Events

**The infamous Save/Load maneuver**: Before an event is formally closed, you can restart the game and re-walk through the event in different ways. For example if you ran into a reef, you can restart the game and choose another path instead. Or if you dug out a chest with a Curse inside, you can restart and choose not to dig the chest. How the event will proceed is fixed and will only change according to your choice. Same works if a battle goes bad suddenly.

Note: for better gameplay experience, try not to abuse this. If you have restarted a few times and each time was a hopeless failure, accept your death.

Note\*2: Chicken-hearted pirates are NOT allowed in Tavern Brawl.

## Pirates Bay

### **"There are a lot of animals in the woods"**

* **Hunt (-10 hp):**
	+ "got some meat and enjoy a feast" (+5 max HP)
* **Leave:** Stop event

### **"You find a black market. The bouncers look tough."**

* **Trade:** (-100 coins): Random Relic

* **Leave:**
	+ (-100 coins): Random Relic
	+ Fight

* **Fight：**Random relic

### **"You captured a chef."**

* **Ask for information:**
* "The chef says he knows where a legendary recipe is hidden and offers to take you to it."
	+ The chef brings you to an island and says he wants to find the legendary recipe.
		- **Let him look for it**
			* You wait and wait, but the chef does not come back.
			* **Find him**
				+ The chef was captured by some pirates.
					- **Leave:** Get 1 curse: Deserter (-1 max ammo when this is in your deck).
					- **Battle**
						* You find the legendary recipe：**+15 max HP**
		- **Follow him:**
			* "You encounter some pirates who are after the legendary recipe, too."
				+ **Battle**
					- You find the legendary recipe：**+15 max HP**
* **Let him join:**+ 5 max hp
* **Let him go:** 1 relic
* **Walk the plank:** 1 curse

### **Cave with poisonous gas**

"The cave is filled with poisonous gas. There are 2 paths in front of you"

* **Leave:** End event
* **Left or right (-2/4/6 hp)** Take damage.

To gain reward, go left twice and then right (cost 12 hp). Which leads to + 8 max hp

There's a different variant (Which will always appear after you have completed the first variant in the same run. Although there is still a chance where you will get the 5 chamber one before the 3 chambers.) where you go through 5 chambers and get the holy grail and heal to full. The path for that one is right, middle, right, left, left (cost 30 hp).

* **Drink:** +999 hp.
	+ Holy Water skill card. Consumable, costs 3 ammo. Heal to full hp. (Upgraded Holy Water costs 2 ammo)

### **Cursed Chest**

"You must leave something in the cursed chest or be cursed yourself."

* Put in: remove one card
* Leave: get a curse (handcuff, unplayable)

### "You find a cursed chest."

* Tr**y to break it (25% chance to open it)**
	+ If opened: Gain Lucky Clover (Relic)
	+ if not opened: gain a curse (handcuffs) and new choices
		- "You failed"
		- **Leave:** Stop event
		- **Try to break it (50% chance to open it):**
			* if opened see above
			* if not opened, try again with 75% chance
* **Leave:** Stop event

### **Cursed Hammer**

"There is a cursed blacksmiths hammer on the ground"

* **Use**
	+ "The hammer deals some damage to you" -5 HP
	+ Repeatable. Every time you use it, the hammer does 5 more damage to you each time (eg. 5 then 10 then 15)
* **Leave**
	+ Stop Event

### **Exploring**

"There is nothing special, and it is getting dark"

* **Leave**: Stop event
* **Continue exploring** (-3 hp): New choices
	+ "You still find nothing, and night has fallen":
	+ **Continue exploring** (-5 hp)**:** Get the artificial stone(Relic)
	+ **Leave:** Stop event

### **Digging for chest**

"You find a chest buried in the sand"

* **Leave:** Stop event
* **Dig:** Gain a card, relic or curse

The curse is nearly always Wetness which reads. "Unplayable: Lose 1 ammo when you draw this"

### **Drinking in a tavern**

"While you are drinking in a tavern, a group of drunk pirates come over looking for a fight."

