d12 Modern Horror Tables.

7. An orange tabby cat, alive, unharmed, healthy. The box is clean and dry on the inside. No return address. No note. Meow.

What’s in the box?

Content Warning: Descriptions of gore. May be traumatic for some readers.

(Today’s random d12 table was suggested by @FreighterOne on Twitter.)

A strange box arrives addressed to one of the characters. What’s inside? Roll 1d12 and consult the table below.

  1. A human head, wrapped in plastic wrap. It’s been in there a while judging by the smell. No note or anything accompanying it.
  2. Completely full of ribbon candy, cinnamon disks, butterscotch lozenges, lemon drops, and other hard candies. A simple handwritten note says, “Enjoy. Don’t get a tummy ache. Watch out for tooth decay.” No signature or return address.
  3. A Blue Yeti Microphone. The address on the box is the character’s name and proper address. The note inside says the mic is a gift to “Night Whispers ASMR,” a popular YouTuber that shares the same real life name as the character. Only when they look on YouTube, there is no such channel.
  4. A 9″x13″x3″ box full of dead bugs. No return address. The note inside is an ad clipped from the newspaper that says, “I baked you a cake.”
  5. A large box full of used cat litter. The return address is Mr Fluffles, Eerie Ohio. The note inside is simply a paw print on a piece of plain white paper.
  6. A small box containing 16 rusty, straight square nails. The return address simply says, “Tombstone.” The note inside the box says, “For your coffin.”
  7. A White Bunny Rabbit- alive, unharmed, healthy. The box is clean and dry on the inside. No return address. No note. Seems unusually observant.
  8. The outside of the box is marked with biohazard warnings. If anyone foolishly opens the box, there is a broken glass container inside. The letter on the inside says, “If this box arrives broken or damaged, go to the nearest hospital immediately. This box contains a parasitic spider carrying a highly contagious necrotic plague. If still healthy after three days, you may leave quarantine. Please return this package to Site 14 as soon as possible.” The return address simply reads “SCP Foundation Site 33.”
  9. A large box containing a bottle of fine wine and a cake that says, “Happy New Year 1953.” The address is correct, but the name is incorrect. The return address is Ferdinand P. Gently, 666 N. Pine Blvd. Eerie, Idaho. Further research indicates Ferdinand passed away from natural causes in 1972. The cake is fresh and edible. (Chocolate slab cake. Quite delicious.) The wine is outstanding, maybe 100 years ole?
  10. Old Christmas ornaments and a string of lights. Return address is S. Klaus. 001 Factory Lane, North Pole. The note inside simply says, “Merry Christmas.”
  11. It contains 4 rings, a dull hunting knife, an old .38 revolver and a severed human hand that matches the character’s DNA. The note inside says, “I told you you’d put an eye out with that thing.” The character’s name and address are also listed as the return address.
  12. What appears to be a small, mummified extraterrestrial being in a strange metal sarcophagus. No note. No return address.

Random messages from beyond the grave.

Roll a d12 and consult the table below for messages caught on EVP or just heard around paranormal activity (“haunted” houses/buildings/etc.)

  1. “Hitler won World War Two.”
  2. “Leave here. Now. Go away.”
  3. “The water is too hot. Turn the faucet off.”
  4. “Where are we?”
  5. “This is Ashtar of the Galactic Command. Stay tuned for and important message.” (Nothing discernable follows.)
  6. “We’re all fine here. How are you?”
  7. “The horses are in the paddock.”
  8. “Look in the old rectory.”
  9. “Grandma. I can’t find Grandma. Where’s my grandma?”
  10. “That darn cat.”
  11. “The Bible was right about it.”
  12. “Come with us. Join us. It’s fun.”

1d12 Minor Magic Items.

Use these 12 items at your own risk. They have not been thoroughly tested.

Compatible with most D20 Fantasy RPGs.

