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<h1>New Game</h1>
You can play this game for free at <a href="https://VerpaCunnus.com/game">VerpaCunnus.com/game</a>
<<set $currentroom = passage()>>
You live in a small village call So'dern. The town's income is dependant on adventurers that raid nearby dungeons. You are a farmer's daughter that has recently become an adult after your 19th birthday.
Your only hope for escaping a life of hard labor as a farmer is to become an adventurer yourself, or to provide services to successful adventurers. While your father is human, your mother is an Elf. You know that means you're going to live a long time, but that might have other implications...
Notes: If you love the game but want better art at a faster rate, support the game and help me hire an artist! Your support also helps me be less dependant on other forms of income so more time can be spent on updates! If you can't pay, don't worry, I still appreciate that you like the game. Spread the word or let me know about bugs that need fixed!
Planned for next few major updates:
-Expanded options for sexual activities
-more descriptive sex
<img src="https://www.verpacunnus.com/game/images/Village-startpassage-small.png" />
What is your name?
<<textbox "$name" "Kelly">>
<<button [[Next|character]]>><</button>>
<<button [[Enable Cheats|character]]>>
<<set $cheat to true>><</button>>
<<nobr>>
<<set $cheat to false>>
<<set $randroll to random(1,6)>>
<<set $race to "human">>
<<set $penis to 0>>
<<set $penistype to "human">>
<<set $penisdecription = "micro" >>
<<set $vagina to 1>>
<<set $vaginatype to "human">>
<<set $health to 10>>
<<set $maxhealth to 10>>
<<set $stamina to 10>>
<<set $maxstamina to 10>>
<<set $mana to 0>>
<<set $maxmana to 0>>
/*main attributes*/
<<set $agilitymax to 1>>
<<set $strengthmax to 1>>
<<set $intmax to 1>>
<<set $charismamax to 1>>
<<set $agility to 1>>
<<set $strength to 1>>
<<set $int to 1>>
<<set $charisma to 1>>
<<set $damage to 1>>
<<set $damagemod1 to 0>>
<<set $damagemod2 to 0>>
<<set $damageadjusted to 0>>
<<set $damagetype = "Bare Hands">>
<<set $defense to 0>>
<<set $defensemod1 to 0>>
<<set $defensemod2 to 0>>
<<set $defenseadjusted to 0>>
<<set $defensetype = "clothes">>
<<set $training_sword = 0>>
<<set $padded_armor = 0>>
<<set $skincolor to "Pale">>
<<set $ispregnant to "no">>
<<set $pregcount to 0>>
<<set $pregquant to 0>>
<<set $lactating to 0>>
<<set $fertility to 5>>
<<set $fertiplusmod to 0>>
<<set $preventeamod to 0>>
<<set $parent to "unknown">>
<<set $hasanus to true>>
<<set $hasurithra to true>>
<<set $year to 1>>
<<set $month to 1>>
<<set $day to 1>>
<<set $total_day_counter to 1>>
/*Consumables*/
<<set $gold to 5>>
<<set $food to 0>>
<<set $manstr = 0>>
<<set $corruption to 100>>
/*locations*/
<<set $apply_massage_job to 0>>
<<set $training_studio_member to 0>>
<<set $found_dungeon_1 to 0>>
<<set $boss1 to 0>>
<<set $explore1 to 0>>
/*Debugging*/
<<set $debug to 0>>
<<set $testvar to 0>>
<<set $testvar1 to 117>>
<<set $testvar2 to 1>>
<<set $switch_dung_1 to 10>>
/*Inventory*/
<<set $preventea to 0>>
<<set $preventeacount to 0>>
<<set $preventeamod to 0>>
/*Measure drunk*/
<<set $drunk to 0>>
<<set $drunkcounter to 0>>
<<set $drunkpassage to "toodrunk1">>
<<set $fertiplus to 0>>
<<set $fertipluscount to 0>>
<<set $preventeamod to 0>>
<<set $travelcounter = 5>>
/*baby counters*/
<<set $had_child = 0>>
<<set $kobold_kid = 0>>
<<set $human_kid = 0>>
<</nobr>>Month: $month
Day: $day
$name
Health: $health of $maxhealth
Stamina:$stamina of $maxstamina
Mana: $mana of $maxmana
weapon: $damagetype
Damage: $damage
Defense: $defense
Gold: $gold
<<nobr>>
<<if $cheat == true>>
<<button [[Cheats|cheat]]>><</button>>
<<else>>
<</if>>
<</nobr>>
<<button [[Inventory|inventoryroom]]>><</button>>
<<button [[Stats|profileroom]]>><</button>>
<a href="https://subscribestar.adult/verpacunnus" target="_blank" data-patreon-widget-type="become-patron-button"><<button SubscribeStar>><</button>></a>
<<button [[Changelog]]>><</button>>$avatar
Agility: $agility
Strength: $strength
Intelligence: $int
Charisma: $charisma
Fertility: $fertility
<<nobr>>
<<if $pregcount >= 25 >>
Your Belly is huge and you are close to your due date.
<<elseif $pregcount >=20>>
Your stomach is large and it is clear to anyone who sees you that you are pregnant.
<<elseif $pregcount >=10>>
You are unmistakably pregnant. Your belly is extended and visible in most outfits
<<elseif $pregcount >=5>>
You have a small bump on your belly...
<<else>>
Your stomach is flat. You don't look pregnant.
<</if>>
<br><br>
<<button [[go back|$currentroom]]>><</button>>
<</nobr>><<button [[go back|$currentroom]]>><</button>>
08
-added inventory system as well as some goods to use from it.
-added cheat system, mostly for debugging
-new energy brew! restores stamina for gold to make sure you can keep your adventure going, available at the grocery store.
-added Tavern. get a drink, meet the bartender. work on your charisma for a scene.
-able to give birth when you are pregnant long enough. stats page will clue you in on the state you are. Pregnancies take 30 days to come to term
-New sexual encounter in the tavern. flirt with the bartender. deeper sexual options planned for the future. visit the clinic if you don't want to risk pregnancy.
-can buy drinks. currently makes it easier to flirt with the bartender, more functionality from drinking/intoxication planned for the future.
-added images for the grocery store and the tavern.
07.1
-Added clinic to town, currently placeholder for containing code. Once fully implimented and prevent for boost chances of pregnancy, as well as help with birth and has a daycare.
-The player profile now shows your stomach status, you will not show pregnancy until you have been pregnent for some days. Visual representation for pregnancy and pregnancy tests will be a future addition. The latter will be available at the clinic
-Added contraception. This makes it impossible to become pregnant
-basic pregnancy functionality added. The kobold can now impregnate you and the Stats page will describe your stages of pregnancy. Currently can't give birth. Default pregnancy chance is 5%, so it's currently unlikely you will see it through normal play.
