Doors and containers can have locks, and 100 Descriptions for Locks has 100 such to find. They range from the normal to the odd to the dangerous.
Locales of Sundara: The Skelet-Inn describes a single location, a fantasy inn, without a map but with various details that allow the GM to use it as a drop-in location.
Elvenspring are the half-elven descendants of human hostages left in Ravenland in the Forbidden Lands. D66 Elvenspring for the Forbidden Lands has 36 names and briefly described Elvenspring to encounter.
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Moüd is an old, and once lost, city in the Sundara setting, and has complications that date back centuries. 100 Whispers & Rumors For Moüd, City of Bones has rumours for the city’s different districts.
Not every book is definitely useful or valuable and 100 Books to Find in or about the Grand Duchy of Reme II (Lost Lands) has 100 such to flesh out a bookshelf in the Lost Lands setting about the Grand Duchy of Reme.
Mountains can be dangerous places and 100 Encounters for Fantasy Mountains (SWADE) has 100 encounters that can be used to add flavour to a journey.
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The Busted Cup was the sort of place that upright and upstanding citizens didn’t seek out. It was a low and crooked place that only those who wandered broken roads went to willingly, and even they usually left as soon as their shady affairs were in order. It was a place that stank of warm beer, burned grease and just a hint of blood.
It was not the sort of place that expected strangers. So when the outlander opened the door, all eyes were cast his way. Some peered at him from under their hoods, and others looked straight at him, but everyone watched him closely. As he closed the door and strode across the floor, a dozen hands slipped toward hidden hilts and holdout knives. No one bared so much as an inch of steel, though. The regulars at the cup were the best and brightest of the bottom of the barrel, and they hadn’t avoided exile or being clapped in irons by making rash decisions. Nevertheless, each of them let out a small sigh of relief when the young man walked past their table without so much as glancing their way. They didn’t take their hands off their weapons, though.
A pale man with a crescent moon scar around one eye sat with his back to the wall at a rear table. One hand, which was missing the last and ring fingers, rested on the scarred wooden tabletop. The other hand was below the table. As the outlander approached, the pale man favored him with a humorless smile, and raised his cloudy mug in a mocking salute.
“Does your uncle know you’re here?” Lemarden Three Fingers asked as he took a deep drink.
“He knows I’m in the city,” the young man said, pulling out a chair before spinning it around and straddling it. “He doesn’t know where I am at this particular moment. I told him I had business to attend, and that was enough for him.”
“Guess you really are grown up now, aren’t you?” Lemarden set his mug back down, and wiped his nose. “To what do I owe the pleasure? Are you just checking in with an old friend of the family?”
“If I recall right, one of those missing fingers is because of my uncle,” the young man said. Lemarden laughed, and waved his mangled hand.
“Water behind the stern,” Lemarden said, and though his mouth was smiling, his eyes were hard. “What is it, boy? You’ve been gone from this city for years, and now you come back just long enough to crack some skulls, and to wander over to the Red Orchid. Then you turn up here, with a look in your eye like you’ve got business on your mind.”
“Sharp as always,” the outlander said.
“Sharp enough to shave with,” Lemarden said. “Now answer my question.”
“I need a thief,” the young man said.
Lemarden’s grin was wide, and he gestured around the room with one hand as he laughed. “You have your pick right here. If their fingers were any lighter, they’d float right off their hands.”
“Light fingers isn’t all I need,” the young man said. Lemarden’s smile vanished as if it had never been, and he laid both his hands on the tabletop, fingers spread just wide enough to show they weren’t hiding anything.
“What else do you need?” he asked.
“Experienced,” the outlander said. “Particularly with booby traps. They shouldn’t be on any watch lists outside of Ironfire, and they should have good reason to want to leave this place.”
“And if they’re on watch lists within Ironfire?” Lemarden asked.
“I said experienced, and I meant it,” the young man said. “There’s only one way you get that in the thief’s trade.”
“Do you need them to be trustworthy?” Lemarden asked.
“I trust a thief to be who and what they are,” the outlander said. “I’m not looking for a virgin in a brothel.”
Lemarden leaned back in his seat, and weighed the young man with his gaze. He debated the proposition, and pursed his lips as he examined it from different angles. He took a long drink of his brew, and wiped foam off his lip. Two men got up from one of the other tables, and left the Busted Cup, both of them taking pains not to look toward what was happening at the rear of the tavern.
“I have someone who fits that description,” Lemarden said. “And I could provide you a letter of introduction. But what is it worth to you?”
The young outlander gave the old thief a smile Lemarden recognized. He’d first seen it on the man’s face when he’d still been a boy, and Lemarden had taught him how to cheat at cards. He reached into his jerkin, and took out a small, painted box with a shiny, brass lid. Lemarden’s eyes went wide.
“Do I want to know how you got that away from him?” the old thief asked.
“Just how you taught me to,” the outlander said, chuckling. “I walked right in and took it.”
Lemarden laughed at that, and shook his head. He reached for the box, but the young man held it out of his grasp. Instead, he offered his calloused right hand. “Do we have a bargain?”
