50 Urban Encounters for Your Fantasy Campaign

Sooner or later, every adventuring party ends up returning to civilization. Continuing along with my series of random encounters, I am going to dive into the bustling streets of the city.

One of the biggest challenges to running towns or cities lies in being able to sell your players on the illusion that they are in a vibrant location with lots of activity and interesting people to meet. If one of the characters heads off to go shopping or another goes to visit the church, it can be helpful to have a little something ready for everyone else. This helps to keep everyone entertained but also fleshes out the city a bit.

These are all non-combat encounters (at least they start out that way) and most could be as mundane as can be. That said, I have tried to leave the door open for you to build on them as you see fit. You could easily use many of these as ways to introduce important new NPCs or plot threads within your campaign. These are merely intended to give you little hooks to work with.

That is enough out of me. When you find yourself in need of a little urban encounter, scroll through for something you like or roll a d100 and let the city unveil its secrets before you.

My starting town of Cross Tree. Made with Campaign Cartographer’s Isometric Cities of Schley symbol set.

1-2. Mysterious Art Piece: A skilled artist showcases their wares, included a painting that is the spitting image of one of the party members. The character has never met the artist, so how did the piece come to be made? Was it mere coincidence or is there something more at work?

3-4. Unusual Street Vendor: An eccentric merchant peddles curious trinkets and unique items from a mobile cart. While likely mundane baubles, these wares may hold hidden magical properties, secrets, or serve as conversation starters. Might they be a source of information for some items the party recently acquired?

5-6. Graffiti Artist: A graffiti artist captures the party’s attention as she puts the finishing touches on a vibrant mural. Perhaps the artwork conveys a hidden message that is recognized by one of the party members. Alternatively, what will the party do if the city watch attempts to apprehend the artist?

A talented bard captivates the crowd. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

7-8. Lost Pet: A distressed citizen seeks help in finding their beloved pet that has gone missing. The individual would surely be in the party’s debt if they help to return the lost creature. Perhaps the hunt will reveal a hidden side of the city.

9-10. Accused!: A stranger points out the party to the city watch and accuses them of a minor crime. Yes, the band could likely fight their way out but would it be worth being branded as criminals? Why were they accused in the first place and could the party end up benefitting from the situation?

11-12. Urchins: A band of street urchins approaches the party, begging for handouts. The waifs will be thankful for any help that they receive and could become valuable assets to the party in the future.

13-14. Street Performer: A talented bard captivates the crowd with a mesmerizing display of music or storytelling. As the party passes by, he encourages them to join with him in song or dance. Allow characters who oblige temporary bonuses to performance-based skills.

15-16. Wanted!: After making the acquaintance of a helpful stranger earlier in the day, the party sees a wanted poster bearing the likeness of the individual. How will the party respond? Do they seek out the fellow and ask for his side of the story or immediately run to the authorities?

17-18. Street Brawl: A heated dispute between rival factions erupts into a chaotic street brawl. The party can choose to intervene, support a side, or find a diplomatic solution to ease tensions and prevent further violence.

19-20. Secretive Exchange: A party member witnesses two suspicious figures engage in a clandestine meeting, exchanging cryptic messages. Observing or interfering in their dealings might lead the party down a path of intrigue and espionage.

21-22. Fortune Teller’s Prophecy: A fortune teller with a decorated tent beckons the party to unveil their future through palm reading or reading tea leaves. The predictions can provide valuable hints or create new plot threads.

23-24. Mysterious Puzzles: Characters with an appropriate background identify a series of cryptic riddles etched on city walls. These seem to challenge passersby to solve the puzzle. Unraveling the enigma may grant access to hidden locations, secret societies, or reveal a long-forgotten treasure.

A wanted poster bearing the likeness of someone the party met. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

25-26. Street Food Extravaganza: A vibrant street market lures the party with an array of tantalizing aromas and mouthwatering delicacies. Trying the exotic dishes may grant temporary benefits or lead to an unpleasant digestive issue. Perhaps the vendor hails from some exotic locale that the party wishes to know more about.

27-28. Crier’s Announcement: A town crier delivers an urgent message, revealing the arrival of a renowned figure. Paying attention to the announcement could open new opportunities for the party.

29-30. Busker Battle: Two competing street performers engage in a friendly rivalry, showcasing their talents in a captivating music or dance battle. The party members get dragged in to deciding on the winner. Taking sides or joining the performers might result in a memorable performance or unexpected rewards.

31-32. Fanatic: A follower of a fringe cult preaches what seems to be nonsense in the town square. However, as the party passes some of what the fanatic says starts to sound very familiar to the party. Do they shrug it off or attempt to question the individual further?

33-34. Lost Heirloom: A distraught citizen recounts the story of a stolen family heirloom and implores the party’s help in recovering it. The search could unravel a larger conspiracy or connect the party with influential individuals.

35-36. Drunken Celebration: The party witnesses another group of adventurers who are celebrating a successful campaign while quite inebriated. In their impaired state, is the group boisterous and looking for a fight? Perhaps they let slip a mention of some great treasure that they failed to recover?

37-38. Mysterious Street Merchant: A half-starved merchant sells bizarre and seemingly useless items. These seemingly worthless objects might hold hidden properties or serve as catalysts for unique quests and encounters. Is there some benefit if a party member takes pity on him?

39-40. Public Debate: Intellectuals or scholars engage in a spirited debate on a prominent topic that interests the party. Participating in the discussion may grant valuable knowledge or insight into ongoing events in the city. Alternately, it may show the party’s hand and allow nefarious individuals to know their stance.

41-42. Secret Meeting: A group of cloaked figures gathers in a secluded alleyway, exchanging hushed whispers and secretive glances. Eavesdropping or confronting them could reveal a conspiracy or lead the party into an unexpected alliance.

43-44. Wizard’s Apprentice: An aspiring young wizard performs tricks on the street. He is not terribly skilled but is clearly giving the performance his all. Assisting the apprentice may help to gain the favor of his patron, who may hold valuable information.

45-46. Fortune’s Wheel: A mysterious woman offers the party spin on her wheel of fortune  for a nominal cost. The outcome of their spin may grant them a boon, bestow a temporary curse, or open a pathway to unexpected encounters.

47-48. Eloquent Orator: A charismatic orator captivates a crowd with a powerful speech, stirring emotions and raising awareness about a pressing issue. Choosing to support their cause or challenge their beliefs can shape the city’s future.

