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After securing the Caed Nua stronghold, there is a chance for unexpected events to take place at the stronghold. These events are scheduled to occur every 1-5 days following the last random event, and are not influenced by stronghold turns. The events are partially dictated by the Prestige and Security of the house, its purchased upgrades, and hirelings in the player's employ. When a random event occurs, you will be told regardless of whether or not you are physically there. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.

Random event chance[ | ]

The type of event triggered depends on the prestige and security, as well as a random roll made from 1 to 100 (inclusive):

D100 + (Prestige - (30 - Security)) = Result

At a default of 0 Prestige and Security, only "bad" outcomes are available. As they accumulate, it becomes less likely and eventually even impossible for bad random events to occur, while possible and increasingly more likely for good events to occur. With every point of difference in the summed Prestige and Security, the chance of an event occurring shifts by ±1%. Eventually if you reach a sum of 100, only good outcomes are possible.

If there is no outcome from the result, i.e. because the result isn't available for some reason, or because the roll happened to land in the reroll range, but NOT because of an outcome of "none", a reroll is made but with 1 subtracted from it. This means that it is still statistically possible to get a bad random event even if your Prestige and Security make it typically impossible to do so.

Outcome Roll Influence from summed Prestige + Security
Required range Optimal range
None (no reroll) ≤ 30 ≤ 59 ≤ -40 (100%)
Prison break > 30 and ≤ 40 -49 to 69 -30 to 60 (10%)
Kidnapping > 40 and ≤ 50 -29 to 79 -20 to 70 (10%)
Bad visitor > 50 and ≤ 60 -19 to 89 -10 to 80 (10%)
Attack > 60 and ≤ 70 -9 to 99 0 to 90 (10%)
Guest hireling > 70 and ≤ 80 1 to 109 10 to 100 (10%)
Prisoner request > 80 and ≤ 90 11 to 119 20 to 110 (10%)
Reroll > 90 and ≤ 100 21 to 129 30 to 120 (10%)
Supplicant > 100 and ≤ 110 31 to 139 40 to 130 (10%)
Prestigious visitors > 110 and ≤ 120 41 to 149 50 to 140 (10%)
Rare item offer > 120 and ≤ 130 51 to 159 60 to 150 (10%)
None (no reroll) > 130 ≥ 61 ≥ 160 (100%)

Visitors[ | ]

The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold.

Some visitors give good bonuses and some of these visitors can even be employed as hirelings. Others are not so great, and you can pay them to leave, or get one of your unassigned companions to act as an escort to their next location (making the companion unavailable for a time).

  • Visitors normally wait a number of days for your decision and any decision (other than simply not speaking to them) yields 200 XP. Only visitors that have to be interacted with outside the stronghold UI will give experience.
  • If visitors die during their stay, the stronghold suffers a Prestige penalty for a while.[1]
  • Visitors can return multiple times even after solving their dilemma in any way that doesn't involve killing or imprisoning them, however on subsequent visits they will have no interactions.

Certain types of visitors (prisoner requests, guest hirelings, prestigious visitors, and rare item merchants) may flee before reaching the Caed Nua if the stronghold's security is too low. This check is D100 - Security. If roll is > 33, the guest flees. If the roll is ≤ 33, it is "almost" thwarted (there is no between logic, meaning the "almost thwarted" message is always shown - this is a bug). You need 67 Security to ensure guests always arrive safely.

Guest hirelings[ | ]

A guest hireling will arrive for one day. They can be employed as hireling which will increase your Prestige or Security while they are at the stronghold. Like other hirelings, they will stay on for as long as you pay them.

Does not occur if another guest is already at your stronghold.

  • Success: {0} has arrived, seeking employment.
  • Thwarted: {0} was on route to Caed Nua, but was accosted by brigands on the road and had to flee. Consider raising your security to ensure the safety of travelers.
  • Almost thwarted: He/she was nearly set upon by brigands on the road, but your patrols intervened.
Visitor Requirement Cost Effect
Aedyran Noblewoman
(Aristocrat)
≥ 35 Prestige Copper pands (cp)200 per day +6 Prestige
Brutish Warrior
(Barbarian)
Copper pands (cp)50 per day +3 Prestige
+2 Security
Dunryd Psion
(Cipher)
Copper pands (cp)100 per day -2 Prestige
+2 Security
Fellow of St. Waidwen
(Paladin)
≥ 12 Prestige Copper pands (cp)90 per day
+1 Prestige
+3 Security
Glanfathan Soul Hunter
(Cipher)
Copper pands (cp)100 per day +2 Prestige
+3 Security
Vicious War Criminal
(Fighter)
≥ 25 Prestige Copper pands (cp)350 per day
-4 Prestige
+3 Security

Prisoner requests[ | ]

A visitor arrives, requesting to purchase or request the release of one of your prisoners at random (you may choose to release them via the stronghold UI). These visitors always visit for one day. This does not occur if you have no prisoners.

