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Events: choices and outcomes

Civil War conscription event illustration from Battle Brothers

Spoilers. Search or filter events, open a scene, then expand a response for costs, rewards and follow-ups. Results may depend on a roll, the roster or the stash; eligibility does not guarantee when an event appears. For unique-location battles see Legendary, and for equipment rewards see weapons and armor.

429 of 429 encounters

Civilwar AmbushCrisis sequence
Civilwar Ambush game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the War of the Noble Houses; on ordinary, leafy or autumn forest terrain; within 10 tiles of a non-southern, non-military settlement of game size below 3. Another noble house must exist.

Paths and results

Help the peasants

The ambush resolves in the event scene without a tactical battle. Lose 20 relations with the targeted noble house and 1 moral reputation; gain 15 relations with the local town. Take one weapon from Arming Sword, Morning Star, Military Pick or Billhook, plus one faction shield or mail shirt from a separate roll.

Warn the noble troops

The counter-ambush is narrated without a tactical battle. Gain 15 noble-house relations and 200–400 crowns; lose 20 town relations. Take one Pitchfork, Short Bow, Hunting Bow, Militia Spear or Wooden Shield.

Leave

No direct change.

Risk: Helping the peasants harms noble-house relations; warning the soldiers harms town relations. Neither route starts a tactical battle in this script.

Civilwar ConscriptionCrisis sequence
Civilwar Conscription game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the War of the Noble Houses; within 3 tiles of a non-southern, non-military settlement of size 1 or less.

Paths and results

Help the noble levy

Immediately lose 1 reputation. One 50% result improves noble-house relations but worsens town relations. The other 50% loses 2 more reputation (3 total), worsens town relations further and can injure up to three brothers without existing temporary injuries.

Defend the peasants

Immediately gain 1 reputation. One 50% result improves town relations and worsens noble relations; the other opens a further choice after the soldiers draw weapons.

Stay out from the start

No initial reputation change, but the armed confrontation still opens the further choice.

At that confrontation, abstain

No further direct change; any +1 reputation from first defending the peasants remains.

At that confrontation, help the bannermen

Improve noble relations, worsen town relations and risk injuries to up to three eligible brothers. Keep the earlier +1 reputation only if you first defended the peasants.

At that confrontation, help the peasants

Gain 4 more reputation, improve town relations and worsen noble relations. The total reputation gain is 5 if you first defended the peasants, or 4 if you stayed out initially.

Risk: Reputation and faction relations change; up to three brothers can be injured

Civilwar Dead KnightCrisis sequence
Civilwar Dead Knight game event illustration

Along the road...

When it can happen: During the War of the Noble Houses; on a road, 4–10 tiles from an allied non-southern settlement. A Thief or Eagle Eyes brother is optional and unlocks the extra crowns reward.

Response and result

Take the dead knight's helmet

Gain a Decorated Full Helm set to 27 condition. If a Thief or Eagle Eyes brother is in the roster, a follow-up screen also grants 30–150 crowns; otherwise the event ends after the helmet.

Risk: No battle is scripted; the helmet starts at 27 condition.

Civilwar DeserterCrisis sequence
Civilwar Deserter game event illustration

Along the road...

When it can happen: During the War of the Noble Houses; on a road with a free roster slot. With Blazing Deserts enabled, not in the southern 20% of the map. At least one non-southern settlement must exist; no nearby-town distance is required.

Paths and results

Free the prisoner

50%: both executioners are killed; 50%: one is killed and the other escapes. Noble-house relations fall in either result, without a tactical battle. The freed Deserter then offers to join.

Recruit the freed Deserter

He joins as 'the Honorable'; the earlier noble-house relation loss still applies.

Send the freed Deserter home

He does not join; the earlier noble-house relation loss still applies.

Stay out of the execution

The prisoner is hanged; each Deserter already in your company loses mood.

Civilwar FlavorCrisis sequence
Civilwar Flavor game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

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When it can happen: During the War of the Noble Houses; daytime on a road. With Blazing Deserts enabled, the southernmost 20% of the map is excluded.

Response and result

Acknowledge the Civil War scene

One of the scripted story variants ends with this single response. The event changes no crowns, items, brother stats or injuries, Moral Reputation, town relations or noble-house relations.

Civilwar Hungry HamletCrisis sequence
Civilwar Hungry Hamlet game event illustration

Along the road...

When it can happen: During the War of the Noble Houses; on a road with at least 3 food stacks. With Blazing Deserts enabled, the southernmost 20% of the map is excluded.

Paths and results

Share food

Gain 3 Moral Reputation and lose two food stacks. One of three equally likely scenes also grants standard contract-success renown; another gives no extra reward; the third opens a dispute with two further choices.

Refuse aid

No direct change or food loss.

At the dispute, insist on sharing

50%: lose noble relations, gain 3 more Moral Reputation (6 total) and twice the standard contract-success renown. Other 50%: lose noble relations, gain 1 more Moral Reputation (4 total) and the same renown, but one random brother suffers an accident injury. The two food stacks were already spent.

At the dispute, back down

Lose the standard contract-success amount of renown. Keep the first 3 Moral Reputation, but the two food stacks are already spent.

Risk: Sharing always consumes two food stacks; a later dispute can harm noble relations or injure a brother

Civilwar IntroCrisis sequence
Civilwar Intro game event illustration

At a settlement

When it can happen: Pending Civil War start news and an allied non-southern settlement within three tiles.

Response and result

War is upon us.

Preparing this scene consumes the pending start news. The sole response closes the announcement; it does not itself start the war or alter relations.

Civilwar OutroCrisis sequence
Civilwar Outro game event illustration

During camp...

When it can happen: The War of the Noble Houses has ended and its ending news is pending; the company is on a road. With Blazing Deserts enabled, the southernmost 20% map band is excluded.

Paths and results

Continue commanding

The campaign continues. When this scene opens, before either answer, combat is aborted and factions are made friendly to the company with alliances recreated; the ending achievements are checked.

Retire from mercenary life

The same opening reconciliation has already happened; this button ends the campaign and opens the finish screen.

Risk: Retire is the campaign-ending button; relation reconciliation is not exclusive to Continue.

Civilwar RefugeesCrisis sequence
Civilwar Refugees game event illustration

Along the way...

When it can happen: During the War of the Noble Houses; on a road with at least two brothers: one combat-background brother or one with Bloodthirsty or Brute, plus a separate brother who is none of those, not a Refugee or Indebted, and lacks the Player Character trait. With Blazing Deserts enabled, the southernmost 20% of the map is excluded. An eligible Refugee is optional.

Paths and results

Leave the refugees alone

No direct change.

Share provisions (at least 3 food stacks)

Lose two randomly selected food stacks and gain 3 Moral Reputation.

Ask an eligible Refugee to talk (at least 2 food stacks)

Lose one random food stack; gain 3 Moral Reputation and either an Arming Sword or Falchion.

Search by force

Lose 3 Moral Reputation. A 50% result injures the selected ordinary brother; the other 50% causes no injury. Both give one random Dried Fish, Ground Grains or Bread, plus two independent rolls from Wooden Stick, Tattered Sackcloth, Knife, Hood, Woodcutter's Axe, Old Wooden Shield, Pickaxe, Leather Wraps, Linen Tunic or Feathered Hat.

Risk: Ordinary sharing spends two food stacks; searching by force can injure a brother.

Civilwar SavageryCrisis sequence
Civilwar Savagery game event illustration

Along the road...

When it can happen: During the War of the Noble Houses; on a road with at least one noble house allied with the player. With Blazing Deserts enabled, the southernmost 20% of the map is excluded.

Paths and results

Intervene

Gain 4 Moral Reputation immediately. Two equally likely result screens apply different noble-house relation penalties; both grant standard contract-success renown. Each brother offended by violence independently has a 75% chance to improve mood. No tactical fight is scripted here.

Stay out

No direct change.

Risk: Intervening gains Moral Reputation but applies one of two noble-house relation penalties.

Civilwar Town ConqueredCrisis sequence
Civilwar Town Conquered game event illustration

Along the road...

When it can happen: On a road while a Civil War town-conquest news entry is pending; the settlement has already changed hands before this notice appears.

Response and result

Read the conquest news

The event names the conqueror, defeated house and town, then ends. It does not add the Conquered situation; that world-state change happened outside this notice.

Risk: This is a report of a prior conquest, not the action that creates the settlement situation.

Civilwar Trapped SoldiersCrisis sequence
Civilwar Trapped Soldiers game event illustration

At a settlement

When it can happen: War of the Noble Houses active; on a road with at least three brothers, within 3 tiles of the nearest eligible settlement. That town must be non-southern, non-military and game size at most 2.

Paths and results

Intervene for the trapped soldiers

50% opens a controlled rescue; 50% opens a violent rescue. Neither result starts tactical combat.

Close the controlled rescue

Gain 1 Moral Reputation and 15 relations with the owning noble house; lose 10 relations with the town. No brother is injured by this result.

Close the violent rescue

Lose 2 Moral Reputation and 20 town relations, gain 5 noble-house relations, and give 1–3 distinct brothers without prior temporary injuries a Brawl-pool injury (capped by eligible brothers).

Stay out of the affair

50% opens a Moral Reputation loss; 50% opens a noble-house relation loss.

Close the reputation-loss result

Lose 1 Moral Reputation, without a town or noble relation change.

Close the noble-relation result

Lose 10 relations with the owning noble house, without a Moral Reputation change.

Risk: The violent rescue can injure up to three eligible brothers; no route starts a tactical fight.

Civilwar TreasurerCrisis sequence
Civilwar Treasurer game event illustration

Along the road...

When it can happen: During the War of the Noble Houses; on a road with at least one non-southern settlement on the map. With Blazing Deserts enabled, the southernmost 20% is excluded. The script has no nearby-town distance gate.

Paths and results

Defend the farmer

Gain one Ground Grains and 1 Moral Reputation, but worsen noble-house relations. Each Farmhand in the company independently has a 50% chance to improve mood.

Stay out of it

Improve noble-house relations; gain no grain or crowns.

Take the grain by force

Gain 2–3 Ground Grains, lose 2 Moral Reputation and worsen noble-house relations.

Risk: Taking grain by force loses 2 Moral Reputation and worsens noble-house relations.

Civilwar WarningsCrisis sequence
Civilwar Warnings game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

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When it can happen: Civil War is in its warning phase; on a road, more than four tiles from every non-southern settlement. With Blazing Deserts, the southernmost 20% of the map is excluded.

Response and result

Good to know.

One warning rumor is shown. The response does not start the crisis or change company resources.

Civilwar Wounded SoldierCrisis sequence
Civilwar Wounded Soldier game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the War of the Noble Houses; on a road with an empty stash slot and at least one allied noble house. With Blazing Deserts enabled, the southernmost 20% of the map is excluded.

Paths and results

Leave the wounded soldier

No direct change.

Take his gear

Lose 1 Moral Reputation before a 50/50 roll. On one result, gain one of Arming Sword, Morning Star, Military Pick or Warbrand, plus one of Heraldic Hauberk, Decorated Full Helm, Mail Shirt or Mail Hauberk at 44 condition. On the other result, gain no gear and worsen relations with the selected noble house.

Risk: Taking gear always loses 1 Moral Reputation; the failed 50% route grants no gear and worsens noble relations.

Greenskins Caravan AmbushCrisis sequence
Greenskins Caravan Ambush game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the Greenskin Invasion; daytime on a road more than 6 tiles from every settlement. Being near a settlement prevents this event.

Paths and results

Attack the Goblins immediately

Start a Goblin battle. On victory, gain standard contract-success renown, 3 Moral Reputation and Bread; the script credits the destroyed crisis party.

Wait for the peasants to fight first

Start a battle with allied peasants, randomly deployed Goblins and the company at the map edge. On victory, gain Bread and a Pitchfork, lose 2 Moral Reputation, and credit the destroyed crisis party; no contract-success renown is scripted.

Pass by

No battle; each brother independently has a 25% chance to lose 1 mood level.

Risk: Both intervention routes start a Goblin battle; waiting costs 2 Moral Reputation on victory, while passing can lower brother mood.

Greenskins IntroCrisis sequence
Greenskins Intro game event illustration

During camp...

When it can happen: Pending Greenskin Invasion start news; this event script has no road, town or time-of-day gate.

Response and result

War is upon us.

Preparing the scene consumes the pending start news. The response closes the announcement; no invasion battle starts from this button.

Greenskins InvestigationCrisis sequence
Greenskins Investigation game event illustration

At a settlement...

When it can happen: During the Greenskin Invasion; within 4 tiles of an allied, non-southern military settlement of size 2 or more.

Paths and results

Search the pantry

50%: find the Goblin, gain Wine and improve noble-house relations. Otherwise uncover an affair: report it for noble relations, or keep quiet for a Heater Shield but lose 1 reputation.

Search the halls

50%: find the Goblin, gain 100 crowns and improve noble relations. Otherwise catch the scribe and treasurer: reporting them has no listed reward; keeping quiet gives Goblin Poison, Antidote, Strange Mushrooms and a Wardog.

Search the armory

50%: find the Goblin, gain 100 crowns and improve noble relations. Otherwise find the apprentice beside a dead blacksmith: report him for 200 crowns and noble relations, or choose secrecy for an Arming Sword only. The latter screen repeats report prose, but its scripted reward is just the sword.

Refuse the search

Lose 5 noble-house relations.

Greenskins OutroCrisis sequence
Greenskins Outro game event illustration

Along the road...

When it can happen: After the Greenskin Invasion ends and its victory news is pending; while on a road. With Blazing Deserts enabled, the southernmost 15% of the map is excluded. The longest-serving roster brother appears in the scene.

Paths and results

Move aside for the celebrated heroes

Open the first closing scene; no item or stat reward from this reply.

Ask the longest-serving brother to handle them

Open the other closing scene; no item or stat reward from this reply.

After moving aside, keep commanding

The campaign continues.

After moving aside, retire

End the campaign at the finish screen.

After the brother handles them, keep commanding

The campaign continues.

After the brother handles them, retire

End the campaign at the finish screen.

Risk: Choosing Retire on either closing screen ends the campaign

Greenskins Pet GoblinCrisis sequence
Greenskins Pet Goblin game event illustration

Along the way...

When it can happen: Greenskin Invasion crisis active In a forest, leaf forest or autumn forest; every settlement is more than 5 tiles away At least one brother has no temporary injury

Paths and results

Leave the hermit's hut alone

Event ends without reward.

Inspect the hut

50%: reach the captive Goblin unharmed; 50%: an uninjured brother suffers Pierced Arm. Then choose to kill the Goblin or question the hermit.

Kill the Goblin immediately

Lose 1 Moral Reputation; gain a Light Crossbow, Dagger and Roots and Berries. The event ends.

Ask why the hermit keeps the Goblin

Choose how to answer his claim that the Goblin is his friend.

Tell the hermit he is mad

He kills himself and you kill the Goblin; gain a Light Crossbow and Roots and Berries, with no reputation loss.

Challenge why he chains up a friend

The Goblin wounds the hermit and is killed. Spend 2 Medical Supplies only if at least 2 are available; receive one random named Axe, Spear, Wolf Helmet or Black Leather Armor.

Warn that the Goblin will report to Greenskins

The Goblin is killed; gain a Light Crossbow, Knife and Roots and Berries, with no reputation loss.

Greenskins SlayerCrisis sequence
Greenskins Slayer game event illustration

Along the way...

When it can happen: During the Greenskin Invasion; at least 3,000 Business Reputation (renown) and a free roster slot.

Paths and results

Recruit the Orc Slayer

A free level-9 Orc Slayer joins with Mail Hauberk, Two-Handed Hammer, a necklace bearing his name and Hate for Greenskins.

Decline

The temporary candidate leaves; no recruit or item is granted.

The Background 55 Orc Slayer will leave you when the invasion is over

Greenskins Slayer LeavesCrisis sequence
Greenskins Slayer Leaves game event illustration

Along the way...

When it can happen: Greenskin Invasion no longer active; at least two brothers and one with the Orc Slayer background.

Response and result

Farewell

On this sole response, the Orc Slayer’s carried gear is offered to the stash and he leaves the roster. Only items that fit can be kept.

The last remaining brother cannot trigger this departure. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Greenskins Town DestroyedCrisis sequence
Greenskins Town Destroyed game event illustration

Along the road...

When it can happen: On a road after a Greenskin destruction order has already removed a non-southern town with permanent destruction enabled and queued its news.

Response and result

Hear the news

Learn which town has already fallen and become ruins. This sole response does not destroy the town or change company resources.

If permanent destruction is disabled, or the target is southern, the world order applies Raided for 14 days instead and queues no destruction news. Neither path adds Razed.

Greenskins Trapped GoblinCrisis sequence
Greenskins Trapped Goblin game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the Greenskin Invasion; on ordinary forest, leafy forest or autumn forest terrain, more than 5 tiles from every settlement. The script has no daytime or road requirement.

Paths and results

Kill the trapped Goblin

Both 50% results grant one random item first: a named Dagger, Rondel Dagger, Dagger, Knife, Golden Chalice or Silver Bowl. One result then ends; the other opens a forced response that starts a Nachzehrer battle.

Leave the Goblin

70%: the event ends without loot or battle; 30%: a forced response starts a Greenskin Horde fight.

Risk: Killing can lead to a Nachzehrer fight after the item is awarded; leaving can lead to a Greenskin Horde fight.

Greenskins WarningsCrisis sequence
Greenskins Warnings game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

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When it can happen: Greenskin Invasion is in its warning phase; on a road, more than four tiles from every settlement. With Blazing Deserts, the southernmost 20% of the map is excluded.

Response and result

That’s concerning...

One warning rumor is shown. The response does not start combat or alter company resources.

Undead CrusaderCrisis sequence
Undead Crusader game event illustration

Along the way...

When it can happen: During the Undead Scourge; at least 3,000 Business Reputation (renown) and a free roster slot.

Paths and results

Recruit the Crusader

A free level-9 Crusader joins with Mail Hauberk, Greatsword, Full Helm and Hate for Undead.

Decline

The temporary candidate leaves; no recruit or item is granted.

The Background 54 Crusader will leave you when the undead scourge is over

Undead Crusader LeavesCrisis sequence
Undead Crusader Leaves game event illustration

Along the way...

When it can happen: Undead Scourge no longer active; at least two brothers and one with the Crusader background.

Response and result

Farewell

On this sole response, the Crusader’s carried gear is offered to the stash and he leaves the roster. Only items that fit can be kept.

The last remaining brother cannot trigger this departure. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Undead Frozen PondCrisis sequence
Undead Frozen Pond game event illustration

Along the way...

When it can happen: During the Undead Scourge; on snow terrain off a road, with an empty stash slot, more than 6 tiles from every settlement, and at least one brother whose current Initiative is below 130. A brother at 130 or higher unlocks the optional quick-footed reply but does not replace the lower-Initiative requirement.

Paths and results

Send the ordinary volunteer

50%: gain a Greatsword set to 11 condition; 50%: the selected lower-Initiative brother suffers Split Hand and Sickness and receives no sword.

Send the quick-footed brother (current Initiative at least 130)

Gain the 11-condition Greatsword and a Signet Ring without the injury roll. A lower-Initiative brother is still required for the event to appear.

Leave the pond

No direct change.

Risk: The ordinary volunteer has a 50% chance of Split Hand plus Sickness; the 130+ Initiative route avoids that roll.

Undead HoggartCrisis sequence
Undead Hoggart game event illustration

Along the road...

When it can happen: Undead Scourge crisis active Hoggart killed during the Rebuilding a Company start On a road; with Blazing Deserts installed, outside the southernmost 20% of the map At least one brother who is not a Witchhunter

Paths and results

Decline Barnabas at the road

Event ends without reward.

Follow Barnabas

At the house, choose whether to kill him, leave, or inspect Hoggart.

Kill Barnabas at the house

Lose 1 Moral Reputation; gain Barnabas' Dagger, a named dagger. The event ends.

Leave Barnabas at the house

Event ends without reward.

Inspect Hoggart

Choose how to release the specter; no tactical battle begins.

Burn down the house

Gain named black leather armor.

Have a brother distract the specter

Gain 300 crowns; the armor is destroyed.

Ask a Witchhunter, if present

Follow his advice and apologize to Hoggart; gain 1 Moral Reputation and Hoggart's Heirloom, a named greatsword.

Undead IntroCrisis sequence
Undead Intro game event illustration

During camp...

When it can happen: At night, with pending Undead Scourge start news.

Response and result

War is upon us.

Preparing the nightmare scene consumes the pending start news. The response does not itself raise undead or alter the company.

Undead NecrosavantCrisis sequence
Undead Necrosavant game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: During the Undead Scourge on a road. A Witchhunter in the roster changes one possible investigation result, but is not required to trigger the event.

Paths and results

Investigate

50%: gain a Silver Bowl. Other 50%: without a Witchhunter, fight zombies and a Necromancer; with a Witchhunter, avoid the fight, gain Shimmering Ashes and improve that brother's mood.

Move on

No direct reward or battle.

Risk: Investigating without a Witchhunter can start a zombie and Necromancer battle

Undead OutroCrisis sequence
Undead Outro game event illustration

Along the road...

When it can happen: When night-time You have to end the undead scourge

Paths and results

Admit you were not chosen

The voice accepts that the Empire will die; no separate item or stat change.

Reassure the voice about death

She accepts that the Empire will not return; no separate item or stat change.

Ask about the man behind the bargain

Learn how a bargain over a stillborn child promised an undying Empire but cost her fertility; no separate item or stat change.

Wake up after any dream answer

Each of the three story screens has the same continuation, leading to the crisis-victory scene.

Keep commanding

Continue the campaign after the Undead Scourge.

Retire

End the campaign and open the finish screen.

Risk: Retiring ends the campaign

Undead Plague Or InfectedCrisis sequence
Undead Plague Or Infected game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: During the Undead Scourge; on a road with at least 3 food stacks, more than 4 tiles from every non-southern settlement. Southern settlements do not block the event in this script.

Paths and results

Share food

50%: lose two random food stacks and gain 3 Moral Reputation. Other 50%: spend no food and gain no reputation; fight light Zombies with surviving peasants on your side.

Walk away

No direct change.

Attack the peasants

Fight armed peasants. The script adjusts Undead Scourge strength before the battle; it does not award the sharing reward.

Risk: Sharing can spend two food stacks or start a zombie fight; attacking the peasants starts a separate battle.

Undead Town DestroyedCrisis sequence
Undead Town Destroyed game event illustration

Along the road...

When it can happen: On a road when news is pending that an undead conversion order destroyed a non-southern town under permanent-destruction rules. The notification may arrive after the world change.

Response and result

Hear the news

Learn which town was already replaced by an undead necropolis. This one-response event does not itself destroy a town, add a situation or change company resources.

The conversion order instead gives a southern town, or any town when permanent destruction is disabled, the Raided situation for 14 days; that route does not queue this destruction report. It does not add Razed.

Undead WarningsCrisis sequence
Undead Warnings game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

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When it can happen: Undead Scourge is in its warning phase, more than four tiles from every settlement; no road is required.

Response and result

That’s concerning...

One warning rumor is shown. The response does not start combat or change company resources.

Undead Zombie In GranaryCrisis sequence
Undead Zombie In Granary game event illustration

At a settlement...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Undead Scourge active and within 3 tiles of the nearest eligible settlement: a non-southern, non-military town of game size at most 2. The script randomly selects a rostered brother for the enter-granary branch.

Paths and results

Burn the granary

50% opens an accidental-child-death result; 50% opens a 50-crown reward result.

Close the accidental-burning result

No crowns; each brother offended by violence independently has a 50% chance to lose mood.

Close the rewarded-burning result

Keep 50 crowns awarded when this result screen opened.

Send a brother inside

50% opens an accidental-child-death result for the selected brother; 50% opens a rescue reward.

Close the failed rescue

No crowns; the selected brother loses mood for the accidental death.

Close the successful rescue

Keep the 50 crowns already awarded, and the selected brother improves mood.

Leave

End the event without a reward or mood change.

Risk: Burning can kill a child and lower violence-averse brothers’ mood; sending a brother in can lower that brother’s mood. Neither path starts a tactical battle.

Addict Steals PotionGeneral events
Addict Steals Potion game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Beasts & Exploration enabled; at least two brothers, including an Addict and a separate non-player non-Addict, plus an eligible potion, elixir or mushroom in the stash.

Paths and results

Let it pass

One eligible stash consumable is already lost; no further change.

Confront the Addict

One eligible consumable is already lost. 33%: the brother loses Addict. Other 67%: one additional ordinary Misc stash item may be destroyed; named and legendary items are excluded, and there is no extra loss if none qualify.

Order a flogging

One eligible consumable is already lost. The brother loses Addict, takes light wounds and loses mood; other violence-averse brothers below level 7 also lose mood.

Risk: The first consumable is lost before any response; confrontation can cost another ordinary Misc item.

The extra item loss excludes named and legendary gear. The Alp nightmare mentioned by an older source is a separate event, not another result of these buttons.

Ailing RecoversGeneral events
Ailing Recovers game event illustration

During camp...

When it can happen: Beasts & Exploration; at least two brothers: an Ailing patient of level 4 or higher and a level-4-or-higher Monk or Beast Slayer without Ailing.

Response and result

Acknowledge the recovery

On scene start, the patient loses the Ailing trait and improves mood by 1.5. The sole response closes the scene.

Alp Captured in a HoleGeneral events
Alp Captured in a Hole game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Beasts & Exploration flag; campaign day 30 or later; a road tile without snow; at least one free stash slot. Event score 5, not a 5% chance.

Paths and results

Decline to look

no cost or item.

Pay 10 crowns to look

then leave → only the 10-crown cost.

Pay, demand the Alp be killed, then kill it yourself

gain 25–100 crowns; each brother independently has a 33% chance of light wounds.

Pay, demand a kill, then spare it

no item; Beast Slayers, Witchhunters and certain beast-related traits may lose mood.

If a Beast Slayer is present, ask them instead

they kill the Alp; gain 25 crowns and a Parched Skin.

Risk: 10-crown viewing fee; possible wounds or mood losses on later branches.

The Beast Slayer choice only appears after paying and demanding a kill. Wound rolls are per brother, not one company-wide roll.

Alp Nightmare1General events
Alp Nightmare1 game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Beasts & Exploration enabled; at night from day 20, with at least three eligible brothers after the script removes one Player Character-marked brother from the candidate list.

Paths and results

Slash at the spider nightmare

A screen displays a brother’s apparent death and apparent company mood losses. The next scene reveals him alive; no roster removal or real mood change is scripted.

Burn the nightmare

A different apparent death and mood-loss screen leads to the same reveal. No brother is removed and no real mood loss is scripted.

Risk: The death and mood lines are part of the Alp illusion; neither opening reply changes the roster.

The scary result screen is followed by a reveal on both paths. Its displayed loss entries are not accompanied by the game-state calls that would remove a brother or worsen mood.

Alp Nightmare2General events
Alp Nightmare2 game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Beasts & Exploration enabled; at night from day 20 with at least two brothers, including separate non-player Addict and non-Addict candidates, and an eligible potion, elixir or mushroom in the stash.

Paths and results

Let the Addict be

The screen pretends that he dies and others suffer mood losses, then reveals the nightmare. No brother dies and no mood or item is actually changed.

Confront the Addict

The mistaken identity is revealed immediately; no stat, mood or stash change is scripted.

Order a flogging

The screen pretends that he dies and others suffer mood losses, then reveals the nightmare. No brother dies and no mood or item is actually changed.

Risk: The loss messages are part of the nightmare only; this is distinct from the real Addict Steals Potion event.

The opening lists an apparent lost consumable but never removes it from the stash. Neither the apparent death nor the displayed mood losses call their real game-state changes.

Bird Shits On SellswordGeneral events
Bird Shits On Sellsword game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; daytime off snow terrain with at least two brothers and an eligible victim who is not Lucky, Indebted or already selected into the Historian, Superstitious or archer pools. Hunters and brothers with Ranged Skill above 70 can supply the optional archer response.

Paths and results

Brush it off

The victim loses mood. If a Historian is present, that same button opens a different scene and each brother other than the victim and Historian independently has a 25% chance to improve mood.

Ask a Superstitious brother, if present

The victim and that brother both improve mood.

Ask an eligible archer to shoot the bird, if present

The victim and archer improve mood; each other brother independently has a 25% chance to improve mood.

Risk: The victim loses mood on the default response; the specialist responses improve it.

Lucky brothers are not selected as victims. The Historian changes the default button’s result; he does not add a fourth opening button.

BrawlGeneral events
Brawl game event illustration

During camp...

When it can happen: Beasts & Exploration enabled; daytime with at least ten brothers in the roster.

Response and result

Find the company brawling

On scene start, every brother independently has a 33% chance to improve mood and a separate 33% chance to suffer light wounds. Either, both or neither result can occur for one brother; the sole response just ends the scene.

Risk: Mood and wound rolls are independent, so a brother can both enjoy the brawl and be hurt by it.

Collector Wants TrophyGeneral events
Collector Wants Trophy game event illustration

At a settlement

When it can happen: Daytime within 4 tiles of an allied town, with at least three brothers and a crafting item in the stash worth at least 400 crowns. A Peddler changes the negotiation.

Paths and results

Deal

Without a Peddler, sell one matching stash item for its listed value. With a Peddler, no sale happens yet: both opening replies lead to a second offer at the listed value ×1.33, rounded down; accept there to sell or decline there to keep the item.

No deal

Without a Peddler, keep the item. With a Peddler, this still leads to the same second offer; its final Deal or No deal button decides whether the item is sold.

Risk: With a Peddler, the first “No deal” does not end negotiation; check the final offer before assuming the item is safe.

Corpses In ForestGeneral events
Corpses In Forest game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; daytime on a road through Forest, Leaf Forest or Autumn Forest (not Snowy Forest), more than 6 tiles from every settlement, with at least two brothers. Beast Slayer and Killer on the Run brothers are optional reward-path candidates.

Paths and results

Search the corpses

If a Beast Slayer is present, a 75% roll checks his find first. If that does not take the route and a Killer on the Run is present, a separate 75% roll checks his find. Otherwise the general loot and mood-shock results split 50/50.

Close the Beast Slayer find

Gain one Poisoned Oil; no other scripted reward.

Close the Killer find

Gain a Morning Star at 5–30 condition points and a Basic Mail Shirt at 25–60 condition points; no crowns.

Close the general loot result

Gain one Petrified Scream and 10–100 crowns.

Close the mood-shock result

No loot; each brother who is both offended by violence and below level 7 loses mood.

Leave the corpses

No loot or mood change.

Risk: The special finds are ordered rolls, not a single equal-weight loot pool; the general results only occur if neither special route wins.

Dog In SwampGeneral events
Dog In Swamp game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; on swamp terrain; at least one empty stash slot and one eligible brother who is neither a Houndmaster nor a Beast Slayer and lacks the Player Character trait. A Throwing Net in the stash, a Houndmaster or a Beast Slayer unlocks the corresponding optional response.

Paths and results

Leave the dog

No direct change or dog.

Send the ordinary helper

60%: gain a Wardog named Swimmer; 40%: the helper suffers light wounds and no dog is gained.

Use a Throwing Net (if one is in the stash)

Gain Swimmer and consume one Throwing Net.

Ask a Houndmaster (if one is in the company)

Gain Silverware, but no dog.

Ask a Beast Slayer (if one is in the company)

Gain Swimmer and a Golden Chalice.

Risk: Ordinary rescue can wound the helper without gaining a dog; the net route consumes one Throwing Net

Encounter GnomesGeneral events
Encounter Gnomes game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; daytime on a regular, leafy or autumn forest tile, more than 25 tiles from every settlement.

Response and result

Strange.

The encounter is narrative only. It does not add a gnome item, recruit or battle.

Fear BeastsGeneral events
Fear Beasts game event illustration

During camp...

When it can happen: Beasts & Exploration; the two most recent fallen brothers both died today, the last battle was against Beasts, and at least two brothers remain. The candidate is level 7 or lower.

Response and result

Acknowledge the fear

The opening scene adds Fear of Beasts to one eligible brother. The sole response closes the scene.

Excluded backgrounds: Companion, Beast Slayer, Hunter, Witchhunter and Wildman. The candidate must lack Fear of Beasts, Hate for Beasts, Fearless, Brave, Determined and Bloodthirsty. The script does not require the candidate to have fought in the last battle.

Fear GreenskinsGeneral events
Fear Greenskins game event illustration

During camp...

When it can happen: Beasts & Exploration; the two most recent fallen brothers both died today, the last battle was against Orcs or Goblins, and at least two brothers remain. The candidate is level 7 or lower.

Response and result

Acknowledge the fear

The opening scene adds Fear of Greenskins to one eligible brother. The sole response closes the scene.

Excluded backgrounds: Companion, Orc Slayer and Wildman. The candidate must lack Fear of Greenskins, Hate for Greenskins, Fearless, Brave, Determined and Bloodthirsty. The script does not require the candidate to have fought in the last battle.

Fear UndeadGeneral events
Fear Undead game event illustration

During camp...

When it can happen: Beasts & Exploration; the two most recent fallen brothers both died today, the last battle was against Undead or Zombies, and at least two brothers remain. The candidate is level 7 or lower.

Response and result

Acknowledge the fear

The opening scene adds Fear of Undead to one eligible brother. The sole response closes the scene.

Excluded backgrounds: Companion, Crusader, Gravedigger, Graverobber and Wildman. The candidate must lack Fear of Undead, Hate for Undead, Fearless, Brave, Determined and Bloodthirsty. The script does not require the candidate to have fought in the last battle.

Gain AddictionGeneral events
Gain Addiction game event illustration

During camp...

