1. Locations

98 Ranger Lodge: The Still Hearth

The Lodge

The Still Hearth

Ranger Slang: “The Quiet Place”
Location: Kalorand Valley / Snow Lion Road Junction

Formal Description
Built near a major travel junction, the Still Hearth exists to absorb traffic without attracting attention. It is deliberately plain, almost invisible unless you know to look for it.

Travelers pass within sight of it every day and never notice.

How It Differs

  • Better-stocked than most lodges

  • Reinforced doors and concealed stable

  • Designed for short stays, not gatherings

Special Mechanics

  • If used as a safe house, pursuit chances against the party are reduced by one category

  • Ideal for meeting contacts discreetly


Ranger Shelters of Reisa

Secondary Lodges and Waystations (Series 71B)

The Rangers of Reisa maintain a scattered network of small lodges, cabins, and waystations beyond their major halls. These are not fortresses, guildhouses, or centers of authority. They exist to keep people alive, moving, and informed.

They are intentionally modest.

Each common shelter follows a architectural and ritual baseline, but no two are exactly alike. Some are abandoned. Some are watched. A few are occupied year-round. All are maintained by expectation rather than command.

Rangers speak of them casually. The Church pretends not to notice them. Travelers survive because they exist.


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Standard Lodge Pattern (Default Layout)

Most common lodges resemble the open longhouse pattern shown in the reference image.

Common Features

  • Sod or turf roof for insulation

  • Central hearth with stone fire ring

  • Long benches and communal sleeping space

  • Simple worktable and map hooks

  • Stove or cooking pit

  • Small attached stable or lean-to for mounts

  • Lockable supply chest with:

    • Dried rations

    • Firewood

    • Water or melt barrels

    • Basic tools

  • No permanent staff

Ranger Expectation

  • Any ranger who uses a lodge is expected to:

    • Refill water

    • Replace rations if possible

    • Leave a mark or note indicating date and condition

  • Failure to do so is remembered, not punished.


Shared Game Mechanics (All Coommon Series Lodges)

When a party rests at a ranger lodge:

  • No chance of becoming lost on the next day of wilderness travel

  • +1 on foraging or hunting rolls made the following day

  • Weather exposure penalties reduced by one step for the duration of the rest

  • Rangers and Hunters may:

    • Re-roll one failed wilderness navigation check

    • Exchange rumors or trail knowledge if another ranger has visited recently

These benefits stack normally with class abilities but do not replace them.



RANGER LODGE CONDITION TABLE (d20)

RANGER LODGE CONDITION TABLE (d20)

Clear / Stable Results (25%)

  1. Well-kept and empty
    Recently used. Fire pit cold. Supplies intact.

  2. Occupied and calm
    Rangers or hunters present. No immediate trouble.

  3. Weather-worn but functional
    Drafty, snow-drifted, or damp, but safe and stocked.

  4. Recently restocked
    Extra firewood or food left by a passing ranger.

  5. Quiet watchpost
    Someone passed through within the last day. Tracks are clear and deliberate.


Resource Pressure (35%)

  1. Low on firewood
    One night of heat remains.

  2. Low on food
    Hard grain and salt only.

  3. Low on water
    Ice must be melted or fetched at risk.

  4. Out of one critical supply
    Roll 1d3: firewood, food, or water.

  5. Supplies spoiled or frozen
    Edible but unpleasant. Morale suffers.

  6. Poorly maintained
    Repairs overdue. Roof leaks or door sticks.

  7. Abandoned in haste
    Gear left behind. No obvious violence.


Damage, Intrusion, or Threat (40%)

