PCs seemingly spend much of their downtime between adventures in taverns and inns. Here they relax, meet contacts and (probably) get into the occasional brawl. However, most modules and supplements provide surprisingly little detail on what such establishments actually serve.
Creepy graveyards are places where the dead rest poorly, if indeed they rest at all. Sometimes minor haunts linger near the place of their burial and may even form the basis of local legends, rumours or stories.
Caves occupy a strange place on the border between civilization and wilderness. Caves can offer shelter, safety and sometimes even resources, but at the same time, they are home to strange and wild creatures and raving hermits, and most of us never feel truly comfortable in their dark depths.
Adventurers frequently find themselves slipping into cemeteries. Perhaps, they are looking for clues to stop an undead uprising, hunting grave robbers or looking for a hidden or buried treasure. No matter, they are bound to examine many gravestones during their adventure.
Anything can be found in a market, if you know where to look. From meat pies to alchemical ingredients to black market organs, market stalls are as fascinating as they are varied. Often, the merchants are as bizarre as their wares.
Adventurers must be wary at all times, and this is just as true in the marketplace as a dungeon. Merchants can be just as predatory as owlbears, and as unscrupulous as kobolds, and usually, a deal that’s too good to be true, is just a ploy to part you from your hard-earned gold.
All too often, encounters with merchants and shopkeepers are little more than dry exchanges, where players whip out their rulebooks and handle the exchanges more or less on their own. While this is fine for some situations, for others merchants need a bit more personality, which isn’t always easy to come up with on the spot.
Cultists’ lairs and homes contain strange items and objects related to their aberrant faiths, giving possible clues to their motivation or plans.