-grammar fixes in several rooms.
07
-added basic functionality coding to support impregnation, pregnancy and birth. Content reflecting pregnancy will follow in the following few updates.
-random bug fixes
-preparing support for the defense stat so that it is used.
- background support to have equipment added to the game.
06.1
-fixed syntax error in sleeping
06
-added skil check encounters in the dungeon ruins.
-removed residual notes.
-added the defense stat, allowing the player to mitigate damage they take
-created combat mechanics
-added new content for ruined dungeon
-added kobold encounter
-added bandit encounter
04
-fleshed out training center, can train status including health and stamina. Mana has no use yet.
-made adjustments to how quality meals work, applies specifically to health. Can use to heal or temporarily boost your health beyond maximum
<h1>Character Select</h1> (Future options include male and non binary options)
<<nobr>><<set $currentroom = passage()>>
<<if $name == "testcor">>
<<set $corruption to 100>>
<<set $stamina to 100>>
<<set $maxstamina to 100>>
<<set $health to 100>>
<<set $maxhealth to 100>>
<<set $debug to 1>>
<<set $gold += 1000>>
<</if>><</nobr>>
<<nobr>><<set $currentroom = passage()>>
<<if $name == "mcduck">>
<<set $corruption to 100>>
<<set $stamina to 100>>
<<set $maxstamina to 100>>
<<set $health to 100>>
<<set $maxhealth to 100>>
<<set $debug to 1>>
<<set $gold += 10000000>>
<</if>>
<<if $name == "debug">>
<<set $debug to 1>>
<<set $gold += 10000000>>
<</if>>
<<set $fertility to 100>>
<</nobr>>
<img src="https://www.verpacunnus.com/game/images/kellyupdatefitted.png" />
<<set $avatar to '<img src="https://www.verpacunnus.com/game/images/kellyupdatefitted.png" />'>>
<<button [[Next|farm]]>><</button>><h1>Farm</h1><<nobr>><<set $currentroom = passage()>>/* test comment, you should not be able to see this*/<</nobr>>
Your parents live here and you have a room to stay. There is always work for you to do at the farm to earn some money.
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/farm-fitted.png" />
Home:
<<button [[Go to your room|bedroom]]>><</button>>
<<button [[Go to the Kitchen|kitchen]]>><</button>>
<nobr><<if $stamina >=3>><<button [[Work on the Farm|farm work]]>><</button>><<else>>You're too tired to do farm work<</if>></nobr>
<<button [[Go to Town|town]]>><</button>>
<<set $currentroom = passage()>>
<<if $debug == 1>>
testvar: $testvar
$testvar1
$testvar2
<<set $testvar2 to Math.round($testvar1/10)>>
$testvar2
preg: $pregcount
<<else>>
<</if>><h1>Town</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Village-startpassage-small.png" />
<<set $currentroom = passage()>>
You see your parents farm in the distance, just outside of town. The main road leads outside of town, leading into a thick forest where there are ruins nearby.
Along the road is a Grocery Store where your parents get essentials not produced at the farm. Next to the Grocery store is a blacksmith.
Near the end of town, opposite of your parents farm is a studio "Training for every adventurer". There is also a Massage Palor with a "Now Hiring" sign that is frequented by Adventurers.
The Local tavern is always busy with adventurers looking for work or for fun.
There is a recently opened clinic as well, offering various medical services. Attatched to the clinic is a child care center, advertising for free care for adventurers (terms and conditions apply)
<<button [[Go Home|farm]]>><</button>>
<<button [[Grocery Store|grocery store]]>><</button>>
<<button [[Blacksmith|smithy]]>><</button>>
<<button [[Massage Parlor|massage]]>><</button>>
<<button [[Adventuring Training Studio|training studio]]>><</button>>
<<button [[Clinic|clinic]]>><</button>>
<<button [[Daycare|daycare]]>><</button>>
<<button [[Tavern|tavern]]>><</button>>
<<button [[Explore the outskirts|town outskirts]]>><</button>><h1>Outside of Town</h1>
<<set $currentroom = passage()>>
<<nobr>>
/* comments*/
/* <<button [[Explore|explore]]>><</button>> 1*/
<</nobr>>
Outside of town there is a main road, IN the distance going into the woods are the signs of some ruins. You have been warned that there are many dangers in the ruins.
The main road leads to the Major City Winter's Edge. Warning, Travel to the city Will take several days and you may encounter multiple situations without rest.
<<button [[Ancient ruins|dungeon one]]>><</button>>
/*<<button [[Start travel to city|travel city 1]]>><</button>>*/
<<button [[Go back to Town|town]]>><</button>>
<h1>Ancient Ruins</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Ruins_01_fitted.png" />
You are in the Ancient ruins not far from town. It has been abandoned by civilization centuries ago, but there are signs of life of bandits and creatures. While adventurers have been coming for some time, there remains many unexplored areas that might yet have something of value.
<<nobr>>
<<if $stamina >= 2 and $health >=1>>
<<button[[Explore The Dungeon|explore dungeon one]]>>
<</button>><br>
<<else>>
You are too tired to explore the Dungeon any futhter<br><br>
<</if>>
<</nobr>>
<<button[[Leave|town outskirts]]>><</button>><h1>Grocery Store</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Market_01_fitted.png" />
At the grocery store, you see food items you can purchase to make high quality meals.<br><br><<nobr>>
<<nobr>>
<<if $gold >=20>>
<<button [[Buy quality rations|grocery store]]>>
<<set $gold-=20>>
<<set $food+=1>>
<</button>>
<<else>>
<<button [[not enough coin|grocery store]]>><</button>>
<<endif>>
<br><br>
<</nobr>>
<<if $gold >=20>>
<<button [[Energy Drink|grocery store]]>>
<<set $gold-=20>>
<<set $manstr+=1>>
<</button>>
<<else>>
<<button [[not enough coin|grocery store]]>><</button>>
<<endif>>
<</nobr>>
[[back to Town|town]]
<h1>Explore</h1>
<<set $currentroom = passage()>>
<<if $stamina >=1>>
<<set $stamina-=1>>
You spend some time searching for anything of interest.
<<nobr>>
<<switch random(1, 5)>>
<<case 1>>
You find some ruined city not far from town. People say it is haunted or full of monsters. But they also say treasure.
