Dungeon Events

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*For Farhaven Events, visit here.*

**Dungeon Events** are special situations within a dungeon, where a player enters a special event tile and is prompted on what decision they must make. These events can be beneficial, detrimental or even initiate battles depending on your choices and luck. Choices have better chances of success depending on your attributes (some choices are purely based on luck however, and are not influenced by anything) and some choices require you to have a certain background. Certain events are guaranteed to have a negative impact and may not present any choice.
After a choice is selected, the tile becomes explored and the event cannot be revisited except events that involve shops and the field alchemist. Most events have a "Leave" option which allows the player to not interact at all and save the event for later by re-stepping onto the tile.

## A Campfire Spot

File:Event campfire.png

*"You run into a small alcove carved into the rock, a secluded spot sheltered from most hazards lurking about, together with an unused sleeping mat. You could take the opportunity to rest and heal..."*

(Base Success Chance: 60%)

 Rest for a while, but stay alert

(Base Success Chance: 100%)

 Can leave event

## A Drunken Lumberjack

File:Event lumberjack.png

*"You see a man with a sad slump to his face sitting on a huge tree stump. Right next to him is a heavy-looking lumber axe. Judging by the vacant, slightly dull look on his face, and a strong smell of cheap grog coming from his general direction, he must be dead drunk. He shakes awake from his stupor only when you hail him, and goes about telling you his life story in a manner common to discourse between drunks and strangers."*

*"Gambling, heavy debts, the Night Syndicate and meeting the imperial governor's quota of lumber to pay it off. Still, strangely touched, you realize you can't just leave the poor fellow like this..."*

(Scales with **Charisma**)

(Base Success Chance: 50%)

 Help him out
(Scales with **Strength**)

(Base Success Chance: 40%)

 Can leave event

## A Field Alchemist

*"An ancient, quirky-looking man greets you from the shade of a large palm tree. By his side is an even more ancient-looking pack mule, and you notice that the animal can barely stand under the weight of all the strange equipment strapped to its back. The old timer presents himself as a field alchemist, doing serious science where it's needed most - unlike those pompous sages, locked away in their shiny tower - and offers you his humble services, free of charge...*

 Can leave event

## A Friendly Mua-Ta Village

File:Event muatavillage.png

*"You find yourself standing on the outskirts of a small Mua-Ta village. Upon spotting you, its inhabitants approach you cautiously, circling around you in silent appraisal. Their mood and disposition are hard to judge with those huge wooden masks obscuring their faces, but after some time their movement visibly relaxes and they start chirping at you merrily in their strange, high pitched tongue."*

*"Judging by their friendly gestures, you conclude that this particular village has not seen much interaction with imperial explorers and settlers. They go about their business, unconcerned, as you wander around their village. You see a group of warriors and hunters engaged in a rigorous training exercise, and a few priestesses performing an elaborate dancing ritual by the bonfire..."*

(Scales with **Agility**)

(Base Success Chance: 50%)

 Join the training
(Scales with **Endurance**)

(Base Success Chance: 50%)

 Trade
(**South Sea Company**)

 Can leave event

## A Glimmer of Hope

File:Event oasis.png

*"You wander through the untamed wilderness, hot archipelago sun scorching your exposed flesh, with not a sign of fresh water in sight. You begin to lose track of time, your sinking spirits reaching new depths...When suddenly you catch a glint of light reflected in the distance! As you get closer to its source, you spot a beautiful pond surrounded by a ring of green tropical weeds. The crystal-clear water of the pond looks cool and inviting...what do you do?"*

(Base Success Chance: 70%)

 Can leave event

## A Good Vantage Point

File:Event oasis.png

*"A wooden watchtower stands erect on the nearby hill, its top reaching just above the lush canopy of surrounding vegetation, no doubt offering a good vantage point from which to survey the area. You approach it, only to see that the crumbling ladder leading to the top has seen better days, damaged by erosion and rot brought about by the chaotic weather of the Isles. The climb looks dangerous, but there are some spare materials laying around at the base of the tower..."*

