| d90 | Result | Consequences |
|---|---|---|
1 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
2 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
3 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
4 |
Stampede |
A Herd of Large animals has blocked the path ahead, Roll Destination for camp again Ignoring first roll |
5 |
Stampede |
A Herd of Large animals has blocked the path ahead, Roll Destination for camp again Ignoring first roll |
6 |
Stampede |
A Herd of Large animals has blocked the path ahead, Roll Destination for camp again Ignoring first roll |
7 |
Prairie fire |
A Choking cloud of Smoke Billows ahead, Travel to new camp requires You go completely around the current Region |
8 |
Stampede |
A Herd of Large animals has blocked the path ahead, Roll Destination for camp again Ignoring first roll |
9 |
Prairie fire |
A Choking cloud of Smoke Billows ahead, Travel to new camp requires You go completely around the current Region |
10 |
Prairie fire |
A Choking cloud of Smoke Billows ahead, Travel to new camp requires You go completely around the current Region |
11 |
Prairie fire |
A Choking cloud of Smoke Billows ahead, Travel to new camp requires You go completely around the current Region |
12 |
Severe Weather |
A Severe weather pattern is rolling in, You must either head to the nearest town and wait it out 1d2 days or Set up camp in the current region |
13 |
Severe Weather |
A Severe weather pattern is rolling in, You must either head to the nearest town and wait it out 1d2 days or Set up camp in the current region |
14 |
Severe Weather |
A Severe weather pattern is rolling in, You must either head to the nearest town and wait it out 1d2 days or Set up camp in the current region |
15 |
Severe Weather |
A Severe weather pattern is rolling in, You must either head to the nearest town and wait it out 1d2 days or Set up camp in the current region |
16 |
Extreme Heat/Cold |
The temperature is extreme moving to a new camp could harm your animals and party, find shelter,heat or shade for 1d2 days or suffer the consequences |
17 |
Extreme Heat/Cold |
The temperature is extreme moving to a new camp could harm your animals and party, find shelter,heat or shade for 1d2 days or suffer the consequences |
18 |
Extreme Heat/Cold |
The temperature is extreme moving to a new camp could harm your animals and party, find shelter,heat or shade for 1d2 days or suffer the consequences |
19 |
Extreme Heat/Cold |
The temperature is extreme moving to a new camp could harm your animals and party, find shelter,heat or shade for 1d2 days or suffer the consequences |
20 |
Theft |
Someone stole your sweetroll, and a few supplies, Everyone must consume 2d20 food items 1d10 horse food, and 2d20 bullets |
21 |
Theft |
Someone stole your sweetroll, and a few supplies, Everyone must consume 2d20 food items 1d10 horse food, and 2d20 bullets |
22 |
Theft |
Someone stole your sweetroll, and a few supplies, Everyone must consume 2d20 food items 1d10 horse food, and 2d20 bullets |
23 |
Theft |
Someone stole your sweetroll, and a few supplies, Everyone must consume 2d20 food items 1d10 horse food, and 2d20 bullets |
24 |
Missing person |
A person wound up getting lost, Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest must get lost, All other players turn off your mini map and try to find them, Lost plates may only give vague clues. |
25 |
Missing person |
A person wound up getting lost, Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest must get lost, All other players turn off your mini map and try to find them, Lost plates may only give vague clues. |
26 |
Missing person |
A person wound up getting lost, Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest must get lost, All other players turn off your mini map and try to find them, Lost plates may only give vague clues. |
27 |
Missing person |
A person wound up getting lost, Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest must get lost, All other players turn off your mini map and try to find them, Lost plates may only give vague clues. |
28 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
29 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
30 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
31 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
32 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
33 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
34 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
35 |
Obstructed Path |
The path ahead is blocked, Move camp to a different nearby region |
36 |
Locusts |
A Swarm of locust covers the land and your party may not harvest any plants for 1d6 days,also travel is slowed down to a snail's pace during this time |
37 |
Locusts |
A Swarm of locust covers the land and your party may not harvest any plants for 1d6 days,also travel is slowed down to a snail's pace during this time |
38 |
Locusts |
A Swarm of locust covers the land and your party may not harvest any plants for 1d6 days,also travel is slowed down to a snail's pace during this time |
39 |
Injured Horse |
One of your faithful steads is hurt. Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest has an injured horse, either you must put down the horse and return to the town to buy a new one, or you have to wait in the current region for the horse to get better. 1d4 in game days |
40 |
Injured Horse |
One of your faithful steads is hurt. Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest has an injured horse, either you must put down the horse and return to the town to buy a new one, or you have to wait in the current region for the horse to get better. 1d4 in game days |
41 |
Injured Horse |
One of your faithful steads is hurt. Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest has an injured horse, either you must put down the horse and return to the town to buy a new one, or you have to wait in the current region for the horse to get better. 1d4 in game days |
