Many things can be found stored, hidden or forgotten in a mine cart deep within an abandoned and/or haunted mine.
Sometimes the PCs go looking for adventure. Sometimes adventure finds them! Perhaps a thief drops something into a PC’s pocket as the watch closes in or a messenger mistakes a PC for someone else.
Heroic adventurers often find themselves on the edge of civilisation in the wild lands. But they are not the first to explore such places, and previous explorers often leave signs of their passing.
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 five tables designed to help you flesh out and bring to life a war-ravaged land.
The land around a hill giant steading is littered with the signs of giantish habitation. Hill giants are not subtle—or intelligent—and make no attempt to hide their presence.
Hill giants dwell in huge, rough-hewn timber strongholds hidden deep within rugged hill and mountain ranges. Selfish, violent raiders they constantly hunt and forage through the surrounding territory.
Great news! It’s been ages since I’ve had an article in Dragon magazine, but a few months ago, I was asked to write a dressing-style article for the Tomb of Horrors! Of course, I immediately agreed and my article has just gone live in the newest issue.
Marvellously, Dragon is now a free read either at Dragon’s website or via the app. If you are planning a run-through of the infamous tomb I’d suggest you take a look…but then I might be a bit biased…
But, let me know what you think, in the comments below!
Sewers are rarely devoid of intelligent denizens. The homeless often congregate amid the gloom and filth, while thieves, rogues and assassins use the tunnel network to move around undetected.