Dungeon Events

*For Ashborne 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 the choice made and luck. 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. 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.

## Abandoned Hut

*"A small, run-down hut stands by the side of the road, its door open ajar. On closer inspection you learn that it was inhabited by the Mua-Ta but it seems like the masked creatures left in a hurry not so long ago..."*

## Across the Wasteland

*"You find yourself in a desolate place - only ruin, debris, and empty wasteland can be seen on the horizon - the very ground in a mile's radius tainted by the Dark's malign touch..."*

## An Alchemical Experiment

*"You encounter an unkempt looking old man, sitting cross-legged and mumbling to himself frantically - tattered clothes and a dazed look in his eyes betraying a hint of madness. He greets you in a strange, barely comprehensible dialect, and asks you for a favor. Alas, he is a world class alchemist, his genius misunderstood by simple peasants, and he wishes to test his latest concoction on you - 'From zero to hero, in a single gulp' he calls it - a perfectly safe potion which should boost your combat abilities in an instant. You are not at all convinced..."*

*After a few moments of silent suspense you can feel the potion kick in, revitalizing your whole body and honing your senses. The old man only grins, his glaring eyes looking even crazier than before. Lost for words, you nod in acknowledgement and continue on your journey...***+2 DMG, +8% CRIT, +8% EVA**
 Accept, but ask for compensation
*After a few moments of silent suspense you can feel the potion kick in, revitalizing your whole body and honing your senses. The old man only grins, his glaring eyes looking even crazier than before. Lost for words, you nod in acknowledgement and continue on your journey...***+2 DMG, +8% CRIT, +8% EVA****+15 gold**
 Leave

## All-Seeing Shrine

*"You find yourself standing in the entrance hall of the shrine to the All-Seeing. A giant eye mural gazes upon you accusingly from the far wall."*

Heal 50% max HP

## Among the Tombstones

*"You find yourself standing in the middle of a makeshift graveyard - scattered dirt and improvised tombstones hinting it was dug recently, and with some haste - most likely a patrol from Ashborne got ambushed and buried their casualties in a hurry, before heading back to the city..."*

## Ancient Battlefield

*"You find yourself standing among the rusted arms and decaying bones of the fallen. It seems to be a remnant of a battlefield, date and contestants unknown."*

## An Ancient Crypt

*"You find yourself at the entrance of an old imperial crypt. It was probably robbed clean in the long ages since its construction, but there's a chance it still hold some valuables inside its dusty halls..."*

## Ancient Ruins

*"Standing on a hill by the road are ruins of a large stone building likely fashioned by some long-dead imperial architect. You cannot guess at the structure's purpose but, even in its decaying state, it's grandiose and imposing nevertheless..."*

Heal 50% max HP

## Ancient Sarcophagus

*"You find an old stone sarcophagus, its heavy lid engraved with intricate murals and arcane symbols you cannot decipher - it could contain all kinds of burial treasure but there's no way to be sure while it remains sealed shut..."*

 Leave

## Arcane Portal

*Stretched between two stone pillars, a swirling vortex of putrid red energy stands before you like a gaping wound in the weave of aether. If scholars of the arcane are to be believed, these portals were used by the mages of the Old Empire to travel across great distances. This one seems to be active - you could use it to get back to the city...*

## Arcane Scrolls

*"You find a hidden vault containing a bunch of arcane scrolls, dating all the way back to the old empire. They are made of vellum, stained and dirty with age, the flowing arcane script almost completely faded away."*

## Art of Antiquity

*"Scouring the ruins for valuables, you happen upon an imposing stone sculpture. By the looks of it, the long-dead sculptor has depicted one of the emperors from the last dynasty before the tearing. The regal face is unimpressive, however, except for the eyes, which gleam in a faint purple glow. Upon closer inspection you realize they are made out of omnium shards..."*

## Bad Weather

*"With unnatural urgency, dark clouds gather above you, coming from the south, and bring with them torrential rain so strong as to make further traveling impossible. Having no other choice, you find a shelter to weather the storm..."*

## Cabin in the Woods

*"Roaming through the woods, you find yourself in a clearing besides a small wooden cabin. The door to the cabin is open ajar, and a quick glance through the window reveals that the cabin is empty. Intrigued, you go inside only to find a comfortable-looking bed and some trash scattered about the cabin floor..."*

