You are on page 1of 22

.

,English
quest.description,Something strange is going on at the docks of
Tarrmouth.\nRecently strange men have appeared and a disturbing humming sound is
chasing the seagulls away. It feels unnatural, dangerous even. Surely, it has to be
investigated.\n\n<i>An adventure for Mansions of Madness 2nd edition. No expansions
required. \n\n<b>Note:</b> Replaying this scenario requires investigators each time
to find clues for the correct end-game solution. The end game solution is randomly
generated.\n\n<i>(Please report scenario bugs or suggestions for improvement at
https://github.com/antontimmermans/MOMDATD)</i>
quest.authors,<i>Story:</i> Anton Timmermans & William van den Broek\n\n<i>Voice
over:</i> Stephen Weese
quest.name,Disturbance at the Docks v2.0
quest.authors_short,Anton Timmermans
quest.synopsys,What starts as an after dinner evening walk in town may turn out to
become a nightmare...
UIIntroductionText.uitext,Walking through Tarrmouth, you notice a strange,
penetrating sound. \n\nA low and almost inaudible humming noise is continuously
present in the back of your mind and you begin to get a growing headache. It is
difficult to pinpoint the origin of the sound. One thing is certain; its volume
increases when you approach the docks.\n\nThe locals seem oblivious to the sound
or, perhaps, they just don’t care.\n\nSomething foreboding is clearly happening
here; you decide to get your team and investigate.\n
CONTINUE,Continue
CANCEL,Cancel
ATTACK,Attack
EXPLORE,{action} Explore
SEARCH,{action} Search
OPEN,{action} Open
INSPECT,{action} Inspect
NEVERMIND,"<i>""Nevermind""</i>"
SEENSTRANGE,"{action} <i>""Have you seen anything strange lately?""</i>"
EventTownSquarePlaceTile.button1,{qst:CONTINUE}
UIIntroductionButtonContinue.uitext,{qst:CONTINUE}
EventStreet2PlaceTile.text,On the east side of the town square you find the street
that leads to a small park. Place the {c:TileStreet2} as indicated.
UIIntroductionButtonContinue.button1,Button1
EventTownSquarePlaceSightStoreFront.button1,{qst:CONTINUE}
EventOfficePlaceDoorToken.text,Place a Door Token as indicated.
EventTownSquareExploreTokens.button1,{qst:CONTINUE}
EventTownSquarePlaceSearchFountain.button1,{qst:CONTINUE}
EventTownSquarePlaceGreenMan.button1,{qst:CONTINUE}
EventTownSquarePlaceInvestigators.text,Place your investigators in the
{c:TileTownsquare} as indicated.
EventTownSquareExploreTokens.text,The office of the harbormaster is located at the
town square. The harbormaster is known for his temper. However, if anyone knows
what goes on in the docks, it is he. Place an Explore Token as indicated.
TokenExploreTownSquareOffice.text,The light that seeps through cracks in the door
of the harbormaster's office draws an aerie pattern on the town square.
EventTownSquarePlaceSightStoreFront.text,Through the dim streetlights you can
barely make out what must be the rest of the dock area. You hear the sound of
lapping waves in the west. Place a Sight Token as indicated.
EventTownSquarePlaceGreenMan.text,Leaning against the street lantern you see a
dockworker smoking a cigarette. Place the Green Man Token as indicated. This is the
dockworker.
TokenSearchFountain.button1,{qst:SEARCH}
TokenSearchFountain.text,You see a shiny object stuck between two cobblestones.
EventTownSquareSearchFountainKey.text,You firmly pull the small metal item from its
entrapment. It is a key with a small piece of bright blue string attached to it, as
if once a label was tied to the key. Someone must have lost it here recently. You
gain the Brass Key unique item. Discard the search token. You gain 1 Clue.
EventPierPlaceTile.text,The waves are lapping into the deserted pier. The pale
moonlight reflects in the water. Place the {c:TilePier} tile as indicated and
remove all connecting tokens.
TokenSightTownSquareStreet2.button1,{qst:CONTINUE}
EventTownSquarePlaceInvestigators.button1,{qst:CONTINUE}
TokenSightTownSquareStreet2.text,In the east you see a small street. An
investigator adjacent to this Sight Token may reveal the area.
EventStoreFrontPlaceTile.text,The street connects the town square with the pier.
The backside of a big warehouse casts a dark shadow in the street. The light that
illuminates the street comes from a shop opposite to the warehouse. Place the
{c:TileStorefront} tile as indicated and remove all tokens connecting to it.
EventStreet2PlaceSightToken.text,Around the corner the weeds are growing onto the
street. Place a Sight Token as indicated.
EventStreet2PlaceSightToken.button1,{qst:CONTINUE}
TokenExploreStreet2Door.text,The door of this shop is slightly ajar. It looks
abandoned. A greenish light is emanating through the crack.
TokenExploreStreet2Door.button1,{qst:OPEN}
EventStreet2SpawnCultist.text,When your hand touches the door handle, the door
swings open and a robed man bursts out. The door slams firmly shut behind him.
Remove the Explore Token.
EventStreet2SpawnCultist.button1,{qst:CONTINUE}
SpawnCultistStreet2.button1,{qst:CONTINUE}
SpawnCultistStreet2.text,Place a Cultist as indicated.
EventStreet2PlaceExploreDoor.button1,{qst:CONTINUE}
EventStreet2PlaceExploreDoor.text,You notice that the door of the abandoned shop is
not completely closed and a faint aerie green light is visible through the crack
EventQCultistDies.text,A quick inspection of the Cultist robes reveals the source
of the strange green light. You gain a Grotesque Stone Unique Item.
TokenOrangeBoyShack.button1,{qst:CONTINUE}
ORANGEBOYSOUND,"{action} <i>""Can you hear that sound?""</i>"
ORANGEBOYSAD,"{action} <i>""Why are you so sad?""</i>"
EventOrangeBoyDialogueAll.button3,{qst:SEENSTRANGE}
EventOrangeBoyDialogueAll.button1,{qst:ORANGEBOYSAD}
EventOrangeBoyDialogueAll.button2,{qst:ORANGEBOYSOUND}
EventOrangeBoyAskSad.text,"The little boy dries his eyes. <i>""I can't play in me
secret hidin' place anymore. A nasty woman has kicked me out and she threatened me.
<b>Run while you still can</b> is what she said.""</i> the boys says while he
raises his little fist and looking angry. Then in a sad little voice, he asks: <i>
""Please can you make 'er go out of the old snack shack on the pier?"".</i> You
gain 1 Clue."
EventOrangeBoyDialogueAll.text,The boy looks up at you with watery eyes.
EventOrangeBoyAskSad.button1,{qst:CONTINUE}
EventOrangeBoyAskSound.text,"<i>""You 'ear that too? It is giving me a 'eadache but
me dad says 'im don't 'ear it. Near the docks it gets louder"". </i> You gain 1
Clue."
EventOrangeBoyAskSound.button1,{qst:CONTINUE}
EventOrangeBoyDialogueSound.text,The boy looks at you with big questioning eyes.
EventOrangeBoyDialogueSound.button2,{qst:NEVERMIND}
EventOrangeBoyDialogueSad.button1,{qst:ORANGEBOYSAD}
EventOrangeBoyDialogueSad.text,"Rubbing the temples of his head the boy looks at
you. <i>""Yes?"" </i>"
EventOrangeBoyDialogueNone.text,"<i>""Please chase the woman from the snack shack
for me"".</i>"
EventOrangeBoyDialogueNone.button1,{qst:CONTINUE}
EventOrangeBoyDialogueSad.button2,{qst:NEVERMIND}
TokenOrangeBoyStoreFront.button1,{qst:CONTINUE}
EventOrangeBoyDialogueNoneShack.text,"<i>""Thanks a lot. I got me hidin' place
back. Tell no one, right? It be our secret""</i>"
EventOrangeBoyDialogueNoneShack.button1,{qst:CONTINUE}
EventPierPlaceOrangeBoyToken.text,When the little boy sees the woman stepping out
of the shack he sneaks behind her to his hiding place. Move the Orange Person Token
as indicated.
EventPierPlaceOrangeBoyToken.button1,{qst:CONTINUE}
EventOrangeBoyDialogueSound.button1,{qst:ORANGEBOYSOUND}
EventOrangeBoyDialogueAll.button4,{qst:NEVERMIND}
EventOrangeBoyAskSeen.text,"<i>""Not lately. I sometimes saw the old customs
officer entering the rental shack, locking the door behind'im and then coming out
of the ware'ouse some minutes later. Him thought nobody saw 'im, but I dids""</i> .
The little boy says proudly while pointing at himself. He continues: <i>""I never
figured out how 'im dids it and I guess I never will. After the accident quit 'is
customs job, spendin' most of 'is time now in the park secretly drinkin'
whiskey""</i>. You gain 1 Clue."
EventOrangeBoyAskSeen.button1,{qst:CONTINUE}
EventOrangeBoyDialogueSeen.text,"Rubbing the temples of his head the boy looks at
you. <i>""Yes?"" </i>"
EventOrangeBoyDialogueSeen.button1,{qst:SEENSTRANGE}
EventOrangeBoyDialogueSeenSound.text,"With a weak smile the boy looks at you and
says: <i>""How can I help you?""</i>"
EventOrangeBoyDialogueSeenSound.button1,{qst:ORANGEBOYSOUND}
EventOrangeBoyDialogueSeenSound.button2,{qst:SEENSTRANGE}
EventOrangeBoyDialogueSeenSound.button3,{qst:NEVERMIND}
EventOrangeBoyDialogueSeenSad.text,"With a weak smile the boy looks at you and
says: <i>""How can I help you?""</i>"
EventOrangeBoyDialogueSeenSad.button1,{qst:ORANGEBOYSAD}
EventOrangeBoyDialogueSeenSad.button2,{qst:SEENSTRANGE}
EventOrangeBoyDialogueSeenSad.button3,{qst:NEVERMIND}
EventOrangeBoyDialogueSoundSad.button1,{qst:ORANGEBOYSAD}
EventOrangeBoyDialogueSoundSad.button2,{qst:SEENSTRANGE}
EventOrangeBoyDialogueSoundSad.text,"With a weak smile the boy looks at you and
says: <i>""How can I help you?""</i>"
EventOrangeBoyDialogueSoundSad.button3,{qst:NEVERMIND}
TokenGreenMan.button1,{qst:CONTINUE}
EventGreenManAskStrangeSound.button1,{qst:CONTINUE}
EventGreenManAskSeenStrange.text,The dockworker looks at you in silence, judging if
he can trust this stranger in the docks asking so many questions. Check your
{influence} to gain his trust.
