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D30♣️: 1: Place:♠️: 2: Environment/Changes♦️: 3: Resources♥️: 4: ENC Dice & Detail
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Motive: PowerMotive: KnowledgeMotive: Material GainMotive: Relationships
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11d2 rooms Monument/MarkerCheck WeatherA single boot on the pathForgot random piece of equipment at last campsite1D8 Roll; (3 Card Sum)*10 yards awayScattered weaponsMinor time sink
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2Graveyard/Church Ruins: 1in20 chance of Angel (Cherub, MO)Drag marks lead off the trailBroken backpack strap, occupies double slots until fixedA big hole in the middle
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3Burial MoundA tree stripped of barkRed berries growing on squat bushes, leaves fuzzy and spade shaped, thick crimson juice smells of rotting oranges: Hunchberries: 1d4 Cursed supplies: Eating them causes stomach cramps (2 Slots, -2 to hit) for 3d4 watches.Patient scavengers
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4WindmillA felled TreeBad Omen: Hirelings will go no further, find another way or check LoyaltySloped terrain
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5PondStrange Markers in the treesMold: Lose 2d4 non preserved supply or 1d6 Preserved suppliesHunted
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6Root Celler Perfect circles on the groundFound a gpInfected
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7ShrineSigns of a fireRecent Tracks: Small GameLoud Distraction
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8WaterfallMuddyOld Tracks: Large GameBleeding and scared
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9Standing/Rune StonesLair (Roll 1d10 for structure)Mushrooms growing on a stump. Brown, thimble shaped caps with cream colored stem and gills; Smells of earthy chocolate and tastes like walnuts. Thimbledowns: 1d6 Fresh SuppliesFaction Involved
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10Hovel A fresh corpse (Check EC for corpse and scavengers)Bonding Oppurtunity; Choose a hireling and roll 2d6, if result is equal to loyalty, increase loyalty by 1Another Andventuring Party Involved
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111d4 rooms, Roll seed monster on evensCabinCheck WeatherWashed out pathArmor Troubles: Reduce AC by 1 until repaired1D10 Roll; (3 Card Sum)*5 yards awayWants something nearbyModerate time sink
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12Cemetary: 1in20 chance of Angel (Cherub, MO)Names carved in woodOvergrown Path: Brambles fill the path, gain a fatigue and risk getting lost to go around or spend a watch and 1d3hp to clear the way1x8 Large stones or boulders
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13Hollow TreeFalling branchesMushrooms growng between the roots of evergreen trees. Flat, brown cap with pale yellow spines on underside, thick tan stalk, smells like sweet cream, fatty texture, tastes like rancid pork: Wailers Caps: 1d8 Cursed Supplies: Eating them causes loud, uncontrollable weeping for 3d6 Watches.High Ground
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14Library: 1in30 chance of Angel (Cherub, MO)The strong smell of smokeBug Infestation: Lose 1hp that cannot be recovered until a day is spent cleaning gear and bodiesThick, hanging vines
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15MineThe smell of something rottenWater Damage: Lose 1d8 preserved suppliesA sinkhole opens up in 1d6 rounds
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16CaveA severed body partFresh Tracks: Small GameLarge insect colony/hive
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17Chapel: 1in12 chance of Angel (Cherub, MO)A cryptic message pinned to a treeOld Tracks: Large GameLots of dead bodies
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18CompoundA thick fog on the ground, faces visible withinDeep Conversation: Succeed on a loyalty check, and learn one of a hirelings motivesA very strong wind
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19Keep: 1in20 chance of Angel (Cherub, MO)Lair (Roll 1d20 for structure)Flowers: Purple white petals vaguely shaped like naked men, foot long stems with heart shaped leaves around the base, smells of honey and vinegar, tastes of sweet water. Soothepetal Orchid: Can be brewed into a tea to restore 1d2 hp to up to a dozen people or eaten to relieve 1 fatigue. Faction Involved
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20 TowerAn animal acting strangly (1d6 on EC)Plump red berries growing on long vines that coil on the forest floor. Grow in bunches around tongue shaped leaves. Filled with a thin, pink juice. Tastes like a mix between apples and cranberries. Cardinal Berries: 1d8 supplies.Another Andventuring Party Involved
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21Roll a zungeon and 2 seed monstersDungeonWeather WorsensShadows, strangely castMalevolent Spirit: Make a worthy offering or be cursed1D12 Roll; (Low Card Sum)*5 yards awayWilding HazeMajor time sink
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22CompoundHungry PlantsCurse Marks: Carved into surrounding trees, turn back or become cursedSudden Eruption
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23Market PlazaMagical sygils on stonesRot Spirit: Swarms of flys, smells of compost and rot, drooping plants, something rapidly decomposing nearby: Lose 1d12 supplies unless the spirit can be appeased or avoidedMind controlled
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24FortressA raging fireLong, coiled red berries growing on a thin, sagging stalk. Broad , soft leaves covered in a fine hair. The berries are hollow, with no juice and crunchy. Taste like muddy water, smell like BO. Snailberries: 1d4 Cursed Supply: Ingesting a snail berry causes ones body and mind to slow to a 10th of its normal speed. Lasts for 1d4*10 days.Crawling Fire
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25Village, 1in12 chance of villagersA hundred dead birdsInsect Bite: Swelling and fever, sharp pain in the area. Rest for a day and recover or take 1d6 damage and -2 to hit and damage for the daySnap Freeze
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26Keep: 1in12 chance of Angel (Cherub, MO)A skeleton in a tree Benevolent Spirit: Make an offering and be healed or blessedDevouring Earth
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27Temple: 1in8 chance of Angel (Angel, MO)Forest Ghosts make human shapes in natureFresh Tracks: Large GameDanger in the wind
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28AcademyAn enormous cacoonSupernatural Guide: Arrive at destination at the end of this watchUnexpected Friend
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29TowerLair (Roll 1d30 for structure)Recent Tracks: Special GameFaction Involved
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30Castle: 1in12 chance of Angel (Angel, MO)A Wyrd WellBuried Treasure: Under a distinct landmarkAnother Andventuring Party Involved
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Joker: Serendipity:Party catches a lucky break, gains progress on a goal, discovers something hidden etc. Shuffle after Joker is drawn
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