TEXT: GM’S MISCELLANY: 
  RAGING SWAN PRESS
  20 THINGS VOLUME II
  
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  GM’S MISCELLANY: 20 THINGS II 
  Tired	of	your	campaign	lacking	in	verisimilitude	and	the	cool	little	details	that	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	Volume	II	is	for	you!	Packed	full	of	tables	designed	to	take	the	hassle	out	of	running	your	game,	GM’s	
  Miscellany:	 20	 Things	 II	 takes	 care	 of	 the	 little	 things	 so	 you	 can	 focus	 on	 the	 big	 things.	 GM’s	 Miscellany:	 20	 Things	 Volume	 II	 is	 a	
  compilation	of	the	second	year’s	“20	Things”	articles.	The	book’s	contents	are	available—for	free—on	ragingswan.com.	
  	
  Design:	Creighton	Broadhurst	
  Additional	Design:	John	Bennett,	Ron	Calbick,	Seamus	Conneely,	
  Kalyna	Conrad,	Taylor	Hubler,	Jeff	Gomez,	Anthony	Jennings,	
  Alex	 Riggs,	 John	 Schut,	 Amber	 Underwood,	 Josh	 Vogt	 and	
  Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	 Paul	 Daly,	 Manly	 Hall,	 William	 McAusland,	 Bradley	 K.	
  McDevitt,	 Matt	 Morrow,	 Claudio	 Pozas,	 Marc	 Radle,	 V	
  Shane,	 James	 Thomson	 and	 Maciej	 Zagorski	 (The	 Forge	
  Studios).	Some	artwork	copyright	William	McAusland,	used	
  with	 permission.	 Some	 artwork	 copyright	 Paul	 Daly,	 used	
  with	permission.	Some	artwork	by	Claudio	Pozas,	copyright	
  Expeditious	 Retreat	 Press,	 used	 with	 permission.	 Some	
  artwork	taken	from	Occult	Diagrams	Stock	Art	#1,	copyright	
  ©	2009,	James	Thomson.		Used	with	permission	
  Thank	you	for	purchasing	GM’s	Miscellany:		20	Things	II;	we	
  hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Miscellany:	 20	 Things	 II	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	 without	 written	 permission.	 The	 moral	 right	 of	 John	
  Bennett,	 Creighton	 Broadhurst,	 Ron	 Calbick,	 Seamus	 Conneely,	
  Kalyna	 Conrad,	 Taylor	 Hubler,	 Jeff	 Gomez,	 Anthony	 Jennings,	
  Alex	Riggs,	John	Schut,	Amber	Underwood,	Josh	Vogt	and	Mike	
  Welham	to	be	identified	as	the	authors	of	this	work	has	been	
  asserted	in	accordance	with	the	Copyright	Designs	and	Patents	
  Act	1988.	©Raging	Swan	Press	2017.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  C O N T E N T S  
  Foreword	......................................................................................	3	
   
  D U N G E O N  D R E S S I N G  
  10	Dead	Tomb	Robbers	................................................................	6	
  10	Things	to	Loot	from	a	Tomb	Robber’s	Body	............................	6	
  10	Goblins	with	Personality	..........................................................	7	
  10	Side	Effects	of	Being	Dominated	by	an	Aboleth	......................	7	
  10	Signs	of	Previous	Exploration	to	Discover	in	the	Dungeon	.....	8	
  10	Signs	of	Violence	to	Discover	in	the	Dungeon	.........................	8	
  10	Statues	Found	in	a	Medusa’s	Lair	............................................	9	
  10	Suspicious	Smells	.....................................................................	9	
  12	Perils	to	Encounter	in	a	Mine	................................................	10	
  20	Hauntings	to	Encounter	in	a	Mine	.........................................	11	
  20	Minor	Magical	Effects	to	Encounter	in	a	Wizard’s	Tower	.....	12	
  20	Poorly	Hidden	Secret	Dungeon	Doors	...................................	13	
  20	Strange	Discoveries	to	Make	in	a	Mine	.................................	14	
  20	Spell	Component	to	Discover	in	a	Wizard’s	Tower	...............	15	
  10	Suspiciously	Detailed	Dungeon	Ceilings	................................	16	
  10	Suspiciously	Detailed	Dungeon	Corridors	.............................	16	
  10	Suspiciously	Detailed	Dungeon	Doors	...................................	17	
  10	Suspiciously	Detailed	Dungeon	Double	Doors	......................	17	
  10	Suspiciously	Detailed	Dungeon	Fountains	.............................	18	
  10	Suspiciously	Detailed	Dungeon	Light	Sources	.......................	18	
  10	Suspiciously	Detailed	Dungeon	Portcullises	..........................	19	
  10	Suspiciously	Detailed	Dungeon	Staircases	............................	19	
  10	Suspiciously	Detailed	Dungeon	Statues	................................	20	
  10	Suspiciously	Detailed	Dungeon	Treasure	Chests	...................	21	
  10	Suspiciously	Detailed	Empty	Dungeon	Areas	........................	22	
  10	Things	to	Find	Dumped	Outside	the	Dungeon’s	Entrance	....	23	
  10	Things	to	Find	in	a	Rats’	Nest	................................................	24	
  10	Things	to	Find	in	a	Giant	Spider’s	Web	..................................	24	
  20	Suspiciously	Unusual	Locks	...................................................	25	
  20	Things	to	Decorate	a	Wizard’s	Tower	....................................	26	
  20	Things	to	Find	in	a	Mine	........................................................	27	
  20	Things	to	Find	in	an	Ancient	Necropolis	................................	28	
  20	Things	to	Find	on	a	Wizard’s	Bookshelf	.................................	29	
  1,000	Abnormal	Ghouls	..............................................................	30	
  	
  T R E A S U R E S ,  T R I N K E T S  &  T R A S H  
  10	Lich’s	Phylacteries	.................................................................	32	
  10	Lich	Lair	Trinkets	....................................................................	33	
  10	Minor	Boons	for	Magic	Items	................................................	34	
  10	Minor	Drawbacks	for	Magic	Items	........................................	34	
  10	Quirks	for	Magic	Weapons	....................................................	35	
  10	Remarkable	Daggers	..............................................................	36	
  10	Remarkable	Keys	...................................................................	36	
  10	Remarkable	Longswords	.......................................................	37	
  10	Remarkable	Maces	................................................................	37	
  10	Remarkable	Rings	..................................................................	38	
  10	Remarkable	Scroll	Cases	........................................................	38	
  10	Remarkable	Staves	................................................................	39	
  10	Remarkable	Unholy	Symbols	.................................................	39	
  10	Remarkable	Wands	...............................................................	40	
  10	Things	to	Find	in	a	Giant’s	Sack	.............................................	40	
  10	Things	to	Find	in	a	Discarded	Backpack	.................................	41	
  10	Things	to	Find	Near	Skeletal	Remains	...................................	42	
  20	Bulky	Treasures	Difficult	to	Get	Out	of	the	Dungeon	............	43	
  20	Fragile	Treasures	Difficult	to	Remove	from	the	Dungeon	.....	44	
  20	Pieces	of	Remarkable	Clothing	..............................................	45	
  20	Things	to	Loot	From	a	Dead	Adventurer	...............................	46	
  20	Things	to	Loot	From	a	Dead	Bard	..........................................	47	
  20	Things	to	Loot	From	a	Dead	Cleric	.........................................	48	
  20	Things	to	Loot	From	a	Dead	Cultist	.......................................	49	
  20	Things	to	Loot	From	a	Smuggler’s	Body	................................	50	
  	
  U R B A N  D R E S S I N G  
  4	Unholy	Books	...........................................................................	52	
  10	Cultists	with	Personality	........................................................	52	
  10	Merchants	with	Personality	..................................................	53	
  10	Rumours	About	a	Haunted	House	.........................................	54	
  10	Strange,	but	Fun,	Village	Festivals	.........................................	55	
  10	Strange	Things	to	See	Behind	a	Seedy	Tavern’s	Bar	..............	56	
  10	Things	to	Find	in	a	Curio	Shop	...............................................	57	
  10	Things	to	Find	in	a	High-Class	Tavern	....................................	58	
  10	Things	to	Find	in	a	Ship’s	Cargo	Hold	....................................	59	
  10	Things	to	Find	in	a	Wagon	.....................................................	59	
  10	Things	to	See	in	an	Abandoned	Building	...............................	60	
  10	Things	to	See	in	a	Burned	Out	Building	.................................	61	
  10	Things	to	See	in	an	Abandoned	Plague-Infested	Building	.....	61	
  10	Things	to	Say	When	a	PC	Utterly	Fails	to	Pick	a	Pocket	.........	62	
  20	Interesting	Stalls	....................................................................	63	
  20	Odd	Local	Laws	......................................................................	64	
  20	Seedy	Tavern	Patrons	............................................................	65	
  20	Seedy	Tavern	Staff	.................................................................	66	
  20	Things	Left	in	an	Inn’s	Bedchamber	......................................	67	
  20	Things	to	Eat	at	a	Feast	.........................................................	68	
  20	Things	to	Find	in	a	Cultist’s	Lair	.............................................	69	
  20	(Vile)	Things	to	Find	in	a	Cultist’s	Lair	....................................	70	
  20	Things	to	Find	in	an	Abandoned	Monastery	.........................	71	
  20	Things	to	Find	in	a	Smuggler’s	Lair	........................................	72	
  20	Things	to	See	in	a	Marketplace	.............................................	73	
  
  3	
  W I L D E R N E S S  D R E S S I N G
  10	Bridges	...................................................................................	76
  10	Burial	Cairns	..........................................................................	76
  10	Signs	Fey	May	Be	About	........................................................	77
  10	Standing	Stones	.....................................................................	77
  10	Strange,	Atypical	or	Noteworthy	Trees	.................................	78
  10	Things	to	Enliven	a	Journey	Through	the	Hills	.......................	79
  10	Things	to	Enliven	a	Journey	Through	the	Mountains	............	79
  10	Things	to	Find	in	a	Roc’s	Nest	................................................	80
  10	Things	to	Lurk	in	the	Shadows	About	the	PCs’	Campsite	......	80
  10	Travellers	to	Share	Your	PCs’	Campfire	.................................	82
  12	Dangerous	Types	of	Vegetation	............................................	83
  12	Things	to	Find	in	a	Rowboat	..................................................	84
  20	Interplanetary	Omens	&	Portents	.........................................	85
  20	Things	to	Find	in	an	Abandoned	Campsite	............................	86
  20	Uneventful	Days	in	a	Forest	..................................................	87
  20	Uneventful	Day’s	on	the	Road	...............................................	88
  Support	Raging	Swan	Press	........................................................	89
  OGL	V1.0A	..................................................................................	89
  F O R E W O R D
  This	is	the	second	GM’s	Miscellany:	20	Things.	Over	
  the	last	year	or	so,	Raging	Swan	Press	has	posted	
  up	scores	of	free	20	Things	articles	over	at	our	Free	
  Resources	 page.	 The	 other	 day,	 I	 was	 asked	 a	
  simple	question:	“Why?"	
  Luckily,	 the	 answer	 is	 simple,	 and	 has	 its	
  roots	 in	
  my	 own	 Borderland	 of	 Adventure	 campaign.	 In	 late	 February	
  2015,	we	were	starting	a	new	sub-campaign	and	I	was	looking	at	
  how	to	tweak	the	opening	module	to	better	suit	my	style	of	play.	
  Thee	 major	 dungeon	 of	 the	 first	 module	 is	 set	 in	 the	 ruined	
  pilings	 of	 an	 immense	 bridge.	 The	 remains	 (in	 my	 campaign)	
  stand	about	a	half-mile	off-shore	from	a	small	city.	
  	
  In	the	adventure	as	written,	the	PCs	simply	row	out	to	the	
  ruin	 and	 enter	 the	 dungeon	 therein.	 The	 module	 glosses	 over	
  the	 PCs’	 journey	 to	 the	 ruin.	 I	 thought	 this	 was	 a	 golden	
  opportunity	 to	 both	 have	 a	 little	 bit	 of	 fun	 and	 to	 inject	 a	 bit	
  more	depth	and	verisimilitude	into	proceedings.	(If	you	know	me	
  at	all,	you	know	I've	got	form	with	dungeon	dressing).	I	further	
  thought	it	would	be	fun	to	randomise	these	minor	events	and	
  encounters	and	quickly	wrote	20	Minor	Things	that	can	Happen	
  in	a	Rowboat.	Rather	marvellously,	I	both	enjoyed	writing	the	list	
  and	 using	 it	 in	 play.	 It	 was	 fun	 not	 knowing	 exactly	 what	 was	
  going	to	happen—if	anything—every	time	the	PCs	took	to	their	
  boat.			
  	
  My	 players	 seemed	 to	 enjoy	 the	 list—and	 of	 course	 didn’t	
  know	 it	 wasn’t	 part	 of	 the	 module	 as	 written—and	 with	 this	
  experience	under	my	belt	I	quickly	wrote	20	Things	to	Find	in	a	
  Vermin-Infested	Dungeon	to	detail	later	parts	of	the	adventure.	
  Similarly,	I	had	a	lot	of	fun	using	this	second	list	in	play.	(Both	
  articles	are	available	in	GM’s	Miscellany:	20	Things	Volume	I.)	
  	
  At	 this	 point,	 I	 realised	 other	 GMs	 might	 find	 the	 lists	
  useful—after	all	two	of	Raging	Swan	Press’s	most	popular	books	
  are	 GM’s	 Miscellany:	 Dungeon	 Dressing	 and	GM’s	 Miscellany:	
  Wilderness	Dressing—and	so	I	started	posting	up	the	articles	on	
  a	 regular	 basis	 to	 ragingswan.com.	 From	 there	 the	 posts	 just	
  snowballed	 and	 now	 we’ve	 got	 loads	 of	 them	 available	 at	 our	
  Free	Resources	page.	If	you	haven’t	wandered	over	there,	check	
  them	out.	I	hope	you	find	them	as	useful	in	your	game	as	I	have	
  in	mine!	
  
  4	
  	
  	
  
  5	
  DUNGEON DRESSING
  PCs	are	a	suspicious	and	paranoid	bunch.	And	with	good	reasons.	In	the	depths	of	a	dungeon,	it’s	not	necessarily	only	the	monsters	that	
  can	kill	them.	Wise	adventurers	pay	careful	attention	to	their	surroundings.	Sights,	sounds	and	smells	can	all	provide	a	hint—or	warning—
  about	what	lies	beyond.		
  
  	
  6
  1 0  D E A D  T O M B  R O B B E R S  
  Tomb	 robbers	 are	 drawn	 to	 necropolis’	 like	 moths	 to	 a	 flame.	
  Some	escape	the	necropolis	with	ancient	treasures	while	others	
  find	their	eternal	rest	among	the	dust	and	bones.	
  1. Pinned	to	a	wall	by	a	huge	spear,	the	remains	of	this	robber	
  are	little	more	than	bone,	sinew	and	hair.	One	skeletal	hand	
  still	clutches	the	spear’s	shaft,	suggesting	the	robber	survived	
  the	trap…at	least	for	a	few	moments.	
  2. This	tomb	robber	fell	to	a	trap	cunningly	hidden	in	the	floor.	
  Metal	 jaws	 emerging	 from	 the	 stone	 yet	 hold	 the	
  unfortunate’s	left	leg,	which	had	been	severed	just	below	the	
  knee.	The	rest	of	the	robber	lies	at	the	end	of	a	dried	smeared	
  blood	 trail;	 a	 crude	 tourniquet	 on	 his	 leg	 clearly	 failed	 to	
  staunch	his	blood	loss.	
  3. At	first	glance,	this	tomb	robber's	body	seems	relatively	fresh.	
  However,	a	more	than	cursory	look	reveals	a	look	of	terror	on	
  his	face	and	a	certain,	disquieting	sunken,	desiccated	quality	
  about	 the	 body.	 A	 close	 examination	 of	 the	 body	 reveals	 no	
  obvious	wounds.		
  4. The	headless	decomposing	corpse	of	a	tomb	robber	lies	just	in	
  front	 of	 an	 archway	 or	 door.	 The	 unfortunate’s	 head	 lies	
  beyond.	A	spray	of	dried	blood	coats	the	ceiling	and	door	(or	
  archway).	Flies	and	other	insects	buzz	about	the	corpse.		
  5. This	robber’s	remains	have	been	hacked	and	slashed	as	if	he	
  was	slain	in	a	frenzied	assault	by	several	attackers.	A	pool	of	
  dried	 blood	 surrounds	 the	 remains	 and	 a	 competent	 tracker	
  can	 easily	 make	 out	 several	 strangely-shaped	 footsteps	
  outlined	in	blood	leading	away.		
  6. Pieces	of	this	robber	are	splattered	about	as	if	his	body	was	
  rent	asunder	by	a	whirlwind.	Fragments	of	bone,	decomposing	
  flesh	 and	 bits	 and	 pieces	 of	 destroyed	 equipment	 lie	
  everywhere.	
  Clearly,	
  the	
  robber	
  was	
  the	
  victim	
  of	
  catastrophically	brutal	violence.		
  7. These	skeletal	remains	are	pinned	to	a	wall	by	a	field	of	short,	
  viciously	curved	spikes	that	must	have	sprung	forth	from	some	
  hidden	trap.	Cobwebs	now	wreath	the	remains,	which	swarm	
  with	a	multitude	of	tiny	spiders.	
  8. A	 large	 stone	 block	 has	 fallen	 from	 the	 ceiling,	 almost	
  completely	blocking	the	corridor.	A	rusty	stain	edges	the	block	
  where	it	rests	upon	the	floor,	perhaps	hinting	at	what	might	lie	
  crushed	beneath.		
  9. Three	iron	arrows	protrude	from	the	chest	and	throat	of	this	
  corpse	lying	flat	on	its	back	on	the	floor.	
  10. This	corpse	lies	sprawled	on	the	floor.	Amid	the	decomposing	
  flesh,	mouldering	hair	and	rotting	equipment	a	careful	search	
  reveals	a	tiny	metal	dart	stuck	into	the	unfortunate’s	neck.		
  	
  1 0  T H I N G S  T O  L O O T  F R O M  A  T O M B  R O B B E R ’ S  B O D Y  
  Tomb	robbers	are	drawn	to	necropolises	like	moths	to	a	flame.	
  Some	escape	the	necropolis	with	ancient	treasures	while	others	
  find	 their	 eternal	 rest	 among	 the	 dust	 and	 bones	 of	 an	 elder	
  time.	 Sometimes—beyond	 mouldering	 and	 rusty	 equipment—
  these	 unfortunates	 possessed	 objects	 of	 minor	 interest	 at	 the	
  time	of	their	death.		
  1. A	 yet	 supple,	 tightly	 coiled	 silk	 rope	 fills	 the	 bottom	 of	 this	
  robber’s	pack.	A	light-weight	iron	grapple	hook	forged	to	look	
  like	a	grasping	hand	is	attached	to	one	end.	
  2. Clutched	in	one	hand,	this	corpse	still	holds	a	partial	map	of	
  the	necropolis.	The	faded	markings	upon	it	show	the	robber’s	
  route	from	the	its	main	entrance	to	where	he	fell.	
  3. The	 robber’s	 belt	 pouch	 holds	 several	 golden	 trinkets	 looted	
  from	nearby	tombs.	Wrapped	in	dirty	linen,	the	pouch	holds	
  three	tarnished	small	silver	rings	and	a	worn	bracelet	worth	a	
  total	of	70	gp.	
  4. Much	of	this	thieves’	tools	are	rusted	or	broken.	However,	one	
  pouch	 yet	 holds	 a	 small,	 hand-held	 magnifying	 glass	 and	
  several	small	brushes	suitable	for	carefully	brushing	away	dust	
  and	other	small	pieces	of	debris.		
  5. A	burnt-out	torch	lies	near	this	robber’s	body.	A	search	of	his	
  pack	reveals	no	other	light	sources.		
  6. This	 robber	 carried	 a	 hammer	 and	 several	 chisels	 of	 various	
  sizes	all	wrapped	in	a	long	strip	of	supple,	worn	leather.	
  7. Clad	all	in	black,	this	robber	also	wore	thigh-high	leather	boots	
  that	are	in	excellent	repair.	
  8. This	 robber	 wore	 two	 whistles	 around	 his	 neck	 on	 a	 long	
  leather	thong.	The	first	is	shaped	like	a	dog’s	head	and	emits	a	
  sound	 too	 high	 pitched	 for	 humans	 to	 hear.	 The	 second	 is	
  shaped	 like	 a	 feather	 and	 produces	 the	 lovely	 sound	 of	 bird	
  song	when	blown.	
  9. Bulging	pouches	hang	from	this	robber’s	belt.	Sadly,	they	do	
  not	contain	loot;	instead	the	dead	thief	filled	them	with	every	
  conceivable	tool	he	might	need.	The	kit	weighs	twice	as	much	
  as	 normal,	 but	 provides	 a	 small	 bonus	 to	 attempts	 made	 to	
  pick	locks	or	disarm	traps.	
  10. This	robber	was	carrying	a	bulging	sack,	when	he	met	his	fate.	
  From	 the	 fallen	 sack	 lying	 close	 to	 one	 out-stretched	 hand	
  have	tumbled	several	skulls,	some	still	festooned	with	wisps	of	
  hair.	 What	 the	 robber	 wanted	 with	 such	 grizzly	 treasure	 is	
  unknown.	
  	
  
  7	
  1 0  G O B L I N S  W I T H  P E R S O N A L I T Y
  There	are	few	fantasy	foes	a	low-level	PC	can	face	as	iconic	as	
  the	 goblin.	 These	 lean,	 green	 killing	 machines	 can	 be	 anything	
  from	chillingly	psychotic	to	hilariously	inept.	Us	the	table	below	
  to	determine	the	details	of	particularly	noteworthy	goblins.		
  1.
  Lipless	Rord:	His	lips	are	just	fine;	the	nickname	comes	from
  the	 jagged	 scar	 across	 his	 throat	 that	 prevents	 him	 from
  speaking	louder	than	a	whisper.
  2.
  Ghalga	 Many-Whelps:	 This	 matronly	 goblin	 is	 never	 seen
  without	 at	 least	 four	 of	 her	 babes	 in	 tow;	 she	 teaches	 her
  children	how	to	fight	by	throwing	them	at	enemies.	
  3.
  Purg	Pie	Rat:	Wearing	a	black	tai-corn	hat,	with	a	skull	hastily
  drawn	on	in	chalk,	and	fighting	with	two	meat	hooks	he	holds
  in	 his	 hands,	 this	 goblin	 fancies	 himself	 a	 pirate,	 but	 is	 only
  really	interested	in	plundering	pastries.
  4.
  Fongoa	Stranglesgood:	This	goblin	has	over-long	arms	which
  hang	down	to	her	knees,	and	oversized	hands.	She	kisses	her
  victims	just	as	they	die,	attempting	to	steal	their	last	breath.	
  5.
  Lork:	Having	once	heard	the	saying	“if	you	can’t	see	me,	I	can’t
  see	you,”	his	solution	to	danger	is	to	clap	his	hands	over	his
  eyes	and	try	to	scuttle	off	in	a	random	direction.
  6.
  Urbla	Stewmaker:	Her	ability	to	use	fire	to	cook	food	instead
  of	burn	it	makes	her	a	gourmet	cook	by	goblin	standards.	She
  chops	up	the	bodies	of	friend	and	foe	alike	after	battle	to	cook	
  in	her	“lovely”	stews.	
  7.
  Borgo	Dagger-Eye:	This	goblin	has	a	horrific	injury:	the	hilt	of	a
  dagger	 protrudes	 from	 his	 right	 eye,	 the	 result	 of	 a	 horrific
  knife-throwing	accident.	He	has	never	removed	the	dagger,	as
  he	 believes	 doing	 so	 will	 kill	 him.	 His	 preferred	 weapon
  remains	throwing	knives.
  8.
  Zingers	 Mudlover:	 Having	 loved	 wallowing	 in	 mud	 since	 she
  was	a	little	whelp,	once	Zingers	learned	being	covered	head	to
  toe	 in	 the	 stuff	 makes	 her	 blend	 in	 better	 to	 her	 swampy
  surroundings,	she	has	almost	never	been	without	the	stuff.
  9.
  Kibzunk	the	Licker:	While	this	goblin	was	named	primarily	for
  his	 love	 of	 licking	 random	 objects,	 he	 is	 also	 a	 metaphorical
  bootlicker,	quick	to	provide	sycophantic	praise	to	the	strongest
  person	in	sight.
  10. Grout	Hobwitch:	This	grizzled,	ancient	goblin	is	renowned	for
  her	knowledge	of	goblin	magic,	which	mostly	involves	dubious
  curses	 and	 vague	 parables.	 She	 wears	 a	 belt	 of	 shrunken
  heads,	 and	 keeps	 a	 rat	 in	 a	 cage	 which	 she	 claims	 is	 her
  familiar.
  1 0  S I D E  E F F E C T S  O F  B E I N G  D O M I N A T E D  B Y  A N  A B O L E T H
  One	 of	 the	 aboleth’s	 most	 dangerous	 powers	 is	 the	 ability	 to	
  dominate	 almost	 anyone	 they	 encounter.	 Using	 such	 powers,	
  they	set	friend	against	friend,	unleashing	betrayal	from	among	
  their	 enemies'	 midst.	 The	 effects	 of	 an	 aboleth's	 domination	
  wear	off	with	its	death.	Such	domination	effects,	however,	can	
  also	 have	 subtle,	 long-term	 effects.	 Use	 the	 table	 below,	 to	
  determine	 what	 lingering	 side	 effects	 the	 unfortunate	
  adventurer	suffers:		
  1.
  Your	dreams	are	full	of	visions	of	sunken	cyclopean	cities	and
  huge,	teeming	schools	of	strange,	bloated	fish	that	swim	about
  the	seaweed-choked	ruins.
  2.
  You	abhor	the	smell	of	fish	and	no	longer	eat	them	(unless	in
  dire	extremis).
  3.
  Occasionally,	you	feel	a	scratching	on	the	surface	of	your	mind
  as	if	something	was	trying	to	break	in…or	break	out.
  4.
  You	crave	the	sea	and	take	every	possible	opportunity	to	swim
  in	its	salty	waters.	You	get	cranky	and	short-tempered,	if	you
  can’t	go	swimming	in	the	sea	at	least	once	a	week.	
  5.
  You	feel	a	special	affinity	to	the	sea	and	begin	to	believe	the
  sounds	of	its	waves	conceal	whispers	of	secret	lore	destined
  only	for	your	ears.	If	given	the	chance,	you	sit	for	hours	on	a
  beach	or	dock	listening	to	its	sibilant	whispers.
  6.
  While	you	were	dominated,	the	aboleth	commanded	you	in	its
  ancient,	 abhorrent	 tongue.	 Mortals	 were	 not	 meant	 to	 utter
  such	blasphemous	sounds,	but	you	seem	to	have	gained	the
  ability	to	utter	a	few	basic	phrases	including,	“Yes,	master”	and
  “By	your	will”.	Occasionally,	you	unwittingly	use	them	in	place
  of	normal	speech.
  7.
  Doubts	about	the	natural	order	of	the	universe	begin	to	creep
  into	your	mind.	You	begin	to	ponder	the	nature	of	the	gods
  and	whether	they	are	deserving	of	worship.	(Note	this	could
  be	a	particularly	“fun”	side	effect	for	a	cleric,	druid	or	paladin).
  8.
  You	 begin	 to	 be	 more	 dismissive	 of	 other	 people	 and	 their
  petty	woes.	Don’t	they	understand	the	lurking	terrors	hidden
  beneath	the	ocean’s	endlessly	churning	waters?	You	become
  introspective	and	morose.
  9.
  You	develop	a	taste	for	raw	fish—the	fresher	the	better.	Why
  would	anyone	ruin	such	a	meal	with	cooking?
  10. Having	 a	 powerful	 will	 in	 charge	 of	 your	 every	 action	 was
  strangely	comforting—after	all,	you	could	do	no	wrong	while
  carrying	 out	 is	 command.	 Now	 stripped	 of	 this	 certainty	 of
  purpose,	you	become	stranger	hesitant	and	unsure	of	yourself.
  
  8	
  1 0  S I G N S  O F  P R E V I O U S  E X P L O R A T I O N  T O  D I S C O V E R  I N  T H E  D U N G E O N  
  In	all	likelihood,	the	PCs	are	not	the	first	adventurers	to	explore	
  the	 dungeon.	 Others	 will	 have	 come	 before	 them	 and	 they’ll	
  have	left	their	mark	on	the	dungeon.		
  	
  The	 signs	 of	 their	 explorations	 can	 serve	 to	 highlight	 the	
  dungeon’s	history	and	to	add	a	sense	of	verisimilitude	and	depth	
  to	 the	 complex.	 Use	 this	 table,	 to	 generate	 minor	 points	 of	
  interest	the	PCs	encounter	during	their	adventures:		
  1. A	 smear	 of	 charcoal	 on	 the	 cavern	 wall	 shows	 where	 a	
  previous	explorer	extinguished	a	torch.	
  2. Signs	of	cold	camp—empty	waterskins	and	discarded,	mouldy	
  food—give	 mute	 testimony	 to	 where	 previous	 explorers	
  rested.	
  3. A	large	chalk	cross	decorates	the	wall	next	to	the	entrance	to	a	
  passageway	from	which	a	strange	odour	emanates.	
  4. The	muddy,	booted	tracks	of	a	small	group	of	humanoids	lead	
  down	the	passageway	before	eventually	petering	out.	
  5. A	discarded	torch	lies	on	the	floor	near	a	scorched	and	burnt	
  bright	red	cloak.	
  6. The	faint	smell	of	smoke	reaches	the	party's	nostrils.	
  7. Rubbish	fills	the	natural	depression	in	the	cavern	floor.	Digging	
  through	 the	 trash	 reveals	 food	 wrappers,	 dirty	 clothes	 and	
  long	splinters	of	polished	wood.	
  8. Someone	 has	 dug	 several	 pits	 in	 the	 muddy	 floor	 of	 this	
  cavern.	 Each	 hole	 is	 about	 3	 ft.	 deep,	 but	 seems	 to	 fulfil	 no	
  purpose.	Small	mounds	of	mud	stand	next	to	each	hole.	Some	
  have	begun	to	fill	with	muddy	water.	
  9. A	shredded	backpack	hangs	from	a	natural	protrusion	in	the	
  wall.	 Water	 drips	 onto	 the	 backpack,	 which	 is	 soaked	 and	
  covered	in	mould.		
  10. A	small	pool	of	clear	water	fills	a	natural	depression	in	one	wall	
  at	about	waist	height.	Several	gold	coins—perhaps	left	as	an	
  offering	to	some	god	or	power—glint	invitingly	in	the	water.	
  	 
   
  1 0  S I G N S  O F  V I O L E N C E  T O  D I S C O V E R  I N  T H E  D U N G E O N  
  In	all	likelihood,	the	PCs	are	not	the	first	adventurers	to	explore	
  the	dungeon.	Others	will	have	come	before	them	and—sadly—
  some	 of	 them	 will	 have	 suffered	 grievous,	 perhaps	 even	 fatal,	
  injuries.		
  	
  Serious	injuries	and	excessive	violence	leave	their	mark	on	a	
  dungeon.	Not	only	does	this	serve	as	dungeon	dressing,	but	it	
  give	the	party	warning	of	lurking	dangers	ahead.	Use	this	table,	
  to	 generate	 such	 points	 of	 interest	 the	 PCs	 encounter	 during	
  their	adventures:		
  1. A	(now	dry)	spray	of	arterial	blood	decorates	the	cave	wall.	
  2. A	 broken	 arrow	 shaft	 lies	 discarded	 on	 the	 floor.	 Blood	 is	
  smeared	across	the	shaft	near	the	jagged,	broken	end.	Of	the	
  tip,	there	is	no	sign.	
  3. A	hacked	and	splintered	large	wooden	shield	lies	on	the	floor,	
  surrounded	 by	 shards	 of	 wood.	 Nearby,	 a	 broken	 spear	 lies	
  against	the	wall.	
  4. The	decomposing	body	of	a	human	has	been	shoved	against	
  one	wall.	Blood	smears	on	the	floor	shows	the	body	has	been	
  dragged	here.	Everything	of	value	has	already	been	looted.	
  5. Rusting	caltrops	cover	the	floor.	Several	have	dried	blood	upon	
  their	tips.	
  6. A	small	wad	of	bloody	bandages	lies	discarded	in	a	corner.	
  7. Rubble	 from	 a	 field	 of	 broken	 stalagmites	 lies	 on	 the	 floor;	
  water	 drips	 down	 from	 above	 onto	 its	 jagged	 stumps.	 The	
  shredded	 and	 sodden	 remains	 of	 a	 net	 are	 draped	 over	 a	
  stalagmite.	
  8. The	decapitated,	decomposing	body	of	a	goblin	leans	against	
  the	 wall.	 Someone	 has	 placed	 its	 severed	 head	 in	 its	 lap;	 its	
  dead	eyes	stare	up	at	explorers.	
  9. A	wide	pool	of	blood	coats	a	decent	proportion	of	the	cavern	
  floor.	It	has	pooled	in	the	many	small	depressions	in	the	floor	
  and	 is	 only	 partially	 dry.	 There	 is	 so	 much	 blood	 here,	 it	 is	
  virtually	certain	whatever	was	injured	died.	
  10. The	 hilt	 and	 jagged	 stump	 of	 a	 greatsword	 lie	 on	 the	 floor	
  surrounded	by	splinters	of	the	blade.	A	jagged	gouge	from	the	
  cavern	walls	provides	a	clue	as	to	the	sword's	fate.	
  	
   
  
  9	
  1 0  S T A T U E S  F O U N D  I N  A  M E D U S A ’ S  L A I R
  Classic	 monsters	 of	 mythology	 (and	 of	 many	 adventures),	 like	
  basilisks	medusas	are	much	feared	for	their	terrifying	ability	to	
  turn	flesh	to	stone.		
  	
  One	 of	 the	 key	 components	 of	 a	 medusa’s	 lair	 are	 the	
  petrified	statues	of	those	who	have	come	before	the	PCs.	Use	
  the	table	below,	to	generate	the	details	of	such	individuals.	To	
  further	tailor	the	results	the	GM	should	modify	the	races	of	the	
  various	statues	to	take	into	account	the	surrounding	locales.		
  1.
  A	goblin	crouches	on	the	floor.	It	has	its	hands	over	its	eyes,
  but	 clearly	 it	 could	 not	 resist	 seeing	 its	 doom	 approach.
  Observant	PCs	note	the	unfortunate	was	petrified	because	it
  was	peeking	between	its	fingers.
  2.
  This	large,	muscular	human	warrior	has	been	petrified	in	the
  act	of	charging.	His	axe	is	held	high	over	his	head	and	his	face
  is	 twisted	 into	 a	 terrible	 snarl.	 As	 the	 warrior	 was	 petrified
  while	 running	 forward,	 the	 statue	 is	 finely	 balanced;	 anyone
  moving	 passed	 it	 has	 a	 good	 chance	 of	 knocking	 it	 over	 and
  smashing	it.
  3.
  Smashed	 rubble	 surrounds	 this	 statue	 which	 is	 missing	 from
  the	waist	up.	The	figure	seems	to	have	been	a	human	or	elf
  based	 on	 his	 legs	 and	 waist	 and	 was	 wearing	 fine	 flowing
  robes.
  4.
  A	snarling	wolf	stands	in	the	centre	of	the	area,	hackles	raised
  and	 teeth	 barred.	 Slightly	 behind	 the	 wolf,	 and	 to	 one	 side,
  stands	a	female	half-elf	dressed	in	leather	armour.	The	half-elf
  is	pointing	deeper	into	the	cave.
  5.
  This	 statue	 of	 an	 orc	 wielding	 a	 huge	 falchion	 is	 missing	 its
  head.	Its	legs	are	set	wide	and	the	falchions	pulled	back	as	if
  the	orc	were	ready	to	strike.
  6.
  Seemingly	 partially	 melded	 with	 a	 wall—but	 actually
  practically	filling	a	small	niche	at	floor	level—lies	the	statue	of
  a	halfling,	a	stone	dagger	clenched	between	its	teeth.
  7.
  A	stone	warrior	holds	his	shield	up	in	front	of	his	eyes	and	his
  short	sword	down	low	ready	to	murderously	rip	the	weapon
  up	into	his	opponent’s	belly.
  8.
  This	heavily	overburdened	human	woman	wears	an	oversized
  backpack	and	holds	a	lantern	outstretched	in	front	of	her.	A
  look	of	horror	mars	her	otherwise	attractive	features.
  9.
  This	 small	 rat	 was	 petrified	 in	 the	 act	 of	 looking	 around	 the
  stony	legs	of	another	statue.
  10. Bones	 surround	 this	 statue	 of	 an	 adventurer	 caught	 as	 he
  looked	back	over	his	shoulder.	From	the	stance	of	the	statue—
  and	the	skull	and	spinal	cord	still	draped	about	it—it	looks	like
  the	 adventurer	 was	 carrying	 a	 dead	 or	 unconscious
  companions	when	he	was	petrified.
  1 0  S U S P I C I O U S  S M E L L S
  Wise	adventurers	use	all	five	senses	while	exploring	a	dungeon.	
  Paying	attention	to	your	surroundings	is	one	of	the	key	skills	an	
  adventurer	needs	to	cultivate	if	they	wish	to	retire	old,	wealthy	
  and	healthy.		
  	
  Therefore,	it	stands	to	reason	a	skilled	GM	engages	all	of	the	
  PCs’	senses	during	their	dungeon	delve.	Use	the	following	table,	
  to	add	smells	and	scents	into	their	next	delve.		
  1.
  The	rank	stench	of	sweat	mixed	with	a	hint	of	ozone	hangs	in
  the	air.
  2.
  The	 pungent	 smell	 of	 burning	 hangs	 in	 the	 air,	 although	 no
  smoke	 is	 evident.	 A	 fine	 layer	 of	 ash	 on	 the	 floor,	 however,
  betrays	the	presence	of	a	recent	fire.
  3.
  The	almost	imperceptible	fragrance	of	rose	blossom	fills	the	air
  near	a	doorway	or	other	chokepoint.	The	fragrance	is	subtle
  and	is	reminiscent	of	a	lady’s	perfume.
  4.
  A	small	patch	of	dying	mushrooms	clusters	along	one	wall.	The
  mushrooms	 are	 mottled	 black	 and	 grey	 and	 the	 smell	 of	 rot
  and	decay	is	heavy	in	the	surrounding	area.
  5.
  Part	of	the	wall	has	collapsed,	spilling	rubble	into	the	corridor
  or	room.	A	small	slide	of	thick,	wet	soil	covers	the	rubble	and
  the	heavy	smell	of	mud	pervades	the	area.
  6.
  From	 a	 thin	 crack	 in	 the	 wall	 issues	 a	 strange,	 heady	 scent
  redolent	with	the	promise	of	a	hot,	warm	clime.	How	it	comes
  to	be	here—or	where	the	narrow	crack	leads—is	unknown.
  7.
  This	 area	 smells	 strongly	 of	 excrement	 and	 manure.	 Dried
  mottled	brown	patches	on	the	floor	are	the	probable	source	of
  the	 smell.	 One	 of	 the	 largest	 patches	 features	 a	 single
  footprint.
  8.
  The	putrid	stench	of	rotting	vegetation	fills	this	area.	Strange
  root-like	 fronds	 grow	 from	 the	 ceiling	 and	 end	 in	 large,
  dropping	flowers.	A	small	pile	of	rotting	petals	lies	below	these
  strange	plants.
  9.
  The	heavy	scent	of	chemicals	hangs	in	the	air.	While	most	are
  unidentifiable,	all	are	acrid	and	unpleasant.	The	smell	is	worse,
  closer	 to	 the	 floor.	 Short	 characters	 such	 as	 halflings	 and
  gnomes	 are	 particularly	 effected;	 their	 eyes	 and	 noses	 run
  uncontrollably	while	they	are	in	this	area.
  10. Pockmarks	and	burn	marks	pit	the	floor	and	the	lower	portions
  of	some	of	the	walls.	The	smell	of	acid	hangs	in	the	air;	if	the
  PCs	 linger	 here	 those	 of	 frail	 constitution	 start	 to	 feel	 giddy
  and	weak.
  
  10	
  1 2  P E R I L S  T O  E N C O U N T E R  I N  A  M I N E  
  Mining	 is	 a	 dangerous	 endeavor	 even	 under	 the	 best	 of	
  circumstances.	Introduce	elements	of	fantasy	into	them	and	only	
  the	bravest	or	most	foolhardy	would	dare	venture	into	a	mine.	
  What	creatures	have	taken	up	residence	and	now	use	the	perils	
  listed	below	to	their	advantage?		
  	
  Use	this	table,	to	generate	the	details	of	the	perils	the	PCs	
  could	encounter	in	a	mine:		
  1. A	boarded	over	hole	in	the	tunnel	floor	is	all	but	hidden	by	a	
  thick	layer	of	dust	and	rubble.	The	boards	collapse	under	any	
  significant	 weight	 and	 drop	 the	 hapless	 explorer	 into	 a	
  smooth,	steep	chute	that	deposits	them	into	a	chamber	on	a	
  lower	level.	
  2. A	 rough	 hole	 in	 the	 tunnels	 wall	 is	 blocked	 by	 the	 skeletal	
  remains	 of	 some	 poor	 unfortunate	 miner;	 his	 arms	 are	
  outstretched	 into	 the	 tunnel	 and	 may	 snag	 an	 unwary	
  explorer.	A	large	chamber	lies	beyond	the	hole;	the	air	within	
  becomes	increasingly	noxious	the	further	inside	one	ventures.	
  3. A	large	pool	of	water	covers	the	tunnel	floor.	The	tunnel	has	
  flooded	from	below;	a	deep	shaft	at	the	bottom	of	the	pool	
  links	the	tunnel	with	a	large	flooded	chamber	with	numerous	
  exits.	
  4. The	recently	deceased	corpse	of	a	prospector	or	explorer	leans	
  against	 an	 abandoned	 mine	 cart	 filled	 with	 bones.	 The	
  strangely	dessicated	corpse	is	discolored	and	disfigured,	clear	
  signs	of	the	virulent	disease	that	awaits	anyone	foolish	enough	
  to	investigate	too	closely.	
  5. A	 large	 hole	 with	 smooth	 sides	 in	 the	 tunnel	 floor	 hinders	
  further	 progress.	 Likely	 made	 by	 some	 large	 burrowing	
  creature,	 it	 drops	 straight	 down	 before	 curving	 out	 of	 sight.	
  Anyone	getting	within	5	feet	of	the	hole	runs	the	risk	of	the	
  broken,	crumbling	edge	giving	way	beneath	their	feet.	
  6. Thick,	sticky	webbing	fills	a	long	section	of	tunnel.	The	webs	
  can	be	burned	away	easily	over	the	course	of	several	minutes,	
  but	this	fills	the	tunnel	with	a	thick,	foul-smelling	haze.	
  7. A	 rickety	 rope	 bridge	 spans	 a	 seemingly	 bottomless	 20-foot	
  wide	 chasm.	 Anyone	 attempting	 to	 cross	 the	 bridge	 without	
  first	 making	 some	 necessary	 repairs	 to	 it	 are	 in	 danger	 of	 it	
  giving	way	beneath	their	feet.	
  8. A	tunnel	with	moist	walls	overgrown	with	a	pale	blue	fungus	
  induces	a	soporific	effect	on	creatures	breathing	the	damp	air.	
  Any	creature	spending	more	than	a	few	minutes	in	the	tunnel	
  fall	 into	 a	 deep	 slumber,	 as	 evidenced	 by	 a	 nearby	 skeleton	
  partially	hidden	by	the	fungus.	
  9. A	 wide	 underground	 stream	 cuts	 across	 the	 tunnel	 ahead,	
  exiting	through	a	large	hole	near	the	tunnel	wall	and	dropping	
  away	 into	 the	 unknown.	 Crossing	 the	 stream	 means	
  contending	 with	 fast-flowing	 cold	 water	 and	 a	 slippery	
  streambed	that	could	sweep	the	unwary	into	the	depths.	After	
  rain,	the	stream	becomes	a	raging	torrent.		
  10. An	 explosive	 pocket	 of	 gas	 fills	 this	 area.	 It	 instantly	 ignites	
  when	 any	 sort	 of	 flame	 or	 strong	 heat	 source	 is	 introduced.	
  Cautious	explorers	might	note	the	area’s	fire-blackened	walls,	
  floor	and	ceiling.	
  11. A	set	of	old,	rusted	mining	cart	tracks	leads	into	a	completely	
  black	tunnel	that	doesn’t	seem	to	permit	natural	light	of	any	
  sort.	The	darkness	is	impenetrable	to	all	but	magical	light.	
  12. The	tunnel	walls	are	veined	with	a	peculiar	type	of	crystal	that	
  refracts	 and	 reflects	 light	 in	 myriad	 directions,	 making	 it	
  difficult	to	see.	Creatures	relying	on	sight	may	find	themselves	
  at	a	disadvantage	trying	to	navigate	or	defend	themselves	in	
  such	tunnels.	
  R E L A T E D  A R T I C L E S  
  § 
  20	Hauntings	to	Encounter	in	a	Mine	(page	9)	
  § 
  20	Strange	Discoveries	to	Make	in	a	Mine	(page	14)	
  § 
  20	Things	to	Find	in	a	Mine	(page	27)	
  	
   
  
  11
  2 0  H A U N T I N G S  T O  E N C O U N T E R  I N  A  M I N E
  Tales	of	haunted	mines	abound	and	are	a	traditional	venue	for	
  exploration	and	treasure	seeking.	Mines	are	also	renowned	for	
  unexplained	sounds	and	events	that	can	leave	even	the	bravest	
  souls	trembling.	The	hauntings	below	can	add	a	sense	of	tragedy	
  to	 any	 mine	 adventure.	 (The	 GM	 should	 tweak	 the	 various	
  hauntings	to	suit	the	mine's	owners,	its	history	and	so	on):		
  1.
  A	 billowing	 cloud	 of	 smoke	 hurtles	 down	 the	 tunnel,	 leaving
  those	 caught	 within	 it	 gasping	 for	 air	 and	 unable	 to	 see.	 It
  dissipates	 just	 as	 quickly	 as	 it	 appears,	 leaving	 behind	 the
  lingering	smell	of	charred	flesh.
  2.
  A	 tunnel	 floor	 of	 dried	 mud	 entombs	 the	 partial	 remains	 of
  several	 skeletons.	 The	 sound	 of	 rushing	 water	 with	 no
  apparent	source	fills	the	air.
  3.
  The	 distant	 clanging	 of	 a	 bell	 comes	 from	 behind,	 as
  whispering	voices	seem	to	pass	by	headed	in	its	direction.
  4.
  A	 wooden	 cross	 piece	 with	 a	 hangman’s	 noose	 suspended
  from	it	spans	the	bottom	of	a	ventilation	shaft.	It	sways	gently
  in	a	non-existent	breeze;	faint	choking	sounds	can	be	heard.
  5.
  A	small	bird	noiselessly	flies	into	sight	out	of	the	darkness	and
  crashes	 to	 the	 tunnel	 floor.	 It	 weakly	 flutters	 about	 before
  lying	still	and	disappearing.
  6.
  The	sound	of	heavy	footsteps	accompanies	the	party	as	they
  traverse	 a	 certain	 tunnel.	 It	 sounds	 as	 if	 someone	 wearing
  heavy	 boots	 is	 walking	 alongside	 the	 PCs.	 Moist	 footprints
  appear	on	the	stone	floor	before	quickly	fading	away.
  7.
  An	 overturned	 wheelbarrow,	 surrounded	 by	 a	 low	 cloud	 of
  dust,	comes	into	view.	The	upturned	wheel	is	still	spinning,	as
  if	the	upset	had	just	occurred.
  8.
  The	ghostly	visage	of	a	sobbing	miner	kneels	against	the	tunnel
  wall,	 staring	 deeper	 into	 the	 mine.	 When	 approached,	 he
  suddenly	stands	and	runs	into	the	darkness.
  9.
  Shadows	cast	by	the	party's	lights	take	on	the	form	of	hunched
  miners	 wielding	 various	 mining	 implements.	 They	 become
  locked	 in	 battle	 with	 one	 another	 before	 fading	 away	 to
  nothingness.	Dried	blood	covers	the	tunnel	walls,	here.
  10. Light	 from	 several	 torches	 crosses	 a	 distant	 intersection
  accompanied	by	the	echoing	sound	of	conversing	voices.
  11. A	rumbling	sound	begins	to	crescendo	and	culminates	in	what
  sounds	like	a	cave-in,	followed	by	muffled	and	fading	screams.
  12. Twisted,	leering	faces	emerge	from	the	walls,	out	of	the	corner
  of	the	PCs’	eyes.	They	disappear,	if	anyone	looks	at	them.
  13. A	 light	 mist	 forms	 and	 follows	 the	 explorers.	 It	 eventually
  coalesces	into	a	roughly	humanoid	form	that	motions	them	to
  silence	by	bringing	a	finger	to	its	mouth,	before	fading	away.
  14. The	 faint	 smell	 of	 noxious	 gas	 reaches	 the	 PCs’	 nostrils,
  followed	by	the	hazy	outlines	of	choking	faces	that	fade	in	and
  out	of	view	and	the	very	limit	of	the	party's	lights.
  15. Two	 rows	 of	 chains	 are	 suspended	 from	 the	 tunnel	 roof,
  dropping	down	to	just	short	of	the	floor.	They	begin	swaying
  and	clanking	as	if	something	just	ran	between	them.
  16. A	 skeletal	 figure	 lies	 sprawled	 at	 an	 intersection,	 one	 arm
  pointing	 towards	 a	 side	 tunnel.	 Anyone	 approaching	 feels	 a
  dramatic	drop	in	temperature	and	the	unmistakable	feeling	of
  being	watched.
  17. A	voice	cries	out	as	the	ghastly	visage	of	a	rat	swarm	comes
  into	view.	The	swarm	disperses	and	fades	away,	revealing	the
  mauled	remains	of	a	miner	lying	sprawled	on	the	floor.
  18. Glints	 of	 gold	 seem	 evident	 now	 and	 then	 in	 a	 small	 stream
  trickling	 passed.	 When	 investigated,	 the	 water	 swirls	 with
  blood	and	becomes	littered	with	bones.
  19. A	pillar	of	sunlight	streams	down	a	ventilation	shaft	above	an
  intersection.	Spectral	miners	are	occasionally	outlined	as	they
  pass	through	the	patchy	of	faint	light.
  20. Small	blue	flames	lead	explorers	to	an	isolated	alcove	with	a
  narrow	vertical	shaft	in	the	floor.	The	mouldering	offerings	of
  the	miners	cast	into	the	depths	fill	the	bottom	of	the	shaft.
  R E L A T E D  A R T I C L E S
  §
  12	Perils	to	Encounter	in	a	Mine	(page	8)	
  §
  20	Strange	Discoveries	to	Make	in	a	Mine	(page	14)
  §
  20	Things	to	Find	in	a	Mine	(page	27)
  
  	
  12
  2 0  M I N O R  M A G I C A L  E F F E C T S  T O  E N C O U N T E R  I N  A  W I Z A R D ’ S  T O W E R  
  Wizard's	towers	are	strange	places,	full	of	strange	sights,	sounds	
  and	smells.		
  1. Small	motes	of	multi-coloured	light	float	near	the	ceiling.	They	
  gently	 bob	 in	 the	 air	 currents	 and	 swirl	 about	 wildly	 when	
  someone	passes	beneath	them.	
  2. The	temperature	in	certain	areas	of	the	tower	is	either	much	
  hotter	or	colder	than	the	others,	for	no	apparent	reason.		
  3. A	faintly	glowing	translucent	mist	hugs	the	floor.	Those	staring	
  into	 the	 mist	 for	 too	 long	 are	 suddenly	 overwhelmed	 by	 a	
  sensation	of	falling	which	only	ends	when	they	shut	their	eyes.		
  4. Doors	open	silently	when	a	sentient	being	gets	within	5	ft.	and	
  close	when	it	moves	away.	The	tower’s	resident	can	override	
  this	effect	and	command	the	doors	to	remain	closed	or	open.		
  5. Gravity	is	subtly	different	in	the	tower.	Light	weight	objects—
  weighing	less	than	one	pound—if	left	unattended	sometimes	
  begin	to	float	of	their	own	accord.	(Small	micro-pockets	of	zero	
  gravity	 float	 through	 the	 tower	 as	 a	 result	 of	 the	 erosion	
  between	the	various	planes	of	existence	existing	in	and	about	
  the	structure).		
  6. The	 tower	 has	 no	 mundane	 decorations	 such	 as	 paintings,	
  tapestries	 or	 other	 decorative	 wall	 hangings.	 Instead,	
  beautifully	 created	 illusions	 of	 otherworldly	 places—alien	
  vistas,	strange	cities	and	so	forth—decorate	the	walls.	Careful	
  observation	 of	 the	 decorations	 reveals	 several	 have	 tiny	
  moving	features	such	as	clouds,	people,	wandering	monsters	
  and	so	on.		
  7. Key	 pieces	 of	 furniture—the	 wizard’s	 favourites	 such	 as	 his	
  desk,	chair	and	so	on—are	animate	and	can	move	around	at	
  his	command.		
  8. Residual	magic	covers	some	sections	of	the	floor.	Characters	
  stepping	 on	 such	 locations	 leave	 behind	 faintly	 glowing	
  footprints	that	fade	after	an	hour.		
  9. Faint	 music	 fills	 the	 tower;	 the	 type	 and	 style	 of	 music	 is	
  dependant	on	the	wizard’s	mood.	
  10. Glowing,	intangible	runes	float	through	the	air.	They	pop	out	
  of	existence	when	they	come	into	contact	with	anything	solid.	
  11. Insubstantial,	 ghostly	 figures	 float	 through	 the	 tower	 on	
  occasion;	they	pay	no	attention	to	the	tower’s	inhabitants.	The	
  figures	seem	to	be	of	a	haughty,	cruel-meined	race	of	humans	
  who	wear	clothes	of	strange	cut.		
  12. Every	 now	 and	 then,	 a	 blast	 of	 hot	 air—like	 a	 desert	 gale—
  rushes	through	the	tower.		
  13. Gently	glowing	green	mist	fills	this	part	of	the	tower.	The	mist	
  reduces	visibility	to	about	5	ft.,	and	resists	mundane	attempts	
  to	dissipate	it.		
  14. Heatless	flames	writhe	about	metal	balls	hung	from	the	ceiling	
  in	 each	 room,	 providing	 light.	 A	 command	 word	 causes	 the	
  flames	to	extinguish	(or	ignite).	
  15. The	sound	of	gently	falling	rain	echoes	throughout	the	tower,	
  no	matter	the	weather	outside.	
  16. Doors	within	the	tower	are	crafted	from	some	kind	of	super-
  hard	 transparent	 crystal.	 Inside	 each	 room	 the	 doors	 are	
  flanked	by	curtains	which	can	be	pulled	across	for	privacy.	
  17. Every	room	in	the	tower	has	a	black	ceiling.	Chaotic	swirls	of	
  multi-hued	light	writhe	across	their	surfaces	in	a	never-ending	
  cascade	of	colour.		
  18. Invisible	 servants	 formed	 of	 magic	 move	 about	 the	 tower	
  tidying	up	and	cleaning.	The	resident	wizard	abhors	mess	and	
  so	has	created	these	semi-sentient	invisible	servants	to	indulge	
  his	lust	for	cleanliness	and	order.	
  19. The	 fur	 of	 any	 animal	 entering	 the	 tower	 becomes	 charged	
  with	static	electricity	and	stands	up	on	end.	This	does	not	hurt	
  the	animal,	but	can	give	it	a	somewhat	comical	appearance.	
  20. Characters	in	the	tower	can	become	affected	by	the	thinness	
  of	 the	 boundaries	 between	 planes	 at	 this	 point	 of	 the	
  multiverse.	 Occasionally,	 such	 characters	 are	 assailed	 by	
  glimpses	 of	 these	 other	 planes	 and	 their	 inhabitants.	 The	
  visions	 happen	 suddenly	 and	 without	 warning	 and	 can	 be	
  disconcerting.	With	practise,	the	visions	can	be	controlled	and	
  the	 viewer	 can	 use	 this	 strange	 effect	 as	 a	 limited	 form	 of	
  scrying	magic.		
  R E L A T E D  A R T I C L E S  
  § 
  10	Remarkable	Staves	(page	39)	
  § 
  10	Remarkable	Wands	(page	40)	
  § 
  20	 Spell	 Components	 to	 Discover	 in	 a	 Wizard’s	 Tower	 (page	
  15)	
  § 
  20	 Things	 to	
  Decorate	
  a	
  Wizard’s	Tower	
  (page	26)	
  § 
  20	 Things	 to	
  Find	
  on	
  a	
  Wizard’s	
  Bookshelf	
  (page	29)	
  	
   
  
  13	
  2 0  P O O R L Y  H I D D E N  S E C R E T  D U N G E O N  D O O R S
  Adventurers	always	tend	to	find	secret	nooks	and	crannies	while	
  they	 search	 for	 hidden	 treasure.	 Sometimes	 these	 rooms	 and	
  passages	are	hard	to	spot;	other	times	they	are	easier	to	find. 
  	
