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Darklands/City Politics

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This is a sub-page of Darklands.

City Politics

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Notes: This is very repetitive. Can it be reorganized without losing any unique texts?

Looks like a lot of political intrigue was implemented, but ultimately left unfinished and blocked due to time constraints. Some of it ties into the revolution plot, but there may have been more than that.


Guilds

$ARMOR00.MSG (Mar 1992) — armorers' guild, day:

A barrage of sound greets you: the massive hammering of men shaping metal into armor. Here you decide to...
...visit the street-level shopfronts to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of his guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
First, it is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership..
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come and go, apprentices argue about who will run the new government, and mercenaries loiter, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours, you realize there is no hope of seeing the leaders today...
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
In a side alley, you skillfully wait for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice...
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window...
A disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, the guild is alerted and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid the outcry, you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.."
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!" People are coming from every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the person most likely to be this new leader will speak for a group that $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies circulated by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. Your informant reveals that the guild leader is involved in passing off poor, low-quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this, you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position as guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking clever questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects..
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on the alert for such strategems..
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
One of the guild masters receives you, saying, "I am asked to extend the guild's hand of friendship to such impressive travellers. If you desire, I am available to tutuor you in $Text1 at $Money1 per day. If you will take up residence at the inn, $Inn, I will be available every day as a trainer."
Impessed by this kind offer, you thank both the master and the guild, then leave.


$ARMOR01.MSG (Jan 1992) — armourers' guild, night:

A contented silence fills the workshops and courtyards of Armorers' Way. The guild families sleep quietly on the upper floors, while you elect to...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
The groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door..
You knock hard, and eventually an upstairs shutter cracks. They take one look at you and slam the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lights go on throughout the block, while down the street you see the night watch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually, you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow her to her home and confront her.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! She tells all when confronted.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to go inside and get you some of the love letters she has received.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!.
In a few hours you see a dark form sneak up to a small, side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking what service she performed...
She hesitates, then replies, "I provided him with a certain poison -- very slow, but very deadly -- many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity -- her life!.
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Its arms outstretch like bat wings, and the person begins to rise into the sky. Suddenly the moon reappears and you recognize the figure as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName 's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug off the loss of the conspirator: the evidence is far more important.


$ARTIF00.MSG (Mar 1992) — guild of artificers, day:

The tinker wagons around the square partly conceal the more dignified shops of established artisans and craftsmen. You...
...visit the wagons and shops to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of the guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
It is quite easy to discover that the guild members currently $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this is the center of the rebel faction. Men with posters stride to and fro, apprentices argue about who will run the new government, and mercenaries loiter everywhere.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours on the task, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
You skillfully wait in a side alley for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, the guild is alert and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries of astonishment you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!" People come running from every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the most likely candidate will lead a core group who $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies circulated by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover and mistress. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. Your behavior encourages the revelation that the guild leader is involved in passing off poor, low-quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers," which document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the hired assassin wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this, you could find the assassin and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position as guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking good questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on the alert for such strategems.
First, it is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
A master artisan receives you, saying, "Ah, worthy friends, our guild extends the hand of friendship by offering one of our journeymen as a private tutor in the art of artifice, for only $Money1 per day. I assume you will reside at the inn, $Inn. She will visit you on ce a day to offer her services."
You thank them for this generous offer and take your leave.


$ARTIF01.MSG (Jan 1992) — guild of artificers, night:

The square is quiet. The tinker's wagons are closed, and the guild shops are shuttered and locked. Everyone seems comfortably asleep. You...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
A groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door.
You knock hard, and eventually an upstairs shutter cracks open. Someone inside takes one look at you and slams the shutter closed again.
You knock again. Suddenly another upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lamps are lit throughout the block, while down the street you see the night watch coming. You have no choice but to give up. §♀ х Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually, you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly, she is let inside. A few hours later, she leaves again. You follow and catch up to her just as she is about to enter her own home.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! In her shame, she tells all.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to go inside and get some of the love letters she has received from him, and give them to you.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies calmly, "It is simple. I once performed a valuable service for him, and now he pays me regularly."
You press her, asking about what service she performed...
She hesitates, then replies, "I provided him with a certain poison. Very slow, but very deadly, many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison once made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName !"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity -- her life!
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Its arms outstretch like bat wings and the person begins to rise into the sky. Suddenly the moon reappears and you recognize the person as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName 's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug and carefully store the incriminating papers.


$BARBE00.MSG (Jul 1991) — barbers (which included surgeons, dentists and other medical practitioners), day:

Everyone from strong young bravos to crippled old grandfathers seek services and cures from the herbalists, barbers and surgeons. You...
...visit the street-level shopfronts.
...inquire about the guild's leaders, using perception and intelligence to discover any weaknesses.
...meet with the guild's leaders.
...reveal the guild master's terrible secret to the members of the guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
Unfortunately, $ChosenOneName isn't quite glib enough to induce the anyone to speak candidly; barber-surgeons do not pass out secrets lightly! However, $he does discover plenty of trivial news.
You quickly determine that as leader, $ChosenOneName is better off relying on smiles and reputation than $his speaking skills. Unfortunately, this isn't enough to get any useful information.
The reputation, good looks and winning words of $ChosenOneName aren't enough to get past the apprentices and junior journeymen. After waiting around a couple hours to no purpose, you decide this just isn't your day.
You spend hours looking for a chance to sneak in, but the guildsmen are too watchful and the street is too busy. Perhaps you'll have better luck another day, or perhaps you should be more stealthy and streetwise!
You skillfully wait for just the right moment in a side alley, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A gross and disgusting smell fills the street, causing mass confusion. All to quickly, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, it's far too late to sneak anywhere in this area!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries and exclamations you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!". People are running in every direction. You struggle to escape the mob and get inside. As you approach a side door, a fresh group of panicked apprentices bowl you over in a confused heap. They dash inside and slam the door.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting to investigate the situation. It is clear that the meeting will produce a new guild leader.
After further conservation, you learn that the person most likely to be this new leader $VarString1 changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill and raw charisma to overcome the doubts of the guildsmen. They refuse to believe your allegations.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover and mistress. Of course, you need some incriminating evidence, such as love letters, before anyone would believe you.
You ask just the right questions, then listen a lot. This reveals that the guild leader is involved in passing poor, low quality goods as guild products.
To prove this you need to find where he gets these cheap goods, where he stores them, or steal his "secret ledgers" that document the illegal transactions.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this you could find the poisoner and convince him to make an appropriate confession, naming his employer. Alternately, you could seek other accomplices or witnesses.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position of guild leader illegal.
However, to prove this you must either find incriminating papers or get his mother to confess against her own son.
By listening carefully and asking good questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the cult's secret worship services, preferably when the leader is present.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.