“Yes,” Lemarden said, clasping the outlander’s wrist. The two men shook once, and then the outlander handed the thief the small box. He opened the latch with one grimy thumbnail, and peered inside. He nodded once, satisfied. “I’ll have the letter ready for you by this evening.”
“Within the hour,” the young man said. When Lemarden raised an eyebrow, the outlander shrugged.
“My uncle is going to notice that little box is gone sooner rather than later,” he said. “And I’d prefer to be beyond the city walls when he does.”
Lemarden laughed, and raised a hand toward the bar. Gloriana sauntered to their table, two fresh, frothy mugs on a wooden platter. The two men each took one of the drinks, and Lemarden favored the young man.
“Very well,” he said. “Have a drink with me, and then I’ll go introduce you to her personally.”
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Characters may come across messages, and 100 Creepy or Disturbing Messages to Find has 100 such for a horror setting, ranging from warnings to apparent evidence of horrific acts.
Locales of Sundara: The Silkgift Gazette describes a single location, a fantasy newspaper, without a map but with various details that allow the GM to use it as a drop-in location.
In the Traveller setting, characters can find data for sale, and 100 Great Rift Sci-Fi Data Files to Find for Sale: Corridor has 100 such to find about Corridor of varying value and utility.
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Ironfire in the Sundara setting is a young city but that doesn’t mean it is quiet. 100 Whispers and Rumors For Ironfire, The City of Steel! has rumours for the city’s different districts.
Dwarven halls can sometimes fall to their enemies, and 100 Things for a Fallen Dwarven Hall (5E) has 100 things to discover in such an overrun hold. This is a conversion of the original supplement to 5th Edition.
Frailers are the half-elven descendants of elven hostages left in Alderland in the Forbidden Lands. D66 Frailers for the Forbidden Lands has 36 names and briefly described Frailers to encounter.
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Evonshire cloaks are a non-magical cloak that is one of the signature items produced by Evonshire’s Outdoor Goods, found in Merchants of Sundara, a cloak that is both warm and waterproof and provides a ready means of improving the chances of surviving outdoors.
When an Evonshire cloak is worn, it provides a +2 circumstance bonus on Constitution saves against cold weather. It will also provide a +2 bonus for any items worn under the cloak, or the wearer, on saving throws required due to rain, and even a +1 bonus for such should the character be immersed.
Cost: 10 gp Weight 1/2 lb
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Evonshire cloaks are a non-magical cloak that is one of the signature items produced by Evonshire’s Outdoor Goods, found in Merchants of Sundara, a cloak that is both warm and waterproof and provides a ready means of improving the chances of surviving outdoors.
When an Evonshire cloak is worn, it provides a +4 circumstance bonus on Fortitude saves against cold weather. It will also provide a +4 bonus for any items worn under the cloak, or the wearer, on saving throws required due to rain, and even a +1 circumstance bonus for such should the character be immersed.
Cost: 10 gp Weight 1/2 lb
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Floors are not always bare and 100 Rugs and Carpets to Find in a Dungeon has 100 things to cover them. They can be used as simple decoration or something more.
Blight Bane’s Gambit is a novella based in the Sundara setting. It follows the protagonists, a group of orcs, as they look for a magic sword.
When asking around for information, characters may hear rumours, and 100 Hooks and Rumours for the Emerald City has 100 such related to Seattle in the Shadowrun setting. They can be used as background colour, misinformation and adventure hooks.
Filler Art – Book Chest is a piece of hand drawn black and white stock art. There are two variations of the chest and each comes in a version on a white background and on a transparent one, at 300 dpi. The image can be used for personal and commercial uses.
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Archbliss is Magic is a piece of fiction for Archbliss: The City of the Sorcerers, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
Image: Jeff Brown.
The city can be seen from many miles away, for it hovers high above the Kerrin Plateau below. The city is Archbliss, the City of the Sorcerers, the city that roamed the skies after it was created by the most powerful sorcerers of its time. Now it no longer drifts above the lands, instead remaining fixed in the sky where all can find it, though finding does not mean being allowed to enter the city created by magic.
Archbliss is still reluctant to engage with others, though powerful organisations and cities maintain contact with it, and it with them, and the city, through the use of its magic, has gained powerful friends in high places. It is magic that made Archbliss and magic that runs through it today. Sorcery is the most potent force in Archbliss, though all kinds of magic are of interest to those who dwell within the city. It is magic they use and seek in trade, and the city is a place where almost anything magical can be sold. Though the price paid may vary.
On the land below the city are many means of travelling to it as it floats above. From the teleportation circles that allow visitors to travel instantly, to all manner of flying beasts, creatures and magic available to rent for those whose business is not important enough to be granted the use of the circles. Those who have their own means of flight may travel that way too.
Magic is what made Archbliss and magic is what maintains it. Magic is the city’s lifeblood; without it, the city would tumble to the ground below, as some thought it would in the past. Magic is all and those who lack magic are, perhaps, considered lesser. The City of the Sorcerers has an insatiable appetite for magic, and it is a place where, perhaps, you may find the magic you need. Though you may not find it at a price you can afford.
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