conversations.from: system
conversations.value: 500 years ago, a mysterious Tower appeared suddenly upon the cliffs overlooking Silver Lake. Reeking of magic and arcane secrets, many adventurers have sought to plunder its halls - only to never return from the dark and desolate spires. In time, the Tower passed from memory into legend - and yet it still stands, to this day, unconquered and unexplored.
  
  Until now.
  
  This is the story of a band of adventurers who sought to conquer the legendary Tower, each for their own reason and to fulfill their own purpose. Together, they must overcome the Tower's many challenging floors and traps using only their strength, their bravery, and their cunning. Perhaps they, among all those in history, will be able to claim the Tower for their own - at least, that is the hope glimmering in their eyes.
  
  Little do they know the true test lies not within the Tower's many floors or misshapen guardians, but in the secret of its very existence ...
conversations.from: human
conversations.value: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.prefix: Halfling:
conversations.from: gpt
conversations.value: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.prefix: Elf:
conversations.from: human
conversations.value: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.prefix: Warrior:
conversations.from: human
conversations.value: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.prefix: Thief:
conversations.from: human
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.prefix: Paladin:
conversations.from: human
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Strong of body.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Quick and precise of hand and eye.
conversations.prefix: Dextrous:
conversations.from: human
conversations.value: Intelligent, even ingenious.
conversations.prefix: Cunning:
conversations.from: gpt
conversations.value: Able to withstand or recover from difficulty and pain.
conversations.prefix: Resilient:
conversations.from: human
conversations.value: Experienced and informed about the ways of the world.
conversations.prefix: Wise:
conversations.from: gpt
conversations.value: Attractive, persuasive, and likable.
conversations.prefix: Charming:
conversations.from: human
conversations.value: Quick on your feet, funny, and likable.
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: Well schooled and informed about the facts of the land.
conversations.prefix: Educated:
conversations.from: human
conversations.value: In command of some measure of magical power.
conversations.prefix: Wizardly:
conversations.from: gpt
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: Your fear holds you back sometimes.
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy.
conversations.prefix: Oafish:
conversations.from: human
conversations.value: You tend toward thought over action to the point that is can cause you trouble.
conversations.prefix: Contemplative:
conversations.from: gpt
conversations.value: Physically weak, perhaps due to age or injury.
conversations.prefix: Frail:
conversations.from: human
conversations.value: Inexperienced and perhaps too trusting.
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.
conversations.prefix: Dull-witted:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.
conversations.prefix: Proud:
conversations.from: human
conversations.value: You’re preoccupied with your interests to the point of causing you trouble.
conversations.prefix: Obsessed:
conversations.from: gpt
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.prefix: Conniving:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences through song and story.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: You’re building something greater than yourself, something that will better this land.
conversations.prefix: Through Right Crafting:
conversations.from: gpt
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.prefix: Keep Your Secrets:
conversations.from: gpt
conversations.value: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.prefix: Retrieve What’s Lost:
conversations.from: human
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
conversations.from: gpt
conversations.value: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.prefix: Protect the Meek:
conversations.from: human
conversations.value: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.prefix: Rescue the Lost Adventurer:
conversations.from: gpt
conversations.value: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.prefix: Slay the Monster of the Mad Caves:
conversations.from: human
conversations.value: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.prefix: Chart the Mad Caves:
conversations.from: gpt
conversations.value: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.prefix: Plunder the Catacombs:
conversations.from: human
conversations.value: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.prefix: Recover A Dwarf-made Treasure:
conversations.from: gpt
conversations.value: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.prefix: Restore Peace in the Catacombs:
conversations.from: human
conversations.value: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.prefix: Impress Sir Gwyndolyn:
conversations.from: gpt
conversations.value: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.prefix: Impress Brother Conway:
conversations.from: human
conversations.value: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.prefix: Find the Gilded Skull:
conversations.from: gpt
conversations.value: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.prefix: Slay One Dozen Boars:
conversations.from: human
conversations.value: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.prefix: Map of the Mad Caves:
conversations.from: gpt
conversations.value: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.prefix: Enchanted Sword:
conversations.from: human
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
conversations.from: gpt
conversations.value: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.prefix: Skull Key:
conversations.from: human
conversations.value: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.prefix: Gilded Skull:
conversations.from: gpt
conversations.value: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: human
conversations.value: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.prefix: Cloak of the Raven:
conversations.from: gpt
conversations.value: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.prefix: Elven-make Ring:
conversations.from: human
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: gpt
