d66 Curious Magical Chests, 100 Hooks and Rumours for the City of Dolmvay III and D66 Ogres for the Forbidden Lands Now Available

d66 Curious Magical Chestsd66 Curious Magical Chests, 100 Hooks and Rumours for the City of Dolmvay III and D66 Ogres for the Forbidden Lands are now available to buy on DriveThruRPG.

Chests do not have to be just what treasure is found in, they can be treasure in and of themselves, and d66 Curious Magical Chests has 356 enchanted chests to find.

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

Ogres are the offspring of dwarves and humans in the Forbidden Lands. D66 Ogres for the Forbidden Lands has 36 names and briefly described ogres to encounter.

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Speaking of Sundara: The Fantastical Mundane

In this video, Neal Litherland looks at the fantastical mundane in the Sundara setting.

Expanded Magick Weapons for EZD6 Now Available

Expanded Magick Weapons for EZD6Expanded Magick Weapons for EZD6 is now available to buy from DriveThruRPG.

Published by Sad Fishe Game, this is a supplement to which we have contributed and it contains new magical weapons for EZD6.

100 Hooks and Rumours to Hear in or about the Trojan Reach PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Hooks and Rumours to Hear in or about the Trojan Reach.

Swords and Sand

Ironfire: The City of SteelSwords and Sand is a piece of fiction for Sundara from Merchants of Sundara.

Thick fog filled the streets of Ghostborough, turning the entire district into something out of a dark dream. It eddied and swirled around those who moved through it, reaching for them with phantom fingers, and leaving wet tracks along their cheeks like tears. The very air was heavy, as if a storm was coming, but it was just the remnants of the city’s bad air, blown down around the gutters. Most who had to be out on the streets wore cloths over their faces, ensuring they breathed as little of the steam as possible. They also kept one hand on their purses, and another near a weapon.

The young man strode through the streets with all the care and candor of a reveler who’d stumbled into a funeral. He was lanky and broad-shouldered, with skin that had been tanned dark by the sun, and a face that was passingly handsome, despite his stubble, and a scar that cut through one eyebrow. His boots rang on the cobbles, and he bore no weapon except for the staff he carried over one shoulder. His patched woolens didn’t speak of wealth, but that was not the only reason he was given space by those who saw him. Word had begun to circulate about him, and what he had done since arriving in Ironfire. The beating he had given Oleg the Grinder in the dueling circle was still fresh in the whisper stream, and none of the foot pads or cut purses who saw him wished to try their luck, lest they be given the same kind of treatment.

His steps brought him to a low, heavy-beamed building. No sign hung outside the door, but there was a garland of flowers painted along the frame, marking it out from its neighbors. Glancing around once, he lowered the staff from his shoulder, knocked three times, and stepped inside.

The place was not what one expected to find. Low tables sat around the walls, some with reed mats to kneel on, and some with pillows to offer a little more cushion. Several potted trees filled the air with their soft perfume, and a red silk curtain covered the doorway to the rear of the place. In the center of the room was a low pit filled with clean, white sand. It had been raked smooth in an artful way, but there was no disguising its true purpose.

Two people occupied one of the low tables to one side of the sands. On the far side sat a man of orcish heritage, his legs folded beneath him. His hair was shorn on the sides, and a single braid ran down the middle of his head. His shoulders were huge, and he lifted a tall mug with one hand. It was the only hand he had, as his other arm ended just above where the elbow should have been. Sitting across from him was a woman who appeared to be of elven heritage, judging from the vibrant green of her eyes, and the pointed tips of her ears. It was difficult to say whether her clothes or her hair was more disheveled, but despite her appearance, and the glass of potent spirits she held in one hand, her gaze was sharp, and measuring.

“What do you want?” the blooded woman called out.

“Here to see a smith,” the young man said, leaning on his staff.

The woman snorted, and shook her head before taking a long drink. Her companion set his mug down, and eyed the stranger. “Who are you, to make such a request?”

The young man didn’t answer. Instead, he fished a coin out of the inside pocket of his jerkin, and flicked it toward the one-armed man. The gray-skinned smith snatched it out of the air, and examined it. It was heavy, evenly-milled and made of a unique red gold that caught the light, and glimmered like fresh blood. Stamped on one side of it was an orchid in bloom. The rear side of the coin was smooth, and unblemished. He offered the coin to the woman, who eyed it, and then returned her gaze to the young man. Her gaze had sharpened with curiosity.

“You’re the outlander,” she said, taking another sip of her drink. “Tarak the Headsman’s own blood, finally come home to the House of Black Banners.”

“Which doesn’t explain how you got this,” her gray-skinned companion said.

“What I did is between me, and the master of this house,” the young man said. “Will either of you honor his mark?”

The two companions shared a long look. Though no words were exchanged, the woman raised one hand, as if relenting, and the one-armed man stood. He gave the young outlander a smile, and gestured toward the pit.