42 |
Animals Exhausted |
Your animals are exhausted, All travel must be at a snails pace for 1d2 days |
43 |
Animals Exhausted |
Your animals are exhausted, All travel must be at a snails pace for 1d2 days |
44 |
Animals Exhausted |
Your animals are exhausted, All travel must be at a snails pace for 1d2 days |
45 |
Animals Exhausted |
Your animals are exhausted, All travel must be at a snails pace for 1d2 days |
46 |
Bad Mosquitoes |
The air is full of blood sucking mosquitoes, Either find shelter for 1d3 days or go around region |
47 |
Bad Mosquitoes |
The air is full of blood sucking mosquitoes, Either find shelter for 1d3 days or go around region |
48 |
Bad Mosquitoes |
The air is full of blood sucking mosquitoes, Either find shelter for 1d3 days or go around region |
49 |
Wagon Dust |
Another train ahead really made your path dusty, weather find another route around the region or be slowed down, Roll 1d100 on 1-25 you also suffer from the Lost person situation |
50 |
Wagon Dust |
Another train ahead really made your path dusty, weather find another route around the region or be slowed down, Roll 1d100 on 1-25 you also suffer from the Lost person situation |
51 |
Wagon Dust |
Another train ahead really made your path dusty, weather find another route around the region or be slowed down, Roll 1d100 on 1-25 you also suffer from the Lost person situation |
52 |
Wagon Dust |
Another train ahead really made your path dusty, weather find another route around the region or be slowed down, Roll 1d100 on 1-25 you also suffer from the Lost person situation |
53 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
54 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
55 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
56 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
57 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
58 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
59 |
Wagon accident |
One of your wagons got broke, 1-2 Broken Wheel 5 Broken Yoke 6 WRECK!!!! (you must actually wreck the wagon, and Roll 1d100 on 1-25 you suffering the injured Horse Event ) |
60 |
Accidental Gunshot |
You Done shot someone, |
61 |
Accidental Gunshot |
You Done shot someone, |
62 |
Accidental Gunshot |
You Done shot someone, |
63 |
Sickness |
A disease has begun roll through the train. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the sickness table. For each day everyone must roll 1d7 and if they get the first number they are also sick. |
64 |
Sickness |
A disease has begun roll through the train. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the sickness table. For each day everyone must roll 1d7 and if they get the first number they are also sick. |
65 |
Sickness |
A disease has begun roll through the train. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the sickness table. For each day everyone must roll 1d7 and if they get the first number they are also sick. |
66 |
Sickness |
A disease has begun roll through the train. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the sickness table. For each day everyone must roll 1d7 and if they get the first number they are also sick. |
67 |
Sickness |
A disease has begun roll through the train. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the sickness table. For each day everyone must roll 1d7 and if they get the first number they are also sick. |
68 |
Venomous Bite |
There's a Snake in my boot! A Snake Spider or even a scorpion has bitten someone at the camp, Weather get them to a nearby doctor, look for a plant to neutralize the poison or attempt first aid |
69 |
Venomous Bite |
There's a Snake in my boot! A Snake Spider or even a scorpion has bitten someone at the camp, Weather get them to a nearby doctor, look for a plant to neutralize the poison or attempt first aid |
70 |
Venomous Bite |
There's a Snake in my boot! A Snake Spider or even a scorpion has bitten someone at the camp, Weather get them to a nearby doctor, look for a plant to neutralize the poison or attempt first aid |
71 |
Quicksand Ahead |
The Road up ahead is Very dangerous. Passersby have told you that a patch of quick sand has developed, Weather go around the region or set up camp in one of the other regions adjacent to your own. |
72 |
Quicksand Ahead |
The Road up ahead is Very dangerous. Passersby have told you that a patch of quick sand has developed, Weather go around the region or set up camp in one of the other regions adjacent to your own. |
73 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the Injury Table |
74 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the injury table. |
75 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the injury table. |
76 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the injury table. |
77 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the injury table. |
78 |
Injury |
OUCH! Somebody got hurt pretty bad. Each person in the session picks a number of between 1 and 7, Roll 1d7 whoever is closest must roll on the injury table. |
79 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
80 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
81 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
82 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
83 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
84 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
85 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
86 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
87 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
88 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
89 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |
90 |
No Event |
The day is your own, Nothing outside of the ordinary happens and the road to the rest is open today at least. |