Homes, Hideouts, Labs & Lairs
1
The Secret Room 8 ...a rare mushroom garden, the contents of
which is worth 3,500gp.
Some houses have hidden corridors and cleverly
covert cubby holes for storage or study or simply for 9 ...a taxidermy workshop with the creations on
secrets. This home is an example of the form, and !&0-) 6ǽ )) ,# 1%" /" 12/"0 /" *&00&+$ 1%"&/ "6"0ǽ
the secret room (1) contained within it—or any other
location within this title—can be located with a DC 22 10 ...shelves of ancient, dusty leather-bound
Intelligence (Investigation) check while your party is books. All of the pages are blank.
exploring the space.
...an ancient woman sitting in a rocking chair
11 +! 0&+$&+$ 1%" 0 *" )2)) 6 ,3"/ +! ,3"/ 0
she rocks back and forth.
...a collection of stunning oil paintings of
Variant Encounter (Optional) 12 3 /&,20 # *,20 11)"0 #/,* ,+" ,# 1%" ) 01 $/" 1
Roll 1d20 to determine what’s been locked away within /1&010 #/,* 1%" -/"3&,20 $"+"/ 1&,+ǽ
the secret room.
...three pedestals arranged in a triangle. Atop
1d20 In the secret room the party finds… 13 " % &0 % )& "ǽ +" &0 #2))Ǿ ,+" &0 "*-16 +! 1%"
...grasping hands frozen in place, each ) 01 &+ 01 1" ,# ,1% % )#Ȓ#2)) +! % )#Ȓ"*-16ǽ
1 reaching, clawing and crawling their way toward 14 ...stolen socks. %,20 +!0 ,# 1%"*ǽ )) ,# 1%"*
/" *&00&+$ 1%" - &/ǽ
the door.
...bodies. %"6 /, ( $"+1)6 &+ 1%" !/ ƞ #/,* 1%" 15 ...teeth. They line the shelves, are in jars and
2 4&+!,4 0 1%"6 % +$ 020-"+!"! #/,* $& +1 *" 1 bowls and are scattered across every surface.
hooks. 16 ǽǽǽ Ɲ 6&+$Ǿ 1 )(&+$ 04,/! + *"! +&1%ǽ
...shelves and shelves of dolls. Porcelain,
17 ...a perfectly carved marble statue of the party,
looks of terror twisting their faces.
3 wooden, glass and fabric, they face outward with
...a very comfortable, albeit small-looking
beautiful faces and unseeing eyes.
18 bed. %&0 "! $/ +10 1%" "+"Ɯ 10 ,# ),+$ /"01
...a big dog with red eyes chained to the center
4 ,# 1%" /,,* *&!01 &/ )" ,# !/&"! ),,!ǽ ƞ "/ '201 ,+" %,2/ ,# 0)""- 4&1%&+ &1ǽ
...a cursed breastplate * !" #/,* 14&01&+$
...stinking piles of trash and junk that have
5 begun to rot. shadows. Anyone who touches it, or the wearer,
...a small, thin child who lets you know you’d 19 #,/ 1%" Ɯ /01 1&*" 1 ("0 Ǚ!ǝ +" /,1& ! * $"ǽ
"01 " ,ƛ "#,/" Ȋ*,1%"/ȋ /"12/+0ǽ
6 +6,+" 4%, 112+"0 1, 1%" /*,/ &0 2/0"! 1,
...20 years’ worth of stolen correspondence, * (" !" 1% 0 3&+$ 1%/,40 1 !&0 !3 +1 $"ǽ
all still unopened.
7 20 ...a vast array of hoarded gold coins worth
ǖǘǾǕǕǕ$- -&)"! %&$% &+ 1%" 0* )) 0- "ǽ
1
3
2
Stocks & Gallows %" /" 12/" &0 "* ,)!"+"!Ǿ 0 &# 2+!"/ 1%"
20+ "ƛ " 1 ,# / /& +ȉ0 / $"Ǿ +! % 0 !3 +1 $"
Whether or not the punishment fits the crime, sometimes
citizens of the realm are sentenced to suffer the sword or ,+ )) 11 (0 #,/ ǖ *&+21"ǽ
the noose or the humiliation of their peers. Though it’s not
quite home, this will be the last place many lay their head. Stocks
Gallows Not every crime deserves an execution, but some who
are set in the stocks (3) wish for death, particularly when
The nooses on this block (1) are thick, corded rope their peers start lobbing rotten produce or animal feces at
(AC 12, 2 hp) and can withstand a weight of up to 650 them as they serve their time. The stocks secure the head
pounds. The platform is about 10 ft. off the ground and around the neck and the arms at the wrists, locking the
features a trapdoor system under each noose, triggered convict in an uncomfortable, hunched standing position.
by a lever guarded by the executioner. When the lever is The locks used on the stocks have a DC of 15.
pulled, all the trapdoors drop simultaneously, regardless
of whether each noose is occupied. A projectile aimed at Variant Encounter (Optional)
the noose from a distance farther than 30 ft. adds +1 to
the rope’s AC per 10 ft. If a noose is bearing a body that Roll 1d6 to determine what fate holds in store for the
starts to sway, this attack is made at a disadvantage. party at the stocks and gallows.
1d6 The party sees...
...a (guilty) thief -)" !&+$ %&0 &++, "+ " #/,* 1%"
Beheading Block 1 gallows. The gathered crowd believes he is not
guilty. The executioner disagrees.
It’s hard to overestimate the feeling of dread that 2 ...a coordinated group of 3d4 bandits working to
befalls someone whose neck is placed on this indented free their bandit captain and his two lieutenants.
and gore-flecked surface (2)—or how that feeling will
influence their will to survive. A creature about to be 3 ǽǽǽ Ɯ /" /" (0 ,21 1 1%" $ )),40 0 ,+ "/+"!
executed must make a Constitution saving throw, the citizen tries to stop a public execution.
ramifications of which are detailed below.
...a nine-year-old boy in the stocks for sending
4 ),3" )"11"/ 1, 1%" /" )*ȉ0 -/&+ "00 &0 "&+$
1,/*"+1"! 6 1%" "+1&/" 1,4+ǽ
1–5 The creature is paralyzed. 5 ǽǽǽ * + ,21 1, " "%" !"! &0 polymorphed
6–10 into a weasel by his spell-scroll-wielding wife.
11-15 The creature is frightened.
The creature is resigned to their fate, but not ǽǽǽ + ,)! * + 01 +!0 1 1%" $ )),40 +! "$0 #,/
16-20 otherwise hindered.
%" /" 12/" &0 "* ,)!"+"!Ǿ 0 &# 2+!"/ 1%" 6 %&0 /&$%1 1, " % +$"! #,/ *2/!"/ %" ,**&11"!
"ƛ " 1 ,# / /& +ȉ0 / $"ǽ
63 years earlier.
The Game Master’s Book of Random Encounters 201
2 1
4
NPC Profile
2
Bagwell Pierce,
3 bard of the people
5
àŏƸŊ ŧżŲŃ ěƣżǝŲ Ŋÿŏƣ ÿŲģ ÿ ŰĪƫŰĪƣŏǭŏŲŃ
ŃÿǭĪ ÿĜĜĪŲƸǀÿƸĪģ ěǣ ƸŊĪ łÿĜƸ ƸŊÿƸ żŲĪ żł Ŋŏƫ
ĪǣĪƫ ÿƠƠĪÿƣƫ Ƹż ěĪ łĪŧŏŲĪ ܉ÿŃǝĪŧŧ £ŏĪƣĜĪ
ƫĪĪŰƫ żǀƸ żł ƠŧÿĜĪ ǝŏƸŊŏŲ ƸŊĪ ǝÿŧŧƫ żł ƸŊŏƫ
ƠÿƣƸŏĜǀŧÿƣ ƠĪŲŏƸĪŲƸŏÿƣǣ NĪܹƫ ŊĪƣĪ ěǣ ĜŊżŏĜĪ ܉
ŊżǝĪǜĪƣ ܉ǝżƣŤŏŲŃ żŲ ÿ ƫĪƣŏĪƫ żł ƫƸżƣǣܫƫżŲŃƫ
ÿěżǀƸ ƸŊĪ ĜŏƸǣܹƫ ƫĪĪģŏĪƣ ƫŏģĪ Ƹƣżǀěÿģżǀƣ
żł ŃƣĪÿƸ ƣĪŲżǝŲ ܉ŊĪܹƫ ÿŧƫż ěĪĪŲ ěŧĪƫƫĪģ ܠżƣ
ĜǀƣƫĪģ ܉ģĪƠĪŲģŏŲŃ żŲ ǝŊżŰ ǣżǀ ÿƫŤ ܡǝŏƸŊ
ƸŊĪ ŃŏǽƸ żł ƸƣǀĪƫŏŃŊƸ ܉ÿ ƫŤŏŧŧ ŊĪ ĜÿŲ ÿĜƸŏǜÿƸĪ
żŲĜĪ ƠĪƣ ģÿǣ ÿƸ ƸŊĪ ěĪŊĪƫƸ żł Ŋŏƫ ƠÿƸƣżŲ
Homes, Hideouts, Labs & Lairs
Town Jail Though rarely asked, the rats would reveal that the wall
isn’t particularly sound and could be knocked over with
Though many may insist laws were made to be broken a few solid blows (AC 10, hp 18). A DC 18 Intelligence
(or at least bent a little), those who choose to disobey (Investigation) check would reveal the same intel. If the
area ordinances can easily find themselves contemplating wall is destroyed, a gap between buildings leading to a
their behavior from the wrong side of wrought iron bars. narrow alley behind the jail is revealed.
This facility is fairly standard—secure enough to contain
the typical rabble and low-level offenders—but is far from Encounter Variant (Optional)
completely secure. With a little time, ingenuity, cunning
or a combination of all three, most adventurers should Random Rabble Table
be able to find a way to escape should they choose not
to serve their full sentence. In addition to the guards Roll 2d4 to determine how many individuals are being
wandering the halls of this jail is a troubadour named held in the jail, then roll 1d20 on the table below for
Bagwell Pierce seeking inspiration for his next big hit. each individual to determine their identity and offense.
You can choose which cells they’re being held in based
Entrance on your party makeup or campaign. A repeated roll
indicates accomplices.
A large oak door leads to a small receiving room (1)
where 2d4 guards somewhat casually man their posts. 1d20 Within this cell is...
Shared Cells 1 ...a goblin 2$%1 * 0.2"/ !&+$ 0 % )Ɲ &+$ǽ
To the left and the right of the door leading out of the 2 ...a half-elven petty thief with claims of ties to
receiving room are two cells for group holding (2). ,/$ +&7"! /&*"ǽ
Drunkards, louts and other nonviolent offenders are
typically cordoned off together in these spaces until 3 ...a human woman who sold poisoned pies to
they dry up or cool off. Locks on these doors have a DC 0,*" +, )"0 &+ 1,4+ǽ
of 16. Roll on the Random Rabble Table to determine
who may already be locked up in these cells. 4 ...a one-armed dwarf covered in black soot
20"! ,# ),4&+$ 2- ), ) *&+"ǽ
Individual Cells
5 ǽ..a human painter who claims he’s been
For those who can’t be trusted in a group environment, #/ *"!ǽ
and for particularly violent individuals who require
extra security, a row of private cells (3) create separation 6 ...a human farmer whose horse kicked a man to
and confinement. Locks on these doors have a DC of 18, !" 1%ǽ %" %,/0" &0 )0, 4 &1&+$ 1/& )ǽ
and the cells themselves are typically under the watchful
eye of a patrolling guard who walks along the far 7 ...the daughter of a wealthy merchant, caught
hallway connecting the holding cell corridor to the main !,+ 1&+$ %&0 *,+"6 1, %"/ ,6#/&"+!ǽ
throughway to the receiving room. Roll on the Random
Rabble Table to determine who may already be locked 8 ǽǽ.a burly half-orc //"01"! #,/ -2 )& &+1,5& 1&,+ǽ
up in these cells.
9 ǽǽǽ 1&"Ɲ &+$ 4%, *,21%"! ,ƛ 1, 1%" &16 4 1 %ǽ
Means of Escape
10 ...the mastermind behind a series of sheep-
Outside of picking the locks to the cells and sneaking /") 1"! 1%"ƞ 0Ǿ *211"/&+$ $+,*" + *"! "$ǽ
past, subduing or otherwise defeating the guards that
attend the jail’s main entrance, there are a handful of 11 ǽǽǽ )&#"Ȓ0&7" 4 5 Ɯ $2/&+" styled in the visage of
other ways to escape this space unscathed: +,1,/&,20 /&*&+ ) / ("/ " ),,*Ǿ 01&)) 1 ) /$"ǽ
GRATE. A grate along the back wall (4) can be 12 ...a human female who refuses to stop screaming,
observed with a DC 10 Wisdom (Perception) check. A DC “I’m from the future and you’re all tasty soup!”
16 Strength (Athletics) check will remove the grate from
its fixed position, allowing for access to the tunnels below. 13 ǽǽǽ1%/"" % )Ɲ &+$0 accused of impersonating a
%2* + +, )" 6 4" /&+$ ),+$ , 1ǽ
HIDDEN TUNNEL. A small hole in the wall of one
of the holding cells (5) smells of mold and water rot, and 14 ...a half-elf who pummeled his elven father on
a few rats scurry in and out of this slit between stones. "% )# ,# %&0 %2* + *,1%"/ǽ
15 ...a male drow 4%, 01 +!0 20"! ,# Ɲ ,21&+$
%&0 ! /(Ȓ")3"+ %"/&1 $" &+ -2 )& ǽ
16 ...a would-be bard who pinched a priceless
&+01/2*"+1Ǿ 1%"+ &!"+1 ))6 0* 0%"! &1ǽ
17 ...a quick-witted woman whose only crime appears
1, " %"/ -"+ % +1 #,/ -""&+$ &+ 1%" 1,4+ 0.2 /"ǽ
18 ...a sweaty half-orc covered in gore and missing
%&0 1""1%Ǿ 2+ 4 /" ,# 4% 1 %" !&! &+ / $"ǽ
19 ...the biggest man in town, held without bail for
1/6&+$ 1, 01,*- ,+ ,+" ,# 1%" 0* ))"01ǽ
20 ...a buxom bartender with a lockpick and a pair
,# ! $$"/0 ) "! &+1, %"/ ,/0"1ǽ
The Game Master’s Book of Random Encounters 203
1 3
4 2
5
Homes, Hideouts, Labs & Lairs
The Labor Camp Supply Shed
Because most prisons are in some way subsidized by the All the necessary implements for mining ore can
rulers of the realm, it’s not uncommon for those who are be found within this shed (4), including pickaxes,
held within one to be asked (read: told) to pay back their shovels, lanterns, tinder boxes, torches and a bit of
debt to society through sweat and hard work. Some— black powder. It is typically guarded by two to three
including many prisoners forced to engage in it—oppose veterans working in shifts.
this practice, decrying it as a form of slavery. Others
disagree. And others are typically the ones in charge. Minimum Shelter
All Work, No Escape The tents within the camp (5) lack the comforts of home,
and the ones that aren’t pocked with holes and tears still
The main function of those stationed at this camp is to barely block the sun or rain most of the time. They can be
empty the nearby mountain (1) of all its valuables. To useful in shielding activity within them from the guard
determine what’s being mined here, roll on the Random posts, however, and provide three-quarters cover for any
Mine Table. The fencing around the mine is reinforced trying to protect themselves within.
with barbs that do 1d6 piercing damage as well as 1d10
force damage to any creature that comes into contact Variant Encounter (Optional)
with them. The entire labor camp is also affected by a
large anti-magic field, which emanates from a tower Roll 1d6 to determine what awaits the party within this
positioned within the center of the camp (2). prison camp.
Random Mine Table 1d6 The party…
The mine within this mountain is full of a valuable ...sees a group of 2d4 half-orcs repeatedly
substance. Roll 1d8 to determine what it is.
1 slamming themselves against the fencing trying
1d8 The mine is full of…
1 Gold in earnest to bust it down and escape.
2 Silver ...hears a rumble beneath the earth in the center
3 Emeralds
4 Rubies of the camp heralding the arrival of two goblins
5 Diamonds
6 Red clay 2 inside an apparatus of the crab, digging their
7 Coal way up into the labor camp to bust out their 2d4
8 Adamantine
goblin pals.
Guard Office ǽǽǽ+,1& "0 Ɲ *&+$ 4 $,+ ), !"! 4&1% Ǜ!Ǜ
The labor camp is overseen by a foreman, a headstrong, barrels of acid rumbling over a hill and toward
thick-necked brute named Alistar Flogsweat. He
handles most of the necessary organization of work 3 the front gate of the labor camp, the start of an
within this guard office (3), and when his men aren’t on
duty they can be found carousing within this space. all out gnomish assault on the security system at
the behest of a single gnome stuck inside.
...hears word that a collapse within the entrance
to the mine has trapped 2d4 workers inside,
4 and the foreman would like them rescued. The
collapse was initiated by a group of 3d4 angry
duargar.
...overhears that 2d4 gnolls are planning to
5 assault the foreman and hold him hostage in
exchange for their freedom.
...watches as a man dressed as a guard begins
6 killing other guards as a group of 1d4 bandits
cheer him on from the hills nearby.
NPC Profile
Alistar Flogsweat,
human foreman
ŃƣŏŰ ģĪŰĪÿŲżƣ ÿŲģ ŧÿĜŤ żł ƠÿƸŏĪŲĜĪ ÿƣĪ ƸŊĪ ŰżƫƸ
ŰĪŰżƣÿěŧĪ ĪŧĪŰĪŲƸƫ żł ƸŊŏƫ ŧÿěżƣ ĜÿŰƠ ŧĪÿģĪƣܹƫ ƠĪƣƫżŲÿ ܉
ÿŲģ ŊĪ ĜÿƣƣŏĪƫ ŊŏŰƫĪŧł ǝŏƸŊ ƸŊĪ ÿŏƣ żł ÿ ƫÿģŏƫƸ ǝŊżܹƫ ŧǀĜŤĪģ
ŏŲƸż ěĪŏŲŃ ŏŲ ĜżŲƸƣżŧ żł ÿ ŧÿƣŃĪ ŃƣżǀƠ żł ƠĪżƠŧĪ NĪ ƣǀŧĪƫ ƸŊŏƫ
ĜÿŰƠ ǝŏƸŊ ÿ ǿ ƣŰ ŊÿŲģ ÿŲģ ÿ Ơÿŏƣ żł ǝŊŏƠƫ ܉ěżƸŊ żł ǝŊŏĜŊ ÿƣĪ
ěÿƣěĪģ ǝŏƸŊ ěŏƸƫ żł Ńŧÿƫƫ ÿŲģ ŰĪƸÿŧ
The Game Master’s Book of Random Encounters 205
A 1
2
3
Random Castle Table table 2
When the party is exploring a large castle or sprawling 1d8
estate, roll 1d6. On an odd number, roll 1d8 on Table 1. 1 Private Prison
On an even number, roll 1d8 on Table 2. The end result 2 Library
for either roll is the room they’ll have found themselves 3 Dining Hall
walking into (at GM discretion). 4 A Guest Bedroom and Study
table 1 5 A Supply Room
6 Tower Armory
1d8 7 Roll on Extra Rooms Table
8 Roll again
1 Estate Defenses pg. 207 pg. 215
pg. 217
2 The Grand Entrance pg. 209 pg. 217
pg. 211 pg. 219
3 Council Chamber/War Room/ pg. 211 pg. 219
Map Room pg. 219
pg. 219
4 Kitchen
5 Main Bedroom pg. 213
6 Secondary Bedroom pg. 213
7 Guard Barracks pg. 213
8 Bathhouse and Privy pg. 213
Homes, Hideouts, Labs & Lairs
Variant Castles
hether surrounded by height as well as length for your wall and consider whether
or not it was shoddily made or built by the finest craftsmen
W impenetrable walls, in the realm, a fact that could bolster or hinder its efficacy.
remarkable moats or the The drawbridge door has an AC of 10 and 100 hp.
sweeping vistas of a large
estate, at the end of the day
a castle is still a home, and the rooms within are as Encounter Variant (Optional)
Other Defenses
primary to its function as the people who dwell there.
