Tag Archives: GameMaster’s Resource

D10: Unusual Items

Treasure
Some artwork copyright William McAusland, used with permission.

Ten unusual, and possibly valuable, for characters to find. Some may behave in ways that might suggest magic is involved, whilst others may just, in one way or another, be a bit strange.

  1. Bronze shield that, when viewed from close-up, appears to have a semi-random pattern on its front made from dents and protrusions and bits and pieces of semi-precious stones that have been affixed to the bronze in various places. When viewed from a few feet away, the pattern coalesces into a face, that of a grimacing, bearded man, staring out from the front of the shield.
  2. Crystal chalice that has been cut so that light passing through it forms into rainbows. The chalice is perfectly clear and emits a single, pure tone when its rim is rubbed with a finger. Adding a liquid to the chalice changes the tone, which varies depending on the amount of liquid it contains, with the tone getting deeper the fuller it gets, as well as the type of liquid used, with thicker liquids giving a tone that sounds more “solid”.
  3. Drinking horn with the open end bound with rune-etched brass and the tip also brass. The sides of the horn have been engraved with a hunting scene, depicting a sole hunter pursuing a wild boar. Though the horn doesn’t seem to be magical in any way, and liquids put in it quickly become cool, even if they were hot to start with, ensuring that a drink is always cold.
  4. Drum whose shell is made from thin, black-painted teak that has been studded with a ring of brass skulls around the centre. Each skull’s eye sockets have been filled with a piece of faceted onyx. The drum’s skin has been attached with ropes that can be used to tension it. The skin itself is hard to identify, as it is made from elephant skin that has been scraped until it is very thin.
  5. Large brass bell with a clapper that terminates in a fragile-looking crystal. Engraved into the sides of the bell are rows of symbols, pictograms of unknown meaning which appear to depict ordinary objects; a dog, a fish, a tree etc. If the bell is tapped, it makes a deep-toned sound. However, if it is rung, not only does the clapper prove to be not as delicate as it looks, but the bell rings with a clear, high tone.
  6. Human skull that has been plated with gold. The teeth have been replaced with pieces of ivory, on which have been carved strange runes. The eye sockets of the skull have both been plugged with a faceted amethyst, though the nose and ears have been left open. Screwed into the forehead are two horns, clearly from a goat, that have otherwise not been altered.
  7. Rectangular box made from mahogany. The sides of the box have been polished to a high shine, revealing the grain, and there are four black velvet circles fixed to the bottom. The lid lifts up on two polished brass hinges and the top has a geometric marquetry design made from different types of wood. The interior of the box is a single compartment lined with thick, deep red velvet and has a slight, vaguely medicinal, smell to it.
  8. Throne-like wooden chair, slightly larger than a normal chair, made from dark-stained oak. The back of the chair is solid, and carved with an image of someone sitting in the chair with people kneeling in front of them. The top of the chair has a wooden canopy that extends over the seat, sheltering the person within it. The legs of the chair have been carved in spirals and the arms are tipped with leonine claws. A red velvet cushion is on the seat itself.
  9. Water clock made from brass, consisting of a central wheel, not dissimilar to one that would be found on a water mill, with attached swivelling brass buckets. Water trickles into the buckets from an overhead chute, causing the central wheel to rotate slowly as the buckets are filled. A brass disc hides the wheel on one side, with various runes engraved around the side at equal distances. Once a water bucket is full, it moves and stops next to one of the runes.
  10. Weasel that has been taxidermied and mounted underneath a bell-shaped glass lid on a circular wooden plinth. The plinth has been decorated to look as if it is undergrowth and the weasel is standing up on its back legs with its mouth open and teeth bared. The two front paws of the weasel are positioned as if they are clutching something, but there is nothing between them. A brass plaque on the plinth has been defaced so that it’s unreadable.

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D10: Numenera Rumours – The Western Seas

