Event
What happens
Adopt Wardog
You notice a dog following you, giving you the option to kill it (presumably gaining provisions), shoo it away, or offer it food (costs some provisions but you may gain a war dog) or have your Houndmaster check it out (If you have one). Offering food might result in the temporary injury Split Handor Crushed Hand or Crushed Finger, or permanent injury Missing Finger and no war dog. Note that if you use a Houndmaster you should have a guaranteed success in getting the dog to join you.
Along the road
This event triggers when you're on the road, a youngster has a big necklace around his neck too heavy to carry it properly. He menacing you when you question about the whereabouts of his necklace with his army of childrens. You've three options : take the goods ; menace them ; leave them be. If you menace them and fail, you can get injured, if you menace them with success (Hedgeknight, maybe some other background ?), you get a trading good for jewels and some crowns.
Alp Captured in a Hole
You find a man sitting next to a hole in the ground. He asks you if you want to take a look for a few crowns.
"Alright I'll pay a bit to have a look." (You pay 10 crowns and discover an alp inside the hole.)
"You should kill it." (The man doesnt like your idea and wants to defend his "investment".)
"I'll kill it myself." (You gain 58-86(?) crowns and 4 people suffer light wounds.)
"Fine, let it live."
?
"Alright, uh, good luck then."
?
"We're good."
?
Ambush
A guy runs to you in a forest and say "no more". You can chase him or not. If you do, the guy you chase is actually ambushing you with his raider friends.
Ball on Roof
Depending on Traits (sure-footed) and possibly Background, may help the boy for a mood boost or cause him to fall from the tree and die.
Beat up Old Man
You meat an old man on the road. He has a jeweled ring on his finger. You can either wish him safe travel or take the ring from him. (you gain a Signet Ring)
Brawl
The whole company is fighting eachother without any apparent reason. Many brothers suffer light wounds and get a positive mood boost.
Broken Cart
This Event will only occur when you travel on the roads. You will be given three options. Either you can plunder, help or ignore the cart and his owner. Helping may ends up receiving some supplies or provisions, but can also injure some of your brothers for some time.
Broken Wagon
You find an abandoned wagon which you salvage for Tools.
Cat on Tree
A Young boy asks you to retrieve a cat from a tree. A rat catcher brother can easily retrieve the cat. (+initiative and a moral boost) A hunter brother can try to knock down the cat with an arrow. If he succeeds he will get +1 ranged skill and if he fails he will suffer a morale penalty.
Children's Crusade
You meet an army of children on the road who are on their way north to spread the word of the old gods. You can try to talk them out of it, rid them of any valuables or wish them good luck. A messenger brother can easily talk them out of it. (+resolve for the messenger and a good mood for the entire company)
Collector Wants Trophy
As you look at the local market's wares, a strange man approaches. He has baubles of strange liquids hanging from his hip and there's a strange wood taking the place of most of his teeth.
He offers you crowns for your trophy. (As many as the item is worth) A peddler brother can haggle to get more crowns for the trophy.
You consider the man's offer.
"Deal."
"No deal."
Come Across Burial
While traveling on the road, your company comes across a group of people burying old soldier, giving you the option to take his weapon.
First choice will allow you to attempt to take the greatsword and the other choice is to leave the burial.
Take sword: This option will go in two ways.
The people will stand in your way where you are given the option of forcefully removing the people (might start a fight but don't know if you get the sword still) or putting the sword back. If you put the sword back the people will praise you and (might) increase your reputation. Some says you can have a unique weapon out of this, but this has to be proven.
The people there let you take the sword and you get a free greatsword (Yay!).
Leave the burial
Basically you leave and get nothing.
You have absolutely everything to gain by taking the sword first but if the people resist it's up to you to decide what the next move is depending on how badly you want a greatsword.
Cow Tipping
While on the march, you come across a lone cow and your men want to see who can tip it over. One of them asks you to choose a brother.
"Pick whoever you think is best" - A random brother is chosen and has a chance to succeed and get +1 max fatigue and raise the band's morale, or get injured and take a moral loss.
"I bet (Brother with Strong or Tough Trait) could do it." - Brother with Trait succeeds, gaining +1 max fatigue and raising band's morale.
Leave the cow alone - ?