Heal 100% max HP

## A Chance Encounter

*"You walk leisurely down the road when you are suddenly accosted by a rider on a beautiful chestnut bay - his clothes are dirty and torn, and his look that of a man who has seen too much. He presents himself as a scout in the service of the city council of Ashborne, and claims to have surveyed the surrounding area, collecting the intel vital for the city defences. Reluctantly, you confess that you are also, in fact, in the employ of the honorable council, and on a mission of some import yourself. Marveling at the chance encounter, the man offers to share some of his findings with you..."*

## Company on the Road

*You see a hooded figure stumbling along the road. It appears to be a man, ragged and down on his luck. You greet him and after a short exchange he presents himself as a fellow traveler and begs you to share some supplies.*

## A Cosmic Egg

*"You find a large egg resting in the tall grass, it's strange shell unlike any you've seen before - it is of dull, almost metallic surface is streaked with cracks and small holes, through which a warm glow of otherworldly light emanates like a candlelight through a lantern..."*

 *You take the strange fossil you've been hauling around for who-knows-how-long and attempt to fit the insect trapped in amber through one of the larger holes in the egg. It goes through and lands inside the egg with a soft tapping sound.*
*After a few minutes the faint glow emanating from the egg intensifies, reaching a blinding magnitude, and the eggshell bursts with a loud crack. A strange creature comes scuttling from the remain, thick glowing liquid still dripping from its small insectoid body. At the sight of you it gives a shrill chirp and bites your outstretched finger, more with affection than malice. It looks like you've found yourself a new companion...*
**Strange Insect**

## Crumbling Mansion

*"You find yourself standing before a crumbling stone mansion. It is built in the old imperial style, and has likely belonged to one of the ruling families of the last dynasty, its name now long lost to history..."*

## The Curio Shop

*"On the clearing ahead of you sits a small tent, made from some of the most colorful fabrics you have ever laid your eyes upon. Its entrance is open wide and you catch a strong smell of incense coming from inside, invoking the memories of foreign lands. As you make your way to the tent you hear a heavily accented voice, greeting you with zealous courtesy, and inviting you to browse the exotic wares of the curio shop..."*

## Daggers And Roses

*"A scrawny youngster in an expensive looking suit of armor, much too big for his lithe frame, sits on a large boulder just ahead of you. When he notices you approaching he flashes a charming smile and waves you over with an unusual dose of enthusiasm only a sheltered youth can muster with credibility. He seems green, not a day of combat experience to his name, and you wonder, aloud, what he's doing out here all alone. Ready and eager to assuage your curiosity, he claims to be the leader of Daggers and Roses - the most magnificent mercenary band the world has ever seen - heading out to brave the infamous Tear, banish the Dark, and claim its fabled riches and eternal glory to boot. Your eyebrows raised in incredulity, you consider your next words carefully..."*

## Dark Aberration

*"Walking down the road, lost in thought, you suddenly feel a chill running down your spine. You look around only to find the landscape drained of color, covered with a thick dark mist and the sun faded to a dull grey in the sky. As horror and confusion creep upon your mind you realize you have wandered into one of the pockets of the Dark spreading beyond the Tear..."*

 Player cannot leave this event

## Dark Manifestations

*"You prepare to rest for the day when a strange feeling of unrest begins to form at the back of your mind, like an alien presence probing the insides of your psyche. It gradually intensifies, until it feels like your private thoughts are no longer yours, and are now being pulled out of your head by a cold, unrelenting hand. You notice your surroundings have suddenly gone dark, and a layer of black mist covering the ground. You stare in horror and fascination as the unnatural mist begins to swirl and forms humanoid shapes all around you - they are manifestations of your thoughts and emotions, you realize, given form by the Dark, and they mean you no good..."*

## Dark Worshiper's Camp

*Looking down a steep slope you notice a strange camp in the valley below. It is made out of makeshift tents, hastily constructed from large animal bones, and each tent sports a large black banner inscribed with hand-drawn insignia. They belong to the Dark Worshipers, you realize - foul creatures seduced by the Dark, retaining only specks of their humanity. Luckily, it seems to be abandoned for some time, and you can have a look around if you so desire...*

