Showing posts with label random encounter. Show all posts
Showing posts with label random encounter. Show all posts

Saturday, 18 July 2020

Chase rules

First non-session log post in ages! I'm going to run a city campaign for/about a bunch of thieves, and I wanted to offer more explicit options to resolve situations than fighting, bluffing and stealth. Here's the chase system I'll be using; a slightly tweaked Night's Black Agents with encounters for a bog standard low-magic medieval fantasy setting.

Chase scenes are about outwitting and outrunning your opponent. They should be frantic, vivd, fast-paced. And everybody in the group should be able to contribute. I want to run this off the cuff, which means I don't want to micro-manage and plan out every last little obstacle, juggle movement speeds per character, initiative, opportunity attacks and so on.

Eberron skycoach chase in Sharn

I'll run chases as extended opposed skill checks. Yes, it's a reviled D&D 4e mechanic, yes we'll make it work anyway. My goal is a fast movie montage of cool situations and quick decisions, not endless fiddling with modifiers. I also want variety in the challenges; not just comparing movement speeds, but throwing up situations for the players to navigate in (hopefully) new and exciting ways. I'm choosing a system that treats a group of chasers or runners as one single entity, so that I don't have the hassle of tracking how far ahead each individual is. Speed over detail here.

Night's Black Agents has a perfect little system - I only needed to file off the serial numbers and write up a bunch of obstacles. Rules first, obstacles and persistent conditions at the bottom of the post. This is written for a 5e game in a lowish-magic setting like the City of Lankhmar. In a place with a lot of low level magic like Eberron, spice things up with feather fall tokens, boots of jumping and so on.

Optional rules for those who like more crunch are in italics. They can mostly be used independent of each other.


>> USE THIS CHASE TRACKER FOR D&D 5E [ google doc ] <<

CHASE RULES

Set-up. Runners are the people trying to get away, Chasers are the ones trying to catch them. You track the distance between the two groups in an abstract way using the Lead stat. Runners need to reach a certain Lead to escape, Runners want to reduce that Lead to 0.

  • Draw one box for each number of Lead on some scrap paper; track the Runner's Lead with a token like a die, a coin or a mini.
  • If you're aiming for immersion, don't show the players the progress track - only describe if they're pulling away, close to getting caught, how close they are to their goal etc.
  • If you really need to know exact distances, assign ranges for spells and attacks to different brackets of Lead. Lead 0-2 is 0-60 feet, Lead 3-6 is 60-200 feet, Lead 7-14 is 200-1000 feet.

Lead and Obstacles. The way you change Lead is by going through Obstacles; quick little situations you can navigate in a ton of different ways. Select Obstacles in advance or roll them as you go. Be prepared for a chase to hit the rooftops, sewers, water etc - I've included slightly longer lists for those environments.

The Runner starts with a Lead halfway to their Target, depending on the overall terrain:
  • Crowded, twisty alleys, lots of obstacles: start at Lead 3, escape at Lead 6.
    +1 bonus to rolls to the most agile group (highest average Dex), adjust initial Lead by 1 in their favor
  • Minor obstacles: start at Lead 5, escape at Lead 10.
    +1 bonus to rolls to the fastest group (highest average Speed), adjust initial Lead by 1 in their favor
  • Wide open terrain: start at Lead 7, escape at Lead 14.
    +1 bonus rolls to the group with the best endurance (highest average Con), adjust initial Lead by 1 in their favor
  • Initial conditions: ± 1-3 to Lead for an (un)favorable start like being surprised by guards, sabotaging the opponents' cart etc.



Have you tried just walking at street level?

Have the group pick a leader for the round and let them describe their approach. Each group moves as one close-packed group. Every round, another player heads each group and rolls a skill check to try and overcome the Obstacle.
  • Every skill is fair game, if the player can describe how they try to use it to navigate the Obstacle. Allow for crazy stunts and reward those in narration. In 5e, you can always give +d6 Inspiration for a really cool idea.
  • The base difficulty for the skill check is 13.
  • Each round, the head Runner may decide to raise the stakes by upping the Difficulty by 1. They may also keep it at the current level. The Difficulty may only be lowered by 1 (down to 13) when both the head Runner and Pursuer agree. This represents choosing a faster pace, a more difficult route or some other risky stratagem. Ask them to describe how they see this raise looking in the fiction.
  • If the lead character wants to use a skill that their group already used before in this chase, up their Difficulty for this roll by 1 - stimulates creative solution.
  • Up the difficulty by 1 if a character has headed the roll-off before - this both simulates the group getting tired and stimulates them to let everyone in the group take a turn.

