PowerGoal Name Status Description

PowerGoal 1 MIGHTY ARMIES (Future) Mighty one-square armies burning villages or reeducating people to their entity.

PowerGoal 2 DWARVEN ARMIES (Future) Organize dwarven armies and use them to attack villages and caves on the overland map.

PowerGoal 3 SIEGE DEFENSE (Future) Armies torment enemy soldiers from the safety of a castle.

PowerGoal 4 SIEGE PRESSURE (Future) After a long siege, starving citizens eat the dead and whatever else they might fancy.

PowerGoal 5 SIEGE POWER (Future) Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.

PowerGoal 6 FIGHT AND DIE IN ELONGATED WARS (Future) You join up with an army and follow it around.

PowerGoal 7 THE ONE LEFT BEHIND (Future) You have a conversation with somebody whose parent died in a war.

PowerGoal 8 NEW SOLDIERS (Future) You conquer a city and take prisoners back to home, pressing them into service.

PowerGoal 9 BETTIN' ON FORGETTIN' (Future) You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.

PowerGoal 10 HELP US! (Future) A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.

PowerGoal 11 GHOST TOWN (Future) A village that was razed becomes peopled by zombies of the dead.

PowerGoal 12 CLAIM THE THRONE (Future) You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.

PowerGoal 13 ARTIFACT QUEST (Future) You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.

PowerGoal 14 THE SYSTEM (Future) You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.

PowerGoal 15 REVENGE AND THE WILDERNESS (Future) Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.

PowerGoal 16 CARE FOR YOUR STEEDS! (Future) You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.

PowerGoal 17 THE AFTERMATH (Future) Numerous scavengers pick through the remains on a recent battlefield, squabbling.

PowerGoal 18 THE WILY USURPER (Future) The evil advisor usurps the throne from the rightful heir.

PowerGoal 19 I HAVE PROOF! (Future) You walk into a town and shout "Behold! The left head of the ettin which I slew!"

PowerGoal 20 SETTLING DOWN (Future) After proving yourself in battle, you accept a gift and the hand of your spouse.

PowerGoal 21 THERE ARE WOMEN UPRIVER! (Future) You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.

PowerGoal 22 MIDNIGHT SAPPER (Future) In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.

PowerGoal 23 SO YOU CAN FEEL IT (Future) The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.

PowerGoal 24 MERCHANT TRAITOR (Future) You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.

PowerGoal 25 STRONG ARM ROBBERY (Future) You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".

PowerGoal 26 THE INTIMIDATOR (Future) You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.

PowerGoal 27 HUNT THE CYCLOPS (Future) The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.

PowerGoal 28 RELEASE THE HOUNDS (Future) You shoot somebody in the leg, and he starts limping. Then you release the hounds.

PowerGoal 29 EVIDENCE OF SHAME (Future) The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.

PowerGoal 30 DECLAWED SNACK (Future) You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.

PowerGoal 31 YOUR DAD AND JUSTICE (Future) You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.

PowerGoal 32 IT MUST BE POSSIBLE! (Future) After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.

PowerGoal 33 CARAVAN CONSPIRACY (Future) The outlaws meet in the tavern to plot the robbery of the next caravan.

PowerGoal 34 BLESS OUR HERO ON THE QUEST (Future) Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.

PowerGoal 35 LEG BREAKER (Future) You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.

PowerGoal 36 NOT WELCOME HERE (Future) You - "How do I find the capital?" Peasant - (spits on the ground)

PowerGoal 37 BLOOD IN BLOOD OUT (Future) All the warriors come together and toast you into their band after you kill one of their compatriots.

PowerGoal 38 MORNING TEMPERANCE (Future) You are banished from the town for drinking before noon.

PowerGoal 39 RESPECTING AUTHORITY (Future) After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.

PowerGoal 40 THE MARKS OF A WARRIOR (Future) You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.

PowerGoal 41 THE ARENA (Future) You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.

PowerGoal 42 THE BLACK CAPS (Future) The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.

PowerGoal 43 LET'S HAVE A DRINK! (Future) You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.

PowerGoal 44 PATIENT PRIEST (Future) The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.

PowerGoal 45 MEET THE CYBERFIST (Future) You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.

PowerGoal 46 THE GIANT ASS BOOK (Future) You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.

PowerGoal 47 PLEA BARGAIN (Future) A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.

PowerGoal 48 ROAD HOUSE (Future) Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.

PowerGoal 49 SCREAM BALL (Future) Trolls take the captives and see if they can throw them all the way over the chasm to each other.

PowerGoal 50 SKULL GAMES (Future) Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.

PowerGoal 51 BAD GOBLINS (Future) Goblins play "who can make the prisoner scream the loudest".

PowerGoal 52 BEAST OF BURDEN (Future) Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.

PowerGoal 53 MESSALA (Future) The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.

PowerGoal 54 OFFICIAL CATTLE RUSTLER (Future) You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.