Visitor Condition Message Cost
Distant Relative
(Family Request)
A distant relative of {1} has arrived at the stronghold requesting they be freed in exchange for coin. Copper pands (cp)700
Solmar the Shackler
(Slaver Request)
Only appears after solving his dilemma Solmar the Shackler, a slaver from Readceras, has arrived requesting a prisoner to buy. Copper pands (cp)1,200
Geyda
(Experiment Request)
Only appears after solving her dilemma Geyda, an animancer, has arrived requesting a prisoner to conduct experiments on. Copper pands (cp)200

Supplicants[ | ]

A supplicant arrives from a particular faction. You can choose to send a companion to escort them safely (they will be occupied for a few days), pay them off with money, or ignore them, which gives you a Prestige loss for a number of days, and minor reputation loss with that faction. This occurs through the stronghold UI.

  • Message: A supplicant has arrived from {0}, seeking {1} or an escort.
  • Finished escort: {0} finishes escorting {1} and returns to the stronghold.
  • Abandons escort: {0} abandons {1}. They return to the stronghold.
  • Post-prestige loss: Memory of your treatment of {0} is fading, and your reputation has recovered.
  • Ignore: You ignore the supplicant, and he/she leaves the stronghold.
Visitor Resolution
Supplicant
(Gilded Vale)

Visits for 4 days

  • Pay Off: Copper pands (cp)270
  • Send Escort: Companion gone for 3 days

If Ignored:

  • -3 Prestige, +0 Security for 3 Days; Minor Reputation with Gilded Vale (Negative)
Supplicant
(Defiance Bay)

Visits for 4 days

  • Pay Off: Copper pands (cp)500
  • Send Escort: Companion gone for 2 days

If Ignored:

  • -5 Prestige, +0 Security for 3 Days; Minor Reputation with Defiance Bay (Negative)
Supplicant
(Dyrford Village)

Visits for 1 day

  • Pay Off: Copper pands (cp)850
  • Send Escort: Companion gone for 2 days

If Ignored:

Supplicant
(Twin Elms)

Visits for 4 days

  • Pay Off: Copper pands (cp)1,000
  • Send Escort: Companion gone for 4 days

If Ignored:

  • -4 Prestige, +0 Security for 3 Days; Minor Reputation with Twin Elms (Negative)

Bad visitors[ | ]

These visitors reduce your Prestige and Security while they are visiting the stronghold. Commonly they may be captured and hung, or you can listen to their request and deal with it in a number of ways. Multiple bad visitors may arrive at one time, but they may not return.

Show all messages
Visitor Effect Resolution
Lord Byrnwigar
(Cruel Lord)
-3 Prestige
-2 Security
Lord Byrnwigar, a cruel ruler from the north, has arrived at the stronghold. He hopes to gain an audience with you concerning a local rebellion.

Visits for 8 days

  • Send Aloth to Byrnwigar's keep to warn people, lie to him → +2 Prestige, Aloth busy for 6 days
    You send Aloth to warn the rabble-rousers about Lord Byrnwigar's plan to end their lives.
    Aloth was able to successfully reach the rabble-rousers and warn them in time for their escape. Lord Byrnwigar's lands lie abandoned, but no blood has been shed. (after 6 days)
  • Send Devil of Caroc to "take care" of him quietly → +1 Prestige, +1 Security
    You send Devil of Caroc to ambush Lord Byrnwigar on the road and dispose of him.
    Devil of Caroc came upon Lord Byrnwigar's camp just on the border of your lands. Devil of Caroc infiltrated the camp, eventually coming upon Lord Byrnwigar's tent. By morning, Devil of Caroc was on her way home and Lord Byrnwigar was nowhere to be found. (after 4 days)
  • Ask what the peasants have been saying, and then:
    • Recommend benevolence [Benevolent]
      • "Speak rather than show violence" → Nothing
        Lord Byrnwigar left your keep in a huff after deciding that your approach to dealing the peasant uprising was too soft.
        Lord Byrnwigar attempted to deal with the angry peasants on his land with force. This show of cruelty inflamed the residents, and Lord Byrnwigar was overthrown and killed. (after 6 days)
      • "Show respect" → +1 Prestige, same as diplomatic outcome
      • Tell him to leave (requires < 10 Security) [Aggressive]
      • Call him a petty cruel man [Passionate] → Byrnwigar's Forces attack may occur
    • Recommend diplomacy (Diplomatic 2 required) [Diplomatic] → +1 Prestige
      You were able to talk Lord Byrnwigar from taking violent measures against the peasants. Lord Byrnwigar left your keep.
      Upon his return, Lord Byrnwigar was able to quell the uprising. Trade has slowed in the area, but you are regarded as a local hero. (after 6 days)
    • Pay him to hire security (Copper pands (cp)700) [Cruel] → +1 Security
      Lord Byrnwigar sets off home with your coin in hand, intent on hiring mercenaries
      Lord Byrnwigar was able to successfully rout the rabble-rousers with the mercenaries you helped supply. The locals will not soon forget your name. (after 6 days)
  • Hang him → -3 Prestige
Gafol the Drunkard
(Town Drunk)
-2 Prestige Gafol the Drunkard, a local inebriate, has wandered onto the stronghold grounds. He is asking for help with his accumulated debts.