Creepy Guy
A violent killer has been hanged, and a vengeful mob is cutting grisly trophies from the fresh corpse. A strange man offers you a reward (500G) if you recover one of the killer's fingers. You can either agree, refuse, or listen to your Butcher if you have one. If you agree, you may end up 500G as promised or you may be mugged by thieves and lose gold instead. If you hear your Butcher out, he will instead cut his own finger off and offer it to the man. This rewards you with a larger sum of gold, while your Butcher gains the 'Missing Finger' permanent injury, +3 Resolve, and a morale boost.
Dead Bodies in Forest
While walking in the forest you stumble upon a litter of dead lumberjacks and a slain direwolf.
You gain a Woodcutter's Axe and an Unusually Large Wolf Pelt.
Dead Bodies on Road
A text about people who got killed. Causes no positive or negative effects.
Deserter in Forest
A deserter in the forest is asking you to hide him from bounty hunters that are after him. You have two options:
Hide him: You get the option to let him join you or send him away.
Give him over to the bounty hunters: Gain 200G, any Deserters in your company get low morale
During Camp
You wake up seeing ground grain being stolen. You follow the trail but you get lost. You hear a childish voice and foot steps that go through you at some point. And ask you to chase you. You can't, you loose ground grain.
Maybe some other interaction with a different background ?
Fell Down Well
You first meet a lady who says her old man is stuck in a well and need helps. If you choose to help him, one of your brothers is chosen randomly to help him. Afterwards, you get a long winded dialogue from the old man. Meanwhile, as you were listening, that random brother gains a mood boost from a secret rendezvous with the lady, as he emerges from the lady's house and the lady flushed with warmth.
Food Goes Bad
You are notified about spoiled food, resulting in some lost provisions.
Giant Tree in Forest
?
Goblin Land
This random event triggers when you're crossing into goblin land (perhaps during your first few trips). You'll get dialogue concerning a strange assortments of items placed on the ground, with one of your company commenting that its goblin markings and you're in goblin territory now.
Group with a hanged man
A group with a hanged man asks you to find his toes and offers 500 gold for them. You can search for it, not get involved, or let your thief deal with it. If you pick the thief option you'll get 500 gold and he gains 3 initiative and a morale boost. If you search for it and fail, you will lose 230 gold.
Herbs Along the Way
While exploring, some of your men find some herbs which they believe to be medicinal. You can:
Agree to let a volunteer try them. The volunteer may gain the Sick injury from this. You could also gain +5 medical supplies.
Tell the men this is a foolish idea. Unknown outcome.
Imprisoned Wildman
A merchant ask you to do something about his wildman in a cage (he's too roudy), if you go in you suffer a permanent injury. If you got a wildman he can talk to him. And rip, with the help of the other wildman, the head of the merchant. You can recruit the caged wildman and liberate some animals and gain some (falcon and wardog). Or you can let them starve ?
Inadvertently Save Merchant
While in town you find a merchant that is surrounded by thieves and bandits. The thieves and bandits start running as they notice you. The merchant gets angry at his guards and tosses you 25 crowns.
Kids and Dead Merchant
You encounter an enormous gang of children that have stoned a wealthy merchant to death and robbed his jewelry. You can choose to try to take the merchant's goods or back off when the gang's leader threatens you. If you insist on taking the goods, you gain a Signet Ring and some crowns while a couple of your men suffer light wounds.
Man in Forest
While exploring away from civilisation, in forest, an mad hermit with a crossbow could be encountered. You can choose to :
Leave him alone : nothing will happen.
Approach at your own risk. Then you will discover that he has a goblin chained at home and that it is the hermit's only friend. And you will have 3 options. The one where you convince the hermit to unchain his friend will end with the hermit wounded, the goblin killed and you gaining an unique item.
Master No Use Apprentice
You come across a fencing master chewing out a student for his impatience. The master suggests the student join your company as he is eager to fight but doesn't have the temperament for fencing. If you accept, gain a first-level Apprentice with unique background text.
Melon Thief
Angry villagers are about to punish a melon thief. You can either help them tar the thief or prevent them from doing so. If you helped him he will ask to join your company and you gain a brother with thief background.
Player Is Rich
After acquiring a larger amount of gold (presumably above 20,000), you overhear talk about the Brothers wanting higher pay. You can choose to either give higher pay, or insist that they are paid according to their contract, no raises. Choosing the option to give your Brothers a raise will cost you another 3 crowns per Brother, and will boost everyone's mood, whereas choosing the option to not give raises will make many of the Brothers' moods decrease (i.e. become concerned) and have some brothers acquire the Greedy trait.
Companions, cultists, flagellants, monks and wildmen are not affected by not giving a raise.
