Skip to content

Contract templates

50 contract templates with objectives, offer context, opposition and payment notes from the supplied 1.5.2.3 scripts
ArtworkContract templateTask familyGame type ID
The Arena
View details
Objective
Accept a scripted arena bout: choose up to three brothers to wear arena collars, then enter the arena fight.
Availability and gates
The contract template itself is valid only with Blazing Deserts. It is offered through an Arena building in an Oriental city-state, by day after the one-day cooldown, with no incompatible active contract and at least three empty stash slots. Building placement and offer creation add no separate DLC or origin check.
Expected opposition
The script rolls among hyenas, ghouls, desert raiders, serpents and other arena matchups; with sufficient wins it can add mercenaries, a swordmaster, hedge knight or gladiator. DLC and arena-win thresholds unlock some champions, Unholds and Lindwurms.
Reward structure
The pool starts at 550 crowns, with a 100-crown addition under Bread and Games, then applies payment and company-reputation modifiers. The selected opponent can further change the pool; payment is on completion. This is the formula input, not a guaranteed quote.
Twists and resolution
Equip at most three collared brothers. The fight is to the death, with retreat and looting disabled; a loss or retreat is failure. The arena building also enforces a cooldown before another offer.
Arenacontract.arena
The Arena Tournament
View details
Objective
Enter a multi-round arena tournament with up to five collared brothers; after a round, choose whether to take consolation pay or continue.
Availability and gates
The contract template itself is valid only with Blazing Deserts. The offer requires an Arena Tournament settlement situation in an Oriental city-state, daylight after cooldown, no incompatible active contract and at least five empty stash slots. The situation is a random settlement event: it is only considered after day 10 when Bread and Games is absent, among other situation limits.
Expected opposition
Three rounds use scripted human opponents, including mercenaries, bandit raiders, nomad outlaws, hedge knights and swordmasters; later rounds can add desert stalkers, master archers, executioners and champions. The selected mix depends on round and campaign progression.
Reward structure
The script creates a named random famed weapon, shield, armor or helmet as the prize, plus round-specific consolation or tournament rewards. Choose to drop out after a round to claim the available consolation reward; do not value later-round prizes as guaranteed until earned.
Twists and resolution
Equip up to five collared brothers. After a win, choose the consolation reward or continue; each round is a fight to the death with retreat and looting disabled. Later opponents become more demanding and DLC/day-gated variants can appear.
Arenacontract.arena_tournament
Break Siege
View details
Objective
Reach the besieged settlement, break the greenskin siege by defeating its forces and siege engines, then report back.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, orc and goblin forces.
Reward structure
The script seeds its payment pool with 1500 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The siege sequence can change as allied troops arrive, die or fail to reach you; retreating from the contract battle marks failure.
Combatcontract.break_greenskin_siege
Confront Orc Warlord
View details
Objective
Destroy or drive off greenskin parties and camps to draw out the orc warlord, defeat him, and return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field orc and goblin forces, barbarian berserkers.
Reward structure
The script seeds its payment pool with 1800 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The warlord does not simply wait at the first target: the script can require clearing greenskin camps, trigger an intervening berserker fight, and then start the final pursuit.
Combatcontract.confront_warlord
Drive Off Barbarians
View details
Objective
Clear the selected barbarian camp near the hiring settlement, then return to the employer.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field barbarians.
Reward structure
The script seeds its payment pool with 600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The camp encounter can branch into a duel and survivor or revenge scenes after the main fight.
Combatcontract.drive_away_barbarians
Drive Off Brigands
View details
Objective
Clear the nearest selected brigand camp and return to the hiring settlement.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field brigand camp defenders, bounty hunters.
Reward structure
The script seeds its payment pool with 550 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
At higher company reputation the script can add a named robber baron and later bounty hunters; low-difficulty non-event camp loot can be cleared when the contract starts.
Combatcontract.drive_away_bandits
Drive Off Nomads
View details
Objective
Clear the selected nomad camp near the hiring settlement, then return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field nomad defenders, a southern necromancer.
Reward structure
The script seeds its payment pool with 600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Post-camp story can lead to treasure, assassins, a necromancer or sand golems; do not assume the camp is the only encounter.