<<button[[found dungeon 1|town outskirts]]>><</button>>
<<case 6>>
some filler stuff
<<button[[found dungeon 2|town outskirts]]>><</button>>
<<case 7>>
filler stuff<br>
<<button[[found dungeon 3|town outskirts]]>><</button>><br><br>
<<case 8>>
filler stuff<br>
<<button[[found dungeon 3|town outskirts]]>><</button>><br><br>
<<default>>
You explore the farea but don't find anything of interest
<</switch>>
<</nobr>>
<<else>>
You are too tired to search the forest
[[Go back|town outskirts]]
<</if>><h1>Massage palor</h1>
<<set $currentroom = passage()>>
<<if $apply_massage_job == 0>>
A young woman greets you at the front desk. she greets you politely "Welcome to the <em>Happy Adventurerer</em> parlor. We're here to serve adventurers in need of some relaxation. If you're looking for a job, let me know!"
<<button [[Apply for job|massageintro]]>><</button>>
<<else>>
April greets you "Hi, $name! Are you here to work?"
<<if $stamina >=1>>
<<button [[Give massage|massage1]]>><</button>>
<<else>>
You are too tired to work
<</if>>
<</if>>
<<button [[Back to Town|town]]>><</button>> <h1>Massage Room</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $stamina-=1>><<set $goldaward = random (1, 5)>>
<</nobr>>
<<switch random(1, 10)>>
<<case 1>>
Your customer is an adventuring Human male. He waits on the table when you enter your room. You start your massage. At the end of the massage he turns up to face you, letting the towel fall off his back, showing you his semi-erect cock "Do you offer... 'special' services? I'll tip accordingly of course."<br>
<<nobr>> <<if $corruption >=10>>
<<set $gold += 5>>
You blush as you consider the offer as you finish the massage. "I'll give you 5 gold for the massage now. I have plenty more though..."<br><br>
<<button[[Accept|massage2]]>><</button>><br><br>
<<button[[Decline|massage]]>><</button>><br><br>
<<else>>
You blush and let him know you couldn't do any such thing. You complete your massage and get $goldaward for a tip
<<set $gold += $goldaward>>
<<set $corruption += 1>>
<<button[[continue|massage]]>><</button>><br><br>
<</if>><</nobr>>
<<default>>
You perform a massage for your client and it goes well. Your client leaves you with $goldaward for a tip.
<<set $gold += $goldaward>>
<<button[[Finish Massage|massage]]>><</button>><br><br>
<</switch>>
<h1>Massage palor</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $stamina -= 1>><<set $goldaward = random (10, 15)>><</nobr>>
You decide to give your customer what he wants and you start to play with his cock and balls as he lays back flat. You stroke him slow and steady and he lets out soft moans and groans. You speed up your strokes steadily. He he starts panting, you stroke him hard until he he shoots his load all over your hands. After he settles down, you clean him up and he gets dressed. He pays you $goldaward gold, telling you "For a job well done!".
<<set $gold += $goldaward>>
<<button [[Finish up|massage]]>><</button>>
<h1>Massage palor</h1>
<<set $currentroom = passage()>>
"Oh great! My name is April, I will find you customers and help to make sure you have everything you need." April shows you to a small room.
"This is where you will be working. You can come in any time you are ready to work and you decide what services you offer" She gives you a wink.
<img src="https://www.verpacunnus.com/game/images/Apply_01_fitted.png" />
<<set $apply_massage_job to 1>>
<<set $stamina-=1>>
<<button [[Continue|massage]]>><</button>> <h1>Your Bedroom</h1>
<<nobr>><<set $currentroom = passage()>><</nobr>>
Your room has a small bed, a dresser and a closet and everything a simple farm girl needs.
<<button [[Sleep|sleep0]]>><</button>>
<<button [[Leave your room|farm]]>><</button>>
<<if $debug ==1 >>
<<button 20def>>
<<set $defensemod1 += 20>>
<</button>>
<<button 20dam >>
<<set $damagemod1 += 20>>
<</button>>
<<else>>
<</if>><h1>Sleeping</h1><<nobr>><<set $currentroom = passage()>>
<<set $stamina to $maxstamina>>
<<set $health to $maxhealth>>
<<set $mana to $maxmana>>
<<set $day += 1>>
<<if $day >= 30>>
<<set $day -= 29>>
<<set $month += 1>>
<</if>>
<<if $month >= 12>>
<<set $month -= 11>>
<<set $year += 1>>
<<else>>
<</if>>
/* counters*/
<<if $pregcount >= 1>>
<<set $pregcount += 1>>
<<else>>
<<set $fertipluscount -= 1>>
<<set $preventeacount -= 1>>
<</if>>
<<set $drunk to 0>>
<<set $drunkcounter to 0>>
<</nobr>>
<<nobr>>
<<if $pregcount >= 30>>
Your sleep is interupted by sudden pain and your water breaking.
You are in labor! you are about to have a baby!
<<button [[Give birth|hospital0]]>><</button>>
<<else>>
You sleep soundly and wake up refreshed <br>
<<button [[Continue|bedroom]]>><</button>>
<</if>>
<</nobr>><h1>Kitchen</h1><<set $currentroom = passage()>>
In the kitchen, You have all the basic foods needed to sustain yourself and your staff. However, higher quality meals can restore your health and stamina without requiring you to rest.
you can prepare $food meals
<<if $food >= 1>>
<<if $health <= $maxhealth>>
You have enough supplies to make $food high quality meals. These meals are filling and will help you recover or boost your health. (uses rations)
<<button [[Prepare Meal|kitchen2]]>>
<<nobr>>
<<set $food -= 1>>
<<set $health += 5>>
<</nobr>>
<</button>>
<<else>>
You are hot hungry enough to eat more food
<</if>>
<<else>>
You don't have the ingrediants to make a quality meal
<</if>>
<<button[[Back to the Farm|farm]]>><</button>>
<h1>Working on the Farm</h1>
<<nobr>>
<<switch random(1, 5)>>
<<case 1>>
You spend hours milking the cows on the farm. They seem to enjoy enjoy the process.
<<case 2>>
Your care for the horses belonging to your father. With a good brushing and some kind words, the horses appear happy and grateful
<<case 3>>
You feed the pigs some leftovers and other scraps of food. They appear delighted and eat the food almost as fast as you place it in their trough
<<case 4>>
You work the fields, pulling weeds and picking ripe foods for your parents to sell or use on the farm.
<<case 5>>
The survey the goats, one stares at your awkwardly. YOu move them to another part of the field to graze the grass and leave them be
<<default>>
oh no! Something went wrong if this is shown.
