conversations.from: system
conversations.value: Some say that the Dark Reapers are a group of human men who bring death from the shadows and they can be hired for the right price.  Some say that the Dark Reapers are actually a pair of Elven women who bring death to the evil and stand up for the down-trodden.  Still others claim that the Dark Reaper is one man with powers over the minds of others who appears as he wants, and brings death as he wants.  The rumors about the Dark Reapers are wild and varied, but the one accepted truth is that the Dark Reapers are deadly and not to be trifled with.
  
  The truth is that the Dark Reapers is actually an Assassin’s Guild.  Even the members don’t know how many actual teams comprise the guild, few know the true goals and ambitions of its leaders, and fewer still even know who the leaders are.  But clearly it has powerful ties and contacts throughout the known lands.
  
  ...................................
  
  This game will be set in a home-brewed Fantasy world.  The PCs will play one team of Dark Reapers, and you’ll be given missions from the Guild.  Sometimes those might be assassination missions, but not always.
  
  The PCs are effectively assassins.  So Paladins and other Conscientious Objectors will probably not be a very good fit for the game.  But that doesn’t necessarily mean that the PCs are EVIL.  Actually, I’d like to challenge the players to avoid truly evil characters.  If you want to play a heartless killer that’s not out of the question.  But it’d be great to see people put more thought and depth into their character.
  
  Note: Magic works differently than in most game systems, it is all based on the 4 elements (Fire, Water, Air, Earth).  PCs wishing to play a character who uses magic will need to chose cards pertaining to those 4 elements, and each time they cast a "spell" it will be with the use of one of their cards.  The spell effects should be directly related to or influenced by the associated element.
conversations.from: human
conversations.value: The town looks to be preparing for war.  You'll need to find a way into town without engaging in open combat with the forces guarding this town.
conversations.prefix: Entering Zandoria:
conversations.from: gpt
conversations.value: She wandered away from the group and got herself captured by thugs.  One behind, holding her by the throat at dagger-point.  The other in front.  They are ready to pull her onto a horse and carry her off.
conversations.prefix: Margaret - Ambushed:
conversations.from: human
conversations.value: This gift from Trevin is a small statue of an animal made out of silver.  It's not magical, but it's worth a good amount of coin.
conversations.prefix: Animal Statue:
conversations.from: gpt
conversations.value: Arrows rain down on Gamal and Lys!  Gamal takes 3 before anyone realizes what's happening!  The fourth is coming directly at Lys.
conversations.prefix: Arrow Rain 1:
conversations.from: human
conversations.value: The first four arrows went towards Gamal and Lys.  The next two head right towards Gavin!
conversations.prefix: Arrow Rain 2:
conversations.from: gpt
conversations.value: Natural reaction of people when finding themselves in the middle of raining arrows is to take cover.  The person with the presence of mind to look for the attacker may find them.  And may get impaled.
conversations.prefix: Locate the Archer:
conversations.from: human
conversations.value: The archer continued to fire arrows at an unbelievable pace.  Moving in low light, through unfamiliar areas, while trying to hurry, and having arrows raining down was incredibly difficult.
conversations.prefix: Movement Under Fire:
conversations.from: gpt
conversations.value: The archer had built a nice defensive spot on the rooftop with some cover and a good view.
conversations.prefix: Archer's Rooftop:
conversations.from: human
conversations.value: The archer had a nice position on the rooftop with some cover and a good view of the street.
conversations.prefix: Archer's Rooftop:
conversations.from: gpt
conversations.value: The shadowy alcove where Gamal was hiding at the beginning of the encounter could hold any number of clues or goodies. Or it might just be an empty alleyway.
conversations.prefix: Shadowy Alcove:
conversations.from: human
conversations.value: She has wandered off and has been gone too long.  Time to search the nearby streets and make sure she hasn't fallen into any dangerous situation.
conversations.prefix: Group 1: Find Margaret:
conversations.from: gpt
conversations.value: The two men surround Margaret. They've cut off her escape, and now they're both moving in to restrain her.
conversations.prefix: Margaret: Captured?:
conversations.from: human
conversations.value: One rogue has a hold of Margaret. He is walking her towards his horse, one hand on her shoulder and the other hand holding a dagger at her side.
conversations.prefix: Rogue Holding Margaret:
conversations.from: gpt
conversations.value: The rogue hears the approach of at least one Reaper, and turns to meet their attacks.
conversations.prefix: Rogue #1:
conversations.from: human
conversations.value: You could locate the Dwarf Dinkir to try to learn more about the Brooch.
  [Do not play this card until you have found Dinkir]
conversations.prefix: Find Dinkir:
conversations.from: gpt
conversations.value: You might locate the Zandorian Tunnel that Caleb Rill told you about.
  [Do not play this card until you have actually found the tunnel.]
conversations.prefix: Zandorian Tunnel:
conversations.from: human
conversations.value: You were told there was a Dark Reaper contact in Zandoria named Caleb Rill.
conversations.prefix: Find Caleb Rill:
conversations.from: gpt
conversations.value: You might locate Trevin. If you do, play this card.
  [Do not play this card until you have actually found Trevin]
conversations.prefix: Find Trevin:
conversations.from: human
conversations.value: If you want to meet Trevin, Dinkir offered to arrange for people to take you to him.  Without weapons.
conversations.prefix: Low Twelve:
conversations.from: gpt
conversations.value: Investigate Casper's pub to see if you can find information about Bunnie McGee in a gambling hall in the basement.
  