Roll-off. Best roll changes Lead in that group's favor. Describe the results of the rolls, tell your players how close they are to catching or escaping their opponents, and go for the next Obstacle. If the chase is heading in a particular direction (you need to reach the boat / catch the cultist before they reach their safe house), mention how close you're getting.

  • Runner fails, Pursuer succeeds: Lead shortens by 2.
  • Runner and Pursuer both succeed or fail: Lead changes by 1 according to whose margin was greater. In case of an exact tie, keep the Lead as-is.
  • Runner succeeds, Pursuer fails: Lead lengthens by 2.
  • If either party rolls a 1, add a Condition and up the Difficulty by 1. (See bottom of post for examples). If either party rolls a 20, they can remove an ongoing Condition and reduce the Difficulty by 1.
The Goblin Chase, by Sean Andrew Murray

RUNNING A CHASE

Pick an Obstacle. Describe quickly what the group sees - this is all happening on the run. First impressions, one big hit of flavor, then boom: who takes point? What do you do?

You'll get questions from your group. Fine, use those to flesh out the scene. Try to keep that to under one minute though, this is about keeping a frantic pace.

Have the head Runner for the group describe their approach and pick a skill for it, then the same for the Pursuers. Describe results: this is going to be chaotic, lean into that. Reward crazy ideas with cool descriptions, then on to the next Obstacle!


THINKING ABOUT OBSTACLES

Ideally, Obstacles are situations that the players can decide to tackle in lots of different ways, not a straightjacket to which there is only one answer. So, "You run into an alley full of street food vendors, with drunks and hot grease everywhere - what do you do?", instead of "there's a closed fence - roll for lock picking!")

My advice is to pick or roll a bunch of Obstacles ahead of time so you can keep up the pace during the chase without having to consult tables all the time. Of course if your group decides to head for the roof tops / into the sewers / back to the streets, you'll need to find appropriate new Obstacles, but it pays to have some pre-selected.


OPTIONAL CHASE RULES


Only recommended if you've got the basic Chase rhythm down.

  • One Runner and one Pursuer character may choose to take an action (ranged attack or cast a spell) to try and change the Difficulty for the round. This always raises their group's Difficulty by 1.

    For instance, a druid could summon a thicket of brambles to tangle his pursuers and give them +1 Difficulty, or a wizard could cast haste to give his group an ongoing -1 Difficulty. The idea is not to drop into blow-by-blow combat during a Chase - that's what the combat rules are for. Reflect the effect of the player's action in the round's Difficulty and move on.
  • Runners can choose to split the party at the start of a new round; the Pursuers then have the option of sticking with one group or splitting up as well. Deception / Insight checks might be necessary if the Runners want to hide which group has the MacGuffin, hostage, etc. (No casting spells or attacks this round; this counts as one character's action - see below.)
    • If both groups split up, run this as two separate Leads to close or open up. Botches and Criticals still inflict / alleviate Conditions.
    • If the Pursuers stick together, increase the Difficulty for their Runners by +1 to represent them being hounded by a comparatively larger group. The other Runners escape.
  • At Lead [target -2] or higher, the Runner may make an additional skill check at Difficulty +2 to make a sudden escape; the lead character decides how they suddenly manage to give their Pursuers the slip. Failure ups their Difficulty by 1 for the rest of the chase. Depending on your system, inflict subdual damage or exhaustion as a cart crashes, ankles are twisted after a long drop and so on. As before, skills used already once before incure a +1 Difficulty, so just spamming "we run extra hard and roll Athletics" is not a winning strategy.
  • At Lead 2 or below, the Pursuer may make an additional check at Difficulty +2 to grab the Runner in a final burst of speed. The lead Pursuer describes how this happens and which skill they want to use. Failure ups the Pursuers' Difficulty by 1 for the rest of the chase. Depending on your system, inflict subdual damage or exhaustion.


OBSTACLES

FINALLY, shit to pepper your chase with. Either plan these out ahead of time (so you can foreshadow) or roll as you go along. Sewers and rooftops have longer lists, because face it, your players will go there first chance they get.

