100 Stat Boost Potion Recipes extensively details 100 different potion recipes that can be used to have minor to major effects on a character’s stats.
Dungeons have walls to keep the ceiling and floor apart, and 100 Walls Find in a Dungeon (PFRPG) has a selection of walls to do such. Some are odd, some are potentially dangerous and some may be a source of adventure hooks. They can be used to flesh out an otherwise uninteresting room.
Hills are not free of encounters and 100 Encounters for Fantasy Hills (Zweihander) has 100 ways of enlivening a journey through them. They can be used as background colour and potential adventure hooks.
Filler Art – Flowers contains five hand drawn flowers. There are two versions of each image, one on a white background, one on a transparent one, at 300 dpi. The image can be used for personal and commercial uses.
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Published by Sad Fishe Games, this supplement we have contributed to is in a series that details hexes from a setting in finer detail. The supplement can be used to build the setting, or dropped into others.
Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
Astaria in the Divided Seas has built a large membrane across the Imoros Strait which is only opened for passing ships and water transports once per day, and at a cost at that. There are rumours that Astaria is planning to increase the amount they charge to open the membrane, and counter rumours that some of those who have to use the strait are getting increasingly tired of being gouged and are seeking other methods of dealing with the tariff.
Halite Gabra is the current head of Our Order of the Lady of the Salt Way in the Divided Seas and used to be a member of the Order of Truth until she blinded and deafened herself following a vision. Or, at least, so it is claimed. Gabra is now said to see and hear using mechanical eyes and hearing aids, but there are rumours that perhaps she might not be as blind and death as she’s supposed to be, or that these were not self-inflicted.
Hayrest in the Divided Seas is a surprising centre of scholarly pursuits, which some link to the city’s large population of varjellen. There are rumours, though, that strife is increasing between certain elements of the human population and the varjellen. Should this continue, the entire city could be put at risk of internal conflict.
Hiberz is the nominal leader of the submerged city of Salachia in the Divided Seas. Some consider him to be the city’s saviour; others, its destroyer. The latter would happily see Hiberz dead so that they could restore the city properly, and its rumoured they have made several attempts to make this goal a reality, but so far have been unsuccessful.
Navae Marica in the Divided Seas is smaller and shallower than the Sere Marica but, unlike the larger sea, is a source of fresh water, rather than salt. There are rumours, though, that recently the Navae Marica’s water has started to taste slightly salty, and that the saltiness is gradually increasing over time. If it is turning to salt, this could cause a serious problem for those that rely on its fresh water.
Our Order of the Lady of the Salt Way in the Divided Seas like many religions considers others to be horribly misguided, though the Order is reputedly just waiting patiently for everyone else to see their truth. There’s a rumour, though, that a splinter faction of halites within the order have decided to hurry matters along a bit, by targeting followers of other religions and eliminating them; the more powerful the individual is within the religion, the better.
Salachia is an underwater city at the bottom of the Sere Marica in the Divided Seas. The outside of the city is covered in crystalline creatures called chiffons that inhale the carbon dioxide released by the city’s inhabitants and exhale the oxygen needed to breathe. As well as the crisis caused by the city’s diminishing population, which results in fewer chiffons being attracted, it’s also rumoured that they have recently been dying off.
Sere Marica in the Divided Seas is known for how hostile the environment surrounding it is to mechanical beings, as the salt is very hard on their mechanisms. It’s rumoured that the salt that appears in the Sere Marica is part of an ancient defence mechanism, one set up by a civilisation of a prior world that was under attack by mechanical foes.
The halites, the followers of Our Order of the Lady of the Salt Way, live on an island in the Salted Marshes of the Divided Seas. There have been rumours about members of the group possibly eating their dead, after being cured in salt, but other, darker rumours suggest that a number of travellers in the region disappear and end up on the tables of the halites where they are consumed.
The Sere Marica in the Divided Seas is a body of water filled with blue salts, though the water that flows into it is fresh. There’s a rumour of a vast ancient mechanism located somewhere on the bottom of the sea, one that changes the waters that enter the Sere Marica, adding the salt to them.
“Adventurer” isn’t really a profession; most characters will have undergone at least some training in a proper job before hitting the road. 100 Fantasy Professions (That Aren’t “Adventurer”) has 100 such and explains how they could work.