Visits for 4 days

  • Simply send him away.
  • Pay his debt (Copper pands (cp)1,200) Dyrford Village: Minor Positive
    Gafol the Drunkard departs from Caed Nua with your kind donation in hand, intent on paying back his debts.
    Gafol the Drunkard returned to Dyrford to much hostility, but was able to defuse the situation. Thanks to your help, he was able to pay off his debts. (after 4 days)
  • Send him to Bellasege to help in research (the animancer in lower level of the Sanitarium. Requires that she is alive and you've spoken to her before) → Gafol appears in the Sanitarium to assist in tests
  • Have Zahua help (requires that you have at least Copper pands (cp)500 on you) → Gafol quits drinking, discovers drugs and starts a new life. Zahua leaves the party for 5 days
    Gafol the Drunkard leaves with Zahua to help him better understand and control his addiction.
    Gafol the Drunkard returned to Caed Nua a new man. While traveling the surrounding Dyrwood, Zahua was able to instruct Gafol the Drunkard on the usage of drugs to expand his consciousness. Gafol the Drunkard was unable to settle his debts, but he is now set on a different path, and plans to leave his old life behind. (after 5 days)
  • Pallegina can help him become an assistant in the Vailian Republics (act 3 or later required) → Gafol experimented on in the Republics, Pallegina will be removed from the party for 5 days
    Gafol the Drunkard leaves with Pallegina to escort him to the Vailian Republics.
    Pallegina was able to place Gafol the Drunkard in the care of some respected animancers. They agreed to settle his debts in exchange for his work as a volunteer for several experiments. It is unclear whether or not Gafol the Drunkard has since returned to Dyrford. (after 5 days)
  • Send him off with the Dozens to the Living Lands (Positive Reputation 2 required) [Cruel]. → An example is made of Gafol
    You drive Gafol the Drunkard out of your keep and send word that the Dozens are to have him savagely beaten wherever he goes.
    Gafol the Drunkard endures a long and painful journey from Caed Nua to Defiance Bay, stopping shortly at his home in Dyrford before being driven out. Eventually he is placed on a ship to the Living Lands, far from the Dyrwood. (after 8 days)
  • Hang him → -4 Prestige
Nyry the Deft Hand
(Wanted Criminal)
-1 Prestige
-3 Security
A wanted criminal by the name of Nyry the Deft Hand has arrived at the stronghold seeking aid in fleeing the Dyrwood.

Visits for 6 days

  • Help escape (Copper pands (cp)1,000) Cape of the Cheat and Potion of Power
    With your coin in hand, Nyry the Deft Hand makes a beeline for the nearest port.
    Nyry the Deft Hand has sent word from the Deadfire Archipelago, thanking you for your role in giving her a fresh start. (15 days later)
  • Help escape with Doemenels (requires Rank 3 positive reputation) Cape of the Cheat and Potion of Power
    Traveling with a Doemenel escort, Nyry the Deft Hand heads to the closest port.
    Nyry the Deft Hand has sent word from the Deadfire Archipelago, thanking you for your role in giving her a fresh start. (15 days later)
  • Tell her to turn herself in:
    • See that you'll give a lienient sentence [Honest] or lie and say you'll put in a good word [Deceptive] → +1 Prestige, regardless of the outcome below
      • With Deceptive 2 she'll automatically storm out, with Honest 2 she'll be understanding
      • Otherwise offer to pull some strings with the Crucible Knights to knock time off her sentence (requires rank 2 positive reputation)
      • Ask her to trust you (Resolve 16)
      • Shrug [Stoic]
    • Trick her into being caught by the Knights of the Crucible (requires rank 2 positive reputation) [Deceptive] → +2 Prestige
  • Hang her → +1 Prestige
  • Kick out.
Solmar the Shackler
(Slaver Request)
Solmar the Shackler, a slaver from Readceras, has arrived at your keep, seeking your counsel on some business matters.

