# Norse Journey Encounter Tables Roll on **Layer 1** first. If you want more detail, roll on the relevant **Layer 2** table. --- ## Layer 1: What Happens? (d20) | Roll | Event | |------|-------| | 1–3 | Nothing — uneventful travel | | 4–5 | Weather turns | | 6–8 | Encounter a person | | 9–10 | Encounter a group | | 11–12 | Find something | | 13–14 | Natural hazard | | 15–16 | Signs of recent violence | | 17–18 | Pursuit or being followed | | 19 | Physical hardship | | 20 | Something uncanny | --- ## Layer 2A: Person Encountered (d20) | Roll | Who | |------|-----| | 1 | Wounded traveller, won't say how | | 2 | Thrall fleeing their master | | 3 | Merchant with something hidden under the cart | | 4 | Grieving widow, heading nowhere in particular | | 5 | Lost child, won't say where they came from | | 6 | Outlaw watching from the treeline | | 7 | Skald collecting stories, too curious by half | | 8 | Old woman who knows your name somehow | | 9 | Disgraced jarl's son, armed and bitter | | 10 | A healer with blood on their hands they can't explain | | 11 | A fisherman far from any water | | 12 | A young woman disguised as a man | | 13 | A former thrall now free, with nowhere to go | | 14 | A blind man navigating perfectly | | 15 | A priest of the old ways, wary and watchful | | 16 | A very old warrior with nothing left to prove | | 17 | Someone who claims to know the protagonist's kin | | 18 | A deserter from a nearby lord's warband | | 19 | A young man running an errand he refuses to describe | | 20 | A stranger in foreign dress, lost and afraid | --- ## Layer 2B: Group Encountered (d20) | Roll | Who | |------|-----| | 1 | Raiders looking for easy prey | | 2 | Funeral procession, silent and watchful | | 3 | Displaced villagers with everything they own | | 4 | Hunting party — purpose unclear | | 5 | Mercenaries between contracts, drinking heavily | | 6 | Settlers arguing loudly among themselves | | 7 | A jarl's tax collectors with an armed escort | | 8 | Pilgrims travelling to a sacred site | | 9 | A warband returning home, fewer than they left | | 10 | Slavers with a coffle of thralls | | 11 | Fishermen sheltering from weather inland | | 12 | A family fleeing a blood feud | | 13 | Young warriors seeking their first raid | | 14 | Traders from the east, nervously off-route | | 15 | A lord's patrol, suspicious of lone travellers | | 16 | Refugees from a burned settlement | | 17 | Drunken men from a wedding, armed but unfocused | | 18 | A group of thralls transporting goods without supervision | | 19 | Outlaws who've mistaken the protagonist for someone else | | 20 | A band of women — armed, organised, and saying little | --- ## Layer 2C: Weather Turns (d20) | Roll | Weather | |------|---------| | 1 | Sudden blizzard — visibility drops to nothing | | 2 | Ice storm — exposed skin at risk within the hour | | 3 | Fog so thick landmarks vanish entirely | | 4 | Flash flood from snowmelt upstream | | 5 | Freezing rain turns every surface treacherous | | 6 | Unseasonable warmth — ice gives way underfoot without warning | | 7 | Wind strong enough to knock a person sideways | | 8 | Sleet drives horizontally, stings like needles | | 9 | Temperature drops sharply at nightfall — no shelter near | | 10 | Heavy snow buries the trail ahead | | 11 | Lightning storm with nowhere to take cover | | 12 | Hail strips leaves, spooks animals, bruises skin | | 13 | Mist rising off ice — beautiful and disorienting | | 14 | Frost so hard the ground rings like iron underfoot | | 15 | A thaw that turns solid ground to mud overnight | | 16 | Darkness falls two hours early — unnatural-feeling | | 17 | Wind that carries sound strangely — voices from nowhere | | 18 | Snow so dry it shifts like sand, fills tracks instantly | | 19 | A brief clearing — then worse than before | | 20 | Sky turns green before the storm hits | --- ## Layer 2D: Find Something (d100) | Roll | What | |------|------| | 01–02 | Abandoned camp, fire still warm | | 03–04 | A corpse stripped of everything but its boots | | 05–06 | A child's toy in the middle of nowhere | | 07–08 | A boat run aground with no crew | | 09–10 | A cache of stolen goods, poorly hidden | | 11–12 | A runestone