Published by Sad Fishe Games, this supplement we have contributed to is the first 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.
Four encounters for each of the districts of Archbliss are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.
Sunrise Way
A creature whose true appearance is unknown is rapidly changing shape, from humanoid species to inhuman to monstrous.
A rainbow of strange colours forms over the district, seemingly becoming solid, before slowly evaporating away.
A tree forms out of stone, rapidly growing up out of the ground, budding and sprouting stone flowers and fruit.
Some of the gold bricks on the Street of Gold are being removed from the way and replaced with new, with guards making sure that outsiders don’t interfere.
Glasswood
A sparking ball of light materialises in the air, shedding a pearlescent glow as the sparks drip down from it and evaporate on the ground.
A spelluser casts a spell at one of the crystal spires, which glows as it drinks up whatever the spell was.
Apprentices are checking the sorcerer’s quartz of some of the district’s crystal spires.
Lightning arcs towards two of the crystal spires, seemingly from thin air, causing them to glow briefly, before the lightning fades away.
Samen’s Way
A crowd has gathered to watch a performance as the actors float above the ground.
A dragon swoops down on the street, breathing fire at everyone below. Before the fire hits, the dragon and flames both turn into gold coins, which vanish when they hit the ground.
A patch of unmoving shadow blocks part of the street and seems impossible to illuminate with light. Nothing can be seen from within it.
Soldiers charge down the street, shouting a battle cry. They pass through anyone and anything they encounter.
Spirit Tower
A dozen skeletons march in formation through the streets of Spirit Tower, before finally entering a crypt and closing the door.
A funeral procession is walking slowly through the district, with a robed individual being transported on a floating bier.
Someone is standing by the Obelisk and standing in the chill the monument radiates for an unusually long time.
Undead guardians standing outside a crypt bar the way to someone who has approached it too closely.
North Gate
A duel is taking place at Wardstone, with two different sorcerers fighting each other. One is using a flashy style with many effects; the other is more restrained in their casting.
A patrol of Watchers is leaving the Black Tower. Several people shy away when the see the patrol.
Visitors are entering the city and, by the way they are peering around in every direction with their mouths open, this is their first visit to the city.
Watchers are escorting a captured sorcerer to the Vaults, making sure they don’t get a chance to break free or cast any spells.
Winter Gate
A robed individual is bargaining with a vendor for an enchantment. They appear to be having difficulty agreeing on a price.
A visitor is wandering the district lost and confused and asking for help, disoriented by the area’s effects.
The route ahead seems to shift, blur and change, as if it is constantly moving and altering its destination.
The air briefly shimmers and gives a glimpse of what looks like another world, one from a fairy story.
East District
A group of excited children are being escorted to the Menagerie by what looks like a pair of teachers.
A sorcerer gestures and conjures a creature up, speaks to it briefly, then dismisses it again.
Someone walks past with a creature on a leash that doesn’t look like anything seen in nature.
The Arches are activated and a number of people are teleported through them from the ground below.
Castle Archbliss
A unit of Thuranen Guards arrives at a guard post and the current ones silently depart after their replacements show up.
One of the viewing devices on Stargazer’s Tower shifts position to point at a new part of the sky.
Several officials are chatting about a subject, but they cannot be overheard as it appears a spell is keeping their privacy intact.
Thuranen Guards turn a tourist away who was seeking access to part of the castle, not listening to their protestations as they silently send the tourist on their way.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
Characters can come across items of value that are, or have been, transported, including ones that have been stolen. 100 Fantasy Goods has 100 such for them to find; many are valuable and some are dangerous.
A Dekas of Alchemical Items VII (PFRPG) has ten new alchemical items for Pathfinder for characters to create or buy or for NPCs to own.
Strange items can be found in hoards or in the possession of NPCs and 100 Knick-knacks for Magnimar has such related to Magnimar. They may be simply odd or perhaps a source of adventure hooks.
Map – Village 7 is a hand-drawn black and white village map with a 300dpi resolution in four versions that can be used for personal and commercial use.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
Some artwork copyright William McAusland, used with permission
Those who sail the oceans will often tell strange stories about what can be encountered out there. Some of these may be true, some may not.
A circular windstorm makes it impossible for ships to travel through it to see what is beyond. The storm quickly turns ships to splinters and it’s said there’s a similar effect underwater as well. The storm never moves and is clearly artificial in nature. Some say it’s a magical barrier erected by a mage or godling whose island lies within.
A famous treasure ship went down many years ago and so far no-one has managed to find it, though many have looked. Recently, coins and other items that seem to be from the ship have been turning up in various ports, which would suggest that someone has discovered the ship, or stumbled across at least part of its cargo.
Ghost ships aren’t an uncommon thing for sailors to claim they’ve seen, or to have actually seen, but it’s rumoured that there’s an entire fleet of ghost ships prowling the ocean. It’s said that those who encounter the fleet are attacked and, once defeated, the attacked ship and its crew join the ghost fleet. Though no-one has been able to confirm this, as no-one can definitely say they’ve encountered the fleet.
Hidden behind a permanent bank of fog, forever hidden from the sun, is an island said to be occupied only by the spirits of the dead. The island is said to be where the souls of some of those lost at sea go, forever to haunt the place and never move on.
Many ships have been lost to a maelstrom out in the deep ocean, which is a curious place for such to form. Moreover, sailors would have it that the maelstrom is found in different places, as it appears to move around. They claim that the maelstrom is a living thing that hunts down ships to swallow up in its swirling maw.
Part of the ocean is to be avoided for the water there is like air in constitution, yet still water when it comes to breathe it. When ships travel into the region, they sink into the air-like water, as the water is unable to bear them up any more, and everyone onboard will drown unless they can breathe underwater or somehow escape to the surface.
Sharks can be dangerous, though there are greater dangers in the ocean, and most sharks are not a threat. There’s a rumour, though, of a frenzy of sharks of many different types. These sharks seem to act with intelligence, seeking out prey and working together to attack it. Some suggest the sharks are intelligent; others that they are under the control of someone.
There’s a pirate ship that is only intermittently seen, and no ship sent to hunt it down has been able to catch it. Those who have encountered the pirate ship say that it appears on the water out of nowhere, literally shimmering into existence, rather than visibility, and disappears the same way, making it impossible to catch without magic.
There’s said to be a reef somewhere in the ocean, but one that isn’t constant. It seems to remain in roughly the same place, but sometimes it’s said to rise up from the sea bed, breaching the surface as ships pass and ripping out their bottoms. Sailors call it the Eater of Ships and swear it is alive.
Whaling ships have been failing to return to port. There have been reports of bits and pieces of the ships washing up on the shores, or being found in the general area where they were last known to be. Finally, a survivor was found and the whaler said their ship was attacked by a pod of whales acting in concert to deliberately sink the ship.
Get this as a PDF
Want to get this list as a free PDF, notifications of when we publish resources like this and discounts on new releases? Sign up for our weekly newsletter and get them by email.
Not every cave encountered is a massive complex and 100 Caves and Shelters to Find in the Wilderness has 100 small caves and similar places to encounter. They may provide safe shelter, be a source of danger or potential adventure hooks.
100 Caves and Shelters to Find in the Wilderness (PFRPG) is the above supplement converted for use with the Pathfinder Roleplaying Game. You do not need both versions.
D66 Scenario Premises for The Esoterrorists has 36 scenario hooks in the fashion of those in the core rulebook that can be turned into adventures by the GM.
Filler Art – Pouch of Powder is a piece of hand drawn black and white stock art. There are two images, one on a white background, one on a transparent one, at 300 dpi. The image can be used for personal and commercial uses.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.Ok