Street market (d12)
  1. Pottery merchant on obstinate donkey
  2. Cart with wine barrels
  3. Oil barrels waiting to be carried inside
  4. Carpet vendor
  5. Street food vendor, lots of grease and hot coals
  6. Busy market square
  7. Slippery, smelly fish market
  8. Porters taking a break, street filled with their haul
  9. Stampeding herd animals
  10. Escaped flock of poultry and their owner
  11. Escaped exotic wild animal, owners shouting not to hurt it
  12. Cock or dog fight

A complication (d12)
  1. Doom prophet loudly denouncing you to his flock
  2. Jugglers and the crowd around them
  3. Bar fight spilled into the street
  4. Loan shark thinks you owe them
  5. Assassins mistake you for their quarry
  6. Clandestine drugs sale to noble's servants
  7. Frantic victim asking to help escape kidnappers
  8. Man begging wife for forgiveness as she throws his stuff out the window
  9. Guards sleeping lightly on the job
  10. Bunch of prostitutes trying to turn a trick
  11. Robbers beating up victim in back alley
  12. Murderous black fog out to throttle someone

Crowd (d12)
  1. Mimes and living statues, invisible walls & illusionary obstacles
  2. Road full of tired, disoriented pilgrims
  3. Funeral procession, black robes and lots of chanting
  4. Town cryer and group of listeners
  5. Priest giving outdoor sermon
  6. Bunch of guards saw you running and intercept
  7. Marriage ceremony in progress
  8. Pickpockets working a crowd - including you
  9. Bucket brigade trying to put out burning building
  10. Rowdy party-goers spoiling for a fight
  11. Workers revolting against unfair taxes
  12. Outdoor pub, wooden planks on barrels

Hindrance (d12)
  1. Slippery puddle of spilled oil or worse
  2. Alley deadends into tanner's worksplace
  3. Archway leads to a busy smithy
  4. Stairs turn into a bricked up doorway
  5. Alchemists guild disposing of acidic waste
  6. Inn keeper refusing to take delivery of substandard wine
  7. Two cart drivers refusing to give way
  8. Magnificent war horse blocks half the road
  9. Sedan chair with snooty noble and guards with big sticks
  10. Cart pulls out in front of you
  11. Idiot bard on horseback weaving across the street
  12. Two men very carefully carrying a plate of glass

Geography (d12)
  1. Cul-de-sac with rusty gate and closed doors
  2. Extremely narrow alley
  3. Sudden open square with long lines of sight
  4. Collapsed building filling road with rubble
  5. Lots of ankle-trapping potholes
  6. Dizzying cliff edge, view to lower level
  7. Overhanging wrought-iron balcony
  8. Run into cliff wall to higher level
  9. Narrow, rusted crate to the sewers
  10. Open sewer
  11. Narrow bridge across a stagnant canal
  12. Slippery quay with small boats

On the water (d12)
  1. River patrol demands you stop
  2. Fat river barge blocking the way
  3. Unusually large fish nudging boat
  4. Extremely low bridge dead ahead
  5. Pleasure boat with raucous party in your way
  6. Fishers arguing over whose turn it was to haul the net
  7. Swarm of rats climbing into the boat
  8. Floating debris blocking fast travel
  9. Three nobles in an illicit gathering
  10. Drunks pissing into the river, throwing rocks
  11. Rope covered in pitch across the water
  12. Assassin on the run jumps into boat, demands getaway

In the sewers (d20)
  1. Ancient cistern with exits halfway up the smooth walls
  2. Thieves exiting torn down wall into a cellar
  3. Meeting of Rat cultists
  4. Albino alligator drifting past
  5. Sudden flood of waste water
  6. Marsh gas, liable to explode
  7. Gate rusted shut
  8. Apprentice trying out some demon summoning
  9. Moonshine still with lots of flammable juice
  10. Sluice half-closed against the recent heavy rains
  11. Spider webs. Thin strands at first, then fat cables and curtains
  12. Unstable and slippery wooden plank leads to darkened side tunnel
  13. Flood of rats racing to you
  14. Three ghouls digging into a private crypt
  15. Tunnel lowers to slippery crawlspace
  16. Vermin collectors placing traps
  17. Underground market with illegal goods
  18. Shut-in commune asks gift to open gate
  19. Drug runners with a skiff full of green opium
  20. Guards with plague masks hunting drug smugglers