The navigable spaces within a castle could fill an entire Bows and broadswords aren’t the only way to defend
book, to say nothing of a single section within this an advantageous position atop a well fortified wall. Roll
one. Because of this fact, the next few pages outline 1d6 on the table below to determine the nature of the
spaces one would reasonably expect to find within the secondary defenses available for this fortress.
walls of a seat of noble power, whether a castle, keep 1d6 The wall has...
...buckets Ɯ ))"! 4&1% ) /$" 01,+"0 "3"/6 ǖǕ ƞ ǽ
or summer home. The rooms are presented without a
planned connection to one another, leaving you free to 1 An attack with falling rocks deals 6d6 bludgeoning
! * $" 1, " % /" 12/" &+ ǖǕȒƞ ǽ / !&20 ,+
determine where one exit might lead to another room’s
entrance at GM discretion. Each room described is failed DC 15 Dexterity saving throw.
ǽǽǽ 2 ("10 Ɯ ))"! 4&1% %,1 1 / "3"/6 ǖǕ ƞ ǽ A
exemplative of the visuals and themes associated
with a space for nobility and royalty, though you can creature splashed with hot tar must succeed on a
certainly skin them however you like as is appropriate ǖǚ "51"/&16 0 3" ,/ 1 (" Ǚ!Ǜ Ɯ /" ! * $" ,+
for your game. 2 failed save and half as much damage on the target’s
+"51 12/+ 0 1%" 1 / 01& (0 1, 1%"&/ Ɲ "0%ǽ 1 /$"1
Estate Defenses (A) covered in hot tar is at disadvantage on all attacks,
Ensuring the safety of those who dwell within, many saves and skill checks, moves at half speed and is
large homes and castles are equipped with a perimeter
wall, or are fortresses unto themselves. 32)+"/ )" 1, Ɯ /" ! * $"ǽ
ǽǽǽǗ!Ǚ *,2+1"! ))&01 0ǽ They have a range of
Gatehouse and Armory
3 ǗǕǕȡǛǕǕ ƞ ǽ +! !" ) Ǚ!ǖǕ -&"/ &+$ ! * $"ǽ %"6
Walls are well and good but on occasion it’s necessary % 3" ʭǝ 1, %&1Ǿ +! /".2&/" 14, 1&,+0 1, Ɯ /"ǿ
to step beyond them, or welcome guests within. The
gatehouse (1) is designed for just such a purpose, one to aim and one to trigger.
giving a set of guards a space from which to view the ǽǽǽ 0"/&"0 ,# %&!!"+ 0-&("0 % )#4 6 2- 1%" 4 ))ǽ
front door to this property and determine whether
or not to open it. A massive mechanism within the They can be activated as a reaction if a creature
gatehouse raises or lowers the drawbridge and is a
two person operation: One to rotate a gear to engage &0 &+ 1%"&/ /" ,# "ƛ " 1Ǿ 4%& % 0&10 % )#4 6 2-
the device and another to pull a lever unlocking it and
allowing it to fall. Raising or lowering the drawbridge 4 the wall. If a creature is near the wall when these
requires a DC 15 Strength (Athletics) check. And spikes are triggered they must succeed on a DC
because a wall without anyone to defend it can fall
fairly quickly, it’s important for those manning their ǖǚ "51"/&16 0 3&+$ 1%/,4 ,/ 02ƛ "/ ǘ!Ǜ -&"/ &+$
post to feel prepared for any contingency. The armory
is lined with longbows, pikes, crossbows and glaives ! * $" +! # )) ( 1, 1%" $/,2+!Ǿ 02ƛ "/&+$ +
to allow for those defending this wall to do so from
range and with reach. A nearby set of stairs (2) leads additional 3d6 bludgeoning damage.
directly to the top of the wall, making this room easily ǽǽǽ 2 ("10 ,# 0),-ǽ These pails of rotten meat and
accessible in times of need.
%2* + Ɯ )1% /" 0- "! "3"/6 ǖǕ ƞ ǽǾ ,3"/"! &+
The Wall
Ɲ &"0 +! 2+-)" 0 +1 1, 01 +! +" /ǽ +6 /" 12/"
The wall that surrounds this space (3) can be as imposing
or welcoming as your story demands. Some walls are 5 1% 1 01 /10 ,/ "+!0 &10 12/+ 4&1%&+ ǚ ƞ ǽ ,# 2 ("1
meant to slow an attack, or divert opposing forces toward
a specific area that may be easier to defend, while others (thrown or stationary) must succeed on a DC 15
are aesthetically if not strategically pleasing. Determine a
Constitution saving throw or spend their action
and reaction retching at the stench.
ǽǽǽ$) 00 ' /0 #2)) ,# &! "3"/6 ǖǕ ƞ ǽ An attack
with a jar of acid deals 3d6 acid damage to any
6 /" 12/" &+ ǖǚȒƞ ǽ / !&20 1% 1 # &)0 ǖǚ "5Ȓ
terity saving throw.
The Game Master’s Book of Random Encounters 207
B
1
4
2
3
5
Homes, Hideouts, Labs & Lairs
The Grand Entrance (B) Offices for Clerks/Council
Chambers
Most castles and opulant estates feature a greeting hall or
great room, either for receiving guests, hosting galas or Behind every great family is an individual who sets
holding court. This space is designed to stand in as such a their meeting schedule, and this space (4) houses the
hall should the need arise. individual(s) responsible for those duties. After all, a
quality secretary can be as meaningful a deterrent to
Great Hall/Throne Room access as the highest castle wall.
This open area (1) with a sprawling, arched roof features Main Courtyard/Carriage
the throne of its top resident, and serves as a space from Entrance
which they can listen to the populace deliver decrees to
gathered yes-men or hold an upscale soiree with various The formal gateway to the Entrance Hall is through the
members of court. If this space is not the seat of power courtyard abutting this massive residence (5). Some castles
for the realm and is instead a massive great hall in a and noble homes feature a covered space to ensure those
noble’s mansion, the throne should be omitted from your arriving by carriage need not fret about the weather—an
description of its trappings. option you can add here at your own discretion.
Entrance Hall Encounter Variant (Optional)
Party Time
A relatively bare space save for portraits of nobility or
statues of particular cultural significance, this area of the There is no shortage of reasons for the upper crust of any
castle (2) is effectively a foyer, an area in which to prepare civilization to hold a soirée, ball or other social function to
yourself for an audience with the queen, a dance with the which a large number of guests can be invited—and the
prince, an upbraiding from the scion of a major family or Great Hall is where those events would take place most
a summary execution in view of the rest of the court for often. Roll 1d6 on the table below to reveal the sort of
crimes against the realm. You know, like the foyer of your celebration taking place within this space.
own home.
1d6 The guests are…
Waiting Room
1 ...celebrating the death of a rival lord with a
This area (3) is effectively a holding room for those who masquerade ball.
seek an audience with the head of the house, and would
usually feature a few attendant guards as well as council 2 ...enjoying the intoxicating glow of a wedding
members or footmen flitting in and out to check in on reception.
arriving guests to see if they need anything before their
moment with the seated ruler here, or keep an eye on ...preparing for an evening of convivial
them to ensure they aren’t looking to cause trouble.
3 conversation and various types of dancing to
honor a fertility god.
4 ...at a naming ceremony for a new leader.
5 ...all female, as this fancy gala is for women only.
6 ...here under false pretenses.
The Game Master’s Book of Random Encounters 209
C
1
D 2
1
4
3
5
Homes, Hideouts, Labs & Lairs
Vital Interiors Encounter Variant (Optional)
Ales Well
Every highborn home is unique, though they have
numerous rooms in common. These spaces might feature Every host is different, and the stores in any highborn
as part of a castle exploration, or can serve as the site of
specific scenes within your ongoing adventures. home reflect the taste of the master of the house. Roll 1d6
Council Chamber/War Room/ to determine the drink of choice within this estate.
Map Room (C)
1d6 These barrels contain…
Whether king or queen, lord or duke or simply a rich
person with a desire to use their wealth in a way that ǽǽǽ / /" 0-&/&1 #/,* +,1%"/ /" )*ǽ Upon tasting
can directly impact the world, this room (1) is a space to
get a broader view of the realm and plan strategically 1 1%&0 0-&/&1 #,/ 1%" Ɯ /01 1&*"Ǿ /" 12/" *201
in times of war or peace. Its walls are adorned with succeed on a DC 12 Constitution saving throw to
maps of the surrounding regions and there are several
rolls of maps from far off lands stacked among the avoid temporary blindness, which lasts an hour.
shelves on either side of the room’s council table. The ǽǽǽ 4&+" ,# 1%" "01 1"ȉ0 ,4+ * ("ǽ This wine
room is also perfect for gatherings featuring a king’s
trusted council or advisors, each of whom may be here isn’t the best, but the host is proud of it. A
to advance their own aims.
2 creature tasting this wine must succeed on a DC
Kitchen (D) 10 Constitution saving throw to drink without
A lodging with this many rooms requires a kitchen making a sour face. A Charisma (Deception) check
capable of preparing enough food to fill the mouths of
those that dwell within them. This kitchen (1) features could also be utilized to avoid insulting the host.
a large stone oven, a cast iron stove as well as several ǽǽǽ *" ! * !" #/,* ), ) %,+"6ǽ Though
prep stations for breaking down sides of beef, chopping
produce and plating dishes. it’s not been made public, 1 in 6 individuals are
Pantry allergic to this honey and break out in hives upon
A large area for short-term food storage (2), the pantry 3 consuming it. For every creature who partakes of
features stacks of sacks of staples (such as flour, rice, this mead, roll 1d6. On a 1, they break out in hives
beans, lentils, potatoes and more), as well as any fruits or
vegetables from nearby farms or far flung locations that and are visibly sweaty, and their throat closes up
have been collected as part of a forthcoming food menu.
0)&$%1)6 * (&+$ &1 !&ƛ & 2)1 1, 0-" (ǽ %&0 "ƛ " 1
Barrel Cellar
!&00&- 1"0 ƞ "/ ),+$ /"01 ,/ 1
!&0 /"1&,+ǽ
A staple of any large estate, this space (3), accessible ǽǽǽ ! /( 0-&/&1 /"*&+&0 "+1 ,# /2*ǽ The drink
through a passageway from the pantry (4), features rows
of stored wine, mead, ale or distilled spirits ready to be is somewhat addictive, and any creature who
cracked open for a special occassion or simple request.
partakes must succeed on a DC 12 Constitution
4 saving throw or will immediately ask for another
$) 00ȕ#,/ &+$ +,1%"/ 0 3&+$ 1%/,4ǽ ƞ "/ 1%/""
failed saves a creature becomes extremely
inebriated, is incapable of lying and makes all
skill checks and attack rolls at disadvantage.
ǽǽǽ 4 /*&+$ ! /( )"ǽ With hints of clove and
5 allspice, this rich ale is similar to porter but with
+ !!"! ,+20ǿ +6 /" 12/" 4%, ,+02*"0
this ale is resistant to cold damage for one hour.
ǽǽǽ %&$%)6 Ɲ ** )" 0-&/&1ǽ With a smell like
kerosene, a DC 10 Intelligence (Investigation)
6 check would reveal this distilled spirit would
immediately ignite if exposed to a spark or
extreme heat.
Secret Tunnel
Covert passageways are not uncommon in manors such
as this, and can lead below ground, up to a rooftop or
simply to a different wing of the estate. This entrance to
one such passageway (5) can be discovered with a DC 17
Intelligence (Investigation) check.
The Game Master’s Book of Random Encounters 211
E F
G H
Homes, Hideouts, Labs & Lairs
Beds, Baths and Beyond Variant Encounter (Optional)
It is true that the very, very rich are just like the rest Roll 1d6 to determine what dangers might wait within
of us in that they usually put their pants on one leg the walls of these bedrooms.
at a time and also, eventually, will need a place to lay
their heads after a long day (unless they are sleepless 1d6 The party learns…
warlocks, but that’s another matter). Though most
adventures may not lead directly to the bedroom of a 1 ...a +&$%1 % $ is implanting dark visions inside
king or archduchess, those spaces still exist, which is the mind of the host as they sleep.
why they are included here. The rooms outlined below
are typical of what one might find within the confines 2 ...1d4 suit(s) of +&* 1"! /*,/ refuse to let
of a particularly opulent home. anyone into or out of the master suite.
Main Bedroom (E) ...the host’s paramour is hiding inside one of the
This space features a large bed, a fully appointed reading 3 room’s wardrobes, explaining they cannot be
room as well as a table and chairs for those days when its found by the host’s spouse and pleads for the
resident is hungry but would prefer not to put on pants.
A wardrobe and storage chest round out the furniture in party’s aid.
the room.
...or at least suspects, that these beds are all
4 cursed as the following morning no one who
0)"-1 &+ ,+" "+"Ɯ 10 #/,* ),+$ /"01ǽ
...a trap door beneath the bed in the master suite
5 leads directly to a tavern within this book (at GM
discretion), a fact currently being exploited by 6
local 1%2$0.
...1d4 $%,010 frequent these rooms and refuse to
6 leave, sharing lengthy diatribes about how
much they hate the current decor.
Secondary Bedroom (F)
Smaller than the master bedroom but no less opulent,
this room features a large bed, wardrobe, a shelf for books
as well as a desk suitable for late night letter writing or
for reviewing plans for the day as the sun comes up.
Guard Barracks (G)
The collective home of a castle or estate’s attendant guard,
what these barracks lack in privacy they make up for in
soft linens and stellar pay. These beds can also be shared
with visiting guests of a certain class, if the host determines
they are nice enough for free shelter but perhaps a bit too
unruly to trust within the home’s inner sanctum.
Bathhouse and Privy (H)
A good soak can cure the ails of even the most well-to-
do resident of this abode, and such a remedy can be
found in this steamy escape. Personal tubs of piping hot
water are separated by dividers within the room, and a
large closet features some of the softest towels and robes
in the realm. Beyond the bathhouse door is a spot to
expel one’s waste into a chamber pot without having to
view it after the fact.
The Game Master’s Book of Random Encounters 213
I2
1
3
4
Homes, Hideouts, Labs & Lairs
Private Prison (I) Encounter Variant (Optional)
Palace Intrigue
Many large estates and castles feature cells utilized to
punish those who might wish to do harm to the head Roll 1d6 on the table below to determine what plots may
of the house, and are set up in a way that prevents be afoot on these grounds, then have your party choose
troublemakers from wreaking havoc despite not having a how to respond.
large force in place to stand guard.
1d6 It appears…
Main Jail Cells
1 ...the host has been brainwashed by a powerful
The pie-slice construction of this block of cells built into demon disguised as a court jester.
one of the castle’s spires (1) allows for a single guard or
two to keep a watchful eye on the entire roomful of cells. 2 ...the host’s books are being kept by a particularly
The cells here each feature DC 18 locks, and each cell is 0(&))"! +! 01& (6ȒƜ +$"/"! ,2+1 +1ǽ
equipped with a single bedroll and a chamberpot. The
2d4 guards who work in this space usually carry a set of ...the host’s daughter has fallen in love with a
keys on them, but there’s a 1 in 6 chance they’ve left them
with their superior, who is elsewhere. 3 *"* "/ ,# 1%" (&1 %"+ 01 ƛ ȕ #,/ &!!"+Ǿ +!
Guardroom 1%"/"#,/" 0" /"1Ǿ ƛ &/ǽ
When not on duty, the 2d4 guard(s) who keep this space ...a member of the council here is secretly allied
under lock and key can be found commiserating or taking
a load off in this small room (2) that acts as both a check 4 with a rival house or kingdom, and is urging his
point for incoming rabble and a check-in area for those
interested in the status of prisoners who continue to defy master to war—and slaughter.
those in charge. The door off this room leads to the floors ...an 00 00&+ #/,* # / ,ƛ (&+$!,* % 0 ""+
above, by rolling on the Random Castle table on pg. 206
or at GM discretion. 5 sent to take out the host—as well as the rest of the
Secret Tunnel family.
...a series of cries are emanating from various
rooms within the estate. A DC 15 Intelligence
(Investigation) check near one of the walls in this
6 space reveals 14 hidden children, scummy and
malnourished—all of them claiming they’ve been
("-1 %"/" 6 *"* "/ ,# 1%" %,01ȉ0 01 ƛ ǽ
GM Note
For more variety, use the Variant Encounter table on
pg. 203 to populate these cells with random rabble.
Though criminals and ne’er-do-wells occasionally find
themselves locked up here, they still receive visitors
from time to time—occasionally from palace insiders
who would prefer not to have their movements tracked.
This tunnel entrance (3) can be perceived with a DC
20 Wisdom (Perception) or Intelligence (Investigation)
if one knows what they’re looking for: tiny slits along
the brickwork allow for it to swing forward just enough
to allow a medium or smaller creature to slip through.
These tunnels lead underground, to a location on the
Random Tunnel table (pg. 229), to the crypts or to other
rooms within the estate at GM Discretion.
Secondary Jail Cells
A room utilized for overflow in the event of an uprising or
disease outbreak, this secondary prison (4) is slightly less
secure than the main cells, with its doors each featuring a
DC 16 lock.
The Game Master’s Book of Random Encounters 215
J
K
Homes, Hideouts, Labs & Lairs
Tower Options Encounter Variant (Optional)
Castle Furnishings
The spire of a large castle or mansion can be utilized
for any number of meaningful purposes—a potions Though many noble estates shine with wealth from
laboratory or makeshift library, for instance. These two
maps represent the possibilities for a space such as this, every corner, circumstances can change for any
but can be modified as necessary at GM discretion.
highborn family. Roll on the table below to determine
Library (J)
the visual aesthetics associated with this castle once
Shelves stacked nearly 20 ft. high and stretching to the
ceiling are stocked with books on nearly any subject, and the party arrives.
this room features cozy spots in which to research and
record one’s findings. The doors within this space lead 1d6 The castle is…
deeper into the castle and the stairs in the corner can lead
up or down, at GM discretion. ǽǽǽ# ))&+$ - /1ǽ The slow decay of time paired
Dining Hall (K) with a lack of upkeep on the part of the residents
Though meals can be arranged in the Great Hall or for a %"/" % 0 )"ƞ ,+ " &*-,0&+$ +! &*-/"00&3"
smaller group within the kitchen, this room is utilized for
day-to-day meals and features enough seating for several castle full of rubble with collapsing walls, damaged
members of court or castle staff, as well as a dais from
which the master of the house can look out upon their 1 1 -"01/&"0 +! /,11&+$ Ɲ ,,/0ǽ 1
!&0 /"1&,+Ǿ
guests while dining. The doors within this space lead roll 1d6 each time a member of the party enters a
deeper into the castle and the stairs in the corner can lead
up or down, at GM discretion. new room in this castle. On a 1, have them make
a DC 15 Dexterity saving throw or fall through
1%" Ɲ ,,/ , /!0 1, /,,* "),4 0 1%" " *0
supporting them snap under stress.