  [Play this card after you have found this place]
conversations.prefix: Casper's:
conversations.from: human
conversations.value: Find out specifically what happened at the Royal Summons. [Do not play this card until you have successfully learned what happened at this meeting]
conversations.prefix: Royal Summons:
conversations.from: gpt
conversations.value: Grand Healer Tonish asked you to deliver this tonic to the Baron's Steward, Vock, in the hopes that you can get Vock to tell you about the Royal Summons.
conversations.prefix: Tonic for Vock:
conversations.from: human
conversations.value: This magical cloak can allow the wearer to blend in with any surroundings for a short time.  
  
conversations.prefix: Cloak of Concealment:
conversations.from: gpt
conversations.value: Your secondary mission is to find the Count's stolen brooch.
conversations.prefix: Mission 2: Find Brooch:
conversations.from: human
conversations.value: Dinkir the Dwarf said that Lady Grizwald has the Brooch.  You should locate her if you want to find the Brooch.
conversations.prefix: Find: Lady Grizwald:
conversations.from: gpt
conversations.value: The dagger had clearly been around for a long time. But it was well balanced and seemed to even buzz with a hint of magical energy.
  
  [Dagger +1]
conversations.prefix: Magic Dagger:
conversations.from: human
conversations.value: This elaborate key was worn by Bunnie McGee on a string around his neck.
conversations.prefix: Elaborate Key:
conversations.from: gpt
conversations.value: This small five-sided coin was found on an archer.  It has three pin holes in it.
conversations.prefix: Five Sided Coin:
conversations.from: human
conversations.value: Your primary mission is to kill Alluster Gooly, Muningus Gooly, Ray Dister, Buster Smyth, and Bunnie McGee.  The bodies aren't to be found until they're all dead, and they should have the Dark Reapers mark upon them.
conversations.prefix: Mission 1: Kill 5 Rogues:
conversations.from: gpt
conversations.value: This bow grants the user with the ability to fire arrows accurately at a very fast rate of fire.
conversations.prefix: Rapid Fire Bow:
conversations.from: human
conversations.value: You received a clue that the Goolys have a farm to the south of town. You make a point to find this farm.
conversations.prefix: Locate Goolys Farm:
conversations.from: gpt
conversations.value: Your primary mission is to kill Alluster Gooly, Muningus Gooly, Ray Dister, Buster Smyth, and Bunnie McGee. The bodies aren’t to be found until they’re all dead, and they should have the Dark Reapers mark upon them.
  
