CHOICES & CHECKS
If a choice causes a change, it's listed. If an option doesn't change anything it's not here, though if it sets a path that may be mentioned.
Bracket choices lead to tabbed options or some other arrangement as necessary
BOOK 1
*create wealth 55
*create soldiering 30
*create charisma 30
*create intellect 30
*create reputation 20
*create health 75
*create idealism 50
*create ruthlessness 50
*create discipline 25
*create morale 25
*create loyalty 25
*create cazarosta 30
*create elson 20
*create cunaris 50
----------
CHAP 1
---
ENTRY CHOICES
Report in: -2 id, +2 rep
[Observe]: +2 sol
[Try to talk]: +2 cha, -2 rep
Excuse: +2 id, +2 cha, -4 rep
Apologize: -2 id
WHERE FROM
The North: +50 wealth, +5 income, region = 1
The West: -10 id, +10 health, +10 caz, region = 2
The East: +5 sol, +10 rep, +15 cunaris, region = 3
Aetoria: +8 int, +8 cha, region = 4
HOW OLD
Age 14: -5 sol, -5 int, +12 id, -5 ruth, age = 14
Age 18: age = 18
Age 25: +5 int, +5 cha, -5 id, age = 25
Age 30: +10 int, +10 cha, -10 id, +10 ruth
WHAT HAVE
Sword: +10 sol, gift = 1
Uniform: +10 cha, gift = 2
Books: +10 int, gift = 3
Introduction: +10 rep
Credit: +75 wealth
---
CHAP 2
---
MEET CAZ
(At your service): +2 caz, +2 id
I am new roommate: -2 caz
(Beg pardon): +1 caz
[Wait]: -14 caz, +10 elson
[Not take rudeness]: -10 caz, +10 elson
(Choices:)
Ask Cazarosta about himself:
CHECK: if cha > 30: caz +5
if cha < 30: caz -4
[Choices:]
At your service: +3 elson
[X] I don't see how: -10 elson, +2 ruth, -2 id
If not [X]: Ask about Dragoons: +2 sol
Ask about Elson: +2 elson
SOLDIERING
Breeze through: +20 sol
Is impossible!: -25 sol
CHECK: if caz >= 35: +10 sol
INTELLECT
Do excellently: +20 int
Great weakness: -25 int
CHECK: if elson >= 25: +10 int
CHARISMA
Already friends: +20 cha
I eat alone: -25 cha
wHAT TO DO?
Sparring with Caz:
CHECK: if sol > 45: +10 caz
elif caz > 30: +10 caz, +15 sol
elif sol > 30: +10 caz, +5 sol
else: +10 sol
Socialize with Elson:
CHECK: if cha > 40: +5 elson, +10 rep
elif int > 50: +5 elson, +15 rep
else: +10 elson, +10 cha
Reconcile them: +5 id
CHECK: if cha > 45: +5 caz, +5 elson, +5 rep
else: -5 caz, -5 elson
Need to improve: -10 id, +5 ruth, +5 sol, +5 int
ELSON IN TROUBLE
Continue on: -10 id, +15 ruth, crank = "Lieutenant"
Ride ahead:
CHECK: if sol > 30: +10 elson, -10 caz, -5 rep
else: -5 ruth, crank = "Lieutenant"
Stop exercise: +5 id, -10 ruth
CHECK: if cha > 50 and rep < 16: GAME OVER
if cha > 50: -15 caz, +20 elson, -15 rep, +1 cenemy
else: crank = "Liuetenant"
Stay behind: -8 ruth, +5 id
CHECK: if sol >= 30 and int > 50: +15 elson, +9 rep
elif sol >= 30: +10 elson, +5 rep
else: -15 health, -10 sol, +5 elson, crank = "Lieutenant"
CAZ CHECK: if caz < 10: +1 cenemy
---
CHAP 3
---
FIRST DAYS AT SEA
Fighting tips: +4 sol, -4 rep, -4 id
Socialize (common):
CHECK: if cha >= 45: +4 cha, -4 rep
Conversation (officers): +4 int, +2 rep
Brush up: +6 int
FIGHT
Take command:
if crank != "Lieutenant" and (caz >= 45 or cha >= 60): youleadship = 1
elif cleadship = 1, go to Join boarding.
if youleadship =1: +5 caz, +10 elson, +150 wealth
BANEFIRE APPEARS
Ignore it: -40 health, fullblast = 1
Hold up:
CHECK: if int < 20: -40 health, fullblast = 1
else: +10 rep, +2 caz, +2 elson, +1 dec1
BOARDING
Be bold: +4 id
CHECK: if sol >= 40: +5 elson
elif gift != 1 and sol < 40: -10 health
Be cautious: -5 id
Join boarding: +2 id, +5 elson, +5 caz, +50 wealth
CHECK: if cenemy >= 2 and elson < 40 and sol < 40: -10 health
Go below: -5 id, -2 caz, -2 elson
Talk out of: -10 id, -5 ruth
CHECK: if cha >= 65: -10 caz, -10 elson
if cenemy >= 2 and cleadship = 1:
CAZ TRIED TO KILL ME
Confront him: +1 cenemy
CHECK: if caz >= 30 and int >= 50: -2 cenemy
if caz >= 30: -1 cenemy
Reconcile: -5 ruth, -1 cenemy, +5 caz
Accident: +10 id
---
CHAP 4
---
TOWN OR CLUB?