“I am Horsk Hammerhand,” he said, bending to take up a long-handled warhammer. “Come. Let me take your measure.”

The outlander stepped down onto the sand, and waited for Horsk to join him. Each of them watched the other for a long moment, weighing one another’s stance, movement, reach, and a dozen other details. Then without warning, they moved. Blows were struck and dodged, and their weapons whistled through the air with only inches to spare. Each advanced, then retreated, feinting and shifting, trying to catch the other off-guard. Horsk saw an advantage, and seized it, following a powerful blow with a butt from his bad shoulder. The outlander twisted, bringing his staff around as if the two of them were dancing, and swept Horsk’s legs right out from under him. Unable to stop his momentum, he fell hard, sand fountaining up from where he struck the ground. Horsk’s opponent held his staff in two hands, pointing the butt end of it at the smith’s chest. The young man was breathing hard, but there was fire in his eyes, and a smile on his lips.

“I yield,” Horsk said, releasing his grip on his hammer, and holding up his empty hand. The outlander planted his staff in the sand, and offered a hand. Horsk grasped his forearm, and was hauled to his feet. “I’ve never seen someone adapt the Viper’s Coils to a single weapon before, let alone one with such reach.”

“Will that be a problem?” the outlander asked.

“No,” Horsk said. “A challenge, perhaps, but not a problem…”

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100 Encounters for Post-Apocalyptic Ruins, 100 Encounters for Post-Apocalyptic Ruins (Mutant Future) and 100 Caves and Shelters to Find in the Wilderness (Zweihander) Now Available

100 Encounters for Post-Apocalyptic Ruins100 Encounters for Post-Apocalyptic Ruins, 100 Encounters for Post-Apocalyptic Ruins (Mutant Future) and 100 Caves and Shelters to Find in the Wilderness (Zweihander) are now available to buy on DriveThruRPG.

Even in a post-apocalyptic setting, there can be things to encounter, ranging from the useful to the odd to the dangerous. 100 Encounters for Post-Apocalyptic Ruins has 100 such for ruins.

100 Encounters for Post-Apocalyptic Ruins (Mutant Future) is the above supplement converted for use with Mutant Future. You do not need both versions.

Not every cave encountered is a massive complex and 100 Caves and Shelters to Find in the Wilderness (Zweihander) has 100 small caves and similar places to encounter. They may provide safe shelter, be a source of danger or potential adventure hooks.

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Neal Litherland Reads “Blood in the Water” from 100 Resources and Rumors To Find on DrekNet

In this video, Neal Litherland reads the fiction “Blood in the Water” from 100 Resources and Rumors To Find on DrekNet.

Expanded Magick Ranged Weapons for EZD6 Now Available

Expanded Magick Ranged Weapons for EZD6Expanded Magick Ranged Weapons for EZD6 is now available to buy from DriveThruRPG.

Published by Sad Fishe Games, this is a supplement to which we have contributed and it contains new magick ranged weapons for EZD6.

Making a Village Noticeboard with Crooked Staff Terrain Textures

This video looks at using the Shelves & Cupboards PDF and the Books, Scrolls & Potions PDF from Crooked Staff Terrain to make a village noticeboard inspired by some Dean Spencer stock art.

D6: The Strange Rumours – Recursions: Atom Nocturne

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 six 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. Fallen have always been a by-product of the psychic abilities that permeate Atom Nocturne, those who are unable to cope with the heights of their abilities. It’s rumoured that the number of Fallen being created, at least as a percentage of the population, has been steadily rising, suggesting that more and more people are not able to cape with psychic gifts.
  2. Lesser Fallen on Atom Nocturne are caught and they have their psychosis treated in a special floating citadel called Maximum Sanctum. Though the citadel is supposed to be very secure, it’s rumoured that this security is not as thorough as is made out, and that some Fallen have managed to escape over the years.
  3. Some of those of Atom Nocturne have their minds collapse inward as they are unable to manage the heights of psychic ability. These are called the Fallen and seek personal gain above everything else. There are rumours, though, that some of the Fallen have managed to start cooperating with each other, realising they can gain more by working together, however brief that might be, than acting on their own.
  4. Talents on Atom Nocturne are capable of dealing with those known as the Fallen, who seek personal gain above everything else. However, some of the Talents have been disappearing recently and there’s a concern that the Fallen may be seeking to deliberately eliminate the biggest threats to them.
  5. The Splendor Dome in Atom Nocturne is where champions fight using their Talents, in competitions that are not meant to be lethal, and killing an opponent is an automatic disqualification from competing again. It’s rumoured, though, that sometimes others rig the fights to ensure that a rival either accidentally kills a competitor, or is killed by them.
  6. Winners of the competitions at the Splendor Dome in Atom Nocturne may receive an artefact crafted from the psychic energy of the crowd, if the crowd approves. It’s rumoured that sometimes artefacts that should be created are not, and vice versa, as the crowd can on occasion be manipulated in their approval.

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