conversations.value: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.prefix: Potion of Hope:
conversations.from: human
conversations.value: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.prefix: Dragon Rampant Inn:
conversations.from: gpt
conversations.value: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.prefix: Old Wizard’s Tower:
conversations.from: human
conversations.value: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.prefix: Temple of the Wise:
conversations.from: gpt
conversations.value: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.prefix: Castle in the Lake:
conversations.from: human
conversations.value: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.prefix: The Bonepit:
conversations.from: gpt
conversations.value: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.prefix: Tunnels of the Mad Caves:
conversations.from: human
conversations.value: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.prefix: Cavern of Anguish:
conversations.from: gpt
conversations.value: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.prefix: The Lair:
conversations.from: human
conversations.value: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.prefix: Ancient Catacombs:
conversations.from: gpt
conversations.value: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.prefix: Treasure Vault:
conversations.from: human
conversations.value: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.prefix: Ruined Bridge:
conversations.from: gpt
conversations.value: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.prefix: Riddle at the Gate:
conversations.from: human
conversations.value: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.prefix: Checkerboard Corridor:
conversations.from: gpt
conversations.value: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.prefix: Crushing Walls Chamber:
conversations.from: human
conversations.value: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.prefix: Clawing Hands:
conversations.from: gpt
conversations.value: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.prefix: Dwarf-make Door:
conversations.from: human
conversations.value: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.prefix: Crystal Song:
conversations.from: gpt
conversations.value: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.prefix: Dwarf-make Bridge:
conversations.from: human
conversations.value: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.prefix: Orb of Fire:
conversations.from: gpt
conversations.value: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.prefix: The Storm:
conversations.from: human
conversations.value: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.prefix: Burrick the Innkeeper:
conversations.from: gpt
conversations.value: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.prefix: Sir Gwyndolyn of the Lake:
conversations.from: human
conversations.value: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.prefix: Mad Adventurer:
conversations.from: gpt
conversations.value: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.prefix: Pointy-toothed Goblins:
conversations.from: human
conversations.value: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.prefix: Hulking Ogre:
conversations.from: gpt
conversations.value: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.prefix: Creeping Ooze:
conversations.from: human
conversations.value: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.prefix: Razor-tusked Boar:
conversations.from: gpt
conversations.value: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.prefix: Stalking Skeletons:
conversations.from: human
conversations.value: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.prefix: Wat Greenfoot:
conversations.from: gpt
conversations.value: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.prefix: Brother Conway:
conversations.from: human
conversations.value: The Mezzanine seems to crackle with lightning with each of your steps, casting light down the hallway and upon the alcoves. What is the cause of this?
conversations.prefix: Investigate the Domed Ceiling:
conversations.from: gpt
conversations.value: When the Butler attacked, the Chandelier within the Grand Entranceway crashed into the ground. This is the remnants of the once magnificent piece - a twisted mangled mess of metal and broken shards of once luminous glass.
conversations.prefix: Chandelier Remnants:
conversations.from: human
conversations.value: Life's too short to be friends - c'mon, some of these guys are your rivals for treasure, may drag you down to your doom, or just plain rub you the wrong way. Why don't you show them just how you feel - be it with your words, your fists, or your blades?
conversations.prefix: Make Some Enemies! (copy):
conversations.from: gpt
conversations.value: Life's too short to be enemies - especially when you're in the Tower. Perhaps you should take this chance to make some friends and find out more about the people who are travelling on this journey with you. Maybe it's because you care - or maybe it's because frankly, you rather they be with you than against you.
conversations.prefix: Make Some Friends! (copy):
conversations.from: human
conversations.value: Concentrating all your focus, you flip the Timekeeper - sending you and your party back to the very moment you focused on since you've entered the Tower.
conversations.prefix: Use the Timekeeper (copy):
conversations.from: gpt
conversations.value: Holding the amulet close to your chest, you close your eyes and attempt to focus your energies on the cool, wet sensation of shimmering petals wrapping around you.
conversations.prefix: Use the Camellia-on-Water (copy):
conversations.from: human
conversations.value: Fight for leadership! You know you can lead these fools to glory, either because you are smarter than everyone, or because you're more bloodthirsty. Here's your chance to impress upon them the value of your leadership - or the penalty not obeying your every command.
conversations.prefix: Seize Control of the Party!:
conversations.from: gpt
conversations.value: Fight for leadership! You know you can lead these fools to glory, either because you are smarter than everyone, or because you're more bloodthirsty. Here's your chance to impress upon them the value of your leadership - or the penalty not obeying your every command.
conversations.prefix: Seize Control of the Party! (copy):
conversations.from: human
conversations.value: The Grand Entranceway is littered too with remnants of bone from many other adventurers that have failed over the years - but the hope of making it to the Mezzanine burns in your eyes. It is, after all, the key to the rest of the Tower's precarious floors.
  