Town
Club
If Town:
HOBO APPROACH
(if wealth > 50) Generous: -50 wealth, -8 ruth, +8 id
(if wealth > 15) Be fair: -15 wealth, -4 ruth, +4 id
(if wealth > 5) Be stingy: -5 wealth
Give nothing:
CHECK: if ruth > 60 or id > 4: -4 id, -4 ruth
else: -5 wealth
WAS WEAK?
Was weak: +4 ruth, -4 id
if listen to Lanzarel:
SUCH ACTIONS ARE...
Inconceivable!: -6 ruth, +6 id
Injust: +4 id, -2 ruth
Bitter necessity: -2 id
Burden lifted: -4 id, +6 ruth
If Club: set Hartigan 1
GAMES?
Tassenswerd:
CHECK: if cha >= 70: +10 wealth
elif cha >= 50: +5 wealth
elif cha >= 30: -5 wealth
else: -10 wealth
Quie:
CHECK: if int >= 70: +10 wealth
elif int >= 50: +5 wealth
elif int >= 30: -5 wealth
else: -10 wealth
HORSE OR SERGEANT?
Horse
Sergeant
Horse:
WHICH HORSE?
Official stables: horseskill = 25
Next ones assume private market:
(if wealth > 20) Faith: horseskill = 35, horsename = 'Faith', -20 wealth
CHECK: if cha >= 50: +5 wealth
(if Horse and wealth > 40) Bulwark: horseskill = 50, horsename = 'Bulwark', -40 wealth
CHECK: if cha >= 50: +10 wealth
(if wealth > 100) Thunderer: horseskill = 75, horsename = 'Thunderer', -100 wealth, +6 rep
CHECK: if cha >= 60: +25 wealth
Not worth the money: horseskill = -10
Seargent:
WHICH SEARGENT:
Hernandes: -15 mor, +25 dis, sgtname = Hernandes
Harlech: -15 loy, +25 mor, sgtname = Harlech
Fenton: -15 dis, +25 loy, sgtname = Fenton
(if Sergeant) Lanzerel: +5 loy, +5 mor, +5 dis, sgtname = Lanzerel
---
CHAP 5
---
if region = 1: +30 wealth
FREETIME
Drill relentlessly: +10 dis
CHECK: if sgtname = 'Hernandes': +5 dis
if cha < 40: -5 mor
Gaint loyalty: +10 loy
CHECK: if sgtname = 'Fenton': +5 loy
if int < 40: -5 dis
Inspire by example: +10 mor
CHECK: if sgtname = 'Harlech': +5 mor
if sol < 40: -5 loy
if health < 50: +15 health
PLAN THOUGHTS
Utter foolishness: -4 id
Too reckless: -2 id
Necessary: +2 id
Glorious: +5 id
GET THERE
Take it easy: +8 battletime
Pick up pace: +6 battletime, horsetire = 1
Damn the horses!: +3 battletime
CHECK: if horseskill < 25: +2 battletime, horsetire = 1
elif int >= 40: horsetire = 1
elif (soldiering + 30) < horseskill: +2 battletime, horsetire = 1, -5 health
else: horsetire = 2, +2 battletime
SEAL?
Set exact: +4 battletime, caststr = 1
Extend pattern: +6 battletime
CHECK: if int >= 50: caststr = 2
else: caststr = 1
Pocket seals: +4 battletime, +150 wealth
CHECK: if int >= 50: caststr = 1
else: BAD END
if battletime > 12 at any point, skip all in AMBUSH PREP
AMBUSH PREP
Care for horses: +2 battletime, -1 horsetire
Block the road: +10 battleres, roadblock = 1, +2 battletime
Cut firing loops: +10 battleres, fireloop = 1, +2 battletime
if caststr = 1: +20 battleres
elif caststr = 2: +30 battleres
if fireloop != 1: -10 battleres
CHARGE?