Roll 1d12 and consult the table below:

  1. Bag of Rat. This small pouch contains one fairly large white rat. Only one rat may be summoned per day (Long Rest.) The rat will follow the pouch owner’s commands but will not put itself knowingly in danger.
  2. A small pouch full of pills that grant 60′ Darkvision, also to see into the Ethereal Plane, and mild hallucinations. Darkvision/Ethereal sight last 1d4 hours. Mild hallucinations last 1d6 hours. Roughly 30% of these pills see into the Astral Plane instead.
  3. A collar that turns the wearer into a cocker spaniel puppy when worn. Effect ends when the collar is removed.
  4. Climbing claw. Not enough to scale a wall by itself but provides a +2 (Or 10% Old School) bonus to climbing attempts. Treat as a +1 magical exotic weapon in combat that deals 1d4 damage on a successful hit. Its mate may still be roaming the Material Plane somewhere.
  5. Mijo’s Boots of Jumping: These low cut letter boots with a trademark red swoosh on the side that adds a 6′ vertical leap or an additional 10′ running leap.
  6. Bunny Ears: this very strange headpiece resembles a pair of velvet rabbit ears. They add +2 to perception checks (sound) or (+10% Detect Noise Old School) They move on their own and make the wearer look cute, too.
  7. The Faceplate of Augh! This minor magical metal faceplate fits snugly onto most metal helmets. It’s visage is that of someone screaming in terror or possibly agonizing pain. +1 AC bonus. (Or -1 AC modifier Old School.)
  8. Bottomless Potion of Fizzy Water. This metal test tube style flask is filled with a colorless bubbly liquid with a mild lemon/lime flavor. The liquid can heal 1d4 hp per day (per Long Rest.) May cause drinker to burp a little.
  9. +1 Sharpened Screwdriver. This tool is useable as a large flat screwdriver, chisel, crude lockpick, piton, pry bar or stabby implement. Treated as a +1 dagger for purposes of dealing damage. Will not break if used to pry or chisel.
  10. Camouflage Polish: When applied to metal armor it allows the wearer to move less seen in the shadows. It also acts as a mildly magical sound buffer if applied to jingly chainmail or clanky plate armor. Negates armor stealth penalties for 1 day per application. +2 Stealth (+10% Hide/Sneak Old School.) Bottle contains 1d6 applications when found.
  11. Recurring Beads of Water Droplets: This pearl necklace has three large detachable stones on it. When the command word is spoken, the 3 light blue stones turn into baseball sized balls of ordinary water. The blue stones reform once per day (Once per Long Rest.)
  12. Ring of Splat Falling: This magical ring turns the wearer into a clear black gelatinous ooze on command when falling. The wearer and all worn/carried items will hit the ground with a loud splat but will be unharmed. It will take the user 1d8 minutes (or 1d8 x 10 rounds in combat) to pull themselves back together and become solid again. In goo form, the wearer will be unable to perform any actions or cast any spells until all of the droplets of jelly come together and reform. All of the droplets will try to find the largest mass and come back together. The wearer’s body and items will always be present once reformed.

1d12 Weird Things to Find…

Two random generic dungeon tables.

in Otherwise Empty Dungeon Rooms.

The characters find an empty room or antechamber in the dungeon they are exploring. Roll 1d12 and consult the table below:

  1. The room is actually filled with invisible furniture.
  2. A single copper piece in the center of the room on the floor.
  3. Three candles on a candelabra, lit. They are burnt down at an exact 45 degree angle from one another and never seem to burn down past that point. The candles can be extinguished and relit and will never burn down. Otherwise ordinary…
  4. A humanoid skeleton lies crumpled in the corner. No cause of death is obvious. It has been there a very long time and has no possessions except clothing.
  5. A floor covered in thick dust. there are marks in the dust as if a biped dragged something heavy across the floor into the opposite wall.
  6. A small abandoned campfire, an empty wineskin, and some animal bones.
  7. A table covered with empty liquor bottles. The labels on the glass bottles are strangely printed from another time, possibly another dimension.
  8. A note, sealed with wax, specifically addressed to one of the characters sits just inside the door. It reads, “Turn around and go back out. Don’t ask. It’s just better this way.” How the note got there and why are up to the Game Master.
  9. A mirror hangs down from the ceiling on a wire at exactly head level for the character first viewing it.
  10. An obviously full sack. (See sack contents sub table below.)
  11. A large mural on the wall depicting the empty room, only with a red carpet in the middle of it.
  12. A rope that hangs from the ceiling that rings a bell. What or who the bell summons is a mystery for the Game Master.

Sub Table 1-1: Stuff in the sack.

Roll 1d12 for the sack’s contents.