  All of the bodies should be found at the same time.
conversations.prefix: Mission 1: Kill 5 Rogues:
conversations.from: human
conversations.value: This map is a crude drawing of the city of Zandoria and the surrounding areas.
conversations.prefix: Map: Zandoria Region:
conversations.from: gpt
conversations.value: Your tertiary mission is to find and rescue the Count's daughter Miah.
conversations.prefix: Mission 3: Rescue Miah:
conversations.from: human
conversations.value: Caleb mentioned that the Gadorite Priory might be a place to gather more information about historic events.
  [Do not play this card until you have actually visited the Gadorite Priory.
conversations.prefix: Visit Priory:
conversations.from: gpt
conversations.value: This small five-sided coin was found on an archer. It has three pin holes in it. 
conversations.prefix: Five Sided Coin:
conversations.from: human
conversations.value: All is fair in love and war.  And in hand-to-hand combat.  That move that the "honorable" fighter would never consider is probably one of your favorite moves.  And your opponent will never see it coming.
conversations.prefix: Cheap Shot:
conversations.from: gpt
conversations.value: To you, everything is a weapon.  You can effectively use the most mundane item as a lethal weapon, or at least use it to distract your opponent so someone else can land that finishing blow.
conversations.prefix: Improvised Weapons:
conversations.from: human
conversations.value: When information is needed, your allies rely on you.  You have an uncanny ability to ask the right questions of the right people.  It might take a while but, given the right location, if the locals know the answer to you question there is a good chance one of them will tell you.
conversations.prefix: Gather Information:
conversations.from: gpt
conversations.value: Nothing beats preparation and a good understanding of weapon tactics.  You can often tell how your opponent is going to attack before he does it, giving you a chance to exploit vulnerabilities and give yourself the edge.
conversations.prefix: Weapon Tactics:
conversations.from: human
conversations.value: test
conversations.prefix: test goal:
conversations.from: gpt
conversations.value: When it comes to tracking someone, you've got the skills.  With a mixture of skill and intuition, you can track just about anyone in just about any terrain.
conversations.prefix: Bloodhound:
conversations.from: human
conversations.value: You have access to powerful Air Magic Spells. The exact effects vary greatly, but are always related to or based on the Element of Air.  Examples include Lightening Bolt, Invisibility, and Stinking Cloud.
conversations.prefix: Use Magic - Air:
conversations.from: gpt
conversations.value: You can conjure an Elemental clone of yourself to assist you.  Your twin will attack the creature you're attacking, or command it to do something else.  Need an Earth Elemental of you smash through a door? No problem.  But the elemental only lasts a short time, so use him wisely.
conversations.prefix: Elemental Twin:
conversations.from: human
conversations.value: When was King Tyberius the ruler of Lower Vloyd?  You just happen to know that, because you read it in a library three years, 4 months, and 12 days ago.  But it doesn't stop there.  With your eidetic memory you remember every fact you've ever heard or read.
conversations.prefix: Know It All:
conversations.from: gpt
conversations.value: You always carry a number of daggers coated with various poisons. Deadly, Slumber, Paralysis, Truthfulness, and Forgetfulness are just a few examples of poisons in your arsenal.
conversations.prefix: Poisoned Blades:
conversations.from: human
conversations.value: You can use your speed and dexterity to avoid your opponent's attacks, while still finding openings to hit your mark with your counter attacks.
conversations.prefix: Nimble Attacks:
conversations.from: gpt
conversations.value: Not all scholars care about books.  Some are students of human nature.  You can study anyone you meet and infer amazing details about their life, motives, truthfulness, and much more just by talking to them or watching them.  No one can bluff you, but you can get almost anyone to believe even the most far-fetched lie.
conversations.prefix: Scholarly Intuition:
conversations.from: human
conversations.value: You have practiced more violently than most men have fought real battles.  Your physical conditioning allows you to push through pain, fight on through exhaustion, and endure when others could not.
conversations.prefix: Relentless:
conversations.from: gpt
conversations.value: You can get off an accurate shot in most any circumstance.  Even if you are running, or under attack.  You can fire into melee combat with confidence.  You can even use your ranged weapon in hand-to-hand combat situations if needed.
conversations.prefix: Fire At Will:
conversations.from: human
conversations.value: Battles can be won or lost before they even start, depending on the tactics used prior to the battle.  Your understanding of tactics such as how to set or spot ambushes, confuse and frustrate the enemy, and divide and conquer can give you a huge advantage heading into a battle.
conversations.prefix: Military Tactics:
conversations.from: gpt
conversations.value: You have access to powerful Earth Magic Spells. The exact effects vary greatly, but are always related to or based on the Element of Earth.  Examples include Stone Skin, Entangling Vines, and Rock Swarm.
conversations.prefix: Use Magic - Earth:
conversations.from: human
conversations.value: Anyone can shoot the broad side of a barn from 50 yards.  But you can hit a moving squirrel on that barn from 100 yards, in the wind, in a forest.
conversations.prefix: Precise Shot:
conversations.from: gpt
conversations.value: You have access to powerful Water Magic Spells. The exact effects vary greatly, but are always related to or based on the Element of Water.  All healing spells fall into this element.
conversations.prefix: Use Magic - Water:
conversations.from: human
conversations.value: Middle aged human male with a proud bearing.  He is wearing the fine cloths of a nobleman and carrying a rapier at his side.
conversations.prefix: Vohn Wuppel:
conversations.from: gpt
conversations.value: You have access to powerful Fire Magic Spells. The exact effects vary greatly, but are always related to or based on the Element of Fire.  Examples include Fireball, Heat Metal, and Smoking Cloud
conversations.prefix: Use Magic - Fire:
conversations.from: human
conversations.value: Number one rule of combat.. don't get dead.  Luckily you control the power of shield magic.  You can conjure this protective barrier around yourself to prevent all combat damage for a short time. But this versatile spell can also be used to protect allies and more.  Even to prevent all damage from a long fall.
conversations.prefix: Magic Shield:
conversations.from: gpt
conversations.value: You've always got the right potion or oil for the job.  Using your extensive knowledge of herbs and alchemy, you keep a supply of useful potions and oils.  You've got vials of just about everything including Healing, Truthfulness, Forgetfulness, Strength, Sleep, Haste, Invisibility, and much much more.
conversations.prefix: Create Potions:
conversations.from: human
conversations.value: You have the ability to conjure melee weapons of pure magic.  Whether you need an ice dagger to fight a fire creature, or a fire sword to finish off a troll, an elemental weapon perfect for your situation is just a spell away.
conversations.prefix: Magic Weapons:
conversations.from: gpt
conversations.value: Sometimes the best melee attack is a magic attack.  Some Warrior Mages use Air Magic to warp the light around their body to become virtually invisible even in daylight.  Others use Fire Magic to conjure a dagger of pure flame.  The individual approaches vary wildly, but all Warrior Mages mix deadly combat skills with a touch of magic.
conversations.prefix: Warrior Mage:
conversations.from: human
conversations.value: You prefer to think of yourself as Absent Minded.  But whatever you call it, you tend to forget things.  Sometimes important things.
conversations.prefix: Forgetful:
conversations.from: gpt
conversations.value: Your impatience occasionally causes you to lose focus and sometimes to rush into situations rashly or at inopportune times.
conversations.prefix: Impatience:
conversations.from: human
conversations.value: One minute your laying an ambush or hiding in the trees waiting for a target to appear, and the next moment you're fiddling with the straps on your bracers or examining the interesting shapes in the clouds.
conversations.prefix: Easily Distracted:
conversations.from: gpt
conversations.value: Goals are good, and combat is great. But nothing is quite as good as a big bag of treasure.  You are always on the lookout for a bit more than your share of the spoils, possibly before the battle is even over.
conversations.prefix: Greedy:
conversations.from: human
conversations.value: You try to hide it from the others, you don't even like to admit it to yourself, but if you're being completely honest you're not really a very brave person.  Sure, you're brave when you're with a band of ruthless killers.  But alone or in certain situations that require bravery, not so much.
conversations.prefix: Timid:
conversations.from: gpt
conversations.value: Your magical spells can do amazing things.  But every once in a while they go horribly wrong.  Maybe you're doing something wrong, or maybe it's some sort of magical handicap.  Whatever the cause, sometimes your spells produce unhelpful, unexpected, and even dangerous results.
  
