TEXT: GM’S MISCELLANY:
  RAGING SWAN PRESS
  20 THINGS VOLUME I
  
   
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  GM’S MISCELLANY: 20 THINGS VOLUME I 
  Tired	of	your	campaign	lacking	in	verisimilitude	and	the	cool	little	details	that	really	bring	the	world	alive	in	your	players’	minds?	Do	you	
  want	to	make	your	dungeons	feel	more	realistic,	your	treasure	more	compelling	or	your	overland	travel	more	interesting?	
  	
  Then	GM’s	Miscellany:	20	Things	System	Neutral	Edition	Volume	I	is	for	you!	Packed	full	of	tables	designed	to	take	the	hassle	out	of	
  running	your	game,	GM’s	Miscellany:	20	Things	takes	care	of	the	little	things	so	you	can	focus	on	the	big	things.	GM’s	Miscellany:	20	
  Things	Volume	I	is	a	compilation	of	the	first	year’s	“20	Things”.	The	book’s	contents	are	available–for	free–	on	ragingswan.com.	
  	
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	
  Editing:	Creighton	Broadhurst	and	Thilo	Graf	
  Cover	Design:	Creighton	Broadhurst	
  Layout:	Creighton	Broadhurst	
  Interior	Art:	Earl	Geier,	William	McAusland,	Malcolm	McClinton,	
  Bradley	K.	McDevitt,	Matt	Morrow,	Claudio	Pozas	and	Maciej	
  Zagorski	 (The	 Forge	 Studios).	 Some	 artwork	 copyright	
  William	McAusland,	used	with	permission.	Some	artwork	©	
  2014	 Earl	 Geier,	 used	 with	 permission.	 All	 rights	 reserved.	
  Some	
  artwork	
  copyright	
  Claudio	
  Pozas,	
  used	
  with	
  permission.	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	material	presented	in	this	product	first	appeared	in	GM’s	
  Miscellany:	20	Things	Volume	I	
  	
  The	moral	right	of	Creighton	Broadhurst	to	be	identified	as	the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  ragingswan.com	
  gatekeeper@ragingswan.com	
  	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition.	
  Herein	 you’ll	 find	 evocative,	 inspiring	 text	 designed	 to	 help	
  you—the	busy	GM—run	better,	quicker	and	easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—may	 yet	 lurk	 within.	 These	 generic	 terms	 are	
  easily	modified	to	the	GM’s	system	of	choice.			
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  2	
  C O N T E N T S  
  System	Neutral	Edition	.................................................................	1	
  Contents	.......................................................................................	2	
  Foreword	......................................................................................	3	
  About	the	Designer	......................................................................	3	
   
  I N  T H E  D U N G E O N  
  20	Magic	Effects	Affecting	an	Evil	Altar	........................................	6	
  20	Minor	Effects	of	Drinking	From	a	Magic	Pool	..........................	7	
  20	Pieces	of	Cavern	Dressing	........................................................	8	
  20	Things	to	Discover	About	a	Statue	..........................................	9	
  20	Things	to	Find	in	an	Abandoned	Mine	...................................	10	
  20	Things	to	Find	in	an	Alchemist’s	Laboratory	..........................	11	
  20	Things	to	Find	in	a	Dusty	Crypt	..............................................	12	
  20	Things	to	Find	in	a	Necromancer’s	Sanctum	.........................	13	
  20	Things	to	Find	in	a	Pit	............................................................	14	
  20	Things	to	Find	in	a	Sarcophagus	............................................	15	
  20	Things	to	Find	in	a	Smuggler’s	Storeroom	.............................	16	
  20	Things	to	Find	in	a	Torture	Chamber	.....................................	17	
  20	Things	to	Find	in	a	Vampire’s	Lair	..........................................	18	
  20	Things	to	Find	in	a	Villain’s	Desk	...........................................	19	
  20	Things	to	Find	in	a	Well	.........................................................	20	
  20	Things	to	Find	in	a	Wizard’s	Laboratory	................................	21	
  20	Things	to	Find	on	an	Evil	Altar	...............................................	22	
  20	Things	to	Find	on	a	Guardroom	Table	...................................	23	
  20	Treasure	Chests	.....................................................................	24	
  20	Triggers	for	a	Secret	Door	.....................................................	25	
  8,000	Pieces	of	Graffiti	to	Discover	in	a	Dungeon	......................	26	
  160,000	Potions	to	Discover	in	an	Alchemist’s	Laboratory	........	28	
   
  I N  T H E  T O W N  
  10	Strange	Traditions	to	See	in	a	Village	....................................	32	
  20	Things	to	Find	in	an	Abandoned	Building	..............................	33	
  20	Things	to	Find	in	an	Abandoned	Village	................................	34	
  20	Things	to	Find	in	a	Sewer	.......................................................	35	
  20	Things	to	Find	in	a	Slum	.........................................................	36	
  20	Things	to	See	at	a	City	Gate	...................................................	37	
  20	Things	to	See	During	an	Orc	Raid	..........................................	38	
  20	Things	to	See	in	a	Graveyard	.................................................	39	
  20	Things	to	See	in	a	Haunted	House	.........................................	40	
  20	Things	to	See	in	a	Riot	...........................................................	41	
  20	Things	to	See	in	a	Tavern	Brawl	.............................................	42	
  20	Things	to	See	in	a	Seedy	Tavern	............................................	43	
   
  I N  T H E  W I L D E R N E S S  
  20	Things	That	Can	Happen	in	a	Rowboat	..................................	46	
  20	Things	to	Discover	on	a	Beach	...............................................	47	
  20	Things	to	Enliven	a	Desert	Journey	.......................................	48	
  20	Things	to	Enliven	a	Sea	Voyage	.............................................	49	
  20	Things	to	Enliven	a	Swampy	Journey	....................................	50	
  20	Things	to	Enliven	a	Woodland	Journey	.................................	51	
  20	Things	to	Find	in	a	Druid’s	Glade	...........................................	52	
  20	Things	to	Find	in	a	Sea	Cave	..................................................	53	
  20	Things	to	Find	in	a	Shipwreck	................................................	54	
  	
  T R E A S U R E S ,  T R I N K E T S  &  T R A S H  
  10	Things	to	Find	in	a	Gelatinous	Cube	......................................	56	
  20	Things	to	Find	in	an	Owlbear’s	Lair	.......................................	57	
  20	Things	to	Find	in	a	Purple	Worm’s	Stomach	.........................	58	
  20	Things	to	Loot	From	a	Dead	Kobold	......................................	59	
  20	Things	to	Loot	From	a	Dead	Rogue	.......................................	60	
  20	Things	to	Loot	From	the	Body	...............................................	61	
  20	Things	to	Loot	From	the	Wizard’s	Body	................................	62	
  	
  	
  
  3	
  F O R E W O R D  
  Welcome	to	GM’s	Miscellany:	20	Things	Volume	I.	This	book	has	
  taken	a	year	or	so	to	write	but,	luckily,	I’ve	enjoyed	the	process	
  immensely!		
  	
  Originally,	 I	 started	 the	 20	 Things	 lists	 for	 my	 personal	
  Borderland	 of	 Adventure	 campaign.	 I	 wanted	 to	 add	 depth	 to	
  the	various	adventures	in	the	campaign	and	I	thought	it	would	
  be	handy	to	have	themed	lists	available	both	printed	out	behind	
  my	screen	and	in	Evernote	(which	if	I	haven’t	told	you	before	is	a	
  fantastic	gamer	aid).		
  	
  In	any	event,	shortly	thereafter	I	was	plotting	my	web	and	
  blogging	strategy	for	the	year	and	I	realised	other	people	might	
  find	 the	 lists	 as	 useful	 as	 me.	 It	 just	 kind	 of	 snowballed	 from	
  there.		
  	
  I	started	posting	the	various	lists	on	ragingswan.com	and	the	
  reaction	was	almost	uniformly	positive.	It	seemed	other	GMs	did	
  indeed	 enjoy	 the	 material!	 From	 there,	 it	 was	 inevitable	 I’d	
  eventually	 realised	 I	 should	 compile	 the	 material	 into	 a	 handy	
  GM’s	Resource.			
  	
  Pretty	much	everything	in	this	book	has	appeared	for	free	on	
  ragingswan.com	and	I’ll	be	leaving	all	the	articles	up	as	an	online	
  reference	in	case	that’s	a	more	convenient	way	for	you	to	access	
  it.	
  (You	
  can	
  check	
  out	
  all	
  our	
  free	
  resources	
  at	
  ragingswan.com/free-resources).			
  	
  Of	 course,	 just	 because	 I’ve	 published	 this	 book	 doesn’t	
  mean	I’ve	stopped	writing	20	Things	articles.	I’m	enjoying	them	
  too	much.	I’m	still	posting	away	on	Raging	Swan’s	website	(and	
  cunningly	 writing	 GM’s	 Miscellany:	 20	 Things	 Volume	 II	 at	 the	
  same	time)!	The	book	will	release	in	March	of	2017.	(If	you	know	
  me,	you’ll	know	I	like	to	be	annoyingly	organised).		
  	
  In	 any	 event,	 I	 hope	 you	 enjoy	 the	 material	 in	 GM’s	
  Miscellany:	20	Things	Volume	I	and	that	it	helps	you	run	a	better,	
  more	 flavoursome	 campaign	 stuffed	 to	 the	 gills	 with	
  verisimilitude.			
  	
  If	 you’ve	 got	 suggestions	 or	 requests	 for	 the	 subject	 of	 a	
  future	
  20	
  Things	
  article,	
  just	
  shoot	
  me	
  an	
  email—
  creighton@ragingswan.com—and	I’ll	add	it	to	the	list!		
  	
  	
   
  A B O U T  T H E  D E S I G N E R  
  Creighton	 Broadhurst	 lives	 in	 Torquay,	 England	 where,	
  apparently,	the	palm	trees	are	plastic	and	the	weather	is	warm.	
  He	 shares	 a	 ramshackle	 old	 mansion	 with	 his	 two	 children	
  (“Genghis”	 and	 “Khan”)	 and	 his	 patient	 wife.	 Famed	 for	 his	
  unending	 love	 affair	 with	 booze	 and	 pizza	 he	 is	 an	 enduring	
  GREYHAWK	fan.	
  	
  An	 Ennie	 Award	 winning	 designer	 (Madness	 At	 Gardmore	
  Abbey)	 Creighton	 has	 worked	 with	 Expeditious	 Retreat	 Press,	
  Paizo	and	Wizards	of	the	Coast.	He	believes	in	the	Open	Gaming	
  License	and	is	dedicated	to	making	his	gamesas	fun	and	easy	to	
  enjoy	as	possible	for	all	participants.	Reducing	or	removing	entry	
  barriers,	 simplifying	 pre-game	 prep	 and	 easing	 the	 GM's	
  workload	are	the	key	underpinning	principles	of	the	products	he	
  now	 releases	 through	 Raging	 Swan	 Press.	 You	 can	 read	 his	
  thoughts	on	game	design	at	creightonbroadhurst.com.	
  	
  	
  	
  
  4	 
   
  
  5	
   
   
   
   
   
   
   
   
   
   
  IN THE DUNGEON 
   
  
  6	
  2 0  M A G I C  E F F E C T S  A F F E C T I N G  A N  E V I L  A L T A R  
  During	their	adventures,	heroes	often	invade	fanes	dedicated	to	
  evil	gods	and	slay	the	degenerate	worshippers	lurking	therein.	
  	
  Such	shrines	always	have	an	altar	at	their	heart.	The	site	of	
  horrific	sacrifices	and	debauched	rites,	many	altars	are	protected	
  or	augmented	with	magical	effects.	Some	are	of	relatively	minor	
  power	while	others	could	spell	the	doom	of	those	investigating	
  the	fane.		
  	
  Use	the	table	below	to	determine	what	effects	lurk	on	the	
  altars	in	your	campaign.	
  1. Heatless	 flames	 writhe	 atop	 the	 altar	 providing	 illumination	
  equivalent	to	a	bonfire.	The	flames	leap	5	ft.	into	the	air	and	
  never	go	out.	They	obscure	the	altar	top	itself,	making	it	hard	
  to	see	the	hidden	secret	niche	hidden	therein.	
  2. This	overly	tall	altar	is	of	mortared	stone	upon	mortared	stone.	
  The	 mortar	 comprises	 the	 ground	 down	 bones	 of	 several	
  champions	of	good,	which	binds	the	heroes’	souls	to	the	altar.	
  Destroying	 the	 altar	 releases	 these	 spirits.	 Any	 sentient	
  creature	 coming	 within	 20	 ft.	 of	 the	 altar	 hears	 pain-laden	
  whisperings	emanating	from	its	stones.	
  3. The	area	around	the	altar	is	intensely	cold.	Frost	clings	to	the	
  altar	 itself	 and	 surrounding	 floor,	 making	 the	 floor	 slippery.	
  Cold-based	spell	cast	within	30	ft.	of	the	altar	take	effect	as	if	
  the	caster	was	one	level	higher	than	normal.	
  4. Four	balls	of	obviously	magical	light	hover	in	the	air	above	the	
  altar.	 They	 give	 off	 a	 lurid,	 green	 glow	 each	 equivalent	 to	 a	
  torch.	Anyone	touching	the	altar	can	mentally	command	the	
  four	globes	to	fly	anywhere	in	the	chamber.	
  5. Strange	whisperings	emanate	from	the	altar.	These	whispers	
  grow	louder	or	fade	away	depending	on	how	many	evil	aligned	
  creatures	are	in	the	chamber.	However,	they	never	completely	
  cease	and	explorers	may	believe	the	altar	is	possessed.	If	they	
  grow	 loud	 enough	 to	 be	 heard,	 listeners	 can	 ascertain	 the	
  whispers	are	tinged	with	pain	and	are	a	litany	of	praise	for	an	
  evil	god.	
  6. A	 line	 of	 skulls	 is	 mortared	 into	 the	 altar	 about	 three-foot	
  above	the	ground.	Unnatural,	magical	darkness	lingers	within	
  the	skulls’	eye	sockets.	
  7. Lurid,	disturbing	frescos	depicting	horrific	acts	of	violence	and	
  torture	decorate	the	sides	of	this	altar.	Further	augmented	by	
  a	powerful	illusion,	the	figures	in	the	frescos	seem	to	shudder	
  and	writhe	in	pain.	
  8. Powerful	magics	pervade	the	altar	and	the	area	immediately	
  surrounding	it.	Within	this	zone,	all	sound	is	greatly	amplified	
  making	even	the	quietest	whisper	or	groan	of	pain	as	loud	as	a	
  shout.	
  9. The	smell	of	ozone	hangs	heavily	in	the	air	around	this	altar	
  adorned	with	thick	manacles.	An	obsidian	dagger	lies	on	the	
  altar.	Anyone	approaching	the	altar	carrying	or	wearing	metal	
  armour	 or	 weapons	 is	 struck	 by	 a	 minor	 electrical	 discharge	
  (2d6	electrical	damage).	
  10. A	 permanent	 sphere	 of	 darkness	 is	 fixed	 to	 the	 altar;	 no	
  nonmagical	light	sources	can	illuminate	the	surrounding	area.	
  11. An	 illusion	 cast	 around	 the	 altar	 creates	 the	 image	 of	 mist	
  continually	 rising	 from	 the	 floor.	 The	 mist	 provides	
  concealment	for	objects	and	creatures	further	than	5	ft.	away	
  and	cannot	be	dispersed	by	normal	means	(such	as	conjured	
  wind	and	so	on).	Individuals	who	know	of	the	illusion	can	see	
  through	the	mist	without	penalty.	
  12. A	prayer	dedicated	to	the	dark	powers	of	the	fane	is	etched	
  into	the	stone	of	the	altar.	Anyone	reading	the	prayer	hears	
  dread	whispers,	urging	the	affected	to	kneel	and	worship.	
  13. A	faint,	sickly	purple	glow	illuminates	the	altar	providing	light	
  as	 a	 candle.	 This	 glow	 expands	 to	 cloak	 anything	 or	 anyone	
  touching,	or	placed	on,	the	altar.	
  14. Small	holes	in	the	altar	top	expel	a	strong	breeze	causing	the	
  permanently	flaming	torches	set	in	wrought	iron	sconces	atop	
  the	altar	to	dance	wildly.	
  15. A	 protective	 circle	 is	 carved	 into	 the	 floor	 around	 the	 altar.	
  Picked	out	with	silver,	it	acts	as	a	magic	circle	against	good.	
  Damaging	the	silver	ends	the	affect.	
  16. A	tall	banner	hangs	from	the	ceiling	directly	above	the	altar,	
  depicting	 the	 symbol	 of	 the	 altar’s	 deity.	 A	 strong	 burst	 of	
  wind	continually	affects	the	banner	making	it	writhe	and	flap.	
  Consequently,	it	is	slightly	colder	around	the	altar	than	normal.	
  17. The	 altar	 is	 constructed	 of	 nothing	 but	 dozens—perhaps	
  hundreds—of	 closely	 packed	 leg	 and	 arm	 bones.	 These	 fell	
  remains	emanate	a	constant	unholy	power.	
  18. The	 altar	 is	 the	 site	 of	 many	 contacts	 with	 creatures	 from	
  beyond.	 The	 repeated	 use	 of	 such	 powerful	 magic	 in	 the	
  locality	has	created	a	bridge	of	sorts	to	certain	powerful,	alien	
  beings.	A	character	asking	questions	within	15	ft.	of	the	altar	is	
  assaulted	 with	 strange	 visions,	 alien	 thoughts	 and	 terrible	
  feelings	that	haunt	his	mind.		
  19. A	variant	stone-forming	magic	affects	the	altar.	The	effect	runs	
  continuously	and	the	altar’s	form	is	in	a	constant	state	of	flux.	
  While	 it	 always	 retains	 the	 general	 form	 of	 an	 altar,	 small	
  details	 such	 as	 carvings,	 channels	 to	 catch	 the	 blood	 of	
  sacrifices	 and	 so	 on	 appear	 and	 disappear	 seemingly	 at	
  random.	
  20. A	highly	polished	skull	sits	on	a	black	velvet	cushion	atop	the	
  altar.	A	shard	of	obsidian	fills	one	of	the	skull’s	eye	socket.	The	
  obsidian	is	the	key	to	a	magic	prison	of	a	paladin	in	stasis.	Even	
  dastardlier,	a	defensive	circle	surrounds	the	altar	which	stops	
  the	paladin’s	soul	from	escaping...	
  
  7	
  2 0  M I N O R  E F F E C T S  O F  D R I N K I N G  F R O M  A  M A G I C  P O O L  
  It	 seems,	 adventurers	 are	 always	 drinking	 from	 pools	 they	
  discover	during	their	adventures.	Some	hold	nothing	but	water,	
  while	others	hold	powerful,	potentially	life-changing	magic.	
  	
  Other	pools—by	dint	of	a	quirk	of	nature	or	lingering,	nearby	
  enchantments—possess	minor	powers	or	effects	those	drinking	
  from	 the	 waters	 can	 benefit	 (or	 suffer)	 from.	 Use	 the	 table	
  below,	to	determine	what	happens	to	a	character	drinking	from	
  the	pool’s	water:		
  1. The	character's	tongue	swells	up	to	twice	its	normal	size	and	
  he	cannot	speak	for	1d4	hours.	
  2. The	 water	 from	 the	 pool	 makes	 the	 character	 tremendously	
  thirsty.	Unless	restrained,	he	drinks	all	the	liquids	he	carries—
  including	 magic	 potions	 and	 liquid	 poisons—to	 assuage	 his	
  thirst.	
  3. The	 water	 is	 slightly	 effervescent	 and	 gives	 the	 character	 a	
  slight	feeling	of	euphoria.	For	1d4	hours	afterwards,	he	has	an	
  easier	time	to	resist	mental	domination.	
  4. The	 water	 contains	 bacteria	 that	 make	 the	 character	 ill.	
  Starting	the	next	day,	the	character	begins	to	feel	sick.	While	
  he	is	not	debilitated,	the	constant	stomach	cramps	distract	the	
  drinker	for	a	day.	
  5. The	 water	 is	 brackish	 and	 renders	 the	 character	 temporarily	
  blind	for	1d6	x	10	minutes.	
  6. The	 water	 is	 cool	 and	 refreshing.	 The	 character	 is	 refreshed	
  and	is	immune	to	fatigue	and	exhaustion	for	the	remainder	of	
  the	day.	
  7. The	 pool’s	 water	 is	 laced	 with	 minor	 magic.	 Unless	 the	
  character	has	a	strong	mind,	he	starts	behaving	erratically	for	a	
  short	period	of	time.	
  8. The	 water	 is	 amazingly	 refreshing.	 The	 character	 need	 not	
  drink	for	the	rest	of	the	day	no	matter	how	energetically	he	
  exercises.	
  9. The	 water	 is	 laced	 with	 mushroom	 spores.	 1d4	 hours	 after	
  drinking	 the	 water,	 the	 character	 begins	 to	 suffer	 minor	
  hallucinations.	These	last	for	2d6	hours.	
  10. The	 water	 is	 suspiciously	 warm,	 but	 has	 no	 other	 effect—
  malign	or	benign.	
  11. The	 water	 is	 brackish	 and	 tastes	 “flat.”	 The	 day	 after	 a	
  character	 drinks	 the	 water,	 his	 skin	 takes	 on	 a	 faint	 grey	
  parlour.	 This	 skin	 colour	 deepens	 for	 the	 next	 few	 days,	
  before—just	as	slowly—reverting	to	normal.	
  12. The	water	is	discoloured	and	looks	to	be	contaminated	with	a	
  decent	amount	of	blood.	It	has	a	slight	metallic	taste.	The	next	
  time	 the	 character	 exerts	 himself	 his	 sweat	 is	 red-hued.	 It	
  looks	like	he	is	literally	sweating	blood.	
  13. Some	kind	of	granular	material	is	suspended	in	the	water.	It	is	
  foul,	 and	 the	 taste	 of	 it	 lingers	 in	 the	 character’s	 mouth	 for	
  several	hours.	
  14. The	water	smells	sweet	and	tastes	terrific.	After	drinking	it,	a	
  character—for	 several	 hours—think	 he	 can	 smell	 roses	 in	
  bloom.	
  15. An	 innocent	 was	 murdered—drowned—in	 the	 pool,	 and	 the	
  foul	 act	 has	 left	 its	 psychic	 impression	 in	 the	 water.	 Anyone	
  drinking	from	the	pool	is	beset	by	nightmares	of	drowning	the	
  next	morning.	
  16. A	phosphorescent	fungus	grows	in	the	depths	of	the	pool,	and	
  the	water	seems	subtly	discoloured.	Characters	drinking	from	
  the	 water	 suffer	 no	 immediate	 ill	 effect,	 but	 the	 next	 day—
  when	they	awake—their	eyes	have	taken	on	a	dim	glow,	which	
  provides	the	benefits	of	perfect	sight	in	dim	illumination,	but	
  with	only	a	10	ft.	range.	
  17. Powerful	 delusion	 magic	 laces	 the	 pool’s	 water.	 Characters	
  drinking	 from	 it	 believe	 the	 pool	 to	 have	 powerful	 healing	
  properties.	 Unless	 they	 resist	 the	 pool’s	 magic,	 they	 believe	
  they	have	been	subject	to	curative	effects.	
  18. The	pool’s	waters	are	soporific.	A	character	drinking	from	the	
  waters	 quickly	 begins	 to	 feel	 tired	 and,	 consequently	 find	 it	
  hard	to	resist	the	lure	of	sleep.	
  19. The	 pool’s	 waters	 are	 invigorating.	 Characters	 drinking	 the	
  water	 naturally	 heal	 at	 double	 the	 normal	 rate	 for	 the	 next	
  two	days.	
  20. The	 pool	 is	 a	 conduit—all	 be	 it	 a	 very	 minor	 one—through	
  space	 and	 time.	 Characters	 drinking	 from	 the	 pool	 gain	 a	
  limited	ability	to	see	the	future.	The	next	time	the	character	is	
  in	 combat,	 or	 another	 stressful	 situation,	 he	 gains	 a	
  momentary	flash	of	insight	and	warning.	
  W H A T ’ S  T H E  W A T E R  L I K E ?  
  One	of	the	most	important	components	of	a	magic	pool	is	the	
  water	 within.	 If	 a	 pool’s	 water	 has	 magical	 powers,	 it’s	 worth	
  describing	 the	 water—particularly	 if	 its	 appearance	 or	 taste	
  gives	some	hint	to	the	power	lurking	within.	
  § 
  The	 water	 looks:	 1:	 sparklingly	 clear,	 2:	 clear,	 3:	 cloudy,	 4:	
  muddy,	5:	bubbling,	6:	still.	
  § 
  The	water	is:	boiling	(and	bubbling),	2:	hot,	3:	normal,	4:	cold,	
  5:	very	cold,	6:	freezing.	
  § 
  The	water	tastes:	1:	foul,	2:	brackish,	3:	pleasant,	4:	fresh.	
  	
   
  
  8	
  2 0  P I E C E S  O F  C A V E R N  D R E S S I N G  
  Adventurers	 often	 find	 themselves	 investigating	 caves	 and	
  caverns.	 Within	 lurk	 degenerate	 troglodytes,	 strange	 aberrant	
  creatures	from	the	Ebon	Realm	and	even	worse	things.		
  	
  Use	the	tables	below,	to	create	interesting	cavern	features.		
  1. The	rubble	from	a	broken	stalagmite	covers	the	floor,	nearby	
  to	its	stump	that	yet	juts	up	from	the	floor.	
  2. A	 single	 booted	 footprint	 on	 the	 muddy	 floor	 betrays	 the	
  passage	of	previous	explorers.	
  3. Rubble	 covers	 the	 floor	 throughout	 this	 area,	 except	 for	 an	
  obvious	path,	which	has	been	cleared.	Piles	of	rubble	flank	the	
  pathway,	creating	areas	difficult	to	move	through.	
  4. Mud	covers	the	floor	and	water	drips	from	the	ceiling	above.	
  The	mud	hides	several	deep	hollows	in	the	floor,	which	could	
  trip	unwary	explorers.	
  5. The	faint	scent	of	burnt	flesh	reaches	the	party's	nostrils.	
  6. A	 luminescent	 fungus	 grows	 high	 up	 one	 wall.	 Its	 faint	 glow	
  reveals	a	narrow	passageway	slanting	steeply	upwards.	
  7. A	narrow	fissure	little	more	than	one-foot	wide	splits	the	floor	
  in	twain.	A	faint	breeze	emanates	from	below.	
  8. Three	splintered	crossbow	bolts	lie	about	the	floor.	None	have	
  any	blood	on	their	points.	
  9. A	rocky	outcrop	on	one	wall	looks	a	little	like	a	melted	giant's	
  face	emerging	from	the	rock,	in	the	party's	flickering	lights.	
  10. Water	 drips	 from	 a	 crack	 in	 the	 ceiling.	 Explorers	 passing	
  through	the	area	discover	the	water	is	very	cold.	
  11. A	cracked	skull	yet	wearing	a	battered	iron	helm	sits	in	a	small	
  hole	in	one	wall.	Its	seems	to	watch	those	passing	by...	
  12. Stalagmites	and	stalactites	fill	a	low	grotto	to	one	side	of	the	
  passageway.	 Shadows	 cluster	 thickly	 within,	 providing	 a	
  perfect	spot	for	an	ambush.	
  13. A	 large,	 almost	 man-sized,	 mushroom	 once	 dominated	 this	
  area.	However,	someone	has	recently	hacked	the	mushroom	
  down	and	its	remains	now	lie	mouldering	near	its	low	stump.	
  14. The	 sound	 of	 soft	 laugher	 followed	 by	 the	 soft	 clatter	 of	
  shifting	rocks	comes	from	somewhere	ahead.	
  15. A	 wide	 stream	 of	 clear,	 fresh	 water	 runs	 through	 the	 area.	
  Several	stones	placed	several	feet	apart	provide	a	convenient	
  means	of	crossing	the	steam	while	keeping	one's	feet	dry.	
  16. As	15.,	but	one	of	the	stones	shifts	underfoot.	The	character	
  must	take	care	to	avoid	falling	in.	
  17. Bats	 nest	 in	 the	 ceiling.	 A	 party	 bringing	 lights	 into	 the	 area	
  disturbs	them.	They	flutter	about	until	the	light	source	leaves.	
  18. Thick	webs	fill	this	area.	A	faint	breeze	issues	from	cracks	in	
  the	rock	causing	the	webs	to	gently	undulate.	
  19. Thick	mud	covers	the	cavern	floor.	A	discarded	spade	lies	near	
  a	partially	dug	grave.	A	thick	brown	sludge	of	mud	and	water	
  fills	the	grave	about	one	foot	deep.	It	is	otherwise	empty.	
  20. Translucent	crystals	stud	the	cavern	walls.	Introducing	a	light	
  source	 into	 the	 cavern	 creates	 a	 riot	 of	 colour.	 Crystals	
  harvested	from	the	walls	shatter	and	are	valueless.	
  1 0  N O T A B L E  C A V E R N  F E A T U R E S  
  1. Water	 drips	 through	 cracks	 in	 the	 ceiling,	 creating	 a	 liquid	
  curtain.	This	provides	a	concealing	mist	that	makes	it	slightly	
  harder	to	notice	enemies	nearby.	
  2. Steep,	but	crude	stone	steps	have	been	cut	into	the	wall.	The	
  steps	lead	up	to	a	small	cavern	that	has	obviously	been	mined	
  at	 some	 point	 in	 the	 past.	 Perceptive	 characters	 notice	
  glimmering	 flecks	 of	 some	 kind	 of	 metal	 in	 the	 walls.	
  Subsequent	examination	by	someone	with	mining	experience	
  reveals	the	flecks	to	be	platinum.	
  3. This	section	of	floor	is	unstable.	An	object	or	person	weighing	
  more	than	150	lbs.	causes	the	floor	to	collapse	into	a	water-
  filled	sinkhole	below.	The	80	ft.	deep	(and	cold)	water	breaks	
  the	 falling	 character’s	 fall,	 but	 falling	 rocks	 may	 prove	 fatal.	
  The	fragile	state	of	the	remaining	portions	of	the	ceiling	means	
  a	trapped	character	cannot	climb	out	without	assistance.	
  4. A	small	stand	of	heligmites—stalagmites	resembling	trees	with	
  “branches”	 growing	 off	 from	 the	 main	 body	 in	 erratic	 and	
  bizarre	directions—fills	the	area.	
  5. Thick,	 cloying	 mud	 covers	 the	 cavern	 floor.	 The	 mud	 covers	
  and	fills	several	deep	pits	in	the	floor.	In	these	locations,	the	
  mud	acts	like	quicksand.	Unwary	travellers—or	combatants—
  could	easily	drown	in	such	places.	
  6. A	thin	sheet	of	dripstone	reaches	from	the	ceiling	to	the	floor.	
  In	several	places	near	the	floor,	someone—or	something—has	
  chipped	holes	in	the	dripstone.	The	holes	are	large	enough	to	
  fit	a	hand	(or	thrusting	weapon)	through.	
  7. A	 field	 of	 gour	 pools—pools	 whose	 rims	 stand	 about	 three-
  foot	high—dot	the	chamber.	Within,	water	almost	completely	
  fills	 the	 pools.	 Water	 drips	 down	 from	 the	 ceiling	 into	 the	
  pools;	in	this	caverns	it	sounds	like	it	is	raining.	(This	makes	it	
  harder	to	hear	nearby	adversaries.)	
  8. Long	 ago	 an	 explorer	 died	 in	 this	 cavern.	 His	 calcified	 bones	
  still	remain,	transfixed	in	a	slowly	growing	stalagmite.	
  9. A	bubbling	pool	dominates	this	chamber.	A	vauclusian	spring	
  rises	from	the	rock	in	the	centre	of	the	pool	and	it	is	this	that	
  creates	the	bubbling	effect.	
  10. Detritus	and	rubble	obviously	deposited	by	flooding	covers	the	
  cavern	floor.	To	the	east,	a	trickle	of	water	dribbles	out	of	a	
  cavern	mouth	high	up	on	one	wall.	The	rock	below	the	cavern	
  mouth	 is	 notably	 smoother	 than	 that	 on	 other	 walls	 and	
  glistens	in	the	party’s	lights.	
  	
  
  9	
  2 0  T H I N G S  T O  D I S C O V E R  A B O U T  A  S T A T U E  
  Dungeons	always	seem	to	have	statues.	Perhaps	one	of	the	most	
  durable	forms	of	art	available	to	the	average	dungeon	builder,	
  they	 are	 often	 used	 to	 add	 a	 feeling	 of	 grandeur	 and	 awe	 to	
  important	 locations	 such	 as	 throne	 rooms,	 temples	 and	 grand	
  entrances.		
  	
  Not	all	statues	are	created	equal,	however.	Often	they	can	
  act—in	 some	 clever	 fashion—as	 an	 automated	 guardian	 or	
  trigger	 for	 a	 secret	 door;	 some	 even	 have	 as	 a	 secret	 storage	
  niche	 hidden	 within.	 Use	 the	 table	 below	 to	 determine	 a	
  dungeon	statue’s	secret.		
  1. The	 statue	 is	 hollow	 and	 large	 enough	 to	 conceal	 a	 secret	
  watcher.	Cleverly	hidden	holes	enable	the	guard	to	listen	and	
  hear	what	is	being	said	in	the	area.	Alert	PCs	spot	these	hidden	
  holes,	and	the	mechanism	to	open	the	rear	of	the	statue.	
  2. Some	portion	of	the	statue	is	hollow—whether	by	accident	or	
  design—and	insects	swarm	within.	Explorers	getting	too	close	
  to	 the	 statue	 irritate	 the	 insects—perhaps	 spiders,	 ants	 or	
  centipedes—and	they	attack.	
  3. The	statue	has	a	clenched	fist	and	it	holds	something	within—
  perhaps	 a	 valuable	 gem.	 Perceptive	 characters	 can	 see	 the	
  item	in	question,	but	must	break	the	hand	to	release	the	item.	
  4. The	 statue	 has	 a	 clenched	 fist	 holding	 a	 black	 bead	 (a	 bead	
  that	can	be	thrown	as	a	detonating	missile	of	pure	force).	A	
  strange	 word—“Zarnoth”—is	 carved	 into	 the	 statue’s	 plinth.	
  When	anyone	speaks	the	word	out	loud,	the	statue	unclenches	
  its	fist	and	the	bead	falls	to	the	floor	before	exploding.	(The	
  GM	should	determine	which	effect	to	use	for	this	trap,	based	
  on	the	strength	of	the	party).	
  5. The	statue	is	intricately	carved	and	the	figure	it	depicts	wears	
  a	billowing	cloak.	The	cloak	has	several	hard	to	notice	hidden	
  niches	within.	
  6. At	first	glance,	the	statue	appears	to	be	made	of	pure	gold,	but	
  a	keen	sense	of	materials	and	haggling	reveals	in	truth	it	is	a	
  normal	stone	statue	expertly	covered	in	gold	paint.	
  7. A	slender	pipe	hidden	in	the	floor	links	the	statue	to	a	hidden	
  niche	overlooking	the	area.	A	person	concealed	in	the	hidden	
  niche	speaking	into	the	pipe	creates	the	illusion	the	statue	is	
  speaking.	
  8. The	statue	stands	on	a	rotating	plinth.	Every	hour,	it	turns	to	
  face	a	random	direction.	
  9. The	statue	was	used	as	an	execution	device.	It	is	hollow	(like	
  #1	 above),	 and	 enemies	 of	 the	 dungeon	 builder	 were	 often	
  trapped	 inside	 to	 slowly	 die	 of	 starvation	 and	 thirst.	 The	
  skeletal	remains	of	the	statue’s	last	“occupant”	tumbling	out	
  surprise	a	PC	opening	the	hidden	compartment.	
  10. The	 statue	 has	 an	 animate	 skeleton	 encased	 within	 it.	 Faint	
  sounds	 of	 scrambling	 issue	 from	 inside,	 and	 the	 statue	
  (because	of	the	trapped	skeleton)	radiates	a	faint	evil	aura.	
  11. The	statue	is	precariously	balanced.	If	it	is	touched,	searched	
  or	hit	with	a	weapon	it	falls	over	and	shatters.	This	creates	a	
  lot	of	noise	and	alerts	all	the	occupants	of	nearby	areas.	
  12. The	statue	stands	on	a	revolving	base.	A	switch	on	the	back	of	
  the	statue	activates	the	mechanism,	and	can	make	the	statue	
  revolve	in	either	direction.	Revolving	counter	clockwise	raises	
  the	statue	up	from	its	base	(and	vice	versa).	If	explorers	allow	
  it	 to	 unscrew	 for	 five	 minutes	 they	 discover	 a	 small	 storage	
  niche	hidden	beneath.	
  13. The	 statue	 was	 dropped	 while	 it	 was	 being	 installed	 and	 a	
  deep	crack	runs	through	its	core.	If	moved	or	subjected	to	a	
  weight	of	more	than	100	lbs.	(perhaps	by	someone	climbing	on	
  it)	the	statue	cracks	down	the	middle	and	falls	apart.	
  14. Careful	 examination	 notes	 that	 the	 statue’s	 arms	 are	
  detachable	 and	 interchangeable.	 Swapping	 the	 arms	 over	
  opens	a	nearby	secret	door.	
  15. The	statue	radiates	a	faint	aura	of	magic,	but	this	is	only	a	ruse	
  to	distract	intruders	and	thieves.	
  16. The	 statue	 was	 originally	 intended	 to	 serve	 as	 an	 animated	
  object,	 but	 the	 crafting	 wizard	 never	 finished	 his	 job.	
  Knowledge	of	the	arcane	reveals	the	statue	was	likely	intended	
  for	this	purpose.	
  17. The	statue	was	originally	part	of	an	acid-spraying	trap,	which	
  has	long	since	run	out	of	acid.	A	faint	corrosive	smell	lingers	
  around	the	statue’s	open	mouth	(through	which	the	acid	was	
  originally	spewed).	
  18. This	obsidian	statue	of	a	warrior	maid	originally	held	an	ornate	
  glaive,	 which	 has	 long	 since	 been	 removed.	 It	 lies	 forgotten	
  elsewhere	in	the	dungeon,	and	is	also	crafted	from	obsidian.	
  Careful	examination	reveals	it	and	the	statue	are	part	of	a	set.	
  Sliding	 the	 glaive	 back	 in	 the	 statue’s	 hands	 depresses	 a	
  hidden	switch	and	opens	a	secret	treasure	niche	in	the	floor	
  behind	the	statue.	
  19. A	 low	 railing	 of	 black	 iron	 surrounds	 the	 statue.	 Anyone	
  crossing	the	railing	and	touching	the	statue	activates	a	hard	to	
  notice	and	disarm	trap.	The	railings	suddenly	slide	out	of	the	
  floor,	rising	up	to	the	ceiling	trapping	the	character.	
  20. This	statue	simply	depicts	a	huge	hand	holding	a	long,	ornate	
  horn.	 Characters	 playing	 the	 correct	 music	 through	 the	 horn	
  can	 summon	 a	 number	 of	 minor	 magical	 effects.	 These	
  effects—and	 the	 music	 required	 to	 summon	 them—are	
  depicted	on	a	number	of	nearby	frescos.	Sadly,	this	music	also	
  summons	all	the	occupants	of	the	nearby	rooms.	
  
  10	
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  M I N E  
  Many	races	delve	deep	below	the	earth	in	search	for	precious	
  metals	and	gems,	and	adventurers	often	explore	such	places	in	
  search	 of	 treasure	 and	 to	 stamp	 out	 monstrous	 infestations	
  commonly	found	therein.	
  	