Combatcontract.drive_away_nomads
Intercept Raiding Parties
View details
Objective
Intercept the southern raiding parties around the named objective and prevent them from burning locations; then return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field southern army, assassins, northern slavers.
Reward structure
The script seeds its payment pool with 1300 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Failure to stop a raiding party can result in a location being burned; the script also allows an assassin or slaver branch.
Combatcontract.intercept_raiding_parties
Marauding Greenskins
View details
Objective
Hunt marauding greenskins around the employer’s settlement; a branch can instead require escorting a surviving merchant safely home.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field orc raiders, goblin raiders.
Reward structure
The script seeds its payment pool with 800 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Some branches involve a merchant, destroyed caravan or burned farmstead, so the objective may expand beyond winning a single greenskin battle.
Combatcontract.marauding_greenskins
Privateering
View details
Objective
Operate in a rival noble house’s territory: raid and burn locations, destroy caravans or patrols, and return after five days.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, mercenaries, settlement militia, peasants.
Reward structure
The script seeds its payment pool with 1300 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The operation can draw a search party, include a chance to change sides, and fail if the timed raid objective expires.
Combatcontract.privateering
Raid Caravan
View details
Objective
Attack the named caravan traveling between two settlements, then return to the hiring town.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field a noble caravan, a necromancer.
Reward structure
The script seeds its payment pool with 800 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script can add bribe offers, a swordmaster encounter, an undead surprise, or morally compromising cargo; inspect the actual event before choosing.
Combatcontract.raid_caravan
Slave Uprising
View details
Objective
Suppress an uprising of indebted people, or track down those who fled and turned to banditry; return to the named town.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field nomad raiders, slaves.
Reward structure
The script seeds its payment pool with 450 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The debtors may be fighting back, fleeing, or already becoming outlaws; the target path changes with that branch.
Combatcontract.slave_uprising
The Battle
View details
Objective
Join a noble house’s crisis campaign and complete the assigned sequence of scouting, supplies, deserters or the decisive battle.
Availability and gates
Some encounter variants require the Warriors of the North DLC; whether the contract is offered also depends on the employer faction and current campaign.
Expected opposition
The script can field noble-house troops, mercenaries, armed peasants, peasants, a noble caravan.
Reward structure
The script seeds its payment pool with 1600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The campaign can assign scouting, supply requisition, supply interception, deserters and a final battle in stages; choosing sides makes the opposing noble house hostile.
Combatcontract.decisive_battle
Defend Holy Site
View details
Objective
Travel to a holy site and defend it from southern heathens by defeating or routing nearby regiments.
Availability and gates
Some allied-support variants require the Warriors of the North DLC; whether the contract is offered also depends on the employer faction and current campaign.
Expected opposition
The script can field southern army, armed peasants, noble-house troops.
Reward structure
The script seeds its payment pool with 1250 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The defenders may sally out or receive allied support; the script requires staying near the site while defeating or routing its attackers.
Defensecontract.defend_holy_site
Defend Holy Site
View details
Objective
Travel to a holy site and defend it from northern heathens by defeating or routing nearby regiments.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, southern peasants, southern army.
Reward structure
The script seeds its payment pool with 1200 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The defenders may sally out or receive allied support; the script requires staying near the site while defeating or routing its attackers.
Defensecontract.defend_holy_site_southern
Defend Settlement
View details
Objective
Protect the settlement and its outskirts from raiders; the contract can also ask you to rescue captives being carried away.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field settlement militia.
Reward structure
The script seeds its payment pool with 700 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Kidnapping, undead and militia-response branches are possible; returning without stopping the raid can leave the objective unresolved.
Defensecontract.defend_settlement_bandits
Defend Settlement
View details
Objective
Protect the settlement and outskirts from greenskin raiders; a branch can require rescuing captured townsfolk.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field settlement militia.
Reward structure
The script seeds its payment pool with 900 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script supports separate orc and goblin attacks, kidnapping and militia-response branches.
Defensecontract.defend_settlement_greenskins
Hold Fortress
View details
Objective
Occupy the abandoned fortress and hold nearby against northern incursions until the attack sequence ends.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, southern army.