(if horsetire < 1 and morale >= 25) Mount up: +20 battleres
CHECK: if dis >= 40: +10 battleres
if horsename = Thunderer and sol >= 45: +10 battleres
if (horseskill > (sol + 30)) and sol < 50: -10 health
elif (horseskill < (sol + 30)) and sol < 30: -10 health
if health <= 10: BAD END
elif battleres >= 60: dec2 = 1, +4 rep
RANSOM
Generous: +10 loy
Fairly: +5 loy, +40 wealth
Regulations: +120 wealth
Keep all: +240 wealth, -10 loy, -8 rep
if region = 1: +5 wealth
ELSON PROMOTED
Used his birth: -6 id
Pulled strings?: -2 id
Out of space: +6 id
if region = 1: +30 wealth
if gift = 3: +5 int
ASSIGNMENT
Patrol Duty: Go to Chap 6
Reserve Duty: Go to Chap 7
(if wealth >= 250 or reputation >= 40) Promotion: Go to Chap 8
CHECK: if rep < 40: -250 wealth
---
CHAP 6
---
if sgtname = Harlech: -3 loy
elif sgtname = Hernandes: -3 mor
elif sgtname = Fenton: -3 dis
elif sgtname = Lanzerel: -3 rep
ROUTE
Eastern: +5 mor
Western: +5 dis
+30 wealth
if region = 1: +30 wealth
MEN TALKING
(Eavesdrop:)
(Ask what:)
(Choices) lead to these:
Convince them:
CHECK: if cha >= 60: +2id, -2 ruth
if loy >= 40: DSknow = 2
Bribe them: -50 wealth, -4 id, DSknow = 1
Threaten them: -5 loy
CHECK: if sol >= 60: +4 ruth, DSknow = 1
LEFEBVRE TALK
Try to convince:
if (sol >= 60 or rep >=40) and (id < 70 or chapternum = 7): DSknow = 2
Threaten:
if rep >= 50 or int >=50: DSknow = 2
Accept at face: -4 id
FIND GRENADIERS:
Follow orders: No search
Question them:
CHECK: if DSknow >= 2 or int >= 30 or cha >= 40 or sol >= 30 next block is selectable
else: Stay => no search
Follow => search
Search myself:
CHECK: if sol >= 30: search
else: no search
Help to bury: No search
Search myself: Search
(if DSknow >= 2) Lefebvre's orders:
Help burn: EndChap1
Find others: search
If search:
CHECK: if sol < 50 and int < 50: EndChap1
else: continue in block
WHAT TO DO?
Drag in chains: EndChap1
Escort as guests: -10 id, -10 ruth
CHECK: is sgtname = Lanzerel: +5 loy
elif sgtname = Harlech: -5 loy
Have them shot for murder: lefebvre = 3
CHECK: if ruth < 40:
EXECUTE OR NO?
Broken laws: +10 ruth, execution
I can't do this: -10 ruth, EndChap1
else: execution
EXECUTION: -6 rep, +10 id, +10 ruth
CHECK: if sgtname = Lanzerel: -5 loy
if sgtname = Harlech: +5 loy
if EndChap1 and DSknow >= 2:
LEFEBVRE
Keep quiet: +100 wealth
CHECK: if lefebvre != 3: lefevre = 2
if id > 65: -100 wealth, +5 id
elif id < 65 and id >35: -5 id
Tell Hunter: if lefebvre != 3: lefebvre = 1
CHECK: if (cha >= 50 and rep >= 40) or loy >= 40 or sgtname = Hernandes: promote
else: BAD END
if promote: +6 rep, go to CHAP 8
else: +30 wealth
CHECK: if region = 1: +30 wealth
CHAPCHOICE
(if not taken) Cavalry duty: CHAP 7
Seek promotion to lieutenant:
CHECK: if wealth < 250 and rep < 40: BAD END
elif rep < 40: -250 wealth, go to CHAP 8
else: go to CHAP 8
---
CHAP 7
---
if sgtname = Harlech: -3 loy
elif sgtname = Hernandes: -3 mor
elif sgtname = Fenton: -3 dis
elif sgtname = Lanzerel: -3 rep
+15 wealth
if region =1: +15 wealth
SUPPLIES?
Grenades: grenade
Extra shot: ammo
Muskets: mustket
PREDICTION
Routine: -5 loy, +4 id
Prepare for anything: +5 loy, -4 id
CARRECORT
This moron: WHAT TO DO?
Take my leave: -15 rep
Stand and fight: BAD END
Assume command: command
Will not stand: -15 rep
if command:
CONVINCE
Better soldier:
CHECK: if sol < 45: -8 rep
Better educated:
CHECK: if int < 50 or gift != 3: -8 rep
Better leader:
CHECK: if cha < 45: -8 rep
PLANNING
Frontal assault: battle = 1
CHECK: if supply = ammo: +5 mor, +5 loy, +6 rep
elif sol >= 40: +4 rep
else: BAD END
Stage diversion:
CHECK: if supply = grenade: +5 mor, +6 rep, diversion = 1
elif int >= 40: +5 mor, +4 rep, diversion = 1
elif horsename != Thunderer or horsename != Bulwark: horsename = none
Bluff Antari: if supply = musket: bluff = 1, +10 morale, +6 rep
elif cha >= 40: bluff = 1
elif dis >= 40: bluff = 1, -5 mor
else: -20 mor
if supplies = none: +6 rep
CAREERCORT
Single bad decision: -15 ruth, +5 id, carrecort = 1
Much to learn: carrecort = 2
Incompetent and disgrace: +10 ruth, -5 id, carrecort = 3
if horsename = none
HORSE REPLACE
Requisition: horseskill = 30, horsename = Oakum
20 crowns: horseskill = 40, horsename = Nightdancer, -20 wealth
(if wealth > 50) 50 crowns: horseskill = 50, horsename = Hatchet, -50 wealth
(if wealth > 80) 80 crowns: horseskill = 70, horsename = Scimitar, -80 wealth
if battle = 1 or bluff = 1:
RUNEGUN
Sell it: +100 wealth
Keep it: +15 sol, runegun = self
Give to the best: +10 mor, +10 dis, runegun = campos
+45 wealth
if region = 1: +45 wealth
CHAPCHOICE
(if not taken) Patrol duty: CHAP 6
Seek promotion to lieutenant:
CHECK: if wealth < 250 and rep < 40: BAD END
elif rep < 40: -250 wealth, go to CHAP 8
else: go to CHAP 8
---
CHAP 8
---
if region = 1: +5 income
if gift = 2: gift = 5
UNIFORM?
