Cook the Chaos | Terrain and Weather
what’s the terrain here?
maybe roll twice for a blend. is the party prepared for it?
1. Forest - dense, swampy, rainy, ancient, haunted?
2. Hills - steep, rolling, poor line of sight, hollow, canyons, rocky?
3. Marsh - barren, sporadic islands, sinkholes, poisonous, foggy?
4. Mountains - through trail, snowy, volcanic, crevasses, cliffs?
5. Plains - exposed, farmland, scorched, glaciers, ravaged?
6. Water - sea, lake, river, deep, shallow, fast flow, icy, putrid?
what’s the weather like?
wild realm magicks can rapidly mess up conditions
1. Blizzard / Storm / Twister - best to take cover?
2. Clear Skies - but watch that darkening cloud?
3. Freezing Cold & Fog - snow, sudden, worsening, cutting?
4. Heavy Rain & Mist - gear getting soaked?
5. Searing Heat & Humidity - oppressive, not from the sky?
6. Strange Phenomena (roll 1d6 – (1) ashfall, (2) solar eclipse, (3) strange lights, (4) meteor shower, (5) malevolent storm, (6) wild magicks tempest)
Roll these whenever the party sets off to, or explores, somewhere new, or if you feel a sudden change might shake things up. Note down the terrain for future sessions if the party will return there, but even if you don’t, maybe on their return the wild magicks in The Realm will begin playing tricks on the mind, masking previously remembered terrain beneath illusions, curses, or enchantments. Whatever the terrain or weather, try to think of how it might challenge the character(s) or widen the player(s)’ eyes, or how it might divert them or drain their resources, remembering to use mishaps if they end up lost.
what's next?
Ok, so from here you might want to...
...move onto mishaps
...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!