thee a chance before, and it was a waste of breath.
<--->
Do you think that I forgot _house_ already, %pct?

QuestLogEntry:  [1010]
%qdt
 _qgiver_ of __qgiver_,
 in ___qgiver_ has given
 me the chance to rid _house_
 in __house_ of an
 undead haunting. I have =traveltime_
 days to do the job.

Message:  1011
<ce>                      In life I built this house.
<ce>                     What right do the living have
<ce>                    to interrupt my deathly dreams?

Message:  1012
<ce>                    Well, at least you tried. I'll
<ce>                     not speak ill of you, but that
<ce>                      is all I can promise, %pcn.

Message:  1080
<ce>                      In addition, here is a map
<ce>                           to ___newdung_, an
<ce>                    unclean pit of a place if there
<ce>                     ever was one.  Do %reg a favor
<ce>                       and exterminate the vermin
<ce>                             infesting it.


-- Symbols used in the QRC file:
--
--              %pcn occurs 2 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--         ==qgiver_ occurs 1 time.
--      =traveltime_ occurs 2 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 3 times.
--         __qgiver_ occurs 3 times.
--           _house_ occurs 6 times.
--          _qgiver_ occurs 1 time.

QBN:
Item boobyprize gold range 2 to 2

Person _qgiver_ group Questor male

Place _house_ remote house2
Place _newdung_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _ghost_ is Ghost
Foe _skeleton_ is Skeletal_warrior
Foe _wraith_ is Wraith
Foe _zombie_ is Zombie

--	Quest start-up:
	start timer _traveltime_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ _nomap_ 
	pick one of _S.02_ _S.03_ _S.04_ _S.05_ 
	pc at _house_ do _S.08_ 
	create npc at _house_ 

_traveltime_ task:
	end quest 

_questdone_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_S.02_ task:
	place foe _ghost_ at _house_ 

_S.03_ task:
	place foe _skeleton_ at _house_ 

_S.04_ task:
	place foe _wraith_ at _house_ 

_S.05_ task:
	place foe _zombie_ at _house_ 

_S.06_ task:
	killed 1 _ghost_ 
	killed 1 _skeleton_ 
	killed 1 _wraith_ 
	killed 1 _zombie_ 

_S.07_ task:
	injured _ghost_ saying 1011 
	injured _skeleton_ saying 1011 
	injured _wraith_ saying 1011 
	injured _zombie_ saying 1011 

variable _S.08_
_S.09_ task:
	when _S.08_ and _questdone_ and not _S.06_ 
	say 1012 
	end quest 

_clearclick_ task:
	when _questdone_ and not _S.06_ 
	clear _questdone_ _clearclick_ 

variable _map_
variable _nomap_
_S.13_ task:
	when _map_ and _questdone_ 
	reveal _newdung_ saying 1080 


c0c00y12

-- Quest: /dos/g/game/dag/arena2/c0c00y12.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: temple
-- Repute: 0
-- QuestId: 12
Messages: 21
Quest: c0c00y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Normally I would not give
<ce>                         work to someone not a
<ce>                          member of __qgiver_.
<ce>                      However, we are short handed
<ce>                       right now. A brazen thief
<ce>                          stole a _religitem_
<ce>                       from the temple. A priest
<ce>                    got a good look at the criminal.
<ce>                    It was a common street thief, a
<ce>                         =thief_ named _thief_
<ce>                   who was in the temple on that day,
<ce>                         pretending to worship.
<ce>                  Track down this thief and return our
<ce>                     stolen _religitem_, and I will
<ce>                    speak well of you in the future.

RefuseQuest:  [1001]
<ce>                      I give you a chance and you
<ce>                      spit in my face. Don't come
<ce>                       looking to me for favors.

AcceptQuest:  [1002]
<ce>                        You need to get it back
<ce>                       within =traveltime_ days.
<ce>                       By then our knightly order
<ce>                        will be able to dispatch
<ce>                      a search party and you will
<ce>                         have lost your chance.

QuestComplete:  [1004]
<ce>                       All praises to you, %pcn.
<ce>                          The _religitem_ has
<ce>                      been restored to the temple.
<ce>                       You have earned the favor
<ce>                                of %god.

RumorsDuringQuest:  [1005]
<ce>     _thief_ is holed up in _thiefplace_ in __thiefplace_.  A good
<ce>                     place to hide from __qgiver_.

RumorsPostfailure:  [1006]
__qgiver_ will never get that _religitem_ back it seems.

RumorsPostsuccess:  [1007]
_thief_ was brought to justice, and __qgiver_ got their _religitem_ back.

QuestorPostsuccess:  [1008]
Don't think that I forgot who brought us our _religitem_ already, %pcf.

QuestorPostfailure:  [1009]
Our _religitem_ is lost forever and you want to talk. Unbelievable.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_, of __qgiver_
 in ___qgiver_, has given me
 the chance to find _religitem_
 which had been stolen by a
 =thief_ named _thief_.
 I have =traveltime_ days to get it back.

Message:  1011
<ce>                       %oth!  The temple hired a
<ce>                       bounty hunter just to get
<ce>                   back their worthless _religitem_?
<ce>                       %oth, it sure ain't worth
<ce>                      dying over.  Here, take it.
<ce>                      Now, we'll see if you think
<ce>                        it's worth dying over...
<ce>                       Help!!  This %ra is making
<ce>                           off with our loot!

Message:  1012
<ce>                      Intruder! Raise the alarm!
<ce>                      There is an intruder in the
<ce>                               building!

Message:  1013
<ce>      _thief_... The name sounds familiar, but I can't place it.
<ce>     I'm thinking maybe someone I ran into in __thiefplace_?  Sorry
<ce>                        I can't be more helpful.
                                     <--->
<ce>          A =decoy_?  Sure, I know %g2.  Lives in ___decoy_.
                                     <--->
<ce>   If you're talking about a =thief_, %g sounds like a little weasel
<ce>          from __thiefplace_ who tried to pick my pocket once.

Message:  1014
<ce>  Sure, I know that squirrelly little sneak.  Check out _thiefplace_
 in __thiefplace_.
<ce>                                   
<ce> _thief_?  Yeah, %g's "laying low" over at _thiefplace_ in __thiefplace_.
<ce> Not keeping too low a profile though, since you and I know where %g is!

Message:  1020
<ce>                  _thief_ tosses you the _religitem_,
<ce>                    then vanishes into the shadows.
<ce>                        Now to make your escape!


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--              %god occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--           =decoy_ occurs 1 time.
--           =thief_ occurs 3 times.
--      =traveltime_ occurs 2 times.
--         ___decoy_ occurs 1 time.
--        ___qgiver_ occurs 6 times.
--     __thiefplace_ occurs 5 times.
--          _qgiver_ occurs 1 time.
--       _religitem_ occurs 10 times.
--           _thief_ occurs 7 times.
--      _thiefplace_ occurs 3 times.

QBN:
Item _religitem_ religious

Person _qgiver_ group Questor male
Person _thief_ face 229 faction The_Thieves_Guild anyInfo 1013 rumors 1014
Person _decoy_ face 92 faction Local_3.1

Place _thiefplace_ remote house2

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _burglar_ is Burglar
Foe _rogue_ is Rogue

--	Quest start-up:
	dialog link for person _decoy_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _thiefplace_ do _S.04_ 
	place npc _thief_ at _thiefplace_ 

_traveltime_ task:
	make _religitem_ permanent 
	end quest 

_questdone_ task:
	toting _religitem_ and _qgiver_ clicked 
	give pc nothing 
	end quest 

_S.02_ task:
	injured _burglar_ saying 1012 
	injured _rogue_ saying 1012 

_S.03_ task:
	clicked npc _thief_ 
	get item _religitem_ saying 1020 
	remove npc _thief_ 
	say 1011 

variable _S.04_
_S.05_ task:
	when _S.04_ and _S.03_ 
	create foe _burglar_ every 50 minutes 2 times with 2% success 
	create foe _rogue_ every 50 minutes 2 times with 3% success 


c0c00y13

-- Quest: /dos/g/game/dag/arena2/c0c00y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: temple
-- Repute: 0
-- QuestId: 13
Messages: 12
Quest: c0c00y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Blessings upon you, %pcn,
<ce>                     even though you are a heathen
<ce>                        and do not patronize our
<ce>                         temple. I am _qgiver_.
<ce>                      So you are looking to curry
<ce>                         favor with __qgiver_.
<ce>                        Deliver this _religitem_
<ce>                          to ___priest_ within
<ce>                      =traveltime_ days and I can
<ce>                           speak well of you.

RefuseQuest:  [1001]
<ce>                     It is your loss. Ask not for
<ce>                      the favor of this temple any
<ce>                            time soon, %pcn.

AcceptQuest:  [1002]
<ce>                       Here is the _religitem_.
<ce>                          Take it to _priest_
<ce>                      of __priest_ in ___priest_.
<ce>                     Oh, I almost forgot to mention
<ce>                        that a rival temple may
<ce>                      send out thugs to stop you.

QuestComplete:  [1004]
<ce>                       The god's favor upon you
<ce>                         %pcn. This _religitem_
<ce>                         is sorely needed here.

RumorsDuringQuest:  [1005]
It's a race between two temples for that _religitem_.

RumorsPostfailure:  [1006]
_priest_ never got %g3 _religitem_ and _qgiver_ is wroth.

RumorsPostsuccess:  [1007]
_priest_ and __qgiver_ managed to get that _religitem_ thanks to a brave %ra.

QuestorPostsuccess:  [1008]
%god bless you, of course I remember %pcf. How are you, my child?

QuestorPostfailure:  [1009]
_priest_ never got the _religitem_ and I am not amused.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_, of __qgiver_,
 has given me a charge to
 deliver the _religitem_
 to _priest_ in __priest_ in
 ___priest_. It must be there within =traveltime_ days.

Message:  1011
<ce>                         That _religitem_ will
<ce>                      never make it to __priest_.
<ce>                        Instead, I shall deliver
<ce>                            them your head!


-- Symbols used in the QRC file:
--
--               %g3 occurs 1 time.
--              %god occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___priest_ occurs 6 times.
--         __qgiver_ occurs 3 times.
--          _priest_ occurs 5 times.
--          _qgiver_ occurs 3 times.
--       _religitem_ occurs 9 times.

QBN:
Item _religitem_ religious

Person _qgiver_ group Questor male
Person _priest_ faction Group_5.0 female
Person _enemy_ face 176 faction Local_4.0


Clock _traveltime_ 0:0 0 flag 0:1 range 1 2
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _thief_ is Thief
Foe _spellsword_ is Spellsword

--	Quest start-up:
	create foe _thief_ every 12 minutes 2 times with 5% success 
	create foe _spellsword_ every 12 minutes 2 times with 5% success 
	start timer _traveltime_ 
	log 1010 step 0 
	get item _religitem_ 
	create npc _priest_ 

_traveltime_ task:
	change repute with _qgiver_ by -5 
	end quest 

_questdone_ task:
	toting _religitem_ and _priest_ clicked 
	give pc nothing 
	start timer _delay_ 

_S.02_ task:
	injured _thief_ saying 1011 
	injured _spellsword_ saying 1011 

_delay_ task:
	end quest 


d0b00y00

-- Quest: /dos/g/game/dag/arena2/d0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Akatosh
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: d0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  If you are, by chance, looking for
<ce>               work, an easy _reward_ gold pieces, I just
<ce>                    might have a job for you. It'll
<ce>                   involve some combat, but you look
<ce>                      like you wouldn't mind that.
<ce>                   Does it sound like a possibility?

RefuseQuest:  [1001]
<ce>                  I see. Well, that is disappointing.

AcceptQuest:  [1002]
<ce>                  Very good. You know that Akatosh is
<ce>                   the God of Time, but He is also a
<ce>                   Dragon God, and we hold dragons as
<ce>                  our holy symbol. One of the members
<ce>                  of our fighting order, the Order of
<ce>                 the Hour, has apparently gone berserk
<ce>                   and taken to attacking our dragons
<ce>                 right in our sacred grove. Of course,
<ce>                   the murderer must be stopped. You
<ce>                     will find the dragonslayer in
<ce>                      a place called ___mondung_.
<ce>                    If you are not successful within
<ce>                =1stparton_ days, we will send the Order
<ce>                     of the Hour in and your reward
<ce>                     will be forfeited. May Akatosh
<ce>                        bless you in your quest.

QuestFail:  [1003]
<ce>                    You had best move along, %pcf.
<ce>                 You do not have very much more time to
<ce>                        kill that Dragonslayer.

QuestComplete:  [1004]
<ce>                   I am glad to see you back, %pcf.
<ce>                   And your mission was a success. As
<ce>                 promised, here are your _reward_ gold.
<ce>                      Thank you for your service.

RumorsDuringQuest:  [1005]
The Akatosh Chantry's pretty angry that one of their own is a dragonslayer.
<--->
I say that sneak has every right to kill dragons. Nasty violent creatures.

RumorsPostfailure:  [1006]
It's a good thing that the dragonslayer got away.
<--->
Now more dragons will be killed.
<--->
I hear the Order of the Hour is chasing the dragonslayer across %reg.

RumorsPostsuccess:  [1007]
I wonder if the Akatosh Chantry is going to try and stop every dragonslayer.
<--->
Ah, it's getting so you can't even slay a dragon anymore without trouble.

QuestorPostsuccess:  [1008]
What can I do for the great protector of the dragons, %pcf?

QuestorPostfailure:  [1009]
I trusted you to slay that dragonslayer, %pcf. Never shall I do that again.

Message:  1020
<ce>                   "The Akatosh Chanty...wins. All I
<ce>                     ever...wanted to...do was free
<ce>                            the...dragons."
<ce>                       The dragonslayer is dead.

Message:  1030
%qdat:
 The Akatosh Chantry has asked me
 to hunt down someone who has been
 attacking the dragons in their sacred grove.
 I need to go to ___mondung_,
 kill the dragonslayer, and be
 back at the Chantry in ___questgiver_
 in =1stparton_ days.


-- Symbols used in the QRC file:
--
--              %pcf occurs 4 times.
--             %qdat occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _archer_ is Archer
Foe _spellsword_ is Spellsword
Foe _knight_ is Knight
Foe _ranger_ is Ranger

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _S.05_ _S.06_ _S.07_ _S.08_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _spellsword_ saying 1020 
	killed 1 _ranger_ saying 1020 
	killed 1 _knight_ saying 1020 
	killed 1 _archer_ saying 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.05_ task:
	place foe _spellsword_ at _mondung_ 

_S.06_ task:
	place foe _ranger_ at _mondung_ 

_S.07_ task:
	place foe _knight_ at _mondung_ 

_S.08_ task:
	place foe _archer_ at _mondung_ 


e0b00y00

-- Quest: /dos/g/game/dag/arena2/e0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Arkay
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: e0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             As a matter of fact, we could doubtlessly use
<ce>             someone like you. There's a desecrated temple
<ce>                     nearby called ___mondung_. You
<ce>              may have heard of it. For some time, it has
<ce>              been a home to evil, but we have ignored its
<ce>               influence. It is a counterbalance to other
<ce>              forces, after all. Now the balance has been
<ce>                upset. I need someone to right it. Sound
<ce>                  like something you could help with?
                                     <--->
<ce>                    The Balance in ___mondung_ has
<ce>             been unbound by a new intrusion that threatens
<ce>                our efforts at bringing harmony to %reg.
<ce>              We need a champion, someone like you, to set
<ce>                 ___mondung_ to right. Will you do it?

RefuseQuest:  [1001]
<ce>                Disappointing. Well, we'll find someone
<ce>                           else doubtlessly.

AcceptQuest:  [1002]
<ce>                       Excellent, %pcf. What we
<ce>             need is to have a certain powerful lycanthrope
<ce>              who has established its lair in that unholy
<ce>                        ___mondung_ slain. It is
<ce>               threatening the expansion of our order in
<ce>               that area. If you are not back here after
<ce>               =1stparton_ days have passed, we will move
<ce>             against it ourselves, and your reward will be
<ce>              forfeit. Obviously, you had best be on your
<ce>                 way. Fare thee well and best of luck.
                                     <--->
<ce>                     %oth, that's good, %pcf. Now,
<ce>           there are but =1stparton_ days we can give you to
<ce>                  restore equilibrium in ___mondung_,
<ce>            and the fastest, most appropriate way we know of
<ce>            is for you to slay the lycanthrope who has made
<ce>                 its foul nest in ___mondung_'s bowels.
<ce>                 Pray hurry, %pcf. If you are not here
<ce>              when =1stparton_ suns have set, your reward
<ce>                            with be forfeit.


QuestFail:  [1003]
<ce>                    You had best move along, %pcf.
<ce>                 You do not have very much more time to
<ce>                kill that werebeast. _1stparton_ minutes
<ce>                             to be precise.

QuestComplete:  [1004]
<ce>              You have done a great service to the Temple
<ce>                     of Arkay, %pcf. One that will
<ce>               not be forgotten. Enjoy your _reward_ gold
<ce>                      -- you certainly deserve it.

RumorsDuringQuest:  [1005]
I've heard there's some kind of werewolf on the loose around here.
<--->
I hear the wereboar's found a lair in someplace called ___mondung_.
<--->
Didja hear that howling last night? Wolf howling?

RumorsPostfailure:  [1006]
Lupines are real nomads, I guess. I hear our loup moved down south.
<--->
My cousin tells me that our wereboar was spotted down south aways.

RumorsPostsuccess:  [1007]
I hear they found out that werewolf was a priest during the day!
<--->
A lot of people feel safer knowing that wereboar is dead.
<--->
You heard about that werecreature some %ra hunted down?

QuestorPostsuccess:  [1008]
How may I assist thee who restored the balance within ___mondung_?

QuestorPostfailure:  [1009]
You failed to slay that lupine, %pcf. I am sorely aggrieved.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of
 the Temple of Arkay offered to
 pay me _reward_ gold pieces to slay
 a werecreature lurking in
 ___mondung_, a former
 temple of theirs. I have =1stparton_
 days to do it and be back to
 ___questgiver_.

Message:  1020
<ce>                    You have slain the lycanthrope
<ce>                            of ___mondung_.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 5 times.
--       ___mondung_ occurs 10 times.
--    ___questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _wolf_ is Werewolf
Foe boar is Wereboar

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1010 step 0 
	pick one of _wereboar_ _werewolf_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 boar saying 1020 
	killed 1 _wolf_ saying 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_werewolf_ task:
	place foe _wolf_ at _mondung_ 

_wereboar_ task:
	place foe boar at _mondung_ 


f0b00y00

-- Quest: /dos/g/game/dag/arena2/f0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Dibella
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: f0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                One of the more important functions of
<ce>                the House of Dibella is the preservation
<ce>                 of great works of art. We have scouts
<ce>                 all over Tamriel who look for rare and
<ce>                 beautiful pieces. Are you available to
<ce>                  retrieve one such masterpiece? It is
<ce>                 not far from here, and we will gladly
<ce>                  pay you _reward_ gold pieces for it.
                                     <--->
<ce>                  In over four thousand years of high
<ce>                 civilization in Tamriel, the House of
<ce>                 Dibella has worked tirelessly to save
<ce>                 and preserve objects of antiquity and
<ce>                  artistry from ruin at the avaricious
<ce>                   and uncouth hands of time. We have
<ce>                  developed a sophisticated network of
<ce>                 archaeologists, dealers, and couriers
<ce>                   who are goodly paid to procure art
<ce>                   for the house. Would you assist in
<ce>                       one such enterprise, %pcf?


RefuseQuest:  [1001]
<ce>                     Alas, it saddens me that time
<ce>                     is considered too precious to
<ce>                       spend on that most rare of
<ce>                      all pleasures, true beauty.

AcceptQuest:  [1002]
<ce>                Oh marvelous. Now, the procurer of this
<ce>                particular work is a rather funny little
<ce>                            =contact_ named
<ce>                           _contact_. What %g
<ce>                  has found is apparently so rare and
<ce>                  wondrous, %g fears bandits will rob
<ce>                   %g2 before %g gets to our House. I
<ce>                  do not know how dangerous it is, but
<ce>                     if you would go to __contact_
<ce>                         in ___contact_ and get
<ce>                 the artifact from %g2, I would be most
<ce>                 appreciative. Time is of the essense,
<ce>                  for %g says that %g will abandon the
<ce>                  artifact if someone is not there to
<ce>               take it in =1stparton_ days. Meanwhilst, I
<ce>             will expect you back here in =1stparton_ days.
<ce>                     Fare thee well and may Dibella
<ce>                           lighten thy load.

QuestFail:  [1003]
<ce>                       Hello, %pcf. You haven't
<ce>                      forgotten about the artifact
<ce>                        in __contact_, have you?

QuestComplete:  [1004]
<ce>            It's beautiful! See how the symmetrical lines,
<ce>              the stylized figures, the delicate folds and
<ce>                   ornamentation... Oh, %pcf, what a
<ce>               gift you've given us with this icon. Your
<ce>           _reward_ gold pieces is certainly the least we can
<ce>                       offer. Dibella bless you.

RumorsDuringQuest:  [1005]
That quivering =contact_ is really annoying with %g3 conspiracy theories.
<--->
I wonder if that =contact_ actually has something worth stealing or not.

RumorsPostfailure:  [1006]
The House of Dibella acts as if losing that icon were the end of the world.
<--->
The House is so trusting, no wonder that %ra mercenary took advantage of them.

RumorsPostsuccess:  [1007]
After all those rumors, I hear that icon was just a forgery anyhow.
<--->
Wonder whether the House of Dibella is going to show the icon or just store it.

QuestorPostsuccess:  [1008]
What can I do for the %ra who brought us the lovely icon?

QuestorPostfailure:  [1009]
When you failed art, you failed the House, %pcf. Begone!

QuestLogEntry:  [1010]
<ce>                 By Dibella, I've been a nervous wreck
<ce>                 waitin' for you to show up. Here's the
<ce>                icon -- I'm glad to be rid of it. I can
<ce>                  feel every cuthroat's eyes on on it.
<ce>                You better get back to the House before
<ce>                    they think you ran off with it.

Message:  1011
_contact_ is a common archaeologist-adventurer who works for the House of Dibella.
<--->
That =contact_ over in __contact_? Just some kind of thief or mercenary.

Message:  1013
It's a fake, I bet. But the House probably won't know the difference.
<--->
A forgery, in all probability. But very pretty, nevertheless.

Message:  1030
%qdt:
 The House of Dibella has hired to
 me to meet with an archaeologist
 who has uncovered an icon for them, pay for it,
 and bring the icon back to the House. This
 _contact_ is in __contact_
 in ___contact_. I need to have
 the icon back to _questgiver_
 in ___questgiver_ in =1stparton_ days.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 3 times.
--         =contact_ occurs 6 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 7 times.
--      _questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item_ scarab received 1013

Person _questgiver_ face 112 group Questor
Person _contact_ group Region female anyInfo 1011


Clock _1stparton_ 0:0 0 flag 0:17 range 1 4


--	Quest start-up:
	start timer _1stparton_ 
	log 1030 step 0 

_1stparton_ task:
	end quest 

variable _pcgetsgold_
_npcclicked_ task:
	clicked npc _contact_ 
	get item _item_ 
	say 1010 

_qgclicked_ task:
	toting _item_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _S.04_
variable _S.05_
_S.06_ task:
	when _npcclicked_ and _1stparton_ 
	make _item_ permanent 


g0b00y00

-- Quest: /dos/g/game/dag/arena2/g0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Kynaran
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: g0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               Our order demands retribution on a former
<ce>                member who has turned traitor. Will you
<ce>                  be the strong arm of our fury, %pcf?
                                     <--->
<ce>                  The Goddess has spoken to us in our
<ce>                 auguries, and she demands the blood of
<ce>                 the foul villian who has profaned her
<ce>                  name. Help us to appease our angered
<ce>                           mistress Kynareth.

RefuseQuest:  [1001]
<ce>                 An ignoble reply. I expected better.

AcceptQuest:  [1002]
<ce>                  Very good. The traitor is a killer
<ce>                   who has taken refuge in ___mondun_
<ce>                  to the %di. If you have not returned
<ce>                 in =queston_ days, your honor will be
<ce>               forfeit and another will take your place.
<ce>                     Do not fail us in this, %pcf.

QuestFail:  [1003]
<ce>                  The traitor is not dead. Do not try
<ce>                       to convince me otherwise.

QuestComplete:  [1004]
<ce>                Well done. You have reason to be proud.

RumorsDuringQuest:  [1005]
That skulker ran off to ___mondun_ like the hounds of hell were behind him.
<--->
<ce>             _qgiver_ can't just let the shiftless bum go
<ce>                after what %g did to the Kynaran Order.

RumorsPostfailure:  [1006]
The traitor is apparently tougher than _qgiver_ thought. What an escape.
<--->
The renegade has moved north I hear, but the memory still plagues the order.

RumorsPostsuccess:  [1007]
The traitor's story just proves it. You don't play around with the Kynaran Order.
<--->
I always thought the Order would be more merciful to that dolt.

QuestorPostsuccess:  [1008]
Well, you slew that traitor for the Order. The least I can do is say hello.

QuestorPostfailure:  [1009]
You let that traitor go. I have nothing to say to you.

QuestLogEntry:  [1010]
%qdt:
 The Kynaran Order in ___qgiver_
 has sent me to find and slay a traitor
 to the Order in a hideout,
 ___mondun_. I have
 =queston_ days to accomplish this.

Message:  1020
<ce>                    "So...the Kynaran Order...sent
<ce>                    you to kill...me. Tell them...I
<ce>                           spit on their..."
<ce>                          The traitor is dead.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--         =queston_ occurs 2 times.
--        ___mondun_ occurs 3 times.
--        ___qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male

Place _mondun_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _nightblade_ is Nightblade
Foe _assassin_ is Assassin
Foe _spellsword_ is Spellsword
Foe _knight_ is Knight

--	Quest start-up:
	start timer _queston_ 
	reveal _mondun_ 
	log 1010 step 0 
	pick one of _S.05_ _S.06_ _S.07_ _S.08_ 

_queston_ task:
	end quest 

_pcgetsgold_ task:
	when _mondead_ and _qgclicked_ 
	give pc nothing 
	end quest 

_mondead_ task:
	killed 1 _assassin_ saying 1020 
	killed 1 _knight_ saying 1020 
	killed 1 _spellsword_ saying 1020 
	killed 1 _nightblade_ saying 1020 

_qgclicked_ task:
	clicked npc _qgiver_ 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.05_ task:
	place foe _assassin_ at _mondun_ 

_S.06_ task:
	place foe _knight_ at _mondun_ 

_S.07_ task:
	place foe _spellsword_ at _mondun_ 

_S.08_ task:
	place foe _nightblade_ at _mondun_ 


h0b00y00

-- Quest: /dos/g/game/dag/arena2/h0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Mara
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: h0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              The whole philosophy of the Benevolence of
<ce>                 Mara forbids us to harm another living
<ce>                creature willingly. We do, however, have
<ce>                a situation that unfortunately calls for
<ce>                direct and fatal action. If we agreed to
<ce>              pay you _reward_ gold, would you be prepared
<ce>                  to destroy an unclean spirit that is
<ce>                  haunting one of our sacred shrines?

RefuseQuest:  [1001]
<ce>                  It is an assignment of considerable
<ce>                 danger, but I'm disappointed that you
<ce>                       will not even consider it.

AcceptQuest:  [1002]
<ce>                 There is an abandoned temple, not too
<ce>                   far from here called ___mondung_.
<ce>               It has been sacred to our Benevolence for
<ce>                centuries. We do not worship there, but
<ce>             we attempt to keep it free of evil influence.
<ce>                Unfortunately, the spirit that haunts it
<ce>                is too powerful for us to repel. If you
<ce>                  are not back in =1stparton_ days, we
<ce>               will assume that you have failed and send
<ce>               the Maran Knights instead. Obviously, your
<ce>                  reward will then be forfeit. Go with
<ce>                      the blessing of the Goddess.

QuestFail:  [1003]
<ce>                       Why do you linger, %pcf?
<ce>                The spirit still desecrates our temple.

QuestComplete:  [1004]
<ce>                 You have done a great service to the
<ce>                       Benevolence of Mara, %pcf.
<ce>                     A favor that will not soon be
<ce>                  forgotten. Enjoy your _reward_ gold
<ce>                           -- you deserve it.

RumorsDuringQuest:  [1005]
That ___mondung_ has always been creepy. Now it supposed to be haunted.
<--->
As far as I'm concerned, leave the haunt alone. No one goes near it anyway.

RumorsPostfailure:  [1006]
I wish they had just left ___mondung_ alone. Now the wraith's out here with us.
<--->
Typical. They chase the ghosts out to where they can do real harm.

RumorsPostsuccess:  [1007]
You know, even with ___mondung_ free of ghosts, I ain't going there.
<--->
The Benevolence of Mara's happy that their ___mondung_ is clean again.

QuestorPostsuccess:  [1008]
After trudging through ___mondung_ for us, the least I can do is say hello.

QuestorPostfailure:  [1009]
___mondung_ is still cursed with spirits, damn you, %pcf!

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of
 ___questgiver_ asked me to
 rid ___mondung_, a holy
 place for the Benevolence of Mara,
 of a haunting spirit of some sort.
 I have =1stparton_ days to cleanse
 ___mondung_ of it's haunt.

Message:  1020
<ce>                  "My spirit will now rest at peace."
<ce>                     ___mondung_ has been cleansed.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 10 times.
--    ___questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon4

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _wraith_ is Wraith
Foe _ghost_ is Ghost
Foe _zombie_ is Zombie
Foe _mummy_ is Mummy

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1010 step 0 
	pick one of _S.05_ _S.06_ _S.07_ _S.08_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _ghost_ saying 1020 
	killed 1 _mummy_ saying 1020 
	killed 1 _zombie_ saying 1020 
	killed 1 _wraith_ saying 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.05_ task:
	place foe _ghost_ at _mondung_ 

_S.06_ task:
	place foe _mummy_ at _mondung_ 

_S.07_ task:
	place foe _zombie_ at _mondung_ 

_S.08_ task:
	place foe _wraith_ at _mondung_ 


i0b00y00

-- Quest: /dos/g/game/dag/arena2/i0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Stendarr
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: i0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    Our healer needs some sort of a
<ce>                   special plant, called _item_, for
<ce>                     his healing potions. I cannot
<ce>                     offer you much, but I can give
<ce>                   you the holy symbol of the Temple
<ce>                     of Stendarr if you'd bring us
<ce>                    some _item_ for our sacred duty.

RefuseQuest:  [1001]
<ce>                    Unfortunately, such is a common
<ce>                    response. We cannot offer great
<ce>                      piles of gold and jewelry to
<ce>                     entice questers. Nevertheless,
<ce>                     I am particularly disappointed
<ce>                        in you, %pcf. I expected
<ce>                           a nobler response.

AcceptQuest:  [1002]
<ce>                  You have a kind heart indeed, %pcf.
<ce>                  The _item_ we need is at a place in
<ce>                     ___chemist_ called __chemist_.
<ce>                           A =chemist_ named
<ce>                         _chemist_ will give it
<ce>                   to us for free if you are there in
<ce>                    =1stparton_ days or less. Please
<ce>                    do hurry, %pcf. We have a great
<ce>                    many injured innocents to heal.

QuestFail:  [1003]
<ce>                    I am always happy to talk with
<ce>                         thee, %pcf, but please
<ce>                       do not delay in getting us
<ce>                              that _item_.

QuestComplete:  [1004]
<ce>                    Is that _item_ you have, %pcf?
<ce>                   Oh, thank Stendarr. Please accept
<ce>                      our humble offering of this
<ce>                          symbol of our order.

RumorsDuringQuest:  [1005]
The Temple of Stendarr is the only purely philanthropic order I can think of.
<--->
Mother waits for the healer at the Temple of Stendarr. Her condition is bad.

RumorsPostfailure:  [1006]
My sister died waiting for that damned healer at the Temple of Stendarr.
<--->
I hear the Temple's healer couldn't get the herbs he needed in time.

RumorsPostsuccess:  [1007]
They had a few scary moments at the Temple. More injured people than usual.
<--->
The god Stendarr was watching over His Temple, that's for certain.

QuestorPostsuccess:  [1008]
It would be unkind not to speak with one who brought us the _item_, %pcf.

QuestorPostfailure:  [1009]
I will control my temper, but didst thou forget the _item_, %pcf?
<--->
Perhaps you'd like to speak to those who died because you did not get the _item_.

QuestLogEntry:  [1010]
<ce>                     Here's the _item_, %pcf. Now
<ce>                    hurry back to the Temple. There
<ce>                    many there waiting to be healed.

Message:  1030
%qdt:
 The Temple of Stendarr in
 ___questgiver_ has offered me
 the symbol of their order if I would
 find some _item_ and deliver it to them
 in =1stparton_ days.
 Someone named _chemist_ in
 ___chemist_ in a place called
 __chemist_ is willing to give some
 if I am able to get there in time.


-- Symbols used in the QRC file:
--
--              %pcf occurs 8 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =chemist_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--        __chemist_ occurs 4 times.
--            _item_ occurs 10 times.

QBN:
Item _reward_ common_symbol
Item _item_ large_plant

Person _questgiver_ face 112 group Questor
Person _chemist_ group Any female


Clock _1stparton_ 0:0 0 flag 0:17 range 1 4


--	Quest start-up:
	start timer _1stparton_ 
	log 1030 step 0 

_1stparton_ task:
	end quest 

variable _pcgetsgold_
_npcclicked_ task:
	clicked npc _chemist_ say 1010 
	get item _item_ 

_qgclicked_ task:
	toting _item_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _queston_
variable _S.05_
_S.06_ task:
	when _npcclicked_ and _1stparton_ 
	make _item_ permanent 


j0b00y00

-- Quest: /dos/g/game/dag/arena2/j0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Zenithar
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: j0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                If you are available for employment, I
<ce>                 may a job for you. It's a messy little
<ce>                  affair, involving punishing a thief.
<ce>               It will mean a _reward_ gold piece reward.
<ce>                 Sounds like something you'd be at all
<ce>                             interested in?

RefuseQuest:  [1001]
<ce>                Disappointing. Well, we'll find someone
<ce>                           else doubtlessly.

AcceptQuest:  [1002]
<ce>                We seldom take a vigilante stand in our
<ce>                   affairs, but in this case, we feel
<ce>                 justified. This thief, you see, stole
<ce>                 directly from one of our caravans and
<ce>                is ransoming us for use of the highway.
<ce>               Such nerve. You will find the little thug
<ce>                    in a hideout called ___mondung_.
<ce>                      Be back in =1stparton_ days.

QuestFail:  [1003]
<ce>                    You had best move along, %pcf.
<ce>                     You only have =1stparton_ days
<ce>                          to kill that crook.

QuestComplete:  [1004]
<ce>                         Very good job, %pcf.
<ce>                     That ought to discourage other
<ce>                    highwaymen. Here's your _reward_
<ce>                            gold. Thank you.

RumorsDuringQuest:  [1005]
That footpad is single-handedly ruining the economy.
<--->
<ce>         They think that highwayman is a thief, but the crook
<ce>                    is highly trained with a blade.

RumorsPostfailure:  [1006]
That robber moved to a different hideout, but the roads still aren't safe.
<--->
I don't know why they can't arrest that highwayman. It ought to be easy.

RumorsPostsuccess:  [1007]
The merchants are pretty happy that they finally got that thief.
<--->
I don't care that they got that nightblade. The roads still aren't safe.

QuestorPostsuccess:  [1008]
Of course I'll chat with you, %pcf. I remember those highwaymen you killed.

QuestorPostfailure:  [1009]
The Resolution continues to lose gold to those highwaymen. Not very amusing.

Message:  1020
<ce>                   You must be from the Resolution.
<ce>                     Prepare to die, bounty hunter!

Message:  1030
%qdt:
 The Resolution of Zenithar
 has sent me to kill a thief who has been ransacking
 their caravans. ___mondung_ is
 the crook's hideout. I need to
 kill the thief and be back at
 ___questgiver_ in =1stparton_ days.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 3 times.
--       ___mondung_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster1_ is Nightblade
Foe _monster2_ is Assassin
Foe _monster3_ is Thief
Foe _monster4_ is Spellsword

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _S.05_ _S.06_ _S.07_ _S.08_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _monster4_ 
	killed 1 _monster3_ 
	killed 1 _monster2_ 
	killed 1 _monster1_ 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.05_ task:
	place foe _monster1_ at _mondung_ 

_S.06_ task:
	place foe _monster2_ at _mondung_ 

_S.07_ task:
	place foe _monster3_ at _mondung_ 

_S.08_ task:
	place foe _monster4_ at _mondung_ 

_S.09_ task:
	injured _monster1_ saying 1020 
	injured _monster2_ saying 1020 
	injured _monster3_ saying 1020 
	injured _monster4_ saying 1020 


k0c00y00

-- Quest: /dos/g/game/dag/arena2/k0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 0
Messages: 17
Quest: k0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          Perhaps you would be the right choice for a little
<ce>          employment I have in mind. A competitor of mine has
<ce>           usurped a contract of mine and has entered into an
<ce>           illegal, or at least immoral trading relationship.
<ce>          I want to correct this situation and send a message
<ce>                  to discourage _competitor_'s further
<ce>          encroachments. This may mean that someone will have
<ce>        to crush a few skulls. Would _reward_ gold pieces entice
<ce>                       you into this employment?

RefuseQuest:  [1001]
<ce>                     %oth, scruples make me rash.

AcceptQuest:  [1002]
<ce>                  Great. _competitor_ has a store in
<ce>                 __storehouse_ called _storehouse_ and
<ce>                   in it is a _mitem_ that I want you
<ce>            liberate. And, on your way out, please drop this
<ce>            note off anywhere in the store. I can't resist.
<ce>                 _competitor_ is going to passing that
<ce>                  _mitem_ to a more secure location in
<ce>               =2storehouse_ days, so you'll need to move
<ce>               swiftly. If you're not back in that time,
<ce>                  your gold will be forfeit. And do I
<ce>                   even need to add that _storehouse_
<ce>               will be guarded? Probably not. Good luck.

QuestFail:  [1003]
<ce>                     This is not a charade, %pcf.
<ce>                         I need this job done.

QuestComplete:  [1004]
<ce>                    Well done indeed, %pcf. Ah yes,
<ce>                   lovely, lovely _mitem_. There can
<ce>                 be no doubt that this is the very same
<ce>                         _mitem_ _competitor_'s
<ce>                partner gave %g2 for security. You have
<ce>              certainly earned your _reward_ gold pieces.

RumorsDuringQuest:  [1005]
These are the days when business competition becomes particularly bloodthirsty.
<--->
_qgiver_ and _competitor_ are more bitter rivals than Gothryd and Akorithi.

RumorsPostfailure:  [1006]
_competitor_ is really rubbing _qgiver_'s face in %g3 newest business deal.
<--->
Turns out that _competitor_ is a tougher merchant than _qgiver_ could dream of.

RumorsPostsuccess:  [1007]
_competitor_ has lost that contract %g worked so hard to get from _qgiver_.
<--->
_qgiver_ has %g3 old contract back and is happy as a well fed harpy.

QuestorPostsuccess:  [1008]
Well, you got me the _mitem_, so what can I do for you?

QuestorPostfailure:  [1009]
I have nothing to say to the lackey of _competitor_.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_ has sent
 me to _storehouse_ in __storehouse_
 to "liberate" a _mitem_ stored
 there and drop off a note. If I can do this
 and get back to __qgiver_ in =2storehouse_
 days, I will earn _reward_ gold pieces.

Message:  1011

 _competitor_,
 
 
 Fine security for your security.
 
 
 
<ce>                            Your Dear Friend

Message:  1012
                                 __competitor_
                                  ___competitor_
 
 
 Dear %pcn,
 
      I received your note. Very amusing. Now I have
 a proposition for you to consider. Bring me the
 stolen _mitem_ and I will recompense you with a
 _gem_. If you bring that _mitem_ to your
 employer, you will have made an enemy.
 
 
<ce>                              _competitor_

Message:  1013
<ce>             A young boy hands you a letter and runs away
<ce>               before you have a chance to question him.

Message:  1014
<ce>                 Do you give _competitor_ the _mitem_
<ce>                       in exchange for the _gem_?

Message:  1015
<ce>                A wise decision, %pcf. This may be the
<ce>            beginning of a profitable relationship. The days
<ce>                  of _qgiver_ making a profit, on the
<ce>                    other hand, may well be passing.

Message:  1016
<ce>                 I don't know why you came here then.
<ce>                      Leave this place now, %pcf.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--     =2storehouse_ occurs 2 times.
--    ___competitor_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--     __competitor_ occurs 1 time.
--         __qgiver_ occurs 1 time.
--     __storehouse_ occurs 2 times.
--      _competitor_ occurs 12 times.
--             _gem_ occurs 2 times.
--           _mitem_ occurs 9 times.
--          _qgiver_ occurs 7 times.
--          _reward_ occurs 3 times.
--      _storehouse_ occurs 3 times.

QBN:
Item _letter_ letter used 1011
Item _mitem_ magic_item
Item _reward_ gold
Item letter10 letter used 1012
Item _gem_ gem

Person _qgiver_ group Questor male
Person _competitor_ faction Group_5.0 female

Place _storehouse_ remote generalstore

Clock _2storehouse_ 0:0 0 flag 0:17 range 0 2
Clock _S.05_ 16:40 1.9:20

Foe _F.00_ is 2 Warrior
Foe _knight_ is Knight
Foe _battlemage_ is Battle_mage
Foe _F.03_ is 2 Rogue

--	Quest start-up:
	place item _mitem_ at _storehouse_ 
	log 1010 step 0 
	get item _letter_ 
	pc at _storehouse_ do _S.04_ 

_pcgetsgold_ task:
	toting _mitem_ and _qgiver_ clicked 
	give pc _reward_ 
	change repute with _competitor_ by -10 
	change repute with _qgiver_ by +10 
	end quest 

variable _qgclicked_
_S.02_ task:
	dropped _letter_ at _storehouse_ 
	start timer _S.05_ 

_2storehouse_ task:
	make _mitem_ permanent 
	end quest 

_S.04_ task:
	create foe _battlemage_ every 7 minutes 2 times with 10% success 
	create foe _knight_ every 8 minutes 2 times with 10% success 
	create foe _F.03_ every 9 minutes 1 times with 10% success 
	create foe _F.00_ every 10 minutes 1 times with 10% success 

_S.05_ task:
	say nothing 
	give pc letter10 notify 1013 

variable _S.06_
_S.07_ task:
	toting _mitem_ and _competitor_ clicked 
	prompt 1014 yes _S.09_ no _gimme_ 

_gimme_ task:
	get item _mitem_ 
	say 1016 

_S.09_ task:
	get item _gem_ 
	say 1015 
	make _gem_ permanent 
	change repute with _qgiver_ by -5 
	change repute with _competitor_ by +5 
	end quest 


k0c00y02

-- Quest: /dos/g/game/dag/arena2/k0c00y02.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 2
Messages: 11
Quest: k0c00y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 %pcf, I may be in very great trouble
<ce>             indeed. It would appear that one of my former
<ce>             associates, in an effort to make my life more
<ce>               hellish, has passed some counterfeit gold
<ce>               bricks to me. Innocently I passed them on
<ce>               to four of my most valued allies in return
<ce>                for services rendered. I obviously must
<ce>               retrieve those bricks before they discover
<ce>                that the gold is foscarium, which may be
<ce>                in =2mondung_ days or less. I am paying
<ce>            _reward_ gold pieces for each bar of false gold
<ce>                that you can retrieve. Sound agreeable?

RefuseQuest:  [1001]
<ce>               No? Really? Very well. Someone else will
<ce>                be more agreeable, I'm certain of that.

AcceptQuest:  [1002]
<ce>                %oth, that's good. Now, one of the bars
<ce>                  is in a bank called _depository_ in
<ce>                 __depository_; one is in a stronghold
<ce>                          called ___mondung_;
<ce>                   one is in __palace_ at the palace
<ce>                         there; the last is in
<ce>                        _mansion_ in __mansion_.
<ce>             Now, recall that you only have =2mondung_ days
<ce>               for this, and I'd rather have one in that
<ce>                  time than all four. Good luck, %pcf.
<ce>                        %god bless your journey.

QuestFail:  [1003]
<ce>                     %god, would you please hurry?

QuestComplete:  [1004]
<ce>                       %oth, well done, %pcf. I
<ce>                  was afraid I hadn't given you enough
<ce>                time. Here's your real gold in exchange
<ce>                          for that false gold.

RumorsDuringQuest:  [1005]
Some chap just asked directions to _depository_. He didn't look like a banker.
<--->
<ce>             They're apparently recruiting at ___mondung_.
 At least, it's pretty active there.
                                     <--->
_palace_ is improving its security, due to rumors about thieves in the area.
<--->
The maid at _mansion_ said she saw some undesirables watching the place.

RumorsPostfailure:  [1006]
%t %rn is seems to think that the head of the smuggling operation is _qgiver_.
<--->
_qgiver_ has apparently been smuggling foscarium, pretending its gold.
<--->
_palace_ has cut off relations with _qgiver_ completely, from what I hear.
<--->
___mondung_ is working toward breaking up every aspect of _qgiver_'s business.

RumorsPostsuccess:  [1007]
_qgiver_ has kindly replaced all the gold %g3 clumsy allies lost to theft.
<--->
_qgiver_'s popularity with the top business leaders in %reg continues to rise.

QuestorPostsuccess:  [1008]
Hail and hello, you bearer of false gold.

QuestorPostfailure:  [1009]
I trusted you with my financial future once, remember, %pcf?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_ has
 asked me to retrieve at least one of
 the four bars of false gold %g gave
 to %g3 allies before they discover the
 truth about the gold -- in =2mondung_ days
 or less. One bar of gold is in each
 of the following places:
 _palace_ in __palace_,
 ___mondung_,
 _mansion_ in __mansion_,
 and _depository_ in __depository_.
 I will be given _reward_ gold pieces
 for each bar of gold I can get for him.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 2 times.
--              %god occurs 2 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--               %rn occurs 1 time.
--                %t occurs 1 time.
--        =2mondung_ occurs 3 times.
--       ___mondung_ occurs 4 times.
--        ___qgiver_ occurs 1 time.
--     __depository_ occurs 2 times.
--        __mansion_ occurs 2 times.
--         __palace_ occurs 2 times.
--      _depository_ occurs 3 times.
--         _mansion_ occurs 3 times.
--          _palace_ occurs 3 times.
--          _qgiver_ occurs 7 times.
--          _reward_ occurs 2 times.

QBN:
Item goldBrick1 gold_bar
Item goldBrick2 gold_bar
Item goldBrick3 gold_bar
Item goldBrick4 gold_bar
Item _reward_ gold

Person _qgiver_ group Questor

Place _depository_ remote bank
Place _mondung_ remote dungeon2
Place _palace_ remote palace
Place _mansion_ remote house1

Clock _2mondung_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is 2 Knight
Foe _F.01_ is 2 Battle_mage
Foe _F.02_ is 2 Spellsword

--	Quest start-up:
	place item goldBrick1 at _depository_ 
	place item goldBrick2 at _mansion_ 
	place item goldBrick3 at _mondung_ 
	place item goldBrick4 at _palace_ 
	start timer _2mondung_ 
	reveal _mondung_ 
	log 1010 step 0 
	pc at _depository_ do _letter2_ 
	pc at _mondung_ do _S.11_ 
	pc at _mansion_ do _S.10_ 
	pc at _palace_ do _S.08_ 

variable _S.00_
variable _S.01_
_2mondung_ task:
	end quest 

variable _2palace_
_S.04_ task:
	toting goldBrick1 and _qgiver_ clicked 

_S.05_ task:
	toting goldBrick2 and _qgiver_ clicked 

_S.06_ task:
	toting goldBrick3 and _qgiver_ clicked 

_S.07_ task:
	toting goldBrick4 and _qgiver_ clicked 

_S.08_ task:
	create foe _F.00_ every 10 minutes 10 times with 20% success 

_letter2_ task:
	create foe _F.01_ every 10 minutes 10 times with 20% success 

_S.10_ task:
	create foe _F.02_ every 10 minutes 10 times with 20% success 

variable _S.11_
_S.12_ task:
	when _S.04_ or _S.05_ or _S.06_ or _S.07_ 
	give pc _reward_ 
	end quest 


k0c00y03

-- Quest: /dos/g/game/dag/arena2/k0c00y03.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 3
Messages: 18
Quest: k0c00y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  You wouldn't have any problem doing
<ce>                 a bit of smuggling for me, would you,
<ce>                      %pcf? There's a possibility
<ce>                 of risk, but a certainty of profit for
<ce>                    both of us. Your share would be
<ce>                  _gold_ gold pieces. What do you say?
                                     <--->
<ce>                 Smuggling is a nasty word, isn't it?
<ce>                  I prefer to say I need some legally
<ce>                   ambiguous stuff brought to a place
<ce>                  where some elements will welcome it,
<ce>                   and others, the law specifically,
<ce>                         will not. Interested?

RefuseQuest:  [1001]
<ce>                      We never met then. Remember
<ce>                              that, %pcf.
                                     <--->
<ce>                       In that case, I will deny
<ce>                           ever meeting you.

AcceptQuest:  [1002]
<ce>                    Grand. Here's the scheme, %pcf.
<ce>                I have a little side business exporting
<ce>                         _item_ to __conhouse_,
<ce>                but my regular agents are being watched
<ce>                 by the %t's guard. If you can get the
<ce>                        _item_ into __conhouse_
<ce>                     to a place called _conhouse_,
<ce>                     my client _contact_ will give
<ce>                you the _gold_ gold pieces I mentioned.
<ce>                Don't talk to any lawmen while you have
<ce>                      the _item_ and don't fail to
<ce>                  get to _conhouse_ in =queston_ days,
<ce>                  or I'll make it my life business to
<ce>                    destroy your reputation with the
<ce>                 government, the underworld, and anyone
<ce>                 else I can think of. But I'm sure you
<ce>                  won't fail me. Good luck, my child.
<ce>                          Make _qgiver_ proud.

QuestComplete:  [1004]
<ce>                  Jolly nerve-wracking sitting here,
<ce>                       waiting for you, %pcf. Ah,
<ce>                     the _item_. Good quality this.
<ce>                  Here, here's the _gold_ gold pieces.
<ce>                      Good doing business with you
<ce>                             and _qgiver_.

RumorsDuringQuest:  [1005]
The _item_ smuggling between ___qgiver_ and __conhouse_ is a %reg disgrace.
<--->
The %t has vowed to do something about the _item_ smuggling spree.

RumorsPostsuccess:  [1007]
They'll never be able to end the _item_ smuggling in %reg. Too much demand.
<--->
%rt %rn has appointed _qgiver_ special enforcer in the war against smuggling.

QuestorPostsuccess:  [1008]
_contact_ tells me you arrived just fine. For that, I thank you.

QuestorPostfailure:  [1009]
<ce>               Maybe you betrayed me, maybe you're just
<ce>                  a bad smuggler. Either way, sod off.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 ___qgiver_ has given me some
 _item_ to smuggle into __conhouse_.
 The name of my contact there is
 _contact_ and %g will
 be waiting at _conhouse_
 there. Naturally, I'll need to
 watch out for the city guards
 in this enterprise. I have =queston_ days
 to get there.

Message:  1011
Dear %pcf,
 
      You have been set up. _contact_
 is not at _conhouse_. A knight
 named =guard_ is waiting there
 to ambush you. If you want to get rid of
 that _item_, bring it to me
 at __contact2_ here in
 ___contact2_.
 
 
 _contact2_

Message:  1012
<ce>                           A letter has been
<ce>                        slipped into your hands.

Message:  1013
%qdt:
 I received a letter from someone by the name of
 _contact2_, saying that
 _conhouse_ is a trap. I
 have been offered the option of giving
 the _item_ to this _contact2_
 at %g3 inn in ___contact2_,
 __contact2_.

Message:  1014
<ce>                   Ah, you received my letter. Good
<ce>                    thing for you. There was a nasty
<ce>                   situation brewing and I'd hate to
<ce>                     have you caught up in it. I'll
<ce>                          take that _item_ in
<ce>                    return for my services clearing
<ce>                      up your involvement in this
<ce>                       botched smuggling scheme.
<ce>                          No need to thank me.

Message:  1015
<ce>                   Wait a minute, kid. We don't want
<ce>                       you. Just _qgiver_ and the
<ce>                      _item_. Hand it over and you
<ce>                       can get out of here, okay?
                                     <--->
<ce>                  Listen, kid, nothing personal. Just
<ce>                          gimme the _item_ and
<ce>                       I'll tell my boss you got
<ce>                              away. Deal?

Message:  1016
<ce>                         Yer a smart kid. Now,
<ce>                            get outta here.

Message:  1017
<ce>                        _qgiver_ isn't going to
<ce>                    be happy about you holding on to
<ce>                        the _item_, but it's too
<ce>                      late to deliver it anywhere.
<ce>                       You might be able to sell
<ce>                            it somewhere ...


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 5 times.
--              %qdt occurs 2 times.
--              %reg occurs 2 times.
--               %rn occurs 1 time.
--               %rt occurs 1 time.
--                %t occurs 2 times.
--           =guard_ occurs 1 time.
--         =queston_ occurs 2 times.
--      ___contact2_ occurs 2 times.
--        ___qgiver_ occurs 2 times.
--       __conhouse_ occurs 4 times.
--       __contact2_ occurs 2 times.
--        _conhouse_ occurs 5 times.
--        _contact2_ occurs 3 times.
--         _contact_ occurs 4 times.
--            _gold_ occurs 3 times.
--            _item_ occurs 14 times.
--          _qgiver_ occurs 6 times.

QBN:
Item _gold_ gold
Item _item_ drug
Item _letter_ letter used 1011

Person _qgiver_ group Questor male
Person _contact_ face 1 group Region
Person _contact2_ group Region female

Place _conhouse_ remote house2

Clock _2letter_ 3:20 6:40
Clock _queston_ 0:0 0 flag 0:1 range 2 5

Foe _guard_ is Knight

--	Quest start-up:
	dialog link for person _contact_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	pick one of _S.01_ _S.02_ 
	legal repute -100 
	place npc _contact_ at _conhouse_ 

variable _traveltime_
_S.01_ task:
	pc at _conhouse_ do _S.04_ 
	start timer _2letter_ 

variable _S.02_
variable _S.03_
_S.04_ task:
	remove npc _contact_ 
	place foe _guard_ at _conhouse_ 

_S.05_ task:
	injured _guard_ 
	prompt 1015 yes _deed_ no _no_ 

_deed_ task:
	give item _item_ to _guard_ 
	say 1016 
	remove foe _guard_ 

_2letter_ task:
	_letter_ used do _S.08_ 
	give pc _letter_ notify 1012 

_S.08_ task:
	log 1013 step 1 

_reward_ task:
	toting _item_ and _contact_ clicked 
	give pc _gold_ 
	legal repute +100 
	end quest 

_S.10_ task:
	toting _item_ and _contact2_ clicked 

_S.11_ task:
	when _S.10_ and _S.01_ 
	say 1014 
	legal repute +100 
	end quest 

_S.12_ task:
	when _queston_ and _S.14_ 
	say 1017 
	make _item_ permanent 

_queston_ task:
	have _item_ set _S.14_ 
	end quest 

variable _S.14_
variable _no_


k0c00y04

-- Quest: /dos/g/game/dag/arena2/k0c00y04.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 4
Messages: 17
Quest: k0c00y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I'm in an embarassing predicament, I
<ce>                        fear. _lover_ and I have
<ce>                had ... an understanding, but %g3 lover
<ce>                  is being distressingly old-fashioned
<ce>                 about it. I have been challenged to a
<ce>                      duel. Luckily, _competitor_,
<ce>                  that's my rival's name, doesn't know
<ce>                  what I look like. You could stand in
<ce>                 for me. For _gold_ gold pieces, would
<ce>                       you? I'd be very grateful.
                                     <--->
<ce>                        This =competitor_ here
<ce>                   in %cn has sent me a challenge. I
<ce>                  guess the word has gone around that
<ce>                 I have ruined the honor of %g3 lover,
<ce>                         _lover_. Not that most
<ce>                      of %reg hasn't been with old
<ce>                       _lover_ first. Basically,
<ce>                 I need someone like you to impersonate
<ce>                   me in the duel. Would _gold_ gold
<ce>                      pieces interest you in this?

RefuseQuest:  [1001]
<ce>                      No? That is too bad. Well,
<ce>                     I probably should get someone
<ce>                         who looks more like me
<ce>                                anyhow.

AcceptQuest:  [1002]
<ce>                      Good show, %pcf. Bring this
<ce>                     reply to _competitor_. You'll
<ce>                    find %g2 over in __competitor_.
<ce>                   I'll expect you back in =queston_
<ce>                       days, victorious, for your
<ce>                        just reward. Good luck,
<ce>                               my friend.

QuestComplete:  [1004]
<ce>                    Honor is restored, eh, my fine
<ce>                        %ra? Here's your _gold_
<ce>                   gold pieces. And now, I should go
<ce>                           visit dear _lover_
<ce>                  and tell %g2 of the ordeal ... with
<ce>                   certain alterations of the facts,
<ce>                               of course.

RumorsDuringQuest:  [1005]
_lover_, they say, has caused more deaths than any plague.
<--->
_lover_'s last lover died in %g2 arms, trying to satisfy %g3 ... appetite.
<--->
If _lover_ finds out they're finding a duel over %g2 ... %oth, that'll be it.

RumorsPostfailure:  [1006]
_lover_ has left _competitor_ and _qgiver_ too.
<--->
It's all over between _lover_, _competitor_, and _qgiver_.

RumorsPostsuccess:  [1007]
_lover_ and _qgiver_ are together again. It's so romantic.
<--->
_qgiver_ killed a =competitor_, all for the love of _lover_.

QuestorPostsuccess:  [1008]
I'd be honored to help you, %pcf. And we all know about honor, don't we?

QuestorPostfailure:  [1009]
You were supposed to impersonate me, idiot! Or don't you remember?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_
 of __qgiver_, ___qgiver_
 has been challenged to a duel and has
 sent me to impersonate %g2. I am to
 bring %g3 reply to _competitor_'s
 challenge and fight the duel. I can find this
 _competitor_ in __competitor_
 here in ___competitor_. After
 the duel, I am to return and collect my
 reward from _qgiver_ in
 __qgiver_. All for the
 love of _lover_.

Message:  1011
<ce>                      I, _qgiver_ of ___qgiver_,
<ce>                    do hereby answer your challenge.
<ce>                                    
<ce>                   As is my right by the formal rules
<ce>                    of combat, I will call the place
<ce>                   where we shall meet. That place is
<ce>                       here and the time is now.
<ce>                                    
<ce>                   This contract is legally binding.
<ce>                    To refuse to meet its challenge
<ce>                      without formal apology is to
<ce>                       sacrifice honor evermore.
<ce>                                    
<ce>                         _qgiver_ of ___qgiver_

Message:  1012
<ce>                       You're, uh, _qgiver_? You
<ce>                  must be looking for the other person
<ce>                         named _competitor_, a
<ce>                       real tough, uh, _duelist_.
<ce>                      You'll find %g2 in _arena_.
<ce>                         Good luck, _qgiver_. I
<ce>                             hope you win!
                                     <--->
<ce>                        If you're _qgiver_ ...
<ce>                        %oth, I'll meet you over
<ce>                        in _arena_. Let me just,
<ce>                       ah, get into my _duelist_
<ce>                             clothes. Bye!

Message:  1013
<ce>                          You're in _arena_,
<ce>                       where _competitor_ said %g
<ce>                            would meet you.

Message:  1014
<ce>                       In the guise of _qgiver_,
<ce>                     you have slain a _duelist_ in
<ce>                       the guise of _competitor_.
<ce>                      You have merely to return to
<ce>                       your employer and honor is
<ce>                               restored.

Message:  1015
<ce>                  This is preposterous! On one hand,
<ce>                       _competitor_ is a perfect
<ce>                       boor to challenge _qgiver_
<ce>                to a duel. On the other, what a perfect
<ce>                         coward _qgiver_ is for
<ce>                  sending you in %g3 place. Thank you
<ce>                   for bringing this to my attention.
<ce>                   Neither shall have me, but you may
<ce>                 have _lovgold_ gold pieces since that
<ce>                       fool promised to pay you.
                                     <--->
<ce>                 This is too romantic! Just imagine --
<ce>                       _competitor_ and _qgiver_
<ce>                tearing each other to pieces over little
<ce>                   me. %oth, as thoughtful a gesture
<ce>                 as that is, I cannot let it be. I will
<ce>                        leave ___lover_ forever,
<ce>                   but first, please accept _lovgold_
<ce>                   gold pieces to replace that which
<ce>                   _qgiver_ offered you. I can't let
<ce>              you be poor just because no duel will occur.
<ce>                         Fare thee well, %pcf.
                                     <--->
<ce>                Let me get this straight. That idiotic
<ce>                       _competitor_ is jealous of
<ce>                        me and _qgiver_ and has
<ce>              challenged %g2 to a duel. And that infernal
<ce>                      coward _qgiver_ has sent you
<ce>                to pretend to be %g2 in this duel? Is it
<ce>                 any wonder that I don't love either of
<ce>                  them? I'll take care of this. Here's
<ce>                 _lovgold_ gold pieces instead of what
<ce>                         _qgiver_ offered you.
<ce>                         There will be no duel.

Message:  1016
%qdt:
 _competitor_ ran off when I
 gave %g2 the reply to %g3 challenge.
 The duel is still to take place,
 in one form or the other,
 at _arena_ here in __arena_.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--                %g occurs 1 time.
--               %g2 occurs 9 times.
--               %g3 occurs 6 times.
--              %oth occurs 3 times.
--              %pcf occurs 3 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--      =competitor_ occurs 2 times.
--         =queston_ occurs 1 time.
--    ___competitor_ occurs 1 time.
--         ___lover_ occurs 1 time.
--        ___qgiver_ occurs 3 times.
--          __arena_ occurs 1 time.
--     __competitor_ occurs 2 times.
--         __qgiver_ occurs 2 times.
--           _arena_ occurs 4 times.
--      _competitor_ occurs 13 times.
--         _duelist_ occurs 3 times.
--            _gold_ occurs 3 times.
--           _lover_ occurs 12 times.
--         _lovgold_ occurs 3 times.
--          _qgiver_ occurs 19 times.

QBN:
Item _gold_ gold
Item dueler letter used 1011
Item _lovgold_ gold

Person _qgiver_ group Questor male
Person _lover_ faction Group_7.0 male
Person _competitor_ faction Group_7.1 male

Place _arena_ local house2

Clock _queston_ 3.1:20 5.23:20

Foe _duelist_ is Spellsword

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	get item dueler 

_queston_ task:
	end quest 

_S.01_ task:
	killed 1 _duelist_ 
	say 1014 

_S.02_ task:
	toting dueler and _competitor_ clicked 
	pc at _arena_ do _S.04_ 
	log 1016 step 1 
	remove npc _competitor_ 
	say 1012 
	place foe _duelist_ at _arena_ 

_S.03_ task:
	toting dueler and _lover_ clicked 
	get item _lovgold_ 
	say 1015 
	make _lovgold_ permanent 
	end quest 

_S.04_ task:
	say 1013 

_qgclicked_ task:
	clicked npc _qgiver_ 

_reward_ task:
	when _qgclicked_ and _S.01_ 
	give pc _gold_ 
	end quest 

until _reward_ performed:
	clear _qgclicked_ 


k0c00y05

-- Quest: /dos/g/game/dag/arena2/k0c00y05.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 5
Messages: 20
Quest: k0c00y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I've appealed to The Fighters Guild,
<ce>                but they apparently have their hands too
<ce>                full rescuing high-born damsels and lads
<ce>                in distress to bother themselves with a
<ce>                  low-born child's disappearance. But
<ce>                       my _child_ is all I have.
<ce>                    Please, you'll find %g2 for me,
<ce>                         won't you, my friend?
                                     <--->
<ce>                  Those infernal orcs have stolen my
<ce>              little cousin and our so-called protectors,
<ce>                   The Fighters Guild, refuse to take
<ce>                        me seriously. _child_ is
<ce>                     just a =child_, not worthy of
<ce>                 their attention, but %g's all I have.
<ce>                  Please, good %ra, will you help me?

RefuseQuest:  [1001]
<ce>                    A heart of stone, just like The
<ce>                       Fighters Guild. What is an
<ce>                  innocent child's life worth anyhow?

AcceptQuest:  [1002]
<ce>                   Thank you, thank you. I can give
<ce>                   you _gold_ gold pieces if you find
<ce>                        _child_ -- that's all I
<ce>                  have. Now, these orcs that took %g2
<ce>                  are the ones camped out in stinking
<ce>                      ___mondung_. I need to know
<ce>                         whether _child_ is all
<ce>                  right in =queston_ days or I'll send
<ce>                  someone else. Please don't reduce me
<ce>                       to that. %god go with you,
<ce>                               good %pcn.

QuestComplete:  [1004]
<ce>                        _child_, oh thank %god!
<ce>                       %oth, my good, good %pcn,
<ce>                    you are my savior. Here, here's
<ce>                        your _gold_ gold pieces.

RumorsDuringQuest:  [1005]
_qgiver_ is quite distraught over the disappearance of _child_.

RumorsPostfailure:  [1006]
_qgiver_ has given up ever finding _child_ again.

RumorsPostsuccess:  [1007]
_qgiver_ and _child_ are reunited again, thanks to a %ra mercenary.

QuestorPostsuccess:  [1008]
You brought _child_ back to me, %pcf. What can I help you with in return?

QuestorPostfailure:  [1009]
<ce>                     Don't you remember me, %pcf?
<ce>                           _qgiver_? You said
<ce>                         you'd get _child_ back
<ce>                     for me, but failed to. I have
<ce>                         nothing to say to you.
<ce>                            Go to Oblivion.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_
 of __qgiver_, ___qgiver_
 has sent me to rescue %g3
 little cousin, _child_.
 Apparently, %g is being held by a
 group of orcs in ___mondung_.
 I have =queston_ days to save the child.

Message:  1011
                             __knight_
                              ___knight_
 
 Dear %pcn,
 
      _child_ has not been
 kidnapped by any tribe of orcs or any
 such thing. In fact, %g is with us, as
 protection against _qgiver_,
 who is a notorious drunk. If you want to
 see for yourself, with your own eyes,
 come on over to __knight_.
 
                            Yours respectfully,
 
                            _knight_
<--->
 

Message:  1012
<ce>                   A courier bearing the heraldry of
<ce>                   The Fighters Guild appears at your
<ce>                      side. He hands you a letter
<ce>                            and hurries off.

Message:  1013
%qdt:
 I received a letter
 from _knight_ a knight
 of The Fighters Guild, who says %g
 has the child I am supposed to rescue out
 of ___mondung_. According to
 _knight_, _child_ has
 been taken out of _qgiver_'s
 custody because the =qgiver_
 is a drunk. If I want to see for myself,
 _knight_ is in __knight_
 in ___knight_.

Message:  1014
<ce>                 I guess you received my letter, %pcf.
<ce>              That's good. I'd hate it if you, for all the
<ce>               best intentions, got involved in a pretty
<ce>                        nasty situation. _child_
<ce>                    is _qgiver_'s cousin, all right,
<ce>                   but more importantly, the =child_
<ce>              is heir to their grandparents' fortune. For
<ce>                %g3 safety's sake, we've moved %g2 to a
<ce>                   place in __childlocale_. I suppose
<ce>                    I can tell you -- _childlocale_.
<ce>              You'll improve your already good reputation
<ce>               with The Fighters Guild if you just leave
<ce>                         little _child_ alone.

Message:  1015
<ce>                           Hi, I'm _child_.
<ce>                          I'm seven years old.
                                     <--->
<ce>                        Hi. My name is _child_.
<ce>                Want to hear a joke? Okay, here it goes.
<ce>                                 %jok.
                                     <--->
<ce>                    My gramdaddy's richer than you.
                                     <--->
<ce>                    Hello, I'm not supposed to talk
<ce>                  to strangers. But if I don't talk to
<ce>                   strangers, then there's no one to
<ce>                          talk to. My name is
<ce>                                _child_.
                                     <--->
<ce>                      Hello, are you a %ra? I am
<ce>                      too, and my name is _child_.

Message:  1016
<ce>                           _child_ runs away
<ce>                      when you turn away from %g2.

Message:  1017
<ce>                         Do you take _child_?

Message:  1018
<ce>                    The warrior bears the heraldry
<ce>                         of The Fighters Guild.

Message:  1019
%qdt:
 I have met with _knight_ of
 The Fighters Guild. %g told me that
 _child_ is being kept in safety at
 _childlocale_ in __childlocale_.

-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 4 times.
--               %g3 occurs 2 times.
--              %god occurs 2 times.
--              %jok occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 3 times.
--              %qdt occurs 3 times.
--               %ra occurs 3 times.
--           =child_ occurs 2 times.
--          =qgiver_ occurs 1 time.
--         =queston_ occurs 2 times.
--        ___knight_ occurs 2 times.
--       ___mondung_ occurs 3 times.
--        ___qgiver_ occurs 1 time.
--    __childlocale_ occurs 2 times.
--         __knight_ occurs 3 times.
--         __qgiver_ occurs 1 time.
--           _child_ occurs 22 times.
--     _childlocale_ occurs 2 times.
--            _gold_ occurs 2 times.
--          _knight_ occurs 5 times.
--          _qgiver_ occurs 8 times.

QBN:
Item _item_ drug
Item letter11 letter used 1011
Item _gold_ gold

Person _qgiver_ group Questor male
Person _knight_ face 216 faction The_Fighters_Guild
Person _child_ faction Children

Place _mondung_ remote dungeon1
Place _childlocale_ local house2

Clock _queston_ 0:0 0 flag 0:17 range 0 5
Clock _S.04_ 1:40 6:40

Foe _warrior_ is Knight

--	Quest start-up:
	dialog link for person _child_ 
	start timer _queston_ 
	reveal _childlocale_ 
	reveal _mondung_ 
	injured _warrior_ saying 1018 
	log 1010 step 0 
	pick one of _metal_ _S.01_ 

_queston_ task:
	end quest 

_S.01_ task:
	place npc _child_ at _mondung_ 

_metal_ task:
	repute with _knight_ exceeds 10 do _S.03_ 
	place npc _child_ at _childlocale_ 

_S.03_ task:
	start timer _S.04_ 

_S.04_ task:
	letter11 used do _S.05_ 
	say nothing 
	give pc letter11 notify 1012 

_S.05_ task:
	log 1013 step 1 

_S.06_ task:
	clicked npc _knight_ 
	log 1019 step 2 
	say 1014 

_S.07_ task:
	clicked npc _child_ 
	prompt 1017 yes _S.09_ no _no_ 

_S.08_ task:
	when _S.09_ and _metal_ 
	create foe _warrior_ every 21 minutes 10 times with 20% success 
	change repute with _knight_ by -15 

_S.09_ task:
	remove npc _child_ 
	say 1015 
	add _child_ face 

_qgclicked_ task:
	clicked npc _qgiver_ 

_reward_ task:
	when _qgclicked_ and _S.09_ 
	give pc _gold_ 
	end quest 

variable _S.12_
_S.13_ task:
	when _S.01_ and _reward_ 
	change repute with _knight_ by +5 
	change repute with _qgiver_ by +15 

_S.14_ task:
	when _queston_ and _S.06_ and not _S.08_ 
	change repute with _knight_ by +20 

_S.15_ task:
	when _queston_ and _S.09_ 
	say 1016 

_clearclick_ task:
	when _qgclicked_ and not _S.09_ 
	clear _qgclicked_ _clearclick_ 

variable _no_


k0c00y06

-- Quest: /dos/g/game/dag/arena2/k0c00y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 6
Messages: 101
Quest: k0c00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                          %oth, you look like
<ce>                            that %ra, %pcn.
<ce>                           Is that you, %pcf?
                                     <--->
<ce>                       You're not by any chance
<ce>                             %pcn, are you?
                                     <--->
<ce>                       Wait a minute. You're not
<ce>                             %pcn, are you?

RefuseQuest:  [1001]
<ce>                     All right then. Just curious.
                                     <--->
<ce>                           Good. No offense.

AcceptQuest:  [1002]
<ce>      "Thief! You're the one who stole my _gem_! _guard_! Kill!"
<ce>                                    
<ce>                As you hear the accusation, you know it
<ce>                 to be false. Mayhap you have filched a
<ce>                 gem from time to time, but there is no
<ce>                 way this one should be pinned on you.
                                     <--->
<ce>                "You've got a lot of nerve coming back
<ce>                      here after taking my _gem_!
<ce>                     My associate =guard_ will take
<ce>                      care of your business now."
<ce>                                    
<ce>                Something is clearly wrong. This person
<ce>                  has no reason to be upset with you.

QuestComplete:  [1004]
<ce>                    "So, it wasn't you who stole my
<ce>                          _gem_ at all. %oth,
<ce>                  I feel ashamed for wrongly accusing
<ce>                     you. Here, please accept this
<ce>                        _reward_ as my apology.
<ce>                     I'll make certain that the %cn
<ce>                       guards know that you're an
<ce>                             innocent %ra."
<ce>                                    
<ce>                    You know in your heart that even
<ce>                   if _qgiver_ speaks on your behalf,
<ce>                your reputation will never be the same.

RumorsDuringQuest:  [1005]
They always have the best information in __witness_.
<--->
_inn_ is the only place I'd go for really choice information.
<--->
When they find that %ra thief, there's going to be a real hanging party.
<--->
Poor _qgiver_, but that %ra's gonna pay twice the price of that _gem_.

RumorsPostfailure:  [1006]
All evidence definitely points to %pcn as the ___qgiver_ thief.
<--->
_qgiver_ is continuing the search for that %ra, almost obsessively.

RumorsPostsuccess:  [1007]
It turned out that %pcn was innocent of the ___qgiver_ robbery.
<--->
That %ra mercenary was proven innocent of the ___qgiver_ robbery.

QuestorPostsuccess:  [1008]
I still feel terrible about wrongly accusing you, %pcf.

QuestorPostfailure:  [1009]
<ce>                           Thief! Thief! Get
<ce>                      out or I'll call the guards!

QuestLogEntry:  [1010]
%qdt:
 _qgiver_, a
 =qgiver_ in __qgiver_ of
 ___qgiver_ suddenly accused me of
 burglary, that I stole %g3 _gem_. I am,
 naturally, innocent, but it would appear
 that I will have to prove it if I want to
 show my face in %reg again.

Message:  1011
Poor _qgiver_ lost %g3 _gem_. A witness saw a %ra, like you, at __qgiver_.
<--->
_qgiver_ is still trying to track down the %ra adventurer who stole that gem.

Message:  1012
_merchant_ is a hard-working, basically honest ___merchant_ merchant.
<--->
Not one to overcharge customers, that _merchant_. At least not too much.
<--->
_merchant_, eh? You'll find %g2 over in __merchant_ this time of day.
<--->
If you listened to _priest_, _merchant_ is a blight on all of %reg.
<--->
_merchant_ gets along with most everyone, but %g doesn't like _thief_.

Message:  1013
_noble_ is of the royal house of %reg. %oth, %g3 family has ruled forever.
<--->
_noble_ is a typical member of %g3 class -- decadent, ruthless, arrogant.
<--->
_noble_ spends %g3 time over in __noble_ this time of day.
<--->
_thief_ isn't too fond of _noble_, but most everyone else is.
<--->
_noble_ has had a longstanding disdain for ==priest_ and _priest_ specifically

Message:  1014
_priest_ is a cleric of ==priest_, of course, and quite a zealous one too.
<--->
_priest_ has risen above the scandals that plagued %g3 early days in ==priest_.
<--->
_priest_ usually can be found in meditation at __priest_ right about now.
<--->
Most everyone in ___priest_, except _noble_, greatly respect _priest_.
<--->
The only person _priest_ obviously dislikes is that =merchant_, _merchant_.

Message:  1015
_thief_, well, %g's a retired jewel thief. Or semi-retired, as I understand.
<--->
_thief_ used to be quite a jewel thief in ___thief_ once upon a time.
<--->
Someone told me that _thief_ lurks about __thief_ this time everyday.
<--->
_merchant_ doesn't believe that _thief_ has reformed %g3 life at all.
<--->
_thief_ dislikes _noble_, despite the =noble_'s aristocratic blood.

Message:  1016
_witness_ is the name of that =witness_ who saw the theft at __qgiver_.
<--->
_witness_ is just a =witness_. You can find %g2 over in __witness_.

Message:  1017
<ce>             A ragged beggar boy suddenly thrusts a letter
<ce>             in your hands and disappears before you have a
<ce>                        second to question him.

Message:  1018
My Dear, Dear %pcn,
 
    Sorry for this inelegant but expediential means of
 communication. Our enemies have made quite a mess of
 your, well, shall we say, not-quite-but-almost snow white
 life. As much as we respect and admire thievery, as you
 did not commit these particular honors, we think it best
 that you expose the true architect to the eyes and
 nooses of the admiring public.
     The person with whom it would be most efficacious
 for you to speak is _witness_, a
 =witness_ you may find lolling about
 _inn_. You will probably not
 find %g2 the friendliest of persons. After all, %g is
 the witness who saw you at __qgiver_'s,
 stealing the _gem_. Nevertheless, with a little
 effort, you might gain some information from the
 encounter.
     Good luck, my dear. There is surely nothing more
 tiresome than being accused of an act of wanton,
 diabolic avarice for which you are uncharacteristically
 innocent.
<ce>                          -- The Necromancers

Message:  1019
Dear %pcf,
 
      We know all about being falsely accused of crimes,
 but we are seldom in a position to combat the accusations.
 In your case, we are at least aware of the name of one of
 your accusers -- _witness_. I do
 not know if %g is working for one of your enemies or ours,
 or is a completely innocent pawn, but %g was allegedly the
 witness to the burglary at __qgiver_.
       Be careful speaking with _witness_ --
 %g may have powerful friends. Your best bet may be in
 speaking with %g2 in public. I understand that %g frequents
 _inn_ in ___witness_.
 
<ce>                               The Agents

Message:  1020
%pcf,
 
      Awright, this is gonna be a quick note, but your
 pals in the Thieves Guild want to help you out. Now
 we don't know who actually took that _gem_
 from __qgiver_, but we know you didn't.
 Let's face it -- if you had taken that _gem_,
 you wouldn't be in near as much trouble. You're a
 smart kid, smart enough to get away with it. But
 someone is framing you.
       The person who identified a %ra
 who looked like you stealing the _gem_ was a
 certain =witness_ by the name of
 _witness_. Couldn't tell you whether %g's
 telling the truth or not, whether %g saw someone
 who looked like you or not, but we figure you can
 make those inquiries yourself. You can find this
 _witness_ in a tavern
 called _inn_ right in ___witness_.
 Just watch out for yourself. This ain't a game.
 
<ce>                           The Thieves Guild

Message:  1021
Dear Friend,
 
      I know you didn't do it. You didn't steal
 that _gem_ outta __qgiver_
 any more than I did. Who do I suspect? Well,
 there's this =priest_
 in ___priest_ who would be
 just as happy stealing gems and framing people
 as I would be drinking a cool ale on a hot
 summertide day.
      I don't have any evidence, but you might
 wanna check into %g2. The name of this cleric
 is _priest_. Good luck.
 
<ce>                                A Friend

Message:  1022
%pcn,
 
     You dont know me and I dont owe you any
 favors and even after this you dont owe me
 nothing, you unnderstand? I used to work for
 this =merchant_ by a name
 of _merchant_. Now %g was a
 crazy one, %g was. Allways trying to find a
 way to get rich. And always quick to blame
 someone else when %g got caught with %g3
 hands in the cookie jar. That's how I got
 put away.
     If I was you Id look to see if my old
 freind had something to do with the steeling
 at __qgiver_.
 
<ce>                                A Friend

Message:  1023
Dear %pcn,
 
     Please forgive this intrusion. I am
 quite certain that your mind is on other
 subjects than polite chitchat, so I will
 come right to the point. I do not believe
 that you were responsible for the burglary
 in __qgiver_, but unless
 you prove yourself innocent, you will be
 forevermore persecuted for it.
     There is a =noble_
 of my acquaintance who I believe knows more
 about the affair than most. It may be that
 %g even arranged or even commited the
 crime. I can say no more, except that %g3
 name is _noble_ and %g lives
 in ___noble_.
     And one final thing: %g has very
 powerful friends. Do not face %g2 at a
 disadvantage.
 
<ce>                                A Friend

Message:  1024
Dear %pcn,
 
      Perhaps it would interest you to know
 that there is at least one person who doesn't
 think you did it. Or maybe I should say
 two people in ___thief_
 don't think you did it. Me and the one who
 did it -- a =thief_ who
 did do the burglary.
      Now, the truth is that I don't have any
 proof, but _thief_, that's
 the =thief_, has done that
 kind of jewel-robbing before. %oth, %g
 even spent time in jail for it.
      So, maybe _thief_ didn't
 do it. Maybe. But if %g didn't, I can tell
 you this -- %g knows more about who really
 did it than you do. So if you want to find
 out who did it and who's framing you, go
 find this _thief_ and
 ask %g2 some questions.
<ce>                                A Friend

Message:  1025
<ce>                  It's you! You're the one who robbed
<ce>                           __qgiver_! Guards!
<ce>                                Guards!
<ce>                                    
<ce>                 _witness_ slips you a note as %g flees
                                     <--->
<ce>                        It's the %ra who robbed
<ce>                      __qgiver_! Somebody help me!
<ce>                                    
<ce>                 _witness_ slips you a note as %g flees

Message:  1026
%qdt:
 I received a letter
 from the Necromancers, telling me about
 the =witness_ who supposedly
 saw me in __qgiver_, stealing
 the _gem_. The person's name is
 _witness_ and %g frequents
 _inn_.

Message:  1027
%qdt:
 The Agents of the
 Underking sent me a letter, identifying
 the =witness_ who said
 %g saw a %ra like me stealing
 the _gem_ from __qgiver_.
 _witness_ may be an innocent
 pawn or an agent of one of my enemies. I
 will not know until I speak with %g2
 at _inn_ here in
 ___witness_.

Message:  1028
%qdt:
 The Thieves Guild
 sent me a letter, letting me know that
 they know that I'm innocent of the
 burglary. They also mentioned the name
 of the =witness_ who
 said %g saw me stealing that _gem_.
 _witness_ frequents a
 tavern called _inn_.
 I should pay my respects.

Message:  1029
%qdt:
 I received a letter
 from an anonymous friend, identifying
 a =priest_ named
 _priest_ as a possible
 agent behind the _gem_ burglary
 for which I've been framed.

Message:  1030
%qdt:
 Someone sent me a
 letter about a =merchant_
 named _merchant_ who would
 be just the type to steal that _gem_
 and set me up to take the punishment.

Message:  1031
%qdt:
 According to a letter
 I was sent anonymously, there is an aristocrat
 named _noble_ in ___noble_
 who may know quite a bit about what really
 happened at __qgiver_.

Message:  1032
%qdt:
 I was sent a letter
 from an anonymous source identifying
 someone named _thief_
 as a notorious jewel-thief living right
 in ___thief_. Even if %g
 didn't actually rob __qgiver_,
 a conference may reveal who did.

Message:  1033
%pcn,
 
     Meet me at _withouse_.
 
<ce>                               _witness_

Message:  1034
%qdt:
 _witness_
 apparently slipped me a note when I
 talked to %g2 and %g called for the
 guards. I have been asked to meet %g2
 at a place called _withouse_.

Message:  1035
<ce>                      Thank %god you got my note.
<ce>                I'm sorry about calling the guard, but I
<ce>                couldn't be seen talking to you. Listen,
<ce>                 I can't talk long, but I know now that
<ce>                you didn't do it. I told the truth when
<ce>                      I said I saw a %ra like you
<ce>                    stealing the _gem_ at __qgiver_,
<ce>                 but then I saw something else. There's
<ce>                         this =merchant_ named
<ce>                        _merchant_ who, I guess,
<ce>               found out that you were in town and hired
<ce>               someone who looks a lot like you to steal
<ce>                      the _gem_ and hide it away.
<ce>                If you want to clear your name, get the
<ce>                        gem out of ___mondung_,
<ce>                        where _merchant_ has it
<ce>               stashed, or see if you can find any other
<ce>                       evidence in _thiefhouse_,
<ce>                      where _merchant_ hangs out.
<ce>                      Now, I gotta go. Good luck.

Message:  1036
<ce>                Listen, you gotta believe me. I really
<ce>                saw a %ra like you take the _gem_, and I
<ce>              thought it was you. But that's before I saw
<ce>                     _noble_'s cousin in ___noble_.
<ce>              That kid looks almost exactly like you, and
<ce>                     I happen to know that _noble_
<ce>                     sent %g3 cousin to ___mondung_
<ce>                just recently. It'd be a great place to
<ce>                   stash a _gem_. The only other good
<ce>                     choice would be _thiefhouse_,
<ce>                     where _noble_ stays at night.
<ce>                As soon as I saw that cousin, I knew you
<ce>                were innocent. But you're going to have
<ce>                to get the evidence yourself. I have to
<ce>                       go now. Good luck, friend.

Message:  1037
<ce>               I wasn't lying when I said I saw someone
<ce>               who looked like you steal that _gem_ from
<ce>                     __qgiver_. Then I saw that %ra
<ce>                     again at __priest_, talking to
<ce>                      _priest_, one of the priests
<ce>                 there. I overheard the two of them say
<ce>                      something about ___mondung_,
<ce>                   and I then followed that %ra down
<ce>                         to _thiefhouse_. From
<ce>                  there, the %ra went to ___mondung_.
<ce>                 A few minutes later, you came into my
<ce>                  tavern. No one will believe your and
<ce>                       my word against _priest_.
<ce>              You're going to have to find some evidence,
<ce>                        either at ___mondung_ or
<ce>                       _thiefhouse_ to clear your
<ce>                    name. Now, I must go. Good luck.

Message:  1038
<ce>               I guess you got my note. I'm really sorry
<ce>                 all this happened, %pcf, but I really
<ce>              did see someone who looked exactly like you
<ce>                  steal the _gem_ from __qgiver_. The
<ce>            person who did it was a master of disguise -- a
<ce>                      master thief named _thief_.
<ce>             Shortly after the burglary, I was walking past
<ce>                      _thiefhouse_ when I heard a
<ce>            voice which I recognized as the thief's, saying
<ce>                something about a stash in ___mondung_.
<ce>             When I saw who was speaking, I recognized the
<ce>                      renowned _thief_. These days
<ce>              %g is a respectable member of the community
<ce>               and it will take evidence to convict %g2.
<ce>               I can't help you there, but I imagine what
<ce>                      you need is in _thiefhouse_
<ce>                      and ___mondung_. Good luck.

Message:  1039
<ce>                 You got my note, I see. Listen, %pcf,
<ce>                I know that you didn't burgle __qgiver_,
<ce>            but you have to understand that my life won't be
<ce>           worth a silver if they see us talking. I work for
<ce>                       _merchant_, which may not
<ce>              mean anything to you, but believe you me, %g
<ce>                   practically runs ___merchant_. If
<ce>              you want to clear your name and implicate my
<ce>              boss, you're going to have to get some hard
<ce>             evidence. If I were you, I'd either leave the
<ce>                  region, or look for something on %g2
<ce>                       at _thiefhouse_, %g3 house
<ce>                  in town, or ___mondung_, %g3 secret
<ce>               treasure trove. Now, I gotta go. You never
<ce>                             saw me, %pcf.

Message:  1040
<ce>                  Listen and listen carefully, %pcf.
<ce>            This is what happened. I witnessed the burglary
<ce>                    at __qgiver_, but I knew that if
<ce>            I told the truth about who really did it, no one
<ce>            would believe me and I'd probably get hanged for
<ce>            treason. So, I told everyone a stranger did it.
<ce>             Specifically, you. The real burglar is someone
<ce>                      beyond suspicion -- _noble_
<ce>                of the royal house of %reg. You're going
<ce>             to need some evidence to prove it and I'm not
<ce>              going to stick my neck out anymore. The only
<ce>             other thing I can tell you is that, during the
<ce>                        weekends, _noble_ spends
<ce>                      %g3 time at ___mondung_ and
<ce>                       at night, at _thiefhouse_.
<ce>            Hope you can find some evidence in one of those
<ce>                    places. Good luck and I'm sorry.

Message:  1041
<ce>                   Hi, %pcf. I couldn't talk to you
<ce>              at the tavern -- it was too public. I really
<ce>              was a witness at the burglary at __qgiver_.
<ce>            In fact, I did it. But the one who paid me to do
<ce>           it and the one who said I should blame a stranger
<ce>                         for it was _priest_, a
<ce>                    priest of ==priest_. Obviously,
<ce>             no one's going to believe you if you just come
<ce>             out and say it. You're going to need evidence.
<ce>                I can tell you that I stashed the _gem_
<ce>                   in a place called ___mondung_, but
<ce>           just getting the gem back isn't going to convince
<ce>                   anyone. Check out _thiefhouse_ --
<ce>                  _priest_ spends a lot of time there
<ce>             at night. Maybe you can find something on %g2
<ce>               there. Now, I have to go. I'll deny all of
<ce>                   this conversation, but right now,
<ce>                        I'll wish you good luck.

Message:  1042
<ce>                  No, I know you didn't do it, %pcf.
<ce>                    It was a =thief_ by the name of
<ce>                   _thief_. Most people in ___thief_
<ce>             know %g used to be a thief, but they all think
<ce>              %g's retired to a life of public service. I
<ce>              can tell you %g hasn't. You see, %g picks a
<ce>              stranger in town to blame all %g3 burglaries
<ce>              on so %g remains above reproach. I'd love to
<ce>             see %g2 caught, but you're going to need some
<ce>                hard evidence. Most nights %g stays at a
<ce>                       place called _thiefhouse_,
<ce>              so I'd look either there or %g3 old hideout,
<ce>                      ___mondung_. Watch yourself,
<ce>                          %pcf, and good luck.

Message:  1043
%qdt:
 _witness_
 told me that _merchant_
 was really responsible for the burglary,
 but I'll need hard evidence to convince
 anyone. I may need to go to both
 _thiefhouse_ and
 ___mondung_ to find all
 I need.

Message:  1044
%qdt:
 _witness_
 told me that a noble, _noble_
 actually engineered the burglary, but, as
 %g is so far above suspicion, I'll need
 to find some evidence. The two places
 suggested were _thiefhouse_,
 where _noble_ frequents at
 night, and ___mondung_.

QuestTimeLapse:  [1045]
%qdt:
 _witness_
 confessed that %g knew who commited the
 burglary and it isn't me. On the other
 hands, _priest_, the true
 engineer behind it, will be difficult to
 convict. The two places where I might find
 evidence, _witness_ says,
 are _thiefhouse_ and
 ___mondung_.

Message:  1046
%qdt:
 _thief_,
 a notorious but supposedly retired jewel
 thief was responsible for the burglary for
 which I've been framed, at least, according
 to _witness_. Further,
 %g says, _thief_ is now
 so well respected, I'll need hard evidence
 to convict %g2. I might be able to find
 this evidence in _thiefhouse_
 or ___mondung_, or both places.

Message:  1047
<ce>                          You have found the
<ce>                             _gem_ that was
<ce>                         stolen from __qgiver_.

Message:  1048
_merchant_
 ___merchant_
 
 Dear _merchant_,
 
      I hope everything in ___merchant_
 is fine and that you and your family are in good
 health. The weather, I understand, is clement,
 so I must commend you on ordering it for my
 visit.
      On to business. You mentioned in your last
 letter that you were interested in a discount
 for my services because the _gem_ is not
 of top quality and you have already found a
 convenient scapegoat for the crime. I agree to
 your terms, provided that you make certain that
 this %ra mercenary is the fool you
 suggest. If the worm turns, you know as well as
 I do, that it's every man for himself. And if
 that =priest_ _priest_
 gets involved, %g can destroy the whole affair.
      I will see you soon, my friend.
<ce>                                 -- %n

Message:  1049
_noble_
 ___noble_
 
 My Darling _noble_,
 
    What a crafty, wicked thing you are. Don't
 think for a minute that I didn't suspect you
 were behind poor _qgiver_'s
 misfortune. It was very sweet of you to get
 the _gem_ I wanted, but I somehow
 thought that you were going to pay for it.
    I don't want you to think I'm unappreciative,
 my dearest darling, but if that _gem_
 is taken out of ___mondung_
 and anyone traces it to me, you won't even be
 able to count how many fingers'll be pointing
 at you. I'd watch out particularly for that
 nasty little _thief_.
 This is the sort of blackmail %g'd love.
    Nevertheless, the _gem_ was a very
 sweet thought and I thank you.
<ce>                                 Love,
<ce>                                   %n

Message:  1050
_priest_
 ___priest_
 
 Dear _priest_,
 
      Ignore my last letter when I applauded you
 for your enormous contribution to ==priest_.
 That _gem_ that you said was a donation
 was stolen from _qgiver_. If
 it becomes known that the gem was stolen for our
 temple, our prestige in %reg would
 greatly suffer. _noble_ already
 hates us, and with %g3 influence on the royal
 family, ==priest_ will have
 much for which to answer.
      We will discuss at our next meeting what
 appropriate castigation this situation merits.
 Do not think of challenging the temple.
 
<ce>                           Yours Regretfully,
<ce>                                   %n
<ce>                               ==priest_

Message:  1051
_thiefhouse_
 ___thief_
 
 My Dear _thief_,
 
    So, you're back in business, are you? When I
 heard about the affair at __qgiver_,
 I had a pleasant rush of nostalgia. Shall I ever
 fully forget the good old days when the two of us
 were partners? Surely no more than I shall forget
 when you framed me for a jewelry job in precisely
 the same way you're framing that %ra
 mercenary. That was at _merchant_'s
 business, wasn't it?
    Don't worry, this is not a blackmail note. I
 will not tell anyone a word ... unless, of course,
 they ask. Naturally, my memory may fade should you
 tell me where in ___mondung_
 you hide that _gem_.
    Please write back with your own reminiscences.
 
<ce>                                   %n

Message:  1052
<ce>                This does seem to be some incriminating
<ce>                evidence. Now you must consider to whom
<ce>                        you'll give this letter.

Message:  1053
<ce>                   _noble_ was behind that burglary?
<ce>             Well, well, well. Here's what you need to do.
<ce>              I'll talk to %g3 family -- they'll be eager
<ce>                to diffuse this situation as cleanly as
<ce>                     possible. You get the _gem_ to
<ce>                       _qgiver_ in __qgiver_, so
<ce>                  %g's happy. What an amateur burglar
<ce>                            that _noble_ is.

Message:  1054
<ce>                       So _thief_ was behind the
<ce>                burglary that nearly ruined my business,
<ce>              eh? And now %g's trying to frame you. Well,
<ce>                 I'll speak to the authorities and this
<ce>                 friend of %g3. All I need from you is
<ce>                    that _gem_. Bring it to _qgiver_
<ce>                      in __qgiver_ and that'll not
<ce>                    only clear you, but improve your
<ce>                          reputation with %g2.

Message:  1055
<ce>                   Blessed %god, this is no forgery!
<ce>                   The writer is correct. _merchant_
<ce>                    has reason to fear me. ==priest_
<ce>                   will see to it that _merchant_ is
<ce>           brought to the proper authorities, but we must see
<ce>            to it that you are not considered to be any kind
<ce>                  of accomplice. If you get the _gem_
<ce>                    and bring it to _qgiver_, we can
<ce>               be assured of %g3 goodwill, which we need.
<ce>                        Hurry to __qgiver_ with
<ce>                           that _gem_, %pcf.

Message:  1056
<ce>                    You got this out of _priest_'s
<ce>                      cell in _thiefhouse_? %oth,
<ce>                  it's priceless! Quickly, now, %pcf,
<ce>                       get that _gem_ to _qgiver_
<ce>               and I'll make spread the word around that
<ce>                      the true thief of __qgiver_
<ce>                       is a priest of ==priest_!

Message:  1057
<ce>                      You're the thief _witness_
<ce>                      told everyone about! Guards!
                                     <--->
<ce>                         Guards! It's the %ra
<ce>                          _witness_ identified
<ce>                             as the thief!
                                     <--->
<ce>                      I have nothing to say to a
<ce>                     common jewel thief. _witness_
<ce>                     told me all about you. Guards!
<ce>                                Guards!

Message:  1058
<ce>                         You mindless %ra! Why
<ce>                   couldn't you be content with being
<ce>                         a scapegoat? _guard4_!
                                     <--->
<ce>                       Why couldn't you just get
<ce>                    out of %reg and left everything
<ce>                           along, %ra? %oth,
<ce>                          you'll wish you had!

Message:  1059
%qdt:
 The true thief will be exposed and punished,
 but first I need to get the _gem_
 back to _qgiver_ in __qgiver_.

Message:  1060
<ce>                 After all this time, there is nothing
<ce>              you can do easily to salvage your reputation
<ce>                           in ___qgiver_. You
<ce>                 would be best to give the place a wide
<ce>                          berth for some time.

Message:  1091
%qdt:
 I met with _witness_ who
 told me that the one behind the stolen _gem_
 is indeed _merchant_. %g spends
 %g3 nights at home, in _thiefhouse_,
 and has a stash at ___mondung_.
 I may get out of this mess yet.

Message:  1092
%qdt:
 I met with _witness_ who
 told me that the one behind the stolen _gem_
 is indeed _noble_. %g spends
 %g3 nights at home, in _thiefhouse_,
 and has a stash at ___mondung_.
 I may get out of this mess yet.

Message:  1093
%qdt:
 I met with _witness_ who
 told me that the one behind the stolen _gem_
 is indeed _priest_. %g spends
 %g3 nights at home, in _thiefhouse_,
 and has a stash at ___mondung_.
 I may get out of this mess yet.

Message:  1094
%qdt:
 I met with _witness_ who
 told me that the one behind the stolen _gem_
 is indeed _thief_. %g spends
 %g3 nights at home, in _thiefhouse_,
 and has a stash at ___mondung_.
 I may get out of this mess yet.

Message:  1100
<ce>              You notice _qgiver_ sneak out of the door.
                                     <--->
   

-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--                %g occurs 44 times.
--               %g2 occurs 16 times.
--               %g3 occurs 23 times.
--              %god occurs 2 times.
--                %n occurs 4 times.
--              %oth occurs 6 times.
--              %pcf occurs 13 times.
--              %pcn occurs 10 times.
--              %qdt occurs 18 times.
--               %ra occurs 21 times.
--              %reg occurs 6 times.
--         ==priest_ occurs 9 times.
--           =guard_ occurs 1 time.
--        =merchant_ occurs 4 times.
--           =noble_ occurs 2 times.
--          =priest_ occurs 3 times.
--          =qgiver_ occurs 1 time.
--           =thief_ occurs 3 times.
--         =witness_ occurs 7 times.
--      ___merchant_ occurs 4 times.
--       ___mondung_ occurs 21 times.
--         ___noble_ occurs 4 times.
--        ___priest_ occurs 3 times.
--        ___qgiver_ occurs 5 times.
--         ___thief_ occurs 5 times.
--       ___witness_ occurs 3 times.
--       __merchant_ occurs 1 time.
--          __noble_ occurs 1 time.
--         __priest_ occurs 2 times.
--         __qgiver_ occurs 28 times.
--          __thief_ occurs 1 time.
--        __witness_ occurs 2 times.
--             _gem_ occurs 40 times.
--          _guard4_ occurs 1 time.
--           _guard_ occurs 1 time.
--             _inn_ occurs 7 times.
--        _merchant_ occurs 20 times.
--           _noble_ occurs 22 times.
--          _priest_ occurs 19 times.
--          _qgiver_ occurs 14 times.
--          _reward_ occurs 1 time.
--           _thief_ occurs 20 times.
--      _thiefhouse_ occurs 20 times.
--        _withouse_ occurs 2 times.
--         _witness_ occurs 26 times.

QBN:
Item letter13 letter used 1018
Item letter14 letter used 1019
Item letter15 letter used 1020
Item letter16 letter used 1021
Item letter17 letter used 1022
Item letter18 letter used 1023
Item letter25 letter used 1024
Item _gem_ gem
Item letter19 letter used 1033
Item letter20 letter used 1051
Item letter21 letter used 1048
Item letter23 letter used 1050
Item letter22 letter used 1049
Item _reward_ trinket

Person _qgiver_ group Questor male anyInfo 1011
Person _priest_ factiontype Temple male anyInfo 1014
Person _noble_ face 174 factiontype Knightly_Guard anyInfo 1013
Person _merchant_ face 86 faction The_Merchants anyInfo 1012
Person _thief_ face 190 faction The_Thieves_Guild anyInfo 1015
Person _witness_ face 1 group Region anyInfo 1016
Person necromancer faction The_Necromancers female
Person underking faction Agents_of_The_Underking female
Person _tg_ faction The_Thieves_Guild female

Place _mondung_ remote dungeon
Place _thiefhouse_ local house2
Place _withouse_ local house2
Place _inn_ local tavern

Clock _2letter_ 0:25 0:50
Clock _queston_ 0:0 0 flag 0:17 range 0 5
Clock _delay_ 0:1 0 flag 0:1 range 0 1

Foe _guard_ is Warrior
Foe _guard2_ is Knight
Foe _guard3_ is Rogue
Foe _guard4_ is Spellsword

--	Quest start-up:
	place item _gem_ at _mondung_ 
	create foe _guard_ every 1 minutes 1 times with 100% success 
	dialog link for location _thiefhouse_ person _merchant_ 
	dialog link for person _noble_ 
	dialog link for person _priest_ 
	dialog link for person _thief_ 
	dialog link for person _witness_ 
	dialog link for person necromancer 
	dialog link for person _tg_ 
	dialog link for person underking 
	start timer _queston_ 
	start timer _delay_ 
	start timer _2letter_ 
	log 1010 step 0 
	pick one of _S.03_ _S.01_ _S.00_ _S.02_ 
	letter19 used do _S.26_ 
	legal repute -200 
	place npc _witness_ at _inn_ 

variable _S.00_
variable _S.01_
variable _S.02_
variable _S.03_
_S.04_ task:
	daily from 0:0 to 2:0 

_S.05_ task:
	when _S.00_ and _S.04_ 
	place npc _priest_ at _thiefhouse_ 

_S.06_ task:
	when _S.03_ and _S.04_ 
	place npc _merchant_ at _thiefhouse_ 

_S.07_ task:
	when _S.01_ and _S.04_ 
	place npc _noble_ at _thiefhouse_ 

_S.08_ task:
	when _S.02_ and _S.04_ 
	place npc _thief_ at _thiefhouse_ 

_2letter_ task:
	repute with _tg_ exceeds 10 do _S.11_ 
	repute with necromancer exceeds 10 do _S.12_ 
	repute with underking exceeds 10 do _S.13_ 

_queston_ task:
	have _gem_ set _S.59_ 
	end quest 

_S.11_ task:
	give pc letter15 notify 1017 
	clear _S.12_ _S.13_ 

_S.12_ task:
	give pc letter13 notify 1017 
	clear _S.13_ 

_S.13_ task:
	give pc letter14 notify 1017 

_S.14_ task:
	clicked npc _witness_ 

variable _S.15_
variable _S.16_
variable _S.17_
variable _S.18_
_S.19_ task:
	when _S.14_ and _S.26_ 
	reveal _mondung_ 
	pick one of _S.28_ _S.27_ 
	remove npc _witness_ 

_S.20_ task:
	when _S.14_ and not _S.19_ 
	create foe _guard2_ every 1 minutes 1 times with 100% success 
	get item letter19 
	say 1025 
	place npc _witness_ at _withouse_ 
	clear _S.14_ 

_S.21_ task:
	when not _S.12_ and not _S.13_ and not _S.11_ 

_S.22_ task:
	give pc letter16 notify 1017 

_S.23_ task:
	give pc letter17 notify 1017 

_S.24_ task:
	give pc letter18 notify 1017 

_S.25_ task:
	give pc letter25 notify 1017 

_S.26_ task:
	log 1034 step 8 

variable _S.27_
variable _S.28_
_S.29_ task:
	when _S.28_ and _S.02_ 
	log 1094 step 9 
	say 1038 

_S.30_ task:
	when _S.28_ and _S.01_ 
	log 1092 step 9 
	say 1036 

_S.31_ task:
	when _S.28_ and _S.03_ 
	log 1091 step 9 
	say 1035 

_S.32_ task:
	when _S.28_ and _S.00_ 
	log 1093 step 9 
	say 1037 

_S.33_ task:
	when _S.02_ and _S.27_ 
	log 1094 step 9 
	say 1042 

_S.34_ task:
	when _S.00_ and _S.27_ 
	log 1093 step 9 
	say 1041 

_S.35_ task:
	when _S.03_ and _S.27_ 
	log 1091 step 9 
	say 1039 

_S.36_ task:
	when _S.01_ and _S.27_ 
	log 1092 step 9 
	say 1040 

_S.37_ task:
	clicked item _gem_ 
	say 1047 

variable _S.38_
_S.39_ task:
	when _S.03_ and not _S.04_ 
	place item letter21 at _thiefhouse_ 
	remove npc _merchant_ 

_S.40_ task:
	when _S.01_ and not _S.04_ 
	place item letter22 at _thiefhouse_ 
	remove npc _noble_ 

_S.41_ task:
	when _S.00_ and not _S.04_ 
	place item letter23 at _thiefhouse_ 
	remove npc _priest_ 

_S.42_ task:
	when _S.02_ and not _S.04_ 
	place item letter20 at _thiefhouse_ 
	remove npc _thief_ 

_S.43_ task:
	clicked item letter21 
	clicked item letter22 
	clicked item letter23 
	clicked item letter20 
	say 1052 

_S.44_ task:
	when _S.45_ or _S.46_ or _S.48_ or _S.47_ 
	log 1059 step 10 
	make _qgiver_ clickable 

_S.45_ task:
	toting letter20 and _merchant_ clicked 
	say 1054 

_S.46_ task:
	toting letter23 and _noble_ clicked 
	say 1056 

_S.47_ task:
	toting letter22 and _thief_ clicked 
	say 1053 

_S.48_ task:
	toting letter21 and _priest_ clicked 
	say 1055 

_mapdung_ task:
	when _S.55_ and not _S.44_ 
	create foe _guard3_ every 1 minutes 1 times with 100% success 
	say 1057 
	clear _S.51_ _S.52_ _S.53_ _S.54_ 

_S.50_ task:
	toting _gem_ and _qgiver_ clicked 
	give pc _reward_ 
	change repute with _qgiver_ by +10 
	legal repute +110 
	end quest 

_S.51_ task:
	clicked npc _merchant_ 

_S.52_ task:
	clicked npc _noble_ 

_S.53_ task:
	clicked npc _priest_ 

_S.54_ task:
	clicked npc _thief_ 

_S.55_ task:
	when _S.51_ or _S.52_ or _S.53_ or _S.54_ 

variable _S.56_
_revenge_ task:
	when _S.51_ and _S.48_ 
	when _S.52_ and _S.47_ 
	when _S.53_ and _S.46_ 
	when _S.54_ and _S.45_ 
	create foe _guard4_ every 1 minutes 1 times with 100% success 
	say 1058 

_S.58_ task:
	when _queston_ and _S.50_ 
	say 1060 

_S.59_ task:
	make _gem_ permanent 

_S.60_ task:
	when _S.21_ and _2letter_ 
	pick one of _S.23_ _S.24_ _S.22_ _S.25_ 

variable _clearclick_
_delay_ task:
	remove npc _qgiver_ 
	say 1100 


k0c00y07

-- Quest: /dos/g/game/dag/arena2/k0c00y07.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 7
Messages: 100
Quest: k0c00y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       My poor darling _victim_
<ce>                has been kidnapped by the Thieves Guild.
<ce>                           Could you help me?
                                     <--->
<ce>                    The Thieves Guild has taken my
<ce>                       dearest _victim_ away from
<ce>             me and now they're demanding a ransom. I need
<ce>                 someone to bring my lover back to me,
<ce>                       any way they can. Please,
<ce>                           will you help me?

RefuseQuest:  [1001]
<ce>                        You have a cold heart,
<ce>                          %pcf. I guess I will
<ce>                    have to face these kidnappers on
<ce>                                my own.
                                     <--->
<ce>                        Then I'll find someone
<ce>                              else, %pcn.

