Long voyages can be deathly boring, and sometimes the GM just glosses over the journey. Occasionally, pirates, sea monsters or worse intercept the ship, which relieves the boredom!
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 eight tables designed to help you flesh out and bring to life a fallen dwarven hold.
20 Things #23: Fallen Dwarven Hold comprises the following 20 Things articles:
- 10 Dwarven Workshop Features
- 10 Dwarven Statues
- 10 Dwarven Temple Features
- 10 Minor Dwarven Treasures
- 10 Signs of Previous Explorations
- 10 Triggered Traps
- 20 Pieces of Dwarven Hold Dressing
A System Neutral Edition GM’s Resource by Creighton Broadhurst
Released 5 February 2018; Pages 10
PDF ($2.45) DriveThruRPG, RPGNow or sign up to Raging Swan’s Patreon campaign before 4 February and get it for free!
During a voyage, the vast majority of a ship’s crew fade into the background—nothing more than faceless NPCs or window dressing. Usually, an adventure details the ship’s captain, but few other crew members.
Most ship’s masters are keen to make as much money as possible from their voyage. Thus, most ships carry a few extra passengers, and the PCs might not be the only such folk onboard.
Sometimes not everyone aboard ship should actually be on it. Folk stowaway for any number of reasons and such illicit travellers always have a good story.
Not all campsites are created equal. While some are unremarkable, others have one or more characteristics that set them apart from their brethren.
Many creatures live in the wilderness, and the adventurers are likely not the first to discover the campsite. Beyond the threats posed by wandering owlbears, wolves and other dangerous predators sometimes the PCs find something else already living in the area.
Adventures often spend days or even weeks in the wilderness. Whether they are searching for a lost burial crypt from an elder civilisation or exploring the land at the behest of their noble employer it is inevitable they’ll camp out in the wilds at some point.