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That. You got a warning. If you get a warning - go finish your other quests, then do a quest with a warning. Otherwise blame yourself.
To be fair, freeing your friends should logically be possible after, but the game design does not stretch to that...
Game warns you that the world will progress after the encounter and even slaps a fast travel point right next to the place so you can leave and come back...
For example if you can talk down the Owlbear and set up camp near it in that cave, when you wake up it will have been slaughtered by others.
Same goes for scripted events you trigger by looking at it. When you go away not doing anything ( you decide they are too powerful to take now or your spells are depleted ) and sleeping in camp before returning that event may not be available any more.
I guess hundreds of thousands of players didn't see certain events that way, and missed quest chains. Triggering an event not following through immediately can have consequences. So remember to save often an load back when in doubt :-)
That is why that interviewed lead dev made the comment he is sure almost every player has a unique game that is different from that of another player.
Did you really want them to outright spoil the changes?