49-50. Ghostly Haunting: The party encounters a ghostly apparition or lingering spirit seeking closure or assistance. Helping the ghost find peace may unravel a dark secret, lead to hidden treasures, or unveil forgotten history within the city.

51-52. Cryptic Street Art: An enigmatic piece of street art appears overnight, featuring symbols or cryptic messages that seem to defy interpretation. Deciphering its meaning may lead the party to a hidden location, a secret society, or a mysterious individual.

53-54. Hidden Resistance Movement: The party stumbles upon a covert resistance movement working against an oppressive regime or corrupt organization. Earning their trust and joining their cause could lead to a city-wide revolution.

55-56. Dragon Chess Master: A skilled dragon chess player sets up a public board, challenging passersby to a game. Defeating the master could earn the party member a seat at an underground tournament, with a special prize.

57-58. Illusionist’s Performance: An illusionist stages a breathtaking performance in a public square, showcasing mind-bending tricks and optical illusions. Knowledgeable party members can see through his illusions but he is passing them off to the gullible as being legitimate. Citizens are spending their hard-earned money, will the party intervene?

59-60. Local Celebrity Encounter: The party encounters a well-known figure from the city’s social scene, such as a famous actor or renowned author. Engaging with them could lead to unexpected opportunities or potential complications. What if he is not all he is cracked up to be?

61-62. Wishing Well: While passing by an ordinary looking well, one of the party members hears a voice saying, “Drop a coin and make a wish.” Was this some trick played by local youths or is there some enchantment to the well?

63-64. Bizarre Street Vendor Competition: Two eccentric street vendors engage in a whimsical competition, each trying to outdo the other with peculiar and exotic goods. The party can choose to assist one of the vendors or find creative uses for their extraordinary merchandise.

The beggar. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

65-66. Mysterious Midnight Procession: The party stumbles upon a solemn and mysterious midnight procession, led by robed figures carrying cryptic symbols or sacred relics. Following the procession may lead to an ancient ritual or a secret gathering of cultists.

67-68. The Haunted Alley: An infamous alleyway is rumored to be haunted by a vengeful spirit or ghostly apparition. Exploring the haunted alley could unveil a tragic past, provide clues to a murder mystery, or even grant an unexpected boon.

69-70. Secret Underground Gambling Den: The party accidentally discovers a hidden entrance leading to an underground gambling den. High-stakes games of chance unfold all around them but there are a lot of shady characters. Participating in the games could lead to fortune or ruin.

71-72. Conspiracy Theorist: A passionate conspiracy theorist pulls aside one of the characters and shares their theories about secret societies or government cover-ups. Engaging with them might reveal kernels of truth or inspire the party to investigate further. Alternatively, he may be a total nut.

73-74. Urban Oasis: Amidst the concrete jungle, a gardener has created a stunning oasis of vibrant flowers, herbs, and foliage. Assisting the gardener in maintaining the sanctuary could unlock benefits or provide a valuable source for ingredients.

75-76. The Enigmatic Beggar: A seemingly destitute beggar possesses an uncanny knowledge of the city’s secrets. In exchange for simple acts of kindness, he will gladly share his knowledge with the party. Building a relationship with the beggar may unlock vital information or unexpected assistance.

77-78. Execution: A large crowd has gathered in the town square to witness a series of public executions. As the prisoners are marched through the crowd, the party realizes that one of the condemned is someone they know!

79-80. Pickpocket: While walking through a crowded square, a youth bumps into one of the party members in an obvious attempt at pickpocketing. Catching them red-handed, how will the party react? Do they turn the would-be thief over to the authorities? Could the young fellow become a valuable asset?

81-82. Foreigner: One of the party member notices a foreigner who is clearly new to the city. The poor soul can’t speak the language and appears confused. Will the party lend a hand? Perhaps this individual is from somewhere of interest to the party.

83-84. Underground Market: A stranger mistakes a simple gesture from the party to be a secret password. As a result, the party gains access to a hidden underground market where illegal goods and contraband are traded. Navigating the market may reveal rare items or lead to encounters with dangerous criminals.

85-86. Rats!: Some of the party members witness rats scrabbling over the wares of a local food vendor. Do they keep this knowledge to themselves, risk upsetting the vendor, or possibly help with the issue?

87-88. Noblewoman: A noblewoman and her retinue barge their way through the busy street. It is clear to the party that she views the townsfolk as being beneath her because her retainers roughly shove them out of the way. Does the party let this stand or do they stand up for the regular folks?

89-90. Wedding Objection: A wedding procession makes it way through the busiest part of the city. All is well until a spurned suitor and his family arrive to object. Things could become violent. Will the party intervene? What if they personally know one of the individuals?

91-92. Sculptor’s Commission: A renowned sculptor approaches one of the party members and asks them to model for their latest masterpiece. Participating in the project might lead to unexpected connections or lead to unexpected fame.

The marketplace. Heart of the city. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

93-94. Afflicted Outcast: In a quiet corner of the city, the party comes across a secluded figure shrouded in tattered rags, clearly afflicted by disease. He piteously calls for aid. Will the party keep a safe distance or offer to help the poor soul?

95-96. Follower: One of the group notices that the party is being followed. The follower isn’t particularly stealthy but is persistent. Is it someone with an evil agenda or perhaps the hireling f a foe? Alternatively, it could be a fan of the party or someone looking for help.

97-98. Citywide Celebration: The entire city is swept up in a grand celebration for a local holiday. Apparently it is customary for outsiders to put on a little performance for the citizens. This could take the form r a song, dance, or story. Will the party participate when they are put on the spot or disappoint the crowd?

99-100. Wagon Wheel: A local farmer, visiting the city with his produce is having trouble. One of his wagon wheels has come off in a busy intersection. The party could easily ignore this but if they help, a farmer could be a handy friend to have.

Conclusion:

That will wrap up my 50 urban encounters. Most of these are simply intended to give you something to toss out to the group while some of the party members are engaged in another activity. Little shorts like this have always been useful for me, to help make my cities feel alive. If you happen to be using my suggestion of providing a Who’s Who for your campaign, be sure to jot down the names of any new NPCs you end up creating.

Do you have any standby tips or tricks for when you are running your characters through populated areas? If so, drop a comment below. I would love to hear what you do. That is all for now.

If you would like some more random lists, you may find them here.

If you would like to access my maps with plot hooks, you may find them here.

Have a great week. Good gaming!