$BARBE01.MSG (Mar 1991) — barbers/surgeons, night:

The street is dark and quiet, but periodically you see furtive forms move in and out of buildings. Not everyone wishes to make their wounds or sicknesses public! You...
...awaken somebody to make a purchase or sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...guard the area from saboteurs.
...sneak into the guild leader's home.
...sneak into quiet homes, leaving messages to scare them.
...sneak in to ruin their pharmacies and break their tools.
...leave.
A groggy master-surgeon peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later he lets you in through the back door.
You knock hard, and eventually an upstairs shutter cracks. An old man looks out and says, "no night visitors. Return in the morning."
Outraged, you grab a cloaked man sneaking down a lane.
"What about him?" you demand.
"He had an appointment. Let him go or we call the guard."
Reluctantly you release the man, who quickly hobbles away. The shutter closes.
You don't have long to wait. Just one hour later, you hear footsteps in a back alley...
After $Number1 hours, you hear muffled voices and bootsteps behind one of the guild buildings...
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lights go on throughout the block, while down the street you see the nightwatch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the nightwatch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually you give up for the night.
After unlocking a shutter, you sneak inside and judiciously place little messages saying, "The Friends of the Honest Worker watch over this guild." You know this will boost the morale of those favoring change in $PlaceName, while frightening conservatives into keeping quiet.
You are so elated at successfully getting inside that you scrawl on the walls and floors, "Beware, Friends of the Honest Worker are watching you!"
Later, as you sneak out, you realize this insulting defacement of their workplace probably hurt, rather than helped, your cause.
Your judiciously placed little messages saying, "A loyal supporter of the lawful government of $PlaceName watches."
You know this will silence rebels and hearten those who support the legal leadership of the city.
You are so elated at successfully getting inside that you use fireplace charcoal to scrawl everywhere, "Loyal citizens of $PlaceName are watching you!" and "Rebels are traitors."
Later, as you sneak out, you realize this insulting defacement of their workplace probably hurt, rather than helped, your cause.
With care, $ChosenOneName unlocks a door and lets you inside. There you ruin as many tools and goods as you can without make noise. On the master's desk, you leave a note saying, "Your inflexibility has angered the Friends of the Honest Worker. Repent or suffer."
You are confident that the fear of more devastation, beatings, even assassination will sway them to the cause.
Quietly $ChosenOneName unlocks a door and lets you inside. There you ruin tools and goods. You leave a note on the master's desk, saying, "Pawns of money-loving devils deserve this!"
As you leave, you realize vandalism like this may actually serve to push them into supporting the current government, rather than the rebellion.
Quietly and carefully, $ChosenOneName unlocks a door and lets you inside. There you ruin as many tools and goods as you can without make noise. On the master's desk, you leave a note saying, "Your disloyalty to $PlaceName angers worshipful, law-abiding citizens everywhere. This is just a taste of the fate awaiting traitors."
You are confident that the fear of more devastation, beatings, even assassination will sway them to your cause.
Quietly $ChosenOneName unlocks a door and lets you inside. There you ruin tools and goods. You leave a note on the master's desk, saying, "Pawns of traitors and unholy agigators deserve this!"
As you leave, you realize vandalism like this may actually serve to push them into supporting the rebellion, rather than the lawful government of $PlaceName.
Quietly $ChosenOneName unlocks a door and lets you inside. There you completely trash the work-rooms, ruining tools and goods. Then you spread ashes from the fireplace everywhere, and write across the walls, "Pawns of money-loving devils deserve worse than this!"
As you leave, you realize you've gone a bit too far. This vandalism may actually turn them into government loyalists!
Quietly $ChosenOneName unlocks a door and lets you inside. There you completely trash the work-rooms, ruining tools and goods. Then you spread ashes from the fireplace everywhere, and write across the walls, "Traitorous agitators deserve worse than this!"
As you leave, you realize you've gone a bit too far. This vandalism may actually turn them into rebel sympathizers!


$BLACK00.MSG (Jan 1992) — blacksmiths, day:

Ringing metal echoes
from courtyards as you
stroll into the home of
the city's blacksmiths.
You decide to...
...visit the street-level shopfronts to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of his guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.

While most text strings in the game are unbroken lines formatted by the engine, this one is formatted with line breaks (0AH).

It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come and go, apprentices argue about who will run the new government, and mercenaries loiter about, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
In a side alley, you skillfully wait for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, the guild is alerted, and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries of terror you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!" People are running in every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the person most likely to be this new leader will lead a group who $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies told by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. This encourages the revelation that the guild leader is involved in passing poor, low quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this, you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position as guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking clever questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on alert for such strategems.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
Two of the masters receive you, saying, "Ah, worthy friends, our guild extends the hand of friendship by offering one of our journeymen, once a respected mercenary, as a private trainer in certain arms for only $Money1 per day. To avail yourself of this, simply rest at the inn, $Inn, and our messenger will find you."
You thank them for their kindness and leave.


