Gorm Climate: | Roll 1d10: |
1: | Lose all resources in the settlement storage. Spend an innovation you previously learned to avoid this. |
2: | Lose 4 resources from the settlement storage. Spend an innovation you previously learned to avoid this. |
3: | Lose 1 resource from settlement storage. |
4-7: | Does settlement have Hovel? |
| Yes=Survivors huddle inside as razor winds and sickening lightning pummel the settlement. +2 to Endeavor results at Home innovations this lantern year. |
| No=The echoing cries on the wind wear out the returning survivors. Reduce their insanity to 0. They must skip the next hunt to recover from their journey home. |
8-10: | Does the settlement have Storytelling? |
| Yes=Huddled together in the howling storm, the settlement recalls stories of worse hardships they have triumphed over. Nominate a survivor with 0 Hunt XP. They grow from the experience of their elders and gain +1 understanding. |
| No=The settlement struggles against the quaking ground, linking arms to brace themselves against the storm. Nominate a survivor with 0 Hunt XP. They draw strength from the settlement's determination and gain +1 courage. |