EventGreenManDialogueSeenSound.button2,{qst:SEENSTRANGE}
EventGreenManAskSeenFail.button1,{qst:CONTINUE}
EventGreenManAskSeenStrange.button1,{qst:CONTINUE}
EventGreenManAskSeenSuccess.text,"<i>""Now that you are asking, yes. Four robed men
left the harbormaster's office this morning. Two of them walked hastily into the
street to my right and one walked fast down the other street towards the pier. The
fourth washed his hands in the fountain after which he took off down the street to
the pier. I could swear I saw a strange green object sticking out of his
pocket"".</i> Gain 2 Clues."
EventGreenManAskSeenFail.text,"<i>""I don't know you and I don't trust you"".
</i>The dockworker snorts <i>""Too many weird robed figures and nosy strangers
walking around the docks today"".</i> Gain 1 Clue."
EventGreenManAskSeenSuccess.button1,{qst:CONTINUE}
TokenSightTownSquareFrontStreet.text,An investigator adjacent to this Sight Token
may reveal the area.
TokenSightTownSquareFrontStreet.button1,{qst:CONTINUE}
EventStoreFrontPlaceTile.button1,{qst:CONTINUE}
EventStreet2PlaceTile.button1,{qst:CONTINUE}
EventStoreFrontPlaceExplore.text,The shop is still open at this late hour. Place an
Explore Token as indicated.
TokenExploreStoreFront.button1,{qst:CONTINUE}
EventStoreFrontPlaceExplore.button1,{qst:CONTINUE}
EventStoreFrontPlaceSight.text,In the distance you see the pale moonlight
reflecting in the waves. Place a Sight Token as indicated.
EventStoreFrontPlaceSight.button1,{qst:CONTINUE}
EventStoreFrontPlaceOrangeBoy.text,On the street you see a little sad boy leaning
casually against the back of the warehouse. Place the Orange Person Token as
indicated.
EventStoreFrontPlaceOrangeBoy.button1,{qst:CONTINUE}
EventStoreFrontExploreShopOpen.button1,{qst:OPEN} the door
EventStoreFrontExploreShopOpen.text,A single oil lamp lights the shop.
EventStoreFrontPlaceShopkeeper.text,"A stocky woman with dark curls cursing under
her breath is busy sweeping up the shop floor. Without turning towards you, she
barks: <i>""Hurry up with your business. The shop is about to close"".</i> Place
the White Person Token as indicated. This is the shopkeeper. "
EventStoreFrontPlaceShopkeeper.button1,{qst:CONTINUE}
EventStoreFrontExploreShopOpen.button2,{qst:CANCEL}
EventStoreFrontOpenDoor.text,A small bell announces your entry in the shop. Remove
the Explore Token.
EventStoreFrontPlaceWall.text,Place a Wall Token as indicated
EventStoreFrontExploreShopClosed.button1,{action} Pick lock
EventStoreFrontPlaceWall.button1,{qst:CONTINUE}
EventStoreFrontOpenDoor.button1,{qst:CONTINUE}
EventStoreFrontExploreShopClosed.text,"The shop is closed but there may still be
useful equipment that you can ""loan"" in this emergency situation. You may attempt
to pick the lock using your {agility} skill."
PuzzleStoreFrontPickLock.button1,Open
EventStoreFrontBreakIn.text,"The bell startles you. However, nobody is here to stop
you. You have all the time to ""shop"" around. Remove the Explore Token. "
EventStoreFrontBreakIn.button1,{qst:CONTINUE}
TokenWhiteWoman.button1,{action} Buy bladed weapon
TokenWhiteWoman.text,"The shopkeeper looks up at you. <i>""What do you want to
buy?. I have a {c:QItemStoreFrontBuyBladed} and a {c:QItemStoreFrontBuyHeavy} for
sale""</i>."
EventStoreFrontPlaceSearch.text,The locked display contains a gun. Place a Search
Token as indicated.
EventStoreFrontPlaceSearch.button1,{qst:CONTINUE}
EventStoreFrontCloseShop.button1,{qst:CONTINUE}
EventStoreFrontCloseShop.text,"After doing business shopkeeper walks with you to
the door and out to the street. <i>""Thank you and come again tomorrow""</i>, she
says as she closes the shop. The shopkeeper walks away. Remove the White Person
Token, place an Explore Token as indicated and move all investigators from the shop
to the street in front of the shop."
EventSearch2PlaceToken.text,There may still be something of interest behind the
counter. Place a Search Token as indicated.
EventSearch2PlaceToken.button1,{qst:CONTINUE}
TokenSearchStoreFront2.text,Whatever the woman was selling, she must have kept it
behind her counter.
EventStoreFrontStealingHeavy.button1,{qst:CONTINUE}
TokenSearchStoreFront.button1,{action} Grab gun
EventStoreFrontStealingBladed.text,You knew this was back there. The shopkeeper was
trying to sell this earlier. You gain the {c:QItemStoreFrontBuyBladed} common item.
EventStoreFrontExploreShopClosed.button2,{qst:CANCEL}
TokenSearchStoreFront2.button1,{action} Check for items
EventStoreFrontStealGun.text,"The display contains a {c:QItemStoreFrontGun} with a
note attached reading ""SOLD"". If you are quick enough you might be able the grab
the gun without the storekeeper noticing it."
EventStoreFrontStealingGunSuccess.text,With the shopkeeper's back turned to you you
manage to quickly open the display without making a noise. You put the
{c:QItemStoreFrontGun} in your pocket.
EventStoreFrontStealingGunSuccess.button1,{qst:CONTINUE}
EventStoreFrontStealingGunFail.text,"You quickly open the display but the door
makes a squeaky sound. The shopkeeper turns, takes a gun and yells
<i>""THIEF"".</i> She fires the gun at you as you run out of the shop. She closes
the shop behind her and tries follow but she lost sight of you. Remove the Person
Token and place the Explore Token as indicated. Place all investigators in the shop
back to the starting position. The stealing investigator suffers 2 facedown damage
({agility} negates)."
EventStoreFrontStealingGunFail.button1,{qst:CONTINUE}
EventStoreFrontTakeGun.text,You gain the {c:QItemStoreFrontGun} common item.
EventStoreFrontTakeGun.button1,{qst:CONTINUE}
TokenSightStoreFrontPier.text,An investigator adjacent to this search token may
reveal the next area
TokenSightStoreFrontPier.button1,{qst:CONTINUE}
EventPierPlaceTile.button1,{qst:CONTINUE}
EventDock1PlaceTile.text,The waves lap lazily against the docks. Place the
{c:TileDock1} tile as indicated and remove all tokens connecting to this tile.
EventPierPlaceExploreToken.button1,{qst:CONTINUE}
EventPierPlaceExploreToken.text,A worn-out snack shack that stands at the end of
the pier. It appears to be no longer in use considering the garbage piling up
around it. A faint greenish light is visible through the cracks in the walls of the
shack.
EventPierPlaceSightTokenDock.text,To your left the dock continues towards the
rental dock. Place a Sight Token as indicated
EventPierPlaceSightTokenStoreFront.button1,{qst:CONTINUE}
EventPierPlaceSightTokenDock.button1,{qst:CONTINUE}
EventPierPlaceSightTokenStoreFront.text,This street connects the pier with the town
square. Place a Sight Token as indicated.
TokenSightPierDock1.text,The pier continues to the docks. An investigator standing
adjacent to this Search Token may reveal the next area.
TokenSightPierDock1.button1,{qst:CONTINUE}
EventDock1PlaceTile.button1,{qst:CONTINUE}
EventRentalDockPlaceTile.text,Some boats lie on the abandoned rental dock. Place
the {c:TileRentalDock} tile as indicated and remove the connecting tokens.
TokenSightDock1RentalDock.text,The rental docks are abandoned. An investigator
adjacent to this Sight Token may reveal the next area.
TokenSightDock1RentalDock.button1,{qst:CONTINUE}
EventRentalDockPlaceTile.button1,{qst:CONTINUE}
EventBellTowerPlaceTile.text,The bell in this tower is used to sound the alarm when
a storm approaches from the sea. The humming sound is very loud here. Place the
{c:TileBellTower} tile as indicated.
EventRentalDockPlaceExploreRentalShack.text,The rental shack is closed for
business. You notice a faint green glow behind the window. Place the Explore Token
as indicated.
EventRentalDockPlaceSightToken.button1,{qst:CONTINUE}
EventRentalDockPlaceSightToken.text,In the distance you see that the dock is quite
big.
EventDock1PlaceSightTokenRentalDock.button1,{qst:CONTINUE}
EventDock1PlaceSightTokenPier.text,Beyond the docs you see the pier. Place a Sight
Token as indicated.
EventDock1PlaceSightTokenPier.button1,{qst:CONTINUE}
EventDock1PlaceExploreToken.text,The door to the warehouse is closed. Place an
Explore Token as indicated.
EventDock1PlaceSightTokenRentalDock.text,The dock extends into the rental dock.
Place the Sight Token as indicated.
EventDock1PlaceExploreToken.button1,{qst:CONTINUE}
TokenExploreDockWarehouse.text,The warehouse door is jammed. But if you put your
shoulder in it you might be able to push it open. Roll {strength} to test your
strength.
TokenExploreDockWarehouse.button1,{action} Push
EventWarehouseDoorPushOpen.text,You put your shoulder firmly against the door and
give it a good push. The door swings open with a bang.
EventWarehouseDoorPushOpen.button1,{qst:CONTINUE}
EventWarehousePlaceTile.button1,{qst:CONTINUE}
EventTownSquareSearchFountainKey.button1,{qst:CONTINUE}
EventWarehouseDoorPushFail.text,Your put all your weight in pushing open the door
but the door won't budge and stays closed
EventWarehouseDoorPushFail.button1,{qst:CONTINUE}
EventWarehousePlaceBaricadeToken.text,This stack of boxes might be useful to
barricade the door should the need arise. Place a Barricade Token as indicated.
EventWarehousePlaceBaricadeToken.button1,{qst:CONTINUE}
EventWareHousePlaceExploreTokenDock.text,The heavy door to the docks is closed.
Place an Explore Token as indicated.
EventWareHousePlaceExploreTokenDock.button1,{qst:CONTINUE}
EventWarehousePlaceExploreTokenBelltower.text,The door to the bell tower has a
silver lock. Place an Explore Token as indicated.
EventWarehousePlaceExploreTokenBelltower.button1,{qst:CONTINUE}
EventWarehousePlaceExploreTokenFleaMarket.text,Behind the door you hear the sound
of a market. Place an Explore Token as indicated.
EventWarehousePlaceExploreTokenFleaMarket.button1,{qst:CONTINUE}
TokenSearchRentalShack.button1,{qst:SEARCH}
SpawnCultistRentalShack.button1,{qst:CONTINUE}
TokenSearchBellTower.text,The handle on the floor and the scratches indicate that
this part of the floor maybe a trap door.
