107 events can fire between delves. For each one you get what triggers it, what every choice actually does to your heroes and treasury, read from the game's own code, and the option we would take and why.
The wyrm you made a pact with arrives to collect, and the hero who brokered the deal is the one it wants to see.
Open the doorsOur pick
Guild +26 renown · Hero +12 morale · Hero +1 veterancy · Hero Ends the wyrm pact · Every hero +6 morale · Some heroes +9 stress
Have a hero meet it on the road
+5 morale · +12 fatigue · Ends the wyrm pact
Bar the gate
Hero −22 morale · Hero +16 stress · Hero Ends the wyrm pact · Every hero −8 morale · Some heroes −4 stress
30% chance it goes wrong: −14 morale · +12 stress
Why: +26 renown is one of the largest single renown swings in the event pool, and the pact hero gains a full veterancy level. The extra stress on a few heroes clears with ordinary rest. Barring the gate is the worst line here: −22 morale for the pact hero and a roster-wide morale hit, with a 30% chance it lands even harder.
One hero has hit 55 stress and is close to cracking. You choose how to bring them back down.
Grant them leave
+6 morale · −12 stress · Away 4 days
Pair them with a friendOur pick
+4 morale · −22 stress
Tell them to harden up
+3 morale · −10 stress
40% chance it goes wrong: −22 morale · +15 stress
Why: It takes off the most stress (−22) for free and costs no days away. Leave only removes 12 stress and benches the hero for four days. “Harden up” averages about −7 morale and no net stress relief once the 40% failure is priced in, so it is the worst trade on the list.
Two heroes have come to blows, and the rest of the guild is watching to see who you back.
Discipline bothOur pick
Hero −6 morale · Other hero −6 morale
Let them settle it
+8 bond with the other hero
30% chance it goes wrong: One of them −30 condition · One of them Injured
Side with the wronged
Hero +6 morale · Other hero −8 morale · Other hero −6 bond with the first hero
Why: Six morale on each hero is a small, certain cost. Letting them fight it out builds a little bond, but 30% of the time one of them takes −30 condition and an injury, which is the only status that actually benches a hero. Siding with one heals one relationship by damaging another.
A hero who is well short of their potential wants the guild to invest in them.
Fund private training (-180g)
+7 XP · −180 gold · +4 morale
Have a veteran take them onOur pick
+3 XP · +2 morale · +18 bond with the other hero · Becomes their mentor
Have an old hand take them on
+3 XP · +2 morale
Tell them to make do
−7 morale
Why: Free, and it creates a mentorship (+18 bond) that keeps paying after the event closes. The option only shows when you have a veteran to spare; without one, take the old hand. Paying 180 gold buys four extra XP over the free route, which only makes sense for a hero with a very high ceiling.
A crossroads warlock offers one hero a real power boost and will not name the price.
Let them take the bargainOur pick
+20 XP · +8 morale
45% chance it goes wrong: +20 XP · −14 morale · −25 condition · +30 stress
Buy the working outright (-500g)
Guild −500 gold · Hero +20 XP · Hero +5 morale
Run them out of the town
Hero −6 morale · Up to 3 heroes +4 morale · Guild +4 renown
Why: The +20 XP lands whether or not it goes wrong; the 45% bad branch only adds −14 morale, −25 condition and +30 stress, all of which rest can repair. Skip it if the hero is already above about 40 stress, because +30 pushes them past the ~72 line where they stop counting as fit. Paying 500 gold for the same XP is only worth it if the coin is sitting idle.
A wyrm has settled above the mountain road and is charging the guild to use it.
Pay the toll (-250–700g)
−250 to −700 gold
Send a hero up to talk it over (-a sum of gold)Our pick
Guild gold varies · Hero +8 morale · Hero +6 stress · Hero Seals a wyrm pact
Take the long way round
Guild Next journey takes 2 extra days · Every hero −5 morale · Every hero +14 fatigue
Refuse, and say so publicly
Guild +18 renown · Every hero +8 morale · Every hero +8 stress
45% chance it goes wrong: Guild +12 renown · Every hero −22 condition · Every hero +20 stress
Why: It costs some gold but seals a wyrm pact, which later sets up “It Has Come Down Off the Pass”, where opening the doors pays +26 renown and a veterancy level. Avoid refusing in public: 45% of the time every hero loses 22 condition and gains 20 stress right before your next delve.
Your patron’s steward offers to make a bad season look better by altering one line in the accounts.
Change it for the patron (+some confidence)
patron confidence varies · Adds a line to the cooked books
Change it for the purse (+a sum of gold)
gold varies · Adds a line to the cooked books
Leave the figures as they areOur pick
No direct stat change
Why: Both “change it” options add a falsified line to your books. When the Archive audits you later, those lines can cost 18 renown and the gold you spent hiding them. The patron confidence or gold you gain now does not cover that risk.
Something in the Deep has called a hero by name, and they want to go back down to answer it.
Take them back down to answer itOur pick
Hero +14 morale · Hero +18 stress · Hero +3 veterancy · Guild +14 renown · Every hero +6 morale · Every hero +8 stress
Keep them out of the Deep
Hero −12 morale · Hero +26 stress · Every hero −4 morale
Send them away for twelve days
+6 morale · −24 stress · Away 12 days
Why: +3 veterancy in one event is rare, and the guild gains 14 renown as well. The price is stress: +18 for the hero and +8 for everyone. If the hero is already over 55 stress, send them away for twelve days instead. Keeping them out of the Deep is the worst choice: +26 stress and lost morale with nothing gained.
A famous old adventurer turns up at the yard asking whether the guild has room for one more.
Give them a place at the tableOur pick
Guild +25 renown · Every hero +5 XP · Every hero +10 morale
Ask them to teach only (-300g)
Guild −300 gold · Every hero +8 XP · Guild +12 renown
Turn them away kindly
Guild −6 renown · Up to 4 heroes −8 morale
Why: Free, +25 renown, and every hero gains 5 XP and 10 morale. Pay the 300 gold for “teach only” when your hall has no free bed, since that version never takes a roster spot. Turning them away costs renown and morale on four heroes.
📜A Letter With a Seal
w10Fires: Renown above 100
A major coin-house offers to sponsor the guild, on terms it will not put in writing.
Fly their colours (+600g)
Guild +45 renown · Guild +600 gold · Every hero +10 morale · Every hero +6 stress
Take the coin, not the colours (+900g)Our pick
Guild +900 gold · Guild +10 renown · Up to 4 heroes +6 morale
Send it back unopened
Guild +15 renown · Every hero +16 morale
Why: It pays more gold (900 against 600) and attaches no conditions. Flying their colours gives +45 renown, but the house becomes a profit-hungry patron that loses confidence twice as fast when you are in debt, and later sends a factor whose buy-out costs 1,200 gold. Take the colours only if you need that renown to reach a threshold right now.
An ancient forge has re-lit itself under the hill and will make exactly one thing before it goes cold again.
