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The Ultimate Random Encounters Book: Hundreds of Original Encounters to Help Bring Your Next RPG Adventure to Life
The Ultimate Random Encounters Book: Hundreds of Original Encounters to Help Bring Your Next RPG Adventure to Life
The Ultimate Random Encounters Book: Hundreds of Original Encounters to Help Bring Your Next RPG Adventure to Life
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The Ultimate Random Encounters Book: Hundreds of Original Encounters to Help Bring Your Next RPG Adventure to Life

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Take your gaming campaign to the next level with this inspiring, easy-to-use collection of random encounters perfect for any fantasy RPG.

Spark your imagination fast with this collection of fun, engaging, and inspiring random encounter prompts. These expertly written options are organized into popular themes and locations so you can find what you need fast, whether you choose from the list or use the dice to choose randomly. With fantasy hooks to fit every game from Pathfinder to GURPS to D&D, there are options for all of your campaigns.

Whether you’re playing from a game book or weaving your own homebrewed adventure, there’s always a need for short random encounters in between set pieces. Featuring fun full-color illustrations, you’ll engage more in your story and bring your game to life!
LanguageEnglish
Release dateOct 5, 2021
ISBN9781507216385
The Ultimate Random Encounters Book: Hundreds of Original Encounters to Help Bring Your Next RPG Adventure to Life
Author

Travis "Wheels" Wheeler

Travis “Wheels” Wheeler (they/them) has discovered an ancient magical artifact that allows them to add an extra twelve hours into every day, just enough extra time to make multiple weekly podcasts and act as behind the scenes editor for many more, including Interstitial and Got it Memorized? They live in chilly Winnipeg, Manitoba, Canada, but hail from the slightly less chilly Muskegon, Michigan, USA.

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  • Rating: 5 out of 5 stars
    5/5
    A great collection of adventure prompts, each short, but full of enough ideas to expand upon.

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The Ultimate Random Encounters Book - Travis "Wheels" Wheeler

HOW DO I USE THIS BOOK?

There are two approaches to using the random tables in this book.

First, the GM can roll some random elements in advance to speed up preparation time. Implement your best ideas, then turn to this book for the small details, like NPC motivations or random encounters, to fill the gaps between points of interest.

Second, you can rely on this book for complete pickup RPG sessions. Maybe you’ve got half your normal group over. You can’t exactly pick up where you left off in the story without the rest of the group. Whip out this book, roll a random encounter, and you’ve got yourself a session that requires zero prep and that doesn’t need to advance your pre-existing plot. The resulting Franken-session of random NPCs, encounters, and settings will probably be a bit odd, but you’ve already got a handful of creative minds at the table who can help you make sense of what you wind up with.

This book is split into three parts: Part 1 contains nine tables based on game environments from which you can generate random encounters for your characters. Part 2 features tools for game masters looking to tweak game details. Part 3 lists various downtime encounters you can use in any game to flesh out characters’ personalities and have some fun group banter.

USING PART ONE: ENCOUNTER TABLES

The encounter tables of Part 1 are the biggest chunk of the book, since random encounters save you the most time in prep.

While you might think of a combat opportunity when you hear encounter, an encounter can really be any event that hooks the players into role-play or strategy or both! This book’s encounters run the gamut from nail-biting brawls to relaxing comedic romps with oddball NPCs.

Simply flip to the section for the environment the party is in, then use any method of picking a random number between 1 and 100. Two d10s work great. You can also just read through a few pages’ worth of encounters ahead of time and pick one that stands out to you. In each section you’ll find maps that illustrate some of the encounters. Those encounters that take place in the mapped locations have their numbers circled for easy identification.

The encounter will give you more than enough ideas to get started. If you want, you can add or remove elements of your own to tweak the session to fit what you think your group will enjoy best.

USING PART TWO: GM TOOLS

If the encounters of Part 1 are the meat and potatoes of your next RPG session, the GM tools of Part 2 are the sides and sauces that bring it all together.

You can use these tables to add motivation to existing characters, generate entirely new NPCs, quickly whip together new locations, or even provide wild mid-encounter twists to keep the players on their toes.

USING PART THREE: DOWNTIME

Part 3 contains encounters that are fit for anywhere in your adventure and not tied to a specific location.

But enough talk. Let’s get down to it!

PART ONE

ENCOUNTERS

The encounter prompts in this book are grouped into tables by setting, with one hundred encounters per table.

If you’re trying to insert these encounters into a pre-existing campaign, good news: Just pick the table whose setting fits the story you’re in the middle of, and play encounters from there until you want a change of scenery. If you’re starting from scratch, good news: You get your pick of the litter. Each table begins with an introductory section that explains what kind of adventures you can expect from the setting. Choose whichever one sounds best to your group.

From there you can either select the encounters that stick out to you or choose a number between 1 and 100 to let chance decide.

Four quadrants, each with a different terrain. Upper left is grassy with trees and a stone walkway; upper right is on a dock with a boat and two empty ports, with lots of water; bottom left is a stage with three rows of red audience seats and a two level stage, the lower level has a hidden staircase; bottom right is an underground cavern with bridges over a canal and lots of stones and walls

CITY

Welcome to the city! Just like metropolitan areas in real life, fictional cities are the places where a community’s hidden contradictions start to show. Poor areas ravaged by crime syndicates rest within spitting distance of rich socialites frittering away wealth. Royals and rebels vie for turf. Mass disasters roll in alongside tiny, personal disputes.

On the lighter side, cities are stuffed with the most interesting creature in any RPG setting—people! For this reason, cities are great settings for players in your group who will never shirk a chance to perform, who are interested in fantasy fashion, or who are always in search of a new friend.

1 A bounty hunter has come looking for an elf wanted dead or alive. The elf is a member of the city council and must be protected at all costs. The bounty hunter only attacks at night.

2 A troupe of gnomish inventors has taken over an abandoned warehouse on the pier and has been there for months. No one knew they were there until the loud noises and strange smells started. Now they claim they own the building and have five war machines to defend their home.

3 One of the town guards swears that he was bitten by a werewolf and has asked the heroes to help him. The full moon is in two days, and the guard is known to tell lies on a regular basis.

4 A spell has accidentally gone off in the city’s library, animating all the books. The books are now attacking patrons. The library needs help, but the books are too valuable to destroy!

5 An evil librarian has hidden five books in the city library that will drive anyone who reads them mad. Finding the books will be no easy task.

6 A member of your group accidentally runs into a stranger; the collision sends a pendant shattering to the ground. At this moment, the two characters swap bodies. The annoyed stranger explains the effect will wear off in twenty-four hours but demands compensation for their broken artifact.

7 The players are approached by a young person claiming to be a big fan interested in helping with the adventure. They have made crude fan art of the characters.

8 There’s a murder in town, and the players are the guards’ first suspects. After all, they were within a block of the crime scene, and every one of them is kitted out with horrifying weapons.

9 A noble unexpectedly invites the players to a two-day event to celebrate the upcoming holiday. It turns out the father wishes to teach his son how to survive in the real world and wants the players to hunt his son on their grounds for the next two days. The pay is considerable.

10 A songbird keeps bugging the players. If anyone can translate, the bird tells the story of a poor prince locked away in his room. He desperately needs to be rescued lest he be married off to his third cousin.

11 A thief steals one of the player’s sentimental or magical items. The thief then shape-shifts into a dog and hides by joining a pack of stray dogs. Can the players figure out which dogs are real, and which one just stole their things?

12 A ramshackle tenement building the players rest in crumbles entirely while dozens of people are inside. The slumlord has no intention of finding new housing for the residents of the tenement, nor for travelers, like the players, staying there.

13 The villain (or make a new one if you don’t already have one!) sends henchmen to build an ugly billboard to improve their own image, and they’ve done so at a sacred historical site of sentimental value to the players or to an NPC they admire.

14 The city is holding a magical battle of the bands. Emphasis on battle.

15 A figure in a lumpy gray cloak is conducting magically animated objects to construct a building. They introduce themself as the Wodgian Wizard of the Walls. Unfortunately, the animated objects won’t stop construction. For them to stop, they must be broken. If the players help, the wizard offers a card with their picture on it. This spell card can animate household objects to perform a task.

16 The tavern is stuck in a time loop! The players have one minute before the loop restarts. A deal has gone wrong in a back room, resulting in a magical crystal shattering, messing with time in the immediate area.

17 The monument in the center of town cracks open and an ancient being bursts out. It seems they were petrified one thousand years ago and everyone forgot! They need a guide to this new, vastly different life.

18 The city is hosting its annual Tournament of Champions: a no-holds-barred freestyle combat competition where contestants fight to the death. Fortunately, a death ward is placed on the participants so that their death only eliminates them from the tournament. There is a huge prize for first place!

19 One of the players is confronted by someone they’ve done harm to in the past. How do the others react upon learning about this misdeed? How does the confronted player treat the individual?

20 The players feel a slight jostle, then see a group of small figures running away from them. Checking their belongings, they realize their money is gone! They can barely see the figures running away in the distance.

21 The circus is in town, and there’s a giant bounty on the clown’s head.

22 An advisor to the king has hired the players to kill a party of assassins from a rival nation that are rumored to be coming to kill the king. However, the assassins are actually diplomats and the advisor is looking to start a war.

23 It’s been snowing on the castle, and only the castle, for three days now. Everyone will be trapped inside unless the source of the storm can be found and stopped.

24 A nobleman hires the players as guards to make sure he and his friends are safe while they tour and take stock of the poor section of town. It’s clear they just want to gawk at the poor.

25 A local tavern, The Wayward Boy, has become wildly popular, attracting world-class bards. A rival business owner started a rumor that the tavern is run by two incubi and offers to hire the players to attack the popular tavern. In reality, the tavern is run by two retired male adventurers in love.

26 The king has died with no clear line of succession. Two sets of families are fighting for control. It is said that the king left a will stating his wishes, but no one can seem to find it. One of the families hires the players to help them look.

27 The gargoyles on the church have been replaced by real gargoyles that come to life at night and have been terrorizing the city.

28  A trio of grave robbers is searching for treasure from the tombs of the rich. The players must stop these fools before they accidently unleash a greater evil that has been bound within a massive family tomb.

29 A merchant wants to buy a store on the main square but believes it is haunted. She needs someone to check it out and get rid of the ghosts. The players find that the ghosts are really a rival store owner using mercenaries to scare competition away from the location.

30  The cemetery and the catacombs beneath are warded against anyone raising the bodies as undead, but the caretaker believes the wards have been tampered with. The players must find out who is weakening the wards before they bring forth an army of the undead.

31 A gnomish inventor needs help setting up his booth to sell trinkets at the harvest festival. He leaves out the part about how explosive and unpredictable some of his new items are.

32  The young daughter of a family of wizards has run off. The family doesn’t know why and wants her found. She is hiding in the graveyard because she wants to be a necromancer.

33 The minotaur run is an annual event in the city. Those who wish to participate must navigate a maze that takes up the entire central marketplace while running away from the minotaurs.

34  A local gang has taken the head of the merchants guild hostage. Unless their demands are met, they plan on killing him. They demand that the city watch leave the area and state that they have a list of demands that they will only give to a neutral party.

35 A water spirit has become trapped in the central fountain. All anyone knows is that the water in the fountain isn’t acting normal and seems to have a mind of its own.

36  Deep within the cemetery, in a sealed tomb, a cult finally has all of what it needs to summon forth an ancient evil. The groundskeepers have been kidnapped to be sacrificed upon this evil’s awakening.

37 The city is hosting an apple festival with promises of prizes for those who compete and win in the various contests. The team with the most points at the end of the festival wins 50 gold. Events include pie eating, apple crushing, apple tossing, and trivia about local apples.

38  A guild war has been escalating, and now the thieves guild has kidnapped the head of the merchants guild and buried her alive in the cemetery. The players need to find her fast, as well as deal with the thieves guild lackey left on guard duty in the cemetery.

39 Parts of the central marketplace have collapsed into sinkholes. A huge burrowing mole has decided to take up residence beneath the city market and has weakened large swathes of land all over town. This mole has got to go.

THE ELDRITCH CEMETERY

Seen from above; there is a building with a light near the top, next to a tomb with spiral magic markings. a path comes from the building made of stone, and forks into two paths at the middle of the page, with trees between the forks. a skeleton lies in an open grave southwest of the building, and to the left of the path. in the bottom right corner, there is a spiral staircase going down into the earth. another building is at the right side of the picture, also with a light, connected to the right fork of the path

THE MYSTIC SEAPORT

Dock seen from above. The dock is in the shape of an E on the left of the picture. At the top of the dock is a boat with three sails. There are barrels and a small boat in the other dock ports. At the bottom is a stone street with three buildings. The rest of the space is water.

40 All the tapestries in the throne room have changed and now depict fire raining from the sky. Are they showing what is to come, or is this a trick meant to scare the kingdom?

41 Random merchants have been falling suddenly ill and slipping into a coma right at their stalls. A cursed coin has been planted in the marketplace and affects any merchant who touches it.

42  The head of the fishing guild secretly withholds their portion of the offerings made each spring to appease the sea. Enraged at this slight, sea spirits begin attacking the town. The players must find a way to stop the spirits from destroying the city.

43 The players have been hired as extra security at the prince’s coronation. The prince, who is about to be crowned king, is a fake. The real prince has been cursed and is trying to stop his evil counterpart.

44 A quartet of singing ghosts always starts off the city’s harvest festival. This year, they fail to manifest! The players must find the villain, who has captured the ghosts in spirit jars, among the angry and confused festivalgoers.

45  A master thief has stolen a priceless artifact from the local temple and is attempting to escape by sea. The players need to find the thief and the artifact, and deal with the thief’s goons, who are lying in ambush at the pier.

46 Pickpockets have been plaguing the central market for weeks, and the council is at wits’ end. They want the players to end the problem one way…or another.

47 The king and queen have had a child, and everyone is here to give their blessings. But an evil warlock plans to curse the child unless he can be stopped.

48  The local governor believes that pirates are moving monstrous animals through the port of this city and she wants it stopped. The pirates have, fortunately, gotten careless with hiding the contraband animals. But now the players must stop the pirates and corral their most recent monster…a large chimera.

49 A king’s advisor had a startling dream about the princess disappearing and saw the players in that dream. The players are summoned before the advisor to answer for a crime that hasn’t happened yet.

50  A group called Ocean’s 5 has hired undersea elves to tamper with a fishing tournament and ensure their win. Other participants suspect this group is cheating but can’t tell how. Can the players find out how Ocean’s 5 is winning everything before people take matters into their own hands?

51 All the doors in the castle no longer lead to their correct rooms. The king’s advisor thinks a recently captured orb may be the source of this space warping. The players must try to reach the orb despite the confusing maze the castle has become.

52  A nobleman has hired an enchantress dressmaker to make a wonderful garment for his daughter and has asked the players to be bodyguards for the dressmaker when she arrives at the pier. The nobleman has heard rumors that the dressmaker is the target of an evil plot.

53  The players are mistaken for a troupe of actors who are meant to entertain the king right now . There is no saying no, and not being entertaining enough could lead to death…or worse.

54 A local

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