The tripwire activated a trap of such ferocity that even the bravest man among us quavered.
Why are most people not users of magic? Why does magic not rule the whole world? Because...
"No, don't touch...that. Too late."
30 Royal and Regal Queens to rule them all.
The hard working, the lazy and the indispensible, 30 Servants to look after the myriad needs of your world's nobles.
Treasured texts of the infamous Doctor Alcomb.
30 gangsters of various types, from the boss to the wannabe, the biker gang member to the despised turncoat, and many more.
[COLLABORATOR WANTED - THIS SUB IS WORK IN PROGRESS]
The 30 of Selador are the movers and shakers of the realm of Selador. From battle-hardened war mages to young druid apprentices, they are the backbone of the kingless realm of Selador, a domain rising from the ashes of the last war.
"Are you crazy? There ain’t no such thing. It’s all fairy tales for the stupid and desperate. Even if it were, they all say it’s cursed or something. Get back to work."
What is a forest’s firm support, yet walks ‘round on its own accord?
What’s possessed of a titan’s might, stands before you, yet out of sight?
What soundly spanks with gnarled root a behind that is not good?
Thirty more princesses, this time with an insect/small creature theme.
Thirty farmers, from the happy to the grumpy, the serf to the squire.
A collection of unconventional weapons
...and walking sticks, and crosiers, and goads, and scepters, but no wands!
Thirty systems of justice-or the most rank injustice, in some cases.
Thirty slaves, some of which have hellish lives of toil, others which have a somewhat easier life.
A list of quick personalities for the many faceless NPCs.
No high school teens who turn out to be wonder-pilots here.
30 unique ships, for those times when you need one on the fly. The class or type of each ship is provided. Included are three odd ones from the pages of history.
Food of the gods.
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.