Rooftops (d20)
  1. Clotheslines, impossible to see past
  2. Damaged roof with lots of holes to fall through
  3. Red roof tiles that splinter and get slippery in rain
  4. Midnight drug users on a rooftop terrace
  5. Assassins getting ready for infiltration
  6. Rusty drainpipe will break if climbed incautiously
  7. Tyaa-bird (intelligent bird or harpy) making its way into a skylight
  8. Steep roof over a deep drop
  9. Big jump across the street
  10. Gusts of biting clouds from below
  11. Narrow beam across very wide street
  12. Thatched roof, catches your feet, very flammable
  13. Large stained glass window in the way; a skylight is open
  14. Next roof over is higher than this one
  15. Clattering roof tiles alert home owner and their dog
  16. Astrologer blocks path with elaborate, fragile telescope
  17. Glyph of Warding to ward off burglars on your path
  18. Spiky weathervine swinging back and forth
  19. Hatch to lower level is bolted from below
  20. Surprised smugglers accessing their secret stash

CONDITIONS

When either Pursuers or Runners roll a 1 on their skill check, inflict an ongoing Condition on everyone. If a party rolls a 20, they can choose to end one condition.

Every condition inflicts an ongoing problem on the Runners and Pursuers. The lead character in every group rolls a check against Difficulty every round or the group suffers the effects of one of these ongoing conditions:

  • Flash rains block sight, extinguish torches, make everything slippery. Dex save or the group loses 1 Lead.
  • Lightning storm disorients everyone with flashes and thunder. Wisdom save or the group loses 1 Lead.
  • Fire! A band of arsonists - or cultists? - has set fire to the neighbourhood. Dex save or everyone in the group takes d6 damage.
  • CLOUD OF HATRED. A hidden cult has summoned the Cloud of Hate. People riot in the streets. Wisdom save or the group members inflict d6 damage on each other; add +1 to the Difficulty of Obstacles involving people.
  • Festival! An obscure faith demands an impromptu celebration. Fireworks, loud trumpets, jostling crowds. Persuasion check or the group loses 1 Lead. 
  • The stars are right. Mad visions plague the living. Intelligence save or reroll your chase check.
  • All Thieves' Night. Impromptu celebration by the followers of a local thieving god. Perception roll or a random group member loses a small item like a purce, ring or amulet. Any objects the group just stole (probably the reason they're being chased) have a 1-in-6 chance of being stolen this way. If the roll misses by 5 or less, the group realizes the theft and can try to chase the thief. If not, they realize next round and can give chase at a higher Lead.


Wednesday, 27 February 2019

Random encounters and Signs of the Apocalypses

You like surprises? Like the man said - if you love your world, set it free and introduce an Apocalypse. Indeed, why stop at one? Integrated into my random encounter table because I like to be surprised.

I could plan out a campaign that ends with the end of the world as they know it...but I could also be lazy and have a random table do the work for me. And so in addition to buried horrors on the map, I've added slow burning "background events" to my encounter table. Every time these omens come up, the world moves another step closer to disaster. Seed these events with hints to a larger conspiracy, cult, plot, etc.

First though, what does the weather look like?

Because there's only so many times you can do the Dark and Stormy Night description.

WEATHER

My last weather table (bottom of post) had radiation storms and ghost winds. This one is more tame. Your campaign is set mid-latitudes, not too far from the ocean? Thought so. Every day, check the weather with a d4: 1 advances to the next category, 4 indicates extreme weather. This technique copied from Pits & Perilous.


skies
wind
temperature
extreme (4 on d4)
Clear / partly cloudy
NE - E
cooler than
extremely still, fog banks
Partly / mostly cloudy
E - SE
median
hail, lightning, high winds
Cloudy / precipitation*
S-SW
extreme swing
storm, lightning, blizzard
Clear
W-NW
cooling
gale, floods
Clear / partly cloudy
N-NE
cool
high winds


* Spring: snow/rain - Summer: rain - Autumn: rain - Winter: rain/snow


RANDOM ENCOUNTERS

At night or at rest, roll d4.
For every 4 hours of travel or other activity, roll d6.

  1. Time passes
  2. Conflict or opportunity (d12)
  3. Sign of creature (d30)
  4. Creature encounter (d30)
  5. Mundane encounter (d20 & d6)
  6. Backdrop development (d6 & d10)

1. Time passes
Torches burn out, lanterns burn halfway, long running spells end, the horses need feeding, you need to take a leak.