$BLACK01.MSG (Jan 1992) — blacksmiths, night:

The guild courtyards are dark and quiet, while the guildsmen and their families sleep comfortably in upstairs bedrooms. You...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
The groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door.
You knock hard, and eventually an upstairs shutter cracks. They take one look at you and slam the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lamps are lit throughout the block, while down the street you see the night watch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually, you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow and confront her as she is about to enter another building.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! Nervous and afraid, she brings you into her home and tells all.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to give you some of the love letters she has received.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking about the service she performed...
She hesitates, then replies, "I provided him with a certain poison -- very slow, but very deadly -- many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to obtain for you a copy of this document, especially in exchange for a very valuable commodity -- her life!
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse, arms outstretched like bat wings. The person begins to rise into the sky. Suddenly the moon reappears and you recognize the person as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug off the loss of the conspirator: the papers are evidence enough.


$BOWYE00.MSG (Mar 1992) — bowyers and fletchers. Note that this file mentions gunsmiths, but they've got a stub for their own guild in $GUNSM00.MSG (Dec 1990) and $GUNSM01.MSG (Dec 1990).

Strolling into the square of bowyers and gunsmiths, you see patient, careful workmen fashioning precision devices. You...
...visit the street-level shopfronts to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of his guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come and go, apprentices argue about who will run the new government, and mercenaries loiter about, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
In a side alley, you skillfully wait for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A disgusting smell fills the street, causing mass confusion. All too quickly, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, the guild is clearly on alert, and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid exclamations of surprise, you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!" People come running from every direction. You find it impossible to get through the mob and into the building. 
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the person most likely to be this new leader will lead a group who $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies conceived by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. Your source reveals that the guild leader is involved in passing off poor, low quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this, you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position of guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking clever questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on the alert for such strategems.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
Some masters receive you, saying, "Ah, worthy friends, our guild extends the hand of friendship by offering one of our journeymen, a local marksman, as a private trainer for only $Money1 per day. If you will take up residence at the inn, $Inn, he will visit you once a day to offer his services."
You thank them for this generous offer and take your leave.


$BOWYE01.MSG (Jan 1992) — bowyers, night:

The square of bowyers and gunsmiths is silent. The guildsmen and their families are safely asleep in the upper stories, while the doors below are locked tight. You...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
The groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door.
You knock hard, and eventually an upstairs shutter cracks. They take one look at you and slam the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lights go on throughout the block, while down the street you see the night watch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually, you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $NamedOneName hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow her to her home and confront her.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! She loses her nerve when confronted.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to go inside and get you some of the love letters she has received.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small, side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking what service she performed...
She hesitates, then replies, "I provided him with a certain poison -- very slow, but very deadly -- many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity -- her life!
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Its arms stretch like bat wings and the person begins to rise into the sky. Suddenly the moon reappears and you recognize the figure as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName 's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug off his escape, knowing the papers are far more important.


$CLERI00.MSG (Jan 1992) — someplace religious:

You discuss the current situation in $PlaceName, and discover that the cleric and his followers $Support the idea of a change in the government. You...
...use your charisma and reputation to urge him to support your views.
...use your virtue and understanding of religion to convince him to support your views.
...give him $Money1 "as a donation to the church," and hope it purchases his support.
...threaten to reveal his terrible secret unless he supports your cause.
...pray for a saint to show him the wisdom of your cause.
...leave.
The cleric is impressed, and promises to reconsider his views. You have gained some influence.
He shrugs and begs to disagree. You argue the issues for a while, but he refuses to change his viewpoint. After a while it is clear that the issue is hopeless. You leave, having achieved nothing.
He sneers at your feeble attempts to sway him.
"My choir boys are more convincing! Begone, before I call for the guard."
Embarassed, you quietly leave.
He graciously accepts your weighty purse.
"Yes, I can think of many goods works possible with this fine gift," he says happily. "And rest assured, the virtue of your cause is also clearer to me now."
You take your leave, satisfied that your bribe was quite effective.
Gleefully he takes your purse, then escorts you back to the nave.
"Thank you for your kind donation to our mother church. Many good works will now be possible."
You ask if some of these good works might aid your cause, and he shrugs. You realize that your bribe was spent in vain.
He turns bright red. "Oh, you make an excellent point," he confesses. "Now I see the justice of your cause. You may rely upon me for unswerving support in these noble goals."
You leave, quite satisfied that he is now a loyal, if terrified, supporter.
After stating your case, you suggest everyone pray for guidance. A minute later, the cleric almost jumps out of his chair.
"My word," he says slowly, quite shaken, "I just had the most extraordinary vision. I feel I must seriously reconsider the situation."
You continue the conversation, and it is clear that the poor man was frightened out of his wits by this vision. He is also quite accomodating, and more than willing to support your cause enthusiastically. You leave on exceptionally good terms.
After stating your case, you suggest everyone pray for guidance. A minute later, the cleric almost jumps out of his chair.
"My word," he exclaims, "in a vision I saw and heard the blessed Saint. Long and well he argued your case. I could not refuse him, and so, I cannot refuse you."
Soon thereafter you take your leave, happy that he now espouses your cause.
You all pray for a while, but no enlightenment comes. Your plea goes unanswered for the moment.


$CLOTH00.MSG (Jan 1992) — clothmakers' guild, day:

The pungent smells of tanning and dye mix with the dust from wool and flax here on Clothmakers' Street. You...
...visit the street-level shopfronts to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of his guild.
...use your stealth and streetwise to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come and go, apprentices argue about who will run the new government, and mercenaries loiter, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours trying, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
In a side alley, you skillfully wait for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally push free, the guild is alert and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries of terror you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside. ♫♫ ч A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!". People come running from every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the person most likely to be this new leader will lead a faction who $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies told by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. Your informant reveals that the guild leader is involved in passing off poor, low quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this, you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position as guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking good questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on the alert for such strategems.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
Rich and powerful masters of the clothmakers' guild invite you to discuss the current situation in $PlaceName. Although the conversation is pleasantly banal, the mere invitation increases your standing and prestige throughout the city.