When it can happen: Beasts & Exploration; at least two non-player brothers, including one with at least four recorded drug uses whose latest use was within the last three virtual days. A separate non-player brother is needed for the scene.

Response and result

Confront the brother

The opening scene adds the Addict trait to the selected brother. The sole response closes the scene; no item is consumed by this event script.

The selector does not exclude a brother who already has Addict. The Fountain of Youth item clears the recorded drug-use count and removes Addict.

Glutton Eats AppleGeneral events
Glutton Eats Apple game event illustration

During camp...

When it can happen: Beasts & Exploration; at least two distinct non-player brothers, one Gluttonous and one not, plus a Poisoned Apple in the stash.

Response and result

Ask why the Glutton ate it

On scene start, the first Poisoned Apple in stash order is consumed and the selected Glutton gains Sickness. The sole response closes the scene; the apple cannot be saved by clicking it.

The selector does not exclude a brother already suffering Sickness; that brother can still consume the apple without stacking a second copy.

Hate GreenskinsGeneral events
Hate Greenskins game event illustration

After the battle...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: Beasts & Exploration; the two most recent fallen brothers died today, the last battle was against Orcs or Goblins no more than eight virtual-time units ago, at least two brothers remain, and a candidate is level 3 or higher.

Response and result

Accept the anger

The opening scene adds Hate for Greenskins to one eligible brother. The sole response closes the scene.

A candidate with Fear of Greenskins, Hate for Greenskins, Dastard, Craven, Fainthearted or Weasel is excluded. The script does not require the candidate to have fought in the last battle.

Hate UndeadGeneral events
Hate Undead game event illustration

After the battle...

When it can happen: Beasts & Exploration; the two most recent fallen brothers died today, the last battle was against Undead or Zombies no more than eight virtual-time units ago, at least two brothers remain, and a candidate is level 3 or higher.

Response and result

Accept the anger

The opening scene adds Hate for Undead to one eligible brother. The sole response closes the scene.

A candidate with Fear of Undead, Hate for Undead, Dastard, Craven, Fainthearted or Weasel is excluded. The script does not require the candidate to have fought in the last battle.

Hedge Knight Vs RefugeeGeneral events
Hedge Knight Vs Refugee game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Beasts & Exploration enabled; a Hedge Knight and a Refugee without the Player Character trait must both be in the roster. A Vagabond, Beggar, Cripple, Servant or Ratcatcher can enable the optional intervention.

Paths and results

Stop the Hedge Knight

The Refugee permanently loses 1–3 Resolve and loses mood.

Let them settle it

The Refugee permanently gains 1–3 Resolve; both the Refugee and Hedge Knight improve mood.

Ask an eligible lowborn brother to intervene, if present

Each brother except that intervenor and the Hedge Knight independently has a 25% chance to improve mood; no Resolve change.

Risk: Stopping the dispute costs the Refugee permanent Resolve; letting him answer gives permanent Resolve instead.

The optional intervener is not limited to a Vagabond. Brothers with the Player Character trait cannot fill any of the three selected roles.

Kid BlacksmithGeneral events
Kid Blacksmith game event illustration

At a settlement

When it can happen: Daytime, within 4 tiles of an allied non-southern settlement, with at least 3 brothers. An eligible ordinary helper must be present: a non-player brother who is not a Juggler, Apprentice or Killer on the Run.

Paths and results

Send an ordinary helper

70%: fully repair at most four damaged weapons in the stash and gain 1 moral reputation; 30%: the helper loses mood and the company loses 1 moral reputation.

Send a Juggler, if present

Gain 10–100 crowns and improve his mood; he entertains a crowd rather than repairing the sword.

Send an Apprentice, if present

Gain an Arming Sword, 1 moral reputation and improved apprentice mood.

Send a Killer on the Run, if present

Gain a Rondel Dagger.

Decline

No direct mechanical change.

Risk: The ordinary helper can lower moral reputation and lose mood; the successful repair reaches only damaged stash weapons.

Specialist responses appear only when a matching background is present. Brothers with the Player Character trait cannot be selected as helpers.

Lose AddictionGeneral events
Lose Addiction game event illustration

During camp...

When it can happen: Beasts & Exploration enabled; at least two non-player brothers, including an Addict whose stored PotionLastUsed timestamp is at least 14 × SecondsPerDay and a different brother outside that eligible-Addict group. The script does not count 14 days since the last potion.

Response and result

Good work being you.

When the scene opens, the selected brother loses Addict. The sole response closes the scene; no other item or stat change is scripted.

The stored value is the time of the last potion use, so a recent potion can satisfy this fixed-timestamp gate. Actual appearance still depends on event selection.

Lose Fear BeastsGeneral events
Lose Fear Beasts game event illustration

During camp...

When it can happen: Beasts & Exploration; the last battle was against Beasts within one virtual day, at least two brothers remain, and the target has Fear of Beasts, at least 25 battles, at least 50 kills and a zero reserve-battle absence counter.

Response and result

Celebrate the recovery

The opening scene removes Fear of Beasts from the selected brother. The sole response closes the scene; it gives no new trait or item.

This counter normally resets after joining a battle, but can stay at zero for a brother in reserve when reserve penalties are suppressed. The event does not directly inspect the last combat roster.

Lose Fear GreenskinsGeneral events
Lose Fear Greenskins game event illustration

During camp...

When it can happen: Beasts & Exploration; the last battle was against Orcs or Goblins within one virtual day, at least two brothers remain, and the target has Fear of Greenskins, at least 25 battles, at least 50 kills and a zero reserve-battle absence counter.

Response and result

Celebrate the recovery

The opening scene removes Fear of Greenskins from the selected brother. The sole response closes the scene; it gives no new trait or item.

This counter normally resets after joining a battle, but can stay at zero for a brother in reserve when reserve penalties are suppressed. The event does not directly inspect the last combat roster.

Lose Fear UndeadGeneral events
Lose Fear Undead game event illustration

During camp...

When it can happen: Beasts & Exploration; the last battle was against Undead or Zombies within one virtual day, at least two brothers remain, and the target has Fear of Undead, at least 25 battles, at least 50 kills and a zero reserve-battle absence counter. For Undead only, the target and a separate dialogue brother must not be Player Characters; the other brother must fail at least one target condition.

Response and result

Celebrate the recovery

The opening scene removes Fear of Undead from the selected brother. The sole response closes the scene; it gives no new trait or item.

This counter normally resets after joining a battle, but can stay at zero for a brother in reserve when reserve penalties are suppressed. The event does not directly inspect the last combat roster.

No fixed sceneLucky Finds SomethingGeneral events

Along the way...

When it can happen: Beasts & Exploration; daytime, at least one free stash slot and a brother with the Lucky trait.

Response and result

Lucky you

The scene immediately adds one equally rolled item from the 19-item pool below to the stash. If its maximum condition exceeds 1, it arrives at 10–40% of maximum condition (minimum 1); otherwise its condition is unchanged. The only response closes the scene.

Possible finds: Militia Spear, Patched Mail Shirt, Padded Dented Nasal Helmet, Mail Coif, Cultist Hood, Full Leather Cap, Rugged Surcoat, Noble Tunic, Nachzehrer Horn, Knife, Wardog Armor, Metal Joint Covers, Throwing Net, Throwing Spear, Hatchet, Lute, Dark Thick Tunic, Mail Patch or Black Paint.

No fixed sceneMarch Wear And TearGeneral events

Along the road...

When it can happen: Beasts & Exploration enabled; on a road more than 5 tiles from every settlement, with at least two brothers and at least one Medical Supply per brother. Non-player Tailors and Vagabonds, Refugees or Messengers may unlock extra responses.

Paths and results

Push through

Lose one Medical Supply per brother; each brother other than a Vagabond, Refugee or Messenger independently has a 25% chance of light wounds.

Ask an eligible Vagabond, Refugee or Messenger, if present

The traveler improves mood, but the company still loses one Medical Supply per brother and the same non-traveler wound roll applies.

Ask a Tailor, if present

Gain one Medical Supply per brother and improve the Tailor’s mood; the wound roll is avoided.

Risk: The ordinary and traveler responses spend Medical Supplies and can wound non-travelers.

A Thief reward screen exists in the archive, but no opening response leads to it in unmodded 1.5.2.3: the event never assigns a Thief to its option. Do not expect the previously listed 5–15 Medical Supplies from that unreachable route.

No fixed sceneMiner Fresh AirGeneral events

Along the way...

When it can happen: Beasts & Exploration; at least two brothers and a Miner of level 4 or higher who has not had this event.

Response and result

Enjoy the fresh air

On scene start, the selected Miner permanently gains 3–6 maximum Fatigue, improves mood by 1 and is marked as having had this event. The sole response closes the scene.

A Miner can get this event only once

Monk Crafts Holy WaterGeneral events
Monk Crafts Holy Water game event illustration

During camp...

When it can happen: Beasts & Exploration; at least one Monk brother and a free stash slot. No Monk level or ingredient check appears in this event.

Response and result

Accept the Monk’s work

On scene start, one Flask of Blessed Water is added to the stash. The sole response closes the scene; no ingredient is consumed.

Nightowl Catches ThiefGeneral events
Nightowl Catches Thief game event illustration

Along the road...

When it can happen: Beasts & Exploration; nighttime on a road, a free stash slot and a level-3-or-higher brother with Night Owl.

Response and result

Let the Night Owl rest

The opening scene awards 100–300 crowns, improves the selected brother’s mood by 1 and applies Exhausted. The sole response closes the scene.

The free-stash-slot gate remains even though this script adds only crowns and no item.

OracleGeneral events
Oracle game event illustration

Along the road...

When it can happen: Beasts & Exploration enabled; daytime on a road, with current terrain neither Snow nor Snowy Forest. Day 16 is a reward threshold, not an event eligibility gate.

Paths and results

Ask for a fortune

Day 16 onward: 20% opens a named-dagger fortune, 60% an ordinary tale, 20% another tale. Through day 15: the first 80% opens the ordinary tale and the last 20% the other tale. The result screen appears before its closing response.

Close the named-dagger fortune

Keep the Named Dagger awarded when this screen opened; available only from day 16.

Close the first ordinary fortune

No item, injury or reputation change.

Close the second ordinary fortune

No item, injury or reputation change.

Threaten the Oracle

50% opens a 75–200-crown result; 50% opens an injury result. Both lose 1 Moral Reputation when the result screen opens.

Close the profitable threat

Keep the 75–200 crowns already paid.

Close the failed threat

No crowns; each brother independently had a 33% chance of light wounds.

Leave

End the event without a reward or penalty.

Paranoid Bothers OthersGeneral events
Paranoid Bothers Others game event illustration

During camp...

When it can happen: Beasts & Exploration enabled; at least two brothers, including one with Paranoid.

Response and result

Stop being so paranoid.

Before this response, the Paranoid brother loses 0.5 mood. No other brother is changed by the script.

Petrified ScreamGeneral events
Petrified Scream game event illustration

During camp...

When it can happen: Beasts & Exploration; nighttime with a Petrified Scream in the stash. A copy only equipped or carried outside the stash does not satisfy this check.

Response and result

Question the misplaced relic

On scene start, Brave or Fearless brothers are unaffected. Each other brother with Superstitious, Paranoid, Dastard, Craven or Mad loses 0.75 mood; every remaining brother independently has a 33% chance to lose 0.75 mood. The sole response closes the scene; the relic is not consumed.

The listed traits guarantee a 0.75 internal mood reduction, not necessarily a full displayed mood-state change. Brave and Fearless brothers are skipped before any roll.

No fixed sceneSchrat ExpositionGeneral events

Along the road...

When it can happen: Beasts & Exploration enabled; daytime on a road outside desert, oasis and desert-hills terrain.

Response and result

An enemy such as this shouldn’t be taken lightly.

The traveler warns about Schrats; the scene and response start no battle and change no company resources.

Spooky ForestGeneral events
Spooky Forest game event illustration

During camp...

When it can happen: Beasts & Exploration enabled; at night on forest or leafy-forest terrain, farther than 15 tiles from every settlement. A Lumberjack or Brave/Fearless brother enables a separate response.

Paths and results

Dismiss the noises

Each brother independently has a 25% chance to lose mood.

Cut down the tree

50%: each eligible brother independently has a 20% chance of light wounds; Swift, Sure Footed, Lucky and Quick are exempt. Other 50%: fight Schrats deployed in a circle around the company.

Send a Lumberjack, if present

He fells the tree and finds Jagged Fangs from Nachzehrers.

Send a Brave or Fearless brother, if present

He investigates and brings back an Arming Sword.

Risk: The ordinary tree-cutting choice can wound the company or start a surrounded Schrat battle.

The Lumberjack reward is Jagged Fangs, not a Nachzehrer Horn. Swift, Sure Footed, Lucky and Quick protect only against the light-wound roll.

Teamplayer Is BroGeneral events
Teamplayer Is Bro game event illustration

Along the way...

When it can happen: Beasts & Exploration; a Teamplayer brother and at least one other non-Teamplayer brother who has not yet received this event’s Resolve bonus.

Response and result

Celebrate the Teamplayer

When the scene opens, every brother except the selected Teamplayer independently has a 10% chance to be skipped. Every other brother gains 0.5 mood; each who has never received this event’s Resolve bonus independently has a 50% chance to gain permanent +1 Resolve. The sole response closes the scene.

The Resolve bonus is once per brother; the event itself may recur after its cooldown while an uninspired eligible brother remains.

Treant Vs GiantsGeneral events
Treant Vs Giants game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; campaign day 20 or later, daytime, on forest, leafy forest or autumn forest terrain, more than 25 tiles from every settlement.

Paths and results

Prepare to attack

Open a second confirmation screen; no battle starts yet.

Leave immediately

End the event without a battle.

Confirm the attack on the second screen

Start a tactical battle with Unholds and Schrats on opposing factions; the company deploys at the map edge.

Reconsider on the second screen

End the event without a battle.

Risk: Confirming the second attack prompt starts a battle against both Unholds and Schrats

Treasure In RockGeneral events
Treasure In Rock game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; on steppe or steppe-hills terrain with at least 20 Tools and Supplies, a free stash slot, and an eligible non-player ordinary digger without Lucky or Swift. A Miner or Tiny brother unlocks a separate response.

Paths and results

Dig normally

50%: gain a Golden Chalice. Other 50%: an eligible brother takes a temporary injury. The result screens and event script conflict about Tools, so the actual inventory change or cost is not established.

Use a Miner, if present

Gain two Uncut Gems and improve his mood; no Tools change is scripted.

Use a Tiny brother, if present

Gain an Ancient Breastplate and Ancient Sword; the brother improves mood, with no Tools change scripted.

Leave

No direct change.

Risk: The failed dig injures a brother. The event script and result text conflict about Tools, so the actual inventory change or cost is not established.

Unhold ExpositionGeneral events
Unhold Exposition game event illustration

Along the road...

When it can happen: Beasts & Exploration enabled; daytime on a road through tundra.

Response and result

Acknowledge the warning

The encounter ends after describing Unholds; this event grants no item or fight.

Risk: Information only

No fixed sceneWebknecht ExpositionGeneral events

Along the road...

When it can happen: Beasts & Exploration enabled; daytime on a road through a forest.

Response and result

Acknowledge the warning

The encounter ends after describing Webknechts; this event grants no item or fight.

Risk: Information only

Youngling AlpGeneral events
Youngling Alp game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Beasts & Exploration enabled; at night from day 20 with at least 3 brothers, including at least two who are neither Beast Slayers nor Flagellants (including Monk-turned Flagellants).

Paths and results

Kill the young Alp

The two selected ordinary brothers each gain 200 XP and lose mood; this response resolves without a tactical battle.

Ignore it

Brothers of level 3 or below, Beast Slayers, Witchhunters and those with Hate Beasts, Fear Beasts, Bloodthirsty, Paranoid or Superstitious lose mood.

Ask a Beast Slayer, if present

His mood improves; every brother of level 3 or below has a 33% chance for a further mood gain, while Witchhunters and the listed beast-related or fearful traits improve mood without that roll.

Ask a Flagellant or Monk-turned Flagellant, if present

He gains 1–3 permanent Hitpoints but suffers Exposed Ribs or Injured Shoulder.

Risk: Ignoring the Alp worsens mood for the listed brothers; the Flagellant gains Hitpoints at the cost of an injury.

A Monk-turned Flagellant qualifies for the Flagellant response. The ignore response harms, rather than exempts, Beast Slayers and Witchhunters.

Ancient StatueLocation events
Ancient Statue game event illustration

As you approach...

When it can happen: Visit the Ancient Statue.

Paths and results

Approach the statue

The company tries to take its gold and sees a sequence of visions.

Strike the statue

The vision continues; this does not award gold.

Parry in the vision

Return to the statue, now appearing as bronze; each current brother gains 1.5 mood as the final scene opens.

Leave the scene

The event ends.

Risk: Mood gain; no gold

Ancient Temple EnterLocation events
Ancient Temple Enter game event illustration

As you approach...

When it can happen: Visit Ancient Temple; a random eligible companion takes part in the exploration.

Paths and results

Leave at the entrance

no flask; location remains visitable.

Enter

gain one Flask of Blessed Water; the next dialogue variations all lead onward and award a second flask.

Leave before the last gate

keep two flasks.

At the last gate, answer “Dust”

safely gain a third flask.

Insult the voice

gain the third flask, but the chosen companion suffers Pierced Arm Muscles and loses mood.

Kick in the gate

the last flask breaks; keep two. Both final responses about admitting the riddler end with his death, not a recruit.

Summarized from the owner-supplied 1.5.2.3 location-event script; gameplay replay pending.

Ancient WatchtowerLocation events
Ancient Watchtower game event illustration

As you approach...

When it can happen: Visit the Ancient Watchtower.

Response and result

Survey from the tower

Reveals fog within the script’s 1,900-position radius and marks eligible nearby locations discovered; this may also progress discovery-related systems.

Risk: Map discovery

Fountain of YouthLocation events
Fountain of Youth game event illustration

As you approach...

When it can happen: Investigate the Grotesque Tree clearing.

Paths and results

Leave on arrival

no item; the location can be revisited.

Investigate, then take only a little

receive a Water Skin; the location is consumed.

Investigate, then drink it all

no item; the location is consumed.

Summarized from the owner-supplied 1.5.2.3 location-event script; gameplay replay pending.

Goblin City DestroyedLocation events
Goblin City Destroyed game event illustration

After the battle

When it can happen: After clearing the Goblin City.

Paths and results

Ask about the stranger

Continue the post-battle conversation.

Hear the stranger’s answer

The final scene marks the Goblin City destroyed; it grants no additional item.

Risk: Post-battle state

Goblin City EnterLocation events
Goblin City Enter game event illustration

As you approach...

When it can happen: Enter Rul’gazhix and return after the selected goblin task.

Paths and results

Ask for a plan

choose either ten goblin parties or five goblin outposts. These are alternative preparation tasks.

Before completion, return later

no battle.

After completing the chosen task, prepare attack

Goblin City battle; fall back → postpone. Victory leads to Emperor’s Countenance.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Goblin City ReminderLocation events
Goblin City Reminder game event illustration

Along the way...

When it can happen: Beasts & Exploration enabled; city not destroyed; scout path with at least 10 Goblin City progress, or outpost path with at least 5.

Response and result

Resolve to return

The reminder ends; it does not start combat or give an item.

Risk: Reminder only

Golden GooseLocation events
Golden Goose game event illustration

As you approach...

When it can happen: Discover and inspect the Curious Ship Wreck.

Paths and results

Leave before entering or after seeing the stump

no reward yet; the ship can be revisited.

Inspect the stump, then continue the discovery

receive the Golden Goose. No battle or additional choice roll is documented.

Summarized from the owner-supplied 1.5.2.3 location-event script; gameplay replay pending.

Kraken Cult DestroyedLocation events
Kraken Cult Destroyed game event illustration

After the battle

When it can happen: After defeating the Kraken at the Stone Pillars.

Paths and results

Inspect the findings

The following scene changes if the Watermill was visited; either version adds the Sword Blade to the stash.

Finish the scene

The script has marked the Kraken defeated.

Risk: Sword Blade

Kraken Cult EnterLocation events
Kraken Cult Enter game event illustration

As you approach...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Visit Stone Pillars and follow the hide/ashes hand-ins.

Paths and results

Inspect the Stone Pillars

Meet the swamp scholar and receive a Signet Ring as the quest begins. Accept her request for Unhold Hides, then deliver Shimmering Ashes; each required amount is your current stash count plus three when that step is recorded. The hide hand-in grants another Signet Ring. At the final confrontation, either answer starts the Kraken battle; victory yields the Sword Blade.

Leave the Pillars

No battle or reward now; the location remains available for a later visit.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Monolith DestroyedLocation events
Monolith Destroyed game event illustration

After the battle

When it can happen: After the Black Monolith battle.

Response and result

Inspect the armor

Continue the Black Monolith aftermath. The event script itself does not add an item; check the battle loot separately.

Risk: Battle loot is separate

Monolith EnterLocation events
Monolith Enter game event illustration

As you approach...

When it can happen: Entering the Black Monolith location.

Paths and results

Go in

continue to the quarry, then “To the end” starts the Ancient Dead battle.

Fall back

leave without a fight or reward; the location can be visited again.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Unhold GraveyardLocation events
Unhold Graveyard game event illustration

As you approach...

When it can happen: Visit the Unhold Graveyard.

Response and result

Enter the graveyard

The stash receives 3 Unhold Bones, 1 Unhold Hide and 1 Frost Unhold Fur. The sole response closes the scene.

Risk: Five materials

Waterwheel EnterLocation events
Waterwheel Enter game event illustration

As you approach...

When it can happen: Visit Watermill; the later battle requires the Sword Blade from the Kraken chain.

Paths and results

First visit: threaten the old man or ask what makes you worthy

both lead to the quest without a reward; threatening him does not start a winning battle.

Return with the Sword Blade

the blade is taken and assembled with the hilt; the Rachegeist then starts a battle. Victory gives Reproach of the Old Gods and Rachegeist’s Helm in 1.5.2.2+.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Witch Hut DestroyedLocation events
Witch Hut Destroyed game event illustration

After the battle

When it can happen: Win the Witch Hut battle.

Paths and results

Spare the witch and leave

The Obsidian Dagger was already added to the stash before this choice. The ending records that she was left alive; no further item or stat reward is shown here.

Kill the witch

Keep the same Obsidian Dagger. The ending records that she was killed; no further item or stat reward is shown here.

The two endings set different persistent flags. This script does not establish any later gameplay effect from those flags; gameplay replay remains pending.

Witch Hut EnterLocation events
Witch Hut Enter game event illustration

As you approach...

When it can happen: Enter the Witch Hut; prepare for combat before advancing the first dialogue screen.

Response and result

Scripted result

The successive dialogue screens each have one continue option. Agreeing to the witch’s plan leads directly to the Hexen-and-beasts battle; this script has no peaceful defer option after entering.

Read from the owner-supplied 1.5.2.3 event script; gameplay replay pending.

No fixed sceneAdopt WarhoundGeneral events

Along the way...

When it can happen: Northern map-coordinate band and at least one free stash slot; requires the script’s Wildmen DLC flag.

Paths and results

Adopt

70% receive a Warhound named “Warrior”; 30% the dog dies.

Houndmaster or Barbarian option

receive the same Warhound without a roll.

Put it down

no item.

The script's Wildmen flag maps to the Warriors of the North DLC (Steam app 1067690).

Barbarian Tells StoryGeneral events
Barbarian Tells Story game event illustration

During camp...

When it can happen: At night, with a Barbarian in the company.

Response and result

Captivating.

When the scene opens, every brother, including the Barbarian storyteller, independently has a 25% chance to gain 1 mood.

No fixed sceneBarbarian VolunteerGeneral events

Along the way...

When it can happen: Warriors of the North enabled; on a road in the northernmost 30% of the map with a free roster slot. Northern Raiders origin raises the event selection weight but is not required.

Paths and results

Accept the volunteer

A free level-2–4 Barbarian joins with a Warhound accessory already equipped. The Northern Raiders origin only increases the event selection weight.

Decline

No recruit or hound is added.

You can get this event even when you don't play the Northern Raiders origin, but it is 4 times less likely

Cultist Origin ArmorGeneral events
Cultist Origin Armor game event illustration

During camp...

When it can happen: Warriors of the North enabled; Davkul Cultists origin; at least one Cultist or converted Cultist, and one eligible basic armor in the stash: Rugged Surcoat, Blotched Gambeson, Padded Leather, Padded Surcoat or Thick Tunic. Equipped armor does not satisfy the stash check.

Response and result

A Cultist crafts Davkul’s robe

When the scene opens, the first eligible basic body armor in stash order is removed and one Cultist Leather Robe is added to the stash. Equipped armor is not consumed; the single response only closes the scene.

Risk: The exchange consumes a stash armor piece before the response; the player cannot choose which matching piece is taken.

Cultist Origin FinaleDavkul Cultists origin
Cultist Origin Finale game event illustration

During camp...

When it can happen: Night; campaign at least 151 days; 12+ roster, 6+ Cultists, 2 level 11+ Cultists, free inventory slot.

Paths and results

Continue ritual

approve sacrifice → gain Aspect of Davkul; victim dies; Cultists happy, others horrified.

Continue ritual

refuse sacrifice → Cultists unhappy; no armor.

Risk: Brother dies

Origin version sacrifices a level 11+ Cultist, excluding the highest-level one. Converted Cultists qualify. This is not the Glimpse helmet event. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost. The Davkul finale then tries to free one slot for Aspect of Davkul by discarding the lowest-value eligible ordinary item. If no discardable item exists and the stash is full, the armor may fail to enter the stash despite the gain message.

Cultist Origin FlockGeneral events
Cultist Origin Flock game event illustration

Along the road...

When it can happen: Warriors of the North; Davkul Cultists origin only; on a road with a free roster slot.

Response and result

Welcome the follower

A free Cultist brother joins immediately. This scene has one scripted answer and no decline button.

Cultist Origin HoodGeneral events
Cultist Origin Hood game event illustration

During camp...

When it can happen: Warriors of the North enabled; Davkul Cultists origin; at least one Cultist or converted Cultist, and one eligible headpiece in the stash: Hood, Aketon Cap, Open Leather Cap, Full Aketon Cap or Full Leather Cap. Equipped headgear does not satisfy the stash check.

Response and result

A Cultist crafts Davkul’s hood

When the scene opens, the first eligible basic hood or cap in stash order is removed and one Cultist Leather Hood is added to the stash. Equipped headgear is not consumed; the single response only closes the scene.

Risk: The exchange consumes a stash headpiece before the response, not the headgear a brother is wearing.

Cultist Origin SacrificeDavkul Cultists origin
Cultist Origin Sacrifice game event illustration

During camp...

When it can happen: Warriors of the North; Davkul Cultists origin only; campaign day 6 or later and at least four brothers. Two candidates are selected from the four least-experienced brothers.

Paths and results

Offer candidate A

A dies and their gear returns only while the stash has room. Surviving Cultists gain 2 mood levels and may advance a Davkul boon; non-Cultists without Mad lose 4 mood levels.

Offer candidate B

B dies and their gear returns only while the stash has room. Surviving Cultists gain 2 mood levels and may advance a Davkul boon; non-Cultists without Mad lose 4 mood levels.

Risk: Brother dies

Both Cultists and non-Cultists can be victims. Unhappy non-Cultists may desert; taverns/Happy Powder are recovery tools, not a way to undo the death. The boon-roll probability has not been confirmed for build 1.5.2.3. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Cultist Origin Vs Old GodsGeneral events
Cultist Origin Vs Old Gods game event illustration

When it can happen: Warriors of the North enabled; Davkul Cultists origin, with at least three brothers. Requires a Cultist or Converted Cultist and a different Monk, Flagellant, Pacified Flagellant or Monk turned Flagellant.

Paths and results

Let's get godly with the goriest!

On the result screen, the Old Gods brother loses 1 mood and permanently loses 1 Resolve; the Cultist takes one Brawl-pool injury and permanently gains 2 Resolve. The closing response adds no effect.

Davkul awaits, we need not go to him.

On the other result screen, both participants lose 1 mood. No Resolve, injury or item change is scripted.

A Converted Cultist can take the Cultist role. Neither answer starts a tactical battle.

Cultist Origin Vs UneducatedDavkul Cultists origin
Cultist Origin Vs Uneducated game event illustration

During camp...

When it can happen: At least 3 brothers; Cultist and an eligible target: Lowborn without Bright, or Dumb without Noble, or Brain Damage.

Paths and results

Permit

target becomes a Cultist.

Reject

initiating Cultist unhappy.

Risk: Permanent background

Converted Cultists can initiate. Indebted and protected origin characters are excluded; the special King’s Guard recruit is excluded too.

Deserter Origin VolunteerGeneral events
Deserter Origin Volunteer game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Warriors of the North; Deserters origin only; on a road with at least two free roster slots.

Paths and results

Offer the two deserters a place

60%: open a welcome screen with two free Deserter candidates. Other 40%: neither joins; one random existing brother suffers a Concussion, and one random loss applies: one food stack, 20–50 Ammunition, 5–10 Tools and Supplies or 5–10 Medical Supplies.

Welcome the pair after a successful offer

Add both Deserters to the roster without a fee.

Decline at the outset

Clear both candidates; no recruit, injury or supply loss.

Risk: A failed 40% offer injures an existing brother and loses one random food, ammunition, tools or medicine amount.

No fixed sceneDrunk NoblemanGeneral events

Along the road...

When it can happen: Warriors of the North enabled; on a road with a free stash slot With Blazing Deserts enabled, outside the southernmost 20% of the map At least one non-Player-Character brother who is neither Servant, Juggler nor Thief

Paths and results

Rob the apparent nobleman

50%: receive 1–100 crowns, a Signet Ring and Valuable Furs, but lose 1 Moral Reputation and 15 relations with a random noble house. 50%: he reveals a bandit trap and offers a deal; no immediate reward.

Accept the bandit's deal after the reveal

Both sides leave; no reward or direct penalty.

Refuse the bandit's deal after the reveal

50%: receive 1–100 crowns, Signet Ring and Valuable Furs. 50%: an eligible brother suffers a piercing-body injury; receive the Ring and Furs but no crowns. Neither result applies the first route's reputation or noble-house loss.

Let a Servant or Juggler intervene, if present

That brother gains 2 Resolve and improves mood; receive a Signet Ring.

Let a Thief intervene, if present

Receive 1–100 crowns, a Signet Ring and Silverware.

Leave the traveler alone

Event ends without a direct change.

No fixed sceneHorse RaceGeneral events

Along the road...

When it can happen: Warriors of the North enabled; on a road with at least 1,000 crowns and an eligible non-player ordinary racer. Fat and Athletic brothers enable their own extra responses; a Dumb brother does so only without Severe Concussion.

Paths and results

Send the ordinary racer

Lose 300–600 crowns; each other brother independently has a 40% chance to improve mood.

Send an Athletic brother, if present

Lose 300–600 crowns; that brother gains 1 maximum Fatigue, and each other brother has a 33% mood-improvement chance.

Send a Fat brother, if present

Lose 300–600 crowns; that brother gains 1 Resolve, and each other brother has a 33% mood-improvement chance.

Send a Dumb brother without Severe Concussion, if present

Gain 900–1,800 crowns, but that brother suffers Severe Concussion.

Decline

No direct change.

Risk: The three losing races cost crowns; the Dumb brother wins but suffers Severe Concussion.

The profitable button is specifically for a Dumb brother, not an unspecified risky plan. The Player Character trait is excluded from racer selection. When one brother has several matching traits, Fat takes priority over Athletic, then Dumb.

Ijirok 1General events
Ijirok 1 game event illustration

Along the way...

When it can happen: Warriors of the North enabled; IjirokStage initialized when the Icy Cave spawns and still below 5, on snow terrain more than 10 tiles from every settlement.

Response and result

Examine the first Ijirok clue

The only response sets IjirokStage to 1. It grants no item or stat change. Later trail events read that stage, but their decompiled terrain gates are unresolved; the Icy Cave can be discovered without these clues.

Risk: This clue starts a story stage; it is not a requirement for discovering or entering the Icy Cave.

The cave-generation action initializes IjirokStage to zero. The later two event scripts cannot be treated as confirmed reachable from the available decompile.

Ijirok 2General events
Ijirok 2 game event illustration

Along the way...

When it can happen: No normal trigger in PC 1.5.2.3: the compiled gate rejects every tile because it requires terrain to be both Snow and SnowyForest, which have distinct values. The other checks require Warriors of the North, IjirokStage 1–4 and more than 12 tiles from every settlement.

Response and result

Keep this between us.

If opened outside normal event selection, this single response sets IjirokStage to 2 and awards no item or stat. The Icy Cave can be found without this unreachable clue.

The raw script has `Snow != tile || SnowyForest != tile` before scoring. The original terrain constants assign Snow = 12 and SnowyForest = 6; this is a compiled-script finding, not a live replay.

Ijirok 3General events
Ijirok 3 game event illustration

Along the way...

When it can happen: No normal trigger in PC 1.5.2.3: the same compiled gate requires one tile to be both Snow and SnowyForest. Other checks require Warriors of the North, IjirokStage 1–3, more than 10 tiles from every settlement, and an existing Icy Cave within 10 tiles if one is found.

Response and result

All sorts of strange in these wastes.

If opened outside normal event selection, this single response sets IjirokStage to 3 and draws footprints toward the Icy Cave if that location exists. No item or stat is awarded; the cave is discoverable without this clue.

The raw `OP_NE` and `OP_OR` instructions confirm the same impossible terrain test as Ijirok 2; Snow and SnowyForest are distinct constants. No game replay has been recorded.

