Urban settings in a fantasy world can have ruins and 100 Fantasy Urban Ruins has 100 such to find. They range from the mundane to the odd to the potentially dangerous.
Assault on Outpost 13 (Army Men) is a Rank 1 mission for Army Men and has the characters being charged with recovering a criminal.
The Nova Age brought huge changes to the Aberrant setting, and 100 Hooks and Rumours for Trinity Continuum: Aberrant III has 100 rumours related to this that can be used as adventure hooks, misinformation and background colour.
Colour Art – Half Elven Mercenary is a landscape US Letter size 300dpi image depicting a half-elven mercenary riding a stag. The image can be used for personal and commercial uses.
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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.
Access to Glain is through six narrow ravines that the town keeps heavily guarded. There are rumours, though, of a seventh way into Glain, one which isn’t guarded because the inhabitants haven’t found it as yet. This leads to suggestions that perhaps the seventh way is hidden in some manner.
Glain needs access to something that can be rendered down into liquid organic fuel in order to run a device that creates adamant silk. It’s rumoured that travellers who arrive in Glain in times when fuel is scarce have a habit of disappearing, possibly rendered down into fuel.
Grandmother Reldoin and Grandfather Smaree are those currently in charge of Ikalen and so far they’ve done a good job of keeping the community together and their personalities have proven to be complimentary. It’s rumoured that there is trouble at home, though, and such troubles could easily spill over into Ikalen as a whole, given their positions.
Ikalen uses sailing vessels on runners to traverse the salt flats they live on, but the vessels can’t travel beyond that region. The inhabitants are said to be attempting to redesign some of the vessels so that they can travel on other surfaces, but are having problems doing this.
Mayor Ithon of Glain is looking for ways to pull his village out of the slump it’s currently in, and it’s rumoured that he’s been communicating with people in other places, looking for either ideas or someone who can be hired to help. The latter is more of a problem, as there’s little available to pay anyone to help.
Megwill Cove is home to brightly-coloured fish local to the waters. They are gentle, and some grow stunted with the ability to mimic a few human words. It’s rumoured that the fish would be more intelligent, and less gentle, but a numenera device in the waters keeps them limited.
The beach and cliff that Megwill Cove are built on contain prior-world structures that have been adapted for the use of the current inhabitants. There are rumours of deeper chambers containing strange things that the current occupants are yet to find.
The inhabitants of the nomadic village of Ikalen seek out the occasional oases to be found on the salt flat where they live, where there are patches of mud covered by a mineral crust. The briny water of these patches is important to the settlement’s survival, and it’s rumoured that recently the oases have had less water than usual. The inhabitants have therefore been sending scouts further afield for water.
Those of Ikalen leave the bodies of undesirables in their wake, smothered to death and left for open air burial. It’s rumoured that occasionally one of those survives, and that over time a number of them have gathered together with the intent of making the settlement pay for trying to kill them.
Water is plentiful in Glain, thanks to it being just outside the rain shadow of the mountain its valley is in, especially when compared to how much water is available otherwise locally. There have reputedly been issues with the water recently, with less rain falling than expected and the water that is falling being tainted in some way. The inhabitants are said to be getting concerned.
Priests can get quests based on their abilities, and 100 Missions and Quests for Priests has 100 such that they could get from employers, guilds or do of their own accord.
Fey forests can be strange places and some of them are dark and unfriendly. 100 Encounters for a Dark Fey Forest (Black Spear) has 100 encounters for such a forest that can be used to enliven a journey. This is the original supplement converted for use with Black Spear.
Characters can gain information from a variety of sources and 100 Hooks and Rumours for the Crucible II has 100 things for them to hear. These can be used as background colour or as potential adventure hooks.
Map – Village 31 is a hand-drawn black and white village map with a 300dpi resolution in eight versions that can be used for personal and commercial use.
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The streets of Elmbarrow were long and winding, the pavers worn by centuries of baking sun, desert winds and the passage of thousands upon thousands of feet. Mausoleums stood in rows like faded soldiers, their names worn away to whispers and their banners reduced to bleached and tattered ruins. Grave markers were scattered about like broken teeth, watched over by the hooded gaze of obsidian grotesques who looked down from their plinths with grim, unsmiling faces. As the sun set, chill fingers crept through the air, spreading with the shadows and reaching for those brave or foolish enough to walk these paths beneath the gaze of the gibbous moon. Two figures walked along those paths, their steps silent, and their direction deliberate.
“I don’t really see why you need me for this,” Meran said.
“Because if I let you out of my sight, you’ll be gone in a puff of smoke,” her companion replied.
“Would it help if I gave you my word I would wait?” Meran asked.
“The word of a thief?” the outlander said, glancing at her. There was amusement in his voice, but not in his eyes as he regarded her, and readjusted his grip on his walking staff. “I would have returned to the room with my halberd, armor, spare boots and traveling trunk gone, with a note saying what you owed me and promising you’d pay it back.”
