Cook the Chaos | Random Encounters
roll 3d6 to interrupt the flow
3. Red Blood Mist swoops in, poor visibility, poisonous, may create bleed in eyes and attract blood-thirsty creatures.
4. Beasts attacking lone NPC trying to defend themself, holding their own but outnumbered. It might transpire that they were raised by the beasts in the wilderness, and are training for survival & combat.
5. A lone steed, with full saddle and provisions, its owner nowhere in sight, needs calmed. Tracks will lead to a ravine, at the bottom of which may lie an adventurer, and creatures looting the corpse.
6. A camp of starving bandits, who will seek to protect their ill-gotten loot from travellers, but who have met with hard times and may be willing to share rumours and tales for rations.
7. Procession of self-mutilated, robed cultists, proclaiming the Blood Mist as a portent of the coming of some deity or aberration, which may be disguised as one of them, a place of worship nearby.
8. A sacred sanctum of the local wildlife, which will stalk and surround the party, retreating only when their leader, a huge black elk, appears and tries to force the party to leave.
9. The flames from a fire rise up from woods. Small animals are trying to escape & need help. An elemental’s been angered, ‘abandoned’ by its creator, an old mage who might’ve died recently.
10. The smell of sulphur leads to a scene of devastation coated in black sand, one lone girl who (if treated well) explains her village was destroyed by two warring sorcerers, before she then vanishes.
11. Over an almost sheer cliff extending for miles in each direction, lies a vast, desolate, fog-coated, grey plain interspersed with huge black spires of obsidian rock, the dark openings in which may be guarded by shadowy creatures. Illusory? Pocket dimension?
12. A mischief of wererats is spotted travelling at speed towards an opening in the ground, the rats under the thrall of a necroweaver, and carrying ingredients for the elixir of defilation she needs to become a lich.
13. Some shapeshifters disguised as welcoming travellers cooking around a campfire, wearing the clothes of their recent victims, the smell of whose nearby corpses wafts in the breeze.
14. A roadside shrine to a forgotten deity of travel. On it is an offering of food and a few coins. If the party takes anything from the shrine, roll and direct the party in the wrong direction.
15. Shivering on the ground is a young commoner claiming to be lost, his parents killed by large beasts. He is a tethered simulacrum of a nearby arcane creature which looks to lure its prey.
16. A group of farmers approaches and asks for help to find their lost herd of goats, promising a good reward, but the goats have strayed to a nearby field which is littered with strange creatures.
17. A trail of biscuits is seen leading to a huge box propped up with a branch, a pile of biscuits underneath, and a rope tied to the branch that leads to a snickering giant who believes himself invisible and a good trapper.
18. GM’s Fate of The Realm. At the GM’s discretion, any of these encounters or something else befalls the party.
Feel absolutely free to create or collate your own random encounters, or to use any Venger’s Decks. Always remember to lay out hooks to draw them in, some conflicts to challenge the party during the encounters, and any twists that might take them in another direction or blend things in with what else is happening.
what's next?
Ok, so from here you might want to...
...move onto wild magicks
...return to the cook the chaos intro
...or double check the rules of the chaos
Remember, though, that you can navigate anywhere on the site using the menus on each page, and if you ever get lost, roll 1d6 and we'll see what perils you encounter!