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Random events

Random events

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.

How to read the numbers

  • Effects land on the hero the event is about unless a line says otherwise. “Other hero” is the second hero named in the event, “Every hero” is the whole roster, and “Up to 3 heroes” is the first three on your roster.
  • When a risky option goes wrong, its bad outcome replaces the normal one. The two lines are alternatives, not a total.
  • Morale never climbs back on its own, so a free morale gain is worth more than it looks. Stress, fatigue and condition all recover with rest between delves.
  • The thresholds that matter: below 45 morale a hero becomes a poaching target; over about 72 stress, under 50 condition or over about 78 fatigue they stop counting as fit. The full rules are on the hero state page.
  • Amounts marked “varies” are worked out when the event fires, usually from your treasury or a hero’s contract.

It Has Come Down Off the Pass

w14

Fires: An active wyrm pact at least 18 days old, with its hero still on the roster

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.

A Crisis of Confidence

w12

Fires: A hero at 55 stress

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.

A Tavern Brawl

w10

Fires: Roster of 2+ heroes

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 Hunger to Improve

w10

Fires: A hero far below their potential

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.

The Hedge-Warlock's Bargain

w10

Fires: Roster of 3+ heroes

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.

The Toll on the Pass

w10

Fires: Treasury above 400 gold

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.

A Better-Looking Season

w10

Fires: A corrupt patron or crooked books, after day 20

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.

It Knows a Name

w10

Fires: Roster of 4+ heroes

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 Name at the Door

w10

Fires: Renown above 60 · Roster of 4+ heroes

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

w10

Fires: 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.

The Forge Under the Hill

w10

Fires: Roster of 4+ heroes · Treasury above 300 gold

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.

Your Own Ledger, Read Back

w10

Fires: Roster of 4+ 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.

The Ones Who Did Not Come Back

w10

Fires: After a hero has fallen · Roster of 3+ heroes

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.

Past Bearing

w9

Fires: A hero at 92 stress

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 Whisper of Poaching

w9

Fires: Roster of 5+ heroes · 3+ of them not kept by a charter

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.

Bad Blood

w9

Fires: A feud (deep negative bond) · Roster of 2+ heroes

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.

Dice by the Fire

w9

Fires: Roster of 3+ heroes

A dice game in the guild has one hero winning big and another losing wages they cannot afford.

  • Let it run

    Hero +7 morale · Other hero −6 morale · Other hero −4 bond with the first hero

  • Call the gameOur pick

    Up to 4 heroes −2 morale

  • Cover the losses (-90g)

    Guild −90 gold · Other hero +9 morale · Up to 3 heroes +3 morale

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.

The Yard at Dawn

w9

Fires: Roster of 2+ heroes · A hero far below their potential

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.

The Share-Out

w9

Fires: Roster of 3+ heroes

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.

An Old Wound Speaks

w9

Fires: A veteran on the roster

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.

Somebody Has Been Teaching Them

w9

Fires: A sheltered child who has not been taken under anyone’s wing · A hero at Veterancy 4+

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 House Wants a Champion

w9

Fires: Roster of 4+ heroes

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 Came Down

w9

Fires: Roster of 3+ heroes

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.

Someone Wearing Your Colours

w9

Fires: Renown above 30

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 Room Full of Reading

w9

Fires: Roster of 3+ heroes

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.

The Duellist's Tour

w9

Fires: Roster of 3+ heroes

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 Takes Your Measure

w9

Fires: Roster of 3+ heroes

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

w8

Fires: Any time

A hero comes back from leave with an unexplained purse and offers it to the guild.

  • Bank it for the guild

    +160 to +400 gold

  • Let them keep it

    +12 morale

  • Throw a feast for the guildOur pick

    Every hero +6 morale · Guild gold varies

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.

The Veteran and the Rookie

w8

Fires: A veteran and a rising hero

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.

The Long Road Home

w8

Fires: A hero below 65 morale (bound beasts excluded)

A hero who has been away from home too long is losing their edge.

  • Grant them leaveOur pick

    +10 morale · Away 4 days

  • Send a friend along

    Hero +12 morale · Hero Away 4 days · Other hero +6 morale · Other hero Away 4 days · Hero +10 bond with the other hero

  • Remind them of the work

    −8 morale

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.

A Friendly Challenge

w8

Fires: Roster of 2+ heroes

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 Creeping Fever

w8

Fires: A hero below 90% condition

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.

Accidents Happen to the Young

w8

Fires: A rising hero on the roster

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.