$CLOTH01.MSG (Jan 1992) — clothmakers' guild, night:

The Clothmakers' Street is dark and quiet, but the smell of dye and the fine dust of raw fabrics still hangs in the night air. You decide to...
...awaken somebody to make a purchase or sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
The groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door.

You knock hard, and eventually an upstairs shutter cracks open. Someone inside takes one look at you and slams the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lamps are lit throughout the block, while down the street you see the night watch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow her and eventually catch up just as she is about to enter her home.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! She tells all when confronted.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to go inside and get you some of the love letters she has received.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking what service she performed...

She hesitates, then replies, "I provided him with a certain poison. Very slow, but very deadly, many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.

She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity -- her life!
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Its arms outstretch like bat wings and the person begins to rise into the sky. Suddenly the moon reappears and you recognize the person as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.

After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug off the loss of the messenger: the physical evidence is far more important.


$FOREI01.MSG (Jan 1992) — "foreign traders", whatever that means. Note that $FOREI00.MSG (also Jan 1992) has nothing to do with rebellion plotline, but instead lists fetch quests the merchants may ask you to perform.

Moving among the pavilions housing various foreign traders who routinely visit $PlaceName, you seek...
...to buy and sell goods.
...an idea of their political position.
...information about the reputation of $NamedOneName, their unofficial leader here.
...a private meeting with $NamedOneName.
...other things in the $marketplace.
...to leave by a back door, leading to the side streets.
...to return to the main street of $PlaceName.
A junior clerk politely shows you into a well-furnished office. You wait, and finally $NamedOneName appears.
"Now, sirs," he says in a bluff and hearty manner, "let us keep this short. I am a most busy man."
The clerks openly snicker at your request.
"You, a meeting with $NamedOneName? Hah! Come back tomorrow. Better yet, come back next month, next year, maybe next century!"
As you endure their hilarity at your expense, you consider what to do next.
After speaking to traders, you decide that they currently $Support changes in the government of the city.


$GUILD00.MSG (Jan 1992) — a generic guild, day:

The guild masters currently $Support changes in the city government, but seem attentive as you speak. You...
...inquire about special training.
...use your speaking skills and reputation to encourage them to support the $NamedOneName cause.
...offer them $Money1, in exchange for their support.
...have a private chat with the most influencial, in which you threaten to reveal a terrible secret unless the guild supports the $NamedOneName cause.
...inquire about any special tasks they require.
...thank them for their time and leave.
The masters sneer at the idea that any of their members would be interested in providing tutoring or training to outsiders such as yourself.
"Humrph," remarks the guild leader, "surely your jest!"
The guild leader admits, "Yes, some of our members might be willing to teach certain skills. Let me inquire about which ones and the cost per day..."
While waiting, you discuss the necessarity of staying at the $Inn, and from there selecting which activities each of you will do each day.
Finally the leader returns...
The guild leaders are not impressed. Their attitude remains that they $Support any changes in the government of $PlaceName.
Using all your charm and speaking skill, you show them new ways to consider and understand the situation. Impressed, they change their minds a bit. Now they say the guild members will $Support changes in the city government.
Your impressive bearing and reputation impress the guild leaders. They slightly adjust their position, so they now $Support changes in the city government.
The guild leader fastens you with a stare of ice. "What evidence do you have of such heinous crimes?"
You hint at things, but in truth, you have nothing to show. He is not impressed, and does nothing to change the guild's viewpoint. ♀○ ъ You hint at the guild leader's embarassing secret. He turns white and begins trembling.
"Oh yes, now I see the wisdom of your views!" he exclaims.
With his help, over the next two hours you manage to change the opinion of the guild. Now they $Support changes in the city government.
The guild leader squares his shoulders and laughs in your face.
"How dare you imply that I would do such evil things!" he exclaims.
"Well, perhaps the guild membership would believe our evidence," you reply.
"Never!"
You realize this leader is blind to his weaknesses. You must find other way to influence him, or remove him entirely.
The guild leader says, "Yes, our guild can teach $Text1 for $Money1 per day. However, our teacher's ability is $Text2, so you cannot progress beyond that under our instruction."
"Oh yes," he adds, "I forgot to mention another..."
The guild leader says, "Yes, our guild can teach $Text1 for $Money1 per day. However, our teacher's ability is $Text2, so you cannot progress beyond that under our instruction."
Smiling, the guild masters accept your "contribution" and promise that the guild will $Support changes in the government. You reflect that there is hardly a guildsman born who doesn't enjoy the feel of silver and gold coins.
Having gained the ear of the guild's leaders, you...
...inquire about special training.
...inquire about any special tasks they require.
...thank them for their time and leave.


$GUILD01.MSG (Feb 1991):

Guild Rumors
...Exit


$GUILD02.MSG (Jan 1991) — looks like generic early version, abandoned in favour of separate files for each guild:

You spend time discovering the political opinions of...
...the Blacksmiths' guild.
...the Swordsmiths' guild.
...the Armorers' guild.
...the Bowyers' and Gunsmiths' guild.
...the various Artisan guilds.
...the Jewelers' guild.
...the Clothmakers' guild.
...the day-laborers, peddlars, and other workers.
...X (some powerful guy outside the political heirarchy)
   You've learned what you can.
You discover that the Blacksmiths' guild $VarPhrase1 changes in the government of $PlaceName.
After a few conversations, you deduce learn that the Swordsmiths' guild $VarPhrase1 changes in the government of $PlaceName.
The Armorers' guild of $PlaceName $VarPhrase1 changes in the city government.
You discover that the Boyers' and Gunsmiths' guilds $VarPhrase1 changes in the government of $PlaceName.
You learn that the Artisan guilds of $PlaceName $VarPhrase1 changes in the city government.
The normally conservative Jewelers' guild $VarPhrase1 changes in the city government.
You discover that the Clothmakers' guild $VarPhrase1 changes in the city government.
It's easy to learn how the day-laborers and street workers feel. They $VarPhrase1 changes in the city government.
It is unclear how this group feels about the current political situation.


