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