Encounter
Results
Gypsy Wagons:
Either encountered making their way, or pulled up in camp the Gypsy
Wagon is a hodgepodge of useful and baneful encounters. If the PC's
ignore the Gypsy Wagon they will be unmolested. If the PC's stop to
talk with the Gypsies they will be shown to the Matriarch of the
caravan. She will offer any assistance her meager train may offer;
provisions, information, first aid for the injured. All she asks is
to pick a card from her deck of fortunes. This request will be made after assistance has been rendered and much feasting and dancing has been had in the camp. Grab a deck of normal
playing cards and pull one. While only one card is being pulled the set up should be of an elaborate fortune telling reading within a heavily curtained wagon. Lighted candles and cheesy effects will give the Matriarch the appearance of a typical entertainer, but her readings do have power. Have one of the PC's pull
a card while you hold the deck and snicker. Regardless of suit read the
description for the matching numbered card. After much shuffling of
books and papers, state;
Ace: “Happiness and
joy are for those who sleep. Your journey will leave you dead and
alone.” The PC's are encouraged to spend the night with the Gypsy
caravan. If they do each character will be visited by strange dreams
while slumbering. These will leave the characters uneasy with
feelings of dread in the morning which are hard to shake. From now on
the Matriarch will have a sense of the character's well being while
in Dolmenwood. When out in the wilderness and the party is in
distress she will dispatch woodland animals once which would be
appropriate to provide some form of immediate aid.
Deuce: “Beware
treachery, especially from those you trust.” Moving forward in the
campaign every time the party gets a favorable reaction roll from
NPC's there is a 15% chance the NPC is actually playing the Party
false and will attempt to deceive, rob, capture or kill members of
the Party. Once they are betrayed the curse is broken.
Three: “The future is
pregnant with disaster.” For the next three days the Party will
have a daily encounter which will go poorly or poses some kind of
threat.
Four: “Act swiftly or
all is lost.” Upon hearing this fortune if the PC's immediately
press on they will encounter someone who will be able to provide aid
and/or useful information on their current adventure. If not, if the
Party actually stays the night with the gypsies they will awaken with
the camp having moved on. Besides not waking to the departing camp
the party as a whole is light 50% of their hard currency or
foodstuffs.
Five: “Unify, even
with your enemy, or all is lost.” The next encounter which requires
a reaction roll if the one who drew this card is present than the
reaction will at least be favorable.
Six: “You cannot
afford the luxury of trust.” The next time the PC's ask someone an
important question (not a gypsy) and are told the truth the one who
drew this card is sure they are lying.
Seven: “Reckless
abandon and chaos are your only friends.” The next time the PC's
flee an encounter the one who drew this card will not be caught.
Eight: “Search deep
beyond the meaning of oaths, even if it means torn hearts pulsating
in your blood stained hands.” The first time the PC's are lied to
the one who drew this card will know it.
Nine: “If you wish
it, it will come. If not now, then you must take it by force.” When
the PC's first encounter treasure or receive a reward for deeds done
they will receive an additional 100 pieces of gold.
Ten: “War! You will
witness the devastation of armed conflict.” The next time the PC's
are in a walled settlement it will fall under siege by whatever
appropriate force makes sense to you.
Jack: “Do not temper
lust, lay waste.” The next time the PC who drew the card is in a
tavern they get wildly drunk and must roll on the “Carousing
Mishap” table of your choice.
Queen: “For the
future be clouded, trust that blood will flow.” For several nights
hence a werewolf will stalk the party. While the first two nights are
black with dark clouds on the third night the sky will clear pregnant
with a heavy, full moon. Then the night beast will attack. If the
PC's are not alone than who the werewolf attacks needs to be rolled
randomly. If the PC's are indoors or underground they should be able
to avoid the beast's rampage. The darkened two nights prior will give
the PC's an opportunity to notice they are being stalked if they are
keeping a sharp watch.
King: “Faith in the
old gods is misplaced. Ruthlessly stamp out heresy.” The next time
anyone of the Party present at the reading encounters a Cleric they
will be accused of being dangerous blasphemers of the one true faith
and will be driven from the holy person's sight.
Joker: “Disguise
yourself from you kin, they seek to pull you down.” One time a PC
will not be recognized by an enemy seeking them out. The PC will have
to be present at the card reading to have a chance of being
unrecognized in the future. This will apply to all PC's present but a
PC can only benefit from this effect once.
Advertisement: Random
roll (1D10) from the 1e DMG random encounter chart page 174.
1 is a Dungeon Encounter,
2 is a Underwater Encounter,
3 is an Astral & Ethereal
Encounter,
4 is Psionic Encounter,
5-10 is an Outdoor Encounter.
Yeah, I know, how the fuck do
I do an Underwater Encounter on a woodland road? I leave you to your
imagination. Besides this table entry is useless without the DMG so
you might have to just make it up anyways.