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.
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 noisome sewer.
20 Things #13: Noisome Sewer comprises the following 20 Things articles:
- 10 Folk to Encounter in a Sewer
- 10 Minor Locales of Interest in a Sewer
- 20 Discarded or Lost Things to Find in a Sewer
- 20 Pieces of Dungeon Dressing to Find in a Sewer
- 20 Minor Events to Experience in a Sewer
Released 3 April 2017; Pages 10
PDF ($2.45) DriveThruRPG, RPGNow or sign up to Raging Swan’s Patreon campaign before 1 April and get it for free!
Slavers are foul, odious folk dealing in the basest form of trade. Encounters with slavers—particularly role-playing encounters—should be memorable, if only for the slavers’ ineffable evil. A few slavers, however, differ from the norm.
When the PCs invade a slavers’ compound they’ll inevitably encounter slaves. However, in most adventures—except for the titular merchant and his wife who reward the PCs for their release—the slaves are generally unremarkable and undetailed.
Foul individuals trafficking in the blackest trade, slavers accumulate many minor trinkets, treasures and keepsakes from their victims. When the victorious heroes rifle the bodies of their fallen enemies, they likely come across such minor items of interest. A wise GM can use these items to build verisimilitude and depth to the encounter. After all, finding a couple of gold coins is boring; finding a cracked and damaged locket obviously ripped from around a young girl’s neck brings home the depths of evil too which slavers stoop to carrying out their heinous trade.
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.
Brutish and nomadic, hill giants wander their upland homes in search of food and treasure. They are selfish, rapacious raiders and only seek battle against the little people when they believe they’ll win.