Discussions of Darkness, Episode 43: Why “Hunter: The Vigil” is the Best Introduction To The Chronicles of Darkness

In this episode of Discussions of Darkness, Neal Litherland explains why Hunter: The Vigil is a good introduction to the World of Darkness.

Halloween Sale 2025

Sale
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The Halloween Sale is now live on DriveThruRPG and 156 of our supplements have up to 31% off. Click here to see them.

In addition, many of our Miskatonic Repository supplements are also reduced. Click here to see them.

Greeble Hunt: Freeview Recorder

In this video, I dismantle a broken Freeview recorder, in my seventh  dismantling of items looking for greebles and other parts that might be usable in scratchbuilding.

D10: Harbours to Use

ShipAt some point, characters may need to moor their ship somewhere that isn’t in a settlement, and here are ten different places to do so.

  1. A small, steep-sided cove that thanks to the surrounding headlands is invisible from the sea and the cliffs are nearly unclimbable from the land.
  2. An old, crumbling but still viable stone dock sticking out into the sea away from any settlements.
  3. Cove that can be easily seen from the sea. One of the headlands is noticeably longer than the other, and this headland shelters the cove from the prevailing weather.
  4. Island that’s located just off the coast that has a small, sheltered bay on the landward side.
  5. Mouth of a river where it meets the sea, one with a calm flow and easy to moor at banks.
  6. Sandy beach with a gentle incline and no rocks that’s easy to beach a ship on.
  7. Sea cave that’s big enough to accept a ship, but only at low tide in most cases, and some will need to step their mast.
  8. Semicircle of dangerous rocks shelter a small area where a ship can be safely moored.
  9. Small island consisting of a reef with a single entrance and a sheltered lagoon within.
  10. Tangle of damaged ships moored at sea that have been positioned so that there is a sheltered spot in the middle of them for another ship.

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100 Terrorising Actions for Creepy Dolls and Gremlins, A Baker’s Dozen of Black Market Magical Items (C&C) and 100 Books to Find in or About Shelzar Now Available

100 Terrorising Actions for Creepy Dolls and Gremlins100 Terrorising Actions for Creepy Dolls and Gremlins, A Baker’s Dozen of Black Market Magical Items (C&C) and 100 Books to Find in or About Shelzar are now available to buy from DriveThruRPG.

Intelligent dolls, gremlins and other creepy horrors may terrorise the places they are, and 100 Terrorising Actions for Creepy Dolls and Gremlins has 100 ways they might do this.

A Baker’s Dozen of Black Market Magical Items (C&C) has 13 new magic items of dubious use. Some have both uses that are both legal and illegal, others will be illegal most places. They will most likely be found in the possession of dubious characters.

Not every book found is useful or valuable, and 100 Books to Find in or About Shelzar has 100 minor books to find on a Scarred Lands bookshelf, all about Hollowfaust.

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Tactical Plastic Report, Episode 10: Future Expansions For Army Men

In this video, Neal Litherland talks about potential future supplements for Army Men.

One Week Bundle: Creepy II

One Week Bundle: Creepy IIFor one week the six Creepy supplements have been bundled together with 50% off. They are as follows:

Click here to get the bundle for $8.98, reduced from $17.96.

Stages of Drawing Map – Village 34

A brief video showing the stages of drawing Map – Village 34.

D6: Numenera Rumours – Guild of Purity

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 six 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. Arch-purifiers are the leaders of the Guild of Purity, and are those who have destroyed many instances of machine life but have suffered too many injuries to continue. It’s rumoured that one of the arch-purifiers actually lost to a machine intelligence, which then took their place, and that intelligence now uses the Guild to attack those machines it considers its rivals.
  2. Members of the Guild of Purity seek to eradicate intelligent machines before they can destroy the Ninth World like they have others. It’s rumoured that some of the tales that are spread about the horrors committed by intelligent machines are in fact fabrications of the Guild, who seek to undermine all positive tales of such machines with tales of what they consider the truth, even if it never happened.
  3. Purifier Elistin is never seen out of her battlesuit artefact, not even removing the helmet when they speak. Though dew purifiers live up to Elistin’s ideals of behaviour, there are persistent rumours that the battlesuit is more than just an artefact but a sentient machine in and of itself.
  4. The Guild of Purity maintains that those humans who befriend or serve machines have become corrupted and are part of the problem. It’s rumoured that some bands of Guild members have even wiped out entire small communities that they believed had become corrupted by machines, in order to prevent the so-called infection from spreading.
  5. The Traitor is a former member of the Guild of Purity who turned on the Guild after falling in love with an automaton, and the Guild has issued orders that he be killed on sight. It’s rumoured that the Traitor, actually named Saleb, has managed to convince a few minor purifiers inside the Guild that the Guild’s policies are too extreme.
  6. There is no central headquarters for the Guild of Purity, as the organisation has temporary camps scattered across the Steadfast. There are persistent rumours, however, that the Guild does have a secret base, one located well away from any site of civilisation, in a numenera ruin somewhere in the Beyond.

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

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100 Rumours to Hear During the Zombie Apocalypse, 20 Settlements for the Wasteland II (Legacy), 100 Fantasy Underwater Encounters (SWADE) and Map – Village 34

100 Rumours to Hear During the Zombie Apocalypse100 Rumours to Hear During the Zombie Apocalypse, 20 Settlements for the Wasteland II (Legacy), 100 Fantasy Underwater Encounters (SWADE) and Map – Village 34 are now available to buy from DriveThruRPG.

Rumours can be heard in a zombie apocalypse and 100 Rumours to Hear During the Zombie Apocalypse, has 100 rumours to hear about the zombies, fighting them and how the battle is going.

People still live in the Wasteland and 20 Settlements for the Wasteland II (Legacy) has 20 Settlements for Legacy: Life Among the Ruins that characters could encounter.

Even underwater, characters can have encounters, and 100 Fantasy Underwater Encounters (SWADE) has 100 such to have. These can be used as dangers, background colour or potential adventure hooks.

Map – Village 34 is a hand-drawn black and white village map with a 300dpi resolution in eight versions that can be used for personal and commercial use.

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