* **Fight**
	+ You fight 3 pirates and you all start with Drunk 3
	+ Upon Winning: "You are the champion of the TAVERN BRAWL. Here is your prize
* **Take**
	+ Gain 1 Relic (Grapes)

### **Feast on the beach**

"You hold a feast on the beach"

* **Sharpen your weapons:** upgrade 1 card
* **Rest:** +20 hp

Most of the time, sharpen your weapons is preferred over Resting.

### **Forest chest**

"You are drawn to a chest on a table in the forest"

* **Open:** Gain Piranha (card) (1 ammo, 15 damage, if in hand at the end of turn, take 10 damage)
* **Leave:** Gain Avalanche (card) (1 ammo, deal 10 damage to all enemies, if in hand at the end of turn, take 10 damage)

### **Fork in the road**

"There is a fork in the road. Human footprints lead along the left one, and beast footprints lead along the right one"

* **Go right:** +20 hp
* **Go left:** Gain a random relic or card. The hunter you help may turn up in later events to give you a powerful relic which +1 damage to all your attacks.

### **Gambling**

"Your crew is playing dice"

**Bet 50 coins:**

* "You won but your crew is unhappy." +100 coins. -3 max HP
* "You lost but your crew is happy." -50 coins.+5 max HP

**Bet 100 coins:**

* "You won but your crew is unhappy." +200 coins. -3 max HP
* 'You lost but your crew is happy" -100 coins. +8 max HP

**Decline:** "You support among your crew has decreased". -3 max HP

### **Hired for protection**

* **Accept:**
	+ (most of the time) "You encounter some pirates who want to steal something from the explorers."
		- **Battle:** "The explorers give you an old key as reward."
			* **Take:** Get Old Key
		- **Run:** Get 1 curse (Deserter)
	+ Nothing happens and you get the Old Key.
* **Reject:** Stop event

The Old Key is for the Cursed Chest event. It can be sold for 100 gold.

The escort can go smoothly where you won't have to fight to get the Old Key.

Most of the time it leads to them getting attacked, you can fight and be rewarded with the old key or leave and get a curse.

The Old Key is used in a possible event (Stage 3, with a chest mark on the map). Opening it with the key gives you a relic called the crown that gives you +1 hand size.

### **Hut in the woods**

"There is a small hut in the woods"

* **Enter:(get one of these randomly)**
	+ "You find a fireplace." Remove 1 card
	+ "The hut looks like it has been abandoned for a long time." Random card.
	+ Battle and get a skippable reward.

* **Leave:** Stop event

### **Monkey**

"A monkey has stolen your wallet"

**Lose all Coins:** "The forest is filled with thorns.

* **Go after it: (**-3 HP)
	+ Eventually: "You catch the monkey and get your wallet back, along with some Gold that the monkey stole from others."
	+ You will have to keep chasing the monkey a random amount of times (or give up), losing 3HP each time.
* **Leave**

### **Mysterious Man**

"A mysterious man says he has something good to sell you"

**Buy (-30 Coins):** Choose a consumable: Hurricane (12 dmg to all enemies), Tentacles (20 dmg), or Harvest (20 hp heal)

**Buy (-50 Coins):** Choose an upgraded consumable: Hurricane\* (20 dmg to all enemies), Tentacle\* (40 dmg), or Harvest (heal 40 HP)

**Leave:** Stop event

### **Pirates in a cave**

"There are some pirates sleeping in the cave. Their treasures lie right next to them."