The Haunted Shrine of Gaiporo

Hun Khi. Created using Campaign Cartographer’s Empire of the Sun style.

In the ancient land of Hun Khi, somewhere to the southeast of Mt. Saga, lies the small lakeside village of Gaiporo. Serene and picturesque, this village thrives on the bounties of the nearby lake and the lush surrounding forests. However, a chilling presence lingers beyond the village’s borders, concealed within the depths of the misty forest.

Hidden away in the foothills, stands the Haunted Shrine of Gaiporo. For nearly seven decades, this sacred place has remained untouched, haunted by the spirits of the Toyagaru family. These ill-fated siblings met their untimely demise when a rival warlord’s agents infiltrated their home, slaying them in their sleep.

Tethered to this world by an unquenchable thirst for revenge, the ghostly apparitions of the brothers now haunt the shrine. These vengeful entities manifest themselves when any approach. In death their faces have taken on a bestial look and their eyes glow a crimson red.

Whispers of their spectral presence have long circulated among the villagers, filling their hearts with trepidation. Legends speak of the fabled Twin Blades of Toyagaru, two exquisite swords of immense power and mystical enchantment. It is said that any who can defeat the vengeful spirits or bring peace to their souls by exacting revenge upon the rival warlord’s family may claim these legendary weapons as their own.

Vengeful spirit of Hideo Toyagaru. Art by © 2015 Dean Spencer, used with permission. All rights reserved.

Brave adventurers seeking glory and riches may find themselves drawn to the Haunted Shrine of Gaiporo, enticed by the lure of the twin blades. But beware, for the path to redemption is fraught with danger and the spirits of the Toyagaru brothers are not easily vanquished. To claim the fabled swords, heroes must navigate the misty forest, face spectral adversaries, and uncover the truth that lies hidden within the shadowed depths of the shrine.

Conclusion

The Twin Blades of Toyagaru. Art by © 2015 Dean Spencer, used with permission. All rights reserved.

Thanks for stopping by. I am trying to find the sweet spot with these, where I provide an interesting idea to build an adventure around without going too deep. If you have a preference either way, please drop me a note in the comments.

In the meantime, you may find all of my maps with plot hooks here. Random lists may be found here.

That’s all for now. Have a great week!

50 Random Maritime Encounters to Enhance Your Tabletop RPG Adventures

Ahoy mateys! Continuing along with my series of random lists I am going to add some maritime encounters. As with my post about 50 Wilderness Encounters, all of these could range from unexplained occurrences to hooks for you to base entire adventures off of.

When your party is traveling from one locale to another, waterborne travel is common. Rather than hand-waiving the journey, sometimes you want something interesting to happen. During these voyages you may find yourself wanting a non-combat encounter. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel. Whatever the case, roll a d100 and consult below, to find out whether there be stormy seas ahead.

Doodle made with Campaign Cartographer Mike Schley Overland Style.

1-2. Bioluminescent Delight: The water glows with ethereal light as the ship sails through a mesmerizing stretch of bioluminescent plankton, casting an otherworldly ambiance.

3-4. Celestial Navigator: The night sky reveals a constellation that guides the ship, providing a temporary bonus to navigation or granting insight into a hidden location.

5-6. Mysterious Fog Bank: The ship sails into a dense fog bank, concealing strange sounds and eerie shapes. It dissipates after a while, leaving the crew wondering what they witnessed.

7-8. Song of the Sirens: A hauntingly beautiful melody fills the air, captivating those aboard the ship. The source of the music remains elusive but stirs intense emotions.

9-10. Message in a Bottle: A weathered, sealed bottle bobs alongside the ship, containing a message from a distant traveler seeking aid or sharing a cryptic riddle.

A playful dolphin escort. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

11-12. Dolphin Escort: A playful pod of dolphins joins the ship, gracefully leaping and swimming alongside, as if guiding the crew towards a significant discovery or impending danger.

13-14. Flotsam and Jetsam: The ship encounters a floating debris field, harboring remnants of a shipwreck, valuable items, or a survivor desperately in need of rescue.

15-16. Mermaid’s Lament: A mournful melody reaches the ship’s ears as a curious mermaid emerges from the water, sharing a tragic tale or offering a cryptic warning.

17-18. Roving Trading Vessel: An unusual ship, brimming with exotic wares and colorful characters, sails by. The crew has the opportunity to engage in trade or gather information.

19-20. Oceanic Mirage: The crew spots a mirage on the horizon, appearing as a shimmering island or a distant vessel. It fades away as they approach, leaving them questioning their senses.

21-22. Storm’s Symphony: The thunderous storm that brews overhead transforms into a mesmerizing symphony of lightning and thunder, evoking awe and granting temporary inspiration to those who witness it.

23-24. Whirlpool’s Secret: The ship sails near a powerful whirlpool, revealing a hidden underwater cave or ancient treasure chamber accessible only during certain tidal conditions.

25-26. Starlit Reflections: On a calm night, the stars above reflect perfectly on the undisturbed sea, creating a breathtaking celestial mirror that mesmerizes those who witness it.

27-28. Lost Mariner’s Journal: The crew discovers a waterlogged journal floating in the sea, chronicling the adventures of a long-lost sailor, and revealing valuable navigational insights or hidden knowledge.

29-30. Coral Reef Serenade: A choir of aquatic creatures harmonizes in a symphony of song and dance, performed around a vibrant coral reef. Witnessing this enchanting display grants a temporary bonus to charisma-based checks.

31-32. Ghostly Flotilla: A spectral armada appears on the horizon, manned by the shades of long-deceased sailors. They pass by the ship without interference, leaving the crew with a sense of awe and wonder.

33-34. Enchanted Breeze: A gentle breeze fills the sails, carrying with it melodious whispers that share tales of forgotten lands or distant legends, inspiring the crew’s creativity.

35-36. Lighthouse Beacon: A remote lighthouse emerges from the darkness, providing a guiding light for ships at sea. It serves as a welcoming haven or harbors a secret within its walls.

37-38. Kraken’s Lullaby: The ship sails through an area inhabited by a slumbering kraken, surrounded by a serene calmness that evokes a sense of tranquility and safety.

39-40. Triton’s Greeting: A regal triton emerges from the depths, offering guidance or challenging the crew to a riddle or contest, promising rewards for success.

41-42. Spectacular Migration: The ship witnesses a breathtaking migration of aquatic creatures, such as massive whales or graceful sea turtles, granting a temporary connection to nature for those who behold it.

