Tools for Game Masters
GameMastery Guide, page 51
The following pages supply a host of inspirational charts, suggestions, and other quick references to help inspire GMs both before and during a game session.
Table 2–1: Plots
| d% | Plot |
|---|---|
| 1–2 | Greed or Glory: PCs hear about a dungeon nearby and how no one dares enter it. |
| 3–4 | Raiding Monsters: Monsters or evil humanoids attack farmsteads and must be stopped. |
| 5–6 | Treasure Hunt: An NPC has a treasure map. |
| 7–8 | Guards: PCs hired to protect merchant caravan through dangerous terrain. |
| 9–10 | Seek: Locate missing important NPC. |
| 11–12 | Destroy: Purge a dungeon of monsters. |
| 13–14 | Underwater Exploration: Map area of sea and explore inland for suitable settling areas. |
| 15–16 | Mine: Search underground for rich vein of ore or a legendary cache of gems. |
| 17–18 | Protect: Enhance village defenses and train locals to defend themselves from an impending threat. |
| 19–20 | Ruins Stir: Secret but good NPCs are searching for holy relic and accidentally stir up undead. |
| 21–22 | Spies: The PCs are hired to collect information on a nearby group or kingdom. |
| 23–24 | Investigate: PCs brought in to solve a crime. |
| 25–26 | Bait and Switch: Monster far beyond the PCs is allegedly behind the plot—can it be true? |
| 27–28 | Sacrilege: Confront zealots allegedly carrying out human sacrifices. |
| 29–30 | Salvage: The crew of a listing merchant ship row ashore claiming that somehow their cargo scuttled the vessel, and that they want nothing more to do with it. |
| 31–32 | Steal: Work for good-fronted merchant group to steal an object they stole in the first place. |
| 33–34 | Capture: A rival merchant or guild wishes monster intact to serve as guard. |
| 35–36 | Escape: During routine adventure PCs are trapped by a rockfall which unleashes horror. |
| 37–38 | Roundup: A rancher needs extra hands to protect his herd from rustlers as he heads to market. |
| 39–40 | Execution: The PCs or an ally face a harsh punishment for breaking an unjust or arbitrary law. |
| 41–42 | Exploration: The PCs quest to explore a new realm, whether it be a continent, underground expanse, plane, or other locale. |
| 43–44 | Kinslayer: A relative of the ruler plans to claim the throne for his or her own. |
| 45–46 | Watch: PCs hired by town watch to uncover spies. |
| 47–48 | On the Run: The PCs must help a goodly creature escape those who hunt it. |
| 49–50 Monstrous: The locals decide the newly arrived PCs are behind the deaths. | |
| Alliance: Prevent a marriage intended to unite two 51–52 monster clans without them realizing the sabotage. | |
| Precious Cargo: Someone must keep a monster’s egg 53–54 safe until it hatches. | |
| 55–56 Dead Man Walking: A long-dead ally or personality reappears, seemingly alive and unharmed. | |
| Chainbreaker: Find the slaver’s base by getting 57–58 captured and then escape to get reinforcements. | |
| 59–60 A Little Knowledge: Someone keeps trying to kill the hapless storyteller; which of his tall tales is actually true? | |
| 61–62 Unexpected Event: Earthquake or volcano unleashes horrors onto countryside or settlement. | |
| Reagent: A powerful magic user needs the PCs’ help in 63–64 tracking down a rare component or ingredient. | |
| Menagerie: Creatures have escaped from a private 65–66 collection and the PCs are hired to return them. | |
| 67–68 Courteous Killer: An assassin sends a letter suggesting that the target put his affairs in order. | |
| 69–70 Plague Run: Find the ingredients that cure the disease and get them back before too many more people die. | |
| Deadly Waters: The river has turned black and toxic— 71–72 what’s going on upstream? | |
| Feathered Apocalypse: All the birds are dying and the 73–74 druids are looking for someone to blame. | |
| 75–76 Prophecy: A prophecy is due for fulfillment. The PCs must work to fulfill or prevent it. | |
| Animal Enemies: All the usually peaceful animals 77–78 become killers. | |
| 79–80 Political: PCs assist local leaders in rooting out evil in their own halls. | |
| Festival: PCs infiltrate performers to uncover a killer. 81–82 | |
| From Beyond:PCs must prevent plot to summon a 83–84 powerful outsider. | |
| 85–86 Incursion: Creatures from another plane infest town and take hostages to experiment upon. | |
| Revenant: Do the PCs stand in the way of an evil 87–88 avenging spirit intent on wiping out an entire family? | |
| 89–90 The Strange Child: Is the changeling really behind the nightmares like the locals say? | |
| 91–92 Doppelganger: The PCs or others are seen murdering and stealing and the locals want revenge. | |
| 93–94 Righteous Indignation: A local tribe of non-evil monsters threatens a community that has trespassed upon their land or otherwise offended them. | |
| 95–96 Surrounded: PCs find themselves hunted in wilderness. Can they escape and survive? | |
| 97–98 Hunted: For some reason everyone thinks the PCs are someone they aren’t. As the city mobilizes to capture and execute them can the PCs get to the bottom of the plot? | |
| 99–100 Dragon: A dragon appears in a city and demands tribute. Can the PCs defeat it? Is it real? |
Table 2–2: Plot Twists
| d20 Plot Twists |
|---|
| 1 Altered: PCs undergo some sort of magical transformation during the course of the adventure, and must seek to return to normal (or defend themselves from newly jealous rivals). |
| Burden: Something fragile (whether an NPC or 2 object) is vital to the completion of the adventure, such as a delicate crystal or a prophesied child. |
| Controlled: Someone is secretly under the influence 3 of another, either as an agent of the enemy or keeping an eye on the group for their patron. |
| Deception: A critical piece of information about the 4 adventure is deliberately false. Old friends become enemies, and enemies become friends. Or is it all just an elaborate act? |
| 5 Doubles: One or more of those characters appearing in the adventure (including possibly the PCs) has an imposter or duplicate. |
| Dual Nature: Someone in the adventure has a 6 second nature or form unknown at the start. |
| 7 Extraordinary Arena: Some or all of the adventure takes place in an unusual environment. |
| Impairment: The PCs suffer some sort of 8 disadvantage relative to their foes. |
| 9 Love Interest: An NPC encountered in the adventure forms a romantic attachment to one of the PCs, not necessarily reciprocated. |
| Mistaken Identity: One or more of the PCs 10 resembles, or gets treated as, another person. |
| Natural Obstacle: A formidable barrier stands 11 between the PCs and completing the adventure. |
| Negotiation: The PCs must make a deal with 12 someone in order to complete the adventure. |
| 13 Peaceful: Some portion of the adventure requires that the PCs find a non-violent way to solve their problems. |
| Rivals: A group with similar abilities sets out to 14 oppose the PCs. |
| 15 Role Reversal: Some portion of the adventure turns out the exact opposite of the PCs’ expectations. |
| 16 Secret Ally: Someone in the adventure offers aid to the PCs. |
| 17 Time Limit: The PCs must complete the adventure within a specified duration in order to succeed. |
| 18 Transported: The PCs are taken somewhere against their will and must return on their own. |
| 19 Undercover: The PCs must assume new identities and remain “in character” in order to gather information or complete their objective. |
| 20 Watched: Someone observes the PCs during the course of the adventure, and may interfere with their progress, or attempt to guide them. |
Table 2–3: Macguffins and Quest Items
| d% | Macguffin or Quest Item |
|---|---|
| 1–2 | Kidnapped royalty |
| 3–4 | Religious idol |
| 5–6 | Lost spellbook |
| 7–8 | Fountain of youth |
| 9–10 | City of gold |
| 11–12 | Pirate treasure |
| 13–14 | Lost culture |
| 15–16 | Weapon of the gods |
| 17–18 | Dangerous technology |
| 19–20 | Claimant to the throne |
| 21–22 | Ancient tomb |
| 23–24 | Dragon hoard |
| 25–26 | Imprisoned loved one |
| 27–28 | Legendary warrior (possibly deceased) |
| 29–30 | Placation for angry spirits |
| 31–32 | Signet proving noble birth |
| 33–34 | Rare spell component |
| 35–36 | Forbidden magic |
| 37–38 | Ressurection for a slain innocent |
| 39–40 | Godhood |
| 41–42 | Cure for a plague or curse |
| 43–44 | Land grab |
| 45–46 | Enlightenment |
| 47–48 | Stolen property |
| 49–50 | State secrets |
| 51–52 | Mythical beast |
| 53–54 | Unlimited power source |
| 55–56 | Embezzled funds |
| 57–58 | Designs for a new weapon |
| 59–60 | Ghost ship |
| 61–62 | Lich’s phylactery |
| 63–64 | Jade statue of a bird |
| 65–66 | Long-lost twin |
| 67–68 | Lost soul |
| 69–70 | Flying machine |
| 71–72 | Treasure map |
| 73–74 | Sunken island |
| 75–76 | Shipwreck |
| 77–78 | Lost culture |
| 79–80 | Relic from religious figure |
| 81–82 | Death (for self or others) |
| 83–84 | Hidden master |
| 85–86 | New home for displaced people |
| 87–88 | Sleeping prince or princess |
| 89–90 | Unexplored territory |
| 91–92 | Destruction of evil item |
| 93–94 | Prophecy and revelation |
| 95–96 | Dangerous fugitive |
| 97–98 | Portal to another world |
| 99 | True love |
| 100 | Answers |
Table 2–4: Cultural Titles
| Byzantine | Chinese | Dutch | English |
|---|---|---|---|
| Basileus, Porphyrogennëtos | Huangdi | Keizer, Keizerin | King, Queen |
| Kaisar | Gong | Koning, Koningin | Prince, Princess |
| Kouropalatës | Hou | Groothertog, Groothertogin | Duke, Duchess |
| Proedros | Bo | Hertog | Earl/Count, Countess |
| Magistros | Zi | Prins | Viscount, Viscountess |
| Vestarches | Nan | Markies, Markgraaf | Baron, Baroness |
| Anthypatos | Qing | Graaf | Baronet |
| Exarchos | Daifu | Burggraaf | Knight |
| Ethiopian | Finnish | French | German |
| Negus | Kuningas, Kuningatar | Empreur, Imperatrice | Kaiser, Kaiserin |
| Leul | Suuriruhtinas, Suuriruhtinatar | Duc, Duchesse | König, Königin |
| Ras | Herttua, Herttuatar | Marquis, Marquise | Großherzog |
| Dejazmach | Ruhtinas, Ruhtinatar | Comte, Comtesse | Herzog, Herzogin |
| Fitawrari | Markiisi | Vicomte, Vicomtesse | Fürst, Fürstin |
| Enderase | Kreivi, Kreivitär | Baron, Baronne | Markgraf, Markgräfin |
| Reise Mekwanint | Vapaaherra, Vapaaherratar | Baronnet | Graf, Gräfin |
| Basha | Ritari | Chevalier | Freiherr, Freifrau |
| Indian | Italian | Middle Eastern | Ottoman/Turkish |
| Maharaja | Re, Regina | Caliph | Khalifa |
| Raja | Principe, Principessa | Sultan | Sultan, Padishah |
| Thakur | Duca, Duchessa | Khedive | Kaymakam |
| Nawab | Marchese, Marchesa | Pasha | Khedive |
| Janab | Conte, Contessa | Emir | Wali |
| Sardar | Visconte, Viscontessa | Mirza | Pasha |
| Jagir | Barone, Baronessa | Bey | Bey |
| Zamindar | Baronetto | Sheik | Effendi |
| Persian | Polish | Roman | Russian |
| Shah | Cesarz, Cesarzowa | Caesar, Imperator | Tsar, Tsaritsa |
| Argbadh | Król, Królowa | Rex | Korol, Koroleva |
| Artabid | Wielki Ksiaze, Wielka Ksiezna | Magnus | Velikiy Knyaz |
| Khshathrapava, Satrap | Ksiaze, Ksiezna | Princeps Elector | Ertsgertsog |
| Istandar | Markiz, Markiza | Dux | Kurfyurst, Kurfyurstina |
| Databara | Hrabia, Hrabina | Marchio | Boyar, Borarina |
| Vuzurgar | Wicehrabia, Wicehrabina | Vicecomes | Graf, Grafinya |
| Aztan | Baron, Baronowa | Liber Baro | Rytsar |
| Scandinavian | Spanish | Spartan | Thai |
| Keiser, Keiserinne | Emperador, Emperatriz | Polemarch | Chao Fa |
| Kong, Drottning | Rey, Reina | Lochagos | Mom Rajawongse |
| Storhertug, Storhertuginne | Príncipe, Princesa | Pentekoster | Mom Luang |
| Hertug, Hertig | Duque, Duquesa | Enomotarch | Na Ayudhya |
| Fyrst, Furste | Marqués, Marquesa | Phylearch | Somdej Chao Phraya |
| Marki, Markis | Conde, Condesa | Perioikoi | Phraya |
| Jarl, Greve | Vizconde, Vizcondesa | Hypomeiones | Muen |
| Friherre | Barón, Baronesa | Helots | Pan |