Visits for 9 days

  • Suggest he continue down the coast.
    You have convinced Solmar the Shackler to continue his journey without stopping to resupply.
    It takes nearly two weeks to arrive, but Solmar the Shackler successfully transports his orlan slaves to Ixamitl. (after 7 days)
  • Suggest he dock at New Heomar (requires Lore 4).
    Informed that New Heomar will be a safer stop on his journey, Solmar the Shackler takes his leave.
    Solmar the Shackler has sent word from Ixamitl, thanking you for your role in ensuring his swift arrival. (after 7 days)
  • Buy his slaves for Copper pands (cp)5,000:
    • Then free them → +1 Benevolent reputation
    • Then sell them yourself to interested parties in Spirento Copper pands (cp)6,000 (Copper pands (cp)1,000 profit)
  • Help him sell slaves to The Dozens, or House Doemenel (requires positive reputation).
  • Negotiate passage via one of your allies:
    • Talk to your contacts in the Dozens, allowing him to pass through Road's End (requires positive 1 reputation).
    • Call in a favour with the Doemenels, sending him supplies by boat off the coast of Geiran's Grasp (requires positive 1 reputation).
    • Put in a good word with the Knights of the Crucible, allowing him to dock at Fleetbreaker Castle (requires positive 1 reputation).
    Solmar the Shackler leaves your keep with the company of your allies and travels onward to Ixamitl.
    Solmar the Shackler has sent word from Ixamitl, thanking you for your role in his swift arrival in Ixamitl. (after 7 days)
  • Send Hiravias to Girrara to free the slaves, lie to him.
    • Then lie to him, saying you'll look into the matter. Hiravias busy for 5 days
    • Then seize Solmar and order him hanged. → Hiravias busy for 5 days, -5 Prestige
    Hiravias begins his journey back to Girrara. You send Solmar the Shackler after him.
    Hiravias arrived in Girrara and successfully freed many slaves. Word is Solmar the Shackler is quite furious. (after 5 days)

Solmar may return to request prisoners as a random event if his dilemma is solved positively.

Prestigious visitors[ | ]

Prestigious visitors typically have an involved interaction, and give a large Prestige and Security bonus while they are at the stronghold. Multiple prestigious visitors may visit at one time, but they will not return.

Show all messages
Visitor Effect Resolution
Odeyna Fyrgest
(War Hero)
+5 Prestige
+5 Security
Odeyna Fyrgest, a hero of the Saint's War, has arrived at the stronghold. She has asked for an audience with you.

Visits for 9 days

  • Let her stay → Odeyna Fyrgest stays at keep longer
  • Give her Copper pands (cp)5,000 for the move out of the Dyrwood → +1 Prestige
  • Ask The Dozens to back off (Requires Dozens positive 2) → +1 Prestige
  • You shouldn't hide from your past
    • Then tell her to tough it out [Stoic] → Nothing
    • Call her an ingrate for being upset at praise [Cruel] → -1 Prestige
  • Have Edér talk to her about his experiences in the war → +1 Prestige, Edér busy for 5 days
    Edér is speaking with Odeyna Fyrgest about their experiences in the war.
    After spending some time together, Edér was able to help Odeyna Fyrgest reconcile with her past.
  • Have Maneha teach her to overcome → +1 Prestige, Maneha busy for 5 days
    Maneha is teaching Odeyna Fyrgest the ways of Ondra, and how best to unburden oneself of one's past.
    Maneha was able to help Odeyna Fyrgest overcome her turmoil. Odeyna Fyrgest appears to have found some peace.
Lord Sidroc
(Wealthy Lord)
+3 Prestige A wealthy noble by the name of Lord Sidroc has arrived at the stronghold. He seeks your aid in defending his keep from his rivals.

Visits for 9 days

  • Encourage him to make a stand:
    • Show how to maximise his small numbers (requires Survival 5)
      Lord Sidroc departs Caed Nua, intent on bolstering his keep's defenses according to your specifications.
      After several attempts, Lord Sidroc's rivals gave up on raiding his vaults. Having reclaimed his land, Lord Sidroc sends you his regards and his gratitude. (after 7 days)
    • Get support from the Crucible Knights (requires 2 reputation with Knights of the Crucible)
      A missive is sent to the commander at Crucible Keep, informing them of the troops needed at Lord Sidroc's keep.
      After several attempts, Lord Sidroc's rivals gave up on raiding his vaults. Having reclaimed his land, Lord Sidroc sends you his regards and his gratitude. (after 7 days)
  • Offer to send letters to rival nobles (you can give any reason, be it Aggressive, Diplomatic or Stoic)
  • Have the rivals dealt with discreetly by Aloth Aloth busy for 7 days
    You send Aloth to discreetly handle Lord Sidroc's rival.
    With a few well-placed hexes and a final show of arcane power, Aloth was able to convince Lord Sidroc's rivals to seek wealth elsewhere. (after 7 days)
  • Send Devil of Caroc to clear out the vault [Deceptive] → Get Copper pands (cp)1,000, Sidroc and his guards die, Devil of Caroc busy for 7 days
    You send Devil of Caroc to escort Lord Sidroc back to his keep.
    During the chaos of the raid on Lord Sidroc's lands, Devil of Caroc slipped into the vaults and took what she could. She made her escape, but Lord Sidroc and his guards were killed in the attack.
  • Acquire "help" from House Doemenel (requires 2 reputation with the Doemenels) [Deceptive] → Get Copper pands (cp)1,000, Sidroc and his guards die
    You send Lord Sidroc away, promising that the Doemenels will arrive at his keep shortly. After his departure, you send a letter to the Doemenels describing your true intentions for Lord Sidroc's treasures.
    During the chaos of the raid, the Doemenels plundered treasure rooms and stockhouses. The thieves made their escape, but Lord Sidroc and his guards were killed. (after 7 days)
  • Kill him and take his fortune for himself [Honest] → -8 Prestige

Afterwards, Lord Sidroc will periodically visit the stronghold, granting +3 Prestige for the duration of his stay.

