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Expeditions
Wolves on the Kill
An elk, fresh down, and a pack that hasn't eaten either. Meat for a week — theirs, unless you say otherwise.
- Entity ID
wolves- Choices offered
- 3
- Safest option
- Take a quarter, leave the rest — 85% base
- Riskiest option
- Ignore it — follow their backtrail — 32% base
- Can end the run early
- No
- Energy to mount a ranging
- 25 (three scenes per run)
Every choice, and exactly what it pays
The odds words are contracts, not atmosphere: safe is 85%, even is 55%, risky is 32%, and every one of those numbers is fixed and tested. Fortune then bends the roll by +4% per point, clamped at ±3 points, so a good early call buys slack later and two disasters make the rest of the road meaner. Nothing here is ever certain: the check is clamped to the 5%–95% band whatever your fortune.
| Choice | Odds | Base chance | On success | On failure |
|---|---|---|---|---|
| Drive them off with fire | even | 55% | Food +150, Renown +2 | Fortune -1 |
| Take a quarter, leave the rest | safe | 85% | Food +60, Fortune +1 | Fortune -1 |
| Ignore it — follow their backtrail | risky | 32% | Iron +120, Renown +2 | Food -20, Fortune -1 |
What the chronicle records
Drive them off with fire (even, 55%)
Success: They yield the kill with bad grace. A week's meat, and a story that will grow teeth in the telling. → Food +150, Renown +2
Failure: The pack calls your bluff. You leave with all your hands and none of the elk. → Fortune -1
Take a quarter, leave the rest (safe, 85%)
Success: The old she-wolf watches you cut and carry, and lets it stand. Fair is fair. → Food +60, Fortune +1
Failure: A young male disagrees. You drop the meat and keep the fingers. → Fortune -1
Ignore it — follow their backtrail (risky, 32%)
Success: The trail leads to a den by an old mine mouth — and the mine still shows iron in the seam. → Iron +120, Renown +2
Failure: The trail loops. Wolves are not stupid. Dusk finds you exactly where you started, minus the daylight. → Food -20, Fortune -1
Fortune, at this scene
| Choice | Fortune −3 | Fortune −1 | Fortune 0 | Fortune +1 | Fortune +3 |
|---|---|---|---|---|---|
| Drive them off with fire | 43% | 51% | 55% | 59% | 67% |
| Take a quarter, leave the rest | 73% | 81% | 85% | 89% | 95% |
| Ignore it — follow their backtrail | 20% | 28% | 32% | 36% | 44% |
Related
A ranging draws three scenes from the sixteen, deterministically from its seed, so this encounter can appear at any of the three stops. Guide: Mysteries of the Realm. Index: all 16 encounters · the whole database.
Other encounters: The Flooded Ford · A Watchfire Where None Should Be · The Barrow Door Stands Open · A Caravan in the Ditch · The Hermit's Toll · The Walking Septon · The Abandoned Quarry · An Uninvited Feast · The Cold Beacon · The Smugglers' Cache · A Singer with a Broken Lute · The Feral Orchard · The Mist That Doesn't Lift · The Toll That Isn't · The Night Something Fell
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.