100 Encounters for Post-Apocalyptic Rivers, 100 Encounters for Post-Apocalyptic Rivers (Mutant Future), 100 Hooks and Rumours for the Heartwood and Colour Filler Art – Gold Coins in Sand

100 Encounters for Post-Apocalyptic Rivers100 Encounters for Post-Apocalyptic Rivers, 100 Encounters for Post-Apocalyptic Rivers (Mutant Future), 100 Hooks and Rumours for the Heartwood and Colour Filler Art – Gold Coins in Sand 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 Post-Apocalyptic Rivers has 100 such for swamps.

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

Characters may ask around for information and 100 Hooks and Rumours for the Heartwood has 100 rumours for them to hear in the Heartwood setting. They can be used as background colour, misinformation and potential adventure hooks.

Colour Filler Art – Mixed Coins in Sand has gold coins partially buried in sand. There is a single image on a transparent background, at 300 dpi. The image can be used for personal and commercial uses.

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.

Discussions of Darkness Episode 1: What is Discussions of Darkness?

In this, the first of a new series of videos in which Neal Litherland covers Chronicles and World of Darkness, he looks at what content the series will contain.

d66 Dockside Encounters Now Available

d66 Dockside Encountersd66 Dockside Encounters is now available to buy on DriveThruRPG.

Published by Sad Fishe Games, this is a collection of 36 port encounters to which a number of authors, including us, have contributed.

Itch Winter Sale 2022

Sale
944010 / Pixabay

The Itch Winter Sale is now live and all of our paid supplements have 35% off for the duration. Click here to see them.

On Little Cat Feet

Cults of Sundara (5E)On Little Cat Feet is a piece of fiction from Cults of Sundara, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

Raskin Bowers reclined on his couch, a glass of wine in one hand, and his smoldering pipe in the other. A tall man whose thick shoulders and powerful arms were sheathed in a thin layer of recently-acquired fat, the governor had worked hard to raise himself out of the dirt of the common soldier’s lot. Promoted in the field, and then promoted within command, he’d eventually been elected to take charge of a collection of towns that had come under the rule of the Lander’s Guild. An aristocracy in all but name, the guild had deep pockets, but when gold wouldn’t get their way, they weren’t shy about using steel to enforce their will.

Bowers dragged deeply on his pipe, and closed his eyes as the slow-burning leaf filled his lungs. The old ache in his back from his years on the march began to fade, as did the tension in his temples. He blew the smoke out through his nostrils, sipping at his wine.

Despite his admonitions to himself not to take his duties to bed with him, he couldn’t help but think about the reports he’d been getting for a fortnight or more. Strange figures had been seen stalking through the night, vanishing into the surrounding countryside when approached by guild guards. Guild representatives had awoken to find rats with their guts torn out, or birds with their heads twisted off, the bodies left on the representatives’ side tables like presents. Or warnings. Bowers laid his wine glass aside, and put his pipe back to his lips. He had sent orders that these events were not to be discussed. They were petty tricks, and as such they should be ignored. The Lander’s Guild had to be above such things; to act, as Bowers said, as the stewards of those who had proven unable to be their own caretakers.

A breeze ruffled the governor’s hair. He frowned, and glanced at the window. It was open, letting in the night air. He laid his pipe aside, careful to keep the bowl facing upward. He dusted his hands, and crossed the room to the casement. He was sure he’d closed it earlier, after he’d had one too many papers blow off his desk and onto the floor. His legs were a tad unsteady, and he paused for a moment with one hand on the wall, and the other on the window.

That was when the lights went out.

At first, Bowers was sure it was just an errant breeze that had snuffed his candles. That was when he realized the night wind had died. He raised his gaze to the glass, and he saw a figure behind him. Before he could turn, though, he was seized by strong hands. One clamped down hard on the back of his neck, and the other cupped his throat. He felt five, sharp points prick his skin, and a trickle of blood bead down his neck.

“Move, and I will tear out your throat,” a soft voice whispered in his ear. “Do you understand?”

“I don’t know who you think you are-” Bowers snarled, until he felt the points dig into his neck.

“I will not repeat myself,” the voice hissed in his ear.

“Yes,” Bowers said after a moment. “I understand.”

“You will write to your superiors, and tell them they were misinformed,” the voice continued, a single, sharp point running up and down Bowers’ throat, just over his trip-hammering pulse. “The land here is bad, and yields sick crops. There is a blight that will curdle their coffers. Tell them there are creatures in the forests. It doesn’t matter what you say, so long as they understand that holding this place will cost them more than it could ever yield.”

“I can’t do that,” Bowers hissed. “If the guild finds out I lied to them, they’ll kill me.”

