Evonshire cloaks are a non-magical cloak that is one of the signature items produced by Evonshire’s Outdoor Goods, found in Merchants of Sundara, a cloak that is both warm and waterproof and provides a ready means of improving the chances of surviving outdoors.
When an Evonshire cloak is worn, it provides a +4 circumstance bonus on Fortitude saves against cold weather. It will also provide a +4 bonus for any items worn under the cloak, or the wearer, on saving throws required due to rain, and even a +1 circumstance bonus for such should the character be immersed.
Cost: 10 gp Weight 1/2 lb
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Mausoleums are buildings found in graveyards that are used to house the dead above ground. In a fantasy setting, they may also have odd features, or be larger or deeper.
A small moat runs around the mausoleum, filled with stagnant-looking water covered here and there with a green scum. A small, permanent stone bridge leads over the moat to the mausoleum’s doors.
From the outside, the mausoleum looks to be a large one, but opening the doors will reveal it is surprisingly small inside. The doors, and the walls, are unusually thick, making the interior much smaller than would be expected.
Initially, nothing looks odd or unusual about this mausoleum, at least until the stone that was used to construct it are examined. The stone is not native to the region and can be identified as having come from many hundreds of miles away.
Matching bronze doors with engraved scenes of battle lead into this elegant stone mausoleum. On each side of the door is a bronze sconce that is kept magically alight.
Shadows look to be thicker around this mausoleum, and it seems enswathed in them even on the brightest of days. Inside, it’s even darker and light sources seem diminished.
The mausoleum glows at night and appears to be richly created and it dominates the area of the cemetery. Investigation will reveal that this is all an illusion intended to enhance a plain, rather small, building.
The mausoleum is hard to find, as it is within a copse of trees and is moreover completely covered in vines, making it almost impossible to notice from outside the copse. Investigating the trees and vines will show that they have been deliberately grown to hide the building from view.
The mausoleum is missing its roof and the stones of the walls bear the soot marks of fire damage. In places, the stones have melted, suggesting that the fire was not mundane in origin. The interior of the mausoleum is an empty, charred mess.
The most noteworthy part of this mausoleum is the door. It is a huge, circular slab of stone that rolls aside to gain access. The stone is carefully balanced that, when the locks keeping it in place are removed, it rolls easily with the slightest push.
This mausoleum is larger than it initially appears from outside. When entered, it can be seen that, along with the aboveground chamber, stairs lead down into a crypt that is about double the size.
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.
Enthait is built on the ruins of a more ancient complex, and it’s rumoured that there are strange things buried beneath the city’s streets, things that the Aeon Priests who live within the settlement are tasked with ensuring remain buried where they currently are.
Few of Enthait’s poison eaters survive all ten offerings of poison provided by the Eye of Enthait; the Orness is the only one who ever has and is the current ruler of the city until someone else takes her place. Som whisper that the Orness ensures that no-one else ever survives all ten poisons, making sure her position is never threatened.
In Enthait, the poison eaters eat poison in order to connect to the all-knowing entity called the datasphere, which can reveal any and all dangers threatening the city. It’s rumoured that some of those who eat the poison become, in truth, nothing more than appendages of the datasphere, part of why it is so knowledgeable.
Some claim that some of the poisons produced by the Eye of Enthait are in truth not poisons, but other substances that merely happen to be toxic as a side-effect. However, this seems like a pointless distinction to most, though those suggesting it believe that the more toxic substances just need eating in lower quantities.
The city of Enthait, for some reason, is a magnet for danger. drawing everything from malign influences to sentient diseases to abhuman tribes. Some think that this is connected to the ancient ruins it is built on, and that these ruins either draw such influences to the city, or perhaps create them out of the whole cloth.
The deadly vallum of Enthait contains all manner of dangerous devices, some functional, some not, waiting to hurt anything that attacks. It’s rumoured that the Aeon Priests do not know just what every device was capable of, and that some buried there are far more dangerous than suspected.
The greyes are the ten highest-ranked members of the zaffre, the defence force of Enthait. Every greyes has some kind of unique talent, and when a poison eater makes a threat known, a team of greyes with the right skills is sent to deal with it. It’s very rare for the entire force of greyes to be sent to deal with a threat, but it’s rumoured that has become more common over the years.
