Major FORTUNE Fallout (1d11)

1d11 Result Result

1

CRISIS

As FOREBODING, Below, but now the danger actually occurs. [Immediate]

FOREBODING: Something bad is about to happen. GM, hint at an ominous future event – smoke in the distance, the tremors before a pulse, the frantic music of the Carnival.

2

DESTROYED

If you’re currently on a delve that has a connection established, remove the connection and describe what happened. If you’re inside a landmark, you destroy something of value and remove one of the landmark’s haunts (if it has any). Tell us how you did it (on purpose or accidentally). [Immediate]

3

EXILED

You are banned from entering the haven you are currently in, or one that’s nearby – tell us what happened. Your allies aren’t subject to the same restrictions, but they will be treated with suspicion. [Immediate, Ongoing]

4

GRIEVANCE

You are marked as an enemy by a group within the Heart – a cult, a church, the Hounds, members of a particular haven, beasts, etc. They will work to foil your efforts as best they can until you clear your name or kill your way out of the problem. [Immediate, Ongoing]

5

HELL FOR WEATHER

Your predictions were wrong and you lead the party into an actively dangerous area; or, the area you’re in changes and becomes hostile; or, if the locale permits, a storm whips up. Until you reach a landmark, all actions the party take become Risky. Remove this fallout when you do. [Immediate, Ongoing]

6

LOST MAP

Your map is lost or stolen. Until you get it back or replace it, you cannot use connections – every journey is treated as unexplored territory. [Ongoing]

7

LOST PROPERTY

You have misplaced an item; the GM picks which. You could spend time searching for it, but you’ll need to backtrack – and someone might have made off with it already. [Immediate]

8

NO WAY OUT

You lead the party into a dead-end, a trap or an ambush. Remove this fallout once you get out alive. [Immediate]

9

REPUTATION

Another delver has gotten wind of your successes (or your weaknesses) and they are coming for you. You are ambushed by a hunter seeking to claim your head and relieve you of your hard earned supplies. Remove this fallout once the fight is over. [Immediate]

10

THE ROAD LESS TRAVELLED

You pick the wrong path. The next landmark you reach isn’t the one you’re expecting – it’s an entirely different one, and probably one you were trying to avoid. [Immediate]

11

UNWILLING LEADER

You end up responsible for an unwanted group – they have problems and they look to you to solve them. Maybe you killed their boss and now you’re the new boss; maybe they appeal to your sense of kindness and you foolishly give in; maybe the “group” is an orphan you have to look after. You can use the group to achieve things, but honestly, they cause more problems than they solve. [Immediate, Ongoing]