  Use	the	table	below	to	generate	details	of	the	easily	found	
  secret	doors	the	PCs	discover	while	searching	the	dungeon. 
  1.
  Caked	with	dust	and	filled	with	cracks,	this	one-way	mirror	is
  now	a	bit	less	one	way,	revealing	the	doorway	behind	it.
  2.
  The	end	of	this	thirty-foot	hallway	appears	to	be	a	dead	end.
  Air	flows	easily	beneath	the	door.
  3.
  If	it	weren’t	for	the	boot	propping	open	this	well-hidden	door,
  it	would	close	flush	with	the	wall.
  4.
  A	large	stone	door	lies	in	pieces	on	the	ground.	In	the	room
  beyond	it,	an	otherwise	well-hidden	door	is	likewise	riven	with
  cracks.	A	faint	light	shines	through	the	cracks.	
  5.
  Four	goblins	lie	dead	atop	this	unlocked	trapdoor.	Blood	runs
  along	 and	 through	 the	 seams	 around	 the	 door’s	 outline,
  making	it	easy	to	spot.
  6.
  The	wood	of	this	trapdoor	is	extremely	squeaky,	when	stepped
  on.	 That	 it’s	 both	 older	 than	 the	 surrounding	 wood	 and
  beginning	to	mould	does	nothing	to	help	hide	it.
  7.
  Books	 and	 scattered	 pages	 litter	 the	 base	 of	 this	 half-
  destroyed	shelf-door.	Once	opened	with	the	classic	book-on-
  shelf	 method,	 now	 the	 door	 needs	 only	 a	 few	 shoves	 to	 fall
  completely	to	pieces.
  8.
  There’s	a	sword	lodged	in	the	face	of	this	large	sliding	door.
  The	 hinges	 make	 a	 racket	 whenever	 something	 so	 much	 as
  touches	the	blade.
  9.
  Surrounded	by	ruined	prying	implements,	the	message	on	this
  otherwise	perfectly	sealed	door	reads,	“Hidden	doesn’t	begin
  to	 describe	 this	 piece	 of…”	 The	 message	 ends	 in	 a	 fresh
  bloodstain.
  10. The	 pungent	 scent	 of	 spilled	 alcohol	 emanates	 from	 beyond
  this	large,	decaying	stone	secret	door.
  11. This	 passageway	 “hides”	 behind	 a	 failing	 illusory	 wall.	 The
  faltering	magic	cycles	through	various	stone	types,	many	the
  effect	 easy	 to	 spot	 of	 the	 wall	 is	 observed	 for	 more	 than	 a
  minute	at	any	one	time.
  12. This	revolving	door’s	tracks	squeal	whenever	anything	touches
  them.	There’s	also	the	strong,	lingering	scent	of	rust	lingering
  in	the	air.
  13. Someone	attempted	to	conceal	this	low	hole	in	the	wall	with
  stones,	 bones	 and	 a	 large	 hunk	 of	 unworked	 iron	 ore.	 Air
  whistles	through	the	cracks	and	disturbs	the	dirt	around	the
  rubble.
  14. Still	 in	 perfect	 condition,	 this	 heavy	 iron	 door	 is	 on	 an	 old
  ghost’s	 way	 through	 the	 dungeon.	 Unconcerned	 with,	 or
  unaware	of,	the	PCs’	presence,	he	still	even	uses	the	handle	as
  he	comes	and	goes.
  15. This	 passage	 would	 be	 hard	 to	 see	 if	 the	 wall	 in	 front	 of	 it
  weren’t	riddled	with	rat	holes.	The	hall	beyond	stinks	of	their
  leavings.
  16. Fog	 creeps	 around	 the	 edges	 of	 this	 door’s	 frame,	 seeping
  from	somewhere	beyond.	If	opened,	the	fog	billows	out	of	the
  door	before	dissipating.
  17. Set	behind	a	hearth,	this	door	blends	in	perfectly	with	the	wall
  until	someone	lights	a	fire.	Then,	the	discrepancy	between	the
  wall	and	the	door	become	apparent	as	the	airflow	pulls	smoke
  through	the	gap	around	the	door.
  18. Covered	 in	 claw	 marks	 and	 pierced	 by	 splintered	 holes,	 this
  door	 leads	 to	 a	 rock	 wall.	 If	 anything	 touches	 this	 “rock”	 it
  disintegrates	into	dust	on	contact.
  19. This	old	trap	door	sits	above	an	underground	waterway,	and
  the	 sound	 of	 running	 water	 makes	 its	 way	 up	 through	 the
  cracks	with	ease.
  20. Sitting	in	the	centre	of	the	ceiling,	this	door	is	unremarkable	in
  every	other	way	except	it	weighs	almost	five	hundred	pounds.
  Consequently,	it	has	begun	to	sag—its	hinges	unable	to	cope
  with	its	immense	weight.
  R E L A T E D  A R T I C L E S
  §
  10	Suspicious	Smells	(page	9)
  §
  10	Suspiciously	Detailed	Empty	Dungeon	Areas	(page	22)
  §
  20	Suspiciously	Unusual	Locks	(page	25)	
  
  14	
  2 0  S T R A N G E  D I S C O V E R I E S  T O  M A K E  I N  A  M I N E  
  The	 underground	 is	 a	 realm	 of	 tunnels	 and	 pits,	 replete	 with	
  ancient	 relics	 and	 long-forgotten	 mysteries.	 Sometimes	 the	
  burrowing	of	creatures	intent	on	looting	the	earth	of	its	riches	
  uncovers	such	strange	occurrences	and	wandering	PCs	discover	
  them	in	the	course	of	their	adventures.		
  1. Massive	 yellowed	 bones	 line	 the	 walls	 ahead;	 this	 passage	
  weaves	through	the	ribcage	and	emerges	through	the	jaws	of	
  a	gigantic	ancient	dragon	skeleton.	
  2. Thousands	 of	 rat	 skulls	 comprise	 the	 walls	 of	 the	 tunnel	 for	
  nearly	a	hundred	feet.	Millennia	have	turned	them	to	stone,	
  and	some	have	grown	stalactites.	
  3. Waves	of	heat	and	choking	gases	pour	from	a	tunnel	offshoot.	
  A	dull	red	glow	suggests	magma	flows	somewhere	beyond.	
  4. A	 giant	 mirrored	 piece	 of	 metal	 blocks	 the	 passage.	 It	 is	
  impossible	to	say	with	any	certainty	if	the	object	is	natural	or	
  crafted.	
  5. A	thousand	holy	symbols	of	forgotten	religions	fill	a	shallow	pit	
  in	a	small	off-shoot	tunnel.	
  6. Mild	acid	drips	from	the	ceiling	and	pools	on	the	floor	before	
  continuing	its	journey	through	the	rock.	The	acid	irritates	the	
  skin,	but	is	otherwise	harmless.	
  7. The	sound	of	rushing	water	suggests	an	underground	stream	
  up	ahead,	but	the	liquid	dripping	from	the	walls	is	blood	red	
  and	smells	of	copper.	
  8. Two	 desiccated	 corpses	 lie	 frozen	 in	 fatal	 conflict.	 Between	
  them	sits	a	fist-sized	lump	of	pyrite,	or	“fool’s	gold.”	
  9. For	 several	 hundred	 feet,	 the	 tunnel	 is	 carved	 through	 a	
  deposit	of	sparkling	white	quartz.	The	quartz	is	worthless—it	
  crumbles	 if	 chipped	 from	 the	 walls—but	 dazzling	 in	 such	
  concentration.	
  10. Every	 few	 minutes,	 a	 deep,	 sonic	 pulse	 echoes	 through	 the	
  mine.	The	pulse	is	barely	audible	but	causes	dust	and	grit	to	
  sift	down	from	the	ceiling.	It	is	irregular	and	ceases	before	the	
  PCs	can	confirm	its	point	of	origin.	
  11. A	dense	blue	mist	sublimates	from	the	walls,	filling	the	tunnel	
  and	obscuring	vision	beyond	5	ft.	The	mist	smells	oddly	sweet	
  and	leaves	a	sticky	residue	on	everything	it	touches.	
  12. The	PCs’	metal	equipment	pulls	them	towards	the	walls	where	
  lumps	of	magnetic	lodestone	jut	from	the	rock.	
  13. A	 deep	 pit	 drops	 30	 feet	 onto	 the	 massive	 upturned	 three-
  eyed	 head	 of	 a	 hideous	 stone	 idol	 of	 alien	 aspect.	 The	
  remainder	of	the	statue	remains	buried—deliberately.		
  14. The	walls	are	covered	in	soot	except	for	the	morbid	silhouettes	
  of	several	humanoid	figures.	
  15. The	 tunnel	 passes	 through	 a	 house-sized	 cavern,	 wherein	 a	
  giant	lies	interred.	His	bony	hands	still	clutch	a	stone	club	and	
  he	is	adorned	with	an	obsidian	crown	untouched	by	time.	
  16. A	 dozen	 pottery	 shards	 are	 partially	 embedded	 in	 the	 walls.	
  The	markings	are	obviously	ancient,	but	belong	to	no	culture	
  the	PCs	recognize.	
  17. A	rusted	mass	of	springs	and	spikes	pins	an	ancient	desiccated	
  corpse	 to	 a	 wall.	 Perhaps	 this	 is	 a	 trap—or	 some	 terrible	
  punishment—from	a	forgotten	age.	
  18. Thin	veins	of	iron	spiral	around	the	length	of	the	tunnel	for	a	
  hundred	feet.	They	spark	with	electricity,	but	are	harmless.	
  19. The	air	hangs	thick	with	humidity,	and	one	wall	is	boiling	hot.	
  The	sound	of	rushing	water	from	beyond	the	wall	drowns	out	
  all	but	shouted	conversation.	
  20. Off	the	main	path,	well-worn	green	steps	lead	down	to	a	solid	
  wall	of	onyx.	Judging	by	their	steep	angle	and	massive	size,	this	
  passage	was	not	made	for	human	feet.	
  R E L A T E D  A R T I C L E S  
  § 
  12	Perils	to	Encounter	in	a	Mine	(page	8)	
  § 
  20	Hauntings	to	Encounter	in	a	Mine	(page	9)	
  § 
  20	Things	to	Find	in	a	Mine	(page	27)	
  	
   
  
  15
  2 0  S P E L L  C O M P O N E N T  T O  D I S C O V E R  I N  A  W I Z A R D ’ S  T O W E R
  Wizards	use	any	number	of	strange	items	and	objects	to	power	
  their	spellcasting	and	research.		
  1.
  This	small	pouch	contains	four	packets	of	coloured	sand;	red,
  yellow	and	blue	sand	is	mixed	up	in	each	packet.	
  2.
  A	cloying	smell	hangs	about	this	small,	circular	tin	of	beaten
  bronze.	Guano	fills	the	tin.
  3.
  This	 small	 cracked	 prism	 gives	 the	 user	 a	 headache	 if	 it	 is
  looked	through	for	too	long.
  4.
  Four	white	and	black	feathers	tied	together	with	twine.	
  5.
  This	 small	 packet	 created	 from	 a	 sheet	 of	 heavy	 parchment
  and	 closed	 with	 a	 plain	 waxen	 seal	 holds	 a	 small	 amount	 of
  gold	dust.
  6.
  A	small	drawstring	pouch	holds	a	half	dozen	acorns	along	with
  a	 sprig	 of	 holy	 and	 several	 pieces	 of	 mistletoe.	 An	 included
  note	reads,	"Harvested	on	the	summer	solstice."
  7.
  This	 heavily	 padded	 pouch	 holds	 a	 small	 crystal	 sphere
  completely	free	of	blemish,	scratches	or	other	imperfections.	
  8.
  A	piece	of	cloth	covered	in	dried	mud.
  9.
  A	small	clump	of	wool	impregnated	with	dried	wax.
  10. This	tightly-stoppered	tiny	potion	vial	holds	an	ounce	or	so	of
  blood.
  11. A	dozen	small	jars	hold	a	variety	of	dried	herbs.
  12. A	small	strip	of	leather	tied	in	a	loop.
  13. This	small	iron	potion	vial	is	labelled,	"Dragon	Blood."	The	vial
  feels	slightly	warm	to	the	touch.
  14. This	old	and	worn	brass	key	is	tarnished	with	great	age.
  15. Two	small	clay	statuettes	depict	sitting	bloodhounds.	
  16. A	 small	 silver	 mirror	 of	 fine	 make	 lies	 wrapped	 in	 a	 strip	 of
  black	velvet.
  17. This	neatly	folded	square	of	red	fabric	has	a	small	embroiled
  spider	decorating	one	corner.
  18. This	small	clay	model	depicts	a	multi-stepped	ziggurat.	It	has
  clearly	seen	much	use	as	several	of	its	corners	are	chipped.	
  19. A	 wooden	 box	 holds	 several	 chunks	 of	 quartz,	 rock	 crystal,
  granite	and	several	other	types	of	rock.
  20. Three	 small	 forked	 metal	 rods;	 each	 is	 enscribed	 with	 the
  name	of	a	different	plane	of	existence.
  R E L A T E D  A R T I C L E S
  §
  10	Remarkable	Scroll	Cases	(page	38)	
  §
  10	Remarkable	Staves	(page	39)	
  §
  10	Remarkable	Wands	(page	40)	
  §
  20	Things	to	Decorate	a	Wizard’s	Tower	(page	26)	
  §
  20	Things	to	Find	on	a	Wizard’s	Bookshelf	(page	29)	
  
  16	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  C E I L I N G S  
  1. Riven	with	cracks	this	section	of	ceiling	looks	unstable	even	to	
  the	untrained	eye.	Occasionally,	dust	sifts	down	from	above.	A	
  fine	covering	of	gravel	and	grit	covers	the	floor	and	indistinct	
  tracks	cross	through	the	area.	
  2. A	 dried	 blood	 stain	 mars	 the	 ceiling.	 It	 seems	 something	
  sprayed	blood	across	a	section	of	ceiling	before	being	dragged	
  off	 to	 a	 nearby	 shadowy	 recess.	 Blood	 splatter	 on	 the	 floor	
  mirrors	the	bloody	drag	marks	on	the	ceiling.	
  3. Spider	 webs	 cover	 the	 ceiling,	 being	 particularly	 dense	 over	
  the	mouth	of	a	natural	chimney	leading	upwards.	Dust	covers	
  the	cobwebs—they’ve	clearly	been	here	for	some	time—and	
  several	darker	clumps	hint	at	creatures	entombed	within.		
  4. Strange,	 slender	 pale	 white	 stalactites	 festoon	 the	 ceiling.	
  Delicate	 in	 the	 extreme,	 many	 of	 these	 growths	 glisten	 with	
  moisture	 in	 the	 party’s	 lights.	 The	 atmosphere	 in	 the	 air	 is	
  damp.	
  5. Cracks	 mar	 the	 ceiling;	 from	 these	 a	 faint	 breeze	 issues,	
  redolent	with	moisture	and	the	fetid	stench	of	rot.		
  6. Soot	stains	the	ceiling.	The	staining	is	worse	above	one	corner	
  where	the	charred	remnants	of	several	unidentifiable	chunks	
  of	wood	lie	half	hidden	among	a	large	pile	of	ash.	
  7. Roots	from	some	form	of	unknown	plant	grow	down	through	
  the	much-cracked	ceiling.	A	faint	breeze	also	issues	from	the	
  cracks,	making	the	roots	sway	gently.	The	roots	grow	thickly	
  and	 reach	 almost	 to	 the	 floor;	 explorers	 must	 push	 through	
  them—or	crawl	under	them—to	continue.	
  8. The	 ceiling	 appears	 normal	 in	 all	 regards,	 but	 as	 the	 party	
  traverses	 the	 area,	 perceptive	 PCs	 hear	 the	 rock	 seemingly	
  groan.	
  9. Someone—or	 something—has	 daubed	 a	 sigil	 of	 sinister	
  character—a	 riven	 skull—upon	 the	 ceiling.	 They	 appear	 to	
  have	used	blood—now	dried—for	their	"art".	
  10. Mottled	black	and	brown	mould	grows	thickly	upon	the	ceiling	
  and	down	one	wall.	The	air	is	heavy	with	the	smell	of	rot	and	
  discoloured	water	drips	down	from	the	ceiling	and	through	the	
  mould.	Puddles	cover	the	floor.		
   
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  C O R R I D O R S  
  1. This	corridor	is	suspiciously	clean.	No	dust	or	mud	covers	the	
  floor	and	no	cobwebs	cloak	the	ceiling.	
  2. Four	 torch	 sconces	 jut	 from	 the	 walls	 of	 this	 corridor.	 Three	
  are	empty,	but	the	fourth	holds	a	fresh,	unused	torch.		
  3. Large,	jagged	claw	marks	mar	one	of	the	corridor’s	walls.	The	
  gouges	 are	 deep;	 in	 one	 lurks	 the	 remains	 of	 a	 single	 great	
  claw	or	fingernail.	
  4. A	small	shaft	pierces	the	corridor’s	ceiling.	Originally	a	natural	
  crack	 in	 the	 rock,	 the	 builders	 of	 the	 place	 used	 it	 for	
  ventilation.	The	shaft	is	narrow	and	links	this	corridor	with	the	
  level	above	(or	the	outside	world).		
  5. A	 drainage	 gulley	 cuts	 through	 the	 floor	 of	 this	 corridor.	
  Shallow,	 moist	 mud	 fills	 the	 gulley	 and	 the	 floor	 is	 subtly	
  angled	 to	 direct	 water	 into	 the	 gulley.	 The	 PCs—of	 course—
  may	suspect	a	more	sinister	reason	for	the	angled	floor.		
  6. The	mortar	in	the	walls	and	ceiling	is	old	and	crumbling.	Water	
  oozes	through	the	exposed	cracks	and	mould	grows	on	some	
  of	the	brickwork.	
  7. Section	of	the	floor	have	moved	and	shifted.	Thus,	the	floor	is	
  uneven	and	difficult	to	traverse	at	speed.	Small	puddles	lurk	
  between	the	stones.	
  8. Mottled	green	and	brown	mould	grows	across	the	corridor's	
  ceiling.	In	places,	cold	water	drips	though	the	mould	to	form	
  greenish	puddles	on	the	uneven	floor.	
  9. This	length	of	corridor	is	unremarkable	save	for	a	bricked-up	
  doorway	 roughly	 halfway	 along	 its	 length.	 The	 brickwork	 is	
  clearly	of	much	more	recent	construction	than	the	surrounds.		
  10. The	 corridor’s	 ceiling	 has	 been—unevenly—whitewashed.	
  Strange,	 faded	 whorl-like	 patterns	 decorate	 the	 ceiling.	 They	
  seem	 completely	 random	 in	 design	 and	 yet	 hint	 at	 the	
  madness	undoubtedly	lurking	within	the	artist’s	mind.	
  	
  	
  
  17	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  D O O R S
  1.
  One	 of	 the	 planks	 making	 up	 this	 sturdy	 wooden	 door	 has
  recently	been	replaced.	The	wood	looks	fresh	and	the	heads	of
  the	nails	holding	it	in	place	are	still	bright	and	shiny.
  2.
  The	door	is	a	terrible	fit	for	the	doorway;	gaps	about	one-inch-
  wide	 at	 the	 top	 and	 bottom	 provide	 mute	 testimony	 to	 the
  carpenter’s	craftsmanship—and	a	handy	way	to	spy	what	lurks
  beyond.
  3.
  While	 the	 door	 itself	 seems	 in	 relatively	 good	 condition,	 the
  hinges	 are	 old	 and	 rather	 rusty.	 Opening	 the	 door	 creates	 a
  loud	screeching	sound	sure	to	alert	anyone	in	the	vicinity.
  4.
  Gouges	 in	 the	 wood	 of	 this	 door	 show	 where	 someone	 has
  tried	(and	failed)	to	dig	out	one	of	the	hinges.
  5.
  This	door	isn’t	installed	properly;	it	is	merely	propped	in	place.
  Anyone	trying	to	open	the	door	normally	is	in	for	a	shock	as	it
  topples	backwards	onto	them.	Observant	PCs	notice	the	door’s
  hinges	are	not	actually	attached	to	the	wall	(like	normal).
  6.
  Water	drips	down	from	the	ceiling	onto	the	floor	in	front	of
  the	door.	Consequently,	the	bottom	of	the	door	has	swelled
  somewhat,	making	it	harder	to	open	than	normal.
  7.
  Nails	 of	 various	 shapes	 and	 sizes	 have	 been	 driven	 into	 the
  surface	 of	 this	 door	 in	 the	 general	 shape	 of	 an	 esoteric	 sigil
  representing	danger.
  8.
  A	crude	representation	of	a	flame	has	been	daubed	this	door
  with	red	paint.	The	work	is	amateurish	and	faded.
  9.
  The	wood	of	this	door	is	clearly	rotten.	Mould	grows	on	the
  door’s	surface	and	the	pungent	smell	of	damp	wood	and	rot
  fills	the	immediate	vicinity.
  10. This	iron	door	perfectly	fills	the	doorway.	A	small	grilled	view
  port	 pierces	 the	 door	 at	 male	 human	 head	 height.	 Several
  smaller	ports—hidden	from	casual	inspection—at	waist	height
  serve	as	arrow	slits	of	sorts	and	allow	defenders	to	jab	spears
  and	suchlike	at	those	in	front	of	the	portal.
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  D O U B L E  D O O R S
  1. Scorch	 marks	 mar	 these	 stout	 wooden	 doors.	 Some	 of	 the
  planking	 at	 the	 base	 of	 the	 doors	 seems	 particularly
  blackened.
  2. These	fine	double	doors	stand	snuggly	in	the	doorway.	Small
  carvings	of	writhing	serpents	decorate	the	door’s	hinges.	
  3. A	small	shuttered	viewing	port—protected	by	an	ornate	iron
  grill—pierces	the	left-hand	side	door	at	roughly	human	head
  height.
  4. Torch	 sconces	 flank	 this	 pair	 of	 iron-banded	 double	 doors.
  Each	contains	a	fresh,	unburnt	torch.	The	beaten	iron	bands
  run	horizontally	across	the	door.	A	keyhole	pierces	one	of	the
  iron	 bands	 on	 the	 right	 hand	 door,	 but	 bizarrely	 it	 is	 set	 at
  shoulder	height.
  5. The	wood	of	these	doors	is	so	old	it	is	practically	black	and	its
  thick	 hinges	 are	 red	 with	 rust.	 The	 door’s	 lock,	 however,	 is
  clearly	new;	no	rust	mars	its	surface.	
  6. These	double	doors	have	an	ornate	over-sized	iron	knocker	in
  the	shape	of	a	glowering	man’s	face.	The	man’s	face	looks	out
  at	the	person	in	front	of	the	door.
  7. This	 double	 door’s	 hinges	 are	 nested—hidden	 in	 the	 wall—
  allowing	 the	 door	 to	 open	 inwards	 or	 outwards.	 The	 door
  itself	is	of	stout	oaken	planks	bound	with	thick	iron	bands	for
  strength.
  8. These	 wide,	 but	 squat,	 double	 doors	 are	 of	 carefully	 carved
  stone.	 Intricate	 carvings	 of	 a	 mountain	 range	 decorate	 the
  doors	themselves.	The	doors	are	incredibly	heavy,	but	fit	the
  gap	perfectly.
  9. The	iron	bands	of	these	double	doors	are	rusty	and	pitted.	In
  several	places,	the	iron	nails	used	to	secure	them	in	place	are
  missing.
  10. A	 heavy	 iron	 portcullis	 stands	 immediately	 in	 front	 of	 these
  plain,	 but	 obviously	 sturdy,	 double	 doors.	 Scraps	 of	 metal—
  fragments	of	armour,	shards	from	blades	and	so	on—are	tied
  to	 the	 portcullis	 (perhaps	 in	 decoration).	 If	 the	 portcullis	 is
  raised	the	clattering	of	metal	alerts	everyone	and	everything
  in	the	vicinity.
  
  18	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  F O U N T A I N S  
  1. A	 smattering	 of	 coins—mainly	 silver	 and	 copper—lie	 at	 the	
  bottom	of	the	pool.	They	glint	invitingly	in	the	party’s	lights.	
  2. A	school	of	tiny	fish	dart	about	the	fountain’s	pool.	The	fish	are	
  brightly	 coloured,	 and	 hard	 to	 catch;	 they	 live	 under	 the	
  fountain	 itself	 in	 a	 series	 of	 small	 niches	 and	 flee	 therein	 if	
  anything	large	enters	the	pool’s	waters.		
  3. The	bottom	of	the	pool	is	suspicious	pristine—as	it	if	had	been	
  recently	cleaned.	
  4. A	single	sodden	leather	boot	lies	at	the	bottom	of	the	pool.		
  5. Dried	 blood	 mars	 the	 fountain’s	 low,	 decorative	 wall.	
  Perceptive	 characters	 spot	 several	 oversized	 teeth	 at	 the	
  bottom	of	the	pool.		
  6. The	water	in	the	pool	is	lower	than	normal,	and	is	draining	out	
  through	a	crack	at	the	bottom	of	the	pool.	A	large	chunk	of	
  masonry	 fallen	 from	 above	 lies	 over	 part	 of	 the	 crack—and	
  hints	at	its	origin!	
  7. The	fountain	has	fallen	into	the	pool.	Water	no	longer	flows	
  here,	and	the	pool	is	stagnant.	Bright	green	and	yellow	mould	
  clings	to	the	damaged	fountain,	in	thick	clumps.	
  8. A	 single	 skull	 grins	 up	 at	 the	 party	 from	 the	 bottom	 of	 the	
  pool.	
  9. Fronds	of	some	kind	of	aquatic	plant,	swaying	in	the	current,	
  grows	in	the	pool.	Their	thick	growth	obscures	sight	of	several	
  platinum	pieces	dropped	here	long	ago	as	an	offering	to	the	
  goddess	of	luck.		
  10. The	 fountain	 is	 set	 to	 only	 spurt	 water	 when	 someone	
  approaches	 the	 pool.	 Thus,	 the	 fountain	 starts	 jetting	 forth	
  water	 moments	 after	 the	 party	 arrive	 in	 the	 area.	 Paranoid	
  adventurers	may	suspect	a	trap.	
  T H O U G H T S  O N  F O U N T A I N S  
  In	the	minds	of	adventurers,	fountains	set	in	dungeons	fill	the	
  same	 niche	 as	 pools.	 Their	 waters	 could	 have	 magic	 qualities	
  or—at	the	least—treasure	might	lie	within!		
  	
  Dungeons	 often	 feature	 fountains—their	 inhabitants	 must	
  drink,	 after	 all.	 Some	 pools	 surrounding	 such	 fountains	 might	
  even	 have	 magic	 powers!	 At	 the	 least,	 something	 interesting	
  might	lie	in	the	pool.		
  	
  In	 my	 campaign,	 such	 interesting	 features	 are	 often	 the	
  catalyst	 for	 a	 veritable	 tidal	 wave	 of	 skill	 checks	 and	
  experimental	drinking.	
   
   
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  L I G H T  S O U R C E S  
  Dungeons	 are	 predominantly	 dark	 places;	 here	 the	 sun’s	 light	
  does	 not	 reach	 and	 the	 darkness	 is	 so	 thick	 explorers	 cannot	
  even	see	their	own	hands	in	front	of	their	faces.		
  	
  Most	dungeon	dwellers	don’t	need	light—their	senses	have	
  developed	 to	 allow	 them	 to	 see	 in	 the	 dark.	 Some,	 however,	
  require	 light—or	 the	 heat	 that	 light	 invariably	 brings—and	 so	
  occasionally	adventurers	will	come	across	pockets	of	light.	Most	
  light	 comes	 from	 standard	 sources—bonfires,	 lanterns	 and	
  torches.	Other	sources	of	light	are	more	esoteric	in	origin.	Use	
  the	table	below,	to	generate	such	light	sources.		
  1. Motes	 of	 multi-coloured	 sparkling	 light	 hang	 in	 the	 air,	
  flooding	the	area	with	a	soft	light	reminiscent	of	candle	light.	
  2. A	dense	fog	clings	to	the	floor	(or	ceiling)	of	the	area	and	glows	
  with	a	constant	pale	green	radiance.	The	fog	is	thick	enough	to	
  obscure	vision	and	undulates	in	a	fashion	reminiscent	to	water	
  if	someone	or	something	moves	through	it.		
  3. The	 whole	 ceiling	 radiates	 a	 faint	 pale	 light.	 When	 someone	
  enters	 the	 area,	 the	 light	 level	 increases	 to	 that	 of	 broad	
  daylight.		
  4. A	 large	 metal	 ball	 the	 size	 of	 a	 man’s	 head	 hangs	 from	 the	
  ceiling	from	a	long	slender	chain.	Heatless	flames	writhe	over	
  the	ball’s	surface	providing	illumination	as	a	torch.	
  5. Holes	 have	 been	 carved	 in	 the	 floor	 here	 and	 filled	 with	
  burning	oil.	Flames	dance	atop	the	oil	and	the	temperature	in	
  the	immediate	vicinity	is	sweltering.	
  6. A	 pillar	 of	 concentrated	 sunlight	 shines	 down	 through	 a	
  circular	 hole	 cut	 into	 the	 ceiling.	 The	 hole	 is	 only	 three-foot	
  wide	 and	 the	 light	 is	 directed	 here	 through	 a	 cleverly	
  positioned	series	of	mirrors.		
  7. The	rock	in	the	wall	is	of	a	special,	quasi-magical	type.	When	
  light	is	brought	here,	the	rocks	absorb	and	store	it.	After	the	
  light	 source	 has	 been	 removed,	 the	 rocks	 glow	 dimly	 for	
  several	hours.		
  8. A	 small	 pool	 fills	 a	 depression	 in	 the	 centre	 of	 the	 floor.	
  Luminescent	water	fills	the	pool	and	glows	dimly.	Small	multi-
  coloured	glowing	fish	dart	about	its	depths.	
  9. A	line	of	candles	stands	upright	against	one	wall	in	a	veritable	
  pool	of	dried	and	drying	wax.	The	candles	are	of	a	variety	of	
  colours	 and	 sizes.	 Some	 are	 lit	 while	 others	 are	 not;	 there	
  seems	to	be	no	appreciable	pattern	to	which	candles	are	lit	(or	
  their	placement).	
  10. A	 carved	 niche	 in	 one	 wall	 above	 the	 entrance	 contains	 a	
  skeleton	laid	out	as	at	rest.	Luminescent	insects	crawl	about	
  and	through	the	skeleton	providing	a	lurid,	shifting	display	of	
  light	and	shadow	on	the	ceiling.		
  
  19	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  P O R T C U L L I S E S
  Portcullises	often	appear	when	a	dungeon	builder	really,	really	
  wants	to	keep	intruders	out	of	a	certain	location.	To	the	greedy	
  adventurer	seeking	gold,	a	portcullis	is	often	seen	as	a	sign	of	
  great	wealth	nearby.	After	all,	a	treasure	vault,	crypt	or	even	the	
  personal	 chambers	 of	 some	 august	 individual	 could	 all	 lie	
  beyond.		
  1.
  Of	 black	 wrought	 iron,	 this	 portcullis	 is	 particularly	 heavy.
  Unfortunately,	 it	 has	 been	 badly	 installed;	 when	 raised	 or
  lowered	it	makes	a	loud	screeching	sound	audible	throughout
  the	surrounding	corridors	and	chambers.	It	also	feels	cold	to
  the	touch.
  2.
  This	 portcullis	 has	 several	 shields	 tied	 to	 it;	 each	 is	 battered
  and	 splintered—several	 bear	 faded	 devices	 of	 little-known
  (and	 now	 dead)	 warriors.	 The	 shields	 clank	 against	 the
  portcullis’	bars	when	it	is	raised	or	lowered.
  3.
  Some	of	this	portcullis’	lower	bars	show	signs	of	acid	damage.
  Although	 not	 badly	 damaged,	 they	 show	 minor	 signs	 of
  melting.
  4.
  A	work	of	art,	this	portcullis’	bars	are	forged	to	depict	snakes
  coiled	about	one	another.	The	snakes	are	incredibly	detailed,
  although	they	don’t	appear	to	represent	any	species	of	known
  snake.
  5.
  The	 scrollwork	 in	 the	 archway	 around	 this	 portcullis	 is
  intricately	carved	to	look	like	a	pile	of	grey	bones.	Here	and
  there	in	shallow	niches,	actual	bleached	skulls	glare	down	at	
  intruders.	Many	bear	obvious	signs	of	violence.		
  6.
  A	 few	 of	 this	 portcullis's	 bars	 on	 have	 been	 bent	 aside.	 The
  resultant	 gap	 provides	 just	 enough	 space	 for	 a	 halfling	 or	
  similarly-sized	 creature	 to	 squeeze	 through.	 In	 other	 regards	
  the	portcullis	seems	in	good	repair.	
  7.
  Currently	 down,	 it	 appears	 this	 rusty	 portcullis	 has	 not	 been
  raised	 for	 some	 time—particularly	 if	 the	 condition	 of	 the	
  mouldering	corpses	impaled	beneath	it	is	anything	to	go	by.	
  8.
  Scraps	of	brightly	coloured	cloth	festoon	this	down	portcullis.
  Seemingly	every	inch	of	its	bars	are	covered	by	the	material.	
  Close	inspection	reveals	the	tightly	woven	strips	of	cloth	are	
  tightly	 tied	 to	 the	 bars	 and	 most	 contain	 something	 small—
  mouldering	foodstuffs,	a	lock	of	hair	and	so	on.	Perhaps	they	
  are	offerings	left	for	whatever	dwells	beyond.	
  9.
  This	 irregularly	 forged	 white-hued	 portcullis	 appears	 at	 first
  glance	 to	 have	 been	 crafted	 from	 bones.	 A	 close	 inspection	
  reveals	 the	 “bones”	 are	 forged	 metal	 designed	 to	 impart	 a	
  macabre	aspect	to	the	portcullis.		
  10. This	 portcullis	 is	 half	 down—or	 half-up	 depending	 on	 your
  perspective.	A	crude	ladder	leans	against	the	nearby	wall	and	a	
  scattering	of	tool	lie	about.	Of	the	workman,	there	is	no	sign.	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  S T A I R C A S E S
  1.
  A	central	groove—perhaps	from	the	tread	of	many	feet	or	the
  action	of	flowing	water—has	been	worn	in	the	riser	of	each	of
  these	 old	 stone	 steps.	 The	 groove	 is	 slippery	 and	 makes	 the
  stair	harder	to	traverse	safely.
  2.
  One	of	the	steps	roughly	halfway	down	the	staircase	is	pitted
  and	crumbling.	A	crude	repair	involving	a	thick	wooden	plank
  and	 four	 pitons	 hammered	 into	 the	 walls	 stop	 it	 from
  disintegrating	completely.
  3.
  Water	 drips	 down	 the	 walls,	 creating	 small	 puddles	 on	 the
  stairs	around	which	cluster	small	growths	of	mushrooms	and
  fungi.	It	is	colder	than	normal	on	the	staircase.
  4.
  The	ceiling	of	this	staircase	is	particularly	low	in	several	places
  forcing	anyone	over	5	ft.	high	to	duck	or	smash	their	head	on
  the	unyielding	stone.
  5.
  The	steps	comprising	this	stair	are	narrow	forcing	most	folk	to
  walk	down	them	practically	sideways.
  6.
  This	staircase	is	almost	precipitously	steep	and	narrow.	Crude
  handholds	are	carved	into	the	wall	in	spots	where	the	stair	is
  particularly	 steep.	 These	 handholds	 have	 been	 worn	 smooth	
  from	 use.	 Some	 are	 surprisingly	 deep—anything	 could	 lurk	
  within	their	shadowy	depths.	
  7.
  A	large	white	chalk	arrow	has	been	drawn	on	the	ceiling	over
  the	 stairs.	 The	 arrow	 points	 downward,	 but	 its	 tip	 has	 been	
  rubbed	out.	
  8.
  The	steps	comprising	this	stair	are	of	unequal	height,	making	a
  swift	 traverse	 of	 the	 stair—in	 either	 direction—all	 but	
  impossible.		
  9.
  A	discarded	torch	lies	on	one	of	the	steps.	On	the	wall	nearby,
  a	 smudge	 of	 charcoal	 shows	 where	 it	 was	 hurriedly	 stubbed	
  out.	
  10. Drops	of	dried	blood	mar	some	of	the	stairs.	From	the	drop's
  shape—and	the	distance	between	them—it	looks	like	whoever	
  was	bleeding	was	rushing	up	the	stairs.	
  
  20	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  S T A T U E S  
  Every	 dungeon	 has	 statues.	 Perhaps	 one	 of	 the	 most	 durable	
  pieces	of	dungeon	decoration,	statues	are	also	often	trapped	or	
  sometimes	even	animate	to	slay	intruders!	
  	
  Wise	 adventurers	 do	 not	 lightly	 approach	 a	 statue—
  particularly	a	suspiciously	detailed	one.	Some,	however,	are	just	
  decoration.	Use	the	tables	below,	to	breathe	life	into	the	statues	
  in	your	dungeon.		
  S T A T U E  C O N D I T I O N  
  Not	 all	 statues	 are	 in	 pristine	 condition,	 when	 discovered	 by	
  adventurers.	Use	the	following	table,	to	determine	the	statue’s	
  condition:		
  1. The	statue’s	plinth	is	corroded	and	pitted	as	if	the	rock	were	
  decomposing	or	rotting	away	from	the	inside.	
  2. This	 statue	 holds	 its	 left	 arm	 out	 pointing	 at	 the	 entrance	
  through	which	the	party	entered	the	area.	The	arm	ends	in	a	
  jagged	stump;	the	hand	once	attached	lies	on	the	floor	nearby.	
  3. A	small	pile	of	rubble	lies	about	the	statue,	but	the	statue	itself	
  does	not	seem	to	be	damaged.	
  4. Someone	has	thrown	a	ripped	blue	cloak	over	the	statue.	The	
  area	around	the	rip	is	smeared	with	dried	blood.	
  5. Drag	 marks	 on	 the	 floor	 adjacent	 to	 the	 statue	 betray	 its	
  original	position	10	ft.	away.		
  6. Close	examination	reveals	the	statue	to	be	suspiciously	clean;	
  no	dust	or	cobweb	mars	its	appearance.	
  7. Someone	 or	 something	 has	 tried	 to	 paint	 the	 statue;	 they	
  failed	spectacularly—their	effort	looks	terrible.	
  8. The	 statue	 is	 pitted	 and	 gouged	 as	 if	 someone	 had	 struck	 it	
  repeatedly	with	a	large,	blunt	object.	
  9. Generally	 in	 good	 condition,	 the	 statue	 is	 nevertheless	
  unstable.	Even	though	it	is	solid	stone,	it	is	badly	balanced	and	
  relatively	easy	to	tip	over.	
  10. The	statue	has	been	smashed	in	half;	the	top	half	lies	on	the	
  floor	nearby	to	the	jagged	stump	comprising	its	legs	and	waist.		
  S T A T U E  S U B J E C T  
  Statues	can	depict	a	wide	variety	of	subjects.	Use	the	following	
  table,	 to	 determine	 the	 statue’s	 subject	 (keeping	 in	 mind	 the	
  style	and	flavour	of	the	dungeon	in	which	it	rests):		
  1. The	 statue	 depicts	 the	 artist’s	 view	 of	 a	 perfect	 orc	 warrior;	
  massively	muscled	the	male	orc	stands	in	a	fighting	pose;	he	
  wears	only	a	loincloth	and	a	snarl	mars	his	already	ugly	face.	
  2. This	 statue	 is	 wide	 and	 long;	 it	 depicts	 a	 hapless	 adventurer	
  being	“consumed”	by	a	gelatinous	cube.	The	artist	has	done	a	
  particularly	good	job	capturing	the	terror	on	the	unfortunate’s	
  face.		
  3. A	large,	powerfully	built	snarling	dog	stands	atop	a	low	stone	
  plinth;	the	dog’s	hackles	are	raised	and	it	wears	a	spiked	collar	
  about	its	neck.		
  4. This	statue	is	a	smooth-faced	pyramid	about	as	tall	as	a	grown	
  man.	The	pyramid’s	zenith	comprises	a	small	concave	hollow.	
  Clearly	designed	to	hold	something	small	such	as	a	gemstone,	
  it	 is	 now	 empty	 of	 everything	 except	 dust	 and	 a	 desiccated	
  spider's	corpse.	
  5. With	the	appearance	of	an	intricately	designed	wizard’s	tower,	
  this	 statue	 is	 incredibly	 detailed.	 It	 conceals	 several	 secret	
  compartments	that	may—or	may	not—hide	small	treasures.	
  6. A	large	stone	skull	sits	atop	a	slender	4	ft.	high	rough	hewn	
  plinth.	The	skull	has	dull	black	eyes	that	seem	to	glower	at	the	
  party.	 Investigations	 reveal	 the	 eyes	 are	 actually	 small,	
  sculpted	pieces	of	coal.		
  7. A	regal	man	stands	with	his	legs	apart	and	his	chest	stuck	out.	
  He	 wears	 fine	 clothes	 and	 his	 face	 is	 set	 in	 a	 disapproving	
  stare—aimed	straight	over	the	PCs’	heads.		
  8. With	 the	 head	 of	 a	 lion—complete	 with	 flowing	 mane—this	
  stone	 warrior	 stands	 on	 guard,	 a	 longspear	 grasped	 in	 both	
  hands.	He	wears	fine	scale	mail	and	faces	an	identical	statue	
  on	the	other	side	of	the	room.		
  9. A	 warrior	 clad	 in	 full	 plate	 with	 his	 visor	 lowered	 stares	
  impassively	 into	 the	 chamber.	 The	 statue	 holds	 a	 bastard	
  sword	up	in	front	of	its	body—perhaps	in	salute	or	perhaps	as	
  a	warning	to	come	no	nearer.	
  10. A	stone	oak	tree	seemingly	grows	out	of	the	floor	of	this	area.	
  Investigation	 reveals	 the	 tree	 to	 be	 a	 statue	 but	 it	 is	 well	
  detailed,	right	down	to	the	tiny	stone	acorns	hanging	from	its	
  boughs.		
  R E L A T E D  A R T I C L E  
  § 
  10	Statues	Found	in	a	Medusa’s	Lair	(page	9)	
  		
   
  
  21	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  D U N G E O N  T R E A S U R E  C H E S T S
  There	 are	 few	 things	 adventurers	 like	 finding	 more	 than	 a	
  treasure	chest.	Most	such	chests	are—of	course—locked.	Many	
  are	trapped.	The	most	commonly	trapped	kind	of	treasure	chest	
  is	one	that	has	a	detailed	description.		
  	
  Of	 course,	 not	 all	 detailed	 treasure	 chests	 are	 trapped.	
  Sometimes,	 the	 room	 itself	 is	 trapped	 while	 other	 times	 the	
  owner	simply	doesn’t	have	the	time,	skills	or	resources	to	trap	
  every	chest	in	his	lair.	No	matter,	while	discovering	a	treasure	
  chest	is	a	matter	of	intense	joy	for	most	adventurers,	the	wise	
  adventurer	is	also	cautious.	Use	the	table	below,	to	add	flavour	
  to	the	next	treasure	chest	your	PCs	discover:		
  1.
  This	 iron-bound	 chest	 is	 secured	 with	 a	 large,	 prominent
  padlock	hanging	from	an	iron	hasp	forged	to	look	like	a	jagged
  tooth.
  2.
  Three	 heavy	 iron	 chains	 are	 wrapped	 around	 this	 otherwise
  unremarkable	 chest.	 Each	 is	 secured	 by	 a	 padlock	 hidden
  behind	 the	 chest.	 The	 padlocks	 are	 hard	 to	 reach,	 without
  moving	the	chest.
  3.
  The	 faint	 smell	 of	 ozone	 hangs	 in	 the	 air,	 in	 the	 immediate
  vicinity	of	the	chest.
  4.
  This	chest	is	clearly	old.	Its	iron	bands	are	worn	and	rusted.	In
  places,	 the	 chest’s	 wood	 is	 slightly	 splintered	 as	 if	 someone
  has	tried	to	smash	it.
  5.
  Sitting	 on	 a	 slightly	 raised	 plinth,	 this	 iron	 chest	 looks
  particularly	heavy.	No	lock	is	obvious,	but	a	riot	of	engraved
  flowers	decorates	its	lid.
  6.
  The	wall	directly	behind	this	chest	is	scorched	as	if	it	had	been
  caught	in	an	intense,	fiery	explosion.	The	chest	itself	seems	in
  excellent	condition.
  7.
  Sitting	directly	opposite	its	twin,	this	chest	is	made	of	highly
  polished	 oak.	 The	 chest	 doesn’t	 appear	 to	 have	 an	 external
  lock,	 but	 a	 large	 and	 unbroken	 waxen	 seal	 covers	 up
  something	just	below	the	chest’s	lid.
  8.
  This	chest’s	lid	bears	several	deep	gouges,	as	if	someone	had
  used	an	axe	or	other	heavy	weapon	to	try	and	break	in.	Behind
  the	 chest,	 perceptive	 PCs	 spot	 a	 smear	 of	 dried	 blood	 low
  down	on	the	wall.
  9.
  A	dagger	pins	a	piece	of	parchment	over	the	chest's	lock.	From
  a	distance,	the	parchment	seems	to	have	nothing	written	on	it
  but	meaningless	squiggles	and	geometric	shapes.
  10. Drag	 marks	 on	 the	 floor	 show	 this	 chest	 has	 been	 moved.
  Curious	 PCs	 tracking	 the	 drag	 marks	 back	 across	 the	 room
  discover	a	small	area	of	melted	and	pitted	stone.
  
  22	
  1 0  S U S P I C I O U S L Y  D E T A I L E D  E M P T Y  D U N G E O N  A R E A S  
  Not	all	areas	of	a	dungeon	are	inhabited.	Some	are—or	appear—
  empty.	Such	areas	don’t	have	to	be	boring.	Clever	GMs	can	use	
  them	to	great	effect	for	they	can	give	hints	as	to	what	has	gone	
  before,	be	used	to	foreshadow	future	events,	as	the	location	of	
  forgotten	trinkets	or	even	as	somewhere	for	the	PCs	to	rest.	Use	
  the	table	below,	to	generate	details	of	the	empty	areas	the	party	
  discover	during	their	explorations	(and	don’t	forget	to	tailor	the	
  result	to	suit	the	mood	and	style	of	your	dungeon).		
  1. In	several	places,	water	drips	through	the	ceiling	of	this	place;	
  consequently,	 a	 large	 muddy	 puddle	 of	 cold	 water	 covers	
  much	 of	 the	 floor.	 The	 sound	 of	 dripping	 water	 here	 is	
  subdued,	but	relentless.		
  2. A	 mass	 of	 smashed	 and	 rotting	 wooden	 furniture	 fills	 one	
  corner	 of	 this	 area.	 Dust	 covers	 the	 pile,	 but	 perceptive	 PCs	
  hear	small	creatures	scrabbling	about	within.		
  3. A	 row	 of	 three-inch	 squares	 pierce	 one	 wall	 of	 this	 place	 at	
  about	head	height.	There	are	a	dozen	holes	in	total	and	several	
  yet	 contain	 splinters	 of	 wood.	 Ten	 feet	 out	 from	 the	 wall,	 a	
  similar	line	of	a	dozen	holes	pierce	the	floor.		
  4. The	 tracks	 in	 the	 thick	 dust	 criss	 crossing	 this	 area	 are	 a	
  confused	 jumble.	 It	 seems	 many	 different	 creatures	 have	
  passed	through	here.		
  5. A	faint	breeze	issues	from	a	network	of	cracks	in	one	of	the	
  walls.	Splinters	of	wood	and	a	mass	of	sodden,	rotten	clothes	
  hint	at	this	area’s	purpose.	Two	torch	sconces—one	bent	and	
  nearly	torn	from	its	fixings—jut	from	opposite	walls.	
  6. A	wooden	barrel—staved	in	close	to	its	bottom—lies	on	one	
  side	in	the	middle	of	the	floor.	A	small	hammer	and	a	pair	of	
  dented	drinking	cups	lie	nearby.	The	barely	detectable	smell	of	
  stale	wine	hangs	in	the	air.		
  7. There	is	no	airflow	here;	the	smell	of	sweat	and	mould	hangs	
  heavily	 throughout.	 Thick	 black	 mould	 covers	 the	 floor	 and	
  some	shattered	pieces	of	wood	that	were	once	furniture.	
  8. A	 scorched,	 partially	 burnt	 overturned	 table	 lies	 across	 the	
  entrance	 to	 this	 area.	 Two	 sagging,	 rotting	 benches	 are	
  propped	up	against	the	wall	nearby.	
  9. Part	of	the	wall	has	collapsed	spilling	mud	and	rubble	onto	the	
  floor.	The	sections	of	the	wall	near	to	the	collapse	are	similarly	
  unstable	 and	 prone	 to	 collapse.	 Further	 into	 the	 chamber,	
  several	of	the	floor’s	flagstones	have	sunk	several	inches	into	
  the	ground	creating	an	area	of	tricky	footing.		
  10. The	remains	of	a	tripwire	trap	stretches	across	the	entrance	to	
  this	area.	Long	ago	disarmed,	the	trap	was	designed	to	act	as	
  an	 alarm.	 The	 mouldering	 string	 comprising	 the	 tripwire	 is	
  looped	around	two	small	piles	of	precariously	balanced	rocks.		
  
  23	
  1 0  T H I N G S  T O  F I N D  D U M P E D  O U T S I D E  T H E  D U N G E O N ’ S  E N T R A N C E
  Ahead,	 yawns	 the	 shadow-cloaked	 depths	 of	 the	 dungeon’s	
  entrance.	 Within	 lurks	 untold	 danger	 and	 perhaps	 glimmering	
  treasures.	But	what	of	the	entrance	itself?	What	can	inquisitive	
  adventurers	find	there?		
  	
  Dungeon	entrances	are	often	overlooked	as	a	great	place	to	
  set	the	scene.	Obviously,	this	is	(probably)	a	high-traffic	area	and	
  so	 there	 is	 bound	 to	 be	 a	 certain	 amount	 of	 rubbish	 and	
  discarded	equipment	lying	about.		
  	
  Use	the	table	below,	to	determine	what	the	PCs	find	at	the	
  dungeon’s	entrance.		
  1.
  A	 hacked	 and	 broken	 large	 wooden	 shield.	 Red	 and	 blue
  splinters	of	wood	lie	all	about	and	it	is	impossible	to	make	out
  the	heraldic	device	on	the	shield’s	shattered	remains.
  2.
  An	empty	waterskin;	dried	blood	covers	the	skin’s	mouth.
  3.
  A	haphazardly	arranged	pile	of	freshly	cut	wood	stands	near
  the	dungeon	entrance.	The	inhabitants	(or	adventurers)	may
  have	cut	the	wood	for	fuel	or	it	may	be	a	defensive	measure
  by	the	dungeon’s	denizens.	(In	this	case,	the	wood	is	soaked
  with	 oil	 and	 will	 be	 ignited	 by	 the	 defenders	 when	 the	 PCs
  attack).
  4.
  A	sporadic	trail	of	copper	and	silver	coins	leads	away	from	the
  dungeon.	Eventually,	the	trail	terminates	in	a	leather	sack	with
  a	hole	ripped	in	the	bottom.	Sadly,	the	sack	is	empty	except
  for	a	single	gold	coin	caught	in	a	fold.
  5.
  Several	 wooden	 holy	 symbols	 hang	 from	 a	 skeletal	 tree
  growing	 near	 the	 dungeon’s	 entrance.	 All	 the	 symbols	 have
  been	 slashed	 or	 scorched.	 Several	 have	 clearly	 had	 precious
  stones	pried	from	their	settings.	The	symbols	clack	against	one
  another	in	the	wind,	creating	a	mournful	sound.
  6.
  Blood	 splatter	 and	 a	 confused	 miss	 mash	 of	 tracks	 bear
  witness	to	a	recent	skirmish.
  7.
  Two	broken	arrows	stand	proudly	from	the	ground.	Nearby,	a
  wisp	of	red	fabric	flutters	from	a	branch	on	which	it	is	snagged.
  Investigation	 reveals	 the	 fabric	 is	 velvet	 and	 probably	 came
  from	an	expensive	robe	or	cloak.
  8.
  The	 hacked	 and	 bloody	 decomposing	 corpse	 of	 a	 humanoid
  lies	 in	 a	 jumble	 against	 a	 boulder.	 The	 creature	 (of	 a	 type
  appropriate	for	the	dungeon)	had	clearly	been	tortured,	but	it
  is	unclear	by	whom.
  9.
  A	shredded	backpack	with	a	huge	rent	in	the	back.	One	of	the
  pack’s	 straps	 has	 been	 ripped	 off.	 The	 pack’s	 contents—a
  blanket,	three	days	of	rations	and	a	coil	of	hemp	rope—are	all
  mouldy;	they’ve	clearly	been	here	some	time.
  10. A	 single	 leather	 boot	 stands—incongruously—in	 the	 very
  shadow	 of	 the	 dungeon’s	 entrance.	 It	 seems	 of	 high	 quality
  and	in	good	condition.	The	boot	is	part	of	a	trap	set	to	alert
  those	guarding	the	entrance;	it	is	attached	by	a	length	of	twine
  hidden	 in	 the	 dirt	 to	 a	 precariously	 balanced	 metal	 shield.	 If
  the	boot	is	disturbed,	the	shield	falls	over	with	a	crash.
  
  24	
  1 0  T H I N G S  T O  F I N D  I N  A  R A T S ’  N E S T  
  Giants	 rats	 infest	 the	 upper	 levels	 of	 many	 dungeons	 and	 the	
  recesses	of	countless	abandoned	buildings.		
  	
  Often	 their	 nests	 hold	 nothing	 but	 gnawed	 bones,	 chewed	
  wood	and	other	leavings	of	their	voracious	hunger.	Other	times,	
  adventurers	may	find	objects	of	greater	interest	or	value.		
  	
  Use	the	table	below,	to	determine	what	the	PCs	find:		
  1. A	mass	of	faeces	intermingled	with	ripped	pieces	of	cloth	and	
  shards	of	bone.	
  2. A	seven-foot	long	length	of	frayed	hemp	rope.	One	end	is	tied	
  around	a	rusty	piton.	
  3. A	mouldy	leather	boot	lying	on	its	side.	A	small	rat	skeleton	
  fills	the	boot.		
  4. These	ripped	and	shredded	wool	trousers	are	missing	one	leg	
  below	the	knee.	A	hidden	pocket	at	the	waist	holds	a	single	
  shiny	platinum	piece;	only	perceptive	PCs	find	the	coin.	
  5. A	great	mass	of	sawdust	and	gnawed	pieces	of	wood	hide	the	
  remains	of	a	now	ruined,	but	once	beautiful,	carved	wooden	
  deer.	
  6. The	bones	of	a	small	dog	(or	possibly	a	large	fox)	are	scattered	
  about	the	nest.	All	the	bones	show	signs	of	extensive	gnawing.	
  7. A	half-eaten,	now	rotting	rat	corpse.	A	small	arrow	protrudes	
  from	the	remains	of	its	back.	
  8. Strips	of	red	silk	are	intermingled	with	scraps	of	leather	and	
  wool.	A	strand	of	fine	silver	thread	(worth	5	gp)	runs	through	
  the	silk.	A	hasty	searcher	misses	the	thread.	
  9. What	was	once	a	fine	oaken	wand	lies	amid	the	detritus	of	the	
  nest.	 Chewed	 arcane	 sigils	 once	 held	 the	 power	 to	 conjure	
  forth	mystical	fire	but	the	rats'	attentions	have	destroyed	their	
  power.	
  10. A	 bizarrely	 twisted	 and	 warped	 rat	 skeleton.	 Strongly—
  perhaps	even	worryingly—the	rat	seemed	to	have	had	six	legs	
  and	two	heads!	
  	
  1 0  T H I N G S  T O  F I N D  I N  A  G I A N T  S P I D E R ’ S  W E B  
  A	 staple	 of	 low-level	 dungeons,	 giant	 spiders	 are	 fearsome	
  predators	well	able	to	take	on	and	slay	neophyte	adventurers.		
  	
  As	hunters,	giant	spiders	often	ensnare	prey	in	their	webs.	In	
  turn,	 once	 brave	 adventurers	 slay	 the	 giant	 spider	 they	
  inevitably	search	its	web	for	treasures—normally	plucked	from	
  the	decomposing	bodies	of	previous	victims.		
  	
  Use	this	table,	to	add	objects	of	interest—but	little	value—to	
  proceedings.		
  1. A	thick	bundle	of	webs	holds	the	dried	and	desiccated	remains	
  of	a	gigantic	rat.	The	size	of	dog,	the	rat’s	corpse	bears	several	
  jagged	puncture	wounds.	
  2. Dust	 covers	 part	 of	 the	 web.	 When	 it	 is	 shaken—perhaps	 in	
  battle	or	while	being	searched—the	dust	cascades	to	the	floor	
  temporarily	obscuring	vision	and	causing	anyone	in	the	area	to	
  cough	as	it	fills	their	lungs.	
  3. A	pile	of	bones—obviously	from	a	human-sized	humanoid—lie	
  scattered	 below	 the	 spider’s	 web.	 Investigation	 reveals	 the	
  skull	 and	 spinal	 column	 are	 missing;	 PCs	 searching	 the	 web	
  find	them	suspended	in	a	ripped	cocoon.		
  4. A	 myriad	 of	 small	 spiders	 scuttle	 about	 the	 web,	 busily	
  spinning	their	own	tiny	webs.	The	tiny	spiders	are	the	spawn	of	
  the	giant	spider,	but	there	are	not	enough	of	them	to	swarm.	
  Individually,	 they	 are	 no	 threat	 to	 explorers	 although	
  perceptive	individuals	note	that	some	of	them	have	a	jagged	
  red	pattern	on	their	body.	
  5. One	 part	 of	 the	 spider’s	 web	 has	 been	 cut	 down.	 Wisps	 of	
  webbing	 hang	 from	 the	 surviving	 portions	 of	 the	 web	 and	
  several	 desiccated,	 partially	 eaten	 rat	 corpses	 lie	 scattered	
  about	the	floor.	
  6. Water	drips	through	the	ceiling	over	one	portion	of	the	web.	
  Consequently,	 that	 part	 of	 the	 web	 glistens	 in	 the	 party’s	
  lights—perhaps	enticingly	or	suspiciously	so.	
  7. Incongruously,	 a	 finely	 wrought	 dagger	 with	 a	 discoloured	
  blade	 hangs	 in	 the	 webs	 just	 above	 the	 party’s	 heads.	
  Retrieving	the	dagger	is	easy,	but	may	alert	whatever	lives	in	
  the	web	to	the	presence	of	intruders.	
  8. Thick	webs	fill	the	area.	In	one	particular	area,	the	webs	are	
  wrapped	 tightly	 around	 a	 yet	 moving	 humanoid	 form.	 The	
  humanoid	 is	 completely	 enmeshed	 but	 still	 struggles	 to	 free	
  itself.	If	the	party	free	the	trapped	individual,	they	discover	an	
  adventurer	recently	succumbed	to	ghoul	fever...	
  9. Part	 of	 this	 web	 has	 a	 strange	 red	 hue	 to	 it.	 Investigations	
  reveal	 a	 spray	 of	 dried	 arterial	 blood	 covers	 much	 of	 the	
  webbing.	Clearly,	from	the	amount	of	blood	splattered	about	
  the	place,	whatever	lives	in	the	web	has	recently	dined	well.	
  10. The	 skeletal	 remains	 of	 a	 half-dozen	 individuals	 lie	 scattered	
  about	 the	 floor	 beneath	 this	 thick	 web.	 Casual	 examination	
  reveals	all	the	skulls	are	missing.	A	search	of	the	web	reveals	
  all	the	missing	skulls	still	embedded	in	the	webs.	
  		