TokenExploreBellTower.text,This door is locked with a silver lock. The investigator
with the Silver Key unique item may open the door.
TokenExploreBellTower.button1,{action} Use key
TokenExploreBellTower.button2,No key
EventBellTowerDoorNoKey.button1,{qst:CONTINUE}
EventBellTowerSearchToken.button1,{qst:CONTINUE}
EventBellTowerDoorKeyFound.text,The door opens with a soft click.
EventBellTowerDoorKeyFound.button1,{qst:CONTINUE}
EventBellTowerPlaceTile.button1,{qst:CONTINUE}
EventWarehousePlaceTile.text,The warehouse is stacked with crates and boxes. Place
the {c:TileWarehouse} tile as indicated and remove all tokens connected to this
tile.
EventBellTowerPlaceInteractToken.text,A copper bell hangs in the top of the tower.
Place an Interact Token as indicated.
EventBellTowerPlaceInteractToken.button1,{qst:CONTINUE}
EventBellTowerPlaceSearchToken.text,On the floor you see some scratching marks and
a handle. Place a Search Token as indicated.
EventBellTowerPlaceSearchToken.button1,{qst:CONTINUE}
EventTownSquarePlaceTile.text,You approach the docks district from the north and
enter the town square. The sound is growing louder here, so you must be in the
right place. Place the {c:TileTownsquare} tile.
TokenExploreTownSquareOffice.button1,{qst:OPEN}
EventOfficePlaceTile.text,The lights are still on in the harbormaster's office.
Place the {c:TileOffice} tile as indicated. Remove all other tokens connecting to
this tile.
EventOfficePlaceTile.button1,{qst:CONTINUE}
EventOfficePlaceGreyManToken.text,The harbormaster is too occupied with his work to
notice you entering the room. Place the Grey Man token as indicated.
TokenExploreOfficeFleaMarket.text,This door is a shortcut for the harbormaster from
his office to the market.
EventOfficePlaceExploreTokenRootCellar.button1,{qst:CONTINUE}
EventOfficePlaceExploreTokenFleaMarket.text,Behind this door you hear the sound of
shouting market vendors. Place an Explore Token as indicated.
EventOfficePlaceExploreTokenFleaMarket.button1,{qst:CONTINUE}
TokenExploreOfficeFleaMarket.button1,{qst:OPEN}
EventMarketPlaceTile.text,The smell of fish and the sound of market vendors
welcomes you when you enter the market. Place the {c:TileFleaMarket} tile as
indicated and remove all connections to it.
EventMarketPlaceTile.button1,{qst:CONTINUE}
EventMarketPlacePurplePersonToken.button1,{qst:CONTINUE}
EventMarketPlaceRedPersonToken.text,"Next to the secondhand bookstand a young lady
holds up a book. <i>""Please sir, buy this book from me, I need the money"". ""That
book contains only gibberish""</i>, the salesman says. <i>""No, I don't want it,
take your business elsewhere"".</i> Place the Red Person Token as indicated. This
is the desperate young woman."
EventMarketPlacePurplePersonToken.text,"In the market stand a woman yells <i>""FISH
for sale, FRESH FISH"".</i> Place the Purple Person Token as indicated. This is the
fish vendor."
EventMarketPlaceRedPersonToken.button1,{qst:CONTINUE}
EventMarketPlaceSightTokenYard4.button1,{qst:CONTINUE}
EventQMoveOneSpace.button1,{qst:CONTINUE}
EventMarketPlaceExploreTokenOffice.text,The harbormaster oversees the trade in the
local market. This door leads to his office. Place an Explore Token as indicated.
EventMarketPlaceExploreTokenOffice.button1,{qst:CONTINUE}
EventMarketPlaceExploreTokenWarehouse.text,A worn down door in the corner of the
market gives entry to the warehouse. Place an Explore Token as indicated.
EventMarketPlaceExploreTokenWarehouse.button1,{qst:CONTINUE}
EventMarketPlaceSightTokenYard4.text,To the east you see the park. Place the Sight
Token as indicated.
EventOfficePlaceGreyManToken.button1,{qst:CONTINUE}
EventOfficePlaceBarricadeToken.button1,{qst:CONTINUE}
EventQMoveOneSpace.text,You may move 1 space into the explored area.
EventOfficePlaceExploreTokenRootCellar.text,"Behind the harbormaster's desk you see
a door labeled ""Private"". Place an Explore Token as indicated"
TokenExploreWareHouseFleaMarket.text,This old warehouse door is used too often. The
lock is broken and the wood is beginning to rot.
TokenExploreWareHouseFleaMarket.button1,{qst:OPEN}
TokenSightYard4FleaMarket.text,An investigator adjacent to this Sight Token may
reveal the next area.
TokenSightYard4FleaMarket.button1,{qst:CONTINUE}
EventYard4PlaceTile.text,This part of the park is dark and quiet. Through the
cracks in the wood of the small toolshed, you see a faint green glow. Place the
{c:TileYard4} tile as indicated and remove connecting tokens.
EventYard4PlaceTile.button1,{qst:CONTINUE}
EventYard4PlaceExploreToolshed.text,The door to the toolshed is not completely
closed. Place an Explore Token as indicated.
EventYard4PlaceExploreToolshed.button1,{qst:CONTINUE}
EventYard4PlaceSightTokenFleaMarket.text,To the west you hear noises from the local
market. Place a Sight Token as indicated.
EventYard4PlaceSightTokenFleaMarket.button1,{qst:CONTINUE}
EventYard4PlaceSightTokenYard3.text,The small park extends to the north. Place a
Sight Token as indicated.
EventYard4PlaceSightTokenYard3.button1,{qst:CONTINUE}
EventYard4PlaceExploreTokenRootcellar.text,"A small building is connected to the
harbormaster's office. The door has a sign ""Private. KEEP OUT"" pinned on it.
Place an Explore Token as indicated."
EventYard4PlaceExploreTokenRootcellar.button1,{qst:CONTINUE}
TokenSightStreet2Yard3.text,The weed of the unkept park is creeping onto the
street. An investigator adjacent to this token may reveal the next area.
TokenSightStreet2Yard3.button1,{qst:CONTINUE}
EventYard3PlaceTile.text,This part of the park is badly maintained. In the weeds,
you notice a small sandy path revealing that sometimes people use this as a
shortcut. Place the {c:TileRootCellar} tile as indicated and remove all connecting
tokens.
EventYard3PlaceTile.button1,{qst:CONTINUE}
EventYard3PlaceExploreRootCellar.text,Between the overgrown weeds and garbage you
see the metal of a rusty gate. Place the Explore Token as indicated.
EventYard3PlaceExploreRootCellar.button1,{qst:CONTINUE}
EventYard3PlaceSightTokenYard4.text,In the pale moonlight you see the rest of the
park. Place a Sight Token as indicated.
EventYard3PlaceSearchTokenRootCellar.text,Between the overgrown you notice
something metal.
EventYard3PlaceSightTokenYard4.button1,{qst:CONTINUE}
TokenSightYard3Yard4.text,At the edge of the park the weeds are cut short. An
investigator adjacent to this Sight Token may reveal the next area.
TokenSightYard3Yard4.button1,{qst:CONTINUE}
TokenExploreRootCellarYard3.text,Through the garbage and the weed you make out a
metal gate. You may attempt to move the garbage and the weed by testing your
{strength}.
TokenExploreRootCellarYard3.button1,{action} Clear
EventRootCellarPlaceTile.button1,{qst:CONTINUE}
EventExploreOfficeRootcellarSafe.text,Now the harbormaster is dead, you can safely
open this door.
EventYard3PlaceSightToken.text,Throught the overgrown you see a street lantern's
reflection in a puddle of water in the street. Place a Sight Token as indicated
EventYard3PlaceSightToken.button1,{qst:CONTINUE}
EventYard3PlaceSearchTokenRootCellar.button1,{qst:CONTINUE}
EventRootCellarPlaceExploreOffice.text,This cellar has a backdoor into the office
of the harbormaster. Place an Explore Token as indicated.
EventRootCellarPlaceExploreOffice.button1,{qst:CONTINUE}
EventExploreOfficeRootCellarUnsafe.button1,{qst:OPEN}
TokenExploreOfficeRootCellar.button1,{qst:OPEN}
EventRootCellarPlaceExploreYard4.text,One door in the cellar leads to the park.
Place an Explore Token as indicated.
EventRootCellarPlaceExploreYard4.button1,{qst:CONTINUE}
TokenExploreRootCellarYard4.text,The backdoor into the harbormaster's shed is
closed with a combination lock. You might be able to guess the right combination
using your {observation} skill.
TokenExploreRootCellarYard4.button1,{qst:OPEN}
EventRootCellarPlaceExploreTokenYard3.button1,{qst:CONTINUE}
EventYard3PlaceSightTokenStreet2.text,Through the weeds you see the lamplight
reflected in the wet cobblestones of a street. Place a Sight Token as indicated.
EventYard3PlaceSightTokenStreet2.button1,{qst:CONTINUE}
EventYard3RemoveGarbageFailed.text,You try to move the boxes but they are overgrown
with weeds. Your attempt to move them failed.
EventYard3RemoveGarbageFailed.button1,{qst:CONTINUE}
EventYard3RemoveGarbageSuccess.text,With all your might, you pull the weeds and the
garbage. Remove the Search Token.
EventYard3RemoveGarbageSuccess.button1,{qst:CONTINUE}
EventBellTowerPlaceTrapDoorToken.text,A trap door opens up in the bell tower. Place
a Trap Door Token as indicated.
EventBellTowerPlaceTrapDoorToken.button1,{qst:CONTINUE}
EventRentalShackPlaceSecretDoorToken.text,A secret passage opens up.
EventRentalShackPlaceSecretDoorToken.button1,{qst:CONTINUE}
CustomMonsterDeapSeaStarSpawn.info,-
EventBellPlaceGems.text,Enter the number of Grotesque Stones you wish to place in
the bell.
UIGemmedBell.button1,{qst:CONTINUE}
TokenInteractBell.button1,{qst:CONTINUE}
EventBellTowerPlaceGemsPassed.button1,{qst:CONTINUE}
EventBellTowerPlaceGemsPassed.text,You managed to place the stones into their
correct position.
EventBellTowerPlaceGemsFailed.text,You try a combination with placing the stones
but something is wrong. The frequency does not change. The noise continues and you
fear all is lost. You gain 1 facedown Horror ({will} negates) and then you flip 1
Horror face up.
EventBellTowerPlaceGemsFailed.button1,{qst:CONTINUE}
EventBellTowerPlaceGemsNotEnough.button1,{qst:CONTINUE}
EventBellTowerPlaceGemsNotEnough.text,You attempt to place {var:GemsPlaced}
Grotesque Stones, but you realize you only found {var:GrotesqueStonesFound} so far.