Berolt
(Aedyran Dignitary)
+3 Prestige
+2 Security
Berolt, an Aedyran dignitary, has arrived at the stronghold. He requests your aid with an upcoming meeting with representatives of the Fisher Crane tribe near the Thein Bog.

Visits for 9 days

  • Suggest that he stick to trade routes.
    Berolt has followed your advice and is taking a direct route to Thein Bog.
    Berolt encountered a few setbacks along the road, but was able to arrive at his meeting by the appointed day. (after 9 days)
  • Suggest that he go through the Valian Republics.
    In keeping with your advice, Berolt is traveling through the Vailian Republics to reach Thein Bog.
    Berolt arrived at the Thein Bog much later than anticipated, but was able to request a second audience with the Fisher Crane tribe. Berolt sends his regards and promises to visit your keep again soon. (after 15 days)
  • Pay for his safe passage with Copper pands (cp)2,000 → +1 Prestige
    Berolt has hired on a handful of mercenaries to escort him to Thein Bog.
    With your support, Berolt was able to make it to his meeting with the Fisher Crane tribe. Berolt sends his regards and promises to visit your keep again soon. (after 6 days)
  • See that he's given a writ of passage (requires positive reputation 2 with Twin Elms) → +1 Prestige
    Berolt appears to be having little trouble traveling to Thein Bog, thanks to your writ of passage.
    With your support, Berolt was able to make it to his meeting with the Fisher Crane tribe. Berolt sends his regards and promises to visit your keep again soon. (after 6 days)
  • Insist that he given safe passage (requries Aggressive 2 or Cruel 2 disposition) → +1 Prestige, Twin Elms: Moderate Negative
    Berolt appears to be having little trouble traveling to Thein Bog, thanks to your writ of passage.
    With your support, Berolt was able to make it to his meeting with the Fisher Crane tribe. Berolt sends his regards and promises to visit your keep again soon. (after 6 days)
  • Have Hiravias or Sagani escort him → Hiravias/Sagani busy for 6 days
    Hiravias/Sagani is escorting Berolt to Thein Bog.
    Berolt successfully arrived at Thein Bog with the help of Hiravias/Sagani. Berolt sends his regards and promises to visit your keep again soon. (after 6 days)
  • Send your warden to escort her (requires the Warden's Lodge upgrade, bugged)
Geyda
(Animancer)
Geyda, an animancer, has arrived requesting a prisoner to conduct experiments on.

Visits for 9 days

  • Ignore her → Nothing
  • Sell her all prisoners Copper pands (cp)500 (Copper pands (cp)1,000 with Resolve 16), all prisoners removed from stronghold
  • Give her all prisoners for free → Nothing, all prisoners removed from stronghold
  • Tell her to use vessels (only if you've been to Esternwood) and:
    • Give her Copper pands (cp)2,000 to hire some muscle → +1 Prestige
      Geyda hires a small group of mercenaries to join her in rounding up vessels from Heritage Hill to experiment on.
      Geyda successfully rounded up her test subjects. (after 4 days)
    • Send Edér to help Edér busy for 4 days
      Edér is aiding Geyda on a hunt for test subjects.
      Geyda successfully rounded up her test subjects (after 4 days)
    • Let her go on her own. → Geyda found dead after 3 days
      Geyda heads out into Heritage Hill on her own.
      You have received reports that an animancer named Geyda was found dead in Heritage Hill. (after 3 days)
  • Tell her to seek out animals (only if you've been to Magran's Fork) and:
    • Give her Copper pands (cp)2,000 to hire some trappers → +1 Prestige
      Geyda hires a small group of trappers to join her in rounding up animals in the wilds around Magran's Fork.
      Geyda successfully rounded up her test subjects. (after 4 days)
    • Let her go on her own. → Geyda found dead after 3 days
      Geyda heads out into Heritage Hill on her own.
      You have received reports that an animancer named Geyda was found dead in Heritage Hill. (after 3 days)
  • Send Devil of Caroc to kill her and destroy her research → Nothing, Devil of Caroc busy for 4 days, Geyda killed
    Devil of Caroc has been sent with Geyda to help her with her research.
    Devil of Caroc has followed Geyda to her lab, only to kill {1} and torch the place. (after 4 days)
  • Send Aloth to destroy her research Aloth busy for 4 days
    Aloth has been sent with Geyda to help her with her research
    Aloth traveled to Geyda's lab, and promptly knocked her out. He then ransacked the laboratory, retrieving all of Geyda's research. (after 4 days)

Regardless of where you send Geyda, if she's found dead, your Stronghold Log will say she was found in Heritage Hill (rather than where you suggested she look)

If you helped her, she will return as a prisoner requester, asking for more prisoners to experiments on (you call sell them for Copper pands (cp)500 at a time.)