  	
  
  25	
  2 0  S U S P I C I O U S L Y  U N U S U A L  L O C K S
  Sometimes	a	door	is	just	a	door	and	sometimes	a	lock	is	just	a	
  lock.	But	sometimes,	it	isn’t.		
  	
  Every	 now	 and	 then,	 the	 brave	 PCs	 come	 across	 an	
  otherwise	 atypical	 door	 or	 lock.	 Some	 are	 particularly	 hard	 to	
  unlock	while	others	have	a	unique	method	of	opening	such	as	a	
  special	 object	 that	 must	 be	 inserted	 into	 the	 lock	 or	 a	 puzzle	
  than	needs	solving.		
  	
  Use	the	table	below,	to	generate	the	details	of	such	strange	
  locks.		
  1.
  This	lock	has	no	keyhole	but	has	a	series	of	internal	magnets.
  The	 proper	 alignment	 and	 placement	 of	 magnets	 on	 the
  surface	of	the	door	unlocks	it.
  2.
  This	lock	has	a	shackle	shaped	like	an	octopus’s	tentacle	and	a
  body	with	a	vaguely	octopus-like	head.
  3.
  This	massive	lock's	keyhole	is	big	enough	to	fit	an	arm	inside.	A
  PC	must	place	his	arms	into	the	hole	to	manipulate	the	pins
  embedded	in	the	doorframe.
  4.
  This	 lock	 has	 three	 keyholes,	 one	 of	 which	 is	 the	 correct
  keyhole.	 The	 others	 could	 be	 nothing	 more	 than	 decoys	 or
  they	could	contain	sinister	traps	or	even	tiny	guardians.
  5.
  This	lock	has	a	three	by	three	set	of	holes	in	its	face.	Placing
  pegs	 in	 the	 correct	 four	 holes	 unlocks	 the	 mechanism.	 The
  pegs	are	hidden	elsewhere	(but	nearby).
  6.
  The	lock's	faceplate	has	three	revolving	dials	in	it;	each	dial	has
  the	letters	of	the	Dwarven	alphabet	etched	into	them.
  7.
  An	 obviously	 wrong	 key	 is	 jammed	 into	 the	 lock	 and	 broken
  off.	It	must	be	removed	before	the	lock	can	be	picked.
  8.
  This	 lock's	 faceplate	 is	 red	 and	 shaped	 like	 a	 heart	 and	 its
  keyhole	is	heart-shaped.	Pushing	a	certain	arrow	through	the
  keyhole	 unlocks	 the	 mechanism.	 The	 arrow—which	 has	 red
  fletching—is	held	by	a	statue	of	an	archer	standing	in	a	nearby
  room.
  9.
  This	trefoil-shaped	lock	has	several	sliding	pieces,	allowing	the
  pieces	 to	 shift	 into	 various	 configurations.	 Sliding	 the	 pieces
  into	the	correct	position	unlocks	the	mechanism.
  10. This	 door's	 locking	 mechanism	 is	 inside	 a	 steel	 mouth	 filled	
  with	 sharp	 teeth.	 If	 the	 lock	 is	 manipulated	 incorrectly,	 the
  jaws	snap	shut.
  11. This	lock	is	intelligent	and	vain.	Picking	the	lock	has	no	effect;
  instead,	one	must	use	diplomacy	and	flattery	to	convince	it	to
  open.
  12. Each	 time	 the	 lock	 is	 opened,	 the	 pins	 change	 position,
  effectively	creating	a	brand	new	lock.
  13. This	 lock	 has	 a	 clockwork	 mechanism	 mounted	 on	 it.
  Manipulating	the	lock's	pins	starts	the	clockwork	mechanism
  counting	down,	but	counting	down	to	what?
  14. This	lock	is	a	simple	lever	on	a	very	strong	spring.	The	lock's
  keyhole	 leads	 to	 a	 reservoir.	 When	 the	 proper	 amount	 of
  liquid	 fills	 the	 reservoir,	 the	 lock	 unlocks.	 Adding	 too	 much
  liquid	makes	the	door	harder	to	open	until	the	excess	drains
  away	(a	process	which	takes	hours).
  15. This	 lock	 is	 a	 strange	 tangle	 of	 wires,	 rods	 and	 circles.
  Manipulating	 the	 puzzle	 so	 it	 comes	 apart	 unlocks	 the
  mechanism.
  16. This	lock	is	a	simple	chain	and	ball	where	the	ball	fits	in	a	slide
  to	the	side	of	the	door.	However,	the	slide	is	a	complex	maze.
  To	unlock	the	door	the	ball	must	be	manipulated	through	the
  maze.
  17. This	 lock	 is	 a	 complex	 clockwork	 mechanism.	 Unless	 the
  mechanism	is	taken	apart	and	reset,	the	lock	only	unlocks	once
  per	day.
  18. The	lock	has	an	immovable	iron	rod	sticking	out	of	it.	Heating
  the	 rod	 to	 the	 correct	 temperature	 unlocks	 the	 mechanism.
  Heating	it	to	too	high	a	temperature,	makes	the	door	harder	to
  open.
  19. This	 lock	 has	 a	 large	 prism	 set	 into	 its	 face	 but	 no	 keyhole.
  Shining	a	light	through	the	prism	at	the	correct	angle	unlocks
  the	mechanism.
  20. Attached	to	the	mechanism	of	the	lock	is	a	harmonica.	Playing
  the	correct	tune	on	the	harmonica	unlocks	the	mechanism.
  R E L A T E D  A R T I C L E S
  §
  10	Suspiciously	Detailed	Dungeon	Doors	(page	17)	
  §
  10	Suspiciously	Detailed	Dungeon	Double	Doors	(page	17)	
  §
  10	Suspiciously	Detailed	Dungeon	Treasure	Chests	(page	21)
  
  	
  26
  2 0  T H I N G S  T O  D E C O R A T E  A  W I Z A R D ’ S  T O W E R  
  Wizard’s	 towers	 are	 strange	 places	 full	 of	 esoteric	 items	 of	
  unknowable	 purpose	 and	 artifice.	 It	 makes	 sense	 that	 such	
  folk—steeped	in	arcane	arts—would	decorate	their	homes	with	
  objects	 and	 items	 that	 one	 would	 be	 unlikely	 to	 find	 in	 more	
  normal	dwellings.		
  1. This	 large	 black	 tapestry	 covers	 one	 entire	 wall;	 small	
  interwoven	silver	beads	depict	the	best	known	constellations.	
  Perceptive	 PCs	 note	 another	 constellation	 they	 don’t	
  recognise;	this	one	is	picked	out	with	small	red	beads.		
  2. Wrought	 iron	 torch	 sconces	 protrude	 from	 the	 walls;	 the	
  sconces	look	like	the	blackened	claws	of	some	kind	of	terrible,	
  mythical	beast.	
  3. A	pentagram	covers	much	of	the	floor.	The	design	is	cut	into	
  the	floor	and	its	tiny	channels	are	full	of	glistening	mercury.	
  4. Thick	red	curtains	hang	down	from	the	ceiling	around	the	walls	
  and	obscure	any	doors	or	other	openings.	Behind	the	curtains,	
  several	 cunningly-cut	 holes	 channel	 the	 wind	 from	 outside;	
  when	 the	 wind	 is	 strong	 enough,	 this	 causes	 the	 curtains	 to	
  oscillate.	
  5. This	 chamber’s	 walls	 are	 whitewashed.	 However,	 perceptive	
  PCs	 can	 just	 make	 out	 the	 shadow	 of	 an	 image	 below	 the	
  whitewash.		
  6. This	door	frame	is	decorated	with	intricate	carvings	of	a	swarm	
  of	tiny	hands	grasping	at	the	door;	paranoid	PCs	may	suspect	
  this	is	a	trap.	
  7. The	 floor	 is	 of	 one-foot	 square	 alternating	 yellow	 and	 black	
  flagstones.	 The	 yellow	 flagstones	 look	 older	 and	 more	 worn	
  than	the	black.	
  8. Soot	mars	the	ceiling,	although	there	doesn’t	seem	to	be	any	
  obvious	source	of	fire.		
  9. A	 fan	 of	 daggers—all	 of	 different	 craftsmanship	 and	 make—
  decorates	one	wall.	The	daggers	come	from	a	variety	of	races	
  and	cultures;	some	are	crafted	by	orcs	or	goblins	while	others	
  are	 of	 human	 manufacture.	 One	 impossibly	 slender	 blade	 is	
  clearly	of	elven	origin.		
  10. A	scorched	and	battered	suit	of	chainmail	sits	on	a	stand	in	a	
  small	niche	in	one	wall.		
  11. Small	 niches	 pierce	 the	 walls	 at	 roughly	 knee	 height.	 A	
  sconce	sized	for	a	candle	fills	each	niche,	and	dried	candle	
  wax	of	a	variety	of	colours	covers	the	bottom	of	each	niche	
  (and	in	some	cases,	has	dripped	down	onto	the	floor).		
  12. A	portrait	of	the	wizard	adorns	one	wall;	he	is	pictured	
  clad	in	the	finest	robes,	his	fingers	and	throat	heavy	
  with	jewellery.	Behind	him,	lies	an	alien	landscape	
  and	motes	of	light	cluster	about	this	head.	
  13. A	cracked	and	blackened	skull	of	probably	human	origin	lurks	
  in	a	deep	niche	in	the	wall;	small	black	curtains	flank	the	niche.		
  14. Esoteric	 runes—in	 the	 ancient	 magical	 language—snake	
  around	the	room	at	waist	height.	PCs	able	to	read	the	runes	
  realise	they	are	a	form	of	ritualistic	protection	against	scrying.	
  15. A	 picture	 set	 into	 an	 ornate,	 gaudy	 frame	 depicts	 a	 great	
  granite	 throne	 standing	 alone	 in	 a	 deep	 cavern.	 The	 dust	 of	
  ages	 is	 upon	 the	 throne	 and	 its	 surroundings.	 Small	 letters	
  hidden	 in	 the	 bottom	 left	 corner	 of	 the	 picture	 identify	 the	
  scene	as,	"The	God-Throne."	The	picture	is	unsigned.		
  16. A	 fabulously	 detailed	 blown-glass	 figurine	 standing	 on	 a	 side	
  table	depicts	a	rearing	unicorn.		
  17. Surprisingly	life-like	carvings	of	a	multitude	of	stone	bats	hang	
  from	the	ceiling.		
  18. A	crudely	painted	picture	of	the	wizard	dead	in	his	coffin	hangs	
  on	one	wall.	The	picture	is	signed	by	the	wizard	himself	(in	a	
  trembling	hand).	
  19. Protective	sigils	are	etched	into	the	wall	above	every	door	and	
  window.	The	sigils	themselves	are	filled	with	a	mix	of	lead	and	
  silver	 and	 are	 designed	 to	 ward	 against	 scrying	 and	
  teleportation	magic.	
  20. A	 beautiful	 rug	 of	 exquisite	 craftsmanship	 covers	 a	 large	
  portion	of	the	floor.	The	map	depicts	the	surrounding	area	and	
  shows	the	location	of	several	hidden	tombs,	derelict	wizard’s	
  towers	and	other	adventure	sites.		
  R E L A T E D  A R T I C L E S  
  § 
  10	Remarkable	Scroll	Cases	(page	38)	
  § 
  10	Remarkable	Staves	(page	39)	
  § 
  10	Remarkable	Wands	(page	40)	
  § 
  20	 Spell	 Components	 to	 Discover	 in	 a	 Wizard’s	 Tower	 (page	
  15)	
  § 
  20	Things	to	Find	on	a	Wizard’s	Bookshelf	(page	29)	
  	
   
  
  27
  2 0  T H I N G S  T O  F I N D  I N  A  M I N E
  Mining	 is	 an	 ancient	 effort	 shared	 by	 many	 races.	 Even	 active	
  mines	 may	 come	 across	 problems	 which	 require	 the	 help	 of	
  skilled	 adventurers,	 whether	 it	 be	 to	 roust	 a	 pesky	 beast	 or	
  explore	a	newly-discovered	underground	cavern.		
  1.
  The	tunnel	floor	is	marred	with	deep	ruts	worn	by	steel-clad
  wooden	cart	wheels.	Slippery	moss	grows	in	patches	between
  the	ruts.
  2.
  A	pulley	hangs	from	the	ceiling.	The	rope	dangling	from	it	has
  an	 empty	 wooden	 bucket	 tied	 to	 one	 end.	 The	 other
  disappears	into	a	deep	shaft	in	the	floor.
  3.
  A	donkey	cart	sits	to	one	side	with	its	harness	still	attached.	It
  contains	three	day’s	worth	of	dry	rations	for	four	people.	
  4.
  Small	recesses	at	head	height,	one	every	ten-foot	or	so,	line
  the	walls.	One	of	them	contains	a	metal	lantern	which	emits	a
  cool,	pale	light	that	can’t	be	extinguished.
  5.
  The	floor	ahead	is	littered	with	diamond	shards	that	glitter	like
  stars.	 There	 is	 about	 50	 gp	 worth	 of	 diamond	 bits,	 but
  collecting	them	all	takes	about	30	minutes.	
  6.
  A	small	metal	cage	dangles	from	a	metal	hook	driven	into	the
  tunnel’s	 ceiling.	 A	 brightly	 coloured,	 but	 miserable-looking,
  bird	sits	on	a	perch	inside
  7.
  A	 six-foot	 stick	 lies	 along	 the	 wall.	 It	 has	 a	 half-used	 candle
  lashed	to	one	end.
  8.
  This	passage	boasts	a	few	large	wooden	support	beams.	One
  lies	 unfinished	 across	 the	 floor	 in	 a	 pool	 of	 oddly	 coloured
  water.
  9.
  Warm,	dry	air	flows	through	this	part	of	the	mine.	A	shaft	in
  the	ceiling	cuts	straight	up	to	daylight	above.
  10. Short-hafted	hammers,	pickaxes	and	shovels	lean	against	the
  walls	 in	 this	 half-finished	 tunnel,	 waiting	 for	 the	 workers’
  return.
  11. A	group	of	hand	baskets	sit	here,	full	of	ore	ready	to	be	carried
  from	the	mine.
  12. A	 low	 shaft	 slants	 off	 to	 the	 right.	 A	 drum	 with	 two	 crank
  handles	sits	four-foot	back	from	its	opening	wrapped	in	a	rope
  that	disappears	into	the	darkness	below.
  13. Atop	a	pile	of	rubble	sits	an	old,	battered	warrior’s	helm	which
  has	been	modified	to	hold	a	candle	just	over	the	brow.
  14. Knocking	 sounds	 seem	 to	 come	 from	 behind	 the	 walls	 and
  ceiling.	All	non-magical	lights	gutter	out	in	this	area.
  15. The	 floor	 drops	 away	 suddenly.	 A	 wooden	 ladder	 enables
  access	to	the	lower	level.
  16. A	pile	of	charcoal	lies	on	the	floor	of	an	alcove.	The	wall	and
  ceiling	are	black	with	soot.	
  17. Off	to	the	side	sits	a	wheelbarrow	with	a	single	metal	wheel.
  The	barrow	is	full	of	fist-sized	chunks	of	rock.
  18. The	walls	are	worked	with	such	delicacy	that	they	are	smooth
  as	 glass	 to	 the	 touch;	 this	 must	 have	 required	 a	 significant
  amount	of	time,	but	there	seems	to	be	no	reason	why	anyone
  would	expend	that	much	effort.
  19. The	floor	slopes	down	into	a	lower	area	full	of	a	strong,	sour
  gas	smell.	One	minute	spent	in	the	area	probably	causes	any
  creature	 to	 become	 sickened;	 after	 ten	 minutes,	 they	 could
  lose	consciousness.
  20. A	crude	sign	nailed	to	a	support	beam	says	“For	the	Knockers”.
  Beneath	 lies	 a	 pile	 of	 half-eaten	 food	 in	 various	 states	 of
  decay.
  R E L A T E D  A R T I C L E S
  §
  12	Perils	to	Encounter	in	a	Mine	(page	8)	
  §
  20	Hauntings	to	Encounter	in	a	Mine	(page	9)	
  §
  20	Strange	Discoveries	to	Make	in	a	Mine	(page	14)	
  
  	
  28
  2 0  T H I N G S  T O  F I N D  I N  A N  A N C I E N T  N E C R O P O L I S  
  The	 final	 resting	 place	 of	 perhaps	 hundreds	 or	 thousands	 of	
  bodies,	an	ancient	necropolis	can	be	a	strange	place	to	explore.	
  A	 necropolis	 is	 death’s	 house.	 While	 undoubtedly	 a	 necropolis	
  holds	a	great	number	of	dead	bodies	along	with	many	objects	
  and	 decorations	 of	 religious	 significance	 it	 will	 also	 hold	 other	
  features	of	interest	to	explorers.		
  	
  Use	the	table	below,	to	add	points	of	minor	interest	to	the	
  party’s	explorations.		
  1. Strange	markings	in	the	dust	suggest	something	was	pushed	or	
  dragged	through	this	area.	What	it	might	have	been,	however,	
  is	unknown.	
  2. Part	of	the	doorway	ahead	has	collapsed,	dumping	rubble	onto	
  the	floor.	The	door	itself	lies	splintered	and	broken	under	the	
  rubble.		
  3. This	mural	depicts	an	idealised	external	view	of	the	necropolis	
  being	 approached	 by	 a	 long	 column	 of	 people.	 It	 has	 been	
  defaced	by	several	heavy	blows	from	a	blunt	object.	
  4. A	burnt	out	torch	stub	lies	discarded	on	the	floor.	A	smudge	of	
  charcoal	on	the	stone	flooring	shows	where	it	guttered	out.		
  5. Thick,	 dusty	 cobwebs	 cloak	 the	 ceiling.	 Dark	 shapes—
  cocooned	insects	and	dead	spiders—hang	amid	the	webs.	The	
  spiders	 may	 be	 simply	 dead,	 or	 the	 necrotic	 energies	 of	 the	
  nearby	 buried	 dead	 could	 have	 transformed	 them	 into	 a	
  swarm	of	tiny	zombie	spiders	hungry	for	warm	flesh!	
  6. Strange	carvings	of	various	hideous	demonic	heads	leer	down	
  over	 this	 area	 from	 several	 stone	 half-height	 pillars	 standing	
  against	one	wall.	The	pillars	and	heads	are	painted	in	various	
  lurid	colours	to	appear	more	terrifying.	The	paint	is	dulled	with	
  age	and	peeling.	
  7. Runes	 depicting	 death,	 damnation	 and	 doom	 decorate	 an	
  archway	leading	away	from	this	area.	
  8. Clad	 in	 wisps	 of	 burial	 shroud,	 the	 skeleton	 of	 some	 poor	
  unfortunate	soul	lies	sprawled	across	the	floor.		
  9. Several	bricks	have	fallen—or	been	pried	away—from	the	wall	
  to	reveal	a	small	dusty	cavity;	within,	lies	a	rusting	lever,	but	it	
  is	 not	 immediately	 obvious	 what	 it	 operates.	 From	 its	
  condition,	it	doesn't	look	like	it	has	been	used	in	years.	
  10. A	rusty	portcullis	fills	an	archway,	blocking	access	to	what	lies	
  beyond.	The	portcullis	itself	has	been	forged	to	look	like	a	web	
  of	 intertwined	 vipers.	 Cobwebs	 hang	 from	 the	 portcullis	 and	
  dust	lies	thickly	upon	the	intricately	forged	serpents,	blurring	
  their	finer	detailing.	
  11. A	 lurid	 collection	 of	 yellow	 skulls	 glowers	 down	 at	 intruders	
  from	a	high	niche	cut	into	the	wall.	Investigation	of	the	shelf	
  reveals	a	deep,	but	narrow	space	cut	into	the	wall	behind	and	
  below	the	niche;	it	is	filled	with	bones.	
  12. A	 mosaic	 of	 black,	 purple	 and	 red	 tiles	 covers	 the	 floor.	 The	
  mosaic's	pattern	seems	entirely	random,	but	a	viewer	looking	
  down	on	it	from	a	decent	height	can	see	it	actually	comprises	
  the	 death	 god's	 sigil	 intertwined	 with	 symbols	 of	 protection	
  and	vengeance.		
  13. Faded	murals	depicted	the	souls	of	the	departed	being	judged	
  in	the	death	god's	halls	decorate	the	walls.	
  14. The	inscription	over	this	doorway	speaks	of	the	dire	curses	and	
  agonising	deaths	waiting	for	any	who	would	disturb	the	dead	
  resting	beyond.	However,	part	of	the	inscription	has	crumbled	
  away	(or	perhaps	it	was	defaced	by	previous	explorers);	thus	
  its	full	meaning	may	not	be	clear.	This	could	also	mean	that	
  any	magic	lurking	in	the	inscription—perhaps	some	dire	trap—
  has	long	since	faded.	
  15. An	ancient	rust-coloured	stain	mars	the	floor.	The	stain	is—of	
  course—long	 dried	 blood	 and	 it	 looks	 like	 from	 its	 size	
  whatever	bled	here	probably	died	here.	
  16. A	thick	grey	gloop	slowly	oozes	though	cracks	in	the	ceiling	and	
  splatters	onto	the	floor.	This	constant,	but	slow,	accumulation	
  of	gunk	has	created	a	semi-solid	slurry	pile	of	thick,	odourless	
  slime	covering	most	of	the	floor.	
  17. A	 sudden	 gust	 of	 wind	 blows	 the	 dust	 of	 ages	 past	 into	 the	
  party's	faces	and	creates	swirling	dust	devils	that	swirl	around	
  the	chamber	for	a	few	moments	before	subsiding.	
  18. A	faint	breeze	caresses	the	party's	faces.	The	breeze	creates	
  swirling	 eddies	 of	 dust	 that	 swirl	 around	 the	 party's	 ankles,	
  seeming	to	grasp	at	their	warm,	life-filled	flesh.	
  19. The	floor	ahead	is	cracked	and	pitted.	Several	flagstones	have	
  clearly	 shifted	 upwards	 creating	 an	 area	 of	 uneven	 flooring.	
  The	area	smells	of	damp	and	mould.	
  20. The	 wind	 sighs	 through	 the	 necropolis’	 abandoned	 passages	
  and	chambers.	To	the	paranoid,	nervous	or	confused	it	almost	
  sounds	like	the	building	itself	is	breathing...	
  R E L A T E D  A R T I C L E S  
  § 
  10	Lich’s	Phylacteries	(page	32)	
  § 
  10	Lich	Lair	Trinkets	(page	33)	
  § 
  10	Things	to	Loot	from	a	Tomb	Raider’s	Body	(page	6)	
  § 
  10	Things	to	Find	in	a	Rats’	Nest	(page	24)	
  § 
  10	Things	to	Find	in	a	Giant	Spider’s	Web	(page	24)	
  § 
  1,000	Abnormal	Ghouls	(page	30)	
  	
  	
   
  
  29	
  2 0  T H I N G S  T O  F I N D  O N  A  W I Z A R D ’ S  B O O K S H E L F
  Books	are	reliable	companions	to	magical	scholars,	and	wizards	
  often	maintain	extensive	libraries.		
  	
  Many	of	the	writings	they	collect	are	works	of	magic,	such	as	
  arcane	 scrolls	 or	 carefully	 scribed	 spellbooks;	 however,	 tomes	
  filled	 with	 esoteric	 lore,	 philosophical	 treatises,	 and	 historical	
  accounts	have	their	place	in	a	wizard’s	collection	as	well.	When	
  looking	 through	 a	 wizard’s	 bookshelf,	 one	 never	 quite	 knows	
  what	they’ll	find.		
  	
  Use	the	table	below,	to	determine	which	books	catch	a	PC’s	
  eye:		
  1.
  This	 hardback	 tome	 entitled	 “Kriptografi”	 details	 common
  ciphers	and	methods	of	decryption	and	is	written	in	a	rather
  archaic	form	of	Dwarven.
  2.
  A	work	bound	in	soft	leather	is	titled	“Lorebook	of	Pigments”
  and	 discusses	 the	 ingredients	 of	 magical	 inks,	 how	 best	 to
  obtain	and	prepare	them	and	acceptable	substitutes.
  3.
  This	 thin	 and	 unmarked	 book	 is	 a	 spellbook	 no	 more	 than
  twenty	pages	long.	The	only	spells	scribed	inside	are	common
  cantrips,	but	the	spellbook	is	still	worth	75	gp	to	a	neophyte
  wizard.
  4.
  Written	in	flourishing	script	and	titled	“The	Complete	Draconic
  Lexicon,”	 this	 sizable	 dictionary	 is	 for	 the	 Draconic	 language
  and	includes	detailed	etymology.
  5.
  A	tablet	of	gray	stone	sits	at	the	end	of	a	bookshelf.	One	side
  of	 it	 is	 carved	 with	 ancient	 practices	 and	 instructions	 for
  binding	outsiders.
  6.
  The	words	“Genealogy	Infernal:	The	Intermingling	of	the	Great
  Lords	and	Mortals,”	are	stamped	across	the	cover	of	this	book.
  Inside	are	family	trees	of	the	half-mortal	children	of	devils	and
  their	descendants.
  7.
  Titled	“Mage	Illeswyte’s	History	Arcanum,”	this	sizeable	tome
  is	 cased	 in	 heavy	 leather	 and	 records	 the	 known	 facts	 of
  wizardry’s	origins	and	development.
  8.
  More	a	tightly	bound	stack	of	papers	than	a	book,	this	work
  bears	 the	 heading	 “The	 Ancient	 Mysteries	 of	 the	 Alabaster
  Tower.”	A	quick	perusal	reveals	it	is	a	cheap	work	of	fiction.
  9.
  A	 burlap	 cover	 protects	 a	 collection	 of	 iron	 sheets	 strung
  together	 with	 chains.	 Each	 sheet	 is	 embossed	 with	 a	 unique
  diagram	which	a	DC	20	Knowledge	(planes)	reveals	is	used	for
  planar	travel.
  10. This	neatly	handwritten	journal	details	a	wizard’s	attempts	to
  create	 new	 spells.	 Her	 methods	 are	 methodical	 and	 well
  documented	it's	a	useful	guide	for	any	spellcaster	looking	to
  devise	new	magic.
  11. “The	 Lost	 Divinities”	 is	 a	 book	 on	 the	 topic	 of	 deceased	 or
  vanished	deities.	It	records	the	historical	facts	of	their	fall	as
  well	as	further	speculation	and	theory.
  12. This	 battered,	 untitled	 treatise	 discusses	 spell-enhancing
  diagrams	that	work	on	the	principle	of	‘arcane	resonance.’	A
  DC	 15	 Knowledge	 (arcana)	 check	 reveals	 it	 as	 completely
  fraudulent.
  13. Once	 an	 atlas	 of	 a	 remote	 location,	 this	 book	 has	 a	 hole
  hollowed	 out	 inside.	 An	 ornate,	 but	 functional,	 cold	 iron
  dagger	is	concealed	within.
  14. “The	 Roll	 of	 Spells”	 has	 countless	 pages	 covered	 completely
  with	 tiny,	 precise	 text.	 It	 lists	 the	 names	 and	 effects	 of
  thousands	of	spells.
  15. Inside	 of	 a	 scroll	 case	 is	 a	 series	 of	 papers	 on	 theoretical
  aspects	 of	 arcane	 magic,	 speculating	 on	 its	 underlying
  principles.
  16. An	 old	 but	 well	 maintained	 history	 book	 is	 kept	 inside	 a
  wooden	box.	It	appears	unremarkable,	but	a	DC	20	Appraise
  check	reveals	it	as	a	collector’s	item	worth	250	gp.	
  17. Titled	“The	Arcane	Consequence,”	this	moderately-sized	book
  discusses	 the	 direct	 and	 indirect	 effects	 of	 spells	 and	 the
  morality	of	magic,	emphasizing	caution	and	forethought.
  18. An	untitled	bestiary	with	thick	parchment	pages	has	a	focus	on
  a	 wizard’s	 interests,	 listing	 harvestable	 components	 and
  magical	uses	of	numerous	creatures.
  19. This	 slim,	 white	 leather	 book	 bears	 the	 title	 “A	 Plea	 for
  Necromancy.”	It	addresses	prejudice	against	necromancy	and
  necromancy’s	useful	applications.
  20. “The	 Origin	 of	 Magic”	 contains	 a	 wide	 variety	 of	 myths	 that
  explain	how	magic	came	into	the	world.
  R E L A T E D  A R T I C L E S
  §
  10	Remarkable	Scroll	Cases	(page	38)	
  §
  10	Remarkable	Staves	(page	39)	
  §
  10	Remarkable	Wands	(page	40)	
  §
  20	 Minor	 Magical	 Effects	 to	 Encounter	 in	 a	 Wizard’s	 Tower
  (page	10)
  §
  20	 Spell	 Components	 to	 Discover	 in	 a	 Wizard’s	 Tower	 (page
  15)
  §
  20	Things	to	Decorate	a	Wizard’s	Tower	(page	26)	
  
  30	
  1 , 0 0 0  A B N O R M A L  G H O U L S  
  One	of	the	most	commonly	encountered	forms	of	undead,	ghouls—and	their	more	powerful	brethren,	ghasts—are	rightly	feared	by	
  adventurers	for	their	paralysing	touch	and	disease-ridden	fangs.	
  However,	 it	 often	 seems	 ghouls	 end	 up	 as	 nothing	 more	 than	
  generic,	bland	enemies.	That’s	a	shame	as	their	appearance	and	
  accoutrements	 could	 provide	 clues	 to	 their	 fate	 and	 inject	
  flavour	and	detail	into	an	otherwise	standard	combat	encounter.	
  Use	the	tables	below,	to	add	some	depth,	flavour	and—dare	I	
  say—life	into	the	ghouls	encountered	by	the	PCs.	
  	
  A	standard	ghoul	appears	thusly:		
  	
  This	 hairless,	 gaunt	 humanoid	 has	 pallid	 skin	 and	 long,	 sharp	
  claw-like	nails.	Its	long	tongue	lolls	from	a	mouth	crammed	with	
  horribly	elongated,	pointed	teeth	and	its	red	eyes	burn	with	an	
  unholy	lust	for	flesh.	
  	
  To	this	basic	description,	apply	one	of	the	descriptions	below:		
  1. This	foul	beast	yet	wears	blood-spattered	scraps	of	once-fine	
  clothing.	
  2. One	of	the	creature’s	ears	is	missing—all	that	remains	is	a	livid	
  red	scar.	
  3. More	emaciated	than	its	fellows,	the	claws	on	the	creature’s	
  left	hand	are	broken.	
  4. With	but	one	eye,	this	ghoul	looks	almost	comical;	however,	
  its	remaining	eye	blazes	with	hate	and	hunger.	
  5. Tufts	of	blond	hair	cling	to	the	creature’s	scalp.	
  6. Dried	blood	coats	the	creature's	chin	and	chest.		
  7. Still	 wearing	 the—now	 torn	 and	 bloody—clothes	 in	 which	 it	
  died,	this	creature	is	only	wearing	one	boot;	its	other	foot	is	
  little	more	than	a	stump—its	toes	seemingly	gnawed	away.	
  8. The	 creature	 clutches	 the	 shard	 of	 a	 sword	 in	 its	 right	 hand	
  and	licks	the	weapon's	shattered	blade	as	it	stalks	forward.	
  9. This	creature’s	neck	has	been	laid	open—the	white	glimmer	of	
  its	spine	is	clearly	visible	behind	its	writhing	muscles	and	dead,	
  pallid	skin.	
  10. Bizarrely	 elongated	 ears—perhaps	 reminiscent	 of	 an	 elf’s—
  grow	from	this	horrid	creature’s	head.	
  In	battle,	some	ghouls	fighting	differently	to	their	brethren:		
  1. The	ghoul	is	particularly	hungry;	it	immediately	feasts	on	any	
  downed	combatant—even	one	of	its	own—and	only	resumes	
  fighting	if	attacked.	
  2. The	ghoul	stays	low	and	tries	to	trip	its	target.	
  3. This	ghoul	screeches	as	it	rushes	into	combat	and	loudly	howls	
  every	time	it	injures	its	prey.	
  4. Clutching	 two	 skulls,	 which	 it	 uses	 an	 improved	 missile	
  weapons,	this	ghoul	skirts	combat	to	get	at	the	party’s	(soft-
  skinned	and	vulnerable)	spellcasters.	
  5. This	ghoul	unhesitatingly	attacks	the	nearest	opponent.	
  6. As	it	stalks	toward	its	prey,	this	ghoul	licks	dried	blood	from	its	
  chin	with	its	elongated,	blackened	tongue.	
  7. This	ghoul	is	ravenous.	If	it	downs	an	opponent,	it	immediately	
  begins	to	drag	it	away	to	feast	in	private.	
  8. Stronger	than	its	fellow,	this	ghoul	attempts	to	grapple	and	pin	
  its	opponent	so	that	others	may	feast	on	it	while	it	struggles.	
  9. This	ghoul	has	a	dim	recollection	of	its	previous	life.	If	it	finds	a	
  discarded	weapon	on	the	battlefield,	it	picks	it	up	and	uses	it.	
  10. This	ghoul	is	a	rarity	of	its	kind.	It	is	a	coward	and	flees	if	the	
  battle	 seems	 lost.	 If	 captured,	 it	 is	 very	 talkative,	 if	 it	 seems	
  cooperation	may	save	its	“life”.	
  Sometimes,	 such	 creatures	 yet	 have	 some	 small	 trinket	 or	
  treasure	 about	 their	 person.	 Roll	 on	 the	 table	 below,	 if	 you	
  determine	the	creature	has	a	small	item	of	personal	treasure:		
  1. The	ghoul	wears	a	single	silver	earring	(worth	5	gp);	its	twin	is	
  missing—long	since	torn	from	the	creature’s	ear.	
  2. Three	 small	 bronze	 rings	 set	 with	 coloured	 glass—nothing	
  more	 than	 costume	 jewellery—adorn	 the	 ghoul’s	 left	 hand.	
  Each	ring	is	worth	1	sp.	
  3. The	 creature	 still	 wears	 a	 belt	 from	 which	 hangs	 a	
  bloodstained	pouch;	within	perceptive	PCs	find	3	gp.	
  4. The	creature	was	once	a	thief.	Its	worn	boots	contain	a	hidden	
  compartment	 in	 each	 heel;	 each	 contains	 a	 single	 platinum	
  coin	(but	only	perceptive	PCs	find	this	hidden	treasure).	
  5. In	life,	this	poor	unfortunate	had	a	penchant	for	piercings	and	
  wore	four	small	silver	bars	(each	worth	1	gp)	in	each	ear.		
  6. The	ghoul	wears	the	remnants	of	a	once	fine	shirt;	the	collar	
  and	cuffs	are	threaded	with	silver	thread	(worth	5	gp)	which	
  can	be	easily	removed.	
  7. Incongruously,	 in	 life	 this	 poor	 fellow	 had	 three	 false	 gold	
  teeth.	 If	 they	 are	 extracted—a	 foul,	 dangerous	 task	 during	
  which	the	PC	could	potentially	contract	ghoul	fever—they	are	
  worth	3	gp	(assuming	the	PCs	don’t	confess	to	where	they	got	
  the	tainted	precious	metal).	
  8. The	ghoul	wears	thick,	torn	trousers.	It	has	a	fine	silver	dagger	
  (worth	90	gp)	strapped	to	its	left	shin.		
  9. The	 creature	 wears	 a	 single	 gold	 ring	 set	 with	 a	 tiny	 black	
  stone	(an	onyx).	Sadly,	the	creature’s	hands	swelled	in	death	
  and	the	ring	(worth	50	gp)	can	only	be	removed	by	cutting	off	
  its	finger.	
  10. This	 creature	 has	 a	 stud	 piercing	 its	 over-long,	 blackened	
  tongue.	 Only	 a	 perceptive	 PC	 searching	 the	 body	 spots	 the	
  stud	(worth	20	gp)	which	can	only	be	salvaged	by	removing	the	
  tongue.		
  	
  	
  
  31	
  TREASURES, TRINKETS & TRASH
  One-dimensional,	unremarkable	treasure	is	boring.	Adding	interesting	descriptions	to	treasure	adds	depth,	detail	and	verisimilitude	to	
  the	GM’s	campaign.	Of	course,	a	GM	doesn’t	have	time	to	slavishly	detail	every	piece	of	treasure	in	his	campaign.	That’s	where	the	list	
  below	comes	in	handy.	The	GM	can	use	these	descriptions	to	bring	to	life	the	weapon	wrenched	from	the	corpse	of	a	defeated	foe,	as	the	
  basis	for	a	magic	weapon	or	even	to	depict	a	PC’s	treasured	heirloom	possession.	However,	they	are	used,	the	descriptions	below	are	
  inherently	more	interesting	that,	“It’s	a	longsword."	
  
  32	
  1 0  L I C H ’ S  P H Y L A C T E R I E S  
  Lichs	are	among	the	most	powerful	undead	and	are	dangerous	
  foes	 for	 virtually	 any	 adventurer.	 As	 well	 as	 being	 puissant	
  spellcasters,	 lichs	 are	 virtually	 immortal;	 they	 cannot	 be	
  destroyed	until	their	phylactery	is	also	destroyed.		
  	
  Thus,	a	lich’s	phylactery	is	a	tremendously	important	object	
  both	for	the	lich	itself	and	the	adventurers	seeking	to	defeat	it.	
  However,	 a	 lich’s	 phylactery	 is	 rarely	 described.	 The	 default	
  phylactery	is	a	small	metal	box	filled	with	rune-covers	scraps	of	
  parchment,	 although—obviously—other	 examples	 exist.	 No	
  matter,	 in	 whatever	 form	 it	 takes,	 the	 phylactery	 is	
  tremendously	difficult	to	destroy.	(And	obviously	such	important	
  items	 would	 be	 heavily	 guarded	 or	 well	 hidden—they	 might	
  even	be	enchanted	so	they	don’t	radiate	as	magic).		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 a	 lich’s	
  phylactery.		
  1. This	 hinged	 plain	 iron	 amulet	 opens	 to	 reveal	 a	 small,	
  seemingly	 empty	 recess,	 perhaps	 once	 used	 to	 hold	 a	 small	
  picture	of	a	loved	one.	The	recess	is	actually	a	very	small	inter-
  dimensional	 space	 which	 can	 only	 accessed	 by	 speaking	 the	
  lich’s	name.	This	space	contains	the	lich’s	research	it	used	for	
  its	transformation.		
  2. This	 seemingly	 rusted	 iron	 comb	 was	 once	 apparently	 inlaid	
  with	several	small	gems,	but	these	have	long	since	fallen	from	
  their	fixings.	The	comb	itself	lies—hidden	in	plain	sight—amid	
  a	pile	of	mouldering	and	rusty	equipment	taken	from	corpses	
  of	the	lich’s	enemies.		
  3. A	 seemingly	 innocuous	 platinum	 coin	 lies	 among	 a	 hoard	 of	
  similar	coins	hidden	away	in	a	dusty	vault.	The	coin	is	one	of	a	
  handful	 of	 very	 old	 coins	 intermixed	 among	 more	 recently	
  designs.	Most	of	its	features	have	been	worn	away	seemingly	
  through	use	and	age.	
  4. A	lump	of	magical	hardened	platinum	lies	at	the	centres	of	a	
  large	stone	boulder	created	by	stone	shape.	The	boulder	is	so	
  thick,	detect	magic	and	the	like	do	not	detect	the	phylactery’s	
  magic,	although	a	perceptive	PC	may	notice	the	boulder	was	
  formed	by	magic	(and	wonder	why).	
  5. This	lich	painstakingly	etched	the	secrets	of	lichdom	onto	the	
  teeth	of	a	great	golden	wyrm	it	slew	centuries	ago	as	part	of	
  its	 transformation.	 It	 keeps	 the	 wyrm’s	 skeletal	 remains	
  behind	a	cunning	hidden	secret	door.	The	skull	is	hidden	amid	
  a	great	bone	pile	comprising	the	remains	of	all	those	who	have	
  attacked	the	lich	in	its	lair.		
  6. This	 phylactery	 takes	 the	 form	 of	 an	 over-sized	 amulet.	 It	
  hangs	 from	 the	 mouldering	 collar	 worn	 by	 a	 huge	 skeletal	
  dog	lying	in	state	in	its	own	sarcophagus	hidden	in	a	secret	
  recess	in	the	floor.		
  7. This	lich	used	the	very	first	dagger	it	ever	owned	as	the	vehicle	
  for	 its	 transformation.	 It	 etched	 the	 secrets	 of	 lichdom	 onto	
  very	thin	sheets	of	gold	which	were	then	wrapped	around	the	
  weapon’s	blade.	The	phylactery	was	then	buried	deep	at	the	
  bottom	of	a	pool	somewhere	in	the	lich’s	lair.	
  8. An	 animal	 lover	 in	 life,	 this	 lich	 decided	 to	 use	 the	 animate	
  bones	 of	 its	 first	 animal	 companion—or	 perhaps	 a	 beloved	
  pet—as	 its	 phylactery.	 The	 bones	 were	 drenched	 in	 molten	
  adamantine	 before	 being	 animated	 (rendering	 them	 virtually	
  indestructible).		
  9. Diamond—one	 of	 the	 hardest	 substances	 known	 to	 man—
  makes	 an	 excellent	 phylactery.	 This	 lich	 spent	 years	 hunting	
  down	a	diamond	as	big	as	a	man’s	fist.	Magically	enchanted	
  and	inscribed	with	various	special	command	words	the	value	
  of	 the	 thing	 is	 virtually	 incalculable…unless	 it	 is	 destroyed	 in	
  which	case	the	magic	lurking	within	its	form	causes	the	various	
  pieces	to	evaporate	like	ice	in	the	midday	sun.		
  10. Vastly	 powerful,	 this	 spellcaster	 defeated	 a	 powerful	 paladin	
  during	its	quest	for	immortality.	The	paladin	bore	a	holy	sword	
  that	was	shattered	during	the	confrontation.	The	lich	used	the	
  hilt	of	the	once	powerful	weapon	as	it	phylactery,	revelling	in	
  the	 irony	 of	 transforming	 such	 a	 powerful	 good-aligned	
  weapon	 into	 an	 object	 powering	 its	 unholy	 life.	 To	 make	
  matters	 worse,	 the	 hilt	 is	 very	 distinctive—carved	 from	 the	
  bone	 of	 a	 balor	 and	 inscribed	 with	 the	 symbols	 of	 various	
  good-aligned	 deities	 and	 the	 PCs	 may	 recognise	 it	 as	 the	
  shards	 of	 a	 legendary,	 lost	 weapon.	 The	 lich	 has	 kept	 the	
  shattered	piece	of	the	blade	and	in	extremis	may	offer	up	the	
  various	shard	in	exchange	for	its	“life”	(gambling	the	PCs	will	
  either	hesitate	to	destroy	such	a	weapon	or—more	likely—not	
  notice	the	lich’s	sinister	modifications	to	the	hilt).	
  	
   
  
  33	
  1 0  L I C H  L A I R  T R I N K E T S
  Few	types	of	undead	strike	as	much	fear	into	adventurers'	hearts	
  as	liches.	Powerful	spellcasters,	evil	and	immortal	they	number	
  among	the	most	powerful	of	evil's	servants.		
  	
  As	 befits	 their	 power,	 their	 lairs	 are	 often	 full	 of	 fabulous	
  treasures.	 Among	 such	 treasures,	 however,	 are	 often	 found	
  more	mundane,	but	nevertheless	interesting,	trinkets	and	odds	
  and	ends.		
  1.
  This	worn	and	ancient	skull	has	had	the	top	cut	off	and	its	eye	
  sockets,	 mouth	 and	 nose	 blocked	 up	 with	 melted	 iron.	 A
  golden	 skull	 cap	 now	 tops	 the	 skull,	 which	 contains	 a	 flask
  worth	of	unholy	water.
  2.
  A	faded	portrait,	covered	in	grime,	dust	and	cobwebs	depicts
  the	lich	as	it	was	in	life.	A	blanket	has	been	thrown	over	the
  portrait	and	its	heavy,	ornate	frame.
  3.
  A	great	mass	of	jumbled	bones	completely	fills	a	large	niche
  cut	 into	 the	 floor.	 Several	 grinning	 skulls	 stare	 up	 from	 the
  macabre	 spectacle.	 The	 remains	 of	 literally	 dozens	 of
  individuals	lie	therein.
  4.
  The	ceiling	of	this	chamber	has	been	painted	jet	black.	Onto
  this	 has	 been	 daubed	 a	 star	 map	 of	 sorts.	 With	 extensive
  study,	a	knowledgeable	PC	can	discover	the	map	depicts	a	rare
  alignment	of	constellations	that	will	not	occur	for	another	300
  years.
  5.
  Several	potion	vials	sit	on	a	dusty	shelf.	Over	the	years,	their
  stoppers	 have	 rusted	 or	 shrunk	 and	 the	 potions	 within	 have
  slowly	 evaporated	 leaving	 behind	 a	 dried	 scum	 coating	 the
  bottom	of	the	vial.
  6.
  Brightly	 polished	 steel	 shields	 cover	 one	 wall.	 All	 identifying
  marks	 have	 been	 scoured	 from	 their	 surfaces,	 which	 are
  almost	as	polished	as	a	mirror.
  7.
  A	 strange,	 musty	 odour	 redolent	 of	 rotting	 flesh	 and	 moist
  earth	hangs	in	the	air.	In	certain	deep	or	remote	parts	of	the
  lich’s	lair,	the	smell	is	almost	overpowering.
  8.
  A	pile	of	dusty	manuscripts,	portfolios	and	other	books	stand
  near	 the	 lich’s	 workspace.	 Obviously	 untouched	 for	 years—
  perhaps	decades—the	pile	sags	precariously	to	one	side.
  9.
  An	 ornately	 carved	 stone	 sarcophagus	 holds	 the	 mouldering
  remains	of	the	lich’s	first	love.	The	lich	is	reluctant	to	simply
  animate	the	remains;	rather	it	has	been	researching	a	means
  to	 create	 an	 intelligent	 skeleton	 with	 a	 range	 of	 powers
  befitting	 the	 person’s	 life.	 Its	 research	 notes	 along	 with	 love
  poems	and	rambling	tracts	about	how	much	the	lich	misses	his
  love	fill	a	nearby	large	leather	bound	book.
  10. A	 small	 ornately	 carved	 iron	 box	 filled	 with	 rune-covered
  scraps	of	parchment	lies	behind	a	poorly	hidden	secret	door.
  This	is	the	lich’s	decoy	phylactery;	its	real	phylactery	is	hidden
  elsewhere.
  
  34	
  1 0  M I N O R  B O O N S  F O R  M A G I C  I T E M S  
  Magic	 items	 are	 great.	 Adventurers	 crave	 them	 and	 learned	
  spellcasters	 charge	 exorbitant	 fees	 to	 craft	 them	 for	 their	
  wealthy	clients.	If	the	owner	is	lucky,	sometimes	the	magic	item	
  has	one	or	more	additional	minor	powers.	Such	abilities	could	be	
  nothing	more	than	a	curiosity.	Alternatively,	they	could	serve	as	
  a	subtle	clue	to	otherwise	hidden,	unguessable	powers.		
  	
  	
  Use	the	table	below,	to	determine	the	item’s	minor	power:		
  1. The	item	never	gets	dirty;	mud,	blood	and	dirt	slide	off	almost	
  immediately.	
  2. On	command,	the	item	can	create	a	tiny	flame	for	one	minute	
  a	day.	The	resultant	illumination	is	less	than	that	of	a	candle,	
  but	it	can	be	used	to	light	fires,	ignite	dropped	oil	and	so	on.	
  3. The	 item	 subtly	 throbs	 when	 bad	 weather	 is	 imminent.	 The	
  intensity	 of	 the	 throbbing	 matches	 the	 intensity	 of	 the	
  weather.	So,	for	example,	just	before	a	light	drizzle	starts	the	
  throbbing	 may	 be	 imperceptible.	 Conversely,	 before	 a	 storm	
  strikes	the	item	loudly	vibrates.	
  4. By	 holding	 (or	 wearing)	 the	 item,	 the	 owner	 can	 cause	 it	 to	
  change	colour.	
  5. Infused	 with	 the	 magic	 of	 the	 elves,	 the	 item	 increases	 the	
  owner’s	ability	to	see	in	the	dark.	In	shadowy	light,	the	owner	
  can	see	an	additional	5	ft.	without	penalty.		
  6. Every	day,	at	sunrise	and	sunset,	the	item	pings	gently	for	one	
  minute.	(This	may	be	particularly	useful	for	clerics	who	must	
  pray	for	spells	at	sunrise,	if	they	cannot	see	the	sun).	
  7. The	item	has	minor	powers	of	divination.	If	the	owner	sleeps	
  on	a	particularly	worrisome	problem,	while	wearing	or	holding	
  the	item,	he	is	affected	with	an	augury	spell	of	the	same	caster	
  level	 as	 the	 item’s	 main	 power.	 In	 the	 morning,	 he	 awakes	
  with	the	answer	foremost	in	his	mind.	
  8. The	item	exudes	an	aura	of	calm	within	10	ft.	that	affects	all	
  domesticated	 animals.	 Pets	 in	 particular	 are	 drawn	 to	 the	
  owner,	and	vigorously	demand	attention.	
  9. The	 item	 has	 a	 secret	 extra-dimensional	 space	 within	 it	 big	
  enough	 to	 hold	 a	 potion	 vial.	 The	 owner	 can	 access	 the	
  compartment	by	simply	touching	a	certain	part	of	the	item.	
  10. The	 item	 smells	 strong	 of	 roses.	 The	 owner	 can	 increase	 or	
  decrease	the	intensity	off	the	smell	at	will—which	might	give	
  some	 protection	 against	 noxious	 odours	 such	 as	 the	 stench	
  created	by	troglodytes.		
   
  1 0  M I N O R  D R A W B A C K S  F O R  M A G I C  I T E M S  
  Magic	 items	 are	 great.	 Adventurers	 crave	 them	 and	 learned	
  spellcasters	 charge	 exorbitant	 fees	 to	 craft	 them	 for	 their	
  wealthy	 clients.	 Sometimes,	 though—for	 some	 reason	 or	
  another—the	magic	item	has	some	minor	drawback	or	another.	
  Such	 drawbacks	 are	 not	 normally	 life-threatening;	 rather	 they	
  add	a	sense	of	uniqueness	to	the	item	in	question.	Alternatively,	
  these	 drawbacks	 could	 serve	 as	 subtle	 clues	 to	 otherwise	
  hidden,	unguessable	powers.		
  	
  Use	 the	 table	 below,	 to	 determine	 the	 item’s	 minor	
  drawback:		
  1. The	 item	 occasionally—and	 seemingly	 randomly—radiates	
  light	equal	to	that	of	a	candle.	The	owner	cannot	control	when	
  this	light	appears	or	disappears.	
  2. This	item’s	crafter	was	a	glutton.	During	the	crafting	process	
  he	 transferred	 some	 of	 his	 cravings	 to	 the	 item.	 Thus,	 the	
  owner	 almost	 always	 feels	 hungry.	 His	 appetite	 would	 put	 a	
  starving	halfling’s	to	shame.	
  3. Shadows	 cluster	 thickly	 about	 the	 item,	 creating	 an	 aura	 of	
  gloom	 and	 a	 faint	 feeling	 of	 foreboding	 for	 the	 owner,	
  whenever	it	is	used.	
  4. The	item	is	50%	heavier	than	normal,	but	otherwise	appears	
  normal.	
  5. When	in	use,	the	item	often	glows	with	a	random	bright	light.	
  Roll	1d8:	1—red,	2—orange,	3—yellow,	4—green,	5—blue,	6—
  indigo,	7—violet,	8—no	colour.	This	makes	hiding	or	using	the	
  item	surreptitiously	difficult	at	best.	
  6. The	 owner’s	 finger	 and	 toe	 nails	 grow	 at	 a	 prodigious	 rate;	
  necessitating	their	trimming	on	almost	a	daily	basis.	
  7. When	the	item	is	held	or	worn,	bright	light	dazzles	the	owner	
  and	makes	her	eyes	water	in	a	similar	way	to	how	drow	suffer	
  in	bright	light.		
  8. At	 some	 point	 in	 the	 past,	 the	 item	 was	 exposed	 to	 a	 smell	
  anathema	to	dogs.	Dogs	and	wolves	will	not	willingly	approach	
  the	owner.	Indeed,	they	bark	and	bare	their	teeth	if	the	item’s	
  owner	approaches	them.		
  9. Whenever	the	item’s	owner	uses	its	power,	he	hears	a	faint	
  whispering	 coming	 from	 some	 indefinable	 source.	 The	
  whispering	is	too	quiet	to	make	out	any	actual	words	and	no	
  one	else	can	hear	it.		
  10. Owning	 the	 item	 proves	 disastrous	 for	 the	 possessor’s	 hair.	
  Over	the	first	few	weeks	of	ownership,	the	owner’s	hair	turns	
  progressively	 greyer.	 After	 a	 month,	 it	 begins	 to	 fall	 out.	
  Getting	 rid	 of	 the	 item	 reverses	 this	 process	 over	 a	 similar	
  amount	of	time.	
  	
   
  
  35	
  1 0  Q U I R K S  F O R  M A G I C  W E A P O N S
  Almost	every	adventurer	wants	
  a	magic	weapon—even	a	monk	
  or	 wizard	 often	 coverts	 a	
  magical	 dagger	 as	 a	 backup	
  weapon	(after	all,	it’s	very	hard	
  to	 flurry	 of	 blows	 or	 magic	
  missile	 your	 way	 out	 of	 an	
  entrapping	net!)		
  	
  Not	 all	 magic	 weapons	 are	
  created	 equal,	 however.	 Some	
  have	 greater	 magic	 woven	 into	
  their	 fabric	 than	 others,	 while	
  others	are	studded	with	gems	or	
  jewels	 or	 are	 even	 forged	 from	
  silver,	 mithral	 or	 adamantine.	
  Other	weapons	are	different	
  due	 to	 a	 quirk	 of	 fate	
  perhaps	owing	to	their	
  history	
  or	
  fabrication.	
  Such	
  weapons	
  are	
  atypical;	 they	 often	
  have	
  an	
  odd	
  appearance	or	strange,	
  but	 minor,	 additional	
  powers.		
  	
  Use	the	table	below,	
  to	 determine	 a	 magic	
  weapon’s	
  quirk.	
  Remember,	
  though,	
  some	 of	 the	 quirks	
  might	not	make	sense	
  applied	 to	 every	 kind	
  of	weapon.	Re-roll,	or	
  modify,	
  inappropriate	
  results.	
  1. 
  1.
  When	 whirled	 vigorously	 above	 the	 wielder’s	 head	 for	 one
  round,	 the	 weapon	 emits	 a	 high-pitched	 keening	 sound	 not
  dissimilar	to	a	scream.
  2.
  When	used	to	slay	a	sentient	creature,	the	weapon	emits	a	red
  glow	equal	to	that	of	a	candle	for	1	hour	per	hit	dice	possessed
  by	 the	 slain	 enemy.	 If	 multiple	 enemies	 are	 slain,	 this	 time
  stacks.
  3.
  The	weapon	is	quasi-sentient	and	has	a	semblance	of	feelings.
  Occasionally,	in	situations	of	high	stress,	these	feelings	"leak"
  from	the	weapon	and	spill	over	everyone	within	10	ft.	Only	a
  detailed	 magical	 examination	 reveals	 the	 source	 of	 these
  feelings.
  4.
  The	weapon	once	belonged	to	a	feared	assassin	or	slaver.	His
  evil—and	 the	 darkness	 in	 which	 he	 lurked—has	 imbued	 the
  weapon	with	an	unsettling	ability.	When	cloaked	in	shadowy
  (or	darker)	illumination,	wisps	of	darkness	appear	on	its	blade
  or	haft.	These	wisps	begin	to	swim	to	the	weapon's	head,	tip
  or	point.	If	the	weapon	remains	in	shadow	long	enough,	the
  weapon	goes	completely	black.	This	effect	fades	over	the	next
  few	days.
  5.
  The	weapon	is	soundless	in	battle;	when	used	to	parry	blows
  or	strike	enemies,	it	makes	no	sound.
  6.
  The	weapon	creates	a	great	clamour	in	battle;	sounds	created
  when	blows	are	parried	or	enemies	struck	are	amplified	two-
  fold.	 This	 makes	 it	 virtually	 impossible	 to	 use	 the	 weapon
  stealthily.
  7.
  Blood	sticks	to	this	weapon	and	is	hard	to	clean	off.	If	blood	is
  left	on	the	weapon	for	longer	than	an	hour	or	so,	it	starts	to	be
  absorbed	into	the	weapon	itself.
  8.
  This	 weapon	 weighs	 only	 half	 what	 a	 normal	 weapon	 of	 its
  type	should	weigh.	It	is	no	less	durable,	as	a	result.
  9.
  By	 grasping	 the	 weapon	 and	 concentrating,	 the	 wielder	 can
  change	 some	 facets	 of	 its	 appearance	 including	 its	 colour,
  general	condition	and	ornamentation.	Such	a	change	remains
  until	the	owner	wills	a	change.
  10. When	 the	 weapon	 was	 forged,	 magic	 was	 used	 to	 infuse	 it
  with	diamond	dust.	Consequently,	it	glimmers	in	the	light	and
  appears	far	more	valuable	than	a	normal	weapon	of	its	type.
  Extracting	 the	 diamond	 dust	 without	 powerful	 magic	 is—
  sadly—impossible.
  