  1. Full of manure, offal, or poop. (You were warned when you could smell it.)
  2. A humanoid head or skull. No magical properties.
  3. A live snake of the GM’s choosing.
  4. 1d100 x 5 Gold coins.
  5. Solid gold goblet, plate, and dinnerware.
  6. Several ordinary rocks and sand to precisely weigh something down with.
  7. Coiled rope tied up in a ball.
  8. Several pieces of parchment paper and cloth balled up.
  9. Tallow about 10lbs worth. Smelly and gross.
  10. 1d100 x 10 copper coins.
  11. A dozen more sacks. Empty, of course.
  12. Medusa’s head, complete with writhing snake hair.

D12 Dice-o-Nautica US Edition.

Just don’t roll a one. 😛

Roll a d12 to determine which strange place you visit today.

  1. Open Sewage and Manhole Cover Museum in Cape Giradeau, MO.
  2. Middle of nowhere Ohio.
  3. Random grid coordinates of a former town in Utah.
  4. World’s Largest Ball of Twine (One of them) somewhere in Missouri.
  5. The First Sex Shop ever erected in San Francisco, USA.
  6. Grid coordinates of an abandoned shack in New Mexico.
  7. Underneath an old bridge in central Minnesota.
  8. Coordinates in the middle of the Hudson River, New York City.
  9. Reference to a salt mine underneath a small town in Colorado.
  10. Boone, IA. Bring your own trailer. Largest elderly population in Iowa.
  11. A broken down Acme toy factory in Illinois.
  12. An abandoned campsite in Northern California.

Promptober Day 28: Swamp.

D12 Giant nastiness found in a swamp

Horrible, giant, icky things of all sorts live in a swamp. Roll 1d12:

  1. Giant Dragonfly.
  2. Giant Frog.
  3. Giant Mosquitos.
  4. Giant Alligator.
  5. Giant Freshwater Shark
  6. Giant Catfish.
  7. Giant Skunk Ape *Sasquatch
  8. Giant Ghoul.
  9. Giant Hag.
  10. Giant Bats.
  11. Giant Snake.
  12. Swamp Giants.

Promptober Day 14: Potions

D12 Potion Table. But not what you think…

D12 Potion Table. But not what you think…

For Dungeon Crawl Classics or any D20 compatible and #OSR Fantasy RPG.

  1. Healing with double the normal effects, but the character also grows discolored bumps on their skin for 1d8 days afterward.
  2. Shrinking, but the character shrinks begins to recover at a rate of one inch per hour until normal size again.
  3. Etherealness but the imbiber can’t return at will. Potion wears off in 1d24 hours.
  4. Hulking Strength: user doubles their normal damage for 1d7 turns before gaining one level of exhaustion. The exhaustion can be removed by normal means,
  5. Invisibility but the user can be seen in mirrors and mirrored surfaces. Also, duration is 1d14 hours and can no longer be broken at will. All worn/carried items stay visible at all times.
  6. Hallucination: The user thinks all kinds of cool things are happening when really they’re just sitting/standing there drooling on themselves. Lasts 1d12 hours. (Might want to keep an eye on that character.)
  7. Fire Breathing but it only emits from the user’s nose.
  8. Clam Diving: Sort of like a potion of water breathing but only lasts 2d4 rounds.
  9. Spider Climbing but the character sprouts 4 extra legs and two extra sets of eyes for 1d8 hours. Climb speed 40′. Character has a craving for insects.
  10. Troll Growth: The imbiber’s limbs become double normal length with thin, stretched, pale green skin and gnarled, knotted appearance. Hands and feet double in size and grow grotesque blackened nails. The body stays mostly the same. The head and face grow larger and take on the appearance of a troll with green skin, a long nose and black eyes. Character inflicts damage, etc as if they have an 18 Strength. The character also regenerates 1d6 hp per turn and takes on vulnerability to fire. Lasts 1d7 hours.
  11. (Delusional) Treasure Finding: Works as a Potion of Treasure Finding but has a 50% chance of leading the character to a pile of junk or foul smelling offal instead.
  12. Super Duper Healing! Works extremely well. Restores ALL lost hp regardless of damage total. Yes. That’s it.

1d12 Tables innn SPAAAaaace!

Roll 1d12. Please have other dice on standby.

Captain, sensors indicate a breathable atmosphere on the planet, but…

Roll 1d12. Please have other dice on standby.