  Use	this	table,	to	generate	minor	points	of	interest	for	PCs	to	
  discover	in	an	abandoned	mine:		
  1. The	haft	of	a	pickaxe	lies	in	the	floor.	Nearby,	the	rest	of	it	is	
  embedded	in	a	wall.	
  2. A	 bucket	 filled	 with	 rubble	 stands	 against	 one	 wall.	 Stuffed	
  between	it	and	the	wall	is	a	shard	of	seemingly	unremarkable	
  rock	wrapped	in	a	dirty	sack.	
  3. An	(inanimate)	skeletal	arm	clad	in	rags	emerges	from	a	caved	
  in	section	of	tunnel.	
  4. At	 this	 point	 in	 the	 tunnel,	 a	 mine	 cart	 lies	 on	 its	 side.	 It	
  partially	blocks	the	tunnel	and	rubble	lies	all	about.	
  5. Water	drips	down	from	the	ceiling	forming	a	small	pool	on	the	
  floor.	
  6. One	of	the	wooden	roof	supports	has	collapsed	and	fallen	to	
  the	ground.	Ominously,	a	small	pile	of	rubble	lies	around	the	
  fallen	support	perhaps	hints	the	roof	is	unstable.	
  7. An	iron	bar	gate	blocks	off	access	to	a	side	tunnel.	The	gate	is	
  old	 and	 its	 lock	 is	 rusted	 into	 immobility.	 Beyond	 the	
  passageway	extends	10	ft.,	before	turning	away	to	the	east.	
  8. Minerals	 in	 the	 tunnel’s	 walls	 glimmer	 in	 the	 party’s	 lights.	
  They	are	worthless	but	pretty	nonetheless.	
  9. A	 sinkhole	 pierces	 the	 passage’s	 floor	 blocking	 further	
  progress.	The	sinkhole	is	5	ft.	wide	and	120	ft.	deep.	Danger	
  lurks	here	for	the	far	side	of	the	sinkhole	is	unstable;	anyone	
  jumping	across	and	landing	within	5	ft.	of	the	edge	
  causes	 an	 additional	 collapse,	 which	 drops	
  unfortunate	 adventurers	 into	 the	 lightless	
  depths	below.	
  10. Phosphorescent	mould	grows	along	
  one	 wall	 and	 part	 of	 the	 ceiling.	
  The	mould	is	green	and	harmless.	
  Observant	 adventurers	 notice	 it	
  seems	 to	 undulate	 gently.	 (Its	
  thick	 growth	 obscures	 several	
  small	 worked	 holes	 in	 the	 wall	
  that	lead	to	an	airshaft).	
  11. A	 barrel	 full	 of	 rusting	 mining	
  equipment—picks,	
  spades	
  etc.—stands	 in	 an	 alcove.	 The	
  equipment	 is	 worthless,	 and	
  rapidly	 falls	 apart	 if	 put	 to	 its	
  intended	use.	
  12. A	shaft	pierces	the	ceiling.	It	extends	upward	linking	up	with	
  an	upper	level.	A	faint	cold	breeze	issues	from	the	shaft	and—
  occasionally—strange	sounds	are	discernable.	
  13. From	 somewhere	 far	 away	 comes	 the	 sound	 of	 miners	 at	
  work.	Later,	the	party	comes	across	an	area	of	tunnel	in	which	
  the	air	is	full	of	rock	dust.	Of	the	miners,	there	is	no	sign.	
  14. A	rotting	chest	stands	in	an	alcove.	Within	linger	the	remains	
  of	rations	and	several	desiccated	water	flasks.	
  15. The	 skeletal	 remains	 of	 a	 pony	 lie	 in	 front	 of	 an	 overturned	
  mine	 cart.	 The	 cart	 partially	 blocks	 the	 passageway	 and	
  examination	of	the	skeleton	reveals	the	animal	likely	broke	a	
  leg	and	was	left	here	to	die.	
  16. Deep	cracks	pierce	the	ceiling	of	a	large	section	of	tunnel.	As	
  the	 PCs	 approach	 the	 area,	 the	 rocks	 groan	 alarmingly	 and	
  dust	sifts	down	from	above.	
  17. Thick	spider	webs	cover	the	entrance	to	a	side	tunnel.	A	faint,	
  but	unpleasant,	smell	emerges	from	the	tunnel.	The	spider	is	
  long	 dead,	 but	 the	 desiccated	 remains	 of	 its	 victims	 yet	
  remain.	
  18. A	ripped	and	torn	backpack	lies	in	the	deep	dust	covering	the	
  floor.	Dried	blood	covers	the	back	portion	of	the	pack	(which	is	
  empty).	
  19. Here,	the	miners	carved	several	niches	in	the	tunnel	wall	and	
  filled	 them	 with	 candles	 and	 votive	 offerings	 to	 the	 various	
  gods	of	the	underworld.	All	are	covered	in	dust	but,	along	with	
  many	partially	burnt	candles,	looters	can	recover	15	gp	in	old	
  mixed	coinage.	
  20. Up	 head,	 the	 tunnel	 splits	 in	 two	 and	 goes	 around	 a	 large	
  column	 of	 tremendously	 dense	 rock.	 A	
  whitewashed	arrow	points	down	
  one	tunnel.	
  	
  	
  
  11	
  2 0  T H I N G S  T O  F I N D  I N  A N  A L C H E M I S T ’ S  L A B O R A T O R Y  
  Alchemists	toiling	away	in	their	laboratories	need	a	vast	amount	
  of	 equipment	 for	 their	 work.	 Such	 rooms	 resemble	 wizard’s	
  laboratories	 in	 many	 ways	 and	 can	 be	 just	 as	 exciting	 (and	
  dangerous)	to	explore.	
  	
  Use	this	table	to	determine	what	the	PCs	find,	as	they	search	
  the	alchemist’s	laboratory:	
  1. Part	of	the	alchemist’s	bench	top	is	badly	scarred	by	acid.	The	
  burn	is	wide	and	deep—clearly	a	lot	of	acid	was	spilt.	
  2. A	 strange	 stench—a	 combination	 of	 several	 different	
  chemicals	along	with	a	heavy	burning	smell—hangs	heavily	in	
  the	air.	The	smell	is	stronger	the	close	one	gets	to	the	floor.	
  3. A	 wet	 rag—covered	 in	 some	 kind	 of	 bright	 yellow	 sticky	
  material—lies	discarded	under	the	alchemist’s	workbench.	
  4. A	small	coffer	atop	a	high	shelf	contains	several	crystal	potion	
  vials.	Each	contains	a	potion	of	a	different	colour;	sadly,	none	
  are	labelled	(and	all	are	failed	experiments).	
  5. A	 faint	 yellow	 haze	 hangs	 in	 the	 air	 against	 the	 ceiling.	 The	
  room	strongly	smells	of	ozone.	
  6. Several	 small	 bowls	 contain	 vary	 amounts	 of	 water.	 Each	 of	
  the	bowls	also	holds	a	single	stone—all	of	different	types.	
  7. A	 small	 red	 cloth	 covers	 something	 small	 on	 the	 bench—a	
  broken	 egg	 shell	 shattered	 into	 several	 parts.	 However,	 the	
  egg	is	much	larger	than	could	be	garnered	from	a	chicken	or	
  similar	bird.	
  8. A	 small	 cauldron	 stands	 over	 an	 iron	 brazier.	 The	 cauldron	
  contains	 a	 thick,	 greenish	 goop	 that	 smells	 like	 a	 half-orc’s	
  armpit.	
  9. White	string	binds	a	stack	of	hand	drawn	plans	for	some	kind	
  of	fiendishly	complicated	apparatus	or	machine	together.	The	
  sheaf	 of	 notes	 lies	 on	 a	 shelf	 close	 to	 the	 alchemist’s	
  workbench.	Several	grubby	fingerprints	mar	the	top	sheet.	
  10. A	small	shelf	contains	a	dizzying	array	of	small	glass	bottles	
  and	 vials.	 Each	 seemingly	 contains	 a	 different	 kind	 of	
  liquid.	 A	 cloying,	 unpleasant	 smell	 hangs	 in	 the	 air	
  around	the	shelf.	
  11. An	empty	wine	glass	stands	atop	a	small,	unlocked	
  coffer.	Thin	wooden	panels	divide	the	interior	into	a	
  dozen	spaces.	Each	section	contains	a	different	kind	
  of	sand,	earth	or	powdered	rock.	
  12. A	 ragged	 piece	 of	 blue	 velvet	 holds	 a	 single	
  feather.	 The	 feather	 is	 overly	 large—perhaps	
  one-foot	 in	 length—and	 is	 brilliantly	 white	
  (except	 for	 its	 very	 tip,	 which	 has	 a	 silvery,	
  glistening	sheen).	
  13. This	 perfectly	 smooth	 stone	 ball	 the	 size	 of	 a	
  man’s	fist	glistens	as	if	it	has	just	been	immersed	
  in	water.	It	is,	however,	completely	dry.	
  14. A	 leather	 pouch	 stuffed	 down	 the	 back	 of	 a	 chair	 contains	
  several	small	bones.	The	bones	are	cracked	and	pitted.	
  15. A	small	glass	bottle	contains	a	thick,	pale	blue	syrupy	liquid.	
  Three	large	fangs	lie	at	the	bottom	of	the	bottle.	
  16. A	small	vial	rests	on	a	plate	alongside	two	dirty	quills.	The	vial	
  is	about	half	full	of	red	ink.	
  17. A	 tattered	 book—with	 a	 much-stained	 cover—contains	 basic	
  formula	 for	 the	 most	 common	 alchemical	 items.	 A	 close	
  reading	of	the	text,	however,	reveals	deliberate	errors	in	the	
  formulas	 that	 render	 anything	 made	 using	 the	 instructions	
  inert.	
  18. A	 tattered	 book—with	 a	 much-stained	 cover—contains	 basic	
  formula	for	the	most	common	alchemical	items.	A	perusal	of	
  the	text	reveals	the	formulas	are	particularly	well	written	and	
  illustrated.	 Items	 created	 using	 the	 instructions	 last	 longer	
  than	normal.	
  19. Perceptive	searchers	discover	a	loose	section	of	floor.	Below	
  lies	a	storage	niche	than	contains	four	(empty)	exquisite	glass	
  potion	vials	wrapped	in	black	velvet	cloth.	
  20. Mottled	 brown	 and	 green	 mould	 grows	 up	 one	 leg	 of	 the	
  alchemist’s	 workbench.	 The	 mould	 smells	 like	 decomposing	
  flesh.	
  	
   
  
  12	
  2 0  T H I N G S  T O  F I N D  I N  A  D U S T Y  C R Y P T  
  It	 seems	 adventurers	 are	 always	 poking	 about	 in	 dusty,	
  seemingly	
  abandoned	
  crypts.	
  Often,	
  the	
  lairs	
  of	
  the	
  blasphemous	 undead	 or	 the	 repository	 of	 forgotten	 treasures	
  such	places	draw	adventurers	like	moths	to	a	candle.		
  	
  But	 not	 all	 areas	 of	 a	 crypt	 are	 stuffed	 full	 of	 undead	 and	
  treasure.	 Use	 the	 table	 below,	 to	 add	 points	 of	 minor	 interest	
  into	the	dusty	crypts	in	your	campaign:		
  1. Here,	water	oozes	down	the	walls	from	above	leaving	tracks	
  on	the	ancient	brickwork.	On	the	ground,	the	water	has	turned	
  the	dust	into	thick	paste-like	grey	ooze.	
  2. Dusty	cobwebs	fill	the	corners	of	the	ceiling.	
  3. A	 small	 portion	 of	 brickwork	 from	 one	 wall	 has	 fallen	 away	
  revealing	the	bare	rock	behind.	A	low	pile	of	rubble	lies	on	the	
  floor	nearby.	
  4. Dust	sifts	down	from	the	archway	over	a	door.	The	stones	of	
  the	arch	have	shifted	and	consequently	the	door	is	harder	than	
  normal	to	force	open.	If	the	door	is	opened,	the	stones	above	
  groan	ominously	and	dust	sift	down	into	the	doorway...	
  5. Incongruously,	a	single	bone—a	thighbone—lies	on	the	floor	in	
  front	of	a	shadowy	archway.	
  6. The	 walls	 here	 were	 once	 decorated	 with	 brightly	 painted	
  images	 painted	 directly	 onto	 the	 smooth	 stone.	 The	 colours	
  have	long	since	faded,	and	now	only	a	suggestion	of	what	once	
  was	remains.	
  7. A	 section	 of	 floor	 is	 bumpy	 and	 uneven,	 making	 rapid	
  movement	 difficult.	 The	 paving	 slabs	 can	 be	 easily	 pried	 up,	
  but	nothing	of	interest	lies	beneath.	
  8. A	pillar	once	held	up	the	roof	here,	but	at	some	point	in	the	
  distant	 past	 it	 collapsed.	 Dust	 shrouds	 the	 resultant	 pile	 of	
  rubble;	the	ceiling	over	the	rubble	sags	dangerously.	
  9. Several	 niches	 that	 once	 contained	 offerings	 to	 those	 buried	
  here	 pierce	 the	 walls.	 All	 have	 succumbed	 to	 time’s	
  remorseless	 advance	 and	 are	 now	 nothing	 more	 than	 small	
  piles	of	rotting,	rusting	or	desiccated	
  remains.	
  10. Huge	
  religious	
  symbols	
  appropriate	 to	 the	 faith	 who	
  built	 the	 crypt	 have	 been	
  carved	into	the	walls.	Dust	and	
  cobwebs	 shroud	 portions	 of	
  the	
  carvings.	
  Tracing	
  the	
  grandest	of	the	carvings	
  with	one’s	hand	
  deactivates	
  a	nearby	trap.	
  11. Statues	 of	 the	 faithful	 garbed	 for	 war	 stand	 guard	 over	 this	
  area.	Half	have	serene	looks	upon	their	faces	while	the	others’	
  faces	are	twisted	with	hate.	The	statues	are	arrayed	so	they	all	
  look	towards	the	entrance.	
  12. Niches	cut	into	the	wall	each	hold	the	shrouded	skeletons	of	
  long-dead	 worshippers.	 Dust,	 cobwebs	 and	 other	 detritus	
  cover	the	remains.	The	densely	packed	niches	run	from	floor	
  to	ceiling.	An	ornate	shroud	edged	with	silver	and	gold	thread	
  covers	the	corpse	in	one	of	the	particularly	inaccessible	niche	
  near	the	ceiling.	
  13. Several	small	holes	pierce	the	wall	at	ground	level.	Small	dried	
  faeces—typical	 of	 that	 left	 by	 rats,	 mice	 or	 other	 rodents—
  covers	the	floor.	
  14. Small	 holes	 in	 the	 ceiling	 emit	 a	 faint	 cold	 breeze	 into	 the	
  chamber.	 The	 constant	 draught	 stirs	 the	 dust	 covering	 the	
  floor.	 Paranoid	 explorers	 may	 think	 some	 form	 of	 invisible	
  guardian	lurks	within	the	dust	cloud.	
  15. Carved	 holy	 symbols	 decorate	 the	 walls	 of	 this	 area.	 Several	
  have	 been	 deliberately	 defaced,	 but	 there	 seems	 to	 be	 no	
  obvious	reason	for	this	deliberate	vandalism.	
  16. A	 faded	 mosaic	 covers	 the	 floor.	 It	 depicts	 a	 stylised	
  representation	 of	 the	 afterlife,	 but	 exact	 details	 are	 hard	 to	
  pick	 out	 as	 some	 of	 the	 tiles	 are	 cracked	 and	 others	 are	
  missing.	
  17. Several	 burial	 niches	 in	 this	 area	 are	 empty.	 In	 all	 cases,	
  discarded	burial	shrouds	lie	in	the	niche	or	nearby.	Have	the	
  remains	been	removed	or	are	they	lurking	animate	guardians	
  of	the	complex?	
  18. A	narrow	ventilation	shaft	cut	into	the	ceiling	allows	a	thin	ray	
  of	pale	light	into	the	crypt.	
  19. Burial	niches	pierce	the	walls	of	the	area	(see	#12	above).	The	
  remains	of	one	of	the	interred	have	fallen	from	its	niche	and	
  lies	draped	on	the	floor	nearby.	
  20. Cockroaches	 and	 other	 insects	 once	 infested	 this	 crypt.	
  Feasting	on	the	remains	of	those	interred	
  here	 they	 grew	 fat	 and	
  numerous,	 but	 when	 they	
  ran	out	of	food	they	died	
  off.	 Now	 their	 desiccated	
  remains	 coat	 the	 floor	 and	
  make	 moving	 quietly	 difficult	
  (as	they	crunch	underfoot).	
  	
  	
  	
  
  13	
  2 0  T H I N G S  T O  F I N D  I N  A  N E C R O M A N C E R ’ S  S A N C T U M  
  In	 their	 forbidden	 corpse-filled	 laboratories	 necromancers	
  pursue	 their	 unspeakable,	 blasphemous	 experiments.	 Such	
  horrible	 labours	 require	 terrible	 components	 and	 depraved	
  research	materials	of	the	very	worst	kinds.		
  	
  Often,	 though,	 such	 details	 are	 overlooked	 as	 the	 party	
  merely	 loots	 the	 chamber	 for	 items	 of	 obvious	 value.	 Use	 this	
  table	to	generate	such	items	of	interest.	It	is	up	to	the	GM	to	
  determine	the	value	of	any	particular	piece	on	the	table	below,	
  however	most	good-aligned	PCs	will	be	uncomfortable	(at	best)	
  owning	such	items.	
  1. A	 wooden	 box	 contains	 a	 dozen	 thin,	 long	 black	 candles.	
  When	 burnt,	 they	 give	 off	 an	 indescribable	 smell	 akin	 to	
  burning	flesh.	
  2. Seven	 skulls	 fill	 a	 shelf	 above	 the	 desk.	 A	 strange	 rune	
  decorates	each	skull’s	forehead.	
  3. A	coffer	near	one	wall	holds	a	jumble	of	horribly	misshapen	
  bones.	Most	are	of	humanoid	origin,	but	surely	no	creature	
  could	have	survived	long	with	such	deformities.	
  4. An	ornate	display	of	bones	decorates	the	ceiling.	Leg	and	arm	
  bones	form	the	perimeter	of	the	“sculpture”	while	a	circle	of	
  skulls	fills	the	centre.	The	bones	are	yellowing	and	old	and	
  have	been	stuck	in	place	with	strong	glue.	One	of	the	skulls	
  contains	 a	 bead	 from	 a	 necklace	 of	 fireballs.	 If	 the	 skull	 is	
  disturbed,	the	bead	falls	out	and	explodes	when	it	hits	the	
  floor.	
  5. A	 fireplace	 pierces	 one	 wall.	 Deep	 soot	 and	 ash	 lie	 within.	
  Even	a	cursory	examination	of	the	pile	turns	up	fragments	of	
  bone.	
  6. A	 small	 red	 velvet	 pouch	 contains	 a	 single	 braid	 of	 long	
  impossibly	red	hair.	The	braid	is	carefully	curled	up	and	has	
  been	dusted	with	some	kind	of	fine	black	dust.	
  7. A	 skull—with	 its	 top	 removed—serves	 as	 a	 mixing	 bowl	 of	
  sorts.	A	nearby	worn	leg	bone	hints	at	its	use	as	a	pestle.	
  8. A	small	sack	of	salt	lies	on	one	corner.	It	is	half	empty	and	
  the	remaining	discoloured	salt	looks	contaminated.	
  9. A	large	earthen	jar	of	honey	contains	the	preserved	head	of	
  an	old	man.	His	face	is	contorted	as	if	in	indescribable	agony.	
  10. Three	 small	 glass	 jars	 hold	 an	 array	 of	 different	 coloured	
  dust.	Each	is	the	ash	of	a	different	cremated	creature,	used	
  for	 some	 ineffable	 purpose.	 A	 different	 esoteric	 sigil	 has	
  been	carefully	written	on	each	jar.	
  11. A	chandelier	crafted	of	bones	hangs	down	from	the	ceiling	in	
  the	centre	of	the	room.	The	bones	are	blackened	with	soot	
  and	covered	in	dried	wax.	
  12. A	 small	 cauldron	 blackened	 with	 use	 and	 pitted	 with	 age	
  stands	near	the	necromancer’s	worktable.	Dark,	unnaturally	
  cold	water	fills	the	cauldron	almost	to	the	lip.	Within	lies	the	
  sludge	and	detritus	of	many	experiments—shattered	bones,	
  decaying	flesh	and	the	like.	
  13. A	sagging	bookshelf	holds	the	remains	of	ancient	tomes	long	
  since	succumbed	to	the	ravages	of	extreme	age.	
  14. A	small	box	contains	four	long	quills	carved	from	bone.	Their	
  tips	are	exquisitely	sharp	and	blackened	with	red	“ink".	
  15. A	partially	dissected	body	lies	on	the	table.	The	body	is	that	is	
  a	long	dead	human.	The	unfortunate’s	chest	cavity	has	been	
  opened	and	the	organs	removed.	
  16. An	ornate	pentagram	carving	on	the	floor	provides	a	zone	of	
  protection	 around	 the	 necromancer’s	 workbench.	 The	
  carvings	have	been	picked	out	with	blood.	
  17. Several	beakers	stand	on	a	shelf	above	the	table.	Each	is	full	
  of	a	different	kind	of	dark,	sticky	and	noxious	fluid.	
  18. An	 oversized	 leather	 wallet	 holds	 a	 dissection	 kit.	
  Incongruously,	the	leather	wallet	is	of	the	finest	quality	and	
  is	even	monogrammed	with	the	necromancer’s	initials.	
  19. A	 small	 cage	 hanging	 from	 the	 ceiling	 holds	 the	 skeletal	
  remains	 of	 several	 songbirds	 amid	 a	 small	 heap	 of	
  discoloured	 feathers.	 Hideously,	 the	 birds'	 remains	 yet	 stir	
  and	judder.	A	close	examination	reveals	they	appear	to	still	
  be	trying	to	sing.	
  20. The	room	seems	unnaturally	cold	and	the	party’s	nonmagical	
  lights	 do	 not	 dispel	 the	 darkness	 lingering	 in	 the	 room’s	
  nooks	and	crannies.	Anyone	spending	much	time	here	gets	
  the	feeling	that	unseen	presences	lurk	in	the	chamber.	
  P I C K L E D  &  P R E S E R V E D  T H I N G S  
  1. A	large	jar	of	cloudy	vinegar	is	full	of	severed	ears	cut	from	a	
  variety	of	races.	
  2. An	 orc's	 disembodied	 head	 steeped	 in	 crystallised	 honey	 fills	
  an	earthen	jar.	Its	face	is	frozen	in	a	snarl.	
  3. A	faerie	or	sprite’s	tiny	body	is	pinned	to	a	large	slab	of	wood	
  cut	 from	 the	 heartwood	 of	 a	 dryad’s	 tree.	 The	 body	 yet	
  occasionally	quivers.	
  4. A	box	crafted	from	carefully	joined	finger	and	toe	bones	holds	
  a	 suspiciously	 well	 preserved	 heart	 along	 with	 several	
  glistening	strands	of	platinum	blond	hair	(which	are	carefully	
  draped	over	the	heart).	
  5. A	 large	 box	 holds	 a	 dry	 paste	 of	 powder	 bones	 mixed	 with	
  blood	and	other	bodily	fluids.	
  6. A	wooden	frame	holds	a	stretched	and	drying	ragged	patch	of	
  skin	 roughly	 a	 foot	 square.	 (The	 necromancer	 is	 turning	 the	
  skin	into	a	scroll).	Part	of	a	faded	tattoo	is	visible	on	one	edge	
  of	the	“scroll”.	
  	
   
  
  14	
  2 0  T H I N G S  T O  F I N D  I N  A  P I T  
  Adventurers	 are	 always	 falling	 into	 pits.	 Well,	 they	 are	 in	 my	
  campaigns	anyway...	
  	
  The	bottom	of	a	pit	shouldn't	be	a	featureless	cube.	Beyond	
  a	 simple	 trap	 designed	 to	 kill	 or	 impede	 intruders,	 a	 trap	 is	 a	
  great	opportunity	to	tell	a	bit	more	of	the	dungeon's	story.	
  	
  Some	 pits	 hold	 trapped	 monsters—or	 even	 adventurers—
  while	others	have	additional	dangers	such	as	iron	spikes	and	so	
  on.	More,	however,	hold	the	detritus	of	previous	delves.	Use	the	
  table	below,	to	generate	minor	points	of	interest	a	PC	might	find	
  at	the	bottom	of	the	pit.		
  1. Cursory	examination	reveals	small	holes	cut	into	the	pit's	wall	
  near	one	corner.	A	climber	using	the	holes	has	an	easier	time	
  escaping	the	pit.	
  2. Iron	spikes	line	the	floor	of	the	pit.	Dried	blood	covers	several	
  toward	 one	 of	 the	 pit’s	 walls	 showing	 where	 someone	
  (perhaps)	fell	in.	
  3. An	 adventurer's	 rotting	 body	 lies	 twisted	 and	 broken	 at	 the	
  bottom	 of	 the	 pit.	 Stripped	 of	 all	 useable	 equipment	 by	 his	
  companions,	 he	 lies	 abandoned.	 His	 mournful	 ghost	 might	
  linger	nearby...and	it	might	mistake	the	PCs	for	his	perfidious	
  companions.	
  4. This	pit	intersects	with	a	natural	cavern,	the	entrance	to	which	
  breaks	 through	 one	 wall.	 The	 cavern	 has	 no	 other	 exits,	 but	
  water	dripping	down	through	the	ceiling	could	keep	a	trapped	
  explorer	alive	for	quite	some	time.	
  5. Four	burnt	out	torch	stubs	lie	on	the	floor	of	the	pit.	The	burnt	
  and	shrivelled	remains	of	thousands	of	tiny	spiders	carpet	the	
  floor.	
  6. Dungeon	denizens	use	this	pit	to	dispose	of	their	garbage	and	
  waste.	 Anyone	 falling	 into	 the	 pit	 takes	 less	 falling	 damage	
  than	 normal	 because	 the	 rubbish	 cushions	 his	 fall.	 However,	
  the	pit	is	rife	with	disease	and	a	character	in	the	pit	must	take	
  care	to	avoid	catching	a	disgusting	disease.	
  7. An	 empty	 wineskin	 and	 the	 faint	 smell	 of	 wine	 linger	 at	 the	
  bottom	of	the	pit.	
  8. Iron	spikes,	driven	into	the	wall,	provide	a	makeshift	ladder	of	
  sorts	for	those	trapped	in	the	pit.	
  9. A	discarded,	dented	helmet	lies	in	one	corner.	
  10. The	 remains	 of	 a	 healer's	 kit	 are	 scattered	 about	 the	 floor.	
  Some	of	the	bandages	are	caked	in	dried	blood.	
  11. "Forgive	me"	is	daubed	on	a	wall	in	large,	chalk	letters.	
  12. A	 near-empty	 sack	 holding	 13	 gp	 and	 16	 sp	 mixed	 in	 with	
  shards	of	glass	from	a	large	mirror	is	the	only	thing	in	the	pit.	
  Unwary	PCs	investigating	the	sack	can	prick	their	fingers	with	
  the	shards.	
  13. A	torn,	brown	jerkin	hangs	from	a	natural	protrusion	on	one	
  wall.	
  14. A	bent	iron	spike	protrudes	from	one	wall	at	knee	height.	It	
  falls	out	if	anyone	puts	their	weight	on	it.	
  15. The	 pit's	 walls	 are	 slick	 with	 water	 oozing	 from	 many	 small	
  cracks	in	the	rock.	The	walls	are	hard	to	scale	and	water	fills	
  the	pit	to	a	depth	of	roughly	one-foot.	
  16. The	pit's	walls	are	slick	with	moisture;	faintly	glowing	mould	
  grows	in	the	many	cracks,	providing	a	sickly	yellow	light	(equal	
  to	dim	illumination)	throughout	the	pit.	
  17. A	 narrow	 crack	 splits	 the	 pit's	 floor.	 A	 faint,	 cold	 breeze	
  sporadically	issues	forth.	
  18. The	shards	of	a	broken	flute	lie	discarded	in	the	pit.	Nearby,	a	
  frayed	 length	 of	 rope	 and	 a	 discarded	 ration	 pack	 are	 piled	
  neatly	in	a	corner.	
  19. A	small	niche	in	one	wall	of	the	pit	holds	a	primitive	clay	statue	
  of	a	squat,	naked	woman.	Four	silver	coins	fill	a	bowl	in	front	
  of	the	statuette.	
  20. Cracks	crisscross	the	walls	of	the	pit.	Bent	and	twisted	copper	
  coins	have	been	hammered	into	many	of	the	cracks—perhaps	
  in	some	sort	of	bizarre	offering.	Coins	only	fill	cracks	up	to	a	
  height	 of	 about	 3	 ft.	 Three	 discarded	 small	 sacks	 lie	 in	 one	
  corner.	 Careful	 examination	 of	 the	 coin-filled	 cracks	 reveals	
  they	(crudely)	spell	an	unfamiliar	name.	
  	
   
  
  15	
  2 0  T H I N G S  T O  F I N D  I N  A  S A R C O P H A G U S  
  Adventurers	always	seem	to	be	breaking	into	ancient	tombs	and	
  crypts	in	search	of	undead	horrors	(and	their	loot).		
  	
  Of	 course,	 not	 all	 sarcophagi	 are	 filled	 with	 treasures	 or	
  undead	 monstrosities.	 Some	 simply	 contain	 the	 bones	 of	 the	
  long-dead	 (and	 their	 grave	 goods).	 The	 following	 table	 can	 be	
  used	 to	 determine	 what	 the	 PCs	 find—beyond	 the	 occupant’s	
  mouldering	 remains—when	 they	 search	 a	 sarcophagus,	 burial	
  niche	or	crypt:		
  1. The	 occupant’s	 head	 rests	 on	 a	 dusty	 and	 faded	 red	 pillow.	
  Cursory	examination	made	while	searching	the	pillow	reveals	a	
  small	cache	of	old	gold	coins	minted	in	a	kingdom	long	since	
  crumbled	to	dust.	The	fifteen	oversized	coins	are	worth	100	gp	
  to	a	sage,	collector	or	student	of	history.	They	depict	the	fallen	
  kingdom’s	heraldry	on	one	side	and	the	profile	of	its	ruler	on	
  the	other.	
  2. Although	 it	 only	 contains	 the	 remains	 of	 one	 body,	 this	
  sarcophagus	 holds	 two	 skulls.	 One	 clearly	 suffered	 a	 violent	
  death.	
  3. A	fine	white	sheet	edged	in	silver	trim	covers	the	occupant’s	
  remains.	The	trim	is	worth	15	gp.	
  4. The	 sarcophagus	 is	 filled	 with	 bones	 from	 many	 different	
  individuals,	all	jumbled	together.	The	sarcophagus	itself	has	a	
  hidden	niche	in	the	bottom	only	accessible	when	the	bulk	of	
  the	 bones	 have	 been	 removed.	 The	 secret	 niche	 holds	 the	
  remains	 of	 an	 important	 individual	 still	 wearing	 two	 ornate	
  golden	bracers	decorated	with	engravings	of	swooping	birds	of	
  prey	(worth	400	gp).	
  5. The	sarcophagus’	occupant	clutches	a	mouldering	scroll	in	his	
  hands.	 It	 crumbles	 if	 touched,	 but	 an	 investigation	 of	 the	
  remains	reveals	several	indistinct	religious	symbols.	
  6. The	inside	of	the	sarcophagus’	lid	has	scratch	marks—as	if	the	
  interred	had	tried	to	escape.	
  7. The	
  stench	
  of	
  decay	
  greets	
  explorers	
  opening	
  this	
  sarcophagus;	mould	and	strange	fungi	have	taken	root	on	the	
  decomposing	
  body	
  within.	
  Characters	
  opening	
  the	
  sarcophagus	must	have	a	strong	stomach	or	retch	due	to	the	
  smell	for	2d6	minutes.	
  8. The	sarcophagus	contains	not	only	the	skeleton	of	his	intended	
  occupant,	 but	 also	 the	 remains	 for	 four	 huge	 rats.	 A	 close	
  inspection	 of	 the	 occupant’s	 skeletons	 reveals	 hundreds	 of	
  teeth	marks.	
  9. The	skeleton	(strangely)	is	lying	on	its	front.	Among	its	rotting	
  clothes,	 perceptive	 adventurers	 spot	 a	 thin	 leather	 cord	
  around	its	neck.	A	silver	heart-shaped	pendant	(worth	30	gp)	
  hangs	from	the	cord.	
  10. Curled	 at	 the	 feet	 of	 the	 sarcophagus’	 inhabitant	 lie	 the	
  remains	of	a	small	dog,	cat	or	other	small	pet.	
  11. The	inside	face	of	the	sarcophagus’	lid	has	an	illustrated	prayer	
  carved	 into	 it.	 The	 prayer	 speaks	 of	 peace	 in	 death	 and	 the	
  illustrations	 depict	 angels	 carrying	 the	 deceased’s	 soul	 up	 to	
  the	clouds.	
  12. The	 occupant	 has	 been	 decapitated	 and	 staked	 through	 the	
  heart.	
  13. The	 sarcophagus	 has	 two	 occupants;	 they	 have	 been	 laid	 to	
  rest	holding	hands.	
  14. The	 sarcophagus	 holds	 a	 child’s	 remains.	 Several	 small	 worn	
  and	faded	toys	lie	amid	the	dust.	
  15. The	sarcophagus’	bottom	has	many	small	holes	bored	through	
  it.	 A	 slight	 breeze	 blows	 through	 these	 holes	 and	 when	 the	
  sarcophagus’	lid	is	removed	a	great	cloud	of	grave	dust	billows	
  up	 around	 the	 PCs.	 The	 dust	 is	 essentially	 harmless,	 but	 the	
  PCs	won’t	know	that.	
  16. Carvings	 from	 the	 deceased's	 life	 decorate	 the	 inside	 of	 the	
  sarcophagus.	A	perceptive	PC	notices	several	tiny	imps	among	
  the	carvings	depicted	in	the	midst	of	some	form	of	mischief	or	
  trickery.	
  17. Only	 a	 skull,	 resting	 on	 a	 faded	 black	 cushion,	 lies	 in	 the	
  sarcophagus.	Even	casual	observers	note	all	the	skull’s	teeth—
  and	its	jaw—have	been	smashed.	
  18. This	sarcophagus	has	never	held	a	body—instead	someone	has	
  used	it	as	a	secret	storage	place.	It	contains	236	gp,	478	sp	and	
  a	 pair	 of	 gleaming	 masterwork	 silver	 daggers.	 The	 daggers	
  have	a	raven	engraved	on	their	pommels.	
  19. The	 lid	 of	 this	 sarcophagus	 sits	 slightly	 askew.	 Amid	 the	
  scattered	 bones	 and	 mouldering	 clothes	 within	 lair	 half	 a	
  dozen	feral	rats.	
  20. Lead	lines	the	inside	of	this	sarcophagus.	The	skeleton	within	
  wears	faded	fine	robes	in	a	style	not	common	or	popular	for	
  decades.	She	also	wears	a	large	golden	ring	set	with	a	sharp	
  shard	of	obsidian	on	one	finger.	The	ring	is	valuable	(200	gp)	
  for	its	materials	alone.	The	ring	could	be	merely	valuable	or	it	
  could	be	the	component	of	a	special	magical	prison...	
  S A R C O P H A G U S  L I D  D E C O R A T I O N  
  Often,	a	sarcophagus	has	carved	decoration	on	its	lid.	
  1. 
  A	smiling	image	of	the	deceased’s	face.	
  2. Interlinked	geometric	shapes.		
  3. A	woodland	scene	replete	with	numerous	birds	and	animals.		
  4. The	person’s	name,	age	and	cause	of	death.	
  5. A	prayer	to	the	deceased’s	patron	deity.	
  6. A	personalised	poem	telling	of	the	deceased’s	life,	focusing	on	
  particularly	noteworthy	events.	
  7. A	blazing	sun	or	a	constellation	of	stars.	
  8. The	holy	(or	unholy)	symbol	of	the	deceased’s	deity.	
  	
   
  
  16	
  2 0  T H I N G S  T O  F I N D  I N  A  S M U G G L E R ’ S  S T O R E R O O M  
  Smugglers	are	naughty	chaps;	intent	on	dodging	the	lawful	taxes	
  of	 the	 realm	 they	 work	 at	 night	 to	 bring	 in	 valuable	 or	 illegal	
  items	destined	for	the	black	market.	
  	
  Thus,	smugglers’	lairs	can	offer	up	a	great	store	of	treasure	
  for	adventurers	intent	on	stamping	out	their	nefarious	doings.		
  	
  Use	 the	 table	 below,	 to	 generate	 items	 of	 value	 and/or	
  interest	 the	 party	 might	 find	 when	 plundering	 a	 smuggling	
  gang’s	storeroom.	Note,	many	of	the	items	listed	below	are	not	
  ordinary	 or	 typical	 examples	 of	 a	 smuggler’s	 normal	 inventory	
  and	should	be	used	to	round	out	the	gang’s	inventory.	
  1. Two	small	kegs	of	brandy	stamped	with	the	seal	of	a	famed	
  distiller.	Each	keg	weighs	10	lbs.	and	is	worth	50	gp.	
  2. The	lid	of	this	small	coffer	is	sealed	with	white	wax.	The	coffer	
  feels	light	if	picked	up	as	if	it	were	empty.	In	reality,	it	contains	
  ten	sealed	packets	of	exotic	spices	each	sealed	with	wax	and	
  stamped	with	a	seal	depicting	a	stylised	sailboat.	The	whole	is	
  worth	150	gp.	
  3. One	bolt	of	blue	silk	and	one	bolt	of	red	silk	wrapped	tightly	in	
  an	oversized	sack.	Each	bolt	contains	enough	material	for	five	
  cloaks	and	is	worth	75	gp.	
  4. A	lidless	chest	holds	six	large	clay	jars	packed	with	straw.	Each	
  of	 the	 jars	 holds	 peaches	 steeped	 in	 whisky.	 A	 current	
  favourite	among	the	local	nobility,	each	jar	is	worth	20	gp.	
  5. This	 large	 chest	 contains	 a	 mass	 of	 junk	 silver	 and	 gold	
  including	 damaged	 coins,	 broken	 jewellery	 and	 blobs	 of	
  already	melted	down	precious	metal.	Destined	for	a	jeweller	of	
  dubious	 moral	 character,	 the	 chest	 weighs	 150	 lbs.	 The	
  contents	are	worth	250	gp.	
  6. An	 exquisitely	 made	 silk	 and	 lace	 ball	 gown	 is	 wrapped	 in	 a	
  wide	and	soft	roll	of	cotton.	
  7. This	 small	 finely	 crafted	 coffer	 contains	 an	 exquisite	 glass	
  decanter	 along	 with	 four	 matching	 glasses.	 Nestled	 in	 a	
  cushion	of	blue	velvet	the	set	is	with	80	gp.	
  8. This	large	barrel	of	middling	to	fair	quality	red	wine	contains	a	
  secret.	Hidden	within—in	a	waterproof	sack—are	three	scrolls	
  depicting	the	magic	to	create	horrific	undead.	The	wine	itself	is	
  worth	 10	 gp	 to	 a	 tavern	 or	 similar	
  establishment.	
  9. Wet	 sand	 fills	 this	 heavy	 barrel,	
  which	
  is	
  covered	
  in	
  thick	
  blankets.	Buried	within	the	
  sand	 are	 two	 large	
  eggs	 the	 size	 of	 a	
  human	 head.	 They	 are	
  warm	 to	 the	 touch;	
  what	 they	 contain	 is	
  anyone’s	guess.	
  10. This	rough	wooden	box	is	roughly	four-foot	long	and	holds	the	
  crumbling	bones	of	a	halfling	or	gnome.	In	life,	the	deceased	
  was	a	prominent	citizen	of	a	nearby	town	who	was	rumoured	
  to	 know	 certain	 secrets	 of	 the	 local	 nobility.	 A	 necromancer	
  desires	these	secrets	and	so	has	secured	the	individual’s	bones	
  so	he	can	use	them	to	question	the	deceased.	
  11. A	 wooden	 case	 contains	 six	 bottles	 of	 exquisite	 elven	 wine;	
  each	 is	 worth	 20	 gp—even	 the	 bottles	 are	 delicate	 works	 of	
  art.	
  12. This	stiff	and	dry	sheepskin	glimmers	in	the	light;	silver	flecks	
  impregnate	the	heavy	fleece.	It	is	worth	20	gp.	
  13. A	large	cask	of	cracked	salt	worth	15	gp.	
  14. A	single	silk	shirt	wrapped	voluminously	in	faded	red	cloth.	The	
  shirt	 is	 impregnated	 with	 bubonic	 plague	 and	 is	 destined	 to	
  play	centre	stage	in	an	upcoming	assassination.	
  15. A	pile	of	fur	pelts	stuffed	into	several	sacks.	Among	the	more	
  common	 wolf,	 fix	 and	 rabbit	 pelts	 is	 a	 full	 owlbear	 pelt	
  (complete	with	clawed	hands	and	beaked	head)	and	a	thick,	
  gorgeous	winter	wolf	pelt.	Each	of	these	atypical	pelts	is	worth	
  100	gp,	while	the	others	are	worth	a	total	of	25	gp.	
  16. A	robust	chest	contains	several	trade	bars	of	precious	metals	
  of	 the	 type	 used	 by	 mints	 or	 jewellers.	 There	 are	 five	 silver	
  bars	(each	worth	5	gp),	four	gold	bars	(each	worth	50	gp)	and	a	
  platinum	bar	(worth	500	gp).	Each	of	the	bars	bears	the	crest	
  of	a	nearby	kingdom.	
  17. Six	 small	 flasks	 hold	 a	 rare	 red	 dye	 much	 in	 demand	 due	 to	
  recent	fashion	changes.	Each	flask	is	worth	5	gp.	
  18. A	small	dark	wood	coffer	contains	12	small	packets	of	exotic	
  incense.	The	coffer	is	worth	20	gp	and	each	is	worth	15	gp.	
  19. Six	tightly	sealed	earthen	jars	hold	preserved	exotic	fruits.	Two	
  jars	 contain	 pineapples	 (worth	 7	 gp	 each)	 and	 three	 contain	
  pomegranate	 segments	 (worth	 7	 gp	 each).	 The	 final	 jar	 is	
  cracked	and	contains	nothing	but	rotting	coconut.	
  20. A	large	cage	contains	a	beaten	and	starved	baby	griffon	
  destined	 to	 be	 the	 plaything	 of	 a	 noble	 obsessed	 with	
  owning	 the	 most	 exotic	 mounts.	 Although	 caged	 and	
  maltreated	the	griffon	is	still	a	proud,	violent	predator.	
  Characters	 getting	 too	 close	 to	 the	
  cage	could	be	in	for	a	shock.	
  	
