d12 | Result |
---|---|
1 |
Animal(s) fleeing geography (shorebreak, fire, etc. roll CREATURE) Roll on "01 - D12 Creature" |
2 |
Geography Danger (riptide, algal bloom, sinkhole, etc. roll CREATURE or NPC) Roll on "01 - D12 Creature" or Roll on "01 - NPC" |
3 |
Lich Ward (not triggered) Roll on "D12 Lich Wards" |
4 |
Lich Ward (triggered, empty) Roll on "D12 Lich Wards" |
5 |
Lich Ward (triggered, successful, roll CREATURE or NPC) Roll on "01 - D12 Creature" or Roll on "01 - NPC" Roll on "D12 Lich Wards" |
6 |
Abandoned supplies (building, boating, fishing, trapping, trading, camping, etc.) |
7 |
Empty animal nest/habitat (roll D6 CREATURE) Roll on "01 - D6 Creature" |
8 |
Baby Inhabited animal nest/habitat (roll D6 CREATURE) Roll on "01 - D6 Creature" |
9 |
Parent and baby inhabited animal nest/habitat (roll D6 CREATURE) Roll on "01 - D6 Creature" |
10 |
Dead animal (roll CREATURE) Roll on "01 - D12 Creature" |
11 |
Obscuring and unnatural fog that drops in temperature (roll CREATURE or NPC) Roll on "01 - D12 Creature" or Roll on "01 - NPC" |
12 |
Dense thunderstorm builds in the area (roll D6 1: only rain and thunder, 2-4: rain, thunder, sheet lightning, 5: lightning strikes in the area and starts a fire, 6: target with most metal saves or takes 3D10 lightning damage) Roll on "Thunderstorm" |