  [Only choose this Weakness if you chose a Magic Strength.  The element of this Weakness matches the element of your Strength.]
conversations.prefix: Wild Magic:
conversations.from: human
conversations.value: You have health issues, or you're simply prone to injuries.  Either way, you frequently find yourself being one of the walking wounded, even if you didn't even see serious battle.
conversations.prefix: Fragile:
conversations.from: gpt
conversations.value: You are completely devoid of the potential for magic use.  This also means that you are immune to the beneficial effects from potions or magical weapons and such.
  
  On the plus side, you are also immune to all harmful mind altering magics.
  
  Unfortunately you are still susceptible to most other harmful effects of magic.
conversations.prefix: Magic Dead:
conversations.from: human
conversations.value: You are highly trained in military hand to hand combat.  Endless practicing have made many moves and skills second nature.
  
  However, lots of other people are familiar with these tactics.  And some folks have developed exploits against those predictable movements.
conversations.prefix: Inflexible Tactics:
conversations.from: gpt
conversations.value: Years of intense training, and countless battles, are starting to take their toll on your body.  Any number of old injuries sometimes hinder you at the most unpleasant times.
conversations.prefix: Nagging Injury:
conversations.from: human
conversations.value: Magic is great, when it works.  For some the use of magic is consistent and reliable.  For you, not so much. And, what's worse is that it also makes an annoying Fizzle sound so everyone else knows you blew it.
  
  [Only choose this Weakness if you chose a Magic Strength.  The element of this Weakness matches the element of your Strength.]
conversations.prefix: Fizzle:
conversations.from: gpt
conversations.value: Fighters spend all their time training on combat.  Wizards focus on magic.  You took the difficult road of the Warrior Mage.  Having magic in melee combat is great, but that comes with a price.  Less time to practice means weaknesses in some aspect of your fighting skill.
conversations.prefix: Split Focus:
conversations.from: human
conversations.value: The life of a mage can be fantastic.  Right up until the time when you're in the middle of melee combat with no more spells and no weapon skills.
conversations.prefix: Weaponless:
conversations.from: gpt
conversations.value: You are an exceptional person, and you expect nothing but greatness from yourself.  But your over confidence sometimes leads you to over-estimate your abilities.  This can leave you in a undesirable combat position or maybe make the results of a magic spell seem unimpressive or useless.
conversations.prefix: Unrealistic Expectations:
conversations.from: human
conversations.value: You are well armed and well armored.  This is great when someone is trying to slice you in half. It's not so great when you are trying to sneak somewhere, try to swim, need to make an expeditious retreat, or any number of other instances.
conversations.prefix: Weighty Armor:
conversations.from: gpt
conversations.value: You are smart.  Most other people are stupid.  It's a simple statement of fact.  The stupid people get offended when you remind them of this fact.
conversations.prefix: Condescending:
conversations.from: human
conversations.value: The wilderness is wide open and inviting.  Crowded spaces are loud and annoying.  You can't stand crowds and will avoid them whenever possible.
conversations.prefix: Hates Crowds:
conversations.from: gpt
conversations.value: Some people just know how to act in civilized company.  You are not one of those people.  You've got one approach to interpersonal skills, and that approach is blunt.  More widely described as Rude.
conversations.prefix: Rude:
conversations.from: human
conversations.value: When you find yourself alone, in complete darkness, you are prone to extreme fear. Sometimes severe enough to cause you to freeze or flee to a lighted area.
conversations.prefix: Afraid of the Dark:
conversations.from: gpt
conversations.value: If two ales are good, then ten would be even better!  You were sober once, and it was awful.  If you are careful it won't happen again any time soon.
conversations.prefix: Drinking Problem:
conversations.from: human
conversations.value: All of the greatest potions were discovered by trial and error.  The down side of that is that more often trial and error leads to death, or violent chamber pot trips.
  
  You could test them on yourself, or you could always find.. volunteers.
conversations.prefix: Discover Potions:
conversations.from: gpt
conversations.value: You have a knack for casting spells that mix magic from two of the Elements.  But this type of experiment takes the emotions caused by truly desperate situations.
  
  By casting spells you know from your Element, and changing them slightly to add a touch of another element, you are sometimes pleasantly surprised by the results. Sometimes you're disappointed because the results are simply a slightly more or less powerful, version of the spell you cast.
  
  And sometimes you're shocked or amazed at the resulting spell.
  