Reward structure
The script seeds its payment pool with 1400 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
This is a staged hold-the-ground defense, not a single camp clear; enemy waves and reinforcements can change the battle.
Defensecontract.hold_chokepoint
Defend Settlement
View details
Objective
Travel to the threatened settlement and withstand the undead assault, including its staged waves.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field an undead army, zombies or ghosts, ghouls.
Reward structure
The script seeds its payment pool with 1600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The settlement defense unfolds in waves. The undead assault is the objective; do not treat it as a normal patrol or a guaranteed easy payout.
Defensecontract.last_stand
Armed Courier
View details
Objective
Carry the employer’s cargo by road to the named recipient; if thieves take it, follow their trail and recover it.
Availability and gates
The destination must be a discovered, non-military settlement allied with the employer and connected by a usable road. Through campaign day 5, eligible routes must take less than two days; through day 10 they must take less than three. If no destination qualifies, the offer is unavailable.
Expected opposition
The script can field brigand camp defenders, mercenaries, an undead army.
Reward structure
The script calculates a distance-based payment pool, then applies its stated contract modifiers; treat this as a formula, not a promised payout. Use the displayed offer and inspect any per-head component. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
A theft branch replaces the simple delivery with a trail and recovery task; the cargo route and displayed time estimate matter.
Delivery and escortcontract.deliver_item
Escort Caravan
View details
Objective
Escort a caravan over a long road journey; some branches continue by returning a noble safely to their own settlement.
Availability and gates
The destination must be allied with the contract faction, connected by roads and not isolated; the origin and destination cannot both be coastal. Straight-line distance must be over 12 and at most 100, road distance at least 15, and travel no more than 7 days. Through day 5, journeys over 2 days are excluded; through day 10, journeys over 4 days are excluded. A discovered military settlement is relevant only to an optional noble-return branch, not the caravan destination.
Expected opposition
The script can field noble-house troops, vampires, a southern caravan escort, a caravan escort, brigand raiders and additional groups where its branch calls for them.
Reward structure
The pool is based on road distance, then contract, difficulty and reputation modifiers. The script may pay 25% per confirmed head with 75% on completion, 25% in advance with 75% on completion, or all on completion; a per-head cap is generated. Provisions are supplied for the trip, but actual crowns depend on the displayed offer.
Twists and resolution
Road travel can produce hostile encounters and prisoner or valuable-cargo branches; provisions for the trip are supplied by the contract.
Delivery and escortcontract.escort_caravan
Escort Envoy
View details
Objective
Escort the named envoy along the assigned route and protect the party until its destination or return objective is met.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field mercenaries.
Reward structure
The script calculates a distance-based payment pool, then applies its stated contract modifiers; treat this as a formula, not a promised payout. Use the displayed offer and inspect any per-head component. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
An escort can become a combat assignment if attackers intercept the route; check whether the route length justifies the displayed payment.
Delivery and escortcontract.escort_envoy
Obtain Artifact
View details
Objective
Search the assigned camp, defeat its defenders and retrieve the requested artifact for the employer.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field an undead army.
Reward structure
The script seeds its payment pool with 500 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script can add a risk-reward choice and clears existing low-difficulty non-event camp loot when preparing the objective.
Delivery and escortcontract.obtain_item
Return Item
View details
Objective
Recover the named stolen item and bring it back to the employer; the script allows several different recovery stories.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field brigand raiders.
Reward structure
The script seeds its payment pool with 400 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The recovery story can involve a necromancer, bandits or a counteroffer; an apparent retrieval may turn into a fight.
Delivery and escortcontract.return_item
A Pact With Witches
View details
Objective
Stay near the hiring town and protect the employer’s firstborn son while the witch threat develops. The script spawns the protected person and expects the company to remain nearby.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field spiders, Hexen (witches).
Reward structure
The pool starts at 900 crowns before contract, difficulty and reputation modifiers. In 33% of starts the script assigns 25% as an advance and 75% on completion; otherwise the full share is due on completion. The displayed offer remains authoritative.
Twists and resolution
The protected son’s death or retreat fails the contract; the company leaving the town’s protection radius also fails it. The script randomly chooses a Spider Queen, curse, enchanted-villager or sinister-deal setup; defeating the threat succeeds, while a curse or deal can add a separate outcome.