You panic as you realize you might be too late to stop the inevitable. Gain 2
Horror ({will} negates) then flip 2 horror face up.
TokenBlueMan.button1,{qst:CONTINUE}
BLUEMANTOWER,"{action} <i>""What do you know about the bell tower?""</i>"
EventBlueManNoGems.button1,{qst:CONTINUE}
EventBlueMan1Gem.button1,{qst:CONTINUE}
EventBlueManNoGems.text,No Gems Needed. Quest Bugged
EventBlueMan2Gems.button1,{qst:CONTINUE}
EventBlueMan1Gem.text,1 gem needed quest is bugged.
EventBlueMan3Gems.text,"<i>""There were 4 gems in that bell tower. Grotesque Stones
is what I call'em. But don't place all of them in that cursed bell during the
autumn. Leave the middle one out. The 3 gems should be placed in the shape of a
triangle.""</i> You gain 1 Clue."
EventBlueMan2Gems.text,"<i>""There should be 4 gems in that Tower. Grotesque Stones
is what I call'em. But only two of 'em are used during the summer. Two gems sitting
next to each other in that cursed bell. Not on top of each other ... next to each
other. Like angry green eyes lookin at ye.""</i> You gain 1 Clue."
EventBlueMan3Gems.button1,{qst:CONTINUE}
EventBlueMan4Gems.text,"<i>""That cursed bell had 4 gems placed in it during the
winter. Grotesque Stones is what I call'em. 4 Stones placed in the little holes in
the bell.""</i> You gain 1 Clue."
EventBlueMan4Gems.button1,{qst:CONTINUE}
EventBlueManManyGems.text,{clue}Too many gems needed. the game is bugged. Run like
hell.
EventBlueManManyGems.button1,{qst:CONTINUE}
EventBlueManDialogueTowerSoundSeen.button1,{qst:BLUEMANTOWER}
EventRentalShackPlaceSecretPassage.button1,{qst:CONTINUE}
TokenSearchBellTower.button1,{action} Investivate
TokenExploreRentalShack.text,The door to the rental shack is locked. The
investigator with the Brass Key Unique Item may open the door.
TokenExploreRentalShack.button1,{action} Use Key
EventRentalDockOpenShackKey.text,You carefully unlock the door with your Brass Key.
EventRentalDockOpenShackKey.button1,{qst:CONTINUE}
EventRentalDockPlaceSearchTokenRentalshack.text,A pile of boxes is stacked in the
corner of the shack.
EventRentalDockPlaceSearchTokenRentalshack.button1,{qst:CONTINUE}
TokenSearchRentalShack.text,These crates might contain something useful.
SpawnCultistRentalShack.text,"You are surprised by a robed woman that jumps from
behind the counter of the rental shack while screaming: <i>""YOU WILL NEVER STOP US
ALL"".</i> Place a Cultist as indicated."
EventRentalShackPlaceNoTile.button1,{qst:CONTINUE}
EventRentalShackPlaceTile.text,The trapdoor leads towards to a small shack on the
rental dock.
EventRentalShackPlaceSecretPassage.text,You find a small hidden door. Place a
Secret Door Token as indicated.
EventRentalShackPlaceExploreToken.text,The door of the rental shack appears to be
locked. Perhaps with the right key you could open it. Place an Explore Token as
indicated.
EventRentalShackPlaceExploreToken.button1,{qst:CONTINUE}
EventRentalDockPlaceExploreRentalShack.button1,{qst:CONTINUE}
EventRentalShackPlaceSearchToken.text,A stack of boxes stands in the corner of the
shack
EventRentalShackPlaceSearchToken.button1,{qst:CONTINUE}
EventBellTowerPlaceExploreWarehouse.button1,{qst:CONTINUE}
EventBellTowerPlaceExploreWarehouse.text,That locked door must lead to the
warehouse.
SpawnHarborMaster.text,"In a calm but icy voice the harbormaster says: <i>""You are
not interfering with my plan, damn you"".</i> He slowly rises and prepares to
attack. Replace the Grey Man Token with a Priest of Dagon at the indicated
location."
SpawnHarborMaster.button1,{qst:CONTINUE}
EventQHarbormasterDies.button1,{qst:CONTINUE}
EventQHarbormasterDies.text,"<i>""NOOOOOOO! You don't know what you have done. I
was the only one that could control it.""</i> With these dying words the
harbormaster falls to the ground. You notice a silver key in his pocket and take
it. You gain the Silver Key Unique item."
EventQCultistDies.button1,{qst:CONTINUE}
TokenExploreSnackShack.text,The door of the snack shack moves a little in the wind.
Which is weird because there is hardly any.
TokenExploreSnackShack.button1,{qst:OPEN}
SpawnCultistSnackShack.button1,{qst:CONTINUE}
SpawnCultistToolShed.button1,{qst:CONTINUE}
SpawnCultistSnackShack.text,You open the door and a robed woman lunges at you
screaming with a high pitch. Place a Cultist as indicated.
TokenExploreToolShed.text,The door of the toolshed is not locked and you notice
some blood on the door handle.
SpawnCultistToolShed.text,Opening the door startles a robed man who was just
putting a band-aid on his hand. Place a Cultist as indicated.
TokenExploreToolShed.button1,{qst:OPEN}
TokenYard3SearchBush.button1,{qst:INSPECT}
EventYard3SearchBush.text,A closer inspection of the bush with thorns reveals that
someone must have passed it in a great hurry. Some of its branches have recently
been broken and the blood on the thorns show that someone must have cut himself.
You gain 1 Clue.
TokenYard3SearchBush.text,A bush with thorns seems to have some broken branches.
EventYard3SearchBush.button1,{qst:CONTINUE}
EventYard3PlaceSearchTokenBush.text,There is something odd about this little bush
with thorns. Place a Search Token as indicated.
EventYard3PlaceSearchTokenBush.button1,{qst:CONTINUE}
EventRootCellarPlaceTile.text,The cellar behind the harbormaster's office smells of
herbs, burned candles and sulfur. Place the {c:TileRootCellar} tile as indicated
and remove all connections to it.
EventExploreOfficeRootcellarSafe.button1,{qst:OPEN}
EventExploreOfficeRootCellarUnsafeSpawned.text,"The harbormaster turns his anger
towards you. <i>""YOU HAVE NO BUSINESS THERE""</i>. He moves 1 space in your
direction preparing his next attack."
EventExploreOfficeRootCellarUnsafeSpawned.button1,{qst:CONTINUE}
EventExploreOfficeRootCellarUnsafeSpawn.button1,{qst:CONTINUE}
EventExploreOfficeRootCellarUnsafeSpawn.text,The harbormaster loses his temper when
he sees you opening that door.
EventYard4PlaceBluePerson.button1,{qst:CONTINUE}
EventYard4PlaceBluePerson.text,A man is busy trimming the bushes in the park. Place
the Blue Person Token as indicated. This is the retired customs officer.
EventBlueManAskTower.text,"<i>""That damn tower? Yeah! I bloody well know about it,
I used to work there. Depending on the season, I had to change the setting of the
gems in the bell. I was told it would keep the seas calm ... silly superstition. I
guess that is a task for the harbormaster now"".</i> "
EventBlueManAskTower.button1,{qst:CONTINUE}
EventBlueManAskSound.text,"<i>""Haven't you noticed that I don't hear that well? It
is why I had to quit my job. It happened when that keg of powder exploded. It was
an accident the harbormaster said when he arrived to help me. He was very quick to
arrive, within seconds after the blast.""</i> You gain 1 Clue."
EventBlueManAskSound.button1,{qst:CONTINUE}
EventBlueManAskSeenWeird.button1,{qst:CONTINUE}
EventBlueManAskSeenWeird.text,"<i>""Not really, except for something moving in the
toolshed. Must have been rats. This park is full of them"". </i> You gain 1 Clue."
BLUEMANSOUND,"{action} <i>""What about this weird sound?""</i>"
EventBlueManDialogueTowerSoundSeen.button2,{qst:BLUEMANSOUND}
EventBlueManDialogueTowerSoundSeen.button3,{qst:SEENSTRANGE}
EventBlueManDialogueTowerSoundSeen.button4,{qst:NEVERMIND}
EventBlueManDialogueTowerSound.text,"<i>""Oh, it's you again. How can I help
ye?""</i> The customs officer says"
EventBlueManDialogueTowerSound.button1,{qst:BLUEMANTOWER}
EventBlueManDialogueTowerSound.button2,{qst:BLUEMANSOUND}
EventBlueManDialogueTowerSound.button3,{qst:NEVERMIND}
EventBlueManDialogueAskTowerSeen.button1,{qst:BLUEMANTOWER}
EventBlueManDialogueAskTowerSeen.button2,{qst:SEENSTRANGE}
EventBlueManDialogueAskTowerSeen.button3,{qst:NEVERMIND}
EventBlueManDialogueSoundSeen.text,"<i>""Oh, it is you again. How can I help
ye?""</i> The custom officer says."
EventBlueManDialogueAskTowerSeen.text,"<i>""Oh, it is you again. How can I help
ye?""</i> The customs officer says."
EventBlueManDialogueTowerSoundSeen.text,"The ex-customs officer is busy gardening.
He is surprised when you approach him. <i>""HOW CAN I HELP YOU""</i> he says in an
uncomfortable loud voice. He places one hand behind his ear and says <i>""AND SPEAK
UP A BIT, MY HEARING IS NOT SO GOOD"".</i> When he sees your reaction he realizes
his voice was too loud and changes his volume."
EventBlueManDialogueSoundSeen.button1,{qst:BLUEMANSOUND}
EventBlueManDialogueSoundSeen.button2,{qst:SEENSTRANGE}
EventBlueManDialogueSoundSeen.button3,{qst:NEVERMIND}
EventBlueManDialogeTower.button1,{qst:BLUEMANTOWER}
EventBlueManDialogeTower.button2,{qst:NEVERMIND}
EventBlueManDialogeTower.text,"<i>""Yes?""</i> The retired customs officer looks at
you a bit annoyed. <i>""You ask quite a lot"".</i>"
EventBlueManDialogueSound.button1,{qst:BLUEMANSOUND}
EventBlueManDialogueSound.button2,{qst:NEVERMIND}
EventBlueManDialogueSound.text,"<i>""Yes?""</i> The retired customs officer looks
at you a bit annoyed. <i>""You ask quite a lot"".</i>"
EventBlueManDialogueSeen.text,"<i>""Yes?""</i> The retired customs officer looks at
you a bit annoyed. <i>""You ask quite a lot"".</i>"
EventBlueManDialogueSeen.button1,{qst:SEENSTRANGE}
EventBlueManDialogueSeen.button2,{qst:NEVERMIND}
EventBlueManDialogueNoOptions.text,"<i>""I have nothing else to tell you"".</i> The
man hums a tune which is quite off key and walks away. You notice that he left a
bottle of whiskey behind so you call him back but he does not hear you. Remove the
Blue Person Token. Place the Whiskey Common Item on the indicated location."