## Dealing with Nobility

*"You hear a stream of angry cursing and a stream of wiping sounds coming from near by. Drawn by the commotion, you approach to see a group of travelers. The noise you heard is coming from a stern old man, dressed in a rich silken outfit, standing above a kneeling form of another - his servant, or so you presume, judging by the whip the old man is using to shred the other man's back to bloody ribbons..."*

## Dig Site

*"Dozens of tents litter the ground before you and a few paces ahead a huge dig site scars the barren land. It seems to be an excavation camp, probably set up to search for relics of the old Empire, but the camp's inhabitants are nowhere to be found."*

## A Duel?

*"Rounding a corner, you find an armor clad individual blocking your way. He claims to be a renowned duelist called Fablazou, and has traveled far and wide in search of a worthy opponent. He offers you a small coin pouch should you accept his challenge, and emerge victorious..."*

 Politely decline

## Echoes of the Past

*"You see a ragtag company of armed men, marching under a tattered, gently swaying banner - it bears the insignia of the old Empire, you realize, as you squint against the sun. Prompted by your obvious interest, the leader of the group - a towering man in a full plate of armor - calls for a halt, and approaches you to make his introductions. You have the honor of meeting the last chapter of the Knights of the Old Empire, on a crusade against accursed minions of the Dark...or so he informs you with a regal, self-assured tone. Not sure if the man is joking or not, you offer him a proper military salute and commend his company for their effort. In turn, the man offers to bestow a blessing upon you - his humble gift to a fellow straggler..."*

 Ask for help instead
 Leave

## An Enchanted Harp

*"In one of the many ruins scattered along the road you find a beautiful silver harp, seemingly untouched by the elements, and terribly out of place amidst all the rubble and desolation of its surroundings. As you approach it, you suddenly feel an urge to touch its pristine strings - a calling so strong that you suspect some enchantment at work. Not really having a say in the matter, you take your place by the harp and let your hands and fingers move of their own accord..."*

## An Escaped Prisoner

*"You see a ragged man stumbling on the road ahead of you. His torn clothes hang by a thread and every inch of his body is covered in filth - you also notice a pair of iron manacles on his wrists and ankles. You keep your distance and observe the man, but it is not long before he notices you and approaches to share his tale - he was a prisoner in one of the Mua-Ta feeding pits, he claims - terror visible in his eyes at the recollection, and was lucky to escape just before he got on the menu. Before he can continue, his shaky facade of calm breaks and he starts sobbing uncontrollably, begging you for help..."*

## Execution

*"A row of gallows adorns the stretch of the road ahead of you and a group of patrol guards struggles to maintain peace in the face of a roaring crowd. The execution of several criminals is about to take place, their crimes unknown to you. Still, you cannot help but wonder if their lives could be put to better use in the defences of the city..."*

## Fate of the Condemned

*"Exploring the ruins of an old imperial structure you find yourself in an abandoned prison cell. The faint light coming from a small barred window reveals heaps of trash scattered across the cell floor and skeletal remains of a human, huddled in the far corner. As you approach the remains, a ghastly mist rises from the ground - an apparition?! – and takes the form of a man. He reaches towards you with one of his spectral hands, inviting you to touch it..."*

*Memories of youth, recklessness and crime - a promise of quick coin... a daring theft... wild race across the rooftops of a sprawling imperial city... steel hands of the city guard... impenetrable dark of a prison cell... with a startling cry, you shake out of the spell, the ghastly apparition nowhere to be seen. As the imposed memory fades from your conscious mind, some traces of it still linger as muscle memory, for a time at least...***+10% CRIT +10% EVA**
 Leave

## A Festering Wound!

*"An old wound you picked up who-knows-where has festered, and has been sending one pulse of pain after another through your sword-arm for the better part of the day. It's nothing fatal, to be sure, but you will have to rest in the city before fully recovering..."*

 Endure, in enduring grow strong...
 Leave

## Garrison Tower

*"You stand before an abandoned garrison tower of the Old Empire, built before the Tearing. Majestic as it may have been once, it looks crumbling and in disrepair now."*

## A Giant Soul Stone

*"Standing before you is perhaps the largest chunk of Soul Stone you have ever seen - it is propped up on a makeshift dais which, you suspect, was built around it, as the stone itself is too large to be moved by hand. Its purpose remains a mystery, but it radiates such an immense magic-dampening field that it blocks out even the Tear's merciless pull..."*