AcceptQuest:  [1002]
<ce>                   I can't pay you very much, %pcf.
<ce>             I used most of my gold to buy this gem for the
<ce>              ransom, but you can have the remainder of my
<ce>              savings, _gold_ gold pieces, when my dearest
<ce>                       _victim_ is back with me.
<ce>                  The kidnappers want the _gem_ to be
<ce>                      delivered to __kidnapper_ in
<ce>                   ___kidnapper_ and I am to take no
<ce>              longer than =2ransom_ days. At __kidnapper_,
<ce>                    I am to look for a =kidnapper_,
<ce>                       whose name's _kidnapper_.
<ce>                     Nothing matters but _victim_'s
<ce>           safety, but if you ensure that without paying the
<ce>              ransom, I'll be very grateful. Like I said,
<ce>                   it's all I have. Good luck and may
<ce>                            %god Bless You.
                                     <--->
<ce>                     Thank %god. Here's the _gem_
<ce>               the kidnappers want for ransom. If you can
<ce>                     find a way to rescue _victim_
<ce>               without paying the ransom, I would be very
<ce>             grateful. After buying that gem, my savings is
<ce>             almost entirely gone. You can, of course, have
<ce>                     _gold_ gold, once _victim_ has
<ce>            returned -- that will make my life savings gone
<ce>             entirely, but it'll be worth it. If the ransom
<ce>               must be paid, be sure to take no more than
<ce>              =2ransom_ days to do it. The kidnappers have
<ce>                     an agent in __kidnapper_ over
<ce>                    in ___kidnapper_, a =kidnapper_
<ce>                   named _kidnapper_. Once =2ransom_
<ce>           days have passed, %g will send word to %g3 friends
<ce>                   whereever they're keeping _victim_
<ce>              and they'll kill %g2. Please don't let that
<ce>                       happen. Good luck, friend.

Message:  1099
<ce>                          _victim_! Oh, thank
<ce>                   %god you're alive. And, good %pcf,
<ce>                 you didn't even use the ransom _gem_.
<ce>                 I cannot thank you enough. Here is the
<ce>                   _gold_ gold I promised, but it is
<ce>                   hardly enough. You have my deepest
<ce>                         gratitude, my friend.

QuestComplete:  [1004]
<ce>                    Take it. It's yours my friend.

RumorsDuringQuest:  [1005]
_qgiver_ can scarcely afford to pay _victim_'s ransom.
<--->
_victim_'s kidnapping has scared everyone in ___qgiver_.

RumorsPostfailure:  [1006]
The thieves who kidnapped _victim_ will probably never come to justice.

RumorsPostsuccess:  [1007]
_victim_ was rescued from the thieves by a wonderful %ra mercenary.

QuestorPostsuccess:  [1008]
You rescued _victim_, %pcf. Of course, I'll help you any way I can.

QuestorPostfailure:  [1009]
<ce>                    Listen, I don't want to talk to
<ce>                   you or anyone else right now. Why
<ce>                         don't you get stuffed?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_, ___qgiver_
 has sent me with a _gem_ to
 ransom %g3 lover, _victim_
 from the Thieves Guild. The ransom
 must be paid in =2ransom_ days or they
 will kill _victim_.
 _kidnapper_ is the agent
 of the kidnappers who awaits me in
 __kidnapper_ in ___kidnapper_.
 Of course, _qgiver_
 wants me, if possible, to rescue %g3
 lover without paying the ransom.

Message:  1011
<ce>                         Do you give the _gem_
<ce>                            to _kidnapper_?

Message:  1012
<ce>                   You're %pcf, aintcha? The Thieves
<ce>                 Guild's fond of you, kid. Oh, %oth, I
<ce>                    see. You're working for _qgiver_
<ce>              to make sure %g pays us with no funny stuff,
<ce>                                 right?

Message:  1013
<ce>                         _victim_ will pay for
<ce>                      your stupidity! %oth, %g'll
<ce>                   be dead before =queston_ days have
<ce>                            passed! =thug_!
<ce>                          Rip this %ra apart!
                                     <--->
<ce>                           =thug_! Kill this
<ce>                     very stupid %ra while I do the
<ce>                           same to _victim_.

Message:  1014
<ce>                          _qgiver_ sent you?
<ce>                        %oth, thank %god! Quick,
<ce>                          let's get out here!

Message:  1015
=thug_,
 
      The Guild could use your muscle on a
 fairly routine kidnapping. The name of the
 victim is _victim_
 and after you've taken %g2 from %g3 home in
 __qgiver_ in ___qgiver_,
 go to ___mondung_.
      Directions to ___mondung_
 follow. I hope this isn't too difficult a
 plan for you.
 
<ce>                              _kidnapper_

Message:  1016
<ce>                         %pcf, I sure hope you
<ce>                  know what you're doing. I'm glad to
<ce>                      have my _gem_ back, but not
<ce>                      at the expense of _victim_.
<ce>                    If %g gets killed, do not expect
<ce>                             my gratitude.

Message:  1017
<ce>                         _victim_! Thank %god
<ce>                    you're all right! Thank you, my
<ce>                   friend. I wish you didn't have to
<ce>                         pay the ransom, %pcf,
<ce>                    but it's most important that my
<ce>                            dear _victim_ is
<ce>                        back. Here is the _gold_
<ce>                        gold pieces I promised.

Message:  1018
<ce>                    No wonder the Guild likes you.
<ce>                  I'll make sure they hear about this
<ce>                         too, %pcf. Now, go on
<ce>                          back to _qgiver_ and
<ce>                         tell %g2 that _victim_
<ce>                      will be there shortly. Nice
<ce>                        doing business with you.

Message:  1019
<ce>                        Ah, good. Let _qgiver_
<ce>                         know that %g3 _victim_
<ce>                       will be safe in ___qgiver_
<ce>                        very shortly. Farewell.

Message:  1020
<ce>                           Yes, _victim_ was
<ce>                   delivered just before you arrived,
<ce>                       %pcf. Thank you for facing
<ce>                       that dreadful _kidnapper_
<ce>                    for me. Here is the _gold_ gold
<ce>                           pieces I promised.

Message:  1021
<ce>                          _victim_ tells you
<ce>                    %g can find %g3 way to %g3 lover
<ce>                          _qgiver_ from here,
<ce>                     thanks you, and sprints away.

Message:  1022
<ce>                           By now, _victim_
<ce>                            is surely dead.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 3 times.
--               %g3 occurs 7 times.
--              %god occurs 5 times.
--              %oth occurs 3 times.
--              %pcf occurs 9 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--         =2ransom_ occurs 4 times.
--       =kidnapper_ occurs 2 times.
--         =queston_ occurs 1 time.
--            =thug_ occurs 3 times.
--     ___kidnapper_ occurs 3 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 4 times.
--      __kidnapper_ occurs 4 times.
--         __qgiver_ occurs 2 times.
--             _gem_ occurs 6 times.
--            _gold_ occurs 5 times.
--       _kidnapper_ occurs 6 times.
--          _qgiver_ occurs 8 times.
--          _victim_ occurs 26 times.

QBN:
Item _gem_ gem
Item _gold_ gold range 5 to 25
Item _map_ letter used 1015

Person _qgiver_ group Questor male
Person _victim_ face 1 faction Group_7.0
Person _kidnapper_ face 36 faction The_Thieves_Guild

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2
Clock _2ransom_ 0:0 0 flag 0:17 range 1 2

Foe _thug_ is Rogue

--	Quest start-up:
	start timer _2ransom_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _gem_ 
	_map_ used do _S.08_ 
	place npc _victim_ at _mondung_ 

_queston_ task:
	have _gem_ set _S.20_ 
	end quest 

variable _2ransom_
_S.02_ task:
	toting _gem_ and _kidnapper_ clicked 
	repute with _kidnapper_ exceeds 10 do _S.05_ 

_S.03_ task:
	say 1019 

_S.04_ task:
	create foe _thug_ every 1 minutes 1 times with 100% success 
	get item _gem_ 
	give item _map_ to _thug_ 
	remove npc _kidnapper_ 
	say 1013 

_S.05_ task:
	prompt 1012 yes _S.07_ no _S.04_ 

_S.06_ task:
	when _S.02_ and not _S.05_ 
	prompt 1011 yes _S.03_ no _S.04_ 

_S.07_ task:
	get item _gem_ 
	say 1018 

_S.08_ task:
	reveal _mondung_ 

_S.09_ task:
	clicked npc _victim_ 
	remove npc _victim_ 
	say 1014 
	add _victim_ face 

_reward_ task:
	when _S.11_ and _S.09_ 
	say 1099 
	change repute with _qgiver_ by +15 
	change repute with _kidnapper_ by -10 

_S.11_ task:
	toting _gem_ and _qgiver_ clicked 
	clear _qgclicked_ 

_S.12_ task:
	when _S.11_ and not _S.09_ and not _S.04_ 
	get item _gem_ 

_S.13_ task:
	when _S.11_ and not _S.09_ and _S.04_ 
	say 1016 

_qgclicked_ task:
	clicked npc _qgiver_ 
	have _gem_ set _S.15_ 

variable _S.15_
_S.16_ task:
	when _qgclicked_ and not _S.15_ and _S.09_ 
	say 1017 
	change repute with _qgiver_ by +8 

_S.17_ task:
	when _qgclicked_ and _S.07_ 
	when _qgclicked_ and _S.03_ 
	say 1020 

_S.18_ task:
	when not _S.15_ or not _S.09_ or not _S.03_ or not _S.07_ 
	clear _qgclicked_ 

_S.19_ task:
	when _queston_ and _S.09_ and not _qgclicked_ 
	say 1021 

_S.20_ task:
	make _gem_ permanent 

_S.21_ task:
	when _queston_ and not _S.09_ and not _S.07_ and not _S.17_ 
	say 1022 
	change repute with _qgiver_ by -5 

_S.22_ task:
	when not _S.09_ and _S.11_ 
	get item _gem_ 
	clear _S.11_ 

_givereward_ task:
	when _reward_ or _S.16_ or _S.17_ 
	give pc _gold_ 
	end quest 


k0c00y08

-- Quest: /dos/g/game/dag/arena2/k0c00y08.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 8
Messages: 13
Quest: k0c00y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        You've heard of _book_?
<ce>               It is a very rare tome, almost never seen,
<ce>               but I have located a copy buried away in a
<ce>                      dungeon here in %reg. I will
<ce>           give you _upfront_ gold pieces now and _gold_ gold
<ce>                     once the book is in my hands.
<ce>                                Agreed?
                                     <--->
<ce>               I am looking for a very special book, one
<ce>            that is not available in any store, at least not
<ce>           for any price less than astronomical. Recently, I
<ce>           have heard that a copy of it has surfaced not too
<ce>            far from here, in a dungeon. If you will accept
<ce>             this quest to find this tome, I will give you
<ce>           _upfront_ gold pieces now and another _gold_ gold
<ce>                   pieces when you return. Do we have
<ce>                           a deal then, %pcf?

RefuseQuest:  [1001]
<ce>                      Very well. I'll look for a
<ce>                       different mercenary then.

AcceptQuest:  [1002]
<ce>             Good. I'll give you =queston_ days to get the
<ce>                      book out of ___mondung_ and
<ce>            return. After that time, the _gold_ gold pieces
<ce>                will be forfeit. The name of the book is
<ce>                           _book_. Good luck,
<ce>                                 %pcf.

QuestComplete:  [1004]
<ce>                   Ah, marvelous. Here's the _gold_
<ce>                 gold pieces I promised. Thank you very
<ce>                              much, %pcf.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has good points and bad ones.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostsuccess:  [1007]
_qgiver_ is happy as a harpy about %g3 new acquisition.

QuestorPostsuccess:  [1008]
What can I do for you, o %ra who brought me _book_?

QuestorPostfailure:  [1009]
<ce>                        As _book_ is lost once
<ce>                      again, I find it in dubious
<ce>                      taste that you are bothering
<ce>                          me. Go get stuffed.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_, ___qgiver_ has
 sent me to ___mondung_ in
 search of _book_,
 a very rare book. I will be given _gold_
 gold pieces if I return in =queston_ days or less.

Message:  1011
<ce>                             You picked up
<ce>                                _book_.

Message:  1012
<ce>                           _qgiver_ will be
<ce>                   angry. This is past the time when
<ce>                    you were to bring %g2 the book.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %jok occurs 6 times.
--              %oth occurs 2 times.
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 3 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 2 times.
--            _book_ occurs 6 times.
--            _gold_ occurs 5 times.
--          _qgiver_ occurs 3 times.
--         _upfront_ occurs 2 times.

QBN:
Item _gold_ gold
Item _upfront_ gold range 5 to 50
Item _book_ book2

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _book_ at _mondung_ 
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	get item _upfront_ 
	make _upfront_ permanent 

_queston_ task:
	have _book_ set _S.03_ 
	end quest 

_S.01_ task:
	clicked item _book_ 
	say 1011 

_S.02_ task:
	toting _book_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_S.03_ task:
	say 1012 
	make _book_ permanent 


k0c00y09

-- Quest: /dos/g/game/dag/arena2/k0c00y09.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0
-- QuestId: 9
Messages: 15
Quest: k0c00y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       My former partner here at
<ce>                       __qgiver_, a _enemy_, has
<ce>             taken more than %g3 fair share of our profits
<ce>                     and run away from ___qgiver_.
<ce>              Now, I'm not the vengeful sort, but I would
<ce>              appreciate it if you would bring the _enemy_
<ce>             back to me, so I can get some explanation for
<ce>             this remarkable behavior. I'll pay you _gold_
<ce>               gold pieces for %g2 alive, and _lessgold_
<ce>                   gold if you accidentally kill %g2.
                                     <--->
<ce>                     That damnable _enemy_ let me
<ce>               trust %g2, led me merrily along, and then
<ce>            left without a word but with a sizeable portion
<ce>              of my savings. Now the money does bother me,
<ce>              but not as much as the betrayal. I want you
<ce>              to track %g2 down, and bring %g2 to me, and
<ce>                 I'm willing to pay _gold_ gold pieces
<ce>                   for it. Are you willing and able?
                                     <--->
<ce>                   I am looking for a manhunter, or,
<ce>                  more specifically, a _enemy_ hunter.
<ce>                You see, %g left town without paying the
<ce>               gold %g owes me. It's the principle of the
<ce>               thing. I don't mind paying you _gold_ gold
<ce>               pieces for %g3 capture, but my reputation
<ce>                would be ruined if I let my debtors just
<ce>                    leave ___qgiver_, owing me gold.
<ce>                   Will you get this deadbeat for me?

RefuseQuest:  [1001]
<ce>                      No? Well, I'll just go down
<ce>                     to the Fighters Guild and hire
<ce>                             someone else.
                                     <--->
<ce>                    That's too bad. Let me know if
<ce>                         you change your mind.

AcceptQuest:  [1002]
<ce>                      Good. The _enemy_'s name is
<ce>                     =enemy_, and rumor has it that
<ce>                     %g is holed up in ___mondung_
<ce>              for =queston_ days at most. That will be the
<ce>              deadline by which I expect to hear from you.
<ce>                         Remember -- =enemy_ is
<ce>                  a tough _enemy_, so expect a fight,
<ce>               but try not to kill %g2. I want %g2 alive,
<ce>                       not dead. Good luck, %pcf.
                                     <--->
<ce>                 That's fine then. My sources tell me
<ce>                   that the _enemy_ has taken refuge
<ce>                    in ___mondung_ and will probably
<ce>               be there for =queston_ days or so. I fully
<ce>                       expect =enemy_, that's the
<ce>               _enemy_'s name, to put up a fight, but try
<ce>               not to kill %g2. I will expect you back in
<ce>                       =queston_ days. Good luck.
                                     <--->
<ce>                    Frightfully good of you, %pcf.
<ce>             I've made some inquiries and it seems that our
<ce>              _enemy_ friend is lurking about the vicinity
<ce>                     of ___mondung_, unguarded and
<ce>            alone except for the usual brutes in residence.
<ce>                        =enemy_ is %g3 name and
<ce>             I will expect %g2 before me in =queston_ days,
<ce>                 preferably alive. Don't disappoint me.

QuestComplete:  [1004]
<ce>                        Ah, good day, =enemy_.
<ce>              It seems to me that we have some business to
<ce>                    discuss, don't we? %pcf, I thank
<ce>                   you for making this _enemy_'s trip
<ce>                as comfortable as possible. Here is the
<ce>                        _gold_ gold I promised.

RumorsDuringQuest:  [1005]
_qgiver_ was a fool to do business with someone like =enemy_.
<--->
_qgiver_ should never have trusted =enemy_ -- %g is a notorious thief.

RumorsPostfailure:  [1006]
=enemy_ apparently got away with it. And _qgiver_ is mad as Oblivion.

RumorsPostsuccess:  [1007]
_qgiver_ is practicing ancient %ra torture techniques on =enemy_.
<--->
I'd hate to be _enemy_ right now -- in _qgiver_'s hands.

QuestorPostsuccess:  [1008]
Oh hello, %pcf. =enemy_ would say hello too ... if %g still had a tongue.

QuestorPostfailure:  [1009]
<ce> You don't really think I'd have anything to say to you, do you, %pcf?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_, ___qgiver_
 has sent me to ___mondung_
 to find an errant _enemy_ named
 =enemy_ and bring %g2
 back to __qgiver_. I
 have =queston_ days to accomplish this,
 and _qgiver_ stressed
 that %g wanted =enemy_
 alive.

Message:  1011
<ce>                            _qgiver_ wanted
<ce>                           =enemy_ alive, but
<ce>                            you've slain %g2

Message:  1012
<ce>                              Ow! %oth, I
<ce>                               surrender!
                                     <--->
<ce>                              I give up!
<ce>                               I give up!
                                     <--->
<ce>                            Don't kill me!
<ce>                              I surrender!

Message:  1013
<ce>                          =enemy_ sneaks away
<ce>                     when you aren't looking. It's
<ce>                      just as well. It's too late
<ce>                        to collect on the reward
<ce>                                anyhow.

Message:  1014
<ce>                      Well, I had wanted =enemy_
<ce>                alive, but I suppose I would have killed
<ce>             %g2 eventually myself. Here's _lessgold_ gold
<ce>                 pieces. Not the full amount, but I am
<ce>                             appreciative.
                                     <--->
 

-- Symbols used in the QRC file:
--
--                %g occurs 6 times.
--               %g2 occurs 12 times.
--               %g3 occurs 3 times.
--              %oth occurs 1 time.
--              %pcf occurs 5 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--           =enemy_ occurs 15 times.
--         =queston_ occurs 5 times.
--       ___mondung_ occurs 4 times.
--        ___qgiver_ occurs 6 times.
--           _enemy_ occurs 12 times.
--            _gold_ occurs 4 times.
--        _lessgold_ occurs 2 times.
--          _qgiver_ occurs 8 times.

QBN:
Item _gold_ gold range 50 to 150
Item _lessgold_ gold range 10 to 45

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon
Place qGiverSpot remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _enemy_ is Ranger

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place foe _enemy_ at _mondung_ 

_queston_ task:
	end quest 

_S.01_ task:
	injured _enemy_ 
	say 1012 

_killmon_ task:
	killed 1 _enemy_ 
	say 1011 

_S.03_ task:
	when _S.01_ and not _killmon_ 
	add foe _enemy_ face 
	place foe _enemy_ at qGiverSpot 

_qgclicked_ task:
	clicked npc _qgiver_ 

variable _S.05_
_S.06_ task:
	when _qgclicked_ and _killmon_ 
	get item _lessgold_ 
	say 1014 
	make _lessgold_ permanent 
	end quest 

_reward_ task:
	when _S.03_ and _qgclicked_ 
	give pc _gold_ 
	end quest 

_S.08_ task:
	when _queston_ and _S.03_ 
	say 1013 
	drop foe _enemy_ face 

_clearclick_ task:
	when _qgclicked_ and not _S.01_ 
	clear _qgclicked_ _clearclick_ 


k0c01y00

-- Quest: /dos/g/game/dag/arena2/k0c01y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 01
-- QuestId: 0
Messages: 21
Quest: k0c01y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               Imagine the purity of my delight when my
<ce>               sniveling, cheating lover of the past two
<ce>               years was abducted and presumably killed.
<ce>               Then imagine my despair when I discovered
<ce>                 that the =victim_ was still among the
<ce>              living. Next, imagine my amusement when %g3
<ce>             kidnappers demanded a ransom. Finally, please
<ce>             imagine my annoyance when %g3 cousin actually
<ce>              agreed to pay the ransom. This cannot be. I
<ce>                 need someone to make certain that the
<ce>                   ransoming fails. Will you help me?


RefuseQuest:  [1001]
<ce>                        %oth, what an attitude.
<ce>                     Your selfish morality will get
<ce>                        you in trouble some day.

AcceptQuest:  [1002]
<ce>                              %oth, %oth,
<ce>                               and %oth.
<ce>             The way I see it, there are three ways to stop
<ce>             this ransoming. One is to make sure that dear
<ce>                         _victim_ accidentally
<ce>           dies before the ransom date in =queston1_ days. Of
<ce>             course, I don't know where %g is, so that's a
<ce>            difficult one. The next option is to see to %g3
<ce>             cousin's accidental death within the same time
<ce>                      frame. Now, =cousin_, that's
<ce>                   the cousin, lives in ___mondung2_,
<ce>             which is a well-fended fortress. So there's a
<ce>            difficulty there. Finally, you could remove the
<ce>                      _gem_ from ___mondung2_ that
<ce>                     =cousin_ plans to use for the
<ce>              ransom. Whatever way you do it, be back here
<ce>            with the news in =queston1_ days or sooner, and
<ce>                     you'll be _gold_ gold richer.
<ce>                          Good luck, old %ra.

QuestComplete:  [1004]
<ce>                        So, poor _victim_ won't
<ce>                 be coming home? Well done, my friend.
<ce>               Here's the _gold_ gold pieces I promised.
<ce>                        Best money I ever spent.

RumorsDuringQuest:  [1005]
Poor _qgiver_. Grief is terrible. You know, %g looks ten years younger.
<--->
=cousin_ suspects that _qgiver_ doesn't really want _victim_ back.

RumorsPostfailure:  [1006]
_qgiver_ is furious with a %ra named %pcn for some reason.

RumorsPostsuccess:  [1007]
It looks like _victim_ really never will come back to ___qgiver_.
<--->
_qgiver_ is now deeply in mourning for _victim_. It's very sad.

QuestorPostsuccess:  [1008]
You saved me from that corpulent toad _victim_, %pcf. Don't think I forgot.

QuestorPostfailure:  [1009]
<ce>                I asked you to do one thing, and I gave
<ce>                you three ways to do it. And you failed.
<ce>                 Why should I talk to you, you pickled
<ce>                          vat of dung patties?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 __qgiver_, ___qgiver_ has
 sent me to prevent %g3 unloved lover's
 ransom. I can either find and slay this
 _victim_, but I have
 no clue of where %g is. Or I can go to
 ___mondung2_, %g3
 cousin, =cousin_'s
 stronghold and either slay %g2 or steal
 the _gem_ %g was going to use for
 ransom. In any case, I need to have
 something done and be back with old
 _qgiver_ in =queston1_ days
 when the ransom is due to be paid.

Message:  1011
<ce>                        _victim_'s heart gives
<ce>                    out at the shock of seeing a %ra
<ce>                               mercenary.
                                     <--->
<ce>                         "Come violent death,"
<ce>                        _victim_ says, quaffing
<ce>                    a draught of poison. "I will be
<ce>                       reunited with my true love
<ce>                            _qgiver_ in the
<ce>                              hereafter."
                                     <--->
<ce>                         "Assassin! Assassin!"
<ce>                          _victim_ expires of
<ce>                               hysteria.


Message:  1013
%pcf,
 
     _victim_ is being held in
 ___mondung_. Do your worse.
 
     We don't mind. The kidnappers are bloody
 freelancers.
 
 
<ce>                          -- The Thieves Guild

Message:  1015
<ce>                     A nondescript fellow slips a
<ce>                    note into your hand, winks, and
<ce>                                departs.

Message:  1017
%dat:
 I received a
 letter from the Thieves Guild. It
 seems that the kidnappers are not
 members of the Guild, so they have no
 compunction in giving me their
 location: ___mondung_.
 If I want to put an end to the unloved
 _victim_'s life, that's
 the place to do it.

Message:  1018
<ce>                       Why, you bloody, bollocky
<ce>                            %ra, that hurt!
                                     <--->
<ce>                        You probably think that
<ce>                           hurts, don't cha?

Message:  1019
<ce>                        _victim_'s cousin, %g3
<ce>                 only hope, is launched into eternity.
                                     <--->
<ce>                           =cousin_ will not
<ce>                        be ransoming anyone now.

Message:  1020
<ce>                          You have found the
<ce>                             _gem_ =cousin_
<ce>                       was going to use to ransom
<ce>                               _victim_.


-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 6 times.
--              %oth occurs 4 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 4 times.
--          =cousin_ occurs 6 times.
--        =queston1_ occurs 3 times.
--          =victim_ occurs 1 time.
--      ___mondung2_ occurs 3 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 3 times.
--             _gem_ occurs 3 times.
--            _gold_ occurs 2 times.
--          _qgiver_ occurs 7 times.
--          _victim_ occurs 14 times.

QBN:
Item letter15 letter used 1013
Item _gold_ gold
Item _gem_ gem

Person _qgiver_ group Questor
Person _victim_ face 1 faction Group_7.0
Person _tg_ faction The_Thieves_Guild male

Place _mondung_ remote dungeon
Place _mondung2_ remote dungeon2

Clock _queston1_ 0:0 0 flag 0:17 range 0 2
Clock _S.05_ 8:20 3.11:20

Foe _cousin_ is Knight

--	Quest start-up:
	place item _gem_ at _mondung2_ 
	dialog link for location _mondung_ person _victim_ 
	dialog link for person _tg_ 
	start timer _queston1_ 
	reveal _mondung2_ 
	log 1010 step 0 
	repute with _tg_ exceeds 10 do _S.03_ 
	place foe _cousin_ at _mondung2_ 
	place npc _victim_ at _mondung_ 

_queston1_ task:
	have _gem_ set _S.15_ 
	end quest 

variable _queston2_
variable _S.02_
_S.03_ task:
	start timer _S.05_ 

variable _S.04_
_S.05_ task:
	letter15 used do _S.06_ 
	get item letter15 
	say 1015 

_S.06_ task:
	reveal _mondung_ 
	log 1017 step 2 

variable _S.07_
_S.08_ task:
	clicked npc _victim_ 
	remove npc _victim_ 
	say 1011 

_S.09_ task:
	injured _cousin_ 
	say 1018 

_S.10_ task:
	killed 1 _cousin_ 
	say 1019 

_S.11_ task:
	clicked item _gem_ 
	say 1020 

_qgclicked_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_S.13_ task:
	toting _gem_ and _qgiver_ clicked 
	end quest 

_S.14_ task:
	when _S.10_ or _S.08_ or _S.13_ 

until _S.14_ performed:
	clear _qgclicked_ 

_S.15_ task:
	make _gem_ permanent 

variable _S.16_


k0c01y10

-- Quest: /dos/g/game/dag/arena2/k0c01y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 01
-- QuestId: 10
Messages: 16
Quest: k0c01y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                           You're %pcn, yes?
<ce>                      The one who was shipwrecked?

RefuseQuest:  [1001]
<ce>                      That's funny. You look just
<ce>                          like %pcn. Oh, well.

AcceptQuest:  [1002]
<ce>             I thought so. That storm that destroyed your
<ce>             boat was no natural winter squall, but I guess
<ce>             you suspected as much. I will gladly tell you
<ce>                what I know about it, if you will find a
<ce>               particular rare scroll for me. This is not
<ce>              the type of job I could give to the Fighters
<ce>               Guild, for the scroll is protected by some
<ce>               powerful daedra spirits and has the power
<ce>                  to summon creatures from the pale of
<ce>                      Oblivion. Go to ___mondung_,
<ce>                find the scroll, and bring it back to me
<ce>                before =queston_ days have passed and I
<ce>                  will tell you what I know about the
<ce>                   tempest that nearly destroyed you.

QuestComplete:  [1004]
<ce>                 Ah, the Bothdorji Scroll. Very good.
<ce>                 Now, let me tell you about the storm.
<ce>                  You sailed an unmarked ship from the
<ce>                 Imperial City, but your identity, your
<ce>                 mission, and your patron are known to
<ce>                    the perceptive. An unknown agent
<ce>                     convinced the Mad Witch of the
<ce>                 Wrothgarian Mountains, the grandmother
<ce>                of the present king of Daggerfall, that
<ce>                 your ship carried the murderer of her
<ce>                  son, the late King Lysandus. That is
<ce>                        all that I can tell you.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostsuccess:  [1007]
The daedric stars burn bright and cold last evening.
<--->
Dire portents of daedra in Mundus have I seen.

QuestorPostsuccess:  [1008]
You brought me the Bothdorji Scroll, %pcf. How could I forget you for that?

QuestorPostfailure:  [1009]
<ce>                   I don't see why I should talk to
<ce>                         you at all, %pcf. You
<ce>                 didn't bring me the Bothdorji Scroll.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_
 of __qgiver_, ___qgiver_,
 has offered to tell me the truth about
 the storm that shipwrecked me when I
 first came to the Iliac Bay. In return,
 %g wants me to find a scroll hidden in
 ___mondung_ and bring it
 back in =queston_ days or less. The scroll is
 most likely guarded by a daedra of
 some kind.

Message:  1011
<ce>                         The Bothdorjii Scroll
<ce>                                    
 Breathe candent smoke on the veil of Oblivion
 And force the line dispelled
 Awaken the sleepless, unquiet Princes
 And bid Their standing servants rise
 It is the night when frost will burn
 When flame will freeze the lamplit lake
 When clouds of bats devour clouds of birds
 When boils and sores afflict the rich
 When a boy with wings doth curse the land
 If knowing lies fester on my tongue
 And such whens are but whispers in the night
 These words form a sentence of death
 But if the Day of Oblivion is indeed at hand
 Servants of the Dark, obey me

Message:  1012
<ce>                       You have found the scroll
<ce>                            _qgiver_ wants.

Message:  1013
<ce>                   You smell a brief puff of rancid
<ce>                   smoke and realize that the scroll
<ce>                          that _qgiver_ wanted
<ce>                            has disappeared.

Message:  1014
<ce>                        You summoned me, %pcf.
<ce>                     And now you reject my embrace?

Message:  1015
<ce>                A burst of fire flies from the scroll,
<ce>                      creating a burning creature.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--                %g occurs 1 time.
--              %jok occurs 6 times.
--              %oth occurs 2 times.
--              %pcf occurs 3 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 2 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 5 times.

QBN:
Item bothdorjii letter used 1011

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon4

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _guardian_ is Daedroth
Foe _F.01_ is Fire_atronach

--	Quest start-up:
	place item bothdorjii at _mondung_ 
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place foe _guardian_ at _mondung_ 

_queston_ task:
	end quest 

_S.01_ task:
	clicked item bothdorjii 
	bothdorjii used saying 1015 do _S.02_ 
	say 1012 

_S.02_ task:
	create foe _F.01_ every 1 minutes 1 times with 100% success 

_S.03_ task:
	when _queston_ and _S.01_ 
	say 1013 

_S.04_ task:
	toting bothdorjii and _qgiver_ clicked 
	give pc nothing 
	end quest 

_S.05_ task:
	injured _F.01_ 
	say 1014 


k0c0xy01

-- Quest: /dos/g/game/dag/arena2/k0c0xy01.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 0X
-- QuestId: 1
Messages: 100
Quest: k0c0xy01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          I have a not uncommon situation on my hands. A nest
<ce>           of harpies has moved into an old property of mine,
<ce>          and while I personally couldn't care less, our wise
<ce>            and benevolent %rt has decreed that the owner of
<ce>          any structure infested by harpies is responsible for
<ce>           extermination. There is apparently a fine involved
<ce>           for noncompliance. Frankly, I don't have the time
<ce>           for this; but if you wouldn't mind bloodying your
<ce>              sword a bit, I could use your help. The last
<ce>              mercenary I hired didn't make it, so I would
<ce>             understand if you're hesitant. I'd be happy to
<ce>          pay you, say, _reward_ gold pieces for your trouble.

RefuseQuest:  [1001]
<ce>                    %oth. Well, I can't blame you.
<ce>            Never could abide the stench of harpies myself.

AcceptQuest:  [1002]
<ce>            Would you? Marvelous. Now, the catch is that I
<ce>             must have proof that a serious effort has been
<ce>              made to clear out ___mondung_ in =2mondung_
<ce>              days. Obviously that does not leave a lot of
<ce>                   time. I had hoped that _contact_,
<ce>          the mercenary I had hired earlier from the Fighters
<ce>            Guild would have been more capable. And, listen,
<ce>                   %pcf, you don't have to clear out
<ce>                all ___mondung_. Just kill four or five
<ce>             of the critters and get back here. I know! The
<ce>               clan leaders wear specially dyed gryphon's
<ce>                   feathers. Bring back one of those
<ce>               and I'll have the proof I need. Just make
<ce>             certain you don't fail to return in =2mondung_
<ce>                              days, %pcf.

QuestFail:  [1003]
<ce>                 %oth. That wasn't much of an effort.

QuestComplete:  [1004]
<ce>                Well done, %pcf. Now I can prove to the
<ce>             %rt that I've done my civic duty, or at least
<ce>           attempted to do it. You have earned your _reward_
<ce>                        gold indeed. Thank you.

RumorsDuringQuest:  [1005]
The %rt demands physical proof of harpy extermination from some mercenaries.
<--->
_qgiver_ has really let ___mondung_ go to seed. It's hardly a storehouse now.
<--->
_qgiver_ ought to have ___mondung_ destroyed if it isn't going to be used.

RumorsPostfailure:  [1006]
The %rt slapped _qgiver_ with so many fines, I wonder if %g'll recover.
<--->
_qgiver_ has had some real bad luck with harpy exterminators from what I see.

RumorsPostsuccess:  [1007]
The %rt seems happy with _qgiver_'s efforts to get ___mondung_ cleaned out.
<--->
_qgiver_ has made %g3 first effort to get that filthy ___mondung_ cleaned up.

QuestorPostsuccess:  [1008]
You helped me with those harpies, %pcf. What can I help you with?

QuestorPostfailure:  [1009]
I have nothing to say to a %ra who can't pick up a few feathers.

Message:  1030
A large, white feather, dyed a repulsive shade of red.

Message:  1031
A gray feather, dyed a sickly shade of green.

Message:  1032
A large, white feather, dyed pure black.

Message:  1033
A gray feather, dyed dull blue.

Message:  1011
<ce>                      Thank you, %pcf. I know my
<ce>                          way home from here.

Message:  1012
__qgiver_, ___qgiver_
 Dear %pcn,
 
      I am sorry to annoy you while I'm sure you're
 busy, but I received a caller from the Fighters Guild
 on the subject of _contact_, that
 mercenary I first hired to clean out ___mondung_.
      Without boring you with the details of the
 interview, let me tell you that I promised the
 Guildmaster I'd ask you to look for _contact_
 while you're in ___mondung_. _contact_
 looks is a =contact_, so %g should
 stick out at ___mondung_.
      Well, I've fulfilled my promise to the Guildmaster.
 Personally, I don't care if you throw this letter away
 and let _contact_ rot in ___mondung_.
 
      I am eagerly awaiting your return.
 
<ce>                              Yours truly,
<ce>                                _qgiver_

Message:  1013
<ce>                         You're from _qgiver_?
<ce>                        Thank %god you arrived,
<ce>                          %pcf. Hope you don't
<ce>                          mind if I join you.
<ce>                         Take this _jewelry_ as
<ce>                        a sign of my gratitude.

Message:  1014
<ce>            A young courier appears at your side, hands you
<ce>                a letter, and disappears without a word.

Message:  1020
%qdt:
 _qgiver_, a
 merchant in ___qgiver_ has hired me
 to clear out %g3 desolate property,
 ___mondung_, which is infested by
 harpies. Apparently, the place does not
 have to be cleared out, but some sort of
 effort needs to be made or at least the
 appearance of an effort. I must return
 with a clan feather from one of the leaders in
 =2mondung_ days for a reward of _reward_ gold pieces.

Message:  1030
1 harpie dead

Message:  1031
2 harpies dead

Message:  1032
3 harpies dead

Message:  1033
4 harpies dead

Message:  1040
<ce>                I need some proof before I can pay you.

Message:  1099
<ce>                    You have found a clan feather.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g3 occurs 2 times.
--              %god occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 6 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--               %rt occurs 5 times.
--        =2mondung_ occurs 3 times.
--         =contact_ occurs 1 time.
--       ___mondung_ occurs 11 times.
--        ___qgiver_ occurs 3 times.
--         _contact_ occurs 5 times.
--         _jewelry_ occurs 1 time.
--          _qgiver_ occurs 9 times.
--          _reward_ occurs 3 times.

QBN:
Item _item_ book2
Item _reward_ gold
Item clanfeather1 harpy_feather received 1030
Item clanfeather2 harpy_feather received 1031
Item clanfeather3 harpy_feather received 1032
Item clanfeather4 harpy_feather received 1032
Item letter26 letter used 1012
Item _jewelry_ trinket

Person _qgiver_ group Questor male
Person _contact_ face 1 faction The_Fighters_Guild

Place _mondung_ remote dungeon10

Clock _2mondung_ 0:0 0 flag 0:17 range 0 2
Clock _S.05_ 16:40 1.9:20
Clock _S.06_ 5:0 10:0

Foe _F.00_ is Harpy
Foe _F.01_ is Harpy

--	Quest start-up:
	start timer _2mondung_ 
	start timer _S.05_ 
	reveal _mondung_ 
	log 1020 step 0 
	give item clanfeather1 to _F.01_ 
	pc at _mondung_ do _S.08_ 
	letter26 used do _S.15_ 
	place foe _F.01_ at _mondung_ 

_2mondung_ task:
	end quest 

variable _pcgetsgold_
_S.02_ task:
	toting clanfeather1 and _qgiver_ clicked 
	give pc _reward_ 
	end quest 

_S.03_ task:
	clicked npc _contact_ 
	start timer _S.06_ 
	get item _jewelry_ 
	remove npc _contact_ 
	say 1013 
	make _jewelry_ permanent 
	add _contact_ face 
	change repute with _contact_ by +10 

_S.04_ task:
	clicked npc _qgiver_ 

_S.05_ task:
	give pc letter26 notify 1014 

_S.06_ task:
	say 1011 
	drop _contact_ face 

variable _S.07_
_S.08_ task:
	create foe _F.00_ every 21 minutes 15 times with 25% success 

_clearclick_ task:
	when _S.04_ and not _S.02_ 
	clear _S.04_ _clearclick_ saying 1040 

variable _S.10_
variable _S.11_
variable _S.12_
variable _S.13_
_S.14_ task:
	clicked item clanfeather1 say 1099 

_S.15_ task:
	place npc _contact_ at _mondung_ 


k0c30y03

-- Quest: /dos/g/game/dag/arena2/k0c30y03.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: merchant
-- Repute: 30
-- QuestId: 3
Messages: 51
Quest: k0c30y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>            Ah, my friend. I regret to admit that I made a
<ce>             poor business decision, but facts are facts. I
<ce>            loaned a certain sum of money to a noble by the
<ce>                  name of _patsy_, who you may or may
<ce>            not have heard of. The security on the loan was
<ce>             the deed to a valuable piece of property. Now
<ce>                     _patsy_ and the deed have both
<ce>            vanished. Rumor has it that %g fell on some hard
<ce>             time financially, but the sum I loaned is not
<ce>              easily swallowed by my enterprises. Tangling
<ce>                     with the likes of _patsy_ will
<ce>              likely be dangerous, but I need a champion.
<ce>              Will you help me, my friend, in exchange for
<ce>                         a large uncut diamond?

RefuseQuest:  [1001]
<ce>                I am sorry to hear that. I understand,
<ce>                  of course, but it is disappointing.

AcceptQuest:  [1002]
<ce>             That's good to hear. Now then, I have thirty
<ce>              days before I will be forced to dip into my
<ce>              capital. The deed was stolen out of a local
<ce>                    establishment called _bank_ in 
<ce>              __bank_ together with some other valuables,
<ce>                 but the coincidence between _patsy_'s
<ce>              disappearance at the same time the deed did
<ce>                    merits investigation. _patsy_'s
<ce>                     old residence was _house2_ in
<ce>                    __house2_, which I understand is
<ce>              now empty. Other than that, I have no leads.
<ce>                     I either need the gold _patsy_
<ce>                borrowed, the deed to the house, or that
<ce>                 aristocrat's head on a stick in thirty
<ce>                     days. Don't let me down, %pcf.

QuestFail:  [1003]
<ce>                        You could at least try
<ce>                        to fulfill your promise.

QuestComplete:  [1004]
<ce>                 _patsy_'s trick didn't work, did it,
<ce>                  %pcf? Here's the diamond I promised.
<ce>                         Well done, my friend.

RumorsDuringQuest:  [1005]
_qgiver_ sure wasn't _patsy_'s only dupe. Lots of people loaned %g2 gold.
<--->
_patsy_ just left __house2_ suddenly, leaving debts and broken hearts behind.

RumorsPostfailure:  [1006]
_patsy_ got away with it all, looks like. I hear %g's up north with a fortune.
<--->
_patsy_'s supposedly dead. I don't believe that for a second.

RumorsPostsuccess:  [1007]
No one's going to try to default on _qgiver_, not after that _patsy_ affair.
<--->
All _patsy_ proved was it's not wise to try and cheat someone like _qgiver_.

QuestLogEntry:  [1010]
%qdt:
 I have thirty days
 to find the deed that _qgiver_,
 of __qgiver_, in ___qgiver_ was
 given as collaterial on a loan to a noble
 named _patsy_, or to find the gold
 _qgiver_ gave _patsy_,
 or, if all else fails, to find the
 nowhere-to-be-found _patsy_.
 The collaterial was in _bank_ in
 __bank_, before the bank was robbed.
 The only other place I've been told
 of is _house2_,
 _patsy_'s old place of residence
 in __house2_.
 If I am successful in any of these goals
 in thirty days, _qgiver_ will
 give me a large, uncut diamond.

Message:  1011
Do you give _hooker_ the gold?

Message:  1012
<ce>            Thank you, sweets. I've heard you're the decent
<ce>            sort, and I thought I'd give you a break. I was
<ce>                    hired by _patsy_ a few weeks ago
<ce>           -- not for the reason you're thinkin. All I had to
<ce>            do was flirt with some old gaffer and get him to
<ce>           ask me out to dinner on a specific day. I guess to
<ce>          get him out of his house, because I found out later
<ce>            that the bloke's house was burgled while we was
<ce>           out. Lots of stuff was took, I hear. The old fella
<ce>            was cute and sweet and I felt bad about it. You
<ce>             may want to talk to him. His name's _gaffer_.
<ce>             Or you could go to the place where I met that
<ce>                 _patsy_, __patsagent_ in ___patsagent_
<ce>              and see if anyone there knows anything. Hope
<ce>               all this helps, %pcf. I'd like to see old
<ce>                        _patsy_ put away myself.

Message:  1013
%pcn,
 
      If you are anticipating a long and healthy career
 in the Bay area, I would advise dropping your pointless
 and doomed hounding. Tragedy is the only possible
 result, and the tragedy will be your own.
      I won't be caught, %pcf. I have too much money
 to be caught.
 
 
 
 Yours truly,
 
 
 _patsy_

Message:  1014
<ce>                      %pcn is your target, a %ra
<ce>             adventurer and mercenary. Use extreme caution
<ce>                      and be prepared for a fight.
 
<ce>                         No jellyfish this one.
 
 
 -- _patsy_

Message:  1015
_banker_ works over at _bank_ in __bank_. Perfectly respectable sort.
<--->
A banker of typical tediousness. _banker_ works at _bank_ in __bank_.

Message:  1016
<ce>                  I'll tell you what I told _patsy_.
<ce>                 __banker_ will reimburse all gold lost
<ce>                 in the robbery down to the last penny.
<ce>                     We just want to answer certain
<ce>                  questions about the robbery itself.
<ce>                      Things it would be best not
<ce>                       discussed with a stranger,
<ce>                            you understand.

Message:  1017
<ce>                     Ah, good to see you, %pcf. We
<ce>                 are having a bit of excitement lately
<ce>                 with the robbery and all. Only certain
<ce>                 accounts and deposits were targetted,
<ce>                    so _guard_, our security agent,
<ce>                  is looking into the holders of those
<ce>                   accounts. Perhaps %g might be able
<ce>                  to give you more information, %pcf.
<ce>                         _guard_ is at __guard_
<ce>                             in ___guard_.

Message:  1018
<ce>              I'm afraid I can't discuss this matter with
<ce>                  you, %pcn. This affair only concerns
<ce>                  _patsy_ and myself, no one else. If
<ce>              you're really interested in helping, go chat
<ce>                    with _hooker_, a prostitute who
<ce>             had some kind of relationship with our friend
<ce>                  _patsy_. She'll want ten gold pieces
<ce>               to cooperate, and you'll find her over in
<ce>                      ___hooker_ in a place called
<ce>                      __hooker_. Good luck, %pcf.
<ce>                I may not be here when you get back, but
<ce>                you are certainly capable of carrying on
<ce>                    the investigations on your own.

Message:  1019
<ce>                    Ah, %pcn, my friend. I think we
<ce>             may be able to help each other in this affair.
<ce>                     I know where _patsy_ has gone,
<ce>               but %g3 allies are making it difficult to
<ce>              get to %g2. Millions of gold pieces can buy
<ce>              some powerful friends. I need you to cut off
<ce>              this connection, and then meet me so we can
<ce>                        together cut off _patsy_
<ce>                altogether. Drop this letter off in %g3
<ce>                   allies' stronghold ___mondung_ and
<ce>                 then come to ___mondung2_. With luck,
<ce>               the letter should distract those soldiers
<ce>                     so _patsy_ will be relatively
<ce>                 defenseless, except for %g3 own guards
<ce>                 of course. Very good, %pcf, I will be
<ce>                            seeing you soon.

Message:  1020
_guard_ has left __guard_. Apparently %g knows where _patsy_ has gone.
<--->
_guard_ wouldn't have left __guard_ unless %g knew where _patsy_ is hiding.
<--->
Everyone's trying to figure out why _guard_ left __guard_ so suddenly.

Message:  1021
<ce>           Change of agenda, folks. I need you in ___qgiver_
<ce>          right away. Get over there and wait for my response.
<ce>                 Shouldn't take longer than a few days.
 
 
 
<ce>                               -- _patsy_

Message:  1022
<ce>                       You know immediately that
<ce>                         this must be _patsy_.

Message:  1023
<ce>                       You know immediately that
<ce>                         this must be _patsy_.

Message:  1024
<ce>               You have slain _patsy_, without a doubt.

Message:  1025
I'm going to need some reinforcements if the
 rumors about this %ra are correct.
 Keep the deed in hiding in ___mondung_
 but bring the gold and your men over here to
 ___mondung2_. We'll discuss this further
 when you arrive.
 
 
 -- _patsy_

Message:  1026
<ce>                There is a stamp on the piece of _rock_
<ce>                        that reads ___mondung_.

Message:  1027
Just a piece of _rock_. Odd finding it lying around ___house2_.
<--->
The _rock_ seems to have some kind of stamp on it, or an engraving.
<--->
Looks like the stuff they used to mine out of ___mondung_.

Message:  1028
The _rock_ says ___mondung_ on it; that's an abandoned mine to the %di.
<--->
That _rock_ must have been mined years ago when ___mondung_ was a mine.

Message:  1029
<ce>                   This looks like the deed _patsy_
<ce>                     gave _qgiver_ as collaterial.

Message:  1030
<ce>                   This appears to be the gold that
<ce>                      _qgiver_ loaned to _patsy_.

Message:  1031
                                             Nightside Asylum
 
 
 Dear %pcf,
 
 
      We understand that you are looking for _patsy_.
 Because we respect you and your work, we have decided to help
 you in this matter. _patsy_ used our services once
 some weeks ago, and we received our payments through a small
 but fierce band of %g3 allies garrisoned at a camp
 called ___mondung_. If you are truly interested in
 finding _patsy_, you would be smart to start there.
      Good luck and may Mephala steady thy aim.
 
 
 
 -- The Brotherhood

Message:  1032
<ce>         You do not even realize that the young boy is next to
<ce>         you until you feel the letter slip into your hand. By
<ce>         the time you turn, he has disappeared, scurrying away
<ce>           so quickly you do not have a hope of catching him.

Message:  1033
%pcn,
 
      _patsy_ is a thief, but not one of ours. We
 would like %g2 to be caught as well. Please accept this
 contribution to your expenses, and this other bit of
 information: _patsy_ is not working alone.
 There is a gang of mercenaries under %g3 direction
 in a place called ___mondung_. Some of %g3
 treasure may be kept there as well, but I do not think
 _patsy_ is there.
      Good luck, %pcf, and walk with Baan Dar.
 
 
<ce>                              -- The Guild
                                     <--->
                           

Message:  1034
<ce>            Ah, %pcf, my friend. Again, I have been seduced
<ce>          and betrayed. Truly I should join some monastery. My
<ce>               life would be simpler without women, %oth.
<ce>           Here, take this gold as my contribution toward the
<ce>                 capture of that wicked _patsy_. I only
<ce>           wish I could afford to give more, but after recent
<ce>            events, I am impoverished. For your information,
<ce>                   _patsy_ has two hideouts in %reg,
<ce>              one in ___mondung_ and one in ___mondung2_.
<ce>          I do not know which if either of these is being used
<ce>           currently, but I would advise you to prepare your
<ce>                 finest blade. _patsy_ will not go down
<ce>                easily. Good luck and %god be with you.

Message:  1035
<ce>         Why should I tell you anything I know about anything?
<ce>              You're just a patsy of _qgiver_ who'd screw
<ce>             me like _patsy_ screwed me or that %god damned
<ce>                _hooker_ screwed me. Find some hole like
<ce>                ___mondung_ to crawl in, wither up, and
<ce>                die, you child of a chancred %ra whore.

Message:  1036
Dear %pcn,
 
      I might have some information that might help
 your search for that rat _patsy_. If you're
 interested, ask for me in ___hooker_ at a
 dump called __hooker_. And bring 10 gold
 pieces with you. This information ain't free.
 
<ce>                                _hooker_

Message:  1037
<ce>                   "This is from _hooker_," a voice
<ce>             whispers and a young courier hands you a note.
<ce>                Before you can react, he scurries away.

Message:  1038
%qdt:
 _banker_ told me to see
 _guard_, at __guard_,
 in ___guard_, who is currently
 looking into the bank robbery
 and _patsy_ for _bank_.

Message:  1039
%qdt:
 I have met with _guard_. %g has discovered
 _patsy_'s location in ___mondung2_.
 To distract %g3 soldiers, I
 must drop a letter in %g3 allies
 stronghold, ___mondung_, and then meet
 _guard_ at ___mondung2_ to get
 _patsy_.

Message:  1040
%qdt:
 I have met with _guard_. %g told
 me that _patsy_ had a relationship
 with _hooker_, a prostitute in ___hooker_.
 I'll find her at __hooker_ there.

Message:  1041
%qdt:
 _hooker_ told me that _patsy_ hired
 her to distract someone named _gaffer_
 one night. I can find him at __gaffer_
 in ___gaffer_.

Message:  1042
%qdt:
 _gaffer_ told me that _patsy_
 has two hideouts, one is ___mondung_
 and the other is ___mondung2_.

Message:  1050
This document bears witness to the ownership
 of _house3_ of __house3_ in %reg.
 Let all who read this know that _patsy_
 is the sole and rightful owner of the
 afore mentioned property.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 7 times.
--               %g2 occurs 3 times.
--               %g3 occurs 8 times.
--              %god occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 11 times.
--              %pcn occurs 6 times.
--              %qdt occurs 6 times.
--               %ra occurs 3 times.
--              %reg occurs 2 times.
--        ___gaffer_ occurs 1 time.
--         ___guard_ occurs 2 times.
--        ___hooker_ occurs 3 times.
--        ___house2_ occurs 1 time.
--      ___mondung2_ occurs 6 times.
--       ___mondung_ occurs 12 times.
--     ___patsagent_ occurs 1 time.
--        ___qgiver_ occurs 2 times.
--           __bank_ occurs 4 times.
--         __banker_ occurs 1 time.
--         __gaffer_ occurs 1 time.
--          __guard_ occurs 5 times.
--         __hooker_ occurs 3 times.
--         __house2_ occurs 3 times.
--         __house3_ occurs 1 time.
--      __patsagent_ occurs 1 time.
--         __qgiver_ occurs 1 time.
--            _bank_ occurs 5 times.
--          _banker_ occurs 3 times.
--          _gaffer_ occurs 3 times.
--           _guard_ occurs 9 times.
--          _hooker_ occurs 7 times.
--          _house2_ occurs 2 times.
--          _house3_ occurs 1 time.
--           _patsy_ occurs 55 times.
--          _qgiver_ occurs 9 times.
--            _rock_ occurs 5 times.

QBN:
Item _deed_ letter used 1050
Item _reward_ diamond
Item letter27 letter used 1036
Item bribe4 gold range 7500 to 7500
Item letter28 letter used 1013
Item bribe2 letter used 1014
Item deed3 gold_bar
Item letter29 letter used 1021
Item letter30 letter used 1025
Item _rock_ element
Item letter32 letter used 1031
Item letter15 letter used 1033
Item bothdorjii gold range 15 to 50
Item letter33 gold range 20 to 40

Person _qgiver_ group Questor male
Person _patsy_ face 1 factiontype Province
Person _hooker_ face 187 faction The_Prostitutes
Person _gaffer_ named Chulmore_Quill
Person _patsagent_ face 72 faction Local_3.1
Person _banker_ face 1 group Dark_Brotherhood
Person _guard_ face 80 factiontype Knightly_Guard
Person darkb face 81 faction The_Dark_Brotherhood
Person _victin_ face 81 faction The_Thieves_Guild

Place _bank_ remote bank
Place _house1_ remote house2
Place _house2_ remote house1
Place _mondung_ remote dungeon2
Place _mondung2_ remote dungeon
Place _tavern_ remote tavern
Place _house3_ local house2

Clock _queston_ 20.21:40 0 flag 0:1 range 0 1
Clock _S.03_ 1.9:20 2.3:40
Clock _S.13_ 1.1:0 2.13:40
Clock _S.26_ 1.9:20 2.2:0
Clock _S.27_ 16:40 2.2:0 flag 9 range 0 0

Foe _warrior_ is Warrior
Foe _F.01_ is Knight
Foe _F.02_ is Barbarian
Foe _F.03_ is Spellsword
Foe _F.04_ is Rogue

--	Quest start-up:
	place item _rock_ at _house2_ 
	place item letter30 at _mondung_ 
	place item deed3 at _mondung_ 
	log 1010 step 0 
	repute with _victin_ exceeds 15 do _S.28_ 
	repute with darkb exceeds 15 do _S.25_ 
	repute with _hooker_ exceeds 10 do _S.02_ 
	pc at _mondung2_ do _S.16_ 
	_rock_ used do _S.19_ 
	letter30 used do _S.35_ 
	place npc _gaffer_ at _tavern_ 
	place npc _banker_ at _bank_ 

_pcgetsgold_ task:
	toting deed3 and _qgiver_ clicked 
	toting _deed_ and _qgiver_ clicked 
	when _qgclicked_ and _S.18_ 
	give pc _reward_ 
	end quest 

_queston_ task:
	end quest 

_S.02_ task:
	start timer _S.03_ 

_S.03_ task:
	add dialog for person _hooker_ 
	get item letter27 
	say 1037 

_S.04_ task:
	toting bribe4 and _hooker_ clicked 
	prompt 1011 yes _thankyou_ no _gimme_ 

_thankyou_ task:
	add dialog for person _gaffer_ 
	log 1041 step 4 
	give item bribe2 to _F.01_ 
	say 1012 
	change repute with _hooker_ by +5 
	send _F.01_ every 80 minutes 30 times with 15 success 

_gimme_ task:
	get item bribe4 

_S.07_ task:
	clicked npc _banker_ 
	start timer _S.13_ 
	repute with _banker_ exceeds 10 do _S.08_ 

_S.08_ task:
	log 1038 step 1 
	say 1017 

_S.09_ task:
	when _S.07_ and not _S.08_ 
	say 1016 

_S.10_ task:
	clicked npc _guard_ 
	repute with _guard_ exceeds 10 do _S.11_ 

_S.11_ task:
	reveal _mondung2_ 
	reveal _mondung_ 
	reveal _mondung_ 
	reveal _mondung2_ 
	log 1039 step 2 
	get item letter29 
	say 1019 

_S.12_ task:
	when not _S.11_ and _S.10_ 
	add dialog for person _hooker_ 
	log 1040 step 3 
	say 1018 

_S.13_ task:
	rumor mill 1020 
	remove npc _guard_ 

_S.14_ task:
	dropped letter29 at _mondung2_ 

_S.15_ task:
	when _S.16_ and not _S.14_ 
	create foe _F.02_ every 221 minutes 200 times with 10% success 

_S.16_ task:
	place item _deed_ at _mondung2_ 
	create foe _F.04_ every 111 minutes 200 times with 5% success 
	create foe _F.03_ every 100 minutes 200 times with 5% success 
	place foe _warrior_ at _mondung2_ 

_S.17_ task:
	injured _warrior_ 
	say 1023 

_S.18_ task:
	killed 1 _warrior_ 
	say 1024 

_S.19_ task:
	say 1026 

_qgclicked_ task:
	clicked npc _qgiver_ 

variable _S.21_
variable _S.22_
_S.23_ task:
	clicked item _deed_ 
	say 1029 

_S.24_ task:
	clicked item deed3 
	say 1030 

_S.25_ task:
	start timer _S.26_ 

_S.26_ task:
	reveal _mondung_ 
	get item letter32 
	say 1032 

_S.27_ task:
	reveal _mondung_ 
	get item letter15 
	get item bothdorjii 
	say 1032 
	make bothdorjii permanent 

_S.28_ task:
	start timer _S.27_ 

_S.29_ task:
	clicked npc _gaffer_ 
	repute with _gaffer_ exceeds 10 do _S.30_ 

_S.30_ task:
	reveal _mondung_ 
	reveal _mondung2_ 
	log 1042 step 4 
	get item letter33 
	say 1034 
	make letter33 permanent 

_S.31_ task:
	when _S.29_ and not _S.30_ 
	reveal _mondung_ 
	say 1035 

_clearclick_ task:
	when _qgclicked_ and not _S.18_ 
	clear _qgclicked_ _clearclick_ 

_S.33_ task:
	clicked item _rock_ say 1026 
	reveal _mondung_ 

variable _S.34_
_S.35_ task:
	reveal _mondung2_ 


l0a01l00

-- Quest: /dos/g/game/dag/arena2/l0a01l00.qbn.
-- StartsBy: letter
-- Questee: initiate
-- Questor: Brotherhood
-- Repute: 01
-- QuestId: 0
Messages: 21
Quest: l0a01l00
-- Message panels
QRC:

QuestComplete:  [1004]
<ce>                           Well done, %pcn.
<ce>                     _npc_ was stricken with sudden
<ce>              heart failure. Poor bastard. You have shown
<ce>               you can kill with care and not just with a
<ce>               bared blade. You are now a full member of
<ce>               the Dark Brotherhood. Anytime you enter a
<ce>               town, you will know if there are any guild
<ce>                  buildings there. It is customary for
<ce>               the novice to receive payment of a single
<ce>               gold coin for his first sanctioned death.
<ce>                             Here is yours.

RumorsDuringQuest:  [1005]
_npc_ ought to watch %g3 step. %g has a number of enemies.

RumorsPostfailure:  [1006]
It is unwise to disregard the Dark Brotherhood. Unwise and fatal.

RumorsPostsuccess:  [1007]
Poor _npc_. I guess %g made too many enemies. One too many.
<--->
The wine in _npc_'s decanter must've gone bad. Wine does that.

QuestLogEntry:  [1010]
%qdt:
 I had a secret meeting with
 _apothecary_, a member of the
 Dark Brotherhood, the guild of
 assassins, in ___apothecary_.
 I was given a vial of _poison_
 to secretly put into the wine of
 _npc_ of _mansion_,
 in __mansion_.  According to
 _apothecary_, if I then go see
 _darkbmember_ in ___darkbmember_,
 I will become a member of the Dark
 Brotherhood. I have =traveltime_ days to
 reach him, or the Brotherhood will
 assume I have failed in my quest.

Message:  1011
<ce>                     A young street urchin presses
<ce>                      a letter into your hand. As
<ce>                      you attempt to question him,
<ce>                     it becomes obvious that he is
<ce>                       both deaf and mute. With a
<ce>                      wave of frustration you send
<ce>                            him on his way.
                                     <--->
<ce>                      You feel a letter slip into
<ce>                      your hand and hear the sound
<ce>                     of footsteps scampering away.
<ce>                       There is no other sign of
<ce>                        the mysterious courier.

Message:  1012
%qdt:
 I was handed a mysterious letter
 by a street urchin. I dare not copy
 its contents into this journal.

Message:  1014
<ce>                        You have failed, %pcn.
<ce>                           _npc_ still lives.
<ce>                        It is a guild rule that
<ce>                        someone must die once a
<ce>                       contract is accepted. You
<ce>                     must take the place of _npc_.

Message:  1015
<ce>                         Ah, you must be %pcn.
<ce>              The Dark Brotherhood has been watching you.
<ce>               You have proven you can kill with a blade.
<ce>                The Brotherhood does not tolerate rogue
<ce>               assassins. You must either join us, or be
<ce>                 marked for death. The Brotherhood will
<ce>               initiate you as a full member if you take
<ce>                   this _poison_ and place it in the
<ce>                       wine decanter of _npc_ in
<ce>                        _mansion_ of __mansion_.
<ce>               You have =traveltime_ days to do this and
<ce>                       report to _darkbmember_ in
<ce>                     ___darkbmember_. The blessings
<ce>                       of Mephala upon you, %pcn.

Message:  1019
<ce>                        The _poison_ clouds the
<ce>                       wine but briefly. In a few
<ce>                        seconds the drink looks
<ce>                       normal again. Now all you
<ce>                       have to do is put it back.

Message:  1020
%pcn
 
    The Dark Brotherhood has been watching
 you. You have slain without sanction several
 times. You must now join us, or be counted
 as our foe. Travel to ___apothecary_
 in %reg and see _apothecary_,
 who will give you further instructions.
 
<ce>                               A Brother


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g3 occurs 1 time.
--              %pcn occurs 5 times.
--              %qdt occurs 2 times.
--              %reg occurs 1 time.
--      =traveltime_ occurs 2 times.
--    ___apothecary_ occurs 2 times.
--   ___darkbmember_ occurs 2 times.
--        __mansion_ occurs 2 times.
--      _apothecary_ occurs 3 times.
--     _darkbmember_ occurs 2 times.
--         _mansion_ occurs 2 times.
--             _npc_ occurs 8 times.
--          _poison_ occurs 3 times.

QBN:
Item _letter_ letter used 1020
Item decanter decanter
Item _poison_ snake_venom
Item _gold_ gold range 1 to 1

Person _darkbmember_ faction The_Dark_Brotherhood female
Person _apothecary_ face 144 group Any
Person _npc_ face 1 group Holy_Order

Place _mansion_ remote house1

Clock _traveltime_ 0:0 0 flag 0:1 range 2 5
Clock _S.01_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _F.00_ is 2 Assassin
Foe _guards_ is Spellsword
Foe _F.02_ is 2 Nightblade

--	Quest start-up:
	start timer _S.01_ 
	log 1012 step 0 
	get item _letter_ 
	say 1011 

_traveltime_ task:
	change repute with _darkbmember_ by -35 
	end quest 

variable _S.01_
_S.02_ task:
	clicked npc _apothecary_ 
	pc at _mansion_ do _S.08_ 
	place item decanter at _mansion_ 
	add dialog for location _mansion_ person _darkbmember_ 
	start timer _traveltime_ 
	log 1010 step 1 
	get item _poison_ 
	say 1015 

_S.03_ task:
	give item _poison_ to _F.00_ 
	say 1019 

_S.04_ task:
	clicked item decanter 
	have decanter and _poison_ do _S.03_ 
	clear _S.11_ 

_S.05_ task:
	clicked npc _darkbmember_ 

_S.06_ task:
	when _S.11_ and _S.03_ and _S.05_ 
	give pc _gold_ 
	start timer _delay_ 

_S.07_ task:
	when _S.01_ and not _S.02_ 
	change repute with _darkbmember_ by -25 
	end quest 

_S.08_ task:
	create foe _guards_ every 3 minutes 3 times with 25% success 

_S.09_ task:
	when not _S.11_ and not _S.03_ and _S.05_ 
	create foe _F.02_ every 1 minutes 1 times with 100% success 
	create foe _F.00_ every 1 minutes 1 times with 100% success 
	say 1014 
	change repute with _darkbmember_ by -100 
	change repute with _darkbmember_ by -50 

variable _S.10_
_S.11_ task:
	dropped decanter at _mansion_ 
	clear _S.04_ 

_delay_ task:
	end quest 


l0b00y00

-- Quest: /dos/g/game/dag/arena2/l0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 0
-- QuestId: 0
Messages: 22
Quest: l0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                There is a traitor in the Brotherhood.
<ce>               You will perform the necessary accounting
<ce>                    on this liability, will you not?
                                     <--->
<ce>                 From time to time, the Brotherhood is
<ce>                 forced to do an accounting in our own
<ce>                 books. A traitor has been found within
<ce>                our order who must be settled. You have
<ce>                    been selected to do the honors.

RefuseQuest:  [1001]
<ce>                 An ignoble reply. I expected better.

AcceptQuest:  [1002]
<ce>                   Very good. The traitor has taken
<ce>                          refuge in ___mondun_
<ce>                  to the %di. If you have not returned
<ce>                 in =queston_ days, your honor will be
<ce>               forfeit and another will take your place.
<ce>                     Do not fail us in this, %pcf.

QuestFail:  [1003]
<ce>                  The traitor is not dead. Do not try
<ce>                       to convince me otherwise.

QuestComplete:  [1004]
<ce>                Well done. You have reason to be proud.

RumorsDuringQuest:  [1005]
That assassin ran off to ___mondun_ like the hounds of hell were behind him.
<--->
_qgiver_ can't just let that traitor go after what %g did to the Brotherhood.

RumorsPostfailure:  [1006]
That traitor is apparently tougher than _qgiver_ thought. What an escape.
<--->
<ce>              The nightblade has moved north I hear, but
 the memory still plagues the Brotherhood.

RumorsPostsuccess:  [1007]
The traitor's story just proves it. You don't play around with the Brotherhood.
<--->
I never thought the Brotherhood would be merciful to a dolt like that traitor assassin.

QuestorPostsuccess:  [1008]
What do you need, o slayer of the traitor?

QuestorPostfailure:  [1009]
<ce>                  I am ill at ease speaking with you.
<ce>                  After all, I trusted you to account
<ce>                        that traitor, didn't I?

QuestLogEntry:  [1010]
%qdt:
 The Dark Brotherhood has sent me to find and
 slay a traitor to the guild. The rogue assassin is
 hiding out in ___mondun_. I have
 =queston_ days to accomplish this.

Message:  1021
<ce>                        "I am not...the traitor
<ce>                      you...think I am. The...real
<ce>            traitor is..." The contract has been fulfilled.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 1 time.
--              %pcf occurs 1 time.
--              %qdt occurs 1 time.
--         =queston_ occurs 2 times.
--        ___mondun_ occurs 3 times.
--          _qgiver_ occurs 2 times.

QBN:

Person _qgiver_ group Questor male

Place _mondun_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _assassin_ is Assassin
Foe _nightblade_ is Nightblade
Foe _acrobat_ is Acrobat
Foe _battlemage_ is Battle_mage

--	Quest start-up:
	start timer _queston_ 
	reveal _mondun_ 
	log 1010 step 0 
	pick one of _S.05_ _S.06_ _S.07_ _S.08_ 

_queston_ task:
	end quest 

_pcgetsgold_ task:
	when _mondead_ and _qgclicked_ 
	give pc nothing 
	end quest 

_mondead_ task:
	killed 1 _nightblade_ saying 1021 
	killed 1 _battlemage_ saying 1021 
	killed 1 _acrobat_ saying 1021 
	killed 1 _assassin_ saying 1021 

_qgclicked_ task:
	clicked npc _qgiver_ 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.05_ task:
	place foe _nightblade_ at _mondun_ 

_S.06_ task:
	place foe _battlemage_ at _mondun_ 

_S.07_ task:
	place foe _acrobat_ at _mondun_ 

_S.08_ task:
	place foe _assassin_ at _mondun_ 


l0b00y01

-- Quest: /dos/g/game/dag/arena2/l0b00y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 0
-- QuestId: 1
Messages: 14
Quest: l0b00y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       As you know, %pct, there
<ce>                     is no room for failure in the
<ce>                     Dark Brotherhood. Brothers who
<ce>                      fail us are targetted for an
<ce>                     accounting. You will find and
<ce>                        correct one such errant
<ce>                             former member.
                                     <--->
<ce>                    It is a solemn duty, and not an
<ce>                     entirely disagreeable one, to
<ce>                   account agents of the Brotherhood
<ce>                        who have failed us in an
<ce>                     assignment. You are, I trust,
<ce>                        free to take on such an
<ce>                              assignment?

RefuseQuest:  [1001]
<ce>                       Did I hear you correctly?
<ce>                           %pct, I am grieved
<ce>                      by your lack of cooperation
<ce>                          with your brothers.

AcceptQuest:  [1002]
<ce>                           Very good, %pct.
<ce>                        =target_, having learned
<ce>                   something during %g3 tenure in the
<ce>                Brotherhood, has wisely hidden %g2-self,
<ce>                  but we have a contact in __snitch_,
<ce>                        a miserable =snitch_, a
<ce>                         snitch named _snitch_.
<ce>                     Talk to %g2 and get =target_'s
<ce>               location. I will expect the accounting to
<ce>                  be accomplished, and you to be back
<ce>                        here in =queston_ days.

QuestComplete:  [1004]
<ce>                           Well done, %pct.
<ce>                    A good lesson for all who might
<ce>                         fail the Brotherhood.

RumorsDuringQuest:  [1005]
=target_ is at large somewhere in %reg, shaking like a willow, I wager.
<--->
=target_ was a pretty decent assassin. Not good enough, it seems.

RumorsPostfailure:  [1006]
Apparently you can beat the Brotherhood. Witness =target_, for example.
<--->
=target_ is really thumbing %g3 nose at the Dark Brotherhood.

RumorsPostsuccess:  [1007]
=target_, they say %g failed the Brotherhood once. And that was %g3 reward.
<--->
The Dark Brotherhood tolerates no failure. Look what happened to poor =target_.

QuestorPostsuccess:  [1008]
Hello, %pcn. How may I assist you who slew our errant brother?

QuestorPostfailure:  [1009]
<ce>                 Let me understand this. I sent you to
<ce>                     account a _target_ who failed
<ce>                the Brotherhood and ... you failed. And
<ce>                  now, you want to chat. Unbelievable.

QuestLogEntry:  [1010]
%qdt:
 The Dark Brotherhood has sent me to slay
 a Brother who failed an assignment.
 I am to talk to a squealer
 named _snitch_ in __snitch_
 of ___snitch_ who will tell
 me whither =target_ has fled.

Message:  1011
<ce>                          %pcn? I'm _snitch_.
<ce>                 The fish you're after has slipped the
<ce>                  hook and is living a fancy life down
<ce>                          in ___mondung_. Just
<ce>                          watch yourself, %ra.
<ce>                      =target_ knows how to fight
<ce>                            and %g's scared.

Message:  1012
%qdt:
 _snitch_ tells me that =target_
 is in ___mondung_.

Message:  1013
<ce>                       You have slain =target_.
<ce>                    The Brotherhood will be pleased.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 2 times.
--               %g3 occurs 3 times.
--              %pcn occurs 2 times.
--              %pct occurs 4 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--         =queston_ occurs 1 time.
--          =snitch_ occurs 1 time.
--          =target_ occurs 12 times.
--       ___mondung_ occurs 2 times.
--        ___snitch_ occurs 7 times.
--          _target_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male
Person _snitch_ factiontype Temple male

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _target_ is Assassin

--	Quest start-up:
	dialog link for location _mondung_ 
	start timer _queston_ 
	log 1010 step 0 
	place foe _target_ at _mondung_ 

_queston_ task:
	end quest 

_reward_ task:
	when _qgclicked_ and _S.02_ 
	give pc nothing 
	end quest 

_S.02_ task:
	killed 1 _target_ 
	say 1013 

_S.03_ task:
	clicked npc _snitch_ 
	add dialog for location _mondung_ 
	reveal _mondung_ 
	log 1012 step 1 
	say 1011 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.05_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _S.05_ 


l0b00y02

-- Quest: /dos/g/game/dag/arena2/l0b00y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 0
-- QuestId: 2
Messages: 16
Quest: l0b00y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 There is another assassination group
<ce>                      budding in %reg, which must
<ce>                 be crushed before it can bloom. I want
<ce>                 you to move in, account the assassin,
<ce>                 and then the man or woman who ordered
<ce>                  the assassination. You do have time
<ce>                        for this endeavor, yes?
                                     <--->
<ce>                 The Dark Brotherhood has been the sole
<ce>                 assassin's guild in Tamriel since the
<ce>                   Second Era. We intend to keep that
<ce>                monopoly. There is a freelance assassin
<ce>                who has been flaunting us for some time,
<ce>                         but =assassin_'s luck
<ce>                  has ended. I want you to teach %g2 a
<ce>                 permanent lesson, and then repeat the
<ce>                    lesson for %g3 foolish employer.

RefuseQuest:  [1001]
<ce>                    No? How strange and troubling.

AcceptQuest:  [1002]
<ce>                   Good. Now then, we know that the
<ce>                         assassin, =assassin_,
<ce>                  has pursued %g3 quarry to a dungeon
<ce>                         called ___mondung_. If
<ce>                  you have not found any clues to the
<ce>                  employer's wherebouts, return here.
<ce>                   I would, of course, prefer for you
<ce>                         to account =assassin_
<ce>                   and %g3 employer both, but I'd be
<ce>                    reasonably satisfied with merely
<ce>                    the freelancer's death. Take no
<ce>                     longer than =queston_ days for
<ce>                           both accountings.

QuestComplete:  [1004]
<ce>                       Excellent, %pct. We would
<ce>               have been happy with just the termination
<ce>                       of =assassin_, but now the
<ce>                        acquaintances of =boss_
<ce>                will know that the Dark Brotherhood does
<ce>                 not take well to amateur competition.

RumorsDuringQuest:  [1005]
That =assassin_ has been a freelance assassin in %reg for years now.
<--->
=assassin_ isn't the best in the business, but %g has a lot of enthusiasm.

RumorsPostfailure:  [1006]
=assassin_ just proves you can work outside of the Brotherhood.
<--->
Apparently the Brotherhood can't stop all the freelancers in Tamriel.

RumorsPostsuccess:  [1007]
=boss_ thought %g could save a few gold pieces by hiring =assassin_ ... idiot.
<--->
It just doesn't pay to use assassins other than the Brotherhood, ask =boss_.

QuestorPostsuccess:  [1008]
And how are you, slayer of the rogue _assassin_?

QuestorPostfailure:  [1009]
<ce>             You're that worthless thug who can't account
<ce>                 a bumbling freelancer like =assassin_.
<ce>                  Why should I waste my breath on you?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the Dark Brotherhood
 in __qgiver_, ___qgiver_
 has me paying a visit on =assassin_,
 a competing assassin, where %g is completing a contract
 in ___mondung_. If I can find any
 clues about =assassin_'s employer,
 I am to account him or her also.
 Either way, the whole bloody business needs
 to be done in =queston_ days.

Message:  1011
After slaying %n,
 go to ___stronghold_ in
 the wilderness of %reg
 for your reward.
 
 
 -- =boss_

Message:  1012
%qdt:
 I found a note on =assassin_'s body
 -- %g3 employer is =boss_, and %g3
 stronghold is ___stronghold_.

Message:  1013
<ce>                      You have slain =assassin_.
<ce>                    The Brotherhood will be pleased.

Message:  1014
<ce>                    =boss_ has joined %g3 employee.
<ce>                    The Brotherhood will be pleased.

Message:  1015
<ce>                 We would have preferred it if you had
<ce>                         accounted =assassin_'s
<ce>                 boss as well. But it's enough to know
<ce>                         that =assassin_ can no
<ce>                    longer be counted as part of the
<ce>                              competition.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--               %g3 occurs 6 times.
--                %n occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--              %reg occurs 3 times.
--        =assassin_ occurs 15 times.
--            =boss_ occurs 6 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--    ___stronghold_ occurs 2 times.
--         __qgiver_ occurs 1 time.
--        _assassin_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:
Item _letter_ letter used 1011

Person _qgiver_ face 110 group Questor

Place _mondung_ remote dungeon
Place _stronghold_ remote dungeon2

Clock _queston_ 0:0 0 flag 0:17 range 0 5

Foe _assassin_ is Assassin
Foe _boss_ is Knight

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	give item _letter_ to _assassin_ 
	_letter_ used do _S.05_ 
	place foe _assassin_ at _mondung_ 
	place foe _boss_ at _stronghold_ 

_queston_ task:
	end quest 

_qgclicked_ task:
	clicked npc _qgiver_ 

variable _reward_
_S.03_ task:
	killed 1 _assassin_ 
	say 1013 

_S.04_ task:
	killed 1 _boss_ 
	say 1014 

_S.05_ task:
	reveal _stronghold_ 
	log 1012 step 1 

_S.06_ task:
	when _S.03_ and not _S.04_ and _qgclicked_ 
	say 1015 

_S.07_ task:
	when _S.03_ and _S.04_ and _qgclicked_ 
	give pc nothing 
	end quest 

_S.08_ task:
	when not _S.03_ and not _S.04_ and _qgclicked_ 
	clear _qgclicked_ _S.08_ 


l0b00y03

-- Quest: /dos/g/game/dag/arena2/l0b00y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 0
-- QuestId: 3
Messages: 12
Quest: l0b00y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  The Mages Guild has come to us for
<ce>                   a bit of messy business that's too
<ce>                    gross and nasty for them to deal
<ce>                     with. A renegade mage needs an
<ce>                      accounting fast. Interested?
                                     <--->
<ce>                 We have the Mages Guild for a client
<ce>                  again. Seems that one of their boys
<ce>                  has been sniffing too much bat gut,
<ce>                     and has gone off on a rampage.
<ce>                        Sound interesting, %pct?

RefuseQuest:  [1001]
<ce>                         That's disappointing.

AcceptQuest:  [1002]
<ce>                  Good. Now, this mage -- the name is
<ce>                             =mage_ -- has
<ce>               absconded with a number of magic thingies
<ce>                but the Mages Guild doesn't mind if you
<ce>                 take whatever %g has stolen. They just
<ce>              want %g2 dead. And you've only got =queston_
<ce>                    days to bring in the accounting.
<ce>                You'll find %g2 cowering down in a nasty
<ce>                       place called ___mondung_.
<ce>              Get back here with the world minus one rogue
<ce>                 mage in =queston_ days. Mephala steady
<ce>                            your arm, %pct.

QuestComplete:  [1004]
<ce>                   So, you put the spark out of that
<ce>                         Sparkcaster, %pcf? Ah,
<ce>                  Mephala is pleased with you, as are
<ce>                             her children.

RumorsDuringQuest:  [1005]
The Mages Guild denies that =mage_ is beyond their control.
<--->
The Order of the Lamp is too official an organization to deal with =mage_.

RumorsPostfailure:  [1006]
=mage_ has fled across the Bay. Who can say what %g3 plans are?

RumorsPostsuccess:  [1007]
=mage_, the common people say, was done in by the Order of the Lamp.
<--->
Who can say what would've happened if that _mage_ had been suffered to live.

QuestorPostsuccess:  [1008]
Greeting and salutations. How may =qgiver_ assist thee, slayer of mages?

QuestorPostfailure:  [1009]
<ce>               You have failed your contract with us, so
<ce>               we have failed our contract with the Mages
<ce>               Guild. I have little but scorn for you at
<ce>                            this time, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the Dark Brotherhood
 in __qgiver_, ___qgiver_
 has sent me to ___mondung_
 to deal with a renegade mage from
 the Mages Guild. I've =queston_ days to
 put the matter to rest.

Message:  1011
<ce>                    =mage_'s light is snuffed out.
<ce>          The Brotherhood and the Mages Guild will be pleased.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 2 times.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--            =mage_ occurs 6 times.
--          =qgiver_ occurs 1 time.
--         =queston_ occurs 3 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 2 times.
--            _mage_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _mage_ is Mage

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place foe _mage_ at _mondung_ 

_queston_ task:
	end quest 

_S.01_ task:
	killed 1 _mage_ 
	say 1011 

_S.02_ task:
	clicked npc _qgiver_ 

variable _S.03_
_S.04_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _S.04_ 

_reward_ task:
	when _S.02_ and _S.01_ 
	give pc nothing 
	end quest 


l0b10y01

-- Quest: /dos/g/game/dag/arena2/l0b10y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 10
-- QuestId: 1
Messages: 21
Quest: l0b10y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Here's a rather amusing accounting that
<ce>               may appeal to your morbid sense of humor.
<ce>                   Seems there's this untalented bard
<ce>                   with a penchant for rude limericks
<ce>                 about former patrons. As it turns out,
<ce>                %g3 knowledge of geneology was lacking,
<ce>                 and %g sang a song about an incestuous
<ce>                 duke to %g3 new patroness, the duke's
<ce>                daughter. Interested in accounting this
<ce>               uncouth artiste for _reward_ gold pieces?

RefuseQuest:  [1001]
<ce>                  Did I misunderstand you, or did you
<ce>                  really say no? How do you expect to
<ce>                    appreciate the rich tapestry of
<ce>                    humanity if you don't have time
<ce>                      to butcher a lousy musician?

AcceptQuest:  [1002]
<ce>                I thought it would appeal. Apparently,
<ce>                   the bard is aware of our contract
<ce>                 and is hiding in a dismal hole called
<ce>                              ___mondung_.
<ce>                     Shouldn't be more than a minor
<ce>                   scuffle, but do not let down your
<ce>                   guard. A desperate songster can be
<ce>                  an unpredictable adversary. Be back
<ce>                     in =1stparton_ days to collect
<ce>                    your accounting fee. Good luck.

QuestFail:  [1003]
<ce>                     I'm willing to bet that bard
<ce>                     is not launched into Oblivion
<ce>                       yet. But you're here. That
<ce>                    seems odd to me. Does it to you?

QuestComplete:  [1004]
<ce>                  Ah, did you stay to hear the final
<ce>                note from that boorish instrumentalist?
<ce>                Here's your cut for being the instrument
<ce>                         of the bard's requiem:
<ce>                      _reward_ gold pieces. Enjoy.

RumorsDuringQuest:  [1005]
I wonder whether that duke really did have incest with his daughter.
<--->
That poor _monster_ couldn't even carry a tune anyhow.

RumorsPostfailure:  [1006]
Well, =monster_ may have moved on but we'll always remember %g3 songs.
<--->
I hear that duchess is madder than a magister about the bard getting away.

RumorsPostsuccess:  [1007]
They say you can still hear =monster_'s mocking song in the breeze at night.
<--->
I, for one, am happy that =monster_'s dead; %g was an awful bore.

QuestorPostsuccess:  [1008]
Ah, hello, %pcf. 'Tis music to my eyes to see thee again.

QuestorPostfailure:  [1009]
<ce>                      How can I greet thee, %pcf?
<ce>                You have failed to slay the bard. A very
<ce>                   sour note on your record, indeed.

QuestLogEntry:  [1010]
<ce>                       You have slain =monster_.

Message:  1020
%qdt:
 The Dark Brotherhood has sent me to assassinate
 a bard by the name of =monster_ and be
 back to _questgiver_ of ___questgiver_
 in =1stparton_ days. This bard is apparently
 in hiding in a dungeon
 called ___mondung_.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g3 occurs 3 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 5 times.
--       ___mondung_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--         _monster_ occurs 1 time.
--      _questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2
Clock _2ndparton_ 2.18:40 4.4:0 flag 2 range 0 0

Foe _monster_ is Bard

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _monster_ 
	say 1010 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 


l0b10y03

-- Quest: /dos/g/game/dag/arena2/l0b10y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 10
-- QuestId: 3
Messages: 15
Quest: l0b10y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   The Brotherhood prides itself on
<ce>                   always knowing where each Brother
<ce>                   is at all times. I could tell you
<ce>                   where you were last Tirdas within
<ce>                  a foot of dirt. One of our Brothers,
<ce>                   however, has disappeared and while
<ce>                   on assignment. You will attempt to
<ce>                             find =target_,
<ce>                   and, unless %g has suitable excuse
<ce>                   for %g3 absence, you will account
<ce>                     %g2. I trust you have time for
<ce>                               this, yes?
                                     <--->
<ce>                  As you know, no one ever leaves the
<ce>                   Dark Brotherhood. One Brother has
<ce>                   disappeared on assignment, and we
<ce>                         must know if =target_
<ce>                    is dead or alive. You have been
<ce>                      picked for this assignment.

RefuseQuest:  [1001]
<ce>                     Truly? Well, I suppose you're
<ce>                    entitled to refuse an occasional
<ce>                              assignment.

AcceptQuest:  [1002]
<ce>                          Good. =target_ has
<ce>                       a cousin in ___contact_ --
<ce>                           a =contact_ called
<ce>                             _contact_ who
<ce>                   generally can be found at a place
<ce>                        called __contact_. Talk
<ce>                   to %g2 -- firmly -- and find where
<ce>                 %g3 cousin is. I'll give you =queston_
<ce>                   days to take care of this business
<ce>                              and return.

QuestComplete:  [1004]
<ce>                            =target_ was a
<ce>                    vampire? Well, that does explain
<ce>                    things. If you haven't already,
<ce>                      you'll want to get yourself
<ce>                    healed at a temple, so you don't
<ce>                          end up in =target_'s
<ce>                          bloodsucking family.

RumorsDuringQuest:  [1005]
Nobody, but nobody, doublecrosses the Dark Brotherhood.
<--->
=target_ supposedly went after some baron somewhere in %reg before %g vanished.

RumorsPostfailure:  [1006]
Some say that =target_ is dead. But others have seen %g2 ... at night only.

RumorsPostsuccess:  [1007]
Funny, the Brotherhood offing that bloodsucker. You think they'd get along.
<--->
Apparently, =target_'s last target was more than %g expected him to be.

QuestorPostsuccess:  [1008]
Hello, %pcf. I hope you've had a priest look at you after that vampire battle.

QuestorPostfailure:  [1009]
<ce>                     I have nothing but scorn for
<ce>                   those who fail their assignments.
<ce>                         Begone with you, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the Dark Brotherhood,
 in __qgiver_ in ___qgiver_
 wants me to track down a Brother who
 disappeared, and, if no reasonable
 explanation is offered, to do the
 accounting. This character, named
 =target_, has a
 cousin living in ___contact_,
 a =contact_ named
 _contact_. I have
 =queston_ days to find what this cousin
 knows, track =target_
 down, and get back to __qgiver_.

Message:  1011
<ce>                     I haven't heard from =target_
<ce>              since %g went off looking for that baron in
<ce>                     ___mondung_. Weird character,
<ce>                that baron. Never came around during the
<ce>                day, lived in that creepy place. It's no
<ce>               wonder someone wanted him dead. Still, if
<ce>                 someone was going to stop my cousin's
<ce>               career in the Brotherhood, I wouldn't have
<ce>                    expected him to be that skinny,
<ce>                              pale baron.

Message:  1012
%qdt:
 _contact_ told me that
 =target_ went to
 ___mondung_, looking for
 some mysterious baron for an accounting.
 ___mondung_ will be my next stop.

Message:  1013
<ce>                      "Let me share with you the
<ce>                    immortality the baron gave me,"
<ce>                            =target_ hisses.

Message:  1014
<ce>                         The Vampire, =target_
<ce>                          is at last at rest.
                                     <--->
 

-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 3 times.
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %qdt occurs 2 times.
--              %reg occurs 1 time.
--         =contact_ occurs 2 times.
--         =queston_ occurs 2 times.
--          =target_ occurs 14 times.
--       ___contact_ occurs 2 times.
--       ___mondung_ occurs 3 times.
--        ___qgiver_ occurs 1 time.
--        __contact_ occurs 1 time.
--         __qgiver_ occurs 2 times.
--         _contact_ occurs 3 times.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male
Person _contact_ face 176 group Region

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _target_ is Vampire

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	place foe _target_ at _mondung_ 

_queston_ task:
	end quest 

_qgclicked_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_S.02_ task:
	clicked npc _contact_ 
	reveal _mondung_ 
	log 1012 step 1 
	say 1011 

_S.03_ task:
	injured _target_ saying 1013 

_S.04_ task:
	killed 1 _target_ saying 1014 

variable _reward_
variable _S.06_
_clearclick_ task:
	when _qgclicked_ and not _S.04_ 
	clear _qgclicked_ _clearclick_ 


l0b20y02

-- Quest: /dos/g/game/dag/arena2/l0b20y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 20
-- QuestId: 2
Messages: 22
Quest: l0b20y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Ah, here's something to appeal to the
<ce>                        romantic in you, %pcf: a
<ce>                    caddish knight has besmeared the
<ce>                 honor of a fair damsel and refuses to
<ce>                  fight any who would defend her. The
<ce>                 poor girl did the only thing she could
<ce>                 do, and now we have some accounting to
<ce>                   do. You're interested, I take it?

RefuseQuest:  [1001]
<ce>                     No? I would have thought this
<ce>                    would be your good cheer. Well,
<ce>                     we have plenty more accounters
<ce>                     with a soft spot for corrupted
<ce>                                wenches.

AcceptQuest:  [1002]
<ce>                As I thought. We think the knight does
<ce>                 not yet know about the contract, being
<ce>                 deeply entrenched in a fortress called
<ce>                      ___mondung_. Obviously, this
<ce>                 ill-bred warrior doesn't want to make
<ce>                this too easy on us. Well, the contract
<ce>             calls for the accounting to be in =1stparton_
<ce>                  days and for you to report back here
<ce>                      within that time. Go to it,
<ce>                 %pcf. Defend that poor soiled damsel.

QuestFail:  [1003]
<ce>                    I don't hear the thanks of our
<ce>                   client, so I take it the knight's
<ce>                    still among the living. Hurry up
<ce>                     and fix that oversight, %pcf.

QuestComplete:  [1004]
<ce>                    So the rogue knight has entered
<ce>                the hereafter, yes? Perhaps in his next
<ce>                 incarnation he will have the wisdom to
<ce>                  keep his sword sheathed. Well done,
<ce>                            as usual, %pcf.

RumorsDuringQuest:  [1005]
That soldier is one mangy mutt, I'll tell you. No honor whatsoever.
<--->
I hear that lady tried to seduce the knight and failed. That's why she's upset.

RumorsPostfailure:  [1006]
That warrior has moved on to new lands to corrupt their gentle womenfolk.
<--->
The soldier has left %cn like a hurricane, leaving broken hearts behind.

RumorsPostsuccess:  [1007]
That soldier got what was coming to %g2 if you ask me. What a cad!
<--->
Good that someone isn't afraid to defend a damsel. Damned abominable rogue.

QuestorPostsuccess:  [1008]
I'd be enchanted to help the knight-slayer any way I can.

QuestorPostfailure:  [1009]
<ce>                   What makes you think that I'd be
<ce>                    interested in talking with a %ra
<ce>                     who can't even slay one lousy
<ce>                    knight. Leave my sight at once.

Message:  1020
%qdt:
 _questgiver_, of The Dark Brotherhood
 in ___questgiver_, has sent me to
 ___mondung_ to find and slay a knight.
 The deed is to be done in =1stparton_ days.

Message:  1021
<ce>                       "Tell _damsel_...that she
<ce>                     can share soiled...honor with
<ce>                       every farmboy...in %reg,"
<ce>                  says the knight as you account him.
<ce>                    The contract has been fulfilled.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--               %g2 occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--          _damsel_ occurs 1 time.
--      _questgiver_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor
Person _damsel_ face 2 faction Group_6.0

Place _mondung_ remote dungeon2

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2

Foe _monster1_ is Knight
Foe _monster2_ is Warrior
Foe _monster3_ is Spellsword
Foe _monster4_ is Nightblade

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	pick one of _S.06_ _S.07_ _S.08_ _S.09_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _monster4_ saying 1021 
	killed 1 _monster3_ saying 1021 
	killed 1 _monster2_ saying 1021 
	killed 1 _monster1_ saying 1021 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_S.06_ task:
	place foe _monster1_ at _mondung_ 

_S.07_ task:
	place foe _monster2_ at _mondung_ 

_S.08_ task:
	place foe _monster3_ at _mondung_ 

_S.09_ task:
	place foe _monster4_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 


l0b30y03

-- Quest: /dos/g/game/dag/arena2/l0b30y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 30
-- QuestId: 3
Messages: 21
Quest: l0b30y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  I recognize your expression, %pcf.
<ce>                 You are growing arrogant, egotistical,
<ce>                and vain. It's wonderful to see. Still,
<ce>                 you need to exercise your humility and
<ce>                  take on an assignment with dangerous
<ce>                   political connotations. We have a
<ce>                  contract on a high ranking member of
<ce>                  the Mages Guild. Are you up for it?

RefuseQuest:  [1001]
<ce>                      Then strike that giddy grin
<ce>                        from your face until you
<ce>                         develop some bravery.

AcceptQuest:  [1002]
<ce>                    You don't disappoint me, %pcf.
<ce>                   Yes, we have been asked to account
<ce>                   this wizard, who by the way is no
<ce>                 sparkcaster. To make matters a little
<ce>                   more interesting, this mage never
<ce>                 leaves the Mages Guild -- so you must
<ce>                   run the risk of disturbing several
<ce>                  dozen of the best, most destructive
<ce>                  spellcasters in the realm. You will
<ce>                find the sorcerer in the Mages Guild in
<ce>                        __mondung_. The contract
<ce>                     is valid for =1stparton_ days,
<ce>                     and then you must be back and
<ce>                     this wizard must be dead. Fair
<ce>                   luck to thee and may her infernal
<ce>                    highness Mephala guide thy hand
<ce>                               and foot.

QuestFail:  [1003]
<ce>                       The sorceror still lives,
<ce>                          %pcf. Do not fail in
<ce>                            this assignment.

QuestComplete:  [1004]
<ce>                  The proud accounter returns, hands
<ce>                  drenched with the blood of the hated
<ce>                     wizard. You have accomplished
<ce>                        something now, %pcf. You
<ce>                    have a reason to be proud. Enjoy
<ce>                    your _reward_ gold pieces, %pcf.
<ce>                     And you can keep that grin on
<ce>                               your face.

RumorsDuringQuest:  [1005]
Things are quiet at the Mages Guild. Makes me think of a sleeping dragon.
<--->
Sometime somebody's gonna do something about that wicked sorceror.

RumorsPostfailure:  [1006]
<ce>                 Well, the mage left the Mages Guild,
<ce>              but I'm sure we'll see that scoundrel again.
                                     <--->
<ce>               Much more excitement than the Mages Guild
<ce>                 usually gets with that wizard leaving.

RumorsPostsuccess:  [1007]
I think the Mages Guild is as relieved as everyone else at the mage's death.
<--->
If you ask me, that wizard was a bad influence on the Mages Guild anyway.

QuestorPostsuccess:  [1008]
That __mondung_ must have been a wretched place, %pcf. How lovely.

QuestorPostfailure:  [1009]
<ce>                  You left that mage alive and still
<ce>                   you think you deserve my time. You
<ce>                     are egotistical indeed, %pcf.

Message:  1020
%qdt:
 My latest quarry from the Dark Brotherhood is a wizard
 at the Mages Guild of __mondung_.
 The mage must be dead and I, back
 with the Brotherhood in ___questgiver_,
 in =1stparton_ days.

Message:  1011
<ce>                       You have slain the mage.
<ce>                     The Brotherhood will be proud.


-- Symbols used in the QRC file:
--
--              %pcf occurs 7 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--        __mondung_ occurs 3 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor

Place _mondung_ remote magery

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2

Foe _monster1_ is Sorceror
Foe _monster2_ is Battle_mage
Foe _monster3_ is Mage
Foe _monster4_ is Spellsword

--	Quest start-up:
	start timer _1stparton_ 
	log 1020 step 0 
	pick one of _S.06_ _S.07_ _time_ _S.09_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _monster4_ 
	killed 1 _monster3_ 
	killed 1 _monster2_ 
	killed 1 _monster1_ 
	say 1011 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_S.06_ task:
	place foe _monster4_ at _mondung_ 

_S.07_ task:
	place foe _monster3_ at _mondung_ 

_time_ task:
	place foe _monster2_ at _mondung_ 

_S.09_ task:
	place foe _monster1_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 


l0b30y09

-- Quest: /dos/g/game/dag/arena2/l0b30y09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 30
-- QuestId: 9
Messages: 22
Quest: l0b30y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 We have an anonymous job for you. It
<ce>                happens every now and then that someone
<ce>                  pays us to remove someone, but never
<ce>                  reveals why, or may even work though
<ce>                  a go between to keep their identity
<ce>                 secret. At any rate, the job is yours
<ce>                            if you want it.

RefuseQuest:  [1001]
<ce>                  Can't blame you for not wanting to
<ce>                       get mixed up in this one.

AcceptQuest:  [1002]
<ce>                    Go to _mondung_ of __mondung_.
<ce>                   Your target has a scar on the left
<ce>                    cheek. That's all we know. Come
<ce>                  back in =1stparton_ days to collect
<ce>                    your payment. Mephala bless your
<ce>                              blade, %pcn.

QuestFail:  [1003]
<ce>                   I don't know who you think you've
<ce>                killed, but it wasn't the right target.
<ce>                  Get your butt over to _mondung_ and
<ce>                    do what we were contracted for.

QuestComplete:  [1004]
<ce>                    Beautiful, %pcf, truly. Brings
<ce>                  tears to these weary eyes. As lovely
<ce>                   an accounting as I've ever seen. I
<ce>                  feel like writing a poem. Why don't
<ce>                 you take your _reward_ gold pieces and
<ce>                   get the hell out of here so I can
<ce>                  write a ballad about it. Seriously,
<ce>                         I'm very proud, %pcf.

RumorsDuringQuest:  [1005]
Lovely weather.

RumorsPostfailure:  [1006]
They say the king is having an affair.

RumorsPostsuccess:  [1007]
If you ask me, our taxes are too high.

QuestorPostsuccess:  [1008]
Good work with that anonymous job.

QuestorPostfailure:  [1009]
Too bad you couldn't complete that anonymous job. Definitely a stain on your record.

Message:  1020
%qdt:
 My new contract for the Dark Brotherhood
 is an anonymous mark at _mondung_,
 in __mondung_. I'll only be able to
 recognize the target by a scar on the
 left cheek. The deed must be done in =1stparton_ days.

Message:  1021
<ce>              A fresh scar mars the target's left cheek.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--        __mondung_ occurs 5 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor

Place _mondung_ remote palace

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2

Foe _F.00_ is Healer
Foe _F.01_ is Rogue
Foe _F.02_ is Burglar
Foe _F.03_ is Daedra_seducer

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	pick one of _S.06_ _S.07_ _S.08_ _onehour_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _F.03_ saying 1021 
	killed 1 _F.02_ saying 1021 
	killed 1 _F.01_ saying 1021 
	killed 1 _F.00_ saying 1021 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_S.06_ task:
	place foe _F.00_ at _mondung_ 

_S.07_ task:
	place foe _F.01_ at _mondung_ 

_S.08_ task:
	place foe _F.02_ at _mondung_ 

_onehour_ task:
	place foe _F.03_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 


l0b40y04

-- Quest: /dos/g/game/dag/arena2/l0b40y04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 40
-- QuestId: 4
Messages: 22
Quest: l0b40y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 This little excursion is not for just
<ce>                   anyone, but I feel you'd enjoy the
<ce>                  challenge of the experience. We have
<ce>                 a client who wants to call accounts on
<ce>                    a member of the royal family of
<ce>                        __mondung_. When I heard
<ce>                  that, I thought of you. Interested?

RefuseQuest:  [1001]
<ce>                    Oh, well. Probably wise, but it
<ce>                       does smack a little of ...
<ce>                         dare I say, cowardice?

AcceptQuest:  [1002]
<ce>                 I just knew you could not resist this
<ce>                    one. Fair warning, your target,
<ce>                  =knight_ is no pampered princeling.
<ce>                  The client is also one of the royal
<ce>                 family, worried that =knight_ is going
<ce>                 to worm a way to the throne. And from
<ce>                  what I've heard, %g has the power to
<ce>                   do just that. Our client wants %g2
<ce>               extinct in =1stparton_ days. We will give
<ce>                      you that time to account and
<ce>                      return to make your report.
<ce>                    May Mephala walk with you, %pcf.

QuestFail:  [1003]
<ce>                   I don't know who you think you've
<ce>                    killed, but it wasn't =knight_.
<ce>                  Get your butt over to the palace and
<ce>                    do what we were contracted for.

QuestComplete:  [1004]
<ce>                    Beautiful, %pcf, truly. Brings
<ce>                  tears to these weary eyes. As lovely
<ce>                   an accounting as I've ever seen. I
<ce>                  feel like writing a poem. Why don't
<ce>                 you take your _reward_ gold pieces and
<ce>                   get the hell out of here so I can
<ce>                  write a ballad about it? Seriously,
<ce>                         I'm very proud, %pcf.

RumorsDuringQuest:  [1005]
I know what I'm talking about. =knight_ is going to be our next ruler.
<--->
Someday =knight_ going to be our ruler. Then we'll know real tyranny.

RumorsPostfailure:  [1006]
=knight_ left the court for a while, but %g'll be back. That's for certain.
<--->
And the royal opera continues. I wonder what made =knight_ leave court.

RumorsPostsuccess:  [1007]
They ought to declare it a %reg holiday. =knight_ death day! Hooray!
<--->
I can't help but be suspicious about =knight_'s sudden death. Too convenient.

QuestorPostsuccess:  [1008]
I'm still thinking about that knight's accounting. It was truly sublime, %pcf.

QuestorPostfailure:  [1009]
<ce>                 I know it was a difficult assignment.
<ce>                Nigh impossible. But still, you failed,
<ce>                  and I have no tolerance for failure.

Message:  1020
%qdt:
 My latest contract for the Dark Brotherhood
 is a noble at _mondung_,
 in __mondung_, by the name of
 =knight_. The deed must be
 done in =1stparton_ days.

Message:  1021
<ce>                     "I could...have been your...
<ce>                     next...ruler," moans =knight_.
<ce>                    The contract has been fulfilled.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--          =knight_ occurs 11 times.
--        __mondung_ occurs 3 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor
Person _knight_ face 5 faction The_Host_of_the_Horn

Place _mondung_ remote palace

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2

Foe _F.00_ is Spellsword
Foe _F.01_ is Knight
Foe _F.02_ is Warrior
Foe _F.03_ is Nightblade

--	Quest start-up:
	start timer _1stparton_ 
	log 1020 step 0 
	pick one of _S.06_ _S.07_ _S.08_ _onehour_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _F.03_ saying 1021 
	killed 1 _F.02_ saying 1021 
	killed 1 _F.01_ saying 1021 
	killed 1 _F.00_ saying 1021 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_S.06_ task:
	place foe _F.00_ at _mondung_ 

_S.07_ task:
	place foe _F.01_ at _mondung_ 

_S.08_ task:
	place foe _F.02_ at _mondung_ 

_onehour_ task:
	place foe _F.03_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 


l0b50y11

-- Quest: /dos/g/game/dag/arena2/l0b50y11.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 50
-- QuestId: 11
Messages: 32
Quest: l0b50y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 We have an interesting job available
<ce>                      %pcn. A high ranking member
<ce>                   of the Thieves Guild. This will be
<ce>                      a tough one. Do you want it?

RefuseQuest:  [1001]
<ce>                    Its not for the faint of heart.
                                     <--->
<ce>                  Understood. Come back when you are
<ce>                        interested in real work.

AcceptQuest:  [1002]
<ce>                   You are a sharp one. The target's
<ce>                       name is _marknpc_, here in
<ce>                        ___questgiver_. %g moves
<ce>                      around a lot and is usually
<ce>                  protected by bodyguards. Be careful.
<ce>                 You have seven days. When it is done,
<ce>                 return here and I will pay you _gold_
<ce>                      gold. Ask for _questgiver_.

QuestComplete:  [1004]
<ce>                         Excellent work %pcn.
<ce>                  I hope it wasn't too rough for you.
<ce>                        Here is your guild fee.

RumorsDuringQuest:  [1005]
_marknpc_ may find trouble after all the enemies %g's made.
<--->
_marknpc_ will come to a bloody end, mark my words.

RumorsPostfailure:  [1006]
_marknpc_ has moved out of %reg, but %g'll be back.

RumorsPostsuccess:  [1007]
_marknpc_ made too many mistakes -- %g was doomed long ago.
<--->
No one's surprised that _marknpc_ is dead -- %g was a troublemaker.

QuestorPostsuccess:  [1008]
I haven't forgotten what you did to _marknpc_, %pcf. Don't worry about that.

QuestorPostfailure:  [1009]
<ce>                     _marknpc_ still lives, %pcf.
<ce>                 'Tis not an honorable situation in any
<ce>                way, and I am not the least bit amused.

QuestLogEntry:  [1010]
%qdt:
 I have accepted a job to assassinate
 _marknpc_ of ___questgiver_ for
 the Dark Brotherhood. My contact
 _questgiver_ told me
 that he moves around a lot. I
 have seven days to finish the job.

Message:  1015
<ce>                       _marknpc_ is still alive.
<ce>                        Don't toy with me %pcn.
<ce>                   The Dark Brotherhood does not have
<ce>                   a sense of humor. I did just hear
<ce>                      that _fakeplace_ is a false
<ce>                   address. Don't bother going there.
<ce>                   See if you can dig up other clues
<ce>                      about where %g spends time.

Message:  1020
<ce>                    _marknpc_ enjoys an occasional
<ce>                rendevous with me. %g never stays long.
<ce>                   %g just uses me for %g3 pleasure.
<ce>                 For 50 gold I'll gladly sell %g2 out.

Message:  1021
<ce>                       Help! _marknpc_! There is
<ce>                       an assassin in the house!.

Message:  1022
<ce>                      You killed _marknpc_! Just
<ce>                    let me live and I swear I won't
<ce>                         tell them who did it.

Message:  1023
<ce>                     _marknpc_ comes here everday
<ce>                   at around 6 o'clock. %g sends %g3
<ce>                    bodyguards away. %g is only here
<ce>                           for an hour or so.

Message:  1030
<ce>                 _marknpc_ is a thief and a scoundrel.
                                     <--->
<ce>  Everyone thinks _marknpc_ hangs out at _fakeplace_, but %g doesn't.
                                     <--->
<ce>            _marknpc_ usually spends %g2 evenings at _inn_.
                                     <--->
<ce>            _marknpc_ spends %g2 mornings sleeping at home.
                                     <--->
<ce>   _marknpc_ lives at _house_, but %g doesn't spend much time there.
                                     <--->
<ce>       In the afternoons, _marknpc_ can be found at _guildhall_.
                                     <--->
<ce>  I've heard that _guildhall_ is a Thieves Guild hangout. Try there.
                                     <--->
<ce>                       _marknpc_ has a mistress.
                                     <--->
<ce>             _marknpc_'s mistress lives at _mistresshome_.
                                     <--->
<ce>                  _marknpc_ has a lot of bodyguards.
                                     <--->
<ce>   When _marknpc_ visits %g2 mistress, %g sends %g2 bodyguards away.
                                     <--->
<ce>            I wouldn't tangle with _marknpc_'s bodyguards.
                                     <--->
<ce>              They say _marknpc_ is protected by spells.