  You must make it through.
conversations.prefix: Reach the Mezzanine:
conversations.from: gpt
conversations.value: Rocks. A dull color. Not interesting. 
conversations.prefix: Piles and Piles of ... Rocks:
conversations.from: human
conversations.value: Fine cloth - so fine you just want to fall asleep on it forever!
conversations.prefix: Mountains and Mountains of Silk:
conversations.from: gpt
conversations.value: Untouched, many treasure chests, jars, and boxes are present in the Mezzanine alcoves. Perhaps you should open them - or, having faced the Butler, perhaps you may wish to show the former rulers of the Tower some respect by not stealing their belongings.
conversations.prefix: Ransack the Mezzanine:
conversations.from: human
conversations.value: Untouched, many treasure chests, jars, and boxes are present in the Mezzanine alcoves. Perhaps you should open them - or, having faced the Butler, perhaps you may wish to show the former rulers of the Tower some respect by not stealing their belongings.
conversations.prefix: Ransack the Mezzanine (copy):
conversations.from: gpt
conversations.value: Life's too short to be enemies - especially when you're in the Tower. Perhaps you should take this chance to make some friends and find out more about the people who are travelling on this journey with you. Maybe it's because you care - or maybe it's because frankly, you rather they be with you than against you.
conversations.prefix: Make Some Friends!:
conversations.from: human
conversations.value: Ahaha, suckers. This person is entering the Mezzanine before all of you - and earns the right to post first in the next Scene! 
conversations.prefix: First to Advance to the Mezzanine:
conversations.from: gpt
conversations.value: A dark magic fills your senses as you hold it. It seems to constantly attempt to tug itself from your grasp, as though wanting to fly somewhere far away - or to summon some unspeakable evil to do you harm. There is a dark glint within its sockets, despite not having eyes.
conversations.prefix: The Butler's Skull:
conversations.from: human
conversations.value: A mysterious hourglass device, the Timekeeper actually contains what appears to be black oil and water rather than sand. It is small enough to be held in a single hand. Turning the Timekeeper over creates a slight feeling of deja vu in the user.
conversations.prefix: The Timekeeper:
conversations.from: gpt
conversations.value: These large golden shards of armor seem very durable - able to really withstand the toughest of blows. However, they seem weak to concentrated strikes focused on a very tight area.
  