2. Conflict or opportunity (d12)While time passes (as 1), roll on Goblin Punch's list of 6x2 = 12 possible encounters in camp, on the way, between NPCs and so on.



3-4. Sign of creature or creature
A sign (3) can be a sighting at a distance, tracks or waste, a lair and so on. Encountering a creature (4) means checking for surprise, a reaction roll to find if it wants to eat you, hug you, take you home for funsies, and so on.


  1. Solitary grizzly bear. Oh fuck are those its cubs?
  2. Colony of 2d4 (exploding) giant spiders
  3. Pack of 3d4 wolves
  4. Group of 2d4 boars
  5. Very territorial group of deer.
  6. 2d3 Ankheg and their nest
  7. Raiding party: 3d4+4 (exploding) goblins
  8. 1d6+2 orc challengers on rite of passage
  9. 1d4 ogres and their dire wolf
  10. Troll playing with a blink dog
  11. Manticore in cliff lair with 2d6 vicious stirges
  12. Hag with a cockatrice, warg and ogre
  13. Hunter family of 2+3 werewolves
  14. Warlock in mill: humunculus, nothic
  15. Death knight or other dangerous challenger on ancient bridge
  16. Rust monster nest of 2d4, ancient smithy
  17. Forgotten graveyard with d4+4 ghouls
  18. 2d4 skeletons and 1d6+2 zombies
  19. Wraith in tomb guarded by 3 flameskulls
  20. Nymph in a glade with chimera and unicorn pets/suitors
  21. Succulent deer being hunted by griffon
  22. Bog with 3 weary mummies
  23. Mimic road shrine
  24. Flight of 3d4 harpies
  25. Treant used as hoof sharpener by pegasus
  26. (Aboleth) river spirit, d4 bandit slaves
  27. Hunting bulette harrassing dryad grove
  28. Hydra guarding a buried treasure
  29. Nest of d2 owlbears + d3 cubs
  30. Flight of 1d3 wyverns

5. Mundane encounter (d20 & d6)

  1. bedraggled...refugees / beggars / lepers / robbery victims / hunters / escaped serfs 
  2. revelers...farmers / monks / nobles / warlocks / carnival / wedding 
  3. place...monastery / graveyard / coach stop / horse trader / market / roadside inn 
  4. marker...shrine / land owner / ancient dead / druid / warlock / thieves 
  5. hermit...shepherd / goat herd / swine herd / lone sage / very soft-handed d3 / crone 
  6. merchant...herbalist / foodstuff / clothes and hides / metalwork / woodcraft / alchemist 
  7. cabin with a...fire / cauldron / butchery / herb garden / smoking shack / wood shed
  8. tree markings...hunter / pilgrim / beggar / druid / outlaw / bandit / warlock
  9. ruined...farm / tower / mill / inn / stables / mine / bridge
  10. crossing of...river / lake / marsh / canyon / cliff / broken ground
  11. messenger...love letters / warrant / battle report / falsified orders / secret alliance / spy
  12. battlefield...now / today / recent / historical / ancient / eldritch
  13. the law...toll / watchtower / smuggler inspection / taxes / prison transport / execution
  14. victims...robbery / murder / kidnapping / blackmail / sabotage / curse
  15. broken down...messenger / carnival / merchant / tax collector / noble carriage / siege train
  16. eldritch...escaped homunculus / hacked shield guardian / pack of ghouls / hell hounds / warlock circle / maddened elemental
  17. religious...Ferragun reliquary escort / Leaden Order excorcist / Ivory Candle witchfinder / Carnellian preacher / Gustavinian investigator / 3rd Lantern vampire hunter
  18. nobility...hunting party / fête / court / duel / tournament / challenge
  19. far away...spice caravan / perfumed ambassador / curtained sorcerer's carriage /  opium merchant / furclad Vaeringjar / dragon priests
  20. half-fae...dwarf trader, mercenary / elf procession, dousing / gnome, half-elf, half-orc wandered / goblin plunder band / orc quester / cowled dragonborn, tiefling

And now...


6. Backdrop development (d6 & d10)
Maximum of one Backdrop development per day - either connect back to the earlier encounter or event, or treat as 1 (time passes).

