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Expedition Events are triggered either by the movement of an expedition onto new hexes or end of turn events for expeditions.

Abandoned Tower[]

You come across an abandoned tower and when you peek inside, you see it stands empty, but for a series of wooden chests scattered on the floor. You also notice a worrying amount of humanoid bones layered on the floors.

  • 1. (Blue text) Go inside, carefully.
    • 1. Just force your way out, it may hurt, but you may even get some materials out of it! [Physical] (2 skull)
      • Success:
        • Resources
        • +2 XP, +1 RP
      • Failure:
        • +3 Iron
        • +5 wounds to all party members
        • +1 XP
    • 2. (Requires Intelligence +9) Let's try to figure this out. [Intellect] (2 skull)
      • Success:
        • +3 Intelligence for 1 villager
        • +2 XP, +1 RP
      • Failure:
        • curse of weakness on 2 party members
    • 3. (Requires a Dwarf in the party) Your Dwarven friend is confident he can open these tower doors, despite the trap.
      • Success:
        • +2 Intelligence for 1 Dwarf
        • +2 XP, +1 RP
      • Failure:
        • ???
    • 4. (Requires a Goblin in the party) Your Goblin friend has yet to find a trap he cannot beat; he dismantles it in no time!
      • Success:
        • +2 Intelligence for 1 Goblin
        • +2 XP, +1 RP
      • Failure:
        • ???
  • 2. (Requires Zorya as deity) Zorya favours the bold, go in!
    • 1. Just force your way out, it may hurt, but you may even get some materials out of it! [Physical] (2 skull)
      • Success:
        • Resources
        • +1 Strength for 1 villager
        • +2 XP, +1 RP
      • Failure:
        • +5 wounds to all party members
        • +1 XP
    • 2. (Requires a Goblin in the party) Your Goblin friend has yet to find a trap he cannot beat; he dismantles it in no time!
      • Success:
        • +2 Intelligence for 1 Goblin
        • +2 XP, +1 RP
      • Failure:
        • ???
    • 3. ???
  • 3. (Requires Morena as deity) With Morena's guidance, surely we can figure out what trickery is at hand?
    • Bless of Intelligence (25 turns) for 3 party members
      • 1. [Intellect] (2 skull)
        • Success:
          • +3 Intelligence for 1 villager
          • +2 XP, +1 RP
        • Failure:
          • ???
      • 2. ???
      • 3. ???
  • 4. There is no time for this, leave.
    • +1 XP

Ambushed by Thugs (Flirtatious)[]

flirt You are ambushed! A group of thugs stands in your way...

  • 1. 'All right. Let's just keep our heads cool...'
    • Lose some items
  • 2. 'We will not surrender to the likes of you, scum!' Losing resources is not an option. Attack! [Fight] (3 skull)
    • Success:
      • Weapon, armour, artifact, jewellery, resources, food
      • +5 XP, +1 RP
    • Failure:
      • ???
  • 3. 'Right, can we not talk this out?' Try to reason with the bandits. [Social] (3 skull)
    • 1. 'C'mon men, oh and women of course, we are all in this perilous world together right? Common struggles, fate of mankind...' [Social] (3 skull)
      • Success:
        • Herbs, resource
        • +2 Speech, +1 Will for 2 villagers
        • +5 XP, +1 RP
  • 4. 'Oh what mighty swords you have there...' Try to flirt with the bandits. [Social] (3 skull)
    • 1. No way. Giv'em the goods and be off. [Lose resources]
    • 2. 'Well, hello there Captain, your sword is certainly the biggest!' Continue flirting to try and avoid 'giving in'. (Blue option - maybe requires high Attractiveness, or higher than the bandit captain's Attractiveness which appears to be random)
      • Flirt on! (Results may depend on Attractiveness)
        • {Var 1} (<8 Attractiveness - I got this with 9 attractiveness. possibly random?)
          • Gain Armour, Weapon, Gold
          • +5 XP, +1 RP
        • {Var 2} (>7 Attractiveness)
          • 1. Give up the resources. [Lose resources]
            • ???
          • 2. You've had enough of the pervs. Attack the bandits! [Fight]
            • ???
          • 3. Give up 'the goods' and have some one-on-one with the boss. Go to the side and see if you can 'negotiate' more.
            • 1. 'Alright let's just pretend we did what they think and have a drink my friend. I must say this is a nice turn of events.'
              • +2 Will +2 Speech to 1 villager
            • 2. 'Well, you aren't so bad yourself you know! What the hell, let's have some fun times together!'
              • +2 Will +2 Speech to 1 villager (normally a villager with high Attractiveness)
                • 1. 'Wait! Why don't you just come with us, I mean with me, back to my village?'
                  • A Bandit joins the party
                  • mid/high-tier Weapons/Armour
                    • Leave with the new party member!
                      • +6 XP, +1 RP
                • 2. Leave with your Party.
                  • +6 XP, +1 RP
                • 3. 'Wait! I want to join you!' ['The lover' (highest Attractiveness) leaves with the Captain and his bandits!]
                  • high-tier Weapon, Ranged Weapon, resource
                  • Lose 1 party member with the highest Attractiveness
                  • +6 XP, +1 RP
    • 3. Well alright then, the pickings are slim at the village anyway... (Go to the side with the Captain)
      • (see Give up 'the goods'... above)

Ancient Dragon Remains[]

You come across the skeletal remains of an ancient dragon, clearly fallen decades ago as the bones are covered in moss, vine and partially submerged in the ground. If it wasn't for Lady Lada's luck you would have likely missed it.

  • Collect the bones by on Morena's wits be careful. {Var 1} - Baba Yaga
    • Ah tasty young ones...
      • An old hag emerges this is surely a Baba Yaga Let's kill it so that we can learn it's secrets [Fight] (4 skull)
        • Success:
          • Loot: Dragon Material, misc food and mid tier resources, weapons and artifacts
          • 1 villager +3 Magic +2 Folklore +3 Herbalism + 1 Intelligence
          • +4XP 1RP
      • Damn whoever this is run away
        • +1XP. Ends the encounter.
      • You feel strong magic in this place. In the name of Veles, banish this creature... [Hex] (3 skull) (Requires Magic)
        • Success:
          • Loot: Dragon Bones/Leather, an artifact, Enchanted bones, herbs
          • One villager +3 Magic +2 Folklore +3 Herbalism + 1 Intelligence
          • +4XP 1RP
        • Fail:???
  • Collect the bones by on Morena's wits be careful. {Var 2} - Dwarves
    • You go into the belly of the dragon to search for usable bones, but you are surprised by some dwarves
      • We'll see who gets the spoils [Fight] (3 skull) - 3 Dwarf Fighters, each quite tough
        • Loot: Misc weapons and armour, food and mid-tier stones/metals, Dragon bones, Enchanted bones
        • +4XP 1RP
      • Run Away
        • Ends Encounter. +1XP
      • Dwarven companion speaks up why don't we have a wee share (2-Skull Social) (Requires a Dwarf in the expedition)
        • Success
          • Great to hear perhaps one of you will join us
            • Loot: Enchanted Bone, Dragon Bone, Monster Bone
            • Chance to gain a Dwarf fighter
            • 1 villager +2 Speech
            • +4XP 1RP
        • Fail ???
  • Collect the bones by on Morena's wits be careful. {Var 3} - Spiders
    • One of the ribs falls away revealing a spider nest
      • Fight [3 skull Battle]
        • Success
          • Loot: 1-2 weapons, trinket,:dragon bones, enchanted bones spidersilk
          • +4XP 1RP
        • Fail: ??
      • Run Away
  • Better safe than sorry leave the place.
    • Up to 6 members of the group receive 15 turn Bless of Intelligence
    • +1XP
    • Ends encounter
  • ???

Ancient Shrine[]

Note: This location/event can be gained at Silveroak or Dusktown.

You discover the ruins of an ancient shrine devoted to what looks like an array of mixed deities. [snip]

  • Heresy (blue option) (Requirement???)
    • Nothing else happens. +2XP, +1RP
  • Heretical filth. Destroy this place! (blue option) (Requirement - might need to make your deity the supreme god?? [I got this option with Veles after restoring the balance] Also got it with Perun and restored the balance. Needs further verification)
    • {Var1}
      • Entire party +2 Strength +2 Will (I didn't take this reward 1/1)
      • +2XP 1RP
    • {Var2}
      • Entire party Weakening Curse and Deforming Curse
      • +2XP 1RP
    • {Var3}
      • +2XP 1RP
  • Interesting. Investigate.
    • Choose two champions (blue option, requirement? Maybe high Folklore or Intelligence?? I had 15 in each and had this option. 14 Folklore got it)
      • Throw the stone [Physical] (2 skull) - only the 2 champions participate. (I had 2 characters with highest Folklore, 14 ea)
        • +3 Strength +3 Shielding for the 2 champions
        • 20 Turn Bless of Strength for entire expedition
        • +3XP 1RP
    • Try to throw the stone together
      • [Physical] (3 skull)
        • Success:
          • 20 Turn Bless of Strength for entire expedition
          • 2 villagers +2 Shielding
          • +3XP 1RP
    • Leave it be.
  • ???

Animal Tracks (Bison)[]

You see some big animal tracks, most likely some bison.

  • Send scouts to take a closer look
    • You have good hunters so you can stalk the bison [2 Skull Hunting] (Requires a villager with Perception 4+)
      • Success
        • Loot: meat, bone, leather, fur leather.
        • +4XP 1RP
    • Your hunters are not skilled enough and the prey escapes. Leave. +1XP
    • ???
  • Follow the tracks
    • You have some good hunters [3 Skull Hunting] (Requires Stealth 6+)
      • Success:
        • Loot: Meat, bones, leather, maybe a weapon
        • +4XP 1RP
      • Fail:
        • +1XP
    • Your scouts give you enough warning to make it an easier fight [Fight] (2 skull) (Requires a Hunter)(Note: This option is not always present)
      • Success
        • Loot: Meat, bones, leather, maybe a weapon
        • +4XP 1RP
    • Run away [Physical] (2 skull)
      • Success: +1XP
      • Fail: ???

Animal Tracks and Bones[]

Your hunter finds some animal tracks to the left. You also see many bones to the right.

  • Go left.[2-skull Hunting]
    • Go left again
      • gain starving wolf
    • Go right
      • 1 people get +3 animal kindship +1 stealth +1 damage
  • Go right. [Fight] (5 skull)
    • You find a pack of giants who charge at you.
      • Defend yourselves! (2 wildwives and 2 vielkolud)
        • You kill the giants and loot their stuff. You hear something crying behind the tree where the giants were standing.
          • Gain equipements and some material
          • check it out.
            • You see a small, healthy human baby. Maybe the giants were taking care of it. Gain 1 child, 6XP, 3RP
  • There is no time for this, just keep going forward

Animal Tracks in the Snow (Bear)[]

You see some big animal tracks in the snow. Most likely a bear.

  • Look closer
    • Sneak up. (Requires stealh or a hunter)
      • [Fight] (2 skull)
        • Loot: Meat, bone, leathers, a weapon or armour, maybe some Gold
        • +4XP 1RP
      • Leave
    • Leave
    • Attack head on! [Fight] (3 skull) (5 Bears)
  • Ignore???

Arathor, King of Camroth[]

Part 1[]

You see a man clad in worn-out armour with insignia unknown to this lands. [snip]

  • Hello there
    • So this sword is powerful enough to defeat the darkness?
      • Alright... what are these Knights you keep talking about?
        • Yes we accept. But how do you even know we are right for this task? [Physical] (2 skull) Pull the Sword from the Stone
          • 1. Give sword to Arathor
            • 1. What will you do now?
              • +3 XP, +1 RP
                • Unlocks Part 2 - King's Quest
            • 2. We will leave you and be on our way
              • +3 XP, +1 RP
                • Unlocks Part 2 - King's Quest
          • 2. Keep the sword: (King gets killed by the sword). Gain some minor loot
            • Put the Sword back into the stone: Gain Curse of Darkness upon one villager
            • Keep the sword
              • Gain a top level powerful weapon (may not be a sword as it transforms itself)
              • All members gain Curse of Darkness
              • One member -2 will and Weakening Curse
              • +3 XP, +1 RP
          • Fail: ???
        • Are you crazy? We will not swear to serve anyone
          • Ends encounter
        • No .... it is time for you to die so we can claim the sword for ourselves
        • Yes, we accept. But how do you even know what will be our reward?
          • A good sword is worth some effort. Fine, we accept
            • [Physical] (3 skull) - see Pull the Sword from the Stone above.
          • Get off your high horse. (Same as above?)
      • ???
    • Attack [Fight] (2 skull) see outcome below.
  • Attack the man [Fight] (2 skull)
    • Automatic victory. However he does wound 2 members of your expedition - 6 wounds each
    • Random armour, resources, food
      • Try to remove the sword from the stone
        • You don't get the sword
        • 2 members of your expedition get Cursed
        • +1 XP
      • Take the man's stuff and leave
  • Just leave
    • Ends encounter

Part 2 - King's Quest[]

You follow the treasure map, provided by king Arathor, and you come across a great ravine. [snip]

  • 1. Use the bridge.
    • 1. 'Fine, we will face your questions.'
      • 1. Tell him your name.
        • 1.Tell him your favourite colour.
          • 1. (Requires Intelligence?) Give him a very specific and detailed answer.
            • Bless of Intelligence (20 turns) for 2 villagers
              • 1. 'Oh, good, almost forget about the treasure.'
                • 1. Great.
                  • +6 XP, +1 RP
                  • Leads to Part 3a - Snakes' Nest or Part 3b - Place of Interest
              • 2. ???
          • 2. I have no idea
            • Wound on 1 villager
            • Ends encounter
          • 3. 'What type of Troll, Rock or Swamp?'
            • +2 Poison damage to one weapon
              • 1. 'Oh, good, almost forget about the treasure.'
                • +6 XP, +1 RP
                • Leads to Part 3a - Snakes' Nest or Part 3b - Place of Interest
              • 2. ???
        • 2. 'Alright, this is stupid! What is going on?'
          • Wound on 1 villager
          • Same as "Tell him your favourite colour" + Fight option
      • 2. 'What?'
        • Wound on 1 villager
        • Same as "Tell him your name." + Fight option
    • 2. 'Questions? Punishment? What is this? Move aside or face our blades!' [Fight] (3 skull)
      • Success:
        • Bless of Dexterity (15 turns), Bless of Strength (5 turns) for all party members
          • 1. (Blue option) Oh, good, almost forget about the treasure.
            • +6 XP, +1 RP
            • Leads to Part 3a - Snakes' Nest or Part 3b - Place of Interest
  • 2. Try to cross ravine without the bridge [Physical] (4 skull)
    • Success:
      • Sandstone, Granite
      • +1 Strength for 2 villagers
        • Good, time to look for that treasure
          • Great.
            • +6 XP, +1 RP
            • Leads to Part 3a - Snakes' Nest or Part 3b - Place of Interest
    • Fail:
      • ~8 Wounds on 3 villagers
      • +6 XP, +1 RP
      • Leads to Part 3a - Snakes' Nest or Part 3b - Place of Interest
  • 3. Come back later
    • Ends encounter

Part 3a - Snakes' Nest[]

You find the cave where a treasure may lie. It looks old and abandoned but there is an eerie feeling to it.

  • 1. Explore the cave. (Result appears to be random)
  • {Var1}
    • 1. Alright, try to brave this poisonous chamber... [Sickness] (2 skull)
      • Success:
        • 1. Great, get the loot!
        • {Var1}
          • leather, metal
            • 1. Good, gather it up and leave the cave.
              • +2 XP, +1 RP
        • {Var2}
          • Herbs, Enchanted bone
          • +3 Herbalism, +2 Intelligence, +3 Medic for 1 villager
            • 1. Good, get the equipment and leave the cave.
              • +2 XP, +1 RP
      • Failure:
        • ???
    • 2. No, leave.
      • Exit (cave collapses)
  • {Var2} Collapsed Cave
    • 1. Try to dig the treasure out. [Physical] (2 skull)
      • Success:
      • {Var1}
        • Metals, gems
          • 1. Great, take the treasure and leave.
            • +2 XP, +1 RP
      • {Var2}
        • Armour, jewellery, gems
        • +3 Attractiveness, +3 Speech for 1 villager
          • 1. Great, take the treasure and leave.
            • +2 XP, +1 RP
      • Failure:
        • ???
    • 2. No, leave.
      • Exit (cave collapses)
  • {Var3} Sleeping Bears
    • 1. Sneak past the bears to get to the treasure. [Sneak] (1 skull)
      • Success:
        • 1. Great, get the treasure!
          • Bow, Cane, leather, Herbs
          • +3 Gathering, +2 Stealth, +2 Traps for 1 villager
            • 1. Great, gather up the treasure and leave.
              • +2 XP, +1 RP
      • Failure:
        • ???
    • 2. Just kill the bears! [Fight] (2 skull)
      • Success:
        • Leather, bones, weapon
          • 1. Great, get the treasure!
          • {Var1}
            • Jewellery, Coal, gems
            • +2 Traps, +2 Intelligence, +2 Dexterity for 1 villager
              • 1. Great, gather up the treasure and leave.
                • +2 XP, +1 RP
          • {Var2}
            • Bow, Cane, leather, Herbs
            • +3 Gathering, +2 Stealth, +2 Traps for 1 villager
              • 1. Great, gather up the treasure and leave.
                • +2 XP, +1 RP
      • Failure:
        • ???
    • 3. No, leave.
      • Exit (cave collapses)
  • {Var4} Golden Chalice
    • 1. Right, try to break the spell. [Hex]
      • Success:
        • Artifact, gold, moonstone
        • Bless of Magic (20 turns) for entire party
        • +2 Magic, +2 Folklore, +1 Will for 1 villager
      • Failure:
        • ???
    • 2. No, leave.
      • Exit (cave collapses)
  • 2. Nah, leave it for now.
  • 3. ???
  • 4. ???
  • 5. ???

Part 3b - Place of Interest[]

You come to the place marked on the map and instead of a cave or hidden treasure chest, a small lake appears out of nowhere.

Note: If you want to upgrade a specific weapon, send only 1 character in with the weapon.

  • 1. Take a closer look
    • {Var1}
      • Bless of Health (20 turns) for entire party
      • All wounds healed
    • {Var2}
      • Bless of Attractiveness (20 turns) for entire party
      • All wounds healed
      • Either way, these options are then presented:
        • 1. Thank you
          • Armour, Obsidian
          • 1 weapon gains +5 Leech
          • +3 XP +1 RP
        • 2. Oh that is good news
          • Weapon, trinket, Obsidian
          • +3 XP, +1 RP

Avalanche[]

You travel across the mountains when you hear an ominous grumble from up above!

  • Listen to it carefully to try and determine the best action!
    • Find cover
      • Dig! 3 Skull Physical challenge
        • +9 Malachite, 5 Silver, 2 members wounded, 5 XP 1 RP
      • Nah, Leave
        • +4XP 1RP
    • ???
  • Search for cover.
  • Run for it

Bandit Chess Game[]

A rough looking bunch of bandits crosses your path. They don't look like much but they are well armed. A deranged looking captain speaks to you:

'Halt! You are crossing our ... ehm.... our piece of this road, so you must pay us. Or better yet, a game of chess with me and it will determine our fates. What say you?'

  • 'Fine, we will play your game.' [Intellect] (2 skull)
    • Success
      • 'You played well too, farewell.' Leave.
        • + 3-8 Iron
        • +2 XP +1 RP
      • ???
  • A Dwarf in your team steps up smiling as he speaks: I carved my first stone when I was a wee babe. Let us play laddie and watch me leave with the winnings. (Requirement: Dwarf in expedition)
    • Result is random
    • {Var1} Win
    • Gain a small amount Gold
    • one Dwarf in expedition gains +2 Intelligence
    • +2 XP +1 RP
    • OR
    • {Var2} Lose
    • Random chance of losing. Appears to be quite a small chance only. You get into a brawl with the bandits.
    • All expedition members get 4 wounds.
    • Lose ~60 food.
    • +1 XP
  • Agreed. Veles favours a good game of strategy, prepare to be beaten! [Tactics] (2 skull) (Requirement: Veles as deity)
    • Success
      • Veles' was our guide
        • Gain a small amount of gold
        • Entire expedition gains 15 turn Bless of Will
        • 1 villager +2 Intelligence
        • +2 XP +1 RP
      • ???
  • 'Our Lady Lada favours life so we will play your game.' [Intellect ](1 skull) (Requirement: Lada as your deity)
    • Success
      • Farewell and if you wish to follow Lady Lada perhaps change professions. {Var 1}
        • Gain a small amount of gold
        • Entire Party gets 15 turn Blessing of Intellect.
        • Chance of 1 Member gets +3 Will
        • +2 XP +1 RP
      • Leave, and accept one of the bandits as a new follower of Lada! {Var 2}
        • Bow, food
        • A bandit joins the party
        • Entire Party gets 15 turn Blessing of Intellect.
        • +2 XP +1 RP
  • 'No Games!' Attack. [Fight] (3 skull)
    • Loot: Misc weapons, armour, food, low tier resources, maybe some Gold
    • +3 XP +1 RP
  • ???
  • ???
  • ???

Bandits[]

You realize a group of attackers is approaching your village, fast!

  • To arms!
    • Attack them! [Fight] (2 skull)
    • Divide your people into two groups so that some may protect the goods and children, while others may fight. [Two people will be removed from your party for any challenges]
      • success grants +? tactical skill to some villagers, plus possibly other rewards
    • Your best warriors step up, arms drawn: 'We'll give you one chance to run, now!' Intimidate.
      • 'Leave now, scum! Or else!' Intimidate! [Social] (2 skull)
        • average rewards
        • +2 speech for 2 villagers
      • Use this opportunity to attack them! [Fight] (2 skull)
  • ???

Beautiful Woman[]

A figure of a beautiful woman adorned in flowers and leaves appears before you as a daydream...[snip]

(Note: This event can only occur if at least some of your expedition are wounded)

  • 1. 'Hello my lady. Are you ok?'
    • 1. 'Ehm, ok. You're a Goddess you say?'
      • (Same as "Right. So, what are you doing here?" below)
    • 2. 'Right. So, what are you doing here?'
      • 1. 'Our wounds? Why?'
        • 1. 'We don't want to play with magic, but we need the healing. Let's do it.'
          • All party members are fully healed
          • Deforming Curse to each wounded party member (random chance)
          • +2 XP
        • 2. (Requires Magic +3) 'Our wise ones will try to shield us from your curse.' [Hex] (2 skull)
          • 1. Fight the curse. [Hex] (2 skull)
            • Success:
              • All party members are fully healed
                • 1. Continue your journey.
                  • +3 XP, +1 RP
            • Failure:
              • ???
        • 3. 'We'd rather not try at all, thanks.'
          • +1 XP
        • 4. ???
      • 2. 'Penance for what exactly?'
        • 1. 'Our wounds? Why?'
          • (See "Our wounds? Why?" above)
  • 2. 'Stay back. Whatever you are.'
    • (Same as "Hello my lady..." above)
  • 3. Attack. [Fight] (3 skull)
    • Nothing happens - no fight
    • +1XP
  • 4. Not interested, continue onwards!

Big Bear Outside its Lair[]

While you scout ahead to see if the road is safe, you notice a bear lying outside its lair.

It looks really big. In fact, you have your doubts about it being an ordinary bear and not some kind of Giant's pet.

  • 1. Kill the big bear! [Fight] (2 skull)
    • {Var1}
      • (Blue text) Alright, finish it off.
        • Meat, Fur Leather, Monster Bones
        • +2 XP, +1 RP
    • {Var2}
      • (Blue text) Alright, finish it off.
        • +6 wounds to 3 villagers
        • Meat, Fur Leather, Monster Bones
        • +2 XP, +1 RP
    • {Var3}
      • (Blue text) Alright, finish it off.
        • Lose one of your villagers
        • Spear, meat, Fur Leather, Monster Bones
        • +2 XP, +1 RP
  • 2. (Requires Lada as deity?) Take a closer look.
    • 1. Kill the bear to shorten its suffering.
    • 2. With Lada's blessing.... Calm it down and remove the weapon that is lodged in its body. [Intellect] (2 skull)
      • Weapon
      • +2 Intelligence to 1 villager
      • +4 XP, +1 RP
    • 3. Lada's grace is great.... try to not only help the bear..., but also to tame it. [Intellect] (4 skull)
      • Success:
        • A Bear joins the party
        • +4 XP, +1 RP
      • Fail:
        • ???
  • 3. (Requires Animal Kinship +9?) Take a closer look.
    • 1. Take your time and plan a careful trap, making sure you don't go anywhere near the wounded bear as you kill it.
      • Meat, Fur Leather, Monster Bones
      • +2 XP, +1 RP
    • 2. Thanks to your knowledge of animals, you can try to approach the bear and actually help it. [Intellect] (2 skull)
      • Weapon
      • +2 Intelligence to 1 villager
      • +4 XP, +1 RP
    • 3. You know much about animals and you know that wounded creatures can grow very attached to their saviours. You can try to help the bear and also tame it. [Intellect] (4 skull)
      • Success:
        • A Bear joins the party
        • +4 XP, +1 RP
      • Failure:
        • Meat, Fur Leather, Monster Bones
        • 2 villagers get wounded
        • +1 XP
  • 4. Let sleeping bears lie. Leave.
    • +1 XP

Black Cat[]

Part 1[]

The air around you grows stale and a black cat crosses your path.

  • Ok, this could be a sign of trouble!
    • Better not risk it. Change our path.
      • +1XP
    • Fortune favors the bold!
      • Yeah, continue on.
        • Result is random:
          • {Var1} Bonus
            • +20 Blessing of Dexterity on entire group.
            • +2XP
          • {Var2} Slumber
            • 1 expedition member goes missing but keep his/her equipent
            • Go to Part 2 - Undead Ruin
            • +2XP
      • ???
  • Right, well, onwards we go.
    • As soon as you cross the line where the cat has run, you feel blessing upon your group. The cat must have been a Dola, a friendly, Guardian Demon.
      • +20 Blessing of Dexterity on entire group.
      • +2XP

Part 2 - Undead Ruin[]

You find the old city ruins as marked on the map. It is a gloomy, dark abode, filled with old, rusty bones, cobwebs and cold, eerie air.