## The Gift of Knowledge

*As you doze in the shade of a large oak tree, your daydreaming is abruptly interrupted by a quiet raspy voice. You open your eyes to see an old woman standing over you, looking for all the world like a witch straight out of fairytale. Seeing the confused look on your face, the crone smiles a crooked smile and repeats her question: "Would you like to learn a trick or two about magic, sweet child?"*

*After her lesson is done, you thank her from the bottom of your heart and you part ways - both gaining something from this short, albeit productive exchange.***+1 Spell DMG**

## A Glimpse Into The Past...

*While exploring some ancient ruins you find yourself standing before a large ornate mirror. Its reflective glass surface seems to be untouched by the passage of time, shining like the day it was made amidst the crumbling decay of an age long gone. You suspect arcane magic at work...*

*Instead, taken in by the mirror's strange magic, you glimpse an echo from another place and time - a majestic city perching proudly on the river bank, its tall spires rising to meet the sunset horizon. The white marble of its protective walls glistens in the fading sunlight, giving the entire city a subtle golden hue. The scent of magic is strong in the air and where it mixes with the rich aroma of summer wine it creates an intoxicating fragrance you are not likely to forget any time soon - you are not sure how, but you can actually smell it, miles and ages away. It is Ashborne, you realize - before the Tearing, in the golden age of the empire - as a lone and unsuspecting tear starts trailing down your cheek. You close your eyes for a moment to chase it away, but when you look into the mirror again the vision is gone - only the cold glass surface meets your gaze, the last witness of an age long gone...***+2 SANITY +1 Spell DMG**
 Try to break the glass
*It is Ashborne, you realize - before the Tearing, in the golden age of the empire - as a lone and unsuspecting tear starts trailing down your cheek. You close your eyes for a moment to chase it away, but when you look into the mirror again the vision is gone - only the cold glass surface meets your gaze, the last witness of an age long gone...***+2 SANITY +1 ARM**
 Leave

## The Golden One

*You encounter a man in a glorious robes of white and gold, his face lit by a shining golden halo that seems to be suspended above his head by unknown means - could it be magic? He greets you in a melodious voice and introduces himself as the High Priest of Oberyth - the Golden One - patron god of the Empire, bringer of light and protector of all things just and good.*
You confess you've never heard of any such god, but remark that he's been doing a pretty poor job for the last millennia or so. Not in the least perturbed by your words, the man gives you a confident smile and informs you that, even though things might not look that way, everything is going exactly according to Oberyth's divine plan. As a proof of his faith, he offers to bestow a minor boon upon you - the Golden One's touch, he calls it...

## Grotesque Idol

*You see a grotesque idol standing erect in the clearing ahead. It is covered in bizarre script of unknown origin and seems to radiate malice from its very core. Looking at it, you feel a sudden urge to touch the cold stone and feed your soul-essence to the nameless deity of the far antiquity that resides inside...*

## An Imperial Observatory

*You find yourself in the ruins of an old imperial observatory. It is said that the sages of the Old Empire used this weird machinery to gaze at the vault of heavens as well as distant lands. One of the tubular devices seems to be operational still and you could have a peek yourself...*

## An Insight Into Self

*Rounding a corner, you spot a single person sitting on the large rock by the side of the road, looking jolly and relaxed, despite the harsh reality of his whereabouts. As you approach he greets you, presents himself as a traveling painter and offers to paint your portrait. You are suspicious at first, but a quick glance at the canvas resting a few paces besides the painter reveals he is a master of his craft indeed...*

*As you gaze upon your likeness on the canvas, you feel something inside you move and flourish, leaving you richer for the experience - you have learned something new about yourself today...***+1 HP permanently**
 Leave

## Into the Wild

*Resting casually by the side of the road, you spot a strange set of tracks leading deeper into the wild - by the looks of it, they were left by a large quadrupedal creature. Though familiar, you cannot quite place them, and a pang of curiosity tingles at the back of your mind...*

## A Lone Knight

*On a hill just ahead of you sits a small stone fort, a light coming from the single window telling you its occupied. Its lone resident turns out to be an old knight, stuck in this boring guard post as a reward for years of service in the Ashborne's city guard. Having nothing better to do, he offers to teach you a few tricks he picked up during his long career...*

## A Lucky Step

*While answering a nature's call in one of the nearby bushes you accidentally step on a small wooden crate. On closer inspection you realize it is filled with antique golden coins - you smile knowing that whoever left it there is not around to object if you take your share.*