Huntcontract.hunting_hexen
Big Game Hunt
View details
Objective
Hunt the selected game in the region. The generated category chooses the target pool—small game such as direwolves, Webknechts or Nachzehrers; medium game such as Alps, Unholds or Hexen; or large game such as Schrats or Lindwurms. Return to town at any time to claim pay for counted kills.
Availability and gates
The generated hunt chooses small, medium or large game. Large game is available only after campaign day 30. It prefers a suitable discovered region and falls back to a random employer-settlement region otherwise. Blazing Deserts can add hyenas or Serpents to the small-game pool.
Expected opposition
Target pools are size-based rather than one named beast: small targets include direwolves, Webknechts and Nachzehrers, with desert hyenas or Serpents possible; medium targets include Alps, Unholds and Hexen; large targets include Schrats and Lindwurms. The category changes encounter difficulty.
Reward structure
The script seeds its payment pool with 1300 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. A count-based component is also configured. A separate per-head component is configured; its cap is generated for this contract.
Twists and resolution
Return to town at any time to receive the current reward. Payment tracks kills by head count up to a randomly generated cap; the contract does not require bringing back proof or trophies. Large game is excluded through day 30, and the script falls back to the employer’s settlement region if no suitable discovered region is available.
Huntcontract.big_game_hunt
Ending the Nightmare
View details
Objective
Hunt the Alps responsible for the nightmare around the settlement and return after resolving the encounter.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field Alps (nightmares).
Reward structure
The script seeds its payment pool with 600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Resolve the scripted nightmare encounter; returning is part of the objective after the hunt.
Huntcontract.hunting_alps
Haunted Woods
View details
Objective
Investigate the deadly threat in the woods and deal with the Schrats or the encounter the script identifies.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field Schrats, direwolves.
Reward structure
The script seeds its payment pool with 900 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The encounter can involve direwolves or a special woodcutter-related outcome; inspect the event branch before taking a risky fight.
Huntcontract.hunting_schrats
Hunting Beasts
View details
Objective
Hunt the creatures terrorizing the settlement and return with the requested proof or trophies.
Availability and gates
An Unhold encounter variant requires the Beasts & Exploration DLC; whether the contract is offered also depends on the employer faction and current campaign.
Expected opposition
The script can field bandits disguised as direwolves, ghouls, spiders, direwolves.
Reward structure
The script seeds its payment pool with 500 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Possible stories include disguised bandits and collecting proof or pelts; the Unhold DLC can add an Unhold branch.
Huntcontract.roaming_beasts
Hunting Beasts
View details
Objective
Hunt the desert creatures terrorizing the settlement and return with the requested proof or trophies.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field hyenas, ghouls, Serpents.
Reward structure
The script seeds its payment pool with 500 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The desert branch distinguishes hyenas, ghouls and serpents, and asks for evidence from the relevant hunt.
Huntcontract.roaming_beasts_desert
Hunting Giants
View details
Objective
Hunt the Unholds near the employer’s settlement; the script also supports a peaceful drive-off outcome.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field bog Unholds, frost Unholds, Unholds.
Reward structure
The script seeds its payment pool with 750 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script permits driving the Unholds off without killing them; both peaceful and combat outcomes are represented.
Huntcontract.hunting_unholds
Hunting Lindwurms
View details
Objective
Hunt the Lindwurms threatening the area and return; the story can add a separate endangered-party encounter.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field Lindwurms, ghouls.
Reward structure
The script seeds its payment pool with 800 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The story can introduce an endangered merchant party or an animal-activist choice in addition to the Lindwurm fight.
Huntcontract.hunting_lindwurms
Hunting Serpents
View details
Objective
Hunt Serpents around the settlement or in nearby wetlands and return.
Availability and gates
A Lindwurm encounter variant requires the Beasts & Exploration DLC; whether the contract is offered also depends on the employer faction and current campaign.
Expected opposition
The script can field Serpents.
Reward structure
The script seeds its payment pool with 550 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
A caravan or Lindwurm can complicate the hunt; this contract script explicitly checks the Lindwurm DLC for its extra branch.
