"Look children! Is it the Fun Faire, Extreme Sensations, or Tabs’ Insanity today?"
30 Cities with their teeming multitudes and famous landmarks.
Pocket dimentions for Supers and Modern Horror. With some modification many are useable in other genres
Clock Tower of Elmwood - It appears ready to topple, but it has always appeared that way as far back as any living could remember.
A college campus for modern day settings, where things are more than they seem at first glance. (Good for a horror or mystery setting)
Castle Strelock is well known from the crimson banners on the towers and the vines on it’s walls, and from the rumours and tales of the beautiful damsel trapped within it.
A rundown shop of old joys, now just a wreck, with a little touch of mystery.
A small village situated near a medium lake,with inhabitants and history that is more unique than one might expect. Suitable for any fantasy/low tech setting.
Here am I, floating in a tin can, far above the moon, Planet Earth is blue, and there’s nothing I can doo.
A fey kingdom fallen, with winter triumphant. A dream frozen, to be thawed by might and heroic deed.
A salvage and scrap yard of the UFP
Of old, this city was the home of a coven of the Sarkukai, foul devotees of Sarku, Lord of Worms, the God of Rising From The Grave. Though they were driven out, the city remains tainted by the memory of that ghastly cult.
When wizards go mad, what curious ruins do they leave behind?
Beachcombing and coast-hugging, fantasy style. Animal, mineral, and vegetable. Sea-Junk. Flotsam and jetsam. Encounters and other oddities.
Once merely a minor Realm of an ambitious Prince of the Nether, the Gloom has been conquered and now lies ruled by Winter’s cruel grip.
The establishment is run by an elderly goblin named Sax Stoneswiller. Providing this service to non-goblins is much more lucrative than what he was able to receive with his clan.
While every ship has antigravity engines in this day and age, leaving a full gee planet can take most smaller ships quite a while. The presence of numerous anti-gravity fields can cause interference and fluxation in power broadcast, some comm channels and of course, cause "traffic control issues" as they are flying out. There is a better, safer way to launch them.
Maxwell Cyler, Developer, to the Congessional Areospace Committee
These are minor things that can be dropped in anywhere to add "narrative flavor", to make it more than just another road, field, forest or beach.
A world of drifting sky islands and air ships
In the summer there is a small stone jail for those who are caught breaking the rules of the Sorcery Springs Geyser Basin, but in winter they are imprisoned within the warm waters themselves. No bolts or bars are needed, the cold takes the place of prison walls.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).