  1. Weather damage
    Partial roof collapse or interior drifted in.

  2. Badly damaged by fire
    One room destroyed. Cause unclear.

  3. Broken door, creature has moved on
    Food cache destroyed. Tracks remain.

  4. Broken door, creature still inside
    Roll on Monster Subtable.

  5. Occupied lodge, active trouble
    Inhabitants fighting or preparing for a threat.

  6. Quarantined
    Warning marks. Rangers sealed it deliberately.

  7. Corruption signs
    Cold spots, warped wood, disturbed shrines.

  8. Lodge failed as shelter
    Unsafe to stay without repair or clearing a threat.


OCCUPIED LODGE COMPLICATION (roll if 17)

  1. Monster harassing the lodge nightly

  2. Supplies stolen by small humanoids

  3. Undead or corruption nearby

  4. One ranger badly wounded

  5. Larger threat tracked but not yet engaged

  6. Lodge is bait for something worse


  7. MONSTER INTRUSION TABLE

    Roll 1d20 when a lodge has been breached, damaged, or occupied by force.

    Small Intruders (Opportunistic, Often Leave)

    1. Kobolds (OSE)
      Curious, hungry, and bold in groups. Likely stole food and tools.

    2. Snow Goblins (GFN)
      Crude break-in. Fire pit disturbed. Food cache ruined.

    3. Monstrous Barrow Rats (GFN)
      Gnawed entry. Nesting material dragged inside.

    4. Ice Leeches (GFN)
      Drawn to stored water or blood scent. Often overlooked until too late.

    5. Angakok (GFN)
      Entered seeking warmth or shelter. May leave ritual marks.


    Medium Threats (Territorial or Drawn by Heat)

    1. Wolf (OSE)
      Forced entry during storm. May still be inside or guarding carcass.

    2. Giant Arctic Wolf Spider (GFN)
      Webbing in loft or rafters. Prefers warmth and vibration.

    3. Skeleton (OSE)
      Drawn by old death or lingering corruption. Did not eat, only disturbed.

    4. Sulfurous Skeleton (GFN)
      Fire damage present. Smoke smell lingers unnaturally.

    5. Frozen Dead (GFN)
      Wandered in during whiteout. May still be inert until disturbed.


    Large or Dangerous Intruders

    1. Bear, Black or Brown (OSE)
      Classic lodge breaker. Food destroyed. Furniture smashed.

    2. Giant Beaver (GFN)
      Structural damage. Wood chewed. No malice, just instinct.

    3. Ogre (OSE)
      Entered looking for shelter or food. May have slept inside.

    4. Graven Wolf (GFN)
      Intelligent predator. Likely stalking occupants deliberately.

    5. Dire Wolf (OSE)
      Lodge treated as claimed territory. Bones nearby.


    Severe or Existential Threats

    1. Taiga Wight (GFN)
      Lodge breached as part of a hunt. Cold deepened unnaturally.

    2. Qivitoq (GFN)
      Former human seeking shelter. May speak. Extremely dangerous.

    3. Greater Qivitoq (GFN)
      Lodge used as ambush site. Signs of ritual or obsession.

    4. Polar Bear (OSE)
      Total devastation. Lodge barely standing.

    5. Something Bigger Passed Through
      No creature remains. Tracks vanish abruptly. Rangers sealed the lodge afterward.


    QUICK REFEREE GUIDANCE

    • HD 1–2 creatures usually flee if confronted.

    • HD 3–4 creatures may have claimed the lodge.

    • HD 5+ creatures treat the lodge as disposable.

    If the lodge is occupied, assume:

    • occupants are wounded, barricaded, or preparing an ambush

    • or the monster is expected to return at night


Book Transfer

Northern Ranger Lodges

Pinned to a beam, tucked into a ledger, or nailed near the hearth

FOR THOSE CONTINUING NORTH

A sealed crate awaits forwarding.
Contents are books, field notes, and bound papers.

The crate is to be:
– kept dry
– kept intact
– passed to the next lodge without delay

Delivery is logged upon arrival.
Those carrying the crate onward are eligible for payment when the return exchange is completed.

If you are already traveling north, this is easy coin.
If you are not, leave the crate untouched.

Ask a ranger before opening anything.