  
  17	
  2 0  T H I N G S  T O  F I N D  I N  A  T O R T U R E  C H A M B E R  
  The	 world	 in	 which	 the	 PCs	 adventure	 is	 a	 brutal,	 hard	 place.	
  When	 magical	 means	 of	 persuasion	 are	 not	 available,	 villains	
  often	resort	to	torture	to	get	what	they	want.		
  	
  Torture	 chambers	 are	 a	 feature	 of	 many	 dungeons—
  particularly	 ones	 designed	 to	 incarcerate	 prisoners.	 Use	 the	
  table	below	to	generate	points	of	minor	interest	for	the	PCs	to	
  discover	in	such	a	locale:		
  1. A	pile	of	bloody	rags	tossed	carelessly	in	one	corner	hints	at	
  the	terrible	practises	wrought	upon	the	unfortunates	brought	
  here.	
  2. An	iron	brazier	full	of	glowing	coals	emits	a	dim,	malign	glow.	
  Next	 to	 the	 brazier	 a	 small	 wooden	 bin	 holds	 a	 half-dozen	
  pokers;	burnt	flesh	yet	clings	to	several	of	their	tips.	
  3. A	 row	 of	 manacles	 is	 set	 into	 one	 wall.	 The	 floor	 in	 the	
  surrounding	area	is	stained	with	blood,	urine	and	faeces.	The	
  area	 smells	 terrible;	 here	 unfortunates	 are	 brought	 to	 await	
  their	 fate—or	 to	 watch	 the	 torture	 of	 their	 comrades	 and	
  loved	ones.	
  4. A	bloody	piece	of	sackcloth	covers	a	low	table	set	near	a	chair	
  itself	set	with	manacles	on	the	armrest.	Under	the	sackcloth	lie	
  a	 collection	 of	 bloody	 knives,	 saws	 and	 other	 implements	 of	
  torture.	
  5. Incongruously	among	the	squalor	and	carnage,	an	ornate	table	
  and	several	fine	chairs	stand	on	a	dais	in	an	alcove	at	the	end	
  of	the	room.	Here,	the	torturer’s	master	occasionally	comes	to	
  watch	proceedings.	
  6. A	 scrappy,	 bloody	 journal	 lists	 those	 tortured	 here.	 Included	
  are	 their	 names,	 date	 of	 torture,	 what	 they	 confessed—if	
  anything—and	 their	 ultimate	 fate.	 A	 cursory	 perusal	 of	 the	
  book	shows	that	most	people	brought	here	do	not	survive	the	
  torturer’s	attentions.	
  7. A	 small	 iron	 cage—perhaps	 a	 foot	 square—hangs	 from	 the	
  ceiling	by	a	thick	rope.	Within	coals	smoulder.	A	small	pile	of	
  ash	lies	on	the	ground	below	the	cage	around	a	set	of	stout	
  manacles	set	into	the	floor.	
  8. Several	iron	pegs	adorn	one	wall.	Wrapped	around	them	is	an	
  impressive	collection	of	whips.	All	are	obviously	well	used,	and	
  several	have	dried	blood	upon	their	tips.	
  9. Under	a	sack	against	one	wall	lies	the	torturer’s	most	recent	
  victim.	 The	 body	 is	 in	 a	 terrible	 way;	 cuts	 and	 burns	 cover	
  much	of	the	cadaver.	
  10. An	iron	basket	holds	a	collection	of	branding	irons.	Burnt	flesh	
  clings	 to	 some	 of	 the	 irons,	 which	 depict	 various	 evil	 deity’s	
  symbols.	
  11. A	 blood-stained	 chair	 stands	 in	 the	 centre	 of	 the	 room.	 The	
  chair	has	thick	leather	straps	upon	its	armrests.	The	chairs	legs	
  are	stained	with	blood	and	urine.	
  12. A	 collection	 of	 dirty	 implements	 including	 pliers,	 clamps	 and	
  thumbscrews	rests	on	a	shelf.	
  13. The	 sadistic	 torturer	 working	 here	 likes	 to	 take	 the	 thumbs	
  from	his	victims.	Once	he	has	extracted	his	prize	he	boils	the	
  flesh	 away	 and	 adds	 it	 to	 a	 bone	 curtain	 he	 is	 making.	 The	
  curtain	hangs	over	his	sleeping	alcove	and	almost	reaches	the	
  floor.	
  14. A	small	iron	cage	hangs	from	the	ceiling	via	stout	chains.	The	
  cage	 is	 large	 enough	 for	 a	 human	 to	 crouch	 in.	 A	 close	
  inspection	reveals	dried	blood	on	many	of	the	bars.	
  15. Two	oubliettes	pierce	the	floor	in	a	dingy	corner	of	the	room.	
  The	narrow,	rough-hewn	holes	are	filled	with	black,	foul	water	
  to	a	depth	of	six	feet	and	topped	with	a	locked	iron	grate.	
  16. A	 small,	 half-full	 barrel	 holds	 several	 gallons	 of	 lamp	 oil.	 A	
  dirty,	oversized	ladle,	secured	with	a	leather	loop,	hangs	from	
  the	barrel.	
  17. Crude	 pictures	 daubed	 on	 the	 wall	 in	 faded	 paint	 and	 other	
  unwholesome	 liquids	 depict	 various	 horrendous	 torture	
  methods.	
  18. A	worn	and	bloody	apron	hangs	from	a	hook	on	the	wall	near	
  the	door.	A	pocket	holds	a	small	knife,	a	whetstone	and	a	small	
  vial	of	salt.	
  19. A	 thin	 leather	 bound	 book	 lies	 wrapped	 carefully	 in	 clean	
  cloth.	Its	pages	depict	a	stylised	body	and	show	the	locations	
  of	 the	 major	 organs,	 arteries,	 nerve	 endings	 and	 so	 on.	 The	
  book	is	well	thumbed.	
  20. A	 rough	 piece	 of	 parchment	 lying	 on	 a	 table	 details	 the	
  confession	 of	 some	 unfortunate.	 The	 signature	 is	 little	 more	
  than	a	squiggle;	dots	of	blood	mar	the	parchment.	
  T O R T U R E  D E V I C E S  
  Every	torture	chamber	is	well	stocked	with	implements	of	pain.	
  Some	of	the	more	horrific	include:	
  § 
  Head	Crusher:	The	victim’s	head	is	placed	in	this	contraption	
  and	a	crank	turned.	This	begins	to	crush	the	head.	Sometimes	
  death	only	comes	after	the	victim’s	teeth	have	shattered	from	
  the	pressure	and	their	eyeballs	have	popped	out.	
  § 
  Judas	Cradle:	Victims	were	impaled	on	a	pointed	seat.	Some	
  torturers	hang	weights	from	their	victim’s	legs	or	oil	the	point.	
  § 
  The	 Brazen	 Bull:	 The	 victim	 is	 placed	 inside	 a	 hollow	 metal	
  bull.	A	fire	is	ignited	beneath	and	the	victim	is	burned	alive.	(In	
  a	 fantasy	 world,	 this	 device	 could	 be	 forged	 to	 look	 like	 a	
  dragon	or	other	fantastical	creature.	
  § 
  The	 Iron	 Maiden:	 An	 upright	 steel	 coffin	 lined	 with	
  strategically	placed	spikes	placed	to	penetrate	sensitive—but	
  not	vital—parts	of	the	victim’s	body.	
  § 
  The	 Rack:	 Used	 to	 stretch	 prisoners,	 it	 could	 dislocate	 limbs	
  and	even	rip	off	arms.		
  	
  
  18	
  2 0  T H I N G S  T O  F I N D  I N  A  V A M P I R E ’ S  L A I R  
  Perhaps	 one	 of	 the	 most	 terrifying	 foes	 most	 adventurers	 will	
  ever	 face,	 vampires—creatures	 of	 the	 night—have	 well-hidden	
  and	protected	lairs.		
  	
  The	culmination	of	most	vampire	hunts	ends	in	a	vampire’s	
  lair,	 but	 often	 such	 locales	 hold	 nothing	 but	 a	 coffin.	 Use	 this	
  table,	 to	 generate	 points	 of	 minor	 interest	 to	 include	 in	 a	
  vampire’s	lair:		
  1. Lurid	 paintings	 of	 a	 nearby	 settlement	 at	 night	 decorate	 the	
  walls.	 The	 paintings	 are	 gloomy	 and	 depressing.	 Careful	
  examination	 reveals	 several	 depicting	 the	 vampire	 lurking	 in	
  the	shadows.	
  2. The	vampire’s	coffin	stands	on	a	stone	pedestal	in	the	centre	
  of	the	room.	A	red	velvet	cloth	blankets	the	pedestal.	Exotic	
  and	esoteric	symbols	decorate	the	cloth’s	hem.	
  3. Several	 plush	 rugs	 cover	 the	 floor.	 Under	 each	 lies	 an	
  ironbound	trapdoor.	Beneath	each	trapdoor	lies	a	narrow	but	
  deep,	rough-hewn	oubliette.	The	bloodless	remains	of	several	
  of	the	vampire’s	victims	can	be	found	within.	
  4. Tapestries	 cover	 the	 walls	 of	 this	 chamber.	 They	 are	 a	
  mishmash	of	styles	and	depict	a	wide	variety	of	things—family	
  sigils,	woodland	scenes	and	so	on.	Some	have	been	defaced	of	
  slashed.	Behind	one	hides	several	small	holes	bored	through	
  the	wall.	These	holes	form	part	of	a	secret	door.	Behind	the	
  door	 lies	 the	 vampire’s	 spare	 coffin—somewhere	 he	 can	
  retreat	to	in	extremis.	
  5. A	black	book	stands	on	an	ornate	desk	along	with	a	fine	quill	
  and	 pot	 of	 ink.	 The	 book	 lists	 all	 the	 vampire’s	 victims	 in	
  chronological	order	and	provides	details	of	how	he	stalked	and	
  killed	 his	 prey.	 The	 vampire	 also	 lists	 the	 quality	 of	 each	
  victim’s	blood.	
  6. The	 vampire’s	 coffin	 stands	 amid	 a	 virtual	 sea	 of	 broken,	
  bloodless	 bodies.	 Cadavers	 lie	 strewn	 around	 the	 room	 and	
  dried	 gore	 and	 viscera	 splatter	 the	 walls.	 The	 smell	 in	 this	
  chamber	is	nauseating.	
  7. The	decomposing	bodies	of	several	people	are	pinned	to	the	
  far	 wall	 by	 spears	 thrust	 through	 their	 chests.	 Additionally,	
  each	has	a	wooden	stake	driven	through	their	mouth.	By	their	
  garb,	 these	 unfortunates	 were	 clearly	 once	 adventurers.	 Of	
  their	valuable	gear,	nothing	is	to	be	found.	
  8. The	 floor	 is	 rough	 and	 pitted	 as	 if	 scoured	 by	 acid	 or	 other	
  strong	chemical.	A	slight	acidic	smells	lingers	in	the	air.	
  9. A	 portrait	 of	 the	 vampire—painted	 when	 he	 was	 yet	 alive—
  hangs	 on	 a	 nearby	 wall.	 The	 portrait	 depicts	 the	 vampire	
  smiling	 broadly	 against	 a	 dramatic	 horizons	 of	 jagged	
  mountains	 caught	 in	 rays	 of	 sunlight	 slanting	 down	 from	
  above.	
  10. Free	 hanging	 curtains—like	 those	 surrounding	 a	 four-poster	
  bed—screen	 the	 vampire’s	 coffin	 from	 casual	 view.	 The	
  curtains	are	old,	dusty	and	depict	a	woodland	scene.	
  11. A	 set	 of	 bookshelves	 line	 one	 wall.	 They	 hold	 no	 books,	 but	
  rather	 display	 a	 number	 of	 grizzly	 trophies	 taken	 from	 the	
  bloodless	corpses	of	the	vampire’s	victims.	The	items	include	a	
  child’s	 rattle,	 a	 lace	 bonnet,	 a	 finely	 crafted	 but	 broken	
  masterwork	dagger	and	a	blood-stained	holy	symbol	of	a	local,	
  good-aligned	deity.	
  12. An	 ornate	 wardrobe	 of	 dark-stained	 wood	 holds	 several	
  changes	of	clothes	suitable	for	the	vampire’s	daytime	persona.	
  All	are	spotlessly	clean.	
  13. A	large	chest	holds	an	array	of	clothing.	All	are	dark	hued	and	
  well	suited	to	blending	into	the	shadows.	Perceptive	explorers	
  spot	specks	of	blood	on	several	articles	of	clothing.	
  14. A	smashed	mirror	with	an	ornate,	antique	frame	hangs	from	
  one	wall.	The	shards	of	glass	lie	on	the	floor	where	they	fell.	
  15. Wrought	iron	torch	sconces	hang	at	regular	intervals	from	the	
  walls.	Each	has	a	fresh	torch;	it	is	obvious	none	have	ever	been	
  lit.	
  16. The	ceiling	depicts	an	amazing	detailed	painting	of	a	clear,	blue	
  sky	complete	with	several	small	clouds	and	a	blazingly	brilliant	
  sun.	 Several	 glass	 chandeliers	 festooned	 with	 candles	 hang	
  down	from	the	ceiling.	
  17. A	row	of	heavy	iron	manacles	is	set	into	one	wall.	None	of	the	
  four	sets	is	currently	occupied,	but	specks	of	dried	blood	cover	
  the	surrounding	walls	and	floor.	
  18. Several	chests	stand	against	one	wall.	They	contain	various	jars	
  and	bottles	each	filled	with	blood.	A	nearby	occasional	table	
  holds	four	crystal	wine	glasses.	Paranoid	PCs	may	wonder	why	
  the	vampire	needs	four	glasses...	
  19. A	wall	of	iron	bars	divides	the	chamber	in	half.	The	vampire’s	
  coffin	lies	beyond	the	wall.	
  20. This	stone	sarcophagus	is	a	trap.	A	permanent	illusion	of	the	
  vampire	slumbering	fills	the	interior	and	conceals	the	presence	
  of	a	large	amount	of	green	slime.	Any	adventurer	staking	the	
  vampire	 inadvertently	 thrusts	 his	 arms	 into	 the	 slime—with	
  potentially	disastrous	consequences.	
  	
  	
  	
  	
  	
  
  19	
  2 0  T H I N G S  T O  F I N D  I N  A  V I L L A I N ’ S  D E S K  
  Some	villains	ride	at	the	head	of	their	troops	slaying	and	looting	
  indiscriminately	seemingly	without	any	plan.	Others	lurk	in	their	
  lairs	plotting	convoluted	schemes.		
  	
  Such	 villains	 often	 have	 a	 desk	 in	 their	 personal	 quarters.	
  Running	any	organization	requires	at	least	a	modicum	of	record	
  keeping.	Use	the	table	below,	to	generate	discoveries	of	minor	
  interest	in	a	villain’s	desk.	
  1. A	finely	crafted	dagger	in	a	supple	leather	sheath	lies	in	one	
  draw.	 The	 dagger	 is	 sharp	 enough	 to	 shave	 with	 and	 has	
  clearly	never	been	used	for	combat.	
  2. Papers	 cover	 the	 desk.	 Some	 are	 reports	 from	 informants	 in	
  the	local	area,	while	others	are	inventories	of	supplies	and	so	
  on.	
  3. A	crude	map	of	the	local	area	showing	all	villages	and	towns.	
  Several	other	locations	are	marked	on	the	map.	These	either	
  depict	 good,	 well-hidden	 spots	 to	 camp	 or	 the	 locations	 of	
  permanent	outposts	manned	by	the	villain’s	minions.	
  4. A	crude	map	depicting	the	location	of	several	hidden	caches	of	
  equipment	 for	 the	 villain’s	 personal	 use.	 These	 caches	
  represent	 emergency	 fall-back	 positions	 in	 case	 the	 villain	
  should	be	forced	to	flee.	
  5. A	 small	 leather	 pouch	 containing	 20	 gold	 coins	 and	 a	 single	
  platinum	coin.	
  6. Three	 vials	 of	 ink,	 two	 quills	 and	 a	 small	 stack	 of	 unused	
  parchment	fill	one	desk	draw.	
  7. A	 hidden	 compartment	 holds	 a	 single	 piece	 of	 vellum.	 The	
  vellum	holds	the	names	of	a	dozen	individuals;	only	four	have	
  not	been	crossed	out.	
  8. Four	holy	symbols	each	dedicated	to	a	different	good-aligned	
  god.	 Each	 has	 been	 defaced.	 A	 fifth	 holy	 symbol—also	
  dedicated	to	a	good-aligned	god—has	not	yet	been	vandalised.	
  9. Crude	carvings—obviously	idly	done	with	a	dagger—decorate	
  the	desk’s	surface.	The	carvings	show	stick	men	being	killed	in	
  various	gruesome	and	inventive	fashions.	
  10. A	fine	silver	candlestick	(worth	50	gp)	stands	atop	the	table.	It	
  holds	four	black	candles.	Three	of	them	are	almost	burnt	down	
  to	stubs	while	the	fourth	is	as	yet	unused.	
  11. Several	 scraps	 of	 paper	 name	 the	 PCs	 and	 provide	 rough	
  descriptions	 of	 their	 appearance	 and	 abilities.	 The	 notes—
  given	 the	 different	 handwriting	 styles—seem	 to	 have	 been	
  written	by	at	least	three	different	people.	
  12. A	desktop	mirror—shattered	by	a	single	punch	to	the	
  centre	of	its	glass—lies	on	its	side	near	the	back	
  of	the	desk.	
  13. A	golden	locket	(worth	30	gp)	is	hidden	at	the	back	of	
  a	draw.	It	contains	a	small	picture	of	an	elderly,	smiling	
  woman.	Perhaps,	this	is	the	villain’s	mother?	
  14. A	simple	wooden	bowl	stands	on	the	villain’s	desk.	it	contains	
  several	apples	and	a	pear.	These	could	be	nothing	more	than	a	
  snack	or	a	poisoned	trap	for	the	unwary.	Under	the	fruit,	the	
  villain	has	hidden	a	small	key.	
  15. A	carved	wooden	stand	holds	two	exquisitely	crafted	ink	pens	
  along	with	a	small	bottle	of	black	ink.	The	set	is	worth	30	gp.	
  16. A	 pile	 of	 correspondence	 addressed	 to	 the	 villain	 from	 his	
  spies	scattered	throughout	the	surrounding	area.	Much	of	the	
  correspondence	 is	 mundane,	 but	 several	 missives	 contain	
  pieces	 of	 blackmail,	 little	 known	 facts	 about	 notable	
  personages	or	locations	and	lists	of	potential	(or	actual)	allies.	
  17. A	large	bunch	of	keys	that	fit	the	various	locks	in	the	villain’s	
  lair.	One	key—different	to	the	rest—is	small	and	rusty.	It	fits	
  no	lock	the	PCs	can	find	in	the	villain’s	lair.	
  18. A	letter—written	in	the	villain’s	hand—reporting	his	scheming	
  to	 an	 unnamed	 individual.	 Perhaps	 the	 villain	 belongs	 to	 a	
  larger	organisation	or	he	has	pledged	his	loyalty	to	a	greater	
  power.	This	revelation	could	propel	the	PCs	into	a	completely	
  new	set	of	adventures.	
  19. One	of	the	draws	of	the	villain’s	desk	is	securely	locked.	When	
  the	PCs	try	to	open	it,	the	sound	of	scuttling	tiny	feet	suddenly	
  comes	from	within...	
  20. The	villain’s	diary.	It	starts	out	in	typical	fashion,	but	a	close	
  reading	 of	 the	 text	 reveals	 the	 villain	 was	 beginning	 to	 have	
  doubts	 about	 his	 scheme	 and	 his	 general	 life	 choices.	 An	
  entry—dated	only	a	few	days	ago—relates	how	the	villain	had	
  made	 a	 “big	 decision	
  that	
  will	
  change	
  everything."	
  	
  	
  
  20	
  2 0  T H I N G S  T O  F I N D  I N  A  W E L L  
  Most	dungeons	seem	to	feature	wells—the	dungeon’s	denizens	
  need	to	drink	after	all—and	inquisitive	adventurers	always	seem	
  to	end	up	searching	such	locales...		
  	
  Some	 of	 the	 things	 below	 have	 ended	 up	 in	 the	 well	 by	
  accident,	while	others	were	deliberately	hidden.	All	are	designed	
  to	add	interest	to	an	otherwise	bland	encounter	area.		
  1. A	broken,	rotten	bucket	floats	at	the	bottom	of	the	well.	Wet	
  rope	trails	in	the	water	like	a	tail.	
  2. Pieces	of	the	well’s	wall	have	broken	away	and	fallen	into	the	
  water	below.	The	rubble	juts	from	the	water,	like	a	tiny	island.	
  3. Halfway	down	the	well’s	wall	a	brick	decorated	with	the	faint	
  engraving	 of	 a	 star	 hides	 a	 cleverly	 hidden	 secret	 storage	
  cavity.	Within,	in	a	mouldy	pouch,	lies	a	healing	potion	and	50	
  gp.	
  4. A	wooden	ladder	stands	in	the	well	shaft,	enabling	access	to	
  the	 water	 30	 ft.	 below.	 The	 bottom	 of	 both	 ladder’s	 legs	 is	
  rotten.	If	anyone	weighing	more	than	150	lbs.	climbs	down	the	
  ladder,	 a	 leg	 snaps	 and	 the	 character	 falls	 into	 the	 shallow	
  water	below,	which	does	nothing	to	break	his	fall.	
  5. The	 rotting	 body	 of	 a	 dungeon	 denizen	 floats	 in	 the	 well.	
  Consequently,	the	water	is	fouled	and	anyone	drinking	it	risks	
  contracting	a	vile	disease	from	the	foul	water.	
  6. A	pile	of	bones	covers	the	well’s	bottom.	The	water	is	cloudy,	
  and	the	bones	are	not	immediately	visible	from	the	top	of	the	
  well	shaft.	
  7. The	well	is	50	ft.	deep	and	15	ft.	wide.	Crude,	slippery	steps	
  are	cut	into	the	well’s	wall.	Two	buckets	stand	precariously	on	
  the	bottom	step.	
  8. A	small	underground	stream	feeds	this	well,	and	occasionally	
  fish	can	be	caught	here.	
  9. An	iron	grate	once	protected	the	top	of	this	well,	but	someone	
  has	smashed	its	hinges	and	cast	it	into	the	shaft.	It	is	wedged	
  halfway	down,	making	it	impossible	to	access	the	water	below.	
  10. An	iron	spike	has	been	driven	into	the	lip	of	the	well.	From	it,	a	
  knotted	rope	leads	into	the	well,	ending	just	above	the	surface	
  of	the	stare	far	below.	
  11. The	 water	 in	 this	 well	 constantly	 bubbles.	 An	 active	
  underground	 spring	 feeds	 the	 waters,	 which	 drain	 away	
  through	fissures	in	the	rock	halfway	up	the	well’s	wall.	
  12. Steps	lead	down	the	walls	of	this	wide	well.	Halfway	down,	a	
  niche	in	the	rock	holds	a	lantern	and	two	full	oil	flasks.	
  13. The	 air	 at	 the	 bottom	 of	 this	 well	 smells	 fetid.	 Harmless	
  chemicals	 permeate	 the	 water	 giving	 it	 a	 brackish	 taste.	 The	
  water	is,	though,	perfectly	safe	to	drink.	
  14. An	 animated	 skeleton	 stands	 motionless	 in	 the	 water.	 If	 it	
  spots	a	living	creature	at	the	top	of	the	well,	it	mindlessly	tries	
  (and	fails)	to	climb	the	well’s	slippery	walls.	
  15. Moss	grows	in	great	profusion	over	the	well’s	walls.	The	moss	
  is	 slightly	 phosphorescent	 and	 gives	 off	 a	 low	 green	 glow	 in	
  total	darkness.	
  16. A	wooden	shield	floats	in	the	water.	A	faded	rampant	griffon	
  device	decorates	the	shield.	
  17. Hidden	 in	 the	 muck	 at	 the	 bottom	 of	 the	 well	 lies	 a	 small	
  stone,	 watertight	 coffer.	 The	 coffer	 can	 only	 be	 detected	 by	
  someone	 probing	 the	 mud	 at	 the	 bottom	 of	 the	 well.	 It	 is	
  heavy	(50	lbs.)	and	contains	a	small	store	of	wealth	(127	gp,	2	
  pp	and	three	tiny	red	stones—garnets	each	worth	50	gp).	
  18. A	trapdoor	lies	at	the	bottom	of	the	well.	Mud	covers	it	and	
  the	well	must	be	drained	somehow	before	the	door	is	opened.	
  Beyond	 lies	 the	 cramped	 prison-tomb	 of	 an	 ancient,	 now	
  insane,	vampire...	
  19. A	long	iron	chain	runs	from	the	ceiling	down	into	the	well	and	
  ends	in	a	wooden	platform.	A	complex	set	of	pulleys	and	levers	
  enables	the	user	to	raise	and	lower	the	platform	into	the	deep	
  well.	Buckets	stand	on	the	platform.	If	the	platform	is	raised	or	
  lowered,	the	clank	of	chains	alerts	any	creatures	nearby	that	
  someone	is	at	the	well.	
  20. A	rocky	outcrop	protrudes	from	the	well	wall	just	above	the	
  surface	 of	 the	 water.	 A	 goblin—or	 other	 dungeon	 denizen—
  imprisoned	by	his	fellows	huddles	on	the	outcrop.	In	return	for	
  his	 rescue	 and	 safe	 passage	 out	 of	 the	 dungeon,	 he	 is	 very	
  forthcoming	about	his	fellows.	
  8  Q U A L I T I E S  O F  T H E  W E L L  W A T E R  
  1. The	water	is	pure,	fresh	and	cold.	It	has	no	obvious	source.	
  2. The	water	is	thick	with	mud	or	sediment.	It	must	be	strained	
  before	being	drunk.	
  3. The	 well	 has	 been	 sunk	 so	 that	 it	 pierces	 a	 narrow	
  subterranean	 stream,	 which	 feeds	 the	 well.	 Consequently,	 a	
  strong	current	flows	through	the	well.	
  4. The	water	has	a	strong	taste	of	iron.	
  5. The	water	is	coloured	deep	red	and	looks	like	blood.	In	reality,	
  the	water’s	colour	is	imparted	by	a	mineral	dissolved	within.		
  6. Water	drips	into	the	well	from	a	hole	in	the	ceiling	above.	It	is	
  fresh	and	clear.	
  7. The	well	water	has	been	poisoned	or	contaminated	recently;	
  those	drinking	from	it	may	become	violently	ill.		
  8. The	well	contains	no	water.	Instead,	a	slimy,	foul-smelling	mud	
  coats	the	bottom.	The	mud	is	deep	and	contains	the	bones	of	
  several	creatures.		
  	
  
  21	
  2 0  T H I N G S  T O  F I N D  I N  A  W I Z A R D ’ S  L A B O R A T O R Y  
  It	seems,	PCs	are	always	defeating	evil	wizards	and	looting	their	
  libraries	and	laboratories.	
  	
  Such	 locales	 are	 filled	 with	 strange,	 esoteric	 (and	 often	
  distasteful)	 things	 of	 unknowable	 and	 unguessable	 purpose	
  linked	 to	 the	 wizard’s	 unfathomable	 research.	 Such	 things,	
  though,	are	often	glossed	over	in	the	mad	stampede	toward	the	
  wizard’s	spare	potions,	scrolls	and	(of	course)	their	spellbooks.		
  	
  Use	the	table	below	to	“populate”	a	wizard’s	laboratory	with	
  minor	 objects	 of	 interest.	 It	 is	 up	 to	 the	 GM	 to	 determine	
  whether	any	of	these	objects	has	much	value.		
  1. A	 disembodied,	 grey	 hand	 ending	 in	 sharp	 claws	 hangs	
  suspended	 in	 a	 jar	 of	 dirty	 water.	 It	 might	 be	 a	 trick	 of	 the	
  light,	but	every	now	and	then,	the	hand	seems	to	flex.	
  2. One	 long	 wooden	 box	 of	 polished	 wood	 holds	 carefully	
  arranged	 and	 straightened	 lengths	 of	 hair.	 Each	 set	 is	 tied	
  together	with	bright	blue	string.	
  3. A	small	box	holds	an	ancient	coin	minted	thousands	of	years	
  ago	 by	 a	 nation	 or	 race	 famed	 for	 its	 evil	 and	 brutality.	 The	
  coin’s	 features	 are	 nearly	 worn	 smooth	 such	 is	 its	 age.	
  Perceptive	PCs	may	be	able	to	make	out	a	few	faint	details—
  the	suggestion	of	a	face	on	one	side	and	what	looks	like	some	
  kind	of	fantastical	creature	on	the	other.	The	coin	rests	on	a	
  black	velvet	cushion.	
  4. A	small	earthen	vial	contains	a	thick	dark	red	viscous	fluid.	This	
  is	the	semi-coagulated	blood	of	a	basilisk.	
  5. A	 small	 stone	 beaker	 holds	 a	 small	 amount	 of	 carefully	
  harvested	 green	 slime.	 There	 is	 not	 enough	 slime	 to	 fully	
  consume	 a	 creature;	 the	 wizard	 studied	 the	 slime	 and	
  occasionally	 used	 it	 as	 a	 means	 of	 getting	 rid	 of	 otherwise	
  dangerous	leavings	from	his	experimentations.	
  6. This	silver	dagger’s	tip	is	broken	off	and	the	remaining	blade	is	
  dull	with	age.	A	gem	once	decorated	the	pommel,	but	it	fell	off	
  long	ago.	
  7. The	surface	of	the	wizard’s	workbench	is	scorched	and	burnt.	
  Perceptive	 PCs	 can	 just	 make	 out	 the	 remains	 of	 carvings	 in	
  the	wood,	but	their	meaning	is	impossible	to	fathom.	
  8. One	 small	 earthen	 jar	 is	 full	 of	 the	 carcasses	 of	 dried	
  insects.	
  9. A	 velvet	 pouch	 lies	 discarded	 on	 a	 shelf.	 It	 is	 empty,	 but	
  flecks	of	glimmering	dust	inside	the	pouch	hint	at	what	it	
  once	held.	
  10. A	 skull	 stands	 atop	 a	 high	 shelf.	 Flickering,	 magical	
  light	 emerges	 from	 its	 eye	 sockets	 equivalent	 to	 a	
  pair	 of	 candles.	 A	 small	 velvet	 cloth	 lies	 nearby.	
  Perceptive	 PCs	 notice	 the	 top	 of	 the	 skull	 is	
  detachable.	 If	 it	 is	 removed,	 heatless	 flames	
  burst	forth	from	the	interior	and	provide	light	
  equivalent	to	that	of	a	torch.	
  11. A	wooden	bin	contains	a	small	quantity	of	burnt	or	otherwise	
  damaged	laboratory	equipment.	All	is	worthless	until	repaired.	
  12. A	 rack	 holds	 a	 half-dozen	 potion	 vials.	 Each	 has	 been	
  scrupulously	 cleaned	 and	 bares	 a	 label:	 healing,	 flight	 or	
  invisibility.	Sadly,	all	are	empty	(or	invisible?).	
  13. A	workbook	lies	on	the	desk.	It	details—in	broad	strokes—the	
  beginnings	 of	 research	 into	 lichdom.	 The	 wizard	 has	 not	 got	
  very	far;	to	date	he	has	only	listed	a	lich’s	various	abilities	and	
  characteristics.	
  14. A	 big	 sack	 stuffed	 in	 a	 corner	 holds	 a	 large	 quantity	 of	
  damaged,	 scorched	 or	 dirty	 clothes.	 The	 stench	 of	 chemicals	
  and	strange	reagents	hangs	over	all.	
  15. A	small	bucket	of	wet	earth	sits	under	the	bench.	The	earth	
  contains	nothing	of	interest;	rather	it	is	kept	here	to	extinguish	
  any	unwanted	(or	sudden)	fires.	
  16. This	 long,	 low	 wooden	 box	 has	 many	 compartments	 within;	
  each	 compartment	 contains	 a	 commonly	 available	 spell	
  component—bat	 guano,	 coloured	 sand	 and	 so	 on.	 There	 is	
  enough	here	to	replenish	five	spell	component	pouches.	
  17. A	cracked	crystal	ball	stands	on	a	bronze	tripod.	The	tripod	is	
  obviously	 very	 old	 and	 the	 crystal	 ball	 falls	 apart	 if	 removed	
  from	 the	 stand.	 If	 the	 ball	 breaks,	 it	 emits	 a	 small	 puff	 of	
  smoke	redolent	with	the	smell	of	incense.	
  18. A	high-backed	wooden	chair	stands	in	a	corner.	Its	intricately	
  carved	back	is	highly	polished	and	depicts	the	entwined	heads	
  of	two	noble	dragons.	
  19. A	sheaf	of	parchments	spilling	from	a	leather	folder	depict	the	
  various	 types	 of	 summoning	 circles	 and	 lists	 the	 kinds	 of	
  creatures	they	are	designed	to	contain.	
  20. Hidden	in	a	concealed	niche	carved	into	the	underside	of	the	
  wizard’s	 workbench	 lurks	 a	 small	 transparent	 gem.	 Golden	
  sparkles	glimmer	within	and	the	thing	radiates	faint	magic.	
  	
  	
  	
  
  22	
  2 0  T H I N G S  T O  F I N D  O N  A N  E V I L  A L T A R  
  It	seems,	adventurers	are	always	invading	fanes	dedicated	to	evil	
  powers,	slaying	their	priests	and	looting	their	valuables.		
  	
  Priest	 worshiping	 evil	 powers	 perpetrate	 unspeakable,	
  terrible	acts	upon	their	altars.	The	altars	are	the	centrepiece	of	
  their	 foul	 rituals	 and	 such	 places	 are	 rarely	 without	
  ornamentation	or	implementation.	Use	the	table	below,	to	add	
  items	of	interest	to	the	evil	altars	in	your	campaign:		
   
  1. A	curved	bronze	knife	encrusted	with	dried	blood	lies	next	to	a	
  beaten	copper	bowl	similarly	covered	in	blood.	
  2. A	black	velvet	cloth	covers	the	altar.	Atop	it,	a	polished	skull,	
  fashioned	into	a	drinking	cup,	stands	on	a	small	beaten	silver	
  tray	 along	 with	 a	 stoppered	 clay	 flask	 decorated	 with	 lewd	
  images	of	demons	cavorting	with	humans.	
  3. A	small	silver	tripod	holding	a	stone	bowl	along	with	several	
  pots	containing	foul-smelling	herbs	have	been	neatly	arranged	
  on	the	altar.	
  4. Dried	 blood	 has	 stained	 this	 stone	 altar	 a	 foul	 brown/black	
  colour.	The	surrounding	floor	is	similarly	stained.	
  5. A	 three-pronged	 candlestick	 filled	 with	 red-hued	 candles	
  stands	 in	 the	 exact	 centre	 of	 the	 altar.	 The	 candlestick	 is	
  designed	to	look	like	a	pair	of	lovers	entwined	in	the	midst	of	a	
  particularly	lewd	act.	
  6. A	 wide	 oval	 bowl	 set	 atop	 the	 altar	 contains	 several	 rotting	
  and	shrivelled	hearts.	
  7. A	low	pile	of	skulls—all	bearing	the	signs	of	violence—covers	
  the	altar	top.	Emerging	from	the	centre	of	the	pile	is	a	single	
  thick	blood-red	candle.	
  8. A	thin	book—covered	in	some	sort	of	aged	leather—lies	on	the	
  altar.	It	is	kept	shut	by	a	ribbon	woven	from	long,	golden	hair.	
  The	ribbon	is	frayed	and	speckled	with	dried	blood.	
  9. The	 shattered	 shards	 of	 a	 mirror—laid	 out	 in	 a	 rough	
  approximation	 of	 how	 the	 mirror	 would	 have	 looked	 when	
  whole—lies	 on	 the	 altar.	 One	 large	 part	 of	 broken	 glass	 is	
  conspicuously	absent.	The	glass	of	the	shards	present	seems	
  suspiciously	clouded	in	places	as	if	the	mirror	has	trapped	the	
  image	of	the	last	thing	reflected	on	its	surface.	
  10. A	single,	foul-smelling	burning	candle	stands	atop	the	altar	in	
  the	centre	of	a	pool	of	wax	that	almost	covers	the	altar	top.	
  The	candle’s	flame	dances	wildly,	as	if	caught	in	a	strong	wind,	
  but	no	wind	is	present	in	the	chapel.	
  11. Channels	cut	in	the	altar	top	lead	to	a	central	depression	with	
  a	 small	 hole	 at	 the	 centre.	 Clumps	 of	 dried	 blood	 fill	 the	
  channels	and	central	depression.	A	small	knife,	point	towards	
  the	depression,	lies	at	the	head	of	the	altar.	
  12. A	thick	tapestry	covers	the	altar.	The	tapestry	depicts	angels	
  being	 slain	 by	 a	 rampaging	 balor	 wielding	 a	 huge	 sword	
  wreathed	in	dark	energy.	The	tapestry	is	obviously	old,	but	is	
  in	good	condition.	
  13. A	battered	helmet,	the	stump	of	a	broken	horn	and	a	bent	holy	
  symbol	 crafted	 from	 blackest	 obsidian	 lie	 on	 a	 scarlet	 velvet	
  pillow.	
  14. A	set	of	five	matching	daggers	is	laid	out	on	the	altar.	Each	of	
  the	daggers	has	an	oversized,	two-handed	handle	and	flecks	of	
  ruby	 set	 its	 its	 pommel.	 Each	 also	 has	 a	 litany	 to	 some	 dark	
  power	etched	in	Abyssal	runes	along	the	blade.	
  15. A	 scythe	 lies	 on	 the	 altar.	 Dried	 blood	 covers	 its	 blade,	 and	
  wisps	of	blond	hair	are	stuck	in	the	blood.	
  16. Niches—seven	 in	 total—have	 been	 carved	 into	 the	 altar’s	
  surface.	A	polished	skull—its	top	removed—fills	each	niche.	A	
  different	type	of	incense	fills	each	skull.	
  17. The	 slashed	 and	 bloody	 tabard	 of	 a	 servant	 of	 good—
  decorated	 with	 the	 wearer’s	 patron’s	 symbol—lies	 on	 the	
  altar.	The	tabard	conceals	other	trophies	including	a	partially	
  melted	 silver	 holy	 symbol,	 a	 battered	 mace	 head	 and	 the	
  bones	of	a	severed	hand.	
  18. A	skull	stands	at	each	corner	of	the	altar.	A	dagger	has	been	
  rammed	through	the	top	of	each	skull,	and	tied	to	their	hilts	
  are	red,	scarlet	and	purple	streamers.		
  19. The	 altar	 is	 riven	 with	 a	 multitude	 of	 cracks.	 Bent	 and	
  hammered	 coins—silver,	 gold	 and	 platinum—have	 been	
  forced	into	the	cracks—perhaps	as	offerings...	
  20. A	 low	 “fence”	 of	 leg	 and	 rib	 bones	 surrounds	 the	 altar.	 The	
  altar	itself	comprises	a	great	mass	of	bones	glued	together	in	
  some	unspeakable	fashion.	Three	great	horns	emerge	from	the	
  mass	 of	 bones;	 from	 each	 hang	 small	 banners	 depicting	 the	
  symbols	of	various	evil	powers.	
  1 2  S M A L L  I T E M S  F O U N D  O N  A L T A R S  
  1. A	small	instrument	(a	bell,	gong,	cymbal,	chime,	drum	etc.)	
  2. An	unholy	symbol.	
  3. A	prayer	book.	
  4. Bones	
  5. A	vial	of	unholy	water.	
  6. A	dagger	or	knife	(probably	blood-stained).	
  7. An	offering	bowl	(possibly	blood-stained).	
  8. Candles	or	a	lamp.	
  9. An	idol	
  10. Incense	burner	
  11. A	ceremonial	mask	
  12. Offerings	left	by	the	faithful.	
  	