## Magic Mushrooms?

*You spot a few small mushrooms sprouting from the side of an old tree trunk. They really stand out, with their thin stalks and brightly colored caps – if the stories told by some of the Dancing Dragon's more adventurous patrons are to be believed, these are magic mushrooms, said to have a potent effect on both mind and body of those brave enough to taste them...*

## A Majestic Stag

*As you rest on the outskirts of a small groove, you attention is suddenly drawn by the rustling of leaves to your left. You turn your head only to see a majestic stag calmly grazing by the little stream, not too far away. The animal seems not to notice you, or if it does, it doesn't care much for your presence. You cannot deny it is a truly beautiful specimen, and it would be a real shame to do it any harm. All the same, your belly gives a loud gurgle at the thought of all that fresh meat going to waste...*

## A Merchant Caravan

*You find yourself sharing the road with a passing caravan - after asking around you learn that it consists mostly of merchants, headed to Ashborne to trade in exotic goods from the far north.*

## Mua-Ta Totem

*Standing before you is a tall wooden pole carved with images of wild animals and other intricate tribal motifs. You recognize this as a Mua-Ta totem and realize that little masked creatures know their way with carving wood - a realization hinting at more than rudimentary intelligence lurking behind their wooden masks. If they weren't so keen on drawing your blood, you might even consider this high art...*

## Mysterious Stranger

After a long march, you take a stop by the road to rest and gather your thoughts. Suddenly, you feel a presence behind your back and turn around to find a stranger looking at you from a few paces away. He is clad in a robe of deep black and wears a faint smile on his face. After a few moments of silence he addresses you in a slow, hypnotizing manner - "Greetings traveler, share a coin for some wisdom?"

*As you blink in surprise at the profound wisdom in the stranger's words you realize he is gone, vanished without a trace...***As is your hard-earned coin...****-1 SANITY**
**Black Pearl**

## A Nameless Hero

*Looking for a secluded spot to rest for the day, you chance upon a lone gravestone, worn-down with rains and the passage of time. Despite its remote location, it looks like someone is taking care of it on a regular basis, if fresh flowers adorning its base are anything to go by. You approach with care and crouch down to read the inscription on the worn stone: "Here lies the nameless hero, one of many who succumbed to the Dark that lurks behind the fragile walls of our own consciousness... The inscription, though simple, makes you reflect on your own fate and the direction of your quest...*

## Nature's Bounty

*You find yourself in a small grove overgrown with berry bushes - luckily, they are ripe with fruit ready for the picking. In no time you get yourself a bowl full of sweet black berries - what do you do?*

 Stash them for later

## Nice Weather

*Sometime around noon the sun suddenly breaks above the canopy of clouds and paints the usually bleak landscape with vivid colors, its warm touch soothing to your mind and body...*

## The Obelisk

*Standing before you is an obelisk made out of perfectly shaped crystalline material, probably a heavily refined omnium. Where sunlight touches its surface it reflects it into myriad of colors that flow along the length of its slender body in waves. It is common knowledge in scholastic circles that the old imperials used a network of these structures to channel the aether - it was harvested through some arcane means and distributed along the network, to be used for powering various magical machinery that was common in the old imperial era, but is now long lost to history...*

 Try to break it

## Occult Laboratory

*You find yourself standing in a derelict room full of bizarre equipment. If the stories are true, this could be one of the infamous research stations of the old empire, where the sages of old conducted their occult experiments.*

Heal around 10-30 HP

## An Old Chest

*You stumble upon an old, dust-covered chest. On closer inspection you realize it’s locked...*

## An Old Chest (or is it?)

*You stumble upon an 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 banquet table - before it turns around on its four tiny legs (??!), and disappears in the nearby bushes...*

 Bon appetit...
 Player cannot leave this event

## Old Inn

*You stand before an abandoned inn. Not much of it is left untouched by the passage of time - wooden walls almost completely rotted away, glass windows shattered and scattered about and a massive front door barely standing on rusted hinges calls to you invitingly...*

## On A Grassy Hill

*On a clearing up ahead, sitting silently in an area overgrown with tall grass, there is a curious formation of stones that draws your attention from afar. It appears to be manmade, huge stones arranged in a pattern that suggest intelligent design, even if its purpose eludes you. As you wonder at the strength required to move such huge chunks of rock, you notice a box tucked below one of the larger stones, visible just enough to stand out in the tall grass...*

