Dungeons need to be entered and 100 Dungeon Entrances has ways to do just that. The entrances range from the mundane to the magical and from the easy to find to the hidden.
100 Dungeon Entrances (PFRPG) is the supplement converted for use with the Pathfinder Roleplaying Game. You do not need both versions.
100 Boggans for Changeling: the Dreaming has 100 boggans 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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This is not published by us but we have contributed to it. This is a simple two-sided adventure in which the characters have to try to defend a village against raiders.
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Some artwork copyright William McAusland, used with permission
Here are 12 different hooks that can be used to develop adventures. Some are intended to not be much more than a single encounter, whilst others will serve for a more traditional adventure. Each is described in a similar way, with suggestions as to relevant places to have the adventure or encounter, its goal and difficulties characters may face.
Beast Hunters
Location: A farming village
Goal: Livestock are being killed by some sort of beast and if it isn’t dealt with soon, the village will be in serious trouble
Obstacle: There is a beast attacking the livestock, but a group of bandits are using its attacks as cover for a bit of rustling
Duel to the Death
Location: Duelling Arena
Goal: To be victorious in a duel
Obstacle: The opposing duellist is both talented and a cheat
If You Go Down to the Woods…
Location: Old Growth Woods
Goal: To find out why people have been disappearing in the forest
Obstacle: Spirits of the woods who have been angered by excessive logging and mistreatment of their home, and will not tolerate any more
In Search of Elemental Ice
Location: Plane of Water
Goal: To recover some rare elemental ice for a wizard and return with it
Obstacle: Elemental creatures, lack of air and unusual cold
Quest for the Flame Crystal
Location: Plane of Fire
Goal: Gain rare elemental crystals
Obstacle: Ifrit who don’t like people plundering their home
River Passage
Location: A large, but unnavigable, river
Goal: To help turn the river into a usable transport route for merchants by clearing away obstructions and removing any dangerous creatures
Obstacle: Caravan owners who currently have a monopoly on trade in the area will do anything to stop the river being cleared
Seeking a Fight
Location: Tavern
Goal: Avoid getting into a duel
Obstacle: An angry noble customer is determined to provoke a duel
The Duellist’s Sword
Location: Tomb
Goal: To find the sword that belonged to the legendary duellist whose tomb this was
Obstacle: The duellist is undead and still wields their sword
The Missing
Location: Thick Jungle
Goal: To find a missing party of explorers and bring them home safely
Obstacle: Those who live in the jungle do not like outlanders
The Trade Route
Locations: Desert
Goal: To map out a new caravan route across the desert and find oases to support it
Obstacle: The hostile environment and bands of marauders
Thieves in the Night
Location: A sizeable city
Goal: To stop a group of thieves who are stealing things from supposedly secure locations
Obstacle: The thieves have the ability to fly, getting in through the upper parts of a building and escaping pursuers that way
Urban Cleaning
Location: A corrupt town
Goal: To aid in the removal of the corrupt influences on the town’s government, from thieves to wealthy merchants
Obstacle: Those behind the corruption are rich, powerful, dangerous or a combination of all three and have no interest in losing their grip
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Species of Sundara: Gnomes (5E) provides new options for gnomes, especially for the Sundara setting, but which can also be used in other settings.
Species of Sundara: Gnomes (PFRPG) is the same supplement, but with the options provided for the Pathfinder Roleplaying Game.
Characters may come across rumours whilst asking around and 100 Hooks and Rumours to Hear in Ghelspad is a collection of such for the Scarred Lands. They are usable with any system and can be used for anything from misinformation to adventure hooks.
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Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has eight 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.
Bands of human nomads roam the Plains of Kataru. Recently, some of the bands have taken to raiding other tribes and settlements of the plains. This is reportedly starting to become more serious, as one tribe is adding members of those it defeats in battle to its own strength, which will quickly make it the most powerful tribe in the region, if not stopped one way or another, able to conquer everyone else.
In the middle of a field of white stones on the Plains of Kataru is a structure called the Orgorek. On occasion, those who fiddle with the hatches of the structure are attacked by whiplike tendrils that come out of the interior. The touch of the tendrils burns flesh, and some say that, if they kill a living creature, that creature will be turned into something neither alive nor dead, neither organic nor machine, but under the control of the Orgorek.
Needlestorms are winds of the Plains of Kataru that gather up shards of glass, and those exposed to such storms can get cut to ribbons by the needles and fragments. There’s a rumour that needlestorms are not entirely random in their nature; that they seem to follow some sort of pattern, almost as if they were, at least partially, under the control of something.
Small towns and aldeia dot the Plains of Kataru, primarily farming communities that occasionally trade with caravans from the Steadfast. Recently, there have been reports that a number of the smaller communities have been destroyed, though it isn’t known who by. At best, all that has been left are smoking ruins. At worst, the settlement has vanished completely, with no sign it ever existed.
The Ausren Woods of the Plains of Kataru are a forest of purple trees found nowhere else. The trees have a purple fruit that travellers are advised not to eat. There’s a rumour that someone went into the woods to harvest this fruit and bring it out, for some unknown, but probably inadvisable, purpose.
The Beanstalk on the Plains of Kataru is a tower of metal and glass that continues up into the sky as a thin stalk, 10′ wide but only a few inches thick. The stalk seems to disappear into the sky. Recently, there have been rumours that the stalk has been vibrating, as if something unimaginable was shaking it, and that the vibration seems to be increasing as if something is getting closer.
The Empty Machine on the Plains of Kataru is a huge structure embedded in the ground. Many hatchways exist and more entrances have been cut inside, though the interior lacks anything but the leftovers of those who have made a home in the machine over the years. Recently, though, there have been rumours of changes in the machine, of lights blinking on and off both inside and out, and the occasional sounds of mechanisms trying to start up.
The Plains of Kataru are known for their terrible storms that engulf the land, particularly in spring months. It’s rumoured that both the frequency and severity of these storms has been increasing over the past few years, making the land far more dangerous than it used to be.
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