The Roof Gives

w8

Fires: Roster of 2+ heroes

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 Letter Arrives

w8

Fires: Roster of 2+ heroes, at least one of them not a bound beast

A hero has received a letter from home and has gone quiet.

  • Ask after itOur pick

    +6 morale · −10 stress

  • Give them three days home

    +10 morale · −14 stress · Away 3 days

  • Leave them to it

    +6 stress

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.

Thin Broth

w8

Fires: Roster of 3+ heroes

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 Tall Tale

w8

Fires: Roster of 2+ heroes

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.

Taken Ill

w8

Fires: A hero below 70% condition

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.

The Pecking Order

w8

Fires: A veteran and a rising hero

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.

The Smith's Offer

w8

Fires: Roster of 3+ heroes

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.

What Follows Them Up

w8

Fires: A hero over 40 stress

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.

The Lord's Levy

w8

Fires: Treasury above 150 gold

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.

Something in the Fields

w8

Fires: Roster of 3+ heroes

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.

The Reading

w8

Fires: Roster of 3+ heroes

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.

Sickness in the Town

w8

Fires: Roster of 4+ heroes

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.

The Factor Calls Again

w8

Fires: Treasury of 1200+ gold · Renown above 120

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.

Too Many Under One Roof

w8

Fires: Hall at 95%+ of its beds · 4+ heroes at home

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.

Asking at the Door

w8

Fires: Hall below 70% of its beds

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

w7

Fires: Renown 20+

A drunk hero has been loudly throwing the guild’s name around in a crowded tavern.

  • Smooth it over (-120g)

    −120 gold

  • Discipline them publicly

    −10 morale

  • Laugh it offOur pick

    +4 morale

    40% chance it goes wrong: −8 renown

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 Wandering Sage

w7

Fires: Treasury of 200+ gold

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.

A Debt Come Due

w7

Fires: Roster of 1+ heroes

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.

A Night in the Guild

w7

Fires: Treasury of 250+ gold · Roster of 3+ heroes

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.

Worn to the Bone

w7

Fires: 2+ heroes worn down (fatigue >55)

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.

The Hidden Wound

w7

Fires: A hero nursing a hidden wound

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.

The Quartermaster's Complaint

w7

Fires: Treasury of 120+ gold · Roster of 3+ heroes · A quartermaster on staff · 2+ heroes below 92% condition

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.

A Debt in the Dark

w7

Fires: A hero who was saved by another

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.

The One Who Did Not Go

w7

Fires: A hero who did not go to another’s aid

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.

The Storm at the Gate

w7

Fires: Roster of 3+ heroes

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.

Family at the Gate

w7

Fires: Roster of 2+ heroes, at least one of them not a bound beast

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 Glut at Market

w7

Fires: Roster of 2+ heroes

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.

A Bitter Stretch

w7

Fires: Roster of 3+ heroes

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.

One Too Many

w7

Fires: A hero over 45 stress

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.

What Came Back in the Pack

w7

Fires: Roster of 3+ heroes

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 Child at the Door

w7

Fires: Roster of 3+ heroes

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 Rival's Runaway

w7

Fires: Roster of 3+ heroes

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.

The Relic Seller

w7

Fires: Treasury above 200 gold

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.

An Oath Offered

w7

Fires: A hero with 3+ seasons served and 80+ morale who is not yet Oathbound

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.

Bad Blood

w7

Fires: A feud (deep negative bond)

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.

An Unannounced Visit

w7

Fires: Roster of 3+ heroes

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 Question Nobody Asked

w7

Fires: A rising hero on the roster · Roster of 3+ heroes

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.

The Road Back

w7

Fires: Roster of 3+ heroes

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.

Somebody Wants Out

w7

Fires: Hall at 95%+ of its beds · A hero idle for 20+ days

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.

Word Gets Round

w7

Fires: League play with transfers open · Half the roster trained out

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.

Lean Times, Honest Terms

w7

Fires: Treasury below one wage bill, or 2+ heroes sold or released in the last 120 days with under three wage bills in the treasury · 4+ heroes at home

With money tight, a hero offers to leave without the severance their contract would cost.

  • Accept, with thanksOur pick

    Leaves on good terms

  • The guild will manage

    +8 morale

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.

Their Own Ways

w7

Fires: A bound beast at home

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

w6

Fires: 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

w6

Fires: Renown 30+

A bard offers to spread the guild’s story, for a fee.

  • Commission the ballad (-120g)Our pick

    −120 gold · +14 renown

  • Haggle them down

    −40 gold · +5 renown

  • Send them on their way

    −3 renown

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.

The Itch to Wander

w6

Fires: A rising hero on the roster

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.