  1. Super heavy gravity. Roll 1d10+1 times normal Earth gravity.
  2. Massive wind storms dot the planet.
  3. Innately hostile flora and fauna have adapted to other toxins on the planet’s surface.
  4. A serious lack of water on the planet contributes to massive dust storms.
  5. It’s breathable, but… The humidity is 200% that of Earth. Most of the planet is water covered in dense fog. It’s pleasant minus the almost constant rain.
  6. It’s basically a hollow moon with lots of deep craters that somehow conspired to maintain an atmosphere. The plant life all growns deep underground.
  7. The inhabitants don’t exist in a visible spectrum available to human eyes.
  8. Pollution in the air, water, and soil is almost toxic to most beings. The previous residents really made a mess of things before they died or abandoned the planet.
  9. Geomagnetic and electrical storms pound the planet day and night. The planet is bathed in constant darkness, with sunshine being only about 4 Earth hours long on a given day. The planet sits in orbit behind a jovian planet’s shadow.
  10. Low gravity. Roll d00% for the fraction of 1G. Bouncy!
  11. Mountainous planet with most of the breathable air being at low altitudes. There are also some big creatures down there at those altitudes.
  12. The planet is currently experiencing an ice age. It’s a lot cold down there.
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1d12 Things found floating in or around asteroid fields.

  1. Clank! The ship finds an abandoned electrogravitic mine! It might even still go boom. Or maybe it won’t? Sure hope we can figure out how to detach it,.
  2. Bleep. A forgotten? alien probe is floating around out here. Who and what it reports-to is anyone’s guess.
  3. Halp? A distress beacon from a ship stranded deep within the field. It may or may not still be there. Someone got stranded. Seems harmless enough.
  4. Grawr. Giant space worms with massive teeth lurk within nearby asteroids.
  5. What the?!? A giant space tardigrade floats by. It’s alive.
  6. Tong-tong-tong. A space train of full ore cars seems to be looking for a ship to dock with.
  7. Ping. A long deserted ship floats by. It’s on minimal battery reserve and almost no life support. It’s an old mining ship from some long dead world. It’s as if the crew fell prey to some kind of vicious xenomorph. There might even be eggs still on board.
  8. Tink tink. A rogue mining operation has taken up residence in a large nearby asteroid. They aren’t hurting anyone, but they’re officially not supposed to be there.
  9. Swish. A stellar cloud of ice, iridium space dust, and radiation create a deadly combo that knocks sensors offline and interferes heavily with communication.
  10. Hmm. A seemingly innocuous vessel detaches from one of the asteroids and leaves the field in a hurry. If questioned, they seem to be regular cargo haulers. If searched, it eventually becomes apparent they are smugglers.
  11. Alert! Space pirate vessel detected. Shields up. Red alert. They apparently have a stash in one of the asteroids.
  12. Vreeep Pew Pew Pew! A series of especially aggressive Kill Satellites have opened fire on your vessel. An unknown species built them, possibly as a doomsday weapon. They seem to be coming from an automated facility in one of the asteroids. Good luck, commander.

d12 Tables: Freaky Things Along the River Bank

Roll 1d12 when characters stop along a river or large stream.

Roll 1d12 when characters stop along a river or large stream.

  1. Dragon Turtle! It may leave you alone, or not.
  2. 2d4 Giant Crayfish. (Use lobster stats)
  3. Mud Hen? What at first appears to be a normal chicken turns out to be a cockatrice.
  4. Mud Elementals. 1d4 of them slide up to the group. Why aren’t they covered in mud yet? The elementals will soon see that they are.
  5. A small boat containing 3 small hamster-esque humanoids sails by. Disturb them at your own risk. They seem harmless enough.
  6. Dinosaur (Gm’s Choice.) How it got here is anyone’s guess. It’s thirsty.
  7. Is that a Catoblepas? A large cow-like creature larger than a giraffe with a grumpy disposition rolls in the mud and sand on the bank. If left alone, it may not take interest in the party.
  8. Nereid/Nixie. Playful water sprites or aquatic fey appear in the water.
  9. Several Beaver-esque humanoids are working hard to dam up the river nearby. Could get messy for the people downriver.
  10. Humanoids. 1. Troglodytes. 2 Lizardmen. 3. Orcs. 4. Sahuagin. 5. Hag. 6. Merfolk. 7. Trolls. 8. Hobgoblins. 9. Kobolds. 10. Elf: Aquatic. 11. Doppelganger 12. Gnolls.
  11. Green slime infestation. Several yards of the acidic green stuff along the bank.
  12. A kindly old man fishing. Could be a dragon in disguise? Could be an old wizard? Could be an angelic being of some sort? Maybe a demon? Only one way to find out. Might literally just be an elderly human who lives nearby.
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1d12 Random Potion of Appearance Effects for any Fantasy RPG.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable. AND

Roll 1d12 at least once per travel session.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable.