Do away with: -5 id
Alter old one: +5 id
HOW DO YOU FEEL
Confident: +5 id
Was a mistake: -5 id
if region = 1: wealth +60
FREE TIME
Gamble and socialize:
WHICH CROWD
Casually:
CHECK: if cha >= 70: -5 ruth, +50 wealth, +5 rep
if cha < 30: -5 ruth, +10 cha, -50 wealth
if wealth < 0 due to deduction: -8 rep, wealth = 0
if cha >= 30: -5 ruth, +5 cha, +2 rep
Seriously:
CHECK: if cha >= 70: +5 ruth, -8 rep, +500 wealth
if cha < 30: +5 ruth, wealth = 0, -12 rep
if cha >= 30: +5 ruth, +50 wealth
Hone body and mind: +10 sol, +5 rep
Remain with Duke: +5 cunaris
TALK TO DUKE?
Start conversation: +8 rep, +2 int, +15 cunaris
Ask to read his books: +5 cunaris, +10 int
Learn Antari: -10 wealth, antari = 1
NEW NON-COMS
Biggest men: +15 dis, -10 mor
Most educated: +15 loy, -10 dis
Most popular: +15 mor, -10 loy
Old patrol: +5 dis, +5 mor, +5 loy
WORK ON
Discipline: +10 dis, -5 mor
Clean equipment: +10 mor, -5 loy
Light hand: +10 loy, -5 dis
LODGING
Bear with it: -10 dis, -10 mor, -10 loy
Intercede:
CHECK: if rep >= 50: -5 mor
else: -10 mor, -10 dis
Rent myself: -60 wealth, -10 ruth, -5 rep, +10 loy, +10 mor
if region = 1: +30 wealth
if played != (CHAP 6 and CHAP7)
+5 dis
PIG BUTCHERY:
Hang him: +10 ruth, +10 dis, -5 loy
Pay wages: +5 dis, +5 rep, -5 loy
Light punishment: -5 ruth, +5 loy, +5 mor, -5 rep
Do nothing: -10 ruth, +10 loy, +10 mor, -10 dis
wealth +120
if region = 1: +60 wealth
+5 dis
+5 mor
+5 loy
if played != (CHAP 6 or CHAP 7)
GUN PROBLEMS
Hope no more: -5 mor, -5 loy
Inspection: -15 wealth
Replace all: -50 wealth, +5 mor, +10 loy
(if wealth >= 500) The finest!: -500 wealth, +15 mor, +15 loy, +10 dis, +8 rep, dragonlock = 1
+120 wealth
if region = 1: +60 wealth
ELSON
My men are ready: +8 elson
A bit rough: +2 elson
No guarantees: -2 elson
A right awful mess:
CHECK: if id > 40: -4 elson
---
CHAP 9
---
if loy < 20 or dis < 20 or mor < 20: mutiny
if mutiny:
Return to tent: +10 loy, -5 dis, -5 ruth, +5 id
Assemble patrol: +10 dis, -5 mor
Slit throat: +10 dis, +5 loy, -10 id, +10 ruth
WHOSE PLAN
Elson's:
Grace: +5 id
Merciful: -5 ruth
Caz's:
Have a way out: -5 id
Chance to destroy: +5 ruth
MEALTIME
Elson:
Ask about promotion:
CHECK: if Elson < 40: -5 Elson
else: +5 Elson
Ask about Caz's plan:
Convince of military necessity:
CHECK: if int >= 50: +5 Elson, plan = Caz
Force of personality:
CHECK: if cha >= 50: +5 Elson, plan = Caz
Use friendship:
CHECK: if Elson >= 50: +5 Elson, plan = Caz
No changing minds: +2 Elson
Nothing of importance:
CHECK: if Elson >= 50: +5 Elson
Caz:
Comment on change: This is a real mess, I think a -5 if you're proper friend?
Ask about Elson's plan: -2 Caz
(if cenemy >= 1) Try to make peace: cenemy = 0
Small talk:
CHECK: if Caz >= 50 and sol < 60: +4 sol
My men: +2 mor, +5 loy
if plan != Caz
WHOSE PLAN
Elson: +1 cenemy, -10 caz, go with Elson's plan
Caz: -10 Elson, with Caz's plan
CHECK: if cha >= 50: +6 Elson
Stay out: Go with Elson's plan
CHECK: if Elson >= 60: -4 Elson
else: -6 rep
(if int >= 55 and Elson >= 40 and rep >= 20) Own plan: Go with own plan
if own plan:
My brilliant plan: +6 id
I hope: +2 id
May be doomed: -2 id
Get everyone killed!: -6 id
if Caz plan:
(if caz >= 50) I trust him!: -4 loy, +10 id
I trust his ability: +5 id
Perhaps right: -5 id
(if cenemy >= 1) Not to be trusted: -10 id
if dis < 40: -4 rep
if plan = Caz: go to CHAP 10A
if plan = Elson: go to CHAP 10B
if plan = own: go to CHAP 10C
---
CHAP 10A
---
battlewin = 50
VOLUNTEER?