Message:  1031
<ce>                 _marknpc_ falls to the ground, dead.
<ce>                     The Brotherhood will be proud.


-- Symbols used in the QRC file:
--
--                %g occurs 13 times.
--               %g2 occurs 5 times.
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--    ___questgiver_ occurs 2 times.
--       _fakeplace_ occurs 2 times.
--            _gold_ occurs 1 time.
--       _guildhall_ occurs 2 times.
--           _house_ occurs 1 time.
--             _inn_ occurs 1 time.
--         _marknpc_ occurs 27 times.
--    _mistresshome_ occurs 1 time.
--      _questgiver_ occurs 2 times.

QBN:
Item _gold_ gold
Item bribe3 gold range 50 to 50

Person _mistress_ face 3 faction Group_7.2
Person _questgiver_ face 1 group Questor
Person _marknpc_ face 5 faction The_Thieves_Guild anyInfo 1030

Place _house_ local house2
Place _inn_ local tavern
Place _guildhall_ local random
Place _mistresshome_ local house2
Place _fakeplace_ local random

Clock _S.00_ 7.0:0 4.0:0

Foe _home_ is Thief
Foe _F.01_ is Sorceror
Foe _F.02_ is Knight
Foe _F.03_ is Rogue

--	Quest start-up:
	dialog link for person _mistress_ 
	start timer _S.00_ 
	log 1010 step 0 
	pc at _fakeplace_ do _S.11_ 
	place npc _marknpc_ at _fakeplace_ 
	place npc _mistress_ at _mistresshome_ 

_S.00_ task:
	end quest 

_S.01_ task:
	daily from 0:0 to 10:0 
	pc at _house_ do _S.05_ 
	cast Shield spell on _home_ 
	place foe _home_ at _house_ 

_S.02_ task:
	daily from 19:1 to 1.0:0 
	pc at _inn_ do _S.05_ 
	cast Shield spell on _home_ 
	place foe _home_ at _inn_ 

_S.03_ task:
	daily from 10:1 to 18:0 
	pc at _guildhall_ do _S.05_ 
	cast Shield spell on _home_ 
	place foe _home_ at _guildhall_ 

_S.04_ task:
	daily from 18:1 to 19:0 
	pc at _mistresshome_ do _S.06_ 
	place foe _home_ at _mistresshome_ 

_S.05_ task:
	create foe _F.02_ every 4 minutes 5 times with 50% success 
	create foe _F.01_ every 3 minutes 5 times with 50% success 
	create foe _F.03_ every 2 minutes 5 times with 50% success 

variable _S.06_
_S.07_ task:
	killed 1 _home_ saying 1031 

_S.08_ task:
	clicked npc _mistress_ 

_clearclick_ task:
	when not _S.07_ and _S.22_ 
	say 1015 
	clear _S.22_ _clearclick_ 

_vamp3_ task:
	when _S.07_ and _S.22_ 
	give pc _gold_ 
	end quest 

_S.11_ task:
	remove npc _marknpc_ 

until _S.11_ performed:
	make _marknpc_ clickable 

_S.12_ task:
	when _S.04_ and _S.08_ and not _S.07_ 
	say 1021 

_S.13_ task:
	when _S.04_ and _S.08_ and _S.07_ 
	say 1022 

_S.14_ task:
	when not _S.04_ and _S.08_ and not _S.07_ 
	prompt 1020 yes yes no _no_ 

variable yes
variable _no_
_S.17_ task:
	clicked _mistress_ and at least 50 gold otherwise do _S.18_ 

variable _S.18_
_S.19_ task:
	when _S.17_ and _no_ 
	get item bribe3 

_S.20_ task:
	when _S.17_ and yes 
	say 1023 
	unset _S.08_ 

variable _S.21_
_S.22_ task:
	clicked npc _questgiver_ 


l0b60y10

-- Quest: /dos/g/game/dag/arena2/l0b60y10.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: Brotherhood
-- Repute: 60
-- QuestId: 10
Messages: 24
Quest: l0b60y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  This could be a tough one, even for
<ce>                     you %pcf. It's one of the best
<ce>                      fighters in all of %reg. Are
<ce>                      you sure you want this job?

RefuseQuest:  [1001]
<ce>                   Don't blame you a bit. This could
<ce>                        be a bit too dangerous.

AcceptQuest:  [1002]
<ce>                  Somehow I thought you might try for
<ce>     this one. Its your funereal. This mark is no arena gladiator.
<ce>                    We're talking about a veteran of
<ce>                  the Betony war. Killed 9 men, if the
<ce>                   stories are right. Go to _mondung_
<ce>                     in __mondung_. You'll be able
<ce>                  to identify the mark easily because
<ce>                    of the limp. A spear in the knee
<ce>                   during the war caused it. Get back
<ce>                       here in =1stparton_ days.

QuestFail:  [1003]
<ce>                   I don't know who you think you've
<ce>                   killed, but it wasn't the target.
<ce>                       Get back to __mondung_ and
<ce>                  finish what we were contracted for.

QuestComplete:  [1004]
<ce>                    What a battle! I heard about it
<ce>                 already. Street gossip is faster than
<ce>               a horse you know. Here's the _reward_ gold
<ce>                       pieces for the job, %pcf.

RumorsDuringQuest:  [1005]
Such a shame, what's happening in Daggerfall.

RumorsPostfailure:  [1006]
I hear the queen is pregnant. At least thats what everyone is saying.

RumorsPostsuccess:  [1007]
Did you hear about that war hero? Killed in a duel. What a shame.

QuestorPostsuccess:  [1008]
You battle with that war hero is still being told %pcn.

QuestorPostfailure:  [1009]
You failed in your contract to kill the war hero. The brotherhood never forgets failure.

Message:  1020
%qdt:
 My contract for the Dark Brotherhood
 is a war hero at _mondung_,
 in __mondung_. The deed must be
 done in =1stparton_ days.

Message:  1021
<ce>                 "You have succeeded...where all...the
<ce>                soldiers in the...war of Betony failed."
<ce>                                    
<ce>                    The contract has been fulfilled.

Message:  1022
<ce>                   "Do not think me a cripple, just
<ce>                   because I have a limp. I'll still
<ce>                       tear you limb from limb!"

Message:  1023
<ce>                   This isn't a man! It's a vampire!


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--        __mondung_ occurs 5 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor

Place _mondung_ remote weaponstore

Clock _1stparton_ 0:0 0 flag 0:18 range 0 2

Foe _F.00_ is Ancient_vampire
Foe _F.01_ is Ranger
Foe _F.02_ is Monk
Foe _F.03_ is Barbarian

--	Quest start-up:
	start timer _1stparton_ 
	log 1020 step 0 
	pick one of _S.06_ _S.07_ _S.08_ _onehour_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _F.03_ saying 1021 
	killed 1 _F.02_ saying 1021 
	killed 1 _F.01_ saying 1021 
	killed 1 _F.00_ saying 1021 

variable _queston_
_1stparton_ task:
	end quest 

variable _2ndparton_
_S.06_ task:
	place foe _F.00_ at _mondung_ 

_S.07_ task:
	place foe _F.01_ at _mondung_ 

_S.08_ task:
	place foe _F.02_ at _mondung_ 

_onehour_ task:
	place foe _F.03_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 

_S.11_ task:
	injured _F.00_ saying 1023 
	injured _F.01_ saying 1022 
	injured _F.02_ saying 1022 
	injured _F.03_ saying 1022 


m0b00y00

-- Quest: /dos/g/game/dag/arena2/m0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 0
-- QuestId: 0
Messages: 81
Quest: m0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          We've got a little job you might be interested in.
<ce>            Seems there's a loup -- whatcha call your basic
<ce>             werewolf, wereboar, or some kind 'o werebeasty
<ce>                 that's been bothering a lot of farmers
<ce>              in the area, and we need someone to kill it.
<ce>          It'll mean _reward_ gold in your pocket. That sound
<ce>                          interesting to you?

RefuseQuest:  [1001]
<ce>              Fine. Guess someone else'll have to do it.

AcceptQuest:  [1002]
<ce>                  Great. You'll find the loup over in
<ce>                     ___mondung_. We need the poor
<ce>                 brute dead in =1stparton_ days, so you
<ce>                      better be on your way, kid.

QuestFail:  [1003]
<ce>               Loup too much for you, kid, or didn't you
<ce>               even try? Ah well, it's probably moved on
<ce>                        by now anyhow. Too bad.

QuestComplete:  [1004]
<ce>                Good job, Loup-killer. Enjoy yer gold.

RumorsDuringQuest:  [1005]
I've heard there's some kind of werewolf on the loose around here.
<--->
I hear the wereboar's found a lair in someplace called ___mondung_.
<--->
Didja hear that howling last night? Wolf howling?

RumorsPostfailure:  [1006]
Werewolves are real nomads, I guess. I hear our loup moved down south.
<--->
My cousin tells me that our wereboar was spotted down south aways.

RumorsPostsuccess:  [1007]
I hear they found out that werething was a priest during the day!
<--->
A lot of people feel safer knowing that werebeast is dead.
<--->
You heard about that werewolf some %ra hunted down?

QuestorPostsuccess:  [1008]
<ce>           Thanks for taking care of that werecritter %pcf.

QuestorPostfailure:  [1009]
<ce>                  Get outta here. You're so pathetic.
<ce>                   You couldn't even handle werewolf.

Message:  1020
<ce>                   The lycanthrope threat is ended.

Message:  1021
<ce>                     This must be the "werebeast"
<ce>                      everyone is afraid of. Just
<ce>                       an ordinary grizzly bear.

Message:  1030
%qdt:
 The Fighters Guild of
 ___questgiver_ has hired
 me to kill a troublesome werewolf,
 wereboar, or whatever, in its lair,
 ___mondung_. The beast needs
 to be dead in =1stparton_ days
 time for me to collect my payment.

Message:  1080
<ce>                    Here's a map to a place called
<ce>                     ___newdung_.  All the killing
<ce>                      and treasure you can handle.
<ce>                          Knock yourself out.


-- Symbols used in the QRC file:
--
--              %pcf occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 3 times.
--       ___newdung_ occurs 1 time.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon
Place _newdung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _werewolf_ is Werewolf
Foe _wereboar_ is Wereboar
Foe _bear_ is Grizzley_bear

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _map_ _nomap_ _nomap_ _nomap_ 
	pick one of _S.06_ _S.07_ _S.08_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _bear_ saying 1021 
	killed 1 _wereboar_ saying 1020 
	killed 1 _werewolf_ saying 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_S.06_ task:
	place foe _bear_ at _mondung_ 

_S.07_ task:
	place foe _wereboar_ at _mondung_ 

_S.08_ task:
	place foe _werewolf_ at _mondung_ 

variable _map_
variable _nomap_
_S.11_ task:
	when _map_ and _pcgetsgold_ 
	reveal _newdung_ saying 1080 


m0b00y06

-- Quest: /dos/g/game/dag/arena2/m0b00y06.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 0
-- QuestId: 6
Messages: 81
Quest: m0b00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            I am _qgiver_.
<ce>                We have a request from a local citizen.
<ce>                 It seems a wild animal has gotten into
<ce>                 his place. We need someone to go kill
<ce>               the thing. The guild will pay _gold_ gold.
<ce>                          Do you want it %pcn?

RefuseQuest:  [1001]
<ce>                      I'm sure someone else will
<ce>                       be willing to take care of
<ce>                          this nuisance bear.

AcceptQuest:  [1002]
<ce>                    "OK, %pcf. Get over to _house_
<ce>                 here in town. Get it done in one day.
<ce>               Nobody wants a animal left roaming around
<ce>                in their place. Come back here when the
<ce>                  beast is dead and I'll have your pay
<ce>                           waiting for you."
<ce>                                    
<ce>                  _qgiver_ calls out, "Hey, what kind
 of animal is it in _house_?"

QuestComplete:  [1004]
<ce>                           Well done, %pcf.
<ce>                        Here's your _gold_ gold.

RumorsDuringQuest:  [1005]
<ce>                   Did you hear? An animal got into
<ce>                    a building in town. I hope they
<ce>                             kill it soon.

RumorsPostfailure:  [1006]
<ce>                    The Fighter's Guild killed that
<ce>                      bear that got into _house_.
<ce>                 Its a good thing we have them around.

RumorsPostsuccess:  [1007]
<ce>                That creature mauled some woman before
<ce>                 being chased out of town. What a pity.

QuestorPostsuccess:  [1008]
<ce>                     Good job killin' that beast.
<ce>                         What can I do for you?

QuestorPostfailure:  [1009]
<ce>                   I hear that a critter ate the guy
<ce>                    that owned the house. Gave us a
<ce>                  bad rep. Try to do better next time.

QuestLogEntry:  [1010]
%qdt:
 The Fighters Guild of ___qgiver_
 has asked me to slay a wild beast which
 has gotten into _house_. It's got
 be done in one day.

Message:  1011
<ce>                           The bear is dead.

Message:  1012
<ce>                          The harpy is dead.

Message:  1013
<ce>                          The spider is dead.

Message:  1014
<ce>                          The tiger is dead.

Message:  1021
<ce>                   You hear a voice call out from an
<ce>                       upper floor, "Its a bear."

Message:  1022
<ce>                   You hear a voice call out from an
<ce>                      upper floor, "Its a harpy."

Message:  1023
<ce>                   You hear a voice call out from an
<ce>                      upper floor, "Its a spider."

Message:  1024
<ce>                   You hear a voice call out from an
<ce>                      upper floor, "Its a tiger."

Message:  1080
<ce>                 By the way, since you seemed to have
<ce>                  so much fun with that beast, here's
<ce>               a map to ___newdung_.  Knock yourself out.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 2 times.
--           _house_ occurs 4 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _house_ local random
Place _newdung_ remote dungeon

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _bear_ is Grizzley_bear
Foe _tiger_ is Sabretooth_tiger
Foe _harpy_ is Harpy
Foe _spider_ is Spider

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	pick one of _monster1_ _monster2_ _monster3_ _monster4_ 
	pick one of _map_ _nomap_ _nomap_ _nomap_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _bear_ saying 1011 
	killed 1 _harpy_ saying 1012 
	killed 1 _spider_ saying 1013 
	killed 1 _tiger_ saying 1014 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

variable _map_
variable _nomap_
_S.06_ task:
	when _map_ and _S.02_ 
	reveal _newdung_ saying 1080 

_monster1_ task:
	say 1021 
	place foe _bear_ at _house_ 

_monster2_ task:
	say 1022 
	place foe _harpy_ at _house_ 

_monster3_ task:
	say 1023 
	place foe _spider_ at _house_ 

_monster4_ task:
	say 1024 
	place foe _tiger_ at _house_ 


m0b00y07

-- Quest: /dos/g/game/dag/arena2/m0b00y07.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 0
-- QuestId: 7
Messages: 81
Quest: m0b00y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Every once in a while we get an idiot
<ce>                  like this client. Some fool left his
<ce>                back door open and a wild animal got in.
<ce>                 He seems rather confused as to whether
<ce>                 it is a bear or a tiger, but in either
<ce>                  case, it wanted to eat him. We need
<ce>                   you to go and slay the animal. You
<ce>                      standard fee is _gold_ gold.
<ce>                         Want to take it %pcn?

RefuseQuest:  [1001]
<ce>                  Gotcha. Let the tiger have him. The
<ce>                   guy is a fool for letting it in in
<ce>                          the first place, eh?

AcceptQuest:  [1002]
<ce>                     Great. Go over to _house_ in
<ce>                    __house_. I'll give you =2dung_
<ce>                  days to kill it and get back to me.

QuestComplete:  [1004]
<ce>                        No great difficulties I
<ce>                       trust? Thought not. Here's
<ce>                           your _gold_ gold.

RumorsDuringQuest:  [1005]
<ce>                   I hear there's a tiger trapped in
<ce>                      _house_. He's going to have
<ce>                        to pay to get it slain.

RumorsPostfailure:  [1006]
<ce>                    Didn't you kill that rampaging
<ce>                      tiger that got into _house_?

RumorsPostsuccess:  [1007]
<ce>                    A tiger killed some poor bloke
<ce>                  in his own home. A terrible tragedy.

QuestorPostsuccess:  [1008]
<ce>                      Good going with that tiger.

QuestorPostfailure:  [1009]
<ce>                Tigers are tough. Maybe we should start
<ce>                  you out with chipmunks. What a putz.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ in ___qgiver_ gave
 me the job of killing a tiger or bear
 that got into _house_
 in __house_. If I get back
 to him within =2dung_ days I get
 _gold_ gold pieces.

Message:  1011
<ce>                        The _monster_ is dead.

Message:  1080
<ce>                      Hey, I just remembered, one
<ce>                       of the members just found
<ce>                        this map to ___newdung_.
<ce>                   Don't kill everything in one day.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 2 times.
--            _gold_ occurs 3 times.
--           _house_ occurs 4 times.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _house_ remote random
Place _newdung_ remote dungeon

Clock _2dung_ 1.0:0 0 flag 0:17 range 0 2

Foe _monster_ is Sabretooth_tiger
Foe _bear_ is Grizzley_bear

--	Quest start-up:
	start timer _2dung_ 
	log 1010 step 0 
	pick one of _monster1_ _monster2_ 
	create npc at _house_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _bear_ 
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

variable _map_
variable _nomap_
variable _S.06_
_monster1_ task:
	place foe _bear_ at _house_ 

_monster2_ task:
	place foe _monster_ at _house_ 


m0b00y15

-- Quest: /dos/g/game/dag/arena2/m0b00y15.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 0
-- QuestId: 15
Messages: 21
Quest: m0b00y15
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            I am _qgiver_.
<ce>                 I have a relatively menial job, if you
<ce>                 are willing to take it. Actually, some
<ce>                 members prefer these jobs because they
<ce>                 pay just as well as the more difficult
<ce>                ones. A house here in town has infested
<ce>                 by giant rodents. The wife claims they
<ce>                 are rats, the husband claims they are
<ce>                 bats. Either way, they want them gone.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>                  Obviously you have no love for the
<ce>                  Fighter's Guild. I will make sure to
<ce>                    tell them what you really think.

AcceptQuest:  [1002]
<ce>                    The bats have infested _house_.
<ce>                 Go there and kill them all and you'll
<ce>                 get your pay. I can only give you one
<ce>                        day to finish this one.

QuestComplete:  [1004]
<ce>                    Killing bats, even giant ones,
<ce>                    doesn't take much skill, but it
<ce>                           pays the same, eh?

RumorsDuringQuest:  [1005]
<ce>                   Some idiot didn't repair his roof
<ce>                   for a couple of months. Now she's
<ce>                      got giant bats in her house.

RumorsPostfailure:  [1006]
<ce>                   Did you hear about the woman that
<ce>                    had to abandon her home? It was
<ce>                    overrun with giant bats and she
<ce>                   didn't have enough gold to pay the
<ce>                      Fighters Guild to kill them.

RumorsPostsuccess:  [1007]
<ce>                 I heard the Fighters Guild sent some
<ce>                   %ra over to kill the bats in that
<ce>                  woman's home. Cost her a bundle, but
<ce>                  I suppose its better than abandoning
<ce>                               her home.

QuestorPostsuccess:  [1008]
<ce>                  So you killed the giant bats. Don't
<ce>                  get too full of yourself. They were
<ce>                            only giant bats.

QuestorPostfailure:  [1009]
<ce>                 You couldn't even take care of giant
<ce>                      bats. You are hopeless %pcn.

QuestLogEntry:  [1010]
%qdt:
 The Fighters Guild of ___qgiver_
 has asked me rid _house_
 of the giant rats or bats that have
 infested it. I have one day to get it done.

Message:  1020
<ce>                Thats most of them. The Fighters Guild
<ce>                      won't quibble over the rest.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--        ___qgiver_ occurs 1 time.
--           _house_ occurs 2 times.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _monster_ is Giant_bat
Foe _rats_ is Giant_rat

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	pick one of _monster1_ _monster2_ 
	create npc at _house_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 4 _rats_ 
	killed 4 _monster_ 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	create foe _rats_ every 3 minutes 7 times with 60% success 

_monster1_ task:
	pc at _house_ do _S.04_ 

_monster2_ task:
	pc at _house_ do _S.07_ 

_S.07_ task:
	create foe _monster_ every 3 minutes 7 times with 60% success 


m0b1xy01

-- Quest: /dos/g/game/dag/arena2/m0b1xy01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 1X
-- QuestId: 1
Messages: 81
Quest: m0b1xy01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                I like you, kid. This assignment ain't
<ce>                 for just anyone. Seems there's a flock
<ce>                 of flyin' carnivores -- harpies -- who
<ce>               are making a bunch of travelling merchants
<ce>                real nervous. Will _reward_ gold get you
<ce>                       over to ___mondung_ and a
<ce>                      little hackin' 'n slashin'?

RefuseQuest:  [1001]
<ce>                      Too bad. Seemed pretty like
<ce>                   a pretty damn generous deal to me.

AcceptQuest:  [1002]
<ce>                  Okay then. There are five of these
<ce>                        beauties in ___mondung_,
<ce>               and they all gotta be dead in =1stparton_
<ce>                 days or no deal. And a word of advice:
<ce>                 you get back here in =1stparton_ days
<ce>                         but get to ___mondung_
<ce>                      as soon as possible or those
<ce>                harpies are gonna migrate and you'll be
<ce>                  outta luck. Okay kid, good luck and
<ce>                            get outta here.

QuestFail:  [1003]
<ce>                  Listen kid, I'm know I'm a charmer,
<ce>                     but them harpies are waiting,
<ce>                     and make sure to get all five
<ce>                            of 'em, get it?

QuestComplete:  [1004]
<ce>               Awright, kid, good goin'. That's _reward_
<ce>                     gold your way. Not too shabby.

RumorsDuringQuest:  [1005]
Someone went up to check out ___mondung_ recently and was torn to shreds.
<--->
I only hope those harpies keep migrating south.

RumorsPostfailure:  [1006]
I hear the harpies soiled their nest at ___mondung_ and had to move on.
<--->
Those harpies are following the merchants' caravans like a moveable feast.

RumorsPostsuccess:  [1007]
The harpies were a real economic problem. Things should get better now.
<--->
I hear they found thousands and thousands of eggs over in that harpy nest.

QuestorPostsuccess:  [1008]
<ce>                      Hey! The %ra who took care
<ce>                       of those Harpies is back.

QuestorPostfailure:  [1009]
<ce>                   You're the %ra that couldn't even
<ce>               take care of a bunch of Harpies. Pathetic.

Message:  1020
<ce>                   Thats five. That should be enough
<ce>                         to hold _questgiver_.

Message:  1030
%qdt: The Fighter Guild
 of ___questgiver_ has hired me
 to exterminate a nest of harpies
 that has infested ___mondung_
 I need to have at least five of them dead and
 be back in =1stparton_ days if I want to
 collect my reward.

Message:  1080
<ce>                  Hey, since you've been so helpful,
<ce>                      here's a map to ___newdung_.
<ce>                    All the killing and looting you
<ce>                         can stand.  My treat.


-- Symbols used in the QRC file:
--
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 3 times.
--       ___mondung_ occurs 6 times.
--       ___newdung_ occurs 1 time.
--    ___questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon
Place _newdung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Harpy

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _map_ _nomap_ _nomap_ 
	pc at _mondung_ do _S.04_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 5 _monster_ saying 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_S.04_ task:
	create foe _monster_ every 30 minutes 20 times with 30% success 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

variable _map_
variable _nomap_
_S.08_ task:
	when _map_ and _pcgetsgold_ 
	reveal _newdung_ saying 1080 


m0b20y02

-- Quest: /dos/g/game/dag/arena2/m0b20y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 20
-- QuestId: 2
Messages: 81
Quest: m0b20y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  Yeah, I got a little job for you. I
<ce>                   wouldn't give this to just anyone,
<ce>                  but I know you do good work. There's
<ce>                 this pack of giants that want killing.
<ce>                 Pay is pretty standard, _reward_ gold
<ce>                         pieces. You up for it?

RefuseQuest:  [1001]
<ce>                      Awright, whatever. Sounded
<ce>                    like your kind of thing is all.

AcceptQuest:  [1002]
<ce>                      Good deal, %pcf. Our client
<ce>                 places the giants at their stronghold,
<ce>                       ___mondung_. He says there
<ce>                   are six of 'em, and he ain't gonna
<ce>                    pay unless all six are stiffed,
<ce>                      and in =1stparton_ days. Got
<ce>                            it, %pcf? Good.

QuestFail:  [1003]
<ce>                   You know, until those six giants
<ce>                  ain't breathing no more, there ain't
<ce>                         no time for chattin'.

QuestComplete:  [1004]
<ce>                     %oth, them giants didn't know
<ce>                     what him 'em, did they, %pcf?
<ce>                Here's your _reward_ gold, as promised.

RumorsDuringQuest:  [1005]
There's a bunch of giants in ___mondung_, but they don't bother anyone.
<--->
I hear the %t wants those giants in ___mondung_ dead once and for all.

RumorsPostfailure:  [1006]
Something scared those giants off. Wonder what it could've been.
<--->
If I were one of those giants, I would've ran off too. Too much traffic.

RumorsPostsuccess:  [1007]
I wonder how soon it'll be before a new group of giants move into ___mondung_.
<--->
I kinda feel sorry for those giants. They didn't really bother anyone.

QuestorPostsuccess:  [1008]
<ce>                    Giants are tough. You did well
<ce>                   %pcf. You'll go far in the guild.

QuestorPostfailure:  [1009]
<ce>                   Giants were too much for you huh?
<ce>                    Maybe the guild should have sent
<ce>                     you out after pygmies instead.

QuestLogEntry:  [1010]
<ce>                      All of the giants are dead.

Message:  1020
<ce>                       This is GIANT territory!
<ce>                       Go back to your puny lands
<ce>                                %ra fly!
                                     <--->
<ce>                        I ate a %ra yesterday.
<ce>                            It tasted good.
                                     <--->
<ce>                      Smash you! Smash you flat!

Message:  1030
%qdt: The Fighters Guild of
 ___questgiver_ has hired me
 to kill a tribe of six giants in
 their hideout, ___mondung_. I
 need to have the assignment accomplished and be
 back in =1stparton_ days to get my payment.

Message:  1080
<ce>                       Hey %pct, if it's killing
<ce>                        you're looking for, take
<ce>                        this map to ___newdung_.
<ce>                          Plenty of it there.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--                %t occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 5 times.
--       ___newdung_ occurs 1 time.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon
Place _newdung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Giant

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _map_ _nomap_ _nomap_ _nomap_ 
	pc at _mondung_ do _S.01_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_S.01_ task:
	create foe _monster_ every 30 minutes 15 times with 30% success 

_mondead_ task:
	killed 6 _monster_ 
	say 1010 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_S.05_ task:
	injured _monster_ saying 1020 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

variable _map_
variable _nomap_
_S.09_ task:
	when _map_ and _pcgetsgold_ 
	reveal _newdung_ saying 1080 


m0b30y03

-- Quest: /dos/g/game/dag/arena2/m0b30y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 30
-- QuestId: 3
Messages: 81
Quest: m0b30y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Something's come up. I don't know
<ce>                   who else could handle it but you,
<ce>                           %pcf. There's this
<ce>                      bad critter in ___mondung_,
<ce>                   a Daedroth. Now, I ain't lying --
<ce>                    no one knows why it's there, but
<ce>                  everyone wants it gone. For _reward_
<ce>                    gold, you think you could handle
<ce>                               it, %pcf?

RefuseQuest:  [1001]
<ce>                       I don't blame you, %pcf.
<ce>                       I wouldn't wanna take on a
<ce>                            Daedroth either.

AcceptQuest:  [1002]
<ce>                   Hey, alright, your funeral, %pcf.
<ce>                  Listen, knock off that Daedroth and
<ce>                 get back here in =1stparton_ days for
<ce>                   your reward. I don't know how long
<ce>                that thing's gonna be around, so you're
<ce>                    gonna want to move your ass. And
<ce>                       listen to me on this, %pcf
<ce>                 -- go prepared for a hell of a fight.

QuestFail:  [1003]
<ce>                   Are you waiting for that Daedroth
<ce>                        to die of old age, %pcf?

QuestComplete:  [1004]
<ce>                       Hey, you're a better %ra
<ce>                    than me, %pcf. Daedroth-killer.
<ce>                      I like it. Here's your gold.

RumorsDuringQuest:  [1005]
I don't know what that big lizard thing is in ___mondung_, but I don't like it.
<--->
Everyone's talking about that big, nasty thing over in ___mondung_.

RumorsPostfailure:  [1006]
I don't know what happened to that Daedroth. It's still around here somewhere.
<--->
Liked it best when I knew where the Daedroth was. I don't know where's safe.

RumorsPostsuccess:  [1007]
Thank %god the Fighters Guild is around to take care of Daedroths.
<--->
I wonder what that big nasty lizard thing was anyway.

QuestorPostsuccess:  [1008]
<ce>                 You're the %ra that slew the Daedroth
<ce>                         in ___mondung_ for me.
<ce>                        Let me shake your hand.

QuestorPostfailure:  [1009]
<ce>                  Failure is not taken lightly in the
<ce>                Fighter's Guild. If you couldn't handle
<ce>                  a Daedroth, you shouldn't have taken
<ce>                 the job. I've got better things to do
<ce>                   than waste my time talking to you.

Message:  1020
<ce>                         The Daedroth is dead.

Message:  1030
%qdt: The Fighters Guild in
 ___questgiver_ will pay me _reward_ gold pieces
 if I slay the Daedroth in ___mondung_ in
 =1stparton_ days or less.

Message:  1080
<ce>                 Since you didn't even blink at offing
<ce>               a Daedroth, take this map to ___newdung_.
<ce>                   Plenty of fun for a %pct like you.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 7 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 5 times.
--       ___newdung_ occurs 1 time.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon
Place _newdung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Daedroth

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	pick one of _map_ _nomap_ _nomap_ _map_ 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _monster_ saying 1020 
	say 1020 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

variable _map_
variable _nomap_
_S.07_ task:
	when _map_ and _pcgetsgold_ 
	reveal _newdung_ saying 1080 


m0b30y04

-- Quest: /dos/g/game/dag/arena2/m0b30y04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 30
-- QuestId: 4
Messages: 81
Quest: m0b30y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         Listen, %pcf, if you
<ce>                  hadn't already done a bunch of jobs
<ce>                    for us already, I wouldn't even
<ce>                    suggest this, but there's a job
<ce>                     I don't even want to tell you
<ce>                    about. It sounds like crying for
<ce>               the moon, and more dangerous. It's offing
<ce>                   a lich in ___mondung_. And it only
<ce>               pays _reward_ gold. You're not interested,
<ce>                                are you?

RefuseQuest:  [1001]
<ce>                         Thank %god you got a
<ce>                     little sense left. We'll just
<ce>                     let that lich do whatever the
<ce>                      hell it wants to do. That's
<ce>                             fine with me.

AcceptQuest:  [1002]
<ce>                 Aw, I knew I shouldn't have mentioned
<ce>                 it. Listen, if you're really gonna do
<ce>                    this, get the best stuff you can
<ce>                  get, magic stuff, ebony blades, what
<ce>                  have you. This lich has to cross to
<ce>                 Oblivion in =1stparton_ days, and you
<ce>                  gotta be back here within that time
<ce>                to get your reward. You're unbelievable,
<ce>                     %pcf. Good luck. You're gonna
<ce>                                need it.

QuestFail:  [1003]
<ce>                   Takin' a little break before the
<ce>                            lich-hunt, %pcf?
<ce>                       Just don't wait too long.

QuestComplete:  [1004]
<ce>                   I didn't expect to see you again,
<ce>                         %pcf, no foolin'. %god
<ce>                 must be lookin' out after you. Here's
<ce>                     your _reward_ gold. Enjoy it.

RumorsDuringQuest:  [1005]
I hear some stupid %ra's going to take on the lich in ___mondung_.
<--->
Everyone's placing bets on that %ra that's going after that lich in ___mondung_.

RumorsPostfailure:  [1006]
That lich is still out there somewhere, and it's not happy with us.
<--->
I wish they had just left that lich alone. They just made it mad.

RumorsPostsuccess:  [1007]
Someone actually killed that lich! I thought liches were immortal.
<--->
I lost money betting against that %ra that went to kill that lich.

QuestorPostsuccess:  [1008]
<ce>                  The lich slayer has returned! What
<ce>                   will it be now? Dragons? Daedras?

QuestorPostfailure:  [1009]
<ce>                 I wouldn't have taken a job to face a
<ce>                  lich. Never understood why you did.
<ce>                  Now you just look stupid because you
<ce>                        weren't able to kill it.

Message:  1020
<ce>                      Puny mortal! You should not
<ce>                      have attempted to interfere
<ce>                    with the affairs of the undead.
<ce>                       Now I shall add you to my
<ce>                          collection of slain
<ce>                            %ra mercenaries.

Message:  1030
%qdt:
 The Fighters Guild
 of ___questgiver_ has hired me to
 slay a lich in =1stparton_ days or less.
 The liches' lair is a place called
 ___mondung_.

Message:  1080
<ce>                  Here, take this map to ___newdung_.
<ce>                 Should be just the kind of thing that
<ce>             a lich-killer like you does before breakfast.


-- Symbols used in the QRC file:
--
--              %god occurs 2 times.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 4 times.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 4 times.
--       ___newdung_ occurs 1 time.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon
Place _newdung_ remote dungeon14

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Lich

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _monster_ 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

variable _map_
variable _nomap_
variable _S.07_


m0b30y08

-- Quest: /dos/g/game/dag/arena2/m0b30y08.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 30
-- QuestId: 8
Messages: 81
Quest: m0b30y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Bit of a rummy domestic squabble, %pcf.
<ce>                   Seems that this woman in __house_
<ce>                has asked that someone rid her place of
<ce>                her husband. The only problem is that he
<ce>               is dead. Are you willing to take this on?

RefuseQuest:  [1001]
<ce>                Too bad. Normally only the temples get
<ce>                jobs like this. You've passed up a good
<ce>                               one %pcn.

AcceptQuest:  [1002]
<ce>                 Her husband is a zombie. He hides out
<ce>                somewhere during day. She never sees him
<ce>                  in _house_ then. At night he wanders
<ce>                  around the place. Put him out of his
<ce>               misery and get back here in =2dung_ days,
<ce>                   and it's worth _gold_ gold to you.

QuestComplete:  [1004]
<ce>               Was the old boy as foul smelling as they
<ce>                 say? Like a drawer of knickers left in
<ce>                  the rain for a month. Well, here is
<ce>                            your pay, %pcn.

RumorsDuringQuest:  [1005]
<ce>                 Did you hear? Some old biddy says her
<ce>                 husband has returned from the grave to
<ce>                               haunt her.

RumorsPostfailure:  [1006]
<ce>                 They found a woman dead in her home.
<ce>                   The rotted corpse of her long dead
<ce>                     husband was found next to her.

RumorsPostsuccess:  [1007]
<ce>                 I hear the Fighter's Guild sent some
<ce>                tough over to take care of that zombie.
<ce>                     They're a good lot, the guild.

QuestorPostsuccess:  [1008]
<ce>                  You did well with that zombie %pcn.

QuestorPostfailure:  [1009]
<ce>                The zombie was too much, huh? Shouldn't
<ce>                     ever take a job you can't do.

QuestLogEntry:  [1010]
On %qdt,
 the Fighters Guild of ___qgiver_
 hired me to rid _house_ in
 __house_ of a zombie that is
 haunting it. I have =2dung_ days
 to finish the task.

Message:  1011
<ce>                        The _monster_ is dead.
<ce>                       His wife can sleep safely.

Message:  1080
<ce>                       Hey %pcf, if you thought
<ce>                      zombie-killing was fun, take
<ce>                     this map to a monster-infested
<ce>                        hole called ___newdung_.
<ce>                        Should be a vacation for
<ce>                            a %ra like you.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--          __house_ occurs 2 times.
--            _gold_ occurs 1 time.
--           _house_ occurs 2 times.
--         _monster_ occurs 1 time.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _house_ remote random
Place _newdung_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Zombie

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	pc at _house_ do _S.04_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

variable _S.04_
_S.05_ task:
	daily from 5:0 to 19:0 

_S.06_ task:
	when _S.04_ and not _S.05_ 
	place foe _monster_ at _house_ 

variable _map_
variable _nomap_
variable _S.09_


m0b40y05

-- Quest: /dos/g/game/dag/arena2/m0b40y05.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 40
-- QuestId: 5
Messages: 81
Quest: m0b40y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     Some woodsmen have hired the
<ce>                       guild to kill a spriggan.
<ce>                     Seems the monster is attacking
<ce>                     them when they are out in the
<ce>                     woods logging. Want to take a
<ce>                            hack at it %pcn?

RefuseQuest:  [1001]
<ce>                     Fair enough. Run along. I've
<ce>                      got to find someone to take
<ce>                               this job.

AcceptQuest:  [1002]
<ce>                      Two attempted ambushes have
<ce>                      failed. The spriggan is just
<ce>                      too smart. You'll have to go
<ce>                      to its lair, in ___dungeon_.
<ce>                     Get back to me within =2dung_
<ce>                     days and I'll have _gold_ gold
<ce>                            waiting for you.

QuestFail:  [1003]
<ce>                       The spriggan is kindling?
<ce>                      You are proving yourself to
<ce>                        be quite reliable, %pct.

QuestComplete:  [1004]
<ce>                       Here is your _gold_ gold
<ce>                              as promised.

RumorsDuringQuest:  [1005]
<ce>                     I hear _woodsman_ is stirring
<ce>                 up the woodsmen against the spriggans.
<ce>                 Funny. I've never known the spriggans
<ce>                      to cause us trouble before.

RumorsPostfailure:  [1006]
<ce>                   Another woodsmen died. I hear it
<ce>                      was _woodsman_. The rest of
<ce>                  them have decided to log elsewhere.

RumorsPostsuccess:  [1007]
<ce>                  I haven't heard about that spriggan
<ce>                    lately. Must have left the area.

QuestorPostsuccess:  [1008]
<ce>                  Well done work with that spriggan.

QuestorPostfailure:  [1009]
<ce>                    Spriggans aren't so tough. What
<ce>                   happened? You get scared and hid?

QuestLogEntry:  [1010]
On %qdt, The Fighters
 Guild of ___qgiver_
 hired me to kill a spriggan
 that is molesting woodsmen.
 It's hiding in ___dungeon_.
 I was given =2dung_ days to
 get the job done.

Message:  1011
<ce>                         The spriggan is dead.
<ce>                       Those woodsmen can log in
<ce>                              safety now.

Message:  1020
<ce>                     You attack me without cause,
<ce>                          %ra. Yes I did wreak
<ce>                      vengence upon the slayers of
<ce>                     wood. Know that they did slay
<ce>                      seedlings of mine. Would you
<ce>                    stand rooted while someone slew
<ce>                   your seedlings? I have no quarrel
<ce>                    with you. Convince the woodsmen
<ce>                    to prune with care, and I shall
<ce>                     leave them in peace. Will you
<ce>                         take this mission up?

Message:  1021
<ce>                    The main culprit is _woodsman_,
<ce>                   who hacks down trees without care.
<ce>                   Go to ___woodsman_ and secure his
<ce>                   promise. Do not visit me again. I
<ce>                 shall know of your success or failure
<ce>                   by how the woodsman do their work.

Message:  1022
<ce>                  I should have known better than to
<ce>                    trust a creature of flesh. Now I
<ce>                       shall give you no quarter.

Message:  1023
<ce>                   So the tree creature wants to cut
<ce>                    a deal, eh? Well I suppose I can
<ce>                   convince the boys to only log the
<ce>                   big trees. But if his kind attack
<ce>                   us again, we'll burn every sapling
<ce>                   we can find! You've got yourself a
<ce>                              deal, %pcn.

Message:  1025
<ce>                   You worked it so the woodsmen and
<ce>                   the spriggan ain't fightin'? Very
<ce>                   clever %pcn. You'll go far if you
<ce>                         keep those wits sharp.

Message:  1030
%qdt:
 The spriggan has convinced me that
 it is not the villian. Apparently a
 woodsman named _woodsman_
 in ___woodsman_ has been
 cutting down its trees. If I can get
 _woodsman_ to agree to log
 the forest more carefully, this whole
 thing can be settled without bloodshed.

Message:  1080
<ce>               By the way, since I'm feelin' charitable,
<ce>               here's a map to a hole called ___newdung_.
<ce>               Full of monsters needin' killing, treasure
<ce>                     to loot, the works.  Have fun.


-- Symbols used in the QRC file:
--
--              %pcn occurs 3 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--      ___woodsman_ occurs 2 times.
--            _gold_ occurs 2 times.
--        _woodsman_ occurs 5 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _woodsman_ face 168 group Group_18

Place _dungeon_ remote dungeon
Place _newdung_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Spriggan

--	Quest start-up:
	dialog link for person _woodsman_ 
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ _nomap_ _map_ 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	say 1003 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ and not _S.07_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	injured _monster_ 
	prompt 1020 yes yes no _no_ 

yes task:
	add dialog for person _woodsman_ 
	log 1030 step 1 
	say 1021 
	remove foe _monster_ 

_no_ task:
	say 1022 

_S.07_ task:
	clicked npc _woodsman_ say 1023 
	change repute with _woodsman_ by +10 

_S.08_ task:
	when _S.02_ and _S.07_ 
	say 1025 
	clear _S.02_ 

variable _map_
variable _nomap_
_S.11_ task:
	when _map_ and _S.02_ 
	reveal _newdung_ saying 1080 


m0b50y09

-- Quest: /dos/g/game/dag/arena2/m0b50y09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 50
-- QuestId: 9
Messages: 81
Quest: m0b50y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              A certain merchant needs to have a monster,
<ce>               a gargoyle to be precise, dispatched. The
<ce>               pay is a modest _gold_ gold pieces. Can I
<ce>                     have your help in this matter?

RefuseQuest:  [1001]
<ce>                      Hmmm. Not the brave, heroic
<ce>                             sort I guess.

AcceptQuest:  [1002]
<ce>               It seems this merchant hired a wizard to
<ce>                build him a grand mansion. Then the poor
<ce>               fool tried to cheat the mage of his wages.
<ce>               The wizard grew angry and animated one of
<ce>                the stone gargoyles on the new mansion.
<ce>                   It has been attacking the merchant
<ce>                   ceaselessly. Go out to ___dungeon_
<ce>                     and kill the thing. You've got
<ce>                   =2dung_ days to complete the task.

QuestComplete:  [1004]
<ce>                        Hail to the hero, %pcn!
<ce>                     Well done! This paltry fee of
<ce>                    _gold_ is hardly a worthy reward
<ce>                            for such a deed.

RumorsDuringQuest:  [1005]
<ce>                  The mages guild has refused to kill
<ce>                that rampaging gargoyle. They claim its
<ce>                    not their fault. Lazy bastards.

RumorsPostfailure:  [1006]
<ce>                 Some merchant was killed recently. I
<ce>                 hear that a gargoyle was seen hovering
<ce>                             over his body.

RumorsPostsuccess:  [1007]
<ce>                The Fighters Guild took out a gargoyle.
<ce>                  Those guys are good to have around.

QuestorPostsuccess:  [1008]
<ce>                   Well done with the gargoyle %pcn.

QuestorPostfailure:  [1009]
<ce>                  That gargoyle killed the merchant.
<ce>                  You should never have taken the job.
<ce>                    Now you've made yourself and the
<ce>                            guild look bad.

QuestLogEntry:  [1010]
On %qdt,
 The Fighers Guild of ___qgiver_
 charged me with the duty of destroying a
 gargoyle that lairs in ___dungeon_.
 I have =2dung_ days to finish the task.

Message:  1011
<ce>                        The _monster_ is dead.
<ce>                         Hopefully that foolish
<ce>                       merchant has learned never
<ce>                            to cheat a mage.

Message:  1080
<ce>                     Maybe this map to ___newdung_
<ce>                    will sweeten the deal a little.


-- Symbols used in the QRC file:
--
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 2 times.
--         _monster_ occurs 1 time.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon
Place _newdung_ remote dungeon8

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Gargoyle

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ 
	place foe _monster_ at _dungeon_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

variable _map_
variable _nomap_
_S.06_ task:
	when _map_ and _S.02_ 
	reveal _newdung_ saying 1080 


m0b60y10

-- Quest: /dos/g/game/dag/arena2/m0b60y10.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: fighter
-- Repute: 60
-- QuestId: 10
Messages: 81
Quest: m0b60y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                We have a new client who wants someone
<ce>                 to hunt down an atronach, an elemental
<ce>              golem type critter. The pay is _gold_ gold.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>                     You must prefer the low risk
<ce>                        jobs, like hunting rats.

AcceptQuest:  [1002]
<ce>                  A young dandy what I have sworn to
<ce>                   keep unnamed, was screwing around
<ce>                with magic, illegally. Like a melonhead,
<ce>                  he up and conjures an atronach. The
<ce>                thing's gotta be destroyed before those
<ce>                 Mages Guild blokes find out. The thing
<ce>                  fled into the depths of ___dungeon_.
<ce>                      If you can do this quest in
<ce>                     =2dung_ days, you'll get paid.

QuestComplete:  [1004]
<ce>                          Bang-up job, %pct.
<ce>                    Those Mages Guild bananas ain't
<ce>                   wise to our client's shenanigans.
<ce>                      He'll be happy to pay up the
<ce>                          _gold_ gold pieces.

RumorsDuringQuest:  [1005]
<ce>                The Viscount's son has not been himself
<ce>                 lately. That's what he gets for trying
<ce>                 to learn magic. Ought to stick to what
<ce>                             he knows best.

RumorsPostfailure:  [1006]
<ce>                  The Mages Guild has requested that
<ce>                          %t %rn give them the
<ce>                  right to punish the Viscount's son.
<ce>                    It seems he summoned an atronach
<ce>                           which went rogue.

RumorsPostsuccess:  [1007]
<ce>                  The Viscount's son joined the Mages
<ce>                 Guild recently. Wonder why he changed
<ce>                          his mind about them?

QuestorPostsuccess:  [1008]
<ce>                       Atronachs zero, %pcf one.
<ce>                You'll go far in the guild at this rate.

QuestorPostfailure:  [1009]
<ce>                  You shouldn't have taken the job to
<ce>                kill the atronach if you couldn't handle
<ce>      it. Now the Viscount's son faces charges of illegal sorcery.

QuestLogEntry:  [1010]
On %qdt,
 The Fighters Guild of ___qgiver_
 hired me to discreetly off an atronach
 some non-guild mage summoned up. I have
 =2dung_ days to finish the task.

Message:  1011
<ce>                         The atronach is dead.
<ce>                       Hopefully the Mages Guild
<ce>                        won't find out about it.

Message:  1080
<ce>                       And, since you was such a
<ce>                      sport about it, here's a map
<ce>                     to a place called ___newdung_
<ce>                      that's supposed to be chock
<ce>                      full o' loot.  Knock yerself
<ce>                               out, %pcf.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %rn occurs 1 time.
--                %t occurs 1 time.
--           =2dung_ occurs 2 times.
--       ___dungeon_ occurs 1 time.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 2 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon
Place _newdung_ remote dungeon

Clock _2dung_ 0:0 0 flag 0:17 range 0 2

Foe _fire_ is Fire_atronach
Foe _flesh_ is Flesh_atronach
Foe _iron_ is Iron_atronach
Foe _ice_ is Ice_atronach

--	Quest start-up:
	start timer _2dung_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ _nomap_ _nomap_ 
	pick one of _S.04_ _S.05_ _S.06_ _S.07_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _iron_ 
	killed 1 _ice_ 
	killed 1 _flesh_ 
	killed 1 _fire_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc _gold_ 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	place foe _iron_ at _dungeon_ 

_S.05_ task:
	place foe _ice_ at _dungeon_ 

_S.06_ task:
	place foe _flesh_ at _dungeon_ 

_S.07_ task:
	place foe _fire_ at _dungeon_ 

variable _map_
variable _nomap_
_S.10_ task:
	when _map_ and _S.02_ 
	reveal _newdung_ saying 1080 


m0c00y11

-- Quest: /dos/g/game/dag/arena2/m0c00y11.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: fighter
-- Repute: 0
-- QuestId: 11
Messages: 12
Quest: m0c00y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       You can call me _qgiver_.
<ce>              Normally we only give jobs to guild members.
<ce>               But you show promise %pcn. I tell ya what.
<ce>                 I got a request to dispose of a giant
<ce>              scorpion. Do that and I'll see if the guild
<ce>             will overlook your reputation. Is that a deal?

RefuseQuest:  [1001]
<ce>                       I try to be nice and look
<ce>                       what it gets me. Just get
<ce>                              outta here.

AcceptQuest:  [1002]
<ce>                 You got guts %pcf, I'll give ya that.
<ce>            Apparently this scorpion escaped from someone's
<ce>             personal collection. Right now it's corner in
<ce>                    _house_ Kill the thing today and
<ce>                        I'll speak well of you.

QuestComplete:  [1004]
<ce>              I guess you aren't the weak kneed jellyfish
<ce>               everyone says you are. I'll make sure the
<ce>                     right people hear about this.

RumorsDuringQuest:  [1005]
<ce>                Have you heard about the poor fool that
<ce>               found a giant scorpion in his house? He's
<ce>                        getting drunk right now.

RumorsPostfailure:  [1006]
<ce>               Some drunken fool stumbled into his house
<ce>               and got killed by a giant scorpion. Seems
<ce>                he thought the Fighter's Guild had taken
<ce>                           care of the beast.

RumorsPostsuccess:  [1007]
<ce>                 The Fighter's Guild is a good bunch.
<ce>                They killed a giant scorpion that found
<ce>                     its way into someone's house.

QuestorPostsuccess:  [1008]
<ce>                  Good work with that giant scorpion.
<ce>                 At this rate you'll be admitted to the
<ce>                            guild real soon.

QuestorPostfailure:  [1009]
<ce>                 All I asked was that you kill a giant
<ce>                   scorpion. You are worthless %pcf.

QuestLogEntry:  [1010]
%qdt:
 The Fighters Guild of ___qgiver_
 has offered to let me to slay a
 giant scorpion which has gotten into
 _house_. It's got be done today.

Message:  1011
<ce>                        The _monster_ is dead.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--        ___qgiver_ occurs 1 time.
--           _house_ occurs 2 times.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _monster_ is Giant_scorpion

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	place foe _monster_ at _house_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


m0c00y12

-- Quest: /dos/g/game/dag/arena2/m0c00y12.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: fighter
-- Repute: 0
-- QuestId: 12
Messages: 12
Quest: m0c00y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         My name is _qgiver_.
<ce>               I don't like handing out jobs to non-guild
<ce>              members. You seem like the trustworthy sort
<ce>              though. Some poor soul brought home a giant
<ce>             spider's egg that hatched. Seems they mistook
<ce>             it for a silkworm cocoon. The poor slob can't
<ce>              afford to pay us to get rid of it. However,
<ce>               if you take care of it for free the guild
<ce>              looks good and I'll make sure you look good.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>                     I should have known you were
<ce>                          serious about work.

AcceptQuest:  [1002]
<ce>                     This is your shot at the big
<ce>                      time. The spider is trapped
<ce>                     in _house_. Kill it today and
<ce>                    I'll put in a good word for you.

QuestComplete:  [1004]
<ce>                          You got spunk %pcf.
<ce>                       Keep up the good work and
<ce>                       you'll be Fighter's Guild
<ce>                             material yet.

RumorsDuringQuest:  [1005]
<ce>               Did you hear about the idiot that brought
<ce>                home a giant spider's egg. Now he's got
<ce>                an eight legged pet thats trying to eat
<ce>                            him for dinner!

RumorsPostfailure:  [1006]
<ce>              Some poor fool was stung and nearly killed
<ce>              by a giant spider, in his own home no less!

RumorsPostsuccess:  [1007]
<ce>             You're that guy that killed the giant spider.
<ce>           You should join the Fighter's Guild or something.

QuestorPostsuccess:  [1008]
<ce>                  Nicely done with that giant spider.

QuestorPostfailure:  [1009]
<ce>                If you can't handle spiders, how do you
<ce>               expect to handle the other jobs the guild
<ce>                         might want you to do?

QuestLogEntry:  [1010]
%qdt: The Fighters
 Guild of ___qgiver_ has
 offered to let me to kill a
 giant spider which hatched
 in _house_.
 It's got be done today.

Message:  1011
<ce>                        The _monster_ is dead.


-- Symbols used in the QRC file:
--
--              %pcf occurs 1 time.
--              %qdt occurs 1 time.
--        ___qgiver_ occurs 1 time.
--           _house_ occurs 2 times.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _monster_ is Spider

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	place foe _monster_ at _house_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


m0c00y13

-- Quest: /dos/g/game/dag/arena2/m0c00y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: fighter
-- Repute: 0
-- QuestId: 13
Messages: 12
Quest: m0c00y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            I am _qgiver_.
<ce>                  The Fighter's Guild doesn't hand out
<ce>                  charity work. If I weren't short on
<ce>                 fighter's right now, I'd have to send
<ce>                 you away %pcn. I do need a fighter to
<ce>                   chase off some barbarians that are
<ce>                  running wild. Do it for me and I'll
<ce>                    make sure everyone knows you're
<ce>                     a stand up %ra. Is it a deal?

RefuseQuest:  [1001]
<ce>                    You've just make a big mistake
<ce>                      %pcn. Don't come looking for
<ce>                         work here for a while.

AcceptQuest:  [1002]
<ce>                    Get your sorry carcass over to
<ce>                          _house_. Run off the
<ce>                        barbarians by this time
<ce>                       tomorrow and you'll be OK.

QuestComplete:  [1004]
<ce>                        Did you get cut up bad?
<ce>                      A couple more jobs like this
<ce>                       and you can write your own
<ce>                    ticket into the Fighter's Guild.

RumorsDuringQuest:  [1005]
<ce>                Barbarians are raiding the farms again.

RumorsPostfailure:  [1006]
<ce>                 The barbarians looted four farmsteads
<ce>                 before the Fighter's Guild stepped in.

RumorsPostsuccess:  [1007]
<ce>                  Aren't you the %ra that chased off
<ce>                            the barbarians?

QuestorPostsuccess:  [1008]
<ce>               You managed those barbarians pretty well
<ce>                         %pcf. Not bad at all.

QuestorPostfailure:  [1009]
<ce>                  I trusted you to take care of those
<ce>                barbarians. You failed, so I had to send
<ce>                         someone else to do it.

QuestLogEntry:  [1010]
%qdt: The Fighters
 Guild of ___qgiver_ has
 offered to let me to take
 care of some barbarians
 marauding _house_.
 I have one full day.

Message:  1011
<ce>                        The _monster_ is dead.


-- Symbols used in the QRC file:
--
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--        ___qgiver_ occurs 1 time.
--           _house_ occurs 2 times.
--         _monster_ occurs 1 time.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _monster_ is Barbarian

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	place foe _monster_ at _house_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 1 _monster_ saying 1011 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 


m0c00y14

-- Quest: /dos/g/game/dag/arena2/m0c00y14.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: fighter
-- Repute: 0
-- QuestId: 14
Messages: 21
Quest: m0c00y14
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         My name is _qgiver_.
<ce>              We only give jobs to guild members. However,
<ce>               from time to time there are jobs that are
<ce>                too menial for fighters of the guild to
<ce>                accept. I have one such job. If you take
<ce>              it, it will show that you really want to be
<ce>                   on our good side. What do you say?

RefuseQuest:  [1001]
<ce>                  Obviously you have no love for the
<ce>                  Fighter's Guild. I will make sure to
<ce>                    tell them what you really think.

AcceptQuest:  [1002]
<ce>                   Giant rats have infested _house_.
<ce>                There may be as many as half a dozen of
<ce>                  them. Go there and kill them all and
<ce>                I'll see what strings I can pull on your
<ce>                  behalf. I can only give you one day.

QuestComplete:  [1004]
<ce>                    Killing rats, even giant ones,
<ce>                      doesn't take much skill. It
<ce>                       does put you in favor with
<ce>                         us though. Good work.

RumorsDuringQuest:  [1005]
<ce>                   Some idiot bought four barrels of
<ce>                   cheese. Now he's got giant rats in
<ce>                               his house.

RumorsPostfailure:  [1006]
<ce>                  Some woman had to abandon her home.
<ce>                 It was overrun with giant rats and she
<ce>                   didn't have enough gold to pay the
<ce>                      Fighters Guild to kill them.

RumorsPostsuccess:  [1007]
<ce>                 I heard the Fighters Guild sent some
<ce>                   %ra over to kill the rats in that
<ce>                 woman's home. They didn't even charge
<ce>                              her for it.

QuestorPostsuccess:  [1008]
<ce>                 So you killed the rats. Don't get too
<ce>                 full of yourself. They were only rats.

QuestorPostfailure:  [1009]
<ce>                 You couldn't even take care of giant
<ce>                      rats. You are hopeless %pcn.

QuestLogEntry:  [1010]
%qdt: The Fighters
 Guild of ___qgiver_ has
 offered to let me rid _house_
 of a giant rat infestation.
 I have one day to get it done.

Message:  1020
<ce>                   Thats most of them. The Fighters
<ce>                   Guild won't quibble over the rest.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--        ___qgiver_ occurs 1 time.
--           _house_ occurs 2 times.
--          _qgiver_ occurs 1 time.

QBN:

Person _qgiver_ group Questor male

Place _house_ local random

Clock _2dung_ 1.0:0 0 flag 0:1 range 0 1

Foe _monster_ is Giant_rat

--	Quest start-up:
	start timer _2dung_ 
	reveal _house_ 
	log 1010 step 0 
	pc at _house_ do _S.04_ 

_2dung_ task:
	end quest 

_S.01_ task:
	killed 4 _monster_ 

_S.02_ task:
	clicked npc _qgiver_ 
	give pc nothing 
	end quest 

_clearclick_ task:
	when _S.02_ and not _S.01_ 
	clear _S.02_ _clearclick_ 

_S.04_ task:
	create foe _monster_ every 5 minutes 7 times with 75% success 


n0b00y04

-- Quest: /dos/g/game/dag/arena2/n0b00y04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 0
-- QuestId: 4
Messages: 46
Quest: n0b00y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       We need you to get a rare
<ce>                       ingredient that is hidden
<ce>                       away in a nearby dungeon.
<ce>                        You will get a finder's
<ce>                       fee of _gold_ gold pieces.
<ce>                          Are you interested?
                                     <--->
<ce>                  One of our more brilliant students
<ce>                    is absolutely mad for something
<ce>                          called _ingredient_,
<ce>                   which we haven't had much call for
<ce>                   before. Would you, if it's not too
<ce>                    much of a bother, scurry on over
<ce>                     to this particular locale and
<ce>                           grab some for us?

RefuseQuest:  [1001]
<ce>                     Humph. I hope the next guild
<ce>                        member is more helpful.

AcceptQuest:  [1002]
<ce>                         An excellent attitude
<ce>                         %pcf. You are looking
<ce>                        for _ingredient_, which
<ce>                      can be found in ___dungeon_.
<ce>                     You have =traveltime_ days to
<ce>                             bring it back.

QuestComplete:  [1004]
<ce>                        I suppose this will do.
<ce>                       Couldn't you have brought
<ce>                       back a fresher sample? The
<ce>                        quality of guild members
<ce>                       just isn't what it used to
<ce>                         be. Well, here is your
<ce>                          finder's fee, %pcf.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has good points and bad ones.

RumorsPostfailure:  [1006]
_qgiver_ has been complaining about the quality of Mages Guildmembers.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has some good points and bad ones.

QuestorPostsuccess:  [1008]
Well, after getting that _ingredient_, how can I not be happy to see you?

QuestorPostfailure:  [1009]
<ce>                  We really needed that _ingredient_.
<ce>                I guess we know better now than to trust
<ce>                   you with any important assignment.

QuestLogEntry:  [1010]
%qdt:
 I was asked to find a sample of
 _ingredient_ that is
 supposed to be hidden away
 in ___dungeon_.
 _qgiver_ of the Mages
 Guild of ___qgiver_
 gave me =traveltime_ days to get
 it back to %g2.

Message:  1040
<ce>                   This looks like the _ingredient_
<ce>                            _qgiver_ wanted.

QuestTimeLapse:  [1045]
<ce>                      You suddenly remember that
<ce>                       _qgiver_ had asked you to
<ce>                      bring him a _ingredient_ by
<ce>                      today.  %g will no doubt be
<ce>                             disappointed.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--              %jok occurs 6 times.
--              %oth occurs 2 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 2 times.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 1 time.
--      _ingredient_ occurs 7 times.
--          _qgiver_ occurs 4 times.

QBN:
Item _ingredient_ organs
Item _gold_ gold

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _ingredient_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 

_traveltime_ task:
	make _ingredient_ permanent saying 1045 
	end quest 

_S.01_ task:
	clicked item _ingredient_ 
	say 1040 

_questdone_ task:
	toting _ingredient_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 


n0b00y06

-- Quest: /dos/g/game/dag/arena2/n0b00y06.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 0
-- QuestId: 6
Messages: 12
Quest: n0b00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     %oth, is there anything more
<ce>             exasperating than the discovery that the mummy
<ce>               wrappings you were planning on using in a
<ce>              potion have gone all sort-of green? I could
<ce>               use the Guild's wrappings, but the recipe
<ce>              specifically calls for "superlatively fresh
<ce>             mummy wrappings," whatever that means. I don't
<ce>              suppose you'd be willing to scare me up some
<ce>               cloth off a mummy I know has more wrapping
<ce>                     than it knows what to do with?
                                     <--->
<ce>                  Recipes are a daft business, %pct.
<ce>               I'm working on a formula that calls for a
<ce>                  "goodly piece of =mummy_. What is a
<ce>                   =mummy_? An herb? A mineral? Well,
<ce>              I've researched the matter and found =mummy_
<ce>            is a mummy. Imagine that. And this particularly
<ce>                  mummy is right here in %reg. Could I
<ce>              talk you into going to its tomb and grabbing
<ce>            a piece of =mummy_ for, say, _gold_ gold pieces?

RefuseQuest:  [1001]
<ce>                           Oh, %oth. I know
<ce>                     it's not a swing by the local
<ce>                     general store, but I had hoped
<ce>                      for a little enthusiasm and
<ce>                          adventurous whatnot.

AcceptQuest:  [1002]
<ce>                      Jolly good, %pct. It'll be
<ce>                     worth _gold_ gold to you. Now
<ce>                    this mummy's tomb is not too far
<ce>                   away at all, so it shouldn't take
<ce>                 you any longer than =queston_ days to
<ce>                   get there, make your grab, and get
<ce>                     back. Remember, it's got to be
<ce>                   fresh -- preferably off its body.
<ce>                   The name of the place is something
<ce>                           like ___mondung_.
<ce>                    It's sure to be gruesome there.
<ce>                    You might want to bring a sword
<ce>                     or some such thing. Well, good
<ce>                            luck, young %ra.

QuestComplete:  [1004]
<ce>                     Now that is a lovely piece of
<ce>                      wrapping. Thanks awfully. I
<ce>                    believe we agreed on _gold_ gold
<ce>                              pieces, yes?

RumorsDuringQuest:  [1005]
=mummy_ in ___mondung_ is supposedly all that's left of an ancient %t of %reg.
<--->
=mummy_ was supposedly a %t in ancient %reg who was too wicked to die.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostsuccess:  [1007]
=mummy_'s reign in %reg began before the First Era and ended with you.
<--->
_qgiver_ finally can finish %g3 potion thanks to =mummy_'s contribution.

QuestorPostsuccess:  [1008]
How are you, %pcf? I hope you aren't coming down with mummy rot or anything.

QuestorPostfailure:  [1009]
<ce>                     I needed that wrapping, %pcf.
<ce>                  It's very annoying to need something
<ce>                            and not have it.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the Mages Guild
 in ___qgiver_ has sent me to
 ___mondung_ to grab some
 wrappings off of a mummy
 named =mummy_. I have
 =queston_ days to complete this quest.

Message:  1011
<ce>                        You find the wrappings
<ce>                             that _qgiver_
<ce>                         wanted you to get from
<ce>                                =mummy_.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--               %g3 occurs 1 time.
--              %jok occurs 3 times.
--              %oth occurs 3 times.
--              %pcf occurs 2 times.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 5 times.
--                %t occurs 2 times.
--           =mummy_ occurs 10 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 3 times.
--        ___qgiver_ occurs 1 time.
--            _gold_ occurs 3 times.
--          _qgiver_ occurs 3 times.

QBN:
Item _wrappings_ mummy_wrappings
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon0

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _mummy_ is Mummy

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	place foe _mummy_ at _mondung_ 

_queston_ task:
	end quest 

_reward_ task:
	toting _wrappings_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

variable _qgclicked_
_S.03_ task:
	clicked item _wrappings_ 
	say 1011 

_S.04_ task:
	injured _mummy_ 
	give item _wrappings_ to _mummy_ 


n0b00y08

-- Quest: /dos/g/game/dag/arena2/n0b00y08.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 0
-- QuestId: 8
Messages: 12
Quest: n0b00y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                          Noble _warrior_ has
<ce>                   sponsored the Guild in many of our
<ce>                    enterprises, and as we have made
<ce>                    enemies, so has %g. We have word
<ce>                   from %g3 courier that a witch has
<ce>                   cursed %g2 with unending insomnia.
<ce>                    A simple Sleep spell would cure
<ce>                     %g2 -- perhaps you are willing
<ce>                      and able to cast it? I would
<ce>                     willingly pay you _gold_ gold.
                                     <--->
<ce>                   If you are capable of casting the
<ce>                   standard circinate spell Sleep, a
<ce>                    friend of the Guild is in need.
<ce>                           _warrior_ has been
<ce>                     cursed and is in need of that
<ce>                        somniferous spell. I can
<ce>                      offer you _gold_ gold pieces
<ce>                     in exchange for this service.

RefuseQuest:  [1001]
<ce>                        I see. %oth, Sleep is a
<ce>                   relatively simple spell. It would
<ce>                   probably do you well to learn it.

AcceptQuest:  [1002]
<ce>                  Very good. Now, I told the courier
<ce>                   that we wouldn't use any spell but
<ce>                          Sleep on _warrior_.
<ce>                   Given %g3 previous experience with
<ce>                  cursed spells, you can hardly blame
<ce>                   %g2 for this anxiety. You'll find
<ce>                         _warrior_ in _castle_
<ce>                        in __castle_. _warrior_
<ce>                    will be the well-armored one. Be
<ce>                 certain to be back in =queston_ days,
<ce>                    with our friend in sound sopor.

QuestComplete:  [1004]
<ce>                         I hear that _warrior_
<ce>                    dropped into sublime torpescence
<ce>                    right on %g3 feet. I do hope %g
<ce>                   wakes before next New Life. As for
<ce>                         you, my fine %ra, you
<ce>                   have certainly earned your _gold_
<ce>                              gold pieces.

RumorsDuringQuest:  [1005]
Poor _warrior_ has been awake for days. I think %g3 sanity is going.
<--->
The witch who cursed _warrior_ with sleeplessness really did a job on %g2.

RumorsPostfailure:  [1006]
_warrior_ and the Mages Guild are at odds. They couldn't help %g2.
<--->
_warrior_ made peace with the witches, but hasn't forgiven the Mages Guild.

RumorsPostsuccess:  [1007]
_warrior_ is still sleeping I hear. Now they're afraid %g'll never wake up.
<--->
The witch who cursed _warrior_ has vowed vengeance on the man who cured %g2.

QuestorPostsuccess:  [1008]
You helped us maintain good relations with _warrior_. What may I do for you?

QuestorPostfailure:  [1009]
<ce>               You failed the Guild when you failed our
<ce>                          friend _warrior_. Go
<ce>                from here. Perhaps in time I may forgive
<ce>                              thee, %pcn.

QuestLogEntry:  [1010]
%qdt:
 I have agreed to cast Sleep
 on _warrior_, a patron
 of the Mages Guild of
 ___qgiver_. I have =queston_
 days to get to _castle_
 in __castle_ where
 _warrior_ lives, cast
 the spell successfully, and return
 to _qgiver_ in the
 Mages Guild.

Message:  1011
<ce>                            _warrior_ falls
<ce>                      into a profound sleep, still
<ce>                              on %g3 feet.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 6 times.
--               %g3 occurs 5 times.
--              %oth occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =queston_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--         __castle_ occurs 4 times.
--            _gold_ occurs 3 times.
--          _qgiver_ occurs 1 time.
--         _warrior_ occurs 17 times.

QBN:
Item _gold_ gold

Person _qgiver_ group Questor male
Person _warrior_ face 219 faction Group_5.0
Person _total_ face 218 factiontype Witches_Coven

Place _castle_ remote house1

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Warrior

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	pc at _castle_ do _S.05_ 
	remove foe _F.00_ 
	place foe _F.00_ at _castle_ 

_queston_ task:
	end quest 

_reward_ task:
	when _qgclicked_ and _S.03_ 
	give pc _gold_ 
	change repute with _total_ by -5 
	end quest 

_S.02_ task:
	when _qgclicked_ and not _S.03_ 
	clear _qgclicked_ _S.02_ 

_S.03_ task:
	say 1011 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.05_ task:
	cast Sleep spell do _S.03_ 


n0b00y09

-- Quest: /dos/g/game/dag/arena2/n0b00y09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 0
-- QuestId: 9
Messages: 23
Quest: n0b00y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>           As the premier research institution in the Empire
<ce>            of Tamriel, the Mages Guild employs a number of
<ce>                mystics and scholars all over the land.
<ce>            If we can get a representative of the Guild over
<ce>            to a place within a reasonable distance of here,
<ce>                    the eminent scholar, _scholar_,
<ce>            and has agreed to share %g3 research. Would you
<ce>                         be available for this?
                                     <--->
<ce>                     The Mages Guild of ___qgiver_
<ce>            has an exciting opportunity to benefit from the
<ce>              work of the renowned researcher and scholar,
<ce>                   _scholar_. %g has agreed to donate
<ce>              some of %g3 research to the Guild if we send
<ce>                 someone to ___scholar_ to pick it up.
<ce>                 Not surprisingly, %g fears Necromancer
<ce>             intervention. I take it that you're as excited
<ce>                 about this possibility as I am, %pct?

RefuseQuest:  [1001]
<ce>                  That's rather disappointing, %pct.
<ce>             If I were in better condition, I'd jump at the
<ce>                  chance to meet the great _scholar_.
<ce>                    You're wasting your youth, %pct.

AcceptQuest:  [1002]
<ce>                   Grand, just grand. Now, _scholar_
<ce>                  is staying in ___scholar_ in a place
<ce>                    called __scholar_ for just a few
<ce>              days. The danger is the Necromancers. Those
<ce>               reprobate spellslingers are interested in
<ce>                      getting to _scholar_ and %g3
<ce>            research. I will give you =queston_ days to get
<ce>                         to _scholar_ and back
<ce>                 before I send someone else. Good luck.

QuestComplete:  [1004]
<ce>              Oh, this is brilliant stuff. I guess those
<ce>               damned Necromancers were not too difficult
<ce>               to handle, at least, not for you. Spiffing
<ce>                               job, %pct.

RumorsDuringQuest:  [1005]
Maybe that _scholar_ is a celebrity to scholar types, but %g's just a =scholar_
<--->
It's an honor for ___scholar_ to host the renowned _scholar_'s visit to %reg.

RumorsPostfailure:  [1006]
The Necromancers will be the dominant magical power in Tamriel in a few years.
<--->
The Mages Guild is unable to defend itself against the Necromancers.

RumorsPostsuccess:  [1007]
_scholar_'s research will help the Mages Guild in a number of ways.
<--->
The Necromancers didn't seem to get their hands on _scholar_ ... or did they?

QuestorPostsuccess:  [1008]
Well, if it isn't the %ra who brought us that manuscript. How are you?

QuestorPostfailure:  [1009]
<ce>                 As you haven't got the manuscript you
<ce>                 swore you would retrieve, I see little
<ce>                   point in conversing with you. Take
<ce>                        your business elsewhere.

QuestLogEntry:  [1010]
%qdt:
 The Mages Guild of ___qgiver_
 has sent me to ___scholar_
 where _scholar_, a renowned
 scholar, is staying at a place
 called __scholar_. I am
 to avoid the agents of the Necromancers,
 get _scholar_'s research
 from %g2 and return to the Mages Guild in
 no more than =queston_ days.

Message:  1011
                                __db_
                                 ___db_
 
 
 
 Dear Old %pcf,
 
     Well done, %pcf. _scholar_
 was characteristically pigheaded about giving
 us %g3 research notes, but %g'd be pleased
 as a pumpkin to give it to a "representative"
 of the right-minded Mages Guild.
 
     You'll have a lovely bit of gold waiting
 for you here in ___db_ when you
 get here with the notes.
 
 
 
                               Yours,
 
 
                               _db_

Message:  1012
%pcn,
 
 
     Do not make an enemy of the Dark Brotherhood.
 We can be great help to one another, but you could
 not wish for a worse enemy. When you have
 _scholar_'s research paper, bring it to
 me here at __db_ in ___db_.
 
     Fail not, or the wrath of Mephala, Queen of
 Oblivion be on you.
 
 
                             _db_

Message:  1013
<ce>                  You're the %ra the Mages Guild sent
<ce>                over to protect my work, yes? Marvelous
<ce>                to meet you, my child. Here's the bally
<ce>                  thing. Good luck getting past those
<ce>                    infernal Necromancers with it. I
<ce>                          certainly couldn't.

Message:  1014
<ce>                        Do you give _scholar_'s
<ce>                          work to _db_ of the
<ce>                           Dark Brotherhood?

Message:  1015
The manner by which the diastolic pressure
 of any two scarce commodities (creating a
 type of propulsion with no moving parts
 and virtual silence) has been postulated
 by thyrionic mathematicians for many years.
 In conventional thinking, the default
 parameters of any formula (objectively
 speaking, it is essential to remember that
 objectivity is indeed subjective) will
 always return to what Mornthaur called the
 "back medium." However, starting with a
 grid of complex numbers that more than covers
 the unit circle and three cube roots of one,
 we can backtrace, by uptracking the negative
 "half numbers," and create an infinite basin
 with dual natures of blackness and whiteness.
 The rate of adiabatic cooling or warming in
 unsaturated air can thus be made directly
 proportional to the fourth power of its
 absolute temperature.

Message:  1016
When white light is passed through a gas
 under a medium dense gas at a high temperature,
 a dynamic thermal instability occurs. Since
 magicka is usually a very faint source of
 illumination, gases, under much greater
 pressure, are forced to combine with degenerated
 matter, creating dual forces, beyond and
 beneath. The end result is a quasi-horizontal
 chonolith composed of anastomosing ductoliths,
 whose distal ends curl like a harpolith, thin
 like a sphenolith, or bulge discordantly like
 an akmolith or ethmolith. There are thus five
 elements that must be contributed towards a
 universal confederation of what Galerion
 Vanus called "gray matter" -- perception,
 evidence, essense, morality, and extraction.

Message:  1017
_scholar_ is only one of the most respected scholars in Tamriel
<--->
_scholar_ is a =scholar_, a very well-respected scholar
<--->
_scholar_ is only going to be visiting %reg for a short time
<--->
One of the finest minds of the third era, so they say
<--->
_scholar_ would definitely agree that %g's a genius
<--->
_scholar_ is a typical intellectual. No idea of what's going on
<--->
_scholar_'s very clever, but %g3 brains sometimes go to %g3 head
<--->
Talk to _db_ over in ___db_ -- %g's been asking about _scholar_ too.
<--->
A =db_ in __db_ was asking about _scholar_ as well.

Message:  1018
<ce>                  What a thoughtful gift. I hope your
<ce>                Mages Guild pals aren't too upset about
<ce>                 losing it. What would they know about
<ce>                 practical application of dry research
<ce>               anyhow? Here, take _dbgold_ gold for your
<ce>                 trouble. Buy yourself something nice.

Message:  1019
<ce>                 How kind. The Dark Brotherhood would
<ce>               gratefully offer you _dbgold_ gold pieces
<ce>                for your service. In addition, here's a
<ce>                little something I whipped together that
<ce>                should keep you from getting in trouble
<ce>                      with _qgiver_ and the other
<ce>                 Mages Guildmembers. All research notes
<ce>                look alike anyhow. When they don't yield
<ce>                results, the Guild will just throw more
<ce>                assistants at it or give up the project
<ce>                  in embarassment. The Mages Guild is
<ce>                  simply a tedious pack of researchers
<ce>                   who don't have to worry about gold
<ce>                  and thus are never happier than when
<ce>                     they are doing pointless work.

Message:  1020
%qdt:
 I received a threatening letter from
 _db_ of the Dark Brotherhood,
 telling me to bring _scholar_'s
 research paper to __db_ in
 ___db_ instead of the Mages Guild.

Message:  1021
%qdt:
 _db_ of the Dark Brotherhood
 sent me a letter, congratulating me on my
 guile, and telling me that %g would be at
 a place called __db_ in ___db_
 with a gold reward for bringing the
 research paper to %g2 instead of the
 Mages Guild.

Message:  1022
<ce>                     A young lad with fierce eyes
<ce>                      hands you a letter and runs
<ce>                         away into the alleys.


-- Symbols used in the QRC file:
--
--                %g occurs 7 times.
--               %g2 occurs 2 times.
--               %g3 occurs 6 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %pct occurs 4 times.
--              %qdt occurs 3 times.
--               %ra occurs 2 times.
--              %reg occurs 2 times.
--              =db_ occurs 1 time.
--         =queston_ occurs 2 times.
--         =scholar_ occurs 2 times.
--            ___db_ occurs 6 times.
--        ___qgiver_ occurs 2 times.
--       ___scholar_ occurs 4 times.
--             __db_ occurs 5 times.
--        __scholar_ occurs 2 times.
--              _db_ occurs 6 times.
--          _dbgold_ occurs 2 times.
--          _qgiver_ occurs 1 time.
--         _scholar_ occurs 24 times.

QBN:
Item research1 letter used 1015
Item letter34 letter used 1011
Item letter35 letter used 1012
Item research2 letter used 1016
Item _dbgold_ gold
Item _gold_ gold

Person _qgiver_ group Questor male
Person _db_ face 78 faction The_Dark_Brotherhood
Person _scholar_ factiontype Temple female anyInfo 1017


Clock _queston_ 0:0 0 flag 0:17 range 1 2
Clock _S.02_ 1:40 13:20
Clock _S.05_ 6:40 23:20

Foe _hunter_ is Orc_shaman

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	pick one of _letter_ _letter_ _S.04_ _S.04_ 
	repute with _db_ exceeds 10 do _S.00_ 
	letter35 used do _S.16_ 
	letter34 used do _S.15_ 

_S.00_ task:
	start timer _S.02_ 
	clear _letter_ 

until _S.00_ performed:
	dialog link for person _db_ 

_queston_ task:
	end quest 

_S.02_ task:
	give pc letter34 notify 1022 

_letter_ task:
	start timer _S.05_ 

variable _S.04_
_S.05_ task:
	give pc letter35 notify 1022 

_S.06_ task:
	clicked npc _scholar_ 
	get item research1 
	say 1013 

_S.07_ task:
	toting research1 and _db_ clicked 
	prompt 1014 yes _S.08_ no _nononono_ 

_S.08_ task:
	pick one of _S.10_ _S.11_ 
	change repute with _db_ by +10 

_nononono_ task:
	get item research1 

_S.10_ task:
	get item research2 
	get item _dbgold_ 
	say 1019 
	make _dbgold_ permanent 

_S.11_ task:
	get item _dbgold_ 
	say 1018 
	make _dbgold_ permanent 
	end quest 

_S.12_ task:
	toting research1 and _qgiver_ clicked 

_S.13_ task:
	toting research2 and _qgiver_ clicked 

_reward_ task:
	when _S.12_ or _S.13_ 
	give pc _gold_ 
	end quest 

_S.15_ task:
	add dialog for person _db_ 
	log 1021 step 1 

_S.16_ task:
	add dialog for person _db_ 
	log 1020 step 1 


n0b10y01

-- Quest: /dos/g/game/dag/arena2/n0b10y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 10
-- QuestId: 1
Messages: 21
Quest: n0b10y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>          Rather embarassing, but one of our experiments has
<ce>           prematurely evacuated our laboratory. Even worse,
<ce>              it left before it was fed so it's doubtless
<ce>             going to be ill-tempered. Thankfully, it is a
<ce>             disposable creature, a common atronach. On the
<ce>                other hand, we certainly do not need our
<ce>              reputation sullied by a maddened atronach's
<ce>               rampage. If you'd be willing to track the
<ce>               sad beast down and put it out of its, and
<ce>             our, misery, we could offer you, say, _reward_
<ce>                      gold in return. Interested?
                                     <--->
<ce>               Actually, we have had a bit of excitement
<ce>               in this dull old place lately. In a rather
<ce>              routine atronachy class, one of the subjects
<ce>                managed to ... well, the details are not
<ce>                 important. What is, is that there's an
<ce>                     atronach on the loose in %reg
<ce>              that can easily be traced back to this Guild
<ce>               and our maladministration. You're the type
<ce>                   who could end this affair with the
<ce>                     minimum of embarassment, yes?

RefuseQuest:  [1001]
<ce>               A pity indeed. Well, I suppose some other
<ce>                    fervent adventurer will aid us.

AcceptQuest:  [1002]
<ce>                  You will? %oth, what a relief. The
<ce>               miserable creature has apparently taken up
<ce>               residence in a nasty little hole they call
<ce>                   ___mondung_. For our reputation's
<ce>                sake, it is essential that this be done
<ce>                 quickly and quietly, so if you're not
<ce>              able to dispatch the atronach in =1stparton_
<ce>                days, don't bother coming back for your
<ce>                           reward. Good day.

QuestFail:  [1003]
<ce>                 Am I wearing a silly hat and grinning
<ce>                inanely? No? Then why do you take me for
<ce>                  a fool? I'm perfectly aware that the
<ce>                  atronach still lives. In the future,
<ce>                 do not ask for jobs you are unable or
<ce>                         unwilling to fulfill.

QuestComplete:  [1004]
<ce>              The hunter returns! You have saved us some
<ce>                  considerable discomforture with your
<ce>                precipitate amelioration of our atronach
<ce>                 crisis. A first-rate job, all around.
<ce>                   Accept your gold and my gratitude.

RumorsDuringQuest:  [1005]
I hear something escaped from the Mages Guild lab the other night.
<--->
%oth, I saw a shape skulking in the shadows right about then.

RumorsPostfailure:  [1006]
Well, there's a minor scandal involving the Mages Guild's lab security.
<--->
The Mages Guild lost another experiment apparently.

RumorsPostsuccess:  [1007]
I hear they found out that atronach was made with the soul of %t's brother!
<--->
A lot of people feel safer knowing that atronach is dead.
<--->
Everybody's talking about that atronach that %ra hunted down?

QuestorPostsuccess:  [1008]
I haven't forgotten about the atronach crisis, if that's what's concerning you.

QuestorPostfailure:  [1009]
<ce>                 I sent you to stop that atronach and
<ce>                     you failed. No excuses, %pcf.
<ce>                    Just leave me to my melancholia.

QuestLogEntry:  [1010]
<ce>                      "I would rather die than go
<ce>                        back to the Mages Guild
<ce>                      laboratory." The life fades
<ce>                       from the atronach's eyes.

Message:  1020
%qdt: The Mages Guild of
 ___questgiver_ has hired me to find an
 atronach that escaped from their laboratory.
 It has laired in ___mondung_.
 I need to have the creature dead and be back
 in ___questgiver_ in =1stparton_ days.


-- Symbols used in the QRC file:
--
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--                %t occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--    ___questgiver_ occurs 2 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold

Person _questgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Iron_atronach
Foe _F.01_ is Ice_atronach
Foe _F.02_ is Fire_atronach
Foe _F.03_ is Flesh_atronach

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	pick one of _fire_ _flesh_ _ice_ _iron_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

variable _queston_
_mondead_ task:
	killed 1 _F.02_ saying 1010 
	killed 1 _F.03_ saying 1010 
	killed 1 _F.01_ saying 1010 
	killed 1 _F.00_ saying 1010 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_fire_ task:
	place foe _F.02_ at _mondung_ 

_iron_ task:
	place foe _F.00_ at _mondung_ 

_flesh_ task:
	place foe _F.03_ at _mondung_ 

_ice_ task:
	place foe _F.01_ at _mondung_ 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 


n0b10y03

-- Quest: /dos/g/game/dag/arena2/n0b10y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 10
-- QuestId: 3
Messages: 14
Quest: n0b10y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      The Mages Guild is in need
<ce>                        of someone to guard the
<ce>                      magical _treasure_ tonight.
<ce>                     Is it feasible that you could
<ce>                        do it for us? There's a
<ce>                        _potion_ in it for you.
                                     <--->
<ce>                    The Guildhall -- how should one
<ce>                   put this? In life, I think you'll
<ce>                  agree, there are always some people
<ce>                    who just ... well, the Guild has
<ce>                   always stood for, or, rather, had
<ce>                    problems with ... Listen, young
<ce>                 %pct, we need a guard. Will you do it?

RefuseQuest:  [1001]
<ce>                     No problem. There are always
<ce>                      other guild members looking
<ce>                               for work.

AcceptQuest:  [1002]
<ce>                         Be at the Mages Guild
<ce>                      by midnight. Your period of
<ce>                         guardianship will last
<ce>                       until 3:00 in the morning.

QuestComplete:  [1004]
<ce>                        Well done, %pcf. Those
<ce>                     thieves didn't stand a chance
<ce>                      against you. Here, take this
<ce>                             _potion_. It's
<ce>                      really the least we can do.

RumorsDuringQuest:  [1005]
The thieves must think that _treasure_ in the Mages Guild is very valuable.
<--->
The thieves have been threatening to steal the Mages Guild's _treasure_.

RumorsPostfailure:  [1006]
The thieves finally got that _treasure_ after all.
<--->
The Mages Guild should've got real guards. That's why they lost the _treasure_

RumorsPostsuccess:  [1007]
Those thieves aren't going to try to get that _treasure_ again, I bet.
<--->
The thieves who tried to get that _treasure_ didn't expect a real guard, I bet

QuestorPostsuccess:  [1008]
How are you, %pcf? Found any use for that _potion_ yet?

QuestorPostfailure:  [1009]
<ce>                        The _treasure_ is gone,
<ce>                   but you're here? That's hardly an
<ce>                        equal exchange, I think.
<ce>                            Leave me, %pcn.

QuestLogEntry:  [1010]
%qdt: I agreed
 to guard a magic _treasure_
 at the Mages Guild of
 ___qgiver_. I have
 to be there between midnight
 and three.

Message:  1011
%qdt:
 I couldn't resist it. I took
 the _treasure_ I was
 supposed to guard. They'll
 be after me for sure.

Message:  1012
<ce>                      Lookee here boys. A guard.
<ce>                        Gee, I'm all scared and
<ce>                        shaking. Lets leave the
<ce>                        tongue on the door as a
<ce>                        warning not to mess with
<ce>                      the thieves guild. Get him!

Message:  1013
<ce>                      I claim bounty on the thief
<ce>                        and traitor to the Mages
<ce>                                 Guild.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--        ___qgiver_ occurs 1 time.
--          _potion_ occurs 3 times.
--        _treasure_ occurs 10 times.

QBN:
Item _treasure_ magic_item
Item _potion_ gem

Person _qgiver_ group Questor male

Place _magesguild_ local magery

Clock _oneday_ 1.3:0 0 flag 0:1 range 0 1
Clock _S.10_ 3.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is Thief
Foe _F.01_ is 4 Knight

--	Quest start-up:
	place item _treasure_ at _magesguild_ 
	start timer _oneday_ 
	log 1010 step 0 
	create npc at _magesguild_ 

_oneday_ task:
	end quest 

_clickonqgiver_ task:
	clicked npc _qgiver_ 

_S.02_ task:
	daily from 0:0 to 3:0 
	pc at _magesguild_ do _S.03_ 

_S.03_ task:
	create foe _F.00_ every 82 minutes 1 times with 100% success 
	create foe _F.00_ every 85 minutes 1 times with 100% success 
	create foe _F.00_ every 100 minutes 1 times with 100% success 
	create foe _F.00_ every 83 minutes 1 times with 100% success 

_S.04_ task:
	injured _F.00_ saying 1012 

_S.05_ task:
	killed 2 _F.00_ 

_S.06_ task:
	clicked item _treasure_ 

until _S.06_ performed:
	dropped _treasure_ at _magesguild_ 

_S.07_ task:
	when _S.06_ and not _S.02_ 
	create foe _F.01_ every 60 minutes 5 times with 10% success 
	start timer _S.10_ 
	log 1011 step 1 
	change repute with _qgiver_ by -30 

_S.08_ task:
	injured _F.01_ saying 1013 

_questdone_ task:
	when _S.10_ and _S.07_ 
	when _oneday_ and not _S.07_ 
	make _treasure_ permanent 
	end quest 

variable _S.10_
variable _clearclick_
_pcgetsgold_ task:
	when _clickonqgiver_ and _S.05_ and not _S.07_ and not _S.02_ 
	give pc _potion_ 
	unset _clickonqgiver_ 
	end quest 

variable _S.13_


n0b20y02

-- Quest: /dos/g/game/dag/arena2/n0b20y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 20
-- QuestId: 2
Messages: 31
Quest: n0b20y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        I am _qgiver_, servant
<ce>                     to the mighty _sleepingmage_.
<ce>                       I have been instructed to
<ce>                     find guild members to protect
<ce>                      %g2 while %g lies in a spell
<ce>                    trance. _sleepingmage_ suspects
<ce>                        that a rival of %g3 may
<ce>                       send assassins to slay %g2
<ce>                         while %g is helpless.
<ce>                    %g will give you an ensorcelled
<ce>                              _magicitem_
<ce>                          if the assassins are
<ce>                 stopped. Will you take up this quest?
                                     <--->
<ce>                     It is a very great honor, my
<ce>                            dear %pcf, to be
<ce>                       selected to aid the famous
<ce>                          _sleepingmage_, whom
<ce>                   I trust you have heard of before.
<ce>                     Yes, %g has specifically asked
<ce>                     for you to guard %g2 while %g
<ce>                   sleeps. Obviously, a mage of such
<ce>                    standing has enemies jealous of
<ce>                    %g3 enormous power. I trust you
<ce>                        will accept this honor?

RefuseQuest:  [1001]
<ce>                        Hmmm. Guild members are
<ce>                      normally more helpful. I am
<ce>                        sure _sleepingmage_ will
<ce>                             remember this.

AcceptQuest:  [1002]
<ce>                    As I expected.  _sleepingmage_
<ce>                is just beginning his three hour trance,
<ce>                 so you must guard _magesguild_ during
<ce>                 that time and protect him while he is
<ce>                 vulnerable. At the end of his trance,
<ce>                he will be transported to the Aetherius.
<ce>                  Once he is safe, the Guild will send
<ce>                       someone with your reward.

QuestComplete:  [1004]
<ce>                   A young woman in deep blue robes
<ce>                          bows low before you.
<ce>                                    
 "The Guild sends its compliments on a
 job well done. _sleepingmage_
 is most grateful.  Here is the
 _magicitem_ %g promised."

RumorsDuringQuest:  [1005]
_sleepingmage_ is a legend in ___sleepingmage_.
<--->
_sleepingmage_ has been resting after casting a powerful spell.

RumorsPostfailure:  [1006]
Something happened to _sleepingmage_ while %g slept. I think %g may be dead.
<--->
_sleepingmage_ disappeared. No one knows if %g's alive or dead.

RumorsPostsuccess:  [1007]
_sleepingmage_ awoke after %g3 long sleep, good as new.
<--->
_sleepingmage_ was attacked while %g slept, but %g was defended by a guard.

QuestorPostsuccess:  [1008]
For what you've done for _sleepingmage_, of course, I'm happy to help you.

QuestorPostfailure:  [1009]
<ce>                    _sleepingmage_ has disappeared,
<ce>                    and you were to guard %g2, %pcf.
<ce>                     I have nothing to say to you.
<ce>                        At least, nothing nice.

QuestLogEntry:  [1010]
%qdt: I agreed to
 protect _sleepingmage_ at
 the _magesguild_ while
 %g lies helpless in a trance.
 I must guard %g2 for 3 hours
 starting immediately.

Message:  1011
<ce>                    Stand aside, apprentice whelp!
<ce>                   We mean to cut down _sleepingmage_
<ce>                     before he can awaken. Move or
<ce>                        we'll cut you down too.

Message:  1012
<ce>                     Fool! You should know better
<ce>                      that to disturb a mage in a
<ce>                      spell trance. You shall pay
<ce>                       for this! Leave this guild
<ce>                      hall now. I will bring this
<ce>                       matter before the Circle.

Message:  1013
<ce>                      If you kill me, you will be
<ce>                     thrown out of the Mages Guild!
<ce>                        Leave now or suffer the
<ce>                             consequences.

Message:  1014
<ce>                     I claim bounty on this oath-
<ce>                      breaker to the Mages Guild,
<ce>                    for the death of _sleepingmage_.

Message:  1030
<ce>                     Alert the Archmagister!  This
<ce>                %ra assassin has killed _sleepingmage_!
<ce>                   Bar the doors!  To arms, to arms!


-- Symbols used in the QRC file:
--
--                %g occurs 12 times.
--               %g2 occurs 5 times.
--               %g3 occurs 3 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--  ___sleepingmage_ occurs 1 time.
--      _magesguild_ occurs 2 times.
--       _magicitem_ occurs 2 times.
--          _qgiver_ occurs 1 time.
--    _sleepingmage_ occurs 18 times.

QBN:
Item _magicitem_ magic_item

Person _sleepingmage_ face 5 faction The_Mages_Guild
Person _qgiver_ group Questor male

Place _magesguild_ local magery

Clock _oneday_ 1.3:0 0 flag 0:1 range 0 1
Clock _S.09_ 7.0:0 0 flag 0:1 range 0 1
Clock _S.12_ 3:0 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Nightblade
Foe _mage_ is Mage
Foe _F.02_ is 2 Assassin
Foe _F.03_ is Knight
Foe _F.04_ is Battle_mage

--	Quest start-up:
	start timer _S.12_ 
	start timer _oneday_ 
	log 1010 step 0 
	create npc at _magesguild_ 
	place npc _sleepingmage_ at _magesguild_ 

variable _oneday_
_S.01_ task:
	create foe _F.00_ every 55 minutes 1 times with 100% success 

_S.02_ task:
	injured _F.00_ saying 1011 

_S.03_ task:
	killed 3 _F.00_ 

_S.04_ task:
	clicked npc _sleepingmage_ say 1012 
	remove npc _sleepingmage_ 
	change repute with _sleepingmage_ by -10 
	cast Spell_Shield spell on _mage_ 
	cast Spell_Absorption spell on _mage_ 
	place foe _mage_ at _magesguild_ 

_S.05_ task:
	when not _S.12_ and not _S.04_ 

_questdone_ task:
	when _S.03_ and _S.12_ and not _S.04_ 
	give pc _magicitem_ 
	end quest 

_S.07_ task:
	killed 1 _mage_ 
	create foe _F.04_ every 2 minutes 5 times with 50% success 
	create foe _F.03_ every 30 minutes 10 times with 10% success 
	create foe _F.02_ every 25 minutes 10 times with 10% success 
	start timer _S.09_ 
	change repute with _sleepingmage_ by -50 

_S.08_ task:
	injured _mage_ saying 1013 

variable _S.09_
_S.10_ task:
	injured _F.03_ saying 1014 
	injured _F.02_ saying 1014 
	injured _F.04_ saying 1030 

_talisman_ task:
	when _S.07_ and _S.09_ 
	end quest 

_S.12_ task:
	remove npc _sleepingmage_ 

until _S.12_ performed:
	pc at _magesguild_ do _S.01_ 


n0b20y05

-- Quest: /dos/g/game/dag/arena2/n0b20y05.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 20
-- QuestId: 5
Messages: 41
Quest: n0b20y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Doubtless, you have heard of the crazed
<ce>                         wizard _wizard_. Given
<ce>                    the enormous power %g has at %g3
<ce>                          command, %rt %rn has
<ce>                been delaying any offensive move against
<ce>                           _wizard_, but that
<ce>                   strategy is at an end. The %t has
<ce>                asked us to send someone to destroy the
<ce>                psychopathic mage. In return for a magic
<ce>                  _reward_, would you do that for us?
                                     <--->
<ce>                        The people of %reg have
<ce>                been demanding that the Mages Guild take
<ce>                 a stand against the mad wizard who has
<ce>                been terrorizing the land for some time
<ce>                 now. Now, by order of the Archmagister
<ce>                himself, we are doing just that. I know
<ce>                 it's hardly the assignment a scholarly
<ce>                 institution should give, but would you
<ce>                   be willing and able to pay the mad
<ce>                  wizard a call and then hack him into
<ce>                                pieces?

RefuseQuest:  [1001]
<ce>                 Damn. I had hoped that we could count
<ce>                         on you in this affair.

AcceptQuest:  [1002]
<ce>               Excellent. I knew that you would not let
<ce>                        us down, %pcf. Now then,
<ce>                        _wizard_ will be in %g3
<ce>                      laboratory, ___mondung_, for
<ce>                 at most =1stparton_ days before moving
<ce>                   on to a new location. The %t wants
<ce>               word that the mage is dead in =1stparton_
<ce>                 days, so do not tarry after doing the
<ce>               deed. I will see you in =1stparton_ days.
<ce>                     Thank you and good luck, %pcf.

QuestFail:  [1003]
<ce>                 I think you ought to be moving along
<ce>                 on that matter we spoke of, don't you?

QuestComplete:  [1004]
<ce>                 Once again, you astonish me with your
<ce>                      skill and efficiency, %pcf.
<ce>                    An excellent job -- the %t will
<ce>                   be as pleased as I am. Here is the
<ce>                          _reward_ I promised.
<ce>                               Enjoy it.

RumorsDuringQuest:  [1005]
The Mages Guild has sent someone to deal with that mad wizard in ___mondung_.
<--->
Everyone's just holding their breath, waiting for that wizard's next move.

RumorsPostfailure:  [1006]
Not even the Mages Guild could do anything about that crazed sorceror.
<--->
No one knows where that _wizard_ is, but nowhere's safe until %g1's gone.

RumorsPostsuccess:  [1007]
Hopefully, that's the last we hear of the mad wizard of ___mondung_.
<--->
It seems kind of quiet now that we don't have a mad wizard to worry about.

QuestorPostsuccess:  [1008]
Hello, %pcf. I hope that mad wizard didn't hurt you too much.

QuestorPostfailure:  [1009]
<ce>                       So, you're back, but you
<ce>                     didn't slay the Mad Wizard of
<ce>                         ___mondung_, did you?
<ce>                            Hopeless, %pcf,
<ce>                               hopeless.

Message:  1030
%qdt:
 The Mages Guild of ___questgiver_ has
 asked me to slay the Wizard of ___mondung_.
 I need to have the deed done in =1stparton_ days
 in order to collect my reward.

Message:  1040
<ce>                       You have slain _wizard_,
<ce>                     the Mad Wizard of ___mondung_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g1 occurs 1 time.
--               %g3 occurs 2 times.
--              %pcf occurs 5 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--               %rn occurs 1 time.
--               %rt occurs 1 time.
--                %t occurs 3 times.
--       =1stparton_ occurs 4 times.
--       ___mondung_ occurs 6 times.
--    ___questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.
--          _wizard_ occurs 5 times.

QBN:
Item _reward_ magic_item

Person _questgiver_ group Questor male
Person _wizard_ face 249 faction The_Mages_Guild

Place _mondung_ remote dungeon9

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _monster_ is Mage

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1030 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	unset _qgclicked_ 
	end quest 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1040 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
variable _clearclick_


n0b21y14

-- Quest: /dos/g/game/dag/arena2/n0b21y14.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 21
-- QuestId: 14
Messages: 25
Quest: n0b21y14
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Are you %pcn?  The %pct?

RefuseQuest:  [1001]
<ce>                    Very well, forgive the mistake.

AcceptQuest:  [1002]
<ce>                  Ah, good.  I have a letter for you.
<ce>                   Apparently more than simple chance
<ce>                           brought you here.

QuestComplete:  [1004]
<ce>                  You are a credit to the guild %pcf.

RumorsDuringQuest:  [1005]
_noble_ is certainly one of the greatest nobles in %reg.
<--->
If anything were to happen to _noble_, I shudder to think.

RumorsPostfailure:  [1006]
The stars last night spoke of calamity and death.

RumorsPostsuccess:  [1007]
The stars last night spoke of a disaster narrowly averted.
<--->
The Acolyte passed through town recently. I wonder what he wanted.

Message:  1011
                     _temple_
                      __temple_
 
 
 Dear %pcn,
 
     Far have I come to speak with you on
 behalf of the Oracle, the wise woman of
 Hammerfell. The Archmagister of the Mages
 Guild has spoken highly of you as an
 honorable and talented caster of magicka.
 Please come meet with me as soon as
 possible; time is a circumscribed
 commodity.
      Without your help, the Oracle's dark
 prophesy will come to pass in =queston1_ days,
 and all %reg will weep.
      I must see you soon.
 
                     Yours cordially,
 
 
                     The Acolyte

Message:  1012
The Acolyte was said to be nobleman before he became the Oracle's disciple.
<--->
The Acolyte does all of the Oracle's footwork. Understandable at her age.
<--->
The Acolyte used to be a nobleman, but he is devoted to serving the Oracle.
<--->
The Acolyte is that =acolyte_ down at _temple_.
<--->
The Acolyte has been the Oracle's servant for years, since he was very young.
<--->
When the Oracle gives the Acolyte his prophesy, he will leave her at last.

Message:  1013
The Oracle has no eyes but she is said to be the wisest woman in Tamriel.
<--->
The Oracle has traditionally been the counselor to the monarchs of Sentinel.
<--->
The Oracle advised King Cameron against warring with Daggerfall.
<--->
King Cameron didn't the Oracle's advice against warring with Daggerfall.
<--->
The Oracle knew that Sentinel would lose the war with Daggerfall.
<--->
If Cameron of Sentinel had listened to the Oracle, he'd be alive today.

Message:  1014
%qdt: I got a letter
 from The Acolyte asking for a meeting.
 He is staying at _temple_
 in __temple_.

Message:  1015
<ce>                      Thank you for coming, %pcf.
<ce>                The Oracle has foreseen the death of one
<ce>                   of the great nobles of __temple_,
<ce>                      the noble _noble_, and like
<ce>                a pebble in a still pond, %g3 death will
<ce>             lead to great calamity for %reg. I have tried
<ce>               speaking with %g2, but I am not permitted
<ce>                 to enter %g3 company in _noblehouse_.
<ce>              My mistress, the Oracle, intends to come to
<ce>                        __temple_ speak with %g3
<ce>                Grace, and I last heard that she was in
<ce>                   __oracletemple_. I am not familiar
<ce>               with these parts, so I don't know how far
<ce>                away that is. I need you to either talk
<ce>              to _noble_ and convince %g2 to protect %g2-
<ce>                self, or find the Oracle somewhere near
<ce>               __oracletemple_ and bring her to see %g2.
<ce>       There is precious little time. Please, I beg thee, hurry.

Message:  1016
%qdt:
 The Acolyte told me that he is attempting to
 convince _noble_, to leave _noblehouse_
 lest %g die and by dying, bring calamity to
 all %reg. I have been asked either to speak
 with _noble_ myself or go to __oracletemple_
 to escort the Oracle, the Acolyte's mistress, here.
 She might be able to convince _noble_,
 but, then again, so might I.

Message:  1017
<ce>                         You are %pcn, the %ra
<ce>                    my Acolyte sent to escort me to
<ce>                           _noble_. I gave my
<ce>                  eyes to the gods, you see, and I saw
<ce>                 your approach through their eyes. Now,
<ce>                    let us hurry to _noblehouse_ in
<ce>                     __noblehouse_ before _noble_'s
<ce>                              fate is set.

Message:  1018
<ce>                     The Oracle speaks to _noble_,
<ce>               and her calm, persuasive tones work their
<ce>                 magic. It takes only a few moments for
<ce>               %g2 to recognize the wisdom in her advice,
<ce>               and %g agrees to go into hiding for a few
<ce>                     days for the good of %reg. The
<ce>                Oracle thanks you for escorting her and
<ce>                tells you that she will recommend you to
<ce>                 the court of Sentinel for your bravery
<ce>                          and resourcefulness.

Message:  1019
<ce>                      _noble_ and _love_ embrace,
<ce>                 and then %g pleads that, for the good
<ce>                   of all %reg, _noble_ must go into
<ce>                  hiding with %g3 most trusted guards.
<ce>                   At once, %g agrees, but not before
<ce>                    giving you _gold_ gold pieces in
<ce>                    gratitude for rescuing %g3 love.

Message:  1020
<ce>               As I told that blasted Acolyte, I am not
<ce>               interested in hiding my head because some
<ce>                mad old crone had a bad dream about me.
<ce>               As it happens, I am waiting for some word
<ce>                         about my love, _love_
<ce>                who was kidnapped. I will listen to %g3
<ce>                advice on this matter, but I will not go
<ce>                into hiding while %g remains in danger.
<ce>                 I should never have let %g2 go within
<ce>                     a hundred feet of ___mondung_
<ce>              without proper escort, but I will certainly
<ce>                 not abandon my love now. There is your
<ce>                             answer, %pct.

Message:  1021
%dat:
 _noble_ refuses to go
 into hiding until %g knows
 that %g3 love, _love_,
 has been freed from %g3 kidnappers. If
 I rescued %g2 from ___mondung_,
 _noble_ might listen
 to reason.

Message:  1022
<ce>                       You've come from _noble_
<ce>                    to rescue me? %oth, let us make
<ce>                   haste then. I've had a terrible --
<ce>               and, I fear, prophetic -- dream about %g2.

Message:  1023
<ce>                     It is too late. The hour has
<ce>                     come when fate has won the war
<ce>                    with human will. The wind itself
<ce>                            whispers _noble_
<ce>                           is dead. %reg will
<ce>                                tremble.

Message:  1024
                    _temple_
                     __temple_
 
 
 Dear %pcn,
 
     It is imperative that I speak with you
 as soon as possible. I represent the Oracle
 of Hammerfell. For the next several days I
 will be staying at _temple_.
 There are but =queston2_ days before the future
 is irrevocably set, so I must see you soon.
     This matter is grave indeed. Please do
 not fail to meet me.
 
 
 
                   The Acolyte


-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--                %g occurs 6 times.
--               %g2 occurs 8 times.
--               %g3 occurs 8 times.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 4 times.
--              %pct occurs 2 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--              %reg occurs 7 times.
--         =acolyte_ occurs 1 time.
--        =queston1_ occurs 1 time.
--        =queston2_ occurs 1 time.
--       ___mondung_ occurs 2 times.
--     __noblehouse_ occurs 1 time.
--   __oracletemple_ occurs 3 times.
--         __temple_ occurs 5 times.
--            _gold_ occurs 1 time.
--            _love_ occurs 3 times.
--           _noble_ occurs 16 times.
--      _noblehouse_ occurs 3 times.
--          _temple_ occurs 5 times.

