The encounter chance is 40%; the rate is every eight hours toward the edge of the marsh and every thirty minutes near the house.
| 01-25 | Sound of a crane trilling | 25 |
| 26-33 | Ghostly victim cries out | 8 |
| 34-39 | Ghostly victim begs | 6 |
| 40-45 | Skeleton victim | 6 |
| 46-50 | Giant cranes (d4) | 5 |
| 51-55 | Dense fog for d100+20 yards | 5 |
| 56-60 | Sounds of ancient chants | 5 |
| 61-64 | Smell of acrid smoke, burnt ginseng, or parsnip | 4 |
| 65-68 | Coldness | 4 |
| 69-72 | Quietude | 4 |
| 73-76 | Dimness in the stars | 4 |
| 77-80 | Voice in the wilderness | 4 |
| 81-83 | House lights in the distance | 3 |
| 84-86 | Rust-like stench of blood, faint waft of warmth | 3 |
| 87-89 | Harrier flaps | 3 |
| 90-92 | Moving lantern light in the distance | 3 |
| 93-94 | Roll on sleeping house table | 2 |
| 95-96 | The Tall Man’s presence | 2 |
| 97-98 | Harrier brushes | 2 |
| 99 | Harrier nips, attempts to steal shadow | 1 |
| 00 | Steffan’s corpse lamp | 1 |
For sensory encounters, such as coldness, fog, a voice, or a dimness in the stars, listening carefully or searching stretches the boundary of the woke world. Make a second encounter roll.
For random directions, roll d8. One is north, three is east, five is south, and seven is west.
Ancient Chants: You hear, far in the distance, a chanting, and, perhaps accompanying the chanting, a short whimper, a cry, or a sob.
Coldness: The temperature falls to about forty degrees.
Giant Cranes: A beautiful singing voice, reminiscent of a nursery rhyme, precedes a golden-feathered bird with blood-red legs.
Giant crane: demonic 1; move 9/15; attack beak d4/kick d6; defense +2; song.
Ghostly Victim: When a victim cries out, a women or newborn dumped in the marsh by Steffan cries from far away. A begging victim crawls, bleeding, out of the marsh, then disappears.
Harriers: See the Encounters in the Sleeping House for more about harriers.
Lights in the Distance: The lights will be in a random direction. House lights will remain far away no matter how the characters move. Lantern lights initially move laterally to the direction seen and change direction randomly every few minutes.
Skeleton Victim: The characters are attacked by an undead skeleton. The skeleton is a child (3 in 6);woman (2 in 6) or man (1 in 6). Whether it’s a woman or man will require examination under the character is skilled in recognizing skeletons.
Skeleton: undead 1; move 10; attack d4; defense +3, thrusting 1pt, slashing ½.
Tall Man: You hear the faint sound of autumn leaves crunching in the marsh. Out of the corner of your eye, a gaunt man slips quickly into and out of sight.
Voice in the Wilderness: In the distance, a barely-audible voice is heard, calling a name. Laurel? Or Steffan? or Mary? Or perhaps one of the characters!