  • Search the ruins for your friend!
    • Charge into combat! [Fight] (4 skull) Presumably Hag Loot
    • (Requires Stealth) Sneak up and investigate further.
      • That's it, attack the witch! [Fight] (4 skull) - Hag Loot?
      • Well, the world is a harsh place. Let's see what the hag has to say.
        • You killed our friend! Why? OR You killed our friend hag! Now you'd better pay up, or you will share their fate!
          • [Fight] (4 skull) - Hag Loot?
          • Well you better find a way to pay us off, or else you die now!
            • Now that we know where the treasure is, die! [Fight] (4 skull) - Hag Loot?
            • Right. We better find something good there, or else we'll be back.
              • Go back and kill the hag! [Fight] (4 skull)
                • Hag Loot:
                • Find out your lost friend has been eaten.
                • 2-3 children, misc armour, weapons, equipment, medium and top tier resources.
                • +6 XP, +1 RP
              • Take the children and whatever loot you can and go.
    • Go up to the hut and knock.
      • ???
    • Leave for now, come back later.
      • Exit to overworld map (map marker remains)
    • You sense some dark magic here. Perform a charm ritual.
      • 1. Perform the rite! [Hex] (3 skull)
        • Success:
          • +2 Children
          • Gems, Leather, Weapon
            • 1. Just leave her be. Take the children and go.
              • ???
            • 2. Kill this creature! [Fight] (3 skull)
              • Success:
                • +3 Children
                • Weapons, Armour, Leather, Metal, food
                  • 1. Leave this place
                    • +6 XP, +1 RP
              • Failure:
                • ???
        • Failure:
          • ???
      • 2. Charge into combat! [Fight] (3 skull)
        • Success:
          • ???
        • Failure:
          • ???
      • 3. Go up to the hut and knock.
        • ???
      • 4. (Blue text) Sneak up and investigate further.
        • ???

Black Smoke[]

As you explore the land, a long shadow covers the sun for a moment. (...) You are about to turn away when you notice that the strange apparition left behind a thread of black smoke...

  • Oh no, try to outrun it! [Physical] (4 skull)
    • Success:
      • Great! {var1}
        • 1 villager gains +2 Dexterity
        • +8 XP, +1 RP
      • Great! {var2}
        • 1 villager gains +1 Strength
        • +8 XP, +1 RP
    • Failure:
      • Villagers gain about 12-16 distributed wounds
        • Oh, no! {var1}
          • 2 villagers gain +1 Will
          • 2 villagers gain Curse of Darkness
          • +3 XP, +1 RP
        • Oh, no! {var2}
          • All villagers get Curse of Darkness and Deforming Curse
          • +3 XP +1 RP
        • Find Comfort in Lada's embrace (Req. Lada deity)
          • 1 villager gain Curse of Darkness
          • All villagers gain bless of will
          • +3 XP +1 RP
        • ???

Child and Cat Attacked by Wolves[]

Before you, there is a group of black wolves attacking something.

As you look closer, you realise there are 2 packs, one attacking a small baby, and one fighting not far, with something else.

(Note: If you can do without two of your villagers for a fight against a few wolves you can attempt to save both child and cat. You always save the child if you win that battle, but whether you save the cat is random.)

  • Investigate
    • Help the child, but the cat will die. [Fight] (3 skull) Help the Child
      • Loot: meat, bones and/or fur leather, maybe a trinket, weapon or armour
        • Check how the child and cat are? (Result is random)
          • {Var1} - cat survives
            • +1 child
            • +1 Animal Kinship for entire expedition
            • +4XP 1RP
          • {Var2} - cat dies
            • +1 child
            • 20 turn blessing of dexterity for 2 villagers
            • +4XP 1RP
    • Help the cat, but the child may be in danger. [Fight] (3 skull)
      • Loot: meat, bones and/or fur leather, maybe a trinket, weapon or armour
      • Check how the child and cat are? (Result is random)
        • {Var1} - Cat lives (and curses you)
          • +1 Obsidian
          • Weakening curse on 4 expedition villagers
          • +4XP 1RP
        • {Var2} - Both Cat and Child live
          • Cat turns into light and is absorbed into child (will the child be special?)
          • +1 child
          • 3 villagers gain 20 turn Bless of Health
          • +4XP 1RP
    • Split your party. (2 villagers will not be available in the fight)
      • Attack! [Fight] (2 skull)
        • Success.
          • Loot: meat, bones and/or fur leather, maybe a trinket, weapon or armour
          • Check how the child and cat are? (Result is random)
            • {Var1} - Cat dies
              • +1 child
              • +3 shielding for 1 villager
              • 20 turn Bless of Dexterity for 3 villagers
              • +4XP 1RP
            • {Var2} - Cat lives
              • +1 child
              • +3 Animal Kinship for 1 villager
              • Removes Darkness curse (maybe others?) from at least 1 villager (maybe more?)
              • 20 turn Bless of Dexterity for 3 villagers
              • +4XP 1RP
  • Jump to the child's aid.
    • See "Help the child" option above
  • Leave
  • ???

Child-eating Baba Yaga[]

A child wanders off from your party and you see tracks leading into the forest! [Requires at least 1 child in party, -1 Child]

  • 1. Right, go look for the child. [Hunting]
    • Success:
      • 1. 'Hello, our child wandered...' [snip]
        • 1. Accept the stew
          • 1. Try to figure out what's in the stew [Intellect] (2 skull)
            • Success:
              • ??
            • Fail:
              • +1 Cursed for 2 party members
      • 2. (Requires Folklore) Wait a second, a lone hut in the woods, an old hag, cooking some 'stew'... [snip]
        • 1. To arms! [Fight] (2 skull)
          • Success:
            • +1 Child, Weapon, Armour, resources
            • +2 Herbalism, +1 Folklore for 2 party members
          • Fail:
            • ??
    • Fail:
      • ??
  • 2. No, not worth looking for the child. [Leave]
    • ??

Children Stolen by Giants[]

You took your children into the dangerous world of Thea, and as children often do, they snuck out to explore on their own.

Before you can find them, you hear their desperate cries and see a group of unliving giants carrying off a bag full of your kids!

Lose all children you have in your expedition

[pretty sure this events only occurs if you have children in your expedition. Might also require the Giants Quest to have begun]

  • Attack the Giants (1 Orange skull fight)
    • Success
      • Misc weapons, armour, resources
      • Regain the children you lost. Random chance some of them are lost/dead.
      • +10XP 2RP
  • Oh no! But they are giants, so we'd better leave them alone.
  • Well, we were looking for ways to get rid of some children...

Chilling Old Cave[]

You come across an old cave that looks like it's been abandoned for a while. It has cobwebs and dust, and there is an overwhelming chill coming from within.

  • Search for animal tracks (might require a hunter)
    • Throw in some torches to spook the bats
    • Carefully go in... 2 Skull Sneak challenge.
      • some loot, materials
        • Investigate the shitty wall
          • Follow the passage
            • 'Ehem. Hello?'
              • Who are you?
                • Can you share your stuff?
                • Perhaps you'd like to come to our village?
                  • [Might require certain level of magic] 2 Skull Hex Challenge
                    • Success. A L5 sage joins the group (decent stats), misc loot. All charaters +2 Int (not only expedition, v.1.20.3220); 1 member also gets +3 Magic +3 Folklore +3 Will. +6XP 1RP
                  • Leave
                  • Kill him
                • Nothing? Really?
              • Give us your stuff?
            • He may be a sorcerer, kill him!
          • Nah. Leave
        • Nah. Leave
  • Go in and have a look.
  • Leave.

Chilling Old Tower[]

You come across an old tower that looks like it's been abandoned for a while. It is layered with cobwebs and dust and there is an overwhelming chill coming from within.

  • Go in and have a look. {Var1} - empty
    • Climb up [Physical] (3 skull)
      • Success
        • Loot: equipment, fur or scaled leather, sandstone
        • +3XP 1RP
      • Failure
        • 3 villagers gain 5 wounds each
        • +2XP 1RP
    • Leave
      • Ends event
    • We have some clever crafters let them build us a steady way up [Intellect] (2 skull) (Requires Craft 7+ O Intellect of a certain level???)
      • Success!
        • Loot - maybe 1 jewelry, 1-2 weapons, mid tier resources, some sandstone
        • +3XP 1RP
      • Fail: ???
  • Go in and have a look. {Var2} - Angry Scavengers
    • [Fight] (3 skull)
      • Loot: weapons, low tier resources, food
      • +3XP 1RP
    • [Tactics] (2 skull) (Requires Tactics 5+)
      • Loot: weapons, low tier resources, food
      • +3XP 1RP
      • Note: It mentions something about rescuing a prisoner if they live, but this appears to be a typo.
    • Run Away!
      • Ends encounter. 0XP
  • Leave

City in Ruins[]

Treasure chest world icon.

You find the remnants of a great old city in ruins! The mysteries it holds could be vast, but beware, it looks as if the dead walk in great packs inside!

  • Search. (4 skull) {Var1}
    • You were about to move some rubble ..., when the rubble rises and attacks you!
      • To arms! [Fight] (4 skull)
        • Success:
          • Food, equipment, materials
            • Great, take the loot and leave. {Var1}
              • +6 XP +1 RP
            • Great, take the loot and leave. {Var2}
              • You gatered your loot and were about to leave, when a hidden chest dropped from the ceiling! Inside you find yet more treasue!
              • Shield, armor, amulet
        • Failure:
          • Wounds
          • Run away! (Encounter remains)
  • Search. (4 skull) {Var2}
    • No sooner do you enter the city in search of riches, so do the walking dead swarm your party!
      • To arms! [Fight] (4 skull)
        • Success:
          • Equipment, materials
            • Great, take the loot and leave. {Var1}
              • +6 XP +1 RP
            • Great, take the loot and leave. {Var2}
              • (Probably same as above.)
        • Failure:
          • Wounds
          • Run away! (Encounter remains)
  • Search. (4 skull) {Var3}
    • ...discover the remains of some ancient warrior!...
      • 1 weapon, 1 armour
      • +2 XP +1 RP
  • Search. (4 skull) {Var4}
    • You find an old storage room...
      • Materials
      • +2 XP +1 RP
  • Nah, maybe later. (Encounter remains)

City Ruins (partially submerged)[]

You discover the ruins of some ancient city submerged in murky, dark waters.

There is a clear stench of death and decay in the air.

  • Go in deeper to explore.
    • Right, take a boat and row to the island.
      • 'Ehm, no thanks, we're just exploring really.'
        • 'Whoa, whoa! How about a deal eh? You... [snip] [Social] (5 skull)
          • Success
            • 1 Jewellery
            • 4 stacks (Ruby, Granite, Obsidian, Scaled leather) of mid-pre top tier resources
            • +12XP, +3RP
          • Failure (???)
        • 'You are welcome to try, froggies! Come and...[snip] [Fight] (5 skull)
          • Success
            • Loot; various weapons, armors, foods (2 stacks), 1 jewellery.
            • +12XP, +3RP
          • Failure (???)
      • 'You think you can intimidate us with frogs! Come out and speak like a warrior!'
        • 'Deal, we will solve your riddle!' [Intellect] (3 skull)
          • Success
            • 1 Jewellery
            • 4 stacks (Ruby, Granite, Obsidian, Scaled leather) of mid-pre top tier resources
            • +12XP, +3RP
          • Failure (???)
        • 'No deal. You are welcome to try froggies! Come and get us!' Wait for the fight. [5-skull]
          • Success
            • Loot; various weapons, armors, foods (1 stack), 1 artifact.
            • +12XP, +3RP
          • Failure (???)
  • Nah, leave.

Cmuch Stuck in Swamp[]

You enter the swamp and as ever, the damp murky air, and low hanging mist, make for an uneasy journey. You hear faint cries, mixed with what sounds like frogs croaking, coming from nearby.

  • Try to remember what this might be.
    • Try to remember what this may be.
      • Alright, well, we will risk the disease, but help the creature get out, after all, it is one of the few demons out there trying to help people! [3-skull Sickness]
        • Success
          • ~28 clay
          • +3 Folklore +1 Intelligence for 2 villagers
          • +3 XP +1 RP
        • Failure
          • +3 Health for 1 villager
          • 3 turns "Heavily Sick" on all villagers
      • It is sad, but we cannot risk disease upon our people. Shoot the poor creature so it does not suffer any more. (Can lead to Cmuch and Topielce)
        • +1XP 1RP
      • Too risky for us, just leave it.
    • Just kill it, put it out of its misery.
    • ???
  • Nope, just leave it.

Cmuch and Topielce[]

It has been a while since your unfortunate encounter with the creature, Cmuch, in the swamps, but the smell of rotten eggs still haunt you at night.

This night, it becomes much stronger, and you wake to discover decomposing bodies of the drowned - Topielce - attacking you! You could swear you see a rotting frog among them...

  • Defend yourselves! [Fight] (3 skulls)
    • Success
      • A weak weapon
      • +4XP +1RP
    • Failure
      • ???

Cmuch's Brother[]

As you explore the riverside, you spot a disturbing creature observing you - it looks like an overgrown toad, but one that has been dead for a long time!

  • Heavily poisoned on all villagers
    • Chase it! [Physical] (2 skulls)
      • Success
        • Ok, fine, you can stay and serve...
          • A cmuch joins your party.
            • Take him and leave this place.
              • +3XP +1RP
        • Nah, just kill it.
      • Failure (???)
    • Leave it be.

Crazed Woman Stealers[]

As you make your way through the hills, you are suddenly jumped by a large, ragged group of crazed people who create a lot of chaos, but you're not sure what their purpose is!

  • Lose 2 female villagers (but keep their equipment)
    • 1. If they managed to steal the women, the may want more. Run Away!
      • Event ends
    • 2. Chase them and fight to get the women back! Attack! [Fight] (3 skulls)
      • 2 lost villagers returned
      • A new villager joins the party
      • Weapons, armour, food, resources
      • +4 XP, +1 RP
    • 3. Let them run, but follow closely behind. Then try to steal back your people! [Sneak] (2 skulls)
      • 1. Disgusting! Attack the camp! [Fight] (3 skulls)
        • 2 lost villagers returned
        • A new villager joins the party
        • Resources
        • +4 XP, +1 RP
      • 2. It's horrid, but there are still a lot of them, free the prisoners and run!
        • 2 lost villagers returned
        • A new villager joins the party
        • Resources

Crow's Nest[]

You come across a single tall tree that houses a large crow's nest atop of it. Crows are known to be clever and collect trinkets.

  • In the name of Morena, a crow must be a sign. Climb up the tree and claim the rewards! [Physical] (2 skull)
    • Success
      • Good, time to leave. {Var1}
        • Loot: Basic and/or mid tier resources, bird meat, maybe some armour and/or trinket
        • Have a fight with some crows [Fight] (3 skull)
          • Success!
            • Loot: Basic and/or mid tier resources, bird meat, possibly a trinket and/or weapon
            • +4XP 2RP
      • Good, time to leave. {Var2}
        • Loot: Basic and/or mid tier resources, bird meat, maybe some armour and/or trinket
        • +2XP 1RP
      • Good, time to leave. {Var3}
        • Loot: Basic and/or mid tier resources, bird meat, maybe some armour and/or trinket
        • An egg hatches and a Giant Crow joins your expedition
        • +2XP 1RP
    • Failure - Most members of the expedition +4 wounds each. Then the option to either cut it down or leave appears (as below)
  • There may be a giant crow there, leave it be.
    • Ends encounter. No XP.
  • The tree looks tall, cut it down so we get both the wood and the nest! (blue text). {Var1} - Crows Return
    • [Fight] (3 skull)
      • You gather up what remained intact, as well as some good wood.
        • Loot: Basic and/or mid tier resources, bird meat, possibly a trinket and/or weapon
        • +4 XP 2 RP
    • Run away!
  • The tree looks tall, cut it down so we get both the wood and the nest! (blue text). {Var2}
    • Loot: 1-2 stacks of wood (usually some Ancient or Dryad wood), bird meat, maybe some armour and/or trinket
    • +2XP 1RP

Cursed Elf[]

A figure, clad in a ragged, dark green cloak, slowly approaches your party. [snip]

  • (Requires Veles as deity) Elves are akin to Veles, speak the words of your God to him
    Note: does not recruit Elf. If you want to recruit an elf, choose magic to investigate instead
    • Offer the stranger some food and water
      • 2 villager +2 Attractiveness
        • Well, you are wise to warn us, and so we will heed your words and leave you be.
        • It doesn't feel right to leave you like this. Can I help any more?
          • Gain some Diamonds and Herbs
          • 1 villager gains Curse of the Darkness
          • +4XP 1RP
    • The Elf is creepy, let him be.
      • Encounter ends. +1XP
  • (Requires base Magic 6+) You sense a faint tremble of a dark curse upon the Elf. Use magic to investigate
    • Try to help the Elf [Hex] (2 skull)
      • Join us as a friend Friendship
        • Elven Wanderer joins party (very strong)
        • Gain some bows, armour, maybe a trinket, some wood and food
        • 15-turn Bless of Attractiveness for all expedition members except the new Elf
        • +5XP 1RP
      • Great, always wanted an Elven servant!
        • same reward as Friendship above except Bless of Attractiveness only on 3 villagers
      • Nah, I don't want no Elves
        • 2 villagers gain 15 turn Bless of Attractiveness
        • +5XP 1RP
    • It's too difficult a task. Perhaps give the stranger some food.
      • see Share Food below
    • Nah, just leave the elf be.
  • Try to talk to the Elf
    • {Var 1} Offer to share some food. Share Food
      • 2 villagers +2 Attractiveness
        • Can I help some more?
          • Gain some herbs (10?) and a small stack (5?) of rare resources (Ancient/Dryad Wood or Diamonds)
          • 3 villagers gain Deforming Curse and Curse of the Darkness
          • +4XP 1RP
        • Leave
          • +2XP
        • ???
    • {Var 2} Try to help
      • "Do you need any help?"
        • He looks really weak. Give the stranger some basic supplies.
          • Lose a small amount of food (3?)
          • 3 villagers gain 25 turn Bless of Attractiveness
          • +4XP 1RP
      • "I don't know what kind of freak you are..."
        • The Elf is creepy
          • +1XP
        • Give him some food
          • Lose a small amount of food (3?)
          • 3 villagers gain 25 turn Bless of Attractiveness
          • +4XP 1RP
        • Attack!
          • Kill the Elf. See Slay the Elf below
    • (Requires Magic or Curse?) Your eyes, you carry the Elven Curse?
      • Offer the stranger some food and water... Two villagers +2 Attractiveness
        • Well, you are wise to warn us, ..... (Leave)
        • It doesn't feel right to Leave you like this. Can I help any more?
          • {Var1}
            • Gain some diamonds and herbs
            • One villager Curse of Darkness
            • +4XP 1RP??
          • {Var2}
            • Gain some diamonds and herbs
            • 3 villagers get both curse of darkness and deforming curse
            • +4XP 1RP
        • ????
      • What? Be gone...
      • You mean I can get your curse? [Fight] (3 skull)
  • Attack the Elf Slay the Elf
    • +1 Cursed and +1 Curse of Darkness on whole party
    • One party member +2 Deadly sick
      • There is nothing more to be done... : +4XP
      • ???

Dead Bodies[]

You come across some dead bodies, likely left here by bandits as they seem stripped naked.

  • Prepare a burial ritual for the dead. {Var1}
    • Undead rise up
      • Fight [2 Skull Battle]
        • Loot - 1 or 2 weapons, maybe some food or low tier resources
        • +2XP 1RP
      • Hex (blue option)
        • Blessing of intelligence for the expedition
        • +2XP 1RP
  • Prepare a burial ritual for the dead. {Var2}
    • 1 expedition member gets Health +1
    • +2XP 1RP
  • Prepare a burial ritual. (Requirement: Veles as deity, replaces option above)
    • Entire expedition gains 15 turn Bless of Intelligence
    • +2XP 1RP
  • Veles may not like it, but let's just leave. (Requires Veles as deity)
    • 3 villagers gain Curse of the Darkness (-5 Will)
    • +1 XP
  • Let's just leave. Ends encounter +1XP.
  • ???

Dragon Hunt[]

Part 1[]

You have heard tales of Dragons and Beastly Demons roaming the skies! And where there are Dragons, there is surely treasure...

In the past, such an endeavor would seem like madness, but now that you have rebuilt your population and armed them to their teeth, you're surely ready for some real action!

  • Perhaps worth checking out.
    • City Ruins quest marker appears on map (leads to Part 2 - City Ruins)
    • +1XP
  • ???

Part 2 - City Ruins[]

You finally track down the potential Dragon Lair.

It is, a expected, an old ruin of an ancient castle! Some of the fortifications still hold fast, and atop one of the towers you see the Dragon circling.

The creature dives into his lair, most likely in the depths of the castle's dungeons...

  • Explore the dungeons!
    • Go in deeper.
      • Attack! [Fight] (5 skull) (Swarm of zombies + necromancer)
        • Success: 3 villagers gain +4 herbalism, +3 int. Loot - some equipment, mid-top tier resources, enchanted bone.
          • +12XP 2RP
      • Attack! [1 orange skull fight] (Note: Sometimes (always?) there are 2 Dragons to fight. Very tough fight.)
        • Success: Loot - some equipment, lots of mid - top tier resources, Dragon bone and/or Dragon Leather
          • +12XP 2RP
      • Run away!
    • ???
  • Eh, maybe later.
    • Ends encounter. Map marker remains. No XP.

Dragon Slayer[]

As you travel, you meet a scruffy, young man sitting atop a rock, feverishly cleaning his sword. When he finally spots you, he jumps to his feet and calls out:

'Hey there fellow travellers! May the Road bless you. I am a Dragon slayer and I am about to commence on a great adventure!

  • 'You look like you can barely hold this sword, hardly Dragon slayer material...'
    • 'Well, this is my first attempts, to be sure...' [etc, etc, something about a Basilisk]
      • 'Yeah, sure, why not. Have some' [Lose 2 silver] {Requires 2 silver}
        • ... On your way back, you find the remains of the boy scattered around the area...
          • Gain a weapon and 1 Silver
      • 'This is the stupidest thing we've heard in a long time, boy'
        • Gain a sword
        • +2 XP, +1 RP
      • 'We don't have the silver, but good luck to you, boy.' Leave
  • 'good luck with that, young man.' Keep moving.

Dragon's Lair[]

You fall through the ground into a dark and stale tunnel! The fall was rough, but it is possible to make your way back up.

  • 1. Try to go back up. [Physical] (2 skull)
    • Success:
      • Minerals, Gems
      • +2 XP
  • 2. Explore the tunnel.
    • 1. Go left, it seems like the way out. (Left Tunnel)
      • 1. Continue left.
        • 1. Observe the room.
          • 1. Try to sneak past him. [Sneak] (3 skull)
            • Success:
              • mid-tier resource
              • +5 XP, +1 RP
            • Failure:
              • ???
          • 2. 'Ehm, hello? What are you doing here? Can you let us out?'
            • 1. 'Why guard some old tunnel?'
              • (Same as "Whatever, just let me out!" dialogue below)
            • 2. 'Whatever, just let me out!'
              • 1. 'But, I fell in here by accident, surely I am not part of your plan.'
                • 1. 'Right, but as you can see, you have bigger problems than me...' Convince. [Social] (2 skull)
                  • Shield, Mithrill or Silver, Moonstone or Diamonds
                    • 1. Leave.
                      • +5 XP, +1 RP
                • 2. Attack the Dwarf! [Fight] (3 skull) (Dwarf Fight)
                  • Armour, high-tier minerals and metals, Mithrill
                  • +5 XP, +1 RP
              • 2. 'Ok, enough. Let me through or die.'
                • 1. To arms ! [Fight] (3 skull)
                  • (See Dwarf Fight above)
        • 2. Go for the door.
          • (See "Ehm, hello?..." dialogue option above)
      • 2. Go right after all.
        • (See Right Tunnel below)
    • 2. (Requires Morena as deity) Go left as Morena guides you.
      • (See Left Tunnel above)
    • 3. (Requires Veles as deity) You feel the call of Veles to your right
      • 1. Go left.
        • (See Left Tunnel above)
      • 2. Go right.
        • (See Right Tunnel below)
    • 4. Go right. (Right Tunnel)
      • 1. Try to sneak in and to steal some treasure. [Sneak] (4 skull)
        • Success:
          • Gems, Metal, Gold, Malachite
            • 1. Leave!
              • +6 wounds each to 4 party members (random chance)
              • +4 XP, +1 RP
            • 2. Take a little more...
              • Equipment, Dragon/Scaled Leather or Dragon Bone, Quartz
                • 1. 'Ehm, yup'
                  • (Same as "Me, stealing, noo." dialogue below)
                • 2. 'Me, stealing, noo.'
                  • 1. 'Ok, perhaps we can deal.'
                    • Lose all Gold (includes equipped items)
                      • Leave.
                        • +6 wounds each to 4 party members (random chance)
                        • +4 XP, +1 RP
                  • 2. NO! Kill the creature... quietly...
                    • {Var1} Success
                      • 1. Ok, time to leave!
                        • +6 wounds each to 4 party members (random chance)
                        • +4 XP, +1 RP
                      • 2. Just one more thing...
                        • (See Dragon Fight section below)
                      • 3. ???
                    • {Var2} Failure
                      • 1. Defend yourself! [Fight] (5 skull)
                        • (See Dragon Fight section below)
                  • 3. Sorry, haven't got what you need! So just please...
                    • 1. Defend yourself! [Fight] (5 skull)
                      • (See Dragon Fight section below)
                  • ???
            • ???
        • Failure:
          • Fight dragon [Fight] (5 skull)
            • (See Dragon Fight section below)
      • 2. Leave, now!
        • +6 wounds each to 4 party members (random chance)
        • +4 XP, +1 RP
      • 3. Attack the Dragon! [Fight] (5 skull) (Dragon Fight)
        • Success:
          • high-tier resources, Dragon leather/Bonebone, Weapons, Equipment
            • 1. Run!
              • +10 XP, +2 RP
              • Unlocks "Dragon's Lair" dungeons to appear?
        • Failure:
          • ???
      • ???
    • ???

