Find Gold
Basic forest and travel event. Random encounter message: "Fortune smiles on you and you find [X] gold!" Gold amount scales with level (level × 10-50, configurable). No player choice, no interaction, just instant gold gain. 100 weight in forest (common), 20 weight during travel (uncommon). Debug log entry created. Where you're wandering through the Forbidden Forest or traveling between villages and inexplicably discover gold coins lying in the dirt, raising zero questions about why valuable currency is just sitting there unguarded.
The Event
Trigger:
- Forest special event (100 weight)
- Travel event between cities (20 weight)
- Random encounter (no requirements)
Message:
- "`^Fortune smiles on you and you find [X] gold!`0"
- Single message, no choices
- Gold automatically added to inventory
- Debug log: "found [X] gold in the dirt"
Gold Amount Calculation
Formula:
- Gold = player level × random(mingold, maxgold)
- Default mingold: 10 (configurable 0-50)
- Default maxgold: 50 (configurable 20-150)
- Example (Level 10, defaults): 10 × 10-50 = 100-500 gold
Scaling by Level:
- Level 1: 10-50 gold
- Level 5: 50-250 gold
- Level 10: 100-500 gold
- Level 15: 150-750 gold
- Level 20: 200-1000 gold
Admin Configuration Impact:
- Generous server (mingold=20, maxgold=100): Level 10 = 200-1000 gold
- Stingy server (mingold=5, maxgold=25): Level 10 = 50-250 gold
- Wide variance server (mingold=1, maxgold=150): Level 10 = 10-1500 gold
Event Weight
Forest Weight: 100:
- Standard baseline weight (many events use 100)
- Relatively common encounter
- Competes with other forest specials equally
Travel Weight: 20:
- Lower weight = less frequent
- 5× rarer during travel than forest
- Still possible but uncommon bonus
Strategy
Player Actions:
- None - completely passive event
- No choices to optimize
- No way to increase/decrease occurrence
- Pure RNG lottery
Value Assessment:
- Low-level players: Meaningful gold boost (10-50 gold matters)
- Mid-level players: Nice bonus (100-500 gold helpful)
- High-level players: Minor gain (gold becomes less valuable late game)
Comparison to Other Gold Events
Similar Forest Events:
- Find Gem: Same structure, finds gems instead of gold
- Find Ring: Choice-based, risk/reward (charm OR HP loss)
- Beggar: Give/deny gold, karma outcomes
Find Gold Advantages:
- No risk (can't lose anything)
- No decision paralysis (automatic)
- No wrong choice (no way to fail)
- Fast (single message, instant continue)
Find Gold Disadvantages:
- No agency (boring, no player skill)
- No storytelling (one-line message)
- No interesting outcomes (just +gold)
- Forgettable (nothing memorable happens)
Lore Questions
Unanswered Mysteries:
- Why is gold lying in the dirt?
- Who lost it?
- Why hasn't someone else found it?
- Is it cursed? (Spoiler: no)
- Should you report it to authorities? (Spoiler: you pocket it immediately)
Flavor Text Absence:
- No description of HOW you find it
- No explanation of WHERE in dirt
- No characterization of gold (coins? nuggets? bills?)
- Just: "you find [X] gold" (very direct)
Admin Configuration
Settings:
- mingold: Minimum gold to find (multiplied by level), range 0-50, default 10
- maxgold: Maximum gold to find (multiplied by level), range 20-150, default 50
Balancing Considerations:
- High values = inflation (too much gold entering economy)
- Low values = irrelevant (players ignore small gains)
- Wide range (min=1, max=150) = exciting variance but unpredictable
- Narrow range (min=45, max=55) = consistent but boring
Technical Details
Hook Integration:
- Forest hook: return 100 (event weight)
- Travel hook: return 20 (event weight)
- No other hooks (minimal integration)
Code Simplicity:
- Entire event: 4 lines of code
- Calculate min/max based on level + settings
- Random gold = e_rand(min, max)
- Add to session['user']['gold']
- Output message + debuglog
- One of simplest modules in codebase
Limitations
- No Player Choice: Completely passive, zero interaction
- No Story: One-line message, no flavor, no lore
- Inflation Risk: If too generous, floods economy with gold
- Boring: Nothing interesting happens
- No Memorability: Instantly forgettable encounter
Find Gold: where you're wandering through the Forbidden Forest or traveling between villages and the game suddenly announces "Fortune smiles on you and you find [X] gold!" with absolutely zero explanation for why valuable currency is lying in the dirt, who lost it, whether it's cursed, or why nobody else has found it in what is presumably a heavily-trafficked magical forest. You pocket the gold immediately without reporting it to authorities, questioning its provenance, or even wondering if it might belong to the giant spiders or centaurs who also live here, because apparently the Forbidden Forest operates on finders-keepers rules and "Fortune" is a benevolent entity that occasionally scatters money around like a generous DM who realized the party is too broke to buy healing potions. The amount you find scales with your level using a configurable multiplier (default: your level times 10-50), meaning a level one student finds 10-50 gold while a level 20 veteran finds 200-1000 gold, which raises interesting questions about whether Fortune is evaluating your financial needs or just making sure the gold isn't insultingly small relative to your equipment costs. The entire event consists of one message, zero choices, and instant gold addition to your inventory, making it one of the simplest and most boring encounters in the game—a financial windfall so unremarkable that you'll forget it happened thirty seconds later when you encounter something that actually requires player input.