100 Oddities for a: Thieves' Guild (5e)
elcome to Skirmisher Publishing's Oddities for a Thieves' Guild¸ second entry in an ever-expanding series of curiosities for places absurd¸ bizarre¸ creepy¸ devastated¸ enervated¸ and frustrated (we can go on and come up with an entire alphabet of abject adjectives¸ but we have already calibrated our cogitation contraptions to alliterative mode).
Oddities are the details that can transform a 10'x10' room into a memorable encounter and can be mundane or magical¸ trivial¸ obtuse¸ unusual¸ unsettling¸ and even horrifying. You provide the big items like critters¸ adversaries¸ mustachioed villains¸ history¸ treasure¸ and context¸ and we give you embellishments that can enhance any encounter - or hijack it for a hard left turn or even an about face.
Oddities are intended to aid GM creativity and turn possibly bland areas or gaming episodes into something more. The goal of this publication and the others in this series is to make things more fun and to take your imagination in directions it might not otherwise have gone.
Volumes in this popular and bestselling series include 100 Oddities for a Chaotic Mutation ¸ 100 Oddities for a Creepy Old House ¸ 100 Oddities for a Dungeon ¸ 100 Oddities for a Found Car ¸ 100 Oddities for an Enchanted Forest ¸ 100 Oddities for an Egyptian Tomb ¸ 100 Oddities for a Graveyard ¸ 100 Oddities for a Pilgrimage Trail ¸ 100 Oddities for a Sewer ¸ 100 Oddities for a Thieves' Guild ¸ 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 .