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.
After a victorious battle in the dark subterranean world of the Ebon Realm, most adventurers inevitably rifle the pockets, packs or lair of their vanquished enemies. The treasures they might find in this stygian world are far-removed from those looted from their surface-dwelling enemies.
Not all caverns are stuffed full of monsters, traps and other hazards. In a prolonged exploration into the deep, dark places of the world, the PCs will discover and explore many caves and caverns. Some will be unremarkable; others will have interesting features or layouts.
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.
Caverns can be dangerous places. As well as the ever-present threat of ambush from the various fell denizens dwelling within, the very caverns themselves can be dangerous to unwary travellers and explorers.
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 ten tables designed to help you to flesh out and bring to life a smuggler’s lair.
In the deep, hidden places of the world where darkness rules, lurk dangers beyond the wildest nightmares of most who dwell in the sunlit uplands of the surface. Only the bravest and most skilled adventurers dare to invade the realms of the depraved duergar, the insane derro or the spider-worshipping drow. Beyond these terrible threats lurk the predators of the wild lands chief amongst them the feared purple worm and the implacable roper.