Dwarven Bandits[]

You are set upon by a small group of rugged looking Dwarves! [snip]

  • (Requires Speech 17+ or Intelligence 10+?) 'Whoa, whoa, can we talk about this?'
    • 'You look weary and hungry. We'll share our food with you, but nothing more. Surely that's better than bloodshed?' Convince. [Social] (3 skull)
      • 6-10 Mithril
      • Entire expedition gains 20-turn Bless of Speech
        • (Requires 10 Food) Share some food. [Lose 10 food]
          • Leave. +3XP 1RP
          • (Requires Lada as deity) "We shall be honoured to accept". [Fight] (2 skull) - Only three of your people will take part. Note: Highest level fighters from party are used, including Dwarf Bandits, Fighters, etc.
            • Level 8 Dwarf Bandit joins party (very strong)
            • Gain random equipment and resources
            • +6XP 1RP
          • Sorry, we don't do duels and don't need Dwarves.
        • Actually, we changed our minds, attack! [Fight] (3 skull) (see Battle option below)
    • 'Prepare to die, Dwarven scum!' Attack! [Fight] (3 skull) (see Battle option below)
  • 'Prepare to die, Dwarven scum!' Attack! [Fight] (3 skull) Battle option
    • Success:
      • Loot: weapons and/or armour of varying quality, ~15-19 Mithril, other misc resources
      • +6XP 1RP
    • Failure:
      • Lose gear (as per "we'll give you our stuff")
      • Wounds for party members (2 members got ~30 between them)
      • A group of 4 Dwarven Bandits appears on map
  • 'Ok, we'll give you our stuff' [lose all equipment]

Dying Leshy's Wish[]

Part 1[]

You come across what looks like a dried up log, but as you get closer, you see it has eyes and looks up at you. It seems it is trying to speak to you.

  • 1. Nah, leave.
    • Encounter ends
  • 2. Ok, listen in.
    • {Var1} - Scatter the ashes
      • 1. 'Well, I don't know, why should we bother?'
        • Same as "Sure, what the heck." dialogue option below
      • 2. 'Sure, what the heck.'
        • 1. 'So, if you die, and I do nothing, I still get the stuff...?'
          • Same as "That's okay, it's not a hard task." dialogue option below
        • 2. 'That's okay, it's not a hard task.'
          • Ancient/Dryad wood
          • +2XP 1RP
          • A new location appears on map (leads to Part 2a - Dying Leshy's Wish location)
    • {Var2} - Kill the Bugay
      • 1. Why on Thea would we risk hunting down a guardian spirit for you?
        • Ok, fine, we'll do it.
          • Ancient/Dryad wood
          • Bless of Speech (20 turns) for entire party
          • +2XP 1RP
          • A new location appears on map (leads to Part 2b - Hostile Bugay)
        • Oh, whatever, leave it be and take what remains of it.
          • small amount of Dryad Wood (~2)
          • +2XP 1RP
      • 2. Well, it does sound urgent, we'll do it
        • (Same as "Ok, fine, we'll do it." dialogue option above)
  • 3. ???

Part 2a - Dying Leshy's Wish location[]

You come to a place where a single weeping willow grows evergreen and beautiful. You feel this is the place to spread the ashes.

  • 1. Do it.
    • 1. Take a sip of the water.
      • {Var1}
        • Cured of any poisons and curses.
        • Bless of Health (35 turns), Bless of Will (35 turns) for 2 villagers
        • +2 XP +1 RP
      • {Var2}
        • +3 Animal Kinship, +3 Herbalism, +1 Folklore for 2 villagers
        • Bless of Health (20 turns) for entire party
        • +2 XP, +1 RP
    • 2. ???

Part 2b - Hostile Bugay[]

  • 1. 'Well, to be frank, your former boss, a rather scary Leshy, asked us to kill you.'
    • 1. 'No need to get on your high horse. We could, but perhaps we could talk instead?'
      • ??? (Pobably same as below)
    • 2. 'You wanna try and find out if we can!'
      • 1. 'What do you mean unbound and free?' (Same as we could talk instead?.)
      • 2. 'Yeah, we think we can!' Attack! [Fight] (3 skull)
        • ???
  • 2. 'Oh nothing, just noticed your presence and wondering what you're up to. I see no forest here, yet here you are.'
    • ???
  • 3. 'An old Leshy seemed rather concerned with your sanity, and asked us to deal with it.'
    • 1. ???
    • 2. 'No need to get on your high horse. We could, but perhaps we could talk instead?'
      • 1. 'What do you mean unbound and free?'
        • 1. 'Ehm, another life-force you say? Is this why the Leshy dislikes you so?' (Same as answer 2.)
        • 2. 'So, care to share your secret?'
          • 1. 'So what's to stop you from killing hundreds, to have real power?!!' (Same as answer 2.)
          • 2. 'This does not make us feel better you know!'
            • 1. 'Well this is outrageous! The Leshy was right, you must die!'
            • 2. 'OK, now we have us a pickle here. You just admitted you eat our kind. So you see, it is kind of hard for us to let that one go.' (Same as answer 2.)
              • 1. 'I'm afraid you're too much of a danger!' Attack! [Fight] (3 skull)
              • 2. 'Yeah, we're just gonna go.' Leave.
              • 3. 'How about we make some kind of deal eh? You swear never to attack our people and sweeten the deal, and we leave you be?' [Social] (3 skull)
                • Success:
                  • 16 Dryad wood
                    • 1. 'Sounds like a good deal to me!'
                      • Loot: some dryad wood
                      • Pineconnette joins
                    • 2. 'Nah, just die! Attack! [Fight] (3 skull)
                      • Success:
                        • Loot: weapons of varying quality, ~15-19 dryad wood & dark wood, food, 13 enchanted bones
                          • 1. 'Oh ok, come with us.'
                            • Pineconnette joins
                            • +5XP 1RP
                          • 2. 'No! Kill it!'
                          • 3. 'No, we're not taking you with us, just leave.' Leave it alone
              • Failure: ???
      • 2. 'Yeah, we think we can!' Attack! [Fight] (3 skull)
        • ???

Earthling[]

(Requires Mokosh as deity?)

You notice a young child, of perhaps five, sitting on a stone near your path. As she turns to you, you notice her body is almost golden and kind of sandy. Her eyes, on the other hand, are the colour of the oceans! She stretches her arms towards you as a child asking for a hug. You feel immense warmth emanating from her, and you know that this is an Earthling, a child of Mokosh like yourselves!

  • Hug the girl!
    • Play with the girl. [Sneak] (2 skull)
      • Success:
        • The whole expedition gets 25 turn Bless of Attractiveness. +3XP, +1RP
  • Nope, leave it be. (Don't know how to move this forward under (Play with...)
  • Ehm, stay back, this is weird.

Elven City[]

Part 1[]

As you delve deeper and deeper into the forest...[snip].. this must have been an Elven city!

  • 1. Take a closer look!
    • 1. Try to climb up one of the trees.
      • 1. Try it anyway [Physical] (3 skull)
        • Success:
          • +2 Dexterity for 1 villager
            • 1. Hello...
              • 1. That sounds terrible...
                • 1. To answer all your queries, let me tell you my story.
                  • 1. Nah, just the highlights please.
                    • 1. Right, find an es and tell him to cut it out. Got it
                      • 9 Rubies
                      • +1 Red Ribbon
                      • +4 XP +1 RP
                    • 2. Sounds like a big job for an uncertain reward. Nope
                  • 2. Ok, go on.
                    • 1. 'Right, find some scorned lover.'
                      • (Same as "I am not making any promises..." dialogue option below)
                    • 2. 'I am not making any promises...'
                      • 5-7 Rubies
                      • +1 Red Ribbon
                      • +4 XP +1 RP
                      • Leads to Part 2 - Tower of Zadra
                    • 3. Nah, sounds like way too much effort...
              • 2. Whatever, so why am I here?
                • (Same as "That sounds terrible..." dialogue option above)
            • 2. You shouldn't sneak up on people Elf!
              • (Same as "That sounds terrible..." dialogue option above)
            • 3. Whoa there Elf lady.
              • (Same as "That sounds terrible..." dialogue option above)
        • Failure:
          • Curse of Darkness on 1 villager
          • ???
      • 2. Nah, leave it.
    • 2. Better not, leave it.

Part 2 - Tower of Zadra[]

You find the tower just as Alys told you...

  • 1. Hello. We're looking for someone called Zadra.
    • 1. Well, funny you should ask...
      • (Same as "I guess I am just good with names." dialogue option below)
    • 2. I guess I am just good with names.
      • 1. Really? I mean you cursed her and all.
        • (Same as "She's not great man!..." dialogue option below)
      • 2. She is ok, all things considered.
        • (Same as "She's not great man!..." dialogue option below)
      • 3. She's not great man!...
        • 1. Yes it is. Why would you...
          • 1. So you asked the dark powers to curse Alys?
            • (Same as "So can you undo this?..." dialogue option below)
        • 2. Yes it is, now undo it!
          • 1. So this Kauk Fella did it?
            • 1. So can you undo this?...
              • Lose 1 Red Ribbon
                • 1. (Requires Magic) Sure, why not. [Hex] (2 skull)
                  • Success:
                    • 1. Wow, hello. I guess the curse is really over.
                      • +3 Magic for 1 villager
                      • +2 Intelligence, +2 Folklore for 3 villagers
                        • 1. 'Avenge it!...'
                          • 1. Damn, that is some punishment. Off we go then.
                            • +5 XP, +1 RP
                        • 2. 'You both suffered enough...'
                          • (Same as "Just let it go..." dialogue option below)
                        • 3. 'Just let it go...'
                          • 1. Good days work. Off we go.
                            • +5 XP, +1 RP
                  • Failure:
                    • ???
                • 2. Nope, don't like meddling with magic
                  • 1. Stand back and watch.
                    • 1. Keep on watching
                      • Curse of Deformity on 3 villagers
                      • +3 XP, +1 RP
                  • 2. Oh damn, just help him out!
                    • See [Hex] (2 skull) above
  • 2. Hey, are you Zadra?...
    • (Same as "I guess I am just good with names." dialogue option above)

Fallen Bridge over Ravine[]

You make your way through the mountains and come across a steep ravine that will be hard to cross without a bridge.

There seems to be elements of a broken bridge before you. Perhaps it could be repaired.

On the other side, you can clearly see a large, stone chest.

  • Ok, check out the fallen bridge.
    • You approach the bridge and what you thought of as a piece of the mountain formation, opens its rocky eyes and looks at you, yawning: "Finally, I swear the world has gone all quiet these days, so you want to cross my bridge right?"
      • "Ehm, there is no bridge?"
        • "Ah cammon, ye of little faith. Sure, I broke this here bridge, but that's not an issue!" The creature stretches an arm and it forms a stone bridge across the ravine! "See, easy-peasy!"
        • "So what's your price?"
          • "Ah right to the point you are, good! Well, I am not fussy, just lazy, and I like myself some nice meat! Or, I am partial to fruit. I guess if you really don't have any of that, you can give me one of your people, although I dislike the mess of fresh food..."
            • "Oh, right. Ok, here is the meat." [Lose 10 meat-type foods]
              • You hand over the goods and the Troll lets you cross. [Lose foods]
              • You go across the ravine and find yourself next to a very old, stone chest. It is definitely not manmade, it looks like Dwarvish craft, right from your grandma's stories! It has weird, shiny runes on it.
                • Try to pry it open. [Physical] (3 skull)
                  • (Success) You have opened the chest! Inside you find much of the contents destroyed by some strange, black soot. But some stuff may be of use! However, you feel a curse has been placed upon some of your people! The chest must have been under some magical protection!
                  • Loot: I got a Buckler, 12 Mithril, 8 GOld, and 6 Amber as loot,
                  • everyone in the Expedition got Deforming Curse for -5 Attractiveness,
                  • +6XP 1RP
                • Nah, just leave, not messing with Dwarvish runes.
                • You feel strong magic guarding it. Break the hex [Hex] (2 skull)
                  • Succes:
                    • Loot: I got a Shield, 26 Topaz and 4 Ambers
                    • +6 XP 1 RP
            • "Oh, right. Ok, here is the fruit." [Lose 20 fruit-based foods]
            • "Ok, one of us is gonna be supper for you." [Leave a man behind!]
            • "You know what, changed my mind, just gonna go another way..."
            • "Actually, before I make up my mind, what's in that chest across?"
              • (same options as before, plus:)
              • If I beat you in battle, will you let me cross? [Fight] (3 skull)
                • Loot: 1 weapon, some stone, gems and metal
                • Cross the bridge: same as handing over the meat above
          • "Well... I think we, will just be on our way..."
  • Nah, just take another route.

Falling Star[]

A falling star shoots down the night sky as if to guide you.

  • Let's see where it lead us
    • Leads to a Giant Spider next.
      • To arms! [Fight] (2 skull)
        • Success.
          • Loot: Spidersilk, an artifact and/or armour, maybe some food
            • Rejoice and leave this place
              • Gain some more Spidersilk
              • 10 turn Bless of Dexterity for entire expedition
              • +2XP 1RP
            • ???
            • ???
        • Fail
          • ???
      • Run away
        • Ends encounter. No XP
  • This could be a warning, let leave it. (ends encounter)
  • The moon and the stars are one, follow Horos' mate (requires Horos as deity)
    • Leads to Spiders. 1 member of the expedition gets 15 turn Bless of Dexterity
      • [Sneak] (2 skull) Sneak
        • The spider nest is no more and you see the fallen star shine upon you with Zorya's grace!
          • Give thanks to the lady of the stars and leave.
            • Reward - some spidersilk
            • 10 turn Bless of Dexterity to entire expedition
            • 1 member Health +1
            • +2XP 1RP
          • ???
          • ???
      • [Fight] (2 skull)
        • Success - as per Sneak challenge above
      • ???
  • This must be Zorya's sign. Follow it. (requires Zorya as deity)
    • 3 members of the expedition gain 20 turn Bless of Health.
    • [Fight] (2 skull)
      • Success
        • Loot: Standard spider loot
        • 10 turn Blessing of Dexterity for entire expedition
        • some more Spidersilk
        • 1 villager +1 Dexterity
        • +2XP 1RP
    • Run away!
      • Ends encounter. No XP
    • ???
    • ???
  • ???

Fiery Falcon[]

A fiery falcon lands before you and offers you an egg. It exclaims:

'By the will of Svarog thou shall be blessed, if thou proves thy worth!'

It then disappears.

  • Carefully examine the egg.
    • Trust your instincts to figure this one out! [Intellect] (2 skull)
      • Success:
        • Await the results.
          • All curses are immediately cured.
          • +20 Blessing of Strength to 1 villager.
          • +3 XP +1 Research
        • ???
      • Failure:
        • Take the egg to the village and place it with the chickens.
          • A number of villagers get Cursed (grave WOUND -5)
            • Just kill the damn thing
              • Same as the 'Make scrambled eggs' option detailed below
            • Leave it alone
        • Just keep it safe somewhere...
          • Nothing happens, maybe needs time
          • +1 XP
        • ???
  • Make scrambled eggs.
    • You have anrgered your own god and many become cursed!
    • -5 Will Curse of Darkness on 5 villagers.
    • +1 XP

Foggy Marshes[]

As you enter the foggy marshes the air around you thickens, and despite it being daytime, it feels like it is always dusk. [snip]

  • Follow the lights.
    • Flank the old hag and attack! [Fight] (2 skull)
      • Success:
        • Minor Loot and Resources (1 meat, 1 sword, 1 armor, 29 herbs, 11 bones, 6 fruit, 12 scaled leather)
        • +5 XP, +1 RP
      • Fail: One of your companions get taken and Old City Ruins is marked on your map to follow the hag.
        • Search the Ruin for your friend!
          • Sneak up and investigate further.
            • Well the world is a harsh place...
              • You killed our friend! Why?
                • You're mad and disgusting.. [Fight] (4 skull)
                  • ???
                • Well, you better find a way to pay us...
                  • Great, now we know where to find the goods...[Fight] (4 skull)
                    • ???
                  • Right. We better find something...
                    • Go back to kill the hag [Fight] (4 skull)
                      • ???
                    • Take the Children
                      • Loot: Children, some mid tier resources
                      • +4 XP, +1 RP
    • Sneak up on the old witch and kill her! [Sneak] (3 skull)
      • Success:
        • Loot: Herbs, bones, Dragon bone or Enchanted bone or Scaled leather, food
        • +5 XP, +1 RP
    • Leave this place, you don't need another fight!
  • Ignore and continue on the main path.
    • Ends event
  • ???
  • ???

Follow Black Wolf (Rabid Wolves)[]

A black wolf crosses your path you feel it wants you to follow him somwhere

  • Surely this is a sign from Horos, let us follow him
    • In the name of the Lord of Night... 1 skull Hunting (Requires Horos as deity)
      • Leave with Horos' blessing. Minor loot, 15 turn Blessing of Will for all expedition members, +2 Dex for one member. +2XP 1RP
      • ???
      • ???
    • With Lady lada's blessing let us try to cure these beasts even if some of them die as a result. (2 Skull Sickness) (Requires Lada as deity)
      • Success: 3 party members gain blessing of Health +25
        • Leave with Lada's blessing
          • Whole party got blessing of DEX +15
          • One party member +2 Health
          • Some bones and leather
          • +2XP 1RP
        • ???
        • ???
      • Fail.
        • 3 party members gain 25 turn Blessing of Health.
        • 1 party member gets a Weakening Curse.
        • All party members gain 6 turn Sickness.
        • +1XP
    • An elf in your team knows how to ease the pain of rabid animals and can put them to rest withouth a fight (Requires an Elf, Chance 80%)
      • Gain some bones and fur leather
      • An Elf member of the expedition gains +2 Will
      • +2XP 1RP
    • Kill the beasts! [Fight] (2 skull)
      • Loot - bone, possibly a trinket
        • Rejoice and leave
          • Gain some fur leather and bone
          • Entire expedition gains 10 turn Bless of Dexterity
          • +2XP 1RP
        • ???
        • ???
    • It's too risky leave. (Blue text. Something bad happens later?)
      • Ends encounter. 0XP.
    • ???
  • Better leave it alone.
    • Ends encounter. 0XP

Food Poisoning[]

Some of you fall ill with food poisoning. If only you had some charcoal to cleanse the gut.

  • You do have some coal and a medic, things may not be so bad [1 skull Sickness] (Requires 3 coal and Medic level 3+ ?)
    • lose 3 coal
    • 2 villagers gain +3 Health
    • +4XP 1RP
  • No coal, but we do have a medic [2 skull Sickness] (Requires Medic level 3+ ?)
    • 2 villagers gain 4 turns of Sickness and +2 Will
    • +4XP 1RP
  • No coal, and no good medic. Still you must fight on. [3 skull Sickness]
    • Success
      • 2 villagers get Sick for 5 turns
      • The same 2 villagers gain +2 Health
      • +4XP 1RP
    • Failure
      • All members of the expedition become Heavily Sick for 6 turns
      • One member is lost
      • +1XP

Forest Campsite[]

As you make your way through the thick of the woods, you come across a small clearing. There are signs of a campsite and faint traces of a bloody struggle. Whatever happened here, happened some time ago, and most likely did not end well for the travelers.

Upon deeper inspection, you uncover pieces of a human body still scattered nearby.

You are about to move on, thinking it's best to leave a place of such death, lest the attacker comes back, or an angry spirit seeks revenge, but one of the trees by the campsite attracts your attention. The tree is hollowed at it's roots, and within it, is a bundle, perhaps stashed for safekeeping, before the tragedy occurred.

  • Take out the bundle and see what's inside.
    • Gain food and wood, or just 2 lots of food.
    • +2 XP
  • ???
  • ???

Fresh Boar Tracks[]

You see fresh boar tracks, it looks like a large pack.

  • Follow the tracks. {Var1}
    • You come across the pack and you're able to ambush them!
      • (Requires Zorya as deity) Ask Zorya for a hunter's boon!
        • Honour Zorya and send your best to the fight [Fight] (2 skull)
          Note: only 3 villagers available for this fight
          • Success:
            • Weapon, leather, bone, food
            • A Giant Wild Boar joins the party
            • +5XP 1RP
        • No, attack with full party [Fight] (3 skull)
          • Result as Fight below?
      • Attack! [Fight] (2 skull)
        • Success:
          • Weapon or equipment, leather, bone, food
          • +4XP 1RP
  • Follow the tracks. {Var2}
    • You are ambushed [Fight] (3 skull)
      • Success:
        • Sword, leather, bones, meat
        • +4XP 1RP
  • Leave.

Fresh Wolf Tracks[]

You see fresh wolf tracks; it looks like a large pack is somewhere ahead.

  • Follow the tracks. (2 skull)
    • Attack the wolves! [Fight] (2 skull)
      • Leather, bones, meat
      • Possibly a weapon or other equipment
      • 4XP 1RP
    • Call out to the predator within you, in honour of Horos (Requires Horos as deity)
      • Alright, three of us will fight the wolves [Fight] (2 skull) (you will only have 3 randomly-selected cards)
        • Success
          • Leather, bones, meat
          • Possibly a weapon
          • Alpha Wolf may join your party
          • 5 XP 1 RP
      • No, just attack the wolves! (as above)
  • Wolves are dangerous, so leave them be.
  • ?

Full Moon[]

Tonight is a full moon and yo the howling of many wolves.

  • Increase watch.
    • Use silver to defend yourselves.
      • Strike them down! [Fight] (3 skull)
      • 'We don't wish to fight you! But, if you push us, we will! Now, let's talk, shall we?'
        • 'Your Beta was beaten in a fair hunt, surely you would not dishonor his memory with a slaughter of the innocent!' Convince. [Social] (3 skull)
          • Success: +2 speech and +2 will to 1 villager.
            • +6 XP +1 Research
          • Failure: ???
        • 'Your Beta has fallen beneath our strength, and we shall wear your pelts tonight!' Intimidate. [Social] (3 skull)
          • Success: +2 speech and +1 will to 1 villager, +30 Blessing of Speech to 3 villagers.
            • +6 XP +1 Research
          • Failure: ???
    • Set up fires in a defensive circle.
      • (same choices as "Use silver to defend yourselves.")
    • You don't have any silver, you don't have any people who know about animals. So the only option is: Defend the village! [Fight] (4 skull)
    • ???
  • ???

Game Tracks[]

Your people have discovered tracks of some game. They lead deeper into the land, so only those who know their trade should follow, lest they spook the prey.

  • Go Hunting! [2 skull Hunting] (requires at least 1 hunter in the group? Or Perception/Traps?)
    • Loot: meat, bone, leather/fur leather
    • +3XP
  • Nope, leave. - Ends encounter. 0XP
  • ???

Garoth and Biglet[]

As you make your way down a path, you hear some voices around a corner. You stop to listen in :

'... shit Garoth, Your leg's all messed up, like serious like. Oh no, oh no, I'm gonna gag, I can see your bone...'

'For Horo's sake Biglet, don't tell me that! Now I'm gonna faint or somethin'...'

'Just hold on man, hold on...'

  • Investigate
    • Goblins! Attack! [Fight] (1 skull)
      • ???
    • Cautiously approach...
      • Well, alright, we'll try
        • Use tools [Physical] (1 skull)
          • (requires Medic) gain few food, ~4 silver, 1 moonstone and map 'place of interest, 4XP, 1RP
        • Dig [Physical] (2 skull)
          • similar options as above with tools
      • We could help, but you know, nothing is free, right?
        • Resources (food, metal?)
        • Fair enough, this will do (help goblin)
          • Dig [Physical] (2 skull)
            • Success: Similar options as above with tools (no map when helping with medic?)
            • Failure:
              • 'Comfort the little guy and leave'
                • +3XP, +1RP
              • Goblin Skirmisher joins party + equipment + wood and food (requires ???)
          • ???
        • You greenskin fool, I will not waste my time helping your kind.
          • ???
    • leave
      • ???
  • Whatever. Leave
    • ???

Goblin Bandits Ambush[]

You are ambushed by a band of Goblin bandits!

They look starved and desperate, but eager to fight.

  • To arms! [2-skull Fight Fight]
    • Gather up their stuff
      • +1-2 weapon, +1-2 shield, +1 accessory, +10-17 wicker
      • +4XP, +1RP
      • Chance to end event or continue with more choices.
        • 'Fine, come with us. But you'd better not make us regret it!'
          • Goblin Skirmisher joins your expedition.
        • 'No way, we don't need you!' Kill it!
    • ???
  • Just run away. No time to fight with goblins.
    • Escape unharmed.
    • Lose some random gear (-1 weapon -1 armour some food and wood)

Goblin Encampment[]

You come across a Goblin encampment and you spot that they are holding some humans, including children, hostage and torturing them.

