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