<</switch>>
<</nobr>>
your parents pay you for your work. you gain 2 Gold coins
<<set $stamina -=3>>
<<set $gold += 2>>
<<if $stamina >=3>>
<<button [[do more work|farm work]]>><</button>>
<<else>>
you are too tired do more work
<</if>>
<<button [[Continue|farm]]>><</button>>Future Case, code for more complex massage palor encounter
<h1>Massage</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $stamina-=1>>
<</nobr>>
<<switch random(1, 4)>>
<<case 1>>
Your customer is an adventuring Human male. He waits on the table when you enter your room. You start your massage. He remains silent through the massage but compliments your skill at the end.<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 2>>
Your customer is an adventuring Human female. She waits on the table when you enter your room. You start your massage. She makes soft sounds of approval as you work the knots out of her back. In the corner is an large battleaxe, probably why her back is so strong and stiff.<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 3>>
Your customer is an adventuring Human male. When you start your massage, he grunts and sighs as you work his back and legs. He talks to you about his adventures. It's hard to tell how much of it is true, but it's entertaining<br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<case 4>>
Your customer is a male Goblin. When you enter the room, before you can raise concerns, the goblin quickly explains he is not hostile and has special permission even though he is not an adventurer. Despite the stories, the small goblin is not smelly, nor is he impolite at any time. <br>
<<set $gold += random (1, 5)>>
<<button[[continue|massagedefunct]]>><</button>><br><br>
<<default>>
Blah. Something went wrong if this is shown.
<</switch>>Double-click this passage to edit it.<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random (5, 20)>><<set $goldaward2 = random (3, 7)>><<set $stamina -= 2>>
<</nobr>>
<br>
<<nobr>>
<<switch random(1, 20)>>
<<case 1>>
You explore a dark ruined hallway. You don't find anything of interest.<br>
<<button[[Continue|dungeon one]]>><</button>><br><br>
<<case 2>>
As you explore you encounter a koldbold. It's startled by you as it scavenges and attacks you.<br><br>
<<button[[Continue|koboldfight]]>><</button>><br><br>
<<case 3>>
While exploring, a bandit finds you "These parts are my territory!"<br><br>
<<button[[Continue|banditfight]]>><</button>><br><br>
<<case 4>>
Wandering a dark and damp basement, you encounter a slime. It drops from the ceiling to ambush you and attacks<br><br>
<<button[[not implimented|dungeon one]]>><</button>>
<<case 5>>
you encounter a small room. It has a small chest full of coins! <<set $gold += $goldaward>><br><br>
<<button[[Continue|dungeon one]]>><</button>>
<<case 6>>
Searching a ruined home, you encounter a wandering orc, currently eating a caught rat. He notices you and gives you a suspicious look.
<<button[[Continue|orc hazard]]>><</button>><br><br>
<<case 7>>
As you are walking, you hear the floor creek. A trap!
<<button[[Evade!|pittrap]]>><</button>><br><br>
<<case 8>>
You see in a tower above the gleaming of something of value. you may be able to climb the rough wall to get to it.<br>
<<button[[Climb the wall|climbtrap]]>><</button>><br><br>
or you could move on<br>
<<button[[Continue|dungeon one]]>><</button>><br><br>
<<case 9>>
You come across a grand wall covered in various arcane runes. You might be able to translate the runes. They glow with magic.
<<button[[Read the Runes|runetrap]]>><</button>><br><br>
or you could move on
<<button[[Continue|dungeon one]]>><</button>><br><br>
<<case 11>>
You enter a giant room in one of the ruined towers. The room is filled with valuable objects. It appears you found a jackpot! Unfortunately there is an angry german shepard sized rat guarding the room and growls at you. It's the size of a small horse and attacks you on sight.
<<button[[Continue|giantratboss]]>><</button>><br><br>
<<default>>
You get lost in some ruins. There are various texts and images on the ruined walls but you don't find much of value. At least you find a few scattered coins on the ground. You found $goldaward2 Gold.<br>
<<set $gold += $goldaward2>>
<br>
<<button[[Continue|dungeon one]]>><</button>><br><br>
<</switch>>
<</nobr>>
<<if $debug == 1>>
<<button[[Debug room|debug1]]>><</button>>
<<else>>
<</if>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 4)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, kobold dungeon 1*/
<<set $enemyhealth = 1>>
<<set $enemydamage = 0>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
You engage the kobold with your $damagetype
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
The kobold tries to attack you, but you are able to dodge and strike with your $damagetype. You quickly overpower it and after several rapid strikes and it falls to the ground, unable to continue to fight. You are victorious and managed to avoid taking damage.<br><br>
<<button[[Continue|kobold1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
The kobold lashes out and attacks you. It is small, but agile and clever. You fight it off with your $damagetype and strike it repeatedly until the creature falls on its hands and knees, unable to continue the fight. You have taken $enemydamage damage. <br><br>
<<button[[Continue|kobold1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
The kobold lashes out and attacks you. You try to defend and attack with your $damagetype but the kobold gets the better of you, slashing your clothes and skin with its claws. You desperately fight for your life and make an opening to escape. You flee the area, running as far as you can. Thankfully, the creature did not follow<br><br>
<<button[[Continue|dungeon one]]>><</button>>
<<else>>
<<set $health =0 >>
The kobold lashes out and attacks you. You try to defend and attack with your $damagetype but the kobold gets the better of you, slashing your clothes and skin with its claws. You briefly look for escape, desperate to fight for an opening. with a final blow, the kobold takes you to your knees. You can't fight or flee and are now at the creature's mercy.<br><br>
<<button[[Continue|kobold1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 4)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, kobold dungeon 1*/
<<set $enemyhealth = 1>>
<<set $enemydamage = 1>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
You engage the Bandit with your $damagetype. He grins at you "hand me what you got and maybe I'll spare your." He then draws his twin daggers "Actually I think I need the practice!"
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
The bandit<br><br>
The time he takes taunting you gives you enough time to move into a better position and get the first attack. His cocky attitute quickly turns sour. Before he can get a hit in you strike him with your $damagetype, wounding him and knocking down on his ass<br><br>
<<button[[Continue|bandit1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
You try to take advantage of the time he spends taunting you, but he blocks your first strikes and dashes at you with his daggers. You use your $damagetype to deflect the daggers and take some nasty cuts. Finally you manage to get the upper hand. After a brutal exchange, he drops to his knee "I yeild! I'll give you what I got, just stop!"<br><br>
<<button[[Continue|bandit1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
<<button[[Continue|dungeon one]]>><</button>>
<<else>>
<<set $health =0 >>
The bandit lashes out unexpectly as he taunts you before you can fully prepare. You attack with your $damagetype and get in some hits, but you are never able to get the upper hand. After a hard exchange, the bandit trips you and you hit the ground hard. You are unable to stand while the bandit looks down at you with a grin "Now... let's see what you got"<br><br>
<<button[[Continue|bandit1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $enemy_roll = random(1, 6)>> /* used for enemy damage */
<<set $enemy_roll2 = random(1, 2)>> /* used for enemy health */
<<set $enemy_defeated = 0>>
/* Enemy stats, giant rat dungeon 1*/
<<set $enemyhealth = 6>>
<<set $enemydamage = 2>>
/* battle calculations */
<<set $damageadjusted += $player_roll>>/* player */
<<set $enemydamage += $enemy_roll>>/* enemy */
<<set $enemyhealth += $enemy_roll2>>/* enemy */
<<set $enemydamage -= $defense>>/* enemy */
/* battle results */
<</nobr>>
The rat hisses and attacks you. You ready your $damagetype to defend yourself.
