Expand all | Hide all flags | Hide context | Hide tags | Hide checkflag | Hide setflag | Hide roll | Hide approv | Hide ruletag | Hide node id
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. : Leave me alone!devnoteDEN_CampGeneral_Rat_PCPissedHimOff, PETPALEnd
5. : *The rat hisses at you, his eyes flashing distrustfully.*devnoteSFXDEN_CampGeneral_Rat_PCPissedHimOff, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess, PETPAL = FalseEnd
7. : *Eek!*devnoteSFX_OnlyDEN_Rat_Event_RemovedKey, DEN_Rat_Event_MoveToShack, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = FalseDEN_Rat_Event_EnteredPotatoCrateEnd
11. : Stay back, or else!devnoteDEN_CampGeneral_RufusHasMet = False, PETPALDEN_CampGeneral_RufusHasMet
0. Player: What's wrong?
17. : Nothing's wrong! Just get back!
26. : Ow! My tooth...devnote
45. Player: Let me take a look.
21. : 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. : It's not funny!devnote
27. : I chipped it on the evil thing. It was horrible.
2. Player: Were you trying to eat it?
44. : Maybe. I didn't think it would bite me back.devnote
43. Player: It looks fine to me.
36. : Does it? Oh, thank goodness. devnote
29. : Wait - you're big. You can get rid of the evil thing!
42. : Follow me. But be ready for anything.devnoteDEN_Rat_Event_MoveToShackEnd
22. Player: What 'evil thing'?
1. : In the box. Follow me, I'll show you!DEN_Rat_Event_MoveToShackEnd
25. Player: Sounds like your problem, not mine.
24. : You're no help!DEN_CampGeneral_Rat_PCPissedHimOffEnd
30. Player: Good luck with that.
33. [Jump]
Jump to Node 24 (1)
4. Player: Or else what?
47. : Or else, I'll - I'll bite you!
37. Player: Leave.DEN_CampGeneral_RufusHasMet = FalseEnd
16. : *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. : *His dark eyes stare at you, eager for this danger to be banished.*NARRATIONEnd
32. : *Hiss!*SFX_OnlyDEN_CampGeneral_RufusHasMet = False, PETPAL = FalseDEN_CampGeneral_RufusHasMet
20. Player: Hiss back.
10. : *Eek!*devnoteSFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOffEnd
35. Player: Calm the creature.DEN_Rat_State_AnimalHandlingFailed = FalseRoll (Wisdom, AnimalHandling) vs 10 (0)
55. [RollResult] True
23. : *The rat's eyes soften as he emits a pained squeak.*NARRATION,
SFX40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess
48. : *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. : *'Gluttony'? The rat squeaks in interest.*NARRATION,
SFX
14. : *With an enthusiastic chitter, he urges you to follow.*devnoteNARRATION,
SFXDEN_Rat_Event_MoveToShackEnd
19. Player: Nod. He'll be fine.
9. : *The rat pauses, gauging whether his chipped tooth is, in fact, life threatening.*NARRATION
46. : *Apparently satisfied, he beckons you with a squeak - follow.*devnoteNARRATION,
SFXDEN_Rat_Event_MoveToShackEnd
28. Player: Bare your own teeth at him.
18. : *The rat bristles with an offended hiss.*DEN_CampGeneral_Rat_PCPissedHimOffEnd
52. Player: Soothe him.DRUID
51. : *He relaxes, an appreciative squeak escaping his tiny mouth.*
12. [Jump]
Jump to Node 14 (1)
53. [RollResult] False
31. : *Hiss!*SFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOff, DEN_Rat_State_AnimalHandlingFailedEnd
13. Player: Leave.DEN_CampGeneral_RufusHasMet = FalseEnd
34. : *Eek! Eek!*devnoteSFX_OnlyDEN_CampGeneral_RufusHasMet, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = FalseEnd
40. : The evil thing's in the chest.DEN_CampGeneral_RufusHasMet, PETPALEnd
41. : *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_EnteredPotatoCrateEnd
49. : The evil thing's gone! Now, where was I...devnoteDEN_Rat_Event_RemovedKey, DEN_Rat_Event_MoveToShack, PETPALDEN_Rat_Event_EnteredPotatoCrateEnd
54. : *Hiss!*devnoteSFX_OnlyDEN_CampGeneral_Rat_PCPissedHimOff, 40734a27-a1e9-b806-9105-3720f53e6d2b_AnimalHandlingSuccess = False, PETPAL = FalseEnd