Difference between revisions of "The Heirloom Spring"
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{{Infobox event | {{Infobox event | ||
| event = The Heirloom Spring | | event = The Heirloom Spring | ||
| image = | | image = Theheirloomspring1.png | ||
| author = | | author = Douglas Austin & Damaro | ||
| type = Wilderness scouting | | type = Wilderness scouting | ||
}} | }} | ||
The hero finds a spring inside of an overgrown structure in a swamp. | |||
== Choices == | == Choices == | ||
''1. | ''1. Wash'' | ||
:{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | :{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | ||
| <strong>Outcome</strong> | | <strong>Outcome</strong> | ||
|- | |- | ||
| ... | | The hero gains a pet [[Duck]] and the following is added to the hero's history: | ||
''<q>They went for a swim in a magical spring, and momentarily turned into a very majestic duck. They attracted a lifelong admirer (an actual duck!) who would continue to follow them, through life. Together they might solve a mystery, perhaps even rewrite history.</q>'' | |||
|} | |} | ||
''2. | ''2. Drink'' | ||
:{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | :{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | ||
| <strong>Outcome</strong> | | <strong>Outcome</strong> | ||
|- | |- | ||
| ... | | The hero gains '''+10 recovery rate''' and '''+5 retirement age'''. | ||
|} | |||
''3. Leave'' | |||
::''3.1 Enchant primary weapon'' | |||
:::{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | |||
| <strong>Outcome</strong> | |||
|- | |||
| Replace the hero's primary weapon with a water elemental weapon of the same type and tier. | |||
|} | |} | ||
::''3.2 Enchant secondary weapon'' | |||
:::{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | |||
| <strong>Outcome</strong> | |||
|- | |||
| Replace the hero's secondary weapon with a water elemental weapon of the same type and tier. | |||
|} | |||
::''3.3 <q>No need for that.</q>'' | |||
:::{| role="presentation" class="wikitable mw-collapsible mw-collapsed" | |||
| <strong>Outcome</strong> | |||
|- | |||
| Gain '''+2 legacy points'''. | |||
|} | |||
== Trivia == | == Trivia == | ||
The dialogue in this event varies greatly depending on the personality of the hero. | |||
== Images == | == Images == | ||
<gallery mode= | <gallery mode=packed heights=150px> | ||
File:Theheirloomspring2.png | |||
File:Theheirloomspring3.png | |||
</gallery> | </gallery> | ||
[[Category:Event]] | [[Category:Event]] | ||
Revision as of 20:57, 13 February 2021
| The Heirloom Spring |
|---|
| Author |
| Douglas Austin & Damaro |
| Event type |
| Wilderness scouting |
The hero finds a spring inside of an overgrown structure in a swamp.
Choices
1. Wash
Outcome The hero gains a pet Duck and the following is added to the hero's history: They went for a swim in a magical spring, and momentarily turned into a very majestic duck. They attracted a lifelong admirer (an actual duck!) who would continue to follow them, through life. Together they might solve a mystery, perhaps even rewrite history.
2. Drink
Outcome The hero gains +10 recovery rate and +5 retirement age.
3. Leave
- 3.1 Enchant primary weapon
Outcome Replace the hero's primary weapon with a water elemental weapon of the same type and tier.
- 3.2 Enchant secondary weapon
Outcome Replace the hero's secondary weapon with a water elemental weapon of the same type and tier.
- 3.3
No need for that.
- 3.3
Outcome Gain +2 legacy points.
Trivia
The dialogue in this event varies greatly depending on the personality of the hero.