AdventureCraft — Town Events
Plugin v7.51.0 — generated 2026-08-22 20:04. Durations and key tables are parsed from the running source.
One event every thirty minutes — :00 and :30. The server picks one of the fifteen at random, as long as somebody is online. Nothing stacks: a second event cannot start while one runs.
The seven FIGHTING events flag the whole town HOSTILE. For the full run there are no passive bystanders: any player in town can be attacked by any other. Your own clan is the exception — clan mates cannot harm each other while an event runs, nor can any clan you have both marked friendly, and your heals and buffs reach exactly that same circle and nobody else. The 60-second combat tag still governs teleport locks, so an event never strands somebody who has not swung.
The three PEACEFUL events change nothing about PvP. The Lantern Festival, Star Fall and the Round-Up run with the town exactly as it is on an ordinary day. They are things the town does together, and a knife in the back is not part of them. Healing and buffs reach anyone standing with you, clan or not.
What happens to the town during an event
| Loot caches | All 100 town caches are cleared when an event starts, and 100 fresh ones are laid when it ends. A watchdog re-lays them if an event ever ends abnormally. |
| Building and digging | Inside the snapshot band (y52–y108) the 60-second regen is switched off for the duration — dig and build freely. Outside that band the ordinary rules still apply. |
| The restore | Every scar in the band is undone by the end-of-event paste from the goldilocks snapshot. Nothing you break during an event is permanent. |
| Hostile mobs in town | Normally blocked. The Siege and the Terror switch spawning on for their run. |
| The HUD | A sidebar names the event and counts down. Leaderboard events replace the timer with live per-player scores. |
| Dying | Death in town keeps your inventory and your levels, always. In a leaderboard event it costs you your tally — see each event below. |
The fifteen events at a glance
| Event | PvP | Length | Shape | Scored? | The prize |
| Town Siege | Hostile | 4 min | Endless mobs hunt you through the streets — and 35% of sieges bring THE WARCHIEF past the 60% mark: the field fights harder while he stands, and felling him ends the siege with his full purse | Yes — siegers slain | PODIUM — three places paid |
| Fishing Frenzy | Hostile | 5 min | Fish any water in town | Yes — fish landed | PODIUM + deep-sea purse for 1st |
| Loot Rain | Hostile | 1.8 min | Treasure falls around the players | No — first come | 30 scattered glowing drops |
| The Town Terror | Hostile | 5 min | One Lv.30 boss at the plaza | No — the killer | Enhanced key + a shot at the MYTHIC |
| Emerald Stampede | Hostile | 4 min | 100 lucky sheep flood the town | Yes — sheep claimed | Spoils per sheep + PODIUM and purse |
| The Hunt | Hostile | 6 min | One Golden Fox runs for its life | No — the killer | Standard key + 1 degg |
| Glass Hunt | Hostile | 8 min | The town turns to glass at night | No — the finder | A buried chest of keys |
| Lantern Festival | Hostile | 5 min | Light every cold lantern in town | Yes — lanterns lit | All or nothing: WHOLE town + PODIUM |
| Star Fall | PEACEFUL | 5 min | Meteors bury caches across the streets | No — the digger | A cache per crater |
| The Round-Up | PEACEFUL | 5 min | Walk the loose animals to a roving pen | Yes — head delivered | A roll per head + PODIUM |
| The Reaping | Hostile | 5 min | Spirits are CARRIED, not banked | Yes — spirits banked | PODIUM — three places paid |
| The Breach | Hostile | 5 min | Seal every rift by standing in it | Yes — 5 a rift | All sealed: WHOLE town + PODIUM |
| The Caravan | Hostile | 5 min | Escort a 400 HP cart across town | Yes — ambushers slain | Arrives: town + PODIUM. Dies: nobody |
| Blood Moon | Hostile | 4 min | EVERY mob in the world is affixed | Yes — slain | PODIUM — three places paid |
| Dragonfall | Hostile | 6 min | An Ender Dragon bombards the town | No — the slayer | Enhanced key to the slayer + hoard rain |
THE PODIUM. Every scored event pays three places, and only the crown pays a key. 1st: an enhanced key roll + a Victory Bean + 3 deggs, plus that event's own purse where it has one. 2nd: 1 degg + 6 embers. 3rd: 4 embers. Take 1st twice in a row and the second crown pays a standard key roll — the enhanced table rests until someone else wins. Placers who are offline when the event ends are paid into their mailbox — /claim. A podium spot is never lost.
THE STEAL. In every scored event, killing a player takes their points — fish, sheep, kills, lanterns, deliveries, all of it, announced to the whole server with both names. Dying to a mob, a fall or lava leaves your tally standing: only a player can take it. Banked reaping spirits stay banked. And leaving town mid-event forfeits your whole score — the board follows presence.
FINDING THE OBJECTIVE. Event-critical targets are marked on both platforms: Java sees glowing outlines through walls (caravan cart, Warchief, Town Terror, Golden Fox, round-up animals, breach rifts in red, nests in white); Bedrock sees a pillar of light over the caravan, Warchief, Terror, Fox, each open rift and the Skyfall Dragon. Find-the-object events (Glass Hunt, Star Fall, Lantern Festival) mark nothing — the hunt IS the game.
1. Town Siege — 4 min
"They come out of the streets around you — and it gets worse every minute."
| How they arrive | No waves. Mobs trickle in continuously, each one placed on a real floor 6–20 blocks from a defender standing in town — never on top of you, never on a roof, and only where it can actually walk to you. A mob that cannot path to its prey is discarded and replaced. |
| The ramp | Arrivals start about 3.5 seconds apart and tighten to about 0.6 seconds by the end. The batch grows from 1 at a time to 3. |
| They get harder too | Level climbs from Lv.8 to Lv.28 (plus a little jitter). Health scales +12% per level. Walk speed rises from normal to +45%, and past the two-thirds mark every sieger also carries Speed. |
| Who shows up | Zombies, Skeletons and Pillagers throughout — none of them burn in daylight. Past 60% of the clock Vindicators join the roster. |
| They never lose you | Every 5 seconds any idle sieger re-locks onto the nearest defender in town. |
| Crowd limit | At most 6 alive per defender, hard-capped at 40, so a quiet town never turns into a mob farm. |
| Scoring | +1 per sieger you kill. The sidebar shows siegers remaining and every player's tally. |
| Dying | Your tally resets to zero. Stay alive to stay on top. |
Rewards. Every sieger is an event mob, so each kill can drop an Event Key (rare), a Victory Bean (rare) or a Demigod Key (rare), on top of the ordinary Adventurer Roll chance for its level. At the end the podium pays three deep — most siegers slain takes 1st: an enhanced key roll and a Victory Bean.
2. Fishing Frenzy — 5 min
"Every water source in town is boiling with fish."
| Where | Any water in town. Fountains, canals, puddles, the moat — if it is water and it is inside the spawn zone, it bites. The surface splashes and bubbles so you can find it. |
| How fast | Bites come in roughly half a second to three seconds instead of the usual wait. |
| Scoring | +1 per fish. A treasure pull — nautilus shell, enchanted book, name tag, saddle, bow or rod — counts +3. Every tenth fish you land is announced to the server. |
| No rod? | Anyone standing in town when it starts is lent a Frenzy Rod if they have none. |
| The leader is marked | They glow through walls and burn three flares every thirty seconds, with a broadcast alongside. There is nowhere to hide. |
| Dying | Your killer takes your entire catch and adds it to theirs, announced to the server. Drown or fall instead and the fish are simply lost to the water. PvP is the core of this one. |
Rewards. Each catch also rolls a bonus on the spot: an AdventureCraft Key, embers (1–2), an Adventure Coin. The podium pays three deep; 1st takes the deep-sea purse on top: 1 degg, 3–6 embers, a Heart of the Sea and 16 cooked salmon.
3. Loot Rain — 1.8 min
"The skies over town are generous for 90 seconds — catch what falls."
| What happens | 30 drops fall one after another over about 90 seconds. Each one picks a player standing in town and falls anywhere within 100 blocks of them, in any direction, from 14 blocks above the ground it lands on. Every drop glows and lands with a firework puff and a chime. |
| They scatter | Each drop is thrown outward as it falls, so thirty of them never pile into one heap — the rain spreads across the district instead of stacking on one roof. |
| Scoring | None. It is pure scramble — and everyone is hostile, so the fight over a landing is the event. |
The rain table (per drop). embers x2–4 · Adventure Coin · a Diamond Block · an Adventurer Roll at Lv.16 · an AdventureCraft Key · a standard key roll · a Dragon Key.
4. The Town Terror — 5 min
"THE TOWN TERROR has awoken at the plaza. Bring it down."
| What it is | A Lv.30 Ravager with 300 HP, standing at the plaza. It carries two different affixes drawn fresh every single time from storm, blood, frost, grave, shadow and blinker — so no two Terrors fight alike. |
| Finding it | It glows through walls, throws a red ember column eight blocks into the sky, and wears a triple-size floating title showing live HP, its level and its affixes. Visible from 100+ blocks on both Java and Bedrock. |
| It does not leave | The Terror never despawns and never wanders off, no matter how far players range. |
| It holds a grudge | The Terror only fights players who strike it first. Stand at the plaza and watch the whole battle untouched — but land one hit and you are on its list until the event ends. |
| If you fail | Survive five minutes and it slinks away unbeaten — nobody gets paid. |
Rewards on the kill. 3 Victory Beans, 6 embers, and exactly one key from the ENHANCED ladder. Plus a a lucky chance of a MYTHIC item — the Town Terror is the only source of mythics in the entire game. Both the key and any mythic are announced server-wide.
5. Emerald Stampede — 4 min
"100 lucky sheep flood the WHOLE town — shear or slay them."
| The flock | 100 Lucky Sheep scattered across the entire town footprint, in every dye colour. Three of every four are pushed into the named districts, and they land on streets — never rooftops, stairs, slabs or water. |
| They are fast | Sheep move at 1.25x the fastest sprinter currently in town, re-read live — put on Speed boots and the whole flock speeds up to match. You cannot simply outrun them. |
| They are skittish | Come within 10 blocks and they bolt. |
| Claiming one | Shear OR slay — never both, never twice. Each sheep pays exactly once, to whoever got there first. |
| Scoring | +1 per sheep claimed. The sidebar shows sheep remaining and every player's tally. |
| Dying | Your tally resets to zero. |
| Early finish | The moment the last lucky sheep is claimed the event ends — no dead air. |
Rewards. About one sheep in ten pays an Adventurer Roll at a fixed Lv.14 to whoever claimed it; the rest pay honest spoils - an ember, an Adventure Coin, mutton or wool. A hundred guaranteed rolls an event was more treasure than a day of mining. The podium pays three deep; 1st takes the famous purse on top: a second enhanced key roll, 1 degg, 4–8 embers, 3–6 diamonds, 6–12 emeralds and 8 mutton.
6. The Hunt — 6 min
"The Golden Fox is loose in town — its red glow shows through walls."
| The quarry | One Golden Fox with 120 HP, moving at roughly triple a normal fox's stride. |
| Tracking it | It glows red through walls, leaves a red ember trail behind it, and every 15 seconds throws a twelve-block flare column so the whole server can see where it is. |
| It runs | Get within 20 blocks and it sprints directly away from you. If it ever leaves the town it is teleported straight back — the hunt stays in the streets. |
| If you fail | After six minutes it slips away into the wild and nobody is paid. |
Rewards on the kill. One key from the standard ladder plus 1 dragon egg, announced server-wide with the killer's name and the key they rolled.
7. Glass Hunt — 8 min
"Somewhere beneath the glass a light burns."
| What happens | The town — or the marked polygon, if one is set — turns to stained glass, and night falls over it for the duration. |
| The prize is buried | A sea-lantern core is buried 4–8 blocks under the glass surface, with a chest at its heart. Through coloured glass the glow is the only clue — no beams, no hot-and-cold, no hints. |
| Digging | Free. Regen is off inside the band, so tear the town apart looking for it. |
| When it is found | The finder is announced, and the town restores 45 seconds later. Everyone still in town is carried to the castle so nobody is buried by the restore. |
Rewards. The buried chest holds ONE key from the ENHANCED ladder — keys only, nothing else. One winner takes it. The Glass Hunt is a hard event and pays like one.
8. Lantern Festival — 5 min
"Sixty cold lanterns wait in the streets and on the rooftops."
| What happens | 60 unlit lanterns are scattered across the whole town footprint — streets, alleys, rooftops. Each one smokes faintly and throws a small gold shimmer so it can be found. |
| Lighting one | Right-click it. No flint, no fuel, no tool — just a hand. It takes with a burst of flame and a chime. |
| The catch | All or nothing. Light every last one before the clock runs out and the entire town is paid. Miss a single lantern and nobody is. The sidebar counts how many are still dark. |
| Ends early | The moment the last lantern takes, the festival is over and pays out at once. |
| PvP | HOSTILE (2026-08-15): the whole town still needs every lantern lit — but killing a lighter takes their lantern count. Cooperate on the goal, compete for the podium. |
Rewards (only if all 60 burn). Every player standing in town gets a standard key roll and 3–5 embers, under a burst of fireworks. Anyone who personally lit 5+ also gets Adventure Coins; 10+ earns a second key roll. The three busiest lighters take the podium on top. Turn up and you are paid; do the work and you are paid better.
9. Star Fall — 5 min — PEACEFUL
"Stones are coming down over the town. Each one buries something."
| What happens | Every five seconds a burning stone comes down out of the sky trailing fire and smoke, whistling as it falls, and hits the town like a meteor. Up to 24 fall across the event. |
| The crater | A real one: a 10-block-radius bowl punched four deep into the street, floored with magma and obsidian at the heart, basalt and blackstone further out, and shroomlight scattered through it so it glows from a district away. Anything standing inside the bowl is gone. |
| The ejecta | The strike throws debris five blocks past the rim — blackstone, basalt and molten scatter thinning with distance — under a rolling dust cloud. It reads as an impact, not a hole. |
| The star | Still burning at the bottom of its own hole: a shroomlight core ringed in magma at the crater's centre. |
| The cache | Buried two blocks under the star itself. Dig it out and open it. Digging is free: the town's regen is off during an event, and every crater and every speck of debris heals afterwards. |
| Scoring | None. Whoever digs it out keeps it — first shovel wins. |
| PvP | Unchanged. No fighting, just shovels. |
Rewards per cache. An Adventurer Roll at Lv.18, 2–4 embers, and a a lucky chance of a key from the standard ladder. Twenty-four caches, all of them findable.
10. The Round-Up — 5 min — PEACEFUL
"Thirty animals are loose in the streets."
| What happens | 30 stray cows, pigs, sheep and chickens scatter across the town, each one named and tagged. |
| Herding them | Hold wheat and they follow you — ordinary vanilla herding, no special tool. Walk them home. |
| The pen | It moves every round. The pen is placed at a random spot inside the farm district, and only ever on fully grown wheat or a hay bale — never on seedlings. Its coordinates are announced at the start. |
| Finding it | A 50-block green pillar of forced-render light stands over it, plus a green ring on the ground marking the exact 7-block delivery radius. If the farm is ever fallow it falls back to the farm warp and says so in the log. |
| Delivering | Bring an animal within 7 blocks of the pen and it is home. Whoever is nearest gets the credit, so the person who walked it in is the one paid. |
| Scoring | +1 per head delivered. The sidebar counts strays still loose and every drover's tally. |
| Ends early | The moment the last stray is penned. |
Rewards. Every delivery pays its drover an Adventurer Roll at Lv.10, on the spot. At the end the podium pays three deep; the best drover takes 1st plus 4–7 embers and 16 wheat.
11. The Reaping — 5 min
"A spirit is carried, not banked."
| What happens | Attackers pour into town and every one you kill yields a Spirit. The spirit does not go anywhere safe — you are carrying it, and the action bar tells you how many. |
| Banking | Walk your spirits to the altar and stand within 5 blocks. The whole carry banks at once, and banked spirits can never be taken from you. |
| The altar moves | Every 60 seconds it relocates to a fresh street somewhere in town, announced in chat and marked by a 50-block purple pillar with a ring at the banking radius. |
| The steal | Die to another player and your entire unbanked carry becomes theirs, announced to the server. Die to a mob, a fall or lava and your carry survives untouched — only a player can take it. |
| Scoring | The sidebar ranks banked spirits. It also shows how many spirits are still being carried around town by somebody. |
Rewards. The podium pays three deep; the top banker is crowned 1st. The walk to the altar is the whole event: every spirit you hold is a reason for somebody to hunt you.
12. The Breach — 5 min
"Standing still is the price of admission."
| What happens | 3 to 5 rifts tear open on streets across town, each one feeding mobs into the neighbourhood around it. Every rift's coordinates are announced at the start. |
| Sealing one | Stand inside the rift ring for 10 unbroken seconds. A progress readout runs on your action bar. Step outside the ring, or die, and it resets to zero. |
| Why it is hard | The town is flagged hostile, so ten seconds of standing perfectly still in a marked circle is the most exposed you can possibly be. Pairs viciously with a Riftanchored mob. |
| Finding them | A 50-block purple pillar over each open rift, with a ring at the 3-block seal radius. Sealed rifts go dark. |
| Scoring | +5 a rift sealed, +1 a kill. The sidebar counts rifts still open. |
| Ends early | The moment the last rift is sealed. |
Rewards. Seal them all and every player in town is paid a key roll. Let the clock beat you and the rifts close on their own, taking the reward with them. The podium pays the top three sealers on top.