43-44. Sunken Ship’s Bounty: The crew spots a partially submerged shipwreck, still holding valuable cargo or secrets waiting to be discovered with the aid of skilled divers.

45-46. Mystic Tides: The ship sails through a region where the tides take on a mystical quality, revealing submerged paths or hidden entrances to underwater realms.

47-48. Elusive Seafarer: A mysterious sailor, speaking in riddles and prophecies, boards the ship briefly, imparting cryptic knowledge before disappearing as mysteriously as they arrived.

49-50. Living Reef: A massive, sentient coral reef comes to life, interacting with the ship and its crew, sharing ancient wisdom, or granting a temporary blessing for respecting the sea’s harmony.

51-52. Mysterious Shipwreck: The ship stumbles upon a sunken vessel that defies explanation. It appears to be from a time long past or a civilization unknown, tempting the crew with the allure of lost treasures and untold stories.

53-54. Haunted Waters: The ship sails into an area haunted by vengeful spirits, causing unsettling phenomena such as flickering lights, disembodied voices, or objects moving on their own. The spirits may have a message to convey or require assistance to find peace.

55-56. Legendary Seafarer’s Rest: The crew discovers a hidden island where a legendary seafarer, believed to have perished long ago, resides in peaceful seclusion. They can offer valuable advice, teach new skills, or share tales of the sea.

57-58. Eerie Sea Silence: The ship enters a region where all sounds are absorbed, creating an unsettling silence that heightens the crew’s senses. It may hold hidden dangers or offer a respite from the usual clamor of the sea.

59-60. Leviathan’s Wake: A massive leviathan breaches near the ship, its sheer size and power awe-inspiring. The encounter may evoke fear, but it could also serve as a moment of reverence for the wonders of the natural world.

61-62. Treacherous Currents: The ship finds itself caught in powerful currents, requiring skilled navigation or clever tactics to escape their grasp. Success brings a sense of accomplishment and the admiration of the crew.

63-64. Mirage Island: A mirage of a lush, tropical island appears on the horizon, complete with palm trees, pristine beaches, and the promise of relaxation. However, it proves elusive, vanishing as the ship draws near.

65-66. Seafarer’s Graveyard: The ship comes across a desolate area littered with the wreckage of countless vessels. It serves as a chilling reminder of the sea’s unforgiving nature and may hold clues to the perils that lie ahead.

67-68. Lunar Tide: The moon’s gravitational pull creates an unusually high tide, revealing hidden caves, underwater passages, or submerged treasures that are normally inaccessible. The crew must act swiftly to explore before the tide recedes.

69-70. Whispers from the Deep: Faint, unintelligible whispers rise from the depths, hinting at ancient secrets or forgotten knowledge. Deciphering these mysterious voices may lead the crew to a hidden discovery.

71-72. Enchanted Seashells: The crew finds seashells imbued with magical properties, granting temporary enhancements or spellcasting abilities. These shells can be used in rituals, traded for favors, or kept as valuable souvenirs.

73-74. Lost Navigation Charts: A tattered and waterlogged set of navigation charts drifts alongside the ship. Although damaged, they provide hints to hidden routes, uncharted islands, or treacherous reefs.

75-76. Monstrous Migration: A migration of colossal sea creatures, such as giant sea serpents or immense octopuses, causes a temporary disruption in the ship’s course. The crew must navigate carefully to avoid colliding with these awe-inspiring beasts.

77-78. Singing Sandbar: The ship encounters a sandbar that emits melodic tones when struck or walked upon. This enchanting phenomenon grants temporary bonuses to performance-based skills or attracts the attention of curious creatures.

79-80. Sunken Temple: The ship comes across the ruins of an ancient temple submerged beneath the waves. Exploring this underwater marvel reveals forgotten relics, hidden chambers, or puzzles that guard ancient knowledge.

81-82. Poltergeist Seas: The crew finds themselves in a region where mischievous spirits play pranks, causing objects to move, disappear, or reappear in unexpected places. Overcoming these antics may lead to the spirits’ gratitude or further challenges.

83-84. Ghostly Navigator: A ghostly figure materializes on the ship, possessing vast knowledge of uncharted waters and navigation techniques. They offer to guide the crew to a specific location or reveal a hidden treasure before fading away.

85-86. Stormcaller’s Orchestra: The ship sails through a storm infused with a symphony of sounds—thunder, rain, and wind harmonize to create a captivating, almost musical experience. The crew may find inspiration or insights within this natural spectacle.

87-88. Enchanted Bioluminescence: The waters become alive with a radiant display of bioluminescent organisms, illuminating the ship’s path, and creating a mesmerizing scene. These enchanted lights may have magical properties or attract otherworldly creatures.

89-90. Navigational Riddle: The crew encounters a magical puzzle or riddle inscribed on an ancient stone marker. Solving the riddle reveals a hidden navigational route, a forgotten island, or a trove of valuable information.

91-92. Pirate’s Buried Treasure: Following a cryptic treasure map, the crew discovers a hidden cache of pirate loot buried on a remote island or at the ocean floor. Unearthing the treasure may attract the attention of other treasure seekers or supernatural guardians.

93-94. Siren’s Song: The ship becomes entranced by a hauntingly beautiful siren’s song, threatening to lure the crew to their doom. Overcoming the enchantment requires strong willpower or counteracting the song with a different melody.

95-96. Aerial Show: Majestic flying creatures, such as giant roc or shimmering dragons, engage in an aerial display above the ship. Observing these magnificent creatures may bestow temporary flight or inspire tales of mythical creatures.

97-98. Becalmed: The ship sails into an area where the wind mysteriously vanishes, leaving the vessel stranded in a state of calm. The crew must find creative solutions, such as rowing or utilizing magical means, to navigate and escape this stagnant situation. Time may become a pressing concern as supplies dwindle.

99-100. Calm Before the Storm: The sea turns eerily calm, an unnatural stillness that precedes a violent storm. The crew must prepare for the impending tempest or search for shelter to ride out the waves and winds.

Conclusion:

That is all for now. I hope these additions bring a bit of wonder to your party’s seafaring exploits. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

If you would like to see my other random lists, you may find them here. My maps with plot hooks are collected here. Finally, I have a few general posts here. Have a great week!

50 Overnight Encounters

Any band of adventurers worth their salt will take their time to set up a watch for the night. More often than not the night passes uneventfully and the journey slogs along. Sometimes you want something to shake your group up a bit, without resorting to a wandering monster.

