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 four tables designed to help you flesh out and bring to life a red dragon’s lair.
20 Things #33: Red Dragon’s Lair comprises the following 20 Things articles along with ancillary information:
- Red Dragon’s Lair Features
- Red Dragon’s Lair Dressing
- Red Dragon Lair Minor Sights, Sounds & Events
- Red Dragon Hoard Treasures & Trinkets
- Red Dragon Hoard Dressing
Get 20 Things #33: Red Dragon’s Lair free by signing up to our Patreon Campaign by 3 January
A System Neutral Edition GM’s Resource by Creighton Broadhurst
Released 7 January 2019; Pages 10
PDF ($2.45) DriveThruRPG, RPGNow or sign up to Raging Swan’s Patreon campaign before 3 January and get it for free!
White dragon lairs are different to normal dungeons. Consequently, the minor pieces of dressing should highlight this difference. Signs of previous exploration—dropped and broken equipment, the frozen, gnawed-upon corpses of previous adventurers and the like—will also be visible.
A white dragon’s lair is rarely nothing more than an ice cave stuffed full of treasure. White dragons are wily, cunning and in-tune with the surrounding environment. Their lairs reflect their intrinsic connection with the surrounding ice and snow.
Dragons are renown for their vast treasure hoards—it’s one of the main reason adventurers seek out their lairs. While much of the hoard likely comprise coinage and the like, inevitably other interesting objects—of a variety of values—will be mixed in with the rest.
Dragon lairs are not staid, unchanging places. While they might have only one resident, things of minor note still happen within.
Blue dragon lairs are different to normal dungeons. Consequently, the minor pieces of dressing should highlight this difference. Signs of previous exploration—dropped and broken equipment, the fused, burnt corpses of previous adventurers and the like—will also be visible.
Eschewing the deep, dark homes of their ancestors, the survivors of the reputedly cursed dwarven clan of Azacral now dwell amid the stark beauty of high, windswept hills. But life is not idyllic for the dwarves as their ancient enemy—tribes of half-mad, homicidal trolls— ever lurk nearby. While the majority tend herds of sheep and goats with the aid of their domesticated wolves, an unknowing, accidental threat lurks within the village—a threat that could return herald the return of the ancient slaughter and bloody death that birthed the village a century ago.
Five years ago, the bandits won. They overwhelmed the village of Hornwall, killed its citizens and looted their treasures. Then, they settled down. The bandits of Hornwall now reside within the very defences meant to keep them out. They have given up the sword and taken up the ploughshare, exchanging a life of danger for one of safety. The villagers hide their secret well, but bodies keep appearing—floating in on the current, dug up by dogs and even emerging from the thawing winter snows. And the citizens who wish to return to the old ways are murdered in their sleep by their loved ones and business owners who wish to keep the past dead and buried. If passing travellers learn the truth, they have a choice. Forgive and forget? Or avenge the uncaring dead and leave Hornwall nothing but ashes.