Ruined castles cluster thickly in many borderland regions. Whether destroyed by war or abandoned with civilisation’s ebb and flow such places are a magnet for adventurers searching for forgotten treasures or lurking foes.
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 flesh out and bring to life a necromancer’s lair.
Brutish, savage and feral cave dwellers, troglodytes are the degenerate ancestors of a once proud and powerful race. Living amongst the mouldering remains of their once powerful subterranean empire, they have regressed to a more primal, simple state.
Not all dungeons feature the traditional setup of a monster-filled subterranean network of rooms and passages. Druidic groves, haunted houses, rank sewers and more can all serve as an exciting backdrop to the PCs’ adventures. Such locations present their own set of unique design challenges, though, for the time-crunched GM plotting the next adventure.
War leaves its mark on the countryside. Burnt and sacked villages, mass graves, battlefields and more all appear in war’s bloody wake.
A hill giant steading is a living, breathing dynamic dungeon. Its inhabitants—orc slaves, hill giants and their pets—all move about the place going about their business.
The sea hides many secrets in its unfathomable depths. Sometimes—after storms or particularly high tides—it gives up some of its secrets.
Many things can be found stored, hidden or forgotten in a mine cart deep within an abandoned and/or haunted mine.