GM TOOLS · PREP THREE, EXPECT FOUR
Roll an obstacle, then prep three ways past it: the obvious road, the oblique road, and the wrong road. The fourth road is whatever the players invent. Prep the first three. Expect the fourth.
THE OBSTACLE
A band of raiders is camped in the hills and the locals expect protection.
THE FOURTH ROAD
Leave this blank until the players speak. The moment someone proposes a path you did not prep, write it here. It may be brilliant, foolish, or both — that is the point.
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FREE · NEWSLETTER MAGNET · ~24 PAGES
Twenty short, table-ready adventure seeds set in the painted valleys, the underground cities, the salt roads, and the cave-chapels of the Cappadocian theme — each two or three pages, each playable in an evening, each keyed to a month of the year. A taste of The Hollow Country while it goes through layout.
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This result was generated using material from CHILDREN OF NEW ROME, a roleplaying game set in the Byzantine Empire.