EventBlueManDialogueNoOptions.button1,{qst:CONTINUE}
EventTownSquarePlaceSightStreet2.text,In the east you see a small street. Place a
Sight Token as indicated.
EventTownSquarePlaceSightStreet2.button1,{qst:CONTINUE}
EventTownSquarePlaceSearchFountain.text,From the corner of your eye you notice a
small glistening object on the street just beside the fountain. Place a Search
Token as indicated.
EventOfficePlaceDoorToken.button1,{qst:CONTINUE}
EventOfficePlaceBarricadeToken.text,A small cabinet stands against the wall. This
furniture can be used to barricade an entrance. Place the Barricade Token as
indicated.
PuzzleRootCellarDoor.button1,Open
EventStoreFrontBuyBladedWeapon.button1,{qst:CONTINUE}
EventStoreFrontBuyBladedWeapon.text,"<i>""So it is something sharp you want eh?
Well here you have a beauty. Be careful now, it is really sharp"".</i> You gain the
{c:QItemStoreFrontBuyBladed} common item."
TokenWhiteWoman.button2,{action} Buy heavy weapon
EventStoreFrontBuyHeavyWeapon.text,"<i>""Oh I see. Yes, with those muscles you can
surely handle this"".</i> You gain the {c:QItemStoreFrontBuyHeavy} common item."
EventStoreFrontBuyHeavyWeapon.button1,{qst:CONTINUE}
EventStoreFrontStealingHeavy.text,You grab behind the counter and find the heavy
weapon the shopkeeper tried to sell to you. You gain the
{c:QItemStoreFrontBuyHeavy} common item.
EventStoreFrontStealingBladed.button1,{qst:CONTINUE}
EventStoreFrontStealingBoth.text,You hit the jackpot. With no shopkeeper around,
you take whatever you find. You gain the {c:QItemStoreFrontBuyBladed} common item.
EventStoreFrontStealingBoth.button1,{qst:CONTINUE}
EventStoreFrontStealBoth2.text,Oh wait, there is more. You gain the
{c:QItemStoreFrontBuyHeavy} common item.
EventStoreFrontStealBoth2.button1,{qst:CONTINUE}
TokenWarehouseSearchBarrels.button1,{qst:INSPECT}
EventWarehousePlaceSearchTokenBarrel.text,In the corner you see a blackened barrel.
Place a Search Token as indicated.
EventWarehouseSearchBarrel.text,Inside the barrel it looks as if something exploded
and burned. A small trail of ashes leads to a crack in the door to the market. You
gain 1 Clue.
EventWarehouseSearchBarrel.button1,{qst:CONTINUE}
TokenWarehouseSearchBarrels.text,One of the barrels is badly burned.
EventWarehousePlaceSearchTokenBarrel.button1,{qst:CONTINUE}
EventRentalShackPlaceBarricade.text,Those chairs may prove useful as a barricade.
Place a Barricade token as indicated.
UIRemoveBell.button1,Button1
UIRemoveBell.uitext,<b>Clear</b>
TokenRedWoman.button1,{action} Buy Book
TokenRedWoman.text,"<i>""Please buy this book from me. The book salesman don't want
it. I need the money to feed my little boy. So he doesn't have to hide in the docks
anymore to stea... eeh... catch fish"" </i>"
EventRedWomanBuyBook.text,"<i>""Oh Thank you.. THANK YOU""</i> she says. Before you
can change your mind, she takes the money, hands you the book and walks away.
Remove the Red Person Token. A quick inspection of the book reveals it contains a
spell. You gain {c:QItemRedWomanSpell}."
EventRedWomanBuyBook.button1,{qst:CONTINUE}
EventOfficeSearchPapersHarborMasterLives.text,Some pieces of torn paper lie on the
table. He probably will not like if you pick them up. Maybe you can succeed if you
time your action while he is not looking in your direction.
TokenSearchOffice.button1,Continue
EventOfficeSearchPapersSuccess.button1,{qst:CONTINUE}
EventOldJournalPass.button1,{qst:CONTINUE}
PuzzleOldJournal.button1,Read Journal
EventOldJournalPass.text,You manage to put the pieces of paper in the correct order
and the text on the paper start to make sense.
EventOldJournalPuzzleNotSolved.text,This journal does not make any sense with all
the papers in random order. You may attempt to place them in the correct order to
read the journal using your {lore} skill.
EventOfficeSearchPapersFail.text,Just when you want to pick up the papers, the
harbormaster looks up at you and grunts. With a thin smile, you nod at him but he
returns his attention back to his work.
EventOfficePlaceSearchToken.button1,{qst:CONTINUE}
EventOfficePlaceSearchToken.text,On the table lie some torn-up papers. Place a
Search Token as indicated.
EventOldJournalPage10.text,Day 10. I now understand the purpose of that ancient
bell in the bell tower. With the stones positioned in the correct sockets, the
demon from the sea will be repelled. The former harbormaster did not understand the
bells true power. It can also summon the demon. With the spell I found, I will be
able to bend the demons' will to mine. If only that nosy customs officer was not in
my way all the time. You gain 1 Clue.
EventOldJournalPage10.button1,{action} Read more
EventOldJournalPage11.text,Day 11. I did it! A small diversion and an explosion,
and that meddling customs officer is out of my way. That silver bell tower key is
mine now. I do not think he suspects anything. He thinks it was an accident. The
time is right to set things in motion. First, I need to gather four of my followers
to hide and guard the stones. My plan could fail if some dockworker or kid would
find one by accident. You gain 1 Clue.
EventOldJournalPage11.button1,{action} Read more
EventOldJournalPage12.text,Day 12. It is set in motion and cannot be stopped. My
fellow cultists took the stones and are now hiding in town. Now we wait. When the
demon is summoned, I need it to come to the town square and bind it to my will. I
have everything prepared in my cellar. You gain 1 Clue.
EventOldJournalPage12.button1,{qst:CONTINUE}
EventOldJournalAllRead.text,You have read enough to know what to do. This journal
does not contain more information that is useful.
EventOldJournalAllRead.button1,{qst:CONTINUE}
EventOldJournalPage10.button2,{qst:CANCEL}
EventOldJournalPage11.button2,{qst:CANCEL}
TokenRootCellarSpell.text,One of the books has arcane symbols on it.
TokenRootCellarSpell.button1,{qst:INSPECT}
EventRootCellarSearchPapers.button1,{qst:CONTINUE}
EventRootCellarPlaceRitualComponents.text,One shelf contains some chalk lines and
random items. Place a Search Token as indicated.
TokenRootCellarRitualComponents.text,On the shelf you notice some chalk lines and
some random items.
TokenRootCellarRitualComponents.button1,{qst:INSPECT}
EventRootCellarSearchRitualComponents.text,These are no mere random items and the
chalk lines on the shelf are also no coincidence. Someone has been practising a
binding ritual here. These components are proof of foul play and you had better
keep them safe. You gain the Ritual Components Unique Item and you gain 1 Clue.
EventRootCellarSearchRitualComponents.button1,{qst:CONTINUE}
EventRootCellarSearchPapers.text,You flip through some pages of the book. Some of
the texts refer to binding a demon. On one page, you find something useful. You
gain the {c:QItemRootCellarSpell} Spell.
EventRootCellarPlaceRitualComponents.button1,{qst:CONTINUE}
EventRootCellarPlaceSpell.text,A stack of books is placed on a shelf. Place a
Search Token as indicated.
EventRootCellarPlaceSpell.button1,{qst:CONTINUE}
TokenPurpleWoman.button1,{qst:CONTINUE}
PURPLEWOMANNOISE,"{action} <i>""What about this noise?""</i>"
EventPurpleWomanDialogueAll.text,"The tall woman is busy cutting open a fish to
remove its intestines. She puts down her knife and looks at you. While she wipes
her hands on her skirt, she says: <i>""Cod? Salmon? What is your liking?""</i>"
EventPurpleWomanDialogueAll.button1,{qst:SEENSTRANGE}
EventPurpleWomanDialogueAll.button2,{qst:PURPLEWOMANNOISE}
EventPurpleWomanDialogueAll.button3,{qst:NEVERMIND}
EventPurpleWomanAskSeen.text,"<i>""I see strange things every day. Yesterday one of
the salmons had three eyes. The day before a squid with one tentacle twice the size
of all others. This morning when I came here through the park, I swear I saw green
light coming from the shed which is otherwise abandoned"".</i> You gain 1 Clue."
EventPurpleWomanAskSeen.button1,{qst:CONTINUE}
EventPurpleWomanAskHeard.text,"<i>""The religious chanting coming from near the
harbormaster's office you mean? It started about three days ago and it drives me
NUTS. Are you one of them too?""</i> The woman eyes you suspiciously. You gain 1
Clue."
EventPurpleWomanAskHeard.button1,{qst:CONTINUE}
EventPurpleWomanDialogueSeen.button1,{qst:SEENSTRANGE}
EventPurpleWomanDialogueSeen.text,"She puts down her knife again and wipes her
hands on her skirt. <i>""I see you looking at that salmon. Shall I wrap that in
paper for you?""</i>"
EventPurpleWomanDialogueSeen.button2,{qst:NEVERMIND}
EventPurpleWomanDialogueHeard.text,"She puts down her knife again and wipes her
hands on her skirt. <i>""I see you looking at that salmon. Shall I wrap that in
paper for you?""</i>"
EventPurpleWomanDialogueHeard.button1,{qst:PURPLEWOMANNOISE}
EventPurpleWomanDialogueNone.text,"<i>""If you are not buying then please move on.
I have fish to sell""</i>"
EventPurpleWomanDialogueNone.button1,{qst:NEVERMIND}
EventGreyManAskTooMuch.button2,{qst:NEVERMIND}
EventGreyManDialogueAll.text,The harbormaster looks at you suspiciously. The sweat
pearls on his forehead shimmer in the lamplight.
TokenGreyMan.button1,{qst:CONTINUE}
GREYMANIRRITATE,Your questions seem to irritate the harbormaster. The fire in his
eyes is growing.
GREYMANBELLTOWER,"{action} <i>""What can you tell me about that bell tower?""</i>"
GREYMANSOUND,"{action} <i>""Do you know anything about this sound?""</i>"
EventGreyManDialogueAll.button1,{qst:SEENSTRANGE}
EventGreyManAskTower.text,"<i>""That tower is OFF LIMITS to you""</i>, the
harbormaster says while clenching his teeth tightly. This question must have struck
a nerve. You gain 1 Clue."
