Events

#### Scavengers attack

You are ambushed by a band of crazed scavengers, clearly driven to take more risk than usual.

* Fight! (Physical)
	+ Win: 3 XP, 1 RP, Slavyan Loyalty +2. 30% chance for a (weak) pet dog, otherwise some basic supplies.
	+ Lose/Surrender: 1 XP, 1 RP
* Try to run away. (Physical concept)
	+ Win: 1 XP, 1 RP
	+ Lose/Surrender: 2-4 damage
* Stand firm and intimidate them with your brawny muscle. (requires: Orc, dwarf, Str 16)
	+ Use this chance to attack them. (Physical, easier)
		- Win: 3 XP, 1 RP. 30% chance for a (weak) pet dog, otherwise some basic supplies.
		- Lose/Surrender: 1 XP, 1 RP
	+ Convince them it is best if they leave, now. (Mental)
		- Win:
			* Leave: Loot, 4 XP, 1 RP, scavengers loyalty +3
			* Use this opportunity to attack a smaller pack! (Physical, easier)
				+ same as above
		- Lose/Surrender: 1 XP, 1 RP
* Drop some of your equipment and run away.
	+ 1 XP

#### Striga bandits

Your camp is besieged by a group of humanoids lurking in the darkness.

'Keep calm and we shall all get what we want tonight.'

* Attack! (Physical)
	+ Win: Loot, 5 XP, 2 RP, physical bless, night demons loyalty -2
	+ Lose/Surrender: 20-30% spiritual damage, 1 XP, 1 RP, illness
* Stay calm and listen to what they have to say.
	+ Attack! (same as above)
	+ Assert that you are no mere traveller, but a servant of the pantheon who are Horz's pack after all, so they should step away. (mental)
		- Win:
			* with a female beautiful character: "... I will be yours to command if you let me taste you, just once..."
				+ Agree.
					- 5 XP, 2 RP
					- 80% Chance: gain a wolf as character (35% chance) or as pet, destiny +1
					- Otherwise: beautiful female gains a skill from SKILL\_PACK-NIGHT\_STRIGA\_MISTRESS
				+ Decline and tell him to leave.
					- 5 XP, 2 RP, destiny +2
			* without: wisdom +1, destiny +1, 5 XP, 2 RP
		- Lose/Surrender:
			* 20-30% mental damage, 20-30% spirit damage, 1 XP, 1 RP
	+ Agree to give some blood.
		- 20-40% physical damage, night demons loyalty +3, 30% chance for illness, 3 XP, 1 RP
* [Night demons]Tell the strigas to come out and speak plainly.
	+ Ask what exchange.
		- [Beautiful and female] Approve of their practical approach and state that your own ways have become tame to help you survive with people.
			* "... I will be yours to command if you let me taste you, just once..." (same as above)
		- Question the truth of his words.
			* Give some blood and trade
				+ 30-40% physical damage
				+ trade (starting balance -20)
				+ 3 XP, 1 RP
			* Decline giving blood, but part on good terms.
				+ Mental bless, 3 XP, 1 RP
		- [Horz]Affirm that Horz would approve of such measured control.
			* Blood + Trade offer, same as above
		- [Night demon] Approve of their practical approach and state that your own ways have become tame to help you survive with people.
			* Blood + Trade offer, same as above
	+ Tell him to back off or die. (mental)
		- same as "Assert that you are no mere traveller..." above
	+ [Light] In the name of Light, tell the striga to leave. (requires light domain, 60% chance)
		- Leave. 1 XP, 1 RP
		- Apologise for the outburst and ask what exchange he meant earlier.
			* same as "Tell the strigas to come out and speak plainly." above
* Run away!
	+ 60% Chance: 20-40% physical damage
	+ 1 XP

#### Human bandits

You are ambushed by bandits:

'Your goods or your lives!

