Category Archives: GameMaster’s Resource

Encounters for Moüd: The City of Bones

Moüd: The City of BonesFour encounters for each of the districts of Moüd are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

North District

  1. A pair of black-robed figures are tending to some flowers in the Garden of Purity, with the merest glimpse of bony hands or skulls.
  2. A number of skeletal elephants are leaving the Death House, accompanied by some grey-clad guild members.
  3. Chattering acolytes of the Silver Wraiths are entering the College of Bones after what sounds like a field trip with a couple of the masters of the guild.
  4. Two masters of the Silver Wraiths are sitting on a bench in the Garden of Purity, enjoying the view whilst they amicably argue over the merits of different necromantic spells.

Elmbarrow

  1. A merchant and a potential customer are haggling in the Dead Market, with raised voices and many gesticulations of their arms.
  2. A young couple holding hands are heading into the Weeping Hollow, quietly whispering in each other’s ears.
  3. A pair of Silver Wraiths are arguing with a merchant. They appear to be disputing the merchant’s claims about what is being sold.
  4. An ink-stained scholar in ragged robes is hustling along with a package of books that appears to be where they’ve spent the money saved on clothing repair.

Lighthall

  1. Grey-armoured guards are inspecting an individual seeking entrance into Silver Hall.
  2. Two people sat at a table in the Oasis are quietly talking to each other. One passes something to the other, keeping it hidden as they do.
  3. A skeleton in ancient livery offers a silver tray of drinks to a guest at the Three Kings.
  4. Someone who looks like they are newly arrived in Moüd is carefully studying the inscriptions on the massive rustless iron pillar in the centre square.

West Gate

  1. One of the elephant trains of the Silver Wraiths is arriving at the gate and guards are porters are moving towards it to unload and admit any passengers.
  2. Delicious smells waft by on the breeze, emanating from the Smokehouse, and a number of people seem to decide that they are hungry.
  3. Stacks of building materials start to slide and a pile of sandstone blocks falls down, with some shattering when they hit the ground.
  4. A pair of twins are performing feats of acrobatics on and around a very large man, possibly with giantish blood in his veins, for the entertainment of newly arrived travellers.

The Outer District

  1. A street merchant is trying to sell charms to passers-by, claiming that they protect against the forces of necromancy.
  2. Someone is negotiating with Haroud Makur at the Ravenhouse, looking to purchase the services of a number of ravens to send letters to various places.
  3. A caravan of camels loaded high with goods arrives at Smallgate, dusty and dry from the desert.
  4. A grey-cloaked Silver Wraith is passing through and several residents make warding symbols as they pass.

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D20: Problems with a Space Suit

AstronautIn space, a problem with a space suit can be a serious problem. This list has 20 problems that could be encountered, and even the mildest becomes more problematic when the suit can’t be removed.

  1. A burning smell comes from inside the suit.
  2. A faint whistling noise can be heard.
  3. A pouch snags on something and tears.
  4. A tether snaps.
  5. Finger joints have vacuum-frozen.
  6. Food leaks from the helmet nozzle, dribbling everywhere.
  7. Ice forms on the interior of the faceplate.
  8. Magnetic boots randomly activate and deactivate.
  9. Motors powering the joins malfunction.
  10. One limb freezes in place.
  11. Oxygen leaks from a faulty valve.
  12. The comm system suffers from interference.
  13. The integral computer crashes and won’t boot up again.
  14. The previous user had clearly not washed in a while.
  15. The propulsion unit fires randomly.
  16. The readouts flicker and malfunction.
  17. The suit pressure increases and it overinflates.
  18. The sun visor sticks in place.
  19. There’s a loose connection somewhere in the wiring.
  20. Waste leaks inside the suit, making it damp and foul-smelling.