Farming regions tend to be safer, but characters can still have encounters. 100 Farming Country Encounters (3Deep) has 100 such encounters, which can range from useful to dangerous to potential adventure hooks. This is a conversion of the original supplement to 3Deep.
100 Nockers for Changeling: the Dreaming has 100 nockers for characters to encounter. Each is named and briefly has its main interest described. They can be used as friends, foes or simply passers-by.
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In addition, the rest of the Sundara , 5E and system neutral, has 25% off for the next week. Click here to see the titles.
The Pathfinder Sundara supplements are also on sale, along with the rest of the Pathfinder supplements, in the Pathfinder & Starfinder Sale on DriveThruRPG. Click here to see them.
Where The Roads Go is a piece of fiction from Towns of Sundara, one of the supplements for Cities of Sundara..
“I don’t know much, my friend, but this I can say of a certain,” Jengwaith said, dropping a wink before returning his eyes to the road before him and giving the reins a small tug. “This world is full of great cities. I’ve seen the toiling dead of Moüd, breathed the thin air atop Hoardreach, walked the streets of Ironfire and even seen the wonders of Silkgift. But it’s the places in between, the places most folks tend to be too eager to forget, that always have the most to offer.”
Arand frowned at his traveling companion. The Rhodann elf had offered the young man the passenger seat on his wagon two days back, and he’d proven an interesting enough fellow to ride with. While it was impossible to tell how many years the soft, gray eyes looking out from his nut-brown face had seen, Jengwaith was engaging, curious and always seemed to have another story to tell about the sights they’d seen on the road. This piece of traveler’s wisdom, though, was too much for Arand to simply swallow without chewing at least a little.
“I may not know much either, but I grew up in one of those between places you’re talking about,” he said. “And I don’t recall much to recommend it.”
Jengwaith gave Arand a smile that he’d come to know well, even on relatively short acquaintance. It was a slightly mischievous expression that reminded him of his grandfather when he snuck an extra sweet to one of his grandbabes. Jengwaith drew out a pipe and a small sack of smokeweed, long fingers filling and packing the bowl with an ease borne of long practice.
“One’s home is a curious thing,” the Rhodann said, snapping their fingers and summoning a tiny flame to light the pipe. They puffed at it thoughtfully, the smile in their eyes more than on their mouth. “Because you know it so well, it loses some of its wonder for you. You find yourself looking past the small beauties, and taking for granted its little secrets. To you they are common, but to those who have never seen them before they can be wonderful things. The sorts of small joys that stick with them for years after, and that they’ll tell traveling companions on roads miles and miles from that little corner of the world.”
They rode on in silence for a time, nothing but the sound of the two horses’ hooves on the dirt highway and the chirps of the birds in the trees to disturb the calm of the day. Jengwaith’s pipe burned nearly as thick as incense, but they puffed contentedly on the stem. Arand rolled the elf’s words around in his head for a moment, mulling them over.
“You would truly rather head toward some tiny town than you would any of those cities you named?” Arand finally asked.
“I’ve been to enough places that I feel confident in saying this,” Jengwaith said, raising a finger like a professor making a point to a lecture hall. “Big cities have big sights, big personalities and big opportunities. They’ve got their own secret spots, sure enough, but not as many as most think. It’s the small places, the overlooked places, that often hold treasures unknown to those who don’t live there. What makes them best of all, though, is that you aren’t fighting with every other pilgrim flocking to their big city business. And for every one of those cities, there’s a dozen small towns that you can find, each with their own stories to tell.”
They rode on for a time, the wagon wheel bouncing over a small stone. Arand took a swallow of water from a jug, and then offered it to Jengwaith. The elf tapped their ashes out onto the road, and had a drink as well. When they re-corked the jug, they favored Arand with that knowing smile again.
“I can see you still don’t believe me,” Jengwaith said, giving the reins a small flick. “So let me prove it to you. Tell me about where you come from.”
Arand frowned, and folded his arms. He leaned back against the wagon, and glared out at the road beyond the horses. He was quiet for several moments, just letting the cart bounce and sway. Jengwaith was quiet as well, just listening to the birds and the breeze. Finally, Arand sighed. Why not? There were miles to get yet before they saw anything more than forest or dale.
“So, let me tell you about Kask…”
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