  	
  	
   
  
  23	
  2 0  T H I N G S  T O  F I N D  O N  A  G U A R D R O O M  T A B L E  
  During	 the	 course	 of	 their	 adventuring	 careers,	 most	
  adventurers	 break	 into	 innumerable	 guardrooms	 and	 put	 the	
  occupants	to	the	sword.	
  	
  These	 guards	 don’t	 just	 sit	 around	 doing	 nothing	 while	
  waiting	 to	 be	 slaughtered;	 they	 eat	 and	 drink,	 gamble	 and	
  engage	in	a	wide	range	of	activities	during	their	shifts.	To	portray	
  this,	use	the	table	below	to	breath	life	into	the	guardrooms	in	
  your	campaign	and	to	give	depth	to	the	faceless	minions	falling	
  before	the	party’s	might.		
  1. The	 guards	 were	 in	 the	 middle	 of	 a	 simple	 meal	 of	 hard	
  cheese,	 sour	 red	 wine	 and	 several	 haunches	 of	 lamb.	 The	
  remains—along	 with	 their	 plates	 and	 pewter	 flagons	 stand	
  upon	the	table.	
  2. The	guards	are	in	the	middle	of	a	dice-based	gambling	game.	
  Roughly	a	quarter	of	their	listed	wealth	is	scattered	about	the	
  table	in	various	piles.	
  3. Crude	graffiti—carved	into	the	table’s	top	with	a	knife—depict	
  various	stickmen	(and	women)	in	a	variety	of	lewd	poses.	
  4. A	 dark	 stain	 that	 could	 be	 blood,	 but	 is	 actually	 spilled	 red	
  wine,	mars	the	table’s	top.	
  5. One	 of	 the	 guards	 was	 engaged	 in	 mending	 a	 pair	 of	 boots	
  when	 the	 party	 burst	 in;	 the	 boots	 along	 with	 needle	 and	
  thread	lie	on	the	table.	
  6. Pewter	 goblets	 and	 a	 half-empty	 jack	 of	 wine	 stand	 on	 the	
  table.	
  7. A	sharp	dagger,	a	pile	of	wood	shavings	and	a	partially	carved	
  chunk	 of	 wood	 lie	 on	 the	 table.	 The	 carving	 is	 crude	 and	
  unfinished;	it	might	represent	a	bird,	but	then	again	it	
  might	not.	
  8. Several	 whetstones,	 along	 with	 six	 blunt	
  daggers	all	in	the	process	of	being	sharpened	
  lie	on	the	table	amid	the	ruin	of	a	simple	meal	
  of	bread,	cheese	and	dried	meat.	
  9. Half	a	dozen	pewter	goblets	along	with	three	
  empty	 wineskins	 lie	 scattered	 about	 the	
  table.	
  10. A	 small	 chest	 stands	 under	 the	 table.	 It	
  contains	 plates,	 bowls	 and	 cups	 along	
  with	a	supply	of	candles	and	a	flint	and	
  steel.	
  11. A	 crudely	 wrought	 birdcage	 stands	 in	
  the	exact	centre	of	the	table.	A	rather	drab	
  and	miserable-looking	bird	is	perched	within.	
  12. Four	cages	each	containing	a	half-starved	rat	stands	
  near	each	other	on	the	table.	The	rats	are	agitated	and	
  hungry	and	are	used	for	impromptu	fights.	Nearby	stands	a	
  much	larger	cage	used	for	the	actual	fights.	Dried	blood	covers	
  some	of	its	bars.	
  13. A	dirty	and	faded	black	tablecloth	covers	the	table.	The	cloth	
  hangs	down	almost	to	the	ground	and	obscures	sight	of	what	
  lurks	beneath.	After	the	battle	is	won,	PCs	checking	under	the	
  tablecloth	 discover	 a	 hiding	 child	 (the	 child	 of	 one	 of	 the	
  guards).	This	might	present	a	tricky	moral	dilemma	for	the	PCs.	
  14. One	of	the	guards	is	a	skilled	artist	and	is	drawing	an	exquisite	
  picture	of	a	prominent	nearby	landmark	on	the	wall	near	the	
  table.	 The	 chalk	 image	 is	 unfinished	 and	 a	 small	 box	 of	
  materials	stands	on	the	table.	
  15. One	of	the	guards	is	learning	to	write.	A	small	chalkboard	and	
  several	 nubs	 of	 chalk	 lies	 on	 the	 table.	 The	 writing	 on	 the	
  chalkboard	could	be	charitably	described	as	child-like.	
  16. A	 small	 basket	 covered	 with	 a	 cloth	 stands	 upon	 the	 table.	
  Within,	can	be	found	a	hard	cheese,	some	almost	stale	bread	
  and	a	flask	of	sour	wine.	
  17. Two	 of	 the	 guards	 were	 engaged	 in	 a	 game	 of	 draughts.	 A	
  crude	board,	surrounded	by	pieces	stands	upon	the	table	(as	
  do	several	partly	empty	wine	flagons).	
  18. When	 interrupted,	 the	 guards	 were	 in	 the	 middle	 of	 a	 card-
  based	gambling	game.	The	cards—and	a	quarter	of	the	guards’	
  listed	treasure—lie	on	the	table.	
  19. A	jumbled	mass	of	mundane	equipment	covers	the	table.	The	
  guards	are	sorting	through	the	possessions	of	the	last	folk	to	
  stumble	into	the	dungeon	and	were	arguing	about	who	gets	to	
  keep	what,	when	they	were	interrupted.	
  20. A	burning	brazier	stands	upon	the	table	over	which	the	guards	
  were	roasting	small,	unidentifiable	pieces	of	meat.	
  	
  	
  
  24	
  2 0  T R E A S U R E  C H E S T S  
  Adventurers	like	nothing	more	than	to	find	a	treasure	chest,	but	
  often	the	chest	itself	doesn't	even	get	a	description.	
  	
  Use	the	table	below	to	describe	the	treasure	chests	your	PCs	
  are	 lucky	 enough	 to	 stumble	 across.	 Some	 of	 them	 may	 be	
  trapped—and	 no	 doubt	 paranoid	 adventurers	 will	 immediately	
  be	on	their	guard	given	the	chest	actually	has	a	description!		
  1. One	end	of	this	wooden	chest	is	scorched	and	burnt	and	the	
  metal	 bands	 are	 slightly	 deformed.	 Opening	 the	 lid	 is	
  consequently	 difficult	 and	 makes	 a	 loud	 screeching	 sound,	
  unless	 the	 hinges	 and	 deformed	 metal	 bands	 are	 oiled	
  beforehand.	
  2. Three	thick	padlocks	attached	to	iron	bands	linking	the	lid	to	
  the	 front	 face	 of	 the	 chest	 wards	 access	 to	 whatever	 lies	
  inside.	
  3. The	 front	 panel	 of	 the	 chest	 is	 decorated	 with	 the	 intricate	
  carving	of	a	slumbering	dragon.	Some	details	of	the	carving—
  the	dragon’s	eyes,	teeth	and	claws—are	subtly	picked	out	with	
  expertly	applied	paint.	
  4. This	 wooden	 chest	 has	 beaten	 copper	 panels	 affixed	 to	 its	
  sides;	the	copper	catches	any	light	in	the	vicinity	and	gives	the	
  chest	a	subtle	green	glow.	
  5. The	lid	of	this	chest	is	battered	as	if	someone	or	something	has	
  tried	to	break	in.	
  6. One	 corner	 of	 this	 chest	 is	 darker	 than	 the	 others,	 as	 if	 the	
  wood	is	wet.	A	slight	smell	of	mould	hangs	in	the	air.	
  7. This	substantial	wrought	iron	chest	has	carry	handles	at	both	
  ends.	The	chest	itself	weighs	over	400	lbs.	Although	old,	the	
  chest	is	obviously	well	made	and	well	maintained.	
  8. This	oak	chest	is	sealed	with	thick	red	wax.	An	ornate	seal—
  depicting	a	rearing	swan—completely	covers	the	lock.	
  9. Several	 panels	 of	 this	 chest	 have	 obviously	 recently	 been	
  replaced;	 the	 wood	 is	 lighter	 than	 that	 of	 the	
  surrounds	 and	 is	 not	 stained	 whereas	 the	
  chest	has	previously	endured	rough	use.	
  10. Intricate	 carvings	 of	 leaping	 flames	 and	
  figures	writhing	within	the	fire	cover	this	
  robust	stone	chest.	
  11. The	 body	 of	 this	 wooden	 chest	 has	 been	 stained	 a	 lurid	 red	
  colour	 while	 the	 lid	 is	 bright	 blue.	 The	 paint	 on	 the	 lid	 is	
  flecking	and	obviously	old,	while	the	red	paint	seems	to	have	
  been	redone	recently.	
  12. This	chest	stands	in	the	middle	of	the	room	and	is	secured	with	
  four	 chains	 each	 of	 which	 passes	 through	 two	 iron	 rings	 set	
  into	 the	 floor	 before	 being	 secured	 with	 a	 large	 padlock.	 A	
  padlock	also	secures	the	chest.	
  13. The	lid	of	this	chest	is	covered	in	blobs	and	streaks	of	dried	
  wax	of	various	colours	and	the	stubs	of	several	candles	stuck	in	
  the	wax	are	visible	on	the	lid’s	apex.	
  14. Woodworms	have	vigorously	attacked	this	chest	at	some	point	
  in	the	past	and	their	small	holes	pockmark	every	surface.	The	
  chest	is	old	and	rickety;	it	is	consequently	easier	to	break	into	
  than	normal.	
  15. A	 nondescript	 woollen	 blanket	 has	 been	 thrown	 over	 this	
  chest.	 Small	 bells	 are	 attached	 to	 the	 blanket	 between	 the	
  chest	and	the	wall.	They	jangle	if	the	blanket	is	removed.	
  16. This	chest	is	narrow—only	two	feet	wide—but	four	feet	high	
  and	appears	to	be	more	of	a	storage	bin	than	a	chest.	The	lid	is	
  in	two	halves	and	opens	to	the	sides.	
  17. The	lid	of	this	chest	is	flat	and	carved	with	an	idyllic	woodland	
  scene.	The	carving	is	worn,	but	still	beautiful.	Pressing	the	face	
  of	a	dryad	reclining	in	her	tree	disengages	the	chest’s	hidden	
  lock.	
  18. A	 row	 of	 tiny	 holes	 just	 below	 the	 chest’s	 lid	 perforate	 its	
  front,	back	and	sides.	(Variously,	these	could	be	air	holes	for	
  whatever	is	stored	within,	a	false	trap	to	deter	thieves	or	an	
  actual	trap.)	
  19. The	smell	of	a	heady	mix	of	herbs	and	spices	hangs	in	the	air	
  around	this	small	chest.	
  20. This	 chest	 has	 been	 whitewashed	 (badly)	 atop	 which	 have	
  been	 daubed	 a	 number	 of	 mythical	 or	 magical	 symbols	 of	
  protection.	 At	 the	 GM’s	 discretion,	 these	 may	 be	
  nothing	more	than	decoration	or	the	basis	of	some	
  form	of	warding	trap.	
  	
   
  
  25	
  2 0  T R I G G E R S  F O R  A  S E C R E T  D O O R  
  Every	 good	 dungeon	 has	 secret	 doors.	 Villains	 need	 a	 secret	
  escape	 route,	 cleverly	 hidden	 treasure	 cache	 or	 even	 a	 secret	
  laboratory	to	work	upon	their	diabolical	schemes.		
  	
  Adventurers	 know	 this	 and	 seem	 to	 spend	 an	 inordinate	
  amount	 of	 time	 looking	 for	 secret	 doors.	 However,	 while	
  dungeons	 often	 feature	 secret	 doors,	 few	 modules	 actually	
  describe	a	secret	door’s	trigger	mechanism.	
  	
  Use	 the	 20	 triggers	 below	 to	 breathe	 life	 into	 the	 secret	
  doors	in	your	dungeon:		
  1. A	torch	sconce	on	the	dungeon	wall	holds	a	burnt	out	torch.	A	
  small	basket	nearby	holds	a	supply	of	new	torches.	Replacing	
  the	 burnt	 down	 torch	 with	 a	 fresh	 torch	 triggers	 the	 secret	
  door	 by	 depressing	 a	 switch	 hidden	 in	 the	 bottom	 of	 the	
  sconce.	
  2. Two	slightly	raised	stones	set	into	the	floor	roughly	three	feet	
  apart	must	be	pushed	down	at	the	same	time	to	activate	the	
  secret	door.	
  3. A	wall	carving	depicts	a	battle	between	orcs	and	humans.	The	
  centrepiece	 of	 the	 carving	 is	 a	 heroic	 human	 standing	
  triumphant	 over	 a	 slain	 orc	 chieftain.	 Pushing	 the	 carving	 of	
  the	 slain	 orc	 into	 the	 wall	 opens	 the	 secret	 door.	 The	 door	
  remains	open	for	one	minute	before	automatically	shutting—
  which	 returns	 the	 slain	 orc	 to	 his	 proper	 position	 in	 the	
  carving.	
  4. A	small	hole	in	the	ceiling	roughly	eight	inches	deep	holds	a	
  small	switch,	which	can	be	activated	by	telekinesis	or	the	haft	
  of	a	long	weapon	such	as	a	spear.	The	hole	is	too	narrow	for	a	
  human	hand	to	fit.	
  5. Three	 identical	 carvings—perhaps	 dragons,	 blazing	 suns	 or	
  other	thematically	fitting	object—decorate	the	wall.	Pushing	in	
  the	carvings	in	the	following	order—left,	right,	centre—opens	
  (or	closes)	a	nearby	secret	door.	
  6. One	of	the	flagstones	near	the	secret	door	is	loose.	Prying	it	up	
  reveals	a	lever,	which	operates	the	secret	door.	
  7. Niches	 in	 the	 wall	 hold	 small	 statues	 of	 various	 fantastical	
  creatures—manticores,	 wyverns,	 dragons	 and	 so	 on.	 Pushing	
  down	the	tail	of	one	of	the	dragons	opens	the	secret	door.	
  8. A	wooden	chair	stands	against	the	wall.	Leaning	it	forward	on	
  its	front	legs	depresses	a	switch	in	the	floor,	which	opens	the	
  secret	door.	
  9. Whistling	 a	 certain	 tune	 opens	 the	 secret	 door.	 Whistling	 it	
  backwards	shuts	the	door.	
  10. Knocking	three	times	on	a	certain	stone	operates	the	door.	
  11. Standing	on	a	sequence	on	flagstones	in	a	specific	order	opens	
  the	door.	A	handle	on	the	inside	of	the	door	enables	it	to	be	
  pulled	shut.	
  12. A	niche	in	the	wall	acts	as	the	door’s	trigger.	When	a	certain	
  amount	 of	 weight	 is	 placed	 in	 the	 niche—the	 same	 as	 a	
  nearby,	 ornate	 candlestick—the	 door	 opens.	 Removing	 the	
  item	causes	the	door	to	close	one	minute	later.	
  13. Turning	 a	 nearby	 statue	 of	 a	 beautiful	 elf	 maid	 clockwise	
  causes	the	secret	door	to	open.	Turning	it	back	shuts	the	door.	
  14. A	small	bowl	rests	on	a	thin,	narrow	waist-high	column	near	
  the	wall.	The	bowl	radiates	faint	necromantic	magic.	Dripping	
  blood	into	the	bowl	causes	the	nearby	secret	door	to	open.	
  15. One	of	the	stones	or	bricks	in	the	wall	hiding	the	secret	door	is	
  slightly	concave.	Pushing	the	stone	inwards	opens	the	door.	
  16. One	 of	 the	 stones	 or	 bricks	 at	 the	 base	 of	 the	 wall	 stands	
  slightly	 proud.	 Kicking	 it	 twice	 in	 rapid	 succession	 opens	 the	
  door.	
  17. To	 operate	 this	 secret	 door,	 two	 stones	 set	 in	 the	 wall	 at	
  roughly	 waist	 height	 for	 a	 human	 must	 be	 pushed	 inwards	
  simultaneously.	
  18. A	battered	chest	stands	next	to	the	secret	door.	Opening	the	
  chest	reveals	mundane,	near	valueless	items	such	as	blankets,	
  old	clothes	and	so	on.	A	small	catch	hidden	behind	the	chest	
  operates	the	secret	door.	
  19. A	lever	hidden	in	the	frame	of	a	nearby	normal	door	operates	
  the	secret	door.	The	secret	door	shuts	automatically	after	30	
  seconds.	
  20. Magical,	 but	 heatless,	 flames	 fill	 an	 ornate	 ten-foot	 wide	
  fireplace	 is	 flanked	 by	 two	 lidless	 chests	 full	 of	 coal,	 one	 of	
  which	also	contains	a	small	iron	shovel.	The	secret	door	lies	at	
  the	back	of	the	fireplace	and	is	operated	by	taking	a	shovel	full	
  of	 coal	 from	 the	 left	 chest	 and	 placing	 it	 in	 the	 right	 chest.	
  Doing	so	releases	a	counterweight	that	operates	the	door.	
  S E C R E T  D O O R  R E D  H E R R I N G S  
  1. A	torch	sconce	is	affixed	to	wall	at	a	slight	angle.	It	looks	like	it	
  could	be	twisted	in	its	fixings.	It	can’t.	
  2. The	 floor	 in	 the	 area	 is	 uneven	 and	 one	 of	 the	 flagstones	 is	
  particularly	raised.	Stepping	on	it	does	nothing.	
  3. Smudges	on	the	wall	show	where	someone	has	pressed	their	
  hand.	Pressing	the	same	spot	does	nothing.	
  4. One	of	the	stones	set	into	the	wall	is	loose;	small	crumbs	of	
  mortar	dust	the	floor	below.	The	stone	cannot	be	pushed	in,	
  but	can	be	removed	with	a	sharp	blade.	
  5. A	 small	 slot	 between	 two	 stones	 looks	 just	 large	 enough	 to	
  insert	a	coin.	Doing	so	does	nothing;	the	hole	is	simply	where	
  mortar	has	crumbled	away—it	serves	no	purpose.	
  6. A	 crudely	 painted	 fist-sized	 star	 daubed	 in	 whitewash	
  decorates	the	wall.	A	PC	touching	the	star	discovers	it	is	still	
  wet.	
  	
  
  26	
  8 , 0 0 0  P I E C E S  O F  G R A F F I T I  T O  D I S C O V E R  I N  A  D U N G E O N  
  Dungeons	are	not	pristine	environments.	Chances	are	the	party	
  is	 not	 the	 first	 to	 dare	 its	 precincts.	 Previous	 adventurers,	 the	
  dungeon’s	 builder	 or	 even	 its	 residents	 all	 leave	 their	 marks.	
  	
  Graffiti	is	a	common	feature	of	dungeons.	Graffiti	can	have	
  four	main	purposes:		
  § 
  Decoration:	 Whether	 created	 by	 skilled	 artisans	 or	 bored	
  guards,	 some	 graffiti	 is	 designed	 to	 decorate	 a	 locale.	 Such	
  graffiti	 might	 take	 the	 form	 of	 stylised	 pictures	 or	 religious	
  phrases.	
  § 
  Message:	 Graffiti	 can	 serve	 as	 a	 means	 of	 passing	 on	 a	
  message.	 These	 messages	 could	 be	 a	 lament	 for	 a	 fallen	
  comrade,	 the	 ravings	 of	 a	 madman	 or	 even	 a	 final	 message	
  from	a	doomed	explorer.	
  § 
  Warning:	Adventurers—when	they	survive—sometimes	leave	
  warning	of	what	lies	beyond.	Of	course,	these	warnings	could	
  be	hopelessly	out	of	date	or	just	plain	wrong.	
  § 
  Lure:	 This	 seemingly	 benign	 or	 welcoming	 graffiti	 serves	 to	
  entice	explorers	or	visitors	further	into	the	dungeon	(perhaps	
  to	a	specific	location).	
  Use	the	tables	below,	to	generate	the	details	of	graffiti	found	in	
  a	dungeon	or	other	hostile	locale.	
  M E S S A G E  ( D 2 0 )  
  The	graffiti	says:		
  1. "Not	this	way."	
  2. “Your	doom	is	near."	
  3. "The	darkness	has	eyes!"	
  4. "Beware.	It	lurks	in	the	dark."	
  5. "Alas,	poor	Enrulf."	
  6. "Don’t	search	for	me."	
  7. "This	way."	
  8. "I'm	sorry."	
  9. "Tell	Engelf	I	loved	her."	
  10. “I’m	watching	you."	
  11. "For	glory!"	
  12. “Pray	for	my	soul."	
  13. “Don’t	delve	too	deep."	
  14. “Go	Back!"	
  15. “I	tried.”	
  16. “Hungry.	So	hungry."	
  17. “Fear	the	dark.	Seek	the	light."	
  18. “The	old	man	lied."	
  19. “Safety	lies	beyond."	
  20. “Welcome."	
  C H A R A C T E R I S T I C  ( D 2 0 )  
  If	you	want	to	add	a	notable	characteristic	to	the	graffiti,	use	this	
  table.	The	graffiti	is:		
  1. Written	hastily	in	chalk.	
  2. Written	in	dried	blood.	
  3. Written	in	fresh	blood.	
  4. Carved	crudely	into	the	wall	with	a	dagger	or	similar	blade.	
  5. Crudely	written—as	if	by	a	child.	
  6. On	a	piece	of	parchment	stuck	or	pinned	to	the	wall.	
  7. Smeared	as	if	someone	has	tried	to	rub	it	out.	
  8. Written	in	charcoal	like	that	from	a	burnt	torch.	
  9. Written	very	low	down	on	the	wall	at	roughly	knee	height	for	a	
  human	adult.	
  10. Hidden	behind	an	open	door,	tapestry	or	other	covering.	
  11. Shows	excellent—even	cultured—penmanship.	
  12. Written	on	the	ceiling.	
  13. Covered	by	cobwebs.	
  14. Written	in	overly	large—or	small—letters.	
  15. Only	half	written;	the	message	ends	abruptly	as	if	the	writer	
  had	been	interrupted	or	distracted.	
  16. Written	upside.	
  17. Written	back-to-front.	
  18. Written	on	the	floor.	
  19. Each	word	is	written	in	a	different	colour	chalk.	
  20. Obviously	written	in	several	different	hands.	
  
  27	
  S P E C I A L  C H A R A C T E R I S T I C S  ( D 2 0 )  
  Sometimes	 there	 is	 more	 to	 graffiti	 than	 meets	 the	 eye.	 The	
  graffiti	is:		
  1. A	trap.	It	blows	up	in	the	face	of	the	reader.	
  2. A	trap.	It	contains	a	lethal	glyph.	
  3. Written	in	more	than	one	language.	
  4. The	first	letter	of	each	word	spells	out	the	command	word	of	a	
  magic	item	hidden	somewhere	in	the	dungeon.	
  5. Covers	up	an	older	piece	of	graffiti.	
  6. Written	so	as	to	conceal	an	important	secret	message.	
  7. Magical.	It	disappears	once	read,	like	a	magic	scroll.	
  8. Glowing	slightly.	It	gives	off	illumination	equal	to	a	candle.	
  9. Slowly	burning	itself	into	the	wall.	
  10. Wriggling	and	writhing	across	the	wall.	
  11. Only	visible	to	those	with	dark	vision	(in	the	dark).	
  12. Written	in	invisible	ink.	
  13. A	trap.	The	graffiti	contains	a	hidden,	coma-inducing	sigil.	
  14. Obscuring	the	trigger	for	a	secret	door.	
  15. Written	to	subtly	highlight	the	trigger	for	a	secret	door.	
  16. Apparently	 gibberish.	 However,	 in	 reality	 it	 is	 a	 pass	 phrase	
  dungeon	 denizens	 use	 to	 identify	 themselves	 to	 fellow	
  denizens.	
  17. Magical.	The	air	in	the	immediate	vicinity	is	much	colder.	
  18. Written	 in	 some	 form	 of	 ink	 that	 resists	 all	 but	 magical	
  cleaning.	
  19. Written	in	huge	letters	the	height	of	a	grown	man.	
  20. The	letters	hang	in	mid-air,	blazing	with	light	equal	to	that	of	a	
  torch.	
  	
  
  28	
  1 6 0 , 0 0 0  P O T I O N S  T O  D I S C O V E R  I N  A N  A L C H E M I S T ’ S  L A B O R A T O R Y  
  Alchemists	toil	in	their	laboratories	over	new	concoctions	almost	
  as	much	as	wizards	lurk	in	their	libraries	researching	new	spells.	
  Adventurers	exploring	(or	looting)	an	alchemist’s	laboratory	are	
  bound	 to	 find	 many	 strange	 potions,	 oils,	 unguents	 and	 other	
  odd	materials.	
  	
  Use	the	four	tables	below,	to	determine	the	characteristics	
  of	any	potion	found	in	an	alchemist’s	laboratory.	
  P O T I O N  V I A L  
  Use	this	table,	to	determine	the	characteristic	of	the	potion	vial:		
  1. An	iron	vial	with	a	bone	stopper.	
  2. A	clay	vial	painted	bright	blue.	The	paint	is	worn	and	chipped.	
  3. This	small	brass	vial	is	dented	and	worn.	It	has	a	cork	stopper.	
  4. This	iron	vial	is	stoppered	with	sealing	wax.	Once	opened,	it	
  cannot	be	re-stoppered.	
  5. This	plain	glass	vial	has	a	similarly	delicate	glass	stopper.	The	
  glass	is	cloudy—or	perhaps	just	dirty.	
  6. Esoteric	runes	decorate	this	pewter	vial.	
  7. Thin	iron	mesh	encases	this	glass	vial.	
  8. This	iron	vial	is	particularly	thin	and	elongated,	making	it	easily	
  concealable	in	a	boot	or	similar	locale.	
  9. Chipped	 and	 faded	 paint	 covers	 this	 iron	 vial.	 So	 little	 paint	
  remains,	it	is	impossible	to	say	what	the	picture	once	depicted.	
  10. This	vial	is	part	of	a	cheap-looking	set	of	earrings.	
  11. This	copper-beaten	vial	is	one	of	a	set	of	three	and	hangs	from	
  a	 bronze	 necklace.	 Only	 perceptive	 observers	 notice	 the	
  necklace’s	secret.	
  12. This	vial	is	cunningly	hidden	in	the	stopper	of	a	wine	flask.	
  13. This	 plain	 bronze	 vial	 is	 unadorned	 but	 for	 a	 single	 rune	
  stamped	into	its	surface.	The	rune	could	be	a	deity’s	symbol,	
  the	heraldic	device	of	a	noble	house	and	so	on.	
  14. This	small,	exquisite	vial	is	of	pure	silver.	A	tiny	golden	chain	
  attaches	its	stopper.	
  15. A	crude	painting	of	a	cloud-filled	sky	decorates	this	clay	vial.	
  16. This	 iron	 vial	 is	 dented	 in	 several	 places,	 and	 the	 stopper	 is	
  hard	to	remove.	
  17. This	highly	polished	glass	vial	is	wrapped	in	a	small	piece	of	red	
  silk,	tied	with	yellow	string.	
  18. White	paint	covers	this	crudely	crafted	clay	vial.	
  19. Red	and	white	bands	of	paint	cover	this	iron	potion	vial.	
  20. Crafted	of	supple	leather,	this	vial	has	a	bone	stopper.	
  P O T I O N  A P P E A R A N C E  
  Use	this	table,	to	determine	the	potion’s	appearance:		
  1. Oily,	transparent	bright	red	potion.	
  2. Bubbling,	translucent	amber	potion.	
  3. Cloudy	ivory	potion	with	ebon	wisps	within.	
  4. This	light	blue	potion	has	flecks	of	gold	floating	within.	
  5. This	mottled	brown	and	black	potion	gives	off	a	faint	smoke	
  when	opened.	
  6. This	bright	blue	potion	is	phosphorescent.	
  7. This	potion	of	golden	hue	is	luminous.	
  8. Bright	green	vaporous	potion.	
  9. This	potion	is	lilac	in	hue.	
  10. Transparent	yellow	potion	with	small	red	flecks	floating	within.	
  11. This	viscous	coppery	potion	bubbles	slightly.	
  12. This	transparent	bright	turquoise	potion	is	thick	and	syrupy.	
  13. Syrupy	indigo	liquid.	
  14. This	 oily	 purple-coloured	 potion	 has	 a	 thick	 green	 scum	
  floating	on	its	surface.	
  15. This	 transparent	 potion	 has	 an	 almost	 undetectable	 yellow	
  hue.	
  16. This	cloudy	potion	comprises	a	cream-coloured	liquid	marred	
  by	wisps	of	a	heavier	brown	liquid	that	settles	at	the	bottom	of	
  the	vial.	
  17. Gray	effervescent	liquid	with	suspended	black	flecks.	
  18. This	opaline	maroon	liquid	gives	off	wisps	of	fumes	when	the	
  vial	is	opened.	
  19. This	 watery	 potion	 has	 yellow,	 red	 and	 blue	
  layers	 that	 refuse	 to	
  intermix	 no	 matter	
  how	 violently	 the	
  vial	is	shaken.	
  20. This	
  translucent	
  potion	
  has	
  all	
  the	
  colours	of	the	rainbow.	
   
   
  
  29	
  P O T I O N  T A S T E  ( &  S M E L L )  
  Use	this	table,	to	determine	the	potion’s	taste:		
  1. Acidic	
  2. Bitter	
  3. Citrus	
  4. Earthy	
  5. Fishy	
  6. Greasy	
  7. Honeyed	
  8. Meaty	
  9. Metallic	
  10. Milky	
  11. Peppery	
  12. Salty	
  13. Sugary	
  14. Sour	
  15. Spicy	
  16. Sweet	
  17. Tart	
  18. Vinegary	
  19. Watery	
  20. Potion	has	two	tastes;	one	is	a	distinct	aftertaste	that	linger	for	
  several	minutes	
  P O T I O N  S I D E  E F F E C T  
  Sometimes,	 potions	 have	 minor	 side	 effects.	 Use	 this	 table,	 to	
  determine	such	effects:		
  1. After	drinking	the	potion,	the	character's	eyes	glow	with	the	
  radiance	of	a	candle	for	two	hours.	
  2. After	drinking	the	potion,	the	character	sweats	uncontrollably	
  for	20	minutes.	
  3. After	drinking	the	potion,	the	character	experiences	sporadic,	
  but	uncontrollable,	burping	for	the	rest	of	the	day.	
  4. The	character	heals	minor	wounds.	
  5. After	drinking	the	potion,	the	character’s	hands	and	feet	tingle	
  until	the	potion’s	main	effect	wears	off.	
  6. After	 drinking	 the	 potion,	 the	 character’s	 sense	 of	 smell	 is	
  heightened	until	he	next	eats	or	drinks.	
  7. After	 drinking	 the	 potion,	 the	 character	 feels	 sick	 until	 he	
  drinks	something	else.	
  8. After	 drinking	 the	 potion,	 the	 character	 emits	 an	 odour	
  repugnant	to	cats	and	dogs.	The	odour	lasts	until	he	bathes.	
  9. After	 drinking	 the	 potion,	 the	 character’s	 skin	 seems	 to	
  positively	glow	with	health	and	vitality.	
  10. After	drinking	the	potion,	the	character’s	tongue	turns	blue—
  and	remains	blue	for	2d6	hours.	
  11. After	 drinking	 the	 potion,	 the	 character’s	 hair	 turns	 white—
  and	remains	white	until	he	drinks	another	potion.	
  12. After	 drinking	 the	 potion,	 the	 character	 is	 refreshed	 as	 if	 he	
  had	just	consumed	a	large,	nutritious	meal.	
  13. After	drinking	the	potion,	the	character’s	eyebrows	suddenly	
  become	particularly	bushy.	This	growth	is	permanent	(unless	
  plucked).	
  14. After	 drinking	 the	 potion,	 the	 character	 becomes	 slightly	
  tipsy—apparently	the	potion	contained	a	concentrated	dose	of	
  pure	alcohol.	
  15. After	drinking	the	potion,	the	character	experiences	sporadic,	
  but	uncontrollable,	flatulence	for	the	rest	of	the	day.	
  16. After	drinking	the	potion,	the	character	feels	like	he	is	choking.	
  The	effect	passes	after	two	rounds.	
  17. After	drinking	the	potion,	the	character’s	eyes	begin	to	sting	
  and	water	as	if	he	had	passed	through	a	smoke	cloud.	
  18. After	 drinking	 the	 potion,	 the	 character’s	 nose	 starts	 to	 run	
  uncontrollably.	
  19. After	drinking	the	potion,	the	character	has	a	horrible,	bitter	
  taste	in	his	mouth	until	he	drinks	something	else.	
  20. The	potion	is	particularly	well	crafted.	Its	effects	are	doubled.	
  Roll	again	to	determine	its	side	effect,	ignoring	a	result	of	20.	
  	
  	
   
  
  30	
   
  
  31	
   
   
   
   
   
   
   
   
   
   
  IN THE TOWN 
   
  
  32	
  1 0  S T R A N G E  T R A D I T I O N S  T O  S E E  I N  A  V I L L A G E  
  Villages	 can	 be	 funny	 old	 places	 rife	 with	 local	 superstitions,	
  strange	practises	and	odd	traditions.	
  	
  Such	 practises	 have	 often	 been	 followed	 for	 hundreds	 of	
  years,	and	are	deeply	ingrained	in	the	local	culture.	Luckily—for	
  the	 GM—such	 practises	 are	 a	 great	 way	 to	 add	 flavour	 and	
  depth	to	a	village.	They	can	even	spawn	adventures!		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 a	 village’s	
  strange	traditions.		
  1. The	 villagers—even	 the	 children—all	 wear	 jangling	 necklaces	
  or	bracelets.	Some	are	made	of	bone	while	others	are	of	silver	
  or	 even	 gold.	 The	 villagers	 believe	 the	 jewellery’s'	 jangling	
  keeps	 the	 evil	 spirits	 away.	 All	 the	 houses	 also	 have	 wind	
  chines	(for	the	same	reason).	
  2. No	children	are	allowed	out	after	dark,	without	an	adult.	The	
  villagers	will	not	speak	of	the	reason	for	this,	but	if	a	child	does	
  go	out	alone	after	sunset	panic	ensues.	
  3. The	 local	 tavern	 serves	 an	 array	 of	 fine	 ales.	 Each	 of	 the	
  regulars	has	their	own	named	flagon—each	with	a	flip	up	lid	to	
  keep	out	flies,	dust	and	suchlike.	Some	are	ornate	works	of	art	
  passed	 down	 through	 the	 generations.	 Travellers	 must	 make	
  do	with	an	array	of	battered	and	cheap	normal	flagons.	
  4. The	 village	 has	 a	 very	 large	 population	 of	 cats;	 every	 family	
  seems	to	have	at	least	three	or	four	such	pets.	Consequently,	
  there	are	no	vermin	whatsoever	in	the	village.	It	is	illegal	to	
  harm	 a	 cat,	 in	 the	 village.	 Those	 doing	 so	 much	 seek	 both	
  owner’s	apology	and	that	of	the	cat!	
  5. When	one	of	their	fellows	dies,	the	villagers	have	a	unique	set	
  of	burial	rites.	The	deceased	is	laid	out	amid	the	menhirs	of	a	
  nearby	 stone	 circle	 for	 the	 birds	 and	 other	 forest	 predators.	
  Once	the	skeleton	is	picked	clean,	the	bones	are	collected	and	
  placed	 in	 a	 central,	 subterranean	 ossuary	 and	 church.	 Each	
  family	 uses	 their	 ancestors'	 skeletons	 to	 create	 amazing,	 but	
  macabre,	sculptures	out	of	nothing	but	bone.	
  6. No	one	is	allowed	to	wear	the	colour	red	within	the	village’s	
  precincts,	by	order	of	the	local	lord.	Some	villagers	may	inform	
  on	 PCs	 wearing	 the	 dreaded	 colour,	 while	 others	 may	
  breathlessly	 make	 the	 PCs	 aware	 of	 their	 terrible	 error.	
  Anyone	caught	wearing	red	must	pay	a	handsome	fine.	
  7. A	 decade	 ago,	 fire	 devastated	 the	 village.	 Now,	 the	 villagers	
  have	 an	 inordinate	 fear	 of	 such	 an	 event	 occurring	 again.	
  House	troughs	full	of	water	stand	in	front	of	every	house,	and	
  buckets	are	close	at	hand.	In	the	same	way	as	the	village	has	a	
  local	militia,	it	also	has	a	fire	brigade	of	sorts.	They	run	weekly	
  practises,	one	of	which	just	happens	to	be	in	progress	when	
  the	 PCs	 arrive	 at	 the	 village.	 The	 sight	 of	 a	 dozen	 villagers	
  throwing	 buckets	 of	 water	 at	 a	 seemingly	 not	 on	 fire	 house	
  may	give	the	PCs	cause	to	wonder	if	the	villagers	are	entirely	
  sane.	
  8. The	
  villagers	
  are	
  friendly—nauseatingly	
  so—toward	
  adventurers.	Nothing	is	too	much	trouble	for	such	“honoured”	
  visitors.	The	PCs	receive	better	service	than	others	in	any	local	
  businesses	 and	 unattached	 members	 of	 the	 opposite	 sex	
  literally	throw	themselves	at	eligible	members	of	the	party.	
  9. The	 villagers	 hate	 members	 of	 a	 certain	 race—halfling,	 elf,	
  dwarf	 or	 gnome—and	 want	 nothing	 to	 do	 with	 such	
  individuals.	 Bizarrely,	 they	 are	 also	 particularly	 friendly	
  towards	the	members	of	another	race	and	treat	such	folk	as	
  honoured	guests.	
  10. The	villagers	have	their	own	local	currency	and	do	not	accept	
  payment	in	any	other	form.	The	coins	they	use	come	from	an	
  ancient	hoard	discovered	on	the	land	when	the	local	lord	built	
  his	manor	or	castle.	If	the	party	want	to	buy	anything	in	the	
  village—even	a	drink	at	the	tavern—they	must	get	some	of	the	
  local	currency	from	the	lord’s	representative.	Surprisingly,	the	
  exchange	rate	is	not	good...	
  E V E R Y D A Y  T R A D I T I O N S  
  1. By	 local	 decree	 it	 is	 forbidden	 to	 ride	 animals	 within	 the	
  village’s	precincts.	
  2. Each	family	is	responsible	for	keeping	the	road	directly	outside	
  their	house	clear	of	obstruction	or	hindrance.	Thus	stretches	
  of	 road	 are	 clear	 of	 all	 obstructions—including	 dung—while	
  others	are	not.	
  3. Births	are	a	time	of	great	joy	in	the	village.	When	one	occurs,	a	
  festival-like	 atmosphere	 reigns;	 there	 is	 much	 drinking	 and	
  carousing	(which	inevitably	leads	to	more	celebrations	roughly	
  nine	months	later).	
  4. Each	family	maintains	a	small,	private	burial	ground	on	their	
  land—normally	 in	 a	 corner	 of	 a	 field	 of	 garden.	 There	 is	 no	
  communal	 cemetery	 and	 strangers	 cannot	 be	 buried	 within	
  the	village’s	bounds.	
  5. During	the	night,	every	family	must	keep	a	candle	burning	in	a	
  window	overlooking	the	nearest	road.	Thus,	those	out	late	can	
  always	find	their	way	home.	
  6. Dung	 is	 highly	 prized	 by	 the	 local	 farmers,	 because	 the	
  surrounding	land	is	hard	to	farm.	Thus,	several	thriving	local	
  businesses	 have	 sprung	 up.	 These	 both	 “harvest”	 local	
  “deposits"	 and	 import	 dung	 from	 nearby	 settlements.	 Even	
  individuals	sometimes	sell	their	“excess."	
  7. The	 locals	 believe	 a	 nature	 spirit	 dwells	 in	 the	 nearby	 river.	
  Although	 it	 teams	 with	 fish,	 no	 one	 dares	 fish	 there	 in	 case	
  they	 anger	 the	 river’s	 protector.	 Those	 caught	 fishing	 are	
  severely	punished.	
  8. No	matter	the	weather,	it	is	customary	for	adults	to	wear	a	hat	
  outside.	This	has	inevitably	led	to	subtle	one-upmanship	and	
  competitions	for	the	greatest,	most	elaborate	designs.	
  