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D10: Numenera Rumours – Malevich

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. Ellabon is the current regent for Yorvic, the three-year-old ruler of Malevich, and will continue being regent until Yorvic passes the ritual of second birth at age thirteen. There’s a rumour, though, that Ellabon enjoys ruling the nation and has no desire to step down when Yorvic is old enough. It’s being said that Ellabon is already making plans to ensure that Yorvic, for whatever reason, will be unable to take his rightful place as king.
  2. Living in the lower reaches of Stirthal in Malevich is a creature called Quanon, an expert on energy sources and power generation. Quanon charges a lot for his services, but is also willing to accept barter, if the item is interesting enough. There’s a rumour that Quanon is searching for a specific item and is willing to pay a substantial amount for it, if it is found. It’s believed Quanon is looking for an experimental energy source from a prior world.
  3. Marrizek is the ruler of Stirthal in Malevich, taking the title of Governor and claiming to rule the Voil Chasm as well, in the name of the king. It’s said that the Governor is planning to make her claim of rulership over the chasm fact, rather than vanity, and intends to start sending groups down into it to establish cliffside routes and waystations, broadening these out by burrowing into the rock itself and building the city downward and across.
  4. Malevich is constantly under threat by bands of abhumans, who roam the country in small, disorganised bands. A worrying rumour is that some of the bands of abhumans are neither small nor disorganised, instead being large and well-led. No-one has been able to confirm these rumours, but one reason being given for this is that no-one has, to date, survived an encounter with one of the larger bands.
  5. Neverlost is a powerful fortification in Malevich, home to Duke Theomal. The castle has never fallen and, in times of need, the duke offers sanctuary within its walls to those that can pay the price. The duke’s family becomes wealthier and more powerful every time Neverlost is used as a refuge by others, and there’s a rumour that some of this wealth goes towards funding the very problems that drive people to take shelter within the castle’s walls.
  6. Parts of Stirthal in Malevich are built onto the sides of the cliffs of the Voil Chasm. These homes are the most prized in the city, and as such are the preferred residences and business locations of the city’s wealthy and powerful. There are rumours, though, that there are concerns about the safety of some of the cliffside dwellings, and that some people have plunged to their deaths when part of their expensive home suddenly gave way.
  7. The bandit clans of Malevich are all organised under the command of the Bandit King, Polele, and it’s said many of the bandits are veterans of the wars fought by Malevich in the past. The bandits have a degree of organisation and skill that rivals the country’s armed forces and it’s rumoured that they are planning to overturn the current government. Given that the peasantry of Malevich are kept on the verge of starvation by the nobility, an attempt to depose the nobles could easily be greeted with widespread popular support.
  8. The Thyrn are the city guards of Stirthal in Malevich and are well trained and easily seen in their distinctive black and gold armour. The Thyrn have a reputation for violence and oppression, but also for being utterly loyal to the city’s ruler, Governor Marrizek. However, some suggest that this apparent loyalty is not real, and that the Thyrn are the true rulers of the city, with Marrizek being no more than their puppet.
  9. The Voil Chasm serves as the southern border of Malevich, a huge rent in the earth, once called the Earthwound, up to 25 miles wide in places and in some parts approaching that in depth. No-one has ever fully explored the chasm, or travelled to the deepest regions, but there’s a rumour that some of those who have delved deeply have never returned. Whether they simply fell prey to the hazards of travelling so far down into the chasm, or whether they prey to something living in the depths, isn’t known.
  10. Thriest is the official capital of Malevich but, as the regent and the child-king are in Stirthal, the palace, and much of the city, is abandoned, with only about half the population living there that used to live there. Whole buildings and sometimes entire streets, are abandoned, and there are rumours that some areas are becoming increasingly sparse of population, though no-one seems to know where the people who were living there have gone.

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Two New Rounds for the Net Caster (5E)

NetCities of Sundara: Silkgift introduces the net caster, a weapon used by the City Watch to fire a net at creatures in order to restrain them. Here are two new rounds that can be purchased for the net caster.

