The Adventurers
LEDGER 04COSTLY CHOICES

Event Atlas

Twelve events, every option and outcome, marked by who needs to be present.

Outcomes logged from launch-window runs and cross-checked on the day-two build. The world reshuffles events every campaign, but each event's option table is fixed — that's what this page banks on. [RECON] outcomes seen once only.

The Caravan Under Raid

From chapter one
  • A. Defend (fight, medium) → reputation+, escort fee, later caravan discounts
  • B. Loot the chaos (stealth check, Shadow bonus) → gold+, reputation--
  • C. Detour → nothing, but the event returns stronger

The Cracked Shrine

Any chapter
  • A. Pray (Cleric/Paladin bonus) → party buff or relic "Cracked Mercy"
  • B. Pry it open (Shadow) → gold++, 20% chance of a curse chain
  • C. Rune rubbing (Bard) → legacy points++

The Dice Gambler

Tavern event
  • A. Match his bet (triple or nothing)
  • B. Call the cheat (perception) → win his dice: relic "Loaded Die"
  • C. [RECON] Beat him three times, offer a seat → hidden event-runner companion

The Tolling Bell

Chapter two
  • A. Enter and heal (Cleric required) → reputation+++, cure recipe, infection risk
  • B. Seal the road (Druid thorns) → safe, reputation-
  • C. Loot the dying → gold+++, reputation---, legacy ending affected

The Dragon's Offer

Chapter three
  • A. Accept (gold-tooth trade pact) → gold++, one fewer finale boss
  • B. Refuse and declare → relic "Dragon Oath", achievement line
  • C. [RECON] Shadow steals a scale first, then refuse → both rewards, both grudges

The Beggars' Court

City event
  • A. Donate → intel network (peek the next event)
  • B. Hear their case (Bard halves cost) → reputation+
  • C. Ignore → all city events cost more afterward

The Storm Pass

Chapter two
  • A. Push through (endurance) → time+, party injuries
  • B. Wait (lose time) → safe, miss the caravan event window
  • C. Druid clears the sky → [RECON] 70% immediate passage

The Polite Necromancer

Chapter three
  • A. Attend dinner (morality chain) → relic or fight, depends on priors
  • B. Flip the table → hard fight (Paladin favored)
  • C. Feign alliance → backstab window opens in the finale

The War Orphan

Any chapter
  • A. Take her in → gentle morale up, food cost up
  • B. Leave her with the caravan → reputation+, caravan trust+
  • C. Walk away → nothing, but you'll meet three more orphans this run (the community's "conscience check")

The Blind Smith

End of chapter one
  • A. Surrender all ore → random legendary (the strongest opening gamble)
  • B. Half the ore → one blue-tier, keep the rest
  • C. Skip → save time and ore

The Bridge Duelist

Chapter one
  • A. Duel (captain 1v1) → win: free passage, reputation+
  • B. Gang up → win, reputation-
  • C. Pay → bridge merchant discount later

The Fake Miracle

Chapter two, city
  • A. Expose (perception) → reputation+, cult grudge
  • B. Cut a deal → gold++, reputation--, legacy ending affected
  • C. [RECON] Cleric performs a real miracle → the cult converts, reputation+++

Detour options make events return stronger. The game punishes avoidance and rewards judgment.

— event atlas editor's note