  • As Perun is our master, we will smite those greenskins! [Fight] (2 skull) (Requirement: Perun as deity. Replaces Fight option below)
    • Success
      • Loot: weapons/armour, maybe a trinket and/or low tier resources.
      • +2 XP, +1 RP
      • Very high chance of gaining a villager of a random class or a child (happens almost every time)
      • Chance of one of the following occurring (appears to be random):
        • 1 villager +1 Strength +1 Dexterity
        • Perun is surely pleased with your might.
          • Gain a villager of a random class
          • Chance to gain 1 child
          • Entire expedition gains 15 turn Bless of Health
          • +2 XP, +1 RP
  • In Svarog's name, will not leave these men to such a fate! But there are too many to risk an outright attack. [Tactic] (1 skull) (Requires Svarog as deity. Replaces Fight option below)
    • Success
      • Loot: a few misc weapons, armour, maybe a trinket
      • Gain 1 villager of a random class (basic classes only)
      • Random chance of gaining 1 child.
      • Entire expedition gain 15 turn Bless of Strength
      • +2 XP, +1 RP
  • Kill those greenskin bastards! [Fight] (2 skull)
    • Loot: weapons/armour, maybe a trinket and/or low tier resources.
      • Good, welcome those who want to stay and leave together. {Var 1}
        • 1 villager +1 Strength +1 Dexterity
        • Gain a villager of a random class
        • +2 XP, +1 RP
      • Good, welcome those who want to stay and leave together. {Var 2}
        • 1 villager +1 Strength +1 Dexterity
        • Gain 1 child
        • +2 XP, +1 RP
      • ???
      • ???
  • Sneak up on them to try and free the prisoners! [Sneak] (3 skull)
    • Success - same options and rewards and Fight success above.
    • Failure?
  • Let's not get involved, leave
    • Ends encounter. +1 XP
  • Our deity may not be happy, but let's not get involved, leave. (is this Svarog specific option? Available with Mokosh and Lada but not Perun)
    • Curse of Darkness

Goblin Peddlers[]

You come across a small group of Goblin peddlers, carrying their cargo on some boars.

  • Walk over.
    • 'Yeah, these things can be tough. So what will you do now?'
      • 'Goods for exchange? Perhaps, what do you have?'
        • Alright, here's the food and herbs we can spare, and we'll take the weapon. [Lose 5 food, 5 herbs]
          • Weapon (tier 2)
          • +2 XP
        • We don't have enough fruit to share, but we can give you the metals? [Lose 8 Iron]
          • Low tier resources
          • +2 XP
        • The shaman's blessing would be great [Lose 5 food, 5 wood, 3 herbs]
          • 15 turn blessing of speech and blessing of dexterity for 2 villagers
          • +2 XP
        • Sorry, we have nothing to spare.
          • +2XP
        • We don't really want to share at all! Attack! [Fight] (2 skull)
          • Random loot (weapons, food, low level resources)
          • +3XP 1RP
      • Nah, rather not, leave.
    • 'And why, pray you, should we care?' (same as above)
  • Nah, rather not, leave.

Goblin Scouts[]

As you make your way down a path, you hear some voices around a corner. You stop to listen in [...]

  • Investigate
    • Goblins! Attack! [Fight] (1 skull)
    • Cautiously approach the two Goblins, keeping your weapons ready. 'You two seem to have a spot of trouble, need a hand?'
      • 'Well alright, we'll try to do what we can.'
        • Use tools to leverage the stones and make sure you get him out safely. [1-skull physical challenge] (Requires tools in the expedition)
          • Your medic is able to stabilise the goblin without any trouble. (requires Medic?)
            • some resources -food, metal, gemstones
            • place of interest appears on the map - see Place_of_Interest
            • +4XP 1RP
          • You've done all you could, say your goodbyes and leave.
            • +3XP 1RP
        • Dig the Goblin out. [2-skull physical challenge]
          • Success - as per above.
      • 'We could help, but you know, nothing is free, right?'
    • Leave
  • Whatever. Leave.

Goblin Village[]

Part 1 - Bizarre Box[]

Your scouts report a weird looking metal box, sitting by the side of the path. They say the box has three levers and several interconnecting tubes and a small basket at the bottom where all tubes end.

  • 1. Investigate the bizarre box.
    • 1. Study the mechanism.
      • 1. Great, have a go. [Intellect] (1 skull)
        • Success:
          • +3 XP
          • A new "Goblin Village" map marker appears (leads to Part 2 - Goblin Village)
      • 2. Nah, just leave it.
    • 2. Have a go at pulling some levers.
      • 5 Steel, 13 Iron, 2 XP
    • 3. ???
  • 2. Whatever, leave it be.

Part 2 - Goblin Village[]

You approach a small, well-hidden village, inhabited by Goblins.

  • 1. Go closer.
    (other undisplayed options are for return visits)
    • 1. Tell your scouts to gather more intel (blue)
      • 1. Attack the village! [Fight] (4 skull)
        • (See Attack [Fight] (4 skull) option below)
      • 2. Approach the village to talk.
        • (Same as "Approach the village carefully." dialogue option below)
    • 2. Approach the village carefully.
      • 1. 'We are travellers, we seek to talk to your leaders'
        • 1. 'Ok, out with it, what is the favour?'
          • (Same as "That is ridiculous. So what can we do?" dialogue option below)
        • 2. 'A favour! Why on Thea would we do you a favour?'
      • 2. 'Out of our way greenskin! Bring your boss, now!'
        • 1. Favor! What is a favor?
        • 2. Favor! With what joy we do you a favor?
          • 1. Well, fine! surrender! What is the favor?
          • 2. Attack [Fight] (4 skull)
            • Success:
              • Artifact, weapons (2), armor/shield (2), food, low-tier materials
                • 1. Kill them! We do not need problems
                  • Mid-tier resources
                  • +6 XP, +1 RP
                  • Quest ends (Goblin Village disappears)
                • 2. Leave.
      • 3. 'We passed your silly test and got directions here, there was supposed to be a party?'
        • (Dialogue eventually leads to more choices)
        • 1. 'That is ridiculous. So what can we do?'
          • (Same as "Eh, ok. So what is the favour again?" dialogue option below)
        • 2. 'Eh, ok. So what is the favour again?'
          • 1. 'Right, convince the bigoted Treasurer demon to trade with you. Sounds easy. We'll do it.'
            • Mid-tier resource
            • +3 XP, +1 RP
            • A new "Goblin Village" map marker appears (leads to Part 3 - Treasurer Demon)
          • 2. 'Pff, I don't know. It sounds like a lot of work.'
            • 1. Just leave.
            • 2. (Blue option) Stay and party with the Goblins then leave.
              • {Var1} (common - happens when is the 2nd option)
                • Sickness (6 turns) for 2 villagers
                  • 1. Alright. Time to leave.
                    • +2 XP
                    • Exit Goblin Village (map marker remains)
              • {Var2} (rare - happens when is the 1st option)
                • A "butt naked" Goblin Warrior joins the party (Repeatable)
                  • 1. Well, alright then, why not!
                    • +2 XP
                    • Exit Goblin Village (map marker remains)
            • 3. ???

Part 3 - Treasurer Demon[]

You come to what seems like nothing more than a small cave. [snip]

  • 1. 'Nah, I'll do it later.' (map marker remains)
  • 2. 'Hello'
    • 1. 'We were told of it by the Goblin chieftain Mukashir.'
      • (Same as "We were just passing by." dialogue option below)
    • 2. 'We were just passing by.'
      • 1. 'Why so much anger? The Goblins have been part of our culture for many generations you know.'
        • (Same as "Yeah, I know what you mean..." dialogue option below)
      • 2. 'Yeah, I know what you mean. But you know, business is business right? No need for this anger.'
        • 1. 'And how is it that we're Your type of people exactly?'
          • 1. 'No we don't. You're not human either!' Attack the Treasurer! [Fight] (3 skull)
            • Success:
              • Diamonds, Gold, Jewelry/Artifact, misc. resources
                • 1.Take the minerals for yourselves.
                  • Resources (Metal/Stone/Gem)
                  • +5 XP, +1 RP
                  • Previous Goblin Village becomes hostile
                • 2. Leave the minerals and go tell the Goblins.
                  • Resource (Metal/Stone/Gem)
                  • Blessing of Dexterity (40 turns) to 5 party members
                  • +5 XP, +1 RP
            • Failure:
              • ????
          • 2. 'No we do not. You are a ridiculous man and I want nothing to do with you!' Leave.
            • Bless of Speech (40 turns) to 5 party members
            • +4 XP, +1 RP
            • Leads to Part 4 - Return to Goblin Village
            • New dialogue option / reward in Part 4 - Return to Goblin Village
          • 3. 'But surely you can see that the Goblins have been here long and are working hard to make this land better!' [Social] (2 skull)
            • Resources (Metal/Stone/Gem)
            • +2 Speech for 2 villagers
              • 1. A deal is a deal [Return to Goblin Village]
                • Bless of Will (40 turns) to 5 party members
                • +5 XP, +1 RP
              • 2. 'Well to hell with that, I want to trade with you!' [Screw over Goblins]
                • 1. 'Sorry, we have nothing to exchange right now.'
                  • Ends encounter (map marker remains for future trading)
                • 2. 'Sure, I'll have the rare minerals.' [Lose 60 food] (not repeatable)
                  Note: Be careful, since this line becomes unavailable after choosing any other one. If you want to trade 60 food you should pick this line first.
                  • Metal, stone or gem stack (mid/high-tier)
                • 3. 'Ok, we'll take the advanced minerals.' [Lose 3 random weapons]
                  • Metal, stone or gem stack (mid-tier)
                • 4. 'Right, we'll take the common stuff for the food.' [Lose 30 food]
                  • Metal, stone or gem stack (low-tier)
                • 5. 'Let's exchange the common minerals for the armour.' [Lose one item with +armor stat]
                  • Metal, stone or gem stack (low-tier)
                    • 1. Trade and leave
                      • +5 XP, +2 RP
                      • Ends encounter (Treasurer Demon disappears)
                    • 2. Trade some more. (back to previous options)
          • 4. 'Ok, we have a deal.' [Screw over Goblins] (see above)
        • 2. 'Well, now that you say it, it does sound good.'
          • 1. 'Well, they may be foreign, but surely you can see that business comes first! [Social] (2 skull)
            • (See [Social] (2 skull) above)
  • 3. ???

Part 4 - Return to Goblin Village[]

If you did not screw over the Goblins in Part 3

  • 1. Go talk to Mukashir.
    • 1. 'Ehm, no. Can we not trade anyway?'
      • 1. 'Ok then, off we go.'
      • 2. 'Changed our minds about this, we kill you all!' [Fight] (4 skull) (see below)
  • 2. (If you told the Treasurer Demon he was ridiculous and left) Speak to Mukashir about the Treasurer.
    • 1. 'We talked to the Demon, but there is no reasoning with that creature!'
      • 1 mid-tier resource and 1 low-tier resource (somewhat repeatable- see below)
      • (See Trading with the Goblins below)
  • 3. (If you attacked the Treasurer Demon and left loot for Goblins) Report the Treasurer's death to Mukashir.
    • 2 mid-tier resources
    • (See Trading with the Goblins below)
  • 4. (If you negotiated with the Treasurer Demon) Report your success to Mukashir.
    • 2 mid-tier resources
    • (See Trading with the Goblins below)


Trading with the Goblins
The Goblin will provide the following information regarding trades:

We can exchange:
20 iron for 20 leather. (low/mid-tier leather)
10 gold for some advanced trophies. (mid-tier bones or leather)
Three ranged weapons, for some advanced trophies. (min 10) (mid-tier bones or leather)
Two sets of armours, for some rare trophies. (min 8) (mid/high-tier bones or leather)
  • 1. 'We'll trade the iron.' [Lose 20 gold]
    • 1. Great, off we go.
      • +5 XP, +1 RP
      • Quest ends (Goblin Village disappears)
    • 2. 'We want to trade more stuff.'
      • (Return to trade dialogue options)
        Note: be careful to only take this option if you definitely have something to trade. If you do this and then don't make a trade, you will miss out on the XP and RP)
  • 2. 'We'll trade the gold.' [Lose 10 gold]
    • 1. Great, off we go.
      • +5 XP, +1 RP
      • Quest ends (Goblin Village disappears)
    • 2. 'We want to trade more stuff.'
      • (Return to trade dialogue options)
  • 3. 'Have the ranged weapons for advanced trophies' [Lose 3 ranged weapons]
    • 1. Great, off we go.
      • +5 XP, +1 RP
      • Quest ends (Goblin Village disappears)
    • 2. 'We want to trade more stuff.'
      • (Return to trade dialogue options)
  • 4. 'We'll trade for the rare trophies.' [Lose 2 armours]
    • 1. Great, off we go.
      • +5 XP, +1 RP
      • Quest ends (Goblin Village disappears)
    • 2. 'We want to trade more stuff.'
      • (Return to trade dialogue options)
  • 5. 'Sorry, we have nothing to trade for now.'
    • Ends encounter
      Note: If you did not trade with the goblins, then you can choose this option up to 2 times without de-spawning the village. You can use this feature to earn some extra resources or to come back and trade with the goblins later. This may have been patched.


If you did screw over the Goblins in Part 3 (or previously attacked them):

  • Receive a bunch of equipment
    • 1. Kill Them. Don't need the trouble later.
      • resources (bones and leather)
      • +6 XP, +1 RP
    • 2. Leave them be.
      • resources (bones and leather)
      • +6 XP, +1 RP
      • A pack of 7 Goblin Warriors (2 skull) spawns on the map


Summary:

The options boil down to 1 non-repeatable trade session with the Goblin Village for all types of bones and leather.
or
Infinite trading with the Treasurer Demon for low/mid-tier Stone, Metal, and Gems.

Goldmine[]

You discover the remains of a goldmine! Two shafts remain active enough to try and explore them although they are clearly not stable enough to call safe.

  • Go into the mine.
    • 1. Go left.
      • {Var1}
        • 9-12 Gold, 11-19 Quartz
        • +2 XP, +1 RP
      • {Var2}
        • 1. 'Hi there, It's some collection of gold you have mister.'
          • 1. 'Listen you, there's more of us, and we will take our share...' [Social] (3 skull)
            • Success:
              • 15-19 Gold
              • +5 XP +1 RP
            • Failure:
              • ???
          • 2. 'Hey, you're doing a real good job of guarding this stuff...' [Social] (3 skull)
            • Success:
              • 15-19 Gold
              • +5 XP, +1 RP
            • Failure:
              • ???
          • 3. 'You know what, we don't really like talking!' Attack! [Fight] (3 skull)
            • Success:
              • Artifact/jewellery/ranged weapon, 14-19 Gold, resources/food
              • +5 XP, +1 RP
            • Failure:
              • Wounded villagers
              • +2 XP
          • 4. Uhm, yeah, this is an awesome collection...Leave for now.
        • 2. Attack! [Fight] (3 skull)
          • Success:
            • Artifact or jewellery, 15-19 Gold, resources, food
            • +5 XP, +1 RP
          • Failure:
            • Wounded villagers
            • +2 XP
    • 2. Go right.
      • 1. Attack! [Fight] (4 skull)
        • Success:
          • Weapon, 15-19 Gold, Mithrill, resources, food
          • +7 XP, +1 RP
        • Failure:
          • Wounded villagers
          • +3 XP, +1 RP
      • 2. Leave.
    • ???

Note: Entering a second time will "collapse the shafts for good."

Gust of Wind[]

Part 1[]

A sudden gust of wind rushes towards you and throws you off your feet. You hear a sudden deep bellowing

  • 1. Try to hold on to something [Physical] (2 skull)
    • 1. Go search for the crying child.
      • 1. Take the baby with you
        • +1 Child
        • +3 XP
        • (May trigger Part 2 later on)
      • 2. Kill it!
        • +3XP
      • 3. Leave it.
    • 2. Ignore the cries and leave.
    • 3. 'Who's coming? What's going on?'
      • 1. Ignore the cries and leave.
      • 2. Kill it! It's clearly a fiend of some kind!
        • +3XP
      • 3. Take the baby with you. Demon or not, it still needs your help.
        • +1 Child
        • (May trigger Part 2 later on)
          • 1. Oh, maybe it was a trick of the mind. Keep moving.
            • +3 XP

Part 2[]

If you kept the child, at a later point this may occur at your village:

Ever since you adopted the child found in the wind, you always seem to be surrounded by bad weather.

One day, you see a hurricane approaching your village, but it stops dead in front of your gates, and a lone figure appears and speaks:

"I am Gaeth, and I have come for my child."

  • 1. 'What child?'
    • "I am a spirit lord of the winds, a servant of the weather masters. you once took a child from the wind an gave it shelter. For this, I thank you. Now it is time for me to awaken my child and let it choose its fate."
      • Weather masters?
        • Lore. Leaves the two options below.
      • What do you mean awaken?
        • "I will awaken its true nature. Worry not, it will not be harmed."
          • Fine, here you go [same as previous choice]
          • No! Attack! [Fight]
      • Fine, here you go.
        • You bring forth the child and as it gets closer to the wind creature, it transforms and turns into a wind spirit as well [lose one child]
          • Ask child to stay
            • Gain a Ghost also named Gaeth (mine was lvl 5, class Ghost, only jewellery slots, low to medium stats)
            • OR
            • Can't control himself and blows up your resources, probably your best (like Nimblewood, Ancient wood, Coal, Fish, Exotic fruit, etc), around 150 to 350. Afterwards the child is nowhere to be found, so no ghost joins you.
          • Tell the child to follow its father
            • Bless of Will (40 turns) to all villagers in village
            • 1 villager receives: +4 magic, +4 folklore, +5 intellect, +3 speech
  • 2. 'What, how dare you?' Attack! [Fight] (3 skull)
    • Success: Crossbow.
      • Great.
        • The child transforms into its true form and attacks, then escapes.
          • 3 villagers become wounded (1-7 pts.), lose the child and ~50 Nimblewood.

If you killed the child, at a later point this may occur at your village:

A tornado builds near your village ...[snip]

'You, who once murdered my sweet child, you will now pay! But death is too kind so I curse you and all your kin!' Curse of Darkness (will-5) for 4 villagers.

  • 1. 'We're sorry, we did not know.'
    • 1. [Social] (3 Skull)
      • Success:
        • Blessing of Speech (45 turns) to everyone in village.
        • Curse of Darkness is removed.
          • 1. Good riddance
          • 2. What masters of the clouds?
            • 1. Beware of their coming! (later event?
              • +6 XP, +2 RP
    • 2. You're right, we probably deserve it. (just leave)
    • 3. [Fight] (3 Skull)
  • [Fight] (3 Skull) (4 Gaeths)
    • Success:
      • Weapon (1)
      • Curse of Darkness removed.
        • 1. End him
          • Top tier weapon (e.g. Dragon Bone Leshy Hair)
            • 1. Good
              • +6 XP, +2 RP
        • 2. Let him live

Heavy Metal Chest[]

While you set up camp you find a heavy metal chest hidden away in the shruberry

  • (Requires Intelligence 10+) Try to figure out how to open the chest [Intellect] (3 skull)
    • Success:
      • Take the stuff
        • [Var1] loot, resources. +3XP 1RP
        • or
        • [Var2] Dwarf Ambush
          • Hey come on! We didn't know this chest was yours, but it's ours now. [Social] (3 skull)
            • Success:
              • Loot: Decent armour and/or weapon, some mid tier and top tier resources, Gold
              • +3 XP 1 RP
          • Fight [3-Skull]
            • Success
              • Loot: Misc weapons and armour, food, some low and mid tier resources, 1 or 2 stacks of Gold
              • +3 XP 1 RP
      • ???
    • Fail: ???
  • Hit it with things [Physical] (3 skull)
    • Success: 2 variations, same as above.
  • Maybe it's best left alone
    • Ends encounter. +1XP

Herbs and Spiders[]

As you make your way through the terrain, your herbalist spots an area where you can harvest some good herbs. (…)

  • Your village needs the herbs, send the herbalist to pick them and keep watch.
    • Gain some Herbs and Cane
      • Take what you've already got and leave the place. +1XP
      • (Requires Hunter? Got it without Hunter: Light steps, Stealth, Perception) One of your men spots a giant spider that could be the Queen, lying in wait. You can attack it by surprise!
        • [Fight] (2 skull)
          • Loot: Misc weapons, Spidersilk, leathers, random resources, maybe a trinket
          • +4XP 1RP
      • (Requires Svarog as deity? Got it with Veles, so unknown trigger) The leader of your party steps up: "With the grace of Svarog we've survived the Darkness, surely some spiders can't beat us!' Venture forth!
        • Attack! [Fight] (3 skull)
          • Loot: Misc weapons,Spidersilk, leathers, random resources, maybe a trinket
          • +4XP 1RP
      • (Requires Animal Kinship 3+) One of your group holds out their hand and speaks up: 'The layout of these webs could mean a Spider Queen's presence. We should be wary.' (This option should remove the other "giant spider" option above)
        • The risk is too high for some herbs and a chance for the unknown. Leave. +1XP
        • Go forwards, and prepare yourselves for battle. [Fight] (2 skull)
          • Loot: Misc weapons, leathers/bones, random resources, maybe a trinket or spidersilk
          • +4XP 1RP
  • The herbs are not worth the risk, leave the place before you discover why the webs are so thick. (Ends encounter, no XP)

Hidden Object[]

As you walk down a path, your wise ones feel a slight tingle of magic in the area. They soon realize there is a hidden object nearby, protected by some spell.

  • Investigate
    • Try to break the spell. [Hex] (2 skull)
      • Success: find hidden chest.
        • Open it!
          • Random rewards:
            • +2 crafting and +2 intelligence to 2 villagers.
              • +1 XP
            • Misc. leathers
              • +1 XP
            • +1 child.
              • +1 XP
        • ???
        • ???
        • ???
      • Failure: ???
    • Leave it be.

Hidden Stash[]

You come across a hidden stash and it looks like whatever is inside may still be intact!

Note: There are 2 different versions. You should only have one of the options below available

  • {Var1} Take a closer look at the stash.
    • Try to break it! [Hex] (2 skull)
      • Loot - misc minerals, metals and/or gemstones (at least 1 lot of good gemstones, like Diamonds or Moonstone)
        • Time to enjoy your loot in peace. +3XP 1RP
        • It seems the hex left a lingering residue, it may be worth investigating? (blue option - random? High magic didn't get it. I didn't get it with 2 magic.)
          • 2 villagers who already had magic gain +1 Magic each
          • +3XP 1RP
    • Leave it alone
  • {Var2} Take the stuff.
    • Loot: 2-3 stacks of mid tier resources or food
      • You got what you came for. Run for it.
        • Ends encounter. +1 XP
      • Stay and fight! [Fight] (3 skull)
        • Attack! [3 skull fight with 4 Wild boars]
          • Loot: meat and/or leathers, Enchanted bones, wicker, maybe a weapon or trinket
          • +3 XP, +1 RP
        • Changed your mind, run!
          • Ends encounter. +1 XP

Icy Princess[]

Part 1[]

As you travel along the plains, you feel the air growing colder, frost appears on plants and you can see your breath... 'Her majesty, Princess Zuzanna wishes you to clear the way!'

  • 1. 'A princess of what exactly?'
    • 1. 'Before the darkness?
      • 1. 'Well, that is crap for you!'
        • (Same as Good tale, but so what? dialogue option below)
      • 2. 'Good tale, but so what?'
        • +3 XP, +1 RP
        • Icy Princess map marker added (leads to Part 2a - Tower)
      • 3. [Fight] (3 skull)
        • Success:
          • Weapons, armour, artifact, High Tier resources (dragon bones)
          • +5 XP, +1 RP
          • Icy Princess map marker added (leads to Part 2a - Tower)
        • Failure:
          • +2 XP
          • Ends encounter
    • 2. 'Yeah, she's still a little girl and she's still not ordering us around, so you'd better be on your way now!'
      • 1. 'Hold your dogs, little princess!...' [Social] (3 skull)
        • 1. 'We do not fear you little girl!...' [Social] (3 skull)
          (Note: Relatively difficult fight vs. 12 enemies)
          • Success:
            • +4 Will, +2 Speech for 2 villagers
            • +5 XP, +1 RP
            • Icy Princess map marker added (leads to Part 2a - Tower)
          • Failure:
            • 6-13 Wounds each on 2 villagers
              • 1. [Fight] (3 skull)
                • See [Fight] (3 skull) above
              • 2. Just leave
                • Ends encounter
        • 2. (Requires 2 characters with Magic +3) 'Fear and wisdom often work together, one born of the other at times. Do your guards speak the truth, are you cursed? We could perhaps aid you in this.'
          • 1. 'Yeah, you may wanna work on your people skills lady. But, let's try this.' [Hex] (3 skull)
            • Success:
              • Remove curse from Zuzanna
              • Amulet, resources
              • +1 Magic for 2 villagers
              • +5 XP, +1 RP
              • Icy Princess map marker added (leads to Part 2a - Tower)
            • Failure:
              • ???
          • 2. 'Actually, you should just die!' Attack! [Fight] (3 skull)
            • See [Fight] (3 skull) above
      • 2. [Fight] (3 skull)
        • See [Fight] (3 skull) above
  • 2. Alright, leave.
    • Ends encounter

Part 2a - Tower[]

You follow the map given to you by the Princess Zuzanna. [snip]

  • 1. Go in
    • All choices lead to the following:
      • 1. Well, sorry, she has power...
        • Artifact, gems
        • +1 Gathering, +2 Folklore, +2 Animal Kinship for 3 villagers
        • +3 Herbalism, +3 Medic for 1 villager
        • +6 XP, +3 RP
        • A pack of Spirits appear on the map (leads to Part 2b - Hostile encounter)
      • 2. Get out of our heads...
        • 20 Topaz, 5-9 Ruby
        • +2 Folklore, +3 Intelligence for 3 villagers (who don't need to be in the expedition)
        • +6 XP, +3 RP
      • 3. (If you cured Zuzanna in Part 1) If you truly mean your words...
        • Artifacts
        • +3 Magic, +3 Herbalism, +3 Medic for 1 villager
        • +2 Folklore, +3 Traps, +2 Animal Kinship for 3 villagers
        • Bless of Will (30 turns) for entire party
        • +6 XP, +3 RP
      • 4. (If you cured Zuzanna in Part 1) Screw honour! ... Let's just free you!
        • Artifact, gems, metals
        • Zuzanna (Child Wraith) joins the party (random chance)
        • +3 Herbalism, +3 Medic for 1 villager
        • +6 XP, +3 RP
      • 5. (If you cured Zuzanna in Part 1) Ehm, will you be able to give us the fabled treasures of this tower if you stay frozen?
        • (Same as "Screw honour! ... Let's just free you!" dialogue option above)
  • 2. Nah, leave
    • Ends encounter
  • 3. ???

Part 2b - Hostile encounter[]

The Icy Princess you once encountered crosses your path again, but this time, she doesn't even bother talking. All you hear is:
"Attack the peasants! Bring me their heads!"

