Fights during storms can be both exciting and challenging. A storm creates chaos and confusion and can even change the battlefield from moment to moment.
Ruined castles cluster thickly in many borderland regions. Whether destroyed by war or abandoned with civilisation’s ebb and flow such places are a magnet for adventurers searching for forgotten treasures or lurking foes.
War leaves its mark on the countryside. Burnt and sacked villages, mass graves, battlefields and more all appear in war’s bloody wake.
The sea hides many secrets in its unfathomable depths. Sometimes—after storms or particularly high tides—it gives up some of its secrets.
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.
The roads are dangerous for travellers, and a roaring campfire is always a welcome sight. However, heroes should be wary of those who approach their tents at night. Flame may ward off wolves, but it attracts the most unusual company.