Cook the Chaos | Wild Magicks
roll 3d6 to spread total chaos
3. The party begins to hear the thoughts of all living creatures, all flora and fauna in the area, which in turn can hear those of the party.
4. Following a gust of dry wind, all non-magical metal or steel begins to rust away, leaving only dust. This might be alleviated or slowed by applying natural oils found in nearby plants.
5. Upon entering the area, once per day all creatures, including the party, are transformed into a small woodland creature, reverting to their original form upon leaving the area, or maybe also at sunrise.
6. Strange black spots mark the sparse ground ahead. Acidic fluid erupts sporadically from arcane fissures and corrosive geysers in the ground, firing acid out in a large radius.
7. A ring of orange and purple mushrooms, perfect and unbroken, sprouts up blocking the path. This is the home of a very curious pixie creature, suffering from boredom, who might engage with and follow the party in search of entertainment.
8. The ground turns to quicksand in seconds. The sand will pull the party downwards, but after a while will be noted to begin reverting to normal ground, potentially trapping those partially sunken.
9. A clearing of fetid, rotting plant life festers after the archdruid in charge of maintaining it was murdered in cold blood. Corrupted by this violent act of betrayal, the animated grove itself lashes out at anyone daring to pass through.
10. The skyline is broken by the gargantuan, jagged silhouette of an impossibly enormous ribcage. A shattered skull & massive femurs are embedded into the ground. Divine magicks lace the area.
11. The sky turns dark & purple as lightning crackles, converging on a pool of oily, swirling energy as a planar portal has, through time or sabotage, become dysfunctional, the environmental effects of the unstable magicks spreading.
12. Something shimmers on the horizon, rapidly drawing nearer, a primordial tornado unlike any cyclone seen before. Water? Hoar Frost? Fire? Lightning? Sand?...Sharks?
13. Large sprouts of hair surge from the ground. If any spells are woven here, the weaver and everyone nearby loses all their hair, which will then regrow at a natural rate.
14. The air smells sweet, but after treading through this area, one in the party becomes violently flatulent yet completely unaware of what they emanate. Creatures may track and be attracted to the scent.
15. The air is filled with strange hues, carrying occasional whispers which disorient and interrupt any attempts to weave spells in the area, this anti-magic field coming and going sporadically.
16. Any lies spoken in this area are followed by the echo of a persistent cough, the liar forced to repeat what they have just spoken but with the truth. This is a zone of truth sustained by lost artefacts of crusaders fallen eons ago.
17. Within this area exist randomly-placed pockets of low gravity, where at any point anyone wandering into that pocket might face the prospect of firing into the air, gravity then kicking in again at random.
18. A talking parrot flutters into existence and talks loudly with a pirate accent. If killed it will return, it can’t be silenced or banished, and will only leave the party alone if someone threatens it with pirate slang or gives it a cracker.
Don’t let these stop you. Try to come up with your own, and create a random table or two. You can feel free to use the process for arcane weavin’ to inspire your devious creations. Don’t think through any potential consequences or how the player(s) might react - leave that to them and see how they handle the chaos!
what's next?
Ok, so from here you might want to...
...move onto the destination
...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!