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Synopsis:
Non-critpath. A child who speaks solely in grunts. He will disappear into a hidden hatch in the ground the first time he's encountered. He will return a day later and the player can convince him to reveal the hidden entrance if they're careful.
48. : *Grunt.*devnoteDEN_GruntingKid_Event_TriedUnderstand = False, DEN_GruntingKid_HasMet
41. : *He stares past you, as if you aren't there at all.*NARRATIONDEN_GruntingKid_Event_ToldPassage = False, DEN_GruntingKid_Event_DisappearIntoWallDEN_GruntingKid_Event_DisappearIntoWall = False
23. Player: Hey. Thanks for showing me the door.DEN_GruntingKid_Event_ToldPassage
59. : *Grunt.*devnote
0. Player: Hello?
6. : *Grunt!*devnote
73. : *His eyes flicker to yours for an instant, then away, as if it hurts to look at you.*NARRATION
34. Player: Where the hells did you disappear to before?DEN_GruntingKid_Event_PassedCheck1 = False, DEN_GruntingKid_Event_TriedUnderstand = False, DEN_GruntingKid_State_HatchOpened = FalseDEN_GruntingKid_Event_TriedUnderstandRoll (Wisdom, Insight) vs 10 (0)
31. [RollResult] True
65. : *Grunt.*devnote
21. : *Watching his hands, you realise he's miming opening something.*NARRATIONDEN_GruntingKid_Event_PassedCheck1
7. [Jump]
Jump to Node 52 (1)
1. Player: Read his mind.DEN_GruntingKid_Event_PassedCheck1, DEN_GruntingKid_Event_TryUnderstandAgain = False, DEN_GruntingKid_State_HatchOpened = False, 44f9fbf3-735d-8eaf-94dc-6c1d1cf5382dDEN_GruntingKid_Event_TriedUnderstandRoll (Intelligence, ) vs 00000000-0000-0000-0000-000000000000 (0)
64. [RollResult] True
74. : Got to keep watch... but it's so bright and noisy here. Want to be back in the hideout.DETECTTHOUGHTS
33. Player: It's bright and noisy up here, huh? I wish there were somewhere darker to rest.
8. : *He nods, then reaches for a concealed hatch.*NARRATIONDEN_GruntingKid_State_HatchOpened, DEN_GruntingKid_Event_ToldPassage, DoniShownWay, DEN_GruntingKid_Persuaded
46. [Jump]
Jump to Node 41 (2)
52. Player: Is it a chest? A door? Can you show me where it is?DEN_GruntingKid_Event_PassedCheck1, DEN_GruntingKid_Event_TriedUnderstand, DEN_GruntingKid_State_HatchOpened = FalseRoll (Charisma, Persuasion) vs 10 (0)
39. [RollResult] True
13. [RollResult] False
35. : *Grunt.*devnoteDEN_GruntingKid_Event_PassedCheck1 = False
2. Player: Leave.End
14. [RollResult] False
19. : *Grunt.*devnoteTemporaryHostilityAfterDialogEnd
17. Player: Leave.End
42. [RollResult] False
49. [Alias]
- Alias to Node 65
44. : *He's trying to tell you something, but you can't make any sense of it.*NARRATIONEnd
30. [Jump]
Jump to Node 52 (1)
56. [Jump]
Jump to Node 57 (1)
36. Player: Maybe some gold would catch your attention? ([GEN_CheckMagicPocketGold_6057ad05-9492-4630-9f0a-be548b134c54])DEN_GruntingKid_Event_PassedCheck1 = False, DEN_GruntingKid_Event_TriedUnderstand, DEN_GruntingKid_State_HatchOpened = False, e678bd59-74f4-4a7b-8776-aca807d9ef22
62. : *Grunt.*devnote
32. [Jump]
Jump to Node 8 (1)
54. Player: Turn to see what he's looking at.DEN_GruntingKid_Event_TriedUnderstand = False, DEN_GruntingKid_State_HatchOpened = False, DEN_GruntingKid_Event_ToldPassage = FalseDEN_GruntingKid_Event_DisappearIntoWall
3. [TagCinematic]
devnote
47. : *He's gone. Again.*devnoteNARRATIONEnd
43. Player: Leave.End
60. : *Grunt.*DEN_GruntingKid_HasMet = FalseDEN_GruntingKid_HasMet
37. : *He stares right past you as if you're invisible. Or boring.*NARRATION
15. Player: Are you all right?DEN_GruntingKid_Event_AskedCanTalk = FalseDEN_GruntingKid_Event_AskedCanTalk
51. : *Grunt.*devnote
70. Player: I see. Anything else on your mind?
4. : *Grunt!*devnote
25. : *He's still staring right past you.*NARRATION
69. [Jump]
Jump to Node 37 (2)
27. Player: Grunt.
22. : *Grunt.*devnote
18. [Jump]
Jump to Node 29 (1)
55. Player: Turn around to see what has his attention.DEN_GruntingKid_State_HatchOpened = False
53. : *You see nothing out of the ordinary.*devnoteNARRATION
28. Player: [PassiveRoll]
Roll (Wisdom, Perception) vs 10 (0)
12. [RollResult] True
72. : *As you turn back, the child slips between the rocks.*NARRATION
63. : [TagAnswer]
devnoteDEN_GruntingKid_Event_DisappearIntoWall
67. Player: Search the rocks for an opening.RANGER = False, ROGUE = FalseRoll (Intelligence, Investigation) vs 10 (0)
- Link to Node 5
- Link to Node 68
61. Player: Examine the rocks for anything out of the ordinary.,
RANGERRANGERRoll (Intelligence, Investigation) vs 10 (1)
- Link to Node 5
- Link to Node 68
16. Player: Study the rocks for a secret passage.ROGUERoll (Intelligence, Investigation) vs 10 (1)
5. [RollResult] True
11. : *You find the edges of a concealed entrance.*NARRATIONDEN_GruntingKid_State_NoticedDoor, DEN_GruntingKid_Persuaded
9. : *No trigger or handle, though. No way to open it.*NARRATIONDEPRECATED
10. : [TagAnswer]
End
68. [RollResult] False
38. : *You look the rocks over, but find no sign of a way through.*NARRATIONEnd
50. Player: Leave.End
40. [RollResult] False
26. Player: [TagAnswer]
DEN_GruntingKid_Event_DisappearIntoWall
20. : *When you turn back, there's no trace of the child.*NARRATIONEnd
29. Player: Hello? DEN_GruntingKid_State_HatchOpened
58. [Jump]
Jump to Node 6 (1)
57. Player: Doni, isn't it? I want to see the Dragon's Lair.DEN_GruntingKid_State_HatchOpened = False, DEN_HarpyMeal_Knows_HideoutPassword
45. [Jump]
Jump to Node 8 (1)
66. Player: Turn around to see what he's looking at.DEN_GruntingKid_State_HatchOpened = False
24. Player: Leave.DEN_GruntingKid_HasMet = FalseEnd
71. : *Grunt.*devnoteDEN_GruntingKid_Event_TriedUnderstand, DEN_GruntingKid_HasMetDEN_GruntingKid_Event_TryUnderstandAgain