  [Note: requires Magic Strength selection.]
conversations.prefix: Dual Element Spells:
conversations.from: human
conversations.value: What good is doing amazing things if no one knows about it?  You crave recognition.  Fame, or Infamy, is within your grasp.  The bards better start writing a new melody.
conversations.prefix: Fame:
conversations.from: gpt
conversations.value: People frequently comment that they hate this or they hate that.  But few people know the true raw hatred that boils in your soul.
  
  Woe be to the unfortunate people who are counted among the hated on your list.
conversations.prefix: Hatred:
conversations.from: human
conversations.value: More than anything, you crave adventure!  Sometimes that leads to exciting things.  Sometimes it brings unexpected complications.
conversations.prefix: Adventure:
conversations.from: gpt
conversations.value: The wilderness is under constant attack from people and/or civilization, and it's your job to defend it.  Violently if need be.
conversations.prefix: Tree Hugger:
conversations.from: human
conversations.value: What do you want?  What do you want? 
  BLOOD AND GUTS! BLOOD AND GUTS!
  
  Who's blood? Who's blood? 
  ANYBODY'S! ANYBODY'S!
conversations.prefix: Bloodlust:
conversations.from: gpt
conversations.value: Some people aren't happy unless they're being nice to people.  And then there are folks like you.  Weak people make you sick.  But nothing gives you a little pick-me-up like picking on the little guy.  And if you can make the little creep cry, you'll be happy all day long.
conversations.prefix: Bully:
conversations.from: human
conversations.value: test
conversations.prefix: Test Asset:
conversations.from: gpt
conversations.value: Someone you care about has been hurt or killed, and you are out for revenge.  
  
  Perhaps that means that you're constantly searching for clues to find the target of your revenge. Or perhaps vengeance requires that anyone who looks like or acts like the wrong-doer also needs punished.
conversations.prefix: Revenge:
conversations.from: human
conversations.value: Each new town brings new possibilities.  New books and scrolls to discover, interesting people to talk to.  
  
  Physical strength is nice, but the true power is knowledge.  And you crave more of it.
conversations.prefix: Knowledge:
conversations.from: gpt
conversations.value: A 5th Elemental aspect exists, which is called Void.  
  
  This powerful magic path is unpredictable and unforgiving.  And it extracts a heavy price from those who dare to dabble in it.
  
  But those who do, have the ability to case spells that are not tied to the other 4 elements.  Such as spells that affect the minds of others.
  
  [Note: requires a Magic Strength.]
  
  [Game Note: Void spells can be helpful in game turns, but because of the heavy burden on the caster they count as neither a Strength nor a Weakness in scene outcomes.]
conversations.prefix: Void Spells:
conversations.from: human
conversations.value: You feel duty-bound to a certain person, people, group, location, or ideal.  This sense of duty frequently guides your actions, and sometimes necessitates that you make tough choices you might otherwise avoid.
conversations.prefix: Duty:
conversations.from: gpt
conversations.value: Some folks crave money or power, but you just want to know what's over the next hill.
  
  The thrill of discovery, and the anticipation of exploring even further is what drives you.
conversations.prefix: Exploration:
conversations.from: human
conversations.value: You always feel the need to prove yourself.  Perhaps you don't feel that you have earned your place in life, perhaps someone else needs convinced, or maybe you just feel a need to prove yourself to people in general.
  
  Regardless of who needs convinced, you are on a mission to prove yourself.
conversations.prefix: Prove Yourself:
conversations.from: gpt
conversations.value: Dark Reapers enforcer.
conversations.prefix: Tiny Jollyman:
conversations.from: human
conversations.value: You are easily angered.  You have little patience for other people's rudeness and ignorance, and you're quick to be angered over real or imagined insults.
conversations.prefix: Anger Issues:
conversations.from: gpt
conversations.value: Sometimes in a fight the inner demons break loose.  In these times you fly into a fit of Berserker frenzy, causing impressive damage to your enemies but fighting with utter disregard to your own safety.
conversations.prefix: Berserker:
conversations.from: human
conversations.value: How did that get in your bag?  You don't plan to steal things, but things frequently just sort of find their way into your bags.
conversations.prefix: Kleptomaniac:
conversations.from: gpt
conversations.value: As a child, you were the first guy to leap off of the cliff and plunge head-first into the waters below. If leaping from one roof to another would be fun, then doing so while at a dead sprint and  with no clue what's over there would be even better.
  
  As an adult you still crave those extreme thrills.
conversations.prefix: Extreme Thrill:
conversations.from: human
conversations.value: You can ask Caleb questions about the overall situation between the two towns, why there are so many mercs in town, what other problems have happened between the towns, and that sort of thing.
conversations.prefix: Caleb: Overall Situation:
conversations.from: gpt
conversations.value: Ask Caleb whatever else might be on your mind.
conversations.prefix: Caleb: Other Questions:
conversations.from: human
conversations.value: He is dressed in simple but well-made clothing. His dark hair is cut short and he is well groomed.  The subtle smell of some type of spices follows him.
conversations.prefix: Mr. Hiels:
conversations.from: gpt
conversations.value: Town: Randalsville
  