* Attack! (Physical)
	+ Win: Loot, 5 XP, 2 RP
		- If you lost a child to bandit trials (I assume - TAG-CHILDBANDIT): 50% chance to find them and get them back (parameter Left2bBandit)
		- 60% Chance to find a treasure map (spawns: Unliving ruins spwn)
	+ Lose/Surrender: 1 XP, 1 RP
* [Bandit]Suggest a fair trade instead, with you throwing in a bit extra -- less risk for both parties. (requires bandit, 40% chance)
	+ Trade with starting balance -30
	+ 3 XP, 1 RP
	+ Trying to cancel the trade leads to bandits wanting to take a bit of what they like. You can either agree or attack (same as above)
* [Attractive] Give the captain your best smile. (requires attractive, 40% chance)
	+ Agree to go with the captain.
		- Kiss the captain passionately and have some fun.
			* Say that it was nice, but it was a one-time thing only.
				+ Small gift, 3 XP, 1 RP
				+ Pretty and female: 25% chance for a child
			* [Beautiful] Say that you hope so as well. (requires beautiful, 10% chance)
				+ Human Bandit Leader joins
				+ 3 XP, 1 RP
			* Say that you hope so as well.
				+ Beautiful, 20% chance: offer to trade character for a bandit?
				+ Otherwise, same as "one-time thing only" above (including the child chance)
		- Say you appreciate the candour, and play pretend as he said.
			* Trade offer
			* 3 XP, 1 RP
	+ Play the damsel in distress who does not want to succumb to such base behaviours. (Mental)
		- Win: Loot, 5 XP, 2 RP
		- Lose/Surrender:
			* Allow the bandits to take some of your things.
				+ 3 XP, 1 RP
			* Attack! (same as above)
	+ Say that perhaps one day you might, but for now how about the two of you just trade goods instead of spilling blood?
		- Trade offer with starting balance -40
		- Trying to cancel the trade leads to bandits wanting to take a bit of what they like. You can either agree or attack (same as above)
		- Instead, the options go with the captain, damsel in distress, attack can be chosen
* Try to parley with them. (Mental)
	+ Win:
		- Trade offer with starting balance -40, cancel leads to bandits trying to take what they like. Can attack instead.
		- Attack! (same as above)
	+ Lose/Surrender:
		- Allow the bandits to take some of your things.
		- 3 XP, 1 RP
* Run away!
	+ 20-40% physical damage, 1 XP

#### Unliving ruins spwn

As you explore, you notice long-dead humanoid remains scattered all over the place.

They look larger than human, possibly orcish.

* Leave the bones be and continue searching for loot.
	+ 50% chance: just some loot
		- Take the stuff and leave.
			* 4 XP, 2 RP, loot
	+ otherwise: unliving rising!
		- Fight! (physical)
			* Win: Gather up what you can and leave.
				+ Loot, 40% chance: +5 alpha clans loyalty
			* Lose/Surrender: 1 XP, 1 RP
		- Run away!
			* 1 XP (does not seem to despawn the ruins)
		- [Unliving, 80% chance]Speak to your unliving kin to calm their anger and offer aid.
			* Create a funeral pyre and lead the unliving to it, as is their wish.
				+ 3 random targets: +2 Max spiritual health? (TAG-MAX\_HEALTH\_SPIRIT)
				+ With female orc: some gold, +5 alpha clans loyalty
				+ 4 XP, 2 RP, loot
			* [Nature or Harmony] As nature and harmony sway your soul, use your domain to weaken these unliving before killing them for good!
				+ 80% chance: physical challenge. Easier, but same results as "Fight!" above
				+ Otherwise: 3 random people -2 spiritual health
				+ 40% chance (after either): 5 alpha clan loyalty, some extra loot
				+ 3 XP, 1 RP, loot
			* Just kill the unliving. (same as "Fight!" above)
		- [Nature or Harmony] As nature and harmony sway your soul, use your domain to weaken these unliving before killing them for good! (physical)
			* Same outcomes as the other fight options
* [Orc]Prepare funeral pyres so the dead may be honoured.
	+ 30% chance: spiritual bless 2 on 3 people
	+ With female orc: some gold, +5 alpha clans loyalty
	+ 4 XP, 2 RP, loot
* Bury the bodies out of respect first.
	+ 33% chance: curse (CURSE\_S) on 2 people
		- 40% chance: Continue searching the ruins.
			* Agree to help with the bodies.
				+ 40% chance for some extra steel loot
				+ 2 XP, 1 RP, loot
			* [Turmoil] As turmoil is your path, stand firm and say you will not yield to their demands. The loot is yours, and if they think otherwise, they can fight you for it. (39, 44)
				+ 40% chance: 2 XP, 1 RP, weapon, armor, loot
				+ otherwise: physical challenge
					- Win:
						* Kill them all and take their stuff.
							+ 30-50% mental damage to your orcs
							+ more loot (100% cargo loot instead of 50%) than the other option below
							+ 3 XP, 1 RP
						* Take only the loot you found in the ruins, and leave the orcs be.
							+ loot (50% of the other option)
							+ Orcs: +2 max mental health
							+ (50% of your people?): +2 spiritual health
							+ +6 alpha clans loyalty
							+ loot
							+ 3 XP, 1 RP
					- Lose:
						* lose 79% of your food, +1 alpha clans loyalty
							+ Praise their honour and leave.
								- +3 alpha clans loyalty, otherwise as "Leave" below
							+ Leave.
								- 1 XP, 1 RP
					- Surrender:
						* -5 alpha clans loyalty, 1 XP, 1 RP
		- Otherwise: Continue to search for anything useful.
			* 4 XP, 2 RP, loot
	+ 50% chance: fallen orcs rise up to attack you
		- same as "unliving rising" above
	+ otherwise: nothing special, just the same two options you would get after the curse above
* [Magic and Magic user] The unnatural forces binding these unliving are still weak. Try to break this bond and thus free their souls. (spiritual challenge)
	+ Win:
		- Loot
		- 1 Magic user: +1 Mysticism
		- +3 alpha clans loyalty
		- chance for an orc weapon
		- Search the ruins. (27, 60)
			* 40% chance: 5 alpha clan loyalty, some extra loot, 3 XP, 1 RP, loot
			* Otherwise: 4 XP, 2 RP, loot
	+ Lose/Surrender: unliving attack!
		- 3 random people get cursed (+2 CURSE\_S)
			* Fight! (same as the other unliving rising paths)
			* Run away.
				+ 1 XP, 1 RP
* Leave this place.
	+ 1 XP (does not seem to despawn the ruins)