PowerGoal 55 THE CORRUPT CAPTAIN (Future) The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.

PowerGoal 56 AN UNFORTUNATE DECISION (Future) The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.

PowerGoal 57 NICE AND CLEAN (Future) The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.

PowerGoal 58 WHAT WERE WE THINKING (Future) You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.

PowerGoal 59 FOOLHARDY (Future) The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.

PowerGoal 60 HUNGRY LIKE THE WOLF (Future) You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.

PowerGoal 61 REVERSE COMPOUND FRACTURE (Future) As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.

PowerGoal 62 THE EVIL PLAYER MEETS THE GOBLINS (Future) You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.

PowerGoal 63 INEXPERTLY AND REPEATEDLY (Future) You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.

PowerGoal 64 THE LOCAL SPIRIT (Future) You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.

PowerGoal 65 KINDA LIKE SNOW WHITE OR SOMETHING (Future) You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.

PowerGoal 66 IT WAS WORTH THE TIME (Future) The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.

PowerGoal 67 THE LOCAL ARENA (Future) You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.

PowerGoal 68 MAGICAL IDIOT PEEPER (Future) Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.

PowerGoal 69 THE LEGEND OF THE HORAK PART I (Future) The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.

PowerGoal 70 MUDSLIDE (Future) You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.

PowerGoal 71 YOUR PLATFORM (Future) The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.

PowerGoal 72 YEAH! (Future) The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.

PowerGoal 73 WHERE'S MY MONEY? (Future) The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.

PowerGoal 74 A PAINFUL MEMORY (Future) On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.

PowerGoal 75 SONG OF DREAD (Future) The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.

PowerGoal 76 THE GENERAL'S RING (Future) You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.

PowerGoal 77 YUCK! (Future) You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.

PowerGoal 78 WEREWOLF HUNTER (Future) Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.

PowerGoal 79 THE LEGEND OF THE HORAK PART II (Future) The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.

PowerGoal 80 BUT HOW DID HE DIE? (Future) You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.

PowerGoal 81 JOURNEY TO THE UNDERWORLD (Future) You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.

PowerGoal 82 ON KARNAK'S GOOD SIDE (Future) It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.

PowerGoal 83 DENIED ENTRY - THE PROPHECY! (Future) You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.

PowerGoal 84 KILL THE WITCH! (Future) The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.

PowerGoal 85 RETIRE AS A PEASANT (Future) You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.

PowerGoal 86 THE PROPHET OF AA (Future) The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.

PowerGoal 87 DO NOT MOVE FROM THAT SPOT (Future) A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.

PowerGoal 88 YOUR NAUGHTY CHILD (Future) You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.

PowerGoal 89 DIGESTIVE TRACT LESSON (Future) You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.

PowerGoal 90 BY THE POWER OF MOTHRA (Future) You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.

PowerGoal 91 STREET ALTERCATION (Future) He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.

PowerGoal 92 ZOMBIES AND REPERCUSSIONS (Future) Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.

PowerGoal 93 IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY (Future) You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.

PowerGoal 94 STICK AROUND! (Future) The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.

PowerGoal 95 THE CROWN IS MINE! (Future) The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.

PowerGoal 96 BODY SHIELD (Future) You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.

PowerGoal 97 THE ROYAL CURSE (Future) You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.

PowerGoal 98 THE MIGHTY HAVE FALLEN (Future) You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.

PowerGoal 99 IMPENDING JAIL BREAK (Future) The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.

PowerGoal 100 THE DEATH PIT (Future) Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.

PowerGoal 101 SHAVED EVIL (Future) Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.

PowerGoal 102 SAVE MY DOG (Future) A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.

PowerGoal 103 THE LEGEND OF THE HORAK PART II (ALTERNATE) (Future) You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.

PowerGoal 104 WHERE IS THE OBJECT?! (Future) You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.

PowerGoal 105 MONUMENT TO DESTRUCTION (Future) You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.

PowerGoal 106 BOOK LEARNIN' (Future) Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.

PowerGoal 107 ZOMBIE JUICE (Future) The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.

PowerGoal 108 ATTACK OF THE VERMIN (Future) You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.

PowerGoal 109 LOVE OR WAR? (Future) You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.

PowerGoal 110 LEGENDARY LIAR (Future) You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.

PowerGoal 111 OFF TO THE LARDER (Future) The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.

PowerGoal 112 THE LOCAL BREW (Future) You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.

PowerGoal 113 DIVINE INTERVENTION (Future) You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.

PowerGoal 114 IS THAT A POWER GOAL? (Future) The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.

PowerGoal 115 THE DEATH DRIVE (Future) The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.

PowerGoal 116 THE MIGHTY WYRM (Future) Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.

PowerGoal 117 ROW TO FREEDOM! (Future) Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!

PowerGoal 118 THE TREE OF LIFE (Future) As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.

PowerGoal 119 WINE FOR VICTORY (Future) You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.