Forge for a hero (-400g)Our pick
Guild −400 gold · Hero +20 XP · Hero +16 morale · Hero +15 condition · Hero Forges a legendary item · Guild +16 renown
Forge for the guild (-400g)
Guild −400 gold · Every hero +6 XP · Every hero +8 morale · Every hero +14 condition · Guild +12 renown
Let it go out
Guild −5 renown · Up to 4 heroes −10 morale
Why: A legendary item lasts as long as the hero does; the guild-wide option gives morale and condition that wear off within a few delves. Give it to your best long-term carry, not a veteran who is close to retiring. Letting it go out loses renown and upsets four heroes.
An archivist offers to read the guild’s official record aloud to everyone.
Have it read out in fullOur pick
Every hero +18 morale · Every hero −14 stress · Guild +10 renown
Have the losses struck out (-350g)
Guild −350 gold · Guild +20 renown · Every hero −8 morale
Take it and read it yourself
Guild +4 renown · Up to 3 heroes +4 morale
Why: Free, and it gives the best roster-wide mental reset of any event: +18 morale and −14 stress for every hero, plus 10 renown. Paying 350 gold to remove the losses gains renown but costs everyone morale, which makes it a poor trade.
Someone has left a private list of the guild’s dead where you will find it.
Put their names on the guild (-250g)Our pick
Guild −250 gold · Guild +18 renown · Every hero +14 morale · Every hero −10 stress
Send word to their families (-200g)
Guild −200 gold · Guild +12 renown · Every hero +10 morale · Every hero −6 stress
Burn the list
Every hero −6 morale · Every hero −8 stress
Why: For 50 gold more than the letters you get +6 renown, +4 morale and −4 stress on every hero. That is the best rate in the event. If you cannot spare 250 gold, burning the list costs nothing and changes nothing.
A hero has hit 92 stress and can no longer function. You decide how they come back, or whether they do.
Take them off the books until it lifts
−4 morale · −45 stress · Away 12 days
Sit with them, however long it takesOur pick
+10 morale · −30 stress
They serve or they go
−6 morale · −25 stress
45% chance it goes wrong: Leaves the guild
Why: −30 stress puts them around 62, back under the ~72 line where they count as fit, and +10 morale comes with it, with no days away. Twelve days off clears more stress but loses them for a long time. “Serve or go” has a 45% chance the hero leaves.
A rival guild is courting one of your heroes with promises of gold.
Promise them a future (-250g)Our pick
−250 gold · +12 morale
Reassure them with words
+5 morale
30% chance it goes wrong: Leaves the guild · Lost to a rival guild
Call their bluff
−8 morale
45% chance it goes wrong: Leaves the guild · Lost to a rival guild
Why: 250 gold makes the problem go away and adds 12 morale, which also moves them off the poaching list (heroes below 45 morale are targets). The free options carry a 30% or 45% chance of losing the hero for nothing. Only call their bluff on a hero you would not mind losing.
Two heroes with a deep grudge are poisoning the mood of the whole guild.
Force a reconciliation (-150g)Our pick
−150 gold · +22 bond with the other hero
Bench one of them
Other hero −9 morale · Other hero +6 bond with the first hero
Let it fester
−8 bond with the other hero
35% chance it goes wrong: Other hero −10 morale · Other hero −28 condition
Why: This is the only option that moves the bond meaningfully (+22). Benching one of them barely helps it, and letting it fester risks a fight that costs one of them 28 condition. A feud left in place keeps triggering more “Bad Blood” events, so pay once.
A dice game in the guild has one hero winning big and another losing wages they cannot afford.
Why: Nothing changes, and nothing breaks. Letting it run damages the bond between winner and loser. Cover the losses (90 gold) only if the losing hero is already close to 45 morale, where rivals start circling.
Two heroes have started training together before dawn of their own accord.
Let them at it
Hero +4 XP · Hero +8 fatigue · Hero +7 bond with the other hero · Other hero +3 XP · Other hero +8 fatigue
Make it a proper session (-70g)Our pick
Guild −70 gold · Hero +6 XP · Hero +4 morale · Other hero +5 XP · Other hero +4 morale
Order them to rest
Hero −4 morale · Hero −10 fatigue · Other hero −3 morale · Other hero −10 fatigue
Why: For 70 gold both heroes get more XP than the free option (+6 and +5) plus morale, and neither gains fatigue. The free version adds 8 fatigue to each, which matters if a delve is coming. Ordering them to rest is the right call only if both are already near the ~78 fatigue line.
An argument over how the last haul was split has the guild taking sides.
Rule for a clean splitOur pick
Hero +6 morale · Other hero −5 morale · Up to 3 heroes +2 morale
Pay the difference yourself (-110g)
Guild −110 gold · Hero +5 morale · Hero +5 bond with the other hero
Tell them to sort it out
−4 morale · −6 bond with the other hero
35% chance it goes wrong: Hero −6 morale · Hero −12 bond with the other hero · Up to 3 heroes −3 morale
Why: Free and net positive: one hero +6, the other −5, and three bystanders +2. Paying the difference (110 gold) only helps the pair, and telling them to sort it out has a 35% chance of spreading the sour mood to others.
A veteran’s old injury is acting up again, and they are trying to hide it.
Pay for real treatment (-220g)
Guild −220 gold · Hero +8 morale · Hero +25 condition
Rest it, five daysOur pick
+20 condition · −6 stress · Away 5 days
They have carried it this long
+3 morale · −12 condition
40% chance it goes wrong: −10 morale · −28 condition · +12 stress
Why: You get +20 condition and −6 stress for free; the paid treatment only adds 5 more condition and some morale. Pay the 220 gold only if you need them in a delve within five days. Ignoring it has a 40% chance of a −28 condition swing.
A child the guild took in has been quietly learning a trade from one of your heroes.
Let a hero train them
Hero +8 morale · Guild +2 renown
Point them at what the guild lacksOur pick
Hero −4 morale · Up to 2 heroes +2 morale
Leave them carrying water
−8 morale
Why: The ward joins your intake years later, so steer them toward the class you are shortest of. It costs the teaching hero a little morale. If that hero’s class is already the one you need, letting them train the child gets the same result plus morale and renown.
A wealthy house wants to hire one of your heroes as its champion for a few days.
Let them go, and take the fee (+a sum of gold)Our pick
Guild gold varies · Hero +4 XP · Hero +10 morale · Hero Away for a while · Guild +6 renown
Refuse on their behalf
Hero −12 morale · Up to 3 heroes +4 morale
Let them choose
Hero +2 XP · Hero +15 morale · Guild +3 renown
Why: You get gold, renown, XP and +10 morale, and lose the hero for a few days. Take it during a quiet stretch. If you need them for the next delve, letting them choose still gives +15 morale and costs nothing. Refusing on their behalf is the only option that hurts.
Something fell from the sky into the nearby hills, and nobody has gone to look yet.