ǽǽǽ% 2+1"!. Every room in this castle has a chance
of being inhabited by a $%,01 ,/ $%,2). Each time
2 the party enters a new room, roll 1d6. On a 1, 1d4
ghosts or ghouls appear in this space, and are
friendly or nefarious at GM discretion.
ǽǽǽ#/,7"+ǽ Whether through some curse or
overexposure to the elements in a particularly chilly
climate, every room in this castle is covered in ice.
3 %" Ɲ ,,/ &0 !&ƛ & 2)1 1"// &+Ǿ +! +6,+" 11"*-1&+$
to dash must succeed on a DC 15 Dexterity check
to avoid falling prone as they slip and fall. Heat
ț#/,* Ɲ *" ,/ ,1%"/ * $& ) "ƛ " 1Ȝ + *")1 1%"
& " %"/" 21 ƞ "/ Ǘ!Ǜ *&+21"0 &1 "$&+0 1, /"#/""7"ǽ
ǽǽǽ,-2)"+1. This castle might be the fanciest any
in the party have ever had the pleasure of walking
within. Even the servants’ quarters are gilded and
4 #" 12/" 02 1)"Ǿ /1&01& Ɲ ,2/&0%"0ǽ -"01/&"0 +!
*,0 & 0 +! ,1%"/ Ɯ +" /14,/( % +$ ,+ "3"/6
4 ))ǽ %" $2 /! +! ,1%"/ 01 ƛ &+ 1%&0 01)" /"
similarly appointed.
ǽǽǽ! /(ǽ %"/" 0""*0 1, " -2/-,0"#2) "ƛ ,/1 1,
keep out the light in this entire castle, perhaps
because its leader does not want to be seen,
5 is frustrated by the sun or simply feels more at
home when shrouded in darkness. Those without
darkvision will need a torch to navigate this castle,
as entering it is similar to walking within the
tunnels of a pitch black cave.
ǽǽǽ2+!"/ ,+01/2 1&,+ǽ Whether there’s been a
recent change in ownership, a strong desire for a
/"*,!") ,/ 0&$+&Ɯ +1 *,2+1 ,# ! * $" 1% 1
*201 " /"- &/"!Ǿ 1%" 0&$+0 ,# ,+ "/1"! "ƛ ,/1 1,
6 update or rebuild the rooms, hallways or
even foundations of this castle are apparent
throughout—and 10d4 members of a guild
responsible for this sort of work are an ever
present sight.
The Game Master’s Book of Random Encounters 217
L
M
N
Homes, Hideouts, Labs & Lairs
Space to Explore Encounter Variant (Optional)
Most homes of this size have rooms that are rarely seen, Extra Rooms
to say nothing of whether or not they get any use. When
visitors arrive, however, there is often an urge to show Roll 1d20 on the table below to determine the nature of
them around the grounds and show off the comforts and
luxuries that wealth or status allows. another room in this space as your party begins to explore
A Guest Bedroom and Study (L) it. If a room is repeated, roll again on the table or let it
A space intended to host visitors for longer stays, this stand—many homes of this size feature multiple kitchens,
room features a small sitting room as well as a large
bedroom with access to other halls and rooms in the bedrooms, studies and more. Because who wants to walk?
castle, plus one of the lumpier beds anyone has ever had
the displeasure to sleep on. The stairs in the sitting room 1d20 This room is…
can lead up or down at GM discretion.
1 ...a gymnasium with a fencing circle.
A Supply Room (M)
2 ...a greenhouse with a massive tree inside.
With so many comings and goings on the property it’s
natural to accrue more than you need and to prepare 3 ...an observatory with a large telescope.
for those times when less is available. This storage space
features ample room for amassing supplies to ride out a 4 ...an indoor lap pool.
long winter, a hate-fueled uprising, a celebration or other
event requiring large portions of necessary staples. The 5 ...an archery range.
boxes and barrels within this space feature items relevant
to the ongoing adventure, at GM discretion. 6 ...an alchemist’s laboratory.
Tower Armory (N) 7 ...a doctor’s quarters for observing ill patients.
8 ...a launch pad for a small dirigible airship.
9 ...a torture chamber.
10 ...a ballroom with a stage for an orchestra.
11 ...a hall with statuary lining both sides.
12 ...a small chapel.
13 ...a smith’s forge.
14 ǽǽǽƜ ))"! 4&1% -,/1 )0Ǿ " % )" !&+$ 1, +,1%"/ /" )*
at DM discretion.
15 ...a teleportation circle.
16 ...a bedroom with a very strong necrotic scent
,*&+$ #/,* "+" 1% ,+" ,# 1%" Ɲ ,,/ , /!0ǽ
17 ...a walk-in closet, but the size of a great room.
18 ...an aviary, featuring messenger birds and several
hooded falcons.
19 ...a distillery for making spirits.
20 ...a nursery, complete with 2d4 babbling babies.
While security of the keep is in many ways the
responsibility of those keeping watch along the walls,
this armory offers a strong strategic position from within
one of the spires, with long range ballistas that can deal
a significant amount of damage should an army begin a
march on the walls or a dragon swoop in to bring death
and ruin from above. The ballistas have a range of
200/600 ft. and deal 4d10 piercing damage. They have
+8 to hit, and require two actions to fire: one to aim and
one to trigger.
The Game Master’s Book of Random Encounters 219
the spaces that connect all the
other locations in this book,
these byways and back alleys
are just waiting to be explored.
Rooftops, Alleyways & Tunnels
A II
I
IV
III
hether spying on a target the town or city they’re exploring, choose one of these
maps, a relevant window and pick things up there.
W from above, slipping out a Alternatively, should they choose to enter a building
second-story window as a through a balcony, skylight, window or some other
means of escape or bounding point of ingress, you can roll on the Random Location
from building to balcony Generator (pg. 3) to determine where they will end up.
to the streets below, rooftops and alleyways can be
unique spaces for adventurers to explore and feature Random Rooftops & Alleys Table
hazards specific to their elevation and placement Roll 1d6 on the table below to determine the rooftops
and alleys map you’ll be using, then roll 1d4 to reveal
within a town or city’s landscape. which part of the map they’ll enter from and find the
corresponding Roman numeral on the map.
Without getting too philosophical, every road
ever paved leads somewhere, even the dead ends.
The alleyways and side streets presented as part of
these cityscapes are no different. If you’re seeking 1d6 Map Page
a completely randomized experience for players 1A pg. 221
exploring a new town, roll on the Random Roofs 2B pg. 222
& Alleys table to select a cityscape, then roll 1d4 to
determine their point of entry into it. If they exit the 3C pg. 223
area and you need to track their progress, continue 4D pg. 224
rolling on the Random Roofs & Alleys table and repeat 5E pg. 224
the 1d4 roll to determine where they’ve strolled. 6 Roll again
The rooftops presented here are unmarked and
their architectural embellishments do not connect
specifically to spaces within the rest of this book but
can be stated to do so at GM discretion. Should a
character exit out an elevated door or window and
elect to traverse along the tops of the buildings within
The Game Master’s Book of Random Encounters 221
BI
II
IV
III
Rooftops, Alleyways & Tunnels
C
I
IV
II
III
Urban Adventures ǽǽǽ*""10 + "+1"/-/&0&+$ ), ) /1&01 ț +! -,4"/#2)
mageȜ 4%, ,ƛ "/0 1, 0("1 % " % *"* "/ ,# 1%"
Variant Encounters (Optional) - /16 #,/ #/""ǽ % -,/1/ &1 ), (0 -&" " ,# 1%"
Roll 1d12 to determine what the party might find - /16 *"* "/ȉ0 0,2) 4&1%&+ &1ȕ +! 1%"6 ),0" ǗǕ
themselves bumping into as they wander the alleys in this
urban landscape. ǜ -"/ "+1 ,# 1%"&/ * 5&*2* %&1 -,&+10ȕ # 1 1%"6
4&)) +,1 " 4 /" ,# 2+1&) 1%" +"51 ! 4+ǽ %&0
1d12 The party … "ƛ " 1 + " ,2+1"/ 1"! 4&1% 1%" remove curse
ǽǽǽ0""0 ) /$" !/ ƞ %,/0" + *"! 2$$"/,ƛ % 0 0-"))Ǿ ,/ 6 !"01/,6&+$ 1%" -,/1/ &10ȕ4%& % 1%"
"0 -"! #/,* %&0 4 $,+ +! &0 % 3&+$ 1%" "01 /1&01 4&)) % --&)6 0")) #,/ ǖǕǕ$- " %ǽ
! 6 ,# %&0 )&#" /2++&+$ #/,* 1%" Ǘ!Ǚ 1,4+0#,)(
1 ǽǽǽ*""10 ), ) ("/ 4%,ȉ0 /" )&7"! %&0 )&#"),+$
11"*-1&+$ 1, -12/" %&*ǽ 8 !/" *ǿ 1, (" /" ! ), # 0 &$ 0 $& +1ǽ
+#,/12+ 1")6 &1 % 0 ""+ /,2$%1 1, )&#" 6
2 ǽǽǽ#"")0 )&(" 1%"6ȉ/" "&+$ 4 1 %"!ǽ %"6 /"+ȉ1ǽ
!,/* +1 * $& +! &0 +,4 1/6&+$ 1, " 1 %&*ǽ
ǽǽǽ ,*"0 /,00 + ")!"/)6 % )#Ȓ")3"+ 4,* + 4%,
ǽǽǽ&0 --/, %"! 6 * + 4%, #" /0 %&0 "),3"!Ǿ
0(0 -,)&1")6 #,/ 1%"* 1, 01/ +$)" %"/ %20 +!ȕ
9 &$ &)Ǿ % 0 # ))"+ !,4+ 4")) &+ 1%" "+1"/ ,#
1%" * + 01 +!&+$ /&$%1 "%&+! %"/ +,!!&+$ǽ
3 hag )"ƞ %&* *21" ǖǜǘ 6" /0 $, +! 1%"6 % 3" 1,4+ǽ &$ &) &0 -&$ǽ
/" "+1)6 !&0 ,3"/"! ,+)6 1%" 1&$%1 $/&- ,# 14, ǽǽǽ%" /0 ),2! ) 01 #/,* 1%" ,1%"/ "+! ,# 1%"
01" !6 % +!0 /,2+! %&0 1%/, 1 4&)) "+! 1%" 2/0"ǽ ǖǕ ))"6Ǿ 0 $/,2- ,# Ǘ!Ǚ goblin 1%&"3"0 !&0$2&0"! 0
ǽǽǽ0""0 $/,2- ,# Ǘ!Ǚ acolytes #/,* 1%" +" / 6 # /*"/0 % 3" 0"1 ,ƛ 1%"&/ Ȋ ,4 ,* ȋ 1,, " /)6ǽ
1"*-)" ,))" 1&+$ *,+"6 #,/ 1%"&/ $,!ȕ 21 ǽǽǽ&0 )"! 6 ǘ!Ǚ !&/16 %&)!/"+ 1,4 /! ! /(
4 ǖǗ &0!,* ț "/ "-1&,+Ȝ ,/ +1"))&$"+ " ț ")&$&,+Ȝ 11 ))"64 6 4%"/" !" ! ,!6 #" 12/"0 0"3"/ )
01 4,2+!0 &+ &10 (ǽ %" %&)!/"+ 1%"+
%" ( /"3" )0 1%"6ȉ/" '201 1 )"+1"! % /) 1 +0 &+
-/,!2 " ) !"0 +! 11 (ǽ
% )#4 6 !" "+1 ,012*"0ǽ
ȁƜ +!0 (+&$%1 4%,0" /" "+1 "+ ,2+1"/ 4&1%
ǽǽǽ+,1& "0 0* ))Ǿ -/" , &,20 +! /")"+1)"00 ,6
12 ) ( !/ $,+ % 0 )"ƞ %&0 -) 1" /*,/ #20"! 1, %&0
5 + *"! +$20 #,)),4&+$ 1%"* 4%"/"3"/ 1%"6 $,ǽ ,!6 +! %&0 %")*"1 0" )"! 0%21 -)" !&+$ 4&1%
3"/64%"/"ǽ ) (0*&1% #,/ &!ǽ
...sees 2d4 rat swarms 0-&)) ,21 ,# +" / 6 0"4"/
$/ 1" +! 4/" ( % 3, Ǿ + ,*"+ 02$$"01&+$
6 0,*"1%&+$ # / *,/" 0&+&01"/ * 6 " )2/(&+$
"+" 1% 1%" 01/""10ǽ
The Game Master’s Book of Random Encounters 223
D III
I
IV
II IV
E
II
I III
Rooftops, Alleyways & Tunnels
Big City Problems ǽǽǽ&1 &0 &))"$ ) 1, 4 )( 1%" 01/""10 ƞ "/ 02+!,4+Ǿ
While some settlements in the realm are made up of 9 +! +6,+" 2$%1 ,21 ,# !,,/0 ƞ "/ 2/#"4 4&))
only a few bold pioneers and their kin, larger towns " --/"%"+!"! +! 1%/,4+ &+ 1%" 01, (0 #,/
and cities typically feature a populace to match. As any
city-dweller can tell you, the more people you have the 1"+! 6ǽ
more personalities and problems your party will need
to contend with. Additionally, the larger a population, ǽǽǽ+2*"/,20 ) 40 /" &+ "ƛ " 1ǽ ,)) ǖ!Ǚ 1&*"0
the harder it is to rely on the kindness of others as a
peacekeeping mechanism. Laws are put in place based ,+ 1%&0 1 )"Ǿ /"/,))&+$ )) ǖǕ0ǽ # 1%" 0 *" ) 4
on a community’s particular circumstances and can
vary drastically from one country (or township) to the ǖǕ &0 /,))"! *,/" 1% + ,+ "Ǿ 1%" -2+&0%*"+1
next. The following tables can be useful for randomly
establishing situations for larger populations your 00, & 1"! 4&1% &1 &0 "51/"*")6 0"3"/" ț!" 1% ,/
party may encounter as they carry on through their
varied adventures. 4,/0"Ȝ +! 01/& 1)6 "+#,/ "!ǽ
Variant Encounter (Optional)
Encounter Variant (Optional) Large Crowds
Laws and Customs Whether to protest, celebrate or properly panic, a
big city can occasionally be overrun with its own
Local governments—whether monarchies, populace. Moving through a crowd is rarely easy, and
democracies, oligarchies, theocracies or military doing so is always slow-going. An area filled with a
dictatorships—utilize laws as a means of protecting crowd is difficult terrain, and can also be dangerous
and/or controlling the populace, and various cultures depending on the crowd’s particular mood. Roll 1d10
develop entirely unspoken regulations for proper on the table below to see what has the city dwellers’
conduct as they evolve. When encountering a new gathering en masse.
town, roll 1d10 on the table below to determine which
laws and customs are in place there. 1d10 The crowd...
1
1d10 Within the city limits... 2 ǽǽǽ&0 ")" / 1&+$ 1%" &/1% ,# #212/" (&+$ȡ.2""+
3 4&1% &16Ȓ4&!" ! + " - /16ǽ
1 ǽǽǽ1%" 20" ,# $,)! % 0 ""+ /"-) "! 4&1% 1%" 4 ǽǽǽ% 0 ,/$ +&7"! -" "#2) * / % 1, -/,1"01
/1"/ 0601"*ǽ
,)! ,&+ &0 4,/1%)"00 %"/"ǽ 5 /" "+1 " ,+,*& !,4+12/+ǽ
6 ǽǽǽ&0 - /1& &- 1&+$ &+ 0,)"*+ /")&$&,20 "/"*,+6
ǽǽǽ )) ,3"/1 /")&$&,20 -/ 1& "0 % 3" ""+ ,21Ȓ ǜ #,)),4&+$ 1%" !" 1% ,# "),3"! 1,4+ ")!"/ǽ
8 ǽǽǽ&0 3&,)"+1)6 /&,1&+$ &+ 1%" 01/""10 #,)),4&+$ +
2 ) 4"!ǽ /" %&+$Ǿ -/,01%")61&7&+$ ,/ "+$ $&+$ 1 ,# 3&)) &+6 -"/-"1/ 1"! 6 +, )" ,+ ,+" ,#
4&1% !"&16 &+ +6 4 6 &+ -2 )& &0 -2+&0% )" 6 9 1%" &16ȉ0 ),4"/Ȓ ) 00 &1&7"+0ǽ
ǖǕ ǽǽǽ&0 "+$ $"! &+ #2))Ȓ ),4+ 2-/&0&+$ $ &+01 1%"
2- 1, ǖǕǕ ! 60 &*-/&0,+*"+1ǽ /2)&+$ ) 00ǽ
ǽǽǽ&0 - +& ("! ,3"/ +"40 1% 1 !/ $,+ &0 ,+ &10
3 ǽǽǽ1%" 20" ,# * $& &0 01/& 1)6 #,/ &!!"+ +! 4 6 1, / 7" 1%" 1,4+ 1, &+!"/0ǽ
//&"0 1%" -"+ )16 ,# !" 1%ǽ ǽǽǽ&0 &+ 1%" *&!01 ,# 4""(0Ȓ),+$ #"01&3 ) 2&)!&+$
1,4 /! 1%" 2- ,*&+$ 0,)01& "ǽ
ǽǽǽ* (&+$ "6" ,+1 1 4&1% 1%,0" ,3" 6,2/ 0, & ) ǽǽǽ&0 01"")&+$ &10")# #,/ 11)" 0 4 /+&+$ %,/+0
&+!& 1&+$ 1% 1 1%" &16 % 0 ""+ &+Ɯ )1/ 1"!