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

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 Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Cities were built on the Island of the Last Migration during the isle’s rapid industrialisation, cities which now stand empty following the exile of the Gutonons. Creatures have started to reclaim the cities, as has vegetation, but there are rumours of darker things lurking in the back alleys and sewers, beings born of the wastes formed by the industrial period, creatures that hate everything.
  2. Fengali Forest is comprised of many acres of submerged trees, which rise above the surface of the water and are connected below by a tangled network of roots. There are rumours that the forest, whose root system continues to grow, has recently started to expand in the area it covers, with fresh trees growing up from the seabed.
  3. Ghost crabs can be found in the depths of the Fengali Forest and are dangerous predators, even though they are blind. The crabs seem to appear and disappear and some of those who have encountered the crustaceans state that this is sometimes the case; the crabs are literally appearing out of nowhere, then disappearing again, meaning they could appear almost anywhere.
  4. The Corare Sea is rumoured to be home of intelligent predators, part synth, part cetacean, that dwell in its depths, coming to the surface to hunt. Though most of these, if they exist, do not sound as if they are a great danger for any substantial ship, the same isn’t true for smaller craft. Even worse, there’s a rumour of a very rare and gargantuan hunter that, when it reaches the surface, is large enough to swallow a ship down whole.
  5. The Fengali Forest consists of submerged trees located about a hundred miles from the coast of the Steadfast. A clan of humans, called Grovers, lives above the water in the trees, and are generally not hostile or aggressive unless they believe their clan or their forest or threatened. There’s a rumour, though, of a splinter group that was forced away from the others who are much more aggressive and seek out travellers to prey on.
  6. The Gutonons, the part of the Gutos clan of the Island of the Last Migration that splintered off and sold parts of the island to others, were either assimilated back into the greater clan after the war that devastated the island or fled forever. There are some Gutonons, though, who still plan to return to the island and retake what they believe was stolen from them, and are working to gather enough resources to co0mpletely obliterate the Gutos in the next conflict.
  7. The Island of the Last Migration is home to an unusual species of intelligent bees that were nearly wiped out by the industrialisation that devastated the island. Mabon Macabee, one of those who immigrated to the island, discovered the bees and has since become their advocate, and can often be found cloaked in a living coat of them. The bees are rumoured to be even more intelligent than anyone thinks, and that they are working to ensure that that nothing comes close to wiping them out again.
  8. The Sea of Secrets is said by some to have a city frozen in the ice to the far south, though few are those who claim to have reached the city and most, if not all, of those would seem to be lying. Recently, a ship in poor state staggered home with most of the crew dead, and those that were alive quickly died of something unknown. Before they did, the captain said they had travelled to the city, and that no-one else should do so.
  9. There are rumours of vessels disappearing in the Eldan Frith, though not every vessel that ventures there does. Some claim that a civilisation that lives below the waters of the Frith is responsible, but others say that more vessels are disappearing than would normally be the case, suggesting there is something else active there.
  10. Trunked lilies are plants found in the Fengali Forest that blossom with poisonous flowers which quickly kill creatures that consume them. The lilies then grow in the bodies of their victims. Notably, trunked lilies are also known to swim up to 100 miles away from the forest, and then return home. Some claim they have seen trunked lilies even further afield, and that they sometimes act in a manner that almost appears to be intelligent.

Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.

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Cities of Sundara: Moüd: New Variant Heritages for the Half-Dead (5E)

Undead
Some artwork copyright William McAusland, used with permission

Cities of Sundara: Moüd, available in 5E and Pathfinder versions, introduced a new player species, the Half-Dead, living creatures affected by necromantic taint and who have taken on some of the characteristics of the undead as a result. Here are two new Fifth Edition heritages for the Half-Dead.

Mummified

Mummies are feared for mummy rot, a curse and a disease that the undead creatures spread by their touch that is difficult to cure. Sometimes, those affected by the disease, but who are not killed by it and are treated, especially if they only just survived, suffer from a lasting effect, one that affects them, or perhaps just their descendants. Mummified have dry, parchment-like skin, sometimes marked by what look like patches of dry rot, and flesh that is wasted, leaving the skin shrunken onto the bones, though they are stronger than they might look. Mummified gain a +2 bonus to their Strength and Wisdom and a -2 to their Intelligence. Mummified are immune to mummy rot, but are still affected by other diseases, only having the normal half-dead bonus. They gain a +2 bonus on saving throws to resist curses. This alters ability score modifiers, and replaces Touch of the Grave.

Ghostouched

Ghostouched are those who have survived the corrupting touch of ghosts but have suffered consequences as a result. They look aged, older than they are, with white, thinning hair and prematurely wrinkled and blotched skin, though their physical age is the same and they age normally. Ghostouched have been weakened by their experiences and have -2 to their Constitution but their experience has left them immune to the frightened condition and to the effects of magical aging. They also have +2 Wisdom. This alters ability score modifiers, and replaces Touch of the Grave.

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3d6: Gorillas

GorillaGorillas are predominately herbivorous great apes with the largest specimens easily outweighing a human, and being commensurately strong. They can be found living in jungle regions and don’t tend to be hostile unless provoked, and often multiple gorillas will be encountered.