  36	
  1 0  R E M A R K A B L E  D A G G E R S  
  1. The	 dagger’s	 pommel	 is	 remarkably	 smooth	 and	 highly	
  polished.	The	blade	itself	is	wickedly	sharp—sharp	enough	to	
  be	used	for	shaving.	
  2. This	long-bladed,	serrated	dagger	has	a	similarly	long	haft—it	
  could	be	wielded	two-handed	if	desired!		
  3. Strange	patterns	and	shapes—perhaps	reminiscent	of	flames	
  or	 serpents—seem	 to	 writhe	 in	 this	 dagger’s	 blade	 when	
  exposed	 to	 direct,	 flickering	 light	 (such	 as	 from	 a	 torch	 or	
  campfire).		
  4. This	dagger	is	clearly	very	old.	Its	blade	is	slender	and	shows	
  signs	 of	 much	 sharpening	 over	 its	 lifetime.	 The	 haft	 is	 also	
  worn,	 although	 its	 leather	 grip	 has	 obviously	 been	 replaced	
  recently.		
  5. The	tip	of	this	dagger	has	snapped	off	and	all	that	remains	is	a	
  wickedly	jagged	stump.	The	dagger’s	hilt	and	haft	are	wrapped	
  in	blood-stained	worn	leather.		
  6. A	long,	serrated	and	slightly	curved	blade	gives	this	dagger	a	
  fell,	foreign	look.	A	black	stone—that	seems	to	almost	suck	in	
  the	 surrounding	 light—decorates	 the	 weapon’s	 pommel	 and	
  makes	the	whole	slightly	heavier	than	normal.	
  7. This	 dagger	 comes	 complete	 with	 a	 sheath	 made	 of	
  tremendously	rigid	hide	flayed	from	some	unknown	beast.	The	
  dagger	itself	is	heavy	and	wide-bladed.	Grooves	in	the	blade	
  channel	any	blood	spilt	away	from	the	haft.	
  8. Originally	 commissioned	 for	 an	 assassin,	 the	 steel	 of	 this	
  dagger	was	mixed	with	ash	when	forged;	thus	it	is	duller	and	
  less	 reflective	 than	 a	 normal	 blade.	 A	 cunning	 catch	 in	 the	
  pommel	opens	a	small	compartment	just	the	right	size	for	a	
  vial	of	poison.	
  9. A	 leather	 loop	 runs	 through	 a	 small	 hole	 bored	 through	 this	
  dagger’s	 pommel.	 Designed	 to	 be	 slipped	 over	 the	 wielder’s	
  hand,	the	loop	makes	it	harder	to	disarm	anyone	wielding	the	
  dagger.	
  10. Stamped	 with	 esoteric	 runes	 all	 along	 the	 blade,	 this	 highly	
  polished	and	razor	sharp	dagger	looks	particularly	lethal.	The	
  runes	 speak	 of	 death	 and	 otherworldly	 pain.	 Chips	 of	
  translucent	blue	stones	decorate	the	weapon’s	hilt,	although	
  by	the	looks	of	things	several	of	the	chips	are	missing.	
   
  1 0  R E M A R K A B L E  K E Y S  
  Dungeons	 often	 have	 loads	 of	 locked	 things--doors,	 trapdoors	
  and	even	the	much	hoped	for	treasure	chests!	And—or	course—
  every	lock	needs	a	key!	
  	
  However,	few	dungeons	seem	to	have	enough	keys	and	even	
  fewer	dungeons	have	interesting	or	detailed	keys.	Normally	they	
  are	listed	as	"a	bunch	of	keys"	or	"	key	to	the	treasure	chest	in	
  area	6."	That's	a	shame	as	keys	can	be	both	interesting	and	can	
  even	serve	as	treasure	themselves!		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 atypical	 or	
  noteworthy	keys	found	in	the	dungeon.		
  1. This	tiny	key	is	made	of	worn	brass.	It	hangs	upon	a	similarly	
  worn	neck	chain.	Several	faint	runes	decorate	the	key’s	bow	
  but	they	are	now	(sadly)	unreadable.		
  2. This	two-inch	long	iron	key	slips	into	a	hidden	compartment	in	
  the	pommel	of	an	otherwise	innocuous	dagger.	The	dagger’s	
  pommel	 must	 be	 unscrewed	 to	 extract	 the	 key.	 Only	
  perceptive	PCs	will	likely	notice	the	hidden	key.	
  3. This	 key's	 barrel	 is	 pitted	 and	 scarred	 as	 if	 it	 had	 been	
  splattered	with	acid.	It	is	exceedingly	delicate	because	of	this	
  damage;	if	used	roughly,	if	will	likely	snap	off	in	the	lock.		
  4. Large	and	ornate,	this	black,	cast	iron	key	is	almost	a	foot	long	
  and	weighs	4	lbs.		
  5. This	large	iron	key	holds	a	clever	secret--a	smaller	key	hidden	
  in	its	stem.	It	is	accessed	by	unscrewing	the	larger	key's	bow.	
  Typically,	the	larger	key	does	not	fit	any	lock	in	the	dungeon.	
  6. The	bit	of	this	barrel's	key	is	worn	as	if	by	much	use.	The	lock	it	
  fits	is	similarly	ancient.		
  7. The	bow	of	this	cast	iron	six-inch	long	key	has	been	forged	to	
  look	 like	 a	 skull	 complete	 with	 eyes	 sockets	 and	 teeth.	 The	
  stem	of	the	key	looks	disturbingly	like	a	spinal	column...	
  8. Of	 brass,	 this	 key	 is	 still	 shiny	 and	 new;	 it	 has	 practically	 no	
  signs	of	use	upon	its	teeth,	but	someone	has	scratched	"TC	1"	
  into	its	bow.	
  9. This	 key	 is	 so	 large—almost	 two-foot	 long—surely	 it	 is	 only	
  ceremonial	in	nature;	the	lock	required	to	fit	this	monstrous	
  key	would	be	huge	in	the	extreme.	It	weighs	almost	10	lbs.	and	
  could	be	used	as	a	bludgeoning	weapon	in	a	pinch.		
  10. Crafted	 of	 multi-faceted,	 magically	 hardened	 glass,	 this	 key	
  reflects	light	in	strange	many-hued	patterns.	Crafted	to	bypass	
  a	magical	ward	of	fiendish	resilience	and	complexity	it	opens	
  the	warded	area	by	casting	its	shadow	on	the	door	in	a	certain	
  location.		
  		
   
  
  37	
  1 0  R E M A R K A B L E  L O N G S W O R D S
  1.
  Plain,	unadorned	and	of	solid,	functional	design	this	longsword
  holds	a	wickedly	sharp	edge.	A	maker's	mark—a	hammer	set
  under	a	soaring	raven—adorns	the	hilt.
  2.
  Polished	to	a	mirror-like	sheen,	this	is	a	noble's	weapon.	Its	hilt
  is	of	smoothed	ivory	and	the	crossguard	is	wrapped	with	silver
  and	gold	wire.
  3.
  Chipped	 and	 battered,	 this	 longsword's	 blade	 seems	 old	 and
  dangerously	 weak.	 The	 pommel	 and	 hilt	 are	 of	 much	 newer
  and	solid	design;	they	are	clearly	not	original.
  4.
  The	 hilt	 of	 this	 longsword	 is	 engraved	 with	 several	 esoteric
  sigils	 denoting	 victory	 and	 glory.	 The	 weapon’s	 haft	 is	 well
  worn	imply	it	has	seen	much	action;	however	the	blade	itself	is
  in	excellent	condition.
  5.
  This	longsword	has	an	ornate	basket	hilt,	which	is	chipped	and
  dented.	The	blade	itself	is	highly	polished	and	glimmers	in	the
  light.
  6.
  The	 pommel	 of	 this	 serviceable	 weapon	 is	 shaped	 like	 a
  clenched,	gauntleted	fist.
  7.
  The	 hilt	 of	 this	 longsword	 is	 of	 horn	 wrapped	 with	 worn
  leather	 for	 better	 grip.	 It	 has	 a	 simple	 crossguard	 inscribed
  with	the	sword’s	name,	“Gutripper."
  8.
  The	 pommel	 and	 crossguard	 of	 this	 crude,	 heavy	 longsword
  are	stamped	with	Goblin	runes.	They	speak	of	glory,	death	and
  battle.	It	is	sized	for	a	hobgoblin,	not	a	goblin.
  9.
  This	sword’s	pommel	is	carved	from	a	large	shard	of	onyx	to
  represent	a	grinning	skull.	Additionally,	ash	has	been	worked
  into	the	blade	and	haft	to	give	it	a	dull,	dark	grey	appearance
  that	seems	to	drink	in	the	surrounding	light.
  10. This	silvered	steel	sword	glitters	and	glimmers	in	the	light	like
  ice.	Runes	speaking	of	goodness,	light	and	glory	are	engraved
  into	the	blade	itself	while	the	pommel	is	decorated	with	the
  holy	sigil	of	a	good-aligned	martial	deity.
  1 0  R E M A R K A B L E  M A C E S
  1.
  Set	upon	a	haft	of	stout	oak,	this	mace's	oval	shaped	head	is
  worn	smooth	on	one	wide.
  2.
  The	iron	pear-shaped	head	of	this	mace	glistens	as	if	it	were
  wet.	A	leather	loop	is	threaded	through	the	weapon’s	haft	to
  make	it	harder	to	drop.
  3.
  Small	 holes	 are	 bored	 through	 the	 mace's	 spherical	 head.
  When	the	mace	is	swung	vigourously,	the	holes	create	a	high-
  pitched	whistling	sound.
  4.
  This	mace	has	a	haft	of	iron	and	a	small	square	pommel.	
  5.
  The	 haft	 of	 this	 mace	 is	 of	 dull	 iron	 worn	 smooth	 through
  countless	 hours	 of	 use.	 Similarly	 the	 head	 is	 dented	 and
  chipped	suggesting	it	has	seen	much	combat.
  6.
  The	head	of	this	mace	was	forged	to	depict	a	snarling	demon’s
  head.	 Dried	 blood	 covers	 the	 demon’s	 face	 and	 one	 of	 the
  demon's	horns	has	snapped	off.
  7.
  The	haft	of	this	mace	is	engraved	with	lurid	scenes	of	battle
  and	 death.	 Some	 of	 the	 carvings	 have	 been	 damaged—
  probably	in	combat.
  8.
  Atop	this	stout	haft	sits	a	grinning	iron	skull.	The	skull	has	been
  painted	white	to	appear	more	“real”	but	the	paint	is	faded	and
  chipped.	 Thus,	 the	 skull	 has	 a	 mottled—almost	 diseased—
  look.
  9.
  When	caught	in	bright	light	this	mace’s	circular	head	gleams
  like	the	sun.
  10. Mystical	 symbols—worn	 smooth	 by	 use	 and	 age—adorn	 the
  head	and	haft	of	this	ornate	flanged	mace.	The	mace	has	four
  flanges—on	each	the	mystical	symbol	for	one	of	the	elements
  appears	prominently.
  
  38	
  1 0  R E M A R K A B L E  R I N G S  
  1. This	band	of	burnished	silver	has	patches	of	obvious	wear	and	
  a	few	nicks	and	scrapes	mar	its	surface.	
  2. Intricate	etchings	of	wind-blown	leaves	cover	this	golden	band.	
  Worn	 runes—possibly	 of	 Elvish	 origin—decorate	 the	 ring’s	
  inner	surface,	but	what	they	say	is	impossible	to	determine.	
  3. This	gold	band	has	three	small	glimmering	stones	set	within;	
  two	glow	with	a	faint	reddish	light	while	the	third	glows	with	a	
  pale	white	luminosity.		
  4. This	 golden	 band	 has	 been	 forged	 in	 the	 shape	 of	 a	 serpent	
  eating	its	own	tail.	The	serpent	is	so	finely	detailed	it	eyes	and	
  fangs	are	visible	as	are	the	tiny	scales	covering	its	body.	
  5. A	small	rent	in	the	side	of	this	iron	ring	almost	split	the	band	in	
  twain.	The	repair—while	not	crude—is	clearly	visible.		
  6. A	single	setting	holding	an	overly	large	crystal	dominates	this	
  otherwise	plain,	but	exquisitely	forged	ring.	The	crystal	glows	
  with	faint	red,	blue	and	yellow	hues.		
  7. This	thick,	smooth	platinum	ring	would	be	heavy	but	for	the	
  score	or	so	of	holes	punched	through	its	band.	These	holes—of	
  many	different	sizes—are	of	various	geometric	shapes.	There	
  doesn’t	 seem	 to	 be	 a	 recognisable	 pattern	 to	 the	 holes’	
  placement.	
  8. This	 ring	 seems	 to	 have	 been	 carved	 from	 a	 lump	 of	 white-
  flecked	granite.	The	outer	edge	is	jagged	and	uneven	while	the	
  inner	band	is	worn	smooth	through	use.	It	always	feels	cool	to	
  the	touch.	
  9. This	silvery	ring	is	in	perfect	condition.	Its	highly	polished	band	
  glimmers	in	the	light	and	astute	PCs	may	realise	it	is	crafted	
  from	pure	mithral!	Tiny	esoteric	symbols	etched	into	the	inner	
  band	speak	of	the	union	of	magic	and	the	natural	world.	
  10. This	 signet	 ring	 is	 emblazoned	 with	 the	 image	 of	 a	 shooting	
  star	hurtling	downwards.	The	ring	itself	is	of	beaten	gold,	and	
  the	shooting	star	etching	is	picked	out	with	silver.		
  	
  1 0  R E M A R K A B L E  S C R O L L  C A S E S  
  1. Of	bleached	bone,	this	long	scroll	case	was	once	the	leg	bone	
  of	some	tall	creature.	Stoppered	at	one	end	with	a	bone	plug	a	
  leather	cap	fits	over	the	other.		
  2. Of	 stretched	 and	 hardened	 leather,	 this	 scroll	 case	 is	
  surprisingly	rigid.	Investigation	reveals,	the	leather	is	stretched	
  over	a	framework	of	thin,	but	strong,	copper	wire.		
  3. Decorated	 with	 various	 sigils	 of	 esoteric	 power,	 this	 leather	
  scroll	case	is	soft	and	malleable.	The	sigils	look	freshly	painted	
  and	a	faint,	undefinable	smells	hangs	over	the	case.		
  4. This	 seemingly	 unremarkable	 leather	 scroll	 case	 comprises	 a	
  cleverly	constructed	wooden	framework.	It	conceals	a	hidden	
  compartment	at	one	end	big	enough	for	a	few	gems	or	coins	
  (or	perhaps	even	a	potion	vial).		
  5. Rather	oddly,	this	wooden	scroll	case	opens	by	pulling	the	two	
  ends	 apart,	 rather	 than	 unscrewing	 one	 end.	 The	 wood	 is	
  highly	polished	and	stained	a	deep	brown,	but	is	dented	at	one	
  end—as	if	dropped.	
  6. Tiny	 panes	 of	 multi-coloured	 stained	 glass	 decorate	 the	
  exterior	 of	 this	 over-sized	 scroll	 case.	 Within,	 the	 case	 holds	
  several	 distinct	 sections	 making	 the	 storage	 and	 sorting	 of	
  several	 scrolls	 easy.	 The	 case’s	 glass	 decorations	 glimmer	
  enticingly	in	direct	light.		
  7. Painted	white,	this	scroll	case	bears	a	single	sigil—a	cloud	from	
  which	 several	 lightning	 bolts	 rain	 downwards—upon	 its	
  surface	(the	personal	rune	of	it	owner).	
  8. This	 cast	 iron	 scroll	 tube	 is	 four	 times	 as	 heavy	 as	 a	 normal	
  scroll	case.	Etched	with	pictures	of	intertwined	dragons,	it	is	an	
  object	 of	 beauty	 and	 could	 be	 used	 as	 an	 improvised	
  bludgeoning	weapon	in	extremis.	
  9. Plated	in	silver,	this	ornate	scroll	case	decorated	with	etchings	
  of	 interwoven	 geometric	 shapes	 is	 a	 work	 of	 art.	 At	 first	
  glance,	it	appears	to	be	worth	5	gp,	but	a	careful	examination	
  reveals	it	to	actually	be	worth	50	gp.		
  10. The	two	ends	of	this	scroll	case	are	connected	by	a	three-foot	
  long	 length	 of	 rope.	 The	 two	 ends	 are	 pull	 away	 from	 each	
  other	to	reach	the	scroll	within.	One	end	of	the	case	is	painted	
  blue,	while	the	other	is	painted	red.	
  	
  	
  
  39	
  1 0  R E M A R K A B L E  S T A V E S
  1.
  Almost	six-foot	in	length,	this	thick	oak	staff	seems	strangely
  twisted,	 as	 if	 rung	 out	 like	 a	 wet	 blanket.	 The	 grain	 of	 the
  wood	twists	round	the	staff	in	a	spiral	pattern.
  2.
  Mystic	symbols	picked	out	in	blue	woad	decorate	the	length	of
  this	four-foot	long	staff.	Several	of	the	symbols	speak	of	home,
  hearth	 and	 health	 while	 others	 hint	 at	 the	 magical	 powers
  lurking	within.	From	the	staff’s	size	it	looks	like	it	was	crafted
  for	a	gnome	or	halfling.
  3.
  This	slender	staff	is	of	smooth,	white	polished	wood;	it	seems
  to	shimmer	in	the	light	and	the	air	always	seems	fresh	and	airy
  in	its	immediate	vicinity.
  4.
  Knobbly	 and	 gnarled,	 bark	 still	 clings	 to	 various	 bits	 of	 this
  brownish-red	 staff.	 String	 of	 various	 colours	 and	 a	 couple	 of
  white	swan	feathers	are	tied	to	one	end.
  5.
  Five	holes	pierce	the	last	few	feet	of	this	oaken	staff.	Each	is
  tightly	 plugged	 with	 a	 different	 opaque	 stone	 that	 seems	 to
  glow	with	a	sullen,	perhaps	threatening,	glow.
  6.
  As	straight	as	a	mast	and	highly	polished,	this	staff	is	otherwise
  featureless	 except	 for	 four	 runes—one	 for	 each	 of	 the
  elements—beautifully	 etched	 into	 the	 wood.	 Perceptive	 PCs	
  also	 notice	 another	 rune—that	 for	 magic—carved	 into	 both	
  ends	of	the	staff.	
  7.
  At	 first	 glance	 this	 staff	 appears	 to	 be	 wooden,	 but	 a	 close
  examination	reveals	it	to	be	of	dull	iron	painted	and	etched	to	
  appear	like	wood.	The	staff	is	three	times	heavier	than	normal.		
  8.
  This	 staff	 comprises	 scorched	 and	 blackened	 wood.	 A	 fine
  layer	of	charcoal	coats	the	burnt	wood,	and	covers	the	hands	
  of	anyone	carrying	or	touching	the	staff.	The	wood	is	vaguely	
  warm	to	the	touch.	
  9.
  This	 seemingly	 fragile	 staff	 is	 comprised	 of	 different	 thick
  bands	 of	 coloured	 glass	 mimicking	 the	 colours	 found	 in	 the	
  various	 prismatic	 spells:	 red,	 orange,	 yellow,	 green,	 blue,	
  indigo	and	violet.		
  10. This	 short	 four-foot	 long	 staff	 is	 crafted	 from	 a	 long,	 slightly
  curved	bone.	Perhaps	the	rib	bone	of	some	gigantic	beast,	the	
  staff	 has	 symbols	 relating	 to	 death,	 destruction	 and	 unlife	
  carved	into	its	length.		
  1 0  R E M A R K A B L E  U N H O L Y  S Y M B O L S
  The	 exact	 appearance	 of	 an	 unholy	 symbol	 depends	 on	 the	
  cleric’s	faith.	However,	some	unholy	symbols	are	more	than	they	
  first	appear.	
  1.
  This	 unholy	 symbol	 has	 a	 secret	 compartment;	 it	 contains	 a
  single	platinum	piece	wrapped	in	scraps	of	cloth	so	that	it	does
  not	rattle.
  2.
  This	holy	symbol	has	a	secret	compartment;	it	contains	scraps
  of	bone	and	hair—remnants	of	a	great	hero	of	the	faith.	The
  owner	believed	they	imbued	the	symbol	with	extra	power.
  3.
  This	steel	unholy	symbol	has	one	particularly	sharp	edge;	close
  examination	reveals	dried	blood	smeared	over	the	metal	edge.
  4.
  This	holy	symbol	has	several	spikes.	Close	examination	reveals
  a	hidden	compartment	inside	designed	to	hold	poison	which
  affects	 anyone	 stabbed	 or	 cut	 with	 the	 spikes.	 The
  compartment	can	hold	two	doses	of	poison.	
  5.
  This	 unholy	 symbol	 at	 first	 appears	 to	 be	 made	 of	 silver;
  however,	it	is	obviously	too	light	to	be	solid	silver;	it	is	actually
  a	wooden	covered	in	silver	paint	and	is	essentially	worthless.
  6.
  This	 unholy	 symbol	 is	 very	 old;	 the	 finer	 details	 have	 been
  worn	smooth	by	time	and	the	symbol	is	in	poor	repair.
  7.
  This	large,	heavy	symbol	is	made	of	some	kind	of	dense,	dark
  grey	metal;	it	resists	damage	but	has	a	long	crack	down	one
  edge.	The	symbol	was	once	the	phylactery	of	a	power	lich	in
  the	service	of	the	same	dark	power;	if	it	was	to	be	repaired,	it
  is	possible	the	lich	could	return	to	unlife.
  8.
  This	metal	unholy	symbol	comprises	the	melted	down	remains
  of	 several	 holy	 symbols;	 some	 of	 their	 details	 yet	 remain.
  Observant	 PCs	 can	 make	 out	 several	 different	 good-aligned
  defaced	symbols	on	its	surface.
  9.
  Large	 and	 unwieldy,	 this	 unholy	 symbol	 is	 sized	 for	 a	 giant.
  Clips	 allow	 the	 symbol	 to	 be	 “opened”	 and	 the	 whole	 to	 be
  worn	as	a	necklace	(or	collar).
  10. This	unholy	symbol	hangs	from	a	particularly	long	chain	that
  allows	it	to	be	worn	at	navel	height.	Some	of	the	chain’s	links
  are	particularly	worn.
  
  40	
  1 0  R E M A R K A B L E  W A N D S  
  1. Of	plain,	unadorned	iron	this	short	but	heavy	wand	has	a	large	
  violet	 crystal	 set	 at	 its	 tip.	 Strange	 shadows	 move	 sluggishly	
  within	the	crystal.	
  2. Intricate	 carvings	 of	 geometric	 shapes	 and	 esoteric	 glyphs	
  decorate	 this	 long,	 slender	 wand	 of	 willow.	 Picked	 out	 with	
  pigments	of	many	hues	the	glyphs	and	shapes	stand	in	stark	
  relief	to	the	plain	white	wood.	
  3. Holes	 of	 various	 sizes	 pierce	 this	 oaken	 wand.	 (The	 wand	
  weighs	only	half	as	much	as	normal).	Several	red	strings	and	a	
  single	 length	 of	 faded	 yellow	 twine	 are	 woven	 through	 the	
  holes.	
  4. Although	 it	 appears	 to	 be	 rotten	 almost	 to	 the	 point	 of	
  collapse	this	wand	is	as	tough	as	iron.	The	faint	smell	of	mould	
  hangs	 in	 the	 surrounding	 air.	 When	 the	 wand’s	 powers	 are	
  called	forth,	the	wand’s	already	dark	hue	deepens	noticeably	
  and	small	pieces	of	wood	flake	away.	
  5. Made	of	cast	iron,	this	long	wand	has	been	polished	to	a	high	
  sheen.	Tapered	to	a	wicked	point	at	one	end,	it	could	easily	be	
  used	as	a	weapon	in	extremis.		
  6. This	 iron	 wand	 comprises	 four	 strands	 of	 metal	 braided	
  together	in	a	style	reminiscent	to	rope.	At	one	end,	the	four	
  strands	 come	 together	 to	 create	 a	 basket	 of	 sorts,	 which	
  contains	a	lump	of	mottled	grey	granite.	
  7. Carved	 from	 the	 leg	 bone	 of	 some	 undoubtably	 vicious	 (and	
  certainly	large)	beast	this	wand	is	obviously	old.	Yellowed	by	
  age	and	use,	the	bone	is	brittle.	
  8. Wrapped	 with	 strips	 of	 multi-coloured	 silk	 this	 wand	 is	 of	
  obvious	
  exotic	
  artifice.	
  Crafted	
  from	
  some	
  sort	
  of	
  tremendously	light	wood	it	is	easy	to	wield.		
  9. Crafted	from	a	magically	preserved	icicle	about	the	length	of	a	
  man’s	 forearm,	 this	 wand	 does	 not	 melt	 no	 matter	 how	 hot	
  the	surroundings	become.	Cold	radiates	from	the	wand	and	it	
  shimmers	and	gleams	in	the	light.		
  10. This	two-foot	long	length	of	scorched	oak	is	burnt	almost	to	
  charcoal	at	its	tip.	It	yet	feels	warm	to	the	touch.	
  	
  1 0  T H I N G S  T O  F I N D  I N  A  G I A N T ’ S  S A C K  
  Fearsome	foe	of	epic	strength	and	prodigious	frame,	giants	carry	
  their	loot	and	possessions	in	great	bags	across	their	backs.	Sadly,	
  most	giants	are	dim	witted,	lumbering	brutes	prone	to	collecting	
  that	 which	 piques	 their	 fancy.	 While	 they	 likely	 have	 gathered	
  some	 objects	 of	 true	 worth	 from	 their	 victims,	 they	 will	 also	
  have	gathered	other	odds	and	ends.	Use	this	table,	to	determine	
  what	odds	and	ends	the	PCs	find	in	the	giant’s	sack.		
  1. A	 freshly	 killed	 sheep,	 its	 wool	 coat	 covered	 in	 drying	 blood	
  fills	the	sack.	Its	skull	has	been	shattered.		
  2. The	 giant	 has	 been	 busy	 carving	 a	 new	 club.	 Slightly	 more	
  artistic	than	his	fellows	he	is	carving	the	head	of	the	club	to	
  resemble	a	gigantic	fist.	Along	with	the	club,	the	bag	contains	
  wood	 shavings,	 off	 cuts,	 a	 battered	 battle-axe	 and	 a	 dulled	
  handaxe.	
  3. Three	throwing	stones	along	with	a	small	wrought	iron	coffer	
  fill	the	sack.	The	coffer	is	locked	and	dented.	It	contains	27	sp,	
  135	gp	along	with	a	broken	potion	vial.	The	inside	of	the	coffer	
  smells	slightly	of	cinnamon.		
  4. Several	branches	ripped	from	a	bush	or	tree—destined	to	be	
  kindling	for	the	giant’s	next	fire.	One	of	the	largest	could	be	
  used	as	a	club,	in	a	pinch.	
  5. The	 giant	 has	 been	 hunting	 wolves.	 Its	 bag	 contains	 four	
  bloody	wolf	pelts	and	a	rusty	longsword	that	once	belonged	to	
  a	human	warrior.	The	giant	uses	it	to	skin	his	kills.	
  6. The	 bag	 contains	 a	 half	 empty,	 battered	 barrel	 of	 thin,	
  vinegary	red	wine.	The	cask	leaks	slightly	and	the	bottom	of	
  the	sack	is	damp.	In	extremis,	the	giant	uses	the	barrel	as	a	
  missile	weapon.		
  7. The	 giant	 recently	 discovered	 some	 shards	 of	 rock	 studded	
  with	 a	 glittering	 ore.	 Entranced,	 he	 collected	 the	 shards	 and	
  they	 are	 now	 his	 treasured	 possessions.	 Sadly,	 the	 glittering	
  ore	is	fool’s	gold	and	worth	nothing.		
  8. This	 giant	 delights	 in	 harvesting	 the	 heads	 of	 those	 he	 has	
  slain.	He	keeps	his	trophies	in	a	bloodstained	bag	that	reeks	of	
  dried	blood	and	decomposing	flesh.	
  9. A	tremendously	varied	mix	of	ripped	and	torn	clothes	fills	this	
  sack.	The	clothes	are	of	a	variety	of	styles	and	sizes.	A	smaller	
  sack	 also	 contains	 a	 roasted	 haunch	 of	 some	 unidentifiable	
  meat.		
  10. The	remains	of	a	large	canvas	tent	and	a	long	length	of	rope	fill	
  this	sack.	A	crude	hole	has	been	cut	in	the	tent.	(The	giant	uses	
  the	stained	tent	as	a	poncho	of	sorts).	
  	
  	
  
  41	
  1 0  T H I N G S  T O  F I N D  I N  A  D I S C A R D E D  B A C K P A C K
  Every	 adventurer	 carries	 a	 backpack.	 Sometimes	 adventurers	
  lose	 their	 packs—either	 they	 dump	 them	 to	 increase	 their	
  mobility—during	 battle	 or	 retreat—or	 the	 packs	 are	 torn	 from	
  their	limp,	bloody	corpses.		
  	
  The	PCs	might	come	across	such	discarded	equipment	in	the	
  course	of	their	adventures—particularly	if	they	are	exploring	a	
  well-known	or	oft-visited	dungeon.		
  	
  Use	the	tables	below,	to	generate	details	of	discarded	or	lost	
  backpacks	found	by	the	party:		
  B A C K P A C K  C O N D I T I O N  ( D 6 )
  Use	this	table,	to	determine	the	backpack’s	condition:	
  1.
  The	backpack	is	in	good	condition.	
  2.
  A	bloodstain	mars	the	back	of	the	pack.
  3.
  One	of	the	straps	is	frayed	and	torn.
  4.
  The	bottom	of	the	pack	is	ripped	open;	its	contents	lie	nearby
  in	a	pile.
  5.
  The	 backpack	 is	 in	 good	 condition	 but	 it	 has	 clearly	 already
  been	looted—unwanted	equipment	lies	scattered	all	about.
  6.
  The	backpack	is	old	and	well-worn	but	in	good	condition.
  B A C K P A C K  C O N T E N T S  ( D 4  A N D  D 2 0 )
  Use	this	table,	to	determine	the	backpack’s	contents.	Roll	1d4	to	
  determine	 how	 many	 times	 to	 roll	 on	 the	 table	 below	 before	
  rolling	d20	to	discover	what	equipment	is	present:		
  1.
  1d4	days’	worth	of	trail	rations.	This	food	may—at	the	GM’s
  discretion—be	spoiled.
  2.
  One	waterskin.
  3.
  A	50-ft.	long	hemp	rope	attached	to	a	grappling	hook.
  4.
  A	crowbar.
  5.
  A	set	of	thieves’	tools	contained	in	a	well-worn	leather	pouch.
  6.
  1d4	flasks	of	lamp	oil.
  7.
  A	hooded	lantern	with	broken	shutters.
  8.
  Three	keys,	a	half-burnt	candle	and	a	pouch	holding	a	broken
  ink	pen	and	a	vial	of	black	ink.
  9.
  A	half-full	wineskin	containing	a	fairly	decent	red.
  10. Three	pitons	tied	together	with	a	short	length	of	rope	and	a
  small	hammer.
  11. A	vial	of	holy	water	tucked	away	in	a	small	compartment	in	the
  backpack.	A	hurried	search	will	likely	miss	the	vial.
  12. A	bunch	of	four	torches.
  13. A	 tightly	 rolled	 bedroll	 along	 with	 a	 spare	 hooded	 fur-lined
  cloak.
  14. A	spare	set	of	well-worn	boots	along	with	a	pair	of	socks.	Five
  gold	coins	are	hidden	in	one	of	the	socks.	A	hurried	search	will
  likely	miss	this	hidden	treasure.
  15. A	half-burnt	torch,	a	tinderbox	and	some	old	shredded	clothes.
  16. Neatly	coiled	knotted	hemp	rope	about	40	ft.	long.
  17. Three	wooden	holy	symbols	for	well-known	local	faiths	along
  with	the	silver	unholy	symbol	of	an	evil	religion.
  18. Three	empty	potion	vials	wrapped	in	a	strip	of	clean	cloth	and
  a	small	steel	mirror.
  19. A	complete	change	of	sturdy	traveller's	clothes.
  20. An	empty	sack	and	a	set	of	steel	manacles	(and	their	key).
  
  42	
  1 0  T H I N G S  T O  F I N D  N E A R  S K E L E T A L  R E M A I N S  
  When	combing	the	depths	of	a	dungeon,	adventurers	invariably	
  encounter	 skeletal	 remains,	 and	 sometimes	 there	 are	 any	
  number	of	strange	trinkets	and	oddities	nearby. 
  	 
  Use	 the	 table	 below,	 to	 give	 your	 skeletons	 some	 new	 and	
  interesting	flavour. 
  1. The	bones	of	an	orc	sit	next	to	a	small	sack	filled	with	glass	
  marbles.	Shards	of	glass	can	be	found	in	its	teeth.	
  2. A	pile	of	human	bones	lie	atop	an	ancient	fire	pit.	One	of	the	
  skulls	still	contains	a	few	burning	embers.	
  3. A	 headless	 skeleton	 lies	 against	 the	 wall,	 still	 clutching	 a	
  partially	burned	book.	The	pages	contain	inane	scribbling.	
  4. Several	 potion	 vials	 lie	 near	 an	 yellowing	 skeleton.	 Each	 of	
  them	contains	a	finger	bone,	but	the	skeleton	itself	is	missing	
  no	fingers.	
  5. Near	 this	 skeleton	 is	 a	 cookbook	 open	 to	 a	 recipe	 for	 beef	
  porridge.	
  6. Each	of	the	three	broken	daggers	near	this	aging	skeleton	have	
  a	piece	of	painted	quartz	set	in	the	cross	guard.	
  7. Next	to	this	skeleton’s	open	palm	is	an	excellently	crafted	false	
  eye.	The	eye’s	iris	changes	colour	every	ten	minutes.	
  8. This	 skeleton	 still	 wears	 a	 faded	 leather	 coat.	 In	 one	 of	 the	
  pockets	is	a	petrified	salamander	corpse,	curled	in	a	ball.	
  9. Several	 pieces	 of	 a	 healer’s	 kit	 lie	 strewn	 about	 near	 this	
  skeleton;	a	scalpel	is	still	clutched	in	one	of	its	hands.	
  10. Several	 shards	 of	 amethyst	 and	 silver	 lie	 inside	 this	 fallen	
  skeleton’s	 ribcage.	 Perceptive	 characters	 make	 out	 feathery	
  designs	on	the	metal.	
  11. More	 than	 a	 dozen	 needles	 and	 a	 spool	 of	 black	 thread	 sit	
  nestled	in	a	pouch	next	to	this	small	skeleton.	The	string	is	soft	
  to	the	touch	and	smells	faintly	of	grass.	
  12. A	 half	 finished	 staff	 rests	 against	 this	 skeleton,	 the	 whittling	
  knife	stuck	near	the	staff’s	bottom.	
  13. There’s	 a	 sword	 stuck	 in	 the	 ground	 near	 this	 skeleton.	 The	
  blade	 is	 rusted	 and	 cracked,	 but	 the	 runes	 enraged	 in	 it	 still	
  give	off	a	faint	glow	every	few	hours.	
  14. Lying	 undamaged	 near	 this	 dainty	 skeleton	 is	 a	 painted,	
  ceramic	butterfly,	its	wings	a	mix	of	greens	and	blues.	
  15. Two	pieces	of	a	golden	ring	lie	several	feet	from	this	hulking	
  skeleton;	the	words	once	written	inside	the	band	have	been	
  scratched	away.	
  16. What	 appear	 to	 be	 this	 skeleton’s	 index	 and	 middle	 finger	
  bones	are	in	fact	well-made	wooden	prosthetics,	still	curled	up	
  with	the	rest	of	its	fist.	
  17. This	skeleton	rests	next	to	an	unstrung	violin	bow.	Several	bars	
  of	music	are	etched	into	the	bow’s	back.	
  18. An	 empty	 inkwell,	 feather	 pen	 and	 bits	 of	 rotting	 paper	 sit	
  near	this	skeleton.	The	feather	comes	from	a	common	crow.	
  19. A	 leather	 mask	 with	 a	 particularly	 wide	 smile	 that	 almost	
  reaches	 the	 subject’s	 ears	 sits	 discarded	 several	 feet	 away	
  from	this	skeleton,	which	is	missing	its	lower	jaw.	
  20. A	pack	near	this	skeleton	is	filled	with	mouldy	rubber	balls.	
  		
  
  43	
  2 0  B U L K Y  T R E A S U R E S  D I F F I C U L T  T O  G E T  O U T  O F  T H E  D U N G E O N
  Adventurers	often	find	gold,	silver	and	gems	during	their	deep	
  delves	 into	 the	 dark,	 unwholesome	 places	 of	 the	 world.	
  Sometimes	they	find	bulky	treasures,	difficult	to	transport	back	
  to	 civilisations.	 Use	 the	 table	 below,	 to	 determine	 what	 bulky	
  treasures	the	party	discovers:		
  1.
  A	 10-foot	 square	 tapestry	 hangs	 on	 one	 wall.	 The	 tapestry
  depicts	a	bucolic	woodland	hunting	scene,	is	worth	50	gp	and
  weighs	120	lbs.
  2.
  A	cast	iron	chandelier	easily	5	ft.	across	hangs	from	the	ceiling.
  It	has	five	arms	forged	to	depict	writhing	dragon	heads.	Within
  each	dragon’s	open	mouth	writhe	magical,	heatless	flames.	A
  long	 metal	 rod	 leaning	 against	 the	 wall	 enables	 the	 user	 to
  open	or	close	each	mouth,	to	increase	or	decrease	the	amount
  of	light.	The	whole	is	worth	200	gp,	but	weighs	75	lbs.
  3.
  A	huge	giant’s	breastplate	has	been	pressed	into	service	as	a
  brazier.	Full	of	hot	coals,	the	breastplate	is	heavy	(45	lbs.)	but
  finely	decorated	with	intricate	lightning	bolt	engravings	picked
  out	 with	 silver.	 Worth	 400	 gp,	 the	 item	 is	 nevertheless
  worthless	 as	 armour	 because	 the	 entire	 back	 of	 the
  breastplate	is	missing.
  4.
  A	 map	 of	 the	 local	 area	 showing	 all	 major	 landmarks	 and
  settlements	decorates	this	15	ft.	long	and	10	ft.	wide	rug.	Of
  great	interest	and	value	to	local	nobility	and	suchlike	the	rug	is
  worth	75	gp	(but	weighs	100	lbs.)
  5.
  This	10-foot	tall	stone	statue	depicts	a	medusa—its	snake-hair
  waving	about	its	face—staring	down	at	those	in	front	of	it.	The
  statue	 is	 (ironically)	 tremendously	 detailed	 and	 life-like.	 As	 a
  piece	of	art,	it	is	worth	200	gp	(but	weighs	2,000	lbs).
  6.
  This	long,	narrow	ornate	oak	box	has	a	hinged	lid	decorated
  with	beautiful	geometric	shapes	picked	out	with	wood	stain.
  Displayed	 within,	 amid	 velvet	 compartments,	 is	 a	 full	 set	 of
  silver	 cutlery	 with	 enough	 place	 settings	 for	 a	 dozen	 diners.
  The	 whole	 is	 worth	 100	 gp,	 but	 weighs	 20	 lbs.	 Dumping	 the
  box	and	keeping	the	cutlery	reduces	the	value	by	20	gp.
  7.
  Of	beaten	silver,	this	shallow	2	ft.	wide	display	bowl	could	be
  used	for	hand	washing,	to	hold	fruit	or	as	the	centrepiece	of	a
  formal	dining	table	layout.	It	is	worth	10	gp.
  8.
  A	mass	of	glass	bottles	and	retorts	along	with	a	small	cauldron
  and	 dozens	 of	 small	 tools	 and	 other	 pieces	 of	 equipment	 sit
  upon	 a	 side	 table.	 Obviously,	 the	 equipment	 of	 a	 wizard	 or
  alchemist	 the	 whole	 is	 worth	 200	 gp,	 but	 weighs	 40	 lbs.	 If
  packed	carefully,	the	rest	of	the	equipment	is	designed	to	fit
  into	the	cauldron	(but	if	packed	poorly	without	padding	much
  of	the	glass	items	won’t	survive	rough	handling).
  9.
  This	 long	 blood-red	 ball	 gown	 complete	 with	 short	 train	 is	 a
  stunning	mix	of	lace	and	chiffon	and	worth	30	gp.	However,
  although	light—only	weighing	6	lbs.—it	is	bulky	and	must	be
  careful	folded	to	avoid	damage.
  10. This	thick	coil	of	rope	is	400	ft.	long	and	designed	to	hold	twice
  as	much	weight	as	a	normal	rope	but	is	heavy	(160	lbs.)	and
  only	worth	16	gp.
  11. This	portable	battering	ram	is	crafted	from	some	kind	of	super
  heavy	 and	 dense	 wood	 and	 is	 tipped	 with	 a	 great	 wedge	 of
  iron	shaped	like	a	clenched	fist.	It	is	twice	as	heavy	as	a	normal
  ram	 (40	 lbs.)	 and	 requires	 two	 people	 to	 swing	 properly.	 It
  provides	a	+6	Strength	bonus	to	opening	doors.
  12. This	huge	bullseye	lantern	was	clearly	crafted	for	a	giant	(or
  perhaps	 a	 ship	 or	 lighthouse).	 It	 burns	 a	 pint	 of	 oil	 in	 three
  hours	 but	 provides	 double	 the	 illumination	 produced	 by	 a
  normal	bullseye	lantern.	The	lantern	weights	6	lbs.,	is	five-foot
  high	and	worth	25	gp.
  13. These	ornate	metal	scales	are	large	enough	to	weigh	a	human
  being	or	similarly-sized	object.	Along	with	the	matching	set	of
  weights	 the	 whole	 is	 worth	 150	 gp	 to	 a	 merchant	 or	 similar
  person.	 However,	 the	 scales	 along	 with	 the	 weights	 weighs
  400	lbs.
  14. Four	tightly	rolled	bolts	of	silk—blue,	red,	yellow	and	black	in
  colour—fill	a	large	sack.	Each	roll	is	worth	25	gp.	While	light,
  the	sack	is	bulky.
  15. A	four-foot	square	steel	cage	holds	a	great	mass	of	dried	and
  then	 oil-soaked	 wood	 logs.	 The	 oil	 used	 to	 impregnate	 the
  wood	 is	 particularly	 fragrant	 and	 pleasant.	 Used	 to	 heat
  noble’s	houses,	the	taproom	of	upmarket	taverns	and	the	like
  the	wood	is	valuable.	The	whole	mass	of	wood—weighting	100
  lbs.—is	worth	20	gp.
  16. This	iron	door	bar	is	intricately	engraved	with	a	depiction	of
  two	muscular	arms	grasping	each	other	about	the	wrists.	The
  bar	is	worth	20	gp,	is	seven-foot	long	and	weighs	50	lbs.
  17. This	 high-backed	 wooden	 chair	 is	 intricately	 carved.	 The
  armrests	look	like	a	mass	of	writhing	serpents	and	a	red	velvet
  cushion	provides	a	modicum	of	comfort	to	the	user.	The	chair
  weighs	100	lbs.	and	is	worth	50	gp	to	a	nobleman	or	similar
  person.
  18. With	a	set	of	draws	on	either	side,	this	ornate	oak	desk	and
  been	 stained	 a	 deep	 brown.	 Each	 of	 the	 drawers	 is	 lockable
  and	 one	 has	 a	 well-hidden	 secret	 compartment.	 The	 desk
  weighs	150	lbs.	but	with	its	matching	chair	(and	set	of	draw
  keys)	is	worth	200	gp.
  19. These	 four	 matching	 tapestries	 are	 only	 five-foot	 wide	 and
  reach	from	floor	to	ceiling.	Designed	to	conceal	doors,	alcoves
  or	perhaps	windows	they	deep	red	in	hue.	Each	weighs	20	lb.
  and	is	worth	10	gp.	As	a	set,	however,	their	value	doubles.
  20. This	 chainmail	 barding—designed	 for	 a	 truly	 monstrous
  horse—weighs	80	lbs.	and	is	worth	750	gp.	It	is	so	finely	made,
  it	could	be	magically	enchanted.
  
  44	
  2 0  F R A G I L E  T R E A S U R E S  D I F F I C U L T  T O  R E M O V E  F R O M  T H E  D U N G E O N  
  Adventurers	often	find	gold,	silver	and	gems	during	their	deep	
  delves	 into	 the	 dark,	 unwholesome	 places	 of	 the	 world.	 Other	
  times,	they	find	items	fragile	enough	that	accidental	damage	or	
  rough	 handling	 could	 render	 them	 worthless.	 Use	 the	 table	
  below,	to	determine	what	fragile	treasures	the	party	discovers:		
  1. This	 small	 silver	 framed	 piece	 of	 artwork	 hasn’t	 been	 done	
  with	 brush	 and	 paint;	 rather,	 small	 shards	 of	 multi-coloured	
  glass	have	been	expertly	arranged	to	depict	a	shimmering	sea	
  and	a	stark,	cliff-fringed	island.	The	whole	piece	is	roughly	two-
  foot	square	and	worth	200	gp	(intact). 	
  2. This	tall,	impossibly	thin	glass	decanter	has	an	elegant	handle	
  near	its	spout.	It	has	been	blown	to	depict	an	elegant	swan’s	
  head	and	has	a	sold	silver	stopper.	Intact	it	is	worth	50	gp.		
  3. These	 four	 slender	 wine	 glasses	 have	 gold	 leaf	 around	 their	
  rims.	Clearly	old,	in	places	the	gold	leaf	is	worn	by	the	touch	of	
  many	lips.	As	a	set,	the	glasses	are	worth	100	gp.		
  4. This	 diaphanous	 red	 silk	 dress	 has	 a	 15-foot	 long	 train.	
  Practically	transparent,	this	robe	weighs	virtually	nothing	and	
  is	extremely	prone	to	snags	and	tears.	Even	wrapping	up	the	
  dress	 for	 transport	 without	 due	 care	 and	 attention	 could	
  damage	it.	In	perfect	condition,	the	dress	is	worth	250	gp.		
  5. This	fired	earthen	pot	looks	like	nothing	particularly	special.	A	
  close	 examination	 reveals	 faded	 runes	 etched	 into	 its	 base	
  venerating	an	ancient	nature	goddess.	The	pot	is	old	beyond	
  imagining	 and	 is	 extremely	 brittle.	 It	 is	 worth	 100	 gp	 to	
  members	of	the	goddess’	faith.	
  6. The	cover	of	this	much-thumbed	book	is	coming	away	from	its	
  spine,	and	several	of	the	pages	are	ripped	and	torn.	The	book	
  is	a	travelogue	of	far-off	lands	and	worth	20	gp.		
  7. This	 tiny	 ivory	 statuette	 of	 a	 rearing	 unicorn	 has	 a	 slender,	
  sharp	horn.	The	horn	is	easily	snapped	off	if	the	statuette	is	
  not	carefully	wrapped.	Intact,	it	is	worth	50	gp.	
  8. A	 glass	 chandelier	 almost	 three-foot	 across	 hangs	 from	 the	
  ceiling	and	supports	dozens	of	small	candles.	The	chandelier	is	
  bulky,	 but	 light	 and	 each	 of	 the	 glass	 pieces	 has	 been	
  individually	blown.	Unfortunately,	it	was	not	built	to	be	taken	
  apart	 easily.	 Intact,	 the	 entire	 thing	 is	 worth	 400	 gp	 but	
  removing	and	packing	it	up	could	take	at	least	an	hour.		
  9. One	 panel	 of	 this	 door	 features	 a	 beautiful	 mosaic-like	
  decoration	depicting—in	black	onyx—the	four	elemental	sigils.	
  The	beadwork	holding	the	piece	in	place	is	old	and	thin.	If	the	
  panel	is	removed	hastily,	the	entire	thing	falls	apart.	Intact,	it	is	
  worth	50	gp;	broken,	the	onyx	flecks	are	worth	20	gp.		
  10. This	 old,	 scorched	 parchment	 is	 carefully	 affixed	 in	 a	 frame.	
  The	parchment	is	so	thin	it	is	almost	transparent.	The	faded	ink	
  yet	depicts	a	map	of	some	unknown	place	which,	accordingly	
  to	 its	 scrawled	 legend,	 shows	 the	 famed	 lost	 cyclops	 city	 of	
  Anuk-Ra.	
  11. This	 worn	 set	 of	 wooden	 pipes	 is	 perfectly	 tuned	 to	 create	
  haunting	melodies	when	played	by	a	master.	The	pipes	are	old	
  and	chipped	and	the	mouthpiece	has	a	hairline	crack	almost	
  invisible	 to	 the	 naked	 eye.	 The	 pipes	 are	 worth	 200	 gp	 to	 a	
  skilled	musician,	but	if	not	handled	carefully,	the	mouthpieces	
  snap	off	rendering	the	instrument	worthless.	
  12. These	ancient,	worn	platinum	coins	were	minted	long	ago,	far	
  underground	by	the	ancient	drow.	On	one	side,	they	depict	a	
  gigantic	spider	while	on	the	other	in	flowing	elven	writing	they	
  say	“Glory	to	the	Mother.”	The	coins	are	so	thin,	they	can	be	
  easily	bent,	and	even	snapped.	Their	worth	as	antiques	is	triple	
  that	of	a	normal	platinum	coin.		
  13. This	 slender	 silver	 necklace	 comprises	 a	 chain	 of	 impossibly	
  thin	links.	Rough	handling	sunders	the	chain	and	could	scatter	
  its	links	over	a	wide	area.	The	necklace	is	worth	55	gp.		
  14. These	shaved	diamond	flecks	are	as	thin	as	paper	and	about	
  the	 size	 of	 a	 fingernail.	 Used	 as	 coins	 by	 an	 ancient,	 now	
  destroyed	 culture,	 they	 are	 much	 worn	 by	 usage	 and	 the	
  passage	of	time.	A	dozen	are	present;	each	is	worth	25	gp.		
  15. This	ceremonial	walking	cane	is	carved	from	a	single	piece	of	
  ivory.	Decorated	with	a	spiral	pattern,	it	has	a	fatal	crack	about	
  one	 foot	 up	 from	 its	 tip.	 Anyone	 putting	 any	 weight	 on	 the	
  cane	snaps	it	in	half.	Intact,	it	is	worth	75	gp.		
  16. This	small	iron	bound	coffer	holds	a	beautifully	crafted	glass	
  rose	 resting	 on	 a	 white	 cloth.	 The	 rose's	 glass	 petals	 are	 a	
  deep,	 luscious	 red	 colour.	 The	 rose	 is	 worth	 200	 gp	 and	 the	
  coffer	 another	 10	 gp.	 However,	 unless	 the	 rose	 is	 carefully	
  wrapped	it	likely	breaks	during	transport.	
  17. Gold	 leaf	 covers	 this	 ceremonial	 mace.	 The	 mace’s	 head	 is	
  oversized—deliberately	forged	to	look	impressive—and	is	too	
  heavy	for	its	shaft.	If	used	in	actual	combat,	the	head	snaps	off	
  after	the	first	successful	hit.	Intact,	the	mace	is	worth	180	gp.	
  18. This	bronze	statuette	depicts	a	squatting,	hideous	be-tentacled	
  monster.	Its	tentacles	are	depicting	flailing	about	the	beast’s	
  head	 and	 easily	 snap	 off.	 About	 a	 foot	 high	 the	 statuette	 is	
  bottom-heavy	and	topples	over	if	not	stored	securely	(which	
  snaps	off	several	tentacles).	The	statuette	is	worth	50	gp.	 	
  19. Crafted	from	a	roc’s	feather	this	laughable	oversized	quill	has	a	
  solid	silver	tip.	Used	to	ceremonially	sign	contracts,	land	grants	
  and	 so	 on	 the	 feather	 is	 almost	 two-foot	 long.	 Dusty	 and	
  brittle,	it	is	particularly	challenging	to	safely	pack.	The	silver	tip	
  is	worth	25	gp	and	intact	the	thing	is	worth	100	gp.	
  20. This	small	glass	potion	vial	once	held	holy	water	and	the	silver	
  in	 the	 water	 impregnated	 the	 vial	 so	 that	 it	 glimmers	 in	 the	
  light.	 The	 vial	 is	 worth	 25	 gp,	 but	 unfortunately	 its	 stopper	
  does	not	fit	well.	Losing	the	stopper	halves	the	vial’s	value.	
  	
   
  
  45	
  2 0  P I E C E S  O F  R E M A R K A B L E  C L O T H I N G
  How	many	times	have	you	found	yourself	struggling	to	come	up	
  with	something	different	as	your	players	are	rifling	through	an	
  NPC's	 belongings?	 Articles	 of	 clothing	 often	 indicate	 an	
  individual’s	social	status,	personal	tastes,	profession	or	hobbies,	
  and	 can	 even	 add	 an	 element	 of	 mystery	 to	 someone’s	
  background.	Below	are	20	unusual	articles	of	clothing.	Use	them	
  as	magic	item	descriptions,	the	contents	of	chests	or	even	what	
  the	NPC	was	wearing	when	encountered.		
  1.
  A	black,	gothic	tail	coat	with	silver	buttons	and	embroidered
  with	necromantic	imagery	along	the	sleeves.
  2.
  A	deep	blue,	high	collared	formal	shirt.	Embroidered	nautical
  imagery	in	silver	thread	decorates	the	collar	and	cuffs.	
  3.
  A	spellcaster's	or	alchemist’s	rugged	leather	vest	with	dozens
  of	pockets,	loops	and	hooks	for	holding	various	items.
  4.
  An	 off-white,	 dire	 wolf	 fur	 shoulder	 wrap	 in	 excellent
  condition.	 The	 fringe	 is	 decorated	 with	 the	 wolf’s	 teeth
  hanging	from	short	leather	strips.
  5.
  A	 thick,	 charcoal-coloured	 infinity	 scarf	 smelling	 of	 wood
  smoke	large	enough	to	envelop	the	upper	body	of	a	human-
  sized	creature.
  6.
  Soft	leather	suspenders	that	fasten	to	buttons	on	the	front	and
  back	 of	 trousers.	 They	 have	 two	 adjustable	 iron	 clips,
  triangular	in	shape	and	heavily	rusted,	each	bearing	an	etched
  diamond	shape.
  7.
  A	 white	 barrister’s	 wig	 sized	 for	 a	 smaller	 than	 man-sized
  creature.	Part	of	the	left	side	is	missing	along	a	diagonal	cut,
  edged	with	dark	brown	stains,	that	runs	from	the	top	back	to
  the	bottom	front.
  8.
  An	emerald	green,	silk	turban	with	a	black	border.	One	end	is
  intended	to	hang	loosely	over	the	shoulder	and	has	five	long
  tassels	alternately	coloured	green	and	white.
  9.
  A	 white	 toga,	 neatly	 folded	 and	 immaculately	 clean,	 which
  smells	 strongly	 of	 damp	 musty	 earth	 and	 is	 reminiscent	 of	 a
  grave.
  10. This	white	leather	sporran	edged	with	black	horsehair	bears	a
  rearing	stallion	on	the	front.
  11. A	pair	of	worn	and	faded	black	and	red	diamond	jester’s	tights.
  12. A	 one-inch	 thick	 cord	 belt	 with	 delicate	 silver	 filigree	 end
  clamps.	 It	 is	 big	 enough	 for	 either	 an	 obese	 human	 or	 a
  creature	larger	than	man-sized.
  13. A	tattered	shoulder	cape,	faded	crimson	in	colour,	with	frayed
  edges.	 Remnants	 of	 an	 unidentifiable,	 deeper	 crimson
  coloured	fur	runs	along	the	hem.	
  14. A	pair	of	light	brown,	suede	evening	gloves	with	a	braided	cord
  stitched	along	their	entire	length	in	black	thread.
  15. Moderately	 worn	 hip	 boots	 that	 appear	 to	 be	 made	 of
  overlapping	 light	 grey	 scales.	 The	 outer	 edges	 of	 each	 boot
  have	 dagger-sized	 sheaths	 sewn	 into	 both	 the	 calf	 and	 thigh
  sections.
  16. A	yellow	tabard,	heavily	stained	and	soiled,	depicting	a	large
  white	skeleton	key	aligned	vertically.
  17. A	pair	of	cloth	epaulettes,	pale	green	in	colour,	each	depicting
  symbols	 of	 the	 elements	 embroidered	 in	 black	 thread	 and
  arranged	in	a	circular	pattern.
  18. A	 gorgerine	 of	 alternating	 bone	 and	 metal	 discs	 aligned	 in
  columns	that	ascend	in	size	from	top	to	bottom.
  19. A	heavily	worn	and	stained	soft	leather	butcher’s	apron.	The
  front	bears	a	pyrographic	skull	within	a	runed	circle.
  20. A	 hooded,	 deep	 purple	 mantle	 that	 is	 doubled,	 fashioned	 of
  exotic	material,	and	has	gold	embroidery	along	the	hem.
  