  There are about five or so very large pieces you seem to be able to salvage - but they're all very very heavy.
conversations.prefix: Destroyed Pieces of the Keeper:
conversations.from: human
conversations.value: Holding the amulet close to your chest, you close your eyes and attempt to focus your energies on the cool, wet sensation of shimmering petals wrapping around you.
conversations.prefix: Use the Camellia-on-Water:
conversations.from: gpt
conversations.value: A small amulet that contains what appears to be a miniature flower encased within a watery sphere of glass. The flower somehow appears fresh, as though newly blossomed. The amulet itself is held upon a gold chain and is cold - almost wet, to touch.
conversations.prefix: Camellia-on-Water:
conversations.from: human
conversations.value: You don't want to hurt anyone - but you're going to bloody some fools up if necessary.
conversations.prefix: Defend yourself.:
conversations.from: gpt
conversations.value: The glittering shiny good stuff.
conversations.prefix: Piles and Piles of Gold:
conversations.from: human
conversations.value: Is it a wand? Is it a stick? Is it ... a wand made of sticks? Or is it just a stick that looks like a wand? Nevertheless, some moss still grows on the surface.
conversations.prefix: Stick with Moss on It:
conversations.from: gpt
conversations.value: The 'loss' of Lylix has only impressed upon you the need for cooperation. You try to make a lifelong friend here that you can later invite to your wedding - or who would at least come to your funeral.
conversations.prefix: Make some friends!:
conversations.from: human
conversations.value: You find this black thing within the remnants of the Minotaur. You have no idea what it does. 
conversations.prefix: Weird Magical Gear-like Thingie:
conversations.from: gpt
conversations.value: The Butler's force attack has caused a large amount of rubble and debris to be sent flying along with the adventurers. Some of it seems light enough to pick up.
conversations.prefix: A Bunch of Rocks:
conversations.from: human
conversations.value: The shiniest and prettiest things you've seen.
conversations.prefix: Piles and Piles of Gems:
conversations.from: gpt
conversations.value: ... yeah this chest is empty. Maybe you can use it for something cool later?
conversations.prefix: An Empty Chest:
conversations.from: human
conversations.value: The King of Waters is the current sovereign leader of Water Country. Though said to be a wise monarch, the King of Waters is also known for being ruthlessly ambitious, constantly seeking for any way to expand upon his territory through any means possible. It is said that he would pay for a high premium for anything that may help - from illicit arms to forbidden magic. 
  
  He rules from the Castle-on-Water, a short distance away from the Tower.
conversations.prefix: The King of Waters:
conversations.from: gpt
conversations.value: The Queen of Winds is the Elven ruler of the Kingdom of Air, a nation consisting of high mountains and lush forests made of pine. Unlike the other major nations, the Kingdom of Air is more like a loose coalition of different Elven tribes and is the closest thing to a democracy given the presence of a Council of Elders.
  
  The Queen of Winds is a pacifist, but is a fierce defender if her lands and kingdom are threatened.
conversations.prefix: The Queen of Winds:
conversations.from: human
conversations.value: You're all here. You don't know anything about each other. Some of the men and women in this room may very well be after the same thing you are...
conversations.prefix: Size Up Your Competition:
conversations.from: gpt
conversations.value: The Grand Entranceway is littered too with remnants of bone from many other adventurers that have failed over the years - but the hope of making it to the Mezzanine burns in your eyes. It is, after all, the key to the rest of the Tower's precarious floors.
  
  You must make it through.
conversations.prefix: Reach the Mezzanine:
conversations.from: human
conversations.value: When the Butler attacked, the Chandelier within the Grand Entranceway crashed into the ground, sending a shower of small crystalline shards - sharp as daggers- scattering upon the floor.
conversations.prefix: Crystal Shards:
conversations.from: gpt
conversations.value: A long sword covered with enlaid rubies. The material appears to be steel at first glance, but closer examination reveals that the sword is actually made of bone. An engraving with the initials 'BD' appears just above the hilt. A slim weapon, the blade is just under about a foot long and seems clearly designed to be wielded in one hand. 
  
  However, though sharp, the weapon is clearly brittle and has a limited amount of uses before it likely shatters.
conversations.prefix: The Butler's Spine:
conversations.from: human
conversations.value: A large mechanical minotaur-like creature, the Keeper seems all by impregnable except by the strongest of attacks. From what you can see, there are no chinks or weak points in this 3-meter tall and wide behemoth made of golden armor. 
  
