D10: Tracks to See in a Forest

Forest
Bob Greyvenstein, some
artwork © Grim Press, used with permission, all rights reserved

Creatures that move through a forest can leave signs of their passage, and here are ten different things that might be spotted.

  1. A broken branch drips fresh sap.
  2. A crushed and still moist snail lies underfoot.
  3. Ground cover plants have been bruised from being stepped on.
  4. Leaves on the ground have been turned over, making them look different to the rest.
  5. Leaves that have recently been broken off a bush.
  6. Mud shows through a patch on the ground not covered in leaves and a print can be seen in it.
  7. Piece of fabric caught on a branch.
  8. Rock that has been scuffed and overturned, showing a dirt-encrusted side.
  9. Several fungi growing through the leaves on the ground have been recently crushed.
  10. Several leaves have a scattering of fresh dirt on them.

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100 Events for a Magic Duel, 100 Things to Find in Caves (PFRPG) and 100 Hooks and Rumours for Flames of Freedom Now Available

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Characters can hear things when asking around and 100 Hooks and Rumours for Flames of Freedom has 100 such to hear. They can be used as background colour, misinformation and adventure hooks.

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D10: Numenera Rumours – Enthait II

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 ten 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. Enthait’s Eternal Market is a long street that is a spiral of blackglass that never seems to have a centre. Those who walk it inwards eventually end up on the outermost street again. There are rumours that the market does have a centre, and that whatever is there alters the fabric of space to make sure no-one ever reaches it.
  2. Four skars rise above Enthait’s Eternal Market, and some wonder if those skars have an effect on the market itself. Space does not seem to work quite as it should within the market, and it’s suggested that the skars, whose purpose isn’t really known, are what’s responsible for the effect.
  3. Greyes Burrin is the current head of Enthait’s defensive force, the zaffre, and some believe he is both the son of the Orness and only got the position because of that, even though Burrin never makes any attempt to capitalise on this supposed connection. It’s also rumoured that the reason Burrin can’t get the job of poison eater is because the Orness desires to keep him safe.
  4. Greyes Rakdel is a healer as well as one of the greyes, and is mostly concerned about the health of the zaffre and the greyes, but will sometimes provide healing to others of Enthait. It’s also rumoured that she will provide healing for outsiders, though such is said to come at a very high cost.
  5. Mekalan Hall is the headquarters of the zaffre and where the poison eaters are debriefed after a poisoning. One wall is taken up by the mural called the mekalan, which has images of dead poison eaters painted on it, the paint using the dead person’s blood, marrow and fat to make it. It’s rumoured that some of the essence of the poison eater remains in these bodily remains, and that they keep a careful watch on what happens under their gaze.
  6. On occasion, the city of Enthait sings, a song that is low and sombre. The song is only heard when the city despairs, when it hungers and the winds swirl around it. Some wonder if Enthait is in fact a living creature of some kind, albeit of a strange kind of life, and that the song is truly a song of how the creature is feeling.
  7. The skars are tall, curved spires that rise from various parts of Enthait and fill the sky. They come in different sizes, and appearances, but all taper to a sharp point. Weather is drawn to the skars and clouds often obscure the points; some believe that the skars are part of a weather control device that no-one currently alive knows how to use.
  8. The Tawn is a rusty orange desert that extends around Enthait for dozens of miles. There are rumours that some things are hidden beneath the Tawn, perhaps remnants of ancient civilisations that are somehow connected to Enthait’s skars in some way, though no proof of this has been discovered.
  9. There are hundreds of stalls, carts and permanent shops in Enthait’s Eternal Market and it’s said as well as the more obvious places to buy goods, there are other, harder to find and harder to get to, locations that sell goods that may not be entirely legal, or are perhaps completely illegal.
  10. Underground tunnels connect most of Enthait, though those who use them frequently get lost and come out somewhere they’d never planned to be. Some wonder if the r3eason why so many people get lost in the tunnels is because they are constantly changing, or possess something that confuses the sense of direction.

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

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Tabletop Mercenary, Episode 11: Best (And Worst) Sellers in Terms of TTRPG Products

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This is a solo journalling TTRPG in which the player’s character is a exploring the Plane of Earth. It requires a standard set of 52 cards and a d6 to play.

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