Vote for what you want more of:
This installment of Cube World is all about The Halfling City which, for the time being, has no other name.
Settled within the Elven territory of Broceliande on the Hogspot river, it is a place of friendly domes, pools of syrup, frighteningly vigorous food-fights, and constant competition.
Being quite comfortable with most forms of commercial relation, and eager to delegate tasks which might require violence or plausible deniability (including but not limited to: foiling rivals, escorting trade goods, eliminating creatures that prey on shipping and locating lost or coveted valuables behind doors which might be variously locked, trapped, guarded, or all three) to freelancers, urban halflings are great patrons of the adventuring classes. It is, therefore a good place for PCs who like to keep busy.
This pdf includes:
-Notes on the city in general, including the Halflings' contest to name it
-An encounter table and guide to the major commercial houses
-An adventure-generator for PCs seeking work in the city
-Notes on the syrup-eating cyclops, a terrifying problem for which the City has yet to find a solution
A dungeon for your players to explore: the Temple of the Bastard Elves.
A guide to creating “typical” simple dungeons in Broceliande—that is, dungeons matching the kinds of ruins parties will most often run across, organized by the main architect cultures in the area (dwarves and goblins, plus humans and elves of the three known eras) and by who occupies the structure dungeon now.
Points of interest in the Broceliandaise baronies, including Pont-L’évêque (populated mostly by elves and home to a powerful bishop), Livarot (a once-elven land now contested by the orc knights of Lord Draa) and Eese (a barony on the edge of the human Empire of the Hunger Kings, mostly wild). Plus a d100 table of wardogs.
The area now known as The Seething exists at a nexus of ley lines high in the mountains. The atmosphere is sharp and strange, and an indelible electricity courses through every feature in the landscape. Its properties made of this implausible country an abode of great magi and of those who wish to peer past the panoply of green veils with which the modesty of nature enshrouds itself.
Such individuals notoriously prefer seclusion to liaison and soon fell to quarreling, intrigue, and mass murder. The Seething, while still, yet seethes, profoundly contaminated with the radiation of dweomers past.
But they say there’s treasure so, y’know, prolly worth a look.
This module contains three strange edifices left over from the time of the War Wizards--one now occupied by a mad sylph, one taken by the fearsome Panoptikhan and a still-functional automated outpost of hell known as the Demon Factory.
7$ /9$ on OnlyFans