What is the Gorilla Doing?

  1. Foraging for food.
  2. Grooming another.
  3. Nesting.
  4. Nursing their young.
  5. Playing with other gorillas.
  6. Sleeping.

What Distinguishing Feature Does the Gorilla Have?

  1. Dark patches of fur.
  2. Facial scar exposing its teeth.
  3. Hand that has been injured in the past.
  4. Paler face than other gorillas.
  5. Unusually large.
  6. White streaks in its hair.

Where is the Gorilla Found?

  1. At the bottom of a chasm.
  2. Beneath a fallen tree.
  3. By a cave.
  4. In an abandoned village.
  5. On a rocky outcrop.
  6. Within an ancient ruin.

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D10: Numenera Rumours – Black Riage

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

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 Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. A series of metal towers runs along the length of Titanic Ridge in the Black Riage. The towers are covered with red and blue lights, and most of these lights are still functional. Or, at least, they were. There’s a rumour that the lights are gradually switching off. Not all at once but, every now and then, one will fade and die, never to come back on again.
  2. Deep within a canyon in the Black Riage is an enormous statue of a vaguely humanoid figure with their hands aloft, seemingly always holding the sun between them during the day, and a full moon at night. A community has built up around this statue, who call it Curtar and believe it to be the creator of the universe. There’s a rumour that, recently, the cult was disturbed when it is said the sun disappeared from Curtar’s hands during the day, and some think it is a sign of the end of the universe.
  3. Hidden Naresh lies on one of the paths through the Black Riage and travelling through the mountain range that way requires the traveller also go through the unpleasant city. Most would choose a different route, especially as it’s said that many of those who do choose to travel through Hidden Naresh never make it out the other side.
  4. In winter, Tremble Pass is more often than not the only one of the three passes through the Black Riage that remains clear of snow, funnelling traffic through a known route. There’s a rumour that, when this happens, the number of losses that happen in the pass increases noticeably, as presumably someone, perhaps bandits or abhumans, is taking advantage of knowing just where travellers will need to be.
  5. Legrash is a stopping point in Tremble Pass in the Black Riage, but one that is avoided by many travellers unless they don’t have a choice, as both the settlement and its inns have a poor reputation. It’s possible that the reputation may not be as bad as the settlement truly deserves, either; there are rumours of travellers disappearing in the vicinity of it.
  6. Mencala Peak in the Black Riage is known to be home to two savage tribes of lattimors that attack anyone, and everyone, on sight. The mountain is also a volcano that constantly rumbles, and recently the rumbling has grown more frequent, together with ground tremors. It could be that Mencala is about to erupt, and an eruption could drive the lattimors into the lower lands before it happens.
  7. Mt. Zanlis, the tallest peak in the Black Riage, is known locally for all sorts of strange events happening in the region, from peculiar physical manifestations to the appearance of creatures or disappearance of travellers. Though not everyone who passes through the region sees anything out of the ordinary. It’s rumoured that the disappearance of people is followed, not long afterwards, by the appearance of strange beings. Some suggest the mountain is abducting and transforming people, then releasing them again.
  8. The Slant Milieu in the Black Riage is a place where a wind called the welkerwind blows nonstop, bending everything within the region towards the ground. There’s a rumour that this isn’t all the welkerwind does, that when the wind blows through the Slant Milieu in the right way, words can be heard on the wind. No-one knows what these words are, but it’s said that they tell secrets of the world to those who do manage to understand them.
  9. The Sorcan is the closest thing that Hidden Naresh in the Black Riage has to a ruler, though if so, he’s a ruler who seems unconcerned with whether or not the city, or its people, flourish or die; one appears to be just as uninteresting as the other. There’s a rumour that The Sorcan is seeking something and that they will give a great deal to possess it, but it isn’t known if this is a thing, a person, knowledge or something else entirely.
  10. There’s a citadel in the foothills of the Black Riage that anyone with any sense avoids, for it is believed to be home of a great evil. There are few people who live in the region closest to the citadel, and there are rumours that some of those have started disappearing of late, including entire hamlets that have supposedly vanished between one visit and the next.

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Cities of Sundara: Moüd: New Variant Heritages for the Half-Dead (PFRPG)

Undead
Some artwork copyright William McAusland, used with permission

Cities of Sundara: Moüd, available in 5E and Pathfinder versions, introduced a new player species, the half-dead; creatures who have been warped and twisted by their exposure to negative energies. As well as the broad description of the half-dead, a number of variant heritages were given for specific varieties that share similar abilities and characteristics. Here are two more such variant heritages for Pathfinder.