<<nobr>>
<<if $damageadjusted >= $enemyhealth*2>>
You start hitting the rat in the face with your $damagetype repeatedly. The giant rat hisses and growls and tries to scratch you, luckily you are able to keep from its reach with quick moves and strikes. Finally the rat retreats through an opening in the wall that leads outside. You are left with the treasures<br><br>
<<button[[Continue|giantrat1_victory]]>><</button>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted >=$enemyhealth >>
The Rat lashes out at you with its nasty maw and claws. You fight it off with your $damagetype, but it slashes you and gets a couple bites in before you are finally hable to chase it off. It retreats through an opening in the wall that leads outside. Once it's gone you survey your hard won goods.<br><br>
<<button[[Continue|giantrat1_victory]]>><</button>>
<<set $health -=$enemydamage>>
<<set $enemy_defeated = 1>>
<<if $health <=0>>
<<set $health to 1>>
<<else>>
<</if>>
<<elseif $damageadjusted <= $enemyhealth-1>>
<<set $health -= $enemydamage>>
<<if $health >=1>>
The rat pounces on you and scratches you repeatedly, you hardly have time to react. You struggle with it, batting it off with your $damagetype. You can't keep fighting it off, so once you have an opening, you flee out of the room. The Rat only chases for a few moments, then returns to its home.<br><br>
<<button[[Continue|dungeon one]]>><</button>>
<<else>>
<<set $health =0 >>
The rat circles you, blocking your exit before it attack. You try to keep your distance and attack it with your $damagetype, but you have a hard time hurting it. Finally it tackles you to the ground hard, pinning you<br><br>
<<button[[Continue|giantrat1_loss]]>><</button>>
<</if>>
<<else>>
An error occurred and none of the conditions were met in this combat
<</if>>
<</nobr>>
<<if $debug == 1>>
damage adjusted: $damageadjusted
player roll: $player_roll
enemy roll: $enemy_roll
enemy roll2: $enemy_roll2
enemy damage: $enemydamage
gold reward: $goldaward
<<else>>
<</if>><h1>Abandoned House</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_charisma = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_charisma += $charisma>>/* player */
/* skill check results */
<<if $player_skill_charisma >= $DifficultyRating >>
You calm the Orc with a soothing voice and assurances. He grunts and shows you some of his findings. he gives you some of the coins "I don't have much need for these, the weapons and gems i keep".<br><br>
<<button[[Continue|dungeon one]]>><<set $gold += 30>><</button>>
<<else>>
The orc looks at your angrily and picks up a weapon and gives you a threatening look. you think better than to fight him and leave quickly
<br><br><<button[[Continue|dungeon one]]>><</button>>
<</if>>
<</nobr>><h1>Trapped Floor</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_strength = random(1, 6)>>
/* Enemy stats, pittrap 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_strength += $strength>>/* player */
/* skill check results */
<<if $player_skill_$charisma >= $DifficultyRating >>
You catch yourself as the floor gives out and manages to leap to the edge, catching yourself from falling. After your pick yourself up, you find the trap was protecting soem valuable trinkets<br><br>
<<button[[Continue|dungeon one]]>><<set $gold += 30>><</button>>
<<else>>
You fall into the pit trap hard, hurting yourself. It takes you some time to find a way out, unfortunately you cannot get across and need to go back the way you came
<br><br><<button[[Continue|dungeon one]]>><</button>>
<<set $health -= $player_roll>>
<<if $health <=1>>
<<set $health to 1>>
<</if>>
<</if>>
<</nobr>><h1>Tall ruined towers</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_strength = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 5>>
/* skill check calculations */
<<set $player_skill_strength += $strength>>/* player */
/* skill check results */
<<if $player_skill_strength >= $DifficultyRating >>
You climb the wall slowly. you are able to find handholds all the way to the top and you find the shining object, a small gem worth 30 gold! <br><br>
<<button[[Continue|dungeon one]]>><<set $gold += 30>><</button>>
<<else>>
You try to climb the wall but stumble. After hurting yourself slightly, you give up and have no choice but to leave.
<br><br><<button[[Continue|dungeon one]]>>
<<if $health >= 2>>
<<set $health -= 1>>
<<else>>
<</if>>
<</button>>
<</if>>
<</nobr>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<<set $pregcheck to true>>
<<set $parent to "kobold">>
<</nobr>>
Before the kobold can start rifling through your stuff, you move from your position to all fours and wiggle your butt seductively. After a few moments the kobold takes the hint as you expose yourself to him.
He eagerly mounts you. His cock, previously hidden behind a slit in his pelvic area fills you and radiates warmth. After a few minutes he comes inside you. You feel the spurts of hot come filling you before he dismounts you and lies down. You take the chance to run with all your things while the kobold is too relaxed to change its mind about freeing you.
<<button[[escape|dungeon one]]>><</button>>
<h1>Abandoned House</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $player_roll = random(1, 6)>> /* player skill roll */
<<set $player_skill_int = random(1, 6)>>
/* Enemy stats, giant rat dungeon 1*/
<<set $DifficultyRating = 6>>
/* skill check calculations */
<<set $player_skill_int += $int>>/* player */
/* skill check results */
<<if $player_skill_$charisma >= $DifficultyRating >>
You read the runes carefully, referencing things you learned from cautionary tales and what education you've gotten. By manipulating the right runes, you open a false wall and find a small chest of gold coins<br><br>
<<button[[Continue|dungeon one]]>><<set $gold += 50>><</button>>
<<else>>
The runes are entirely above your head. You try to understand the runes for some minutes, but ultimately you fail to glean anything from them and decide to move on.<br><br><<button[[Continue|dungeon one]]>><</button>>
<</if>>
<</nobr>><h1>Training Studio</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Dojo_01_fitted.png" />
<<if $training_studio_member == 0>>
An old man greets you. He is heavily scarred but still in good shape. He has the hallmarks of a seasoned adventurer, one that has lived to see retirement.
While you look around the old man oversees the instructors and students training various skills. There are people strength training or praticing acrobatics. You can also see a library in a joining room, a few people studying books of some sort.
<<button [[Apply to join|training join]]>><</button>>
<<else>>
Travis greets you "Hello $name! are you here to train?"