All of these could range from unexplained occurrences to hooks for you to base entire adventures off of. It just depends on what you need for your game at the moment. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel.

These also work as good fillers, when I need something else to happen prior to the end of a session. Whatever the case, roll a d100 and consult below, to see what goes bump in the night.

1-2. Celestial Spectacle: The night sky comes alive with a breathtaking display of shooting stars or a rare planetary alignment.

3-4. Harmonious Melody: Enchanting music fills the air, seemingly emanating from an unseen source. The music is not loud enough to wake anyone up and will cease if any sleeping party members are awakened.

5-6. Glowing Fauna: Bioluminescent creatures emerge from the darkness, illuminating the surroundings with their ethereal glow.

7-8. Astral Projection: One of the sleeping characters experiences a vivid and prophetic dream, offering hints or warnings about their future endeavors.

9-10. Whispers in the Dark: Those on watch hear faint whispers or distant voices, carried on the night breeze. These hint at hidden secrets or long-lost knowledge.

11-12. Ghostly Encounter: A friendly or troubled spirit manifests during the night, seeking closure or offering guidance to the characters.

13-14. Lost Artifact: The characters on watch stumble upon a forgotten relic or artifact, partially buried in the ground, with unknown powers or a mysterious past.

15-16. Dream Realm: Sleeping characters find themselves in a shared dream, navigating a surreal landscape or confronting their deepest fears.

17-18. The Illuminated Path: Characters on watch notice a faint, glowing trail leading to a hidden location or an important discovery.

Standing watch. Art by: © 2015 Dean Spencer, used with permission. All rights reserved.

19-20. Time Warp: Sleeping characters experience a temporary time distortion, witnessing events from the past or glimpses into the future.

21-22. Shifting Shadows: The campsite becomes a gateway to a pocket dimension or a parallel reality, where familiar places are twisted and distorted.

23-24. Animal Messenger: An intelligent animal approaches the camp, bearing a message or a warning from a distant ally or foe.

25-26. Flickering Flames: The campfire dances and morphs into mesmerizing shapes, revealing cryptic symbols or visions to those who observe it.

27-28. Enchanted Sleep: Characters on watch drift off to sleep. When the party wakes, they find themselves in a different location, seemingly transported during their slumber.

29-30. Nature’s Blessing: A light rain starts out of nowhere. As it lets up, the characters wake up to find their wounds healed, their supplies replenished, and a sense of rejuvenation.

31-32. Moonlit Ritual: A secretive group performs a ritual under the moonlight, offering the characters on watch a chance to witness or interrupt their proceedings.

33-34. Nighttime Market: A mysterious bazaar materializes near the campsite, offering exotic goods, rare ingredients, or peculiar services.

35-36. The Invisible Hand: The characters wake up to find objects around the campsite rearranged or tidied up by an unseen helpful presence.

37-38. Luminescent Guardian: A gentle spirit of light takes on the role of protecting the characters during the night, guiding them away from harm.

39-40. The Shadow’s Beckoning: Shadows in the surrounding area come to life, swirling and forming shapes, hinting at hidden paths or secrets.

41-42. Portentous Clouds: Strange cloud formations gather above the campsite, revealing foreboding symbols or images that foreshadow future events.

43-44. The Whisperer: A mysterious figure emerges from the darkness, claiming to possess ancient knowledge and offering cryptic advice.

45-46. Trapped in a Dream: One of the characters becomes trapped in a vivid, lifelike dream, requiring the others to find a way to wake them.

47-48. Phantasmal Menagerie: A collection of spectral animals gathers around the campsite, observing the characters with curious, ethereal eyes.

49-50. Nighttime Companion: A loyal and intelligent creature approaches the characters, seeking companionship or offering assistance during their travels.

51-52. Veil of Illusion: The characters wake up to find themselves in an illusionary realm, where reality bends and shifts, requiring them to solve puzzles to escape.

53-54. Elemental Reverie: The elements around the campsite come to life, dancing and swirling in a mesmerizing display of elemental harmony.

55-56. Echoes of the Past: The characters witness ghostly echoes of historical events or significant moments that occurred in the area, gaining insights into its hidden history.

A cozy campfire as the party prepares to turn in for the night. Art by:© 2015 Dean Spencer, used with permission. All rights reserved.

57-58. Feywild Crossing: The campsite becomes a temporary gateway to the Feywild, where the characters encounter mischievous fey creatures and experience the whimsical nature of the plane.

59-60. Shadow Puppetry: Shadows cast by the campfire take on a life of their own, performing a silent and captivating shadow play that tells a mysterious story.

61-62. Whispering Trees: The trees surrounding the campsite whisper ancient secrets or foretell future events to those who listen closely, providing valuable information or warnings.

63-64. Elemental Balance: The characters are visited by an elemental spirit that offers them a unique and temporary boon related to one of the four elements—earth, air, fire, or water.

65-66. Vanishing Act: The campsite suddenly disappears, leaving the characters in an otherworldly realm or plane for a short time before reappearing in a different location.

67-68. Illusory Menace: Characters on watch are plagued by illusory creatures or illusions that mimic dangerous foes, testing their wits and abilities.

69-70. Spirit Guide: The characters encounter a wise spirit guide who provides guidance and cryptic advice, leading them to hidden treasures or revealing important information.

71-72. Ephemeral Guardians: Ethereal and translucent guardians appear around the campsite, protecting the characters from harm during the night.

73-74. Haunted Dreams: Sleeping characters share a collective dream haunted by the spirits of the past, requiring them to confront and resolve a forgotten tragedy.

75-76. Luminous Dew: The morning reveals that the campsite is covered in sparkling and magical dew, which can be collected and used for various enchanting purposes.

77-78. Aurora’s Embrace: The sky fills with vibrant auroras, and the characters are enveloped in their mesmerizing glow, temporarily granting them supernatural abilities or insights.

79-80. Time Loop: Characters on watch drift off to sleep. Then the night repeats itself, with the characters reliving the same events and encounters until they discover the cause and find a way to break the loop.

81-82. Feywild Market: A bustling Feywild market manifests near the campsite, offering strange and exotic goods, curious trinkets, and intriguing bargains.

83-84. Cursed Relic: Characters on watch stumble upon a cursed object that brings misfortune or strange effects until they find a way to cleanse or dispose of it.