QBN:
Item oracleNote letter used 1011
Item oracleMsg letter used 1024
Item _gold_ gold

Person _oracle_ face 251 faction The_Oracle anyInfo 1013
Person _acolyte_ face 5 faction The_Acolyte anyInfo 1012
Person _noble_ face 25 factiontype Province
Person %thd named Queen_Akorithi
Person _love_ face 1 faction Group_7.2
Person _giver_ group Questor male

Place _mondung_ remote dungeon
Place _temple_ local temple
Place _noblehouse_ local house1
Place _oracletemple_ remote temple

Clock _queston1_ 0:0 0 flag 0:17 range 0 2
Clock _queston2_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	dialog link for location _temple_ person _acolyte_ 
	dialog link for person _noble_ 
	dialog link for location _mondung_ person %thd 
	dialog link for location _noblehouse_ person _love_ 
	pick one of _S.02_ _S.01_ 
	oracleNote used do _readletter_ 
	oracleMsg used do _readletter_ 
	create npc at _noblehouse_ 
	place npc _noble_ at _noblehouse_ 
	place npc _oracle_ at _oracletemple_ 
	place npc _acolyte_ at _temple_ 

_S.00_ task:
	clicked npc _acolyte_ 
	add dialog for location _noblehouse_ person _noble_ 
	add dialog for person _oracle_ 
	log 1016 step 1 
	say 1015 

_S.01_ task:
	start timer _queston1_ 
	get item oracleNote 

_S.02_ task:
	start timer _queston2_ 
	get item oracleMsg 

_S.03_ task:
	clicked npc _oracle_ 
	remove npc _oracle_ 
	say 1017 
	add _oracle_ face 

_S.04_ task:
	clicked npc _noble_ 

_S.05_ task:
	when _S.04_ and _S.03_ 
	give pc nothing 
	say 1018 
	change repute with %thd by +10 
	end quest 

_S.06_ task:
	when _S.04_ and _S.07_ 
	give pc _gold_ 
	get item _gold_ 
	say 1019 
	end quest 

_S.07_ task:
	clicked npc _love_ 
	remove npc _love_ 
	say 1022 
	add _love_ face 

_S.08_ task:
	when _S.04_ and not _S.03_ and not _S.07_ 
	reveal _mondung_ 
	log 1021 step 2 
	say 1020 
	place npc _love_ at _mondung_ 
	clear _S.04_ 

_npc1_ task:
	when _S.10_ and not _S.05_ and not _S.06_ 
	say 1023 

_S.10_ task:
	when _queston1_ or _queston2_ 

_readletter_ task:
	add dialog for person _acolyte_ 
	log 1014 step 0 

_queston1_ task:
	end quest 

_queston2_ task:
	end quest 


n0b30y15

-- Quest: /dos/g/game/dag/arena2/n0b30y15.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 30
-- QuestId: 15
Messages: 11
Quest: n0b30y15
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       My name is _questgiver_.
<ce>                    We need someone to kill a rogue
<ce>                    imp for us. Are you interested?
<ce>                     The job does pay _gold_ gold.

RefuseQuest:  [1001]
<ce>                               Too bad.
                                     <--->
<ce>                             What a pity.
                                     <--->
<ce>                      I see. Toddle off somewhere
<ce>                            else then, %pcn.

AcceptQuest:  [1002]
<ce>                       Fine attitude %pcn. There
<ce>                    is one thing I did not tell you.
<ce>                   This imp was a familiar to a very
<ce>                    high ranking mage. It seems the
<ce>                  imp fell into an experimental spell
<ce>                  and has been imbued with all manner
<ce>                   of spell-like powers. You can find
<ce>                      the creature at _palace_ of
<ce>                        __palace_. Apparently it
<ce>                thinks it is fit to rule. Do be careful
<ce>                       %pcn. If you are not back
<ce>               within =traveltime_ days, we shall assume
<ce>                           that you are dead.

QuestComplete:  [1004]
<ce>                   Tough little beggar, eh? Well you
<ce>                    have certainly earned your pay.

RumorsDuringQuest:  [1005]
Something's going on at _palace_ of __palace_. Something strange.
<--->
Everyone in __palace_ is wondering what's going on in _palace_ there.

RumorsPostfailure:  [1006]
Some kind of creature flew out of _palace_ of __palace_ and off to the south.

RumorsPostsuccess:  [1007]
Thank %god that %ra mercenary was in __palace_ to slay that imp.
<--->
That imp could've caused some damage in __palace_ if that %ra hadn't helped.

QuestorPostsuccess:  [1008]
I haven't forgotten you, %pcf. You're the %ra who slew that pesky imp.

QuestorPostfailure:  [1009]
<ce>                    __palace_ was nearly destroyed
<ce>                  by that imp, and you did nothing to
<ce>                      help. That, to me, is quite
<ce>                           despicable, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of the Mages
 Guild of ___questgiver_ has charged
 me with the duty of destroying a
 rogue imp. The beast is lurking
 in _palace_ of __palace_.
 I have =traveltime_ days to succeed.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--      =traveltime_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--         __palace_ occurs 8 times.
--            _gold_ occurs 1 time.
--          _palace_ occurs 5 times.
--      _questgiver_ occurs 2 times.

QBN:
Item _gold_ gold

Person _questgiver_ face 8 group Questor

Place _palace_ remote palace

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2
Clock _S.02_ 0:4 0:20
Clock Gothryd 0:4 0 flag 0:1 range 0 1
Clock _S.08_ 0:4 0 flag 0:1 range 0 1
Clock _S.09_ 0:4 0 flag 0:1 range 0 1

Foe _imp_ is Imp

--	Quest start-up:
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _palace_ do _S.01_ 
	place foe _imp_ at _palace_ 
	create npc at _palace_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	start timer _S.02_ 
	cast Invisibility spell on _imp_ 
	cast Shield spell on _imp_ 
	cast Troll's_Blood spell on _imp_ 
	cast Spell_Shield spell on _imp_ 
	cast Shield spell on _imp_ 

_S.02_ task:
	start timer Gothryd 
	cast Invisibility spell on _imp_ 
	cast Shield spell on _imp_ 
	cast Troll's_Blood spell on _imp_ 
	cast Spell_Shield spell on _imp_ 

_S.03_ task:
	killed 1 _imp_ 

_S.04_ task:
	clicked npc _questgiver_ 

_clearclick_ task:
	when _S.04_ and not _S.03_ 
	clear _S.04_ _clearclick_ 

_S.06_ task:
	when _S.04_ and _S.03_ 
	give pc _gold_ 
	end quest 

Gothryd task:
	start timer _S.08_ 
	cast Invisibility spell on _imp_ 
	cast Troll's_Blood spell on _imp_ 
	cast Spell_Shield spell on _imp_ 

_S.08_ task:
	cast Invisibility spell on _imp_ 
	cast Shield spell on _imp_ 
	cast Troll's_Blood spell on _imp_ 
	cast Spell_Shield spell on _imp_ 

variable _S.09_


n0b40y07

-- Quest: /dos/g/game/dag/arena2/n0b40y07.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: mage
-- Repute: 40
-- QuestId: 7
Messages: 61
Quest: n0b40y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I don't know if you can assist me at
<ce>                         all, %pcf. I'm looking
<ce>                   for a mage powerful enough to cast
<ce>                  the spell Banish Daedra with little
<ce>                     chance of failure. Could you?
                                     <--->
<ce>                   Banish Daedra is one of the most
<ce>                  difficult of the standard circinate
<ce>                   spells to cast. Few spells require
<ce>                   more innate magicka and skill. You
<ce>                   wouldn't happen to be able to cast
<ce>                       Banish Daedra, would you?
                                     <--->
<ce>                  It is a great irony that summoning
<ce>                    a daedra is a relatively simple
<ce>                  matter, but banishing them, not so.
<ce>                    You wouldn't happen to have the
<ce>                  power to cast the standard circinate
<ce>                    spell Banish Daedra, would you?

RefuseQuest:  [1001]
<ce>                     Ah, well, the search goes on.

AcceptQuest:  [1002]
<ce>                   I sincerely hope you're not lying
<ce>                     about this. I don't want this
<ce>                     particular daedra slain, for I
<ce>                    may need its services later, but
<ce>                    it's a vexatious presence right
<ce>                     now. And don't make up a spell
<ce>                    like Banish Daedra in the Spell
<ce>                   Maker. It has to be the standard,
<ce>                  basic circinate spell. Now, because
<ce>                    I was the one who summoned this
<ce>                  daedra, I can make your job somewhat
<ce>                     easier, but you must follow my
<ce>                instructions exactly.  Take this scroll,
<ce>                 which contains a spell to momentarily
<ce>                   imprison the daedra using its true
<ce>                  name.  Before using it, however, you
<ce>                  must be sure to draw blood from your
<ce>                  target, or it may backfire with un-
<ce>                 predictable results.  Once the daedra
<ce>                 is imprisoned, Banish Daedra has very
<ce>                 little chance of failing.  The daedra
<ce>                  in question is over in ___mondung_.
<ce>                I'll expect you back in =queston_ days.
<ce>                        Good luck to you, %pct.

QuestComplete:  [1004]
<ce>                        Well done, %pct. Now, I
<ce>                   don't have any gold to offer you,
<ce>                    but here's a book I particularly
<ce>                                enjoyed.

RumorsDuringQuest:  [1005]
Daedras seem to be attracted to ___mondung_. Must be some spiritual about it.
<--->
<ce>      Old _qgiver_ is forever summoning things up and getting %g2
<ce>                           -self in trouble.

RumorsPostfailure:  [1006]
The daedric stars last night shone particularly bright.

RumorsPostsuccess:  [1007]
_qgiver_'s daedra is gone for now. But daedras have a habit of returning.
<--->
___mondung_ is relatively purged of daedric influence, at least for now.

QuestorPostsuccess:  [1008]
Are you enjoying that book, %pcf? I found it rather illuminating, myself.

QuestorPostfailure:  [1009]
<ce>                     If you didn't have the spell
<ce>                   Banish Daedra, you shouldn't have
<ce>                     taken the quest. Now leave me.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the Mages
 Guild in ___qgiver_
 has sent me to ___mondung_
 where I am to cast the spell Banish
 Daedra on a daedra. _qgiver_
 gave me a scroll with a spell to
 imprison the daedra briefly in order
 to make it easier to banish, but the spell
 will only work if I first draw blood.
 Within =queston_ days, I am to return, mission successful.

Message:  1030
Zanoth na' =daedra_.
 Zanoth na' ==dummydaedra_.
 Senet seneth mor.

Message:  1040
<ce>                  You blundering fool, I specifically
<ce>                 instructed you to banish =daedra_, not
<ce>                   kill it.  Now I will have to go to
<ce>                    the trouble of learning another
<ce>                   daedra's true name.  Your presence
<ce>                   here has become oppressive, %pcf.
<ce>                         Please leave at once.

Message:  1050
<ce>                     A burst of flame consumes the
<ce>                   scroll as you read the last word.

Message:  1051
<ce>                          I am =firedaedra_.
<ce>                           Who calls me from
<ce>                          my home in Oblivion?

Message:  1060
<ce>                        The daedra =daedra_ has
<ce>                      been properly banished back
<ce>                       to the Plane of Oblivion.
                                     <--->
   

-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %pcf occurs 3 times.
--              %pct occurs 2 times.
--              %qdt occurs 1 time.
--    ==dummydaedra_ occurs 1 time.
--          =daedra_ occurs 3 times.
--      =firedaedra_ occurs 1 time.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 4 times.
--        ___qgiver_ occurs 5 times.

QBN:
Item _book_ book
Item spellScroll letter used 1030

Person _qgiver_ group Questor male
Person _dummydaedra_ face 249 factiontype Daedra

Place _mondung_ remote dungeon9
Place aide local dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _daedra_ is Frost_daedra
Foe _firedaedra_ is Fire_daedra

--	Quest start-up:
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	get item spellScroll 
	place foe _daedra_ at _mondung_ 

_queston_ task:
	end quest 

_reward_ task:
	when _qgclicked_ and _S.10_ and not _S.06_ 
	give pc _book_ 
	unset _qgclicked_ 
	end quest 

_S.02_ task:
	place foe _daedra_ at aide 

variable _S.03_
_qgclicked_ task:
	clicked npc _qgiver_ 

_S.05_ task:
	place item spellScroll at aide 
	create foe _firedaedra_ every 1 minutes 1 times with 100% success msg 1051 

_S.06_ task:
	killed 1 _daedra_ 

_S.07_ task:
	injured _daedra_ 
	spellScroll used do _S.08_ 

until _S.07_ performed:
	spellScroll used saying 1050 do _S.05_ 

_S.08_ task:
	cast Banish_Daedra spell do _S.02_ 
	remove foe _daedra_ 

_S.09_ task:
	when _qgclicked_ and _S.06_ 
	say 1040 
	end quest 

_S.10_ task:
	when _S.02_ and not _S.06_ 
	say 1060 


n0c00y10

-- Quest: /dos/g/game/dag/arena2/n0c00y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: mage
-- Repute: 0
-- QuestId: 10
Messages: 41
Quest: n0c00y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     My name is _giver_. You want
<ce>               work but you aren't a member of the Mages
<ce>               guild? I'm sure you can understand that we
<ce>               only provide quality work for our members.
<ce>                However, I do have a little errand that
<ce>                 needs to be done. One of our books is
<ce>              missing. If you were to find and return it,
<ce>               I would consider it a personal favor, one
<ce>                that would reflect well on you with the
<ce>                             entire guild.

RefuseQuest:  [1001]
<ce>                  Obviously you are not interested in
<ce>               being on good terms with the Mages Guild.

AcceptQuest:  [1002]
<ce>               We have no clues at the moment. The name
<ce>                    of the book is _book_. You will
<ce>                 have to snoop around and ask people if
<ce>                they have heard anything. Bring the book
<ce>                       back to me if you find it.

QuestFail:  [1003]
%qdt
 I have agreed to find the book _book_
 for the Mages Guild of ___giver_.
 If I find it, I need to get it back to
 _giver_ and %g will put in a
 good word for me with the guild.

QuestComplete:  [1004]
<ce>                              Ah, _book_.
<ce>                            Well done, %pcf.
<ce>                      The Guild is certainly more
<ce>                       favorably inclined toward
<ce>                                  you.

RumorsDuringQuest:  [1005]
The Mages Guild has a very rare edition of _book_. Or at least, they had one.
<--->
_book_ is a rare book, but the edition the Mages Guild had was even more rare.

RumorsPostfailure:  [1006]
It's a great loss to the Mages Guild -- that special edition of _book_.
<--->
The Mages Guild library isn't what it used to be, now that _book_ is gone.

RumorsPostsuccess:  [1007]
The Mages Guild's library is enriched now that _book_ is back on the shelves.

QuestorPostsuccess:  [1008]
Did you happen to read _book_ when you had it? It's quite fascinating.

QuestorPostfailure:  [1009]
<ce>                      I gave you a chance, %pcf.
<ce>                   Remember? If you had found _book_,
<ce>                    I'd be happy to talk to you. As
<ce>                      it is now, well, you can go
<ce>                               away now.

QuestLogEntry:  [1010]
<ce>                          You may want to try
<ce>                        _informant_. %g seems to
<ce>                      know everything that goes on
<ce>                         around ___informant_.
                                     <--->
<ce>                         You should ask at the
<ce>                       local inns. They are full
<ce>                               of gossip.
                                     <--->
<ce>                          You should try the
<ce>                __informant_. There's always talk there.
                                     <--->
<ce>                      It was stolen from _giver_.
                                     <--->
<ce>               _giver_ has been asking around about it.
                                     <--->
<ce>                  I really enjoyed it when I read it.
                                     <--->
<ce>                 You should probably visit a library.

Message:  1025
<ce>                   Hello, %pcn. Word is that you've
<ce>                  been asking about me. I should know,
<ce>                   all of ___informant_'s news comes
<ce>                          through these ears.
<ce>              Enough about me. I did hear something about
<ce>                _giver_'s misfortunes. You want to find
<ce>                      _thief_, %g has been looking
<ce>                     for a first printing of _book_
<ce>                 for some time. And %g is also the type
<ce>                    who takes things without asking,
<ce>                        if you know what I mean.

RumorsPostfailure:  [1006]
<ce>                    You have shown yourself to be a
<ce>                        trustworthy agent, %pcn.
<ce>                   You have earned a small amount of
<ce>                   new respect with the Mages Guild.

Message:  1027
_thief_ lives at _house_ in __house_.
<--->
_thief_ does live in __house_.
<--->
_thief_ spends %g3 nights at _house_.
<--->
You should try to find _thief_ at home, %g does live in __house_.
<--->
_thief_ does a lot of trading at _store_.
<--->
You may want to start shopping at _store_, _thief_ does.
<--->
_store_ is a popular place to trade stolen goods, which _thief_ has a lot of.
<--->
_thief_ has been seen at _store_.
<--->
_inn_ is a hang out for many thieves.
<--->
_thief_ likes to drink at _inn_.
<--->
_thief_'s favorite tavern is _inn_.
<--->
_thief_'s favorite meals are served at _inn_.

Message:  1040
<ce>                I hear you've been looking for _thief_.
<ce>              Well, you've found %g2.  Now get lost before
<ce>                  you make me really want to hurt you.


-- Symbols used in the QRC file:
--
--                %g occurs 5 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--         ___giver_ occurs 1 time.
--     ___informant_ occurs 2 times.
--          __house_ occurs 3 times.
--      __informant_ occurs 1 time.
--            _book_ occurs 11 times.
--           _giver_ occurs 5 times.
--           _house_ occurs 2 times.
--       _informant_ occurs 1 time.
--             _inn_ occurs 4 times.
--           _store_ occurs 4 times.
--           _thief_ occurs 13 times.

QBN:
Item _book_ book1 received 1010 used 1010

Person _informant_ face 245 faction Group_6.0
Person _giver_ group Questor male
Person _thief_ face 99 group Any anyInfo 1027 rumors 1027

Place _inn_ local tavern
Place _store_ local weaponstore
Place _house_ local house2
Place informant1 local tavern

Clock _S.00_ 0:0 0 flag 0:9 range 0 0
Clock _S.01_ 10.0:0 0 flag 0:9 range 0 1

Foe thiefFoe is Thief

--	Quest start-up:
	dialog link for person _thief_ 
	start timer _S.01_ 
	log 1003 step 0 
	give item _book_ to thiefFoe 
	place npc _informant_ at informant1 

variable _S.00_
_S.01_ task:
	end quest 

_S.02_ task:
	daily from 0:0 to 8:0 
	place foe thiefFoe at _house_ 

_S.03_ task:
	daily from 16:2 to 1.0:0 
	place foe thiefFoe at _inn_ 

_S.04_ task:
	daily from 8:1 to 16:1 
	place foe thiefFoe at _store_ 

_S.05_ task:
	clicked npc _informant_ say 1025 
	add dialog for person _thief_ 

_S.06_ task:
	toting _book_ and _giver_ clicked 
	give pc nothing 
	end quest 

variable _S.07_
_S.08_ task:
	injured thiefFoe saying 1040 


n0c00y11

-- Quest: /dos/g/game/dag/arena2/n0c00y11.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: mage
-- Repute: 0
-- QuestId: 11
Messages: 81
Quest: n0c00y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            I am _qgiver_.
<ce>                   As a rule, only guild members are
<ce>                   paid for work. However, I do have
<ce>                  a small task that needs to be done.
<ce>                    If you were to do it for free, I
<ce>                    would put in a good word for you
<ce>                    with the guild. Are you willing?
                                     <--->
<ce>                       I am _qgiver_. Guild work
<ce>                   for guild members only. However, I
<ce>                  do have a small job that nobody else
<ce>                   is willing to do. One of our more
<ce>                    eccentric masters is absolutely
<ce>                    insistent we get her a sample of
<ce>                       _ingredient_, which we are
<ce>                   fresh out of. If you got some for
<ce>                     me, I would be very grateful.
<ce>                      You standing with the guild
<ce>                         would surely improve.

RefuseQuest:  [1001]
<ce>                     Should have known. I am tired
<ce>                       of this conversation %pcn.
<ce>                               Good day.

AcceptQuest:  [1002]
<ce>                      An excellent attitude %pcf.
<ce>                       I need some _ingredient_.
<ce>                     The only specimen I know of at
<ce>                      the moment is to be found in
<ce>                         ___dungeon_. You have
<ce>                  =traveltime_ days to bring it back.

QuestComplete:  [1004]
<ce>                     I've seen better samples. Did
<ce>                   you sit on it the whole way back?
<ce>                     In any event, it will do. I'll
<ce>                    make sure that you are spoken of
<ce>                     with favor in the guild halls.

RumorsDuringQuest:  [1005]
That crazy mage at the Guild insists that ___dungeon_ has the best _ingredient_

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

QuestorPostsuccess:  [1008]
I haven't forgotten you, %pcf. You're the %ra who got the _ingredient_.

QuestorPostfailure:  [1009]
<ce>               It wasn't a very difficult thing I asked
<ce>                      you to do, %pcf. Just get me
<ce>                 some _ingredient_. And you couldn't do
<ce>                      that. Why should I waste my
<ce>                             breath on you?

QuestLogEntry:  [1010]
%qdt, I was
 asked to find a sample of
 _ingredient_ that is
 supposed to be hidden away
 in ___dungeon_.
 _qgiver_ of the Mages
 Guild of ___qgiver_
 gave me =traveltime_ days to get
 it back to %g2.

Message:  1040
<ce>                     This must be the _ingredient_
<ce>                      _qgiver_ asked you to find.

Message:  1080
<ce>                     As a special thanks from the
<ce>                    Mages Guild, allow me to present
<ce>                   you with this map to ___newdung_.
<ce>                   I understand that people like you
<ce>                       salivate over such things.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--               %g2 occurs 1 time.
--              %jok occurs 6 times.
--              %oth occurs 2 times.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 2 times.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 3 times.
--       ___newdung_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--      _ingredient_ occurs 7 times.
--          _qgiver_ occurs 4 times.

QBN:
Item _ingredient_ organs

Person _qgiver_ group Questor male

Place _dungeon_ remote dungeon
Place _newdung_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _ingredient_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 
	pick one of _map_ _nomap_ _nomap_ 

_traveltime_ task:
	end quest 

_giveingredient_ task:
	toting _ingredient_ and _qgiver_ clicked 
	give pc nothing 
	end quest 

_dummymage_ task:
	clicked item _ingredient_ 
	say 1040 

variable _map_
variable _nomap_
_S.05_ task:
	when _map_ and _giveingredient_ 
	reveal _newdung_ saying 1080 


n0c00y12

-- Quest: /dos/g/game/dag/arena2/n0c00y12.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: mage
-- Repute: 0
-- QuestId: 12
Messages: 21
Quest: n0c00y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       You may call me _qgiver_.
<ce>                 Normally I can only give work to guild
<ce>                members. However, one of my students has
<ce>               a minor problem that would be embarrassing
<ce>                if it were to get out. I can't pay you,
<ce>               but if you would be willing to chase down
<ce>                an escaped experiment, at small risk to
<ce>                yourself, I would be grateful enough to
<ce>              speak kindly of you to other guild members.

RefuseQuest:  [1001]
<ce>                   So, why did you ask me for work?
<ce>                  Sometimes I really cannot understand
<ce>                        you common adventurers.

AcceptQuest:  [1002]
<ce>                Good. My student keeps a pet imp. These
<ce>               magical creatures are not very dangerous,
<ce>                but it could be potentially embarrassing
<ce>                for him. Our scrying has determined that
<ce>                    the imp has fled to ___mondung_.
<ce>                  Kill the thing and report back to me
<ce>                        within =1stparton_ days.

QuestFail:  [1003]
<ce>               I scried earlier today. The imp is still
<ce>                    alive. What are you doing here?

QuestComplete:  [1004]
<ce>                 What a relief. I owe you a small debt
<ce>                      %pcn. You have improved your
<ce>                      favor with the Mages Guild.

RumorsDuringQuest:  [1005]
I hear something escaped from the Mages Guild lab the other night.
<--->
%oth, I saw a small shape skulking in the shadows last night.

RumorsPostfailure:  [1006]
Well, there's a minor scandal involving the Mages Guild's lab security.
<--->
The Mages Guild lost another experiment apparently.

RumorsPostsuccess:  [1007]
I hear they torture imps in the Mages Guild laboratories!
<--->
<ce>                    Those imps have a mean streak.
<ce>                  %nam's house was overrun with mice,
<ce>                just for chasing after it with a broom.
                                     <--->
<ce>                 I heard an imp familiar escaped from
<ce>                the Mages Guild. They say that a wizard
<ce>                 that loses his familiar is vulnerable
<ce>                        to his enemies' spells.

QuestorPostsuccess:  [1008]
How are you, %pcf? No more troubles with imps, I hope, eh?

QuestorPostfailure:  [1009]
<ce>                 I sent you off after that imp, if you
<ce>              recall. I don't see any reason why I should
<ce>                    waste my breath with you again.

QuestLogEntry:  [1010]
<ce>                      "I would rather die than go
<ce>                        back to the Mages Guild
<ce>                              laboratory."

Message:  1020
%qdt:
 The Mages Guild of ___qgiver_
 has hired me to find an imp that
 escaped from their laboratory.
 Apparently it is hiding out in ___mondung_.
 I need to have the creature dead and be back
 in ___qgiver_ in =1stparton_ days.


-- Symbols used in the QRC file:
--
--              %nam occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--        ___qgiver_ occurs 3 times.

QBN:

Person _qgiver_ group Questor male

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _imp_ is Imp

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _imp_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc nothing 
	unset _qgclicked_ 
	end quest 

variable _queston_
_mondead_ task:
	killed 1 _imp_ 

_qgclicked_ task:
	clicked npc _qgiver_ 

_1stparton_ task:
	end quest 

variable _clearclick_
_S.06_ task:
	injured _imp_ saying 1010 


n0c00y13

-- Quest: /dos/g/game/dag/arena2/n0c00y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: mage
-- Repute: 0
-- QuestId: 13
Messages: 46
Quest: n0c00y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Hmmph. You're not a guild member.
<ce>                    I really shouldn't give out jobs
<ce>                    to non-members. However, I have
<ce>                    something that I need done that
<ce>                    I don't really want anyone else
<ce>                    in the guild to find out about.
<ce>                    If you do this for me for free,
<ce>                     I'll spread it around that you
<ce>                       are our kind of %ra. What
<ce>                            do you say %pcf?

RefuseQuest:  [1001]
<ce>                        Go away. You bother me.
                                     <--->
<ce>                               Ingrate.

AcceptQuest:  [1002]
<ce>                       My name is _questgiver_.
<ce>                  There is an ancient text supposedly
<ce>                         hidden in ___dungeon_.
<ce>              Bring it back to me within =traveltime_ days
<ce>                    and I'll consider the job done.

QuestComplete:  [1004]
<ce>                Excellent. I remembered to warn you not
<ce>                to read this, didn't I?  Could be quite
<ce>                dangerous if you pronounced "nagog" with
<ce>            the hard g, as laymen are apt.  Well, thanks for
<ce>                     your help, %pcn. Keep this up
<ce>                 and we'll consider you for membership
<ce>                          in the Mages Guild.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has some good points and bad ones.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has some good points and bad ones.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has some good points and bad ones.

QuestorPostsuccess:  [1008]
Certainly I remember you, %pcf. You brought me that text, right?

QuestorPostfailure:  [1009]
<ce>               I can't imagine a simpler assignment than
<ce>               the one I gave you -- just find a rare old
<ce>               scroll. Now, I can't imagine a reason why
<ce>                    I should keeping talking to you.

QuestLogEntry:  [1010]
%qdt: I met _questgiver_
 of the Mages Guild of ___questgiver_
 who sent me on a quest to find an
 ancient text hidden in ___dungeon_.
 I have =traveltime_ days to get it to %g2.

Message:  1020
Zephrim alga n' nagog. Carti
 alga n' belyl. Azuth Zephrim ne'
 nagog. Partik aloy partik frae i
 eyominathraq n' toyl. Berik azuth
 n' nagog. Charlaq gimle n' maluk
 Zephrim qork.

Message:  1040
<ce>                      This must be the parchment
<ce>                     _questgiver_ sent you to find.

QuestTimeLapse:  [1045]
<ce>                      As you read the final word,
<ce>                      a frigid blast almost whirls
<ce>                      the paper out of your hands.


-- Symbols used in the QRC file:
--
--               %cn occurs 3 times.
--               %g2 occurs 1 time.
--              %jok occurs 9 times.
--              %oth occurs 3 times.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 3 times.
--      =traveltime_ occurs 2 times.
--       ___dungeon_ occurs 2 times.
--    ___questgiver_ occurs 4 times.

QBN:
Item _ingredient_ letter used 1020

Person _questgiver_ group Questor male

Place _dungeon_ remote dungeon

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _atronach_ is Ice_atronach

--	Quest start-up:
	place item _ingredient_ at _dungeon_ 
	start timer _traveltime_ 
	reveal _dungeon_ 
	log 1010 step 0 

_traveltime_ task:
	end quest 

_S.01_ task:
	toting _ingredient_ and _questgiver_ clicked 
	give pc nothing 
	end quest 

_S.02_ task:
	clicked item _ingredient_ 
	_ingredient_ used saying 1045 do _S.03_ 
	say 1040 

_S.03_ task:
	create foe _atronach_ every 1 minutes 1 times with 100% success 


o0a0al00

-- Quest: /dos/g/game/dag/arena2/o0a0al00.qbn.
-- StartsBy: letter
-- Questee: initiate
-- Questor: thief
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: o0a0al00
-- Message panels
QRC:

QuestComplete:  [1004]
<ce>                Another initiate. Sometimes I wonder if
<ce>              the guild can hold them all. Ah, I see they
<ce>               sent you after a mage's _clothing_. It's a
<ce>                 popular choice of late. You are now a
<ce>               member of the Thieves Guild. Whenever you
<ce>              enter a town, you will know if there are any
<ce>               guild buildings there. Unfortunately guild
<ce>                  rules say I have to pay you for this
<ce>               worthless piece of trash because you stole
<ce>                    it in the service of the guild.
<ce>                          Here's a gold piece.
<ce>                                    
<ce>                                    
<ce>              Oh, I almost forgot. You are also entitled
<ce>             to a dungeon map. Here, let me show you where
<ce>                        ___dungeon_ is on yours.


RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

QuestLogEntry:  [1010]
%qdt:
 I was handed a note by a beggar.
 The Thieves Guild has targetted me for 'unapproved'
 criminal activity. I must either join them or become
 their enemy.

Message:  1020
<ce>                      A one-eyed beggar hands you
<ce>                       a letter. "A woman in gray
<ce>                     paid me to give this to you."
<ce>                                he says.

Message:  1018
<ce>                     As you pick up the _clothing_
<ce>                      you hear the soft rustle of
<ce>                        paper. A note is tucked
<ce>                         inside the _clothing_.

Message:  1019
<ce>                             _thiefmember_
<ce>                            ___thiefmember_

Message:  1024
%pcn,
    You are a thief. Do not
 try to deny it, you have
 been seen in the act. There
 is honor among thieves.
 Either join the guild or
 face the consequences. Steal
 the _clothing_ from
 _mansion_
 in __mansion_
 if you desire to join us.
 You have =traveltime_ days.

Message:  1030
<ce>                  Thief! I'll teach you to steal from
<ce>                   a wizard. It will be a lesson you
<ce>                           won't soon forget!


-- Symbols used in the QRC file:
--
--               %cn occurs 3 times.
--              %jok occurs 9 times.
--              %oth occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 3 times.
--      =traveltime_ occurs 1 time.
--       ___dungeon_ occurs 1 time.
--   ___thiefmember_ occurs 1 time.
--        __mansion_ occurs 1 time.
--        _clothing_ occurs 4 times.
--         _mansion_ occurs 1 time.
--     _thiefmember_ occurs 1 time.

QBN:
Item _clothing_ womens_clothing
Item _letter_ letter used 1024
Item _note_ letter used 1019
Item _gold_ gold range 1 to 1

Person _thiefmember_ face 88 faction The_Thieves_Guild
Person _npc_ face 218 faction Group_6.0

Place _mansion_ remote house1
Place _dungeon_ remote dungeon

Clock _traveltime_ 90.0:1 0 flag 0:1 range 0 1

Foe _F.00_ is Mage

--	Quest start-up:
	place item _clothing_ at _mansion_ 
	_letter_ used do _readletter_ 
	give pc _letter_ notify 1020 

_traveltime_ task:
	end quest 

_questdone_ task:
	toting _clothing_ and _thiefmember_ clicked 
	give pc _gold_ 
	reveal _dungeon_ 
	end quest 

_S.02_ task:
	create foe _F.00_ every 3 minutes 3 times with 25% success 

_S.03_ task:
	clicked item _clothing_ say 1018 
	get item _note_ 

_readletter_ task:
	pc at _mansion_ do _S.02_ 
	start timer _traveltime_ 
	log 1010 step 0 

_S.05_ task:
	injured _F.00_ 
	say 1030 


o0b00y00

-- Quest: /dos/g/game/dag/arena2/o0b00y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 0
-- QuestId: 0
Messages: 21
Quest: o0b00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Listen, %pcf, we got one
<ce>                    of our family who's in trouble.
<ce>                     You got a couple days to help
<ce>                         out one of the family?

RefuseQuest:  [1001]
<ce>                      Alright then. Guess you're
<ce>                       countin' on not bein' in a
<ce>                         fix yourself some day.

AcceptQuest:  [1002]
<ce>                       Good %ra. One of our best
<ce>                       catburglars in ___contact_
<ce>                    is holed up in a rat-trap called
<ce>                       __contact_. On %g3 person
<ce>                     is a hot stone %g lifted from
<ce>                    the palace. Now the word is that
<ce>                     someone saw it on %g2, and the
<ce>                    guards are casing the place. Out
<ce>                      of respect for the owner of
<ce>                      __contact_, they're waiting
<ce>                     =1stparton_ days before moving
<ce>                       in. Get over to __contact_
<ce>                           and give _contact_
<ce>                  this hunk of _metal_ in exchange for
<ce>                   the _gems_, and then you bring the
<ce>                     it back here. You understand?
<ce>                  Good. Now, hurry, there ain't time.

QuestFail:  [1003]
<ce>                        Good to see you, %pcf,
<ce>                      but you ain't supposed to be
<ce>                     empty-handed. You're supposed
<ce>                      to have a _gems_, remember?

QuestComplete:  [1004]
<ce>                      Good job, %pcf. I hear that
<ce>                          _contact_ showed the
<ce>                guards the piece of _metal_ they thought
<ce>                   was a _gems_, and they bought %g2
<ce>                   a drink as an apology. I tell you,
<ce>                    ain't no life like the life of a
<ce>                  scoundrel. Here's your share of the
<ce>                  _gems_ -- _reward_ gold. You earned
<ce>                               it, %pcf.

RumorsDuringQuest:  [1005]
Well, everyone knows that _contact_ stole that jewel. Why don't they get %g2?
<--->
There's a lot of poshes at __contact_. Guards aren't wanted in there.

RumorsPostfailure:  [1006]
The guards finally got _contact_. Guess %g couldn't hold 'em out forever.
<--->
Yeah, they found the %t's _gems_ and arrested that =contact_ alright.

RumorsPostsuccess:  [1007]
They had to let _contact_ go after all. Turns out %g was innocent.
<--->
Now how do you mistake _metal_ for a _gems_? They're both rocks, but come on!

QuestorPostsuccess:  [1008]
What is it, %pcf? Want that _gems_ back? I bet you do!

QuestorPostfailure:  [1009]
<ce>                      Don't you remember that you
<ce>                  were s'posed to get that _gems_ from
<ce>                      _contact_, and give %g2 the
<ce>                       _metal_ I gave you? %oth!
<ce>                    You'd think it was hard science.

QuestLogEntry:  [1010]
<ce>                   %oth, %pcf, you're a life saver.
<ce>                    Turns out someone saw me with a
<ce>                 _gems_ and they figure it's the stolen
<ce>                   gem. This hunk of _metal_ will be
<ce>                  my ticket out of here. Remind me to
<ce>                  buy you a drink sometime. Now hurry
<ce>                         back to _questgiver_.
<ce>                  They're gonna be real suspicious if
<ce>                  you're not back in =1stparton_ days.

Message:  1015
%qdt:
 _questgiver_ of
 the Thieves Guild in ___questgiver_
 has sent me to ___contact_
 to a dive called __contact_.
 I have a _metal_ I am
 supposed to give _contact_
 in exchange for the stolen rock %g
 was seen with. I have =1stparton_
 days to get this done.

Message:  1020
<ce>                      I have it on good authority
<ce>                        that you have the _gems_
<ce>                         that _contact_ stole.
<ce>                       Hand it over and I'll let
<ce>                            you go unharmed.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 4 times.
--               %g3 occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--                %t occurs 1 time.
--       =1stparton_ occurs 3 times.
--         =contact_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 13 times.
--            _gems_ occurs 10 times.
--           _metal_ occurs 6 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _metal_ element
Item _gems_ gem

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 group Region


Clock _1stparton_ 0:0 0 flag 0:18 range 1 4

Foe _guards_ is Knight

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _metal_ 

variable _pcgetsgold_
variable _queston_
_qgclicked_ task:
	toting _gems_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_npcclicked_ task:
	toting _metal_ and _contact_ clicked 
	create foe _guards_ every 173 minutes 3 times with 5% success 
	get item _gems_ 
	say 1010 

_1stparton_ task:
	make _metal_ permanent 
	make _gems_ permanent 
	end quest 

variable _pchasitem1_
variable _pchasitem2_
_greklith_ task:
	injured _guards_ 
	prompt 1020 yes yes no _no_ 

yes task:
	take _gems_ from pc 
	change repute with _questgiver_ by -40 
	remove foe _guards_ 
	Clear not _1stparton_

variable _no_
variable _keptmetal_
_keptgems_ task:
	when _npcclicked_ and _1stparton_ 
	change repute with _questgiver_ by -20 


o0b00y01

-- Quest: /dos/g/game/dag/arena2/o0b00y01.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 0
-- QuestId: 1
Messages: 31
Quest: o0b00y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    Awright, %pcf, this is a simple
<ce>                sort of assignment. One you should have
<ce>                  no trouble with. All you gotta do is
<ce>               bring this _weapons_ over to our agent in
<ce>                          ___contact_, get %g3
<ce>                   payment for it, and bring it back.
<ce>                    Think you can handle that, %pcf?

RefuseQuest:  [1001]
<ce>                   No? How much more simple you want
<ce>                   yer assignment to be? Stand still
<ce>                    while I slap you with eels? And
<ce>                   that might not be such a bad idea!
<ce>                          %oth, what a waste.

AcceptQuest:  [1002]
<ce>                     Okay then, your contact is a
<ce>                            =contact_, about
<ce>                   what you'd expect. Supposed to be
<ce>                    hanging around a nook they call
<ce>                       __contact_ in ___contact_.
<ce>                           Now, _contact_ has
<ce>                    picked up some loot out there in
<ce>                         ___contact_ and wants
<ce>                   you to bring it back to us. If you
<ce>                  think you can handle all that, we'll
<ce>                expect you back here in =1stparton_ days
<ce>                  with no excuses. All right then. Go.

QuestFail:  [1003]
<ce>                    Yeah, you're back, but where's
<ce>                           _contact_'s loot?
<ce>                   You're not thinking about getting
<ce>                      smart on us, are you, %pcf?
<ce>                    'Cause if you are, think again.

QuestComplete:  [1004]
<ce>                       Oh, that's a nice _gems_.
<ce>                           _contact_ gave you
<ce>                      that? %oth, %g must be doing
<ce>                        okay out in ___contact_.
<ce>                        Good going, %pcf. Here's
<ce>                    _reward_ gold for your trouble.

RumorsDuringQuest:  [1005]
The city guards are watching everyone with weapons like hawks these days.
<--->
The %t is apparently scared of assassination. The guards are out in force.

RumorsPostfailure:  [1006]
They arrested some =contact_. Apparently, %g was an arms dealer.
<--->
The Thieves Guild isn't so hot. One of them got arrested in __contact_.

RumorsPostsuccess:  [1007]
I hear they're smuggling _weapons_s in. That takes a lot of nerve.
<--->
The %t was paranoid about the Thieves Guild's smuggling, but %g's over it now.

QuestorPostsuccess:  [1008]
Yeah, whatcha want, %pcf? The _gems_ back, maybe?

QuestorPostfailure:  [1009]
<ce>               If you ain't got nothing from _contact_,
<ce>                  I ain't innerested in talking, %pcf.

QuestLogEntry:  [1010]
<ce>                      Well done, %pcf. I couldn't
<ce>                  have made it here as easily carrying
<ce>                   that _weapons_. Here's a sample of
<ce>                  what I've stolen so far...a _gems_.
<ce>                   Bring it back to _questgiver_ and
<ce>                     let %g2 know I'm fine. Thanks
<ce>                      again, %pcf. See you later.

Message:  1020
<ce>                       Halt in the name of %nrn!
<ce>                        I know you are smuggling
<ce>                       weapons. Surrender or face
<ce>                           the consequences.

Message:  1021
<ce>                      I heard you were smuggling
<ce>                       _weapons_s for the Thieves
<ce>                       Guild. Give them to me and
<ce>                        I will spare your life.

Message:  1022
<ce>                       We want those _weapons_s.
<ce>                         Turn them over and we
<ce>                      won't rough you up too bad.

Message:  1023
<ce>                      Now get out of here before
<ce>                             you get hurt.

Message:  1030
%qdt:
 _questgiver_ of the Thieves Guild
 in ___questgiver_ has asked that I
 deliver this _weapons_ to _contact_
 in __contact_ in ___contact_,
 who will then give me some loot to bring back.
 I have =1stparton_ days to complete the task.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %nrn occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 8 times.
--              %qdt occurs 1 time.
--                %t occurs 2 times.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 7 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 8 times.
--            _gems_ occurs 3 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 1 time.
--         _weapons_ occurs 6 times.

QBN:
Item _reward_ gold range 25 to 75
Item _weapons_ weapon
Item _gems_ gem

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 faction Group_5.0


Clock _1stparton_ 0:0 0 flag 0:18 range 1 4

Foe _guards_ is Warrior
Foe _F.01_ is 2 Thief
Foe _F.02_ is Spellsword

--	Quest start-up:
	start timer _1stparton_ 
	log 1030 step 0 
	get item _weapons_ 

variable _pcgetsgold_
_qgclicked_ task:
	toting _gems_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_npcclicked_ task:
	toting _weapons_ and _contact_ clicked 
	get item _gems_ 
	say 1010 

until _npcclicked_ performed:
	create foe _F.02_ every 179 minutes 4 times with 5% success 
	create foe _F.01_ every 163 minutes 4 times with 5% success 
	create foe _guards_ every 150 minutes 4 times with 5% success 

_1stparton_ task:
	make _weapons_ permanent 
	make _gems_ permanent 
	have _gems_ set _keptgems_ 
	have _weapons_ set _S.11_ 
	end quest 

variable _pchasitem1_
variable _pchasitem2_
_S.06_ task:
	injured _F.01_ 
	prompt 1020 yes yes no _no_ 

yes task:
	take _weapons_ from pc saying 1023 
	change repute with _questgiver_ by -20 
	remove foe _F.01_ 
	remove foe _F.02_ 
	remove foe _guards_ 

variable _no_
_S.09_ task:
	injured _F.02_ 
	prompt 1021 yes yes no _no_ 

_greklith_ task:
	injured _guards_ 
	prompt 1022 yes yes no _no_ 

_S.11_ task:
	change repute with _questgiver_ by -10 

_keptgems_ task:
	change repute with _questgiver_ by -20 


o0b10y00

-- Quest: /dos/g/game/dag/arena2/o0b10y00.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 10
-- QuestId: 0
Messages: 21
Quest: o0b10y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Listen, %pcf, we got one
<ce>                    of our family who's in trouble.
<ce>                     You got a couple days to help
<ce>                         out one of the family?

RefuseQuest:  [1001]
<ce>                      Alright then. Guess you're
<ce>                       countin' on not bein' in a
<ce>                         fix yourself some day.

AcceptQuest:  [1002]
<ce>                       Good %ra. One of our best
<ce>                       catburglars in ___contact_
<ce>                    is holed up in a rat-trap called
<ce>                       __contact_. On %g3 person
<ce>                     is a hot stone %g lifted from
<ce>                    the palace. Now the word is that
<ce>                     someone saw it on %g2, and the
<ce>                    guards are casing the place. Out
<ce>                      of respect for the owner of
<ce>                      __contact_, they're waiting
<ce>                     =1stparton_ days before moving
<ce>                       in. Get over to __contact_
<ce>                           and give _contact_
<ce>                  this hunk of _metal_ in exchange for
<ce>                   the _gems_, and then you bring the
<ce>                     it back here. You understand?
<ce>                  Good. Now, hurry, there ain't time.

QuestFail:  [1003]
<ce>                        Good to see you, %pcf,
<ce>                      but you ain't supposed to be
<ce>                     empty-handed. You're supposed
<ce>                      to have a _gems_, remember?

QuestComplete:  [1004]
<ce>                      Good job, %pcf. I hear that
<ce>                          _contact_ showed the
<ce>                guards the piece of _metal_ they thought
<ce>                   was a _gems_, and they bought %g2
<ce>                   a drink as an apology. I tell you,
<ce>                    ain't no life like the life of a
<ce>                  scoundrel. Here's your share of the
<ce>                  _gems_ -- _reward_ gold. You earned
<ce>                               it, %pcf.

RumorsDuringQuest:  [1005]
Well, everyone knows that _contact_ stole that jewel. Why don't they get %g2?
<--->
There's a lot of poshes at __contact_. Guards aren't wanted in there.

RumorsPostfailure:  [1006]
The guards finally got _contact_. Guess %g couldn't hold 'em out forever.
<--->
Yeah, they found the %t's _gems_ and arrested that =contact_ alright.

RumorsPostsuccess:  [1007]
They had to let _contact_ go after all. Turns out %g was innocent.
<--->
Now how do you mistake _metal_ for a _gems_? They're both rocks, but come on!

QuestorPostsuccess:  [1008]
What is it, %pcf? Want that _gems_ back? I bet you do!

QuestorPostfailure:  [1009]
<ce>                      Don't you remember that you
<ce>                  were s'posed to get that _gems_ from
<ce>                      _contact_, and give %g2 the
<ce>                       _metal_ I gave you? %oth!
<ce>                    You'd think it was hard science.

QuestLogEntry:  [1010]
<ce>                   %oth, %pcf, you're a life saver.
<ce>                    Turns out someone saw me with a
<ce>                 _gems_ and they figure it's the stolen
<ce>                   gem. This hunk of _metal_ will be
<ce>                  my ticket out of here. Remind me to
<ce>                  buy you a drink sometime. Now hurry
<ce>                         back to _questgiver_.
<ce>                  They're gonna be real suspicious if
<ce>                  you're not back in =1stparton_ days.

Message:  1015
%qdt:
 _questgiver_ of
 the Thieves Guild in ___questgiver_
 has sent me to ___contact_
 to a dive called __contact_.
 I have a _metal_ I am
 supposed to give _contact_
 in exchange for the stolen rock %g
 was seen with. I have =1stparton_
 days to get this done.

Message:  1020
<ce>                      I have it on good authority
<ce>                        that you have the _gems_
<ce>                         that _contact_ stole.
<ce>                       Hand it over and I'll let
<ce>                            you go unharmed.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 4 times.
--               %g3 occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--                %t occurs 1 time.
--       =1stparton_ occurs 3 times.
--         =contact_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 13 times.
--            _gems_ occurs 10 times.
--           _metal_ occurs 6 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _metal_ element
Item _gems_ gem

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 group Region


Clock _1stparton_ 0:0 0 flag 0:18 range 1 4

Foe _guards_ is Knight

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _metal_ 

variable _pcgetsgold_
variable _queston_
_qgclicked_ task:
	toting _gems_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_npcclicked_ task:
	toting _metal_ and _contact_ clicked 
	create foe _guards_ every 173 minutes 3 times with 5% success 
	get item _gems_ 
	say 1010 

_1stparton_ task:
	make _metal_ permanent 
	make _gems_ permanent 
	end quest 

variable _pchasitem1_
variable _pchasitem2_
_greklith_ task:
	injured _guards_ 
	prompt 1020 yes yes no _no_ 

yes task:
	take _gems_ from pc 
	change repute with _questgiver_ by -40 
	remove foe _guards_ 
	Clear not _1stparton_

variable _no_
variable _keptmetal_
_keptgems_ task:
	when _npcclicked_ and _1stparton_ 
	change repute with _questgiver_ by -20 


o0b10y03

-- Quest: /dos/g/game/dag/arena2/o0b10y03.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 10
-- QuestId: 3
Messages: 11
Quest: o0b10y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      Got a guild job for ya, if
<ce>                        yer innerested. Name is
<ce>                        _qgiver_. Some guy wants
<ce>                       the _religiousitem_ lifted
<ce>                             from _temple_.
<ce>                             Wanna take it?

RefuseQuest:  [1001]
<ce>                       I'll keep ya in mind %pcn
<ce>                       if a more interestin' job
<ce>                               comes up.

AcceptQuest:  [1002]
<ce>                        OK. Here's the skinny.
<ce>                         You go to _temple_ in
<ce>                          __temple_. Take the
<ce>                       _religiousitem_ and bring
<ce>                         it back to me. You get
<ce>                         the usual guild fee of
<ce>                         _gold_ gold pieces. Ya
<ce>                      got =traveltime_ days ta put
<ce>                            it in my hands.

QuestComplete:  [1004]
<ce>                      Boy, some guys are hard ta
<ce>                      figure out. Can you believe
<ce>                      he paid to have this lifted
<ce>                      Wasn't as if there was some
<ce>                      "hideous guardian" stoppin'
<ce>                      from doin' it himself. Huh?
<ce>                       There was! Maybe he wasn't
<ce>                       so screwy. Here's yer fee
<ce>                           %pcf. Good workin'
<ce>                                with ya.

RumorsDuringQuest:  [1005]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostfailure:  [1006]
_temple_ is pretty well-guarded against thieves, it seems.

RumorsPostsuccess:  [1007]
The guy who owns _temple_ paid some thieves to break into his own place.

QuestorPostsuccess:  [1008]
How are you, %pcf? I'm still waiting to hear from the guy who hired us.

QuestorPostfailure:  [1009]
<ce>                       I don't care whether that
<ce>                     temple was guarded by the Lord
<ce>                         of All Oblivion, %pcf.
<ce>                     There is no excuse for failing
<ce>                         an assignment for the
<ce>                             Thieves Guild.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of ___qgiver_
 of the Thieves Guild gave me a job
 to heist a _religiousitem_
 from the _temple_ in
 __temple_. I have
 =traveltime_ days to get it back
 to %g2 for my fee.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--               %g2 occurs 1 time.
--              %jok occurs 3 times.
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--         __temple_ occurs 2 times.
--            _gold_ occurs 1 time.
--          _qgiver_ occurs 2 times.
--   _religiousitem_ occurs 3 times.
--          _temple_ occurs 5 times.

QBN:
Item _religiousitem_ religious
Item _gold_ gold

Person _qgiver_ group Questor male

Place _temple_ remote temple

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is 2 Knight
Foe _F.01_ is Giant_scorpion
Foe _F.02_ is Monk
Foe _F.03_ is Zombie

--	Quest start-up:
	place item _religiousitem_ at _temple_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _temple_ do _S.01_ 

_traveltime_ task:
	make _religiousitem_ permanent 
	change repute with _qgiver_ by -5 
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _religiousitem_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 


o0b10y05

-- Quest: /dos/g/game/dag/arena2/o0b10y05.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 10
-- QuestId: 5
Messages: 11
Quest: o0b10y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                            Ho there %pcf!
<ce>                       You remember me, _qgiver_?
<ce>                         Are up for a guild job
<ce>                       today? I got one here that
<ce>                       seems right up your alley.

RefuseQuest:  [1001]
<ce>                           Maybe next time.

AcceptQuest:  [1002]
<ce>                       This rich guy just got a
<ce>                             painting that
<ce>                      could fetch a nice price. He
<ce>                       stashed it at _townhouse_
<ce>                            in __townhouse_.
<ce>                       Bring it back and you get
<ce>                       a guild fee of _gold_ gold
<ce>                       pieces. Oh yeah, I need it
<ce>                       within =traveltime_ days.

QuestComplete:  [1004]
<ce>                     Hardly a scratch on it. Sorry
<ce>                     about the guardian. We didn't
<ce>                    know he had gone and done that.
<ce>                            Here's your pay.

RumorsDuringQuest:  [1005]
_townhouse_ is a veritable art gallery.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostsuccess:  [1007]
_townhouse_ was robbed, even though it had a powerful guardian.
<--->
Whoever robbed _townhouse_ must've known what he was doing.

QuestorPostsuccess:  [1008]
That painting fetched a great price on the black market, %pcf.

QuestorPostfailure:  [1009]
<ce>                     Well, I see you, but I don't
<ce>                     see the painting that you were
<ce>                    supposed to get. Why did I even
<ce>                        waste my breath on you?

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ sent me out to steal a
 painting from _townhouse_
 in __townhouse_. I got
 =traveltime_ days to get it back to
 _qgiver_ in __qgiver_ in
 ___qgiver_.


-- Symbols used in the QRC file:
--
--               %cn occurs 1 time.
--              %jok occurs 3 times.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 2 times.
--      __townhouse_ occurs 2 times.
--            _gold_ occurs 1 time.
--          _qgiver_ occurs 3 times.
--       _townhouse_ occurs 5 times.

QBN:
Item _painting_ painting
Item _gold_ gold

Person _qgiver_ group Questor male

Place _townhouse_ remote house4

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Barbarian
Foe _F.01_ is Giant_bat
Foe _F.02_ is Spider
Foe _F.03_ is Sabretooth_tiger

--	Quest start-up:
	place item _painting_ at _townhouse_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _townhouse_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _painting_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 


o0b10y06

-- Quest: /dos/g/game/dag/arena2/o0b10y06.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 10
-- QuestId: 6
Messages: 11
Quest: o0b10y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Here's somethin' right up
<ce>                    your thing. Jewelry heist in the
<ce>                      works. Want to get in on it?
<ce>                         Standard guild pay of
<ce>                          _gold_ gold pieces.

RefuseQuest:  [1001]
<ce>                      See ya. Got to find a guild
<ce>                       member who wants this job.

AcceptQuest:  [1002]
<ce>                        %oth, bloody brilliant.
<ce>                          Go to the _mansion_
<ce>                             in __mansion_.
<ce>                           Find the _jewelry_
<ce>                         and get it back here.
<ce>                       Keep an eye open. There's
<ce>                        supposed to be some sort
<ce>                        of guardian in the dump.

QuestComplete:  [1004]
<ce>                            Nice work %pcn.
<ce>                         Here's your guild fee.

RumorsDuringQuest:  [1005]
They say _mansion_ is impenetrable.

RumorsPostfailure:  [1006]
Someone tried to break into _mansion_, but they failed.

RumorsPostsuccess:  [1007]
_mansion_ got robbed. It seems barely conceivable.
<--->
If _mansion_ can get robbed, no place is safe.

QuestorPostsuccess:  [1008]
How are you doing, %pcf? Didn't spend all that _gold_ gold already, didja?

QuestorPostfailure:  [1009]
<ce>                      %oth, it's you. The guy who
<ce>                      owns _mansion_ already moved
<ce>                   the _jewelry_, so the whole thing
<ce>                     is over. Thanks a lot for all
<ce>                       your so-called hard work.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ in ___qgiver_
 freelanced me to slip the _jewelry_
 out of _mansion_
 in ___mansion_. I've
 got =traveltime_ days to get it back to %g2.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 1 time.
--       ___mansion_ occurs 1 time.
--        ___qgiver_ occurs 1 time.
--        __mansion_ occurs 1 time.
--            _gold_ occurs 2 times.
--         _jewelry_ occurs 3 times.
--         _mansion_ occurs 7 times.
--          _qgiver_ occurs 1 time.

QBN:
Item _jewelry_ trinket
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mansion_ remote house1

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Grizzley_bear
Foe _F.01_ is Giant_scorpion
Foe _F.02_ is Ranger
Foe _F.03_ is Thief

--	Quest start-up:
	place item _jewelry_ at _mansion_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _mansion_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _jewelry_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 

wizard0 task:
	clicked item _jewelry_ 

_S.08_ task:
	when wizard0 and _traveltime_ 
	make _jewelry_ permanent 
	change repute with _qgiver_ by -20 


o0b10y07

-- Quest: /dos/g/game/dag/arena2/o0b10y07.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 10
-- QuestId: 7
Messages: 21
Quest: o0b10y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      We have had our eye on you
<ce>                          %pcf. Never mind who
<ce>                       "we" are. You're an up and
<ce>                      coming member of this guild.
<ce>                      If you were to do a special
<ce>                       job for us, for no pay, we
<ce>                      might look favorably on you
<ce>                             in the future.
<ce>                            What do you say?

RefuseQuest:  [1001]
<ce>                       Watch your back you dirty
<ce>                            little turncoat!

AcceptQuest:  [1002]
<ce>                    Your assignment is very simple.
<ce>                          The %rt in __palace_
<ce>                   has recently "bought" a _jewelry_
<ce>                of decent enough worksmanship that we're
<ce>                innerested in taking a closer look. Yer
<ce>             gonna have precisely =2palace_ days to find a
<ce>             way into the palace, abscond with said bauble,
<ce>              and be back here. Not impossible for a true
<ce>                member of the Thieves Guild. So, what're
<ce>                         you waiting for, %pcf?
<ce>                             Off with you!

QuestFail:  [1003]
<ce>                         I said, off with you!

QuestComplete:  [1004]
<ce>                        Congratulations, %pcf.
<ce>                       You'll be hearing from us
<ce>                           not long from now.

RumorsDuringQuest:  [1005]
%t %rn is evidentally proud of %g3 new _jewelry_. Everyone wants to see it.
<--->
Security is up in _palace_, apparently because of the new _jewelry_.

RumorsPostfailure:  [1006]
The %t's men managed to recover that _jewelry_ after the botched burglary.
<--->
The Thieves Guild wouldn't botch such an opportunity to get the _jewelry_.

RumorsPostsuccess:  [1007]
The Thieves Guild is getting pretty daring, stealing directly from the %t.
<--->
The Thieves Guild has successfully hidden the identity of the _palace_ burglar.

QuestLogEntry:  [1010]
%qdt:
 To gain influence in the Thieves Guild,
 I have agreed to break into
 _palace_, the %t's palace
 in __palace_ and steal the
 %t's new _jewelry_. I have =2palace_ days to
 have the _jewelry_ in _qgiver_'s
 hands in ___qgiver_.

Message:  1015
<ce>                        You have the _jewelry_
<ce>                       you have been sent to get.

Message:  1020
<ce>                        This must be the piece!


-- Symbols used in the QRC file:
--
--               %g3 occurs 1 time.
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--               %rn occurs 1 time.
--               %rt occurs 1 time.
--                %t occurs 5 times.
--         =2palace_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--         __palace_ occurs 2 times.
--         _jewelry_ occurs 8 times.
--          _palace_ occurs 3 times.
--          _qgiver_ occurs 1 time.

QBN:
Item _jewelry_ trinket

Person _qgiver_ group Questor

Place _palace_ remote palace

Clock _2palace_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Knight
Foe _battlemage_ is Battle_mage
Foe _F.02_ is 3 Archer
Foe _F.03_ is Gargoyle

--	Quest start-up:
	place item _jewelry_ at _palace_ 
	start timer _2palace_ 
	log 1010 step 0 
	pc at _palace_ do _S.02_ 

_2palace_ task:
	end quest 

_S.01_ task:
	toting _jewelry_ and _qgiver_ clicked 
	give pc nothing 
	change repute with _qgiver_ by +5 
	end quest 

_S.02_ task:
	create foe _F.02_ every 13 minutes 20 times with 15% success 
	create foe _battlemage_ every 12 minutes 5 times with 15% success 
	create foe _F.03_ every 11 minutes 3 times with 15% success 
	create foe _F.00_ every 10 minutes 10 times with 15% success 

variable _qgclicked_
_S.04_ task:
	clicked item _jewelry_ say 1020 
	say 1015 


o0b20y02

-- Quest: /dos/g/game/dag/arena2/o0b20y02.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 20
-- QuestId: 2
Messages: 11
Quest: o0b20y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Keep your voice down. My
<ce>                      name is ... er, just call me
<ce>                           _qgiver_. I have a
<ce>                      guild job for you. Standard
<ce>                        pay. Interested so far?

RefuseQuest:  [1001]
<ce>                      Glad I didn't tell you any
<ce>                     details. Now get out of here.

AcceptQuest:  [1002]
<ce>                         You need to steal the
<ce>                       _magicitem_ from _mansion_
<ce>                           in __mansion_. You
<ce>                     have =traveltime_ days or the
<ce>                       deal is off. Did I mention
<ce>                       that the place is guarded?
<ce>                      Could have sworn I said so.

QuestComplete:  [1004]
<ce>                     Got the goods? Ah! Well done.
<ce>                      Standard pay for this job is
<ce>                    _gold_ gold pieces. Don't spend
<ce>                          it all in one place.

RumorsDuringQuest:  [1005]
_mansion_ in __mansion_ has an extensive collection of magical exotica.

RumorsPostfailure:  [1006]
They moved the _magicitem_ out of _mansion_ for security's sake.

RumorsPostsuccess:  [1007]
That _magicitem_ was stolen from _mansion_. It's a real scandal.

QuestorPostsuccess:  [1008]
Surprised to see me, %pcf? Thought I'd run off with the _magicitem_, maybe?

QuestorPostfailure:  [1009]
<ce>                  They already moved the _magicitem_
<ce>                       out of _mansion_, %pcf. In
<ce>                 other words, you failed your mission.
<ce>                             Now, go away.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_, (or so %g called %g2-self)
 of the guild contracted me to
 steal the _magicitem_ from
 _mansion_ in __mansion_.
 I have =traveltime_ days to get
 it back to %g2 in __qgiver_
 in ___qgiver_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--        __mansion_ occurs 3 times.
--         __qgiver_ occurs 1 time.
--            _gold_ occurs 1 time.
--       _magicitem_ occurs 6 times.
--         _mansion_ occurs 6 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _magicitem_ magic_item
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mansion_ remote house1

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is 2 Spellsword
Foe _F.01_ is Gargoyle
Foe _F.02_ is Flesh_atronach
Foe _F.03_ is Ghost

--	Quest start-up:
	place item _magicitem_ at _mansion_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _mansion_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _magicitem_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 


o0b2xy04

-- Quest: /dos/g/game/dag/arena2/o0b2xy04.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 2X
-- QuestId: 4
Messages: 11
Quest: o0b2xy04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     I have a job. Ordinary guild
<ce>                   work. Worth _gold_ gold. Just the
<ce>                    standard guild fee. Interested?

RefuseQuest:  [1001]
<ce>                        Too bad for you, %pcn.

AcceptQuest:  [1002]
<ce>                           Go to __mansion_.
<ce>                            Find _mansion_.
<ce>                    Inside is a rare book, entitled
<ce>                         _book_. Bring it back
<ce>                    to me within =traveltime_ days,
<ce>                        and I'll pay you. Simple
<ce>                              enough, eh?

QuestComplete:  [1004]
<ce>                        Ah. %oth. Here is your
<ce>                      guild fee. Maybe some day we
<ce>                        can work together again.

RumorsDuringQuest:  [1005]
A collector in __mansion_ just bought a rare copy of _book_.

RumorsPostfailure:  [1006]
The security in _mansion_ wasn't great, so they moved the valuables out.

RumorsPostsuccess:  [1007]
That copy of _book_ that was stolen from _mansion_ was irreplaceable.

QuestorPostsuccess:  [1008]
Oh, hello, %pcf. Good work on getting that book, if I didn't mention it before.

QuestorPostfailure:  [1009]
<ce>                    Don't fumble for excuses, %pcf.
<ce>               I told you where to find the book and told
<ce>                 you to hurry, but you didn't. Now it's
<ce>                  too late, and I'm tired. Just, be a
<ce>                    good %ra and sod off, will you?

QuestLogEntry:  [1010]
%qdt:
 A Thieves Guild member in
 ___qgiver_ offered me a job to
 steal a book, _book_
 from _mansion_ in
 __mansion_. I have
 =traveltime_ days to get it
 and return to _qgiver_.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--        __mansion_ occurs 3 times.
--            _book_ occurs 4 times.
--            _gold_ occurs 1 time.
--         _mansion_ occurs 4 times.
--          _qgiver_ occurs 1 time.

QBN:
Item _book_ book3
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mansion_ remote house1

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Battle_mage
Foe _F.01_ is Iron_atronach
Foe _F.02_ is Daedra_seducer
Foe _F.03_ is Werewolf

--	Quest start-up:
	place item _book_ at _mansion_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _mansion_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _book_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 

_S.07_ task:
	clicked item _book_ 

_S.08_ task:
	when _traveltime_ and _S.07_ 
	make _book_ permanent 


o0b2xy08

-- Quest: /dos/g/game/dag/arena2/o0b2xy08.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 2X
-- QuestId: 8
Messages: 11
Quest: o0b2xy08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                         _qgiver_ is my name.
<ce>                      This one is a little touchy,
<ce>                        %pcf. I have _gold_ gold
<ce>                       for you if you will steal
<ce>                         some _drugs_ for me. I
<ce>                      assume you know what _drugs_
<ce>                      is? It's a highly addictive
<ce>                       herb. Do you want the job?

RefuseQuest:  [1001]
<ce>                       If word leaks out of this
<ce>                      job, you know who I'll come
<ce>                           looking for %pcn.

AcceptQuest:  [1002]
<ce>                           Go to __mansion_.
<ce>                            Find _mansion_.
<ce>                           Steal the _drugs_.
<ce>                Bring it back within =traveltime_ days,
<ce>                          and you'll get paid.

QuestComplete:  [1004]
<ce>                    Just slip them into my pocket.
<ce>                     Good. I don't think anyone saw
<ce>                     you do it. Here's your _gold_
<ce>                              gold, %pcn.

RumorsDuringQuest:  [1005]
Everyone's wondering where the _drugs_ trade in __mansion_ is coming from.

RumorsPostfailure:  [1006]
There was a _drugs_ dealer living in _mansion_ in __mansion_ but he's moved.

RumorsPostsuccess:  [1007]
_mansion_ in __mansion_ was robbed, but the owner isn't going to the magistrate.

QuestorPostsuccess:  [1008]
Just be casual, %pcf. The _drugs_ deal is still hot in the air.

QuestorPostfailure:  [1009]
<ce>                         %oth, %pcf. I thought
<ce>                    I could trust you to get me that
<ce>                    _drugs_. Apparently, if you want
<ce>                     a job done right, kill the %ra
<ce>                         involved first. Go to
<ce>                             Oblivion, kid.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of the
 Thieves Guild in  ___qgiver_
 will pay me to steal some
 _drugs_ from _mansion_
 in __mansion_.
 I have to get back to him in
 =traveltime_ days for my money.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--        __mansion_ occurs 5 times.
--           _drugs_ occurs 8 times.
--            _gold_ occurs 2 times.
--         _mansion_ occurs 4 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _drugs_ drug
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mansion_ remote house1

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Battle_mage
Foe _F.01_ is Iron_atronach
Foe _F.02_ is Daedra_seducer
Foe _F.03_ is Werewolf

--	Quest start-up:
	place item _drugs_ at _mansion_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _mansion_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _drugs_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 

_S.07_ task:
	clicked item _drugs_ 

_S.08_ task:
	when _S.07_ and _traveltime_ 
	make _drugs_ permanent 


o0b2xy09

-- Quest: /dos/g/game/dag/arena2/o0b2xy09.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 2X
-- QuestId: 9
Messages: 11
Quest: o0b2xy09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       You can call me _qgiver_.
<ce>                     I have wind of some _coastal_
<ce>                      that some pig of a merchant
<ce>                       just bought. I want to you
<ce>                       pinch it an bring it here.
<ce>                       I'll pay you _gold_ gold.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>                           Move along %pcn.
<ce>                         I need to find a thief
<ce>                          worthy of the name.

AcceptQuest:  [1002]
<ce>                          In __mansion_ go to
<ce>                        _mansion_. It shouldn't
<ce>                        be too tough to find the
<ce>                         _coastal_. Get it back
<ce>                      to me in =traveltime_ days,
<ce>                          and I'll pay you. No
<ce>                            questions? Good.

QuestComplete:  [1004]
<ce>                        Oh ho! This shipment is
<ce>                       better than I had thought.
<ce>                        Here's your _gold_ gold
<ce>                        %pcn. Don't spend it all
<ce>                           on drink or vice.

RumorsDuringQuest:  [1005]
A new shipment of _coastal_ came into __mansion_. No one knows exactly where.

RumorsPostfailure:  [1006]
Someone must've found the _coastal_ in __mansion_. They're shipping it out again.

RumorsPostsuccess:  [1007]
Turns out where they were keeping the _coastal_ was robbed the other day.

QuestorPostsuccess:  [1008]
Now, you ain't spending that gold on drink or vice, are you, %pcf?

QuestorPostfailure:  [1009]
<ce>                  What do you want? I told you where
<ce>                 to find the _coastal_, but you diddled
<ce>               around until it didn't do no one no good.
<ce>                     Just get out, %pcf. Yer giving
<ce>                             me a headache.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_ of
 the Thieves Guild has hired
 me to steal some _coastal_
 from _mansion_ in
 __mansion_. I have to get
 it back to __qgiver_
 in ___qgiver_ in =traveltime_
 days for my payment.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--        __mansion_ occurs 4 times.
--         __qgiver_ occurs 1 time.
--         _coastal_ occurs 7 times.
--            _gold_ occurs 2 times.
--         _mansion_ occurs 2 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _coastal_ mineral
Item _gold_ gold

Person _qgiver_ group Questor male

Place _mansion_ remote generalstore

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Battle_mage
Foe _F.01_ is Iron_atronach
Foe _F.02_ is Daedra_seducer
Foe _F.03_ is Werewolf

--	Quest start-up:
	place item _coastal_ at _mansion_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _mansion_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _coastal_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 2 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 2 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 2 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 2 minutes 1 times with 10% success 

_S.07_ task:
	clicked item _coastal_ 

_S.08_ task:
	when _S.07_ and _traveltime_ 
	make _coastal_ permanent 


o0b2xy10

-- Quest: /dos/g/game/dag/arena2/o0b2xy10.qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 2X
-- QuestId: 10
Messages: 11
Quest: o0b2xy10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                           %pcn, my name is
<ce>                        _qgiver_. I have a line
<ce>                         on a _potion_. I need
<ce>                         someone to lift it for
<ce>                      me. I'll pay you _gold_ gold
<ce>                       to do it. What do you say?

RefuseQuest:  [1001]
<ce>                       Let me know when you want
<ce>                        to get real work, %pcn.

AcceptQuest:  [1002]
<ce>                          At _alchemyshop_ in
<ce>                        __alchemyshop_ you will
<ce>                         find a _potion_. Take
<ce>                        it and bring it to me in
<ce>                      =traveltime_ days, and I'll
<ce>                        pay you. That's not too
<ce>                           tough now, is it?

QuestComplete:  [1004]
<ce>                         Not bad, %pcn. Here's
<ce>                           your _gold_ gold.

RumorsDuringQuest:  [1005]
_alchemyshop_ has some of the best ingredients in __alchemyshop_.
<--->
If you want just about anything, go to _alchemyshop_ in __alchemyshop_.

RumorsPostfailure:  [1006]
There was a rare _potion_ in _alchemyshop_, but it's in a safer place now.

RumorsPostsuccess:  [1007]
Someone stole a bottle of _potion_ right out of _alchemyshop_. What cheek!

QuestorPostsuccess:  [1008]
Sure, I remember you, %pcf. The _potion_, right?

QuestorPostfailure:  [1009]
<ce>                  Don't tell me. You went all the way
<ce>                      to _alchemyshop_, found the
<ce>                       _potion_, and accidentally
<ce>                    drank it, right? %oth, different
<ce>                         thief, same old story.

QuestLogEntry:  [1010]
%qdt:
 _qgiver_, a Thieves Guild member
 in ___qgiver_ offered me a job to
 steal a _potion_ from
 _alchemyshop_ in
 __alchemyshop_. I have
 =traveltime_ days to get it to %g2.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--      =traveltime_ occurs 2 times.
--        ___qgiver_ occurs 1 time.
--    __alchemyshop_ occurs 11 times.
--            _gold_ occurs 2 times.
--          _potion_ occurs 7 times.
--          _qgiver_ occurs 2 times.

QBN:
Item _potion_ Elixir_vitae
Item _gold_ gold

Person _qgiver_ group Questor male

Place _alchemyshop_ remote town0

Clock _traveltime_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Battle_mage
Foe _F.01_ is Iron_atronach
Foe _F.02_ is Daedra_seducer
Foe _F.03_ is Werewolf

--	Quest start-up:
	place item _potion_ at _alchemyshop_ 
	start timer _traveltime_ 
	log 1010 step 0 
	pc at _alchemyshop_ do _S.01_ 

_traveltime_ task:
	end quest 

_S.01_ task:
	pick one of _guard1_ _guard2_ _guard3_ _guard4_ 

_questdone_ task:
	toting _potion_ and _qgiver_ clicked 
	give pc _gold_ 
	end quest 

_guard1_ task:
	create foe _F.00_ every 4 minutes 1 times with 10% success 

_guard2_ task:
	create foe _F.01_ every 4 minutes 1 times with 10% success 

_guard3_ task:
	create foe _F.02_ every 4 minutes 1 times with 10% success 

_guard4_ task:
	create foe _F.03_ every 4 minutes 1 times with 10% success 

_S.07_ task:
	clicked item _potion_ 

_S.08_ task:
	when _traveltime_ and _S.07_ 
	make _potion_ permanent 


p0a01l00

-- Quest: /dos/g/game/dag/arena2/p0a01l00.qbn.
-- StartsBy: letter
-- Questee: initiate
-- Questor: vampire
-- Repute: 01
-- QuestId: 0
Messages: 31
Quest: p0a01l00
-- Message panels
QRC:

QuestorOffer:  [1000]
Dear %pcn,
 
    For some time, we have watched you. In fact,
 we have watched you since you received the unholy
 blessing of vampirism. You have had your odd
 and awkward moments, but we are not displeased
 with the vampire you have become.
    The time has come for you to learn of your
 heritage, the proud lineage of %vam,
 the greatest of the vampiric bloodlines. To
 prove your allegiance, however, we require a
 sacrifice.
     There is a haunt nearby where lodges a
 member of a lesser bloodline. Go to the place
 called ___mondung_, and slay =monster_,
 this foul insult to our race. When the deed
 is completed, come to __questgiver_ in
 ___questgiver_ and find me. I am instantly
 recognizable: look for a =questgiver_.
     I will wait for =1stparton_ days,
 %pcf. After that time, I will leave.
 I hope we do not miss one another.
 
<ce>                              _questgiver_

RefuseQuest:  [1001]
Error: Questtext 1001 Called!

AcceptQuest:  [1002]
Error: Questtext 1002 Called!

QuestFail:  [1003]
<ce>                    Look, I don't want to be rude,
<ce>                     but I'm expecting someone, so
<ce>                            just shove off.

QuestComplete:  [1004]
<ce>                     Excellent, %pcf. You'll make
<ce>                 a fine member of %vam. Welcome to the
<ce>                  family.  I am known as _questgiver_.
<ce>                    %vam will continue to watch your
<ce>                 progress, and we may contact you from
<ce>                    time to time on family business.
<ce>                  Here is a ring that marks you as one
<ce>                                 of us.

RumorsDuringQuest:  [1005]
They say ___mondung_ is inhabited again by someone or something.
<--->
There's some weird =questgiver_ over at __questgiver_.

RumorsPostfailure:  [1006]
Thank %god that weird =questgiver_ left __questgiver_.
<--->
It seems that ___mondung_ has been abandoned once again.

RumorsPostsuccess:  [1007]
Lots of people are wondering what could have possibly slain a _monster_.
<--->
Wonder whether that _monster_ was killed by something much worse than it.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called. Not sposed to be.

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called. Not sposed to be.

QuestLogEntry:  [1010]
_questgiver_?  Never heard of %g2.  Does %g live around here?

Message:  1011
That =questgiver_ is a mentor of the vampiric bloodline, %vam.
<--->
_questgiver_ is a proud and capable member of %vam bloodline.

Message:  1015
%qdt: I received a
 letter from a member of my "family."
 I have been told to slay a "member
 of a lesser bloodline," presumably
 not one of %vam, in a
 place called ___mondung_.
 Then I am to go to ___questgiver_
 to __questgiver_ and see
 a =questgiver_ by the
 name of _questgiver_
 before %g leaves in =1stparton_
 days.

Message:  1020
<ce>                     A gaunt, pale child hands you
<ce>                       a letter then darts away.

Message:  1030
<ce>                      You have slain the vampire
<ce>                               =monster_.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--              %god occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %vam occurs 6 times.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 2 times.
--      =questgiver_ occurs 5 times.
--       ___mondung_ occurs 4 times.
--    ___questgiver_ occurs 6 times.
--         _monster_ occurs 2 times.
--      _questgiver_ occurs 5 times.

QBN:
Item _reward_ ring
Item _letter_ letter used 1000

Person _questgiver_ factiontype Vampire_Clan female anyInfo 1010 rumors 1011

Place _mondung_ remote dungeon0

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5

Foe _monster_ is Vampire

--	Quest start-up:
	_letter_ used do _readletter_ 
	have _letter_ set _S.06_ 
	give pc _letter_ notify 1020 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 
	create npc _questgiver_ 

_qgclicked_ task:
	clicked npc _questgiver_ 

_1stparton_ task:
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_readletter_ task:
	reveal _mondung_ 
	log 1015 step 0 

_S.06_ task:
	start timer _1stparton_ 


p0b00l01

-- Quest: /dos/g/game/dag/arena2/p0b00l01.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 0
-- QuestId: 1
Messages: 27
Quest: p0b00l01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                                Do you
<ce>                         have a few nights free
<ce>                               for %vam?

RefuseQuest:  [1001]
<ce>                      No was not the answer I was
<ce>                     anticipating. Try to make some
<ce>                        time and effort for %vam
<ce>                       in the future, whelp. You
<ce>                          would not like being
<ce>                               abandoned.

AcceptQuest:  [1002]
<ce>                      %pcf, I need you to deliver
<ce>                      a letter to an ally of %vam.
<ce>               _pawn_ will wait for you for no more than
<ce>                    =1stparton_ nights at __pawn_ in
<ce>                 ___pawn_. Do not miss the appointment.
<ce>           I will expect you back here in =1stparton_ nights.
<ce>                                Goodbye.

QuestFail:  [1003]
<ce>                         Until my letter is in
<ce>                            _pawn_'s sweaty
<ce>                       hands, I'm not interested
<ce>                           in talking, %pcf.

QuestComplete:  [1004]
<ce>                 Thank you for delivering that letter
<ce>                    so promptly, %pcf. It was rather
<ce>                   important. I have also been busy.
<ce>                      Take this _reward_ as a gift
<ce>                          for a job well done.

RumorsDuringQuest:  [1005]
That =pawn_ in __pawn_ is waiting for someone. Someone who's arriving at night.
<--->
They say the %t is finally going to do something about the vampire menace.

RumorsPostfailure:  [1006]
That nervous =pawn_ finally left __pawn_. Must've missed %g3 nighttime meeting.
<--->
That =vampire_ in __vampire_ was muttering about that %ra %g's always with.

RumorsPostsuccess:  [1007]
The %rt apparently changed %g3 mind about the existance of vampires in %reg.
<--->
The %rt was going to put more guards out at night, but changed %g3 mind.

QuestorPostsuccess:  [1008]
Salutations, %pcf. I hope _pawn_ was sufficiently polite to you.

QuestorPostfailure:  [1009]
<ce>                      When I sent you to _pawn_,
<ce>                   I expected you to go to %g2, %pcf.
<ce>                        Don't ... make me angry.

QuestLogEntry:  [1010]
<ce>                        Yes, my name is _pawn_.
<ce>                          Y-you must be %pcn.
<ce>                          Tell _vampire_ that
<ce>                   I'll take care of everything. Make
<ce>                   sure %g knows I'm loyal. Nothing's
<ce>                     changed. Thank you. I'll make
<ce>                        sure everything's fine.

Message:  1011
_vampire_?  A very charming =vampire_ who stays at __vampire_, I believe.
<--->
_vampire_ is that =vampire_ at __vampire_.

Message:  1012
_vampire_ is one of %vam vampires.
<--->
_vampire_ is a mentor, a fairly young member of %vam bloodline.

Message:  1013
_pawn_,
 
   We have heard that once again the %t
 is considering increasing the number of
 patrols in %reg during the night
 to combat the unexplained attacks. %t
 %rt will be receiving a visitor
 from %vam so this situation will
 be reasonably resolved.
   Please assist in this matter as per
 the usual plan. %vam are not
 amused that we must continually address
 this same potential problem.
   The %t's family has grown quite
 healthy incidentally. Not a coincidence.
 Or a situation without a remedy.
 
<ce>                              -- _vampire_

Message:  1014
_pawn_ is a nervous =pawn_ at __pawn_, %di of here.
<--->
_pawn_ is the name of that =pawn_ I saw at __pawn_. That's to the %di.

Message:  1015
_pawn_ is a pawn of %vam vampires, who operates out of __pawn_.
<--->
That =pawn_ is an ally of %vam vampires -- %g lives at __pawn_.

Message:  1020
%pcn,
    %vam summon you
 to ___vampire_. Look for
 me there and present this
 letter.
 
 With dying breath,
<ce>                               _vampire_

Message:  1021
<ce>                      You have received a letter.

Message:  1025
%qdt:
 _vampire_ of %vam in
 __vampire_, ___vampire_
 has sent me to bring a letter
 to some sort of =pawn_ in
 ___pawn_ with the unfortunate
 name of _pawn_. It is apparently
 of great importance that I meet %g2
 at __pawn_ no later than =1stparton_
 nights from now.

Message:  1026
%qdt:
 _vampire_ of ___vampire_
 has summoned me to __vampire_
 on %vam business.


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--                %g occurs 3 times.
--               %g2 occurs 2 times.
--               %g3 occurs 3 times.
--              %pcf occurs 5 times.
--              %pcn occurs 2 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--              %reg occurs 2 times.
--               %rt occurs 3 times.
--                %t occurs 4 times.
--              %vam occurs 12 times.
--       =1stparton_ occurs 3 times.
--            =pawn_ occurs 6 times.
--         =vampire_ occurs 3 times.
--          ___pawn_ occurs 2 times.
--       ___vampire_ occurs 3 times.
--           __pawn_ occurs 8 times.
--        __vampire_ occurs 5 times.
--            _pawn_ occurs 10 times.
--          _reward_ occurs 1 time.
--         _vampire_ occurs 9 times.

QBN:
Item _reward_ magic_item
Item _letter_ letter used 1013
Item letter36 letter used 1020

Person _vampire_ factiontype Vampire_Clan male anyInfo 1011 rumors 1012
Person _pawn_ faction Local_3.0 female anyInfo 1014 rumors 1015


Clock _1stparton_ 0:0 0 flag 0:17 range 1 2


--	Quest start-up:
	dialog link for person _vampire_ 
	dialog link for person _pawn_ 
	letter36 used do _S.12_ 
	have letter36 set _S.13_ 
	give pc letter36 notify 1021 
	create npc _vampire_ 

variable _pcgetsgold_
variable _queston_
variable _S.02_
variable _S.03_
_npcclicked_ task:
	toting _letter_ and _pawn_ clicked 
	say 1010 
	change repute with _vampire_ by +5 

_vampclicked_ task:
	toting letter36 and _vampire_ clicked 
	add dialog for person _pawn_ 
	log 1025 step 1 
	get item _letter_ 
	say 1002 
	create npc _pawn_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _S.11_ and not _npcclicked_ 
	clear _S.11_ _clearclick_ 

variable _S.09_
variable _S.10_
_S.11_ task:
	clicked npc _vampire_ 
	give pc _reward_ 
	end quest 

_S.12_ task:
	add dialog for person _vampire_ 
	log 1026 step 0 

_S.13_ task:
	start timer _1stparton_ 


p0b00l03

-- Quest: /dos/g/game/dag/arena2/p0b00l03.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 0
-- QuestId: 3
Messages: 27
Quest: p0b00l03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Might I interest you in a
<ce>                      dangerous assignment for the
<ce>                         greater glory of %vam?

RefuseQuest:  [1001]
<ce>                  You want to leave it to another of
<ce>                     %vam and miss the honor? Very
<ce>                      well, but I admit that I am
<ce>                     disappointed by your docility.

AcceptQuest:  [1002]
<ce>                     You are beautifully obedient,
<ce>                       %pcf. A rival vampire has
<ce>                      moved into my territory. You
<ce>                    are going to kill it. You should
<ce>                     be careful, %pcf.  A vampiric
<ce>                     ancient, even one from a tribe
<ce>                     inferior to %vam, is no feeble
<ce>                    adversary. Do not go into battle
<ce>                    without preparation. This one is
<ce>                           called _vampname_,
<ce>                    and %g3 new sanctuary is called
<ce>                     ___mondung_. He is known to be
<ce>                    overly proud of his _vampproof_
<ce>                   made from the skin of his victims.
<ce>                    Bring them back with you. I will
<ce>                        expect you back here in
<ce>                =1stparton_ nights. Do not get yourself
<ce>                             killed, %pcf.

QuestFail:  [1003]
<ce>                      Perhaps you were hoping for
<ce>                             _vampname_ to
<ce>                       commit suicide? Unlikely.
<ce>                        You must be the agent of
<ce>                               %g3 death.

QuestComplete:  [1004]
<ce>                     Welcome back, %pcf, my child.
<ce>                  Curious thing: I was actually quite
<ce>                    concerned about your well-being.
<ce>                  What an absurdity -- sentimentality
<ce>                 in a vampire of %vam! I bring you the
<ce>                     congratulations of %vam elders
<ce>                      who bade me to give you this
<ce>                       _reward_. Do not think of
<ce>                  it as anything so vulgar as pay. It
<ce>                   is simply a gift from your family.

RumorsDuringQuest:  [1005]
There's been a lot of activity at ___mondung_, but it's been abandoned for years.
<--->
That _vampname_ is an aristocrat. Says %g's cleaning up ___mondung_ and %reg.

RumorsPostfailure:  [1006]
_vampname_ finally moved out of ___mondung_, I hear. No place for an aristocrat.
<--->
Now that _vampname_ moved out of ___mondung_, %g's over at the palace a lot.

RumorsPostsuccess:  [1007]
It turns out that nice _vampname_ was a vampire! I had no idea!
<--->
Thank %god that wonderful %ra mercenary killed the vampire in ___mondung_.

QuestorPostsuccess:  [1008]
Salutations, %pcf. I hope you're enjoying your new _reward_.

QuestorPostfailure:  [1009]
<ce>                        _vampname_ still walks
<ce>                         the night, %pcf. This
<ce>                      assignment was handled in an
<ce>                      unacceptable manner. All of
<ce>                        %vam is ... disappointed
<ce>                                in you.

Message:  1020
Dear %pcn,
 
    %vam have a potential
 problem I fear. Come to me in
 ___vampire_ soonest.
 
 In death,
<ce>                               _vampire_

Message:  1011
%g's a very nice and intelligent =vampire_ at __vampire_.
<--->
_vampire_ is that nice =vampire_ you'll find at __vampire_, %di of here.

Message:  1012
_vampire_ is a vampire of %vam bloodline.
<--->
_vampire_ is a young vampire of %vam who tutors even younger vampires.

Message:  1013
The _vampproof_ of _vampname_ are made of a curious pale leather.

Message:  1015
Error -- 1015 is being displayed

Message:  1021
You have received a letter.

Message:  1022
<ce>                     I have returned from the dead
<ce>                     once. I shall do so again. And
<ce>                     when I do I will hunt you and
<ce>                      _vampire_ down like the pale
<ce>                             worms you are!

Message:  1025
%qdt:
   _vampire_ of
 ___vampire_ has summoned
 me to __vampire_
 on %vam business.

Message:  1026
%qdt:
 _vampire_ has sent
 me to ___mondung_ to slay a
 vampire ancient called _vampname_.
 After slaughter time, I am to take some
 very special _vampproof_ as proof of the
 kill and return back to __vampire_
 in =1stparton_ nights.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 3 times.
--               %g3 occurs 2 times.
--              %god occurs 1 time.
--              %pcf occurs 6 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--              %vam occurs 10 times.
--       =1stparton_ occurs 2 times.
--         =vampire_ occurs 2 times.
--       ___mondung_ occurs 7 times.
--       ___vampire_ occurs 6 times.
--          _reward_ occurs 2 times.
--         _vampire_ occurs 7 times.
--        _vampname_ occurs 9 times.
--       _vampproof_ occurs 3 times.

QBN:
Item _reward_ magic_item
Item _vampproof_ boots received 1013
Item _letter_ letter used 1020

Person _vampire_ face 40 factiontype Vampire_Clan anyInfo 1011 rumors 1012
Person _vampname_ face 4 factiontype Vampire_Clan

Place _mondung_ remote dungeon8

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5

Foe _vamprival_ is Ancient_vampire

--	Quest start-up:
	dialog link for person _vampire_ item _vampproof_ 
	pc at _mondung_ do _S.10_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.12_ 
	give pc _letter_ notify 1021 
	create npc _vampire_ 

falseAide0 task:
	toting _vampproof_ and _vampire_ clicked 
	give pc _reward_ 
	end quest 

variable _queston_
_S.02_ task:
	killed 1 _vamprival_ saying 1022 

_vampclicked_ task:
	clicked npc _vampire_ say 1002 
	log 1026 step 1 

_1stparton_ task:
	make _vampproof_ permanent 
	end quest 

_clearclick_ task:
	when _vampclicked_ and not _S.02_ 
	clear _vampclicked_ _clearclick_ 

_S.06_ task:
	when _S.07_ and not _vampclicked_ 

variable _S.07_
_readletter_ task:
	add dialog for person _vampire_ 
	log 1025 step 0 

variable _S.09_
_S.10_ task:
	give item _vampproof_ to _vamprival_ 
	place foe _vamprival_ at _mondung_ 

_S.11_ task:
	when _vampclicked_ 
	reveal _mondung_ 

_S.12_ task:
	start timer _1stparton_ 


p0b00l04

-- Quest: /dos/g/game/dag/arena2/p0b00l04.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 0
-- QuestId: 4
Messages: 17
Quest: p0b00l04
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 called.

RefuseQuest:  [1001]
Error: Questtext 1001 called.

AcceptQuest:  [1002]
Error: Questtext 1002 called.

QuestComplete:  [1004]
<ce>                Is that a hint of sorrow on your brow,
<ce>                       %pcf? I quite understand.
<ce>                 I have on more than on occasion had to
<ce>                slay an offspring of mine. You must try
<ce>                to rise above this mawkish mortal regard
<ce>                 for propagation. What you have had to
<ce>                  do is lamentable, but you must chill
<ce>                your blood to truly become one of %vam.
<ce>                 You have made a step toward that, for
<ce>                   which you deserve congratulations.

RumorsDuringQuest:  [1005]
The grave of =vampire_ must have been robbed. It's all ... torn up.
<--->
There's been a lot of activity around ___mondung_ lately. At night.

RumorsPostfailure:  [1006]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has its good points and bad ones.

RumorsPostsuccess:  [1007]
I got a boil the other day ... but it healed.
<--->
I just had a three hour conversation about the weather.
<--->
The weather is pretty usual for this time of year.
<--->
It seems a trifle coolish in %cn for this time of year.
<--->
It sure is a lot warmer today than this time last year.
<--->
My great aunt is going to a specialist across the Bay.
<--->
It's always funny what time it gets dark around here.
<--->
We should erect a war statue around here.
<--->
The kids these days with their magic. %oth, I don't know.
<--->
I had the weirdest dream last night.
<--->
I heard a great joke. %jok
<--->
%jok Actually, that's a joke.
<--->
%jok Can you explain that to me?
<--->
The legal system in %reg has it good points and bad ones.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called

QuestLogEntry:  [1010]
                     __vamp_
                      ___vamp_
 
 
 My Dear %pcn,
 
      Perhaps you remember a warrior
 you met once, =vampire_?  Taut,
 succulent, slightly thin-blooded,
 but all in all, a memorable meal. Well,
 %g's back from the grave now.
 
      %vam have rather
 mixed emotions about your progeny's
 existence. Come see me and we'll discuss
 it.
 
 
                    Yours in Death,
 
                    _vamp_

Message:  1011
<ce>                    A pale young boy slips a letter
<ce>                     into your hand and disappears,
<ce>                            nimble as a rat.

Message:  1012
%qdt:
 _vamp_ of %vam sent
 me a letter, asking for my
 immediate presence in ___vamp_
 at a place called __vamp_.

Message:  1013
<ce>              Ah, good evening to you, blood of my blood.
<ce>               We have a problem, you and I. One of your
<ce>               old meals has come back out of the grave.
<ce>                  =vampire_? I don't know if the name
<ce>                 means anything to you. In any case, we
<ce>                 have been watching %g2, as we watched
<ce>               you, to see if %g3 response to immortality
<ce>                      is worthy of %g3 bloodline.
<ce>               It has not been. With every drop of blood
<ce>                %g drinks, %g3 thirst increases tenfold.
<ce>               A mad, virgin vampire loose in the region
<ce>                 is a threat to all civilized vampiric
<ce>                      business. Go to ___mondung_
<ce>               and slay this troublesome child of yours.
<ce>                  It is unpleasant business, but it is
<ce>                   your responsibility. I will expect
<ce>                  to see you again in =queston_ nights
<ce>                   with the deed completed. Farewell.

Message:  1014
%dat:
 _vamp_ has sent me to
 ___mondung_ where
 I am to slay =vampire_, a
 vampire I created. I have
 =queston_ nights to do
 this duty and report back to
 ___vamp_.

Message:  1015
<ce>                     Better not spare that rod, my
<ce>                        parent. You'll spoil me.
                                     <--->
<ce>                     I know you. You were the last
<ce>                      face I saw, smeared with the
<ce>                    blood of my body. Come, my dear
<ce>                        creator, let us embrace.
                                     <--->
<ce>                      Your face is the face of my
<ce>                          nightmare, %pcn. You
<ce>                      are the one who cursed me to
<ce>                         this life, aren't you?

Message:  1016
<ce>                            =vampire_ dies
<ce>                         at last a true death.
<ce>                        You must return to tell
<ce>                            _vamp_ that the
<ce>                             deed is done.


-- Symbols used in the QRC file:
--
--               %cn occurs 2 times.
--              %dat occurs 1 time.
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %jok occurs 6 times.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 2 times.
--              %vam occurs 3 times.
--         =queston_ occurs 2 times.
--         =vampire_ occurs 5 times.
--       ___mondung_ occurs 3 times.
--          ___vamp_ occurs 9 times.

QBN:
Item _letter_ letter used 1010

Person _vamp_ factiontype Vampire_Clan male

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2
Clock _S.05_ 0:0 0 flag 0:17 range 1 4

Foe _vampire_ is Vampire

--	Quest start-up:
	dialog link for location _mondung_ person _vamp_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.08_ 
	give pc _letter_ notify 1011 
	place foe _vampire_ at _mondung_ 

_vampclicked_ task:
	clicked npc _vamp_ 

_S.01_ task:
	killed 1 _vampire_ 
	say 1016 

until _S.01_ performed:
	clear _vampclicked_ 

_queston_ task:
	end quest 

_S.03_ task:
	injured _vampire_ 
	say 1015 

_reward_ task:
	when _vampclicked_ and _S.01_ 
	give pc nothing 
	end quest 

variable _S.05_
_readletter_ task:
	add dialog for person _vamp_ 
	log 1012 step 0 

_S.07_ task:
	when _vampclicked_ 
	reveal _mondung_ 
	log 1014 step 1 
	say 1013 

_S.08_ task:
	start timer _queston_ 


p0b00l06

-- Quest: /dos/g/game/dag/arena2/p0b00l06.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 0
-- QuestId: 6
Messages: 24
Quest: p0b00l06
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 Called

RefuseQuest:  [1001]
Error: Questtext 1001 Called

AcceptQuest:  [1002]
Error: Questtext 1002 Called

QuestFail:  [1003]
Error: Questtext 1003 Called

QuestComplete:  [1004]
<ce>                     Lovely. Did you read this? Of
<ce>                  course you did. What rot. There was
<ce>                   another mage who had similar views
<ce>                    of the vampiric tribes, I cannot
<ce>                   recall his name. You've done well,
<ce>                      young one. Very well indeed.

RumorsDuringQuest:  [1005]
_mage_ is involved in terrifically important work down in ___mondung_.
<--->
___mondung_ is a grim place, but good for _mage_ to get %g3 work done in peace.

RumorsPostfailure:  [1006]
=mage_'s work on vampires apparently has reached the Mages Guild's attention.
<--->
The Archmagister of the Mages Guild himself is studying _mage_'s work.

RumorsPostsuccess:  [1007]
Tamriel may never know just what poor _mage_ had been working so hard on.
<--->
_mage_ was murdered, they say because %g was working on a charm against daedra.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called. Whoopsy

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called. My Bad

QuestLogEntry:  [1010]
                      __vamp_
                       ___vamp_
 
 
 Dear %pcn,
 
      Those doddering, unenlightened
 barbarians who call themselves the Mages
 Guild are involved in yet another rather
 pointless endeavor. This time, they may,
 though accidentally, be on a path toward
 breaking the shade and exposing %vam.
 It seems inconceivable that the Mages Guild
 actually accomplish anything, but we must
 make provision for such an eventuality.
 
       Come see me as soon as possible at
 the address above.
 
                      Yours in Death,
 
 
                      _vamp_

Message:  1011
%qdt: I received a
 letter from _vamp_ of
 %vam in ___vamp_.
 I am to meet %g2 in a place
 called __vamp_ as
 soon as possible.

Message:  1012
<ce>               Good evening, kin. The fools at the Mages
<ce>               Guild have blindly stumbled on a few bare
<ce>               facts in their aimless dissections. It is
<ce>               unlikely that they will get anywhere, but
<ce>               the mage who is leading the research is at
<ce>              least wise enough to hide. That, in itself,
<ce>                is enough for our concern. Of course, it
<ce>                     is pointless to hide from %vam
<ce>                        anywhere in %reg. _mage_
<ce>                    is in ___mondung_, a laboratory
<ce>               of sorts. I want you to get the notes for
<ce>                 this research and bring it back to me.
<ce>                      _mage_, I understand, keeps
<ce>              the notes on %g3 person under the laughable
<ce>                misconception that they are safe there.
<ce>                Go point out the error in %g3 thinking,
<ce>                                 %pcf.

Message:  1013
My Dear Old %pcn,
 
    Whenever you might find yourself in the
 vicinity of ___mg_, your
 ubiety at __mg_ would be
 most efficacious to our present needs. In
 return for your support in an endeavor, I can
 offer you the gratification of personal
 economonic prosperity and the more sublime
 pleasure of aiding your Mages Guild compeers.
 
     I hope to see you very soon.
 
 
 
     Yours and all that,
 
 
     _mg_

Message:  1014
<ce>                    A courier dressed in deep blue
<ce>                   robes hands you a letter and, with
<ce>                           a bow, disappears.

Message:  1015
<ce>                      Oh, oh, %oth, %pcn, is it?
<ce>                   I, ah, understand that you are the
<ce>                 right one for this, being sufficiently
<ce>                 mettlesome, thewy, in short, puissant
<ce>                            to aid _mage_, a
<ce>                  sorceror who fears that %g3 research
<ce>                  has attracted the, ah, inquisitorial
<ce>                attention of a local tribe of vampires.
<ce>                  Too much work had made the poor old
<ce>                 sorceror, well, oversensitive. If you
<ce>                   would just pop on over to %g3 lab,
<ce>                       ___mondung_, and get these
<ce>                 precious notes, I would be very, very,
<ce>                  ah, beholden. Just watch out for old
<ce>                         _mage_ -- %g's a mite,
<ce>                      ah, agitated, I understand.

Message:  1016
<ce>                       %oth! My precious notes!
<ce>                        Away, bloodsucker! Away!

Message:  1017
<ce>                      Wait a minute! Are you the
<ce>                           %ra I was supposed
<ce>                         to give the notes to?

Message:  1018
<ce>                      My sincere apologies, %pcn.
<ce>                  I've been very nervous lately. Here
<ce>                   are the notes. Be careful, though.
<ce>                           Trust no one. %vam
<ce>                       vampires could be anyone.

Message:  1019
%dat: _mg_ of
 __mg_ in ___mg_
 wants me to go to ___mondung_
 to take _mage_'s
 work out of %g3 hands and bring it
 safely to ___mg_.
 Even though _mage_
 is expecting me, %g may be a little
 nervous ... after all, anyone might
 be a vampire ...

Message:  1020
%vam are the dominant
 tribe of %reg, though they are
 by no means the dominant tribe of the
 whole Iliac Bay region. (Fill in this
 about the Montalion, Vrasethi, Ghulari,
 Selenu, et cetera, blah, blah, blah
 Different powers but basically same
 internal structure, blah, blah, blah).
 How is one cured of vampirism (find
 that Vampires of the Iliac Bay book,
 references to a society of former
 vampires)? Slaying the preeminant member
 of the same bloodline, from what I can
 gather from personal interviews and
 whatnot. (Note to me: that rather
 =vamp_ in ___vamp_ has
 expressed interest in my work. Possible
 interviewee or trap?) Vampires infiltrating
 royal courts, Dark Brotherhood, even the
 Mages Guild in %reg and else
 where. Is the %t of %reg under
 influence of %vam or perhaps
 more than under the influence? Run the
 standard test (pend that patent) and see
 what's what. Need Nymph Hair, holy symbol,
 et cetera, et cetera, fresh this time for
 %god's sake. Talk to _mg_
 about increasing funding. Going nowhere.

Message:  1021
%dat: A sorceror named
 _mage_ has come close
 to major discoveries about %vam
 and _vamp_ has sent me
 to the laboratory, ___mondung_
 to retrieve the notes. It is likely that
 _mage_ has them on
 %g3 body, as if that is protection
 against me.

Message:  1022
<ce>                      Is this what _mage_ wanted
<ce>                  to protect? The meandering drivel of
<ce>                   a madman. Still, not your fault I
<ce>                  suppose. Here's _mggold_ gold pieces
<ce>                    for your propitious conveyance.

Message:  1023
<ce>                     A pale young boy hands you a
<ce>                  letter and scampers away like a rat.


-- Symbols used in the QRC file:
--
--              %dat occurs 2 times.
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--               %g3 occurs 7 times.
--              %god occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 4 times.
--                %t occurs 1 time.
--              %vam occurs 7 times.
--            =mage_ occurs 1 time.
--            =vamp_ occurs 1 time.
--            ___mg_ occurs 3 times.
--       ___mondung_ occurs 6 times.
--          ___vamp_ occurs 3 times.
--             __mg_ occurs 2 times.
--           __vamp_ occurs 2 times.
--            _mage_ occurs 14 times.
--              _mg_ occurs 3 times.
--          _mggold_ occurs 1 time.
--            _vamp_ occurs 3 times.

QBN:
Item _letter_ letter used 1010
Item letter37 letter used 1013
Item research1 letter used 1020
Item _mggold_ gold

Person _vamp_ factiontype Vampire_Clan male
Person _mg_ faction The_Mages_Guild male
Person _mage_ face 1 faction Group_5.1

Place _mondung_ remote dungeon9

Clock _queston_ 0:0 0 flag 0:17 range 0 2
Clock _2ndparton_ 0:10 0:30 flag 9 range 0 0

Foe _sorceror_ is Sorceror

--	Quest start-up:
	dialog link for person _vamp_ 
	dialog link for location _mondung_ person _mg_ 
	repute with _mg_ exceeds 15 do _S.04_ 
	give item research1 to _sorceror_ 
	_letter_ used do _readletter_ 
	letter37 used do _S.14_ 
	have _letter_ set _S.15_ 
	give pc _letter_ notify 1023 
	place foe _sorceror_ at _mondung_ 

_queston_ task:
	change repute with _vamp_ by -10 
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 
	reveal _mondung_ 
	log 1021 step 2 
	say 1012 

variable _S.02_
_2ndparton_ task:
	give pc letter37 notify 1014 

_S.04_ task:
	start timer _2ndparton_ 

_S.05_ task:
	clicked npc _mg_ 
	reveal _mondung_ 
	log 1019 step 3 
	say 1015 

_contact_ task:
	injured _sorceror_ 

variable _S.07_
_S.08_ task:
	when _contact_ and _S.05_ 
	prompt 1017 yes _S.09_ no _S.10_ 

_S.09_ task:
	get item research1 
	say 1018 
	remove foe _sorceror_ 

_S.10_ task:
	when _contact_ and not _S.05_ 
	say 1016 

_S.11_ task:
	toting research1 and _mg_ clicked 
	get item _mggold_ 
	say 1022 
	make _mggold_ permanent 
	change repute with _mg_ by +10 
	change repute with _vamp_ by -20 
	end quest 

_S.12_ task:
	toting research1 and _vamp_ clicked 
	give pc nothing 
	end quest 

_readletter_ task:
	add dialog for person _vamp_ 
	log 1011 step 0 

_S.14_ task:
	add dialog for person _mg_ 

_S.15_ task:
	start timer _queston_ 


p0b01l02

-- Quest: /dos/g/game/dag/arena2/p0b01l02.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 01
-- QuestId: 2
Messages: 31
Quest: p0b01l02
-- Message panels
QRC:

QuestorOffer:  [1000]
My dear %pcf,
 
    We have a small task for you to perform to
 prove your resolution to be one of us. There is
 a _vamprelic_ of ours sequestered like a
 bit of trite incunabula in the Mages Guild of
 __itemdung_. Liberate it from its prison
 within =1stparton_ days when they plan to move it
 to a more secure location.
    Once you have the _vamprelic_, come to me.
 I will wait for you for =1stparton_ days at
 __vampire_ in ___vampire_. I am
 easy to recognize. Look for a =vampire_.
    I am looking forward to making your acquaintance
 less formally, %pcf. Do not fail to come.
 
<ce>                               In death,
<ce>                           _vampire_ of %vam

RefuseQuest:  [1001]
Error: Dagtext 1001 Called.

AcceptQuest:  [1002]
Error: Dagtext 1002 Called.

QuestComplete:  [1004]
<ce>                  Pleased to meet you at last, %pcf.
<ce>                      I, of course, am _vampire_.
<ce>                            %vam tribe will
<ce>                       take proper possession of
<ce>                       the _vamprelic_. Don't get
<ce>                     any silly ideas about getting
<ce>                     paid for this. It is an honor
<ce>                          just to serve %vam.

RumorsDuringQuest:  [1005]
The Mages Guild is getting rid of a lot of its old useless junk, I hear.
<--->
I hear there's a dump where all the Mages Guilds are sending their old stuff.

RumorsPostfailure:  [1006]
With all the security at the Mages Guild, there's something worth stealing.
<--->
They sent that load of old dusty junk out of the Mages Guild at last.

RumorsPostsuccess:  [1007]
The three stars of Locanda glowed last night. That stands for unholy alliances.
<--->
The Mages Guild is perplexed about that burglary. Who would want that thing?

QuestorPostsuccess:  [1008]
Salutations, %pcn. Thank you again for the _vamprelic_.

QuestorPostfailure:  [1009]
<ce>                       %pcf, now is not the time
<ce>                   to test the limits of my patience.
<ce>                    My letter expressly asked you to
<ce>                         bring the _vamprelic_,
<ce>                      but where is it? A very poor
<ce>                       showing, %pcf.  Very poor.

QuestLogEntry:  [1010]
A sinister-looking character by that name is %di of here in __vampire_.
<--->
An odd =vampire_ named _vampire_ is staying at __vampire_, %di of here.

Message:  1011
_vampire_ is a member of %vam tribe, a mentor to its youthlings.
<--->
_vampire_ is a fairly young member of %vam, but proud and strong too.

Message:  1013
Just a _vamprelic_. Not a very pretty sight.
<--->
A weird-looking _vamprelic_.

Message:  1015
From what I hear, it's a _vamprelic_ of the elder circle of %vam.
<--->
It's a _vamprelic_ used in certain secret rituals of %vam masters.

Message:  1020
%qdt:
 I received a letter from _vampire_
 of ___vampire_ who has given me =1stparton_ nights
 to steal a _vamprelic_ out of its secured chamber
 in the Mages Guild of __itemdung_. Once
 the deed has been done, I am to bring the _vamprelic_
 to _vampire_ at __vampire_.

Message:  1030
<ce>                   A rolled parchment on the ground
<ce>                     catches your eye.  As you take
<ce>                   a closer look, you are astonished
<ce>                  to see that it is addressed to you.


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--              %pcf occurs 5 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %vam occurs 7 times.
--       =1stparton_ occurs 3 times.
--         =vampire_ occurs 4 times.
--       __itemdung_ occurs 2 times.
--        __vampire_ occurs 11 times.
--       _vamprelic_ occurs 11 times.

