Tabletop Mercenary Episode 31: Don’t Put The Cart Before The Horse

In this video, Neal Litherland talks about how worrying about issues about a game that you haven’t even published is counter-productive.

Greeble Hunt: Freeview Box

In this video, I dismantle an old Freeview box, in my tenth dismantling of items looking for greebles and other parts that might be usable in scratchbuilding.

One Last Job

Archbliss
Image: Jeff Brown.

One Last Job is a piece of fiction from 99 Whispers and Rumors to Hear in Archbliss, The City of The Sorcerers one of the supplements for Cities of Sundara.

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.”

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What Has He Got in His Pockets? 100 Items for a Cyberpunk Traveller, 100 Things to Find in a Ruin (C&C), Get 100 Great Rift Sci-Fi Data Files to Find for Sale: Reft & Riftspan Reaches and Map – Village 36 Now Available

What Has He Got in His Pockets? 100 Items for a Cyberpunk TravellerWhat Has He Got in His Pockets? 100 Items for a Cyberpunk Traveller, 100 Things to Find in a Ruin (C&C)100 Great Rift Sci-Fi Data Files to Find for Sale: Reft & Riftspan Reaches and Map – Village 36 are now available to buy on DriveThruRPG.

Defeated enemies have pockets, and What Has He Got in His Pockets? 100 Items for a Cyberpunk Traveller has 100 items that could be found in the pockets, or other location, of a cyberpunk traveller type. They range from junk through odd to having use.

Ruins can be encountered and just because they are ruined doesn’t mean they are empty. 100 Things to Find in a Ruin (C&C) 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 Castles & Crusades.

In the Traveller setting, characters can find data for sale, and Get 100 Great Rift Sci-Fi Data Files to Find for Sale: Reft & Riftspan Reaches has 100 such to find about Reft and Riftspan Reaches of varying value and utility.

Map – Village 36 is a hand-drawn black and white village map with a 300dpi resolution in four versions that can be used for personal and commercial use.

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Neal Litherland Reads “The Men Behind The Curtain” from 100 Whispers and Rumors To Hear In And Around Arkham

In this video, Neal Litherland reads the fiction “The Men Behind The Curtain – A Call of Cthulhu Audio Drama” from 100 Whispers and Rumors To Hear In And Around Arkham.

Releasing in January 2026

Coming Soon

January 3rd

  • 100 Great Rift Sci-Fi Data Files to Find for Sale: Reft & Riftspan Reaches
  • 100 Things to Find in a Ruin (C&C)
  • Map – Village 36
  • What Has He Got in His Pockets? 100 Items for a Cyberpunk Traveller

January 10th

  • 100 Dwarfs for Shadow of the Demon Lord
  • 100 Pits to Find in a Dungeon
  • 100 Pits to Find in a Dungeon (PFRPG)

January 17th

  • 20 Hazards for the Wasteland II (Legacy)
  • 100 Things To Find in a Chromatic Dragon Hoard
  • D66 Saurians for the Forbidden Lands

January 24th

  • 100 Knick-knacks for Cold and Ice Regions
  • 100 Uncanny Contents and Uncanny Encounters in the Revel’s Sublunar Tunnels
  • A Baker’s Dozen of Magical Weapon Properties (PFRPG)

January 31st

  • 100 Features for a Planet
  • 100 Knick-knacks for Terrinoth IV
  • Filler Art – Reflection Door
  • Locales of Sundara: Pelgrin’s Potions

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Mini Greeble Hunt: Router 2

As I’ve already dismantled one router on camera, in this video I’m just looking at the pieces I found in the second one.

D10: The Strange Rumours – Recursions: Halloween II

WorldsThe Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.

  1. Familiars such as black cats can be seen in Forest Hills close to the lairs of the covens that live there. Rumours say that some of these cats and familiars are in fact what’s left of previous interlopers who disturbed the witch covens and paid the price for this.
  2. Forest Hills on the outskirts of Halloween is home to several witch covens. There are rumours that a number of the witches have had a falling out with Hazel Jenkins, the witch who owns the House on the Hill, but are limited by her being a Power of the Night.
  3. Houses and caves are maintained in Forest Hills, each home to one of the covens in the region. It’s rumoured that there are truly hidden places in which far worse things than the witch covens are lairing, and that encountering such is even more dangerous.
  4. It’s rumoured that a new type of monster has recently been seen roaming Halloween, and many suspect that Hazel Jenkins is responsible for it. However, a few suggest that the monsters are unlike anything associated with the witch that’s been seen before, and believe they are something new.
  5. Recent turmoil in Forest Hills has apparently made the district even more dangerous to outsiders than normal. It’s rumoured that all sorts of curses and hexes are dotting the landscape now, just waiting for the unwary to blunder into them.
  6. Since the Starry Cauldron tried to take power from the Coven of the Rusted Knife in Forest Hills, tensions have been high between all the witch covens in the region. It’s rumoured that they are all currently eyeing each other up to see who might next strike at another of the covens.
  7. The Coven of the Rusted Knife is the current Power of the Night that controls Forest Hills in Halloween and recently were the victors of an attempt by the Starry Cauldron to usurp them. The two covens are currently at peace, but it wouldn’t take them much to set them at each other’s throats again, and there are rumours that a third, unknown, coven is hoping to become the Power of the Night by setting the other two against each other.
  8. The House on the Hill is a large and rambling house surrounded by extensive grounds that’s larger than some city neighbourhoods. It’s rumoured that the House is continually growing, and that as well as the aboveground areas, there are parts reaching into the depths of the earth below.
  9. The Night Watchman is one of Halloween’s Powers of the Night, a ghoul in charge of ensuring the orderly internment of Halloween’s dead. It’s rumoured that the ghoul also has a degree of control over those spirits that he’s managed to properly inter, and can unleash them on others if needed.
  10. The various tents, rides and sideshows of the Midnight Circus move around from night to night, only the big top remaining in the same place. It’s rumoured that visitors who are inside one of the other tents and shows when they move disappear, never to be seen again.

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100 Problems for a Friendly Neighbourhood Superhero, 100 Hooks and Rumours for the Northlands II (Lost Lands), 100 Encounters for the Fantasy Taiga (SWADE) and Filler Art – Hypnotic Door Now Available

100 Problems for a Friendly Neighbourhood Superhero100 Problems for a Friendly Neighbourhood Superhero, 100 Hooks and Rumours for the Northlands II (Lost Lands), 100 Encounters for the Fantasy Taiga (SWADE) and Filler Art – Hypnotic Door are now available to buy on DriveThruRPG.

Superheroes can have problems, just like those without superpowers can, and superpowers can add new issues into the mix. 100 Problems for a Friendly Neighbourhood Superhero has 100 problems that a superhero could encounter.

When asking around for information, characters may hear rumours, and 100 Hooks and Rumours for the Northlands II (Lost Lands) has 100 such related to the Northlands in the Lost Lands. They can be used as background colour, misinformation and adventure hooks.

Taiga is cold, lowland and sometimes forested terrain closer to the pole and 100 Encounters for the Fantasy Taiga (SWADE) has 100 encounters for such that can be used to enliven a journey.

Filler Art – Hypnotic 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.

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Speaking of Sundara – 5 Things I Love About Sundara Dawn of a New Age

In this video, Neal Litherland talks about the things he loves most about the Sundara setting.

Publishing RPG Supplements to Help GMs

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