* **Get closer:**
	+ "They are still sleeping":
		- **Get closer:**
			* "They wake up and see you": Battle. Get a card or relic as reward. (There is a chance they won't fight you and you just get the reward.)
	+ **Sneak attack:** Get in battle where the enemies don't act in the first turn

### **Starving woman**

"There is a starving woman on the ground"

* **Give food (-1 max hp):** +50 gold. Positive outcome on possible follow up event. She turns out to be daughter of the tavern keeper and she will let you freely +10 max HP or heal to max.
* **Rob:** +50 gold. Negative outcome in future event where you will gain a curse.
* **Leave:** Stop event

### **Strange wall in cave**

"There is a strange wall in the cave with a hole in the middle"

* **?:** (requires Artificial Stone relic): Upgrade 4 random cards. You lose the relic
* **Ignore and go in:** "You trigger some traps"
	+ **Go deeper into cave:** Get 1 curse. (You will get the curse Plague, unplayable, lose all ammo) "You find a work table"
		- **Use:** Upgrade 4 random cards
		- **Leave:**
	+ **Leave:** Get 1 curse

### **"There is a sunken ship"**

* **Leave:** Stop event
* **Loot:** Random outcome from below --
	+ "The ship was cursed" Gain 1 curse
	+ "You find some items" Gain 1 item/relic
	+ Battle: "You take their treasure" Gain 1 item/relic

### **"Choose..."**

* **Greed:** Get **Devil Deal** (get 300 gold if you beat the next boss)
* **Gold:** Get +50 gold.

### **"You find some footprints..."**

* **Follow then battle:** -10 HP and +1 card
* Battle: Win (100 Gold) / Leave

### **"Grounded on a reef"**

* -10AP

**Bartering Town**

"This town does not use money. Bartering is the only way to trade"

• **Food**: +20 HP and Remove 1 card

• **Repair**: +30 AP and Remove 1 card

**You got lost in Pirates Bay**

* go left
	+ -5HP, gain relic shiny pure water.
* go straight
	+ Battle
		- win: +50 coins and gain shiny pure water
* go right:
	+ buy Pure Water for 100 coin. (relic, all attack gain 25% lifesteal when there is curse card in hand.)
	+ Leave

### **There is a small hut in the woods.**

* Visit The House > Battle > Take Loot (Card)

* Leave: Close

### **Portal**

You decide to visit Monkey Island. After hours in the jungle you get lost and face a portal.

* **Use Shiny Pure Water relic**
	+ "The water in the flask intensifies and attracts you into the portal." Enter Port Elysia.
* **Yell for help**
	+ Battle.
	+ Upon Winning: +10 HP. Gain "W" Rune relic.
* **Leave:** -10 HP

### You are drawn to a chest on a table in the forest.

* **Open:** Piranha Card
* **Leave:** Close

## Skulls Island

### **Mutiny**

"Some of your crew feel that following you is too dangerous and want out."

**Placate:**  -50 coins

**Persuade:** ??? Get 1 curse(Bind)

**Let Them Go:**  -3 max HP

### **Skeletal Soldier**

"You caught a skeletal soldier."

* **Extort:**
	+ "It gives you some items" Get 1 Relic/card or
	+ It gives you some coins +50 coins
* **Let it go:**
	+ Stop event

"It looks Scared"

* **Let it go**
	+ Stop Event
* **Extort**
	+ "It gives you some items" Get 1 Relic/card or
	+ It gives you some coins +50 coins or
	+ "It turns into a pile of bones. You are cursed". Get Decompose, end event.
* You can Extort it for a random number of times before it curses you.

* **Leave:** Stop Event

### **Dog with Skeleton Arm**

"You see a dog with something in its mouth."

* **Scare it**

* "Take Arm" -10 HP and Get Relic "Arm Bone"(has no effect)

* "Leave" -10 HP

* **Approach:** Get relic but have chance to fail

* **Leave**

### **Skeleton with missing arm**

"???"

* **Talk to skeleton:**
	+ It gives you some coins +50/88 coins
* **Give "Arm Bone"** (if available from Event "Dog with Skeleton Arm")
	+ "The appreciative skeleton gives you a large amount of gold" +388 coins
* **Leave:**
	+ Stop event

### **Foreboding cave**

* **Take the coins**
	+ Continue exploring(-5 HP)
		- You find some more coins(+50 coin)
		- You can repeat as many times as you like, trading 5HP for fifty coins each time you choose to continue exploring.
	+ Leave
* **Leave**

### **Broken Portal**

Fragments of the broken portal are strewn on the ground.

