As you can see, there are three Guards at the Guardhouse. Since we didn't hide this turn, the Guards are likely to challenge us to a fight ... three against one (see why the Black Knight hates them so?).
The prowling monster roll is once more 3, which means goblins and the Octopus are active, and the Patrol will show up at the end of the day. The Black Knight has no particular beef with the Patrol, but they're likely to fall beneath his shattering mace blows at some point as well. But for now we've got Guards to bury, so we're biding time before finishing off the Patrol.
And here they come, both the Guards and the Patrol appear at the end of the day, looking for trouble.
As there are too many opponents, the Black Knight beats a hasty retreat down the road, by playing his H4** move chit to run away during the combat encounter stage. That will cost him one single-star chit of fatigue, but that's preferable to being chopped to bits by the Guards and Patrol.