Organised, militaristic and individually skilled warriors, hobgoblins are in many ways the most dangerous of the goblinoid races. Intelligent, fecund and implacable in their hatred of elves, they value slaves and have a keen interest in the sciences—particularly in their application to warfare.
A castle near a backwoods crossroad may be the only hope for the cursed and possessed, but not everything is as it seems where magic and madness intertwine. The doors open for anyone suffering a magical malady or struggle with their own minds, but those deemed too far gone are locked up for their own safety and the safety of those around them. Rumours swirl about the true intentions of those running Raveneye Sanatorium. Some patients are effectively prisoners—are they too dangerous to be let free, or harmless victims of fear run amok? Can Lady Alumora and her staff contain the dangerous powers and dark plans of the monsters lurking among their patients?
Many things can be found stored, hidden or forgotten in a mine cart deep within an abandoned and/or haunted mine.
Sometimes the PCs go looking for adventure. Sometimes adventure finds them! Perhaps a thief drops something into a PC’s pocket as the watch closes in or a messenger mistakes a PC for someone else.
Nobody knows Ronak exists. Or, more precisely, nobody remembers. Ronak was the last hope of a dying trade company, a desperate attempt to settle and explore a distant swamp. When the colony found nothing but lizardfolk (exterminated in short order), the trade company did not have enough gold to retrieve their employees. Ronak never heard from civilization again. Centuries later, the dwarves of Ronak believe civilization to be but a myth. Over the generations, they have become more savage, reverting bit by bit to a primitive state. They are haunted and guided by the ghosts of the exterminated lizardfolk who seek the continuation of their culture. The dwarves speak a hybrid of Dwarven and Draconic, build thatch huts amid the colony’s ruins and worship a mixture of half-forgotten dwarven deities and heathen serpent gods. Most disturbingly, some dwarven children now bear scales and jagged teeth. Perhaps one day soon the lizardfolk will be born again, this time from dwarven mothers.
Endzeitgeist has reviewed 20 Things #9: Bustling Marketplace and he liked it! In his five-star plus seal of approval review, this is my favourite bit:
Creighton Broadhurst, Jeff Gomez and Alex Riggs deliver a humble, amazing pdf here: The hooks are well-crafted and flavorful, the respective NPCs evocative and the additional considerations go one step beyond, making this pdf a truly inspired little piece of dressing, guaranteed to enrich any game. 5 stars + seal of approval for this very impressive and well-made supplement.
Heroic adventurers often find themselves on the edge of civilisation in the wild lands. But they are not the first to explore such places, and previous explorers often leave signs of their passing.
Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to life? Well fear not! That’s where the 20 Things line comes in. Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your players’ adulation. This instalment provides five tables designed to help you flesh out and bring to life a war-ravaged land.