Knicks & Knacks

The Likelihood of Encountering Something You Don't Want To

Out in the Rubble exists many things you don't want to meet. It is in your best interest to avoid drawing any kind of attention to yourself and your group. Unfortunately, this is ain't easy. You smell wrong. The things you bring into the Rubble smell wrong.

Given the nature of your task it is necessary to bring a group, often enough to make a small camp for provision and protection. Lots of people make lots of noise and can be seen a lot easier than a lone person. This is the dance of safety and resources vs stealth and speed; you'll have to choose which you value more.

Beyond that, some things are necessary for rest or health. Man's gotta eat, and that smells. Man's gotta sleep, but without a campfire or burning incense, it ain't restful. Camps gotta be set, weapons gotta be cleaned, these things take time and make noise. Plus, without a light, you can't see, which ain't necessarily true of the other things out there.


Every phase you spend in the Rubble, roll 1D6 + any bonuses applicable to your group. When the total reaches 21, you suffer an encounter. At this point, your opportunity for stealth has passed; it's found you.

Thing of Notice Bonus to Roll
Campfire +2
Lit torch +1
Strong Scent (blood, incense, food, smoke, sweat) +1
For Every 5 People in Group +1
For Each Slow Person +1
For Each Slow & Loud Person +2

Double all bonuses if in lands beyond the Rubble.