  1. Slow Shrinking: Character loses approximately one inch of height per minute for 1d12 minutes.
  2. Slow Growth. Character gains approximately one inch of height per minute for 1d12 minutes.
  3. Hair Growth: Character grows 1d12 feet of hair uncontrollably, even from places hair doesn’t normally grow! Can be cut/trimmed/shaved as normal.
  4. Hair Loss: All of the character’s hair falls out. Grows back as normal over the regular number of days/years.
  5. Skin Thickening: Character suddenly grows a full inch deep layer of thick, callused, numb skin over the entire body. Returns to normal when the potion wears off.
  6. Bright Glowing: Character begins to glow brightly after 1d12 minutes. Regardless of clothing/armor, the glow is as bright as an open bonfire until it wears off.
  7. Opacity Reduction: (This one is kinda euww.) Character’s skin becomes 90% transparent. Whatever muscles, bones, or blood vessels are under the skin become visible until the potion wears off.
  8. Toenail Growth: Fingernails/Toenails and even horns/claws permanently grow 1d12 inches until trimmed/cut.
  9. Bizarreness: Character’s eyes, ears, nose and mouth sprout 1d12 inch tentacle stalks, wiggling about on the ends. Character must concentrate to look in a specific location until the potion wears off.
  10. Sweaty Mucus: (This is pretty euww.) Character emits a thick, green, slippery, strange-smelling mucus through pores in the skin until the potion wears off. Bonuses/Penalties subject to GM approval.
  11. Bug Eyes: Character’s regular eyes are replaced by large, geospherical insectoid eyes until the potion wears off. If the character was already an insect, the effect is reversed giving human appearance until it wears off.
  12. Awkward Bloating: Character puffs up like a marshmallow. No physical effects, it just looks inflated.
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1d12 Temporal Fantasy Forest Camping Hazards.

Roll 1d12 at least once per travel session.

  1. Swarming Mosquitoes of Unusual Size: They are huge. Camp was accidentally set too close to their breeding ground. They bite. The may possibly be carrying disease. They are large enough to carry off a fully loaded pack mule en masse. Fire and smoke repel them.
  2. Quick Mud: Character rapidly sinks 1d12 feet into a seemingly normal patch of ground. Drowning may result per quicksand rules. (1d12’x 5′) x (1d12′ x 5′) patch of ground.
  3. Contaminated Water Source: A magic user upstream has dumped a bunch of magical potion ingredients and it ended up pooling near camp. Drinking and cooking with this water may likely have some freaky effects. Bathe in it at your own risk.
  4. Whirling Dervishes: Strike the camp randomly at awkward momentsThese miniature tornadoes are attracted to the spot where the group has set up camp. They will blow tents around, possibly spook the group’s animals and extinguish campfires. Overall they are harmless, just very annoying gusts of wind.
  5. Ants! If you thought the mosquitoes were bad, these ants are more efficient and apparently hungry. The group must have accidentally set their campsite up near the ant hill. The ants will make off with as much food and other edible provisions as they can carry.
  6. Magical Magpies: nest nearby. They are harmless, but imitate the voices of any conversation within range making things very confusing.
  7. Dungeon Entraaaance! Somehow the group manages to set up camp near the entrance to an abandoned underground complex of the GM’s making. One character will accidentally fall into a hole leading to the complex. Lucky them?
  8. Raspy Berries: Raspberries plucked from a nearby bush seem perfectly normal. For some magical and unknown reason, these berries cause whoever eats them to be afflicted with a hoarse, raspy voice for 1d12 hours.
  9. Mice: These mice live in a nearby tree stump and will try to sneak into camp for food, warmth and polite conversation. They are harmless regular mice except they are moderately intelligent and can speak. Let the cartoonish antics begin!
  10. Fungus Among Us: Rapidly advancing magical moss from nearby trees blankets anything it touches in a matter of hours. It covers one 5′ square per hour advancing toward the group’s campsite. It is otherwise harmless, just slimy and annoying.
  11. Spiders! These extremely zealous web weavers cover the area while the group sleeps in sticky white webbing. There is a chance the group can see these mostly harmless pests coming by observing their surroundings. However, if the group stumbles too close, a hatching cloud of the baby arachnids might rain down upon them. At least they’re not venomous.
  12. Freaky Firewood: The group has managed to acquire firewood from a sleeping treant. Hopefully they only picked up discarded branches from the ground nearby, but it might wish to speak to them about that fire. (Intended as a non combat encounter.)