  33	
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  B U I L D I N G  
  Adventurers	 often	 seem	 to	 explore	 abandoned	 buildings.	
  Whether	it	be	a	(reputedly)	haunted	manor	house,	a	peasant’s	
  home	in	a	ruined	village	or	even	the	demesne	of	a	mysteriously	
  disappeared	wizard	such	places	make	excellent	adventure	sites.		
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	the	
  party’s	exploration.		
  1. 
  Cobwebs—heavy	with	cocooned	insects—fill	the	corners	of	
  this	dank,	gloomy	chamber;	a	veil	of	cobwebs	fills	a	doorway	
  leading	further	into	the	building.	
  2. 
  Rotting,	mould	shrouded	furniture	stands	against	the	walls	
  of	this	chamber.	A	heavy,	formal	chair	is	particularly	far-gone	
  and	one	leg	collapses	if	the	chair	is	disturbed.	
  3. 
  The	shattered	remains	of	several	pewter	mugs	lie	scattered	
  across	the	floor.	A	dented	and	bent	pewter	plate	lies	against	
  one	wall.	Dust	covers	everything.	
  4. 
  The	 sound	 of	 faint	 scrabbling	 comes	 from	 deeper	 in	 the	
  building.	If	a	PC	investigates,	a	squirrel	clutching	a	nut,	darts	
  out	of	the	darkness.	
  5. 
  A	mouldering	brown	blanket	lies	where	it	fell.	
  6. 
  A	 strange	 dark	 stain	 mars	 the	 floor	 of	 this	 chamber.	
  Investigation	reveals	the	stain	is	likely	old,	dried	blood.	
  7. 
  Someone	 has	 pried	 up	 the	 floorboards	 to	 reveal	 a	 small	
  space	 below.	 Nothing	 but	 cobwebs	 fills	 the	 niche.	 A	 faint	
  outline	 in	 the	 dust	 hints	 a	 small	 box	 or	 coffer	 was	 once	
  stored	here.	
  8. 
  Black	mould	has	grown	over	one	wall	of	this	room	and	the	
  air	is	redolent	with	the	stench	of	decay.	
  9. 
  Part	of	the	wooden	wall	has	been	pried	loose	and	the	boards	
  tossed	casually	aside.	
  10. The	roof	of	this	chamber	is	partially	missing	and	the	rain	has	
  got	inside.	The	floor	is	damp	and	several	small	puddles	have	
  gathered.	
  11. The	 hinges	 of	 this	 door	 have	 failed	 and	 only	 the	 door	 jam	
  holds	it	in	place.	If	the	door	is	opened,	it	collapses	into	the	
  room	with	a	loud	thud.	
  12. The	floorboards	in	this	chamber	are	rotten.	They	collapse	if	
  subjected	to	a	weight	of	100	lbs.	or	more.	
  13. Someone	has	covered	one	wall	in	graffiti	daubed	in	charcoal.	
  To	 the	 untrained	 eye,	 the	 graffiti	 looks	 like	 nothing	 but	
  deranged	 scribbling.	 Scholars	 of	 the	 occult	 may	 realise,	
  however,	the	scribbles	look	a	little	like	the	sigil	of	a	certain	
  elder,	blasphemous	power...	
  14. A	forgotten	sack	stands	in	one	corner.	In	contains	blankets	
  and	old	clothes	sized	for	a	child.	All	are	now	mouldy.	
  15. A	 pile	 of	 mouldering	 planks—pulled	 from	 the	 walls	 and	
  floors—are	stacked	in	the	centre	of	the	room.	
  16. The	fireplace	in	this	room	has	obviously	been	used	relatively	
  recently.	The	ash	within	is	still	faintly	warm	and	marks	in	the	
  dust	show	where	someone	slept.	
  17. Thick	dust	coats	the	floor	of	this	room.	Nothing—except	the	
  tracks	of	small	insects—is	visible	in	the	dust.	
  18. Small	 droppings—probably	 from	 rats	 or	 mice—	 cover	 the	
  floor	by	one	wall.	Several	small	holes	gnawed	at	the	bottom	
  of	the	wall	show	where	the	rodents	probably	live.	
  19. Mottled	green	slime	coats	the	ceiling.	The	slime	is	harmless,	
  but	paranoid	adventurers	may	suspect	otherwise.	
  20. The	door	to	the	room	is	wedged	shut.	Either	debris	has	fallen	
  against	the	other	side	or	is	has	swollen	in	place	due	to	water	
  damage.	
  P E R I L S  O F  A N  A B A N D O N E D  B U I L D I N G  
  1. The	 floorboards	 are	 weak—riddled	 with	 woodworm	 and	 rot.	
  When	 a	 character	 steps	 on	 such	 boards	 they	 break,	 possibly	
  dropping	the	explorer	into	a	lower	part	of	the	building.	
  2. Mould	 grows	 voraciously	 over	 a	 wall.	 Invisible	 spores	 fill	 the	
  surrounding	 air.	 Characters	 breathing	 in	 the	 spores	 could	
  develop	a	nasty	disease.	
  3. A	wooden	door	is	swollen	shut.	Characters	pulling	it	open	may	
  be	surprised	(and	injured)	when	they	wrench	it	from	its	hinges	
  and	it	topples	over…on	top	of	them.	
  4. Dripping	water	has	severely	damaged	the	ceiling.	As	the	party	
  passes	underneath,	pieces	of	it	collapse.	
  5. A	 ratty,	 mouldy	 rug	 covers	 the	 floor.	 Perceptive	 characters	
  notice	 the	 middle	 of	 the	 rug	 moving	 slightly—as	 if	 it	 is	
  breathing.	 Removing	 the	 rug	 reveals	 a	 hole	 in	 the	 floor	
  through	which	issues	an	intermittent	breeze.	
  6. The	 floorboards	 are	 weak—riddled	 with	 woodworm	 and	 rot.	
  When	a	character	steps	on	the	board	they	break	and	trap	the	
  unfortunate’s	foot	in	place.	
  7. Shards	of	pottery	(or	glass)	and	chunks	of	wall	and	ceiling	litter	
  the	 floor.	 The	 pottery	 shards	 lie	 hidden	 among	 the	 other	
  debris	and	act	as	caltrops.	
  8. A	 wooden	 door	 is	 swollen	 shut	 and	 tremendously	 rotten.	
  Characters	trying	to	yank	the	door	open	with	its	handle	instead	
  pull	it	off	in	their	hand—making	it	much	harder	to	open	the	
  door	with	subsequent	attempts.	
  9. A	 veritable	 field	 of	 small	 mushrooms	 and	 mould	 cover	 the	
  floor—thriving	in	the	damp,	gloomy	environment.	Water	drips	
  down	 from	 above	 making	 the	 whole	 rather	 slippery	
  (particularly	for	those	moving	rapidly).	
  10. A	large	pile	of	rotting	furniture,	joists	from	the	ceiling	and	so	
  on	blocks	access	to	a	door	or	corridor.	The	pile	is	unstable;	if	
  taken	apart	without	care	and	caution,	it	collapses	onto	those	
  trying	to	clear	it.	
  	
  
  34	
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  V I L L A G E  
  Villages	are	abandoned	for	many	reasons—war,	plague,	disaster,	
  famine	 and	 more.	 Such	 places	 rarely	 stay	 truly	 abandoned	 for	
  long.	 Bandits,	 raiders	 or	 even	 mundane	 predators	 often	 claim	
  such	places	for	the	shelter	and	safety	offered	by	the	abandoned	
  structures.	
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	the	
  party’s	exploration	of	such	a	locale:		
  1. A	dense	stand	of	weeds	and	brambles	grows	by	the	side	of	the	
  road.	The	gleam	of	white	bones	is	visible	within.	
  2. A	 wildly	 overgrown	 hedgerow	 stands	 hard	 against	 the	 road.	
  Brambles	and	ivy	coil	through	the	dense	undergrowth.	
  3. A	dilapidated,	partially	collapsed	fence	marks	the	boundary	of	
  one	of	the	village’s	properties.	Much	of	it	is	rotten	and	covered	
  in	moss	and	lichens.	
  4. Several	large	apple	trees	grow	in	front	of	a	dilapidated	house.	
  Rotten,	decomposing	apples	litter	the	ground.	
  5. The	 roof	 of	 a	 nearby	 house	 has	 completely	 collapsed.	 Birds	
  nest	 among	 the	 ruins	 and	 take	 wing	 if	 anyone	 enters	 the	
  building.	
  6. Weeds	 and	 grass	 grow	 over	 the	 disused	 road.	 Only	 deeply	
  gouged	wagon	tracks	show	where	the	road	ran.	
  7. The	 nearby	 field	 is	 overgrown	 and	 wild.	 The	 rustle	 of	 small	
  creatures	moving	through	the	tall	grass	is	easily	audible.	
  8. A	riot	of	wild	flowers	covers	the	bank	by	the	side	of	the	road.	
  9. At	 some	 point	 in	 the	 past,	 this	 building	 caught	 fire.	 The	
  surviving	structure—part	of	one	wall	and	the	chimneystack—
  are	 blackened	 and	 scorched.	 Charred	 timbers	 are	 the	 only	
  remnants	of	the	rest	of	the	building.	
  10. The	hinges	of	a	shutter	obscuring	a	window	of	a	nearby	house	
  suddenly	 fail.	 The	 heavy	 shutter	 falls	 to	 the	 ground	 with	 a	
  crash.	
  11. The	doors	and	windows	of	a	nearby	building	gap	wide;	gloom	
  cloaks	 the	 interior	 and	 deeper	 shadows	 within	 hint	 of	 some	
  lurking,	unseen	menace.	
  12. Three	 large	 crows	 perch	 atop	 the	 roof	 of	 a	 nearby	 structure	
  and	seem	to	intently	watch	the	party	as	they	pass.	
  13. A	thin	smudge	of	smoke	rises	from	behind	a	distant	building.	
  By	 the	 time	 the	 party	 reaches	 the	 site,	 and	 discovers	 a	
  campfire,	the	area	is	abandoned.	Clearly,	the	party	is	not	the	
  only	ones	interested	in	the	village.	
  14. A	broken	wagon	wheel	lies	by	the	wide	of	the	road.	
  15. The	bones	of	several	large	animals—cows,	horses	or	the	like—
  lie	amid	the	gloom	of	an	abandoned	barn.	
  16. Saplings—new	 growths—cluster	 thickly	 about	 the	 bounds	 of	
  the	village’s	fields	and	gardens.	
  17. Most	 of	 the	 village’s	 buildings	 appear	 to	 be	 “normal”	
  abandoned	buildings.	One,	however,	on	the	village’s	outskirts	
  is	different.	The	doors	and	windows	of	this	building	have	been	
  nailed	shut…from	the	outside.	
  18. A	 large	 tree	 has	 fallen	 across	 the	 road	 and	 into	 a	 small	
  building,	 smashing	 the	 roof	 and	 gouging	 a	 huge	 hole	 in	 one	
  exterior	wall.	The	tree’s	trunk	blocks	the	road.	
  19. Wind	chimes	still	hang	from	the	gutters	of	several	houses	and	
  clatter	gently	in	the	wind.	
  20. The	 decomposing	 body	 of	 a	 wolf—several	 arrows	 protruding	
  from	 its	 hide—lies	 in	 the	 street.	 Examinations	 reveal	 several	
  small	predators	have	been	at	the	corpse.	
  	
   
  
  35	
  2 0  T H I N G S  T O  F I N D  I N  A  S E W E R  
  Adventurers	always	seem	to	be	venturing	into	noisome	sewers	
  in	search	of	wererats,	skulking	thieves	and	other,	more	sinister,	
  threats.	
  	
  Use	 the	 table	 below	 to	 generate	 the	 details	 of	 minor	
  discoveries	 the	 party	 may	 make	 while	 adventuring	 in	 a	 sewer.	
  Such	discoveries	could	be	nothing	more	than	a	point	of	interest	
  or	could	spawn	an	entire	encounter.	
  1. A	mouldering,	slime-covered	rat	corpse	lies	on	a	ledge.	Its	eyes	
  are	missing	and	its	tail	has	been	partially	chewed	off.	
  2. A	 slimy	 pile	 of	 excrement	 and	 mud	 partially	 fills	 the	 sewer	
  channel.	
  3. Bricks	 have	 come	 loose	 from	 the	 ceiling	 and	 water	 dribbles	
  through	the	gap.	
  4. A	pocket	of	noxious	gas	fills	this	part	of	the	sewer.	Characters	
  breathing	in	the	gas	must	take	care	to	avoid	being	nauseated.	
  5. Slime	and	ooze	covers	the	walkway,	making	it	very	slippery.	
  6. Bats	 nest	 on	 the	 ceiling.	 Bright	 lights	 disturb	 them	 and	 they	
  flap	about	until	the	intruders	leave.	
  7. Bricks	have	come	loose	from	the	wall,	and	water	oozes	from	
  the	gaps.	This	makes	the	wall	slick	and	the	floor	similarly	
  slippery.	
  8. The	 air	 in	 this	 section	 of	 the	 sewers	 is	 fetid.	 The	
  stench	 is	 overpowering	 and	 negates	 any	 scent	
  ability	the	party	may	possess.	
  9. A	thick	miasma	hangs	in	the	air.	Tendrils	of	a	fog-
  like	 vapour	 rise	 from	 the	 fetid	 waters	 and	
  provide	 concealment	 to	 anything	 more	 than	
  20	ft.	away.	
  10. If	the	party	possesses	any	naked	flames,	they	
  suddenly	turn	blue	as	they	encounter	strange	
  gases	in	the	air.	
  11. The	 loud	 sounds	 of	 dripping	 comes	 from	 up	
  ahead.	Shortly	thereafter,	the	party	discovers	
  the	roof	has	partially	caved	in	over	the	sewer.	
  Water	drips	down	from	above,	and	the	fallen	
  rocks	from	the	collapse	have	created	a	dam	of	
  sorts.	
  12. A	 great	 mass	 of	 rubbish	 and	 detritus	 has	
  formed	 a	 veritable	 island	 that	 almost	
  completely	blocks	the	flow	of	water	through	
  the	 sewer.	 Tracks	 of	 small	 creatures—
  probably	 rats—are	 easily	 visible	 in	 the	
  island’s	“mud”.	
  13. A	 mouldering	 red	 cloaks	 floats	 in	 the	
  water.	
  14. An	 extinguished	 lantern	 stands	 on	 a	
  walkway.	Of	the	owner,	there	is	no	sign.	
  15. Faded	and	smeared	chalk	sigils	once	decorated	this	wall,	but	
  they	are	now	illegible.	
  16. A	 glimmer	 of	 light	 comes	 from	 up	 ahead.	 When	 the	 party	
  reaches	 the	 light,	 they	 discover	 a	 narrow	 hole	 in	 the	 ceiling	
  enables	a	thin	beam	of	sunlight	to	reach	into	the	sewers.	The	
  air	here	is	a	little	clearer.	
  17. An	iron-bound	door	pierces	one	wall	of	the	sewer.	It	is	old	and	
  swollen	and	hard	to	open.	It	is	also	barred	from	the	inside—
  clearly	someone	values	their	privacy.	
  18. This	sewer	passageway	is	old	and	decayed.	Part	of	one	wall	has	
  fallen	away	creating	a	rubble	field	to	scramble	over.	Characters	
  exploring	the	collapsed	wall	discover	a	small,	dry	natural	space	
  beyond.	The	foundations	of	a	large	building	intersect	the	area.	
  19. The	water	in	the	sewer	flows	rapidly	in	this	narrow	section	of	
  the	sewers.	
  20. At	this	point,	several	sewer	passageways	come	together	in	a	
  rough	 cross.	 The	 flow	 of	 so	 much	 heavy,	 turgid	 water	 has	
  eroded	 the	 bottom	 of	 the	 intersection,	 and	 now	 a	 lazy	 but	
  powerful	whirlpool	draws	the	waters	into	yet	deeper	caverns.	
  	
  
  36	
  2 0  T H I N G S  T O  F I N D  I N  A  S L U M  
  In	 dimly	 lit,	 muddy	 streets	 and	 amid	 the	 ramshackle,	 tumbled	
  buildings	 of	 the	 city's	 poorest	 folk	 lurk	 dangerous	 and	
  opportunity	in	equal	measures...	
  	
  Every	now	and	then,	the	party's	exploits	draw	them	into	a	
  city's	slum.	Use	this	table	to	add	minor	points	of	interest	to	their	
  exploration.	Roll	a	d20	and	consult	the	table	below:	
  1. The	rotting	carcass	of	a	dog	lies	against	one	wall	of	an	alley.	
  Rats	gnaw	at	its	flesh.	
  2. An	overturned	rusty	bucket	of	human	waste	oozes	its	contents	
  over	the	muddy	ground.	
  3. A	large	rat	darts	passed	the	party.	Moments	later	a	skinny	dog	
  rushes	after	its	prey.	
  4. A	 long	 foul	 smelling	 puddle	 cuts	 the	 alleyway	 in	 half.	 A	 few	
  chunks	of	stone	serves	as	steps	for	the	nibble	to	cross	without	
  getting	their	feet	wet.	
  5. The	 broken	 remains	 of	 a	 wooden	 crate	 are	 stacked	
  haphazardly	against	the	wall.	
  6. Two	cats—one	a	large	black	cat	and	the	other	a	tabby	with	a	
  torn	ear—arch	their	backs	and	hiss	at	each	other,	oblivious	to	
  the	folk	around	them.	
  7. Brown,	 viscous	 excrement	 covers	 the	 wall	 below	 an	 open	
  window.	It	drips	down	onto	the	street.	The	area	smells	foul.	
  8. A	 heap	 of	 rubbish	 including	 discarded	 animal	 carcasses	 and	
  household	waste	partially	blocks	the	alleyway.	
  9. A	 drunk,	 comatose	 man	 clutching	 an	 empty	 wine	 flask	 sits	
  slumped	against	one	wall.	He	wears	worn,	stained	leathers	and	
  stinks	of	alcohol,	sweat	and	vomit.	
  10. A	 small,	 skinny	 girl	 sits	 on	 the	 ground	 crying	 he	 eyes	 out.	 If	
  approached	 she	 continues	 cry	 and	 begs	 for	 food.	 This	 is	 (in	
  part)	a	scam.	Her	mother	watches	from	a	nearby	window	and	
  rushes	 out	 if	 the	 party	 takes	 too	 much	 interest	 in	 her	
  daughter.	
  11. A	 sludge-encrusted	 jerkin	 with	 a	 blood-stained	 gash	 on	 the	
  back	hangs	from	a	window	sill.	
  12. The	shards	of	a	broken	earthen	pot	lurk	in	the	mud	ready	to	
  slash	the	feet	of	passers-by.	
  13. Graffiti	 identifying	 the	 street	 as	 belonging	 to	 the	 Black	 Run	
  Boys	covers	one	wall.	
  14. A	rubbish	drift	leans	against	one	wall,	causing	the	alleyway	to	
  narrow.	
  15. Rats	feed	amongst	a	pile	of	steaming	offal	dumped	outside	a	
  back	street	butchers.	
  16. Overhanging	buildings	create	an	area	of	deep	shadow	that	fills	
  the	mouth	to	a	narrow	alley.	This	is	a	spot	ripe	for	ambush	and	
  murder.	
  17. A	discarded,	empty	scarlet	belt	pouch	has	been	trodden	into	
  the	muddy	ground.	
  18. A	semi-feral	pig,	bleeding	from	several	superficial	cuts,	darts	
  passed	the	party.	Moments	later,	a	gaggle	of	children	armed	
  with	sharp	sticks	dashes	after	it.	
  19. Two	 cats—their	 backs	 arched—hiss	 at	 each	 other.	 Between	
  them	lies	the	mauled	corpse	of	a	large	rat.	
  20. Part	of	a	nearby	shack's	wall	has	collapsed,	partially	filling	the	
  street	 with	 debris.	 Shabby	 curtains	 now	 serve	 as	 walls	 and	
  provide	privacy	for	those	still	dwelling	within.	
  1 0  N O X I O U S  S T E N C H E S   
  1. The	 stench	 of	 old,	 rotting	 fish	 pervades	 the	 whole	 alleyway.	
  The	source—a	rotting	mass	of	fish	carcasses—fills	an	old	barrel	
  resting	on	its	side	near	once	wall.	
  2. The	decomposing	corpse	of	a	cat	lies	stretched	out	by	a	wall.	
  Several	 rats	 gnaw	 at	 the	 body,	 but	 scatter	 if	 anyone	
  approaches.	 The	 smell	 of	 faeces	 and	 decomposing	 flesh	 is	
  strong	near	the	cat’s	corpse.	
  3. The	alley	stinks	of	excrement.	Brown	streaks	down	the	nearby	
  walls	show	where	residents	have	hurled	it	into	the	street	from	
  their	windows.	Underfoot,	the	going	is	slippery.	
  4. There	 is	 no	 wind	 in	 the	 alleyway	 and	 thick	 smoke—from	
  cooking	fires—hangs	in	the	air.	The	smoke’s	arid	smell	lingers	
  in	the	alley.	
  5. The	pungent	smell	of	smoke,	sweat	and	offal	fills	the	alley.	
  6. The	 reek	 of	 stale,	 rotting	 food	 along	 with	 urine	 and	 a	 dank,	
  mouldy	smell	combine	to	produce	a	fetid,	monstrous	odour.	
  7. An	unplaceable,	fetid	odour	blankets	the	alley.	
  8. A	 handcart	 piled	 high	 with	 animal	 dung	 partially	 blocks	 the	
  alleyway.	 The	 stench	 emanating	 from	 the	 handcart	 is	
  indescribable	in	its	foulness.	
  9. Recent	 rain	 has	 transformed	 the	 handpicked	 earth	 of	 the	
  ground	into	thick,	cloying	mud.	Consequently,	the	rough	smell	
  of	earth	intermingled	with	animal	dung	fills	the	alley.	
  10. A	sulphurous	miasma	fills	the	alley.	Here,	in	the	deep	shadows,	
  breathing	is	difficult	such	is	the	strength	of	the	stench.	
  	
  	
  	
  
  37	
  2 0  T H I N G S  T O  S E E  A T  A  C I T Y  G A T E  
  Most	 cities	 and	 towns	 of	 note	 have	 high	 walls	 to	 protect	 the	
  wealth	 concentrated	 within.	 Adventurers	 hoping	 to	 enter	 such	
  urban	areas—legally—must	pass	through	the	city	gates.		
  	
  Gates	are	busy	places	with	lots	to	see.	Use	the	table	below,	
  to	add	minor	points	of	interest	to	the	PCs’	wait	before	the	gate.	
  1. A	merchant	at	the	head	of	the	queue	argues	loudly	with	the	
  guard,	disputing	the	toll	he	must	pay	to	enter.	The	argument	
  gets	quite	heated	and	distracts	the	other	guards.	
  2. As	#1	above,	but	as	the	argument	reaches	a	crescendo	a	small,	
  heavily	cloaked	figure	dashes	out	of	the	gate.	The	guards	do	
  not	notice.	
  3. A	man	in	the	queue	grumbles	loudly	about	the	delay	in	getting	
  into	the	city.	
  4. Children	dart	in	and	out	of	the	queue	playing	tag.	They	may	be	
  having	 harmless	 fun	 or	 they	 may	 be	 using	 the	 game	 as	 a	
  distraction	for	pick	pocketing	or	other	nefarious	ends.	
  5. Three	 iron	 cages	 hang	 above	 the	 gate—each	 holds	 the	
  decomposing	corpse	of	some	unfortunate	or	another.	
  6. Suddenly	 the	 guards	 use	 their	 spear	 butts	 to	 push	 those	
  queuing	out	of	the	way.	Moments	later,	a	small	company	of	
  horsemen—accompanying	 several	 nobles—burst	 forth	 from	
  the	gate	at	a	canter.	
  7. A	 dishevelled	 man	 pushing	 an	 old	 wheelbarrow	 trundles	 up	
  and	down	the	queue	of	folk	waiting	to	gain	access	to	the	city.	
  He’s	 selling	 refreshments—vinegary	 wine	 and	 meat	 pies	
  (although	he	is	cagy	about	exactly	what	kind	of	meat	the	pies	
  contain).	He	is	an	excellent	source	of	rumours,	if	the	PCs	can	
  afford	his	price.	
  8. As	 the	 PCs	 approach	 the	 gate,	 a	 messenger	 whispers	
  something	 into	 a	 guard’s	 ear.	 The	 guard	 looks	 at	 the	 party	
  before	shaking	his	head.	The	messenger	then	returns	into	the	
  city.	
  9. Several	 beggars—mostly	 ex-soldiers	 missing	 limbs—sit	 in	 the	
  shadow	of	the	gate	and	plead	for	coins	from	those	passing	by.	
  Few	stop	to	donate	anything	to	these	desperate	souls.	
  10. A	mud-splattered	warrior	stalks	up	to	the	gate,	pushing	passed	
  those	waiting	to	get	into	the	city.	The	gate	guards	studiously	
  ignore	the	warrior	as	he	passes	under	the	gate’s	archway.	
  11. A	banner	depicting	the	local	lord’s	sigil	hangs	from	the	gate’s	
  battlements.	 A	 sudden	 gust	 of	 wind	 wrenches	 it	 loose	 and	
  carries	it	away.	One	of	the	guards	dashes	after	it.	
  12. A	light	rain	begins	to	fall	as	the	party	wait	to	enter	the	city.	The	
  other	 people	 in	 the	 queue	 start	 muttering	 as	 they	 pull	 their	
  cloaks	closer	about	themselves.	
  13. Up	 ahead,	 a	 wagon	 laden	 with	 hay	 has	 got	 stuck	 under	 the	
  gate’s	 archway.	 The	 guards	 shout	 at	 the	 carter	 to	 get	 the	
  wagon	moving	and	the	cracking	sound	of	a	whip	follows	swiftly	
  thereafter.	
  14. A	priest	harangues	those	passing	through	the	gate.	Most	of	his	
  message	 seems	 to	 alternate	 between	 pronouncement	 of	
  doom	 and	 pleas	 for	 money	 to	 help	 repair	 his	 order’s	
  dilapidated	chapel.	
  15. A	 young	 ruffian—perhaps	 barely	 ten-years-old—approaches	
  the	party	and	offers	to	act	as	their	guide	in	the	city.	His	name	
  is	 Rufan	 and	 he	 may	 (or	 may	 not)	 be	 allied	 with	 the	 local	
  thieves’	guild.	He	does,	however,	know	a	great	amount	about	
  the	city	and	its	inns,	taverns	and	shops.	
  16. Three	 iron	 cages	 hang	 above	 the	 gate.	 Two	 hold	 rotting	
  corpses—now	 little	 more	 than	 bone—but	 the	 third	 holds	 a	
  forlorn	 figure.	 He	 clutches	 the	 bars	 as	 he	 watches	 those	
  passing	beneath.	At	sight	of	the	PCs—particularly	any	paladins	
  or	clerics	of	good	faiths—he	begs	for	help;	he	has	been	(after	
  all)	wrongly	imprisoned.	
  17. Birds	 perch	 on	 the	 gate’s	 archways.	 As	 the	 party	 passes	
  beneath	 them	 a	 sticky	 white	 substance	 lands	 on	 one	 PC’s	
  head.	
  18. A	small	child	walks	up	and	down	the	line	shouting	loudly—in	a	
  high	pitched	voice—of	the	warm	welcome	and	fine	ales	to	be	
  found	at	The	Green	Dragon	Inn.	
  19. A	 wagon—full	 of	 barrels	 containing	 excrement	 and	 other	
  noxious	waste	trundles	out	of	the	city.	Two	men—with	cloths	
  around	their	mouths	and	noses—sit	hunched	in	the	wagon.	A	
  terrible	stench	surrounds	the	wagon	and	those	it	passes	shrink	
  back	in	disgust.	
  20. Ahead	 of	 the	 PCs,	 a	 richly	 dressed	 merchant	 is	 negotiating	
  entry	to	the	city	for	his	two	wagons.	A	perceptive	PC	spots	the	
  merchant	 slip	 a	 small	 purse	 to	 one	 of	 the	 guards.	 Moments	
  later,	the	merchant	and	his	wagons	are	waved	through.	
  6  C O M P L I C A T I O N S   
  1. The	guards	are	corrupt;	they	attempt	to	extort	bribes	from	the	
  party.	If	they	fail,	they	mark	the	adventurers	as	troublemakers.		
  2. The	guards	are	sticklers	for	the	rules.	They	search	the	party,	
  and	confiscate	any	contraband	found	on	their	persons.	
  3. As	the	party	approach	the	front	of	the	line,	a	trumpet	sounds	
  and	the	gate	begins	to	close.	It	does	not	open	again	until	the	
  next	morning.	
  4. One	 of	 the	 party	 resembles	 someone	 wanted	 for	 a	 heinous	
  crime.	 Fast	 talking	 (or	 perhaps	 a	 hefty	 bribe)	 is	 required	 to	
  avoid	arrest.	
  5. Iron	cages	hang	from	the	wall	above	the	gate.	One	contains	a	
  prisoner	 condemned	 to	 death;	 however,	 he	 begs	 for	 mercy	
  and	loudly	proclaims	his	innocence	to	anyone	who’ll	listen.	
  6. A	larger	than	normal	contingent	of	guards	protects	the	gate;	
  they	are	searching	everyone	and	everything	leaving	the	city.		
  	
   
  
  38	
  2 0  T H I N G S  T O  S E E  D U R I N G  A N  O R C  R A I D  
  On	the	frontier,	life	is	tough.	As	well	as	the	unending	battle	to	
  grow	enough	food,	the	threat	of	raiding—either	by	orcs,	bandits	
  or	a	rival	kingdom—is	a	constant	worry.	
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	a	raid	
  on	a	frontier	settlement.	Of	course,	many	of	the	entries	below	
  can	be	used	for	raiders	of	any	ilk;	simply	change	any	mention	of	
  orcs	to	suit	the	raiders’	identity.	
  1. A	small,	snivelling	child	huddles	behind	a	barrel,	trying	to	hide	
  from	the	rampaging	orcs.	
  2. Fire	suddenly	takes	hold	of	a	nearby	building	and	smoke	from	
  its	burning	thatch	fills	the	air.	Indistinct	screaming	comes	from	
  within...	
  3. Shouts,	 screams	 and	 the	 sound	 of	 battle	 fill	 the	 air.	 One	
  particularly	loud,	piercing	scream	ends	suddenly.	
  4. A	mother	dashes	across	the	street	dragging	one	child	behind	
  her.	In	her	other	hand,	she	carries	an	old	spear.	
  5. The	sprawled	and	bloody	corpse	of	a	militia	member	lies	in	the	
  street.	He	has	been	hacked	to	death	and	lies	in	a	pool	of	his	
  own	blood.	
  6. A	jumbled	collection	of	scattered	household	goods—clothes,	a	
  cooking	pot	and	so	on—lies	scattered	on	the	ground	outside	a	
  home.	
  7. An	 orc	 raider—covered	 in	 blood	 and	 gore—sits	 slumped	
  against	 a	 wall.	 An	 arrow	 protrudes	 from	 his	 throat	 and	 the	
  orc’s	face	is	frozen	in	a	grimace	of	hate	and	pain.	
  8. Smoke	blows	across	the	street,	obscuring	the	PCs’	
  view	 of	 events.	 Humanoid	 shapes	 move	 within	
  the	 smoke—and	 they	 seem	 to	 be	 running	
  directly	toward	the	party!	
  9. A	broken	barrel	lies	on	its	side	amid	a	puddle	
  of	 wine.	 A	 crude,	 bloody	 handaxe	 is	
  embedded	in	the	barrel.	
  10. A	 villager—an	 axe	 embedded	 in	 his	 back—crawls	 down	 the	
  street.	In	great	pain,	he	spots	the	party	and	loudly	begs	for	aid.	
  11. Two	 orc	 raiders	 drag	 a	 woman	 from	 a	 smouldering	 house.	
  Their	 backs	 are	 to	 the	 PCs	 and	 they	 do	 not	 appear	 to	 have	
  noticed	the	adventurers.	
  12. A	javelin	flashes	passed	the	lead	PC’s	face	and	embeds	itself	in	
  a	nearby	wall.	
  13. With	 a	 crash,	 a	 blazing	 outbuilding	 collapses	 in	 on	 itself,	
  throwing	up	a	cloud	of	sparks	and	smoke.	
  14. Two	children—one	clutching	a	baby	to	its	chest—dash	from	a	
  side	 street	 and	 run	 straight	 at	 the	 party.	 Their	 soot-stained	
  faces	 are	 streaked	 with	 tears.	 Behind	 the	 pair	 lumber	 two	
  drunk	orcs—intent	on	easy	pickings.	At	sight	of	the	PCs,	they	
  turn	away.	
  15. The	frenzied	squealing	of	a	horse	in	tremendous	pain	breaks	
  through	the	clamour	of	battle.	
  16. An	 arrow	 falls	 from	 the	 sky	 and	 lands—quivering—at	 a	 PC’s	
  feet.	There’s	no	indication	who	shot	the	arrow	in	question.	
  17. A	handcart	lies	on	its	side	in	the	street—vegetables	along	with	
  a	few	hand	tools	lie	scattered	on	the	ground.	
  18. A	villager—clearly	very	dead—stands	transfixed	against	a	wall	
  by	a	large	spear	driven	through	his	chest.	
  19. A	 raider	 lies	 dead	 in	 the	 street,	 his	 skull	 caved	 in.	 Near	 his	
  outstretched	hand	lies	a	yet	burning	torch.	
  20. The	 thatch	 of	 a	 nearby	 building	 is	 beginning	 to	 smoulder—a	
  raider	 threw	 a	 torch	 onto	 its	 roof	 moments	 ago.	 A	 villager	
  dashes	out	of	the	building	clutching	a	load	of	possessions	to	
  his	chest.	He	dumps	them	onto	the	street	and	then	dashes	
  back	into	the	building.	
  	
   
  
  39	
  2 0  T H I N G S  T O  S E E  I N  A  G R A V E Y A R D  
  Adventurers	seem	to	spend	a	lot	of	time	in	graveyards.	Whether	
  they	are	investigating	a	series	of	hauntings,	destroying	a	nest	of	
  ghouls	or	merely	visiting	the	grave	of	a	loved	one,	a	graveyard	
  can	make	an	exciting	adventure	locale.		
  	
  Use	 this	 table,	 to	 add	 minor	 points	 of	 interest	 to	 any	
  graveyard	the	PCs	visit.		
  1. A	 lone	 gravestone—much	 weather	 worn	 and	 overgrown	 by	
  weeds—stands	off	alone	to	one	side.	
  2. A	 stand	 of	 dense	 trees	 creates	 an	 area	 of	 shade.	 The	 trees'	
  roots	 are	 so	 dense	 no	 graves	 have	 been	 dug	 beneath	 their	
  boughs.	
  3. A	 large	 oak	 tree	 stands	 majestically	 among	 the	 graves.	
  Coloured	ribbons	and	streamers	hang	from	its	lower	branches	
  and	move	gently	in	the	wind.	
  4. An	open	grave—freshly	dug—awaits	its	occupant.	
  5. Several	spades	rammed	into	a	pile	of	freshly	dug	earth	stand	
  next	to	an	open	grave.	
  6. Three	 graves	 lie	 close	 to	 one	 another.	 A	 low	 iron	 wrought	
  fence	pierced	by	a	single	gate	surrounds	the	trio.	Within	the	
  fence’s	perimeter,	the	grass	is	neat	and	well	tended.	
  7. A	small	shrine	decorated	with	the	carved	decorations	of	all	the	
  local	deity’s	sigils	stands	near	the	graveyard’s	entrance.	
  8. Obscured	by	a	thick	hawthorn	hedge,	a	shrine	dedicated	to	the	
  god	of	death	stands	at	the	centre	of	the	graveyard.	The	shrine	
  is	 little	 used—except	 by	 those	 recent	 bereaved.	 Three	 grim-
  faced	clerics	maintain	the	shrine,	conduct	services	and	oversee	
  the	graveyard.	
  9. A	long,	low	mound	covered	in	wild	flowers	dominates	one	side	
  of	the	graveyard.	Here	are	buried	the	victims	of	some	long	ago	
  disaster—perhaps	 a	 plague,	 war	 or	 large	 fire	 that	 ripped	
  through	the	town.	
  10. Low	 hedges	 heavy	 with	 blooms	 divide	 the	 graveyard	 into	
  sections.	
  11. Four	men	carry	a	coffin	through	the	graveyard.	A	weeping	man	
  helped	along	by	a	grim-faced	priest	follows	in	their	wake.	
  12. A	 large	 crow—its	 black	 feathers	 glimmering	 in	 the	 light—
  perches	 atop	 a	 gravestone	 and	 caws	 loudly	 when	 anyone	
  approaches.	
  13. A	cluster	of	people	stands	around	a	grave,	arguing	loudly	and	
  gesticulating	wildly.	
  14. A	lone	figure	stands	in	the	gloom	beneath	a	stand	of	trees.	He	
  seems	 to	 be	 watching	 the	 graveyard	 intently,	 but	 if	
  approached	disappears	into	the	shadows.	
  15. The	wind	moans	among	the	headstones.	
  16. Wind	 chimes	 hang	 from	 the	 branches	 of	 the	 trees	 scattered	
  about	 the	 graveyard.	 When	 the	 wind	 blows	 they	 create	 a	
  discordant	clamour.	The	locals	believe	this	keeps	the	ghosts	of	
  the	dead	in	their	graves.	
  17. A	 stonemason	 is	 on	 his	 knees	 in	 front	 of	 a	 grave	 carving	
  something	onto	a	headstone.	He	could	be	making	a	correction	
  to	a	carving,	finishing	a	decorative	carving	or	adding	graffiti	to	
  the	grave	of	a	hated	rival.	
  18. Dark	clouds	hang	over	the	graveyard,	casting	the	whole	area	
  into	gloom.	
  19. Several	 of	 the	 gravestones	 are	 topped	 with	 half-melted	
  candles.	Their	wax	has	dripped	down	and	dried	on	the	face	of	
  the	stone.	The	dried	red	wax	looks	like	old	blood.	
  20. Suddenly	 the	 birds	 pecking	 among	 the	 graves	 or	 perching	 in	
  the	 surrounding	 trees	 all	 fall	 silent.	 Moments	 later—in	 the	
  sudden	quiet—they	take	flight.	
  1 0  T H I N G S  I N  A N  O P E N  G R A V E  
  1. A	 spade	 stands	 at	 a	 crazy	 angle	 at	 the	 bottom	 of	 the	
  graveyard.	A	soft	cloth	hat	hangs	from	its	handle,	but	of	the	
  gravedigger	there	is	no	sign.	A	close	inspection	of	the	handle	
  reveals	a	small	smudge	of	blood.	
  2. A	bunch	of	wild	flowers	fashioned	into	a	crude	wreath	lies	in	
  the	mud	at	the	bottom	of	the	grave.	
  3. Muddy	water	has	seeped	into	the	grave,	turning	the	bottom	
  into	a	dank,	cloying	sludge.	A	trapped	rat	swims	in	the	water,	
  but	try	as	it	might	it	can’t	climb	up	the	slippery	muddy	sides	of	
  the	grave	to	escape.	
  4. Heaped	 earth	 stands	 next	 to	 the	 open	 grave.	 Nearby	 lies	 a	
  headstone	ready	to	be	erected	once	the	grave	is	filled.	
  5. An	unattended	coffin	of	stout	pine	lies	in	the	grave.	No	one	is	
  filling	in	the	grave—in	fact	no	one	seems	to	be	anywhere	near	
  the	grave.	
  6. At	 first	 glance,	 this	 grave	 seems	 normal	 and	 unremarkable.	
  However,	 a	 perceptive	 PC	 notices	 the	 faint	 outline	 of	 a	 long	
  bulky	 object	 obscured	 by	 earth.	 Investigations	 reveal	 it	 is	
  another	coffin.	It	is	rotten	and	has	obviously	been	buried	for	
  years.	
  7. At	 first	 glance,	 this	 grave	 seems	 normal	 and	 unremarkable.	
  However,	a	perceptive	PC	notices	an	amulet	half	buried	in	the	
  mud.	PCs	retrieving	the	amulet	discover	it	bears	the	symbol	of	
  a	particularly	reviled	evil	deity.	
  8. Someone	has	sprinkled	salt	over	the	bottom	of	the	grave	and	
  on	the	mound	of	earth	beside	it.	
  9. The	open	grave	stands	near	an	old	tree.	The	tree’s	roots	break	
  through	 the	 grave’s	 walls	 and	 floor	 in	 several	 places.	
  Imaginative	 souls	 could	 imagine	 the	 roots	 look	 like	 a	 huge	
  grasping	hand	ready	to	receive	the	coffin.	
  10. As	 #5,	 but	 the	 coffin	 lid	 is	 splintered	 and	 broken	 as	 if	 from	
  several	heavy	blows	with	an	axe.	The	coffin	itself	is	empty.	
  	