Steel Mesh Net Round

Cost: 30 gp; Weight: 6 lbs

The steel mesh net round for a net caster fires a net similar to other rounds, but is made from woven steel. It is stronger than even an archer net round, but is also heavier. A steel mesh net round requires a DC 17 Strength saving throw to burst. The net has 19 hit points, hardness 5, Resistance to piercing damage, and immunity to bludgeoning damage. These nets can be reloaded into their rounds in the same way as a standard net round, unless they are broken; however, they take 30 minutes to reload. Steel mesh net rounds are rarely used, as they are not significantly stronger than an Archer net round, are more expensive and the increased weight decreases the range increment of a net caster to 10 feet. Their primary use is to make shocker net rounds, detailed below.

Shocker Net Round

Cost: 60 gp; Weight: 7 lbs

The shocker net round for a net caster uses a steel mesh net round as its base but is electrified through the use of a shocker attachment. They have all the other stats of a steel mesh net round, including the decrease in range increment, but when a target is hit by a shocker net round, they must make a DC 8 Constitution check or be stunned for 1d3+1 rounds from the electricity coursing through the net. Though a shocker net round can be reloaded into their rounds in the same way as a steel mesh net round, unless they are broken, without replenishing the shocker attachment that generates the electricity, they function just like a normal steel mesh net round. Creating the shocker attachment requires a DC 18 Intelligence check, as well as access to either alchemist’s supplies or a tinker’s tool kit, and costs 40 gp (included in the price of a purchased round).

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D20: Things to Find in a Glove Box

Glove BoxThe glove box in a vehicle often winds up being a place to stick all sorts of junk, though rarely gloves. This list has 20 things that characters could find whilst rummaging through such, whether in a modern setting or searching vehicles after the apocalypse.

  1. Replacement vehicle light bulb
  2. Owner’s manual
  3. Phone charger
  4. CD
  5. Ice scraper
  6. Fast food receipt
  7. Tyre pressure gauge
  8. Chewing gum
  9. Window cleaning wipes
  10. Paper napkin
  11. Hand sanitiser
  12. Parking permit
  13. Pen
  14. Map
  15. Brochure for a place to visit
  16. Rag
  17. Travel sweets
  18. Wet wipes
  19. Sunglasses
  20. Ticket

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D10: Numenera Rumours – Thaemor

