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 |