<<if $stamina >=1>>
<<nobr>>
<<if $gold >= 15*$strength>>
Cost: <<print 15*$strength>> to train your strength<br>
<<button [[Strength train|str_train]]>><</button>>
<<else>>
You cannot afford strength training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$agility>>
Cost:<<print 15*$agility>>
<<button [[Train Agility |agil_train]]>><</button>>
<<else>>
You cannot afford agility training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$int>>
Cost:<<print 15*$int>
<<button [[Study |int_train]]>><</button>>
<<else>>
You cannot afford to study
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 15*$charisma>>
Cost:<<print 15*$charisma>>
<<button [[Socialize |cha_train]]>><</button>>
<<else>>
You cannot afford to go to the party hall
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 10*$maxhealth>>
Cost:<<print 15*$maxhealth>>
<<button [[Train Health |health_train]]>><</button>>
<<else>>
You cannot afford health training
<</if>>
<</nobr>>
<<nobr>>
<<if $gold >= 10*$maxstamina>>
Cost:<<print 15*$maxstamina>>
<<button [[Train Stamina |stamina_train]]>><</button>>
<<else>>
You cannot afford stamina training
<</if>>
<</nobr>>
<<else>>
You are too tired to train
<</if>>
<</if>>
<<button [[Back to Town|town]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>><<set $training_studio_member to 1>><<set $found_dungeon_1 to 1>><<set $damage to 3>><<set $damagetype = "Training Sword">><<set $training_sword = 1>>
<</nobr>>
As you submit your application, the old man approaches you. "A new adventurer aye? Pleasure to meet you. I am Travis, long retired adventurer turned teacher. You are wise to train. The best place to start your adventure would be the local ruins, but I suggest you train before leaving town."
He smiles and hands you a training sword. "Consider this a gift. I will train you in whatever you need." YOu have a training sword, a wooden version of the real thing. Better than nothing for sure!
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $strength>><<set $stamina-=1>>
<<set $strength += 1>><</nobr>>
Travis puts you through a strength training routine.
your strength is now $strength
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $agility>><<set $stamina-=1>>
<<set $agility += 1>><</nobr>>
Travis has you literally jump through hoops and practice your balance and evaision.
your agility is now $agility
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $int>><<set $stamina-=1>>
<<set $int += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Intelligence is now $int
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $charisma>><<set $stamina-=1>>
<<set $charisma += 1>><</nobr>>
You spend time socializing with other students. While there is some techniques that you are supposed to be learning, the social interaction itself is helpful.
your Charisma is now $charisma
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $maxhealth>><<set $stamina-=1>>
<<set $maxhealth += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Maximum Health is now $maxhealth
<<button [[Continue|training studio]]>><</button>> <h1>Training Studio</h1>
<<nobr>><<set $currentroom = passage()>>
<<set $gold -= 15 * $maxstamina>><<set $stamina-=1>>
<<set $maxstamina += 1>><</nobr>>
You spend some time studying books from the library, anything from math to history to gain more understanding.
your Maximum Stamina is now $maxstamina
<<button [[Continue|training studio]]>><</button>> <h1>Farm</h1><<set $currentroom = passage()>>
You enjoy your meal and feel better
<<button [[Continue|kitchen]]>><</button>><<set $testvar += 1>>
/* verify that stats don't go (or stay) negative, correcting it otherwise*/
<<if $health <= -1>>
<<set $health to 0>>
<<else>>
<</if>>
<<if $stamina <= -1>>
<<set $stamina to 0>>
<<else>>
<</if>>
/*Unless being modified, fertility returns to base of 5*/
<<set $fertility to 5>>
/*firtility booster*/
<<if $fertipluscount >= 1>>
/*<<set $fertipluscount -= 1>>*/
<<set $fertility += 30>>
<<else>>
<</if>>
/*contraceptives*/
/*firtility booster*/
<<if $preventeacount >= 1>>
<<set $fertility -= 30>>
<<else>>
<</if>>
/*Passageready code. when pregcheck is true, checks if player is impregnated and sets pregcheck to false, but only of character is NOT pregnant already*/
<<if $ispregnant == "no">>
<<if $pregcheck == true>>
<<set $impregnatecheck to random(1,100)>>
<<if $impregnatecheck <= $fertility>>
<<set $ispregnant to $parent>>
<<set $pregcount to 1>>
<<else>>
<</if>>
<<set $pregcheck to false>> /*makes sure the check is only done once per insemenation*/
<<else>>
<</if>>
<<else>>
<</if>>
/* checks for damage modifiers, use damageadjusted for combat*/
<<set $defenseadjusted to $defense+$defensemod1+$defensemod2>>
<<set $damageadjusted to $damage+$damagemod1+$damagemod2>>
/*sets base damage based on selected equipment*/
<<if $damagetype == "Training Sword">>
<<set $damage = 3>>
<<else>>
<</if>>
/*drunk affects and counters*/
<<if $drunkcounter >=1>>
<<set $drunkcounter -= 1>>
<<else>>
<<set $drunkcounter = 0>>
<<set $drunk = 0>>
<</if>>
<<if $drunk >=11>>
<<goto $drunkpassage>>
<<else>>
<</if>>
<<h1>>Your Closet<</h1>><<nobr>>
<<set $currentroom = passage()>><</nobr>>
<<button [[Continue|bedroom]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(10, 25)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from the kobold. He does not resist you, hoping that you'll spare him. You cold leave him alone and go on your day. In his current state, you could take advantage of him in some way...
<<button[[Leave him alone|dungeon one]]>><</button>>
<<nobr>>
<<if $corruption >=15>>
<<button[[Take advantage|kobold_win_sex1]]>><</button>>
<<else>>
You are not interested in taking advantage of this creature.
<</if>>
<</nobr>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
future update: kobold Image
The koldbold looks slightly suprised at his victory for a moment, then starts to victoriously celebrate over you. You could try to escape (lose 10% of your gold). Another option crosses your mind; secuding the kobold may let you make a getaway without him taking your stuff or worse.
<<nobr>><<if $corruption >= 5>>
<<button[[Secude|kobold_loss_sex]]>><</button>>
<<else>>
You can't bring yourself to seduce him.
<</if>>
<</nobr>>
<<button[[escape|dungeon one]]>><<set $gold -= $goldremoved>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
future update: kobold Image
You decide to take advantage of the kobold. After enticing the kobold he realizes you don't mean to harm in, and happily accepts the opportunity to be ridden by you.
<<button[[Leave|dungeon one]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<<set $pregcheck to true>>
<<set $parent to "kobold">>
<</nobr>>
Before the kobold can start rifling through your stuff, you move from your position to all fours and wiggle your butt seductively. After a few moments the kobold takes the hint as you expose yourself to him.
He eagerly mounts you. His cock, previously hidden behind a slit in his pelvic area fills you and radiates warmth. After a few minutes he comes inside you. You feel the spurts of hot come filling you before he dismounts you and lies down. You take the chance to run with all your things while the kobold is too relaxed to change its mind about freeing you.
