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The Game Master's Book of Magic & Mayhem for Kids

Locations, NPCs, traps, dungeons, magic items, monsters and more for young tabletop players
Brief Description
The Game Master's Book of Magic and Mayhem is the perfect companion for young gamers aged 10-14, packed with everything they need to create unforgettable adventures for their tabletop role-playing games. Inspired by the bestselling Game Master series, this book is a treasure trove of ideas... Read More
Format: Paperback / softback
$4800
Pre-order
Releases 28th July 2026 (Approx. Date) Pre-order  "The Game Master's Book of Magic & Mayhem for Kids" now to secure your copy from our first shipment

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This book collects the coolest, most fun and exciting content from the bestselling Game Master series, reedited and redesigned, and pairs it with exciting original material for a whole new audience of young players.

This book collects the coolest, most fun and exciting content from the bestselling Game Master series, reedited and redesigned, and pairs it with exciting original material for a whole new audience of young players.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

The Game Master's Book of Magic and Mayhem is the perfect companion for young gamers aged 10-14, packed with everything they need to create unforgettable adventures for their tabletop role-playing games. Inspired by the bestselling Game Master series, this book is a treasure trove of ideas for young game masters and players alike.

Inside, readers will find detailed descriptions of epic locations like ancient temples, mysterious taverns, and hidden lairs, each filled with fascinating lore and opportunities for exciting quests. Need a trap to foil an adventuring party? A monster to test their mettle. Or a puzzle to challenge their wits? The Book of Magic and Mayhem has them covered with creative, ready-to-use ideas for both! Plus, non-player characters (NPCs) with unique personalities and backstories that will help bring any game to life, whether they're helping or hindering the players.

The book also features a ton of random tables—perfect for quick inspiration when the story takes an unexpected turn. From treasure and magic items to random encounters and environmental hazards, these tables help game masters come up with new ideas on the fly.

Designed to spark creativity and enhance every gaming session, The Book of Magic and Mayhem is a must-have resource for any young Game Master eager to craft amazing worlds and unforgettable adventures with their friends.

Series: The Game Master Series

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    The second volume in the bestelling Game Master's Handbook series shows you how to do more than run a game-it shows you how to build a world! Following the example of the first volume in the Game Master's Handbook series, this new entry forgoes stat blocks and maps in favor of clear explanations and guides that focus on developing and...
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  • The Game Master’s Handbook of Proactive Roleplaying
    Traditional TTRPGs have almost always relied on player reactions in order to function. In other words, there is an evil wizard out to take over the world. The player characters are good, therefore it's their duty to stop the wizard. Game play then follows a traditional storytelling narrative of protagonists working to return their world back to the status quo....
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  • The Game Master's Book of Traps, Puzzles and Dungeons
    The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - eveything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play. Whether part of a pre-planned adventure or...
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  • The Game Master's Deck of Wild Magic and Mischief
    Created by Will Earl, wildly publisher founder and host of DnD Shorts, The Game Master's Deck of Wild Magic and Mischief is designed to make the use of magic in TTRPGs more exciting, dangerous, unpredictable and fun. What is wild magic? In Dungeons & Dragons, as well as other fantasy-themed TTRPGs, wild magic is a random, unpredictable force that can...
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  • The Game Master’s Book of Villains, Minions and Their Tactics
    A game master's biggest challenge can be prep time. With busy lives in mind, this book provides new and exciting content to help GMs save hours of time preparing for a game. Inside, readers will find twenty-five "Big Bosses," along with insights into how they use their minions strategically in order to decimate any heroic threat that might cross their...
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  • The Game Master's Book of Magic & Mayhem for Kids
    Pre-order
    The Game Master's Book of Magic & Mayhem for Kids
    The Game Master's Book of Magic and Mayhem is the perfect companion for young gamers aged 10-14, packed with everything they need to create unforgettable adventures for their tabletop role-playing games. Inspired by the bestselling Game Master series, this book is a treasure trove of ideas for young game masters and players alike. Inside, readers will find detailed descriptions of...
    Paperback
    $4800
    Pre-order
    Out 28 Jul 2026

Book Details

INFORMATION

ISBN: 9781964487311

Publisher: Media Lab Books

Format: Paperback / softback

Date Published: 18 May 2026

Country: United States

Imprint: Media Lab Books

Illustration: Full color illustrations throughout

Contributors:

  • Illustrated by Chris Seaman
  • Illustrated by Czepeku

Audience: Children

DIMENSIONS

Width: 178.0mm

Height: 229.0mm

Weight: 0g

Pages: 208

About the Author

Jeff Ashworth is a bestselling author and editor whose credits includes The Game Master's Book of Random Encounters, The Game Master's Book of More Random Encounters, The Game Master's Book of Traps, Puzzles and Dungeons, The Game Master's Book of Non-Player Characters and Everything I Need to Know I Learned from RPGs among others. Phil Sexton, Ben Egloff, Tim Baker and Alexander LaFort are contributors to The Game Master's Book of Non-Player Characters, The Game Master's Book of Instant Towns and Cities and The Game Master's Book of Legendary Locations.

Also by Jeff Ashworth

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  • The Game Master's Book of Legendary Locations
    When your players are travelling through the wilderness from Point A to Point B, here's the key to making that journey as intriguing and exciting as possible! As every GM knows, you can spend hours preparing an adventure, but rarely is any map filled in so completely that you can easily define what lies waiting in the wilds between where...
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  • The Game Master's Book of Instant Towns and Cities
    The Game Master's Book of Instant Towns and Villages provides GMs with all of the inspiration they need to conjure up unique, vivid urban environments at a moment's notice, or when trying to come up with ideas for new places to be explored. This game-saving collection brings together nearly 170 fully-realized places organized by environment and divided up into villages,...
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  • The Game Master's Book of Traps, Puzzles and Dungeons
    The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - eveything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play. Whether part of a pre-planned adventure or...
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