Be first up the hillOur pick
Guild +120 gold · Guild +12 renown · Guild Gains a mythic item · Hero +5 XP · Hero +8 morale · Hero +10 fatigue
35% chance it goes wrong: Hero −28 condition · Hero +15 stress · Guild +6 renown
Go up carefully, in numbers
Guild +160 gold · Guild +7 renown · Up to 4 heroes +4 morale · Up to 4 heroes +8 fatigue
Let the town have it
Guild +14 renown · Up to 3 heroes +5 morale
Why: A 65% chance of a mythic item plus 120 gold and 12 renown. In the bad case one hero takes −28 condition and +15 stress, which is recoverable, and you still gain some renown. Going up in numbers is the safe choice if your roster cannot spare anyone’s condition.
Bandits are robbing travellers while wearing your guild’s colours, and the town has not yet worked out it was not you.
Hunt them down yourselvesOur pick
Guild +16 renown · Hero +4 XP · Hero +8 morale · Hero +12 fatigue
35% chance it goes wrong: Guild +6 renown · Hero −25 condition · Up to 2 heroes −12 condition
Post a public denial (-120g)
−120 gold · −4 renown
Say nothing and hope
−10 renown
50% chance it goes wrong: Guild −18 renown · Up to 4 heroes −8 morale
Why: You gain renown even when it goes wrong (+6), and the full +16 when it goes right. Both other options lose renown, and saying nothing has a 50% chance of a larger loss plus morale damage across the roster.
A sealed room full of old, readable books has been found in a ruin.
Have the guild study themOur pick
Every hero +4 XP · Every hero +4 morale
Sell the collection (+420g)
Guild +420 gold · Up to 3 heroes −4 morale
Give them to the Archive
Guild +20 renown · Up to 3 heroes +2 XP · Up to 3 heroes +6 morale
Why: Every hero gains 4 XP and 4 morale, and it compounds across the whole roster. Give the books to the Archive instead if you are pushing for a renown threshold (+20). Sell them for 420 gold only if the treasury is in trouble.
A travelling champion has named one of your heroes and set a date for a duel.
Take the matchOur pick
Hero +8 XP · Hero +12 morale · Guild +15 renown
40% chance it goes wrong: Hero −16 morale · Hero −18 condition · Hero +12 stress · Guild −6 renown
Send someone else
Guild +2 renown · Hero −7 morale
Decline the match
Guild −8 renown · Hero −5 morale
Why: Expected value is positive: about +6.6 renown and roughly even on morale, plus 8 XP if they win. The 40% loss costs 18 condition and 12 stress, so decline only if the named hero is already worn. Sending someone else still disappoints the hero who was named.
The Archive has sent two auditors to check the guild’s claims against its own records.
Open every book to themOur pick
Guild +14 renown · Up to 3 heroes +4 morale
Show them the good years (-140g)
Guild −140 gold · Guild +20 renown · Guild Adds a line to the cooked books · Up to 4 heroes −7 morale
35% chance it goes wrong: −140 gold · −18 renown
Send them away
Guild −10 renown · Up to 3 heroes +3 morale
Why: A clean +14 renown at no cost. Showing them only the good years adds another falsified line to your books, and 35% of the time you lose the 140 gold and 18 renown anyway. Sending them away costs 10 renown.
💰An Unexpected Windfall
w8Fires: Any time
A hero comes back from leave with an unexplained purse and offers it to the guild.
Why: The feast still banks half the money and gives every hero +6 morale. Morale never recovers on its own, so a free roster-wide boost is worth more than the other half of the purse unless you are short of wages.
A veteran near the end of their career offers to take a young hero under their wing.
Bless the mentorshipOur pick
Hero +5 XP · Hero +26 bond with the other hero · Hero Becomes their mentor · Other hero +8 morale
Keep them focused on delves
Other hero −5 morale
Why: Free XP, a large bond (+26), and a mentorship that keeps working after the event. The only alternative is a small morale loss for nothing.
A hero who has been away from home too long is losing their edge.
Why: +10 morale for four days away. Sending a friend along adds bond and morale but takes two heroes off the roster, so do that only when you have depth. Telling them to get back to work costs 8 morale, and morale does not come back on its own.
One hero has publicly challenged another to a sparring match for bragging rights.
Let them spar
Hero +6 bond with the other hero · Hero +2 XP · Other hero +2 XP
25% chance it goes wrong: Other hero −25 condition · Other hero Injured
Make a guild event (-80g)Our pick
Every hero +5 morale · Guild −80 gold
Forbid it
Hero −5 morale · Other hero −3 morale
Why: 80 gold buys +5 morale for everyone with no injury risk. Letting them spar gives a little XP and bond, but 25% of the time the challenged hero takes −25 condition and an injury.
A hero has come down with a fever and is no use until it breaks.
Best care (-130g)Our pick
−130 gold · +35 condition
Let it run its course
+10 condition
35% chance it goes wrong: −25 condition · +10 stress
Why: +35 condition for 130 gold is a fast, guaranteed recovery. Letting it run gives only +10, with a 35% chance of losing another 25. Fevers only strike heroes below 90 condition, so this hero was already worn.
A young hero tried to live out a ballad, fought two wolves instead of one, and came back hurt.
Patch them up and say nothing
+2 XP · −3 morale · −12 condition
Let the tale standOur pick
Hero +8 morale · Hero −10 condition · Guild +6 renown
Make a hero own it
Hero +4 XP · Hero −10 condition · Other hero −3 morale · Guild −2 renown
Set the record straight
Hero +4 XP · Hero −10 condition · Guild −2 renown
Why: Every option costs about the same condition. This one turns it into +8 morale for the hero and +6 renown for the guild. Setting the record straight trades renown for a couple of extra XP, which is rarely worth it.
Rain has come through the hall roof and soaked the dormitory.
Have it mended properly (-140g)
Guild −140 gold · Every hero +3 morale · Every hero −6 fatigue
Patch it yourselvesOur pick
Up to 4 heroes +1 morale · Up to 4 heroes +5 fatigue
Live with it
Every hero −3 morale · Every hero −4 condition
Why: Free, with +5 fatigue on up to four heroes, which clears between delves. Pay the 140 gold for proper repairs only if a delve is imminent and those heroes are already tired. Living with it costs every hero morale and condition.
A hero has received a letter from home and has gone quiet.
Why: +6 morale and −10 stress for free, with no days away. Three days at home gives a little more of each but takes them off the roster.
The guild’s food stores are down to the basics.
Stock it properly (-160g)
Guild −160 gold · Every hero +5 morale · Every hero +7 condition
Send a hunting partyOur pick
Up to 3 heroes +1 XP · Up to 3 heroes +5 morale · Up to 3 heroes +3 condition · Up to 3 heroes +9 fatigue
Barley it is
Every hero −4 morale · Every hero −3 condition
Why: Free, and up to three hunters gain morale, condition and a little XP. Watch their fatigue (+9 each). Buying proper stock (160 gold) is better only when the whole roster needs the condition boost before a big run.
A hero has been telling the tavern a much better version of last season than actually happened.
