100 Oddities for a Thieves' Guild

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Oddities are the details that can transform a 10’x10’ room into a memorable encounter. Of course we still need you, the storyteller, but oddities lists are your little helper. You provide big things like critters, adversaries, mustachioed villains, history, treasure, and context, and we give you the bits and bobs of a setting — which can enhance any encounter — or hijack it for a hard left turn or even an about face, depending on what you and your players do with them.

Oddities can be mundane or magical, trivial, obtuse, unusual, unsettling, even horrifying, and can be very difficult for a lot of storytellers to come up with off the cuff. You might be great at ad-libbing dialogue, may remember monster stats, or could be a whiz at just making up creatures on the spot. But coming up with the minutiae that clutter a wizard’s bookshelves, or lie in the dirt under the feet of the onrushing zombie horde, is better done in advance. And a little help never hurts.

Other volumes in the “100 Oddities” series include 100 Oddities for a Chaotic Mutation100 Oddities for a Creepy Old House100 Oddities for an Enchanted Forest100 Oddities for an Egyptian Tomb100 Oddities for a Found Car100 Oddities for a Graveyard100 Oddities for a Pilgrimage Trail100 Oddities for a Sewer100 Oddities for a Treasure Horde100 Oddities for a Viking Encounter100 Oddities for a Wasteland100 Oddities for a Wizard’s Library, and 100 Oddities for a Wizard’s Tower

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