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    Synopsis:

    This dialogue has two versions: SwA and non-SwA. In the non-SwA version, the rat communicates via squeaks or through the narrator.
    In the SwA version, the rat speaks like a human. He can have some rat-like tendencies in hs delivery, but he shouldn't have a squeaky voice or come across comical.

    Players encounter the rat in the druid grove. He's in pain, with a chipped tooth. He chipped it on an item in a nearby chest. If players are nice to him, he'll lead them to the chest. If players remove the item, the rat excitedly jumps into the chest.



  • 3.
    Rat
    : Leave me alone!devnoteDEN_CampGeneral_Rat_PCPissedHimOff, PETPAL
    End
  • 5.
    Narrator
    : *The rat hisses at you, his eyes flashing distrustfully.*devnoteSFXDEN_CampGeneral_Rat_PCPissedHimOff, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess, PETPAL = False
    End
  • 7.
    Rat
    : *Eek!*devnoteSFX_OnlyDEN_Rat_Event_RemovedKey, DEN_Rat_Event_MoveToShack, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = FalseDEN_Rat_Event_EnteredPotatoCrate
    End
  • 11.
    Rat
    : Stay back, or else!devnoteDEN_CampGeneral_RufusHasMet = False, PETPALDEN_CampGeneral_RufusHasMet
    • 0. Player: What's wrong?
      • 17.
        Rat
        : Nothing's wrong! Just get back!
        • 26.
          Rat
          : Ow! My tooth...devnote
          • 45. Player: Let me take a look.
            • 21.
              Rat
              : It's the front one. I chipped it on the evil thing.devnote
              • 50. [Jump] Jump to Node 27 (2)
          • 39. Player: Laugh at him.
            • 15.
              Rat
              : It's not funny!devnote
              • 27.
                Rat
                : I chipped it on the evil thing. It was horrible.
                • 2. Player: Were you trying to eat it?
                  • 44.
                    Rat
                    : Maybe. I didn't think it would bite me back.devnote
                    • Link to Node 29
                • 43. Player: It looks fine to me.
                  • 36.
                    Rat
                    : Does it? Oh, thank goodness. devnote
                    • 29.
                      Rat
                      : Wait - you're big. You can get rid of the evil thing!
                      • 42.
                        Rat
                        : Follow me. But be ready for anything.devnoteDEN_Rat_Event_MoveToShack
                        End
                • 22. Player: What 'evil thing'?
                  • 1.
                    Rat
                    : In the box. Follow me, I'll show you!DEN_Rat_Event_MoveToShack
                    End
                • 25. Player: Sounds like your problem, not mine.
                  • 24.
                    Rat
                    : You're no help!DEN_CampGeneral_Rat_PCPissedHimOff
                    End
          • 30. Player: Good luck with that.
            • 33. [Jump] Jump to Node 24 (1)
    • 4. Player: Or else what?
      • 47.
        Rat
        : Or else, I'll - I'll bite you!
        • Link to Node 26
    • 37. Player: Leave.DEN_CampGeneral_RufusHasMet = False
      End
  • 16.
    Narrator
    : *The rat chitters angrily - whatever broke his tooth is in this room.*NARRATION, SFXDEN_CampGeneral_RufusHasMet, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess, PETPAL = False
    • 38.
      Narrator
      : *His dark eyes stare at you, eager for this danger to be banished.*NARRATION
      End
  • 32.
    Rat
    : *Hiss!*SFX_OnlyDEN_CampGeneral_RufusHasMet = False, PETPAL = FalseDEN_CampGeneral_RufusHasMet
    • 20. Player: Hiss back.
      • 10.
        Rat
        : *Eek!*devnoteSFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOff
        End
    • 35. Player: Calm the creature.DEN_Rat_State_AnimalHandlingFailed = FalseRoll (Wisdom, AnimalHandling) vs 10 (0)
      • 55. [RollResult] True
        • 23.
          Narrator
          : *The rat's eyes soften as he emits a pained squeak.*NARRATION, SFX40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess
          • 48.
            Narrator
            : *You realise the source of his discomfort - one of his front teeth is chipped.*NARRATION
            • 6. Player: That's what gluttony will get you.
              • 8.
                Narrator
                : *'Gluttony'? The rat squeaks in interest.*NARRATION, SFX
                • 14.
                  Narrator
                  : *With an enthusiastic chitter, he urges you to follow.*devnoteNARRATION, SFXDEN_Rat_Event_MoveToShack
                  End
            • 19. Player: Nod. He'll be fine.
              • 9.
                Narrator
                : *The rat pauses, gauging whether his chipped tooth is, in fact, life threatening.*NARRATION
                • 46.
                  Narrator
                  : *Apparently satisfied, he beckons you with a squeak - follow.*devnoteNARRATION, SFXDEN_Rat_Event_MoveToShack
                  End
            • 28. Player: Bare your own teeth at him.
              • 18.
                Narrator
                : *The rat bristles with an offended hiss.*DEN_CampGeneral_Rat_PCPissedHimOff
                End
            • 52. Player: Soothe him.DRUID
              • 51.
                Narrator
                : *He relaxes, an appreciative squeak escaping his tiny mouth.*
                • 12. [Jump] Jump to Node 14 (1)
      • 53. [RollResult] False
        • 31.
          Rat
          : *Hiss!*SFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOff, DEN_Rat_State_AnimalHandlingFailed
          End
    • 13. Player: Leave.DEN_CampGeneral_RufusHasMet = False
      End
  • 34.
    Rat
    : *Eek! Eek!*devnoteSFX_OnlyDEN_CampGeneral_RufusHasMet, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = False
    End
  • 40.
    Rat
    : The evil thing's in the chest.DEN_CampGeneral_RufusHasMet, PETPAL
    End
  • 41.
    Narrator
    : *The rat squeaks excitedly - the chest is free from danger once again.*devnoteNARRATION, SFXDEN_Rat_Event_RemovedKey, DEN_Rat_Event_MoveToShack, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess, PETPAL = FalseDEN_Rat_Event_EnteredPotatoCrate
    End
  • 49.
    Rat
    : The evil thing's gone! Now, where was I...devnoteDEN_Rat_Event_RemovedKey, DEN_Rat_Event_MoveToShack, PETPALDEN_Rat_Event_EnteredPotatoCrate
    End
  • 54.
    Rat
    : *Hiss!*devnoteSFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOff, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = False
    End