All posts by Azukail

Scratchbuilding Gatling Gun Barrels

In this video, gatling gun style gunbarrels are made using plastic tubing or bamboo skewers as well as thin cardboard.

D10: Bits of Misinformation to Learn About Humans

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

Characters may attempt to learn more about types of creatures that they may end up fighting, and there are many sources they might check, but not everything they learn is necessarily true. Here are ten bits of misinformation to learn about humans.

  1. Humans are genocidal, and they have the intention to eventually wipe every other intelligent people from the face of the world.
  2. Humans are incapable of learning things for themselves, instead stealing all that they know from others.
  3. Humans are not intelligent; they are unintelligent apes with exceptional skills in mimicry.
  4. Humans are poisoners who will kill those they have issue with using such.
  5. Humans are soulless creatures that need to consume the souls of others in order to survive.
  6. Humans are thieves out to steal everything from everyone they encounter.
  7. Humans deliberately destroy the land, making it so that others cannot live on it.
  8. Humans steal the young of other species to brainwash them into accepting that humans are superior.
  9. Male and female humans are actually different species that can only procreate their own kind when with the other.
  10. Some humans regard other species as food, and will eat them when they can.

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100 Items To Find in a Chromatic Dragon’s Hoard, 20 Hazards for the Wasteland II (Legacy) and D66 Saurians for the Forbidden Lands Now Available

100 Items To Find in a Chromatic Dragon's Hoard100 Items To Find in a Chromatic Dragon’s Hoard, 20 Hazards for the Wasteland II (Legacy) and D66 Saurians for the Forbidden Lands are now available on DriveThruRPG.

Dragons are some of the most iconic creatures around and 100 Items To Find in a Chromatic Dragon’s Hoard has 20 items to find in the hoard of each major colour.

The wasteland is full of dangers and 20 Hazards for the Wasteland II (Legacy) has 20 Hazards for Legacy: Life Among the Ruins that characters could encounter.

Saurians are warm blooded reptilian humanoids in the Forbidden Lands. D66 Saurians for the Forbidden Lands has 36 named and briefly described saurians to encounter.

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Discussions of Darkness, Episode 46 Hagiography – Tales of The God Machine (An Overlooked Resource For Structuring Your Chronicle)

In this episode of Discussions of Darkness, Neal Litherland talks about an overlooked resource in the Chronicles of Darkness core rulebook.

Stages of Drawing Map – Village 36

A brief video showing the stages of drawing Map – Village 36.

D10: Numenera Rumours – Creatures: Destiny III

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. A small settlement built close to a ruin has been having problems with things starting to work in unexpected ways. A colony of shinspinners has migrated from the ruin to the settlement and is tampering with everything they can find, causing problems as they do.
  2. Power sources across a wide area have been malfunctioning of late, making those things dependent on them malfunction. Unknown to most, a group of tabanids have moved into the area; a rare grouping of the creatures that is, for some reason, acting together to feed on what they find.
  3. Ryn, if left in peace to dismantle installations, vehicles or anything else they have found, will often leave living creatures alone, especially if they don’t have cyphers or artefacts. However, there’s a rumour that one ryn in particular appears to have grown bored of dismantling non-living things and has started dismantling living creatures instead.
  4. Scrow are creatures that have the ability to live in microscopic realms who have recently returned to the macro world in order to loot ruins for needed parts. It’s rumoured that some scrow are hiding within some places and undermining them from within in order to remove potential competitors for parts.
  5. Several manifest warcores were recently created after a community close to a ruin accidentally looted it of several warcores. This community was rapidly destroyed, and now the manifest warcores are on the move, posing a hazard to everyone in the area. Attempts are being made to hire someone to deal with the manifest warcores.
  6. Sferics are automatons that can build things on request, to a plan or even without one. They have a need for bio-circuitry and a tendency to harvest it from whatever living creature is closest, and it’s rumoured that some sferic have disassembled huge numbers of people to make constructions entirely of bio-circuitry.
  7. Synth eaters can be a major problem when they swarm and start consuming the synth they find. There are rumours that someone has managed to uncover a way of controlling synth eaters, sending them against communities that the controller wishes to ruin.
  8. Things of value have been disappearing from a settlement, and this has caused problems for the place. The thefts have all been carried out by several trucklers who had insinuated their way into the settlement and started stealing things; the trucklers have remained for the moment as they have worked out they can steal more by just taking a few things, and doing this repeatedly, rather than everything they can carry.
  9. Thlipsids deal in time stolen from others, and it’s rumoured that some of the creatures have managed to steal so much time from other beings over the years that they have in fact been around for a very long time, from the time of the Eighth World or perhaps even earlier.
  10. Zek are clever vermin that nest inside communities and sometimes eating important mechanisms. A number of settlements have recently been plagued by them, and there’s a belief that someone has been deliberately planting colonies of zek in the communities.

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

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100 Pits to Find in a Dungeon, 100 Pits to Find in a Dungeon (PFRPG) and 100 Dwarfs for Shadow of the Demon Lord Now Available

100 Pits to Find in a Dungeon100 Pits to Find in a Dungeon, 100 Pits to Find in a Dungeon (PFRPG) and 100 Dwarfs for Shadow of the Demon Lord are now available to buy on DriveThruRPG.

Pits are a common feature in dungeons, and are not always meant as traps. 100 Pits to Find in a Dungeon has 100 ways of making pits more distinctive.

100 Pits to Find in a Dungeon (PFRPG) is the above supplement converted for use with Pathfinder. You do not need both versions.

100 Dwarfs for Shadow of the Demon Lord has 100 named and briefly described dwarfs to use as NPCs, whether friend, ally or foe.

