d20 4e Big Finger Games GM's Cookbook Random Events 1.pdf

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Random and unexpected events can help give
your campaign a realistic verisimilitude. It gives
the players the idea their characters exist in a real
breathing world and things are occurring outside
the scope of their limited perceptions. ey can
hear snippets of conversation, witness strange
actions that make little sense when you don’t know
their context, or have unexpected encounters with
denizens of the campaign world.
ese random events should be used judiciously;
you don’t want to derail the adventurers while
they’re doggedly pursuing clues in their quest to
uncover the location of the Lost Temple of the
Blind Rodent King. But you do want to add some
spice when the action slacks of, or the adventurers
are kicking their heels trying to igure out what
their next move should be.
e random events listed in this installment of
the GM’s Cookbook take place in settlements, such
as hamlets, villages, and cities. ese events are left
open-ended; you’ll have to improvise if the players
wish to involve themselves in the event but isn’t
that when some of the most memorable
roleplaying moments occur? When
things go of the rails and something
unexpected and unpredictable just
happens.
1
A wild-eyed man, scurry-
ing along half-crouched
is looking desperately
for something on
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the ground. He stops when he sees the adven-
turers’ feet in front of him and looks up. “Have
you seen it,” he demands. If the characters
question him he only responds loudly, “You’ll
know when you see it”, and scurries of con-
tinuing his search.
characters’ direction. He can be heard repeating
“right, right, right” in a hoarse whisper. He
manages to step out of the characters’ way
before stumbling and falling. e oversize
coat spills open to reveal it actually contains
three hallings all dressed in the garb of circus
acrobats.
2
A temple bell is sounding the hour when, on
the last sounding of the bell, instead of the
expected “bong” the characters hear a shrill
scream. Something has befallen the acolyte
who was ringing the bell.
10 A passing trader warns the adventurers to stay
away from the inn up the road with the “sign
with a badger on it”. He tells them it’s a den of
outlaws and cutthroats.
3
A farmer’s cart careens dangerously past, with
the white-haired farmer slumped at the reins.
11 A stray dog snatches a cooling pie of a nearby
windowsill and drops it at the adventurers’ feet
before bolting in the other direction.
4
A tailor steps from his shop and begins sizing
up a passing adventurer, quoting measurements
of the character’s chest, legs and arms just by
looking. A passing casket maker overhears the
tailor and the two begin arguing about the
character’s height and width.
12 A crow settles on a nearby fencepost and
begins pecking at something grasped in its
claw – a bloody human eyeball.
13 A trio of workers, busy repairing the roof of a
nearby building, leap to safety as the building
falls into a sinkhole.
5
A young man strings his lute and begins
serenading a young woman in a second story
window.
14 A dwarf woman pitches the contents of a
bucket containing spoiled fruits and vegetables
out a window and it lands in the adventurers’
path.
6
Two heavily armed warriors escorting a third
man in stocks stop the adventurers and ask
where the nearest inn is.
15 A woman who appears to be a drunken wizard
lurches from the entrance to a tavern. She
pauses in front of the one of the adventurers,
languidly circling a inger in front of his face
and slurs, “I’m going to cast a spell on you, I’m
going to cast a spell on you”.
7
An outlandishly dressed artist with easel and
pallet in hand stops an adventurer, insisting he
be allowed to paint a portrait of him or her. e
artist claims it will be greater than the portrait
of the Weeping Princess of Willingham.
8
A sudden gust of wind blows a tumbleweed
across the road, where it tumbles into a smithy
and promptly catches ire.
16 Two town guards approach the characters
and ask bluntly if they’re ailiated with the
“Brotherhood of the Broken Crescent”. e
guards tell the characters not to start any
trouble and proceed to follow them for as long
as they stay in town or the rest of the day.
9
A tall man in a large coat, his face hidden
behind a wide brimmed hat, stumbles in the
17 A decrepit old man missing a leg hobbles up to
the adventurers, tells them he lost his leg in “the
wars” and pleads with them for a few coppers,
or something to eat. If the adventurers indulge
him, he leans in close and tells them “actually,
they took my leg”, and points a bony inger
at a group of gnomes who are nearby selling
magical salves and tonics out of the back of a
dilapidated cart.
GM’S COOKBOOK: RANDOM EVENTS #1
By Michael Todd
GM’s Cookbook: Random Events #1 is TM and © 2008 Michael
Todd. Reference to other copyrighted material in no way constitutes
a challenge to the respective copyright holders of that material. Some
artwork is from the Image Portfolio series.
Big Finger Games, the Big Finger Games logo are trademarks
owned by Michael Todd. All Right Reserved. is document is a
work of iction. Any similarity to actual people, organizations, places,
or events is purely coincidental.
18 A roguish looking man wearing an foppish hat
with a peacock feather in it, wielding a rapier
storms up to one of the adventurers, opens his
mouth, raises his free hand, and then stops
short. He says, “Sorry old fruit, wrong person,”
and walks past continuing purposefully up the
street.
19 A jester standing atop a table outside a busy
tavern is telling ribald jokes about maidens and
unicorns to a crowd of laughing drunks when
the adventurers walk by. He stops his joke
to poke fun at the adventurers, pointing out
anything out of the ordinary about their dress
or characteristics. e jester goes on to belittle
some recent mishap or failure the characters
endured, listing details with inexplicable
accuracy.
20 A man bursts up from the doors of a nearby
root cellar, carrying various scrolls and
parchments. He stumbles, dropping his
papers, and shattering his spectacles. He wails
“No, no”, pulls a holy symbol from beneath his
shirt, clutches it tight and runs lat out for a
nearby copse of trees. As the characters puzzle
over the papers that contain scribbled notes in
a dead tongue, and complicated mathematical
formulae, a solar eclipse begins.
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