(Scales with **Agility**)

(Base Success Chance: 50%)

 Repair the damage
(Scales with **Intellect**)

(Base Success Chance: 50%)

 Can leave event

## A Hidden Cache

File:Event cache.png

*"While answering nature's call in the nearby bushes, you accidentally step on a small wooden crate protruding from the ground, half-buried in the sand. On closer inspection you realize it is filled with antique gold coins. You smile to yourself, knowing that whoever left it here is probably not around to object if you take your share of the bounty..."*

(Base Success Chance: 100%)

 Leave it

(Base Success Chance: 100%)

## A Hunting Party

File:Event huntingparty.png

*"While roaming through the wilderness of the Isles you encounter a small Mua-Ta hunting party. It is comprised of about a dozen natives, all masked and sporting various primitive weapons. They don't seem hostile, though, and some of them shoot you with curious glances, while the rest are busy preparing a boar on a spit. Soon one of them steps out, greeting you in a heavy, barely comprehensible imperial dialect, and asks you about your business in their domain..."*

(Scales with **Charisma**)

(Base Success Chance: 50%)

 Ask for supplies
(Scales with **Endurance**)

(Base Success Chance: 60%)

 Can leave event

## A Mua-Ta Totem

File:Event muatatotem.png

*"You stand before a tall wooden totem, likes of which the Mua-Ta erect in and around their villages. Its surface is carved with intricate motifs of plants and animals, depicting the exotic nature of the Isles in all its glory. but also some unknown abstract symbols. A small pile of ritual offerings at the totem's base suggests that it has a religious significance of sorts..."*

(Scales with **Intellect**)

(Base Success Chance: 40%)

 Look through the offerings
(Scales with **Perception**)

(Base Success Chance: 50%)

 Draw connections
(**Sun Court Sages**)

(Base Success Chance: 90%)

 Can leave event

## A Murder Victim

File:Event murdervictim.png

*"You walk down a narrow dirt road in the middle of nowhere - a merchant's trail perhaps? - when you spot a trail of blood leading to the nearby bushes. You follow it cautiously, and at its end find a fresh corpse of a man, multiple stab wounds visible on his worn traveling clothes. On closer inspection you find that all of his possessions are gone, taken by his assailants, most likely. The only thing left, besides his clothes, is a small blood-drenched parchment tucked away in his pocket. You open it to find a message written in a neat, tidy script, unlike any language that you've ever seen before..."*

(Scales with **Perception**)

(Base Success Chance: 50%)

 Study the letter
(Scales with **Intellect**)

(Base Success Chance: 40%)

 Read the cipher
(**Night Syndicate**)

(Base Success Chance: 85%)

 Can leave event

## A Rare Blossom

File:Event rareblossom.png

*"You notice a curious plant protruding from the high grass, highest of its branches reaching just above your waist. The branches are brimming with small, colorful fruit that looks pretty much edible. However, the fruit also look so delicate that the slightest midhandling could cause damage and render it useless..."*

(Scales with **Agility**)

(Base Success Chance: 70%)

 Identify the plant
(Scales with **Intellect**)

(Base Success Chance: 50%)

 Create a remedy
(**Explorer's Guild**)

(Base Success Chance: 85%)

 Can leave event

## A Restless Volcano

File:Event volcano.png

*"Your brisk pace across the Isles' wilderness is suddenly interrupted by an incredibly loud bang coming from one of the mountains in your nearby vicinity. Shocked and confused, you gaze at the thick plume of smoke coming from the mountain top, and a slowly advancing stream of hot lava trailing down the mountain itself. The air around you soon fills with hot smoke and ash, rendering breathing nearly impossible. Panic rising at the back of your mind, you realize you must act quickly or you'll suffocate on the spot..."*

(Scales with **Perception**)

(Base Success Chance: 25%)

 Endure the smoke
(Scales with **Endurance**)

(Base Success Chance: 25%)

 Calm down
(**Imperial Knights**)

(Base Success Chance: 100%)

