Adventurers are often on the road travelling to or fro in search of glory and gold. They often find themselves in travellers’ inns, resting after a hard’s day travel of adventuring. Travellers’ inns are rarely boring, bland places.
Use these tables below to add depth and verisimilitude to the travellers’ inns in your campaign.
The quintessential fort (or keep) on the borderland is a classic locale for neophyte adventurers to visit at the start of their careers. Using the fort as a base, they can explore the wilderness and know a safe haven lies nearby. Borderland forts are not featureless places devoid of interesting features and folk. They are living breathing places.
Foul and odious places, torture chambers—and their attendant cells—are terrible places of pain, suffering and woe. Many villains, dungeon lords and the like maintain torture chamber either to act as a deterrent to those who would betray or assault and them or as somewhere for them to inflict pain on those who displease them.
Use the tables below to add depth and verisimilitude to the torture chambers in your campaign.
A lich’s lair is a terrible, fell place; it is—after all—the home of an evil, undead spellcaster of great power. Such locale are rarely mundane places; magic can permeate the very fabric of the lair. Such effects often bleed into the environs. Use the tables below to add depth and verisimilitude to the lich lairs in your campaign. Lich Lair Dressing A lich’s lair is a terrible and dangerous place. Few adventurers are brave enough to explore a lich’s lair (and fewer still are powerful enough to survive the experience). Such a place should be memorable and flavoursome; this is...