## On the Pier

*You find yourself by the shore of a small lake, and a wooden pier leading straight to the body of water. Upon closer inspection, you realize someone has left an old fishing pole lying by the wooden railing.*

## Raving Madman

*An lone figure has been trailing you for the better part of the day, following in your footsteps like a shadow, and mumbling nonsense just outside your earshot. It was tolerable, if mildly annoying, until the poor soul went raving mad and started crying doom and invoking the so called "God of Madness" to strike you down - a deity, be it fictional or real, you have no wish to cross paths with any time soon. Your nerves on the point of breaking, you decide to deal with the madman, one way or another...*

## A Retired Djinn?

*While exploring the nearby bushes you find an antique looking lamp, arcane script adorning its surface. You pick it up and soon realize it’s enchanted - it houses a djinn who grants three wishes to the lamp's owner. The djinn, however, when summoned, professes he has just recently retired and will only grant you one wish, as a matter of professional courtesy - and no amount of arguing and begging will sway him. Resigning to your fate, you make a wish...*

## Revered Ancestors Shrine

*You find yourself standing in the entrance hall of the Shrine to the Revered Ancestors. The interior is dark and cold but a strange sense of serenity seems to permeate the empty space nonetheless...*

Heal 50% max HP

## A Roadside Respite

*As your head begins to throb under the weight of your travels, and whispers, murmurs and mutterings of self-doubt marinate in your hazy mind, you notice a makeshift little homestead situated in a hollowed stalk of a giant mushroom, peeking over the horizon invitingly. The warm orange glow radiating from its single window compels you to stagger onward towards its open doors, where a gaunt, sallow gnome greets you with earnest and invites you to partake in a hot meal after a long day on the road.*

## A Secret Door

*An ornate looking door is protruding from the side of the cliff, its corroded metallic surface carved with strange writing, large enough to be readable from a distance. You have encountered the flowing arcane script of the Old Empire before, and you are positive this is not it. Intrigued, you approach the door...*

 *As you touch the Planar Seal to the door the inscription on its surface lights up, shining bright and iridescent. The light slowly spreads to encompass the whole door and when it finally begins to fade so does the metal below it, vanishing to nothingness and leaving a wide gap where the door once stood.*
*You enter with caution and find yourself in a room full of arcane machinery the likes of which you've never seen before - at its center is a large glass panel depicting a scene of wonders on its shining surface. Uncomprehending, you stare at it, gaze transfixed. Not sure how or why exactly, your understanding of the world and yourself deepens as you gain subconscious insight into unfathomable truths displayed before your eyes...***+2 MAX SANITY(first time only)**

## Seeds of Life

*You find yourself in an area devastated by the Dark - all around you is barren land and dead vegetation, a testament to the sorry state of the world. A feeling of despair threatens to overtake you and you lower your head, empty gaze locking to the ground - there, among death and desolation, you spot a lone sapling, stubbornly protruding from a crack in a small rock...and thriving, despite all odds!*

## Sharp Edges

*By some strange twist of fate, you chance upon a whetstone, the likes of which blacksmiths use to sharpen weapons. It looks dusty with disuse, but otherwise functional...*

## Shelter

*You run into a small alcove carved in the rock - a spot sheltered from most hazards lurking about. You could take this opportunity to rest and heal.*

## Stone-Heart Shrine

*You find yourself standing in the entrance hall of the Shrine to the Stone Heart. A broken sculpture that once might have resembled a heart dominates its center.*

Heal 50% max HP

## A Strange Cult?

*On a wide clearing, not too far ahead, you see a large mob gathered around a giant stone statue of what seems to be a slightly overweight woman. The worshippers, you realize as you approach, are all - to a person - in a deep hypnotic trance, swaying gently on their feet, and repeating a strange rhythmic chant that, for reasons you cannot explain, seems to resonate through your very core: "HOOGA, HOOGA, HOOGA!"*

Heal 50% max HP

## A Strange Encounter

*Walking at a steady peace, you spot a skeletal figure propped up against a tree by the road. As you draw near you realize it is, in fact, a skeleton - by the worn leather coat and a black patch over one eye 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-dazzlin' adventurer like yerself!'*

