Welcome to the 10-Second compilation page. Below, find our 10-Second blog posts for your gaming and entertainment pleasure.
10-Second posts are System Neutral (as far as humanly possible) to make it quick and easy for you to add the NPCs, locales and more into your campaign.
Why 10-Seconds?
Why do we call these articles 10-Seconds articles? It's simple. The average GM can read each article in about ten seconds.
What's So Great About 10-Seconds?
Imagine you are running a game, and your players do something you didn't expect. They duck into a tavern for a drink. They start talking to random NPCs. They explore a part of town you haven't designed. You can panic, or you can use a 10-Second NPC or Locale to save the day.
Remember: use this material as a starting point, and make it your own.
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Recent 10-Second Posts
(Ready for YOUR Campaign)
The Customs Tower overlooks the docks. From its lofty roof, the dockmaster notes the coming and going in his domain. He then despatches his servants to collect the appropriate fees, excises and taxes. Scorch marks on the tower doors speak to its master’s popularity.
Vonya Urzak (NG female dwarf) suffers from crushing headaches. Often seen clutching her head, she hates light and loud noise. Some children think she is a vampire and call her the “Whispering Lady”. Vonya dresses well, has pale skin and a short, straggly beard.
Seawing boasts a figurehead of a majestic parrot carved with its wings outstretched as if in flight. Painted in a riot of gaudy colours, Seawing is an immensely wealthy merchant’s personal craft. He uses it for pleasure cruises and fabulous parties.
The World’s End boasts a gigantic mural depicting a kraken chasing a sailing ship over the edge of the world. Mariners of all types come to the inn to drink, swap stories and find a new berth. Two talkative parrots roost on the common room’s rafters.
Vilppu Tulo (LN male human) trembles at the thought of his fate. A reluctant guard, he knows things he should not know. His enemies will do anything to silence him, and he is on borrowed time. Tall, gangly and red-haired Vilppu is conspicuous in the extreme.
Kraken looks to be a dangerous ship; all sleek lines and taut sails she has the look of a predator. Her crew are tough, rugged folk. Her half-elven captain, Milo Ilanen, has a fearsome reputation as an enthusiastic duelist.
The Gilded Anchor caters to rich merchants, their agents and guests. This member’s only club is a place of business and fine dining. Vigilant door wardens keep out riffraff and non-members. Vast fortunes have been made and lost at the Gilded Anchor.
Rideth Aldarrae (N half-elf female) searches for her confused and erratic human mother. Some folk believe an evil sea spirit possesses her elderly mother. Soon a mob will form. Rideth is frantic with worry, and begs for help.
Horizon Walker rarely lies at anchor. Her captain is an intrepid soul happiest out at sea. Horizon Walkerspecialises in long sea voyages to far-flung locales. She is quick and heavily armed. Her crew includes several powerful spellcasters.
The Bucket and Chain tavern stands hard against the docks. Popular with unsavoury nautical types, it features in many dark tales of smuggling, murder and odd religious beliefs. A wide brick-walled well in the cellar leads to a sea cave under the docks.
Lydia Miela (CG female human) carouses with breathtaking enthusiasm. Few have her stamina for dancing or capacity for drink. Lydia knows every barkeep and serving wench in the vicinity, and could be a useful friend. She wears the latest fashions and always needs money.
Far Wanderer lies docked amid a hive of activity. This caravel’s poop deck and hull shows signs of fire and crush damage. Sailors swarm about her making repairs. Her crew tell of a terrible battle against a fearsome fire-breathing kraken.
Raita’s Candles opens at dusk and closes at first light. Its owner, Tuure Raita (NE old male human), prefers working at night. The shop’s cellar displays a macabre collection of lifelike waxen figures. Tuure shows his work to those paying for the privilege.
Kauko Ilma (CN old male human) staggers about haranguing seagulls, stray cats and annoying children. Mad, and crippled in a boating accident, Kauko leans on an ornate carven walking stick. He thinks, the seagulls and the cats are out to get him. He's right.
Amma—sleek and dangerous—has a reputation as a smuggler’s ship. Captained by the blackguard Ambro Kontio this galley has a foul crew. Notable crew include Kaija Kiekka the Sea Witch and Otava Himottu, “the Strangler”. Several adventuring bands seek the Amma.
Diagon Alley runs parallel to the docks. Heaps of fishmongers’ leavings and so on make this a foul-smelling, slippery place. The stench of rotting fish, excrement and worse keep most folk away. It is a good place for dark doings and secret meetings.
Albin Tovia (N male human) composes frightening poems hinting at unseen dimensions beyond the material. With wild, unkempt hair, and a scratching, haunting voice, Albin clings to the very edge of sanity. He has no friends.
Penna’s Grave stands in a hollow by the trail. Fresh cut flowers often appear on the low burial mound, no matter the weather. Folklore tells of a silent, grey-hooded figure seen kneeling at the grave. Recently, an apple tree has sprouted from the mound.
Watersmeet surrounds six lofty crags of remarkable geometric alignment. Four rivers flow into the lake, churning up the water, making casual boating dangerous and difficult. Folklore tells of mysterious winged humanoids seen visiting the crags.
Sihvo Kaipia (N male human) revels in the over-confidence of youth. He believes he is best—at everything. Annoyingly, for those he meets, he’s rarely wrong. Strong, charismatic and clever Sihvo lusts for adventure. The party would be lucky to have him.
Hideaway Mine stands beyond a huddle of ivy-clad stone buildings. This abandoned old tin mine is haunted, locals say. Bandits sometimes use it as a lair, but seldom stay long. The mine’s flood-prone deeper galleries intersect with a subterranean lake.
The 400 wind their way over a lofty, craggy hill. Cut by unknown hands long ago these vertiginous steps are in bad shape. The faint outline of a ruin sprawls across the hill’s summit. Folk atop the hill enjoy sweeping views of the surrounds.
Teemu Viti (LN male human) dislikes any idea not his own. He is ferociously intelligent, and believes he is better than others. He shares this truth with acidic words. Teemu sports a balding pate and a paunch. He travels with his miserable wife, Martta.
El’s Mere was once a shallow, marshy lake. El’s Mere Way skirts the site. Local tradition has it that a young man, El, drowned while swimming in the lake. His ghost appears on the anniversary of his death to moan of his fate to any he encounters.
Star Chaser lies under a curse (reputedly). Crew and passengers seem to die on every voyage, and the ship’s owner has fallen on hard times as a result. She offers cheap berths, and needs a successful voyage to repair her finances.