splinter-keep/rules/deck/cook.yaml
Dejvino d4a19ef438 Initial commit: The Chaos TTRPG solo campaign skeleton
Locked: rules/ (deck cards + mechanics), tools/ (draw, roll, run)
Unlocked: session/ (character, world, tweaks, log)
Entry: run.sh launches the Textual TUI
2026-06-23 23:15:17 +02:00

108 lines
5.7 KiB
YAML

# Cook the Chaos — Session & Scenario Generation Cards
# Draw from these tables to build a session on the fly.
rumours:
description: "Rumours heard at The Keep. Roll 1d6 or choose."
table:
1: "The old mill has been taken over by something that clicks in the dark."
2: "A merchant caravan went missing on the Eastern road — cargo intact, people gone."
3: "Witchlights have been seen in the marsh. Those who follow them don't come back."
4: "The baron is offering a reward for a 'beast' — but no one who's hunted it has returned."
5: "A tomb was uncovered by the recent rains. Strange symbols glow at night."
6: "Someone in the Keep is paying good silver for old bones — no questions asked."
jobs:
description: "Jobs posted at The Keep. Roll 1d6 or choose."
table:
1: "Escort a nervous scholar to the ruins. Pay: 20 silver."
2: "Clear vermin from the cellar of the Splintered Tankard. Pay: 5 silver."
3: "Deliver a sealed box to a hermit in the hills. Do NOT open it. Pay: 10 silver."
4: "Hunt a wolf pack that's been taking livestock. Pay: 8 silver + pelts."
5: "Investigate why the north well ran red last week. Pay: 12 silver."
6: "Collect a debt from a deadbeat in a dangerous part of town. Pay: 15 silver."
terrain:
description: "What does the Realm look like here? Roll 1d6."
table:
1: { name: "Forest", hint: "Dense trees, poor visibility, lots of cover" }
2: { name: "Marsh", hint: "Slow movement, sinking hazards, biting insects" }
3: { name: "Hills", hint: "Good vantage points, but exhausting climbs" }
4: { name: "Plains", hint: "Exposed, fast travel, little cover" }
5: { name: "Ruins", hint: "Partial cover, unstable floors, hidden chambers" }
6: { name: "Mountains", hint: "Slow travel, avalanches, thin air, caves" }
weather:
description: "What's the weather? Roll 1d6."
table:
1: "Clear and bright — visibility good, travel normal."
2: "Overcast — dim light, muffled sounds."
3: "Heavy rain — reduced visibility, fires hard to light, tracks wash away."
4: "Fog — everything is obscured beyond 20ft."
5: "Wind storm — ranged attacks at disadvantage, noise hides ambushes."
6: "Sweltering heat — exhaustion risk, water consumption doubles."
mishaps:
description: "Something goes wrong. Roll 1d6 when the party travels."
table:
1: "A character twists an ankle. -1 on all rolls until they rest."
2: "Supplies are damaged or lost. Ruined rations, broken gear."
3: "Wrong turn. Add 1 extra watch to travel time."
4: "Loud noise attracts unwanted attention."
5: "A minor injury. Roll 1d6: 1-2 take 1 damage."
6: "Something valuable slips from a pocket or pack unnoticed."
points_of_interest:
description: "Something notable in the area. Roll 2d6."
table:
2: "A forgotten battlefield — bones, broken weapons, a lingering curse."
3: "A hermits hut — the hermit may or may not be friendly."
4: "A collapsed tunnel — may be clearable, or may contain something."
5: "A standing stone circle — hums faintly, odd dreams if slept in."
6: "A corpse with a half-readable map clutched in its hand."
7: "A small shrine to a forgotten god — offerings might be rewarded."
8: "An abandoned campsite — still warm, signs of hasty departure."
9: "A strange tree — its bark looks like faces, its leaves don't move."
10: "A fissure in the ground — warm air rises from it, faint glow below."
11: "A gallows with three cages — one of the occupants is still alive."
12: "A glowing pool — healing? cursed? the water burns going down."
random_encounters:
description: "Who or what crosses the party's path? Roll 2d6."
table:
2: "A powerful creature — dragon, wyrm, or greater fiend."
3: "A patrol of hostile humanoids (bandits, cultists, soldiers)."
4: "A lone traveller — wounded, desperate, or not what they seem."
5: "A pack of small creatures — aggressive but easily routed."
6: "A merchant with a guarded cart — open to trade."
7: "Odd natural phenomenon — lights, sounds, strange smells."
8: "A lost child or animal — needs help getting home."
9: "A scout or spy — watching the party, will report back."
10: "A burial party or funeral procession."
11: "A patrol of friendly soldiers or rangers — can share info."
12: "A wandering NPC with crucial information or a warning."
wild_magicks:
description: "The Realm bleeds chaos. Roll 1d6 when wild magicks surge."
table:
1: "A character briefly swaps places with their reflection."
2: "Gravity inverts in a 50ft radius — hold on."
3: "All flames turn blue and cold — still burns."
4: "Vegetation rapidly grows, entangling everyone."
5: "A character speaks only in reverse for the next hour."
6: "Time loops for 10 seconds — everyone repeats their last action."
the_destination:
description: "What's at the end of this road? Roll 2d6."
table:
2: "A dungeon entrance — sealed, needs a key or ritual to open."
3: "A ruined tower — partially collapsed, something lives in the basement."
4: "A cave system — dark, winding, filled with echoes."
5: "A hidden glade — peaceful, but not uninhabited."
6: "An active quarry — slaves, monsters, or both."
7: "A small hamlet — suspicious of outsiders, but has a problem."
8: "A bridge — guarded or collapsed, must cross or find another way."
9: "A fishing village — paying for someone to deal with a river beast."
10: "A bandit camp — well-defended, with hostages or loot."
11: "A temple — overgrown, partially submerged, still consecrated."
12: "A floating island — accessible only by rope, magic, or luck."