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Story events

Story events turn up in event rooms (see Dungeons). Each choice leads to one of its outcomes at random, with the chances below. Gold is times the monster level; a cost is paid from your purse before the outcome. Life is a share of your maximum life (an event can kill). Blessings and curses last the battles shown. There is always a safe way out.

The Wounded Traveler

A traveler lies against a burned milestone, a crossbow bolt in his side, clutching a satchel. "Please..."

Where: anywhere, from floor 1.

Choice Chance What happens
Bind his wounds (it will cost you blood). 75% -10% life; loot (chest_1)
Bind his wounds (it will cost you blood). 25% -10% life; All Resistances +15 for 4 battles
Take the satchel. 67% +15 gold x level; -20% Enhanced Damage for 3 battles
Take the satchel. 33% a fight (champion)
Walk on. 100% nothing

The Sealed Chest

An iron-bound chest, sealed with wax stamped with a crown. Something inside shifts.

Where: anywhere, from floor 1.

Choice Chance What happens
Break the seal. 75% loot (super_chest_1)
Break the seal. 25% a fight (champion)
Pry the lid with brute force (it will hurt). 100% -15% life; loot (chest_1)
Leave it sealed. 100% nothing

A Shard of the Grail

In the ashes glints a shard of gold, warm to the touch. They say the Grail broke the day the King fell.

Where: anywhere, from floor 3.

Choice Chance What happens
Drink rainwater from it. 75% +100% life; 3% Life Healed Each Turn for 4 battles
Drink rainwater from it. 25% -30% life
Keep it close. 100% 60% Better Chance of Getting Magic Items, 60% Extra Gold from Monsters for 6 battles

A Sword in a Stone

A blade sunk in rock, its hilt wrapped in black thorns. It is not Excalibur. It wants to be.

Where: anywhere, from floor 5.

Choice Chance What happens
Pull it free. 50% loot (weapon_rack_1)
Pull it free. 25% -25% life; +50% Enhanced Damage, -15% to Maximum Life for 5 battles
Pull it free. 25% -15% life
Leave it for a better king. 100% nothing

A Knight Errant

A knight in rusted mail lowers his lance across the path. "None pass without a joust, or a toll."

Where: anywhere, from floor 4.

Choice Chance What happens
Accept the joust. 100% a fight (elite)
Pay the toll. (costs 6 gold x level) 100% nothing
Turn back and find another road. 100% nothing

The Abandoned Feast

A long table set for a feast nobody came to. The bread is fresh. The wine is too red.

Where: anywhere, from floor 1.

Choice Chance What happens
Sit and eat. 75% +40% life
Sit and eat. 25% -25% life; All Resistances -20 for 3 battles
Leave the feast to its ghosts. 100% nothing

The Ruined Chapel

A roofless chapel. On the altar burns a candle that will not go out.

Where: anywhere, from floor 1.

Choice Chance What happens
Kneel and pray. 75% +50% to Defense, All Resistances +10 for 4 battles
Kneel and pray. 25% +50% life
Take the altar gold. 67% +25 gold x level; -15% Enhanced Damage, All Resistances -15 for 4 battles
Take the altar gold. 33% a fight (elite)

Dagonet, the King's Fool

Arthur's fool, laughing alone in the ash, shaking a cup of bones. "A game! Double or nothing!"

Where: anywhere, from floor 2.

Choice Chance What happens
Bet with him. (costs 10 gold x level) 50% +20 gold x level
Bet with him. (costs 10 gold x level) 50% nothing
Not today, fool. 100% nothing

A Fae Bargain

A woman of thorn and moonlight smiles too wide. "A trade, traveler. A little of you, for a little of me."

Where: anywhere, from floor 6.

Choice Chance What happens
Accept the trade. 50% -20% to Maximum Life, +1 to All Skills for 6 battles
Accept the trade. 50% -15% life; a skill on offer
Refuse politely. 100% -5 gold x level

A Squire Without a Knight

A boy with a dented helm and a broom-handle spear. "My knight is dead. Let me serve you."

Where: anywhere, from floor 2.