Volunteer:
FORD
Leave horses, scout: -2 loy, horses = 0, -10 battlewin
Leave horses, no delay: horses = 0
CHECK: if sol < 50: below scene occurs
FROST
They are my men: +6 loy, -5 battlewin
We must press on: +2 loy, -2 mor
No time for this:
CHECK: if cha < 50: -6 loy, -6 mor
Take horses, do scout: horses = 1, -2 loy, -15 battlewin
Take horses, no delay: horses = 1
CHECK: if dis >= 30: casualties = 1, -2 loy, -2 mor
else: casualties = 5, -8 loy, -8 mor
if horses = 1: -5 battlewin
COURSE OF ACTION
(if horses = 1 and battlewin >= 45) Charge: TenA3Mounted
CHECK: if sol < 60: +2 casualties
(if battlewin >= 50) Approach on foot: TenA3Foot
CHECK: if sol >= 45 or int >= 35: battlewin = 50
else: battlewin = 40
Bluff:
CHECK: if antari = 1: battlewin = 60, go to END BATTLE
elif cha >= 60: battlewin = 50, TenA3Mounted/TenA3Foot
elif loy < 45: -10 health, BAD END if <1 health, TenA2Frontal
else: TenA2Frontal
(if battlewin <= 35) Shoot sentries: TenA2Frontal
(if runegun != none and battlewin < 35) Shoot gate: TenA3Mounted/TenA3Foot
CHECK: if runegun = campos: battlewin = 50
elif int >= 40: battlewin = 50
elif int < 40: battlewin = 40
if loy < 45: -10 health, BAD END if <1 health
TenA2Frontal
if mor >= 50: +2 casualties, battlewin = 50, TenA3Foot
else: +6 casualties
if sol >= 60: TenA3Foot
CHECK: if ruth >= 60: +8 mor
elif sol >= 30: +3 casualties, battlewin = 40, TenA3Foot
else: BAD END
TenA3Foot
if battlewin = 60: no casualties from this, go directly to enemy defeat
if battlewin = 50: care about below discipline checks
if battlewin = 40: +6 casualties:
if dis >= 40: +4 casualties
elif dis < 40: +10 casualties
DUEL
Sabre to sabre!: +10 id
CHECK: if sol < 65 and sol >= 35: -4 cha, -15 health, BAD END if <1
elif sol < 35: BAD END
Just shoot him: -4 id, +4 ruth
(if loy >= 25) I rally men: +2 casualties
Enemy Defeat
if (casualties >= 12 and sol < 50) or casualties >= 20: BAD END
END BATTLE
(if horses = 1) Run down:
CHECK: if dis >= 35: +20 battlewin, +6 Elson
else: +4 casualties, +10 battlewin
(if horses = 0) Harass:
CHECK: if loy > 25 and dis >= 50: +10 battlewin
elif loy < 25: Go to Sack
Kill: campmass = 1, +10 ruth, -15 Elson, +4 mor, +4 loy
Unleash base: +4 ruth, -4 id, -5 elson, +5 caz, -10 rep
You are correct: +4 id, +5 elson, -8 caz
Sack: -4 id, -10 battlewin, -6 caz
CHECK: if int >= 60: +165 wealth
else: +70 wealth
TenA3Mounted
if battlewin >= 50: go to END BATTLE
else:
PLAN
Keep together: END BATTLE
CHECK: if dis < 40: +5 casualties
Set loose: END BATTLE
CHECK: if mor < 40: +5 casualties
Distract enemy: END BATTLE
CHECK: if loy < 40: -10 health, BAD END if <1
Say nothing:
FORMATION:
Skirmish Line: formation = 1
Extended Line: formation = 2
Tongs-and-Hammer: formation = 3
if Elson >= 50:
ELSON CHAT
Hardly as bad: +10 id, +6 Elson
Die with pride: +5 id, +4 Elson
Honour not worth: -5 Elson, -5 id
Disservice: -5 Elson
if Elson <= 50:
WAR CHAT
Near-impossible: -4 id
Might not survive: -6 id
But an end: +2 ruth
Not punished: +6 ruth, +8 id
No objection: +4 id
CAZ LATE
Reassure: +4 id
Cut losses: -6 id, +2 ruth, -4 Elson
All his fault: +4 ruth, -8 Elson
Unwise: -4 id, +2 Elson
MIXED CROWD
Give fire: +10 ruth, -5 id
