Send someone up to the quarry, and see everyone back through the door.
Go up to the quarry yourself, and come down with everyone who went up.
Come down from the quarry without all of them.
Nobody comes down from the quarry.
Settle a crisis the town could not wait on.
Take on someone who walked in with another hall's papers.
Stand at a stone another hall put in your churchyard.
Write to a hall on your street, and hear back.
Keep the hall open through ten town years without going under.
Have a bet come good.
Lay in for a trouble that never arrives.
Send your people after a creature with a name, and have them bring back its head.
Open your stores to the town in a year of famine.
Set a watch before the raid, and keep the cellar.
Pay the steward so that nobody from the hall is taken for the war.
Hand the hall to someone who once came in through the door.