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 six tables designed to help you flesh out and bring to life a noisome sewer.
After the butchery and death has abated, a battlefield is an environment like no other. Hacked and broken bodies lie scattered about among severed body parts, broken equipment and the general leavings of the slaughter. Exploring or travelling through such a terrible, unique environment should be a memorable experience for the PCs.
Sewers are designed to carrying away civilisation’s detritus and leavings. Thus, explorers are likely to find many things—most utterly without value—in the sewer. Sometimes, though, explorers come across items of value (or interest) unintentionally lost amid the muck.
Sewers are noisome, dank places full of civilisation’s leavings. Such places are wholly different to a normal dungeon. Thus, it stands to reason, the minor events the PCs experience while exploring should also be markedly different.
Sewers are noisome, dank places full of civilisation’s leavings. Such places are wholly different to a normal dungeon. Thus, it stands to reason, the dungeon dressing should also be markedly different.
Walled towns, cities and castles are often besieged, during wars or border incursions. Such engagements are characterised by brief bouts of fighting punctuating long periods of watching and waiting. That doesn’t mean, however, that nothing’s happening…
As the PCs explore the slavers’ compound, they will likely encounter and slay many of the foul traders in sentient flesh. They will also—likely—have many minor encounters and experiences along the way.
Slaver compounds are horrible places; to those imprisoned within, they are literally hell on earth. Here sentient beings are bought and sold like any other good. Thus, the dungeon dressing the PCs encounter in a slaver compound should be different in such places, compared to a normal dungeon.