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. Auspar is the capital of Thaemor and is known as the City of Needles, for it is filled with tall, thin structures of many different types. Residents use these, and other means, as a way of ascending into the sky so that they can literally look down on the kingdoms around them. Recently, there have been an unusual number of incidents involving these structures. Though anything that involves people climbing into the air on a thin structure is naturally prone to accidents, there have been far more such recently than would be expected.
  2. Children in the city of Stirc in Thaemor, at about age two, all begin to have an imaginary friend called Olpenda. Every child in the city has Olpenda for a friend. To date, Olpenda has been treated as an unusual, but not malevolent, being, and some assume that there is a being behind the imaginary friend. However, there have recently been rumours of children going missing, apparently having followed Olpenda to somewhere unknown.
  3. Goldguard Landon was the warrior who drove the forces of Navarene, Draolis and Malevich from the lands he would call Thaemor, though he proved less able as an administrator. His son, Kaldon, had no heirs survive him and Holiva the First took over the rulership, even though no-one remembers his origin. Recently, there has been a rumour that Kaldon either did not die when it was thought, or that he was deposed by Holiva and imprisoned somewhere, and that Kaldon’s location has now been discovered.
  4. Holiva the First, ruler of Thaemor, has been attempting to revive something called the shadow herd, who will make the whole world kneel at the feet of Thaemor and Holiva. Superstition in the land does tell of something called the shadow herd, but most believe, or perhaps hope, that it is just superstition. Because there have been rumours of shadowy things being seen within the country in recent weeks, perhaps suggesting that Holiva has achieved a measure of success.
  5. Jyrek in Thaemor was built by Kaldon, a former ruler of the nation, to protect just his family and may well be one of the best-defended cities in the entire Steadfast, though now it has a significantly greater population. There’s a rumour that the city’s leaders think this makes them better suited to rule the country from their city, and given the current leader, they may well have a point, and are planning on using Jyrek as a base from which to conquer the rest of Thaemor.
  6. Navarene, Draolis and Malevich each used to desire the land now known as the kingdom of Thaemor, and fought a three-way war over it. Though the war ended when Goldguard Landon took control of the land and created Thaemor, the three kingdoms have never truly given up on their desire to own the land. It’s rumoured that at least one of them is undermining Thaemor from within in order to weaken it so that they can move in and take possession.
  7. Recently, a device was activated in Thaemor called the Great Reach that allows instantaneous travel from Thaemor to the distant land of Corao. Though the Great Reach has proven a boon in some ways, there are rumours that there’s a price to use it. That, every so often, one of the travellers who uses the device never emerges from the other end, instead swallowed up by something that lives in the space between the spaces.
  8. The Eyren is an egg-shaped structure floating in the centre of Jyrek that was commissioned by Kaldon, the former rumour of Thaemor, as a place to house and protect his family. After a flaw in the Eyren resulted in Kaldon’s family all dying, the structure was sealed off and no-one was allowed to enter. Though the Eyren still floats in Jyrek, most inhabitants pay it no heed, but there’s a rumour that activity has been seen around, and perhaps even in, the Eyren recently, suggesting that perhaps new occupants have moved in.
  9. The people of Thaemor know that their ruler, Holiva the First, is not sane though they dare not say this. Holiva’s vizier is the Hand of Melch, which is merely a shadow puppet created by Holiva’s own hand. There are rumours, though, that the Hand of Melch has been seen to move without Holiva’s hand making a movement, which leads to the worrying theory that the Hand might be real.
  10. The Precipice is the tallest and thinnest building in Auspar, the capital of Thaemor, and is the home of Holiva. Holiva increases the height of the Precipice every year, dangerous work that nowadays is suicidal. Recently, it’s said that the last piece added to the Precipice fell off, and that Holiva is now planning on getting someone to increase the height again, with a warning that any failure to do so will have consequences on their family.

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Two New Rounds for the Net Caster (PFRPG)

NetCities of Sundara: Silkgift, available in 5E and Pathfinder versions, introduces the net caster, a weapon used by the City Watch to fire a net at creatures in order to restrain them. Here are two new rounds that can be purchased for the net caster.

Steel Mesh Net Round

Cost: 50 gp; Weight: 6 lbs

The steel mesh net round for a net caster fires a net similar to other rounds, but is made from woven steel. It is stronger than even an archer net round, but is also heavier. A steel mesh net round requires a DC 28 Escape Artist check to escape, has 25 hit points, hardness 8 and requires a Strength check of 30 to burst. These nets can be reloaded into their rounds in the same way as a standard net round, unless they are broken; however, they take 30 minutes to reload. Steel mesh net rounds are rarely used, as they are not significantly stronger than an Archer net round, are more expensive and the increased weight decreases the range increment of a net caster to 10 feet. Their primary use is to make shocker net rounds, detailed below.

Shocker Net Round

Cost: 90 gp; Weight: 7 lbs

The shocker net round for a net caster uses a steel mesh net round as its base but is electrified through the use of a shocker attachment. They have all the other stats of a steel mesh net round, including the decrease in range increment, but when a target is hit by a shocker net round, they must make a DC 10 Fortitude save or be stunned for 1d3+1 rounds from the electricity coursing through the net. Though a shocker net round can be reloaded into their rounds in the same way as a steel mesh net round, unless they are broken, without replenishing the shocker attachment that generates the electricity, they function just like a normal steel mesh net round. Creating the shocker attachment is a DC 25 Craft (alchemy) check) and costs 40 gp (included in the price of a purchased round).

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D10: Descriptions for Fantasy Books

Stack of Books
Some artwork copyright William McAusland, used with permission

Books can commonly be found whilst adventuring, and some of these may be useful or valuable. Though descriptions of a book’s contents are common, descriptions of the book’s physical appearance are less so. Here are ten descriptions for books that can be used.