## A Rookie Djinn?

*"Making your way across a sandy beach you find a rusted, antique-looking lamp, just laying there, discarded in the sand. You pick it up and soon realize its enchanted: it houses a djinn, a magical creature that supposedly grants three wishes to the lamps owner. When summoned, however, the djinn claims he has just recently taken up this sorry commission, and one wish is the most he can manage, try as he might; no amount of arguing or begging on your part will make him change his mind. Resigning to your fate, you make a wish..."*

(Base Success Chance: 100%)

 Wish for riches

(Base Success Chance: 100%)

 Wish for knowledge

(Base Success Chance: 100%)

## A Sanctuary in the Wild

File:Event sanctuary.png

*"In a clearing just ahead you can see a small wooden temple. Its design is modest and unimposing, but radiates a strange sort of elegance and purpose nonetheless. As you approach, the door of the temple opens ajar, and you are greeted by a young man in equally modest robes standing on the doorstep. He claims to be a priest of the Revered Ancients Cult, a young and misunderstood organization, driven on the fringes of society by the Thousand Temples' orthodox prosecution of all faiths that fail to come to their fold and pay them tithe. He goes on about the creeds of his cult, which consist of rejection of traditional dieties in favor of one's own ancestors and humanity itself. You find the notion vaguely interesting, if somewhat naive, but decide not to share your thoughts with the man, trying to stay in his good graces..."*

(Scales with **Charisma**)

(Base Success Chance: 50%)

 Sneak inside
(Scales with **Agility**)

(Base Success Chance: 60%)

 Debate theology
(**Thousand Temples**)

(Base Success Chance: 90%)

## A Shady Curio Shop

File:Event curio.png

*"You find yourself standing in front of a large, but otherwise inconspicuous tent. A look inside reveals stacks stocked with exotic trinkets and other goods, and you wonder what it's all doing here in the middle of nowhere. You remember hearing tales about shady syndicate fences and their hidden spots in the jungle, where they trade in exclusive stolen goods far away from the prying eyes of the authorities. A figure emerging from the shadowy corner of the tent interrupts your train of thought, inviting you in with a simple wave of a hand. He presents himself as a simple trader, and offers to show you his goods in exchange for your discretion..."*

(Base Success Chance: 100%)

 Trade with benefits
(**Night Syndicate**)

(Base Success Chance: 100%)

 Can leave event

## A Shady Figure

File:Event shadyfigure.png

*"You make your way along the dirt road in the middle of nowhere, when a cowled figure suddenly jumps from the nearby bushes and intercepts you. It turns out to be a man, his whole countenance hidden behind a dark leather cloak. He greets you in a silky-smooth voice and he presents himself as an entrepreneur and alchemist of some renown. Apparently, he is working on a potion that will make the matches in the arena much more interesting, granting the contestants preternatural strength and vigor, and the spectators much needed enjoyment. Unfortunately, the Farhaven authorities don't see it that way, and have since banned him from conducting his experiments on the town's populace. Therefore, in the name of science and progress, he implores you to try the potion and witness its miraculous effects first hand..."*

(Scales with **Endurance**)

(Base Success Chance: 50%)

 Haggle
(Scales with **Charisma**)

(Base Success Chance: 30%)

 Steal
(**Night Syndicate**)

(Base Success Chance: 85%)

## A Shipwreck Survivor

File:Event shipwreck.png

*"You are drawn to the beach by a huge shipwreck just off the coast. A mighty merchant galleon flying the colors of the South Sea Company has been caught in the reefs during last night's storm, and now bobs upturned in the water, its hull open and cargo scattered all around. The sole survivor of the disaster - a fat merchant in a torn tunic, studded with gold and precious gems - waves at you from a makeshift raft floating in the shallows. He calls you over in a voice shrill with panic and begs for help. As you approach to deliver the man from the knee-deep water, you wonder how he hasn't drowned already under the weight of all those precious materials on his person..."*

(Scales with **Strength**)

(Base Success Chance: 50%)