85-86. Lunar Serenade: The moon’s radiant light fills the campsite, soothing and invigorating the characters, granting them temporary bonuses to their abilities.

Adventurer catching a few winks. Art by Diego Castro. Used with permission. All rights reserved.

87-88. Guiding Stars: A constellation forms in the night sky, providing guidance and navigation aid to the characters, helping them find their way or revealing hidden paths.

89-90. Feywild Poltergeist: A playful and mischievous fey creature infiltrates the campsite, pulling harmless pranks and challenges the characters to a game or contest.

91-92. Arcane Nexus: Characters on watch discover a site of potent magical energy, where spells behave unexpectedly, wild magic surges, and magical phenomena occur.

93-94. Shadow Gate: Characters on watch discover a hidden portal to a plane of darkness and gloom, where they must navigate treacherous shadows and confront shadow creatures.

95-96. Ethereal Visitors: Ethereal beings or spirits from another plane temporarily materialize at the campsite, seeking assistance, guidance, or redemption.

97-98. Starfall: A shower of shooting stars rains down upon the campsite, each carrying a mysterious and magical effect when collected or interacted with.

99-100. Night’s Blessing: The night bestows a temporary boon upon the characters, enhancing their abilities, granting them insight, or imbuing them with a sense of profound luck and fortune.

That is all for now. I hope these additions bring a bit of wonder to your party’s overnight experiences. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Beast of Zarechka – Part 2

The week I’m going to continue the adventure. I had hoped to be able to knock this out in two posts but it looks like it’s going to be 3. If you missed part 1, you may find it here.

I will pick up were we left off last week with covering the remaining areas that the party may want to visit. As a result of their investigations, it is likely the adventurers will zero in on the ruins of Kelthura as a likely location to search for the beast.

Kelthura was an ancient city nestled at the foot of the mountains to the northeast. Little is known of the peoples who once lived there, though local legends claim that they were practitioners of dark magic. The ruins themselves are largely shunned by the locals and have gradually been swallowed up by the marsh over the years.

Location #3 Anya Ivanova’s Foraging Spot

If the party should inquire about Anya Ivanova, the villagers will be able to direct them to where her body was found.  The most recent victim, her remains were recovered 3 days ago. She was found in the woods, a little over two miles from the village and across a small stream. Luckily she was known to often forage for mushrooms and herbs in the area or it may have taken much longer to find her.

Arriving on the scene, the party will note signs of a recent disturbance at the location (marked with a #3 on the map). The earth is upturned and a few broken twigs and crushed leaves are scattered around. The area is surrounded by tall trees, their branches creating a canopy overhead, filtering the sunlight, and casting the forest floor in a dappled light.

Off to the side of the clearing, the party spots a large, flat rock. As they approach, they see that it’s been defaced with a chilling message. Scrawled in a deep red color, clearly blood, are the letters “Kel…” before the message trails off. It is possible that villagers may provide the party with this clue without them venturing out to the location themselves. However, without any of the other clues, none of the villagers will be able to speculate as to what it means.

Location #4 The Berry Patch

The berry patch is where Valentyna Russoff caught a glimpse of the beast. Alongside Alexi’s farm, this area is well-maintained. Rows of trees and bushes are neatly arranged in the fertile soil. The air is thick with the sweet scent of ripe berries, and the sounds of buzzing bees and chirping birds can be heard all around.

As the party arrives on the scene they will notice a group of rough-looking men milling about in the patch. This is the group of outsiders who arrived in town last week. They brought with them the carcass of a giant wolf and attempted to claim the reward for killing the beast. When the mayor refused to pay, the group became disgruntled and unruly.

There is some room here to play this out at you like. It is certainly possible that this group of 5 ruffians won’t take kindly to the fact that the party has been “snooping” around town and possibly honing in on their quarry. If you need to kill some time, the outsiders could become belligerent and end up fighting the party right in the berry patch.

In the event that a fight does break out, the group will surrender as soon as the party starts to get the upper hand. This is just a group of random thugs and they will not be prepared to go toe to toe with an equipped adventuring party.

Whether there is an altercation or not, this encounter is here to give you the ability to pass extra information on to the party as needed. If you are short on time and need to keep things clipping along, these fellows could pass along the clues found at any of the other sites. This could be done as an apology for getting involved in a skirmish or in hope of getting a few coins from the thankful adventurers.

Back to the Village?

To keep this as simple as possible there are 3 main clues the party might uncover while they investigate sites related to the attacks. Any other these on their own aren’t going to be enough to tip the party off in any particular direction. However, should the party inquire about the clues with the villagers, a clear picture will start to form that it would be wise to head to the ruins of Kelthura.

Villagers will recognize the rune on the pendant as being similar to those found in the ruins of Kelthura. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  • The reddish mud found at location #1: Villagers with outdoorsy type occupations will be able to point out that mud resembling this is common in the marshy areas at the foot of the mountains to the northeast.
  • The pendant with the strange rune found at location #2: Old-timers will recognize the rune as coming from an ancient people who resided in a city named “Kelthura”. The ruins of Kelthura are actually located roughly 5 miles to the northeast. What they won’t realize is the fact that the pendant had been around the beast’s neck. Lawrence managed to rip it off during the struggle.
  • “Kel…”: The letters that Anya scrawled won’t mean much to anyone on their own. However, combined with either of the other two clues, the connection may be made that perhaps she was trying to write “Kelthura”. As someone who would often lose herself in her forest wanderings, Anya was known to sometimes venture to the ruins. Why she would choose to communicate the name of these ancient ruins would still be a bit of a mystery.

Armed with these bits of information it is likely that the party will want to know more about the ruins of Kelthura. If they conclude their investigations and are still not drawn to the ruins, I suggest having the beast make another attack on one of the outlying villagers. This will allow the adventurers to get to the scene while it is still fresh and find fresh tracks that will lead them to Kelthura.

To be continued!

That’s going to do it for me for this week. In my next post I’ll uncover the beast itself, describe the ruins of Kelthura, and provide a number of unanswered questions to hopefully spark ideas for your campaign.

In the meantime if you’d like to check out any other maps with plot hooks I’ve collected them here.

Hello future people! I’ve completed part 3 and you may find it here!

Thank you for reading and have a great week!

The Beast of Zarechka – Part 1

Darkness looms over the quiet village of Zarechka and rumors of a fearsome beast spread through the countryside. For weeks now, the villagers have lived in terror as a malevolent creature strikes without warning, leaving behind only death and destruction in its wake.