EventGreyManAskTooMuch.text,The harbormaster's manner turns from nervous to
aggressive. In an icy voice, he says: <i>What NOW? Can't you see I am busy with
important work? I need to finish this before ... .</i> Without finishing that
sentence he makes a dismissive gesture with his hand. Your questions must have
struck a nerve.
EventGreyManAskTooMuch.button1,"{action} <i>""Finish before what?""</i>"
EventGreyManDialogueAll.button2,{qst:GREYMANSOUND}
EventGreyManAskSound.text,"<i>""Sound? I ... I don't know what you are talking
about. I just sit here in my office doing my business""</i> the harbormaster
quickly replies. A bit too quick. He is nervous about something. You gain 1 Clue."
EventGreyManAskSeen.button1,{qst:CONTINUE}
EventGreyManAskSound.button1,{qst:CONTINUE}
EventGreyManDialogueAll.button3,{qst:GREYMANBELLTOWER}
EventGreyManDialogueAll.button4,{qst:NEVERMIND}
EventGreyManAskTower.button1,{qst:CONTINUE}
EventGreyManDialogueSeenSound.button2,{qst:GREYMANSOUND}
EventGreyManDialogueSeenSound.button3,{qst:NEVERMIND}
EventGreyManDialogueSeenSound.text,{qst:GREYMANIRRITATE}
EventGreyManDialogueSeenSound.button1,{qst:SEENSTRANGE}
EventGreyManDialogueSoundTower.text,{qst:GREYMANIRRITATE}
EventGreyManDialogueSeenTower.button1,{qst:SEENSTRANGE}
EventGreyManDialogueSeenTower.button2,{qst:GREYMANBELLTOWER}
EventGreyManDialogueSeenTower.text,{qst:GREYMANIRRITATE}
EventGreyManDialogueSeenTower.button3,{qst:NEVERMIND}
EventGreyManAskSeen.text,"<i>""Strange? No nothing. Nothing out of the
ordinary""</i> the harbormaster says nervously. His answer came too fast. You doubt
he was telling the truth. You gain 1 Clue."
EventGreyManDialogueSoundTower.button1,{qst:GREYMANSOUND}
EventGreyManDialogueSoundTower.button2,{qst:GREYMANBELLTOWER}
TokenDock1SearchDock.button1,{qst:INSPECT}
TokenDock1SearchDock.text,You see some half-washed-away chalk lines at the end of
the dock.
EventDock1SearchDock.text,A closer inspection reveals that these chalk lines were
used in a summoning ritual. The waves have already erased most of them. Whatever is
coming it must be lured to this location. From the corner of your eye, you notice
something that does not belong there. It must have been one of the components used
in the ritual. You gain the Lucky Rabbit's Foot Common item.
EventDock1SearchDock.button1,{qst:CONTINUE}
EventDock1PlaceSearchToken.button1,{qst:CONTINUE}
EventDock1PlaceSearchToken.text,At the end of the dock you see some chalk markings.
EventYard4ToolshedDropBandages.text,The surprised cultist drops his bandages. Place
the Bandages Common item as indicated.
EventYard4ToolshedDropBandages.button1,{qst:CONTINUE}
TokenWareHouseSearchBoxes.button1,{qst:OPEN} box
TokenPierSearchBarrels.text,Next to the barrel lies a torn piece of paper in a
puddle of water.
EventWarehouseSearchBoxes.text,You open one of the boxes and riffle through the
garbage hoping to find something useful. You are in luck. You gain the
{c:QItemWarehouseRandomItem}. Remove Search Token.
EventWarehouseSearchBoxes.button1,{qst:CONTINUE}
TokenWareHouseSearchBoxes.text,Some boxes stand in the corner.
TokenPierSearchBarrels.button1,{action} Pick up paper
EventPierSearchBarrels.text,"Someone must have lost this piece of paper recently.
It is torn and wet but parts can still be read. ""Best places to hide are in the
tools........ , the abandoned shacks on the....... and the ...... shop.
Signed ......... aster"". You gain 1 Clue."
EventPierSearchBarrels.button1,{qst:CONTINUE}
EventPierPlaceSearchToken.text,Some barrels are pushed aside in the corner of the
pier.
EventPierPlaceSearchToken.button1,{qst:CONTINUE}
EventRootCellarPlaceExploreTokenYard3.text,You see a rusty metal gate overgrown by
weeds and blocked by garbage. Place an Explore Token as indicated.
EventSearchRentalShack.button1,{qst:CONTINUE}
EventGreyManDialogueSoundTower.button3,{qst:NEVERMIND}
EventMythosMajor.text,Every step you make feels heavy and it is more difficult to
concentrate. The sound is getting stronger and it feels like it is draining your
energy. You hear the guttural roar from the sea again, but this time much closer.
The humming sound must be stopped soon. Something big and evil is attracted by this
sound and is moving closer.
EventMythosMajor.button1,{qst:CONTINUE}
EventMythosMinor.text,The sound is resonating in the streets, which increases your
headache. You hear a distant guttural roar coming from the sea. This does not sound
good, you had better hurry.
EventMythosMinor.button1,{qst:CONTINUE}
EventMythosDeadly.text,The humming sound becomes unbearable. You instinctively
clasp your hands to your ears but that does not help. You feel the sound with your
whole body ... and it hurts all over. Your mind is starting to play tricks on you.
In the harbor, you see the outline of something HUGE moving towards the docks. Time
is running out, you better hurry and stop this humming sound or all will be lost.
EventMythosDeadly.button1,{qst:CONTINUE}
EventMythosFlavor.text,The humming sound is clearly audible in the background. No
immediate effect.
EventMythosFlavor.button1,{qst:CONTINUE}
EventMythosSpawnMonster.button1,{qst:CONTINUE}
DEEPONEPLACE,The sound must have attracted this sea demon. Place a Deep One at the
indicated location.
SpawnDeepOnePier.text,{qst:DEEPONEPLACE}
SpawnDeepOneDock.text,{qst:DEEPONEPLACE}
SpawnDeepOneDock.button1,{qst:CONTINUE}
EventQSpawnDeepOne.button1,Button1
SpawnDeepOnePier.button1,{qst:CONTINUE}
SpawnDeepOneStreet.button1,{qst:CONTINUE}
SpawnDeepOneTownSquare.button1,{qst:CONTINUE}
SpawnDeepOneStreet.text,{qst:DEEPONEPLACE}
SpawnDeepOneTownSquare.text,{qst:DEEPONEPLACE}
EventQSpawnRandom.button1,{qst:CONTINUE}
HUNTINGHORRORPLACE,The sound must have attracted this winged serpent demon. Place a
Hunting Horror at the indicated location.
SpawnHuntingHorrorPier.text,{qst:HUNTINGHORRORPLACE}
SpawnHuntingHorrorDock.button1,{qst:CONTINUE}
SpawnHuntingHorrorDock.text,{qst:HUNTINGHORRORPLACE}
SpawnHuntingHorrorPier.button1,{qst:CONTINUE}
SpawnHuntingHorrorStreet.button1,{qst:CONTINUE}
EventQSpawnFinal.button1,{qst:CONTINUE}
SpawnHuntingHorrorTownSquare.button1,{qst:CONTINUE}
SpawnHuntingHorrorStreet.text,{qst:HUNTINGHORRORPLACE}
SpawnHuntingHorrorTownSquare.text,{qst:HUNTINGHORRORPLACE}
STARSPAWNPLACE,The sound is now louder than ever as if it is cheering in joy for
the arrival of the huge demon. All will be lost when this demon reaches the
{c:TileTownsquare}. Killing something this big will be impossible and makes no
sense, more will come if you do not stop that awful noise. Place a Star Spawn as
indicated.
SpawnStarSpawnDock.text,{qst:STARSPAWNPLACE}
SpawnStarSpawnDock.button1,{qst:CONTINUE}
SpawnStarSpawnPier.text,{qst:STARSPAWNPLACE}
SpawnStarSpawnPier.button1,{qst:CONTINUE}
SpawnStarSpawnStreet.text,{qst:STARSPAWNPLACE}
SpawnStarSpawnStreet.button1,{qst:CONTINUE}
SpawnStarSpawnTownSquare.button1,{qst:CONTINUE}
SpawnStarSpawnTownSquare.text,The sound is now louder than ever as if it is
cheering in joy for the arrival of the demon. Place a Star Spawn on the indicated
location.
EventQEndFailDemonInTownsquare.button1,{qst:CONTINUE}
EventQEndSuccess.button1,{qst:CONTINUE}
TokenTest.button1,Investigator Dies
CustomMonsterDeapSeaStarSpawn.monstername,Deep Sea Star Spawn
EventQInvestigatorDies.button1,Button1
EventDeepSeaStarSpawn.button1,Button1
EventDeepSeaStarSpawnActivate.button1,Button1
EventDeepSeaStarSpawnMoveAttackStrength.text,The monster moves 1 space towards the
town square and attacks an investigator in range with the highest {strength}.
EventDeepSeaStarSpawnMoveAttackStrength.button2,No investigator in range
EventDeepSeaSpawnMoveOneSpace.text,The demon pushes onward, move it one space
towards the town square.
EventDeepSeaStarSpawnAttackAgility.text,One of the monsters' tentacles grips your
ankle, picks you up and tosses you aside like a play-doll. You suffer 3 damage
{agility} negates. If you suffer 1 or more damage you land 1 space away from the
monster and you flip one damage face up.
EventDeepSeaSpawnMoveOneSpace.button1,Monster has not reached the town square
EventDeepSeaSpawnMoveOneSpace.button2,Monster reached the town square
EventDeepSeaStarSpawnAttackStrength.text,The monsters' tentacles smash down on you.
You brace for impact, suffer 3 facedown damage {strength} negates. If you suffer 1
or more damage you become <i>Dazed</i>.
EventDeepSeaStarSpawnMoveAttackWill.button2,No investigator in range
EventDeepSeaStarSpawnAttackAgility.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnMoveAttackWill.text,The monster moves 1 space towards the town
square and attacks an investigator in range with the highest {will}.
EventDeepSeaStarSpawnAttackStrength.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnMoveAttackWill.button1,Monster attacks
EventDeepSeaStarSpawnAttackObservation.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnMoveAttackLore.button1,Monster attacks
EventDeepSeaStarSpawnMoveAttackAgility.text,The demon moves 1 space closer to the
town square and attacks an investigator in range with the lowest {agility}.
EventDeepSeaStarSpawnAttackWill.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnAttackInfluence.text,You could try to dominate this demon.
Bend his will to yours. With a promise of power, the demon tempts you to back down
and hold your attacks. You suffer 3 facedown Horror {influence} negates. If you
suffer 1 or more horror, you become <i>Mesmerized</i>.
EventDeepSeaStarSpawnAttackInfluence.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnAttackLore.text,The monsters' tentacles are flailing around
and you manage to dodge all of them but one. As it slightly brushes your head, your
mind goes blank. Everything you once knew is lost ... all will be lost. You
struggle to regain your memories. You suffer 3 facedown Horror {lore} negates. If
you suffer 1 or more horror, you become <i>Mesmerized</i>.