4 01 1&,+ &0 + "$/"$&,20 ,ƛ "+0"Ǿ +! 1%,0" 4%, /" ,+1&+2" 1, ),4ǽ
2$%1 Ȋ"6"0 2-ȋ 4&)) " Ɲ ,$$"! &+ 1%" 1,4+ 0.2 /"ǽ ǽǽǽ&0 1/6&+$ 1, / &0" 4 /"+"00 ,21 1%" !&0" 0"
1% 1ȉ0 ""+ / 3 $&+$ 1%"&/ 1,4+ȕ +! )&(")6 * (&+$
"-" 1 ,ƛ "+!"/0 4&)) % 3" ,+" "6" /"*,3"!ǽ 1%&+$0 4,/0" 6 "&+$ 0, ),0" 1, ,+" +,1%"/ǽ
ǽǽǽ&0 ) *,/&+$ 1, $/""1 1%" !3"+12/"/0Ǿ 0 +"40
ǽǽǽ,+)6 1%" &16 $2 /! * 6 ,-"+)6 //6 4" -,+/6Ǿ ,# 1%"&/ "5-),&10 % 0 1/ 3")"! # 01ǽ
5 +! 1%" -,-2) " &0 /,21&+")6 0" / %"! 1, "+02/"
&1&7"+0ȉ 0 #"16ǽ
ǽǽǽ +6 ,+3"/0 1&,+ *201 "$&+ 4&1% +
(+,4)"!$"*"+1 ,# 1%" "+"3,)"+ " +!ȡ
,/ 01/"+$1% ,# 1%" /" ȉ0 /"&$+&+$ 21%,/&16
6 ț"5 *-)"ǿ Ȋ 6 &+$ !&,+ȉ0 $/ " 0%&+" 2-,+
6,2 1%&0 *,/+&+$ȕ + % 3" Ǘ )"0ȄȋȀ Ȋ %"
2 %"00Ǿ ),+$ * 6 0%" /"&$+Ǿ )),40 *" 1, 0(Ǿ
Ȉ ,4 6,2 4,2)! )&(" 6,2/ "$$0ȄȉȋȜǽ
ǽǽǽ ,,(0 ,# )) (&+!0 % 3" ""+ ++"!ǽ +6,+"
ǜ 2$%1 4&1% ,,(Ǿ &+ )2!&+$ 0-")) ,,(0 ,# ))
16-"0Ǿ 4&)) " #,/ "! 1, 4 1 % 0 &1 &0 0"1 ) 7"ǽ
ǽǽǽ )) ,# 1%" 2&)!&+$0ȉ 4 ))0 /" * !" ,#
8 1/ +0- /"+1 * 1"/& )Ǿ +! -/&3 6 &0 "ƛ " 1&3")6
+,+Ȓ"5&01"+1ǽ
The Game Master’s Book of Random Encounters 225
Encounter Variant (Optional)
The Invisible Stalker
Using the Harpy’s Passage is always a risk. Savvy
runners always travel with a partner on the
Passage, and conventional wisdom among those
in the know is to get back down to ground level
as soon as you can. People fall from the Harpy’s
Passage on their own, but that doesn’t explain
the long, bloody wounds carved into some of the
bodies that have fallen. Waiting at the highest
point in the city, watching for signs of movement,
an invisible stalker floats at the ready should any
dare to tread this path. A local thief must have
truly wronged a wizard to have this punishment
inflicted upon the entire guild, but the invisible
stalker doesn’t care why it was originally set to this
duty. It only knows it must kill anyone running the
Passage, and it pursues its prey with abandon. If
you elect to place the invisible stalker in play, roll
1d6 to determine how many turns your players
have before they’re spotted by the stalker, which
will pursue them aggressively and use its actions to
shove them off course in a contested grapple check.
Rooftops, Alleyways & Tunnels
The Harpy’s Passage Variant Encounter (Optional)
“It’s not the fall that kills you_ Obstacles Along the Way
it’s the thing that pushes you when
you’re not paying attention.” Roll 1d6 to determine what obstacles might stand in the
way of a successful run along the Harpy’s Passage.
ܧGƣÿĜĪ ܶ¼ŊĪ rżǀƫĪܷ Gÿŧŧżǝ ܉ƠŏĜŤƠżĜŤĪƸ
extraordinaire 1d6 The party encounters…
A makeshift highway across the city’s rooftops used by ǽǽǽ ,2-)" ,# % )Ɲ &+$ 1""+ $"/0 )2/(&+$ ,+ 1%"
thieves and vagabonds, in many cases at their peril. If
incorporating it into your cityscape, pick two points 01/""1 "),4Ǿ 4%, %2/) -" )"0Ǿ ,&+0 +! ,1%"/
on opposite sides of the city. The Passage links those
points (example at left), though it can be used for 0* )) &1"*0 1 /2++"/0 0 1%"6 - 00ǽ (" ǖ!Ǚ
smaller jaunts between them.
1 11 ( /,))0 ț4&1% ʭǖ 1, %&1Ȝǽ ,/ " % 11 (
A High-Altitude Highway
1% 1 *&00"0Ǿ 1%" ,# 1%" /,)) 1, 01 6 ,+ 1%" - 1%
A makeshift course of rope swings, plank bridges and
carefully selected rooftops that allows a nimble body to &+ /" 0"0 6 ǖǽ ,/ " % 11 ( 1% 1 %&10Ǿ 1%"
make swift progress across the city, the Harpy’s Passage
is known to most thieves, burglars and second-story &+ /" 0"0 6 Ǘǽ
operators in the city, though most avoid it. It can be used
to get from one end of the city to the other in a fraction of ǽǽǽ1%" 0*")) ,# &+ "+0" % +$&+$ )&(" ),2!
the time, if you’re willing to take the risk. Successful travel
along the route is at twice the speed of running through /,2+! 1"*-)"ȉ0 /,,ƞ ,-0ǽ %" /2++"/0
the crowds and twisted streets of the city. Each character
running the Passage must succeed on a DC 16 Dexterity / " #,/4 /!Ǿ #"")&+$ )&(" 1%"6 + 0"+0" 1%"
(Acrobatics) check to run the Passage for every 100 ft. of
travel. An unsuccessful roll sees the character fumble and -/&"010ȉ -/ 6"/0 +! %6*+0 )&ƞ &+$ 1%"* 2-Ǿ
slow their pace, moving slower than they would on foot.
If they fail the roll by more than 5 then the character falls, 2 2/$&+$ 1%"* ,+4 /!ǽ 1 1 ("0 #"4 *,*"+10
with the height they fall from being dependent on DM
discretion. 1, /" )&7" 0,*"1%&+$ &+ 1%" 0*,(" &0 ƛ " 1&+$
Common Rooftop Hazards 1%"&/ '2!$"*"+1ǽ % / 1"/0 *201 - 00 ǖǗ
Mind the gap ,+01&121&,+ %" ( ,/ 02ƛ "/ &0 !3 +1 $" ,+
Jumping from one building to another requires a DC 1%"&/ +"51 /,)) 1, * &+1 &+ 1%"&/ ) + "ǽ
10 Strength (Athletics) check to make the distance, as
well as a DC 10 Dexterity (Acrobatics) check to stick ǽǽǽ1%" /,21" * /("! ,+ - 00&+$ %&*+"60
the landing. Failures on either check lead to a fall and
2d8 bludgeoning damage at GM discretion. 4&1% /"!Ȓ- &+1"! 4&+$0ǽ 21 0,,+ &1ȉ0 )" /
1%" %&*+"60 /" * /("! 4&1% *,/" /"! 1% +
3 +,/* )ǽ /&*0,+ % +!-/&+10 )" ! 1%" 4 6 1,
!)6 * +$)"! ,!6Ǿ ),,! 2 )&+$ 1 1%"&/ )&-0
0 1%"6 !/ 4 1%"&/ Ɯ + ) /" 1%ǽ # 1%" (&))"/Ǿ 1%"/"
is no sign.
ǽǽǽ1%" &16ȉ0 $/" 1 ")) 1,4"/ 01/&("0 1%" %,2/Ǿ
'201 0 1%" /2++"/0 / " ),+$ /& ("16 4 )(4 6
4 &+01 ))"! "14""+ 1%" Ɲ 6&+$ 211/"00"0ǽ +
&//&1 1"! 0+ /) &0 1%" ,+)6 4 /+&+$ 1%"6 $"1 "#,/"
1%" gargoyle 1 1%" 1,- ,# 1%" 211/"00 )2+$"0
!,4+ 1,4 /! 1%"*ǽ
ǽǽǽ -,/1&,+ ,# 1%" - 00 $" 1% 1ȉ0 ,)) -0"! !2" 1,
5 0* )) Ɯ /" #/,* 1%" (&1 %"+0 "),4ǽ ǖǚȒƞ ǽ '2*-
/,00 1, 1%" +"51 /,,# &0 /".2&/"!Ǿ 2+)"00 -) 6"/0
% 3" ,1%"/ *" +0 ,# /,00&+$ 1%" % 0*ǽ
ǽǽǽ *2/!"/ ,# /,40 /&0"0 #/,* ),+$0&!" 1%"
- 1%4 6 +! Ɲ 211"/0 04&ƞ )6 &+ #/,+1 ,# 1%"
% / 1"/0 &+ 1/ +0&1ǽ % % / 1"/ *201
6 02 ""! ,+ ǖǙ "51"/&16 ț /, 1& 0Ȝ 0 3&+$
1%/,4 ,/ ),0" 1%"&/ ) + " +! # )) 1, 1%"
$/,2+! "),4ǽ
Tread lightly
Running along a rooftop is precarious at best and
deadly more often than not. For each character
traversing the rooftop, roll on the Obstacles Along
the Way table to determine what they’ll need to avoid.
Because roof-walking requires a light and dexterous
step, characters in heavy armor roll at disadvantage
on any save related to these hazards.
The Game Master’s Book of Random Encounters 227
A III
I
2
II 1
B
IV
I
IV II
1
2
III
Rooftops, Alleyways & Tunnels
II
C
1
III
I
IV
Tunnels and Cave Systems Tunnel B
A labyrinthine network of subterranean passageways This tunnel features a small bridge that allows for easier
is common in urban environments and can offer plenty passage from one platform to the other (1). An entrance
of opportunities for your party to get their hands obscured by darkness and rot leads to a small alcove
dirty—and not just because they’ll likely be slogging which serves as a living quarters or stopover space for at
through a sewer. While some tunnels lead to the sea, least one humanoid creature—at GM discretion (2).
others lead to complex caverns and the pitch-black
caves of this realm. Whether trying to sneak into a city Tunnel C
or covertly make an escape, underground tunnels offer
the benefit of inconspicuous travel, though they are This tunnel features a small ladder that leads to the
just as likely to be overrun by any number of horrors surface (1), as well as a roaring outflow that causes
far worse than those lurking on the surface and should the liquid filling this tunnel to rush at a far more
therefore be used with caution. The tunnels on these rapid pace than it does elsewhere, requiring a DC 12
pages are meant to interconnect at random by rolling Strength (Athletics) check to wade forward through.
on the Random Tunnel table, and feature ladders,
hidden doors, narrow passageways and other elements Random Tunnel Table
allowing for access to areas above ground. Roll on
the Random Location Generator (pg. 3) to determine Roll 1d10 on the table below to determine the tunnel your
where your party ends up, or choose a location at GM players are traversing through, then roll 1d4 to reveal
discretion. For extra shenanigans, roll 1d6. On an which point of entry they’ll start from by matching the
odd number the party emerges on a street outside the number rolled to its corresponding Roman numeral.
selected location. On an even number, they crawl up
through the floor wtihin it. 1d10 Map Page
Tunnel A 1A pg. 228
As liquid flows on either side of the landings here, a 2B pg. 228
narrow, 5-ft. passageway becomes a bit of a chokepoint
(1), forcing creatures to slog through a hazard that’s 3C pg. 229
waist-deep in a single file line in order to get from one 4D -$ǽ ǗǘǕ
side to the other. There is a somewhat obscured ladder 5E -$ǽ ǗǘǕ
that can be seen with a DC 15 Wisdom (Perception) check 6 pg. 231
that allows for access to the world above (2). ǜ
pg. 232
8H pg. 232
9 pg. 234
ǖǕ Roll again
The Game Master’s Book of Random Encounters 229
D III
I IV
II III
E
I
II
Rooftops, Alleyways & Tunnels III
II
F
2
1
I IV
Tunnel D Variant Encounter (Optional)
This tunnel is more like an underground slot canyon, Roll 1d6 to determine what dangers lurk within the
with craggy rocks and crystalline forms jutting into the cramped quarters of these tunnels and caves.
path at numerous points from one end to the other.
1d6 The party runs into…
Tunnel E
1 ...1d4 goblins ,+ 0 ,21&+$ *&00&,+ǽ
A split tunnel with a massive drop off into a deep
ravine at its confluence, this tunnel will require feats 2 ...1d4 drow warriors -) ++&+$ + ,3"Ȓ$/,2+!
of strength or other creative solutions to navigate with 00 2)1ǽ
the entire party intact.
3 ...1d4 crocodilesǾ ,+" 1% 1 11 (0 4&1% 02/-/&0"ǽ
Tunnel F
4 ...2d4 insect swarms.
This tunnel features a small bridge (1) as well as a
hidden pipe exit (2) that leads to higher or lower 5 ...1d4 will-o’-wisps $),4&+$ ),+$ 1%" # /1%"01
ground at GM discretion and can be discovered with a 4 ))0ǽ
DC 15 Wisdom (Perception) check.
6 ǽǽǽ 1"//&1,/& ) mage 4%,ȉ0 1 ("+ 2- /"0&!"+ "
2+!"/$/,2+!ǽ
The Game Master’s Book of Random Encounters 231
G 1 3
I 2
IV
H II III
I
II
IV
1 III
2
3
4
Rooftops, Alleyways & Tunnels
Encounter Variant (Optional) Encounter Variant (optional)
Environmental Factors What Flows Below
There are several mitigating factors that help determine These tunnels don’t need to be filled with the flow of
the look and feel of an underground area, and the groundwater. They could contain a steady stream of
tunnels and cave systems presented here are no raw sewage, molten rock or a particularly large and
exception. Whether they are dusty and dry, muggy sentient ooze. For more variety as you play, roll on the
and humid or frozen on all sides, a tunnel or cave table below to determine what’s flowing underground.
system’s climate can have long-lasting effects on a band
of intrepid explorers. Roll 1d6 on the table below to 1d10 The liquid is…
determine the environment of the area your party is
planning to explore. ...mostly ground water. /&+(&+$ &1 &0 &))Ȓ !3&0"!Ǿ
ǖȒǚ +! +6,+" 4%, %,,0"0 1, ,+02*" 4 1"/ #/,*
1%&0 0,2/ " 02ƛ "/0 ǖ!Ǜ -,&0,+ ! * $" ,+ # &)"!
1d6 This tunnel/cave system is… ǖǕ ,+01&121&,+ 0 3&+$ 1%/,4ǽ
...extremely hot. %"1%"/ !2" 1, -/,5&*&16 1, + ...raw sewage. /" 12/"0 *201 02 ""! ,+
1&3" 3,) +, ,/ " 20" 1%"/"ȉ0 +, 3"+1&) 1&,+Ǿ ǖǗ ,+01&121&,+ 0 3&+$ 1%/,4 ,/ 02ƛ "/
1%"0" 12++")0 /" 01&Ɲ &+$ +! &+ /"!& )6 4 /*ǽ ǛȒǜ !&0 !3 +1 $" ,+ )) 11 ( /,))0 +! 0(&))
1 ) 6"/0 1/ 3")&+$ &+ 1%&0 0601"* *201 02 ""! %" (0 0 ),+$ 0 1%"6 /"* &+ &+ 1%" 12++")0Ǿ
,+ ǖǚ ,+01&121&,+ 0 3&+$ 1%/,4 ,/ 02ƛ "/ ,3"/4%")*"! 6 01"+ %ǽ
ǖ -,&+1 ,# "5% 201&,+ǽ %&0 0 3" *201 " * !" 8 ...molten rock. 3 Ɲ ,40 &+ 1%"0" 12++")0 +!
3"0 +! 4&)) 0 ,/ % +6 Ɲ "0% 1% 1 ,*"0 +" /ǽ
ƞ "/ "3"/6 ),+$ /"01 4%&)" &+ 1%" 0601"*ǽ
...frozen solid. " ,3"/0 "3"/6 02/# " &+ 1%&0 ...acidic. %"/"ȉ0 0,*"1%&+$ ,//,0&3" &+ 1%&0 )&.Ȓ
0601"* +! * ("0 *,3"*"+1 &+ 1%" /" !&ƛ & 2)1 2&!Ǿ 20&+$ 0(&+ 1, 2/+ +! *"1 ))& /*,/ +!
2 1"// &+ǽ +6 /" 12/" 11"*-1&+$ 1, ! 0% *201 4" -,+/6 1, /201ǽ /" 12/"0 /" 02 '" 1 1, ǖ!Ǜ
02 ""! ,+ ǖǚ "51"/&16 0 3&+$ 1%/,4Ǿ 9 &! ! * $" &# 1%"6 "+! 1%"&/ 12/+ &+ 1%&0 )&.2&!ǽ
0)&--&+$ +! # ))&+$ ,+ # &)"! 0 3"ǽ +6 * 1"/& ) * !" ,# *"1 ) "5-,0"! 1, 1%" &!
...clouded with dust. &1%&+ 1%" "+1&/" 0601"* ),0"0 ǖ -,&+1 ,# &10 "ƛ & 6 #,/ "3"/6 Ǜ 0" ,+!0 &1
% +$0 !"+0"Ǿ 04&/)&+$ ),2! ,# - /1& 2) 1" 0-"+!0 &+ 1%" &!ǽ
* 11"/ 1% 1 * ("0 &1 !&ƛ & 2)1 1, 0"" +! /" 1%"ǽ ...alive. %" )&.2&! Ɲ ,4&+$ 1%/,2$% 1%&0 0- "
&0& &)&16 &0 /"!2 "! 1, ǖǚ ƞ ǽ +! " % /" 12/" 1Ȓ ǖǕ &0 0"+1&"+1 ,,7" 1% 1 + %,,0" 1, 11 ( 1
+6 1&*"Ǿ 11"*-1&+$ 1, $/ --)" țʭǜȜ +! !"3,2/
3 1"*-1&+$ 0(&)) %" ( &+ 1%"0" 12++")0 *201 Ɯ /01
02 ""! ,+ ǖǚ ,+01&121&,+ 0 3&+$ 1%/,4ǽ +61%&+$ &1 + $"1 &10 $,, ,+1,ǽ
+ # &)"! 0 3" 1%"6 * (" 1%" %" ( 1 !&0 !Ȓ
3 +1 $" 0 1%"6 02ƛ "/ 02!!"+ ,2$%&+$ Ɯ 1 #/,* Tunnel G
1%" !201 "+1"/&+$ 1%"&/ )2+$0ǽ This cave system features an open chamber (1) with
a deep pool in the center (2), connected to a smaller
...slick with acid. 3"/6 02/# " &+ 1%&0 0- " &0 area through which a mighty channel of water (or other
liquid, as specified using the What Flows Below table
,3"/"! &+ 1%&+ ) 6"/ ,# ,//,0&3" )&.2&! 1% 1 4&)) above) flows (3). The pool is connected underneath the
ground to the river in the second chamber.
! * $" *,01 +61%&+$ 1% 1 ,*"0 &+1, ,+1 1
Tunnel H
4&1% &1ǽ ,,10 +! +6 ,1%"/ * 1"/& ) &+ ,+1 1
This system features a wide plateau (1) overlooking
4&1% 1%" $/,2+! 4&)) "$&+ 1, !&00,)3" &+ ǖ!Ǚ a flowing river (2). The sheer drop off to a smaller
natural platform below (3) is 40 ft. The drop off from
4 %,2/0ǽ +6 %2* +,&! /" 12/"0 1% 1 ,*" &+1, that platform to the river is another 40 ft. A small
trail from the middle of this lower platform leads to a
,+1 1 4&1% 1%" 4 ))0 /" 02 '" 1 1, ǖ!Ǜ &! narrow slit in the rocks by the river—the perfect spot
for a creature that despises the daylight to build a nest
! * $"Ǿ +! +6 , '" 10ȕ&+ )2!&+$ 4" -,+0Ǿ or burrow (4).