Choice Chance What happens
Take him along. 100% a man at arms mercenary joins
Send him home. 100% 20% of a level in experience

The Whispering Oak

An oak older than the forest, untouched by the fire. A voice inside it: "I know you. I know what you will become."

Where: Burned Broceliande, from floor 3.

Choice Chance What happens
Listen. 50% a skill on offer
Listen. 25% -20% life; 60% of a level in experience
Listen. 25% your account learns Puzzle Box recipes
Burn the oak, as the King burned the rest. 100% a fight (elite)
Leave the oak in peace. 100% nothing

The Ferryman of the Dead

A barge glides out of the mist. The ferryman holds out a bony hand.

Where: The Fens of Avalon, from floor 11.

Choice Chance What happens
Pay the ferryman. (costs 8 gold x level) 100% 4 rooms closer to the boss
Board without paying. 100% a fight (champion)
Stay on the shore. 100% nothing

The Shipwreck

A Saxon longship broken on the rocks. The tide is coming in fast.

Where: The Cornish Coast, from floor 26.

Choice Chance What happens
Search the hold before the tide. 50% loot (super_chest_1)
Search the hold before the tide. 25% a fight (champion)
Search the hold before the tide. 25% -30% life
Let the sea have it. 100% nothing

The Grail Castle

A castle that should not be here. A procession passes: a bleeding lance, a golden cup. The Fisher King watches you, waiting.

Where: The Wasteland, from floor 46.

Choice Chance What happens
Ask: "Whom does the Grail serve?" 100% +100% life; All Resistances +20, 2% Life Healed Each Turn for 6 battles; your account learns Puzzle Box recipes
Say nothing. 100% nothing
Grab the cup. 100% a fight (elite)

The Siege Perilous

The Round Table, rotten through. One seat stands empty, and burns. Only the purest may sit there.

Where: Camelot, from floor 71.

Choice Chance What happens
Sit in the burning seat. 33% 100% of a level in experience; +100% Enhanced Damage, All Resistances +25 for 8 battles
Sit in the burning seat. 67% -200% life
Leave the seat empty. 100% nothing

The Royal Armory

Racks of armor from the days of glory, rusting in the dark.

Where: Camelot, from floor 71.

Choice Chance What happens
Search the racks. 67% loot (armor_stand_1)
Search the racks. 33% a fight (champion)
Leave the dead their armor. 100% nothing

The Drowned Bell

From the bottom of a dry well, a bell tolls. Nobody is ringing it.

Where: anywhere, from floor 3.

Choice Chance What happens
Climb down to the bell. 50% +20 gold x level
Climb down to the bell. 25% a fight (champion)
Climb down to the bell. 25% -20% life; loot (chest_1)
Listen to its toll. 67% 60% Better Chance of Getting Magic Items, 60% Extra Gold from Monsters for 4 battles
Listen to its toll. 33% All Resistances -20 for 3 battles
Walk away. 100% nothing

The Leper Knight

A knight wrapped in grey bandages bars a bridge. "Alms, or steel. I have no use for pity."

Where: anywhere, from floor 6.

Choice Chance What happens
Pay the alms. (costs 6 gold x level) 75% All Resistances +20, 2% Life Healed Each Turn for 4 battles
Pay the alms. (costs 6 gold x level) 25% -15% Enhanced Damage, All Resistances -15 for 3 battles
Draw steel. 67% a fight (elite)
Draw steel. 33% loot (weapon_rack_1)
Find another way across. 100% nothing

The Penitents' Procession

Hooded penitents march through the ash, whipping their own backs, chanting the King's name.

Where: anywhere, from floor 2.

Choice Chance What happens
Take up a whip and walk with them (it will cost you blood). 67% -15% life; +50% Enhanced Damage, -15% to Maximum Life for 4 battles
Take up a whip and walk with them (it will cost you blood). 33% -15% life; loot (super_chest_1)
Give them gold for their prayers. (costs 4 gold x level) 67% 3% Life Healed Each Turn for 5 battles
Give them gold for their prayers. (costs 4 gold x level) 33% your account learns Puzzle Box recipes
Let them pass. 100% nothing

The Hanged Knights

Three knights hang from a dead oak, still in their mail. Crows have taken the eyes. Not the gold.