  • 1. [Fight] (3 skull)
    • Success:
      • Weapons, armour, artifact, resources, food
      • +5 XP
    • Failure:
      • ???

Leshy[]

Part 1[]

You enter into a wooded area. Birds are singing, the wind is gently rocking the trees, in fact, it's pretty nice. As you venture deeper, you realise that this forest is very healthy and you even discover a nursery of young saplings. This type of find could mean a lot for the village.

However, you do wonder how this particular patch of the forest could be so very healthy...

  • 1. Oh well, weird is normal in Thea. Let's get choppin'!
    • 1. Run! Just run!
      • ???
    • 2. Gather your wits and talk to the creature.
      • 1. This Leshy thing is crazy. Kill it! [Fight] (5 skull)
        • Same as It's just a tree, right?... dialogue option below
      • 2. The tree looks angry and big... Agree to its terms
        • Resources
        • Bless of Health (15 turns) for 3 villagers
        • Moving quest target added on map - leads to Part 2 - Rogue Bugay
        • +7 XP, +1 RP
      • 3. Talking trees, hunting for some spirits, yeah right. No thanks!
        • 1. To Arms! [Fight] (5 skull)
          • ???
        • 2. Run! Just run!
          • ???
    • 3. Kill it, Kill it!!! [Fight] (5 skull)
      • Same as It's just a tree, right?... dialogue option below
  • 2. Have a little look around before you take up the axe.
    • 1. A Leshy, a Bugay? What the devil! Run, just run for it!
      • ???
    • 2. Well the tree seems pissed off, and you feel uneasy about that. Agree to help.
      • Resources
      • Bless of Health (15 turns) for 3 villagers
      • Moving quest target added on map - leads to Part 2 - Rogue Bugay
      • +7 XP, +1 RP
    • 3. It's just a tree, right? What's the worst that could happen? Attack! [Fight] (5 skull)
      (Note: 38 weaker enemies)
      • Resources
      • +7 XP, +1 RP
  • 3. (Requires Mokosh as deity?) Perhaps it is best to perform the rite of Mokosh here.
    • Resources
      • 1. Defy the will of Mokosh and attack!
        • ???
      • 2. You are the children of the earth, you shall help the Leshy in honor of Mokosh!
        • Resources
        • Bless of Health (15 turns) for 4 villagers
        • Moving quest target added on map - leads to Part 2 - Rogue Bugay
        • +7 XP, +1 RP
  • 4. (Requires Morena as deity) Reaching for the wisdom of Morena may be of use here.
    • 1. Morena is the Goddess of cunning. You need the resources. Not Another task. Attack! [Fight] (5 skull)
      • ???
    • 2. Morena is the Goddess of nature and so you will honor her and help them.
      • Resources
      • Bless of Health (15 turns) for 4 villagers
        • Moving quest target added on map - leads to Part 2 - Rogue Bugay
        • +7 XP, +1 RP
    • 3. Morena is the Goddess of wisdom. We will not defile your forest but neither are we willing to risk our health for your cause. Each of us must prove their own strength Leshy.
      • No reward

Part 2 - Rogue Bugay[]

You chase down the rogue Bugay and find him in the company of some winged women, most likely the wind Demonettes, Vily , and several Pineconnetes of various shapes and sizes, including pine cones, mushrooms, chestnuts or walking twigs with human-like faces... [snip]

  • 1. 'Well, to be frank, your former boss, a rather scary Leshy, asked us to kill you.'
    • (Same as "An old Leshy seemed rather concerned" dialogue option below)
  • 2. 'Oh nothing, just noticed your presence and wondering what you're up to. I see no forest here, yet here you are.'
    • (Same as "An old Leshy seemed rather concerned" dialogue option below)
  • 3. 'An old Leshy seemed rather concerned with your sanity, and asked us to deal with it.'
    • 1. 'No need to get on your high horse. We could, but perhaps we can talk instead?'
      • 1. 'What do you mean unbound and free?'
        • 1. 'Ehm, another life-force you say? Is this why the Leshy dislikes you so?'
          • (Same as "So, care to share your secret?" dialogue option below)
        • 2. 'So, care to share your secret?'
          • 1. 'So what's to stop you from killing hundreds, to have real power?!'
            • (Same as "This does not make us feel better..." dialogue option below)
          • 2. 'This does not make us feel better you know!'
            • 1. 'Well this is outrageous! The Leshy was right, you must die!'
              • (Same as "Ok, now we have us a pickle here..." dialogue option below)
            • 2. 'Ok, now we have us a pickle here. You just admitted you eat our kind. So you see, it is kind of hard for us to let that one go.'
              • 1. 'I am afraid you're too much of a danger!' Attack! [Fight] (3 skull) Battle option
                • Success:
                  • Ancient wood and/or Dryad wood
                    • 1. 'Oh, ok, come with us.'
                      • A Pineconnete joins the party
                      • +5 XP, +1 RP
                    • 2. 'No!' Kill it!
                      • 1 Mushroom
                    • 3. 'No, we're not taking you with us, just leave.' Leave it alone.
                • Failure:
                  • ???
              • 2. 'Yeah, we're just gonna go.' Leave.
                • +2 XP
                • A pack of Bugay (3 skull) spawns on map
              • 3. 'How about we make some kind of deal eh? You swear never to attack our people and sweeten the deal, and we leave you be?' [Social] (3 skull)
                • Success:
                  • Ancient wood and/or Dryad wood
                    • 1. 'Alright, sounds like a good deal to me!'
                      • A Pineconnete joins the party
                      • +5 XP, +1 RP
                      • A pack of Bugay (3 skull) spawns on map
                    • 2. 'Nah, just die!' Attack! [Fight] (3 skull)
                      • see Battle option above
                • Failure:
                  • ???
      • 2. 'Yeah, we think we can!' Attack! [Fight] (3 skull)
        • see Battle option above
    • 2. 'You wanna try and find out if we can!'
      • 1. 'What do you mean unbound and free?'
        • (Same as "What do you mean unbound and free?" dialogue option above)
      • 2. 'Yeah, we think we can!' Attack! [Fight] (3 skull)
        • see Battle option above

Lesna Baba[]

(This encounter requires you to have at least 1 child in the expedition)

As you camp for the night, a croaking voice speaks from the shadows:

'The night is full of dangers my lovelies, give me one child and you may yet live til the morn!'

  • Let Veles' wisdom guide us to an answer. (blue, possibly requires magic or folklore?)
    • Wait for the creature to come for the child and attack it! [Fight] (2 skull)
      • ???
    • Let's just try to run for it!
      • ???
    • Actually, just leave behind one child [Lose one child]
      • ???
    • Now that we know what we face, fight her with magic! [Hex] (3 skull)
      • Success
        • 1 party member +1 magic, +2 folklore, +1 will
        • +4XP 2 RP
      • Failure
        • ???
  • Whatever it is, let's just kill it when it comes again! [Fight] (4 skull)
    • ???
  • Let the Demons in our group shield us from this foul creature's magic and fight the villain! [Fight] (3 skull)
    • Success
      • Misc weapons, armour, resources
      • 1 villager +1 Will
      • +4 XP 2 RP
  • We know what the demon wants, so let's use our wits to ambush it! [Tactics] (3 skull) (Requires a certain amount of tactics)
    • Success
    • Failure
      • Lose all the children in your expedition
      • +2 XP 1 RP
  • Agree to the deal, send a child away [Lose one child]
  • Let's try to just run for it!
    • ???
  • ???

Little Red Riding Hood[]

Making your way through the woodlands, you hear the cries of a child!

  • 1. Ignore and go the other way!
  • 2. Investigate
    You get in closer and see a young girl, maybe 10 years old, huddled among the bushes, surrounded by growling wolves! When the wolves smell you they howl and run off!
  • 1. Check if the girl is ok
    The child gets up and walks over to you. She is wearing a long rusty red coat and has two thick plaits sticking out from under the hood: 'Thank you! Thank you stranger! But now you must go and save my grandma, oh please go and save her!'
  • 1. 'Hold on a second, what grandma, what are you talking about?'
    (Same as next option 'Just calm down...')
  • 2. 'Just calm down. Tell me what happened here?'
    'My grannie, she lives far in the woods. I was there and the wolves came and she told me to run! But now you must go and save her!'
  • 1. 'Not interested in grandmothers, you're coming with us child!'
  • 1. [Fight] (3-skulls) (Werewolf)
  • +1 Animal Kinship for 1 party member
  • 2. 'Alright, lead the way!'
    The girl leads you to a solitary hut deep within these dark woods. An older woman appears at the door before you even knock. There are no signs of fighting, or wolves, although you do see wolf tracks leading in and out of this place. The woman speaks: 'Keep your distance! I dislike people and the feeling proves mutual on most occasions. Did my unwavering grandchild lead you here?'
  • 1. 'Yes, she said you were in trouble.'
    You turn to the point at the girl, but notice she is gone. The woman frowns and shakes her head: 'Stupid child, so stubborn, so wild. You should leave here, for I cannot hold myself calm this night!' Suddenly you're very aware of the red, full moon, shining above your heads...
  • 1. 'Where is she and what's going on here?'
    The old woman grabs her stomach in a sudden convulsion of pain. When she straightens again, her face is twisted and when she speaks, it's through a tightened jaw: 'She is away, of course, the sniveling cowardly pup that she is. She'll bring me gifts, every full moon, she'll torment me, never let me stow away the beast! But she never stays, afraid of my true anger.. I was the one who killed her parents, not intentionally, nevertheless, they followed me and died and the child does not forgive.'
  • 1. 'You speak in riddles woman! What beast? What gifts does she bring you?'
    'Why you, of course! You are my sick gifts. Every full moon I lock myself here, warded against me leaving the circle, but she will not let me be! I am an ancient beast, a huntress of the night, a Werewolf if you must know. But, I have sworn off killing and bloodshed! Yet, my primal urges cannot be tamed at full moon, only here can i stay safe. But when she brings me people...'
  • 1. Take out your weapons! 'Right, stay back, beast!'
  • 2. Attack! [Fight] (4-skull)
  • Weapon, trinket, Enchanted bone
  • +2 Animal Kinship for 1 party member
  • +1 Folklore for 1 party member
  • +6 XP, +1 RP
  • 3. 'Alright, and yet here we stand, not eaten? Why?'
    'I prepared myself this time. I brought silver and elder flower cordial and it slows my transformation. It pains me beyond words and I cannot ever do it myself... yet something needs doing. My pup will only grow wilder and more bloodthirsty. You must hunt her down and kill her! I will even give you an amulet, so you can track her easier. Just please, do it quick...'
  • 1. 'Alright, we will do it.'
    The woman nods and tears run down her cheeks as she hands you a small, ivory amulet, with an arrow always pointing in one direction: 'Here is the amulet and my blessing upon you. Now go, for I feel my change coming and you must not stay here!'
  • Bless of Dexterity (15 turns), +2 Traps for 2 party members (This seems to go to characters who already have Traps, or maybe Hunters first)
  • 1. Begin the hunt! [Hunting] (2-skulls)
    You track down the girl and her fledgling pack of wolves. You are able to shoot them down before they even realize they've been spotted. The girl's body is half turned into a wolf, but you still see the scared face of a child looking at you... You find a precious ruby necklace on her, with a drawing of her and an older woman inside.
  • Light armour, trinket, Rubies
  • +5 XP, +1 RP
  • 2. Find the girl, but then just attack her! [Fight] (3-skulls)
  • Trinkets, Rubies, Fur leather, food
  • +2 Animal Kinship for 1 party member
  • +5 XP, +1 RP
  • 2. 'Sure we will kill the little brat and you as well!' Attack! [Fight] (4-skulls)
  • Weapon, trinket, Enchanted bone
  • +2 Animal Kinship for 1 party member
  • +1 Folklore for 1 party member
  • +6 XP, +1 RP
  • 3. 'No! We will not kill a child! Not even a beast! Surely there is another way?'
    'There is none and time is running short now. You will do as you like. But leave now!'
  • 1. 'Alright, we will do it.'
  • (See similar dialogue option above)
  • 2. 'Sure we will kill the little brat and you as well!' Attack! [Fight] (4 skull)
  • (See similar dialogue option above)
  • 3. 'No, it is your problem!'
    'Very well, I understand, and even admire your compassion, it is rare to find in this dark world. Beware, my blood child will not be so kind to you! May your eyes stay ever vigilant, your feet ever swift and your souls ever light! Farewell, leave me now!'
  • +2 Perception to one party member, +2 Stealth to one party member
  • 1. Leave.
  • +4 XP, +1 RP
  • A "Young pack of" wolves (3 skull) will spawn on the map
  • 4. (If Horos is deity) What about Horos, could we not help you with his guidance?
  • 1. 'Alright, we will do it'
  • (See similar dialogue option above)
  • 2. 'No, it is your problem!'
  • (See similar dialogue option above)
  • 2. 'Yeah, we better leave you to your family problems then.'
  • 1. 'You speak in riddles woman!...'
  • (See similar dialogue option above)
  • 3. 'Not interested in grandmothers, you're coming with us child!'
  • 1. [Fight] (3-skulls) (Werewolf)
  • +2 Animal Kinship for 1 party member

Manor House[]

You come across ruins of a small village, with a grand manor house on the top of a hillside... [snip]

  • Enter the manor house.
    • (Requires Tools) Pry the doors open with tools! [Physical] (2 skull)
      • Weapon, resources
      • +2 Crafting on 2 villagers
      • +3 XP, +1 RP
    • We don't have tools, but let's try to break it anyway! [Physical] (3 skull)
      • Weapon, resources
      • +2 Crafting on 2 villagers
      • +3 XP, +1 RP
    • Try to figure out the mechanism. [Intellect] (2 skull)
      • Weapon, resources
      • +3 crafting, +1 intelligence on two villagers
      • +3 XP, +1 RP
  • Nope, don't like the looks of this. Leave.

Mares[]

See: Mares (Town Event)

The Age of Darkness left a hefty mark on Thea, as the nights are forever haunted by the Mares -- the souls of the living escaped at night, to torment their fellow man! These shadowy night creatures bring with them nightmares and despair, weakening anyone unfortunate enough to be touched by their cold breath!

Mithrill Mine[]

You discover the remains of a Mithrill mine! Two shafts remain active enough to try and explore them although they are clearly not stable enough to call safe.

Note: You can explore this location twice, but on the third exploration it will be closed (collapsed)

  • 1. Go in
    • 2. Go down
      • 1. No retreat, attack the Dwarves! [Fight] (3 skull)
        • Success:
        • Weapons, armour, resources, Mithrill, Gold or Silver.
        • +5 XP, +1 RP
      • 2. Yeah, tactical retreat, Dwarves are dangerous.
        • Encounter ends
  • ???

Mountain Pass[]

As you climb the mountain pass, one of your party is suddenly thrown aside and what you thought was a pile of rocks stands before you on two feet! It speaks:

'Who disturbs my slumber?!?'

  • Run!
  • Attack! [Fight] (4 skull)
  • 'We're just travelling here, ok. No harm no foul, right?'
    • It look serious, give it your food and run. [Lose 15 food] (unknown result)
    • Well ...[Fight] (4 skull) (1 Rock Troll, 4 Rocker)
      • 19 mithrill, 10 obsidian, 1 sword (I only got mid-tier rocks and gems)
      • +15 Blessing of Strength to 2 villagers
    • It looks really slow and tired. Try to sneak away [Sneak] (unknown result)
  • 'Oh mighty mountain creature, we apologize for this intrusion! We are mere travellers looking to admire these wonderful mountains!'
    • 'Nah we are but scrawny little things...' Convince [Social] (2 skull)
      • +5 ruby / +10 Obsidian Shards
      • +30 Blessing of Speech to 3 villagers
      • +4 XP +1 Research
    • Oh shit, it wants to eat us. Attack! [Fight] (4 skull)
    • It looks really slow and tired. Try to sneak away from it. [Sneak] (3 skull)

Mud Troll[]

The swamps are always filled with mystery, suspicious shadows, eerie sounds and alluring lights. So when you see a huge pile of mud, with a pair of two enormous, yellow eyes, staring at you and waving its hands in a gesture of peace, it is perhaps less surprising than it should be.

  • 1. Walk over to the creature.
    • 1. 'Alright, we'll Listen...'
      • 1. 'Deal.' Pull it out. [Physical] (2 skull)
        • Success:
          • Blessing of Strength (20 turns) for 2 villagers
        • Failure:
          • ???
      • 2. 'No deal'. Kill it instead. [Fight] (3 skull)
    • 2. It's a Troll, kill it! [Fight] (3 skull)
      • 1. Listen
      • 2. Kill it [Fight] (3 skull)
        • Success:
          • Materials (mid/high-tier)
  • 2. Leave

Mysterious Traveler (Tall, Dark, Handsome)[]

As the night veils the sky the stars shine down upon you, a mysterious traveler seeks your company. Your male companions are protesting something but you do not really care what they say. The visitor is tall, dark, handsome.

  • Say hi to the man
    • Right, must try to stop myself!
      • [Intellect] (1 skull)
        • Success:
          • Women in party gain 25 turn Bless of Will
          • +4XP 1RP
      • [Fight] (2 skull) - Men only
        • Success:
          • Loot: Moonstones, Rubies, some equipment, misc resources
          • All male villagers in expedition get 25 turn Bless of Strength
          • All female villagers in expedition get 20 turn Bless of Magic
          • +7XP 1RP
    • Yes, yes go
      • (Requires Magic; male villagers only) Try to break the spell [Hex] (2 skull)
        • Success.
          • 4 villagers gain 25 turn Bless of Strength and 20 turn Bless of Magic
            • Let him run!
              • +7XP 1RP
            • Attack! [Fight] (3 skull)
              • Loot: Moonstones, Rubies, some equipment, misc resources
              • +7XP 1RP
      • (Male villagers only) Fight [3-Skull]
        • Success.
          • Men in expedition gain 25 turn Bless of Strength
          • Females gain 20 turn Bless of Magic
          • Loot: Moonstones, Rubies, some equipment, misc resources
          • +7XP 1RP
      • Oh damn just let them go
        • Gain 1-2 children (in the village)
        • Lose 1 random female villager
        • All females in the expedition gain 25 turn Bless of Attractiveness
        • +4XP 1RP
    • ???
  • (Requires ???) Try to fight the urge to talk to him
    • Fight the spell [Hex] (2 skull)
      • Success: 4 party members get 25 turn Bless of Strength and 20 turn Bless of Magic
        • Let him run
          • +7XP 1RP
        • Fight [Fight] (3 skull)
          • Loot: Moonstones, Rubies, some equipment, misc resources
          • +7XP 1RP
  • (Requires Horos as deity) Say hello in the name of Horos! (Other options become unavailable)
    • (Requires something, attractiveness?) 'Oh yes! But, wait, it would be so much better if you came with me instead!'
      • (Female villagers only) Convince him! [Social] (2 skull)
        • 1 Striga Master
        • +35 Bless of Attractiveness for female expedition members
        • +7XP 1RP
    • 'No! Try to resist the damn, hansom, creepy creature'
      • (Female villagers only) Focus your instincts and try to resist him [Intellect] (2 skull)
        • ????
      • (Male villagers only) Use distraction to have your male villagers attack (Same as 2 skull fight above)
    • 'I am coming! Let us rule the night together...'
      • Try to break the spell!
        • 2 skull Hex
        • same as (Requires ???) Try to fight the urge to talk to him
      • Attack the stranger! [Remember, only men will be able to attack]
        • 3 Skull fight (only men)
        • ???
      • Let them leave, it's Horos calling them!
        • lose 1 villager
        • gain 2 children
        • +25 attractiveness blessing
    • ???

Night of the Full Moon[]

(Note: This may require Horos as deity)

The night of the full moon is upon you! Your hearts race faster, your blood rushes through your bodies and your senses become heightened!

  • Give in to your wilder urges and celebrate the full moon!
  • The moonlight becomes stronger and you hear the laughter of Nighters - mischievous Demonettes, known to bask in the midnight moon and serve your master Horos loyally! They beckon you to join them in the night's fun and games!
    • Nope, gonna stay sober as it were
      • ??
    • Oh hell yes, off we go and howl at the moon!
      • The Nighters appear in all shapes and forms before you, young boys and girls pouncing about, men and women, naked under the sky and wolves weaving in and out of the group, howling in joy. You feel any curses you had have been carried off by the moonlight! The nighters sing and dance and take you deeper and deeper into their game, do you give in to it? Beware, if you lose yourself too much, your bodies may not take it very well and you never know what will happen!
        • No, this is enough, time to calm down.
          • ??
        • Yes, join them fully and take charge of the night if we can! (2-skull Physical)
          • What goes on during a Nighters party . . . 20 turn Bless of Health, 3 XP, 1 Research
          • Unfortunately you were left behind.... 6 turns of Sickness 2 XP, 1 RP
  • Rather not give into these uncivilized urges. Stay calm.
    • ??

Nomads[]

This event often starts as "seeing something interesting in the distance" which creates a moving map marker.

A group of nomads is travelling through these lands. They are a mixed group, made up of all peoples of Easterlands, including Men, Goblins and Orcs.

  • 'Greetings. What is your purpose here?'
       or
     'Greetings travellers. Yes, let us talk.'
    • (Requires 20 food) We have some food we can barter
      • 15-22 wood, 15-30 string.
      • +2 XP
    • (Requires 3 tools) We have some tools we can trade
      • 10 fur leather, 10 monster bones
      • +2XP
    • (Requires 1 weapon) We can give you a weapon if you have something really good
      • Lose a random weapon (one of your better ones)
      • Gain 2 stacks of mid-tier resources and some malachite
      • +2XP
    • (Requires 20 herbs or food containing herbs) We have some herbs to trade
      • Lose 20 herbs/food containing herbs
      • Gain 1 average ranged weapon and 1 stack low/mid tier resource/food
      • +2XP
    • 'Sorry, we have nothing to trade.'
      • 'Same to you I guess.' Leave.
        • +2XP
        • Ends encounter.
        • Map marker remains.
      • 'All these goods you carry, we need them!' Attack! [Fight] (4 skull)
        • (see Fight below)
  • Talking, nah, attack them! [Fight] (4 skull)
    • Weapons, Armor, Jewelry, Food (mid tier quality)
    • Loot: Weapons and armour, food, jewelrey/trinket, some stacks of mid-tier resource, possibly 1 high-tier resource (eg 8 Diamonds)
    • +7XP 1RP
  • 'Not interested in talk.' Leave.
    • Map marker remains? need confirmation

Old Blind Sage[]

Part 1[]

You come across an old blind sage. He looks ill and weak, and apart from the ragged clothes he's wearing, he does not seem to have any possessions... "May I ask you some questions?"

  • 1. Sure
    • 1. 'Let's say there is a great treasure nearby, but you can't reach it because a humongous plant with many thorns blocks the way. Wat do you do?'
      • 1. Smash it!
        • 1. 'You are hungry because you haven't eaten for days...'
          • 1. Smash it
            • 1. Boy, you sure like to smash things huh?"...
              • 1. Alright, let's smash 'em!
                • +1 XP
                • Leads to Part 2a - Bear Lair
          • 2. Try to reason with the giants...
            • 1. We'll check it out.
              • +1 XP
              • Leads to Part 2b - City Ruins
          • 3. The giants have created our world...
            • 1. We can't let the sacred tree die
              • +1 XP
              • Leads to Part 2c - Grove
            • 2. Smash it!
              • ???
            • 3. If we sacrifice our own people like that...
              • ???
      • 2. Come back later with tools so we can safely cut it without any injuries.
        • 1. Seek shelter outside the forest
          • ???
        • 2. We would wait
          • ???
        • 3. Just keep going
          • 1. Smash it
            • Same as "You are hungry because you haven't eaten for days..." dialogue option above
      • 3. It's not worth harming nature for some treasure, we would leave.
        • ???

Part 2a - Bear Lair[]

You find the lair and hear bear noises echoing from inside.

  • 1. Go in and smash the bears! [Fight] (3 skull)
    • Crossbow, armour
    • +3 Strength for 2 villagers
    • +3 XP, +1 RP
  • 2. Come back later.
    • Map marker remains

Part 2b - City Ruins[]

You find the ancient library...

  • 1. Try to open the lock. [Intellect] (3 skull)
    • +5 Folklore, +3 Intelligence for 2 villagers
    • +5 XP, +3 RP
  • 2. Come back later.
    • Map marker remains

Part 2c - Grove[]

You find the grove, but a group of filthy orc is trying to eat the sacred plants!

  • 1. Kill them all. [Fight] (4 skull)
    • Loot
    • +1 Magic +1 Intelligence for 2 villagers
    • +? XP, +? RP
  • 2. Tell them to get the hell out of here. [Social] (4 skull)
    • +3 Speech +1 Will +1 Intelligence for 2 villagers
    • +1 Magic, +1 Intelligence for 2 villagers
    • +? XP, +? RP
  • 3. Come back later.
    • Map marker remains

Old Cemetery[]

As you search through these hills, you discover an unexpected find, an old cemetery. It is unusual to find one in the hills, with tough ground and rocks, so you suspect Orcs or Dwarves as the architects.

  • Search it.
    • {Var1} Undead?
      • Try to find something useful (blue, requirement?)
        • Gain some iron, leather, Silver, Enchanted Bones
          • Some skeletons rise up and attack you. Defend yourselves! [Fight] (3 skull)
            • Gain some miscellaneous bones, basic materials and low quality weapons/armour
      • Collect the bones and try to set up some kind of burial rite.
    • {Var2} Dwarven gravesite
    • You sense an old magic lingering in the gravesite. [snip]
      • Search the open grave
        • You search the open grave and discover a mighty weapon lies beneath, but it is protected by strong runes of magic!
          • 1. Try to break the protection with your own magic
            • Perform the ritual. [Hex] (2 skull)
              • Gain a weapon, some metal (got 2 mithril). +3 XP +1 RP
          • 2. Too risky without magic users, search the rest of the place
            • 1. Collect the bones and try to set up some sort of burial site
              • 1. You perform a burial rite. Leave their belongings.
              • 2. You perform a burial rite. Take the stuff.
                • Gain silver, scaled leather, quartz. 2 villagers gain +20 health blessing.
                  • A group of dwarves have been observing you, and attack! (Fight 3 dwarven warriors)
                    • Gain high-tier shields, weapon, armour, mithril, gold, basic amulet, some food. +4 XP +1 RP
            • 2. ???
      • Perform a burial rite
        • 1 villager +2 magic
        • 3XP 1RP
      • ??
  • ??