QBN:
Item _vamprelic_ religious received 1013 used 1015
Item _letter_ letter used 1000

Person _vampire_ factiontype Vampire_Clan female anyInfo 1011 rumors 1010

Place _itemdung_ remote magery

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5

Foe _mages_ is Mage
Foe _battlemage_ is Battle_mage

--	Quest start-up:
	place item _vamprelic_ at _itemdung_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.06_ 
	give pc _letter_ notify 1030 

variable _pcgetsgold_
_vampclicked_ task:
	toting _vamprelic_ and _vampire_ clicked 
	give pc nothing 
	change repute with _vampire_ by +5 
	end quest 

_pchasitem_ task:
	clicked item _vamprelic_ 
	create foe _battlemage_ every 1 minutes 4 times with 25% success 
	create foe _mages_ every 2 minutes 2 times with 25% success 

_1stparton_ task:
	make _vamprelic_ permanent 
	change repute with _vampire_ by -5 
	end quest 

variable _clearclick_
_readletter_ task:
	log 1020 step 0 

_S.06_ task:
	start timer _1stparton_ 


p0b10l07

-- Quest: /dos/g/game/dag/arena2/p0b10l07.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 10
-- QuestId: 7
Messages: 18
Quest: p0b10l07
-- Message panels
QRC:

RefuseQuest:  [1001]
Error: Questtext 1001 Called.

AcceptQuest:  [1002]
Error: Questtext 1002 Called.

QuestComplete:  [1004]
<ce>                         _knight_ is half out
<ce>                    of %g3 mind, %pcf. What a terror
<ce>                           you are. %vam feel
<ce>                    that you deserve this _jewelry_
<ce>                   in recognition of your loyalty and
<ce>                    remarkable ... restraint in this
<ce>                     matter. Well done, tribesman.

RumorsDuringQuest:  [1005]
If _knight_ doesn't watch out, those vampires are going to turn on %g2.
<--->
_knight_ thinks %g knows about vampires. But %g's a fool.

RumorsPostfailure:  [1006]
_knight_ has moved across the Bay, but %g's keeping an eye on the vampires.
<--->
_knight_'s not afraid of any vampires. Killed thousands of 'em, I hear.

RumorsPostsuccess:  [1007]
_knight_ got taught the lesson of %g3 life. It doesn't pay to fight vampires.
<--->
_knight_ was a stupid do-gooder. Just leave the vampires alone, I say.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called.

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called.

QuestLogEntry:  [1010]
              __vamp_
               ___vamp_
 
 
 Dear %pcn,
 
     %vam need you. Come
 immediately.
 
 
               Yours in Death,
 
 
               _vamp_

Message:  1011
<ce>                  Ah, good evening, my tribesman. We
<ce>                   are having difficulty with a local
<ce>                  warlord who, despite our many, many
<ce>                   polite verbal and written threats,
<ce>                    continues to wage a war against
<ce>                 %vam. Ordinarily, this irksome knight
<ce>                    would have been in the hereafter
<ce>                   weeks ago. Our mercy is not sprung
<ce>                      from sentiment. We could use
<ce>                          _knight_ as an ally
<ce>                   in %reg, but %g needs to be taught
<ce>                  obedience. I want you to have a talk
<ce>                        with %g2 in ___mondung_
<ce>                   where %g feels most secure. Don't
<ce>                  kill %g2 -- just rough %g2 up a bit.
<ce>                 I'll expect you back in =queston_ days
<ce>                           after _knight_ has
<ce>                           been ... softened.

Message:  1012
%qdt:
 I received a letter
 from _vamp_, of
 %vam of ___vamp_. I
 am needed in __vamp_
 as soon as possible.

Message:  1013
%dat: _vamp_
 wants me to go to ___mondung_
 and throttle _knight_,
 a knight who refuses to bend to the
 will of %vam. I am
 ordered not to kill %g2, just
 frighten %g2, and be back in
 ___vamp_ in =queston_ days.

Message:  1014
<ce>                         Sweet %god, tell %vam
<ce>                         that I'll do anything!
<ce>                          Just don't kill me!
                                     <--->
<ce>                          %oth, I surrender!
<ce>                      I'll do anything they want,
<ce>                      just please, in the name of
<ce>                            %god, don't kill
<ce>                                  me!

Message:  1015
<ce>                           _knight_ is dead.
<ce>                           _vamp_ will not be
<ce>                                pleased.

Message:  1016
<ce>                       I've already heard, %pcf.
<ce>                           You slew _knight_
<ce>                 though I specifically told you only to
<ce>                       frighten %g2. %oth, you're
<ce>                    no better than a thug, are you?
<ce>                          %vam and I are very
<ce>                          disappointed, %pcf.

Message:  1017
<ce>                     A pale young boy hands you a
<ce>                      letter before scurrying away
<ce>                        with suprising agility.


-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--                %g occurs 5 times.
--               %g2 occurs 7 times.
--               %g3 occurs 2 times.
--              %god occurs 2 times.
--              %oth occurs 2 times.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--              %vam occurs 7 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--          ___vamp_ occurs 5 times.
--         _jewelry_ occurs 1 time.
--          _knight_ occurs 12 times.
--            _vamp_ occurs 4 times.

QBN:
Item _letter_ letter used 1010
Item _jewelry_ trinket

Person _vamp_ factiontype Vampire_Clan male
Person _knight_ face 69 factiontype Knightly_Guard

Place _mondung_ remote dungeon2

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Knight

--	Quest start-up:
	dialog link for person _vamp_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.09_ 
	give pc _letter_ notify 1017 
	place foe _F.00_ at _mondung_ 

variable _S.00_
_queston_ task:
	change repute with _vamp_ by -5 
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 
	reveal _mondung_ 
	log 1013 step 1 
	say 1011 

_S.03_ task:
	when _vampclicked_ and not _S.05_ and not _S.04_ 
	clear _vampclicked_ _S.03_ 

_S.04_ task:
	injured _F.00_ 
	say 1014 
	removeFoe _F.00_ _S.04_

_S.05_ task:
	killed 1 _F.00_ 
	say 1015 

_reward_ task:
	when _vampclicked_ and _S.04_ and not _S.05_ 
	give pc _jewelry_ 
	end quest 

_S.07_ task:
	when _vampclicked_ and _S.05_ 
	say 1016 
	change repute with _vamp_ by -5 
	end quest 

_readletter_ task:
	add dialog for location _mondung_ person _vamp_ 
	log 1012 step 0 
	create npc _vamp_ 

_S.09_ task:
	start timer _queston_ 


p0b10l08

-- Quest: /dos/g/game/dag/arena2/p0b10l08.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 10
-- QuestId: 8
Messages: 22
Quest: p0b10l08
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 Called.

RefuseQuest:  [1001]
Error: Questtext 1001 Called.

AcceptQuest:  [1002]
Error: Questtext 1002 Called.

QuestFail:  [1003]
Error: Questtext 1003 Called.

QuestComplete:  [1004]
<ce>                         You have honored %vam
<ce>                      this night, %pcf. ==daedra_
<ce>                  has respect for us and for you that
<ce>                no other vampire tribe has ever earned.
<ce>                  Your bloodfather told me to give you
<ce>                this _gem_ as a symbol of the permanence
<ce>                         of your place in %vam.

RumorsDuringQuest:  [1005]
Strange things are afoot in ___mondung_. Even stranger than usual, I should say.

RumorsPostfailure:  [1006]
Things have quieted down around ___mondung_. But the daedra stars burn at night
<--->
.

RumorsPostsuccess:  [1007]
___mondung_ has quieted. Even the daedra stars glowed softer last night.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called.

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called.

QuestLogEntry:  [1010]
                    __vamp_
                     ___vamp_
 
 
 Dear %pcn,
 
      %vam have need
 of you. Come immediately.
 
 
 
                    Yours in Death,
 
                    _vamp_

Message:  1011
<ce>                   Ah, %pcf, you received my letter.
<ce>              The ancient of our tribe, your bloodfather,
<ce>              has asked that you investigate a matter that
<ce>               disturbs him greatly. Here is a copy of a
<ce>               letter he found wrapped around a knife in
<ce>                his sanctuary. Obviously whoever sent it
<ce>                 is of no mean power and wants to test
<ce>                      the strength of %vam. Go to
<ce>               the dungeon mentioned in the letter, this
<ce>                    ___mondung_, find this _daedra_
<ce>                 who wrote the letter and show %g2 that
<ce>                  %vam are no cluster of mollycoddles
<ce>                to be idly threatened or ridiculed. The
<ce>                      pride of %vam goes with you,
<ce>                    %pcf. I will expect you back in
<ce>                    =queston_ days with this matter
<ce>                     settled. Do not fail us, %pcf.

Message:  1012
%qdt:
 _vamp_ of ___vamp_
 has given me a letter, written
 by a _daedra_ of
 ___mondung_, insulting
 our tribe, %vam. I am
 to go to ___mondung_ and
 make this _daedra_ eat
 %g3 words. I have =queston_ days to
 do this and return to
 __vamp_.

Message:  1013
Blood Sponge,
 
      My coven tells me that your monsters,
 your weird little pack of blood snorting
 bugaboos, have a monopoly on the terror
 business in %reg, and that my
 own children are afraid to expand their
 dominion because of the raw power of %vam.
 The cowards have been appropriately punished
 and now my coven moves forward.
       If the complacent vultures who call
 themselves %vam truly have an ounce
 of the potency my coven once believed, answer
 my challenge. Otherwise, be prepared for there
 to be a little less room in %reg for %vam
 and your petty criminalities.
       I am _daedra_ of The Coven of
 ==daedra_. Consider the gauntlet dropped.
 I await your response in ___mondung_.

Message:  1014
%qdt:
 I have received a letter from
 _vamp_ of %vam, asking for my
 immediate presence in a place
 called __vamp_ in ___vamp_.

Message:  1015
<ce>                        Welcome to ___mondung_,
<ce>                      %pcn. I take it you are here
<ce>                           on behalf of %vam
<ce>                    to acknowledge that the Coven of
<ce>                     ==daedra_, Prince of Oblivion
<ce>                     is henceforth supreme in %reg?

Message:  1016
<ce>                        Cowardly bloodsucker. I
<ce>                      expected no more, yet I had
<ce>                       hoped. Go back to _vamp_,
<ce>                                 child.

Message:  1017
<ce>                       You dare to challenge the
<ce>                        supremacy of ==daedra_,
<ce>                     to my very face, undead worm?
<ce>                     =daedroth_ will enjoy crushing
<ce>                    your impudent bones!  Show me a
<ce>                      member of %vam who can fight
<ce>                            as well as brag!

Message:  1018
<ce>                          You hear ==daedra_
<ce>                     speaking to you in your head:
<ce>                      "You have proven to me that
<ce>                           %vam are worthy of
<ce>                         respect. You may tell
<ce>                            _vamp_ that %reg
<ce>                    is yours. You are an interesting
<ce>                            specimen, %pcn.
<ce>                   I am certain we will meet again."

Message:  1019
<ce>                         You have failed %vam,
<ce>                      %pcf. The Coven of ==daedra_
<ce>                     challenged us, and you were an
<ce>                 embarassment. It is a night of shame.

Message:  1020
Error: Questtext 1020 Called.

Message:  1021
<ce>                    A terribly pale, wild-eyed boy
<ce>                   hands you a letter and disappears
<ce>                           into the darkness.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 5 times.
--              %pcn occurs 3 times.
--              %qdt occurs 2 times.
--              %reg occurs 4 times.
--              %vam occurs 15 times.
--         ==daedra_ occurs 6 times.
--        =daedroth_ occurs 1 time.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 8 times.
--          ___vamp_ occurs 6 times.
--          _daedra_ occurs 4 times.
--             _gem_ occurs 1 time.
--            _vamp_ occurs 5 times.

QBN:
Item _letter_ letter used 1010
Item _letter2_ letter used 1013
Item _gem_ gem

Person _vamp_ factiontype Vampire_Clan male
Person _daedra_ face 1 factiontype Daedra

Place _mondung_ remote dungeon7

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _daedroth_ is Daedroth

--	Quest start-up:
	dialog link for person _vamp_ 
	start timer _queston_ 
	_letter_ used do _readletter_ 
	give pc _letter_ notify 1021 

_queston_ task:
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 
	reveal _mondung_ 
	log 1012 step 1 
	get item _letter2_ 
	say 1011 
	place npc _daedra_ at _mondung_ 

_failure_ task:
	say 1016 
	change repute with _daedra_ by -10 
	change repute with _vamp_ by -5 
	destroy _daedra_ 

_success_ task:
	killed 1 _daedroth_ 
	say 1018 
	change repute with _daedra_ by +10 

_nononono_ task:
	when _vampclicked_ and not _failure_ and not _success_ 
	clear _vampclicked_ 

_daedclicked_ task:
	clicked npc _daedra_ 
	prompt 1015 yes _failure_ no _challenge_ 

_challenge_ task:
	create foe _daedroth_ every 1 minutes 1 times with 100% success 
	remove npc _daedra_ 
	say 1017 

_badpcn_ task:
	when _vampclicked_ and _failure_ 
	say 1019 
	end quest 

_reward_ task:
	when _vampclicked_ and _success_ 
	give pc _gem_ 
	make _gem_ permanent 
	end quest 

_readletter_ task:
	add dialog for person _vamp_ 
	log 1014 step 0 


p0b10l10

-- Quest: /dos/g/game/dag/arena2/p0b10l10.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 10
-- QuestId: 10
Messages: 18
Quest: p0b10l10
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 Called.

RefuseQuest:  [1001]
Error: Questtext 1001 Called.

AcceptQuest:  [1002]
Error: Questtext 1002 Called.

QuestComplete:  [1004]
<ce>                  It is not an easy thing for one of
<ce>                   our kind to travel. With the added
<ce>                        encumberance of _vamp_,
<ce>                  I can only imagine your tribulation.
<ce>                 Add to it the terror of that venomous
<ce>                         =mage_, and I can see
<ce>                        why %vam speak so highly
<ce>                           of you, good %pcf.

RumorsDuringQuest:  [1005]
=mage_ is the only decent vampire-hunter left in %reg, according to some.
<--->
=mage_ could give most vampires a decent fight.

RumorsPostfailure:  [1006]
Some =vamp2_ in __vamp2_ was looking for a %ra named %pcn.

RumorsPostsuccess:  [1007]
=mage_ apparently isn't the vampire-hunter %g claims to be.
<--->
=mage_ was supposed to be a great vampire-hunter. Guess %g wasn't so great.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called.

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called.

QuestLogEntry:  [1010]
                    __vamp_
                     ___vamp_
 
 Dear %pcn,
 
      %vam need you.
 Come immediately.
 
 
                    Yours in Death,
 
                    _vamp_

Message:  1011
%qdt:
 I have received
 a letter from _vamp_,
 a vampire of %vam urgently
 requesting my presence in
 ___vamp_ at a
 place called __vamp_.

Message:  1012
<ce>                Thank you for coming so promptly. There
<ce>               is a dangerous enemy of our tribe here in
<ce>                      %reg, a mage called =mage_.
<ce>                I myself had an unfortunate meeting with
<ce>                   %g2. It is imperative that I speak
<ce>                          with _vamp2_ over in
<ce>                      ___vamp2_ about this matter,
<ce>                       but I know that =mage_ is
<ce>               looking for me. I am too weak to make the
<ce>                 journey myself. You must escort me to
<ce>                         __vamp2_ in ___vamp2_,
<ce>                and we must hurry before the devil mage
<ce>                brings in more allies. =queston_ nights,
<ce>                          %pcf. It isn't long,
<ce>                            but we must try.

Message:  1013
<ce>                     A bloodsucker with some sting
<ce>                    left. This ought to make things
<ce>                           more interesting!

Message:  1014
%dat:
 I am escorting _vamp_
 to _vamp2_ in ___vamp2_.
 I must make it to __vamp2_
 before the mage who is stalking us
 has a chance to call reinforcements.

Message:  1015
<ce>                         "%pcf!" says _vamp_,
<ce>                        "You have slain =mage_,
<ce>                         the scourge of %vam!"

Message:  1016
<ce>                          "You are taking too
<ce>                          long," says _vamp_,
<ce>                       staggering off on %g3 own.

Message:  1017
<ce>                        A pale, fierce-eyed boy
<ce>                      hands you a letter and then
<ce>                      disappears into the shadows.


-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 2 times.
--              %vam occurs 4 times.
--            =mage_ occurs 8 times.
--         =queston_ occurs 1 time.
--           =vamp2_ occurs 4 times.
--          ___vamp_ occurs 2 times.
--          __vamp2_ occurs 3 times.
--           __vamp_ occurs 2 times.
--           _vamp2_ occurs 2 times.
--            _vamp_ occurs 6 times.

QBN:
Item _letter_ letter used 1010

Person _vamp_ factiontype Vampire_Clan male
Person _vamp2_ factiontype Vampire_Clan female


Clock _queston_ 0:0 0 flag 0:1 range 1 2

Foe _mage_ is Mage

--	Quest start-up:
	dialog link for person _vamp2_ 
	dialog link for person _vamp_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.10_ 
	give pc _letter_ notify 1017 

_queston_ task:
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 
	log 1014 step 1 
	remove npc _vamp_ 
	say 1012 
	add _vamp_ face 
	create npc _vamp2_ 

variable _S.02_
_S.03_ task:
	when _vampclicked_ and not _S.04_ 
	create foe _mage_ every 15 minutes 5 times with 50% success 

_S.04_ task:
	injured _mage_ 
	say 1013 

variable _reward_
_S.06_ task:
	killed 1 _mage_ 
	say 1015 

_S.07_ task:
	clicked npc _vamp2_ 
	give pc nothing 
	change repute with _vamp_ by +5 
	end quest 

_S.08_ task:
	when _queston_ and not _S.07_ 
	say 1016 
	change repute with _vamp_ by -10 

_readletter_ task:
	add dialog for person _vamp_ 
	log 1011 step 0 
	create npc _vamp_ 

_S.10_ task:
	start timer _queston_ 


p0b20l09

-- Quest: /dos/g/game/dag/arena2/p0b20l09.qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 20
-- QuestId: 9
Messages: 22
Quest: p0b20l09
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 Called

RefuseQuest:  [1001]
Error: Questtext 1001 Called

AcceptQuest:  [1002]
Error: Questtext 1002 Called

QuestFail:  [1003]
Error: Questtext 1003 Called

QuestComplete:  [1004]
<ce>                  I salute you, slayer of werebeasts.
<ce>                 Your bloodfather will be very pleased
<ce>                  to hear about the efficiency of your
<ce>                 extermination.  Keep =wereboar_'s tusk
<ce>                    as a badge of honor among %vam.

RumorsDuringQuest:  [1005]
___mondung_ is the one dungeon no one should ever enter. Ever.

RumorsPostfailure:  [1006]
There was triumphant howling coming out of ___mondung_ the other night.

RumorsPostsuccess:  [1007]
Things are peaceful, still as a grave, in ___mondung_ again.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called

QuestLogEntry:  [1010]
                   __vamp_
                    ___vamp_
 
 
 Dear %pcn,
 
      %vam need you.
 Come immediately.
 
 
                  Yours in death,
 
                  _vamp_

Message:  1011
<ce>                      Honored %pcn, good evening.
<ce>                The ancients of %vam are to meet shortly
<ce>               in %reg, but as if in mockery, a group of
<ce>                 lycanthropes have set up residence in
<ce>                  ___mondung_, where the ancients plan
<ce>                to convene.  Pray, show these vermin and
<ce>                 others of their kind that ___mondung_
<ce>          belongs to %vam and we will tolerate no trespassers.
<ce>           Kill as many of them as possible, including their
<ce>             leader, a wereboar.  Return back here with one
<ce>             of his tusks in =queston_ nights time and %vam
<ce>                 will be most grateful. Fare thee well.

Message:  1012
%qdt:
 I have received a letter
 from _vamp_ of %vam,
 urgently requesting my presence
 at __vamp_ in ___vamp_.

Message:  1013
%dat:
 _vamp_ has sent me to
 ___mondung_, where a group of impudent
 werecreatures have dared intrude on
 %vam ground. I am to show the misshaped
 creatures the error of their ways
 and return to _vamp_ in =queston_ nights
 with the tusk of their leader as a trophy.

Message:  1017
<ce>                    A pale, wild-eyed boy hands you
<ce>                   a letter and then disappears into
<ce>                             the darkness.

Message:  1020
<ce>                    You have slain =wereboar_, the
<ce>                    lycanthropes' leader.  They will
<ce>                    now know better than to trespass
<ce>                        in a stronghold of %vam.

Message:  1021
<ce>                 Don't make me kill you, bloodsucker.
<ce>                 Go back and tell %vam that =wereboar_
<ce>              sent you home because you didn't play nice.
                                     <--->
 

-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--              %vam occurs 9 times.
--         =queston_ occurs 2 times.
--        =wereboar_ occurs 3 times.
--       ___mondung_ occurs 6 times.
--          ___vamp_ occurs 8 times.

QBN:
Item _letter_ letter used 1010
Item _I.01_ tusk

Person _vamp_ factiontype Vampire_Clan male

Place _mondung_ remote dungeon

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Werewolf
Foe _wereboar_ is Wereboar

--	Quest start-up:
	dialog link for person _vamp_ 
	pc at _mondung_ do _S.07_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.09_ 
	give pc _letter_ notify 1017 
	place foe _wereboar_ at _mondung_ 

_queston_ task:
	change repute with _vamp_ by -5 
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 

_nononono_ task:
	when _vampclicked_ and not _S.04_ 
	clear _vampclicked_ _nononono_ 

_reward_ task:
	toting _I.01_ and _vamp_ clicked 
	give pc _I.01_ 
	end quest 

_S.04_ task:
	killed 1 _wereboar_ 
	say 1020 

_readletter_ task:
	add dialog for person _vamp_ 
	log 1012 step 0 
	create npc _vamp_ 

_S.06_ task:
	when _vampclicked_ 
	reveal _mondung_ 
	log 1013 step 1 
	say 1011 

_S.07_ task:
	create foe _F.00_ every 12 minutes 30 times with 50% success 

_S.08_ task:
	injured _wereboar_ 
	give item _I.01_ to _wereboar_ 
	say 1021 

_S.09_ task:
	start timer _queston_ 


q0c00y01

-- Quest: /dos/g/game/dag/arena2/q0c00y01.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 1
Messages: 14
Quest: q0c00y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      We would use thee to find a
<ce>                  a perfidious document circulated by
<ce>                  our enemies in an effort to suppress
<ce>                 our coven. I know wherein this packet
<ce>                  of printed lies has been placed, but
<ce>                   we need someone like thee to fight
<ce>                   its guardian and bring it us. Wilt
<ce>                      thou assist ==qgiver_ thus?

RefuseQuest:  [1001]
<ce>                         Wilt thou not? %oth,
<ce>                      then do not ask for favor of
<ce>                               ==qgiver_.

AcceptQuest:  [1002]
<ce>                   Wilt thou? Then you will have our
<ce>                most unconfuted gratitude. The document
<ce>                    lies in a temple, here in %reg,
<ce>                      in a town called __temple_.
<ce>                      _temple_ keeps it somewhere,
<ce>                perhaps behind locked doors, guarded by
<ce>                  a _guardian_ of unquestioned power.
<ce>                If thou wilt bring the document here, to
<ce>                   me, I will give to thee a _mitem_
<ce>                of the coven's manufacture. Return in no
<ce>                       later than =queston_ days.

QuestComplete:  [1004]
<ce>                  Ah, the accursed document. Thou art
<ce>                 to be commended for thy service to our
<ce>                     sisterhood, %pct. Here is the
<ce>                        _mitem_ I promised thee.
<ce>                    The gratitude of ==qgiver_ need
<ce>                      not be physical to be felt.

RumorsDuringQuest:  [1005]
Have you read the next History of ==qgiver_. Shocking!

RumorsPostfailure:  [1006]
The History of ==qgiver_ is being reproduced in the Imperial City.

RumorsPostsuccess:  [1007]
Some have read the History of ==qgiver_, but the only copy disappeared.

QuestorPostsuccess:  [1008]
Art thou pleased with thy _mitem_, %pcf? Thou surely didst deserve it.

QuestorPostfailure:  [1009]
<ce>                      The accursed document hath
<ce>                    gone to the Imperial City to be
<ce>                      reproduced for the ignorant
<ce>                           masses, %pcf. Thou
<ce>                         hast failed ==qgiver_.
<ce>                          Go from this place.

QuestLogEntry:  [1010]
%qdt:
 I have agreed to get a document
 about ==qgiver_ from _temple_
 in __temple_ and return with it
 in =queston_ days or less. The document
 will likely be guarded by a _guardian_.

Message:  1011
<ce>                    This is apparently the document
<ce>                         that ==qgiver_ wanted.

Message:  1012
Among the more fiendish practices of the
 ==qgiver_ is the rite they
 perform in honor of ==daedra_.
 The flesh of a newborn infant is boiled over
 the flames of burning brimstone for three and
 a half days until it is hard and leathery.
 The resultant fiber is sewn over the head of
 a black cat, who is kept in a cage until it
 has chewed through the caul or has died of
 suffocation. If the cat dies, the witches
 know that ==daedra_ will
 not answer their entreaties, but if the cat
 lives, ==qgiver_ may ask
 ==daedra_ for anything -- the
 death or mutilation of princes, economic
 catastrophe, famine, plague, war ...

Message:  1013
<ce>                     Pawn of the Fiends! Slave of
<ce>                           the ==qgiver_! The
<ce>                         Righteous Hand of %god
<ce>                            will smite thee!


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--         ==daedra_ occurs 3 times.
--         ==qgiver_ occurs 12 times.
--         =queston_ occurs 2 times.
--         __temple_ occurs 2 times.
--        _guardian_ occurs 2 times.
--           _mitem_ occurs 3 times.
--          _temple_ occurs 2 times.

QBN:
Item document letter used 1012
Item _mitem_ magic_item

Person _qgiver_ group Questor male
Person _daedra_ face 80 factiontype Daedra

Place _temple_ remote temple

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _guardian_ is Spellsword

--	Quest start-up:
	place item document at _temple_ 
	dialog link for person _daedra_ 
	start timer _queston_ 
	log 1010 step 0 

_queston_ task:
	end quest 

_S.01_ task:
	clicked item document 
	create foe _guardian_ every 1 minutes 1 times with 100% success 
	say 1011 

_S.02_ task:
	injured _guardian_ 
	say 1013 

_reward_ task:
	toting document and _qgiver_ clicked 
	give pc _mitem_ 
	end quest 


q0c00y03

-- Quest: /dos/g/game/dag/arena2/q0c00y03.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 3
Messages: 14
Quest: q0c00y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        The ==qgiver_ actually
<ce>                   could use thy assistance in a most
<ce>                  absurd and yet serious matter. Thou
<ce>                 hast no illusions that the witches of
<ce>                        %reg are despised. None
<ce>                  trust us for long, for our power and
<ce>                 solitude make us a difficult force to
<ce>                 manipulate. We have discovered a trap
<ce>                  that will soon be sprung on us, and
<ce>                  we need someone like thee to disable
<ce>                   it. Art thou interested in such a
<ce>                    quest, in exchange for a _gem_?

RefuseQuest:  [1001]
<ce>                         Wilt thou not? %oth,
<ce>                        the ==qgiver_ is used to
<ce>                      the cowardice of our allies.

AcceptQuest:  [1002]
<ce>                   Thou wilt? Take then this child,
<ce>                        _child_ %g says %g3 name
<ce>                is. We found %g2 some days ago abandoned
<ce>               by %g3 people. Clearly, %g has been placed
<ce>               here so our enemies can prove that we are
<ce>               involved in -- what do you suppose? Human
<ce>                sacrifice? The corruption of innocents?
<ce>              Nothing so mundane as kidnapping I'd wager.
<ce>                       _child_ tells us that %g3
<ce>                   parents live at _home_ in __home_.
<ce>               Lead the child back, but beware. Our fine
<ce>                 enemies would rather murder the two of
<ce>                ye than allow the child to return home.
<ce>               Come back to us in =queston_ days or less
<ce>                        and we'll have thy _gem_
<ce>                          for thee. Good luck.

QuestComplete:  [1004]
<ce>                        It is good that _child_
<ce>                   is home. Perhaps the kindness that
<ce>                          the ==qgiver_ showed
<ce>                  will dispel some of the myths of our
<ce>                 iniquity for the next generation. Here
<ce>                          is thy _gem_. Thanks
<ce>                           be to thee, %pcf.

RumorsDuringQuest:  [1005]
==qgiver_ are whispered to be much worse than kidnappers.
<--->
If that _child_ isn't found, ==qgiver_ will burn.

RumorsPostfailure:  [1006]
==qgiver_, they say, kidnapped a =child_. Poor thing.
<--->
==qgiver_ can't disprove that they kidnapped a child.

RumorsPostsuccess:  [1007]
==qgiver_ didn't kidnap _child_ -- %g %g3-self says they didn't.
<--->
If you can trust _child_'s word, %g was helped not hurt by ==qgiver_.

QuestorPostsuccess:  [1008]
For thy kindness to _child_ and the ==qgiver_, I'm happy to talk with thee.

QuestorPostfailure:  [1009]
<ce>                    We asked thou to escort little
<ce>                         _child_ to %g3 house,
<ce>                    but thou didst fail. 'Twasn't an
<ce>                idle request, nor are the recriminations
<ce>                         mild. Leave ==qgiver_
<ce>                            now, cursed %ra.

QuestLogEntry:  [1010]
%qdt:
 I am bringing a child who was abandoned
 at the coven of ==qgiver_ back home.
 _child_, the child,
 lives in _home_ in __home_.
 The witches' enemies, I'm told, would
 sooner kill us than let the child
 return home safely.

Message:  1011
<ce>                    "This is where I live! This is
<ce>                           my home!" _child_
<ce>                     gives you a kiss on the cheek,
<ce>                           "Thank you, %pcf!"

Message:  1012
<ce>                        "Witch lover! Child of
<ce>                           _daedra_!" a voice
<ce>                                shrieks.
                                     <--->
<ce>                       "Suffer not the Child of
<ce>                      ==daedra_ and the ==qgiver_
<ce>                       to live!" someone screams.
                                     <--->
<ce>                          "%god strengthen my
<ce>                     hand against the pawn and the
<ce>                      child of the infernal ones,
<ce>                           the ==qgiver_!" a
<ce>                              voice cries.

Message:  1013
<ce>                     "I'll go the rest of the way
<ce>                   myself," says the child, slipping
<ce>                       away and disappearing with
<ce>                          surprising agility.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 5 times.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--         ==daedra_ occurs 1 time.
--         ==qgiver_ occurs 14 times.
--           =child_ occurs 1 time.
--         =queston_ occurs 1 time.
--           __home_ occurs 2 times.
--           _child_ occurs 10 times.
--          _daedra_ occurs 1 time.
--             _gem_ occurs 3 times.
--            _home_ occurs 2 times.

QBN:
Item _gem_ gem

Person _qgiver_ group Questor male
Person _child_ face 105 faction Children
Person _daedra_ face 69 factiontype Daedra

Place _home_ remote house2

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _warrior_ is Warrior

--	Quest start-up:
	create foe _warrior_ every 15 minutes 40 times with 100% success msg 1012 
	start timer _queston_ 
	log 1010 step 0 
	pc at _home_ do _S.01_ 
	add _child_ face 

_queston_ task:
	end quest 

_S.01_ task:
	say 1011 
	drop _child_ face 

_reward_ task:
	when _S.03_ and _S.07_ 
	give pc _gem_ 
	end quest 

_S.03_ task:
	clicked npc _qgiver_ 

_S.04_ task:
	when _S.03_ and not _S.07_ 
	clear _S.03_ _S.04_ 

_S.05_ task:
	when _queston_ and not _S.07_ 
	say 1013 

variable _S.06_
_S.07_ task:
	when _S.01_ 


q0c00y04

-- Quest: /dos/g/game/dag/arena2/q0c00y04.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 4
Messages: 18
Quest: q0c00y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     ==qgiver_ have been contacted
<ce>                  by the Mages Guild and asked about a
<ce>                 special potion, a very sacred formula
<ce>                         much desired in %reg.
<ce>                  They would be willing to pay _gold_
<ce>                   gold pieces for it, which would be
<ce>                  yours. All we want is the regard of
<ce>                   the Mages Guild. The journey will
<ce>                      not be an easy one. Are you
<ce>                              interested?

RefuseQuest:  [1001]
<ce>                           I understand. I'm
<ce>                          disappointed, but I
<ce>                              understand.

AcceptQuest:  [1002]
<ce>                     Very good, %pcf. Here is the
<ce>                 potion. Now, you should be safe during
<ce>                the day, for those who want it strictly
<ce>                  travel by night. They are expecting
<ce>                    the potion at the Mages Guild of
<ce>                        ___mguild_ in =queston_
<ce>                      days or less, so tarry not.
<ce>                       Ask for a mage by the name
<ce>                               of _mage_.

QuestComplete:  [1004]
<ce>                     Ah, a most rare and wondrous
<ce>                   formula. Here are your _gold_ gold
<ce>                      pieces. A bargain price for
<ce>                              this potion.

RumorsDuringQuest:  [1005]
The peace between the Mages Guild and ==qgiver_ is surprising.
<--->
It won't last, this peace between the mages and the witches.

RumorsPostfailure:  [1006]
==qgiver_ went back on an agreement with the Mages Guild.
<--->
The Mages Guild is cutting off relations with ==qgiver_.

RumorsPostsuccess:  [1007]
The potion ==qgiver_ gave the Mages Guild cures vampirism!
<--->
The potion ==qgiver_ gave the Mages Guild cures lycanthropy!

QuestorPostsuccess:  [1008]
The Mages Guild tells us the transaction went through. Thank you, %pcf.

QuestorPostfailure:  [1009]
<ce>                  We have been working to strengthen
<ce>                  relations with the Mages Guild, but
<ce>                   thou hast destroyed all by failing
<ce>                     to deliver that potion, %pcf.
<ce>                    Get thee from my sight. I cannot
<ce>                         stand to look on thee.

QuestLogEntry:  [1010]
%qdt: ==qgiver_ has
 sent me to the Mages Guild of
 ___mguild_ with a
 mysterious potion. I am to look
 out at nighttime for those who
 might want the potion. The name
 of the mage who will pay me
 _gold_ gold pieces for the potion
 is _mage_. I have
 =queston_ days to accomplish this
 delivery.

Message:  1012
<ce>                     A voice gritty with the dirt
<ce>                    of the grave hisses, "You! That
<ce>                         potion belongs to us!"
                                     <--->
<ce>                    "Give me the potion," somebody
<ce>                     snarls. "It doesn't belong to
<ce>                                 you!"
                                     <--->
<ce>                       You hear someone howl an
<ce>                    unnatural, savage cry of desire.
<ce>                       "The potion! The potion!"

Message:  1013
<ce>                              The howl of
<ce>                           a wolf sounds out.
                                     <--->
<ce>                          You hear something
<ce>                          snarl a piteous cry
<ce>                              of yearning.
                                     <--->
<ce>                       The cry of a wolf pierces
<ce>                      the night. It is not a howl
<ce>                      of hunger, but of yearning.

Message:  1014
<ce>                           The high-pitched
<ce>                            shriek of a boar
<ce>                           pierces the night.
                                     <--->
<ce>                         You hear the guttural
<ce>                      snarl of a boar, its timbre
<ce>                        shaking in desperation.
                                     <--->
<ce>                       The still night suddenly
<ce>                      breaks with the high-pitched
<ce>                        snarl of an angry boar.

Message:  1015
<ce>                           You feel strange.

Message:  1016
Error: Questtext 1016 Called.

Message:  1017
<ce>                     What's this? The formula has
<ce>                   been desecrated! I am disappointed
<ce>                   that you cannot do this one simple
<ce>                             thing for me.
                                     <--->
 

-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--         ==qgiver_ occurs 7 times.
--         =queston_ occurs 2 times.
--        ___mguild_ occurs 2 times.
--            _gold_ occurs 3 times.
--            _mage_ occurs 2 times.

QBN:
Item _potion_ Pure_water
Item _gold_ gold

Person _qgiver_ group Questor male
Person _mage_ face 105 faction The_Mages_Guild

Place _mguild_ remote magery

Clock _queston_ 0:0 0 flag 0:1 range 0 2

Foe _vampire_ is Vampire
Foe _werewolf_ is Werewolf
Foe _wereboar_ is Wereboar

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	get item _potion_ 
	_potion_ used do _S.03_ 
	place npc _mage_ at _mguild_ 

_queston_ task:
	make _potion_ permanent 
	end quest 

_S.01_ task:
	daily from 6:40 to 17:20 

until _S.01_ performed:
	create foe _vampire_ every 15 minutes 7 times with 70% success msg 1012 
	create foe _wereboar_ every 11 minutes 10 times with 40% success msg 1014 
	create foe _werewolf_ every 19 minutes 12 times with 50% success msg 1013 

_S.02_ task:
	toting _potion_ and _mage_ clicked 

_S.03_ task:
	say 1015 
	cure vampirism 
	cure lycanthropy 

_S.04_ task:
	when _S.02_ and _S.03_ 
	say 1017 
	end quest 

_reward_ task:
	when _S.02_ and not _S.03_ 
	give pc _gold_ 
	end quest 


q0c00y06

-- Quest: /dos/g/game/dag/arena2/q0c00y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 6
Messages: 21
Quest: q0c00y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  We have a potential problem I fear.
<ce>                  A vampire ancient hateful of witches
<ce>                  hath moved into an abandoned castle
<ce>                  in our territory. Obviously this is
<ce>                    a situation we must remedy, doth
<ce>                           thou agree, %pcf?

RefuseQuest:  [1001]
<ce>                    I can understand thy fear. Only
<ce>                   the very able or the very foolish
<ce>                     would agree to slay a vampiric
<ce>                                ancient.

AcceptQuest:  [1002]
<ce>                   Wouldst thou? And yet, a vampiric
<ce>                    ancient is no feeble adversary.
<ce>                     Do not go into battle without
<ce>                     preparation. This creature is
<ce>                          called =vamprival_,
<ce>                    and its new sanctuary is called
<ce>                     ___mondung_. Thou wilt find it
<ce>                            in ____mondung_.
<ce>                     I will expect ye back here in
<ce>                       =1stparton_ nights. Do not
<ce>                       get thyself killed, %pcf.

QuestFail:  [1003]
<ce>                      Perhaps you were hoping for
<ce>                             =vamprival_ to
<ce>                       commit suicide? Unlikely.
<ce>                        You must be the agent of
<ce>                               %g3 death.

QuestComplete:  [1004]
<ce>                  We could almost hear the screams of
<ce>                     that ancient from here, %pcf.
<ce>                   Thou hast the witches' gratitude.

RumorsDuringQuest:  [1005]
There's been a lot of activity at ___mondung_, but it's been abandoned for years.
<--->
That =vamprival_ is an aristocrat. Says %g's cleaning up ___mondung_ and %reg.

RumorsPostfailure:  [1006]
=vamprival_ finally moved out of ___mondung_, I hear. No place for an aristocrat.
<--->
Now that =vamprival_ moved out of ___mondung_, %g's over at the palace a lot.

RumorsPostsuccess:  [1007]
It turns out that nice =vamprival_ was a vampire! I had no idea!
<--->
Thank %god that wonderful %ra mercenary killed the vampire in ___mondung_.

QuestorPostsuccess:  [1008]
We have not forgot =vamprival_, %pcf. What may we do for thee?

QuestorPostfailure:  [1009]
<ce>                        =vamprival_ still walks
<ce>                   the night, feeding on our sisters.
<ce>                    Thou should have said that thou
<ce>                    could not defeat it. Go from us
<ce>                    now. We would not speak further.

Message:  1011
_witch_ is a very nice and intelligent =witch_ at __witch_.
<--->
_witch_ is that nice =witch_ you'll find at __witch_, %di of here.

Message:  1012
_witch_ is a witch of ___witch_.
<--->
_witch_ is a ___witch_ witch, a =witch_.

Message:  1015
%qdt: _witch_ of
 ___witch_ has sent me to slay
 a vampire ancient bent on the destruction
 of the witches of %reg. I
 have promised to have the undead creature
 permanently dead in =1stparton_ days
 and be back in ___witch_.

Message:  1020
<ce>                      You have slain =vamprival_.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 2 times.
--               %g3 occurs 1 time.
--              %god occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 2 times.
--       =1stparton_ occurs 2 times.
--       =vamprival_ occurs 9 times.
--           =witch_ occurs 3 times.
--      ____mondung_ occurs 7 times.
--         ___witch_ occurs 11 times.

QBN:
Item _reward_ magic_item

Person _witch_ face 44 group Questor anyInfo 1011 rumors 1012

Place __mondung_ remote dungeon8

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _vamprival_ is Ancient_vampire

--	Quest start-up:
	start timer _1stparton_ 
	reveal __mondung_ 
	log 1015 step 0 
	place foe _vamprival_ at __mondung_ 

falseAide0 task:
	when _vampclicked_ and _S.01_ 
	give pc _reward_ 
	end quest 

_S.01_ task:
	killed 1 _vamprival_ 
	say 1020 

_vampclicked_ task:
	clicked npc _witch_ 

until _vampclicked_ performed:
	when _vampclicked_ and not _S.01_ 

_1stparton_ task:
	end quest 


q0c00y07

-- Quest: /dos/g/game/dag/arena2/q0c00y07.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 7
Messages: 14
Quest: q0c00y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                          Our sister _witch_
<ce>                    has been in imprisoned. We need
<ce>                    someone like thee to rescue her.
<ce>                           Art thou willing?

RefuseQuest:  [1001]
<ce>                       Thou hast a heart of ice,
<ce>                            %pcf. For shame.

AcceptQuest:  [1002]
<ce>                   If thou does this for us, we will
<ce>                   be very grateful indeed. Give her
<ce>                   these clothes to disguise her when
<ce>                      you find her in ___mondung_.
<ce>                  We will expect both of you back here
<ce>                    in =queston_ days if not sooner.

QuestComplete:  [1004]
<ce>                          _witch_, it does my
<ce>                 heart good to see thee here and well.
<ce>                          %pcf, you have today
<ce>                         earned the respect of
<ce>                               ==qgiver_.

RumorsDuringQuest:  [1005]
After they've finished interrogating _witch_, she's fire food.
<--->
There's going to be a hanging or a burning for _witch_ real soon.

RumorsPostfailure:  [1006]
_witch_'s execution was quite a sight. Fun for the whole family.
<--->
_witch_ is just ash now. All her spells couldn't help her.

RumorsPostsuccess:  [1007]
_witch_ got away. They say ==qgiver_ was behind it.
<--->
_witch_ was never brought to justice. Never even really tortured.

QuestorPostsuccess:  [1008]
_witch_ is recovering nicely, %pcf, you'll be glad to know.

QuestorPostfailure:  [1009]
<ce>                          Our sister _witch_
<ce>                     is dead, burned alive. Perhaps
<ce>                    thou could've saved her, perhaps
<ce>                   not. But you are not welcome here.
<ce>                   Perhaps not for quite a long time.

QuestLogEntry:  [1010]
%qdt:
 ==qgiver_ have sent
 me to ___mondung_
 where _witch_, a
 sister of the witches has been
 imprisoned. I am to give her
 a _clothes_ to disguise
 her, and return to ==qgiver_
 before =queston_ days
 have passed.

Message:  1011
<ce>                          ==qgiver_ sent you?
<ce>                         Praise ==daedra_! I'll
<ce>                          put on the _clothes_
<ce>                      and we can slip out of here.

Message:  1012
<ce>                          "It's _witch_, the
<ce>                        prisoner! Stop! Witch!"
                                     <--->
<ce>                       "No more prison for you,
<ce>                           _witch_! Straight
<ce>                        to execution this time!"
                                     <--->
<ce>                             "Halt! You're
<ce>                               _witch_!"

Message:  1013
<ce>                      "I think I can get back to
<ce>                         ==qgiver_ from here,"
<ce>                           _witch_ thanks you
<ce>                          and goes on her way.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--         ==daedra_ occurs 1 time.
--         ==qgiver_ occurs 6 times.
--         =queston_ occurs 2 times.
--       ___mondung_ occurs 2 times.
--         _clothes_ occurs 2 times.
--           _witch_ occurs 15 times.

QBN:
Item _clothes_ womens_robe

Person _qgiver_ group Questor male
Person _witch_ face 83 faction Group_5.0
Person _daedra_ face 105 factiontype Daedra

Place _mondung_ remote dungeon3

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _guard_ is Warrior

--	Quest start-up:
	dialog link for person _daedra_ 
	start timer _queston_ 
	reveal _mondung_ 
	log 1010 step 0 
	get item _clothes_ 
	place npc _witch_ at _mondung_ 

_queston_ task:
	end quest 

_S.01_ task:
	toting _clothes_ and _witch_ clicked 
	create foe _guard_ every 2 minutes 30 times with 50% success msg 1012 
	remove npc _witch_ 
	say 1011 
	add _witch_ face 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.03_ task:
	when _qgclicked_ and not _S.01_ 
	clear _qgclicked_ _S.03_ 

_reward_ task:
	when _qgclicked_ and _S.01_ 
	give pc nothing 
	end quest 

_S.05_ task:
	when _queston_ and _S.01_ 
	say 1013 


q0c00y08

-- Quest: /dos/g/game/dag/arena2/q0c00y08.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0
-- QuestId: 8
Messages: 14
Quest: q0c00y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Yes, as a matter of fact, thou could
<ce>                        help us, %pcf. We are an
<ce>                  isolated coven, viewed with fear and
<ce>                   hostility in the outside world. If
<ce>                  thou would procure for us a certain
<ce>                     rare tome being held for us in
<ce>                         ___contact_, we would
<ce>                  be happy to give you, say, a special
<ce>                  _mitem_ personally created for you.

RefuseQuest:  [1001]
<ce>                   Well, then we shall wait for the
<ce>                   next wandering traveler. Our need
<ce>                         is not that desperate.

AcceptQuest:  [1002]
<ce>                 Wouldst thou? The name of the tome is
<ce>                            _book_ -- a very
<ce>                 rare book indeed. Even if one were to
<ce>                 find a copy, the price would be quite
<ce>                 prohibitive. We are lucky, therefore,
<ce>                    to have a friend in ___contact_,
<ce>                      a =contact_ named _contact_
<ce>                 who has stolen a copy. If thou wouldst
<ce>                        meet %g2 at __contact_,
<ce>                  %g will give thee the book. We will
<ce>                  expect thee back in =queston_ days.
<ce>                     After that time, the book will
<ce>                        be of no use to us. May
<ce>                      ==daedra_ watch thy journey.

QuestComplete:  [1004]
<ce>                  Ah, there it is. I hoped you had an
<ce>                  opportunity to peruse the page, good
<ce>                        %pcf. You are not likely
<ce>                   to find its like again very soon.
<ce>                      Well, here is your _mitem_.

RumorsDuringQuest:  [1005]
_contact_ is under some suspicion. They say %g consorts with witches.
<--->
_contact_, some say, is a secret witch.

RumorsPostfailure:  [1006]
_contact_ was arrested and burned at the stake. Serves %g2 right.
<--->
Poor _contact_ never could keep %g3 mouth shut. Well, 'tis shut now.

RumorsPostsuccess:  [1007]
That _contact_ was arrested, but they didn't find _book_.
<--->
They caught _contact_, but %g wasn't apparently the =contact_ who stole _book_

QuestorPostsuccess:  [1008]
Oh, hello, %pcf. I was just reading _book_ -- the copy thou got for us.

QuestorPostfailure:  [1009]
<ce>                            _book_ is lost,
<ce>                      probably forever. Now is not
<ce>                      the time to speak. Go, leave
<ce>                          ==qgiver_. Thou art
<ce>                            not wanted now.

QuestLogEntry:  [1010]
%qdt:
 ==qgiver_ have sent
 me to ___contact_
 to meet a =contact_
 named _contact_ at
 __contact_ about
 a very rare book. I am to return the
 book to ==qgiver_
 in =queston_ days or less.

Message:  1011
<ce>                       Awright, %pcf, here's the
<ce>                 book. Just watch yourself. The guards
<ce>                        are combing ___contact_
<ce>                            for that thing.

Message:  1012
<ce>                             Stop! Thief!

Message:  1013
<ce>                         It suddenly occurs to
<ce>                     you that the witches expected
<ce>                     the book at this very moment.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--         ==daedra_ occurs 1 time.
--         ==qgiver_ occurs 3 times.
--         =contact_ occurs 3 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 6 times.
--            _book_ occurs 5 times.
--         _contact_ occurs 8 times.
--           _mitem_ occurs 2 times.

QBN:
Item _mitem_ magic_item
Item _book_ book2

Person _qgiver_ group Questor male
Person _daedra_ face 1 factiontype Daedra
Person _contact_ face 68 group Region


Clock _queston_ 0:0 0 flag 0:17 range 1 2

Foe _guard_ is Knight

--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 

_queston_ task:
	end quest 

variable _reward_
variable _nononono_
_S.03_ task:
	when _queston_ and _S.06_ 
	say 1013 
	make _book_ permanent 

_qgclicked_ task:
	toting _book_ and _qgiver_ clicked 
	give pc _mitem_ 
	end quest 

_S.05_ task:
	clicked npc _contact_ 
	get item _book_ 
	say 1011 
	have _book_ set _S.06_ 

_S.06_ task:
	create foe _guard_ every 20 minutes 20 times with 50% success msg 1012 
	legal repute -30 


q0c0xy02

-- Quest: /dos/g/game/dag/arena2/q0c0xy02.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 0X
-- QuestId: 2
Messages: 21
Quest: q0c0xy02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     Thou wouldst help ==qgiver_,
<ce>                     %pcf? Many come to us for aid,
<ce>                    and then turn from us once their
<ce>                   wishes have been met, their oaths
<ce>                     are curses, their promises are
<ce>                    abominations. For the gratitude
<ce>                         of ==qgiver_, wouldst
<ce>                      thou punish one transgressor
<ce>                          for the sisterhood?

RefuseQuest:  [1001]
<ce>                    Not even that wouldst thou do?
<ce>                         %oth, by ==daedra_, I
<ce>                  suppose it is better not to promise
<ce>                  what thou cannot deliver, yet still
<ce>                            I am aggrieved.

AcceptQuest:  [1002]
<ce>                 Wilt thou truly? If thou wilt, a fine
<ce>                        _mitem_ will be crafted
<ce>                for thee. Now, journey thou to farthest
<ce>                     __tavern_ and seek he who has
<ce>                    betrayed us, a villianous =man_
<ce>                        who calls himself _man_.
<ce>                Give to him this _jewelry_, tell him it
<ce>                 is a gift from his old lover, and then
<ce>                  come back to us. Thou must to hurry,
<ce>                  for the _jewelry_ will transform his
<ce>                 outerself to a semblance of his inner
<ce>                         beauty. ==qgiver_ wilt
<ce>                   expect thee in =queston_ days. May
<ce>                         ==daedra_ smile on thy
<ce>                             sacred quest.

QuestComplete:  [1004]
<ce>                       Good %pcf, thy promise to
<ce>                      the ==qgiver_ is fulfilled.
<ce>                         Here is the _mitem_ I
<ce>                         promised. Poor _man_.
<ce>                I hope they allow him to suffer deeply,
<ce>                       before he is put to death.

RumorsDuringQuest:  [1005]
_man_ is a true example of self-made man. A marvel to behold.
<--->
==qgiver_ can be extremely vengeful.

RumorsPostfailure:  [1006]
_man_ is laughing at the idea that %g owes anything to ==qgiver_.
<--->
_man_ has left __tavern_. And %g will be sorely missed.

RumorsPostsuccess:  [1007]
_man_ transformed into a horrible beast before the tavernfolk at _tavern_.
<--->
_man_ must have been trafficking with daedra. %oth, what a fate.

QuestorPostsuccess:  [1008]
Truly, I hope thou art enjoying thy _mitem_, %pcf.

QuestorPostfailure:  [1009]
<ce>                      Our vengeance against _man_
<ce>                  is not complete! Get thee from here,
<ce>                  or %g3 deserved fate wilt be visited
<ce>                            upon thou, %pcf.

Message:  1011
<ce>                         _man_ thanks you for
<ce>                    the _jewelry_. He tries it on as
<ce>                  you are telling him who sent it. His
<ce>                   eyes light up in fear at the name
<ce>                       of ==qgiver_, and then the
<ce>                          fear turns to pain.

Message:  1012
<ce>                    Thou wert not to kill the man,
<ce>                   merely give to him the _jewelry_!
<ce>                          Oaf! Assassin! _man_
<ce>                was to suffer deeply for his insolence,
<ce>                        not be painlessly slain.
<ce>                            ==daedra_ curse
<ce>                              thee, %pcf.

Message:  1020
%qdt:
 ==qgiver_ of
 %reg has sent me to bring a
 _jewelry_ to a man by the name of
 _man_ in __tavern_.
 I was told to move hastily for the
 _jewelry_ would "transform his
 outerself to a semblance of his
 inner beauty." I must have the
 _jewelry_ in his hands and
 get back with ==qgiver_ in
 no more than =queston_ days.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g3 occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 5 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--         ==daedra_ occurs 3 times.
--         ==qgiver_ occurs 9 times.
--             =man_ occurs 1 time.
--         =queston_ occurs 2 times.
--         __tavern_ occurs 3 times.
--         _jewelry_ occurs 7 times.
--             _man_ occurs 11 times.
--           _mitem_ occurs 3 times.
--          _tavern_ occurs 1 time.

QBN:
Item _jewelry_ trinket
Item _mitem_ magic_item

Person _qgiver_ group Questor male
Person _daedra_ face 1 factiontype Daedra
Person _man_ face 5 faction Group_7.0

Place _tavern_ remote tavern

Clock _queston_ 0:0 0 flag 0:17 range 0 2

Foe _zombie_ is Zombie
Foe _harpy_ is Harpy
Foe _daedroth_ is Daedroth
Foe _giant_ is Giant

--	Quest start-up:
	dialog link for person _daedra_ 
	start timer _queston_ 
	log 1020 step 0 
	get item _jewelry_ 
	place npc _man_ at _tavern_ 

_queston_ task:
	end quest 

_S.01_ task:
	toting _jewelry_ and _man_ clicked 
	pick one of _daedroth_ _giant_ _harpy_ _zombie_ 
	remove npc _man_ 
	say 1011 

_giant_ task:
	place foe _giant_ at _tavern_ 

_harpy_ task:
	place foe _harpy_ at _tavern_ 

_daedroth_ task:
	place foe _daedroth_ at _tavern_ 

_zombie_ task:
	place foe _zombie_ at _tavern_ 

_S.06_ task:
	killed 1 _daedroth_ 
	killed 1 _giant_ 
	killed 1 _harpy_ 
	killed 1 _zombie_ 

_qgclicked_ task:
	clicked npc _qgiver_ 

_S.08_ task:
	when _qgclicked_ and _S.06_ 
	say nothing 
	change repute with _man_ by -15 
	make pc ill with Witches'_Pox 
	end quest 

_reward_ task:
	when _qgclicked_ and _S.01_ and not _S.06_ 
	give pc _mitem_ 
	end quest 

_S.10_ task:
	when _qgclicked_ and not _S.01_ 
	clear _qgclicked_ _S.10_ 


q0c10y00

-- Quest: /dos/g/game/dag/arena2/q0c10y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 10
-- QuestId: 0
Messages: 24
Quest: q0c10y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    If thou wisheth the help of the
<ce>                         ==qgiver_, first thou
<ce>                     must help us. Will thou bring
<ce>                      us the three ingredients we
<ce>                       need to complete our brew?

RefuseQuest:  [1001]
<ce>                 Then get thee from our coven ground,
<ce>                    for ill favor follows those who
<ce>                      expect the world for aught.

AcceptQuest:  [1002]
<ce>                   We witches need three ingredients
<ce>                   we cannot find to make our brew of
<ce>                   weather weaving.  First, a perfect
<ce>                       _item1_ from ___dungeon1_.
<ce>                    Second, search ___dungeon2_ for
<ce>                  _item2_, which will make the clouds
<ce>                  boil.  Lastly, the most efficacious
<ce>                      _item3_ thou must bring from
<ce>                     ___dungeon3_.  Bring us these
<ce>                        things in =queston_ days
<ce>                       before our stew doth cool.

QuestFail:  [1003]
<ce>                       We need _item1_, _item2_,
<ce>                           and _item3_, %pcn.
<ce>                     We have not time for chatter.

QuestComplete:  [1004]
<ce>                  Quick sister, take this %ra's load.
<ce>                           Mince the _item1_,
<ce>                         peel the _item2_, and
<ce>                          grind the _item3_ to
<ce>                  bits. Here we have three glittering
<ce>                 baubles we have no use for. Take them,
<ce>                   %pcn, as our way of thanking thee.

RumorsDuringQuest:  [1005]
The weather has been predictable lately. The Witches must be sleeping.
<--->
One of those witches tried to come to town on business, but we chased her out.

RumorsPostfailure:  [1006]
Remember when the witches cursed our %t. Guess they're losing their spark.
<--->
It's said that the ==qgiver_ are losing their skills.

RumorsPostsuccess:  [1007]
You can almost feel the energy. Like the air is getting ready to explode.
<--->
Whoever says the ==qgiver_ are losing their skills is a doomed fool.

QuestorPostsuccess:  [1008]
For the _item1_, _item2_, and _item3_, I am at thy service, %pcf.

QuestorPostfailure:  [1009]
<ce>                  I asked thee for ingredients three,
<ce>                     but thou didst fail ==qgiver_.
<ce>                        Get thee from my sight.

Message:  1011
She's one of the ==qgiver_. Someone to be polite to.
<--->
She's a mighty prophetess, affiliated with the ==qgiver_.

Message:  1015
%qdt:
 If I want to win the regard of _qgiver_,
 I must retrieve three items for %g2
 and bring them back to the
 ==qgiver_ in =queston_ days. The
 three items -- _item1_, _item2_,
 and _item3_ -- must be brought
 from ___dungeon1_, ___dungeon2_,
 and ___dungeon3_ respectively.
 I seem to have my work cut out for me.

Message:  1021
<ce>                      You have found the _item1_
<ce>                        that _qgiver_ asked for.

Message:  1022
<ce>                       This must be the _item2_
<ce>                         that _qgiver_ wanted.

Message:  1023
<ce>                      This looks like the _item3_
<ce>                         that _qgiver_ needed.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--                %t occurs 1 time.
--         ==qgiver_ occurs 7 times.
--         =queston_ occurs 2 times.
--      ___dungeon1_ occurs 2 times.
--      ___dungeon2_ occurs 2 times.
--      ___dungeon3_ occurs 2 times.
--           _item1_ occurs 6 times.
--           _item2_ occurs 6 times.
--           _item3_ occurs 6 times.
--          _qgiver_ occurs 4 times.

QBN:
Item _item1_ mythic
Item _item2_ mineral
Item _item3_ organs
Item _reward1_ malachite
Item _reward2_ turquoise
Item _reward3_ jade

Person _qgiver_ group Questor male anyInfo 1011

Place _dungeon1_ remote dungeon6
Place _dungeon2_ remote dungeon12
Place _dungeon3_ remote dungeon10

Clock _queston_ 6.22:40 10.10:0 flag 17 range 0 5

Foe _F.00_ is Gargoyle
Foe _wereboar_ is Wereboar
Foe _spriggan_ is Spriggan
Foe _mummy_ is Mummy
Foe _zombie_ is Zombie
Foe _skeleton_ is Skeletal_warrior

--	Quest start-up:
	place item _item1_ at _dungeon1_ 
	place item _item2_ at _dungeon2_ 
	place item _item3_ at _dungeon3_ 
	start timer _queston_ 
	reveal _dungeon1_ 
	reveal _dungeon2_ 
	reveal _dungeon3_ 
	log 1015 step 0 
	pc at _dungeon1_ do _S.14_ 
	pc at _dungeon2_ do _S.18_ 

variable _pcgetsgold_
_pchasitem1_ task:
	toting _item1_ and _qgiver_ clicked 

_pchasitem2_ task:
	toting _item2_ and _qgiver_ clicked 

_pchasitem3_ task:
	toting _item3_ and _qgiver_ clicked 

_S.04_ task:
	when _S.15_ and _S.16_ and _S.17_ 

variable _qgclicked_
_queston_ task:
	end quest 

_clearclick_ task:
	clear _qgclicked_ _clearclick_ 

_a1_ task:
	create foe _zombie_ every 15 minutes 5 times with 5% success 
	place foe _zombie_ at _dungeon1_ 

_a2_ task:
	create foe _mummy_ every 10 minutes 5 times with 5% success 
	place foe _mummy_ at _dungeon1_ 

_a3_ task:
	create foe _skeleton_ every 12 minutes 5 times with 5% success 
	place foe _skeleton_ at _dungeon1_ 

_a3_ task:
	create foe _F.00_ every 10 minutes 5 times with 5% success 
	place foe _F.00_ at _dungeon2_ 

_a4_ task:
	create foe _spriggan_ every 15 minutes 5 times with 5% success 
	place foe _spriggan_ at _dungeon2_ 

_a5_ task:
	create foe _wereboar_ every 12 minutes 5 times with 5% success 
	place foe _wereboar_ at _dungeon2_ 

_S.14_ task:
	pick one of _a1_ _a2_ _a3_ _a1_ 

_S.15_ task:
	clicked item _item1_ say 1021 

_S.16_ task:
	clicked item _item2_ say 1022 

_S.17_ task:
	clicked item _item3_ say 1023 

_S.18_ task:
	pick one of _a3_ _a4_ _a5_ _a3_ 

variable _S.19_
variable _S.20_
_S.21_ task:
	when _pchasitem1_ and _pchasitem2_ and _pchasitem3_ 
	give pc _reward1_ and _reward2_ and _reward3_ 
	end quest 

variable _S.22_


q0c20y02

-- Quest: /dos/g/game/dag/arena2/q0c20y02.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 20
-- QuestId: 2
Messages: 26
Quest: q0c20y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Thou art friend to ==questgiver_,
<ce>                          this we know. But to
<ce>                   help thee, a spell must be woven,
<ce>                    a spell that first must destroy
<ce>                     before it createth. Wilt thou
<ce>                       bring to us a _magicitem_
<ce>                     for our brew, so thou might be
<ce>                       blessed by its ruination?

RefuseQuest:  [1001]
<ce>                   Too employed art thou to do this
<ce>                   task, even knowing its importance?
<ce>                   Unfortunate for ==questgiver_, and
<ce>                      unfortunate for thee, %pcn.

AcceptQuest:  [1002]
<ce>                        The _magicitem_ we need
<ce>                   is held by ==other_. We require it
<ce>              before the day has dawned =1stparton_ times.
<ce>                  ==other_ can be found in ___other_.
<ce>                           Ask after _other_.
<ce>                   Let the gods and spirits guide thy
<ce>                              feet, %pcf.

QuestFail:  [1003]
<ce>                        The _magicitem_, %pcf.
<ce>                           Hast thou forgot?

QuestComplete:  [1004]
<ce>                    Ah, there is the _magicitem_ we
<ce>                  need for our spell. Quickly, sisters
<ce>                   rend it and rip it and boil it in
<ce>                     a covered tub. Here have we a
<ce>                       lump of _reward_ for thee,
<ce>                        %pcn, to thank thee for
<ce>                          thy speed and valor.

RumorsDuringQuest:  [1005]
Remember that time when the Witches transformed our old %t into a snail?
<--->
The only thing worse than meeting ==questgiver_ is invoking their ire.

RumorsPostfailure:  [1006]
I heard a howl in the woods last night. I'd say the Witches are on a rampage.
<--->
Smell that sour smell in the breeze? That means ==questgiver_ are angry.

RumorsPostsuccess:  [1007]
They say ==questgiver_ have been celebrating the completion of some scheme.
<--->
You can get drunk on the smell in the air. A blessing from happy witches.

QuestorPostsuccess:  [1008]
Dost thou like thy _reward_, %pcf? It suits thee, I think.

QuestorPostfailure:  [1009]
<ce>                   Hast thou forgot the _magicitem_?
<ce>                      %oth, 'tis too late now. But
<ce>                  the ==questgiver_ art disappointed,
<ce>                          %pcf. Truly, we are.

QuestLogEntry:  [1010]
<ce>                       The _magicitem_ you want?
<ce>                         Yours for a thousand.
<ce>                        Very good, here you go.

Message:  1011
She is a very wise woman of ==questgiver_.
<--->
She's a woman not to be trifled with from ==questgiver_.

Message:  1020
<ce>                        I ain't givin' up this
<ce>                          _magicitem_ for less
<ce>                         than 1000 gold pieces.
<ce>                        And I'm only willin' ta
<ce>                       do that for ==questgiver_.

Message:  1025
%qdt:
 _questgiver_ of
 ==questgiver_ has sent me
 off to get a _magicitem_
 held by ==other_, by
 a =other_ named _other_
 in ___other_. I have
 =1stparton_ days to get the
 _magicitem_ and get back to
 ___questgiver_.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--                %t occurs 1 time.
--       =1stparton_ occurs 2 times.
--          ==other_ occurs 3 times.
--     ==questgiver_ occurs 10 times.
--           =other_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--       _magicitem_ occurs 9 times.
--           _other_ occurs 2 times.
--      _questgiver_ occurs 1 time.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gem
Item _magicitem_ magic_item

Person _questgiver_ face 112 group Questor anyInfo 1011
Person _other_ factiontype Knightly_Guard female


Clock _1stparton_ 0:0 0 flag 0:17 range 1 4


--	Quest start-up:
	start timer _1stparton_ 
	log 1025 step 0 
	create npc _other_ 

_pcgetsgold_ task:
	toting _magicitem_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_pchasitem_ task:
	clicked _other_ and at least 1000 gold otherwise do _S.07_ 
	get item _magicitem_ 
	say 1010 

variable _npcclicked_
variable _qgclicked_
_1stparton_ task:
	make _magicitem_ permanent 
	end quest 

variable _2ndparton_
variable _queston_
_S.07_ task:
	say 1020 


q0c4xy04

-- Quest: /dos/g/game/dag/arena2/q0c4xy04.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: witch
-- Repute: 4X
-- QuestId: 4
Messages: 41
Quest: q0c4xy04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 ==questgiver_ must once again call on
<ce>                  thy kindness and might. We require a
<ce>                  heart of a daedra for our spellcraft
<ce>                     but the heart must be recently
<ce>                     plucked and by thou. Wilt thou
<ce>                      find and murder a daedra for
<ce>                            your dear aunts?

RefuseQuest:  [1001]
<ce>                       No? Oh, sorrowful night.

AcceptQuest:  [1002]
<ce>                    The Goddess smiles on us, %pcn,
<ce>                  for there is a dungeon near that has
<ce>                   a daedric infestation. Any daedra
<ce>                   heart will do but that of a Lord,
<ce>                    for theirs is putrid with worms.
<ce>                        Go thou to ___mondung_,
<ce>                           %pcn, slay for us
<ce>                    a daedra and bring it before the
<ce>                       sun sets =1stparton_ days.

QuestFail:  [1003]
<ce>                           The heart, %pcn,
<ce>                           is in ___mondung_
<ce>                       in the breast of a daedra
<ce>                         Look not for it here.

QuestComplete:  [1004]
<ce>                   Look, see how it still steams and
<ce>                            beats in %pcn's
<ce>                  bloody hand! Into the brackish soup
<ce>                   it goes, before it loses heat. Ah,
<ce>                          %pcn, take thee this
<ce>                       _reward_ for thy trouble.
<ce>                   Thou art good to us poor witches.

RumorsDuringQuest:  [1005]
The daedra of ___mondung_ must be up to something. What a congregation!
<--->
%god has cursed us. Why else would the daedra have fallen on ___mondung_?

RumorsPostfailure:  [1006]
Praise %god, the daedra have left ___mondung_. I couldn't sleep for nights!
<--->
The daedra left ___mondung_ as mysteriously as they arrived. Good riddance I say.

RumorsPostsuccess:  [1007]
When the stars darken like last night, it is to mark the death of a daedra.
<--->
Did you hear music in the woods last night? The witches must be celebrating.

QuestorPostsuccess:  [1008]
Friend to the ==questgiver_, how goes it with thee and thy _reward_?

QuestorPostfailure:  [1009]
<ce>                   We had hoped for a heart for our
<ce>                        stew, %pcf. If thou wert
<ce>                  too busy, thou should have told us.
<ce>                     Plans were made that had to be
<ce>                    destroyed. Thou art our friend,
<ce>                       but still ... sad are we.

Message:  1011
_questgiver_ is a =questgiver_ and one of ==questgiver_.
<--->
She's one of the witches who makes her home in %reg.

Message:  1012
I heard that ___mondung_ is a vampire lair.
<--->
The night folk live in ___mondung_. They never come out in the day.
<--->
___mondung_? Isn't that an orc stronghold?
<--->
Undead wander the halls of ___mondung_. I'd stay away from it.

Message:  1015
%qdt:
 _questgiver_ of
 ==questgiver_ has sent me to
 ___mondung_ to take the heart of
 a daedra from any seducer, daedroth,
 fire, or frost daedra I come across.
 The heart must be back in ___questgiver_
 in =1stparton_ days or less.

Message:  1040
<ce>                  You pluck a perfect heart from the
<ce>                        still-quivering corpse.


-- Symbols used in the QRC file:
--
--              %god occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 5 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--     ==questgiver_ occurs 4 times.
--      =questgiver_ occurs 1 time.
--       ___mondung_ occurs 11 times.
--    ___questgiver_ occurs 3 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ malachite
Item _heart_ daedra_heart

Person _questgiver_ group Questor male anyInfo 1011

Place _mondung_ remote dungeon8 anyInfo 1012

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _seducer_ is Daedra_seducer
Foe _daedroth_ is Daedroth
Foe _firedaedra_ is Fire_daedra
Foe _F.03_ is Frost_daedra

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1015 step 0 
	pc at _mondung_ do _S.12_ 

_pcgetsgold_ task:
	toting _heart_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_S.01_ task:
	clicked item _heart_ say 1040 

variable _S.02_
variable _qgclicked_
variable _queston_
_1stparton_ task:
	end quest 

_S.06_ task:
	injured _firedaedra_ 
	give item _heart_ to _firedaedra_ 

_S.07_ task:
	injured _F.03_ 
	give item _heart_ to _F.03_ 

_S.08_ task:
	injured _seducer_ 
	give item _heart_ to _seducer_ 

_S.09_ task:
	injured _daedroth_ 
	give item _heart_ to _daedroth_ 

_S.10_ task:
	when not _S.11_ and _S.12_ 
	create foe _daedroth_ every 12 minutes 5 times with 20% success 
	create foe _firedaedra_ every 18 minutes 5 times with 25% success 
	create foe _F.03_ every 20 minutes 6 times with 30% success 
	create foe _seducer_ every 15 minutes 7 times with 10% success 

_S.11_ task:
	when _S.06_ or _S.07_ or _S.09_ or _S.08_ 

variable _S.12_


r0c10y00

-- Quest: /dos/g/game/dag/arena2/r0c10y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 0
Messages: 22
Quest: r0c10y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             If you are available for hire, I need someone
<ce>            reliable to carry out a certain, covert mission.
<ce>            It might be rather time-consuming, but I assure
<ce>             you that you will be suitably compensated. Are
<ce>                            you interested?

RefuseQuest:  [1001]
<ce>              Really? Too busy, perhaps. That is a shame.

AcceptQuest:  [1002]
<ce>            Very good. I'm giving you an emerald for you to
<ce>                       give my contact, _npc1_ of
<ce>                    ___npc1_.  %g will be waiting in
<ce>                      __npc1_.  The item needs to
<ce>               be there in =1stparton_ days. That's very
<ce>                important. Once you've made it that far,
<ce>                        _npc1_ will have further
<ce>            instructions. I am counting on your discretion,
<ce>                     %pcf, and you will be watched.
<ce>                        Good luck and thank you.

QuestFail:  [1003]
<ce>           I don't believe we have anything else to discuss
<ce>                               right now.
                                     <--->
<ce>                            Do I know you?

QuestComplete:  [1004]
<ce>                   Ah, good to see you %pcf. And the
<ce>          _item2_ too. Excellent. And here is a _reward_ gold
<ce>           reward for your effort and, I might add, for your
<ce>              discretion. Your name will not be forgotten.

RumorsDuringQuest:  [1005]
<ce>       _questgiver_ is still in the smuggling business, I hear.
                                     <--->
<ce>      There's been an extraordinary increase in smuggling lately.

RumorsPostfailure:  [1006]
<ce>      I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
<ce>     No one knows who the kingpin is behind the _item2_ smuggling.

QuestorPostsuccess:  [1008]
<ce>            Ah, my occasional smuggler. How may I help you?
                                     <--->
<ce>       Hello again. I'm afraid I have no more deliveries needed.

QuestorPostfailure:  [1009]
<ce>                Crawling back to apologize for failing
<ce>                 that mission, eh? Well, it's too late.
                                     <--->
<ce>                       You're the %ra who failed
<ce>                   that delivery mission, aren't you?
<ce>                            Go to Oblivion.

QuestLogEntry:  [1010]
<ce>                Ah good. The last carrier _questgiver_
<ce>           hired never found me and we had to hunt him down.
<ce>             Most unpleasant.  Here's the _item2_. It goes
<ce>                         to _npc2_, this =npc2_
<ce>                         in ___npc2_. You need
<ce>             to get it there in less than =2ndparton_ days.
<ce>                            Good luck, %pcf.

Message:  1011
%qdt:
 _questgiver_ of __questgiver_
 in ___questgiver_ has sent me to
 __npc1_ in ___npc1_
 to deliver an emerald to _npc1_.
 I have =1stparton_ days to accomplish this.
 Once there, I may be given further instructions.

Message:  1012
%qdt:
 _npc1_ sent me
 on to ___npc2_ with a _item2_
 to bring to _npc2_ in a place
 called __npc2_. _npc1_
 described _npc2_ as a
 =npc2_. _npc2_ will
 give me my reward if I make it to %g2
 in =2ndparton_ days.

Message:  1020
<ce>                    The Thieves Guild has word that
<ce>                     you are carrying a gemstone of
<ce>                    considerable value. Hand it over
<ce>                       and I'll let you off easy.

Message:  1021
<ce>                    Like taking coin from a child.
<ce>                     Now, get out of my sight, you
<ce>                          weak-kneed courier.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 1 time.
--              %pcf occurs 3 times.
--              %qdt occurs 2 times.
--               %ra occurs 2 times.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc2_ occurs 2 times.
--          ___npc1_ occurs 2 times.
--          ___npc2_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 1 time.
--     __questgiver_ occurs 1 time.
--           _item2_ occurs 4 times.
--            _npc1_ occurs 5 times.
--            _npc2_ occurs 4 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item1_ emerald
Item _item2_ drug

Person _questgiver_ face 136 group Questor
Person _npc1_ faction Local_3.0 female
Person _npc2_ face 248 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:15 0 flag 0:1 range 0 1

Foe _thief_ is Thief

--	Quest start-up:
	start timer _1stparton_ 
	log 1011 step 0 
	get item _item1_ 
	create npc _npc1_ 

variable _pcgetsgold_
variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1012 step 1 
	get item _item2_ 
	say 1010 
	create npc _npc2_ 

until _S.03_ performed:
	create foe _thief_ every 10 minutes 5 times with 50% success 

_S.04_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

_queston_ task:
	when _1stparton_ and not _S.03_ 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	change repute with _questgiver_ by -20 
	end quest 

_S.08_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 

yes task:
	have _item1_ set _S.11_ 

variable _no_
_S.11_ task:
	give item _item1_ to _thief_ 
	say 1021 
	remove foe _thief_ 

_delay_ task:
	end quest 

_S.13_ task:
	when _queston_ or _2ndparton_ 
	make _item2_ permanent 
	make _item1_ permanent 


r0c10y01

-- Quest: /dos/g/game/dag/arena2/r0c10y01.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 1
Messages: 22
Quest: r0c10y01
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  If you want work, I am looking for
<ce>                  someone to take a special _item_ to
<ce>                  an acquaintance of mine. The reward
<ce>                 will be extremely liberal. Interested?

RefuseQuest:  [1001]
<ce>              Really? Too busy, perhaps. That is a shame.

AcceptQuest:  [1002]
<ce>                     Excellent. Here's the _item_.
<ce>                    Now, _contact_ needs to have it
<ce>                   in ___contact_ in =queston_ days.
<ce>               That ought to be just enough time, I hope.
<ce>                    You will recognize _contact_ --
<ce>                  go to a place called __contact_ and
<ce>                       just look for a =contact_.
<ce>                        Good luck and thank you.

QuestFail:  [1003]
<ce>             %pcf, you had better get busy with our little
<ce>                              arrangement.


QuestComplete:  [1004]
<ce>                   Ah, good to see you %pcf. And the
<ce>                 _item_ too. Excellent. Here's a little
<ce>               trinket for your trouble. I hope you like
<ce>                      red. Take care of yourself.

RumorsDuringQuest:  [1005]
_questgiver_ is still in the smuggling business, I hear.
<--->
There's been an extraordinary increase in smuggling lately.

RumorsPostfailure:  [1006]
Someone found a very lovely _item_ around here recently.
<--->
I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
Some =contact_ was just here, waving around some _item_.
<--->
Some jewelry store has reported the theft of a big ruby, I hear.

QuestorPostsuccess:  [1008]
Ah, %pcf. I hope you're keeping that ruby safe, my friend.
<--->
Hello again, my young friend.

QuestorPostfailure:  [1009]
<ce>                   I guess you've come to apologize
<ce>                   for that botched smuggling affair.
<ce>                         Apology not accepted.
                                     <--->
<ce>                      You're the %ra who couldn't
<ce>                   even accomplish a simple delivery,
<ce>                    eh? Why would I waste my breath
<ce>                                on you?

QuestLogEntry:  [1010]
%qdt: _questgiver_
 asked me to deliver a _item_ to a contact
 in ___contact_ called _contact_.
 I need to have the _item_ delivered to %g2 at
 __contact_ in =queston_
 days or my reward will be forfeit.

Message:  1020
<ce>                       Hand over da gem. I knows
<ce>                      ya got it. Da guild says so.
<ce>                      If ya don't, I gots ta kill
<ce>                             ya real slow.

Message:  1021
<ce>                      How purdy. Now scram before
<ce>                           I changes my mind.


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--         =contact_ occurs 2 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 7 times.
--            _item_ occurs 7 times.
--      _questgiver_ occurs 3 times.

QBN:
Item _reward_ ruby
Item _item_ ruby

Person _questgiver_ group Questor male
Person _contact_ faction Local_3.0 female


Clock _queston_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:30 0 flag 0:1 range 0 1

Foe _thief_ is Nightblade

--	Quest start-up:
	create foe _thief_ every 5 minutes 5 times with 25% success 
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	create npc _contact_ 

variable _pcgetsgold_
variable _pchasitem_
_queston_ task:
	change repute with _questgiver_ by -20 
	end quest 

_npcclicked_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	start timer _delay_ 

yes task:
	have _item_ set _S.07_ 

variable _no_
_S.06_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 

_S.07_ task:
	give item _item_ to _thief_ saying 1021 
	remove foe _thief_ 

_delay_ task:
	end quest 

_S.09_ task:
	when _queston_ or _delay_ 
	make _item_ permanent 


r0c10y02

-- Quest: /dos/g/game/dag/arena2/r0c10y02.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 2
Messages: 31
Quest: r0c10y02
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I need someone to bring an item to a
<ce>                    contact of mine in ___contact_.
<ce>               You will receive an item in return. If you
<ce>              bring that item back to me, I will happy to
<ce>                 reward you with _reward_ gold pieces.
<ce>                             Do you agree?

RefuseQuest:  [1001]
<ce>                No? What a shame. I was prepared to be
<ce>                            quite generous.

AcceptQuest:  [1002]
<ce>                   Very good. Take this bar of gold
<ce>                  and bring it to a certain =contact_
<ce>                   called _contact_ in a place called
<ce>                       __contact_ in ___contact_.
<ce>             You will need to move quickly. If you are not
<ce>                   at __contact_ in =1stparton_ days,
<ce>                       _contact_ will leave, and
<ce>               none of us will be happy. Especially you.
<ce>                   Very well, good luck to you, %pcf.

QuestFail:  [1003]
<ce>                You either haven't started yet or else
<ce>              you've come to apologize your failure. Have
<ce>                      you, %pcf? Well, I am indeed
<ce>                disappointed, gravely disappointed. Your
<ce>               ineptitude has complicated matters. Well,
<ce>              I suppose I'll know better next time, shan't
<ce>                      I? Get a move on, %pcf. Now.

QuestComplete:  [1004]
<ce>                   Excellent, %pcf, you've returned
<ce>                   with my _item2_ as promised. Your
<ce>             valor and bravery are great indeed. I am sure
<ce>             we will appreciate your further service in the
<ce>                        near future. Thank you.

RumorsDuringQuest:  [1005]
<ce>   There was this =contact_ here recently asking if I'd seen a %ra.
                                     <--->
<ce>   Some =contact_ was looking for a %ra with a _item1_ a while back.

RumorsPostfailure:  [1006]
<ce>              Well, _questgiver_ is, I've heard, furious
<ce>                         at some %ra mercenary.
                                     <--->
<ce>             _questgiver_ is still relying on mercenaries
<ce>                    and I've heard %g's been burned.

RumorsPostsuccess:  [1007]
<ce>               I hear that _questgiver_ finally got some
<ce>                           _item2_ %g needed.
                                     <--->
<ce>        _questgiver_ has been singing the praises of a certain
<ce>                             %ra mercenary.

QuestorPostsuccess:  [1008]
Hello again, my young friend. I haven't forgotten your services.
<--->
Ah, %pcf. It's a pleasure to see you again.

QuestorPostfailure:  [1009]
<ce>                       Why, it's the inept %ra.
<ce>               You have a lot of nerve coming back here.
                                     <--->
<ce>                      Well, if it isn't the inept
<ce>                      courier. Why don't you crawl
<ce>                             away now, hmm?


QuestLogEntry:  [1010]
%qdt: _questgiver_
 of ___questgiver_ sent me to a
 contact _contact_ of ___contact_
 to deliver a bar of gold to this
 =contact_'s base in __contact_.
 The gold needs to be in %g3 hands in
 =1stparton_ days for me to get my due
 reward.

Message:  1011
%qdt: I delivered the gold to
 _contact_, who gave me a _item2_
 to take back to _questgiver_.

Message:  1020
<ce>                      That gold bar must be quite
<ce>                       heavy. How about I relieve
<ce>                      you of it? Just hand it over
<ce>                          and I'll let you go.

Message:  1021
<ce>                     Such a brave little courier.
<ce>                      I'll be sure to tell all my
<ce>                      friends how helpful you can
<ce>                              be to them.

Message:  1030
<ce>                     Ah, you must be the courier.
<ce>                    Excellent, excellent.  Now, take
<ce>                   this _item2_ back to _questgiver_
<ce>            immediately, and %g will reward you as promised.
<ce>                  A pleasure doing business with you,
<ce>                                 %pcf!


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g3 occurs 1 time.
--              %pcf occurs 6 times.
--              %qdt occurs 2 times.
--               %ra occurs 5 times.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 7 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 7 times.
--           _item1_ occurs 1 time.
--           _item2_ occurs 4 times.
--      _questgiver_ occurs 7 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item1_ gold_bar
Item _item2_ magic_item

Person _questgiver_ face 76 group Questor
Person _contact_ face 80 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4

Foe _thief_ is Spellsword

--	Quest start-up:
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 
	create npc _contact_ 

_pcgetsgold_ task:
	toting _item2_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

_queston_ task:
	when _2ndparton_ 
	when _1stparton_ and not _npcclicked_ 
	change repute with _questgiver_ by -20 
	end quest 

variable _qgclicked_
_npcclicked_ task:
	toting _item1_ and _contact_ clicked 
	start timer _2ndparton_ 
	log 1011 step 1 
	get item _item2_ saying 1030 

until _npcclicked_ performed:
	create foe _thief_ every 5 minutes 5 times with 25% success 

variable _1stparton_
variable _pchasitem1_
variable _pchasitem2_
yes task:
	have _item1_ set _S.09_ 

variable _no_
_S.09_ task:
	give item _item1_ to _thief_ saying 1021 
	remove foe _thief_ 

_S.10_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 

variable _2ndparton_
_S.12_ task:
	when _queston_ or _pcgetsgold_ 
	make _item2_ permanent 
	make _item1_ permanent 


r0c10y04

-- Quest: /dos/g/game/dag/arena2/r0c10y04.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 4
Messages: 21
Quest: r0c10y04
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              The whining peasants who work my land near
<ce>                    ___mondung_ have long complained
<ce>                 about evil wizardry being practiced in
<ce>                that dungeon. It appears that this time
<ce>                 they may be right. I am in need of an
<ce>                 assassin with enough time to travel to
<ce>                      ___mondung_ and destroy the
<ce>               necromantic sorceror there. I am prepared
<ce>             to pay _reward_ gold pieces for this service.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>            Really? I would have thought this was your sort
<ce>                  of an assignment. How inconvenient.

AcceptQuest:  [1002]
<ce>                %oth, that's grand. I need to have this
<ce>          wizard extinguished in =1stparton_ days, so you will
<ce>           probably want to get on the road right away. Good
<ce>                     luck, %pcf, and show no mercy.

QuestFail:  [1003]
<ce>           I don't want to see you again until that sorceror
<ce>                                is dead.

QuestComplete:  [1004]
<ce>          The mighty hero returns! The farmers are overjoyed
<ce>             that their land is free of black magic, and I
<ce>           share their joy. Accept the _reward_ gold pieces,
<ce>                        %pcf, with my gratitude.

RumorsDuringQuest:  [1005]
You can almost feel the malevolent magicka building.
<--->
Some sorceror has vowed to reduce _questgiver_'s land to rubble.

RumorsPostfailure:  [1006]
That sorceror in ___mondung_ has apparently moved on.
<--->
Apparently some adventurer spooked the sorceror out of ___mondung_.

RumorsPostsuccess:  [1007]
The Mad Wizard of ___mondung_ was apparently slain by a brave %ra.
<--->
Had that sorceror survived, _questgiver_ would have been in deep trouble.

QuestorPostsuccess:  [1008]
Ah, the slayer of the mad wizard is back. How are you, my friend?
<--->
A pleasure to see you again, o killer of mad wizards.

QuestorPostfailure:  [1009]
<ce>                  You weren't expecting a reward for
<ce>                  your failure to slay that wizard, I
<ce>                    hope. You're lucky I don't have
<ce>                              you flogged.
                                     <--->
<ce>                         So, the %ra returns.
<ce>                   So, I imagine, will the wizard you
<ce>                     failed to slay. Run along now.

Message:  1011
<ce>              _questgiver_ is a noble with a real hatred
<ce>                   for a sorceror called _fakename_.
                                     <--->
<ce>             _questgiver_ is a noble who has been plagued
<ce>                    by a sorceror called _fakename_.

Message:  1012
_fakename_ the wizard is dead.

Message:  1015
%qdt: _questgiver_
 of __questgiver_ in ___questgiver_
 has sent me to ___mondung_,
 where I am to slay a mad wizard.
 If I can have the deed accomplished
 and be back to %g2 in =1stparton_ days,
 I will earn my gold.

Message:  1020
<ce>                   You must be the latest poor fool
<ce>                    _questgiver_ has hired to try to
<ce>                  kill me.  Your bones will soon join
<ce>                  those of your compatriots, scattered
<ce>                           about my dungeon!


-- Symbols used in the QRC file:
--
--               %g2 occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 2 times.
--       ___mondung_ occurs 6 times.
--    ___questgiver_ occurs 2 times.
--        _fakename_ occurs 3 times.
--      _questgiver_ occurs 6 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor anyInfo 1011 rumors 1011
Person _fakename_ faction Local_4.0 female

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Sorceror
Foe _battlemage_ is Battle_mage
Foe _F.02_ is Orc_shaman
Foe _mage_ is Mage

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1015 step 0 
	pick one of _S.06_ _S.07_ _time_ _S.09_ 

_pcgetsgold_ task:
	when _qgclicked_ and _S.02_ 
	give pc _reward_ 
	end quest 

_qgclicked_ task:
	clicked npc _questgiver_ 

_S.02_ task:
	killed 1 _battlemage_ 
	killed 1 _mage_ 
	killed 1 _F.02_ 
	killed 1 _F.00_ 
	say 1012 
	change repute with _fakename_ by -20 

variable _queston_
_1stparton_ task:
	change repute with _questgiver_ by -15 
	end quest 

_clearclick_ task:
	when _qgclicked_ and not _S.02_ 
	clear _qgclicked_ _clearclick_ 

_S.06_ task:
	place foe _battlemage_ at _mondung_ 

_S.07_ task:
	place foe _mage_ at _mondung_ 

_time_ task:
	place foe _F.02_ at _mondung_ 

_S.09_ task:
	place foe _F.00_ at _mondung_ 

_dummy_ task:
	injured _battlemage_ 
	injured _mage_ 
	injured _F.02_ 
	injured _F.00_ 
	say 1020 


r0c10y05

-- Quest: /dos/g/game/dag/arena2/r0c10y05.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 5
Messages: 31
Quest: r0c10y05
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      You may be aware that I am
<ce>                        forming an alliance with
<ce>                       _qgfriend_. To cement our
<ce>                       friendship, I have agreed
<ce>                        to arrange the death of
<ce>                         a consistant threat to
<ce>                          %g2 -- some sort of
<ce>                      monster. This foul parasite
<ce>                        lives in a decrepit old
<ce>                       place called ___mondung_.
<ce>                          %g has agreed to pay
<ce>                    the creature's assassin _reward_
<ce>                        gold in return. Not too
<ce>                      bad, I'm sure you'll agree.
<ce>                        So, does this sound like
<ce>                       your sort of an adventure,
<ce>                                 %pcn?

RefuseQuest:  [1001]
<ce>            Really? How inconsiderate of you to leave me in
<ce>                          the lurch like this.

AcceptQuest:  [1002]
<ce>                      Recognize a good deal when
<ce>                        you hear it, eh? I told
<ce>                      _qgfriend_ that the monster
<ce>                   would be dead in =1stparton_ days
<ce>                      or %g could go out and hire
<ce>                       someone else. So kill the
<ce>                        creature and get over to
<ce>                         ___qgfriend_ and find
<ce>                     %g2 before the time runs out.

QuestFail:  [1003]
<ce>                     Better get on the road, %pcf.
<ce>                             Time is short.

QuestComplete:  [1004]
<ce>                 Yes, I've already heard word that our
<ce>                _giant_ pestilence is at an end. I don't
<ce>                     know where _questgiver_ found
<ce>             you, but I'm glad %g did. Here's your _reward_
<ce>                 gold piece reward. Thank you for your
<ce>                             service, %pcf.

RumorsDuringQuest:  [1005]
There's a monster in ___mondung_ that's been bothering _qgfriend_.
<--->
That monster in ___mondung_ has a horde of bats and rats apparently.

RumorsPostfailure:  [1006]
Now that monster =giant_ knows its lair is known, it's moved on.
<--->
<ce>           The monster =giant_ has moved out of ___mondung_,
<ce>                     but still plagues _qgfriend_.

RumorsPostsuccess:  [1007]
The curse of =giant_ has finally been wiped from %reg.
<--->
A holy %ra warrior has destroyed =giant_, blight of our land.

QuestorPostsuccess:  [1008]
Ah, my friend, =giant_'s nemesis! What may I do for you?
<--->
<ce>           You have aided me in forming my alliances, %pcf.
<ce>                       With what can I help you?

QuestorPostfailure:  [1009]
<ce>                   Your failure to slay that monster
<ce>                  complicated matters. I have no time
<ce>                            for such as you.

Message:  1011
<ce>                   =qgfriend_, yes? A possible ally
<ce>                     of _questgiver_ with a problem
<ce>                    with that thing in ___mondung_.
                                     <--->
_qgfriend_ is the blood enemy of =giant_.

Message:  1012
You have slain =giant_.

Message:  1015
%qdt: _questgiver_ of
 ___questgiver_ hired me on behalf
 of an ally, _qgfriend_ of
 ___qgfriend_, to slay a
 monster known only as =giant_, which
 has been terrorizing the land around
 ___mondung_. If the monster is dead
 and I have made it to _qgfriend_ in =1stparton_
 days, I will earn my reward.

Message:  1021
<ce>                   Oh, I almost forgot. I don't know
<ce>                what kind of monster haunts ___mondung_,
<ce>                 but the name =giant_ has been rumored
<ce>                    to be the source of the terror.

Message:  1030
<ce>               Who dares disturb =giant_ the Terrible in
<ce>               %g3 lair?  Your skull will soon hang on my
<ce>                           wall as a trophy!


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--           =giant_ occurs 10 times.
--        =qgfriend_ occurs 1 time.
--       ___mondung_ occurs 7 times.
--      ___qgfriend_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--           _giant_ occurs 1 time.
--        _qgfriend_ occurs 7 times.
--      _questgiver_ occurs 3 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor
Person _qgfriend_ faction Local_3.0 female anyInfo 1011 rumors 1011

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2

Foe _vampire_ is Vampire
Foe _wereboar_ is Wereboar
Foe _mage_ is Battle_mage
Foe _giant_ is Giant

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1015 step 0 
	pick one of _S.06_ _S.07_ _orsinium_ _S.09_ 
	say 1021 

_1stparton_ task:
	end quest 

_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _reward_ 
	end quest 

variable _queston_
_mondead_ task:
	killed 1 _giant_ 
	killed 1 _mage_ 
	killed 1 _wereboar_ 
	killed 1 _vampire_ 
	say 1012 
	create npc _qgfriend_ 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_S.06_ task:
	place foe _giant_ at _mondung_ 

_S.07_ task:
	place foe _mage_ at _mondung_ 

_orsinium_ task:
	place foe _wereboar_ at _mondung_ 

_S.09_ task:
	place foe _vampire_ at _mondung_ 

_S.10_ task:
	injured _giant_ 
	injured _mage_ 
	injured _vampire_ 
	injured _wereboar_ 
	say 1030 


r0c10y06

-- Quest: /dos/g/game/dag/arena2/r0c10y06.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 6
Messages: 12
Quest: r0c10y06
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                I have a _item_ that's very precious to
<ce>              me. It's been handed down from generation to
<ce>                generation in my family. Knowing this, a
<ce>                small pack of orcish bandits have stolen
<ce>                it and are holding it for ransom. I have
<ce>                no intention of rewarding them for this
<ce>                 outrage. On the other hand, I will pay
<ce>              the full amount of the ransom, _reward_ gold
<ce>                 pieces to you if you would go to their
<ce>                   holdout and steal the _item_ back.
<ce>                               Will you?

RefuseQuest:  [1001]
<ce>                      %oth! You will not do this
<ce>                  for me? Then I will have to pay the
<ce>                    ransom. You disappoint me, %pcf.

AcceptQuest:  [1002]
<ce>                  Good. Now, I am given to understand
<ce>                  that the orcs' hideout in in the old
<ce>                      ___itemdung_. That's where,
<ce>                  I suppose, they're keeping my _item_
<ce>               as well. If you're not back in =1stparton_
<ce>                  days, I'll presume you haven't found
<ce>                 the _item_, and will give your reward
<ce>                money to the orcs as ransom. Don't fail
<ce>                      me on this, %pcf. Good luck.

QuestFail:  [1003]
<ce>                      I don't want to talk, %pcf.
<ce>                      I want my _item_. Go get it.

QuestComplete:  [1004]
<ce>                 Somehow I knew you'd find my _item_,
<ce>                       %pcf. I will happily give
<ce>                   you the gold I was saving for the
<ce>                  _item_'s ransom. I cannot thank you
<ce>                                enough.

RumorsDuringQuest:  [1005]
There's a bunch of orcs hanging out at ___itemdung_.
<--->
Those orcs at ___itemdung_ are figuring they'll get rich off _questgiver_.

RumorsPostfailure:  [1006]
The orcs at ___itemdung_ cleared out after _questgiver_ paid them off.
<--->
_questgiver_ is apparently furious at some %ra adventurer.

RumorsPostsuccess:  [1007]
<ce>                 A bunch of orcs are complaining that
<ce>                 _questgiver_ stole a relic of theirs.
                                     <--->
<ce>              ___itemdung_ is apparently as not as secure
<ce>                   a hiding spot as one might think.

QuestorPostsuccess:  [1008]
<ce>           Hello again, my young friend. I haven't forgotten
<ce>                    about the orc affair, you know.
                                     <--->
I hope you haven't spent all my reward gold already, my friend.

QuestorPostfailure:  [1009]
<ce>                         Go to Oblivion, %pcf.
<ce>                   I haven't forgot about you failing
<ce>                         that mission of mine.

QuestLogEntry:  [1010]
%qdt: _questgiver_ of
 __questgiver_ in ___questgiver_
 has sent me to ___itemdung_ to
 find an old family heirloom, a _item_
 stolen by a band of orcs. If I do not
 have it back in _questgiver_'s
 hands in =1stparton_ days, %g will
 pay the ransom, and my reward gold
 will be gone.

Message:  1011
You have found the _item_.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 5 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--      ___itemdung_ occurs 6 times.
--    ___questgiver_ occurs 2 times.
--            _item_ occurs 9 times.
--      _questgiver_ occurs 6 times.
--          _reward_ occurs 1 time.

QBN:
Item _item_ trinket
Item _reward_ gold

Person _questgiver_ face 112 group Questor

Place _itemdung_ remote dungeon1

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	place item _item_ at _itemdung_ 
	start timer _1stparton_ 
	reveal _itemdung_ 
	log 1010 step 0 

_pcgetsgold_ task:
	toting _item_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _queston_
_pchasitem_ task:
	clicked item _item_ say 1011 

_1stparton_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -5 
	end quest 

variable _qgclicked_
variable _clearclick_


r0c10y08

-- Quest: /dos/g/game/dag/arena2/r0c10y08.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 8
Messages: 21
Quest: r0c10y08
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      If you could, %pcf, I am in
<ce>              need of assistance from someone I know isn't
<ce>              a complete buffoon. I sent another mercenary
<ce>              out to deliver a small package to a temple,
<ce>            nothing of great value, but damned if it wasn't
<ce>               stolen. Well, at least this idiotic hired
<ce>                hand paid attention to where the bandits
<ce>                   went. Do you think you could help
<ce>                     me out and get my parcel back?

RefuseQuest:  [1001]
<ce>                 %oth, I was afraid you were going to
<ce>              say that. Ah well, I suppose that is better
<ce>                      than saying yes and failing.

AcceptQuest:  [1002]
<ce>                      Thank you in advance, %pcf.
<ce>              Now, the complications. The bandits sold the
<ce>                    _item_ to a temple, _itemplace_
<ce>                     in __itemplace_. It apparently
<ce>               has some sort of religious significance to
<ce>              them. In order to avoid embarassment, I need
<ce>                   you to steal the _item_ out of the
<ce>                  temple and get it to _transporter_.
<ce>                  You'll find %g2 at _inn_ in __inn_.
<ce>           The _item_ must be in the moronic _transporter_'s
<ce>          hands within =1stparton_ days; and you must be back
<ce>            here from __inn_ in =2ndparton_ days after that,
<ce>          understand?  Not a lot of time. I'm counting on you,
<ce>                     %pcf. Good luck and farewell.

QuestFail:  [1003]
<ce>              Yes? You didn't expect a reward before you
<ce>                 actually did anything, did you, %pcf?

QuestComplete:  [1004]
<ce>                   %oth, welcome back, %pcf. I don't
<ce>             know why I hired that mental deficient in the
<ce>              first place. Well, here's your _reward_ gold
<ce>                   pieces. You certainly deserve it.

RumorsDuringQuest:  [1005]
_itemplace_ is tightening up their security for some reason.
<--->
For some reason, _itemplace_ is more worried about thieves than usual.

RumorsPostfailure:  [1006]
_itemplace_ recovered some kind of _item_ that was stolen.
<--->
_itemplace_ recovered their stolen _item_ and moved it to a safer place.

RumorsPostsuccess:  [1007]
Some kind of valuable _item_ was stolen from _itemplace_.
<--->
It's getting so even temples are having break-ins. Shocking.

QuestorPostsuccess:  [1008]
Fearfully good to see you again. How may I help you?
<--->
You're the %ra who helped me with that unpleasantness with the temple, yes?

QuestorPostfailure:  [1009]
<ce>                        %oth, it's you. Come to
<ce>                  apologize for your sloppy questing,
<ce>                     I suppose. Well, don't bother.
<ce>                          I haven't the time.

QuestLogEntry:  [1010]
<ce>                     Thank %god you arrived, %pcf.
<ce>                   Listen, hurry back to _questgiver_
<ce>                 -- %g will pretend to forget you ever
<ce>                 existed and you won't get a copper if
<ce>                  you're not back in =2ndparton_ days.
<ce>                      Believe me, I know %g3 ways.

Message:  1011
<ce>           _transporter_ is a nervous-looking =transporter_
<ce>                   with connections to _questgiver_.
                                     <--->
A =transporter_ -- %g's %di of here at __tranporter_.

Message:  1012
<ce>                        You pick up the _item_.
<ce>                    Now to get it to _transporter_.

Message:  1015
%qdt: _questgiver_ of
 has sent me to _itemplace_
 in __itemplace_ to steal
 a certain _item_, then deliver it to
 _transporter_ in __inn_
 at a place called _inn_.
 I have =1stparton_ days to make the delivery.
 Finally, I have to return for my reward.
 I have =2ndparton_ days to travel from
 __inn_ to __questgiver_,
 _questgiver_'s home in ___questgiver_.

Message:  1020
<ce>           Stop thief!  Vile desecrator of our holy _item_!


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %god occurs 1 time.
--              %oth occurs 3 times.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 3 times.
--     =transporter_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--            __inn_ occurs 4 times.
--      __itemplace_ occurs 2 times.
--     __questgiver_ occurs 2 times.
--             _inn_ occurs 2 times.
--            _item_ occurs 9 times.
--       _itemplace_ occurs 7 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 1 time.
--     _transporter_ occurs 5 times.

QBN:
Item _reward_ gold
Item _item_ religious

Person _questgiver_ face 112 group Questor
Person _transporter_ face 1 faction Local_3.0 anyInfo 1011
Person shopkeeper2 factiontype Temple female

Place _itemplace_ remote temple
Place _inn_ remote tavern

Clock _1stparton_ 0:0 0 flag 0:1 range 0 5
Clock _2ndparton_ 0:0 0 flag 0:1 range 2 3

Foe _F.00_ is Monk

--	Quest start-up:
	place item _item_ at _itemplace_ 
	start timer _1stparton_ 
	reveal _inn_ 
	log 1015 step 0 
	place npc _transporter_ at _inn_ 

_pcgetsgold_ task:
	when _S.05_ and _qgclicked_ 
	give pc _reward_ 
	end quest 

_pchasitem_ task:
	clicked item _item_ 
	pc at _itemplace_ do _S.09_ 
	say 1012 
	change repute with shopkeeper2 by -10 

_queston_ task:
	when _2ndparton_ 
	when _1stparton_ and not _S.05_ 
	make _item_ permanent 
	end quest 

variable _npcclicked_
_qgclicked_ task:
	clicked npc _questgiver_ 

_S.05_ task:
	toting _item_ and _transporter_ clicked 
	start timer _2ndparton_ 
	say 1010 

variable _1stparton_
variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _S.05_ 
	clear _qgclicked_ _clearclick_ 

_S.09_ task:
	create foe _F.00_ every 3 minutes 4 times with 50% success 

totemLetter5 task:
	injured _F.00_ saying 1020 


r0c10y09

-- Quest: /dos/g/game/dag/arena2/r0c10y09.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 9
Messages: 21
Quest: r0c10y09
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              Yes, I do have something for an able-bodied
<ce>               young %ra. It's nothing special -- just a
<ce>            simple errand, but it'll mean an extra _reward_
<ce>                        gold to you. Interested?

RefuseQuest:  [1001]
<ce>                   %oth, I suppose you wanted me to
<ce>             give you _reward_ gold for nothing. Or perhaps
<ce>                  you were hoping for something really
<ce>                   interesting? Well, you'll have to
<ce>                          wait for that, %pcf.

AcceptQuest:  [1002]
<ce>               Good. I have a ... procurer in my employ.
<ce>                       Distinctive looking, =spy_
<ce>                      going by the name of _spy_.
<ce>                     Well, _spy_'s found a special
<ce>                       _item_ of interest to me,
<ce>                 but the former owners have %g2 trapped
<ce>               somewhere in __hidingplace_. My hands are
<ce>                 tied officially, but you could kindly
<ce>                   go to __hidingplace_, find _spy_,
<ce>                       and bring me my _item_. Of
<ce>               course, if you're not back in =1stparton_
<ce>            days, your _reward_ gold reward will have to be
<ce>                forfeit. I'm sure you understand. Well,
<ce>                 you ought to be on your way. Goodbye.

QuestFail:  [1003]
<ce>                      %pcf, you're back, which is
<ce>                    pleasant, but without my _item_
<ce>                    which is not so pleasant. Is the
<ce>                    assignment too difficult for you
<ce>                        to understand? Go get my
<ce>                               _item_ and
<ce>                             bring it here.

QuestComplete:  [1004]
<ce>                       Ah, marvelous. My _item_
<ce>                   returned promptly with minimum of
<ce>                   incident. Very good. Here is your
<ce>                         _reward_ gold reward.

RumorsDuringQuest:  [1005]
They're scouring __hidingplace_, looking for a rare stolen _item_.
<--->
There was a rare _item_ stolen from a private collection recently.

RumorsPostfailure:  [1006]
They recovered that jewelry, and the guilty party was summarily executed.
<--->
The jewelry that they were looking for turned up eventually.

RumorsPostsuccess:  [1007]
They never did find that jewelry. The guards have given up.
<--->
<ce>            There was supposed to be some kind of rare gem
 hidden in that stolen jewelry.

QuestorPostsuccess:  [1008]
Ah, my young champion. Still in the mercenary business, I see. That's good.
<--->
What may I do for you, %pcf? I haven't forgotten what you did for me.

QuestorPostfailure:  [1009]
I don't see why I should do anything for someone who failed me, but go on.
<--->
<ce>                    Rather plucky of you to return
<ce>                   after failing to get my property.
<ce>                             I hate pluck.

QuestLogEntry:  [1010]
<ce>            _questgiver_ sent you?  %oth, when I heard you
<ce>             coming, I was afraid they had finally tracked
<ce>              me down.  I'm glad you found me first, %pcf!
<ce>                       Here's the _item_. Take it
<ce>                          back to _questgiver_
<ce>                  right away -- %g needs it in just a
<ce>                few days.  And be careful -- the former
<ce>               owner's agents are turning __hidingplace_
<ce>              upside down looking for this little beauty.

Message:  1011
I hear that =spy_ is over %di of here -- around _hidingplace_.
<--->
A nervous =spy_? I've seen %g2 near _hidingplace_.

Message:  1015
%qdt: _questgiver_ of
 __questgiver_, ___questgiver_,
 has sent me to get a special
 _item_ from someone by the name
 of _spy_, who's hiding out somewhere in
 __hidingplace_.  The real owners of the _item_
 may try to stop me, but I must have
 the _item_ in _questgiver_'s
 hands in =1stparton_ days, or I won't get my
 _reward_ gold piece reward.

Message:  1020
<ce>               Thanks for your help, %ra.  We knew you'd
<ce>                lead us right to the _item_.  Now here's
<ce>                         your payment -- death!


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--       =1stparton_ occurs 2 times.
--             =spy_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--    __hidingplace_ occurs 5 times.
--     __questgiver_ occurs 1 time.
--     _hidingplace_ occurs 2 times.
--            _item_ occurs 12 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 5 times.
--             _spy_ occurs 4 times.