* **Take a piece of the portal:** Gain "N" Rune relic.
* **Leave**

## Souls Rift

### **Cave with light**

"You find a cave with light coming from the end."

* **Check it out:**
	+ Battle.
	+ Upon Winning: "The specters were guarding a gem" Gain 1 Ruby, Sapphire or Emerald
* **Leave:**
	+ Stop Event

### **Specter**

"A specter wants to join your crew."

* **Agree:**
	+ "It gladly gives you a present." Get 1 relic/card. (Can be Corpse Flower, Shovel, etc.)
* **Decline:**
	+ "He is sad, but leaves you a present." Get 1 relic. It appears that choosing either option gives the same item.

### **Compass**

Your compass suddenly breaks while you are seeking the treasure

* **Keep searching (-5AP):**
	+ Repeat for a random number of times, eventually dropping a relic.

* **Leave:** Stop Event

### **Golden hammer**

"Deep in the cave lies a golden hammer, surrounded by countless spikes."

* **Cross the spikes (-10 max HP):**
	+ Upgrade all cards
		- **Cross the spikes again(-10 max HP)**

* **Leave:** Stop Event

### **Ancient Portal**

In a secret cave, you find an ancient portal. When you get close to it, you can feel that energy flows out from the gate.

* **Enter:** -10 HP. Enter Port Elysia.
* **Leave:** +10 HP

**Mutiny**

Some of your crew find that following you is too dangerous and want out.

* **Placate:** -50 coin
* **Persuade:** Get 1 curse
* **Let them go:** -3 max HP

## Lost Islands

### **Setup a campfire**

* Roast the crab(+5 max HP)
	+ Fight crabs(Battle three crabs, enemy numbers will be replenished to three if they are not all defeated in the same turn.)
		- You defeat the crabs(Get relic Crab Shell.)
* Roast the meat(+20 HP)

### **Gem deposits**

"You find some gem deposits at the foot of a volcano."

* Dig (get a gem card.)
* Keep going
	+ You find a higher quality gem deposit.(Get an upgraded gem card.)
		- Volcano erupts (-15 HP)

### **Useful items**

"You find some useful items."

* Take
	+ Get a random relic/card.
* Leave (End event)

### **Flip the ship**

* Flip (-10AP)
	+ Flip(-30 AP)
		- Leave(Gain Relic Fish Hat)
	+ Leave
* Leave

### **Your ship ran into Kraken**

Your ship ran into something" (-20AP)

"You hear some strange sounds."

* Repair (+30AP)
	+ You awoke the "Kraken". (Battle three 50HP tentacles)
		- Mark it (turn your 3rd stage boss into the **Kraken** . )
		- Leave
* Leave

### **Cursed Kraken**

The ship ran into some kind of obstacle

* "explore the ship"

* leave (-10AP)

> in the darkness of the cabin you see a shadow
>
>

* continue

* or leave (-10AP)

The tentacle grabs your leg. You are marked with the kraken's curse.

* leave (turn your 3rd stage boss into the **Cursed** **Kraken** .)

### **Protect the Priest**

Battle to protect the priest, after which he will reward you with a relic.

### **Injured scholar**

"You find an injured scholar in a cave. 'I was attacked by some strange creatures. while researching this cave.' "

* Lose relic Mystery Brew
	+ No immediate benefit, but will affect further events.
* Leave

### **Repaying you for your help**

You run into the priest and scholar whom you saved. They insist on repaying you for your help.

+999 HP and Take "Random Rare Relic"

### Siding with The Norths

* If you agree to join the Norths, upgrade 2 cards randomly.
* Leave

### Siding with The Settlers

* Enter a Battle with The Settlers immediately. After winning, if you agree to side with them, you will get a relic.