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Tabletop Mercenary Episode 31: Don’t Put The Cart Before The Horse

In this video, Neal Litherland talks about how worrying about issues about a game that you haven’t even published is counter-productive.

Greeble Hunt: Freeview Box

In this video, I dismantle an old Freeview box, in my tenth dismantling of items looking for greebles and other parts that might be usable in scratchbuilding.

One Last Job

Archbliss
Image: Jeff Brown.

One Last Job is a piece of fiction from 99 Whispers and Rumors to Hear in Archbliss, The City of The Sorcerers one of the supplements for Cities of Sundara.

The Cloudwatcher Inn was a handsome structure of wood and brick, standing three stories above narrow side streets. It was clean, quiet and like many of the other structures in the neighborhood of The Respite, it was welcomingly normal. Assuming, of course, one could overlook the flocks of pseudodragons nesting in the eaves, the fairy lanterns hanging on iron sconces and the floors that cleaned themselves when no one was looking.

For some, it was a luxury accommodation. For the City of The Sorcerers, it was downright austere.

The inn’s common room was filled with travelers of all shapes and sizes. Some huddled over bowls of soup, exhausted from their travel through either the air or the ether to reach the floating city. Others made notes in journals, or reviewed sheaves of papers as they prepared to handle whatever business had brought them to this fantastical place. Those who had been to the other parts of the city either sat and stared into the middle distance, overwhelmed by sheer magic of a city built by and for sorcerers, or they talked animatedly to their companions about the wonders they’d seen.

In all that, the outlander passed relatively unnoticed. A handsome young man with a well-worn pack on his back, and a heavy walking stick in his hand, his woolens were hard worn, and his boots were rundown at the heels. His eyes were sharp, though, and his voice pleasant as he stepped up to the front desk and gave a name to the attendant. It was a false name, but it slid smoothly off his tongue, and she handed him a key to a room on the third floor. He climbed the stairs with his head down and his stick resting on his shoulder, his ears listening for anyone who might be following him. When he reached the third floor, though, he was utterly alone.

The young man’s steps got lighter as he walked down the hall, barely making any sound until he stood before the door that matched his key. He knocked five times; one long, three shorts and a long again, before he slid the key into the hole, turned it, and opened the door. He stepped inside, and felt a blade press against the small of his back, and the pressure of a cocked crossbow leveled at his head.

“Sorry I’m late,” Jace said, holding his hands up. “I ran into some trouble acquiring the last puzzle piece.”

Renard grunted, lowering the crossbow and slowly easing the pressure off the string before laying it aside. Meran left her blades in place half a second longer before sheathing them on her hips. She stalked back to the table where she’d been going over her equipment, ensuring it was all in working order and ready for whatever came next.

“We were getting worried,” Renard said, taking a seat across from Meran and opening up the hard-backed case he’d packed. The smell of chemicals and essences wafted up from it, along with a few puffs of colored smoke.

“You were getting worried,” Gregor said, picking up his guitar again and strumming a few chords on it.

“I’m touched,” Jace said, shrugging out of his pack and cloak. He tossed his quarterstaff onto one of the two still-made beds, and gestured at the table. “Clear this space. We’re going to need it.”

“For what?” Renard asked.

“You get your questions answered faster when you just do what I ask, Renard,” Jace said, unbuckling the flap of his pack and throwing it open. He withdrew a folded over piece of leather, and as the alchemist and the thief removed their tools, Jace flung it out like a tablecloth. It settled into place, revealing a map burned onto one side of the skin. It was expansive, detailing dozens of floors, complete with numbered indicators that represented guards, traps, watch points and axis shifts where rapid responses could lead to a full facility lock down. Gregor’s face went pale, and his fingers stumbled over the strings as he stared at the map, and then at Jace.

“Tell me I’m not looking at what I think I’m looking at,” Gregor said, a note of quiet pleading in his voice.

“This is where we’re going,” Jace said. “The Vaults.”

Renard’s face paled, and he swallowed. He worried his lip, as if he were trying to chew over his thoughts. Meran frowned with her mouth and forehead alike, her eyes rapidly taking in the details of the map in front of her, and looking for the pattern that held it all together. Renard was shaking his head, though it was hard to tell if it was in denial, or in defeat.

“Jace… why are you doing this? Why are you asking us to do this?” Renard asked. “What could possibly be down there that’s worth risking everything for?”

“It’s Esperanza,” Gregor said. Renard’s head whipped toward the dark-haired man, but he was looking at Jace. “She’s down there, isn’t she Jace?”

“Of course she is,” Renard said, his mouth twitching. “This explains everything! It’s why you were so secretive. It’s why you told us not to bring anything enchanted. It’s why you brought him along-”

Jace turned, and looked at Renard. His face was a mask of calm, but as his eyes met the alchemist’s Renard shut his mouth so quickly that his teeth clacked together. There was a cold fire in Jace’s gaze that would have shaken even the most powerful sorcerer in the city to their very marrow if they’d stood in his way in that moment. Jace returned his gaze to the map, and then touched one, scarred finger to its surface.

“We enter here,” he said, before lifting his hand, and touching one of the hundreds of cells marked on the map. It was located four floors beneath the surface, behind a slew of listed wards and deadly hazards. He leaned over, and tapped the restricted cell with a scarred index finger. “And we need to get here. We have until tomorrow night to work out the route, and prepare any back-ups. After that, everything is going to shift, and this map won’t be worth a hot piss in the wind.”

“I’ll have them send up dinner,” Gregor said, standing and setting his instrument aside. “And maybe a pot of dark brew… this is going to take some time.”

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