EventDeepSeaStarSpawnAttackLore.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnMoveAttackStrength.button1,Monster attacks
EventDeepSeaStarSpawnAttackWill.text,You see demons rising from the sea and
invading the town. The monster invades your mind and tries to break your will. You
suffer 3 facedown Horror {will} negates. You then flip 1 Horror face up.
EventDeepSeaStarSpawnMoveAttackAgility.button1,Monster attacks
EventDeepSeaStarSpawnMoveAttackAgility.button2,No investigator in range
EventDeepSeaStarSpawnAttackObservation.text,In rapid succession one after the other
tentacle smashes down on you. You suffer 3 facedown damage {observation} negates.
If you do not suffer any damage, you become <i>Focused</i>.
EventDeepSeaStarSpawnMoveAttackLore.button2,No investigator in range
EventDeepSeaStarSpawnMoveAttackLore.text,The demon moves 1 space towards the town
square and then attacks an investigator in range with the lowest {lore}
EventQClearSpawns.button1,{qst:CONTINUE}
TokenTest.button2,Monster Reaches Town Square
TokenTest.button3,End Success
TokenTest.text,test
EventQCheckScenarioEnd.button1,Button1
EventQCheckInvestigatorDied.button1,Button1
EventQCheckMonsterReachedTownSquare.button1,Button1
EventQCheckGemsPlaced.button1,Button1
UIEndTextAlmostSucces.uitext,The humming sound stops abruptly when you place the
gems into their correct position. Outside you hear a tortured roar that slowly
fades into the distance. You have done it. At least for now....\n\n The bell is now
resonating at a harmless frequency for humans and is chasing the demons away again.
The person responsible for this mayhem, the harbormaster, has also fled
town.\n\nThe town wakes up from a deep and haunted sleep, surprised by the corpses
found in the streets. Soon the police will arrive and start to ask questions.
Questions that you are not prepared to answer, since the truth is too unbelievable.
It is probably better that you disappear.\n\nThis delicate balance of peace remains
only as long as the bell is tuned correctly. With the harbormaster still alive you
cannot abandon this bell tower. He will be watching, waiting for the next
opportunity....
EventEndUIHarbormasterLives.button1,{qst:CONTINUE}
UIEndContinueText.uitext,{qst:CONTINUE}
UIEndTextDemontownSquare.uitext,A horrible roar sounds from the town square. While
this sound chills you to the bone, it attracts even more evil spawn from the dark
waters. Their march is unstoppable now and soon they will overtake the docks and
eventually the whole town.\n\nThere is nothing left to do but save your own skin.
You run for your life, leaving the docks and its inhabitants behind to certain
death...\n\nLooking back you see some of the demons following your trail... will
you ever be safe... anywhere?
UIEndContinueBG.button1,Button1
UIEndTextSuccess.uitext,The humming sound stops abruptly when you place the gems
into their correct position. Outside you hear a tortured roar that slowly fades
into the distance. You have done it...at least for now.\n\n The bell is now
resonating at a harmless frequency for humans and is even chasing the demons away.
Your intervention was very timely, things could not have continued this way for
much longer. \n\nThe town begins to wake up from a deep and haunted sleep,
surprised by the corpses found in the streets. Soon the police will arrive and
start to ask questions. Questions that you are not prepared to answer. The truth is
simply too unbelievable. It is probably better that you leave.\n\nThis delicate
balance of peace remains, only for as long as the bell remains correctly tuned. At
the change of seasons, you will return to adjust the bells again. \n
UIEndContinueText.button1,Button1
UIEndTextInvestigatorDies.uitext,When you see a fellow investigator die in agony
you have no time to mourn. A victorious roar sounds from the town square. \n\nWhile
this sound chills you to the bone, it attracts even more evil spawn from the dark
waters. Their march is unstoppable now and soon they will overtake the docks and
eventually the whole town.\n\nThere is nothing left to do but save your own skin.
You run for your life, leaving the docks and its inhabitants behind to certain
death...\n\nLooking back you see some of the demons following your trail... will
you ever be safe... anywhere?
EventStoreSearchPlaceTokenGunStillThere.text,The gun in the display is left
undisturbed.
EventStoreSearchPlaceTokenGunStillThere.button1,{qst:CONTINUE}
EventDeepSeaStarSpawnMoveAttackLore.button3,Monster reached the town square
EventDeepSeaStarSpawnMoveAttackAgility.button3,Monster reached the town square
EventDeepSeaStarSpawnMoveAttackWill.button3,Monster reached the town square
EventDeepSeaStarSpawnMoveAttackStrength.button3,Monster reached the town square
TokenTest.button4,Spawn Big Bad
EventEventTestSpawnFinal.button1,Button1
EventQSpawnHuntingHorror.button1,Button1
EventQItemInspectBrassKey.text,The brass key has a small piece of bright blue
string connected to it. It looks as if a label hanging on this string has been torn
from it.
EventQItemInspectBrassKey.button1,{qst:CONTINUE}
TokenStreet2SearchToken.text,You notice a little piece of paper with a blue string
attached to it.
TokenStreet2SearchToken.button1,{qst:INSPECT}
EventStreet2SearchToken.text,"Upon inspection you see that this piece of paper with
a torn piece of blue string is a key label that reads <i>""RENTAL SHACK, return to
the customs officer when found""</i>. Remove Search token. You gain 1 Clue."
EventStreet2SearchToken.button1,{qst:CONTINUE}
EventStreet2PlaceSearchToken.text,A small piece of paper lies in the dirt. Normally
you would not even notice it but a bright blue string attached to the paper draws
your attention.
EventStreet2PlaceSearchToken.button1,{qst:CONTINUE}
TokenWareHouseSearchShelf.text,On the shelf you notice a half burned book.
TokenWareHouseSearchShelf.button1,{action} Read book
EventWarehouseSearchShelf.text,Most of the pages in this book are burned and
unreadable. From the parts that you can read, you conclude that this is the logbook
of the customs officer. It contains a list of boats that enter and leave the harbor
including a time stamp and a short description of their cargo.
EventWarehouseSearchShelf.button1,{qst:CONTINUE}
EventWarehouseSearchShelf2.button1,{qst:CONTINUE}
EventWarehousePlaceSearchTokenShelf.text,On the shelf you notice a half-burned
book. Place a Search Token as indicated.
EventWarehouseSearchShelf2.text,"Two entries catch your eye since they are written
with a red pencil and the text is not about boats. <i>""December 21, Bell's setting
adjusted""</i> and 3 months later a similar entry <i>""March 21, Bell's
configuration corrected"" </i>. Remove Search token. You gain 1 Clue"
EventWarehousePlaceSearchTokenShelf.button1,{qst:CONTINUE}
EventWarehousePlaceSearchTokenBoxes.button1,{qst:CONTINUE}
EventWarehousePlaceSearchTokenBoxes.text,In the corner you see some half-opened
boxes. Place a Search Token as indicated.
EventBellTowerDoorNoKey.text,The door has a silver lock and requires a special key
to open. Maybe the harbormaster knows more.
EventSpawnTestLittleBoyMove.button1,{qst:CONTINUE}
EventSpawnMoveLittleBoy.text,"<i>""MONSTER"" </i> the little boy screams and runs
to safety. "
EventSpawnMoveLittleBoy.button1,{qst:CONTINUE}
TokenOrangeBoyTownSquare.button1,{qst:CONTINUE}
EventRentalShackDiscoverSecretDoor.text,You push the boxes aside and reveal a
secret door. Place a Secret Door token as indicated.
EventRentalShackDiscoverSecretDoor.button1,{qst:CONTINUE}
EventRootCellarSearchBush.button1,{qst:CONTINUE}
EventRootCellarSearchBush.text,Outside the cellar, you hear hurried footsteps and
the sound of a breaking twig. Place a Search Token as indicated.
EventRootCellarPlaceSightStreet2.text,Outside, you hear muffled street sounds.
Place a Sight token as indicated.
EventRootCellarPlaceSightStreet2.button1,{qst:CONTINUE}
EventRootCellarPlaceSightYard4.text,You hear the creaking sound of branches rubbing
against the root cellar when the wind blows. Place a Sight token as indicated.
EventRootCellarPlaceSightYard4.button1,{qst:CONTINUE}
EventYard3PlaceExploreRootCellar0.text,A rusty gate becomes visible. Place an
Explore Token as indicated.
EventYard3PlaceExploreRootCellar0.button1,{qst:CONTINUE}
UIIntroductionBackGroundContinue.button1,Button1
EventGreenManDialogueSeenSound.text,This dockworker is leaning against the lantern
and smoking his cigarette.
GREENMANSOUND,"{action} <i>""Are you not bothered by that strange sound?""</i>"
EventGreenManDialogueSeenSound.button1,{qst:GREENMANSOUND}
EventGreenManAskStrangeSound.text,"<i>""Strange Sound? What do you mean? It's just
the waves lapping against the pier and nothing else. The only thing that is odd is
that there is no noise from seagulls.""</i> The dockworker laughs. You gain 2
Clues."
EventGreenManDialogueSeenSound.button3,{qst:NEVERMIND}
EventGreenManDiagolueSound.button1,{qst:GREENMANSOUND}
EventGreenManDiagolueSound.button2,{qst:NEVERMIND}
EventGreenManDialogueSeen.text,The dockworker blows out some cigarette smoke.
EventGreenManWalkAwayTest.button1,{qst:CONTINUE}
EventGreenManWalkAway.button1,{qst:CONTINUE}
EventGreenManDiagolueSound.text,The dockworker blows out some cigarette smoke.
EventGreenManDialogueSeen.button1,{qst:SEENSTRANGE}
EventGreenManDialogueSeen.button2,{qst:NEVERMIND}
EventGreenManWalkAway.text,"<i>""Well it's been nice talking to you but it is
getting late. I'd better go home before 'accidents' start to happen to me like what
happened to the old customs officer. Good evening to you."" </i> The dockworker
throws his cigarette on the ground and steps on it with his boot as he walks away.
Remove the Green Person token. You gain 1 Clue."
EventSearchRentalShack.text,You are about to look in the boxes and notice that they
are blocking the view of something more interesting. Remove the Search Token.
EventBellTowerSearchToken.text,A trap door opens up in the bell tower. Place a Trap
Door Token as indicated. Replace the Search token with a Trap Door token as
indicated.
EventRentalShackPlaceSightToken.text,Beyond the rental dock, you see even more
docks. Place a Sight Token as indicated.
EventRentalShackPlaceSightToken.button1,{qst:CONTINUE}
EventRentalShackPlaceBarricade.button1,{qst:CONTINUE}
EventQItemBrassKeyInspectLabel.text,From the label that you found with the same
blue string you know that this key will fit on the door of the rental shack on the
rental dock and that the key once belonged to the customs officer.
