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story_builder/tables/norse_encounter_tables.md
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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
13 Nothing — uneventful travel
45 Weather turns
68 Encounter a person
910 Encounter a group
1112 Find something
1314 Natural hazard
1516 Signs of recent violence
1718 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
0102 Abandoned camp, fire still warm
0304 A corpse stripped of everything but its boots
0506 A child's toy in the middle of nowhere
0708 A boat run aground with no crew
0910 A cache of stolen goods, poorly hidden
1112 A runestone defaced recently
1314 A hanged man — still breathing
1516 A sword driven into the earth, no grave beneath it
1718 A bag of silver with no name on it
1920 A dead horse with all four legs broken
2122 A campfire surrounded by nine untouched seats
2324 A letter sealed and addressed, never delivered
2526 A pit dug and abandoned mid-task
2728 Fresh tracks leading off the path and then stopping
2930 A crude grave with a weapon laid across it
3132 Signs of a large camp, abandoned days ago
3334 A locked chest with no key and no owner
3536 A cart overturned, goods intact, horse gone
3738 A bundle of clothes belonging to a child
3940 A pile of ash where something large was burned
4142 A trap set on the trail — recently, and well
4344 A carcass half-butchered and left
4546 A carved idol left at a crossroads
4748 A shield split cleanly in two
4950 A door standing alone in a field, hinged to nothing
5152 Bloodstained snow leading in two directions
5354 A drowned man face-down in a shallow stream
5556 A fire laid but never lit
5758 An empty cage sized for a person
5960 A broken cart axle and scattered grain
6162 A wound dressing discarded on the trail
6364 A ring of stones too large to be a cooking fire
6566 A well with something tied to the rope that isn't a bucket
6768 A fresh cairn with no name
6970 Burnt offerings at a tree, still smouldering
7172 A pair of boots, side by side, perfectly placed
7374 A journal in a language the protagonist doesn't know
7576 A broken spear shaft — a fine one, from somewhere important
7778 A midden heap with something that doesn't belong
7980 A ford marked with warning signs ignored by someone recently
8182 A farmstead intact but completely empty
8384 A bell hanging from a tree with no rope to ring it
8586 Animal bones arranged in a deliberate pattern
8788 A cloak pinned to the ground with a knife
8990 A child's hiding spot — recently used
9192 A rope bridge cut from one side
9394 A message carved into living wood
9596 A body buried face-down — someone afraid of what it might do
9798 A ship's figurehead far from any coast
99100 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.