QBN:
Item _reward_ gold
Item _item_ trinket

Person _questgiver_ face 112 group Questor
Person _spy_ face 1 faction Local_3.0 anyInfo 1011

Place _hidingplace_ remote random

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5

Foe _F.00_ is Assassin

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	pc at _hidingplace_ do _S.06_ 
	create npc at _hidingplace_ 
	place npc _spy_ at _hidingplace_ 

_pcgetsgold_ task:
	toting _item_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _queston_
_pchasitem_ task:
	clicked npc _spy_ 
	get item _item_ 
	say 1010 

variable _npcclicked_
variable _qgclicked_
_1stparton_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -10 
	end quest 

_S.06_ task:
	create foe _F.00_ every 2 minutes 4 times with 30% success 

_S.07_ task:
	injured _F.00_ saying 1020 


r0c10y10

-- Quest: /dos/g/game/dag/arena2/r0c10y10.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 10
Messages: 11
Quest: r0c10y10
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               If you are interested in earning _reward_
<ce>                    gold for doing nothing more than
<ce>                    delivering a little parcel to an
<ce>                      agent of mine, speak up now.
                                     <--->
<ce>                I could use the services of someone of
<ce>               moderate talent, above average discretion,
<ce>                 and willingness to assume the position
<ce>                  of a lowly courier for _reward_ gold
<ce>                      pieces. Are you that person?

RefuseQuest:  [1001]
<ce>                 Really? Too busy, perhaps? Your loss.

AcceptQuest:  [1002]
<ce>                    Excellent. Here's the _weapon_.
<ce>                    Now, _contact_ needs to have it
<ce>                      in ___contact_ in =queston_
<ce>            days. That ought to be just enough time, I hope.
<ce>                    You will recognize _contact_ --
<ce>                       just look for a =contact_.
<ce>                        Good luck and thank you.

QuestFail:  [1003]
<ce>             Couldn't accomplish a simple little delivery,
<ce>                %pcf? I certainly hope you weren't still
<ce>                          expecting a reward.

QuestComplete:  [1004]
<ce>                   Ah, good to see you %pcf. And the
<ce>                  _weapon_ too. Excellent. Here's the
<ce>                _reward_ gold pieces I believe you were
<ce>                       promised by _questgiver_.

RumorsDuringQuest:  [1005]
_questgiver_ is still in the smuggling business, I hear.
<--->
There's been an extraordinary increase in smuggling lately.

RumorsPostfailure:  [1006]
Someone found a very lovely _weapon_ around here recently.
<--->
I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
Someone named _contact_ has been waving around some _weapon_.
<--->
The smuggling of religious artifacts is apparently the big new crime.

QuestorPostsuccess:  [1008]
Oh, it's my old courier. How charming. How may I help you?
<--->
You look familiar. You made a little delivery for me recently, didn't you?

QuestorPostfailure:  [1009]
<ce>                     You look almost exactly like
<ce>                      a %ra who failed a delivery
<ce>                     for me. Curious. Go away now.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of
 __questgiver_, ___questgiver_
 has sent me to deliver a _weapon_
 to an ally named _contact_.
 I need to have the _weapon_ in
 _contact_'s hands in =queston_
 days. The =contact_
 can apparently be found in a place called
 __contact_ in ___contact_.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--         =contact_ occurs 2 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 1 time.
--     __questgiver_ occurs 1 time.
--         _contact_ occurs 5 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 3 times.
--          _weapon_ occurs 6 times.

QBN:
Item _weapon_ weapon
Item _reward_ gold

Person _questgiver_ face 112 group Questor
Person _contact_ faction Local_3.0 female


Clock _queston_ 0:0 0 flag 0:1 range 1 2


--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	get item _weapon_ 
	create npc _contact_ 

_pcgetsgold_ task:
	toting _weapon_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

variable _pchasitem_
variable _npcclicked_
_queston_ task:
	make _weapon_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_


r0c10y11

-- Quest: /dos/g/game/dag/arena2/r0c10y11.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 11
Messages: 16
Quest: r0c10y11
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   You are not by any chance free to
<ce>                    run a little errand for me? It's
<ce>                   very simple, I would do it myself
<ce>                     or have one of my runners take
<ce>                   care of it, but we are all so very
<ce>                 busy. It would mean an extra _reward_
<ce>                    gold pieces. That's not too bad.
<ce>                           Are you available?

RefuseQuest:  [1001]
<ce>                         No? %god save me from
<ce>                            idle %ra hands.

AcceptQuest:  [1002]
<ce>                   What luck. Now, take this _item_
<ce>                         and go to ___qgfriend_
<ce>                     to a place called __qgfriend_.
<ce>                       There's an odd =qgfriend_
<ce>                        there named _qgfriend_.
<ce>                       Give %g2 the _item_ and %g
<ce>                    will give you the _reward_ gold.
<ce>                    Oh, and you need to be there in
<ce>                  =queston_ days, but that should not
<ce>                  be a problem. You have sturdy young
<ce>                       legs. Off with you, what.

QuestFail:  [1003]
<ce>                          You look like %pcf,
<ce>                        but you can't be.  %pcn
<ce>                     is on the way to ___qgfriend_.

QuestComplete:  [1004]
<ce>                  _questgiver_ hired you as a runner?
<ce>                  Ah, the _item_ I've been expecting.
<ce>                Very good. Here's your gold. Thank you.

RumorsDuringQuest:  [1005]
_questgiver_ is still in the smuggling business, I hear.
<--->
There's been an extraordinary increase in smuggling lately.

RumorsPostfailure:  [1006]
I heard someone came across a _item_ out in the middle of nowhere.
<--->
_questgiver_ is mad as hell at some incompetent %ra courier.

RumorsPostsuccess:  [1007]
Some =qgfriend_ was just here, waving around some _item_.
<--->
<ce>             I guess _questgiver_ didn't steal that _item_
<ce>                      after all or else %g ate it.

QuestorPostsuccess:  [1008]
I recognize those sturdy young legs. How are you, my old courier?
<--->
Come back to visit your old employer, have you, %pcf?

QuestorPostfailure:  [1009]
<ce>                      I remember you. You're the
<ce>                       %ra who failed that simple
<ce>                     delivery assignment.  %oth, I
<ce>                         have no time for you.

Message:  1011
%g's a thoroughly respectable ruler, with kleptomanic tendencies.
<--->
A big-time jewelry smuggler, from what I hear.

Message:  1012
One of _questgiver_'s fences. _qgfriend_ practically lives at __qgfriend_.
<--->
That =qgfriend_? _qgfriend_ is a fence for a den of smugglers at __qgfriend_.

Message:  1015
%qdt: _questgiver_ of
 __questgiver_ has asked me
 to deliver a certain _item_ to
 an associate named _qgfriend_.
 _qgfriend_'s current haunt is
 __qgfriend_ in ___qgfriend_,
 a journey of about =queston_ days.
 That's how long I have, anyway.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 1 time.
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--        =qgfriend_ occurs 3 times.
--         =queston_ occurs 2 times.
--      ___qgfriend_ occurs 7 times.
--     __questgiver_ occurs 1 time.
--            _item_ occurs 7 times.
--        _qgfriend_ occurs 5 times.
--      _questgiver_ occurs 6 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item_ ring

Person _questgiver_ group Questor male anyInfo 1011
Person _qgfriend_ faction Local_3.0 female anyInfo 1012


Clock _queston_ 0:0 0 flag 0:1 range 1 4


--	Quest start-up:
	start timer _queston_ 
	log 1015 step 0 
	get item _item_ 
	create npc _qgfriend_ 

_pcgetsgold_ task:
	toting _item_ and _qgfriend_ clicked 
	give pc _reward_ 
	end quest 

variable _pchasitem_
_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -30 
	end quest 

variable _npcclicked_


r0c10y12

-- Quest: /dos/g/game/dag/arena2/r0c10y12.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 12
Messages: 24
Quest: r0c10y12
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  Yes, this is a potentially awkward
<ce>                  situation I'm in. Not the worst, but
<ce>                  awkward indeed. I'm in possession of
<ce>                   a certain ... item that is not, to
<ce>                  be blunt, legally mine. If you would
<ce>                     carry it a contact of mine in
<ce>                        ___contact_, you will be
<ce>                handsomely rewarded. Does _reward_ gold
<ce>                       pieces sound fair to you?

RefuseQuest:  [1001]
<ce>                     You abandon me in my hour of
<ce>                           need, young %ra. I
<ce>                         am sorely displeased.

AcceptQuest:  [1002]
<ce>                  You will help me? %god be praised.
<ce>                      Now, hurry, take this _item_
<ce>                          and go to __contact_
<ce>                          in ___contact_. Look
<ce>                            for a =contact_
<ce>                            named _contact_.
<ce>                  Don't think about taking the _item_
<ce>                      elsewhere. If you're not in
<ce>                        __contact_ in =queston_
<ce>                       days, _contact_ will come
<ce>                      looking for you. Now, hurry,
<ce>                        time is of the essence.

QuestFail:  [1003]
<ce>                        Why are you still here?
<ce>                       My instructions were quite
<ce>                       clear, now carry them out.

QuestComplete:  [1004]
<ce>                          Good day, %pcf. I'm
<ce>                          _contact_. Thank you
<ce>                  for your discretion in this matter.
<ce>                    You will find that discretion is
<ce>                    a valuable quality. Here is your
<ce>                           payment. Good day.

RumorsDuringQuest:  [1005]
Those guards are even searching _questgiver_'s house for that _item_ shipment.
<--->
It's a complete mystery where that _item_ disappeared. Everyone's curious.

RumorsPostfailure:  [1006]
What an embarassment for _questgiver_. The stolen _item_ was traced to %g2.
<--->
I hear _questgiver_ tried to smuggle the _item_ to ___contact_.

RumorsPostsuccess:  [1007]
The guards have given up their search for that stolen _item_.
<--->
Imagine them suspecting that _questgiver_ had something to do with that _item_.

QuestorPostsuccess:  [1008]
Lovely to see you again, %pcf. I understand that your mission was accomplished.
<--->
I'm glad you returned, %pcf. You helped me out of a potential embarrassment.

QuestorPostfailure:  [1009]
<ce>                  My contact says you never arrived.
<ce>                  That was very unprofessional, %pcf.
<ce>                    Now leave me. I have work to do.

Message:  1011
_questgiver_ is a rather small-time ruler, but a big-time _item_ smuggler.
<--->
_questgiver_'s in over %g3 head in this _item_ smuggling business.

Message:  1012
Supposedly _contact_ is a fence for stolen merchandise.
<--->
_contact_, eh? A mysterious =contact_ who operates out of __contact_, %di of here.

Message:  1015
%qdt: I have accepted a
 mission from _questgiver_ of
 ___questgiver_ to bring a stolen
 _item_ to _contact_,
 at __contact_ in ___contact_.
 I have =queston_ days to get
 the _item_ to ___contact_.

Message:  1023
Who is calling 1023?


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %god occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =contact_ occurs 2 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 5 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 10 times.
--            _item_ occurs 12 times.
--      _questgiver_ occurs 7 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item_ drug

Person _questgiver_ group Questor male anyInfo 1011
Person _contact_ faction Local_3.0 female anyInfo 1012


Clock _queston_ 0:0 0 flag 0:1 range 1 4


--	Quest start-up:
	start timer _queston_ 
	log 1015 step 0 
	get item _item_ 
	create npc _contact_ 

_pcgetsgold_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

variable _pchasitem_
_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _npcclicked_


r0c10y13

-- Quest: /dos/g/game/dag/arena2/r0c10y13.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 13
Messages: 21
Quest: r0c10y13
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  I have a mission of some diplomatic
<ce>                    importance. A gift of peace that
<ce>                 needs be exchanged.  As a favor to me,
<ce>                 would you bring my gift to my friend,
<ce>                               _contact_?

RefuseQuest:  [1001]
<ce>                  Is it the price, the inconvenience,
<ce>                  or the lowliness of the mission that
<ce>                       irks you, %pcf? No matter,
<ce>                     I can easily find another %ra
<ce>                        interested in furthering
<ce>                        his political standing.

AcceptQuest:  [1002]
<ce>                           Very good, %pcf.
<ce>                Now, listen carefully: take this _item_
<ce>            to the palace in __palace_ and find a =contact_.
<ce>                   That will be _contact_. %g will be
<ce>                 expecting you, and will likely reward
<ce>                  you for your trouble.  You'd best be
<ce>                  on your way.  Do not fail me, %pcf.

QuestFail:  [1003]
<ce>                     Quickly now, begone!  This is
<ce>                   no time for idle conversation. You
<ce>                            have work to do.

QuestComplete:  [1004]
<ce>                       Oh, what a lovely _item_.
<ce>                        It's from _questgiver_?
<ce>                      Well, perhaps this was just
<ce>                     a misunderstanding after all.
<ce>                     Here's _reward_ gold for your
<ce>                          good services, %pcf.

RumorsDuringQuest:  [1005]
I hear _contact_ is considering breaking allegiance with _questgiver_.
<--->
_questgiver_ better do something to cement relations with _contact_.

RumorsPostfailure:  [1006]
_questgiver_ and _contact_ seem more estranged than ever.
<--->
I wouldn't be surprised if _contact_ and _questgiver_ broke ties altogether.

RumorsPostsuccess:  [1007]
_contact_ is supposed to be very pleased with the present from _questgiver_.
<--->
Thank %god _questgiver_ got that _item_ to _contact_. Could've been nasty.

QuestorPostsuccess:  [1008]
Ah, it's my agent of peace. How goes it with you, my friend?
<--->
%oth, if it isn't my favorite courier. How are you doing?

QuestorPostfailure:  [1009]
<ce>                   By failing to bring _contact_ the
<ce>                      _item_ you promised to get,
<ce>                 you've made my peace plans rather more
<ce>                            difficult, %pcf.
<ce>                            Out of my sight.

QuestLogEntry:  [1010]
%qdt: _questgiver_ has
 given me _reward_ gold to go
 to __palace_ palace
 to bring a peace offering, a _item_
 to _contact_.  I must be there in
 =queston_ days or less.

Message:  1020
<ce>                           Did _questgiver_
<ce>                       not give you something for
<ce>                   me?  Damnation, if this is one of
<ce>                             %g3 tricks ...


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g3 occurs 1 time.
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 5 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =contact_ occurs 1 time.
--         =queston_ occurs 1 time.
--         __palace_ occurs 2 times.
--         _contact_ occurs 10 times.
--            _item_ occurs 5 times.
--      _questgiver_ occurs 9 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item_ trinket

Person _questgiver_ group Questor male
Person _contact_ face 1 faction Local_3.0

Place _palace_ remote palace

Clock _queston_ 0:0 0 flag 0:1 range 0 2
Clock _delay_ 0:20 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	create npc _contact_ at _palace_ 
	place npc _contact_ at _palace_ 

_pcgetsgold_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	start timer _delay_ 
	change repute with _questgiver_ by +20 

_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

_npcclicked_ task:
	clicked npc _contact_ say 1020 

_delay_ task:
	end quest 


r0c10y14

-- Quest: /dos/g/game/dag/arena2/r0c10y14.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 14
Messages: 11
Quest: r0c10y14
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  Are you by any chance available for
<ce>                  a little assignment that should not
<ce>                   take you any time at all and will
<ce>                 make you _reward_ gold pieces richer?

RefuseQuest:  [1001]
<ce>                               No? Pity.

AcceptQuest:  [1002]
<ce>                      %oth, that's grand. I have
<ce>                    a rather dimwitted associate of
<ce>                     mine who left on an assignment
<ce>                          without %g3 _item_.
<ce>                    I need it rushed to ___contact_
<ce>                    straight-away. There's a little
<ce>                     place there called __contact_
<ce>                     where you can find a =contact_
<ce>                            named _contact_.
<ce>                          Give %g2 the _item_
<ce>                   and %g will give you the _reward_
<ce>                      gold pieces. One final note,
<ce>                     %g will be leaving __contact_
<ce>                       in =queston_ days with or
<ce>                          without the _item_,
<ce>                     so you'd best be on your way.

QuestFail:  [1003]
<ce>                I've given you the _item_ and told you
<ce>               where it is to be delivered.  What more is
<ce>                           there to discuss?

QuestComplete:  [1004]
<ce>                   Are you from _questgiver_?  %oth,
<ce>                   my _item_!  About time!  I thought
<ce>                  I was going to have to leave without
<ce>                  it.  What took you so long, anyway?
<ce>                   What, I have to pay you for my own
<ce>                   _item_?  Very well, if that's what
<ce>                   _questgiver_ told you.  Now, I've
<ce>                   wasted enough time.  I must be on
<ce>                                my way.

RumorsDuringQuest:  [1005]
If I had a _item_, I'd sell to that =contact_ in __contact_. Seems desperate.
<--->
That =contact_ has been moping around __contact_ for days now.

RumorsPostfailure:  [1006]
Poor _contact_ -- %g3 delivery never came and %g had to leave without it.
<--->
I wonder what _contact_ was waiting for anyhow. Some kind of miracle?

RumorsPostsuccess:  [1007]
_contact_ left __contact_ happy as a harpy. Guess %g got what %g needed.
<--->
_questgiver_ was singing the praises of some %ra mercenary %g hired.

QuestorPostsuccess:  [1008]
Ah, my dear friend. How good of you to return. How are things?
<--->
I was informed that your mission was a success. I do graciously thank you.

QuestorPostfailure:  [1009]
<ce>                   You failed to get to my contact,
<ce>                  but yet you return to me. Quite odd
<ce>                               behavior.

QuestLogEntry:  [1010]
%qdt: I have been sent
 by _questgiver_ to ___contact_
 where a =contact_
 named _contact_ is waiting
 for a special _item_ in a place
 called __contact_. This
 _contact_ is planning to leave
 ___contact_ in =queston_ days
 with or without the _item_,
 so I will need to hurry.


-- Symbols used in the QRC file:
--
--                %g occurs 6 times.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %oth occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =contact_ occurs 4 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 15 times.
--            _item_ occurs 9 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item_ magic_item

Person _questgiver_ group Questor male
Person _contact_ faction Local_3.0 female


Clock _queston_ 0:0 0 flag 0:1 range 1 4


--	Quest start-up:
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	create npc _contact_ 

_pcgetsgold_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

variable _pchasitem_
_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _npcclicked_


r0c10y15

-- Quest: /dos/g/game/dag/arena2/r0c10y15.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 15
Messages: 17
Quest: r0c10y15
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              I have a somewhat complicated mission that
<ce>               needs a fourth man involved. It might take
<ce>                 a couple of days to accomplish, but it
<ce>            will mean an extra _reward_ gold in your pocket.
<ce>                           Sound intriguing?

RefuseQuest:  [1001]
<ce>                       That is a disappointment.
<ce>                                Ah well.

AcceptQuest:  [1002]
<ce>                   I have a contact in ___npc1_ who
<ce>             has a certain item needed by another associate
<ce>                        of mine in ___npc2_. Of
<ce>                     course, _npc1_, my contact in
<ce>                       ___npc1_ needs to be paid
<ce>                for %g3 item. That is why I need you to
<ce>                    bring this diamond as payment to
<ce>                       _npc1_. The diamond needs
<ce>                        to be in %g3 possession
<ce>             in =1stparton_ days. Once you have made it to
<ce>                       __npc1_, _npc1_ will give
<ce>                  you further instructions. Thank you,
<ce>                      %pcf, and %god be with you.

QuestFail:  [1003]
<ce>                   I know it was complicated, %pcf,
<ce>                 but I assumed you had at least a small
<ce>                  brain encased in that thick skull of
<ce>                 yours.  I hope you were taking notes,
<ce>               because I'm not in the habit of repeating
<ce>                                myself.

QuestComplete:  [1004]
<ce>                           Ah, the _item2_.
<ce>                  I was afraid it would never arrive.
<ce>             Well, here's your _reward_ gold, as promised.
<ce>                        Tell _npc2_ I am in %g3
<ce>                      debt. And thank you as well.

RumorsDuringQuest:  [1005]
_npc2_ in __npc2_ is still screeching about %g3 _item2_.
<--->
%oth, that _npc1_ is greedy. Wouldn't help %g3 own mother without payment.

RumorsPostfailure:  [1006]
I hear _questgiver_ is mad as hell at some %ra adventurer.
<--->
_npc2_ left __npc2_ in a rage over some kinda lost magical item of %g3.

RumorsPostsuccess:  [1007]
I wonder what the connection is between _questgiver_ and _npc2_.
<--->
I hear _npc1_ sold %g3 _item2_. What in Tamriel could the price have been?

QuestorPostsuccess:  [1008]
Well, if it isn't %pcn, the ultimate courier. How are you, my friend?
<--->
You helped me when I was in need, %pcf. What can I do for you?

QuestorPostfailure:  [1009]
<ce>                       I take it you've come to
<ce>                     apologize for your incomplete
<ce>                           couriering, %pcf.
<ce>                         Apology not accepted.
<ce>                             Leave me now.

QuestLogEntry:  [1010]
<ce>                   Thank %god you've arrived, %pcf.
<ce>                Give me the diamond quick. Now take this
<ce>                        _item2_ and bring it to
<ce>                       _npc2_ over in __npc2_ --
<ce>                        that's in ___npc2_. Once
<ce>                     you're there, %g will pay you.

Message:  1015
%qdt:
 _questgiver_ of ___questgiver_
 has sent me to a
 contact of %g3 in ___npc1_,
 a =npc1_ named _npc1_,
 at __npc1_. I am to deliver
 a _item1_ to %g2, and then
 receive further instructions. I have
 =1stparton_ days to get to ___npc1_.

Message:  1016
%qdt:
 _npc1_ has sent me on to
 _npc2_ in __npc2_
 of ___npc2_. I am to bring
 %g2 a _item2_ within =2ndparton_ days.


-- Symbols used in the QRC file:
--
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--               %g3 occurs 8 times.
--              %god occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 5 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 1 time.
--            =npc1_ occurs 5 times.
--          ___npc2_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 4 times.
--           _item1_ occurs 1 time.
--           _item2_ occurs 5 times.
--            _npc1_ occurs 7 times.
--            _npc2_ occurs 6 times.
--      _questgiver_ occurs 3 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ diamond
Item _item2_ magic_item

Person _questgiver_ face 136 group Questor
Person _npc1_ faction Local_3.0 female
Person _npc2_ face 248 faction Local_3.1


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:20 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item1_ 
	create npc _npc1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1016 step 1 
	get item _item2_ 
	say 1010 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

_delay_ task:
	end quest 


r0c10y17

-- Quest: /dos/g/game/dag/arena2/r0c10y17.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 17
Messages: 13
Quest: r0c10y17
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I was wondering if you might do me a
<ce>                 small favor. You see, I have a friend
<ce>                  who requires a certain shipment of a
<ce>                 certain substance brought by a certain
<ce>                 time. I trust I'm making myself clear.
<ce>               Are you available for such an assignment,
<ce>             given a payment of, say, _reward_ gold pieces?

RefuseQuest:  [1001]
<ce>                   Well, I'm certainly disappointed.
<ce>                  I would've expected more enthusiasm.
<ce>                     Ah well, it's these times that
<ce>                 breed sloth and indolence, I suppose.

AcceptQuest:  [1002]
<ce>                  So, you are available. Well, that's
<ce>                 grand, I must say. Now then, here's a
<ce>                       whatsamajig, a _item1_. It
<ce>                 needs to be brought to an alchemist I
<ce>                      know by the name of _npc1_.
<ce>                       You'll find %g2 at __npc1_
<ce>                       in ___npc1_. With luck, %g
<ce>                will have something for you to bring to
<ce>                        my friend, _npc2_. Well,
<ce>                        you best be off. _npc1_
<ce>                     told me %g needed the _item1_
<ce>                      in =1stparton_ days or less.
<ce>                   Thank you and have a good journey.

QuestFail:  [1003]
<ce>                We'll have plenty of time to chat more
<ce>                 once you've completed your assignment.

QuestComplete:  [1004]
<ce>                   %oth, I was wondering when you'd
<ce>                        get here. You are %pcf?
<ce>                            I'm _npc2_, and
<ce>                    that, I believe, is my _item2_.
<ce>                  If you haven't tried it before, you
<ce>                 really should. The effect is heavenly.
<ce>               Anyway, here's your _reward_ gold pieces.
<ce>                          Thanks a lot, %pcf.
<ce>                          You're a life saver.

RumorsDuringQuest:  [1005]
I've heard that _npc2_ is a _item2_ addict, but I haven't seen any proof.
<--->
They say it's tough to concoct a good dose of _item2_, takes years of study.

RumorsPostfailure:  [1006]
It turns out _npc2_ was a _item2_ addict after all. They caught %g2 buying it.
<--->
I wonder who was supplying that _npc1_ with the ingredients %g needed.

RumorsPostsuccess:  [1007]
_npc2_ finally got that shipment %g was waiting for. He's happy as a harpy.
<--->
_questgiver_ seems pretty pleased with a %ra mercenary, but won't say why.

QuestorPostsuccess:  [1008]
You did a fine job on that delivery, my friend. What can I do for you?
<--->
%oth, good to see you again, %pcf. You did a good job on that ... little job.

QuestorPostfailure:  [1009]
<ce>                      As I recall, you failed the
<ce>                      last assignment I gave you.
<ce>                     I see little point in talking
<ce>                             with you now.

QuestLogEntry:  [1010]
%qdt: I am bringing
 _npc1_ of __npc1_,
 ___npc1_ a _item1_ in
 exchange for some item that
 _questgiver_ wants to be
 delivered to a third party.
 I have =1stparton_ days to accomplish
 the first part of this delivery.

Message:  1011
%qdt: _npc1_ sent
 me on to _npc2_, the third
 party in ___npc2_, with some
 _item2_. I will recognize
 _npc2_ as the =npc2_
 in __npc2_, provided I get it to
 %g2 in =2ndparton_ days.

Message:  1012
<ce>                      Lovely, %pcf, lovely. Now,
<ce>                        here's the _item2_ that
<ce>                      needs to be given to _npc2_
<ce>                      over in __npc2_ in ___npc2_.
<ce>                          Don't dawdle, %pct.
<ce>                     _npc2_ needs it in =2ndparton_
<ce>                             days or less.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 3 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc2_ occurs 1 time.
--          ___npc1_ occurs 2 times.
--          ___npc2_ occurs 2 times.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 2 times.
--           _item1_ occurs 3 times.
--           _item2_ occurs 6 times.
--            _npc1_ occurs 5 times.
--            _npc2_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ misc
Item _item2_ drug

Person _questgiver_ face 136 group Questor
Person _npc1_ group Any female
Person _npc2_ face 248 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:10 0:30


--	Quest start-up:
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1011 step 1 
	get item _item2_ 
	say 1012 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -2 
	end quest 

_delay_ task:
	end quest 


r0c10y18

-- Quest: /dos/g/game/dag/arena2/r0c10y18.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 18
Messages: 22
Quest: r0c10y18
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Are you free for a few days to do me
<ce>                   a little favor, %pcf? I just need
<ce>                  something I borrowed brought back to
<ce>                 its owner. Nothing too strenuous, and
<ce>                 you'll be _reward_ gold pieces richer.
<ce>                         A tempting offer, eh?

RefuseQuest:  [1001]
<ce>                      That's too bad. Well, I'll
<ce>                      just hire someone else then.

AcceptQuest:  [1002]
<ce>                    %oth, that's the spirit! I have
<ce>                  this _item1_ I borrowed from my good
<ce>                             friend _npc1_,
<ce>                          a priest in __npc1_
<ce>                           of ___npc1_. It's
<ce>                   somewhat of a rush to get it back
<ce>                        to %g2 -- %g needs it in
<ce>                     =1stparton_ days. So please do
<ce>                    hurry. Thank you for this, %pcf.

QuestFail:  [1003]
<ce>                     Didn't I say to hurry, %pcf?

QuestComplete:  [1004]
<ce>                      Ah, good. The _item2_ is as
<ce>                    exquisite as I'd been told. Fine
<ce>                    work, %pcf. Here's your _reward_
<ce>                    gold for your speed and silence.

RumorsDuringQuest:  [1005]
There's been lots of traffic to and from __npc1_. Wonder what's going on.
<--->
_npc1_ has been looking for %g3 _item1_, but I didn't even know %g liked those things.

RumorsPostfailure:  [1006]
I wonder how long __npc1_ has been used as a smuggling station. It's a scandal.
<--->
They were smuggling gems in _item1_s. It seems so obvious now, don't you think?

RumorsPostsuccess:  [1007]
Funny. I know there was a shipment of _item1_s to __npc1_ but they didn't seem right.
<--->
___npc2_ is said to be a hotbed of _item2_ smuggling. Must be well-disguised.

QuestorPostsuccess:  [1008]
Look who's back. You understand I couldn't tell you about the gem, don't you?
<--->
Well, if it isn't %pcf. Great job with that gem smuggling business, my friend.

QuestorPostfailure:  [1009]
<ce>                      That was no small quest you
<ce>                          failed, %pcf. Maybe
<ce>                       I can forgive you in time.
<ce>                                 Maybe.

QuestLogEntry:  [1010]
<ce>                Oh good, my _item1_'s back. Thank you,
<ce>                      %pcf. But there seems to be
<ce>                       something stuck in it. Oh,
<ce>                   I see ... this stone. Would you be
<ce>                 good enough to bring this pebble over
<ce>                           to _questgiver_'s
<ce>                        friend, _npc2_, over at
<ce>                          __npc2_ in ___npc2_?
<ce>                  I believe %g has your gold, but you
<ce>                          better hurry. _npc2_
<ce>                   runs out of patience if %g has to
<ce>                   wait longer than =2ndparton_ days.

Message:  1015
%qdt: _questgiver_
 of ___questgiver_ has sent me
 to bring a _item1_ to a priest in
 ___npc1_, a certain
 =npc1_ named _npc1_
 I'll find in __npc1_ if I
 get there in =1stparton_ days or
 less.

Message:  1016
%qdt: There was a
 _item2_ hidden in the _item1_. For the
 _reward_ gold I was promised, I have to
 deliver the _item2_ to a third party
 in ___npc2_, _npc2_ of
 __npc2_. I have =2ndparton_ days
 to accomplish this.

Message:  1020
<ce>                        Here in %reg, only the
<ce>                      Thieves Guild is allowed to
<ce>                     smuggle. I guess _questgiver_
<ce>                    thought %g was above the rules.
<ce>                     %g was wrong. You're going to
<ce>                       give me that _item2_, and
<ce>                     _questgiver_ is going to learn
<ce>                        not to cross the Thieves
<ce>                    Guild. Do it, or I'll kill you.

Message:  1021
<ce>                      You tell everyone you know
<ce>                      not to mess with the Thieves
<ce>                      Guild. Now get out of here.


-- Symbols used in the QRC file:
--
--                %g occurs 6 times.
--               %g2 occurs 1 time.
--               %g3 occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 7 times.
--              %qdt occurs 2 times.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc1_ occurs 3 times.
--          ___npc2_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--           __npc1_ occurs 5 times.
--           __npc2_ occurs 2 times.
--           _item1_ occurs 7 times.
--           _item2_ occurs 5 times.
--            _npc1_ occurs 3 times.
--            _npc2_ occurs 3 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 3 times.

QBN:
Item _reward_ gold
Item _item1_ religious
Item _item2_ gem

Person _questgiver_ face 140 group Questor
Person _npc1_ group Necromancers female
Person _npc2_ face 254 faction Local_3.0
Person _P.03_ faction The_Thieves_Guild female


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4

Foe _thief_ is Rogue

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	change repute with _P.03_ by -20 
	end quest 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	create foe _thief_ every 1 minutes 5 times with 20% success 
	start timer _2ndparton_ 
	log 1016 step 1 
	get item _item2_ 
	say 1010 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

yes task:
	have _item2_ set _S.10_ 

variable _no_
_S.10_ task:
	give item _item2_ to _thief_ saying 1021 
	remove foe _thief_ 

_S.11_ task:
	injured _thief_ 
	prompt 1020 yes yes no _no_ 


r0c10y20

-- Quest: /dos/g/game/dag/arena2/r0c10y20.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 20
Messages: 16
Quest: r0c10y20
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  How would you like to have a lovely
<ce>                    _reward_ from my treasury, %pcf?
<ce>                  My alchemist has ordered a very rare
<ce>                  ingredient he needs for an important
<ce>                   experiment and we need someone to
<ce>                   pick it up. Do you think you could
<ce>                           handle that, %pcf?

RefuseQuest:  [1001]
<ce>                      Well, that's odd. You might
<ce>                   try not to have such a mercenary's
<ce>                              heart, %pcf.

AcceptQuest:  [1002]
<ce>                        Excellent, %pcf, I knew
<ce>                      you would be game. Take this
<ce>                       _item1_ down to __contact_
<ce>                        in ___contact_. There's
<ce>                           a =contact_ there
<ce>                       by the name of _contact_.
<ce>                    Ask %g2 to give you the _item2_
<ce>                        %g's brought up from the
<ce>                   south. Make sure you're there and
<ce>                  back in =1stparton_ days. All righty
<ce>                        then, %pcf. I'm relying
<ce>                           on you. Don't make
<ce>                             me regret it.

QuestFail:  [1003]
<ce>                          The _item2_, %pcf?
<ce>                      Remember? And don't dawdle.

QuestComplete:  [1004]
<ce>                    Good timing, %pcf. My alchemist
<ce>                   will be so pleased -- it is a most
<ce>                   excellent _item2_. As I promised,
<ce>                         here is your _reward_.
<ce>                           Pretty, isn't it?

RumorsDuringQuest:  [1005]
_questgiver_'s alchemist once refused a chip of ebonium -- it wasn't "fresh".
<--->
_questgiver_'s alchemist always requires very fresh elements. Don't know why.

RumorsPostfailure:  [1006]
_questgiver_ is having trouble with %g3 alchemist. Very temperamental, I hear.
<--->
A whole batch of _questgiver_'s alchemist's potions had to be thrown away.

RumorsPostsuccess:  [1007]
Really strange smells coming out of _questgiver_'s palace lately, you notice?
<--->
I saw this puff of red smoke rise out of _questgiver_'s palace like a bird.

QuestorPostsuccess:  [1008]
Don't think for a minute I've forgotten you, %pcf. How are you, friend?
<--->
My alchemist wanted to thank you personally, %pcf, but he's busy. How are you?

QuestorPostfailure:  [1009]
<ce>                    If my alchemist were here, he'd
<ce>                         demand the _item2_ you
<ce>                  were to retrieve, and then brain you
<ce>                    with it. But, as it is, consider
<ce>                      this a warning. Do not fail
<ce>                       me in the future, should I
<ce>                          need your services.
<ce>                              That is all.

QuestLogEntry:  [1010]
<ce>                      And you must be %pcf, sent
<ce>                         by _questgiver_, yes?
<ce>                      Well, here's that _item2_ %g
<ce>                   wanted. You better hurry back with
<ce>                  it -- %g3 alchemist has very strong
<ce>                    feelings about the freshness of
<ce>                   ingredients. Misplaced, of course.
<ce>                     _item2_ doesn't spoil. Still,
<ce>                    you know what they say about one
<ce>                   man's poison ... Now hurry along.

Message:  1015
%qdt: I will be given a _reward_
 by _questgiver_ of __questgiver_,
 ___questgiver_, if I get a
 fresh _item2_ for %g2 from
 _contact_ in =1stparton_ days or
 less. _contact_ is in __contact_
 in ___contact_.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 2 times.
--               %g3 occurs 2 times.
--              %pcf occurs 10 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 2 times.
--     __questgiver_ occurs 1 time.
--         _contact_ occurs 3 times.
--           _item1_ occurs 1 time.
--           _item2_ occurs 7 times.
--      _questgiver_ occurs 8 times.
--          _reward_ occurs 3 times.

QBN:
Item _reward_ gem
Item _item1_ turquoise
Item _item2_ skin

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 group Any


Clock _1stparton_ 0:0 0 flag 0:17 range 1 4


--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _qgclicked_
variable _npcclicked_
_1stparton_ task:
	make _item2_ permanent 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _pchasitem1_
_pchasitem2_ task:
	toting _item1_ and _contact_ clicked 
	get item _item2_ 
	say 1010 


r0c10y21

-- Quest: /dos/g/game/dag/arena2/r0c10y21.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 10
-- QuestId: 21
Messages: 16
Quest: r0c10y21
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        My cousin, _qgfriend_,
<ce>                 has appealed to me for aid in a rather
<ce>                 distasteful situation. It appears that
<ce>                 there is a ... temple of some variety
<ce>                being consecrated, if that's the proper
<ce>                   phrase for these disgusting orcish
<ce>                  activities. Well, obviously, we need
<ce>                  to crush it while it's budding. I am
<ce>                willing to go as high as _reward_ gold.
<ce>                    Can I count on your help, %pcf?


RefuseQuest:  [1001]
<ce>                      What are you, some kind of
<ce>                      orc-friend? %oth, get out of
<ce>                               my sight!

AcceptQuest:  [1002]
<ce>                 Thank you in advance for this, %pcf.
<ce>                 What I think would be the best use of
<ce>              your abilities is to infiltrate ___mondung_
<ce>           and eliminate the so-called shaman of the temple.
<ce>                  If we can kill it before our assault
<ce>              in =1stparton_ days that would make our job
<ce>               much easier. When the deed is done, report
<ce>                 to my cousin's palace in ___qgfriend_.
<ce>                  %g's the one who's going to pay you
<ce>                             for all this.

QuestFail:  [1003]
<ce>                Better get on the road to ___mondung_,
<ce>               %pcf.  The plan is already in motion, and
<ce>                         we're counting on you.

QuestComplete:  [1004]
<ce>                     Greetings to you, %pcf. First
<ce>                  rate job with that stinking, rancid
<ce>                  shaman. How dare they set up one of
<ce>                   their cannibal temples in my land!
<ce>                    The leaderless rabble should be
<ce>                  easier to deal with now. Here's your
<ce>                     _reward_ gold pieces. Go wild.

RumorsDuringQuest:  [1005]
There's a orc community in ___mondung_ that's been bothering _qgfriend_.
<--->
___mondung_ was, I think, an orc temple years ago. Now they're bringing it back.

RumorsPostfailure:  [1006]
That whole orcish community got a whiff of _qgfriend_ and it's moved on.
<--->
Poor _qgfriend_ didn't get to exact his revenge on the orcs in ___mondung_.

RumorsPostsuccess:  [1007]
That'll teach those pig-faced degenerate cannibals to come to %reg.
<--->
%god bless _qgfriend_ and _questgiver_ and that unknown %ra soldier.

QuestorPostsuccess:  [1008]
Heard any good orc jokes lately? My cousin told me what a good job you did.
<--->
My cousin was mightily impressed with your work on that orc shaman, my friend.

QuestorPostfailure:  [1009]
<ce>                       My cousin says you didn't
<ce>                    kill that orc shaman after all.
<ce>                     I'm not interested in speaking
<ce>                        on the subject anymore.

Message:  1011
=qgfriend_, yes? A possible ally of _questgiver_ with a problem with orcs.
<--->
_qgfriend_ is a violent bigot when it comes to orcs.

Message:  1012
<ce>                    You have killed the orc shaman.

Message:  1015
%qdt:
 I have =1stparton_ days to slay an orc shaman
 in ___mondung_, and then get to _qgfriend_'s
 palace in ___qgfriend_.  %g
 will pay me my _reward_ gold pieces
 for the shaman's death.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--        =qgfriend_ occurs 1 time.
--       ___mondung_ occurs 6 times.
--      ___qgfriend_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 3 times.

QBN:
Item _reward_ gold

Person _questgiver_ face 112 group Questor
Person _qgfriend_ group Noble female anyInfo 1011
Person _dummyorc_ named Orsinium

Place _mondung_ remote dungeon4

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5

Foe _monster_ is Orc_shaman

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1015 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

_pcgetsgold_ task:
	when _mondead_ and _npcclicked_ 
	give pc _reward_ 
	change repute with _qgfriend_ by +20 
	end quest 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1012 
	change repute with _dummyorc_ by -30 
	create npc _qgfriend_ 

_npcclicked_ task:
	clicked npc _qgfriend_ 


r0c11y03

-- Quest: /dos/g/game/dag/arena2/r0c11y03.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 3
Messages: 21
Quest: r0c11y03
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             I have an acquaintance, an alchemist of some
<ce>                    skill by the name of _chemist_.
<ce>               In order to complete a project of mine, %g
<ce>               needs a rather rare item -- the heart of a
<ce>              daedra. I won't lie to you; the daedra want
<ce>              this heart back, and you may encounter some
<ce>               of them along the way. Are you willing to
<ce>                risk this, in reward for a generous fee?

RefuseQuest:  [1001]
<ce>               I'm disappointed, but I can't say I don't
<ce>               understand. Volunteering for an assignment
<ce>              involving the daedra certainly requires more
<ce>               bravery and valor than is commonly seen in
<ce>                            %ra adventurers.

AcceptQuest:  [1002]
<ce>             You will? Then good luck to you. Here is the
<ce>               daedra's heart. If it is not in my friend
<ce>                 _chemist_'s hands in =1stparton_ days,
<ce>                it will be too old to be used. After you
<ce>               have delivered it, return for your reward.
<ce>                        Good luck and godspeed.

QuestFail:  [1003]
<ce>             You don't think I know you haven't delivered
<ce>                  the daedra's heart to my alchemist?
<ce>               I hope you don't expect a reward for your
<ce>            obvious failure. Without a fresh daedra's heart,
<ce>            the project will be delayed once again. Blast it
<ce>                           back to Oblivion!

QuestComplete:  [1004]
<ce>                  Outstanding job, %pcf. I knew those
<ce>           daedralings wouldn't slow you down. Your superior
<ce>            skill has been duly noted. Thank you and here is
<ce>                    the _reward_ gold we agreed on.

RumorsDuringQuest:  [1005]
Dire portents have been read in the sky. The daedric stars glow bright.
<--->
The Cabal at the Mages Guild say the daedra are active tonight.

RumorsPostfailure:  [1006]
The daedra appear to be sated, from all astrological signs.
<--->
I could almost smell sulphur in the air, but it seems to be gone now.

RumorsPostsuccess:  [1007]
Lot of activity at _chemist_'s shop. A big experiment in progress, they say.
<--->
_questgiver_ is very happy with a surprisingly reliable %ra mercenary.

QuestorPostsuccess:  [1008]
And what can I do for my brave young %ra?
<--->
Hail, hero. I hope you're not worried about those daedra holding a grudge.

QuestorPostfailure:  [1009]
<ce>                  I was disappointed by your failure
<ce>                 to deliver that daedra heart. I expect
<ce>                 you thought I had forgotten about it.
<ce>                  That's the only explanation for your
<ce>                      decision to return to court.

QuestLogEntry:  [1010]
<ce>             Oh marvelous. An outstanding aortas daedrae,
<ce>               with minimal decomposition. Hurry back to
<ce>                        _questgiver_ now, %pcf.
<ce>                There's a lot on %g3 mind, and if you're
<ce>                  not back in =2ndparton_ days, %g may
<ce>                         forget you even left.

Message:  1011
_chemist_? Resembles a sort of =chemist_? I think %g's %di of here.
<--->
there's an alchemist named _chemist_ who works for _questgiver_ %di of here.

Message:  1012
_questgiver_? Why, %g's a noble. Involved in some daedric activity lately.
<--->
_questgiver_'s a noble, %di of here.
<--->
like so many other nobles, _questgiver_ has about a dozen projects brewing.
<--->
_questgiver_ has a lot of faith in alchemistry, like a lot of nobles do.

Message:  1013
A daedra's heart. It never spoils, but some recipes call for it to be fresh.
<--->
The heart of a daedra. Not the sort of thing daedras like in mortals' hands.

Message:  1015
%qdt: _questgiver_
 of ___questgiver_ asked me
 to bring the heart of a daedra to
 %g3 alchemist in __chemist_ of
 ___chemist_. This alchemist
 is a =chemist_ named
 _chemist_, and if I can get
 to %g2 with all the daedra trying
 to stop me, and get there within
 =1stparton_ days, _questgiver_
 will give me my reward upon my
 return to __questgiver_.

Message:  1020
<ce>                       The daedra hisses, "%pcn,
<ce>                      you meddle in affairs beyond
<ce>                      your ken.  Yes, your name is
<ce>                   now known to us.  And we will not
<ce>                      rest until the heart of our
<ce>                     brother is back in our hands.
<ce>                    Prepare to fulfill your destiny,
<ce>                               mortal..."


-- Symbols used in the QRC file:
--
--               %di occurs 3 times.
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 1 time.
--         =chemist_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--        __chemist_ occurs 1 time.
--     __questgiver_ occurs 1 time.
--         _chemist_ occurs 6 times.
--      _questgiver_ occurs 9 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item_ daedra_heart received 1013

Person _questgiver_ face 112 group Questor anyInfo 1012
Person _chemist_ group Any female anyInfo 1011
Person _dummydaedra_ face 102 factiontype Daedra


Clock _1stparton_ 0:0 0 flag 0:2 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:2 range 1 4

Foe _daedra_ is Daedroth

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item_ 

variable _1stparton_
_2ndparton_ task:
	change repute with _questgiver_ by -30 
	end quest 

_pcgetsgold_ task:
	when _S.06_ and _npcclicked_ 
	give pc _reward_ 
	end quest 

_npcclicked_ task:
	toting _item_ and _chemist_ clicked 
	start timer _2ndparton_ 
	say 1010 
	change repute with _dummydaedra_ by -20 

until _npcclicked_ performed:
	create foe _daedra_ every 5 minutes 10 times with 33% success 

variable _qgclicked_
_queston_ task:
	when _1stparton_ and not _npcclicked_ 
	make _item_ permanent 
	change repute with _questgiver_ by -30 
	end quest 

_S.06_ task:
	clicked npc _questgiver_ 

_S.07_ task:
	injured _daedra_ saying 1020 


r0c11y16

-- Quest: /dos/g/game/dag/arena2/r0c11y16.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 16
Messages: 17
Quest: r0c11y16
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                If you have a couple days to spare and
<ce>                wouldn't mind being _reward_ gold pieces
<ce>                   richer, I have a mission requiring
<ce>                        some speed and delicacy.

RefuseQuest:  [1001]
<ce>                     No? I wasn't expecting you to
<ce>                   turn down _reward_ gold for a few
<ce>                   days work. How many peasants would
<ce>                   murder for that kind of money? Ah,
<ce>                      well. Your life, I suppose.

AcceptQuest:  [1002]
<ce>                     Excellent, %pcf. Now, I have
<ce>                       a spy, _npc1_ in ___npc1_
<ce>                 who needs a telescope to continue %g3
<ce>                  survelliance activities. I am given
<ce>                  to understand %g has found something
<ce>                   of interest to a mutual friend of
<ce>                  ours, which needs to be delivered as
<ce>                 well. So, here is the telescope. Take
<ce>                           it to a =npc1_ in
<ce>                       a place called __npc1_ in
<ce>                        ___npc1_, and there you
<ce>                  will get further instructions. Good
<ce>                           luck to you, %pcf.

QuestFail:  [1003]
<ce>                  Hanging around here won't make you
<ce>                          any wealthier, %pcf.

QuestComplete:  [1004]
<ce>                           You must be %pcn.
<ce>                     _npc1_ told me to expect you.
<ce>                          I am _npc2_. Let me
<ce>                    have a look at that relic. Very
<ce>                    interesting indeed. Well, here's
<ce>                  your _reward_ gold pieces. You never
<ce>                            saw me, got it?

RumorsDuringQuest:  [1005]
If _questgiver_ really has a spy network, it must be pretty well hidden.
<--->
It's said that _npc1_ is a spy, but %g never leaves __npc1_.

RumorsPostfailure:  [1006]
Turns out they caught _npc1_ and confiscated %g3 illgotten loot.
<--->
They say _npc1_ was a spy in the service of _questgiver_.

RumorsPostsuccess:  [1007]
I always get the feeling I'm being watched everywhere in ___npc1_.
<--->
I wonder if they'll ever find that relic that was lifted from the palace.

QuestorPostsuccess:  [1008]
Well, if it isn't my favorite spy. How goes it with you, young %pcf?
<--->
I understand that the enterprise went off without a hitch. Well done, %pcf.

QuestorPostfailure:  [1009]
<ce>                  That quest I sent you on was rather
<ce>                 a failure, wasn't it? There isn't any
<ce>                  pressing reason why I should talk to
<ce>                         you at all, is there?

QuestLogEntry:  [1010]
<ce>                     Excellent timing, %pcf. Allow
<ce>                   me to introduce myself. My name is
<ce>                          _npc1_ and I believe
<ce>                  that's my telescope you're carrying.
<ce>                        _questgiver_, I believe,
<ce>                   told you I would have a little job
<ce>                    for you. Take this relic over to
<ce>                         a =npc2_ in ___npc2_.
<ce>                         The name's _npc2_ and
<ce>                      you'll find %g2 at __npc2_.
<ce>                Your gold will be waiting for you there
<ce>                 as well. Be better be on your way; %g
<ce>                 expects you there in =2ndparton_ days.

Message:  1015
%qdt: A spy in the employ
 of _questgiver_ of ___questgiver_
 needs a telescope and I have been asked
 to deliver it. I have =1stparton_ days
 to get to _npc1_ in
 ___npc1_ at a place called __npc1_.
 Once there, I will be given further
 instructions.

Message:  1016
%qdt: I gave _npc1_ %g3
 telescope and %g sent me on to someone named
 _npc2_ of ___npc2_ with
 a relic of some kind. I have =2ndparton_
 days to get to _npc2_'s
 place in ___npc2_, __npc2_.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %pcf occurs 6 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--       =1stparton_ occurs 1 time.
--       =2ndparton_ occurs 2 times.
--            =npc1_ occurs 1 time.
--            =npc2_ occurs 1 time.
--          ___npc1_ occurs 4 times.
--          ___npc2_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--           __npc1_ occurs 3 times.
--           __npc2_ occurs 2 times.
--            _npc1_ occurs 8 times.
--            _npc2_ occurs 4 times.
--      _questgiver_ occurs 4 times.
--          _reward_ occurs 3 times.

QBN:
Item _reward_ gold
Item _item1_ telescope
Item _item2_ Holy_relic

Person _questgiver_ face 140 group Questor
Person _npc1_ faction Local_3.0 female
Person _npc2_ face 248 faction Local_3.1


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4


--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item1_ 
	create npc _npc1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	end quest 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1016 step 1 
	get item _item2_ 
	say 1010 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	change repute with _questgiver_ by -20 
	end quest 

_1stparton_ task:
	make _item1_ permanent 

_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -20 
	end quest 


r0c11y19

-- Quest: /dos/g/game/dag/arena2/r0c11y19.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 19
Messages: 22
Quest: r0c11y19
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               I'm in rather a delicate situation, %pcf.
<ce>              If I could count on your diligence and your
<ce>                 silence, you could earn yourself, say,
<ce>              _reward_ gold pieces profiting on my misery.
<ce>                            Sound enticing?

RefuseQuest:  [1001]
<ce>                        %oth, blast, and %oth!
<ce>                 I'm surrounded by apathetic lazybones!
<ce>                        Nothing personal, %pcf.

AcceptQuest:  [1002]
<ce>                Well, that's good anyway. Not long ago,
<ce>                during a time of financial stagnancy, I
<ce>                pawned a ring given to me by the Emperor
<ce>                  himself. I figured that Uriel Septim
<ce>                 never makes it down to this corner of
<ce>               the Empire, but now I hear his agents are
<ce>               in the area, and I must have to have that
<ce>                  ring back. _contact_, of __contact_
<ce>           in ___contact_, will only hold it for =1stparton_
<ce>            more days.  Here's the gold to pay for the ring.
<ce>                 Good luck and %god speed your journey.

QuestFail:  [1003]
<ce>                        My ring, %pcf? The %god
<ce>                    forsaken ring I sent you to get?
<ce>                    Where is it? If you've lost it,
<ce>                    I'll have your rotten %ra hide!

QuestComplete:  [1004]
<ce>               Oh good, oh good, the ring. Oh thank you,
<ce>                        thank you, %pcf. Here's
<ce>                  the _reward_ gold pieces I promised.
<ce>                    An expensive delivery, but truly
<ce>                           worth every piece.

RumorsDuringQuest:  [1005]
The Emperor's men don't make a big production when they come to town, I hear.
<--->
They're not very flashy; the Emperor's men could be here even as we speak.

RumorsPostfailure:  [1006]
I hear _questgiver_ did not have a very pleasant meeting with the Imperials.
<--->
For some reason, _questgiver_ is out of favor with the Emperor.

RumorsPostsuccess:  [1007]
_questgiver_ entertained the Imperial statesmen in great style, I understand.
<--->
The Imperial statesmen were apparently very satisfied with their visit.

QuestorPostsuccess:  [1008]
Ah, hello, ring bearer. What can I do for you?
<--->
You helped keep me in good standing with the Empire. Now, what I can do for you?

QuestorPostfailure:  [1009]
<ce>                    The Imperial emissaries didn't
<ce>                 notice the ring was gone, thank %god.
<ce>                 Still, you are not one of my favorite
<ce>                        people right now, %pcf.

QuestLogEntry:  [1010]
<ce>                    You must be %pcf. You're lucky
<ce>                 you made it when you did. I was about
<ce>                 to sell the ring to a very eager third
<ce>              party.  Well, if I understand correctly and
<ce>                         _questgiver_ wants the
<ce>                   ring before the Imperial statesmen
<ce>                   arrive, you better be on your way.
<ce>                   You only have a very little time.

Message:  1015
%qdt:
 _questgiver_ of
 ___questgiver_ has sent me to
 ___contact_ to __contact_
 where _contact_ is holding
 a ring _questgiver_
 pawned. I need to pay for the ring with
 the gold _questgiver_ gave me,
 and then get back to __questgiver_.
 All in less than =1stparton_ days.

Message:  1020
<ce>                     Give me the ring. This can go
<ce>                      easy or hard. It's really up
<ce>                       to you. Either way, we get
<ce>                               the ring.

Message:  1021
<ce>                      Fool. Now you will die. Did
<ce>                       you really think we would
<ce>                          let a witness live?


-- Symbols used in the QRC file:
--
--              %god occurs 3 times.
--              %oth occurs 2 times.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       ___contact_ occurs 2 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 2 times.
--     __questgiver_ occurs 1 time.
--         _contact_ occurs 2 times.
--      _questgiver_ occurs 7 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ gold_bar
Item _item2_ ring

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 group Group_12


Clock _1stparton_ 0:0 0 flag 0:17 range 1 4

Foe _F.00_ is 2 Knight

--	Quest start-up:
	start timer _1stparton_ 
	log 1015 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _questgiver_ clicked 
	give pc _reward_ 
	end quest 

variable _queston_
variable _qgclicked_
variable _npcclicked_
_1stparton_ task:
	make _item2_ permanent 
	make _item1_ permanent 
	change repute with _questgiver_ by -50 
	end quest 

variable _pchasitem1_
_pchasitem2_ task:
	toting _item1_ and _contact_ clicked 
	create foe _F.00_ every 5 minutes 3 times with 35% success 
	get item _item2_ 
	say 1010 

yes task:
	have _item2_ set _S.09_ 

variable _no_
_S.09_ task:
	give item _item2_ to _F.00_ saying 1021 

_S.10_ task:
	injured _F.00_ 
	prompt 1020 yes yes no _no_ 


r0c11y26

-- Quest: /dos/g/game/dag/arena2/r0c11y26.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 26
Messages: 13
Quest: r0c11y26
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I was wondering if you might do me a
<ce>                 small favor. You see, I have a friend
<ce>                  who requires a certain shipment of a
<ce>                 certain substance brought by a certain
<ce>                 time. I trust I'm making myself clear.
<ce>               Are you available for such an assignment,
<ce>             given a payment of, say, _reward_ gold pieces?

RefuseQuest:  [1001]
<ce>                   Well, I'm certainly disappointed.
<ce>                  I would've expected more enthusiasm.
<ce>                     Ah well, it's these times that
<ce>                 breed sloth and indolence, I suppose.

AcceptQuest:  [1002]
<ce>                  So, you are available. Well, that's
<ce>                 grand, I must say. Now then, here's a
<ce>                       whatsamajig, a _item1_. It
<ce>                 needs to be brought to an alchemist I
<ce>                      know by the name of _npc1_.
<ce>                       You'll find %g2 at __npc1_
<ce>                       in ___npc1_. With luck, %g
<ce>                will have something for you to bring to
<ce>                        my friend, _npc2_. Well,
<ce>                        you best be off. _npc1_
<ce>                     told me %g needed the _item1_
<ce>                      in =1stparton_ days or less.
<ce>                   Thank you and have a good journey.

QuestFail:  [1003]
<ce>                We'll have plenty of time to chat more
<ce>                 once you've completed your assignment.

QuestComplete:  [1004]
<ce>                   %oth, I was wondering when you'd
<ce>                        get here. You are %pcf?
<ce>                            I'm _npc2_, and
<ce>                    that, I believe, is my _item2_.
<ce>                  If you haven't tried it before, you
<ce>                 really should. The effect is heavenly.
<ce>               Anyway, here's your _reward_ gold pieces.
<ce>                          Thanks a lot, %pcf.
<ce>                          You're a life saver.

RumorsDuringQuest:  [1005]
I've heard that _npc2_ is a _item2_ addict, but I haven't seen any proof.
<--->
They say it's tough to concoct a good dose of _item2_, takes years of study.

RumorsPostfailure:  [1006]
It turns out _npc2_ was a _item2_ addict after all. They caught %g2 buying it.
<--->
I wonder who was supplying that _npc1_ with the ingredients %g needed.

RumorsPostsuccess:  [1007]
_npc2_ finally got that shipment %g was waiting for. He's happy as a harpy.
<--->
_questgiver_ seems pretty pleased with a %ra mercenary, but won't say why.

QuestorPostsuccess:  [1008]
You did a fine job on that delivery, my friend. What can I do for you?
<--->
%oth, good to see you again, %pcf. You did a good job on that ... little job.

QuestorPostfailure:  [1009]
<ce>                      As I recall, you failed the
<ce>                      last assignment I gave you.
<ce>                     I see little point in talking
<ce>                             with you now.

QuestLogEntry:  [1010]
%qdt: I am bringing
 _npc1_ of __npc1_,
 ___npc1_ a _item1_ in
 exchange for some item that
 _questgiver_ wants to be
 delivered to a third party.
 I have =1stparton_ days to accomplish
 the first part of this delivery.

Message:  1011
%qdt: _npc1_ sent
 me on to _npc2_, the third
 party in ___npc2_, with some
 _item2_. I will recognize
 _npc2_ as the =npc2_
 in __npc2_, provided I get it to
 %g2 in =2ndparton_ days.

Message:  1012
<ce>                      Lovely, %pcf, lovely. Now,
<ce>                        here's the _item2_ that
<ce>                      needs to be given to _npc2_
<ce>                      over in __npc2_ in ___npc2_.
<ce>                          Don't dawdle, %pct.
<ce>                     _npc2_ needs it in =2ndparton_
<ce>                             days or less.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 3 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc2_ occurs 1 time.
--          ___npc1_ occurs 2 times.
--          ___npc2_ occurs 2 times.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 2 times.
--           _item1_ occurs 3 times.
--           _item2_ occurs 6 times.
--            _npc1_ occurs 5 times.
--            _npc2_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ misc
Item _item2_ drug

Person _questgiver_ face 136 group Questor
Person _npc1_ group Any female
Person _npc2_ face 248 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:10 0:30


--	Quest start-up:
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1011 step 1 
	get item _item2_ 
	say 1012 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -2 
	end quest 

_delay_ task:
	end quest 


r0c11y27

-- Quest: /dos/g/game/dag/arena2/r0c11y27.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 27
Messages: 13
Quest: r0c11y27
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I was wondering if you might do me a
<ce>                 small favor. You see, I have a friend
<ce>                  who requires a certain shipment of a
<ce>                 certain substance brought by a certain
<ce>                 time. I trust I'm making myself clear.
<ce>               Are you available for such an assignment,
<ce>             given a payment of, say, _reward_ gold pieces?

RefuseQuest:  [1001]
<ce>                   Well, I'm certainly disappointed.
<ce>                  I would've expected more enthusiasm.
<ce>                     Ah well, it's these times that
<ce>                 breed sloth and indolence, I suppose.

AcceptQuest:  [1002]
<ce>                  So, you are available. Well, that's
<ce>                 grand, I must say. Now then, here's a
<ce>                       whatsamajig, a _item1_. It
<ce>                 needs to be brought to an alchemist I
<ce>                      know by the name of _npc1_.
<ce>                       You'll find %g2 at __npc1_
<ce>                       in ___npc1_. With luck, %g
<ce>                will have something for you to bring to
<ce>                        my friend, _npc2_. Well,
<ce>                        you best be off. _npc1_
<ce>                     told me %g needed the _item1_
<ce>                      in =1stparton_ days or less.
<ce>                   Thank you and have a good journey.

QuestFail:  [1003]
<ce>                We'll have plenty of time to chat more
<ce>                 once you've completed your assignment.

QuestComplete:  [1004]
<ce>                   %oth, I was wondering when you'd
<ce>                        get here. You are %pcf?
<ce>                            I'm _npc2_, and
<ce>                    that, I believe, is my _item2_.
<ce>                  If you haven't tried it before, you
<ce>                 really should. The effect is heavenly.
<ce>               Anyway, here's your _reward_ gold pieces.
<ce>                          Thanks a lot, %pcf.
<ce>                          You're a life saver.

RumorsDuringQuest:  [1005]
I've heard that _npc2_ is a _item2_ addict, but I haven't seen any proof.
<--->
They say it's tough to concoct a good dose of _item2_, takes years of study.

RumorsPostfailure:  [1006]
It turns out _npc2_ was a _item2_ addict after all. They caught %g2 buying it.
<--->
I wonder who was supplying that _npc1_ with the ingredients %g needed.

RumorsPostsuccess:  [1007]
_npc2_ finally got that shipment %g was waiting for. He's happy as a harpy.
<--->
_questgiver_ seems pretty pleased with a %ra mercenary, but won't say why.

QuestorPostsuccess:  [1008]
You did a fine job on that delivery, my friend. What can I do for you?
<--->
%oth, good to see you again, %pcf. You did a good job on that ... little job.

QuestorPostfailure:  [1009]
<ce>                      As I recall, you failed the
<ce>                      last assignment I gave you.
<ce>                     I see little point in talking
<ce>                             with you now.

QuestLogEntry:  [1010]
%qdt: I am bringing
 _npc1_ of __npc1_,
 ___npc1_ a _item1_ in
 exchange for some item that
 _questgiver_ wants to be
 delivered to a third party.
 I have =1stparton_ days to accomplish
 the first part of this delivery.

Message:  1011
%qdt: _npc1_ sent
 me on to _npc2_, the third
 party in ___npc2_, with some
 _item2_. I will recognize
 _npc2_ as the =npc2_
 in __npc2_, provided I get it to
 %g2 in =2ndparton_ days.

Message:  1012
<ce>                      Lovely, %pcf, lovely. Now,
<ce>                        here's the _item2_ that
<ce>                      needs to be given to _npc2_
<ce>                      over in __npc2_ in ___npc2_.
<ce>                          Don't dawdle, %pct.
<ce>                     _npc2_ needs it in =2ndparton_
<ce>                             days or less.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 3 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc2_ occurs 1 time.
--          ___npc1_ occurs 2 times.
--          ___npc2_ occurs 2 times.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 2 times.
--           _item1_ occurs 3 times.
--           _item2_ occurs 6 times.
--            _npc1_ occurs 5 times.
--            _npc2_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ misc
Item _item2_ drug

Person _questgiver_ face 136 group Questor
Person _npc1_ group Any female
Person _npc2_ face 248 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:10 0:30


--	Quest start-up:
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1011 step 1 
	get item _item2_ 
	say 1012 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -2 
	end quest 

_delay_ task:
	end quest 


r0c11y28

-- Quest: /dos/g/game/dag/arena2/r0c11y28.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 11
-- QuestId: 28
Messages: 13
Quest: r0c11y28
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 I was wondering if you might do me a
<ce>                 small favor. You see, I have a friend
<ce>                  who requires a certain shipment of a
<ce>                 certain substance brought by a certain
<ce>                 time. I trust I'm making myself clear.
<ce>               Are you available for such an assignment,
<ce>             given a payment of, say, _reward_ gold pieces?

RefuseQuest:  [1001]
<ce>                   Well, I'm certainly disappointed.
<ce>                  I would've expected more enthusiasm.
<ce>                     Ah well, it's these times that
<ce>                 breed sloth and indolence, I suppose.

AcceptQuest:  [1002]
<ce>                  So, you are available. Well, that's
<ce>                 grand, I must say. Now then, here's a
<ce>                       whatsamajig, a _item1_. It
<ce>                 needs to be brought to an alchemist I
<ce>                      know by the name of _npc1_.
<ce>                       You'll find %g2 at __npc1_
<ce>                       in ___npc1_. With luck, %g
<ce>                will have something for you to bring to
<ce>                        my friend, _npc2_. Well,
<ce>                        you best be off. _npc1_
<ce>                     told me %g needed the _item1_
<ce>                      in =1stparton_ days or less.
<ce>                   Thank you and have a good journey.

QuestFail:  [1003]
<ce>                We'll have plenty of time to chat more
<ce>                 once you've completed your assignment.

QuestComplete:  [1004]
<ce>                   %oth, I was wondering when you'd
<ce>                        get here. You are %pcf?
<ce>                            I'm _npc2_, and
<ce>                    that, I believe, is my _item2_.
<ce>                  If you haven't tried it before, you
<ce>                 really should. The effect is heavenly.
<ce>               Anyway, here's your _reward_ gold pieces.
<ce>                          Thanks a lot, %pcf.
<ce>                          You're a life saver.

RumorsDuringQuest:  [1005]
I've heard that _npc2_ is a _item2_ addict, but I haven't seen any proof.
<--->
They say it's tough to concoct a good dose of _item2_, takes years of study.

RumorsPostfailure:  [1006]
It turns out _npc2_ was a _item2_ addict after all. They caught %g2 buying it.
<--->
I wonder who was supplying that _npc1_ with the ingredients %g needed.

RumorsPostsuccess:  [1007]
_npc2_ finally got that shipment %g was waiting for. He's happy as a harpy.
<--->
_questgiver_ seems pretty pleased with a %ra mercenary, but won't say why.

QuestorPostsuccess:  [1008]
You did a fine job on that delivery, my friend. What can I do for you?
<--->
%oth, good to see you again, %pcf. You did a good job on that ... little job.

QuestorPostfailure:  [1009]
<ce>                      As I recall, you failed the
<ce>                      last assignment I gave you.
<ce>                     I see little point in talking
<ce>                             with you now.

QuestLogEntry:  [1010]
%qdt: I am bringing
 _npc1_ of __npc1_,
 ___npc1_ a _item1_ in
 exchange for some item that
 _questgiver_ wants to be
 delivered to a third party.
 I have =1stparton_ days to accomplish
 the first part of this delivery.

Message:  1011
%qdt: _npc1_ sent
 me on to _npc2_, the third
 party in ___npc2_, with some
 _item2_. I will recognize
 _npc2_ as the =npc2_
 in __npc2_, provided I get it to
 %g2 in =2ndparton_ days.

Message:  1012
<ce>                      Lovely, %pcf, lovely. Now,
<ce>                        here's the _item2_ that
<ce>                      needs to be given to _npc2_
<ce>                      over in __npc2_ in ___npc2_.
<ce>                          Don't dawdle, %pct.
<ce>                     _npc2_ needs it in =2ndparton_
<ce>                             days or less.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 3 times.
--              %oth occurs 2 times.
--              %pcf occurs 4 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =2ndparton_ occurs 2 times.
--            =npc2_ occurs 1 time.
--          ___npc1_ occurs 2 times.
--          ___npc2_ occurs 2 times.
--           __npc1_ occurs 2 times.
--           __npc2_ occurs 2 times.
--           _item1_ occurs 3 times.
--           _item2_ occurs 6 times.
--            _npc1_ occurs 5 times.
--            _npc2_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 2 times.

QBN:
Item _reward_ gold
Item _item1_ misc
Item _item2_ drug

Person _questgiver_ face 136 group Questor
Person _npc1_ group Any female
Person _npc2_ face 248 faction Local_3.0


Clock _1stparton_ 0:0 0 flag 0:1 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 1 4
Clock _delay_ 0:10 0:30


--	Quest start-up:
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 

_pcgetsgold_ task:
	toting _item2_ and _npc2_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _pchasitem1_
variable _pchasitem2_
_S.03_ task:
	toting _item1_ and _npc1_ clicked 
	start timer _2ndparton_ 
	log 1011 step 1 
	get item _item2_ 
	say 1012 
	create npc _npc2_ 

variable _S.04_
_queston_ task:
	when _1stparton_ and not _S.03_ 
	make _item1_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _1stparton_
_2ndparton_ task:
	make _item2_ permanent 
	change repute with _questgiver_ by -2 
	end quest 

_delay_ task:
	end quest 


r0c20y07

-- Quest: /dos/g/game/dag/arena2/r0c20y07.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 20
-- QuestId: 7
Messages: 12
Quest: r0c20y07
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>             I have a friend, a potential ally, who is in
<ce>             need of discreet assistance. It's a relatively
<ce>               simple salvage operation, one for which my
<ce>              friend would happily pay very handsomely and
<ce>              I would greatly appreciate. It will need to
<ce>             be accomplished very soon, within =1stparton_
<ce>            days. I'll go into detail, if you're interested.

RefuseQuest:  [1001]
<ce>           Well, saying no from the beginning is definitely
<ce>          preferable to saying yes and failing. I am a little
<ce>                    disappointed, but that'll pass.

AcceptQuest:  [1002]
<ce>           Excellent, I knew you'd help. Now then, my friend
<ce>                     is _qgfriend_ of ___qgfriend_.
<ce>        %g has lost a gem, a sapphire, and my spies have tracked
<ce>                it down to ___itemdung_, of all places.
<ce>                      _qgfriend_ needs this stone,
<ce>               because %g borrowed it from a third party.
<ce>             If it's not in %g3 hands in =1stparton_ days,
<ce>         well, there will be considerable trouble. Furthermore,
<ce>         the persons who now possess the stone will, according
<ce>            to my spy, be vacating ___itemdung_ any day now.
<ce>           Obviously, you'd best leave immediately to get to
<ce>          ___qgfriend_ in =1stparton_ days with the sapphire.
<ce>                    Good luck, %pcf.  Make me proud.

QuestFail:  [1003]
<ce>                     The sapphire, %pcf? Have you
<ce>                       forgotten something? %oth!

QuestComplete:  [1004]
<ce>                     Oh, %pcf, you don't know how
<ce>              relieved I am that you found that sapphire.
<ce>               I don't even want to think about it if you
<ce>              hadn't. Here's the finest reward I can give
<ce>                   you, a _reward_. Please accept it,
<ce>                        with my sincere thanks.

RumorsDuringQuest:  [1005]
Those thieves in ___itemdung_ have some pretty powerful guards.
<--->
_qgfriend_ has been awfully nervous lately.

RumorsPostfailure:  [1006]
Apparently some powerful wizard has it in for _qgfriend_.
<--->
_questgiver_ has been complaining about the dearth of decent %ra mercenaries.

RumorsPostsuccess:  [1007]
Turns out _qgfriend_ didn't steal that gem after all. They found it.
<--->
_qgfriend_ was called a thief, but they found the gem %g supposedly stole.

QuestorPostsuccess:  [1008]
My friend tells me that you got the sapphire. Now, what can I do for you?
<--->
I'm glad to see you again. My friend appreciated the little blue gift.

QuestorPostfailure:  [1009]
<ce>                     I'm impressed by your nerve,
<ce>                          %pcn. You failed the
<ce>                      quest and yet return with no
<ce>                               sapphire.

QuestLogEntry:  [1010]
%qdt: _questgiver_
 of ___questgiver_ has sent me
 on a mission to find a sapphire stolen from
 %g3 friend, _qgfriend_ of
 __qgfriend_, ___qgfriend_.
 I have =1stparton_ days to get the sapphire from
 ___itemdung_ to __qgfriend_
 to earn my reward.

Message:  1011
You have found the sapphire.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g3 occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 4 times.
--      ___itemdung_ occurs 4 times.
--      ___qgfriend_ occurs 3 times.
--    ___questgiver_ occurs 1 time.
--       __qgfriend_ occurs 9 times.
--      _questgiver_ occurs 2 times.
--          _reward_ occurs 1 time.

QBN:
Item _reward_ magic_item
Item _item_ sapphire

Person _questgiver_ face 112 group Questor
Person _qgfriend_ faction Local_3.0 female

Place _itemdung_ remote dungeon13

Clock _1stparton_ 0:30 0 flag 0:2 range 2 5
Clock _2ndparton_ 0:0 0 flag 0:2 range 1 2
Clock _delay_ 0:30 0 flag 0:1 range 0 1

Foe _giant_ is Giant

--	Quest start-up:
	start timer _1stparton_ 
	reveal _itemdung_ 
	log 1010 step 0 
	give item _item_ to _giant_ 
	place foe _giant_ at _itemdung_ 

_pcgetsgold_ task:
	toting _item_ and _qgfriend_ clicked 
	give pc _reward_ 
	start timer _delay_ 

variable _queston_
_pchasitem_ task:
	clicked item _item_ 
	say 1011 
	create npc _qgfriend_ 

_1stparton_ task:
	make _item_ permanent 
	change repute with _qgfriend_ by -10 
	end quest 

variable _2ndparton_
_delay_ task:
	end quest 


r0c20y22

-- Quest: /dos/g/game/dag/arena2/r0c20y22.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 20
-- QuestId: 22
Messages: 31
Quest: r0c20y22
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                   Ah, %pcf, I am glad you're here.
<ce>            If you are available for hire, I am looking for
<ce>                 someone to purvey a special _item_ to
<ce>             an acquaintance of mine. The reward, I think,
<ce>                 you will find to be extremely liberal,
<ce>              to compensate for the danger of the mission.
<ce>                          Are you interested?

RefuseQuest:  [1001]
<ce>              Really? Too busy, perhaps. That is a shame.

AcceptQuest:  [1002]
<ce>                     Excellent. Here's the _item_.
<ce>                    Now, _contact_ needs to have it
<ce>          in ___contact_ in =queston_ days.  That ought to be
<ce>               plenty of time, I hope.  _contact_ will be
<ce>               easy to find -- just look for a =contact_
<ce>                  at __contact_.  By the way, you may
<ce>           encounter some orcs who do not want this shipment
<ce>          made.  I trust you know how to deal with their kind.
<ce>                               Good luck.

QuestFail:  [1003]
<ce>              Speed is vital, %pcf.  Orcs have been seen
<ce>                prowling around ___questgiver_ at night.
<ce>                You had best get on the road before they
<ce>                             become bolder.

QuestComplete:  [1004]
<ce>                   Ah, good to see you %pcf. And the
<ce>                 _item_ too. Excellent. Here's a little
<ce>               trinket for your trouble. I hope you like
<ce>                      red. Take care of yourself.

RumorsDuringQuest:  [1005]
_questgiver_ is still in the smuggling business, I hear.
<--->
<ce>  I hear the guards chased off a couple of orcs last night.  I wonder
<ce>                    what would bring them into town?

RumorsPostfailure:  [1006]
Someone found a very lovely _item_ around here recently.
<--->
I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
Some =contact_ was just here, waving around some _item_.
<--->
Some jewelry store has reported the theft of a big ruby, I hear.

QuestorPostsuccess:  [1008]
I hear that your mission was a success, %pcf. That's good. Very good.
<--->
I was pleased to hear of the success of the delivery. What can I do for you?

QuestorPostfailure:  [1009]
<ce>                    You're the courier who couldn't
<ce>                  complete the delivery, yes? Wouldn't
<ce>                   I be a fool to waste my breath on
<ce>                    you again?  That's a rhetorical
<ce>                         question, by the way.

QuestLogEntry:  [1010]
%qdt: _questgiver_ has
 hired me to deliver a _item_ to someone
 in ___contact_ named _contact_.
 %g will meet me at __contact_
 in =queston_ days to reward me if I have not
 already been minced by the orcs who are also
 after the _item_.

Message:  1012
You don't want to have anything to do with that orc-lover from ___orsinium_.
<--->
_orsinium_ of ___orsinium_?  They say %g actually talks to orcs.

Message:  1013
_orsinium_ is well-known in ___orsinium_ as an orc sympathizer.
<--->
<ce>I know for a fact that _orsinium_ is a filthy orc-lover.  I've seen %g2
<ce> myself, meeting with the brutes outside of ___orsinium_.  %g should be run out
<ce>                        of town, if you ask me.

Message:  1015
_questgiver_ will deny it, but they say %g's in the smuggling business.
<--->
<ce>_questgiver_ is said to be involved in a smuggling ring, bringing in loot
<ce>                     plundered out of old Orsinium.

Message:  1016
<ce>_questgiver_ will bring the orcs down on all of us if he keeps dealing in
<ce> plunder from Orsinium.  _orsinium_ has accused _questgiver_ publicly,
<ce>              but nothing's been done about it, of course.
                                     <--->
<ce>I don't know where _questgiver_ gets it from, but I've seen %g2 wearing
<ce> some exquisite antique jewelry lately.  Ancient Orsinium craftsmanship, if
<ce>                           I'm not mistaken.

Message:  1020
<ce>                   I'm glad you sought me out, %pcn.
<ce>            You should know that the _item_ you are carrying
<ce>       was stolen from Orsinium, the ancient capital of the orcs.
<ce>              _questgiver_, like most people, treats orcs
<ce>        as beneath contempt, hence they are forced to resort to
<ce>      violence to recover their stolen property.  However, I hope
<ce>       that you are more enlightened than your employer.  If you
<ce>       give me the _item_, I will see that it is returned to its
<ce>                            rightful owners.

Message:  1021
<ce>                        Do you give the _item_?

Message:  1022
<ce>              I'm glad I was right about you.  Thank you,
<ce>                    %pcf.  We will not forget this.

Message:  1023
<ce>                That is most regrettable.  Well, we all
<ce>                 have our reasons.  I hope you can live
<ce>                          with this decision.

Message:  1030
<ce>            As the orc crumples to the ground, it gasps in
<ce>                    a barely comprehensible accent,
<ce>                 "_orsinium_ ... go ... _orsinium_ ..."


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 2 times.
--              %pcf occurs 5 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =contact_ occurs 2 times.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 2 times.
--      ___orsinium_ occurs 4 times.
--    ___questgiver_ occurs 1 time.
--        __contact_ occurs 5 times.
--            _item_ occurs 10 times.
--        _orsinium_ occurs 5 times.
--      _questgiver_ occurs 9 times.

QBN:
Item _reward_ ruby
Item _item_ trinket

Person _questgiver_ group Questor male anyInfo 1015 rumors 1016
Person _contact_ faction Local_3.0 female
Person _orsinium_ named Orsinium anyInfo 1012 rumors 1013

Place orcCastle permanent Orsinium3

Clock _queston_ 0:0 0 flag 0:2 range 3 5

Foe _note_ is 3 Orc
Foe _F.01_ is Orc_sergeant

--	Quest start-up:
	dialog link for location orcCastle person _orsinium_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	create npc _orsinium_ 
	create npc _contact_ 

variable _pcgetsgold_
variable _pchasitem_
_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

_npcclicked_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

_S.04_ task:
	clicked npc _orsinium_ 
	say 1020 

_S.05_ task:
	say 1022 
	change repute with _orsinium_ by +30 

until _S.05_ performed:
	create foe _F.01_ every 10 minutes 12 times with 35% success 
	create foe _note_ every 5 minutes 12 times with 35% success 

_bookstore_ task:
	get item _item_ 
	say 1023 
	change repute with _orsinium_ by -10 

_S.07_ task:
	killed 1 _F.01_ 
	add dialog for person _orsinium_ 
	say 1030 

_S.08_ task:
	toting _item_ and _orsinium_ clicked 
	prompt 1021 yes _S.05_ no _bookstore_ 


r0c30y25

-- Quest: /dos/g/game/dag/arena2/r0c30y25.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 30
-- QuestId: 25
Messages: 36
Quest: r0c30y25
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              I need someone to bring a certain item to a
<ce>                    contact of mine in ___contact_.
<ce>               You will receive an item in return. If you
<ce>              bring that item back to me, I will happy to
<ce>                 reward you with _reward_ gold pieces.
<ce>                             Do you agree?

RefuseQuest:  [1001]
<ce>                No? What a shame. I was prepared to be
<ce>                            quite generous.

AcceptQuest:  [1002]
<ce>                   Very good. Take this bar of gold
<ce>                  and bring it to a certain =contact_
<ce>                   called _contact_ in a place called
<ce>                       __contact_ in ___contact_.
<ce>                     You will need to move quickly.
<ce>                    _contact_ isn't in the habit of
<ce>                  waiting around for laggard couriers.
<ce>                   Very well, good luck to you, %pcf.
<ce>              I will expect you back in =1stparton_ days.

QuestFail:  [1003]
<ce>                Please don't bother me again unless you
<ce>                  have the item I sent you to pick up.

QuestComplete:  [1004]
<ce>                   Excellent, %pcf, you've returned
<ce>             with my enchanted _item2_ as promised. I heard
<ce>              that you ran into some trouble on the road,
<ce>               and I was beginning to worry that you were
<ce>               lost to us.  As a token of my appreciation
<ce>            for a job well done, I am adding a magic _item3_
<ce>              to the _reward_ gold I originally promised.
<ce>              I am sure we will make use of your services
<ce>                  again in the near future. Thank you.

RumorsDuringQuest:  [1005]
There was this =contact_ here recently asking if I'd seen a %ra.
<--->
Some =contact_ was looking for a %ra with a _item1_ a while back.

RumorsPostfailure:  [1006]
Well, _questgiver_ is, I've heard, furious at some %ra mercenary.
<--->
_questgiver_ is still relying on mercenaries and I've heard %g's been burned.

RumorsPostsuccess:  [1007]
I hear that _questgiver_ finally got some _item2_ %g needed.
<--->
_questgiver_ has been singing the praises of a certain %ra mercenary.

QuestorPostsuccess:  [1008]
And what can I do for you, my brave young courier?
<--->
I'd be happy to help out my favorite courier any way I can.

QuestorPostfailure:  [1009]
<ce>              The delivery was obviously too ... complex,
<ce>                   eh? Ah, the vapidity of %ra youth.
<ce>                          Leave me now, %pcf.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ of
 ___questgiver_ has sent me to
 an associate of %g3, _contact_
 of __contact_, ___contact_,
 with a bar of gold. I need to have the
 gold in _contact_'s hands and
 be back in __questgiver_ in
 =1stparton_ days to get my _reward_
 gold pieces from
 _questgiver_.

Message:  1011
<ce>                      Marvelous, %pcf. I do adore
<ce>                 gold, don't you? Well, you'll get your
<ce>               share once you've returned this particular
<ce>                        _item2_ to _questgiver_.
<ce>                  I hope you remember the way back to
<ce>                            ___questgiver_.

Message:  1015
_qgenemy_ ... I think %g's from __thievesguild_.
<--->
_qgenemy_?  Ask around __thievesguild_.  Someone should know %g2.

Message:  1016
<ce>   _qgenemy_ is involved in most shady dealings in __thievesguild_.
<ce>     Try _thievesguild_ -- that's where %g spends most of %g3 time.

Message:  1020
<ce>          As you fend off your assailant, you feel something
<ce>              brush against you from behind.  You glimpse
<ce>             a figure running away before your attention is
<ce>              forcibly returned to keeping yourself alive.

Message:  1021
=thief_,
 
 The mark is a %ra named %pcn,
 who will pick up a _item2_ from
 __contact_.  Bring the _item2_
 to me.  The courier is of no importance,
 dead or alive.
 
<ce>                               _qgenemy_

Message:  1030
<ce>            %oth, who are you and how did you get in here?!
<ce>           You must be that damned courier of _questgiver_'s!
<ce>          I knew I should have had =thief_ kill you.  My soft
<ce>            heart, always getting me in trouble ... Guards!
<ce>                          Kill this intruder!!

Message:  1035
<ce>                 The parchment describes the location
<ce>                  of the Coven of the Tide in Totambu,
<ce>                           whatever that is.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 6 times.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 3 times.
--           =thief_ occurs 2 times.
--       ___contact_ occurs 3 times.
--    ___questgiver_ occurs 2 times.
--        __contact_ occurs 3 times.
--     __questgiver_ occurs 1 time.
--   __thievesguild_ occurs 3 times.
--         _contact_ occurs 4 times.
--           _item1_ occurs 1 time.
--           _item2_ occurs 5 times.
--           _item3_ occurs 1 time.
--         _qgenemy_ occurs 4 times.
--      _questgiver_ occurs 8 times.
--          _reward_ occurs 3 times.
--    _thievesguild_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item1_ gold_bar
Item _item2_ magic_item
Item _letter_ letter used 1021
Item _item3_ magic_item
Item _map_ letter used 1035

Person _questgiver_ face 72 group Questor
Person _contact_ face 80 faction Local_3.0
Person _qgenemy_ face 1 faction The_Thieves_Guild anyInfo 1015 rumors 1016

Place _thievesguild_ remote house1
Place totambuCoven permanent TotambuCoven

Clock _1stparton_ 0:0 0 flag 0:17 range 1 4
Clock _2ndparton_ 0:0 0 flag 0:1 range 2 5

Foe _thief_ is 2 Nightblade
Foe _F.01_ is Thief
Foe _guards_ is Rogue

--	Quest start-up:
	dialog link for location _thievesguild_ person _qgenemy_ 
	start timer _1stparton_ 
	log 1010 step 0 
	get item _item1_ 
	pick one of _yesmap_ _nomap_ _nomap_ _nomap_ 
	create npc _contact_ 

_pcgetsgold_ task:
	toting _item2_ and _questgiver_ clicked 
	give pc _reward_ and _item3_ 
	end quest 

_queston_ task:
	when _2ndparton_ 
	when _1stparton_ and not _pchasitem2_ 
	make _item1_ permanent 
	make _item2_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

variable _qgclicked_
_npcclicked_ task:
	toting _item1_ and _contact_ clicked 
	create foe _thief_ every 10 minutes 3 times with 100% success 
	get item _item2_ 
	say 1011 

variable _1stparton_
variable _pchasitem1_
_pchasitem2_ task:
	pc at _thievesguild_ do _S.10_ 
	place item _item2_ at _thievesguild_ 
	start timer _2ndparton_ 

variable yes
_S.08_ task:
	injured _thief_ 
	give item _letter_ to _thief_ 
	say 1020 
	have _item2_ set _pchasitem2_ 

variable _no_
_S.10_ task:
	give item _item2_ to _F.01_ 
	remove foe _F.01_ 
	place foe _F.01_ at _thievesguild_ 

_S.11_ task:
	injured _F.01_ 
	create foe _guards_ every 2 minutes 6 times with 50% success 
	say 1030 
	change repute with _qgenemy_ by -20 

variable _2ndparton_
_yesmap_ task:
	_map_ used do _readmap_ 
	give item _map_ to _F.01_ 

variable _nomap_
_readmap_ task:
	reveal totambuCoven in province 51 at 423290 


r0c4xy23

-- Quest: /dos/g/game/dag/arena2/r0c4xy23.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 4X
-- QuestId: 23
Messages: 31
Quest: r0c4xy23
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               %pcf, old friend, am I glad you're here.
<ce>             I am in trouble with a group of daedra and am
<ce>                  looking for someone to purvey a rare
<ce>                    manuscript to an acquaintance of
<ce>              mine. The reward will be extremely liberal,
<ce>              but the possibility of daedric intervention
<ce>                  is quite high.  Are you interested?

RefuseQuest:  [1001]
<ce>                     I understand, %pcf. You are a
<ce>                               busy %ra.

AcceptQuest:  [1002]
<ce>                  Excellent. Here's the book, _item_.
<ce>                    Now, _contact_ needs to have it
<ce>                    in __contact_ in =queston_ days.
<ce>                    You can still make it, I think.
<ce>                  Just be on guard against the daedra.
<ce>                               Good luck.

QuestFail:  [1003]
<ce>              Unless you have already delivered the book,
<ce>                     we have nothing to talk about.

QuestComplete:  [1004]
<ce>                     Ah, good to see you %pcf. And
<ce>                   _item_ too. Excellent.  I hope the
<ce>                    daedra didn't cause you too much
<ce>                   difficulty.  Ha!  If they actually
<ce>                  knew what I can use this little book
<ce>                  for, they would have sent twice the
<ce>                   number to stop you!  Here is your
<ce>                      reward for a job well done.

RumorsDuringQuest:  [1005]
The daedra are excited tonight. You can feel it in the air.
<--->
What could _questgiver_ have done to infuriate the daedra so?

RumorsPostfailure:  [1006]
Someone found a very rare book around here recently.
<--->
I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
<ce>Some =contact_ was just here, waving around some old book and cackling to %g2-
<ce>                                 self.
                                     <--->
Some jewelry store has reported the theft of a big ruby, I hear.

QuestorPostsuccess:  [1008]
I told my contact that you were tougher than any daedra. Guess you proved it.
<--->
Hail to thee, circumventer of daedra. What can your friend do for you?

QuestorPostfailure:  [1009]
<ce>                 The daedra proved to be too much, eh,
<ce>                     %pcf? I'm disappointed. I had
<ce>                     expected much better from you.

QuestLogEntry:  [1010]
%qdt: _questgiver_ has
 sent me to ___contact_ to deliver a certain
 book, _item_, to _contact_ in
 ___contact_. I have =queston_ days
 to deliver it to get my reward. A group of
 daedra apparently wants my mission to fail.

Message:  1011
<ce>             Greetings, %pcn.  I have been expecting you.
<ce>             I am _oblivion_, at your service.  My friends
<ce>               in Oblivion tell me that you have involved
<ce>           yourself in their affairs.  I may still be able to
<ce>           placate them, but I must have the book you carry.
<ce>             I should warn you, daedra have long memories.
<ce>               Now, give it to me, before it is too late!

Message:  1012
<ce>               As you hand over the book, a shadowy form
<ce>                             materializes:
<ce>                                    
 "Oblivion appreciates your service, %pcf.
 We have been watching you. It would seem that our
 interest has been justifiable."
<ce>                                    
<ce>                    You feel the book disappear from
<ce>                your grasp as the figure vanishes again.

Message:  1013
_oblivion_ is a powerful mage living in ___oblivion_.
<--->
_oblivion_ of ___oblivion_?  %g's in league with the Daedra, I hear.

Message:  1014
_oblivion_ is some kind of sorceror, I think.  Try __oblivion_ in ___oblivion_.
<--->
<ce>  A dangerous meddler in daedric affairs.  You'll find _oblivion_ in
<ce>                     ___oblivion_, at __oblivion_.

Message:  1020
<ce>                You deal the daedra a fearful blow, but
<ce>              it remains upright for a moment, eyes locked
<ce>             with yours, and a harsh voice issues from its
<ce>                             bloody throat:
<ce>                                    
 "You may slay my mortal form, %pcn,
 but my brethren will harry you mercilessly
 until we pluck the book from
 your lifeless hand.  If you wish to avoid
 this fate, seek out _oblivion_
 and surrender it to %g2.  As the
 mediator between your world and mine,
 %g alone can persuade my Lord to call
 us off the hunt."

Message:  1025
<ce>             Insolent puppy!  You come here asking for my
<ce>          help, then refuse my advice?  May Oblivion take you!

Message:  1030
<ce>                This parchment reveals the location of
<ce>                 Skeffington Coven in Ykalon, whatever
<ce>                              that may be.


-- Symbols used in the QRC file:
--
--                %g occurs 2 times.
--               %g2 occurs 2 times.
--              %pcf occurs 5 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.
--         =contact_ occurs 1 time.
--         =queston_ occurs 2 times.
--       ___contact_ occurs 2 times.
--      ___oblivion_ occurs 4 times.
--        __contact_ occurs 1 time.
--       __oblivion_ occurs 2 times.
--         _contact_ occurs 2 times.
--            _item_ occurs 3 times.
--        _oblivion_ occurs 6 times.
--      _questgiver_ occurs 3 times.

QBN:
Item _reward_ ruby
Item _item_ book2
Item _map_ letter used 1030

Person _questgiver_ group Questor male
Person _contact_ faction Local_3.0 female
Person _oblivion_ factiontype Daedra female anyInfo 1013 rumors 1014

Place _skeffingcoven_ permanent Skeffingcoven

Clock _queston_ 0:0 0 flag 0:1 range 3 5

Foe _firedaedra_ is Fire_daedra
Foe _frostdaedra_ is Frost_daedra
Foe _seducer_ is Daedra_seducer
Foe _lesserdaedra_ is Daedroth

--	Quest start-up:
	dialog link for person _oblivion_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	pick one of _yesmap_ _nomap_ _nomap_ _nomap_ 
	create npc _contact_ 
	create npc _oblivion_ 

variable _pcgetsgold_
variable _pchasitem_
_queston_ task:
	make _item_ permanent 
	change repute with _questgiver_ by -20 
	end quest 

_npcclicked_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

_thankyou_ task:
	say 1012 
	change repute with _oblivion_ by +20 

until _thankyou_ performed:
	create foe _firedaedra_ every 6 minutes 7 times with 25% success 
	create foe _frostdaedra_ every 4 minutes 7 times with 17% success 
	create foe _lesserdaedra_ every 3 minutes 7 times with 12% success 
	create foe _seducer_ every 12 minutes 7 times with 50% success 

_clickoblivion_ task:
	toting _item_ and _oblivion_ clicked 
	prompt 1011 yes _thankyou_ no _gimmegimme_ 

_gimmegimme_ task:
	get item _item_ 
	say 1025 
	change repute with _oblivion_ by -10 

_killmon_ task:
	killed 1 _seducer_ 
	add dialog for person _oblivion_ 
	say 1020 

_hitseducer_ task:
	injured _seducer_ 

_readmap_ task:
	reveal _skeffingcoven_ in province 40 at 5531 

variable _yesmap_
variable _nomap_
_placemap_ task:
	when _yesmap_ and _hitseducer_ 
	_map_ used do _readmap_ 
	give item _map_ to _seducer_ 


r0c60y24

-- Quest: /dos/g/game/dag/arena2/r0c60y24.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: royalty
-- Repute: 60
-- QuestId: 24
Messages: 41
Quest: r0c60y24
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  %pcf, always a pleasure to see you,
<ce>              my dear friend, especially when I need help.
<ce>                    I need to get this _item_ to my
<ce>                    contact in ___contact_, but I've
<ce>              received word that a vampiric tribe does not
<ce>               want my courier to get through. You're the
<ce>                only person I can think of who might get
<ce>                       it through. Will you try?

RefuseQuest:  [1001]
<ce>              Really? Too busy, perhaps. That is a shame.

AcceptQuest:  [1002]
<ce>                   Ah, marvelous. Here's the _item_.
<ce>                    Now, _contact_ needs to have it
<ce>                    in __contact_ in =queston_ days.
<ce>                    Look for a =contact_.  You can't
<ce>            miss %g2.  And don't get yourself killed in the
<ce>                   process. Good luck and thank you.

QuestFail:  [1003]
<ce>                 %pcf, you are wasting precious time.
<ce>                     Get on the road to ___contact_
<ce>                              immediately.

QuestComplete:  [1004]
<ce>                   Ah, good to see you %pcf. And the
<ce>               _item_ too. Excellent. Those nightstalkers
<ce>             were wise to try to keep this out of my hands.
<ce>                 Here's a little gold for your trouble.
<ce>                         Take care of yourself.

RumorsDuringQuest:  [1005]
They're doing some research into some vampiric matters in __contact_, I hear.
<--->
_contact_, one of the greatest of the vampire hunters, has joined __contact_.

RumorsPostfailure:  [1006]
Someone found a very lovely _item_ around here recently.
<--->
I hear _questgiver_ is mad as hell at some %ra adventurer.

RumorsPostsuccess:  [1007]
It seems safer to walk the streets in %reg I've noticed.
<--->
Sure vampire attacks are becoming rarer. But it's not time to get cocky yet.

QuestorPostsuccess:  [1008]
I guess the bloodsuckers learned their lesson, eh, %pcf? What can I do for you?
<--->
I understand that the delivery went through. Of course, no surprise to me.

QuestorPostfailure:  [1009]
<ce>                  The vampires proved too much, %pcf?
<ce>               Don't feel bad -- they are a powerful lot.
<ce>                    Now is not a good time to speak.

QuestLogEntry:  [1010]
%qdt:
 _questgiver_ wants
 me to deliver a particular _item_ to
 %g3 contact in ___contact_, a shaman
 named _contact_ at __contact_.
 The local vampires apparently do not want
 me to complete the delivery, but I need to
 get the _item_ to ___contact_ within =queston_
 days or my reward is forfeit.

Message:  1011
<ce>                   So, you must be the doughty %pcn.
<ce>                  Welcome to my humble abode.  When I
<ce>                  heard that =vampleader_'s attack on
<ce>                  you failed, I wondered if you might
<ce>                look me up.  Let me introduce myself --
<ce>                 I am _vampire_ of ==vampire_, the most
<ce>                  ancient and respected of the vampire
<ce>                    bloodlines.  Now, I realize that
<ce>                  you have agreed to deliver a certain
<ce>                  _item_ to that notorious executioner
<ce>                   _contact_.  ==vampire_ would very
<ce>                 much prefer if you made that delivery
<ce>             to me instead.  Purely a semantic difference,
<ce>               don't you agree?  Especially since we are
<ce>               willing to pay you _vampreward_ gold plus
<ce>                 a magical _vampitem_ as a bonus.  What
<ce>                do you say to that most generous offer?

Message:  1012
<ce>              Marvelous. The up and coming %ra adventurer
<ce>            makes a wise change of allegiance. _questgiver_
<ce>            won't be pleased, but %g had best learn to love
<ce>            disappointment.  It has been a distinct pleasure
<ce>            doing business with you.  Perhaps you and I will
<ce>              meet again on a more...intimate...occasion.

Message:  1013
<ce>               Your loyalty to _questgiver_ is touching,
<ce>                 but quite unfortunate for both of us.
<ce>                You can let yourself out, %pcf.  Oh, by
<ce>               the way, don't sleep too soundly at night.
<ce>                 ==vampire_ always settle their debts.

Message:  1015
_contact_ has been leading the crusade to drive the vampires out of %reg.
<--->
<ce>Sometimes I wonder if all the people _contact_ has burned at the stake
<ce> were really vampires.  It's hard to believe there are so many around.

Message:  1030
<ce>                  The parchment shows the location of
<ce>               Kykos Coven in Dak'fron, whatever that is.
<ce>                 You quickly mark it down on your map.

Message:  1040
=vampleader_,
 
 That thrice-damned _questgiver_ has finally
 acquired the _item_ %g has been looking for,
 and is sending it over to _contact_.
 You know as well as I that ==vampire_
 cannot allow it to arrive.  _questgiver_
 is expecting us to try to stop %g2, so %g is looking
 for a %ra named %pcn to act as courier.
 Do not underestimate this one -- %pcf has
 quite a reputation.  Bring the _item_ to me at
 once -- I will wait for you at _vamphouse_ in
 __vamphouse_.
 
                            Yours in death,
 
                            _vampire_


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 2 times.
--               %g3 occurs 1 time.
--              %pcf occurs 7 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--              %reg occurs 2 times.
--        ==vampire_ occurs 4 times.
--         =contact_ occurs 1 time.
--         =queston_ occurs 2 times.
--      =vampleader_ occurs 2 times.
--       ___contact_ occurs 8 times.
--      __vamphouse_ occurs 1 time.
--         _contact_ occurs 7 times.
--            _item_ occurs 9 times.
--      _questgiver_ occurs 6 times.
--       _vamphouse_ occurs 1 time.
--         _vampire_ occurs 2 times.
--        _vampitem_ occurs 1 time.
--      _vampreward_ occurs 1 time.

QBN:
Item _reward_ gold
Item _item_ Holy_relic
Item _map_ letter used 1030
Item _note_ letter used 1040
Item _vampreward_ gold
Item _vampitem_ magic_item

Person _questgiver_ group Questor male
Person _contact_ group Necromancers female anyInfo 1015 rumors 1015
Person _vampire_ face 1 factiontype Vampire_Clan

Place kykosCoven permanent KykosCoven
Place _vamphouse_ remote house1

Clock _queston_ 0:0 0 flag 0:1 range 1 4

Foe _vampires_ is Vampire
Foe _vampleader_ is Ancient_vampire

--	Quest start-up:
	dialog link for location _vamphouse_ person _vampire_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _item_ 
	pick one of _yesmap_ _nomap_ _nomap_ _nomap_ 

variable _pcgetsgold_
variable _pchasitem_
_queston_ task:
	change repute with _questgiver_ by -20 
	end quest 

_npcclicked_ task:
	toting _item_ and _contact_ clicked 
	give pc _reward_ 
	end quest 

_vampclicked_ task:
	toting _item_ and _vampire_ clicked 
	prompt 1011 yes _thankyou_ no _gimme_ 

_thankyou_ task:
	get item _vampitem_ 
	get item _vampreward_ 
	say 1012 
	make _vampitem_ permanent 
	make _vampreward_ permanent 
	change repute with _vampire_ by +10 

_gimme_ task:
	get item _item_ 
	say 1013 
	change repute with _vampire_ by -5 

_S.07_ task:
	daily from 5:50 to 17:30 

_S.08_ task:
	injured _vampires_ 

_readmap_ task:
	reveal kykosCoven in province 11 at 484567 

variable _yesmap_
variable _nomap_
_placemap_ task:
	when _yesmap_ and _S.08_ 
	_map_ used do _readmap_ 
	give item _map_ to _vampires_ 

_S.13_ task:
	injured _vampleader_ 
	_note_ used do _readnote_ 
	give item _note_ to _vampleader_ 

_readnote_ task:
	add dialog for location _vamphouse_ 
	place npc _vampire_ at _vamphouse_ 

_conhouse_ task:
	when not _S.07_ and not _thankyou_ 
	create foe _vampleader_ every 20 minutes 1 times with 100% success 
	create foe _vampires_ every 10 minutes 8 times with 25% success 


s0000001

-- Quest: /dos/g/game/dag/arena2/s0000001.qbn.
-- Main story quest.
-- QuestId: 1
Messages: 41
Quest: s0000001
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  Welcome to Sentinel, %pcf. I guess
<ce>          you must have received my letter. I know some things
<ce>        about Lysandus and why he might be haunting Daggerfall,
<ce>            but before I tell you, you have to promise to do
<ce>               something for me first. Is that all right?

RefuseQuest:  [1001]
<ce>                         %oth, %pcf, I thought
<ce>                 you were a hero. I guess I was wrong.

AcceptQuest:  [1002]
<ce>               You will? Thank %god. You see, I used to
<ce>          to have an older brother, ten or eleven years older
<ce>         than me, named _brother_. Whenever I ask what happened
<ce>          to him, I'm told a different story. Some say he got
<ce>            sick and died, some say he was kidnapped by the
<ce>          Underking. I want to know the truth. If you can find
<ce>          some proof of what really happened to him, I'll tell
<ce>                  you all I know about King Lysandus.

QuestFail:  [1003]
<ce>                    I wanted some real proof, %pcf.

QuestComplete:  [1004]
<ce>             This what I most feared. Poor _brother_. As I
<ce>                 promised, here's what I've heard about
<ce>               Lysandus. I don't know how much of this is
<ce>             secret, but I trust you. Lysandus was in love
<ce>              with his court sorceress, a noblewoman named
<ce>              Medora Direnni, and during the war with us,
<ce>              his queen found out. They say that while her
<ce>               husband was gone, Queen Mynisera banished
<ce>               Medora from the court. My sister Aubk-i is
<ce>             queen now, part of the treaty to insure peace,
<ce>            but Mynisera still resides at Castle Daggerfall
<ce>                      as the dowager Queen mother.
<ce>                                    
<ce>               I don't know where Medora went, but I know
<ce>              she has an enormous castle somewhere on the
<ce>              Isle of Balfiera. But I also heard there is
<ce>              some kind of curse on her, and she can never
<ce>               leave. I don't know if that helps you, but
<ce>                that's all I know. Again, thank you for
<ce>             _brother_'s letter. Just knowing what happened
<ce>             will ease my heart somewhat. Please take this
<ce>               _magicitem_ as a token of my appreciation.

RumorsDuringQuest:  [1005]
Poor Prince Lhotun is in one of his moods. He's so different from Greklith.
<--->
Queen Akorithi doesn't know what to do with Prince Lhotun. He's so gloomy.

RumorsPostfailure:  [1006]
Prince Lhotun's black moods always lift eventually. Strange for a boy his age.
<--->
Prince Lhotun seems to be in an even darker mood than ever. Very odd boy.

RumorsPostsuccess:  [1007]
Prince Lhotun's mood has gotten better. He's still quiet, but that's normal.
<--->
Queen Akorithi happily reports that her youngest is back in good spirits again.

QuestorPostsuccess:  [1008]
Hello, %pct. I'm sorry. I'm still shaken from reading my brother's journal.

QuestorPostfailure:  [1009]
<ce>                    So you haven't any information
<ce>                  for me? I must say, it seems highly
<ce>                  suspicious that there is nothing to
<ce>                   report. Perhaps you're working for
<ce>                   my mother or one of the nobles. I
<ce>                      think you should leave now.

QuestLogEntry:  [1010]
23 Morning Star 3E 400
 ___ukcrypt_
 
 Two days I was sealed within this crypt without food or
 water. I do not know whether hunger or poor health or
 one of the creatures who share this dank hole with me
 will kill me first -- I only know that I will soon be
 dead, and not even my bones with remain. My hope is that
 in the years that come, this letter will be read and the
 sad story of _brother_, Prince of Sentinel will be told.
 
 I am fifteen years old at the time of this writing, and
 have been plagued with bad health for most of my life,
 to the frustration of my hearty parents. The finest
 healers and apothecaries in western Tamriel have labored
 over my every cough and fever, but while they could save
 my life time and time again, they could not improve my
 sickly constitution. In retrospect, I received little
 real affection from the king and queen, embarrassed as
 they were about begetting such a cripple as the heir of
 the kingdom. I cannot say I missed the love; I received
 much attention from the doctors, priests, and herbalists
 constantly at court. Certainly I was not to be the sort
 of warrior that King Cameron was, but one of my dearest
 friends, a priest of Stendarr said that I might be the
 first scholar-king in the history of Sentinel.
 
 My younger sister Aubk-i was the true favorite of my
 parents: athletic, beautiful, and charming. It is hard to
 think of an uncomplimentary word for her. I am resigned
 to my imminent death, and yet, I would like to see her
 once again. For six years, Aubk-i and I were the only
 children of Sentinel. Eight years ago, the queen had a
 boy child and named him Greklith, after the ancient
 Redguard word for Strong King. Few speak that tongue
 any longer, but all the scholars and nobles of Hammerfell
 understood. And Greklith is a strong boy indeed -- I have
 never so much as seen him cough. The Queen's next child,
 born only a year after Greklith, had an even more ominous
 birthname -- Lhotun. Second Boy. Perhaps had I been less
 sheltered, more suspicious by nature, I might have read
 into these nominations. Lhotun and Greklith are common
 enough names in our family, I reasoned. Now I know that
 even then, I was disinherited -- even if it was
 not official yet.
 
 For several months before Lhotun's birth and over three
 years afterward, I was in the throes of a very serious
 fever. The doctors despaired of me, but somehow and very,
 very gradually, I recovered. For the first time, and the
 last, I read an expression on my father, the King's face
 that was not indifference. It was disgust.
 
 That was a fortnight ago. Three nights ago, I was seized
 by men I had never seen while I was having a walk. My
 nursemaid stood by watching placidly as I was gagged
 and tied and thrown roughly into a sack. I do not know
 how long they rode with me, but I was eventually left
 here. When I finally freed myself from my bonds, I found
 that I was alone. My wanders have gotten me nowhere.
 This place is filled with undead creatures that prevent
 me from finding any exit.
 
 I have no hope left, but no fear either. A few regrets.
 Perhaps had I studied magic instead of history and
 science I could free myself of this place. One of my
 tutors told the story of the Underking, how he had
 placed his lifeforce in the body of a powerful being
 and had thus conquered all Tamriel long, long ago.
 Had I only had the strength of a more powerful body
 like that.
 
 But I did not study magic. I studied history, so I
 leave this letter -- not to revenge myself, but as
 an historic document.

Message:  1011
<ce>            A thin, rail of a woman steps forward and hands
<ce>             you a note. She turns aside all your questions
<ce>                   with a gaunt, expressionless face.