The Orness is the putative ruler of Enthait, as she’s the only one who has managed to survive all ten poisonings. Some wonder if in truth she has survived all ten, or whether she, in some way, faked at least one of the poisonings in order to establish herself as the city’s ruler.
The poison that the poison eaters of Enthait consume comes from a device called the Eye of Enthait, and there are ten different poisons that the Eye provides. Or, at least, there are ten known poisons provided; some claim that, every now and then, others are produced.
The zaffre are Enthait’s defence force and guard the community from both external and internal threats. Given that they serve the wishes of the Orness, some claim that the zaffre also tackles threats to her leadership, even if such threats don’t risk the community as a whole.
The 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.
Cataclyst is a recursion that is a nuclear wasteland following the attempts by fledgling AIs to consolidate their minds and protect themselves. It’s rumoured that there are some from outside the recursion, with Ruk and Earth being the most likely, who are seeking to find some of the AIs and take them back to their own realm.
Edgerina the Sunspot is a salvager in Newk on Cataclyst who has gained many powerful enemies over the years due to her eradicating those who might waken sleeping threats in the ruins. It’s said that those enemies are combining their resources to put a truly enormous price on the Sunspot’s head, one that would draw bounty hunters from far and wide, seeking to claim it.
Newk is a town in Cataclyst where survivors scavenge the ruin beyond known as Doomstreets. There are various dangers in Doomstreets, including killer robots, and it’s rumoured that some of these robots, should anyone be foolish enough to disturb them, will pursue whoever does so until they are dead or the robot is destroyed, no matter where the person might go.
Various groups are said to have set up outposts on Cataclyst to study the strange technology of the recursion in comparative safety. The presumed aim of such is probably to discover technology that can be viably used outside of the recursion.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the Charter Hill district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Andrew Scythe, the head of security for the Hacienda, is said to be looking to hire some people on a temporary basis. There’s a rumour that he’s become concerned that some of his staff have been compromised in some way, and that he’s hiring outside contractors to investigate the matter.
Hydrosubsidium in Charter Hill is known to be conducting operations in the Del Coronado Trench to the east of Night City. There are rumours that the company has suffered incidents in these operations, with some claiming that these are the result of sabotage, others that they are due to the dangerous nature of whatever the company is up to.
It’s said that there was a strange break-in at the Darkwood Apartments in Charter Hill. Rumour has it that unknown individuals broke into the building, but didn’t break into any of the apartments, even though, given the nature of the tenants, there would be a decent amount of valuables to hand. It’s not known just where the intruders went when they got inside.
Shaito Imports in Charter Hill imports and sells many goods from the Far East, and it’s rumoured that not all of what they import is entirely legal. No-one seems to know what else they might be importing, or where they might be selling such, though.
Some of the businesses in the Wyman Building in Charter Hill are said to be merely front companies whose sole purpose is to launder cash for criminals. It’s also rumoured that the entire building is such a front, and this is why the owners are not exactly bothered about money laundering going on within it, because they get a piece of the action.
Synop-Tel in Charter Hill is a small company that researches telecommunications advances, and stays in business by licensing what it invents and develops to larger companies. It’s rumoured that one of their customers is trying to pressure the company into being bought up by threatening to take their custom elsewhere.
The Hacienda in Charter Hill is Night City’s famous hotel-casino, and the only one of its type in the city. It used to have a gang problem, but the professional security force set up has ended that. It’s rumoured that the Hacienda’s security is very pro-active too; think about going after the place and they will end you before you try.
The Night City Hilton in Charter Hill is rumoured to be the hideout of several well-known solos. There are also rumours that these solos pay the local management well to ensure that they are not bothered and for certain unfortunate side-effects of people coming after them to be discretely disposed of.
The Richard Night Memorial Aquarium in Charter Hill is funded by various corporations, in return for tax write-offs, and it’s rumoured that the companies have found other ways of making the place pay as well, through sea life that is kept there from which useful compounds can be extracted.
There’s a rumour that the Hacienda in Charter Hill has been hit recently by some people successfully managing to scam the games. It’s thought that, if this is true, that whoever is responsible must have broken through the Hacienda’s security to gain access to the casino’s systems.
D10: Night City Rumours – Charter Hill is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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Streets in a fantasy setting do have things that could be found on them. Here are ten things, almost completely without value, that could be found, and they are more likely to be found in the poorer sections of town.
Bent copper coin.
Bloated corpse of a dead rat.
Broken wagon wheel.
Crude wooden doll with a disturbing expression.
Crushed pewter flagon.
Pool of recently spilled blood, turning sticky and attracting flies.
Recently emptied contents of a chamber pot.
Remains of a smashed wooden crate.
Rotting vegetables lie on the street.
Several teeth, with fresh blood on them.
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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.
Becara is in many ways the leader of the Few, though that is a role she doesn’t claim the title of, though it’s one she effectively fills. It’s rumoured that Becara’s refusal to claim to be the leader is subterfuge, to hide the fact that she knows that, in truth, she runs the Few and without her the group would fall apart.
Brave House in Umdera is where weapons and unarmed combat are trained by instructors who are members of the Few. It’s said that the Few keep an eye on those they are training, to see who might be worthy of joining their number, but no matter what, training is open to all.
Coloured plumes of steam are emitted from the elixir distillery in Umdera, and inside the fumes can lead to blindness. It’s rumoured that even those fumes that are emitted into the atmosphere are dangerous for those who spend too much time near them, and over the years the effects can build up.
Ethedrin is a skilled gambler and trader in secrets that can be found in Umdera’s Public House. It’s rumoured that some of the secrets he knows are used as blackmail material by the gambler, and that over the years he’s picked up just about every skeleton in the closet in the settlement, and now wields as much power as any of those who visibly hold it.
Jherad the Sage is a student of the dream titans who perhaps knows more about them than anyone else living. He constantly wears skin-covering garments to cover up the damage he suffered when he was trampled by one of the dream titans. Some claim that Jherad is still attempting to gain as much knowledge about the creatures as he can so he can discover how to kill them in revenge for his injuries.
Lia is a young distiller with so much talent for the craft that, despite being only fifteen, some of the varieties offered are her own concoctions. It’s rumoured that she’s still considering leaving the distillery, and as a result Xaozon is considering essentially bribing her to remain.
Pilgrim Palon can be found in the Public House in Umdera, regaling people of all the expeditions she’s led in the past and usually saving things single-handedly. Some doubt her tales, especially as they seem to be endless, and there are rumours that Palon is not the brave adventurer she makes herself out to be and instead is a coward who has people looking for her under a different name after her cowardice landed them in mortal peril.
The Few are a group of explorers based out of Brave House in Umdera who set out on expeditions into the nearest dream titan. Not all who set out return, though the group has so far been able to restore its numbers. There are rumours that those outside the core membership are the most likely to fail to return from an expedition and some say that’s because the core members kill those who have discovered things of spectacular value or interest and take them for their own.
The Jalnarys are the two brothers and a sister who run the Public House in Umdera and most have difficulty telling the three apart unless they are together. It’s rumoured that the three may be clones, or something similar, and that they fled from something, which is why they mostly keep to the Public House.
Xaozon the distiller was once an Aeon Priest but he left the Order of Truth for reasons he will not explain, though they seem to be painful for him. It’s said that Xaozon keeps an eye out for whenever Aeon Priests might visit Umdera, almost as if he’s looking for some in particular, or fears they may be looking for him.
The 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 six 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.
Fallen have always been a by-product of the psychic abilities that permeate Atom Nocturne, those who are unable to cope with the heights of their abilities. It’s rumoured that the number of Fallen being created, at least as a percentage of the population, has been steadily rising, suggesting that more and more people are not able to cape with psychic gifts.
Lesser Fallen on Atom Nocturne are caught and they have their psychosis treated in a special floating citadel called Maximum Sanctum. Though the citadel is supposed to be very secure, it’s rumoured that this security is not as thorough as is made out, and that some Fallen have managed to escape over the years.
Some of those of Atom Nocturne have their minds collapse inward as they are unable to manage the heights of psychic ability. These are called the Fallen and seek personal gain above everything else. There are rumours, though, that some of the Fallen have managed to start cooperating with each other, realising they can gain more by working together, however brief that might be, than acting on their own.
Talents on Atom Nocturne are capable of dealing with those known as the Fallen, who seek personal gain above everything else. However, some of the Talents have been disappearing recently and there’s a concern that the Fallen may be seeking to deliberately eliminate the biggest threats to them.