The mayor has put out a call for brave adventurers to come forth and hunt down the beast. But as the party begins their investigation, they soon discover that there may be more to this mystery than meets the eye. Will they uncover the truth behind the terror, or fall prey to the same fate as those who came before them?

This week I’m back with another plot-hook to get your creative juice flowing. As always, I’ll try to keep this as system agnostic as possible. Rather than provide a complete adventure, I’ll set the stage and let you fill in the blanks in the manner that would best suit your table. This week’s will be a three-parter. I’ll set the stage today and then follow up with the rest.

Zarechka

Zarechka is a small village nestled at the foot of a range of forested hills, in a remote corner of Borea. The village is situated near a small river, which provides water for the villagers’ crops and animals.

Houses in the village are made of wood and stone, with thatched roofs and small gardens. The villagers are mostly farmers and craftsmen, and they lead simple lives, working hard to make a living in the rugged wilderness that surrounds them.

Despite its peaceful and welcoming appearance, Zarechka has been terrorized by a series of brutal assaults over the past month. The attacks have been gruesome and concentrated on those outside of the village, including farmers, travelers, and livestock. The villagers have heard haunting howls and strange noises emanating from the nearby forest at night and are certain that a savage beast is responsible.

The village’s mayor, Jacob Russoff, has grown desperate for a solution and has turned to the party for help. Upon arriving in Zarechka, they will feel the palpable tension and fear that grips the village. Folk look at them with a mixture of hope and desperation, praying that they are the ones who will put an end to the reign of terror that has befallen their town.

I’ve included a basic map for the village of Zarechka. Feel free to use it or simply swap in a village from your existing campaign. In terms of the availability of good and services, keep in mind that Zarechka is located in a remote area, so characters will not have access to everything that they might expect to find in a large city.

The Attacks

The attacks started nearly a month ago with the brutal killing of a farmer named Dimitri Kozlov, who lived in a remote cabin near the edge of the forest. Since then, there have been similar attacks with livestock being taken and people being killed. Villagers have also heard haunting howls and strange noises emanating from the forest at night. Despite their efforts to defend themselves, the attacks have become more frequent in recent weeks, and the villagers are now living in constant fear.

Mayor Russoff may be able to provide valuable information. © J Lonnee, 2011. Licensed by Nevermet Press, LLC. Used by permission.

The party will surely want to ask the mayor for any information that he can provide regarding the attacks. It is also likely that they will spend some time gathering information from the villagers. Anyone within the village or outlying area will be able to also tell the party will be able to tell the party about the other two victims.

The second victim was a shepherd named Lawrence Talbot, who was found dead in the early morning hours by his fellow shepherds. A young woman named Anya Ivanova was the third. She was a local seamstress who was found dead in the woods, after venturing out to forage for herbs and mushrooms.

Below are a number additional rumors that the party is likely to uncover. (A “T” will indicate that there is at least some truth to the rumor while an “F” will indicate that it is entirely false.)

  • (T) The mayor’s daughter claims to have seen the creature in the forest while she was out picking berries. Valentyna Russoff actually did catch a glimpse of the creature in broad daylight and should be able to provide a basic description. She would also be able to direct the party to the location of the berry patch.
  • (F) Old man Igor believes the attacks are the result of a curse brought upon the village by a witch who was banished many years ago.
  • (T) A group of outsiders passing through town claim to have killed the beast and are looking for a reward for their services. This group arrived in the village last week, with the carcass of a large wolf. They demanded a reward for slaying “the beast”. However, the mayor did not believe that their claim was true and refused to pay. The group left the village, clearly upset and vowing their revenge for having been wronged.
  • (T) A farmer named Alexei saw the beast dragging off one of his cows in the middle of the night. Alexi’s farm is not far from where Valentyna Russoff saw the beast. Unfortunately, he saw it at night and from the back, so while he can describe it, his description would be similar to that of a great bear.
  • (F) A visiting scholar from the city believes the attacks are the result of a rogue experiment conducted by a mad scientist who lives in the area.
  • (T) A blacksmith named Mikhail claims to have found large, clawed footprints near the scene of one of the attacks. Mikhail made a bronze cast of the tracks, and they seem to resemble those of an incredibly large wolf.
  • (F) A young woman named Katerina believes the attacks are the result of a vengeful spirit seeking revenge for an old injustice.
  • (F) A hunter named Sergei claims to have seen the beast with his own eyes while he was out tracking a bear. If asked, he will provide the description of an owlbear.
  • (F) A traveling merchant believes the attacks are the result of a group of bandits who are using the cover of the beast to mask their activities.
  • (T) A farmer named Vlad claims to have heard the beast howling in the woods at night, and the howls were unlike anything he had ever heard before. Vlad is well-acquainted with the sound of wolves, and he can assure the party that this was no wolf.

These rumors are a little homage to B2 The Keep on the Borderlands and something that I come back to in many of my adventures. Use them at your discretion and according to what need from the adventure. If you’re tight on time and just using this as a one-shot, you might eliminate the false rumors altogether. On the other hand, if you’re needing to kill time while you work on other parts of your campaign, some red herrings might keep your party tied up for a while.

I’m going to be fleshing out some of the areas that the party is likely to want to explore. I will not be adding information for any of the false leads that they may receive from the villagers. That bit I’ll leave up to you. For instance, there was a witch who was banished years ago, and a mad scientist does reside in the area. However, since neither of them has anything to do with the beast of Zarechka, I will not be discussing them here.

The Investigation

After having had a chance to speak with mayor Russoff and other villagers, there are 4 main locations that the party is likely to want to investigate. I’ve marked these as #1- #4 on the local area map and will describe them.

Location #1 Dimitri Kozlov’s Farm

Dimitri’s farm lies just over a mile north of Zarechka. Arriving on the scene, the party will find that the fields have not been tended to in quite some time and the animals have already been removed by other villagers.

The farmer was taken from inside his cabin, which sits at the edge of the forest. The door has been shattered and the splintered wood around the latch suggests that whatever broke in was large and powerful. The door is slightly ajar, creaking back and forth in the breeze.

The cabin is in a state of disarray, with furniture overturned and personal belongings strewn about. Blood stains the walls and floor, and scattered furniture indicates that something grisly occurred here. There is no body or any form of substantial remains, aside from the splatters of blood. Villagers will be able to confirm that the scene remains exactly as it was originally found.