  Once it has locked its target, it will relentlessly chase until it is destroyed - or until the target is trampled to death. It will then lock onto another target until no adventurers still draw breath.
conversations.prefix: Enraged Keeper of the Mezzanine:
conversations.from: gpt
conversations.value: In contrast to the Grand Entrancway, the Mezzanine is a thin corridor, around 5 meters wide, that extends into unlocked doors in the far distance. It is ~50 meters long and has 10 alcoves - 5 on each side - leading to smaller side chambers barely large enough for two people. Strangely, a series of small drain-like devices line the mezzanine.
  
  The entire Mezzanine is dimly lit - perhaps from the writhing rivulets of living electricity that slither upon the domed glassy ceiling.
conversations.prefix: The Mezzanine:
conversations.from: human
conversations.value: A long sword covered with enlaid rubies. The material appears to be steel at first glance, but closer examination reveals that the sword is actually made of bone, but reinforced with magical steel. An engraving with the initials 'MWTS' appears just above the hilt. A slim weapon, the blade is just under about a foot long and seems clearly designed to be wielded in one hand. 
  
  Unlike its previous incarnation, this sword will withstand much more force per attack but may still be shattered if used too much. 
conversations.prefix: The Butler's Spine Reforged:
conversations.from: gpt
conversations.value: A grizzled and seemingly mad old man, dressed in shabby tunics with wild eyes. He has a hunched back but his arms are veined so heavily, they appear almost a mossy green in color. He is never seen without a hammer - a massive, destructive looking weapon - either on his back or in his hands. 
conversations.prefix: Mad Wayland the Smith:
conversations.from: human
conversations.value: A fitting armor made from electric eel skin. It crackles upon contact with anything, unleashing electricity into the surrounding area - and presumably, into the user as well.
  
  The armor is enchanted to shrink and fit anyone it wears. It however, doesn't seem to be able to be taken off once worn ...
  
  After a few uses, the armor loses its charge and acts just like a magically fitting set of hardened leather.
conversations.prefix: Serpentscale Armor:
conversations.from: gpt
conversations.value: A long sword covered with enlaid rubies. The material appears to be steel at first glance, but closer examination reveals that the sword is actually made of bone, but reinforced with magical steel in several layers. An engraving with the initials 'MWTS' appears just above the hilt. A slim weapon, the blade is just under about a foot long and seems clearly designed to be wielded in one hand. 
  
  Unlike its previous incarnations, this sword will never break.
conversations.prefix: Butler's Legacy:
conversations.from: human
conversations.value: You stumble upon what appears to be a workshop of some sort. Clockwork mechanisms litter the ground. Half-finished weaponry stored in barrels piled high upon the walls. A single flickering light from a ceiling so high, you can't see it. 
  
  The door to the Third Floor is in the distance - the room is a large one, roughly 50m by 50m - but you can see sparks showering between you and those locked doors. 
  
  Sparks made from a hammer hitting an anvil. 
conversations.prefix: The Second Floor:
conversations.from: gpt
conversations.value: A small Orcish-looking creature wearing a monocle. He (or she?) stands about 3 feet tall and has perpetually greasy hands. 
  
  A box with a big red button hangs from a makeshift belt of woven silk. 
conversations.prefix: Daedalus the Inventor:
conversations.from: human
conversations.value: Concentrating all your focus, you flip the Timekeeper - sending you and your party back to the very moment you focused on since you've entered the Tower.
conversations.prefix: Use the Timekeeper:
conversations.from: gpt
conversations.value: The Tower wants to purge her - and seems intent on doing so at the sake of the rest of you. 
  
  Perhaps a difficult decision must be made for you all to advance.
  
  But you should make it soon. The Tower, after all, doesn't seem to be waiting for you to make up your mind.
conversations.prefix: Kill Lylix:
conversations.from: human
conversations.value: You can't kill Lylix - she just saved her life! There must be some other way!
  
  If the Tower is reacting to her demonic power, then shouldn't there be a solution to hide it? To get rid of it? What's the deal with this Tower anyway, with its weird undead magic - and now holy bolts are raining from the sky?
  