“I think I’m deep enough in your debt as it is,” Meran said, her voice carefully neutral. Her companion sighed, and put a hand on her shoulder.
“I appreciate you’d rather be anywhere else than in this city, and in any part of this city except the place we’re going,” he said. “So when we conclude our business we’ll head to a tavern, and the first round’s on me.”
Meran eyed him suspiciously, pursing her lips. “And the second?”
“If you get through this without stabbing anyone, I’ll cover the second as well,” he agreed.
Before Meran could respond, they rounded a corner, and came face-to-face with their destination. A massive, obsidian structure that gleamed beneath the pale moon. The stone was old, but had resisted the test of time in ways few of its companions had. The lines of its corners were still sharp, and the characters carved all over it were still legible, though the language was old enough that few could understand it even in this city. Hanging on black iron chains from one end of the structure were lanterns that burned green in the darkness, lighting the top steps of a descending stairway. Maren glanced at the entrance, then back at her companion, her lips pressed into a thin line.
“After you,” she said.
“If you insist,” the outlander said, striding toward the entrance. Maren followed, her hands all but twitching toward her hidden blades, and her teeth clenched hard enough to make the muscles of her jaw stand out in stark relief. In that green light, it made her look something of a corpse herself.
A stone slab slid away silently at the bottom of the stairs, revealing a doorway. The companions entered, and stepped into a vision from a fever dream. Rows of skulls gleamed along the walls, their death’s head grins catching the light of torches and candles so it looked like they were laughing. Chandeliers of bone hung from heavy chains, and shadows swayed and slithered across the stones inside. Men and women in the garb of a dozen nations danced and chatted, drinking strange liquids from fluted glasses. Between them all clattered the shambling shapes of skeletons, wearing only the loosest funerary drapes as they served foods and drinks, collecting silver in the rattle cans hung inside their rib cages. A ghostly voice crooned from the stage as an ethereal woman sung a dirge that reached into the soul, and plucked right at the heart strings. The air was chill and clammy, and from down in the depths there was a barely audible groaning sound… as if the expansive crypt hungered to embrace the living who had ventured within.
It was, in other words, a typical night in the Tomb.
The two companions slid through the crowd, avoiding the undead creatures whenever possible. They ducked into side galleries, wove through chapels that had been turned into lounges and descended even further into the earth, wandering through catacombs that had been converted into wine cellars where couples sat in niches behind gossamer curtains, their silhouettes close as they spoke of private matters. A man sat on a high stool in the corner of the room, his fingers plucking away at the strings of his instrument. He was long and lean, with hair the color of spilled ink, and dressed in clothes a generation or two out of fashion. Maren was glancing around the room, wondering where her companion was leading her, when the outlander slid something out of his pocket. Silver glinted in his palm for a moment, and he flipped the item end-over-end in an arc toward the wooden bowl at the musician’s feet. Before it could fall, the bard’s arm snapped out, and he snatched the glint from the air.
“Been a long time,” the musician said as the final notes of his song faded away.
“Not that long,” the outlander said with a smile. “Do you remember what you told me when you gave me that ring?”
“I remember,” the pale man said. He shook his head slowly, just once, and let out a breath. Then he slid the ring onto the middle finger of his left hand. The silver skull gleamed, the empty sockets filled with unnatural shadows. As he curled that hand into a fist, those shadows bled out of the ring, weeping down the silver and sliding over the man’s skin before vanishing up the sleeve of his coat. He rolled out his neck with a sharp crack, slid his instrument off his lap, and stood. He opened a case that had been leaning against the wall, placed the guitar inside, and then carefully closed it. Standing up, he turned to Meran, and the outlander. “All right, let’s go.”
“That’s it?” Meran said, the words bursting out of her. “You’re not going to ask what the job is, or what he expects you to do?”
“Nope,” the man said, giving Meran a flash of strong, white teeth. “I’m a man of my word, and I told him that when he needed me, this side of the grave or the other, I’d be there.”
Meran’s eyes filled up with questions that trembled on her lips. When she opened her mouth, though, all she said was, “Three rounds. I expect three rounds for putting up with all your cloak and dagger nonsense.”
“Where did you find her?” the man with the tarnished silver ring asked. “I like her.”
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Even in a post-apocalyptic setting, there can be things to encounter, ranging from the useful to the odd to the dangerous. 100 Post-Apocalyptic Aerial Encounters has 100 such for the skies.
100 Post-Apocalyptic Aerial Encounters (Mutant Future) is the above supplement converted for use with Mutant Future. You do not need both versions.
In The Stars Are Fire, characters can find data for sale, and 100 Data Files to Find for Sale in the Revel 100 such to find about the Revel of varying value and utility.
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