d66 Grimdark Presents Now Available

d66 Grimdark Presentsd66 Grimdark Presents is now available to buy on DriveThruRPG.

Published by Sad Fishe Game, this is a supplement to which we have contributed and it contains grimdark presents to receive.

100 Encounters for Fantasy Plains (Barbaric!) Now Available

100 Encounters for Fantasy Plains (Barbaric!)100 Encounters for Fantasy Plains (Barbaric!) is now available to buy on itch.io.

100 Encounters for Fantasy Plains (Barbaric!) has 100 encounters characters could have on the plains. This is a conversion of the original system neutral supplement.

100 Encounters for the Post-Apocalyptic Moors (Mutant Future) PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Encounters for the Post-Apocalyptic Moors (Mutant Future).

An Unnatural Cold

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

An Unnatural Cold is a piece of fiction for Archbliss: The City of the Sorcerers, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“Can you feel that?” asked Rengarth of Talhesen, with a shiver.

The pair were in Spirit Tower in Archbliss, standing near the Obelisk, a monument at the crossroads formed by a sorcerer called the Mummy Queen.

“It’s only a bit of cold,” replied Talhesen. “Just grit your teeth and bear it.”

“I’d call it more than a bit of cold,” retorted Rengarth. “It’s cutting right through me. It’s not natural.”

“You’re complaining that something in Archbliss is not natural?” asked Talhesen. “You may be in the wrong city if you’re looking for something natural.”

“You know what I mean, Talhesen. That’s something stronger than mere magical cold. Can’t you sense it?”

“I can,” replied Talhesen. “And I do know what you mean. But it’s important that we study the Obelisk carefully.”

Both were copying the strange symbols and pictograms that covered the faces of the monument. No-one seemed to be really certain as to their meanings, and not much was known about the Mummy Queen either. But there were many theories about both, and the two had one of their own.

Perhaps it was Spirit Tower’s connection to death, and the sheer number of undead and half-dead that could be found in that district of the City of the Sorcerers, more than anywhere outside of Moüd. Rengarth and Talhesen felt the connection to Moüd might be deeper than the mere surface impressions caused by the connection to necromancy.

Whilst the two travelling scholars were in Moüd they had seen more than a few sights of that ancient, and lost for generations, city. Like Archbliss, Moüd has a strong connection to magic, albeit with a different focus, and before the city was lost, the mages within had known some mighty magics. And both were sure there were similarities between some inscriptions they had seen in Moüd and those on the Obelisk.

Perhaps the Mummy Queen was somehow connected to Moüd. A descendant of those that used to live there. Or perhaps it was another academic dead end. Only time would tell.

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What’s the Bard Doing? 100 Activities, 100 Airs and Atmospheres to Encounter in a Dungeon (C&C) and 100 Lizards for Pirates of Pugmire Now Available

What's the Bard Doing? 100 ActivitiesWhat’s the Bard Doing? 100 Activities, 100 Airs and Atmospheres to Encounter in a Dungeon (C&C) and 100 Lizards for Pirates of Pugmire are now available to buy on DriveThruRPG.

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

Strange air and odd feelings can be found in a dungeon and 100 Airs and Atmospheres to Encounter in a Dungeon (C&C) has some to encounter. They can range from odd to harmful to helpful.

100 Lizards for Pirates of Pugmire has 100 lizards that could be met on the Acid Sea and beyond. Each lizard is given a name and some details. They could be sources of goods and services, contacts, allies or foes.

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Tabletop Mercenary Episode 6: Don’t Go Chasing Design Trends

In this video, Neal Litherland talks about why as an RPG designer you shouldn’t chase design trends.

A Simple Raid One Page Adventure – Pocket d6 Now Available

A Simple Raid One Page Adventure - Pocket d6A Simple Raid One Page Adventure – Pocket d6 is now available to buy from DriveThruRPG.

This is published by Prudence Publishing, but we have contributed to it. This is a simple two-sided adventure in which the characters have to try to defend a village against raiders.

One Week Bundle: Old West

One Week Bundle: Old WestFor one week four Old West supplements have been bundled together with 50% off. They are as follows:

Click here to get the bundle for $2.27, reduced from $4.54.

Making Fruit and Veg Barrels with Crooked Staff Terrain Textures, Wooden Dowel and Clay

This video looks at taking the Barrels & Sacks texture from Crooked Staff Terrain and some grain textures and using them in combination with some wooden dowel, modelling clay, gloss varnish and black acrylic paint to make some open barrels of fruit and veg.

D10: The Strange Rumours – The Strange: Locations in the Strange

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. Baldran’s Maw in the Strange is a dangerous nexus whose flexing fundament can crush a traveller in moments. Those who venture to the centre of the Maw have the opportunity to try and invest a reality seed, but there are rumours that sometimes seeds invested at Baldran’s Maw turn out in unexpected and unplanned ways.
  2. Brachistochrone dust can often be found in Baldran’s Maw, which is one of the reasons why travellers visit such a dangerous nexus. Some say that the dust from the Maw is different to that found in other parts of the Strange, but so far no-one has been able to confirm this.
  3. Five chambers are set aside for investiture in the Orb of Worlds for those who come to the Orb with a reality seed. Naturally, given how rare reality seeds are, most of the investiture chambers spend their time empty. There are rumours that, on occasion, all five chambers have been used, and all by the same part, which some claim is the Order of the Orb itself, using reality seeds for their own purposes.
  4. Nexuses are where the fractal energy waves of the Strange naturally meet and reinforce each other. Such locations are valuable to those who know how to channel their energy, and though only three have been catalogued by Ruk explorers, many more are believed to exist. It’s rumoured that expeditions have been dispatched by Ruk factions in order to locate more of these nexuses and, presumably, utilise them.
  5. Radical organisations out of Ruk have attempted to take over control of the Orb of Worlds in the Strange on more than one occasion, only to be prevented by the Order of the Orb. It’s rumoured that one of the factions has decided to use a stealthier approach; instead of anything overt, they are gradually infiltrating members into the Order to slowly take control of the Orb from within.
  6. Rive-shamash is one of the most proficient battle teachers of the Order of the Orb on the Orb of Worlds. There are rumours that she checks out those who visit the Orb very carefully, with some saying that if she doesn’t approve of them in some way, the Order will not permit the visitor to stay.
  7. The interior of the Kray Nebula is crawling with kray of all kinds, as well as eggs that are as yet unhatched and larvae. Recently, there have been rumours of kray eggs being found drifting through the Strange in large numbers, all apparently originating from the Nebula, and seemingly being dispersed in quantity from it.
  8. The Kray Nebula is a nexus in the Strange that most with any sense would stay clear of, given that it is home to the kray. And yet, there are rumours that travellers have been seen travelling to the Nebula from Ardeyn and, perhaps worryingly, returning safely again afterwards.
  9. The Nexus of Baldran’s Maw is a great beacon that can be seen from hours away due to its glow, and the vibration from the vibrating fundament inside it is also transmitted through the Strange as a groaning raw that can be heard a day away. Some say that both of these properties of the Maw will sometimes act as a lure, drawing travellers to the Maw where they can be crushed inside it.
  10. The Orb of Worlds is a nexus in the Strange that is guarded by an order of monk-like caretakers originally hailing from Earth. The Order of the Orb has prevented the Orb from being infested by dangerous creatures, though some claim the Order itself has been subverted by parasitic organisms that know control its members for their own purposes.

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