defaced recently | | 13–14 | A hanged man — still breathing | | 15–16 | A sword driven into the earth, no grave beneath it | | 17–18 | A bag of silver with no name on it | | 19–20 | A dead horse with all four legs broken | | 21–22 | A campfire surrounded by nine untouched seats | | 23–24 | A letter sealed and addressed, never delivered | | 25–26 | A pit dug and abandoned mid-task | | 27–28 | Fresh tracks leading off the path and then stopping | | 29–30 | A crude grave with a weapon laid across it | | 31–32 | Signs of a large camp, abandoned days ago | | 33–34 | A locked chest with no key and no owner | | 35–36 | A cart overturned, goods intact, horse gone | | 37–38 | A bundle of clothes belonging to a child | | 39–40 | A pile of ash where something large was burned | | 41–42 | A trap set on the trail — recently, and well | | 43–44 | A carcass half-butchered and left | | 45–46 | A carved idol left at a crossroads | | 47–48 | A shield split cleanly in two | | 49–50 | A door standing alone in a field, hinged to nothing | | 51–52 | Bloodstained snow leading in two directions | | 53–54 | A drowned man face-down in a shallow stream | | 55–56 | A fire laid but never lit | | 57–58 | An empty cage sized for a person | | 59–60 | A broken cart axle and scattered grain | | 61–62 | A wound dressing discarded on the trail | | 63–64 | A ring of stones too large to be a cooking fire | | 65–66 | A well with something tied to the rope that isn't a bucket | | 67–68 | A fresh cairn with no name | | 69–70 | Burnt offerings at a tree, still smouldering | | 71–72 | A pair of boots, side by side, perfectly placed | | 73–74 | A journal in a language the protagonist doesn't know | | 75–76 | A broken spear shaft — a fine one, from somewhere important | | 77–78 | A midden heap with something that doesn't belong | | 79–80 | A ford marked with warning signs ignored by someone recently | | 81–82 | A farmstead intact but completely empty | | 83–84 | A bell hanging from a tree with no rope to ring it | | 85–86 | Animal bones arranged in a deliberate pattern | | 87–88 | A cloak pinned to the ground with a knife | | 89–90 | A child's hiding spot — recently used | | 91–92 | A rope bridge cut from one side | | 93–94 | A message carved into living wood | | 95–96 | A body buried face-down — someone afraid of what it might do | | 97–98 | A ship's figurehead far from any coast | | 99–100 | A perfectly preserved meal laid out with no one to eat it | --- ## Layer 2E: Natural Hazard (d20) | Roll | Hazard | |------|--------| | 1 | River crossing — current deceptively strong | | 2 | Thin ice over deep water | | 3 | Rockslide blocking the pass | | 4 | Wolves — hungry, patient, following | | 5 | Marsh that doesn't appear on any mental map | | 6 | Trail disappears under fresh snowfall | | 7 | A tree falls across the path in the night | | 8 | Loose scree on a slope that looked solid | | 9 | A frozen waterfall — must be climbed or bypassed at great cost | | 10 | Bog hidden under a dusting of snow | | 11 | A river swollen and impassable where it wasn't before | | 12 | Ice fog — cold enough to freeze breath on a scarf | | 13 | Bear newly woken, confused and aggressive | | 14 | A cliff path with recent falls along its edge | | 15 | Night catches the protagonist without shelter in an exposed place | | 16 | A ford turned to deep water by rain upstream | | 17 | Deadfall — a tangle of fallen timber blocks the wood path | | 18 | A crack in the ice the protagonist nearly doesn't see | | 19 | Ravens massing overhead — drawing attention | | 20 | An avalanche track still moving | --- ## Layer 2F: Signs of Recent Violence (d20) | Roll | What You Find | |------|---------------| | 1 | Burned farmstead, still smoking | | 2 | Bodies left unburied — deliberate dishonour | | 3 | Blood trail leading off the path | | 4 | A survivor too shocked to speak | | 5 | Livestock scattered, no people anywhere | | 6 | A child hiding, refusing to move | | 7 | A settlement intact but everyone inside is dead | | 8 | A battlefield — small scale, very recent | | 9 | Weapons abandoned mid-fight and not retrieved | | 10 | A man dying slowly, won't say who did it | | 11 | Tracks of many boots leaving in a