“ A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.”
“ Pepperbox Wand
A typical wand with offensive capabilities (magic missiles, fire, fireball, lightning bolt) that was either damaged in combat or made just under par. When the wand is discharged, there is a 1 in 4 chance that it fires an additional 1d6 charges simultaneously or in rapid succession. Wands that shoot fire may incinerate innocents and friendlies, or burn whole buildings and even villages down. Those which shoot fireballs have a considerable radius, and lightning bolts that bounce upon contact with ground and stone can cause catastrophic random collateral damage. Those who have paid large sums for such a device may go seeking a refund, possibly even retribution.”
“ The extra-planar citadel of Ansern is named after its mage-founder. Ansern discovered the means to traverse the planar gulfs and created the citadel as a haven for his disciples in the art of planar-exploration. The disciples of Ansern continue his work and explore the countless worlds opened up to them by the work of the mage. They are cataloguing everything they discover in preparation for the greatest volume ever written: the Mondopedia, a book detailing many of the worlds. But the countlessness of the planes means that their book will never be finished.”