  Nevertheless, you're going to stand with her - and figure out another way to get out of this crazy mess.
conversations.prefix: Escape the Purge:
conversations.from: gpt
conversations.value: This thing is huge! It's nearly 20 meters in length - the head being almost 2 meters - with huge sharp teeth and a pair of vicious looking eyes. It looks like this was the thing that was swimming in the domed ceiling and the source of the electricity.
conversations.prefix: Monstrous Electrophorus:
conversations.from: human
conversations.value: A large mechanical minotaur-like creature, the Keeper seems all by impregnable except by the strongest of attacks. From what you can see, there are no chinks or weak points in this 3-meter tall and wide behemoth made of golden armor. 
  
  It stands motionless before the unlocked doors to the Second Level, and charges after anything that it sees. It will return to its spot guarding the Second Level after each attack.
conversations.prefix: Keeper of the Mezzanine:
conversations.from: gpt
conversations.value: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.prefix: Castle-on-Water:
conversations.from: human
conversations.value: The Butler himself consists of a single withered body that guards the doors to the second level of the Tower. It is clear the cadaver has been there for centuries, as the flesh as been mummified to such an extent that it lays stretched over the Butler's bony features. Tattered remnants of some clothing still remain on the corpse. You will have to figure out a way to solve the riddle of the Butler to move on. Perhaps the key lies in a tatty old sign down in the Entranceway.
conversations.prefix: The Butler's Test:
conversations.from: gpt
conversations.value: The keeper of the Grand Entranceway, the Butler is a clearly undead creature that possesses a weak physical constitution. Attacks cause the Butler to break apart into dust, but some ancient magic always revives him from the remains. It would seem that the Butler for whatever reason is tied to the Grand Entranceway - and perhaps fighting is not the correct answer.
  
  The Butler seems as though he will not attack unless angered or attack first.
conversations.prefix: The Butler:
conversations.from: human
conversations.value: Twin spires of stairs curl about the dome-shaped enclave like serpents before joining together upon a mezzanine floor. A large crystal chandelier hangs over the room, though it is seemingly broken and unable to be turned on by any visible means. The entire floor is littered with various debris - peeling paint, shards of broken glass, and the remnants of what appeared to once be furniture. A tattered sign stands by the entrance, reading 'All visitors must be announced.'
conversations.prefix: The Grand Entranceway:
conversations.from: gpt
conversations.value: Life's too short to be friends - c'mon, some of these guys are your rivals for treasure, may drag you down to your doom, or just plain rub you the wrong way. Why don't you show them just how you feel - be it with your words, your fists, or your blades?
conversations.prefix: Make Some Enemies!:
conversations.from: human
conversations.value: With Lylix 'out of commission,' you know that it is now YOUR time to lead. You just need to convince these yahoos that it is as good of an idea as you think it is.
conversations.prefix: Seize Control of the Party:
conversations.from: gpt
conversations.value: Explore this floor - but be careful. Who knows what could be lurking around the corner?
conversations.prefix: Explore the Mezzanine!:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You fight because you can, and because you want to win: it sometimes doesn't have to be about the honor, or the money -- though that second thing is nice.
conversations.prefix: Brawler:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: What happened to you wasn't fair.  While life isn't fair... you can make sure they pay for the crime they committed.
conversations.prefix: Revenge:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Has no interest in competing with others. Indeed, he will help his enemies as long as they are not up to evil.
conversations.prefix: What will be:
conversations.from: gpt
conversations.value: You don't fight fair and you intend to win every fight you engage in. Tactics are nice but carefully use underhanded tactics are often more useful still.
conversations.prefix: Dirty Fighter:
conversations.from: human
conversations.value: Knowledge of exploring dungeons, rocks, minerals, and underground monsters gained by adventuring and fighting in caves as a Dwarf.
conversations.prefix: Dungeoneering:
conversations.from: gpt
conversations.value: It's a good thing you have a quick mind to go with all that worldly experience - you are probably going to need it.
conversations.prefix: Quick Thinker:
conversations.from: human
conversations.value: You tap into the dark powers that you borrow strength from, allowing it to consume you... Your form changes slightly, and your power increases greatly. You are a force to be reckoned with.
conversations.prefix: Demon Within:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild: