Saturday, March 18, 2023

d100 – So You Didn’t Make It Out Of The Wilds...

The Mythic Overworld can be a dangerous and daunting place. Here’s a companion Table to my “So You Didn’t Make It Out Of The Dungeon?” Hundred, focusing a little more on how those Wild Places might mutate or have a chance to change those who spend a little too long within Her Clutches. Most are akin to Curses, potentially ameliorated by Magic (boring!) or further Adventure (better!). I suppose several could also serve as stand-ins for Magical Mishaps, Consequences for slaking one’s thirst in a Magical Spring, interfering with a Shrine to Local Lesser Deities, the various bewitchments of the Fickle Fair-Folk, those Torments inflicted by vengeful Druids or Wicked Witches, and so forth.

My prior, more Dungeon-centric Table, surprisingly finds far more use as a source of oft-repeated Rumors, wary Warnings, or even the occasional unbidden and potentially Portentous Nightmare. These results could also serve a similar purpose: Eagerly falling from the mouths of those who know better than to stray too far from the safety of Civilization.

I’ve encountered a few of these “Roll-To-Return” Tables that are usually used in conjunction with Open Table/Stable Play. These Sessions are intended to end within a Haven/Settlement in order to facilitate and sustain a shifting Cast of Characters. Most of the time the worst result on these is Death, but I tend to prefer having the experience change a Character in a meaningful way instead, perhaps after taking them “out of commission” for a commensurate amount of time. Sometimes the “Luck of the Draw” means these drawbacks might even end up being boons in the right hands.

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