13. Warchief's Warband — RETIRED v7.10.0: the Warchief now storms 35% of Sieges past their 60% mark instead (same buffs, same purse, his own horn). Admin-triggerable by name; never rotates.
"An alchemist and a banner. His army does the killing."
| The Warchief | A 180 HP Ravager who cannot damage players at all. He glows gold, shows through walls (Bedrock gets a light pillar), and his health rides the sidebar. He is the anchor, not the blade. |
| The warband | Guards rise in a ring at the chief's own feet — nowhere else — and march at the nearest defender. Reach the chief and you reach the fight. |
| The war-brews | Every few seconds a brew shatters at a random spot around him: a green burst that gives players caught in it a random sickness (Slowness, Weakness, Darkness or Mining Fatigue) while his pack drinks Strength II and Resistance from the same splash. |
| The turn | Drop the chief and the ring stops rising — leaderless remnants fall back to a thin trickle for the mop-up. |
| Scoring | +1 a warband member slain. Top scorer is the WARBAND BREAKER. Killing a player takes their kills. |
Rewards. The Warchief drops 2 Victory Beans, 4 embers and an ENHANCED key roll to whoever lands the kill. Clearing the warband afterwards pays every player in town, and the top three slayers take the podium.
14. The Caravan — 5 min
"A shared fail state, with no rule against betrayal."
| What happens | A loaded cart with 400 HP departs from the castle — and the whole town is warped into a 10-block ring around it for the send-off, under three fireworks. Its destination is announced at the start, at least 60 blocks away, marked by a 50-block gold pillar. |
| The ambush | Attackers rise in a ring 6–12 blocks around the cart, continuously, and they want the cart, not you. It carries Resistance, but it cannot defend itself. |
| Getting it there | It walks itself, at a true walking pace, and a flare fires over it every 30 seconds so the town can track it by sky alone. If it ever gets properly stuck it is nudged forward rather than failing — a cart that cannot path is not a fail state. |
| The stakes | It arrives: every player in town is paid. It dies: nobody gets anything. The town is flagged hostile for the duration, so letting it die — or helping it die — is entirely legal. |
| Scoring | +1 an ambusher slain. The sidebar carries the cart's live health and its distance to go. |
Rewards. Arrival pays the whole town a key roll, and the top three defenders take the podium. This is the only event where one player can deny the reward to everybody.
15. The Nest — RETIRED v7.10.0: it was The Breach in a different block. Admin-triggerable by name; never rotates.
"The first event that rewards knowing the town vertically."
| What happens | 4 to 6 nests take root across town — half at street level, half on the rooftops — and they spawn attackers without stopping until they are torn out. |
| Killing a nest | One hit destroys it. No tool needed — a nest is a spawner block and half the town would not be carrying a pickaxe. |
| Finding them | A 50-block green pillar over every nest still standing. |
| Scoring | +5 a nest. The sidebar counts nests left. |
| Ends early | The moment the last nest is torn out. |
| The town afterwards | Nests are real blocks and are restored to canon whatever ends the event — timer, clear or admin stop. Nothing is left behind. |
Rewards. Tear out every nest and the whole town is paid. Leave one standing and it keeps feeding the streets until the clock runs out. The top three take the podium.
16. Blood Moon — 4 min
"It spawns almost nothing. It makes everything else worse."
| What happens | The moon comes up red — the world is thrown straight to midnight — and every mob in the world is affixed: the standing world is swept at moonrise, late-loaded chunks are swept as they arrive, and everything that spawns under the moon rolls an extra affix on top of whatever it would have had. |
| It is not a town event | This is the only event that reaches players who never came to town. If you were deep in the wild when it started, you will notice within a minute. |
| In town | A thin trickle of attackers, deliberately far lighter than a siege. The event is the modifier, not the crowd. |
| Scoring | +1 a kill in town. Top scorer is the MOONHUNTER. |
Rewards. The podium pays three deep — but the real payout is the field itself: four minutes where every single mob carries an affix, and affixed mobs pay affixed loot.