The Splendor Dome in Atom Nocturne is where champions fight using their Talents, in competitions that are not meant to be lethal, and killing an opponent is an automatic disqualification from competing again. It’s rumoured, though, that sometimes others rig the fights to ensure that a rival either accidentally kills a competitor, or is killed by them.
Winners of the competitions at the Splendor Dome in Atom Nocturne may receive an artefact crafted from the psychic energy of the crowd, if the crowd approves. It’s rumoured that sometimes artefacts that should be created are not, and vice versa, as the crowd can on occasion be manipulated in their approval.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the Studio City district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Brookhaven Co-op in Studio City is a low-cost apartment building that was constructed predominately out of substandard materials. The tenants run the building as a co-op and are attempting to get parts of it brought up to a higher level, but are struggling both due to a lack of funds and because the building is fundamentally garbage.
Colonial Studios in Studio City is currently being renovated and repaired to make it a state of the art braindance and holographic producer, but it’s rumoured that work on this keeps running into problems, and sabotage is said to be suspected in some cases. The studio is said to be investigating, both on the Net and not.
Libertine Lanes in Studio City is an old-fashioned bowling alley, though with some more modern features. It’s also rife with juviegangs, gang fights and dorphers, though attempts to shut them down have so far failed. However, it’s rumoured that an attempt is being made to get the place condemned and pulled down which, though it won’t solve the problem, will move it elsewhere.
Malorian Firearms, Inc in Studio City specialises in custom weapons of high quality. Run by the gunsmith Eran Malour, it’s said that Malour is always looking for commissions to make new weapons that are “interesting” in some way. Malour seems less bothered about what such weapons will be used for, and more that making them will be interesting and a challenge to do.
Over the years, the quality of films produced out of Studio City declined a lot, though the new owners seek to turn this around. It’s rumoured, though, that on parts of the lot content is still shot that makes even the trash produced at the depths look like the highest quality of work, and that often what’s filmed ventures into the extremely dubious if not outright illegal.
Studio C at Studio City is in ruins and waiting demolition after a fire was started by an unknown arsonist. There are rumours that the company has been receiving threats, from someone claiming to be the arsonist and threatening to do it again unless they are paid off.
The United Non-denominational Churches of God(s) in Studio City amongst other things runs a soup kitchen for those in need. It’s rumoured that the kitchen has been having problems with juviegangers recently, with them terrorising those heading to the soup kitchen, including the staff. They haven’t been attacking the place directly, but even indirectly it’s causing problems.
There are warehouses on the Studio City lot that contain all kinds of things, some of them going back years. It’s rumoured that the company has recently uncovered a cache of old movies from the last century and are working to convert them to a modern medium. This is being done secretly, because the films are worth quite a lot, even in their current state.
There have apparently been problems with Colonial Studios’ new braindance programs. Some claim that they have had a deleterious effect on some users, damaging their brains, but the studio claims this is disinformation being put out by corporate enemies trying to destroy their business.
Z-KNT is based in Studio City and is one of Night City’s most successful progressive radio stations. Many rockers first found fame because of their exposure on Z-KNT, but some claim that money can be what gets someone played on the radio, not talent. Though this could just be coming from disgruntled rockers who weren’t themselves featured.
D10: Night City Rumours – Studio City is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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Some artwork copyright William McAusland, used with permission
Cities of Sundara: Silkgift introduced aether weapons, firearms that use compressed air tanks to propel their shots, rather than gunpowder.
Aether Grapnel (Two-Handed Firearm)
In some ways a hybrid of Silkgift’s aether weapons and net casters, the aether grapnel has a design not dissimilar to that of an aether rifle, but instead of a harmful projectile being fired by the rifle, it launches a grapnel instead. A grapnel weighs significantly more than the normal ball ammunition fired from a standard aether rifle, and the integral aether reservoir can only launch one grapnel before being depleted. The grapnel will trail rope behind it once fired, and Archer silk is commonly used to make the rope, due to it being light and strong.
Reloading a new grapnel into an aether grapnel is an Attack action. All other rules that apply to standard aether weapons as found in the Silkgift book should be used for replacing and refilling the reservoir, misfires and firing underwater.
Though not a weapon, an aether grapnel still fires a hard object with force and it can still do damage. The cost includes one grapnel and 100′ of rope. Unlike normal aether rifles, aether grapnels do not come in dragon steel variants, as the improved material does not provide a noticeable benefit.
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