#core #story_event
Every survivor with a **Pickaxe** rolls on the Mineral Gathering table.
### Table
Roll 1d10.
| 1d10 | Result |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 3 | You strike a stone that resembles your face. It explodes, covering you in blood! Gain +1 insanity and the **Hemophobia** disorder. |
| 4 - 5 | Gain 1 **Broken Lantern** basic resource. A sudden rock slide catches you off guard. Suffer 2 event damage to a random hit location. |
| 6 - 7 | You find 1 **Iron** strange resource among the unyielding stone faces. As you free it, roll 1d10, on a 6+ you hear a snap, archive a **pickaxe** in your gear grid. |
| 8+ | Gain 1 **Scrap** basic resource. If this event occurs after **Overwhelming Darkness**, you find a cave. Resolve all rolls on Mineral Gathering, then any survivor may descend to the [[#Worm Tunnels]]. |
### Worm Tunnels
Roll 1d10. Add +2 to the result if you have a **Sickle**.
| 1d10 | Result |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 3 | You spend too much time in the tunnels. Lose half your survival rounded down. If you are **insane**, you strike up a conversation with yourself and gain a random disorder. |
| 4 - 7 | You blunder in the darkness, lost and separated from the other survivors. A voice whispers to you, leading you back. Lose 2 survival and gain +2 insanity. If you are **deaf**, you do not heed the voice and disappear into the dark. You are dead. |
| 8+ | You find 1 **Iron** strange resource embedded in a hairy crystal. Choose to either gain the Iron or spend 2 survival to follow a crystal trail, leading you into the [[#Crystal Lake]]. |
### Crystal Lake
Roll 1d10. Add +2 to the result if you have a Whip.
| 1d10 | Result |
| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 2 | Drifting, phosphorescent spores infect your pores. Gain 2 ARMOR<br>to all hit locations now. When you return to the settlement, the spores mature and you gain the following ability:<br><br>![[Crystal Skin]] |
| 3 - 4 | A reflection speaks to you. Gain a random disorder and +3 insanity. |
| 5 - 6 | Caked in slime and weird crystals, you find 1 **Iron** strange resource. |
| 7+ | You find 2 **Iron** strange resources in the ceiling. You may gain them or spend 3 survival to descend into the [[#Lantern City]]. |
### Lantern City
Roll 1d10. Add +2 to the result if you have Almanac.
| 1d10 | Result |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 4 | A single light shines from a window in the otherwise darkened city. A pleasing aroma beckons you into a lit house. Inside, a welcoming family invites you to join them for a meal. If you are insane, you gratefully accept their invitation to stay. Forever. Your survivor perishes. Otherwise, your memory grows hazy after this point. Lose all your survival, gain +6 insanity and 1 random disorder. |
| 5 - 9 | A yawning forge stands cold in the center of the city. Dismantling it, you gain 4 Iron strange resources and 3 Scrap basic resources. |
| 10+ | You meet a tall stranger with one massive eye. Your mind washes over in white noise. You awake with 1 piece of armor gear of your choice from the **Blacksmith** settlement location. |