100 Oddities for a Thieves' Guild
100 Oddities for a Thieves' Guild
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 Mutation, 100 Oddities for a Creepy Old House, 100 Oddities for an Enchanted Forest, 100 Oddities for an Egyptian Tomb, 100 Oddities for a Found Car, 100 Oddities for a Graveyard, 100 Oddities for a Pilgrimage Trail, 100 Oddities for a Sewer, 100 Oddities for a Treasure Horde, 100 Oddities for a Viking Encounter, 100 Oddities for a Wasteland, 100 Oddities for a Wizard’s Library, and 100 Oddities for a Wizard’s Tower.