hurry | | 12 | A house torn apart from the inside | | 13 | Drag marks leading to the water | | 14 | A warning left by the attackers for anyone who follows | | 15 | Looted grave goods scattered on the road | | 16 | A woman alive among the dead, armed with what she could find | | 17 | A child carrying something that belonged to someone else | | 18 | Signs of a struggle with no bodies — just blood | | 19 | A man hanged from a tree with a carved accusation around his neck | | 20 | Heads displayed on stakes at the settlement boundary | --- ## Layer 2G: Pursuit / Being Followed (d20) | Roll | Who or What | |------|-------------| | 1 | Debt collector with hired muscle | | 2 | Someone who blames the protagonist for a death | | 3 | A thrall-catcher — wrong target | | 4 | Outlaw seeking to silence a witness | | 5 | Unknown — never shows themselves | | 6 | A dog that won't stop following | | 7 | A boy who wants to come along | | 8 | A woman who says she's been hired to watch | | 9 | A wounded man trailing blood and asking for help | | 10 | Two riders keeping distance but matching pace | | 11 | Someone who knows the protagonist's destination | | 12 | A man who claims to be following the same person | | 13 | A local lord's men, claiming lawful business | | 14 | A sworn enemy of someone the protagonist helped | | 15 | A crow — too consistent to be coincidence | | 16 | A group that disappears whenever checked but reappears at dusk | | 17 | A young woman escaping a marriage arrangement | | 18 | A former comrade who shouldn't be alive | | 19 | Someone who says they're there for the protagonist's protection | | 20 | A figure glimpsed only at the edge of firelight | --- ## Layer 2H: Physical Hardship (d20) | Roll | Hardship | |------|----------| | 1 | Food runs out a day earlier than expected | | 2 | Shelter falls through — night in the open | | 3 | Injury from a stumble — nothing fatal, everything inconvenient | | 4 | Equipment fails at the worst moment | | 5 | Illness sets in slowly over the day | | 6 | Exhaustion forces a stop in exposed terrain | | 7 | Water source is frozen or fouled | | 8 | Boots give out — blisters or worse | | 9 | A fire won't start in wet conditions | | 10 | Pack comes loose and gear is scattered in the dark | | 11 | An old wound reopens | | 12 | Hands too cold to grip properly | | 13 | Stomach sickness from something eaten | | 14 | Sleep impossible due to cold, noise, or dread | | 15 | Frostbite threatening fingers or toes | | 16 | Navigation error adds half a day to the journey | | 17 | Horse or pack animal goes lame | | 18 | Weight carried proves too much — something must be abandoned | | 19 | A tool or weapon lost in a river crossing | | 20 | Dehydration from sweating in cold gear | --- ## Layer 2I: Something Uncanny (d20) | Roll | What | |------|------| | 1 | Tracks in snow that begin from nowhere | | 2 | A voice calling a name — no source found | | 3 | An animal behaving with deliberate intelligence | | 4 | The same landmark passed twice on a straight road | | 5 | A dream so vivid it bleeds into waking | | 6 | A stranger who vanishes between one breath and the next | | 7 | A fire that burns green for a moment | | 8 | The protagonist's own reflection does something different | | 9 | A sound like weeping from deep in the ice | | 10 | Birds all flee at once, in silence | | 11 | A path that wasn't there yesterday and isn't on any map | | 12 | A figure standing very still on the horizon — gone when approached | | 13 | Stars in the wrong positions for an hour | | 14 | The smell of the sea miles from any coast | | 15 | An old man who answers questions the protagonist didn't ask aloud | | 16 | A handprint in frost on the inside of a sealed shelter | | 17 | A sound of battle faint and distant — no source ever found | | 18 | The protagonist wakes with soil under their fingernails | | 19 | A raven speaks one word, clearly, and flies away | | 20 | Time passes differently — a night feels like minutes, or hours | --- *These tables are designed to layer. Roll Layer 1 to frame what kind of event occurs, then roll Layer 2 if you want specifics. Trust your instincts — skip or reroll anything that doesn't fit the moment.*