Graveyards are strange places. Often the dead do not rest easily in their graves and their influence can be felt through the surrounding area.
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.
I loot the Warrior’s Body is now available in Pathfinder and System Neutral editions. If you want to add cool little details to a warrior’s corpse, check it out!
By Mike Welham.
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 nine tables designed to help you to flesh out and bring to life a creepy graveyard.
The roads are dangerous for travellers, and a roaring campfire is always a welcome sight. However, heroes should be wary of those who approach their tents at night. Flame may ward off wolves, but it attracts the most unusual company.
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.
Subterranean rivers often flow through natural caverns. Sometimes, they even intersect with dungeons. As a source of water—and therefore life—rivers and streams are often visiting by those dwelling nearby. Thus, there is almost always much to find near (or in) a subterranean river.
Graveyards are places of sorrow and loss. Sometimes, those left behind visit the grave of the beloved departed for closure or (one-sided) conversation. Such folk often keep themselves to themselves, but may see things of interest to adventurers investigating strange goings on in a graveyard.