| Roll | Major Event |
|---|---|
| 1 | ENTRANCE MOVES. Churning shifts entrance d6 miles away |
| 2 | REFUGEE WAVE. 2d20 survivors from fallen settlement arrive |
| 3 | SIEGE ENGINE. Rival settlement demands tribute or war |
| 4 | KEEPER DIES. No arcanium transformation until replaced |
| 5 | MASS AFFLICTION. Disease/madness. Half pop quarantined |
| 6 | UPRISING. The desperate riot. Militia vs citizens |
| 7 | DEEP BREACH. Something huge emerges from entrance |
| 8 | TOTAL COLLAPSE. Major building falls, 3d10 casualties |
| 9 | WATER CRISIS. Well poisoned/dried. 3 days to fix or flee |
| 10 | CULT RISES. Hidden faction takes control through ritual |
| 11 | TRADE WAR. All routes blocked. No travel for 1d6 days |
| 12 | DOUBLE EVENT. Roll twice, both happen simultaneously |