Azzuro
(Exotic Wares Merchant)
Azzuro, an exotic wares merchant, has arrived at your keep, and requests an audience.

Visits for 9 days

  • Insure the delivery of goods with Copper pands (cp)5,000
  • Threaten him to open supply lines (requires Aggressive 2)
  • Send Edér, Pallegina, Sagani to guard caravans → Companion busy for 10 days
    {0} has been sent to help Azzuro secure his trade routes against bandits.
    With {0}'s help, Azzuro was able to secure his trade routes, and has convinced local merchants and suppliers to offer up their stock.

After solving this initial request, Azzuro will occasionally offer you a rare item for sale - appearing as a random event as long as your Prestige is above 50, and staying for 1 day. Items acquired this way can be found in the treasure chest in the Great Hall. If ignored, he will return later with the same request.

Adventures[ | ]

After the Great Hall is restored, an adventure becomes available though the stronghold management interface every 8 stronghold turns (not at random). Unlike quests, you cannot resolve these yourself - you must assign one of your idle companions to complete the adventure, making them unavailable for the specified number of stronghold turns.

If you don't assign anyone to it, the adventure disappears after 1-3 game days (at random). Once you've assigned a companion to it, recalling them prematurely cancels the adventure and forfeits any rewards that would have been earned. If the adventure is completed, money and item rewards from the adventure are placed in the treasury chest of the Great Hall, and the companion who was assigned gets a percentage of the experience that they would have gained while in the party (this is not shared with the party). Up to 10 adventures may be active at any one time.

Adventure type chance[ | ]

Which adventures you get is determined as follows:[2]

  1. Every 8 turns (8, 16, 24, 32...), a stronghold adventure is triggered. This occurs from when the stronghold is first activated, so if you build the Great Hall on turn 7, an adventure will appear on turn 8.
  2. The game rolls two random numbers between between 1 and 50 (inclusive), adds them to the stronghold's current Prestige, and uses this sum to determine the adventure category:
    2d50 + Prestige Adventure category
    1-25 Tough luck, no adventure!
    26-50 Minor
    51-75 Average
    76-100 Major
    101-125 Grand
    126+ Legendary
  3. From the selected category, a random adventure is picked that hasn't been picked already. You need to exhaust all unique adventures in one category to get a generic adventure.
  4. Regardless of the category (and even if no adventure was selected), the next stronghold adventure will occur 8 turns from then.

Adventure rewards[ | ]

Completing an adventure yields a number of different rewards, some predetermined and some random. Generic adventures will give a subset of the rewards listed. For example, a Legendary Adventure (which only gives three rewards) may only give the reputation bonus, the major items, and the grand items.

  • Experience - Any experience that the player earns while the companion is busy is deferred, and upon returning the companion gets 75% + x% of this experience, where x is typically a fixed 15% (90%) for Minor and Average adventures, 25% (100%) for Major, 35% (110%) for Grand, and 50% for Legendary (125%).
  • Copper - An amount of copper pands Copper pands (cp), either fixed or at random between a range.
  • Item - A fixed or random amount items selected from a specific group: minor, average, major, and grand.
  • Unique item - Every non-generic adventure rewards 1 specific unique item.
  • Reputation - Bonus reputation with a faction (one of Gilded Vale, Defiance Bay, Dyrford, Twin Elms).

List of adventures[ | ]