A keen eye will notice reddish mud or clay tracks on the floor. Rangers or characters with appropriate nature skills will recognize these as resembling those of a great wolf, but only for the hind feet. They will also note that they have not seen this reddish mud anywhere else in the area. As they inspect the scene further, they will also spot large human handprints alongside the wolf tracks. Something terrible has happened here.

As this was the first attack and occurred nearly a month ago, tracking the beast outside of the cabin will be fruitless. The key clues here will be the types of tracks, as well as the reddish mud. Once they are back in Zarechka, the villagers may be able to provide some insight into the mud. I will cover that in part 2.

Location # 2 Lawrence Talbot’s Shepherd Post

This field, situated at the foot of a gentle slope, can be found about two miles north of the village. The grass here is lush and green, and the occasional wildflower can be seen swaying in the breeze. The air is filled with the gentle sound of bleating sheep and the rustling of leaves in the wind.

It is in this idyllic setting that Lawrence Talbot tended his flock before his grisly demise. Though his remains have long since been removed, the rocks at the foot of the hills still bear stains of his blood. A sense of unease lingers in the air, as if some dark force still haunts this peaceful field.

Other shepherds in the area will be able to point the party to where Lawrence’s remains were found. Aside from the blood on the rocks, nothing else is immediately evident. However, a thorough search of the area will turn up a broken leather thong on which rests a pendant engraved with a strange rune. Villagers back in Zarechka may be able to shed some light on the nature of the rune but I will cover that in part 2 next week.

To be continued!

I truly appreciate you taking the time to stop by. If you are enjoying yourself, I encourage you to please say hello in the comments below. Part 2 has already been posted and you may find it here. Part 3 has also now been posted and you may find it here.

I’ve dropped a few Easter eggs into this one and I took inspiration for this adventure from the story of the Beast of Gévaudan. If you’d rather listen to something than read, I’d suggest checking out the Stuff You Missed In History Class episode.

Finally, if you’d just like to see more of my maps with plot hooks, you may find them here. That’s all for now. Have a great week and good gaming!

Gaming Conventions

When I first started this blog, I delved into a few posts about my background and how I found myself immersed in the world of tabletop role-playing games. I’ve always been fascinated by origin stories, and one of my favorite things to do is learn how others were introduced to this hobby. In honor of the Gen Con game convention happening in Indianapolis, IN this week, I thought it’d be fitting to revisit an old post about gaming conventions.

I’ve previously shared how I received the Holmes edition of Dungeons & Dragons as a birthday gift in the late 1970s, as well as my eye-opening experience when I first stumbled upon a game store and realized that there was actually much more to the hobby than I had ever dreamed.

In the following years, I developed a keen interest in the game convention listings found in Dragon magazine. Though I wasn’t entirely sure what to expect from a gaming convention, the concept intrigued me. Encouraged by my supportive parents, in the spring of 1983, we made the journey from Rochester, NY to St. Catherine’s, Ontario, for the Niagara Gamefest & Computer Show.

To my young eyes, the convention was a wonderland. Having played D&D (and possibly AD&D by then) with my neighborhood friends for a few years, we were somewhat isolated in our gaming adventures. But this small, weekend gathering revealed to me just how popular this hobby was becoming.

Everywhere I looked, I discovered new RPGs that I had never even heard of before. And then there were the wargames. While I had some exposure to miniatures from Campaign HQ, a tiny gaming store in downtown Rochester, NY, I had never witnessed the grandeur of the massive miniature armies on display at the wargame section of the convention.

Yet, the most significant impact on me was the warm reception I received from other gamers, most of them older than me. As a 12-year-old, I was treated as an equal by everyone I encountered. It was an incredibly welcoming environment, and it didn’t matter whether I was joining college kids in a Car Wars event or testing my skills with seasoned veterans in a Napoleonics game – I felt at home. I was completely hooked.

Old article about the Niagara Gamefest & Computer Show.

Later that same year, I attended the granddaddy of them all – Gen Con, held at the University of Wisconsin-Parkside that summer. If my first convention amazed me, this one simply blew my mind. It was everything I had experienced before but multiplied tenfold.

The campus, nestled in a rural setting near Racine, felt comfortable enough for my parents to drop me off in the morning and pick me up in the evening. While I had been late in registering for specific events, it didn’t matter, as the concourse of the campus was brimming with open gaming sessions anyone could join.

Not a single minute was wasted during my time there. Groups of gamers gathered on the floor, spontaneously embarking on game sessions. People were playing Ogre just a few feet from a Champions group, while across the hall, an engaging Ace of Aces match was in full swing. Yet again, my age was irrelevant – I only had to stand there for a moment, and someone would invite me to join their game.

The epic miniature battles in the wargaming area left me in awe. The largest among them was a multi-day reenactment of one of the crusades. I spent hours marveling at the intricacy of the models and the meticulously crafted terrain.

The dealer’s room at Gen Con was nothing short of massive. Games, dice, miniatures, apparel, and every other gaming-related item you could imagine were on display. I’d wander from booth to booth, eagerly listening to the enthusiastic pitches from vendors.

Many of the vendors set up “mini-games” for attendees to try out their systems, which filled even more of my time. During one such demo for Gangbusters, I was fortunate to meet Mark Acres and Tracy Hickman. Mark, one of the game’s designers, and Tracy, who would later co-author the successful Dragonlance series, left a lasting impression on me.

Those early gaming conventions left me with cherished memories. I returned to Gen Con the following year and attended Origins the year after that. Although gaming has often faced social stigmas, which have lessened over time, the shared experience of a large gaming convention has always been refreshing to me.

These days, I try to seek out conventions that take place further away, and in 2018, I was fortunate enough to attend the UK Games Expo in Birmingham. Exploring gaming events in different parts of the world has added a new layer of excitement to my hobby. It’s fascinating to see how gaming brings people together in a shared passion for adventure and imagination.

Nowadays, I find myself living in Indiana, and I frequently roam the halls at Gen Con in Indianapolis. While things may not feel exactly the same as they once did, the allure of the convention draws me back year after year. Having returned to the hobby after so many years, I’m happy to witness the incredible diversity it has now embraced.

And what about you? If you’ve made it this far, something must have piqued your interest. Have you had the pleasure of experiencing game conventions? If so, which ones have you attended, and what aspects did you enjoy the most? I’d love to hear your thoughts, so please share in the comments.