What’s the Mage Doing? 100 Activities, A Dekas of Alchemical Items III (5E), 100 Encounters for Moorlands and Heaths (Zweihander) and Filler Art – Flowers 4 Now Available

What's the Mage Doing? 100 ActivitiesWhat’s the Mage Doing? 100 Activities, A Dekas of Alchemical Items III (5E), 100 Encounters for Moorlands and Heaths (Zweihander) and Filler Art – Flowers 4 are now available to buy on DriveThruRPG.

Encountered mages are rarely going to be doing nothing, and What’s the Mage Doing? 100 Activities has 100 different things for them to be doing when characters find them.

A Dekas of Alchemical Items III (5E) has ten new alchemical items for 5th Edition for characters to create or buy or for NPCs to own.

Moorlands and heaths are similar regions and often the result of long habitation. 100 Encounters for Moorlands and Heaths (Zweihander) has 100 encounters for such regions and can be used as ways of enhancing journeys or as potential adventure hooks.

Filler Art – Flowers 3 contains five hand drawn flowers. There are two versions of each image, one on a white background, one on a transparent one, at 300 dpi. The images can be used for personal and commercial uses.

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Neal Litherland Reads “Look What the Tide Dragged In” from 100 Books To Find Across The Inner Sea

In this video, Neal Litherland reads “Look What the Tide Dragged In” from 100 Books To Find Across The Inner Sea.

Owen’s Medical Bills Bundles

Medical Bills Bundle 1Owen K.C. Stephens of Rogue Genius Games recently got hit with medical bills and there are two bundles available to help with these. Both bundles have a lot of PDFs from a lot of publishers in them.

Medical Bills Bundle 1

Medical Bills Bundle 2

100 Robot Malfunctions PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Robot Malfunctions.

Calculate Twice, Experiment Once

Lab Jars
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Calculate Twice, Experiment Once is a piece of fiction for Silkgift: The City of Sails one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“Careful now,” said Verin to Challis as the latter started gradually adding droplets of the solution to the bubbling beaker in their workshop in the Ingeneurium. “Are you sure you got the calculations right this time?”

“Of course I did!” responded Challis with what Verin considered an unwarranted degree of certitude, given that every previous experiment was a failure. “You worry too much!”

“Well, one of us have to and you don’t worry enough,” Verin mumbled under his breath. Louder, he reminded Challis “These are potentially volatile, so it’s important to be careful, take our time and make sure everything is correct. This time.”

“Don’t be a silly! We’re taking every precaution and it’s not like anything really bad has happened so far!”

“And I’d like it to still not happen, if it’s all the same with you,” retorted Verin. “Just because it hasn’t happened yet doesn’t mean it won’t happen. You know that.”

“The risk is worth the reward! Just think what we’ll be able to do if this works!”

“It’s the not working bit that concerns me,” stated Verin. “I’m all for experimenting, or I wouldn’t be here, but I do prefer to make sure the odds are in our favour.”

Verin stood next to Challis as she carefully added the last droplet of the solution into the beaker and turned up the heat slightly. The liquid started to bubble more fiercely.

The next thing Verin knew, they were both lying on the floor and his ears were ringing. Slowly, he picked himself up and held out a hand to Challis so that she could get up off the floor as well.

“Drat,” said Challis.

Looking at the smoking remains of their workshop, the fires slowly guttering out on the bench and the damage to the ceiling, and glancing down at what used to be the clothes he was wearing, Vern felt this was a significant underreaction.

“You may be a touch over socialised,” he commented.

The Ingeneurium was not going to be pleased.

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100 Illusions to Find in a Dungeon, 100 Hooks and Rumours for the City of Dolmvay and D66 Scenario Premises for The Esoterrorists II Now Available

100 Illusions to Find in a Dungeon100 Illusions to Find in a Dungeon, 100 Hooks and Rumours for the City of Dolmvay and D66 Scenario Premises for The Esoterrorists II are now available to buy on DriveThruRPG.

Illusions can be found in dungeons and other places and 100 Illusions to Find in a Dungeon has 100 such to encounter, ranging from the simply odd to the potentially dangerous.

