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Expeditions
The Barrow Door Stands Open
An old king's barrow, and the sealing stone rolled aside. Fresh mud on the threshold. Whoever opened it may still be inside.
- Entity ID
barrow- Choices offered
- 3
- Safest option
- Roll the stone back and mark it — 85% base
- Riskiest option
- Go in with torches — 32% base
- Can end the run early
- Yes
- 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 |
|---|---|---|---|---|
| Go in with torches | risky | 32% | Iron +110, Renown +3 | Wood -20, Fortune -2, the party turns back |
| Roll the stone back and mark it | safe | 85% | Stone +50, Renown +2, Fortune +1 | Fortune -1 |
| Watch the door till dusk | even | 55% | Stone +30, Iron +60 | Food -25, Fortune -1 |
What the chronicle records
Go in with torches (risky, 32%)
Success: Grave robbers, gone in a hurry — their sacks of old iron and one arm-ring still by the door. → Iron +110, Renown +3
Failure: The roof has other opinions. Everyone crawls out; the torches and one boot do not. → Wood -20, Fortune -2, the party turns back
Roll the stone back and mark it (safe, 85%)
Success: The stone seats with a boom. The nearest holdfast pays a finder's duty for the report. → Stone +50, Renown +2, Fortune +1
Failure: The stone slips and cracks. You leave it worse than you found it and don't mention your name. → Fortune -1
Watch the door till dusk (even, 55%)
Success: Two robbers come out blinking. They trade their haul for their horses and a head start. → Stone +30, Iron +60
Failure: Nobody comes out. The waiting costs a day and the fire burns your supper. → Food -25, Fortune -1
Fortune, at this scene
| Choice | Fortune −3 | Fortune −1 | Fortune 0 | Fortune +1 | Fortune +3 |
|---|---|---|---|---|---|
| Go in with torches | 20% | 28% | 32% | 36% | 44% |
| Roll the stone back and mark it | 73% | 81% | 85% | 89% | 95% |
| Watch the door till dusk | 43% | 51% | 55% | 59% | 67% |
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 · A Caravan in the Ditch · The Hermit's Toll · Wolves on the Kill · 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.