  46	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  A D V E N T U R E R  
  Adventuring	is	a	dangerous	business,	and	not	every	adventurer	
  lives	to	return	to	the	local	tavern	and	spend	their	hard-earned	
  coin.	 While	 these	 fallen	 adventurers	 aren’t	 to	 be	 emulated,	
  sometimes	 treasures—or	 at	 least	 items	 of	 interest—are	 found	
  among	their	remains.	Hopefully	the	PCs	can	put	these	items	to	
  better	 use	 than	 their	 former	 owners,	 avoid	 whatever	 faults	
  might	be	hidden	within	them	and	maybe	even	finish	what	their	
  predecessors	started.		
  	
  Use	the	table	below,	to	determine	what	the	PCs	find:		
  1. A	map	of	the	local	area	and/or	dungeon,	apparently	drawn	by	
  the	 adventurer.	 Much	 of	 it	 is	 stained	 in	 blood,	 but	 some	
  portions	show	areas	the	party	has	not	yet	found.		
  2. A	 once-fine	 cloak,	 maroon	 coloured	 with	 a	 gold	 trim,	 now	
  somewhat	 torn	 and	 worn	 from	 age.	 Careful	 examination	
  reveals	a	hidden	pocket	containing	3	pp	and	a	signet	ring	with	
  a	gold	wyvern	crest	worth	45	gp.	
  3. Clutched	in	the	slain	adventurer's	hand	is	an	unopened	potion	
  of	cure	light	wounds	which	has	a	light	blue	colour	and	smells	
  faintly	 of	 mint	 when	 opened.	 Two	 empty	 vials	 lie	 in	 a	 fine	
  leather	 satchel	 at	 his	 waist,	 one	 of	 which	 instead	 smells	 of	
  sulphur.	 Also	 in	 the	 satchel	 are	 some	 dried	 herbs	 and	 other	
  ingredients	that,	although	musty,	may	produce	more	potions.	
  4. A	small	collection	of	letters	carefully	folded	and	tucked	away.	
  The	 letters	 are	 from	 the	 adventurer’s	 loved	 ones,	 and	 have	
  clearly	all	been	read	multiple	times.	The	last	page	is	actually	a	
  note	meant	for	whoever	finds	the	fallen	adventurer,	begging	
  that	her	loved	ones	are	informed	of	her	fate.	
  5. A	pack	containing	thieves’	tools,	along	with	a	grappling	hook	
  and	fifty	feet	of	rope.	At	the	bottom	of	the	pack	in	a	supple	
  leather	pouch	are	10	gp	and	7	sp.		
  6. A	 map	 leading	 to	 local	 caches	 of	 treasure	 that	 also	 shows	
  where	 the	 traps	 protecting	 them	 are	 located.	 In	 reality	 the	
  opposite	 is	 true:	 the	 locations	 marked	 with	 traps	 contain	
  treasure,	 and	 the	 locations	 marked	 with	 treasure	 contain	
  horrible	death-traps.	
  7. A	string	necklace	made	up	of	various	bits	of	bone	and	teeth,	
  presumably	trophies	from	the	adventurer’s	travels.	Most	are	
  from	kobolds,	goblins	and	the	like,	but	the	centrepiece	tooth	
  appears	to	be	from	a	young	dragon.		
  8. A	compass	that	appears	to	be	in	remarkably	good	condition.	
  However,	it	seems	someone	played	a	cruel	joke	on	the	fallen	
  adventurer;	the	compass	spins	wildly	at	random,	for	random	
  periods	of	time,	hampering	any	attempt	at	navigation.	
  9. A	metal	flask,	decorated	with	engravings	of	a	paladin	fighting	a	
  dragon,	worth	10	gp.	Although	it	is	still	sealed	whatever	liquid	
  was	inside	has	gone	sour	and	tastes	foul.	
  10. A	 tattered	 journal,	 written	 in	 Dwarven	 and	 recording	 the	
  former	 owner’s	 travels	 and	 experiences.	 The	 most	 recent	
  entries	 include	 information	 about	 the	 local	 area	 including	
  known	 traps,	 monsters	 and	 the	 fallen	 adventurer’s	 suspicion	
  about	a	nearby	hidden	chamber.	
  11. The	 fallen	 adventurer	 is	 at	 the	 bottom	 of	 a	 10	 ft.	 wooden	
  ladder,	 which	 can	 be	 folded	 up	 for	 easier	 transportation.	 It	
  appears	the	adventurer’s	neck	was	broken	in	a	fall.	
  12. A	
  pickaxe,	
  shovel	
  and	
  crowbar	
  of	
  surprisingly	
  fine	
  craftsmanship	but	obvious	heavy	use.	The	pickaxe	is	lodged	in	
  a	nearby	wall,	marred	by	several	other	gouges	(made	by	the	
  pickaxe).	
  13. A	small	leather	pouch	full	of	various	items,	most	of	which	are	
  shiny	to	some	degree.	Most	are	bits	of	odd	rock	or	metal,	but	
  mixed	in	among	them	are	3	sp,	7	cp	and	a	small	pearl	worth	50	
  gp.	
  14. A	large	sack	full	of	various	sets	of	clothing,	including	common	
  peasant	clothing,	a	military	uniform	from	the	region,	a	jester’s	
  outfit	and	fine	clothing	fit	for	a	minor	noble.	
  15. A	holy	symbol	of	a	good-aligned	deity	still	hangs	around	the	
  fallen	 adventurer’s	 neck.	 The	 unfortunate	 yet	 clutches	 the	
  symbol	with	one	hand.	While	not	magical,	it	is	of	fine	enough	
  make	to	be	worth	5	gp.	
  16. A	wooden	scroll	case	full	of	maps	of	various	dungeons.	Notes	
  added	to	the	maps	suggest	the	fallen	adventurer	was	visiting	
  the	 dungeons	 in	 some	 sort	 of	 order.	 Several	 maps	 are	
  unmarked;	presumably	ones	yet	to	have	been	visited,	but	the	
  map	for	the	current	dungeon	is	missing.	
  17. A	 small	 mirror	 on	 the	 end	 of	 a	 rod,	 the	 kind	 used	 to	 peer	
  around	corners.	It	appears	the	fallen	adventurer	was	using	it	
  for	 this	 purpose	 when	 he	 was	 attacked	 from	 behind.	 It	 lies	
  near	her	out-stretched	hand.	
  18. A	letter	from	a	local	ruler,	which	appears	to	detail	the	job	the	
  fallen	 adventurer	 was	 pursuing	 when	 he	 died.	 It	 includes	 a	
  detailed	description	of	a	jewelled	dagger	believed	lost	in	the	
  dungeon,	 along	 with	 details	 of	 the	 100	 gp	 reward	 the	
  adventurer	 would	 have	 received	 for	 its	 recovery.	 The	 letter	
  concludes	with	directions	to	a	representative	of	the	ruler	in	a	
  nearby	town	who	will	provide	the	reward	upon	receipt	of	the	
  dagger.	
  19. A	trapmaker’s	kit,	including	caltrops	and	the	materials	needed	
  to	make	a	series	of	tripwires,	snares	and	jaw-traps.	
  20. A	 pack	 containing	 everything	 needed	 to	 care	 for	 weaponry,	
  including	 whetstones,	 oil	 and	 assorted	 tools.	 They	 seem	
  virtually	 new;	 a	 shattered	 sword	 lies	 near	 the	 fallen	
  adventurer’s	body.	
  	
  	
  
  47	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  B A R D
  Some	bards	meet	violent	ends	either	because	they	travel	where	
  they	shouldn’t	or	someone	objects	(violently)	to	their	music.		
  	
  In	their	extraordinary	lives,	bards	amass	a	variety	of	trinkets,	
  souvenirs	and	keepsakes	in	their	travels.	Rummaging	through	a	
  bard’s	pockets	and	pack,	one	could	discover	the	bard’s	entire	life	
  story	or	just	a	handful	of	trash.		
  Use	the	table	below,	to	determine	what	the	PCs	find.	
  1.
  A	 care-worn	 love	 letter	 the	 bearer	 has	 read	 and	 refolded	 so
  many	 times	 it	 is	 starting	 to	 fall	 apart.	 The	 signature	 at	 the
  bottom	is	smeared	and	impossible	to	read.	The	letter	explains
  the	parting	of	a	human—most	likely	the	bard—and	their	elven
  lover.	The	elf	believed	the	relationship	was	doomed	because
  of	 the	 tragically	 short	 life	 span	 of	 humans	 and	 refused	 to
  commit	to	such	a	short	relationship.	
  2.
  Ten	hexagonal	gold	coins	of	unknown	origin.	They	have	a	hole
  cut	 through	 the	 center	 and	 are	 strung	 together	 on	 a	 thin
  leather	cord.	A	collector	of	ancient	or	exotic	coins	may	offer	up
  to	10	gp	per	coin.
  3.
  A	small	vial	labeled	“Bottled	Love”	with	the	instructions	“One
  drop	per	draught	of	ale”	written	in	looping	script	on	the	side.
  The	smell	of	the	liquid	inside	is	sweet	and	tempting	but	quickly
  overpowering.	When	administered	to	someone’s	drink	as	per
  the	instructions,	the	liquid	acts	as	an	aphrodisiac.
  4.
  Several	pages	of	sheet	music	for	a	haunting	melody	that	sticks
  in	the	listener’s	head	if	played.
  5.
  A	 pair	 of	 chapbooks,	 The	 Wizard’s	 Luck	 and	 The	 Game	 of
  Pawns,	which	feature	the	love	affair	and	adventures	of	Shara
  and	Jaxak,	a	pair	of	wizards	who	meet	at	an	arcane	academy,
  fall	in	love	and	save	the	world	from	the	forces	of	evil.
  6.
  A	blue	rose	that	never	wilts	but	is	cold	to	the	touch.
  7.
  A	 travelogue	 detailing	 the	 bard’s	 journey.	 The	 badly	 written
  stories	 must	 be	 exaggerated,	 especially	 the	 story	 about	 the
  elven	queen	falling	in	love	with	the	bard.
  8.
  An	ornamental	rapier	with	a	silver	pommel	and	silver	filigree
  on	the	guard.	With	gold	filigree	and	jewels	set	in	the	hilt,	the
  weapon	was	built	for	show,	not	use.	Because	of	the	exquisite
  craftsmanship,	the	weapon	would	likely	fetch	triple	the	value
  of	a	typical	rapier.
  9.
  An	 old	 rapier	 that	 has	 been	 used	 in	 many	 battles,	 but	 the
  previous	owner	took	very	good	care	of	it.	Twisting	the	pommel
  reveals	 a	 small	 compartment	 where	 one	 might	 hide	 a	 short
  document	or	other	small	item.
  10. A	small,	slightly	worn,	silver	broach	in	the	shape	of	a	dove	with
  an	inscription	on	the	back	that	reads,	“To	my	dearest,	Lorael,
  on	the	400th	anniversary	of	your	birth.”
  11. A	 flamboyant,	 wide-brimmed	 blue	 hat	 with	 a	 giant	 golden
  eagle’s	feather	stuck	in	the	band.
  12. A	tiny	mimic	shaped	like	an	ornate	wooden	box.	The	bard	had
  befriended	 it,	 and	 it	 now	 plots	 revenge	 on	 those	 who
  murdered	its	friend.
  13. A	 repair	 kit	 for	 the	 bard’s	 lute	 including	 replacement	 strings
  and	a	cloth	to	clean	the	instrument.
  14. Scraps	 of	 paper	 that	 when	 ordered	 properly	 become	 the
  outline	 for	 an	 epic	 poem.	 Based	 on	 the	 outline	 and	 the	 few
  incomplete	 verses,	 this	 would	 have	 been	 the	 bard’s
  masterpiece.
  15. An	annotated	copy	of	“The	Tragedy	of	T’Kor”,	a	play	about	a
  gnome	wizard	who	summons	and	falls	in	love	with	an	incubus.
  From	 the	 notes	 in	 the	 play,	 the	 bard	 was	 portraying	 the
  incubus.
  16. A	novelty	magic	trick	comprising	a	simple	wooden	box	with	a
  velvet	lining	that	makes	coins	disappear	when	the	top	is	shut
  and	a	button	depressed.
  17. A	tiny	longsword—no	longer	than	a	pinky	finger—made	from	a
  magnetic	metal.
  18. A	map	of	the	region	with	notes	beside	each	town	that	details
  the	reception	the	bard	received	as	well	as	which	taverns	have
  the	best	ale	and	wine.
  19. A	 quiver	 of	 17	 poorly	 crafted	 arrows	 with	 wicked	 barbed
  arrowheads	most	likely	made	by	goblins	or	orcs.
  20. A	golden	signet	ring	bearing	the	emblem	of	an	ancient	elven
  noble	house.	The	party	might	be	rewarded	if	they	return	it	(or
  they	might	be	accused	of	murder!)
  
  48	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  C L E R I C  
  Brave,	noble	and	just	adventurers	often	do	battle	with	evil	cults	
  and	their	sinister	masters—servants	of	dark,	forbidden	powers.		
  	
  Such	clerics	can	call	upon	the	powers	of	their	patrons	and	
  are	 often	 equipped	 with	 items	 of	 foul	 origin	 or	 uncertain	
  purpose.	However,	when	adventurers	slay	an	evil	cleric	normally	
  all	they	find	is	a	weapon,	a	suit	of	armour—perhaps	an	unholy	
  symbol	if	the	designer	has	gone	all	out—and	some	other	minor	
  treasures.		
  	
  That’s	a	shame	as	such	individuals	are	bound	to	carry	about	
  their	person	certain	odds	and	ends	that	might	be	of	interest	to	
  the	 adventurers.	 Use	 the	 table	 below,	 to	 generate	 details	 of	
  things	the	party	find	on	the	evil	cleric’s	body:		
  1. A	necklace	of	human	ears.	
  2. A	 veil	 of	 purple	 designed	 to	 be	 placed	 over	 the	 head	 of	 a	
  sacrifice.	
  3. Hemlock,	mistletoe	and	nightshade	bound	with	a	red	ribbon.	
  4. An	 amulet	 of	 the	 unholy	 star.	 In	 rituals,	 it	 is	 heated	 until	
  glowing	and	then	placed	around	a	sacrifice’s	neck.	
  5. A	bag	of	charcoal	made	from	a	church’s	burnt	rafters.	
  6. A	glass	vial	containing	the	severed	finger	of	a	fallen	saint.	
  7. Blessed	purple,	yellow	and	red	chalk.	
  8. An	incense	burner	made	from	a	skull	covered	in	silver.	
  9. White	clay	prayer	beads	stained	with	blood.	
  10. A	bottle	of	blessed	alcohol,	spiked	with	a	mild	poison.	
  11. A	 symbol	 drawing	 kit	 with	 string,	 chalk,	 compasses	 and	 a	
  notebook	with	detailed	notes	and	diagrams.	
  12. A	dozen	vials	of	snake	venom.	
  13. A	 collection	 of	 silver	 needles	 designed	 to	 prevent	 the	
  resurrection	of	a	corpse.	
  14. A	preserved	dead	raven.	
  15. A	broken	spyglass	with	a	personalized	inscription	engraved	on	
  the	case.	
  16. A	full	yellow	cloak	with	large	silver	clasps	and	a	holy	symbol	
  boldly	presented	in	dark	green.	
  17. A	 brass	 and	 copper	 chainmail	 shirt	 with	 a	 ring	 pattern	 too	
  open	and	loose	to	provide	actual	protection.	The	mail	is	worn	
  over	a	white	linen	shirt.	
  18. A	bright	pink	vest	covered	in	tentacle	designs.	
  19. A	 pair	 of	 light	 green	 dancing	 shoes	 made	 of	 silk	 completed	
  with	black	laces.	
  20. A	pauldron	worn	on	the	right	shoulder	made	of	white	stained	
  leather.	 A	 symbol	 on	 it	 denotes	 the	 priest’s	 position	 in	 the	
  church’s	hierarchy.	
  § 
  	
  	
  	
  
  49	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  C U L T I S T
  Depraved	 followers	 of	 forbidden	 or	 forgotten	 powers	 of	 fell,	
  sinister	mien,	cultists	often	collect	items	of	profane	significance	
  to	their	unspeakable	practises	and	services.		
  	
  Use	the	table	below,	to	generate	the	details	of	such	minor	
  items	of	interest	the	party	find	on	the	body	of	slain	cultists:		
  1.
  A	single	polished	knucklebone	wrapped	in	a	scrap	of	thin,	red
  cloth.
  2.
  A	 three-inch	 high	 gold	 statuette	 depicting	 the	 cultist’s	 fell
  patron.	The	statuette	is	crudely	made	(or	is	incredibly	old	and
  has	become	worn	and	dented	through	the	ages).
  3.
  This	scarp	of	crumbled	parchment	bears	the	name	of	a	half-
  dozen	locals.	None	are	members	of	the	cult;	instead	this	is	a
  list	 of	 potential	 members	 (or	 perhaps	 a	 list	 of	 potential
  sacrifices).
  4.
  A	broad	belt	finished	with	a	snarling	demon	head	buckle	holds
  up	 this	 cultist’s	 trousers.	 The	 belt	 has	 a	 small	 secret
  compartment	 that	 would	 sit	 in	 the	 small	 of	 the	 back	 of	 the
  wearer	big	enough	to	hold	a	small	unholy	symbol.
  5.
  This	cultist’s	cowled	cloak	is	double	lined.	One	one	side	it	is	a
  dull,	 dreary	 brown;	 the	 inner	 lining	 is	 black.	 The	 cowl	 is
  particularly	capacious.
  6.
  This	curved	iron	dagger	has	dried	blood	on	the	tip.	The	cross
  guard	is	slightly	wobbly	and	cured	leather	is	wrapped	around
  the	weapon’s	handle.
  7.
  This	cultist	wore	a	circlet	of	beaten	bronze.	The	circlet—plainly
  old—has	four	empty	settings,	which	clearly	once	held	precious
  gems	or	some	other	form	of	decoration.
  8.
  Wrapped	in	cloth	and	hidden	in	a	large	belt	pouch	lies	a	small
  book.	 It	 has	 a	 battered,	 mildewed	 cover	 and	 faded	 writing.
  Close	examination	reveals,	it	is	an	unholy	prayer	book.
  9.
  A	 bloody	 work	 rag	 fills	 this	 cultist’s	 pocket.	 Examination
  reveals	it	looks	like	the	rag	was	recently	used	to	clean	a	bladed
  weapon.
  10. This	cultist	has	pierced	his	nipples	(and	several	other	parts	of
  his	body).	In	total	he	wears	six	silver	piercings.	Each	is	worth	1
  gp,	but	removing	them	requires	them	to	be	cut	out.
  11. A	plain	copper	bracelet	encircles	this	cultist’s	left	wrist.	Several
  small	 charms—demon	 heads,	 claws	 and	 other	 fell	 things—
  hang	 from	 the	 bracelet	 and	 quietly	 jangle	 when	 moved.	 The
  charms	 are	 well	 made—but	 odious.	 A	 dealer	 in	 exotic	 art
  might	pay	10	gp	for	them.
  12. This	cultist’s	shirt	has	a	secret	hidden	compartment	on	the	left
  side	 at	 the	 waist.	 Within,	 perceptive	 PCs	 find	 a	 scrap	 of
  parchment	extolling	the	virtues	of	the	cult’s	dark	lord	and	the
  cultist’s	signature	under	a	pledge	of	allegiance.
  13. Hidden	 at	 the	 bottom	 of	 this	 pouch,	 in	 a	 small	 semi-hidden
  pocket	is	a	small	golden	coin.	Practically	worn	smooth	by	time,
  the	outline	of	some	elder	personality’s	profile	is	just	visible	on
  one	side.
  14. A	 slender	 chain	 around	 the	 cultist’s	 neck	 supports	 a	 small
  wooden	unholy	symbol	of	the	cult’s	lord.	The	cultist’s	name	is
  etched	on	the	back	of	the	symbol.
  15. A	 scrap	 of	 parchment	 filled	 with	 deranged	 ramblings	 about
  “the	 lord’s	 vengeance”,	 the	 “end	 of	 all	 things”	 and	 a	 “blood
  sacrifice”.
  16. A	 small	 sack	 full	 of	 blood-soaked	 earth	 destined	 for	 the
  cultist’s	garden;	he	believes	using	blood-soaked	earth	gives	his
  crops	a	“certain	taste".
  17. A	 vaguely	 human-shaped	 fetish	 comprising	 pieces	 of	 string,
  hair	 and	 straw.	 (The	 fetish	 represents	 the	 cultist’s	 hated
  neighbour	who	he	has	cursed).
  18. A	list	of	the	party’s	names	along	with	brief	descriptions	of	their
  appearance	and	assumed	abilities.
  19. A	thigh	bone	wrapped	in	cloth	and	crudely	etched	with	several
  deep	 incisions.	 The	 meaning	 of	 the	 plentiful	 marks	 is	 not
  immediately	 clear,	 but	 could	 be	 a	 count	 of	 the	 number	 of
  sacrifices	the	cult	has	made	to	its	fell	patron.
  20. A	diary	of	sorts	detailing	the	cultist’s	struggle	with	the	cult’s
  unholy,	distasteful	practises.	The	writing	reveals	the	cultist	to
  be	 a	 reluctant	 member	 of	 the	 cult	 (at	 best)	 who	 dreams	 of
  fleeing	the	locality	to	begin	a	new	life	far	away.
  R E L A T E D  A R T I C L E S
  §
  4	Unholy	Books	(page	52)
  §
  10	Cultists	with	Personality	(page	52)	
  §
  10	Remarkable	Unholy	Symbols	(page	39)	
  §
  20	Things	to	Find	in	a	Cultist’s	Lair	(page	69)
  §
  20	Things	to	Loot	from	a	Dead	Cleric	(page	48)
  §
  20	(Vile)	Things	to	Find	in	a	Cultist’s	Lair	(page	70)
  
  50	
  2 0  T H I N G S  T O  L O O T  F R O M  A  S M U G G L E R ’ S  B O D Y  
  Smugglers	 pick	 up	 many	 things	 on	 their	 day-to-day	 travels.	
  Perhaps	 they've	 purloin	 a	 little	 bit	 of	 merchandise	 from	 a	
  shipment	or	engaged	in	other	nefarious	activity.		
  	
  No	matter	how	they	came	into	his	possession,	a	smuggler	is	
  bound	 to	 have	 some	 small	 knickknack	 about	 his	 person	 when	
  encountered	by	the	PCs.		
  1. This	 small,	 dented	 steel	 hip	 flask	 is	 full	 of	 cheap	 brandy.	 A	
  terribly	engraved	crest	of	a	sailing	ship	decorates	one	side.	
  2. This	pouch	contains	a	black	scarf	large	enough	to	be	wrapped	
  around	the	lower	part	of	its	owner's	head.	It	smells	of	salt	and	
  sweat.	
  3. These	 fine,	 much-worn,	 but	 well	 maintained,	 thigh-high	
  leather	boots	conceal	a	thin	dagger	in	a	specially	made	sheath	
  sown	into	the	left	boot.	
  4. This	 voluminous	 scarlet	 cloak	 has	 a	 similarly	 all-concealing	
  hood.	Several	hidden	pouches	sown	into	the	cloak's	lining	are	
  large	enough	to	contain	a	full	coin	pouch	or	several	pieces	of	
  jewellery	and	the	like.	
  5. A	 small	 bag	 holds	 several	 clumps	 of	 dried	 seaweed	 cut	 into	
  small	strips.	The	pouch	smells	strongly	of	salt	and	the	sea.		
  6. This	 smuggler	 wears	 a	 golden	 earring	 crafted	 to	 resemble	 a	
  leaping	 dolphin,	 in	 his	 left	 ear.	 The	 earring	 is	 tarnished	 and	
  worn	and	the	tiny	gems	that	once	filled	its	eye	sockets	have	
  long	since	fallen	out	and	been	lost.	
  7. Clad	 in	 faded	 and	 ripped	 clothes,	 this	 smuggler	 had	 clearly	
  fallen	 on	 hard	 times.	 Observant	 PCs	 searching	 the	 body	
  discover	a	worn	gold	ring	on	one	of	the	man’s	toes.	The	ring	is	
  worth	10	gp.	
  8. A	necklace	of	long,	sharp	teeth—perhaps	from	a	small	shark	or	
  other	 marine	 predator—hangs	 around	 this	 smuggler’s	 neck.	
  The	 teeth,	 hanging	 from	 a	 thin	 leather	 thong—clack	 to	
  together	in	an	annoying	way	when	the	wearer	moves	(which	
  reduces	the	chance	he	has	of	moving	silently).		
  9. This	wide	leather	belt	has	a	secret	compartment	big	enough	to	
  hold	 five	 coins.	 Only	 observant	 PCs	 examining	 the	 belt	 are	
  likely	to	find	the	(empty)	compartment.		
  10. This	smuggler	owned	an	old	map	of	the	surrounding	coastline.	
  The	map	is	old,	faded	and	torn	in	two.	It	is,	however,	carefully	
  rolled	up	around	a	short	length	of	smooth,	polished	wood	and	
  stored	in	a	small	leather	belt	pouch.		
  11. A	 pouch	 at	 this	 smuggler’s	 waist	 holds	 a	 lump	 of	 driftwood,	
  partly	whittled	into	the	shape	of	a	great	whale.		
  12. A	small	pouch	holds	strips	of	dried	fish	wrapped	in	thin	cloth.	
  The	fish	is	chewy	and	tastes	of	salt	and	smoke.		
  13. This	 smuggler	 wore	 a	 jaunty,	 wide-brimmed	 hat	 decorated	
  with	a	thin	crimson	sash.		
  14. A	 stone	 figurine	 of	 the	 capricious	 sea	 god	 is	 draped	 with	
  seaweed	and	jammed	into	a	pouch	barely	big	enough	to	take	
  the	statuette.	
  15. This	ragged	yellow	velvet	cloak	is	ripped	at	the	hem	and	bears	
  several	obvious,	but	unidentifiable,	stains.	In	its	current	state,	
  the	 cloak	 looks	 worthless.	 However,	 if	 cleaned	 and	
  cannibalised	to	make	a	short	cape,	the	garment	could	be	sold	
  for	2	gp.		
  16. Carvings	 of	 crashing	 waves	 decorate	 this	 small	 wooden	 box	
  holding	several	small	keepsakes:	a	lock	of	blond	hair,	a	small	
  painting	 of	 a	 plain-looking	 woman	 with	 similar	 coloured	 hair	
  and	several	wisps	of	silken	fabric.	
  17. A	small	flask	of	linseed	wood,	a	grimy	cloth	and	several	small	
  knives	all	stored	in	the	smuggler’s	backpack	identifies	him	as	a	
  woodcarver.		
  18. A	 strip	 of	 woollen	 blanket	 is	 wrapped	 around	 the	 battered	
  remains	of	a	spyglass,	which	is	missing	most	of	its	lease;	only	
  glass	shards	remain.		
  19. A	 thick	 pair	 of	 sealskin	 gloves	 is	 wrapped	 around	 this	
  smuggler’s	 broad	 leather	 belt.	 The	 gloves	 are	 in	 excellent	
  condition.	
  20. This	smuggler	wore	a	clever	crafted	pouch	wrapped	around	his	
  left	ankle.	Lying	almost	flush	to	the	skin,	only	a	careful	search	
  reveals	its	presence.	Inside,	the	smuggler	hid	four	small	black	
  stones	(onyx,	each	worth	20	gp).	
  R E L A T E D  A R T I C L E S  
  § 
  10	Thing	to	Find	in	a	Ship’s	Cargo	Hold	(page	59)	
  § 
  12	Things	to	Find	in	a	Rowboat	(page	84)	
  § 
  20	Things	to	Find	in	a	Smuggler’s	Lair	(page	72)	
  	
  	
  	
  
  51	
  URBAN DRESSING
  
  52	
  4  U N H O L Y  B O O K S  
  1. Tome	of	the	Tentacled	Masters:	Little	more	than	a	collection	
  of	 deranged	 ramblings	 about	 “the	 questing	 tentacles	 in	 the	
  dark”	this	book	has	been	handed	down	from	cultist	to	cultist.	
  Several	different	hands	are	evident	in	its	writings.		
  2. Libram	of	Ineffable	Damnation:	This	small,	exquisitely	bound	
  book,	 describes—in	 excruciating	 detail—various	 torture	 and	
  sacrifice	 rituals	 designed	 to	 consign	 the	 soul	 of	 the	
  unfortunate	 subject	 into	 the	 clutches	 of	 various	 devils	 and	
  demons.	Several	of	the	pages	have	dried,	bloody	fingerprints	
  on	the	pages	suggesting	they	may	have	been	consulted	mid-
  ritual.	
  3. Tome	 of	 the	 Sibilant	 Terror:	 Detailing	 many	 inventive	 and	
  sadistic	techniques	for	inducting	new	members	into	a	cult,	this	
  tome	 is	 part	 “recruitment	 manual”	 and	 part	 blackmailer's	
  handbook.	 Several	 notations	 in	 the	 book	 indicate	 various	
  techniques	are	perfect	for	several	named	folk	dwelling	in	the	
  surrounding	community.	
  4. Unnamed	 Book:	 This	 book	 has	 a	 plain	 cover	 and	 is	 untitled.	
  Readers	 exploring	 its	 contents	 discover	 it	 is	 a	 diary	 of	 sorts	
  chronicling	 the	 rise	 of	 the	 local	 cult.	 It	 provides	 a	 detailed	
  history	 of	 its	 activities,	 victims	 and	 members.	 It	 is	 a	 useful	
  resource	to	help	the	adventurers	track	down	any	cultists	that	
  have	thus	far	escaped	their	notice.	
  	
  1 0  C U L T I S T S  W I T H  P E R S O N A L I T Y  
  Cultists	come	from	all	walks	of	life.	Many	maintain	a	façade	of	
  normality,	 allowing	 them	 to	 hide	 among	 an	 unsuspecting	
  society;	others	are	too	deranged	or	dangerous	to	escape	notice.		
  1. Tanathrax:	 A	 tiefling	 with	 red	 scales,	 slightly	 glowing	 amber	
  eyes	and	a	stubby	tail,	Tanathrax	is	convinced	he	comes	from	a	
  draconic,	rather	than	fiendish,	bloodline.	She	involves	herself	
  in	the	cult	as	an	enforcer,	but	intends	to	subvert	its	goals	to	
  suit	an	ancient	red	dragon	who	has	no	idea	Tanathrax	exists.	
  2. Pendrake	Abrogast:	This	rakish	blond	haired,	blue	eyed	noble	
  enjoys	 the	 benefits	 of	 his	 conventional	 good	 looks.	 He	 is	
  known	 for	 his	 dalliances	 with	 all	 genders	 and	 debauched	
  parties.	 During	 days	 when	 he	 “nurses	 a	 hangover,”	 he	
  participates	 in	 cult	 rituals,	 usually	 with	 the	 same	 people	 he	
  partied	 with	 the	 night	 before.	 He	 believes	 the	 titled	 shall	
  inherit	the	world	and	looks	forward	to	the	total	subjugation	or	
  annihilation	of	the	lesser	folk	(except	those	serving	him).	
  3. Nelva	 and	 Quentin	 Indra:	 This	 affable	 halfling	 couple	 once	
  adventured	together,	but	retired	to	open	their	general	goods	
  store.	The	grey-haired	shop	owners	get	to	know	everyone	in	
  their	store	and	have	remarkably	keen	recollections	for	names	
  and	faces.	They	are	astute	observers	and	keep	an	eye	out	for	
  potential	victims	or	recruits.	
  4. Valdrin	Boke:	Valdrin	has	dirty	blond	hair	and	scars	crisscross	
  his	body,	but	his	face	is	injury-free.	He	wields	a	pair	of	daggers	
  named	after	lesser	beings	associated	with	the	cult,	and	uses	
  them	 for	 murders	 committed	 in	 the	 cult’s	 name.	 The	 cult	
  keeps	him	on	a	tight	leash,	but	ocassionally	he	escapes—or	is	
  released—to	carry	out	his	“sacred”	duty.	
  5. Felice	Granger:	Felice	has	dark	brown	hair	that	turns	bright	red	
  when	she	engages	in	her	favourite	activity:	arson.	She	believes	
  she	 can	 conjure	 forth	 actual	 hellfire.	 She	 has	 shown	 a	
  surprising,	yet	unreliable,	ability	to	start	fires	with	a	thought,	
  which	she	believes	comes	from	her	invisible	guardian	devils.	
  6. Pastoran	Fenn:	Pastoran	is	a	softly-spoken	gnome	cleric	with	a	
  warm	personality.	He	wears	no	holy	symbol,	claiming	he	is	a	
  servant	 of	 the	 people	 rather	 than	 some	 unseen	 deity.	 He	
  enjoys	spreading	hope	only	to	see	it	crushed	afterwards	and	
  often	convinces	seriously	ill	or	near-dead	people	to	take	their	
  lives	while	he	watches.	
  7. Odette	 Varyan:	 Odette,	 a	 human	 woman	 with	 dark	 brown	
  skin,	 lived	 a	 sheltered	 life,	 overprotected	 by	 her	 father	 and	
  older	brothers	and	resented	it.	When	she	found	her	purpose	in	
  the	cult,	she	realized	she	could	use	her	perceived	helplessness	
  to	 her	 advantage.	 She	 pretends	 someone	 is	 following	 her	 or	
  targeting	her	to	lure	unwitting	protectors	to	their	dooms.	
  8. Ghena	 Haroth:	 This	 female	 half-orc	 paladin	 serves	 in	 an	
  organization	 with	 nobler	 goals	 than	 many	 cults,	 but	 the	
  tyrannical	regime	she	seeks	to	subvert	refers	to	it	as	a	cult.	She	
  is	gruff	and	slow	to	make	friends,	partially	out	of	distrust.	She	
  often	 makes	 difficult	 decisions	 about	 peoples’	 lives,	 causing	
  her	to	seek	atonement	for	her	actions	on	a	regular	basis.	
  9. Mervynne	the	Prognosticator:	Mervynne	is	a	human	man	with	
  tight,	curly	hair	who	makes	a	living	as	a	fortune	teller.	While	
  many	of	his	fortunes	are	part	of	a	convincing	act,	the	proceeds	
  from	 which	 fill	 the	 cult’s	 coffers,	 he	 has	 some	 powers	 of	
  divination.	Specifically,	he	seems	to	be	able	to	identify	people	
  whose	paths	intersect	with	the	cult’s	plans.	
  10. Tessa:	 This	 half-elf	 woman	 leads	 the	 Twilight	 Performers,	 a	
  carnival	 troupe,	 and	 she	 is	 the	 resident	 “beast	 tamer.”	 She	
  often	 gains	 the	 trust	 of	 settlement	 leaders	 by	 stopping	 a	
  rampaging	 monster—typically	 one	 she	 releases	 herself,	 but	
  she	does	not	pass	up	a	convenient	opportunity.	She	is	never	
  without	her	collection	of	whips.	
  
  53	
  1 0  M E R C H A N T S  W I T H  P E R S O N A L I T Y
  All	too	often,	encounters	with	merchants	and	shopkeepers	are	
  little	 more	 than	 dry	 exchanges,	 where	 players	 whip	 out	 their	
  rulebooks	and	handle	the	exchanges	more	or	less	on	their	own.	
  While	this	is	fine	for	some	situations,	for	others	merchants	need	
  a	bit	more	personality,	which	isn’t	always	easy	to	come	up	with	
  on	the	spot.		
  Use	the	table	below,	to	characterise	a	merchants:	
  1.
  Hildi	 Borgusdotter,	 Blacksmith:	 Hildi	 comes	 from	 a	 long,
  proud	tradition	of	blacksmithing,	and	often	exclaims	her	forge
  has	been	the	family's	business	for	generations.	Hildi's	a	tad	on
  the	pricy	side,	and	she	has	little	patience	for	hagglers,	quickly
  taking	offense	at	any	slight	against	her	family’s	masterpieces.
  2.
  Emil	Jarvi,	Alchemist:	A	lean	young	man	with	short	hair	and	a
  severe	gaze,	Emil	sells	a	variety	of	tonics,	herbs,	poultices	and
  various	alchemical	concoctions.	Though	he	begrudgingly	keeps
  a	supply	of	the	more	in-demand	potions,	he	is	quick	to	decry
  the	“overdependence	on	magic	that	is	currently	afflicting	our
  society,”	and	that	magic	is	“too	fickle	a	force	to	trust	with	your
  life.”
  3.
  Sendra	Bisset,	Haberdasher:	While	Sendra	is	well	into	middle-
  age,	no	one	who	looks	at	her	would	guess	it,	as	she	takes	great
  pains	to	preserve	her	beauty	and	youthful	good	looks.	Though
  her	stall	specializes	in	hats	of	all	kinds,	including	a	variety	of
  magical	 headgear,	 an	 odd	 assortment	 of	 gloves,	 scarves,
  purses	 and	 other	 accessories	 can	 also	 be	 found	 here.	 Those
  looking	for	plain	and	functional	clothes	should	look	elsewhere:
  her	motto	is	“if	it	isn’t	beautiful,	it’s	not	worth	owning.”
  4.
  Marcis	Vincelas,	Jeweller:	This	handsome	young	man	has	long,
  dark	hair,	and	speaks	with	a	thick	accent.	Although	he	is	not
  the	 owner	 of	 the	 stall,	 he	 is	 quite	 knowledgeable	 about	 his
  craft,	 and	 his	 incorrigible	 flirting	 makes	 him	 an	 excellent
  salesman,	 though	 he	 drops
  the	
  act	
  for	
  rich
  adventurers
  shopping	
  for
  magic
  jewellery.
  5.
  Johin	 Nigul,	 Curio	 Merchant:	 This	 bald,	 slightly	 rotund
  merchant	 carefully	 watches	 every	 customer.	 Irritable	 and
  suspicious,	 he	 grumbles	 and	 complains	 about	 “window
  shoppers,”	and	threatens	those	who	touch	his	wares	with	the
  phrase	“you	break	it,	you	buy	it!”	Still,	his	selection	of	magic
  items	is	impressive,	and	for	repeat	customers,	he	can	special-
  order	things	he	doesn’t	stock.
  6.
  Kian	Golshan,	Weapon	and	Armour	Merchant:	This	merchant
  sports	 a	 well-oiled	 goatee,	 slick	 hair	 and	 bright,	 flamboyant
  clothing.	Far	from	a	blacksmith	himself,	he	assures	customers
  he	 only	 carries	 the	 best	 merchandise	 money	 can	 buy.	 He	 is
  very	fond	of	arranging	little	demonstrations	which	supposedly
  show	 off	 his	 sharp	 blades	 or	 durable	 armours,	 but	 canny
  buyers	
  can	
  tell	
  this	
  is	
  all	
  showmanship,	
  and	
  the
  demonstrations	are	little	more	than	sleight	of	hand.
  7.
  Sabine	 Gagnier,	 Baker:	 This	 plump	 blonde	 woman	 loves
  nothing	 more	 than	 watching	 a	 customer	 enjoy	 one	 of	 her
  fresh-cooked	 confections.	 Her	 sunny	 disposition	 seems	 to
  know	no	bounds,	and	she	is	quick	to	recommend	the	perfect
  pastry	 to	 solve	 any	 problem,	 or	 at	 least	 make	 one	 feel	 a	 bit
  better	 while	 they	 solve	 it.	 She	 offers	 a	 variety	 of	 potion-
  infused	pastries,	which	have	effects	similar	to	potions	but	are,
  in	her	words,	“far	more	delicious.”
  8.
  Evron	 Teivel,	 Exotic	 Animal	 Merchant:	 This	 kind-faced	 man
  personally	trains	each	animal	he	sells,	and	has	been	known	to
  refuse	sales	to	buyers	he	thinks	can’t	provide	a	good	home	for
  the	animal.	If	an	animal	takes	a	liking	to	a	prospective	buyer,
  Evron	sometimes	offers	a	substantial	discount.
  9.
  Anila	Kleid,	Potion	and	Scroll	Merchant:	This	elderly	merchant
  recently	retired	from	teaching	young	wizards	at	a	local	arcane
  university.	She	brews	fresh	potions	and	sells	scrolls	from	her
  large	 collection	 to	 supplement	 her	 savings.	 Buyers	 beware,
  each	 purchase	 comes	 with	 a	 lecture	 or	 story	 of	 some	 kind,
  whether	the	customer	wants	it	or	not.
  10. Ozan	Balik,	Pawn	Merchant:	This	hawkish,	gaunt	man	has	very
  sparse	 grey	 hair,	 and	 peers	 at	 customers	 over	 half-moon
  glasses.	He	has	a	wide	assortment	of	items	for	sale,	but	is	also
  more	 than	 happy	 to	 buy	 or	 pawn	 interesting	 objects.	 A
  consummate	 haggler,	 he	 routinely	 overcharges	 for	 his	 sales
  and	 underpays	 for	 his	 purchases,	 and	 always	 has	 a	 dozen
  reasons	why	he	can’t	give	a	better	price.
  R E L A T E D  A R T I C L E S
  §
  10	Things	to	Find	in	a	Wagon	(page	59)
  §
  10	Things	to	See	in	a	Curio	Shop	(page	57)
  §
  20	Interesting	Stalls	(page	63)	
  §
  20	Things	to	See	in	a	Marketplace	(page	73)	
  
  54	
  1 0  R U M O U R S  A B O U T  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).		
  	
  Abandoned	 and	 decrepit,	 no	 city	 is	 complete	 without	 an	
  abandoned,	reportedly	haunted	house.	Truly	haunted	buildings	
  have	 an	 air	 of	 grim	 mystique	 about	 them,	 their	 supernatural	
  residents	setting	the	natural	world	on	edge.	All	such	places	are	
  cloaked	 with	 rumours	 of	 unspeakable,	 unknowable	 and	
  implacable	evil.	Some	of	the	rumours	might	even	be	true.		
  	
  Use	the	table	below,	to	determine	the	rumours	associated	
  with	the	haunted	house:		
  1. The	house	has	a	deep	cellar.	Whenever	anyone	explores	the	
  cellar,	the	shadows	cluster	thickly	about	them	and	they	always	
  find	 an	 area	 of	 turned	 earth—as	 if	 something	 had	 recently	
  been	buried.		
  2. One	of	the	family's	children	was	locked	in	the	attic	for	some—
  now	 forgotten	 but	 minor—transgression.	 The	 child	 was	
  headstrong	and	tried	to	escape;	he	fell	from	the	roof	and	was	
  killed.	 His	 spirit	 still	 lingers	 in	 the	 attic,	 yet	 searching	 for	 a	
  means	of	escape.		
  3. Several	 servants	 in	 the	 house	 reported	 the	 feeling	 of	 being	
  watched	 whenever	 they	 went	 up	 to	 the	 second	 floor.	 Some	
  doors	 refused	 to	 open	 for	 them,	 no	 matter	 how	 hard	 they	
  tried	 to	 open	 them.	 Most	 of	 the	 servants	 left	 the	 family’s	
  employ	 shortly	 after	 taking	 up	 service	 but	 more	 than	 one	
  completely	disappeared	never	to	be	seen	again.	
  4. A	secret	cellar	under	the	house	hides	a	deep	well	of	ancient	
  artifice	 in	 its	 shadowy	 recesses.	 Surrounded	 by	 a	 crumbling	
  wall	or	curious	design,	the	well	plumbs	some	unknown	water	
  source.	Those	drinking	from	the	well	invariably	fall	ill	and	are	
  never	the	same	again.		
  5. More	 than	 one	 resident	 of	 the	 house	 has	 been	 driven	 stark	
  raving	mad	by	something	lingering	under	that	accursed	roof.	
  Two	 have	 jumped	 from	 the	 roof	 and	 one	 died	 under	 the	
  wheels	of	his	own	carriage.	
  6. Rats	infest	the	house.	Before	it	was	abandoned	tales	told	of	a	
  servant	 slain	 by	 a	 horde	 of	 the	 foul	 creatures	 when	 he	 was	
  sent	to	retrieve	a	bottle	from	the	wine	cellar.	
  7. Ancient	tunnels	link	the	house	with	a	rambling	set	of	natural	
  caverns	 that	 emerge	 far	 from	 town.	 Smugglers,	 kidnappers	
  and	worse	used	the	tunnels,	until	the	house	was	abandoned.	
  8. Faint,	 flickering	 lights	 of	 unwholesome	 hue	 are	 sometimes	
  seem	bobbing	about	the	house	after	dark.	These	are	the	souls	
  of	all	those	bound	to	that	accursed	place.	
  9. One	of	the	maids	working	in	the	house	was	an	adherent	of	a	
  demon!	She	lay	with	her	master	in	the	master’s	bed	and	when	
  her	child	was	born	the	clueless	family	allowed	her	to	stay	in	
  their	employ.	Soon	her	child	grew	big,	strong	and	malevolent.	
  Soon	thereafter,	a	series	of	tragic	accidents	claimed	the	lives	
  of	the	family’s	children.		
  10. A	malevolent	sentience	lurks	within	the	house.	Some	say	the	
  very	 essence	 of	 the	 Abyss	 imbues	 the	 house	 with	 a	 terrible	
  purpose—to	 carry	 away	 all	 those	 who	 linger	 within	 to	 an	
  eternity	of	torment	at	the	hands	of	a	terrible	demon	lord!	
  	
   
  
  55	
  1 0  S T R A N G E ,  B U T  F U N ,  V I L L A G E  F E S T I V A L S
  Every	 settlement	 is	 unique	 and	 has	 its	 own	 traditions	 and	
  customs.	 Whether	 a	 festival	 is	 relatively	 normal,	 or	 downright	
  odd,	 they	 are	 a	 tremendous	 way	 to	 breathe	 character	 and	
  verisimilitude	into	a	settlement.		
  	
  Village	 celebrations	 are	 community	 events—an	 excuse	 to	
  come	together	and	celebrate	(or	commiserate)	previous	events	
  of	 import.	 Often	 they	 draw	 in	 folk	 from	 the	 surrounding	 area.	
  The	odder	the	festival,	the	more	powerful	the	draw.		
  	
  Use	the	table	below,	to	generate	the	details	of	strange	local	
  festivals	the	PCs	can	watch	(or	even	join	in):		
  1.
  Cheese	 Racing:	 The	 village	 is	 well	 known	 for	 its	 cheese
  industry.	To	celebrate,	the	villagers	practise	cheese	chasing	in
  an	 annual	 race.	 Every	 year,	 they	 gather	 atop	 the	 nearest
  steepest	 hill	 where	 the	 most	 prominent	 cheese	 producers
  unleash	large,	circular	cheeses	down	the	hill.	The	goal	of	the
  race	 is	 to	 get	 your	 cheese	 as	 far	 as	 possible	 down	 the	 hill
  without	carrying	it.	Competing	teams	of	farmers	work	together
  to	 protect	 their	 cheese	 from	 the	 attentions	 on	 their	 rivals.
  Fistfights	 invariably	 ensue	 as	 scores	 of	 villagers	 charge	 after
  each	cheese.
  2.
  Witch	Hunting:	In	the	past,	the	village	was	beset	by	a	coven	of
  witches.	 After	 a	 reign	 of	 terror,	 the	 witch	 was	 caught	 and
  burnt	at	the	stake.	To	celebrate	their	liberation,	the	villagers
  have	a	witch	hunt	every	year.	Four	local	women	dress	up	as
  witches	 and	 hide	 in	 the	 village	 or	 its	 locality.	 The	 other
  villagers	 must	 find	 them.	 Afterwards,	 the	 villagers	 celebrate
  late	into	the	night	around	a	huge	bonfire	on	which	are	burnt
  the	effigies	of	the	original	four	witches.
  3.
  Dead	Raising:	Once	a	year,	the	villages	exhume	the	decaying
  bodies	of	the	recently	dead	and	carry	them	through	the	streets
  in	celebration	of	their	lives.	Afterwards,	the	dead	preside	over
  a	great	feast	eaten	by	the	flickering	flames	of	giant	bonfires	set
  about	the	village.
  4.
  River	Dunking:	A	river	runs	through	or	near	the	village.	Every
  year,	when	the	winter	snows	have	melted	and	the	river	is	at	its
  most	swollen,	the	villagers	gather	at	the	river	for	a	day-long
  tug	of	war	competition.	Rivalry	among	teams	is	fierce	and—of
  course—there’s	lots	of	eating	and	drinking.	By	the	end	of	the
  day,	almost	everyone	is	tired,	cold,	wet,	drunk	and	happy.
  5.
  Pig	 Racing:	 Every	 year,	 the	 villagers	 gather	 as	 part	 of	 the
  harvest	 festival	 to	 race	 their	 prize	 pigs.	 Farmers	 ride	 their
  favourite	pigs	through	the	streets	in	a	mad	race	to	the	finish.
  The	ensuing	race	is	pure	chaos	and	little	more	than	a	rough
  and	 muddy	 free	 for	 all.	 Although	 participants	 cannot	 carry
  weapons	injuries	are	common	as	good-natured	fistfights	erupt
  along	the	course	between	riders	(and	sometimes	spectators).
  There	 is	 no	 set	 prize	 for	 winning	 the	 race,	 except	 for	 the
  prestige	of	being	the	best	rider.
  6.
  Barrel	Burning:	For	this	celebration,	participants	fill	old	barrels
  with	tar	and	set	them	aflame.	The	competitors	then	carry	the
  barrels	 as	 far	 as	 possible	 through	 the	 village	 while	 being
  cheered	 on	 by	 spectators.	 The	 winner	 is	 the	 person	 who
  carries	the	barrel	furthest.	Injuries	are	common	in	this	bizarre
  practise	and	the	use	of	magic	is	frowned	on	(at	least	until	the
  race	is	over).	This	race	normally	takes	place	at	night	and	is	a
  spectacular	 sight.	 Afterwards,	 there	 is	 much	 drinking	 and
  merriment.
  7.
  Barrel	Boating:	The	villager	take	to	their	barrels	and	attempt
  to	 “sail”	 them	 down	 the	 river	 that	 runs	 through	 the
  settlement.	 In	 the	 same	 manner	 as	 the	 pig	 racing	 described
  above,	the	race	is	wild	and	has	few	rules.	Competitors	work	at
  capsizing	 or	 holing	 their	 rivals	 and	 just	 actually	 finishing	 the
  race	is	considered	an	achievement.	The	first	person	to	finish
  gets	his	barrel	filled	with	ale	by	the	local	lord.	Folk	come	from
  the	surrounding	villages	to	watch	(and/or	participate).
  8.
  Wife	Stealing:	This	festival’s	roots	go	back	hundreds	of	years
  to	 when	 the	 villagers	 raided	 other	 nearby	 settlements	 for
  womenfolk.	 In	 it,	 participants—or	 raiders—must	 carry	 a
  neighbour's	 wife	 over	 a	 set	 course	 comprising	 several
  obstacles.	The	“stolen”	wives'	husbands	lurk	on	the	course	and
  try	 to	 recapture	 their	 wives.	 Of	 course,	 the	 competition	 is
  good-natured.	If	a	raider	gets	to	the	end	of	the	course	with	a
  stolen	 wife	 he	 can	 claim	 a	 prize	 from	 the	 wife’s	 husband—
  usually	 a	 flagon	 of	 ale,	 handy	 tool	 or	 suchlike.	 Shocking,
  afterwards	much	drinking	ensues.
  9.
  Gods	Awakening:	In	this	once-yearly	festival	held	at	the	winter
  solstice,	 the	 villagers	 light	 a	 huge	 bonfire	 on	 the	 highest	 hill
  near	the	village.	Building	the	bonfire	can	take	weeks.	Once	it	is
  lit,	the	villagers	stand	about	and	sing	songs	of	praise	to	their
  gods	and	pray	for	a	year	free	of	raiders	and	pestilence.	During
  bad	 years,	 the	 villagers	 build	 particularly	 large	 fires	 in	 the
  hopes	this	will	please	the	gods	and	return	favour	to	the	village.
  Persistent	 rumours	 whisper	 that	 sometimes	 the	 villagers
  secretly	practise	human	sacrifice;	unfortunates	are	said	to	be
  tied	to	a	stake	in	the	midst	of	the	bonfire	and	burnt	alive	as	an
  offering.
  10. Dance	 of	 the	 Dead:	 In	 this	 macabre	 celebration,	 held	 every
  year	 to	 mark	 the	 village’s	 deliverance	 from	 an	 evil
  necromancer’s	 undead	 army,	 the	 villagers	 dress	 as	 skeletons
  and	zombies	and	dance	through	the	streets	in	wild	abandon.
  Some	 of	 the	 villagers’	 costumes	 are	 disturbingly	 realistic—
  comprised	as	they	are	of	actual	bones.	The	festival	is	held	at
  night	and	adventurers	witnessing	it	without	knowledge	of	the
  celebration’s	significance	could	be	forgiven	for	thinking	an	evil
  cult	is	at	work	in	the	village.	
  
  56	
  1 0  S T R A N G E  T H I N G S  T O  S E E  B E H I N D  A  S E E D Y  T A V E R N ’ S  B A R  
  Most	adventuring	parties	spend	a	lot	of	time	in	bars,	pubs,	inns	
  and	 taverns.	 Often	 such	 places	 are	 a	 party’s	 home	 away	 from	
  home.		
  	
  Occasionally,	the	party	will	spot	one	or	more	strange	items	
  behind	the	bar.	Often,	such	items	have	a	history	and	reason	for	
  being	there.	They	could	have	great	significance	to	the	tavern’s	
  owner	 or	 to	 one	 or	 more	 of	 its	 regular	 patrons.	 Alternatively,	
  they	could	serve	no	purpose	but	decoration.		
  	
  Use	the	table	below,	to	determine	what	strange	items	the	
  party	spots	behind	the	bar:		
  1. An	oversized	dagger—more	the	size	of	a	short	sword—with	a	
  wickedly	serrated	blade	hangs	behind	the	bar.	The	tip	of	the	
  weapon	is	missing.	The	weapon	once	belonged	to	a	hill	giant	
  and	is	poorly	made;	a	local	claimed	to	have	slain	the	giant	and	
  swapped	the	dagger	for	a	month	of	free	drinking.	
  2. A	 dusty	 glass	 bottle	 stands	 on	 a	 pedestal	 in	 a	 niche	 high	 up	
  behind	 the	 bar.	 Cobwebs	 cover	 the	 bottle	 and	 the	 label	 is	
  faded	 and	 unreadable.	 Local	 lore	 has	 it	 that	 as	 long	 as	 the	
  bottle	remains	full,	good	fortune	will	befall	the	tavern	and	its	
  owner.	
  3. A	battered	hat	of	strange	design	and	appearance	rests	on	one	
  of	the	ale	barrels	behind	the	bar.	The	hat	has	a	red	brim	and	a	
  covering	 of	 yellow	 felt.	 A	 ragged	 hole—where	 the	 wearer’s	
  forehead	would	be—pierces	the	fabric.	
  4. A	 cage	 stands	 on	 the	 counter	 behind	 the	 bar.	 A	 single,	
  obviously	malnourished	and	agitated,	stirge	lurks	in	the	cage.	
  Anyone	who	tries	to	leave	without	paying,	or	who	molests	one	
  of	the	servers,	is	forced	to	thrust	a	hand	through	the	bars	to	
  feed	the	creature.	Shockingly,	there	is	little	violence	and	few	
  disturbances	in	this	tavern.		
  5. An	 array	 of	 battered	 and	 hacked	 shields	 decorate	 the	
  back	wall	of	the	bar.	They	hang	from	wooden	pegs	
  and	 sometimes	 the	 staff	 rearrange	 them	 (for	 no	
  apparent	reason).	A	few	of	the	shields	are	plain	wooden	
  affairs,	 but	 most	 bear	 heraldic	 devices.	 Present	 are	 the	
  symbols	 of	 several	 nearby	 humanoid	 tribes	 along	 with	 the	
  devices	 of	 five	 adventuring	 bands	 (two	 of	 which	 were	
  wiped	out	during	their	adventures).	
  6. A	collection	of	fine	and	delicate	goblets	and	
  wine	 glasses	 cluster	 thickly	 upon	 a	
  narrow	 shelf	 lined	 with	 faded	 yellow	
  cloth.	 The	 innkeeper	 never	 lets	 anyone	
  use	 the	 glasses—saying	 they	 are	 for	
  “quality”	customers	only.	What	he	means	by	
  this	 is	 anyone’s	 guess.	 When	 the	 inn	 is	 quiet	 he	
  often	 takes	 the	 various	 glasses	 down	 and	 polishes	
  them	carefully.	
  7. A	yellowing	giant’s	skull	hangs	from	the	ceiling	over	the	bar.	
  Burning	candles	set	in	the	eye	sockets	give	the	whole	thing	an	
  eerie	appearance.	
  8. Copper	coins	fill	a	metal	bucket	behind	the	bar.	Customers	are	
  encouraged	to	throw	their	spare	coppers	into	the	bucket.	At	
  the	end	of	the	month,	the	owner	distributes	the	coins	to	his	
  staff	(or	perhaps	local	needy	children).	He	may—or	may	not—
  be	skimming	some	off	the	top	for	himself.	
  9. A	portrait	of	the	current	king	or	other	local	ruler	stares	down	
  haughtily	over	the	bar.	The	barkeep	is	particularly	patriotic	and	
  does	 brook	 any	 unkind	 words	 about	 the	 portrait’s	 subject.	
  People	uttering	such	are	refused	service.	
  10. A	 tapestry	 hangs	 down	 behind	 the	 bar	 completely	 obscuring	
  the	wall.	The	tapestry	is	one	of	several	the	tavern	possesses	
  and	every	now	and	then	the	barkeep	replaces	it	with	another.	
  Some	of	the	tapestries	are	worn	and	faded	while	others	are	
  almost	 brand	 new.	 The	 owner	 will	 pay	 good	 gold	 for	 new	
  additions	to	his	collection.	(Unbeknownst	to	the	customers—
  and	 most	 of	 the	 staff—the	 tapestry	 covers	 several	 secret	
  viewports	in	the	wall	the	owner	uses	to	spy	on	his	customers;	
  each	new	tapestry	has	small	holes	cut	in	it	over	these	holes).	
  R E L A T E D  A R T I C L E S  
  § 
  20	Seedy	Tavern	Patrons	(page	65)	
  § 
  20	Seedy	Staff	(page	66)	
  § 
  20	Things	Left	in	an	Inn’s	Bedchamber	(page	67)	
  	
  		
   
  
  57	
  1 0  T H I N G S  T O  F I N D  I N  A  C U R I O  S H O P
  When	the	PCs	return	to	the	city	after	their	latest	adventure	they	
  often	have	only	one	things	on	their	mind—shopping!		
  	
