Making Cheap Craters for Tabletop Games

This video looks at making some cheap craters for tabletop gaming, using cardboard, polystyrene, paper and glue.

100 Encounters for the Post-Apocalyptic Underground, 100 Encounters for the Post-Apocalyptic Underground (Mutant Future), 100 Random Encounters for on the Road or in the Wilderness (SWADE) and Filler Art – Ramming Chest Now Available

100 Encounters for the Post-Apocalyptic Underground100 Encounters for the Post-Apocalyptic Underground, 100 Encounters for the Post-Apocalyptic Underground (Mutant Future), 100 Random Encounters for on the Road or in the Wilderness (SWADE) and Filler Art – Ramming Chest 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 the Post-Apocalyptic Underground has 100 such for underground areas.

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

A journey may be skipped over, or it could be gone into in more detail. 100 Random Encounters for on the Road or in the Wilderness (SWADE) has 100 encounters to enliven a journey, from the odd to the beneficial to the potentially dangerous.

Filler Art – Ramming Chest is a piece of hand drawn black and white stock art. It comes in two versions; a version on a white background and one on a transparent one, at 300 dpi. The image can be used for personal and commercial uses.

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Discussions of Darkness Episode 31: Faces of Death (A Unique Mortals Game For The Chronicles of Darkness)

In this video, Neal Litherland talks about a mortals game in the World of Darkness setting.

Mixing Washes with a Milk Frother

A battery-powered milk frother is a cheap tool for mixing washes and other liquids.

Yin Yang Panda: Six New Tattoos

Yin Yang PandaThe Tattooed Monks splatbook for Yin Yang Panda introduces mystical tattoos and comes with six tattoos that can grant the owner additional abilities. Here are six new tattoos that can be used to add more abilities.

  • Ability – this tattoo allows the owner to enhance one physical ability. When this tattoo is activated with a standard test, the owner may re-roll a failed test once per day that could be considered to have used the physical ability in question. Every time the character gets an ability tattoo, they need to choose what ability it effects (strength, speed, agility etc.).
  • Ancestor – this tattoo allows the owner to speak with one of their ancestors. The character may make a standard test once per day to ask the ancestor a question on a subject that the ancestor has knowledge on. Each time the character gets an ancestor tattoo, they need to come up with some details on the ancestor they can speak to with it.
  • Charming – this tattoo allows the owner to more easily convince others to believe them and do what the owner wants them to do. When used, make a standard test to see if the NPC being spoken to reacts more favourably to the tattoo’s owner as a result.
  • Dreamwalking – this tattoo allows the owner to enter into the dreams of other beings. The being must be asleep at the time and known to the owner, even if they are not friendly. A standard test is needed to enter another creature’s dreams, and once there they can gain a single piece of information about that creature that they didn’t already know.
  • Insight – this tattoo enables the owner to gain insight about something. By making a standard test, they can get a flash of insight on something that will grant them an extra die to use on any tests related to it once per day. Every time the character gets an insight tattoo, they need to choose what they get insight on (combat, fields of knowledge, dealing with people etc.).
  • Vision – this tattoo allows the owner to see something they would otherwise not be able to (i.e., spirits, invisible beings, in the dark as if it were daylight etc.). Every time the character gets a vision tattoo, they have to decide what it allows them to see.

Based on Ying Yang Panda, Łukasz Kołodziej 2022, published by Skavenloft. Yin Yang Panda is based on Lasers & Feelings, John Harper 2013.

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100 Town Guards, 100 Things to Find in a Ruin (5E) and 100 Books to Find in or About Hollowfaust II Now Available

100 Town Guards100 Town Guards, 100 Things to Find in a Ruin (5E) and 100 Books to Find in or About Hollowfaust II are now available to buy on DriveThruRPG.

Towns have guards intended to help keep the peace, though they may vary in competence and honesty. 100 Town Guards has 100 such that characters could encounter in urban locations.

Ruins can be encountered and just because they are ruined doesn’t mean they are empty. 100 Things to Find in a Ruin (5E) has 100 things to encounter in a ruin, from signs of other creatures to magical effects. This is a conversion of the original supplement to 5th Edition.

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

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Tactical Plastic Report, Episode 1: Army Men Isn’t A Toy Story RPG

In this, the first episode in a new series, Neal Litherland talks about what Army Men is and isn’t.

d66 Rural Encounters – SWAG Now Available

d66 Rural Encounters - SWAGd66 Rural Encounters – SWAG is now available to buy on DriveThruRPG.

Published by Sad Fishe Games through the Savage Worlds CCP, this is a collection of 36 rural encounters to which a number of authors, including us, have contributed, and is a conversion of the original supplement to Savage Worlds.

Making Cheap Spiked Logs for Tabletop Gaming

This video looks at how to make some cheap spiked log barricades, using twigs, cocktail sticks and string.

D10: Numenera Rumours – Taracal

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. Fishing is one of the primary sources of work and food for the inhabitants of Taracal, yet there are rumours that the fishing recently has been unusually poor. This is despite the fact that the arcology moves around and should pass through new sources of fish. Some wonder if a predator of some kind is following Taracal and devouring much of the fish.
  2. Force walls can be beamed out from Taracal proper to create a semi-permanent bay that protects the arcology’s fleet and the secondary structures from all but the worst storm surges. Rumour has it, though, that either the storm urges are getting worse or the strength of the force walls has been gradually weakening over time.
  3. Shinspinners are a problem on Taracal, and they need constantly keeping under control. It’s rumoured that despite best efforts, the shinspinner problem continues to grow, and that the city is looking for outside help to finally rid the arcology of the scourge before it really gets out of control.
  4. Ships from Taracal occasionally come across vessels in need of assistance, and rescue those on them, giving them the option, if they have useful skills, a chance to join as citizens or work off their labour contracts as “bonds.” It’s rumoured that some of Taracal’s ships are the reason why the other vessels are in trouble, having attacked them in an act of piracy.
  5. Taracal has many decks, though there is a persistent rumour of a deck that has been hidden, despite the implausibility of hiding such a thing. Despite many having checked for missing space, and finding nothing, the rumours persist of a small deck hidden, perhaps by numenera, within the others.
  6. Taracal is an inhabited arcology that migrates across the Sea of Secrets, always remaining afloat no matter what the weather conditions. There are persistent rumours, most believe just from doomsayers, that the arcology has gradually become less seaworthy over the years, but few believe this.
  7. Taracal’s boat fleet mostly disperses away from the floating arcology during the day, with the small raft out at sea primarily run by fisherfolk. It’s rumoured that some of the small boats are not looking for fish, but for other things, though just what these other things might be varies from teller to teller.
  8. The Unfathomable is in an apparently permanent whirlpool that lies along the seasonal path Taracal takes. Some say that the arcology should stop floating around the Sea of Secrets and permanently settle close to the Unfathomable as is safe; naturally, not too close, just in case.
  9. Those who gain unique abilities from the Unfathomable are not required to join Taracal’s Canonicate, but those that aren’t are carefully watched and then urged to leave, with the suggestions growing less polite over time. It’s rumoured that many of those who have left have banded together, and are considering returning to Taracal en masse to take a new place as rulers of the arcology.
  10. Unique abilities are conferred on those who listen to the song of the Unfathomable, though using them shortens one’s life. It’s said that people keep trying to find a way to use the abilities without the consequences, and that those who try to do so always end up dying sooner rather than later.

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

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