On a lonely hill, in a forgotten corner of a sleepy county, sits the house of the alchemist. Cows graze nearby, crows roost on the roof, the rain beats against the locked door of the windowless structure.
No sign of life stirs inside and the wagons bearing strange machines, loads of coal, odd artifacts have stopped arriving, months ago. What has happened to Sawerra Kaepa?
Seven rooms are filled with mystery inside The Alchemist's Laboratory - tailored for busy GM's who could use an odd location off the beaten path to surprise their players, the Laboratory is ready for exploration, or population with the GM's own characters and plots.
Game Masters have the world on their shoulders. Literally.
While their players each have only a single character to portray, the GM must provide plot and personality for practically everyone else. And then there are the times when the players choose to go completely off topic. And the GM must carry on as if nothing is wrong, as if he has planned for every contingency.
In other words, he has to wing it.
Strange Places is meant as a tool to help busy GMs. The books - centered around intriguing, gridded maps - present unique and often bizarre snapshots of locales and odd places. These areas are provided with suggested background and description, but the GM is free as always to alter anything and everything to suit her purposes. The beautiful full-color maps have a 1 grid for use with miniatures are provided for each location. Blank versions of the maps are included for the GM's convenience.
Whether used as a last minute fill in the blank, or as the inspiration for a full blown adventure, Strange Places will become a tool usable by every GM, no matter the game system.*
*Game mechanics provided use the d20 system, but the product is just as useful in any system.
This product was added to our catalog on Friday 25 May, 2007.