Huntcontract.hunting_serpents
Hunting Webknechts
View details
Objective
Hunt Webknechts in the woods around the settlement and return after resolving the encounter.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field spiders.
Reward structure
The script seeds its payment pool with 450 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script includes a survivor or old-armor story branch around the hunt.
Huntcontract.hunting_webknechts
Shifting Sands
View details
Objective
Hunt the creatures killing people in the desert near the settlement and return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field sand golems.
Reward structure
The script seeds its payment pool with 850 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
An earthquake event can interrupt or reshape the encounter before the hunt resolves.
Huntcontract.hunting_sandgolems
Conquer Holy Site
View details
Objective
Capture the holy site from southern heathens by defeating or routing the enemy regiments in its vicinity.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, southern army, mercenaries.
Reward structure
The script seeds its payment pool with 1350 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
A counterattack, allied army or defenders sallying out can alter the fight; the objective is to capture the site, not merely visit it.
Locationcontract.conquer_holy_site
Conquer Holy Site
View details
Objective
Capture the holy site from northern heathens by defeating or routing the enemy regiments in its vicinity.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field southern army, noble-house troops, mercenaries.
Reward structure
The script seeds its payment pool with 1300 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
A counterattack, allied army or defenders sallying out can alter the fight; the objective is to capture the site, not merely visit it.
Locationcontract.conquer_holy_site_southern
Destroy Goblin Camp
View details
Objective
Destroy the assigned goblin camp near the hiring settlement and return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field goblin raiders, noble-house troops.
Reward structure
The script seeds its payment pool with 900 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The camp can be defended or empty, and the script has a betrayal/search aftermath branch.
Locationcontract.destroy_goblin_camp
Destroy Orc Camp
View details
Objective
Destroy the assigned orc camp and return; this script can add a per-head payment component.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field orc raiders, noble-house troops.
Reward structure
The pool starts at 900 crowns before contract, difficulty and reputation modifiers. Depending on the branch, it pays all at completion or splits the pool 50% on completion / 50% by confirmed heads, up to a generated cap. Treat the pool as calculation input, not a guaranteed quote.
Twists and resolution
The camp can trigger an orc-on-orc or betrayal branch, and the script supports a per-head reward component.
Locationcontract.destroy_orc_camp
Find Location
View details
Objective
Find the named location in the described direction and region, then report back to the employer.
Availability and gates
An undiscovered, non-unique location must be within 20 tiles of the employer in a sufficiently explored region. No eligible location means no offer; if another cause discovers the target after acceptance, the objective becomes invalid.
Expected opposition
The script can field brigand raiders.
Reward structure
The pool is calculated from the nearest eligible undiscovered location distance, with an exploration-mode addition, then multiplied by contract, difficulty and reputation modifiers; it is not a fixed payout. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Finding the location can reveal a trap, another party or a choice about helping people encountered there.
Locationcontract.discover_location
Raze Location
View details
Objective
Destroy a location attached to the named settlement and return.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field peasants, settlement militia, noble-house troops.
Reward structure
The script seeds its payment pool with 600 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The settlement can betray the company, or a militia defense can turn the raze task into a harder battle; retreat can fail it.
Locationcontract.raze_attached_location
Rebuilding Effort
View details
Objective
Secure the ruined location, then escort the workers who rebuild it back to the settlement.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field brigand scouts, spiders, a caravan escort.
Reward structure
The script seeds its payment pool with 300 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The ruins may be empty or occupied by bandits, spiders or refugees; after securing the site, workers still need escorting home.
Locationcontract.restore_location
Secure Cemetery
View details
Objective
Secure or destroy the named cemetery; the script branches according to what is uncovered there.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field brigand raiders, ghouls, a necromancer.
Reward structure
The script seeds its payment pool with 550 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The cemetery can hold ghouls, graverobbers, undead or a necromancer; the chosen outcome changes what “secure” means.
Locationcontract.investigate_cemetery
Siege Fortification
View details
Objective
Participate in the siege of the named fortification; orders can involve an assault, maintaining the siege or a covert action.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field noble-house troops, a noble caravan.
Reward structure
The script seeds its payment pool with 1550 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script can offer an assault, night infiltration, relief-force interception, defender sally or surrender; choices change exposure and fight conditions.
