When an asterisk (either non-sentient animal recruit or sentient bandit) decides to linger, you realize it may never move on.
In one past run there was an alligator recruit who had come to town. My character moved to another tavern to avoid having to kill it. The thinking was, it's an animal that can't open doors. When that character returned to the first tavern (to pick up some bolts he dropped) via fast travel, he noted the asterisk and again hoped to avoid it. When the game reloaded in slow travel mode, the alligator recruit was inside the tavern. So it seemed this was an offload/reload problem with fast travel map/slow travel map, but area's offload/reload in slow travel mode too.
Trying to drive a unit away, whether it's an animal recruit or bandit, has a mixed success rate. The hard cases rejoin the encounter no matter what.
It seemed Buriedpeak the sasquatch had settled into linger/loiter mode in hillock Rainylabor. In their first encounter, Num delivered a sound beating designed to minimize lethal damage, but enough to cause Buriedpeak to flee.
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Unfortunately Buriedpeak doesn't flee far enough. She moves away from Num and feels danger has been averted. Problem isn't so much she's not leaving, but that she might spawn in a mound like the horse recruit who somehow managed to access a floor hatch in two different sublevel mounds. Well, at least everyone likes this horse:
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If the game hadn't deposited the sheriff position on Num, he might have been able to ignore her.
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