Message:  1012
The Underking used to have a crypt around here -- ___ukcrypt_, just %di of here.
<--->
No one has heard much of the Underking since his crypt ___ukcrypt_ was abandoned.
<--->
King Cameron himself drove the Underking's servants out of ___ukcrypt_.

Message:  1013
The Underking is supposed to be centuries old.
<--->
That other king is a buffoon. Oh...UNDERking! Sorry, I don't know anything about that.
<--->
He is a lich of great power. So they say.
<--->
I heard he kidnapped Prince _brother_.
<--->
King Cameron blamed the Underking for Prince _brother_'s death. Never made sense to me though.
<--->
They say Tiber Septim never really died. He became the Underking.
<--->
Aw, he's just some boogey man, you know, like Jagar Tharn.
<--->
The Underking is just a child's myth.
<--->
Underking? Never heard of him.

Message:  1014
                                       Castle Sentinel
 
 
 Dear %pcn,
 
     You do not know me but I know you. I know that you were
 shipwrecked. I know that you are trying to dispell the ghost
 of King Lisandus. If you want, I can tell you what I know,
 but I need your help in return.
     If you want to talk, my name is Prince Lhotun and I live
 in Sentinel at Samaruik, which is usually called Castle
 Sentinel. I hope that we can meet soon.
 
 
<ce>                              Yours truly,
 
<ce>                                Lhotun,
<ce>                           Prince of Sentinel

Message:  1015
___ukcrypt_ used to be the Underking's crypt, but now it's a Sentilian prison.
<--->
___ukcrypt_ is just %di of here. Some say it's still a crypt of the Underking.

Message:  1016
___ukcrypt_ is directly %di of here. It used to be a crypt of the Underking.
<--->
___ukcrypt_ isn't used as a prison anymore, let alone a crypt of the Underking.

Message:  1018
<ce>            What is the meaning of this? Blackmail? Why you
<ce>            contemptible scoundrel. You ought to be thrashed
<ce>             for attempting to pass this cheap counterfeit.
<ce>            Poor Prince _brother_ died of a fever many, many
<ce>            years ago. Why can't you let him rest in peace?

Message:  1019
%qdt: Prince Lhotun of
 Sentinel has asked me to investigate the death of
 his brother, _brother_, who was supposedly kidnapped
 by the Underking years ago.

Message:  1020
<ce>                             You pick up a
<ce>                           Death Certificate.

Message:  1030
_brother_ was a prince of Sentinel. He died years ago.
<--->
_brother_ came down with a fever and eventually died.
<--->
Wasn't he the scholar prince?
<--->
_brother_ like books more than swords. It used to drive King Cameron crazy.
<--->
He was the only prince never to recieve a public funeral.

Message:  1031
<ce> Old King Cameron, may his soul rest in peace, never liked _brother_.
 He would have preferred Greklith to be his heir.
                                     <--->
I heard that _brother_'s former nursemaid was sent to Skyrim with a chest full of gold. 
<--->
King Cameron seemed far too happy when _brother_ died.
<--->
I heard he died of a fever.
<--->
I always wondered about _brother_. The King refused to let the temple prepare the body for burial.

Message:  1032
Dear %pcf,
 
 If you are interested in learning the truth,
 about prince _brother_, meet me at
 _agentplace_ in __agentplace_ of Sentinel.
 
<ce>                               (unsigned)

Message:  1035
<ce>                    %pcn? Shhh. I would prefer that
<ce>              nobody sees me talking with you. It has come
<ce>              to our attention that the Underking is being
<ce>                  wrongly accused of abducting prince
<ce>                _brother_. Before you judge, check into
<ce>                   ___ukcrypt_. I'll mark it on your
<ce>                  map. Who am I? Just call me a loyal
<ce>                  servant. Now move away before anyone
<ce>                     gets suspicious. Go on, scram.

Message:  1040
%qdt:
 I met secretly with an agent of the Underking.
 Supposedly the Underking had nothing to do with
 the abduction of _brother_. I am supposed
 to check out ___ukcrypt_.


-- Symbols used in the QRC file:
--
--               %di occurs 3 times.
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 2 times.
--              %pct occurs 1 time.
--              %qdt occurs 2 times.
--       ___ukcrypt_ occurs 10 times.
--     __agentplace_ occurs 2 times.
--         _brother_ occurs 18 times.
--       _magicitem_ occurs 1 time.

QBN:
Item deathCertificate letter used 1010
Item letter38 letter used 1032
Item _magicitem_ magic_item

Person _lhotun_ named Prince_Lhotun atHome
Person _akorithi_ named Queen_Akorithi atHome
Person _greklith_ named Prince_Greklith atHome
Person Vhosek named Lord_Vhosek atHome
Person _brother_ face 5 faction Children anyInfo 1030 rumors 1031
Person _agentuk_ face 1 faction Agents_of_The_Underking

Place _ukcrypt_ remote dungeon0 anyInfo 1015 rumors 1016
Place _dirennitower_ permanent DirenniTower
Place _agentplace_ remote tavern

Clock _S.13_ 3.0:0 7.0:0


--	Quest start-up:
	dialog link for location _ukcrypt_ 
	dialog link for location _dirennitower_ 
	prompt 1000 yes yes no _no_ 
	place npc _agentuk_ at _agentplace_ 

_S.00_ task:
	toting deathCertificate and _lhotun_ clicked 
	give pc _magicitem_ 
	add dialog for location _dirennitower_ 
	change quest status 0 
	reveal _dirennitower_ in province 9 at 204718 
	repute with _akorithi_ exceeds 5 do _S.16_ 
	change repute with _lhotun_ by +15 
	change repute with _agentuk_ by +25 
	mute npc _greklith_ 
	mute npc Vhosek 
	mute npc _akorithi_ 
	mute npc _lhotun_ 
	drop _lhotun_ as questor 

variable _S.01_
variable _S.02_
variable _queston_
variable _S.04_
_S.05_ task:
	toting deathCertificate and _akorithi_ clicked 
	toting deathCertificate and Vhosek clicked 
	toting deathCertificate and _greklith_ clicked 
	say 1018 
	change repute with _akorithi_ by -20 
	legal repute -20 
	end quest 

variable _S.06_
variable _S.07_
variable _S.08_
variable _S.09_
_S.10_ task:
	clicked item deathCertificate say 1020 

yes task:
	place item deathCertificate at _ukcrypt_ 
	start timer _S.13_ 
	log 1019 step 0 
	say 1002 
	add _lhotun_ as questor 

_no_ task:
	say 1001 
	drop _lhotun_ as questor 
	end quest 

_S.13_ task:
	give pc letter38 notify 1011 

_S.14_ task:
	clicked npc _agentuk_ 
	add dialog for location _ukcrypt_ 
	reveal _ukcrypt_ 
	say 1035 

_S.15_ task:
	quest 7 completed 

variable _S.16_
_S.17_ task:
	when _S.16_ and _S.15_ 
	start quest 17 17 
	end quest 

variable _S.18_
variable Castellian


s0000002

-- Quest: /dos/g/game/dag/arena2/s0000002.qbn.
-- Main story quest.
-- QuestId: 2
Messages: 51
Quest: s0000002
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    I need a courier, %pcf, but no
<ce>           common, jelly-armed, gas-headed pox of a mercenary
<ce>            will do. I have a letter of utmost importance to
<ce>              be delivered to a high dignitary who will be
<ce>            defended against unwelcome intrusion. In return
<ce>              for this, I will not only reward you with a
<ce>                _magicitem_, but also put in a positive
<ce>            word for you with the king and queen of Wayrest,
<ce>           but I will give you some information on the affair
<ce>          with Daggerfall I doubt you would receive elsewhere.
<ce>             Does this sound like an agreeable arrangement?

RefuseQuest:  [1001]
<ce>               Dullard. Why did you let me waste my time
<ce>                         with the likes of you?

AcceptQuest:  [1002]
<ce>            Excellent. Meet me here this time tomorrow and
<ce>              I will give you the letter and the name and
<ce>                       location of the recipient.

QuestFail:  [1003]
<ce>                The letter needs to be delivered, %pcf.
<ce>                        Do not fail me in this.

QuestComplete:  [1004]
<ce>                   Anyway, here is the _magicitem_ I
<ce>               promised. Never let it be said that Prince
<ce>                   Helseth is not a man of his bond.
<ce>                                    
<ce>              Oh yes, I promised to tell you something of
<ce>               the situation in Daggerfall. I suspect my
<ce>             family has more to do with it than is commonly
<ce>             known. We sent advisors to urge King Lysandus
<ce>             and King Camaron to mend their differences on
<ce>               the eve of the Battle of Cryngaine Field.
<ce>             Lysandus was digustingly loyal to the emperor,
<ce>             where Camaron was fighting for more autonomy.
<ce>            According to the advisor's report, they arrived
<ce>             too late because they were waylaid by the orcs
<ce>               of Gortwog en route. However, I have heard
<ce>              stories that, at least some of our advisors
<ce>               arrived at Lysandus' tent and spoke to him
<ce>              briefly. At this time, I cannot say more. If
<ce>             I receive more information or if the situation
<ce>              progresses, I will certainly send you word.

RumorsDuringQuest:  [1005]
Lord Castellian is admitting no visitors while on holiday in __castfort_.
<--->
The question of succession has been distracting Lord Castellian terribly.

RumorsPostfailure:  [1006]
Lord Castellian seems to be favoring Princess Elysana in the succession.
<--->
The Elder Council seems inclined to uphold the venerable law of succession.

RumorsPostsuccess:  [1007]
Lord Castellian is constantly in Prince Helseth's company since his holiday.
<--->
The Elder Council is talking earnestly about eliminating the law of succession.

QuestorPostsuccess:  [1008]
Yes, %pcf? Our stars seem to be rising in syndesis. What would you need?

QuestorPostfailure:  [1009]
<ce>                I had an important assignment for you,
<ce>                     %pcf, if you recall. Having to
<ce>                do with Lord Castellian? Well, now it is
<ce>                too late, and I am not the most patient
<ce>                     man in Tamriel. Pray, leave me
<ce>                        before I become brusque.

QuestLogEntry:  [1010]
My Dear Lord Castellian,
 
      Sorry about the necessity of delivering this
 letter by the roughest possible service, but it
 would be unthinkable to approach you at the castle
 on such a delicate matter. I have long admired your
 loyalty to the crown and neutrality in internal
 affairs. Understand that I only want to save your
 dignity from a possibly embarrassing scenario.
      The problem rests in your sister, the Lady
 Pasipha, who though she resides abroad still
 communicates regularly with members of court.
 I understand and respect the depth of your sibling
 love and affection for one another, for, in
 response to a curious inquiry of mine, Lady
 Pasipha sent me several touching letters penned
 in your hand.
      "Have you ever espied with delight a red berry
 half-drowned in cream? So I dreamed of you, my
 dearest love, pouring my soul into you, sweet,
 for your touch, dear, my soul is quite forfeit."
      While you and I know the innocence of your
 fondness for the lady, the more prurient minds at
 court, as you are aware, are inclined toward
 grotesque misintepretation. Her husband, I
 understand, is famous for his jealous rages. I am
 of several minds on the matter, how to best avoid
 possible negative reaction, and would appreciate
 your response at the soonest possible opportunity.
 I will await you at Castle Wayrest.
 
<ce>                                Helseth,
<ce>                           Prince of Wayrest

Message:  1011
<ce>                            Well done %pcn.
<ce>            Your budding reputation appears to be deserved.
<ce>                 Lord Castellian is quite pliable now.

Message:  1012
<ce>             It is really too bad that you were not a bit
<ce>                   faster %pcf. My sister Elysana is
<ce>             betrothed. Without her opposition, it was not
<ce>             truly necessary to deliver that letter to Lord
<ce>             Castellian. However, I'm sure I can turn this
<ce>                        to my advantage somehow.

Message:  1014
<ce>               Why that conniving, manipulative weasel.
<ce>                  You did well by bringing this to my
<ce>                      attention, %pcf. Thank you.

Message:  1016
                                  Castle Wayrest
 
 Dear %pcn,
 
      My beloved son has brought your name to my
 attention, and suggested that we might have some
 business to discuss. I understand that we have a
 mutual interest.
      Please visit me at Castle Wayrest at your
 earliest possible convenience.
 
 Yours,
 
<ce>                               Barenziah
<ce>                    Queen of the Kingdom of Wayrest

Message:  1017
<ce>               A page wearing the colors and pale yellow
<ce>             rose of Wayrest appears silently at your side.
<ce>                He hands you a letter and disappears as
<ce>                         quietly as he arrived.

Message:  1018
<ce>              A breathless courier shoves a leather pouch
<ce>            into your hands. A cautious examination reveals
 a letter and a sum of gold.

Message:  1019
%qdt:
 Prince Helseth wants me
 to meet him tomorrow at the Castle
 for the details of a quest. I will
 be acting as a courier.

Message:  1020
%qdt:
 Prince Helseth wants me to deliver a letter
 to Lord Castellian, leader of the elder
 council of Wayrest, in his holiday manor,
 _castfort_ in __castfort_.
 I have =1stparton_ days to deliver the letter and
 return.

Message:  1024
Prince Helseth,
    I appreciate your kindness, and I
 will meet with you very shortly at
 your convenience."
 
<ce>                            Lord Castellian

Message:  1025
<ce>                   Lord Castellian has ordered your
<ce>                    death. He wanted me to tell you
<ce>                        that you know too much.

Message:  1026
My Dear Lord Castellian,
 
      Forgive this rough delivery, but it
 would have been impolitic to approach you
 at the palace with this potential problem.
 Unfortunately, your much deserved vacation
 will have to temporarily suspended until
 this matter is settled.
 
      I refer to your sister, Lady Pasipha.
 For years, she has been one of the most
 glamorous figures at the Wayrest court,
 the darling of all who appreciate beauty
 and grace. Rather recently, rumors have
 circulated that the gold she has spent on
 her gowns and jewels could not have possibly
 come from her husband, who is at present,
 impecunious. Distasteful conjectures followed,
 none of which worth the ink I would use for
 recitation.
 
      To be quite blunt, a person, who must
 remain anonymous, postulated to me that you
 were borrowing funds from the royal treasury
 to support your sister's extravagance. Of
 course, I defended your honor, but copies of
 the Royal books were produced that seemed to
 support the allegation. I am thus uncertain
 of the best procedure to take next.
 
      Do not doubt, sir, that I am convinced
 of your integrity as senior member of the
 Elder Circle of Wayrest. I only wish for the
 matter of the financial records be straightened
 so if they are brought to Eadwyre's attention,
 they can be confidently defended.
 
      Please send a reply with this trusted
 courier. I would prefer to meet with you as
 soon as possible, of course.
 
<ce>                           Very truly yours,
 
<ce>                                Helseth

Message:  1027
<ce>                  Ah, hello again, %pcf. Here is the
<ce>           letter. It is to be given to Lord Castellian, the
<ce>             head of the elder council, who is currently at
<ce>                  his house _castfort_ in __castfort_.
<ce>             I need the letter delivered and you back here
<ce>              in no later than =1stparton_ days -- that is
<ce>                essential. Like I mentioned before, Lord
<ce>              Castellian values his privacy to an excess.
<ce>                Be prepared for some resistance at your
<ce>                   arrival in _castfort_. I would ask
<ce>             that you not read the letter as it is private
<ce>              correspondence. If word of its contents gets
<ce>                         out, I will blame you.

Message:  1028
<ce>                 You wait while Lord Castellian reads
<ce>                letter. His skin grows pale and his hand
<ce>                            begins to shake.
<ce>                                    
<ce>                   "I see. Please wait while I pen a
<ce>                     response to Prince Helseth." 
<ce>                  It only takes him a minute to write
<ce>                 the response, which he then hands you.

Message:  1030
<ce>                     This letter has been opened.
<ce>                       You exceed the bounds of a
<ce>                             courier, %pcn.

Message:  1031
<ce>                   So you like to read the missives
<ce>                    of your betters. Don't expect me
<ce>                     trust you again anytime soon.

Message:  1040
Dear %pcn,
 
 Due to the recent marraige of my sister Elysana,
 I shall not be needing your services with regard
 to the delivery of the letter to Lord Castellian.
 Since you have acted on my behalf with honor, I
 have instructed the courier to give you 100 gold
 pieces for your time and effort so far.
 
<ce>                                Helseth
<ce>                           Prince of Wayrest

Message:  1050
Lord Castellian is the most powerful of Wayrest's councilors.
<--->
I hear that Lord Castellian has the backing to block Prince Helseth's war plans.


-- Symbols used in the QRC file:
--
--              %pcf occurs 7 times.
--              %pcn occurs 4 times.
--              %qdt occurs 2 times.
--       =1stparton_ occurs 2 times.
--       __castfort_ occurs 6 times.
--       _magicitem_ occurs 2 times.

QBN:
Item letter39 letter used 1010
Item _magicitem_ magic_item
Item letter40 letter used 1016
Item letter41 letter used 1024
Item letter42 letter used 1026
Item letter43 letter used 1040
Item _I.06_ gold range 100 to 100

Person _helseth_ named Prince_Helseth atHome
Person Castellian named Lord_Castellian anyInfo 1050
Person Eadwyre named King_Eadwyre atHome

Place _castfort_ remote house1

Clock _S.00_ 16:40 0 flag 0:1 range 0 1
Clock _1stparton_ 0:0 0 flag 0:17 range 0 2
Clock _S.15_ 3.0:0 7.0:0

Foe _F.00_ is Knight
Foe _battlemage_ is Battle_mage

--	Quest start-up:
	start timer _S.00_ 
	log 1019 step 0 
	prompt 1000 yes yes no _no_ 

_S.00_ task:
	create npc at _castfort_ 
	place npc Castellian at _castfort_ 

_S.01_ task:
	clicked npc _helseth_ 

_S.02_ task:
	toting letter42 and Castellian clicked 
	toting letter39 and Castellian clicked 
	letter41 used do _S.20_ 
	get item letter41 
	say 1028 

_S.03_ task:
	when _S.01_ and _S.00_ 
	letter42 used do _S.07_ 
	letter39 used do _S.07_ 
	start timer _1stparton_ 
	log 1020 step 1 
	change quest status 0 
	say 1027 

_S.04_ task:
	toting letter41 and _helseth_ clicked 
	give pc _magicitem_ 
	stop timer _S.15_ 
	stop timer _1stparton_ 
	change quest status 1 
	change repute with _helseth_ by +10 
	mute npc _helseth_ 
	mute npc Eadwyre 
	drop Eadwyre as questor 
	drop _helseth_ as questor 

_S.05_ task:
	toting letter42 and Eadwyre clicked 
	toting letter39 and Eadwyre clicked 
	say 1014 
	change repute with Eadwyre by +5 

variable _S.06_ global 25
	start timer _S.15_ 

variable _S.07_
_S.08_ task:
	injured _battlemage_ saying 1025 
	injured _F.00_ saying 1025 

_clearclick_ task:
	when _S.01_ and not _S.03_ 
	clear _S.01_ _clearclick_ 

yes task:
	say 1002 
	add Eadwyre as questor 
	add _helseth_ as questor 

_no_ task:
	say 1001 
	end quest 

_S.12_ task:
	when _S.03_ and not _S.13_ 
	get item letter39 

variable _S.13_ global 42
_S.14_ task:
	when _S.03_ and _S.13_ 
	get item letter42 

_S.15_ task:
	get item letter43 
	get item _I.06_ 
	say 1018 
	drop Eadwyre as questor 
	drop _helseth_ as questor 
	end quest 

_1stparton_ task:
	drop Eadwyre as questor 
	drop _helseth_ as questor 
	end quest 

_S.17_ task:
	when _S.04_ and _S.06_ 
	say 1012 

_S.18_ task:
	when _S.04_ and not _S.06_ 
	say 1011 

_S.19_ task:
	when _S.02_ and _S.07_ 
	create foe _battlemage_ every 7 minutes 2 times with 100% success 
	create foe _F.00_ every 4 minutes 6 times with 100% success 
	say 1030 
	change repute with Castellian by -10 

_S.20_ task:
	say 1031 
	change repute with _helseth_ by -25 

_S.21_ task:
	when repute with Queen_Barenziah is at least 15 

_S.22_ task:
	quest 9 completed 

_S.23_ task:
	when _S.21_ and _S.22_ and _S.04_ 
	start quest 11 11 
	end quest 


s0000003

-- Quest: /dos/g/game/dag/arena2/s0000003.qbn.
-- Main story quest.
-- QuestId: 3
Messages: 21
Quest: s0000003
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      Greetings %pcf. I am Medora
<ce>               Direnni, former sorceress to the court of
<ce>               Daggerfall. I have an interest in helping
<ce>               you in your aim to exorcise the spirit of
<ce>                King Lysandus, but I can do little in my
<ce>               present circumstances. If you would pay a
<ce>                 visit to a certain other sorceress, I
<ce>               can lift the curse on Direnni Tower. Will
<ce>                       you do this for me, %pcf?

RefuseQuest:  [1001]
<ce>                You refuse someone very much in need of
<ce>                      your help, %pcf. I hope your
<ce>                    conscience will give you peace.

AcceptQuest:  [1002]
<ce>                     I will be in your debt, %pcf.
<ce>                    Nulfaga, the mother of my former
<ce>                  Lord Lysandus is a renowned mystic,
<ce>                   but I have heard whispers that the
<ce>                   loss of her son has turned her mad
<ce>                    with grief. If this is not true,
<ce>                    she can and will help me. I need
<ce>                    a certain rare item, the horn of
<ce>                   a Great Unicorn to break the curse
<ce>                    on Direnni Tower. If Nulfaga is
<ce>                    indeed mad, you much search her
<ce>                     castle for this horn yourself
<ce>                    and bring it back to me. I will
<ce>                 expect you back in =2shedungent_ days.

QuestFail:  [1003]
<ce>                   Without that horn, I cannot help
<ce>                           you at all, %pcf.

QuestComplete:  [1004]
<ce>                  You have succeeded in a most dangerous
<ce>                       enterprise, %pcf, but many
<ce>                more such trials await you. By bringing
<ce>                the horn to me, you have helped me lift
<ce>                the curse the Queen Dowager placed on my
<ce>                  tower. I hope I can count on you for
<ce>                    further aid. For now, take this
<ce>                      _magicitem_ as your reward.

RumorsDuringQuest:  [1005]
No one will go near the Isle of Balfiera since the Queen of Oblivion arrived.
<--->
Balfiera was once an exclusive resort. Now it is the land of the dead.

RumorsPostfailure:  [1006]
The fairy lady was supposedly trapped there by the evil of her own spellcraft.
<--->
%god's curse is on the former Witch of Daggerfall, damned forever in Balfiera.

RumorsPostsuccess:  [1007]
A great hero saved the poor Lady of Balfiera from the curse of a wicked queen.
<--->
A %ra has lifted the curse on the Lady of Balfiera and restored the land.

QuestorPostsuccess:  [1008]
<ce>               United thoughts and counsels, equal hope
<ce>               And hazard in the once glorious enterprise
<ce>              Joined with me once, now misery hath joined
<ce>                In equal ruin! Eternal, eternal, eternal
<ce>                ruin. Oh, my child, why wouldst thou not
<ce>               listen, thy ear, thy glorious mortal face,
<ce>                 thy throat, and the arrow. Oh misery.
                                     <--->
<ce>                 Choosing out few words most horrible,
<ce>                Let none them read! Verses, verses frame
<ce>               which with and other spells like terrible
<ce>                 curses Heaven! Curse Oblivion! My boy!
<ce>                 My boy is dead and let Tamriel tremble
<ce>                  until he and I findeth peace denied.
                                     <--->
<ce>            Say, what strange motive, Goddess! could compel
<ce>             an arrow to my beloved Lysandus' bare throat?
<ce>              Did he die there mourned and blessed or are
<ce>               my pretty birdies all turned to graywings?
<ce>              I search the afterworld, the underworld, and
<ce>              the world-between and no where do I find the
<ce>                lightness of my son. Oh, madness to thy
<ce>                        breast I cling suckling!
                                     <--->
<ce>                We are only like dead walls or vaulted
<ce>                graves, that, ruined, yield no echo. Oh,
<ce>                 this gloomy world, in what a shadow or
<ce>                deep pit of darkness doth, womanish and
<ce>                fearful, mankind live. How came Lysandus
<ce>                by his death? In a mist, I know not how.
<ce>                Oblivion not come yet? I'll it nearer by
<ce>               a perspective, or make a glass that shall
<ce>               set all the world on fire upon an instant.
<ce>               I cannot sleep; my pillow is stuffed with
<ce>                        a litter of porcupines.

QuestorPostfailure:  [1009]
<ce>               Of course I will give Medora the horn of
<ce>                the Great Unicorn. She was a favorite of
<ce>                     my beloved Lysandus after all.

QuestLogEntry:  [1010]
%qdt:
 Medora, the former court sorceress of
 Daggerfall, has sent me Shedungent in
 the Wrothgarian Mountains. Shedugent is
 home to Nulfaga, mother of Lysandus.
 There I must retrieve the horn of the
 Great Unicorn. If Nulfaga is unable to
 help, I must search her castle Shedugent
 for the horn myself. I have =2shedungent_ days
 to return to Direnni Tower.

Message:  1020
<ce>                  The delicate, spiraled horn curves
<ce>                  slightly before ending in a deadly,
<ce>                   sharp point. You had always heard
<ce>                   that unicorn horns were of purest
<ce>                   alabaster ivory. This one seems to
<ce>                          be more like silver.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 6 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--     =2shedungent_ occurs 2 times.
--       _magicitem_ occurs 1 time.

QBN:
Item horn horn used 1020
Item _magicitem_ magic_item

Person _medora_ named Medora atHome

Place _huntstart_ permanent Shedungent4

Clock _2shedungent_ 0:0 0 flag 0:17 range 0 2


--	Quest start-up:
	prompt 1000 yes yes no _no_ 

variable _S.00_
variable _S.01_
variable _S.02_
variable _S.03_
variable _S.04_
_S.05_ task:
	when _S.01_ and not _S.09_ 
	say 1008 
	clear _S.01_ _S.05_ 

variable _S.06_
yes task:
	place item horn at _huntstart_ 
	start timer _2shedungent_ 
	log 1010 step 0 
	reveal _huntstart_ in province 16 at 50966 
	say 1002 

_no_ task:
	say 1001 
	end quest 

variable _S.09_ global 0
variable _S.10_ global 9
	toting horn and _medora_ clicked 
	give pc _magicitem_ 
	start quest 18 18 
	change repute with _medora_ by +10 
	mute npc _medora_ 
	end quest 


s0000004

-- Quest: /dos/g/game/dag/arena2/s0000004.qbn.
-- Main story quest.
-- QuestId: 4
Messages: 16
Quest: s0000004
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                You're trying to track down that letter
<ce>               of the Emperor's, yes? There are very few
<ce>               scandals in the Bay of which I am totally
<ce>              ignorant. I could give you some information,
<ce>              but nothing is without a price, that I know
<ce>               well. I need a champion who does fear the
<ce>                 fire of Oblivion. Are you interested?

RefuseQuest:  [1001]
<ce>              Pity. I will find someone else to help me.
<ce>              But who will you find to help you, I wonder.

AcceptQuest:  [1002]
<ce>               %oth, that is a relief to me. Do not ask
<ce>             any questions -- get this letter to a certain
<ce>                high level sorcerer at the Necromancers'
<ce>                 crypt, Scourg Barrow in the Dragontail
<ce>               Mountains. Avoid the rift. If you see it,
<ce>                         you have gone too far.
<ce>                                    
<ce>                   They will not be expecting you and
<ce>                will not wait for any introductions. The
<ce>                necromancers feel that death is a reward
<ce>               for the living, not a punishment. Once you
<ce>               have delivered the letter, they would feel
<ce>                no need to guarantee your safety. It is
<ce>                 their way. I need the letter delivered
<ce>                     and a response from _necs_ in
<ce>               my hand one month from now at the absolute
<ce>                    latest. The risks are very high,
<ce>                       %pcf, please do not fail.

QuestFail:  [1003]
<ce>                    I need a response to my letter
<ce>                           from _necs_, %pcf.

QuestComplete:  [1004]
<ce>                It's done! I'll be queen of Firsthold!
<ce>             Although I'm sure the engagement will be quite
<ce>             lengthy. Now, I promised you information about
<ce>                         the Emperor's letter.
<ce>                                    
<ce>            The letter you seek is in the hands of Gortwog,
<ce>             the Warlord of the Orcs. He bought it from the
<ce>             thieves guild of Daggerfall after one of their
<ce>                   number stole it from Queen Aubk-i.
<ce>                                    
<ce>             I confess I don't know why the Emperor sent it
<ce>            to Aubk-i. The girl is innocent to a fault, and
<ce>              everyone knows that Gothryd is not the loyal
<ce>            empire toady that Lysandus was. Of course my own
<ce>           family...well enough of this boring court gossip.
<ce>                                    
<ce>              If you really want to find this letter, you
<ce>              should get in good with Mynisera, the former
<ce>                Queen of Daggerfall, and Queen Mother to
<ce>               Gothryd. I wouldn't directly approach her.
<ce>                  Start with someone of lower station.

RumorsDuringQuest:  [1005]
If it weren't for Morgiah's reputation, Wayrest would embrace her brother.
<--->
How could we crown the brother of a manipulative witch like Princess Morgiah?

RumorsPostfailure:  [1006]
Princess Morgiah's mood has worsened. And no one has as bad a temper as she.
<--->
I suppose it is time that Princess Morgiah married. But who would want her?

RumorsPostsuccess:  [1007]
Princess Morgiah is engaged to the King of Firsthold. A miracle of %god indeed.
<--->
What could've possessed the King of Firsthold to propose marriage to Morgiah?
<--->
Morgiah has a three year engagement! Royals are a strange lot.

QuestorPostfailure:  [1009]
<ce>                  Very good. If you are not rewarded
<ce>                    with death by the loyal servants
<ce>                    of the Barrow, give this note to
<ce>                        Princess Morgiah please.

QuestLogEntry:  [1010]
_necs_,
<ce>                                    
<ce>                 I agree to your terms. I will give you
<ce>               my first and you will exert your influence
<ce>               on the King of Firsthold on Sumerset Isle.
<ce>                Only you can let him speak with his dead
<ce>              son. For that, he would even marry Nulfaga!
<ce>                                    
<ce>                                  -- M

Message:  1011
Princess,
<ce>                                    
 Done.
<ce>                                    
<ce>                               -- _necs_

Message:  1012
%qdt:
 Princess Morgiah of Wayrest has
 asked me to deliver a letter to the
 _necs_ of the Necromancers
 of Scourg Barrow in the Dragontail
 Mountains. She said to avoid the rift,
 whatever that is. If I see it, I have
 gone too far. She wants a reply back
 in a month.

Message:  1013
Princess Morgiah has left Wayrest for Sumurset Isle and the King of Firsthold.
<--->
Wayrest has cemented relations with the High Elves of Firsthold by marriage.
<--->
Firsthold has a new queen, and Wayrest has lost a princess.
<--->
Morgiah will be happy being Karoodil's queen in Firsthold.
<--->
Morgiah will be the first queen of Firsthold who isn't a High Elf.

Message:  1014
<ce>                           King Eadwyre and
<ce>                            Queen Barenziah,
<ce>                       Sovereigns of the Kingdom
<ce>                               of Wayrest
<ce>                  Are Proud to Announce The Engagement
<ce>                    of Morgiah, Princess of Wayrest,
<ce>                              to Karoodil,
<ce>                           King of Firsthold
<ce>                        in the Isle of Sumurset.

Message:  1015
<ce>           A young lad with the Rose of Wayrest embroidered
<ce>           on his surcoat appears at your side, hands you an
<ce>                     engraved card, and disappears.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--            _necs_ occurs 5 times.

QBN:
Item letter44 letter used 1010
Item letter13 letter used 1011
Item _reward_ trinket
Item engagement letter used 1014

Person _morgiah_ named Princess_Morgiah
Person _necs_ named King_of_Worms atHome

Place _scourgbarrow_ permanent ScourgBarrow1

Clock _S.00_ 30.0:0 0 flag 0:1 range 0 1
Clock _S.01_ 7.0:0 14.0:0


--	Quest start-up:
	prompt 1000 yes yes no _no_ 

_S.00_ task:
	drop _morgiah_ as questor 
	end quest 

_S.01_ task:
	start quest 21 21 
	repute with _morgiah_ exceeds 10 do _S.07_ 
	rumor mill 1013 
	end quest 

_S.02_ task:
	toting letter13 and _morgiah_ clicked 
	give pc _reward_ 
	start timer _S.01_ 
	stop timer _S.00_ 
	change quest status 0 
	start task _S.08_ 
	change repute with _morgiah_ by +10 
	drop _morgiah_ as questor 

_S.03_ task:
	toting letter44 and _necs_ clicked saying 1009 
	get item letter13 
	change repute with _necs_ by +10 

variable _S.04_
yes task:
	start timer _S.00_ 
	log 1012 step 0 
	get item letter44 
	reveal _scourgbarrow_ in province 1 at 450958 
	say 1002 
	add _morgiah_ as questor 

_no_ task:
	say 1001 
	end quest 

_S.07_ task:
	give pc engagement notify 1015 

variable _S.08_ global 23


s0000005

-- Quest: /dos/g/game/dag/arena2/s0000005.qbn.
-- Main story quest.
-- QuestId: 5
Messages: 12
Quest: s0000005
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                My husband's poor grandmother, Nulfaga,
<ce>                 is rumored to be in very frail health,
<ce>                 her once brilliant mind almost utterly
<ce>                  destroyed. She has locked herself in
<ce>                her castle in the Wrothgarian Mountains
<ce>                and experiments in magical studies with
<ce>                 no regard for her own safety. I would
<ce>               know of her condition, but few possess the
<ce>               bravery to face the horrors of her castle
<ce>               and speak with her. My reward for a report
<ce>                    on her health is a _magicitem_.
<ce>                    Will you be my champion in this?

RefuseQuest:  [1001]
<ce>                  A common enough response. But very
<ce>                      disappointing nevertheless.

AcceptQuest:  [1002]
<ce>                    %oth, I am glad to have found a
<ce>                  champion. The name of her castle is
<ce>                 Shedungent, and it should not take you
<ce>              longer than =2shedungent_ days to go there.
<ce>               If she is insane, Shedungent may be a very
<ce>                dangerous place indeed. Be very careful.
<ce>                   May Kynareth and Mara protect you.

QuestFail:  [1003]
<ce>                  Until you have spoken with Nulfaga,
<ce>                  I am not interested in conversation.

QuestComplete:  [1004]
<ce>               I confess I doubted I would ever see you
<ce>                 again. Your news that Nulfaga is still
<ce>               among the living does my heart much good.
<ce>                       Here is your _magicitem_.

RumorsDuringQuest:  [1005]
Why has the Queen developed this sudden affection for crazy old Nulfaga?
<--->
Nulfaga is nothing but an insane witch. Why does Queen Aubk-i care if she dies?

RumorsPostfailure:  [1006]
The Queen has sent yet another mercenary after that %ra failed to find Nulfaga.
<--->
Queen Aubk-i couldn't wait for that %ra any longer. She sent another mercenary.

RumorsPostsuccess:  [1007]
It is nice to see Queen Aubk-i happy at last. She has a very pretty smile.
<--->
Queen Aubk-i seems more than happy lately. She seems almost ... relieved.

QuestorPostsuccess:  [1008]
Ah, %pcn. The %ra that refused visit my dead husband's grandmother.

QuestorPostfailure:  [1009]
Thank you once again for taking that dangerous trip to Shedungent to look in on Nulfaga forme.

QuestLogEntry:  [1010]
%qdt:
 Aubk-i, the Queen of Daggerfall has asked
 me to check on the condition of her
 grandmother-in-law, Nulfaga. I am to go
 to Nulfaga's castle, Shedungent of Wrothgaria,
 and talk to her to see if she is well.
 I have =2shedungent_ days to report her condition
 to Aubk-i and get my reward.

Message:  1011
<ce>               United thoughts and counsels, equal hope
<ce>               and hazard in the once glorious enterprise
<ce>              joined with me once, now misery hath joined
<ce>                in equal ruin! Eternal, eternal, eternal
<ce>                ruin. I tell the door to my soul to shut
<ce>                 up. Oh, my child, why wouldst thou not
<ce>               listen, thy ear, thy glorious mortal face,
<ce>                 thy throat, and the arrow. Oh misery.
                                     <--->
<ce>                 Choosing out few words most horrible,
<ce>                let none them read! Verses, verses frame
<ce>               which with and other spells like terrible
<ce>                 curses Heaven! Curse Oblivion! My boy!
<ce>                 My boy is dead and let Tamriel tremble
<ce>                  until he and I findeth peace denied.
<ce>               Shut up the door to his tomb and my home.
                                     <--->
<ce>            Say, what strange motive, Goddess! could compel
<ce>             an arrow to my beloved Lysandus' bare throat?
<ce>              Did he die there mourned and blessed or are
<ce>               my pretty birdies all turned to graywings?
<ce>             Oh doorway to my heart, shut up lest I sunder
<ce>             thee. I search the afterworld, the underworld,
<ce>              and the world-between and no where do I find
<ce>              the lightness of my son. Oh, madness to thy
<ce>                        breast I cling suckling!
                                     <--->
<ce>                We are only like dead walls or vaulted
<ce>                graves, that, ruined, yield no echo. Oh,
<ce>                 this gloomy world, in what a shadow or
<ce>                deep pit of darkness doth, womanish and
<ce>                fearful, mankind live. How came Lysandus
<ce>                by his death? In a mist, I know not how.
<ce>              Oblivion not come yet? Shut up mine door and
<ce>              keep out its gray skies. I'll move it nearer
<ce>              by a perspective, or make a glass that shall
<ce>               set all the world on fire upon an instant.
<ce>               I cannot sleep; my pillow is stuffed with
<ce>                        a litter of porcupines.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--     =2shedungent_ occurs 2 times.
--       _magicitem_ occurs 2 times.

QBN:
Item _magicitem_ magic_item

Person _nulfaga_ named Nulfaga atHome
Person _aubki_ named Queen_Aubk-i atHome

Place _huntstart_ permanent Shedungent2
Place castle permanent DaggerfallCastle1

Clock _2shedungent_ 150.0:0 0 flag 0:1 range 0 1
Clock _2letter_ 2.18:40 5.13:20


--	Quest start-up:
	start timer _2shedungent_ 
	log 1010 step 0 
	reveal _huntstart_ in province 16 at 50966 
	prompt 1000 yes yes no _no_ 

variable _2shedungent_
_S.01_ task:
	clicked npc _nulfaga_ 
	say 1011 

_pcgetsgold_ task:
	when _S.03_ and _S.01_ 
	give pc _magicitem_ 
	start quest 107 107 
	start quest 13 13 
	repute with _aubki_ exceeds 15 do _S.12_ 
	change repute with _aubki_ by +10 
	mute npc _aubki_ 
	drop _aubki_ as questor 

_S.03_ task:
	clicked npc _aubki_ 

variable _2letter_
variable _S.05_
variable _S.06_
variable _S.07_
yes task:
	say 1002 
	add _aubki_ as questor 

_no_ task:
	say 1001 
	drop _aubki_ as questor 
	end quest 

_clearclick_ task:
	when _S.03_ and not _S.01_ 
	clear _S.03_ _clearclick_ 

_S.11_ task:
	drop _aubki_ as questor 
	end quest 

variable _S.12_
_S.13_ task:
	when _S.12_ and _pcgetsgold_ 
	drop _aubki_ as questor 
	end quest 


s0000006

-- Quest: /dos/g/game/dag/arena2/s0000006.qbn.
-- Main story quest.
-- QuestId: 6
Messages: 31
Quest: s0000006
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      Hello, %pcf. I am Elysana,
<ce>               King Eadwyre's child and heir apparent to
<ce>                 Wayrest. Perhaps you could help me out
<ce>                of a bit of an embarrassing predicament.
<ce>                The senior member of the elder council,
<ce>                my father's good friend Lord Castellian,
<ce>                 has left court on holiday and I forgot
<ce>                 to return a cloak I borrowed from him.
<ce>                 If it isn't too much of a bore to you,
<ce>                  would you mind bringing it to him in
<ce>                     ___casfort_? I could offer you
<ce>                     a lovely _jewelry_ as payment.

RefuseQuest:  [1001]
<ce>                             No? Oh, %oth.

AcceptQuest:  [1002]
<ce>                 How frightfully nice of you to help a
<ce>                silly girl like myself. Here's the robe.
<ce>                  Now, it's very important that milord
<ce>                 Castellian has the robe soon. He is at
<ce>                      one of his houses, _casfort_
<ce>               in ___casfort_. Lord Castellian shouldn't
<ce>                be too hard to find, just ask around for
<ce>                   him or for _casfort_ and give him
<ce>                 the robe. I do really appreciate this,
<ce>                       %pcf. It really shouldn't
<ce>               take you longer than =queston_ days to get
<ce>                      to ___casfort_ and back, so
<ce>                           I'll see you then.

QuestFail:  [1003]
<ce>                I know Lord Castellian doesn't have his
<ce>                 robe yet, and he's not a patient man.

QuestComplete:  [1004]
<ce>             Oh, how marvelous you are. Here, let me give
<ce>                you the _jewelry_ I promised you. I hope
<ce>              Lord Castellian appreciates the extra work I
<ce>               put into the robe. It is a real attention
<ce>               getter now. Let me give you something more
<ce>                  than the _jewelry_, %pcf. My father
<ce>             is very interested in a certain ancient relic
<ce>                called the Totem of Tiber Septim. He has
<ce>             spies all over the place looking for it. When
<ce>              they find it, my father will need someone to
<ce>             secure it. Obviously, whoever he chooses will
<ce>               be fabulously well rewarded. I'll give him
<ce>                 your name. That is the least I can do.

RumorsDuringQuest:  [1005]
Lord Castellian is backing legislation which will make Helseth heir apparent.
<--->
Princess Elysana is out of favor with the senior member of the elder council.

RumorsPostfailure:  [1006]
Lord Castellian returned to Castle Wayrest from _casfort_. Holiday's over.
<--->
Princess Elysana does not look happy to see Lord Castellian back from holiday.

RumorsPostsuccess:  [1007]
Lord Castellian has disappeared from _casfort_ where he was on holiday.
<--->
King Eadwyre is suspecting foul play in the disappearance of Lord Castellian.

QuestorPostsuccess:  [1008]
Beautiful robes. Nothing particularly unusual about them.
<--->
Excellent craftsmanship. Someone put a lot of heart into the embroidery.

QuestorPostfailure:  [1009]
Some kind of daedric incantations embroidered into the cloth.
<--->
A daedra summoning ritual has been embroidered into this robe.

QuestLogEntry:  [1010]
%qdt:
 Princess Elysana has asked me to bring a
 robe to the elder member of the Wayrest
 Elder Council, Lord Castellian at his
 manor in ___casfort_, _casfort_.
 I need to be back at Castle Wayrest
 in =queston_ days.

Message:  1020
<ce>                     Fool! Some enterprising soul
<ce>                       has given you a robe that
<ce>                        summoned me to slay you.
<ce>                             How delicious!

Message:  1021
<ce>                       Death to the traitor that
<ce>                      assasinated Lord Castellian!
                                     <--->
<ce>                       You shall pay for killing
<ce>                             my liege lord.
                                     <--->
<ce>                     Assassin! Lord Castellian was
<ce>                     the best of men. You shall die
<ce>                           for what you did.

Message:  1022
<ce>                   "A gift from Lady Elysana. Thank
<ce>                         you, %pcn. It fits me
<ce>                             like a glove."
<ce>                                    
<ce>                    You feel a tearing sound, as if
<ce>                    the fabric of reality were being
<ce>                              ripped open.

Message:  1023
<ce>                      Leave this place litte %ra.
<ce>                       We have come to claim Lord
<ce>                     Castellian. You have done your
<ce>                     part by delivering his funeral
<ce>                       shroud which summoned us.

Message:  1030
Lord Castellian is the most powerful council member of Wayrest.
<--->
They say that Princess Elysana has little love for Lord Castellian.
<--->
Lord Castellian makes no secret of his desire to wed Princess Elysana.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--         =queston_ occurs 2 times.
--       ___casfort_ occurs 9 times.
--         _jewelry_ occurs 3 times.

QBN:
Item _I.00_ Formal_cloak received 1008 used 1009
Item _jewelry_ trinket

Person _elysana_ named Princess_Elysana atHome
Person Castellian named Lord_Castellian anyInfo 1030

Place _casfort_ remote house1

Clock _S.04_ 4:0 1:40
Clock _queston_ 0:0 0 flag 0:17 range 0 2
Clock _S.16_ 1.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is Daedra_seducer
Foe _F.01_ is 2 Knight
Foe _F.02_ is 2 Spellsword
Foe _F.03_ is Daedra_seducer
Foe _F.04_ is Daedroth
Foe _F.05_ is Daedroth

--	Quest start-up:
	prompt 1000 yes yes no _no_ 

_pcgetsgold_ task:
	when _S.01_ and _S.03_ 
	give pc _jewelry_ 
	start task _S.07_ 
	change repute with _elysana_ by +10 
	drop _elysana_ as questor 

_S.01_ task:
	clicked npc _elysana_ 

variable _S.02_
_S.03_ task:
	toting _I.00_ and Castellian clicked saying 1022 
	pc at _casfort_ do _S.12_ 
	start timer _S.04_ 

_S.04_ task:
	create foe _F.02_ every 53 minutes 20 times with 15% success 

_queston_ task:
	when _S.15_ and _S.02_ 
	drop _elysana_ as questor 
	end quest 

variable _S.06_ global 21
variable _S.07_ global 25
	end quest 

yes task:
	_I.00_ used do _S.02_ 
	start timer _queston_ 
	log 1010 step 0 
	get item _I.00_ 
	say 1002 
	add _elysana_ as questor 
	place npc Castellian at _casfort_ 

_no_ task:
	say 1001 
	end quest 

_S.10_ task:
	injured _F.04_ 
	injured _F.03_ saying 1020 
	say 1020 

_clearclick_ task:
	when _S.01_ and not _S.03_ 
	clear _S.01_ _clearclick_ 

_S.12_ task:
	create foe _F.01_ every 2 minutes 4 times with 50% success 

_S.13_ task:
	injured _F.05_ 
	injured _F.00_ 
	say 1023 
	remove foe _F.00_ 

_greklith_ task:
	injured _F.01_ saying 1021 
	injured _F.02_ saying 1021 

_S.15_ task:
	killed 3 _F.03_ 

variable _S.16_
variable _S.17_ global 42
_S.18_ task:
	when not _S.17_ and _S.02_ 
	create foe _F.03_ every 1 minutes 3 times with 20% success 

_S.19_ task:
	when _S.17_ and _S.02_ 
	create foe _F.04_ every 1 minutes 3 times with 20% success 

_S.20_ task:
	when not _S.17_ and _S.12_ 
	create foe _F.00_ every 1 minutes 3 times with 50% success 

_S.21_ task:
	when _S.17_ and _S.12_ 
	create foe _F.05_ every 1 minutes 32768 times with 100% success 


s0000007

-- Quest: /dos/g/game/dag/arena2/s0000007.qbn.
-- Main story quest.
-- QuestId: 7
Messages: 19
Quest: s0000007
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                 Hey, if I told you I could give you a
<ce>                  bit of information, let's say, about
<ce>                  that letter of milady, would you be
<ce>                   innerested there, %pcf? I thought
<ce>                   so. Now, mind you, I ain't givin'
<ce>                  it away. Before I scratch yer back,
 you gotta scratch mine. Deal?

RefuseQuest:  [1001]
<ce>                  Of course not. You only do work for
<ce>                   the likes of kings, don't ya? Poor
<ce>                  Cyndassa has to work for herself, is
<ce>                     that it? Well, %oth, it suits
<ce>                        me just fine, so there.

AcceptQuest:  [1002]
<ce>            Me name is Cyndassa. Daggerfall. I'll tell you
<ce>             everything I know, but I don't need to remind
<ce>            you that there ain't no such thing as free info,
<ce>                     do I, %pcn? I'm just a maid to
<ce>            her highness, nothing but a fleck to the world,
<ce>         and my needs ain't big. I need this werewolf done in.
<ce>              I know just where it is -- some %god forsook
<ce>                    hole called ___mondung_. I can't
<ce>            tell you why, but it's important to me that that
<ce>           werewolf gets put outta its misery. I'll wait here
<ce>             for =2mondung_ days for you -- that oughta be
<ce>                            plenty of time.

QuestFail:  [1003]
<ce>                     You think I'm an idiot, %pct?
<ce>                  You think I don't know that loop is
<ce>                              still alive?

QuestComplete:  [1004]
<ce>           It's dead then, is it? Poor thing. He used to be
<ce>              my brother. If you ask me, he died long ago,
<ce>            when he first got bit. He hated himself when he
<ce>             became that beast. I wish there'd been another
<ce>                            way to help him.
<ce>                                    
<ce>             I promised I'd tell you about that letter yer
<ce>            lookin for, didn't I now? Of course, I remember
<ce>                   that letter, %pcf. It's not every
<ce>              day that you gets a letter from the Emperor
<ce>              himself, especially seein' as the King ain't
<ce>             too fond of him. 'Fact, that's the only letter
<ce>            I ever seen from him. I give it to her majesty,
<ce>             and she's all excited and she rip it open and
<ce>             says "this isn't for me, this is addressed to
<ce>             Mynisera." Then... boom! Her jaw fall open and
<ce>              her eyes get real wide. She say she'll make
<ce>             sure the Queen Mother gets it and that I don't
<ce>                  have to worry myself none about it.

RumorsDuringQuest:  [1005]
The werewolf of ___mondung_ has been terrifying %reg for weeks.
<--->
No one much cares about the werewolf of ___mondung_ except its neighbors.

RumorsPostfailure:  [1006]
That werewolf moved on, out of ___mondung_. Migratory beasts they are.
<--->
Didn't expect that loop to live in ___mondung_ for as long as it did.

RumorsPostsuccess:  [1007]
Some %ra adventurer came out of nowhere and slew the werewolf of ___mondung_.
<--->
The peasants who live around ___mondung_ are happy the loop is gone.

Message:  1018
%qdt:
 Cyndassa, the serving maid of Queen Aubk-i
 of Daggerfall has sent me to slay a werewolf
 holed up in ___mondung_,
 for some reason. She can only pay me in
 information, and has promised to reveal
 what she knows of the Emperor's letter.
 I have =2mondung_ days to do this deed.

QuestLogEntry:  [1010]
<ce>                    The body of the werewolf begins
<ce>                     to transform before your very
<ce>                    eyes. In just a few minutes, it
<ce>                    has become a young man who seems
<ce>                    to bear a strong resemblence to
<ce>                               Cyndassa.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %pct occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--              %reg occurs 1 time.
--        =2mondung_ occurs 2 times.
--       ___mondung_ occurs 8 times.

QBN:

Person _cyndassa_ faction Cyndassa female
Person courtier face 89 faction Court_of_Daggerfall

Place _mondung_ remote dungeon

Clock _2mondung_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Werewolf

--	Quest start-up:
	start timer _2mondung_ 
	prompt 1000 yes yes no _no_ 

_S.00_ task:
	when _S.02_ and _mondead_ 
	give pc nothing 
	start quest 12 12 
	change repute with courtier by +10 
	change repute with _cyndassa_ by +15 
	drop _cyndassa_ as questor 
	end quest 

_S.01_ task:
	drop _cyndassa_ as questor 
	end quest 

_S.02_ task:
	clicked npc _cyndassa_ 

_mondead_ task:
	killed 1 _F.00_ saying 1010 

yes task:
	reveal _mondung_ 
	log 1018 step 0 
	say 1002 
	add _cyndassa_ as questor 
	place foe _F.00_ at _mondung_ 

_no_ task:
	say 1001 
	end quest 

_clearclick_ task:
	when _S.02_ and not _mondead_ 
	clear _S.02_ _clearclick_ 


s0000008

-- Quest: /dos/g/game/dag/arena2/s0000008.qbn.
-- Main story quest.
-- QuestId: 8
Messages: 71
Quest: s0000008
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     %pcf, I'm glad you could meet
<ce>               me here. The Blades and your emperor need
<ce>                 you again. You may or may not be aware
<ce>                that the Totem of Tiber Septim has been
<ce>               found. For a brief time Lord Woodborne of
<ce>                Wayrest had it. Where he got it from is
<ce>                 still a mystery. The Blades mounted an
<ce>                assault upon Woodborne Hall to retrieve
<ce>                it. Although the Hall fell, many of our
<ce>                          number fell with it.
<ce>                                    
<ce>                 We sacked the Woodborne Hall, but the
<ce>                Totem was gone. I have reason to believe
<ce>               that Gothryd has the Totem. The Blades no
<ce>                longer have the men to mount an assault
<ce>                  on Castle Daggerfall. You have shown
<ce>                yourself to be quite adept at getting in
<ce>                 and out of these places. Would go into
<ce>                Castle Daggerfall and retrieve the Totem
<ce>                            of Tiber Septim?

RefuseQuest:  [1001]
<ce>                These are dark times indeed. If Gothryd
<ce>                gets the Mantella as well, Tamriel will
<ce>                      be thrown into a civil war.

AcceptQuest:  [1002]
<ce>                   I knew I could count on you %pcf.
<ce>               The Totem is most likely in the Daggerfall
<ce>                   treasury. It is a huge room, quite
<ce>                 unmistakable. I am leaving in a couple
<ce>                of days. I shall send word to you where
<ce>                you can meet me after you get the Totem.
<ce>                  Should you succeed, the Emperor has
<ce>                     instructed me to gift you with
<ce>                 an artifact of great power and renown.
<ce>                              _artifact4_!

QuestLogEntry:  [1010]
%qdt:
 Lady Brisienna has asked me to bring her
 the Totem of Tiber Septim. It is hidden
 in the treasury of Castle Daggerfall.
 She fears that assassins are after her,
 and will send me a letter revealing her
 current whereabouts when I escape the
 castle. Whoever holds the Totem has the
 potential to control mighty Numidium and
 forge a new empire, just like Tiber Septim
 did so long ago.

Message:  1011
%pcn,
 
 Come at once to __tavern_ in
 ____tavern_. I will be waiting at
 _tavern_ for you. The fate
 of the empire could be at stake.
 
<ce>                           -- Lady Brisienna

Message:  1015
<ce>                    A voice in your head intones...
<ce>                                    
<ce>                     "You are %pcn. You are my new
<ce>            host. Know this now and resolutely. You are not
<ce>            worthy to carry the Totem of Tiber Septim. Only
<ce>              those of his blood line may carry me. I will
<ce>             give you a year and a day to accomplish this."

Message:  1017
%qdt:
 The Totem of Tiber Septim spoke to me in my
 head! It claims that only those with royal
 blood can lay claim to the Totem. It has given
 me one year and one day to decide who shall
 be its true wielder.

Message:  1020
%pcn,
 
 You are on a quest to retrieve the Totem of
 Tiber Septim. Do not deny it. My spies have
 confirmed this. The Totem is not for commoners,
 and you cannot use it. Bring the Totem to me
 and I will pay you 100,000 gold pieces.
 It is a king's ransom by any measure.
 
 You should be warned, neither Wayrest nor
 Daggerfall are loyal to the throne. I am the
 only regent on the Iliac Bay that can be trusted.
 The others will only use it to destroy me.
 
<ce>                                Akorithi
<ce>                           Queen of Sentinel

Message:  1021
Noble %pcf,
 
 My ears have picked up rumors that you are
 searching for the Totem of Tiber Septim. I
 too have hunted for this wondrous artifact
 for many years. Should you find it, I would
 pay you a healthy ransom, enough to buy your
 own ship. I will match or exceed any price
 that Gothryd or Akorithi might offer. Never
 forget your real friends.
 
<ce>                             King Eadwyre,
<ce>                               of Wayrest

Message:  1022
%pcn,
 
 You are not orcish. How could you possibly
 understand what it is like? My people are
 treated like barbarians. Slaughtered upon
 sight. Is it so unusual that we respond in
 kind? Violence begets violence.
 
 I aspire to raise my race from the mire. I
 will bring them to equal standing with the
 other races of Tamriel. To do this I must
 have the Totem of Tiber Septim. I will not
 insult you by promises that no blood will
 be shed. I do swear by my crown and by my
 heirs I shall not attempt to hold sway
 beyond the borders of Orsinium. My goal is
 not to conquer Tamriel, but to create the
 orcish homeland. I am in possession of an
 artifact that I am sure you would want to
 possess. It is yours if you but give me
 the Totem of Tiber Septim.
 
<ce>                      -- Gortwog, Warlord and King

Message:  1023
%pcn,
 
 You will soon have the Totem of Tiber Septim
 in your hands. It is forseen in the stars,
 and I have read them. Know you this. All of
 mortal stature are filled with pride and greed.
 To give the Totem to any of them is to let
 loose mortal vanity upon this world. They will
 destroy the very thing they covet.
    I have no earthly desires. I have no mortal
 pride, no petty greed. Only one such as I
 can wield the Totem safely, for I would take
 it into the Aetherius and leave behind this
 earthly shell. So long as the Totem exists,
 it is a danger to all on Tamriel. Bring me
 the Totem and I will safeguard the world.
    I will not offer you gold or gems. I will
 offer you what only I can give. Fame. Your
 reputation throughout Tamriel will soar.
 
<ce>                       Lord of the Necromancers,
<ce>                           King of the Worms

Message:  1024
%pcn,
 
 Centuries ago, Tiber Septim ruled the land
 and forged an empire with great Numidium. The
 secret of Numidium's power lies in its heart,
 carried within the Mantella. It is the heart
 of Tiber Septim's battlemage. It is my heart. It
 is my Mantella. It is my Totem. It belongs to
 me, and to none other.
 
 I have won and lost an empire. I have no desire
 to tamper further with mortal affairs. I have in
 my possession _artifact2_, one of the
 world's greatest artifacts. You may have it in
 in exchange for the Totem.
 
 My most loyal agent will await your arrival in
 __temple_ of ____temple_, at _temple_.
 
<ce>                               Underking

Message:  1025
%pcn,
 
 If you are reading this, you must have gotten
 the Totem and escaped from the dungeons of
 Castle Daggerfall. I am in __newplace_,
 of ____newplace_ at _newplace_.
 Bring the Totem there as soon as possible.
 
<ce>                           -- Lady Brisienna

Message:  1030
<ce>            A page dressed in the livery of Sentinel hands
<ce>                 you a letter, and silently walks away.

Message:  1031
<ce>             A portly man bearing the standard of Wayrest
<ce>                approaches you with a letter. His somber
<ce>              expression never changes, and he speaks not
<ce>              a word. He leaves as silently as he arrived.

Message:  1032
<ce>             A heavily cloaked figure shuffles toward you.
<ce>              As you prepare to defend yourself, a gnarled
<ce>            green hand shoots forth with a letter. Stunned,
<ce>              you do nothing as the figure shuffles away.

Message:  1033
<ce>            A hand grips your wrist from behind. Spinning,
<ce>              you open your mouth to shout for the guards.
<ce>            A skeletal hand stuffs a letter into your mouth.
<ce>             The heavily robed skeleton releases your wrist
<ce>              and turns away, unnoticed by other passerby.

Message:  1034
<ce>              A letter floats through the air toward you.
<ce>               Strangely, nobody else seems to notice it.
<ce>                The letter tucks inself into your pack.

Message:  1040
<ce>              Hand over the Totem, or we'll slaughter you
<ce>              where you stand. Well? Are you going to give
<ce>                 it to us, or make us take it from you?

Message:  1041
<ce>                   Then we'll just have to take it.

Message:  1042
<ce>                 Coward. Now get lost. Oh yeah. I was
<ce>                    told you should go see Nalfuga,
<ce>                            whoever that is.

Message:  1043
<ce>               You don't even have it! Now I'm going to
<ce>                    kill you just for the fun of it.

Message:  1050
<ce>             The Totem of Tiber Septim! It is a priceless
<ce>              artifact. I shall guard it well and keep the
<ce>              rebellious powers of Daggerfall and Wayrest
<ce>                  in check. Take your reward %pcf. You
<ce>              have earned it ten fold. You must keep your
<ce>              keen eyes open for the Mantella. Any rumors
<ce>              must be hunted down with vigor. Without the
<ce>                    Mantella, the Totem is useless.

Message:  1051
<ce>              Fool! Did you really think I would pay you
<ce>                      for the Totem? Kill the %ra!

Message:  1052
<ce>               A nation of Orcs is within my grasp. You
<ce>               have given my people a chance at freedom,
<ce>                     %pcn. Should you ever recover
<ce>                the Mantella itself, I shall reward you
<ce>                          thrice over for it.

Message:  1053
<ce>             I see you have come to your senses. I should
<ce>            have you slain, but I have more honor than that.
<ce>            Instead I shall reward you. Here take _goldgoth_
<ce>            gold pieces for your turnabout loyalty. Deliver
<ce>              the Mantella to me, and my trust in you will
<ce>                        be once again restored.

Message:  1054
<ce>               The Totem! At last it is within my grasp.
<ce>                   You have done well, %pcf. I shall
<ce>                 remember this when I have transformed.
<ce>                Search now for the Mantella. Without it,
<ce>               the Totem is worthless. In the mean time,
<ce>                   enjoy the adoration of the world.

Message:  1055
<ce>                The Underking will be most pleased. He
<ce>               has searched many life times for this lost
<ce>             item. I have been instructed to give you this
<ce>             object. Use it wisely. Should you ever locate
<ce>               the Mantella, the Underking would be most
<ce>                             appreciative.

Message:  1056
<ce>             Your Emperor will be most grateful. The Totem
<ce>              could have started a civil war in the wrong
<ce>                  hands. Thank you %pcf. Now you must
<ce>               away to Nulfaga. She holds the key to the
<ce>              Mantella. Free the Mantella, and the Emperor
<ce>               controls Great Numidium through the Totem.

Message:  1060
<ce>               The unmistakable voice of Nulfaga speaks
<ce>               softly in your head, "I see that the Totem
<ce>              has found its way into the hands of someone
<ce>                with royal blood. I think it is time you
<ce>                paid me another visit here in Shedungent
<ce>                   %pcn. Your work is not yet done."

Message:  1070
<ce>               A cheerful young woman hands you a letter
<ce>                    and then walks away, whistling.


-- Symbols used in the QRC file:
--
--              %pcf occurs 6 times.
--              %pcn occurs 9 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--     ____newplace_ occurs 1 time.
--       ____tavern_ occurs 1 time.
--       ____temple_ occurs 1 time.
--       __newplace_ occurs 1 time.
--         __tavern_ occurs 1 time.
--         __temple_ occurs 1 time.
--       _artifact2_ occurs 1 time.
--       _artifact4_ occurs 1 time.
--        _goldgoth_ occurs 1 time.
--        _newplace_ occurs 1 time.
--          _tavern_ occurs 1 time.
--          _temple_ occurs 1 time.

QBN:
Item _letter_ letter used 1011
Item _totem_ totem
Item totemLetter1 letter used 1020
Item _letter4_ letter used 1022
Item totemLetter3 letter used 1024
Item totemLetter4 letter used 1023
Item totemLetter5 letter used 1021
Item totemReward1 gold range 25000 to 25000
Item _goldgoth_ gold range 10000 to 10000
Item _artifact2_ artifact Necromancers_Amulet
Item totemLetter6 letter used 1025
Item _artifact4_ artifact Warlocks_Ring
Item totemReward2 gold range 25000 to 25000
Item totemReward3 gold range 25000 to 25000
Item totemReward4 gold range 25000 to 25000

Person Brisienna named Lady_Brisienna
Person Gothryd1 named King_Gothryd atHome
Person Eadwyre named King_Eadwyre atHome
Person _Akorithi_ named Queen_Akorithi atHome
Person Gortwog named Gortwog atHome
Person _Underking_ face 1 faction Agents_of_The_Underking
Person KingOfWorms named King_of_Worms atHome

Place _daggerfall_ permanent DaggerfallCastle2
Place _tavern_ remote tavern
Place _temple_ remote temple
Place _newplace_ remote house2

Clock _2letter_ 7.0:0 14.0:0
Clock _delay_ 0:2 0 flag 0:1 range 0 1
Clock _S.08_ 366.0:0 0 flag 0:1 range 0 1
Clock _S.10_ 7.0:0 14.0:0
Clock _S.13_ 7.0:0 14.0:0
Clock _S.18_ 3.0:0 9.0:0
Clock _S.19_ 7.0:0 14.0:0
Clock _S.20_ 3.0:0 7.0:0
Clock _S.38_ 7.0:0 14.0:0
Clock _S.44_ 1:0 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Knight
Foe _F.01_ is Battle_mage

--	Quest start-up:
	start timer _2letter_ 

_2letter_ task:
	give pc _letter_ notify 1070 
	place npc Brisienna at _tavern_ 

_S.01_ task:
	clicked npc Brisienna 
	prompt 1000 yes yes no _no_ 

yes task:
	place item _totem_ at _daggerfall_ 
	say 1002 
	add Brisienna as questor 

_no_ task:
	say 1001 

_S.04_ task:
	clicked item _totem_ 
	pc at _daggerfall_ do _S.06_ 
	start timer _delay_ 

_delay_ task:
	start timer _S.08_ 
	log 1017 step 1 
	say 1015 

variable _S.06_
_S.07_ task:
	when not _S.06_ and _S.04_ 
	create foe _F.00_ every 1300 minutes 100 times with 10% success 
	start timer _S.38_ 
	repute with _Akorithi_ exceeds 5 do _S.09_ 
	repute with Eadwyre exceeds 15 do _S.12_ 
	repute with Gortwog exceeds 10 do _S.15_ 
	repute with KingOfWorms exceeds 0 do _S.17_ 
	repute with _Underking_ exceeds 0 do _S.16_ 
	have _totem_ set _S.27_ 
	add _Akorithi_ as questor 
	add Eadwyre as questor 
	add Gortwog as questor 
	add Gothryd1 as questor 
	place npc Brisienna at _newplace_ 

_S.08_ task:
	take _totem_ from pc 
	end quest 

_S.09_ task:
	start timer _S.10_ 

_S.10_ task:
	give pc totemLetter1 notify 1030 

_S.11_ task:
	when not _S.09_ and _S.07_ 
	start quest 100 100 

_S.12_ task:
	start timer _S.13_ 

_S.13_ task:
	give pc totemLetter5 notify 1031 

_S.14_ task:
	when not _S.12_ and _S.07_ 
	start quest 101 101 

_S.15_ task:
	start timer _S.18_ 

_S.16_ task:
	start timer _S.20_ 

_S.17_ task:
	start timer _S.19_ 

_S.18_ task:
	give pc _letter4_ notify 1032 

_S.19_ task:
	give pc totemLetter4 notify 1033 

_S.20_ task:
	give pc totemLetter3 notify 1034 
	place npc _Underking_ at _temple_ 

_S.21_ task:
	when not _S.15_ and _S.07_ 
	start quest 102 102 

_S.22_ task:
	injured _F.00_ 
	prompt 1040 yes _S.25_ no _S.26_ 
	clear _S.22_ _S.26_ _S.28_ _S.29_ 

_S.23_ task:
	when not _S.17_ and _S.07_ 
	start quest 103 103 

_S.24_ task:
	when not _S.16_ and _S.07_ 
	start quest 104 104 

variable _S.25_
_S.26_ task:
	say 1041 

_S.27_ task:
	clear _S.31_ 

_S.28_ task:
	when _S.27_ and _S.25_ 
	start task _S.31_ 
	give item _totem_ to _F.00_ 
	say 1042 
	remove foe _F.00_ 

_S.29_ task:
	say 1043 

variable _S.30_ global 4
	toting _totem_ and _Akorithi_ clicked 
	get item totemReward4 
	get item totemReward3 
	get item totemReward2 
	get item totemReward1 
	say 1050 
	make totemReward1 permanent 
	make totemReward2 permanent 
	make totemReward3 permanent 
	make totemReward4 permanent 

variable _S.31_ global 1
variable _S.32_ global 8
	toting _totem_ and Brisienna clicked 
	get item _artifact4_ 
	say 1056 
	make _artifact4_ permanent 

variable _S.33_ global 2
	toting _totem_ and KingOfWorms clicked 
	start quest 106 106 
	say 1054 

variable _S.34_ global 3
	toting _totem_ and Gortwog clicked 
	say 1052 
	make _artifact4_ permanent 

variable _S.35_ global 6
	toting _totem_ and _Underking_ clicked 
	get item _artifact2_ 
	say 1055 
	make _artifact2_ permanent 

variable _S.36_ global 7
	toting _totem_ and Eadwyre clicked 
	create foe _F.01_ every 1 minutes 5 times with 100% success 
	say 1051 

_S.37_ task:
	when _S.48_ and _S.07_ 
	get item _goldgoth_ from Gothryd1 
	say 1053 
	make _goldgoth_ permanent 

_S.38_ task:
	give pc totemLetter6 silently 

_S.39_ task:
	get item _artifact4_ 

_S.40_ task:
	when Nulfaga is available 

_S.41_ task:
	when _S.45_ or _S.46_ 
	clear _S.41_ _S.40_ 

_S.42_ task:
	when _S.40_ and _S.41_ and _S.07_ 
	start quest 16 16 
	end quest 

_S.43_ task:
	when _S.41_ and _S.07_ 
	say 1060 

variable _S.44_
_S.45_ task:
	when _S.31_ or _S.35_ or _S.36_ 

_S.46_ task:
	when _S.30_ or _S.32_ or _S.33_ or _S.34_ 

_S.47_ task:
	when _S.08_ or _S.42_ 
	drop _Akorithi_ as questor 
	drop Eadwyre as questor 
	drop Gortwog as questor 
	drop Gothryd1 as questor 

_S.48_ task:
	toting _totem_ and Gothryd1 clicked 
	start task _S.31_ 


s0000009

-- Quest: /dos/g/game/dag/arena2/s0000009.qbn.
-- Main story quest.
-- QuestId: 9
Messages: 22
Quest: s0000009
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  You are even more dashing in person
<ce>                 than Lord Woodborne said. I just love
<ce>                  talking to men and women of action!
<ce>                    I know that you're looking for a
<ce>                   certain object, %pcf. A totem pole
<ce>                  or something? Well, an acquaintance
<ce>                    of mine, a perfectly delightful
<ce>                        =contact_, has something
<ce>                    that may help you. If you would
<ce>                       escort my cousin _foil_ to
<ce>                       _contact_ you can have it.
<ce>                    Would you do this teensy weensy
<ce>                             favor for me?

RefuseQuest:  [1001]
<ce>                   No? How dreadful! My poor cousin
<ce>                    will be so disappointed. You are
<ce>                  not nearly as fun as Lord Woodborne
<ce>                           said you would be.

AcceptQuest:  [1002]
<ce>                    How exciting! It will be a real
<ce>                    adventure. _foil_ just loves to
<ce>                travel and has been dying to spend some
<ce>                       time with _contact_. Go to
<ce>                      ___contact_ of ____contact_,
<ce>                     to a place called __contact_.
<ce>                %g will pay you =reward_ gold pieces for
<ce>                     bringing %g2 _foil_. Don't you
 just love these dangeous missions?

QuestFail:  [1003]
<ce>                  I have nothing to discuss with you.

QuestComplete:  [1004]
<ce>                      %pcf! How did...I mean, I'm
<ce>                      glad to see you. And _foil_
<ce>                too. Here take the gold. Object? What's
<ce>                a totem? Well, its been nice talking to
<ce>                            you. Gotta run!

RumorsDuringQuest:  [1005]
A crowd of shady characters was here a while ago, looking for a %ra mercenary.
<--->
Princess Elysana been spending a lot of time in the Wayrest wilderness, I hear.

RumorsPostfailure:  [1006]
Hear about the gang that ambushed that %ra? Funny business that, if you ask me.
<--->
Those guys who ambushed that %ra weren't from around here. Hired assassins.

RumorsPostsuccess:  [1007]
Hear some mystery man is hiring assassins to kill a certain %ra mercenary.
<--->
_contact_ was mad as can be. You'd think %g's be happy to see %g3 cousin.

QuestLogEntry:  [1010]
%qdt:
 Princess Elysana has asked me to escort
 her cousin _foil_ to ___contact_
 of ____contact_ to meet _contact_. %g will pay
 me =reward_ gold, and give me something
 relative to the Totem.

Message:  1011
<ce>                    _foil_ suddenly runs away, %g3
<ce>               feet making no sound as %g disappears into
<ce>                              the shadows.

Message:  1012
<ce>                       %pcf, it wasn't my fault!
<ce>                 I was hired to set you up! Here, take
<ce>                 the _reward_ gold. Some guy in a gray
<ce>                   cloak paid me exactly that much to
<ce>                      do it. _foil_ was just some
<ce>                  whore paid to go with you. You know,
<ce>                 I just remembered. I have _bribe_ gold
<ce>                   pieces that are just too heavy to
<ce>                 carry anymore. Why don't you take them
<ce>                        and I'll just be going.

Message:  1013
Kill %pcn before too much is
 learned. Use any means.
<ce>                                    
<ce>                                 -- W.

Message:  1015
<ce>                   A street urchin races up calling
<ce>                         "Message for %pcn from
<ce>                  the man in gray." The child runs off
<ce>                  before you can grab him, leaving you
<ce>                            holding a note.

Message:  1016
%pcn,
 
 My good friend Lord Woodborne says
 you are a hero that can be trusted.
 I would be truly indebted to you if
 you would stop by some time to chat.
 Maybe you could even do something
 for me. I would be oh so grateful.
 
<ce>                            Princess Elysana
<ce>                             Castle Wayrest

Message:  1018
%pcf,
 
 If you don't want to be dead as
 Lysandus, stop your investigations
 immediately. Do you really want to
 risk your life for a dead man?
 You are being watched.

Message:  1020
<ce>                      _foil_ says "Who were those
<ce>                  barbarians? They almost killed you!
<ce>                   Maybe you should just forget about
<ce>                           Lysandus' ghost."

Message:  1021
<ce>                       _foil_ says "You're much
<ce>                          tougher than Elysana
<ce>                          said you would be."


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 1 time.
--               %g3 occurs 2 times.
--              %pcf occurs 4 times.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 4 times.
--         =contact_ occurs 1 time.
--          =reward_ occurs 2 times.
--      ____contact_ occurs 5 times.
--           _bribe_ occurs 1 time.
--         _contact_ occurs 4 times.
--            _foil_ occurs 9 times.
--          _reward_ occurs 1 time.

QBN:
Item _note_ letter used 1013
Item _reward_ gold
Item letter45 letter used 1018
Item letter46 letter used 1016
Item _bribe_ gold

Person _elysana_ named Princess_Elysana atHome
Person _foil_ face 115 faction The_Prostitutes
Person _contact_ faction Local_3.3 female
Person Woodborne named Lord_Woodborne


Clock _S.11_ 7.0:0 14.0:0
Clock _S.14_ 2.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is Barbarian
Foe _F.01_ is Knight

--	Quest start-up:
	start timer _S.11_ 
	give pc letter45 notify 1015 
	add _elysana_ as questor 

_npcclicked_ task:
	clicked npc _contact_ 
	start timer _S.14_ 
	remove npc _contact_ 

_S.01_ task:
	when not _S.09_ and _npcclicked_ 
	give pc _reward_ 
	drop _foil_ face 

_S.02_ task:
	when _S.09_ and _npcclicked_ 
	get item _bribe_ 
	get item _reward_ 
	say 1012 
	drop _foil_ face 

yes task:
	log 1010 step 0 
	say 1002 
	add _foil_ face 
	change repute with _elysana_ by -25 
	unset _S.12_ 

_no_ task:
	say 1001 
	end quest 

_S.05_ task:
	injured _F.00_ 
	give item _note_ to _F.00_ 

_S.06_ task:
	injured _F.01_ 
	give item letter45 to _F.01_ 

_S.07_ task:
	killed 3 _F.00_ 
	say 1021 

until _S.07_ performed:
	send _F.00_ every 70 minutes 10 times with 10 success 

_S.08_ task:
	killed 2 _F.01_ 
	say 1020 

until _S.08_ performed:
	send _F.01_ every 91 minutes 10 times with 10 success 

_S.09_ task:
	when _S.07_ and _S.08_ and not _S.10_ 
	say 1011 
	drop _foil_ face 

_S.10_ task:
	daily from 6:0 to 18:0 

_S.11_ task:
	give pc letter46 silently 

_S.12_ task:
	clicked npc _elysana_ 

_S.13_ task:
	when _S.12_ and _S.11_ 
	prompt 1000 yes yes no _no_ 

_S.14_ task:
	end quest 

variable _S.15_ global 36
	end quest 


s0000010

-- Quest: /dos/g/game/dag/arena2/s0000010.qbn.
-- Main story quest.
-- QuestId: 10
Messages: 23
Quest: s0000010
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      Good day, %pcf. My name is
<ce>                      _agentuk_. I must admit that
<ce>               I am surprised to see you. Are you perhaps
<ce>               able to help the Underking in an endeavor
<ce>                against the Necromancers? We will reward
<ce>              you liberally for this service, and provide
<ce>               information you will probably not be able
<ce>                           to find elsewhere.

RefuseQuest:  [1001]
<ce>                         No. I see. Very well.

AcceptQuest:  [1002]
<ce>              You will. Hmm. Remarkable. The Necromancers
<ce>                 have taken an item of ours, a _reward_
<ce>                of some value. The value is of secondary
<ce>             concern. The true problem is that they cursed
<ce>              this item and gave it to the Blades. If you
<ce>              are unaware, the Blades were once the honor
<ce>              guard for Tiber Septim. Today they are loyal
<ce>                to the empire and Tiber's code, but not
<ce>              always to the current emperor. The Underking
<ce>              has reason to not wish harm upon the Blades.
<ce>               We want you to infiltrate Castle Llugwych
<ce>                   in Ykalon and remove the _reward_.
<ce>             Please have this done in =itemindung_ days if
<ce>                 you want your information and reward.

QuestFail:  [1003]
<ce>                       No _reward_, as they say,
<ce>                         no information, %pcf.

QuestComplete:  [1004]
<ce>                     Well done, %pcf. Let me cast
<ce>                      this spell upon the _reward_
<ce>                     ... there. The _reward_ is now
<ce>                        safe and yours to keep.
<ce>                                    
<ce>               Not even death can hide a true descendant
<ce>                of Tiber Septim from the Underking. King
<ce>                 Lysandus did not die in the battle of
<ce>              Cryngaine. He was slain by treachery before
<ce>              it. The monument to him in Hammerfell is an
<ce>                 empty tomb. His remains were secretly
<ce>               taken to an ancient tomb in Menevia, which
<ce>                I will now reveal to you. I do not know
<ce>               who betrayed Lysandus, nor why his spirit
<ce>               haunts the city of Daggerfall and not the
<ce>                battlefield of Cryngaine. I have kept my
<ce>                part of the bargain, and you have earned
<ce>                    the gratitude of the Underking.

RumorsDuringQuest:  [1005]
The King of Worms and the Underking are supposed to be one and the same.
<--->
The Underking is supposedly dead, but his agents still carry out his goals.

RumorsPostfailure:  [1006]
Stealing from the Underking is a lunatic's profession. Ask that %ra mercenary.
<--->
Did you hear about the %ra who tried to steal from the Underking? Poor idiot.

RumorsPostsuccess:  [1007]
Strange portents were in the stars last night. Angry passions of a demi-god.
<--->
Necromancers are supposedly scouring the countryside looking for a _reward_.

QuestorPostsuccess:  [1008]
%qdt:
 An agent of the Underking has sent me to
 Castle Llugwych to find a certain
 _reward_ the Necromancers stole from
 the Underking. I have =itemindung_ days to find
 and return the _reward_.

QuestLogEntry:  [1010]
<ce>               You interfere with the plans of The King
<ce>                  of Worms. Fear for your mortal life!
                                     <--->
<ce>                The King of Worms demands vengence. You
<ce>                 stole what was rightfully his. Now you
<ce>                   must join the kingdom of the dead.
                                     <--->
<ce>                 Foolish flesh and blood. Do not defy
<ce>                the Lord of the Dead. The King of Worms
<ce>                        will have his vengence.
                                     <--->
<ce>                  You should never have touched that
<ce>                      _reward_. It is a gateway to
<ce>                the land of the dead. Now you must join
<ce>                       us there. Prepare to die!

Message:  1021
Dear %pcn,
 
    Queen Akorithi of Sentinel spoke highly of you as a
 brave, able, and unprejudiced %ra. Her actual
 words were 'a hero.' For some time, we have been
 looking for someone like that.
    I will not lie to you about our loyalties. We
 serve the Underking. If you are a believer in fairy
 tales and consider the Underking the ultimate force of
 evil, we apologize for misjudging you. Otherwise, we
 need your help. You can find me at _agentplace_
 of __agentplace_ in Sentinel. I will wait one month.
 
 
<ce>                              -- _agentuk_

Message:  1022
<ce>                   A young courier drily hands you a
<ce>                   letter and then stalks off without
<ce>                             saying a word.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 3 times.
--      =itemindung_ occurs 2 times.
--     __agentplace_ occurs 2 times.
--         _agentuk_ occurs 2 times.
--          _reward_ occurs 9 times.

QBN:
Item _reward_ magic_item
Item letter14 letter used 1021

Person _agentuk_ face 1 faction Agents_of_The_Underking
Person shopkeeper1? face 1 faction The_Necromancers

Place _llugwych_ permanent Llugwych
Place _agentplace_ remote house2
Place _lysandustomb_ permanent LysandusTomb2

Clock _S.04_ 6.23:20 0 flag 0:1 range 0 1
Clock _S.10_ 30.0:0 0 flag 0:1 range 0 1
Clock _itemindung_ 0:0 0 flag 0:17 range 0 2

Foe _F.00_ is Wraith

--	Quest start-up:
	repute with _agentuk_ exceeds 0 do _S.07_ 

_pcgetsgold_ task:
	toting _reward_ and _agentuk_ clicked 
	give pc _reward_ 
	reveal _lysandustomb_ in province 33 at 210794 
	change repute with _agentuk_ by +15 
	change repute with shopkeeper1? by -20 
	end quest 

_S.01_ task:
	injured _F.00_ saying 1010 

yes task:
	place item _reward_ at _llugwych_ 
	start timer _itemindung_ 
	log 1008 step 0 
	reveal _llugwych_ in province 40 at 26340 
	say 1002 
	have _reward_ set _S.06_ 

_no_ task:
	say 1001 
	end quest 

_S.04_ task:
	add dialog for location _agentplace_ person _agentuk_ 
	start timer _S.10_ 
	give pc letter14 notify 1022 
	place npc _agentuk_ at _agentplace_ 

_S.05_ task:
	clicked npc _agentuk_ 
	stop timer _S.10_ 
	prompt 1000 yes yes no _no_ 

_S.06_ task:
	send _F.00_ every 50 minutes 10 times with 5 success 

variable _S.07_
_S.08_ task:
	quest 8 completed 

_S.09_ task:
	when _S.07_ and _S.08_ 
	start timer _S.04_ 

_S.10_ task:
	end quest 

_itemindung_ task:
	end quest 


s0000011

-- Quest: /dos/g/game/dag/arena2/s0000011.qbn.
-- Main story quest.
-- QuestId: 11
Messages: 1012
Quest: s0000011
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Thank you for responding to my letter,
<ce>                       %pcf. It is very difficult
<ce>                for a queen of a powerful nation, and a
<ce>                 queen whose home is far away, to trust
<ce>                any mercenary. That is why when my dear
<ce>                 child Helseth told me about you, I was
<ce>                  so quick to write. There is a rather
<ce>                sensitive situation brewing, and I need
<ce>                  someone I can trust to correct some
<ce>               wayward revolutionaries. For _reward_ gold
<ce>                pieces, will you perform such a service
<ce>                  for me? I am also prepared to reward
<ce>                 you with information as well as gold.

RefuseQuest:  [1001]
<ce>                 That is a pity indeed. Prince Helseth
<ce>                is usually correct in his assessment of
<ce>                 people, but it would appear that he is
<ce>                         wrong in this matter.

AcceptQuest:  [1002]
<ce>         I am glad to hear it. Some years ago, a disgruntled,
<ce>             and possibly deranged, scribe of mine wrote a
<ce>            biography of me which my worst enemy would call
<ce>            cruel and defamatory. Because the book was also
<ce>             excessively critical of the Empire and Septim
<ce>           Imperial family, it was wisely suppressed and its
<ce>            author executed. Unfortunately, chapters of the
<ce>           book resurface from time to time. I have reason to
<ce>           believe one chapter of the book has been purchased
<ce>             by the orcs of Orsinium, who are attempting to
<ce>          publish it. I need it removed from their stronghold,
<ce>            also named Orsinium. Time is of the essence. I'm
<ce>          sure Gortwog will not wait long. Once the chapter is
<ce>            safe, we will talk further about your ambitions.

QuestFail:  [1003]
<ce>                  I need that book chapter before we
<ce>                          talk, my dear %pcf.

QuestComplete:  [1004]
<ce>                Very well done. Prince Helseth did not
<ce>                  exaggerate your virtues. Here is the
 _reward_ gold pieces I promised.

RumorsDuringQuest:  [1005]
Queen Barenziah is supposedly in a bad mood. You can never tell though.
<--->
A book's coming out with the real story about the former Queen of Mournhold.

RumorsPostfailure:  [1006]
The Necromancers supposedly have something they're blackmailing Barenziah with.
<--->
Queen Barenziah's men are searching for someone called the King of Worms.

RumorsPostsuccess:  [1007]
That book about Queen Barenziah apparently never made it as far as the presses.
<--->
Queen Barenziah has been singing the praises of some %ra adventurer she hired.

QuestorPostsuccess:  [1008]
%qdt: Queen Barenziah has hired
 me to find a chapter of a libelous book about her
 that has been circulating around the Bay. She
 believes it to be in the dungeons of Orsinium,
 home of the orc warlord Gortwog.

QuestorPostfailure:  [1009]
<ce>           Very interesting. Thank you for bringing this to
<ce>                          my attention, %pcf.

QuestLogEntry:  [1010]
Chapter 6
 
 "You dance on the edge of a volcano, child," Drelliane
 scolded, as Barenziah admired the emerald ring her lover
 had given her to celebrate their one month anniversary.
 
 "How so? We make one another happy. We harm no one.
 Symmachus bade me to be discriminate and discreet. Who
 better could I choose? And we've been most discreet. He
 treats me as a daughter in public." Tiber Septim's
 nightly visits were made through a secret passage.
 
 "He slavers over you like a dog his dinner. Have you not
 noticed the coolness of the Empress and her son toward you?"
 
 Barenziah shrugged. Even before she and Septim had
 become lovers she'd had no more from his family than bare
 civility. Threadbare civility. "What matter? It is Tiber
 who holds power."
 
 "It is his son who holds the future. Do not hold his mother
 up to public scorn, I beg you."
 
 "Can I help it if that dry stick of a woman cannot hold her
 husband's interest even in conversation at dinner?"
 
 "Have less to say in public. That is all I ask. She matters
 little, save that her children love her, and you do not
 want them as enemies. Tiber Septim has not long to live. I
 mean," Drelliane amended quickly, at Barenziah's scowl,
 "Humans are all short-lived. Temporary, as we elves say.
 They come and go as the seasons do, but the families of the
 powerful live on for a time. You must be a family friend if
 you would see lasting profit from your relationship. Ah,
 how can I make you truly see, you who are so young and
 human-bred as well! If you take care you and Mournhold are
 like to live to see the fall of Septim's dynasty, if indeed
 he has founded one, as you have seen its rise. It is the way
 of human history. They ebb and flow like the tides. Their
 cities and even their empires bloom like spring flowers,
 only to wither and die in the summer sun."
 
 Barenziah just laughed. She knew that rumors abounded about
 her and Tiber Septim. She enjoyed the attention for all save
 the Empress and her son seemed captivated by her. Bards sang
 of her dark beauty and her charming ways. She was in fashion
 and in love and if it was temporary, well, what was not? She
 was happy for the first time she could remember, each day
 filled with joy and pleasure, and the nights yet better.
 
 "What is wrong with me?" Barenziah lamented. "Look, not one
 of my skirts fit? What's become of my waist? Am I getting
 fat?" Barenziah regarded her thin arms and legs and her
 undeniably thickened waist in the mirror with displeasure.
 
 Drelliane shrugged. "You appear to be with child, young as
 you are. Constant pairing with a human has brought you early
 to fertility. I see no choice but for you to speak with him
 about it. You are in his power. It would be best, I think,
 for you to go directly to Mournhold if he will agree, and
 bear the child there."
 
 "Alone?" Barenziah placed her hands on her swollen belly,
 tears forming in her eyes. Everything in her yearned to
 share the fruit of her love with her lover. "He'll ne'er
 agree to that. He won't be parted from me now. You'll see."
 
 Drelliane shook her gray head. Although she said no more,
 a look of sympathy and sorrow had replaced her usual cool
 scorn. That night Barenziah told Tiber Septim of it when he
 came to her.
 
 "With child?" He looked shocked. Stunned. "You're sure of
 it? I was told elves do not bear so young."
 
 Barenziah smile uneasily, "How can I be sure? I've never -- "
 
 "I'll fetch my healer."
 
 The healer, a high elf of middle years, confirmed that
 Barenziah was indeed pregnant and that such a thing had
 never before been known to happen. It was a testimony to
 His Excellency's potency, the healer said sycophantically.
 Tiber Septim snarled at him. "This must not be," he said.
 "Undo it." 
 
 "Sire," the healer gaped at him. "I cannot--"
 
 "Of course you can," he snapped. "I command you do so."
 
 Barenziah, wide-eyed with sudden terror, sat up in the bed.
 "No!" she screamed. "No! What are you saying?"
 
 "My dear child," Tiber Septim sat down beside her with his
 winning smile. "I'm so sorry. Truly. But this cannot be.
 Your child could be a threat to my son and his sons. I will
 put it no more plainly than that."
 
 "The child I bear is your child!" she wailed.
 
 "No. It's but a possibility, a might be, not yet gifted
 with a soul or quickened into life. I will not have it so."
 He gave the healer another hard stare and the elf began to
 tremble.
 
 "It is her child. Children are few among elves. No woman
 conceives more than four and that is very rare. Two is the
 allotted number. Some bear none, some only one. If I take
 this one from her, she may not conceive again."
 
 "You told me she would not bear to me. I've little faith in
 your prognostications."
 
 Barenziah scrambled naked from her bed, and ran for the door,
 not knowing where she was going, only that she could not
 stay. She never reached the door for blackness took her.
 
 Barenziah awoke to pain and emptiness. Drelliane was there
 to soothe the pain and clean the blood that pooled under her
 legs, but there was nothing to fill the emptiness. Tiber
 Septim sent gifts and flowers, and came for short visits,
 always well attended. Barenziah received these visits with
 pleasure, but he came no more at night nor did she wish for
 him. After a month, when she was physically recovered, it
 was announced that Symmachus had requested she come to
 Mournhold earlier than planned, and that she would leave
 forthwith. She was given a splendid retinue, a wardrobe
 befitting a queen and a ceremonial departure from the gates
 of Imperial City.

Message:  1016
                                  Castle Wayrest
 
 Dear %pcn,
 
      My beloved son has brought your name to my
 attention, and suggested that we might have some
 business to discuss. I understand that we have a
 mutual interest.
      Please visit me at Castle Wayrest at your
 earliest possible convenience.
 
 Yours,
 
<ce>                               Barenziah
<ce>                    Queen of the Kingdom of Wayrest

Message:  1017
<ce>               A page wearing the colors and pale yellow
<ce>             rose of Wayrest appears silently at your side.
<ce>                He hands you a letter and disappears as
<ce>                         quietly as he arrived.

Message:  2000
<ce>                      Hello, %pcn. It would seem
<ce>              that we have a mutual antagonist in the King
<ce>              of Worms. I am Gortwog, King of the Orcs and
<ce>              Lord of Orsinium. I am willing to give you a
<ce>                  _jewelry_ if you would retrieve the
<ce>             chapter of Barenziah's book from Scourg Barrow
<ce>            in the Dragontail Mountains, where the King and
<ce>                his Necromancers have taken it. Agreed?

Message:  2001
<ce>             What a shame. Ah well, we'll hire some other
<ce>                            mercenary then.

Message:  2002
<ce>                     Very good. Off with you then.

Message:  2003
<ce>                  The chapter, %pcf, or no _jewelry_.

Message:  2004
<ce>             Very well done, %pcf. Here is your _jewelry_.
<ce>              Nevermind what I will do with this chapter.
<ce>            However, I would steer clear of Queen Barenziah
<ce>                       for a while if I were you.

Message:  2005
Queen Barenziah is said to be frantically trying to keep that book unpublished.
<--->
The King of Worms has repelled several agents sent against him by Wayrest.

Message:  2006
Now you can find the scandalous, unauthorized biography of Queen Barenziah.
<--->
Queen Barenziah's scandalous biography was finally published, to her horror.

Message:  2007
I bet that biography of Queen Barenziah doesn't even exist at all.
<--->
The King of Worms is supposedly sending the Necromancers after a %ra mercenary.


Message:  2008
<ce>                 Thank Boethiah you found it before those
<ce>                horrible orcs could retrieve it again. I
<ce>                heard all about them losing the chapter
<ce>                   to the King of Worms. %god, what a
<ce>                 crisis it would have been if they had
<ce>                published it. Here is _reward_ gold for
<ce>              your services.    You may not know this, but
<ce>                 not only is Gortwog the holder of that
<ce>                letter the Emperor lost some months ago,
<ce>                but he is also contending for an ancient
<ce>                relic called the Totem of Tiber Septim.
<ce>                 If that cannibal gets his warted hands
<ce>                 on the Totem, it could mean the end of
<ce>                 Wayrest, and possibly all civilization
<ce>                on the Iliac Bay. We may need your able
<ce>                         services again, %pcf.

Message:  2009
%qdt:
 The orcish warlord, Gortwog of Orsinium,
 has hired me to continue the quest that
 the Queen of Wayrest began: finding the
 lost chapter of her biography. Rumor
 has it that it is in the Necromancers
 stronghold, Scourg Barrow, in the
 Dragontail Mountains.

Message:  2011
<ce>           A misty shape forms in your mind. An orc shaman!
<ce>             It gives way to a regal orc, wearing a crown.
 
 "The book you are looking for is no longer in
 Orsinium. The Necromancers have stolen it from us.
 If you are available, we are interested in pooling
 our resources against this mutual enemy.
 Please do not be so foolish as to assume that the
 orcs are your enemy, simply because we are orcs.
 If you are interested, come to me at Orsinium Hall
 in Orsinium.
 
<ce>           The face vanishes, leaving you with only a memory.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 6 times.
--              %pcn occurs 2 times.
--              %qdt occurs 2 times.
--               %ra occurs 2 times.
--         _jewelry_ occurs 3 times.
--          _reward_ occurs 3 times.

QBN:
Item _reward_ gold
Item Chapter6 letter used 1010
Item letter40 letter used 1016
Item _jewelry_ trinket

Person Barenziah named Queen_Barenziah atHome
Person _gortwog_ named Gortwog atHome
Person KingOfWorms named King_of_Worms atHome

Place _orsinium_ permanent Orsinium4
Place _scourgbarrow_ permanent ScourgBarrow2

Clock _S.01_ 6.0:1 0 flag 0:1 range 0 1
Clock _S.11_ 7.0:0 10.0:0
Clock _S.14_ 0:0 0 flag 0:17 range 0 2
Clock _S.18_ 150.0:0 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _S.11_ 
	add _gortwog_ as questor 
	add Barenziah as questor 

_S.00_ task:
	clicked npc Barenziah 

variable _S.01_
variable _S.02_
_S.03_ task:
	when _S.01_ and not _S.04_ 
	place item Chapter6 at _scourgbarrow_ 
	say 2011 

_S.04_ task:
	clicked item Chapter6 
	stop timer _S.01_ 

_S.05_ task:
	when _S.15_ or _S.08_ 

yes task:
	place item Chapter6 at _orsinium_ 
	start timer _S.01_ 
	log 1008 step 0 
	reveal _orsinium_ in province 26 at 146892 
	say 1002 

_no_ task:
	say 1001 
	end quest 

_S.08_ task:
	toting Chapter6 and Barenziah clicked 
	give pc _reward_ 
	start task _S.19_ 
	change repute with Barenziah by +10 
	end quest 

_S.09_ task:
	log 2009 step 1 
	reveal _scourgbarrow_ in province 1 at 450958 
	say 2002 

_S.10_ task:
	say 2001 

_S.11_ task:
	start timer _S.18_ 
	give pc letter40 notify 1017 

_S.12_ task:
	when _S.00_ and _S.11_ 
	prompt 1000 yes yes no _no_ 

until _S.12_ performed:
	clear _S.00_ 

_S.13_ task:
	clicked npc _gortwog_ 
	prompt 2000 yes _S.09_ no _S.10_ 

variable _S.14_
_S.15_ task:
	toting Chapter6 and _gortwog_ clicked 
	get item _jewelry_ 
	say 2004 
	change repute with Barenziah by -20 
	change repute with _gortwog_ by +15 
	end quest 

_clearclick_ task:
	when _S.13_ and not _S.03_ 
	clear _S.13_ _clearclick_ 

_S.17_ task:
	when _S.03_ and _S.05_ 
	change repute with KingOfWorms by -20 

_S.18_ task:
	end quest 

variable _S.19_ global 28
_S.20_ task:
	when _S.18_ or _S.08_ or _S.15_ 
	drop _gortwog_ as questor 
	drop Barenziah as questor 


s0000012

-- Quest: /dos/g/game/dag/arena2/s0000012.qbn.
-- Main story quest.
-- QuestId: 12
Messages: 22
Quest: s0000012
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                       Hello %pcn. I have heard
<ce>                much about you. Now you come to me with
<ce>                a very interesting tale of deception. So
<ce>               Cyndassa the maid says that Aubk-i opened
<ce>               a letter from the emperor addressed to me.
<ce>                  I can tell you %pcf, that she never
<ce>                     delivered such a letter to me.
<ce>                                    
<ce>                  I would like you to investigate this
<ce>                       further, %pcn. It could be
<ce>                 dangerous to poke into the affairs of
<ce>                 Aubk-i without enraging King Gothryd,
<ce>                     even though he is my own son.
<ce>                            Are you willing?

RefuseQuest:  [1001]
<ce>               Aubk-i must have you tightly wound around
<ce>                        her finger, %pcn. I hope
<ce>               you survive to benefit from her patronage.

AcceptQuest:  [1002]
<ce>               Good. I have long had my suspicions about
<ce>               Aubk-i's loyalty to the emperor. She is a
<ce>              daughter of the late King Cameron, who ruled
<ce>                Hammerfell from his citidel in Sentinel.
<ce>                                    
<ce>                My husband King Lysandus, %god rest his
<ce>             soul, died at Cryngaine, as did King Cameron.
<ce>               Lysandus body was not recovered, so he has
<ce>              a monument erected there rather than a true
<ce>                      tomb. Ah...my mind wanders.
<ce>                                    
<ce>                  The emperor uses _messenger_ as his
<ce>             messenger in Daggerfall. %g could be anywhere
<ce>              in the region delivering missives. However,
<ce>                     _messenger_ is a member of the
<ce>             Knights of the Dragon. Go to __dispatcher_ in
<ce>                ___dispatcher_ and ask for _dispatcher_.
<ce>                 %g may know where to find _messenger_.
<ce>               Try to find out why a letter addressed to
<ce>                      me was delivered to Aubk-i.

QuestComplete:  [1004]
<ce>            Ah! Now it makes sense. Uriel Septim addressed
<ce>            the message to the Queen of Daggerfall. When he
<ce>             sent it, I was queen. By the time it arrived,
<ce>            my dear Lysandus was dead and Aubk-i was queen.
<ce>            We must find out what was in that letter. I have
<ce>                         never trusted Aubk-i.
<ce>                                    
<ce>              Yesterday I received a letter from Princess
<ce>             Morgiah of Wayrest claiming to know something
<ce>             of the emperor's letter. Now there is a family
<ce>              that seethes under the rule of the Emperor.
<ce>                Return to me if you find out who has the
<ce>                           emperor's letter.
<ce>                                    
<ce>                For now, you have proven yourself to me
<ce>                  %pcn. Keep the _jewelry_ as a token
<ce>                of my gratitude. I have no desire to own
<ce>                     anything of Aubk-i's anymore.

QuestLogEntry:  [1010]
%qdt:
 Mynisera, Queen Mother to Gothryd, has asked
 me to investigate why a letter from the
 emperor addressed to her ended up in the hands
 of Queen Aubk-i. The emperor's messenger,
 _messenger_, can only be reached
 through _dispatcher_ of ___dispatcher_.
 Both are members of the Knights of the Dragon.
 She has given me a signet ring to prove my
 trustworthiness to them.

Message:  1011
%qdt:
 Mynisera's signet ring bought the trust of
 _dispatcher_. %g told me that _messenger_
 would be in __palace_ at
 _palace_ in =2palace_ days time.

Message:  1015
<ce>              The letter from the Emperor? Actually %pcf
<ce>              this is rather embarrassing. The letter was
<ce>              stolen from me the same day I received it. I
<ce>               never did read it. I have been hoping that
<ce>              the letter would turn up, or the the Emperor
<ce>               would send another letter. If you find the
<ce>             letter, I would be most grateful if you would
<ce>               let me personally deliver it to Mynisera.

Message:  1016
<ce>              You should never have tried to investigate
<ce>                     the Emperor's letter %pcn. Now
<ce>              you will have to pay for it with your life.

Message:  1017
Kill the %ra. An ambush on the way
 to ___dispatcher_ is your best
 chance. The fool intends to question
 _dispatcher_ there.
<ce>                                    
<ce>                                 --- A.

Message:  1019
A signet ring emblazoned with the Daggerfall crest and Lysandus' personal crest.

Message:  1020
<ce>                          I am _dispatcher_.
<ce>              I would not normally tell anyone who is not
<ce>           a Knight of the Dragon where to find _messenger_.
<ce>             However, I am loyal to Queen Mynisera. I also
<ce>                   know that _messenger_ disembowled
<ce>               the last person that tried to ambush %g2.
<ce>             In =2palace_ days %g is due to be at _palace_
<ce>                      in __palace_. Try %g2 there.

Message:  1021
<ce>              Ho! You should be warned that I am a Knight
<ce>              of the Dragon in the service of the Emperor
<ce>              himself. If this is some ruse to ambush me,
<ce>                 you will surely not live to regret it.
<ce>                                    
<ce>                   Hmmm. Yes, I am _dispatcher_. This
<ce>             signet ring proves that you are indeed in the
<ce>             service of Mynisera. Some time ago I delivered
<ce>               a letter from the Emperor addressed to the
<ce>               Queen of Daggerfall. If I am not mistaken,
<ce>              Aubk-i is Queen of Daggerfall, not Mynisera.
<ce>               Tell Mynisera that I take my duties quite
<ce>              seriously. I would never knowingly deliver a
<ce>             missive to the wrong party. Queen Aubk-i gave
<ce>               me this _jewelry_ in gratitude. Show it to
<ce>               Mynisera so that she may know I am a loyal
<ce>                   servant and faithful to my Order.


-- Symbols used in the QRC file:
--
--                %g occurs 4 times.
--               %g2 occurs 2 times.
--              %god occurs 1 time.
--              %pcf occurs 2 times.
--              %pcn occurs 5 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.
--         =2palace_ occurs 2 times.
--    ___dispatcher_ occurs 4 times.
--         __palace_ occurs 2 times.
--      _dispatcher_ occurs 6 times.
--         _jewelry_ occurs 2 times.
--       _messenger_ occurs 7 times.
--          _palace_ occurs 2 times.

QBN:
Item signetRing ring received 1019
Item letter47 letter used 1017
Item _jewelry_ trinket

Person _Mynisera_ named Mynisera atHome
Person _messenger_ named The_Knights_of_the_Dragon
Person _dispatcher_ named The_Knights_of_the_Dragon
Person _aubki_ named Queen_Aubk-i atHome

Place _palace_ remote palace

Clock _2palace_ 0:0 0 flag 0:1 range 0 2
Clock _S.07_ 2.0:0 0 flag 0:1 range 0 1

Foe _F.00_ is Nightblade

--	Quest start-up:
	add _Mynisera_ as questor 

_S.00_ task:
	clicked npc _Mynisera_ 
	prompt 1000 yes yes no _no_ 
	add _aubki_ as questor 

yes task:
	log 1010 step 0 
	get item signetRing 
	say 1002 

_no_ task:
	say 1001 

_S.03_ task:
	clicked npc _dispatcher_ 
	start timer _2palace_ 
	log 1011 step 1 
	say 1020 

_2palace_ task:
	start timer _S.07_ 
	place npc _messenger_ at _palace_ 

_S.05_ task:
	toting signetRing and _messenger_ clicked 
	stop timer _S.07_ 
	get item _jewelry_ 
	get item signetRing 
	say 1021 

variable _S.06_
_S.07_ task:
	drop _Mynisera_ as questor 
	drop _aubki_ as questor 
	end quest 
	destroy _messenger_ 

_S.08_ task:
	clicked npc _aubki_ 
	say 1015 
	change repute with _aubki_ by -10 
	send _F.00_ every 500 minutes 10 times with 50 success 

_S.09_ task:
	injured _F.00_ saying 1016 

_S.10_ task:
	toting _jewelry_ and _Mynisera_ clicked 
	give pc _jewelry_ 
	start quest 20 20 
	take signetRing from pc 
	change repute with _aubki_ by -10 
	change repute with _Mynisera_ by +20 
	drop _Mynisera_ as questor 
	drop _aubki_ as questor 
	end quest 


s0000013

-- Quest: /dos/g/game/dag/arena2/s0000013.qbn.
-- Main story quest.
-- QuestId: 13
Messages: 21
Quest: s0000013
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                    %pcf, I do not know even how to
<ce>               broach this subject. I need you to promise
<ce>               me on your ancestor's honor that you will
<ce>              do what you can to help me and never breath
<ce>                of what I say or what you see to anyone
<ce>                   else anywhere. Will you so swear?

RefuseQuest:  [1001]
<ce>               It would be worse, I suppose, for you to
<ce>                swear and then not be true. Still, I had
<ce>                   hoped for more gallantry from you.

AcceptQuest:  [1002]
<ce>                     I will trust you then, %pcf.
<ce>               The matter concerns my mother-in-law, the
<ce>                dowager queen of Daggerfall and widow of
<ce>                 Lysandus, Mynisera. As mistress of the
<ce>                household finances, I have noticed that
<ce>                she has been paying for the upkeep of a
<ce>                      fortress called ___myndung_
<ce>               complete with a large platoon of soldiers.
<ce>               A short while ago, she disappeared with a
<ce>              wrapped parcel of papers and came back days
<ce>                later with empty hands. She has recently
<ce>               left again with another parcel of letters
<ce>                and my spies have verified that she has
<ce>                     gone to ___myndung_. You will
<ce>                 have to trust that my suspicion of her
<ce>               activities is justifiable, for I am not in
<ce>               a position to offer proof. What I need for
<ce>                     you to do is go to ___myndung_
<ce>                 and find that parcel of letters or any
<ce>                 other information about her activities
<ce>                  there. Mynisera will be returning in
<ce>               =2myndung_ days. You cannot have any more
<ce>                   time than that, I fear. Good luck.

QuestFail:  [1003]
<ce>                     I need some kind of evidence
<ce>                   in =2myndung_ days or less, %pcf.

QuestComplete:  [1004]
<ce>                How very sad. To be honest, this is not
<ce>                what I expected the letters to contain.
<ce>                 Poor Mynisera. Everyone at court knows
<ce>               that her husband, the late King Lysandus,
<ce>              preferred the face and form of another woman
<ce>               of her, but she still attempts to hide all
<ce>               evidence of it. Her loyalty to Lysandus is
<ce>               almost as great as his foolish loyalty to
<ce>                              the emperor.
<ce>                                    
<ce>              And those poor little children. How dreadful
<ce>             the butchery of the innocents. We know of the
<ce>               barbarism of the orcs, but surely they did
<ce>                not deserve that. Hardly surprising that
<ce>                Mynisera did not want it known that her
<ce>              father was responsible for such a grotesque
<ce>                  enterprise. Well, I thank you, %pcf,
<ce>               for your valor and your discretion. Please
<ce>               accept this small token of my esteem, not
<ce>                      as a payment but as a gift.
<ce>                          May %god bless thee.