PowerGoal 120 ENTRANCE DENIED (Future) You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.

PowerGoal 121 GET THE COW (Future) Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.

PowerGoal 122 KILLER CURSE (Future) Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.

PowerGoal 123 THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES (Future) You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.

PowerGoal 124 A BAD REPUTATION (Future) The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.

PowerGoal 125 SPEAR OF THE GODS (Future) The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.

PowerGoal 126 CAN I SPEAK TO THE OWNER? (Future) You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.

PowerGoal 127 TREE SAVIOR (Future) Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.

PowerGoal 128 WAND OF THE WIZARD (Future) You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.

PowerGoal 129 DAGGER DELIVERY (Future) The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.

PowerGoal 130 YOU ARE THE MOST INCOMPETENT (Future) The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.

PowerGoal 131 THE INTRIGUING PLAYER (Future) You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.

PowerGoal 132 EVERYTHING IN ITS PROPER PLACE (Future) You sheathe your sword in the scabbard that hangs from your belt.

PowerGoal 133 PERSONALIZED ACCESORIES (Future) "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"

PowerGoal 134 AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT? (Future) The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.

PowerGoal 135 JUST IN CASE (Future) You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.

PowerGoal 136 PEOPLE SAY I LOOK LIKE A CRIMINAL (Future) After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.

PowerGoal 137 YOUR CASTLE WAS EASY TO FIND (Future) You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.

PowerGoal 138 THEY MADE FUN OF HIS NAME (Future) The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.

PowerGoal 139 A BATTERY OF AA MECHANICS (Future) You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.

PowerGoal 140 I JOINED THE TEAM WITH THE BEST UNIFORM (Future) You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.

PowerGoal 141 BROTHER BATTLE (Future) The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.

PowerGoal 142 GO KING GO! (Future) At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.

PowerGoal 143 HARD TIMES FOR THE DARTOKS (Future) The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.

PowerGoal 144 "THE GREEDY BARON" (Future) The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.

PowerGoal 145 ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING (Future) You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.

PowerGoal 146 WALKING INTO THE WRONG BAR (Future) Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.

PowerGoal 147 READY ON THE FIRING LINE! (Future) You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.

PowerGoal 148 THE FOOD RIOT (Future) The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.

PowerGoal 149 GERBIS, A HERO'S TALE (Future) You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.

PowerGoal 150 I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK (Future) You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.

PowerGoal 151 HE FELL FOR IT (Future) As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.

PowerGoal 152 HUFFING DARKNESS (Future) You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.

PowerGoal 153 THE CRACKS OF DOOM (Future) You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.

PowerGoal 154 AMONG THE BARBARIANS (Future) The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.

PowerGoal 155 SHINING ARMOR IS IMPORTANT (Future) The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.

PowerGoal 156 ANNOYING RELATIVES (Future) While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.

PowerGoal 157 A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR (Future) You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.

PowerGoal 158 NEVER THE SAME FOREVER AFTER (Future) The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.

PowerGoal 159 THAT SHIT'LL KILL YOU (Future) The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.

PowerGoal 160 SINCE THE BEGINNING OF TIME (Future) The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.

PowerGoal 161 BUT WHY WAS THE LEADER POINTING THERE? (Future) The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.

PowerGoal 162 SPARED THE DETAILS (Future) The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.

PowerGoal 163 "OH, BY THE WAY..." (Future) The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.

PowerGoal 164 IT DIDN'T HELP MUCH (Future) Your enemy holds up his hand to shield his face as you bring your axe down upon him.

PowerGoal 165 "IT WAS A DESPERATE BATTLE..." (Future) You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.

PowerGoal 166 GRACE IN VICTORY (Future) After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.

PowerGoal 167 THE EVIL SWAMP (Future) Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.

PowerGoal 168 CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION (Future) He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.

PowerGoal 169 MAN-BRANDED (Future) The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.

PowerGoal 170 AS LONG AS THEY DON'T DO IT TOO OFTEN (Future) With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.

PowerGoal 171 THE MIGHTY ROCKNOR (Future) The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.

PowerGoal 172 WHAT ARE YOU DOING AFTER WORK? (Future) The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.

PowerGoal 173 THEY ARE SENSITIVE CREATURES (Future) The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.

PowerGoal 174 IT'S A BAD PLACE (Future) A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.

PowerGoal 175 THE POWER OF FRIENDSHIP (Future) The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.

PowerGoal 176 NOT SO STEALTHY THIS TIME! (Future) A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.

PowerGoal 177 VERY FOUL (Future) The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!

PowerGoal 178 WHY DO YOU HANG OUT WITH THOSE GUYS? (Future) Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.

PowerGoal 179 A STRONG LEADER (Future) You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"

PowerGoal 180 BATTLE BUFFET (Future) The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.

PowerGoal 181 I MAKE ALL MY OWN CLOTHES (Future) You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.

PowerGoal 182 PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY. (Future) The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.