No fixed sceneKings Guard 1Recruitment chain

Along the road...

When it can happen: Snow terrain; road; free roster slot.

Paths and results

Take the stranger in

Recruit the special level-3 Cripple with +15 Resolve; his melee/ranged skill and defense talent icons still need an in-game screen check.

Leave him behind

No recruit.

Risk: Roster commitment

This is the specific event recruit, not any hired Cripple. Follow-up is eligible after 30 days; it is not guaranteed exactly then.

Kings Guard 2Recruitment chain
Kings Guard 2 game event illustration

Along the road...

When it can happen: The recruit from King’s Guard 1 has served at least 30 days.

Response and result

After the specific recruit recovers

background changes to King's Guard; +8 Melee Skill, +4 Melee Defense, +4 Ranged Defense, +7 Ranged Skill, +5 HP, +12 Resolve, +3 Fatigue and +6 Initiative; mood improves.

Risk: No choice cost

Only the unique stage-1 recruit qualifies after 30 days; the event is not guaranteed to fire on that day.

Lone Wolf Origin Another SquireGeneral events
Lone Wolf Origin Another Squire game event illustration

Along the way...

When it can happen: Warriors of the North enabled; Lone Wolf origin, at least three brothers, the origin’s marked Squire and a different Squire.

Response and result

And to think I used to roam these lands alone...

The origin Squire loses 0.5 mood when the scene opens. The other Squire receives no scripted mood change.

Lone Wolf Origin Depressing LadyGeneral events
Lone Wolf Origin Depressing Lady game event illustration

At a settlement

When it can happen: Warriors of the North enabled; Lone Wolf origin only, within four tiles of any allied settlement.

Response and result

This world is what I make of it.

The old woman’s conversation is narrative only; the scene and response do not change mood, relations, crowns or items.

Lone Wolf Origin SquireGeneral events
Lone Wolf Origin Squire game event illustration

At a settlement

When it can happen: Warriors of the North, Lone Wolf origin; only the Hedge Knight on the roster; within 4 tiles of an allied, non-southern settlement.

Paths and results

Ask if he has killed anyone

He says no; you can still ask about his skills, recruit him or decline.

Ask what he can do

Hear his claims about armor and cooking; you can still ask about his past, recruit him or decline.

Take him as a squire

The special Squire joins and his mood improves.

Keep working alone

The Squire does not join.

Raiders Origin RedemptionGeneral events
Raiders Origin Redemption game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Northern Raiders origin only; at least 500 Business Reputation and 2,500 crowns; on a road; redemption not already completed; a noble house with relation strictly above 5 and below 25; a level-2+ Monk.

Paths and results

Pay for reconciliation

Spend 2,000 crowns, gain 50 Renown and improve relations with the selected noble house by 20. The one-time redemption flag is set only on this route.

Refuse

Keep the money and relations as they are; the redemption flag is not set, so the offer can return if its eligibility gates still hold.

Risk: This is a one-house relation improvement at a 2,000-crown cost, not a global noble-house reset.

The payment route can complete only once per campaign; declining does not consume it. A level-2-or-higher Monk and a house with relation strictly between 5 and 25 are required.

Rangers Origin Hunt FoodGeneral events
Rangers Origin Hunt Food game event illustration

Along the way...

When it can happen: Warriors of the North; Band of Poachers origin only; daytime on ordinary, leafy, autumn or snowy forest terrain; at least three brothers, an empty stash slot and one brother without a temporary injury.

Paths and results

Go hunting

70%: gain one Venison. Next 20%: gain one Venison and one Valuable Furs. Final 10%: the selected injury-free brother suffers a temporary accident injury and the script grants no food or furs.

Skip the hunt

No direct change.

Risk: The injury result yields no supplies; the two successful results do not change noble relations despite the scene’s warning.

Sled RaceGeneral events
Sled Race game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Warriors of the North enabled; on mountain terrain with a free stash slot and a non-player ordinary racer who is neither Fat nor Shortsighted. Fat and Shortsighted brothers add their own optional responses.

Paths and results

Enter the ordinary racer

50%: he gains 1 permanent Initiative and every brother has a 25% mood-improvement chance. Other 50%: he suffers a mountain injury and every other brother has a 25% mood-improvement chance.

Enter a Fat brother, if present

He suffers a mountain injury; every other brother has a 25% mood-improvement chance.

Enter a Shortsighted brother, if present

He suffers a mountain injury and the company gains Ancient Gold Coins; no scripted company mood roll.

Decline

No direct change.

Risk: The ordinary race has a 50% injury result; the Fat and Shortsighted routes always injure their racer.

There is no wager. The Player Character trait is excluded from racer selection; Fat takes priority over Shortsighted when both traits are present.

Traveler NorthGeneral events
Traveler North game event illustration

Along the road...

When it can happen: Warriors of the North enabled; on a road in the northernmost 20% of the world map.

Paths and results

Invite the northern traveler to camp

Hear one of the northern traveler’s story variants and then continue; the script takes no food and grants no recruit, item or stat change.

Keep your distance

Leave without a scripted resource or stat change.

Risk: This northern flavor encounter has no scripted food cost, unlike the general Traveler event.

Wild Dog SoundsGeneral events
Wild Dog Sounds game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Warriors of the North and Beasts & Exploration enabled; night on day 20 or later in Forest, Leaf Forest or Snowy Forest. The roster needs at least one Hunter, Poacher or Beast Slayer, Wildman, or zero-XP brother, plus at least one other brother outside those groups. Hunter, Wildman and zero-XP options appear only when their respective candidate exists.

Paths and results

Ignore the howling

50% opens a disturbed-sleep result; 50% opens an Unhold-fight scene.

Close the disturbed-sleep result

Each brother except Hunters, Poachers, Beast Slayers, Wildmen and Barbarians has an independent 25% chance to lose mood and become Exhausted.

Fight the Unholds after ignoring them

Start a scripted battle against a reputation-independent Unhold spawn group with a random 80–100 strength budget; enemies deploy around the company.

Send an eligible Hunter

Gain one Cured Venison and permanently grant that Hunter 1 Resolve. Each brother outside the exempt hunter and wild-background groups has a separate 15% chance to lose mood.

Close the Hunter result

Keep the food and Resolve already granted.

Send a Wildman

The Wildman improves mood; no item or stat reward is scripted.

Close the Wildman result

No further change.

Send a zero-XP brother

40% opens a missing-brother result; 60% opens a returned-brother result.

Close the missing-brother result

The brother is removed from the roster and recorded among the fallen as missing; his gear transfers only while the stash has room.

Close the returned-brother result

He gains 200 XP and a large mood improvement. A non-named, non-legendary main-hand weapon is lost if he had one, and equipped head/body armor is reduced to 10–40% of maximum condition.

Risk: Sending a zero-XP brother has a 40% permanent roster-loss route. Ignoring the sound can start a tactical Unhold battle.

The script allows this event without a Hunter but later assumes one exists while naming the participants. Whether a company with only a Wildman or zero-XP candidate sees it successfully needs a game check. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Undead Boy Who CriedCrisis sequence
Undead Boy Who Cried game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Warriors of the North enabled; an Undead Scourge phase has begun Daytime within 4 tiles of an allied settlement

Paths and results

Help at the boy's first warning

It is a prank; gain 1 Moral Reputation, then hear his next warning.

Refuse at the first warning

The refusal counter rises; no reward is granted, but the boy returns with another warning.

Help when the boy returns

It is another prank; gain 1 Moral Reputation and Roots and Berries, then hear a later warning.

Refuse when the boy returns

The refusal counter rises; before a third refusal, the script returns to a warning screen rather than ending the event.

Investigate the later warning

50%: another prank pays 10 crowns. 50%: a real Wiederganger is killed in the story, awarding 25 crowns and 1 Moral Reputation; no tactical battle begins.

Refuse the later warning

Each refusal increments the counter. On the third refusal, guards jail the boy and the event ends without a new reward; earlier refusals continue the encounter.

Icy Cave EnterLocation events
Icy Cave Enter game event illustration

As you approach...

When it can happen: Visit Icy Cave. The normal entry offers up to four highest-XP brothers whose formation slot is ≤17; the IjirokStage3 route offers up to four from the whole roster.

Paths and results

Choose one of the offered brothers

that brother duels the Barbarian Madman.

Leave

no fight.

Win

Broken Ritual Armor and the Hunting Ground clue.

Lose

the chosen brother dies; choose another offered brother for a new duel or leave.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Tundra Elk DestroyedLocation events
Tundra Elk Destroyed game event illustration

After the battle...

When it can happen: After defeating the Ijirok at the Hunting Ground.

Paths and results

Finish with Broken Ritual Armor in the stash

Consumes one broken armor and awards Ijirok Helmet and Ijirok Armor; sets the Ijirok chain to stage 5.

Finish without it

Sets stage 5 but awards neither Ijirok armor piece in this event.

Risk: Conditional unique rewards

Tundra Elk EnterLocation events
Tundra Elk Enter game event illustration

As you approach...

When it can happen: Approach the Hunting Ground.

Paths and results

Attack the Ijirok

Marks the site attackable and opens the combat dialog.

Retreat

Leaves the location unvisited so it can be approached again.

Risk: Fight or leave

Arena TournamentGeneral events
Arena Tournament game event illustration

Along the road...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1
  • Possible illustration 2Possible illustration 2

When it can happen: Blazing Deserts enabled; on a road in the southern 40% of the map, while a southern settlement already has the Tournament situation.

Response and result

Hear the tournament rumor

Before the sole response, the event refreshes that existing Tournament situation to five valid days. It does not create a Tournament in a town that lacked one; the response itself is narrative only.

Risk: The event extends an existing town state; visiting cannot force a new Tournament to appear.

Belly DancerGeneral events
Belly Dancer game event illustration

At a settlement

When it can happen: Blazing Deserts; daytime; at least 750 crowns and one free roster slot; within 4 tiles of an allied southern settlement.

Paths and results

Tip the dancer

Spend 1 crown and stay until the show ends; you may then ask about recruitment or leave.

Leave without tipping

No cost and no recruit.

Ask him to join after tipping

He hears the offer and asks for stronger persuasion; choose praise or a cash offer.

Leave after tipping

Lose the 1-crown tip; no recruit.

Praise his blade skill

25%: he accepts and joins with Dexterous; 75%: he declines. No additional crowns are spent.

Offer 500 crowns

Spend 500 and recruit the Dexterous Belly Dancer.

Cannon ExecutionGeneral events
Cannon Execution game event illustration

Along the road...

When it can happen: Blazing Deserts enabled On a road in desert or desert hills terrain At least one free roster slot

Paths and results

Ask about the condemned man

Hear the thief's story, then choose whether to allow or stop the execution.

Ignore the execution

Event ends without reward.

Allow the execution

The thief dies; there is no gold or other reward.

Stop the execution

The guards release a southern Thief into your custody; choose whether to recruit or release him.

Recruit the saved Thief

He joins with worsened mood after the near-execution; his main-hand, off-hand and head items are unequipped.

Release the saved Thief

He leaves; no recruit or other reward.

Cultish ArrangementGeneral events
Cultish Arrangement game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Blazing Deserts enabled; from day 10, at night on desert terrain, more than 7 tiles from every settlement, with a free stash slot. A non-player Cultist or Converted Cultist unlocks the optional response.

Paths and results

Leave the cultists alone

No direct change.

Ask a Cultist or Converted Cultist to speak with them, if present

Gain a Qatal Dagger and improve that brother’s mood.

Attack the cultists

Lose 2 moral reputation and gain 10–100 crowns; the attack resolves in the event scene without tactical combat.

Risk: Attacking costs moral reputation and gives a smaller crown range than the older outline stated.

Converted Cultists qualify, but the Player Character trait is excluded from the optional candidate selection.

Cultural ConflagrationGeneral events
Cultural Conflagration game event illustration

During camp...

When it can happen: Blazing Deserts enabled; at least six brothers, including at least two northern-ethnicity and two southern-ethnicity brothers.

Response and result

Break up the cultural brawl

When the scene opens, each brother independently has a 33% chance of a mood change; that change is equally likely to improve or worsen mood. Each also independently has a 40% chance of light wounds. The only response closes the scene.

Risk: Mood and wound rolls are separate for every brother, including those outside the two arguing groups.

Desert BugbiteGeneral events
Desert Bugbite game event illustration

Along the way...

When it can happen: Blazing Deserts; off-road Desert tile more than 5 tiles from every settlement, no Scout follower and at least one brother without Exhausted. The script selects the lowest adjusted maximum-HP candidate.

Response and result

Watch your step

On scene start, the selected brother gains Exhausted and loses 1 mood. The sting script applies no direct HP damage; the sole response closes the scene.

Strong, Tough, Lucky and southern ethnicity each add 20 to the selection score, making that brother less likely to be the lowest-scored target.

Desert FallGeneral events
Desert Fall game event illustration

Along the way...

When it can happen: Blazing Deserts; off-road Desert tile more than 5 tiles from every settlement, no Scout follower and at least one brother without Bruised Leg. The script selects the lowest adjusted maximum-HP candidate.

Response and result

Warn of the dune

On scene start, the selected brother loses 1 mood and gains Bruised Leg. The injury helper also subtracts 5–20 current HP, minimum 1. The sole response closes the scene.

Strong, Tough, Lucky and southern ethnicity each add 20 to the target score. The event cannot choose someone already suffering Bruised Leg.

Desert FeetGeneral events
Desert Feet game event illustration

Along the way...

When it can happen: Blazing Deserts; not Southern Mercenaries or Manhunters origin; off-road Desert tile more than 5 tiles from every settlement, no Scout follower and at least three non-southern-ethnicity brothers.

Response and result

Empty the boots

On scene start, every non-southern-ethnicity brother independently has a 50% chance to lose 0.75 mood. Southern-ethnicity brothers are skipped; no injury or HP loss is scripted. The sole response closes the scene.

Desert HeatGeneral events
Desert Heat game event illustration

Along the way...

When it can happen: Blazing Deserts; daytime on a Desert tile more than 5 tiles from every settlement, no Scout follower and at least one brother without Exhausted. Road tiles are allowed. The target has the lowest adjusted maximum Fatigue.

Response and result

Keep hydrated

On scene start, the selected brother gains Exhausted and loses 1 mood. This event script applies no direct HP damage; the sole response closes the scene.

Strong, Tough, Lucky and southern ethnicity each add 20 to the target score; only brothers without Exhausted are considered.

Desert SandGeneral events
Desert Sand game event illustration

Along the way...

When it can happen: Blazing Deserts; daytime on a Desert tile, off road and more than 5 tiles from every settlement; no Scout follower.

Response and result

Endure the sand

When the scene opens, each brother’s equipped main hand, offhand, head armor and body armor with more than 1 condition independently has a 15% chance to lose 10–25% of its maximum condition, never falling below 1. The sole response closes the scene.

Bag items, accessories and stash items are not checked. The Scout prevents this event from firing.

No fixed sceneDesert WellGeneral events

Along the road...

When it can happen: Blazing Deserts enabled; on a road through desert or desert hills, more than 6 tiles from every settlement; one free roster slot and one empty stash slot. A Monk in the company unlocks the rescue reply.

Paths and results

Question the man at the well

Advance to his explanation; no reward yet.

Try to stop him yourself

He ignites the explosives and dies; no recruit or usable loot.

Ask a Monk to speak with him (if present)

Open a second choice between rescue and letting him continue.

Send the Monk to save him

Gain Silverware; a southern Peddler with Deathwish and poor mood appears as a temporary recruit, with hands emptied.

Let the man continue after the Monk speaks

He ignites the explosives and dies; no recruit or usable loot.

Welcome the saved Peddler

Move that temporary Peddler into the company roster; the Silverware was already granted before this button.

Risk: Without the Monk rescue path the man dies; only that path offers a recruit

No fixed sceneDried OasisGeneral events

Along the way...

When it can happen: Blazing Deserts enabled; on desert or desert-hills terrain without a road, farther than 8 tiles from every settlement, with an eligible non-player brother who is not a Beast Slayer. A Beast Slayer enables the safer optional response.

Paths and results

Send the ordinary brother

50%: gain 100–300 crowns. Other 50%: gain no crowns; he takes heavy wounds, a Pierced Hand injury, Sickness and a mood loss.

Send a Beast Slayer, if present

Gain 100–300 crowns and an Antidote; the Beast Slayer improves mood without the ordinary snakebite roll.

Leave

No direct change.

Risk: The ordinary 50% failure applies heavy wounds, Pierced Hand and Sickness without any treasure.

The older outline gave a fixed 20–40 Hitpoints loss. The inspected script calls heavy-wound logic without that explicit range, so this card does not assert it.

Fire JugglerGeneral events
Fire Juggler game event illustration

At a settlement

When it can happen: Daytime and within 4 map tiles of an allied southern town. A non-Player-Character Juggler in the company, plus a free roster slot, unlocks the third response.

Paths and results

Watch the act

50%: he succeeds and each brother independently has a 75% chance to gain mood; 50%: he dies in the fire and you gain 1–40 crowns.

Step in yourself

He stops the act and gives you 1–40 crowns.

Send your Juggler (free roster slot required)

Your Juggler performs safely and gains 1–3 Melee Skill and mood. Then accept the local performer to recruit a Fearless southern Juggler, or refuse him; your existing Juggler gains the same skill and mood either way.

The juggler dialog option is only available if you have a free slot in your roster A juggler can gain the melee skill bonus of this event more than once

Gladiators FoodGeneral events
Gladiators Food game event illustration

During camp...

When it can happen: Blazing Deserts; Gladiators origin, at least one starting Player Character Gladiator and no food stack in the stash worth 85 raw crowns or more. An empty food supply also qualifies.

Response and result

Hear the complaint

On scene start, every starting Player Character Gladiator loses 1.5 mood. The event consumes no food or crowns; its only response closes the scene.

Gladiators VibesGeneral events
Gladiators Vibes game event illustration

During camp...

When it can happen: Blazing Deserts; Gladiators origin and at least two rostered Gladiators with the Player Character flag. The script takes the last two matching brothers in roster order.

Response and result

Acknowledge the camp scene

90% opens the bonding scene: both selected Gladiators gain 1 mood. The other 10% opens a nightmare scene: only the second selected Gladiator loses 1 mood. Effects apply when the chosen scene opens; each scene has one closing response.

Gunpowder WagonGeneral events
Gunpowder Wagon game event illustration

Along the road...

When it can happen: Blazing Deserts enabled; no Holy War crisis active; on a road through desert, desert hills or an oasis; at least 2,500 crowns and one empty stash slot. The 2,500-crown trigger still applies if you only want the 500-crown Fire Lance.

Paths and results

Ask whether the merchant sells weapons

Open the second screen with three purchase responses; no crowns are spent yet.

Leave before seeing the prices

End the event without a purchase.

Buy the Handgonne bundle

Spend 2,500 crowns; the script adds a Handgonne and Powder Bag to the stash.

Buy the Fire Lance

Spend 500 crowns; the script adds a Fire Lance to the stash.

Decline after seeing the prices

End the event without a purchase.

Risk: The Handgonne bundle costs 2,500 crowns; the Fire Lance costs 500

Manhunters Origin Capture PrisonerGeneral events
Manhunters Origin Capture Prisoner game event illustration

After the battle...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Blazing Deserts enabled; Manhunters origin; a free roster slot and a new victory against nobles, settlement forces, brigands, barbarians, southern city-state forces or nomads. The special event checks within 5 virtual-time units of that battle and can fire only once for its combat ID.

Paths and results

Take the prisoner

Recruit one Indebted for free. The origin of the defeated force selects the ordinary, southern or barbarian Indebted background variant; prior mood changes are cleared and the new recruit then loses 2 mood levels.

Release the prisoner

No recruit joins and no fee is paid.

Risk: The captive joins with an Indebted background and two levels of worse mood.

Fighting Nomads or City State Forces will result in a Southern Indebted Fighting Barbarians will result in a Northern Indebted Fighting Noble House Forces, Militia Forces or Brigands will result in a regular Indebted

Merchant Of JugsGeneral events
Merchant Of Jugs game event illustration

Along the road...

When it can happen: Blazing Deserts enabled; on a road through desert or desert-hills terrain with at least 150 crowns.

Paths and results

Buy all three jugs

Spend 150 crowns; each brother independently receives three 33% mood-improvement rolls, which can stack. No jug or food item is added to the stash.

Buy one jug

Spend 50 crowns; each brother receives one 33% mood-improvement roll. No jug or food item is added to the stash.

Decline

No direct change.

Risk: This is a crown-for-mood event; the story’s jugs do not become inventory items.

PiratesGeneral events
Pirates game event illustration

Along the road...

When it can happen: Must be on desert or desert hills terrain Must be on a road Have a free slot in your roster or two free slots if you play the Event 172 Manhunters origin

Paths and results

Demand that all captives be freed

Gain 2 reputation and worsen relations with the southern city-states; a rescued Sailor then offers to join.

Have your northern Fisherman speak up, if present

He identifies one captive; gain 2 reputation, worsen southern city-state relations and improve that Fisherman’s mood. The rescued Sailor then offers to join.

Take two captives as Indebted, if playing Manhunters

Two unhappy Indebted Sailors join; this route requires two free roster slots.

Let the captors continue

No direct change.

Recruit the rescued Sailor after either rescue route

Gain a Fisherman-background brother with poor starting mood; the reputation and relation changes have already happened.

Send the rescued Sailor home after either rescue route

No recruit; the reputation and relation changes still apply.

The extra Fisherman dialogue option requires a current Fisherman brother with northern ethnicity. It and the Manhunters option are conditional opening buttons.

Read Black BookGeneral events
Read Black Book game event illustration

During camp...

When it can happen: Blazing Deserts; Lorekeeper defeated, Black Book in the stash and no brother anywhere in the roster with Mad. At least one Historian level 2+ or ordinary Cultist level 9+ must be present, plus a separate brother outside that reader pool. A completed Lorekeeper trade blocks the event.

Response and result

React to the reader

The scene uses different dialogue for the Davkul Cultists origin, but both versions give the randomly selected eligible reader Mad and 2 mood before the sole response. The Black Book stays in the stash; no Historian-priority rule appears in the script.

Only an ordinary Cultist background qualifies, not a converted Cultist. Once any brother is Mad, this event is blocked until that condition changes; the event itself does not set a separate completion flag.

Retired GladiatorGeneral events
Retired Gladiator game event illustration

At a settlement...

When it can happen: Blazing Deserts; at least 1,250 crowns, a free stash slot and a free roster slot; within 4 tiles of an allied southern settlement with an Arena.

Paths and results

Speak to the retired Gladiator

Hear his offer to sell his armor for 1,000 crowns.

Leave immediately

No purchase or recruit.

Buy the armor

Spend 1,000 crowns and receive a Gladiator Harness already fitted with Metal Armor Pieces.

Decline the armor offer

No cost or recruit.

Ask a Gladiator already in your company to persuade him, if available

The veteran agrees to consider joining; choose Recruit or Refuse next.

Recruit the veteran after persuasion

An Old Gladiator nicknamed the Wolf joins.

Refuse after persuading him

No recruit; each brother independently has a 50% chance to improve mood.

Runaway HaremGeneral events
Runaway Harem game event illustration

Along the way...

When it can happen: Blazing Deserts enabled; on a road through desert or desert hills; the nearest settlement must be at least 7 tiles away. The script checks all settlement types, not just city-states.

Paths and results

Stay out of it

No direct money or relation change.

Return the women

Gain 150 crowns and improve relations with the faction owning the settlement selected by the event. The script does not limit that settlement to a city-state.

Let them go free

Gain 1 Moral Reputation and 100 crowns, but worsen relations with that same settlement owner.

Sellsword RetiresGeneral events
Sellsword Retires game event illustration

Along the road...

When it can happen: Blazing Deserts enabled; on a road with at least two free stash slots. A Peddler in the roster adds an automatic follow-up, but is not required to trigger the event.

Response and result

Accept the retiring Sellsword’s gear

The opening scene always gives an Arming Sword and Basic Mail Shirt, each set just below half maximum condition. There is one opening response. If a Peddler is present, its continuation also grants 20–100 crowns; the gear remains in the stash and is not sold.

Risk: The two awarded items are damaged; the Peddler’s crowns are additional, not a sale of that gear.

No fixed sceneSellsword Vs BeesGeneral events

Along the way...

When it can happen: Blazing Deserts enabled; on desert or desert-hills terrain more than 5 tiles from every settlement, with an eligible non-player non-Wildman brother. A non-player Wildman adds an optional response.

Paths and results

Send an ordinary brother

50%: each brother independently has a 50% chance to improve mood after the honey scene, but no food item is added. Other 50%: the chosen brother takes heavy wounds and loses mood; no honey is added.

Send a Wildman, if present

He takes light wounds but improves mood; each other brother has a 50% chance to improve mood. No food item is added.

Leave

No direct change.

Risk: The ordinary failure causes heavy wounds; the Wildman route always causes light wounds.

All selected brothers exclude the Player Character trait. The older source’s fixed 20–40% Hitpoints loss is not explicit in the inspected script, which calls heavy-wound logic.

Sword EaterGeneral events
Sword Eater game event illustration

At a settlement

When it can happen: Blazing Deserts and Beasts & Exploration enabled; daytime, at least 100 crowns and a free stash slot, within 4 tiles of an allied southern settlement. A non-player Wildman adds his response only with Warriors of the North and before it has been used in the campaign.

Paths and results

Tip the sword eater

Spend 5 crowns; gain 5 relations with the town’s owner and 25 Renown.

Send a Wildman to tip him, if available

Spend 5 crowns. The Wildman kills the performer, brings back a Fencing Sword at 10–40% condition, and costs 10 relations with the town’s owner; this response can be used only once per campaign.

Walk away

No direct change.

Risk: The Wildman route kills the performer, harms relations and awards a damaged sword.

The sword is an ordinary Fencing Sword, not a named item. The ordinary tip uses the standard contract-success renown increment.

Trade Black BookGeneral events
Trade Black Book game event illustration

During camp...

When it can happen: After defeating the Lorekeeper, keep the Black Book in your inventory. Blazing Deserts event; selection still depends on event-manager conditions.

Paths and results

Trade the book for Gilder's Embrace

receive the legendary shield.

Trade it for two Mysterious Jugs

receive two jugs instead.

Trade it for 50,000 crowns

receive crowns instead.

The source records a 99,999-day cooldown and a Peasant Militia exception to its Mad-trait context; exact eligibility should be verified in-game. The three offers are mutually exclusive.

Traveler SouthGeneral events
Traveler South game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Blazing Deserts enabled; on a road in the southernmost 20% of the world map, more than 6 tiles from every settlement.

Paths and results

Invite the southern traveler to camp

Hear one of his southern story variants and then continue; the script takes no food and grants no recruit, item or stat change.

Keep your distance

Leave without a scripted resource or stat change.

Risk: This southern flavor encounter has no scripted food cost, unlike the general Traveler event.

Holywar Crucified 1Crisis sequence
Holywar Crucified 1 game event illustration

Along the road...

When it can happen: Blazing Deserts enabled and Holy War active; on desert, desert hills or oasis terrain with a free roster slot, more than 5 tiles from every settlement. A road is not required by this script.

Paths and results

Talk to the crucified man

Open the recruit-or-leave screen; no item or brother joins yet.

Invite him into the company

Prepare a free Converted Crusader with Deathwish at 33% HP; each northern brother independently has a 66% chance to lose mood. The next screen still asks you to confirm his welcome.

Welcome the converted crusader

Move that temporary recruit into the company roster; no crowns are spent.

Leave him on the cross

No recruit; each northern brother independently has a 50% chance to improve mood.

Risk: The free recruit begins at 33% HP; northern brothers may lose mood when he is invited.

Holywar Flavor North OutsideCrisis sequence
Holywar Flavor North Outside game event illustration

Along the road...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1
  • Possible illustration 2Possible illustration 2
  • Possible illustration 3Possible illustration 3

When it can happen: Blazing Deserts enabled and Holy War active; on an oasis road outside the northernmost 30% of the map, more than 5 tiles from every settlement. These are the 1.5.2.3 script checks despite the event file name.

Response and result

Acknowledge the northern countryside scene

This is a one-response Holy War story. The inspected script applies no crown, item, injury, mood, reputation or relation change.

Holywar Flavor North SettlementCrisis sequence
Holywar Flavor North Settlement game event illustration

Along the road...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1
  • Possible illustration 2Possible illustration 2

When it can happen: Blazing Deserts enabled and Holy War active; within 5 tiles of any allied non-southern settlement. The qualifying town need not be the nearest settlement.

Response and result

Acknowledge the northern settlement scene

This is a one-response Holy War story. The inspected script applies no crown, item, injury, mood, reputation or relation change.

Holywar Flavor South OutsideCrisis sequence
Holywar Flavor South Outside game event illustration

Along the road...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: Blazing Deserts enabled and Holy War active; on a road through desert, desert hills, steppe or oasis, more than 5 tiles from every settlement.

Response and result

Acknowledge the southern countryside scene

This is a one-response Holy War story. The inspected script applies no crown, item, injury, mood, reputation or relation change.

Holywar Flavor South SettlementCrisis sequence
Holywar Flavor South Settlement game event illustration

Along the road...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: Blazing Deserts enabled and Holy War active; within 5 tiles of an allied southern settlement. The qualifying city-state need not be the nearest settlement.

Response and result

Acknowledge the southern settlement scene

This is a one-response Holy War story. The inspected script applies no crown, item, injury, mood, reputation or relation change.

Holywar Ill SouthernersCrisis sequence
Holywar Ill Southerners game event illustration

Along the way...

When it can happen: Blazing Deserts enabled and Holy War active; daytime outside the southernmost 20% of the map, not on desert, desert hills or steppe; the nearest settlement must be 7–20 tiles away inclusive.

Paths and results

End the southerners’ suffering

Gain 10–20 Tools and Supplies. Each non-Cultist southerner independently has a 66% chance to improve mood; each non-Cultist northerner has a 66% chance to lose mood. Cultists and converted Cultists are skipped.

Leave them to suffer

Lose 1 Moral Reputation and gain 10–20 Tools and Supplies. The same non-Cultist southerners have a 66% chance to lose mood, while non-Cultist northerners have a 66% chance to improve mood.

Risk: The choice flips mood effects for northern and southern brothers; Cultists are excluded from these rolls.

Holywar Intro NorthCrisis sequence
Holywar Intro North game event illustration

At a settlement

When it can happen: Blazing Deserts enabled; pending Holy War start news and any allied non-southern settlement within three tiles.

Response and result

War is upon us.

The northern announcement consumes pending start news when prepared. Closing it does not choose a side or start a battle.

Holywar Intro SouthCrisis sequence
Holywar Intro South game event illustration

At a settlement

When it can happen: Blazing Deserts enabled; pending Holy War start news and any allied southern settlement within three tiles.

Response and result

War is upon us.

The southern announcement consumes pending start news when prepared. Closing it does not choose a side or start a battle.

Holywar Neutral NomadsCrisis sequence
Holywar Neutral Nomads game event illustration

Along the way...

When it can happen: Blazing Deserts enabled and Holy War active; not Manhunters, Gladiators or Southern Mercenaries origin; off road on desert or desert hills, more than 6 tiles from every settlement. A Wildman may alter the response but is not required.

Paths and results

Talk peacefully

Gain Dates; every brother improves mood.

Rob the Nomads

Lose 2 Moral Reputation; gain 150 crowns, Dates and Rice. Each brother offended by violence independently has a 75% chance to lose mood.

Let a Wildman speak (if present)

Gain a Qatal Dagger instead of the peaceful route’s Dates; every brother improves mood.

Risk: Robbing costs 2 Moral Reputation and can worsen the mood of brothers offended by violence.

Holywar Occupied NorthCrisis sequence
Holywar Occupied North game event illustration

Along the road...

Scene by Holy War site

The game chooses the scene for the site that changed hands.

  • The Fallen StarThe Fallen Star
  • The OracleThe Oracle
  • The Ancient CityThe Ancient City

When it can happen: On a road, with pending news that northern forces captured a Holy War site.

Response and result

The fires of religious turmoil burn bright.

Preparing the scene consumes and reports the pending capture news. The response does not itself change site control.

Holywar Occupied SouthCrisis sequence
Holywar Occupied South game event illustration

Along the road...

Scene by Holy War site

The game chooses the scene for the site that changed hands.

  • The Fallen StarThe Fallen Star
  • The OracleThe Oracle
  • The Ancient CityThe Ancient City

When it can happen: On a road, with pending news that southern forces captured a Holy War site.

Response and result

The fires of religious turmoil burn bright.

Preparing the scene consumes and reports the pending capture news. The response does not itself change site control.

Holywar Outro NorthCrisis sequence
Holywar Outro North game event illustration

During camp...

When it can happen: Blazing Deserts enabled; Holy War ending news pending, on a road with no active contract and outside the southernmost 18% map band. This route is selected by map position, not by which side the company supported.

Paths and results

Continue commanding

The campaign continues. Before either answer, the opening scene makes factions friendly, recreates alliances and checks ending achievements. Its victory narrative reflects control of the three Holy War sites; a tie selects the northern narrative.

Retire from mercenary life

The same opening changes have already occurred; this button ends the campaign and opens the finish screen.

Risk: Retire ends the campaign; the north/south route label is geography, while the shown victor comes from holy-site control.

The north and south outro scripts choose different map bands, but each independently selects its victory scene by the same three-site count.

Holywar Outro SouthCrisis sequence
Holywar Outro South game event illustration

During camp...

When it can happen: Blazing Deserts enabled; Holy War ending news pending, on a road with no active contract within the southernmost 18% map band. This route is selected by map position, not by which side the company supported.