Mummified

Mummies are feared for mummy rot, a curse and a disease that the undead creatures spread by their touch that is difficult to cure. Sometimes, those affected by the disease, but who are not killed by it and are treated, especially if they only just survived, suffer from a lasting effect, one that affects them, or perhaps just their descendants. Mummified have dry, parchment-like skin, sometimes marked by what look like patches of dry rot, and flesh that is wasted, leaving the skin shrunken onto the bones, though they are stronger than they might look. Mummified gain a +2 bonus to their Strength and Wisdom and a -2 to their Intelligence. Mummified are immune to mummy rot, but are still affected by other diseases, only having the normal half-dead bonus. They gain a +2 bonus for resisting curses. This alters ability score modifiers, and replaces Touch of the Grave.

Ghostouched

Ghostouched are those who have survived the corrupting touch of ghosts but have suffered consequences as a result. They look aged, older than they are, with white, thinning hair and prematurely wrinkled and blotched skin, though their physical age is the same and they age normally. Ghostouched have been weakened by their experiences and have -2 to their Constitution but their experience has left them immune to fear effects and those of magical aging and they have +2 Wisdom. This alters ability score modifiers, and replaces Touch of the Grave.

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D10: People to Meet at the Port

Docks
Luigi Castellani

Here are ten NPCs that characters could meet at a port. These individuals are most likely to be encountered in or near the docks, but could be found in other parts of town as well.

  1. Anartha Brennin: Anartha has been working on the docks for years and is a big, jovial individual. They do enjoy a good meal and a drink, which bulks up their size, which can lead many to underestimate them, thinking that all that bulk is just fat. Working on the docks, though, constantly shifting often heavy crates around means that underneath the fat is a lot of muscle. Anartha is a friendly type, and won’t start a fight, but they’ve ended more than one when they disapproved of someone’s behaviour in a tavern after work.
  2. Danarin Klethor: Danarin serves on one of the fishing boats that use the port, and will only be seen either early morning before the ships leave dock or after they’ve done their catch for the day. Danarin has been a fisherman for years, hated the job when they first started doing it and still hate it now, but there’s nothing else they’re remotely good at. They’re bitter over this and unable to maintain a stable relationship because of it, and can, when in port, be found drinking their wages away in sullen silence.
  3. Erina Pannius: Erina runs the sole business allowed to run a chandlery for ships using the port, though they are supplied by other merchants in the town. None of the other merchants are allowed to deal directly with ships, though, and Erina ensures that no-one breaches their monopoly without suffering the consequences. Perhaps fortunately, they do not take advantage of their situation as much as they could, for they could gouge both merchants with low prices and ships with high ones if they chose to do so, and this seems to be an unspoken threat for anyone who runs afoul of them.
  4. Krennin Tragand: Krennin works as a guard on the port and has been around for many years, long enough to have been placed in charge of a small group of guards working out of a station near the docks and to have grown to know nearly everyone who works there by sight, and often some of the sailors who regularly pass through. Krennin is a friendly individual, with always a word for anyone, and manages to defuse a lot of tension through words, not violence. What isn’t known is that Krennin is also extensively connected to the criminal underworld and ensures a lot of smuggled goods get through without a problem.
  5. Madrissa Dilthanor: Madrissa still dresses like a sea captain, even though they have not set foot on a ship in years in any form, let alone as a captain. Their captain’s clothing is now worn and tattered, much patched in places and frequently filthy. Madrissa is more often than not found drinking, drunk or passed out from drinking, whether in a tavern or, more likely, on the dock somewhere having drunk the cheapest rotgut they can find. Madrissa used to be a well-respected captain, but when their ship went down with all but them lost, they were shunned for being the only survivor, and turned to the bottle.
  6. Nyrina Chellis: Nyrina is one of many who caters to sailors who have just arrived in port. It can be steady income, but not great, especially after the owner of the inn whose rooms are used takes their cut. Worse, sailors fresh off the boat will often get loaded up on alcohol first and some of them can be very nasty drunks. Nyrina has suffered many bruises over the years, and once something worse. That sailor discovered that it’s not a good idea to harm those you may be sleeping next to. Nyrina is rather bitter over their life and not looking forward to the future.
  7. Pythiria Yattan: Pythiria seems like a friendly individual, always with a word for those down on their luck and money for a jack of beer, or perhaps more than one, for those lonely individuals in seaside taverns between jobs, travelling or otherwise with few who would miss them. Not that Pythiria is a killer looking for prey; there’s no money in that. Instead, Pythiria will get people stinking drunk so that they pass out, perhaps with a little medicinal aid, then take them to whichever ship hired them to get some new crew. When the drunk wakes, they could be serving on anything from a slave galley to a pirate ship.
  8. Querrin Lostar: Querrin is an old, long-retired sailor who can be found sitting on the end of the dock most days, no matter what the weather or the season, with a fishing rod in hand, a bucket of bait and an empty bucket beside them and a net in which to put the caught fish until that gets transferred to the empty bucket when they stop fishing. Querrin is skilled and can catch a lot of fish every day, far more than one person can eat. Most are given to the widows and orphans of those who have been lost at sea.
  9. Rubeck Gorthor: Rubeck is a priest of the local deity of the sea and can often be found on the docks, limping along. They used to be a sailor, until an encounter with a shark left them without half a leg. Quick work by a follower of the deity they now serve resulted in them not losing more than they did and, once back on shore and unable to continue life at sea, they joined the priesthood. Years later and Rubeck is now the highest-ranking member of the faith in the surrounding area, and spends much of their time blessing ships as they depart.
  10. Taygan Barnor: Taygan is young, only ten years old, and has only just started serving on a ship as a cabin boy. They are regularly run ragged by the demands of the captain and crew and, combined with the fact that they hate the water and are frequently seasick, even in calm seas, are not enjoying themselves at all. Furthermore, the crew poke fun at Taygan for being unable to handle the sea, and send them into situations guaranteed to make their seasickness worse. Given half a chance, Taygan would gladly flee the ship.

