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Part 8 • Core p196 • book p.196

6. Finishing Touches

The GM may wish to create one or more custom wandering monster tables for the dungeon; monster patrols, if any, may need to be described; and possibly some locations may have unusual sounds, smells, graffiti, etc. which need to be noted. Don't spend too much time on this, though. Remember, if you only detail the "interesting" things, your players will begin to guess what might be in a room. Some extra description will help make things uncertain for the players. For instance, a room with an unguarded treasure: Game Master: This room contains a chest, centered against the far wall. Player 1: We look for monsters, and if we don't see any, the thief will check the chest for traps. Kind of boring, right? This might be better: Game Master: In this room you see a comfortablelooking upholstered chair, a side table with a drawer and a foot stool. Two burned-out torches are held by sconces on each wall. Player 1: If we don't see any monsters, the thief will check the table and the footstool for traps and see if anything is hidden inside them, while the rest of us check for secret doors… one of those sconces might open one. A little extra detail can add a lot to the adventure.