 Trick him
(Scales with **Charisma**)

(Base Success Chance: 40%)

 Blackmail him
(**South Sea Company**)

(Base Success Chance: 85%)

## A Shortcut Home

File:Event shortcut.png

*"You see a large stone arch standing in the clearing ahead. On closer inspection, you realize its a Waygate - a means of magical transportation devised by the sages of the Sun Court. It would seem that one of their number has been here already, and has etched arcane runes into the arc, connecting it to the nearest Sun Court Library in Farhaven. If you could get the Waygate operational it could take you home in an instant..."*

(Scales with **Intellect**)

(Base Success Chance: 50%)

 Use the command-word
(**Sun Court Sages**)

(Base Success Chance: 100%)

 Can leave event

## A Slavers' Camp

File:Event slavercamp.png

*"You find yourself on the outskirts of a remote slavers camp. Several tents are strewn about a large cooking fire, and a large iron cage sits half-hidden in the nearby bushes."*

*"The cage itself is filled with all sorts of occupants: shackled Mua-Ta warriors are in the majority, followed by several sedated goblins. You can even discern a few human figures, huddled together in the dark corner of the cage. They all look bone-thin and starved near to death. Setting them free could be risky, but judging by the snoring sounds coming from the tents, their captors are fast asleep..."*

(Scales with **Agility**)

(Base Success Chance: 50%)

 Give supplies
(Requires 15 **Supplies**)

(Base Success Chance: 100%)

 Attack the slavers
(**Imperial Knights**)

(Base Success Chance: 85%)

## A Small Colony

File:Event colony.png

*"You find yourself in a small colonial settlement, all but prospering in the middle of nowhere. Settlers are friendly enough towards you, and always curious to see a new face in their remote community. Seeing your travel-worn state, their leader greets you with a concerned face and politely asks about your business in these parts..."*

(Scales with **Charisma**)

(Base Success Chance: 60%)

 Ask for supplies
(Scales with **Charisma**)

(Base Success Chance: 60%)

 Swindle him
(Scales with **Charisma**)

(Base Success Chance: 50%)

 Can leave event

## An Ancient Wall

*"You find yourself standing before a massive wall overgrown with lichen, its giant stone blocks each higher than a man. There seems to be no end to it, the ancient construction stretching in both directions as far as the eye can see. Also, whoever built it didn't think to include a gate anywhere nearby..."*

(Scales with endurance)

**-supplies**
 Find a way across
(Scales with agility)

(HEALTH IMAGE)**-11 HP**
 Leave

## An Outdoors Party

*"Drawn by the unexpected sounds of music coming from somwhere nearby, you find yourself in a small clearing lit by the warm glow of a large bonfire. A large group of people is gathered around the crackling fire, all wearing fine, albeit dirty clothes betraying their high station - a fact further reinforced by the flowing high-imperial accent you can discern from their conversation. Their demeanor seems strange to you at first, but then you realize they are all inebriated by some substance or another. Empty bottles of booze cover the dirt floor, and there are even discarded remains of blood moss here and there. It seems young aristocrats - most likely on a sightseeing tour of the Isles - have decided to throw a party right here, in the middle of nowhere..."*

 Look around
(Scales with perception)

Ring of Minor Endurance

 Steal
(Requires Night Syndicate background)

**+large amount of gold**

 Leave

## Ambushed By Pirates!

File:Event pirates.png

*"Your peaceful rest is suddenly interrupted by a ragged group of men - at least a dozen of them - coming at you from all directions, pouring from the nearby thicket like flies from a corpse. Judging by their attire and demeanor, you suspect they are pirates - a suspicion soon confirmed by the sight of their leader, a dangerous looking man wearing an eye-patch across one eye. He makes his introductions in a brisk no-nonsense tone, and asks you to part with a portion of your gold, or face the consequences of trespassing into his domain..."*

(Scales with **Agility**)

(Base Success Chance: 50%)

 Talk your way out
(Scales with **Charisma**)

(Base Success Chance: 30%)