This table holds setting-specific details, like maybe there's a war on, or the plague is about to begin, or some nobles are scheming, or wizards have been snorting coffee again, or there's a sweet lady here to take all the pain away, or eldritch shit is going down. Some categories switch to nastier tables after the first initial encounters.


1. Plague
(10 omens, then 10 early encounters, then 10 late encounters. Bring your cough medicine.)


2. War
(minor/far away encounters, or major/close by encounters)


3. Intrigue
There's something here you can turn to your advantage or to a whole lot of unwanted attention.

d6 - Who are involved
  1. Court (d4): 1) local, 2) other barony, 3) Arrayne, 4) Stone Principality
  2. Toadling barons of Ballumbie and Old Fulwood
  3. Sibling baronets of Emlyn
  4. Religious order
  5. Wizard order
  6. Trade guild


d8 What's happening
  1. honour - intercepted a letter reminding of an old, humiliating defeat
  2. debt - crushing obligation about to be repaid
  3. gift - rich and splenderous treasure being transported
  4. love - love letters and tokens being exchanged in secret
  5. marriage - bride to be traveling for political union, stopping it will break an alliance
  6. sabotage - stronghold, weapon or asset guarded badly, vulnerable
  7. betrayal - bunch of pikemen discussing how they'll turn coat on their baron
  8. assassination - bunch of actors about to give private performance

4. Awakened


After 10 warning signs, move to infections

d10 Stage 1: warning signs
(Yeah, these are a bit shit - I generated them with an excel sheet)

  1. Nightmares gave the engineer paranoia and now they are drunk somewhere.
  2. Chronic pain gave the porter depression and now they got into a fight.
  3. Festivities gave the guard memory loss and now they locked themselves in.
  4. Mountain of work gave the merchant hallucinations and now they keep seeing invisible angels.
  5. Debt worries gave the scribe tremors and now they found themselves miles from home.
  6. Green comet exposure gave the clockmaker disorientation and now they missed work.
  7. Nightmares gave the farmer loss of time and now they want to take their own life.
  8. Chronic pain drove the scribe to excessive drinking and now they have palsy.
  9. A haunting gave the hunter depression and now they think their spouse is a doppelganger.
  10. Coffee addiction made the blacksmith hyperactive and now they caused an accident.

d10 Stage 2: infection

  1. Monastery has gone silent, ringing its bells but keeping its doors closed.
  2. Confessors at the wretched Church in Stenton are going sleepless.
  3. Fishermen worked to the bone did not return from full week run in a storm.
  4. Woodloggers haven't sent new lumber after flaring green falling star.
  5. Harvest burned down in village feud-linked with neighbours.
  6. Pamflets with everyone's dirty secrets circulating in town.
  7. Nobleman is light on taxes, cannot make upkeep, now working serfs until they bleed.
  8. Harrowed sailors party themselves to exhaustion after sleep-deprived voyage.
  9. Market visitors and stall keepers exhausted, confess to sleepnlessness.
  10. Pilgrims in euphoric sleep deprivation start a day-and-night prayer.

5. Death Cult
After rolling 10 Influences of the Dawn, move on to 10 Actions of the Dawn.


d10 Influences of the Dawn
  1. a new potion promises to protect against pregnancy
  2. a known leper returns from a long absence, cured and limbs restored
  3. a farming family has suffocated its livestock and prepares for suicide
  4. a group of painful plague sufferers is found dead, at peace
  5. a fortune teller talks about the many evils in the world
  6. a village has seen no childbirth or livestock impregnation since a year
  7. a ghoul band has been cleared from the cemetary after blinding white-gold light
  8. a string of families is found killed after welcoming a traveler
  9. a white-haired girl arrives with supplies after a natural disaster
  10. a veteran soldier is found dead without a wound on him


d10 Actions of the Dawn
  1. a luminous fog drifts into town, causing painless death
  2. a hospital is attacked with gas that causes sleep, then death
  3. a suicide attack sinks a ship of famine refugees - the attacker has genitals nor anus
  4. a family is waiting for the return of their soldier son. Three white-robed people show up
  5. a child finds a sunlit gem that leaves its light in her palm. It spreads by touch
  6. a traveler unleashed painless death at a joust by kneeling and praying
  7. a friend of the party has gone to live with the Immaculate Cult and wishes to die
  8. a sad smiled wisewoman will lift a curse or disease - if you agree to become sterile
  9. a Warlock summoning is interrupted by white-clothed tome stealers
  10. a faith healer is accosted by Kurelda inquisitors and self-immolates in white light

6. The Exile
You will receive 3d6 Signs of the Exile, then experience 2d6 Seasons of Darkness, then 1d6 times will Chaos Reign, then go back to Signs of the Exile and release a major demon or horror into your campaign world. Entries copied below from their original blogs for convenience. I can't remember where I found (or wrote?) the Seasons of Darkness.


d10 Signs of the Exile
A reminder that Someone has their eye on you. After 3d6 of these, move on to Seasons of Darkness.