Let the story runOur pick
Guild +6 renown · Hero +6 morale
30% chance it goes wrong: Guild −5 renown · Hero −8 morale
Correct them publicly
Guild +3 renown · Hero −6 morale
A quiet word
Guild +2 renown · Hero −2 morale
Why: Expected value is about +2.7 renown and +1.8 morale even after the 30% chance someone corrects it. The other two options gain a little renown but cost the hero morale.
A hero has fallen ill. It is not serious, but they are clearly not well.
Call a physician (-130g)
Guild −130 gold · Hero +5 morale · Hero +22 condition
Bed rest, four daysOur pick
+18 condition · −8 stress · Away 4 days
They can work through it
+2 morale · −8 condition
40% chance it goes wrong: −22 condition · +10 stress
Why: Free, with +18 condition and −8 stress, at the cost of four days. Call the physician (130 gold, +22 condition, no time off) if they are needed sooner. Working through it has a 40% chance of a −22 condition setback.
A rising hero has said in front of everyone that they deserve a veteran’s spot on the hard delves.
Let them settle it in the yardOur pick
Hero +4 XP · Hero −4 morale · Hero +10 bond with the other hero · Other hero +6 morale · Other hero −6 condition
Back the youngster
Hero +2 XP · Hero +12 morale · Other hero −11 morale · Other hero −8 bond with the first hero
Back the veteran
Other hero +8 morale · Hero −10 morale · Hero +6 stress
Why: It is the only option that improves the pair’s relationship (+10 bond), and the costs are small. Backing either side gives one of them a big morale lift and leaves the other resentful, with a bond penalty when you back the youngster.
A smith offers to reforge the guild’s worst equipment at a fixed price.
Reforge the guild's steel (-260g)
Guild −260 gold · Guild Reforges an item · Hero +2 XP
One blade only (-90g)Our pick
Guild −90 gold · Hero +2 XP · Hero +7 morale · Hero Reforges an item
Turn them away
Up to 3 heroes −4 condition
Why: 90 gold reforges one piece and gives that hero +7 morale. Put it on your main damage dealer’s weapon. The full reforge costs about 260 gold. Turning the smith away costs three heroes a little condition.
A hero has been waking the dormitory with nightmares and will not talk about them.
Make them talk about itOur pick
+5 morale · −18 stress
Move them to their own room
Hero −3 morale · Hero −4 stress · Up to 4 heroes −6 fatigue
Everyone dreams
Hero +9 stress · Up to 4 heroes −3 morale · Up to 4 heroes +6 fatigue
Why: −18 stress and +5 morale for free. Both other options spread fatigue or stress to the rest of the hall.
A tax collector has come with an escort to collect the town’s levy.
Pay it (-90–400g)
−90 to −400 gold · +4 renown
Pay half and argue the restOur pick
gold varies
35% chance it goes wrong: −7 renown
Refuse outright
−9 renown
40% chance it goes wrong: Guild −90 to −400 gold · Up to 3 heroes −6 morale
Why: It keeps half the coin, and the worst case is −7 renown. Refusing outright costs 9 renown immediately, and 40% of the time the escort comes back and takes the full amount anyway.
A large predator is taking livestock near a town that cannot pay anyone to deal with it.
Send a pair after itOur pick
Guild +11 renown · Hero +4 XP · Hero +7 morale · Hero +10 fatigue · Hero +9 bond with the other hero · Other hero +4 XP · Other hero +7 morale · Other hero +10 fatigue
30% chance it goes wrong: Hero +3 XP · Hero −30 condition · Guild +7 renown
Set traps and be patient
Guild +5 renown · Hero +8 fatigue · Other hero +8 fatigue
Not the hall's business
−6 renown · −2 town standing
Why: +11 renown, XP and morale for both heroes, and a bond between them. In the 30% bad case one hero takes −30 condition, but you still gain 7 renown. Setting traps is safer but pays half the renown.
A seer offers to read the guild’s future and will only charge if you think it was worth it.
Let them read the whole guild (-200g)
Guild −200 gold · Every hero +5 morale · Every hero −12 stress
Only a hero's (-80g)Our pick
Guild −80 gold · Hero +3 XP · Hero +8 morale · Hero −18 stress
Ask them to leave
Up to 4 heroes −3 morale · Up to 4 heroes +6 stress
Why: For 80 gold one hero sheds 18 stress and gains morale and XP. Use it on whoever is closest to the ~72 stress line. Read the whole guild (200 gold, −12 stress each) only when several heroes are stressed at once.
A slow sickness is spreading through the villages near a town that has only one physician.
Shut the guild and wait it out
Guild −10 renown · Every hero −4 morale · Every hero +8 stress
Send your people to helpOur pick
Guild +22 renown · Guild +3 town standing · Every hero +8 morale · Every hero +14 fatigue
15% chance it goes wrong: Guild +22 renown · Guild +3 town standing · Up to 4 heroes −26 condition · Up to 4 heroes +12 stress
Pay for a second physician (-380g)
−380 gold · +12 renown
Why: +22 renown and +8 morale for everyone, and the renown arrives even in the 15% bad case. The cost is +14 fatigue across the roster, so schedule a rest afterwards. Shutting the guild loses renown and adds stress.
Your coin-house patron’s factor has arrived with more demands, and the guild wants to know who it really belongs to.
Cut the colours down (-1200g)
Guild −1200 gold · Guild −25 renown · Every hero +14 morale · Every hero −6 stress
Sign the ledger and say nothingOur pick
Guild +350 gold · Every hero −5 morale · Every hero +3 stress
Why: Breaking away costs 1,200 gold and 25 renown for a one-time morale boost. Signing earns 350 gold for a small morale and stress cost. Cut the colours only if roster morale is already in crisis.
The hall is full, and two heroes sharing a bunk have reached their limit.
Back a hero
Hero +5 morale · Other hero −8 morale · Other hero −8 bond with the first hero
Back a hero
Other hero +5 morale · Hero −8 morale · Hero −8 bond with the other hero
Tell them to live with it
Hero +6 stress · Other hero +6 stress
25% chance it goes wrong: Hero −14 bond with the other hero · Hero −10 condition · Other hero −10 condition
Send a hero to stand the wall at your home town for seven days
Other hero −4 stress · Other hero Away 7 days · Guild +1 town standing · Hero +2 morale
How to call it: None of the choices adds a bed, so the lasting fix is a bigger hall. With a home town, posting one of them to its wall for seven days is the gentlest line: −4 stress for them, +2 morale for the other, and the town warms to you. Otherwise back whoever matters more (a bond hit and −8 morale on the other), since “Live with it” stresses both and has a 25% chance of a fight.
Two travellers have heard your hall has spare beds and want to join.
Take them both (20g+ each)
gold varies
Take the steadier one (20g+)
gold varies
Feed them and send them on
−1 forage · +1 renown
Turn them away
No direct stat change
How to call it: It depends on your roster. Take both if you are short-handed, since joining costs only a small fee each. Feeding them and sending them on gains 1 renown for 1 forage, and turning them away costs and gains nothing. Check their class against your gaps before filling a bed.