 Express kinship
(**Freelancer**)
(Base Success Chance: 85%)

 Cannot leave event

## An Abandoned Outpost

*"You find your way into a small makeshift fortress, awkwardly constructed from wood, uneven stones and mud. By the looks of it, it was once an outpost of the Imperial Knights, but it seems to be long abandoned. Knights that were once stationed here seem to fled in some haste, most likely retreating before a hostile Mua-Ta tribe. They've left some equipment behind, however, most of it is rusty with age, but it wouldn't hurt to look around..."*

**+random weapon**

 Look for armor
**+random armor**

 Look for a secret cache
(Requires Imperial Knights background)

 Leave

## Forbidden Knowledge

*"You find yourself standing before a small, makeshift altar covered in strange arcane runes and minor ritual offerings. In the center sits a large book, also covered in runes, magic emanating from its worn leather binding. By the looks of it, this is a piece of censored arcane lore, possession of which is not only banned by the Sun Court, but also prosecuted under the threat of death by the Inquisition of the Thousand Temples..."*

(Scales with intelligence)

Despite its seemingly high page count, going through the forbidden book from cover to cover doesn't take you all that long - it's almost as if the flow of time has slowed down to accommodate your transgression - and you are positive that the insight gained will serve you well on your journey.
**+EXP**

You decide that such a rare opportunity should not be missed, the Empire and their prohibition be damned; you take the book from the altar and start reading...
 Destroy it
(Scales with charisma)

 Study it, then destroy it
(Requires Sun Court Sages background)

**+EXP**
**+2 MORALE**

 Leave

## Slavers and Slaves

*"You encounter a procession of armed men leading a procession of about a dozen chained Mua-Ta. The masked natives - mostly female or too young to put up a fight - move in a slow pace, their masked heads pointing to the ground in silent submission. They are being led to a nearby slave market, you realize, to be bought and sold like any other of the Isles' exotic commodities..."*

(Scales with charisma)

**+3 MORALE**

 Look around
(Scales with perception)

**+random item**

 Attack the slavers
(Requires Imperial Knights background)

 Leave

## An Old Chest

*"You stumble on and old, dust-covered chest. The markings on the lid are faded to obscurity, but the wood is sturdy enough to hide its contents from the world. On closer inspection you realize the chest is locked...*

(Scales with agility)

**+random item**

Kick it until it breaks
(Scales with strength)

TBA
**+random item**

You only manage to bash your foot in the process
 Leave

## An Old Chest (or is it?)

*"You stumble on and old, dust-covered chest. You approach, marveling at the opportunity to collect some loot when the chest moves suddenly, a mouth full of razor-sharp teeth appearing where its lid should be.*

*Too shocked to react, you can only watch as the "chest" takes a quick bite of your exposed flesh - casually like plucking a morsel from a banquest table - before it turns around on its four tiny legs (??!), and disappears in the nearby bushes"*

Back home they say the Isles are a strange place, they don't know the half of it!
**-HP**
**-1 MORALE**
 Bon appetit...

## An Old Lighthouse

You find your way into an old lighthouse, most likely build din the early days of an exploration, when the majority of the Isles was still uncharted. It is abandoned now, the small bay it overlooks probably replaced with a more lucrative trade route. Whoever manned the lighthouse once has left it in a sorry state; the steps leading to the top have crubled beyond repair, but there seems to be a lot of discarded equipment scatered on the ground floor, and a sturdy wooden trapdoor leading into the basement...

Oberyth's Boon

## Divine Messengers

As you journey through the untamed frontier of the Southern Isles, You come across a group of missionaries dressed in the clerical robes of the Thousand Temples. They are on a mission of preaching abouth the many deities of the imperial pantheon, and spreading their faith to the heretic Mua-Ta of the region. The group looks worse for wear, their worn clothes torn and dirty, but their spirits still high. The moment they spot you, they wave you over with entusiasm that doesn't befit their ragged outer appearance...