Characters may come across information when asking around and 100 Hooks and Rumours for the City of Dolmvay has 100 rumours for use with the City of Dolmvay from Small Niche Games.

D66 Scenario Premises for The Esoterrorists II has 36 scenario hooks in the fashion of those in the core rulebook that can be turned into adventures by the GM.

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Speaking of Sundara: Fantasy Without Feudalism

In this video, Neal Litherland talks about a fantasy setting that doesn’t involve feudalism.

Ships of Ghelspad – Volume 2 Now Available

Ships of Ghelspad - Volume 2Ships of Ghelspad – Volume 2 is now available to buy on DriveThruRPG.

This is a collaborative work describing 100 ships for the Scarred Lands, each of which is named and has details on her captain and the ship’s activities.

100 Hooks and Rumours for Terrinoth PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Hooks and Rumours for Terrinoth.

D10: The Strange Rumours – Ardeyn: Night Vault

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 eight 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. A group of adventurer-prospectors known as the Lost Coda has been scouting the Halls of Adaman and it’s said that they are in need of others to help them, thanks to the almost daily attacks by the dangerous creatures that live in the Halls. The pay is said to be good, but it’s rumoured that deaths amongst those they hire are high.
  2. Ardeyn’s Night Vault isn’t that hard to reach, as there are many caves, mines and old tombs on the surface that connect to passages that lead to the Night Vault. It’s rumoured that those who venture into the wrong passages, though, become trapped in the Night Vault, unable to leave again, due to venturing somewhere whilst living that only a soul should have gone.
  3. The chambers and rooms of the Halls of Adaman are said to be full of still-sealed areas containing relics from the ancient qephilim builders, from tombs to artefacts to strange beings. There are said to be warnings inscribed within the Halls, telling any who enter not to open any sealed chambers as they may not be able to cope with whatever is within them.
  4. The Court of Sleep in the Night Vault still performs its ancient tasks of collecting and assessing the wandering spirits of the dead, to determine their final fate. There are rumours, though, that the Court is starting to fall apart. The qephilim of the Court are mortal, and it’s said that their numbers are no longer being replaced, meaning that as time passes there are less and less qephilim to shepherd the spirits of the dead.
  5. The Halls of Adaman in the Night Vault were quarried by the Qephilim of Lore and the Qephilim of Commerce but have since become infested by evil, though many treasures remain within. It’s rumoured that there are qephilim, or perhaps the pale shadows of such, stalking the halls, seeking something they lost long ago.
  6. The Roads of Sorrow are haunted by umber wolves that seek out the spirits of the dead in order to devour them, unless the umber judges of the Court of Sleep manage to intervene first. It’s rumoured that the umber wolves have been heading closer and closer to the surface of Ardeyn, in order to get to the souls before the umber judges, and that some might even be venturing out onto the surface itself.
  7. The Screaming Rift in the Halls of Adaman is a large shaft whose screaming comes from the sound air makes as it is sucked into the shaft. Things that are sucked into the rift tend not to come back out again. It’s rumoured that the size of the Screaming Rift is growing, which means that the danger it presents could also be growing.
  8. The umber judges of the Court of Sleep walk the Roads of Sorrow, looking for the souls of the dead before they can be snared by Lotan the Sinner. The souls they fail to catch become ashen demons, servants of the Sinner. It’s rumoured that other servants of Lotan are attempting to interfere with the work of the Court of Sleep, so that an army of ashen demons in the service of Lotan can be raised.
  9. There are a number of powers in the Roads of the Dead and the Night Vault, with the Court of Sleep being the most well-known. Some of these are known of, though not as well as the Court, but it’s rumoured that there are other, minor, powers that lurk on the edges of the Roads, with goals that are a mystery to most.
  10. Those who die on Ardeyn can have their spirits rescued from the Night Vault and restored to a living body and thereby restored to life. This is a difficult and dangerous thing to do, and there are rumours that some of those who are brought back to life this way are, for want of a better word, wrong. Some think their spirits have been changed by the experiences, but others say that, sometimes, something that is not the spirit sought takes its place in order for it to be brought to life.

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