  	
   
  
  40	
  2 0  T H I N G S  T O  S E E  I N  A  H A U N T E D  H O U S E  
  Haunted	houses	are	classic	venues	for	adventures.	Such	places	
  are	ripe	with	possibilities	(and	dangers).		
  	
  When	designing	a	haunted	house,	though,	it’s	easy	to	focus	
  on	 the	 physical	 challenges	 of	 the	 place.	 Atmosphere	 in	 such	 a	
  locale	 is	 easily	 as	 important	 as	 the	 things	the	 PCs	 will	 actually	
  fight.	Use	the	table	below,	to	generate	minor	events	of	interest:	
  1. From	 the	 area	 the	 PCs	 just	 left	 comes	 the	 distinct	 creak	 of	
  floorboards—as	if	someone	heavy	is	walking	across	the	floor.	
  2. The	temperature	suddenly	plummets	to	freezing	point	in	the	
  area	surrounding	the	party.	Their	breath	mists	the	air	and	frost	
  forms	on	the	ground.	Within	a	few	minutes,	the	chill	passes.	
  3. Somewhere	up	ahead	a	door	rattles	in	its	jamb.	The	rattling	is	
  loud	and	sustained.	If	the	PCs	come	upon	the	door,	the	sound	
  suddenly	ceases.	
  4. The	indistinct	sound	of	whispering	or	muttering	comes	from	a	
  random	direction.	No	matter	how	hard	they	listen,	the	party	
  can	make	out	only	one	word…death.	
  5. A	 faint	 glow	 of	 light—as	 given	 off	 by	 a	 candle—comes	 from	
  behind	a	door	or	around	a	corner.	When	the	party	moves	to	
  investigate,	the	light	is	suddenly	extinguished.	
  6. As	#5	above,	but	the	light	dances	wildly	as	if	caught	in	a	strong	
  wind.	 As	 the	 party	 moves	 to	 investigate,	 the	 light	 is	
  extinguished	and	a	strong	wind	momentarily	batters	the	party.	
  7. With	 a	 crash,	 a	 small	 object	 such	 as	 a	 tankard	 on	 a	 nearby	
  table	smashes	to	the	floor.	
  8. The	sound	of	scrabbling	comes	from	within	the	nearby	wall.	It	
  sounds	like	dozens—if	not	scores—of	some	small	animal	such	
  as	a	rat—are	trapped	within.	The	sound	reaches	a	crescendo—
  loud	 enough	 to	 drown	 out	 normal	 conversation—
  before	abruptly	ceasing.	
  9. A	 deeper	 shadow	 seems	 to	
  move	 in	 the	 dark	 just	
  beyond	
  the	
  party’s	
  lights.	
  10. One	of	the	party	suddenly	feels	dizzy—as	if	he	had	been	spun	
  round	 and	 round—and	 sick.	 If	 the	 PC	 engages	 in	 strenuous	
  activity	within	the	next	five	minutes,	he	is	violently	sick.	
  11. One	of	the	PCs	suddenly	feels	a	stinging	pain	on	the	back	of	his	
  neck.	 Investigations	 reveal	 three	 deep	 slash	 marks—perhaps	
  made	 by	 ghostly	 fingernails.	 The	 PC	 takes	 minor	 damage,	
  though	it	requires	magic	aid	to	heal.	
  12. With	a	low	creaking	sound,	a	door	in	sight	of	the	party	slowly	
  opens.	When	they	approach,	it	slams	shut	in	their	faces!	
  13. One	 of	 the	 party	 discovers	 a	 minor	 weapon—perhaps	 a	
  dagger—is	missing.	If	they	retrace	their	steps	to	look	for	the	
  weapon,	they	find	it	stabbed	into	the	floor.	The	weapon’s	hilt	
  is	strangely	cold	to	the	touch.	
  14. The	cloying	scent	of	rotting	food	hangs	in	the	air.	If	the	party	
  spends	any	time	in	the	room	searching,	the	smell	gets	stronger	
  and	stronger.	
  15. The	 PC	 at	 the	 back	 of	 the	 party	 hears	 the	 sound	 of	 quiet	
  sobbing	from	the	room	they	just	exited.	
  16. One	 of	 the	 party	 suddenly	 experiences	 an	 overwhelmingly	
  powerful	hot	flush.	Sweat	breaks	out	on	his	face	and	he	must	
  rest	for	a	moment.	
  17. Wet	 footprints	 suddenly	 appear	 on	 the	 floor	 in	 front	 of	 the	
  party.	
  18. Strange	stains	running	down	the	walls	from	the	ceiling	make	it	
  seem	like	the	house	itself	were	bleeding.	The	stains	are	a	dried	
  rusty	brown	colour	and	give	off	a	faint,	indistinct	odour.	
  19. The	 atmosphere	 in	 this	 part	 of	 the	 house	 seems	 stale	 and	
  stagnant	no	matter	what	steps	are	taken	to	let	in	fresh	air.	
  20. A	 loud	 voice—with	 no	 obvious	 source—suddenly	 shouts	 the	
  name	of	one	of	the	party.	
  	
  
  41	
  2 0  T H I N G S  T O  S E E  I N  A  R I O T  
  Sometimes	the	adventurers	seek	out	adventure	and	sometimes	
  adventure	seeks	out	the	adventurers!		
  	
  Riots	 aren’t	 an	 everyday	 occurrence	 in	 most	 towns	 and	
  cities.	 However,	 sometimes	 because	 of	 food	 shortages,	
  perceived	 (or	 actual)	 injustices	 or	 the	 oratory	 of	 a	 charismatic	
  speaker	mobs	form	and	riots	result.		
  	
  Such	events	can	be	great	fun	to	game	in,	but	tough	to	run.	
  Thus,	use	the	table	below,	to	generate	minor	events	of	interest	
  the	party	could	witness	while	caught	up	in	a	riot:	
  1. Three	men	pick	up	a	barrel	and	hurl	it	though	the	window	of	a	
  shop.	 With	 the	 shutters	 smashed	 in,	 the	 rioters	 surge	 inside	
  and	begin	looting.	
  2. As	the	crowd	surges	forward,	an	old	woman	is	knocked	to	the	
  ground	and	trampled	underfoot.	Unless	the	PCs	intervene,	she	
  will	likely	be	crushed	to	death.	
  3. Thrown	 cobblestones	 rain	 down	 upon	 the	 crowd—perhaps	
  thrown	by	other	rioters	who	can’t	see	at	what	they	are	aiming.	
  Several	 rioters—and	 perhaps	 a	 PC	 or	 two—suffer	 minor	
  injuries	as	a	result.	
  4. A	 riderless	 horse—driven	 to	 panic	 by	 the	 noise	 and	 chaos—
  stampedes	 through	 the	 crowd.	 It	 injures	 and	 knocks	 several	
  people	to	the	ground.	
  5. A	man	forces	his	way	back	through	the	crowd	carrying	a	heavy	
  sack.	He	roughly	pushes	aside	those	who	get	in	his	way.	
  6. A	footpad	uses	the	chaos	of	the	riot	as	cover	to	mug	a	well-to-
  do	citizen	caught	up	in	the	crowd.	He	smashes	the	man	over	
  the	 head	 with	 a	 club	 before	 stooping	 to	 take	 the	 now	
  unconscious	man’s	pouch.	
  7. An	 overturned	 wagon,	 a	 horse	 still	 attached	 to	 its	 traces,	
  partially	 blocks	 the	 road.	 The	 driver	 fumbles	 madly	 at	 the	
  horse’s	reins	desperately	trying	to	release	it.	
  8. A	man	stands	with	his	back	to	the	crowd	desperately	trying	to	
  shield	two	young	children	against	a	wall	from	the	madness	of	
  the	riot.	
  9. Litter	 and	 rubbish—torn	 up	 cobblestones,	 broken	 barrels,	
  dropped	 possessions	 and	 so	 on—litter	 the	 floor.	 Those	
  crossing	 the	 area	 without	 care	 and	 attention	 may	 fall	 to	 the	
  ground	(and	then	be	trampled	by	those	behind	them).	
  10. Two	rioters	argue	over	a	small	sack,	pulling	it	back	and	forth	
  between	 them.	 Suddenly,	 the	 sack	 rips	 and	 dumps	 flour	 all	
  over	the	floor.	
  11. Three	 watchmen	 desperately	 try	 to	 stem	 the	 tide	 of	 rioters	
  pouring	 through	 the	 area.	 Quickly,	 they	 are	 pushed	 back	
  against	a	wall	through	sheer	weight	of	numbers.	
  12. Several	rioters	are	battering	at	a	shop	door—trying	to	get	in.	
  From	 inside	 comes	 the	 barking	 of	 several	 large—and	
  apparently	vicious—dogs.	
  13. A	young	girl	wearing	a	ripped	and	torn	brown	shift	sits	on	a	
  barrel	 crying	 her	 eyes	 out.	 She	 seems	 quite	 alone…and	
  terrified.	
  14. A	man	carrying	an	unconscious	friend	tries	to	shoulder	his	way	
  through	 the	 crowd	 of	 rioters.	 The	 sheer	 number	 of	 rioters,	
  however,	is	stymieing	his	progress.	
  15. The	tide	of	humanity	pouring	through	the	streets	pushes	the	
  party	(or	perhaps	a	lone	PC)	toward	a	narrow,	shadow-filled	
  alleyway.	 Curiously,	 none	 of	 the	 rioters	 go	 close	 to	 the	
  alleyway.	
  16. Above	the	riot’s	clamour,	a	man	calls	desperately	for	his	wife.	
  17. The	press	of	people	in	this	area	is	intense.	With	a	loud	crack,	
  the	 entire	 front	 wall	 of	 a	 building	 gives	 way	 and	 collapses	
  inwards.	 Almost	 immediately,	 the	 floors	 above	 begin	 to	 sag	
  dangerously.	Minutes	later,	the	entire	building	collapses	into	
  the	street,	burying	dozens	of	rioters.	
  18. The	 neighing	 of	 horses	 rises	 above	 the	 clamour.	 Ahead,	 a	
  squad	of	mounted	watchmen	pushes	into	the	street	and	try	to	
  force	the	rioters	back.	
  19. With	a	scream,	a	nobleman—in	the	wrong	place	at	the	wrong	
  time—is	 pulled	 from	 his	 carriage	 by	 the	 mob.	 He	 quickly	
  disappears	 from	 sight	 into	 the	 sea	 of	 humanity.	 He	 emerges	
  minutes	later,	battered,	bleeding	and	stripped	of	all	his	finery.	
  20. Incongruously,	a	red	dragon	suddenly	appears	on	a	building	in	
  front	of	the	rioters.	He	roars	loudly,	and	panic	grips	the	crowd.	
  The	rioter	break,	and	run	back	the	way	they	came.	The	dragon	
  is	 an	 illusion	 created	 by	 a	 powerful	 wizard	 who	 is	 trying	 to	
  break	 up	 the	 riot	 using	 nonlethal	 means.	 Unfortunately,	
  several	rioters	are	crushed	to	death	in	the	ensuing	panic.	
  	
   
  
  42	
  2 0  T H I N G S  T O  S E E  I N  A  T A V E R N  B R A W L  
  Barroom	 brawls	 are	 chaotic	 affairs	 and	 during	 them	 the	 most	
  bizarre	 events	 can	 occur.	 Some	 are	 to	 be	 expected,	 the	
  innkeeper	calling	for	the	watch	or	opportunistic	thieves	trying	to	
  steal	 unattended	 wagers,	 while	 others	 are	 completely	
  unexpected:	 Tables	 collapse,	 kegs	 of	 beer	 spring	 leaks	 and	
  chandeliers	 fall.	 In	 the	 deadliest	 brawls,	 fires	 can	 accidentally	
  start	that	if	left	unchecked	can	destroy	the	tavern.	
  	
  Use	this	table,	to	generate	minor	events	to	add	flavour	and	
  colour	to	your	barroom	brawl:		
  1. A	brawler	tips	over	a	table.	Atop	the	table	lies	a	small	pile	of	
  coins—the	pot	of	some	game	now	unattended.	2d20	cp	and	
  2d10	sp	clatter	to	the	floor.	Nearby	brawlers	dive	for	the	coins	
  and	try	to	gather	up	as	many	as	possible.	
  2. A	brawler	kicks	over	a	bench,	chair	or	table.	The	next	person	
  who	isn’t	a	PC,	to	move	through	the	square	trips	over	it	and	
  falls	prone.	
  3. A	brawler	tries	to	punch	a	target,	misses	and	smashes	a	beer	
  keg.	Beer	gushes	out,	creating	a	15	ft.-cone	of	slick	floor.	The	
  innkeeper	wails	at	this	unfortunate	event.	
  4. A	random	brawler	hurls	a	flagon	or	chair	at	a	PC.	
  5. A	small	contingent	of	the	Watch	arrives	to	break	up	the	brawl.	
  They	 use	 nonlethal	 attacks	 to	 subdue	 the	 brawlers,	 beating	
  them	with	the	ends	of	their	spears.	Brawlers	fight	to	get	away	
  from	the	Watch	as	no	one	wants	to	get	arrested.	
  6. A	brawler	leaps	onto	the	bar	and	starts	to	kick	half-full	flagons	
  of	beer	into	the	melee.	Every	time	he	scores	a	hit	he	shouts	in	
  triumph.	
  7. Someone	shouts	that	the	Watch	is	coming.	At	that,	many	of	
  the	 combatants	 make	 a	 break	 for	 the	 nearest	 exit.	 The	 area	
  around	the	front	and	back	doors	of	the	tavern	get	congested	
  as	patrons	fight	each	other	to	get	away.	
  8. One	brawler	throws	another	1d2	x	5	ft.	onto	a	chair	or	table.	
  The	piece	of	furniture	collapses	and	the	thrown	brawler	lands	
  prone.	
  9. Somehow,	high-strength	alcohol	(such	as	brandy)	lands	in	the	
  fire.	All	combatants	within	5	ft.	suffer	burns	as	the	fire	sparks	
  and	spits.	
  10. The	 innkeeper	 (or	 other	 staff	 member)	 gets	 attacked	 by	 a	
  brawler.	The	innkeeper	shouts	for	help;	if	a	PC	assists	him,	he	
  gets	free	board	and	lodgings	for	one	week.	
  11. Three	 brawlers	 gang	 up	 on	 another	 patron	 and	 quickly	 kick	
  him	 to	 the	 floor.	 They	 beat	 him	 unconscious	 in	 two	 rounds	
  before	moving	on	to	another	target.	
  12. Desperate	to	escape	the	violence,	a	patron	dives	under	a	table	
  and	 screams	 for	 help.	 The	 man	 is	 well-dressed	 and	 gives	 his	
  rescuer	a	reward	of	2	gp.	
  13. Skirting	 the	 violence,	 a	 patron	 moves	 from	 table	 to	 table	
  stealing	coins,	downing	drinks	and	so	on.	After	three	rounds	of	
  this,	he	is	spotted	and	attacked	by	irate	patrons.	
  14. A	large	brawler	picks	up	a	bench	and	belts	nearby	targets	with	
  it.	Once	he	has	knocked	unconscious	a	few	other	brawlers,	the	
  rest	 avoid	 him	 and	 so	 he	 goes	 in	 search	 of	 new	 targets.	 He	
  settles	on	the	nearest	PC.	
  15. A	female	patron	jumps	onto	the	back	of	a	brawler	and	starts	
  hitting	him	over	the	head	with	a	flagon.	It	smashes,	blinding	
  him	with	ale	for	a	few	seconds.	Thereafter,	he	pulls	her	off	and	
  throws	her	to	the	floor.	
  16. A	table	collapses,	dumping	the	patron	on	it	onto	the	floor.	The	
  patron	falls	prone.	
  17. A	 patron	 dives	 behind	 the	 bar	 and	 grabs	 several	 bottles	 or	
  brandy	 or	 other	 expensive	 beverage.	 On	 the	 next	 round,	 he	
  makes	a	break	for	the	door	clutching	his	prizes.	
  18. The	 fight	 spills	 out	 into	 the	 street	 as	 several	 brawlers	 fall	
  through	the	tavern’s	door.	
  19. A	brawler	is	thrown	through	a	window	or	door	into	the	street.	
  Three	rounds	later,	the	Watch	arrives.	
  20. Amid	the	chaos,	a	thief	rifles	the	pouch	of	a	fallen	brawler.	If	
  no	one	stops	him,	he	moves	onto	his	next	mark.	If	accosted,	he	
  flees.	
  6  B R A W L  T R I G G E R S  
  1. A	drunk	staggers	against	a	table,	sending	drinks	flying.	Those	
  around	the	table	attack	the	drunk,	furious	at	his	clumsiness.	
  The	drunk’s	friends	leap	to	his	aid...	
  2. An	argument	erupts	at	one	table	and	quickly	several	patrons	
  are	 fighting.	 The	 brawl	 is	 a	 diversion;	 one	 of	 the	 other	
  customers	(perhaps	even	a	PC)	is	marked	for	assassination	and	
  while	the	fight	distracts	witnesses	the	assassin	strikes.	
  3. A	 pickpocket	 fails	 spectacularly	 to	 lift	 a	 purse.	 The	 owner	
  notices	and	tries	to	grab	the	thief.	He	twists	out	of	the	man’s	
  hands	but	falls	into	a	nearby	table,	spilling	the	drinks	on	it.	
  4. A	drunk	man	staggers	to	the	bar	and	demands	more	ale.	The	
  barkeep	refuses	and	the	man	gets	belligerent.	A	regular	steps	
  in	to	defuse	the	situation	and	the	drunk	attacks	him.	As	the	
  regular	staggers	back,	he	knocks	over	another	man	who	leaps	
  to	his	feet	enraged.	From	there,	the	chaos	quickly	spreads...	
  5. A	 prostitute	 is	 seeking	 business.	 Two	 drunken	 men	 begin	 to	
  argue	 over	 who	 should	 enjoy	 the	 pleasure	 of	 her	 company	
  first.	She	draws	the	two	men	into	a	brief	bidding	war,	which	
  ends	with	one	smashing	a	flagon	over	the	others	head.	
  6 .  A	server	weaves	through	the	taproom	with	a	full	tray	of	drinks.	
  However,	when	she	sets	it	down,	two	groups	of	drinkers	claim	
  that	the	drinks	are	for	them.	Both	groups	are	drunk	and	the	
  ensuing	argument	turns	violent.	
   
  
  43	
  2 0  T H I N G S  T O  S E E  I N  A  S E E D Y  T A V E R N  
  Adventurers	 often	 seem	 to	 be	 found	 in	 seedy	 dives	 and	 other	
  disreputable	drinking	establishments.		
  Whether	they	are	hunting	a	thief	or	looking	for	their	next	job,	
  an	adventurer’s	visit	to	such	an	establishment	is	almost	certain	
  to	be	eventful.	Use	the	table	below,	to	generate	minor	events	of	
  interest	to	flesh	out	such	a	visit.		
  1. Two	 men	 sit	 at	 a	 table	 drinking.	 As	 the	 evening	 progresses	
  their	 conversation	 gets	 more	 and	 more	 heated.	 Eventually,	
  one	of	the	men	slams	his	empty	flagon	down	on	the	table	and	
  storms	out	of	the	tavern.	
  2. A	 drunk	 half-orc	 totters	 through	 the	 crowd	 in	 search	 of	 the	
  privy.	He	suddenly	stops	and	throws	up	on	the	floor.	Cheers	
  and	laughter	greet	this	event.	
  3. A	scantily	clad	woman	leaps	to	her	feet	and	throws	a	drink	into	
  the	face	of	the	man	with	which	she	was	sitting.	With	a	splutter	
  and	roar	he	staggers	to	his	feet,	but	the	woman	is	faster—and	
  darts	off	through	the	common	room.	
  4. A	half-dozen	drinkers	sit	around	a	table	playing	a	complicated	
  dice-based	 gambling	 game.	 Many	 empty	 flagons	 litter	 the	
  table;	 as	 the	 evening	 progresses	 the	 drinkers	 gets	 more	 and	
  more	raucous.	
  5. A	single	near	destitute	man	(if	his	garb	is	anything	to	go	by)	sits	
  morosely	 at	 a	 table	 nursing	 his	 drink.	 At	 his	 feet	 lies	 a	
  miserable-looking,	scrawny	dog	of	indeterminate	breed.	
  6. A	small	gang	of	rough	and	ready	men	and	women	enter	the	
  common	room	and	all	surge	toward	the	bar	at	the	same	time.	
  All	of	them	are	armed,	and	all	seem	slightly	worse	for	wear.	
  7. An	old	man	dressed	in	rags	moves	from	table	to	table	offering	
  to	 tell	 fortunes	 for	 only	 one	 silver	 coin.	 The	 man	 has	 a	
  modicum	 of	 power	 and	 offers	 a	 surprisingly	 prescient—if	
  garbled—description	 of	 an	 important	 event	 or	 encounter	 in	
  the	party’s	near	future.	
  8. A	drunk	man	sitting	alone	at	a	table	roars	for	another	flagon	of	
  wine.	When	one	appears,	he	tries	to	fondle	the	serving	wench	
  bringing	 it	 to	 him.	 She	 slaps	 him	 across	 the	 face	 before	
  flouncing	away.	
  9. A	wide	and	impressively	muscled	dwarf	sits	alone	at	a	table	by	
  the	 wall.	 He	 seems	 to	 be	 drinking,	 but	 a	 perceptive	 watcher	
  realises	 he	 is	 actually	 stone	 cold	 sober…and	 watching	 the	
  other	patrons	intensely.	
  10. A	 small	 group	 of	 patrons	 suddenly	 break	 into	 a	 rowdy	 (and	
  obscene)	drinking	song.	The	song	ends	with	roars	and	drunken	
  cheering.	
  11. A	well-dressed	man	is	in	deep,	intense	conversation	with	two	
  heavily	armed	women.	They,	however,	seem	bored	and	keen	
  to	leave.	The	man	is	oblivious	and	continues	talking,	becoming	
  more	and	more	animated	as	they	get	more	and	more	bored.	
  12. A	small	child	wanders	into	the	tavern	and	slowly	looks	around	
  the	common	room	before	leaving.	
  13. After	a	short	conversation,	an	attractive,	scantily	clad	woman	
  leads	a	drunken	merchant	from	the	tavern.	Neither	returns.	(In	
  fact,	 the	 woman	 is	 a	 thief	 and	 is	 leading	 the	 besotted	
  merchant	outside	to	be	mugged.)	
  14. Shouting	from	the	bar	draws	everyone’s	attention	to	a	heavily	
  scarred	warrior—hand	on	sword	hilt—demanding	credit.	The	
  landlord	stands	behind	the	bar	shaking	his	head	from	side	to	
  side.	
  15. Two	 men	 arm	 wrestle	 at	 a	 table	 surrounded	 by	 a	 crowd	 of	
  onlookers.	Eventually,	one	man	loses	and	much	silver	changes	
  hands	among	the	watching	crowd.	
  16. As	 the	 PCs	 sit	 drinking	 a	 man	 totters	 up	 to	 their	 table	 and	
  asks—surprisingly	 politely—if	 they	 would	 lend	 him	 some	
  money.	His	clothes	proclaim	him	a	manual	worker	of	sorts,	and	
  he	seems	rather	desperate	for	the	money.	
  17. Raised	 voices	 at	 the	 bar,	 herald	 an	 argument	 quickly	 spirally	
  out	 of	 control.	 Before	 it	 can	 come	 to	 (proper)	 blows	 several	
  regulars	step	in	and	bundle	the	two	arguers	outside.	
  18. A	man	sits	alone—his	head	on	the	table	surrounded	by	several	
  empty	 wine	 flagons.	 Perceptive	 watchers	 notice	 one	 of	 the	
  serving	wenches	relieve	the	man	of	his	coin	pouch.	
  19. A	 tall,	 muscular	 man	 enters	 the	 bar,	 and	 suddenly	 everyone	
  stops	talking.	He	surveys	the	crowd	before	picking	an	empty	
  table	and	calling	for	wine.	Gradually,	the	mood	in	the	common	
  room	returns	to	normal.	
  20. A	hooded	figure	sits	alone	in	a	shadowy	corner.	If	approached,	
  he	spins	a	clever	tail	of	needing	adventurers	to	carry	a	certain	
  parcel	to	an	associate	who	waits	just	outside	town.	This	is—of	
  course—a	 trap;	 the	 man	 only	 talks	 to	 the	 PCs	 once	 they’ve	
  been	drinking	for	several	hours	and	his	associates	wait	outside	
  for	the	marks	to	stumble	into	their	ambush.	
  	
  	
  
  44	 
   
  
  45	
   
   
   
   
   
   
   
   
   
   
  IN THE WILDERNESS 
   
  
  46	
  2 0  T H I N G S  T H A T  C A N  H A P P E N  I N  A  R O W B O A T
  Adventurers	 often	 find	 themselves	 in	 rowboats.	 Perhaps	 they	
  are	 rowing	 out	 to	 attacks	 smuggler	 lurking	 off	 the	 coast	 or	
  fleeing	the	burning	wreck	of	their	own	larger	vessel.	
  	
  In	such	situations,	it's	fun	to	have	minor	incidents	of	interest	
  occur	to	add	depth,	flavour	and	verisimilitude	to	their	journey.	
  The	table	below	presents	20	such	minor	events.		
  1.
  A	 seagull	 flies	 overhead	 and	 splatters	 one	 of	 the	 boat's
  occupants	with	excrement.
  2.
  A	largish	wave	hits	the	boat	and	the	people	on	that	side	of
  the	boat	get	soaked.
  3.
  The	boat	bumps	into	a	floating	object	like	a	piece	of	spar.
  4.
  A	 sudden	 swell	 threatens	 to	 pull	 an	 oar	 from	 a	 rower's
  hands.	If	dropped,	the	oar	floats	nearby,	but	tantalisingly	out
  of	reach.
  5.
  A	seabird	alights	on	the	bow	of	the	boat	and	caws	loudly	at
  the	occupants.
  6.
  Something	large	bumps	against	the	bottom	of	the	boat.
  7.
  A	 school	 of	 fish	 swims	 about	 the	 boat	 for	 a	 while	 before
  suddenly	dispersing.
  8.
  A	 large	 seagull	 swoops	 down	 and	 tries	 to	 grab	 some	 food
  from	the	hand	of	one	of	the	boat's	occupants.
  9.
  The	rowboat	has	a	small	leak	and	begins	to	slowly	fill	with
  water.	Ten	minutes	bailing	every	hour	is	sufficient	to	keep
  ahead	of	the	leak.
  10. A	larger	swell	rocks	the	boat.	Anyone	standing	up	must	take
  care	or	fall	into	the	water.
  11. The	black	shadow	of	some	large	aquatic	beast	glides	below
  the	boat.
  12. A	sudden	squall	passes	over	the	rowboat,	soaking	everyone
  within.	The	rain	only	lasts	2d10	minutes.
  13. One	of	the	rowboat's	oars	suddenly	cracks	and	1d6	minutes
  later,	 it	 snaps	 in	 half.	 Unless	 the	 PCs	 have	 a	 spare	 or	 use
  magic	to	fix	the	broken	oar,	their	movement	rate	is	halved.
  14. While	rowing,	one	of	the	PCs	snags	a	shredding	fishing	net.
  Clearly,	something	large	and	powerful	destroyed	it.
  15. The	rowboat	passes	through	a	small	patch	of	floating	debris.
  Sadly,	there	is	nothing	of	value	to	recover	from	among	the
  splinters	 of	 wood,	 waterlogged	 (empty)	 sack	 and	 scraps	 of
  sail.
  16. The	boat	attracts	the	attention	of	a	small	flock	of	seagulls.
  They	 swoop	 and	 soar	 in	 the	 air	 above	 the	 boat.	 Throwing
  food	into	the	water	distracts	them.
  17. One	of	the	boat's	occupants	thinks	he	saw	a	swimmer	about
  50	ft.	away.	A	wave	obscures	him	momentarily	from	view,
  and	no	one	else	spots	anything	of	note.	The	swimmer	does
  not	reappear.
  18. Angry,	 black	 rain	 clouds	 darken	 the	 horizon.	 After	 a	 few
  minutes,	it	is	obvious	they	are	moving	toward	the	PCs’	boat.
  19. A	 fierce	 wind	 picks	 up,	 and	 the	 waves	 grow	 bigger.
  Controlling	 the	 boat	 becomes	 difficult,	 and	 the	 spray
  drenches	everyone.
  20. Something	 thuds	 against	 the	 rowboat's	 hull	 below	 the
  waterline,	 and	 the	 boat	 spring	 a	 leak.	 Unless	 rapid	 repairs
  are	made,	the	boat	sinks	after	about	30	minutes.	Energetic
  bailing	can	extend	this	time.	Hard	work	extends	the	boat's
  "life"	by	10	minutes.	Maintaining	this	strenuous	work	every
  ten	minutes	keeps	the	water	at	bay,	but	the	bailer	tires	fast.
  The	 other	 occupants	 of	 the	 boat	 can	 aid	 the	 effort.	 After
  every	 hour	 of	 bailing,	 each	 character	 risks	 becoming
  exhausted.
  8  G H  O  S T  S H  I P  S
  1.
  A	translucent	ship—its	sails	full	as	if	it	were	running	before	a
  storm—passes	 close	 by	 the	 PCs’	 vessel.	 The	 ship	 passes	 so
  close	 the	 PCs	 can	 see	 ghostly	 figures	 working	 desperately	 in
  the	rigging.
  2.
  Halfway	 to	 the	 horizon,	 the	 silhouette	 of	 a	 fighting	 ship
  languishes	 as	 if	 caught	 upon	 hidden	 rocks.	 If	 the	 PCs’	 ship
  moves	 closer	 to	 investigate,	 the	 party	 can	 hear	 the	 roar	 of
  breakers	 crashing	 on	 rocks	 and	 the	 screams	 of	 men	 dashed
  into	the	sea	before	the	ship	fades	from	view.	However,	the	sea
  is	calm	and	flat.
  3.
  The	 mast	 of	 a	 sunken	 ship	 is	 the	 only	 part	 of	 the	 vessel	 yet
  above	the	waves.	Several	ghostly	figures	cling	desperately	to
  the	translucent	rigging.	As	the	PCs’	ship	draws	closer,	the	mast
  and	the	figures	fade	away.
  4.
  A	lonely	ship’s	boat	bobs	in	the	waves.	A	black	miasma	hangs
  above	 the	 boat,	 resisting	 the	 wind’s	 attempts	 to	 disperse	 it.
  Strangely,	although	no	one	is	at	the	oars,	the	boat	is	moving
  against	the	swell.
  5.
  Smoke	pours	from	the	blackened	hulk	of	a	ruined	ship	listing
  baldly.	As	the	PCs	draw	closer,	the	ship	capsizes	and	sinks—
  strangely	leaving	no	wreckage	behind.
  6.
  A	ship	barrels	out	of	a	nearby	fog	bank.	It	moves	swiftly	and
  silently	through	the	waters	but	has	no	sails	aloft.
  7.
  Although	 no	 ship	 is	 visible,	 the	 wake	 of	 a	 ship	 moving
  impossibly	fast	first	catches	and	then	passes	the	PCs’	vessel.	
  8.
  Although	 no	 ship	 is	 visible	 the	 sounds	 of	 one—the	 snap	 of
  rigging,	the	cries	of	its	crew	and	so	on—are	all	around	the	PCs’
  ship.	 The	 invisible	 ghost	 ship	 stays	 with	 the	 PCs’	 ship	 for
  several	 hours	 before	 disappearing	 as	 abruptly	 as	 it	 first
  “appeared."
  
  47	
  2 0  T H I N G S  T O  D I S C O V E R  O N  A  B E A C H  
  Whether	the	adventurers	are	escaping	the	wreck	of	their	sinking	
  ship	 or	 lying	 in	 wait	 for	 smugglers	 to	 bring	 ashore	 their	 illicit	
  goods,	they	often	end	up	on	wave-lashed	beaches.		
  	
  Thus,	to	breath	life	and	verisimilitude	into	proceedings,	find	
  below	a	list	of	20	things	the	PCs	could	find	washed	up	on	such	a	
  beach.	Such	findings	can	be	nothing	more	than	a	distraction	or	
  they	could	prove	the	catalyst	for	a	new	adventure!		
  1. Thick	 clumps	 of	 seaweed	 cover	 a	 tangle	 of	 driftwood	
  deposited	at	the	high	tide	mark.	
  2. The	broken	body	of	a	large	crab	the	size	of	a	rat	bobs	in	the	
  shallows.	Its	shell	has	been	ripped	off.	
  3. The	rotten	corpse	of	a	dolphin	bobs	in	the	water	just	off	shore.	
  Several	seagulls	perch	on	the	corpse	and	tear	at	its	flesh.	
  4. A	 ship’s	 battered	 and	 broken	 figurehead	 lies	 just	 above	 the	
  high	tide	line.	The	burnt—now	rotten	wood—depicts	a	mailed	
  female	warrior.	Part	of	her	outstretched	arm	is	missing.	
  5. A	leather	flask	floats	in	a	rock	pool.	The	flask	has	been	sealed	
  with	 wax,	 and	 inside	 inquisitive	 PCs	 discover	 the	 map	 for	 a	
  small	island	depicting	a	raised	headland,	a	stylised	hut	and	a	
  wrecked	 ship.	 The	 island	 has	 a	 distinctive	 shape	 and	
  knowledge	 of	 local	 geography	 reveals	 its	 name	 and	 rough	
  location.	 Alternatively,	 a	 sage	 or	 other	 learned	 individual	
  versed	in	geography	can	identify	the	island	for	a	small	fee.	
  6. A	 broken	 oar,	 missing	 half	 its	 paddle	 is	 wedged	 into	 a	 crack	
  between	two	large	rocks.	Something	possessing	considerably	
  strength	obviously	shattered	the	oar.	
  7. One	 leg	 bone	 from	 a	 human-sized	 creature	 lies	 tangled	 up	
  among	a	mass	of	seaweed	and	driftwood.	
  8. A	rotting	seagull	carcass—one	wing	missing—lies	broken	in	a	
  cleft	between	two	rocks.	Insects	swarm	over	the	corpse.	
  9. The	remains	of	a	wooden	crate	float	in	the	water	a	score	of	
  feet	 offshore.	 If	 any	 character	 retrieves	 it,	 they	 discover	 the	
  crate	is	empty.	Perceptive	characters	spot	partial	tooth	marks	
  in	 the	 wood	 below	 the	 water	 line.	 Judging	 by	 the	 marks,	
  whatever	attacked	the	crate	was	obviously	quite	large.	
  10. Someone	has	dug	a	deep	hole—perhaps	as	deep	as	a	man	is	
  tall—in	the	beach	above	the	high	tide	line.	Water	has	seeped	
  into	the	hole,	obscuring	the	bottom.	
  11. Several	holes	have	been	dug	in	the	beach	seemingly	at	random	
  spots.	At	the	bottom	of	one,	a	spade—its	handle	snapped	in	
  half—lies	discarded	by	its	owner.	
  12. The	prow	of	a	rowboat	sticks	out	of	the	sand	halfway	down	
  the	beach.	Digging	for	20	minutes	in	the	wet	sand	reveals	the	
  rest	of	the	remains.	A	small	sack	containing	some	spoiled	food,	
  and	 a	 still	 good	 flask	 of	 brandy	 is	 wedged	 under	 one	 of	 the	
  boat’s	partially	collapsed	seats.	
  13. Pieces	of	flotsam	and	jetsam	fill	the	rock	pools	on	this	beach.	
  14. A	swarm	of	crabs	crawl	amongst	a	swath	of	seaweed	covering	
  much	of	the	beach.	
  15. A	barrel	bobs	in	the	water	just	off	shore.	It	holds	a	couple	of	
  pints	of	wine,	but	is	otherwise	empty.	
  16. The	rotting	corpse	of	a	long	snake-like	creature	lies	sprawled	
  at	the	high	tide	mark.	A	rotten	stench	hangs	about	the	corpse,	
  and	 it	 is	 obvious	 scavengers	 have	 dined	 extensively	 upon	 its	
  flesh.	
  17. A	rowboat	has	been	pulled	far	up	on	the	beach.	It	contains	a	
  set	of	oars	and	a	backpack	holding	a	day’s	rations,	a	flask	of	
  vinegarish	 wine	 and	 some	 fishing	 equipment.	 Of	 the	 owner,	
  there	is	no	sign.	
  18. A	rudimentary	cairn	overlooks	the	beach.	Moss	grows	over	the	
  stones	and	a	smattering	of	wild	flowers	cover	the	surrounding	
  area.	
  19. Several	large	boulders	dominate	one	part	of	the	beach.	On	the	
  largest—which	is	fully	20	ft.	high—someone	has	built	a	small	
  bonfire.	It	is	not	yet	lit.	
  20. A	 body	 bobs	 in	 the	 surf.	 Investigations	 reveal	 it	 to	 be	 of	 a	
  human	 male	 who	 has	 been	 in	 the	 water	 for	 some	 time.	
  Although	 the	 body	 is	 decomposing	 and	 has	 been	 worried	 by	
  scavengers,	a	large	knife	wound	is	evident	in	his	back.	
  	
   
  
  48	
  2 0  T H I N G S  T O  E N L I V E N  A  D E S E R T  J O U R N E Y
  Adventurers	 are	 intrepid	 types	 and	 often	 disappear	 into	 the	
  wilderness	 in	 search	 of	 gold	 and	 glory.	 Many	 such	 adventures	
  seem	to	happen	in	the	furthest	reaches	of	barren	deserts.	
  	