17. Dragonfall — 6 min
"An Ender Dragon darkens the sky over town. The town heals whatever it breaks."
| What happens | A 500 HP Skyfall Dragon circles over the town on a leash that keeps it well inside the borders. Its own boss bar carries live HP on Java and Bedrock alike; Bedrock players also get a pillar of light under it. |
| The attack runs | It patrols, picks a mark — a defender (rare) or a rooftop (rare) — then dives screaming, bombing all the way: dragonfire at players (the lingering purple cloud) and real fireballs at buildings. Nearly half its dives end with it landing in the street to bombard everything within 45 blocks for several seconds before climbing out. |
| The destruction | Real. Walls crater. And every block heals — the town regen sweep repairs all of it after the event. Spectacle with a self-cleaning bill. |
| Hurting it | Weapons work as normal — and explosions are excellent: any blast within 9 blocks lands up to 12 hearts. Santa Rage barrages and classic bed-bombing are both legitimate dragon-slaying tools. |
| If nobody kills it | At 6 minutes it tires of the town and vanishes into the clouds. Nobody is paid. |
Rewards. The slayer takes an ENHANCED key roll straight to their hands, and the hoard rains from the sky over town: 3 Victory Beans, 8 embers, and a DRAGON EGG — finders keepers. Mythics stay Terror-only.
The key ladder
Every event payout above draws from this one table. The enhanced ladder was retired 2026-08-22 - every event, boss and chest now rolls the same weights, read straight from the source.
| Key | Weight | Chance |
| AdventureCraft Key | 4740 | 47.4% |
| Demigod Key | 2400 | 24% |
| Demi Rune Key | 450 | 4.5% |
| Aura Key | 450 | 4.5% |
| Infinity Key | 450 | 4.5% |
| Spell Key | 400 | 4% |
| Artifact Key | 400 | 4% |
| Hero Key | 300 | 3% |
| God Rune Key | 60 | 0.6% |
| God Tools Key | 60 | 0.6% |
| God Weapons Key | 60 | 0.6% |
| God Armour Key | 60 | 0.6% |
| Runed Key | 55 | 0.6% |
| Dragon Key | 45 | 0.4% |
| Mythic Rune Key | 20 | 0.2% |
| mythicKey | 20 | 0.2% |
| Event Key | 10 | 0.1% |
| Legendary Key | 10 | 0.1% |
| Legendary Rune Key | 10 | 0.1% |
Same roster, inverted curve. The standard ladder is what a podium 2nd place, the Golden Fox and the loot rain pay from — fodder is common and the top tiers are rare. The enhanced ladder is reserved for the hardest work: the Town Terror, the Glass Hunt chest, and every podium 1st place. There the top tiers dominate and the AdventureCraft Key becomes the disappointment.
Seasonal events (v7.6.0)
While a season runs (Halloween Oct 15 – Nov 2, Christmas Dec 12 – Jan 2, Easter around the holiday), one scheduler draw in four becomes the season's own occasion. Every podium 1st during a season also pays that season's key.
| Event | Season | What happens | Rewards |
| PUMPKLING NIGHT | Halloween | 8 minutes: pumpklings hunt every player in the wild, two per wave, waves every 20s. They explode into candy when put down. 3% carry a Spooky Key and GLOW — hunt the shine. | Embers per kill; glowing carriers = guaranteed Spooky Key; podium 3 deep, crown pays the season key |
| PRESENT THIEVES | Christmas | 8 minutes: Present Thieves stalk each player. The glowing ones carry the presents — kill a carrier and the present opens on the spot: a full Adventurer Roll at Lv.16. | Embers per kill; carriers pay a Lv.16 roll; a rare Snowy Key; podium as above |
| THE EGG HUNT | Easter | 5 minutes: two dozen hares loose in town. One of them — THE BLACK HARE, glowing — carries a guaranteed Springtide Key. | Embers per hare; the Black Hare = guaranteed Springtide Key, announced server-wide; podium as above |
Event mob drops
Event mobs pay like every other mob — through the Adventurer Roll — plus a 3% Victory Bean. The old separate key
lottery is retired (v7.15.4): the podium is the only key promise an event makes, and seasonal keys ride podium 1sts alone.
Running an event by hand
| Command | What it does |
/townevent | Starts a random one of the fifteen. |
/townevent siege | lootrain | boss | stampede | glasshunt | foxhunt | fishing | lanterns | starfall | roundup | Starts that one specifically. |
/townevent stop | Calls it off. Mobs are cleared, the town is restored and fresh caches are laid. |
/townevent regen | Restores the town from the goldilocks snapshot and re-lays the 100 caches. |
/townevent stripchests | Takes every chest out of the snapshot file, so a restore never mints unregistered ones. Backs the original up first. |
/townevent snapshot | Re-takes the canonical town save. Never run this during an event or on a damaged town. |
Automatic rotation fires on the half hour — :00 and :30 — and is skipped entirely while events-paused is set in the config, or when nobody is online.