100 Things for a GM to Say to Disconcert their Players is a supplement containing things to say to make players worried or second guess their actions. These should not be overused, as doing so risks spoiling the game, but the occasional one should not do any harm.
100 Rumours to Hear on Urth II is for Shadow of the Demon Lord, published through the Disciples of the Demon Lord Community Content Programme. It is a list of rumours for the official Urth setting that could be used as colour, adventure hooks or red herrings.
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Characters can end up in cities and most such have a seedy underbelly. One element of this is gangs, and this supplement provides 100 different gangs with different motivations that characters could encounter, whether this be as foes, contacts or potential allies.
Magical weapons when found in fantasy settings can often come with descriptions that are anything but valuable. This supplement adds 100 weapon histories and legends that can be used to enliven them. Some are tied to specific types of weapon; some are more generic in nature.
This is a list of twelve different sounds that players could hear in a medieval village. This list may eventually be incorporated as part of a published supplement, but currently it’s far too short for that, with nowhere near enough results for a full supplement. So, here it is as it stands as a source of inspiration and flavour.
The wheels on a passing cart full of hay squeal as it goes by.
An itinerant peddler is shouting his wares.
The bells of the village church can be heard, ringing to call the faithful to service.
Several of the village’s dogs can be heard barking out of sight.
The blacksmith’s hammer can be heard ringing on the anvil in the village smithy.
The sails of the windmill can be heard creaking as they rotate.
A cow can be heard lowing as its owner drives it though the village.
A gaggle of geese being driven to the creek is hissing at those nearby.
The hooves of a cart horse are clopping on the street.
A baby can be heard crying in a nearby house.
Several hogs that are being butchered can be heard bawling.
A rooster standing on a fence is crowing.
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Space is a very big place and there will be unusual things in it. This supplement has 100 different notable landmarks, stretching from the many miles across to the many light years across in size. Some are artificial, perhaps built by precursor civilisations. Some are natural. Some, it isn’t clear what they are. They can be a source of oddities and adventure hooks.
When searching through a computer or network, characters may come across information that is not as relevant. 100 Pieces of Cyber Data to Bamboozle Players to Discover has 100 bits of fragmentary information the characters could find in such situations.
Books are a source of knowledge, and 100 Books to Find on a Mage’s Bookshelf has 100 of such that could be found on a mage’s bookshelf. Whether or not an individual book is useful is up to the Storyteller; they could contain misinformation or errors.
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