void main() { object oPC = GetEnteringObject(); object oNPC = GetNearestObjectByTag("TownWatch1", OBJECT_SELF); if (!GetIsPC(oPC)){return;} if (GetIsPC(oPC)&& GetHitDice(oPC)>0 && GetHitDice(oPC) < 2 ){ AssignCommand(oNPC, ActionSpeakString("Welcome to Ascension. This realms magic is slightly different from other realms. Read the signs. The rules are enforced. Ignorance is no excuse.")); } if (GetIsPC(oPC)&& GetHitDice(oPC)>1 && GetHitDice(oPC) < 3 && d6() <3 ){ switch (d6()){ case 1: AssignCommand(oNPC, ActionSpeakString("Young adventurers should try the Tavern Cellar, or the town cemetery at night.")); break; case 2: AssignCommand(oNPC, ActionSpeakString("Once you have dirtied your hands, try the areas to the west of town.")); break; case 3: AssignCommand(oNPC, ActionSpeakString("If you get a chance, clear out some of the Goblins north of here.")); break; case 4: AssignCommand(oNPC, ActionSpeakString("To the west just past a cave you should look out for Kobolds.")); break; case 5: AssignCommand(oNPC, ActionSpeakString("There used to be pirates in an undergound cove west of here. Some say thier bones still walk.")); break; case 6: AssignCommand(oNPC, ActionSpeakString("Some say there are Orcs and Bandits west of town. Aren't they pretty much the same thing?")); break; } } if (GetIsPC(oPC)&& GetHitDice(oPC)>3 && GetHitDice(oPC) < 6 && d6() <3 ){ switch (d6()){ case 1: AssignCommand(oNPC, ActionSpeakString("The Swamp of Decay is more like a road recently with all the traffic out there..")); break; case 2: AssignCommand(oNPC, ActionSpeakString("We haven't located it, but we know there is a Bugbear Stronghold of some sort near the swamp.")); break; case 3: AssignCommand(oNPC, ActionSpeakString("Goblins, lots of them, have a camp to the north, but we can't find them.")); break; case 4: AssignCommand(oNPC, ActionSpeakString("Some farmers found a Goblin Key and went searching for the nasty critters, but none returned.")); break; case 5: AssignCommand(oNPC, ActionSpeakString("Theres a wizard lives north of town who knows a lot about Goblins.")); break; case 6: AssignCommand(oNPC, ActionSpeakString("You know whats worse than Goblins? Hobgoblins!")); break; } } if (GetIsPC(oPC)&& GetHitDice(oPC)>6 && GetHitDice(oPC) < 12 && d6() <3){ switch (d4()){ case 1: AssignCommand(oNPC, ActionSpeakString("There is a forest famous for being difficult to find your way out of.")); break; case 2: AssignCommand(oNPC, ActionSpeakString("Anduins Temple Ruins still stand north of chasm in the Swamp of Decay.")); break; case 3: AssignCommand(oNPC, ActionSpeakString("The parts of Anduins Staff are supposedly in some strange forest.")); break; case 4: AssignCommand(oNPC, ActionSpeakString("Hazel lives west of the Ogres, and knows everything about Anduins Staff .")); break; } } if (GetIsPC(oPC)&& GetHitDice(oPC)>13 && GetHitDice(oPC) < 16 && d6() <3){ switch (d6()){ case 1: AssignCommand(oNPC, ActionSpeakString("Anduins Staff might reveal a way into his temple.")); break; case 2: AssignCommand(oNPC, ActionSpeakString("Folks say the old priests who served Anduin are damned to living death forever.")); break; case 3: AssignCommand(oNPC, ActionSpeakString("I think you use the magic fountain by the tavern to get to Anduins Temple Ruins.")); break; case 4: AssignCommand(oNPC, ActionSpeakString("There are Giants to the west of Anduins Temple Ruins, and Renders to the west.")); break; case 5: AssignCommand(oNPC, ActionSpeakString("Can you believe there are some Giants with control over a Dragon!!!")); break; case 6: AssignCommand(oNPC, ActionSpeakString("Anduins Catacombs supposedly lead eventualy to the underdark.")); break; } } if (GetIsPC(oPC)&& GetHitDice(oPC)>15 && GetHitDice(oPC) < 18 && d6() <3){ switch (d6()){ case 1: AssignCommand(oNPC, ActionSpeakString("Drow War Parties often attack small groups under Anduins Temple.")); break; case 2: AssignCommand(oNPC, ActionSpeakString("Archemlis is a coward and will run if he feels he is outmatched.")); break; case 3: AssignCommand(oNPC, ActionSpeakString("Archemlis likes to use ambushes, complete with traps, to overwhelm his victim.")); break; case 4: AssignCommand(oNPC, ActionSpeakString("Small parties have been ambushed recently by Drow War parties under Anduins Temple.")); break; case 5: AssignCommand(oNPC, ActionSpeakString("Rumour says Archemlis actualy gets paid to kill intruders of the underdark.")); break; case 6: AssignCommand(oNPC, ActionSpeakString("Archemlis is a human, but a traitor for making a pact with the Drow.")); break; } } }