Welcome to scraps of the choas, for The Chaos ttrpg. Within this page lie two-page adventures forged exclusively for those patrons generous and foolish enough to fund this endeavour. Use them as the destinations in your one-shot sessions, or however else you like.
The character(s) can head out from The Keep, venture forth into The Realm following the rumours or jobs noted in the scraps, survive any watch rolls during their journey if you've got time in your session, and then deal with whatever they face when they reach where they're going. Then just Roll To Return to end the session and get the character(s) back to The Keep.
To decide which adventure to run with, simply have the player(s) choose or roll a d6 for a destination in The Realm, pick a scrap for them, and kick off the session.
This page will fill up as more scraps are written, until at least there's enough for another random d6 roll for each location to choose a scrap, and if you've got an idea for one or create your own, feel free to get in touch.
1. the town
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A Deal's A Deal - Nobody can say exactly when it started. The Town's rhythm is off. Deals are going wrong. People who've known each other for years are suddenly wary. A merchant who never locked her door has bricked up her windows. Something's feeding on the space between people, in the favours owed and trust accumulated. The longer it feeds, the more The Town's hollowing out from the inside.
2. the deep
- Breakin' The Tide - The shore's been wrong for a week. The water pulls out further than it should at low tide, exposing a stretch of seabed nobody's walked in living memory, and then the tide comes back in fast, and the things it leaves behind aren't...usual. Something is anchored out there in The Deep. Something that was here before there were ships. It rose far enough to disturb the tidal pattern and then stopped, just below the surface, waiting. The water around it smells of brine and old iron. The gulls won't go near it. The fish are landing ashore lifeless.
3. the woods
- Them Bleedin' Woods - Every tree within a half-day's walk weeps red sap that smells of iron and something older. At The Woods' dark centre lies The Wound, a great split in the earth that wasn't there last season. Something's crawled out of it. Maybe more than one thing.
4. the ruins
- Stone Cold Sleepin' -The stone in these ruins is slick with a blend of dew and sweat. The Ruins seem to breathe, exhaling low groans through their cracks at odd hours, and the locals have stopped coming near. The oldest stones here pre-date The Town by generations nobody dares count. Something was sealed inside once. The seal's gone.