Too Big for Their Boots

w6

Fires: A rising hero with 2+ delves · A veteran on the roster

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.

The Ask

w6

Fires: Roster of 4+ heroes · 40+ renown · 2+ of them not kept by a charter

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.

A Kindness on the Road

w6

Fires: Treasury of 150+ gold

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.

The Grieving Blade

w6

Fires: After a hero has fallen

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

w6

Fires: 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.

The Doubter

w6

Fires: A veteran on the roster

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.

The Apprentice's Folly

w6

Fires: A rising hero on the roster

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.

The Coin-House Calls

w6

Fires: Treasury of 200+ gold

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.

The Night Watch

w6

Fires: 2+ heroes over 50 stress

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.

The Merchant's Offer

w6

Fires: Treasury of 100+ gold

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.

A Child Between Them

w6

Fires: A settled couple with no ward of their own (not Dungeonborn)

Two heroes in a relationship want to adopt an orphaned child together.

  • Let them (-60g)Our pick

    Guild −60 gold · Hero +6 morale · Other hero +6 morale · Hero +4 bond with the other hero

  • Not now

    Hero −4 morale · Other hero −4 morale

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 Goes Quiet

w6

Fires: League play · 3+ signings in the last 30 days · A free bed

The tavern keeper says the hiring board will be thin for a while but has kept back one good recruit, for a price.

  • Take the keeper's pick (60g+)

    gold varies

  • Let the new ones settle

    Every hero +5 morale

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 Passing Through

w6

Fires: Half the roster with 10+ ability still to gain · Roster of 4+ heroes

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.

The Rival in Town

w6

Fires: League play with transfers open · Hall at 95%+ of its beds · A hero idle for 20+ days · A rival hall in your town

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.

The Stair Below

w6

Fires: A bound beast at home

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.

Not a Pet

w6

Fires: A bound beast at home (not Dungeonborn)

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.

An Ill Omen

w5

Fires: Roster of 3+ heroes

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.

One Last Great Delve

w5

Fires: A veteran who is not already retiring this year

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.

The Quiet Departure

w5

Fires: A hero below 55 morale

A hero with low morale is thinking about leaving before their contract ends.

  • Ask what's wrongOur pick

    +12 morale

  • Give them a few days away

    +4 morale · Away 4 days

  • Let it lie

    −3 morale

    30% chance it goes wrong: Leaves the guild

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

w5

Fires: Renown 30+

You hear that a rival guild is quietly falling apart.

  • Send someone to learn more

    +4 renown

  • Offer them helpOur pick

    +7 renown

  • Stay out of it

    −2 renown

    30% chance it goes wrong: −5 renown

Why: The most renown (+7) for no cost. Staying out of it loses renown.

A Sealed Crate

w5

Fires: Treasury of six wage bills or more

A merchant is selling a sealed crate whose price scales with your treasury.

  • Buy it unopened (300–4000g)

    No direct stat change

  • Send the merchant onOur pick

    No direct stat change

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 Partner of Means

w5

Fires: Treasury of six wage bills or more · A patron · A building you can still raise

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 Name of Their Own

w5

Fires: A bound beast and a hero at home

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.

The Next Bed

w5

Fires: A bound beast at home · A hero in their first season (not Dungeonborn)

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.

What the Dark Taught

w5

Fires: A bound beast and a hero at home

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 Life After This

w4

Fires: A gravely wounded hero and their partner, both eligible to retire

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.

The Guild Mascot

w4

Fires: Roster of 2+ heroes

A stray dog has adopted the guild.

  • Take it down to the town

    Every hero +2 morale

  • Keep it (20g upkeep, every settlement)

    Every hero +4 morale

  • Let a hero take it in (theirs to feed)Our pick

    +12 morale

  • Shoo it off

    Up to 2 heroes −3 morale

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.

The Forgotten Birthday

w4

Fires: A hero with 2+ seasons served (bound beasts excluded)

It is a hero’s name-day, and nobody else has remembered.

  • Mark the day

    Every hero +3 morale

  • Let a hero honour itOur pick

    Hero +10 morale · Hero +8 bond with the other hero · Other hero +4 morale

  • Make a fuss of them

    +12 morale

  • Let it pass

    −4 morale

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.

More Than Comrades

w3

Fires: Two unattached heroes

Two unattached heroes have become close.

  • Bless itOur pick

    Hero +24 bond with the other hero · Hero +8 morale · Other hero +8 morale

  • Keep it professional

    Hero +8 bond with the other hero · Hero −6 morale · Other hero −6 morale

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.