if formation = 1 and mor < 40: casualties = 5
if formation = 2 and dis < 40: casualties = 5
if formation = 3 and loy < 40: casualties = 5
if loy < 65: -15 Elson, -10 rep
Hold fire; -10 ruth, -5 id, -8 caz, +2 Elson
if casualties = 0: +10 loy, +10 mor, +10 battlewin
elif casualties <= 5: +4 loy, +4 mor, +10 battlewin, squadcas = 1
elif casualties >= 12: -8 loy, -8 mor, squadcas = 2
if battlewin >= 70: dec3 = 1
Go to CHAP 11
---
CHAP 10B
---
battlewin = 50
if later promotion than Caz: go to TenB1
else:
VOLUNTEER TO
Draw out enemy forces: go to TenA1, cburn = 1
Burn enemy camp: go to TenB1
TenA1
cburn = 1
OPTIONS
Pretend: bluff = 1
Act as: challenge = 1
Deceive: fight = 1
TURN IN SADDLE:
To act as if: +1 bluff
CHECK: if cha < 50 and bluff < 2: TenAFail
else: TenA3
To taunt: +1 challenge
CHECK: if challenge < 2 and antari = 0: TenAFail
else: TenA3
To begin firing: +1 fight
CHECK: if fight < 2 and sol <= 50: TenAFail
else: TenA3
if fight >= 2: +3 casualties
TenAFail: -4 loy, -4 mor, +8 casualties, -20 battlewin, TenA3
TENA3
Draw steel:
CHECK: if mor < 30 and loy < 30 and dis < 30: BAD END
elif sol < 40: -10 health, BAD END if <1
if dis >= 40: +6 casualties, +10 battlewin
elif dis < 40: +12 casualties, -10 battlewin
if sol >= 40 or [sol < 40 and (horsename = Thunderer or horsename = Scimitar)]: +10 battlewin
else: BAD END
Fire as withdraw:
CHECK: if dis > 50 and mor >= 50: +10 battlewin
elif dis < 50 and mor >= 50: +3 casualties
if dis < 35: +6 casualties
Withdraw: if dis < 35: +6 casualties
if casualties >= 16: BAD END
ANNIHILATE?
Run down: +10 ruth, +10 battlewin, pursuit = 1
Let Antari go: -5 ruth
TenB1
OPTIONS
Move in:
CHECK: if loy >= 45: +3 casualties, +10 battlewin
elif sol >= 65: +2 casualties, +10 battlewin
else: +6 casualties
Wait until: +2 casualties, ecasualties = 1
Ensure that: -4 mor, -4 loy, -10 battlewin, ecasualties = 2
TORCHING
(if Antari = 1) Warn civilians: -10 ruth
Leave a way out: -2 ruth
Jamp the gate: +8 ruth
if cburn = 0 and pursuit > 1: campmass = 1, -15 Elson, -8 rep
CAZHI
Our duty is to destroy: +2 caz, +8 id
It was a fine bit of sport: -4 caz, +1 cenemy, +5 ruth
Necessary measure: +5 caz
if casualties = 0: +10 loy, +10 mor, +10 battlewin
elif casualties <= 5: +4 loy, +4 mor, +10 battlewin, squadcas = 1
elif casualties < 12: squadcas = 1
else: -8 loy, -8 mor, squadcas = 2
if ecasualties = 1: +1 squadcas
elif ecasualties = 2: +2 squadcas
if battlewin >= 70: dec3 = 1
Go to CHAP 11
---
CHAP 10C
---
SKIRMISHER
Such a task: Els = 1
I would have: Caz = 1
I shall: Self = 1
CONVINCER
(if Els = 0) You should do it: Els = 2
(if Caz = 0) Cazarosta: Caz = 2
(if Self = 0) I shall: Self = 2
if Els = 0: Els = 3
if Caz = 0: Caz = 3
if Self = 0: Self = 3
plan = 0
if Caz = 1: +1 plan
if Els = 2 or Els = 3: +1 plan
if (Self = 1 and sol >= 45 and dis >= 40) or (Self = 2 and Antari = 1 and cha >= 50) or Self = 3: +1 plan
if plan < 3:
FAILURE:
You're right: +4 Elson and plan failure
No sir:
CHECK: if loy < 30 or mor < 30: -6 Elson and plan failure
else: Plan2
PLAN2
Plan will work: +6 id
Might work: +2 id
Fool's gambit: -4 id
All going to die: -8 id
if plan = 2: ransom = 1, +15 mor, +15 loy
HOW FEEL?