The pinpricks at Bowers’ throat grew hot, and dug deeper. The beads of blood on his neck grew to a trickle, and he felt one of the blades press up behind his jaw. He felt hot breath on his ear, and cold sweat on his brow.

“They might kill you, if they find you,” the voice purred. “I will do it here, and now. And I will do it in such a way that no one who hears the tale would ever accept your posting for themselves.”

“All right, all right,” Bowers moaned. “I’ll send the missive.”

“Tonight,” the voice said.

The pressure at Bowers’ throat increased another hair, then something struck the back of his knee. The governor was thrown to the ground, barely getting his hands up in time to stop himself from slamming into the boards. Bowers pushed himself to one side, rolling, snatching his dagger from its sheath as he came up, one arm ready to block a descending blow. All he saw was moonlight streaming in through the open window, and all he heard were the sounds of the night outside. He was alone once more.

Once the governor got his breathing under control he fumbled his way to his desk, and re-lit the taper with a hand sparker. He lifted a small mirror, looking at his throat. Four small punctures stood out clearly on one side of his neck. He dabbed away the blood, and collapsed into his chair. A night breeze made the window creak, and he shuddered.

Bowers drew a fresh sheet of paper from a sheaf. He took up his pen, and stared at his hand until the adrenaline shakes stopped. Once they had, he started writing. Blight had been discovered among the crops, he said, and entire fields had been lost. Worse, the soil had been tainted by something he could not identify. It was for this reason he recommended the Landers’ Guild withdraw their interest. Then, as a postscript, he resigned his commission with the organization. Bowers sealed the missive, stamping the wax before slipping it into an envelope.

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.

100 Sci-Fi Cults, 100 Bridges to Find in a Dungeon (C&C) and 100 Hooks and Rumours to Hear for Pirates of Pugmire Now Available

100 Sci-Fi Cults100 Sci-Fi Cults, 100 Bridges to Find in a Dungeon (C&C) and 100 Hooks and Rumours to Hear for Pirates of Pugmire are now available to buy on DriveThruRPG.

Even in the future people will join cults, looking for meaning in life. 100 Sci-Fi Cults has 100 such cults that characters could encounter or perhaps even attempt to join.

Gaps need crossing, and 100 Bridges to Find in a Dungeon (C&C) has 100 different bridges, though some are only loosely definable as such, to cross them. This is a conversion of the original supplement to Castles & Crusades.

Characters may hear things when asking around for information, and 100 Hooks and Rumours to Hear for Pirates of Pugmire has 100 rumours for them to hear related to the Acid Sea and its settlements.

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.

Speaking of Sundara: Towns of Sundara

A new video has been published in which Neal Litherland talks about Towns of Sundara, a system neutral supplement for Sundara detailing various towns.

PLEBEYOS: Zweihander RPG Fanzine #4 Now Available

PLEBEYOS: Zweihander RPG Fanzine #4PLEBEYOS: Zweihander RPG Fanzine #4 is now available to buy from DriveThruRPG.

PLEBEYOS #4 is a Spanish translation of Lowborn #4, and contains the same content, but translated.

Teach Your Kids to Game Sale 2022

Sale
944010 / Pixabay

The Teach Your Kids to Game Sale is now live and six of our supplements have 25% off for the next couple of weeks. Click here to see them.

D4: The Strange Rumours – Ardeyn: Borderlands

WorldsThe Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has four rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.

  1. Objects, and people, that fall from the cliffs of Ardeyn’s Borderlands tend to fall several miles to shatter on a deeper portion of the cliff that has a less severe slops, rather than drift off into the Strange. It’s said, though, that certain things don’t fall to break on the cliffs below, but do instead float into the Strange, clearly overriding the effects of Ardeyn’s gravity, perhaps with some sort of attraction from the Strange itself.
  2. The Borderlands of Ardeyn encircle the Daylands and are where the laws of Ardeyn fail as the Strange takes hold. Beyond the Borderlands float lands called skerries, and it’s said that the skerries might once have been attached to Ardeyn proper. It’s rumoured that the Strange gradually affects the borders of Ardeyn, causing skerries to float free from the land, and that eventually the entire place will float off into the Strange in separate pieces.
  3. The skerries that float around the Borderlands of Ardeyn are protected by a remnant of Ardeyn’s Seven Rules that stops them from being group up by the Strange, but it’s said that whatever caused the skerries to float free is an ongoing process, and the skerries themselves are undergoing slow disintegration over time.
  4. The weather in Ardeyn’s Borderlands is not only atrocious, it is also highly variable, changing from one extreme to the next between one day and the next. It’s rumoured that the weather conditions now are even worse than they used to be, with the weather changing much more rapidly than it once did. There are fears that, if this is true, it may continue in this way, perhaps ending up with multiple changes of weather every hour.

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.

Publishing RPG Supplements to Help GMs

×