Kobolds have a reputation to maintain when it comes to traps! But limited access to magic and a…less than stellar engineering acumen means they need to be cunning indeed to get the drop on wily adventurers.
Creatures of horror and legend, will-o’-wisps dwell in the dismal, swampy locales on the edge of civilisation.
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.