/*,/ +! * $& ) &1"*0ȕ4&)) ,//,!" &+1,
20")"00 &10 ,# '2+( &# 1%"6 * (" ,+1 1 4&1% 1%"
4 ))0 *,/" 1% + ǖ!Ǜ 1&*"0ǽ
...dense with muck. %" 4 ))0 +! $/,2+! &+
1%&0 0601"* /" ("! 4&1% 1%& (Ǿ - 01"Ȓ)&("
*2! 1% 1 * ("0 *,3"*"+1 + 0,)21" 0),$ǽ
%" $/,2+! &0 !&ƛ & 2)1 1"// &+ +! 01 +!&+$ 2-
5 #/,* -/,+" 1 ("0 #2)) 1&,+ +! 02 "00#2)
ǖǕ 1/"+$1% ț 1%)"1& 0Ȝ %" (ǽ 0&*&) / %" (Ǿ
4&1% ǖǚǾ &0 /".2&/"! &# -) 6"/ ,*"0 &+1,
#,/ "#2) ,+1 1 4&1% ,+" ,# 1%" 4 ))0 ț 0 &+
0%,3"Ȝ ,/ 1
!&0 /"1&,+ǽ
ǽǽǽƝ ,,!"!ǽ %" "+1&/" 12++") &0 Ɯ ))"! 4&1%
ǘ!Ǜ ƞ ǽ ,# 4 1"/Ǿ +2* "/ 1% 1 + % +$" 1
6
!&0 /"1&,+ #,/ "3"/6 +"4 12++") 1%" - /16
"5-),/"0ǽ %" "&)&+$0 &+ 1%"0" % * "/0 /"
/ /")6 %&$%"/ 1% + ǖǕ ƞ ǽ
The Game Master’s Book of Random Encounters 233
I IV
I
II
III
Tunnel I
This series of tunnels, natural staircases and
platforms has a dungeon-like feel, and would
be suitable as part of an underground escape
route or as the final gauntlet adventurers must
traverse in order to reach a long-lost artifact.
Rooftops, Alleyways & Tunnels
Unnatural Hazards ...a log blocking the path. %"+ 2+0"11)"!Ǿ &1
The dangers of traveling through tunnels and cave 1/&$$"/0 /, (# )) #/,* ,3"ǽ % /" 12/" 4&1%&+
systems are not limited to environmental hazards.
Intelligent creatures will often leverage the close 8 ǖǕ ƞ ǽ ,# 1%" ),$ *201 02 ""! ,+ ǖǚ "51"/&16
confines and choke points created by their subterranean 0 3&+$ 1%/,4 ,/ 02ƛ "/ ǚ!Ǜ )2!$",+&+$ ! * $"Ǿ
circumstances as part of a larger hunting or defense
strategy. Traps abound underground, and a keen eye 1 (&+$ % )# 0 *2 % ! * $" ,+ 02 "00Ǿ 0
and nimble fingers are often the only things that can
save a party from grave injury or an early grave. The ,2)!"/0 !/,- !,4+ ,+ 1%"* #/,* ,3"ǽ
traps on the table below are exempletive of the sort that
one could reasonably expect to find underground and ...plants dangling overhead for the length of
can be placed in any of the maps within this section, or
as part of a larger campaign at GM discretion. this tunnel. )) /" -,&0,+,20Ǿ +! 4%"+ * (&+$
,+1 1 4&1% 1%"*Ǿ " % /" 12/" *201 02 ""!
9 ,+ ǖǚ ,+01&121&,+ 0 3&+$ 1%/,4 ,/ ),0" Ǘ!Ǚ
,ƛ 1%"&/ * 5 %&1 -,&+10 0 1%" -) +10 02 ()" ,ƛ
&10 ,# 1%"&/ )&#" #,/ "ǽ %&0 "ƛ " 1 &0 ,+0&!"/"!
!&0" 0"Ǿ +! + " /"3"/0"! 1%/,2$% 0-"))
02 % 0 lesser restoration.
...a series of 5d6 spears. %"6 -,&+1 &+ ))
Variant Encounter (Optional) !&/" 1&,+0 #/,* ,+" 0&!" ,# 1%" - 1% 1, 1%" ,1%"/Ǿ
Dangerous Traps
ǖǕ ), (&+$ 1%" 4 6 #,/4 /!ǽ ,3&+$ ,+" 0-" / 20"0
Roll 1d12 to determine what peril might have been placed +,1%"/ 1, 01 ,214 /!Ǿ +! 1%" /" 12/" 1,2 %&+$
in the adventurers’ path. 1%" 0-" / *201 02 ""! ,+ ǖǚ "51"/&16 0 3&+$
1d12 The trap set is… 1%/,4 1, 3,&! ǖ!Ǜ ʭ ǚ -&"/ &+$ ! * $"ǽ
...a small trip wire connected to a series of ...a few medium-sized eggs. %"6 /" %&!!"+
rudimentary crossbows. % /" 12/" 4&1%&+ 11 2+!"/ /, (0 +! )" 3"0 ),+$ 1%" - 1%ǽ + "
/20%"!Ǿ 1%"0" "$$0 "*&1 ! +$"/,20 0-,/"0Ǿ 0
1 ǚ ƞ ǽ ,# 1%" 1/&$$"/ *201 02 ""! ,+ "51"/&16
,21)&+"! &+ 1%" !" 1% 2/01 ,# gas spore.
0 3&+$ 1%/,4 ,/ 02ƛ "/ Ǚ!Ǜ -&"/ &+$ ! * $"Ǿ
...a massive boulder blocking the path. 1 &0
1 (&+$ % )# 0 *2 % ! * $" ,+ 02 "00ǽ
ǽǽǽ 4"))Ȓ!&0$2&0"! ǖǚȒƞ ǽ -&1 1% 1 ,)) -0"0 ,3"/&+$ 1&+("/ 1/ - 1% 1 /")" 0"0 %2+!/"!0
under weighted contact. % /" 12/" 4&1%&+ ,# 012++&+$ ! /10ǽ # 1%" ,2)!"/ &0 *,3"!
ǚ ƞ ǽ ,# 1%" "+1"/ ,# 1%" 1/ -ȉ0 1/&$$"/ *201 12 4&1%,21 %,)!&+$ !,4+ 1%" 1/ -ȉ0 1/&$$"/ -) 1"Ǿ
"3"/6 /" 12/" 4&1%&+ ǗǕ ƞ ǽ ,# 1%" ,2)!"/ *201
2 02 ""! ,+ ǖǚ "51"/&16 0 3&+$ 1%/,4 ,/
02 ""! ,+ ǖǚ ,+01&121&,+ 0 3" ,/ "
02ƛ "/ Ǘ!Ǜ )2!$",+&+$ ! * $" +! Ǚ!Ǜ -&"/ &+$
- / )67"! #,/ ǖ *&+21" 0 +"2/,1,5&+ &+ 1%"
! * $" ,+ # &)"! 0 3" 0 1%"6 # )) ǗǕ ƞ ǽ ,+1,
! /10 1 ("0 %,)!ǽ
1%" 0-&("0 "),4ǽ
...a twig that, once snapped, unleashes a
rockslide along the side of the tunnel. % Hidden Traps
3 /" 12/" 4&1%&+ ǖǚ ƞ ǽ ,# 1%" 1/&$$"/ *201 02 ""! Roll 1d4 on the table below to determine how tough
,+ ǖǚ "51"/&16 0 3&+$ 1%/,4 ,/ 1 (" ǘ!Ǜ these traps are to see, or establish Wisdom (Perception)
or Intelligence (Investigation) DCs at GM discretion.
)2!$",+&+$ ! * $" +! /" )&+!"! +!
1d4 These traps are...
/"01/ &+"! 0 /, (0 +! " /1% 0%&ƞ ,+ 1,- ,# 1%"*ǽ
1 ...DC 14
...a thin bit of ivy is actually a rope trigger 2 ǽǽǽ ǖǜ
3 ǽǽǽ ǗǕ
connected to a spiked log that swings toward 4 ...DC 23
4 the party. % /" 12/" 4&1%&+ ǚ ƞ ǽ ,# 1%" 1/&$$"/
*201 02 ""! ,+ ǖǚ "51"/&16 0 3&+$ 1%/,4
,/ 02ƛ "/ Ǘ!Ǜ )2!$",+&+$ +! ǘ!Ǜ -&"/ &+$
! * $" 0 1%" ),$ 04&+$0 &+1, 1%"*ǽ
...a series of pressure plates covered in mud Disarming Traps
release an airborne poison. % /" 12/" Finding a trap is one thing. Disarming it is another. Roll
1d4 on the table below to establish the DC for disabling
5 4&1%&+ ǖǚ ƞ ǽ ,# 1%" 1/&$$"/ *201 02 ""! ,+ the traps encountered by the party.
ǖǚ ,+01&121&,+ 0 3&+$ 1%/,4ǽ + # &)"! 0 3"
1d4 These traps are...
1%"6 /" -,&0,+"! +! 1 (" Ǚ!Ǜ -,&0,+ ! * $" 1 ...DC 14
0 1%" 1,5&+ "+1"/0 1%"&/ )2+$0ǽ 2 ǽǽǽ ǖǜ
...a tiny bell. + " 1/&$$"/"!Ǿ &1 )"/10 1%" 1/ &+"! 3 ǽǽǽ ǗǕ
6 1d4 basilisks "+" 1% 1%&0 - 1% 1, ) 4 2-4 /! 4 ...DC 23
+! 11 (ǽ
...a few rays of light. %"+ - 00"! 1%/,2$% 6
ǜ +6 /" 12/"Ǿ 1%"6 /")" 0" $,21 ,# / !& +1 Ɲ *"Ǿ
!" )&+$ Ǘ!Ǜ / !& +1 ! * $"ǽ %"/" &0 +, 0 3"ǽ
The Game Master’s Book of Random Encounters 235
Featuring more variants than a
min/max blog...
Random NPC Generator...237
Adventure-Specific Category Tables...245
Random Tavern Generator...246
Random Curse Table...248
Party Makeup Maker...250
Randomized Tables
Random
NPC Generator
For when your party needs a person, pronto.
hese roll tables are meant to serve as a guide A male half-elf with flowing blond hair, a tall and
ripped build, a wide smile and fashionable mole, who
T for creating intriguing and memorable hasn’t slept in eight days and is also a lycanthrope.
characters on the fly. You can use them to
flesh out an NPC you’ve already developed, In this scenario it’s likely the reason Mandalf hasn’t
or to breathe life and some stakes into been sleeping is because he’s been howling at the moon.
Though it could still be the evil mole. The choice is yours.
a standardized shopkeeper or tavern owner. These
Finally, there are trillions of possible permutations
characters should use commoner stats at GM discretion. using the following tables in tandem with one another,
so if any of the characters generated using these tables
Once you’ve combined the elements from each table resemble real-life individuals take it as a testament to
the fact that there are billions of people in the real world
you’ll have a name, a basic description as well as (as opposed to a signal that I have been following you
around taking notes on your family and friends).
motivations and possible secrets or pitfalls they might
Race
bring to the table as they interact with your players.
Depending on your campaign setting you may
Most of the entries are somewhat vague, but have a determine that non-human or non-dwarven or non-
dragonborn races are incredibly rare. If something like
specificity that will start to clarify itself once paired up the above situation is true for your world, feel free to
augment the roll generated by the table below to bring it
with other table entries. As an example, the description in line with your adventure setting.
below was created using some of the tables provided. 1d10 This character is...
A male half-elf with flowing blond hair, a tall and 1 ...a dwarf.
thin build, a wide smile and a fashionable mole who 2 ǽǽǽ % )Ɲ &+$ǽ
hasn’t slept in eight days and is in too deep with a local 3 ǽǽǽ !/ $,+ ,/+ǽ
crime boss. 4 ǽǽǽ %2* +ǽ
5 ...a half-elf.
This character (let’s call him Mandalf) is likely losing 6 ǽǽǽ 1&"Ɲ &+$ǽ
sleep because he is having trouble with the local crime 7 ǽǽǽ % )#Ȓ,/ ǽ
boss. But that doesn’t mean you couldn’t be inspired by 8 ǽǽǽ + ")#ǽ
other details in the context of the description. Perhaps 9 ǽǽǽ *,+01/,20 / "ǽ
that large mole on Mandalf ’s face is keeping him up 10 ,)) $ &+
at night, whispering dark words and corrupting his
thoughts. It’s possible the reason Mandalf is growing
out his hair is to sell it to the local crime boss. Or maybe
Mandalf is super slim because he isn’t getting any sleep—
maybe he’s just really stressed? Is he stressed about the
crime boss? Or his mole? These aren’t questions these
tables will answer. But hopefully they are worth exploring
at your table as you bring each new creation to life.
If you roll a different character and find through the
magic of dice rolls that they are eerily similar to another
NPC your party has encountered, try rolling one or
two details again to break things up. Things would
change quite a bit for Mandalf if instead of having a tall
and thin build and crime boss troubles he was instead
described as follows:
The Game Master’s Book of Random Encounters 237
Randomized Tables
Preferred Pronouns (Optional) 5 %,2)!"/Ȓ)"+$1% ),+!ț"Ȝ % &/
Most people in your world are likely to ascribe to a 6 %,2)!"/Ȓ)"+$1% /"! % &/
common gender binary, but that shouldn’t stop you
from mixing it up and bringing diversity to your lands 7 ),4&+$ ),+!ț"Ȝȡ4%&1" % &/
by rolling on the table below. After all, gender is a social
construct. It can inform and be a vital part of a person’s 8 ),4&+$ ! /(ȡ ) ( % &/
identity or be non-consequential relative to how they
conduct themselves. This statement is also applicable 9 ),4&+$ /"! % &/
to a character’s sexuality, for which there is no roll table
(maybe it comes up, maybe it doesn’t). The Preferred 10 ,),/#2) % &/ ț$/""+ȡ-2/-)"ȡ )2"ȡ"1 ȜǾ 4&1% )"+$1% 1
Pronouns table is meant to guide you in creating
!&0 /"1&,+
realistic and unique NPCs. As always, your world is as
diverse as you wish to make it. 11 Bald
1d6 This character uses… 12 &$$"! ț/,)) $ &+ #,/ !"0 /&-1&,+Ȝ
1 0%"ȡ%"/ȡ%"/0
2 %"ȡ%&*ȡ%&0 1d10 Build
3 1%"6ȡ1%"*ȡ1%"&/0 1 )) +! )" +
4 0%"ȡ%"/ȡ%"/0 ț1/ +0$"+!"/Ȝ 2 )) +! /&--"!
5 %"ȡ%&*ȡ%&0 ț1/ +0$"+!"/Ȝ 3 )) +! /,12+!
6 +, -/,+,2+0Ǿ ,+)6 + *" 4 "!&2* %"&$%1 +! 2&)!
5 "!&2* %"&$%1 +! 0)&*
Age and Intelligence (Optional) 6 "!&2* %"&$%1 +! ,21 ,# 0% -"
7 %,/1 +! 1%&+
In general, most of the characters your party is likely to 8 %,/1 +! 012/!6
encounter will be middle-aged and of average intelligence. 9 %,/1 +! 01,21
But that shouldn’t stop you from rolling 2d6s to fill the 10 & ()6 ț/,)) $ &+ #,/ 2&)!Ȝ
realm with whip-smart 9-year-old barkeeps.
Who is this person, really?
1d6 Age
1 %&)! At the end of the day, as complex as all of us are, most
2 1""+ of the things that define who we are to other people are
3 6,2+$ !2)1 pretty straightforward: “He’s my boss and he needs me
4 + !2)1 to raise money for his charity.”; “She’s my ex-landlord
5 Elderly and she’s invited me to come to her open mic.”; “He’s
6 51/"*")6 ,)! my sister’s best friend and I’m pretty sure he wants to
harvest my organs.” NPCs in your fantasy world are no
1d6 Intelligence different. Yes, they have lives of their own, but most
of the time all your party really cares about is what
1 2* 0 !&/1 they’re selling or if they have directions to the nearby
2 3"/ $"Ǿ 4%& % &+ȉ1 $/" 1 abandoned temple. But just because they’re effectively
3 1/""1 0* /1Ǿ +,1 ,,( 0* /1 extras in your party’s ongoing saga doesn’t mean they
4 ,,( 0* /1Ǿ +,1 01/""1 0* /1 don’t have wants, needs and secrets of their own.
5 ,,( +! 01/""1 0* /1
6 * /1"/ 1% + "3"/6,+" The next few pages of tables are meant to help you
establish a few defining characteristics for random NPCs
Hair and Build your party might encounter. For those times when you’re
in a pinch and need a name and description in a flash
Roll a couple dice to determine this NPCs hairstyle and you can go the fast route and roll 1d100 to establish one
build, relative to the character’s overall appearance. line of information across all the columns on this table.
NOTE: If the race you’ve randomly rolled would lack Alternatively, for a more unpredictable experience, roll
hair, feel free to skip this table or push ahead and 6d100 for a completely randomized character, using
consider it a compelling part of their backstory by asking the appropriate line per column based on your rolls. As
questions such as “why is this dragonborn a towhead?” always, feel free to augment elements of the result so they
feel more organic to the world you’ve created, or lean into
1d12 Hair the chaos and see where it leads your party.
1 %,/1 ! /(ȡ ) ( % &/
2 %,/1 ),+!ț"Ȝȡ4%&1" % &/ After all, that’s why you roll the dice...
3 %,/1 /"! % &/
4 %,2)!"/Ȓ)"+$1% ! /(ȡ ) ( % &/
Names, Descriptions and Deeper Desires
Roll 1d100 or 6d100 at GM discretion to define a character’s first and last name, a brief description, their wants and
needs, a secret they carry or obstacle in the way of their success as well as the items on their person.
First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
1 Aer "/&$2 ǽǽǽ4&1% 0% $$6 ǽǽǽ4%, ,2)! /" ))6 ǽǽǽ +! % 0 01& (6 Ǘ$-Ǿ ǚ0-Ǿ ǖǙ -ǽ
% &/ +! 0)&$%1 20" %2$ǽǽǽ Ɯ +$"/0ǽ ")1(+&#"Ǿ 0 61%Ǿ 2+!)"
,3"/ &1"ǽǽǽ ,# 4%" 1ǽ
2 )& &0% ) ǽǽǽ4&1% !""-Ȓ ǽǽǽ4%, ,2)! 20" ǽǽǽ +! &0 + 211"/ *-16 *,+"6-,2 %ǽ
0"1 "6"0 +! + 0&)3"/ /, % &+ 1%"
2-12/+"! +,0"ǽǽǽ 1%ǽǽǽ ,4 /!ǽ
0% -" ,# / &1ǽ
3 / %"/ ,$2*&/ ǽǽǽ4&1% 4&!" 0*&)" ǽǽǽ4%, )&1"/ ))6 +! ǽǽǽ +! !,"0+ȉ1 ǖ0-Ǿ ǝ -ǽ * )) $ ,#
+! # 0%&,+ )" Ɯ $2/ 1&3")6 % 0 +, 0-" ( ,**,+ǽ 211"/Ɲ 6 4&+$0ǽ ,2 %
0"+0" ,# !&/" 1&,+ǽǽǽ
*,)"ǽǽǽ ,# %"/ 0 +! -&-"ǽ
4 Azar "/&6/ ǽǽǽ4&1% 01" !6 ǽǽǽ4%, &0 "$$&+$ ǽǽǽ +! &0 1/ (&+$ ǖ$-Ǿ ǖǚ -ǽ
$ 7" +! -2/0"! #,/ %")- 1, Ɯ +! 1%"&/ 1%" - /16ȉ0 +,3") 1&1)"!
gnollȒ+ "! ! !ǽǽǽ Through the Weave.