  Use	the	table	below,	to	breath	life	into	adventures	set	in	a	
  desert.	 None	 of	 the	 happenings	 listed	 below	 are	 intended	 to	
  spawn	 a	 full	 encounter;	 rather	 think	 of	 them	 as	 wilderness	
  dressing	designed	to	add	realism	and	depth	to	proceedings.	
  1.
  A	 lone	 desiccated	 tree	 emerges	 from	 the	 flank	 of	 a	 large
  dune	standing	across	the	party’s	march.	Its	wide,	frond-like
  leaves	provide	a	modicum	of	shadow—and	a	brief	respite—
  from	the	merciless	sun.
  2.
  A	 smudge	 of	 black	 smoke	 stains	 the	 horizon.	 If	 the	 PCs
  investigate	 they	 discover	 three	 burning	 wagons	 along	 with
  the	 slashed	 and	 torn	 bodies	 of	 their	 drovers	 and	 guards
  scattered	about	the	churned,	blood-stained	sand.
  3.
  Tracks—of	 at	 least	 a	 half-dozen	 humanoids—cross	 the
  party’s	path.	A	PC	steeped	in	wilderness	lore	can	determine
  the	 creatures	 were	 trying	 to	 move	 single-file	 (perhaps	 to
  hide	their	numbers)	and	they	were	heavily	leaden.
  4.
  In	the	valley	between	two	dunes,	the	remains	of	a	crumbling
  dry	 stone	 wall	 struggles	 above	 the	 sands.	 Its	 line	 straggles
  along	for	about	15	ft.	before	disappearing	below	the	sands.
  5.
  A	camel's	stark	white	bones	lie	amid	the	shifting	sands.
  6.
  A	small	flock	of	buzzards	circle	the	party	for	several	hours,
  before	losing	interest	and	flying	away.
  7.
  Heat	rises	in	shimmering	curtains.	On	the	horizon,	keen-eyed
  characters	 can	 make	 out	 what	 might	 be	 a	 small	 caravan
  trudging	across	the	burning	hot	sands.
  8.
  A	lone	cloud	scuds	across	the	sky.	Bizarrely	it	seems	to	be
  moving	against	the	wind.
  9.
  A	 metal	 helmet—scorching	 hot	 to	 the	 touch—lies	 in	 the
  sand.	Slightly	further	on,	the	party	find	a	heavy	steel	shield
  and	 still	 later	 a	 breastplate	 scoured	 to	 near-blinding
  brightness	by	the	wind-driven	sand.
  10.
  In	 the	 shade	 of	 a	 deep	 valley	 between	 two	 towering	 sand
  dunes	lies	a	seemingly	dried	up	oasis	surrounded	by	forlorn
  palm	trees	and	stubborn,	coarse	grass.	Characters	digging	in
  the	dried	up	pool	discover	water	several	feet	down.
  11.
  The	sun	reflects	off	something	shiny	on	a	far-off	dune.	The
  flash	 of	 light	 catches	 one	 of	 the	 party’s	 attention.
  Investigations	 (eventually)	 reveal	 a	 partially	 buried	 steel
  shield.	The	sigil	of	a	local	gnoll	tribe	is	crude	daubed	across
  it.
  12.
  Seven	 rocks—placed	 to	 form	 an	 arrow—point	 back	 in	 the
  direction	from	which	the	party	has	come.	Small	drifts	of	sand
  around	 the	 stones	 suggest	 they	 will	 not	 be	 visible	 much
  longer.
  13.
  A	 ripped	 and	 torn	 carpet	 lies	 half	 buried	 in	 the	 sand.	 The
  worn	fabric	is	wrapped	around	the	desiccated	body	of	a	man
  wearing	 only	 a	 loincloth.	 Perceptive	 PCs	 notice	 it	 seems
  nearly	every	bone	in	the	man’s	body	is	broken—in	the	same
  way	as	if	he	had	fallen	from	a	great	height.
  14.
  The	mouldering	body	of	a	hyena	lies	amid	a	swath	of	blood-
  stained	sand.	Two	arrows	protrude	from	its	body	and	a	pack
  of	buzzards	peck	and	tear	at	its	flesh.
  15.
  A	pack	of	hyenas	trails	the	party.	They	hang	back	well	out	of
  bow	range,	waiting	for	someone	in	the	group	to	collapse.	If
  attacked,	they	retreat	in	search	of	easier	prey.
  16.
  A	sandstorm	blows	across	the	horizon.	Luckily	for	the	PCs	it
  is	not	heading	in	their	direction.
  17.
  The	 party	 encounters	 a	 wide	 “field"	 of	 cacti.	 Many	 of	 the
  prickly	plants	are	as	tall	as	human.	In	the	centre	of	the	field
  lies	a	small	oasis.	Because	of	the	cacti,	the	oasis	is	relatively
  safe	from	wandering	predators.
  18.
  The	 party	 encounters	 an	 area	 of	 particularly	 soft	 sand.
  Although	this	is	not	quicksand,	it	makes	travel	even	harder
  than	 normal.	 The	 area	 is	 quite	 extensive—several	 miles
  across	in	fact—but	diverting	around	it	could	add	a	day	to	the
  party’s	journey.
  19.
  The	 wind	 and	 shifting	 sands	 reveal	 the	 remains	 of	 an	 old
  battle.	Skeletons	scoured	bright	white	by	the	sands	lie	where
  they	fell.	Amid	the	carnage	lies	the	combatants’	desiccated
  and	rusted	equipment.
  20.
  The	party	witnesses	a	savage	storm	ahead.	Later—as	night
  falls—they	encounter	an	area	of	rock	upland	scoured	free	of
  sand.	Near	its	peak	they	discover	a	cave	containing	a	worn
  set	of	steps	leading	down	into	darkness...
  
  49	
  2 0  T H I N G S  T O  E N L I V E N  A  S E A  V O Y A G E
  Adventurers	 go	 where	 adventure	 takes	 them,	 and	 often	 they	
  travel	 great	 distances	 in	 search	 of	 gold	 and	 glory.	 Sometimes,	
  they	must	travel	by	ship	to	reach	their	destination.		
  	
  Normally,	 such	 journeys	 occur	 without	 incident—the	 GM	
  simply	hand	waving	the	whole	trip—but	in	reality	such	journeys	
  are	punctuated	by	minor	events	of	interest.	Use	the	below	list	to	
  breath	life	and	flavour	into	the	journey;	none	are	designed	to	be	
  a	fully	fledged	adventuring	hooks,	but	many	offer	a	good	excuse	
  for	 memorable	 role-playing.	 The	 GM	 could	 use	 them	 to	
  introduce	 members	 of	 the	 crew—or	 other	 passengers—simply	
  as	local	flavour	or	perhaps	because	they	are	destined	to	play	a	
  greater	part	in	the	PCs’	lives.		
  1.
  With	a	sudden	cry	of	alarm,	one	of	the	sailors	slips	and	falls
  while	 reefing	 in	 a	 sail.	 Luckily,	 he	 becomes	 tangled	 in	 the
  rigging	as	he	falls.	He	requires	assistance	to	reach	deck	safely,
  and	is	the	butt	of	many	jokes	from	his	fellows	for	several	days.
  He	 is	 grateful	 to	 any	 PCs	 who	 help	 extricate	 him	 from	 his
  precarious	position.
  2.
  Dolphins	 leap	 and	 swim	 about	 the	 boat’s	 bow	 as	 it	 cuts
  through	the	waters.	The	sailors	see	this	as	a	good	omen	and
  consequently	are	in	a	good	mood	for	several	days.
  3.
  Sharks—attracted	by	refuse	thrown	over	the	side—follow	the
  boat	 for	 much	 of	 the	 day.	 Their	 angular	 fins	 cutting	 through
  the	 water	 are	 a	 constant	 reminder	 of	 the	 dangers	 of	 ocean-
  going	travel.
  4.
  The	winds	suddenly	die	down	and	the	boat	is	becalmed.	This
  state	of	affairs	could	last	a	day	(50%	chance),	two	days	(30%
  chance)	or	even	longer.
  5.
  A	sailor	is	swabbing	the	deck,	when	another	of	his	fellows—or
  perhaps	 a	 passenger—who	 isn’t	 paying	 attention	 slips,	 falls
  and	breaks	his	leg.
  6.
  A	 cry	 from	 the	 crow’s	 nest	 heralds	 the	 distance	 glimpse	 of
  another	ship.	For	the	whole	day	it	follows	the	PCs’	ship,	slowly
  drawing	 closer.	 At	 night,	 the	 captain	 orders	 all	 lights	 to	 be
  doused	 and	 a	 radical	 course	 change.	 In	 the	 morning	 the
  pursuer	is	gone.
  7.
  Two	 sailors	 argue	 about	 the	 gambling	 game	 last	 night—
  apparently	 one	 of	 them	 cheated.	 A	 fight	 quickly	 develops,
  before	 being	 broken	 up	 by	 the	 ship’s	 first	 mate.	 As
  punishment,	both	sailors	are	given	night	watch	for	a	week.
  8.
  With	 a	 thud,	 the	 ship	 runs	 into	 a	 half-submerged	 rowboat
  bobbing	in	the	swell.	The	captain	quickly	orders	the	ship’s	boat
  to	search	for	survivors,	but	there	are	none—indeed	there	is	no
  clue	as	to	what	a	small	rowboat	is	doing	so	far	from	shore.
  9.
  Dark	 clouds—pregnant	 with	 rain—scud	 across	 the	 horizon.
  Luckily,	the	wind	takes	them	away	from	the	ship’s	course.
  10. A	huge	bird—an	albatross—swoops	low	over	the	ship	several
  times	 before	 eventually	 landing	 on	 the	 poop	 deck.	 It	 struts
  about	for	a	bit,	before	once	again	taking	wing.
  11. A	huge	bird	swoops	over	the	ship,	but	miss-judges	a	thermal
  and	slams	into	a	sail.	It	falls	to	the	deck	with	a	broken	wing.	If
  the	bird	is	not	healed,	the	sailors	see	the	event	as	a	bad	omen.
  Even	 if	 the	 bird	 is	 healed,	 the	 crew	 mutters	 of	 curses	 and
  voyages	of	ill	aspect.
  12. A	sudden,	brutal	rainstorm	sweeps	across	the	ship,	drenching
  everyone	on	deck.	It	lasts	for	2d4	hours,	and	cuts	visibility	by
  half.
  13. Another	passenger	becomes	violently	ill.	Initially,	it’s	assumed
  he	is	just	seasick,	but	when	a	member	of	the	crew	falls	ill	it
  becomes	evident	an	illness	lurks	aboard	ship.
  14. A	huge	flying	creature—perhaps	a	dragon—is	spotted	by	the
  lookout.	The	creature	is	so	high	up	making	out	any	details	are
  impossible.	In	any	event,	it	quickly	disappears	over	the	horizon
  (and	does	not	return).
  15. A	pall	of	smoke	smudges	the	horizon,	marking	the	spot	where
  another	 ship	 is	 dying.	 If	 the	 PCs’	 vessel	 changes	 course	 to
  investigate,	they	discover	nothing	but	charred	wreckage.	
  16. A	sudden	strong	gust	of	wind	rips	one	of	the	ship’s	sails.	Unless
  the	 PCs	 can	 employ	 magic	 to	 help,	 half	 a	 day	 is	 lost	 while
  repairs	are	made.
  17. Shouts	 of,	 “fire,	 fire”	 from	 the	 galley	 punctuate	 the	 air.	 An
  accident	 has	 scattered	 burning	 coals	 across	 the	 room	 and
  every	 nearby	 crewman	 rushes	 to	 help	 extinguish	 the	 fire
  before	it	catches	hold.
  18. Some	of	the	ship’s	supplies	are	discovered	to	have	gone	bad—
  water	 has	 gone	 off,	 food	 has	 spoiled	 and	 so	 on—and	 the
  remaining	 food	 must	 be	 rationed	 for	 the	 last	 portion	 of	 the
  journey.
  19. Several	 of	 the	 crew	 liberate	 a	 small	 keg	 of	 brandy	 from	 the
  ship’s	 stores	 and	 sneak	 off	 to	 get	 drunk.	 This	 they	 manage
  spectacularly	 and	 spend	 much	 of	 the	 night	 staggering	 about
  the	 deck,	 laughing,	 joking	 and	 singing.	 The	 captain	 punishes
  them	with	three	days	on	night	watch.	They	are	not	happy,	and
  spend	much	of	their	time	grumbling	and	making	trouble.
  20. Sunlight	 breaks	 through	 the	 clouds	 and	 bathes	 the	 ship	 in
  golden	 light.	 Everyone’s	 spirits	 are	 raised	 by	 this	 lucky
  happenstance	 and	 before	 long	 the	 crew	 are	 singing	 lusty
  shanties	as	they	go	about	their	daily	duties.
  
  50	
  2 0  T H I N G S  T O  E N L I V E N  A  S W A M P Y  J O U R N E Y
  Adventurers	 are	 intrepid	 types	 and	 often	 disappear	 into	 the	
  wilderness	 in	 search	 of	 gold	 and	 glory.	 Many	 such	 adventures	
  seem	to	happen	in	murky	swamps	and	dismal	marshes.	
  	
  Use	the	table	below,	to	breath	life	into	adventures	set	in	a	
  swamp.	 None	 of	 the	 happenings	 listed	 below	 are	 intended	 to	
  spawn	 a	 full	 encounter;	 rather	 think	 of	 them	 as	 wilderness	
  dressing	designed	to	add	realism	and	depth	to	proceedings.	
  1.
  With	a	muted	snap	and	splash,	a	diseased	tree	branch	falls	into
  a	reed-fringed	pond.
  2.
  The	path	is	muddy;	several	large	puddles	dot	the	area.	One	is
  deeper	than	the	others—but	the	muddy	water	disguises	this
  fact.	PCs	not	taking	care	to	avoid	the	puddle	could	twist	their
  ankle.
  3.
  A	 rotten,	 fallen	 tree	 lies	 across	 the	 path.	 The	 tree	 has
  obviously	lain	here	for	some	time,	and	previous	explorers	have
  beaten	a	path	around	its	now	crushed	crown.
  4.
  Suddenly—with	 much	 squawking—birds	 pecking	 about	 on	 a
  muddy	 bank	 burst	 into	 the	 air	 and	 fly	 away.	 Ripples	 spread
  ominously	in	the	nearby	water.
  5.
  This	 stretch	 of	 the	 marsh	 smells	 particularly	 terrible;	 swamp
  gases	rise	from	the	fetid	water,	and	the	sounds	of	wildlife	are
  conspicuous	by	their	absence.
  6.
  A	single	large	claw	print	mars	the	glistening	mud	of	a	nearby
  bank.	Nearby,	the	reeds	and	thick	grasses	have	been	flattened
  by	something	large	moving	through	them.
  7.
  The	 party	 come	 across	 a	 half-sunken	 rowboat—its	 bottom
  stove	 in.	 One	 oar	 floats	 in	 the	 water	 nearby;	 of	 the	 owner
  nothing	remains	but	a	bloody	smear	on	one	side	of	the	boat.
  8.
  Ahead,	 the	 party	 spy	 a	 slightly	 raised,	 drier	 area	 partially
  screened	by	thick	bushes.	Investigations	reveal	the	remains	of
  an	old	campfire	and	a	small	pile	of	stacked	wood.
  9.
  Brown,	muddy	water	oozes	up	from	the	ground.	Here	the	path
  peters	 out,	 and	 there	 is	 no	 easy	 way	 of	 getting	 through.
  Movement	rates	in	this	area	are	halved.
  10. Several	 small	 streams	 come	 together	 to	 form	 an	 elongated
  pool	 fringed	 by	 a	 thick	 stand	 of	 trees	 at	 one	 end.	 A
  wide,	sluggish	river	flows	away	from	the	pool.
  11. The	remains	of	a	partially	collapsed	hut	lie	crushed	by	a	fallen
  tree.	A	small	outbuilding—in	slightly	better	condition—stands
  nearby,	 but	 is	 empty	 of	 anything	 of	 interest.	 It	 is,	 however,
  sturdy	enough	to	provide	shelter.
  12. A	cloud	of	flying,	stinging	insects	surrounds	the	party	eager	for
  their	next	meal.	For	the	next	hour	they	buzz	about	the	party,
  causing	a	nuisance	of	themselves.	The	insects’	administrations
  distract	the	PCs.
  13. With	 a	 splash,	 a	 bird	 plummets	 into	 the	 waters	 of	 a	 nearby
  pool.	 A	 few	 moments	 later	 it	 emerges	 with	 a	 wriggling	 fish
  clasped	firmly	in	its	beak.
  14. The	bones	of	some	kind	of	humanoid	lie	sprawled	among	the
  mud	 and	 muck,	 slightly	 off	 the	 trail.	 The	 bones	 belong	 to	 a
  lizardfolk	 or	 other	 thematically	 suitable	 race;	 it	 still	 wears	 a
  polished	 necklace	 of	 worn	 stones	 interspaced	 with	 a	 few
  shards	of	jade	(worth	25	gp).
  15. A	spear—its	haft	decorated	with	feathers—has	been	stabbed
  into	the	soft	earth	just	off	the	beaten	track.	
  16. A	tree	stump	has	been	carved	to	represent	the	face	of	some
  kind	of	leering	demon.	It	faces	the	trail	and	its	mouth	is	open
  wide.	 Cursory	 examination	 reveals	 a	 tarnished	 gold	 piece
  hidden	at	the	back	of	its	mouth.
  17. Four	skulls	hanging	from	rough	woven	hemp	rope	dangle	from
  a	 nearby	 tree	 and	 clack	 together	 in	 the	 gentle	 breeze.	 The
  skulls	are	likely	of	lizardfolk	or	boggard	origin.
  18. Thick	mud	covers	the	trail;	a	single,	forlorn	boot	juts	up	from
  the	middle	of	a	particularly	churned	area.	Investigation	reveals
  the	 boot	 was	 once	 of	 fine	 quality	 and	 has	 the	 initials	 “JN”
  embroidered	inside.
  19. Sunlight	plays	on	the	waters	of	a	nearby	stream	wending	its
  way	 through	 the	 muck.	 The	 water	 is	 surprisingly	 clear,	 and
  observant	PCs	notice	a	school	of	small	fish	darting	about	in	its
  shallows.	Fishing	grounds	are	plentiful	here.
  20. A	heron	wades	in	the	shallows	of	a	bog-fringed	pool.	Suddenly,
  the	water	churns	about	it,	and	the	heron	is	gone—the	
  only	evidence	of	its	passing	a	small	amount	of	
  blood	in	the	water	and	several	floating	
  feathers.	
  
  51	
  2 0  T H I N G S  T O  E N L I V E N  A  W O O D L A N D  J O U R N E Y
  Adventurers	 are	 intrepid	 types	 and	 often	 disappear	 into	 the	
  wilderness	 in	 search	 of	 gold	 and	 glory.	 Many	 such	 adventures	
  seem	to	happen	in	gloomy	woods	and	impenetrable	forests.	
  	
  Use	the	table	below,	to	breath	life	into	adventures	set	in	a	
  woodland	 or	 forest.	 None	 of	 the	 happenings	 listed	 below	 are	
  intended	 to	 spawn	 a	 full	 encounter;	 rather	 think	 of	 them	 as	
  wilderness	 dressing	 designed	 to	 add	 realism	 and	 depth	 to	
  proceedings.	
  1.
  Birds	perched	in	a	nearby	tree	suddenly	take	flight.	They	alight
  in	a	nearby	tree	and	begin	singing	again.	
  2.
  A	large	fox	darts	out	of	the	undergrowth,	dashes	passed	the
  party	 and	 disappears	 into	 another	 thicket.	 Perceptive
  characters	notice	the	foxes'	ear	is	badly	lacerated.	
  3.
  A	tree	throws	its	branches	wide	and	high	over	the	path.	As	the
  PCs	underneath,	the	branches	creak	alarmingly	as	if	caught	in
  a	strong	wind…but	there	is	no	wind.
  4.
  The	 pathway	 cuts	 through	 a	 mossy	 bank.	 A	 wide,	 muddy
  puddle	blocks	progress.	Beyond	the	puddle	the	pathway	rises
  up	out	of	the	mud.	Indistinct	tracks	heading	into	the	puddle
  are	evident,	but	they	do	not	emerge	on	the	PCs’	side.
  5.
  The	pathway	runs	along	the	side	of	a	steep	bank.	Gnarled	and
  twisted	 tree	 roots	 grow	 out	 of	 the	 bank	 like	 petrified
  serpents—seemingly	 frozen	 in	 the	 act	 of	 questing	 for	 those
  passing	by.
  6.
  The	 trunk	 of	 a	 large	 fallen	 tree	 lies	 nearby.	 Investigation
  reveals	 someone	 used	 interwoven	 branches	 to	 form	 a
  makeshift	 survival	 shelter	 against	 the	 trunk.	 The	 shelter	 is
  obviously	 old—the	 wood	 is	 rotten	 and	 part	 of	 the	 structure
  has	collapsed	under	its	own	weight.
  7.
  A	 riot	 of	 bramble	 bushes	 fills	 a	 clearing	 up	 ahead.	 Several
  game	trails	twist	and	turn	through	the	thorny	mass	while	the
  main	path	skirts	the	clearing.
  8.
  The	ground	in	this	low-lying	section	of	forest	is	boggy	and	wet.
  The	party’s	boots	quickly	become	muddy	and	wet.	
  9.
  The	yellowing	bones	of	a	humanoid	lie	propped	up	against	a
  tree.	 About	 him	 lies	 the	 rusted	 and	 rotten	 remains	 of	 his
  equipment.	 Three	 arrows	 fletched
  with	
  thick	
  black
  feathers	
  hold
  the	skeleton	in
  place	
  against
  the	tree.
  10. A	 squirrel	 dashes
  across	 the	 path
  and	 up	 a	 nearby
  tree.	 It	 sits	 on	 a
  high	
  branch	
  and
  chitters	 angrily	 at	 the	 party.	 If	 the	 party	 approach,	 he	 hurls	
  surprisingly	accurately	thrown	nuts	at	them.	
  11. A	strip	of	torn	red	cloth	hangs	from	a	low	branch	of	a	tree	just
  off	 the	 trail.	 Characters	 investigating	 discover	 a	 trail	 of	 such
  torn	cloth	leading	several	hundred	feet	away	from	the	path.
  The	 “trail”	 ends	 in	 a	 sheltered	 hollow—a	 perfect	 sheltered
  campsite.
  12. This	 section	 of	 pathway	 is	 particularly	 rocky	 and	 tricky	 to
  traverse.	Characters	moving	faster	than	normal	may	trip	and
  fall.
  13. A	small	stone	cairn	stands	in	the	centre	of	a	clearing.	Perhaps
  set	 up	 as	 a	 rudimentary	 shrine,	 a	 small	 hollow	 with	 the	 pile
  holds	 three	 half-burnt	 candles	 and	 a	 weather-worn	 portrait.
  However,	 the	 elements	 have	 effaced	 whatever	 the	 picture
  once	depicted.
  14. The	sound	of	soft	laughter	reaches	the	party	from	somewhere
  up	 ahead.	 However,	 no	 amount	 of	 searching	 reveals	 the
  laughter’s	source.
  15. A	 huge,	 gnarled	 oak	 tree	 looms	 over	 its	 fellows	 like	 a	 giant,
  throwing	 them	 into	 shade.	 Nearby	 trees	 are	 stunted	 and
  sickly-looking.
  16. A	rotting,	fallen	tree	lies	amid	a	riot	of	wild	flowers.	Bees	buzz
  about	the	flowers.
  17. The	 sound	 of	 a	 howling	 wolf	 from	 somewhere	 behind	 the
  party	echoes	through	the	trees.	Twenty	minutes	later	it	howls
  again…this	time	from	much	closer	nearby.
  18. The	 path	 leads	 upwards	 to	 a	 slight	 hill	 less	 covered	 in
  vegetation	than	the	surrounding	woodland.	From	this	vantage
  point,	the	party	can	see	a	good	proportion	of	the	surrounding
  forest…and	perhaps	even	their	goal.
  19. The	 path	 leads	 downwards	 into	 a	 shallow,	 mist-drenched
  valley.	 Here,	 sounds	 are	 strangely	 muted	 and	 fewer	 animals
  seem	 in	 evidence.	 In	 the	 depths	 of	 the	 valley,	 the	 party
  discovers	a	dying	elm	tree	with	a	human	face	carved	into	its
  trunk.
  20. Leg	and	arm	bones—tied	together	with	thin	cord—hang	down
  from	 a	 tree’s	 branches	 and	 clack	
  softly	in	the	wind.	The	party	
  encounters	
  several	
  more	
  similar	
  fetishes.	
  
  52	
  2 0  T H I N G S  T O  F I N D  I N  A  D R U I D ’ S  G L A D E
  Often	hidden	far	away	from	the	prying	eyes	of	civilised	folk,	a	
  druid’s	grove	is	nature’s	sanctuary.	Here	deep	in	the	wilderness,	
  the	 druid	 can	 commune	 with	 nature	 and	 live	 in	 peace	 among	
  that	which	he	loves.		
  	
  However,	 druid’s	 groves	 are	 rarely	 well	 detailed	 as	 they	
  serve	 as	 nothing	 more	 than	 a	 way	 station	 on	 the	 way	 to	
  adventure	 or	 as	 a	 place	 of	 healing	 and	 succour	 for	 desperate	
  travellers.	Use	this	table,	to	generate	features	of	minor	interest	
  the	PCs	may	notice	in	such	a	locale.		
  1.
  A	small	stream	of	cool,	refreshing	(and	pure)	water	wends	its
  way	through	the	grove.	In	places,	the	stream	has	been	partially
  dammed	to	form	a	series	of	small	waterfalls	and	pools.
  2.
  Wild	 flowers	 carpet	 the	 whole	 grove,	 except	 for	 several
  pathways	that	have	been	worn	through	the	area.	A	pleasant
  smell	lingers	in	the	air	and	many	small	insects	flit	about.
  3.
  At	 one	 of	 the	 grove’s	 boundaries	 stands	 an	 immense	 fire-
  blackened	 tree.	 Struck	 by	 lightning,	 the	 hollow	 tree	 is	 long
  dead.	A	small	colony	of	(harmless)	bats	lair	within.
  4.
  Around	the	grove’s	bounds	the	various	small	trees	and	shrubs
  have	grown	together	to	form	a	barrier	of	sorts	from	intrusion.
  5.
  A	 great	 number	 of	 birds	 nest	 in	 the	 surrounding	 trees.	 If
  strangers	approach	the	grove,	they	spring	aloft	and	sing	a	song
  of	warning	to	alert	the	druid	to	the	danger.
  6.
  A	small	wooden	hut	stands	atop	a	small	rise.	Surrounding	trees
  grow	thickly	about	the	hut;	their	branches	hang	down	over	the
  hut’s	roof	casting	the	whole	structure	into	shade.
  7.
  A	large,	flat-topped	stone	stands	in	the	centre	of	the	glade.	A
  riot	 of	 wild	 flowers	 grows	 about	 the	 stone	 whose	 surface	 is
  crisscrossed	by	several	faint	lines	suggestive	of	a	pentagram.
  Weather	has	long	since	rendered	the	pentagram’s	exact	design
  indistinct.
  8.
  The	 wild	 grasses	 hereabouts	 grow	 tall	 and	 lush.	 Many	 small
  animals—voles,	foxes	and	suchlike—dwell	among	them.
  9.
  An	 earthen	 bank	 forms	 one	 end	 of	 the	 grove.	 Many	 rabbit
  burrows	 pierce	 the	 muddy,	 precipitous	 slope	 facing	 the
  grove.	The	tracks	of	many	small	creatures	are	evident
  in	the	immediate	environs.
  10. A	simple	prayer	rug	lies	on	a	patch	of
  particular	verdant	grass.	Atop	it	lie	a
  small	 lute,	 a	 flask	 of	 wine	 and	 a
  sleeping	baby	fox.
  11. Three	beehives	stand	in	the	shadow
  beneath	 a	 large	 oak.	 Wild	 flowers
  carpet	 the	 surrounding	 area;	 many
  bees	 buzz	 about,	 but	 they	 ignore
  interlopers	as	long	as	their	hives	are
  not	threatened.
  12. Thick	 stands	 of	 bramble	 bushes	 form	 the	 grove’s	 outer
  defences.	Only	one	path	wends	its	way	through	the	brambles.
  Wild	berries	grow	here	in	profession.	
  13. Several	deer	graze	by	a	small	pool.	A	wolf—seemingly	ignoring
  the	deer—standing	at	the	other	side	of	the	pool	laps	thirstily
  at	the	fresh	water.
  14. A	 circle	 of	 small,	 waist	 high,	 roughly	 hewn	 stone	 blocks
  surrounds	the	grove	and	act	as	its	boundary.	Druidic	runes	are
  daubed	atop	each	of	the	blocks.
  15. A	 wide	 shallow	 lake	 stands	 at	 the	 centre	 of	 the	 grove.	 Birds
  wade	at	its	fringes	and	many	fish	swim	in	its	clear	waters.	A
  small	island	stands	at	the	heart	of	the	lake.	The	druid	lives	in	a
  small	dressed	stone	hut	on	the	island.
  16. A	confused	jumble	of	streams	flows	through	the	grove	dividing
  the	 whole	 area	 up	 into	 a	 series	 of	 “islands".	 None	 of	 the
  streams	are	particularly	wide,	but	they	have	cut	deep	channels
  in	the	thick,	fertile	earth.	Here	and	there,	fallen	tree	trunks	act
  as	makeshift	bridges.
  17. The	trees	grow	so	thickly	along	the	grove’s	bounds	that	they
  cast	the	ground	below	into	deep	shadows.	Here,	vegetation	is
  surprisingly	sparse,	but	a	great	tangle	of	fallen	branches	and
  deep	piles	of	rotting	leaves	makes	going	difficult.
  18. A	 lofty	 totem	 pole	 stands	 at	 the	 exact	 centre	 of	 the	 grove.
  Decorated	 with	 exquisite	 carvings	 of	 woodland	 animals	 the
  totem	is	a	work	of	art.	Incongruously	a	single	bird	perches	atop
  the	pole—it	seems	to	be	almost	standing	guard.
  19. The	tumbled	stone	walls	of	some	old	building	stand	in	the	lee
  of	 a	 hill.	 Within	 the	 rambling	 structure—that	 was	 once
  undoubtedly	grand—stands	a	sturdy	log	cabin.	Smoke	drifts	up
  from	 the	 cabin’s	 chimney	 and	 the	 smell	 of	 roasting	 meat	 is
  heavy	on	the	air.
  20. A	blood	trails	leads	the	party	into	the	grove.	At	its	end	lies	a
  large	wolf;	three	arrows	jut	from	its	flanks	and	its	chest	rises
  raggedly	as	if	it	is	having	trouble	breathing.
  
  53	
  2 0  T H I N G S  T O  F I N D  I N  A  S E A  C A V E
  Adventurers	 are	 always	 investigating	 remote	 and	 isolated	 sea	
  caves	in	search	of	ancient	shrines	and	sunken	treasures.	
  	
  Such	places	are	rarely	devoid	of	any	interesting	features,	but	
  not	all	hold	the	locale	of	the	PCs'	next	adventure.	Use	the	table	
  below,	to	add	minor	points	of	interest	to	your	PCs'	adventures	in	
  such	locales:		
  1.
  A	 thick	 line	 of	 seaweed—rife	 with	 hundreds	 of	 tiny	 crabs—
  marks	the	high	tide	mark.	The	tangy	smell	of	salt	hangs	thickly
  in	the	air.
  2.
  Flotsam	 and	 jetsam	 bobs	 in	 the	 water,	 bumping	 against	 the
  slick	cave	walls.
  3.
  Deep	 rock	 pools	 dot	 the	 cave's	 foreshore.	 Surprisingly	 large
  crabs	lurk	within.
  4.
  The	cold	remains	of	a	campfire	stand	on	a	stony	promontory.
  5.
  A	battered	rowboat—its	mooring	line	floating	nearby—bobs	in
  the	water	near	the	cave	mouth.	Of	its	occupants,	there	is	no
  sign,	but	congealed	blood	covers	the	only	oar	still	in	the	boat.
  6.
  A	ledge	high	up	on	one	wall	holds	a	multitude	of	burnt,	melted
  candles.	The	rock	above	is	blackened	with	soot.
  7.
  A	 precarious	 tower	 of	 single	 stones	 piled	 one	 on	 top	 of
  another	stands	upon	a	prominent	rock	overlooking	the	water.
  The	slightest	touch	causes	it	to	collapse.
  8.
  A	small	cairn	toward	the	back	of	the	caverns	protects	the	body
  of	 a	 fallen	 adventurer.	 Explorers	 digging	 through	 the	 cairn
  discover	scraps	of	bone	and	rotting	or	rusted	equipment.
  9.
  Oval,	black	barnacles	grow	in	profusion	below	the	waterline	of
  the	cave.	Most	seem	normal,	but	a	few	have	odd	purple	flecks
  upon	their	surface.
  10. The	 cave	 is	 bereft	 of	 seaweed,	 except	 for	 one	 corner	 where
  someone	or	something	has	created	a	great	mound	of	the	stuff.
  Within,	swarms	of	tiny	crabs	lair.	
  11. A	 small	 passageway	 leads	 away	 from	 the	 cave	 mouth.
  Perceptive	 PCs	 notice	 signs	 the	 ceiling	 has	 been	 at	 least
  partially	 worked.	 The	 passageway	 comes	 to	 an	 abrupt	 halt
  after	about	30	ft.
  12. Bizarrely,	 the	 shattered	 curve	 of	 part	 of	 a	 stone	 archway	 is
  visible	in	the	water	at	low	tide.
  13. Small	fish	swarm	in	the	water.	Catching	fish	here	is	pretty	easy.
  14. The	cave's	mouth	is	wide,	but	low.	Within,	the	cavern	roof	is
  much	 higher,	 but	 its	 low	 mouth	 makes	 entering	 the	 cave
  several	 hours	 either	 side	 of	 high	 tide	 impossible	 without	 a
  short	underwater	swim.
  15. At	the	rear	of	the	cave,	a	small	stream	of	freshwater	trickles
  out	of	a	narrow	fissure	in	the	rock.
  16. A	rock	fall	fills	one	corner	of	the	cave.	It	looks	unstable,	even
  to	the	untrained	eye.	The	next	storm	will	carry	away	several
  boulders	at	its	base,	causing	the	rest	to	collapse.	Beyond,	lies	a
  previously	unknown	and	unexplored	passageway.
  17. Remnants	of	carven	stone	steps	rise	out	of	the	water.	Several
  of	 the	 lower	 steps	 have	 been	 all	 but	 worn	 away	 by	 the
  remorseless	 tides	 and	 slick	 green	 slime	 covers	 much	 of	 the
  remaining	stonework.
  18. Incongruously,	a	large	sodden	branch	still	bedecked	with	many
  leaves	bobs	in	the	water.
  19. This	 cave	 is,	 or	 was,	 something	 of	 a	 lover's	 grotto.	 Graffiti
  scratched	into	the	walls	proclaims	many	couple's	undying	love
  for	one	another.
  20. The	 rock	 around	 this	 sea	 cave's	 mouth	 is	 covered	 by	 lush
  vegetation	 that	 hangs	 down	 and	 obscures	 the	 entrance.
  Within,	a	pile	of	large	stones	serves	as	a	small	altar.	Crude	holy
  symbols	daub	the	walls	and	various	esoteric	sigils	(drawn	with
  various	 different	 coloured	 chalk)	 complete	 the	 decorations.
  The	air	here	is	noticeably	colder.
  1 0  P I E C E S  O F  F L O T S A M  &  J E T S A M
  1.
  The	shattered,	sodden	remain	of	a	wooden	crate.	One	side	of
  the	 crate	 is	 smashed	 and	 splintered.	 A	 merchant’s	 sigil—a
  balanced	set	of	scales—is	still	visible	burned	into	the	wood.
  2.
  A	splintered	deck	plank	has	been	worn	smooth	by	the	tread	of
  many	feet.
  3.
  A	ripped	piece	of	brown	hemp	sackcloth.	The	sack	is	still	tied
  with	a	gaudy	red	string,	but	its	bottom	has	been	ripped	out.
  4.
  A	 large	 branch	 stripped	 of	 all	 lesser	 growths	 and	 leaves.	 It
  shows	signs	of	being	gnawed	at	one	end.
  5.
  The	 rotten,	 half-eaten	 carcass	 of	 a	 large	 fish.	 Its	 head	 yet
  remains	vaguely	intact,	but	something	has	removed	its	eyes.
  6.
  A	small	wooden	cask.	The	cask	is	watertight	and	miraculously
  not	much	water	has	found	its	way	inside.	If	the	lid	is	pried	off,
  the	PCs	discover	a	mass	of	straw.	Packed	within	the	straw	are
  a	dozen	packets	of	exotic	spices	(worth	75	gp	in	total).
  7.
  The	ripped	shreds	of	a	large	fishing	net;	the	decomposing	body
  of	a	large	fish	caught	in	the	net	either	anchors	it	to	the	beach
  or	keeps	it	just	below	the	water’s	surface.
  8.
  A	small,	beautifully	carved	wooden	fish.	The	fish	is	exquisitely
  detailed	and	obviously	took	a	long	time	to	craft.	The	sigil	of	the
  sea	god	is	carved	into	the	fish’s	back.	(This	is	an	offering	to	the
  sea	god	made	by	a	merchant	before	an	important	voyage).
  9.
  A	ragged	pair	of	bright	green	trousers.	The	seat	of	the	trousers
  is	missing—all	that	remains	is	a	jagged	hole	clearly	made	by
  something	large…with	teeth.
  10. A	large	chunk	of	black	porous,	buoyant	rock.	The	rock	could
  have	been	floating	in	the	sea	for	decades—it	slowly	made	its
  way	here	from	some	distant	volcanic	island—or	it	could	be	the
  result	of	some	pirate	wizard’s	bizarre	experiment.
  
  54	
  2 0  T H I N G S  T O  F I N D  I N  A  S H I P W R E C K
  Hidden	below	the	waves,	shipwrecks	are	often	a	rich	source	of	
  loot	for	wandering	adventurers.	Shipwrecks	are	not	your	typical	
  dungeon,	but	often	they	receive	very	little	design	time—instead	
  the	GM	focusing	on	the	cool	monsters	lurking	therein	and	the	
  unique	challenges	associated	with	adventuring	underwater.		
  	
  That’s	a	shame,	as	shipwrecks	can	be	interesting	in	their	own	
  right.	Use	the	table	below,	to	generate	minor	items	of	interest	
  the	party	might	find	in	a	shipwreck.	
  1.
  Long	 fronds	 of	 seaweed	 grow	 over	 a	 large	 swath	 of	 the	 hull
  and	waft	gently	in	the	current.
  2.
  Splintered	wood	lies	about	the	shipwreck	for	some	distance	in
  all	 directions.	 The	 ship’s	 sail—tangled	 about	 the	 sunken
  vessel’s	mast—hangs	over	the	ship	like	a	burial	shroud.
  3.
  Schools	 of	 small	 fish	 swim	 about	 the	 wreck.	 At	 the	 party’s
  approach,	 they	 dart	 away	 leaving	 the	 surrounding	 waters
  suspiciously	empty.
  4.
  The	 bloated,	 decomposing	 body	 of	 a	 crewman	 lies	 trapped
  behind	a	partially	closed	door.	Investigation	reveals	a	sea	chest
  has	fallen	over	the	unfortunate’s	legs	pinning	him	in	place.
  5.
  Several	 articles	 of	 clothing	 float	 about	 the	 chamber,	 moving
  gently	in	the	subtle	current.	A	nearby	chest	stands	open	and
  empty	against	one	wall.
  6.
  The	ocean	currents	have	washed	a	lot	of	sand	into	this	area,
  covering	the	deck.
  7.
  The	wood	of	the	hull	is	splintered	and	battered	in	several	spots
  as	if	something	had	tried	to	smash	its	way	through.
  8.
  Before	the	shipwreck,	this	area	was	used	as	an	ad-hoc	storage
  area.	The	shipwreck	has	scattered	the	boxes	and	barrels	about
  the	floor	creating	a	field	of	debris.	Explorers	must	clamber	or
  swim	over	the	resultant	obstruction.
  9.
  This	door	is	shut.	A	barrel	has	fallen	behind	it,	wedging	it	firmly
  closed.	Consequently,	it	is	harder	to	open	than	normal.
  10. The	stark	white	bones	of	some	large	fish—perhaps	a	whale	or
  gigantic	shark—lie	draped	across	the	wreck.
  11. A	barrel	of	red	wine	is	leaking	almost	imperceptibly	into	the
  water.	A	faint	red-hued	cloud	lingers	in	the	water—paranoid
  adventurers	may	suspect	a	more	sinister	origin.
  12. The	bloated	corpse	of	a	crewman	floats	against	the	ceiling	of
  this	area.	A	multitude	of	small	fish	nibbles	at	its	extremities.
  13. Here,	 someone—or	 something—has	 smashed	 an	 axe	 into	 a
  wooden	 wall	 splintering	 it	 badly.	 The	 rusty	 axe	 is	 deeply
  embedded	in	the	wood	and	is	difficult	to	remove.
  14. When	the	ship	sunk,	its	red	and	white	sail	floated	away	and
  snagged	on	a	nearby	outcrop	of	rock.	Caught	there	it	oscillates
  gently	in	the	current.
  15. The	 ships	 bow	 is	 smashed	 and	 half	 buried	 in	 the	 sand.
  Splintered	wood	and	other	debris	thrown	clear	of	the	wreck
  covers	the	surrounding	area.
  16. The	ship’s	mast	yet	stands	proud.	Although	the	sail	has	long
  since	been	lost	much	of	the	rigging	is	still	intact.	A	motionless
  dolphin	is	entangled	in	the	rigging	near	the	top	of	the	mast.
  17. A	fishing	net	lies	draped	over	the	vessel.	In	places	the	large	net
  is	torn,	enabling	explorers	to	reach	the	sunken	ship	within.
  18. Parts	of	the	vessel’s	hull	are	scorched	and	burnt,	although	this
  damage	was	not	enough	to	sink	the	ship.	Investigations	reveal
  the	fire	seems	to	have	started	in	the	galley.
  19. Several	 barrels	 chained	 up	 against	 the	 ship’s	 hull	 remain
  upright	 and	 watertight.	 Breaking	 the	 chain	 holding	 them	 in
  place	is	simple;	getting	the	heavy	barrels	(containing	wine)	to
  the	surface	is	much	harder.
  20. The	 vessel	 has	 come	 to	 rest	 on	 the	 side	 of	 a	 steep	 hill.
  Currently,	the	suction	of	the	sand	holds	it	in	place.	However,
  the	 sand’s	 hold	 on	 the	 vessel	 is	 precarious.	 If	 the	 ship	 pulls
  free—perhaps	because	powerful	magic	is	used	within	or	if	a	lot
  of	damage	is	dealt	to	the	hull—the	wreck	begins	to	slide	down
  hill	and	further	underwater.
  1 0  S I G N S  O F  A  S H I P W R E C K
  1.
  A	dark	shadow	under	the	water	betrays	the	wreck’s	presence.
  2.
  A	school	of	fish	fills	the	waters	around	the	shipwreck	attracted
  to	the	decomposing	bodies	and	food	trapped	therein.	In	turn,
  this	has	attracted	predators—several	sharks	lurk	nearby.
  3.
  A	 lone,	 forlorn	 mast	 complete	 with	 crow’s	 nest	 peaks	 above
  the	surface	of	the	water.
  4.
  White	 water	 breaks	 on	 rocks	 lurking	 mere	 feet	 below	 the
  turbulent	water’s	surface.
  5.
  Wooden	flotsam	bobs	in	the	water.	Broken	crates,	shattered
  spars	 dragging	 rigging	 behind	 them	 and	 more	 all	 point	 to	 a
  ship	going	down	in	the	area.
  6.
  Several	 shards	 of	 rock	 thrust	 above	 the	 ocean.	 White	 spray
  bursts	against	their	flanks.	Amid	the	seething	water,	pieces	of
  wood	are	dashed	against	the	rocks.
  7.
  A	rowboat	bobs	gently	in	the	swell,	still	attached	to	the	wreck
  resting	on	the	seabed	via	a	long	line.	Within	the	rowboat	lies
  the	bloated,	decomposing	remains	of	a	solitary	survivor.
  8.
  Like	a	gigantic	manta	ray,	the	ship’s	sail	floats	in	the	water.	A
  tangled	mass	of	rigging	links	it	to	the	wreck.
  9.
  A	flock	of	birds	circles	above	the	site	of	the	shipwreck.	In	the
  water,	birds	perch	upon	the	bloated	bodies	of	drowned	sailors
  and	peck	and	tear	at	their	flesh.
  10. The	ship	came	to	grief	on	an	up-thrust	shard	of	rock	lurking
  just	 below	 the	 water’s	 surface.	 Pieces	 of	 the	 wreck—the
  splintered	remains	of	the	bow—yet	rest	on	the	rock	while	the
  remainder	of	the	wreck	lies	on	the	seabed	below.
  
