Random Encounters, in a Weird World

“Hitting the road, with your wagons and followers in tow, you wonder what the winding way has stored for you this time?

Wolves? Trolls? Something altogether more sinister? There’s no way to know. You can only push forward.

And that is precisely why you push through this bleak landscape. To surprise yourself.

There was nothing new to find under the cold soil of your father’s fields, so you took the risk to become a delver. A reaver. A knower of things, a finder of secrets.

The road is your home, the inns on the way are the closest you want for  a restful place.

You can never go back home again. But what is home anyway?”

I don’t know if you’ve noticed, but I vomit out a whole bunch of my own strange and painful life into these rules and blog pieces, and the stories reflect my odd path.

And what do I have, but a bunch of random encounters? This is the way I run them in my games, and this should help you Judges along  while making the wilderness interesting, or at least weird. Check out the PDF for my tricks to run a random encounter table in the wild, and five strange encounters to befuddle your players with.

This was actually one of the first things I wrote for the blog. Took me a while to clean it up to this stage: still isn’t perfect, but I can pop it out here now. The magical honesty of gas station vodka is strong with this one.

Cheers,

AMP

Random Encounters: RandomEncounters_Rules+5_AMP

PS. The Broken Promise in the featuring picture is an actual magic item (although in resin, not old flesh). I’ll gladly trade it for a DCC belt buckle, or a similar joy.