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.
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.
Some dungeon rise above their fellows to become legendary locations famed throughout the world. Perhaps by virtue of their dangers or denizens, the treasures said to be hidden within or even some unique physical characteristics these dungeons are a cut above the norm.