TABLE RANDOM ENCOUNTER ON THE TRAIL (d90)

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7 who ever is closest broke their wagon, roll a 1d6 on

1-2 Broken Wheel
3-4 Broken Axel

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,
Each person in the session picks a number of between 1 and 7, Roll 1d7, The person closest is the shooter, the person farthest is the shot, if more then one person is the farthest they both go shot. You must stop the train and set up camp nearby and rest for 1d4 days or if a town in your region has a doctors you can travel there instead and only rest 1d2 days

61

Accidental Gunshot

You Done shot someone,
Each person in the session picks a number of between 1 and 7, Roll 1d7, The person closest is the shooter, the person farthest is the shot, if more then one person is the farthest they both go shot. You must stop the train and set up camp nearby and rest for 1d4 days or if a town in your region has a doctors you can travel there instead and only rest 1d2 days

62

Accidental Gunshot

You Done shot someone,
Each person in the session picks a number of between 1 and 7, Roll 1d7, The person closest is the shooter, the person farthest is the shot, if more then one person is the farthest they both go shot. You must stop the train and set up camp nearby and rest for 1d4 days or if a town in your region has a doctors you can travel there instead and only rest 1d2 days

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.