Locationcontract.siege_fortification
Expedition
View details
Objective
Retrieve the artifact from the named ruins; if another party reaches it first, pursue them and try to recover it.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field an undead army, mercenaries.
Reward structure
The script seeds its payment pool with 2000 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
A rival party can reach the artifact first; the pursuit can end with losing it or negotiating/bribing for it.
Other / storycontract.find_artifact
Free Prisoners
View details
Objective
Search a greenskin battle site for clues, free any captives found, and return with them.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field orc and goblin forces, goblin raiders.
Reward structure
The script seeds its payment pool with 1350 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
Clues can lead to captives, a pursuit or an ambush; the goal is to free and bring back prisoners, not simply clear the site.
Other / storycontract.free_greenskin_prisoners
Patrol
View details
Objective
Patrol the assigned roads between settlements; the script can pay by confirmed heads as well as completion.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field orc and goblin forces, brigand raiders, brigand roamers, goblin raiders, goblin scouts and additional groups where its branch calls for them.
Reward structure
The pool starts at 750 crowns before contract, difficulty and reputation modifiers. It can pay 75% by confirmed heads and 25% as an advance, split 75% by heads / 25% on completion, or pay the whole share by heads; the script also rolls a head-count cap. Actual payout depends on the offer and branch.
Twists and resolution
The patrol can include a betrayal or crucified-man event; payment may combine completion with counted kills, so check the actual objectives.
Other / storycontract.patrol
Root Out The Undead
View details
Objective
Destroy both named undead objectives and return; the aftermath depends on what was hiding behind the threat.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field brigand raiders, undead forces.
Reward structure
The script seeds its payment pool with 1500 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The script supports necromancer or bandit aftermaths, including a possible three-way situation; defeating the visible undead may not finish every branch.
Other / storycontract.root_out_undead
The %companyname%
View details
Objective
Complete the scripted opening sequence: defeat the bandit leader, recruit, visit the large city and follow the employer’s staged instructions.
Availability and gates
Available only as part of the scripted Tutorial / Rebuilding a Company scenario; it is not a regular settlement job.
Expected opposition
The opening fight is a staged bandit encounter built around a named bandit leader; the tutorial scripts the opposing group and equips the starter company for that lesson. This is not a normal dynamically scaled contract battle.
Reward structure
The template does not set a normal payment pool here; follow the scripted reward screens and the actual offer.
Twists and resolution
This is a staged tutorial sequence with controlled fights, recruitment and city visits; its unusually long script timeout is not a general contract deadline.
Other / storycontract.tutorial
The Barbarian King
View details
Objective
Hunt the Barbarian King and his warhost in the reported region; a later branch can redirect the company toward a greater threat.
Availability and gates
Whether this is offered depends on the employer faction and current campaign. No further template-specific prerequisites are verified for this entry.
Expected opposition
The script can field barbarians, the Barbarian King, an undead army.
Reward structure
The script seeds its payment pool with 1700 crowns before contract, difficulty and reputation modifiers; this is not the quoted payout. The displayed offer and any advance/completion split determine what is actually paid. The script has a possible 25% advance / 75% completion split; another branch can pay the full share at completion. The displayed offer is authoritative.
Twists and resolution
The king’s warhost can ally with the company against a greater threat; accepting that branch changes the mission instead of ending at the first victory.
Other / storycontract.barbarian_king

The game archive contains 50 contract-template scripts. Open a row’s details for its scripted objective, known offer gates, possible opposition, payment structure and notable branches. These are source-based notes for build 1.5.2.3, not a promise that an offer will appear or that every listed branch will occur. Each entry keeps the exact script path and CRC used for its details.

This is not a list of every contract currently offered by a settlement: availability, objectives, opposition and payment can depend on the campaign, location, crisis and DLC. Where the individual script declares no fixed gate, the offer still depends on compatible settlements, routes, targets and current world state.

The early-contract guide is practical advice for evaluating an offer. The contract system page explains the parts of the payment and negotiation settings that are directly visible in the scripts.

Click the picture or scroll to zoom, drag to move. Click outside it or press Esc to close.

Unofficial fan wiki, not affiliated with Overhype Studios. Game content belongs to its owners.