Our second Kickstarter, 100 Businesses for a Cyberpunk City, now has its pre-launch page up, which can be found by clicking here.
This system-neutral supplement has 100 businesses that could be dropped into a cyberpunk city in the near future, or perhaps in a more futuristic setting.
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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 Use that can be found with creature descriptions in the official books, can be used as adventure hooks or as simple misinformation.
Erynth grask are ultraterrestrials with a practically incomprehensible intelligence. They are usually encountered singly, and are dangerous when so encountered, but some claim that there is a pattern to encounters with the creatures. Not just a pattern for the behaviour of an individual erynth grask, but for all of them, as if the entire species is acting on some sort of overarching plan.
Ghost crabs live on the ocean floor, but only in the deeper regions. They can be a danger to any who venture into the depths, as the hunt creatures for food, trapping them in their webs. Though ghost crabs grow up to 5′ across, there are rumours of even larger specimens found in the depths, ones which can grow two, three or even more times larger than even the largest typical ghost crab. These are also said to be substantially more intelligent.
Isthyns are known to fiercely defend their nests, even if doing so means that they will die. A nest of isthyns isn’t so easy to kill, though, and sometimes people harvest isthyn eggs and plant them in places where they wish to deny access to resources, allowing the eggs to hatch and riddling regions with the dangerous creatures.
Jiraskars are extremely dangerous, and fast, creatures, and an encounter with such can quickly end in death for all concerned. However, someone has decided that, because of this, jiraskars would be highly effective in combat. Which is likely true, but training one would be extremely difficult and dangerous. They are offering a reward for all jiraskars that can be captured alive, and an even bigger reward for any that can be trained.
Margr are known for their violent lives, killing each other or anyone unlucky enough to stumble across them. There’s a rumour of one tribe in the wastes, though, that has managed to rein in its bloodlust, at least when it comes to other members of the tribe, and are therefore growing in size and strength. If not stopped, they may become a significant threat to any settlements and caravans in the region.
Mastigophores are normally found in pairs, or larger groups, guarding ancient ruins from interlopers, standing watch and stopping anyone entering. There’s a rumour of some more mobile groups of mastigophores, that travel along regular routes, almost as if they are guarding a road or other ancient route that has now disappeared.
Mesomemes harvest the heads of their victims, whether human or animal, and attach them to tendrils that sprout from the creature. Most mesomemes have an assortment of heads from many different creatures attached to them, but there are rumours of the occasional one which is much more selective, only choosing heads from a specific type of being.
Most murdens live out in the wilderness regions, where they prey on passers-by, but there are rumours that some have set up homes in the tunnels and sewers beneath some larger cities. Though few claim to have seen them, or survived the seeing anyway, there are repeated claims of the irritating telepathy of the murdens being detected.
Nevajin are creatures that can separate their head from their body and have both parts still function separately, though this is a painful process. Someone wants to capture a number of nevajin and forcibly separate their bodies from their heads, to study just how far apart the two can survive, and is willing to pay substantial amounts to anyone who can capture the creatures.
The poisonous reptiles known as laaks are not particularly dangerous individually, but they are rarely found individually. A few people have been said to have turned up dead recently, seemingly poisoned by laaks, though none can be found on the premises. Leading to suspicions that someone is letting laaks into places to do their killing, then collecting them again.
Dead things are often buried or interred, and 100 Sarcophagi and Coffins for a Dungeon has 100 things for them to be found in. Some are odd and some are dangerous.
100 Sarcophagi and Coffins for a Dungeon (PFRPG) is the above supplement converted for use with the Pathfinder Roleplaying Game. You do not need both versions.
Characters may hear rumours when asking around and 100 Hooks and Rumours for Griffin Mountain has 100 such to hear for the Balazaring lands and Elder Wilds of Griffin Mountain. They can be used as background colour or potential adventure hooks.
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Searching the Desert is a piece of fiction for Moüd: The City of Bones, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
“I really don’t think this was such a good idea Dranolf,” yelled Feyla through the howling wind and blowing sand.
“You worry too much,” rumbled the Arasta dwarf in reply. “It’s just a mild blow, that’s all.” The wind howled again, sending particles of sand flying through the air with a force capable of scrubbing skin from bones.
“Not all of us grew in the desert!” shouted Feyla in return. “And I doubt anyone else would categorise this sandstorm as ‘mild’!”
The two had set out from Moüd earlier into the sands of the Trackless Quarter, not to cross it but to search the desert itself. They’d stumbled across something in the Dead Market in the city that looked as if it dated back to before the city now known as Moüd was overwhelmed by the necromantic energies drawn from the Prim.
It seemed clear that the vendor didn’t know what they had for sale. It wasn’t a trinket as would normally be found in the market, but it lacked any noticeable magical energy to it. The seller likely thought it was junk, a piece of stone with some curious markings.
The thing was definitely a piece of stone with curious markings, but neither Feyla nor Dranolf thought it was junk. They recognised some of the symbols and, from what they could tell, it looked like it might be a map from Moüd’s history.
That was why they were in the desert, following the map. It seemed they were right, and the stone was a map, perhaps to something of value from that age. They should have been more careful in checking the weather before setting out, though Dranolf was indeed raised in the desert and felt the storm was not natural.
“We’re going to have to seek shelter soon!” Feyla yelled at the dwarf.
“You’re likely right,” was the reply.
Hunching through the sandstorm, protected from its worst effects by plenty of wrappings, the pair suddenly stumbled across a hollow in the sand, a hollow with a black opening in one side. The opening was ringed with stone on which symbols had been carved.
“Could it be…” asked Feyla.
“Yes,” replied Dranolf, “I think it is. The storm has brought us to what we were looking for.” A slight shudder passed through his frame; it still felt unnatural. Heading for the opening, the two drew torches from their supplies and lit them, going in.
Behind them, something stirred in the sand.
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When the Prim touches Sundara, it has an effect on the realm, often a major one, and 100 Effects of a Primquake has 100 such to encounter. They can be used as dangers and potential adventure hooks.
Columns and pillars are commonly found in large areas, where they help to hold up the roof. They may be plain or extensively carved. The columns in 100 Columns and Pillars to Find in a Dungeon (C&C), however, are far stranger. In some cases they appear incapable of holding the ceiling up. Some are odd, some are dangerous and some may potentially be a source of adventure hooks.
Characters may hear rumours whilst asking around for information and 100 Hooks and Rumours for Fading Suns II has 100 such to hear. They can be used as colour, misinformation or potential adventure hooks.
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