Four 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
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.
A boisterous group of mercenaries who appear to be freshly arrived in town are entering the Ashes.
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.
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
One of the Harbour’s defence ships suddenly surges out of dock, seemingly in a hurry to get out into the water.
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.
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.
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
A new mural is being added to a building by two artists and passers-by stop to take a look at it.
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.
A loud rumbling noise comes from Irons Academy, loud enough that those who can hear it check to see if anything has happened.
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
A huge gout of steam bursts from one of the vents, causing those nearest it to duck out of the way.
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.
Two dark shapes are seen down an alley. One looks to be struggling with the other.
A barker is advertising the benefits of the inn and brothel they are promoting to any who pass.
The Dragon Forge
Red-glowing slag hisses out into the canals of the Slag Runs as engineers open the locks for the stuff expelled from the Forge.
A public meeting of the representatives of the city’s districts is being held and spectators are filing into the Castle to watch.
Steam loudly whistles from the outbuildings of Smokefield, as excess is vented into the air.
Slagbreakers head away from the Slag Runs with cartloads of slag that have been broken up.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
Previous civilisations in a science fiction setting may have left remains behind and 100 Xenoarchaeological Finds has 100 small items that could be found in various places. They may be useful, dangerous or odd.
A Dekas of Alchemical Items (PFRPG) has ten new alchemical items for Pathfinder that characters could make, buy or find in the possession of others.
Characters may encounter rumours when asking around on various matters and 100 Hooks and Rumours to Hear in the Pirate Nations has 100 such for the 7th Sea’s Pirate Nations. Whether or not any rumour is true is up to the GM.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
This is a solo journalling TTRPG in which the player’s character is a exploring a fantasy castle. It requires a standard set of 52 cards and a d6 to play.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update.
This is a fanzine for Advanced Fighting Fantasy that contains a variety of articles. It isn’t published by us, but by Arion Games, but we have contributed content to it. It’s currently available as a PDF with print on demand to follow.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update.
Leaving Moüd is an introductory piece of fiction by Neal Litherland for Moüd: The City of Bones, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.
Image: Azukail Games
“Leaving us so soon?” the young man with the orcish teeth and the rakish glint in his eyes asked as he leaned on the counter. The rustle of parchment maps filled the travel station as other customers planned their routes, and cool air puffed out from grates in the floor where water ran. “It might look pretty straightforward as cities go, but I can promise you that Moüd’s got secrets worth digging for.”
“I’m sure it does,” Argor said, putting on a smile that was trying to be polite but wasn’t quite managing. “But we’ve done all we came here to do.”
The orc-blooded man shrugged, as if to say their business was none of his, before spreading his hands on the wooden counter top. “What direction are you going, and when would you like to start going there?”
“To the coast,” Argor said. “And as soon as can be arranged.”
The young man pursed his lips, his eyelids narrowing slightly. He looked like a big cat contemplating a course of action. “One of the sand trains leaves this evening, traveling through the night.”
“That-” Argor started to say before Ceravil cut him off.
“Will be fine,” she said, offering a smile of her own. She felt Argor’s irritated gaze on her, but wouldn’t turn to meet it. “We had an unfortunate accident coming here in the first place. Better to trust the guild when it comes to getting out of the desert.”
“Hard-learned wisdom,” the man said, nodding hard enough to make his long braids sway. “And a lesson I wish I could teach others who come through here.”
He named a price. Argor bristled slightly, and the negotiation began. Ceravil stepped away to let Argor do what he was best at, running her eyes over the maps and pamphlets. Silkgift caught her eye, as did Hoardreach. Those places were far from here, but after the sights they’d seen in the City of Bones, she felt a need for a change. The smell of a clean sea, or the sights of a place of wonder she’d only ever heard about. Behind her Argor opened his coin purse, carefully counted a fee, and handed it over.
“I’ll send word when your passage has been arranged,” the man said, giving them another grin that showed off his too-long lower tusks. “A pleasure doing business with you.”
“I never want to set foot here again,” Argor grumbled as they turned their steps to the heat of the street. “The dead stay below, the living stay above. That’s the way it’s supposed to be.”
“You say that now,” Ceravil said, clucking her tongue and smiling slightly. She watched as the newest arrivals to Moüd came down the street, bearing the accents and fashions of a dozen different lands. She smelled the scents of spices and cooking meats, and looked off in the distance at the bulk of the city’s hanging gardens. “Once the chill in your skin fades, you’ll remember this place more fondly.”
He grunted, but Ceravil knew. The footsore miles and uncomfortable seats always faded from Argor’s memory, but the wonders he saw in their travels always lingered.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.Ok