Where: anywhere, from floor 4.

Choice Chance What happens
Cut them down and bury them. 67% 15% of a level in experience; +50% to Defense, All Resistances +10 for 4 battles
Cut them down and bury them. 33% a fight (elite)
Search the bodies. 67% +15 gold x level; loot (armor_stand_1)
Search the bodies. 33% +10 gold x level; -20% to Maximum Life, +1 to All Skills for 3 battles
Leave them to the crows. 100% nothing

Morgan's Mirror

A tall mirror stands alone in the dark. Your reflection is stronger than you. It smiles first.

Where: anywhere, from floor 8.

Choice Chance What happens
Step through the mirror. 67% 40% of a level in experience; -20% to Maximum Life, +1 to All Skills for 3 battles
Step through the mirror. 33% a fight (elite)
Shatter it. 67% +15 gold x level; 30% Better Chance of Getting Magic Items for 3 battles
Shatter it. 33% -15% life
Look away. 100% nothing

The Questing Beast

Something barks like sixty hounds from inside its belly. The tracks of the Questing Beast lead deeper.

Where: anywhere, from floor 5.

Choice Chance What happens
Follow the tracks. 50% 3 rooms closer to the boss
Follow the tracks. 25% 20% of a level in experience; a fight (champion)
Follow the tracks. 25% -10% life
Hide and let it pass. 100% nothing

The Grave Robber

A hunched man digs at a knight's barrow by lantern light. He freezes when he sees you.

Where: anywhere, from floor 2.

Choice Chance What happens
Chase him off the grave. 67% loot (weapon_rack_1)
Chase him off the grave. 33% a fight (champion)
Help him dig, for a share. 67% +20 gold x level; All Resistances -20 for 3 battles
Help him dig, for a share. 33% a fight (elite)
Pretend you saw nothing. 100% nothing

The Bleeding Spring

A spring wells up between the stones. The water is red, warm, and smells of iron.

Where: anywhere, from floor 3.

Choice Chance What happens
Drink from it. 67% +40% life
Drink from it. 33% -20% life; -20% Enhanced Damage for 3 battles
Wash your weapon in it. 67% +100% Enhanced Damage, All Resistances +25 for 3 battles
Wash your weapon in it. 33% a fight (champion)
Leave it be. 100% nothing

The Last Minstrel

A blind minstrel sings of the fall of Camelot. Every verse names someone you will meet.

Where: anywhere, from floor 1.

Choice Chance What happens
Pay for the whole song. (costs 3 gold x level) 67% 30% of a level in experience
Pay for the whole song. (costs 3 gold x level) 33% your account learns Puzzle Box recipes
Listen to a verse. 67% All Resistances +15 for 4 battles
Listen to a verse. 33% All Resistances -20 for 2 battles
Walk on. 100% nothing

A Saxon Deserter

A wounded Saxon raider crawls toward you, empty hands raised. "I am done with this war. Take me, or end me."

Where: anywhere, from floor 7.

Choice Chance What happens
Take him with you. 75% a scout mercenary joins
Take him with you. 25% -20% life
End him, and take his purse. 67% +15 gold x level; -15% Enhanced Damage, All Resistances -15 for 3 battles
End him, and take his purse. 33% +10 gold x level; a fight (champion)
Leave him to the war. 100% nothing

The Charcoal Burners

Soot-black villagers tend a hidden kiln in the burned forest. "The fire took everything. Sit, if you like."

Where: Burned Broceliande, from floor 2.

Choice Chance What happens
Sit by the kiln. 75% +50% life
Sit by the kiln. 25% +30% life; -10 gold x level
Buy what they saved from the fire. (costs 5 gold x level) 67% loot (chest_1)
Buy what they saved from the fire. (costs 5 gold x level) 33% loot (super_chest_1)
Move on. 100% nothing

The Dolorous Stroke

A spear stands in the cracked earth where the land was wounded. The ground still bleeds around it.

Where: The Wasteland, from floor 46.