🎲A Reckless Night
w7Fires: Renown 20+
A drunk hero has been loudly throwing the guild’s name around in a crowded tavern.
Why: +4 morale, with a 40% chance of losing 8 renown, so about −3 renown on average. That is cheaper than 120 gold or a −10 morale public reprimand.
A travelling scholar offers to teach the guild about the deep places, for a fee.
Pay for the teaching (-180–360g)
Every hero +2 XP · Every hero +3 morale · Guild −180 to −360 gold
Haggle hardOur pick
Up to 3 heroes +2 XP
35% chance it goes wrong: Up to 3 heroes −3 morale
Send them on their way
Up to 3 heroes −3 morale
Why: Up to three heroes get the XP for free, and the 35% downside is only −3 morale on them. Pay the full price when the treasury is healthy, because then the whole roster learns.
Hard people have come to the guild to collect a hero’s gambling debt.
Clear the debt (-140–280g)
−140 to −280 gold · +12 morale
Lend it against their payOur pick
gold varies · +2 morale
Let them face it
−8 morale
40% chance it goes wrong: −30 condition · +14 stress
Why: The guild covers half the debt. Clearing it completely buys +12 morale with the other half, which is worth it only for a key hero close to the poaching line. Letting them face it has a 40% chance of a −30 condition beating.
The guild has had a hard run, and a feast might lift everyone.
Throw a grand feast (-220g)Our pick
Guild −220 gold · Every hero +9 morale · Every hero −10 stress · Hero +8 bond with the other hero
Feast from the Stillroom (8 stores)
Guild −8 forage · Every hero +9 morale · Every hero −10 stress · Hero +8 bond with the other hero
A modest gathering (-60g)
Guild −60 gold · Every hero +4 morale · Every hero −4 stress
A supper from the Stillroom (3 stores)
Guild −3 forage · Every hero +4 morale · Every hero −4 stress
Back to work
Up to 2 heroes +2 XP · Up to 2 heroes −3 morale
Why: For 220 gold every hero gets +9 morale and −10 stress, roughly what several days of rest would do for stress. With a Stillroom, the same feast costs 8 stores instead of gold, usually the better deal unless the shelf is nearly bare before a long delve. The modest version (60 gold or 3 stores) is half as effective, which is fine when both are tight.
Several heroes are exhausted after a long stretch of work.
Stand the guild down (-90g)Our pick
Every hero −8 stress · Every hero −28 fatigue · Guild −90 gold
Rest the worst of them
Hero +4 morale · Hero Away 4 days · Every hero −10 fatigue
Push on regardless
−4 morale
35% chance it goes wrong: −22 condition · +8 fatigue
Why: 90 gold takes 28 fatigue and 8 stress off every hero, almost a full leave for the whole roster at once. Pushing on has a 35% chance of costing your most tired hero 22 condition.
A hero has been hiding a wound so they do not lose their place in the party.
Order them to heal
−3 morale · Away 4 days
Physician and light duties (-110g)Our pick
−110 gold · +2 morale · +20 condition
Trust them to know their limit
+3 morale
40% chance it goes wrong: −32 condition · +10 stress · Injured
Why: 110 gold for +20 condition, and they stay available. Ordering them to heal is free but costs four days. Trusting them has a 40% chance of −32 condition and an injury, which actually takes them out of play.
Your quartermaster reports that the guild’s equipment is wearing out.
Refit the guild (-140–210g)
Guild −140 to −210 gold · Every hero +8 condition
Patch what you can (-60g)Our pick
Guild −60 gold · Up to 3 heroes +5 condition
Make do
Up to 3 heroes −3 condition
35% chance it goes wrong: One of them −20 condition
Why: 60 gold fixes the three worst kits. A full refit gives every hero +8 condition but costs more. Making do risks a −20 condition hit on someone.
One hero owes their life to another who stepped in during a delve, and is struggling with it.
Let them carry it
−3 morale · +8 stress · Settles the life-debt
Name them in the guildOur pick
Hero +6 morale · Hero −10 stress · Hero Settles the life-debt · The rest of the roster +2 morale
Tell them it is the job
−6 morale · +5 stress · Settles the life-debt
35% chance it goes wrong: Hero −10 morale · Hero +10 stress · Hero Settles the life-debt · Up to 3 heroes −3 morale
Why: This is the only option that reduces the hero’s stress (−10), and it lifts everyone else’s morale too. The other two settle the debt by adding stress, and “it’s the job” has a 35% chance of souring the wider guild.
A hero did not go to help a fallen comrade, and the whole party knows it.
Ask them what happened
−4 morale · +6 stress · Settles the life-debt
Say nothing and let it settle
Hero −3 morale · Hero Settles the life-debt · Up to 4 heroes −4 morale · Up to 4 heroes +4 stress
Make it a rule: we go, whoever it isOur pick
Hero −9 morale · Hero +8 stress · Hero Settles the life-debt · Every hero +4 morale
Why: It is hard on the hero (−9 morale, +8 stress), but every other hero gains morale. Staying quiet costs four heroes morale and stress, which is worse overall.
A night-long storm has left everyone in the guild on edge.
Rally them
Every hero +6 morale
Let them rest it outOur pick
Every hero +4 condition · Every hero −8 stress
Train through it
Up to 3 heroes +1 XP
30% chance it goes wrong: One of them −20 condition
Why: Stress is harder to shift than morale, and this removes 8 from everyone and adds condition too. Rally them instead if morale is your weak spot. Training through it risks −20 condition on someone for 1 XP.
A hero’s family has travelled a long way to see the guild.
Open the guild to themOur pick
Hero +10 morale · Hero −8 stress · Up to 4 heroes +4 morale
Give them two days together
+12 morale · −12 stress · Away 2 days
There is work to do
−7 morale · +5 stress
Why: The hero gets morale and loses stress, four others get morale, and nobody leaves the roster. The two-day visit is slightly better for the hero alone but takes them away.
A good harvest has driven market prices down for a few days.
Buy deep (-300g)Our pick
Guild −300 gold · Every hero +4 morale · Every hero +10 condition · Guild +8 forage
Buy what you need (-100g)
Guild −100 gold · Up to 4 heroes +5 condition
Sell from the stores (+220g)
+220 gold · forage varies
Sell instead (+120g)
Guild +120 gold · Up to 3 heroes −5 condition
Why: 300 gold gives every hero +10 condition and +4 morale, a strong roster-wide refit at a discount, and with a Stillroom it also lays in 8 stores. Buy only what you need (100 gold) if the treasury is thin. Selling off your stores is a one-time cash grab.
An early cold snap is burning through the guild’s firewood.
Buy fuel and blankets (-120g)Our pick
Guild −120 gold · Every hero +6 condition · Every hero −5 stress
Send a wood party out
Up to 3 heroes +3 morale · Up to 3 heroes −4 condition · Up to 3 heroes +12 fatigue
Ration the fire
Every hero −3 morale · Every hero −5 condition
Why: 120 gold gives every hero condition and stress relief. The free wood party costs three heroes condition and adds a lot of fatigue. Rationing hurts everyone.