 Leave

## Sweet, Sweet Honey

*You notice a large beehive hanging from one of the lower branches of a nearby tree. All that honey is just inside your reach, if you but dare to risk the wrath of beehive’s protective inhabitants...*

 Leave

## The Sword in the Stone

*You spot a large rock lying by the side of the road. It would be nothing out of the ordinary if there wasn't a sword protruding from it, stuck almost to the hilt in the massive stone. On closer inspection you find a small inscription at the base of the hilt: "To wield me one must possess an unmatched strength of the body, but also a mind unburdened by ego"*

## Too Good To Be True?

*Wandering through the barren wild, you suddenly catch a glint of light reflected in the distance. As you get closer to its source, you spot a small green patch of vegetation, with a beautiful pond of crystal clear water sitting in the middle. The water looks cool and inviting...what do you do?*

*You reach the bank of the pond in a few heartbeats and gorge yourself on the crystalline water, cleaning the filth from your attire and rinsing your wounds in the process. When you finally leave the small oasis you feel better than you did in weeks...***HP restored +1 SANITY**
Heal 50% max HP
 Leave

## A Trap!

*Something below you snaps, followed by a loud tearing sound and a blinding pain in your leg...you stepped into a trap!*

 Not fair...
 Player cannot leave this event

## A Traveler From Afar

*There is a large crater up ahead, an area of scorched ground that spreads a dozen paces in diameter. At its center sits a large piece of rock, deformed and blackened, as if burned. You inspect it more closely and realize, with fascination, that this is an asteroid - a thing of stone and metal that travels unimaginable distances in the void between the stars, leaving a bloody trail in the sky in its descent to this world. As your initial fascination slowly fades, you also notice some debris laying around it - and some of it even looks salvageable.*

## A Traveling Musician

*You are greeted by a traveling musician sitting below the tree by the side of the road. He presents himself as Matyas the Bard and offers to demonstrate one of his new pieces, free of charge...*

## A Trial of Combat

*Your strangely uneventful journey is suddenly interrupted by an absolute silence stretching in every direction. Nothing unusual in itself, to be sure, but considering the area you find yourself in it is most definitely out of place. Honed by many hardships, your every instinct screams danger. You pause, carefully shifting your focus ahead - a powerful presence is lurking in the shadows, you are sure of it, biding its time and patiently awaiting your approach...*

## Triumphs of Old

*Standing before you, in all its decaying majesty, is a giant monumental arc, likes of which were constructed in the old imperial era to honor military victories and triumphs. Approaching, you can discern barely visible figures carved in the body of the arc - a relief of the imperial army on the march to yet another conquest. The time has taken its toll on the grandiose structure, however, and it's cracked and crumbling all over - if you so choose, you could probably take some of the finer materials with you and reuse them...*

## Under the Banyan Tree

*You find yourself in a shade of an old Banyan tree. Surprisingly, the tree is so ripe with fruit it would take little effort to climb the lower branches and replenish your supplies.*

## Unrelenting Nature

*A weird plantlike growth protrudes from the ground directly in front of you, obscuring your view and blocking your passage. It seems to be some kind of gigantic vine, mutated by the Dark's influence, or just grown far over proportion with passing centuries - its sprouts are as thick as your legs and reach for the heavens as far as the eye can see...*

## Weaponsmith's Arsenal

*A thick plume of smoke rises from the chimney of a small wooden hut by the side of the road. As you make your way around the corner of the hut, you are greeted by a barrel-chested old man who presents himself as a weaponsmith, and offers you to have a look at his wares...*

## Well, well, well...

*You find a well by the side of the road - it looks worse for wear but if you're lucky it could still hold some water...*

Heal 25 HP

## Wolves!

*You rest by the side of a large oak tree when you suddenly have a sinking sensation of being watched. Your instincts are proven true when a large grey wolf emerges from the outskirts of the forest - behind it more shapes appear, sliding from shadows like a tide of darkness following the alpha's lead. They look at your supplies bag with hungry eyes, about a dozen drooling maws locked in feral grins...*

 Offer supplies (-25s)
 Player cannot leave this event

## You Shall Not Pass!

*Someone, or something, has set up a wall of high wooden logs stretching the whole width of the road. The height alone makes it impossible to climb, and there seems to be no gate of any sort in the vicinity...*