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.
Dungeon dressing is awesome. Every dungeon should include it. A vital part of dungeon dressing are minor events. Dungeons don’t exist waiting in stasis for the PCs to blunder about. Things happens.
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 slavers’ compound.
Dungeon dressing is awesome. Every dungeon should include it.
Sometimes, you haven’t had time to design every last room in your dungeon. To maintain the illusion of detail, utilise the descriptions below to describe chambers the party reach which you have not yet designed.
Many corridors are featureless areas of little or no interest. Other times, a corridor serves as the location of a random encounter or the scene of a trap.
Much feared for their ability to drain a foe’s vital life force, wights are dangerous opponents. More cunning than mindless skeletons or zombies, they represent a clear threat to weak, incautious or distracted adventurers.