Old City (partially submerged)[]

Treasure chest world icon.

You enter what used to be some old city. Some of it lies submerged in murky, dark waters and a grim mist hangs in the air.

  • Search the city. (2-skull) {Var1}
    • You explore the forlorn city, and from the top of one of the stone buildings flies down a swarm of enraged crows!
      • To arms! [Fight] (12 ravenous crows)
        • Success - You defeat your enemy and find an old stockroom...
          • Minor loot (food, clothes/weapon, materials)
            • Good, take the loot and leave this place. {Var1}
              • +3 XP, +1 RP
            • Good, take the loot and leave this place. {Var2}
              • Just as you were about to leave, you stumble across an additional treasure chest!
                • Artifact
                • +3 XP, +1 RP
  • Search the city. (2-skull) {Var2}
    • You search through the city, carefully trying to avoid any trouble, but the mist around you suddenly forms into the shapes of ghostly figures and they attack you!
      • To arms! [Fight] (3 ghosts)
        • Success - See success above.
  • Search the city. Search (2-skull) {Var3}
    • You carefully examine the abandoned ruins when you come across a building still intact and above the water... before you can do more, you realise there are several skeletal dancers, locked in a deadly trance...
      • To arms! [Fight] (2 skeletons)
        • Success - See success above.
  • Search the city. (2-skull) {Var4}
    • You search the city and discover most of it looted or decayed...
      • Minor loot (armor)
      • +3 XP, +1 RP
  • Search the city. (2-skull) {Var5}
    • You search through the abandoned buildings and find an old supply stash, still intact!
      • Materials
      • +3 XP, +1 RP
  • Nah, leave.

Old Familiar Man (Veles?)[]

As you stop for a rest, an old man walks up to you At first he seems a stranger, but you feel an aura of familiarity about him... [snip]

  • Alright we will play.
  • (Requires Veles as deity) We trust in the will of Veles, so play on stranger.
    • (result is random?)
    • {Var1} All curses removed from the expedition. +2XP
    • {Var2} Bless of Health for the party??
  • We will neither play nor watch your games!
  • ???

Old Graveyard[]

Part 1[]

You see something in the distance...

  • +1 XP
  • Graveyard map marker added (leads to Part 2 - Graveyard)

Part 2 - Graveyard[]

Start with map marker "Graveyard".

You discover the remains of an old graveyard. In the centre, you see the burnt down remains of what could have been a place of worship, likely belonging to immigrants from the Westerlands, as it is not the custom of your people to build such places.

  • 1. Investigate
    • 1. (Requires Folklore 5+?) Read the inscription.
      • 1. (Requires high Intelligence 12+?, Folklore 7+?, or Magic) Check for other symbolism.
        • 1. Open the grave anyway, but be ready to strike the creature while it is still weakened!
          • Iron, Silver
            • 1. Kill it! [Fight] (3 skull)
              • Weapons, armour, trinkets, bones, Mithrill, rubies
                • 1. Leave.
                  • +6 XP, +2 RP
        • 2. Perhaps it is best to leave this place.
          • Ends encounter (map marker remains)
        • 3. Take the metals from the crypt, but do not open it, let someone else worry about the inhabitant.
          • Iron, Silver
          • A 10-14 mob Striga Horde (4 skull) spawns on the map
          • +2 XP
      • 2. Silver chains, iron hinges, this is a gold mine. Open the crypt.
        • Iron, Silver
          • 1. [Fight] (4 skull)
            • Weapons, armour, trinkets, bones, Mithrill, rubies
            • +6 XP, +2 RP
          • 2. Run away! [Physical] (3 skull)
            • ???
      • 3. Take the metals from the crypt, but do not open it, let someone else worry about the inhabitant.
        • Iron, Silver
        • A 10-14 mob Striga Horde (4 skull) spawns on the map
        • +2 XP
    • 2. Open it
      • (Same as "Open the crypt" dialogue option above)
    • 3. Better leave this place be.
      • Ends encounter (map marker remains)

Note: Failure of any these challenges:

  • Lose 1 villager
  • A 10-14 mob Striga Horde (4 skull) spawns on the map
  • +2 XP

Old Man[]

Part 1[]

You travel along the beaten path, through the dried up plains that remain a constant reminder of Thea's sad fate. [snip]

  • Old fella sittin' on his lonesome, yeah... Avoid the campfire.
    • Ends encounter. +1XP
  • It stinks of trouble, sure, but what the hell. Approach the campfire
    • We don't want your stuff. What is an old man doing on his own out here anyway?
      • You see that the man is indeed dying, or at least very ill. Sit with him till the end, then leave.
        • Gems, food/herbs
        • "Tower" location appear
        • +2XP
      • ???
    • Take the man's stuff.
      • Take the stuff and leave
      • Take the map and leave
        • "Tower" location appear
        • +2XP

Part 2 - Tower location[]

Note: The tower occupants appear to be random. It is also possible to get the same encounters as Suspicious Tower.

You can see the outlines of a tall, single tower, but it is obscured by cloud of unnatural darkness.

  • 1. (Requires Magic) Study the dark veil.
    • 1. Break the spell. [Hex] (2 skull)
      • Success:
        • 1. (Blue text) Break it.
          • 1. (Blue text) Examine the doors.
            • 1.
            • 2. Dismantle the trap and go in.
              • 1. 'You're welcome?'
                • (Same as "You fooled me old man..." dialogue option below)
              • 2. 'You fooled me old man! You'd better have an excuse or else!'
                • 1. 'Alright. I guess we will be on our way then. Good day to you.' Leave quickly
                • 2. 'Well, since i did you a favour old man, you'd better pay up!'
                  • Weapon
                  • +7 XP, +1 RP
                • 3. 'I don't like what I see. There is something dark here. You die now!' Attack!
                  • 1. Defend yourselves! [Fight] (3 skull)
                    • Success:
                      • Resources, armour, trinkets, tools
                      • +2 Intelligence, +2 Folklore for 2 villagers
                        • 1. Throw away the letter, take the stuff, and leave.
                        • 2. Read.
                          • 1. Take the loot and leave this place.
                            • +7 XP, +2 RP
                    • Failure:
                      • ???
          • 2. Enter the tower
      • Failure:
        • ???
    • 2. Nah, leave.
    • 3. Just enter the illusion instead and see what happens.
      • Resources
      • +2 Intelligence, +2 Folklore for 2 villagers
        • 1. You fooled me old man! You'd better have an excuse or else!
  • 2. Enter the Darkness.
    • 1. Look closely.
      • 1. [Fight] (4 skull)
        • Success:
          • Resources
            • 1. Use tools and take the stones
              • 26 Quartz, 27 Steel, 13 Diamonds
              • +5 XP, +1 RP
        • Failure:
          • ???
    • 2. Attack them.
      • ???
    • 3. Better leave.
  • 3. These forces seem too strong for you. Leave.

Old Man Approaches Camp[]

As you rest in your camp, an old man approaches you.

  • Welcome him
    • Our people need the food, we cannot share (blue text)
    • Why not, we have some food to spare
      • Lose 10 Food. Then, only one of the four options below should appear. Seems to be random.
        • Teach us Folk Knowledge
          • 2 villagers gain +3 Folklore
          • +3XP 1RP
        • Why don't you stay with us?
          • Gain 1 sage
          • Gain an assortment of random food, resources, maybe a weapon
            • Teach us Folk Knowledge (same as above)
            • Teach us Medicine
            • Teach us Crafting
        • Teach us Crafting
          • 2 villagers +2 Craft
          • +3XP 1RP
        • Teach us Medicine
          • 2 villagers +2 Medic
          • +3XP 1RP
    • ???
  • Better not risk it, chase him away
    • +1XP
  • Only the strong survive kill him! (blue text)
    • You kill the old man but he has nothing much on use on him (3 nuts 7 vegetables)
  • ???

Old Settlement[]

Treasure chest world icon.

You come across the ruins of an old settlement. The rusty Iron gates look foreboding and creepy, but many secrets may lie within...

  • Search. (3-skull) {Var1}
    • As you search the ruined city, you come across .... swarmed by the drowned bodies of Topielce!
      • To arms! [Fight] (3 skull)
        • Success:
          • Weapons, shield, resources, food
            • Great, take the loot and leave. {Var1}
              • +4 XP, +1 RP
            • Great, take the loot and leave. (Based on the option below.) {Var2}
              • Just as you were leaving, you stumble upon an additional stash and it turns out to be valuable!
                • Weapon
                • +4 XP, +1 RP
        • Failure:
          • Wounds
          • +1 XP
          • Run away! (Encounter remains)
  • Search. (3-skull) {Var2}
    • You rummage through the ruins .... , you see the dead rise in their skeletal forms and attack!
      • To arms! [Fight] (3 skull)
        • Success:
          • Weapons, armour, artifact, resources, food
            • Great, take the loot and leave. {Var1}
              • +4 XP, +1 RP
            • Great, take the loot and leave. {Var2}
              • Just as you were leaving, you stumble upon an additional stash and it turns out to be valuable!
                • Weapon
                • +4 XP, +1 RP
        • Failure:
          • Wounds
          • +1 XP
          • Run away! (Encounter remains)
  • Search. (3-skull) {Var3}
    • You search through the rubble and discover the remains of an ancient warrior...
      • Weapon, jewellery or armor
        • Great, take the loot and leave.
          • +2 XP, +1 RP
  • Search. (3-skull) {Var4}
    • You find and old storage room in one of the many ruined houses, it took a while to get into, but it still hold usable loot!
      • Material, food
        • Great, take the loot and leave.
          • +2 XP, +1 RP
  • Nah, maybe later. (Encounter remains)

Orc Bandits[]

You are ambushed by Orc bandits! They are charging at you and don't look eager to talk about it. You have only seconds to decide what to do!

  • 1. To arms! [Fight] (3 skull)
    • Success:
      • Weapons, equipment, resources, food
      • +6XP 1RP
    • Failure:
      • Wounds to all villagers
      • Lose items
      • +1 XP
  • 2. Drop your bags and weapons on the ground and run, hoping they will take the stuff and leave you be.
    • Weapons, food
    • +1 XP
  • 3. Try to find their weakness or use your tactical skills to figure this out. [Tactic] (3 skull) (Requires Tactics?)
    • 1. Form up! [Tactic] (3 skull) Tactical Response
      • Success:
        • Weapon, shield
        • Bless of Intelligence (25 turns) for 3 villagers
          • 'We're not that easy to defeat, as you can see, so let's just part ways, alright?
            • +4XP 1RP
          • (if Zorya is your deity) 'We're not that easy to defeat, as you can see, so let's just part ways, alright?
            • 1. 'Fine, we will try.' (1-3 random villagers vs 2 Orc fighters)
              • Success:
                • Weapon, armour, food
                • An Orc Fighter (Level 6) joins the party
                • +6XP 1RP
              • Failure:
                • +6XP 1RP
            • 2. 'No, thanks.'
          • Use this opportunity to counterattack! [Fight] (2 skull)
            • Success:
              • Weapons, equipment, resources, food
              • +6XP 1RP
            • Failure:
              • ???
      • Failure:
        • Lose items
        • ???
  • 4. (Requires an Orc in the party) Stop, you filth! Will you attack your own kin? This is my clan, so do not challenge us, lest you face Zorza's wrath as we put you to the dirt! [Tactic]
    • 1. Form up to withstand the Orcs' charge! [Tactic] (2 skull)
      • (see Tactical Response above)
    • 2. To arms! [Fight] (2 skull)
      • Success:
        • Weapons, equipment, resources, food
        • +6XP 1RP
      • Failure:
        • ???

Orc Encounter[]

You travel through the hills in search of resources and you come across the remains of an old settlement. The houses are small, almost built into the hills themselves and despite the decay brought by the Darkness, many look well preserved. You realize however, that you are not alone as two tall Orcs step in front of you with their weapons drawn.

'Halt!' One shouts at you in a deep, heavy, drumming voice:

  • Orcs! Attack! [Fight] (4 skull) (Orc Fight)
    • Success:
      • Loot:
        • Weapons and good Armour (tier 2+)
        • Resources, Gold
        • some Food and herbs
      • +6XP 1RP
  • 'Ok, ok. Let's not do anything rash.' {Var1}
    • 1. 'Ok, deal.' [Lose 2 tools]
      • Lose 2 tools
      • Gain 1-2 weapons, clay and Mithril
      • +4XP +1RP
    • 2. 'How about we work together?'
      • 1. 'I guess you just have to take the first step.'... [Social] (4 skull)
        • Success:
          • 1. Open the vault using your tools.
            • 1. Share the spoils as promised.
              • Loot - wood, weapons, metal, food, etc.
                • 1. 'Ok, we accept.'
                  • Randomly lose 1 expedition member but keep their gear.
                  • An Orc Fighter joins the party, random gear and resources
                    • 1. Leave.
                      • +6XP +1RP
                • 2. 'No, sorry, our people are our own. But may we live in friendship.'
                  • {Var1}
                    • 'Ok, thanks, I think...'
                      • An Orc Worker joins the party, 1 weapon, and 4-5 random kinds of food.
                      • +6XP +1RP
                  • {Var2}
                    • The woman nods in agreement and says no more.
                      • +6XP 1RP
                  • 2. 'No, we won't have Orcs in our midst.'
                • 3. 'No, sorry, this was a one off. Bye.'
                  • Ends encounter. +6XP 1RP
                • 4. ???
              • 2. Sharing is stupid, attack the Orcs! [Fight] (4 skull) (see "Orc Fight" section above)
        • Fail:
          • 1. 'Ok, deal.' [Lose 2 tools]
          • 2. Not interested. Fight them! [Fight] (4 skull) (see "Orc Fight" section below)
          • 3. No deal, just leave.
            • +2XP
      • 2. 'Oh whatever, let's just do it the old fashioned way!' Attack! [Fight] (4 skull) (see "Orc Fight" section above)
      • (Requires fewer than 2 tools and expedition leader is a female?) [Physical] (3 skull)
        • 'Help them out!' [Physical] (3 skull)
          • Success:
            • 'It was the right thing to do, no need for such a reward, surely your weapon means a lot to you.'
              • It ill be our pleasure to have Gotral join our people!
                • An Orc Fighter joins the party, random gear
                • Random resources
                • +6XP +1RP
            • 'We are honoured!'
              • Loot: 1-2 weapons (1 made of good resources), several stacks of mid-top tier resources
              • +6XP +1RP
          • Failure: Lose 1 villager, gain 1-2 top tier weapons
        • Nah, just take the loot ???
          • [Fight] (2 skull)
    • 3. 'Not interested in your deals!' Attack! [Fight] (4 skull) (see "Orc Fight" section above)
  • 'Ok, ok. Let's not do anything rash.' {Var2}
    • 'Surely we can find a way to help eachother and thus find more?'
      • 'Great.'
        • 1. 'Help them out!' [Physical] (3 skull) (same as above)
        • 2. 'Nah, they went in first without asking, so let them fall.'
          • To arms! [Fight] (2 skull)
    • ???

Pineconnete[]

You explore the woods in search of good wood and any other resources, when you hear a squeaking voice, 'Ouch, don't pull my head off man!'

You realize the mushroom you were about to pick is staring at you!

  • Pick it anyway!
    • Yup, kill it, mushrooms are tasty
      • 8 fruit, 2 XP
    • Bah, alright, let it out
  • Leave it and ask what's going on.
    • "My friends were taken..."
      • Sure, why not?
        • Well, OK
          • The talking mushroom takes you to what looks like a Bear Den
            • Investiate.
              • I had a fight with an Orc Witch, 3 Orc fighters and a Rabid Bear, all lvl 5-7. Didn't show difficulty.
            • Go in prepared for a fight [Fight] (3 skull) - (Requires a Hunter)
              • Your Hunters tell you there are also Orc tracks.
                • Continue (3 skull Fight)
                • Leave. +2XP
            • ???
        • Nah
      • Nah
  • 'You're one of those Pineconnetes right? Woodland guardians and all. I happen to have some sweet tree sap on me, I heard you like it?' (Hidden option. Requires good Folklore or maybe Herbalism?)
    • +19 fruit, +13 Spidersilk
      • 'Sure, why not.'
        • Go in, prepared for a fight. [Fight] (3 skull)
        • Use magic to try and sense what's inside.
          • Ready, go in for the fight! [Fight] (2 skull)
            • Gain various low rarity materials.
            • +4 XP +1 Research
          • Changed our minds, leave.
        • ???
      • 'Nah, sorry, too much of a risk, for an unsure reward.' Leave.

Place of Interest (Area marked "X")[]

You find the are marked X on your map, but it seems like just a pile of stones. you take some time to move the rocks, but there is still not much there. It could well be that the supposed treasure is buried beneath, but since there are no signs of it, it may be a false lead, or maybe it was just a very long time ago.

  • Dig Deeper. [Physical] (2 skull)
    • Success:
      • Take the treasure!
        • 1 weapon or armour, random mid tier resources, some Moonstones or Gold
        • +2 XP
      • ???
    • Failure:
      • ???
  • Leave

Poludnica[]

A Poludnica, known also as the Lady Midday, is spotted roaming the fields near your village! She is known to abscond with children, bother farms and even lead to heat strokes.

  • Keep an eye out for the fiend.
    • Try to find out more!
      • A rowan tree?
        • Fight the Hex! [Hex] (3 skull)
          • +1 child, medium-rare resources
        • Damn, there isn't anyone in the village who can fight this Hex!
      • Say what?
      • The maple Sap?
        • [Fight] (3 skull)
          • Success
            • Loot: 1 weapon, jewelry, random mid tier and top tier resources.
            • +1 child
            • +5XP 1RP
      • Oak?
        • Receive dark wood, quartz, clay, and obsidian.
        • +3 XP +1 RP
        • Chance of:
          • The wraith bursts out laughing and from her hand a large snake appears, it stings a few people! She then disappears.
          • 3 people are poisoned for 1 WOUND per turn.
          • +3 XP +1 RP
      • ???
      • ???
    • ???
  • ???

Raging Storm (Perun's Wrath)[]

A raging storm engulfs your party, and you believe it to be the wrath of Perun himself!

  • In Perun's name, enter the storm with pride.
    • Perun's thundering hammer rips open the skies before you, and the storm grows yet more powerful!
      • Embrace Perun's grace! (Requirement: Perun as deity)
        • Random chance of either auto success or a [Physical] (2 skull)
        • {Var1} [Physical] (2 skull)
          • Sucess
            • Entire expedition gains 15 turn Bless of Dexterity
            • 2 villagers +2 Strength
            • +5XP 2RP
          • Failure
            • Entire expedition gains 4 wounds each
            • +2XP 1RP
        • {Var2} Auto-Success
        • Entire expedition gains 15 turn Bless of Dexterity
        • 2 villagers gain +2 Perception +2 Shielding
        • +5XP 2RP
      • (requires Mokosh as deity) Ask Mokosh for her favor! [Physical] (2 skull)
        • Success:
          • Mokosh's grace has clearly calmed her mate, as the storm eases!
            • one of:
              • 2 expedition members +2 dexterity, rest blessing of will
              • 2 expedition members +2 will, rest blessing of dexterity
            • 4 XP 1 RP
        • Failure:
          • Half (?) the expedition receive 4 wounds each. +2XP 1RP
      • Find cover and hope Perun's wrath passes quickly. +1XP 1RP
      • Brace yourselves! [Physical] (3 skull)
        • Success:
          • Entire expedition gets 15 turn Bless of Strength
          • 2 expedition members +2 health
          • 5 XP 2 RP
        • Failure:
          • 3 members of the expedition (half?) gain 4 wounds each
          • +2XP 1RP
      • ???
      • ???
  • We do not follow Perun we will not bend to his will
    • Angers Perun and you lose supplies.
    • Lose 80 supplies (wood and food). (Note: might be less if Perun is not your god)
    • 3 villagers gain 4 wounds each
    • +2XP 1RP

Red Dragon[]

A great, ancient red Dragon and his swarming minions have descended upon your lands! (lose 25-35 Gold from both village and expedition, even if you don't have any Gold... weird)

Note: All villagers, regardless of current location, are used in this encounter

  • Let us all fight this beast! [Fight] (5 skull) (using everyone in village and expeditions)
    • Victory
      • Loot: Resouces from all different tiers, including Dragon Leather, rubies, diamonds, Gold that was stolen and more. All loot appears in the village
      • Possibly an artifact or jewelry, and/or weapon
      • 20 turn Bless of Health for all villagers, regardless of their current location
      • +10XP 3RP
    • Failure
  • [Hex] (4 skull) (Requires a LOT of Magic. might be the tally of all your magic, or magic in just village)
    • Victory!
      • Dragon apologizes. Get the gold back. All villagers in the village and expeditions get 15 turn Bless of Magic.
        • Gain one of the following (Random)
        • 2 villagers +1 Health, 2 villagers +1 Will, 2 villagers +1 Magic. +4XP 2RP
        • 2 villagers +1 Attractiveness, 2 villagers +1 Intelligence, 2 villagers +1 Magic. +4XP 2RP
        • 2 villagers +1 Strength, 2 villagers +1 Dexterity, 2 villagers +1 Magic. +4XP 2RP
  • Will you accept a gift of a virgin, instead of our gold?
    • Regain the Gold that was just lost.
    • Result appears to be random. Only one of the options below should appear:
      • {Var1} The Ruse is up!
        • Lose the Gold again
        • To arms! [Fight] (5 skull)
          • Win:
            • gain 41 Gold, Dragon leather, Diamond, ruby, artifacts, food, etc
            • All villagers on map get: 20 turn Bless of Health.
            • +10XP 3RP
      • {Var2} The Dragon chokes
        • The Dragon eats the 'chosen one' and chokes to death on him/her
        • Lose 1 random villager (from either village or on expedition)
        • Loot: Dragon Bone, Dragon Scales, Rubies
        • +3XP 2RP
      • {Var3} The Dragon just leaves
        • The Dragon takes the virgin and looks a bit confused as to what to do with them. Finally he decides to just take them on his back and flies away with his entire entourage
        • Lose 1 random villager (from either village or on expedition)
        • +3XP 2RP
  • Just let the Dragon have the Gold
    • +1XP

Refugees[]

This event can occur to an epedition or directly to your village.

Part 1 - Traveling Refugees[]

A small group of refugees is seen travelling near your village.

  • Approach them..'Hello there travellers'
    • (Requires speech 9+?) So why don't you stay with us. [Social] (3 skull)
      • Success:
        • Of course.
          • + 3-4 Children (appear in village)
          • Chance of a new villager with random equipment and food (appear in village)
          • +3 XP, +1 RP
          • "Refugees" map mark
        • We don't want children...
          • No reward
          • "Refugees" map mark
        • ???
      • Fail:
        • "Refugees" map mark
        • (Possibly still gain 2 children?)
        • +1 XP ??
    • Alright, well we wish you all the luck on the journey.
    • Ok, well, bye. Sneak up and steal their supplies [Sneak] (3 skull)
    • Actually... Attack. [Fight] (3 skull)
  • Leave them be.
  • Attack them! [Fight] (3 skull)

Part 2 - Refugees location[]

You find the settlement taken by an Orcish clan. You see many warriors, at least one Matriarch and a shaman. They are well armed and look ready to fight.

  • 1. Try diplomacy first. 'Hi there. Can we talk?'
    • 1. 'We just wanted to talk...' [Social] (4 skull)
      • Success:
        • 2-4 stacks of random mid-top tier resources (such dryad wood, granite)
        • 20 turn Bless of Speech for entire expedition
          • 1. 'Alright, thanks'
            • +6 XP, +1 RP
          • 2. 'Nah, changed our minds, you die!' Attack! [Fight] (4 skull)
            • Success:
              • Loot: multiple weapons and armor, food, several stacks of mid-top tier resources (woods, metals, minerals), maybe a trinket or two
              • +6 XP, +1 RP
            • Failure:
              • some wounds for the entire expeditions
              • Refugees Map Marker remains on the map
      • Failure:
    • 2. Not interested in your disputes really, just share some stuff with us or fight!
  • 2. Plan a tactical approach to attack the settlement. [Tactical] (3 skull)
    • Success:
      • 1. [Fight] (3 skull)
        • Success:
          • mid-level armor and resources.
          • +6 XP, +1 RP
      • 2. Steal the stuff (no additional challenge)
        • 3 stacks of mid tier resources (Dryad wood, Granite)
        • +4 XP, +1 RP
  • 3. Sneak up on the camp, assassinate the guards, and steal as much as you can. [Sneak] (3 skull)
    • Success:
      • 4 random rare materials (Granite, dryad wood, Elven wood)
      • +6 XP, +1 RP
    • Failure:
      • some (2?) members of your party are badly wounded (approx 20-22 wounds ea)
        • 1. Run away! (Refugees Map Marker remains on the map)
        • 2. Fight! [Fight] (4 skull)
          • Loot similar to the other fight options.
          • +6 XP, +1 RP
  • 4. Attack head on! [Fight] (4 skull)
    • Weapons and armour, possibly a trinket, 1-2 lots of food, 4 stacks of mid-top tier resources
    • +6 XP, +1 RP
  • 5. Come back later.
    • Ends encounter.

Rift[]

You travel through the plains, until you discover a deep rift in the ground. When you look down, you see a vast area filled with rubble. Amongst the rubble, stick out some enormous ivory bones of a Dragon!