$GUNSM00.MSG (Dec 1990):

This is the gunsmith in the daytime.
The gunsmith, in the daytime.


$GUNSM01.MSG (Dec 1990):

This is the gunsmith at night.


$JEWEL00.MSG (Jul 1991) — jewelers, day:

The Avenue of the Jewelers' Guild is lined with dignified, tasteful townhouses. Here you decide to...
...purchase a small bag of pure gold dust, for alchemical work, at the price of $Money1.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of the guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
First, it is quite easy to discover that currently the guild $VarString1 changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come to and fro, apprentices argue about who will run the new government, and mercenaries loiter, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple hours, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
You skillfully wait for just the right moment in a side alley, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A gross and disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally get free, the guild is alert and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries and exclamations you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside. ♫♫ ч A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!". People are running in every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conservation, you learn that the person most likely to be this new leader $VarString1 changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover and mistress. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. This reveals that the guild leader is involved in passing poor, low quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position of guild leader illegal. However, to prove this you must acquiring conclusive proof.

Sic, "you must acquiring".

By listening carefully and asking good questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guild master may be passing counterfit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. Your curse the earlier blundering that put them on alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on alert for such strategems.
First, it is quite easy to discover that currently the guild $VarString1 changes in the government of $PlaceName.
Although your request is uncommon, the jewelers are willing to provide you with a carefully weighed bag of gold dust, taking your $Money1 in exchange.


$JEWEL01.MSG (Jul 1991) — jewelers, night:

The townhouses of the Jewelers' Avenue are dark and quiet. The night watch walks the cobblestoned street frequently, guarding the city's wealthiest guild. You...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the guild leader's home.
...leave.
The groggy guild master peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later he lets you in through the back door.

You knock hard, and eventually an upstairs shutter cracks. They take one look at you and slam the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto you.
"Go away. We're closed. It's past curfew!" screams the guild master's wife in a shrew-like voice.
You spend an entire night around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lights go on throughout the block, while down the street you see the nightwatch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the nightwatch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow her and eventually catch up.
You discover she is a beautiful widow with nothing but a transparent nightgown under the cloak! She tells all when confronted with naked steel.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to give you some of the love letters she has received, which she just happens to have with her!
Sometime after midnight, you see a cloaked man steal up to the back entrance with a handcart. Very quietly the guild leader supervises its unloading.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small, side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking about what service she performed...

You discover she is a nun from the convent associated with the $monastery. The appearance of cold steel encourages her to tell all she knows.
She hesitates, then replies, "I provided him with a certain poison. Very slow, but very deadly, many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity - her life!

Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Arms outstretch like bat-wings and the person begins to rise into the sky. Suddenly the moon reappears and you recognize the person as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow this man and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelop contains details maps of $PlaceName's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug and carefully store these papers.


$MERCH02.MSG (Jan 1992) — probably "the leading merchant" in the city, mentioned in other files. $MERCH00.MSG (Jan 1992) is his fetch quests (used in the release) and $MERCH01.MSG (Jun 1991) is a stub for merchants at the marketplace at night.

You discuss the current situation in $PlaceName. Currently he and his followers $Support any change in the government of $PlaceName. You...
...try to charm him into greater support of your views.
...politely bribe him by offering to purchase a worthless trinket for $Money1, should his views come closer to yours.
...talk of relics and discover that he treasures your $ItemName. You gift it to him, which insures his complete loyalty to your cause.
...threaten to reveal his terrible secret unless he supports your cause.
...thank him for his time, and leave.
He is impressed by your arguments, so convincingly stated. He promises to reconsider his views. You have achieved some influence, and feel he and his followers now $Support changes in the government.
He shrugs and begs to disagree. You argue the issues passionately, but he refuses to change his viewpoint. After a while it is clear that further discussion is hopeless.
He sneers at your feeble attempts to sway him.
"Even a farmer trying to sell rotten vegetables makes more convincing arguments! You, sirs, are nothing but knaves who waste my time. Begone this instant!"
Angry and embarrassed, you leave immediately.
He graciously accepts your weighty purse.
"I think you should learn more about the value of certain objects," he states. "However, it disposes me to think better of your earlier arguments."
You discuss things in a light but pleasant matter for a while, and it is clear that he and his followers now $Support changes in the government.
You take your leave, satisfied that your bribe was useful.
When you unveil the reliquary, he almost drools with delight. When you open it, he begins praying immediately. When you give it to him, the mere touch of it almost causes him to faint.
"Priceless and princely," he keeps repeating.
Later you finally bring the conversation around to politics again. In a distracted voice he simply says, "Of course you're right. Your virtue and generosity alone recommend your cause!" Clearly you have a convert.
He freezes. When you lay the evidence before him, he is quite silent.
"Let us turn our attention from these sad matters back to politics," you suggest.
"Yes, quite," he replies.
After very little additional discussion, he professes to see the complete justice of your cause. You remark that such views make him your friend, and it would never do if a friend was brought down by such terrible accusations. It is obvious that you have bought his loyalty with something more powerful than mere coinage. 


$MERCH03.MSG (Jan 1992):

Moving from stall to stall, office to office, among the merchants of $PlaceName, you seek...
...to buy and sell goods.
...an idea of their political position.
...information about the reputation of $NamedOneName, the leading merchant in $PlaceName.
...a private meeting with $NamedOneName.
...other things in the $marketplace.
...to leave by a back door, leading to the side streets.
...to return to the main street of $PlaceName.
A junior clerk politely shows you into a well-furnished office. You wait, and finally $NamedOneName appears.
"Now, sirs," he says in a bluff and hearty manner, "let us keep this short. I am a most busy man."
The clerks openly snicker at your request.
"You, a meeting with $NamedOneName? Hah! Come back tomorrow. Better yet, come back next month, next year, maybe next century!"
As you endure their hilarity at your expense, you consider what to do next.
After speaking to various merchants and clerks, you decide that the merchants of $PlaceName currently $Support changes in the government of the city.