Paths and results

Continue commanding

The campaign continues. Before either answer, the opening scene makes factions friendly, recreates alliances and checks ending achievements. Its victory narrative reflects control of the three Holy War sites; a tie selects the northern narrative.

Retire from mercenary life

The same opening changes have already occurred; this button ends the campaign and opens the finish screen.

Risk: Retire ends the campaign; the north/south route label is geography, while the shown victor comes from holy-site control.

The north and south outro scripts choose different map bands, but each independently selects its victory scene by the same three-site count.

Holywar Sand StormCrisis sequence
Holywar Sand Storm game event illustration

Along the way...

When it can happen: Blazing Deserts enabled and Holy War active; daytime on desert terrain, more than 7 tiles from every settlement. Desert hills do not satisfy the terrain check.

Paths and results

End the northerners’ suffering

Gain 10–20 Tools and Supplies. Each non-Cultist northerner independently has a 66% chance to improve mood; each non-Cultist southerner has a 66% chance to lose mood. Cultists and converted Cultists are skipped.

Leave them to the storm

Lose 1 Moral Reputation and gain 10–20 Tools and Supplies. The same non-Cultist northerners have a 66% chance to lose mood, while non-Cultist southerners have a 66% chance to improve mood.

Risk: The choice flips mood effects for northern and southern brothers; Cultists are excluded from these rolls.

No fixed sceneHolywar WarningsCrisis sequence

Along the road...

When it can happen: Blazing Deserts enabled; Holy War warning phase, on a road more than four tiles from a settlement.

Response and result

Heed the warning

The Holy War warning scene ends; no reward or allegiance change is applied by this event.

Risk: Information only

Meteorite EnterLocation events
Meteorite Enter game event illustration

As you approach...

When it can happen: Visit the Meteorite.

Response and result

Leave the Meteorite

This visit is a narrative scene; the event grants no item and starts no battle.

Risk: Narrative visit

Oracle EnterLocation events
Oracle Enter game event illustration

As you approach...

When it can happen: Visit the Oracle.

Response and result

Leave the Oracle

This visit is a narrative scene; the event grants no item and starts no battle.

Risk: Narrative visit

Sunken Library EnterLocation events
Sunken Library Enter game event illustration

As you approach...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Discover and enter the Sunken Library.

Paths and results

Rappel into the dark

continue through the encounter and fight the Lorekeeper; on victory, keep the Black Book. Reading or trading it belongs to later events.

Leave undisturbed

no battle or Black Book.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Vulcano EnterLocation events
Vulcano Enter game event illustration

As you approach...

When it can happen: Visit the Volcano.

Response and result

Leave the Volcano

This visit is a narrative scene; the event grants no item and starts no battle.

Risk: Narrative visit

Anatomist Bummed At MutationsGeneral events
Anatomist Bummed At Mutations game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Anatomists origin; a rostered Anatomist with at least one active mutation who has not already received this upset-about-mutations scene.

Response and result

Comfort the mutated Anatomist

The scene has already worsened his mood by an internal 1.25; no mutation, base stat, item or injury changes. The brother is flagged against this specific scene repeating.

An Anatomist can get this event only once

Anatomist Confronts HealerAnatomists origin
Anatomist Confronts Healer game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3
  • Additional game scene 4Additional game scene 4

When it can happen: Anatomists origin and an Anatomist in the roster; within 3 map tiles of a player-allied town that is neither southern nor military. A Monk unlocks mediation.

Paths and results

Let the Anatomist correct him

50%: the Anatomist gains mood and 100 XP, plus one of Cured Venison, Pickled Mushrooms or Roots and Berries; 50%: the Anatomist loses mood and suffers light wounds, then each rostered brother independently has a 10% light-wound roll.

Stop the confrontation

The Anatomist loses mood.

Ask the Monk to intervene (Monk required)

The Anatomist gains mood and 50 XP; the Monk gains mood and 1–2 Resolve.

Risk: Wounds / mood

Anatomist Creeps Out LocalsGeneral events
Anatomist Creeps Out Locals game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; Anatomists origin, on a road with at least one rostered Anatomist. No nearby-town or relation gate is checked.

Response and result

Close the locals’ reaction

The event changes no town relations, Moral Reputation, money, brother stats or mood in the inspected script; it is a story scene only.

Anatomist Dead KnightGeneral events
Anatomist Dead Knight game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: Of Flesh and Faith enabled; Anatomists origin; after campaign day 25, on a road with at least one Anatomist. With Blazing Deserts enabled, the southernmost 20% of the map is excluded. A Noble in the roster takes priority over the Undead Scourge branch.

Paths and results

Investigate the dead knight

The script takes the first applicable result: Noble present → Gain one random item, either Decayed Reinforced Mail Hauberk or Decayed Closed Flat Top with Mail, just below half condition; the Noble and Anatomist lose mood. No Noble, Undead Scourge active → Gain one random item from that same armor-or-helmet pair, not both; the Anatomist gains 200 XP. Neither condition → 70%: gain a Decayed Coat of Scales or Decayed Reinforced Mail Hauberk plus an Arming Sword, all just below half condition, and improve the Anatomist's mood. Other 30%: the Anatomist suffers an accident injury and improves mood, with no gear.

Decline

No direct change.

Risk: Without a Noble or active Undead Scourge, investigating has a 30% injury outcome instead of gear

Anatomist Demonology BookGeneral events
Anatomist Demonology Book game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled and at least one Anatomist in the roster. The Anatomists campaign origin is not required.

Response and result

Dismiss the demonology book

The selected Anatomist first loses 0.5 internal mood for wasted research, then improves mood by 1.0 when you identify the sham. No book item, stat change or injury is scripted.

Anatomist Dissects BeetlesGeneral events
Anatomist Dissects Beetles game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled and at least one Anatomist in the roster. The Anatomists origin is not required.

Response and result

Close the beetle scene

The selected Anatomist improves mood by one internal unit. The script adds no beetle loot, stat bonus or injury.

Anatomist Exhumes HeroAnatomists origin
Anatomist Exhumes Hero game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: At least 2 Anatomists; within 3 tiles of a town. Graverobber unlocks an extra option.

Paths and results

Dig

50%: bad mood and lower town opinion; 50%: good mood and +150 XP.

Graverobber option

Anatomists good mood and +150 XP; Graverobber good mood; one weapon from the documented pool.

Decline

no change.

Risk: Settlement relations

[object Object]

Anatomist Helps Blighted Guy 1Recruitment chain
Anatomist Helps Blighted Guy 1 game event illustration

On the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
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When it can happen: Anatomists origin; on a road; at least one Anatomist.

Paths and results

Help

50% incurable: gain 45 crowns; Anatomist good mood and +200 XP. 50% cured → accept the sick Vagabond (8 days Sick, bad mood, two talent stars each in Melee Skill, Melee Defense and Resolve) or refuse for 65 crowns and Anatomist bad mood.

Leave

no change.

Risk: Money / sick recruit

Accepting the special recruit enables stage 2 once his sickness and injuries resolve.

Anatomist Helps Blighted Guy 2Recruitment chain
Anatomist Helps Blighted Guy 2 game event illustration

Along the way...

When it can happen: Of Flesh and Faith; Anatomists origin only; the special brother accepted in stage one has spent at least five days in the company and has no temporary or semi-permanent injury.

Response and result

Recovery

background changes to Militia; +8 Melee Skill, +4 Melee Defense, +4 Ranged Defense, +7 Ranged Skill, +5 HP, +12 Resolve, +3 Fatigue and +6 Initiative; mood improves.

Risk: No choice cost

The full page identifies each stat icon. At least five days of service and recovery are required; actual event timing remains random.

Anatomist JoinsGeneral events
Anatomist Joins game event illustration

Along the way...

When it can happen: Of Flesh and Faith; Anatomists origin and a free roster slot. The event has a higher selection weight while fewer than three Anatomists are on the roster; that is not a strict trigger requirement.

Paths and results

Accept the Anatomist’s offer

Move to a welcome screen; the free candidate is not yet in the roster.

Confirm the welcome

Add the Anatomist to the company without paying crowns.

Decline the offer

Open a farewell screen; the temporary candidate has not joined.

Confirm the farewell

End the event without recruiting the Anatomist.

Anatomist Ok With MutationsGeneral events
Anatomist Ok With Mutations game event illustration

Along the way...

When it can happen: Anatomists origin; an Anatomist previously upset by mutations and not yet reconciled.

Response and result

On scene start

The selected Anatomist gains 1 mood and a flag recording acceptance of their mutations; the response only closes the scene. This version will not repeat for that brother.

Risk: Mood and persistent flag

An Anatomist can get this event only once

Anatomist Old PatientGeneral events
Anatomist Old Patient game event illustration

At a settlement

When it can happen: Of Flesh and Faith enabled; Anatomists origin; within 3 tiles of an allied town that is neither southern nor military, with at least one Anatomist. The script has no town-size gate.

Response and result

Acknowledge the former patient

Immediately gain one ordinary weapon, equally drawn from Arming Sword, Winged Mace, Warhammer, Fighting Spear, Fighting Axe or Military Cleaver. The Anatomist improves mood by 0.75 on a 75% roll or by 0.5 otherwise; no crown payment or named weapon is scripted.

Anatomist Reflects On NoblesGeneral events
Anatomist Reflects On Nobles game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; nighttime, at least 1,500 Business Reputation (renown) and a rostered Anatomist. No Anatomists-origin gate appears.

Response and result

Encourage the reflection

The selected Anatomist permanently gains 2–4 Resolve and improves mood. No noble-house relation or crown change is scripted.

Anatomist Reflects On WebknechtsGeneral events
Anatomist Reflects On Webknechts game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; one Anatomist plus a different brother who is neither Beast Slayer nor Wildman and has none of Brave, Fearless, Fear of Beasts or Hate for Beasts. No Anatomists-origin gate is checked.

Response and result

Stop the story

The other brother gains Fear of Beasts and loses mood; the Anatomist improves mood. There is no Webknecht fight or item reward in this script.

Risk: A previously unafraid brother gains Fear of Beasts; the scene is not merely a mood change.

Beast Slayer and Wildman brothers are excluded from this event Brothers with the Fearless, Brave, Hate for Beasts or Fear of Beasts traits are excluded from this event

Anatomist Vs AilingGeneral events
Anatomist Vs Ailing game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Anatomists origin, with one Anatomist and a separate non-Anatomist brother who has Ailing. No level gate appears in this script.

Paths and results

Allow the treatment

Roll 1–100: 1–33 opens a clean cure, 34–66 opens the Paranoid result, and 67–100 opens the random-trait result.

Close the clean cure

Remove Ailing and permanently add 2–4 maximum Hitpoints.

Close the Paranoid result

Remove Ailing. Add Paranoid only if the patient does not already have it; an existing Paranoid trait is not duplicated.

Close the random-trait result

Remove Ailing, then add up to two previously absent traits from the eleven-trait pool described below. No Hitpoint gain on this route.

Refuse treatment

Open the refusal result; the patient remains Ailing.

Close the refusal

The Anatomist loses mood; the patient remains Ailing.

Risk: The random-trait route can add harmful traits; it may add fewer than two if the pool is exhausted after skipping traits already held.

The random pool is Bloodthirsty, Brute, Cocky, Deathwish, Dumb, Gluttonous, Impatient, Irrational, Paranoid, Spartan and Superstitious. Already-held traits are skipped; the script keeps drawing without replacement until it adds two or exhausts the pool.

Anatomist Vs AsthmaticGeneral events
Anatomist Vs Asthmatic game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Anatomists origin, with one Anatomist and a separate non-Anatomist brother who has Asthmatic. No level gate appears in this script.

Paths and results

Allow cautious treatment

A 50/50 roll opens a cure or failed-procedure result.

Close the cautious cure

Remove Asthmatic. The patient suffers heavy wounds but improves mood; the Anatomist does not gain mood here.

Close the cautious failure

Asthmatic remains. The patient gains a Pierced Lung injury and loses mood; the Anatomist also loses mood.

Allow radical treatment

Remove Asthmatic and add Iron Lungs, then up to two previously absent traits from the eleven-trait pool below. This route has no scripted wound.

Close the radical result

Keep Iron Lungs and any newly added traits; no further roll on this button.

Refuse treatment

Open the refusal result; Asthmatic remains.

Close the refusal

The Anatomist loses mood; the patient keeps Asthmatic.

Risk: Cautious failure adds Pierced Lung without removing Asthmatic. Radical treatment guarantees Iron Lungs but can also add harmful traits.

The random pool is Bloodthirsty, Brute, Cocky, Deathwish, Dumb, Gluttonous, Impatient, Irrational, Paranoid, Spartan and Superstitious. Already-held traits are skipped; the script keeps drawing without replacement until it adds two or exhausts the pool.

Anatomist Vs ClubfootedAnatomists origin
Anatomist Vs Clubfooted game event illustration

During camp...

When it can happen: Anatomist plus a Clubfooted brother who is not an Anatomist.

Paths and results

Operate

50%: remove Clubfooted; Broken Leg + Cut Achilles Tendon; patient mood improves. 50%: Broken Leg + Traumatized + bad mood; Clubfooted remains.

Decline

Anatomist mood worsens.

Risk: Permanent trait / injury

Cannot cure a Clubfooted Anatomist. Success still requires recovery from injuries.

Anatomist Vs DogGeneral events
Anatomist Vs Dog game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: Of Flesh and Faith enabled; Anatomists origin only; a rostered Anatomist at level 6 or lower and at least one Wardog, Armored Wardog, Warhound or Armored Warhound in the stash or equipped as a brother’s accessory. A Houndmaster changes the acceptance result rather than adding a separate response.

Paths and results

Allow the experiment

With a Houndmaster, open his intervention result; otherwise roll 50% for an Anatomist level-up or 50% for a permanent Missing Finger injury.

Close the level-up result

The Anatomist gains exactly enough XP to reach the next level. One dog is removed, taking a stashed dog before an equipped accessory.

Close the Missing Finger result

The Anatomist gains a permanent Missing Finger injury. One dog is removed, again from the stash first.

Refuse the experiment

Open the refusal result; the dog stays.

Close the refusal

The Anatomist loses mood; no dog or XP is lost.

Close the Houndmaster intervention

The Anatomist suffers heavy wounds, but no dog is removed and no level-up or Missing Finger roll occurs.

Risk: Without a Houndmaster, accepting always consumes one dog; with a Houndmaster, the dog survives but the Anatomist suffers heavy wounds.

Anatomist Vs HistorianGeneral events
Anatomist Vs Historian game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Of Flesh and Faith enabled; Anatomists origin, at least two rostered Anatomists and one separate Historian.

Paths and results

Back the Historian

Open his rebuttal screen; no item, stat, mood or reputation change.

Close the Historian rebuttal

No further effect.

Back the Anatomists

Open their rebuttal screen; no item, stat, mood or reputation change.

Close the Anatomists’ rebuttal

No further effect.

Neither answer has a scripted gameplay effect; each simply opens a different rebuttal screen.

Anatomist Vs Iron LungsGeneral events
Anatomist Vs Iron Lungs game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Anatomists origin, with one Anatomist who lacks Iron Lungs and a separate non-Anatomist brother who has Iron Lungs. The donor is not stripped of the trait by this script.

Paths and results

Allow the experiment

A 50/50 roll opens success or failure; both results give the Anatomist a Pierced Lung injury.

Close the successful experiment

The Anatomist gains Iron Lungs and Pierced Lung; the donor keeps Iron Lungs.

Close the failed experiment

The Anatomist does not gain Iron Lungs, but still gets Pierced Lung and loses mood; the donor is unchanged.

Refuse the experiment

Open the refusal result without an injury.

Close the refusal

The Anatomist loses mood; neither brother changes traits or suffers a scripted injury.

Risk: Accepting guarantees Pierced Lung even if Iron Lungs is gained.

Anatomist Vs SplinterGeneral events
Anatomist Vs Splinter game event illustration

During camp...

When it can happen: Requires an Anatomist and a separate target who is neither Bright nor a Monk, Historian, Adventurous Noble, Disowned Noble, Regent in Absentia or Minstrel.

Response and result

On scene start

The other selected brother permanently gains +1 Melee Defense; the sole response closes the scene.

Risk: Permanent +1 Melee Defense

The 1.5.2.3 script excludes Bright brothers and those six backgrounds from the target pool; the older community bug note does not match this build.

Anatomist Wants SkullGeneral events
Anatomist Wants Skull game event illustration

On the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

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When it can happen: Of Flesh and Faith enabled; Anatomists origin; at least one Anatomist. A Thief or Wildman may be selected for optional story results but is not required to trigger the event.

Paths and results

Let the Anatomist take the skull

A 50/50 roll opens a research result or a 100-crown payment result. Neither adds a skull item to the stash.

Close the successful research

The Anatomist improves mood, suffers light wounds and permanently gains 1–3 Resolve plus 1–3 Initiative.

Close the paid result

Lose 100 crowns; no stat bonus or item is granted on this result.

Refuse

End the event without a scripted item, stat, mood or crown change.

Ask an eligible Thief to intervene

Open the Thief result; the optional Thief is required for this response, not for the event to appear.

Close the Thief result

The Anatomist gains 100 XP and mood; the Thief permanently gains 2–4 Initiative and mood. Gain 1–2 weapons and 1–2 armor pieces from the weighted pools in the note below.

Ask an eligible Wildman to intervene

Open the Wildman result; the optional Wildman is required for this response, not for the event to appear.

Close the Wildman result

The Anatomist permanently gains 1–3 Initiative and mood; the Wildman gains 75 XP and mood. Gain one Cured Venison, Mushrooms or Roots and Berries (equal odds) and one Cloth Rolls or Peat Bricks (equal odds).

Risk: The ordinary skull route can cost 100 crowns or wound the Anatomist; Thief and Wildman are optional safer routes when present.

The Thief reward draws each weapon independently from Militia Spear (3 of 6 slots), Shortsword, Falchion or Light Crossbow (1 slot each); each armor draw is Leather Tunic or Thick Tunic (2 slots each), Padded Surcoat or Padded Leather (1 slot each). It gives 1–2 of each category. The story skull is not a separate inventory item.

Anatomist White NachzehrerGeneral events
Anatomist White Nachzehrer game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled and at least one Anatomist in the roster. No Anatomists-origin requirement appears.

Response and result

Close the white Nachzehrer story

The selected Anatomist improves mood by 1.5 internal units. No white Nachzehrer fight, recruit, loot or stat bonus is scripted.

Apprentice Vs AnatomistGeneral events
Apprentice Vs Anatomist game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; one Apprentice who has not learned from an Anatomist and has no active Training Experience effect, plus a separate Anatomist. No Anatomists campaign-origin requirement or level gate appears in this script.

Response and result

Acknowledge the lesson

The Apprentice receives a three-day Training Experience effect with 35% more XP gain. The Apprentice improves mood by one level and the Anatomist also improves mood; this event flags the Apprentice against repeating the same lesson.

An apprentice can only receive this bonus once An apprentice cannot receive this bonus if they already have a training bonus, such as from the training hall

Apprentice Vs OathtakerGeneral events
Apprentice Vs Oathtaker game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Oathtakers origin only, with an Apprentice not previously taught by an Oathtaker and a separate Oathtaker brother. No minimum level is checked.

Response and result

Acknowledge the lesson

The Apprentice permanently gains 1–3 Resolve; both Apprentice and Oathtaker improve mood. The Apprentice is flagged so this Oathtaker lesson cannot repeat for him.

Bad ReputationGeneral events
Bad Reputation game event illustration

Along the way...

When it can happen: Of Flesh and Faith; Oathtakers origin and Moral Reputation below 40. Business Reputation is not checked.

Response and result

Promise to lead better

On scene start, every Oathtaker loses 1 mood; every other brother independently has a 50% chance to lose 0.5 mood. The response changes no reputation and only closes the scene.

Black MarketGeneral events
Black Market game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Of Flesh and Faith and Beasts & Exploration enabled; Anatomists origin; at least 650 crowns and one empty stash slot; within 3 tiles of an allied town that is neither southern nor military; at least one Anatomist in the roster.

Paths and results

Buy the supposed Nachzehrer brain

Pay 100 crowns. 85%: gain a Nachzehrer Brain; the selected Anatomist gains 200 XP and better mood. 15%: gain Strange Meat, no XP and worse mood.

Buy the supposed Unhold heart

Pay 550 crowns. 95%: gain an Unhold's Heart; the selected Anatomist gains 200 XP and better mood. 5%: gain Strange Meat, no XP and worse mood.

Buy the supposed adrenaline gland

Pay 200 crowns. 90%: gain an Adrenaline Gland; the selected Anatomist gains 200 XP and better mood. 10%: gain Strange Meat, no XP and worse mood.

Decline the offer

No crowns spent and no specimen gained.

Risk: A fake part still costs the full price and worsens the Anatomist's mood

Brawler Throw FightGeneral events
Brawler Throw Fight game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
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When it can happen: Of Flesh and Faith enabled; within 3 tiles of an allied, non-southern, non-military settlement. The roster needs a Brawler without Severe Concussion or Broken Knee; this is not a nearest-town check.

Paths and results

Order the Brawler to throw the fight

50% opens a paid-loss result; 50% he defies the order, wins and suffers heavy wounds.

Close the paid loss

Gain 400 crowns. The Brawler loses mood for the order and again for losing.

Close the defiant win

No crowns; the Brawler has heavy wounds, loses some mood for the order but gains more for winning.

Let the Brawler fight honestly

Roll 1–100: at or below 39 plus the Brawler’s level gives a clean win; otherwise at or below 80 gives an injured win; higher rolls give a loss. Through level 41, those chances are (39 + level)%, (41 − level)% and 20%.

Close the clean win

The Brawler gains 2–4 Resolve, 2–4 Initiative, 1–3 Melee Skill and 1–3 Melee Defense permanently, plus mood for fighting freely and winning.

Close the injured win

He gains 2–4 Initiative and 1–3 Melee Skill permanently but suffers a Concussion-pool injury and a permanent Broken Knee; he gains no Resolve or Melee Defense from this result.

Close the honest loss

He suffers a Concussion-pool injury. The mood gain for fighting freely is outweighed by the loss; no stat gains.

Cancel the fight

Open the cancellation screen; no match or prize.

Close the cancellation

The Brawler loses mood for being denied the match.

Risk: An honest win can still cause a permanent Broken Knee; ordering a throw can instead cause heavy wounds.

Captured OathbringerGeneral events
Captured Oathbringer game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; Oathtakers origin, day 35 or later. Young Anselm’s Skull and Jawbone must be absent from both every brother’s accessory slot and the stash; the ordinary skull does not block the event. The torturer is selected from rostered Oathtakers when possible, otherwise from the roster.

Paths and results

Kill the captive

Open a loot result: 1-in-3 Adorned Mail Shirt or 2-in-3 Heavy Mail Coif, at 10–30% condition. Oathtakers improve mood; each other brother not offended by violence has a separate 75% mood-gain roll, while violence-averse brothers lose mood.

Close the killing result

Keep the one damaged armor or helmet item already added to the stash.

Torture the captive

80% opens a two-item loot result; 20% opens a no-loot injury result.

Close the successful torture

Keep one 10–30%-condition Adorned Warrior's Armor (1-in-3) or Adorned Closed Flat Top (2-in-3), plus one 10–30%-condition Arming Sword, Fighting Axe, Military Cleaver or Heater Shield (equal odds). Oathtakers improve mood, eligible others have a 75% mood-gain roll, and violence-averse brothers lose mood.

Close the failed torture

No item. The selected torturer has heavy wounds, a Cut Throat injury and worse mood.

Release the captive

Open the release result; no item or skull is granted.

Close the release result

Every Oathtaker loses mood; each other brother independently has a 75% chance to lose mood.

Risk: Torture has a 20% no-loot branch that heavily wounds the torturer and gives a cut-throat injury. Killing or torturing never grants the missing skull in this script.

Disowned Noble Vs DeserterGeneral events
Disowned Noble Vs Deserter game event illustration

During camp...

When it can happen: Of Flesh and Faith; one unflagged Deserter and one unflagged Disowned Noble or Regent in Absentia. No Oathtakers-origin gate is present.

Response and result

Hear the old story

On scene start, the noble permanently gains 1–3 Melee Skill, the Deserter permanently gains 2–4 Resolve, both gain 1 mood, and both receive flags preventing a repeat for themselves. The sole response closes the scene.

A Disowned Noble or Deserter can get this event only once Background 06 Regent in Absentia can also get this event

Disowned Noble Welcomed BackGeneral events
Disowned Noble Welcomed Back game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3

When it can happen: Of Flesh and Faith enabled; within 3 tiles of any allied settlement, including southern or military settlements. A rostered Disowned Noble must be level 6 or higher. The script does not require the allied town to be the nearest settlement.

Paths and results

Show the noble the letter

Open a second screen with stay-or-go choices; no reward yet.

Ask him to stay

Open the Regent result. His Disowned Noble background changes to Regent in Absentia; he permanently gains 10–15 Resolve, 6–10 Initiative, 2–4 Melee Defense and 3–5 Ranged Defense.

Close the Regent result

Keep the transformed brother and stat gains.

Send him home

He leaves the roster when the result screen opens; his gear transfers only while the stash has room. The company gains the standard completed-ambition amount of Business Reputation, rather than a fixed value stated here.

Close his farewell

No further reward or roster change.

Burn the letter

He stays a Disowned Noble. The result screen grants one Mail Hauberk or Reinforced Mail Hauberk; with Beasts & Exploration enabled, Footman’s Armor, Light Scale Armor, Sellsword’s Armor and Noble Mail join that armor pool. It also grants two independent rolls from Noble Sword, Fighting Spear, Fighting Axe, Warhammer, Winged Mace, Arming Sword and Warbrand; repeats are possible.

Close the concealed-letter result

Keep the one armor and two weapons already added to the stash.

Risk: Sending the noble home removes him from the roster; burning the letter instead keeps him and grants equipment but forgoes the Regent transformation.

The background change is only relevant for events, it will exclude the character from some events that disowned nobles are normally involved in Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Eunuch Vs InsecureGeneral events
Eunuch Vs Insecure game event illustration

During camp...

When it can happen: Of Flesh and Faith; an Eunuch of level 4 or higher without Insecure, and a different non-Eunuch brother with Insecure.

Response and result

Hear the argument

On scene start, the other brother loses Insecure while the Eunuch loses 1 mood. The sole response closes the scene; no stat or item reward is scripted.

Fake WitchhunterGeneral events
Fake Witchhunter game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Of Flesh and Faith enabled; from day 26, on a road within 3 tiles of a non-southern, non-military settlement of game size at most 2. A Witchhunter of level 4 or higher unlocks an optional response.

Paths and results

Intervene

50%: gain 75 crowns. Other 50%: gain no crowns; each brother independently has a 33% chance of light wounds during the mob attack.

Ask a level-4+ Witchhunter, if present

He exposes the fraud and the company gains one generated Named Crossbow; the stash is given an empty slot for it.

Stay out of it

No direct change.

Risk: The ordinary intervention can wound each brother; the Witchhunter route requires level 4 or higher.

The named crossbow is generated, not a fixed legendary model. The event does not require a pre-existing free stash slot for that response.

Gladiator Origin Vs AnatomistGeneral events
Gladiator Origin Vs Anatomist game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Gladiators origin; one player-character Gladiator not previously juiced by this event, and an Anatomist who is not already experimenting on a Gladiator.

Response and result

Acknowledge the experiment

The player-character Gladiator permanently gains 1 each to Hitpoints, Resolve, maximum Fatigue, Initiative, Melee Skill, Ranged Skill, Melee Defense and Ranged Defense. The Gladiator loses some mood; the Anatomist improves mood. Both receive flags preventing this same experiment from selecting them again.

Gladiator Origin Vs OathtakerGeneral events
Gladiator Origin Vs Oathtaker game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Gladiators origin, with a player-character Gladiator and a separate Oathtaker in the roster.

Response and result

It’s a horror show, truly.

Before this response, the player-character Gladiator gains 1 mood. The Oathtaker gains no scripted stat or mood change.

Incense TradeGeneral events
Incense Trade game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; at least three Incense in the stash while standing on snow terrain. A Belly Dancer in the roster unlocks a separate response.

Paths and results

Offer three Incense

66%: lose all three and gain twice each jar’s listed base value in crowns; 34%: lose all three and receive only 15 crowns.

Decline

Keep the Incense; no direct change.

Ask a Belly Dancer, if present

Gain a generated Named Qatal Dagger without consuming any Incense; the script makes a stash slot for the weapon.

Risk: The bad ordinary sale still consumes all three Incense for only 15 crowns.

Killer On The Run ReminiscesGeneral events
Killer On The Run Reminisces game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; Anatomists origin; at least two Anatomists and one Killer on the Run in the roster.

Response and result

Acknowledge the story

The Killer on the Run permanently gains 1–3 Resolve and improves mood. Every rostered Anatomist, not just one selected investigator, gains 50 XP and improves mood; an Anatomist may level up from that XP.

Lindwurm SlayerGeneral events
Lindwurm Slayer game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; at least 2,000 Business Reputation, a free roster slot, and an allied non-southern, non-military town within 3 tiles. Non-Oathtakers need at least 6,000 crowns to see the event although hiring costs 5,000; Oathtakers need no crown minimum and get a free offer.

Paths and results

Hire the Lindwurm Slayer

Outside the Oathtakers origin, pay 5,000 crowns; as Oathtakers, pay nothing. A follow-up welcome button adds the same recruit in either case, equipped with Lindwurm Armor, Heavy Mail Coif, Fighting Spear and Buckler.

Decline the offer

The temporary recruit leaves without joining and no crowns are spent.

Risk: The paid route spends 5,000 crowns before the final welcome button.

Missing KidsGeneral events
Missing Kids game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
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  • Additional game scene 3Additional game scene 3

When it can happen: Of Flesh and Faith enabled; Anatomists origin; at least 900 crowns; within 3 tiles of an allied, non-southern town of game size 2 or larger; at least one Anatomist without Broken Nose. A Cultist or converted Cultist, Hedge Knight or Killer on the Run unlocks an optional reply; the Killer reply also requires Beasts & Exploration.

Paths and results

Pay the guards

Lose 750 crowns.

Refuse to pay

The selected Anatomist suffers Broken Nose; no crowns are spent.

Call on a Hedge Knight (if present)

The guards pay you 150 crowns.

Call on a Cultist or converted Cultist (if present)

Gain 75 crowns; that brother gains 1–3 base Initiative.

Call on a Killer on the Run (if present, with Beasts & Exploration)

Gain either Mail Patch or Double Mail. The Killer is already in the company, not a new recruit.

Risk: Pay 750 crowns or risk Broken Nose on the Anatomist; optional brothers can earn a reward

Mutated Gladiator Annoys OthersGeneral events
Mutated Gladiator Annoys Others game event illustration

During camp...

When it can happen: Of Flesh and Faith enabled; Anatomists origin; a Gladiator with an active mutation, without Sickness, who has not already triggered the mutation-encouragement result.

Response and result

Acknowledge the mutated Gladiator

The Gladiator permanently gains 1 each to Hitpoints, Resolve, maximum Fatigue and Initiative, and slightly improves mood. Every other rostered brother loses one mood level. The Gladiator is flagged so this stat bonus cannot repeat for him.

Risk: Every other brother loses mood even though the Gladiator gains permanent stats.

Each gladiator can get this event only once

OathbreakerGeneral events
Oathbreaker game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Of Flesh and Faith DLC; at least 10,500 crowns and 3 empty stash slots. Oathtakers origin also needs a free roster slot.

Paths and results

Buy his equipment

Spend 9,000 crowns; receive an Adorned Full Helm, Adorned Heavy Mail Hauberk and one of Arming Sword, Military Pick, Handaxe, Pike or Warbrand. Each item is set just below one-third condition.

Recruit him as Oathtakers (if that origin is active)

Pay nothing; a level-1 Oathbreaker with Drunkard joins wearing the same worn helmet, armor and one randomly selected weapon.

Decline

Keep the crowns and recruit no one.

Risk: Buying costs 9,000 crowns for gear set just below one-third condition

Oathtaker Happy With CompanyGeneral events
Oathtaker Happy With Company game event illustration

During camp...

When it can happen: Of Flesh and Faith; Oathtakers origin; moral reputation ≥80 and at least one Oathtaker at level 5 or higher.

Response and result

Accept the praise

On scene start, the selected Oathtaker permanently gains +2 Resolve and 1 mood. The sole response closes the scene. This event has no per-brother completion flag and may recur after its 45-day cooldown.

Oathtaker JoinsGeneral events
Oathtaker Joins game event illustration

Along the way...

When it can happen: Oathtakers origin; later than day 30; a free roster slot; Young Anselm’s Skull or Skull and Jawbone equipped by any brother or in the stash. A current Oathtaker is not required.

Paths and results

Answer Young Anselm

Open the welcome screen for a free Oathtaker; no recruit joins until its final button. If the candidate rolled an Adorned Full Helm or Adorned Heavy Mail Hauberk, the script replaces that piece with Adorned Closed Flat Top or Adorned Warrior's Armor respectively.

Confirm the welcome

Add that Oathtaker to the company without a fee.

Answer Hugo

Open the farewell screen; the Oathtaker has not joined.

Confirm the farewell

End the event without recruiting the Oathtaker.

No fixed sceneOathtaker Mistaken IdentityGeneral events

At a settlement

When it can happen: Of Flesh and Faith; daytime, at least one Oathtaker and an allied, non-southern, non-military town within three tiles. The Oathtakers origin is not required.