  With	their	loot	sold	and	their	purchases	plotted	the	party	set	
  out	into	the	city.	Sometimes,	they	find	exactly	what	they	seek,	
  but	other	times	they	find	more	than	they	bargain.	For	lost	amid	
  the	clutter	of	the	dusty	shelves	of	the	curio	shop	lie	forgotten	
  treasures	and	baubles	of	interesting	aspect.		
  	
  Use	the	table	below,	to	generate	the	details	of	minor	objects	
  of	 interest	 the	 party	 come	 across	 on	 their	 shopping	 trip.	 For	
  many	of	these	items,	the	shopkeeper	will	take	whatever	he	can	
  get;	others	have	prices.	The	GM	can	use	these	items	as	nothing	
  more	 than	 objects	 of	 interest,	 but	 they	 can	 also	 serve	 as	
  adventure—or	side	quest—hooks.		
  1.
  This	small	dusty	bottle	is	half	full	with	fine	grey	dust.	Buried	in
  the	dust	are	three	finger	bones—probably	from	an	individual
  roughly	the	size	of	an	adult	human	male.
  2.
  A	worn	leather	backpack	lies	at	the	back	of	a	shelf.	The	pack
  seems	heavier	than	it	should	do.	A	careful	investigation	reveals
  a	hidden	compartment	containing	a	small	notebook.	Much	of
  the	notebook	contains	doodles,	random	sketches	and	so	on.	At
  the	back	of	the	book	a	loose	piece	of	ripped,	aged	parchment
  has	a	lavishly	illustrated	map	that	seems	to	depict	th	location
  of	a	buried	treasure.	Sadly,	the	map	is	incomplete.
  3.
  A	 wide	 range	 of	 wine	 bottles	 completely	 fills	 a	 shelf.	 Many
  have	no	label.	One	seems	different	to	the	others—its	design
  hints	 of	 elven	 provenance	 and	 the	 wine	 it	 contains	 is	 truly	
  exquisite.	The	wine	is	priced	liked	the	other	bottles—1	gp	(but	
  is	worth	30	gp).	
  4.
  A	 small	 stuffed	 lizard	 lies	 on	 its	 back	 amid	 other	 odds	 and
  ends.	The	lizard	is	missing	one	eye,	but	its	scales	are	of	a	faded	
  blue	hue;	hinting	at	(perhaps)	some	strange	ancestry.		
  5.
  A	black	oversized	leather	quiver—of	sorts—hangs	from	a	hook
  on	 the	 wall.	 The	 “quiver”	 holds	 100	 ft.	 of	 black,	 knotted	 silk	
  rope.	 The	 whole	 is	 priced	 at	 25	 gp,	 but	 the	 quiver’s	 design	
  allows	the	rope	to	be	deployed	quicker	than	normal.	
  6.
  Four	battered	pewter	cups	along	with	a	decanter	are	arrayed
  on	a	silver	tray.	Each	is	stamped	with	the	heraldic	device	of	a	
  fallen	noble	house.	The	whole	can	be	purchased	for	100	gp.	
  7.
  A	 silver	 hairpin	 (worth	 150	 gp)	 designed	 in	 the	 shape	 of	 a
  lunging	 dragon.	 Tiny	 emeralds	 form	 the	 dragon’s	 eyes.	 The	
  hairpin	 is	 in	 need	 of	 a	 good	 polish.	 Unbeknownst	 to	 the	
  shopkeeper,	 the	 hairpin	 is	 the	 sigil	 of	 a	 minor	 dragon-
  worshipping	 cult.	 If	 a	 PC	 wearing	 the	 hairpin	 encounters	
  cultists	they	initially	believe	her	to	be	one	of	their	own.	
  8.
  An	old	tapestry	map	of	the	area	surrounding	the	town	hangs
  from	one	wall.	The	map	is	dusty	and	worn	and	somewhat	out	
  of	date.	However,	eagle-eyed	browsers	spot	a	tower	standing	
  deep	in	the	hills	or	other	inaccessible	location.	The	tower	does	
  not	appear	on	more	recent	maps.		
  9.
  A	worn	diary	relates	the	“adventures"	of	Ignar	the	Wizard.	He
  spends	 much	 of	 the	 diary	 complaining	 about	 his	 master’s	
  conduct	and	obsession	with	certain	experiments	the	details	of	
  which	 Ignar	 dared	 not	 commit	 to	 paper.	 The	 diary	 stops	
  abruptly.		
  10. A	large	hooded	lantern	sits	on	a	table	in	one	corner.	It	is	wildly
  oversized—the	owner	claims	it	was	taken	from	a	giant	years	
  ago.	 Whatever	 the	 truth	 of	 the	 matter,	 the	 lantern’s	 oil	
  reservoir	is	double	normal	size	and	it	illuminates	an	
  area	 twice	 as	 large	 as	 a	 standard	 lantern.	
  The	 lantern	 is	 on	 sale	 for	 20	 gp	 and	
  weighs	6	lbs.	empty.		
  R E  L A  T E  D  A R T I C L E
  § 10	Merchants	with	Personality	(page	53)	
  
  58	
  1 0  T H I N G S  T O  F I N D  I N  A  H I G H - C L A S S  T A V E R N
  Wandering	 adventurers	 often	 spend	 a	 lot	 of	 time	 in	 low-class	
  dives,	travellers’	taverns	and	other	seedy	establishments	such	as	
  dockside	 taverns,	 thieves’	 dens	 and	 so	 on.	 However,	
  sometimes—normally	accidentally—they	stumble	into	a	decent	
  establishment...		
  But	what	do	they	see	in	such	a	place?	
  1.
  Four	 finely	 dressed	 gentlemen—wearing	 silks	 and	 wide-
  brimmed	hats—sit	at	a	table	enjoying	a	decanter	of	wine.	Each
  is	armed	with	a	rapier.	They	are	overly	loud,	gregarious	and—
  as	the	evening	wears	on—increasingly	drunk	and	leery.
  2.
  Two	men	wearing	faded,	but	once	fine	uniforms	sit	at	a	table.
  An	attractive	woman	sits	with	each	man.	The	women	seem	to
  be	 working	 very	 hard	 to	 make	 the	 men	 relax;	 something	 at
  which	they	are	only	partly	successful.
  3.
  A	woman	clad	in	particularly	fine,	but	severely	cut,	robes	sits
  alone	at	a	table.	Occasionally,	she	sips	from	a	fine	wine	glass
  as	she	stares	into	space.	Her	demeanour	is	of	one	completely
  alone.	A	young	maid	stands	by	one	elbow	bottle	wine	ready	to
  replenish	her	mistress’	glass.
  4.
  A	 drunk	 man—clearly	 worse	 for	 wear	 and	 more	 than	 a	 little
  boisterous—attempts	to	gain	entry	to	the	tavern.	To	shouts	of,
  “Do	you	know	who	I	am,	idiot?”	the	door	staff	eject	the	fellow
  into	the	street.
  5.
  As	 a	 serving	 wench	 threads	 her	 way	 through	 the	 room,	 a
  young	man	sticks	his	foot	out.	The	girl	falls	dropping	her	tray
  of	 glasses	 to	 the	 floor,	 where	 most	 of	 them	 shatter.	 The
  man’s	friends	laugh	loudly	at	the	girl’s	misfortune.	In	turn,
  she	begins	to	cry	as	she	begins	to	gather	up	the	broken
  glasses.	If	she	is	asked,	she	tells	the	PCs	the	owner
  will	charge	her	for	breakages—something	she	just
  cannot	afford.
  6.
  A	 nobleman	 calls	 loudly	 for	 service	 and	 several
  servers	 dash	 to	 do	 his	 bidding—ignoring	 their
  other	 customers	 (the	 PCs	 included).	 The	 man	 is
  known	 to	 tip	 well,	 but	 only	 for	 exceptional
  service	 and	 his	 preferential	 treatment	 clearly
  annoys	those	around	him.
  7.
  A	hooded	man	sits	alone	at	a	table	near	the	fire.
  He	 gazes	 into	 the	 flames,	 seemingly	 unaware	 of
  those	 around	 him.	 The	 man’s	 cloak	 is	 of	 crimson
  velvet	 and	 esoteric	 sigils	 picked	 out	 with	 golden
  thread	 decorate	 the	 cloak's	 hem.	 Other	 patrons
  maintain	 a	 deferential	 distance	 from	 the	 man;	 only
  one	serving	wench	dares	approach	him.
  8.
  An	 older	 lady	 wearing	 an	 outlandish	 headdress	 of	 towering
  design	 lords	 it	 over	 several	 similarly	 dressed	 women.	 Their
  conversation	 is	 punctuated	 with	 polite	 laughter;	 some	 of
  which	 may	 be	 directed	 at	 the	 party	 and	 their	 less	 than
  ostentatious	appearance.
  9.
  One	table—set	upon	a	slightly	raised	roped	off	plinth—is	fully
  laid	up	ready	for	a	feast	of	seemingly	epic	proportions.	A	vast
  array	 of	 cutlery,	 glasses	 and	 table	 decorations	 festoon	 the
  table.	However,	no	diners	are	yet	in	evidence.
  10. The	 mutter	 of	 polite,	 stilted	 conversation	 fills	 the	 taproom.
  Comfortable,	high-backed	chairs	fill	much	of	the	space	and	are
  arrayed	so	it	is	hard	for	folk	at	one	table	to	overhear	those	at
  another.
  R E  L A  T E  D  A R  T I C L E
  §
  20	Things	to	Eat	at	a	Feast	(page	68)
  
  59	
  1 0  T H I N G S  T O  F I N D  I N  A  S H I P ’ S  C A R G O  H O L D
  Loads	of	adventures	seem	to	happen	on	or	near	ships.	Whether	
  the	PCs	are	storming	a	pirate	ship,	infiltrating	a	smuggler’s	vessel	
  or	searching	a	shipwreck	they’ll	inevitably	end	up	in	the	cargo	
  hold	at	some	point.		
  	
  Most	 of	 the	 stuff	 stored	 in	 a	 ship’s	 cargo	 hold	 comprises	
  mundane	 mercantile	 goods	 destined	 for	 some	 market	 or	
  another.	Sometimes,	however,	other	more	interesting	things	are	
  mixed	 in	 (or	 hidden)	 among	 the	 normal	 cargo.	 Use	 the	 table	
  below,	to	generate	such	items	of	interest:		
  1. A	 common	 lamp	 hangs	 from	 the	 hold’s	 ceiling.	 The	 lamp	 is
  clearly	faulty—oil	drips	from	its	base	and	pools	on	the	floor.
  Not	 only	 could	 someone	 slip	 and	 fall	 here,	 an	 open	 flame
  might	prove	disastrous.
  2.
  Boxes	 and	 barrels	 fill	 the	 hold	 from	 floor	 to	 ceiling.	 One
  particular	pile	seems	precariously	balanced...
  3.
  The	carcass	of	a	dead	rat	lies	on	the	floor;	its	back	is	broken.	Of
  what	killed	the	rat,	there	is	no	sign.
  4.
  A	 sailor	 lies	 behind	 several	 crates	 clearly	 maneuverered	 to
  shield	a	small,	shadowy	recess.	He	is	dead	drunk;	a	flask	lies
  near	his	outstretched	hand.
  5.
  The	 chattering	 and	 scuttling	 of	 rats	 comes	 to	 the	 PCs’	 ears.
  From	 the	 volume,	 it	 seems	 the	 hold	 is	 literally	 infested	 with
  the	things.
  6.
  The	lid	of	a	long,	low	box	set	carefully	against	the	far	wall	is
  loose.	 The	 box	 smells	 of	 damp	 earth.	 Within,	 earth	 fills	 the
  box.	PCs	searching	through	the	soil	find	it	riddled	with	plant
  seeds.	 The	 seeds	 are	 from	 a	 rare	 and	 expensive	 species	 of
  rose;	the	whole	is	bulky—it	weights	400	lbs.—but	worth	125
  gp.	 (Of	 course,	 paranoid	 PCs	 may	 at	 first	 suspect	 a	 vampire
  lairs	within.)
  7.
  A	slop	bucket	and	mop	stand	against	one	wall	near	the	door	to
  the	hold.	The	bucket	contains	cold,	dirty	salt	water.
  8.
  Rusty	hooks	hang	from	the	ceiling;	short	lengths	of	rope	swing
  free	from	each	hook.	Faint	dried	splatters	of	blood	speckle	the
  floor	below	the	hooks,	perhaps	providing	an	unthinkable	clue
  as	to	what	has	gone	on	here.
  9.
  A	score	of	sacks—piled	atop	one	another—stands	against	one
  wall.	One	has	been	ripped	and	a	small	pile	of	grain	lies	in	front
  of	it	on	the	floor.
  10. The	 planks	 comprising	 one	 part	 of	 the	 floor	 have	 been
  weakened	by	the	attentions	of	woodworms.	A	weight	of	over
  300	lbs.	causes	the	planks	to	snap,	dumping	the	unfortunate
  into	the	bilge	below.
  1 0  T H I N G S  T O  F I N D  I N  A  W A G O N
  Bandits,	 brigands	 and	 worse	 lurk	 in	 the	 wild	 places	 of	 the	
  borderlands.	 Here,	 they	 pounce	 on	 hapless	 merchants	 and	
  despoil	them	of	their	goods.		In	 my	 Borderland	 of	 Adventure	
  campaign—many	 moons	 ago—the	 PCs	 happened	 upon	 a	
  merchant	and	his	daughter	who	had	recently	been	attacked	by	
  bandits.	The	encounter	was	meant	to	be	a	throw	away,	random	
  affair,	but	it	propelled	them	into	a	completely	new	adventure.		
  	
  Use	the	table	below,	to	generate	things	of	minor	interest	a	
  PC	 might	 find	 in	 a	 merchant’s	 wagon,	 beyond	 the	 merchant’s	
  normal	cargo.		
  1.
  The	wagon	has	a	cleverly	hidden	compartment	in	its	bed.	The
  compartment	is	small	and	is	filled	with	a	bolt	of	pale	green	silk
  (worth	100	gp).
  2.
  Crude	graffiti	carved	into	one	of	the	wagon’s	sides	depicts	a
  stick	horse	kicking	a	stick	man.
  3.
  Hidden	 behind	 a	 couple	 of	 sacks	 wedged	 into	 one	 corner	 a
  small	cask	holds	fine	brandy	worth	80	gp.	The	cask	is	stamped
  with	the	sigil	of	a	burning	tree.
  4.
  An	unloaded	heavy	crossbow	and	a	bolt	case	holding	six	bolts
  is	strapped	behind	the	driver’s	seat.
  5.
  A	small	chest	is	nailed	to	the	floor	at	the	rear	of	the	wagon.	It
  contains	two	bedrolls,	a	supply	of	sturdy	(but	plain)	traveller’s
  clothing	and	three	day’s	worth	of	trail	rations.
  6.
  A	thick	blanket	has	been	hung	up	in	the	back	of	this	covered
  wagon	 to	 divide	 up	 the	 internal	 space.	 The	 portion	 of	 the
  wagon	 nearest	 the	 driver’s	 seat	 is	 set	 up	 as	 a	 cramped	 bed
  chamber	of	sorts.
  7.
  A	box	seemingly	contains	nothing	but	dirty	rags.	However,	the
  merchant	 has	 buried	 at	 the	 bottom	 of	 the	 box	 a	 pouch
  containing	13	gp,	17	sp	and	21	cp.
  8.
  A	 spare	 wheel	 is	 strapped	 to	 the	 underside	 of	 the	 wagon.
  While	well-worn,	it	is	sturdy.
  9.
  The	 carter’s	 personal	 weapons—a	 spear	 and	 handaxe—lie
  near	his	seat	in	case	he	should	need	them	in	a	hurry.	Both	are
  well-worn,	but	in	good	repair.
  10. A	 pile	 of	 smelly,	 cloth	 heaped	 in	 one	 corner	 of	 the	 wagon
  serves	as	the	bed	of	a	huge	wolfhound	who	views	the	wagon
  as	 his	 own,	 personal	 territory.	 He	 barks	 loudly	 at	 anyone
  except	his	owner	climbing	onto	the	wagon.
  
  60	
  1 0  T H I N G S  T O  S E E  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. Pieces	of	one	of	the	internal	wooden	walls	have	been	ripped	
  out	and	are	missing.	Perhaps	the	looters	took	them	for	repairs	
  to	their	own	home	or	for	firewood.	
  2. The	 building’s	 front	 door	 hangs	 crazily	 from	 one	 hinge	 and	
  creaks	in	the	wind.	
  3. A	small	pile	of	wind-driven	leaves	covers	the	floor	just	inside	
  the	building’s	front	door.	
  4. Graffiti	etched	into	one	wall	speaks	of	the	sexual	proclivities	of	
  several	local	folk.	None	of	the	messages	are	complimentary.		
  5. A	 wooden	 chair—one	 leg	 broken	 off—lies	 on	 its	 side	 on	 the	
  floor.		
  6. All	the	debris—broken	furniture,	smashed	odds	and	ends	and	
  so	on—has	been	swept	to	one	side	of	this	room.	Any	external	
  windows	have	been	boarded	up	from	the	inside;	all	signs	point	
  to	someone	surreptitiously	using	this	room	as	an	impromptu	
  camp.	
  7. While	several	pieces	of	large	furniture	remain—everything	else	
  of	value	has	gone.	Either	the	looters	were	particularly	skilled	
  (or	desperate)	or	the	owners	took	everything	with	them	when	
  they	left.	
  8. Several	pieces	of	the	roof	are	missing.	Consequently,	rain	has	
  penetrated	the	buildings;	small	pools	lie	on	the	floor	in	several	
  places	and	the	smells	of	damp	and	rot	pervade	the	structure.		
  9. The	hearth	stone	has	been	pull	up	and	aside	and	a	hole	dug	
  underneath	it.	Whatever	treasure	once	lay	there	has	long	since	
  been	found.		
  10. Birds	 nest	 in	 the	 rafters.	 Consequently,	 white	 streaks	 of	
  excrement	cover	the	floor.	If	explorers	enter	the	room	holding	
  the	 nest,	 the	 birds	 burst	 forth	 in	 a	 cacophony	 of	 squawking	
  and	feathers.	
  R E L A T E D  A R T I C L E S  
  § 
  10	Things	to	See	in	a	Burned-Out	Building	(page	61)	
  § 
  10	 Things	 to	 See	 in	 an	 Abandoned	 Plague-Infested	 Building	
  (page	61)	
  § 
  20	Things	to	Find	in	an	Abandoned	Monastery	(page	71)	
  	
  	
  
  61	
  1 0  T H I N G S  T O  S E E  I N  A  B U R N E D  O U T  B U I L D I N G
  Fire	is	a	potent	enemy	for	any	settlement.	Wooden	buildings	are	
  particularly	susceptible	to	flames	and	often	marauders	use	it	to	
  devastating	effect	on	the	borderland	settlements	they	raid.		
  Use	the	table	below,	to	determine	what	minor	features	of	note	
  the	party	discover	while	investigating	a	burned-out	building:		
  1.
  The	building’s	blackened	chimney	rises	from	the	surrounding
  piles	of	scorched	and	burnt	wood.	Debris	chokes	the	fireplace.
  2.
  Bizarrely	 one	 section	 of	 soot-stained	 wall	 survived	 the	 fire
  relatively	 undamaged.	 Someone	 has	 written	 graffiti—the
  names	of	the	people	who	died	here—in	the	soot.
  3.
  Part	of	a	bed’s	wooden	headboard	sticks	out	of	a	pile	of	burnt
  and	scorched	debris.
  4.
  The	fire	that	destroyed	this	building	was	clearly	powerful.	The
  building’s	 stone	 foundation	 stones	 are	 scorched,	 and	 several
  cracked	in	the	intense	heat.	Similarly,	the	branches	of	a	tree
  nearest	to	the	building	are	blackened	and	burnt.
  5.
  Pieces	 of	 partially	 melted	 iron	 lie	 amid	 the	 ruins.	 One	 is
  reminiscent	 of	 a	 cauldron	 or	 pot,	 while	 others	 nearby	 might
  have	once	been	utensils	of	some	sort.
  6.
  Birds	 now	 nest	 amid	 the	 scorched	 rafters	 of	 this	 once	 fine
  home.	 The	 rafters	 rang	 over	 the	 ruin	 like	 blackened	 bones
  reaching	up	into	the	sky.	If	disturbed,	the	birds	fly	up	out	of	
  the	 building	 into	 the	 air;	 perhaps	 their	 sudden	 appearance	
  could	alert	nearby	raiders	to	the	PCs’	presence.	
  7.
  Three	crude	grave	markers	of	blackened	wooden	planks	stick
  out	of	the	muddy	earth	behind	the	house.	Bunches	of	dying
  flowers	 lie	 upon	 each	 grave	 suggesting	 at	 least	 one	 person
  cares	about	the	people	who	once	lived	here.	
  8.
  Rubble	 and	 the	 scorched	 remains	 of	 two	 wooden	 beams
  partially	cover	a	hole	in	the	ground.	Investigation	reveals,	the
  hole	 leads	 down	 to	 a	 root	 cellar.	 The	 wooden	 stairs	 leading
  downward	were	badly	damaged	in	the	fire	and	collapse	if	any
  meaningful	weight	is	put	on	them.
  9.
  Attempts	have	been	made	to	salvage	useable	materials	from
  this	 ruin.	 Near	 what	 was	 once	 the	 front	 door,	 someone	 has
  dumped	a	pile	of	wood	that	survived	the	fire	in	relatively	good
  condition;	 another	 pile	 of	 scorched	 and	 burnt	 offcuts	 lies
  nearby.
  10. The	soot-wreathed	bones	of	one	of	the	building’s	unfortunate
  residents	lies	pinned	beneath	an	unstable	pile	of	debris.	Trying
  to	 reach	 the	 skeleton	 is	 dangerous;	 the	 pile	 could	 shift	 or
  collapse	if	disturbed.
  1 0  T H I N G S  T O  S E E  I N  A N  A B A N D O N E D  P L A G U E - I N F E S T E D  B U I L D I N G
  When	plague	comes	to	a	settlement,	death	and	suffering	travel	
  in	 its	 wake.	 Inevitably,	 houses	 touched	 by	 plague	 are	 horrible	
  places;	 here	 evidence	 of	 the	 its	 savagery	 is	 writ	 large.	 Sane	
  individuals	 do	 not	 willingly	 enter	 such	 places,	 but	 sometimes	
  adventurers—or	looters—have	little	or	no	choice	in	the	matter.		
  	
  Use	this	table,	to	generate	minor	features	of	“interest"	the	
  PCs	could	discover	in	such	a	house:		
  1.
  A	bloody	blanket	lies	twisted	on	the	floor.	The	bloody	is	dried
  and	from	the	pattern	of	the	stain	looks	like	it	was	coughed	up.
  2.
  The	 remains	 of	 a	 meal—a	 plate	 holding	 some	 mouldy	 bread
  and	hard	cheese—stands	next	to	a	fallen	pewter	cup.
  3.
  The	door	to	this	room	has	been	crudely	nailed	shut	from	the
  outside.
  4.
  A	 terrible	 smell	 of	 rot	 pervades	 the	 house;	 clearly	 someone
  died	here.	The	stench	gets	stronger	as	the	PCs	get	closer	to	the
  body.
  5.
  Much	of	the	furniture	lies	scattered	about	out	of	place.	Either
  someone	 was	 enraged	 and	 took	 out	 his	 frustrations	 on	 the
  furniture	or	someone	has	searched	everywhere	for	loot.
  6.
  Dust	 and	 grime	 covers	 most	 surfaces	 in	 the	 house.	 Faint
  footsteps	lead	toward	a	back	room.	A	PC	skilled	in	tracking	can
  tell	the	person	making	the	tracks	was	shuffling.
  7.
  The	 rotting	 corpses	 of	 three	 rats	 lie	 on	 the	 ground	 near	 the
  body	of	one	of	the	house’s	occupant.	The	body	lies	with	one
  arm	stretched;	many	small	bite	marks	on	the	arm	are	evident.
  8.
  The	 building’s	 windows	 are	 all	 boarded	 over…from	 the
  outside.	 Inside,	 gloom	 fills	 the	 house	 and	 dust	 sifts	 down
  through	the	thin	cracks	of	sunlight	piercing	the	interior.
  9.
  A	body—wrapped	in	sack	cloth—lies	in	state	on	a	long	table.
  Burnt	down	candles	surround	the	suppurating	corpse	and	its
  bloody,	grimy	wrappings.
  10. A	 man	 hangs	 from	 a	 makeshift	 noose	 thrown	 over	 a	 rafter.
  Clearly	 dead,	 his	 neck	 is	 broken	 and	 insects	 swarm	 over	 his
  decomposing	 corpse.	 In	 a	 nearby	 room,	 the	 party	 find	 his
  family’s	 rotting	 bodies	 laid	 out	 in	 state	 together,	 under	 a
  blanket.
  
  62	
  1 0  T H I N G S  T O  S A Y  W H E N  A  P C  U T T E R L Y  F A I L S  T O  P I C K  A  P O C K E T  
  Rogues	pick	pockets	all	the	time.	Whether	it	is	a	starving	beggar	
  trying	 to	 grab	 a	 few	 coppers	 for	 his	 next	 meal	 or	 a	 heroic	
  adventurer	trying	to	snag	a	key	to	release	his	companions,	deft	
  hands	are	a	necessity	for	any	thief.		
  	
  However,	 sometimes	 pick	 pocketing	 goes	 horribly	 wrong.	
  Perhaps	 the	 mark	 is	 super	 aware	 or	 luck	 does	 not	 favour	 the	
  erstwhile	 thief.	 When	 a	 rogue	 spectacularly	 failed	 his	 pick	
  pockets	check,	use	this	table	to	determine	what	happens:		
  1. You	slip	your	hand	into	the	mark’s	pocket	and	search	about	for	
  some	small	treasure.	You	cut	your	hand	on	something	jagged	
  within	and	suffer	1	point	of	damage.		
  2. You	miss	the	mark’s	pouch	and	instead	slip	your	hand	into	his	
  trousers	(or	her	skirt).	This—unsurprisingly—immediate	alerts	
  the	mark	to	your	attempt!	
  3. As	you	slip	your	hand	into	your	mark’s	pouch,	he	steps	forward	
  unexpectedly.	Your	hand	gets	snagged	in	the	pouch	and	you	
  are	dragged	along	behind	him.		
  4. You	successfully	cut	the	pouch	from	your	mark’s	belt,	but	fail	
  to	 actually	 catch	 the	 pouch	 as	 it	 falls.	 It	 clatters	 to	 the	
  ground,	immediately	alerting	the	mark	to	your	attempt.	
  5. Just	 as	 you	 slip	 your	 hand	 into	 the	 mark’s	 or	 pouch	 he	
  also	
  reaches	
  into	
  it	
  to	
  retrieve	
  something.	
  Embarrassingly	(and	potentially	disastrously)	you	
  end	up	holding	hands.	
  6. You	try	and	slip	your	hand	into	your	mark’s	
  pouch,	 but	 miss	 your	 target.	 Instead,	 you	
  get	 your	 hand	 tangled	 up	 in	 the	 victim’s	
  belt,	which	causes	you	problems	as	you	
  are	 now	 effectively	 entangled	 with	
  your	victim.		
  7. As	 your	 hand	 drifts	 toward	 the	
  mark’s	 pouch,	 you	 step	 on	
  something	 slippery	 and	 fall	
  to	 your	 knees	 in	 front	 of	
  your	 target.	 You	 try	 to	
  break	 your	 fall	 by	 grabbing	
  the	mark’s	belt	but	this	does	
  nothing	but	alert	him	to	your	
  larcenous	doings.	
  8. Picking	pockets	is	hard.	As	you	
  reach	your	hand	forth,	you	start	
  to	daydream	about	what	you’ll	spend	
  the	proceeds	on.	Sadly,	this	distracts	you	
  and	 you	 miss	 the	 target	 instead	 slipping	 your	
  and	 into	 his	 shirt	 (or	 her	 dress).	 When	 you	 feel	
  warm	flesh	beneath	your	hands	you	realise	your	mistake,	
  but	it	is	too	late...	
  9. Clearly,	walking	and	pick	pocketing	at	the	same	time	is	tricky.	
  While	you	manage	to	get	your	hand	into	the	mark’s	pouch	and	
  extract	some	shiny	goodies	you	pull	your	hand	out	too	quickly.	
  Consequently,	 what	 you	 filched	 flies	 from	 your	 hand,	 arches	
  through	the	air	and	lands	with	a	clatter	on	the	floor	nearby.		
  10. You	 fail	 to	 extract	 anything	 from	 your	 victim’s	 pouch.	 Even	
  worse,	 as	 you	 remove	 your	 hand,	 one	 of	 your	 rings—or	
  perhaps	a	bracelet—snags	on	the	leather	material	and	falls	off	
  ending	
  up	
  in	
  the	
  depths	of	the	pouch.	
  	
   
  
  63	
  2 0  I N T E R E S T I N G  S T A L L S
  Anything	can	be	found	in	a	market,	if	you	know	where	to	look.	
  From	 meat	 pies	 to	 alchemical	 ingredients	 to	 black	 market	
  organs,	market	stalls	are	as	fascinating	as	they	are	varied.		
  1.
  A	 greasy	 man	 with	 thin	 black	 hair	 sells	 live	 black	 bats	 for
  familiars,	 arcane	 components	 or	 kibble.	 The	 bats	 chirp	 and
  flutter	energetically,	straining	at	the	leg	straps	tying	them	to
  their	perches.	Three	tattooed	elves	purchase	from	the	vendor,
  completing	their	transactions	in	total	silence.
  2.
  A	 fat	 dwarf	 in	 a	 dirty	 grey	 shirt	 runs	 a	 stall	 stocked	 with
  hundreds	of	rotten	caramel	apples.	He	absentmindedly	bites	a
  soft	apple,	makes	a	face	of	disgust,	and	then	puts	it	back.	The
  dwarf’s	white	beard	drips	with	melted	sugar,	apple	juices	and
  black	seeds.
  3.
  Two	 elven	 children,	 a	 boy	 and	 a	 girl,	 sell	 beaded	 talismans
  from	 a	 stall	 shoved	 to	 the	 back	 of	 the	 market.	 They
  aggressively	 hock	 their	 wares,	 but	 attract	 little	 more	 than
  annoyed	glances	from	other	merchants.	A	large	dwarf	swipes	a
  talisman	without	paying,	and	walks	away	as	if	he	cannot	hear
  the	children’s	angry	protests.
  4.
  A	female	gnome,	either	drugged	or	incredibly	scatter-brained,
  sells	glass	baubles.	She	mumbles	quietly	to	herself,	blanks	eyes
  staring	up	at	the	sky.	However,	her	wares	radiate	a	complex
  magical	aura	noticeable	to	even	the	most	mundane	passer-by.
  5.
  A	thin	human	in	a	black	cloak	wrings	his	hands	and	mutters	to
  himself.	He	seems	suspiciously	eager	to	rid	himself	of	his	stock
  of	 rings,	 bracelets	 and	 other	 fine	 jewellery.	 The	 twin,
  interlocking	 scars	 which	 run	 down	 his	 forearm	 look	 more
  indicative	of	ritualistic	injuries	than	battle	wounds.
  6.
  A	 sickly	 half-orc	 repeatedly	 sneezes	 over	 his	 merchandise:
  meat	pies	and	sandwiches.	He	makes	no	effort	to	clean	up	the
  mucus,	 instead	 sipping	 a	 spicy-smelling	 tea	 and	 wiping	 his
  bleary	eyes.	Despite	everything,	the	meat	pies	smell	of	pepper,
  salt	and	garlic,	and	the	hearty	aroma	is	delicious.	A	few	faithful
  customers	purchase	a	snack,	brush	off	the	phlegm	and	eat	the	
  meals	wholeheartedly.
  7.
  A	handsome	half-elf	merchant	flirts	with	a	well-dressed	noble
  woman.	She	pockets	some	of	the	merchant’s	jewellery	when
  he	is	distracted,	kisses	the	half-elf	on	the	cheek	then	turns	to
  leave.	The	blushing	vendor	doesn’t	notice	a	thing.
  8.
  A	tired	halfling	leafs	through	one	of	the	many	books	he	has	for
  sale,	and	barely	seems	to	notice	his	customers.	He	adjusts	his
  spectacles	and	licks	his	fingers	whenever	he	needs	to	turn	the
  page,	and	loudly	clears	his	throat	every	few	moments.
  9.
  Behind	 a	 counter	 lined	 with	 mosses	 and	 herbs,	 a	 mute	 orc
  attempts	 to	 haggle	 for	 her	 various	 natural	 medicines.	 When
  her	 customer	 leaves	 in	 frustration,	 the	 orc	 lobs	 a	 handful	 of
  mud	 at	 the	 back	 of	 his	 head,	 makes	 a	 rude	 gesture	 and	 sits
  back	down.	Evidently,	no	deal	was	reached.
  10. A	strange-looking	human	with	pale	flesh	and	massive	eyes	sells
  rare	 spell	 components.	 His	 accent	 cannot	 be	 placed,	 and	 he
  repeatedly	 scratches	 his	 face.	 However,	 his	 smile	 and	 voice
  charm	customers,	who	cannot	help	but	purchase	his	wares.	
  11. A	 fast-talking	 human	 has	 attracted	 a	 crowd	 by	 extolling	 the
  medicinal	 virtues	 of	 various	 charms	 won	 from	 tribes	 in	 the
  undiscovered	wilds.	Despite	the	slick	look	of	the	merchant,	the
  goods	 appear	 to	 be	 genuine—or	 at	 least,	 alien	 to	 those
  produced	by	local	artisans.
  12. A	brooding	teenage	human	with	facial	tattoos,	and	an	obvious
  great	distain	for	his	customers,	sells	a	small	variety	of	wands.
  Though	he	makes	no	attempt	to	attract	passers-by,	he	scoffs
  and	rolls	his	eyes	when	a	potential	client	chooses	to	move	on.
  13. A	smiling	gnome	in	a	yellow	dress	sells	bizarre,	eldritch	flowers
  from	 a	 small	 handbag.	 Many	 of	 the	 flowers	 move	 seemingly
  with	a	life	of	their	own.	She	wanders	the	market,	approaching
  and	aggressively	selling	to	anybody	who	makes	eye	contact.
  14. A	dwarf	loudly	hocks	vials	of	silty	water,	which	he	claims	are
  from	 a	 blessed	 spring.	 A	 pale,	 sweaty	 customer	 purchases	 a
  vial,	gags	on	the	liquid	and	is	reassured	by	the	dwarf	that	the
  magic	is	already	doing	its	work.
  15. Identical	 halfling	 twins	 put	 on	 a	 short	 juggling	 show	 in	 an
  attempt	 to	 drive	 business.	 The	 act	 is	 entertaining,	 but	 their
  stock	of	overpriced	potions	goes	mostly	ignored.	They	put	on	a
  brave	face	as	the	crowd	dissipates,	but	seem	stressed.
  16. An	old	woman	with	black	cataracts	sells	fresh	scrolls,	penned
  by	 her	 own	 unsteady	 hand.	 Despite	 shaky	 script,	 dozens	 of
  customers	 put	 down	 handfuls	 of	 coin	 and	 thank	 the	 lady
  profusely.	She	smiles	and	shakes	each	one	by	the	hand.
  17. An	 obese	 half-orc	 with	 a	 malformed	 leg	 loudly	 extolls	 his
  wares:	fine-looking	axes	and	crossbows	of	apparent	dwarven
  make.	 Suspicious	 dwarves	 glare	 at	 the	 half-orc,	 but	 say
  nothing.	 Closer	 inspection,	 reveals	 the	 weapons	 bear	 the
  marks	of	orcish	craftsmen.
  18. A	dwarf	plays	an	intense	game	of	cards	with	a	street	ruffian,
  completely	ignoring	potential	customers	who	walk	passed	his
  stall.	Evidently	his	business	of	potted	plants	is	not	doing	well.
  The	 street	 ruffian,	 a	 human	 no	 older	 than	 eight,	 has	 won
  several	 consecutive	 hands	 and	 is	 coming	 away	 with	 a	 few
  handfuls	of	coppers.	The	dwarf	is	clearly	getting	angry.
  19. A	gaunt,	impossibly	tall	human	hunches	in	his	stall,	gesturing
  at	 his	 wares	 with	 long	 fingers	 and	 a	 thin	 smile.	 The	 wet
  “animal”	 organs	 on	 his	 table	 look	 fresh,	 and	 it	 is	 unclear
  exactly	what	type	of	creature	produces	such	brains.
  20. One	 stall	 is	 unmanned.	 On	 the	 counter,	 alongside	 various
  trinkets	and	baubles,	a	sign	reads	“Take	what	you	need.	Leave
  what	you	can.”	A	small	elf	places	down	a	sparking	wand	and
  walks	away	with	a	cookbook.
  
  64	
  2 0  O D D  L O C A L  L A W S  
  Most	local	laws	make	sense	to	locals	and	visitors	alike.	However,	
  some	locals	laws	are	odd,	nonsensical	or	just	downright	weird.		
  	
  Such	 odd	 local	 laws	 provide	 a	 nice	 change	 of	 pace	 and	
  possibly	 even	 good	 roleplaying	 opportunities	 if	 the	 PCs	 should	
  fall	foul	of	the	law	in	question.	They	add	flavour	and	colour	to	
  settlement	and	also	challenge	the	GM	to	determine	exactly	why	
  the	law	was	enacted	in	the	first	place!		
  	
  Use	the	table	below,	to	determine	which	odd	local	laws	the	
  PCs	may	encounter	in	a	settlement:		
  1. It	is	forbidden	to	wear	the	colour	blue,	during	daylight	hours.		
  2. It	is	illegal	to	die	on	the	streets.	Anyone	doing	so,	is	prosecuted	
  and	if	found	guilty	their	family	must	pay	a	hefty	fine.	
  3. The	 locals	 are	 extremely	 religious.	 Three	 times	 a	 day,	 the	
  populace	must	make	their	way	to	the	nearest	local	church	to	
  pray.	Failure	to	participate	leads	to	fines.		
  4. It	is	legal	to	shoot	a	half-orc	with	a	crossbow	in	the	village	or	
  town	 limits	 only	 if	 the	 half-orc	 is	 judged	 to	 be	 acting	
  aggressively	by	three	witnesses.	
  5. Silence	is	golden.	The	local	lord	requires	his	subjects	to	be	well	
  rested.	Singing	and	the	playing	of	music	is	forbidden	between	
  dusk	and	dawn.		
  6. Every	local	is	responsible	for	the	stretch	of	road	outside	their	
  house.	They	must	keep	it	clean,	tidy	and	in	good	repair.	Thus,	
  most	houses	are	narrow	and	either	very	long	or	very	tall.	
  7. Livestock	 and	 horses	 are	 not	 permitted	 to	 foul	 the	 streets.	
  Owners	 are	 responsible	 for	 their	 animals’	 excrement.	 If	 the	
  owner	 does	 not	 clean	 up	 after	 their	 animals,	 onlookers	 may	
  pelt	them	with	the	aforementioned	excretions.		
  8. It	is	illegal	to	sing	profane	songs	or	rhymes	in	the	street.	The	
  local	clergy	decide	what	is	and	isn't	profane	and	keep	any	fines	
  they	levy.	Consequently,	there	is	not	much	singing	in	town.	
  9. It	 is	 illegal	 to	 be	 drunk	 in	 charge	 of	 sheep	 within	 the	
  settlement.	 The	 law	 was	 enacted	 several	 years	 ago	 after	 an	
  infamous	event	that	locals	will	refer	to,	but	not	describe.	
  10. Locals	may	only	pluck	two	fish	from	the	local	river	a	day	but	
  may	not	handle	fish	“in	a	suspicious	fashion”	near	or	on	the	
  local	river.	(This	law	was	enacted	to	stop	the	river	being	over-
  fished).	
  11. Tavern	 landlords	 and	 innkeepers	 must	 not	 allow	 their	
  customers	to	get	drunk	on	the	premises	and	they	cannot	serve	
  drunk	 customers	 in	 their	 establishments.	 Most	 landlords	
  ignore	this	rule	and	the	local	Watch	do	not	enforce	it—except	
  in	extreme	circumstances—in	case	a	riot	breaks	out.		
  12. The	local	carters	are	a	powerful	faction	in	society.	They	paid	
  the	 local	 lord	 to	 enact	 a	 law	 that	 states	 it	 is	 illegal	 to	 carry	
  anything	 through	 town	 that	 requires	 more	 than	 one	 man	 to	
  carry.	 In	 this	 way,	 they	 intended	 to	 make	 extra	 money	
  transporting	 and	 delivering	 goods,	 but	 their	 plan	 backfired	
  when	an	all-women	porters	guild	sprung	up	and	stole	much	of	
  their	supposed	extra	business.	
  13. It	is	illegal	to	knock	on	someone’s	front	door	and	then	leave	
  before	 they	 answer	 it.	 (This	 in	 theory	 means,	 that	 if	 no	 one	
  was	in,	the	visitor	would	have	to	wait	until	someone	returned).	
  14. If	 you	 come	 to	 town	 while	 suffering	 a	 disease,	 you	 must	
  immediately	visit	a	local	church	to	declare	your	ailment	to	the	
  clergy	therein.		
  15. It	is	illegal	to	enter	any	church	while	wearing	armour,	but	it	is	
  not	technically	illegal	to	wear	armour	while	in	a	church.		
  16. Every	adult	must	carry	a	dagger	or	knife	with	them	at	all	times.		
  17. Men	must	secure	permission	from	the	local	lord	if	they	wish	to	
  wear	a	“head	covering”	in	town.	Women	must	likewise	secure	
  permission	 from	 his	 wife.	 (The	 lord	 enacted	 this	 law	 to	
  increase	 tax	 revenues	 and	 was	 deliberately	 vague	 with	 the	
  phrase	“head	covering”	which	he	interprets	to	include	all	hats	
  and	 helmets	 along	 with	 any	 article	 of	 clothing	 which	 has	 a	
  hood—whether	 or	 not	 the	 hood	 is	 actually	 covering	 the	
  wearer’s	head).	
  18. It	 is	 illegal—without	 special	 permission	 from	 the	 church—to	
  marry	a	dead	person.	
  19. It	is	illegal	to	tell	anyone	about	your	dreams,	but	it	is	not	illegal	
  to	relate	your	nightmares.	
  20. An	animal	may	not	be	in	charge	of	a	horse	and	cart.	
  	
   
  
  65	
  2 0  S E E D Y  T A V E R N  P A T R O N S
  There	are	many	reasons	to	visit	a	seedy	tavern:	detective	work,	
  rumourmongering,	 looking	 for	 work	 or	 simply	 to	 soothe	 a	
  parched	throat.	But	a	tavern	without	denizens	is	hardly	a	bar	at	
  all.	
  1.
  Quobbis	 Quibble	 (LN	 male	 gnome):	 A	 fat	 gnome	 with	 buck
  teeth	 fidgets	 in	 supreme	 discomfort	 as	 he	 looks	 around	 the
  room.	 Judging	 by	 his	 fine	 clothes,	 he	 shouldn’t	 be	 within	 a
  hundred	yards	of	this	establishment.
  2.
  Sibolen	 Itali	 (N	 male	 elf):	 A	 drunk	 elf	 with	 long	 black	 hair
  crawls	 on	 the	 floor,	 searching	 for	 something	 he	 has	 lost	 (his
  wedding	band).
  3.
  Ginger	 Greybeard	 (CN	 male	 dwarf):	 A	 deeply	 tanned	 and
  extremely	 boisterous	 dwarf	 mocks	 his	 opponent,	 then	 swigs
  another	mug	of	beer	in	a	drinking	contest.	The	amber	liquid
  bubbles	in	his	beard.
  4.
  Urul	(NE	female	orc):	Two	sharp	tusks	protrude	from	the	hood
  of	 a	 figure	 in	 a	 shadowy	 corner;	 investigations	 reveal	 the
  individual	to	be	an	orc!
  5.
  Cham	(CE	female	halfling	rogue	3):	A	young	halfling	relieves	a
  very	drunk	patron	of	his	coin	purse	before	retreating	under	a
  table	to	inspect	his	prize.
  6.
  Petrera	 Malice	 (LE	 female	 human):	 A	 tall	 woman	 in	 black
  leather	armour	sits	at	attention.	She	refuses	a	drink	from	the
  server,	and	keeps	a	hand	on	her	longsword.
  7.
  Gullun	(CN	male	halfling):	A	halfing	at	the	counter	produces
  acrid	 smoke	 from	 a	 yellow	 pipe.	 His	 eyes	 are	 haunted	 and
  distant,	his	body	paralyzed	in	remembrance.
  8.
  Kayvan	 Lorrick	 (CG	 male	 half-elf	 wizard	 2):	 A	 drunk	 half-elf
  summons	 and	 dispels	 light	 morosely	 at	 his	 table.	 Every	 few
  moments,	his	hand	goes	to	a	bruise	on	his	face.
  9.
  Gerard	 Burnheap	 (CE	 male	 half-orc	 fighter	 3):	 A	 half-orc
  downs	mug	after	mug	in	angry	determination.	His	muscles	are
  alive	 with	 malcontent,	 and	 he	 looks	 around	 the	 room	 for
  someone	to	fight.
  10. Yorik	 Greygal	 (CN	 male	 dwarf):	 A	 very	 short	 dwarf	 slumps
  passed	 out	 on	 his	 table	 amongst	 a	 dozen	 mugs.	 The	 look	 of
  serene	content	upon	his	face	is	enviable.
  11. Bayran	 Lorrick	 (CN	 male	 half-elf):	 An	 animated	 half-elf	 flirts
  with	the	female	patrons	of	the	bar.	His	green	eyes	sparkle	with
  every	 laugh	 he	 procures,	 though	 the	 other	 customers	 look
  annoyed.
  12. Grom	(NG	male	human):	A	man	at	least	eight	feet	tall	hunches
  over	a	table,	beer	stein	clutched	awkwardly	in	massive	hands.
  13. Davian	 Derrows	 (N	 male	 human	 cleric	 2):	 A	 cleric	 of	 the
  predominate	local	faith	reviews	paperwork	by	candlelight.	He
  smiles	 graciously	 at	 the	 server	 and	 accepts	 another	 drink
  before	returning	to	work.
  14. Sacha	 Devree	 (NE	 female	 gnome):	 A	 thin	 gnome	 with
  heterochromia	 has	 lost	 her	 left	 hand	 to	 a	 skin	 disease.	 She
  winces	in	pain	through	every	mouthful	of	mead.
  15. Horne	(LN	male	elf):	A	white	haired	young	elf	speaks	quietly	to
  a	shrouded	confidant.	The	barkeep	brings	out	expensive	liquor
  for	the	pair	and	refuses	payment.
  16. Velia	 Omrick	 (CN	 female	 human):	 The	 barkeep	 brings	 out	 a
  whole	 roasted	 chicken	 to	 a	 child	 of	 eight	 or	 nine,	 who	 pays
  with	a	strange	gold	coin.	The	girl	devours	the	chicken	within
  minutes.
  17. Hodrin	 Bleakfire	 (CN	 male	 dwarf):	 A	 bald	 dwarf	 regales	 an
  inattentive	crowd	with	his	dragon	slaying	exploits.	Judging	by
  his	seared	armour,	there	may	actually	be	truth	to	this	story.
  18. Hurdle	Belch	(NE	female	halfling):	A	morbidly	obese	halfling
  slips	 in	 and	 out	 of	 consciousness	 as	 she	 totters	 in	 her	 chair,
  mumbling	nonsense	to	herself.
  19. Filth	(CN	male	gnome):	An	ancient	gnome	begs	coppers	from
  other	customers.	His	pleas	are	answered	with	laughs,	grunts	or
  swats.
  20. Petrar	Mane	(LG	male	human	paladin	1):	A	bright	eyed	young
  human	in	shining	full	plate	looks	incredibly	out	of	place	here.
  He	 listens	 attentively	 to	 the	 conversations	 around	 him	 and
  seems	eager—but	hesitant—to	join	in.
  R E L A T E D  A R T I C L E S
  §
  10	 Strange	 Things	 to	 See	 Behind	 a	 Seedy	 Tavern’s	 Bar	 (page
  56)
  §
  20	Seedy	Staff	(page	66)
  §
  20	Things	Left	in	an	Inn’s	Bedchamber	(page	67)	
  
  66	
  2 0  S E E D Y  T A V E R N  S T A F F  
  The	 employees	 of	 a	 seedy	 tavern	 are	 often	 as	 bad	 as	 the	
  customers.	While	they	are	at	least	sane	enough	to	keep	a	job,	
  many	take	advantage	of	their	drunk	patrons	or	indulge	in	their	
  own	vices	while	working.	
  1. 
  Eelred	 Vine	 (CE	 male	 elf):	 The	 green-eyed,	 yellow	 haired	 elf	
  behind	 the	 counter	 is	 handsome,	 smiling	 and	 totally	 self-
  absorbed.	 He	 steals	 glances	 at	 his	 own	 reflection	 whenever	
  possible.	
  2. Gerey	 Tere	 (N	 male	 human):	 The	 man	 who	 serves	 drinks	 is	
  mute.	His	tongue	has	been	cut	out	and	cruel	scarring	mars	his	
  cheeks.	
  3. Rida	 (N	 female	 half-elf):	 The	 dexterity	 of	 this	 one-handed	
  server	 is	 impressive,	 though	 why	 someone	 so	 skilled	 would	
  work	in	a	dump	like	this	is	a	mystery.	
  4. Thori	Ghoststone	(CG	female	dwarf):	This	dwarf	bartender	is	
  totally	bald,	with	large	stone	earrings	and	heavy	makeup.	She	
  speaks	in	a	thick	difficult-to-place	accent	.	
  5. Gyles	and	Gunder	Keson	(CN	male	gnome):	The	two	gnome	
  servers	are	identical	twins,	though	one	suffers	from	a	severe	
  limp	in	his	left	leg.	
  6. Berter	Crimson	(NG	female	half-orc):	Intricate	tattoos	run	up	
  the	arms	of	this	half-orc	server,	spilling	into	black	fractals	on	
  her	stern	face.	
  7. Willom	
  (CE	
  male	
  half-orc):	
  This	
  half-orc	
  bartender	
  surreptitiously	 spits	 into	 the	 drinks	 of	 those	 he	 doesn’t	 like.	
  Regulars	know	this	and	are	not	taken	in	by	his	innocent	smile,	
  full	of	sharpened	teeth.	
  8. Aldwulf	 (LE	 male	 human):	 Some	 rough	 blade	 removed	 the	
  bartender’s	nose	many	years	ago.	The	nasal	cavity	drips	grey	
  mucus.	
  9. Renda	 Hurn	 (NE	 female	 human):	 An	 eyepatch	 hangs	 loosely	
  across	 the	 bartender’s	 gaunt	 face.	 Peeling	 skin	 and	 exposed	
  bone	indicate	some	sort	of	burn	wound.	
  10. Charder	Whancey	(CN	male	halfling):	The	halfing	bartender	is	
  a	jovial	fellow	who	stands	out	from	the	crowd	in	his	dirty	pink	
  suit.	 He	 stands	 on	 a	 stool	 to	 speak	 to	 his	 customers,	 then	
  descends	to	the	floor	to	retrieve	drinks.	
  11. Gery	 Blank	 (LN	 male	 human):	 The	 portly	 man	 behind	 the	
  counter	 looks	 more	 like	 a	 monk	 than	 a	 bartender.	 He	 extols	
  the	 virtues	 of	 beer	 and	 brewing	 to	 a	 customer	 who	 is	 quite	
  obviously	asleep.	
  12. Jin	 (LG	 male	 half-elf):	 A	 half-elf	 child	 of	 no	 more	 than	 10	
  serves	 behind	 the	 bar.	 He	 cleans	 and	 distributes	 mugs	
  expertly,	and	the	patrons	treat	him	with	great	respect.	
  13. Maco	Mills	(CG	male	gnome):	The	gnome	behind	the	counter	
  does	 the	 work	 of	 two	 men,	 expertly	 using	 magic	 to	 clean	
  dishes	and	grab	dirty	mugs	from	afar.	
  14. Hamse	 Gamen	 (CE	 male	 halfling):	 The	 halfling	 bartender	 is	
  more	inebriated	than	the	patrons.	Instead	of	the	house	swill,	
  he	takes	long	swigs	from	a	silver	flask	at	his	breast	pocket.	
  15. Gnome	(CN	female	human):	The	scars	across	the	face	of	this	
  gnome	server	seem	intentional,	almost	ritualistic	in	nature.	
  16. Roguy	Mulk	(CN	male	halfling):	The	halfing	server	runs	around	
  the	 room,	 struggling	 to	 refill	 glasses	 and	 take	 orders.	 Even	
  during	lulls,	he	is	always	behind.	
  17. Gileon	Hoptt	(CG	male	human):	The	serving	boy,	a	handsome	
  teenage	boy	with	a	ponytail,	constantly	eavesdrops	on	patrons	
  and	offers	his	own	advice	on	private	affairs.	
  18. Bari	 Brokenrock	 (CN	 male	 dwarf):	 The	 overweight	 dwarf	
  bartender	won’t	stop	talking.	Since	nobody	is	listening	he	talks	
  to	himself,	gesticulating	wildly	as	he	cleans	a	mug.	
  19. Anzi	(CE	female	human):	The	server	has	one	false	eye,	a	black	
  marble	which	twitches	with	a	life	of	its	own.	
  20. Reyna	Evergreen	(CG	female	human):	The	serving	girl	tosses	
  and	order	on	the	table	carelessly,	then	returns	to	cleaning	her	
  nails	with	a	knife.	
  R E L A T E D  A R T I C L E S  
  § 
  10	 Strange	 Things	 to	 See	 Behind	 a	 Seedy	 Tavern’s	 Bar	 (page	
  56)	
  § 
  20	Seedy	Tavern	Patrons	(page	65)	
  § 
  20	Things	Left	in	an	Inn’s	Bedchamber	(page	67)	
  	
  	
   
  
  67	
  2 0  T H I N G S  L E F T  I N  A N  I N N ’ S  B E D C H A M B E R
  Inveterate	 wanderers,	 adventurers	 spend	 much	 of	 their	
  downtime	 patronising	 inns	 and	 taverns.	 Staying	 in	 such	 an	
  establishment	overnight	is	almost	always	preferable	to	a	night	
  under	the	stars.		
  	
  After	all,	an	inn’s	probably	got	a	roof,	four	walls,	hot	food	
  and	alcohol.	Those	resting	may	suffer	rain,	wind,	insects	and	the	
  ever-present	 threat	 of	 a	 wondering	 predator	 disturbing	 the	
  party’s	sleep.		
  	