$SWORD00.MSG (Jan 1992) — swordsmiths, day:

The sounds of hammers ringing on steel and the whining of sharpening wheels fill Swordsmith's Lane. You decide to...
...visit the street-level shopfronts to buy and sell goods.
...inquire about the guild's leaders and politics.
...request a meeting with the guild's masters.
...reveal the leader's terrible secret to the members of his guild.
...use your stealth and streetwise experience to sneak into the guild leader's home.
...use alchemy to stage a diversion, then sneak into the guild leader's home.
...leave.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
However, $ChosenOneName isn't quite glib enough to induce the guildsmen to speak candidly about their leadership.
Even an idiot can see that this guild is at the center of the rebel faction. Men with posters come and go, apprentices argue about who will run the new government, and mercenaries loiter, obviously hired for protection.
Unfortunately, $ChosenOneName simply can't get past the many apprentices and junior journeymen. After spending a couple of hours trying, you realize there is no hope of seeing the leaders today.
You spend hours looking for a chance to sneak in, but you can't seem to find a good opportunity. Perhaps you need better luck, or perhaps you should be more stealthy and streetwise!
In a side alley, you skillfully wait for just the right moment, then quietly slip through a doorway while a junior apprentice is too busy to notice.
In the chaos and confusion, it's easy for you to slip down a side alley and quietly climb through an unwatched window.
A disgusting smell fills the street, causing mass confusion. Alas, your path is blocked by people who stagger into you, gagging and retching. When you finally struggle free, the guild is alert and your opportunity is lost!
With a loud pop, the street becomes far brighter than normal daylight. Amid cries of astonishment, you try to slip in a side door. Unfortunately, a party of apprentices is coming out through the same door. In a comic collision, everybody ends up in a heap. By the time you get up, the door is closed again.
Big, black clouds of smoke billow through the street. Amid cries of "Fire!" everybody rushes for the guild building. The press of excited and concerned citizens prevents you from finding a way to sneak inside.
A loud explosion echoes down the street. There are cries of "Fire!" and "Disaster!" People come running from every direction. You find it impossible to get through the mob and into the building.
The guildsmen are horrified by your allegations. However, when you give them the evidence, they promise to hold a special meeting. It is clear that the meeting will produce a new guild leader.
After further conversation, you learn that the person most likely to be this new leader leads a faction who $Support changes in the city government.
Despite $his best efforts, $ChosenOneName just doesn't have enough speaking skill, local respect, and raw charisma to overcome the doubts of the guildsmen.
"You are besmirching the name of our fine guild with these evil accusations and your false evidence!" cries one journeyman.
"Bah, all lies concocted by our enemies! And who are you to say such things?" shouts another.
By listening carefully and asking just the right questions, you learn that the guild leader probably has a secret lover. Of course, it might be useful to have incriminating evidence, such as love letters.
You ask just the right questions, then listen a lot. Your source reveals that the guild leader is involved in passing poor, low quality goods as guild products.
To prove this you need to find these goods, or steal his "secret ledgers" that document this illegal business.
By listening carefully and asking a few leading questions, you discover that the guild leader probably poisoned his predecessor. Rumor says the poisoner wasn't "taken care of" properly, and now hides somewhere in the city.
To prove this you could find the poisoner and "convince" him to make an appropriate confession, naming his employer.
You ask just the right questions, then listen a lot. You discover that the guild leader may have been an illegitimate child whose father was a peasant serf, rather than a guildsman. This would make his position of guild leader illegal. However, to prove this you must acquire conclusive proof.
By listening carefully and asking clever questions, you learn that the guild leader may be a secret member of a heretical, satanic cult. Unfortunately, to prove it you must expose the leader's involvement, perhaps by getting some incriminating objects.
As you piece together various tales, you suspect that the guild leader may be a secret agent, working to betray the city to an arch-enemy. Unfortunately, you'll need letters or similar documents to prove this.
Your winning ways induce them to reveal just enough information for you to suspect that the guildmaster may be passing counterfeit coins. Of course, you'll need to find the coin mold-blanks to prove this.
Apprentices are guarding the guild's buildings like starving hawks. This defeats your best strategems. You curse the earlier blundering that put them on the alert.
Apprentices guarding the building refuse to be distracted by your flashy effects. They are obviously on the alert for such strategems.
It is quite easy to discover that currently the guild members $Support changes in the government of $PlaceName.
Two of the masters receive you, saying, "Ah, worthy friends, our guild extends the hand of friendship by offering one of our journeymen, once a respected mercenary, as a private trainer in certain arms for only $Money1 per day. If you will take up residence at the inn, $Inn, he will visit you once a day to offer his services."
You thank them for this generous offer and take your leave.


$SWORD01.MSG (Jan 1992) ­— swordsmiths, night:

The swordsmiths' courtyards are silent, the guild families comfortably asleep in upstairs bedrooms. You...
...awaken somebody to make a purchase or a sale.
...awaken the guild leader for a private conference.
...hide nearby and watch the leader's home.
...pick a lock and sneak into the leader's home.
...guard the guild block from saboteurs.
...leave.
The groggy guildmaster peers through a window shutter.
"Don't you know what time it is?" he grumbles. "Oh well, come around back, if you must."
A minute later, he lets you in through the back door.
You knock hard, and eventually an upstairs shutter cracks. They take one look at you and slam the shutter closed again.
You knock again. Suddenly an upstairs window flies open and somebody hurls a chamberpot of offal down onto your heads.
"Go away. We're closed. It's past curfew!" screams the guildmaster's wife in a shrew-like voice.
You spend an entire night strolling around the guild, watching nothing but the rats and mice. As the sun rises, everybody is yawning and stiff.
With a loud rattle, $ChosenOneName trips over a loose cobblestone and falls into a pile of old lumber. Shutters open and lights go on throughout the block, while down the street you see the night watch coming. You have no choice but to give up.
Carefully you sneak up to one entrance after another, dodging the night watch and furtive late-night travellers. Despite $his best efforts, $ChosenOneName is unable to pry open any shutters or doors. The locks are just too strong. Eventually you give up for the night.
After quietly climbing to the second story and unlocking a shutter, you silently sneak into a storage room, where you spend additional time unlocking its door from the inside.
You fail to conceal yourself properly. In $Number1 hours you see the city watch approaching with torches and lanterns. You are forced to abandon your hiding place and slip away down the side streets.
Around midnight, you see a cloaked woman sneak up to a small back door. Quietly she is let inside. A few hours later, she leaves again. You follow her and eventually catch up just as she is entering her home.
You discover she is a beautiful widow wearing nothing but a transparent nightgown under the cloak! She tells all when confronted.
"I am a poor woman, now," she confesses, "and he loves me enough to help me and my baby daughter survive."
With a little extra effort, you convince her to go inside and get you some of the love letters she has received.
Sometime after midnight, you see a covered wagon pull up to the back entrance of the guildhouse. Very quietly the guild leader supervises the unloading of certain objects.
Curious, you sneak up and steal one from the wagon. It is a shoddy imitation of the guild's wares. Inside, you see workmen busily affixing the guild leader's stamp to each item.
Now doubly suspicious, you fade into the darkness and follow the wagon back to its source, a secret warehouse full of cheap goods far below guild standards!
In a few hours you see a dark form sneak up to a small, side gate. In the light of the doorway, you see the guild leader give the person a small package.
You follow this secretive person, then at knifepoint pull her into a side alley, saying, "Tell us everything about the guild leader, and your life will be spared."
She replies, "It is simple. I performed a valuable service for him, and now he pays me regularly."
You press her, asking what service she performed...
She hesitates, then replies, "I provided him with a certain poison -- very slow, but very deadly -- many years ago. Shortly after that, his predecessor died, and he was elected master and leader." She continues, telling you about the stains the poison made on his leg when he spilled it.
She hesitates, then replies, "I make sure that certain birth documents are never found. These documents show him to be the son of a peasant serf, and therefore an illegal resident of $PlaceName!"
It is easy to convince her to part with a copy of this document, especially in exchange for a very valuable commodity -- her life!
Near midnight, as the full moon disappears behind the clouds, you see a dark, cloaked figure appear on the roof of the guildhouse. Arms outstretched like bat-wings, the person begins to rise into the sky. Suddenly the moon reappears and you recognize the person as the guild leader himself! He is a witch, flying to one of their dreaded sabbats.
After midnight, a cloaked figure comes to the guildhouse rear door and receives an envelope from the guild's leader. When the messenger leaves, you follow and waylay him with naked steel.
You discover him to be a spy from a neighboring principality. The envelope contains detailed maps of $PlaceName's defenses, and a letter from the guild leader that clearly reveals his treason to all.
As you examine this damning evidence, the messenger suddenly slips away and bolts down an alley. You shrug off the loss of the spy, and carefully store the papers.


$NOBLE00.MSG (Mar 1991) — this one is organized more like $GUILD02.MSG above:

You spend some time learning the political leanings of...
...the wealthy patrician families who run the city council.
...$CityLordName, lord of the city.
...$NamedTwoName, captain of the guard.
...the abbot of $monastery, the greatest abbey in $PlaceName.
...the Hanseatic League.
...the Fugger bankers.
...the Medici representative.
...the various merchant families of $PlaceName.
...traders from other cities and lands.
...You decide to concentrate on other things.
The wealthy burghers, who run the city council of $PlaceName, are totally and inalterably opposed to any change in the city government. Their leader, $NamedOneName, speaks passionately against overturning traditions that have served so well.
The wealthy burghers, who run the city council of $PlaceName, $VarPhrase1 changes in the city government. Their attitude is more flexible now that $NamedOneName no longer speaks so passionately in favor of tradition.
The $CityLordTitle of $PlaceName, $CityLordName, $VarPhrase1 changes in the city government.
The Captain of the Guard, $NamedOneName, $VarPhrase1 changes in the city government.
The $Abbot of $monastery, $NamedOneName, $VarPhrase1 changes in the city government.
The Hanseatic League, led in $PlaceName by $NamedOneName, $VarPhrase1 changes in the city government.
The Fugger Bank, led in $PlaceName by $NamedOneName, $VarPhrase1 changes in the city government.
The representative of the Medici Bank, $NamedOneName, $VarPhrase1 changes in the city government.
The various merchant families and minor burghers of $PlaceName $VarPhrase1 changes in the city government.
Traders from various foreign cities and lands have their own opinions. In general, they $VarPhase1 changes in the city government.
There is no clear idea of their opinion or political inclinations.
His political opinions are unknown.


Fuggers, Medici and Hanseatic League

Those organizations seem to had been intended to be involved in revolts and wars and their opinion mattered, but everything was removed. The "$Support" variable only remains for Hansa, and only in the text inaccessible in the game.

$FUGGE00.MSG (Mar 1992) (only parts related to the revolt):

In the office of the Fuggers, the greatest banking house in Germany, you discuss your business with a senior clerk and...
...redeem your letter of credit for $Money1. You will receive real coins, minus the bank's service charge.
...ask for a letter of credit, which converts weighty coin into a Fugger bank note.
...request an audience to discuss their special tasks.
...insist on seeing the master about your reward.
...ask to see the master about political issues.
...unused.
...return to the marketplace.
...slip out a side door to the back alley.
In the office of the Fuggers, the greatest banking house in Germany, the guards grip their weapons and watch you carefully. Eventually a junior clerk sniffs and asks your business, which is to...
...redeem your letter of credit for $Money1. You'll receive real coins, minus the bank's service charge.
...ask for a letter of credit, which converts weighty coin into a Fugger bank note.
...no discussion allowed.
...demand to see the master about your reward.
...discuss political issues.
...unused.
...return to the marketplace.
...slip out a side door to the back alley.