Response and result

Witness the mistaken identity

On scene start, Moral Reputation falls by 1, relations with the selected town fall by 10 and the chosen Oathtaker loses 2 mood. The only response closes the scene.

Oathtakers All Oaths CompleteGeneral events
Oathtakers All Oaths Complete game event illustration

Along the way...

When it can happen: Oathtakers origin; all 12 oath ambitions completed.

Response and result

Celebrate Young Anselm

The opening scene has already improved every rostered brother’s mood and permanently added 1 Resolve to each. The only response closes the celebration; it does not separately grant a second bonus.

Risk: The company-wide permanent Resolve reward is granted on scene start, not after a later choice.

Oathtakers LoreGeneral events
Oathtakers Lore game event illustration

At a settlement

When it can happen: Of Flesh and Faith enabled; Oathtakers origin, an Oathtaker in the company, and Young Anselm’s Skull or Skull and Jawbone equipped by any brother or in the stash; within three tiles of an allied settlement that is neither southern nor military.

Paths and results

Speak about Oaths.

Shows the oath explanation, marks this topic heard and returns to the remaining topics; no stat or item change.

Speak about Young Anselm.

Shows his story and marks this topic heard; no stat or item change.

Speak about those pieces of shite.

Shows the rival group’s story and marks this topic heard; no stat or item change.

We’ve said everything there is to say.

Appears only after all three topics have been heard, then closes the event. Topic order does not affect the result.

It does not matter what order you select the event options in, the flavour text will be the same regardless

Oathtakers SkullGeneral events
Oathtakers Skull game event illustration

Along the way...

When it can happen: Oathtakers origin; an Oathtaker below Neutral mood; Young Anselm’s Skull or Skull and Jawbone equipped by any brother or in the stash.

Response and result

On scene start

The selected Oathtaker gains 1.35 mood; the skull is not consumed by this script. The sole response closes the scene.

Risk: Mood gain

Oathtakers Skull CrackedGeneral events
Oathtakers Skull Cracked game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; Oathtakers origin; campaign day 40 or later; at least one Oathtaker and either Young Anselm's Skull or Skull and Jawbone equipped by any brother or in the stash.

Response and result

Fix the skull

This is the sole opening choice, with two equally likely result screens: Success → The selected Oathtaker gains 2–4 Resolve, Determined if not already present, and better mood. Failure → Each Oathtaker first loses a little mood, then every brother improves mood; each Oathtaker independently has a 33% chance to gain 1 Resolve and a 20% chance to gain Deathwish if absent.

Risk: One repair button leads to two random results; failure can grant Deathwish to Oathtakers

If the second variant happens, oathtakers will still get a mood boost (although lower than that of other brothers)

Ruined PrioryGeneral events
Ruined Priory game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3

When it can happen: Of Flesh and Faith enabled; Oathtakers origin only; at least 3,000 crowns, 40 Tools and Supplies, and one empty stash slot. The 3,000-crown gate is higher than the 2,500-crown donation.

Paths and results

Donate 2,500 crowns

80% opens the successful restoration; 20% opens the fraud result. Both spend the crowns when their result screen opens.

Close the successful crown donation

Gain 6 Moral Reputation and an ordinary Noble Sword at 60–80% condition. Oathtakers improve mood; each other brother has a separate 50% mood-improvement roll.

Close the failed crown donation

No sword or reputation gain. Each Oathtaker has a 50% chance of a smaller mood loss; otherwise that brother loses more mood. Other brothers also lose mood.

Offer 40 Tools and Supplies

75% opens successful repairs; 25% opens an injury result.

Close the successful tool repair

Spend 40 Tools and Supplies, gain 6 Moral Reputation and 100 Business Reputation (renown); every brother improves mood, with a larger gain for Oathtakers.

Close the failed tool repair

Keep all 40 Tools and Supplies. Gain 3 Moral Reputation and 35 Business Reputation; one randomly selected brother suffers heavy wounds.

Refuse to help

Open the refusal screen; no crowns or tools are spent.

Close the refusal

Oathtakers lose mood; each other brother has a separate 50% mood-loss roll.

Risk: The crown donation spends 2,500 even on failure. The failed tool route keeps the tools but heavily wounds one brother.

Shadow DissectionGeneral events
Shadow Dissection game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3
  • Additional game scene 4Additional game scene 4
  • Additional game scene 5Additional game scene 5
  • Additional game scene 6Additional game scene 6
  • Additional game scene 7Additional game scene 7

When it can happen: Of Flesh and Faith enabled; at least one rostered Anatomist, Cultist, Monk, Hedge Knight, Raider, Sellsword, Swordmaster, Minstrel or Killer on the Run

Paths and results

Ask an Anatomist, if present

That Anatomist improves mood; every other brother independently has a 50% chance to improve mood.

Ask a Cultist, if present

All Cultists and converted Cultists improve mood; every other brother independently has a 20% chance to lose mood.

Ask a Monk, if present

Each other non-Cultist brother independently has a 50% chance to improve mood; on success, a separate 33% roll grants 1 Resolve.

Ask a Hedge Knight, Raider or Sellsword, if present

Each other brother first rolls 33% to improve mood; on failure, a separate 33% roll can lower mood.

Ask a Swordmaster, if present

Each other brother independently has a 50% chance to improve mood.

Ask a Minstrel, if present

Each brother except the Minstrel and one randomly selected other has a 66% chance to improve mood.

Ask the Killer on the Run already in your company

Receive a Signet Ring, not a new recruit. This option appears only when fewer than six other speaker choices are available.

Something In BarnAnatomists origin
Something In Barn game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3

When it can happen: Within 4 tiles of a town; an Anatomist wants to investigate a strange pup. Background options require Beast Slayer or Farmhand.

Paths and results

Investigate

55%: Wardog; 45%: Anatomist bad mood.

Beast Slayer

Jagged Fangs; Beast Slayer good mood; Anatomist +200 XP but bad mood.

Farmhand

one weapon from the documented pool; Anatomist good mood.

Ignore

Anatomist bad mood.

Risk: Reward / mood

Farmhand pool: Woodcutter’s Axe, Hooked Blade, Warbrand, Two-Handed Wooden Flail, Two-Handed Mallet, Spetum or Goedendag.

Strange ScribeAnatomists origin
Strange Scribe game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3

When it can happen: Within 3 tiles of a town; Anatomists origin encounter. Minstrel or Killer on the Run unlock extra options.

Paths and results

Follow

50%: Anatomist +1–3 Fatigue and good mood; 50%: lose 175 crowns.

Refuse

Anatomist unhappy.

Ask Minstrel

choose a new Minstrel recruit or decline.

Ask Killer on the Run

Killer +1–3 Melee Skill and +1–3 Resolve; Anatomist unhappy; gain one armor and one weapon from the documented pool.

Risk: Money / recruit

Armor pool: Padded Leather, Patched Mail Shirt or Leather Lamellar Armor. Weapon: Dagger (weighted more) or Rondel Dagger.

Tree FortGeneral events
Tree Fort game event illustration

Along the way...

Oathtaker scene

The Oathtakers-only answer switches to Young Anselm’s scene before the Noble Sword is awarded.

  • Young Anselm speechYoung Anselm speech

When it can happen: Of Flesh and Faith; off a road, within 5 tiles of a non-southern, non-military settlement of game size at most 2. The event has a higher selection weight through day 25, but is not restricted to those days.

Paths and results

Assault the fort

50% opens a loot result and 50% a no-loot result; injuries are rolled when that result screen opens.

Finish the successful assault

Keep three weapons, each independently drawn from Military Pick, Morning Star, Hand Axe, Reinforced Wooden Flail or Scramasax at 10–40% condition. Each brother independently had a 25% chance of light wounds.

Finish the failed assault

No weapons. Each brother independently had a 25% injury roll, then a 50/50 split between a temporary Brawl injury and light wounds.

Invoke the Oathtakers (Oathtakers origin only)

Open the Young Anselm speech scene; it awards one ordinary Noble Sword immediately.

Finish the Oathtaker speech

Keep the Noble Sword already awarded.

Leave

No loot or injury from this event.

VolunteersGeneral events
Volunteers game event illustration

Along the way...

When it can happen: Of Flesh and Faith enabled; at least 1,800 Business Reputation, at most 1,500 crowns, at least five recorded fallen brothers and at least two current brothers. The script rejects a roster with only three free slots: it requires at least four free slots before offering three recruits.

Paths and results

Welcome the volunteers

Add three free brothers, one from each pool: (1) Bastard, Caravan Hand, Deserter or Houndmaster; (2) Killer on the Run, Gambler, Graverobber, Poacher or Thief; (3) Butcher, Gravedigger, Mason, Miller, Miner, Peddler, Ratcatcher, Shepherd or Tailor. No crown payment is scripted.

Decline the volunteers

All three temporary candidates leave; no recruit joins.

Risk: Three free brothers are drawn from separate background pools; four empty roster slots are required to trigger the event.

Adopt WardogGeneral events
Adopt Wardog game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Daytime; outside forest, leafy forest, snow and mountains; at least one free stash slot. Event cooldown: 120 in-game days.

Paths and results

Chase it away

no item.

Put it down

60% it flees; 40% it dies; no item either way.

Take it in

75% receive a Wardog named “Battle Brother”; 25% a randomly chosen brother is injured and the dog escapes. Among the injury outcomes: 40% Split Hand, 40% Crushed Finger, 20% permanent Missing Finger.

Houndmaster option (requires a Houndmaster)

receive that Wardog without the adoption roll.

A selection score is not the event’s chance of appearing. The injury percentages are conditional on the failed adoption branch.

Aging SwordmasterGeneral events
Aging Swordmaster game event illustration

Along the way...

When it can happen: A level-9+ Swordmaster who is not Old and has not been rejuvenated.

Paths and results

Ask how he is

A longer conversation follows; the Swordmaster gains Old.

Tell him to move on

A shorter scene follows; the Swordmaster gains Old.

Risk: Permanent Old trait

Both responses lead to Old; this event offers no way to prevent it.

Aging Swordmaster PaycutGeneral events
Aging Swordmaster Paycut game event illustration

During camp...

When it can happen: A Swordmaster background brother of level 6 or higher without Old and without a previous aging-paycut flag.

Response and result

Accept the pay cut

On scene start, the Swordmaster’s base Daily Wage is reduced by half of his current displayed daily cost, and he receives a one-time flag. The final displayed daily cost need not be exactly half its old value. The sole response closes the scene; it does not add Old.

A Swordmaster can get this event only once

Aging Swordmaster PreviewGeneral events
Aging Swordmaster Preview game event illustration

Along the way...

When it can happen: A Swordmaster of level 6 or higher is not Old, has not drunk the rejuvenating Water Skin, and has not seen this preview event before.

Response and result

I hope he cheers up.

When the scene opens, the Swordmaster loses 1 mood and gains the one-time aging-preview flag. He does not gain Old from this scene.

A Swordmaster can get this event only once

All NakedGeneral events
All Naked game event illustration

Along the road...

When it can happen: From campaign day 14 onward, in daylight on a road, with no brother wearing body armor. Headgear is not checked.

Response and result

What a beautiful day!

The comment is narrative only. No armor is removed, no mood changes and no item is awarded.

Apprentice LearnsGeneral events
Apprentice Learns game event illustration

During camp...

When it can happen: At least three brothers; an Apprentice at level 4 or higher who has not been marked as taught, plus a level-6+ Swordmaster, Old Swordmaster, Retired Soldier, Sellsword or Hedge Knight. The script randomly selects one eligible teacher, then opens that teacher’s result scene; the player does not choose the teacher.

Paths and results

Random Swordmaster or Old Swordmaster teacher

The Apprentice permanently gains 2–4 Melee Skill and 2–4 Melee Defense. The Apprentice improves mood; the teacher improves mood by 0.5.

Random Retired Soldier teacher

The Apprentice permanently gains 2–4 Melee Skill and 2–5 Resolve. Both improve mood.

Random Sellsword teacher

The Apprentice permanently gains 2–4 Melee Skill, 4–6 Initiative and 2–4 maximum Fatigue. Both improve mood.

Random Hedge Knight teacher

The Apprentice permanently gains 2–4 Melee Skill, 3–5 maximum Hitpoints and 3–5 maximum Fatigue. Both improve mood.

Close the lesson

The stat gains and mood changes were already applied when its scene opened. The Apprentice is flagged against another lesson from this event; the teacher can teach someone else later.

Risk: The permanent stat package depends on the randomly selected teacher; the player has no teacher-choice button.

The teacher is chosen uniformly from eligible brothers, not by a fixed background priority. Each Apprentice can receive this event only once; a teacher is not barred from teaching another Apprentice.

Archery StuntGeneral events
Archery Stunt game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime with at least three brothers. The target must be an uninjured Minstrel, Juggler or Vagabond; the archer an uninjured Hunter, Poacher, Sellsword or Bowyer. Neither may have Bright, Hesitant, Fainthearted, Insecure or Craven; a third distinct brother is required.

Paths and results

Stop the stunt

Open the refusal result.

Close the refusal

The target loses one mood level. Every other brother, including the archer if eligible, has a separate 10% mood-loss roll only when already at least Neutral and neither Bright nor Fainthearted; the archer does not automatically lose mood.

Let the archer shoot

Roll 1–100 against the archer’s current Ranged Skill. A successful roll opens the clean-shot result; failure opens an intermediate mishap screen.

React to the missed shot

Continue to the injury screen; no wound is applied until that screen opens.

Close the failed shot

The target suffers an injury from the Archery pool; the archer loses two mood levels, and each other Bright or Fainthearted brother loses one.

Close the successful shot

The target permanently gains 1 Resolve and the archer 1 Ranged Skill; both improve mood. Each other non-Bright brother who is already at least Neutral has a separate 10% mood-gain roll.

Risk: The chance of a clean shot is checked against current Ranged Skill, not a fixed 50%. Stopping the stunt does not automatically penalize the archer.

The success chance is based on the archer's ranged skill (70 Ranged Skill = 70% chance for success for example) "Archer" brothers are: Poacher, Hunter, Sellsword and Bowyer "Clown" brothers are: Minstrel, Juggler and Vagabond Brothers can participate in this event more than once

Bad CurseGeneral events
Bad Curse game event illustration

At a settlement

When it can happen: Daytime with at least 1,000 crowns, within 3 tiles of an allied settlement, and a Superstitious brother who is not Indebted. A Monk or Monk-turned Flagellant and a Sorcerer may unlock separate extra responses.

Paths and results

Pay to lift the curse

Spend 400 crowns; the afflicted brother improves mood.

Dismiss the fear

The afflicted brother gains Afraid and loses mood.

Ask a Monk or Monk-turned Flagellant, if present

The afflicted brother and Monk each permanently gain 1 Resolve only if that individual has not received this event’s Resolve bonus before.

Ask a Sorcerer, if present

The afflicted brother improves mood without paying crowns; no Resolve bonus is scripted.

Risk: Refusing help applies Afraid; paying costs crowns, while the two specialist replies have different rewards.

The Monk bonus is tracked separately for each of the two brothers and can be awarded once per person. With both Monk and Sorcerer present, the opening has four buttons, not three.

Bad OmenGeneral events
Bad Omen game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: Daytime, at least two brothers, and one with Superstitious or Mad who is not already Afraid.

Response and result

Pull yourself together! / And I thought only children had such silly fears.

Before the single response, the selected brother gains Afraid and loses 1 mood. The wording varies; the result does not.

Ball On RoofGeneral events
Ball On Roof game event illustration

At a settlement

When it can happen: Daytime, within four tiles of an allied settlement, with at least three brothers. An ordinary helper must have the Player Character trait and lack Sure Footing; without one, the event is ineligible even if another brother has Sure Footing.

Paths and results

Help retrieve the ball

A 70% roll opens a good result: the ordinary helper gains 1 mood when that screen opens, then the closing response adds 1 Moral Reputation. The other 30% opens a bad result: the helper loses 1.5 mood, then the closing response loses 1 Moral Reputation.

Send a Sure Footing brother, if one is available

That brother gains 1.5 mood on the result screen; closing it adds 1 Moral Reputation.

Leave

No scripted change.

The compiled candidate-selection instructions confirm this unusual Player Character gate; the community outline is broader. The script behavior is checked, but this event has not been observed in a live campaign.

Bastard AssassinGeneral events
Bastard Assassin game event illustration

During camp...

When it can happen: Nighttime; a free roster slot; a Bastard background brother at level 6 or higher and at least one other brother without the Player Character trait.

Paths and results

Hear the Assassin out

Learn that he offers to replace the Bastard; you may accept, ask his price or refuse and attack. No roster change happens yet.

Refuse and attack at any conversation stage

33%: the Bastard suffers two piercing-body injuries; 33%: the Assassin leaves with no direct change; 34%: the Bastard kills him and improves mood. In that last result he gains Loyal only if he has neither Loyal nor Disloyal, and each other brother has a separate 50% mood-improvement roll.

Trade the Bastard for the Assassin

The Bastard leaves and his equipment returns only while the stash has room; the Assassin joins. No crowns are spent.

Ask what the Assassin was paid

Hear his 6,000-crown counteroffer; you can still trade the Bastard, pay him or refuse.

Pay 6,000 crowns instead

Spend the crowns; the Bastard stays and the Assassin joins.

Risk: The Bastard can leave or suffer two injuries; keeping both costs 6,000 crowns

Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Beat Up Old ManGeneral events
Beat Up Old Man game event illustration

Along the road...

When it can happen: Daytime; road tile; at least one free stash slot; at least one brother who is both unoffended by violence and non-noble, or has Bloodthirsty or Brute.

Paths and results

Let the old man go

No direct change.

Take his ring by force

Lose 1 moral reputation and gain one Signet Ring; the attack is narrated without a tactical battle.

Risk: The ring route costs moral reputation; the victim is not a separate combat encounter.

Beggar BegsGeneral events
Beggar Begs game event illustration

During camp...

When it can happen: At least two brothers, including a Beggar. There is no minimum-crowns check before the alms button appears.

Paths and results

Send the Beggar back to work

No direct mood or resource change.

Give him alms

Spend 10 crowns and improve that Beggar’s mood; the script does not check that the company can afford the payment.

Risk: The alms button can be offered even with fewer than 10 crowns; its money call still subtracts 10.

Bowyer Crafts MasterworkBackground
Bowyer Crafts Masterwork game event illustration

During camp...

When it can happen: Level 6+ Bowyer; at least 3 brothers; 2,000 crowns and 1 Quality Wood in inventory.

Paths and results

Commission bow

spend 500 crowns + 1 Quality Wood. 60% → Masterwork Bow; Bowyer mood improves. 40% → Wonky Bow; Bowyer mood worsens.

Decline

Bowyer mood worsens; no crafting expense.

Risk: Resources / one attempt

The 2,000 is an eligibility threshold, not the price. Without Beasts & Exploration, crafting costs 200. Only one attempt per campaign, including failure.

Brawler TeachesGeneral events
Brawler Teaches game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: At least three rostered brothers; an unflagged Brawler at level 3 or higher and a separate unflagged noncombat-background brother at level 2 or lower. The opening scene flags both participants, so the same pair cannot be selected again.

Paths and results

Choose endurance training

Open the training result; the Brawler improves mood.

Close the endurance result

The student permanently gains 2–4 maximum Fatigue without scripted wounds.

Choose toughness training

Open the training result; the Brawler improves mood.

Close the toughness result

The student permanently gains 2–4 maximum Hitpoints and always suffers light wounds.

Choose brawling training

Open the training result; the Brawler improves mood.

Close the brawling result

The student permanently gains 1–2 Melee Skill and 1–2 Melee Defense without scripted wounds.

Risk: The toughness route always wounds the student even though its Hitpoint gain is permanent.

A Brawler can only train once A brother can receive this training only once

Brawler Vs BrawlerGeneral events
Brawler Vs Brawler game event illustration

During camp...

When it can happen: At least two Brawlers are in the company.

Response and result

That's one way to come together.

Before this response, each Brawler independently takes either a Brawl-pool injury (50%) or light wounds (50%). Each also gains 2 mood. The response adds no further effect.

This event can happen more than once

Bright Vs DumbGeneral events
Bright Vs Dumb game event illustration

Along the way...

When it can happen: At least two brothers, including one with Dumb and a different one with Bright.

Response and result

You finally reached him.

When the scene opens, both brothers gain 1 mood. Dumb is not removed and no skill or XP is awarded.

Broken CartGeneral events
Broken Cart game event illustration

Along the road...

When it can happen: On a road, with at least one brother who has no temporary injury; that brother is selected if the 30% helping-injury result occurs.

Paths and results

Loot the cart

Open the loot screen. Bread, Tools and Supplies, and Medical Supplies each roll independently at 50%; if all fail, Bread is guaranteed. Tools are 3–30, medicine 3–15, and Bread is one item. The supplies arrive on the result screen, before the final answer.

Help the travelers

70% opens a no-injury result; 30% opens an injured-helper result. Either screen grants the same independent 50% Bread, Tools (1–10) and Medicine (1–5) rolls, with Bread guaranteed if all three fail.

Leave

No supplies, injury or Moral Reputation change.

Finish helping without injury

Gain 2 Moral Reputation on this final response; keep the supplies already awarded.

Finish helping after an injury

The selected uninjured brother already suffered a temporary Helping injury; gain 2 Moral Reputation on this final response and keep the supplies.

Finish looting

Lose 2 Moral Reputation on this final response; keep the supplies already taken.

No fixed sceneBroken WagonGeneral events

Along the road...

When it can happen: The company is on a road tile.

Response and result

Not bad.

The opening scene already adds 5–15 Tools and Supplies. The response adds nothing further.

Broken Wagon In SwampGeneral events
Broken Wagon In Swamp game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Must be on a road Must be in swamp terrain

Response and result

Salvage the wagon

The opening scene adds a random 5–15 Tools and Supplies, capped by the company’s supply limit. The only response closes the scene unless a Butcher is present; with one, a follow-up scene adds two Strange Meat, despite listing the gain only once.

Risk: The Butcher adds two Strange Meat as a follow-up; it is not a separate opening choice.

Butcher Gives PointersGeneral events
Butcher Gives Pointers game event illustration

During camp...

When it can happen: A Butcher and a Flagellant or Monk-turned-Flagellant, both without temporary injuries or this event’s one-time flag. No minimum level is checked.

Response and result

Question the Butcher

On scene start, the Flagellant permanently gains 2 Melee Skill and one Flagellation-pool injury: Exposed Ribs or Injured Shoulder. The injury helper subtracts 5–20 current HP (minimum 1). The Butcher gains 2 mood. The sole response closes the scene.

The selected Flagellant gets a completion flag, so that brother cannot receive this lesson again. The Butcher is not flagged by the scene.

Butcher Vs WardogGeneral events
Butcher Vs Wardog game event illustration

During camp...

When it can happen: A Butcher is in the company, and a Wardog, armored Wardog, Warhound or armored Warhound is equipped as a brother’s accessory or held in the stash.

Response and result

Uh, right.

The opening scene lowers the Butcher’s mood by 0.5. The mood result is listed only if his resulting mood is neutral or better; no dog is removed or injured.

Butcher WardogsGeneral events
Butcher Wardogs game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Food at 25 or fewer, a Butcher in the roster, and at least two eligible Wardogs or Warhounds across stash and equipped accessory slots. Ordinary and armored dogs count; heavily armored variants do not.

Paths and results

Allow the Butcher to slaughter the hounds

Remove two eligible dogs, taking stash dogs first and then equipped accessories if needed; add two Strange Meat to the stash.

Refuse

Keep the dogs; the Butcher loses one mood step.

Risk: The slaughter can consume equipped armored dogs after using eligible stash dogs.

Heavily armored Wardogs and Warhounds are excluded. Equipped eligible dogs are removed rather than returned to the stash.

Caravan Guard Vs RaiderGeneral events
Caravan Guard Vs Raider game event illustration

During camp...

When it can happen: A Caravan Hand and a Raider or Nomad must each be level 7 or lower and have no temporary injury.

Response and result

Small world...

Before this response, the Caravan Hand and Raider or Nomad each independently take light wounds (50%) or a Brawl-pool injury (50%). No mood or item change is scripted.

Caravan Hand CartGeneral events
Caravan Hand Cart game event illustration

During camp...

When it can happen: Cart ambition completed OR at least one Retinue inventory upgrade; at least three brothers, including a Caravan Hand of level 6 or higher.

Response and result

Inspect the cart

When the scene opens, stash capacity increases by exactly 9 slots and the selected Caravan Hand gains 1 mood. The sole response closes the scene; this event is effectively once per campaign.

Cat On TreeGeneral events
Cat On Tree game event illustration

At a settlement

When it can happen: Daytime within 4 tiles of an allied settlement; at least one Hunter, Poacher, Sellsword or Ratcatcher is needed. The archer and Ratcatcher replies appear only when a matching brother is present.

Paths and results

Ask an eligible Hunter, Poacher or Sellsword to shoot near the cat

70%: the cat is retrieved, the brother permanently gains 1 Ranged Skill and the closing response gives 1 moral reputation. Other 30%: the cat is killed and the brother loses mood; no reputation gain.

Ask a Ratcatcher, if present

He saves the cat, permanently gains 2 Initiative and improves mood; the closing response gives 1 moral reputation.

Leave

No direct change.

Risk: The archer’s 30% failure kills the cat and lowers his mood; the Ratcatcher response avoids that roll.

Childrens CrusadeGeneral events
Childrens Crusade game event illustration

Along the road...

When it can happen: No active late-game crisis; daytime on a road more than 5 tiles from every settlement. With Blazing Deserts enabled, the southernmost 20% of the map is excluded. A Monk or a Messenger, Vagabond or Refugee unlocks an optional speaker reply.

Paths and results

Tell the children to go home

Gain 1 Moral Reputation.

Ask a Monk to speak (if present)

Gain 2 Moral Reputation; that Monk gains 1–2 Resolve and improves mood. Each other brother has a 25% chance to improve mood.

Ask a Messenger, Vagabond or Refugee to speak (if present)

Gain the same 2 Moral Reputation; that speaker gains 1–2 Resolve and improves mood. Each other brother has a 25% chance to improve mood.

Rob the children

Lose 4 Moral Reputation, gain Silverware and a Militia Spear. Each brother offended by violence has a 75% chance to lose mood.

Send them on

Lose 1 Moral Reputation; no item reward.

Risk: Robbing the children loses 4 Moral Reputation and can worsen violence-averse brothers' mood

Cocky Challenges PlayerGeneral events
Cocky Challenges Player game event illustration

During camp...

When it can happen: At night with at least three brothers below neutral mood, including at least one Cocky brother whose mood is also below neutral.

Paths and results

Agree that the Cocky brother should lead

He backs down after the company objects; each brother currently below neutral mood independently has a 33% chance to improve mood. Leadership does not actually change.

Challenge him physically

The Cocky brother loses three mood steps; no injury is scripted.

Assert command by shouting

Every brother independently has a 33% chance to lose one mood step.

Risk: A physical challenge sharply worsens one brother’s mood; a shouting response can hurt the whole roster.

Cocky Vs Iron LungsGeneral events
Cocky Vs Iron Lungs game event illustration

During camp...

When it can happen: At least two brothers, including a Cocky brother and a separate Iron Lungs brother. A brother who also has Cocky enters the Cocky pool before the Iron Lungs pool.

Response and result

Hear how their contest ended

On scene start, the Cocky brother takes light wounds and loses one mood step; the Iron Lungs brother improves mood. Each other brother independently has a 33% chance to improve mood. The only response closes the scene and changes no stats.

Risk: The Cocky brother is injured automatically before the response; there is no option to stop the contest.

Combat DrillGeneral events
Combat Drill game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: At least one level-6+ brother with a combat background that is not noble, plus at least three level-3-or-lower brothers with noncombat backgrounds. When a drill is completed, its rolls affect every rostered brother at level 3 or lower, including combat backgrounds.

Paths and results

Choose melee drill

Open the melee-training screen; the instructor improves mood before the results.

Start the melee demonstration

For each level-3-or-lower brother, roll 0–2 Melee Skill; only if that roll is zero, roll 0–2 Melee Defense instead. Separately roll a base 33% injury chance: Clumsy or Drunkard doubles it once, a combat background halves it and Dexterous halves it. A hit is 50% light wounds or 50% an Accident-pool injury.

Close the melee results

Keep any stat gains and injuries already applied.

Choose ranged drill

Open the ranged-training screen; the instructor improves mood.

Start the ranged demonstration

Each level-3-or-lower brother rolls 0–2 Ranged Skill and separately a base 33% Exhausted chance. Asthmatic multiplies that chance by four; Athletic or Iron Lungs reduces it to zero.

Close the ranged results

Keep any Ranged Skill gains or Exhausted effects already applied.

Choose endurance drill

Open the endurance-training screen; the instructor improves mood.

Continue the endurance drill

Each level-3-or-lower brother rolls 0–3 maximum Fatigue; only if that roll is zero, roll 0–3 Initiative instead. Separately roll a base 75% Exhausted chance: Asthmatic doubles it, while Athletic and Iron Lungs each halve it.

Close the endurance results

Keep any stat gains or Exhausted effects already applied.

Skip training

End the event without a drill or instructor mood gain.

Risk: Melee drills can wound or injure trainees; ranged and endurance drills can Exhaust them. Traits and combat backgrounds change those chances.

Brothers with Combat (Affiliation) can receive training as well, despite not counting for the event score Brothers with the Clumsy or Drunkard trait are 100% more likely to get injured in this event Brothers with the Dexterous trait are 50% less likely to get injured in this event Brothers with the Combat (Affiliation) trait are 50% less likely to get injured in this event

Come Across BurialGeneral events
Come Across Burial game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime road; campaign at least day 16; neither snow nor forest tile; one free inventory slot.

Paths and results

Take the sword

35%: receive Longsword. 65%: lose 1 Reputation, then choose: insist and take the Longsword for another 3 Reputation; or respect the burial and gain 5 Reputation.

Leave the burial untouched

no change.

Risk: Reputation versus Longsword

An earlier version of this event used to give a Greatsword and not a Longsword

Come Across RitualGeneral events
Come Across Ritual game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Nighttime from campaign day 201; any settlement 4–10 tiles away; one empty stash slot; at least two level-11+ Cultist or converted Cultist brothers.

Paths and results

Follow the marked footprints

Find the Cultist ritual and choose whether to attack, observe or leave.

Leave at the first sight or at a later offered exit

No battle and no Glimpse of Davkul.

Attack as soon as you find the ritual

Fight 25 Cultists; this early combat has no scripted Glimpse of Davkul loot.

Wait through the first ceremony

See the prisoner brought forward; choose to attack, wait longer, use your Cultist brother or leave.

Attack to rescue the prisoner at that point

Fight 25 Cultists after the prisoner is taken by the fire; this fight also has no scripted mask loot.

Ask your eligible Cultist brother to intervene

The group releases the prisoner and gives your company Glimpse of Davkul directly, without a fight.

Wait until the ritual finishes

A Cultist picks up the transformed mask; choose a final attack or leave.

Attack only after the transformation

Fight 25 Cultists. The scripted victory loot now includes Glimpse of Davkul.

Leave after the transformation

No battle and no mask.

Risk: Early attacks fight 25 Cultists without scripted mask loot

Converted Cultists count toward the two level-11+ brothers and can take the no-fight route. Early attack screens do not set unique mask loot; only the final attack does. Aspect of Davkul armor comes from the separate Cultist Finale event.

Cow TippingGeneral events
Cow Tipping game event illustration

Along the way...

When it can happen: Daytime on a road through plains or steppe, with at least 3 brothers and at least one ordinary brother without Strong, Tough or Cocky. Strong or Tough and Cocky brothers enable extra responses.

Paths and results

Let the company pick an ordinary brother

50%: he loses mood through embarrassment, while each other brother has a 33% chance to improve mood. Other 50%: he suffers a temporary accident injury and loses mood; no other-brother mood roll occurs.

Pick a Strong or Tough brother, if present

He gains 1 permanent maximum Fatigue and improves mood; each other brother has a 50% chance to improve mood.

Pick a Cocky brother, if present

He gains 1 permanent Resolve; each other brother has a 50% chance to improve mood.

Leave the cow alone

No direct change.

Risk: The ordinary brother can suffer a temporary accident injury; the Strong/Tough and Cocky routes give permanent stats.

Creepy GuyGeneral events
Creepy Guy game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: Daytime; at least two brothers; within 4 tiles of an allied settlement of game size at least 2. A Thief, Minstrel or Butcher without Missing Finger unlocks its own reply.

Paths and results

Take the job yourself

Gain 500 crowns if a 30% roll passes or you hold at most 1,000 crowns; otherwise lose 200–400 crowns.

Ask a Thief (if present)

Gain 500 crowns; the Thief gains 2–4 Initiative and better mood, and the closing reply grants 1 Moral Reputation.

Ask a Minstrel (if present)

Net gain 500 crowns; the result screen presents this as 500 lost and 1,000 gained. The Minstrel gains 2–4 Initiative and better mood, with no Moral Reputation reward.

Ask a Butcher without Missing Finger (if present)

Gain 250 crowns; he gains 3 Resolve and better mood but suffers permanent Missing Finger.

Decline the job

No direct change.

Risk: The solo route can lose 200–400 crowns; the Butcher route causes permanent Missing Finger

The Butcher-specific answer is unavailable when that Butcher already has Missing Finger.

Cripple Pep TalkGeneral events
Cripple Pep Talk game event illustration

During camp...

When it can happen: At least two brothers: a Cripple of level 3 or lower and a different brother of level 5 or higher.

Response and result

Hear the pep talk

On scene start, the Cripple independently gains 1–3 each to permanent Resolve, maximum Fatigue and Initiative, plus 2 mood. The sole response closes the scene.