  Inns	 are	 an	 excellent	 place	 to	 seed	 adventure	 hooks	 and	
  suchlike.	 Almost	 every	 GM	 on	 the	 planet	 this	 in	 the	 tavern’s	
  taproom,	but	what	about	its	bedrooms?	Use	the	table	below,	to	
  generate	things	of	minor	interest	left	in	an	inn’s	bedroom.	These	
  things	 could	 be	 nothing	 more	 than	 a	 minor	 distraction;	 they	
  could	also	serve	as	a	plot	hook	for	the	next	adventure.		
  1.
  A	small,	half	full	vial	of	woman’s	perfume	is	wedged	between
  the	 bed	 and	 the	 wall.	 The	 glass	 vial	 is	 intricately	 made	 and
  worth	 10	 gp.	 The	 perfume	 is	 worth	 an	 additional	 5	 gp	 and
  smells	of	lilac	and	roses.
  2.
  Several	pieces	of	rubbish	have	been	pushed	under	the	bed.	A
  tray	 holding	 a	 plate	 of	 mouldering	 food	 covers	 a	 piece	 of
  smudged	 parchment.	 It	 looks	 like	 the	 parchment	 once
  depicted	a	map,	but	a	great	smear	has	rendered	it	unreadable.	
  3.
  A	muted	red	cloak	hangs	on	a	hook	on	the	back	of	the	door.
  Dried	mud	clings	to	the	cloak’s	hem	and	a	large	rip	pierces	its
  back.
  4.
  The	 previous	 occupant	 of	 this	 room	 was	 paranoid	 and	 slept
  with	 a	 (normal)	 dagger	 under	 his	 pillow.	 Sadly,	 he	 forgot	 it
  when	he	left.	The	dagger	is	small,	light	and	wickedly	sharp.
  5.
  The	 initials	 CB	 and	 CRB	 are	 deeply	 carved	 into	 the	 bed’s
  headboard.
  6.
  A	large	bloodstain	mars	the	bed	sheets.	A	blanket	covers	the
  stain	 from	 casual	 view,	 but	 a	 character	 getting	 into	 bed
  without	checking	first	could	be	in	for	a	shock.
  7.
  An	empty	wine	flask	lies	on	the	floor	by	the	bed.	A	perceptive
  PC	smelling	the	flask	might	detect	a	subtle,	but	definitely	out
  of	place,	odour.
  8.
  A	wooden	shield	leans	against	one	wall;	it’s	in	poor	condition,
  with	 several	 gouges	 hacked	 out	 of	 its	 surface.	 The	 shield’s
  strap	 is	 worn	 and	 frayed.	 If	 used	 in	 combat,	 the	 strap	 snaps
  after	three	rounds.
  9.
  A	 rat—its	 back	 broken—lies	 on	 the	 floor,	 squeaking	 pitifully.
  The	rat’s	injuries	look	like	someone	has	intentionally	stamped
  on	it	before	leaving	it	to	suffer	and	die.	If	a	PC	heals	the	rat,	it
  becomes	a	loyal	pet	(or	it	could	be	so	much	more—perhaps	a
  wizard’s	familiar,	a	polymorphed	adventurer	and	so	on).
  10. A	 wine-stained,	 frayed	 tunic	 rolled	 up	 in	 a	 ball	 lies	 in	 one
  corner	where	it	was	tossed.	The	garment	stinks	and	is	sized	for
  an	obviously	overweight	human	(or	perhaps	a	half-orc).
  11. A	single	frayed	sock	lies	under	the	bed.
  12. A	 pile	 of	 folded	 blankets	 stands	 on	 a	 sideboard	 against	 one
  wall.	 A	 letter—a	 love	 letter	 speaking	 of	 forbidden	 love—has
  fallen	 behind	 the	 pile.	 One	 of	 the	 lovers—a	 prominent
  member	 of	 the	 community—is	 mentioned	 in	 the	 letter;
  apparently,	she	must	never	find	out	about	this	relationship...
  13. A	small	soft	leather	pouch	containing	three	small	black	stones
  (onyx	 worth	 10	 gp	 each)	 has	 been	 stuffed	 into	 a	 pillow.	 The
  pouch	is	embroidered	with	initials,	“J.P.L”	and	is	of	fine	quality.
  14. A	 blood-stained	 scrap	 of	 fabric	 lies	 in	 the	 shadows	 under	 a
  sideboard.	 It	 looks	 like	 it	 was	 used	 to	 clean	 off	 a	 dagger	 or
  similar	weapon.
  15. A	note	pinned	to	the	back	of	the	door	reminds	the	occupant	to
  lock	 the	 door	 when	 retiring	 for	 the	 night	 because	 of	 “the
  regrettable	incident	last	month.”
  16. Small	 flakes	 of	 metal	 lie	 under	 the	 room’s	 door.	 Careful
  investigation	of	the	lock	reveals	it’s	been	tampered	with.	Even
  if	 the	 key	 is	 turned	 in	 the	 lock,	 the	 lock	 doesn’t	 actually
  engage;	thus	the	door	is	not	locked	(even	though	the	occupant
  believes	it	to	be	secured	properly).
  17. A	 dreary	 watercolour	 hanging	 from	 the	 wall	 depicts	 a	 local
  landmark	 on	 a	 particularly	 bleak	 day.	 A	 waterproof	 pouch
  tacked	 to	 the	 back	 of	 the	 painting	 holds	 a	 map	 of	 a	 cellar.
  Although	 the	 location	 of	 the	 cellar	 is	 not	 shown,	 a	 link	 to	 a
  nearby	sewer	is	clearly	visible.
  18. A	small	wardrobe	in	one	corner	of	the	room	holds	a	hooded
  cloak	 forgotten	 by	 the	 previous	 occupant.	 The	 cloak	 is
  voluminous	and	fur-lined	and	worth	20	gp.	Unfortunately,	it	is
  a	 distinctive	 light	 blue	 in	 colour	 and	 its	 owner	 is	 actively
  looking	for	it.
  19. While	 in	 bed,	 a	 perceptive	 character	 may	 notice	 strange
  etchings	on	the	ceiling	directly	overhead.	When	a	light	source
  is	placed	at	the	end	of	the	bed	on	a	small	occasional	table,	the
  flickering	shadows	create	a	map	on	the	ceiling.
  20. Graffiti	scratched	into	the	wall	by	the	door	holds	the	following,
  unsettling	 message,	 “Curse	 the	 unending	 scrabbling.	 Beware
  the	rats	in	the	walls."
  R E L A T E D  A R T I C L E S
  §
  10	 Strange	 Things	 to	 See	 Behind	 a	 Seedy	 Tavern’s	 Bar	 (page
  56)
  §
  20	Seedy	Tavern	Patrons	(page	65)	
  §
  20	Seedy	Staff	(page	66)
  
  68	
  2 0  T H I N G S  T O  E A T  A T  A  F E A S T
  Feasts	are	a	wonderful	opportunity	to	bond	with	a	prospective	
  patron,	learn	the	local	customs	or	investigate	a	shady	nobleman.	
  Servants	 carry	 dish	 after	 steaming	 dish	 to	 all	 in	 attendance	 as	
  the	host	attempts	to	impress	by	demonstrating	his	wealth	and	
  power.		
  	
  From	the	first	course	to	the	last,	the	grand	meal	is	a	festival	
  for	all	senses.	But	what,	exactly,	is	on	each	platter?	Use	the	table	
  below	 to	 get	 your	 players’	 mouths	 watering	 and	 transform	 a	
  forgettable	scene	into	an	unforgettable	extravaganza.		
  1.
  A	 giant	 roast	 bat,	 skewered	 and	 dripping,	 its	 leathery	 wings
  folded	underneath	to	catch	the	juices	(which	can	be	used	as	a
  dip).
  2.
  A	platter	of	green	scorpions,	with	a	mustard	dipping	sauce	and
  tiny	silver	tools	for	cracking	open	the	shells.
  3.
  The	 heavily	 spiced	 remains	 of	 a	 fungus	 leshy	 cut	 into	 thick
  slabs	and	sweating	a	clear,	thick	liquid.
  4.
  A	 quivering	 plate	 of	 some	 pink	 ooze,	 replete	 with	 full	 red
  cherries,	 goat	 cream	 and	 cinnamon.	 By	 its	 movements,	 the
  ooze	does	not	seem	entirely	dead.
  5.
  A	platter	presenting	kebabs	of	buttered	thrushes,	garnished	in
  a	heavy	sauce	of	thyme	and	plated	with	three	brown	feathers.
  6.
  A	giant	bright	red	crab	covered	in	hundreds	of	calcite	horns,
  his	every	leg	enough	to	fill	a	man	to	brimming.
  7.
  A	 pungent	 turtle	 soup	 with	 a	 hundred	 floating	 turtle	 eggs,
  served	in	the	mother’s	own	shell	and	punctuated	with	cloves.
  8.
  A	long	snake	stretched	from	one	end	of	the	table	to	the	other
  and	 garnished	 with	 lemons.	 Each	 guest	 may
  cut	off	a	piece	of	the	tangy	meat.
  9.
  A	massive	dragon	eggs	omelet	parceled	onto
  half	 a	 dozen	 plates,	 it’s	 incubating	 fetus
  divvied	up	and	served	as	an	hors	d’oeuvre.
  10. A	 tiny	 clay	 homunculus	 scampers	 across	 the
  table,	 generating	 cool	 water	 for	 the	 guests
  with	the	help	of	a	glowing	water	sigil.
  11. A	 plate	 of	 quivering	 brown	 blobs	 which	 can
  only	be	the	marrow	from	griffon	bones.	They
  are	 lightly	 marinated	 in	 butter	 and	 smell
  divine.
  12. A	 two-headed	 boar	 overflows	 its	 bronze
  platter,	a	gleaming	red	apple	forced	into	each
  of	its	tusked	mouths.
  13. A	roast	porcupine	with	mint	sprigs	and	honey,
  for	diners	bold	enough	to	navigate	the	sharp
  quills.
  14. A	 small	 dish	 of	 fried	 wolf	 cheese	 garnished
  with	a	touch	of	slime	mold,	not	for	the	weak
  of	stomach	or	faint	of	heart.
  15. A	stack	of	the	pomegranate-like	fruit	of	the	assassin	vine.	It’s
  best	not	to	think	of	how	it	got	its	crimson	color.
  16. Dragon	 steaks,	 amusingly	 spiced	 with	 hot	 peppers	 and
  cayenne	despite	the	obvious	blue	color	of	the	inedible	scales.	
  17. The	deep	fried	hand	of	an	unfortunate	forest	troll,	though	he
  has	no	doubt	grown	it	back	by	now.
  18. Strips	 of	 pan	 fried	 manticore	 flesh,	 marinated	 in	 the	 beast’s
  own	venom	for	a	pleasant	sour	kick.
  19. Small	chunks	of	candied	brain	ooze	with	crushed	walnuts,	easy
  to	eat	with	a	pleasant	crunchy	texture.
  20. A	 bouquet	 of	 salted	 snake	 heads	 apparently	 cut	 from	 a
  medusa.	 However,	 their	 appearance	 seems	 rather	 mundane;
  the	host	may	be	trying	to	fool	his	guests!
  F I N A L  W O R D
  A	 GM	 can	 use	 the	 exotic	 foods	 listed	 above	 in	 other	 venues	
  beyond	 a	 traditional	 feast.	 Perhaps	 the	 party	 are	 dining	 in	 a	
  fantastically	high-class	tavern	famed	for	its	culinary	offerings	or	
  they	 have	 broken	 into	 the	 home	 of	 some	 mad,	 corpulent	
  nobleman	obsessed	with	eating.		
  R E  L A  T E  D  A R  T I C L E
  §
  10	Things	to	Find	in	a	High-Class	Tavern	(page	58)
  
  69	
  2 0  T H I N G S  T O  F I N D  I N  A  C U L T I S T ’ S  L A I R
  Cultists’	 lairs	 and	 homes	 contain	 strange	 items	 and	 objects	
  related	 to	 their	 aberrant	 faiths,	 giving	 possible	 clues	 to	 their	
  motivation	or	plans.	
  	
  Some	of	the	objects	below	might	be	displayed	prominently	
  in	 a	 cultist’s	 home	 while	 others—particularly	 the	 more	
  gruesome—may	be	hidden.		
  1.
  A	large	map	of	the	nearby	local	populace.	A	number	of	houses
  of	 prominent	 townsfolk	 are	 circled	 though	 several	 have	 Xs
  through	the	circle.
  2.
  Ten	strangely	feathered	animal	masks—each	one	as	unique	as
  its	corresponding	robe.
  3.
  A	 small	 library	 of	 strange,	 forbidden,	 and	 in	 some	 cases
  heretical,	books.	To	the	right	buyer,	the	collection	is	worth	200
  gp.
  4.
  A	collection	of	five	ornate	knives	(worth	50	gp	in	total)	with
  strange	 creatures	 worshipped	 by	 the	 cult	 engraved	 in	 the
  blades	and	hilts.
  5.
  A	large	straw	effigy	of	a	prominent	local.	Parts	of	it	have	been
  singed	with	fire.
  6.
  A	large,	human-sized	cage.	Spots	of	dried	blood	stain	the	metal
  floor.
  7.
  A	 long	 scroll	 displayed	 prominently	 inscribed	 with	 the	 cult’s
  ideology.
  8.
  A	 small	 alchemist’s	 lab	 with	 the	 ingredients	 to	 create	 five
  doses	 of	 a	 sleeping	 poison	 (save	 against	 poison	 or	 fall
  unconscious	for	1	hour).	The	ingredients	are	volatile	and	likely
  to	explode	(4d6	points	of	fire	damage)	if	not	handled	properly.	
  9.
  Six	sets	of	well-used	manacles	stained	with	old,	dried	blood.
  10. Three	fine	silk	robes	(worth	25	gp	each)	emblazoned	with	holy
  symbols	 relevant	 to	 the	 cult.	 The	 robes	 belong	 to	 the	 cult’s
  highest	ranking	members.
  11. A	collection	of	fine	silver	and	golden	religious	objects	(worth
  50	gp	total)	stolen	from	a	local	temple.	
  12. A	crudely	sketched	floorplan	of	a	nearby	garrison.	Notes	detail
  several	possible	scenarios	to	surreptitiously	gain	entrance.
  13. An	 exquisite	 noble’s	 outfit	 (worth	 50	 gp).	 In	 the	 pocket	 is
  potion	 allowing	 the	 imbiber	 to	 change	 their	 appearance	 (as
  disguise	self	or	similar	illusion	spell).
  14. A	mummy	wrapped	corpse	with	an	amulet	(75	gp)	displaying	a
  deity	or	creature	important	to	the	cult.	The	mummy’s	funerary
  wrappings	 indicate	 it	 was	 once	 a	 prominent	 member	 of	 the
  cult,	now	revered	as	a	holy	figure.	
  15. Four	sets	of	uniforms	belonging	to	the	nearby	town	guard	or
  local	militia	replete	with	the	appropriate	weapons	and	armour.	
  16. An	 eight-piece	 silver	 dining	 set	 (worth	 40	 gp)	 inscribed	 with
  images	and	motifs	important	to	the	cult.
  17. Fifteen	plain	holy	symbols	hanging	from	a	series	of	pegs.	The
  holy	 symbols	 depict	 symbols	 and	 images	 meaningful	 to	 the
  cult.
  18. Seven	 sealed	 scrolls	 containing	 missives	 to	 seven	 different
  people.	 The	 missives	 are	 written	 in	 code	 and	 need	 to	 be
  deciphered.
  19. A	 long,	 rambling	 pamphlet	 describing	 daily	 religious	 routines
  for	the	cult’s	members	to	conduct	and	penalties	for	not	doing
  so.	 Studying	 the	 pamphlet	 gives	 the	 PC	 a	 +4	 bonus	 if
  attempting	to	disguise	himself	as	a	cultist.
  20. Eight	vials	containing	human	hearts	floating	in	a	preservative
  fluid.	 Each	 vial	 contains	 a	 label	 with	 a	 name	 written	 on	 it
  belong	to	a	missing	person	in	a	nearby	settlement.
  R E L A T E D  A R T I C L E S
  § 4	Unholy	Books	(page	52)
  § 10	Cultists	with	Personality	(page	52)	
  § 10	Remarkable	Unholy	Symbols	(page	39)	
  § 20	Things	to	Loot	from	a	Dead	Cleric	(page	48)
  § 20	Things	to	Loot	from	a	Dead	Cultist	(page	49)
  § 20	(Vile)	Things	to	Find	in	a	Cultist’s	Lair	(page	70)
  
  70	
  2 0  ( V I L E )  T H I N G S  T O  F I N D  I N  A  C U L T I S T ’ S  L A I R  
  Cultists	often	seek	out	terrible	deities	and	alien	entities	in	their	
  quest	for	power	and	to	further	their	nefarious	ends.	They	often	
  use	 profane	 and	 vile	 accoutrements	 in	 blasphemous	 rituals	 to	
  venerate	their	terrible,	fell	masters.		
  1. Ten	 blood	 red	 candles	 containing	 teeth	 and	 fingernail	
  clippings.	When	lit,	the	candles	smell	of	fresh	blood.	
  2. Three	 suits	 made	 from	 humanoid	 flesh	 and	 decorated	 with	
  animal	skulls,	fur	and	feathers.	
  3. The	 faint	 outline	 of	 a	 summoning	 circle.	 Black,	 acrid	 smoke	
  drifts	up	from	it—seemingly	from	nowhere—and	the	air	smells	
  like	tar.		
  4. Four	humanoid	skulls	inscribed	with	symbols	pertaining	to	the	
  cult.	 Slips	 of	 paper	 with	 names	 written	 on	 them	 are	 stuffed	
  into	the	skulls’	mouths.	
  5. Three	golden	statues	of	local,	good-aligned	gods	stained	with	
  fresh	blood.	
  6. A	gold	encased	skull	of	a	demon	or	devil	(worth	150	gp).	The	
  eyes	glow	dimly—and	sinisterly—red.	
  7. A	10-foot	tall	sculpture	of	a	deity,	entity	or	creature	the	cult	
  reveres	 made	 from	 various	 parts	 of	 human	 limbs	 sown	
  together.	Smoke	constantly	drifts	from	the	statue’s	nostrils.	
  8. A	pool	filled	with	a	strange,	red	fluid	gives	off	a	silver	glow.	It’s	
  not	poisonous	or	magic	but	leaves	a	luminescent	glow	behind	
  if	smeared	on	anything.	A	horned,	humanoid	skull	rests	at	the	
  bottom	of	the	pool.	
  9. The	burnt	remains	of	sacred	holy	texts	and	items	smoulder	on	
  an	obsidian	altar.	
  10. This	3-foot	tall	idol	of	a	squamous	creature	constantly	oozes	a	
  thin,	 milky	 and	 slightly	 caustic	 ooze	 (and	 deals	 1d4	 acid	
  damage	if	touched).	
  11. The	 tattered	 wings	 of	 an	 angelic	 creature	 are	 pinned	 to	 the	
  wall	with	black,	metal	spikes.	
  12. A	 number	 of	 jars	 of	 various	 sizes	 containing	 the	 pulsating	
  organs	of	a	demon;	all	emit	a	stench	of	brimstone,	if	opened.	
  13. Six	 corpses	 lying	 on	 slabs	 and	 awaiting	 reanimation—their	
  hands	 have	 been	 removed	 and	 replaced	 with	 cruel	 looking	
  weapons	grafted	onto	the	corpses’	arms.	
  14. The	skeleton	of	some	giant,	painted	black	and	engraved	with	
  unholy	rites.	It	occasionally	trembles	slightly.	
  15. Two	 matching	 drinking	 vessels	 made	 from	 unicorn	 horns	
  stained	red	with	blood.	
  16. A	 gorgeously	 illuminated	 holy	 text	 except	 the	 images	 of	 the	
  good	deity	and	its	servants	have	been	replaced	with	demons,	
  devils	or	other	strange	creatures.	
  17. An	altar	fashioned	from	the	small	skulls	of	numerous	tiny	fey.	
  Bloody	 tears	 weep	 from	 their	 sockets	 and	 the	 air	 around	 it	
  smells	like	spoiled	milk.	
  18. A	 pool	 filled	 with	 a	 green,	 viscous	 slime	 emitting	 a	 smell	 of	
  decay	and	cinnamon.	
  19. A	 skeleton,	 half-dissolved,	 lies	 within	 a	 summoning	 circle	
  inscribed	with	pulsating	runes.	
  20. Four	necklaces	made	from	the	teeth	of	an	angelic	creature	and	
  onyx	 (each	 150	 gp	 each;	 if	 worn	 by	 a	 good-aligned	 creature	
  they	emit	a	profound	aura	of	sadness).	
  There	 is	 a	 25%	 chance	 that	 touching	 a	 profane	 object	 has	
  disastrous	consequences.	
  1. The	PC	is	possessed	by	an	alien	entity	until	the	next	time	he	
  sleeps.	
  2. A	 surge	 of	 profane	 energy	 envelops	 the	 PC,	 dealing	 2d6	
  damage.	
  3. The	 PC	 sees	 horrific	 visions	 for	 the	 next	 hour,	 taking	 a	 –2	
  penalty	on	all	rolls.	
  4. The	PC’s	alignment	turns	evil	for	24	hours.	
  5. An	evil	outsider	(demon,	devil	etc.)	appears	and	is	quite	angry.	
  6. The	 PC	 can	 only	 speak	 in	 an	 ancient,	 alien	 language	 for	 the	
  next	24	hours.	
  7. Worms	 and	 insects	 crawl	 out	 from	 the	 earth	 and	 woodwork	
  wherever	the	PC	goes	for	one	week.	
  8. The	PC	learns	the	true	name	of	an	evil	entity	who	now	wants	
  that	PC	dead.	
  9. The	PC	has	terrible	nightmares	of	a	vile,	rotting	city;	he	cannot	
  regain	hit	points	through	rest	for	one	week.	
  10. An	evil	doppelganger	of	the	PC	appears	in	a	nearby	settlement	
  and	causes	mayhem	and	chaos.	
  R E L A T E D  A R T I C L E S  
  § 
  4	Unholy	Books	(page	52)	
  § 
  10	Cultists	with	Personality	(page	52)	
  § 
  10	
  Remarkable	
  Unholy	
  Symbols	(page	39)	
  § 
  20	 Things	 to	 Loot	 from	 a	
  Dead	Cleric	(page	48)	
  § 
  20	 Things	 to	 Loot	 from	 a	
  Dead	Cultist	(page	49)	
  § 
  20	 Things	 to	 Find	 in	 a	
  Cultist’s	Lair	(page	69)	
  	
   
  
  71	
  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 O N A S T E R Y
  Abandoned	 monasteries	 are	 often	 the	 sites	 of	 exciting	
  adventures.	Mad	priests,	lurking	undead	and	lost	relics	seem	to	
  draw	adventurers	like	offal	draws	flies.		
  	
  Often,	 however,	 the	 monastery	 itself	 receives	 little	 extra	
  design	time.	Use	the	table	below,	to	add	depth	and	flavour	to	an	
  abandoned	monastery:		
  1.
  A	scorched	and	splintered	holy	symbol	lies	discarded	against
  one	wall.	Close	examination	reveals	splatters	of	blood	on	the
  remains	of	the	symbol.
  2.
  Great	 rents	 in	 a	 floor	 mosaic	 depicting	 the	 monastery’s
  heraldic	 symbol	 bear	 mute	 witness	 to	 some	 terrible	 act	 of
  violence.
  3.
  Smashed	 furniture—perhaps	 the	 remains	 of	 tables	 and
  benches—lies	 scattered	 about	 the	 chamber;	 explorers	 must
  carefully	pick	their	way	through	the	mess.	
  4.
  The	 glass	 windows	 in	 this	 area—if	 indeed	 there	 ever	 were
  any—are	 missing;	 only	 one	 wooden	 shutter	 remains,	 and	 it
  hangs	crazily	from	a	single	hinge.
  5.
  A	 stretch	 of	 blackened	 stone	 surrounds	 a	 pile	 of	 ash	 and
  shards	of	burnt	wood.	Soot	stains	the	ceiling.
  6.
  The	 mouldy,	 shredded	 remains	 of	 a	 once	 grand	 tapestry	 yet
  hang	 from	 the	 wall	 here.	 Mould	 grows	 thickly	 upon	 the
  remaining	fabric.
  7.
  Rubble	 and	 brickwork	 lies	 scattered	 about	 the	 floor.	 Dust
  covers	everything.	In	places,	water	drips	down	from	holes	in
  the	ceiling.
  8.
  A	 statue—perhaps	 of	 a	 saint	 or	 notable	 clergyman—lies
  smashed	 on	 the	 floor	 near	 to	 the	 plinth	 on	 which	 it	 once
  stood.
  9.
  The	door	leading	out	of	this	area	yet	stands	in	its	frame,	but	is
  swollen	 with	 moisture.	 It	 is	 stuck	 fast	 and	 must	 be	 forced
  open.	It	cannot	be	closed	again.
  10. Pale	sunlight	shines	into	this	area	from	a	small	window	high	up
  on	one	wall;	the	light’s	wan	rays	illuminates	the	dust	floating
  gently	in	the	air.
  11. A	 book’s	 spine—along	 with	 a	 few	 scraps	 of	 mildewed
  parchment	 lies	 discarded	 under	 an	 overturned	 table.	 The
  book’s	remains	are	illegible.
  12. An	 indefinable	 feeling	 of	 sorrow	 and	 loss	 hangs	 in	 the	 air.
  Nearby,	under	the	hacked	and	splintered	remains	of	a	table	or
  bench	lies	the	yellowing	bones	of	a	priest	or	other	resident	of
  the	monastery.	His	plain	robes	are	similarly	hacked	and	torn,
  and	the	unfortunate’s	head	is	missing.
  13. The	peculiar	acoustic	properties	of	this	area	amplify	even	the
  quietest	sounds.
  14. Patches	 of	 whitewash	 are	 peeling	 away	 from	 the	 walls	 and
  ceiling.
  15. Moss	and	lichens	grow	thickly	upon	the	walls.	Similarly	weeds
  have	grown	up	through	the	cracks	in	the	flagstoned	floor.
  16. A	 trail	 of	 footsteps	 leads	 through	 the	 dust	 and	 the	 rubble
  covering	the	floor.
  17. Here,	someone	has	prised	up	a	flagstone	in	one	corner	of	the
  room.	 A	 secret	 niche	 below	 may	 have	 once	 held	 glittering
  treasures	but	it	is	now—sadly—empty.
  18. A	 cast	 iron	 chandler—little	 more	 than	 a	 gigantic	 iron	 ring
  suspended	from	chains—hangs	from	the	ceiling.	Candle	stubs
  and	dried	wax	decorate	the	chandelier,	which	gently	sways	in
  a	faint	breeze.
  19. Part	 of	 this	 door’s	 lintel	 has	 crumbled	 and	 fallen	 away.	 The
  remainder	of	the	door	frame	is	similarly	unstable;	incautious
  exploration	could	cause	it	to	collapse.
  20. Shadows	 and	 grime	 fill	 this	 area.	 On	 one	 wall,	 someone	 has
  written	in	big	chalk	letters,	“VIV”.
  R E L A T E D  A R T I C L E S
  §
  10	Remarkable	Unholy	Symbols	(page	39)	
  §
  10	Things	to	See	in	an	Abandoned	Building	(page	60)	
  §
  10	Things	to	See	in	a	Burned-Out	Building	(page	61)
  §
  10	 Things	 to	 See	 in	 an	 Abandoned	 Plague-Infested	 Building
  (page	61)
  §
  20	Things	to	Loot	from	a	Dead	Cleric	(page	48)
  
  72	
  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  L A I R  
  Smugglers	 often	 lurk	 in	 hidden,	 isolated	 caves.	 Such	 locales	
  provide	the	perfect	base	from	which	to	pursue	their	nefarious	
  profession.	 However,	 such	 places	 are	 rare	 pristinely	 tidy	 and	
  without	points	of	minor	interest	to	exploring	adventurers.	More		
  1. A	 discarded	 sack	 lies	 against	 one	 wall;	 grain—now	 rotten—
  spills	from	a	rip	near	its	base	and	covers	the	floor.	Footprints	
  are	evident	in	the	grain	and	could	give	the	PCs	a	clue	about	
  who	has	recently	passed	this	way.	
  2. A	crude	map	depicting	the	coastline	and	showing	several	little	
  known	isolated	coves	and	sea	caves	covers	one	wall.	Drawn	in	
  chalk,	 the	 smugglers	 try	 to	 rub	 it	 out	 if	 they	 know	 they	 are	
  being	 attacked	 as	 it	 shows	 the	 locations	 of	 several	 of	 their	
  secret	caches.	
  3. This	area	smells	of	sweat	and	faeces.	Several	sets	of	manacles	
  are	affixed	to	the	wall	with	iron	chains	running	through	loops	
  driven	deep	into	the	stone.	
  4. Several	sets	of	wet,	homespun	clothes	lie	draped	over	several	
  natural	folds	in	the	cavern	wall.	Damp	from	immersion	in	the	
  sea,	the	clothes	are	encrusted	with	salt.		
  5. A	 pile	 of	 fishing	 nets	 fill	 one	 corner	 of	 the	 cavern.	 Bits	 of	
  seaweed	 cling	 to	 the	 sodden	 nets	 and	 a	 small	 puddle	 of	
  saltwater	has	gathered	below	them.	
  6. A	 carving	 of	 a	 sailing	 ship	 running	 under	 full	 sail	 before	 a	
  raging	storm	covers	one	cave	wall.	The	carving	has	obviously	
  taken	hours—if	not	days—of	skilled	work	and	cleverly	uses	the	
  rock’s	natural	folds	to	depict	the	storm	clouds.	
  7. The	tang	of	salt	and	the	smell	of	smoke	hang	heavily	in	the	air.		
  8. A	half-full	barrel	of	fresh(ish)	water	stands	against	one	wall.	A	
  small	 bucket—nothing	 more	 than	 an	 oversized	 tankard—
  perches	atop	the	barrel’s	lid.		
  9. Three	 barrels	 holding	 salt	 water,	 but	 without	 their	 lids,	 line	
  one	wall.	Two	of	the	barrels	hold	nothing	but	water	while	at	
  the	 bottom	 of	 the	 third	 lurk	 several	 crabs	 destined	 for	 the	
  smugglers’	stew.	
  10. An	old,	rusted	harpoon	leans	against	one	wall;	faint	carvings	of	
  cresting	waves	decorate	half	of	the	weapon’s	shaft.		
  11. Several	 niches	 pierce	 the	 walls;	 the	 entrance	 to	 each	 is	
  obscured	by	a	tarpaulin	nailed	to	the	wall	with	several	pitons.	
  Investigations	
  reveal	
  the	
  niches	
  serve	
  as	
  cramped,	
  uncomfortable	places	for	the	smugglers	to	rest.	
  12. A	 large,	 haphazard	 pile	 of	 driftwood—destined	 for	 the	
  smugglers’	 fires—fills	 part	 of	 this	 area.	 The	 wood	 is	 sodden	
  and	difficult	to	light.	
  13. A	small	shrine	dedicated	to	the	goddess	of	the	sea	and	storms	
  fills	a	small	wall	niche;	half-burnt	candles	and	a	few	coins	serve	
  as	votive	offerings	to	placate	the	goddess	and	her	capricious	
  moods.	
  14. The	smugglers	use	this	hole	in	the	floor	as	a	dump	of	sorts.	The	
  hole	is	linked	to	the	sea	and	tidal;	thus	rubbish	does	not	build	
  up	too	much.	However,	fish	bones,	bits	of	shredded	cloth	and	
  other	rubbish	cover	the	surrounding	floor.	A	small	cat—pet	to	
  one	 of	 the	 smugglers—lurks	 here	 playing	 with	 a	 mouldering	
  fish	corpse.	It	hisses	at	intruders.	
  15. Here	the	floor	level	changes	dramatically.	The	smugglers	have	
  built	a	rickety	wood	stair	out	of	planks	salvaged	from	a	wreck.	
  Although	basically	sound,	the	stairs	creak	if	any	great	weight	is	
  placed	 upon	 them;	 this	 sound	 could	 warn	 any	 smugglers	
  lurking	nearby.		
  16. An	empty	wineskin	lies	discarded	on	the	floor;	the	faint	smell	
  of	acidic	red	wine	emanates	from	the	skin.	
  17. The	 furniture	 here—a	 table,	 two	 benches	 and	 a	 high-backed	
  chair—are	all	expertly	crafted	from	driftwood.	Although	they	
  have	no	real	value,	a	gullible	eccentric	could	pay	perhaps	20	gp	
  for	the	set.	
  18. A	ship’s	lantern	hangs	from	the	ceiling	at	the	end	of	a	short	
  chain.	 In	 turn,	 the	 chain	 is	 wrapped	 around	 a	 jagged	 rocky	
  outcrop	which	causes	the	lantern	to	sway	gently.	Three	flasks	
  of	lamp	oil	lie	against	the	wall.	
  19. Some	acoustic	fluke	fills	this	section	of	caves	with	the	sound	of	
  crashing	 surf,	 making	 conversation	 difficult.	 However,	 the	
  pounding	 of	 the	 waves	 against	 the	 cliffs	 also	 makes	 it	 much	
  easier	to	sneak	about	quietly.	
  20. Several	strange,	almost	sinuous	outcroppings	of	rock	protrude	
  from	 one	 wall.	 From	 one	 angle,	 they	 look	 a	 little	 bit	 like	
  tentacles—as	 if	 some	 terrible	 aquatic	 beast	 of	 the	 deep	 had	
  been	petrified	in	some	way	and	melded	into	the	cavern	wall.	
  R E L A T E D  A R T I C L E S  
  § 
  10	Thing	to	Find	in	a	Ship’s	Cargo	Hold	(page	59)	
  § 
  12	Things	to	Find	in	a	Rowboat	(page	84)	
  § 
  20	Things	to	Loot	from	a	Smuggler’s	Body	(page	50)	
  	
   
  
  73	
  2 0  T H I N G S  T O  S E E  I N  A  M A R K E T P L A C E
  Once	the	PCs	have	crushed	their	enemies	and	returned	to	town	
  to	sell	their	ill-gotten	gains,	their	minds	often	turn	to	shopping...		
  	
  Marketplaces	are	bustling,	busy	places—they	are	often	the	
  throbbing	mercantile	heart	of	a	village,	town	or	city.	As	such,	the	
  PCs	will	inevitably	visit	such	places	in	pursuit	of	the	things	they	
  desire.	Use	the	table	below,	to	add	minor	events	of	interest	to	
  the	PCs'	shopping	trip:		
  1.
  A	 small	 boy	 quickly	 slips	 through	 the	 throng,	 dextrously
  squeezing	between	the	shoppers	and	browsers.	The	PCs	may
  assume	 the	 boy	 is	 a	 cutpurse,	 but	 in	 reality	 he	 is	 merely
  running	an	errand	for	his	master.
  2.
  A	 massively	 muscled	 man,	 longsword	 at	 his	 hip,	 staggers
  through	the	marketplace	with	a	large	rolled	up	rug	over	one
  shoulder.	Unsurprisingly,	everyone	gets	out	of	the	man’s	way.
  If	asked	why	he	is	carrying	a	rug,	he	replies	it	is	for	a	bet.	This
  may—or	 may	 not—be	 the	 truth.	 Perhaps	 the	 rug	 bulges
  suspiciously	 and	 an	 unconscious,	 tied-up	 kidnap	 victim	 lies
  within.
  3.
  An	 obviously	 wealthy	 woman	 strolls	 among	 the	 stalls
  examining	 the	 goods.	 Two	 servants—carry	 various	 packages
  and	bags—and	a	mail-clad	bodyguard	trail	after	her.	
  4.
  Several	beggars	raise	their	bowls	to	passersby,	desperate	for
  even	the	smallest	gift.
  5.
  A	bard—employed	by	a	nearby	stall	holder	who	has	recently
  taken	delivery	of	a	consignment	of	rare	spices—strolls	through
  the	throng	loudly	singing	the	praises	of	Master	Arman	and	his
  amazing	spices.	If	stopped—or	if	the	PCs	show	any	interest	in
  his	song—he	eagerly	directs	the	PCs	to	Master	Arman’s	stall.
  6.
  A	crowd	of	people	have	gathered	around	a	small,	nondescript
  stall.	The	owner	is	apparently	trying	to	off-load	a	consignment
  of	 damaged	 cloth	 and	 is	 selling	 it	 at	 knock-down	 prices.	 He
  could	be	genuinely	trying	to	get	rid	of	his	damaged	stock,	or	he
  could	be	a	distraction	for	several	pick	pockets	slipping	unseen
  through	the	throng.
  7.
  A	pair	of	women	stand	conspiratorially	gossiping	in	the	shade
  of	a	tent.	They	stop	suddenly,	if	approached.
  8.
  A	 peddler—selling	 vegetables	 from	 a	 hand	 cart—trundles	 by
  the	party	calling	out	his	prices.	He	stumbles	and	falls,	tipping
  over	his	cart.	Almost	instantly	beggars	and	urchins	appear	and
  start	grabbing	up	his	produce	as	he	desperately	tries	to	both
  shovel	 it	 back	 into	 his	 cart	 and	 fight	 off	 the	 swarm	 of
  scavengers.
  9.
  A	 man	 argues	 with	 a	 store	 holder,	 loudly	 accusing	 him	 of
  selling	 crap.	 He	 waves	 an	 axe	 in	 the	 air	 while	 doing	 so.	 PCs
  taking	 any	 interest	 in	 the	 argument	 notice	 the	 axe	 head	
  wobbles	on	its	haft	as	it	is	waved	about.	
  10. A	near-feral	dog	sniffs	its	way	through	the	crowd	searching	for
  dropped	titbits.	He	follows	anyone	feeding	him.
  11. A	cat	lounges	on	the	awning	above	a	stall,	keeping	a	wary	eye
  on	all	who	pass.
  12. Two	 young	 urchins	 caper	 through	 the	 crowd	 laughing	 and
  joking	 with	 each	 other.	 Their	 youthful	 exuberance	 annoys	 a
  trader	 who	 suspects	 they	 are	 clearly	 up	 to	 no	 good	 and	 he
  shouts	at	them	to	"be	off”.
  13. Two	 guardsmen	 patrol	 the	 marketplace,	 keeping	 an	 eye	 out
  for	arguments	and	cutpurses.	They	appear	bored,	though,	and
  are	easily	distracted.
  14. A	 dishevelled	 man—clearly	 unwell,	 his	 tunic	 stained	 with
  vomit—staggers	through	the	crowd	(which	parts	before	him).
  Eventually,	he	slumps	against	a	wall,	muttering	to	himself.	(The
  man	is	not	ill;	he	is	merely	suffering	an	epic	hangover).
  15. Two	traders	argue—and	look	like	they	may	come	to	blows;	it
  seems	they	both	paid	for	the	same	pitch	and	neither	is	inclined
  to	give	up	his	claim.
  16. A	sudden	heavy	squall	sends	everyone	running	for	cover.	Stalls
  with	awnings	or	those	within	tents,	are	suddenly	very	popular
  and	the	merchants	therein	mercilessly	press	their	temporary
  advantage.
  17. One	of	the	PCs—perhaps	distracted	by	the	market’s	sights	and
  sounds—stands	 in	 a	 large	 pile	 of	 horse	 manure.	 Unless	 he
  fastidiously	cleans	his	shoe,	the	smell	follows	him	for	the	rest
  of	the	day.
  18. The	 smell	 of	 freshly	 cooked	 meat	 wafts	 over	 the	 crowd.
  Nearby,	a	merchant	selling	a	hog	roast	is	doing	a	roaring	trade.
  19. A	carter	tries	to	force	his	way	through	the	throng,	but	almost
  no-one	seems	inclined	to	get	out	of	his	cart’s	way.	The	man	is
  clearly	getting	more	and	more	frustrated	and	shouts	loudly	at
  anyone	wandering	in	front	of	his	cart.
  20. Three	finely	dress	old	ladies	browse	amongst	the	stalls	while
  chatting	loudly.	Each	is	attended	by	a	servant,	but	perceptive
  PCs	may	spot	four	ruffians	intently	watching	the	group.	
  R E L A T E D  A R T I C L E S
  §
  10	Merchants	with	Personality	(page	53)	
  §
  10	Things	to	Find	in	a	Wagon	(page	59)
  §
  10	Things	to	See	in	a	Curio	Shop	(page	57)
  §
  20	Interesting	Stalls	(page	63)	
  
  74	
  	
   
  
  75	
  WILDERNESS DRESSING
  
  76	
  1 0  B R I D G E S   
  Bridges	 are	 rather	 handy,	 but	 often	 overlooked	 wilderness	
  features.	Without	bridges,	crossing	ravines	and	rivers	is	difficult	
  or	dangerous	(at	best).	As	such,	they	offer	a	design	opportunity	
  for	 the	 GM	 and	 a	 point	 of	 interest	 for	 the	 adventurers.	 Is	 the	
  bridge	in	good	repair?	Does	a	local	noble	claim	it	and	exact	tolls	
  from	 those	 crossing?	 Who	 built	 it?	 The	 answers	 to	 all	 these	
  questions	have	an	impact	on	the	area	and	provide	clues	to	the	
  region’s	history,	political	makeup	and	so	on.	And	finally,	bridges	
  are	iconic	locations	for	fights	and	encounters.		
  	
  Use	this	table,	to	determine	which	bridge	the	PCs	encounter.		
  1. This	 “bridge”	 comprises	 several	 huge,	 flat	 stepping	 stones	
  placed	in	the	river.	The	stones	are	only	just	above	the	surface	
  of	the	river;	after	the	winter	snow	melt	or	a	prolonged	period	
  of	heavy	rain	the	bridge	is	submerged.	
  2. Wreathed	in	ivy	and	creepers	growing	from	the	marshy	river	
  banks,	this	structure	almost	blends	into	 its	surrounding.	This	
  bridge	is	of	stone	and	obviously	of	old	construct.	
  3. This	stone	bridge	is	in	bad	repair.	Parts	of	the	parapet	walls	are	
  crumbling;	in	two	places,	they	have	fallen	away	into	the	river.		
  4. This	rickety	wooden	bridge	has	seen	better	days.	Pieces	of	the	
  deck	have	rotted	away	making	travel	across	it	slow,	but	safe	
  (as	long	as	no	more	gives	away	below	the	party’s	feet).		
  5. This	stone	bridge	crosses	a	narrow	river.	Thick	stands	of	reeds	
  grow	 along	 the	 banks	 of	 the	 river	 near	 the	 bridge.	 Partially	
  hidden	in	the	reeds	is	a	decomposing	orc	body.	Yet	wearing	his	
  waterlogged	studded	leather	armour,	the	bloated	corpse	looks	
  to	have	become	wedged	here	after	floating	downstream.	
  6. The	 middle	 span	 of	 this	 stone	 bridge	 has	 collapsed	 into	 the	
  river	below	creating	a	section	of	artificial	rapids	through	which	
  the	river	foams.	The	rest	of	the	bridge	appears	sturdy	and	well	
  made,	suggesting	the	collapse	was	not	accidental.		
  7. All	 that	 remains	 of	 this	 ancient	 bridge	 are	 the	 slick,	 reed-
  wreathed	piers.	Chunks	of	the	bridge	lie	in	the	river,	around	
  which	the	water	churns.	
  8. A	flag	bearing	the	design	of	a	white	rampant	swan	on	a	blue	
  background	flutters	in	the	breeze	atop	a	high	flagpole	set	into	
  one	of	this	stout	stone	bridge’s	parapets.	
  9. This	narrow,	high-sided	wooden	bridge	is	only	wide	enough	for	
  single	file	foot	traffic.	At	one	end,	the	bridge’s	deck	is	scorched	
  and	charred	(although	the	bridge	itself	is	still	stable).	
  10. A	small	watchtower	abuts	this	stone	bridge.	A	detachment	of	
  men-at-arms	 in	 the	 service	 of	 a	 local	 lord	 exact	 a	 small	 toll	
  from	all	who	cross.		
   
  1 0  B U R I A L  C A I R N S   
  The	borderland	and	wilderness	areas	of	the	world	are	dangerous	
  places.	 Here	 adventurers	 and	 other	 brave	 souls	 push	 back	
  against	 the	 darkness	 encroaching	 on	 humanity’s	 realm.	
  Inevitable	 some	 of	 these	 heroes	 fall	 in	 battle	 and	 often	 their	
  companions	bury	them	where	they	died.		
  	
  Use	 the	 table	 below,	 to	 generate	 details	 of	 the	 cairn	 the	
  party	discover.		
  1. A	jumbled	pile	of	stones	stands	atop	a	low,	grass	wreathed	hill.	
  Investigation	reveals	the	cairn	has	been	opened;	stones	(and	
  some	weathered	bones)	lie	scattered	about	the	summit.	
  2. Amid	 a	 field	 of	 wild	 flowers,	 a	 single	 cairn	 stands	 under	 the	
  wide,	lofty	boughs	of	an	ancient	oak	tree.	Thick	moss	grows	
  over	the	cairn	and	a	rusty	steel	shield	is	wedged	between	two	
  large	 stones.	 A	 faded	 device	 on	 the	 shield	 may	 represent	 a	
  prancing	unicorn—or	it	may	not.	
  3. This	meticulously	built	cairn	stands	next	to	a	bubbling	stream.	
  A	 spear	 is	 wedged	 into	 the	 centre	 of	 the	 cairn	 and	 a	
  mouldering	head	of	some	kind	of	humanoid	hangs	from	its	tip.	
  4. Built	 around	 a	 rocky	 outcrop	 of	 up	 thrust	 stone,	 this	 cairn	
  serves	as	a	makeshift	(and	accidental)	sundial.		
  5. Neat	 piles	 of	 neatly	 stacked,	 weathered	 bones	 surround	 this	
  small	 cairn.	 The	 cairn	 itself	 has	 clearly	 been	 carefully	 made;	
  the	stones	fit	together	well	and	the	structure	is	relatively	solid.	
  6. A	field	of	scattered	stones	surrounds	the	shattered	remains	of	
  this	once	large	cairn.	The	rotten	trunk	of	a	tree	lies	across	the	
  cairn’s	 remains;	 it	 fell	 on	 the	 cairn	 mostly	 destroying	 it	 and	
  scattering	its	stones.	Splintered	bones	lie	amid	the	stones.		
  7. Three	cairns	stand	in	a	ragged	line	amid	the	shadows	of	a	small	
  stand	 of	 trees.	 Moss	 grows	 across	 the	 stones	 and	 bracken	
  clusters	thickly	against	their	flanks.		
  8. A	large	flat	stone	tops	this	cairn.	While	the	carving	is	illegible,	
  faint	 scratch	 marks	 reminiscent	 of	 writing	 can	 still	 (just)	 be	
  discerned	by	a	perceptive	individual.	
  9. This	cairn	was	never	finished.	Stones	lie	scattered	about	and	
  from	the	cairn’s	profile	if	seems	the	builder	was	interrupted.	In	
  a	 dense	 stand	 of	 bushes	 nearby,	 perceptive	 individuals	 spot	
  the	yellowing	bones	of	a	humanoid;	its	skull	has	been	smashed	
  in	and	a	large,	suspiciously	stained	stone	lies	nearby.	
  10. This	wide,	low	cairn	is	easily	big	enough	to	hold	several	bodies.	
  Investigation	reveals,	the	cairn	covers	a	deep	hollow	cut	into	
  the	earth.	A	stone	trapdoor	lies	at	the	bottom	of	the	hollow	
  under	a	thin	layer	of	moist	soil.	
  	
  
  77	
  1 0  S I G N S  F E Y  M A Y  B E  A B O U T
  Creatures	 of	 nature	 and	 the	 wilderness,	 the	 fey	 are	 subtle	
  creatures.	 Few	 creatures	 have	 more	 stories	 told	 about	 them	
  than	the	fey	and	explorers	plunging	deep	into	the	wilderness	are	
  almost	certain	to	pierce	their	domain.		
  	
  Use	the	table	below,	to	generate	subtle	signs	for	the	party	to	
  encounter	that	might	indicate	fey	are	about.		
  1.
  The	wind	whistles	through	the	trees,	creating	an	eerie,	pipe-
  like	sound.	Strangely,	the	tree’s	boughs	do	not	move.
  2.
  The	branches	of	this	towering	oak	are	intertwined	and	twisted-
  -almost	 as	 if	 they've	 been	 braided.	 The	 branches	 spread	 far
  out	 from	 the	 tree	 and	 create	 an	 area	 of	 restful	 shade	 (or
  perhaps	meaning	gloom).
  3.
  Faint	snatches	of	otherworldly	pipe	music	come	to	the	party's
  ears	on	the	breeze.	It	is	impossible	to	accurately	determine	the
  direction	from	whence	the	music	comes,	but	it	is	surprisingly
  pleasing	to	the	ear.
  4.
  A	 multi-coloured	 light	 bobs	 through	 the	 trees.	 From	 the
  movement	 of	 the	 light	 it	 looks	 like	 whatever	 is	 carrying	 the
  light	is	moving	(gracefully)	through	the	tree	canopy.
  5.
  Two	 goblets	 and	 a	 wine	 bottle	 seemingly	 made	 of	 the	 most
  delicate	and	fragile	glass	sit	upon	a	mossy	boulder.	If	touched
  by	 mortal	 hand,	 they	 disintegrate	 as	 if	 composed	 of	 nothing	
  more	than	smoke	caught	on	the	breeze.	
  6.
  Faint,	 hoofed	 tracks	 lead	 through	 the	 undergrowth.	 Careful
  examination,	reveals	the	creature	was	two-legged	and	walked
  very	lightly.	The	tracks	disappear	at	the	base	of	a	large	tree.	
  7.
  A	faint	scent	hangs	in	the	air.	Reminiscent	of	lilacs	in	bloom	it
  brings	visions	of	bucolic	summer	days	to	minds
  8.
  Incongruously,	a	stand	of	wild	roses	grows	dense	and	thick	in	a
  clearing	in	the	forest.	Huge	blooms	cause	the	plant’s	stems	to
  droop	 toward	 the	 ground	 and	 their	 heady	 scent	 fills	 the	 air.
  Unskilled	PCs	may	think	the	roses	natural,	but	those	skilled	in
  nature	 lore	 can	 determine	 the	 whole	 clearing	 has	 been
  carefully	cultivated.
  9.
  Carven	 wooden	 wind	 chimes	 hang	 from	 the	 boughs	 of	 this
  huge	 beech	 tree.	 Ornately	 carved,	 they've	 been	 carefully
  carved	to	make	different	sounds	when	they	clack	together.	
  10. Glimmering	dust	of	many	hues	covers	the	grass	growing	in	this
  wide,	sun-dappled	clearing	deep	in	the	forest.	Small	tracks	of
  humanoid	 creatures	 criss	 cross	 through	 the	 dust	 in	 a	 riot	 of
  movement.	Either	a	mighty	battle	or	a	party	took	place	here!
  1 0  S T A N D I N G  S T O N E S
  Standing	stones	are	a	staple	of	the	wilderness.	Risen	centuries	or	
  millennia	ago	by	ancient	druids,	dread	cultists	or	other	unknown	
  hands	they	are	instinctively	seen	as	places	of	worship	
  	
  Use	the	table	below,	to	determine	the	details	of	the	standing	
  stones	discovered	by	the	party.		
  1.
  A	 lone	 stone	 stands	 atop	 a	 high	 hill.	 Visible	 for	 miles,	 it	 is	 a
  renowned	landmark.	Weathered	by	countless	rainstorms,	any
  carvings	 have	 long	 since	 been	 worn	 away.	 Local	 legends
  whisper	if	the	stone	should	fall,	doom	will	come	to	the	land.
  2.
  Old	beyond	measure	this	toppled	stone	lies	hidden	amid	long
  grass.	Behind	it	lies	the	remains	of	a	campfire	and	other	signs
  of	camp.	Half-scratched	graffiti	mar	the	stone.
  3.
  Fully	20	ft.	high	this	slender	stone	is	of	a	type	not	found	locally.
  At	 its	 zenith,	 the	 deep	 carving	 of	 an	 eagle	 its	 wings
  outstretched	looks	to	the	east.	Incongruously,	on	the	western
  side,	the	stylised	image	of	a	badger	decorates	the	stone’s	base.
  4.
  Two	stones	stand	opposite	one	another	on	either	side	of	the
  trail.	Vines	and	creepers	snake	up	both	stones	and	hang	down
  from	their	tops	created	a	curtain	of	sorts	through	which	those
  using	the	trail	must	pass.
  5.
  The	shattered	stumps	of	six	stones	stand	in	a	rough	semi-circle
  amid	a	clearing.	Each	stone	was	huge—easily	6	ft.	in	diameter.
  Of	the	rest	of	the	stones,	there	is	no	sign.
  6.
  This	stone	stands	crazily	at	an	angle.	Investigation	reveals	the
  cause;	someone	has	dug	a	hole	at	the	stone’s	base	and	this	has
  caused	 it	 to	 partially	 topple	 over.	 A	 detailed	 search	 of	 the
  loose	earth	in	the	hole	reveals	shattered	bone	and	ashes.
  7.
  This	 stone	 has	 clearly—at	 least	 partially—been	 formed	 by
  magic.	The	bottom	portion	of	the	stone	is	unremarkable,	but
  the	 top	 has	 been	 carved	 to	 represent	 a	 huge	 eagle	 with
  outstretched	wings.	The	eagle’s	wingspan	is	easily	15	ft.	and
  the	carving	is	tremendously	detailed.
  8.
  A	standing	stone	dominates	a	small	island	in	a	lake.	A	hidden
  (submerged)	 causeway	 leads	 to	 the	 island.	 Bizarrely,	 the
  standing	stone	itself	has	been	almost	completely	surrounded
  by	a	huge,	but	unlit—bonfire.
  9.
  Ancient,	 ornate	 carvings	 cover	 this	 stone	 positioned	 so	 that
  two	times	a	year	the	light	of	the	full	moon	bathes	it	from	a
  certain	angle.	When	the	moonlight	does	so,	the	shadow	of	the
  carvings	resolves	itself	into	a	cryptic,	but	prophetic,	message.	
  10. A	 tight	 ring	 of	 eight	 standing	 stones	 has	 been	 co-opted	 into
  forming	part	of	a	huge	wooden	hall.	The	hall	uses	the	standing
  stones	as	part	of	its	walls—in	between	the	stones	the	walls	are
  of	cut	and	dressed	tree	trunks.	The	hut’s	roof	is	thatched	and
  smoke	wends	out	of	a	hole	in	the	roof’s	centre.
  
  78	
  1 0  S T R A N G E ,  A T Y P I C A L  O R  N O T E W O R T H Y  T R E E S
  Trees	 grow	 all	 over	 the	 place.	 Woods	 and	 forests	 cluster	 ever	
  inwards	upon	civilisation.	Most	trees	are	unremarkable	and	are	
  used	 as	 fuel	 or	 building	 materials	 for	 the	 local	 folk.	 Others,	
  however,	are	remarkable.		
  	
  Some	trees	because	of	their	sheer	size,	legends	ascribed	to	
  them	or	the	uses	they	are	put	to	loom	large	(metaphorically	or	
  physically)	over	the	locality.	Used	as	local	landmarks,	boundary	
  markers	 or	 meeting	 places	 they	 are	 integral	 parts	 of	 the	
  community	and	landscape.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 notable	 or	
  remarkable	trees	encountered	by	the	party.		
  1.
  Lightning	struck	this	huge	oak	tree	decades	ago.	Much	of	the
  tree	burnt	and	the	oak’s	mighty	trunk	was	torn	asunder.	Now
  all	 that	 remains	 is	 a	 splintered	 shard	 of	 trunk	 about	 20	 feet
  high.	 Blackened	 and	 scorched,	 the	 trunk	 is	 hollow	 and
  sometimes	used	as	a	hiding	place.
  2.
  Standing	 atop	 a	 high	 hill,	 and	 surrounded	 by	 lesser	 growths,
  this	 tree	 comprises	 the	 interwoven	 trunks	 and	 branches	 of
  seventeen	 distinct	 individual	 trees.	 Known	 locally	 as	 the
  Seventeen	Sisters,	the	“tree"	is	fully	forty-foot	long.
  3.
  This	huge	weeping	willow	stands	upon	a	small,	low	island	in
  the	 middle	 of	 a	 lake.	 Its	 boughs	 drop	 down	 to	 caress	 the
  water’s	surface,	completely	obscuring	the	island	from	sight.
  4.
  The	face	of	a	grimacing	man	has	been	carved	deeply	into	the
  trunk	of	this	living	oak.	Moss	grows	thickly	over	the	face	and
  the	carving	is	so	old,	time	and	the	elements	have	blurred	its
  lines.	Locals	refer	to	the	tree	as	“the	Old	Man”	and	ascribe	it
  various	supernatural	powers.
  5.
  The	clutching,	skeletal	branches	of	this	leafless	tree	stand	stark
  against	 the	 horizon.	 The	 sun’s	 rays	 paint	 disturbing	 shadows
  upon	the	barren	ground	surrounding	the	tree.	Sometimes	the
  shadows	seem	to	move	independent	of	the	branches	swaying
  in	the	breeze.
  6.
  Several	long	hangman’s	nooses	hang	from	the	high	branches
  of	 this	 large,	 old	 tree.	 From	 these	 nooses,	 sway	 three
  mouldering,	decomposing	corpses.	Birds	peck	and	tear
  at	the	corpses,	but	fly	away	if	anyone	get	close	to
  the	 tree.	 The	 ground	 surrounding	 the	 tree	 is
  churned	to	mud—as	if	many	people	had	tramped
  through	the	area	relatively	recently.
  7.
  This	 immense	 tree	 stands	 in	 the	 centre	 of	 a
  desolate	clearing.	No	plants	grow	nearby	and	the
  tree	 itself	 never	 bears	 fruit	 or	 leaves.	 Although	 it
  appears	to	all	intents	and	purposes	dead,	the	tree’s
  trunk	is	yet	sturdy.
  8.
  This	 huge	 tree	 grows	 upon	 the	 edge	 of	 a	 steep	 bank
  overlooking	 the	 trail.	 Its	 thick,	 writhing	 roots	 have	 burst
  through	the	bank	before	burrowing	back	into	the	packed	earth
  of	the	trail.	To	the	paranoid	or	imaginative	the	roots	look	like	a
  mass	of	petrified	serpents.
  9.
  This	tree	is	immense;	its	trunk	is	easily	forty-foot	in	diameter
  at	 ground	 level.	 The	 tree	 stands	 atop	 a	 rocky	 outcrop	 and
  someone	has	carved	a	doorway	into	its	base.	A	stair	leads	up
  into	the	tree	proper.
  10. The	blackened	stump	of	this	tree	rises	to	about	eight	feet	in
  height	 before	 ending	 in	 a	 jagged	 shard	 of	 wood.	 The	 tree
  glimmers	 strangely	 in	 direct	 light	 and	 on	 closer	 examination
  the	 PCs	 discover	 literally	 thousands	 of	 coins	 hammered	 into
  natural	folds	running	through	its	bark.	Some	of	the	coins	are
  tremendously	weathered,	which	suggests	they	have	been	here
  for	decades	or	even	longer.
  R E  L A  T E  D  A R  T I C  L E S
  §
  10	Signs	Fey	May	Be	About	(page	77)
  §
  12	Dangerous	Types	of	Vegetation	(page	83)	
  §
  20	Uneventful	Days	in	a	Forest	(page	87)	
  
  79	
  1 0  T H I N G S  T O  E N L I V E N  A  J O U R N E Y  T H R O U G H  T H E  H I L L S
  Adventurers	 are	 often	 trekking	 deep	 into	 the	 wilderness	 in	
  search	 of	 terrible	 foes	 and	 glittering	 treasures.	 Forgotten	
  temples,	tribal	lairs	and	abandoned	tombs	all	lurk	in	the	craggy,	
  wild	hills	of	the	borderlands.		
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	the	
  PCs’	journey	through	the	hills:		
  1.
  Rocks	 clatter	 down	 from	 a	 bluff	 overlooking	 the	 rocky	 trail.
  They	 clatter	 down	 the	 slope,	 and	 the	 sound	 echoes	 through
  the	surrounds.	Of	what	dislodges	them,	there	is	no	sign.
  2.
  The	pathway	continues	roughly	level	for	a	few	hundred	feet,
  before	 climbing	 a	 steep,	 precipitous	 slope.	 Here	 the	 going	 is
  hard	 and	 slow.	 Above,	 the	 pathway	 crests	 the	 hill	 and
  disappears	from	sight.
  3.
  The	 trail	 winds	 its	 way	 through	 a	 field	 of	 tumbled	 boulders.
  Some	 are	 no	 bigger	 than	 a	 man’s	 head	 while	 others	 are	 as
  large	as	a	wagon.	Moss	covers	the	boulders	and	thick,	prickly
  gorse	grows	up	between	the	stones.	From	here,	wagons	can
  go	no	further.
  4.
  A	bird	of	prey	swoops	low	over	the	hills,	searching	for	its	next
  meal.	 Without	 warning,	 it	 plummets	 out	 of	 sight	 behind	 a
  nearby	rocky	outcrop	before	appearing	moments	later	with	a
  small,	wriggling	creature	in	its	talons.
  5.
  As	 the	 party	 travel	 through	 a	 deep	 ravine,	 chasm	 or	 valley,
  clouds	pass	in	front	of	the	sun.	Gloom	surrounds	the	party	and
  the	temperature	drops	precipitously.
  6.
  A	 gust	 of	 cold	 wind	 roars	 through	 the	 hills;	 it	 plucks	 at	 the
  party’s	cloaks	and	moans	through	crags	before	disappearing	as
  abruptly	 as	 it	 appeared.	 Imaginative	 PCs	 may	 believe	 the
  moans	of	long	dead	travellers	laced	the	wind.
  7.
  The	trail	passes	under	a	rocky	overhang.	The	overhang	offers	a
  good	 place	 to	 camp	 out	 of	 the	 wind.	 However,	 anyone—or
  anything—else	using	the	trail	would	literally	stumble	into	the
  party’s	camp.
  8.
  A	 rock	 fall	 blocks	 the	 trail	 ahead.	 Either	 the	 party	 must	 pick
  their	way	across	the	obstacle	or	backtrack	the	way	they	came.
  9.
  An	 arrow—with	 once-bright	 blue	 fletching—juts	 from	 a
  stunted	tree	growing	near	the	trail.	The	blue	fletching	is	faded,
  suggesting	the	arrow	has	been	here	some	time.
  10. A	crude	burial	cairn	once	overlooked	this	trail	from	its	vantage
  point	 atop	 a	 strangely	 conically	 shaped	 hill.	 The	 cairn	 has
  recently	 been	 broken	 into;	 bones,	 scraps	 of	 cloth	 and
  dislodged	stones	lie	scattered	about	the	hill’s	summit.
  1 0  T H I N G S  T O  E N L I V E N  A  J O U R N E Y  T H R O U G H  T H E  M O U N T A I N S
  Adventurers	 are	 often	 trekking	 deep	 into	 the	 wilderness	 in	
  search	 of	 terrible	 foes	 and	 glittering	 treasures.	 Forgotten	
  temples,	tribal	lairs	and	abandoned	tombs	all	lurk	in	the	craggy,	
  wild	hills	of	the	borderlands.		
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	the	
  PCs’	journey	through	the	mountains:		
  1.
  The	 trail	 hugs	 the	 north	 side	 of	 a	 steep	 cliff.	 In	 the	 cliff’s
  shadow,	 it	 is	 noticeably	 colder	 and	 frost	 still	 clings	 to	 the
  ground	and	stone.
  2.
  A	huge	bird	circles	above	the	party,	high	up	in	the	air.	After	a
  few	minutes,	it	flies	away	to	the	west.
  3.
  High	 up	 on	 a	 cliff	 overlooking	 the	 trail,	 several	 cave	 mouths
  pierce	the	rock	face.	A	narrow	ledge—perhaps	chiselled	into
  the	living	rock	by	unknown	hands—links	the	caves	together.
  4.
  The	trail	reaches	the	steep,	slippery	banks	of	a	swiftly	flowing
  mountain	 stream.	 The	 water	 is	 fast	 and	 only	 just	 above
  freezing.	 Someone	 has	 dumped	 several	 large	 rocks	 in	 the
  stream	to	act	as	stepping	stones.
  5.
  Here	the	trail	splits	to	go	around	a	huge,	jagged	shard	of	rock
  thrusting	upwards	from	the	ground.	The	rock	is	perhaps	20	ft.
  high	and	wreathed	in	pale	green	moss.	Perceptive	PCs	notice	
  some	 of	 the	 moss	 on	 the	 rock’s	 left-hand	 flank	 has	 been	
  rubbed	off.	
  6.
  Stinging,	cold	rain—borne	on	harsh	winds—engulfs	the	party,
  rendering	 them	 cold	 and	 wet	 (and	 probably	 miserable).	 The
  rain	lasts	for	1d3	hours.
  7.
  The	party’s	trail	passes	the	mouth	of	a	steep-valley.	Sheltered,
  by	 steep	 flanks,	 fog	 yet	 lingers	 within,	 giving	 the	 valley	 the
  appearance	of	a	portal	into	another,	ethereal	place.
  8.
  The	roar	of	a	mountain	lion	echoes	through	the	mountain	air.
  The	 echoes	 make	 it	 impossible	 to	 locate	 the	 lion,	 but	 given
  how	loud	the	roar	was,	it	is	surely	nearby.
  9.
  The	 picked	 clean	 skeleton	 of	 a	 mule	 lies	 near	 the	 trail.	 The
  skeleton	is	clearly	old	but	still	wears	its	rotting	and	rusty	bit
  and	bridle.
  10. As	the	trail	approaches	a	particularly	narrow	stretch	where	it
  passes	between	two	towering	cliffs	a	large	boulder	looms	over
  the	trail.	Daubed	on	the	boulder	in	faded	red	paint	is	the	word
  “Danger”	written	in	Common,	Dwarven	and	Orc.
  