We did well: +5 id
Without losing: -5 ruth
Stuck to plan: -5 id
Some triumph!: +5 ruth
else: plan failure
if plan = 3: +15 mor, +15 loy, dec3 = 1
BEST TO
Let them all go: -10 ruth, +6 id, +8 Elson, -5 Caz, +1 cenemy
Ransom, let leave: ransom = 1, -5 ruth, +5 Elson
Ransom, have killed: ransom = 1, campmass = 1, +5 ruth, -2 id, +5 Caz, -5 Elson
(if ruth >= 45) Kill them all: campmass = 2, +15 ruth, +5 id, Elson = 25, -5 Caz
---
CHAP 11
---
if campvic = 0: -4 rep
else: +2 rep
if played CHAP 10C and dec3 = 1: +10 rep
if campmass >= 1:
MASSACRE
Military necessity: -2 id, +2 ruth, -10 cunaris
Sincerely apologize: -4 ruth, +5 id
Apologize, no oaths: -5 cunaris, -5 id
Feign ignorance: -20 cunaris, -4 rep
ELSON TALK
(if campvic = 1) I reassure: +2 Elson
CHECK: if cha >= 40: +4 Elson
ELVES ARRIVE
Take a look: +2 id
WOMAN SOLDIERS
Frightening notion: feminist = -1
Follow their example?: feminist = 1
If only!: feminist = 2
Ignore it: -2 id
ANNOUNCED
Let them remember me:
CHECK: if rep >= 30: +2 rep
else: -4 rep
Everything:
CHECK: if rep >= 55: +4 rep
else: -8 rep
if (Join Hunter and Hartigan in their conversation) selected during banquet:
HUNTER & HARTIGAN
Light cavalry are most dangerous: +2 Elson
if (Speak with Cazarosta) selected during banquet:
ELSON CONCERNED
Perhaps you are right: +4 Elson
It would be rude not to:
(If both convo selections with Caz are made before leaving): -6 rep
---
CHAP 12
---
men = 40
attack = 80
WULFRAM
Absolutely sir: +3 id, +4 rep
Actually confident: +5 id
I'm lying: -3 id
I've my doubts: +3 id
I cannot say: -5 id
if elson >= 50:
ELSON GLUM
Remind him:
CHECK: if int >= 45: +5 Elson
else: -2 Elson
Cheer him:
CHECK: if cha >= 45: +5 Elson
WE SHALL FACE
I remind Elson: -2 Elson, -4 id
Elson is right: +2 Elson, +4 id
FOREST HUSSARS
Next move: +4 id
How do we survive: -5 id, -3 Elson
VOLUNTEER:
Guard Castle: Defence
Not a chance!: Attack
Chance to escape:
if select (No, I have changed my mind): Defence
else: Escape
if Defence: endtype = 2, CazCom = 0
USURP COMMAND
Try to convince: if int >= 50: CazCom = 1
Persuade Cazarosta: if cha >= 50: CazCom = 1
(if Caz > 65) Have faith: CazCom = 1
Has no right: -15 caz
CHECK: if caz < 45 before choice, +1 cenemy
KEANE
What cowardice?: +5 id
Begin withdrawal?: -5 id
(if CazCom = 1) We will stand: +5 id
WITTELBROOK
Surely I shall:
Convince Wittelbrook:
CHECK: if int >= 60: support = 2, supportb = 2, +6 caz, Cazcom = 1, D41
else: supportb = 1, support = 1, go to D5
I speak to his men:
CHECK: if cha >= 60: support = 2, supportb = 1, +6 caz, CazCom = 1, D41
else: supportb = 1, support = 1, go to D5
Do nothing: support = 1, go to D5
I shall not: -10 Caz, go to D5
if D41:
MEET THE SAINTS
My men alone: support = 3
I could use the help: support = 4
Deploy in castle towers: go to D60
D5
(if cha >= 35) Speech:
Remind of duty: +8 dis
Convince them: +8 mor
Swear to them: +8 loy
A barricade:
(if int >= 60) Most damage: barricade = 1
(if int >= 45) Slow down: barricade = 2
Straight barricade: barricade = 3
Prepare ground:
(if int >= 50) Hiding places: terrain = 3
(if int >= 30) Partially conceal: terrain = 2
Dig holes: terrain = 1
if mor <= 40 or loy <= 40: -6 men
-10 attack #Freebie
if terrain = 1: -10 attack
elif terrain = 3: -20 attack
elif terrain = 2: -20 attack, -4 men
else: -5 attack
if barricade >= 1: -10 attack
if barricade >= 2: -3 men
CHECK: if dis < 40 and support = 4: -6 men
elif dis < 40:
YOU CAN
Attempt to rally:
CHECK: if cha >= 45: -4 men
else: BAD END
Lead by example:
CHECK: if sol < 45: BAD END
Keep fighting: -20 health (BAD END if <1), -10 men
if dis < 30: -6 men
WHAT NOW?
Until the ending: +5 id
CHECK: if mor < 20 or loy < 20: BAD END
Use our sabres: -5 id
CHECK: if mor < 20 or loy < 20: BAD END
I cannot leave: -5 id, -10 ruth
CHECK: if mor < 60 or loy < 60: +15 loy, +15 mor
if mor >= 30 and loy >= 30: -4 men
if mor < 30 or loy < 30: -10 men
Not going to die: go to Escape
if barricade = 2: -15 attack
YOUR CHANCE:
Face head on:
CHECK: if sol >= 65: -30 attack, D57
elif sol < 25: BAD END
else: D56
Be clever:
CHECK: if int >= 50 and sol >= 25: D57
elif int >= 50: D56
else: BAD END
Rally my men:
CHECK: if cha >= 40 and loy >= 35 and mor >= 35: -1 men, D57
else: -4 men, D56
if D56:
if cenemy >= 1: BAD END
elif support = 4 and cazarosta >= 55: D57
elif loy >= 70: D57
CHECK: if sgtname = Hernandes: sgtkill = 1
elif sgtname = Harlech: sgtkill = 2
elif sgtname = Fenton: sgtkill = 3
elif sgtname = Lanzerel: sgtkill = 4
elif support > 0: -25 health, BAD END if <1, go to D58
else: BAD END
if D57:
if support >= 1 and support < 4: -20 attack
elif support = 4: -20 attack
if men < 2-: BAD END
D58
if dis > attack: -5 men
elif dis >= (attack - 15): -15 men
else: BAD END
D60:
POSITION
(if int >= 50) Widest lanes of fire: position = 3
(if int >= 30) Protected as possible: position = 4
Deploy along the tops: position = 1
Put men in vacant positions: position = 2
WHAT NEXT?