<<button[[escape|dungeon one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(10, 25)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from the Bandit. "this is everything I got. What do you say we call it even?" he gives you a hopeful look.
<<button[[Leave him alone|dungeon one]]>><</button>>
<<nobr>>
<<if $corruption >=15>>
<<button[[Take advantage|bandit1_win_sex1]]>><</button>>
<<else>>
You are not interested in taking advantage of this creature.
<</if>>
<</nobr>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<</nobr>>
future update: kobold Image
The bandit looks you over, then eyes your money. You could try to escape (lose 10% of your gold). Another option crosses your mind; secuding the bandit may let you make a getaway without him taking your stuff or worse.
<<nobr>><<if $corruption >= 5>>
<<button[[Secude|bandit1_loss_sex1]]>><</button>>
<<else>>
You can't bring yourself to seduce him.
<</if>>
<</nobr>>
<<button[[escape|dungeon one]]>><<set $gold -= $goldremoved>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
You give the bandit a seductive look and undress in front of him. At first he is confused, but then grins big emerges on his face as he starts to understand.
The bandit is happy to oblige and fucks you. Despite being pent up, he manages to make you cum twice before he finishes.
<<button[[Leave|dungeon one]]>><</button>><h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/10)>>
<<set $pregcheck to true>>
<<set $parent to "Bandit">>
<</nobr>>
When the bandit starts rifling through your stuff, you move and part your legs suggestively to get his attention. When the bandit takes notice and grins "oh, got turned on, getting your arse kicked huh? I can help you out". The bandit quickly undresses and joins you on the ground, wasting little time on foreplay before he gives you a rough fuck. When he finishes, he gets dressed and grins "Until next time". He walks off, leaving you alone with your valuables.
<<button[[escape|dungeon one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>><<set $goldaward = random(20, 60)>>
<<set $gold += $goldaward>>
<</nobr>>
You recover $goldaward gold from a chest in the room. You decide to head out before the rat returns.
<<button[[Leave|dungeon one]]>><</button>>
<h1>Exploring The Dungeon</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $goldremoved = Math.round($gold/20)>>
<</nobr>>
The rat pins you down and growls as it sniffs you. It finds your gold pouch and tears it open. It collects as much money as it can hold in its mouth and scurries off, appearently no longer interested in you. You collect the remaining coin and decide to leave while you can. YOu have lost a total of $goldremoved gold from the rat.
<<button[[escape|dungeon one]]>><<set $gold -= $goldremoved>><</button>>
<h1>Smithy</h1>
<<set $currentroom = passage()>>
Not yet implimented
<<button [[Back to Town|town]]>><</button>> <h1>inventory</h1>
Preven-Tea: $preventea
<<nobr>>
<<if $preventea >= 1>>
<<button [[Use|inventoryroom]]>>
<<set $preventea -= 1>>
<<set $preventeacount to 5>>
<<set $fertipluscount to 0>>
<</button>>
<<else>>
<<button [[you have none|inventoryroom]]>><</button>>
<</if>>
<</nobr>>
FertiPlus: $fertiplus
<<nobr>>
<<if $fertiplus >= 1>>
<<button [[Use|inventoryroom]]>>
<<set $fertiplus -= 1>>
<<set $fertipluscount to 5>>
<<set $preventeacount to 0>>
<</button>>
<<else>>
<<button [[you have none|inventoryroom]]>><</button>>
<</if>>
<</nobr>>
Rations: $food
<<nobr>>
<<if $food >=1 >>
<<if $health <= $maxhealth>>
You have high quality rations that can help you endure hardship and keep yourself going.
<<button [[Eat rations|use rations]]>>
<<set $food -= 1>>
<<set $health += 5>>
<</button>>
<<else>>
You are hot hungry enough to eat more Rations
<</if>>
<<else>>
<</if>>
<</nobr>>
energy brews: $manstr
<<nobr>>
<<if $manstr>0>>
<<if $stamina <= $maxstamina>>
This brew will Improve your energy to keep you going without rest.
<<button [[Drink brew|energy brew]]>>
<<nobr>>
<<set $manstr -= 1>>
<<set $stamina += 5>>
<</nobr>>
<</button>>
<<else>>
Drinking brew right now would make your sick
<</if>>
<<else>>
You don't have the ingrediants to make a quality meal
<</if>>
<</nobr>>
<<button [[go back|$currentroom]]>><</button>><h1>Clinic</h1>
<<set $currentroom = passage()>>
The clinic waiting room has several people sitting and waiting with a few desks where Attendants are conducting business from making appoints, as well as a pharmacy offering medications. There is a sign leading down the hall "Child Care" which leads to the attached daycare.
Note:
Most content here is currently Place holder. Preparing to support functions for a future update including:
<<button [[Pharmacy|pharmacy]]>><</button>>
<<button [[Doctor's office|doctoroffice]]>><</button>>
<<button [[Back to Town|town]]>><</button>>You can use this room to cheat. Mostly used for debugging.
WARNING: Using these cheats can potentially break your game, or make the game too easy and miss out on some content.
Use with caution and not on a save you don't want to lose! Please don't submit bug reports if you run into bugs on a save using cheats.
This is mostly intended for debugging.
Money
<<button [[Add Money 100|cheat]]>><<set $gold += 100>><</button>>
<<button [[Add Money 1000|cheat]]>><<set $gold += 1000>><</button>>
Pregnancy
<<button [[make pregnant|cheat]]>><<set $pregcount += 1>><</button>>
repeated use increases pregnancy
pregnancy stage: $pregcount
(25+ can give birth at clinic. 30+ sleeping will trigger birth)
<<button [[go back|$currentroom]]>><</button>>
<<if $debug == 1>>
Debug Values:
fertility: $fertility
Intoxication: $drunk
<<else>>
<</if>><h1>Pharmacy</h1>
<<set $currentroom = passage()>>
"Hello, How can I help you?" the Pharmasist greets you. you review their inventory.
FertiPlus 50gp<br>boosts your fertility and makes it more likely that you will be impregnated. lasts 5 days.<br>
<<nobr>>
<<if $gold >=50>>
<<button [[FertiPlus|pharmacy]]>>
<<set $gold -=50>>
<<set $fertiplus +=1>>
<</button>><br><br>
<<else>>
<<button [[not enough coin|pharmacy]]>><</button>>
<<endif>>
<br><br>Preven-tea 50gp<br>A brewed tea that will temporarily reduces your fertility. Always works for most people, may be less effective for very fertile people. Lasts 5 days. <br>
<<if $gold >=50>>
<<button [[Preven-tea|pharmacy]]>>
<<set $gold -=50>>
<<set $preventea +=1>>
<</button>>
<<else>>
<<button [[not enough coin|pharmacy]]>><</button>>
<<endif>>
<</nobr>>
Note that FertiPlus and Preven-tea counter eachother's effects.
