38 events fire between delves, each gated on your roster's state and weighted for how often it comes up. Here's when each triggers, the situation it puts to you, and the calls you'll be asked to make.
One hero is fraying, the delves have taken their toll, and the nerve is going. They come to you, hollow-eyed.
- ▸Grant them leave— gone 4 days, back rested
- ▸Pair them with a friend— lean on the bonds
- ▸Tell them to harden up— sink or swim40% risk
One hero and another hero came to blows over a card game in the tavern. The hall is watching how you handle it.
- ▸Discipline both— order restored, pride stung
- ▸Let them settle it— someone could get hurt30% risk
- ▸Side with the wronged— one heartened, one sour
One hero wants to push their craft further and asks the guild to back some hard training.
- ▸Fund private training (-180g)— coin for growth
- ▸Have a veteran take them on— free, slower, and a mentorship
- ▸Have an old hand take them on— free, slower
- ▸Tell them to make do— they take it poorly
Word reaches you that a rival guild has been courting one hero with promises of gold and glory.
- ▸Promise them a future (-250g)— pay to keep them sweet
- ▸Reassure them with words— cheap, but uncertain30% risk
- ▸Call their bluff— they may walk45% risk
The feud between a hero and a hero is poisoning the hall. Something has to give.
- ▸Force a reconciliation (-150g)— buy the peace
- ▸Bench one of them— cool it by distance
- ▸Let it fester— it could turn violent35% risk
💰An Unexpected Windfall
w8Fires: Any time
One hero returned from leave with a heavy purse, an old debt repaid, they say, no questions asked.
- ▸Bank it for the guild— +160–400g
- ▸Let them keep it— a happy hero
- ▸Throw a feast for the hall— morale for all, some spent
One hero, eyes on the twilight of their career, offers to take young another hero under their wing.
- ▸Bless the mentorship— a bond + the youth grows
- ▸Keep them focused on contracts— no distractions
One hero has been away from home too long. The road weighs on them, and the homesickness dulls the blade.
- ▸Grant them leave— gone 4 days, back lighter
- ▸Send a friend along— lean on the bonds
- ▸Remind them of the work— they take it hard
One hero has challenged another hero to a sparring match before the whole hall, bragging rights on the line.
- ▸Let them spar— sharpens both, small risk25% risk
- ▸Make a hall event (-80g)— morale for all
- ▸Forbid it— no needless risks
A fever has laid one hero low, shivering in their bunk, no use to anyone until it passes.
- ▸Best care (-130g)— a physician, swift recovery
- ▸Let it run its course— free, slower, risky35% risk
🎲A Reckless Night
w7Fires: Renown 20+
One hero got drunk and loud in a crowded tavern, throwing the guild's name around. Tongues are wagging.
- ▸Smooth it over (-120g)— pay to bury it
- ▸Discipline them publicly— name safe, hero stung
- ▸Laugh it off— reputation40% risk
A grey-robed sage arrives at the hall, offering to share hard-won lore of the deep places, for a fair price.
- ▸Pay for the teaching (-180–360g)— the whole guild learns
- ▸Haggle hard— they may take offence35% risk
- ▸Send them on their way— no coin spent
One hero has run up a gambling debt with hard people, and they've come to the hall asking after it.
- ▸Clear the debt (-140–280g)— loyalty bought
- ▸Lend it against their pay— fair, a little sour
- ▸Let them face it— they could get hurt40% risk
The guild has had a hard run of it. A proper feast might lift every weary soul.
- ▸Throw a grand feast (-220g)— the whole hall lifts
- ▸A modest gathering (-60g)— a small lift
- ▸Back to work— no time for revelry
The whole hall is running on empty after a brutal stretch, blades slow and tempers shorter.
- ▸Stand the guild down (-90g)— the whole roster rests
- ▸Rest the worst of them— the most spent goes on 4 days' leave
- ▸Push on regardless— no rest, and it may tell35% risk
One hero is hiding a wound to keep their place in the side, wincing when they think no one is watching.
- ▸Order them to heal— gone 4 days, mends clean
- ▸Physician and light duties (-110g)— they stay, eased
- ▸Trust them to know their limit— they play on40% risk
Your quartermaster corners you: straps fraying, blades dull, boots worn through. The kit is failing.
- ▸Refit the hall (-140–210g)— everyone the readier
- ▸Patch what you can (-60g)— make do, mostly
- ▸Make do— worn kit is a gamble35% risk
A storm lashes the hall through the night, thunder in the rafters, and by dawn the mood is jumpy and thin.
- ▸Rally them— a steadying word
- ▸Let them rest it out— a quiet day
- ▸Train through it— sharpen, or slip30% risk
🌟The Realm Takes Notice
w6Fires: Renown 80+
Word of a hero's deeds has spread, and the realm wants to fete them, a hero of the hour.