### Module Demon encounters

#### Vodnik

You find a small, secluded pond surrounded by high grass and weeping willows bowing their sorrowful heads into the silvery surface.

There is a figure sitting on the shore, hunched and clearly deep in thought and concern.

* [Water demon]Ask if this pond belongs to the vodnik.
	+ Ask if he means the Plough. And why would he say the stars are broken?
		- [Light]Offer to call upon the light domain to gain the star's attention. (spiritual)
			* Spiritual bless
			* Win: Mental bless, +3 destiny on a random character, 4 XP, 2 RP
			* Lose/Surrender: 20-40% spiritual damage, 1 XP, 1 RP
		- This seems to be pointless. Leave.
			* 1 XP
		- In the name of Zorya, the stars do as they will. Tell the demon to stop fretting.
			* [Turmoil]As turmoil demands it, face this beast!
				+ Fight! (physical)
					- Win: 3 XP, 2 RP, 20% chance for physical bless
					- Lose/Surrender: 1 XP, 1 RP
				+ Actually, retreat...
					- 20-40% spiritual damage, 1 XP, 1 RP
			* [Zorya or Light]Say you will demand that the star show itself to the vodnik. (spiritual)
				+ same as "Offer to call upon the light domain..." above
			* By the will of Zorya, wait for the beast to come! (requires Zorya)
				+ same as the Turmoil option above
			* Agree to face the beast that comes.
				+ same as the Turmoil option above
			* This seems to be pointless. Leave.
				+ 1 XP
			* Agree to help with this 'problem.' But ask what you can do.
				+ Hop on the stars?
					- Explanation, with options to Accept (same as Agree) and Decline (same as Decline)
				+ Agree and accept the physical challenge. (physical concept)
					- Win: physical bless, 0-1 wand, 1-2 scroll, 1-2 artifact, 4 XP, 1 RP
					- Lose: 40-60% physical damage, 1 XP, 1 RP
					- Surrender: 10-30% physical damage, 1 XP, 1 RP
				+ Decline and leave him be.
					- 1 XP
			* [Vodnik]He simply needs to do the star dance properly so the bear star is called and the beast kept at bay. Tell him there is no need to fret and that you are willing to aid him.
				+ mental bless for the group, +1 destiny for vodniki in the group
				+ 3 XP, 2 RP
		- Ask him to explain where exactly the problem lies.
			* Same as "In the name of Zorya..." above
		- Agree to help with this 'problem.' But ask what you can do.
			* Same as the identical option above
		- [Vodnik]He simply needs to do the star dance properly so the bear star is called and the beast kept at bay. Tell him there is no need to fret and that you are willing to aid him.
			* Same as the identical option above
		- Attack! (physical)
			* Win: 4 XP, 1 RP, 25% chance for a 1Handed artifact
			* Lose/Surrender: Curse (CURSE\_P), Illness, 1 XP, 1 RP
	+ Offer to help in exchange for a demon deal -- a favour he will be bound to. (requires: 15 wisdom or a water demon (anywhere))
		- Same options as the other choice above
* Approach the man.
	+ 'I feel your unnatural pull on my willpower. Speak now or no help will come to you!' (requires 12 destiny)
		- Offer to help in exchange for a demon deal -- a favour he will be bound to. (identical to the same option above)
		- 'What? Why is it a problem?' (identical to the same option above)
		- This seems to be pointless. Leave. 1 XP
		- Attack! (same as Attack optin above)
	+ Try to resist this strange pull. (mental)
		- Win: mental bless, +1 wits on random person
		- Lose/Surrender: Curse (CURSE\_P), Illness, 1 XP, 1 RP
* The man seems suspicious. Attack him!
	+ Same as other attack options
* Leave.
	+ 1 XP