  1. Bound in black leather, with gilt diamonds inset in a rectangle around the front and back covers, with pure white, gilt-edged pages.
  2. Elegantly carved wooden handles protrude from each end of this parchment scroll that has been tied shut with a red ribbon. The scroll itself is inside a wooden box whose cover lifts open; the cover’s hinges are brass and a small brass clasp keeps it shut.
  3. Elephant ivory has been cut and shaped to make the binding, with jungle scenes scrimshawed into front, back and spine. The slightly yellowed pages are bound in place with cord.
  4. Hammered bronze forms the book’s covers, with many small dimples covering the binding. A large brass locking mechanism keeps the book fastened shut.
  5. Inside a shallow, rectangular wooden box made from oak and fastened with a tiny lock are loose sheets of vellum, which make up the book.
  6. Oilskin has been used to protect this book, tightly wrapped and tied around it. The covers of the book are made from fragranced wood on which a geometric design has been added with marquetry.
  7. Only the spine of the book is visible, for the rest is protected by a case made from thin wood. The case has been covered in a light green fabric and the plain, leatherbound book can be slid out of it.
  8. Red silk covers the book’s thin wooden binding, with delicate embroideries of flowers in gold thread in each corner of the front and back covers.
  9. The roughened book covers are made from grey sharkskin that has been slightly smoothed. The pages have been stitched in with shark gut and a flat piece of sharkskin cord fastens the book shut, held fast by a single shark’s tooth.
  10. Wooden covers have been used as the book’s binding, with random patterns burnt into the wood with a hot iron.

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D10: Numenera Rumours – Draolis

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. Beoth in Draolis was struck with an illness which the inhabitants called the “toothless bile.” The illness killed many of the city’s people, and left many more bedridden for some time. No cure has been discovered for the illness, but Aeon Priests constructed a device called the Arch of Illness, which glows when someone afflicted with the disease passes through. There’s a rumour that the arch doesn’t always work correctly, and a worry that some people with the disease may have passed through without it registering.
  2. Castle Sarrat in Draolis has been growing ever since the Horges family moved into it seventy years ago. No-one really knows anything about the process, only that new areas suddenly appear in a matter of moments. It’s rumoured that, in recent months, the rate at which the castle is growing has been accelerating, with new portions being added with great rapidity. Some are concerned that the castle will start to engulf the surrounding lands.
  3. Draolis used to be ruled by a powerful queen whose symbol was a roaring tiger. Her line died out and was replaced by a council of plutocrats who wished to keep power rather than hand it over to another hereditary line. Many of the people wish to return to the previous rulership, as they believe the nation was more glorious back then, and there’s a rumour that the queen’s line hadn’t died out fully, and that there are still descendants who could take the throne, if the people united behind them.
  4. Kordech in Draolis is devoted to the sale, breeding and slaughter of shiul, a valuable source of meat. The cattle, which are popular targets for various predators as well as bandits, are protected at night by wooden palisades erected by those that look after them. It’s rumoured, though, that a number of shiul have recently started disappearing from within the palisades themselves, disappearing with no sign of either them or what might have taken them.
  5. Mayor Marvyr Rann of Qi in Draolis lives in a dirigible out of a fear that if he ever treads on the earth he will sicken and die. It’s rumoured that Rann’s dirigible nearly came to earth recently without the mayor’s approval. Some say that it was sabotaged in an attempt to bring Rann back to the ground. If it’s true that Rann will die if he touches the ground, this was an assassination attempt, and it’s said that the mayor is certainly treating it as such.
  6. Sister Tevera, a priestess of the cult of Nauz, the Stargod, become the mayor of Beoth in Draolis after the previous mayor died. Tevera is continually clashing with the Aeon Priests over handling the toothless bile that afflicts the city, and it’s rumoured that the priests would be glad to see her replaced with someone who would make their job easier. It’s even rumoured that some of the priests might be willing to help Sister Tevera on her way out of the job.
  7. The Fourth Mark in Draolis is a strange construction with a tower like base rising hundreds of feet in the air, topped by a crescent shape. Over the years, many have tried and failed to get through the synth hatch that blocks access to the structure’s head, but there’s a rumour that one of the more recent groups to attempt access never returned. Whether this means that they got through, and were stuck or transported elsewhere, whether they were vapourised or whether they were simply never witnessed leaving isn’t known.
  8. The inhabitants of the city of Qi in Draolis often travel from place to place within the city using dirigibles and balloons, though such devices are rarely used to venture over longer distances, as the vehicles lack the capability. Recently, there have been a number of incidents with the vehicles, accidents within the city where they have crashed or otherwise started to fall from the sky. So far, none of these have been serious, but there’s a concern that such is only a matter of time.
  9. The Marish Clan of Qi in Draolis have their fingers in all sorts of illegal pies, mostly involving goods that have been stolen in some way, but they also conduct murder for hire. There’s a rumour, though, that the clan is looking to expand into other arenas. A few political figures are said to have died recently, seemingly killed by the Marish, and it’s thought that the clan is attempting to become a political power in the city, not just a purely criminal one. Though some see little difference.
  10. The Zhev are the elite peacekeeping force of Qi in Draolis and are flying cylindrical automatons that were created by the Amber Pope. The city’s rulers are able to repair the existing Zhev, but not make new ones, and the city’s area has expanded since the automatons were first created. The rulers are rumoured to be spending a lot of effort into looking for methods to create new Zhev, so that the entirety of Qi falls under their protection once again.