  1. Snake choking on a rat, both still alive.
  2. Brief view of a doe bounding away. A fox is left behind, eyes split by the doe's tiny hooves.
  3. Too many feathers. Small speckles of blood. Doves?
  4. Grey skies. A roll of thunder that goes on for minutes, but no lightning.
  5. A fox dragging a loop of intestine from its belly. Falls over and dies, and a single fly exits its mouth.
  6. Stag, with another stag's severed head, their antlers locked together.
  7. Wolf with a broken jaw, dying of dehydration.
  8. Some has crucified hundreds of squirrels. Tiny wooden crucifix-fetishes dangle from the branches.
  9. Moss-backed moose beats head against tree until bird's nest falls down, then casually eats hatchlings.
  10. In the morning, cloven footprints discovered throughout the campsite.


d8 Season of Darkness
Roll d3 to find out how many days the effect lasts. It extends three times as many miles from the local Dark Heart of the Woods. A rite of contriton or cleansing at this site can end the Season early. After 2d6 Seasons of Darkness, move on to Chaos Reigns.

  1. Thousands and thousands of bats swarm the skies. Bring rabies, carry off small wildlife.
  2. After death, all corpses turn their heads and eyes to look towards the Dark Heart of the Woods.
  3. Prey animals rise up against their predators, trampling fox and farmer in cunning, bleating hatred.
  4. The dead rise. The woods are filled with zombie animals and bloody skeletons of the same. They congregate in the Dark Heart of the Woods during the new moon, where they dance for a night and a day. Afterwards they disperse to hunt the living.
  5. Zombies have 10x their normal HP. They sense and hunt the nearest sentient creature.
  6. Trees bleed. The ground moans when it is struck.
  7. The sun fails to rise. It hovers behind the horizon for ~12 hours, creating an unnatural twilight.
  8. All food rots in the mouth, and if swallowed, is poisonous. All water tastes bitter, but is functionally clean. Starvation is rapid and dramatic. The first animals to starve are probably the smaller ones with crazy metabolisms, like shrews and hummingbirds, then mice, etc.

d6 Chaos Reigns
Lasts for 3d6 days in a 3d6 mile radius from the Heart of Darkness. Can be stopped only by a Hallow spell cast at the Heart of Darkness, which will be rife with servants of the Exile. After 1d6 of these, release a major demon or horror into your campaign world and go back to Signs of the Exile.

  1. The Sun fades away, becoming an immense red rimmed eye. You can see it staring at you no matter what, even if you are inside or underground or are otherwise blinded. The Eye’s cyclopean regard fills you with guilt; once an hour every hour until sunset, you must Save vs Paralysis or spend a turn describing 10 terrible thing you have done that you have not yet described. Lasts until sunset.
  2. The full Moon rises and begins to sing. Animals begin to act aggressively and with vicious cunning, madmen become violent and adept at escape, monarchs begin to plot invasion, and the general populace is driven to fear, paranoia, and despair. The tides are erratic and extreme. Lasts 2d4 weeks.
  3. The Stars flare to life in the sky, then vanish. Navigation by night becomes impossible, roads lead astray, and currents lead to strange seas. Lasts 2d4 weeks.
  4. A thunderous voice narrates everything anyone does, says, or thinks for the next d4 hours.
  5. Whenever it rains, it rains (d4) 1 sticky black tar; 2 bitter water that causes nightmares when drunk (or ingested via plants); 3 a hail with broken birds inside each stone; 4 blood.
  6. All present in the area make a Will save. Anyone failing this save is afflicted with a wasting sickness that will eat at their Strength at 1 damage per day, withering their muscles beneath their skin. This affliction lasts until the person commits an atrocity, defined as something completely contrary to their morals. Alternatively, the curse can be removed by a blessing with a Will save of 13 + number of Strength damage taken.