Adventure Rewards
Unique item Experience Copper Item Reputation
Minor (1 turn)
2d50+Prestige > 25
A Court of Spirits Belt of Chimes 15% XP Copper pands (cp)150 to Copper pands (cp)300
A Forgotten Hollow Wyrwood Ring 15% XP
Black Waters, Broken Tombs ycg Br Tomb Fragment 15% XP
Clerical Errors St. Borragia's Tears 15% XP Copper pands (cp)150 to Copper pands (cp)350
Sacred Skin Greenstained Boots 15% XP 1x minor item
The Ivory Horn The Nautilus of Or-Grammon 15% XP Copper pands (cp)150 to Copper pands (cp)300
The Night Mirror Night Mirror Fragment 15% XP
The Sky Breaker Rod of Wind and Thunder 15% XP 1x minor item
Witch's Walk The Witch's Hat 15% XP
Minor Adventure
(Only one reward)
- 5% XP Copper pands (cp)150 to Copper pands (cp)300 1x minor item Minor reputation bonus
Average (2 turns)
2d50+Prestige > 50
A Wreath of Ashes Remembrance Ashes 15% XP Copper pands (cp)150 to Copper pands (cp)300 1x minor item
Bound and Buried Binding Rope 15% XP Copper pands (cp)150 to Copper pands (cp)300 1x minor item
Skulls for Mother Father's Teeth 15% XP Copper pands (cp)150 to Copper pands (cp)300
Still as Stones Mossy Rock × 5 15% XP Copper pands (cp)150 to Copper pands (cp)300 1x minor item
The Mourning Circle Mourning Gloves 15% XP Copper pands (cp)150 to Copper pands (cp)300
The Page Unturned The Blind Monk's Venom 15% XP 1x minor item
The Weaver's Song Cloak of Comfort 15% XP Copper pands (cp)150 to Copper pands (cp)300 2x minor items
To the Waterline Iverra's Diving Helmet 15% XP Copper pands (cp)150 to Copper pands (cp)300
Average Adventure
(Only two rewards)
- 10% XP Copper pands (cp)150 to Copper pands (cp)300 1x average item Average reputation bonus
Major (3 turns)
2d50+Prestige > 75
A Curse of Cold Clay Remembrance of Life's Warmth 25% XP Copper pands (cp)500 to Copper pands (cp)1,000 1x average item
A Whistling in the Reeds Red Reed Wand 25% XP Copper pands (cp)500 to Copper pands (cp)1,000 1x average item
Ring Finger Nîdhen's Finger 25% XP Copper pands (cp)500 to Copper pands (cp)1,000
St. Ifen's Knot Ifen's Cradle 25% XP Copper pands (cp)500 to Copper pands (cp)1,000 1x minor item
The Celebrant's Dirge Celebrant's Gloves 25% XP Copper pands (cp)500 to Copper pands (cp)1,000 1x average item
The Unworn Path Patchwork Boots 25% XP 1x average item
What the Well Holds Swaddling Sheet 25% XP Copper pands (cp)300 to Copper pands (cp)750
Major Adventure
(Only two rewards)
- 15% XP Copper pands (cp)500 to Copper pands (cp)1,000 1x average item Average reputation bonus
Grand (4 turns)
2d50+Prestige > 100
A Place of Great Silence The Looking-Inward Chime 35% XP Copper pands (cp)750 to Copper pands (cp)2,000 1x major item
Lavender and Lye Lavender Wreath 35% XP 1x major item,
1-2x average items
Lovers' Light Copper Lover's Ring,
Silver Lover's Ring
35% XP
The Crossed Eye Crossed Patch 35% XP Copper pands (cp)750 to Copper pands (cp)2,000 1x major item,
1x average item
The Wax Maker The Helwax Mold 35% XP Copper pands (cp)750 to Copper pands (cp)2,000 1x major item
They Who Woke the Stars Constellated Cloak 35% XP 1x major item
Grand Adventure
(Only two rewards)
- 20% XP Copper pands (cp)750 to Copper pands (cp)2,000 1x major item,
2x average items
Major reputation bonus
Legendary (5 turns)
2d50+Prestige > 125
A Solitary Mark Marked Amulet 50% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
1x major item
At the Edge of All Known Things Amaia's Codex 50% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
1x major item
Liminal Spaces Ethereal Helm 50% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
1-2x major items
The Coal Eater Blighted Coals 50% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
1x major item
The Glass Tree Glittering Gauntlets 50% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
1x major item
Legendary Adventure
(Only three rewards)
- 25% XP Copper pands (cp)1,000 to Copper pands (cp)3,000 1x grand item,
2x major items,
3x average items
Grand reputation bonus

Attacks[ | ]

Attacks are the most potentially dangerous of all stronghold events. Attack losses and frequency decrease with higher security. The threat of attacks is the most important reason to keep your security level as high as you can afford. Every attack has a set of conditions (from Prestige, Security, player level, faction rank, or some other quest condition) that must be passed before the attack will become available.

Attacks are triggered as a random event, and will be scheduled in 3-6 days time. Only one attack may occur at a time. You will be warned ahead of time of any such attack, and are presented with three choices:

  1. Manual Resolve: Your party and hirelings battle the invaders. If you are not at your stronghold, you must return before you can select this option. This option usually results in the best outcome, although some of your hirelings may be killed.
  2. Auto-Resolve: Your hirelings battle the invaders without you, and may be killed in the process. This usually results in the destruction of parts of your stronghold, which you will then have to rebuild, expending time and money. In the meantime, you lose their benefits. Up to 13 upgrades are destroyed or hirelings are killed, with a 10% chance for no damage to occur. In addition, you must pay a debt of Copper pands (cp)100 for each building destroyed or hireling killed.
  3. You can ignore the warning. If you continue to ignore it until the time runs out, an auto-resolve will happen.

