Frame: A [mood] [site] with [feature], where [there] can be found. Watch for [danger]. [sense].
Mood (d4, all columns)
| d4 | Mood |
|---|
| 1 | Lively |
| 2 | Deserted |
| 3 | Tense |
| 4 | Hushed |
Site (d6)
| d6 | Wilds | Outpost | Town | City | Route |
|---|
| 1 | Canyon | Trading post | Saloon | Refinery | Rail depot |
| 2 | Barrow field | Mine head | Church | Longhall | Riverboat deck |
| 3 | Frozen lake | Steading longhouse | Bank | Docks | Toll bridge |
| 4 | Old-growth forest | Fort | Livery stable | Menagerie | Stagecoach inn |
| 5 | Ley-scarred badlands | Waystation corral | Courthouse | Opera house | Longship landing |
| 6 | River ford | Trapper's camp | Thing-stone in the town square | Lower-ward tenement | Water tower siding |
Feature (d8)
| d8 | Wilds | Outpost | Town | City | Route |
|---|
| 1 | A standing stone that hums | A palisade of sharpened logs | A balcony over the street | Catwalks over vats of essence | A telegraph office |
| 2 | A natural stone bridge | A watchtower with a bell | A bell tower | A dragon prow mounted on the wall | A great paddlewheel |
| 3 | Bones of something huge | A dragon-carved mead hall | A rune-painted vault door | Cranes and stacked cargo | A toll gate and chain |
| 4 | A hot spring steaming in the snow | A single shared well | A hanging tree | Rows of iron cages | A common room with a big hearth |
| 5 | A rune-carved cliff | An ore-cart track | A raised boardwalk | A gilded balcony box | Shields hung along the gunwales |
| 6 | A burned-out wagon circle | A flagpole flying two flags | A sputtering essence lamp post | Narrow alleys strung with laundry | A water tank on stilts |
| 7 | A cave mouth breathing warm air | A forge that never cools | A back staircase | A ley conduit humming under the street | An engine turntable |
| 8 | Trees all bent one direction | A graveyard bigger than the post | A public notice board | A clock tower | A ferry rope across the river |
Danger (d10)
| d10 | Wilds | Outpost | Town | City | Route |
|---|
| 1 | Rockslides | The palisade's blind side | Crossfire from the rooftops | A vat spill | A runaway car |
| 2 | Thin ice | A collapsing shaft | A mob | The watch | A boiler explosion |
| 3 | A beast's territory | Jumpy sentries | A crooked deputy | A crowd that turns | A fall into the river |
| 4 | A ley surge | A feuding family | Fire in the dry boards | An escaped animal | Bandits at the bridge |
| 5 | An ambush point | A loose beast in the pens | A stampede down main street | A falling cargo load | A toll guard with a grudge |
| 6 | Flash floods | The powder store | A gang in the back room | A ley conduit rupture | A stampede at the depot |
| 7 | Quicksand | A sickness | A sniper in the bell tower | A pickpocket gang | A snag in the river |
| 8 | The restless dead | Drunk soldiers | A rigged card game | A dead-end alley | A collapsing trestle |
| 9 | Trails lost in fog | The jarl's temper | A rotten boardwalk | An assassin in the crowd | A stranger with a gun |
| 10 | Poisoned water | A sealed door that shouldn't open | An essence lamp that bursts | A building on fire | A beast on the line |
Who's There (d12)
| d12 | Wilds | Outpost | Town | City | Route |
|---|
| 1 | A trapper | The trader | The sheriff | Refinery workers | Travelers |
| 2 | A hermit | Miners | Gamblers | The thane's warriors | The train crew |
| 3 | A hunting party | The jarl's housecarls | The preacher | Dockhands | River gamblers |
| 4 | Outlaws | Cavalry troopers | The banker | The menagerie keeper | The toll-keeper |
| 5 | A lost child | The healer | A gunslinger | High society | Freight teamsters |
| 6 | A seeress | A wagon company | The saloon singer | A crime boss's runners | A lawman and his prisoner |
| 7 | A survey crew | The blacksmith | A newspaperman | The watch | Norse traders |
| 8 | A herd and its drovers | A shieldmaiden | Old Norse elders | Reporters | A mail rider |
| 9 | A ghost | Children at play | Cowhands in from the range | A foreign delegation | A company detective |
| 10 | A beast-caller | A traveling preacher | The undertaker | Street preachers | A stowaway |
| 11 | A band of exiles | A fur buyer | A circuit judge | Lodge members in disguise | A track gang |
| 12 | No one, though someone was here yesterday | A stranger no one invited | A traveling show | Striking workers | A family heading west |
Sensory Detail (d20, all columns)
| d20 | Sensory Detail |
|---|
| 1 | Gunpowder hangs in the air |
| 2 | Everything is coated in fine red dust |
| 3 | A dog won't stop barking |
| 4 | The air tastes of copper, the way it does before a surge |
| 5 | Distant singing in the old Norse tongue |
| 6 | Wind howls through every gap |
| 7 | Dead quiet; even the birds have stopped |
| 8 | Faint blue ley-light at the edge of vision |
| 9 | Woodsmoke and roasting meat |
| 10 | A sign creaking on rusted hinges |
| 11 | Rain drumming on tin |
| 12 | Flies, far too many of them |
| 13 | Bells ringing somewhere, out of rhythm |
| 14 | The ground trembles faintly underfoot |
| 15 | A sweet smell of rot under the perfume |
| 16 | Mud everywhere, sucking at every step |
| 17 | A piano playing the same tune over and over |
| 18 | Frost on everything, whatever the season |
| 19 | Ravens watching from every perch |
| 20 | Laughter that stops when the posse walks in |