A stressed hero has started drinking alone at night.
Sit down with themOur pick
+6 morale · −14 stress
Put them on light duty
−3 morale · −9 stress · −8 fatigue
Say nothing
−4 condition · +5 stress
35% chance it goes wrong: −8 morale · −8 condition · +14 stress
Why: −14 stress and +6 morale for free. Light duty helps less and makes them feel singled out. Ignoring it has a 35% chance of making things worse.
A hero brought a newborn creature back from a delve, and it is very loud.
Raise it in the guild (-60g)Our pick
Guild −60 gold · Every hero +5 morale · Guild −3 renown
Put it back where it came from
Up to 4 heroes −4 morale
It is a beast, and the guild is not a nursery
Guild +2 renown · Up to 4 heroes −9 morale · Up to 4 heroes +5 stress
Why: For 60 gold every hero gains 5 morale; the −3 renown is minor. Turning it away coldly costs four heroes 9 morale and adds stress.
A homeless child has been sleeping in the guild’s stable.
Take them on as guild-help (-60g)Our pick
Guild −60 gold · Every hero +5 morale · Guild +4 renown
Find them a place in the town below (-100g)
Guild −100 gold · Guild +6 renown · Up to 3 heroes +3 morale
Send them on
Up to 4 heroes −5 morale
Why: For 60 gold every hero gets +5 morale and the guild gains 4 renown. The child joins the intake years later either way. Sending them on costs morale and saves nothing.
A delver who walked out on a rival guild is at your gate looking for work.
Hear them out and let them stay
Guild −3 renown · Up to 3 heroes +4 morale
Send word to their guild
Guild +6 renown · Up to 3 heroes −4 morale
Pay them for what they know (-80g)Our pick
Guild −80 gold · Hero +3 XP · Guild +3 renown
Why: 80 gold for XP and a little renown, with no diplomatic fallout. Taking them in loses renown, and sending word to their old guild gains renown but upsets your own people.
A dealer is selling an old object they claim came out of a barrow.
Buy it (-280g)
Guild −280 gold · Guild Gains a mythic item · Hero +5 XP · Hero +6 morale · Guild +5 renown
40% chance it goes wrong: Hero −6 morale · Guild −4 renown
Appraise it, then buy (-160g)Our pick
Guild −160 gold · Guild Gains a rare item · Hero +3 XP
Send them off
−2 morale
Why: 160 gold for a guaranteed rare item. The blind purchase costs 280 gold for a 60% chance at a mythic, and 40% of the time you get nothing but lost morale and renown.
A long-serving, contented hero asks to bind themselves to the guild for good rather than term by term.
Hold the ceremonyOur pick
Hero +16 morale · Hero −8 stress · Up to 4 heroes +5 morale · Guild +4 renown
Make a feast of it (-190g)
Guild −190 gold · Hero +18 morale · Hero −12 stress · Every hero +7 morale · Guild +7 renown
Feast them from the Stillroom (6 stores)
Guild −6 forage · Hero +18 morale · Hero −12 stress · Every hero +7 morale · Guild +7 renown
Tell them the work is the oath
−9 morale
Why: Free: +16 morale and −8 stress for the hero, morale for four others, and renown. Either feast adds a little more for 190 gold or 6 stores. If the answer fits the hero’s temperament they also get +6 morale and, with fewer than four earned traits, become Oathbound, so rival offers stop working on them. Refusing costs 9 morale for nothing.
An old feud between two heroes has flared up again.
Let it lie
Up to 2 heroes −2 morale
Leave them out there
Hero +5 morale · Hero +22 bond with the other hero · Other hero +5 morale
35% chance it goes wrong: Hero −7 morale · Hero −18 bond with the other hero · Other hero −7 morale
Sit them down yourselfOur pick
Hero +14 bond with the other hero · Hero −2 morale · Other hero −2 morale
Split the roster around it
Hero −4 bond with the other hero · Up to 3 heroes −3 morale
Why: A guaranteed +14 bond for a small morale cost. Leaving them to sort it out averages only about +8 bond and has a 35% chance of making it worse. The other two options leave the feud in place.
Your patron has arrived unannounced to inspect the guild.
Show them everythingOur pick
Guild +7 renown · Up to 3 heroes +3 morale
Put on a show (-150g)
Guild −150 gold · Guild +12 renown · Every hero −2 morale · Every hero +7 fatigue
Keep them to the front room
−4 renown
Why: Free renown and morale. Putting on a show earns a few more renown but costs 150 gold, morale and fatigue across the roster.
A young hero has been asking how the job really works, and nobody has had time to answer.
Make time for it yourselfOur pick
+7 XP · +10 morale
Buy them the books (-120g)
Guild −120 gold · Hero +5 XP · Hero +5 morale
They will pick it up below
−6 morale · +7 stress
Why: Free, and better than the 120-gold books: +7 XP and +10 morale. Brushing them off costs morale and adds stress.
On the way home in the rain, the guild passes a roadhouse offering good rooms.
Stay the night (-100g)Our pick
Guild −100 gold · Every hero +5 morale · Every hero −6 stress · Every hero −12 fatigue · Hero +8 bond with the other hero
One drink and on (-30g)
Guild −30 gold · Up to 4 heroes +2 morale · Up to 4 heroes −5 fatigue
Ride through
Every hero −4 morale · Every hero −4 condition · Every hero +8 fatigue · Hero Changed bond with the other hero
Why: 100 gold for −12 fatigue, −6 stress and +5 morale on every hero, about a short leave for the whole roster. Riding through costs everyone morale and condition and adds fatigue.
An idle hero in a full hall asks to leave the guild on agreed terms.
Let them go, with goodwillOur pick
Leaves on good terms
Promise them a place in the side
+8 morale
30% chance it goes wrong: Leaves the guild
Offer them the wall at your home town
+3 morale · Joins the town garrison
Why: They have not been picked for 20 days and you need the bed. Agreed terms mean no severance on either side. With a home town you can move them into its garrison instead, which frees the bed and keeps them working for you. Promising them a place gives morale, but 30% of the time they leave anyway.
A hero has learned everything the Yard can teach them, and rivals have noticed.
Keep them
+3 morale
Sell them for a sum of goldOur pick
Sold to a rival guild for a fee
Ask for a sum of gold
Sold to a rival guild for a fee
45% chance it goes wrong: −4 morale
Keep them: they are ours
+6 morale
Why: A hero who can no longer improve in the Yard gives up no future growth by leaving, and selling frees a bed for someone who still can. Asking a higher price fails 45% of the time. Keep them if they are a core starter.
With money tight, a hero offers to leave without the severance their contract would cost.
Why: This event only fires when the treasury is below one wage bill, or when two or more heroes have left in the last 120 days and the treasury holds under three wage bills. Losing a wage with no severance is the help you need. Turn it down only if the hero is someone you cannot replace.
A bound beast’s habits clash with hall life. What it does depends on the kind of beast, but the choices and costs are the same for all of them.