- ▸Bask in the glory— renown & a proud hall
- ▸Keep them grounded— humility over fame20% risk
🎶A Bard Comes Calling
w6Fires: Renown 30+
A travelling bard offers to spread the legend of your guild far and wide, for a fee, of course.
- ▸Commission the ballad (-120g)— pay for renown
- ▸Haggle them down— less coin, less reach
- ▸Send them on their way— no coin spent
One hero is restless, they want to strike out alone for a season and chase a rumour of glory.
- ▸Bless the journey— risky, they may not return30% risk
- ▸Talk them round— keep them home
- ▸Forbid it outright— they take it badly35% risk
One hero has been delving brilliantly, and has started telling everyone about it.
- ▸Have a veteran set them straight— humility, and a bond
- ▸Let the swagger ride— confidence, for now30% risk
💵The Ask
w6Fires: Renown 40+
One hero, one of your best, feels underpaid for what they bring, and asks for a fairer share.
- ▸Pay a loyalty bonus (-120–240g)— coin now, gratitude that lasts
- ▸Promise them the next good purse— words, and a hope30% risk
- ▸Refuse, the coin is the guild's— they may walk35% risk
The road takes you past a village gutted by a hard winter, no coin to spare and the children thin.
- ▸Open the guild's purse (-100–200g)— renown, and a proud hall
- ▸A token gift (-40g)— a small gesture
- ▸Ride on— the deep places do not wait40% risk
One hero has not been the same since you laid in the ground. The grief sits heavy, and the blade with it.
- ▸Give them space— time to sit with it
- ▸Honour the fallen with the hall— the guild grieves as one
- ▸Tell them to bury it and fight— grief is a luxury40% risk
🥊A Contest of Champions
w6Fires: Renown 40+
A rival hall's champion swaggers into the yard and calls out one hero before a gathering crowd.
- ▸Accept the challenge— glory, or a hard knock35% risk
- ▸Wager gold on it too (70–210g stake)— richer glory, worse sting40% risk
- ▸Decline— no needless risks
One hero questions your last call openly, in front of the whole hall. The room goes quiet, waiting.
- ▸Hear them out— they feel heard
- ▸Pull rank— the hall has one voice
- ▸Give them a real say from now on— trust as the answer30% risk
One hero botched a repair and ruined a good piece of kit. They are mortified, and the hall knows.
- ▸Have a veteran teach them right— a lesson, and a bond
- ▸Teach them right— they learn
- ▸Dock it from their share— lesson learned hard
- ▸Let it slide— they may not learn30% risk
An old creditor arrives at the hall, ledger in hand, claiming a coin the guild owes from years past.
- ▸Pay it in full (-160–320g)— honour kept, word spreads
- ▸Negotiate it down— settle for less
- ▸Refuse to pay— it may cost you40% risk
A sleepless night leaves half the hall on edge, shadows long and nerves worn thin.
- ▸Give them the day— nerves settle
- ▸Set a watch rotation— discipline steadies
- ▸Push on— frayed nerves are a risk35% risk
A travelling merchant unrolls a cloth of fine wares, a blade of real quality among them, and names a steep price.
- ▸Buy the blade for one hero (-120–240g)— a real edge, well earned
- ▸Haggle hard— save coin, or lose the deal40% risk
- ▸Send them on their way— no coin spent
One hero swears they saw a dark portent before the last delve, and the hall has grown jumpy.
- ▸Indulge the ritual— calm frayed nerves
- ▸Dismiss it as nonsense— risky if the mood sours35% risk
One hero, feeling the years, asks for one more run worth remembering before the road ends.
- ▸Give them their moment— a proud vet, a torch passed
- ▸Keep them steady— their place is in the side
One hero has been packing their kit in the evenings, turning over the thought of leaving before their oath is out.
- ▸Ask what's wrong— hear them out
- ▸Give them a few days away— gone 4 days, back clearer
- ▸Let it lie— they may just go30% risk
👁️The Unsettling Rumour
w5Fires: Renown 30+
Word reaches the hall that a rival guild is quietly foundering, hiding a disaster from the realm.
- ▸Send someone to learn more— knowledge is leverage
- ▸Offer them help— goodwill spreads
- ▸Stay out of it— not your trouble30% risk
Has adopted the hall, under the tables at supper and at the gate come morning.
- ▸Keep it (-20g upkeep)— spirits lift
- ▸Let one hero take it in— one heart especially
- ▸Shoo it off— no room for strays
The Archivist notes, quietly, that today is one hero's name-day, and no one else has remembered.
- ▸Mark the day— a small warmth
- ▸Let a hero honour it— two hearts lifted
- ▸Make a fuss of them— a happy hero
- ▸Let it pass— nothing spent
One hero and another hero have grown close on the road, closer than the rest of the hall realises.
- ▸Bless it— a deep bond
- ▸Keep it professional— discipline over heart
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.