  As small town Inns go, this one is about average. It has a small, crowded, dining room and a homely bar wench. But the plates are clean and the food is good.
conversations.prefix: Leaky Bucket Inn:
conversations.from: human
conversations.value: Stealthy and nimble, the Rogue specializes in the use of small quick weapons.  He is also skilled with traps, locks, and poisons.
conversations.prefix: Rogue:
conversations.from: gpt
conversations.value: You are a master of shadows.  Given some cover or shadows, you can move without being seen.  You strike from the dark and slip back into the dark with ease.
conversations.prefix: Shadow Striker:
conversations.from: human
conversations.value: You are prone to stumbling or dropping things.
conversations.prefix: Clumbsy:
conversations.from: gpt
conversations.value: Who doesn't like a big pouch of treasure?  Well you like it even more than most people.  You're on a quest for unimaginable wealth!
conversations.prefix: Wealth:
conversations.from: human
conversations.value: Fights are made to be won quick and dirty.  He is skilled with his fists, improvised weapons, and of course his trusty short sword.  He's also got a knack for gathering information from locals in taverns and such.
conversations.prefix: Ruffian:
conversations.from: gpt
conversations.value: With a great deal of formal military experience, the Soldier is made for melee combat.  Unlike street fighters, he is more likely to show up for the fight wielding a massive Bastard Sword and ready for serious business.
conversations.prefix: Soldier:
conversations.from: human
conversations.value: The Ranger prefers to bring destruction from afar.  Some wield Longbows or Shortbows, and others specialize in Crossbows. In addition to their ranged combat, most also have a knack for urban and/or wilderness tracking.
conversations.prefix: Ranger:
conversations.from: gpt
conversations.value: Specializing in the element of Water, Healers are an indispensable member of any combat team.  Most also understand herbalism and basic alchemy so they can create healing items along the way.
conversations.prefix: Healer:
conversations.from: human
conversations.value: He is probably the last guy you want in the fight,  but the Scholar is still a vital member of many Dark Reaper teams.  Whether you need to know the history of the region, political climate, local customs, laws, or you just want to know how to get somewhere.. the Scholar is the guy to turn to.
conversations.prefix: Scholar:
conversations.from: gpt
conversations.value: The Wizard commands the powers of the elements to accomplish their goals.  What they lack in toe-to-toe combat prowess they more than make up for in magical might.
conversations.prefix: Wizard:
conversations.from: human
conversations.value: One or more members of the group have wounds that need treated.
conversations.prefix: Tend Wounds:
conversations.from: gpt
conversations.value: Finally you come face to face with the one they call Trevin.  Please play your Find Trevin goal on this challenge.
conversations.prefix: Meeting Trevin:
conversations.from: human
conversations.value: Trevin asked "why are you here?  The guards have no record of your arrival, so you must have snuck into town."
conversations.prefix: Trevin Question 1:
conversations.from: gpt
conversations.value: These two drunk and obnoxious buffoons stink of ale and months of unwashed grime.
conversations.prefix: Remmi and Timmi:
conversations.from: human
conversations.value: You don't get a good look at this guy. He is short and thin. And he runs fast.
conversations.prefix: Gamal:
conversations.from: gpt
conversations.value: Massively muscle-bound goon. Looks as dumb as a rock.  Looks as tough as a rock too.
conversations.prefix: Bubby:
conversations.from: human
conversations.value: Second item of business, is your arrival somehow connected to the Royal Summons?
conversations.prefix: Trevin Question 2:
conversations.from: gpt
conversations.value: "Third item of business, question time.  I'm sure you have questions for me."
conversations.prefix: Questions for Trevin:
conversations.from: human
conversations.value: Trevin's men have separated the Reapers and have each in a small room.  They asked four questions:
  "Who are you?"
  "Why do you seek out Trevin?"
  "Who do you work for?"
  "Are you carrying any weapons?"
conversations.prefix: Gavin Questioned:
conversations.from: gpt
conversations.value: Trevin's men have separated the Reapers and have each in a small room.  They asked four questions:
  "Who are you?"
  "Why do you seek out Trevin?"
  "Who do you work for?"
  "Are you carrying any weapons?"
conversations.prefix: Margaret Questioned:
conversations.from: human
conversations.value: Trevin's men have separated the Reapers and have each in a small room.  They asked four questions:
  "Who are you?"
  "Why do you seek out Trevin?"
  "Who do you work for?"
  "Are you carrying any weapons?"
conversations.prefix: Lys Questioned:
conversations.from: gpt
conversations.value: Trevin's men have separated the Reapers and have each in a small room.  They asked four questions:
  "Who are you?"
  "Why do you seek out Trevin?"
  "Who do you work for?"
  "Are you carrying any weapons?"
conversations.prefix: Brachardt Questioned:
conversations.from: human
conversations.value: Trevin's men have separated the Reapers and have each in a small room.  They asked four questions:
  "Who are you?"
  "Why do you seek out Trevin?"
  "Who do you work for?"
  "Are you carrying any weapons?"
conversations.prefix: Nawen Questioned:
conversations.from: gpt
conversations.value: The actions listed in the other obstacles aren't the only possibilities. Other actions could be beneficial as well.  Be creative and detailed describing whatever action your character will be taking at this time.
conversations.prefix: Alternate Actions:
conversations.from: human
conversations.value: It's unpleasant work, but it comes with the territory.  Someone's got to check his body and see if he was carrying anything important.
conversations.prefix: Dead Archer:
conversations.from: gpt
conversations.value: It's unpleasant work, but it comes with the territory.  Someone's got to check his body and see if he was carrying anything important.
conversations.prefix: Dead Gamal:
conversations.from: human
conversations.value: It's unpleasant work, but it comes with the territory.  Someone's got to check Remmi, Timmi, and Bubby's bodies and see if they were carrying anything important.
conversations.prefix: Dead Trio:
conversations.from: gpt
conversations.value: If Caleb has lived here a long time, many people are bound to know where to find him.
conversations.prefix: Group 1: Caleb Hunting:
conversations.from: human
conversations.value: One person shouldn't be investigating without backup. So you'll follow her, in the shadows, just in case.
conversations.prefix: Group 2: Tail Lys:
conversations.from: gpt
conversations.value: It never hurts to have a safe base of operations.  Here is your chance to make your temporary home a little safer.
conversations.prefix: Group 3: Reinforce Base:
conversations.from: human
conversations.value: Ask Caleb about the five thieves that you are supposed to find.  Specifically you can ask him about the location of Gooly's Farm and anything else related to the 5 thieves.
conversations.prefix: Caleb: 5 Thieves:
conversations.from: gpt
conversations.value: You can ask Caleb about the Brooch. Perhaps he has more information about why it was stolen, or where it might be.
conversations.prefix: Caleb: Brooch:
conversations.from: human
conversations.value: You can ask Caleb whatever you want to know about the Count's Daughter, why she was taken, and where she might be.
conversations.prefix: Caleb: Count's Daughter:
conversations.from: gpt
conversations.value: The old Dwarf does not seem particularly talkative, especially not with strangers. It's going to take some work to get him to talk about the brooch.
  [Play Find Dinkir Goal]
conversations.prefix: G1: Dinkir:
conversations.from: human
conversations.value: Patron of the House, Tonish, greeted you. But what does he know?
  