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Encounters for Ironfire: The City of Steel

Ironfire: The City of SteelFour encounters for each of the districts of Ironfire are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

Stone Pole

  1. Two fighters salute each other as seconds stand by and commence a duel. The duel is over quickly, to the disappointment of the watchers, as one of the combatants was easily wounded by the other.
  2. A boisterous group of mercenaries who appear to be freshly arrived in town are entering the Ashes.
  3. Outside one of the armour sellers in the district, two mercenaries are discussing the merits of different types of armour with the owner, which involves much gesturing as if with weapons.
  4. A group of applicants wanting to join the Scarlet Company are shown inside the Scarlet Chevron by one of the Crimson Sergeants to prove their worth.

The Harbour

  1. One of the Harbour’s defence ships suddenly surges out of dock, seemingly in a hurry to get out into the water.
  2. Outside the Clearinghouse, someone stands on a crate and says they are looking for labourers for the day. There’s a surge as those still waiting for employment push forward.
  3. A gnome that is muttering to himself starts unpacking a crate on the docks. Everyone around him starts to back away and give him a clear berth.
  4. An argument breaks out between one of the custom agents, a ship’s captain and a merchant who owns a cargo brought in on the ship, over whether or said a cargo has been properly inspected.

Middleshade

  1. A new mural is being added to a building by two artists and passers-by stop to take a look at it.
  2. A group has assembled outside the Museum of Artistic Industry and a guide is calling them to attention as they are about to be shown around.
  3. A loud rumbling noise comes from Irons Academy, loud enough that those who can hear it check to see if anything has happened.
  4. A tea shop is setting up a number of tables outside its front door and a few customers are waiting for seats when they are ready.

Ghostborough

  1. A huge gout of steam bursts from one of the vents, causing those nearest it to duck out of the way.
  2. Wagons that are by Oak Gate are being directed back out of the city again, to the warehouses that stand just outside, as the guard is telling the drivers the goods on them are unsuitable for storing in the city.
  3. Two dark shapes are seen down an alley. One looks to be struggling with the other.
  4. A barker is advertising the benefits of the inn and brothel they are promoting to any who pass.

The Dragon Forge

  1. Red-glowing slag hisses out into the canals of the Slag Runs as engineers open the locks for the stuff expelled from the Forge.
  2. A public meeting of the representatives of the city’s districts is being held and spectators are filing into the Castle to watch.
  3. Steam loudly whistles from the outbuildings of Smokefield, as excess is vented into the air.
  4. Slagbreakers head away from the Slag Runs with cartloads of slag that have been broken up.

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