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  1 0  T H I N G S  T O  F I N D  I N  A  R O C ’ S  N E S T  
  Immense	 predators	 capable	 of	 carrying	 off	 almost	 any	 land	
  animal,	 rocs	 are	 legendary	 birds.	 Their	 nests	 are	 often	 charnel	
  houses	 replete	 with	 remnants	 of	 their	 many	 meals	 scattered	
  about.	Amid	the	carnage,	adventurers	puissant	enough	to	have	
  slain	a	roc—or	sneaky	enough	to	avoid	its	attention—may	find	
  items	of	interest.	They	also	may	find	items	or	virtually	no	worth.		
  	
  Use	the	table	below,	to	determine	what	they	find.		
  1. Gnawed	 bones	 and	 partially	 consumed	 corpses	 fill	 the	 nest.	
  The	 whole	 mess—rotting	 flesh,	 splintered	 bones	 and	 and	 so	
  on—smells	 horrible.	 Shredded,	 blood-stained	 cloth,	 broken	
  equipment	and	more	is	mingled	in	with	the	shattered	corpses.	
  2. A	 wagon	 wheel—attached	 to	 the	 splintered	 remains	 of	 an	
  axel—fill	one	part	of	the	nest.		
  3. The	jagged,	broken	shards	of	several	shells—intermixed	with	a	
  great	mass	of	feathers—covers	the	bottom	of	the	nest.		
  4. The	 partially	 eaten	 remains	 of	 a	 baby	 roc—consumed	 by	 its	
  brethren—rots	against	one	wall	of	the	nest.	Its	eyes	have	been	
  pecked	out;	flies	buzz	about	the	corpse.	
  5. Three	large	eggs	nestle	in	a	sheltered	hollow	at	the	bottom	of	
  the	nest.	These	eggs	will	hatch	in	two	weeks—and	the	baby	
  rocs	 inside	 will	 emerge	 into	 the	 world.	 Such	 creatures	 are	
  highly	 prized	 by	 rangers,	 druids	 and	 other	 folk	 as	 animal	
  companions	or	winged	mounts.	
  6. A	mix	of	white	and	blood	red	feathers	fills	the	nest.	This	might	
  alert	 the	 adventurers	 to	 the	 fact	 that	 the	 nest	 belongs	 to	 a	
  mated	pair.	If	they	have	thus	far	only	slain	one	roc,	they	had	
  best	search	quickly...	
  7. A	dented	helmet	sized	for	a	huge	warrior—perhaps	of	giant—
  lies	upside	down	in	the	nest.	It	is	partially	full	of	rainwater.	
  8. Many	smaller	birds	of	prey—chiefly	eagles	and	rooks—nest	in	
  the	immediate	vicinity	of	the	nest	in	the	hopes	of	sharing	in	
  the	 roc’s	 kills.	 When	 adventurers	 approach,	 they	 take	 flight	
  and	 screech	 at	 the	 intruders.	 (This,	 of	 course,	 may	 alert	 any	
  rocs	remaining	in	the	nest).	
  9. Part	 of	 the	 nest	 hangs	 out	 over	 the	 cliff	 on	 which	 it	 is	 built.	
  Incautious	 exploration	 could	 lead	 to	 the	 adventurer	 falling	
  through	the	nest	and	plummeting	to	the	ground	far	below.	
  10. Mixed	 in	 with	 the	 bones	 and	 carrion	 littering	 the	 nest,	
  perceptive	 adventurers	 spot	 a	 small	 number	 of	 tiny	 white	
  scales.	 (The	 scales	 come	 from	 a	 young	 white	 wyrm	 the	 roc	
  slew	 years	 ago).	 The	 scales	 are	 dirty,	 but	 if	 cleaned	 gleam	
  brightly	in	the	sun.		
   
  1 0  T H I N G S  T O  L U R K  I N  T H E  S H A D O W S  A B O U T  T H E  P C S ’  C A M P S I T E   
  Adventurers	 often	 spend	 the	 night	 in	 dangerous	 locales.	
  Whether	they	are	camping	in	the	depths	of	a	shadowy	wood	or	
  taking	 shelter	 in	 a	 cave	 to	 escape	 a	 sudden	 rainstorm	 their	
  overnight	rest	isn’t	guaranteed	to	be	trouble	free.		
  	
  Although	 things	 move	 in	 the	 shadows	 outside	 the	
  adventurers’	camp	and	sounds	travel	strange	in	the	dark,	not	all	
  nighttime	distractions	or	encounters	lead	to	combat.		
  	
  Use	 this	 table,	 to	 generate	 such	 minor	 events	 and	
  happenings:		
  1. Rustling	 in	 the	 bushes	 near	 the	 camp	 grows	 steadily	 louder	
  and	 louder.	 After	 a	 few	 minutes,	 a	 family	 of	 badgers—two	
  adults	 and	 three	 young—emerge	 from	 the	 bushes	 and	 sniff	
  about	the	camp	in	search	of	food.		
  2. A	large	owl	glides	silently	over	the	camp.	When	it	is	directly	
  above	the	PC	on	watch	it	lets	out	a	loud,	deep	hoot.	It	is	likely	
  gone	before	the	PC	spots	it.	
  3. With	a	loud	crash	and	rustling	of	undergrowth	something	falls	
  to	 the	 ground	 not	 too	 far	 from	 camp.	 (A	 rotten	 branch	 has	
  fallen	 from	 a	 tree,	 but	 the	 PCs	 are	 unlikely	 to	 know	 that—
  paranoid	 adventurers	 may	 believe	 a	 dragon	 or	 has	 dropped	
  something	or	that	some	winged	beast	has	just	landed).		
  4. Something	large	passes	in	front	of	the	North	Star,	blotting	it	
  out	for	several	seconds.		
  5. A	small	swarm	of	bats	is	out	hunting.	If	the	party	has	set	a	fire	
  the	light	and	the	smell	of	burning	wood	keeps	them	away	from	
  the	camp’s	immediate	environs	but	the	sound	of	them	moving	
  through	 the	 trees—unseen—may	 be	 unnerving	 to	 the	 PC	 on	
  watch.	
  6. The	howling	of	a	wolf	obviously	some	distance	off	is	answered	
  by	 a	 much	 louder	 howl…coming	 from	 excitingly	 close	 to	 the	
  PCs’	camp.	
  7. Late	in	the	night,	a	sudden	wind	batters	the	party’s	camp	and	
  threatens	to	extinguish	the	fire.	
  8. A	pair	of	small	red	eyes	regards	the	camp	from	a	nearby	stand	
  of	 bushes.	 The	 eyes	 are	 unblinking	 and	 watch	 the	 camp	 for	
  several	minutes	before	abruptly	disappearing.	They	belong	to	
  a	 feral	 cat	 that	 has	 been	 living	 in	 the	 area	 for	 months	 after	
  raiders	 killed	 its	 master.	 Alternatively,	 the	 cat	 could	 be	 a	
  wizard’s	familiar.	The	wizard	could	be	dead	or	he	could	have	
  sent	the	cat	to	spy	on	the	party.	
  9. A	swarm	of	fireflies	passes	over	the	camp.	Their	luminescent	
  bodies	 provide	 a	 spectacular	 display	 as	 thousands	 of	 insects	
  twist	and	weave	through	the	night	sky.	
  10. A	brief	rain	shower	strikes	the	camp.	Unless	the	PC	on	guard	is	
  doing	so	from	a	tent,	she	is	quickly	soaked.		
  	
   
  
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  82	
  1 0  T R A V E L L E R S  T O  S H A R E  Y O U R  P C S ’  C A M P F I R E   
  The	roads	are	dangerous	for	travellers,	and	a	roaring	campfire	is	
  always	 a	 welcome	 sight.	 However,	 heroes	 should	 be	 wary	 of	
  those	 who	 approach	 their	 tents	 at	 night.	 Flame	 may	 ward	 off	
  wolves,	but	it	attracts	the	most	unusual	company.		
  	
  Use	the	table	below,	to	bring	to	life	travellers	who	want	to	
  share	the	PC’s	campfire.		
  1. Burlop	the	Brave	(CG	male	human	fighter	8)	and	Jinnid	(LG	
  male	human	paladin	4):	Burlop	can	be	heard	from	at	least	a	
  mile	off.	His	bravado,	rowdy	guffaws	and	joyous	proclamations	
  carry	through	the	air	like	the	trumpet	of	an	elephant.	Six-foot	
  tall	and	built	like	a	bear,	Burlop	is	clad	in	muddy	hide	armor	
  and	a	feathered	helmet.	His	giant	smile	and	vivacious	charm	
  are	visible	beneath	a	thick	layer	of	dirt	and	scruff.	Beside	him	
  trails	Jinnid,	his	mute	and	faithful	squire.	Burlop	immediately	
  identifies	the	PCs	as	fellow	adventurers	(accurately	or	not).	As	
  Jinnid	cooks	a	rabbit,	Burlop	helps	himself	to	the	party’s	drink	
  and	food.	He	brags	loudly	of	his	own	(admittedly	impressive)	
  accomplishments,	 asks	 of	 the	 PCs'	 quests,	 before	 quickly	
  segueing	 back	 into	 his	 own	 deeds.	 If	 confronted,	 Burlop	 is	
  cowed	and	embarrassed,	and	flounders	into	a	glum	silence.	If	
  praised,	however,	he	shares	valuable	contacts	in	the	nearest	
  city,	or	informs	the	PCs	of	a	treasure	he	is	too	busy	to	collect. 	
  2. Jennan	 Royce	 (LN	 female	 human	 commoner	 1):	 Jennan	
  approaches	the	fire	silently	and	shell	shocked.	Her	clothes	are	
  torn,	and	her	face	is	dirty	except	where	tears	have	cleaned	it	
  away.	 To	 her	 breast	 she	 clutches	 a	 baby	 wrapped	 in	 brown	
  cloth.	Jennan	is	on	the	run	from	some	threat	appropriate	to	
  the	PCs'	level	(bandits,	a	rampaging	troll,	a	vindictive	dragon	or	
  the	like).	She	escaped	with	her	child,	but	the	rest	of	her	village	
  was	massacred.	Jennan	accepts	food	and	care	distractedly	and	
  without	thanks.	However,	if	any	PC	moves	to	touch	her	child,	
  she	 swats	 them	 away.	 Sadly,	 their	 help	 comes	 too	 late.	 The	
  child	died	in	the	attacks,	and	Jennan	is	deep	in	denial.	
  3. Gryzob	 (LN	 female	 orc	 fighter	 5):	 Gryzob	 swaggers	 into	 the	
  firelight,	all	snarl	and	scowl	and	tusk.	She	stands	menacingly	
  for	a	few	moments,	then	warms	herself	by	the	flame	without	
  so	much	as	a	“hello.”	Gryzob	was	hired	muscle	for	a	travelling	
  elven	merchant	until	racial	tensions	proved	too	much	for	the	
  pairing.	 The	 orc	 lost	 the	 fight,	 and	 fled	 fuming	 into	 the	
  darkness	 to	 happen	 across	 the	 PCs.	 She	 is	 injured,	 holding	
  pressure	to	a	small	but	deep	rapier	wound	to	the	stomach.	If	
  untreated,	the	wound	festers	and	kills	her	in	days.	Gryzob	is	
  surly	 and	 does	 not	 desire	 conversation.	 If	 angered	 (an	 easy	
  feat),	she	challenges	her	perceived	aggressor	to	a	duel.	After	
  all,	she	must	regain	some	pride	after	losing	to	an	elf.	
  4. Zopher	 Zyznana	 (NG	 male	 half-elf	 expert	 3):	 Zopher	 can	 be	
  heard	 by	 the	 clacking	 of	 pots	 and	 the	 ringing	 of	 bells	 which	
  hang	from	his	overlarge	pack.	A	tinker	and	trader,	the	half-elf	
  is	 an	 excellent	 conversationalist	 and	 lively	 camp-mate.	 He	
  peddles	a	range	of	mundane	but	unusual	goods,	from	witching	
  bells	 to	 shrunken	 heads	 to	 glass	 dolls,	 all	 while	 blowing	
  marvelous	smoke	shapes	from	his	pipe. 	
  5. Potlam	 Geldstone	 (CN	 male	 human	 commoner	 1):	 Potlam	
  quietly	 approaches	 the	 fire,	 and	 politely	 asks	 permission	 to	
  join	the	party.	A	child	of	nine,	he	speaks	with	a	nobleman’s	lilt	
  and	 wears	 dusty	 but	 expensive	 clothes.	 He	 has	 no	 pack,	 no	
  weapons	 and	 no	 travelling	 equipment.	 A	 slightly	 spoiled	 but	
  otherwise	 rambunctious	 and	 likeable	 boy,	 Potlam	 ran	 away	
  from	home	three	days	ago	to	see	the	world.	Annoyed	at	his	
  parent’s	overprotection,	he	is	eager	to	take	part	in	adventure.	
  He	begs	to	join	the	PCs,	but	fetches	a	hefty	reward	if	returned	
  to	his	family.	
  6. Yezcha	 Silverhair	 (CE	 F	 halfling	 rogue	 3):	 Yezcha	 is	 an	
  unassuming	 older	 hobbit,	 her	 long	 black	 hair	 streaked	 with	
  grey.	She	carries	a	small	pack,	and	claims	to	be	making	a	short	
  journey	to	visit	her	son,	a	wealthy	merchant	in	a	nearby	town.	
  She	reads	a	book	and	keeps	mostly	to	herself,	but	asks	to	sleep	
  in	camp	for	the	night.	However,	there	is	no	son.	Yezcha	is	a	
  thief,	and	takes	the	first	opportunity	to	steal	a	valuable	item	
  and	disappear	into	the	darkness.	
  7. Basson	 Clayhanger	 (CN	 M	 halfling	 commoner	 ghost	 2):	 A	
  shivering	halfling	approaches	the	fire,	and	moves	to	warm	his	
  blue	hands	by	the	flame.	He	is	oblivious	to	the	PCs,	consumed	
  by	 a	 fruitless	 effort	 to	 absorb	 some	 of	 the	 campfire’s	 heat.	
  Basson	is	icy	cold,	and	his	breath	mists	in	the	air.	If	confronted,	
  he	 dissolves	 into	 an	 icy	 vapor	 which	 floats	 from	 the	
  campground.	 Should	 the	 PCs	 follow	 the	 freezing	 ectoplasm,	
  they	come	across	an	old	campsite	and	a	frozen	halfling	corpse	
  (regardless	of	the	current	temperature).	Unless	the	PCs	burn	
  the	body	to	give	the	poor	soul	rest,	the	ghost	returns	to	their	
  campfire	every	night	they	remain	in	the	area.	
  8. Tuppus	Smmendyyn	(LG	female	gnome	wizard	6):	A	crack	of	
  thunder	 and	 lightning	 in	 the	 near	 distance	 precede	 Tuppus’	
  arrival	 by	 minutes.	 She	 is	 comically	 misdressed	 for	 the	
  weather,	 and	 her	 robes	 and	 beard	 are	 singed.	 Apparently	
  dazed,	she	asks	odd	questions	as	to	her	location	and	nearby	
  ley-lines,	and	mumbles	arcane	nonsense	with	every	response.	
  After	 some	 confused	 deliberation,	 she	 determines	 her	
  experimental	 teleportation	 spell	 went	 somewhat	 amiss.	
  Tuppus	 requests	 escort	 to	 the	 nearest	 town	 or	 city,	 and	
  promises	the	PCs	some	arcane	favor	in	return. 	
  9. Milnan	(NE	male	human	commoner	2):	Milnan	steps	into	the	
  firelight,	dagger	drawn.	He	is	gaunt	and	sweating,	with	black	
  veins	webbing	his	pale	flesh.	Stuttering,	he	demands	gold	from	
  the	party	between	involuntary	face	spasms.	Milnan	is	a	skez	
  head,	completely	addicted	to	the	drug.	Desperate	and	willing	
  
  83	
  to	 do	 whatever	 it	 takes	 for	 his	 next	 hit,	 he	 is	 none-the-less	
  unlikely	to	pose	a	real	threat	to	the	PCs.	
  10. Unlucky	 Petar	 (NG	 male	 half-orc	 bard	 4):	 Unlucky	 Petar	
  politely	 hails	 the	 group	 from	 a	 distance.	 He	 is	 dressed	 as	 an	
  adventurer,	complete	with	leather	armor,	a	short	sword	and	
  an	unpainted	hide	buckler.	He	makes	pleasant	conversation	as	
  he	eats	his	trail	rations,	and	inquires	into	recent	news.	His	own	
  story	is	a	comedy	of	disasters.	Employed	by	no	fewer	than	six	
  adventuring	companies,	he	watched	as	each	one	fell	prey	to	
  some	 unlucky	 mishap.	 From	 each,	 Petar	 emerged	 the	 sole	
  survivor.	Petar	is	making	his	way	back	to	civilization	from	such	
  a	misadventure,	and	offers	his	services	for	pay	if	the	PCs	seem	
  friendly	(and	competent).	 	
  R E L A T E D  A R T I C L E S  
  § 
  10	 Things	 to	 Lurk	 in	 the	 Shadows	 About	 the	 PCs’	 Campsite	
  (page	80)	
  § 
  20	Things	to	Find	in	an	Abandoned	Campsite	(page	86)	
  	
   
  1 2  D A N G E R O U S  T Y P E S  O F  V E G E T A T I O N   
  The	wilderness	is	home	to	all	manner	of	potentially	dangerous	
  creatures,	including	a	variety	of	plant-like	monsters.	Many	such	
  as	assassin	vines,	shambling	mounds	and	treants	are	relatively	
  well	known.		
  	
  But	a	fantasy	world	is	sure	to	give	rise	to	natural	vegetation	
  that	can	be	potentially	dangerous,	even	deadly,	to	the	unwary.	
  Some	examples	of	such	plants	include:		
  1. Hertravine	 (Heart	 Vine):	 A	 slender,	 fast-growing	 vine	 most	
  often	 found	 near	 slow	 flowing	 water	 sources.	 Its	 white	
  blossoms	 emit	 a	 powerful	 scent	 that	 can	 induce	 temporary	
  paralysis	if	a	creature	remains	in	its	presence	for	longer	than	a	
  few	minutes.	
  2. Crimsony	(Blood	Berries):	A	low,	broad	bush	bearing	crimson-
  coloured	berries	in	early	spring.	Eating	more	than	a	few	of	the	
  berries	causes	extreme	nausea	and	even	convulsions	over	the	
  span	of	several	hours.	
  3. Petrifica	 (Stone	 Plant):	 This	 tall	 stalk	 plant	 is	 deep	 grey	 in	
  colour	and	often	mistakenly	believed	to	be	dead	or	dying.	The	
  stalk	 is	 coated	 with	 a	 viscous	 secretion	 that	 causes	
  intermittent	periods	of	full	body	rigidity.	It	is	often	used	as	a	
  coating	for	weapons	(particularly	by	those	who	wish	to	subdue	
  or	capture	their	enemies).	
  4. Trygerium	 (Banegrass):	 A	 type	 of	 grass	 usually	 found	 along	
  deciduous	 forests	 and	 meadows	 identifiable	 by	 a	 slender	
  yellow	 stripe	 down	 its	 middle.	 Eating	 the	 grass	 or	 even	
  ingesting	the	milk	or	meat	of	a	domesticated	animal	that	has	
  consumed	banegrass	leads	to	vomiting	and	intestinal	illness.	
  5. Nadarast	(Needle	Blossom):	A	low-growing	flower	with	bright	
  yellow	blossoms	fringed	with	slender	thorns.	Picking	a	needle	
  blossom	must	be	done	at	arm’s	length	as	the	close	proximity	
  of	 a	 creature	 causes	 it	 to	 release	 the	 thorns,	 which	 cause	
  severe	itching	and	swelling.	
  6. Volcillius	 (Skygrass):	 A	 thick	 pale	 blue	 grass	 with	 individual	
  blades	 that	 often	 reach	 heights	 of	 10	 ft.	 or	 higher.	 Skygrass	
  glows	 beautifully	 at	 night	 and	 emits	 small	 arcs	 of	 naturally	
  generated	electricity.	Individual	blades	give	a	small	shock,	but	
  wading—or	falling—into	a	full	clump	can	prove	fatal	as	a	much	
  larger	charge	is	generated	by	the	combined	blades.	
  7. Widorsin	(Spider	Sap	Tree):	A	needle-bearing	tree	with	white	
  bark	coated	in	a	milky	sap.	The	sap	is	exceptionally	sticky	and	
  can	 cause	 burning,	 tingling	 and	 swelling	 when	 it	 comes	 in	
  contact	with	skin.	
  8. Necrollis	(Death	Apples):	A	parasitic	vine	that	infests	the	roots	
  of	apple	trees	and	causes	the	apples	to	become	increasingly	
  toxic	as	time	passes.	The	apples	retain	their	original	shape	and	
  colour	but	become	increasingly	bitter.	
  9. Pyrgenium	(Fire	Rose):	A	bright	yellow	rose	with	brilliant	red	
  and	orange	colouring	that	gives	it	the	appearance	of	a	ball	of	
  fire.	The	rose	can	only	be	plucked	safely	on	the	hottest	day	of	
  a	given	year.	Doing	so	on	any	other	day	causes	it	to	explode	in	
  a	small	ball	of	intense	fire	and	heat,	leaving	nothing	but	ash.	
  10. Dracoren	 (Dragon	 Root):	 A	 massive	 system	 of	 roots	 and	
  tubers,	usually	underground,	but	occasionally	spreading	across	
  vast	 areas	 above	 ground	 as	 well.	 Properly	 harvested	 and	
  prepared,	 dragon	 root	 is	 edible	 in	 small	 portions,	 but	
  otherwise	 inflicts	 burning	 sores	 and	 inflammation	 in	 the	
  mouth,	throat	and	abdomen.	
  11. Nautorium	 (Sailor’s	 Pea):	 This	 shallow	 water	 plant	 found	
  mainly	in	coastal	regions	bears	aquamarine	peas	often	used	as	
  ornamentation.	Ingestion	of	a	sailor’s	pea	causes	an	excessive	
  buildup	of	fluid	in	the	lungs	that	can	result	in	death.	
  12. Ivortobac	 (Pale	 Leaf):	 An	 invasive	 leaf	 that	 invades	 normal	
  tobacco	leaf	fields.	It	is	nearly	indistinguishable	from	a	normal	
  tobacco	leaf,	being	somewhat	lighter	in	colour	and	smaller	in	
  size.	Inhaling	the	smoke	from	a	burning	pale	leaf	can	paralyze	
  the	lungs	and	lead	to	asphyxiation.	
  R E L A T E D  A R T I C L E  
  §  10	Strange,	Atypical	or	Noteworthy	Trees	(page	78)	
  
  84	
  1 2  T H I N G S  T O  F I N D  I N  A  R O W B O A T   
  With	 alarming	 regularity	 (at	 least	 in	 my	 campaign),	 PCs	 find	
  themselves	 in	 rowboats.	 Whether	 they	 are	 battling	 smugglers,	
  cast	adrift	on	the	ocean	waves	after	their	ship	sunk	or	rowing	to	
  a	benighted	island	they	often	commandeer,	capture,	steal	or	buy	
  a	rowboat.		
  1. Three	 black	 hooded	 cloaks	 are	 stuffed	 under	 one	 of	 the	
  rowboat’s	benches.	They	are	all	slightly	wet,	and	smell	of	salt.		
  2. A	 thick	 sack	 shoved	 into	 the	 rowboat’s	 stern	 holds	 a	 small	
  leather	bag	filled	with	hard	tack,	three	water	flasks	and	a	small	
  half	empty	flask	of	brandy.	
  3. The	two	shards	of	a	broken	oar	lie	at	the	bottom	of	the	boat.	
  4. A	 wooden	 bucket	 with	 a	 rope	 handle	 lies	 on	 its	 side	 at	 the	
  bottom	of	the	boat.	Nearby	lies	a	couple	of	simple	fishing	rods	
  and	a	pouch	containing	a	half-dozen	colourful	lures.	
  5. A	 large	 piece	 of	 canvas	 is	 draped	 over	 the	 boat’s	 stern	 to	
  create	a	sheltered,	but	cramped,	cabin	of	sorts.	Within,	lies	a	
  single	damp	bedroll	along	with	a	change	of	clothes.		
  6. A	small	cupboard	at	the	stern	holds	a	battered	lantern,	three	
  flasks	 of	 oil	 and	 a	 tinderbox	 wrapped	 in	 oilskin.	 A	 mildewed	
  blanket	fills	the	bottom	shelf.		
  7. A	20	ft.	length	of	rope	is	coiled	around	one	of	the	rowboat’s	
  benches.	The	rope	smells	of	tar	and	is	damp.		
  8. This	rowboat	must	have	a	small	leak	somewhere.	An	inch	or	so	
  of	 seawater	 fills	 the	 bottom	 of	 the	 boat	 and	 a	 wooden	
  bucket—perhaps	used	for	bailing—lies	nearby.		
  9. Four	 empty	 wine	 flasks	 lie	 scattered	 about	 the	 boat.	 A	 fifth	
  flask	yet	holds	the	dregs	of	some	truly	terrible	wine.	
  10. A	fishing	net	lies	neatly	piled	at	one	end	of	the	boat	and	is	tied	
  to	the	bow	with	a	long	length	of	line.	Next	to	the	net	stands	a	
  cut-down	barrel	half	filled	with	seawater.	
  11. This	rowboat	has	a	short	mast	that	can	be	raised	or	lowered.	A	
  large	 emblem	 of	 a	 soaring	 seagull	 decorates	 the	 sail’s	
  yellowing	canvas.	
  12. A	 dozen	 or	 so	 heavy	 planks	 fill	 the	 bottom	 of	 this	 rowboat,	
  making	it	ride	low	in	the	water.		
  R E L A T E D  A R T I C L E S  
  § 
  10	Thing	to	Find	in	a	Ship’s	Cargo	Hold	(page	59)	
  § 
  20	Things	to	Find	in	a	Smuggler’s	Lair	(page	72)	
  § 
  20	Things	to	Loot	from	a	Smuggler’s	Body	(page	50)	
  	
   
   
  
  85	
  2 0  I N T E R P L A N E T A R Y  O M E N S  &  P O R T E N T S   
  Many	superstitious	people	look	to	the	sky	for	signs	to	determine	
  their	 fates.	 Oftentimes,	 these	 signs	 become	 self-fulfilling	
  prophecies.	
  	
  Use	 this	 table,	 to	 determine	 signs	 in	 the	 sky	 the	 PCs	 may	
  notice	and	ascribe	some	meaning	to:		
  1. The	moon	turns	blood	red;	the	colour	change	occurs	from	top	
  to	 bottom	 and	 looks	 like	 some	 enormous	 creature	 poured	 a	
  bucket	of	blood	over	the	moon.	
  2. A	star	becomes	extraordinarily	bright,	so	much	so	it	becomes	
  visible	during	the	day;	the	star	allows	travellers	to	navigate	by	
  it	 and	 guides	 those	 inclined	 to	 the	 location	 of	 a	 momentous	
  event.	After	the	heralded	event,	the	star	disappears	from	the	
  heavens.	
  3. The	sun	undergoes	a	total	eclipse,	but	the	eclipse	starts	as	a	
  small	 shadow	 in	 the	 sun’s	 centre	 and	 spreads	 outward;	 the	
  shadow	then	disappears	as	if	burned	away	by	the	sun.	
  4. A	meteor	streaks	across	the	sky;	ten	seconds	later,	five	more	
  meteors	follow	in	formation,	seeming	to	chase	the	first.	
  5. The	 sky	 inverts	 light	 and	 dark.	 During	 the	 day,	 the	 sun	
  becomes	 a	 black	 ball	 against	 a	 backdrop	 of	 a	 black	 sky;	 at	
  night,	 the	 moon	 and	 stars	 turn	 black,	 while	 the	 rest	 of	 the	
  night	sky	becomes	white.	
  6. A	barely	audible	tone	emanates	from	some	indefinable	spot	in	
  space.	 While	 it	 appears	 to	 have	 no	 impact	 on	 people,	 dogs	
  howl	and	birds	fall	from	the	sky	while	it	sounds.	
  7. The	 moon	 spins	 on	 its	 axis,	 revealing	 the	 features	 of	 its	
  normally	 dark	 side;	 it	 remains	 this	 way	 for	 a	 minute	 before	
  returning	 to	 normal.	 As	 the	 moon	 turns,	 tidal	 waves	 strike	
  various	shores.	
  8. A	gash	appears	in	the	night	sky	and	light	pours	out	of	the	tear	
  in	 space.	 Moments	 later	 the	 rip	 seems	 to	 heal	 itself,	 but	
  several	stars	have	gone	missing.	
  9. A	 wave	 of	 green	 light	 crosses	 the	 sky;	 in	 its	 wake,	 several	
  people	momentarily	go	blind.	
  10. Several	stars	brighten	in	the	eastern	sky;	keen-eyed	observers	
  note	 the	 intensified	 stars	 form	 symbols.	 These	 symbols	 are	
  from	 an	 ancient,	 all-but	 forgotten	 language	 dead	 for	 over	 a	
  millennium.	
  11. The	sun	disappears	for	mere	seconds;	a	rush	of	intense	cold	
  washes	over	the	planet	before	the	sun	reappears.	
  12. A	comet	travels	slowly	across	the	sky	from	east	to	west,	over	
  the	 course	 of	 two	 days;	 it	 brightens	 as	 it	 travels	 to	 the	
  midpoint,	 becoming	 brighter	 than	 the	 full	 moon,	 before	
  dimming	and	fading	from	view	before	it	completes	its	crossing.	
  13. Days	 before	 a	 ruler's	 coronation,	 the	 stars	 realign,	 creating	
  new	 constellations	 in	 the	 sky.	 Most	 of	 the	 shapes	 are	
  monstrous,	but	perceptive	observers	notice	some	outline	the	
  shape	of	a	unicorn	readying	to	charge	the	nearest	monster.	
  14. During	the	day,	a	gigantic	firebird	forms	from	the	sun	and	flies	
  away;	at	night,	a	grey,	tatter-winged	beast	emerges	from	the	
  moon	and	chases	it	over	the	horizon.	
  15. A	multitude	of	gigantic	tentacles	reach	from	behind	the	moon	
  to	 grasp	 it	 in	 their	 clutches;	 moments	 later,	 the	 tentacles	
  disappear,	but	they	leave	behind	massive	furrows	across	the	
  satellite's	surface.	
  16. A	coruscating	curtain	of	light	shifts	between	the	colours	of	the	
  spectrum	in	rapid	succession;	at	times	the	colour	changes	to	
  something	indescribable.	
  17. A	 nimbus	 of	 blue	 lightning	 appears	 around	 the	 sun;	 the	 air	
  becomes	 electrically	 charged,	 causing	 hairs	 to	 stand	 on	 end.	
  When	a	person	draws	near	another	person	or	a	metal	object,	
  an	arc	of	blue	lightning	connects	the	two.	
  18. Several	 stars	 twinkle	 in	 a	 rhythmic	 pattern	 in	 the	 northwest	
  sky;	as	they	flicker,	a	blend	of	bell	chimes	sounds	high	up	in	
  the	sky.	
  19. A	swirling	black	mass	appears	due	south	of	the	party,	while	a	
  swirling	white	mass	appears	to	the	north;	after	they	disperse,	
  the	stars	in	the	southern	sky	appear	in	the	northern	sky.	
  20. A	 vortex	 opens,	 visible	 to	 everyone	 in	 the	 world	
  simultaneously.	 A	 duplicate	 of	 this	 world	 appears	 inside	 the	
  vortex;	fire	consumes	it	just	before	the	vortex	closes.	
  Note	on	the	table	above,	a	reference	to	the	moon	or	the	sun	can	
  apply	to	any	satellites	circling	your	campaign	world.	
  	
   
  
  86	
  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  C A M P S I T E   
  Adventurers	 spend	 a	 lot	 of	 time	 in	 the	 wilderness	 hunting	 for	
  lost	tombs,	hidden	monster	lairs	and	more.	As	such,	they	often	
  come	across	things	they	weren't	looking	for	in	their	travels.	One	
  such	thing	they	might	discover	is	an	abandoned	campsite.	Some	
  may	be	just	that—an	abandoned	camp—while	others	could	the	
  site	of	violent	slaughter.		
  	
  Use	 the	 below	 table,	 to	 determine	 what	 they	 find	 in	 an	
  abandoned	campsite.		
  1. The	 charred	 remains	 of	 several	 bloody	 rags	 lie	 among	 the	
  ashes	of	the	campfire.	There	is,	however,	no	sign	of	violence.	
  2. An	abandoned	two-man	tent	lies	crumbled	on	the	ground.	One	
  end	 is	 still	 attached	 to	 its	 guide	 ropes	 while	 the	 other	 flaps	
  despondently	in	the	breeze.	
  3. A	jumbled	pile	of	firewood	stands	under	the	boughs	of	a	tree	
  off	to	one	side	of	the	campfire.	A	small	stash	of	full	waterskins	
  has	been	hidden	under	the	pile.	
  4. Food	 wrappers	 lie	 scattered	 about	 the	 camp,	 rustling	 in	 the	
  breeze.	The	party’s	noses	lead	them	to	a	shallow	latrine	hole	
  which	 the	 campers	 did	 not	 bother	 to	 cover	 over	 before	
  leaving.		
  5. A	single	much-patched	tent	stands	in	the	shadow	of	a	tall	tree.	
  Within,	 the	 party	 find	 a	 bedroll,	 backpack	 and	 several	 days’	
  worth	of	food	along	with	other	miscellaneous	camping	gear.	
  Of	the	owner,	there	is	no	sign.		
  6. A	 rudimentary	 attempt	 has	 been	 made	 to	 hide	 this	 old	
  campsite.	The	low	hanging	branches	of	a	tree	have	been	pulled	
  down	and	secured	with	rope	to	several	iron	spikes	driven	deep	
  into	the	earth.	The	spikes	are	rusting	and	the	rope	is	festooned	
  with	mould.	
  7. The	 ground	 around	 this	 central	 fire	 pit	 is	 churned	 up	 and	
  splattered	 with	 dried	 blood.	 Trackers	 among	 the	 party	 can	
  make	 out	 the	 signs	 of	 a	 terrible	 struggle	 as	 well	 as	 the	
  “footprints”	of	three	tents.		
  8. A	rusting	hatchet	stands	where	it	was	left,	embedded	in	the	
  side	of	a	tree	clearly	too	large	to	be	brought	down	by	such	a	
  small	weapon.		
  9. This	 was	 clearly	 a	 semi-permanent	 camp	 at	 some	 point.	
  Someone	spent	considerable	time	cutting	down	tree	branches	
  and	dragging	them	back	to	camp	to	create	interlaced	walls	of	
  tumbled	wood.	The	space	inside	the	“walls”	is	large	enough	for	
  a	half-dozen	tents.	
  10. This	campsite	has	four	small	fire	pits	spread	evenly	around	its	
  perimeter;	the	grass	and	vegetation	in	the	space	between	the	
  fires	has	been	squashed	flat—suggesting	several	people	slept	
  therein.	
  11. A	ragged	mottled	green	and	brown	cloak	hangs	from	a	tree’s	
  low	branches.	
  12. The	skinned,	gutted	and	now	decomposing	remains	of	a	deer	
  have	been	dumped	about	30	ft.	away	from	camp.	
  13. A	crude	map	of	the	surrounding	terrain	has	been	drawn	into	a	
  patch	of	mud	with	a	sharp	stick.	Several	portions	of	the	map	
  have	been	effaced	by	animals	or	inclement	weather.		
  14. By	the	looks	of	things,	the	campfire	at	this	camp	got	a	little	out	
  of	hand.	A	nearby	tree’s	branches	have	been	scorched	and	the	
  burn	 patterns	 on	 the	 ground	 extend	 well	 beyond	 the	 fire’s	
  stone	ring.	
  15. Wind-blown	leaves	cover	much	of	this	site.	A	small	leaf	drift	
  covers	 a	 shredded	 sack	 containing	 seemingly	 nothing	 more	
  than	 rotting	 clothes.	 A	 perceptive	 character,	 however,	
  searching	the	clothes	finds	a	small	leather	pouch	contains	3	gp	
  and	7	sp.	
  16. A	waterlogged	book	lies	discarded	on	a	low,	flat	stone.	Once	a	
  religious	tract	of	a	local	religion	the	book	is	now	nothing	more	
  than	 a	 sodden	 mass	 of	 parchment;	 only	 the	 cover	 remains	
  legible.		
  17. The	 remains	 of	 several	 crude	 animal	 snares	 surround	 this	
  campsite;	all	are	empty.	
  18. A	 shallow	 grave—topped	 with	 a	 smattering	 of	 stones	
  surrounded	by	wild	flowers—stands	near	a	gurgling	stream.	A	
  ring	 of	 smooth	 stones—no	 doubt	 pulled	 from	 the	 nearby	
  stream—surround	the	grave	like	a	fence.	
  19. A	broken	lantern	lies	on	its	side	partially	covered	by	leaves	and	
  other	 wind-blown	 detritus.	 Any	 oil	 within	 has	 long	 since	
  drained	away.	
  20. A	large	tarpaulin	hangs	between	two	trees	suspended	by	stout	
  hemp	rope	and	anchored	by	several	iron	spikes.		
  R E L A T E D  A R T I C L E S  
  § 
  10	 Things	 to	 Lurk	 in	 the	 Shadows	 About	 the	 PCs’	 Campsite	
  (page	80)	
  § 
  10	Travellers	to	Share	Your	PC’s	Campfire	(page	82)	
  		
   
  
  87	
  2 0  U N E V E N T F U L  D A Y S  I N  A  F O R E S T   
  Not	every	day	in	an	adventurer’s	life	is	packed	with	excitement.	
  Sometimes,	 nothing	 of	 note	 happens	 but	 a	 GM	 wants	 to	 give	
  some	detail	and	substance	to	the	nothing.	
  	
  Use	the	table	below,	to	describe	at	uneventful	day’s	travel	
  through	a	forest	or	woodland:	
  1. The	morning	sees	a	light	drizzle	drumming	the	leaves.	Muddy	
  puddles	are	common	but	avoidable.	Birds	dart	about,	looking	
  for	worms	pushed	up	to	the	surface	by	the	rain.	
  2. The	daylight	hours	are	filled	with	the	bustle	of	bird	song	and	
  small	critters.	A	wan	sunlight	filters	through	the	leaves	gently	
  blown	 by	 a	 southerly	 breeze.	 The	 sun	 sets	 behind	 a	 veil	 of	
  clouds,	before	a	jagged	half-moon	rises.	
  3. A	bright	sun	shines	in	a	cloudless	blue	sky	though	the	canopy	
  overhead	provides	shade.	A	brief	thunderstorm	rolls	in	quickly	
  during	the	evening	before	moving	off.	It	cools	the	air	leaving	
  the	earthy	smell	of	wet	earth	and	fresh	rain	before	the	stars	
  emerge	in	force.	
  4. A	 cold	 wind	 scours	 the	 trees,	 whipping	 them	 into	 a	 frenzy.	
  Dark	 grey	 clouds	 loom	 threateningly	 on	 the	 horizon,	 never	
  making	 their	 move,	 retreating	 in	 the	 afternoon	 to	 reveal	 a	
  tired	sun	which	exhaustedly	gives	way	to	a	thin,	sickle	of	moon	
  limping	through	the	sky.	
  5. A	 group	 of	 loggers	 passes	 you	 in	 the	 morning.	 Their	 ribald	
  songs	and	the	chopping	of	their	axes	accompanies	you	for	the	
  early	 part	 of	 the	 day,	 replaced	 eventually	 by	 the	 chirping	 of	
  insects	heralding	the	coming	of	night.	
  6. A	 wet	 snow	 starts	 falling	 late	 morning.	 The	 sight	 is	 both	
  beautiful	and	tranquil	as	the	trees	stand	suspended	in	white	
  surrounded	by	the	winter	silence.	The	sun	sets	them	ablaze	in	
  red	and	orange	flame	as	it	dips	below	the	horizon.	
  7. A	languid,	warm	day	stretches	before	you.	In	the	afternoon,	a	
  herd	 of	 deer	 thunders	 through	 the	 trees,	 startled	 by	 a	 small	
  fox,	its	tongue	lolling	as	if	laughing	at	the	trick	it	played.	
  8. A	 cold,	 heartless	 rain	 pours	 from	 the	 skies,	 driving	 into	 your	
  faces	 and	 turning	 the	 earth	 into	 a	 boot	 sucking	 morass.	 The	
  sun	never	shows	itself	from	behind	a	thick	wall	of	clouds.	
  9. A	 bright	 sun	 filters	 through	 the	 treetops	 while	 the	 sound	 of	
  hunting	 horns	 shatters	 the	 tranquillity.	 The	 yips	 and	 yaps	 of	
  hunting	dogs	answer	the	horn’s	call.	The	sun	collapses	beyond	
  the	horizon	in	a	splendid	pageantry	of	orange,	pink	and	purple.	
  10. The	leaves	of	the	trees	flutter	gold,	red	and	orange	in	a	faint	
  but	chill	autumn	wind.	The	smoke	of	home	fires	disappears	on	
  the	horizon	as	a	large	full	moon	rises	
  11. Faint,	 green	 buds	 grace	 the	 tips	 of	 skeletal	 tree	 branches.	
  Chattering	 bird	 song	 accompanies	 the	 soft	 scurrying	 of	
  recently	 awoken	 critters.	 The	 sun	 slinks	 away	 behind	 fast	
  moving	clouds	to	the	raucous	croaking	of	frogs.	
  12. A	constant	chill	fog	refuses	to	give	ground,	though	not	so	thick	
  as	to	obscure	the	path.	The	sun	fails	to	make	an	appearance	
  and	 taking	 its	 que	 from	 its	 compatriot,	 the	 moon	 seemingly	
  takes	the	night	off,	as	well.	
  13. Grey	 clouds	 gather	 late	 morning,	 exchanging	 a	 brief	 salvo	 of	
  booming	thunder.	A	tree	in	the	far	distance	erupts	in	a	gout	of	
  flame	as	rain	hammers	down	around	you,	an	onslaught	which	
  lasts	late	into	the	night.	
  14. An	uneventful	morning	slips	into	an	equally	boring	afternoon.	
  A	 nearby	 bush	 rustles,	 and	 a	 small	 animal	 saunters	 out	 and	
  stops	to	briefly	groom	itself	before	ambling	away.	
  15. A	heavy	wind	tousles	the	tree-tops,	shaking	free	a	few	loose	
  branches	which	crash	heavily.	The	high-pitched	squawking	of	
  two	feuding	animals	carries	on	the	wind	battering	away	at	you,	
  which	dies	down	in	the	late	evening.	
  16. In	a	clearing,	birds	pick	the	last	remaining	shreds	of	flesh	off	
  the	 carcass	 of	 a	 large	 animal.	 Its	 white	 bones	 glisten	 in	 the	
  fading	 sun.	 The	 birds	 squawk	 angrily	 at	 you	 for	 being	
  disturbed,	as	they	ascend	towards	the	setting	sun.	
  17. The	trees	form	a	thick	canopy	overhead	where	the	squeals	and	
  squawks	of	numerous	creatures	can	be	heard.	A	young	couple	
  gathering	berries	hurries	away	at	the	sudden	gathering	of	dark	
  clouds	which	threaten	a	storm	but	never	carry	through	on	the	
  promise.	Night	arrives	quickly.	
  18. Tree	branches	creak	beneath	a	steady,	muggy	wind	while	the	
  sun	 beats	 uncomfortably	 hot,	 the	 heat	 trapped	 beneath	 the	
  canopy.	Despite	the	promise	of	a	pale	moon,	it	brings	no	relief.	
  19. Animals	seem	to	catcall	you	from	the	trees	and	bushes.	A	wild	
  energy	hangs	in	the	air	but	never	seems	to	erupt	before	the	
  sun	slips	away	in	a	blaze	of	vibrant	colour.	
  20. A	lone	hunter	crosses	your	path,	hailing	you	before	sprinting	
  through	 the	 trees.	 You	 swear	 later	 at	 dusk	 you	 smell	 the	
  cooking	of	fresh,	roasted	meat	on	the	still	air.		
  R E L A T E D  A R T I C L E S  
  § 
  10	Signs	Fey	May	Be	About	(page	77)	
  § 
  10	Strange,	Atypical	or	Noteworthy	Trees	(page	78)	
  § 
  12	Dangerous	Types	of	Vegetation	(page	83)	
  	
  	
  
  88	
  2 0  U N E V E N T F U L  D A Y ’ S  O N  T H E  R O A D
  Not	 every	 day	 of	 an	 adventurer’s	 life	 is	 full	 of	 life	 and	 death	
  struggles	 against	 evil	 cults,	 terrifying	 monsters	 or	 unseen	
  enemies.	Sometimes,	the	party	just	needs	to	get	from	A	to	B.		
  	
  Sometimes,	the	GM	hand	waves	such	journeys	while	other	
  times	he	wants	to	add	a	little	bit	of	detail	into	proceedings,	but	
  doesn’t	want	to	bog	play	down	with	details.	Use	the	table	below,	
  to	generate	the	details	of	a	trouble-free	day’s	journey	along	a	
  well-used	road:		
  1.
  An	incessant	wind	blows	into	your	faces	for	much	of	the	day,
  and	 you	 pass	 little	 traffic.	 As	 dusk	 falls,	 a	 sheltered	 dell
  complete	with	stream	appears	from	the	gloom;	it	seems	to	be
  the	perfect	place	to	camp.
  2.
  The	road	is	busy,	but	few	travellers	seem	in	the	mood	to	stop
  and	share	news.
  3.
  Bright	sun	and	a	clear	sky	make	the	day’s	travel	pleasant	and
  peaceful.	Twice,	the	road	fords	shallow,	sluggish	rivers	whose
  shaded	banks	are	choked	with	reeds.
  4.
  Heavy	 rain	 makes	 travel	 wet	 and	 miserable	 today.	 You	 see
  practically	 no-one	 on	 the	 road	 and	 make	 lousy	 time	 as	 the
  road	quickly	turns	into	a	muddy	quagmire.
  5.
  Trees	grow	up	close	to	the	road	and	deep	shadows	cloak	the
  ground	 beneath	 their	 boughs.	 Birds	 nest	 in	 these	 trees	 and
  seem	 to	 call	 out	 to	 you	 as	 you	 pass.	 As	 the	 gloom	 of	 dusk
  gathers,	the	birds	fall	silent.
  6.
  Smoke	up	ahead	betrays	the	presence	of	a	camp	close	to	the
  road.	 Here	 the	 crew	 of	 three	 wagons	 gather	 about	 a	 large
  campfire	and	roast	the	corpse	of	some	large	animal—perhaps
  a	wild	pig—one	of	their	number	shot.	They	call	out	in	greeting
  as	you	pass.
  7.
  A	 fallen	 tree	 blocks	 the	 road.	 Clearly,	 it	 has	 rested	 here	 for
  some	time;	travellers	have	worn	a	new	muddy	trail	around	its
  fallen	trunk.
  8.
  In	the	afternoon,	the	road	passes	by	the	ivy-clad	ruins	of	some
  fort	or	other	small	fortification.	A	brief	investigation	of	the	ruin
  wastes	 several	 hours	 and	 reveals	 nothing	 of	 interest.	 Night
  falls.
  9.
  Light	 rain	 and	 blinding	 sun	 assail	 you	 in	 equal	 measure.	 For
  much	of	the	day,	a	rainbow	glitters	on	the	horizon	and	several
  of	you	remember	the	legends	of	pixie	gold	said	to	lie	at	its	end.
  10. Deep	 gouges	 worn	 by	 innumerable	 wagon	 wheels	 have
  rendered	 this	 muddy	 stretch	 of	 road	 all	 but	 impassable.
  Consequently,	 travellers	 have	 simply	 widened	 the	 road
  resulting	in	a	great	ribbon	of	churned	earth.
  11. Partway	through	the	day,	sounds	of	something	large	moving
  through	the	undergrowth	assail	you.	Moments	later,	a
  large	 wild	 boar,	 followed	 by	 two	 young,	 emerges
  from	 the	 brush.	 At	 sight	 of	 you,	 they	 charge	 away
  into	the	undergrowth.
  12. Just	after	you	break	camp,	something	large	flies	far	overhead.
  While	the	creature	is	far	up	in	the	sky,	it	is	undoubtably	large.
  It	takes	no	notice	of	you.
  13. Your	 morning’s	 travel	 is	 uneventful.	 After	 lunch,	 you	 come
  across	 an	 overturned	 wagon—one	 wheel	 splintered—on	 its
  side	 in	 a	 ditch	 running	 alongside	 the	 road.	 Two	 men—Argor
  and	Heral—argue	about	who	is	to	blame	for	the	accident.
  14. The	barking	of	dogs—and	the	blare	of	hunting	horns—reaches
  your	ears	during	the	midmorning.	You	don’t	see	any	hunters,
  or	their	prey,	though.
  15. Heavy,	glowering	clouds	obscure	the	sun,	and	it	threatens	to
  rain.	Travellers	pass	hurriedly	by,	bundled	in	their	cloaks.
  16. The	only	“exciting"	thing	to	happen	to	you	today	was	a	small
  cavalry	 patrol	 galloping	 passed	 your	 group,	 splattering	 you
  with	mud.	They	continued	on,	heedless.
  17. Birds	sing	in	the	trees	and	countless	small	things	snuffle	about
  in	the	undergrowth	near	the	road.	The	sun	beats	down	on	you
  and	you	make	good	time.
  18. The	road	climbs	steeply	up	a	high	bluff	in	the	late	afternoon.
  It’s	hard	work	getting	to	the	top,	but	the	view	is	worth	it;	you
  can	see	for	miles	around	and	can	make	out	several	groups	of
  travellers	on	the	road	ahead.
  19. The	road	is	busy,	and	several	times	merchants	stop	you	to	try
  and	sell	you	food,	drink	and	other	goods.	None	of	them	have
  any	exciting	or	important	news	to	relay.
  20. Just	 before	 noon,	 you	 reach	 the	 point	 where	 the	 road	 once
  crossed	a	river,	but	the	bridge	has	been	partially	washed	away.
  Instead	of	petering	out,	the	road	curves	away	to	the	left	and
  rambles	along	the	river	bank	until	it	reaches	a	natural	ford.	The
  diversion	costs	you	several	hours	lost.
  R E L A T E D  A R T I C L E S
  §
  10	 Things	 to	 Lurk	 in	 the	 Shadows	 About	 the	 PCs’	 Campsite
  (page	80)
  §
  10	Travellers	to	Share	Your	PC’s	Campfire	(page	82)	
  §
  20	Things	to	Find	in	an	Abandoned	Campsite	(page	86)	
  
  	
  89
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	derivative	
  works	and	translations	(including	into	other	computer	languages),	potation,	modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	other	form	in	which	an	existing	
  work	may	be	recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	distribute;	(d)"Open	Game	Content"	means	the	
  game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	
  content	clearly	identified	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	License,	including	translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	
  Product	Identity.	(e)	"Product	Identity"	means	product	and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	
  dialogue,	 incidents,	 language,	 artwork,	 symbols,	 designs,	 depictions,	 likenesses,	 formats,	 poses,	 concepts,	 themes	 and	 graphic,	 photographic	 and	 other	 visual	 or	 audio	 representations;	 names	 and	
  descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	and	special	abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	abilities	or	
  effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	or	registered	trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	Identity,	and	which	specifically	excludes	the	
  Open	Game	Content;	(f)	"Trademark"	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	products	contributed	to	the	Open	
  Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	
  "Your"	means	the	licensee	in	terms	of	this	agreement.	
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	must	affix	such	a	
  notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	from	this	License	except	as	described	by	the	License	itself.	No	other	terms	or	conditions	may	be	applied	to	any	Open	
  Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	the	terms	of	this	License.	
  	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	of	this	License	
  to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	You	have	
  sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	
  modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	
  each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	
  except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	
  challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.	
  	
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  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	
  Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.	
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	
  regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	
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  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	of	Horrors.	©2002,	Necromancer	Games,	Inc.;	Authors:	Scott	Greene,	with	Clark	Peterson,	Erica	Balsley,	Kevin	Baase,	Casey	Christofferson,	Lance	Hawvermale,	Travis	Hawvermale,	Patrick	
  Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  GM’s	Miscellany:		20	Things	II.	©Raging	Swan	Press	2016;	Author:	John	Bennett,	Creighton	Broadhurst,	Ron	Calbick,	Seamus	Conneely,	Kalyna	Conrad,	Taylor	Hubler,	Jeff	Gomez,	Anthony	Jennings,	
  Alex	Riggs,	John	Schut,	Amber	Underwood,	Josh	Vogt	and	Mike	Welham.	
  
   
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