List of attacks[ | ]

Name Description Weight Location Requirements
Level Security Prestige Other
Endless Paths attacks
Wood Beetles and Spear Spiders A group of Wood Beetles and Spear Spiders has emerged from Od Nua, and is making its way to the Great Hall.! 1 Great Hall 1-5 0-40 5-150 Endless Paths Level 1 cleared
Xaurips and Wurms A band of Xaurips and Wurms are making their way through Od Nua and will be in the great hall soon! 1 Great Hall 1-5 0-40 5-150 Endless Paths Level 2 cleared
Trolls and Oozes A small band of Trolls and Oozes have found their way out of Od Nua and will be in the great hall soon! 1 Great Hall 5-8 0-40 5-150 Endless Paths Level 3 and 4 cleared
Skeletons Skeletal corpses are trudging up from the Endless Paths, wielding swords and spells. They will attack soon. 1 Great Hall 4-7 0-40 5-150 Endless Paths Level 5 and 6 cleared
Shades and Forest Lurkers A group of Shades and Lurkers has emerged from Od Nua, and is making its way toward the great hall. 1 Great Hall 5-9 0-40 5-150 Endless Paths Level 10 and 11 cleared
Vithrack A group of Vithrack have emerged from Od Nua and will attack soon! 1 Great Hall 10-14 0-50 5-150 Endless Paths Level 12 cleared
Cean Gŵlas and Spectres A host of Cean Gŵlas and Spectres has reached the outskirts of the keep, and will attack the stronghold soon! 2 Great Hall 10-14 0-40 5-150 Endless Paths Level 13 cleared
Faction attacks
Dozens Mercenaries A band of Dozens mercenaries have crossed the Woodend Plains and are making their way to Caed Nua! 2 Caed Nua (exterior) 5-9 0-50 0-150 Negative 4 reputation with The Dozens
Doemenel Thugs A group of Doemenel thugs have infiltrated the stronghold and will be attacking the great hall soon! 2 Great Hall 5-9 0-50 0-150 Negative 4 reputation with Doemenels
Crucible Knights A squad of Crucible Knights are approaching Caed Nua and will be at our gates soon! 2 Caed Nua (exterior) 5-9 0-50 0-150 Negative 4 reputation with Knights of the Crucible
Ethik Nôl Keepers and Chanters A group of Ethik Nôl Keepers and Chanters have been spotted approaching Caed Nua! 2 Caed Nua (exterior) 7-12 0-40 0-150 Negative 2 reputation with Ethik Nôl
Glanfathan Fangs A band of Glanfathan Fangs is approaching the stronghold from the south, they will be attacking soon! 2 Caed Nua (exterior) 7-16 0-40 0-150 Negative 4 reputation with Eir Glanfath
Quest attacks
Raedric's Undead Army A horde of undead marching from Raedric's Hold have crossed the river to the west and will be at our gates soon! 3 Caed Nua (exterior) 6-12 0-200 0-150 During The Champion of Berath
Byrnwigar's Forces Lord Byrnwigar's forces have been spotted approaching the keep. They will arrive soon! 2 Caed Nua (exterior) 4-16 0-55 10-150 If you insult him during his visit
General attacks
Bleakhollow Bandits The Bleakhollow Bandits from the northern wilds have been reported crossing the plains east of Caed Nua. They will be at our doorstep any day now! 3 Caed Nua (exterior) 2-6 0-30 5-150
Leaden Key Agents Leaden Key Agents have infiltrated the stronghold and will attack the great hall soon! 0.5 Great Hall 5-9 0-50 0-150
Cutthroat Bandits A band of Cutthroat bandits has been seen lurking through the outer forests of Caed Nua, they will be striking soon! 3 Caed Nua (exterior) 6-10 0-40 20-150
Vicious Mercenaries A band of vicious mercenaries is marching on our gates, they will attack soon! 2 Caed Nua (exterior) 8-14 0-50 30-150
Drakes Drakes have been spotted approaching the keep. They will arrive soon! 2 Caed Nua (exterior) 6-16 0-55 40-150

Other random events[ | ]

Prison break[ | ]

A prisoner may try to escape. Your stronghold security rating determines how likely the escape attempt is to succeed. A prisoner who successfully escapes is gone forever. Requires that you have the Dungeons upgrade, as well as any prisoners actually in the dungeon.

Can be thwarted with D100 - (Security * 2) ≤ 0. There is a 0% chance of an escape occurring if the stronghold has more than 50 Security, 100% chance of occuring if it's below 0. Every point in security below 50 will increase the chance for a prison break to occur by 2%.

Kidnapping[ | ]

One random prestigious visitor is kidnapped for a duration. They may be held for a ransom which can be paid to release them, or a companion must be sent to rescue them within the duration. If the kidnapping is ignored, they will be killed. May only occur if a prestigious visitor is currently visiting, and cannot be thwarted:

  • Odeyna Fyrgest - Kidnapped for 4 days with a ransom of Copper pands (cp)1,000, -8 Prestige while kidnapped, -12 Prestige if killed
  • Lord Sidroc - Kidnapped for 4 days with a ransom of Copper pands (cp)2,500, -3 Prestige while kidnapped, -7 Prestige if killed
  • Berolt - Kidnapped for 4 days with a ransom of Copper pands (cp)1,600, -3 Prestige while kidnapped, -1 Prestige if killed
  • Geyda - Cannot be kidnapped

See also[ | ]

References

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