)&-0ǽǽǽ *,3"*"+10 #,/ +" - ("1 ,# " +0ǽ
1%" 0-6ȉ0 $2&)!ǽ
ǽǽǽ4&1% !""- # & ) ǽǽǽ4%, &0 ,*-"))"! ǽǽǽ +! ++,1 ,1%&+$Ǿ +!
-/,2! ,# &1ǽ
5 /,,( & )&+3 0 / +! $/2ƛ 1, 0*")) "3"/6,+" 4 )( ,+ 1%"&/
"51"/&,/ǽǽǽ they meet... ,4+ǽ
ǽǽǽ4&1% -2$ ǽǽǽ4%, '201 +""!0 ǽǽǽ +! &0 -) $2"! Ǘ0-Ǿ ǖǜ -ǽ 4,,!"+
6 /& / ""3"0 +,0" +! ),10 ,# /&!" &+1,ȡ,21 6 2/0" 2- 1%"6 /3"!
#/" ()"0ǽǽǽ ,# 1,4+ǽǽǽ ț,+ -$ǽ ǗǙǝȜǽ 1%"*0")3"0ǽ
7 )&+ ,,0" 1 %"/ ǽǽǽ4&1% /,2+! # " ǽǽǽ4%, 1%&+(0 1%"6ȉ/" ǽǽǽ +! % 0 ),01 ǜǘ - - &+1"! 1, ),,(
+! /,06 %""(0ǽǽǽ -,00"00"! 6 1%" 4&)) 1, )&3"ǽ )&(" ǜǘ--ǽ 0* )) ' / ,#
3"+$"#2) 4 //&,/ǽǽǽ -) 1&+2* - &+1ǽ
8 "/&"3" (#2/6 ǽǽǽ4&1% #"4 % &/0 ǽǽǽ4%, +""!0 2/" ǽǽǽ +! +ȉ1 ǘǗ -Ǿ ǖǘ0-ǽ
0-/&+$&+$ ,21 ,# #,/ 1%"&/ &+ "00 +1 ,+1/,) 1%" %,,- +! 01& (ǽ
4 /1 ,+ 1%"&/ # "ǽǽǽ 3,)2*" ,# 1%"&/
%& 2-0ǽǽǽ
3,& "ǽ
ǽǽǽ4&1% %" 36 ǽǽǽ4%, % 0 ǽǽǽ +! &0 &+ !""- ǖǚ0-ǽ +" () "
)&*- +! +Ȓ!,
9 /*"+ ,1 1& !"3"),-"! 1 01" 4&1% ), ) 1% 1 ,+1 &+0 )) ,#
11&12!"ǽǽǽ
#,/ %2* + Ɲ "0%ǽǽǽ /&*" ,00ǽ 6 ( % &/ǽ
ǽǽǽ4&1% (&+! # " ǽǽǽ4%, &0 '201 1/6&+$ ǽǽǽ +! &0 +"3"/ Ǘǖ -Ǿ Ǘ0-Ǿ ǘ$-ǽ +
+! 0),4 !/ 4)ǽǽǽ
10 %&!& Oldfur 1, $"1 1%/,2$% 1%" 4/,+$ǽ
201 0( &+ /"!& )6 0*,,1% /, (
! 6Ǿ * +ǽǽǽ them. 1%"6 "+',6 1%2* &+$ǽ
11 % /! +" /$2) 0 ǽǽǽ4&1% 0%&ƞ &+$ "6"0 ǽǽǽ4%, (+,40 ,# ǽǽǽ +! &0 )4 60 ǘ0-Ǿ ǝ$-ǽ ' / #2)) ,#
+! +" / 6 3" Ɯ ))"! &+ %2//6ǽ ""# 1 )),4ǽ /2!"
* - ,# 1%" /"$&,+ǽ
%20%"! 3,& "ǽǽǽ 4&1% 1/" 02/"ǽǽǽ
12 6/&))" ,) + ǽǽǽ4&1% #"4 ǽǽǽ4%, % 0+ȉ1 0)"-1 ǽǽǽ +! $"10 ǚ -Ǿ Ǟ0-Ǿ ǖ$-ǽ 3& ) ,#
*&00&+$ 1""1% +! &+ "&$%1 ! 60ǽǽǽ !&01/ 1"! 463"/+ -,&0,+ǽ
%2+$/6 $ 7"ǽǽǽ " 0&)6ǽ
ǽǽǽ4&1% * 00&3" ǽǽǽ4%, % 0+ȉ1 ǽǽǽ +! &0 Ǚ -Ǿ ǖǛ0-ǽ
13 +" ) ( /! +,0" +! 1&$%1 ""+ 0, "/ &+ 14, !!& 1"! 1, + ,3"/0&7"! ),))&-,-ǽ
*,21%ǽǽǽ 4""(0ǽǽǽ ), ) !/2$ǽ !" ( ,# /!0ǽ
14 "01 2!!)"04&0% ǽǽǽ4&1% %,,!"! "6"0 ǽǽǽ4%, 4&)) !, -/"116 ǽǽǽ +! !,"0+ȉ1 Ǜ -Ǿ ǝ0-Ǿ ǖǗ$-ǽ , !"!
+! 02 ) 1,+"ǽǽǽ *2 % +61%&+$ #,/ ")&"3" &+ !& "ǽ !&/" 1,/6 ,#
3&,)"+ "ǽ ), ) $ * )&+$ % ))0ǽ
0&)3"/ -&" "ǽǽǽ
15 "3,+ ,21&+" ǽǽǽ4&1% 4&)! % &/ +! ǽǽǽ4%, /"-" 10 1%" ǽǽǽ +! !&01/2010 Ǟ -Ǿ Ǘ0-ǽ
04" 1&+$ /,4ǽǽǽ #2)) + *"0 ,# "3"/6Ȓ 1 )" 01 ,+" +&11&+$ +""!)"0 +!
% )#ȒƜ +&0%"! 0 /#ǽ
,+" 1%"6 *""1ǽǽǽ - /16 *"* "/ǽ
The Game Master’s Book of Random Encounters 239
Randomized Tables
First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
16 & + 2"01 / ǽǽǽ4&1% ,&)6 0(&+ +! ǽǽǽ4%, +ȉ1 01,- ǽǽǽ +! &0 )0, ǜ -ǽ ) /$"
4%&01)&+$ +,01/&)0ǽǽǽ 1 )(&+$ ,21 1%" lycanthrope. )" 1%"/ % 1ǽ 0"1 ,#
"+! ,# 1%" 4,/)!ǽǽǽ
1%&"3"0ȉ 1,,)0ǽ
ǽǽǽ4&1% ) /$" " /0 ǽǽǽ4%, &0 ,+01 +1)6 ǽǽǽ +! &0 ))"/$& Ǜ0-Ǿ ǖ$-ǽ 2- +!
+! + ,3 ) # "ǽǽǽ )) $ *"ǽ 1/,21 &+
17 &! / ȉ1% / 0 ,+ 1%" ),,(,21 #,/ 1, 0,*"1%&+$
21 %"/ - -"/ǽ
$/,,*&+$ 1&-0ǽǽǽ +" / 6ǽ
18 )& 2&! ǽǽǽ4&1% 01/,+$ ǽǽǽ4%, ,*-2)0&3")6 ǽǽǽ +! &0 Ǚ -Ǿ ǘ0-Ǿ ǖ$-ǽ
' 4 +! %" /16 0 60 4% 1 1%"6 /" ,*& ))6 %,1Ȓ ,,( ,21
1"*-"/"!ǽ ) (0*&1%&+$ǽ
) 2$%ǽǽǽ 1%&+(&+$ǽǽǽ
ǽǽǽ4&1% 0) ( ' 4 ǽǽǽ4%, 4 +10 1, !, ǽǽǽ +! &0 -) $2"! ǝǚ -ǽ +,1" 1% 1 0 60Ǿ
19 /&+ "" 0 +! 1"+!"+ 6 1, /&$%1 6 1%"&/ $,!Ǿ 4&1% 0* )) Ȋ " /"#2)Ǿ ),3" 6,2ǽ
*,21% /" 1%"ǽǽǽ +, * 11"/ 1%" ,01ǽǽǽ ) !!"/ǽ -Mum”
20 3/&* "6% + ǽǽǽ4&1% $ -Ȓ ǽǽǽ4%, &0 11/ 1"! ǽǽǽ +! % 0 ǛǙ0-ǽ ǖǗ$- &+ ),,0"
1,,1%"! $/&+ +! 1, *"* "/ ,# 1"//& )" $"*0ǽ /, (% **"/ǽ
1%" - /16ǽǽǽ '2!$"*"+1ǽ
$/"6 "6"0ǽǽǽ
21 & + &3"/0% )" ǽǽǽ4&1% -,1 "))6 ǽǽǽ4%,0" /,1%"/ ǽǽǽ +! &0 satyr ǖǙ -Ǿ ǖǜ0-Ǿ Ǚ$-ǽ
+! + &+#" 1&,20 4 0 4/,+$#2))6 &+ !&0$2&0"ǽ * $+&+$ $) 00ǽ
$&$$)"ǽǽǽ 20"!ǽǽǽ
22 Farah ,0"+*"/ ǽǽǽ4&1% ) +( ǽǽǽ4%, 1%&+(0 ǽǽǽ +! 0""(0 1%" ǖǕ0-ǽ /"4"/ȉ0 (&1 +!
"5-/"00&,+ +! 4&)! they have a rat -"/#" 1 4%&0("6 4 1"/0(&+ ,# 4%&0("6ǽ
&+#"01 1&,+ǽǽǽ
" / % &/ǽǽǽ /" &-"ǽ
23 )6++ / "/,0 ǽǽǽ4&1% # " #2)) ,# ǽǽǽ4%, (""-0 ǽǽǽ +! &0 #/ &! ǘǗ -ǽ ,))" 1&,+
-&"/ &+$0ǽǽǽ %" /&+$ 3,& "0 &+ ,# 1%" ! /(ǽ ,# !,))0 1% 1 ),,( )&("
1%"&/ %" !ǽǽǽ 1%" - /16ǽ
24 1&* % 11"/ ) !" ǽǽǽ4&1% *,/" 1 11,,0 ǽǽǽ4%, +ȉ1 Ɯ +! ǽǽǽ +! &0 4%&01)" ,+)6 !$"/
1% + 2+&+("! 0(&+ǽǽǽ 1%"&/ %,/0"ǽǽǽ 01/ +!"! -) + / + *"!
"++6 + %" /ǽ
traveler.
25
& &+! 0 )1 ǽǽǽ4&1% 2+0 ,# 01"") ǽǽǽ4%, +""!0 0"1 ,# ǽǽǽ +! &0 0")#Ȓ ǚ -Ǿ ǘǕ0-Ǿ Ǟ$-ǽ
+! /*,/ ) (0*&1%ȉ0 1,,)0ǽǽǽ , 0"00"!ǽ 3"/6 0* )) % 1ǽ
1, * 1 %ǽǽǽ
ǽǽǽ4&1% 0 6 ǽǽǽ4%, ),01 1%"&/ ǽǽǽ +! 01/2$$)"0 ǖǞ -Ǿ Ǘ0-ǽ 0-6$) 00
26 Grey /, (+2 ()"0 1%"6 4,+ȉ1 *,1%"/ȉ0 4"!!&+$ 4&1% 1%"&/ ! !ȉ0 1% 1 + 02 ( ,21 +
01,- / (&+$ǽǽǽ +!ǽǽǽ "5-" 1 1&,+0ǽ "6" )) ,+ ,** +!ǽ
27 Ȋ
2*0ȋ % + / ǽǽǽ4&1% 0& ( ǽǽǽ4%, +""!0 1, ǽǽǽ +! !,"0+ȉ1 ǖǙ -Ǿ ǞǗ0-ǽ + "//,/Ȓ
-,*- !,2/ " 1%" "+1"/ ,# have teeth. Ɯ ))"! * - ,# 1%" /" )*ǽ
% &/ 21ǽǽǽ 11"+1&,+ǽǽǽ
28
,,0" %"/*, ,)1 ǽǽǽ4" /&+$ 1%" ǽǽǽ4%, +""!0 %")- ǽǽǽ +! &+02)10 2/0"! -"+ (+&#"
,/0"1 ,# 0)&**"/ 4&1% ! + "Ȓ,ƛ ǽǽǽ 1%,0" &+ % /$"ǽ ț/,)) ,+ 1%" 2/0"
1 )" ,+ -$ǽ ǗǙǝȜǽ
-"/0,+ǽǽǽ
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29 Hadley %"/2+!)&+ ,+" 0&!" &*-"!&+$ 4%"/" 1%"6 0 4 1%" 1% 1ȉ0 "$&++&+$ - &/ ,# 0%,"0 &+ +""!
1%"&/ 0-"" %ǽǽǽ - /16 !&"ǽǽǽ 1, 2+/ 3")ǽ ,# /"0,)&+$ǽ
ǽǽǽ4&1% 1,+$2" ǽǽǽ4%, +""!0 / /" ǽǽǽ +! &0 ǝ -ǽ + 1% 1 /" !0
30 Helle &$%Ɯ ")! 0""*&+$)6 1,, &$ ,&+ 1, ,*-)"1" %,-")"00 1 Ȋ 4" 6,2 1%/"" 0 (0
#,/ 1%"&/ *,21%ǽǽǽ 1%"&/ ,))" 1&,+ǽǽǽ +"$,1& 1&,+ǽ ,# 4,,)ǽ **ǽȋ
31 &0,( +!"/ ,2$% ǽǽǽ4&1% -,0% ǽǽǽ4%, ),3"0 1, 1 )( ǽǽǽ +! &0 #/ &! ǞǙ -Ǿ ǖ$-ǽ * 0( 1% 1
11&12!" +! ),1%"0 ,21 #,,!ǽǽǽ ,# 10ǽ %&!"0 1%"&/ # " +!
%&1 )&01 ,# ), ) 1%2$0ǽ
1, * 1 %ǽǽǽ
First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
32 2+1"/ $!,2$% ǽǽǽ4&1% !,2/ ǽǽǽ4%, ,4+0 1%" ǽǽǽ +! &0 - /1Ȓ ǜ -Ǿ ǝ0-Ǿ Ǘ$-ǽ
"5-/"00&,+ǽǽǽ 1,4+ - -"/ǽǽǽ 1&*" 2)1 )" !"/ǽ ! /( /1&# 1ǽ
33 * +& 0 ǽǽǽ4&1% 1%" &$$"01 ǽǽǽ4%, 4 +10 1, " ǽǽǽ +! $"10 ǘǙ -Ǿ ǖǕ0-ǽ
+"/3,20 +" / /,("+ )21"ǽ
%" ! ,# )) 1&*"ǽǽǽ )"ƞ ),+"ǽǽǽ +"4 -",-)"ǽ /2*-)"! ),3" )"11"/ǽ
34 +!& + ) /+&1% ǽǽǽ4&1% /, ! ǽǽǽ4%, &0 4,//&"! ǽǽǽ +! +""!0 ǘ -Ǿ ǚ0-Ǿ ǜ$-ǽ 0 ( ,#
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35 / 1& "+!"/#,/* ǽǽǽ4&1% %2+ %"! ǽǽǽ4%, +""!0 %2* + ǽǽǽ +! !"0-&0"0 Ǚ -Ǿ Ǜ0-ǽ 0"1 ,#
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36 (" ,)1, *2)1&Ȓ)"3")Ȓ ,11)" ,# 6 1" /0
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37
!"+ &+4" 1%"/ "6" /,40 +! 1, ,4+ 1%"&/ ,4+ Ɯ "+!Ǿ 21 &0 ! /( )" 1%"/ 1,*" 1&1)"!
0"+0" ,# %2*,/ǽǽǽ - 01/6 0%,-ǽǽǽ * (&+$ &1 4,/(ǽ How to Act Human.
38
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39
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40
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41 /& %"")* &!"+ ǽǽǽ ,3"/"! &+ ) ( ǽǽǽ4%, &0 0 3&+$ 1, ǽǽǽ +! % 0 Ǚǚ -Ǿ Ǘ0-ǽ + 2+!" !
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42 Kyra 0 //,4 012 ( &+ 1%" 2-1&$%1 1,4+ 1, -/, )"* 4&1% (&1ǽ )&01 ,# +, )"ȉ0
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43 $&0, "/ + ǽǽǽ4&1% ) ( "6"0 ǽǽǽ4%, 020-" 10 ǽǽǽ +! +ȉ1 ǞǗ -Ǿ ǘ$-ǽ 2ƛ )&+(0
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44 )&+ "+ ,/! 1% 1 4 0 true Ɯ +$"/+ &)0Ǿ " % *,/"
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45 &+ "036/" ǽǽǽ%,)!&+$ 1&+6 ǽǽǽ4%, 0 60 1%"&/ ǽǽǽ +! )&"0 ǝǞ -Ǿ ǘ0-ǽ ")1
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46 2 & + %0.2&+ 1%"*0")3"0 +! (+,4 &# 6,2ȉ3" 0""+ *"* "/ ,# 1%" 1% 1 --" /0 1, "
0 / 1 %&+$ Ɲ (6 0(&+ǽǽǽ * + + *"! " ǽǽǽ 00 00&+0ȉ
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+! 201"! )&-ǽǽǽ %")- !" )&+$ 4&1%
48 ),6 ) " /"+!"/ +"3"/ * !" * !" ,# +21 211"/ +!
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The Game Master’s Book of Random Encounters 241
Randomized Tables
First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
49 6 + " $ + ǽǽǽ4&1% )2*-6 +,0" ǽǽǽ4%, 4 +10 ǽǽǽ +! &0 ,+ Ǘǖ -Ǿ ǚ0-ǽ + "5.2&0&1"
1% 1 ),,(0 &1 1%" - /16 1, 1%" /2+ #,/ 1 5 ! $$"/ /3"! #/,* 1%"
&+#" 1"!ǽǽǽ -/,1" 1 1%"*ǽǽǽ
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ǽǽǽ4&1% ""%&3" ǽǽǽ4%, +""!0 + ǽǽǽ +! &0 ),+$ Ǚ -Ǿ ǜǙ0-ǽ
% &/!, 1% 1 * ("0 &+3&1 1&,+ 1,
50 (,1 &*"1 1%"* 0""* 1 ))"/ǽǽǽ ),01 *"* "/ ,# 4&+"0(&+ Ɯ ))"! 4&1%
1,+&$%1ȉ0 ))ǽǽǽ
1%" /,6 ) # *&)6ǽ a potion of haste.
51 &0( Zytal ǽǽǽ% 0 +" ( ǽǽǽ4%, &0 ),,(&+$ 1, ǽǽǽ +! &0 ǝ -Ǿ ǚǘ0-ǽ # ("
14& " 0 4&!" 0 2/" ,+1 $&,20 01/2$$)&+$ 1, $"1 " /!ǽ 1,*" Ɯ ))"!