#### Lone befuddler

As you wander through some swamps, you come across a small pond and spot a young man half submerged in the water.

He does not see you yet and seems deep in thought.

* [Befuddler]Greet your brother.
	+ Nod with understanding and ask how it's been going.
		- Say that this is not the only way to live, that he doesn't have to impress the mothers but can just live his own life.
			* same as the identical option below
		- He cannot be allowed to continue. Attack!
			* Same as the Attack option below
		- Tell him practise makes perfect and wish him good fortune.
			* Option for Trade
			* 2 XP, 1 RP
	+ Say that this is not the only way to live, that he doesn't have to impress the mothers but can just live his own life. (mental)
		- Win:
			* With a befuddler: fully heal mental/spiritual health of befuddler, mental bless 3 on it, 0-1 rare wands, 5 XP, 1 RP
				+ Adventure ends
			* otherwise: mental bless 2 on the group
				+ Ask more about this custom and the mothers.
					- options to attack (same as below) or listen (same as "Nod, but say it is none of your business..." below)
				+ Nod, but say it is none of your business. You just don't take kindly to trickery.
					- 10-30 adv. gemstones, 80% chance for a rare wand, 5 XP, 1 RP
		- Lose/Surrender: 2 XP, 1 RP
* [Water demon]A befuddler, a failed child of the rusalka. Shameful thing. Speak to him.
	+ same options as [Befuddler] above
* Approach him and talk.
	+ 2-5 mental damage (14, 20, 30, 31)
	+ 10+ Myst: ...But you are strong, so you can talk to him without ill effects -- at least for now.
		- Tell him you sense his trickery and that he'd best stop it now. (mental)
			* Win: same as non-befuddler victory for "...not the only way to live..." above
			* Lose/Surrender:
				+ 5-15% spiritual damage, 2 XP, 1 RP
				+ With adult women in the party: the women get illness, 1% chance for a human child
		- He cannot be allowed to continue. Attack! (same as Attack! below)
	+ With adult women in the group, OR as 60% chance: ...you feel like joining him in the pond.
		- Yes, join him. Why not?
			* same as losing the mental challenge for trying to resist
		- Try to resist.
			* same mental challenge as "Tell him you sense his trickery ..." above
	+ Otherwise: ...'You're not coming in? It didn't work?'
		- Ask him what he means.
			* Nod, but say it is none of your business. You just don't take kindly to trickery.
				+ 8-15 advanced gemstones, 2 XP, 1 RP
			* He clearly meant to trick you. Attack! (same as Attack! below)
		- He clearly meant to trick you. Attack! (same as Attack! below)
* Attack! (physical)
	+ Win: 4 XP, 1 RP, Loot
	+ Lose/Surrender: 1 XP, 1 RP
* Leave.
	+ 1 XP

### Module Ruins Basic

You discover the ruins of an ancient human cemetery, one where burial was clearly the custom. There are gravestones with faded markings and even some large stone crypts.

·        Have a closer look.

Near the gravestones that tell the tale of the old days, you find a spot where a single slab of sandstone lies with some very faint and unreadable markings on it. Something draws your attention towards it.

·        Investigate.

The placement of the stone and the faded markings look to you like some sort of warding symbols, suggesting that whoever was buried here was an undesirable, but also feared. Were the wards meant to protect whoever lies her, or the other way around? Alas, this is unclear.

·        Search for anything usable.

'You, you there, live one! Come here, I need a favour and you seem the sort to listen.' You realise the sound is coming from the stone slab. As you turn towards it, you can see the outlines of a ghostly figure.

·        Ask him what his problem is.

I guess you could call my troubles your typical ghost conundrum. We, I mean, I am stuck her because some vengeful sod trapped my poor spirit in this place.

·        Attack (Red 3).

·        Leave him to his fate.

Encounter ends, you get some EXP.