Make room for it (-40g)Our pick
Guild −40 gold · Hero +8 morale
Ask the hall to bear it
+3 morale
30% chance it goes wrong: −4 morale · +5 stress
Ask a hero to keep the hall’s ways
−8 morale · +6 stress
Why: 40 gold buys +8 morale, and morale does not recover on its own, so it is cheap. Asking the hall to put up with it is +3 morale with a 30% chance of −4 morale and +5 stress instead. Making the beast conform is −8 morale and +6 stress.
🌟The Realm Takes Notice
w6Fires: Renown 80+
The realm wants to celebrate one of your heroes.
Bask in the gloryOur pick
Guild +10 renown · Hero +10 morale
Keep them grounded
+3 morale
20% chance it goes wrong: −10 morale
Why: +10 renown and +10 morale with no downside. “Keep them grounded” has a 20% chance of costing morale instead.
🎶A Bard Comes Calling
w6Fires: Renown 30+
A bard offers to spread the guild’s story, for a fee.
Why: The renown per gold is about the same either way (about 8–9 gold per point). Commission the full ballad when you are near a renown threshold, and haggle when you are not. Sending the bard away loses 3 renown.
A young hero wants to go off alone chasing a rumour.
Bless the journey
+10 morale · Away 12 days
30% chance it goes wrong: +10 morale · Away 12 days · Goes missing on the road
Talk them roundOur pick
+4 morale
Forbid it outright
−9 morale
35% chance it goes wrong: Leaves the guild
Why: +4 morale and no risk. Blessing the trip costs you the hero for 12 days and has a 30% chance they go missing, though one who returns may bring a discovery for the chart. Forbidding it has a 35% chance they leave outright.
A young star has started bragging about their results.
Have a veteran set them straightOur pick
−3 morale · +16 bond with the other hero · Becomes their mentor
Let the swagger ride
+7 morale
30% chance it goes wrong: Up to 2 heroes −6 morale
Why: A small morale cost buys +16 bond and a mentorship. Letting the swagger continue risks the rest of the party resenting them.
One of your best heroes thinks they are underpaid and asks for more.
Pay a loyalty bonus (-120–240g)Our pick
−120 to −240 gold · +14 morale
Promise them the next good purse
+4 morale
30% chance it goes wrong: Leaves the guild · Lost to a rival guild
Refuse: the coin is the guild's
−10 morale
35% chance it goes wrong: Leaves the guild · Lost to a rival guild
Why: Both free options carry a 30–35% chance of losing the hero to a rival. A one-off bonus plus +14 morale is cheap insurance on a top performer.
The guild passes a town that is struggling badly after a hard winter.
Open the guild's treasury (-100–200g)
Guild −100 to −200 gold · Guild +9 renown · Guild +2 town standing · Up to 4 heroes +4 morale
A token gift (-40g)Our pick
−40 gold · +3 renown
Ride on
Up to 3 heroes −2 morale
40% chance it goes wrong: Up to 3 heroes −5 morale
Why: 40 gold for 3 renown. Opening the purse (100–200 gold) earns +9 renown and morale for four heroes, which is a fair deal when the treasury is comfortable. Riding on risks morale on the heroes who noticed.
A hero is struggling after a comrade was killed.
Give them space
+4 morale · −16 stress
Honour the fallen with the guildOur pick
Every hero +3 morale · Every hero −9 stress
Tell them to bury it and fight
+1 morale
40% chance it goes wrong: −10 morale · +14 stress
Why: The whole guild lost a comrade, not only this hero. A shared memorial removes 9 stress from everyone. Giving the hero space helps only them.
🥊A Contest of Champions
w6Fires: Renown 40+
A rival guild’s champion has called out one of your heroes in public.
Accept the challengeOur pick
Guild +8 renown · Hero +2 XP · Hero +6 morale
35% chance it goes wrong: Hero −8 morale · Hero −24 condition · Guild −3 renown
Wager gold on it too (70–210g stake)
Guild +70 to +210 gold · Guild +10 renown · Hero +2 XP · Hero +7 morale
40% chance it goes wrong: Guild −70 to −210 gold · Hero −9 morale · Hero −22 condition
Decline
Guild −3 renown · Hero −4 morale
Why: Expected renown is about +4 with XP and morale on a win. A loss costs 24 condition, so decline only if the hero is already worn. Adding a gold wager raises the stakes on both outcomes.
A veteran has questioned your last decision in front of the whole guild.
Hear them outOur pick
Hero +8 morale · Up to 2 heroes +2 morale
Pull rank
−8 morale
Give them a real say from now on
+12 morale
30% chance it goes wrong: Up to 2 heroes −4 morale · Up to 2 heroes +6 stress
Why: Free morale for the veteran and two others. Giving them a permanent say pays more but has a 30% chance of unsettling the rest of the guild. Pulling rank costs 8 morale.
A young hero ruined a good piece of kit with a bad repair.
Have a veteran teach them rightOur pick
+2 XP · +14 bond with the other hero · Becomes their mentor
Teach them right
+2 XP · +3 morale
Dock it from their share
−6 morale
Let it slide
+4 morale
30% chance it goes wrong: −80 gold
Why: XP plus a mentorship bond (+14). If no veteran is free, teach them yourself. Letting it slide risks losing 80 gold to the same mistake.
A coin-house claims the guild owes an old debt from before your time.
Pay it in full (-160–320g)
−160 to −320 gold · +6 renown
Negotiate it downOur pick
gold varies
Refuse to pay
−3 renown
40% chance it goes wrong: −8 renown
Why: You pay less, with no renown penalty. Paying in full earns a little renown. Refusing has a 40% chance of a bigger renown loss.
After a sleepless night, half the guild is on edge.
Give them the dayOur pick
Every hero −12 stress
Set a watch rotation
Up to 4 heroes +2 morale · Up to 4 heroes −6 stress
Push on
Up to 4 heroes +4 stress · Up to 4 heroes +4 fatigue
35% chance it goes wrong: Up to 3 heroes −4 morale · Up to 3 heroes +10 stress
Why: A free −12 stress for every hero. Pushing on adds stress and fatigue, with a 35% chance of more.
A merchant has a high-quality blade for sale at a steep price.
Buy the blade for a hero (-120–240g)Our pick
+4 XP · −120 to −240 gold · +6 morale · Gains a rare item
Haggle hard
+3 XP · gold varies · +3 morale · Gains a rare item
40% chance it goes wrong: −4 morale
Send them on their way
−2 morale
Why: A guaranteed rare item plus XP. Haggling gets the same blade cheaper 60% of the time, but the 40% failure means no blade at all.
Two heroes in a relationship want to adopt an orphaned child together.
Why: 60 gold for morale and bond on both heroes, and the child joins your intake in two years. Saying no upsets both of them for nothing.
The tavern keeper says the hiring board will be thin for a while but has kept back one good recruit, for a price.
How to call it: Take the keeper’s pick if you have a free bed and a gap to fill, because the board will not refill for a while. Otherwise let the new arrivals settle for +5 morale across the roster.