  55	
  TREASURES, TRINKETS & TRASH
  
  56	
  1 0  T H I N G S  T O  F I N D  I N  A  G E L A T I N O U S  C U B E
  Quintessential	dungeon	scavengers,	gelatinous	cubes	engulf	all	
  in	 their	 path.	 Untold	 numbers	 of	 neophyte	 adventurers	 have	
  met	their	doom	in	the	depths	of	a	gelatinous	cube.	Sometimes	
  their	 death	 leaves	 behind	 treasure	 for	 luckier,	 or	 more	 skilled,	
  adventurers	to	retrieve.		
  	
  Gelatinous	 cubes	 secrete	 powerful	 acid	 that	 destroys	 most	
  of	 what	 they	 swallow.	 However,	 some	 things,	 typically	 those	
  made	of	stone	or	metal,	can	survive	a	gelatinous	cube’s	acid,	and	
  canny	 adventurers	 often	 search	 such	 slain	 beasts	 for	 treasure.	
  Use	 this	 table,	 to	 populate	 a	 gelatinous	 cube	 with	 objects	 of	
  minor	interest:		
  1.
  This	cube	contains	a	yellowed	and	pitted	skeleton	yet	wearing
  a	suit	of	battered	chainmail.
  2.
  Soft	 shards	 of	 a	 spear’s	 shaft	 hang	 suspended	 in	 the	 cube
  along	 with	 a	 long	 slender	 steel	 spear	 tip.	 The	 spear	 tip	 is
  surprisingly	clean—as	if	it	had	recently	been	polished—but	the
  spear	shaft	disintegrates	if	touched.
  3.
  Shards	 of	 wood	 and	 scraps	 of	 rapidly
  deteriorating	 leather	 and	 cloth	 wrapped
  around	the	stark	white,	brittle	bones	of	some
  unfortunate	hint	that	the	cube’s	consumed	its
  last	meal	was	not	too	long	ago.
  4.
  A	jumble	of	small	chunks	of	rubble	and	shards
  of	rock	fill	the	lower	portion	of	the	cube.
  5.
  Silver	 and	 gold	 coins	 glimmer	 in	 the	 party’s
  light.	Suspended	in	the	cube,	they
  must	 be	 dug	 out
  individually.
  Each	 coin	 must
  be	
  cleaned
  thoroughly	
  or
  the	 acid	 on	 the
  coin’s	
  surface
  slowly	
  burns
  through
  whatever	 is	 used
  to	store	the	coins.
  6.
  A	skull	and	a	jumble	of	bones	fill	
  the	gelatinous	cube.	The	bones	are	old
  and	disintegrate	if	touched,	leaving	a
  yellow	 stain	 on	 the	 investigating
  character’s	hands.
  7.
  A	 hooded	 lantern	 cleaned	 to	 shining	 brilliance	 by	 the	 cube’s
  acidic	excretions	hangs	suspended	in	its	body.	Its	oil	has	long
  since	 intermingled	 with	 the	 cube’s	 body	 giving	 it	 a	 slightly
  mottled	appearance.
  8.
  A	handful	of	silver	and	gold	coins	hang	suspended	in	roughly
  the	middle	of	the	cube.	As	the	cube	moves	about,	the	coins
  undulate	 and	 move	 about	 the	 cube’s	 body	 like	 a	 glittering,
  segmented	snake.
  9.
  A	 half-dozen	 arrow	 heads	 float	 within	 the	 cube’s	 body.	 One
  glows	 brightly,	 obviously	 enchanted,	 which	 makes	 it	 virtually
  impossible	for	the	cube	to	ambush—or	creep	up	on—its	prey.
  10. This	 cube	 has	 consumed	 many	 unfortunates	 in	 its	 hunting.
  Some	of	the	remains	of	its	victims	including	a	crude	battle-axe
  of	orcish	artifice,	three	small	short	swords	and	an	even	dozen
  sling	bullets	yet	resist	its	acidic	excretions.	All	are	in	excellent
  condition.	Of	their	previous	owners,	there
  is	no	sign.
  
  57	
  2 0  T H I N G S  T O  F I N D  I N  A N  O W L B E A R ’ S  L A I R
  Staples	 of	 low-level	 adventures,	 owlbears	 are	 bloodthirsty,	
  vicious	 killers	 that	 slaughter	 any	 living	 creature	 crossing	 their	
  paths.		
  	
  Sometimes—instead	of	immediately	consuming	their	prey—
  they	drag	its	slashed	and	torn	body	back	to	their	lair	(perhaps	for	
  their	young	to	eat)	and	thus	many	odds	and	ends	can	end	up	in	
  their	filthy	lairs.	Use	the	table	below,	to	generate	such	items	of	
  minor	interest	for	PCs	looting	an	owlbear’s	nest:		
  1.
  This	 horribly	 mutilated,	 decomposing	 body	 was	 once
  (probably)	a	human	female.	Now,	little	is	left	but	gore,	bones
  and	ripped,	blood-soaked	equipment.	The	woman’s	boots	are
  still	 relatively	 intact.	 Hidden	 in	 one	 is	 a	 silver	 dagger	 of
  exceptional	quality.
  2.
  Many	claw	marks	mar	the	wall	here.	The	scratches	are	deep
  and	wide.
  3.
  The	partially	eaten	body	of	a	wolf	lies	stretched	out	against	the
  wall.	 Maggots	 swarm	 over	 the	 wolf’s	 corpse.	 The	 smell	 of
  rotting	flesh	hangs	heavily	over	the	immediate	area.
  4.
  Hidden	(or	discarded)	in	the	depths	of	the	owlbear’s	bed	is	the
  shattered	skull	of	one	of	its	victims.	Rotting	flesh	yet	clings	to
  the	skull	and	a	silver	earring	(worth	25	gp)	precariously	hangs
  from	one	ear.
  5.
  A	 mixture	 of	 black	 and	 brown	 feathers—some	 of	 prodigious
  size—lie	scattered	about	the	den.
  6.
  The	broken	body	of	a	juvenile	owlbear	lies	near	the	entrance
  to	the	den.	Several	arrows—fletched	with	crow’s	feathers—jut
  from	its	back.
  7.
  A	 large	 tree	 branch	 yet	 bearing	 leaves	 partially	 blocks
  movement	through	this	area.
  8.
  A	 backpack—one	 strap	 torn	 off—lies	 on	 its	 side.
  Within	 can	 be	 found	 an	 oil	 flask,	 a	 coil	 of	 silk
  rope,	 two	 empty	 sacks	 and	 a	 spare	 set	 of
  traveller’s	clothes.
  9.
  This	torn	and	shredded	backpack	once	held
  trail	 rations	 judging	 by	 the	 stains	 and
  remains	of	packaging.	A	similarly	shredded
  wineskin	lies	among	the	wreckage.
  10. Hidden	 in	 the	 owlbear’s	 bed	 lies	 a
  beautifully	 wrought	 spear.	 Elven	 runes
  glorifying	 the	 hunt	 decorate	 the	 spear’s	 tip
  but	the	haft	is	broken;	only	about	two-foot	remains.
  11. Clumps	of	bloody	fur	hang	from	the	cavern	wall—evidently	the
  owlbear	had	an	itch	it	needed	to	scratch!
  12. Dried	 blood	 spray	 on	 the	 ceiling	 and	 nearby	 wall	 marks	 the
  place	where	an	old	battle	was	fought.	Judging	by	the	amount
  of	blood	spilt	whatever	bled	here	probably	died	here.
  13. Three	shattered	eggs	lies	among	the	vegetation	and	scraps	of
  cloth	 comprising	 the	 owlbear's	 nest.	 Several	 bones—pitted
  and	scratched—lie	among	the	fragments	of	scattered	shell.
  14. A	 wide	 smeared	 blood	 trail	 leads	 away	 from	 the	 owlbear’s
  nest.	The	blood	trail	ends	at	the	slashed	and	torn	corpse	of	a
  dwarven	 warrior	 lying	 on	 his	 front.	 His	 scale	 mail	 armour	 is
  shredded,	but	two	fine	handaxes	of	dwarven	make	and	a	coin
  pouch	(containing	23	gp	and	4	sp)	still	hang	from	his	(blood-
  soaked)	belt.
  15. The	 remains	 of	 a	 large	 brown	 bear—mainly	 its	 decomposing
  head	 which	 is	 relatively	 intact	 and	 much	 of	 its	 coat—lies
  draped	over	the	owlbear’s	nest.
  16. Soot	 marks	 on	 the	 ceiling	 and	 some	 scorched	 stones	 betray
  the	fact	this	cave	was	once	used	as	a	campsite.
  17. Long	 scrape	 marks—from	 the	 owlbear’s	 claws—cover	 the
  floor.	Perceptive	PCs	discover	a	snapped	off	talon	in	one	of	the
  longer	scrapes.
  18. This	owlbear	has	been	busy.	Scattered	about	the	chamber,	the
  PCs	 can	 easily	 spot	 the	 decaying	 remains	 of	 three	 wolf
  carcasses,	a	partially	eaten	boar	and	even	the	antlers	from	a
  large	deer.	The	smell	is	indescribable.	
  19. The	 dismembered	 carcass	 of	 a	 juvenile	 owlbear	 lies	 against
  one	 wall.	 Investigation	 of	 the	 size	 and	 type	 of	 its	 wounds
  reveals	the	beast	was	probably	slain	by	its	fellows.
  20. The	 owlbear	 has	 made	 its	 nest	 above	 a	 hollow	 in	 the	 floor.
  Searching	through	the	nest	
  reveals	a	stone	trapdoor	
  set	 in	 the	 bottom	 of	
  the	
  hollow.	
  Draconic	
  runes	
  telling	 of	 death	
  and	
  slumber	
  decorate	
  the	
  stone	 around	 the	
  trapdoor.	
  
  58	
  2 0  T H I N G S  T O  F I N D  I N  A  P U R P L E  W O R M ’ S  S T O M A C H
  Few	predators	can	match	the	purple	worm	for	strength,	ferocity	
  and	might.	Even	powerful	adventurers	do	not	take	on	a	purple	
  worm	lightly	for	they	often	consume	their	prey	whole.	(Indeed,	
  stories	 of	 entire	 adventuring	 parties	 consumed	 by	 a	 purple	
  worm	are	not	uncommon…)		
  	
  Few	 things	 can	 withstand	 the	 corrosive	 acid	 found	 in	 a	
  purple	worm’s	gullet,	but	those	that	do	are	invariably	valuable.	
  That’s	why	adventurers	often	cut	open	a	slain	purple	worm	to	
  see	what	treasures	might	lurk	inside.	(Well	that	and	a	need	to	
  recover	 their	 companions’	 bodies).	 While	 a	 GM	 no	 doubt	 has	
  generated	a	list	of	treasure	found	in	the	purple	worm’s	stomach,	
  other	damaged	or	worthless	items	may	also	be	recovered.	Use	
  the	table	below,	to	generate	the	details	of	such	items:		
  1.
  Several	 large	 shards	 of	 seemingly	 tough	 rock.	 If	 they	 are
  dumped	out	of	the	purple	worm’s	stomach	they	disintegrate
  into	soft	shards	when	they	hit	the	ground.
  2.
  The	 hilt	 of	 a	 once	 fine	 longsword.	 A	 shard	 of	 blade	 is	 yet
  attached	 to	 the	 hilt,	 which	 was	 once	 decorated	 with	 golden
  runes;	now	only	scraps	of	the	gold	inlay	remain.
  3.
  An	iron	potion	vial	without	its	stopper.	Filled	with	the	purple
  worm’s	 digestive	 juices,	 the	 vial	 must	 be	 rigorously	 washed
  before	being	used	for	its	original	purpose.	(And,	of	course,	a
  news	stopper	must	be	procured.)
  4.
  The	 remains	 of	 an	 iron-shod	 rod,	 now	 much	 damaged	 by	 its
  time	in	the	worm’s	stomach.	The	rod’s	beaten	iron	tip	remains,
  but	much	of	the	once	potent	magical	item	has	been	reduced
  to	a	mass	of	sodden	wood.
  5.
  Seven	 pitted	 iron	 spikes.	 If	 hammered	 into	 a	 tough	 surface
  such	as	stone,	each	as	a	25%	chance	of	bending	or	breaking.
  6.
  This	 purple	 worm	 consumed	 a	 duergar	 rogue	 several	 weeks
  ago	 who	 was	 carrying	 a	 sack	 of	 coins.	 The	 duergar	 has	 long
  since	 been	 all	 completely	 digested.	 However,	 some	 of	 the
  coins	 have	 survived,	 but	 are	 badly	 damaged.	 They	 are	 now
  only	good	as	scrap	metal	but	if	melted	down	are	worth	a	total
  of	75	gp.
  7.
  The	 remains	 of	 six	 skeletons	 and	 remnants	 of	 several	 pitted
  steel	 weapons—pick	 heads—fill	 the	 worm’s	 stomach.	 (This
  was	once	a	party	of	svirfneblin	miners	who	the	worm	gobbled
  up).
  8.
  A	 fine	 cold	 iron	 (but	 nonmagical)	 dagger	 pierces	 the	 back	 of
  the	purple	worm’s	throat—wedged	there	by	the	worm’s	last
  victim	as	he	tried	to	climb	out.	The	dagger	is	unaffected	by	the
  worm’s	strong	digestive	juices.
  9.
  Nine	 small	 shards	 of	 iron	 ore.	 Individually,	 none	 are	 large
  enough	 to	 forge	 a	 weapon,	 but	 together	 there	 is	 enough	 to
  create	 a	 longsword	 or	 similar	 weapon.	 The	 worm’s	 stomach
  acid	 has	 impregnated	 the	 ore	 and	 if	 such	 a	 weapon	 is
  enchanted,	 it	 continues	 to	 ooze	 the	 worm's	 deadly	 on	 every	
  hit.	
  10. A	partially	dissolved	iron	helmet	sized	for	an	ogre	or	similarly
  large	creature.	However,	the	helmet	has	no	eye	holes.	(This	is
  actually	 the	 head	 of	 an	 iron	 golem	 destroyed	 by	 the	 worm
  months	ago).
  11. A	 six-foot	 long	 iron	 pole	 wholly	 unaffected	 by	 the	 worm’s
  stomach	acid.	Once	the	personal	weapon	of	a	dwarven	monk,
  the	iron	pole	is	in	fact	a	quarterstaff.
  12. The	 stone	 in	 the	 worm’s	 stomach	 comprises	 obviously	 once
  fine	 stonework	 including	 intricate	 carvings	 of	 elves	 and
  demons.	(The	worm	recently	attacked	and	partially	destroyed
  part	of	a	drow	fortification	before	being	driven	away	and	this
  could	 provide	 a	 clue	 to	 the	 PCs	 that	 such	 an	 enclave	 lies
  somewhere	nearby).
  13. The	 worm’s	 stomach	 contains	 a	 great	 mass	 of	 pitted	 and
  decaying	 bones.	 Scraps	 of	 flesh	 hang	 here	 and	 there	 to	 the
  bones,	but	they	are	generally	in	a	terrible	state.	They	appear
  to	have	belonged	to	a	variety	of	creatures.
  14. A	 careful	 search	 of	 the	 worm’s	 stomach	 reveals	 four
  arrowheads	
  crafted	
  from	
  an	
  incredibly	
  hard	
  metal
  (adamantine)	 that	 seem	 untouched	 by	 the	 worm’s	 strong
  digestive	juices.
  15. A	 decaying	 skeletal	 hand	 yet	 clutching	 a	 wickedly	 curved
  dagger.	The	dagger	is	chipped	and	worn,	and	the	blade	is	loose
  in	the	hilt.	It	is	worthless.
  16. Chunks	 of	 undigested	 stone	 fill	 the	 worm’s	 stomach.	 Some
  pieces	are	as	large	as	a	halfling.	If	a	PC	cuts	open	the	worm’s
  stomach	without	taking	care	the	stones	slide	out	and	crushes
  the	PC’s	foot.
  17. The	torso	of	a	dark	elf	wearing	the	remains	of	a	finely	crafted
  chain	shirt.	The	chain	shirt	is	of	ordinary	make,	but	has	offered
  some	 minor	 protection	 to	 the	 elf’s	 torso.	 Of	 the	 rest	 of	 the
  drow,	only	bones	remains.
  18. Several	 chunks	 of	 stone	 hold	 glittering	 flecks	 that	 at	 first
  glance	look	like	gold.	A	close	look,	however,	reveals	them	to
  be	nothing	more	than	pyrite.
  19. The	worm’s	stomach	contains	several	heavily	degraded	pieces
  of	metal	whose	original	purpose	is	indecipherable.
  20. This	 worm	 has	 recently	 consumed	 an	 adventuring	 party.
  Although	 most	 of	 the	 party	 is	 no	 more,	 one	 of	 its	 members
  was	wearing	a	ring	that	can	regenerate	limbs	when	he	died.
  The	ring	is	heavily	damaged	by	the	worm’s	stomach	acid,	but
  some	 magic	 yet	 clings	 to	 its	 golden	 band	 (although	 its	 large
  green	sapphire	is	missing).	Due	to	its	damaged	state,	its	effects
  are	 diminished.	 To	 repair	 the	 ring,	 its	 large	 green	 sapphire
  must	 be	 replaced	 and	 powerful	 magic	 must	 be	 cast	 on	 the
  whole	thing	once	a	week	for	a	month.
  
  59	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  K O B O L D
  Kobolds.	
  Getting	
  killed	
  by	
  kobolds	
  is	
  tremendously	
  embarrassing.	 The	 best	 way	 to	 avoid	 this	 embarrassment	 is	 to	
  kill	the	kobolds	first	(and	then	of	course	loot	their	bodies)!		
  	
  Use	the	table	below,	to	determine	what	the	PCs	find	when	
  they	 loot	 a	 kobold’s	 corpse.	 Of	 course,	 kobolds	 are	 not	
  particularly	powerful	creatures	and	so	they	rarely	carry	much	of	
  worth.	
  1.
  A	half-eaten	rat	wrapped	in	a	scrap	of	dirty	gore	stained	cloth.
  2.
  A	 tangle	 of	 strings—of	 varying	 colours	 and	 lengths—fill	 this
  small	 pouch.	 Hidden	 deep	 within	 the	 ball	 lurks	 a	 shiny	 black
  pebble.
  3.
  This	 kobold	 has	 hoarded	 much	 wealth;	 in	 his	 pouch	 the	 PCs
  find	 four	 silver	 coins—tarnished	 and	 bent—a	 dozen	 coppers
  and	a	single	gold	piece	bent	almost	in	half.
  4.
  This	 kobold	 carries	 a	 rudimentary	 tripwire—a	 length	 of	 thin
  string	wrapped	around	two	small	wooden	pegs—in	his	pouch
  along	with	a	length	of	tiny	copper	bells	that	can	be	wrapped
  around	the	tripwire.
  5.
  Four	half-burnt	candles	along	with	a	much-used	flint	and	steel
  wrapped	carefully	in	a	strip	of	sack	cloth.
  6.
  A	broken	dagger—sized	for	a	human—whose	blade	ends	in	a
  jagged	 stump.	 The	 shard	 of	 the	 blade—covered	 in	 dried
  blood—is	also	in	the	pouch.
  7.
  The	kobold	wore	a	crude	necklace	crafted	from	finger	bones;
  some	still	have	fingernails	attached.
  8.
  The	 kobold	 wore	 comically	 oversized	 boots—obviously
  once	worn	by	a	human.	To	make	them	fit,	he	has	padded
  them	out	with	rags.	Hidden	in	the	rags	are	three	worn	silver
  coins.
  9.
  The	 kobold	 wore	 a	 bandolier	 from	 which	 hang	 many	 small
  securely	 stoppered	 flasks.	 Each	 is	 filled	 with	 a	 noxious
  substance—excrement,	 rank	 water,	 vomit	 and	 so	 on.	 The
  flasks	 are	 flimsy	 and	 designed	 to	 break	 apart	 when	 they	 hit
  something	solid.
  10. An	almost	empty	wine	flask	along	with	the	bodies	of	several
  large	spiders	fills	the	kobold’s	pouch.	Each	of	the	spiders	has
  had	their	legs	removed	and	one	of	the	bodies	is	half	eaten.
  11. A	 small	 pouch	 worn	 around	 the	 kobold’s	 neck	 contains	 four
  teeth—one	broken—a	selection	of	smooth	pebbles	and	a	dirty
  grey	feather.
  12. The	kobold	wore	the	remnants	of	a	white	silk	undershirt.	The
  undershirt	 has	 been	 cut	 off	 at	 the	 waist	 and	 arms	 to	 fit	 the
  kobold	and	is	filthy	(and	odorous).	It	is	valueless	to	the	PCs,
  but	several	other	members	of	the	tribe	have	had	their	eye	on
  the	garment	for	sometime.	The	PCs	could	use	it	as	a	bribe	or
  may	 even	 see	 several	 warriors	 fighting	 over	 the	 shirt	 if	 they
  return	to	the	scene	of	this	battle	without	looting	the	shirt.
  13. Hidden	 in	 a	 bulging	 pouch,	 the	 PC	 finds	 many	 rags	 wrapped
  around	a	broken	mirror.	Half	of	the	glass	is	missing	and	if	the
  PC	searches	without	being	careful	he	could	cut	himself	on	the
  remaining	glass	shards.
  14. The	 kobold	 carried	 the	 remains	 of	 a	 tattooing	 kit	 in	 a	 well-
  made	 leather	 pouch.	 Clearly	 over-sized	 for	 the	 kobold,	 the
  pouch	contains	two	(bloody)	needles,	three	small	vials	of	ink—
  black,	blue	and	red—and	several	crude	doodles	of	the	kobolds’
  tribal	sigil.
  15. A	ripped	section	of	damp	fishing	net	woven	about	three	short
  lengths	of	rope,	fills	a	sack	hanging	from	the	kobold’s	belt.	
  16. The	kobold	wore	a	tarnished	silver-plated	signal	whistle	(worth
  2	gp)	on	a	short	length	of	leather	twine	around	its	neck.	
  17. An	empty	flask	smelling	of	strong	spirits	and	several	sheets	of
  stained	parchment	fill	the	kobold’s	pouch.
  18. A	mummified,	but	rank,	rat	paw	stuck	transfixed	on	a	piton.
  Dried	 blood	 covers	 the	 rat’s	 claws,	 which	 has	 stained	 the
  pouch	holding	the	gruesome	trophy.
  19. A	ragged	belt	pouch	holds	the	ornate	silvered	hilt	of	a	dagger.
  The	blade	is	missing,	but	the	hilt	is	worth	15	gp.	
  20. This	kobold	has	amassed	a	small	collection	of	smooth	shells.
  Each	has	been	pierced	through	its	centre	and	a	threaded	silver
  wire	holds	them	all	together.	The	wire	is	worth	2	gp,	and	the
  whole	thing	can	be	worn	as	a	necklace	(if	one	is	Small	sized).
  
  60	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  R O G U E
  Heroic	adventurers	always	seem	to	be	battling	thieves,	rogues,	
  bandits,	footpads	and	other	near-do-wells.	
  	
  Such	 folk	 often	 have	 lots	 of	 interesting	 odds	 and	 ends	 in	
  their	 pockets	 and	 pouches.	 While	 these	 objects	 might	 not	 be	
  valuable	they	may	be	of	interest	to	the	party.	Perhaps,	the	PCs	
  decide	to	return	the	items	to	their	rightful	owner	or—later—get	
  accused	of	being	the	thieves	themselves	when	they	try	to	use	or	
  sell	the	items	in	question.		
  	
  Use	 the	 table	 below,	 to	 generate	 such	 minor	 items	 of	
  interest.		
  1.
  A	 small,	 soft	 black	 pouch	 containing	 a	 half-dozen	 lock	 picks.
  One	is	horribly	bent	and	all	but	useless.
  2.
  A	heavy,	well-worn	leather	sap.	Some	of	its	stitching	is	frayed.
  Perceptive	 PCs	 notice	 the	 sap	 is	 heavier	 than	 it	 should	 be.
  Further	investigations	uncover	5	pp	hidden	within.
  3.
  The	 rogue’s	 belt	 has	 a	 hidden	 compartment	 sewn	 into	 the
  lining.	 It	 holds	 three	 lock	 picks,	 one	 gold	 coin,	 one	 platinum
  coin	and	a	small	knife	made	for	a	creature	two	sizes	smaller
  than	the	rogue.
  4.
  Hidden	in	each	of	the	rogue’s	boots	lurks	a	slender	dagger.	The
  two	 are	 a	 pair	 and	 if	 sold	 together	 fetch	 triple	 the	 normal
  amount.
  5.
  The	 rogue	 wore	 an	 oversized	 earring	 in	 his	 left	 ear.	 At	 first
  glance	 it	 is	 a	 piece	 of	 cheap,	 brass	 costume	 jewellery.
  However,	 cunningly	 hidden	 within	 is	 a	 secret	 compartment
  that	holds	a	potion	that	turns	the	imbiber	to	gas.
  6.
  The	 rogue	 wears	 a	 black	 cloak	 with	 a	 voluminous	 hood.
  Strangely,	the	cloak	has	a	belt	so	it	can	be	pulled	tight	around
  the	wearer’s	waist.	Each	of	the	arm’s	cuffs	have	small	pouches
  sized	perfectly	for	a	potion	(or	poison)	vial.
  7.
  A	disorganised	jumble	of	jewellery	fills	one	pouch.	Sadly,	most
  of	it	is	costume	jewellery	and	virtually	worthless.	However,	a
  perceptive	 searcher	 finds	 one	 plain	 gold	 ring	 sized	 for	 a	 fat
  finger	worth	50	gp.
  8.
  A	 small	 half-sized	 flask	 of	 oil	 wrapped	 in	 an	 oil-stained	 rag.
  Also	 present	 is	 a	 very	 small	 brush	 sized	 for	 fitting	 into	 locks
  and	other	hard-to-reach	places.
  9.
  A	crude	red	hood	with	holes	for	two	eyeholes	and	a	mouth.
  10. The	 rogue’s	 boots	 each	 have	 a	 hidden	 compartment	 in	 their
  heel.	The	compartments	are	large	enough	to	hold	several	coins
  or	similar	sized	objects.	One	holds	three	platinum	coins	while
  the	other	has	a	coiled	up	lock	pick.
  11. One	of	the	rogue’s	pouches	holds	nothing	but	a	neatly	folded
  hemp	sack.	The	sack,	however,	has	several	different	internal
  compartments	making	it	much	easier	to	organise	one’s	loot.	
  12. The	rogue	has	a	well-equipped	thieves’	kit.	He	also	owned	a
  small	pry	bar	sized	perfectly	for	coffers,	desk	draws	and	so	on.
  The	pry	bar	makes	opening	such	compartments	slightly	easier.
  13. A	 small	 bag	 of	 finely	 ground	 flour	 tied	 shut	 with	 a	 length	 of
  yellow	twine.	If	thrown	or	scattered,	the	flour	can	cover	a	5	ft.
  square	area.
  14. The	rogue’s	dagger	has	a	hollow	hilt	accessed	by	unscrewing
  its	bulbous	pommel.	Hidden	inside	are	two	tindertwigs	and	a
  ragged	cloth	for	kindling.
  15. A	 tarnished	 copper	 signal	 whistle	 hangs	 around	 the	 rogue’s
  neck	on	a	leather	thong.	The	whistle’s	mouthpiece	is	shaped
  liked	a	pair	of	pouting	lips.
  16. The	 rogue’s	 cloak	 is	 double	 lined.	 The	 outside	 is	 black	 while
  the	inside	is	a	gaudy	gold	colour.	The	cloak	can	be	worn	either
  way	round.
  17. The	 rogue’s	 pouches	 are	 seemingly	 normal,	 but	 they	 have
  small	 loops	 sown	 inside	 them	 making	 it	 easier	 to	 store	 gear
  (and	to	get	at	that	gear	in	a	hurry).	Two	such	pouches	carry	a
  very	well	organised	thieves’	tool	kit.	
  18. A	 wineskin	 filled	 with	 cheap	 wine	 (used	 by	 the	 thief	 as	 a
  distraction	or	bribe).	The	wine	has	also	been	doctored	with	a
  sleep	poison.
  19. This	 reinforced	 pouch	 contains	 nothing	 but	 sharp	 shards	 of
  pottery.	If	scattered,	they	act	as	caltrops	and	fill	a	10	ft.	by	10
  ft.	square.
  20. A	 well-made	 wig	 with	 long,	 black	 hair	 and	 several	 pieces	 of
  fake	jewellery	fill	this	pouch.
  
  61	
  2 0  T H I N G S  T O  L O O T  F R O M  T H E  B O D Y
  Adventurers	 are	 always	 looting	 the	 bodies	 of	 their	 fallen	
  enemies.	But	often	the	NPC	seems	to	have	nothing	but	weapons,	
  armour,	(hopefully)	a	couple	of	magic	items	and	a	smattering	of	
  coinage.	
  	
  That’s	 great	 for	 PCs	 hunting	 for	 loot,	 but	 it	 sadly	 fails	 to	
  provide	any	depth	or	verisimilitude	to	the	experience;	after	all,	
  everyone’s	 got	 bits	 and	 bobs	 in	 their	 pockets!	 Use	 the	 table	
  below,	 to	 generate	 the	 details	 of	 minor	 items	 the	 fallen	 foes	
  have	about	their	person.		
  1.
  A	partially	carved	piece	of	wood	that	might	represent	a	small
  dog…or	it	might	not;	the	carving	is	so	bad,	it’s	hard	to	tell.
  2.
  Three	worn	and	bent	silver	coins	of	obviously	ancient	origin.
  The	details	on	the	coins’	faces	cannot	be	made	out,	but	one
  has	a	small	chip	missing.
  3.
  Two	keys	tied	together	with	a	short	length	of	fraying	twine.
  4.
  A	blood-stained	cloth	along	with	a	tightly	wound	bandage	and
  a	half-empty	flask	of	oil.
  5.
  A	small	wooden	box	containing	a	fine	white	powder—snuff—
  that	smells	strongly	of	cinnamon.
  6.
  A	 list	 of	 names	 on	 a	 scrap	 of	 parchment.	 Only	 the	 last	 two
  have	not	had	a	line	drawn	through	them.
  7.
  A	 much	 used	 and	 well-worn	 flint	 and	 steel	 along	 with	 some
  scraps	of	dried	and	frayed	cloth	all	bundled	together	in	a	small,
  waterproof	pouch.
  8.
  A	handful	of	dried	meat	and	an	all	but	empty	tiny	jar	of	honey.
  9.
  An	empty	bone	scroll	tube	missing	both	its	stoppers.	The	bone
  is	yellowed	and	obviously	old.
  10. A	 tarnished	 and	 broken	 golden	 chain	 missing	 several	 links.
  Several	of	the	links	are	very	worn	and	the	whole	thing	is	worth
  no	more	than	10	gp—as	scrap	metal.
  11. A	 small,	 mud-stained	 book.	 The	 pages	 within	 are	 in	 better
  condition,	although	not	particularly	well	written	or	illustrated.
  The	 work	 is	 an	 overview	 of	 a	 nearby	 kingdom	 and	 details
  major	settlements	and	geographical	features.	
  12. Several	long	pieces	of	string	all	hopelessly	tangled	together.	
  13. A	 dozen	 gold	 coins	 (seemingly).	 In	 reality,	 these	 heavy	 coins
  are	of	lead	and	have	been	covered	with	a	golden	wash.	The	job
  is	good	enough	to	stand	a	cursory	glance.
  14. A	whetstone,	an	oily	rag	and	a	small	flask	of	oil	all	contained
  within	a	stained,	slightly	smelly	belt	pouch.
  15. A	 scrap	 of	 parchment	 with	 the	 message,	 “Midnight	 on	 the
  Street	of	Smoke."
  16. A	 scrap	 of	 parchment	 depicting	 a	 very	 crude	 treasure	 map.
  Named	features	include,	“Big	Tree”,	“Pond”,	and	“Bone	Pile”.
  However,	 there	 are	 no	 other	 features	 to	 enable	 anyone	 to
  actually	follow	the	map	(or	what	the	treasure	might	be).
  17. Several	 sheaves	 of	 parchment	 depicting	 scantily	 clad	 elven
  men	in	rather	odd	poses—the	illustrations	are	surprisingly	well
  detailed.
  18. A	 simple	 golden	 band—perhaps	 a	 wedding	 band.	 The
  engraving	 inside	 spells	 out	 “Beloved”	 in	 Dwarves	 runes.	 The
  ring	is	worth	50	gp.
  19. A	 pouch	 containing	 several	 bunches	 of	 dried	 herbs.	 Each
  bunch	is	tied	with	a	different	colour	twine.
  20. Several	 small	 chunks	 of	 rock	 of	 a	 type	 found	 in	 the	 locality.
  Each	 of	 the	 chunks	 has	 fleck	 of	 gold	 embedded	 within	 that
  glimmers	in	the	light—a	tantalising	clue	(perhaps)	to	a	nearby
  as	yet	undiscovered	deposit	of	gold.
  
  62	
  2 0  T H I N G S  T O  L O O T  F R O M  T H E  W I Z A R D ’ S  B O D Y
  During	the	course	of	their	adventures,	our	heroes	are	likely	to	
  slay	many	evil	wizards	(and	loot	their	bodies).		
  	
  Sadly,	 most	 such	 individuals	 seem	 to	 never	 carry	 anything	
  beyond	a	spell	component	pouch,	a	few	magic	items	and	some	
  loose	coinage.	Not	only	is	this	boring	it’s	also	utterly	lacking	in	
  verisimilitude—after	all,	everyone	carries	odds	and	ends	in	their	
  pockets.	Use	the	table	below,	to	generate	such	items	of	minor	
  interest	and	make	looting	the	body	of	a	slain	wizard	much	more	
  interesting!		
  1.
  An	 amulet	 comprising	 a	 single,	 yellowed	 dragon’s	 tooth
  suspended	 from	 a	 leather	 thong.	 A	 rune	 for	 protection	 is
  carved	into	the	tooth.
  2.
  A	small	flask	of	powered	silver	(worth	50	gp).	The	leather	flask
  itself	 has	 a	 small	 strap	 allowing	 it	 to	 be	 carried	 over	 the
  shoulder.
  3.
  A	silver	dagger	concealed	is	concealed	in	one	of	the	wizard’s
  boots.	 The	 dagger	 is	 clearly	 unused—its	 blade	 is	 sharp	 and
  polished	to	a	high	sheen.
  4.
  A	silver	bracelet	from	which	hang	a	number	of	charms.	Each	is
  decorated	with	a	single	rune—fire,	water,	air,	earth,	dragon,
  devil,	demon—among	them.	The	whole	thing	is	worth	75	gp.
  5.
  A	 leather	 scroll	 tube	 crudely	 painted	 bright	 blue.	 It	 is
  stoppered	 with	 a	 leather	 bung	 that	 clips	 into	 the	 place.	 The
  bung	has	been	painted	red.
  6.
  These	fine	leather	boots	have	a	number	of	small,	unobtrusive
  pockets	 hidden	 inside.	 Most	 of	 the	 pockets	 hold	 commonly
  available	 spell	 components,	 but	 two	 hold	 a	 single	 platinum
  coin.
  7.
  This	plain	scroll	tube	contains	several	pieces	of	parchment	the
  wizard	used	to	make	observations	of	the	stars.	These	comprise
  several	 complicated	 diagrams	 of	 various	 constellations	 and
  cryptic	notes	regarding	“the	wanderer."
  8.
  The	 torn	 and	 scorched	 cover	 of	 “Agananzar’s	 Workbook”	 is
  wrapped	 in	 cloth	 and	 hidden	 in	 the	 wizard’s	 pack.	 Sadly,
  nothing	else	of	the	book’s	contents	remains.
  9.
  A	 pouch	 contains	 a	 variety	 of	 small	 bones—probably	 finger
  bones—clearly	 “harvested”	 from	 a	 variety	 of	 different
  creatures.	 Each	 is	 in	 pristine	 condition—all	 the	 skin	 having
  been	boiled	away.
  10. Three	empty	potion	vials;	one	is	marked	“invisibility”	while	the
  other	two	smell	slightly	of	cinnamon.
  11. A	locket	holding	a	lock	of	coarse	black	hair.	It	is	evident	from
  the	 hair’s	 texture—and	 the	 slight	 smell	 of	 rotten	 eggs—the
  hair	is	not	from	a	natural	source.
  12. A	dozen	small	semi-circular	stones	worn	perfectly	smooth.	An
  esoteric	rune—depicting	various	types	of	magic—adorns	each
  stone.
  13. A	slender	belt	pouch	specially	treated	to	be	waterproof.	Inside
  the	 pouch,	 the	 wizard	 stored	 a	 variety	 of	 dried	 herbs.	 Each
  bunch	is	tied	together	with	twine.
  14. The	shattered	stub	of	a	wooden	stake.	Black	blood	covers	the
  stake’s	tip.	Barely	visible	under	the	blood	is	some	kind	of	rune,
  but	 its	 meaning	 is	 impossible	 to	 determine	 as	 part	 of	 it	 is
  missing.
  15. Three	 quills	 wrapped	 in	 an	 ink-stained	 cloth	 and	 two	 small
  vials	of	ink—red	and	black—all	carried	in	a	small	pouch	along
  with	several	scraps	of	crumpled	parchment.
  16. A	 bent	 iron	 spike,	 the	 head	 of	 a	 hammer	 and	 a	 shard	 of
  incredibly	tough	stone.
  17. A	black	velvet	cloth	inlaid	with	golden	thread	wrapped	around
  a	dried	and	perfectly	preserved	red	rose.	The	rose’s	thorns	are
  yet	sharp	and	its	flower	emits	a	particular	heady	scent.
  18. A	 small	 treatise	 depicting	 the	 various	 protective	 circles—
  against	 good,	 evil	 and	 so	 on—along	 with	 notes	 on	 how	 to
  quickly	 create	 such	 protective	 barriers.	 A	 perceptive	 reader
  skilled	in	the	arcane	arts	may	note	that	several	of	the	diagrams
  are	fatally	flawed.
  19. A	flask	of	holy	water	and	a	flask	of	unholy	water—both	clearly
  labelled	 in	 Elven—along	 with	 a	 fine	 painter’s	 brush,	 two
  owlbear	feathers	and	one	gigantic	feather	(perhaps	from	a	roc
  or	other	huge	bird).
  20. A	small	red	velvet	pouch.	The	pouch	is	all	but	empty—however
  a	determined	examination	reveals	a	few	flecks	of	diamond
  dust	stuck	to	the	pouch’s	lining.
  
  63	
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  64	
  
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan GM's Miscellany 20 Things Vol I.pdf