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D10: Numenera Rumours – Milave

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

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 Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Aian, the City of Merchants or the City of Beggars, is barely part of Milave. It is ruled by an elected senate, but some say that it is truly ruled by wealth. There are rumours that the senate is planning to cut what little ties bind the city to Milave and to set up as an independent city-state. Some believe if that happens, though, Aian will become a tempting target for raiders at the very least.
  2. Ghianche, sometimes just called ganch, is a herb grown in Milave, one that is a mild relaxant but can also be a powerful hallucinogenic. The herb is smoked, in pipes, and made into cigars as well. Ganch is difficult to grow and maintain and requires the use of a large workforce of numenera machines, but the ganch farmers have been running into problems of late. Sometimes the machines are sabotaged; sometimes the workers are hassled. These attacks seem to stem from a group that objects to ganch usage.
  3. In recent years a tent city has grown around the southern gate of Orrila in Milave, covering a place that is now known as the Field of Voices. Some of Orrila’s inhabitants are getting increasingly tired of the tent city, blaming its inhabitants for all manner of problems. Some think the tents should be made into proper buildings whilst others would be happy enough to see the entire place burn to the ground.
  4. Orrila, the nominal capital of Milave, is where the ruling council comprised of representatives of all the factions in the country meets to, in theory, run the country, though in practice they accomplish very little of this. There’s a rumour that someone has been assassinating the representatives of a number of factions with seats on the council. It can’t be to disrupt the country, for doing such might make the council more effective at coming to decisions.
  5. Ossam’s Traveling Menagerie and Soaring Circus mostly travels through Milave, providing entertainment for the watchers, in exchange for money, of course. The entertainment is said to be enjoyable to watch, but there are darker rumours about the circus. Some claim that its passage through an area can be linked to various disappearances.
  6. Someone claimed to have found proof that the Order of Truth was working with the Beggar Queen in Aian in Milave, something that some have suspected for some time. The individual disappeared shortly afterwards, and it’s thought that they were killed by the Beggar Queen’s biomechanical hybrid lieutenants. That would suggest that the rumour is true and that whatever was discovered was more than just evidence that the Amber Papacy was working with the Beggar Queen.
  7. Tarvesh is a warlord of Milave that has the support of many of the country’s citizens and, it’s rumored, of the Amber Papacy as well. There are rumours, though, the Tarvesh has been using the terrifying numenera war machines under his control to slaughter villages who refuse to support his forces. Some say, though, that these rumours come from the Pytharon Empire, whose empress would love to reintegrate the former province back into the empire, and therefore seeks to undermine any potentially unifying forces.
  8. The All-Speech in Orrila in Milave is a device that automatically translates any language spoken in the city, and some distance outside it, into a language that is understandable to the listener. There are rumours, though, that sometimes the All-Speech alters what is being translated as well. Not even close to every time, and never in a major way, but sometimes what is spoken doesn’t have the same meaning as what is heard. This might just be an occasional glitch, due to the differences between languages, or it might be something else entirely.
  9. The floatstone quarries east of Orrila in Milave are where workers dig up the remains of what look like former monuments of some time from a previous age. Tarps are spread to catch the floatstone as it rises, but there’s a rumour that recently something that was uncovered did not merely rise but shot up into the air, still intact, and disappeared from sight.
  10. The Sadara River forms the southern border of Milave and normally functions well as a protective barrier against various kinds of raids and attacks from the southern lands. Recently, though, villages along the northern banks of the Sadara have reputedly been attacked on many occasions by forces who seem to cross the river as if it wasn’t there, suggesting that the raiders are using numenera.