1d12 Ways to Stumble into a Fantasy Dungeon.

1d12 Ways to Stumble into a Fantasy Dungeon and 1d12 Freakish but mundane nighttime occurrences.

The way into freakishly large, scary, underground complexes isn’t often marked by road signs and tourist maps.

Roll 1d12 and consult the table below:

  1. While wandering off the road to go to the bathroom, a random character tumbles down into a concealed pit. Take falling damage for a 40′ drop and look up to discover a very old necropolis.
  2. A couple of farm kids clearing a field piled up some funny looking rocks with symbols carved into them. Late one night a portal to some sort of maze opened in the new field.
  3. A Well Digger is reported missing while working on the town’s new well. He fell down onto a buried ziggurat with a large aquifer flowing around it. The Well Digger is okay aside from some bumps and bruises. Who knows what was down there in the dark with him.
  4. A local cleric discovers a secret passage leading to a previously unknown and unmentioned series of underground passages. He did not dare venture further into them alone.
  5. The group is gathering some firewood for the night and wanders right into the entrance of a bramble maze.
  6. The braying of wolves and flashing of will-o-wisps can be found on the moors late at night. One particularly playful wisp teases the group until they follow it to a mysterious cavern entrance.
  7. Insect plagues and stinging insect attacks are on the rise in a nearby farming village. This prompted the discovery of an enormous hive on the side of a cliff facing.
  8. A seemingly random monster attack in the middle of the night by some sort of burrowing beasties leads to a chase through their tunnels right into a complex underground lair.
  9. A hunter (perhaps someone in the group) following game down an old animal path discovers a long abandoned and forgotten fort lying in ruins.
  10. An orc comes running out of the bushes in fear for her life. The local kobolds have summoned something large in their warrens nearby and now the orcs are afraid their village might be destroyed.
  11. The construction of the new inn and stables went really well. Or at least until the first mule put into the stable overnight kicked open a hole leading into an underground passage.
  12. A pair of wyverns circles overhead before swooping down and capturing a stag. Clever characters can track them to their lair in a larger underground complex.
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Freakish but mundane things that happen during the night in a fantasy woodland setting.

Roll 1d12 and consult the table below to freak out whoever is on guard duty.

  1. Footsteps can be heard in the distant underbrush. Whatever it is, it’s large. However there’s nothing there but large footprints and animal tracks if investigated.
  2. Rumbling of thunder can be heard in the distance as if a storm were rolling in. There isn’t a cloud in the sky.
  3. A distant owl hoots a bit more frequently than normal. It almost seems to be moving closer. Is it trying to communicate.
  4. A fox comes out of the underbrush and cautiously investigates the camp.
  5. A couple of bats continually swoop through the air near camp catching bugs. This isn’t so bad except they keep coming down right next to one of the sentries.
  6. A trio of raccoon kits attempt to raid the camp’s food or provisions. They’re loveable and cute as well as very harmless.
  7. A large colony of wasps is discovered next to camp in an old log right after the fire is built.
  8. The patter of deer footsteps are heard going past the camp in the dark after everyone has gone to sleep.
  9. One lone large coyote can be heard circling the camp. A while later it is joined by two more. Soon the whole pack is circling the camp looking for opportune prey. They may or may not actually attack.
  10. Something very large lands in the trees not far from camp. Later it can be heard flying away. The next morning the remains of a large animal are found somewhere near where whatever it was landed.
  11. The grass and shrubs near the camp constantly crackle and rustle as if growing rapidly during the night. In the morning it turns out the grass gained an extra inch or two while the group slept.
  12. A loud whooping noise can be heard in the distance. Soon the whoop is joined by another. Tree branches can be heard far away. The thud of rocks hitting outside of camp soon follow. They aren’t accurate enough to be considered an attack, more like a warning.
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