<<button [[Back|clinic]]>><</button>><h1>Pharmacy</h1>
<<set $currentroom = passage()>>
to be implimented
<<button [[Back|clinic]]>><</button>><h1>Daycare</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $total_kid = $kobold_kid+$human_kid>>
<</nobr>>
Inside the daycare there are caretakers looking after a group of children. The group are a large number of races, including from monsterous races. This daycare seems well suited to handle all sorts of races.
Child care is free for farmers and their famililies.
<<nobr>>
<<if $had_child >= 1>>
/*baby counters*/
<<if $total_kid == 1>>
In the group of children, your child seems to fit in with the group well, socializing or playing with nearby toys.
<<else>>
Your children make up part of the group and seem to be contented, their needs met by the many<br><br>
<</if>><br><br>
Your offspring count<br>
Total:$total_kid<br>
<<if $human_kid >=1>>
Humans:$human_kid<br>
<<else>>
<</if>>
<<if $kobold_kid >=1>>
Kobold: $kobold_kid<br>
<<else>>
<</if>>
<<else>>
You don't have any children enrolled in the daycare.
<</if>>
<</nobr>>
<<button [[Back to Town|town]]>><</button>> <h1>New Room Name</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
<<nobr>>
<<if $travelcounter >=1 >>
<<set $travelcounter -= 1>>
<<switch random(1, 10)>>
<<case 1>>
test1
<<case 2>>
test2
<<case 3>>
test3
<<case 4>>
test4
<<case 5>>
test5
<<case 6>>
test6
<<case 7>>
test7
<<case 8>>
test8
<<default>>
You get lost in some ruins. There are various texts and images on the ruined walls but you don't find much of value. At least you find a few scattered coins on the ground. You found $goldaward2 Gold.<br>
<<set $gold += $goldaward2>>
<</switch>>
<<else>>
<<set $travelcounter = 5>>
<<button [[Return to Town|town outskirts]]>><</button>>
<</if>>
<</nobr>>
<<button [[Winter's Edge|winters edge]]>><</button>>
Double-click this passage to edit it.<h1>Giving Birth</h1><<nobr>><<set $currentroom = passage()>>/* test comment, you should not be able to see this*/
<<set $pregcount = 0>>
<<set $had_child = 1>>
<<if $parent == "kobold">>
<<set $kobold_kid += 1>>
<<elseif $parent == "human">>
<<set $human_kid += 1>>
<<else>>
<<set $human_kid += 1>>
<</if>>
<<set $parent = "human">>
<</nobr>>
You go into labor in the middle of the night. As you cry out your parents help get you to the clinic. After a few hours you deliver a $parent baby.
Recovery is fairly quick, thanks to your elven lineage from your mother. Eventually you are cleared to go home with your $parent child signed up for daycare.
<<button [[Continue|clinic]]>><</button>><h1>The Tavern</h1>
<<set $currentroom = passage()>>
<img src="https://www.verpacunnus.com/game/images/Tavern_01.png" />
The tavern is always busy with new and seasoned adventurers and merchants. There are a few locals, but most faces are new to you.
<<button [[Approach bar|bar]]>><</button>>
/*spend the night
bonus stamina and health on rest. possible encounter?
Try to socialize with a table
elf farmer, human commoner, orc merchant(+money?)
Outhouse- future idea. other encounter. hardsports?*/
<<button [[Back to Town|town]]>><</button>> <<set $currentroom = passage()>>
You drink the brew and feel invigorated.
<<button [[Continue|inventoryroom]]>><</button>><<set $currentroom = passage()>>
You enjoy your rations and feel better.
<<button [[Continue|inventoryroom]]>><</button>><h1>The Tavern</h1>
<<nobr>>
<<set $currentroom = passage()>>
<</nobr>>
The bar tender is a human. A young man with a pleasant smile and some facial hair. "What can i Get you?"
<<button [[order beer 5g|tav1bar1drink1]]>><<set $gold -=5>><</button>>
<<button [[Flirt with Bar tender|flirt1bartender1]]>><</button>>
<<button [[Go Back|tavern]]>><</button>><h1>The Tavern</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $drunk += 1>>
<<set $drunkcounter to 10>>
<</nobr>>
You Drink your Beer and you can feel it's effects. It's cold and refreshing.
<<button [[Continue|bar]]>><</button>>You got too Drunk!
Things may happen in a future update. for now you just quit being drunk and wake up in your room
<<button [[Sleep it off|sleep0]]>><</button>>
<h1>Bar</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $randrollercha= random(1, 6)>>
<<set $charesult = $charisma+$drunk+$randrollercha>>
<</nobr>>
<<nobr>>
<<if $charesult <= 10>>
Charisma check: $charesult vs 11 <b>Failed</b><br>
You try to hit on the bar tender. He smiles politely if awkwardly but continues on his duties. Maybe you were unlucky, or maybe you should work on your social skills.<br><br>
<<button [[Continue|bar]]>><</button>>
<<else>>
Charisma check: $charesult vs 11 <b>Success!</b><br>
The bar tender smiles at you and gives you a look over. "I have a break coming up. We could have some fun in the back if you want.<<if $meet_tristen == 0 >><<set $meet_tristen = 1>>I'm Tristen by the way<<else>><</if>>"<br><br>
<<button [[Follow Tristan|tristanbar]]>><</button>><br>
<<button [[Another time|bar]]>><</button>>
<</if>>
<</nobr>>
<h1>Supply room</h1>
<<nobr>>
<<set $currentroom = passage()>>
<<set $pregcheck to true>>
<<set $parent to "human">>
<</nobr>>
Tristin gives a big grin and calls over another bartender, and elven women who rolls her eyes but assumes his station while the two of you practically run into the supply closet. You and Tristen kiss eachother eagerly once you are in private.
After a few minutes you both undress eachother. You feel electric energy from his touch as his hands roam all over your body. You can feel his hard cock between your thighs, seeking out your Sex.
He picks you up off your feet and presses you against the wall, inserting his member into your now wet vagina. You kiss eachother as he thrusts into you and against the wall behind you. While he is a little rough, he is better than you have hoped.
He manages to send you into an orgasm, your legs gripping his sides while he continues to fuck you.
After a few minutes, he pushes into you suddenly and tenses up. you realize he is having his own orgasm and you feel the warmth of his sperm gushing into you.
Moment pass and he lets you down. He gives you a towel so you can clean up before getting dressed. "I need to get back to work, we should do this again some time".
<<button [[Return to the bar|bar]]>><</button>>