  [Please do NOT play your Royal Summons goal card yet]
conversations.prefix: G2: House of Healing:
conversations.from: gpt
conversations.value: A steel door with no handle? How would one of these open?
  
  [Please do NOT play your Zandorian Tunnel card yet.]
conversations.prefix: G3: Tunnel Door:
conversations.from: human
conversations.value: This obstacle is for Brachardt to drop a Void Magic card on for the previous scene.
conversations.prefix: Brachardt - Void:
conversations.from: gpt
conversations.value: This obstacle is for Lys to drop a Water Magic card on for the previous scene.
conversations.prefix: Lys - Water:
conversations.from: human
conversations.value: You have Trevin on the fence.  Now is your chance to make him fall fully for your bluff and possibly help you in your mission.
conversations.prefix: Convince Trevin:
conversations.from: gpt
conversations.value: You've discovered the Tunnel.  Now is the time to play your goal card.
conversations.prefix: Zandorian Tunnel:
conversations.from: human
conversations.value: Search for clues in the Baron's Manor that Miah may have been taken there.
  
  [Play this card after you have found some sort of clue in the Baron's Manor about Miah.]
conversations.prefix: Miah at the Baron's?:
conversations.from: gpt
conversations.value: Margaret is trying to blend in as well.  But her cover, as a prostitute, will play out a little differently than for the other two.
conversations.prefix: Blending In - 2:
conversations.from: human
conversations.value: Gavin and Nawen have entered the gambling room and can now begin to blend in somehow.  Possibly at one of the two gambling tables?
conversations.prefix: Blending In - 1:
conversations.from: gpt
conversations.value: Lys just watched two men deliver a lethal blow to Brachardt, and now they're turning their attention to her!
conversations.prefix: Two Against One:
conversations.from: human
conversations.value: Margaret has been paid to provide "services" to Ray Dister.  He is leading her to a wagon in the stables to enjoy Margaret's services.
conversations.prefix: Margaret - Paying Customer:
conversations.from: gpt
conversations.value: Bunnie McGee has challenged Gavin to a different game because Gavin was winning too much money.  What type of game will they play?  A game of chance?  A test of skills?
conversations.prefix: Gavin - A New Game:
conversations.from: human
conversations.value: A customer has taken advantage of distractions from Bunnie to get a little touchy with Nawen's back-side.
conversations.prefix: Nawen - Wandering Hands:
conversations.from: gpt
conversations.value: Lys finds herself with 4 dead bodies to deal with, including Brachardt's.  Will she just leave them?  Will she loot them?  So many options, and there is no telling if anyone else is coming or watching from afar.
conversations.prefix: Lys - Dealing With The Dead:
conversations.from: human
conversations.value: Lys and Margaret have been ambushed by vicious nether beasts in the Void Realm.  They have precious little time left to break the link.
conversations.prefix: Void Attack!:
conversations.from: gpt
conversations.value: As two guards enter the room, Bunnie demands money and drastically changes the stakes of the game.
conversations.prefix: Game of Skill:
conversations.from: human
conversations.value: You've killed another one of the 5 rogues, and should play one of those goal cards on this obstacle.
conversations.prefix: R.I.P. : Bunnie:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Fighters spend all their time training on combat.  Wizards focus on magic.  You took the difficult road of the Warrior Mage.  Having magic in melee combat is great, but that comes with a price.  Less time to practice means weaknesses in some aspect of your fighting skill.
conversations.prefix: Split Focus:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The life of a mage can be fantastic.  Right up until the time when you're in the middle of melee combat with no more spells and no weapon skills.
conversations.prefix: Weaponless:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: You like to tinker.  You are not afraid to think outside the box.  After all, if magic can be used to heal, can't it also be used to kill?
conversations.prefix: Experiment with Magic:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The wilderness is wide open and inviting.  Crowded spaces are loud and annoying.  You can't stand crowds and will avoid them whenever possible.
conversations.prefix: Hates Crowds:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Goals are good, and combat is great. But nothing is quite as good as a big bag of treasure.  You are always on the lookout for a bit more than your share of the spoils, possibly before the battle is even over.
conversations.prefix: Greedy:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You know what they say about still waters running deep.
conversations.prefix: Calm, Cool, Collected:
conversations.from: gpt
conversations.value: A life of stalking prey in the woods, and now people in the shadows has made you adept at being moving both quietly and swiftly without anyone taking notice.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: She is able to change her appearance and become whoever she would like with just the toss of her hand and a change of posture.