There is no per-brother completion flag in this event; an eligible Cripple may receive it again after the 60-day cooldown.

Cripple Vs InjuryGeneral events
Cripple Vs Injury game event illustration

During camp...

When it can happen: A Cripple and a different brother with a permanent injury who still has the “Suffered a permanent injury” mood-change record.

Response and result

Quite the spirit on that man.

When the scene opens, the injured brother gains 1 mood. The permanent injury remains; the Cripple gains no scripted mood change.

Cultist FinaleBackground
Cultist Finale game event illustration

During camp...

When it can happen: Night; campaign at least 201 days; 12+ roster, 6+ Cultists, a level 11+ original Cultist, a level 11+ non-Cultist, free inventory slot.

Paths and results

Continue ritual

approve sacrifice → gain Aspect of Davkul; victim dies; Cultists happy, others horrified.

Continue ritual

refuse sacrifice → Cultists unhappy; no armor.

Risk: Brother dies

Standard version sacrifices a non-Cultist; protected player characters excluded. Davkul Cultists origin uses the separate origin event instead. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost. The Davkul finale then tries to free one slot for Aspect of Davkul by discarding the lowest-value eligible ordinary item. If no discardable item exists and the stash is full, the armor may fail to enter the stash despite the gain message.

Cultist Vs Old GodsGeneral events
Cultist Vs Old Gods game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Not the Davkul Cultists origin; at least three brothers, including a Cultist or Converted Cultist and an Old Gods brother with Monk, Flagellant, Pacified Flagellant or Monk turned Flagellant background.

Paths and results

Allow the religious clash

The Old Gods brother permanently loses 1 Resolve and loses mood. The Cultist permanently gains 2 Resolve but suffers a temporary brawl injury; no tactical battle starts.

Stop the clash

Both selected brothers lose mood; no Resolve or injury change is scripted.

Risk: The clash trades a permanent Resolve loss and a brawl injury for the Cultist’s Resolve gain.

Converted Cultists can fill the Cultist role. The separate Cultists-origin version is not inferred from this script.

Cultist Vs UneducatedGeneral events
Cultist Vs Uneducated game event illustration

During camp...

When it can happen: Not the Cultists origin; at least 4 brothers, including an eligible Cultist or Converted Cultist and a conversion target. The target must be lowborn without Bright, non-noble with Dumb, or have Brain Damage; special/player-character and Indebted brothers are excluded.

Paths and results

Allow the teaching

The selected brother permanently changes to the Converted Cultist background, and the teaching Cultist or Converted Cultist permanently gains 2 Resolve.

Stop the teaching

The target keeps their background; the selected Cultist loses two mood steps.

Risk: Allowing the lesson permanently replaces the target’s background; stopping it harms the Cultist’s mood.

This event is disabled for the Cultists origin. The script excludes special and player-character brothers and Indebted; Converted Cultists can be the teacher.

Dastard Loses TraitGeneral events
Dastard Loses Trait game event illustration

During camp...

When it can happen: At least three brothers: a level-3-or-higher Dastard and two other brothers with Brave or Fearless.

Response and result

Hear the pep talk

The opening scene removes Dastard from the selected brother. The sole response closes the scene.

Dead Bodies In ForestGeneral events
Dead Bodies In Forest game event illustration

Along the way...

When it can happen: Daytime in regular or leafy forest, more than six tiles from every settlement. Autumn forest is not eligible.

Response and result

Rest in peace.

The scene and response are narrative only; no loot, injury or mood change is scripted.

Dead Bodies On RoadGeneral events
Dead Bodies On Road game event illustration

Along the road...

When it can happen: Daytime on a road, more than six tiles from every settlement.

Response and result

Rest in peace.

The scene and response are narrative only; no loot, injury or mood change is scripted.

Dead LumberjackGeneral events
Dead Lumberjack game event illustration

Along the way...

When it can happen: On ordinary, leafy or autumn forest terrain within 7 tiles of a settlement. No road or brother-background requirement is scripted.

Response and result

Find the dead lumberjacks

The opening scene adds one Unusually Large Wolf Pelt and one weapon: a Handaxe on a 50% roll, otherwise a Woodcutter’s Axe. The only response closes the scene; no combat is started.

Risk: The axe type is random, but the pelt and one axe are both scripted opening rewards.

Dead Merchant ForestGeneral events
Dead Merchant Forest game event illustration

Along the way...

When it can happen: On a road in ordinary, leafy or autumn forest terrain, at least 10 tiles from every settlement.

Response and result

Search the dead merchant

The opening scene grants 30–150 crowns. The sole response closes the scene; its very long cooldown makes it effectively once per campaign.

Deserter In ForestGeneral events
Deserter In Forest game event illustration

Along the way...

When it can happen: Daytime, a free roster slot, and Forest, Leave Forest or Autumn Forest terrain.

Paths and results

Reveal the Deserter to the bounty hunters

Gain 200 crowns; any Deserter brothers in your company lose mood.

Hide him, then invite him

Recruit him with the Deserter background; no crown reward.

Hide him, then send him away

No recruit or crown reward.

Determined Delivers PeptalkGeneral events
Determined Delivers Peptalk game event illustration

During camp...

When it can happen: Average company mood is below Dissatisfied; at least three brothers, including a level-3-or-higher brother with Determined.

Response and result

The man is right!

Opens a second speech scene. When it opens, each brother at neutral mood or worse, including the speaker if eligible, independently has a 33% chance to gain 1 mood. “Hear, hear!” then closes it.

Disowned Noble ReminiscesGeneral events
Disowned Noble Reminisces game event illustration

During camp...

When it can happen: At least two brothers and a level-5-or-higher Disowned Noble who has not had this conversation before. A Regent in Absentia no longer has the required background.

Paths and results

Tell him the company is his home

He permanently gains 1–3 Resolve and improves mood.

Let him remember his old home

The conversation differs, but he receives the same permanent 1–3 Resolve and mood improvement. The one-time flag is set when the opening scene appears, before either reply.

Risk: Neither answer is a penalty route; both give the same permanent Resolve roll once for that brother.

The event is once per eligible Disowned Noble. Changing to Regent in Absentia prevents this background-specific event.

DogfightingGeneral events
Dogfighting game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: At least 250 crowns; within 3 tiles of an allied settlement; a brother carries a Wardog or Warhound accessory, armored or unarmored (not a Heavily Armored dog).

Paths and results

Go with the doghandler

No stake yet; you may still back out on the way and at the pit.

Decline immediately

No fight or cost.

Continue toward the pit

Still no stake; one final chance to leave remains.

Change your mind on the way

No fight or cost.

Pay the ante and enter the dog

Spend 200 crowns before the roll. Then 33%: the dog dies; 34%: it wins and you receive 500 crowns; 33%: it is in danger and you must choose whether to intervene.

Back out at the pit

No fight or cost.

Let the dangerous fight continue

On that 33% intervention branch, a separate 50% roll wins 500 crowns and saves the dog; otherwise the dog dies.

Step into the pit to stop it

The crowd demands another 200 crowns or that the fight resume.

Pay the crowd to leave with the dog

Spend another 200 crowns, 400 in total; keep the dog, but receive no winnings.

Return the dog to the fight after stopping it

The dog dies; the 200-crown stake is not returned.

Risk: The dog can die; staking it costs 200 crowns

Only Wardog, Armored Wardog, Warhound and Armored Warhound accessory IDs qualify; wolves and heavily armored dogs do not. The event can trigger with 250 crowns, but the pay-to-save route costs 400 crowns in total.

Dogs Dig Up LootGeneral events
Dogs Dig Up Loot game event illustration

Along the way...

When it can happen: Daytime on a road with at least two Wardogs or Warhounds, armored or unarmored, in brothers’ accessory slots or the stash. Wolves do not count.

Response and result

Praise the dogs

The opening scene rolls one of ten equally likely finds at 10–40% maximum condition (minimum 1) and tries to add it to the stash. The sole response only closes the scene.

Possible finds: Wooden Stick, Tattered Sackcloth, Aketon Cap, Hood, Cultist Hood, Full Leather Cap, Rugged Surcoat, Noble Tunic, Thick Tunic or Wizard’s Robe. Keep a free stash slot: the event does not check space, and a full stash rejects the item even though the scene reports a gain.

Drunkard Loses StuffGeneral events
Drunkard Loses Stuff game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Requires ≥ 2 brothers

Paths and results

Forgive the Drunkard

The item removed from the stash before this choice stays lost; no further direct change.

Assign latrine duty

The item stays lost; no further direct change.

Order a flogging

The item stays lost. The Drunkard suffers a light injury and loses mood; on a 75% roll he also loses Drunkard. Violence-averse brothers below level 7 may lose mood.

Risk: One eligible stash item is lost before the choice

An eligible weapon, shield, body armor or helmet is removed from the stash before any response; carried equipment is safe. Named items can be selected, but legendary or indestructible items cannot. In the 25% flogging outcome that does not cure Drunkard, the script explicitly excludes Flagellants from the bystander mood penalty; the 75% cure branch has no such exclusion.

EducationGeneral events
Education game event illustration

Along the way...

When it can happen: At least two brothers: one with Dumb and a separate Monk or Historian teacher without Hesitant.

Paths and results

Let the teacher try

60%: the teacher loses two mood steps and Dumb remains. Other 40%: the teacher improves mood and the student permanently loses Dumb.

Decline the lesson

No direct change.

Risk: The lesson can worsen the teacher’s mood, but the successful result removes Dumb permanently.

Enter Friendly TownGeneral events
Enter Friendly Town game event illustration

At a settlement

When it can happen: Daytime within 3 tiles of an allied, non-military, non-southern settlement whose local settlement-faction relation with the company is above 80.

Response and result

Receive the town’s welcome

A narrative greeting plays. The opening and sole response add no item, crowns, mood or relation change; the high local relation is a trigger, not a reward.

Risk: The card reports an existing relationship and does not improve it further.

Enter Unfriendly TownGeneral events
Enter Unfriendly Town game event illustration

At a settlement

When it can happen: Daytime within 3 tiles of an allied, non-military, non-southern settlement whose local settlement-faction relation is 35 or lower.

Response and result

Notice the cold welcome

A hostile greeting plays, but the opening and sole response do not further reduce relations, injure brothers or take items. Allied status and poor local relation are separate trigger checks.

Risk: The hostile scene is not itself a new penalty; it reflects already-low local relations.

Eunuch LadiesGeneral events
Eunuch Ladies game event illustration

At a settlement

When it can happen: At least three brothers, including a Eunuch of level 3 or higher; an allied non-military town within three tiles. No brothel building is required by the script.

Response and result

Hear the story

On scene start, the selected Eunuch gains 1.5 mood and relations rise by 10 with the town faction (or its owner for a southern town). The sole response closes the scene.

Fainthearted Is ShellshockedGeneral events
Fainthearted Is Shellshocked game event illustration

During camp...

When it can happen: The two most recent fallen brothers died today or yesterday; at least two brothers remain, including a Fainthearted brother of level 4 or lower in an active formation slot who has fought at least one battle.

Response and result

Leave him be

On scene start, the selected Fainthearted brother loses 1.5 mood. No injury, trait or item change is scripted; the sole response closes the scene.

Farmer Old TricksGeneral events
Farmer Old Tricks game event illustration

During camp...

When it can happen: At least three brothers and a Farmhand of level 2 or lower. No per-brother completion flag is checked.

Response and result

Hear the old trick

On scene start, the Farmhand permanently gains 2–4 Melee Skill and 1 mood. The sole response closes the scene; the same Farmhand can benefit again after the 100-day event cooldown while still eligible.

A Farmhand can get this event more than once

Farmer Vs ButcherGeneral events
Farmer Vs Butcher game event illustration

During camp...

When it can happen: At least two brothers: a level-3-or-lower Butcher and a level-3-or-lower Farmhand. The script chooses the first eligible Butcher and a random eligible Farmhand.

Response and result

Break up the argument

On scene start, each of the two brothers independently has a 50% chance of a temporary Brawl injury; otherwise that brother suffers light wounds. Both lose 0.5 mood. No food item changes; the sole response closes the scene.

Fat Guy Gets FitGeneral events
Fat Guy Gets Fit game event illustration

Along the way...

When it can happen: A level-5-or-higher brother with the Fat trait; no road, travel-distance or battle-history gate is checked.

Response and result

Notice the change

The opening scene removes Fat from the selected brother. The sole response closes the scene.

Fell Down WellGeneral events
Fell Down Well game event illustration

Along the road...

When it can happen: On a road outside the southernmost 20% of the map, with an eligible non-player brother who lacks Strong. A separate non-player Strong brother enables the optional response.

Paths and results

Help with the ordinary brother

50%: rescue the man, gain 2 moral reputation and improve the helper’s mood. Other 50%: the man is already dead; retrieve his body and gain 1 moral reputation, with no helper mood reward.

Send a Strong brother, if present

Rescue the man, gain 2 moral reputation and improve that brother’s mood.

Leave

No direct change.

Risk: The ordinary response may find the man dead; Strong guarantees the scripted rescue result.

The Player Character trait is excluded from both helper pools, not only from Hedge Knights. The map-Y gate excludes the southernmost fifth of the map.

Fish CaughtGeneral events
Fish Caught game event illustration

Along the way...

When it can happen: Daytime on a Shore tile, a free stash slot and a brother with the Fisherman background.

Response and result

Eat fish tonight

On scene start, add one Dried Fish food stack to the stash and improve the selected Fisherman’s mood by 0.5. The sole response closes the scene.

Fisherman Tells StoryGeneral events
Fisherman Tells Story game event illustration

During camp...

When it can happen: At night, with a Fisherman in the company.

Response and result

Sounds fishy to me.

When the scene opens, every brother, including the Fisherman storyteller, independently has a 25% chance to gain 1 mood.

Fisherman Vs FarmerGeneral events
Fisherman Vs Farmer game event illustration

During camp...

When it can happen: Daytime, with a Fisherman and a Farmhand who are both level 4 or lower.

Response and result

None of us are born a mercenary.

The game randomly shows a Fisherman-win or Farmhand-win scene. Both gain 1 mood and one strength-contest participation count; the winner receives a random background-specific title only if he has no title already. The response adds nothing further.

The Fisherman's possible titles are: the Strong, the Proud, the Fisherman, the Armwrestler, Fishes. The Farmhand's possible titles are: the Strong, the Proud, the Farmhand, the Armwrestler, Weeds. The brother gets a title only if he does not already have a title.

Flagellant Vs MonkGeneral events
Flagellant Vs Monk game event illustration

During camp...

When it can happen: At least two brothers, including one with the ordinary Flagellant background and one with the ordinary Monk background. Pacified Flagellants and Monks already turned Flagellant are not eligible.

Paths and results

Let the argument continue

50%: the Flagellant permanently changes to Pacified Flagellant and the Monk gains 2 Resolve. Other 50%: the Monk permanently changes to Monk turned Flagellant and the original Flagellant gains 2 Resolve. The conversion scene does not script a combat injury.

Stop the argument

No direct stat or background change.

Risk: Either continuation permanently changes one brother’s background; ending the argument avoids that roll.

The event can recur with other ordinary Monks and Flagellants; the newly changed backgrounds no longer qualify for its two roles.

Flagellants Wounds HealGeneral events
Flagellants Wounds Heal game event illustration

During camp...

When it can happen: Nighttime; a level-6-or-higher Flagellant or converted Monk/Flagellant who has not already received this event.

Response and result

Notice the healed scars

On scene start, the selected brother permanently gains 4–6 maximum Hitpoints and is marked so this bonus cannot recur for them. The sole response closes the scene.

A Flagellant or Monk turned Flagellant can get this event only once

FlagellationGeneral events
Flagellation game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: At least two brothers are in the company, including a Flagellant or Monk turned Flagellant with no temporary injury.

Response and result

Show me, then.

Opens a second scene. When it opens, the Flagellant takes a Flagellation-pool injury (50%) or light wounds (50%). The final response, “At least he didn’t kill himself,” adds no further effect.

Flagellation Horrifies OtherGeneral events
Flagellation Horrifies Other game event illustration

During camp...

When it can happen: At least two brothers are in the company: a Flagellant or Monk turned Flagellant with no temporary injury, and a different non-Flagellant who is offended by violence or has Fainthearted.

Response and result

A strange custom / This can’t be healthy.

Before the single response, the onlooker loses 1 mood and the Flagellant gains 1 mood. The Flagellant also takes a Flagellation-pool injury (50%) or light wounds (50%).

Food Goes BadGeneral events
Food Goes Bad game event illustration

During camp...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: From day 11 with at least 70 total food, no Cook follower, and on plains, swamp, farmland, steppe or hills terrain.

Response and result

Find spoiled provisions

One whole random food item stack is removed from the stash when the scene opens. The sole response only closes the scene; it cannot prevent the loss.

Risk: This removes a whole food stack, unlike the capped portion loss in Traveler or Ratcatcher Spreads Disease.

ForestloverGeneral events
Forestlover game event illustration

Along the way...

When it can happen: Daytime on a regular, leafy or autumn forest tile, with at least two brothers including a Hunter, Poacher or Lumberjack.

Response and result

Good for him.

When the scene opens, the selected forest-loving brother gains 1 mood; no other brother is changed.

Gambler Vs OtherGeneral events
Gambler Vs Other game event illustration

During camp...

When it can happen: A Gambler and a different brother without the Bright trait are in the company.

Response and result

Save it for battle.

Before this response, the Gambler and the other brother each independently take light wounds (50%) or a Brawl-pool injury (50%). No money is wagered or transferred by this event.

Giant Tree In ForestGeneral events
Giant Tree In Forest game event illustration

Along the way...

When it can happen: Daytime in regular or leafy forest, more than six tiles from every settlement, with a Monk or Monk turned Flagellant in the company.

Response and result

Fascinating.

The Monk or converted Flagellant gains 2 mood when the scene opens; no item is awarded.

Glutton Gets FatGeneral events
Glutton Gets Fat game event illustration

During camp...

When it can happen: At least 100 Food and two brothers; a level-3-or-higher Gluttonous brother who does not already have Fat.

Response and result

Stop the Glutton

The opening scene adds Fat to the selected brother. This event does not consume food; the sole response only closes the scene.

Goblin LandGeneral events
Goblin Land game event illustration

Along the way...

When it can happen: More than 10 tiles from every settlement, with at least one Goblin-faction location within 8 tiles. No road or combat prerequisite is scripted.

Response and result

Warn the company of Goblin territory

One of several narrative clues plays. The response adds no loot, fight, injury, mood or map marker; scout the actual nearby camp separately.

Risk: The warning is evidence of a nearby Goblin location, not a scripted encounter with its defenders.

Good Food VarietyGeneral events
Good Food Variety game event illustration

During camp...

When it can happen: The stash contains at least four distinct Food item types and the company has at least one non-Spartan brother.

Response and result

Enjoy.

Before this response, Gluttonous or Fat brothers gain 2 mood and other non-Spartan brothers gain 1. Spartan brothers are unaffected; the event itself does not consume food.

Graverobber Finds ItemGeneral events
Graverobber Finds Item game event illustration

Along the way...

When it can happen: At night with a Graverobber in the roster. A Historian unlocks the second answer; the ordinary grave choice remains available either way.

Paths and results

Inspect the grave

Gain one random ordinary weapon: Bludgeon, Falchion, Knife, Dagger, Shortsword, Woodcutter's Axe, Scramasax or Handaxe. This option remains available even with a Historian.

Ask a Historian to investigate (if present)

Gain one of eight named shield models, renamed for the knight in this event; no ordinary weapon from the first path.

Graverobber HeistGeneral events
Graverobber Heist game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Nighttime; a Graverobber-background brother; within 3 tiles of an allied settlement of game size at least 2.

Paths and results

Let the Graverobber go alone

50%: gain 50–150 crowns. 50%: he loses mood and suffers either light wounds or a brawl injury; no crowns.

Forbid the heist

The Graverobber loses mood; no other direct change.

Go with the Graverobber

Choose one of three graves: a modest grave, a fenced gothic plot or a mausoleum.

Dig the modest grave

66%: no loot and the Graverobber loses mood. 34%: a watchman catches you; lose 1 Moral Reputation and local relations, and the Graverobber loses mood.

Dig behind the gothic fence

66%: gain 200–500 crowns and improve the Graverobber's mood. 34%: the same watchman failure, reputation and relation loss.

Open the mausoleum

66%: gain one half-condition Arming Sword, Decayed Full Helm or Decayed Coat of Plates, and improve the Graverobber's mood. 34%: the same watchman failure, reputation and relation loss.

The 1.5.2.3 script repeats the graveyard setup text on the modest-grave result. Its outcome is no loot and a mood loss for the Graverobber.

Graverobber Vs GravediggerGeneral events
Graverobber Vs Gravedigger game event illustration

Along the way...

When it can happen: A brother died today, and both a Graverobber and a Gravedigger are in the company.

Response and result

Just don’t fall into the grave.

Before this response, each of the two brothers loses 0.5 mood and independently has a 50% chance of light wounds; the other 50% causes no wound.

Greedy Demands RaiseGeneral events
Greedy Demands Raise game event illustration

During camp...

When it can happen: At least 4,000 crowns and three brothers, no Paymaster follower, and a level-8-or-higher brother with Greedy. The same brother can become eligible again after the event cooldown.

Paths and results

Grant the raise

Add 8 crowns to the brother’s permanent daily base wage and improve his mood.

Refuse

His mood worsens by a random two or three steps. Only if he becomes Angry does the script remove Loyal, or add Disloyal when he has neither Loyal nor Disloyal; an already-Disloyal brother gains no duplicate trait.

Risk: The wage increase is permanent; refusal risks a loyalty change only if mood falls to Angry.

The Paymaster blocks this event. No no-repeat flag is set on either response.

Hedge Knight Vs RaiderGeneral events
Hedge Knight Vs Raider game event illustration

During camp...

When it can happen: Daytime, with a Raider and a Hedge Knight who does not have the Player Character trait.

Response and result

This world favors the strong.

When the scene opens, the Hedge Knight and Raider each gain 1 mood. No fight starts.

The Hedge Knight with the Player Character Player Character trait is excluded from this event

Hedgeknight Vs HedgeknightGeneral events
Hedgeknight Vs Hedgeknight game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: At least 2,000 crowns and four brothers; at least two Hedge Knights without the Player Character trait plus another eligible brother. A Monk is optional.

Paths and results

Let the Hedge Knights fight

Both suffer light wounds, then you must decide whether to intervene, allow a fatal duel or ask a Monk if one is present.

Order them to stop verbally

They ignore the order; both suffer the same light wounds and you face the same later choices.

Pay 2,000 crowns before the clash

Both survive without these fight wounds. Other Greedy brothers lose 2 mood levels; each other non-Greedy brother has a 50% chance to lose 1 mood level.

Send the company to stop the fight after the clash

Both Hedge Knights survive. Each other brother independently has a 60% chance to avoid harm, 30% chance of light wounds or 10% chance of a Brawl injury.

Let the duel finish

One Hedge Knight dies; the chance the first wins equals his level divided by both levels added together. The loser’s gear goes to the stash only while there is room. The survivor suffers a Brawl injury and gains 1–2 Melee Skill or Melee Defense.

Ask a Monk to intervene after the clash, if available

Both survive, but the earlier light wounds remain. The Monk gains 2 Resolve the first time this event awards it.

Risk: One Hedge Knight can die; paying 2,000 crowns avoids the clash

A higher-level Hedge Knight is more likely, but not guaranteed, to win; level 15 versus 10 means a 60% chance for the level-15 brother. The Monk can intervene again in later events but earns the Resolve bonus only once. Brothers with the Player Character trait are excluded from Hedge Knight selection. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Herbs Along The WayGeneral events
Herbs Along The Way game event illustration

Along the way...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1
  • Possible illustration 2Possible illustration 2

When it can happen: Daytime on ordinary or leafy forest or swamp terrain, with at least three brothers and a volunteer above 20 current Hitpoints who has neither Sickness, Bright nor Hesitant.

Paths and results

Try the herbs

50%: gain 5–12 Medical Supplies. Other 50%: the selected volunteer becomes Sick; no supplies are gained.

Leave them alone

No direct change.

Risk: The failed roll applies Sickness to the selected volunteer instead of a supply reward.

Hidden Cache ForestGeneral events
Hidden Cache Forest game event illustration

Along the way...

When it can happen: On forest, leafy-forest or autumn-forest terrain less than 15 tiles from a settlement, with at least two brothers and at least one who is not a Graverobber. A Graverobber can reveal a second cache after the first reward.

Response and result

Open the cache

Immediately gain 30–150 crowns, one randomly selected ordinary weapon and one randomly selected body armor. There is only one opening response. If a Graverobber is present, continuing reveals a second crate and awards one of Gemstones, Silver Bowl, Silverware or Golden Chalice; this is an automatic follow-up, not an alternative to the first loot.

Risk: The Graverobber reward adds to the first cache; it does not replace its money or equipment.

Historian Mysterious TextGeneral events
Historian Mysterious Text game event illustration

Along the way...

Later game scenes

The reading changes the illustration: the insight, warning and pleasant result share one scene; the fight uses another.

  • Insight, warning or pleasant resultInsight, warning or pleasant result
  • Fight after readingFight after reading

When it can happen: Day 10 or later; more than 8 tiles from every settlement; at least one level-3+ Historian in the roster.

Paths and results

Ask the Historian to read

50% opens a scene granting every brother +1 base Ranged Defense; 50% opens a warning and a further choice.

Close the defensive insight

Keep the +1 Ranged Defense already granted to every rostered brother.

Continue reading after the warning

50% opens a fight scene with Direwolf and Ghoul (Nachzehrer) spawn groups, each given a random 40–70 strength budget; 50% opens a pleasant scene where each brother independently has a 75% chance to improve mood by one level.

Stop reading after the warning

End the event without the further fight or mood rolls.

To arms after the second reading

Start the scripted fight, with the company in the center and enemies in a circle.

Close the pleasant reading

Keep any mood gains already applied; no fight.

Historian Records AdventuresGeneral events
Historian Records Adventures game event illustration

During camp...

When it can happen: A Historian of level 9 or higher is in the company.

Response and result

The deeds of the company shan’t be forgotten.

When the scene opens, each brother, including the Historian, independently has an 89% chance to gain 1 mood.

Houndmaster Tames WolfGeneral events
Houndmaster Tames Wolf game event illustration

Along the way...

When it can happen: Snow terrain, a free stash slot and a Houndmaster of level 5 or higher.

Response and result

Scripted result

The Houndmaster tames a Wolf companion for the stash and gains two mood points.

No second choice or chance roll is documented for this outcome.

How Far Is The SunGeneral events
How Far Is The Sun game event illustration

During camp...

When it can happen: Daytime and at least 3 brothers; at least one non-southern, non-Indebted brother outside the Historian, Monk, Cultist/converted Cultist and Hunter/Poacher/Sellsword speaker groups; at least 2 of those 4 speaker groups represented. Only represented groups appear as replies, alongside Leave.

Paths and results

Ask a Historian (if present)

Each other brother who is neither a Historian nor Bright has an independent 33% chance to improve mood.

Ask a Monk (if present)

Each eligible non-southern brother outside the selected Monk, Cultist and Historian groups has an independent 33% chance to improve mood.

Ask a Cultist or converted Cultist (if present)

The speaker improves mood; other ordinary Cultists improve mood. Among the remaining brothers, southerners lose mood; non-southerners with Superstitious or Mad also lose mood.

Ask a Hunter, Poacher or Sellsword (if present)

Each brother independently has a 33% chance to improve mood.

End the discussion

No direct item, stat or mood change.

Risk: The Cultist reply can worsen mood for southerners and Superstitious or Mad brothers

Hunt FoodGeneral events
Hunt Food game event illustration

Along the way...

When it can happen: Daytime in ordinary, leafy or autumn forest; at least two brothers, a free stash slot and a Hunter, Poacher, Beast Slayer or Barbarian.

Response and result

Enjoy the hunt

On scene start, add one Cured Venison food stack to the stash and improve the selected hunter’s mood by 0.5. The sole response closes the scene.

Imprisoned WildmanGeneral events
Imprisoned Wildman game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3
  • Additional game scene 4Additional game scene 4

When it can happen: Daytime on a road, with a free roster slot and at least 3 brothers Requires one brother who is neither Wildman nor Monk and has no Missing Eye

Paths and results

Ask what the animal tamer needs

At the cage, choose how to handle the captive. Manhunters see a different introduction but the same options.

Walk away at the wagons

Event ends without reward.

Send a brother into the cage

80%: receive 250 crowns; he gains 2 Initiative and 1 Resolve. 20%: he suffers permanent Missing Eye; no crowns are awarded. Either result ends the event.

Refuse to risk a brother at the cage

Event ends without reward.

Have your own Wildman intervene, if present

The tamer dies; choose whether to recruit or release the captive, then decide what to do with the animals.

Have a Monk intervene, if present

The tamer dies and the Monk loses mood; the same captive and animal choices follow.

Recruit the captive Wildman

He joins the company; then choose what to do with the animals.

Release the captive without recruiting

He leaves; then choose what to do with the animals.

After freeing the captive, release the animals

Receive a Wardog and a Falcon.

After freeing the captive, slaughter the animals

An eligible brother suffers light wounds; receive 200–500 crowns, Cured Venison, Smoked Ham and two Strange Meat.

After freeing the captive, leave the animals

No additional reward.

No fixed sceneInadvertently Save MerchantGeneral events

At a settlement

When it can happen: Within four tiles of an allied, non-military settlement of size 2 or larger.

Response and result

Well, okay.

The opening scene already awards 25 crowns. The response grants nothing additional.

Jousting TournamentGeneral events
Jousting Tournament game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: At least 500 crowns, no active late-game crisis, within 4 map tiles of an allied non-southern town, and an uninjured level-4+ Adventurous Noble, Disowned Noble, Regent in Absentia, Bastard or Hedge Knight. Player Characters are excluded.

Paths and results

Enter and wager 500 crowns

Win chance is 30% + 5% per jouster level. A win gains 500 crowns and improves the rider’s mood; a loss costs 500 crowns and causes a random jousting injury.

Enter without a wager

The same win roll; a win improves mood, while a loss causes a jousting injury. No crowns change hands.

Decline, then pay compensation

Spend 500 crowns; the rider stays with the company.

Decline and refuse compensation

Keep the crowns, but the rider loses two mood levels; he does not leave the company.

The chance to win the Jousting Tournament is 30 + level of the brother × 5 (so with a level 14 brother you have 100% chance to win) The Hedge Knight with the Player Character Player Character trait is excluded from this event

Juggler Entertains TownsfolkGeneral events
Juggler Entertains Townsfolk game event illustration

At a settlement

When it can happen: At least two brothers, including a Juggler, within three tiles of an allied non-military settlement.

Response and result

Well done, well done.

Before this response, the Juggler gains 2 mood and the settlement faction gains 10 relations. In a southern town the owner gains them; elsewhere the local civilian faction does.

Juggler Tempts FateGeneral events
Juggler Tempts Fate game event illustration

During camp...

When it can happen: Daytime and at least 3 brothers; an uninjured Juggler who has not had this event before, plus an uninjured non-Juggler who is not Indebted. A temporary injury excludes either candidate.

Paths and results

Stop at the opening screen

No immediate stat, injury or mood change; this Juggler's one-time event flag is still set.

Let the first stunt proceed

30%: Injured Shoulder and worse Juggler mood; 70%: each brother has a 10% chance to improve mood, then you can stop or continue.

Stop after the first success

Keep any mood gains from that success; no further risk or stat gain.

Continue to the second stunt

40%: an accident injury; 60%: the Juggler gains 1 Melee Skill and 1 Resolve, each brother has a 20% chance to improve mood, then you can stop or continue.

Stop after the second success

Keep the Juggler's 1 Melee Skill and 1 Resolve and any mood gains; avoid the third risk.

Push the third stunt

50%: gain 2 more Resolve and 2 Ranged Defense, with a 30% mood-improvement chance for each brother; 50%: a serious head injury instead. Earlier gains remain.

Risk: Each successive stunt risks an injury; the third can cause a serious head injury

The one-time flag is set when the opening screen starts, even if you stop immediately.

Kids And Dead MerchantGeneral events
Kids And Dead Merchant game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime on a road with at least three brothers. A Hedge Knight in the roster unlocks the safer optional response.

Paths and results

Take the goods by force

Gain a Signet Ring and 50–200 crowns; lose 1 moral reputation on the closing response. Each brother independently has a 25% chance of a brawl injury or light wounds from the stones.

Ask a Hedge Knight to threaten the children, if present

Gain the same Signet Ring and 50–200 crowns without the scripted injury roll or moral-reputation loss.

Back off

Leave the goods; no direct change.

Risk: Taking the goods by force can injure any brother and costs moral reputation; the Hedge Knight route avoids both scripted penalties.

Killer Vs OthersGeneral events
Killer Vs Others game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3

When it can happen: Day 10 or later and at least three brothers. One Killer on the Run must be within 60 days of hiring and have no temporary injury. A different non-Indebted brother must be available as the aggrieved party, plus a third distinct brother of any background.

Paths and results

Order a flogging

Open the punishment result.

Close the flogging

The Killer on the Run suffers light wounds and loses three mood levels.

Order a hanging

The Killer dies when the result screen opens; his gear returns only while the stash has room and the aggrieved brother improves mood.

Close the hanging

Lose 1 Moral Reputation on this final response.

Warn him instead

Three equally likely results: the aggrieved brother becomes angry, the company kills the Killer, or the Killer is beaten but survives.

Close the angry-brother result

The aggrieved brother loses four mood levels; every other brother except him and the Killer loses one.