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1%"&/ # "ǽǽǽ ,3"/ 1%" Ɲ 2ǽ %2+!/"!0 ,# %&)!/"+ǽ
52 ,/& % "//& % ǽǽǽ% 0 # " 1% 1 ǽǽǽ4%, &0 0" / %&+$ ǽǽǽ +! &0 Ǟǖ0-ǽ /" &-" #,/ -,1
--" /0 01&1 %"! #,/ 1%" -,4"/ ,# /2+ 4 6 -&"ǽ 0* )) 0 ( ,#
zombie.
1,$"1%"/ǽǽǽ wish 0-"))ǽǽǽ -" 0ǽ -& "0ǽ
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,21 1, 3,*&1ǽǽǽ % ))"+$"! 1,
53 "0&* "#/&* / - 11)"ǽǽǽ 1/" 02/" * - 1, ,5 ,+1 &+&+$ ) /$"
0" /"1 &0) +!ǽ .2""+ ""ǽ
54 & , )1 0 ǽǽǽ&0 !/&--&+$ &+ ǽǽǽ4%, '201 &+%"/&1"! ǽǽǽ +! % 1"0 ǜ -Ǿ ǖǘ0-ǽ
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1/&, ,# ! $$"/0ǽǽǽ *,+"6 #,/
55 Nyx 3&)0""/ !"Ɯ +&1&,+ ,# 1%" /" )*ȉ0 #,2+!&+$
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% ,1& "3&)ǽ !, 2*"+10ǽ
56 ,,0" ")* & ǽǽǽ% 0 !/&--6 +,0" ǽǽǽ4%, +ȉ1 Ɯ +! ǽǽǽ +! &0 #/ &! #/,$ǽ ,)) ǖ!Ǜǽ + ǖǾ
+! /"! %""(0ǽǽǽ 1%"&/ $) 00"0ǽǽǽ ,# 0-")) 01"/0ǽ &1 4 0 ,+ " -/&+ "ǽ
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57 /& &+$)"1/&1" 1% 1 /" 1%/"" 0&7"0 #,/ red dragon $ &+01 1%" ,),/&+$ ,,(ǽ ,*"
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58 Olley ) (/""! ǽǽǽ),,(0 14& " ǽǽǽ+""!0 1, 1 % ǽǽǽ +! ) (0 Ǚ -Ǿ ǘ0-Ǿ Ǘ$-ǽ 0"1 ,#
1%"&/ $"ǽǽǽ 0&5 Ɯ 0%ǽǽǽ ,**,+ 0"+0"ǽ 4,,!4,/("/ȉ0 1,,)0ǽ
59 -%&)& /,+7"01"&+ ǽǽǽ4&1% -/"116 # " ǽǽǽ4%, +""!0 "3"/6Ȓ ǽǽǽ +! &0 "&+$ ǝ0-ǽ *&+,/ $"*
) (* &)"!ǽ 4,/1% ǖ$-ǽ
+! &$ &!" 0ǽǽǽ ,+" 1, 4&0" 2-ǽǽǽ
60 + Carter ǽǽǽ4" /&+$ $,$$)"0 ǽǽǽ4%, +""!0 1, ǽǽǽ +! #"")0 )&(" + ǚ$-ǽ ʭǖ 0 &*&1 /
+! %,*-&+$ .2&/" / /" "51/ &+ 0,*",+" "+$/ 3"! 4&1% 1%"
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61 &-"/ ) 6*,/" ǽǽǽ4&1% 1%" "+"/$6 ,# ǽǽǽ4%, ")&"3"0 ǽǽǽ +! &0 4" /&+$ ǙǗ0-ǽ 12 ,# $/" 0"ǽ
+ ,3"/01&*2) 1"! 1%"&/ #/&"+! *&$%1 a hag’s eye #/,* A wand of webs.
+" / 6 ,3"+ǽ
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62 ," ,$12/+"/ "3"/6,+" $/""0 !, #,/ *,!")0 #,/ *,+1%0 "%&+! 0"/2* 1% 1 1 ("0 ǗǕ
+,1 02&1 1%"&/ # "ǽǽǽ # 0%&,+ 0%,4ǽǽǽ ,+ )) 1%"&/ &))0ǽ 6" /0 ,ƛ /" 12/"ȉ0 )&#"ǽ
63 ) /60 )&0 ǽǽǽ+"/3,20)6 ǽǽǽ4%, 4 +10 1, ',&+ ǽǽǽ +! + ,+)6 ǝ0-Ǿ Ǚ$-ǽ 1,-% 1
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65 2&++ /(01"")" 0 /0 #/,* /,$2" #,/ 0,*" !/&+(&+$ 1 (" +, #,/ + % ))"+$&+$ 1%"* 1,
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First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
66 2,/ ""-01,+" ǽǽǽ% 0 ,+" ,# ǽǽǽ4%, +ȉ1 2+), ( ǽǽǽ +! 20"0 ǖǚ -ǽ ' / - )" ,#
1%,0" # "0ǽǽǽ 1%"&/ 0"*"+1ǽǽǽ -2--"1 1, 1 )(ǽ 01,/&+$ *"*,/&"0ǽ
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67 2&+"+" 4 +!/ 1% 1 ,2)! ), ( ,21 1%" +! 1 )(0 1, % &1 ,# ),0&+$ ,+1 &+0 1%" "5-"))"!
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68 66 + " 3"0 ǽǽǽ4&1% 4%&0-"/Ȓ ǽǽǽ),,(&+$ #,/ 1%" ǽǽǽ +! + /" ! ǞǕ0-ǽ )&+&*"+1 1% 1
.2&"1 3,& "ǽǽǽ /" * / %&3" *&+!0 3& 1,2 %ǽ %")-0 4&1% &+0,*+& ǽ
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69 "+ 5 "))"+1" ǽǽǽ4&1% 21" 0*&)" ǽǽǽ4%, 0""(0 1, (&)) ǽǽǽ +! * 6 % 3" ǖǘ -ǽ &/" 1&,+0
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70 ,25 *, * +6 ")10 +! " )&01"+&+$ 1, *,/" - 1%"1& 6,2ȉ3" +"3"/ %" /! ,#ǽ
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71 ,4 + ȉ1")),/ ǽǽǽ4&1% 1%" &$$"01Ǿ ǽǽǽ4%, 4 +10 1, ǽǽǽ +! &0 *&00&+$ ǖǘ--ǽ ' / ,# " /! ,&)
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72 Samar "*,&/ ǽǽǽ&0 )"00"! 4&1% ǽǽǽ4%, "+',60 ǽǽǽ +! #" /0 ǗǞ0-ǽ 0* )) - &+1&+$
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73 &6 &/0") ǽǽǽ&0 0 61%"Ȓ ǽǽǽ4%, 0-/" !0 ǽǽǽ +! 002*"0 ǘǚ -ǽ ,),/#2) -&" "
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74 (6" )&+1%" /1 ǽǽǽ4&1% /*,/ 1% 1 ǽǽǽ"+ /,21" 1, 1%" ǽǽǽ +! &0 !"3,&! )&01 ,# 0"3"/ ) $,!0Ǿ
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75 ) &+" /,01 /* %6-+,1& 3,& " +! &+3"01,/0 #,/ 1%"&/
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81 *21 21 %/& " ǽǽǽ4 )(0 4&1% 1%" ǽǽǽ4%, 4 +10 1, 0"" ǽǽǽ +! &0 +"4)6 ǘǞǕ$-ǽ 0 ( ,# $/ 3"
$/ " ,# ! + "/ǽǽǽ 1%" +"51 02+/&0"ǽǽǽ made vampire. !&/1ǽ 0- !"ǽ "/"1ǽ
ǽǽǽ4" /&+$ /,- ǽǽǽ4%, ),+$0 1, " ǽǽǽ +! % 0 ǙǗ -Ǿ ǜǖ0-ǽ ǘ 3& )0 ,#
/&--)&+$ 1,+& 1% 1 !!0 ʭǗ 1,
82 /$ ,,3"/ 1,- 1, 0%,4 ,ƛ 1%"&/ 1%" 01/,+$"01 /1%/&1&0ǽ 1/"+$1% #,/ ǖ %,2/ǽ
&*-/"00&3" 0ǽǽǽ -"/0,+ )&3"ǽǽǽ
83 Val ,+"6" 1"/ ǽǽǽ&+ ) ( )" 1%"/ ǽǽǽ%&/"! 1, (&)) ǽǽǽ +! +,4 % 0 ǛǗ -Ǿ Ǘǖ0-Ǿ ǞǗ$-ǽ $ $
+! - &/ ,# 0% /-Ǿ - /16 *"* "/ǽǽǽ ,)! #""1ǽ +! %,,!ǽ Ǘ 3& )0 ,#
purple worm poison.
%"")"! ,,10ǽǽǽ
The Game Master’s Book of Random Encounters 243
Randomized Tables
First Last Brief Wants Secret or Also
1d100 Name Name Description and Needs Obstacle Carrying
ǽǽǽ% 0 -"/* +"+1 ǽǽǽ4%, ,*-2)0&3")6 ǽǽǽ +! 4,+ȉ1 ǘ -Ǿ Ǟ0-Ǿ Ǘǖ$-ǽ + ,- )
84 +' 0 "5 0.2&+1 +! 01&ƛ '2!$"0 ,1%"/0ȉ )&01"+ 1, %2* + /3"! &+ 1%" 0% -" ,#
2--"/ )&-ǽǽǽ # 0%&,+ 0"+0"ǽǽǽ ,-&+&,+0ǽ ' 4 ,+"ǽ
85 &3& + $/&)! ǽǽǽ4%, --" /0 0 &# ǽǽǽ4%, &0 1/6&+$ ǽǽǽ +! &0
1%"6 4"/" 01/2 ( 6 1, 2&)! 1&*" 0,)21")6 #/,* ǚ -ǽ 0-,/1ȉ0 )* + ǽ
)&$%1+&+$ǽǽǽ * %&+"ǽǽǽ the future.
86 /"( ))6+* % ǽǽǽ4&1% 0*&)" ǽǽǽ4%, &0 ,+ .2"01 ǽǽǽ +! 0"/3"0 ǞǗ0-ǽ Manticore &1ǽ
1% 1ȉ0 )) 1""1% +! 1, (&)) *,+01"/0ǽǽǽ 1 )(&+$ ,4ǽ A $/&ƛ ,+ ))ǽ (0 ,#
+, ',6ǽǽǽ meat.
87 +! *-,/1 + ǽǽǽ4&1% Ɲ 0%6 -&+( ǽǽǽ4%, &0 1/6&+$ 1, ǽǽǽ +! 4 0Ǿ 2+1&) ǗǕʢ ,ƛ ,2-,+ #,/
% &/ǽǽǽ !, $,,!ǽǽǽ 1,! 6Ǿ 0%21Ȓ&+ǽ $" ,2 ,,(
ț-$ǽ ǖǗǝȜǽ
88 "01
/3 )0 ǽǽǽ4&1% 0*")) 1% 1 ǽǽǽ4%, &0 1/6&+$ 1, ǽǽǽ +! 1%&+(0 ǖǝ -Ǿ Ǚ0-ǽ 012ƛ "!
%2* +0 /" 1&$"/ǽ 12+ 0 +!4& %ǽ
&0 ,ƛ Ȓ-211&+$ǽǽǽ 0")) 0,*" #/2&1ǽǽǽ
20")"00ǽ
89 Weezy
61 & ǽǽǽ% 0 ),,!6Ǿ ǽǽǽ4%, &0 ,+ 1%" /2+ ǽǽǽ +! &0 )0, ǘ -ǽ 0-" ()"! "$$ǽ
/,("+ *20& ,5ǽ
+ &)Ȓ#/"" Ɯ +$"/1&-0ǽǽǽ #/,* -/&0,+ǽǽǽ a deva.
90 ,,01"/
"ƛ /&"0 ǽǽǽ&+ !/,,-6 /, "ǽǽǽ ǽǽǽ4%, +""!0 1%" ǽǽǽ +! &0 * $& ǞǗ$-ǽ 0* )) %" /1 &+
),,! ,# ǘǕ /,40ǽǽǽ
0 %,,) !/,-,21ǽ 0* ))"/ $"ǽ
ǽǽǽ&+ % 1 1% 1ȉ0 0 ǽǽǽ4%, 4 +10 1, ǽǽǽ +! &0 ǘ$-ǽ $ ,# 0 )1ǽ
1 )) 0 1%"6 /"ǽǽǽ )" /+ ,**,+ǽǽǽ
91 "+
201& " 4 /), ( ,# %" $ ,# -"--"/ǽ $ ,#
/" 1 )! +"ǽ , 1,-20 1"+1 )"0ǽ
92 2 + 3&20 ǽǽǽ4&1% +, /*0Ǿ 21 ǽǽǽ4%, 4 +10 1, $, ǽǽǽ +! &0 1,1 ) )6/" 1% 1ȉ0 *&00&+$ ))
14, * $" % +!0ǽǽǽ ,+ + !3"+12/"ǽǽǽ 6"0Ȓ* +ǽ 21 ,+" 01/&+$ǽ
93 ȉ& + "601&+ ǽǽǽ4&1% /" #""1 +! ǽǽǽ4%, &0 -"!!)&+$ ǽǽǽ +! &0 $) 00 ,/ ǽ
#/" ()"! %""(0ǽǽǽ $0 ,# *"!& &+ ) % --6Ȓ$,Ȓ)2 (6 / 3"+ȉ0 " (ǽ
+" /,* + "/ǽ 3& ) ,# 1&$"/ ),,!ǽ
/,,1ǽǽǽ
ǽǽǽ!/"00"! &+ ǽǽǽ4%, +""!0 1, ǽǽǽ +! &0 ǚ -ǽ )2*- ,# , )ǽ
94 Yael %&))1 %/+ - 1 %4,/( , 1 ,# 0-/" ! 1%"&/ # 1%"/ȉ0 2!!&+$ 0* )) ,5 Ɯ ))"!
!,7"+0 ,# # /& 0ǽǽǽ 0%"0ǽǽǽ 0,+$4/&1"/ǽ 4&1% 0%"0ǽ
ǽǽǽ4&1% ,+" )"$Ǿ +! ǽǽǽ4%, &0 %,-&+$ ǽǽǽ +! 4 0 + ǚǗ0-ǽ + %"/ )&01ȉ0 (&1ǽ
95 $*2/ , % 1% % +$* +ȉ0 0 / 1, /2+ #,/ -2 )& "0 -"! ,+3& 1 +" 1)6 #,)!"! -,01"/
,+ 1%"&/ +" (ǽǽǽ ,ƛ & "ǽǽǽ &+ 1%"&/ 6,21%ǽ 4&1% 1%"&/ # " ,+ &1ǽ
ǽǽǽ&0 !" # +! 20"0 ǽǽǽ4%, 0""(0 ǽǽǽ +! &0 -,0Ȓ ǚǾǗǚǛ$-ǽ +,1" ,,(
96 ++&( " $ )),4 $"012/"0 1, +"4 ,4+"/ #,/ 1%"&/ 0"00"! 6 1%" )&01&+$ )) 1%" 1%&+$0
,**2+& 1"ǽǽǽ -"1 ,4)ǽǽǽ 0-&/&1 ,# $,!ǽ 1%"6ȉ3" !,+" 1%&0 6" /ǽ
ǽǽǽ% 0 0% $$6 % &/Ǿ ǽǽǽ4%, &0 ),,(&+$ #,/ ǽǽǽ +! ,4+0 ǖǘ0-Ǿ Ǘ$-ǽ #"4
97 2 ( &))6Ɯ 17 $$6 ),1%"0 +! 1%"&/ !,$ǽ 3" 6,2 !,$ 1% 1 + $+ /)"! ))0 ,# 1%& (
%&)) 11&12!"ǽǽǽ 0""+ 1%"&/ !,$Ȅǽǽǽ 0-" ( ,**,+ǽ ,/! +! ),1%ǽ
ǽǽǽ% 0 %""( ,+"0 ǽǽǽ4%, !,"0+ȉ1 ǽǽǽ +! /2+0 + ǝǖ -Ǿ ǘ0-ǽ )&01 ,# /2)"0
1% 1 ,2)! 21 $) 00 )"1 +6,+" $"1 &+
98 "&+ 2("4&)) +! "6"0 1, * 1 %ǽǽǽ &))"$ ) Ɯ $%1&+$ #,/ 0,*"1%&+$ ))"!
1%"&/ 4 6ǽǽǽ
/&+$ +" / 6ǽ Ȋ / 4)
,&+1ǽȋ
99 "(" 2 (!,!$"/ ǽǽǽ4" /&+$ %,,! ǽǽǽ4%, &0 %2+1&+$ #,/ ǽǽǽ +! &0 + +( 1% 1 !&0 --" /0
1% 1 ,3"/0 1%"&/ + &"+1 /")& 0 &+ ,)! 0,)21" (&))',6ǽ 21 + " /"3" )"!
#,/$,11"+ 1,* 0ǽǽǽ
$ 2+1 # "ǽǽǽ 4&1% )&11)" %" 1ǽ
ǽǽǽ4&1% % +!0,*" ǽǽǽ4%, &0 ),,(&+$ #,/ ǽǽǽ +! ,+ " ǘǗȒ- $" ,,()"1 ,#
),,("! 0,Ȓ ))"! Ȋ% 1"/0ȋȕ
100 Zaya 3 &20 # " +! 02/"Ǿ &+0-&/ 1&,+ #,/ 1%"&/ ,*-)"1")6 #"4 + *"0 /" /,00"!
!&ƛ "/"+1ǽ
(&+! 0*&)"ǽǽǽ +"4 +,3")ǽǽǽ ,21ǽ
Adventure-Specific Category Tables
Random Shops & Guilds Table Random Taverns & Inns Table
Roll 1d10 on the table below to determine which shop or Roll 1d6 on the table below to determine which tavern or
guild hall your party is due to visit. inn your party is about to patronize.
1d10 1d6
1 &+& /("1 -$ǽ ǖǖǛ 1 %" ,1 ,01") -$ǽ ǖǕǘ
2 %" 4, ,,/0 3"/+ -$ǽ ǖǕǙ
2 / 3 + 7 / -$ǽ ǖǗǗ 3 %" &$ &11)" / -$ǽ ǖǕǛ
4 %" ,2+!"! ,$2" -$ǽ ǖǕǝ
3 ""/)"00 ,1&,+0 -$ǽ ǖǗǙ 5 "*-)" / -$ǽ ǖǖǖ
6 %" "! "//&+$ -$ǽ ǖǖǙ
4
+1ȉ0 ) %"*6 *-,/&2* -$ǽ ǖǗǛ
5 $" ,2 ,,( -$ǽ ǖǗǝ
6 1" *6 *&1%6 ) (0*&1% ǔ 6 - -$ǽ ǖǘǗ
7 %" &$%1* /" /("1 -$ǽ ǖǘǙ
8 /& +1
2&)! )) -$ǽ ǖǘǜ Random Temples Table
9 %" ,4+ &),/ -$ǽ ǖǘǝ Roll 1d6 on the table below to determine which holy
house the party is about to genuflect within.