conversations.prefix: Mistress of Disguise:
conversations.from: gpt
conversations.value: Brachardt has lived a full life as a soldier, a family man and now a mage. In his time he has accumulated life experiences and now he knows how to handle things.
conversations.prefix: Experienced:
conversations.from: human
conversations.value: Gavin has a gift for scaring people when he really needs to.
conversations.prefix: Intimidating:
conversations.from: gpt
conversations.value: Gavin sometimes overestimates his abilities.
conversations.prefix: Cocky:
conversations.from: human
conversations.value: Brachardt has seen and done much - it is a heavy burden.
conversations.prefix: World Weary:
conversations.from: gpt
conversations.value: All you care about is reaching your intended target as fast as possible. Like a homing missile you are uncaring about your surrounding or incoming attacks like you should be. All that matters is taking down the prey.
conversations.prefix: Single minded pursuit:
conversations.from: human
conversations.value: It's difficult to bandage your arm with only one hand. Unfortunately, everyone else seems to be busy or nauseated.
conversations.prefix: One handed:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Gavin knows how to navigate the criminal underworld. Who to talk to, what to say, what to look for.
conversations.prefix: Streetwise:
conversations.from: human
conversations.value: You are the person that everyone comes to when they need information, and some of that information is about weapons. But that doesn't mean that you can actually USE those weapons.
conversations.prefix: No Weapons Training:
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.value: Lys is confident in her healing abilities and has received training from her father about how to avoid attracting suspicion.
conversations.prefix: Confident and Competent:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: Lys may be a member of an assassin's guild, but she is also a fully credentialed Healer and knows the ways of the Healing Houses.
conversations.prefix: Healer's Credentials:
conversations.from: human
conversations.value: Gavin has had very little in the way of proper schooling.
conversations.prefix: Uneducated:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: In the past few years, others have underestimated Brachardt due to the gray beard or the wrinkles under his eyes. Their mistake.
conversations.prefix: Deceptively Old:
conversations.from: gpt
conversations.value: In your line of work, honesty is not a virtue.
conversations.prefix: Honesty:
conversations.from: human
conversations.value: Being as how you have no weapons training and no magical training, you've managed to cultivate your ability to talk, smooth things over, and even boost egos to improve the team's chances of surviving.
conversations.prefix: The Gift of Talk:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: When he has to, Gavin can be charming in his own roguish way.
conversations.prefix: Persuasive:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You like to tinker.  You are not afraid to think outside the box.  After all, if magic can be used to heal, can't it also be used to kill?
conversations.prefix: Experiment with Magic:
conversations.from: gpt
conversations.value: Gavin seems to have taken a shine to one of his fellow reapers. Poor Nawen.
conversations.prefix: Impress Nawen:
conversations.from: human
conversations.value: Gavin has gotten very good at blending in with a group. It's a useful skill for a thief to have.
conversations.prefix: Infiltrator:
conversations.from: gpt
conversations.value: Blood is mostly water.  Lys has experimented with this before.  Time to see what she can do.
conversations.prefix: Blood Magic:
conversations.from: human
conversations.value: Gavin is smarter than he looks. When he really needs a good idea, he usually comes up with one.
conversations.prefix: Clever:
conversations.from: gpt
conversations.value: You've been living amongst the humans for little over a year now and many of their antics do nothing but confuse you. Doesn't help when there's a certain someone whose both muddling things more and making you more curious about ...specific aspects of human society. 
conversations.prefix: Understand Humans:
conversations.from: human
conversations.value: You're a fierce and intimidating presence able to dissuade confrontation with a sharp glance if need be. Of course this is backed up by a confidence in ones own skills to win a potential confrontation should it occur. 
conversations.prefix: Intimidating :
conversations.from: gpt
conversations.value: Gavin is highly skilled with bladed weapons of all kinds, particularly daggers and throwing knives.
conversations.prefix: Master of Blades:
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.value: Each new town brings new possibilities.  New books and scrolls to discover, interesting people to talk to.  
  
  Physical strength is nice, but the true power is knowledge.  And you crave more of it.
conversations.prefix: Knowledge: