GM TOOLS · PREP THREE, EXPECT FOUR

The Three Roads

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 sickness is spreading and the only healer who recognises it is under guard.

The obvious road


Cost
Confront the leader face to face — honourable, but the leader chooses the ground.
Catch
The cost is front-loaded; the party must spend before they know if it works.

The oblique road


Cost
Win over a dependent, servant, or subordinate who has the leader's ear.
Catch
It requires a piece of information the party may not have yet.

The wrong road


Cost
Stir up a mob, riot, or panic and ride the chaos.
Catch
The enemy wanted them to take this road all along.

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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Twenty Cappadocian Adventures

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.