RANGER LODGE CONDITION TABLE (d20)
Clear / Stable Results (25%)
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Well-kept and empty
Recently used. Fire pit cold. Supplies intact. -
Occupied and calm
Rangers or hunters present. No immediate trouble. -
Weather-worn but functional
Drafty, snow-drifted, or damp, but safe and stocked. -
Recently restocked
Extra firewood or food left by a passing ranger. -
Quiet watchpost
Someone passed through within the last day. Tracks are clear and deliberate.
Resource Pressure (35%)
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Low on firewood
One night of heat remains. -
Low on food
Hard grain and salt only. -
Low on water
Ice must be melted or fetched at risk. -
Out of one critical supply
Roll 1d3: firewood, food, or water. -
Supplies spoiled or frozen
Edible but unpleasant. Morale suffers. -
Poorly maintained
Repairs overdue. Roof leaks or door sticks. -
Abandoned in haste
Gear left behind. No obvious violence.
Damage, Intrusion, or Threat (40%)
-
Weather damage
Partial roof collapse or interior drifted in. -
Badly damaged by fire
One room destroyed. Cause unclear. -
Broken door, creature has moved on
Food cache destroyed. Tracks remain. -
Broken door, creature still inside
Roll on Monster Subtable. -
Occupied lodge, active trouble
Inhabitants fighting or preparing for a threat. -
Quarantined
Warning marks. Rangers sealed it deliberately. -
Corruption signs
Cold spots, warped wood, disturbed shrines. -
Lodge failed as shelter
Unsafe to stay without repair or clearing a threat.
OCCUPIED LODGE COMPLICATION (roll if 17)
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Monster harassing the lodge nightly
-
Supplies stolen by small humanoids
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Undead or corruption nearby
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One ranger badly wounded
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Larger threat tracked but not yet engaged
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Lodge is bait for something worse
MONSTER INTRUSION TABLE
Roll 1d20 when a lodge has been breached, damaged, or occupied by force.
Small Intruders (Opportunistic, Often Leave)
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Kobolds (OSE)
Curious, hungry, and bold in groups. Likely stole food and tools. -
Snow Goblins (GFN)
Crude break-in. Fire pit disturbed. Food cache ruined. -
Monstrous Barrow Rats (GFN)
Gnawed entry. Nesting material dragged inside. -
Ice Leeches (GFN)
Drawn to stored water or blood scent. Often overlooked until too late. -
Angakok (GFN)
Entered seeking warmth or shelter. May leave ritual marks.
Medium Threats (Territorial or Drawn by Heat)
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Wolf (OSE)
Forced entry during storm. May still be inside or guarding carcass. -
Giant Arctic Wolf Spider (GFN)
Webbing in loft or rafters. Prefers warmth and vibration. -
Skeleton (OSE)
Drawn by old death or lingering corruption. Did not eat, only disturbed. -
Sulfurous Skeleton (GFN)
Fire damage present. Smoke smell lingers unnaturally. -
Frozen Dead (GFN)
Wandered in during whiteout. May still be inert until disturbed.
Large or Dangerous Intruders
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Bear, Black or Brown (OSE)
Classic lodge breaker. Food destroyed. Furniture smashed. -
Giant Beaver (GFN)
Structural damage. Wood chewed. No malice, just instinct. -
Ogre (OSE)
Entered looking for shelter or food. May have slept inside. -
Graven Wolf (GFN)
Intelligent predator. Likely stalking occupants deliberately. -
Dire Wolf (OSE)
Lodge treated as claimed territory. Bones nearby.
Severe or Existential Threats
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Taiga Wight (GFN)
Lodge breached as part of a hunt. Cold deepened unnaturally. -
Qivitoq (GFN)
Former human seeking shelter. May speak. Extremely dangerous. -
Greater Qivitoq (GFN)
Lodge used as ambush site. Signs of ritual or obsession. -
Polar Bear (OSE)
Total devastation. Lodge barely standing. -
Something Bigger Passed Through
No creature remains. Tracks vanish abruptly. Rangers sealed the lodge afterward.
QUICK REFEREE GUIDANCE
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HD 1–2 creatures usually flee if confronted.
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HD 3–4 creatures may have claimed the lodge.
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HD 5+ creatures treat the lodge as disposable.
If the lodge is occupied, assume:
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occupants are wounded, barricaded, or preparing an ambush
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or the monster is expected to return at night
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