### Fight between "The Norths" and "The Settlers"

* Support The Norths (battle 3 Settlers, reward: Wolf Ring. Will give you a Curse(Downgrade) if you have chosen to side with the Settlers previously.)
* Support The Settlers(battle 3 Norths, reward: Deer Ring. Will give you a Curse(Downgrade) if you have chosen to side with the Norths previously.)
* Leave

### You run into hostile pirates in a snowstorm

* Battle. Reward a relic after won. Cold is active on all turns during this encounter.

### Fishing

"A good day to go fishing. If only it wasn't so cold."

* Fish (-1 HP, get a skippable random card/relic or a downgrade curse)
	+ You can fish as many times as you want, the HP cost is increased by one each time.
* At the start of the event, when you start fishing there is a possibility that you get the downgrade course, making you leave the event immediately.

* You will have cold storms where you will either need to remove a card or take 20 damage.

### **Small Hole**

Some coins at the entrance of a small hole.

* **Take the coins:** +20 coins.
	+ "You squeeze through the hole and see more coins."
	+ **Keep going:** +20 coins
		- There is a chance to either repeat this dialogue (Keep going for +20 coins or Leave) or trigger the following:
		- "In the depths, aggressive creatures appear." Fight.
			* Upon Winning: "At the bottom of the hole, the heap of bones is mixed with some trinkets." Gain relic or card.
	+ **Leave**
* **Leave**

### **Library**

Choose one of the three cards:

* History book: 1 ammo. Can only use when there are at least 6 cards in discard pile. Add 2 random cards from discard pile to your hand.
* Science book: 1 ammo. Choose 1 card from draw pile and add it to your hand. Draw 1 card if there are ten or more cards in draw pile (when you play this card). Removed.(No removed after upgraded.)
* Art book: 0 ammo. Choose 1 card from draw pile and add it to your hand. Put 1 card back to draw pile. Removed.(No removed after upgraded.)

### **Colorful fish**

* cook
	+ +8 max hp or......

### **Weird Gravity**

You enter an area with weird gravity. The ship is now upside down.

* Fight.
	+ Upon Winning: "Everything back to normal." Receive Gravity Gem (Relic: At the start of battle,give Mark 1 to all non-Heavy enemies and change them to Heavy.)

### **Giant Fish Bones**

You stop near giant fish bones.

* **Rest:** +50 AP
	+ "A group of fish attacks you while you are resting." Fight.
		- Upon Winning: "You enjoyed a seafood meal." +20 HP.
* **Leave**

### **Nightmare**

You fell asleep.

* **Continue:** + 20 HP. Fight 3 Specter Ed-Hogs. they are as bad as it sounds.
	+ Upon winning: "you wake up from the nightmare." Obtain Spiked Bracer (Relic).

### **Madness**

Madness take hold of your group

* **Resist**(Battle 2 small jellyfish and a large one with 160 HP.)
	+ Firm will: 0 ammo. Remove your negative condition. Remove all curse in hand, for each card removed in this way, draw 1 card. Removed.(No removed after upgraded.)
* Get curse(Madness. 1 ammo. Removed. At the end of the turn, if this is still in your hand, lose 1 HP and add 1 Madness to discard pile.)(Yep. This curse multiplies itself if you don't play it.)

### **Sailing around**

You realize you have been sailing around the same place for hours.

* Go West -2AP/ West -4AP/ South /-6AP
	+ +30AP, +5 max HP

### **Stuck Entities**

You cross the path of stuck entities.

* **Talk to them**
	+ The specters ask for help in breaking down the temporal anomaly that binds them here.
	+ **Fight**
		- Upon Winning: "They are thankful and leave." Gain a relic.
	+ **Leave:** Get 1 curse.
* **Leave:** Get 1 curse: Deserter (-1 max ammo when this is in your deck).