Close the mob-killing result

The Killer has died and his gear returns only while the stash has room. Each surviving brother except the aggrieved one has a 67% chance to lose one mood level.

Close the beating result

The Killer suffers two Brawl-pool injuries and loses two mood levels; the aggrieved brother loses one, and each other brother has a 50% chance to lose one.

Risk: Hanging kills the Killer and costs 1 Moral Reputation; warning him still has a one-in-three death result.

Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Lawmen After CriminalGeneral events
Lawmen After Criminal game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3
  • Additional game scene 4Additional game scene 4
  • Additional game scene 5Additional game scene 5

When it can happen: Campaign day 10 or later; daytime on a road, with no active late-game crisis and at least two brothers, one with Killer on the Run, Thief, Graverobber, Raider or Nomad background. The Northern Raiders origin cannot trigger it before day 30. With Blazing Deserts, the southern 18% of the map is excluded. At most four buttons appear together: a bribe needs at least 1,500 crowns, and over 3,000 renown replaces the sketch reply with a reputation reply.

Paths and results

Hand over the wanted brother

Transfer his carried gear to the stash as space permits, remove him from the roster and gain 100 crowns.

Refuse to surrender him

A follow-up battle prompt starts a noble-house fight and worsens noble relations.

Bribe the lawmen (at least 1,500 crowns held)

Spend 1,000 crowns and keep the brother.

Invoke your renown (over 3,000 renown)

Keep him without paying; this button replaces the sketch option.

Inspect their sketch (at most 3,000 renown)

50%: keep him and improve his mood; 50%: a noble-house battle prompt follows. These are alternative results of one button.

Risk: Handing over the wanted brother removes him; refusing or failing the sketch roll can start a noble battle

Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Lend Men To BuildGeneral events
Lend Men To Build game event illustration

At a settlement

When it can happen: Daytime; no more than 3,000 crowns; within 3 tiles of an allied, non-southern, non-military settlement of game size at most 2; at least two brothers with Daytaler, Mason, Lumberjack, Miller, Farmhand or Gravedigger backgrounds.

Paths and results

Refuse to lend workers

No direct change.

Send the workers

50%: gain 150 crowns and better town relations; each rostered brother from the six eligible worker backgrounds independently has a 33% Exhausted chance and a 50% mood-improvement chance. Other 50%: a payment dispute opens two later choices.

At the dispute, demand 200 crowns

Gain 200 crowns but worsen town relations. Each eligible-background brother independently has a 33% Exhausted chance and a 50% mood-improvement chance.

At the dispute, waive payment

Gain no crowns but improve town relations. Each eligible-background brother independently has a 33% Exhausted chance and a 33% mood-loss chance.

Risk: Every eligible worker in the roster can become Exhausted; demanding pay harms town relations

Man In ForestGeneral events
Man In Forest game event illustration

Along the way...

Later game scenes

Following the stranger switches the picture for the rolled fight or reward.

  • Bandit encounterBandit encounter
  • Direwolves or dagger discoveryDirewolves or dagger discovery

When it can happen: Daytime on Forest, Snowy Forest, Leaf Forest or Autumn Forest terrain, with an empty stash slot. A road is not required.

Paths and results

Follow the stranger

45% opens a bandit-fight scene; 45% opens a Direwolf-fight scene; 10% opens a named-dagger discovery. The fight sizes are scaled by the company’s reputation, not fixed at two enemies.

To arms against the bandits

Start a scripted fight using the Bandit Defenders spawn group at 90–110% of the light reputation-difficulty multiplier.

To arms against the Direwolves

Start a scripted fight using the Direwolves spawn group at the same scaled strength.

Inspect the dead man’s find

Keep the Named Dagger granted when the discovery screen opened; no combat.

Ignore the stranger

End the event without an encounter or reward.

Mason Vs ThiefGeneral events
Mason Vs Thief game event illustration

During camp...

When it can happen: A Mason and a Thief are both in the company.

Response and result

What a harangue.

Before this response, the Mason and Thief each gain 1 mood. No item changes hands.

No fixed sceneMaster No Use ApprenticeGeneral events

At a settlement

When it can happen: A free roster slot; within 3 tiles of an allied settlement that is neither southern nor military and has game size 2 or larger. The script has no size-3 ceiling.

Paths and results

Take the Apprentice

Recruit one Apprentice for free; the candidate joins immediately after this answer.

Leave him with his master

No recruit or crown payment.

Melon ThiefGeneral events
Melon Thief game event illustration

At a settlement

When it can happen: Daytime; a free roster slot; within 4 tiles of an allied, non-southern, non-military town of game size at most 1.

Paths and results

Question the captive, then protect him

After sending off the mob, accept the freed man's offer to recruit a Thief titled “the Melon Mugger”; refuse and he does not join.

At either follow-up, order a brother to tar him

That brother's mood improves; the captive is not recruited.

Walk away at any early screen

No direct change.

Messenger Vs HoundmasterGeneral events
Messenger Vs Houndmaster game event illustration

During camp...

When it can happen: A Messenger of level 3 or lower and a Houndmaster are both in the company.

Response and result

Woe is the mailman.

Before this response, the Messenger and Houndmaster each gain 1 mood; no dog or letter is transferred.

No fixed sceneMiasma Flail Bros HallucinateGeneral events

Along the way...

When it can happen: Censer of the Diviner in the stash or equipped in the main hand of a brother without the Player Character trait. At least two non-player brothers are required as the pair who fight.

Response and result

Ask what the brothers saw

Two distinct non-player brothers have already fought; both suffer light wounds and each loses one mood level. This is an event scene, not a tactical battle.

Risk: Both selected brothers suffer light wounds and lose mood.

The 1.5.2.3 script checks the Censer only in a non-player brother’s main hand or the stash; other equipment slots do not qualify. A copy held only by a Player Character does not qualify, but a stash copy or an eligible brother’s equipped copy still does.

No fixed sceneMiasma Flail Company NightmareGeneral events

Along the way...

When it can happen: Censer of the Diviner equipped in any brother’s main hand, including a Player Character, or kept in the stash.

Response and result

Wake from the shared nightmare

Every rostered brother, including a Player Character, has already lost mood from the scene; there is no item loss, injury or tactical fight in this script.

The 1.5.2.3 script checks the Censer only in a brother’s main hand or the stash; other equipment slots do not qualify.

No fixed sceneMiasma Flail Spooks Bro 1General events

Along the way...

When it can happen: Censer of the Diviner in the stash or equipped in the main hand of a brother without the Player Character trait. At least one non-player brother must be present as the victim.

Response and result

Dismiss the nightmare

One randomly selected non-player brother has already lost one mood level. No injury or item loss is scripted.

The 1.5.2.3 script checks the Censer only in a non-player brother’s main hand or the stash; other equipment slots do not qualify. A copy held only by a Player Character does not qualify, but a stash copy or an eligible brother’s equipped copy still does.

No fixed sceneMiasma Flail Spooks Bro 2General events

Along the way...

When it can happen: Censer of the Diviner in the stash or equipped in the main hand of a brother without the Player Character trait. At least one non-player brother must be present as the victim.

Response and result

Dismiss their fear

One randomly selected non-player brother has already lost one mood level and suffered light wounds. No item is consumed.

Risk: The victim suffers light wounds as well as a mood loss.

The 1.5.2.3 script checks the Censer only in a non-player brother’s main hand or the stash; other equipment slots do not qualify. A copy held only by a Player Character does not qualify, but a stash copy or an eligible brother’s equipped copy still does.

No fixed sceneMiasma Flail Spooks Bro 3General events

Along the way...

When it can happen: Censer of the Diviner in the stash or equipped in the main hand of a brother without the Player Character trait. At least one non-player brother must be present as the victim.

Response and result

Wake from the nightmare

One randomly selected non-player brother has already lost one mood level. No injury or item loss is scripted.

The 1.5.2.3 script checks the Censer only in a non-player brother’s main hand or the stash; other equipment slots do not qualify. A copy held only by a Player Character does not qualify, but a stash copy or an eligible brother’s equipped copy still does.

Miner Atop WorldGeneral events
Miner Atop World game event illustration

Along the way...

When it can happen: Daytime on a mountain tile, with at least two brothers including a Miner of level 3 or lower.

Response and result

Well, at least someone is enjoying themselves.

The Miner gains 2 mood when the scene opens. The response adds no further effect.

Minstrel Outsmarts GamblerGeneral events
Minstrel Outsmarts Gambler game event illustration

During camp...

When it can happen: At least three brothers, including a Minstrel and a Gambler.

Response and result

Cheeky little git.

Before this response, the Minstrel gains 1 mood. The event does not move crowns between the men.

Minstrel Regals RefugeeGeneral events
Minstrel Regals Refugee game event illustration

During camp...

When it can happen: At least three brothers, including a Minstrel and a Refugee.

Response and result

Bravo!

Before this response, the Refugee gains 1 mood. The Minstrel has no scripted mood gain.

Minstrel Teases DeserterGeneral events
Minstrel Teases Deserter game event illustration

During camp...

When it can happen: At least three brothers, including a Minstrel and a Deserter.

Response and result

An epic for all the wrong reasons!

Before this response, the Deserter loses 2 mood. The Minstrel gains no scripted mood.

Minstrel Writes SongGeneral events
Minstrel Writes Song game event illustration

During camp...

When it can happen: At least three brothers, including a non-player-character Minstrel and a different non-player-character, non-Minstrel brother.

Response and result

Bravo!

When the scene opens, every brother other than the Minstrel, including any player character, independently has a 33% chance to gain 1 mood.

Monk Vs MonkGeneral events
Monk Vs Monk game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: At least three rostered brothers, including two different Monks of level 3 or higher and a separate non-Monk brother of level 3 or higher to break up a fight.

Paths and results

Let the Monks argue

50%: both improve mood. Other 50%: both permanently gain 1 Resolve and lose mood; each separately gets light wounds or a temporary brawl injury on an independent 50/50 roll. No tactical fight starts.

Stop the argument

No direct stat, injury or mood change.

Risk: The permanent Resolve gain comes only with mood loss and an injury to each Monk.

A Monk can participate in this event again; the script has no one-time flag for either selected Monk.

More ActionGeneral events
More Action game event illustration

During camp...

When it can happen: Not the Trading Caravan origin; at least ten days since the last battle, with two combat-background brothers free of temporary injuries. The script chooses the first two eligible brothers to speak.

Paths and results

Promise a battle soon

Every combat-background brother independently has a 25% chance to improve mood; no battle or contract is created by this reply.

Remind them that they are paid

50%: the men accept the answer with no direct change. Other 50%: every combat-background brother independently has a 50% chance to lose mood; wages themselves do not change.

Risk: The wage reminder can reduce morale but neither response alters pay or starts combat.

The Trading Caravan origin is excluded. Eligibility selects two uninjured combat-background speakers, while mood rolls later consider every combat-background brother in the roster.

More MenGeneral events
More Men game event illustration

During camp...

When it can happen: Unavailable to Lone Wolf or Gladiators origins; campaign day 11 or later and a roster of two to five brothers.

Paths and results

Claim recruitment is unaffordable

With at least 3,000 crowns, every brother loses a random 1–6 mood levels for the lie. Below 3,000, a 50% roll opens a 1,000-crown offer; the other 50% gives each brother a 20% chance to lose 1 mood level.

Promise to recruit soon

No immediate recruit or scripted mood change.

Say no recruits are needed

Each brother independently has a 50% chance to lose 1–3 mood levels.

Accept the 1,000-crown offer (if it appears)

Gain 1,000 crowns; every current brother's base daily wage rises by 3 crowns. No brother is hired automatically.

Decline the 1,000-crown offer (if it appears)

Gain no crowns and no wage increase; each brother independently has a 20% chance to improve mood.

Risk: Accepting the 1,000-crown offer raises every current brother's base daily wage by 3

Lone Wolf and Gladiators origins are excluded. The cash offer funds future hiring; it does not add a recruit during this event.

Mountain RunningGeneral events
Mountain Running game event illustration

In the mountains...

When it can happen: On a Mountains tile; the selected brother may be any roster member.

Response and result

Keep climbing

On scene start, a random brother permanently gains 1–3 maximum Fatigue. The sole response closes the scene; the same brother can receive this event again after its cooldown.

Can happen more than once even to the same brother

Mountains Are DangerousGeneral events
Mountains Are Dangerous game event illustration

In the mountains...

When it can happen: On mountain terrain without the Scout follower.

Response and result

Damn this place!

Before this response, each brother makes a 1–100 roll against current Hitpoints + 20, plus 20 each for Dexterous, Sure Footing and Strong. A roll at or above that threshold causes a Mountains-pool injury. If every brother avoids that roll, the brother with the lowest threshold receives one injury anyway. The response cannot prevent it.

Risk: The Scout prevents the event; once it opens, the response offers no way to avoid its injury logic.

The decompiler misplaced the branch around the roll. The compiled comparison and jump show the per-brother threshold and the fallback; no game replay has been recorded.

No FoodGeneral events
No Food game event illustration

Along the way...

When it can happen: The company has no food portions remaining.

Response and result

I need to get the men something to eat.

This is a warning only. The opening scene and response make no additional scripted change to food, mood or inventory.

No Food VarietyGeneral events
No Food Variety game event illustration

During camp...

When it can happen: From campaign day 5 onward, with no escorted entity, no Food in the stash other than Ground Grains, and at least one brother who is neither Lowborn nor Spartan. An empty food stash also passes this script check.

Response and result

Well, they ain’t getting cake.

Before this response, eligible Gluttonous brothers lose 1 mood; other eligible brothers lose 0.5. Lowborn and Spartan brothers are unaffected; Fat alone gives no extra penalty. No food is consumed by this event.

Noble More Pay LowbornGeneral events
Noble More Pay Lowborn game event illustration

During camp...

When it can happen: At least 500 crowns, no Paymaster retinue follower, and at least two brothers: the lowest-paid Noble is compared with a Lowborn brother whose daily cost is strictly higher.

Paths and results

Raise the Noble’s pay to match

Increase his base wage by the gap between his and the Lowborn brother’s daily costs; he improves mood.

Keep pay based on service

No wage change; the Noble’s mood worsens by two steps.

Cut the Noble’s pay instead

Reduce his base wage by half his current daily cost; his mood worsens three times and he gains Greedy if he does not already have it.

Risk: The raise creates a lasting wage cost; the cut severely harms morale and can add Greedy.

A Paymaster prevents this event. The pay-cut script subtracts half the current daily cost from base wage, so the recalculated final daily cost need not be exactly half.

Noble Vs LowbornGeneral events
Noble Vs Lowborn game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: At least two brothers: a Noble of level 6 or below, and a Lowborn brother who is neither Hesitant nor Indebted. The two are selected from the roster when the event fires.

Paths and results

Let them settle it

The Noble and Lowborn brother each suffer a temporary brawl injury; the fight is narrated, not a tactical battle.

Side with the Lowborn brother

The Noble loses two mood steps; no injury is scripted.

Side with the Noble

The Lowborn brother loses two mood steps; no injury is scripted.

Risk: Avoiding a decision injures both brothers; choosing a side harms one brother’s mood instead.

Oldguard Becomes DrunkardGeneral events
Oldguard Becomes Drunkard game event illustration

During camp...

When it can happen: Nighttime; at least seven non-expendable fallen brothers recorded, three brothers still in the company and a level-8-or-higher non-player brother hired before the two most recent recorded deaths, without Drunkard. Cultist, converted Cultist and Indebted backgrounds are excluded.

Response and result

Toast absent friends

On scene start, the selected veteran gains Drunkard and loses 1 mood. The sole response closes the scene; no alcohol item is consumed by this script.

The seven-death total counts only non-expendable fallen. The hire-date check separately reads the two most recent fallen records; the script does not require those two entries themselves to be non-expendable.

Optimist Lost BattleGeneral events
Optimist Lost Battle game event illustration

Along the way...

When it can happen: The latest combat result is a loss no more than 20 virtual-time units ago; at least two brothers remain, including a non-Indebted Optimist who has fought at least once.

Response and result

A man to go down fighting with.

The opening scene raises the Optimist’s mood by 0.5. Each other brother without Pessimist independently has a 50% chance to gain 0.5 mood.

Brothers with Pessimist trait will never gain the good Good mood mood

Orc LandGeneral events
Orc Land game event illustration

Along the way...

When it can happen: At least two brothers, more than 10 tiles from every settlement, and an Orc-faction location within 8 tiles. No road prerequisite is scripted.

Response and result

Warn the company of Orc territory

One of several narrative clues plays. The response adds no loot, fight, injury, mood or map marker; scout the actual nearby camp separately.

Risk: The warning does not start an Orc battle or reveal a fixed camp roster.

PeacenikGeneral events
Peacenik game event illustration

Along the road...

When it can happen: On a road with a Houndmaster of level 3 or higher in the roster.

Paths and results

Argue that a trapped Orc is no safer than a cornered dog

The Houndmaster persuades the stranger to let you kill the Orc; gain 50 crowns, and that Houndmaster permanently gains 1 Resolve and improves mood. No tactical combat is scripted.

Leave the matter alone

No direct reward or stat change.

Risk: Only the Houndmaster response grants crowns and permanent Resolve.

Peddler DealBackground
Peddler Deal game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Peddler; near a town; at least 1,000 crowns.

Paths and results

Invest

70%: gain 100–400 crowns and +1 Resolve; Peddler mood improves. 30%: lose 500 crowns; Peddler suffers light wounds and bad mood.

Decline

no change.

Risk: Money / injury

Town must be within 4 tiles. The previous indexed-text pass could not read the Resolve icon; the full page identifies it.

Peddler Sells RatGeneral events
Peddler Sells Rat game event illustration

During camp...

When it can happen: A Peddler and a Ratcatcher are both in the company.

Response and result

Everything in order here.

This is a conversation only. No rat, food, crowns or other item is transferred by the script.

Pessimist Won BattleGeneral events
Pessimist Won Battle game event illustration

Along the way...

When it can happen: The latest combat result is a win no more than 20 virtual-time units ago; at least two brothers remain, including a non-Indebted Pessimist without Dumb who has fought at least once.

Response and result

The worst part about pessimists is that they’re usually right.

The opening scene lowers the Pessimist’s mood by 0.5. Each other brother without Optimist independently has a 50% chance to lose 0.4 mood.

Brothers with Optimist trait will never gain the bad Bad mood mood

Pimp And HarlotsGeneral events
Pimp And Harlots game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2
  • Additional game scene 3Additional game scene 3
  • Additional game scene 4Additional game scene 4

When it can happen: After campaign day 10; on a road; at least 4 brothers; crowns at least 100 per brother plus 500. The money threshold applies before any option is shown.

Paths and results

Accept the opening offer

60%: pay 50 crowns per brother and improve every brother's mood; 40%: pay nothing yet and face a doubled-price choice.

Threaten the troupe

Guards intervene; choose to back down or attack. No immediate loot.

Decline at the outset

Each brother independently has a 25% chance to lose mood; pay nothing.

Accept the doubled price

Pay 100 crowns per brother. This branch has no scripted mood change.

Refuse the doubled price

A scripted brawl, not a tactical battle: gain a Signet Ring, Dagger, Bludgeon and 100–300 crowns. Every brother gets a Brawl injury (33%) or Piercing Body injury (67%).

Back down after threatening

Each brother independently has a 33% chance to lose mood; no payment or loot.

Attack the guards after threatening

The scripted brawl grants the same three items and 100–300 crowns. Each brother has a 25% injury chance; an injured brother gets a Brawl injury (66%) or light wounds (34%).

Risk: Refusing the doubled price injures every brother; attacking after a threat risks injury for each

Pimp Vs HarlotGeneral events
Pimp Vs Harlot game event illustration

At a settlement

When it can happen: A free roster slot and at least 3 brothers Within 3 tiles of an allied, non-southern, non-military settlement of game size 2 or larger

Paths and results

Side with the Pimp

The woman rejects his protection and leaves; no direct mechanical change.

Side with the woman

The Pimp gives up and leaves; no direct mechanical change.

Ask your Minstrel, if present

The pair reconcile and the Minstrel improves mood.

Ask your Monk, if present

The Monk improves mood; the Pimp offers to join, opening a recruit-or-decline choice.

Recruit the Pimp after the Monk speaks

A Pimp-background brother joins; the Monk's mood gain still applies.

Decline the Pimp after the Monk speaks

He leaves without joining; the Monk's mood gain still applies.

Ask your Tailor, if present

Receive 100–200 crowns; the Tailor gains 2 Initiative and improves mood.

Player Is RichGeneral events
Player Is Rich game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: More than 30,000 crowns, at least five rostered brothers including at least two who are not Indebted, and no Paymaster retinue follower.

Paths and results

Give a company-wide raise

Every eligible brother gains 4 crowns in permanent daily base wage and improves mood. Brothers with the Player Character trait or flag, and Indebted, are excluded.

Refuse the raise

Excluded brothers are unaffected. Each eligible Greedy brother loses mood; an eligible non-Greedy brother whose background permits Greedy independently has a 20% chance to gain that trait, otherwise loses mood.

Risk: A raise permanently increases recurring wages; refusal can add Greedy or lower mood.

The scene says three crowns per day, but the 1.5.2.3 wage assignment adds four. Backgrounds that exclude Greedy also skip the non-Greedy refusal penalty.

Player Is Sent ForGeneral events
Player Is Sent For game event illustration

Along the road...

When it can happen: Daytime on a road with no active contract; with Blazing Deserts, the southernmost 20% map band is excluded. An allied non-southern settlement must already have available contracts. The script ranks candidates by distance plus an independent 0–10-tile roll, so the literal nearest town need not be chosen.

Response and result

Hear the messenger’s lead

The only response closes the scene after naming a town and direction. It neither grants money nor creates or accepts a contract; any work must be taken from that town separately.

Risk: The town is a lead to existing contracts, not a guaranteed new contract or immediate payment.

A randomized distance offset can favor another qualifying town over the geographically nearest one.

Player Plays DiceGeneral events
Player Plays Dice game event illustration

During camp...

When it can happen: More than 100 crowns and at least one Gambler, Vagabond, Thief or Raider brother

Paths and results

Play the first round

The selected eligible brother improves mood once. Independent totals of 3–18 produce a win (+25 crowns), loss (−25 crowns) or tie (no money); then choose to reroll or stop.

Decline before playing

Event ends without a direct change.

Reroll after a loss

The 25-crown loss has already applied; a fresh roll can win, lose or tie. No additional mood change is scripted.

Stop after a loss

Keep the net crowns from all completed rounds, including the latest 25-crown loss.

Reroll after a win

The 25-crown gain has already applied; a fresh roll can win, lose or tie. No additional mood change is scripted.

Stop after a win

Keep the net crowns from all completed rounds, including the latest 25-crown gain.

Reroll after a tie

The tie changed no crowns; a fresh roll can win, lose or tie. No additional mood change is scripted.

Stop after a tie

Keep any earlier round gains or losses; the tie adds nothing.

The 1.5.2.3 script draws each total uniformly from 3–18 rather than summing three six-sided dice. A tie is 6.25% in game; three actual dice would tie about 9.28% of the time. The more-than-100-crown requirement gates the event's appearance; reroll buttons do not check crowns again.

Poacher Vs ThiefGeneral events
Poacher Vs Thief game event illustration

During camp...

When it can happen: A Poacher and a Thief are both in the company.

Response and result

Right.

Before this response, the Poacher and Thief each gain 1 mood. No item changes hands.

Raid FarmsteadGeneral events
Raid Farmstead game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime on a road over Plains or Farmland, with no more than 50 food provisions and at least five brothers. At least two distinct brothers must have Bloodthirsty or a background not offended by violence; Bloodthirsty can qualify an otherwise violence-averse brother.

Paths and results

Choose to raid the farmstead

Open a second screen with three levels of raiding; no food or reputation changes yet.

Take only provisions

Lose 1 Moral Reputation and gain one Smoked Ham plus one Bread.

Close the small raid

Keep those two food items; no further effect.

Take everything

Lose 2 Moral Reputation and gain two Smoked Ham, one Goat Cheese and one Bread.

Close the full raid

Keep the four food items; no further effect.

Kill the occupants too

Lose 5 Moral Reputation; gain the same four food items plus one or two Pitchforks. Bloodthirsty brothers improve mood; every brother offended by violence has a separate 75% chance to lose mood unless already handled by the Bloodthirsty branch. This route does not start tactical combat.

Close the violent raid

Keep the food and Pitchforks; no further effect.

Move on

No food, gear, reputation or mood change.

Risk: Violent raiding sharply reduces Moral Reputation and can upset violence-averse brothers; no tactical fight is scripted.

Ratcatcher Catches FoodGeneral events
Ratcatcher Catches Food game event illustration

During camp...

When it can happen: At most 15 total food portions, at least two brothers including a Ratcatcher, and a free stash slot.

Response and result

Accept the Ratcatcher’s catch

The opening scene adds one Strange Meat stack set to 12 portions. The Ratcatcher is exempt from the later rolls. Every other Noble loses three mood steps and has no sickness roll. Each non-noble rolls once: on a 20% result, a non-lowborn brother loses one mood step; on a separate 20% result, a brother not already Sick becomes Sick. The sole response closes the scene.

Risk: Nobles take a fixed mood penalty; sickness and the smaller mood penalty belong to separate non-noble roll results.

Ratcatcher Crafts NetGeneral events
Ratcatcher Crafts Net game event illustration

During camp...

When it can happen: At least one Ratcatcher brother. The script does not require a free stash slot or crafting materials.

Response and result

Praise the Ratcatcher

On scene start, the event creates one Throwing Net and tries to add it to the stash. The sole response closes the scene.

Free a stash slot first: the event can fire while the stash is full, and the gain message still appears if the new net cannot be stored.

Ratcatcher Spreads DiseaseGeneral events
Ratcatcher Spreads Disease game event illustration

During camp...

When it can happen: At least 30 total food portions and three brothers, including a Ratcatcher. The selected food stack can still contain fewer than the displayed loss amount.

Response and result

My throat's so scratchy I can barely squeak out a word!

When the scene opens, it displays a loss of 8–18 provisions, but removes at most that many from one random food stack and leaves at least one portion. Each non-Ratcatcher then makes a 1–100 roll against current Hitpoints + 20, plus 20 each for Strong and Tough; a roll at or above that threshold selects the brother for Sickness. If every roll avoids it, the non-Ratcatcher with the lowest threshold is selected anyway. The response cannot prevent either effect.

Risk: Displayed food loss is not the guaranteed inventory change, and the number of Sick brothers is not verified.

The compiled anonymous screen function confirms the strict comparison and the fallback after excluding the Ratcatcher. This is a bytecode finding, not a live playthrough; an already Sick brother is not excluded from selection.

Refugee Vs RaiderGeneral events
Refugee Vs Raider game event illustration

During camp...

When it can happen: A Refugee of level 2 or lower and a Raider of level 6 or lower are in the company.

Response and result

Take it easy now.

Before this response, each brother independently takes a Brawl-pool injury (50%) or light wounds (50%). The Refugee also loses 1 mood; the Raider has no scripted mood change.

Religious PeasantsGeneral events
Religious Peasants game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: On a road through Forest, Leaf Forest or Autumn Forest, not Snowy Forest. A Monk is optional; the script has no daytime, DLC or roster-size gate.

Paths and results

Follow the peasants

Without a Monk, 50% opens a Cultist battle and 50% a mood-loss scene. With a Monk, battle, mood loss and a peaceful reputation reward are each one-in-three.

Fight the cultists

Start a tactical battle against 25 Cultists; no fixed event reward is granted on this button.

Close the unsettling scene

Every Superstitious brother loses mood; every other brother independently has a 33% chance to lose mood. No battle starts on this route.

Close the Monk’s peaceful scene

Gain 1 Moral Reputation and 25 Business Reputation (renown); the Monk improves mood. No battle or food cost.

Leave the peasants

End the event without a fight, reputation change or mood roll.

Risk: Following can start a 25-Cultist fight. A Monk changes the result pool but does not eliminate the fight chance.

Renown TutorialGeneral events
Renown Tutorial game event illustration

Along the way...

When it can happen: Rebuilding a Company (Tutorial) origin only, after at least two contracts have been completed.

Response and result

I’ll keep it in mind.

This explains renown but awards no renown, crowns or item when the response is chosen.

Retired Soldier TaleGeneral events
Retired Soldier Tale game event illustration

During camp...

When it can happen: At least three brothers, including a Retired Soldier of level 3 or higher.

Response and result

Killing men does make for great bedtime stories.

When the scene opens, the Retired Soldier gains 0.25 mood. Each other brother independently has a 50% chance to gain 1 mood.

Rookie Gets HurtGeneral events
Rookie Gets Hurt game event illustration

After battle...

When it can happen: Within 8 virtual-time units after the last battle, with at least two brothers. The selected rookie must be level 1, have a noncombat background other than Indebted, stand in formation slot 0–17 and have fought at least one battle.

Paths and results

Tell the rookie to endure it

30% opens a confident result; 70% opens a demoralized result.

Close the confident harsh-talk result

The rookie permanently gains 3 Resolve and improves mood.

Close the demoralized harsh-talk result

The rookie permanently loses 3 Resolve and loses mood.

Offer reassurance

70% opens a confident result; 30% opens a shaken result.

Close the successful reassurance

The rookie permanently gains 2 Resolve and improves mood.

Close the failed reassurance

The rookie loses mood but no Resolve. This event applies no physical injury in the inspected script.

Risk: Harsh talk has a 70% chance to permanently cost the rookie 3 Resolve.

Background 60 Indebted brothers are excluded from this event A brother can receive the Resolve bonus from this event more than once

Runaway LaborersGeneral events
Runaway Laborers game event illustration

Along the road...

When it can happen: On a road. If Blazing Deserts is enabled, the southernmost 20% of the map is excluded; without that DLC there is no southern-map exclusion in this script.

Paths and results

Report the laborers

Lose 1 Moral Reputation and gain 50 crowns.

Hide the laborers

Gain 1 Moral Reputation immediately. On a 70% roll, an open roster slot leads to a recruit offer; a full roster instead sends them away. The other 30% gives no offer.

Recruit the offered worker

Add a free brother with a background drawn from the game's laborer pool; keep the earlier Moral Reputation gain.

Decline the offered worker

No recruit; keep the earlier 1 Moral Reputation gain.

Risk: Reporting loses Moral Reputation; hiding them offers a recruit only on a conditional roll

No fixed sceneRunning AroundGeneral events

Along the way...

When it can happen: Daytime; any rostered brother may be selected.

Response and result

Keep moving

On scene start, one random brother permanently gains exactly 1 maximum Fatigue. The sole response closes the scene; the same brother can benefit again after the 100-day cooldown.

A brother can receive this Fatigue bonus more than once

No fixed sceneSacrificed ManGeneral events

Along the way...

When it can happen: A free roster slot and one empty stash slot; at least one settlement 6–12 tiles away, not necessarily the nearest. At least one rostered brother must be neither Cultist nor converted Cultist nor Indebted and must lack the Player Character trait. A separate non-player Cultist or converted Cultist is optional and opens the survivor-recruit choice.

Paths and results

Pay respects

Immediately gain two Militia Spears. Without an eligible Cultist, the event ends here; with one, a survivor recruit-or-decline screen opens.

Accept the survivor (if an eligible Cultist is present)

Prepare a free Cultist titled the Sacrifice, with main hand, off hand and head slots emptied; the existing Cultist improves mood. A final welcome response still follows.

Confirm the survivor’s welcome

Add the temporary Cultist to the roster and keep both spears.

Decline the survivor

Open the farewell screen; the existing Cultist loses mood, but the two spears remain in the stash.

Confirm the survivor’s farewell

No recruit joins; keep both spears.

Risk: Declining the optional survivor worsens the existing Cultist’s mood; the two spears are awarded before that decision.

A Cultist Converted Cultist also works for this event

Scientist In The MountainsGeneral events
Scientist In The Mountains game event illustration

In the mountains...

When it can happen: Daytime on mountain terrain; no brother, money or equipment prerequisite is scripted.

Paths and results

Stop the Scientist

He postpones the experiment; no player stat, resource or recruit change is scripted.

Watch the experiment

50%: a story scene depicts his fatal fall but no company stat or loot change. Other 50%: he survives or flies away in the story, and each brother independently has a 25% chance to improve mood.

Risk: The stranger’s fate is narrative; only the second watch result can change company mood.

Sellsword Gets Better DealGeneral events
Sellsword Gets Better Deal game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: No Paymaster retinue follower; a Sellsword of level 4–9 has served more than 25 days and has not previously been persuaded to stay by this event.

Paths and results

Let the Sellsword leave

He leaves immediately. Unlike failed persuasion, this button has no explicit script step that transfers his equipment to the stash.

Try to persuade him

Success chance is his level ×10%: he stays and receives a flag preventing this demand from recurring. On failure he leaves, but his equipped gear is transferred only while the stash has room.

Match the offer

His daily base wage rises by 5–15 crowns; he stays, but this choice does not set the no-repeat flag.

Risk: Letting him leave does not explicitly return his gear; a pay match adds ongoing daily wages.

A Paymaster blocks the event. The script explicitly returns gear only on failed persuasion; it does not establish that the direct-leave choice returns equipment. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Sellsword Vs RaiderGeneral events
Sellsword Vs Raider game event illustration

During camp...

When it can happen: A Sellsword and a Raider are in the company, both level 6 or lower.

Response and result

I don't give a rat's ass where you came from, stop fighting.

Before this response, each brother independently takes a Brawl-pool injury (50%) or light wounds (50%), and each loses 0.5 mood. No tactical battle starts.