The lines "...ask to see the master about political issues." and "...unused." don't seem to ever appear.

The clerk laughs. "We could discuss politics all day and reach no conclusions. I am a busy man. My superiors are even busier. Trouble someone less busy with your importunate lobby."
His gestures are unmistakable. The guards quickly and efficiently escort you out the door.

This text seems to be inaccessible in the game.

$HANSE00.MSG (Mar 1992) (only parts related to the revolt):

In the rich, wood-paneled offices of the Hanseatic League, a deferential junior clerk inquires about your business. You...
...inquire politely about a service you might perform for the League.
...brashly proclaim your fame and ability to do anything the League might require.
...politely request an audience with the League Master about your reward.
...brashly insist on your reward, NOW!
...request an audience with the League Master about politics.
...chat with the clerks a bit.
...quietly leave by the side door.
...leave through the main door.
In the rich, wood-paneled offices of the Hanseatic League, a snotty junior clerk pointedly ignores you for over an hour. But finally you...
...smile and inquire about any special services required by the Hansa.
...brashly proclaim your fame and ability to do great deeds for the Hansa.
...politely request an audience with the League Master about your reward.
...demand to see the master about your reward, NOW!
...request an audience with the League Master to discuss politics.
...chat with the clerks.
...leave by the side door.
...leave through the main door.

The line "...request an audience with the League Master about politics" does not seem to appear in the game.

Although their personal interests are dull, you do discover from the clerks that the Hanseatic League members $Support changes in the government of $PlaceName.

Interestingly, neither Fuggers nor Medici files use the revolution variables.

$MEDIC00.MSG (Mar 1992) (only parts related to the revolt):

In the office of the Medici, the greatest banking house in the world, you respectfully discuss your business with a senior clerk. You...
...redeem your letter of credit for $Money1. You will accept this in coin, minus the bank's service charge.
...ask for a letter of credit that converts weighty coin into a Medici bank note.
...request an audience to discuss Medici tasks.
...insist on seeing the representative, $NamedOneName, about your reward.
...request an audience to discuss politics.
...return to the marketplace.
...slip out a side door to the back alley.

"...request an audience to discuss politics." doesn't appear in the game.

In the office of the greatest banking house in the world, guards grip their weapons and watch you carefully. Eventually a junior clerk sniffs and asks your business, which is to...
...redeem your letter of credit for $Money1. You'll receive that in coin, minus the bank's service charge.
...ask for a letter of credit, which converts weighty coin into a Medici bank note.
...demand to see the representive about your reward.
...discuss political matters with his betters.
...return to the marketplace.
...slip out a side door to the back alley.

"...discuss political matters with his betters." doesn't appear in the game.

You are shown into a small conference room. A wealthy, imposing man with a feral expression strides in quickly.
"My time is limited," he declaims. "What political issues do you bring before me?"

This scene isn't accessible in the game.


$SPECI00.MSG (Mar 1992):

After a few casual conversations, you learn that...
...a certain well-placed personage is hiring freelancers.
...an aristocrat, friend of the $CityLordTitle, is hiring lots of people for "easy" jobs.
...people with a grudge against the $CityLordTitle are finding work with a certain person.
...there are some interesting rumors flying around...
...there's nothing more to hear.

This menu does appear in the game, but with only first and last items.

Rumors say someone with serious money is hiring for an unusual job. You can't determine if it's one of the merchants in the central market, a wealthy priest or bishop, or possibly the leader of the city. It is clear that the person is desperate. You need to act quickly, before they find someone else!
A well-known aristocrat, $NamedOneName, is hiring short-term workers. He offers good pay for putting up notices around town. However, you learn that angry craftsmen are tearing down the notices almost as fast as they go up! This explains why $NamedOneName hires sturdy people unafraid of rough situations.
There are rumors that $NamedOneName is a close personal friend of the $CityLordTitle, ruler of this city!
It is said that $NamedTwoName is hiring "special help" for a few weeks. Some of these people have been posting sheets that complain about $PlaceName government, rich burghers and extravagant nobles.
When you ask about this, many people are perplexed. $NamedTwoName is neither a rich burgher nor influential guildsman. All you can discover is that his family has long felt wronged by the $CityLordTitle, ruler of $PlaceName.
Unfortunately, now that you've talked to people about the aristocrat $NamedTwoName, you find that nobody will talk further about this "enemy" of the $CityLordTitle.
Now that you've been seen with the friends of $NamedTwoName, loyal supporters of the $CityLordTitle avoid you. Discovering the name and address of this aristocrat will require more work.
You hear that $NamedOneName is hiring some bodyguards, and that the work involves a journey of some sort. However, the employer cannot afford more than five people, and they must have an extremely good reputation.
You hear that $NamedOneName is hiring armed couriers for a special task. However, this employer only deals with reputable people.
Rumor has it that $NamedOneName is trying to hire a few reliable, stalwart adventurers to recover a certain object.
The huntsman says, "In the countryside near here, certain persons are worried about a dragon."
You laugh, but he insists, "Yes, they really believe that such a mythical creature is troubling them."
In further conversation, you discover this so-called dragon is rampaging to the $Direction.


$MAINS01.MSG (Mar 1992), $SIDES00.MSG (Apr 1992) and $SIDES01.MSG (Jan 1992) have lines related to the above:

$MAINS01.MSG:

As you stroll onto the main street, you look for places to post your handbills. After all, that is your job these days! 

$SIDES00.MSG and $SIDES01.MSG:

As you ponder your destination, you remember to post some handbills. After all, that is your job these days!


$SPECI01.MSG (Feb 1991):

Wandering among the streets and alleys of the arms-makers, you finally find...
...the home of $NamedOneName, the political agitator.
...a way out, to other parts of the city.