  1. Take a closer look at the rubble, it seems slightly off. (Blue option. Unsure of trigger)
    1. Sneak past the Trolls! [Sneak] (2 skull)
      1. Success:
        • Gain ~14-19 dragon bone ~10-14 dragon leather
        • +5XP +1 RP
    2. Nah, use the element of surprise and attack! [Fight] (4 skull)
      • Success:
        • Loot: Dragon bone, Dragon leather, a few stacks of mid and top tier metals and gemstones, maybe food and/or equipment
        • +8XP 2RP
    3. Actually, just leave.
  2. Go down to try and collect the bones.
    1. Stay put and fight! [Fight] (4 skull)
      • Success (same as Fight option above)
    2. Run away! [Physical] (3 skull)
      • Success:
        • Loot: some Dragon bone and other bones
        • possibly sounds Wounds on 1 villager ??
        • +3XP 1RP
  3. Just leave, too much trouble.

Ruined City[]

You discover the ruins of some great, old city! Whoever resided in these walls is long gone, but many buildings still stand tall and proud.

But, the marvellous city was not abandoned by mere folly, you feel the towering presence of the Darkness within it's old walls.

As you observe the city, you see waves of the Black Mist washing through the old streets and empty houses, as if looking for any remaining life to drain.

  • Try to sneak in to find loot. [Sneak] (3 skull)
    • Success:
      • Loot: 3 stacks of mid-top tier resources (metals, minerals, gemstones)
      • +6 XP 1RP
    • Failure:
      • Loose one party member
      • curse of darkness on the entire expedition
  • Try to use magic to see if you can shield yourselves. [Hex] (3 skull)
    • Success:
      • One villager gains 20 turn Bless of Magic
      • Loot: 3 stacks of mid-top tier resources (metals, minerals, gemstones)
      • +6XP 1RP
    • Failure:
      • Deadly Sick one party member
      • curse of the darkness
  • Looks too dangerous, leave. +1XP
  • ???

Ruined House[]

You come across the ruins of a house hidden away from the main track. The damage looks fresh and there are signs of a violent struggle.

Note: this encounter is very random and many different things can happen- sometimes you'll get the option to bury the dead and then either have the dead rise up on you or getting a blessing for giving the dead a proper burial. Best loot is found if both the goblins attack and the dead rise.

  • Move the rubble see if there is any loot
    • {Var1} Goblins attack!
      • [Fight] (2 skull)
      • Success: Loot: weapons, armour, misc low-mid tier resources and food
    • OR
    • {Var2} Useful resources found
      • Loot: 3 stacks of miscellaneous low-mid tier resources
    • Either variation leads to:
      • Take the stuff and leave
        • +2XP
      • Take the stuff and bury the bodies - variable options occur
        • {Var1} The dead rise and attack [Fight] (3 skull)
          • Loot: Misc weapons and armour, some more resources
          • +3XP 1RP
        • {Var2} Blessed.
          • The whole expedition gains a 15 turn Bless of Will
          • +2XP
        • {Var3} Nothing further.
          • +3XP 1RP
  • Leave whomever did this could return
    • Ends encounter with nothing
  • ???

Ruins of an Old City[]

Treasure chest world icon.

You stumble across some ruins of an old city engulfed in mist and mystery.

  • (Blue text) Search (1-skull) {Var1}
    • ...You are swarmed by bats.
      • To arms! [Fight]
        • Success:
          • Minor loot (food, materials)
          • +2XP 1RP
  • (Blue text) Search (1-skull) {Var2}
    • You open one of the building, a strange looking, stone and metal-built affair (...)
      • To arms! [Fight]
        • Success:
          • Equipment, Food, Materials
          • +2 XP 1RP
  • (Blue text) Search (1-skull) {Var3}
    • You search the ruins and find an interesting building (...) a creature comes out from the waters to attack you!
      • To arms! [Fight]
        • Success:
          • Equipment, Food, Materials
          • +2 XP 1RP
  • (Blue text) Search (1-skull) {Var4}
    • ...a closed stash... luckily it's not empty!
      • Take your loot and exit the ruins.
        • 1 weapon
        • +2XP 1RP
  • (Blue text) Search (1-skull) {Var5}
    • You search the buildings and discover a supplies store still intact!
      • Take your loot and exit the ruins.
        • Food, Materials
        • +2XP 1RP
  • Nah, maybe later.

Shadow Giant Ambush[]

Note: this event should not occur until after the Return of the Giants storyline has begun

You are ambushed by a Shadow Giant and his minions! [snip]

  • Sacrifice ghost to get away. (Requires a Ghost)
    • 2 villagers gain 20 turn Bless of Magic
    • Lose one ghost-class villager
    • +3XP
  • You can sacrifice one party member to let the rest of you run away!
    • Lose 1 random expedition member
    • +3XP
  • Stand and fight! [2 Orange Skull Fight]
    • Success:
      • Weapon, artifact, Enchanted bones, Moonstones, resources, food
      • Great, gather up the loot and leave. {Var 1}
        • +10XP 2RP
      • Great, gather up the loot and leave. {Var 2}
        • A Shade (very strong mythic ally) joins your group (Seems to be based on winning in first phase. 3 or 4 times in a row now, or based on killing one of the enemies with a single hit)
        • +10XP 2RP
    • Failure:
      • All expedition members are badly wounded
      • All expedition members get Curse of Darkness
      • 2 expedition members get -1 to Will
      • +1 XP
  • You have children in your group and you know their young souls will give you time to run away! (Requires at least 1 child in the expedition)
    • Lose ALL children in the expedition.
    • +3XP
    • Random chance of something special happening
    • {Var1} The encounter makes you feel stronger in will power
    • 2 expedition members receive 20 turn Bless of Will
    • {Var2} A Shade or Ghost joins you
    • A Shade or Ghost joins you? - Unconfirmed

Shrooms[]

You notice a faint glow amongst the forest shrubbery and discover luminous wild mushrooms growing in a perfect circle. These shrooms could have many uses as either medicine, or just food. But you do have an eerie feeling when you stand close to the luminous circle...

  • (Requirement: high Folklore) Speak to the forest. 'Hear me forest spirits, I wish your kin no harm, but I ask humbly for a boon for our people!'
    • 'We are all children of Thea, are we not?' Convince. [Social] (3 skull)
      • +20-40 herbs, small amount of wood
      • +4 XP +1 RP
    • 'And why not? Surely we can share?' Convince. [Social] (3 skull)
      • +20-40 herbs, maybe a smal amount of Dryad wood or Ancient wood
      • +4 XP +1 RP
    • 'Oh, you know what, we will just go.'
      • +1XP
  • Take the mushrooms.
    • + ~10 Herbs
      • Fight [5-skull]
        • Success
          • Loot: Misc weapons and armour, food and some rare resources, herbs, several different kinds of wood
          • +8XP 1RP
      • Run!
        • +1 XP
  • Leave.

Silver Statue[]

Part 1[]

Your scouts reports something of interest nearby and mark it on your map...

  • +1 XP
  • "Place to see" map marker added (leads to Part 2 - Place to see)

Part 2 - Place to see[]

You find the silver statue and it depicts some Elven archer, perhaps there used to be some Elven settlement here long ago, but now, there is little else than some rubble, a cave, and some dried up trees.

You do, however, see a Werewolf sitting at the feet of the statue, convulsing and throwing up.

  • 1. Keep your distance from the wolf, but talk to it. 'Hey there, are you okay?'
    • 1. 'Soo, you're hanging out near silver, making you sick, to get stronger?'
      • 1. Oh, right. Well, we were attracted by the lump of silver of course. Do you mind if we have some?'
        • 1. 'Well, yes, but maybe we can share. You keep some for your character building and we take some for us eh?' [Social] (2 skull)
          • Success:
            • 10-13 Silver
            • +3 XP, +1 RP
          • Failure:
            • ???
        • 2. 'You know what, having a Werewolf immune to silver doesn't sit well with us. You must die!' Attack! [Fight] (3 skull)
          • (See Battle below)
      • 2. 'You know what, having a Werewolf immune to silver doesn't sit well with us. You must die!' Attack! [Fight] (3 skull)
        • (See Battle below)
      • 3. 'Oh, nothing much just passing.' Wait for the Werewolf to retire to his cave, then try to sneak in and steal a lump of the sculpture you see lying on the floor. [Sneak] (2 skull)
        • Success:
          • 12-20 Silver
          • +1 Dexterity for 1 villager
          • +3 XP, +1 RP
        • Failure:
          • ???
    • 2. 'Right, we're just here to get some silver, do you mind?'
      • [Social] (2 skull)
        • (Same as "Well, yes, but maybe we can share..." dialogue option above)
      • [Fight] (3 skull)
        • (see Battle below)
  • 2. Keep your weapons ready and check if there aren't more Werewolves!
    • (Leads to "Keep your distance from the wolf..." dialogue option above, and also "Attack the Werewolf while he's sick!" dialogue option below)
  • 3. Attack the Werewolf while he's sick! [Fight] (3 skull) Battle
    • Success:
      • Weapon/armour, 12-20 Silver, resources, food
        • 1. Great, take the stuff and leave.
          • +4 XP, +1 RP
          • (Requires 3 villagers with Animal Kinship +3?) A Wolf joins the party
    • Failure:
      • {Var1}
        • Gets sickness(+6) to some party members
      • {Var2}
        • Lose 1 villager
        • A Werewolf joins the party
  • 4. Leave for now, come back later.

Skeleton Against a Rock (Plague Victim)[]

Part 1[]

Searching through the area you discover a skeleton propped up against a rock. The poor fella seems to have all of his belongings with him and there is no sign of a struggle, so it's unclear what killed him

  • Examine the bones carefully
    • Take the stuff very carefully
      • Find some basic loot and a key with a parchment
      • Loot - weapon, basic resources
        • Skim through the letter (Skips story)
        • Read the letter in detail (Gets detailed story both leads to the same outcome)
          • Leads to Part 2 - Bear Lair
          • +3 XP +1 RP
  • Search the body
    • ??? (Probably will get some of your villagers infected with sickness)

Part 2 - Bear Lair[]

You follow the instructions on the letter and you discover an old cave that stands hidden from the path. From the tracks you see that it is clearly not unoccupied - this cave is home to some grizzly looking bears!...

  • 1. Enter the cave and fight the bears. [Fight] (2 skull)
    • Success:
      • Leather, Bones, Jewellery
        • 1. Use the key.
          • Armour, resources
          • +4 XP, +1 RP
    • Failure:
      • ???
  • 2. Nah, Leave it be for now.
    • Map marker remains

Slavers[]

Note: This event usually starts by seeing the group in the distance, creating a moving map marker. +1XP

You approach the Slavers and see they are a mixed group of different peoples, including Orcs, Humans, Goblins, and even Dwarves. They drag behind them a row of malnourished, worn out slaves, including children, shackled and cruelly whipped by their captors.

The slavers are well armed, but they have clearly seen some fighting not long ago, as they have bandages and look banged up.

  • 1. 'Halt! If you don't wish to take another beating, leave us your slaves and go!' [Social] (2 skull)
    • Success:
      • +2 Will to 1 expedition member
        • 1. 'Alright. we take the half and you go.'
          • +1 Child
          • +4 XP, +1 RP
        • 2. 'No way!' Attack! [Fight] (3 skull)
          • Success:
            • Weapons, Armour, low/mid tier resources and food
              • 1. Gather the people and leave.
                • +1 Child
                • +4 XP, +1 RP
              • 2. ???
              • 3. ???
        • 3. ???
        • 4. ???
    • Failure:
      • ???
  • 2. Create an ambush! [Tactical] (3 skull)
    • Success:
      • +1-2 Child
      • +2 Tactical to 1 expedition member.
        • 1. Gather the people and leave.
          • 1. Leave.
            • +4 XP, +1 RP
        • 2. ???
    • Failure:
      • +7 wounds to 1 villager
        • 1. Leave
        • 2. [Fight] (3 skull)
          • Success:
            • Weapons, Armour, low/mid tier resources and food
              • 1.Gather the people and leave.
                • +1 Child
                • +4 XP, +1 RP
          • Failure:
            • ???
  • 3. Attack! [Fight] (3 skull)
    • Success:
      • Weapons, Armour, low/mid tier resources and food
        • 1.Gather the people and leave.
          • +1 Child
          • +4 XP, +1 RP
    • Failure:
      • ???

Stomped by Giant[]

Note: This event occurs afterthe Giants Quest begins.

You come across a dead body that is lying in some sort of ditch. The corpse is literally stomped into the ground

  • Search the body
    • [var 1] Your medic realises that the person is still alive!
      • Alright, try to save him! [3-skull Sickness]
        • Success:
          • 1-2 villagers with medic skill gain +2 medic
          • 4 villagers gain 25 turn Bless of Intelligence.
          • Chance that a Hunter joins you (including some basic equipment and food)
          • +6XP +1RP
    • [var 2] You search the corpse and find some of its belongings still intact...[snip]
      • Weapon and one stack of a mid-tier resource (eg wicker or coal)
        • You have the loot run for it
          • ends encounter. +1XP
        • Perhaps whatever is coming will have more treasure so wait for it!
          • Fight Giant [Fight] (5 skull)
            • Success:
              • Weapon, food, mid and top tier resources
              • +8XP +1RP
            • Fail:
              • Half the team at least receive wounds
              • Lose 1 random villager
          • Run Away [Physical] (4 skull)
            • Success:
              • 1 villager +1 Dexterity
              • +8XP 1RP
            • Fail: Giant kicks a boulder as he passes by which causes 8-10 wounds on random villager.
            • +1xp

Stones[]

You find an old shrine, shrouded in a warm, purple glow...[snip]

  • Touch the stones (result is random)
    • {Var1} +1 Heavily Poisoned on two villagers. +2XP 1RP
    • {Var2} Fight the curse! [Hex] (2 skull)
      • Success
        • 20 turn Bless of Will for all villagers in expedition
        • 20 turn Bless of Magic 1 villager (highest Magic skill ??)
        • +3XP 1RP
      • Failure ??
  • Don't touch it. Leave
    • Exit back to the world map (map marker remains)
  • ??
  • ??

Stopped by Hohlicks[]

You are stopped by a group of mischievous House Demons, called the Hohlicks! [snip]

Will you play hide and seek with us, will you?

  • 1. 'What the heck, why not.'
    • 1. Start playing
      ...The Hohlicks beat you silly
      • 6-8 String
      • 2 party members sick
        • 1. Oh damned Hohlicks!
          • +1 XP, +1 RP
    • 2. (Unknown Requirement) 'Right your turn to hide'
      • 10-12 Wicker
      • +1 XP, +1 RP
    • 3. ???
    • 4. ???
  • 2. 'Nope, we will certainly not.'
    • +1XP

Straw House Guarded by Spiders[]

Part 1[]

You see something in the distance...

  • +1 XP
  • "Place to see" map maker added (leads to Part 2 - Place to see)

Part 2 - Place to see[]

Location on the map.

You find the thatched cottages, and just as your scouts said, the settlement is long abandoned. Instead of people, a nest of giant spiders has taken residence there.

  • 1. Attack the spider nest! [Fight] (3 skull)
    • Success:
      • Weapons/armour/trinket, resources
      • +3 XP, +1 RP
    • Failure:
      • Wounds
      • Leave quickly, before they decide to chase you. (Map marker remains.)
  • 2. Come up with a tactical plan of action. [Tactic] (2 skull)
    • Success:
      • +2 Tactics for 1 villager
        • 1. Just take the stuff you can.
          • Weapons/armour/trinket, resources
          • +3 XP, +1 RP
        • 2. Attack the weakened spiders. [Fight] (2 skull)
          • Success:
            • Great take the stuff. {var1}
              • Weapons/armour/trinket, resources
              • Random chance a Hunter joins the party
            • +3 XP, +1 RP
            • Great take the stuff. {var2}
              • Weapons/armour/trinket, resources
              • A Hunter joins the party
            • +3 XP, +1 RP
          • Failure:
            • ???
    • Failure:
      • ???
  • 3. Nah, maybe later. (Map marker remains.)

Striga - Man Thieves[]

You stop to rest and look up at the night sky when you see a swarm of crows circling nearby.

  • 1. (Blue text) Talk to the women.
    • 1.You try to speak to the woman, but words fail you... 'Come to me, be with me.'
      • 1.Resist!! [Blue text]
        • 1. (Female villagers with high Intelligence only) Protect the men. Attack!! [Fight] (2 skull) - Female fight
          • Success:
            • Weapons, armour, artifact, Rubies, food
            • +2 Will, Bless of Attractiveness (25 turns) for 4 villagers
            • +6 XP, +1 RP
          • Failure:
            • ???
        • 2. (Female villagers with high Intelligence only) Try to use magic to break their trance. [Hex] (2 skull) - Female fight
          • Success:
            • 5 Rubies
            • All women gain 20 turn Bless of Magic
            • Bless of Attractiveness (25 turns) for all males
            • +5 XP, +1 RP
          • Failure:
            • ???
      • 2. Damn she is awesome, go to her!
        • 1. (Female villagers with high Intelligence only) Try to use magic to break their trance. [Hex] (2 skull)
          • (See [Hex] (2 skull) - Female fight above)
        • 2. (Female villagers with high Intelligence only) Attack the Striga and her servants [Fight] (3 skull)
          • (See [Fight] (2 skull) - Female fight above, except tougher)
        • 3. Heck, if they want to go off with a hussy bloodsucker, fine!
          • Lose 1 random male villager (but keep equipment)
          • +4 XP, +1 RP
      • 3. ???
  • 2. (Requires Morena as deity) Crows are a symbol of Morena. Take a closer look.
    • 1. Join them
    • 2. (Blue text) 'You are a creature of death, Milady...'
      • 1. (Male villagers only) 'Like Morena herself...' [Social] (2 skull)
        • Success:
          • A Striga Mistress joins the party
          • Rubies
          • Bless of Attractiveness (25 turns) for all males
          • +5 XP, +1 RP
      • 2. (Male villagers only?) Use this opportunity to attack! [Fight] (2 skull)
        • Success:
          • ???
        • Failure:
          • ???
    • 3. (Male villagers with high Intelligence only) Something is off.... [Intellect] (2 skull)
      • Success:
        • +1 Will for all males
          • 1. Attack the Striga [Fight] (2 skull)
            • Success:
              • Weapons and resources (+13 rubies)
              • +2 Will, Bless of Attractiveness (25 turns) for 4 villagers
              • +6 XP, +1 RP
          • 2. Rejoin women to fight together; Striga begin to retreat slowly
            • Rubies
            • +2 Attractiveness for all males
            • Bless of Health for 3 villagers
              • 1. Fight [Fight] (3 skull)
                • Success:
                  • Weapons and resources
                  • +2 Will, Bless of Attractiveness (25 turns) for 4 villagers
                  • +6 XP, +1 RP
              • 2. Let them go
      • Failure:
        • Lose 1 male member of expedition (but keep his equipment)
        • +4 XP, +1 RP
  • 3. (Requires Magic) Try to resist whatever is happening here. [Hex] (2 skull)
    • Bless of Attractiveness (25 turns) for all males
    • +2 Magic for entire party with at least 3 Magic (can come from items)
      • 1. Let her run!
        • +5 XP, +1 RP
      • 2. Attack! [Fight] (2 skull)
        • Weapons, armour, Rubies, resources, food
        • Bless of Dexterity (20 turns) for entire party
        • +5 XP, +1 RP

Striga Ambush[]

You are ambushed by Strigas!

They look starved and desperate and eager to fight. They must have sensed your blood or maybe the sensed someone they once loved among you.

  • Fight [Fight] (2 skull)
    • Success:
      • Loot: Misc armour/weapons, 1-2 trinkets, low-mid tier resources
      • Random chance of the following occurring
        • One of the beaten Striga 'lives' and you sense its bond with your village. You may be able to save it and bind its loyalty
          • [Hex] (2 skull) (requires Magic?)
            • Success.
              • A Striga joins you with some basic equipment
              • +4XP 1RP
          • No, just kill it. +4XP 1RP
      • +4XP 1RP
  • Run away
    • End encounter. No XP.

Strong Sunlight[]

The sun is particularly strong today, and without any cover, your party is feeling the effects.

After all, people are not used to this much sunshine anymore.

  • Drink more water and mix some herbs to make a salve, then cover your heads. [lose 20 herbs] [Physical] (2 skull)
    • Success: +15 Blessing of Health to 2 villagers
      • +2 XP
  • Herbs are too precious! Try to leave the place faster. [Physical] (3 skull)
    • Success
      • 15 turn Bless of Health for 2 villagers
      • +2XP
    • Lose:
      • All villagers +2 heavily sick, one villager +2 deadly sick.
      • ? XP
  • Ask Svarog to shield you. (Requirement: Svarog as deity)
    • +20 Blessing of Strength to 2 villagers.
    • +1 XP
  • Ask Mokosh to guide you. (mokosh as deity)
    • +15 Bless of Health to party
      • Keep Moving [Physical] (2 skull)
      • +15 Bless of Health to 2 villagers
      • +2 XP

Suspicious House[]

Started on map marker "Suspicious House".

Note: This event sometimes begins as a "you see something in the distance" event. "Suspicious House" map marker added. +1XP

The map leads you to the ruins of some old town. There are very few houses visible, let alone standing, but there is one. It is clearly touched by the Darkness. Its wooden beams are decayed, its stone foundations blackened, its windows hollow and dark inside. Yet despite this common enough decay, the doors to the house remain intact and shut.

  • 1. Enter the house.
    • +1 poisoned for one group member
    • leads to "Enter the room." (see below)
  • 2. (Requires Traps +3-5) Check for traps and the such.
    • 1. Enter the room.
      • 1. This is far too weird...
        • 1. [Fight] (3 skull)
          • Weapons, resources
          • +2 Intelligence, +2 Folklore for 2 party members
          • +5XP 1RP
        • 2. Run
      • 2. Grab the silverware and crystal, quick!
        • 1. [Fight] (3 skull)
          • Loot: weapons, misc resources, gems
          • +2 Intelligence, +2 Folklore for 2 party members
          • +5XP 1RP
        • 2. Run
    • 2. Enter the basement.
      • 1. Ghost or no ghost, you're getting out. Attack whatever lurks upstairs! [Fight] (3 skull)
        • Success:
          • Weapons, resources
          • +2 Intelligence +2 Folklore for 2 party members
          • +5XP 1RP
        • Failure:
          • ???
      • 2. (Requires high Folklore +5) You realise what can be done here, perform a ritual.
        • 1. Use your power of persuasion to challenge the spirit into leaving! [Social] (2 skull)
          • Success:
            • 'Are you ok, ghost?' {Var1}
              • A Ghost joins the expedition
              • Weapons, mid-tier resources
              • +5XP 1RP
            • 'Are you ok, ghost?' {Var2}
              • Resources
              • +2 Speech, +1 or +2 Folklore for 2 party members
              • +5XP 1RP
          • Failure:
            • ???
        • 2. 'Nah, too much trouble. Fight with it!' [Fight] (3 skull)
          • Success:
            • Weapon, misc resources, gems
            • +2 Intelligence, +2 Folklore for 2 party members
            • +5XP 1RP
          • Failure:
            • ???

Suspicious Tower[]

Part 1[]

As you look around and admire the world, you see something of interest in the distance.

  • +1XP ?
  • A "Suspicious Tower" marker is added to the map (leads to Part 2 - Suspicious Tower location)

Part 2 - Suspicious Tower location[]

You see a large stone tower sticking out of the landscape like a grey, withered thumb.

Note: Result is random (includes exiting/re-entering).

  • 1. Investigate
    • {Var1} Group of Rockers
      • 1. (Blue option) Look closely
        • 1. Attack it. [Fight] (4 skull)
          • Trinket, gems
            • 1. (Requires tools) Use tools and take the stones.
              • Stones/gems
                • 1. Leave
                  • +5 XP, +1 RP
            • 2. ???
        • 2. Nah, leave.
      • 2. Attack them
        • 1. Damn, to arms! [Fight] (4 skull)
          • Trinket, gems
            • 1. (Requires tools) Use tools and take the stones.
              • Stones/gems
                • 1. Leave
                  • +5 XP, +1 RP
        • 2. Run! [Physical] (3 skull)
      • 3. Better leave
        • Ends encounter (map marker remains)
    • {Var2} Scavengers with a prisoner
      • 1. (Blue option) 'Welcome fellow travelers, I realise you were here first, but may we come to some sort of agreement?'
        • 1. 'Of course you could...' [Social] (2 skull)
          • Success:
            • 1. Let them leave
              • 1. Collect stones.
                • (Same as Collect stones. below)
            • 2. Attack them. [Fight] (2 skull)
              • See Attack! [Fight] (2 skull) below
        • 2. 'Oh, changed our minds, just die!' [Fight] (2 skull)
          • See Attack! [Fight] (2 skull) below
      • 2. Attack! [Fight] (2 skull)
        • Weapons, armour, resources
          • 1. (Requires Medic skill) Try to heal him.
            • A Sage joins the party
            • Weapon, resources, food
              • 1. Collect stones.
                • 1. (Requires tools) Use your tools and take the stones
                  • Stones, gems
                  • +4 XP, +1 RP
                • 2. (If party has no tools) Collect Stones
                  • Stones, gems
                  • +4 XP, +1 RP
          • 2. Give him some food and water.
            • Sage dies
            • +2 Herbalism for all villagers
              • 1. Collect stones.
                • (Same as Collect stones. above)
    • {Var3} Nest of giant spiders
      • 1. Attack [Fight] (2 skull)
        • Equipment, Spidersilk
          • 1. (Requires tools) Use tools and take the stones
            • Stones, gems
            • +4 XP, +1 RP
          • 2. (If party has no tools) Collect Stones
            • Stones, gems
            • +4 XP, +1 RP
      • 2. Nah, leave.
  • 2. ???
  • 3. ???

Swamp Path[]

You enter the swamps and carefully make your way down a path. As you come around a bend, you see some lights, only a few hundred meters off the path.

