The d12 Hazard Roll is used to track the passage of time, rolled once per unit of time. The structure of the Hazard Roll is always the same, but the specifics of each outcome may be different depending on the context.

 

In general, higher rolls are more favorable to players, while rolling a 1 signifies immediate danger. The structure of the Hazard Roll is as follows:

 

1 2 3 4 5 6 7 8 9 10 11 12
Threat Exhaustion Expiration Locality Clue Reprieve

Hazard Penalty

In situations where there is more danger than usual, a Hazard Penalty may be applied to the Hazard Roll. The Hazard Penalty ranges from +1 to +3, and is subtracted from the outcome of the Hazard Roll. Results of 0 or less are treated as Threat.

 

Each increment of the Hazard Penalty causes Threats to appear twice, thrice, and four-times more frequently, and correspondingly reduce the frequency of Reprieves. The Hazard Penalty may be increased when a location is on high alert or in crisis, subject to frequent catastrophes, or densely populated with dangerous creatures.

Dungeon Hazards

Threat Encounter or localized disaster (tunnel collapse, flood, fire, etc)
Exhaustion The party must rest for 1 Turn or gain 1 Fatigue
Expiration A torch goes out (4 or 5) or an oil flask burns out (4 only)
Locality Environment changes, clock ticks down, set dressing
Clue Spoor, tracks, hidden features, useful information
Reprieve Nothing bad happens!

Wilderness Hazards

Threat Encounter, obstacle or regional disaster (invasion, fire, pestilence, etc)
Exhaustion The party must rest for 1 Watch or gain 1 Fatigue
Expiration Equipment breaks, supplies ruined, animal escapes, direction lost
Locality Weather changes, clock ticks down, interesting location
Clue Clear path, hidden landmark, traveler, abundant game
Reprieve Nothing bad happens!

Downtime Hazards

Threat Encounter or regional disaster
Exhaustion Unforeseen delays and coordination problems; nothing is accomplished
Expiration Hirelings undercut, reputation threatened, shortage
Locality Local event, strange weather, clock clicks down
Clue Learn a rumor, meet a contact, find an opportunity
Reprieve Nothing bad happens!