In a futuristic setting, characters may turn on a terminal or catch a glimpse of a larger screen. 100 Video Feeds to See in a Futuristic Setting has 100 different videos for them to see, from filler to odd to potential adventure hooks.
The Invocation of Bael-Kharn (PFRPG) is a short adventure for the Sundara setting in which a defeated elemental lord of fire is sought to be brought back.
Storm Knights can gain information from a variety of sources and 100 Hooks and Rumours for the Cyberpapacy has 100 things for them to hear. These can be used as background colour or as potential adventure hooks.
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.
Places where magic is taught can be home to strange sights and 100 Sights To See At An Arcane Academy has 100 things to make such a fantasy magical school more interesting.
Locales of Sundara: The Fort, Ironfire’s Temple to Charne describes a single location, a fantasy temple, without a map but with various details that allow the GM to use it as a drop-in location.
Characters may come across rumours when asking around and 100 Hooks and Rumours for the Impossible Lands VII has 100 such for them to hear. They can be used as adventure hooks, misinformation or background colour.
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.
When characters visit a post-apocalyptic community, things can happen, from the ordinary to the dangerous, and100 Events for a Post-Apocalyptic Community has 100 such events.
Locales of Sundara: Silkgift Lighthouse describes a single location, a fantasy lighthouse, without a map but with various details that allow the GM to use it as a drop-in location.
When asking around for information, characters may hear rumours, and 100 Hooks and Rumours for Unmasked has 100 such related to the Unmasked setting of Boundary Bay. They can be used as background colour, misinformation and adventure hooks.
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.
Fantasy cities have laws, even though they may have differences thanks to what they deal with, and 100 Laws for a Fantasy City has 100 such laws that characters could fall foul of.
Locales of Sundara: Selaraas’s Smithy describes a single location, a fantasy smithy, without a map but with various details that allow the GM to use it as a drop-in location.
Goblin markets can sell strange things and 100 Unusual Things To Find At A Goblin Market has 100 such to buy, some useful, many odd.
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 may get caught up in a riot in a modern setting and 100 Sights for a Modern Riot has 100 things they could see in such, some potentially dangerous, others potential adventure hooks.
Locales of Sundara: Silkgift Scrap describes a single location, a fantasy scrapyard, without a map but with various details that allow the GM to use it as a drop-in location.
The Blade Itself – Corrupt Equipment For Hunter: The Vigil has various weapons for Hunter: The Vigil that characters could use but Corruption has a price.
Filler Art – Shrinking Door is a piece of hand drawn black and white stock art. It comes in two versions, one png, one tiff. 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.
Could be Useful is an introductory piece of fiction for Silkgift: The City of Sails, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
“Huh,” the dwarf grunted, looking at what had happened with the experiment he and Vondra had been doing. Or, at least, the remains of it which had clearly gone wrong.
Vondra raised her head above the bench she’d been hiding behind. “Thrask?” she asked. “Have you finished blowing stuff up now?”
“It didn’t blow up,” Thrask objected. “It just…”
“It just what?” Vondra asked. “Violently redistributed itself across the room?” She shook her head.” That sounds like blowing up to me.”
“Don’t forget you were involved in this too,” the dwarf told her.
“Don’t worry, this is not an experience that’s going to vanish from my memory any time soon.”
Vondra got to her full height which, as a gnome, was still less than Thrask’s. She gazed around the room. “So, what did go wrong?” she asked. “Just the usual things not working out as expected, or something else?”
“Hmm…” Thrask pondered. “I think… I think it was something else in this case.” He paused. “And yes, ‘violently redistributed itself around the room’ is probably a good description. It didn’t actually blow up; just all the parts decided to move elsewhere rapidly, but without an explosion.” He gazed at Vondra. “We both know what explosions look like and that wasn’t one.” He paused again. “Good thing we weren’t in the Ingenurium; they still object to things going violently wrong.”
Vondra nodded, remembering such times. “So… if it didn’t explode, just violently redistributed, could this violence be contained in any way?”
She and Thrask looked at the pieces of what they were working on, many of which were embedded in various surfaces. “There may be a use for that, if it can be contained.”
“Hmm,” Thrask pondered again. His eyes went distant as he thought through what had happened. “Hmm,” he repeated. “Could be useful indeed.”
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.
Planets can have distinctive features, from artificial to natural, and 100 Features for a Planet has 100 such to make a planet more distinctive.
Locales of Sundara: Pelgrin’s Potions describes a single location, a fantasy potion making business, without a map but with various details that allow the GM to use it as a drop-in location.
100 Knick-knacks for Terrinoth IV has 100 minor items that could be found in treasure hoards, in an NPCs possession or given to characters.
Filler Art – Reflection Door is a piece of hand drawn black and white stock art. It comes in two versions, one png, one tiff. 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.
The Cloudwatcher Inn was a handsome structure of wood and brick, standing three stories above narrow side streets. It was clean, quiet and like many of the other structures in the neighborhood of The Respite, it was welcomingly normal. Assuming, of course, one could overlook the flocks of pseudodragons nesting in the eaves, the fairy lanterns hanging on iron sconces and the floors that cleaned themselves when no one was looking.
For some, it was a luxury accommodation. For the City of The Sorcerers, it was downright austere.
The inn’s common room was filled with travelers of all shapes and sizes. Some huddled over bowls of soup, exhausted from their travel through either the air or the ether to reach the floating city. Others made notes in journals, or reviewed sheaves of papers as they prepared to handle whatever business had brought them to this fantastical place. Those who had been to the other parts of the city either sat and stared into the middle distance, overwhelmed by sheer magic of a city built by and for sorcerers, or they talked animatedly to their companions about the wonders they’d seen.