EventQItemBrassKeyInspectLabel.button1,{qst:CONTINUE}
EventQSpawnRandom.text,The humming is shortly interrupted by the sound of bell that
is out of tune. That bell sound clearly came from the bell tower near the rental
docks. Then the humming sound continues at a slightly increased volume and with
that also your headache increases.
EventQSpawnFinal.text,Once again the bell rings. This time a bit louder as if it is
welcoming a great horror.
EventOfficeSearchPapersSuccess.text,You gather the papers and discover that they
all belong to one journal. It looks like someone has tried to dispose of some
evidence. Maybe you can put it back together. You gain the Old Journal Unique Item.
An investigator carrying the old journal papers may interact with it in the
inventory.
EventOfficeSearchPapersFail.button1,{qst:CONTINUE}
EventOfficeSearchPapersHarbormasterDead.text,You check the room and see there is no
need to be subtle since the harbormaster is dead.
EventOfficeSearchPapersHarbormasterDead.button1,{action} Pick Up
EventQTestClueHearObservation.text,The answer to this question troubles you. How
can you NOT hear this maddening sound? It is getting even louder, now you focus on
it. Horrific images start to form in your mind. Suffer 2 facedown Horror
({observation} negates; you may not use Clue tokens to convert {clue} to {success}
for <i><b>this test</b></i>). Throw away as many clues as Horror suffered. If you
negate all Horrors, you realize that this person's vague expression is a sign of
some mind influence and you dismiss the images. If suffer one or more Horror, you
start to question yourself and the images turn into daytime nightmares and turn one
Horror face up.
EventQTestClueHearObservation.button1,{qst:CONTINUE}
EventQTestClueHearInfluence.button1,{qst:CONTINUE}
EventQTestClueHearAgility.text,The answer to this question troubles you. How can
you NOT hear this maddening sound? It is getting even louder, now you focus on it.
Horrific images start to form in your mind. Suffer 2 facedown Horror ({agility}
negates; you may not use Clue tokens to convert {clue} to {success} for <i><b>this
test</b></i>). Throw away as many clues as Horror suffered. If you negate all
Horrors, you cover your ears quickly and realize that the images are merely a trick
of the mind. If suffer one or more Horror, you start to question yourself and the
images turn into daytime nightmares and turn one Horror face up.
EventQTestClueHearInfluence.text,The answer to this question troubles you. How can
you NOT hear this maddening sound? It is getting even louder, now you focus on it.
Horrific images start to form in your mind. Suffer 2 facedown Horror ({influence}
negates; you may not use Clue tokens to convert {clue} to {success} for <i><b>this
test</b></i>). Throw away as many clues as Horror suffered. If you negate all
Horrors, you realize that the answer sounded controlled as if this person is under
some mind influence and you dismiss the images. If suffer one or more Horror, you
start to question yourself and the images turn into daytime nightmares. Turn one
Horror face up
EventQTestClueHearAgility.button1,{qst:CONTINUE}
EventQTestClueHear.button1,Button1
EventTownSquareRemoveInvestigators.text,You recognize the harbor district from an
article in last week's newspaper. It was an interview with the customs officer, who
recently lost his hearing due to an explosion while working in the warehouse. He
had to quit his job and became a gardener in the park. He also mentioned the new
harbormaster taking over his bell tower duties. \nThe article did not go into
details about what <i>'Bell tower duties'</i> meant. Best find that retired customs
officer to ask him about this.
EventTownSquareRemoveInvestigators.button1,{qst:CONTINUE}
EventStoreFrontStealGun.button1,{action} Steal
EventStoreFrontStealGun.button2,{qst:CANCEL}
EventStoreFrontNoStealGun.text,While the shop keeper has left the store, you now
have the chance to take the gun at your leisure..
EventStoreFrontNoStealGun.button1,{action} Take gun
EventStoreFrontNoStealGun.button2,{qst:CANCEL}
EventStoreFrontSeeGunDoorLocked.text,Through the window you can see that the
shopkeeper left the gun in the display. Perhaps you can pick the lock of the front
door and go inside to 'borrow' it.
EventStoreFrontSeeGunDoorLocked.button1,{qst:CONTINUE}
EventExploreOfficeRootCellarUnsafe.button2,{qst:CANCEL}
EventExploreOfficeRootCellarUnsafe.text,"This door is marked as ""Private"". You
better leave this door undisturbed while the harbormaster is around."
EventExploreOfficeRootcellarSafe.button2,{qst:CANCEL}
EventPurpleWomanDialogueHeard.button2,{qst:NEVERMIND}
TokenWhiteWoman.button3,{qst:NEVERMIND}
EventOrangeBoyDialogueSeen.button2,{qst:NEVERMIND}
EventBellPlaceGems.button1,Place Gems
EventBellPlaceGems.button2,{qst:CANCEL}
TokenInteractBell.text,You found the source of the annoying sound. The resonating
copper bell must be responsible for the recent events in the docks. The sockets
need to be properly filled with the right items. That would stop the bell from
resonating at this frequency and return back to its original protective tune.
\nMake sure to put in the exact right number (not more, not less), and that you
have actually found sufficient Grotesque Stones.
EventRentalShackRevealSecretDoor.text,The secret passage leads to the
{c:TileBellTower}.\nRemove the Search Token and Place a Trap Door Token as
indicated.
EventRentalShackRevealSecretDoor.button1,Continue
EventRentalShackPlaceNoTile.text,The trapdoor leads towards to a small shack on the
rental dock. Place the {c:TileRentalDock} tile as indicated. Remove all connecting
tokens.
EventRentalShackPlaceTile.button1,Continue
EventOldJournalPuzzleNotSolved.button1,{action} Rearrange papers
EventOldJournalPuzzleNotSolved.button2,{qst:CANCEL}
EventOldJournalPuzzleSolved.button1,{action} Read next page
EventOldJournalPuzzleSolved.text,Now all pages have been put back in their proper
place you can read the journal.
EventOldJournalPuzzleSolved.button2,{qst:CANCEL}
EventOldJournalInspect.button1,{qst:CONTINUE}
EventOfficeSearchPapersHarborMasterLives.button1,{action} Pick Up
EventOfficeSearchPapersHarbormasterDead.button2,{qst:CANCEL}
EventOfficeSearchPapersHarborMasterLives.button2,{qst:CANCEL}
EventQRemoveOfficeRootCellarDoor.text,Now the harbormaster is dead it is safe to
open this door. Remove the Explore Token
EventQRemoveOfficeRootCellarDoor.button1,{qst:CONTINUE}
EventQAdjustDifficulty2.button1,Button1
EventQAdjustDifficulty.button1,Button1
EventQAdjustDifficulty4OrMore.button1,Button1
EventQStart.button1,{qst:CONTINUE}
EventQStart.text,Each investigator begins with 2 Clues {clue}.
EventStoreFronStealingGun.button1,Take Gun
EventStoreFronStealingGun.text,Test your {agility} to take the gun without the
shopkeeper noticing it.
EventOfficeStealPapers.text,You may test your {observation} to pick-up the papers
without the harbormaster noticing it.
EventOfficeStealPapers.button1,{qst:CONTINUE}
UIEndTextAlmostSucces.text,The humming sound stops abruptly when you place the gems
into their correct position. Outside you hear a tortured roar that slowly fades
into the distance. You did it. For now....\n\nThe bell is now resonating at a
harmless frequency for humans and is repelling the demons again. The person
responsible for this mayhem, the harbormaster, has also fled town.\n\nThe town
wakes up from a deep and haunted sleep, surprised by the corpses found in the
streets. Soon the police will arrive and start to ask questions. Questions that you
are not prepared to answer, since the truth is too unbelievable. It is probably
better that you disappear.\n\nThis delicate balance of peace remains only as long
as the bell is tuned correctly. With the harbormaster still alive you cannot
abandon this bell tower. He will be watching, waiting for the next
opportunity....\n
UIEndTextAlmostSucces.button1,{qst:CONTINUE}
TokenTest.button5,Bell Puzzle
TokenTest.button6,GetItems
EventTESTGetQitems.text,Select QuestItem
EventTESTGetQitems.button1,{c:QItemMissingLink}
EventTESTGetQitems.button2,{c:QItemGrotesqueStone}
UIBellPuzzleClose.uitext,{qst:CANCEL}
UIBellPuzzleGuess.uitext,{action} Place Gems
UIGrotesqueStoneContinue.uitext,{qst:CONTINUE}
UIMissingLinkContinue.uitext,{qst:CONTINUE}
EventGrotestqueStoneInspect.button1,{qst:CONTINUE}
EventBellPuzzlePass.button1,{qst:CONTINUE}
EventBellPuzzlePass.text,You managed to place the stones into their correct
position.
EventBellPuzzleFail.button1,{qst:CONTINUE}
EventBellPuzzleFail.text,You try a combination with placing the stones but
something is wrong. The frequency does not change. The noise continues and you fear
all is lost. You gain 1 facedown Horror ({will} negates) and then you flip 1 Horror
face up.
EventBlueManTakesMissingLink.text,"He continues, <i>""Seeing as you're interested,
I have something for you.""</i> While reaching inside his pocket he explains,
<i>""Each season, the six main stars in the constellation Orion change in
brightness. The gem configuration on the bell must match the brightest of the six
main stars. Sounds complicated? ... Not if you have this paper from the Silver
Twilight ... eerm... something. It shows you exactly which configuration....
Whoops!!""</i>\nWhile handing over the piece of paper, a gust of wind pulls it from
his hand. Test your {agility} to try and catch it."
EventBlueManTakesMissingLink.button1,{qst:CONTINUE}
EventBlueManMissingLinkPass.text,With a quick reflex you manage to grab the piece
of paper. You gain the {c:QItemMissingLink} Unique Item.\nAny investigator may
inspect {c:QItemMissingLink} item form the inventory.
EventBlueManMissingLinkPass.button1,{qst:CONTINUE}
EventBlueManMissingLinkFail.text,You grasp for the paper but the wind's trickery
blows it out of your reach. A small bush catches the paper instead. Place a Search
Token as indicated.
EventBlueManMissingLinkFail.button1,{qst:CONTINUE}
TokenMissingLink.text,A piece of paper, flapping by the wind, is stuck in the
branches of a small bush.
TokenMissingLink.button1,{action} Pick Up
EventMissingLinkPickUp.text,You carefully retrieve the paper from the bush.
According to the former customs officer, this paper tells you the exact placement
of the gems in the bell. \nYou gain the {c:QItemMissingLink} Unique Item. Any
investigator may inspect the {c:QItemMissingLink} from the inventory.
EventMissingLinkPickUp.button1,{qst:CONTINUE}

You might also like