A master-at-arms passing through offers to coach in your Yard in return for room and pay.
Keep them for the season (80g+)Our pick
gold varies
Seven days, and their stories (20g+)
Guild gold varies · Up to 3 heroes +2 morale
Why: This only fires when half the roster has 10+ ability still to gain, which is exactly when a season of coaching pays off. The seven-day option is a much smaller boost.
A rival guild across the square has been courting one of your idle heroes.
Let them talk terms (a sum of gold)Our pick
Sold to a rival guild for a fee
Warn a rival guild off
+4 morale
Say nothing
−2 morale
35% chance it goes wrong: Leaves the guild · Lost to a rival guild
Why: The hero has been idle for 20 days and the hall is full, so getting paid for them is the best result. Saying nothing has a 35% chance of losing them for nothing. Warn the rival off only if you want to keep the hero.
A bound beast keeps drifting to the stair down into the dark, and you decide whether to let it go, keep it in, or give it company.
Ask a hero to sit with themOur pick
Hero +6 morale · Other hero +10 fatigue · Hero +8 bond with the other hero
Let them go down alone
+10 morale · Away 2 days
30% chance it goes wrong: −20 condition · +10 stress · Away 2 days
Bar the door
−8 morale
Why: Sending a companion is the only risk-free line: +6 morale and +8 bond for the beast, paid for with 10 fatigue on the friend, which rest clears. Letting it go alone is +10 morale but two days away and a 30% chance it comes back hurt (−20 condition, +10 stress). Barring the door is −8 morale.
A collector offers coin for one of your bound beasts as if it were livestock. None of the answers actually sells it.
A hero is one of oursOur pick
Hero +10 morale · Guild +2 renown
Let a hero answer
+6 morale
25% chance it goes wrong: Hero +4 morale · Guild −5 renown
Hear the offer out
−12 morale · +8 stress
Why: Standing up for the beast is +10 morale and +2 renown with no risk. Letting it answer for itself gives less morale and a 25% chance of −5 renown. Hearing the offer out gains nothing and costs the beast 12 morale and 8 stress.
A hero claims they saw a bad omen before the last delve, and the guild is jumpy.
Indulge the ritualOur pick
Up to 3 heroes −10 stress
Dismiss it as nonsense
Up to 3 heroes +5 morale
35% chance it goes wrong: Up to 3 heroes −5 morale · Up to 3 heroes +12 stress
Why: A free −10 stress on three heroes. Dismissing it gains a little morale but has a 35% chance of adding 12 stress instead.
An ageing veteran asks for one last memorable delve before they retire.
Give them their moment, and it is their last yearOur pick
Hero +2 XP · Hero +12 morale · Hero Retires at season end · Other hero +16 bond with the first hero · Other hero Becomes their mentor
Keep them steady
−6 morale
Why: They are near the end of their career anyway, and this turns their last season into a mentorship for a younger hero. Refusing costs morale and keeps a hero who is already winding down.
A hero with low morale is thinking about leaving before their contract ends.
Why: +12 morale for free, which also takes them off the poaching list. Leaving it has a 30% chance they simply go.
👁️The Unsettling Rumour
w5Fires: Renown 30+
You hear that a rival guild is quietly falling apart.
Why: The most renown (+7) for no cost. Staying out of it loses renown.
A merchant is selling a sealed crate whose price scales with your treasury.
Why: The price ranges from 300 to 4,000 gold. The crate always contains gear, but sometimes it is cursed. Only gamble when your treasury is large enough that the cost does not matter.
A friend of your patron offers to fund your next building in exchange for credit.
Take their coin (+a sum of gold)Our pick
gold varies · −8 renown · +3 patron confidence
The guild pays its own way
+2 renown
Why: Getting the building sooner is usually worth 8 renown, and your patron’s confidence rises. Refuse if you are just short of a renown threshold.
A guildmate wants to learn the real name of a bound beast instead of the one on the roll.
Let a hero askOur pick
+6 morale · +10 bond with the other hero
Let a hero give them one
+12 bond with the other hero
30% chance it goes wrong: −6 morale · +4 bond with the other hero
Leave it be
Other hero −3 morale
Why: Asking is certain: +6 morale for the beast and +10 bond between the pair. Giving it a new name is +12 bond, but 30% of the time it turns into a joke and you get −6 morale and only +4 bond. Leaving it alone costs the guildmate 3 morale.
A first-season recruit refuses to share a room with a bound beast. You can force a night together, or move one of them out.
Ask them to share a watchOur pick
Hero +10 bond with the other hero · Hero +8 fatigue · Other hero +8 fatigue
35% chance it goes wrong: Hero −8 bond with the other hero · Other hero −5 morale
Move a hero
Hero −2 morale · Other hero −3 morale
Move a hero
Other hero −8 morale · Hero +3 morale
Why: It works 65% of the time for +10 bond, at the cost of fatigue that rest clears. When it fails the pair lose 8 bond and the beast 5 morale. Each “Move” line is a certain morale loss: moving the recruit costs 2 and 3 across the pair, and moving the beast costs it 8. Move the recruit if you cannot risk the bond.
A bound beast has been quietly teaching a guildmate how monsters pick their targets.
Let the lessons go onOur pick
Hero +4 XP · Other hero +8 bond with the first hero · Other hero +4 morale
Ask a hero to teach the whole hall
Hero +2 XP · Other hero +6 morale
30% chance it goes wrong: Other hero −6 morale
Put a stop to it
Other hero −6 morale
Why: No risk: +4 XP for the student, plus +8 bond and +4 morale for the beast. Teaching the whole hall halves the XP and has a 30% chance of −6 morale for the beast. Stopping it is −6 morale for nothing.
A badly wounded hero and their partner ask to retire together.
Let them both goOur pick
Hero +14 morale · Hero Retires at season end · Other hero +14 morale · Other hero Retires at season end
Let a hero go, and keep a hero
Hero +8 morale · Hero Retires at season end · Other hero −10 morale
Ask them both to stay
Hero −9 morale · Other hero −9 morale
Why: Keeping only one leaves them at −10 morale, and keeping both makes both unhappy. Letting them go frees two beds at year end and boosts morale.
A stray dog has adopted the guild.
Why: Handing it to one hero gives them +12 morale, and the animal is theirs to feed, so the guild pays no upkeep. Keeping it for the guild gives every hero +4 morale but costs 20 gold every settlement, which is only worth it when morale is low across the roster. If the guild already has a mascot, keeping it is off the table, but a home town will take the stray for +2 morale all round.
It is a hero’s name-day, and nobody else has remembered.
Why: +10 morale and +8 bond for the hero, plus morale for the friend who marks it. It beats a solo fuss because it builds a relationship as well.
Two unattached heroes have become close.
Why: Free: +24 bond and +8 morale for both. Keeping it professional costs both of them morale and gives a smaller bond.
Weight is an event's relative frequency within the pool it's eligible for; real odds depend on which events your roster qualifies for. Which hero is involved and each choice's exact outcome vary at runtime.