QuestorPostfailure:  [1009]
<ce>                The letters are badly burned, but some
<ce>                        words can still be read.

QuestLogEntry:  [1010]
<ce>                             (first page)
<ce>             ... been from thee too long, my heart doth ...
<ce>                                    
<ce>                             (second page)
<ce>      ... you loveth my lips, but forget the words they breath ...
<ce>                                    
<ce>                              (third page)
<ce>       ... she doth suspect you cuckold her ... and I worship and
<ce>      adore all parts of thee but thy hollow crown and thy hollow
<ce>     wedding ring, those two empty circles that trap and bring thee
<ce>      pain ... an I be so vain to be Lysandus' Medora evermore ...
<ce>      body and sip nectar from thy hand ... love m ... forever ...
<ce>                                    
<ce>                             (fourth page)
<ce>     ...rcs. But they did assume the worse of the settlement, even
<ce>      after all the stallion orcs had been killed and the stro ...
<ce>     (for mare orcs are seldom weaker than stallion orcs in an ...
<ce>        only old and sick remained in the rude cam ... who could
<ce>        speak base Cyrodil ... ied and begged for mercy for the
<ce>        children, but Prince Klaius said that the children would
<ce>       grow strong and hearty and and only an unwise leader would
<ce>       show mercy to the subhumans. He gave his men leave to make
<ce>      sport with killing the children, and they were all murdered
<ce>        in ways that I cannot pen. I witnessed it, my lady, and
<ce>      though I beg your pardon, your father did great evil th ...
<ce>      the shame of mine that I didn't say no ... shame to all ...
<ce>                                    
<ce>                              (fifth page)
<ce>           ...shall abandon mine responsibilities. You and...
<ce>           together. The rest of the world be damned. Let me
<ce>            put this...Betony behind. I shall crush them at
<ce>           Cryngaine. During...dead. No one will suspect that
<ce>                        a king would give up...

Message:  1011
%qdt:
 Queen Aubk-i wants me to follow her mother-in-law,
 the dowager queen of Daggerfall, to her fortress,
 ___myndung_ to see what becomes of the parcels of
 paper old Mynisera has been bringing there. I have
 only =2myndung_ days to get back to Aubk-i with the
 letters. She has promised me more information in return for this.

Message:  1015
<ce>             A stalwart young woman wearing the livery of
<ce>             Daggerfall presents you with a letter. Turning
<ce>              sharply she mounts her horse and rides away.

Message:  1020
Dear %pcn,
 
 I need your assistance once more. Your valor and
 discretion were invaluable when last you served
 me in the matter with Nulfaga. Please meet with
 me at Castle Daggerfall when next you pass through.
 
<ce>                                 Aubk-i
<ce>                          Queen of Daggerfall


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 4 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--        =2myndung_ occurs 3 times.
--       ___myndung_ occurs 4 times.

QBN:
Item _treasure_ letter used 1010
Item _gold_ gold
Item letter48 letter used 1020

Person _aubki_ named Queen_Aubk-i atHome
Person _mynisera_ named Mynisera

Place _myndung_ remote dungeon2

Clock _2myndung_ 0:0 0 flag 0:17 range 0 2
Clock _S.04_ 10.0:0 20.0:0


--	Quest start-up:
	start timer _S.04_ 
	add _aubki_ as questor 

_2myndung_ task:
	drop _aubki_ as questor 
	end quest 

_pcgetsgold_ task:
	toting _treasure_ and _aubki_ clicked 
	give pc _gold_ 
	drop _aubki_ as questor 
	end quest 

_S.02_ task:
	clicked npc _aubki_ 
	prompt 1000 yes yes no _no_ 

variable _S.03_
_S.04_ task:
	remove npc _mynisera_ 
	give pc letter48 notify 1015 

until _S.04_ performed:
	clear _S.02_ 

yes task:
	place item _treasure_ at _myndung_ 
	start timer _2myndung_ 
	reveal _myndung_ 
	log 1011 step 0 
	say 1002 

_no_ task:
	say 1001 
	drop _aubki_ as questor 
	end quest 

_dummy_ task:
	clicked item _treasure_ say 1009 
	_treasure_ used do _S.03_ 


s0000015

-- Quest: /dos/g/game/dag/arena2/s0000015.qbn.
-- Main story quest.
-- QuestId: 15
Messages: 46
Quest: s0000015
-- Message panels
QRC:

RumorsDuringQuest:  [1005]
There were some strange men here asking about a %ra named %pcn.
<--->
Didn't like the look of those thugs. Thank %god they moved on.

RumorsPostfailure:  [1006]
The stars foretell dreams that will never come true.
<--->
There are dangerous portents the oracles of %reg have foreseen.

RumorsPostsuccess:  [1007]
I hear things are getting kind of rocky in Wayrest.
<--->
I heard that they found the body of King Lysandus!

QuestLogEntry:  [1010]
That looks like Lord Woodborne's private journal.
<--->
Lord Woodborne's private journal.

Message:  1011
Page 7
 
 from childhood. I know that Gothryd would not refuse
 his aid, but I must bide my time to ask. After all,
 Elysana is still heiress of Wayrest and I am her
 bethrothed. So it should be that when Eadwyre dies
 (which he is bound to do, sooner rather than later)
 I will be king.
    If it weren't for that bitch queen and her brats,
 I would and could be patient. Never trust a dark elf
 the old saying goes, for you cannot read truth in
 their eyes. If Barenziah has her way, Helseth will
 be heir and Elysana will be married off to some far-
 off kingdom. Morgiah is already promised to the
 heir of Firsthold, but they keep her around to spread
 the poison against Elysana, and especially, me.
    Barenziah doesn't trust me, this I can tell.
 I will deal with her just as I did with Lysandus.
 The fool should have agreed to support me. Gortwog
 and his orcs almost saved him. I'll deal with those
 sub-humans once I sit upon the throne of Wayrest.
    First it is important to solidify my power base.
 I can (almost certainly) rely on Gothryd to support
 my bid for the throne, if Helseth is made heir. I
 have a spy network equalling Eadwyre, Gothryd,
 Akorith-i, or the Emperor. Perhaps the Necromancers
 and the Underking's networks are more extensive, but
 I doubt it. The problem is raw physical power. I do
 not have a standing army. I need the gold to raise

Message:  1018
%qdt:
 I found a most damning couple of pages
 in Woodborne Hall. I'm sure Lord Woodborne
 would be quite livid if they were to fall
 into the wrong hands.

Message:  1019
%qdt:
 Lysandus' ghost appeared to me and told me
 that only the death or humiliation of his
 murderer, Lord Woodborne, would lay his soul
 to rest. Lord Woodborne is a noble of Wayrest
 and betrothed to Princess Elysana. He has a
 castle in the wilderness of Wayrest.

Message:  1021
I hear Lord Woodborne was beheaded for treason.
<--->
They caught Lord Woodborne and tried him for treason.

Message:  1022
I heard a flock of Daedra descended upon Lord Woodborne and carried him off.
<--->
Things from beyond the grave rose assaulted Woodborne Hall!
<--->
I hear Lord Woodborne cheated the Mages Guild. They sent demons kill him.

Message:  1024
I heard that Lord Woodborne will be marrying Princess Elysana.
<--->
Lord Woodborne is in high favor these days at Castle Wayrest.

Message:  1030
<ce>             This means little to me. It is trash fit only
<ce>            for being burnt. Gothryd and Woodborne plotting
<ce>                   to kill Lysandus. Really! Go away.

Message:  1031
<ce>             This is atrocious! After all the affection we
<ce>           showered on that fool Woodborne! We nearly married
<ce>           that villianous swine to Elysana -- nearly handed
<ce>           the throne of Wayrest to a cad of the first order!
<ce>            Good %pcf, it was the right thing to do to bring
<ce>             this to our attention. Rest assured that Lord
<ce>            Woodborne will be arrested and executed for his
<ce>           treason, his name barred from the books of honor,
<ce>              his acquaintances interrogated, his fortune
<ce>            confiscated. As a gift, please allow me to give
<ce>             you _reward_ gold pieces as your share of his
<ce>                        property confiscations.

Message:  1032
<ce>                Lord Woodborne is the slayer of my dear
<ce>                Lysandus. There shall be justice, and it
<ce>               shall come from my hand! You would do best
<ce>              to stay clear of Woodborne Hall and Wayrest
<ce>                          for some time %pcn.

Message:  1033
<ce>               This information is quite valuable %pcf.
<ce>              Let me gift you with _gold_ gold for giving
<ce>               it to me. This will be quite handy in the
<ce>                            coming conflict.

Message:  1034
<ce>               You were completely correct to bring this
<ce>               to me. Otherwise it might have gotten out
<ce>                where it could do Lord Woodborne damage.
<ce>                         Guards! Kill this %ra!

Message:  1040
<ce>                      You! You're that %ra %pcn.
<ce>              You have been a thorn in my side for a long
<ce>                  time now. A wiser %ra would have let
<ce>               sleeping kings lie. Especially when I have
<ce>              gone to such great lengths to kill them. Yes
<ce>                %pcf, I killed King Lysandus. And now it
<ce>               will be a pleasure to slay you. En garde!

QuestTimeLapse:  [1045]
<ce>                  "I am...done in. It is up...to...to
<ce>                   Gothryd now. May you...rot in hell
<ce>                    %pcn. I most...certainly shall."
<ce>                                    
<ce>                        Lord Woodborne is dead.


-- Symbols used in the QRC file:
--
--              %god occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 4 times.
--              %qdt occurs 2 times.
--               %ra occurs 4 times.
--              %reg occurs 1 time.
--            _gold_ occurs 1 time.
--          _reward_ occurs 1 time.

QBN:
Item WoodborneDiary letter received 1010 used 1011
Item _reward_ gold range 10000 to 20000
Item _gold_ gold

Person Barenziah named Queen_Barenziah atHome
Person Eadwyre named King_Eadwyre atHome
Person _medora_ named Medora atHome
Person _helseth_ named Prince_Helseth atHome
Person Gothryd named King_Gothryd atHome
Person _aubki_ named Queen_Aubk-i atHome
Person _akorithi_ named Queen_Akorithi atHome
Person KingOfWorms named King_of_Worms atHome
Person _gortwog_ named Gortwog atHome
Person _mynisera_ named Mynisera atHome
Person _nulfaga_ named Nulfaga atHome

Place WoodbourneHall2 permanent WoodbourneHall4
Place WoodbourneHall1 permanent WoodbourneHall5


Foe Woodborne is Knight
Foe _F.01_ is Spellsword

--	Quest start-up:
	place item WoodborneDiary at WoodbourneHall2 
	log 1019 step 2 
	reveal WoodbourneHall1 in province 23 at 194859 
	WoodborneDiary used do _S.01_ 
	place foe Woodborne at WoodbourneHall1 

_S.00_ task:
	killed 1 Woodborne 
	say 1045 

_S.01_ task:
	log 1018 step 3 

_S.02_ task:
	injured Woodborne 
	say 1040 
	cast Spell_Reflection spell on Woodborne 
	cast Heal spell on Woodborne 
	cast Shield spell on Woodborne 

_S.03_ task:
	toting WoodborneDiary and Barenziah clicked 
	toting WoodborneDiary and Eadwyre clicked 
	toting WoodborneDiary and _helseth_ clicked 
	get item _reward_ 
	rumor mill 1021 
	say 1031 
	change repute with Eadwyre by +50 

_S.04_ task:
	toting WoodborneDiary and _medora_ clicked 
	toting WoodborneDiary and _mynisera_ clicked 
	toting WoodborneDiary and _nulfaga_ clicked 
	rumor mill 1022 
	say 1032 
	change repute with _nulfaga_ by +25 
	change repute with _medora_ by +25 

_S.05_ task:
	toting WoodborneDiary and _akorithi_ clicked 
	say 1030 

_S.06_ task:
	toting WoodborneDiary and _aubki_ clicked 
	toting WoodborneDiary and Gothryd clicked 
	create foe _F.01_ every 1 minutes 5 times with 100% success 
	say 1034 
	change repute with Gothryd by -40 
	change repute with Eadwyre by -40 
	legal repute -50 

_S.07_ task:
	toting WoodborneDiary and _gortwog_ clicked 
	toting WoodborneDiary and KingOfWorms clicked 
	say 1033 
	change repute with KingOfWorms by +20 
	change repute with _gortwog_ by +20 

variable _S.08_ global 0
	when _S.03_ or _S.04_ or _S.00_ 
	play video 13 

_S.09_ task:
	when _S.05_ or _S.07_ or _S.06_ 
	end quest 

variable _S.10_ global 29
variable _S.11_ global 1
	when _S.08_ and _S.10_ and _S.12_ 
	start quest 8 8 
	end quest 

variable _S.12_ global 33


s0000016

-- Quest: /dos/g/game/dag/arena2/s0000016.qbn.
-- Main story quest.
-- QuestId: 16
Messages: 51
Quest: s0000016
-- Message panels
QRC:

QuestLogEntry:  [1010]
%qdt:
 Nulfaga has sent me to the Mantellan Crux
 to find the Mantella, the heart of the great
 Numidium. It is supposed to be a big, green
 gem. All I have to do is touch it.

Message:  1012
<ce>              Only Crowned Heads will hold the Totem True
<ce>           First is One Who Killed, But Did Not Kill Another
<ce>             Second is One Who Is Two Devoured By Its Young
<ce>             Third is One Who Made One Slave and Many Free
<ce>              Fourth and Fifth are Two Who Compete for Mud
<ce>             Sixth is One Who Brings a Home to the Homeless
<ce>         Seventh is One Who Lords All, But Does Not Lord At All
<ce>                                    
<ce>           I do not know who of these seven is most worthy of
<ce>          the Power, for too long have I let my passions make
<ce>           me mad. Sometimes the fate of a world hang on the
<ce>           decision of one person. You have choosen who will
<ce>          command great Numidium. You bear the burden for the
<ce>                             consequences.
<ce>                                    
<ce>         I send you now to the Mantellan Crux, the safeguarded
<ce>           prison of the Mantella. Look for a green jewel of
<ce>           unusual size. Merely touch the Mantella and it is
<ce>            freed. You will be transported back to my side.

Message:  1020
<ce>                   Your work is done %pcn. The world
<ce>            is no longer as it once was. Such is the way of
<ce>             things. Oh, and if you tell my lich statue to
<ce>               shut up, the door to my chamber will open.

Message:  1050
<ce>                  Nulfaga cackles, "Not so fast %pcn.
<ce>          Don't you want to see the result of your handiwork?
<ce>           Look now into the Book of the Time. Read upon its
<ce>            pages the history of what shall pass within the
<ce>            next few days. Read fate as it shall be recorded
<ce>                        upon the Elder Scrolls."


-- Symbols used in the QRC file:
--
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.

QBN:

Person _nulfaga_ named Nulfaga atHome

Place _L.00_ permanent MantellanCrux
Place _shedungent_ permanent Shedungent1

Clock _delay_ 0:1 0 flag 0:1 range 0 1


--	Quest start-up:
	dialog link for location _L.00_ 
	log 1010 step 0 
	say 1012 
	transfer pc inside _L.00_ 31 1001 

variable _S.00_
variable _S.01_ global 36
	start timer _delay_ 
	transfer pc inside _shedungent_ 16 50966 

variable _S.02_ global 1
variable _S.03_ global 8
variable _S.04_ global 2
variable _S.05_ global 3
variable _S.06_ global 4
variable _S.07_ global 6
variable _S.08_ global 7
variable _S.09_ global 11
	when _S.01_ and _S.02_ and _delay_ 
	play video 14 

variable _S.10_ global 18
	when _S.01_ and _S.03_ and _delay_ 
	play video 10 

variable _S.11_ global 12
	when _S.01_ and _S.04_ and _delay_ 
	play video 6 

variable _S.12_ global 13
	when _S.01_ and _S.05_ and _delay_ 
	play video 8 

variable _S.13_ global 14
	when _S.01_ and _S.06_ and _delay_ 
	play video 9 

variable _S.14_ global 16
	when _S.01_ and _S.07_ and _delay_ 
	play video 15 

variable _S.15_ global 17
	when _S.01_ and _S.08_ and _delay_ 
	play video 7 

_S.16_ task:
	when _S.18_ or _S.19_ 
	say 1020 
	end quest 

_delay_ task:
	play video 3 
	say 1050 

_S.18_ task:
	when _S.09_ or _S.10_ or _S.11_ or _S.12_ 

_S.19_ task:
	when _S.13_ or _S.14_ or _S.15_ 


s0000017

-- Quest: /dos/g/game/dag/arena2/s0000017.qbn.
-- Main story quest.
-- QuestId: 17
Messages: 23
Quest: s0000017
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                      %pcn! Welcome to Sentinel.
<ce>                   I trust you have had a comfortable
<ce>                  stay so far. Let me get right to the
<ce>                   point. My son, Prince Lhotun, says
<ce>                  you are a well respected and trusted
<ce>                     %ra. I have need of your sort.
<ce>                  I am willing to pay you _gold_ gold
<ce>                    to infiltrate Castle Wayrest and
<ce>                    recover an heirloom of the late
<ce>                 King Lysandus for me. Will you do it?

RefuseQuest:  [1001]
<ce>                  Hmmm. I shall have to rethink your
<ce>                        standing in this court.

AcceptQuest:  [1002]
<ce>                   What Bounty! There is an item, a
<ce>                   painting, that is hidden somewhere
<ce>                    within Castle Wayrest. I desire
<ce>                   this item for reasons you need not
<ce>                   worry about. Bring it to me and I
<ce>                       will pay your _gold_ gold.

QuestComplete:  [1004]
<ce>                    Here is your _gold_ gold %pcf.

QuestLogEntry:  [1010]
%qdt:
 Queen Akorithi has set me to infiltrate
 Castle Wayrest. Somewhere in its
 dungeons is a painting that she
 desires. If I can place it in her hands,
 she will pay me _gold_ gold.

Message:  1011
Dear %pcn,
 
 Your presence is our court is desired
 before the end of the next season.
 Prince Lhotun has recommended you with
 high praise. I await your arrival.
 
<ce>                                Akorithi
<ce>                           Queen of Sentinel

Message:  1012
<ce>               A page girl bearing the crest of Sentinel
<ce>                 stiffly presents you a crisply pressed
<ce>               envelope. Ignoring your queries, she turns
<ce>                            and walks away.

Message:  1013
<ce>               The longer you stare, the more the image
<ce>                  in the painting seems to be moving.
<ce>                You tear your eyes away before anything
<ce>                        worse begins to happen.

Message:  1015
<ce>                 The scene in the painting shifts and
<ce>                 twists. You can clearly see the inside
<ce>                of a tent. Several men in the livery of
<ce>                 Wayrest are intensely debating with a
<ce>              man bearing the coat of arms of Daggerfall.
<ce>                One of the Wayrest men slips behind the
<ce>                   Daggerfall man, draws a dagger and
<ce>                  casually slides it between his ribs.
<ce>                 The image fades as the life ebbs from
<ce>                               his body.

Message:  1020
<ce>                 Did you attempt to use the painting?

Message:  1021
<ce>                     Excellent. Its properties are
<ce>                  inappropriate for those not of royal
<ce>                  blood. You have shown yourself to be
<ce>                   not only loyal, but also obedient.

Message:  1022
<ce>                        You presume much %pcn.
<ce>                   What you saw is not for the prying
<ce>                    eyes of the masses. It concerns
<ce>                  matters of royalty and will be dealt
<ce>                            with by royalty.


-- Symbols used in the QRC file:
--
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--            _gold_ occurs 4 times.

QBN:
Item _letter_ letter used 1011
Item _item_ Lysandus_death used 1013
Item _gold_ gold

Person _Akorithi_ named Queen_Akorithi atHome

Place _wayrest_ permanent Wayrest

Clock _2letter_ 7.0:0 14.0:0


--	Quest start-up:
	start timer _2letter_ 
	add _Akorithi_ as questor 

_2letter_ task:
	give pc _letter_ notify 1012 

yes task:
	_item_ used do _S.05_ 
	place item _item_ at _wayrest_ 
	log 1010 step 0 
	say 1002 

_no_ task:
	say 1001 

_S.03_ task:
	clicked npc _Akorithi_ 

_S.04_ task:
	when _S.03_ and _2letter_ 
	prompt 1000 yes yes no _no_ 

_S.05_ task:
	say 1015 

_S.06_ task:
	toting _item_ and _Akorithi_ clicked 
	give pc _gold_ 
	start quest 10 10 
	prompt 1020 yes _S.07_ no _S.08_ 
	drop _Akorithi_ as questor 
	end quest 

_S.07_ task:
	say 1022 
	change repute with _Akorithi_ by +10 

_S.08_ task:
	say 1021 
	change repute with _Akorithi_ by +15 


s0000018

-- Quest: /dos/g/game/dag/arena2/s0000018.qbn.
-- Main story quest.
-- QuestId: 18
Messages: 31
Quest: s0000018
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              So Medora wants the Dust of Restful Death.
<ce>               Only because I respect the memory of King
<ce>                Lysandus will I do this. The Dust can be
<ce>                       found in ___crypt_ on her
<ce>               own island. Tell Medora that the price is
<ce>                 her support of my claim to the heart.
<ce>                       She'll know what it means.

QuestLogEntry:  [1010]
%qdt:
 Medora came to me in a vision and told me
 that Lysandus ghost could be soothed if I
 can convince Gortwog, Lord of the Orcs in
 Orsinium, to tell me where it is.

Message:  1011
%qdt:
 I have spoken with Gortwog. He claims that
 the Dust of Restful Death can be found in
 ___crypt_ on the Isle of
 Balfiera. He also instructed me to tell
 Medora that she must support his claim to
 the heart of Tiber Septim, whatever that is.

Message:  1015
<ce>                 Your vision hazes and the world grows
<ce>                  dim. Out of the gray, a woman's face
<ce>                            appears. Medora!
<ce>                                    
 "%pcf. Your efforts to free me
 have not been in vain. I have discovered
 a powder that will soothe the ghost of
 my beloved Lysandus. However, it is in the
 hands of Gortwog, Warlord of the Orcs, in
 his steel citidel of Orsinium. Go to him
 in Orsinium and see if there is anything
 that can be done to persuade him to give
 it to you. Bring the powder to me in
 Direnni Tower once you have it."
<ce>                                    
<ce>                 The vision clears. Sometimes you wish
<ce>                sorceresses would just send letters like
<ce>                            other folks do.

Message:  1016
A packet of midnight black powder.

Message:  1020
<ce>               This parchment was used as a wrap for the
<ce>                packet of powder. Some of its message is
<ce>                             now illegible.
<ce>                                    
 Lady Med...

 ...favor. They intend to slay him. I am
 sending ........ers to stop them. You must
 support me. If the empire finds I have
 attacked royal advisors of Wayr......ven
 if they are assassins, my people will never
 win the same status and respect as the
 Khaji................ians. However, with
 your support I c............. a hero of the
 empire, and win respect for my people.
 
<ce>                                Gortwog
                                     <--->
<ce>                                Warl...

Message:  1030
This is indeed the Dust of Restful Death.
 As for that letter, it was from Gortwog
 to me, though I never got it. I heard from
 him later that his orc warriors were slain
 attempting to ambush the assassins. Gortwog
 and his orcs are not the villains most
 people seem them as.
 
 Eadwyre and the court of Wayrest have never
 been particularly loyal to the empire. To
 assassinate a king is treason. I will have
 my revenge, but first I must find out why
 Eadwyre would risk this.
 
 I will need a month to prepare the Dust.
 Come back to me at that time and I will
 give it to you, along with instructions
 for its use.


-- Symbols used in the QRC file:
--
--              %qdt occurs 2 times.
--         ___crypt_ occurs 2 times.

QBN:
Item _spider_ lich_dust used 1016
Item _letter_ letter used 1020

Person _medora_ named Medora atHome
Person _gortwog_ named Gortwog atHome

Place _orsinium_ permanent Orsinium2
Place _crypt_ remote dungeon0

Clock _delay_ 0:2 0 flag 0:1 range 0 1
Clock _S.01_ 0:2 0 flag 0:1 range 0 1
Clock _S.06_ 30.0:0 0 flag 0:1 range 0 1

Foe _mummy_ is Mummy

--	Quest start-up:
	dialog link for item _letter_ 
	dialog link for item _spider_ 
	start timer _S.06_ 
	reveal _crypt_ 

_delay_ task:
	start timer _S.01_ 
	log 1010 step 0 
	reveal _orsinium_ in province 26 at 146892 
	say 1015 

_S.01_ task:
	drop _medora_ face 

_S.02_ task:
	clicked npc _gortwog_ 
	log 1011 step 1 
	give item _letter_ to _mummy_ 
	give item _spider_ to _mummy_ 
	say 1000 
	place foe _mummy_ at _crypt_ 

_S.03_ task:
	toting _spider_ and _medora_ clicked 
	start quest 22 22 
	say 1030 
	change repute with _gortwog_ by +10 
	change repute with _medora_ by +15 
	end quest 

variable _S.04_
_S.05_ task:
	repute with _medora_ exceeds 0 do _S.04_ 
	quest 10 completed 

variable _S.06_
_S.07_ task:
	when _S.06_ and _S.04_ and _S.05_ 
	start timer _delay_ 
	add _medora_ face 

until _S.07_ performed:
	mute npc _gortwog_ 
	mute npc _medora_ 


s0000020

-- Quest: /dos/g/game/dag/arena2/s0000020.qbn.
-- Main story quest.
-- QuestId: 20
Messages: 41
Quest: s0000020
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>               So Morgiah says Gortwog has the emperor's
<ce>               letter. Very interesting. I think I have a
<ce>              way to get Gortwog to turn over that letter.
<ce>                 Are you willing to brave the depths of
<ce>                    Orsinium to try to retrieve it?

RefuseQuest:  [1001]
<ce>                 You are obviously not as loyal to the
<ce>                     empire as I thought. Be gone.

AcceptQuest:  [1002]
<ce>               Gortwog wants very badly to be recognized
<ce>               by the empire. It would mean the beginning
<ce>                of peace between the orcs and the other
<ce>              races of the empire. Present this letter to
<ce>                Gortwog. Hopefully it will persuade him
<ce>                             to cooperate.

QuestLogEntry:  [1010]
%qdt:
 Mynisera, Queen Mother to King Gothryd
 of Daggerfall, has asked me to retrieve
 the stolen letter sent to her by the
 emperor. I have to go to the hall of
 Orsinium in Orsinium and give Gortwog,
 the orc warlord, a letter from her.

Message:  1015
So, Mynisera seeks to sweet talk me.
 Bah! Her letter is of no value to me
 anymore. She may have it. However, my
 people may not be so lenient toward a
 %ra wandering the halls of Orsinium.
 If you can survive my realm and find
 the letter, you make take it back to
 her. I will also consider you to be
 a worthy %ra.

Message:  1020
Lord Gortwog,
 King of Orcs,
 Warlord of the Subterranean Realms
 
    Hail and long life King Gortwog. Long
 have you and the Orcish people sought
 formal recognition by the empire. My dead
 husband King Lysandus supported your claim
 to sovreign rule. I would now help you in
 your cause. Sadly, a minor missive from
 the emperor has been misplaced. For me to
 truly hold the trust and ear of Emperor
 Uriel Septim, I need to reclaim this note.
 Should you be able to place in my servant's
 hand this trifling letter, I would be far
 better able to forward your claim to the
 emperor and his court.
 
 The Dowager Mynisera,
 Queen Mother to King Gothryd of Daggerfall

Message:  1021
Queen Mynisera,
 
    I have grave news. The Totem of Tiber
 Septim has been found. You know what this
 means. The power behind Tiber Septim could
 be unleashed upon Tamriel again. Rumor has it
 that Lord Woodborne, a minor lord of Wayrest,
 has possession of it. He will doubtless
 "lose" it soon. You must persuade him to turn
 it over to you or Lady Brisienna. The court of
 Wayrest has no love of King Lysandus, but you
 still have influence there. I am asking you to
 use it on my behalf.
 
 Uriel Septim
 Emperor of Tamriel

Message:  1030
<ce>                    %pcf, this letter is dangerous.
 Gortwog had undoubtedly sold copies of it
 to everyone from Wayrest to the Underking.
 After all, if the powers of the Iliac Bay
 become embroiled in war over the Totem, he
 stands to gain quite a lot.
 
 Go now. You have done your job. I am sure
 the Totem will find its way into your life
 somehow. You seem to have a knack for such
 things. Just remember, the only safe master
 of the Totem is the emperor.

Message:  1040
<ce>               You still don't know where the Emperor's
<ce>                letter is. Come back when you know that.


-- Symbols used in the QRC file:
--
--              %pcf occurs 1 time.
--              %qdt occurs 1 time.
--               %ra occurs 2 times.

QBN:
Item Emperor'sLetter letter used 1021
Item Gortwog'sLetter letter used 1020

Person _Mynisera_ named Mynisera atHome
Person _gortwog_ named Gortwog atHome

Place _Orsinium_ permanent Orsinium1



--	Quest start-up:
	add _gortwog_ as questor 
	add _Mynisera_ as questor 

_S.00_ task:
	clicked npc _Mynisera_ 

variable _S.01_ global 23
_S.02_ task:
	when _S.00_ and _S.09_ 
	prompt 1000 yes yes no _no_ 

until _S.02_ performed:
	clear _S.00_ _S.10_ 

yes task:
	log 1010 step 0 
	get item Gortwog'sLetter 
	reveal _Orsinium_ in province 26 at 146892 
	say 1002 

_no_ task:
	say 1001 

_S.05_ task:
	toting Gortwog'sLetter and _gortwog_ clicked 
	place item Emperor'sLetter at _Orsinium_ 
	say 1015 

_S.06_ task:
	toting Emperor'sLetter and _Mynisera_ clicked 
	start quest 988 988 
	start task _S.07_ 
	say 1030 
	change repute with _Mynisera_ by +15 
	change repute with _gortwog_ by +10 
	drop _gortwog_ as questor 
	drop _Mynisera_ as questor 
	end quest 

variable _S.07_ global 29
variable _S.08_ global 28
_S.09_ task:
	when _S.08_ or _S.01_ 

_S.10_ task:
	when _S.00_ and not _S.09_ 
	say 1040 


s0000021

-- Quest: /dos/g/game/dag/arena2/s0000021.qbn.
-- Main story quest.
-- QuestId: 21
Messages: 13
Quest: s0000021
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                        %pcf, I am so glad you
<ce>                answered my letter. I hope my messenger
<ce>                   was gentle. You have been a loyal
<ce>                servant in the past. Not as loyal as my
<ce>                  living dead, but far more versatile.
<ce>                 My need involves the lowest depths of
<ce>                   Castle Sentinel, and the reward is
<ce>               knowledge that only the dead can provide.
<ce>                            Are you willing?

RefuseQuest:  [1001]
<ce>                  You must have strong sentiments for
<ce>                      Queen Akorithi. What a pity.

AcceptQuest:  [1002]
<ce>                   How amusing. I am looking for the
<ce>                 answer to a question. It doesn't exist
<ce>                 among the living, but may exist among
<ce>                 the dead. I want you to bring me back
<ce>                 the ghost of Prince Karolis, the great
<ce>                  grandfather of the late King Camaron
<ce>                  of Sentinel. Karolis was a sorcerer
<ce>                   of no mean skill. He is now a lich
<ce>                   deep in the bowels of the Castle.
<ce>                 I am giving you a special _scarab_. If
<ce>                  it is close to him when you destroy
<ce>                    his physical body, his soul will
<ce>                  be trapped in the _scarab_. Bring it
<ce>                   back to me, and I will tell you a
<ce>                      tale few mortals have heard.

QuestComplete:  [1004]
<ce>                     Well done %pcf. I am sure the
<ce>                prince will be most cooperative. Please
<ce>                       accept this _magicitem_ as
<ce>                a token of my appreciation. In addition,
<ce>               I have decided that it is time for someone
<ce>               outside of Tiber Septim's line to know the
<ce>                truth about the Underking. As you know,
<ce>             Tiber Septim was the first emperor of Tamriel.
<ce>               Toward the end of his wars of conquest, he
<ce>              betrayed his Battlemage, Zurin Arctus. When
<ce>               Zurin died, his soul refused to leave his
<ce>               body. Something to do with the mysterious
<ce>               Numidium. Since that time Zurin Arctus has
<ce>                       lived on as the Underking.
<ce>                                    
<ce>                 The Underking and his agents have been
<ce>                 a thorn in my side for centuries. Just
<ce>               remember, should the Underking regain his
<ce>                 mortal body, he would surely throw all
<ce>                       of Tamriel into conflict.

QuestLogEntry:  [1010]
%qdt:
 The King of Worms has promised to tell
 me dark secrets if I fetch the spirit
 of a lich. Not just any lich, but the
 former Prince Karolis of Sentinel that
 haunts the dungeons of the royal castle.
 I must destroy his body while carrying
 a special _scarab_ that will trap Prince
 Karolis' soul.

Message:  1011
<ce>               Stitched into the zombie's decaying flesh
<ce>                     you see the following message:
<ce>                                    
 %pcn,
 
 It would be an honor to have you visit
 me in my demense at your convenience.
 I have a small matter that you are
 ideally suited for. As always, my
 servants will test your mettle. Feel
 free to dispense with them. They can
 always be raised again.
 
<ce>                           The King of Worms,
<ce>                        Master of Scourg Barrow

Message:  1012
<ce>             The scarab given to you by the King of Worms.


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--       _magicitem_ occurs 1 time.
--          _scarab_ occurs 3 times.

QBN:
Item _scarab_ scarab used 1012
Item _magicitem_ magic_item

Person KingOfWorms named King_of_Worms atHome
Person Karolis1 named Lord_Darkworth
Person KingOfWorms named King_of_Worms

Place _sentinel_ permanent Sentinel


Foe _zombie_ is Zombie
Foe _lich_ is Lich

--	Quest start-up:
	dialog link for item _magicitem_ 
	dialog link for item _scarab_ 
	repute with KingOfWorms exceeds 0 do _S.01_ 

_S.00_ task:
	quest 7 completed 

variable _S.01_
_S.02_ task:
	clicked npc KingOfWorms 

_S.03_ task:
	when _S.02_ and _S.15_ 
	prompt 1000 yes yes no _no_ 

until _S.03_ performed:
	clear _S.02_ 

yes task:
	log 1010 step 0 
	get item _scarab_ 
	say 1002 
	place foe _lich_ at _sentinel_ 

_no_ task:
	say 1001 
	end quest 

_S.06_ task:
	when _S.00_ and _S.01_ 
	send _zombie_ every 1410 minutes with 100 success 

until _S.06_ performed:
	mute npc KingOfWorms 

_S.07_ task:
	injured _zombie_ 

_S.08_ task:
	killed 1 _lich_ 
	add Karolis1 face 

variable _killmon_
_S.10_ task:
	toting _scarab_ and KingOfWorms clicked 

_S.11_ task:
	when not _S.08_ and _S.10_ 
	get item _scarab_ 

_givereward_ task:
	when _S.10_ and _S.08_ 
	give pc _magicitem_ 
	start task _S.14_ 
	drop Karolis1 face 
	change repute with KingOfWorms by +15 
	place npc KingOfWorms at _sentinel_ 
	end quest 

variable _S.13_ global 2
variable _S.14_ global 33
_S.15_ task:
	killed 1 _zombie_ 
	say 1011 
	clear _S.06_ 

variable _S.16_
variable _delay_


s0000022

-- Quest: /dos/g/game/dag/arena2/s0000022.qbn.
-- Main story quest.
-- QuestId: 22
Messages: 11
Quest: s0000022
-- Message panels
QRC:

RefuseQuest:  [1001]
<ce>                     I thought I told you it would
<ce>                    take a month. The powder is not
<ce>                      ready yet. Come back later.

AcceptQuest:  [1002]
<ce>                   The powder is ready. All you need
<ce>                    to do is spinkle it on his true
<ce>                    corpse. I must warn you. It will
<ce>                  not put his shade to rest, but will
<ce>                  soothe it sufficiently to allow you
<ce>                 a chance to speak with him. The final
<ce>                  exorcism is for Lysandus to choose.
<ce>                                    
<ce>                   I do not know where he was buried.
<ce>                 I do know that it is not on the field
<ce>                  of Cryngaine where they erected that
<ce>                  monument to him. If you do speak to
<ce>                    him...could you tell him I still
<ce>                     love him. Death will not be a
<ce>                        barrier to us for long.

QuestLogEntry:  [1010]
%qdt:
 Medora has given me a powder that will
 soothe the spirit of Lysandus. However,
 it will not lay his shade to rest, but
 only calm it. Now I need only to find
 his tomb and use it.


-- Symbols used in the QRC file:
--
--              %qdt occurs 1 time.

QBN:
Item _spider_ lich_dust

Person _medora_ named Medora atHome

Place _lysandustomb_ permanent LysandusTomb1

Clock _S.00_ 20.20:0 0 flag 0:1 range 0 1


--	Quest start-up:
	start timer _S.00_ 

variable _S.00_
_S.01_ task:
	clicked npc _medora_ 

_S.02_ task:
	when _S.01_ and _S.00_ 
	log 1010 step 0 
	get item _spider_ 
	say 1002 

_S.03_ task:
	when not _S.00_ and _S.01_ 
	say 1001 
	clear _S.01_ _S.03_ 

variable _ranger_
variable _S.05_ global 43
	have _spider_ set _S.06_ 

_S.06_ task:
	start quest 15 15 
	take _spider_ from pc 
	play video 5 
	end quest 

_S.07_ task:
	when _S.05_ and not _S.06_ 
	clear _S.05_ _S.07_ 


s0000100

-- Quest: /dos/g/game/dag/arena2/s0000100.qbn.
-- Main story quest.
-- QuestId: 100
Messages: 16
Quest: s0000100
-- Message panels
QRC:

Message:  1015
<ce>                 Queen Akorithi has sent us to relieve
<ce>                 you of a heavy burden. The Totem must
<ce>                   be such a weight on your mind. Its
<ce>                 too bad you didn't try harder to stay
<ce>                 on her good side. She also ordered us
<ce>                  to kill you. No witnesses of course.
                                     <--->
<ce>                     We're here to kill you %pcn.
<ce>                   No hard feelings. We just want the
<ce>                      Totem and you're in the way.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.

QBN:



Clock _S.01_ 1:15 0 flag 0:1 range 0 1
Clock _S.02_ 444.10:40 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Battle_mage

--	Quest start-up:
	create foe _F.00_ every 100 minutes 30 times with 5% success 
	start timer _S.02_ 

_S.00_ task:
	injured _F.00_ 
	start timer _S.01_ 
	say 1015 

_S.01_ task:
	clear _S.01_ _S.00_ 

_S.02_ task:
	end quest 


s0000101

-- Quest: /dos/g/game/dag/arena2/s0000101.qbn.
-- Main story quest.
-- QuestId: 101
Messages: 16
Quest: s0000101
-- Message panels
QRC:

Message:  1015
<ce>                 King Eadwyre has sent us kill you and
<ce>                  deliver the Totem to him. Prepare to
<ce>                               die, %pcn.
                                     <--->
<ce>                   We want the Totem. Actually to be
<ce>                   precise, Queen Barenziah wants the
<ce>                  Totem. She's willing to pay you with
<ce>                 a quick death rather than a slow one.
                                     <--->
<ce>                  You must have had bad dealings with
<ce>                  Wayrest. They sent us to murder you
<ce>                       and bring back the Totem.


-- Symbols used in the QRC file:
--
--              %pcn occurs 1 time.

QBN:



Clock _S.01_ 1:15 0 flag 0:1 range 0 1
Clock _S.02_ 444.10:40 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Assassin

--	Quest start-up:
	create foe _F.00_ every 100 minutes 30 times with 5% success 
	start timer _S.02_ 

_S.00_ task:
	injured _F.00_ 
	start timer _S.01_ 
	say 1015 

_S.01_ task:
	clear _S.01_ _S.00_ 

_S.02_ task:
	end quest 


s0000102

-- Quest: /dos/g/game/dag/arena2/s0000102.qbn.
-- Main story quest.
-- QuestId: 102
Messages: 16
Quest: s0000102
-- Message panels
QRC:

Message:  1015
<ce>                   Gortwog says you must die. We can
<ce>                   keep all of your stuff, except the
<ce>                      Totem, which is his bounty.
                                     <--->
<ce>                     You %ra have never given orcs
<ce>                    the proper respect. It will be a
<ce>                     pleasure to kill you for King
<ce>                    Gortwog and bring him the Totem.
                                     <--->
<ce>                     King Gortwog says you are an
<ce>                       untrustworthy %ra. I am to
<ce>                    kill you and take him the Totem.


-- Symbols used in the QRC file:
--
--               %ra occurs 2 times.

QBN:



Clock _S.01_ 1:15 0 flag 0:1 range 0 1
Clock _S.02_ 444.10:40 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Orc_warlord
Foe _F.01_ is 3 Orc_shaman

--	Quest start-up:
	create foe _F.01_ every 100 minutes 15 times with 3% success 
	create foe _F.00_ every 100 minutes 15 times with 3% success 
	start timer _S.02_ 

_S.00_ task:
	injured _F.01_ 
	injured _F.00_ 
	start timer _S.01_ 
	say 1015 

_S.01_ task:
	clear _S.01_ _S.00_ 

_S.02_ task:
	end quest 


s0000103

-- Quest: /dos/g/game/dag/arena2/s0000103.qbn.
-- Main story quest.
-- QuestId: 103
Messages: 16
Quest: s0000103
-- Message panels
QRC:

Message:  1015
<ce>                  None may defy the King of Worms and
<ce>                  live to tell of it. You have denied
<ce>                     him the Totem of Tiber Septim.
<ce>                  Therefore I will slay you and bring
<ce>                               it to him.
                                     <--->
<ce>                 I will take the Totem and drink from
<ce>                you veins on this night. Just surrender
<ce>                  and it will be relatively painless.
                                     <--->
<ce>                  The King of Worms wants the Totem.
<ce>                   Since he has no reason to believe
<ce>                 that you might give it to him of your
<ce>                 own free will, I am here to kill you.


-- Symbols used in the QRC file:
--    ***  None  ***

QBN:



Clock _S.01_ 1:15 0 flag 0:1 range 0 1
Clock _S.02_ 444.10:40 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Vampire
Foe _F.01_ is 2 Ancient_vampire

--	Quest start-up:
	start timer _S.02_ 

_S.00_ task:
	injured _F.01_ 
	injured _F.00_ 
	start timer _S.01_ 
	say 1015 

_S.01_ task:
	clear _S.01_ _S.00_ 

_S.02_ task:
	end quest 

_S.03_ task:
	daily from 4:10 to 20:50 

until _S.03_ performed:
	start task _S.04_ 

_S.04_ task:
	create foe _F.01_ every 1440 minutes 10 times with 3% success 
	create foe _F.00_ every 1440 minutes 20 times with 5% success 


s0000104

-- Quest: /dos/g/game/dag/arena2/s0000104.qbn.
-- Main story quest.
-- QuestId: 104
Messages: 16
Quest: s0000104
-- Message panels
QRC:

Message:  1015
<ce>                    The Underking wants the Totem.
<ce>                             You must die.
                                     <--->
<ce>                   You have shown no loyalty to the
<ce>                   Underking. Therefore you must die
<ce>                       for him to get the Totem.
                                     <--->
<ce>                  I have come for the Totem of Tiber
<ce>                    Septim. You will join the ranks
<ce>                              of the dead.


-- Symbols used in the QRC file:
--    ***  None  ***

QBN:



Clock _S.01_ 1:15 0 flag 0:1 range 0 1
Clock _S.02_ 44.10:40 0 flag 0:1 range 0 1

Foe _F.00_ is 3 Frost_daedra
Foe _F.01_ is 3 Fire_daedra

--	Quest start-up:
	create foe _F.01_ every 101 minutes 15 times with 3% success 
	create foe _F.00_ every 97 minutes 15 times with 3% success 
	start timer _S.02_ 

_S.00_ task:
	injured _F.01_ 
	injured _F.00_ 
	start timer _S.01_ 
	say 1015 

_S.01_ task:
	clear _S.01_ _S.00_ 

_S.02_ task:
	end quest 


s0000106

-- Quest: /dos/g/game/dag/arena2/s0000106.qbn.
-- Main story quest.
-- QuestId: 106
Messages: 10
Quest: s0000106
-- Message panels
QRC:

QuestorOffer:  [1000]


RefuseQuest:  [1001]


AcceptQuest:  [1002]


QuestFail:  [1003]


QuestComplete:  [1004]


RumorsDuringQuest:  [1005]


RumorsPostfailure:  [1006]


RumorsPostsuccess:  [1007]


QuestorPostsuccess:  [1008]


QuestorPostfailure:  [1009]



-- Symbols used in the QRC file:
--    ***  None  ***

QBN:

Person Gothryd named King_Gothryd atHome
Person Eadwyre named King_Eadwyre atHome
Person _akorithi_ named Queen_Akorithi atHome
Person _magesguild_ face 97 faction The_Mages_Guild
Person _P.04_ face 72 faction The_Fighters_Guild
Person _thievesguild_ face 1 faction The_Thieves_Guild
Person _P.06_ face 201 faction The_Dark_Brotherhood
Person _P.07_ face 1 faction The_Temple_of_Kynareth
Person _queston2_ face 217 faction The_Temple_of_Stendarr
Person _P.09_ faction The_School_of_Julianos female
Person _P.10_ face 1 faction The_Benevolence_of_Mara
Person _P.11_ face 1 faction The_House_of_Dibella
Person _P.12_ face 97 faction The_Akatosh_Chantry
Person _P.13_ face 1 faction The_Order_of_Arkay
Person _P.14_ face 1 faction The_Resolution_of_Z'en
Person _P.15_ face 1 faction The_Merchants




--	Quest start-up:
	change repute with _P.12_ by +100 
	change repute with _akorithi_ by +100 
	change repute with _P.13_ by +100 
	change repute with _P.06_ by +100 
	change repute with _P.11_ by +100 
	change repute with Eadwyre by +100 
	change repute with _P.04_ by +100 
	change repute with Gothryd by +100 
	change repute with _P.09_ by +100 
	change repute with _P.07_ by +100 
	change repute with _magesguild_ by +100 
	change repute with _P.10_ by +100 
	change repute with _P.15_ by +100 
	change repute with _queston2_ by +100 
	change repute with _thievesguild_ by +100 
	change repute with _P.14_ by +100 
	end quest 


s0000107

-- Quest: /dos/g/game/dag/arena2/s0000107.qbn.
-- Main story quest.
-- QuestId: 107
Messages: 10
Quest: s0000107
-- Message panels
QRC:

QuestorOffer:  [1000]


RefuseQuest:  [1001]


AcceptQuest:  [1002]


QuestFail:  [1003]


QuestComplete:  [1004]


RumorsDuringQuest:  [1005]


RumorsPostfailure:  [1006]


RumorsPostsuccess:  [1007]


QuestorPostsuccess:  [1008]


QuestorPostfailure:  [1009]



-- Symbols used in the QRC file:
--    ***  None  ***

QBN:

Person _aubki_ named Queen_Aubk-i atHome




--	Quest start-up:
	change repute with _aubki_ by +8 
	end quest 


s0000500

-- Quest: /dos/g/game/dag/arena2/s0000500.qbn.
-- Main story quest.
-- QuestId: 500
Messages: 71
Quest: s0000500
-- Message panels
QRC:

QuestorOffer:  [1000]


RefuseQuest:  [1001]


AcceptQuest:  [1002]


QuestFail:  [1003]


QuestComplete:  [1004]
<ce>                   %pcf, you saved my life when most
<ce>                  of my supposed friends abandoned me.
<ce>                  I am in your debt.  My resources are
<ce>                not what they once were, but accept this
<ce>             _gold_ gold as a small token of my gratitude.

RumorsDuringQuest:  [1005]
<ce>  One of _queen_'s high lords was arrested for treason.  His friends
<ce>    are pleading for mercy, but the Queen has already scheduled his
<ce>                            execution date.

RumorsPostsuccess:  [1007]
<ce> They say that _traitor_ escaped from the dungeon of Castle Sentinel,
<ce> right from under the noses of _queen_'s guards.  She must be furious!

Message:  1020
%qdt:
 I have received a letter from one
 _contact1_, asking me to meet %g2
 at _tavern_ in __tavern_,
 on some matter having to do with
 _traitor_ of Sentinel.

Message:  1021
%qdt:
 I met with _contact1_, who told
 me that _traitor_ languishes
 in the dungeons of Sentinel, with
 his execution scheduled in =executiondelay_
 days.  _contact1_ begged me to
 rescue _traitor_ before it was
 too late.

Message:  1022
%qdt:
 I have rescued _traitor_ from
 Castle Sentinel's dungeon, and
 am taking %g2 to __safehouse_
 in _safehouse_ where we will
 meet an ally of _traitor_.

Message:  1030
Dear %pcn:
 
 If you are a friend of _traitor_,
 please meet me at _tavern_ in
 __tavern_ as soon as possible.
 This is a matter of life or death!
 
<ce>                               _contact1_

Message:  1040
<ce>                     %pcn?  You were my last hope!
<ce>                     _traitor_'s friends and allies
<ce>                    have all proven faithless after
<ce>                     he was arrested by the tyrant
<ce>                     _queen_ on trumped up charges
<ce>                     of treason.  He is now locked
<ce>                       in the dungeons of Castle
<ce>                     Sentinel, awaiting execution.
<ce>                     Please, if you have any regard
<ce>                  for the man, rescue him from certain
<ce>                  death.  He often spoke of your skill
<ce>                 and bravery.  I know you will help us.

Message:  1041
<ce>                    %oth, am I glad to see you.  We
<ce>                    must get out of here before the
<ce>                 alarm is raised.  I was just plotting
<ce>                  my escape when you showed up, but no
<ce>                   need for that now, eh?  My strong
<ce>                   right arm, that's what I've always
<ce>                   called you.  I promise, when I am
<ce>                  King of Sentinel, you will be there
<ce>                  at my side, the richest lord of the
<ce>                    kingdom!  Sounds good, eh?  Once
<ce>                   we're clear of pursuit, take me to
<ce>                     __safehouse_.  I have a friend
<ce>                     there at _safehouse_ who will
<ce>                     help me organize the conquest
<ce>                      of Sentinel anew.  Lead on,
<ce>                        good %pcn, let us away!

Message:  1050
<ce>                      Raise the alarm!  _traitor_
<ce>                  is escaping!  =guards_, come quick!

Message:  1051
<ce>                      _traitor_ clasps your hand,
<ce>                          and says earnestly:
<ce>                                    
<ce>                   "I thank you for rescuing me from
<ce>                     that black pit of despair, but
<ce>                I will have to part ways with you here."

Message:  1060
<ce>   Did you hear that _traitor_ of Sentinel was executed for treason?
<ce> Apparently it was quite a spectacle -- they hanged him in the public square
<ce>                     in front of _queen_'s Castle.
                                     <--->
<ce>  _traitor_ of Sentinel was hanged for treason.  They say he pleaded
<ce>             for his life quite shamefully before he died.

Message:  1070
<ce>                   A courier shouts at you to wait.
<ce>                       "%pcn, right?  This letter
<ce>                         is for you.  Gotta go."


-- Symbols used in the QRC file:
--
--               %g2 occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 1 time.
--              %pcn occurs 3 times.
--              %qdt occurs 3 times.
--  =executiondelay_ occurs 1 time.
--          =guards_ occurs 1 time.
--      __safehouse_ occurs 2 times.
--         __tavern_ occurs 2 times.
--        _contact1_ occurs 4 times.
--            _gold_ occurs 1 time.
--           _queen_ occurs 4 times.
--       _safehouse_ occurs 2 times.
--          _tavern_ occurs 2 times.
--         _traitor_ occurs 12 times.

QBN:
Item _letter_ letter used 1030
Item _gold_ gold

Person _traitor_ named Lord_K'avar
Person _contact1_ face 15 group Dark_Brotherhood
Person _queen_ named Queen_Akorithi atHome
Person _contact2_ face 1 faction Local_3.1

Place _tavern_ remote tavern
Place _sentinel_ permanent Sentinel4
Place _safehouse_ remote house4

Clock _S.00_ 31.6:0 93.18:0
Clock _executiondelay_ 0:0 0 flag 0:1 range 0 2
Clock _delay_ 1:0 0 flag 0:1 range 0 1
Clock _escapetime_ 0:0 0 flag 0:1 range 0 2

Foe _guards_ is Spellsword
Foe _F.01_ is Spellsword

--	Quest start-up:
	start timer _S.00_ 
	place foe _guards_ at _sentinel_ 
	place npc _traitor_ at _sentinel_ 

_S.00_ task:
	_letter_ used do _readletter_ 
	start timer _executiondelay_ 
	give pc _letter_ notify 1070 
	place npc _contact1_ at _tavern_ 

variable _executiondelay_
_S.02_ task:
	clicked npc _contact1_ 
	log 1021 step 1 
	say 1040 

_S.03_ task:
	clicked npc _traitor_ 
	start timer _escapetime_ 
	log 1022 step 2 
	remove npc _traitor_ 
	remove npc _contact1_ 
	say 1041 
	add _traitor_ face 
	change repute with _queen_ by -20 
	create npc at _safehouse_ 
	place npc _contact2_ at _safehouse_ 

_greklith_ task:
	injured _guards_ 
	create foe _F.01_ every 2 minutes 20 times with 50% success 
	say 1050 

_S.05_ task:
	clicked npc _contact2_ 

_S.06_ task:
	when _S.03_ and _S.05_ 
	give pc _gold_ 
	start timer _delay_ 
	drop _traitor_ face 
	unset _S.05_ 

_delay_ task:
	end quest 

_S.08_ task:
	when _executiondelay_ and not _S.03_ 
	rumor mill 1060 
	end quest 

_escapetime_ task:
	say 1051 
	end quest 

_readletter_ task:
	log 1020 step 0 


s0000977

-- Quest: /dos/g/game/dag/arena2/s0000977.qbn.
-- Main story quest.
-- QuestId: 977
Messages: 10
Quest: s0000977
-- Message panels
QRC:

QuestorOffer:  [1000]


RefuseQuest:  [1001]


AcceptQuest:  [1002]


QuestFail:  [1003]


QuestComplete:  [1004]


RumorsDuringQuest:  [1005]
Ghosts are haunting the streets of Daggerfall.
<--->
Don't walk the streets of Daggerfall at night.
<--->
<ce>      The ghost of King Lysandus haunts his old capital at night.
<ce>                           No one knows why.

RumorsPostfailure:  [1006]


RumorsPostsuccess:  [1007]


QuestorPostsuccess:  [1008]


QuestorPostfailure:  [1009]



-- Symbols used in the QRC file:
--    ***  None  ***

QBN:


Place _daggerfall_ permanent DaggerfallCity1

Clock _delay_ 0:4 0:15 flag 12 range 0 0
Clock _S.05_ 0:1 0 flag 0:9 range 0 1

Foe _F.00_ is Ghost
Foe _wraith_ is Wraith

--	Quest start-up:
	pc at _daggerfall_ do _S.02_ 

variable _S.00_ global 0
	end quest 

_S.01_ task:
	daily from 5:0 to 19:0 

variable _S.02_
_S.03_ task:
	when not _S.01_ and _S.02_ 
	create foe _wraith_ every 21 minutes indefinitely with 50% success 
	create foe _F.00_ every 31 minutes indefinitely with 50% success 
	play sound 386 5 25 

variable _delay_
variable _S.05_
_S.06_ task:
	when _S.01_ or not _S.02_ 
	clear _S.03_ 


s0000988

-- Quest: /dos/g/game/dag/arena2/s0000988.qbn.
-- Main story quest.
-- QuestId: 988
Messages: 21
Quest: s0000988
-- Message panels
QRC:

QuestLogEntry:  [1010]
Dear %pcf,
 
 You have probably not heard the fairy tale of
 Numidium, but you need to.
 
 The legend dates back to the earliest parts of
 the third era.
 
 Numidium was supposed to be a giant so big his
 hands could knock the moons from the sky. I do
 not recall from the stories whether Numidium was
 supposed to be good or bad, but the legends used
 to scare me as a child.
 
 The legends are, in fact, true. There was a
 Numidium, and, if situations continue, he will
 come again. The Totem of Tiber Septim is used
 to control Numidium. However, legend has it that
 great Numidium lost his Mantellan heart,
 whatever that is, in the final with Tiber
 Septim's Battlemage. Until his heart is found,
 the Totem is useless.
 
<ce>                                A Friend

Message:  1011
Dear %pcf,
 
 Numidium was Tiber Septim's secret weapon in his
 bid for supreme power: a thousand foot tall automaton,
 a golem or an atronach of sorts powered by a gem called
 the Mantella. The Mantella was infused with the life
 orce of Tiber Septim's Imperial Battlemage, and with
 it, Septim crushed all who stood in his way. After the
 complete and total defeat of all his opponents, Septim
 began using Numidium to crush the neutral royal families
 of Tamriel so that he could enthrone only persons he
 knew to be loyal. His Imperial Battlemage was furious
 at this use of his creation, and fought to reclaim the
 Mantella. In the ensuing battle, both the created and
 the creator were vanquished: the heart they shared
 blown out of this reality into the netherworld they
 call Aetherius. Numidium's body was scattered throughout
 Tamriel and the Imperial Battlemage, without his life
 force went into a semi-slumber in a subterranean vault.
 In the centuries that followed, the Emperor's elite
 soldiers, for generation after generation, collected the
 pieces of the Numidium and became known as the Blades.
 Tiber Septim's Imperial Battle Mage became known as the
 Underking, and sent his forces out to find the Mantella.
 
 Be warned, therefore. Those who search for the Totem of
 Tiber Septim are searching for the mechanism the first
 Emperor of Tamriel used to control Numidium. Should
 Numidium return, he or she who holds the Totem will
 control Tamriel's fate.
 
<ce>                                A Friend


Message:  1012
Dear %pcf,
 
 I must tell you about the Totem of Tiber Septim, which
 all covet. You must know the truth about what you are asked.
 
 The Totem was crafted by the original Imperial Battlemage
 of Tamriel, by orders of Tiber Septim. It is essentially a
 means of controlling a gargantuan creature called the
 Numidium. Without it, the Numidium would simply not
 function. The Imperial Battlemage placed a seal on the
 Totem so that anyone not of Septim lineage or possessing
 a special supernatural affinity, such as himself, would be
 instantly killed if they attempted to use it. The Totem,
 with the rest of Numidium, was lost during the epic battle
 between the Imperial Battlemage and his own creation.
 
<ce>                                A Friend

Message:  1020
<ce>       You approached by a young page who smiles in recognition
<ce>        and does not ask your name before he hands you a letter
<ce>         addressed to you. To all of your questions, he merely
<ce>                responds with a blank look and a smile.
                                     <--->
<ce>             A letter is pressed into your hand. You spin
<ce>             to see who gave it to you. You catch a glimpse
<ce>                of livery that vanishes into the crowd.
                                     <--->
<ce>              A page steps forward saying "Letter for you
<ce>                      %pcn," and hands you a note.
                                     <--->
<ce>              A courier steps up to you with a letter in
<ce>                hand. "I was told to give this letter to
<ce>                someone fitting your description," says
<ce>                the courier. As you take it, the courier
<ce>                     turns and walks quickly away.
                                     <--->
<ce>                Reaching into you pack for something to
<ce>              eat, you spy a note. It wasn't there before.
                                     <--->
<ce>             A redfaced courier startles you with a cry of
<ce>                   "Letter for %pcn! Hey that must be
<ce>                 you. Here, take this. Gotta go. Other
<ce>                         deliveries to be made.


-- Symbols used in the QRC file:
--
--              %pcf occurs 3 times.
--              %pcn occurs 2 times.

QBN:
Item _letter1_ letter used 1010
Item _letter2_ letter used 1011
Item _letter3_ letter used 1012

Person _darkb_ face 1 faction Dark_Plotters
Person _lhotun_ named Prince_Lhotun atHome
Person _vampires_ face 113 factiontype Vampire_Clan
Person _gortwog_ named Gortwog atHome
Person _underking_ named The_Underking
Person _aubk-i_ named Queen_Aubk-i atHome
Person _thievesguild_ face 1 faction The_Thieves_Guild
Person _P.07_ named King_of_Worms atHome
Person _elysana_ named Princess_Elysana atHome
Person _P.09_ face 1 factiontype Witches_Coven
Person _magesguild_ face 13 faction The_Mages_Guild


Clock _delay_ 1.0:0 0 flag 0:1 range 0 1


--	Quest start-up:
	dialog link for person _darkb_ 
	dialog link for person _gortwog_ 
	dialog link for person _P.07_ 
	dialog link for person _magesguild_ 
	dialog link for person _thievesguild_ 
	dialog link for person _vampires_ 
	dialog link for person _P.09_ 
	dialog link for person _underking_ 
	repute with _darkb_ exceeds 50 do _S.00_ 
	repute with _lhotun_ exceeds 25 do _S.00_ 
	repute with _vampires_ exceeds 10 do _S.00_ 
	repute with _gortwog_ exceeds 25 do _S.00_ 
	repute with _underking_ exceeds 5 do _S.01_ 
	repute with _vampires_ exceeds 10 do _S.01_ 
	repute with _aubk-i_ exceeds 25 do _S.01_ 
	repute with _thievesguild_ exceeds 50 do _S.01_ 
	repute with _P.07_ exceeds 15 do _S.02_ 
	repute with _elysana_ exceeds 25 do _S.02_ 
	repute with _P.09_ exceeds 25 do _S.02_ 
	repute with _magesguild_ exceeds 50 do _S.02_ 

_S.00_ task:
	give pc _letter1_ notify 1010 

_S.01_ task:
	give pc _letter2_ notify 1010 

_S.02_ task:
	give pc _letter3_ notify 1010 

_S.03_ task:
	when _S.00_ or _S.01_ or _S.02_ 
	start quest 9 9 
	start timer _delay_ 

_delay_ task:
	end quest 

variable _S.05_ global 36
	end quest 


s0000999

-- Quest: /dos/g/game/dag/arena2/s0000999.qbn.
-- Main story quest.
-- QuestId: 999
Messages: 42
Quest: s0000999
-- Message panels
QRC:

QuestorOffer:  [1000]
Error: Questtext 1000 called on MAIN.Q

RefuseQuest:  [1001]
Error: Questtext 1001 called on MAIN.Q

AcceptQuest:  [1002]
Error: Questtext 1002 called on MAIN.Q

QuestFail:  [1003]
Error: Questtext 1003 called on MAIN.Q

QuestLogEntry:  [1010]
%qdt:
 I am on a mission from the emperor to investigate
 the shade of King Lysandus. His spirit has been
 haunting the city of Daggerfall. The emperor
 himself has charged me with the duty of laying
 his ghost to rest.
    There is also the minor matter of a letter
 he sent to the Queen of Daggerfall. If I should
 find out what happened to the letter, he would be
 most appreciative.
    Before landing in Daggerfall, a sudden storm
 capsized the ship. I barely made it into this cave.

Message:  1011
%qdt:
 I met with Lady Brisienna in a tavern room. She
 told me that the three major powers of the Iliac
 bay are Daggerfall, Wayrest, and Sentinel. If I
 am to investigate the mystery of Lysandus' ghost,
 I should start by speaking with the royal families
 of these fiefdoms.

Message:  1026
<ce>       You approached by a young page who smiles in recognition
<ce>        and does not ask your name before he hands you a letter
<ce>         addressed to you. To all of your questions, he merely
<ce>                responds with a blank look and a smile.
                                     <--->
<ce>             A letter is pressed into your hand. You spin
<ce>             to see who gave it to you. You catch a glimpse
<ce>                of livery that vanishes into the crowd.
                                     <--->
<ce>              A page steps forward saying "Letter for you
<ce>                      %pcn," and hands you a note.
                                     <--->
<ce>              A courier steps up to you with a letter in
<ce>                hand. "I was told to give this letter to
<ce>                someone fitting your description," says
<ce>                the courier. As you take it, the courier
<ce>                     turns and walks quickly away.
                                     <--->
<ce>                Reaching into you pack for something to
<ce>              eat, you spy a note. It wasn't there before.
                                     <--->
<ce>             A redfaced courier startles you with a cry of
<ce>                   "Letter for %pcn! Hey that must be
<ce>                 you. Here, take this. Gotta go. Other
<ce>                         deliveries to be made.

Message:  1031
<ce>                        %pcn, I have a special
<ce>               task in mind for you. However, to be blunt
<ce>             you have yet to prove yourself to me. I don't
<ce>               know if I can trust you yet. I will watch
<ce>             you actions and how you conduct yourself with
<ce>             other members of my court and my family. That
<ce>             will tell me if you have the proper character.
                                     <--->
<ce>              Your bravery and skill are beyond reproach.
<ce>             If I felt I could trust you, I would send you
<ce>             on a particularly sensative mission. Come back
<ce>              and visit me when you shown I can trust you.

Message:  1032
<ce>                      %pcn, I have a special task
<ce>            that would be perfect for you. However, I would
<ce>            just be signing your death warrant if I were to
<ce>             give it to you now. When you are more skillful
<ce>              return to me and I may give it to you then.
                                     <--->
<ce>                   Its really too bad, %pcf. I have
<ce>              a special assignment that requires someone I
<ce>            trust, such as yourself. However, it also needs
<ce>             someone of greater skill in order to survive.
<ce>             Come back and visit me when you have improved
<ce>                         you skills some more.

Message:  1033
<ce>                      %pcn, You might be just the
<ce>                person ta help me. But I don't trusts ya
<ce>                 well nuff yet. If I hears that you are
<ce>                  a standup %ra, maybe you should come
<ce>                         back and ask me again.

Message:  1034
<ce>                    I could sure use yer help %pcn.
<ce>               But you just ain't tough enough ta handle
<ce>               what I gotta have done. You get better and
<ce>                           then come see me.

Message:  1035
<ce>                I have delicate matters that might need
<ce>               your touch. First you must prove yourself
<ce>               worthy. Return to me when you have earned
<ce>                   the trust to deserve my patronage.

Message:  1036
<ce>              You are trustworthy, that I know. However,
<ce>               to be blunt, you are unskilled. Should you
<ce>                gain greater skill and become a deadlier
<ce>                opponent, I think I could give some very
<ce>                           interesting work.

Message:  1040
%pcn,
 
    Greetings and salutations. I hope your trip
 was uneventful. They say that you are keenly
 interested in the haunting of Daggerfall. My
 father and King Lysandus were somewhat close.
 Should you come visit me, I might be able to shed
 some light upon recent events involving Lysandus.
 
 Prince Lhotun,
 Caste Sentinel

Message:  1041
Dear %pcf,
 
    My eyes and ears abroad say that you are
 interested in the fate of a certain letter.
 Any emperor should not be so careless, nor should
 a queen. You really should come visit me in
 Castle Wayrest. I have some most interesting
 tidbits that I am sure you would enjoy hearing.
 
<ce>                               -- Morgiah
<ce>                          Princess of Wayrest


-- Symbols used in the QRC file:
--
--              %pcf occurs 2 times.
--              %pcn occurs 7 times.
--              %qdt occurs 2 times.
--               %ra occurs 1 time.

QBN:
Item letter49 letter used 1040
Item letter50 letter used 1041



Clock mainquestclock 0:0 0 flag 0:9 range 0 0


--	Quest start-up:
	log 1010 step 0 

_S.00_ task:
	when Prince_Lhotun is available 

_S.01_ task:
	when Prince_Helseth is available 

_S.02_ task:
	when Medora is available 

_S.03_ task:
	when Princess_Morgiah is available 

_S.04_ task:
	when Queen_Aubk-i is available 

_S.05_ task:
	when Princess_Elysana is available 

_S.06_ task:
	when Cyndassa is available 

_S.07_ task:
	when _S.23_ and _S.24_ and _S.25_ and _S.26_ 
	end quest 

variable _S.08_
_S.09_ task:
	when repute with Cyndassa is at least 0 

_S.10_ task:
	when repute with Princess_Elysana is at least 0 

_S.11_ task:
	when repute with Queen_Aubk-i is at least 0 

_S.12_ task:
	when repute with Princess_Morgiah is at least 0 

_S.13_ task:
	when repute with Medora is at least 0 

_S.14_ task:
	when repute with Prince_Helseth is at least 0 

_S.15_ task:
	when repute with Prince_Lhotun is at least 0 

_S.16_ task:
	quest 3 completed 
	quest 5 completed 
	quest 6 completed 
	quest 4 completed 
	quest 5 completed 
	quest 8 completed 
	quest 3 completed 

_S.17_ task:
	when _S.11_ and _S.16_ and _S.04_ 
	start quest 5 5 
	unset _S.18_ _S.19_ _S.16_ _S.04_ 

_S.18_ task:
	when _S.06_ and _S.09_ and not _S.16_ 
	when _S.02_ and _S.13_ and not _S.16_ 
	say 1034 
	say 1036 

_S.19_ task:
	when _S.06_ and not _S.09_ 
	when _S.02_ and not _S.13_ 
	say 1033 
	say 1035 

_S.20_ task:
	when _S.06_ and _S.09_ and _S.16_ 
	start quest 7 7 
	unset _S.19_ _S.18_ _S.16_ _S.06_ 

_S.21_ task:
	when _S.05_ and _S.10_ and _S.16_ and not _S.31_ 
	start quest 6 6 
	unset _S.19_ _S.18_ _S.16_ _S.05_ 

_S.22_ task:
	when _S.01_ and _S.14_ and _S.16_ and not _S.27_ 
	start quest 2 2 
	unset _S.19_ _S.18_ _S.16_ _S.01_ 

_S.23_ task:
	when _S.00_ and _S.15_ and _S.16_ 
	start quest 1 1 
	unset _S.19_ _S.18_ _S.16_ _S.00_ 

_S.24_ task:
	when _S.02_ and _S.13_ and _S.16_ 
	start quest 3 3 
	unset _S.19_ _S.18_ _S.16_ _S.02_ 

_S.25_ task:
	when _S.03_ and _S.12_ and _S.16_ 
	start quest 4 4 
	unset _S.19_ _S.18_ _S.16_ 

_S.26_ task:
	when _S.17_ and _S.20_ and _S.21_ and _S.22_ 

variable _S.27_ global 25
variable _S.28_ global 31
	log 1011 step 1 

_S.29_ task:
	when _S.15_ and _S.16_ 
	give pc letter49 silently 

_S.30_ task:
	when _S.12_ and _S.16_ 
	give pc letter50 silently 

variable _S.31_ global 29


t0c00y00

-- Quest: /dos/g/game/dag/arena2/t0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Lady Azura
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: t0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              You dare summon forth Azura of the Crimson
<ce>               Gate, pleading for power? I don't know if
<ce>                you are worthy of such favor. In fact, I
<ce>                doubt it very much. I suppose that if I
<ce>               demanded that you murder a priest who has
<ce>                been saying very, very rude things about
<ce>                 me, you would refuse even that small,
<ce>               simple request. Would you do that for me?

RefuseQuest:  [1001]
<ce>                No! You're supposed to say yes! You're
<ce>                 supposed to say: Yes, beautiful Azura,
<ce>                  I would gladly murder at the snap of
<ce>                          your ivory fingers.
<ce>                                 Boor!
<ce>                                 Bigot!
<ce>                               Barbarian!
<ce>                        Now, I must go before I
<ce>                    forget that I am a lady and say
<ce>                     something that I'll regret ...

AcceptQuest:  [1002]
<ce>                 You would! Oh jolly good. Well, this
<ce>                perfectly awful priest is also a Healer,
<ce>                if that means anything. Isn't that just
<ce>              typical?  As usual with these self-rightous
<ce>                      types, =monster_ is secluded
<ce>                       in ___mondung_, cleansing
<ce>                or some such ridiculous thing.  Anyway,
<ce>               why don't you hop on over there and stick
<ce>                 a sword in %g2 or something. And then
<ce>                      scurry over to ___qgfriend_
<ce>                   and see my dear darling _qgfriend_
<ce>                who will give you my Star. That's enough
<ce>               power for anyone. I think =1stparton_ days
<ce>                is time enough for this, don't you? Oh,
<ce>                   good. Hurry along then, %pcf. And
<ce>                     don't be a stranger. Say hi to
<ce>                     _qgfriend_ for me. Okay, 'bye.

QuestFail:  [1003]
<ce>                              Hmm? What?
<ce>                             Do I know you?

QuestComplete:  [1004]
<ce>                          Oh. Oh, %pcn! Have
<ce>                  you been here long? I'm sorry, I was
<ce>                  just day-dreaming about my mistress,
<ce>                  the Lady Azura. That candle reminded
<ce>                  me of the scintillation of her eyes,
<ce>                 you see. How silly of me. Well, here's
<ce>                  _artifact_. She doesn't give this to
<ce>                  just anyone, but don't let it go to
<ce>                     your bean. She was mine first.

RumorsDuringQuest:  [1005]
Did you hear =monster_'s speech about the sin of vanity when %g came to town?
<--->
If you talk to =monster_, you'll recognize how egotism is the worst of sins.

RumorsPostfailure:  [1006]
=monster_ has moved on, but %g3 message about the virtues of humility remain.
<--->
=monster_ has left %reg, still spreading %g3 messages about vanity, I hear.

RumorsPostsuccess:  [1007]
It's not a real tragedy about =monster_ -- I mean, %g was a real goody-goody.
<--->
<ce>I'm not glad =monster_'s dead, but %g3 message was ... well, rather extreme
 don't you think?

Message:  1011
_qgfriend_ is that =qgfriend_ I saw daydreaming at __qgfriend_ to the %di.
<--->
_qgfriend_ is that sleepy-eyed =qgfriend_ in __qgfriend_, %di of here.

Message:  1012
_qgfriend_ is one of the Lady Azura's lovers and an agent of hers in %reg.
<--->
_qgfriend_ is a =qgfriend_ who Lady Azura has bewitched into a virtual slave.

Message:  1013
Azura is one of the Daedric Regents of Oblivion. Her sphere is vanity.
<--->
Lady Azura is the Daedra Prince of Vanity and Egotism.

Message:  1014
_artifact_ can transform living creatures into statues forever.

Message:  1020
%qdt:
 I have an arrangement with one of the
 Daedra Princes, Azura. If I will slay a
 monk who lives in a deserted temple,
 ___mondung_, and meet her contact,
 _qgfriend_ of ___qgfriend_
 within =1stparton_ days, I will be given
 _artifact_.

Message:  1030
<ce>                     You have killed the _monster_
<ce>                   =monster_, as you promised Azura.


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--                %g occurs 2 times.
--               %g2 occurs 1 time.
--               %g3 occurs 3 times.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 1 time.
--              %reg occurs 2 times.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 8 times.
--        =qgfriend_ occurs 3 times.
--       ___mondung_ occurs 2 times.
--      ___qgfriend_ occurs 4 times.
--        _artifact_ occurs 3 times.
--         _monster_ occurs 1 time.
--        _qgfriend_ occurs 7 times.

QBN:
Item _artifact_ artifact Azuras_Star used 1014

Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012

Place _mondung_ remote dungeon4

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Healer

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_delay_ task:
	end quest 


u0c00y00

-- Quest: /dos/g/game/dag/arena2/u0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Boethiah
-- Repute: 0
-- QuestId: 0
Messages: 43
Quest: u0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Power, hah! Would a Mundus-crawling %ra
<ce>             know what to do with real power? You mean you
<ce>              want to be able to bully a few other mortals
<ce>             around, don't you? Well that can be arranged.
<ce>              I want you to show me you have the mettle to
<ce>              actually use what I give you. Will you kill
<ce>                            someone for it?

RefuseQuest:  [1001]
<ce>                  Pah, you make me sick. Don't summon
<ce>                       me again, %pcf, unless you
<ce>                  grow up or are looking for a fight.

AcceptQuest:  [1002]
<ce>             Well, that's a start in the right direction,
<ce>             anyhow. The spellsword I have in mind for you
<ce>                   to butcher for power is =monster_,
<ce>             a perfectly charming and charitable ass who's
<ce>              been annoying the hell out me for years. You
<ce>             will find %g2 at %g3 fortress, a place called
<ce>                     ___mondung_. Now, don't think
<ce>                     that just because =monster_ is
<ce>             a precious toff, %g doesn't know how to fight.
<ce>            I want to make you work a little for this gift.
<ce>                 After the murder, go meet _qgfriend_,
<ce>                my agent in ___qgfriend_. Just look for
<ce>                      a =qgfriend_ hanging out at
<ce>                __qgfriend_. And don't keep %g2 waiting.
<ce>              I'll tell %g2 you'll be there in =1stparton_
<ce>                 days. That ought to be plenty of time.
<ce>                           I'll be watching.

QuestFail:  [1003]
<ce>                        Move along, %ra. We've
<ce>                         nothing to talk about.

QuestComplete:  [1004]
<ce>                         So, you're %pcn. Hmm,
<ce>                     you're not as puny as Boethiah
<ce>                 suggested. Take that as a compliment.
<ce>                   Also, take this. Boethiah crafted
<ce>                 this _artifact_. She thinks it should
<ce>                aid you in your search for power. She's
<ce>                 interested in you, that's for certain.
<ce>                  I know from her smile when she said
<ce>                            the word 'puny.'

RumorsDuringQuest:  [1005]
The next time there's a vote for mayor, I'm casting mine for =monster_.
<--->
What a sweet, kind, and generous person that =monster_ is. A credit to %reg.

RumorsPostfailure:  [1006]
Who in Tamriel would want to assassinate =monster_? Thank %god %g's fine.
<--->
=monster_ had a run-in with an assassin. Luckily, the assassin was incompetent.

RumorsPostsuccess:  [1007]
It's a tragedy for all of %reg. What monster would've killed =monster_?
<--->
%oth, I can't believe =monster_'s dead. Such a tragic, horrible waste.

QuestorPostsuccess:  [1008]
Error: u0c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   .

QuestorPostfailure:  [1009]
Error: u0c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   .

Message:  1011
_qgfriend_ is the name of that tough-talking =qgfriend_ over at __qgfriend_.
<--->
that's the name of that bully at __qgfriend_, off over to the %di.

Message:  1012
_qgfriend_ is one of the Daedra Prince Boethiah's agents in Tamriel.
<--->
_qgfriend_ is a mean-spirited bully who works for the Daedra Prince Boethiah.

Message:  1013
Boethiah is the Daedra Prince of Cruelty and Torture. Not a nice lady.
<--->
She's a Prince of Oblivion, one of the Daedric Regents, and a real killer.

Message:  1014
<ce>       _artifact_ protects it's wearer from many kinds of harm.
 Fire and life draining are the two commonly known.

QuestLogEntry:  [1010]
%qdt:
 I have made a contract with Boethiah,
 for the murder of a spellsword named =monster_,
 who lives in %g3 fortress of ___mondung_,
 in exchange for the artifact called _artifact_.
 I need to slay the spellsword and meet Boethiah's
 contact, _qgfriend_ in __qgfriend_
 of ___qgfriend_ in =1stparton_ days.

Message:  1030
<ce>                You have kept your part of the bargain
<ce>                  with Boethiah -- =monster_ is dead.

Message:  1040
=monster_:
 
 Get out of ___mondung_ immediately!
 I have learned that Boethiah has
 arranged to have you killed.  We
 can discuss your imprudent behavior
 another time, but for now you should
 go to our usual meeting place.  When
 I have completed the arrangements for
 getting you out of %reg, I will come
 meet you myself.
 
<ce>                            Watch your back,
<ce>                                    
<ce>                               _mfriend_
<ce>                              ___mfriend_

Message:  1041
<ce>                   How did you get in here ... %oth!
<ce>                         I knew =monster_ would
<ce>                    get me killed one day.  Listen,
<ce>                     since %g doesn't value my life
<ce>                     enough not to leave my letter
<ce>                      lying around, %g isn't worth
<ce>                      protecting any longer.  You
<ce>                      can find %g2 in ___hideout_.
<ce>                    I wash my hands of %g2 at last.

Message:  1042
%qdt:
 =monster_ eluded me in
 ___mondung_, but I have
 learned that %g is now
 hiding in ___hideout_.
 %g will not get away a
 second time.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 6 times.
--               %g2 occurs 5 times.
--               %g3 occurs 2 times.
--              %god occurs 1 time.
--              %oth occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 2 times.
--              %reg occurs 3 times.
--       =1stparton_ occurs 2 times.
--         =monster_ occurs 13 times.
--        =qgfriend_ occurs 2 times.
--       ___hideout_ occurs 2 times.
--       ___mfriend_ occurs 1 time.
--       ___mondung_ occurs 4 times.
--      ___qgfriend_ occurs 6 times.
--        _artifact_ occurs 3 times.
--         _mfriend_ occurs 1 time.
--        _qgfriend_ occurs 5 times.

QBN:
Item _artifact_ artifact Ebony_Mail received 1014
Item _letter_ letter used 1040

Person _questgiver_ face 112 group Questor anyInfo 1013
Person _qgfriend_ group Mages_Guild anyInfo 1011 rumors 1012
Person _mfriend_ faction Local_4.0 female

Place _mondung_ remote dungeon2
Place _hideout_ remote dungeon6

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1
Clock _escapetime_ 0:0 0 flag 0:1 range 2 3

Foe _monster_ is Spellsword

--	Quest start-up:
	dialog link for person _mfriend_ 
	start timer _escapetime_ 
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1010 step 0 
	_letter_ used do _readletter_ 
	place foe _monster_ at _mondung_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_delay_ task:
	end quest 

variable _escapetime_
_S.08_ task:
	when _escapetime_ and not _mondead_ 
	place item _letter_ at _mondung_ 
	place foe _monster_ at _hideout_ 

_S.09_ task:
	clicked npc _mfriend_ 
	reveal _hideout_ 
	log 1042 step 1 
	say 1041 

_readletter_ task:
	add dialog for person _mfriend_ 


v0c00y00

-- Quest: /dos/g/game/dag/arena2/v0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Clavicus Vile
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: v0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                My needs are rather ... modest, but my
<ce>             offer, I think you will agree, is altruistism
<ce>               and generosity indissoluble. In return for
<ce>                        _artifact_, an artifact
<ce>            of great power, I only ask that you exterminate
<ce>            a nasty little bit of fur that has been preying
<ce>                  on some of my friends who live near
<ce>                   ___mondung_. Lupines are generally
<ce>               quite friendly with me and my associates,
<ce>                    but this one ... well, kids will
<ce>                 be kids. Do we understand one another?

RefuseQuest:  [1001]
<ce>              Why, you nauseating insect. You poison the
<ce>             air with your thickwitted insolence. How dare
<ce>              you summon forth the greatest of the Princes
<ce>              of Oblivion and refuse the simplest request
<ce>             I could possibly propose? In return for water,
<ce>             I offer you wine and you spit both in my face.
<ce>                     I will not forget this, %pcn.

AcceptQuest:  [1002]
<ce>              Ah, recognize a good deal, do you? You will
<ce>              find the lupine menace somewhere in a place
<ce>                   called ___mondung_. Unfortunately,
<ce>               time is not our friend in this matter. For
<ce>              reasons too dull to discuss, I need the oaf
<ce>                dead in =1stparton_ days. After you have
<ce>                murdered the creature, meet my friend at
<ce>                    __contact_ in ___contact_. Just
<ce>                    look for a =contact_. Nice doing
<ce>                        business with you, %pcn.
<ce>                       I'm sure we'll meet again.

QuestFail:  [1003]
<ce>              Listen, kid. I don't know how much business
<ce>               you've done with Clavicus Vile before, but
<ce>              I'll tell you this -- he don't like anything
<ce>                done halfway. I know that werewolf ain't
<ce>               dead, and if you think you can fool Vile,
<ce>  you're an idiot. No dead werewolf, no. _artifact_.  Simple as that.

QuestComplete:  [1004]
<ce>                   Ah, %pcf, Vile told me to expect
<ce>             you. Well, you fulfilled your end I understand
<ce>           so here's the _artifact_, just like Vile promised.
<ce>             He's impressed with you, by the way. Not a bad
<ce>                    friend to have. Take it from me.

RumorsDuringQuest:  [1005]
I've heard there's some kind of werewolf on the loose around here.
<--->
I hear the werewolf's found a lair in someplace called ___mondung_.
<--->
Didja hear that howling last night? Wolf howling?

RumorsPostfailure:  [1006]
Werewolves are real nomads, I guess. I hear our loop moved down south.
<--->
My cousin tells me that our werewolf was spotted down south aways.

RumorsPostsuccess:  [1007]
Some kind of weird cult activity started up over by ___mondung_.
<--->
A lot of people feel safer knowing that werewolf is dead.
<--->
You heard about that werewolf some %ra hunted down?

QuestorPostsuccess:  [1008]
Error: v0c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   .

QuestorPostfailure:  [1009]
Error: v0c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   .

Message:  1011
Clavicus Vile is the consummate politician of Oblivion.
<--->
You won't find a more carefully neutral Daedric Prince that Clavicus Vile.

Message:  1012
That smooth talking =contact_ is %di of here in __contact_.
<--->
If you go %di of here in __contact_, just look for a =contact_.

Message:  1014
Supposedly, the Masque enhances the personality of the wearer.

Message:  1020
%qdt:
 Clavicus Vile wants me to kill a werewolf
 located in the dungeon ___mondung_.
 A =contact_ named _contact_ will
 wait for =1stparton_ days for me at __contact_
 in ___contact_ to give me the _artifact_.

Message:  1030
<ce>                     You have slain the werewolf,
<ce>                      as ordered by Clavicus Vile.


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--              %pcf occurs 1 time.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 6 times.
--       ___mondung_ occurs 5 times.
--        __contact_ occurs 4 times.
--        _artifact_ occurs 4 times.
--         _contact_ occurs 1 time.

QBN:
Item _artifact_ artifact Masque_of_Clavicus_Vile received 1014

Person _contact_ face 238 faction The_Cabal anyInfo 1012

Place _mondung_ remote dungeon
Place _tavern_ remote tavern

Clock _1stparton_ 0:0 0 flag 0:1 range 0 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Werewolf

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1030 
	create npc _contact_ 

_qgclicked_ task:
	clicked npc _contact_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_delay_ task:
	end quest 


w0c00y00

-- Quest: /dos/g/game/dag/arena2/w0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Hermaeus Mora
-- Repute: 0
-- QuestId: 0
Messages: 46
Quest: w0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                Power, yes, is an allusive but eloquent
<ce>                prosecution. One of my minions possesses
<ce>               an ancient tome called the Oghma Infinium,
<ce>                which bequeaths great power on those who
<ce>                  read its pages. If you exterminate a
<ce>                  certain scrofulous patrician who has
<ce>                 aroused my displeasure, I will arrange
<ce>                  a meeting between you and the book.
<ce>                           Is this agreeable?

RefuseQuest:  [1001]
<ce>               You answer negatively. Am I to understand
<ce>                 that you sought power, but seek it for
<ce>                 free? You ought to have sought wisdom
<ce>                 instead, for that is what you need. I
<ce>                  bid you a very disappointed goodbye.

AcceptQuest:  [1002]
<ce>                Very well. This socialite I referred to
<ce>                  resides at the palace of __palace_.
<ce>                For the record, the name of your quarry
<ce>                              is _enemy_.
<ce>                  Kill %g2 and proceed to ___contact_,
<ce>                       where my servant _contact_
<ce>                  will wait for you in a library. I do
<ce>                   not think there is anything to be
<ce>                  gained by continuing this interview.
<ce>                     Fail me not in this, %pcf, and
<ce>                  the power thou craves will be thine.

QuestFail:  [1003]
<ce>                        Listen, if you're %pcf,
<ce>                        go back and kill _enemy_
<ce>                     again. Hermaeus Mora tells me
<ce>                       not to give you the book,
<ce>                        'cause %g's still alive.
<ce>                      I'm sorry, but that's that.

QuestComplete:  [1004]
<ce>%pcf, I underestimated you. I told Mora you couldn't do it, but here you are, and all %reg
<ce>                     is in an uproar over _enemy_'s
<ce>                death. As promised, the book. Remember:
<ce>                       you can only read it once.
<ce>                         See you later, maybe.

RumorsDuringQuest:  [1005]
They say _enemy_ got all %g3 power direct from the daedras themselves.
<--->
_enemy_ must have made a deal with the daedra. No one can be that lucky.

RumorsPostfailure:  [1006]
_enemy_ left %reg quick as you like. I guess %g's past caught up with %g2.
<--->
You can cheat the daedra. _enemy_ did. Had to run away, but %g's still alive.

RumorsPostsuccess:  [1007]
What goes around, comes around. _enemy_ tried to cheat fate, so they say.
<--->
I can still hear _enemy_ bragging about cheating the daedra. What a fool.

Message:  1011
Just a =contact_ who deals with the daedra.
<--->
Some =contact_ who practically lives at __contact_.

Message:  1012
The Daedra Prince of Forbidden Knowledge, the wisest of the infernal ones.
<--->
Hermaeus Mora has a mind as old as Tamriel. And a body of slime.

Message:  1013
The Oghma Infinium is the book of knowledge. But knowledge can be forgotten.
<--->
It is the book that gifts its reader with stronger bodies and abler minds.

Message:  1020
%qdt:
 The Daedric Prince Hermaeus Mora
 wants me to assassinate a spellsword who went
 back on a contract with him. _enemy_
 resides in the Palace of __palace_.
 In exchange for killing %g2 and getting to
 Hermaeus Mora's contact in ___contact_,
 _contact_, in =1stparton_ days or
 less, I will be given the book of knowledge,
 the Oghma Infinium. _contact_
 will be waiting in a library there.

Message:  1030
<ce>                    Hermaeus Mora will be pleased--
<ce>                        you have slain _enemy_.

Message:  1035
<ce>             No!  Wait!  I swear, I meant to pay Lord Mora
<ce>                  back.  Don't kill me, I beg of you!
<ce>             Here, spare my life and take this _magic_ back
<ce>              to him as a token of my goodwill and a down
<ce>               payment on what I owe.  Please, will you?

Message:  1040
<ce>Hmm, well, thanks for the _magic_, I guess... Now, let's get down to business.

QuestTimeLapse:  [1045]
<ce>              You're telling me you let that little worm
<ce>              live, and you bring me this pathetic _magic_
<ce>               instead of _enemy_'s blood on your hands?
<ce>              Hermaeus Mora will be very unhappy with this
<ce>                                 news.


-- Symbols used in the QRC file:
--
--                %g occurs 3 times.
--               %g2 occurs 3 times.
--               %g3 occurs 1 time.
--              %pcf occurs 3 times.
--              %qdt occurs 1 time.
--              %reg occurs 2 times.
--       =1stparton_ occurs 1 time.
--         =contact_ occurs 5 times.
--         __palace_ occurs 2 times.
--         _contact_ occurs 3 times.
--           _enemy_ occurs 12 times.
--           _magic_ occurs 3 times.

QBN:
Item _artifact_ artifact Oghma_Infinium received 1013
Item _magic_ magic_item

Person _questgiver_ face 112 group Questor anyInfo 1012
Person _contact_ group Mages_Guild female anyInfo 1011
Person _enemy_ face 1 factiontype Province

Place _palace_ remote palace

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Spellsword
Foe _guard1_ is Barbarian
Foe _guard2_ is Ranger

--	Quest start-up:
	start timer _1stparton_ 
	log 1020 step 0 
	pc at _palace_ do _S.06_ 
	place npc _enemy_ at _palace_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _S.10_ and _mondead_ 
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	create foe _guard2_ every 3 minutes 5 times with 50% success 

_npcclicked_ task:
	clicked npc _contact_ 

_clearclick_ task:
	when not _mondead_ and _npcclicked_ 
	clear _npcclicked_ _clearclick_ 

_S.06_ task:
	remove npc _enemy_ 
	remove foe _monster_ 
	place foe _monster_ at _palace_ 

_S.07_ task:
	injured _monster_ 
	prompt 1035 yes yes no _no_ 
	say 1035 

yes task:
	get item _magic_ 
	remove foe _monster_ 

_no_ task:
	create foe _guard1_ every 2 minutes 5 times with 35% success 

_S.10_ task:
	toting _magic_ and _contact_ clicked 
	say 1040 

_S.11_ task:
	when _S.10_ and not _mondead_ 
	say 1045 

_delay_ task:
	end quest 


x0c00y00

-- Quest: /dos/g/game/dag/arena2/x0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Hircine
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: x0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  If you would not mind doing a small
<ce>                    favor for me, I can put in your
<ce>                  possession a most excellent reward,
<ce>                      _artifact_. I have a child,
<ce>                   apparently miserable with all the
<ce>                    blessings I have given him, who
<ce>                    needs ... what is the euphemism?
<ce>                     To be taught a lesson? A very
<ce>                    serious lesson. Does this sound
<ce>                   like an agreeable contract, %pct?

RefuseQuest:  [1001]
<ce>                   I am gravely disappointed, %pct.
                                     <--->
<ce>                 Seldom am I summoned, even rarer are
<ce>                    the occasions when I am free to
<ce>                  answer a summonings. To be perfectly
<ce>                   blunt, this was a waste of my very
<ce>                             precious time.

AcceptQuest:  [1002]
<ce>                   Ah, good. This child of mine is a
<ce>                   wereboar who has made his den in a
<ce>                       place called ___mondung_.
<ce>                 You should have no trouble finding it.
<ce>                   After you have put him out of his
<ce>                 obvious misery, which should not take
<ce>                  more than =1stparton_ days, go to a
<ce>                 place called __contact_ in ___contact_
<ce>                 and look for a person named _contact_.
<ce>            If you arrive there within =1stparton_ days from
<ce>                  now with the wereboar dead, %g will
<ce>                          give you _artifact_.
<ce>                  A pleasure doing business with you,
<ce>                     %pct. Good luck and farewell.

QuestFail:  [1003]
<ce>                           Listen, %pcf, you
<ce>                    and I both know that wereboar's
<ce>                     still breathing. A contract is
<ce>                              a contract.

QuestComplete:  [1004]
<ce>                       Hello, %pcf. You made it.
<ce>                     Hircine's impressed with you,
<ce>                   which is no small accomplishment.
<ce>                         Here's _artifact_ you
<ce>                       were promised. Take care.

RumorsDuringQuest:  [1005]
Real nasty squeals and grunts coming out of ___mondung_, %di of here.
<--->
I hear there's some kind of mad half-pig thing in ___mondung_ to the %di.

RumorsPostfailure:  [1006]
That pig-thing that was here ran up north, like there was something after it.
<--->
Wonder what would spook a wereboar, make it run away like it did.

RumorsPostsuccess:  [1007]
Real quiet around ___mondung_ lately.
<--->
Wonder what happened to that pig-thing that used to run around these parts.

QuestorPostsuccess:  [1008]
Error: x0c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   .

QuestorPostfailure:  [1009]
Error: x0c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   .

Message:  1011
The least of the daedra princes. He is their Master of the Hunt.
<--->
Hircine is supposed to be the creator of all lycanthropes.

Message:  1012
Some weird-acting =contact_ in __contact_, %di of here.
<--->
A =contact_ by that name was in __contact_, %di of here, fairly recently.

Message:  1013
<ce>                 I have no idea what _artifact_ does.

Message:  1020
%qdt: In return for _artifact_
 I have been asked by the Daedra
 Prince Hircine to slay a wereboar
 in ___mondung_. The
 wereboar must be dead in =1stparton_ days,
<ce>                      and I must be in __contact_
<ce>                   in ___contact_ in =1stparton_ days
 to meet with _contact_,
 a =contact_, about _artifact_.

Message:  1030
<ce>                         The wereboar is dead,
<ce>                         as you promised Daedra
<ce>                            Prince Hircine.


-- Symbols used in the QRC file:
--
--               %di occurs 4 times.
--                %g occurs 1 time.
--              %pcf occurs 2 times.
--              %pct occurs 3 times.
--              %qdt occurs 1 time.
--       =1stparton_ occurs 4 times.
--         =contact_ occurs 5 times.
--       ___mondung_ occurs 5 times.
--        __contact_ occurs 4 times.
--        _artifact_ occurs 6 times.
--         _contact_ occurs 2 times.

QBN:
Item _artifact_ artifact Hircine_Ring received 1013

Person _contact_ face 238 faction The_Cabal

Place _mondung_ remote dungeon

Clock _1stparton_ 0:0 0 flag 0:17 range 0 2
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Wereboar

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 

_pcgetsgold_ task:
	when _mondead_ and _qgclicked_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 
	create npc _contact_ 

_qgclicked_ task:
	clicked npc _contact_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when not _mondead_ and _qgclicked_ 
	clear _qgclicked_ _clearclick_ 

_delay_ task:
	end quest 


y0c00y00

-- Quest: /dos/g/game/dag/arena2/y0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Mehrunes Dagon
-- Repute: 0
-- QuestId: 0
Messages: 31
Quest: y0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                  So you want power? Yes, many covet
<ce>                    power, yes, but so few know why.
<ce>                      Want you _artifact_? Is very
<ce>                       special, _artifact_. Very
<ce>                   nice, yes yes. Just, do one thing,
<ce>                   and you have it, mmmm. Child have
<ce>                   I that needs to be punished, yes.
<ce>                      You will do this for lovely,
<ce>                        lovely _artifact_, yes?

RefuseQuest:  [1001]
<ce>               Scruh! Mortalcreature say no to Mehrunes
<ce>               Dagon! Mortalcreature know you time means
<ce>              nothing to Dagon, he remembers insult, yes.
<ce>                Hamita too black for Mortalcreature, no,
<ce>                        I ... will ... remember
<ce>                                 %pcn.

AcceptQuest:  [1002]
<ce>              Mmm, Mortalcreature brave, good good. Now,
<ce>                  go to ___mondung_, kill frost daedra
<ce>                there. It thinks safe, ha, we slaughter
<ce>               frostflesh tight and everywhere. You kill
<ce>                        it and go =contact_, %g2
<ce>                        _contact_ in __tavern_.
<ce>                   Got good good _artifact_ for you.
<ce>                  Kill frost daedra and see _contact_
<ce>                   before =1stparton_ Mundal nights.
<ce>                       Go now, %pcn. Dagon waits.

QuestFail:  [1003]
<ce>                         Hello. %pcn, I trust?
<ce>                      I'm _contact_. If you would
<ce>              permit me, a word of advice: Mehrunes Dagon
<ce>              may seem like a witless toad, but he isn't.
<ce>               He knows that the frost daedra is not yet
<ce>              dead, and you would do well to fulfill your
<ce>                           contract with him.

QuestComplete:  [1004]
<ce>                         Ah, you're %pcn, yes?
<ce>                      _contact_ here. I understand
<ce>               you successfully corrected one of Mehrunes
<ce>                 Dagon's straying children. Excellent.
<ce>                        Well, here is _artifact_
<ce>               you were promised. Enjoy it. I don't think
<ce>                    that we'll meet again. Goodbye.

RumorsDuringQuest:  [1005]
There are cold winds blowing in from the direction of ___mondung_.
<--->
It's rather more cold lately.

RumorsPostfailure:  [1006]
Crazy =contact_ came through here, screaming about a %ra adventurer.
<--->
The stars of Mehrunes Dagon are blazing tonight.

RumorsPostsuccess:  [1007]
It's considerably warmer than it has been lately.
<--->
The weather isn't as biting as it used to be.

QuestorPostsuccess:  [1008]
Error: y0c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   .

QuestorPostfailure:  [1009]
Error: y0c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   .

Message:  1011
Mehrunes Dagon is the Lord of Destruction, the most violent of the Daedra.
<--->
Dagon seems like an ignorant brute, but he is really rather cunning.

Message:  1012
Really creepy =contact_ called _contact_ -- I saw %g2 in _tavern_.
<--->
Over %di of here there's a place called _tavern_. Look there.

Message:  1013
<ce>                 I have no idea what _artifact_ does.

Message:  1020
%qdt: The Daedric Prince
 Mehrunes Dagon wants me to slay a frost daedra in
 ___mondung_.  After the extermination
 is complete, I have =1stparton_ days
 to meet with _contact_ and receive
 _artifact_ for slaying the frost
 daedra for Mehrunes Dagon.
 %g will wait for me at _tavern_
 in __tavern_.

Message:  1030
Dagon's prey returns to Oblivion.


-- Symbols used in the QRC file:
--
--               %di occurs 1 time.
--                %g occurs 1 time.
--               %g2 occurs 2 times.
--              %pcn occurs 4 times.
--              %qdt occurs 1 time.
--               %ra occurs 1 time.
--       =1stparton_ occurs 2 times.
--         =contact_ occurs 3 times.
--       ___mondung_ occurs 3 times.
--         __tavern_ occurs 2 times.
--        _artifact_ occurs 7 times.
--         _contact_ occurs 6 times.
--          _tavern_ occurs 3 times.

QBN:
Item _artifact_ artifact Mehrune's_Razor received 1013

Person _contact_ face 239 faction The_Cabal anyInfo 1012

Place _mondung_ remote dungeon
Place _tavern_ remote tavern

Clock _1stparton_ 0:0 0 flag 0:1 range 0 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Frost_daedra

--	Quest start-up:
	start timer _1stparton_ 
	reveal _mondung_ 
	log 1020 step 0 
	place foe _monster_ at _mondung_ 
	place npc _contact_ at _tavern_ 

_pcgetsgold_ task:
	when _qgclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

variable _queston_
_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_qgclicked_ task:
	clicked npc _contact_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_clearclick_ task:
	when _qgclicked_ and not _mondead_ 
	clear _qgclicked_ _clearclick_ 

_delay_ task:
	end quest 


z0c00y00

-- Quest: /dos/g/game/dag/arena2/z0c00y00.qbn.
-- StartsBy: NPC
-- Questee: anyone
-- Questor: Mephala
-- Repute: 0
-- QuestId: 0
Messages: 42
Quest: z0c00y00
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>              I might have known it would be you. I ought
<ce>            to never answer these summonings. Well, perhaps
<ce>               it is natural for a worm to want to evolve
<ce>                  into a wasp. Very well, %pcf, I will
<ce>             give you power, but you must do something for
<ce>               me first. I need someone to assassinate a
<ce>              certain troublesome minor noble. Can I rely
<ce>                            on you for that?

RefuseQuest:  [1001]
<ce>               That is just as well. I have better uses
<ce>                 for my time than building a power base
<ce>                   for ungrateful, lazy guttersnipes.

AcceptQuest:  [1002]
<ce>             Well, that's something, anyhow. You can find
<ce>                     this irksome official _enemy_
<ce>              in __palace_, snug and secure in his palace,
<ce>                as he believes. I don't know how you're
<ce>             going to gain entry, but perhaps you will come
<ce>             up with an idea. Perhaps. If you don't manage
<ce>                  to kill yourself, go to ___qgfriend_
<ce>              and I'll arrange for a servant to bring you
<ce>                your new power source, the _artifact_. I
<ce>                   will ask my servant _qgfriend_ to
<ce>           wait for you for =1stparton_ days at __qgfriend_.
<ce>                 Do not, please, be late. That is all.

QuestFail:  [1003]
<ce>                     No, no, no, no! You kill the
<ce>                          knight in __palace_
<ce>                    first, then you come to see me!
<ce>                        %oth, Mephala was right.

QuestComplete:  [1004]
<ce>                    Good day, %pcf, I'm _qgfriend_.
                                     <--->
<ce>            Mephala told me that you might show up, but she
<ce>             did cast some doubts about the chances of you
<ce>                 surviving the encounter with _enemy_.
<ce>           Well, it's a good thing I brought the Blade, then,
<ce>              isn't it? Sorry if you got a bad talking to
<ce>                       from Mephala. With _enemy_
<ce>               dead, she should be in a lot better mood.
<ce>                    And for that alone, I thank you.

RumorsDuringQuest:  [1005]
_enemy_ says %g can find %g3 way to the headquarters of the Dark Brotherhood.
<--->
The Dark Brotherhood must be terrified with _enemy_ working against them.

RumorsPostfailure:  [1006]
The Dark Brotherhood sent someone to get _enemy_, but they couldn't kill %g2!
<--->
After that failed assassination attempt, _enemy_ has moved out of __palace_.

RumorsPostsuccess:  [1007]
_enemy_ must have been too close to finding the location of Nightside Asylum.
<--->
I guess the Dark Brotherhood heard about _enemy_ and %g3 ambitions.

QuestorPostsuccess:  [1008]
Error z0c00y00.q tried to display text

QuestorPostsuccess:  [1008]
<ce>                                   .

QuestorPostfailure:  [1009]
Error z0c00y00.q tried to display text

QuestorPostfailure:  [1009]
<ce>                                   .

Message:  1011
_qgfriend_ is that snobby =qgfriend_ slumming in __qgfriend_, %di of here.
<--->
_qgfriend_ is the name of that =qgfriend_ %di of here in __qgfriend_.

Message:  1012
_qgfriend_ is one of Mephala's agents in %reg, operating out of __qgfriend_.
<--->
_qgfriend_ is a pawn of Mephala; %g's a =qgfriend_ at __qgfriend_.

Message:  1013
Mephala is the Daedra Regent of Murder and Patroness of the Dark Brotherhood.
<--->
Mephala is one of the Princes of Oblivion whose sphere is Murder.

Message:  1014
<ce> The _artifact_ is an artifact of vampiric power, draining its victim
 of life, even as it feeds its owner.

Message:  1020
%qdt:
 I have made a contract with one of the Daedra
 Princes, Mephala -- I will slay an official
 named _enemy_ and she will give me
 an artifact called the _artifact_. Her contact
 _qgfriend_ will wait for me for =1stparton_
 days in __qgfriend_ of ___qgfriend_.
 The only other complication is that Mephala tells me
 that _enemy_ lives in the palace
 at __palace_. Could be difficult to
 get to %g2.

Message:  1030
<ce>                       Mephala would be proud--
<ce>                         _enemy_ is dead.  Time
<ce>                          to make your escape.

Message:  1040
<ce>              Who are you and what are you doing in here?

Message:  1041
<ce>           You sneaking assassins are all the same.  That's
<ce>           why I decided to get myself some real protection.
<ce>               =bodyguard_!  Wake up, you big oaf.  Kill!


-- Symbols used in the QRC file:
--
--               %di occurs 2 times.
--                %g occurs 2 times.
--               %g2 occurs 2 times.
--               %g3 occurs 2 times.
--              %oth occurs 1 time.
--              %pcf occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--       =1stparton_ occurs 2 times.
--       =bodyguard_ occurs 1 time.
--        =qgfriend_ occurs 5 times.
--         __palace_ occurs 4 times.
--       __qgfriend_ occurs 6 times.
--        _artifact_ occurs 3 times.
--           _enemy_ occurs 12 times.
--        _qgfriend_ occurs 7 times.

QBN:
Item _artifact_ artifact Ebony_Blade received 1013

Person _qgfriend_ group Mages_Guild female anyInfo 1011
Person _enemy_ face 1 factiontype Knightly_Guard

Place _palace_ remote palace

Clock _1stparton_ 0:0 0 flag 0:1 range 2 5
Clock _delay_ 1:0 0 flag 0:1 range 0 1

Foe _monster_ is Knight
Foe _guards_ is Warrior
Foe _bodyguard_ is Giant

--	Quest start-up:
	start timer _1stparton_ 
	log 1020 step 0 
	pc at _palace_ do _S.06_ 
	place npc _enemy_ at _palace_ 

_1stparton_ task:
	end quest 

variable _2ndparton_
_pcgetsgold_ task:
	when _npcclicked_ and _mondead_ 
	give pc _artifact_ 
	start timer _delay_ 

_mondead_ task:
	killed 1 _monster_ 
	say 1030 

_npcclicked_ task:
	clicked npc _qgfriend_ 

_clearclick_ task:
	when _npcclicked_ and not _mondead_ 
	clear _npcclicked_ _clearclick_ 

_S.06_ task:
	create foe _guards_ every 2 minutes 10 times with 25% success 
	remove npc _enemy_ 
	place foe _monster_ at _palace_ 

_S.07_ task:
	injured _monster_ 
	create foe _bodyguard_ every 1 minutes 1 times with 100% success 
	say 1041 

_delay_ task:
	end quest 

_greklith_ task:
	injured _guards_ saying 1040