10 ,)) $ &+
1d6
Random Residences Table 1 2+("+ "*-)" -$ǽ ǖǙǖ
2 %" "*-)" ,# 1%" )) -$ǽ ǖǙǗ
Roll 1d6 on the table below to reveal the details of the 3 %" )) ,# +6
,!0 -$ǽ ǖǙǙ
house the party is about to visit. 4 %" 2+ "*-)" -$ǽ ǖǙǝ
5 /& +1 "*-)" -$ǽ ǖǚǕ
1d6 6 ,)) $ &+
1 %" ,//& )" 21 -$ǽ ǖǞǗ
2 /"1 %1,4+ -$ǽ ǖǞǙ
3 %" % ( -$ǽ ǖǞǜ
4 /& +1 ,*" ǖ -$ǽ ǖǞǝ
5 /& +1 ,*" Ǘ -$ǽ ǖǞǞ
6 ,)) ,+ +!,* 01)" 1 )" -$ǽ ǗǕǛ
The Game Master’s Book of Random Encounters 245
Randomized Tables
Random Tavern
Generator
Because your party likes to party, roll 2d100—once for each
column of the table below—and combine the two results together
for a singular name suitable for a pub, parlor room or pint palace.
Then roll on the Vibe Variants tables for a look and feel.
1d100 Name 1 Name 2 31 Frosty Miner
1 Lively Flagon 32 Soggy Inn
2 Scratchy Rogue 33 $+&Ɯ "+1 Earl
3 Knobby Dragon 34 Regal Duck
4 Ruddy Hag 35 Rough Mug
5 Merry Pony 36 Meager Crevice
6 Sticky Troll 37 Embellished Dagger
7 Abandoned Drunk 38 Proud Horse
8 Courageous Pint 39 Intrepid Sailor
9 Itchy Basin 40 Shoddy Elf
10 Aching Traveler 41 Fair Chameleon
11 Handsome Giant 42 Loud Nymph
12 Ornery Boar 43 Bare Hall
13 Bountiful Flask 44 Mysterious Wench
14 Filthy Drow 45 Jaunty Dump
15 Quaint Fairy 46 Muddy Castle
16 / ƞ 6 ,4 47 Hospitable Helm
17 Lanky Dretch 48 Livid Fox
18 Nasty Boot 49 Golden Throne
19 Shiny Serpent 50 Salty Dwarf
20 Crowded Lion 51 Knowing Wyvern
21 Reckless ),/ 52 Lavish Haven
22 Gleaming King 53 Silver Talon
23 Winged &"Ɲ &+$ 54 Charming Bar
24 Jagged Cauldron 55 Hairy +!
25 Cozy Goat 56 Bleak Den
26 Harmless Bard 57 Feisty House
27 &ƞ 6 Bottle 58 Smoggy Bear
28 Eager Pub 59 Opulent Lantern
29 Pitiful Shot 60 Peaceful Demon
30 Deserted Knight 61 Immaculate Blade
Tavern Vibe Variants Roll 1d4 and 1d20 on the tables below to determine the
general feel for a bar, beer hall or back alley brew shed.
Every ale house or wine wasteland has its own energy—
whether it’s a divey haunt with a few grizzled regulars 1d4 This place is...
or a familiar franchise that’s somehow the same in every
town—and that energy is part of what keeps customers 1 ǽǽǽ!"0"/1"!Ǿ 0 3" #,/ /1"+!"/ +! ,+" /"$2) /ǽǽǽ
coming back for another round or backing out of the
doorway slowly the moment they arrive. Because pubs 2 ǽǽǽ- ("! 4&1% #/&"+!)6 ), )0 +! #"4 !/2+(
and lounges are commonly populated with a wide range of travelers...
patrons from across different walks of life, they are often
defined as much by their clientele as their aesthetics. 3 ǽǽǽ,!!)6 .2&"1Ǿ $&3"+ 1%" +2* "/ ,# 201,*"/0 &+0&!"ǽǽǽ
4 ǽǽǽ#2)) ,# +$/6Ǿ /,4!6 $2"010 4%, % 3" )) ""+
,3"/0"/3"!ǽǽǽ
1d100 Name 1 Name 2 1d20 ǽǽǽ4&1% 0 4!201 ,+ 1%" Ɲ ,,/ +! !201 &+ 1%" / ƞ "/0ǽ
62 Sleepy Eunuch 1
63 Limping Axe 2 ǽǽǽ4&1% 4 &1 1&*" ,# ǗǕ *&+21"0 -"/ !/&+(Ǿ $&3"+
64 Everlasting Wagon 3 1%"&/ ,*-)"5&16ǽ
65 Wild Palace 4
66 Ironclad Brewery 5 ǽǽǽ +! %,01&+$ 0&+$Ȓ Ȓ),+$ +&$%1 4&1% ,+" ,# 1%"
67 Growling Minotaur 6 /"$&,+ȉ0 )" 01 -,-2) / /!0ǽ
68 Stale Wanderer 7
69 Jovial Lord 8 ǽǽǽ +! #" 12/&+$ / +! * 00 !,/ #,/ +
70 Wise Hideaway 9 "5-"/&*"+1 ) *" !ǽ
71 Gullible 2!$") 10 ǽǽǽ +! %&!&+$ + &))"$ ) $ * )&+$ % )) 2+!"/ 1%"
72 *-)" Tower 11 Ɲ ,,/ , /!0ǽ
73 Rich Minstrel 12 ǽǽǽ4&1% 3")3"1Ȓ)&+"! 4 ))0Ǿ !/"00 ,!" +! +
74 Cautious Barrel 13 2+!"0"/3"! &/ ,# &*-,/1 + "ǽ
75 Wonderful Tankard 14 ǽǽǽ4&1% ,/+ *"+1 ) 1/,-%&"0 #/,* " 010 +!
76 Hungry Bow 15 *,+01"/0 % +$&+$ ,+ 1%" 4 ))0ǽ
77 Wooden Hearth ǽǽǽ +! !"3,&! ,# 1 )"0 +! % &/0Ǿ &10 Ɲ ,,/
78 Yawning Toad 16 01, ("! 4&1% !,7"+0 ,# -&)),40ǽ
79 Heavenly Lodge ǽǽǽ +! &0 )"00 ,# / +! *,/" ,# ! + " % ))Ǿ
80 Rosy Room 17 4&1% *20& 0, ),2! &1ȉ0 1,2$% 1, %" / +61%&+$ ")0"ǽ
81 Bewitched Bucket
82 Spirited Damsel 18 ǽǽǽ4&1% ( - 1&, 1% 1ȉ0 +"3"/ ,-"+ǽ
83 Buzzing Willow
84 Tasty Unicorn 19 ǽǽǽ4&1% + "-& ,))" 1&,+ ,# ) 00& , /! $ *"0
85 Snarling Head #/,* 1%" - /16ȉ0 %&)!%,,!Ǿ 1%,2$% *,01 0"10 /"
86 Enchanted Crow 20 *&00&+$ -&" " ,/ 14,ǽ
87 Clever " ! ,20" ǽǽǽ4&1% ) /$"Ǿ / 1"/Ȓ)&(" %,)" &+ 1%" "+1"/ ,# 1%"
88 Pleasant Cat Ɲ ,,/ 1% 1 % 0 $,+" 2+/"* /("! 2-,+ #,/ *,+1%0ǽ
89 Deadly Arrow ǽǽǽ +! &0 211"/)6 -)" 0&+$ 1, 1%" "6"Ǿ 21 1, 1%,0"
90 Tricky Parlor 1/ &+"! &+ 1%" / +"Ǿ &0 )" /)6 !/&--&+$ 4&1%
91 Treasured Swamp &))20,/6 * $& ǽ
92 Antique Boil ǽǽǽ +!Ǿ 1, 1%,0" # *&)& / 4&1% 1%&0 0,/1 ,# 1%&+$Ǿ
93 Poor Fool )" /)6 % 0 + // +$"*"+1 4&1% +" / 6 /,1%")ǽ
94 Glorious Louse ǽǽǽ4&1% 1/,-& ) 1%"*"Ǿ 4&1% !/&+(0 +! 2+&#,/*0
95 Blushing Hat 1, * 1 %Ǿ +! #"")0 )&(" 4 )(&+$ 1%/,2$% %2*&!
96 Ultimate Cavern / &+#,/"01ǽ
97 Vacant Winery ǽǽǽ4&1% 4 ))0 )&+"! 4&1% 0("1 %"0 !"-& 1&+$ # *"!
98 2)) Place !3"+12/"/0 +! )" !"/0 #/,* /,00 1%" /" )*
99 Weary
/&ƛ &+ "+',6&+$ -&+1 %"/"ǽ
100 Fickle Sword ǽǽǽ +! #" 12/&+$ 0"/3"/0 4%, /" "+1%20& 01& ))6
&+3"01"! &+ 1%"&/ ', Ǿ 4" /&+$ 0"3"/ ) (&1 %6
211,+0Ǿ +! -20%&)6 !3"/1&0&+$ 1%" /ȉ0 ,1%"/
), 1&,+0 1%/,2$%,21 1%" /" )*ǽ
ǽǽǽ +! ,+)6 0"/3"0 -&1 %"/0ǽ
ǽǽǽ +! % 0 ""+ + *"! "01 -2 &+ 1,4+ 0"3"/ )
1&*"0 &+ /,4 6 +, )"0 &+ 1%" /"$&,+Ǿ # 1 &10
-/,-/&"1,/ &0 .2& ( 1, /"*&+! +6,+" 4%, "+1"/0
1 )" 01 14& "ǽ
ǽǽǽ +! #" 12/"0 $/" 1 #,,! 1 &+ /"!& )" -/& "0Ǿ 21
!&0 /&*&+ 1"0 $ &+01 0-" &Ɯ 16-" ,# 201,*"/
1
!&0 /"1&,+ǽ
The Game Master’s Book of Random Encounters 247
Randomized Tables
Random Curse
Creator
Whether brought on by a treacherous item, a nefarious spell or a bad
deal your great, great grandmother made to win the lotto, curses can
be crippling. Roll 1d100 below to find out what ails....
1d100 The creature...
1 ...must speak in rhymed couplets or take 1d4 +1 25 ...gains 3d6 pounds per day, rerolling at the end
psychic damage each time they talk. of every long rest.
2 ...believes they are immortal and acts accordingly. 26 ...is compelled to challenge every creature they
encounter to a duel.
3 ...is vulnerable to all damage but feels no pain.
...is suddenly followed by every mouse and rat in
4 ǽǽǽ ++,1 "+"Ɯ 1 #/,* ),+$ /"01 &# 1%"6 0)""- ),+"ǽ 27 the village.
5 ...is always thirsty. ...has breath so bad it knocks out anyone who
comes within a yard.
6 ȁ% 0 //,10 4%"/" 1%"6 ,+ " % ! Ɯ +$"/0ǽ 28
7 ...can’t stop crying. 29 ...weeps blood at the slightest insult.
8 ǽǽǽ ,2$%0 2- ǖ!Ǚ !/ $,+Ɲ &"0 " % 1&*" 1%"6 0-" (ǽ 30 ǽǽǽ(""-0 11/ 1&+$ Ɲ &"0ǽ
9 ...is allergic to metal and breaks out in leaky 31 ...can only see the Ethereal Plane.
sores on contact.
32 ...has their Strength score reduced by half.
10 ...lacks bones and moves as an ooze would.
33 ...has their Dexterity score reduced by half.
...must use jazz hands when they speak or take
11 1d6 + 3 psychic damage. 34 ...has their Constitution score reduced by half.
12 ǽǽǽ1/&-0 +! # ))0 Ɲ 1 ,+ 1%"&/ # " 4&1% "3"/6 ǖǚ 35 ...has their Intelligence score reduced by half.
steps they take.
36 ...has their Wisdom score reduced by half.
13 ...suddenly has rubber-like arms that become 37 ...has their Charisma score reduced by half.
twisted and tangled whenever they try to use them.
38 ǽǽǽ&0 1"//&Ɯ "! ,# 4 1"/ǽ
...refuses to be seen without their hat, and won’t
14 let anyone forget it. 39 ...has their movement speed reduced by half.
15 ...becomes catatonic at the sound of thunder. 40 ...loses 1d4 + 2 HP anytime a creature casts a
0-")) 4&1%&+ ǛǕ ƞ ǽ ,# 1%"*ǽ
ǽǽǽƜ +!0 1%"*0")3"0 #,)),4"! 6 %2+$/6 01/ 6
41 ...immediately loses half their max HP.
16 dog. Another stray will join this growing pack
...spreads death wherever they walk, as all plants
every time the cursed creature takes a long rest. 42 4&1%&+ ǗǕȒƞ ǽ / !&20 4&1%"/ +! !&" &+ 1%"&/
...gets incredibly winded during physical activity presence.
17 and must succeed on a DC 15 Constitution saving 43 ǽǽǽ0*"))0 )&(" ) 01 *,+1%ȉ0 Ɯ 0%ǽ
throw to avoid passing out.
18 ...takes the shape of the world’s most notorious 44 ...reverts to a childhood state.
criminal.
45 ...loses the ability to learn or make new
...thinks they are the King on a giant chessboard memories.
19 about to be trapped.
...must kill a creature with their bare hands every
20 ...can only eat grass. 46 ǖ!Ǚ ! 60Ǿ ,/ 02ƛ "/ ǚǕ -,&+10 ,# +" /,1& ! * $"ǽ
21 ...can’t move their arms or legs. 47 ...has double vision (and disadvantage on all
attack rolls and ability checks).
...has an increasingly unignorable hunger for
22 %2* + Ɲ "0%ǽ 48 ...is disgusted by gold.
23 ...hears cats screaming whenever music is played. 49 ...loses the ability to lie or even omit elements of
the truth.
ǽǽǽ02ƛ "/0 #/,* 1%" !")20&,+ 1%"6 /" 1&*"
24 traveler from 300 years in the future. 50 ǽǽǽ ++,1 0)""-Ǿ +! ++,1 "+"Ɯ 1 #/,* ),+$ /"01ǽ
51 ...loses hit points equal to any damage they deal ǽǽǽ*201 #"+! ,ƛ 1%"&/ ,4+ 0% !,4 0 &1 1/&"0
to another creature.
to strangle them for one minute each night at
52 ...ages 1d10 years each time they take a long rest. 79 midnight. The shadow has the same statistics as
53 ...loses 3d6 pounds each time they eat. the creature but the only action it can take is to
...glows in the dark, with their light spreading for attempt to strangle its creator.
ǖǗǕ ƞ ǽ
54 ...is terribly frightened of the outdoors. They have
55 ...can only use a total of 20 words per day. 80 disadvantage on Wisdom (Nature) skill checks
and any rolls made when outside any urban
...transforms into an overripe watermelon with
environment.
blindsense. The creature maintains its mental
56 statistics and can communicate telepathically ...is called to the endless expanse of the sky. They
4&1% /" 12/"0 4&1%&+ ǘǕ ƞ ǽ ,# &1ǽ 81 must make a Wisdom saving throw (DC 12) any
time they are near a large drop and will swan
...has an overwhelming desire to eat (but an
57 aversion to the taste of) sand. !&3" ,ƛ 1%" %&$%"01 )"!$" 3 &) )" &# 1%"6 # &)ǽ
ǽǽǽ&0 32)+"/ )" 1, Ɯ /" ! * $" +! *201 * ("
ǽǽǽ% 0 &+ /"!& )6 Ɲ (6 0(&+Ǿ 1% 1 01 /10 - &+#2))6
58 0),2$%&+$ ,ƛ &+ 01/&-0 1 1%" 0)&$%1"01 1,2 %ǽ 82 Wisdom saving throw (DC 12) any time they are
+" / + ,-"+ Ɲ *"Ǿ " ,*&+$ #/&$%1"+"! ,+
ǽǽǽ4 ("0 " % *,/+&+$ 1, Ɯ +! 1%"6 /" % )# 0 1 ))
59 as they were the night before. failed save.
60 ...can only communicate in song titles. ǽǽǽ&0 1"//&Ɯ "! ,# $+,*"0 +! *201 02 ""! ,+
...has one of those head colds that just won’t 83 DC 18 Wisdom saving throw any time they see
quit.
61 one, becoming paralyzed on a failed save.
62 ...feels their teeth triple in size, and their mouth 84 ...cannot stop yawning in an egregious (and fairly
curve into a giant (and agonizing) grin. disrespectful) way.
63 ...turns purple any time they tell a lie. 85 ...becomes incredibly accident prone.
64 ...must walk/run backward or they’ll drop to 0 HP. 86 ...forgets what they were doing and why once per
short rest at GM discretion.
65 ...always looks sopping wet. ...loses the ability to modulate the sound and
...completely loses their sense of direction and 87 tone of their voice, and must speak in a droning,
66 has disadvantage on all Wisdom (Survival) wall-shaking monotone.
checks related to travel. ...passes a curse to every humanoid they touch.
67 ǽǽǽ% 0 -"/* +"+1 *2))"1 1% 1 $/,40 ( ƞ "/ 88 4, ! 60 ƞ "/ ,+1 1Ǿ 1%" %2* +,&! 4&)) $&3"
every long rest.
birth to a fully formed quasit.
...is vulnerable to cold damage and cannot stop 89 ǽǽǽ01 /10 1, 0&+( &+1, 1%" $/,2+! ,/ Ɲ ,,/0 "+" 1%
them if they don’t keep moving.
68 their teeth from chattering at the slightest drop
in temperature. 90 ǽǽǽ 20"0 )) %&)!/"+ 2+!"/ 1%" $" ,# ǚ &+ ǘǕȒƞ ǽ
radius (self) to cry uncontrollably.
69 ...has an 80 percent chance of being struck by
lightning in a storm. ǽǽǽ%" /0 ),2! 3,& " &+ 1%"&/ %" ! 4%& % 4&)) ,ƛ "/
70 ...forgets how to do basic math. Numbers are 91 unwarranted criticism of all their combat and
meaningless now.
social choices.
71 ...will be pooped on by a bird at least once a day 92 ...can communicate with cats but only cats. All
(regardless of location). other language is lost to them.
72 ...is now horribly allergic to pollen and dust. 93 ...grows a cumbersome beard twice as long as
they are tall.
73 ...gets incredibly seasick to the point of collapse
4%"+ Ɲ , 1&+$ ,+ +6 16-" ,# ,!6 ,# 4 1"/ǽ 94 ...is hoarse and all but inaudible.
74 ǽǽǽ+, ),+$"/ % 0 /"Ɲ " 1&,+ǽ 95 ǽǽǽ#"")0 )) 1%"&/ 0(&+ +! % &/ 0%"!!&+$ ,ƛ 1%"&/
face, exposing their skull.
75 ǽǽǽ&0 "ƛ " 1&3")6 )&+! &+ !&* )&$%1 ,/ ! /(+"00ǽ
...believes they are friendless, penniless and
...must ask for permission to enter any dwelling 96 aimless.
76 and is barred from entry by un-dispellable magic if
97 ...is under the impression every single person
they do not receive it from the dwelling’s owner. they encounter knows their darkest secrets.
...is anchored to the Material Plane. They cannot
77 travel to other planes, nor can their soul move on ...dies painfully but is immediately resurrected,
ƞ "/ !" 1%ǽ
...is compelled to give any stranger they meet a 98 with half as much max HP, at the start of each
78 high five. If the stranger leaves them hanging,
the creature will high five their own hand. new day.
99 ...refuses to wear clothing no matter what
decorum might require.
100 ǽǽǽ$ &+0 ,* &+ 1&,+ ,# Ɯ 3" 2/0"0 #/,* 1%&0
1 )"ǽ ,)) $ &+ Ɯ 3" 1&*"0ǽ
The Game Master’s Book of Random Encounters 249