(ENG) D&D 5a Ed. - The Game Master's Book Of Random Encounters (x Livello 1-20) - Flip eBook Pages 101-150 (2024)

1 4 3 Lower Level Upper Level 5 7 2 6

One-Shot Adventures The Game Master’s Book of Random Encounters 101 The Portal Prison This unique penitentiary for arcane outlaws, a fl oating island unto itself, is the most secure prison in the realm. Featuring a series of portals that mimic environments from the material plane, the prison is equipped with several enchantments as well as anti-magic fi elds that make it one of the most impregnable structures ever created. As such, the prisoners being held here are those for whom a standard cell would be a minor inconvenience rather than a deterrent to escape. They should all be considered both highly skilled and incredibly dangerous. A Floating Fortress The Portal Prison hovers approximately 25,000 ft. in the air, just above the cloud cover. The air here is cold and thin, and anyone who spends time without acclimating must succeed on a DC 15 Constitution saving throw or suff er one point of exhaustion. Four massive stones, attached by huge chains to four points of the rocky surface the prison was constructed upon are each under the eff ect of separate telekinesis spells, each controlled by levers in the prison’s control room. The levers feature a failsafe and require two creatures to disengage. Arrivals and Departures Because of its location in the sky, the Portal Prison is accessible primarily by airship (1) or via a teleportation circle (2), for which very few individuals know the sigil combination. Any individual arriving by teleportation circle will come face to face with members of the Guardian Legion, who patrol this space. Those arriving by airship or, in rare cases, the independent ability to fl y, are shuttled through the prison’s lone door to the outside world and directly into the Receiving Room (3). Antimagic systems prevent teleportation from any area within 200 ft. of the teleportation circle. Receiving Room The main entrance to the Portal Prison is through its Receiving Room (which is truly more of a corridor) lined with barred windows that look out onto the horizon. The Guardian Legion also use the Receiving Room as a meeting hall as necessary. A small passageway leads from the Receiving Room into the Hall of Holding (4). Hall of Holding The view in the hall through its glass fl oor is breathtaking, particularly when the clouds part long enough to see the ground some 5 miles below. Along either side of this narrow, glass-fl oored hallway are several doors, each of which contains a large, swirling portal that leads to a pocket dimension. One can only enter (or exit) the portal if they’re wearing one of the amulets given to the Guardian Legion at this station. If the amulet is in place, anyone stepping through a portal within the Hall of Holding will be transported to one of the Portal Prison’s legendary Refl ecting Rooms (5). Refl ecting Rooms Each cell in the Portal Prison exists in its own pocket dimension, inaccessible through any means other than via the portal transport magic upon which the prison is premised. The cells themselves are modeled after locations from the material plane, with small yet signifi cant diff erences—any exits (doors, windows and secret tunnels) lead directly to another entrance into the space: in sum, any attempt to leave gets you right back where you started. If the location is outdoors, leaving one side of the map will “pacman” the creature to the opposite side of the map. To determine the appearance of each Refl ecting Room, roll on the Random Location Generator (pg. 3). In addition to the prisoners kept in each Refl ecting Room, these cells are also home to echowraiths—creatures who add to the psychic torment that comes alongside being a prisoner here, and should be created using the Variant Encounter tables for the respective location. They will attack any creature who attempts to leave their cell and render them unconscious or worse. If the map randomly generated lacks a Variant Encounter table, the echowraiths appear in their true form. Barracks The small barracks (6) on the basem*nt level of the Portal Prison’s lone tower are accessible via the central staircase in the center of the tower and off er lodging for six individuals at a time. Members of the Guardian Legion work in two-week shifts, keeping a watchful eye over the prisoners in each Refl ecting Room via the Control Tower. In the event that extra staff is necessary for prisoner transport, the legion’s shield guardians prove useful in this regard, though reinforcements can always be called in via the teleportation circle if necessary. Control Room The prison’s Refl ecting Rooms are observed at all times from the Control Room (7), which also houses levers that keep the prison aloft. From this room, which looks out over both the skyline and down onto the Hall of Holding, a member of the Guardian Legion can change a Refl ecting Room’s interior to match any space in existence; direct a beam of force energy directly through the Hall of Holding (12d6 damage, recharging on a 5-6) or drop the glass hallway as trapdoors, sending anyone standing upon them plummeting to their deaths. It is an enormous responsibility, which is why those who are granted access to the Control Room are among the Guardian Legion’s most respected and honorable members.

a collection of storefronts, bars, hotels and more, suitable for any town or city.

Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 103 The Not Hostel For cheap lodging you could do worse than this rundown spot. But you’d have to try extremely hard. 1 2 Reception The front desk (1) at the Not Hostel is run by a stout dwarven woman named Millie Hunk. The foyer of the reception area is exquisitely appointed, and Millie works diligently to ensure her humble hostel looks presentable at all hours of the day or night. Rates are 2cp for a bunk, which is a pittance compared to other places to stay but still feels a bit overpriced once guests are escorted to the sleeping quarters. Millie and the Not Hostel have a strict “no refunds” policy. Sleeping Quarters Bunk beds stacked three high are the most prolifi c visual in this space (2), and depending on the time of year, each might be home to more than one resident. The room, once divided into two parts by a now-busted wall, features a mix of stale breath, wet shoes and a patina of body odors from across the realm hanging in the air. Upon entering the room, each creature must succeed on a DC 10 Constitution save or suff er a bout of nausea, vomiting on a failed save. Residents Roll 1d4 to determine how many guests other than those in the party are staying at the Not Hostel. 1d4 The Not Hostel is… 1 ...nearly empty but only because there’s a dead half-orc rotting in one of the bunks. 2 ...full with one body for each bed. 3 ...packed with one body per bed plus a group of musicians sleeping beneath a few bunks. 4 ǽǽǽ,3"/Ɲ,4&+$ with an extra 3d10 gnomes and %ff)Ɲ&+$0fi2!!6&+$2-4&1%,1%"/fi2+(*ff1"0ǽ Variant Encounter (Optional) Roll 1d6 to see what hostilities ensue at the Not Hostel. 1d6 The party... 1 ...must contend with 3d4 drunk $,fi)&+0. 2 ...must endure the sounds of an angry half-orc !& 1ff1&+$ff)"11"/#,/%&0"51,ff1"//&Ɯ"!%ff)Ɲ&+$ǽ 3 ...sees a trio of gnomes playing dice with a fi"/0"/("/ who keeps losing, and isn’t pleased. 4 ...is confronted by a surly dwarf who says they are in his bunk. 5 ǽǽǽƜ+!0ff%,)"&+1%"Ɲ,,/Ǿ#/,*4%& %0 ff*-"/0 3d4 04ff/*0,#/ff10. 6 ...walks in on an all out brawl between two gangs of 2d4 fi2$fi"ff/0 over who has to bunk with whom.

104 The Game Master’s Book of Random Encounters The Two Doors Tavern A lively ale house where every evening promises only unpredictability, the main features of the Two Doors Tavern are its titular doors. They serve to separate the clientele into teams across a variety of random categories, and each night the tavern’s bars are lowered several times for games of skill, chance and athletic prowess. The tavern’s owner, a half-elf named Noon Fantasia, conceived of the idea to foster stronger relationships between strangers, and many patrons regularly return to the tavern to see if they’ll be “Rightsiders” or “Left-siders” the next time through the doors. DIVIDING SIGN. Upon approaching the Two Doors Tavern, would-be patrons are met by a two-arrowed sign (1) directing them toward the proper entrance based on that day’s stipulated manner of separation. The sign is updated at random (see Dividing Sign Table), though occasionally the division works so well it’ll be repeated. Dividing Sign Table Roll a 1d6 to determine the sign’s message. 1d6 Left-siders Right-siders 1 The Pointy-Eared All Others 2 ǚƞǽ,/#"4"/ ,/"1%ff+ǚƞǽ 3 Locals 21Ȓ,#Ȓ1,4+"/0 4 Wizards, Mages, Magicky-types )ff!"0Ǿ,40Ǿ /ff4)"/0 5 Devout Depraved 6 What do they call you? A–M What do they call you? N–Z THE TAVERN. The Two Doors Tavern’s defi ning physical features, apart from its entrance, are its two bars, which run parallel to one another, separating what would otherwise be the largest tavern in town into two smaller portions (2). Barkeeps sling ale to both sides of the room, scuttling around one another as necessary to cater to thirsty (and often a bit unruly) patrons. Left-siders and Right-siders are not permitted to switch sides, and a strict expulsion policy is enforced for those who don’t abide by the Dividing Sign—typically by the patrons themselves. The space lacks much in the way of furnishings, but the few tables and chairs on either side are built to take a beating. Sawdust from a nearby mill lines the fl oor and is brought in fresh each morning. Several times per night, upon a signal from the Middle Man, the dividing bars sink into the fl oor and the tavern’s two spaces merge into one—a sign that the games are about to begin. THE MIDDLE MAN. Throughout the night, the Middle Man—eff ectively a master of ceremonies—rings a bell and announces the nature of the face-off (see Random Revels table). For years, Noon Fantasia served as the Middle Man every night of the week but has since relinquished the duties to his son Porter and his daughter Miriam. Noon occasionally will step back into his old role, especially if the tavern is particularly packed or has distinguished guests. Taverns, Inns, Shops & Guild Halls Variant: Battle Royale In the event of a double dice roll on the Random Revels table (or at GM discretion), the Middle Man announces the fi nal Revel will be a Battle Royale—a no-holds-barred face-off between patrons. Last side standing wins. The Middle Man should also make it clear that it’s frowned upon to intentionally maim or kill a member of the other side in combat. Still, the bar’s relationship with a nearby temple ensures a cleric or two can step in to quickly revive or regenerate anyone who loses an arm, leg or life. The recently deceased drink for free for the rest of the night. NPC Profile Noon Fantasia, the original middle man ŊÿŧłܫĪŧłǝŊżŃƣĪǝƸŏƣĪģżłƸŊĪǝÿǣĜŏƸŏǭĪŲƫŏŲƸŊĪ ĜŏƸǣǝĪƣĪƸƣĪÿƸŏŲŃƸŊżƫĪǝŊżĜżǀŧģěĪĜÿƸĪŃżƣŏǭĪģÿƫ ܶģŏdzłĪƣĪŲƸܷłƣżŰƸŊĪŰ܉tżżŲŏƫÿƫŊżǝŰÿŲǝŊżƠŧÿŲƫƸż ŧĪÿǜĪƸŊĪ¼ǝż'żżƣƫ¼ÿǜĪƣŲƸżŊŏƫĜŊŏŧģƣĪŲ܉£żƣƸĪƣÿŲģ rŏƣŏÿŰ܏NĪŏƫĜƣĪÿƸŏǜĪ܉ĜŊÿƣŏƫŰÿƸŏĜÿŲģĜżŰƠĪƸŏƸŏǜĪ܏

1 2 Random Revels Roll 3d6 for three consecutive contests, which can play out in any order you choose. Each side of the bar should select competitors for each event, as necessary. 1d6 “Tonight’s revels will be…” 1 “...arm wrestling!” 4, %ff))"+$"/0#ff ",ƛ using consecutive contested Strength (Athletics) %" (0ǽ4&++"/&0!"1"/*&+"!ffƞ"/1%/""%&$% /,))0&+ff/,4ǽ 2 “...dodging this ball!”%/"" %ff))"+$"/0#/,* "ff %0&!"ff)1"/+ff1"1%/,4&+$ff012ƛ"!0%""-ȉ0 bladder at one another (contested ranged attack 30ǽ"51"/&160ff3"Ȝǽ#ff&)"!0ff3"&0ff%&1Ǿ4%& % ")&*&+ff1"01%ff1-)ff6"/ǽff011"ff*01ff+!&+$4&+0ǽ 3 “...an ale guzzling contest!” Each side chooses ,+" %ff))"+$"/1, ,+02*"Ɯ3"ff)"0&+ff/,4Ǿ *ff(&+$Ɯ3",+01&121&,+ %" (0ȕ%&$%"011,1ff) 4&+0ǽ11%""+!,#1%" ,+1"01Ǿfi,1%-ff/1& &-ff+10 *201*ff("ffǖǚ,+01&121&,+0ff3"1,!"1"/*&+" 1%"&/)"3"),#&+"fi/&ff1&,+#,/1%"/"01,#1%"+&$%1ǽ 4 “...trivia of the obscure!”%/""/ff+!,* questions are presented to both sides one at a 1&*"ȕff+!1%"0&!"1%ff1!"1"/*&+"01%"ff+04"/ Ɯ/01ț ,+1"01"! +1"))&$"+ "ț&01,/6Ȝ %" (Ȝ&0 !" )ff/"!1%"4&++"/ǽ 5 “...giant boar taming!” +"/"-/"0"+1ff1&3"#/,* "ff %0&!"*201#ff ",ƛff$ff&+01ffgiant boarȕ 4%& %*ff$& ff))6ff--"ff/0&+1%" "+1"/,#1%" 1ff3"/+/,,*ȕff+!ff11"*-11,/&!"&1ǽ,+$"011&*" ț ,+0" 21&3""51"/&16,/1/"+$1% %" (0ff$ff&+01 ǖǚȜ4&+0ǽǖǜ&0!,*ț+&*ff)ff+!)&+$Ȝ %" (,ƛ"/0ff!3ff+1ff$",+1%" %" (0ǽ 6 “...a battle of instruments!” Three /"-/"0"+1ff1&3"0#/,*"ff %0&!"*201-"/#,/* 1%"&/#ff3,/&1"12+"ț ,+1"01"!$/,2-%ff/&0*ff ȝ"/#,/*ff+ "Ȟ %" (Ȝ20&+$1%")21"ǾƝ21"ff+!ff 0%ff4*%ff+$&+$,+1%"4ff))ǽ

2 1 4 5 NPC Profiles DeVito Fenwick & Daisy Flyfoot Big Little Bar owners 'ĪßŏƸż܉ÿŃŲżŰĪǝŊżŧżŲŃĪģłżƣƸŊĪ ĜżŰłżƣƸƫܠÿŲģƫĜÿŧĪܡżłŊŏƫŊżŰĪƸżǝŲ܉ ÿŲģ'ÿŏƫǣ܉ÿŊÿŧǵŧŏŲŃěÿƣŰÿŏģÿƸÿŰǀĜŊ ŧÿƣŃĪƣĪƫƸÿěŧŏƫŊŰĪŲƸ܉ģĪĜŏģĪģƸżŃż ŏŲƸżěǀƫŏŲĪƫƫƸżŃĪƸŊĪƣÿǽƸĪƣ'ĪßŏƸż ĜżŰƠŧÿŏŲĪģżłŊÿǜŏŲŃƸżŧŏǽƸŰǀŃƫżłÿŧĪ ƸŊĪƫŏǭĪżłŊŏƫƸżƣƫżŏŲżƣģĪƣƸżĪŲšżǣÿ ģƣŏŲŤ܏¼ŊĪěżżǭĪÿŲģěÿŲƸĪƣŏƫšǀƫƸÿƫ ƠŧĪŲƸŏłǀŧÿƸƸŊĪŏƣĜżǭǣěÿƣłżƣƠŏŲƸܫƫŏǭĪģ ƠÿƸƣżŲƫ܉ÿŲģƸŊĪģǀżĜÿƣƣǣƸŊĪŰƫĪŧǜĪƫ ǝŏƸŊƸŊĪĪŲĪƣŃǣżłƠŧÿƸżŲŏĜłƣŏĪŲģƫǝŊż ĪŲšżǣĪÿĜŊżƸŊĪƣÿŲģƸŊĪŏƣǝżƣŤ܏ 3

mouthed halfl ing named Daisy Flyfoot, manages the fl ow of half-pints and gossip from her post behind the bar. On any given night, the Big Little Bar hosts miniaturized humanoid creatures of various races, with its no-nonsense hospitality and particular aesthetic having helped build a constant stream of regulars over the years. Occasionally dwarves or smaller humans who barely pass the height requirement forgo the reduce spell and fi ll out the space like a goliath might a more traditional establishment, their arms easily extending to the 5-ft. ceiling. Getting Out There are two exits to the Big Little Bar, both clearly marked. Anyone under 4 ft. or those wishing to remain reduced for the remainder of the day are free to leave through the Big Small Door. All others are directed to leave through the Big Again Byway, an exit that leads to a small chamber where one by one, guests can return to their normal size. BIG AGAIN BYWAY (5). Upon entering the Big Again Byway, reduced guests will notice a glowing ring on the wooden fl oor, a clear marker for a magical enchantment. A sign in Common and Elvish just above the circle reads “Stand here, pull this, be big,” and also indicates a lever which stands at 4.5 ft. on the wall, nearly out of reach for smaller guests, a subtle reminder for each patron not to take their full size forms for granted. The lever also features a small coin slot labeled “5sp.” Should guests choose to insert 5sp into the slot and pull the lever, they’ll fi nd themselves quickly restored to their normal size. Guests who forgo payment and choose to leave the bar will discover the reduce spell wears off after a long rest. Dropping a coin in the slot produces a satisfying ‘clink,’ but upon further investigation doesn’t appear to lead to an accessible bank. The lever only works once per patron per day, a further testament to the proprietor’s magical prowess. Variant Encounter (Optional) Roll 1d6 to see what small wonders and big trouble await the party at the Big Little Bar. 1d6 The party sees... 1 ...a half-orc berserker, concerned by his suddenly small size, who goes into a rage and riots. 2 ǽǽǽff$/,2-,#Ǘ!Ǚ/,12+!!4ff/3"0-& (&+$ffƜ$%1 with 1d4 newly small half-elves. 3 ǽǽǽff%ff)Ɲ&+$4&)!*ff$& 0,/ "/"/02/$"0Ǿ ff20&+$ everyone in the room to double in size before screaming like a woman possessed (note: she is). 4 ...a miniature suit of armor adorning the wall springs to life as a small helmed horror. 5 ǽǽǽff1/&,,#Ɯ$2/"0ff11%"fiff//"*,3"1%"&/ hoods, revealing themselves to be miniaturized scarecrows. 6 ...a tap behind the bar starts to seep a mysterious yellowish substance, the start of an ochre jelly assault. Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 107 The Big Little Bar The Big Little Bar is a destination for many of the city’s more diminutive dwellers to revel and relax in a space built with their size in mind. With a ceiling just under 5 ft. high, any guest who can’t easily walk through the 4-ft. Big Small Door is immediately directed around the back to the Small Big Entrance, where a powerful reduce spell will temporarily transform them into pint-sized patrons. Getting In There are two entrances to the Big Little Bar, with those under 4 ft. tall using the Big Small Door. All others must report to DeVito Fenwick through the Small Big Entrance. THE BIG SMALL DOOR (1). A rather wide but still squat doorway leads in and out of the bar for those who can fi t through the frame, which cuts off at 4 ft. This door serves as the main entrance for the Big Little Bar’s target clientele, and woe to anyone who chooses to enter by ducking beneath it—a powerful glyph of warding is triggered by anyone who ignores the clear warning that states: “4 Foot or Below Entrance Only—All Others Go Around. No Exceptions.” Those ignoring the sign are immediately hit with two doses of the reduce spell (Wisdom save, DC 20) which, if successful, doubly reduces their size—an eff ect which lasts until their next long rest. THE SMALL BIG ENTRANCE (2). Upon entering the Big Little Bar’s Small Big Entrance, adventurers fi nd themselves in a compact but well-appointed space, not unlike a waiting room, with fi ne leather chairs facing a relatively small desk, where they’re greeted by one of the bar’s owners—DeVito Fenwick, a powerful gnomish wizard who explains the bar’s concept to anyone who isn’t on board. He minimizes any willing creatures who don’t meet the bar’s size ordinance (4 ft. or less) with the reduce spell by sending them through the Be Small Hall. BE SMALL HALL (3). This narrow corridor connects the Small Big Entrance holding area to the bar proper, its walls adorned with artful silhouettes of taller fi gures that get progressively smaller as they get closer to the opposite end of the hallway. The ceiling shifts diagonally from roughly 9 ft. down to 5. Most nights, music carries through the 4.5-ft. tall door at the end of the hall, leading to the Big Little Bar Room. Inside The Big Little Bar Upon entering the Big Little Bar Room (4), guests fi nd themselves among a calm but high-spirited clientele, the majority of whom are halfl ings and gnomes seeking a cozy space to relax, share stories and drink ale out of mugs that don’t require a two-handed grip to lift. The bar’s other proprietor, a charming if occasionally foul-

2 1 3 7 4 5 6 9 8 GROUND LEVEL LOWER LEVEL

If the party fails to fi gure out the secret of the soup, a cloaked fi gure can enter the bar, order the soup and have a quiet word with Karlga before disappearing down the hallway. A DC 18 Wisdom (Perception) check reveals their conversation (“Compliments to the chef”/“Tell him yourself.”). If the party follows, the fi gure is gone. The kitchen’s hidden door can also be discovered with a DC 25 Wisdom (Perception) or Intelligence (Investigation) check. The Actual Wounded Rogue Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 109 The Wounded Rogue “I don’t know how they keep their lights on. the food, the service, everything’s terrible. zero stars. still, I see plenty of people wandering in off the street. they must make a killing.” ܧ'żŲŲÿæĪŧƠ܉ÿŰÿƸĪǀƣłżżģĜƣŏƸŏĜ ¼ŊĪƣĪܹƫÿƣĪǿŲĪģĪŧĪŃÿŲĜĪƸżƸŊŏƫƣżżŰƸŊÿƸŏƫŏŰŰĪģŏÿƸĪŧǣ ÿƠƠÿƣĪŲƸǀƠżŲĪŲƸĪƣŏŲŃ܏£żŧŏƫŊĪģǝżżģĪŲǵŧżżƣƫÿŲģ stylish leather chairs accompany this beautiful co*cktail ěÿƣ܏NǀƫŊĪģĜżŲǜĪƣƫÿƸŏżŲƠĪƣŰĪÿƸĪƫƸŊĪƣżżŰÿŲģŏƫ ŏŲƸĪƣƸǝŏŲĪģǝŏƸŊƸŊĪģǀŧĜĪƸƸżŲĪƫżłÿŊÿƣƠƸŊÿƸŰÿŤĪƫŏƸ ĪǢƸƣĪŰĪŧǣģŏdzǿ ĜǀŧƸƸżĪÿǜĪƫģƣżƠ܏ Approaching from the muddy street in the wrong part of town, The Wounded Rogue is certainly not the fi rst place on anyone’s list of Top 10 Bars. In fact, it would probably merit inclusion on Fantasy Trip Advisor’s Places Sensible People Should Avoid at All Costs list. That suits The Wounded Rogue just fi ne, as it’s not the appeal of the grimy windows or the smell of burnt socks permeating the tiny taproom that has hooded ne’er-dowells coming back again and again. This relative holein-the-wall hides a secret only the shadiest charlatans manage to seek out, and it’s well worth the eff ort. The Front GROUND FLOOR. From the outside, this tiny dive bar has grimy windows and a crooked door that looks as if it has been knocked off its hinges more than a few times. A scraggly human barmaid named Karlga welcomes would-be guests with a toothless smile and a quiet, beady-eyed stare. The taproom (1) is tiny and serves two types of ale: dark and darker. Two other customers in the bar sit slumped over their table, too inebriated to react to any newcomers. The smells of burnt hair and something that may once have resembled food waft through the ajar door to the left which, on further inspection, leads to a narrow hallway where a grumpy half-orc named Unek is sweating in the kitchen (2). COMPLIMENTS TO THE CHEF. The only choices on the menu are soup or ale, each for the low, low price of two copper. Both taste overpriced. If the adventurers order the soup, it is delivered quickly by Unek and immediately revealed to be the source of the bar’s horrifi c smell. If a party member is willing to try it, have them make a DC 10 Constitution saving throw or be poisoned for the next hour. A DC 17 Wisdom (Perception) check reveals a fi lthy scrap of parchment pinned to the wall behind Karlga which states “Please let the chef know if you enjoy the soup!” and also features markings in Thieves’ Cant stating that a respite for all ne’er-do-wells exists below. Should the party choose to give their compliments to the chef, they are directed down the small hallway to the kitchen. Upon receiving compliments for his cooking, Unek will open an almost-seamless hidden door behind a shelf of slowly rotting vegetables, which leads to a bar beneath this one. The people reclining on the chairs in this well-appointed lounge (3) all have a certain hard edge to them, and it takes skilled eyes to see beyond the shadows of many hoods in the dim, lantern light. A skilled harp-player (4) obscures most low-level conversations, and those wishing to listen in must make a Wisdom (Perception) check with disadvantage (DC 20). Lip-reading is equally diffi cult, as most patrons obscure their mouths with hands or mugs of ale to keep their conversations discreet. In the corner next to the bar (5) and surrounded by shelves of leather-bound ledgers is a beautiful mahogany desk (6). Behind the desk sits the Contractor, Mariosa McGee, a middle-aged, turquoise-skinned tiefl ing with graying, curly hair tied in a neat bun behind her head and framed by a pair of twisting, black kudu horns. Her fl at, white eyes seemingly look at everything and nothing at once as she constantly writes in the open ledger book in front of her. Two attendants, a surly orc named Grit, and Samata, a lithe-looking female half-elf with no tongue, fl ank Mariosa and see to her every need. THE GUILD OFFICES. Behind Mariosa’s desk is a short tunnel (7) that leads to a cushy offi ce (8) that can be hired out for private and sensitive conversations and is warded against eavesdroppers and scrying. A separate door leads to the Assassin’s Guild offi ce (9), through which all Guild business fl ows. This offi ce is similarly warded and also alarmed against would-be attackers. Va r i a n t E n c o u n t e r ( O p t i o n a l ) Killers for Hire Should the party wish to enquire about possible contracts available, they can approach and off er to buy Mariosa a drink from the bar, which costs 20gp. Depending on the party’s standing with the Assassin’s Guild, roll on the tables on the next page to determine what kind of contracts are available.

Taverns, Inns, Shops & Guild Halls Wounded Rogue: Guild Contracts Take a look at this menu and see if any of these dishes suit your appetite. At GM discretion, roll 1d10 on the appropriate table to assign these contracts at random. Appetizers (a good way to begin) 1 A noblewoman wants to help her husband’s *&01/"00Ɯ+!ff+"4%,*"Ǿ-,00&fi)6Ǜƞǽ 2+!"/$/,2+!ǽff6fi"4&1%/,,*#,/%&*ff04"))ǽ ȕǖǕǕ$-#,/,+"ǾǘǕǕ$-#,/fi,1% 2 ), ff)#ff/*"/&0 ,+3&+ "!%&0+"&$%fi,/%ff0 2/0"!%&0Ɯ")!ff+!4ff+10/"3"+$"ǽȕǙǚ$- ǘ %"1,4+ %""0"*,+$"/4ff+10%&01%&"3&+$ fi/,1%"/Ȓ&+Ȓ)ff412/+"!&+1,4&00ǽȕǞǕ$- Ǚ %"-/,-/&"1,/,#1%"&$%1",20)",20"4ff+10 1,/,2$%2-%"/fi20&+"00/&3ff)ff11%",)!"+ --)"Ǿ4%,*0%"fi")&"3"0&020&+$2+!"/%ff+!"! *"1%,!01,01"ff) 201,*"/0ǽȕǚǕ$- ǚ *601"/&,20fi"+"#ff 1,/&0-ff6&+$1,%ff3"ff3&ff),# an unknown substance tipped into the drinking 4ff1"/fiff//")0,#1%"ff01"/+2ff/!ff//ff (0ǽ, .2"01&,+0ff0("!Ǿ+,1/ff "0)"ƞǽȕǗǚǕ$- Ǜ 4,fi/,1%"/0%ff3"-21ff%&1,21,+,+"ff+,1%"/ &+,/!"/1,)ff6#2)) )ff&*1,1%"&/#ff1%"/ȉ0 &+%"/&1ff+ "ǽ%" 2//"+1fi&!&0ǝǚ$-Ǿ1%,2$%6,2 *ff6fi"fffi)"1,-)ff61%"*,ƛ"ff %,1%"/1,1%" 12+",#ǗǕǕ$-ǽ 7 )ff/$"$/,2-,#6,2+$-& (-, ("10%ff3"-,,)"! 1%"&//"0,2/ "01,"+02/"1%"01/""11%&"#1%"6 4,/(#,/Ɯ+!0%&*0")#-"++&)"00,/4,/0"ǽȕǗǗ$- ǝ +ff+,+6*,20!,+,/4&))-ff6ff!&3&+"02*1,1%" 0,2)fi/ff3""+,2$%1,%&!"1%/""0ff (0,#fi,+"0&+ ff+"ff/fi61"*-)",#)&#"ǽȕǖǝǛ$- Ǟ +",#1%"/"$&,+ȉ0*,01-/,*&+"+1-%&)ff+1%/,-&010 %ff0fi""+fi&)(&+$%&0,4+ %ff/&16#,/6"ff/0ǽ,0,*" $,,!fi6fi/&+$&+$1%"1/21%1,)&$%1Ǿ,/!&0-"+0"6,2/ ,4+fi/ff+!,#'201& "ǽȕǗǙǖ$- 10 +1%"1,4+0.2ff/"&0ff01ff12",#ff4,*ff++ff*"! %&),*"+ff,/$"+ǽ",-)"1%&+(0%"ȉ0$/"ff1Ǿfi21 0%"4ff0ff 12ff))61%"4,/01ǽ"/$/ff+!!ff2$%1"/ 4&0%"0#,/&11,fi"!"#ff "!,/!"01/,6"!ǽ,+20 -,&+10țff+!-ff6Ȝ#,/016)"ǽȕǙǚ$-Ǿ1/&-)"&#1%"',fi ff20"0ff*ff',/#200ǽ%"4,2)!%ff3"%ff1"!1%ff1ǽ Mains (for the more experienced palate) 1 %"0"/#0,#ff+&/,+Ȓ%ff+!"!)&"$"),/!%ff3" 2+&,+&7"!ff+!-,,)"!1%"&//"0,2/ "0Ǿ4ff+1&+$ to claim what’s owed to them in both blood and )ff+!0ǽ"ff1%1,1%"fi,2/$",&0&"ȂȕǖǾǗǙǚ$- 2 %"/,4+/&+ ",#ff/&3ff)(&+$!,*4ff+10%&0 Ɯff+ ćǾ1%"/,4+/&+ ",#1%&0(&+$!,*Ǿ1, %ff3"ff%,//&Ɯ ff+!#ff1ff)ff &!"+1&**"!&ff1")6 #,)),4&+$1%"&/4"!!&+$!ff6+"514""(ǽ201fi" +,1/ff ",##,2)-)ff6ǽȕǘǾǕǕǕ$- ǘ +,fi)"&0),,(&+$#,/ff00&01ff+ "&+Ȋ/"*,3&+$ȋ ff3&))ff$",#druidsǾpixies and giants1%ff1%ff3" 1ff("+2-/"0&!"+ "&+%&0#,/"01ǽȕǝǚǕ$- Ǚ +ff ,)61"4ff+10ff+"+1&/"1"*-)"ȉ04,/1%,# )"/& 0 ff+!-ff)ff!&+0-21!,4+#,/4%ff10%"fi")&"3"0ff/" heretical practices occurring among her order’s )"ff!"/0%&-ǽȕǖǾǕǕǕ$-&+/ff/"ff/1&#ff 10ff+!ff/14,/( ǚ 0,)!&"/4%,0-"+1ǖǚ6"ff/0&+-/&0,+#,/ !"0"/1&,+&0/"ff!61,"5"/ &0"/"3"+$",+1%" ,//2-1$"+"/ff)4%,#,/ "!%&*,21ǽȕǜǝǚ$-ff+! ff "001,/ff/"ff+!-,4"/#2)*&)&1ff/64"ff-,+/6 Ǜ "3"/ff)4"ff)1%6fi"+"#ff 1,/0ff/"&+1"/"01"!&+1%" ,*-)"1"!"01/2 1&,+,#1%"0"ff1,#-,4"/&+1%&0 &16ǽ 10%,2)!0""*ff01%,2$%1%&0"3"+1%ff0fi""+ -"/-"1/ff1"!fi6ff02-"/+ff12/ff),/"51/ff-)ff+ff/ #,/ "ǽȕǘǾǙǕǕ$-ț!,2fi)"&#&1/"02)10&+ff4ff/Ȝ 7 %"/"ȉ0ff%"/*&1&+ff ff3"+"ff/fi6ǽ,*"1%&+( %"ȉ0ff!/2&!ǽ"1%&+(%"ȉ0ffbrass dragonǽ %ff1"3"/%"&0Ǿ1%"*"/ %ff+104ff+1%&*$,+"ǽ ȕǛǙǚ$-Ǿ-)204%ff1"3"/ȉ0&+1%" ff3" ǝ +",#,2/0-" &ff) )&"+104&))-ff66,2ǖǕǕ$-#,/ "3"/6&++, "+1)&#"6,21ff("#/,*1%"1&*"6,2 ff$/""1,1%&0 ,+1/ff 12+1&)1%"#,)),4&+$02+/&0"ǽ Ǟ /,*1%" )&"+1ǿȊ)"ff0"(&))*6!ff!ǽ)"ff0"*ff(" &1-2fi)& ǽ)"ff0"*ff("%&*0.2"ff)ǽǽǽǿ6!ff!&0 ff$,!ǽȋȕǛǾǝǕǕ$- 10 A suspected rakshasa is masquerading as a *&+&01"/ǽff("%&*,21ǽ,1,+ "ǿ#,/"3"/ǽȕǙǾǜǙǚ$-

Temple Bar “Come worship with us! Two Drink Minimum, No Singles” ܧƫŏŃŲżǀƸƫŏģĪ¼ĪŰƠŧĪfiÿƣ Temple Bar’s customers are generally cut from the same cloth—outsiders and trendsetters who have no issue thumbing their nose at the holy or sanctifi ed. A trap door beyond the smaller bar (4) leads to the crypts, the sewers or another location at GM discretion. Variant Encounter (Optional) Roll 1d6 to reveal what sacrilege occurs at Temple Bar. 1d6 The party encounters... 1 ǽǽǽffpriest,# ff&/$22+#/,*ff+,1%"/-ff/1,#1%" /"ff)*4%,%ff0ff//&3"!ff1"*-)"ff/#,)),4&+$ff *,+1%0Ȓ),+$-&)$/&*ff$"ff+!&03&"4&+$1%"0-ff " 4&1%ff-ff&+"!),,(&+%&0"6"ǽ 2 ǽǽǽff$/,2-,#Ǘ!Ǚ &16 guardsff//&3&+$1,ff!!/"00 ff+&+!" "+ 6 ,*-)ff&+1Ǿ4%& %1%"fiff/,4+"/0 /"#20"1,-ff6ǽ ǘ ǽǽǽff!/2+(-ff1/,+(+, (&+$,3"/ff01ff12",# ff&/$22+Ǿ4%& %0*ff0%"0&+1,1%"Ɲ,,/Ǿ2+3"&)&+$ ff /6-14&1%Ǘ!Ǚ/&0&+$skeletonsǽ Ǚ ǽǽǽ1%/""Ȋ%&$%-/&"01"00"0ȋ,#"*-)"ff/4%, %ff))"+$"0")" 1*"*fi"/0,#1%"-ff/161,ff!ff+ " ,+1"01ǽ ǚ ǽǽǽff+assassin%&/"!fi6,+",#1%" &16ȉ0*,/"!"3,21 nobles who will attempt to poison the drinks at "*-)"ff/&+,/!"/1,-211%"*,21,#fi20&+"00ǽ Ǜ ǽǽǽff)" %"/,20!4ff/#4%, ff))0%&*0")#Ȋ)"/& ,# 1%""4 ff&/$22+ȋ,3"/1)6,ƛ"/&+$1,%")-ff+6,+" 4&1%&+"ff/0%,14&1%ff))1%"&/#"/1&)&16+""!0ǽ Praise a Glass A group of enterprising hedonists bought this space when it was a run-down shrine to a mostly forgotten god, Fairguun. It now serves as a de facto dancehall dedicated to Dionysus. A space defi ned by its past as much as its present, Temple Bar’s slab fl oors and open archways give it a monolithic feel—a once hallowed ground now serving as a gateway to the sometimes divine act of eating, drinking and dancing. Fairguun, a divine being long associated with fertility and a good harvest, fell out of favor many centuries ago following a decades-long drought and, as such, her temple here languished and eventually sat empty for years. Recently purchased and now refurbished, Temple Bar serves all manner of spirits, snacks and other sinful delights at its two bars (1) (2). The transgressive concept of the bar is both a subject of controversy and part of its appeal. The servers and bartenders wear matching, slightly skimpy vestments and ask for tithes as opposed to tips, while a choir of bards play ribald, rhythmic tunes that equally mock gods of all pantheons from the main stage (3). 1 2 3 4 The Game Master’s Book of Random Encounters 111

NPC Profile Ruby Sunbeam, druid barista ܫڌڏƫżŰĪƸŊŏŲŃŊÿŧłܫĪŧǜĪŲłĪŰÿŧĪǝŏƸŊěƣÿŏģĪģěŧÿĜŤŊÿŏƣ ƫŊÿǜĪģĜŧżƫĪÿŧżŲŃżŲĪƫŏģĪ܉¦ǀěǣ®ǀŲěĪÿŰŏƫÿƫĜżŰŰŏƸƸĪģ ƸżŊÿƣŰżŲǣǝŏƸŊŲÿƸǀƣĪÿƫƫŊĪŏƫƸżŰÿŤŏŲŃÿƠƣżǿ ƸżdzłŏƸ܏ NÿǜŏŲŃƸƣÿŏŲĪģŏŲƸŊĪģƣǀŏģŏĜÿƣƸƫłżƣŰǀĜŊżłŊĪƣÿģżŧĪƫĜĪŲĜĪ܉ ¦ǀěǣĜżǀŧģŲܹƸƢǀŏƸĪĜżŰŰŏƸŊĪƣƫĪŧłłǀŧŧǣƸżŲÿƸǀƣĪÿŲģŏŲƫƸĪÿģ ģĪĜŏģĪģƸżǀƫĪŊĪƣƸÿŧĪŲƸƫƸżƫƸÿƣƸŊĪƣżǝŲƫŰÿŧŧěǀƫŏŲĪƫƫ܏ ǽƸĪƣĪŲĜżǀŲƸĪƣŏŲŃƸǝżƠŏǢŏĪƫŏŲƸŊĪFĪǣǝŏŧģǝŊżǝĪƣĪěżƸŊ ŧżżŤŏŲŃłżƣÿǀŲŏƢǀĪĪŲƸĪƣƠƣŏƫĪżłƸŊĪŏƣżǝŲ܉ƸŊĪƸŊƣĪĪĜƣÿǽƸĪģ ÿƣĪŰÿƣŤÿěŧĪƣĪĜŏƠĪłżƣÿƠżƸĪŲƸƠżƸŏżŲƸŊÿƸěƣŏŲŃƫÿŲŏŲƫƸÿŲƸ ƣǀƫŊżłĪŲĪƣŃǣÿŲģÿšżŧƸƸżƸŊĪƫĪŲƫĪƫ܏SƸܹƫÿŧƫżŏŲĜƣĪģŏěŧǣ ÿģģŏĜƸŏŲŃ܏®ÿƣģżŲŏĜÿŲģƫƸĪÿģǣ܉ƫŊĪŏƫĜżŰŰŏƸƸĪģƸżŊĪƣ ěǀƫŏŲĪƫƫܹƫƫǀĜĜĪƫƫÿŲģǝŏŧŧƠƣżƸĪĜƸŊĪƣŏŲƸĪƣĪƫƸƫÿƸÿŲǣĜżƫƸ܏ 1 2 3 4 5 6

The Game Master’s Book of Random Encounters 113 Taverns, Inns, Shops & Guild Halls The Wide-Eyed Willow A pleasant place for a chat, a warming mug of tea or a cup of the proprietor’s signature “Cold Brew,” this café-style establishment is equal parts calming and innervating. And its customers keep coming back. ƫǣżǀĪŲƸĪƣƸŊĪàŏģĪܫ/ǣĪģàŏŧŧżǝ܉ǣżǀłĪĪŧÿƫŏł ǣżǀܹƣĪŏŲÿƫǀŲŧŏƸłżƣĪƫƸŏŲƸŊĪFĪǣǝŏŧģ܏ żŧżƣłǀŧěĪÿģƫ żłŧŏŃŊƸǵŧżÿƸÿƣżǀŲģƸŊĪŏŲƸĪƣŏżƣ܉ŏŧŧǀŰŏŲÿƸŏŲŃƸŊĪ ƫŊÿģĪłƣżŰÿĜĪŲƸƣÿŧǝŏŧŧżǝƸƣĪĪƸŊÿƸܹƫƸŊƣŏǜŏŲŃ ŏŲģżżƣƫ܏¼ŊĪƫŰĪŧŧżłŰżƫƫ܉ŰżĜŊÿÿŲģłƣĪƫŊŧǣƸŏŧŧĪģ ĪÿƣƸŊǿ ŧŧǣżǀƣŲżƫƸƣŏŧƫÿƫÿƫŊżƣƸƢǀĪǀĪżłĜǀƫƸżŰĪƣƫ ǝÿŏƸƠÿƸŏĪŲƸŧǣłżƣƸŊĪŏƣżƣģĪƣƫƸżěĪǿ ŧŧĪģěǣÿěǀƫǣ ŊÿŧłܫĪŧǜĪŲǝżŰÿŲǝŏƸŊěƣÿŏģĪģŊÿŏƣÿŲģÿǝƣǣƫŰŏŧĪ܏ ƫŰÿŧŧƫŏŃŲěǣƸŊĪĜżǀŲƸĪƣģĪĜŧÿƣĪƫ܈1/4ܶĪÿڍƫƠ܉ żŧģ fiƣĪǝڎƫƠ܏ƫŤÿěżǀƸżǀƣŲĪǝĜǀƫƸżŰĪƣƠżŧŏĜǣ܏ܷ Interior The Wide-Eyed Willow is an open space, but its various nooks and woodsy interior create an immediate sense of intimacy (1). Well-fashioned tables and chairs as well as cozier furniture off er a chance to catch up with old friends or make new ones. The serving counter (2) features a few barstools, though the line of customers around it makes sitting there a choice of last resort. A large willow tree (3) growing inside this space creates ambiance as well as a small abode for two pixies, Mink and Wink, and its trunk and branches extend from within this cafe out to the patio (4). SERVICE COUNTER. The service counter of the Wide-Eyed Willow is piled high with pastries and other baked goods, and beyond it is a small alchemy station (5) where the Willow’s proprietor, Ruby Sunbeam, mixes her brews, which she serves chilled through a combination of on-hand ice and arcane techniques. COLD BREW. This proprietary blend of herbs, spices and a bean harvested from the outdoor garden (6) that’s been roasted and ground gives a boost of energy along with its somewhat bitter taste. The kick keeps customers coming back for a daily dose. A new customer can enjoy their fi rst cold brew on the house. Variant Encounter (Optional) 1d6 What’s happening at the Wide-Eyed Willow? 1 A surly-looking half-orc has been taking up an entire table on his own for nearly three hours but has yet to place an order. He refuses to budge. 2 Mink and Wink, two pixies who work with Ruby, emerge from their home within the willow tree and begin teasing customers in line. 3 An elven female asks the party if they wouldn’t mind watching her bag for a moment while she deals with something outside. The bag contains a green faerie dragon that takes the opportunity to escape. 4 Two druids, their faces obscured by masks, stride through the willow tree and into the café, demanding Ruby hand over her recipe for Cold Brew or deal with the consequences. 5 A group of four young, tragically hip humans notice the adventurers and can be overheard making fun of their attire. 6 A budding author working on his manuscript 4%&)"Ɯ+&0%&+$%&0#,2/1%,)!/"4,#1%"!ff6 excitedly solicits true stories of derring-do from 1%"ff!3"+12/"/0Ǿ,ƛ"/&+$ǖǕ$-#,/"ff %-/,3fffi)" 01,/6ț*ff5ǖǕǕ$-Ȝǽ Cold Brew Wondrous Item (potion), COMMON, 2sp For up to an hour after consuming this concoction, you feel more alert and have +2 to both initiative rolls and passive perception. When the potion wears off or suff , make a DC 17 Constitution save er -4 to initiative rolls and passive perception, as what the locals refer to as the “Cold Brew crash” washes over you. This eff ect lasts 24 hours but can be removed via the greater restoration spell or by consuming another Cold Brew.

1 2 3 4 5 7 6 8 6

Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 115 The Red Herring For travelers seeking the softest beds and fi nest linens, this opulent boutique hotel off ers a level of service and comfort unparalleled in most parts of the realm. The Red Herring’s proprietor, a telepathic half-elven woman named Calley O’Toole, sees to customers’ every need. Entrances and Exits The Red Herring features a main entrance (1) that leads directly to the parlor, plus an entrance for guests who wish to avoid the parlor’s typical crowds (2). An entrance for employees can be found along the inn’s backside (3). Parlor and Private Lounge The Red Herring’s parlor (4) is an immaculately appointed lounge space featuring dark, polished wood surfaces, gold inlays and a scuff -free marble fl oor. The bar’s prices—more than double those of any establishment nearby—do much to keep the riff raff from spoiling the evening, but for clientele who require even more of a remove from those they deem below their station, the Red Herring does have private seating for preferred guests on the second-fl oor balcony (5). From this perch, those willing to pay for the privilege can enjoy their libations while looking down on the rest of the guests—a metaphor they knowingly embrace. Lodgings Bedrooms at the Red Herring (6) are available on an hourly, nightly or weekly basis for those who have the coin, and in the past, arrangements have been made for guests who wished to extend their stay for a month or more. Kitchens While this space features the requisite mechanisms of any quality kitchen, the cooking space within the Red Herring (7) is more conduit than creative arena, and it is one of the secrets to the inn’s success. A teleportation circle within the kitchen ensures if the Red Herring’s cooks can’t prepare a particular dish, they can bring in someone who can. Guests from far-off lands can request the cuisine of their homeland and fi nd that, remarkably, it will be available within the hour, regardless of how obscure its ingredients might be due to this feature. Much like everything else at the Red Herring, these services come with a hefty price tag. Baths A long journey can sully the appearance of even the most noble of travelers, and for this reason the Red Herring off ers a wide array of spa services—including washings, massages, manicures and more—in its large bathhouse (8). NPC Profile Calley O’Toole, half-elf hotelier ¼żŊĪÿƣŊĪƣƸĪŧŧŏƸ܉ǝŊĪŲ ÿŧŧĪǣܹ¼żżŧĪŏŲŊĪƣŏƸĪģƸŊĪ¦Īģ NĪƣƣŏŲŃłƣżŰŊĪƣłÿƸŊĪƣڐڍǣĪÿƣƫÿŃż܉ŏƸǝÿƫŏŲĜżŰƠŧĪƸĪ ģŏƫƣĪƠÿŏƣ܏¼żģÿǣŏƸŏƫĜżŲƫŏģĪƣĪģżŲĪżłƸŊĪŰżƫƸ ƫǀĜĜĪƫƫłǀŧŏŲŲƫżłŏƸƫƫŏǭĪ܉ƸŊÿŲŤƫŏŲŲżƫŰÿŧŧƠÿƣƸƸżrŏƫƫ ܹ¼żżŧĪܹƫƫŏŲŃǀŧÿƣǜŏƫŏżŲ܉ÿƸƸĪŲƸŏżŲƸżģĪƸÿŏŧÿŲģÿěŏŧŏƸǣ ƸżĜǀƸƸŊƣżǀŃŊƸŊĪƠŧĪÿƫÿŲƸƣŏĪƫƸżģĪƸĪƣŰŏŲĪƠƣĪĜŏƫĪŧǣ ǝŊÿƸŊĪƣĜŧŏĪŲƸĪŧĪģĪƫŏƣĪƫ܏®ŊĪǝŏŧŧżƠĪŲŧǣģŏƫĜǀƫƫŲĪÿƣŧǣ ÿŲǣƸżƠŏĜÿƸŧĪŲŃƸŊ܉ěǀƸłżŧŧżǝƫÿŲǣłżƣŰÿŧěżżŤŏŲŃǝŏƸŊ ÿģŏƫĜƣĪƸĪܶtĪĪģÿŲǣƸŊŏŲŃĪŧƫĪܐܷÿƫŤĪģǝżƣģŧĪƫƫŧǣǝŏƸŊŏŲ ƸŊĪĜŧŏĪŲƸܹƫŰŏŲģ܏¼ŊżǀŃŊƸŊĪƫĪƣǜŏĜĪÿƸƸŊĪ¦ĪģNĪƣƣŏŲŃ ŏƫƫĪĜżŲģƸżŲżŲĪ܉ƫżŰĪÿƸƸƣŏěǀƸĪƸŊĪŏŲŲܹƫƫǀĜĜĪƫƫƸż rŏƫƫܹ¼żżŧĪܹƫŧÿĜŤżłƫĜƣǀƠŧĪƫǝŊĪŲŏƸĜżŰĪƫƸżłǀŧǿŧŧŏŲŃ ƸŊĪƫĪƫŏŧĪŲƸƣĪƢǀĪƫƸƫ܉ŲżŰÿƸƸĪƣŊżǝƫƸƣÿŲŃĪ܉ƫŊżĜŤŏŲŃżƣ ǜŏŧĪ܏SƸƫŊżǀŧģÿŧƫżěĪŲżƸĪģƸŊÿƸrŏƫƫܹ¼żżŧĪŏƫ܉ŏŲƣĪÿŧŏƸǣ܉ a succubusǝŊżƣĪƠŧÿĜĪģƸŊĪŏŲŲŤĪĪƠĪƣŲżƸŧżŲŃÿǽƸĪƣŊŏƫ ģĪÿƸŊÿŲģǀƫĪƫƸŊĪ¦ĪģNĪƣƣŏŲŃÿƫÿŊżŰĪěÿƫĪłżƣŊĪƣ ŧŏłĪܹƫǝżƣŤ܈ƸŊĪƫŧżǝĜżƣƣǀƠƸŏżŲżłƸŊĪŊǀŰÿŲƫżǀŧ܏ Variant Encounter (Optional) Roll 1d6 to determine whether riches or ruin awaits the party within the walls of the Red Herring. 1d6 The party... 1 ...learns the teleportation circle in the kitchen has been commandeered by a band of 2d6 lizardfolk intent on looting the inn. 2 ...hears screams echoing from the bathhouse as a water weird begins to overwhelm a wealthy patron. 3 ...overhears a conversation between two merchants in the private lounge getting heated, as one challenges the other to a duel. 4 ...is oblivious to a highly skilled charlatan slinking through the parlor, picking the pockets of every man she encounters (DC 17). 5 ...sees an unctuous guest at the bar bragging about his last visit to the Red Herring, where his /".2"011,!&+",+2+& ,/+1ff/1ff/"4ff0#2)Ɯ))"!ǽ 6 ...meets a traveling gladiator who arrived with his entourage and demands to sit at the table (or stay in the room) where the party has positioned themselves.

Taverns, Inns, Shops & Guild Halls Mini Market A small shop amid the bustle of the busiest street in town, this humble space sells a little bit of everything but all of nothing and is managed by Amadeus Thudd, a big man who is ready to expand. Shop Interior The inside of the Mini Market is a mixed bag of shelves fi lled with a wide array of merchandise, including nonperishable foodstuff s, potions, waterskins, weaponry, hats, blankets, packs, uncured leather, alchemical supplies, tinkering wares, a wheel for a cart, a key to a chest no one’s been able to fi nd, a few pieces of farming equipment, a copper kettle, a wad of string, a bolt, a rag doll with some pins in it and a jug sealed with a large plug among other less-useful odds and ends. It is, in sum, akin to an adventurer’s fl ea market, and there’s no telling what one might fi nd, though they’ll at least fi nd the gazing attention of Spat, a small, one-eyed rat who hangs around the shop and keeps Amadeus company. A Little Bit of Everything If an adventurer is seeking something specifi c, they can ask Amadeus, the Mini Market’s sole proprietor, if he has it in stock. Amadeus will think long and hard, then suggest the adventurer look in a specifi c corner of the shop (at GM discretion). The character should then roll an Intelligence (Investigation) check (DC 15) to determine if they can fi nd the item requested. Despite the fact that most of the goods sold at the Mini Market are common in nature, approximately 5 percent of the items in the shop are magical, with properties and rarities determined at GM discretion. NPC Profile Amadeus Thudd, half-giant shopkeeper ŊÿŧłܫŃŏÿŲƸżłĜżŧżƫƫÿŧƫŏǭĪǝŊżŰÿŤĪƫŊŏƫƫŰÿŧŧƫŊżƠ łĪĪŧĪǜĪŲŰżƣĪģŏŰŏŲǀƸŏǜĪ܉ŰÿģĪǀƫ¼Ŋǀģģܠܶrÿģܷ ƸżŊŏƫłƣŏĪŲģƫܡŧĪǽƸƸŊĪÿģǜĪŲƸǀƣŏŲŃŧŏłĪěĪŊŏŲģÿǽƸĪƣ ÿĜŧżƫĪĜżŰƠÿŲŏżŲǝÿƫģŏƫŏŲƸĪŃƣÿƸĪģěĪłżƣĪŊŏƫĪǣĪƫ ěǣÿŲĪǜŏŧƫżƣĜĪƣĪƣ܏ŰÿģĪǀƫƣĪŰżǜĪģƸŊĪƫżƣĜĪƣĪƣܹƫ ÿƣŰƫÿƫǝĪŧŧÿƫŊŏƫƸżŲŃǀĪ܉ěǀƸÿŊżŧĪŏŲŊŏƫŊĪÿƣƸƫƸŏŧŧ ƣĪŰÿŏŲĪģ܏NĪǝÿŧŤĪģÿǝÿǣłƣżŰǿ ŃŊƸŏŲŃģƣÿŃżŲƫÿŲģ ƠŏŧŧÿŃŏŲŃģǀŲŃĪżŲƫÿŲģŲżǝƫƠĪŲģƫŊŏƫƸŏŰĪżǀƸǿ ƸƸŏŲŃ żƸŊĪƣƫƸżģżƸŊĪƫÿŰĪ܏NĪƫĪŧŧƫšǀƫƸÿěżǀƸÿŲǣƸŊŏŲŃÿŲ ÿģǜĪŲƸǀƣĪƣĜżǀŧģŲĪĪģ܉ěǀƸģǀĪƸżƸŊĪƫŏǭĪżłŊŏƫƫŊżƠ ŊĪƣÿƣĪŧǣŊÿƫŰżƣĪƸŊÿŲżŲĪżłÿŲǣƸŊŏŲŃŏŲƫƸżĜŤܧ ƸŊżǀŃŊŊĪܹƫŊżƠŏŲŃƸżŃĪƸĪŲżǀŃŊĜÿƠŏƸÿŧƸżŃĪƸŊĪƣƸż ěǀŏŧģÿŧÿƣŃĪƣŧżĜÿƸŏżŲ܏NĪŏƫĪÿŃĪƣƸżżdzłĪƣÿģǜŏĜĪłƣżŰ ŊŏƫǣĪÿƣƫżłÿģǜĪŲƸǀƣŏŲŃĪǢƠĪƣŏĪŲĜĪ܉ÿŲģƸŊżǀŃŊŊŏƫ ŃƣĪÿƸƫǝżƣģŏƫÿěŏƸƣǀƫƸǣ܉ŊŏƫŰŏŲģŏƫƫŊÿƣƠ܏ Va r i a n t E n c o u n t e r ( o p t i o n a l ) Roll 1d6 to see what else might be in the Mini Market. 1d6 The party sees... 1 ...a baby orc who wandered from its family. 2 ...1d4 bullywugs who want to trade mud for gold. 3 ...a pig that takes a liking to the party. 4 ...a yochlol disguised as a female drow, browsing for jars. 5 ǽǽǽff1&+6'2$Ɯ))"!4&1%fi)2")&.2&!ȕff+!ffmarid. 6 ǽǽǽff+ff+$/6fi2))1%ff1!"0-&0"0Ɯ+" %&+ffǽ

Variant Storage Space This large, nondescript warehouse is the perfect place to stow goods and materials for commercial or personal use, and by using the tables below, it can be modifi ed to suit numerous purposes. Magical means are assumed if, for example, the goods being stored require refrigeration or other temperature control. Warehouse Height 1d4 The ceiling of this warehouse is… 1 ǗǕƞǽ%&$% 2 ǙǕƞǽ%&$% 3 ǛǕƞǽ%&$% 4 ǝǕƞǽ%&$% Warehouse Contents 1d20 The majority of the crates, sacks and/or barrels here contain… 1 Beer and wine 2 &+"#fffi/& 0 3 Beans 4 Grain 5 +-/, "00"!,/" 6 Luggage 7 +" /,*ff+ "/ȉ0 ),+"0 8 Frozen meats 9 ff5Ɯ$2/"0,#+,fi)"01%/,2$%,21%&01,/6 10 ff/ %*"+1 11 )ff00 ,+1ff&+"/0,#3ff/&,200&7"0 12 Flour 13 & ()"!3"$"1fffi)"0 14 "!& &+ff)%"/fi0 15 -& "0#/,*ff#ff/Ȓ,ƛ)ff+! 16 &)Ȓfiff0"!-ff&+1 17 /$ff+0ff+!-")10#/,* /"ff12/"0,#ff))16-"0 18 Cheese 19 Sporting goods 20 ȉ0 %,& " Warehouse Security 1d6 The warehouse is guarded by... 1 ...2d4 *ff01&ƛ 0 and doors with the alarm spell. 2 ...2d4 veterans and doors with glyphs of hold person. 3 ...2d4 gladiators and 1d4 !"ff1%!,$0. 4 ...2d4 guards and 1d4 fi)&+(!,$0. 5 ...2d4 scoutsff+!ff+ff+1&Ȓ*ff$& Ɯ")!ǽ 6 ǽǽǽǗ!Ǚ ,+0 /&-1"!azers and 1d4 direwolves. The Game Master’s Book of Random Encounters 117

118 The Game Master’s Book of Random Encounters The Dream Archive Hidden in the darker recesses of the urban landscape, this rarely visited sanctum serves as a repository for centuries of slumbering thought. Rows of shelves create a labyrinthine interior and are lined with unmarked leather-bound tomes, each hundreds of pages thick, fi lled with varied script in every language one can imagine and containing detailed descriptions of thousands of dreams. Atop a pillar beyond the shelves sits a marble owl, elegantly carved, peering toward an enclosed tower. Beyond the tower’s enchanted door lies a small refl ecting pool off ering access to the visions of kings and paupers alike—for a price. Reception The Dream Archive is staff ed by an archivist, a mute high elf named Amaro. He spends much of his time arranging and rearranging the books on the shelves, reorganizing based on a categorizational system known only to him. Visitors must check in with him in this space (1), from whence he’ll escort the curious through the archive if they state a specifi c purpose for their inquiry, requiring success on a DC 15 Charisma (Persuasion) check. The Stacks The rows of shelves (2) within the Dream Archive are so uniform and numerous that it’s easy for one to get lost exploring them, and that’s before the archive’s magical eff ects kick in. Anyone exploring the Stacks without the guidance of Amaro must succeed on a DC 17 Wisdom (Perception) check or suff er the eff ects of the confusion spell, which lasts until they leave the Dream Archive. A single archived dream from a specifi c person would be diffi cult if not impossible to locate, if it even exists, but Amaro may be able to point the curious in the right direction at GM discretion—or if they succeed on a DC 17 Intelligence (History) check. Roll on the Vision Table on pg. 120, or reveal your own results at GM discretion. The Owl’s Perch Beyond the cramped and towering maze of shelves in the Stacks is an open atrium where six shelves of far less dusty tomes face a centralized pillar supporting a statue of a large owl carved from marble (3). The owl’s eyes peer directly at a set of ornate doors on the opposite side of the atrium that lead into a large stone tower. Beneath the pillar, carved in elvish, is the phrase: “Seek what thou won’t fi nd. Give what thou would take.” Upon reading this phrase aloud, the doors along the curved tower wall slowly open, and anyone within 5 ft. of the statue hears a soft voice within their mind, directing them to “peer into the pool.” The Dream Pool Beyond the doors of the tower sits a magnifi cent pool of deep, clear water refl ecting the image of whatever sky shines down from a clear glass dome that crowns the tower (4). A staircase winds up the stone walls, with fi ve viewing platforms interspersed at diff erent levels. Peering into the Dream Pool reveals visions from within the minds of the world. Once invited, a viewer can speak one name aloud—the soft voice in their heads leading them through the ritual. If the viewer’s intentions are pure, they may see the most recent dream of their named subject. If the viewer’s intentions are nefarious, the dream is harder to divine—in fact, a viewer may encounter a nightmare of their own. When a viewer peers into the pool, consult the Dream Table on pgs. 120–121. Anyone looking directly into the pool before being invited to do so must make a Wisdom saving throw (DC 15). On a failed save, the target is subject to 10d6 psychic damage, or half as much on a successful save, and is paralyzed, as the haunting visions they see there corrupt their mental state. KEEPING A RECORD. A dream must be recorded and preserved and this fact is nonnegotiable. If a viewer sees a dream, they will be approached by Amaro, his gnarled hands presenting an archive book open to a blank page, quill at the ready, his wishes clarifi ed by the same soft Taverns, Inns, Shops & Guild Halls “There’s a place where you can peer into the very dreams of your lovin’ wife. Or the king. Or his horse. ‘Course I’ve always felt what a man sees in his mind’s eye under his own blankets is his business. Then again, I don’t dream much. And definitely not about horses.” ܧfiżƣƸFĪŧŧżǝƫ܉ƸżǝŲģƣǀŲŤ NPC Profile Amaro, high elf archivist ®ŧĪŲģĪƣ܉ƫƸżŏĜÿŲģƫĪĪŰŏŲŃŧǣĪŲŃÿŃĪģŏŲƫĪǜĪƣÿŧƸƣÿŏŲƫżł ƸŊżǀŃŊƸÿƸƸŊĪƫÿŰĪƸŏŰĪ܉ŰÿƣżŊÿƫěĪĪŲƸŊĪŧĪÿģĜǀƣÿƸżƣÿƸ ƸŊĪ'ƣĪÿŰƣĜŊŏǜĪƫŏŲĜĪŏƸƫŏŲĜĪƠƸŏżŲƫĪǜĪƣÿŧŊǀŲģƣĪģǣĪÿƣƫ ÿŃż܏NĪŧÿĜŤƫƸŊĪÿěŏŧŏƸǣƸżƫƠĪÿŤěǀƸģżĪƫƠżƫƫĪƫƫƸŊĪÿěŏŧŏƸǣ ƸżĜżŰŰǀŲŏĜÿƸĪƸĪŧĪƠÿƸŊŏĜÿŧŧǣǝŏƸŊżŲĪĜƣĪÿƸǀƣĪÿƸÿƸŏŰĪŏł ŊĪƫżĜŊżżƫĪƫ܏NĪŰżǜĪƫƫŧżǝŧǣěǀƸǝŏƸŊģĪŧŏěĪƣÿƸĪƠǀƣƠżƫĪ܉ ÿŲģƸÿŤĪƫÿƫƫÿĜƣĪģŊŏƫģǀƸǣƸżĜÿƸÿŧżŃǀĪƸŊĪģƣĪÿŰƫÿŲģ ŲŏŃŊƸŰÿƣĪƫƠƣĪƫĪŲƸĪģÿƫƠÿƣƸżłƸŊĪƣŏƸǀÿŧŏŲƸŊĪģƣĪÿŰƠżżŧ܏

1 2 3 4

voice in the viewer’s mind. Any viewer wishing to exit the archive without recording their vision will find their actions impossible, as upon waking each day they will discover they are back in the Dream Archive, standing over the pool, Amaro by their side, quill in hand, awaiting their entry. The Dream Table When a character looks into the Dream Pool, they must name a target, then make a roll based on their alignment (Good, d10; Neutral, d8; or Evil, d6). A character led here by a deity or vision may add 1d4 to this roll. 2 or lower Personal nightmare A character viewing a personal nightmare sees a vision evoking their darkest fear. They must make a Wisdom saving throw (DC 20). On a failed save, the viewer is subject to 6d6 psychic damage, or half as much on a success, and is also frightened of the Dream Pool, for fear of what they may see there. Additionally, the viewer does not gain the /"$2)ff/fi"+"Ɯ10,#ff),+$/"01#,/ǖ!Ǚ!ff60ȕ1%" torment and terror of what they’ve seen following them far beyond the walls of the archive. ǘȔǙ No vision The viewer peers into the pool but sees only their /"Ɲ" 1&,+ǽ%"3,& "&+1%"&/*&+!02$$"0101%"6 “look again, without looking so hard.” If they choose to roll again, they will see no vision. If they choose instead to walk away, a dream will be revealed as if they’d seen it in the pool. 5 or higher A dream is revealed The player sees a vision of the most recent dream of the person they named as part of this ritual. This vision is subject to GM discretion, or can be determined randomly by rolling on the Vision Table. The Vision Table 1d100 The target is… ǖ ...bathing in a pool of blood, surrounded by ,/-0"0ȕff0*&)",+1%"&/#ff "ǽ 2 ...running as fast as they can, pursued by an unseen force, their eyes wide with panic. 3 ...leading a crowded tavern in a rousing rendition of “The Followers of Flume” and cementing themselves as one of the greatest bards of all time. Ǚ ...enjoying a meal as the only guest at the head of a long table, which never seems to end, the food piled high and slowly beginning to rot. 5 ...staring up at a burning pyre, watching the Ɲff*"0)& (ff1ff %ff//"!fi,!62+1&)&1#ff))01,ff0%ǽ 6 ǽǽǽ,-"+&+$fffi"ff21&#2))64/ff--"!$&ƞǽ%"&/#ff " holds a child’s innocence and wonder. 7 ǽǽǽƝ,ff1&+$,+1%"&/fiff (!,4+ff4&!"/&3"/ǽ%" distant thundering of a waterfall drawing nearer and nearer. Taverns, Inns, Shops & Guild Halls 8 ...playing with several puppies, laughing as they '2*-ff/,2+!ff+!+&fifi)",+1%"&/Ɯ+$"/0ǽ 9 ǽǽǽ0 /ff-&+$1%"&/fi),,!6Ɯ+$"/0ff /,001%"4ff))0,# a prison cell, scribbling in a forgotten language. ǖǕ ǽǽǽƜ0%&+$fi6ff1/ff+.2&))ff("ǽ)ff/$"Ǿgreen dragon sits with them and watches. ǖǖ ǽǽǽ ,+1&+2,20)6Ɯ))&+$,2101ff (0,#+"3"/"+!&+$ paperwork piled high upon their desk. ǖǗ ...riding a horse through a dark forest, whipping &1#ff01"/ff+!#ff01"/ff01%"6 %ff0"1%"&/.2ff//6ǽ ǖǘ ...walking through a darkened crypt, weaving in and out of the massive caskets until they stop in front of one with an open lid. ǖǙ ...kneeling atop a sheer, obsidian tower while a storm rages around them. ǖǚ ...gazing up blankly at a dead tree. Hanging from its gnarled branches are several bodies. ǖǛ ...praying in an empty temple until their god comes forth and gives them guidance on their path. ǖǜ ...sitting on a throne and staring into a dark abyss. Tears of joy run down their face as shadows spring forth from the pit to drag them in. ǖǝ ǽǽǽ%,)!&+$ff-)2 ("! %& ("+Ǿ,ƛ"/&+$&1#""fi)61, a group of starved, knife-wielding children. ǖǞ ǽǽǽ0*ff))ȕ0*ff))"/1%ff+ff$/ff&+,#0ff+!ȕff+! trapped inside the eye of a celestial. 20 ...aware that you are watching their dreams. The player may choose to have a conversation with the dreamer. Ǘǖ ...covered in a thick goo, struggling to breathe, as their loved ones look on laughing. 22 ...holding an ebony dagger, repeating the name “Ella” and stabbing the air as their voice grows hoarse. 23 ...standing behind you, looking over your shoulder into the dream pool, and is not amused. ǗǙ ...attending a holy ceremony, where they are suddenly crippled by the need to vomit. 25 ...calmly looking out a window as screams emanate from a nearby dwelling. 26 ...carousing among the stars with ethereal fey creatures, their voice a thunderclap. 27 ...staring into a portal to another realm, as a creature of immense power stares back. 28 ǽǽǽ!"0-"/ff1")61/6&+$1,-""),ƛ1%"&/,4+#ff "Ǿff tome in Abyssal open at their feet. 29 ...arguing with a goat about the deeper meaning of life as the goat stoicly gazes back. 30 ...enjoying a ticklish warmth between their thighs until they look down into a sea of glowing eyes. ǘǖ ...clutching the necklace they always wear, as shadows swirl in and out of view. 32 ...gambling all they possess, despite the cards in their hand all being blank. 33 ...casually discussing the events of the day while slowly roasting on a spit. ǘǙ ...planning the execution of their betrothed. 35 ...careening down the side of a rainbow. 36 ...kissing the succubus that dwells in their closet.

The Game Master’s Book of Random Encounters 121 37 ...emerging from a dark forest, dragging the head of a dead lycanthrope. Their own head is missing. 38 ...all alone, all alone, all alone, forever alone. 39 ...drenched in sweat, trembling atop the highest building around, holding a small raven’s feather. ǙǕ ...on the back of a tiny horse, leading a vast army. Ǚǖ ...hammering away at a blacksmith’s forge, /ffƞ&+$ff+,/+ff1"*ff "ǽ ǙǗ ...pouring over the entrails of a slaughtered calf, and pulling out a beautifully cut emerald. Ǚǘ ...carving a name you don’t recognize into the Ɲ,,/fi,ff/!0,#ff%,20"6,2ȉ3"0""+fi"#,/"ǽ ǙǙ ...wrapped in furs, controlling a deadly blizzard. Ǚǚ ...glowing with radiant light, enveloped by love. ǙǛ ...starving within the stomach of a giant beast. Ǚǜ ...skipping across an open ocean, leaping over the waves, racing for the horizon. Ǚǝ ...moaning and swaying in time to a drum beating on a distant continent. ǙǞ ǽǽǽ%2/)&+$Ɯ/"fiff))0&+1,ff/, (01/"4+ ff+6,+ff0 they scream your name in anguish. 50 ...following a spectral voice down a dark corridor, their breathing growing ever more ragged. ǚǖ ...savoring the last drop of wine from the last bottle aboard a ship at the edge of the world. 52 ...wearing a crown made of teeth and sharpened fi,+"Ǿ )&*fi&+$,21,#ff%,)"Ɯ))"!4&1%!"3&)0ǽ 53 ...giving birth to a beautiful baby eel. ǚǙ ...being dragged through town beneath the Ɲ,ff1&+$fi,!6,#ff!/ff$,+0"1,+!"01/2 1&,+ǽ 55 ...picking their teeth with a giant’s greatsword. 56 ...opening an elegantly carved trunk, admiring the village of pixies trapped inside. 57 ...convinced a bugbear is truly a cursed prince. 58 ...invisible, and loving every minute of it. 59 ...incapable of dreaming. 60 ...staring into a well, aging one year each second. Ǜǖ ...bargaining with an empyrean, and winning. 62 ǽǽǽ02ƛ"/&+$1%/,2$%1%"&/1%&/!!ff6&+ff%ff/-6ȉ0+"01ǽ 63 ...commanding a legion of kobolds, who cackle in glee at the word “SOON.” ǛǙ ...putting away their armor, their padding, their topshirt, their skin, their organs, their bones. 65 ...cursed to teach a troglodyte to dance. 66 ...haunted by visions of the night they were forced to kill someone innocent. 67 ǽǽǽ&+#ff12ff1"!4&1%1%"&//"Ɲ" 1&,+ǽ 68 ...the guest of honor at a vampire wedding. 69 ...entertaining a sphinx, who asks them a favor. 70 ...one of a hydra’s seven snarling heads. ǜǖ ...a ghost haunting their own home, terrorizing their own family for want of a warm embrace. 72 ...mocking a vision of themselves from the past, teasing, “You gave the seeds away for a song.” 73 ...poring over scrolls that speak of an ancient treasure beneath their doorstep. ǜǙ ...being carried like a martyr through the town market by an army of giant spiders. 75 ...chained in a damp dungeon, screaming without making a sound. 76 ǽǽǽ$)&!&+$4&1%1%"&/)&*fi0 ,*-)"1")601&ƛff+! still, across an incredibly long drawbridge toward a crumbling black castle. 77 ǽǽǽ0&11&+$&+ff)"ffƝ"001/""Ǿ)ff2$%&+$*ff+&ff ff))6ff0 they pick a buzzard’s carcass clean. 78 ...falling from the sky with no sign yet of the $/,2+!fi"),4Ǿ0%,21&+$Ȋ )6Ȃ )6Ȃȉ*,+ǾƝ6Ȃȋ 79 ǽǽǽ(""-&+$4ff1 %,3"/ffƝ, (,#0%""-Ǿ4%, suddenly bare fangs and attack. 80 ...peering into a pool in a library almost exactly like this one, your name on their lips. ǝǖ ...laughing uproariously while drinking ale in a tavern full of rotting corpses. 82 ...trapped within a portrait of themselves, watching as admirers stare in silent reverence. 83 ǽǽǽ"0 ,/1"!&+ff0"!ff+ %ff&/%")!ff),ƞfi6 ff10,+ their hind legs, as a kitten feeds them sardines. ǝǙ ...raining over the continent as a violent storm. 85 ...hiding behind the curtains in a wealthy merchant’s bedroom as his wife explains why she’s still in bed at noon. 86 ...struggling to keep their head above water as ocean waves crash around them, a ship’s lamp receding into the distance. 87 ...on horseback charging toward an orc horde, 4%,0 ff11"/&+1,!2012-,+Ɯ/01 ,+1ff 1ǽ 88 ...dead, and always has been. 89 ǽǽǽ01/,))&+$1%/,2$%ff+,-"+fiff11)"Ɯ")!Ǿff0ff//,40 ff+!fiff11)"ff5"0Ɲ6-ff014&1%,21 ,+0".2"+ "ǽ 90 ...begging in the street for a crust of bread, before cursing your name and swearing vengeance. Ǟǖ ...buried in the scabbard of a great warrior mage, .2&"1)6ff %&+$1,fi"2+0%"ff1%"!Ǿ%2+$/6#,/1%" taste of an enemy’s blood. 92 ...soaring over the forest and deep into the nearest mountain range, a pulsing gold light spurring them on as a voice whispers “Find me.” 93 ...overlooking a gathered populace from a balcony, their speech suddenly inscrutable. ǞǙ ǽǽǽ),,(&+$fiff (ff16,2Ǿ0%,21&+$Ȋȕ ȉ* trapped here. Please kill me!” 95 ...counting their gold piece by piece, before swallowing each one. 96 ...dilligently gardening in a desert, each sprout ff+!Ɲ,4"/4&1%"/&+$&+1%",--/"00&3"02+)&$%1ǽ 97 ...hurriedly carving themselves out of stone, as 1%"&/0%ff!,4fi"$&+01,0%&ƞff+!0)&-ff4ff6ǽ 98 ...celebrating their newfound immortality by raising a poisoned glass, as the demon they 2+)"ff0%"!!"3,2/04%ff1ȉ0)"ƞ,#1%"&/#ff*&)6ǽ 99 ...butchering a hog into ever smaller pieces. ǖǕǕ ...carving the names of each member of your party inside a simple wooden bowl.

122 The Game Master’s Book of Random Encounters Caravan Bazaar Trade routes across the region convene in this outdoor market, with dozens of small shops of all types popping up for a tenday or two. The impermanent nature of the bazaar ensures it’s rarely the same experience twice, as transient merchants sell what they can then take their carts to the next town. The market is full of people at all hours of the day and nearly as busy at night, making it a prime spot for pickpockets, charlatans and other ne’er-do-wells. Shops To determine which merchants are present at the bazaar during this visit, roll on the table below for every tent visited by a potential customer to determine what might be for sale. For each of the merchants, use the races suggested or, for even more variance, use the Random NPC Generator (pg. 237). 1d20 This tent is operated by... 1 ...a human blacksmith. 2 ...a human bookseller. 3 ...a gnomish jeweler. 4 ...an elven antiquities dealer. 5 ǽǽǽff%ff)Ɲ&+$), (0*&1%ǽ 6 ǽǽǽff%ff)#Ȓ")#Ɲ"1 %"/ȡfi,4*ff01"/ǽ 7 ...a human butcher. 8 ...a human baker. 9 ...a gnomish candlestick maker. 10 ǽǽǽff%ff)Ɲ&+$*ff-*ff("/ǽ 11 ...a half-orc tattoo artist. 12 ...a human fruit merchant. 13 ...a human sketch artist. 14 ...a dwarven cheesemonger. 15 ...a human healer for hire. 16 ǽǽǽff1&"Ɲ&+$ff/ ff+"ff/1&#ff 1*"/ %ff+1ǽ 17 ...an elven woodworker. 18 ...a half-elf beastmaster. 19 ...a human vegetable farmer. 20 ...a human furniture dealer. Crowds The Caravan Bazaar is often a sea of people, and moving from one end to the other takes time, patience and the occasional shove. Because of the crush of the gathered groups here, as well as the precarious nature of the cords and ties pinning the market’s tents to the ground, the entire area is considered diffi cult terrain. In the event of an attack, assault or other frightening encounter, roll 1d20. A roll of 10 or lower triggers a crowd surge, with an entire market’s worth of people fl eeing in haste. Any creature in the crowd must move away from the inciting incident or succeed on a Strength saving throw (DC 12). On a failed save, they suff er 2d8 bludgeoning damage and are knocked prone as they are trampled by the crowd. Encounter Variant (Optional) Unsteady Setup The tents at the Caravan Bazaar are meant to be portable and somewhat disposable, and most merchants choose to bring their own. Because so many tents rise and fall throughout the week, the cords that keep them tacked to the ground are often a tangled mess, so when the wind shifts and collapses one tent, odds are several more will follow, a chain reaction that is unwelcome but not uncommon. Anytime a creature walks along a space directly touching a tent, have them make a Dexterity check (DC 10). On a failed save, the player trips over one of the tent’s cords and causes a partial collapse. Roll 1d6 to determine how many other tents are aff ected. The Communal Oak A large tree (1) shades much of the Caravan Bazaar, with many of its branches older than the town that rose up around it. Its lowest branches are 10 ft. off the ground, but beyond that they are numerous and easy to climb among. Variant Encounter (Optional) Roll 1d6 to determine what other adventures might await the party at the Caravan Bazaar. 1d6 The party sees... 1 ǽǽǽff$/,2-,#Ǘ!Ǚ%&/"!thugs attacking from the 1/""0Ǿ(&))&+$ff*"/ %ff+1fi"#,/"1/6&+$1,"0 ff-"ǽ 2 ...a dire wolf break loose from its cage at a beastmaster’s tent and begin growling near the Communal Oak. 3 ǽǽǽ+,1%&+$Ǿff0ff+"5-"/1-& (-, ("1țʭǖǚ1,0)"&$%1 ,#%ff+!Ȝ1ff("0ff!3ff+1ff$",#1%"-ff/16ff1 discretion. 4 ...a starving xorn"/2-1#/,*1%""ff/1%fi"+"ff1% the Bazaar, menacing a gem merchant and -)"ff!&+$#,/Ȋ!")& &,2001,+"0ǽȋ 5 ...a band of 2d4 goblin/ff&!"/0$ff)),-&+,+%2+$/6 wolves looking to menace the entire market. 6 ...a djinni released from a small box among the /")& 0,#ff+ff+1&.2&1&"0!"ff)"/4%,&0!&0-)"ff0"! 4&1%&10 ff-1,/ǽ,))ǖ!ǗǕǽ+ff/,)),#ǖǝ,/%&$%"/Ǿ 1%"!'&++&%ff01%"-,4"/1,$/ff+1ǖțǖǝȜǾ ǗțǖǞȜ,/ǘțǗǕȜ4&0%"0ǽ Taverns, Inns, Shops & Guild Halls

1

124 The Game Master’s Book of Random Encounters Peerless Potions Derisively nicknamed “Perilous Potions” by the locals, this overstocked shop is practically overfl owing with vials and beakers and fl asks of all sizes. The proprietor, a rather gaunt halfl ing mage named Damian Cleese, rarely leaves the shop, as much a shrine to his own alchemical artistry as a place for adventurers to stock up on all manner of potions—assuming they can be found among the myriad bottles that line every wall, shelf and free tile on the fl oor. A clear message greets any who would enter the shop: “All sales fi nal. You break it, you buy it. Potions may be poison—steal at your own risk.” ENTRYWAY. The foyer of the shop (1) is a harbinger of things to come. Tall shelves precariously packed with potions are placed quite close together, forming narrow aisles with clinking glass bottles through which patrons must pass if they’re inclined to shop here. Any creature wishing to walk down an aisle must do so with care, as any errant movement is likely to knock over a potion or three (see “Mind the Bottles” table). BAsem*nT. This trapdoor (2) is locked and requires a DC 20 to pick. It leads to a tunnel connected to the city’s cavernous sewer system, and evidence suggests it might be used by Damian to sell goods to customers who don’t want to be seen entering the shop, a fact revealed with a DC 20 Intelligence (Investigation) check. GOODS. Damian’s renown for potion-making is well-earned, but his lack of a meaningful organizational system is equally legendary. Pretty much any potion imaginable can be purchased at his shop, provided you possess the coin and the ability to fi nd it. An Intelligence (Investigation) check based on the potion’s rarity is required for a shopper to locate the potion they seek (see “Did You Find It?” table). For his part, Damian is generally too consumed with his work to bother in assisting the search, though he can be utilized to procure specifi c goods via a DC 20 Charisma (Persuasion) check (or at GM discretion). Pricing is also at GM discretion, and market price is fair, however, Damian can be convinced to reduce prices through meaningful haggling if adventurers are so inclined. SHELF TOWER. Along one side of the shop, the shelves stretch higher (3), haphazardly stacked atop one another, fi lling the silo-like space and reaching heights of almost 80 ft.—rising up through the entirety of what was once a former guard tower. Reaching potions located on the uppermost shelves in this area requires success on 5 consecutive Dexterity checks (DC 15). A fail constitutes a fall, which also forces a roll on the “Mind the Bottles” table as the shelves shake and sway with the sudden weight change. Additionally, should an adventurer attempt to climb the shelves after a fall, the DC increases by 1 for each fall (up to a max of 20) as the shelves become less stable with each attempt. Encounter Variant (Optional) Mind the Bottles Each time an adventurer passes down an aisle, either to enter, exit or otherwise explore the shop, they must make a Dexterity (Acrobatics) check to avoid knocking bottles off the shelves or to avoid knocking over full cases of goods. Due to their less cumbersome frames, small creatures may roll with advantage. DC 1–5 ǖ!Ǚfi,11)"0#ff)),ƛ1%"0%")#ff+!fi/"ff(ǽ 6–14 +"fi,11)"0)&-0Ǿfi211%"-)ff6"/&+.2"01&,+ ff+*ff("ff"51"/&160ff3"țǖǚȜ1,-/"3"+1&1 #/,*fi/"ff(&+$ǽ 15+ ,fi,11)"0#ff))ǽ Encounter Variant (Optional) Did You Find It? An adventurer may seek a specifi c potion by making an Intelligence (Investigation) check in a specifi c aisle of the shop and meeting the DCs outlined below. Each subsequent search of an aisle requires a Dexterity save as outlined in the “Mind the Bottles” table. DC 10 ,**,+,1&,+ 15 + ,**,+,1&,+ 20 ff/",1&,+ 25 "/6ff/",1&,+ 30 "$"+!ff/6,1&,+ Taverns, Inns, Shops & Guild Halls NPC Profile Damian Cleese, halfl ing mage ¼ŊĪƫŊżƠܹƫżǝŲĪƣÿŲģƫżŧĪŰÿŲÿŃĪƣ܉'ÿŰŏÿŲŏƫ żěƫĪƫƫĪģǝŏƸŊƸŊĪŰĪƸŏĜǀŧżǀƫŰÿŃŏĜÿƣƸƣĪƢǀŏƣĪģƸż ěƣĪǝÿŧĜŊĪŰŏĜÿŧǝżŲģĪƣƫ܏NŏƫƫŧŏŰěǀŏŧģÿŲģƫŊÿěěǣ ĪǢƸĪƣŏżƣƫǀŃŃĪƫƸÿŰÿŲǝŊżǝżǀŧģƣÿƸŊĪƣǝżƣŤƸŊÿŲ ĪÿƸ܉ƫŧĪĪƠżƣěÿƸŊĪ܏SŲłÿĜƸ܉ŏƸܹƫƣǀŰżƣĪģŊĪģżĪƫŲܹƸŲĪĪģ ƸżģżŰǀĜŊżłÿŧŧƸŊƣĪĪ܉ŊŏƫƠżƸŏżŲƫŤĪĪƠŏŲŃŊŏŰÿŧĪƣƸ܉ ƫÿƸĪģÿŲģ܉ǝŊĪŲŲĪĜĪƫƫÿƣǣ܉ƫŰĪŧŧŏŲŃżłłƣĪƫŊģĪǝÿŲģ ƫǀŰŰĪƣƠŏŲĪ܏NĪŃĪƸƫƫǀƣŧǣǝŊĪŲŤĪƠƸłƣżŰŊŏƫǝżƣŤłżƣ ƸżżŧżŲŃÿŲģǝŏŧŧšǀƫƸÿƫƫżżŲǀƫŊĪƣŏŲģŏǜŏģǀÿŧƫżǀƸżł ŊŏƫƫŊżƠƸŊÿŲǝÿŏƸłżƣƸŊĪŰƸżěǀǣƫżŰĪƸŊŏŲŃ܏

1 2 3 3

126 The Game Master’s Book of Random Encounters Gant’s Alchemy Emporium A well-stocked alchemist’s shop, if small for a self-styled “emporium.” Highly appointed with various potions and necessary sundries for any willful adventurer, it features a small side room where its owner, Gant Guntergunt, has a bed and a workstation, as well as a hidden door to an underground cellar. The Storefront The proprietor of this establishment, a spry gnome named Gant Guntergunt, spends most of his time standing on the shop counter to get a better look at his customers and retail space (1). A secretive sort, a DC 15 Wisdom (Insight) reveals he appears to be hiding something—namely that he’s been conducting magical experiments on creatures in his basem*nt, accessible via a secret door under the rug in his shop’s side room. GOODS. Gant refuses to haggle. Any attempt to achieve a price lower than market value could lead to a swift shutdown of his store, at GM discretion. He is susceptible to charm and fl irtation, however, as well as intelligent discussions about the arcane. A DC 19 Charisma (Persuasion) or Intelligence (Arcana) check will net a discount on goods—buy three, get one free. SIDE ROOM. Gant’s side room (2) is private but accessible, particularly if he is distracted or in deep conversation—DC 19 Charisma (Deception; Performance; Persuasion) or Intelligence (Arcana). He sleeps in the side room from late evening to early morning. If he is not in the shop, there’s a chance he’s in the cellar. His desk and trunk are locked (DC 15), and he carries the key. An individual succeeding on a thorough search of the desks, drawers will fi nd a diary with notes on water elementals, taming mimics, basilisks, general necromancy and an incomplete recipe for black pudding. Within the room, a DC 15 (Perception/ Investigation) check reveals a few ridges in the rug in the outline of a 4-by-4 square. Pulling the rug away reveals a hatch-style door to the cellar. The Cellar A balmy, almost sauna-like cellar accessible through a hidden door in Gant’s side room features an old, roaring furnace, a few barrels and visibly crumbling support arches (10hp each), that upon further inspection—DC 15 (Perception/Investigation)—could be brought down with a few strong kicks. A dark, waterlogged tunnel (3 ft. of water), blocked by metal bars, appears to lead elsewhere. THE FURNACE. This large, cast-iron furnace (3) is continually lit, keeping the cellar nice and toasty. THE BARRELS. These barrels (4) hold alchemy supplies. Two barrels are full of “in process” potions of healing, and upon inspection (DC 15) could be used by an individual profi cient with an Herbalist’s Kit to create up to 4 potions of healing, or 1 potion of greater healing (DC 15). Players lacking profi ciency who attempt to make their own healing potions suff er 2d6 acid damage. SUPPORT ARCHES. If two or more of these support arches (5) are damaged, the ceiling will collapse. Anyone under the ceiling must succeed on a DC 15 Dexterity saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a success. Once the ceiling collapses, the fl oor of the area is fi lled with rubble, potions and possibly the shop owner (at GM discretion) and becomes diffi cult terrain. THE TUNNEL. Blocked by a steel gate (6), further inspection (DC 16) reveals a lock at the base of the gate, beneath the water’s surface. The lock can be picked (DC 17), but must be done so at disadvantage due to its placement underwater. The tunnel either leads to another location in this book determined by rolling on the Random Location Generator (pg. 3), to the outside world through a series of tunnels created by rolling on the Random Tunnel table (pg. 229) or another location at GM discretion. Variant Encounter (Optional) Roll 1d6 to reveal the wonders that might be unleashed on the party in the cellar of Gant’s Alchemy Emporium. 1d6 The party fi nds... 1 ...a glob of black pudding that reveals itself if the barrels are inspected. 2 ...a basilisk, lurking in the water near the 12++")ǽff+10"))0ff+,&)4%& % ff+ 2/"-"1/&Ɯ"! adventurers for 50gp. 3 ...a water elemental guarding the tunnel gate, non-hostile unless provoked. 4 ...2d4 skeletonsǾ4%& %/&0"#/,*1%"Ɲ,,/,#1%" cellar if a creature interacts with the furnace. 5 ...a minotaur skeleton, which rises from the Ɲ,,/&#ff /"ff12/"&+1"/ff 104&1%1%"#2/+ff "ǽ 6 ...a mimic, which is indistinguishable from the the other barrels in the basem*nt. Taverns, Inns, Shops & Guild Halls

1 GROUND LEVEL CELLAR LEVEL 2 3 5 4 6 NPC Profile Gant Guntergunt, gnomish alchemist Ơƣżǀģ܉Ơƣżŧŏǿ ĜܠěǀƸÿŧƫżƫżŰĪǝŊÿƸ ƠĪƣƫŲŏĜŤĪƸǣܡƠƣÿĜƸŏƸŏżŲĪƣżłƸŊĪÿƣĜÿŲĪ܉ GÿŲƸGǀŲƸĪƣŃǀŲƸŏƫÿŲÿǜŏģƣĪƫĪÿƣĜŊĪƣܧ żŲĪǝŊżǝżǀŧģŲܹƸŧĪƸƫŰÿŧŧģĪƸÿŏŧƫƫǀĜŊ ÿƫŰżƣÿŧƫ܉ĪƸŊŏĜƫżƣŧÿǝƫŃĪƸŏŲƸŊĪǝÿǣżł ěŏŃģŏƫĜżǜĪƣŏĪƫ܏NĪŊÿƫƸǝŏĜĪěĪĪŲǿ ŲĪģ łżƣĜżŲģǀĜƸŏŲŃĪǢƠĪƣŏŰĪŲƸƫƸŊÿƸŃżƸżǀƸ żłŊÿŲģ܉ÿŲģŊĪܹƫěĪĪŲłżƣěŏģģĪŲłƣżŰ ĜżŲƸŏŲǀŏŲŃŊŏƫƣĪƫĪÿƣĜŊǝŏƸŊŏŲƸŊĪĜŏƸǣ ŧŏŰŏƸƫ܏SƸŊÿƫŲܹƸƫƸżƠƠĪģŊŏŰ܏

1 2 3 4 5 6

A Familiar Spot A small post in the corner of the shop (2) is also home to Gal’s familiar, Glenn. Roll on the tables below to determine Glenn’s form. 1d4 Glenn is a... 1 celestial 2 fey 3 Ɯ"+! 4 /,))ff$ff&+ 1d6 Glenn is a... 1 crab 2 #/,$ 3 hawk 4 0-&!"/ 5 weasel 6 bat Workshop INTERIOR. Gal’s workshop (3) is well-organized, with numerous solvents and materials labeled in her fl owery script. An enchanter’s table shows signs of wellworn use, and a magical kiln off ers enough heat to forge or fi re even the most diffi cult material components. BEDROOM. A modest bedroom by any standard, Gal’s living quarters (4) reveal a rather spartan private space and speak to her preference for late nights in the workshop as opposed to the bedroom. Courtyard EXTERIOR. The back alleys behind Mage You Look (5) have been outfi tted with various elements to allow Gal to test and make adjustments to some of her more outlandish inventions. A makeshift targeting range allows for the perfection of ranged weaponry, and a defensive shield of Gal’s own design keeps an errant blast, rogue spell or unpredictable curse from destroying half the town. GOLEMS. Three stone golems (6) which can be activated upon hearing the command word “ANIMATE,” are chipped in places and battered in others. Flame scarring mars one golem, while another shows signs of acid damage. The statuesque fi gures will roam around the courtyard but cannot leave it, and they are primarily used by Gal or prospective customers to determine the power and usefulness of a magical artifact. Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 129 Mage You Look A storefront renowned for its unique magical artifacts, it’s a popular location among would-be wizards, war mages and other spellcasters looking to increase their effi cacy. The shop’s owner and operator, a powerful artifi cer named Gal Powers, spends most of her time conceiving, creating and testing magical objects. A backdoor leads to a slim alleyway, beyond which is Gal’s workshop and residence, as well as an outdoor area for experimenting with magical equipment. Gal takes custom orders and, if the supplies are as plentiful as your coin, can typically engineer nearly anything you can imagine—and many things you can’t. Magic Items Shop INTERIOR. Mage You Look’s retail space (1) seems unassuming compared to other high-profi le locations that sell valuable merchandise. There are no guards, no golems and no locks on the doors. These appearances are, in short, deceiving. Every item in the shop is a fake—a stand-in for its match, which exists in a pocket dimension only Gal can access. The items in the shop are warded to prevent theft, and the well-disguised runes covering each object are triggered at the slightest touch. Anyone attempting the identify spell on these facsimiles will fi nd the spell unnecessary, as the wards will fi re off the moment they touch the item to cast the spell. When the wards are triggered, everyone within 20 ft. of the item must succeed on a DC 20 Dexterity saving throw, or suff er 8d8 thunder damage (half as much on a success). When a customer is interested in purchasing an item, Gal gleefully asks for payment upfront, no exceptions. She will then generate the item from within a pocket dimension and share it with its new owner. NPC Profile Gal Powers, the artifi cer ƠÿƫƫŏżŲÿƸĪƸŏŲŤĪƣĪƣǝŏƸŊÿŲĪǣĪłżƣƫŰÿŧŧģĪƸÿŏŧƫ܉ GÿŧŏƫÿŰżŲŃƸŊĪŰżƫƸĜĪŧĪěƣÿƸĪģĪŲĜŊÿŲƸĪƣƫŏŲƸŊĪ ƣĪÿŧŰ܏NĪƣŤŲżǝŧĪģŃĪżłŧĪŃĪŲģÿƣǣŰÿŃŏĜÿŧŏƸĪŰƫŏƫ ŏŰŰĪŲƫĪ܉ÿƫŏƫƸŊĪŃƣŏŲżŲŊĪƣłÿĜĪǝŊĪŲƫŊĪܹƫŃŏǜĪŲƸŊĪ żƠƠżƣƸǀŲŏƸǣƸżĜżŲǜĪƣƫĪÿěżǀƸƸŊĪŰ܏ŰŏģģŧĪܫÿŃĪģ ŊǀŰÿŲǝŏƸŊÿǀěǀƣŲŊÿŏƣÿŲģłƣĪĜŤŧĪģƫŤŏŲ܉ŊĪƣŧŏłĪܹƫ ǝżƣŤŏƫƸŊĪƫŊżƠ܉ěǀƸżŲĜĪÿƫĪÿƫżŲƫŊĪܹŧŧĜŧżƫĪģżǝŲłżƣ ǝĪĪŤƫÿƸÿƸŏŰĪƸżĪǢƠŧżƣĪƸŊĪǝżƣŧģÿŲģƠǀƸƫżŰĪżłŊĪƣ ŰżƣĪżǀƸƣÿŃĪżǀƫĪŲĜŊÿŲƸŰĪŲƸƫƸżƸŊĪƸĪƫƸƸżƫÿƸĪŊĪƣ ĜƣÿǜŏŲŃƫłżƣÿģǜĪŲƸǀƣĪ܏

Taverns, Inns, Shops & Guild Halls Mage You Look: Arcane Items for Purchase All the goods you can imagine, and many you can’t! All sales fi nal, all curses are the responsibility of the new owner. Traveling Hole Punch Wondrous Item, RARE, 500gp Once per long rest, as an action, you can use this handheld mechanical device to create a 5-ft. hole in any structure or surface. It has a 10 percent chance of opening a portal to another plane (at GM’s discretion). Hairshirt of Healing Wondrous Item, RARE, 500gp Requires attunement This article of clothing, used in some religious orders, can be used to facilitate healing through the act of self-harm. As a bonus action, make an attack against yourself. A creature that you can see within 60 ft. heals three times the amount of damage you inflict on yourself. Marble of Slipping Wondrous Item, COMMON, 80gp Once per long rest, this tiny, unassuming glass ball becomes one thousand marbles for just a moment. As an action, you can toss the marble up to 30 ft. and shout its activation phrase (“slippity boppity boom”). Upon impact with the ground the marble creates diffi cult terrain in a 15-ft. radius for one turn. Any creature entering the area of eff ect or starting its turn there must succeed on a DC 18 Dexterity saving throw or fall prone, taking 1d8 bludgeoning damage on a failed save. After one turn, the marble returns to its bag and the eff ect dissipates. Vest of Solar Power Wondrous Item, UNCOMMON, 300gp Requires attunement This tasseled buckskin vest features a large yellow beadwork sun on its back and has the ability to transfer the sun’s warming rays into invigorating energy. While wearing this vest in direct sunlight you will rarely tire, and can remove the eff ects of up to three points of exhaustion. Chef ’s Knife Wondrous Item, UNCOMMON, 250gp Requires attunement This fi nely balanced dagger is as sharp as it is deadly and off ers +1 to attack and damage rolls. Its damage die is 1d8. Additionally, once per short rest, when the blade hits its target you can speak its command phrase, “Order up,” causing the blade to deal an additional 3d6 slashing + 1d6 fi re damage as it sears the fl esh of its target and creates a delicious-smelling maillard reaction. Immediate Anchor Wondrous Item, RARE, 700gp Prerequisite: Strength 17 A small, black cast iron anchor on a heavy chain. As an action, you can throw the anchor at a target (living or not). On a successful hit the target takes 2d6 bludgeoning damage and must succeed on a DC 17 Strength saving throw as the chain wraps around them, becoming restrained on a failed save. At the end of the creature’s turn it can attempt to escape by rerolling the save. As an action, you can speak the Anchor’s command phrase “Anchor’s away,” and it will exert 4,000 pounds of force toward the earth (or correct gravitational orientation). A creature caught under the anchor’s weight and/or grappled by its chain can make a DC 25 Strength (Athletics) check to push the anchor off themselves for every 100 ft. they fall. When calculating fall damage with the anchor’s crushing weight multiply the number of damage dice by three. Shades of Night Wondrous Item, UNCOMMON, 120gp A pair of shades that can morph into the shape of any glasses their wearer desires. You gain darkvision up to 60 ft. and +2 to Perception. Once per long rest—but only at night—use a bonus action to activate the shades to gain truesight up to 60 ft. for one minute. Ocarina of Inspiration Wondrous Item, VERY RARE, 2,000gp An intricately carved instrument made of cedar and bone. Once per day, as an action, make a Charisma (Performance) check with the Ocarina (DC 15*). As the soothing tones of your playing spread out, up to 6 allies that can hear you within a 30-ft. radius gain 1d6 bardic

The Game Master’s Book of Random Encounters 131 inspiration die. This ability recharges at dawn. *If you roll a natural 1, any creatures (including allies) within a 30-ft. radius of you take 1d6 psychic damage instead of inspiration. *If you roll a natural 20, any creatures (of your choice) within a 30-ft. radius centered on you heal 1d4 hit points in addition to gaining inspiration. Nimble Hand Wraps Wondrous Item, RARE, 800gp Requires attunement These hand wraps resemble strong, reinforced bandages that strengthen the wrists of the bearer. Once per day (per hand wrap worn) you can manipulate the bandages causing them to whip out to a range of 20 ft. to snag a creature or object and pull yourself toward it. To do so, make a ranged attack. On a successful hit, the bandage wraps around the target before beginning to wind up again, pulling you toward it at high speed. If making an attack against a creature as part of this action, add 1d4 to your unarmed attack against the creature per 5 ft. travelled in this manner (max 4d4). This ability does not trigger if you are within melee range of the creature or if the object/ creature is one or more size(s) smaller than you are. Earth Rumble Boots Wondrous Item, VERY RARE, 3,000gp Requires attunement Leather and slate boots molded to look like boulders and clay. Once a day, as an action, you can stomp the earth (must be dirt or stone) to trigger one of the following eff ects: Sandstorm. Dust and dirt fl y up and form a raging 30-ft. tall sandstorm in a 20-ft. radius centered on you for one minute. The storm creates diffi cult terrain and limits visibility to 2 ft. Any creature starting their turn or entering the sandstorm for the fi rst time must make a DC 13 Constitution saving throw or be blinded. They can repeat the saving throw at the start of their turn. Earthquake. You cause a small seismic earthquake in a 20-ft. radius centered on you. Any creature caught within the blast radius must make a DC 13 Dexterity saving throw or take 4d6 bludgeoning damage, or half as much on a successful save. Rock Stomp. You cause a boulder in the shape of a 5 ft. cube to rise from the earth, before kicking it at a target of your choice. Make a ranged Strength attack. On a hit the target takes 8d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Stampede in a Bottle Wondrous Item (potion), VERY RARE, 500gp Within this bottle swirls a dark smoke that forms into a roiling mass of swiftly moving creatures. As an action, you can uncork this potion and release a stampede of epic proportions, the type of which can be determined by rolling 1d6 on the table below. The stampede moves out of the bottle in a 30-ft. cone on the fi rst turn and on subsequent rounds becomes a 30-ft.-wide line with a movement speed of 40 ft. The stampede lasts for three rounds before disappearing. Any creature caught in the path of the stampede must make a Dexterity or Strength saving throw (target’s choice, DC 17), taking full damage on a failed save or half as much on a successful one. 1d6 The stampede is... 1 ...a herd of cats dealing 6d6 slashing damage. 2 ...a battery of elk dealing 8d10 bludgeoning damage and on a failed save targets are knocked prone. 3 ǽǽǽffƝ""1,#fiff10 dealing 8d4 slashing damage and blinded for one turn on a failed save. 4 ...30-50 feral hogs dealing 8d8 bludgeoning !ff*ff$"ff+!,+ff#ff&)"!0ff3"ffƛ" 1"! /"ff12/"0 ff/" ff//&"!ǖǚƞǽ&+1%"!&/" 1&,+,#1%"01ff*-"!"ǽ 5 ...a cavalcade of giant spiders dealing 4d6 -&"/ &+$!ff*ff$"ǽ /"ff12/"4%,#ff&)01%"Ɯ/01 saving throw must make a Constitution saving throw (DC 13). On a failed save, the creature takes an additional 2d6 poison damage and is poisoned. 6 ...a tornado of sharks dealing 10d6 slashing !ff*ff$"ǽ+ff#ff&)"!0ff3"Ǿ1%"ffƛ" 1"! /"ff12/" takes an additional 2d6 damage as a shark latches onto a limb. Pocketwatch Wizard Wondrous Item, VERY RARE, 2,800gp As an action, you can activate this stopwatch and for 60 seconds (10 rounds) a drowsy wizard named Steve appears and can begrudgingly cast one spell during your bonus action (+5, DC 14). The wizard has an AC of 12, 22 hit points and a movement speed of 30 ft. He has the following spells prepared: Cantrip: fi rebolt Level 1 (4 slots): magic missile, disguise self, feather fall Level 2 (2 slots): scorching ray, darkness Level 3 (1 slot): fi reball Once this property has been used, it can’t be used again until the following dawn. If your Pocketwatch Wizard is reduced to 0 hit points before their time is up, they will disappear and not return for 1d6 days. Cloak of Daggers Armor (cloak), RARE, 315gp A shimmering cloak built entirely out of woven blades, this dangerous cape can be a lifesaver, or a potential stab in the back. This cloak gives you a bonus +2 to AC, but disadvantage to any Acrobatics or Athletics skill checks due to the danger of moving while wearing a cloak made of daggers. While wearing the cloak, you can whisper the cloak’s command word, “daggerfall,” as an action and cause all the daggers in the cloak to shoot outward at once. Every creature in a 30-ft. radius sphere centered on you must succeed on a DC 15 Dexterity saving throw or suff er 4d4 piercing damage, or half as much damage on a success. This property can be used once per long rest.

1 2 3 4 5 6

CHANGING ROOMS. Small lockers (5) are available to stow personal belongings for customers as they soak in the tubs. The locks have a DC of 18. BATHHOUSES. There are two separate bathhouses of equal size (6), and the water in the large, inset soaking tubs is kept hot throughout the year. Steam released from within the piping system every hour or so keeps the bathhouses from cooling off no matter the size of the clientele. Variant Encounter (Optional) To determine what’s in store for the party when they stop in to visit the Steamy Smithy, roll 1d6 on the tables below depending on which half of the shop they’re visiting. The Blacksmith Shop 1d6 The party fi nds... 1 ...a belligerent customer and his 1d4 friends trying to return a sword Esme didn’t make. 2 ǽǽǽ1%"#,/$"Ɲff/&+$2-ff0ffƜ /"")"*"+1ff) bursts forth from its coals. 3 ...1d4 Ɲ 6&+$04,/!0,+1%"4ff))0-/&+$&+$1,)&#"Ǿ the work of a saboteur bent on destroying Esme’s business. 4 ǽǽǽ0*"#"")&+$$"+"/,20ff+!,ƛ"/&+$%ff)#,ƛ )fffi,/#,/ff)) 201,**"/ %ff+!&0"Ǿ-/,3&!"!1%" *ff1"/&ff)0ff/"-ff&!#,/,/02--)&"!ǽ 5 ǽǽǽff-ff+& ("!$2ff/!!"*ff+!&+$"+,2$%-&("01, fiff11)"ff/ff*-ff$&+$%&))$&ff+1 lumbering toward 1%"0%,-ǽ 6 ǽǽǽffƝ, (,#ǖ!Ǚ , (ff1/& "0 menacing the forge looking for something to eat. 1d6 The party fi nds... 1 ǽǽǽff /ffƞ6-& (-, ("1%ff0-&)#"/"!1%"$"ff/), ("! in the changing rooms. 2 ǽǽǽ0&$+0,#3&,)"+ ""*ff+ff1"#/,*4&1%&+,+",# 1%"fiff1%%,20"0Ǿff0ff$/,2-,#Ǘ!Ǚ%,1Ȓ1"*-"/"! 1%2$0 battle one another. 3 ...the heat in the bathhouse rising and feel the door is barred from without—the work of a /ff4)&+$ )ff4. 4 ...1d4 2,Ȓ1,ff and 1 2,Ȓ1,ff4%&-Ǿ-ff/1,#ff+ "5-),/ff1,/6-ff/16Ǿfi2/01&+$1%/,2$%1%"01,+" Ɲ,,/,#,+",#1%"fiff1%%,20"0ǽ 5 ǽǽǽ1%/"",#1%"fiff1%%,20"ȉ0Ɯ+" ,11,+1,4")0 are actually /2$0,#0*,1%"/&+$Ǿ-)ff+1"!ff11%" 1"ff*6*&1%6fi6ff/&3ff)fi20&+"00,4+"/ǽ 6 ǽǽǽ14,%,,!"!Ɯ$2/"0&+1%"fiff1%%,20"4%,ff/" 'ff (ff)4"/"0&+!&0$2&0"Ǿ%,-&+$1,0+"ff(,ƛ4&1% ff),+"1/ff3")"/ǽ Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 133 The Steamy Smithy Blacksmith & Day Spa Envisioned, built and operated by husband-and-wife duo Eager and Esme Everlong, the Steamy Smithy is a tribute to ingenuity and economy of space. Half the shop is dedicated to Esme’s blacksmith trade and the other is a stonework bathhouse run by Eager, featuring deep pools heated from pipes that circulate water through the blacksmith forge. Whether coming for a quick steam or new steel, the shop is a welcome respite for adventurers looking to sharpen their minds or their blades. NPC Profiles Esme & Eager Everlong, human small business owners /ƫŰĪÿŲģ/ÿŃĪƣ/ǜĪƣŧżŲŃÿƣĪŊǀŰÿŲƸƣÿģĪǝżƣŤĪƣƫŏŲ ƸŊĪŏƣŰŏģڌڐܫƫ܉ěżƸŊǝŏƸŊƫŊżĜŤܫěŧżŲģĪŊÿŏƣܠÿƫǝĪŧŧÿƫ ÿěĪÿƣģ܉ŏŲ/ÿŃĪƣܹƫĜÿƫĪܡÿŲģƸŊĪĜÿŲܫģżƠżƫŏƸŏǜŏƸǣǝŏƸŊ ǝŊŏĜŊŰÿŲǣtżƣƸŊĪƣŲĪƣƫĜÿƣƣǣƸŊĪŰƫĪŧǜĪƫ܏/ƫŰĪܹƫ ƫƸĪĪŧǝżƣŤŏƫŊŏŃŊŧǣƣĪŃÿƣģĪģƸŊƣżǀŃŊżǀƸƸŊĪƣĪŃŏżŲÿŲģ ƸŊĪƣĪܹƫǜĪƣǣŧŏƸƸŧĪƫŊĪĜÿŲܹƸĜƣÿǽƸżǀƸżłĪǜĪŲƸŊĪŰżƫƸ ģŏdzǿ ĜǀŧƸżłŰÿƸĪƣŏÿŧƫ܏/ÿŃĪƣܹƫĜżŰŰŏƸŰĪŲƸƸżĜǀƫƸżŰĪƣ ĜżŰłżƣƸŏƫÿƫŊżƫƠŏƸÿěŧĪÿƫŏƸŏƫǀŲƣĪŧĪŲƸŏŲŃ܏¼ŊĪŏƣ ŰÿƣƣŏÿŃĪŏƫěǀŏŧƸżŲÿłżǀŲģÿƸŏżŲżłƸƣǀƫƸ܉ŰǀƸǀÿŧƣĪƫƠĪĜƸ ÿŲģĜŊĪĪƣłǀŧšżŤĪƫÿƸżŲĪÿŲżƸŊĪƣܹƫĪǢƠĪŲƫĪ܏ The Blacksmith THE SHOP. Esme’s arms and armor are available for sale in the shop (1). Some of her fi ner works adorn the walls, but she also takes custom orders. THE WORKSHOP. If Esme isn’t asleep or at the forge, there’s a solid chance she’s here (2) working on her next piece. THE FORGE. The Steamy Smithy’s forge (3) runs hot both day and night and can be leased for use by other metalworkers whose equipment isn’t available (or reliable). Water pipes running through the forge help maintain its temperature and also heat the large baths within the spa. The Spa RECEPTION. The bathhouse area is open as long as customers are willing to pay its 1gp entry fee—a steep price that acts as a bit of a gate along class lines. When the bathhouse is packed, it’s typically with merchants or other tradespeople with coin to spare. If Eager isn’t at the desk (4), he’ll have left a sign directing potential customers to check next door at the blacksmith shop. The Bathhouses

1

The Laws of The Nightmare Market There are many obscure bylaws and conditions for entry to The Nightmare Market, many that are easily broken and involving little serious punishment. They range from a ban on silver within the Market’s premises to the requirement that all cats wear a muzzle. Some of the laws apply to the living alone. There are three inviolable laws of the market that apply to all—living or dead—and breaking them leads to being eternally bound to the gibbets at the market’s center (1). 1. Unlife, like life, is sacrosanct. 2. Do not steal. 3. The living cannot be touched. Taverns, Inns, Shops & Guild Halls The Game Master’s Book of Random Encounters 135 The Nightmare Market On moonless nights, the dead take over one of the city’s forgotten catacombs. Their purpose is not to instill fear or devour fl esh, but rather to buy, sell and trade in one of the most unique open bazaars in the realm. The living are welcome, but must abide by The Nightmare Market’s strict laws of commerce, with gibbets awaiting those who choose to ignore the rules. ¼ŊĪƸĪŰƠĪƣÿƸǀƣĪƠŧǀŲŃĪƫÿƫǣżǀģĪƫĜĪŲģƸŊĪěƣżÿģ ƫƸÿŏƣǝÿǣ܉ǣżǀƣěƣĪÿƸŊŰŏƫƸŏŲŃěĪłżƣĪǣżǀ܏æżǀĜÿŲŊĪÿƣ ƸŊĪĪĜŊżżłƫżǽƸŧǣƫƠżŤĪŲǝżƣģƫÿŊĪÿģ܉ěŧĪŲģŏŲŃƸżŃĪƸŊĪƣ ŏŲƸżÿŰǀƣŰǀƣŏŲŃƸŏģĪ܏æżǀƣĪÿĜŊƸŊĪěÿƫĪżłƸŊĪƫƸÿŏƣƫÿŲģ ƫĪĪƸŊĪǜÿǀŧƸĪģĜĪŏŧŏŲŃżłƸŊĪĜŊÿŰěĪƣƫÿŊĪÿģƣŏƫĪÿěżǜĪ ǣżǀƣŊĪÿģ܏ ÿŃĪģǝŏŧŧܫżܹܫǝŏƫƠƫŊÿŲŃłƣżŰƸŊĪĜĪŏŧŏŲŃ ŏŧŧǀŰŏŲÿƸŏŲŃƸŊĪŰÿƣŤĪƸǝŏƸŊƸŊĪŏƣƫƸĪÿģǣěŧǀĪŧŏŃŊƸ܏¼ŊĪ ŰÿƣŤĪƸܹƫĜĪŲƸƣÿŧŧǣƫǀƫƠĪŲģĪģŃŏěěĪƸƫ܉ǝŊŏĜŊĜÿƫƸÿģÿƣŤĪƣ ŰżżģÿƫƸŊĪŧŏǜĪÿŲģģĪÿģěżģŏĪƫǝŏƸŊŏŲƸŊĪŰŰżÿŲÿŲģ ģĪĜÿǣÿŲģÿŧƫżŊÿŲŃŏŲƸŊĪƫƠÿĜĪ܏ ¼ŊĪģĪÿģŊÿǜĪģżŰŏŲŏżŲ܏ŲŏŰÿƸĪģĜżƣƠƫĪƫƫŊǀdzǵŧĪ ěĪƸǝĪĪŲƸŊĪŰÿƣŤĪƸƫƸÿŧŧƫ܉ĪǣĪƫŧŏƸěǣÿģǀŧŧěÿŧĪǿ ƣĪ܏ GŊżƫƸƫÿŲģƫƠĪĜƸĪƣƫŃŧŏģĪÿŰżŲŃÿŲģƸŊƣżǀŃŊƸŊĪ żƸŊĪƣĜǀƫƸżŰĪƣƫ܉ǿŧŧŏŲŃƸŊĪÿŏƣǝŏƸŊƸŊĪŏƣƢǀŏĪƸÿĜŊŏŲŃ܏ The merchants are as dead as their clientele, from the ƸƣÿŲƫŧǀĜĪŲƸěżżŤƫĪŧŧĪƣƸżƸŊĪƠÿŏƣżłŃŊżǀŧƫƫƸÿŲģŏŲŃ ƠƣżƸĪĜƸŏǜĪŧǣżǜĪƣƸŊĪŏƣěǀƸĜŊĪƣܹƫƫƸÿŧŧÿŲģŏƸƫżǜĪƣƸŧǣ ŊǀŰÿŲżŏģǝÿƣĪƫ܏ ƫǣżǀŃżƸżĪŲƸĪƣ܉ÿƫŤĪŧĪƸżŲŃÿƣěĪģŏŲƸŊĪÿƣŰżƣ żłƸŊĪ ŏƸǣàÿƸĜŊƫƸĪƠƫłżƣǝÿƣģ܏æżǀŲżƸĪǝŏƸŊƫżŰĪ ěĪŰǀƫĪŰĪŲƸƸŊÿƸ܉ƸŊżǀŃŊƸŊĪƫŤĪŧĪƸżŲŏƸƫĪŧłŏƫǣĪŧŧżǝĪģ ǝŏƸŊÿŃĪ܉ŏƸƫÿƣŰżƣÿŲģƸÿěÿƣģÿƣĪŲĪǝÿŲģĜŧĪÿŲ܏SƸŃƣŏŲƫ ÿƸǣżǀ܉łżƣŏƸĜÿŲŲżƸģżżƸŊĪƣǝŏƫĪ܉ÿŲģŊÿŲģƫĪÿĜŊżłǣżǀÿ ƫŧŏƠżłƠÿƠĪƣ܏ƸƸŊĪƸżƠżłƸŊĪƠÿŃĪ܉ƫƸÿŰƠĪģŏŲÿŲÿŲĜŏĪŲƸ GżƸŊŏĜƠƣŏŲƸ܉ÿƣĪƸŊĪǝżƣģƫ܈ ܶżŲģŏƸŏżŲƫżł/ŲƸƣǣ܈hŏǜŏŲŃ܏ܷ A New Tradition The Nightmare Market is only a few years old. It began when the city had the upper levels of the old catacombs cleared out in order to allow workers to reinforce the city’s foundations. But the newly opened space attracted a great deal of interest among those bereft of life, and within weeks a thriving market was in operation. Scholars and sages have not yet been able to determine why the undead gather for The Nightmare Market. All that is certain is that on moonless nights, the living know to cede the ground. By and large, the people of the city have come to accept the market’s operation. The dead do not harm anyone who abides by the market’s laws. Some even view The Nightmare Market as an attraction or novelty, though their enthusiasm is often met with equal fervor by opponents of the gathering, who view any attempt to normalize the undead as anathema to the natural order. Commerce of the Dead Most undead are driven by an overwhelming compulsion that dictates their behavior, whether it be to drain life from the living, feed on mortal fl esh or haunt the site of their tragic death. Whatever rules bind them, The Nightmare Market liberates all undead within the city limits until dawn. In return, however, it hands down a new set of iron dictates: the laws of The Nightmare Market. Without the same needs and wants as the living, and with many of their number unable to even touch corporeal objects, the dead deal mostly in fragments of identity and glimmers of life. Ghosts and specters often feel incomplete—trapped within the confi nes of their state when they died—and the market off ers them tastes of emotions they have been unable to feel since their Slivers of Emotion, Jars of Memory, All For a Price For the more spectral dead (and a few of those with bodies), emotion and memory defi ne their entire existence. Through the magic of the market, the undead and the living alike may decant their memories into containers found at the market stalls. These containers range in size and can be fi lled merely by recalling the intended memory and exhaling into the jar. A “full” container appears to hold a dark, inert mist. The creature giving up the memory loses all recollection of the event permanently, which can only be restored through a wish spell or by drinking the memory itself. Emotions can be decanted through the same process, in which case the memory is retained but loses all emotional resonance for the creature. Some use this magic as a form of therapy, creating emotional detachment from traumatic events.

Taverns, Inns, Shops & Guild Halls passing. One stall might feature a revenant selling cups brimming with her love for the man who betrayed her, while beside her a wraith off ers bottled memories of the companionship among the bandits he once led. Many of the dead do have some need for physical items, of which the most popular are bodies. Ghouls are traditionally the primary purveyors and consumers, in every sense, of humanoid bodies that fl ow through the market, but they aren’t the only ones. Ghosts in need of a body to possess, revenants in need of a replacement arm after a bloody scuffl e, or even living magic-users looking for components for a fl esh golem can all be found bidding on whole corpses and body parts at the butcher stalls. The Touch of Life Practitioners of necromancy aren’t the only ones who like to shop at The Nightmare Market, and they are welcome so long as they obey the rules. Scholars come to learn secrets only the dead still know, while jaded dilettantes come to revel in sensations only permissible here. The problem facing the market is that the living all have something the dead want dearly: life. The energies within their mortal frames have enormous value and must be regulated. Any deal involving the trade of essence or life force must be witnessed and signed for by one of the market authorities, typically one of the more powerful undead. A cap is placed on such transactions each night and prices are fi xed so as to prevent a bidding war from leading to an unholy one. Of course, in the corners of the market exist less scrupulous traders who see no need to bother the authorities with these transactions. They are willing to risk the wrath of the market for another taste of life, but without oversight allow their greed to get the better of them. Virtually anything in the market can be purchased by off ering to give up 3d4+2 maximum hit points, which can only be restored with a greater restoration or wish spell. If the deal is not witnessed by an adjudicator, however, the merchant may roll d8s instead. Because it makes them feel alive again, the dead devour this life force voraciously, giving them Inspiration a number of times equal to the amount of health drained. Variant Encounter (Optional) Deals With the Dead The dead have little need for coin, so deals in The Nightmare Market almost exclusively use the barter system. Each merchant has their own price and idea of what might be valuable. For an idea of what you might encounter in the market, roll on the table at right. 1d6 The party encounters... 1 ...a banshee beneath the gibbets at the market’s heart, crooning a gentle melody. She is a soothsayer among the dead and is willing to trade a vision of a character’s next moment of mortal peril in return for the memory of their greatest loss. This vision will allow the character to twist out of the way and survive on 1 HP the next time an attack reduces them to 0 HP. 2 ...a silent wraith watching them approach, remaining motionless until they reach its stall. It gestures with one arm toward the collection of bottled memories on the table before it, each carefully labelled with a title and previous owner. “The Day I Died, Merineous Ghorsk,” “A Knight’s Shame, Sir Dmitri Pellirian” and “Buried Treasure, Captain Murk” leap out. The wraith then wordlessly draws attention to a sign attached to the side of the stall. “These memories are carefully curated. One may be purchased for the price of two.” 3 ...a ghoul4&1%ff-/"!&)" 1&,+#,/Ɯ+$"/04%, keeps a large bucket of rings beside his stall. While disappointed they aren’t interested in his famous “Finger Food,” he is happy to trade the entire bucket (about 100 gp worth of regular rings and one magical ring of protection) in "5 %ff+$"#,/'201ff)&11)"fi&1"ȕ,+",#1%"&/Ɯ+$"/0 should do. 4 ...an enticing smell that leads to a short queue in #/,+1,#ff%2)(&+$Ǿ%,,!"!Ɯ$2/"01&//&+$ff)ff/$" -,1Ɯ))"!4&1%ff1%& (Ǿ/"!)&.2&!ǽ01%"64ff&1Ǿ they realize they recognize the man in front of them. He is a local nobleman, and he looks very hungry indeed. 5 ...the ghost of their most recently slain humanoid foe is working behind a stall. The spirit appears to have no recollection of them, but is willing to part with memories identifying their allies still within the city so long as they take a special memory to give to their young daughter. 6 ...the sound of a quarrel leading toward one of 1%"*ff/("1ȉ0"+1/ff+ "0ǽ ,/-0")&"0ff11%"#""1 of a solidly built revenant who is protesting that the dead human had “too little life to give.” Nevertheless, the price was paid, and the adjudicating specter states the revenant must honor its side of the deal and give the dead man one of its eyes. The eye, containing a single use of the revenant’s Vengeful Glare, will belong to the corpse if it animates via any means before the end of the night, otherwise it will revert to the revenant. The eye could be stolen if the party can make the corpse stir long enough to claim it.

Upkeep Roll 1d4 to reveal the state of things within the hall. 1d4 The space appears to be... 1 %/&ƞ 6ǽ The guild spends very little on furnishings or decorations within its hall. 2 ff+!ff)&7"!ǽ The hall has been set upon by someone(s) intending to send a message. 3 "))Ȓff--,&+1"!ǽ%"Ɯ512/"0ff+!1/ff--&+$0 suggest a fair amount of bartering and trade led to its upstanding appearance. 4 3"/Ȓ1%"Ȓ1,-ǽ+,-2)"+1ff1*,0-%"/"4%"/" /ffƞ0*ff+0%&-*""10fffi,11,*)"00fi2!$"1ǽ Guild Leader Roll 1d4 to learn a bit about your host in this establishment. 1d4 The head of this guild is... 1 ,//2-1ǽ More interested in the coin than the /ffƞǾ1%&0)"ff!"/%ff0)"1-,4"/$,1,1%"&/%"ff!ǽ 2 2*fi)"ǽ%&0&+!&3&!2ff)4,2)!-/"#"/1,fi")"ƞ1, 1%"&/ /ffƞ/ff1%"/1%ff+fi2/"ff2 /ff 6ǽ 3 %ff/&0*ff1& ǽ Unafraid to boast about the fi"+"Ɯ10,#1%"$2&)!,/1%".2ff)&16,#&104,/(ǽ 4 /2+(ǽ No matter the time of day, you’re likely to Ɯ+!1%&0)"ff!"/!""-&+1,1%"&/ 2-0Ǿ"3"+ff01%"6 handle guild business. Variant Guild Hall This space can stand in as the headquarters or regional offi ce for any guild you choose. Just roll a few dice. Guild Roll 1d20 to determine the nature of this guild. 1d20 This is the hall for the Esteemed Guild of... 1 ) %"*&010ff+!ff-,1%" ff/&"0 2 /*,/"/0Ǿ), (0*&1%0ff+!Ɯ+"0*&1%0 3 Brewers, distillers and vintners 4 Calligraphers, scribes and scriveners 5 Carpenters, roofers and plasterers 6 Cartographers, surveyors and chart-makers 7 Cobblers and shoemakers 8 Cooks and bakers 9 Glassblowers and glaziers 10 Jewelers and gem-cutters 11 Leatherworkers, skinners and tanners 12 Masons and stonecutters 13 Painters, limners and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and metal-forgers 17 Tinkers, pewterers and casters 18 Wagon-makers and wheelwrights 19 Weavers and dyers 20 Woodcarvers, coopers and bowyers The Game Master’s Book of Random Encounters 137

Taverns, Inns, Shops & Guild Halls The Town Tailor A tiny shop along a crowded street in the merchant district, the Town Tailor’s glass storefront showcases the latest fashions and classic cuts, as well as simpler wares for the less style-obsessed. The shop’s owner, Hugh Followell, is sharp and agile for his age and his shop is clean, if a bit musty. NPC Profile Hugh Followell, human tailor ¼ŊĪƫżŧĪƠƣżƠƣŏĪƸżƣżłƸŊĪ¼żǝŲ¼ÿŏŧżƣƫŏŲĜĪŏƸ żƠĪŲĪģŏƸƫģżżƣƫŰżƣĪƸŊÿŲڌڑǣĪÿƣƫÿŃż܉ NǀŃŊFżŧŧżǝĪŧŧŏƫÿŧŏǜŏŲŃŧĪŃĪŲģŏŲŊŏƫŏŲģǀƫƸƣǣ܉ ƸŊżǀŃŊłĪǝŏŲƸżǝŲǝżǀŧģŤŲżǝŏƸ܏ƸڏڔǣĪÿƣƫżłÿŃĪ܉ ŊĪܹƫŃżƸƸǝŏĜĪƸŊĪĪŲĪƣŃǣżłŰżƫƸŊÿŧłŊŏƫÿŃĪ܉ ÿŲģŊŏƫǝƣŏŲŤŧĪģǜŏƫÿŃĪƫƠƣĪÿģƫǝŏģĪǝŏƸŊÿƫŰŏŧĪ ÿŲǣƸŏŰĪÿǝżǀŧģܫěĪĜǀƫƸżŰĪƣÿƣƣŏǜĪƫ܏¼ŊżǀŃŊŊĪŊÿƫ żǀƸǿ ƸƸĪģŤŏŲŃƫÿŲģƢǀĪĪŲƫÿŲģŲżěŧĪƫżłÿŧŧƫƸƣŏƠĪƫ܉ ŊŏƫƸƣǀĪƠÿƫƫŏżŲŧŏĪƫŏŲŊĪŧƠŏŲŃÿŲǣǝŊżǝÿŧŤŏŲƸżŊŏƫ ƫŊżƠŧżżŤƸŊĪŏƣěĪƫƸ܏NǀŃŊܹƫǝżƣŤŏƫĪƫƠĪĜŏÿŧŧǣƠżƠǀŧÿƣ ÿŰżŲŃƸƣÿǜĪŧŏŲŃěÿƣģƫÿŲģÿĜƸŏŲŃƸƣżǀƠĪƫ܉ǝŊżǝŏŧŧ żǽƸĪŲǜĪĪƣģÿǣƫżdzłĜżǀƣƫĪłżƣÿĜŊÿŲĜĪƸżěĪƫŏǭĪģǀƠ ěǣŊŏƫŰĪÿƫǀƣŏŲŃƸÿƠĪ܏ Interior The shop features a large display area with styles for every occasion, with fl oor-to-ceiling windows facing the street (1). A small side room packed with reams of fabric, as well as a loom and Hugh’s workstation (2), is also the entrypoint for two small changing rooms (3). Variant Encounter (Optional) Roll 1d6 to determine what events might unfold at the Town Tailor. 1d6 The party... 1 ...sees a disgruntled noble and his 1d4 attendants refusing to pay Hugh for a recent order. 2 ...discovers 1d4 giant badgers have burrowed into one of the changing rooms. 3 ...hears screaming as an invisible stalker arrives to attack Hugh at the behest of a demented mage for whom Hugh refused to create a robe. 4 ...eventually learns Hugh inadvertently wove a long-dormant family curse (roll on the Curse Table on pg. 248) into the next garment he sells. 5 ...sees 1d4 kenku storm the shop and begin stripping most of the display garments of their Ɯ+"/6Ǿ-, ("1&+$1%"/& %"0ǽ 6 ...sees 1d6 of the display garments in the shop window springing to life (adjusted animated armor01ff10ǾǖǙǾǗǗȜǾff11"*-1&+$1,#,/ " themselves on the party out of a magical desire to be worn. 1 2 3

The Community Meeting Hall This large, somewhat imposing wooden hall was built using massive logs when this area was fi rst settled. It stands as the central meeting place to discuss important issues relevant to the community, including marriages, deaths, births and declarations of war, as well as less consequential gossip such as “What’s the deal with Marge’s cabbage patch?” Entrances and Exits The hall is built out of ancient heavy timber, and its thatched roof, made of dried long grass and heather, could stand to be replaced. There are two doors at opposite ends of the hall. There are no windows, as they were deemed impractical at the time of the building’s initial construction. Dry Stores With a successful DC 15 Intelligence (Investigation) check, the party would notice a large trapdoor (1) in the fl oor of the Community Meeting Hall that leads to a basem*nt storage area equal in size to the center itself, with walls made of carved out clay and earth, reinforced with wooden beams. This area serves as storage for the town during the harvest so that there is ample food during less bountiful seasons. Sacks of grain and milled fl our are the primary feature, though there is also enough solid food to keep the townsfolk satisfi ed in case of an emergency. The corn collected here is rotten and has a sulfurous smell, but is as safe to eat as brown water is safe to drink. Due to its size and composition, this door requires a DC 15 Strength (Athletics) check to open. Variant Encounter (Optional) Roll 1d10 on the table below to determine what conversations are ongoing in this meeting hall. 1d10 The gathered villagers are discussing… 1 ...how the town youths have been using the message cantrip for illicit purposes and it has to stop. 2 ...Old Nellie’s daughter who has eloped with the local lord to become his mistress. 3 ...that the Reddick family’s bull and the Urif family’s cow are having a calf and neither can agree over who will own it. 4 ...the travelling tinker in the town who has fi""+ff 20"!,#01"ff)&+$ǘ %& ("+0Ǿfi21%" claims his inventions did it. 5 ...a local supposed witch who is stealing the stray cats in town to use in her “dark rituals.” She &0Ǿ&+#ff 1Ǿ'201#""!&+$1%"*ǽ 6 ...one of the largest apothecary chains in the )ff+! ,*&+$1,1%"3&))ff$"Ǿ4%& %0,*"#"ff/4&)) put the local hedgewitch out of business. 7 ...Young YgritteǾ4%,$,"0*&00&+$#,/ff couple of days each month. The town elders have determined her absences coincide with the full moon. 8 ...the soothsayer who has predicted the village will fall to cropblight unless they pay him 100gp 1,$"1/&!,#1%"Ȋfiff!0-&/&10ȋ-)ff$2&+$1%"&/Ɯ")!0ǽ 9 ...that Perrin boy who has developed magical -,4"/0Ǿ$&3&+$ff+6,+"%"1,2 %"0fiff!!/"ff*0ǽ 10 ...nothing at all. Silence reigns in the old hall as the entire village gathers in a circle to stare at a frightened young man in the center. Each of the villagers holds a heavy rock in their hand. The Game Master’s Book of Random Encounters 139 1

a selection of hallowed halls, haunted graveyards and blessed burial grounds.

Sunken Temple A fl ooded sanctuary that hasn’t yet lost its divine spark, this holy place stands in honor of its god by enduring despite its circ*mstances. Watery Entryway This temple is completely immersed in water and can only be accessed by swimming through a large opening at the top of its ceiling (1). The holy power within this space creates an aura of water-breathing within its walls, and anyone who chooses to stay inside the temple cannot drown. A Damp Interior Reef-like walls and swaying seaweed are as prominent in this space as its large altar (2) and holy symbols. The temple’s large support columns have also been co-opted by the underwater creatures that reside here, and an entire ecosystem seems to thrive inside and around each of them. Anyone curious about what it’s like to sleep under the sea will fi nd the opportunity to do so within the antechamber of the temple, which features a few sturdy ropes with which to secure a creature for rest so that they don’t fl oat or take a somnambulatory swim outside the confi nes of the breath-giving temple walls. Temples, Tombs & Crypts Variant Encounter (optional) Roll 1d6 to determine what underwater adventures await the party in the Sunken Temple. 1d6 The party... 1 ...feels a rush of panic wash over all within the temple as 3d4 quipper swarms rush through the /,,ƞ,-0"ff/ %&+$#,/ff*"ff)ǽ 2 ...watches as 2d4 sahuagin and 1 sahuagin priestess dive into the temple and attempt to destroy the altar. 3 ...a tactical group of 3d4 merrow surround the temple, menacing anyone who attempts to leave. 4 ...feels a horrible wave of fear surging through the temple as the shadow of an ancient aboleth blocks much of the light from above. 5 ...sees a cleric within these walls accidentally summon 1d4 water elementals they cannot control. 6 ...hears a horrible, gurgled cry erupting from one of the acolytes here, as she holds up the pieces of a broken holy artifact. It becomes very clear very quickly that the magic that allowed residents to breathe within this underwater space has been removed. 1 2 The Game Master’s Book of Random Encounters 141

1 2 3

the altar, allowing those in attendance to keep their focus on the temple’s central feature: The Endless. THE ENDLESS. This gaping chasm (2) is surrounded by a well-trod tile border, as well as four wooden thrones (3). No one on hand can remember how long they’ve been part of the temple, nor does anyone recall their specifi c purpose—all those who worship here agree that sitting in these thrones is a bad idea, as the last person to try was dead within the week. Peering over the edge of The Endless is an almost irresistible experience and devotees choose to do so in many diff erent ways. Some walk close to the edge and look in, while others sit on the edge and let their feet dangle over the abyss. A handful of attendants choose to prostrate themselves by the edge and crawl toward it on their bellies, their heads peering beyond the rim, eyes into the void. As the allure of leaving the known world behind calls to everyone in one way or another, anyone who looks into The Endless is subject to a DC 8 Wisdom saving throw, with a failure pulling them perilously closer to the edge. Those failing this save can make a DC 10 Dexterity save to steady themselves or else plummet over the side and into the unknown. Variant Encounter (Optional) Roll 1d6 to determine what might befall the party in the Temple of the Fall. 1d6 The party encounters... 1 ...worshipers, in accordance with their traditions, preparing to cut the rope of a “True End” explorer who has decided he’s gone far enough and is screaming to be pulled back up. 2 ...a man desperately seeking his daughter, who was last seen wandering into the temple doors. 3 ...the massive beast that lurks beneath the 1"*-)"fi"$&++&+$1, /ff4),21,#&10fi2//,4Ǿffƞ"/ centuries of slumber. 4 ...a woman begging her betrothed not to ff11"*-11,)"ff-ff /,001%" %ff0*&+ff+"ƛ,/11, impress her father. 5 ǽǽǽ4,/0%&-"/01/ff+0Ɯ5"!fi61%"%,)"Ǿ4%,fi"$&+ 0),4)64ff)(&+$,ƛ1%""!$",+"fi6,+"ǽ 6 ...authorities actively searching for a master assassin who is hiding among the temple’s faithful. Encounter Variant (Optional) The End of the Endless While jumping into the Endless is ill-advised, at some point someone in your party may decide that curiosity has gotten the better of them or might fail the check to avoid slipping over the edge. What awaits at the bottom of this seemingly bottomless pit is entirely at GM discretion, but ideas include: instant death following a 4,000-ft. fall; the entrance to a cave that welcomes adventurers with a feather fall enchantment at its entry; a titan’s ear canal; an entire city shrouded in darkness. Temples, Tombs & Crypts The Game Master’s Book of Random Encounters 143 The Temple of the Fall “...I saw it all at once, this magnificent open temple lined with wooden pews, a bright flame flickering at the back of the hall opposite me, and before me, the pit. The Endless. Its call is silent, but has yet to leave my mind. I need to look closer. This will be my last letter. Tell Tabitha her father was a fool.” ܧ1/4ŊĪ/ŲģŧĪƫƫ ÿŧŧ܉ßżŧǀŰĪß܏ŏŏ When one follows the path through the column-framed doorway and into the open-air courtyard of the Temple of the Fall, more often than not they’ll encounter a small group of worshippers encircling the 30-ft.-wide chasm that predates the building by centuries. It is, in layman’s terms, a bottomless pit. But to the faithful who maintain this space, it is nothing less than a gateway into the depths of the soul. It may also be something more. They call it The Endless. A Diverse History The origins of The Endless have been lost to time, lending credence to the theory that it is as old as the earth itself. One thing that is certain is that since its discovery, curious minds have made the pilgrimage to see it for themselves. Peering over the edge of The Endless and into the breezy black void is a meaningful experience for most, but for a select few it is revelatory. The temple was built centuries ago, a lasting structure meant to endure for as long as the source of its existence. Those who worship at the Temple of the Fall are transfi xed by The Endless, but few agree on why. Expeditions to plumb the depths of The Endless have delved beyond 1,000 ft., but no one seeking the “True End” has ever returned. These expeditions evolved into annual rituals that still continue, with brave explorers volunteering to divine the full scope of The Endless. Clarity on this matter remains elusive, and is part of the Temple of the Fall’s hold on those who choose to worship here. Inside the Temple Beyond the courtyard and elevated roughly 5 ft. higher is a covered space with rows of pews abutted by enormous columns supporting the temple’s high ceiling. THE ALTAR. Along the back wall is a dais featuring an altar with a continual fl ame (1), which emits enough light to illuminate the space regardless of the time of day. The rows of wooden pews affi xed to the stone fl oor face away from

1 2

Temples, Tombs & Crypts The Game Master’s Book of Random Encounters 145 The Hall of Many Gods NPC Profile Catherine the Godless, human paladin rżƫƸģÿǣƫ܉ÿŲģǝĪŧŧŏŲƸżƸŊĪĪǜĪŲŏŲŃ܉ ÿƸŊĪƣŏŲĪƸŊĪ GżģŧĪƫƫĜÿŲěĪłżǀŲģƫŏƸƸŏŲŃŏŲƫŏŧĪŲĜĪŏŲƸŊĪƫŊÿģĪżł ŊĪƣƠżƫƸÿƸƸŊĪNÿŧŧżłrÿŲǣGżģƫ܏àŊĪŲƫŊĪƫƠĪÿŤƫ܉ŏƸ ŏƫƸżżdzłĪƣÿƫƫŏƫƸÿŲĜĪƸżƸŊżƫĪǝŊżƣĪƢǀŏƣĪŏƸܧĪŏƸŊĪƣěǣ ƠƣżǜŏģŏŲŃƫÿĜƣÿŰĪŲƸÿŧĪŧĪŰĪŲƸƫłżƣƣŏƸĪƫÿŲģĜĪƣĪŰżŲŏĪƫ żƣěǣƠżŏŲƸŏŲŃƸŊĪŰŏŲƸŊĪģŏƣĪĜƸŏżŲżłÿŲÿǜÿŏŧÿěŧĪ ÿŧƸÿƣżżŰ܏fiǀƸżŲżĜĜÿƫŏżŲ܉ ÿƸŊĪƣŏŲĪżƠĪŲƫŊĪƣŰżǀƸŊ ÿŲģƸŊĪǜżŏĜĪƣĪŧĪÿƫĪģŏƫŲżƸŊĪƣżǝŲܔģĪŏƸŏĪƫÿĜƣżƫƫƸŊĪ ƠÿŲƸŊĪżŲǀƸŏŧŏǭĪ ÿƸŊĪƣŏŲĪÿƫÿŊĪƣÿŧģżłƫżƣƸƫ܏ƫƫǀĜŊ܉ ŊĪƣŰŏŲģŏƫƸǣƠŏĜÿŧŧǣĪŧƫĪǝŊĪƣĪĪǜĪŲǝŊĪŲƫŊĪŏƫŃżŏŲŃ ÿěżǀƸƸŊĪěǀƫŏŲĪƫƫżłŊĪƣĜŊÿƣŃĪÿƸƸŊĪĜƣżƫƫƣżÿģƫ܉ÿƫƸŊĪ ǝŏŧŧƫżłģżǭĪŲƫżłĜĪŧĪƫƸŏÿŧƫǝĪÿǜĪƸŊĪŏƣǝÿǣŏŲÿŲģżǀƸżł ŊĪƣĜżŲƫĜŏżǀƫŲĪƫƫżŲÿŲǣŃŏǜĪŲÿǽƸĪƣŲżżŲ܏ “Lots of folk claim they’ve seen devils at the crossroads. But I’ve seen gods there too. ‘Course, I’d been drinking.” ܧfiĪŲšĪŲ¼ÿƣƣǣŰÿƫƸĪƣ܉ĜżŧǣƸĪżłŧĪ refl ected within individual altarooms. For example, those hoping to commune with a god of war can do so within an altaroom that features a grindstone wheel for sharpening steel, while those who look to guidance from a deity associated with knowledge will be pleased to fi nd available altarooms featuring walls lined with books on numerous subjects. Part Hermitage, Part Reliquary The sheltered space at the center of the Hall of Many Gods (2) is both a lodging for Catherine the Godless, the caretaker here, as well as a makeshift storefront for holy items. Incense, holy water and other sacramental necessities are on off er for prices that would seem absurd within the borders of a major city. Protection From On High Catherine the Godless is inherently nonviolent, and her vow is to protect this space and be a vessel for its purpose. Though she can readily handle herself in the event of confl ict, if any of the travelers who journey through the Hall of Many Gods choose to endanger her or her mission here, they’ll be met with consequences they may not be able to overcome. If she deems it necessary, Catherine can call on the aid of 3d4 planetars, each representing a diff erent god from within the pantheon, to help her in defense of the Hall. Variant Encounter (Optional) Roll 1d6 to discover what circ*mstances the party may fi nd themselves in at the Hall of Many Gods. 1d6 The party... 1 ...hears a heated exchange between followers of disparate gods that has come to blows. 2 ...is nearby when a group of 3d4 bandits posing as holy men are making their way into the Hall, with plans to steal all they can. 3 ...sees a deva perched atop the shelter at the center of the crossroads in the guise of a falcon, asking the party if they require aid. 4 ...sees a swirling black cloud pouring out of an altaroom, announcing the presence of a raging glabrezu. 5 ǽǽǽ&0 ff2$%1,ƛ$2ff/!4%"+ffƝff*&+$4ff$,+ packed with barrels of pitch speeds toward the /,00/,ff!0Ǿ&10%,/0"0Ɲ""&+$1%"ǘ!Ǚworgriding goblins on their heels. 6 ...sees a wounded cleric dragging himself along the crossroads, angrily refusing aid from all passersby. At a crossroads between four of the realm’s larger cities is an open-air monument to the very idea of worship: a circular collection of private temples, called altarooms, where those whose steps are guided by a deity’s blessing can seek further direction, pay homage or pray for forgiveness in communion with their god and other like-minded travelers. A modest shelter—the post of a single, stoic paladin—doubles as a supply store selling all the necessary elements for rituals of all stripes. The paladin, Catherine the Godless, also acts as a conduit for messages from the gods, making the Hall a popular destination for those seeking an audience with the divine. The Altarooms Within the circular structure at varied intervals, these enclosed spaces (1) off er privacy and proper sanctuary for travelers in need of a place to practice their faith. Within each is an altar, a proper place for cleansing, shelving for small votives and enough room to lie fully prostrate if necessary. There are a handful of larger altarooms suitable for small groups, but most only fi t a few worshippers at a time. Despite their architectural similarities, the major deifi c domains are

1

Temples, Tombs & Crypts The Game Master’s Book of Random Encounters 147 The Bone Fields Massive piles of bleach-white skeletal remains create a desert of crumbling skulls and broken bones in this uninhabitable space. The air is thick with a haze of particulate matter, and towering dunes of bone dust create natural pathways through this unforgiving valley. Any adventurers who speak of the Bone Fields do so with humble reverence, and are all keenly aware each minute they spent there could have been their last. If you’re lucky, the subtle tones of remains as they shift and crunch is all you’ll hear. There are few good reasons to come to the Bone Fields, and far fewer to linger. Creatures Great and Small The Bone Fields are littered with the skeletal remains of all manner of monstrosities and beasts, as well as ancient dragons and beings that were once humanoid. Large claws extend up from beneath the rubble, cradling the skull of a gargantuan creature, its large eye sockets a black void in a sea of white. A Hanging Sense of Dread The moment a creature enters this space they are overcome with the sense that they shouldn’t stay and must succeed on a Constitution saving throw (DC 15) or be poisoned as they breathe in the foul air of this corrupt landscape. Additionally, for every 10 minutes a creature spends in this space they must make a Constitution saving throw (DC 10), taking 4d6 necrotic damage on a failed save or half as much on a success, as a malevolent presence within the Bone Fields drains their life. A Skeletal Companion Players approaching the Bone Fields may sense they’re being followed, and a DC 15 Wisdom (Perception) check reveals their feelings to be justifi ed. A small quadrupedal skeleton patiently follows the party from 30 ft. back with the energy of a loyal sheepdog. A successful Animal Handling check (DC 15) will earn the creature’s trust, and it will follow the party more closely and even come to their aid here in times of need. If any member of the party attempts to attack the creature, they will suff er 3d6 psychic damage, after which the skeletal creature crumbles into dust. The Mind of a Titan Within the skull of the gargantuan creature that rests at the center of the Bone Fields (1) is a portal to the mind of a reigning king or queen (at GM discretion). Moving within the portal allows access to the mind of the monarch, and a creature can manipulate that ruler’s thoughts and memories from within this portal by rolling on the Mind Portal Manipulation table. Mind Portal Manipulation Roll 1d20 and add the modifi er of your choice (Intelligence, Wisdom or Charisma). 1–5 You see nothing within the portal, but the moment you exit you are blinded for 3d6 days. 6–10 You see the current thoughts of the monarch but ff/"2+fffi)"1,&+Ɲ2"+ "1%"*&+ff+64ff6ǽ 11–15 You can access all of the monarch’s memories fi21ff/"2+fffi)"1,&+Ɲ2"+ "1%"*&+ff+64ff6ǽ 16–20 You can access all of the monarch’s memories and can modify one sequence of events, as in the modify memory spell. 20+ You can access all of the monarch’s memories and can author as many as three new ones, which will be incorporated into their thoughts as though they were their own. Variant Encounter (Optional) Roll 1d6 to determine what dangers await the party within the Bone Fields. 1d6 The party fi nds... 1 ...1d4 shadow demons emerging from within the piles of bones and encircling the party. 2 ...one nalfeshnee and 1d4 quasits attempting to move the gargantuan skull at the center of 1%"Ɯ")!ǽ 3 ...a gust of wind carrying stacks of bone, which begin to form into 5d6 skeletons. 4 ...a bone devil emerging from the rubble, 0""*&+$)6%2+$/6#,/Ɲ"0%ǽ 5 ...2d4 drow and one drow priestess of Lolth searching the Bone Fields for an artifact of great 2)12/ff)0&$+&Ɯ ff+ "ǽ 6 ...a skeletal stone giant emerging from behind a dune, charging the party with an oversized jawbone in his hand.

1 2 3 4 5

reverence for those wishing to worship the light. The gyrolens ensures that a beam of light is always directed at the Solaraltar, a gilded, crystal-covered surface that can occasionally shine as blindingly as the sun itself. The Rising Room To the right of the gyrolens is the Rising Room (4), an observatory space with windows and balconies built into the hillside and off ering year-round views of the sunrise over the town below. Many pilgrims to this temple choose to sleep on the open fl oor in this space overnight in order to observe the coming of the sun once dawn arrives. With its sweeping views of a large portion of the realm, it’s also a popular spot for small, dusklight social functions. A small library with a door (5) leads to a series of steps to the hilltop and is also a feature of this space. Variant Encounter (Optional) Roll 1d6 to determine what trouble may be on the rise at the Sun Temple. 1d6 The party discovers... 1 ...a war of words between an acolyte of Pelor and a knight of Lathander getting out of hand, with one holding the other over the side of one of the balconies in the Rising Room until he recants his disrespectful tone. 2 ǽǽǽffƝ, (,#Ǘ!Ǚharpies descending on the solarium, their collective weight threatening to crack one of its glass panels. 3 ǽǽǽfffiff+!,#Ǘ!Ǚcultists who support a dark demonic force storming the temple and attempting to dismantle the gyrolens. Ǚ ǽǽǽff$/,2-,#Ǘ!Ǚbandits and their bandit captain disguised as worshippers attempting to /ff&!1%"&0&+$,,*4%&)"1%"ǘ!Ǚ-&)$/&*01%"/" are settling in for an evening’s rest. 5 ...the gyrolens malfunctioning, seemingly taking ,+ff*&+!,#&10,4+Ǿ04&/)&+$ff/,2+!ǾƜ/&+$ focused sunlight at random. The gyrolens is resistant to all damage, has 150 total HP (its six lenses have 25 each, with each one damaged removing 1d8 from the sunbeam’s power), and makes one attack with its sunbeam lens for 12d8 radiant damage on a failed DC 16 Constitution save. A DC 20 Intelligence check will shut it down, as will relentlessly pummeling it. 6 ǽǽǽff$/&ƛ,+/&!"/),0&+$ ,+1/,),#&10*,2+1Ǿ crash-landing through the solarium. The $/&ƛ ,+—understandably upset—begins to wreak havoc within the temple. Temples, Tombs & Crypts The Sun Temple Though many deities are worshiped as sun gods (Lathander, Pelor and Re- Horakhty among them), no single temple or path of faith can claim ownership over the sun’s life-giving radiance. The Sun Temple was built as a central space of worship for any individual who wishes to commune with the light, regardless of their deifi c affi liation. The Sun Temple’s most striking features are its solarium, which maximizes the amount of sunlight emitted into the space, as well as its shifting clockwork gyrolens, which rotates just enough each day to ensure a direct beam of light strikes the Solaraltar as long as the sun is in the sky. Light Underground After climbing several steep steps, one can fi nd the halfburied Temple of the Sun built into the side of a hill, its surface a large, open space with worshippers milling about above, soaking in the sunlight. Descending a few steps down to the temple’s open foyer (1) reveals the gyrolens (2), a series of interlocking circles and lenses housed within them that collect the sun’s rays and redirect them into a single, powerful beam of light focused into the worship hall to the left. The foyer’s ceiling is a massive solarium, ensuring that light can be captured and directed toward the Solaraltar (3) while serving the dual purpose of illuminating the space at all hours of the day. The temple’s location within the hilltop ensures maximum exposure to the light with minimal shadows, and the glass top solarium’s surface is aligned with the rest of the hilltop, which also helps maximize the interior’s exposure to the light. The Gyrolens Part arcane construct, part engineering marvel, the gyrolens rotates, shifts and swirls in time with the movement of the planet, aligning itself to collect and bounce sunlight into a solid beam that’s always directed at the Solaraltar until the light diminishes once the sun sets. The mechanisms by which the gyrolens adjusts itself are magically warded, and watching it operate is akin to observing the complex systems powering a living creature. The gyrolens is so powerful—and central to the act of worship here—that some who commune with the sun in this place think of it as a demigod. The beam of light created by the gyrolens can also be focused and aimed using a lever along its base. When focused, the beam can generate a staggering amount of radiant energy—a creature hit by this beam must make a DC 15 Constitution save, suff ering 12d8 radiant damage and blindness on a failed save or half as much on a success. The Solaraltar The worship hall directly to the left of the gyrolens is home to the Solaraltar, a point of reference and The Game Master’s Book of Random Encounters 149


(ENG) D&D 5a Ed. - The Game Master's Book Of Random Encounters (x Livello 1-20) - Flip eBook Pages 101-150 (2024)
Top Articles
The Counteroffensive: How Ukraine uses ‘The Lord of the Rings’ to frame its battle for survival
Column: Chicago White Sox GM Chris Getz is trying to keep his head when everyone else is losing theirs
Katie Nickolaou Leaving
417-990-0201
Valley Fair Tickets Costco
Eric Rohan Justin Obituary
Teamexpress Login
Swimgs Yung Wong Travels Sophie Koch Hits 3 Tabs Winnie The Pooh Halloween Bob The Builder Christmas Springs Cow Dog Pig Hollywood Studios Beach House Flying Fun Hot Air Balloons, Riding Lessons And Bikes Pack Both Up Away The Alpha Baa Baa Twinkle
Moe Gangat Age
Culos Grandes Ricos
Cool Math Games Bucketball
Reddit Wisconsin Badgers Leaked
The Murdoch succession drama kicks off this week. Here's everything you need to know
Nitti Sanitation Holiday Schedule
The most iconic acting lineages in cinema history
Cvb Location Code Lookup
Troy Bilt Mower Carburetor Diagram
Nick Pulos Height, Age, Net Worth, Girlfriend, Stunt Actor
Divina Rapsing
Zalog Forum
Azpeople View Paycheck/W2
Allybearloves
Yisd Home Access Center
How Long After Dayquil Can I Take Benadryl
Gina Wilson Angle Addition Postulate
Integer Division Matlab
Cpt 90677 Reimbursem*nt 2023
Narragansett Bay Cruising - A Complete Guide: Explore Newport, Providence & More
Jurassic World Exhibition Discount Code
Pokemon Inflamed Red Cheats
How to Use Craigslist (with Pictures) - wikiHow
What does wym mean?
Japanese Pokémon Cards vs English Pokémon Cards
Giantess Feet Deviantart
11 Pm Pst
Retire Early Wsbtv.com Free Book
Hingham Police Scanner Wicked Local
Thanksgiving Point Luminaria Promo Code
What Does Code 898 Mean On Irs Transcript
Gun Mayhem Watchdocumentaries
Tyler Perry Marriage Counselor Play 123Movies
Restored Republic June 6 2023
Scythe Banned Combos
Ucla Basketball Bruinzone
Marcel Boom X
6463896344
Craigslist Marshfield Mo
Is Chanel West Coast Pregnant Due Date
Maurices Thanks Crossword Clue
Nfsd Web Portal
Raley Scrubs - Midtown
BYU Football: Instant Observations From Blowout Win At Wyoming
Latest Posts
Article information

Author: Arline Emard IV

Last Updated:

Views: 5903

Rating: 4.1 / 5 (52 voted)

Reviews: 83% of readers found this page helpful

Author information

Name: Arline Emard IV

Birthday: 1996-07-10

Address: 8912 Hintz Shore, West Louie, AZ 69363-0747

Phone: +13454700762376

Job: Administration Technician

Hobby: Paintball, Horseback riding, Cycling, Running, Macrame, Playing musical instruments, Soapmaking

Introduction: My name is Arline Emard IV, I am a cheerful, gorgeous, colorful, joyous, excited, super, inquisitive person who loves writing and wants to share my knowledge and understanding with you.