
and lsquo;Nothing happens and rsquo; is one of the most dull phrases uttered for anyone who has taken a watch during the night in a role-playing game. Sure, it might happen. Frequently. But what happens when something else is indicated? Is it a one-liner from a random table that the Games Master needs to interpret in to a full encounter, or just yet another run of the mill fight with a wandering creature that has no flavour to it?
The purpose of this work is to give a Games Master a large body of descriptions to draw upon for when the night watch becomes more eventful than and lsquo;nothing happens and rsquo;.
These descriptions are much more than one-liners (or single words or creatures) though. There are one hundred descriptions for events that happen during a night watch that range from the mundane, to the magical and the downright odd. and nbsp;
Arranged as a d100 table, the themes covered in this volume include:
- Weather descriptions (it is pouring down with rain that threatens a flood, or does everyting go quiet without warning);
- Sound descriptions (the insects do not stop chirruping; and is that a scream in the distance, or some kind of whisper on the breeze?);
- Sight descriptions (beautiful aurora to bioluminescence);
- Smell descriptions (petrichor, perfumes and pheromones);
- Creature descriptions (stampedes at night are rare, and problematic, as are eruptions of worms!);
- Supernatural descriptions (ghosts, angels and will-o-the-wisps);
- Magical descriptions (why is the sleep-talker making his utterances come true, and those creatures just spoke to me);
- Human encounter descriptions (druids performing rituals, and botanists operating late at night);
- Fantasy encounter descriptions (fairies might be a bad encounter, but sleeping giants snoring are just annoying);
- Oddity descriptions (fish raining from the skies will ruin anyone's sleep).
Combining these entries can create some very memorable events for any playing group.