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Encounters for Hoardreach: The City of Wyrms

Dragon
Some artwork copyright William McAusland, used with permission.

Four encounters for each of the districts of Hoardreach are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

North District

  1. A passenger skyship is coming into land at Skyport Park. Crew on the ground are preparing to make the ship safe and help passengers disembark.
  2. A bookseller with a wide selection of books is entering the Archive, looking to sell some to the organisation.
  3. Numerous lightning bolts stab down out of the sky in series, grounding themselves on the lightning rods that cover the district.
  4. Young kobolds are making a very realistic-looking dragon out of snow and ice.

The Sunrise District

  1. Lizardfolk are idly basking in the district’s warmth, chatting to each other and enjoying some light refreshments.
  2. In Cinder Square, several of the statues and shaped crystals on display are being packaged away, and sealed crates contain new pieces to be put out.
  3. From Glassreach comes an explosion of fire, which draws barely a glance from the locals.
  4. An ifrit is shaping a piece of molten glass into a new decorative piece.

Westgate

  1. There’s a splash as a large amphibious resident dives into the Swamp.
  2. Three goblins drunk on dragon’s blood are arguing with a large ogre who seems more amused than annoyed.
  3. A pseudodragon swoops down, followed by two more. They hiss, then fly off again.
  4. Several residents are getting into an argument over politics in Low Market. It appears to be mostly good-natured.

Old Lane

  1. Raucous members of a skyship’s crew are making their way into the Skycat Inn, welcomed by friendly calls.
  2. A tourist in Charcoal Plaza looks extremely ill after eating a dish they were advised was not suitable for their kind.
  3. Guards are escorting a merchant accompanied by several chests into the Accounting House.
  4. Someone who looks to be from out of town is carefully reading the signs and flags that aid navigation through the district.

East Town

  1. Light flashes out from the top of the Bastion at the highest point of the city.
  2. Above the district, a glider falters and nearly staggers out of the sky until its pilot recovers control.
  3. An explosion, followed by a gout of flame, causes some people to duck and look for the source whilst others continue on with their business, unaffected by the sound.
  4. A wyvern swoops down from above, buzzing the pedestrians below, seemingly entertained by this.

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3D6: Aboleth’s Den

Aboleth
Image: Jacob E. Blackmon

Aboleths are described as being one of the world’s oldest forms of life, huge aquatic beings who ruled early civilisations and keep other creatures as slaves. Aboleth civilisations can be found in cities at the bottom of the sea, but aboleths can also be encountered as solitary creatures in the underearth realms.

What Does the Aboleth Look Like?

  1. Dry patches on the skin, where the slime isn’t present.
  2. Fifth, vestigial tentacle grows at the base of another.
  3. One of the three eyes is solid red in cover.
  4. There is a chunk missing from the aboleth’s rear fin.
  5. The aboleth’s skin is so dark a green it’s almost black.
  6. One tentacle is missing its tip.

What’s the Aboleth’s Lair Like?

  1. Waterfall descends from above into a large pool.
  2. Skeleton mired in a large expanse of mud.
  3. Deep pool of cloudy water whose bottom cannot be seen.
  4. Muddy puddles dot the floor, some several feet deep.
  5. Patches of mushrooms and other fungi grow in the damp.
  6. Underwater tunnel stretches from a pool of water to a subterranean lake.

What Slaves Does the Aboleth Have?

  1. Surface elf with completely broken will who worships the aboleth as a god.
  2. Human captive, chained to the wall, resisting the aboleth and being starved.
  3. Dwarf smith with one leg deliberately lamed by the aboleth.
  4. Burly warrior completely under the aboleth’s sway and will fight no matter what.
  5. Commoner from the surface, recently captured and utterly terrified.
  6. Hulking brute of an ogre, not terribly bright and believes they are willingly serving the aboleth.

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