Shady Character Offers MapWorld encounter
Shady Character Offers Map game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime road, campaign at least day 10, more than 1,500 crowns, not on an escort contract, and an existing Undead-held location with named loot. The community index calls it Ancient Dead but flags the broader script condition.

Paths and results

Buy

pay 600–1,400. With Historian → location revealed. Without Historian → 50% revealed / 50% unreadable.

Peddler bargains

choose discounted purchase or decline. Purchase costs 300–700; same Historian/readability branches.

Thief steals

no payment; same readability branches.

Decline

nothing changes.

Risk: Money / unreadable map

The map reveals existing loot; it neither creates nor awards a named item immediately. The Ancient-Dead-only claim remains unresolved.

Shepherd Vs RatcatcherGeneral events
Shepherd Vs Ratcatcher game event illustration

During camp...

When it can happen: A Shepherd of level 4 or lower and a Ratcatcher of level 3 or lower are both in the company.

Response and result

Like peas in a pod. Or pigs in a pen?

Before this response, the Shepherd and Ratcatcher each gain 1 mood. No food or animal is added.

Shooting ContestGeneral events
Shooting Contest game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime with at least 81 Ammunition and two distinct brothers from Hunter, Poacher, Sellsword or Bowyer backgrounds. Each must have participated in fewer than three earlier shooting contests.

Paths and results

Allow the contest

A 50/50 roll opens a Ranged Skill or Resolve result.

Close the skill result

Spend 30 Ammunition; both selected archers permanently gain 1 Ranged Skill. Each participant’s contest count increases by one.

Close the resolve result

Spend 60 Ammunition; both selected archers permanently gain 1 Resolve. Each participant’s contest count increases by one.

Decline the contest

Open the refusal screen without spending Ammunition or increasing participation counts.

Close the refusal

Both selected archers lose one mood level.

Risk: The 50/50 result determines whether the company spends 30 or 60 Ammunition.

An archer can participate up to 3 times in a Shooting Contest

Shortsighted Shoots BroGeneral events
Shortsighted Shoots Bro game event illustration

During camp...

When it can happen: At night, the company has at least three brothers and a non-Noble Shortsighted brother with no temporary injury. The target is the first other non-Indebted brother in roster order.

Response and result

Get that wound looked at.

Before this response, the target suffers a Piercing Body-pool injury. The shooter and target each lose 1 mood. The response does not prevent the injury.

SicknessGeneral events
Sickness game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: No Scout follower; on swamp, snow or snowy-forest terrain more than 4 tiles from every settlement.

Response and result

Continue through the sickness scene

On scene start, the selected brother is sent through the Sick result, while other brothers may become Sick according to current Hitpoints and Lucky, Tough or Strong. The Scout blocks this event entirely; the sole response does not cause a second illness roll.

Risk: This is an automatic sickness event, with no branch that avoids the opening effect.

The script raises the healthy-roll threshold with Hitpoints and each of Lucky, Tough and Strong. It checks an effect ID that differs from the Sick injury it adds, so existing sickness handling needs a game check before quoting exact per-brother odds.

Spartan Should Eat MoreGeneral events
Spartan Should Eat More game event illustration

During camp...

When it can happen: At least one non-player brother with the Spartan trait and no temporary injury. The event does not require a food item in the stash.

Paths and results

Leave the Spartan alone

75% opens a harmless result; 25% opens an injury result.

Close the harmless result

No trait, mood or wound change.

Close the injury result

The Spartan has already suffered light wounds (50%) or one injury from the Concussion pool (50%).

Force him to eat

75% opens a mood-loss result; 25% opens a trait-loss result. No food is consumed by either script path.

Close the mood-loss result

The Spartan loses one mood level but keeps the Spartan trait.

Close the trait-loss result

Remove Spartan; no food or crown cost is scripted.

Risk: Leaving him alone has a 25% injury route; forcing food can permanently remove Spartan.

Any brother with the Player Character trait is excluded before the script checks for Spartan; this is not specific to Hedge Knights.

Squire Vs Hedge KnightGeneral events
Squire Vs Hedge Knight game event illustration

During camp...

When it can happen: At least two brothers, including a Squire of level 4 or lower without this event’s prior flag and a separate non-player Hedge Knight.

Response and result

Hear the Hedge Knight

On scene start, the Squire permanently gains 1–4 Resolve, loses 1.5 mood and receives a one-time flag. The sole response closes the scene; the Knight gets no stat reward.

Strength ContestGeneral events
Strength Contest game event illustration

During camp...

When it can happen: Daytime, with two distinct Strong brothers who are not Bright and have each participated fewer than two times.

Response and result

Watch the contest

On scene start, both brothers permanently gain +1 maximum Fatigue and 1 mood; each participation counter increases by one. The sole response closes the scene.

Supposed WitchGeneral events
Supposed Witch game event illustration

Along the road...

When it can happen: From day 16, during daytime on a road. With Blazing Deserts enabled, the southernmost 20% map band is excluded. Witchhunter, Monk and Cultist/Converted Cultist responses require those backgrounds.

Paths and results

Free the woman

80%: a crowd scuffle; gain 3 moral reputation, with possible wounds and non-Witchhunter mood gains. 20%: she reveals herself as a hostile spirit and escapes; still gain 3 moral reputation, but Witchhunters, Monks, Superstitious and Mad brothers certainly lose mood, and others may also.

Ask a Witchhunter, if present

He exposes and kills an evil spirit disguised as the torchbearer, frees the woman, gains 1 Resolve and 1 Initiative, and improves mood. Some other brothers can improve mood too.

Ask a Monk, if present

The woman is burned; the Monk gains 2–3 Resolve and improves mood. Other Witchhunters, Monks and Superstitious brothers improve mood.

Ask a Cultist or Converted Cultist, if present

He frees the woman, gains 2 Resolve and improves mood. Other cultists improve mood; Witchhunters, Monks and Superstitious brothers lose mood.

Leave

No direct change.

Risk: Freeing her can wound brothers or hurt morale; the Monk response burns the accused woman.

The free-her roll is 80% scuffle and 20% spirit; both grant 3 moral reputation. Converted Cultists qualify for the Cultist response. These are script branches, not a replayed campaign.

Surefooted Saves DamselGeneral events
Surefooted Saves Damsel game event illustration

At a settlement

When it can happen: At least three brothers, a Sure Footing brother of level 2 or higher and an allied non-military settlement within three tiles. A southern town can be selected.

Response and result

Hear the rescue story

On scene start, the Sure Footing brother gains 2 mood. Relations with the selected town rise by 10 only if it is not southern; a southern town gets no relation change. The sole response closes the scene.

Swordmaster TeachesGeneral events
Swordmaster Teaches game event illustration

During camp...

When it can happen: At least three brothers, including a level-4-or-higher Swordmaster or Old Swordmaster and a level-3-or-higher student not taught before: Squire, Bastard, Adventurous Noble, Disowned Noble or Regent in Absentia.

Response and result

Put the lesson to use

On scene start, the student permanently gains 1–4 Melee Defense and 0.5 mood; the teacher gains 1 mood. The student receives a one-time training flag, while the teacher may train another eligible student later. The sole response closes the scene.

A brother can learn only once from a Swordmaster The Swordmaster can continue to teach

Tailor Werewolf Hide ArmorGeneral events
Tailor Werewolf Hide Armor game event illustration

During camp...

When it can happen: Only with Beasts & Exploration disabled; a Tailor of level 3 or higher and at least two Unusually Large Wolf Pelts in the stash.

Response and result

Accept the armor

When the scene opens, the first two matching pelts are removed from the stash and one Direwolf Hide Armor is added. The sole response closes the scene.

No fixed sceneThe HorsemanGeneral events

Along the road...

When it can happen: Daytime on a road with a free roster slot With Blazing Deserts enabled, outside the southernmost 20% of the map

Paths and results

Talk to the suspended man

Learn why he is being whipped, then choose whether to cut him down, let a Flagellant intervene, or leave.

Move on at the first encounter

If a Butcher is present, he automatically takes two Strange Meat from the dead horse; otherwise the event ends without reward.

Cut the man down

75%: he survives and you can recruit or release him. 25%: he breaks his neck in the fall and dies; no recruit is offered.

Let a Flagellant intervene, if present

The Flagellant gains 1 Melee Skill, 1 maximum Fatigue and improved mood. This route does not offer the man as a recruit.

Leave after speaking

A Butcher automatically takes two Strange Meat if present; otherwise there is no reward.

Recruit the rescued Vagabond, after the 75% result

He joins with 30 current Hitpoints.

Send the rescued Vagabond away, after the 75% result

He leaves without joining.

Thief CaughtGeneral events
Thief Caught game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Nighttime; within 10 tiles of any settlement; at least 25 Food, 10 Medical Supplies, 10 Tools and Supplies, and more than 50 Ammunition.

Paths and results

The thief escapes before being confronted

Lose a random supply. The 75% capture roll applies only when a separate game condition permits it, so escape is not an unconditional 25% chance.

Feed the captured Thief

Consume up to five units from one random food stack. If a roster slot is free, a 75% roll leads to an offer to join; otherwise the scene ends without a recruit.

Accept the offer after feeding

Recruit the Thief-background brother.

Send him away after feeding

No recruit; the food already spent is not restored.

Beat the captive

He leaves after the beating; no additional resource change is scripted.

Threaten him with execution

Choose whether to kill him or spare him in exchange for work.

Execute him

Lose 1 Moral Reputation; Beggar and Refugee brothers without Bloodthirsty lose mood.

Spare him in exchange for work

He seems to join, then disappears with a random supply loss. He never joins the roster.

Risk: Possible supply loss, food cost or reputation loss; recruitment requires feeding

Each escape or false-work theft selects one of four equal supply losses: a random food stack, 20–50 Ammunition, 5–10 Tools and Supplies, or 5–10 Medical Supplies. The capture/escape opening also has a separate script guard, so the wiki does not treat 75/25 as unconditional campaign-wide odds.

Training AccidentGeneral events
Training Accident game event illustration

During camp...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: At least three brothers and one with Clumsy, Drunkard or Addict who has no temporary injury. Two other brothers are chosen for story dialogue; no training facility is required.

Response and result

Check the accident

The opening scene chooses one of six equally likely stories. Four apply a temporary Accident-pool injury and two apply light wounds to the selected brother; the sole response cannot avoid either result. No item or XP reward is scripted.

TravelerGeneral events
Traveler game event illustration

Along the road...

When it can happen: On a road. With Blazing Deserts enabled, the southernmost 20% of map Y is excluded; with Warriors of the North enabled, the northernmost 30% is excluded.

Paths and results

Invite the traveler to camp

One random food stack loses up to three portions but always retains at least one; if no stack can spare food, the actual loss is zero. One of eighteen story scenes follows, some with further dialogue buttons, but no recruit, item or stat change is scripted.

Keep your distance

No food or other direct change.

Risk: The displayed meal is a capped reduction from one stack, not a guaranteed loss of three whole food items.

Traveling TroupeGeneral events
Traveling Troupe game event illustration

Along the road...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1
  • Additional game scene 2Additional game scene 2

When it can happen: On a road with at least 40 crowns per rostered brother plus 500. A Juggler or Minstrel unlocks one free-show reply; an Adventurous Noble, Disowned Noble or Regent in Absentia unlocks another.

Paths and results

Pay for the show

Spend 40 crowns per brother; every brother improves mood.

Ask a Juggler or Minstrel (if present)

The troupe performs without charging; every brother improves mood.

Ask an Adventurous Noble, Disowned Noble or Regent in Absentia (if present)

Another free-show scene; every brother improves mood.

Rob the troupe

Lose 2 Moral Reputation; gain 50–200 crowns, a Lute and Jester's Hat. Raider or Bloodthirsty brothers improve mood.

Decline the show

No direct change.

Risk: Paying costs 40 crowns per brother; robbing costs 2 Moral Reputation

Travelling MonkGeneral events
Travelling Monk game event illustration

Along the road...

When it can happen: Daytime on a road outside snow terrain; strictly more than 250 crowns plus 10 crowns for each rostered brother. Equality does not pass the script's money gate.

Paths and results

Ask what the monk carries

Open the beer conversation; no immediate change.

Ask the price of a round

70%: the monk offers a later buy-or-decline choice. Other 30%: he gives beer free, with an independent 90% mood-improvement chance for each brother.

Demand the beer

Lose 2 Moral Reputation but pay no crowns; each brother independently has a 66% chance to improve mood.

Buy the offered round

Pay 10 crowns per brother; each independently has a 90% chance to improve mood.

Decline the paid offer

No crowns spent or scripted mood change.

Risk: Demanding beer costs 2 Moral Reputation; buying a round costs 10 crowns per brother

Troublemakers Bully PeasantsGeneral events
Troublemakers Bully Peasants game event illustration

At a settlement

When it can happen: Daytime within 3 tiles of any allied, non-southern, non-military town. At least one non-player troublemaker must have Bloodthirsty or Brute, or be a Raider, Sellsword, Hedge Knight or Brawler. An optional non-player Monk or Monk-turned-Flagellant can offer mediation only if he lacks Bloodthirsty and Brute; the town need not be nearest.

Paths and results

Ignore the bullying

The opening scene already cost 1 Moral Reputation and 20 town relations. This result costs another 3 Moral Reputation and 20 relations: total -4 Moral Reputation and -40 town relations. The troublemaker improves mood.

Close the ignored result

No further change.

Order the troublemaker to stop

Only the opening cost applies: -1 Moral Reputation and -20 town relations. The troublemaker loses two mood levels.

Close the stopped result

No further change.

Help pillage the peasants

Add 100–500 crowns but lose another 5 Moral Reputation and 30 town relations: total -6 Moral Reputation and -50 town relations. Bloodthirsty or combat-background brothers improve mood; each violence-averse brother has a 75% chance to lose mood.

Close the pillage result

Keep the crowns; no additional cost.

Ask an eligible Monk or Monk-turned-Flagellant to mediate

The opening -1 Moral Reputation and -20 town relations still apply. A 70% roll opens peaceful mediation; 30% opens an injury result.

Close peaceful mediation

No further relation, reputation or injury change.

Close failed mediation

The peacekeeper suffers a Knockout-pool injury and loses two mood levels; no further relation or reputation change.

Risk: The first -1 Moral Reputation and -20 town relations apply before any response, including mediation or stopping the bully.

All Player Characters are excluded from the candidate scan, not just Hedge Knights. A Monk or Monk-turned-Flagellant with Bloodthirsty or Brute enters the troublemaker pool first and is not available as a peacekeeper.

Uber CourageousGeneral events
Uber Courageous game event illustration

Along the way...

When it can happen: At least three brothers, including one with Fearless together with Determined or Deathwish.

Response and result

This would be a mad world if all men were like him.

When the scene opens, each brother other than the inspiring one independently has a 75% chance to gain 0.5 mood. The speaker receives no scripted mood gain.

Walkers BondGeneral events
Walkers Bond game event illustration

Along the way...

When it can happen: On a road tile, with at least two brothers whose backgrounds are Vagabond, Messenger, Refugee or Nomad.

Response and result

We march on.

Two different eligible brothers are chosen; both gain 1 mood when the scene opens.

Wardogs Fight Each OtherGeneral events
Wardogs Fight Each Other game event illustration

During camp...

Later game scenes

Safe-survival and Houndmaster endings use the dog scene; an injured brother uses a separate injury scene.

  • Both dogs survive or Houndmaster intervenesBoth dogs survive or Houndmaster intervenes
  • Brother injured while separating dogsBrother injured while separating dogs

When it can happen: At least two unassigned Wardog, Armored Wardog, Warhound or Armored Warhound items in the stash, plus at least one brother without the Player Character trait whose background is not Houndmaster. A separate non-player Houndmaster is optional and opens the safe response.

Paths and results

Let the dogs fight

Open a second screen; no dog is removed yet.

Reveal the unattended result

20% both dogs die, 15% both survive, 65% one dies. The matching result screen applies any dog loss before its final button.

Send a brother to separate them

Open a second screen with the selected eligible non-Houndmaster brother.

Reveal the brother’s result

10% both dogs die, 40% both survive, 40% one dies, 10% both survive but the brother suffers a temporary Dog Brawl injury.

Order a Houndmaster to intervene (if available)

Open the Houndmaster result screen; both dogs survive and no brother is injured.

Close the both-died result

Both selected dog items have already been removed from the stash.

Close the both-survived result

Both selected dogs remain in the stash.

Close the one-died result

One selected dog has already been removed; the other remains.

Close the injured-brother result

Both dogs remain, but the eligible brother already has a temporary Dog Brawl injury.

Close the Houndmaster result

Both dogs remain, with no dog-loss or injury roll.

The Wolf can't be used for this event Brothers with the Player Character trait are excluded from this event

Warriors DeathGeneral events
Warriors Death game event illustration

After the battle...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Within eight virtual-time units after the last battle; at least three fallen recorded, including 2 non-expendable brothers who died today; at least two brothers still in the roster. A Gravedigger adds an optional burial response.

Paths and results

Just leave them there.

On the result screen, each surviving brother independently rolls to lose 0.5 mood: 100% for Monks; 75% for Fainthearted, Craven, Dastard, Pessimist, Superstitious, Insecure or Disloyal; 10% for Cocky, Loyal, Optimist or Deathwish; otherwise 25%. Earlier groups take precedence. The closing response adds no effect.

Let us honor the dead!

On the result screen, every survivor independently has a 50% chance to gain 0.5 mood, and 60 crowns are deducted. The script does not check available crowns before offering this answer.

Let the Gravedigger handle it, if available

On the result screen, every survivor independently has a 75% chance to gain 0.5 mood; no crowns are deducted.

Compiled screen-function instructions confirm the mood roll compares 1–100 against each branch's chance and applies the change when the roll is at or below it. Fallen Indebted do not count toward the non-expendable trigger; no game replay has been recorded.

Wildman Causes HavocGeneral events
Wildman Causes Havoc game event illustration

At a settlement

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Daytime; at least 600 crowns; a Wildman in the roster; within 3 tiles of an allied town that is neither southern nor military.

Paths and results

Refuse responsibility

Town relations worsen immediately. After a forced reply, 50%: the event ends; 50%: militia demand a later choice between fighting and paying.

Pay the 600-crown damages

Spend 600 crowns; this route has no scripted town-relation loss.

Make the Wildman work it off

Spend 600 crowns, reduce his base daily wage by the floor of one quarter of his current daily cost, worsen his mood and town relations.

At the militia ultimatum, fight

Town relations worsen again and a tactical militia battle starts. No compensation is paid.

At the militia ultimatum, back down

Spend 600 crowns; each combat-background brother independently has a 33% chance to lose mood. The earlier town-relation loss remains.

Risk: Refusal can lead to a militia battle or forced payment; making the Wildman work cuts his wage

Wildman Finds SomethingGeneral events
Wildman Finds Something game event illustration

Along the way...

When it can happen: In ordinary or deciduous forest terrain, with at least one free stash slot, one Wildman and one other brother.

Response and result

Inspect the Wildman’s finds

The opening scene rolls one or two items separately from the pool below and tries to add each to the stash. The only response closes the scene.

Each roll: Wooden Stick, Tattered Sackcloth, Knife, Hood, Jagged Fangs, Woodcutter’s Axe, Old Wooden Shield or Militia Spear each has a 10% chance; Strange Mushrooms has 20%. The gate checks only one free stash slot. If two rewards are rolled with only one slot open, the second cannot be stored despite the gain message.

Wildman Offers MushroomsGeneral events
Wildman Offers Mushrooms game event illustration

Along the way...

When it can happen: On ordinary or leafy forest terrain, with a non-player Wildman and a separate non-player brother in the roster.

Paths and results

Accept the Wildman’s mushrooms

A hallucinatory story scene follows, then the captain wakes; no food item, injury, mood, recruit or other resource change is scripted.

Decline

Leave without a scripted resource or stat change.

Risk: The hallucination is narrative only; accepting it does not grant an item or apply an injury.

Wildman Testing MoneyGeneral events
Wildman Testing Money game event illustration

During camp...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: A non-player Wildman who has not had this money test and a separate non-player brother are needed. No stash equipment is required for the event to appear.

Paths and results

Try to trade for his crowns

50%: gain 10 crowns for each day the Wildman has served. Other 50%: gain no crowns; the Wildman loses mood, another brother suffers a brawl injury, and one random destructible non-legendary weapon, armor, helmet or shield is lost from the stash if any qualify. Named equipment can be selected.

Leave his money alone

No direct loss or gain, but this Wildman’s one-time money-test flag has already been set by the opening scene.

Risk: The failure can destroy named stash gear; legendary and indestructible items are excluded.

The event can occur with no eligible gear; in that case the failure still causes mood loss and a brawl injury but destroys no item. The one-time flag is set before either response.

Witch Being BurnedGeneral events
Witch Being Burned game event illustration

At a settlement

When it can happen: Daytime, within three tiles of an allied non-southern, non-military settlement of size 2 or smaller, with at least one Witchhunter-background brother in the company.

Response and result

What is this...?

The burning is already underway. This response closes the scene without changing the roster, town relations or inventory.

Witchhunter Ghoul TeethGeneral events
Witchhunter Ghoul Teeth game event illustration

During camp...

When it can happen: A Witchhunter brother and at least one Jagged Fangs in the stash.

Response and result

Take the Antidote

When the scene opens, one Jagged Fangs is removed from the stash and one Antidote is added. The sole response closes the scene.

Wound Gets InfectedGeneral events
Wound Gets Infected game event illustration

During camp...

When it can happen: At least two brothers and one with an untreated temporary injury whose infection chance is nonzero. The event attempts to exclude an existing infection by the wrong ID, so an already infected brother can still qualify if such a wound remains.

Response and result

Check the wound

On scene start, the event attempts to add Infected Wound. Its helper subtracts 5–20 current Hitpoints (minimum 1), while the injury reduces maximum Hitpoints and Fatigue by 25% when active. An existing Infected Wound is not stacked as a second copy. The sole response closes the scene.

Treating every infectable temporary injury prevents this event. Each untreated infectable injury adds one entry for its brother to the candidate pool; the event does not roll that injury’s infection-chance percentage. The ID mismatch and duplicate-skill behavior are script findings, not gameplay observations.

Wound HealsGeneral events
Wound Heals game event illustration

During camp...

When it can happen: A brother other than Indebted with at least one temporary injury. No minimum company size is required.

Response and result

Welcome the recovery

The opening scene removes one randomly selected temporary injury from that brother, even if they have more than one. The sole response closes the scene.

Background 60 Indebted are excluded from this event This event will only remove 1 injury if you have multiple injuries

Abandoned Village EnterLocation events
Abandoned Village Enter game event illustration

As you approach...

When it can happen: Discover Abandoned Village in a campaign started on update 1.5.1 or later.

Paths and results

To battle

fight Flesh Golems and Fault Finders; victory gives Bloodletter’s Reach and advances the Reliquary chain.

Leave

postpone without a reward.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Artifact Reliquary EnterLocation events
Artifact Reliquary Enter game event illustration

As you approach...

When it can happen: Defeat Abandoned Village, then enter Artifact Reliquary.

Paths and results

Proceed

continue into the Reliquary battle with the Grand Diviner and Fault Finders.

Return later

postpone the fight.

Win

the closing event gives Censer of the Diviner; it is not a normal boss corpse drop.

Short original summary of the 1.5.2.3 location-event script; gameplay replay pending.

Anatomists IntroOrigin/scenario
Anatomists Intro game event illustration

The Anatomists

When it can happen: Anatomists origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Beast Hunter IntroOrigin/scenario
Beast Hunter Intro game event illustration

The Beast Slayers

When it can happen: Beast Hunter origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Cultists IntroOrigin/scenario
Cultists Intro game event illustration

The Cultists

When it can happen: Cultists origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Deserters IntroOrigin/scenario
Deserters Intro game event illustration

The Deserters

When it can happen: Deserters origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Early Access IntroOrigin/scenario
Early Access Intro game event illustration

The company

When it can happen: Early Access origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Gladiators IntroOrigin/scenario
Gladiators Intro game event illustration

The Gladiators

When it can happen: Gladiators origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Lone Wolf IntroOrigin/scenario
Lone Wolf Intro game event illustration

The Lone Wolf

When it can happen: Lone Wolf origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Manhunters IntroOrigin/scenario
Manhunters Intro game event illustration

The Manhunters

When it can happen: Manhunters origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Militia IntroOrigin/scenario
Militia Intro game event illustration

The Peasant Militia

When it can happen: Militia origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Paladins IntroOrigin/scenario
Paladins Intro game event illustration

The Oathtakers

When it can happen: Paladins origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Raiders IntroOrigin/scenario
Raiders Intro game event illustration

The Northern Raiders

When it can happen: Raiders origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Rangers IntroOrigin/scenario
Rangers Intro game event illustration

A Band of Poachers

When it can happen: Rangers origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Southern Quickstart IntroOrigin/scenario
Southern Quickstart Intro game event illustration

The company

When it can happen: Southern Quickstart origin opening.

Response and result

Continue the opening story

This response ends the introduction; the origin’s starting setup is defined outside this event. There is no alternate response here.

Risk: Opening scene only

Trader IntroOrigin/scenario
Trader Intro game event illustration

The Trading Caravan

When it can happen: Trading Caravan origin opening.

Paths and results

Say the caravan will manage

Continue through one opening-story variant.

Promise to hire more guards

Continue through the other opening-story variant.

Both paths

The final response ends the introduction; neither path changes starting resources in this event script.

Risk: Narrative branch

Ambition FailedSpecial events
Ambition Failed game event illustration

During camp...

When it can happen: This special event follows cancellation of the active ambition; it is not selected by the ordinary random-event score.

Response and result

Not everything goes as planned. (one of six closing lines)

When the scene opens, every brother independently has a 50% chance to lose mood from lost confidence. The closing response adds no further effect.

No fixed sceneAmbition FulfilledSpecial events

An Ambition Fulfilled

When it can happen: An active ambition reaches its success condition.

Response and result

Read the completed ambition

The active ambition succeeds and its own reward list is applied; renown appears if that ambition grants it. Each brother independently has a 75% chance to gain the fulfilled-ambition mood benefit. Oath variants can add their own bonus.

Risk: Ambition-specific reward

Choose AmbitionSpecial events
Choose Ambition game event illustration

During camp...

Possible game scenes

The game varies this illustration by terrain, result or randomized text.

  • Possible illustration 1Possible illustration 1

When it can happen: The game offers a new ambition or, for Oathtakers, an Oath.

Response and result

Select one of the offered ambitions or Oaths

The chosen entry becomes the company’s active ambition. The choices are generated from the current eligible selection, so there is no fixed list in this scene.

Risk: Sets active ambition

DesertionSpecial events
Desertion game event illustration

Along the way...

When it can happen: Every four hours when events can fire, an Angry brother (mood below 1.0) with nonzero daily pay and without the Player Character flag can be selected. The departure scene requires at least two brothers.

Response and result

Acknowledge the departure

The chosen brother is removed from the roster when this sole response is selected. On economic difficulty below Hard, their carried items are transferred only while the stash has room. On Hard, the script does not transfer their items, so their gear leaves with them.

Within Angry mood, lower mood raises the per-check chance: (1 − mood value) × 100%. Loyal halves it, Disloyal doubles it, Companion background halves it and a Paymaster follower halves it; these modifiers can stack. Zero-wage and Player Character brothers are excluded. If the only brother deserts, the caller shows defeat instead of this event. Keep enough stash space before a gear-return route. The game unequips all carried items first, then stores them in order; once the stash is full, remaining items are lost.

Dismiss InjuredSpecial events
Dismiss Injured game event illustration

Along the way...

When it can happen: Dismiss a brother with a permanent injury.

Response and result

On scene start

Remaining brothers with permanent injuries lose 1.5 mood; each other remaining brother has a 33% chance to lose mood. The sole response closes this already-triggered dismissal scene.

Risk: Roster mood loss

Dismiss LegendSpecial events
Dismiss Legend game event illustration

Along the way...

When it can happen: Dismiss a brother recorded as a company legend.

Response and result

On scene start

Remaining brothers lose mood because a company legend was dismissed; the sole response closes the scene.

Risk: Roster mood loss

Dismiss VeteranSpecial events
Dismiss Veteran game event illustration

Along the way...

When it can happen: Dismiss a veteran brother.

Response and result

On scene start

Remaining brothers lose mood because a company veteran was dismissed; the sole response closes the scene.

Risk: Roster mood loss

Helped CaravanSpecial events
Helped Caravan game event illustration

After the battle...

When it can happen: After joining an already ongoing battle and saving a caravan that survives, with at least a randomly chosen 4–6 company kills and a new qualifying combat ID. Escort-contract caravans are not established as eligible by this script.

Response and result

Receive the caravan’s thanks

The opening scene adds one item of the saved caravan’s recorded cargo. If company kills exceed a separately rolled threshold from 11–14, it adds two copies instead. The sole response only closes the scene.

Risk: The second cargo unit depends on a separate kill threshold; saving the caravan alone guarantees neither eligibility nor two items.

The event uses battle flags for a saved caravan, an ongoing fight and its cargo type. A cited source excludes escort contracts, but that exclusion is not independently demonstrated by this event script.

Oathtakers ConfrontationSpecial events
Oathtakers Confrontation game event illustration

Along the way...

Additional game scenes

The game may show these illustrations on later branches; some results share artwork.

  • Additional game scene 1Additional game scene 1

When it can happen: Of Flesh and Faith enabled; Oathtakers origin; confrontation not already resolved; at least 3 brothers. No active Oath of Camaraderie, Dominion, Righteousness or Vengeance. Completed oaths needed: 6 on Expert, 7 on Veteran or 9 on Beginner, plus 2 for each prior refusal.

Paths and results

Select champions and fight

Choose one of up to four script-ranked brothers, then add up to two more or begin earlier; at most three face two Oathbringers and cannot flee. Victory removes Young Anselm's Skull if found and grants Skull and Jawbone, with mood gains. Defeat grants no upgraded skull and worsens mood; the defeat screen does not explicitly remove the original skull, though fallen bearers can affect possession.

Refuse the confrontation

Postpone it; the next trigger needs two more completed oaths. On the first refusal, each non-Oathtaker has a 25% mood-loss roll while Oathtakers always lose mood. Later refusal raises the other-brother roll to 50%, with Oathtakers still always affected.

Risk: The duel prohibits fleeing; defeat ends this confrontation without an upgraded skull

The first screen has up to four brother-name buttons plus Refuse; later champion screens offer different rosters, so there is no fixed button count. Selection is ranked by Oathtaker background, level, temporary injuries and equipped weapon/body armor, not by XP. The decompiler leaves some dynamic option registers unresolved; the victory and defeat effects above are readable in the local script.

Oathtakers Noble ContractsSpecial events
Oathtakers Noble Contracts game event illustration

Along the way...

When it can happen: Of Flesh and Faith; Oathtakers origin only; at least 1,050 Business Reputation and the Make Nobles Aware ambition not already completed.

Response and result

Read Young Anselm’s writ

The opening scene completes the Make Nobles Aware ambition and unlocks noble contracts. The sole response closes the scene; it grants no separate item or crowns.

Retinue SlotSpecial events
Retinue Slot game event illustration

Along the way...

When it can happen: Blazing Deserts enabled; the number of unlocked Retinue slots has risen above the last count recorded by this notice, and current followers are fewer than unlocked slots.

Response and result

Acknowledge the Retinue notice

The event records the current unlocked-slot count before its sole response. That response only closes the notice; it neither unlocks another slot nor hires a follower.

Risk: This announces a previously earned vacancy; the slot must already be unlocked.

A later increase in unlocked slots can trigger another notice if there is still an unfilled slot.

Evil ArtifactContract Events
Evil Artifact game event illustration

Along the way...

Battle scene

Investigating the cargo switches to this game illustration before the surrounded battle.

  • Investigate the cargoInvestigate the cargo

When it can happen: Deliver Item contract with more than 700 renown; the twist is selected on a 5% roll when the contract is accepted. The scene checks while at least 6 tiles from the nearest settlement, with a separate 1-in-1000 chance on each eligible travel update. A one-time Cursed Crystal Skull is separately rolled at 50% on acceptance only if it has not been marked in this campaign.

Paths and results

Investigate the cargo

A forced follow-up starts a surrounded Ancient Dead battle. Victory grants the Cursed Crystal Skull only if the one-time flag was available and the 50% acceptance roll passed.

After winning, destroy the artifact

The delivery contract fails and destination relations worsen; keep any skull won.

After winning, deliver as hired

The delivery contract continues; keep any skull won. This choice appears whether or not the skull was won.

Leave the cargo alone

The twist ends without a fight; the delivery contract continues.

Risk: Surrounded Ancient Dead battle; retreating or destroying the artifact fails the delivery contract

The skull roll happens when the contract is accepted, not after the battle. The script marks the campaign skull flag when the fight starts; retreating fails the contract.

Hostile MercenariesContract Events
Hostile Mercenaries game event illustration

Along the road...

When it can happen: Long Deliver Item contract (at least 2 travel days or 40 road-distance units), more than 750 renown, and no active Defeat Mercenaries ambition; a 10% twist roll at acceptance. The later scene checks on a road at least 6 tiles from the nearest settlement, with a separate 1-in-1000 chance on each eligible travel update.

Paths and results

Stand and fight

Fight mercenaries in line deployment. Victory clears the ambush and the delivery continues; retreating fails the contract.

Hand over the cargo

The mercenaries leave; the delivery contract fails and destination relations worsen after the closing response.

Risk: Mercenary battle; surrendering the cargo or retreating fails the delivery contract

The two paths are the meaningful opening choices. Giving up the cargo leads to a one-button closing screen before the failure is applied.

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

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