In all that, the outlander passed relatively unnoticed. A handsome young man with a well-worn pack on his back, and a heavy walking stick in his hand, his woolens were hard worn, and his boots were rundown at the heels. His eyes were sharp, though, and his voice pleasant as he stepped up to the front desk and gave a name to the attendant. It was a false name, but it slid smoothly off his tongue, and she handed him a key to a room on the third floor. He climbed the stairs with his head down and his stick resting on his shoulder, his ears listening for anyone who might be following him. When he reached the third floor, though, he was utterly alone.
The young man’s steps got lighter as he walked down the hall, barely making any sound until he stood before the door that matched his key. He knocked five times; one long, three shorts and a long again, before he slid the key into the hole, turned it, and opened the door. He stepped inside, and felt a blade press against the small of his back, and the pressure of a cocked crossbow leveled at his head.
“Sorry I’m late,” Jace said, holding his hands up. “I ran into some trouble acquiring the last puzzle piece.”
Renard grunted, lowering the crossbow and slowly easing the pressure off the string before laying it aside. Meran left her blades in place half a second longer before sheathing them on her hips. She stalked back to the table where she’d been going over her equipment, ensuring it was all in working order and ready for whatever came next.
“We were getting worried,” Renard said, taking a seat across from Meran and opening up the hard-backed case he’d packed. The smell of chemicals and essences wafted up from it, along with a few puffs of colored smoke.
“You were getting worried,” Gregor said, picking up his guitar again and strumming a few chords on it.
“I’m touched,” Jace said, shrugging out of his pack and cloak. He tossed his quarterstaff onto one of the two still-made beds, and gestured at the table. “Clear this space. We’re going to need it.”
“For what?” Renard asked.
“You get your questions answered faster when you just do what I ask, Renard,” Jace said, unbuckling the flap of his pack and throwing it open. He withdrew a folded over piece of leather, and as the alchemist and the thief removed their tools, Jace flung it out like a tablecloth. It settled into place, revealing a map burned onto one side of the skin. It was expansive, detailing dozens of floors, complete with numbered indicators that represented guards, traps, watch points and axis shifts where rapid responses could lead to a full facility lock down. Gregor’s face went pale, and his fingers stumbled over the strings as he stared at the map, and then at Jace.
“Tell me I’m not looking at what I think I’m looking at,” Gregor said, a note of quiet pleading in his voice.
“This is where we’re going,” Jace said. “The Vaults.”
Renard’s face paled, and he swallowed. He worried his lip, as if he were trying to chew over his thoughts. Meran frowned with her mouth and forehead alike, her eyes rapidly taking in the details of the map in front of her, and looking for the pattern that held it all together. Renard was shaking his head, though it was hard to tell if it was in denial, or in defeat.
“Jace… why are you doing this? Why are you asking us to do this?” Renard asked. “What could possibly be down there that’s worth risking everything for?”
“It’s Esperanza,” Gregor said. Renard’s head whipped toward the dark-haired man, but he was looking at Jace. “She’s down there, isn’t she Jace?”
“Of course she is,” Renard said, his mouth twitching. “This explains everything! It’s why you were so secretive. It’s why you told us not to bring anything enchanted. It’s why you brought him along-”
Jace turned, and looked at Renard. His face was a mask of calm, but as his eyes met the alchemist’s Renard shut his mouth so quickly that his teeth clacked together. There was a cold fire in Jace’s gaze that would have shaken even the most powerful sorcerer in the city to their very marrow if they’d stood in his way in that moment. Jace returned his gaze to the map, and then touched one, scarred finger to its surface.
“We enter here,” he said, before lifting his hand, and touching one of the hundreds of cells marked on the map. It was located four floors beneath the surface, behind a slew of listed wards and deadly hazards. He leaned over, and tapped the restricted cell with a scarred index finger. “And we need to get here. We have until tomorrow night to work out the route, and prepare any back-ups. After that, everything is going to shift, and this map won’t be worth a hot piss in the wind.”
“I’ll have them send up dinner,” Gregor said, standing and setting his instrument aside. “And maybe a pot of dark brew… this is going to take some time.”
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.
Archbliss is a city ruled by sorcerers in the Sundara setting, and is known for its magic. 99 Whispers and Rumors to Hear in Archbliss, The City of The Sorcerers has rumours for the city’s different districts.
Ruins can be encountered and just because they are ruined doesn’t mean they are empty. 100 Things to Find in a Ruin (3Deep) has 100 things to encounter in a ruin, from signs of other creatures to magical effects. This is a conversion of the original supplement to 3Deep.
The Taftâni are members of the Disparate Alliance and 100 Taftâni for Mage: The Ascension has 100 such that can be dropped into a campaign, as people to encounter or as potential friends and enemies.
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.
Different locations in a futuristic setting may become known for different industries. 100 Planetary Industries has 100 such to flesh out locations.
Locales of Sundara: Stone Pole Tattoos describes a single location, a fantasy tattoo business, without a map but with various details that allow the GM to use it as a drop-in location.
Characters may hear rumours whilst asking around for information and 100 Hooks and Rumours for Fading Suns: Lost Worlds II has 100 such to hear. They can be used as colour, misinformation or potential adventure hooks.
Filler Art – Golem Door is a piece of hand drawn black and white stock art. It comes in two versions, one png, one tiff. 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.