What are GMs to do when their players choose something they haven’t prepared in a game with infinite possibilities?
No matter how many story hooks, maps, or NPCs you painstakingly create during session prep, your best-laid plans are frequently foiled by your players’ whims, extreme skill check successes (or critical fails), or playful refusal to stay on task, as every GM knows.
The Game Master’s Book of Random Encounters is the best solution available. This massive tome is divided into location categories, each of which can function independently as a small stop in a larger campaign.The “Taverns, Inns, Shops & Guild Halls” section contains maps for 19 different spaces, as well as multiple encounter tables to help GMs fill in the sights, sounds, smells, and proprietors of a given location. This allows each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all players.Each map is presented on a grid at scale, allowing GMs to see exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, which is important information in the event of combat or other movement-based action.
The book’s one-shot generator, which includes all the story hooks needed for GMs to use these maps as part of an interconnected and contained adventure, is perhaps more useful than the book’s nearly 100 maps.The random tables associated with each stage of the adventure allow for nearly three million different outcomes, thanks to eight unique campaign drivers that lead players through several of the book’s provided maps.
The book also includes a Random NPC Generator to help you create intriguing characters that your players will love (or hate), as well as a Party Makeup Maker to help you connect your PCs with just a few dice rolls, allowing you to weave together a disparate group of adventurers.
Taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories, and more are among the locations, with adventure hooks ranging from frantic rooftop chases to deep cellar dungeon-crawls, and 97 maps, more than 150 tables, and millions of possible adventures.
No matter where your players end up, they’ll have to persuade, deceive, impress, or destroy someone or something.