(Scales with Charisma)
(HP fully restored)
(Scales with Charisma)
(Requires Thousand Temples Background)

## A Trial of Combat

Your otherwise uneventful journey is suddenly interrupted by an absolute silence stretching in every direction. Nothing unusual in itself, but considering the area you find yourself in it is most definitely out of place. Suddenly, your every insticnt screams danger and you pause, carefully focusing on your surroundings. A powerful presence is lurking in the shadows ahead, you are sure of it, and it awaits your approach...

## A Strange Encounter

Walking along the coast at a steady peace, you suddenly spot a skeletal figure propped up against a palm tree. As you draw near you realize it is, in fact a skeleton. Judging by his worn leather coat and black patch covering his empty socket, you suspect he was a pirate once. Your suspicion is confirmed when he slowly turns in your direction and greets you in a shaky, clacking voice:

'Ahoy m-matey! Wants ya a bounty I came across in m-m-me old days? Jus' fifteen gold pieces for a d-dazling adventurer like yourself!'

(-15g)
(100% Success Chance)
Tonic of Personality
(Requires Freelancer Background)

Archaeological Discovery?
As you sit down to catch your breath you notice a pair of old, oddly-shaped bones protruding from the ground nearby. Intrigued, you start digging and soon uncover a full skeleton of a strange reptilian creature, unlike anything you've seen before. Although pretty large in stature, parts of it looks extremely fragile and worn with age...

(100% Success Rate)
(50% Success Rate)
(IMAGE MONEY)**+37 gold**

A Traveling Bard
You see a young man resting by the side of the old dirt road. He looks travel-worn amd tired, but a genunine, broad smile adorns his sun-burnt face nevertheless. He introduces himself as a traveling bard, out here looking for the inspiration that so eluded him in the safe but sterile confines of the Empire. He admits that the wilderness of the archipielago offers to demonstrate some of his most recent works, free of charge...

(100% of success rate)
(100% of success rate)
**+1 MORALE**

Hunter And Prey
A rustle of leaves alerts you yo a nerby tresspasser. After a few moments of initial panic you realize it's only a wild boar, come to slake its thirst in the nearby stream. It looks like a really fine specimen, promisiong loads of fresh venison to whoever hunts it down. It also sees completely oblivios to your presence... how do you proceed?

(Scales with Strenght)
(Scales with Agility

Moonshine!
Looking for a place to rest for the day, you chance upon a small, secluded cave. At the first glance it looks empty, but as you venture further into the gloom, you see signs of habitation scattered across the stone floor. Finally, at the end of a narrow tunnel, you find a makeshift still, the likes of which are used to produce homemade alcoholic beverages of questinable quality. This, however, is no rookie operation - it looks like somebody used this machinery to pump some quality liquor in secret, evading harsh imperial taxes along the way...

(Scales with Perception)
(Scales with Intellect)

Death Or Taxes?
You find yourself before a large wooden bridge across a deep ravine. There seems to be no other way across, and the bridge itself is blocked by a band of rough-looking outlaws. As you aproach, the leader of the unsavory group claims you've tespassed on their territory, and demands you pay the tax for passing the bridge...

(Scales with Charisma)
After a few moments of confusion, yhe outlaw leader backs down, not willing to gamble his life against your word, and you are free to pass the bridge undisturbed...
(Scales with Intellect)
(Requires Explorer's Guild Background)

An Old Fisherman
You see a small fishing boat bobbling gently in the crystal-clear shallow waters just off the coast. It is manned by a single person - a shrunken elderly man who seems to be fumbling with his fishing net, and swearing profusely while he's at it. You approach and greet him amicably, and he takes it as a cue to share his life's misfortunes with a random passer-by.

He goes on about scarcity of fish these days and curses the day he decided to leave the Empire for this rotting backwater. You can't help but notice that his net is, quite contrary to his words, brimming with fresh catch. Not really having all day to spare, you take his momentary catching of breath as an oportunity to interrupt him...

(Scales with Charisma)
+15 Supplies
(Scales with Strenght)
(Requires Freelancer Background)
(Base Success Chance: 85%)