Events

As your caravan traverses the wide regions of the world of The Banner Saga, your heroes come upon a multitude of events and encounters. Most of them are scripted events, being part of the main story, and always trigger at the exact same locations and conditions. However, the game features a pool of events that may trigger at random parts of your journey and mostly affect the welfare of your caravan:
 * Morale
 * Renown
 * Supplies
 * Population (clansmen, fighters, Varl)
 * Day-count

What follows is a summary and a brief description of the random events that your caravan may encounter in the first part of The Banner Saga. These random events may trigger only during the travels of Rook's caravan, in Chapters 2, 4 and 6.

Abandoned Building

 * Issue: Whether to spend the night inside this strange building or not.
 * Possible outcomes: None / -10 Morale / -10 Morale, -11 Clansmen.
 * Trigger conditions: Your caravan must comprise a number of Varl.
 * Guide: Option 2 is optimal, option 3 losses moral, and option 1 losses both. Option 4 doesn't end the event, but wastes time.

Birth

 * Issue: How to deal with these good news.
 * Possible outcomes: +20 Morale, -10 Supplies, +15 Renown, +1 Day / -5 Supplies, +15 Morale, +10 Renown / +5 Morale, +5 Renown
 * Trigger conditions: --

Blizzard

 * Issue: How to recover from this unforeseen weather attack.
 * Possible outcomes: -42 Clansmen, -15 Morale / +1 Day, -32 Clansmen, -15 Morale / +1 Day, -21 Clansmen, -5 Morale
 * Trigger conditions: --

Brigands Bribery

 * Issue: Brigands ask you to stand aside and get a share of the loot.
 * Possible outcomes: -10 Morale, +20 Supplies / None / BATTLE, +22 Supplies, +37 Clansmen
 * Trigger conditions: --

Cornered Varl

 * Issue: How to approach this conflict.
 * Possible outcomes: +1 Varl, +5 Morale, +5 Renown / +5 Morale, +5 Renown
 * Trigger conditions: --

Family Feud

 * Issue: How to deal with this sensitive matter. This event plays out in two parts.
 * Possible outcomes (1st part): None / -5 Morale / +5 Morale
 * Possible outcomes (2nd part): -1 Clansmen / -2 Clansmen, -10 Morale / -3 Clansmen, -5 Morale
 * Trigger conditions: --

Farmstead with Livestock

 * Issue: Do you lay hands on this farmer's property?
 * Possible outcomes: -5 Morale / -10 Morale, +36 Supplies
 * Trigger conditions: --

Fire!

 * Issue: How do you react to this sudden disaster?
 * Possible outcomes: -1 Clansmen, -10 Morale, -28 Supplies / -41 Supplies / -1 Clansmen, -5 Morale / -5 Morale, -16 Supplies
 * Trigger conditions: --
 * Guide: Option 1 is the worst. Option 4 saves all supplies, but costs 5 moral.  To save the boy, pick option 2 to save 25 supply at the cost of 5 morale.

Human Ambush

 * Issue: What do you do?
 * Possible outcomes: +5 Morale / -20 Supplies / FIGHT
 * Trigger conditions: If Krumr is with your caravan, you can entirely avoid the fight.

Lost Child

 * Issue: What do you do with this strange child? This is one of the most intricate random events, playing out in three parts.
 * Possible outcomes (1st part): +5 Morale, +1 Day / -5 Morale / +1 Day
 * Possible outcomes (2nd part): None / -5 Morale / +5 Morale
 * Possible outcomes (3rd part): FIGHT / +20 Morale / -66 Clansmen, -16 Varl, -21 Fighters, +1 Day / -5 Morale, -19 Fighters, -8 Varl
 * Trigger conditions: --

Low Morale

 * Issue: How do you handle this uplift of spirits?
 * Possible outcomes: +20 Morale, -10 Supplies / +30 Morale, -10 Supplies / -5 Morale
 * Trigger conditions: Your caravan's morale must have dropped below Normal, at least once.
 * Guide: Either chose option 3 for +30 moral, or option 2 to save 10 supplies.

Missing Supplies

 * Issue: What do you do about these missing supplies? This is one of the most intricate random events, playing out in three parts. You lose 5, 15 and 20 Supplies for each of the three "parts" of this random event.
 * Possible outcomes (1st part): -5 Morale / None
 * Possible outcomes (2nd part): -5 Morale / None
 * Possible outcomes (3rd part): -1 Clansmen / +10 Morale, +30 Supplies / +20 Supplies / -1 Clansmen, -10 Morale
 * Trigger conditions: --
 * Guide: In parts 1 and 2, make decisions that don't alert your clansmen to the issue. In part 3, select text option 4 (Using the brother as bait)

Outlaws

 * Issue: What do you do with these outwardly honest outlaws? This event plays out in up to two parts.
 * Possible outcomes (1st part): -5 Supplies / +10 Fighters, -3 Supplies
 * Possible outcomes (2nd part): -10 Fighters, -15 Supplies (What do you know... They were outlaws after all!)
 * Trigger conditions: --

Overpopulation

 * Issue: As a leader of this caravan, you are required to address this issue.
 * Possible outcomes: +15 Supplies, +10 Morale / -5 Morale / +15 Morale, -10 Supplies, -130 Clansmen, -20 Fighters / -110 Clansmen, -22 Fighters, -10 Morale
 * Trigger conditions: The Clansmen in your caravan must exceed a certain number.

Poetry

 * Issue: What do you do about this sudden uplift of spirits?
 * Possible outcomes: None / +10 Morale / +20 Morale / +25 Morale
 * Trigger conditions: --

Quirky

 * Issue: What do you do with this strange fellow? This event plays out in up to two parts.
 * Possible outcomes (1st part): None / 5 Morale
 * Possible outcomes (2nd part): +20 Supplies
 * Trigger conditions: --

Refugees

 * Issue: How do you deal with these rough looking men?
 * Possible outcomes: -3 Clansmen, -6 Supplies / -10 Supplies, +10 Morale / -22 Supplies
 * Trigger conditions: --

Varls Fidgeting

 * Issue: What do you do about this strange behavior from the Varls of your caravan?
 * Possible outcomes: -5 Morale / +10 Morale
 * Trigger conditions: The Varl in your caravan must exceed a certain number.

Wild Fruit

 * Issue: Are these strange fruit safe?
 * Possible outcomes: +5 Supplies / +16 Supplies / +12 Supplies, +5 Morale
 * Trigger conditions: --

Wounded Varl

 * Issue: How do you deal with this giant-in-distress?
 * Possible outcomes: None / -2 Clansmen, -10 Morale / +5 Morale / +1 Varl, +10 Renown
 * Trigger conditions: --
 * Guide: Option 2 yields nothing. Option 1 gives you +1 giant, +10 Renown.