  • 1. Check them out.
    • {Var1}
      • 1. Pick up the mud together with the spits.
        • 6 topaz, 6 quartz
        • +1 XP
      • 2. Try to catch the creatures. [Physical] (2 skull)
        • Success:
          • 1. Gather up the spit and let them go.
            • Gain resources
            • Wounded villagers may lose 1 wound.
            • +3 XP, +1 RP
          • 2. Put the creatures in a bag and take them home with you.
            • Gain resources (e.g. 9 topaz or 6 steel)
            • Sickness +6 for 2 villagers
        • Failure:
          • +1 XP
      • 3. Try to kill the creatures and get their spit from the corpses. [Fight] (1 skull)
        • +1 XP
    • {Var2}
      • 1. (Requires Stealth?) Use stealth to sneak up on them. [Sneak] (2 skull)
        • Gain resources
        • +3 XP, +1 RP
      • 2. Try to physically catch a Swamper [Physical] (2 skull)
        • Success:
          • 1. Gather up the spit and let them go.
            • Gain resources
            • Wounded villagers may lose 1 wound.
            • +3 XP, +1 RP
          • 2. Put the creatures in a bag and take them home with you.
            • Gain resources (e.g. 9 topaz or 6 steel)
            • Sickness +6 for 2 villagers
        • Failure:
          • +1 XP
      • 3. Attack them anyway, weird critters must die! [Fight] (1 skull)
        • +1 XP
  • 2. Rather not leave the path, continue onwards.
    • Exit event

The Black Mist[]

Despite the daytime, the sky is suddenly overshadowed by a thick, dark mist that slowly engulfs everything in its way.

  • 1. Stick together, but try to outrun the mist. [Physical] (4 skull) (Note: auto-success with high Will - 15 or 20+)
    • Success:
      • +1 Will to 2 villagers
      • +5 XP +1 RP
    • Failure:
      • Wounds to 3 party members
      • +1 Will for 2 party members
      • Curse of Darkness on 2 party members
  • 2. [Requires Magic 3+] Use magic to shield the group.
    • 1. Yes, it's about time someone kicked the mist's arse! [Hex] (4 skull)
      • Success:
        • +1 Magic, +1 Intelligence, +2 Will for 2 villagers
        • Bless of Magic (15 turns) for 1 villager
        • +5 XP +1 RP
      • Failure:
        • Curse of Darkness to entire party
        • Curse on 1 villager
        • +5 XP +1 RP
    • 2. No, thank you. I am happy not to die, ok!
      • +5 XP, + 1RP
  • 3. Huddle together and try to find cover.
    • Curse of Darkness to entire party
    • Curse on 1 villager
    • +5 XP +1 RP
  • 4. (Requires Svarog as deity) Call on Svarog to protect you with his light!
    • +2 Will for 1 villager
    • +5 XP +1 RP
  • 5. ???
  • 6. ???

Thunderstorm[]

You see the skies darken and the air getting heavy. The wind picks up and thunder strikes!

Strangely, this seems to happen only around you, as you see clear skies up ahead.

  • This does not seem like a natural storm. Investigate. (Requirement: Perun as deity)
    • In the name of Perun, the god of Thunder and Storms, stand down! [Social] (3 skull)
      • Success:
        • 4 villagers get 25 turn Bless of Speech and 20 turn Bless of Will
        • 1 villager +2 Will +3 Speech
          • [Random chance of either option below appearing]
          • Alright, leave this place.
            • +8XP 2RP
          • Alright, leave this place.
            • Gain a Vily (wind demon), 1 armor, 1 weapon, some resources
            • +8XP 2RP
    • To arms! [Fight] (3 skull) see Battle option below
    • These are clearly Wind Demons. Try to use Magic to banish them! [Hex] (3 skull) (Requires Magic) - see Banishment option below
  • [blue] Thunder and storms are the domain of Perun. Try to figure out what is going on! (Requirement?)
    • 'We have entered your land...' 3-skullSocial Social
      • 4 villagers +25 Bless of Speech Bless of Speech +20 Bless of Will Bless of Will
      • 1 villager: +2 Will Will +3 Speech Speech
        • [Random chance of either option below appearing]
        • Alright, leave this place.
          • +8XP 2RP
        • Alright, leave this place.
          • Gain a Vily (wind demon), 1 armor, 1 weapon, some resources
          • +8XP 2RP
    • To arms! 3-skullFight Fight - Battle
      • Loot: Moonstone, random resources, misc weapons/armor/trinkets
      • +8XP 2RP
    • These are clearly Wind Demons. Try to use magic to banish them! [Hex] (3 skull) (requires Magic 8+ ??) "Banishment"
      • Loot: Moonstones, maybe a trinket
      • 2 villagers +2 Magic +1 Intelligence
      • 2 villagers gain 10 turn Bless of Magic
      • +8XP 2RP
  • Try to go around this storm.
    • To arms! [Fight] (4 skull) See Battle option above
    • These are clearly Wind Demons. Try to use magic to banish them! [Hex] (3 skull) see Banishment option above
  • Run away!
    • Encounter ends. No XP

Topaz Building[]

Part 1[]

Your scouts report something of interest neraby and mark it on your map.

  • +1 XP
  • "Place to see" map marker added (leads to Part 2 - Place to see)

Part 2 - Place to see[]

You come to the Topaz Building and see a massive, round construct, with a skylight and some sort of altar in the middle. It looks decrepit and abandoned, and yet you feel and omniscient presence watching you.

  • 1. (Requires stealth?) Investigate.
    • 1. Alright, try to sneak in. [Sneak] (2 skull)
      • 15 Topaz
      • +3 Dexterity for 1 villager
      • +3XP 1RP
    • 2. Just attack the wraiths. [Fight] (3 skull) [Wraith Fight]
      • Success:
        • 15-25 Topaz
        • Basic weapons and resources
        • +3XP 1RP
      • Failure:
        • ???
    • 3. It's all too much, leave for now.
  • 2. (Requires Magic) Sense magic.
    • 1. Alright, try to use magic to fight the spell. [Hex] (2 skull)
      • Success:
        • 11-18 Topaz
        • Bless of Will (20 turns) for entire party
        • +2 Magic for 1 villager
        • +3XP 1RP
      • Failure:
        • 1. Run
        • 2. Fight the wraiths [Fight] (3 skull) (Leads to Wraith Fight above)
    • 2. Nah, just attack the wraiths to get rid of them. [Fight] (3 skull) (Leads to Wraith Fight above)
    • 3. It's all too much, leave for now.
  • 3. Come back later.
  • 4. ???

Trapped Demon[]

Part 1[]

You hear a strange commotion coming from the nearby bushes, a sort of cross between a squeak and a deep grumble of a salivating dog.

As you approach, you see a weird looking, brown ball of disheveled fur, with big, yellow eyes staring back at you. The creature is no bigger than a fox and, has bat like wings, a snarly smile with a range of sharp teeth and it smells badly. It is apparently stuck in some hunter's trap. You recognize the trap to be Orc-made.

  • Leave the creature be, there may be Orcs about and they may not like you poaching their prey.
    • +1 XP
  • Kill the creature, if Orcs hunt it, maybe it is good for something.
    • You walk over to the trap and push your weapon through the small creature's body. It lets out a final gasp and then disintegrates into a pile of brown slime. The stench is unbearable! There seems to be a shiny object inside the goo.
      • There seems to be a shiny object inside the goo, reach in to retrieve it!
        • You reach in only to realize it was only the light playing tricks on your eyes. Or perhaps it was a final act of revenge from the brown furball. Before long, you and your party feel weakened and dizzy. It looks like the goo might have been infected!
          • Try to fight off the disease. [1 skull Sickness]
            • You are strong than whatever this creature was carrying and your people are fine! One of you even feels their immunity rise from the ordeal.
              • +3 HP to one villager
              • +4 XP, +1 RP
      • Nah. Leave the place before all your stuff smells of the goo forever!
        • +2 XP, +1 RP
  • (Requires Folklore +12?) Examine it further.
    • Release it.
      • Nod: 'Yeah you look tasty.'
        • +2 XP, +1 RP
      • Shake your head. 'No, of course not!'
        • Leads to Part 2 - Skshack House
        • +4 XP, +1 RP
    • Leave it.
      • +1 XP

Part 2 - Skshack House[]

Following the instructions laid out by the Skshack, you find an old worker's hut, hidden away from prying eyes by a strange, unnatural mist. The air around this place is thick and cold, and yet, the mist smells of ginger and honey. The more you look at the house, the more alluring it becomes.

  • Enter the house.
    • Approach carefully.
      • Attack the vile creature! [Fight] (4 skull)
      • 'Who are you? A lost soul, or a meddler of the dark arts? Speak now, before we burn you in your own furnace woman!'
        • This is just flavor text, leads back to fight & hex lines
      • (Requires Folklore +7) You feel strong magic from the woman, take time to consider your options.
        • All options eventually lead to one of these three choices:
          • (Requires Magic +8) Fight the curse! [Hex] (4 skull)
            • Success
              • {Var1} Baba Yaga joins you
                • "Will you accept my service?
                  • Hell yeah.
                    • A Baba Yaga joins the party
                    • +1-2 children
                    • Loot: Equipment, food, mid-tier resources
                    • +6XP 1RP
                  • No way. (same as Var2?)
                    • +1-2 children
                    • Loot: Equipment, food, mid-tier resources ??
                    • +6XP 1RP ??
              • {Var2}
                • +1-2 children
                • +6XP 1RP
            • Failure: All villagers cursed and all children removed...
          • Banish the witch! [Fight] (3 skull)
            • Success:
              • Loot: several stacks of low-mid tier resources and equipment
              • 1 villager +2 Herbalism
              • 2 villagers +2 Folklore
              • All villagers cursed (regardless of location)
                • There is nothing more to be done. You leave the house with a broken spirit and a heavy heart
                • Check the floor again...
                  • +1 or 2 Children
                  • +6XP 2RP
            • Failure: ???
          • Run away!
        • Proceed with the ritual. (Note: Leads to same 3 options as above, Hex, Fight or Run Away)
    • Nah, creepy, just leave.
  • Leave. Perhaps it's best to abandon this place.

Trapped Wounded Goblin[]

During your travels you come across a Goblin lying near dead in some trap

  • Mokosh favours life, we shall rescue the Goblin! [Physical] (2 skull) [requires Mokosh as deity]
    • Success
      • 2 villagers gain 1 Health each.
      • Only one of the following options should appear. (Appears to be random)
        • It was Mokosh's will, friend. Farewell to you! +3XP 1RP
        • It was Mokosh's will, friend. Will you join us now?
          • Gain a Goblin Warrior
          • +3XP 1RP
  • Kill the greenskin and rob it!
    • Bad choice! You get no loot. 3 party members get Heavily Sick for 8 turns. +2XP 1RP
  • Just leave him be, it's not our concern.
    • ??? (Probably just ends the encounter)
  • We will not interfere with the wheels of fate, if Morena wills it, the creature may survive on its own. (requires Morena as deity) (Note: the Goblin's survival becomes random if this is chosen, but you don't appear to be told what happens to it.)
    • Leave {var1}
      • 1 expedition member gets +2 Intelligence
      • +3XP 1RP
    • Leave {var2}
      • 3 expedition members get 20 turn Bless of Intelligence
      • +3XP 1RP
  • Try to help the guy out of the trap [Pysical] (3 skull)
    • Success:
      • Come stay with us? (doesn't always appear, seems to be random)
        • Goblin warrior joins your expedition
        • +3XP 1RP
      • No problem and farewell to you.
        • Gain some wood or food.
        • +3XP 1RP
    • Fail. Damn, Goblin dies. Gain some random food. +3XP 1RP
  • ???

Treasure Boy[]

A child of perhaps six, stands in your way. As you get closer to him you see he is no ordinary human. His skin is silvery, his eyes seem golden, his hair seems like strands of very thin metal and as he hops around gleefully you hear the clinking of coins.

  • 1. Hey boy, who are you?
    • 1. Pat the boy's head.
      • {Var1}
        • Gems, metals
        • +1 XP
      • {Var2}
        • +1 XP
    • 2. Beat him with a stick, so that the coins fall out.
      • {Var1}
        • Silver and Gold
        • 4 Wounds each to entire party
        • +1 XP
      • {Var2}
        • +1 XP
    • 3. Slap the demon-boy.
      • {Var1} "A slap to the face is no disgrace and now you will taste my place!"
        • Gold, silver, topaz, diamonds
        • +2 XP
      • {Var2}
        • 1. [Fight] (5-skull) (not a real fight)
          • Moonstones, Mithrill, Gold, Diamonds, or Rubies
        • 2. Run Away (5-skull)
          • Bless of Will (20 turns) for 2 villagers
          • Bless of Magic (20 turns) for 1 villager
          • +2 XP
    • 4. ???
    • 5. ???
    • 6. ???
  • 2. Better leave this boy alone.

Underground City of Rock Trolls[]

Part 1[]

Your population has grown and your strength has increased; mere boars and bees cannot stop you, and even Dragons should fear your advances!

Perhaps you are ready to face some real challenges?

Your scouts report an underground city of Rock Trolls, filled with minerals and treasures that could really boost your village!

And you only need to fight your way through hordes of trolls to get to it...

  • Perhaps it's worth checking out.
    • +1 XP
    • Leads to Part 2 - Bear Lair

Part 2 - Bear Lair[]

You find the entrance to the fabled Rock Troll City!

It is dark and stuffy, and seems to go very deep into the ground.

  • 1. Go in!
    • 1. Go in closer.
      • 1. Attack! [Fight] (5 skull)
        • Success:
          • rare materials
            • 1.Gather up the goods and leave before more come back.
              • +10 XP, +2 RP
              • Note: This Event can be repeated one time.
        • Failure:
          • ???
      • 2. Run away!
    • 2. ???
  • 2. Not now, leave.
  • 3. ???

Vavel Dragon[]

See: Vavel Dragon (Town Events)

This event starts as a town event.

Part 1[]

You approach the mound of rubble that used to be the great Vavelian Castle, a landmark and seat of power before the Darkness.

  • 1. 'Hi there, this is an unusual site for a shoe shop?'
    • (Same dialogue options as "Are you crazy man?!...")
  • 2. 'Are you crazy man?! There is a Dragon up there, what are you doing selling shoes?'
    • (All answers lead to Part 2 - Dragon location)
    • +2 XP, +1 RP
  • 3. Weirdo, just leave for now.
    • Ends encounter. Map marker remains.

Part 2 - Dragon location[]

You find Needler again and you see he is sewing what looks like a carcass of a sheep. (Note: you need 40 wood and 10 straw)

  • 1. (Requires 40 Wood and 10 Straw) 'Yeah. How on Thea are these going to help?!'
         Note: He will also accept exotic wood and straw
    • Lose 40 Wood and 10 Straw
      • 1. 'Oh fine, we'll go!' [Sneak] (3 skull)
        • (Success eventually leads to more dialogue choices)
          • 1. 'What happened?'
            • (returns to previous dialogue choices)
          • 2. 'Right the girl, yeah, not happening man.'
            • 1. 'Well, actually we said we'd talk about the reward, we're talking, and you're not getting a woman as if she's a piece of meat for sale!'
              • (Same dialogue options as "We said we'll talk about it...")
            • 2. 'We said we'll talk about it, we are, and guess what, no!'
              • 1. 'Yeah, fine with us. Bye.'
              • 2. 'Listen guy, you're weird...'
                • A Sage joins the party
                • Weapon, food, mid-tier resources, Dragon Leather, Dragon Bone, Gold, Diamonds
                • +6 XP, +2 RP
            • 3. 'Sorry mate, no virgins in our village, survival of the human race and all that you know...'
              • 1. Listen, we were trying to be nice about it, but seriously, just no way weirdo!
              • 2. OK, Truth time, man, I would rather eat a rat's tail than either be your wife or make one of friends join you! Beat it before I beat you!
              • 3. Listen guy, you're weird ... (same as above)
          • 3. (Requires female villager) 'Ok, I suppose a deal is a deal, one of our girls will join you...'
            • Lose a random female villager, but not her equipment
            • Dragon Leather, Dragon Bone, Gold, Diamonds
            • +6 XP, +2 RP ??
        • Failure:
          • 2 villagers take 5 wounds each
          • Dragon Leather, Dragon Bone, Gold, Diamonds
          • +6 XP, +2 RP ??
  • 2. 'Just a moment, we'll come back later.'

Very Old Burial Site[]

You come across the remains of a very old burial site. There are large tombstones and crumbled crypts, all made of solid granite! There must have been an earthquake or some other great force has devastated this place, but this means you can very easily salvage the granite.

  • Collect the granite (blue option) - variable challenge?
    • {Var1} - Bones rise up to attack
      • Attack [Fight] (2 skull)
        • Loot: weapons and/or armour, ~20-25 granite, ~14 Obsidian, maybe another mid tier resource
        • +4XP 1RP
      • Run away
    • {Var2} [Fight] (4 skull)
      • Loot - granite, weapons, armour, food, rescources (good Bones)
      • 2 villagers +3 Herbalism +1 Folklore +2 Intelligence
      • +6XP 1RP
    • {Var3} Striga Lair
      • To arms! [Fight] (3 skull)
        • Loot: weapons/armor, granite (~19), obsidian (~1)
      • Run away!
    • Run away!
  • Nah, just leave it be.
  • ???
  • ???

Viper's Nest[]

You lose your footing and fall into a really deep ditch.

You quickly realise you are not alone and that you have fallen into a viper's nest!

  • Try to calm the snakes using Animal Kinship (requires Animal Kinship 5+)
    • [Intellect] (2 skull)
      • Success
        • Gain some Granite
        • 1 villager +2 Intelligence +2 Will
        • 3 villagers gain 20 turn Bless of Intelligence
        • chance to gain Zmey's Minion
        • +4XP 1RP
    • Just kill the Vipers. [Fight] (3 skull) - see Fight below
    • Try to climb back up before the snakes get you [Physical] (2 skull) - see Climb Out below
  • [3 skull Fight]
    • Success
      • Loot: Scaled Leather, maybe a weapon, 2 stacks of mid tier resources
      • +5XP 1RP
  • Try to climb back out [Physical] (2 skull) Climb Out
    • Success
      • 3 villagers gain Bless of Dexterity
      • +4XP 1RP
    • Failure
      • 2 villagers become Heavily Poisoned
      • +1XP

We Meet Again (Familiar Orcs)[]

You meet a band of orcs and find them familiar.

  • Oh, right, the Orcs that rescued the children from the Rusalka and gave them to our care. (Occurs if you left the Orcs on friendly terms)
    • We have found several more human children but they are sick...
      • (requires Mokosh or Lady Lada as deity) With the aid of Mokosh's life force and the hope from the Lady Lada, we will help these children! [2 skull Sickness]
        • Success!
        • 2 members gain 10 turn Bless of Health and +1 Health
        • +2-4 children
        • +5XP 2RP
      • We will do our best! [3 skull Sickness]
        • Success.
          • +2-4 children
          • +5XP 2RP
        • Failure: +2XP 1RP
  • (if you fought the Orcs) Oh, right, they were the ones that we attacked to rescue children a way back. Damn it, some survived. Attack! [Fight] (4 skull)
    • Success:
      • Loot: Several good weapons and armour/shields, food, mid tier resources, a trinket or tool
      • +6XP 2RP
  • (if you did not fight the Orcs, but gave the children to the rusalka) Oh yes, the Orcs who gave us the children for the Rusalka...
    • To arms! [Fight] (4 skull)
    • 'We did not harm the children! The Demon attacked us and took them, we swear!' [Social] (4 skull)
    • (might require Horos, possibly Zorya? No orc in group required) In the name of Zorya who guides us both, and Horos, who is keeper of the night creatures, let us fight with honour! Two of ours against two of yours? [Fight]
      • 2 orc fighters vs. 2 members of the group. The chosen members get bless of health (10), dexterity (10), and strength (5)
        • Success:
          • some loot,
          • +3 Dexterity, +4 Health, +2 Will, +1 Strength on both chosen members
          • Chance for blue text "one of you should join us" giving an orc worker.
          • +6XP 2RP
        • fail: ???
  • ???

Werewolf[]

You find the silver statue and it depicts some Elven archer...

  • 1. Keep your distance from the Wolf, but talk to it...
    • 1. So you are hanging out near silver...
      • 1. Yeah, cause your super strength...
        • 1. Oh, right...
          • 1. We can share. [Social] (2 skull)
            • see [Social] (2 skull) below
          • 2. You must die! [Fight] (3 skull)
            • see [Fight] (3 skull) below
          • 3.Oh nothing much just passing [Sneak] (2 skull) (party member stealth 11?)
            • 1. Sneak (2 skull)
              • Loot 19 silver
              • 1 random party member gets +1 dexterity
            • 2. Fight (2 skull)
  • 2. Keep your weapons ready...
    • 1. So you are hanging out near silver...
      • Same as "So you are hanging out near silver..." above
    • 2. Right, we're just here to get some silver, do you mind?
      • 1. [Social] (2 skull)
        • Success:
          • 15 Silver
          • +3 XP, +1 RP
        • Failure:
          • ???
      • 2. [Fight] (3 skull)
        • see [Fight] (3 skull) below
    • 3. Attack [Fight] (3 skull)
      • see [Fight] (3 skull) below
  • 3. Attack the Werewolf [Fight] (3 skull)
    • Success:
      • Weapon or armour, 15 Silver, leather, bones, meat
      • (Requires Animal Kinship +7) A Wolf joins the party (random chance)
      • +4 XP, +1 RP
    • Failure:
      • ???
  • 4. Leave now, come back later

Werewolves Ambush[]

The bone chilling howl of bloodthirsty werewolves stop you in your tracks!

  • You have beasts in your party and you know sacrificing one will allow you to escape! (Requires a beast in the expedition)
    • Random beast is lost
    • XP?
  • One of us will stay behind and sacrifice their life to save the others! {Var 1}
    • Lose one random party member
    • 2 expedition members gain 20 turn Bless of Will
    • +3XP 1RP
  • One of us will stay behind and sacrifice their life to save the others! {Var 2}
    • Lose one random party member
    • A Werewolf joins your party
    • 2 expedition members gain 20 turn Bless of Will
    • +3XP 1RP
  • Stand and fight [Fight] (4 skull)
    • Victory!
      • Loot - meat, Fur Leather and/or Enchanted/Monster bones, maybe an armour or weapon.
      • Great, gather the loot and leave. {Var 1}
        • Loot: Enchanted bones and maybe a trinket
        • +3XP 1RP
      • Great, gather the loot and leave. {Var 2}
        • One of the wolfmen lies gravely wounded...[snip]
          • Let the wise one to try and ward this creature from the foul magic and thus help it heal. (if it works, the werewolf is healed of lycanthropy and becomes a human again) (Requires Magic 8+)
            • A Scavenger joins the expedition
            • +3XP 1RP
          • Alas beast there is nothing we can do for you. (Requires Magic 8-?)
            • Wolfman dies
          • Ask Horos for aid! {Var 1} (Horos was my diety.)
            • A scavenger joins your party
            • Werewolf joins
            • +3XP 1RP
          • Ask Horos for aid! {Var 2}
            • Wolfman dies
            • Gain some more Enchanted Bones and a trinket
            • +3XP 1RP
          • Place a blade at the beasts throat and ask Zorya to choose it's fate! {Var 1} (Zorya was my diety.)
            • An Alpha Wolf joins your party
            • +3XP 1RP
          • Place a blade at the beasts throat and ask Zorya to choose it's fate! {Var 2}
            • Wolfman dies
            • Gain some more Enchanted Bones and a trinket
            • +3XP 1RP
          • Ask Lady Lada for her favour. {Var 1} (Lada was my diety.)
            • A hunter join the expedition
            • +3XP 1RP
          • Ask Lady Lada for her favour. {Var 2} (Lada was my diety.)
            • Wolfman dies
            • Gain some more Enchanted Bones and a trinket
            • +3XP 1RP
          • Ha! Help the likes of you, never!
            • Wolfman dies nothing happens
  • In the name of wise Veles, we have some silver ... [requires 5+ Silver with expedition] [Fight] (3 skull)
    • Success
      • Lose 5 Silver
      • Loot - bones, meat, food, Monster Bones
      • +3XP 1RP
  • As Horos is our master and lord of the moon itself, you shall not attack us! 3 skull Social challenge (requires Horos as deity)
    • Success. Receive a random gift (I got a Horn of a Beast)
      • Good, thank you. One of you should join us. A werewolf (~L10) joins you. +3XP 1RP
      • Good, thank you
        • 2 villagers get +2 speech
    • Fail: 3 Skull fight, like above but easier
  • Leave two children behind, maybe the wolves will let us pass! (Requires 2+ children in the party)

Wildwives[]

A group of voluptuous, tall woman, covered in ling fur, with large, droopy eyes descend from mountain top! They are carrying heavy clubs.

You know them to be the Wildwives - ...

  • Hide from them! [Sneak] (2 skull)
    • Success:
      • +3XP, +1RP
  • Run away! [Physical] (2 skull)
  • Stay and face them!
    • Ehm, ok, why not. (trade 20 food for "stones" - I got 10 clay, 12 steel or 19 topaz, 10 steel.
      • Take the metals and leave. (+3 XP, 1 RP)
      • Take both the metals and your stuff back!
    • No! Attack! [Fight] (3 skull)

Wood Elf Ambush[]

You are set upon by a small group of angry-looking Wood Elves! [snip]

  • Fine, have our equipment, just leave us be.
  • No way! We'll kill you, Elven scum! [Fight] (3 skull)
  • We did not mean any disrespect here. Please reconsider and let us talk about this! [Requires high social?]
    • Social [3-skull]
      • Success:
        • ~8-14 rare wood
        • 20 turn Bless of speech for 3-7 villagers (perhaps a third of your party size?)
          • Share some food [Lose 10 food]
            • Small chance of wood elf joins your party
            • 1 ranged weapon of variable quality, 1 jewelry or artifact.
            • +5XP, 1RP
          • Actually, we change our minds. You must die! [Fight] (3 skull)
          • ???
      • Failure:
        • Curse of Darkness for 3 villagers (3 out of 5 in my case)
        • Lose all food
        • ?XP, ?RP
  • Please reconsider your words my brethren ...(snip) [2-skull-social] [blue](need to have gained companionship of elven wanderer before (maybe) rest as above (share some food etc.)
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