Choice Chance What happens
Pull the spear from the earth. 40% +100% life; 50% of a level in experience
Pull the spear from the earth. 40% a fight (elite)
Pull the spear from the earth. 20% -35% life
Kneel and pray for the land. 67% All Resistances +20, 2% Life Healed Each Turn for 5 battles
Kneel and pray for the land. 33% your account learns Puzzle Box recipes
Leave the wound alone. 100% nothing

The Quiet Chamber

Silence hangs heavy in the chamber. No enemies lurk here, but the ruins hold secrets for those who look.

Where: anywhere, from floor 1.

Choice Chance What happens
Search the ruins for anything of value. 75% +15 gold x level; loot (chest_1)
Search the ruins for anything of value. 25% +25 gold x level
Catch your breath in the quiet (recover life). 100% +30% life
Study the stone corridors ahead. 100% 1 rooms closer to the boss

The Waters of Oblivion

A dark spring wells up inside a ring of ancient stones, still as glass. The water does not reflect your face, but faint memories of battles past. They say those who drink may wash away an art once learned, returning its power to unshaped thought.

Where: anywhere, from floor 1.

Choice Chance What happens
Drink from the waters and forget a learned skill. 100% nothing
Leave the spring undisturbed. 100% nothing

The Loathly Lady

A hag squats on a drowned throne of reeds, half her face comely, half rotten bark. "Answer me, traveler: what is it a woman wants most? Guess wrong, and you are mine."

Where: The Fens of Avalon, from floor 13.

Choice Chance What happens
Answer: "Her own will." 75% All Resistances +20, 2% Life Healed Each Turn for 5 battles
Answer: "Her own will." 25% -10% life
Ask her to answer her own riddle instead. 67% a skill on offer
Ask her to answer her own riddle instead. 33% a fight (elite)
Back away from the throne. 100% nothing

The Unmarked Shield

Two knights trade blows in the fen-mist, their shields scraped bare of blazon. Neither seems to know the other's face. You have seen that story end before.

Where: The Fens of Avalon, from floor 16.

Choice Chance What happens
Shout a warning before it's too late. 67% 20% of a level in experience
Shout a warning before it's too late. 33% a fight (champion)
Step between them. 67% a fight (champion)
Step between them. 33% loot (chest_1)
Let the mist keep its secret. 100% nothing

The Wreckers' Fire

A bonfire burns where no lighthouse stands. Out past the rocks, a ship's lanterns swing toward it, straight for the reef.

Where: The Cornish Coast, from floor 27.

Choice Chance What happens
Douse the fire before the ship turns. 67% 15% of a level in experience
Douse the fire before the ship turns. 33% a fight (champion)
Let it wreck, and search what washes ashore. 50% loot (super_chest_1)
Let it wreck, and search what washes ashore. 25% a fight (champion)
Let it wreck, and search what washes ashore. 25% -25% life
It is none of your business. 100% nothing

The Jealous King's Men

Riders in Mark's colors block the road. "You match the description. Tristan, or whatever name you're using now — the King wants a word."

Where: The Cornish Coast, from floor 32.

Choice Chance What happens
Deny it calmly, and let them look you over. 100% nothing
Draw your blade; you're not explaining this twice. 100% a fight (champion)
Run for it. 67% 1 rooms closer to the boss
Run for it. 33% -20% life

The Scabbard of Mist

An empty scabbard juts from the ash, chased in silver gone black. They say it kept its bearer from ever losing blood. The King lost it the day he found the sword instead.

Where: anywhere, from floor 8.

Choice Chance What happens
Take it. 67% 2% Life Healed Each Turn for 6 battles
Take it. 33% -15% life
Kneel and ask its old oath to hold once more. 67% 2% Life Healed Each Turn for 4 battles
Kneel and ask its old oath to hold once more. 33% nothing
A king's leavings are a king's curse. 100% nothing

The Changeling in the Ash

Wrapped in a burned banner, something small moves and cries in the ruin of a crib. No mother answers when you call.

Where: anywhere, from floor 6.

Choice Chance What happens
Take the child with you. 50% loot (chest_1)
Take the child with you. 50% -10% to Maximum Life for 5 battles
Leave coin and food, and go. 100% 10% of a level in experience
Walk away. Some things are not yours to save. 100% nothing