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.
Giant lumbering savages, ogres are ferocious and dangerous opponents for neophyte adventurers. Violent and cruel they are capable of unimaginable savagery and depravity.
Featuring material from some of Raging Swan Press’s newest products as well as classic releases of yesteryear, advice articles and material from Creighton’s on-going design of the megadungeon Gloamhold, the GM’s Monthly Miscellany series is a terrific free resource for the busy, time-crunched GM.This month’s issue features:
- 1,000 Abnormal Troglodytes
- Skaalhaft At A Glance (from Village Backdrop: Skaalhaft)
- Beacon Promontory at a Glance (from Places of Power: Beacon Promontory)
- 6 Will-o’-Wisps with Personality
Released 3 July 2017; Pages 10
Get it Free! d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23
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 nine tables designed to help you flesh out and bring to life a necromancer’s lair.
Skaalhaft is a whaling village, where the quarry are drakes, kraken and other magical aquatic beasts as well as more mundane prey. Each kill provides food and alchemical supplies for weeks, both for use in the village and profitable export. Whaling crews, marked with glowing tattoos, carved scrimshaw necklaces or strange arcane gifts, return with a prize or sometimes not at all. Back in Skaalhaft, women and children work in a miasmic processing mill. Stone faced and silent, they collect the valuable scales, blood and bone from rare beasts. The bay is thick with mutated sharks from the runoff of such arcane waste.
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Brutish, savage and feral cave dwellers, troglodytes are the degenerate ancestors of a once proud and powerful race. Living amongst the mouldering remains of their once powerful subterranean empire, they have regressed to a more primal, simple state.
Not all dungeons feature the traditional setup of a monster-filled subterranean network of rooms and passages. Druidic groves, haunted houses, rank sewers and more can all serve as an exciting backdrop to the PCs’ adventures. Such locations present their own set of unique design challenges, though, for the time-crunched GM plotting the next adventure.