Player Is Sent For
While in town (possibly during a Greenskin Invasion), a lord informs you of a goblin being seen in his castle and asks you to find and kill him. You're given four options:
Search the pantry. (You find the lord's wife and a stable boy having a good shag behind some melons. The man offers to snag a famous jouster's shield in exchange for your silence)
Your lord will hear of this. (You essentially cockblock the stable boy. Get ?nothing?)
Your secret is safe with me. (A player reported getting an ordinary kite shield. Doesn't necessarily exclude the option of getting a famed shield)
Search the armory.
Search the (forgot this one).
None of our business.
Pimp and Harlots
This Event will only occur when you travel on the roads. You will stumble across a wagon filled with prostitutes and be given three options: 1. to agree, which can result in gaining a large morale boost for money or being forced to pay a double amount of money and if you don't pay, every of your men get an injury and you get minimal equipment.; 2. to plunder; 3. not to do anything.
Peacenik
A man is trying to communicate with a trapped Orc. A Houndmaster can convince him of the threat of letting it live gaining 50 Crowns, +1 Resolve and a Morale boost.
Pimp vs Harlot
You come across a man and woman arguing outside one of the town's buildings.
You can choose "Pimps keep you safe in this world" or "Nothing wrong with a sellwhore playing by her own rules".
If you have a tailor you can choose a 3rd option where the tailor attacks the pimp.
(The tailor gains increased Initiative, some gold and a mood boost)
If you have a monk you can choose a 3rd option, where the monk talks the pimp into joining your mercenary company.
If you have a Minstrel he will sing a song to them about how they love each other and the party gets a mood boost.
Runaway Laborers
Some ragged clothed men seems to flee someone and hide in the bushes. Minute after a militia come ask you if you've seen these workers on the run. You can either reveal the runaways' position for money or mislead the militiamen out of the way, and one of the runaways may ask to join your company. (possible backgrounds: refugee and vagabond, needs to verify if it's always the case, also it should happen on the road only as the road is mentioned in the event's text, but that needs to be checked too)
Sometimes, even if you mislead the militiamen, one of them will go the right way and catch all the workers on the run. In this case, you don't get anybody to join you for obvious reasons.
Scientist in the Mountains
While walking in the mountains you see a man trying to fly a helicopter ask you to record history. You may warn him about the dangers, or spectate him trying to jump off the cliff and fly.
Spectating offers a chance for a morale boost if he's successful, or a falcon may appear and kill him.
Shady Character Offers Map
Wandering Traveller will offer to sell a map for 1400 crowns, to a location with many treasures, if you have a brother with the thief background you can steal it from him. May need an Historian to decipher map. A Pedler background can haggle the map to half price.
Snake Oil Potion
A shady merchant offers to sell you a potion to heal your wounded men for 500 crowns. You can either buy a potion, ignore him or "teach him a lesson."
Supposed Witch
While walking into a hamlet you notice a woman that is tied atop a soon-to-be bonfire. Next to her you see a monk and some peasants, one of them with a torch. You can either free or ignore her. A witchhunter brother can assist in killing her to gain +2 max resolve with a mood boost. A cultist brother can scare the monk and peasants away to gain +2 max resolve and a mood boost.
Thief Caught
A man is caught stealing from your supplies and awaits your judgement.
Feed him - Lose a random stack of food though he will be grateful and ask to join your company (thief background).
Beat him up - ?
Put him to the sword - the thief beg for his life:
offer him a job: the thief will disappear during the night with some food.
kill him : ?
(Sometimes you don't catch the thief and just lose a random stack of food.)
Traveling Troupe
A troupe of artists asks you if you want to pay them (750 crowns) to entertain your men. You may pay them, which will result in morale boost, you may tell them to hand out their valuables or say good bye. If an Adventurous Noble is present in your company you will have an extra option to listen to what his has in mind, which will result in free morale boost instead of a paid one
Travelling Monk
Your party encounters a monk with a cart carrying casks of mead. You can either force take it or buy it. If offering to buy it, there is a chance the monk will give it to you for free, else the monk will make you pay 10 crowns per man. All of your men will become in good spirit, with none becoming drunk. If force taking it, some brothers may become eager.
Witch Being Burned
Some peasants are gathered to burn a woman at the stake. Your options are to kill her, free her, or consult your Witch Hunter if you have one. Consulting the Witch Hunter has him kill the peasant holding the torch, revealing him to be an evil spirit. This grants your witch hunter +1 Resolve, +1 Initiative, and grants several of your brothers a morale boost.