(if caz < 30 and cenemy > 0) Hold fire: +1 cenemy, caz = 25, +15 ruth, -15 id, -10 attack
(if int >= 40) Single out officers: -4 id, -10 attack
On front ranks: if dis >= 45: -10 attack
Into mass: -5 attack
if position = 1: -8 men
elif position = 2: -4 men
elif position = 3: +5 mor, -2 men
elif position = 4: -1 men
WHAT NOW?
Until the ending: +5 id
CHECK: if mor < 15 or loy < 15: BAD END
Use our sabres: -5 id
CHECK: if mor < 15 or loy < 15: BAD END
I cannot leave: -5 id, -10 ruth
CHECK: if mor < 60 or loy < 60: +15 loy, +15 mor
if mor >= 30 and loy >= 30: -4 men
if mor < 30 or loy < 30: -10 men
-15 attack #freebie
HUSSARS DRAW NEAR
Order to reinforce:
CHECK: if dis >= attack: -6 men
elif dis < (attack - 25): BAD END
else: -20 men
Wait until hit:
CHECK: if mor >= attack: -6 men
elif mor >= (attack - 25): -20 men
else: BAD END
Wait until fully: +5 ruth, -15 attack
CHECK: if dis >= attack and mor >= attack: -4 men
elif dis < (attack - 25) and mor < (attack -25): BAD END
if D59:
if Cazcom = 1: +20 rep
if Attack: endtype = 1
if loy < 50 or mor < 50:
DO NOT REACT WELL
Try to convince:
CHECK: if cha >= 40: +10 loy, +10 mor
PREPARE
(if cha >= 50) Speech: +15 mor
(if int >= 50) Re-arrange: +15 dis
Opportunity: -10 ruth
CHECK: if loy >= 40 and < 60: +8 loy, -4 men
elif loy >= 20: +20 loy, -7 men
else: BAD END
if dis < 35: -5 men
GETTING SWARMED
(if dis >= 45) Still intact, cut way out: A4
(if dis < 45) Rally to me, cut way out: -2 men, A4
CHECK: if sol < 35: -20 health, BAD END if <1
Rush the enemy: A4
CHECK: if sol < 40: -15 health, BAD END if <1
Shoot them: A4
CHECK: if sol < 40 and dis < 35: BAD END
Ride them down:
CHECK: if sol < 25: BAD END
elif sol >= 25 and horseskill < 60: -15 health, BAD END if <1
if loy <= 40: -8 men
if id >= 65: -5 mor
ELSON'S GLORY
Are we truly: -10 Elson | May choose below in addition!
Our imperative: +5 id
Do not like it: -5 id
Will not order: -5 id, go to D5, endtype = 2
CHECK: if Elson < 70: Elson = 15
elif Elson >= 70: -30 Elson
This battle is lost: -10 id, Elson = 0, Escape = 2
if Escape2:
if loy < 20: BAD END
else: rep = 10, dis = 0, mor = 0, sgtname = none
if sgtname = Hernandes: sgtkill = 1
elif sgtname = Harlech: sgtkill = 2
elif sgtname = Fenton: sgtkill = 3
elif sgtname = Lanzerel: sgtkill = 4
if mor < 35 or loy < 35: BAD END
if dis < 40: -10 men
CHECK: if sol < 40: -10 health, BAD END if <1
-6 men
if men < 18: BAD END
if sol >= 65: -5 men
elif sol < 65:
CHECK: if mor >= 60: -10 mor
elif loy >= 45: sgtname = none
if sgtname = Hernandes: sgtkill = 1
elif sgtname = Harlech: sgtkill = 2
elif sgtname = Fenton: sgtkill = 3
elif sgtname = Lanzerel: sgtkill = 4
else: BAD END
+20 rep
Escape: rep = 10, sgtname = none, dis = 0, mor = 0, loy = 0, Escape = 1
CHECK: if sgtname = Hernandes: sgtkill = 1
elif sgtname = Harlech: sgtkill = 2
elif sgtname = Fenton: sgtkill = 3
elif sgtname = Lanzerel: sgtkill = 4
---
EPILOGUE
---
if Escape < 1: rank = Captain, +20 income
if rep >= 35: Knight = 1
else:
SUICIDE CHOICE
My family:
CHECK: if wealth < 750: +1 suicide
else: no suicide
(if suicide >= 1) Putting and pulling.: go to Suicide
The men I have left behind:
CHECK: if Escape = 2 and loy >= 60: no suicide
else: +1 suicide
(if suicide >= 2) No way out: go to Suicide
My fellow officers:
CHECK: if Caz >= 65 or Elson >= 65: no suicide
else: +1 suicide
(if suicide >= 3) I'm finished: go to Suicide
My country:
CHECK: if sol >= 70 or int >= 70 or cha >= 70: no suicide
else: +1 suicide
(if suicide >= 4) What other choice is there?: go to Suicide
Suicide: END