War (d13)

Problems from the Suit of Clubs

These are problems, setbacks or disasters, specifically types of conflict. This table and its sister tables (Pestilence, Famine and Death) are set up as d13 so that they can be randomized by a standard 52-card deck instead of a die or dice.

d13 Result

1

The party cannot agree on an issue.

2

Someone becomes aggressive without apparent reason. It is not contagious.

3

Someone becomes aggressive without apparent reason. It is contagious.

4

Hostile persons.

5

Hostile creatures or other wildlife.

6

A reward is offered for the capture or killing of one or more of the party.

7

The area you are in is now at war, or if it already was, the war has acquired a new front.

8

An area you meant to reach is at war, or if it already was, the war has acquired a new front.

9

Something that the party has been legally doing or planning to legally do is now illegal.

10

An enemy previously defeated or escaped (whether in this game, a previous game with shared characters, or someone's backstory) is coming after the party or one of its members.

11

The quest or the reason you were on it is a lie.

12

Someone is unmasked as not being who they said they were.

13

A betrayal (someone turned coat, someone was in league with the enemy all along, someone thought selling out the party was the lesser of two evils, etc.).