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.
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.
Sewers are designed to carrying away civilisation’s detritus and leavings. Thus, explorers are likely to find many things—most utterly without value—in the sewer. Sometimes, though, explorers come across items of value (or interest) unintentionally lost amid the muck.
Sewers are noisome, dank places full of civilisation’s leavings. Such places are wholly different to a normal dungeon. Thus, it stands to reason, the minor events the PCs experience while exploring should also be markedly different.
Sewers are noisome, dank places full of civilisation’s leavings. Such places are wholly different to a normal dungeon. Thus, it stands to reason, the dungeon dressing should also be markedly different.
Walled towns, cities and castles are often besieged, during wars or border incursions. Such engagements are characterised by brief bouts of fighting punctuating long periods of watching and waiting. That doesn’t mean, however, that nothing’s happening…
Raids, skirmishes and full-on invasion often beset borderland villages. Sometimes such raids are repulsed, but more often than not the raiders sack the village, slay its inhabitants and carry off everything of value.
Whispers & Rumours: Borderland Town has just received a rather marvellous five-star + seal of approval review from Endzeitgeist. My favourite bit?
Neal Litherland’s collection of rumors, legends and events is amazing – the combination of local color, legends and events can result in truly inspiring environments or adventures. The respective entries are detailed and run the gamut from mundane to magical with panache aplomb.