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.
Guran is known for the luminous blue baubles that are found in the nearby mines, which caused the Bauble Rush that resulted in the city’s founding. So many baubles were found that they have little value, but there are persistent rumours of baubles in colours other than blue, which are said to fetch a significantly higher price due to their scarcity. No-one seems to have ever seen these differently coloured baubles in person, though, with the rumours being relegated to the friend of a friend territory.
In the Clave, the oldest part of Guran, stands an unused morgue that was apparently ordered built by the town’s council during the Rose Plague, but was completed too late, after the plague had spent its course, and now stands empty. There are rumours, though, that this isn’t the real reason why the morgue was left empty after use, and that something happened in it during the plague that caused those who knew about it to hush it up.
Maggie and Marchie Yets run two different tailors in Guran’s Midmarket district. The two make different types of clothing, and would appear to have no real areas of conflict over what they make. Yet it’s rumoured that the sisters detest each other and have a long-standing conflict wherein each is trying to undermine the business of the other, whilst presenting a friendly face as far as the outside world can see.
Mylian Acan is the leader of Guran and has the support of much of the populace. He is an Aeon Priest and sometimes comes into conflict with some of the more fervent members of the order. It’s rumoured that this conflict is only deepening, as some of the other priests are objecting to how Mylian is making use of the numenera, and are working to undermine Mylian in any way they can. Or, perhaps, even take more extreme measures.
Sweet End is the part of Guran to visit for entertainment that is not of a family friendly nature and, given that its heart never closes, a lot of people are visiting to enjoy such entertainment. There are rumours of darker places, off Forever Street and away from the constant glow of baubles, were one can find entertainment that is outright illegal and would be shut down, should it ever be discovered by the authorities.
The Council of Guran assists the city’s leader, Mylian Acan, in governing the city and is also authorised to rule should anything happen to Mylian, though they must find a replacement within a week. There’s a rumour that several members of the council have already been corrupted by an opponent of Mylian, who plans to enlist a majority on their side before they strike down Mylian themselves.
The Hatchet in Guran is the town’s slum and is reputedly ruled by a mutant called Jirlin and his gang, with Jirlin feeding those who cross him to the ravage bear kept in a pit in the district. There’s a rumour, though, that the bear is looking rather sickly, and perhaps is dying from its long captivity. Should that be the case, Jirlin will lose one of his most effective measures against those who oppose him.
The part of Guran known simply as “that place” is a piece of forested land that is often used for hunting, as well as a meeting spot, whether that be for young couples or clandestine meetings. Due to hunting being common, it is also common for others visiting it to end up injured by accident. Though there are rumours that not every injury is accidental in nature.
The Rusted Relic in Guran is run by a woman called Mecky, who used to be a well-known Nano in the Steadfast and the right-hand woman of one of its leaders. There are many rumours about what happened that resulted in Mecky ending up in Guran and recently there are rumours that someone has been asking around after her, though it isn’t known why.
The Upper West and the Lower West are two districts of Guran which constantly engage in ribbing as to which of the two is better. Most of the time, this is good-natured, but sometimes it isn’t and there are suggestions that the ribbing might be about to degenerate into more active conflict between the two districts, though no-one seems to know why the situation has deteriorated so much.
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.
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.
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.
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.
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.
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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 West 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.
Pinewood Bazaar in West Hill is an underground shopping centre where the urban professional can buy anything they want from upscale boutiques. One of the shops is an automated supermarket, where customers can shop via a catalogue or place orders on the Net. It’s rumoured that for those with the right codes, more things than those listed can be bought, things that are otherwise illegal.
Pinewood Spa in West Hill recently installed some new Braindance Bodytoner booths, allowing patrons to be immersed in the latest Braindance whilst their bodies are exercised electronically. There are rumours that some of the booths have had to be sent back to the manufacturer, though, after several patrons were injured due to faulty manufacturing.
Serengeti Gallery in West Hill sells African wildlife holography, though there are rumours that sometimes the holograms have been tampered with. It’s impossible for them to actually do damage, but that doesn’t mean that a holographic lion can’t be made to scare someone into doing something unfortunate. Such as leave through a door that is actually a window.
The NCU Fine Arts Campus in West Hill has been having problems with troublemakers recently, though nothing serious so far as the NCU Campus Police are capable of dealing with problems troubling the facility quite firmly if needed. Security has been increased as a result, though, as prevention is considered to be better than cure, and the campus police are making it clear that troublemakers will not be tolerated.
The Night-Marriot Convention Center is adjacent to the hotel in West Hill. The centre can hold large events, or be partitioned to hold much smaller ones, and there are rumours about just what goes on in some of these smaller events, especially those that have been paid for by the rich and decadent.
The Night-Marriot Hotel in West Hill is said to provide a very personal service to its best customers, providing them with almost anything they desire and helping to remove unfortunate problems so that the customer isn’t troubled by any potential fallout. Rumour has it that a number of professionals visiting the hotel over the years have disappeared inside its walls.
The posergang called the Bozos sometimes cause trouble for artists displaying their work in the neighbourhood between the University and executive-class apartments. They do destructive practical jokes such as pouring paint or blood over a display. It’s rumoured that they’ve stared doing nastier jokes involving acid and flamethrowers.
The Petrochem Fine Arts Museum in West Hill is filled with valuables, and given this, and the need to protect the place and patrons from gang violence and vandalism, security is very tight. It’s also rumoured that it tends to be proactive as well; a gang that tries to damage or hurt the museum or anything connected to it will be targeted by security to send a message that doing such is not a good idea.
There are warehouses and art studios in West Hill, some still used for storage, some for small businesses and some as artist’s studios. No-one really knows everyone who is using the warehouses, and there are rumours that some are used to store illegal goods, or perhaps worse things.
West Hill Gardens in West Hill are expensive and secure apartments, with some of the best security on the city, yet there are rumours of a number of incidents in some of the apartments recently. Details aren’t known, and some say that this is because the stories are just that, stories, but others claim that the incidents are being covered up to stop the prices of the apartments from declining.
D10: Night City Rumours – West 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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The Sundaran town of Kask, from Towns of Sundara, is known, amongst other things, as a centre for brewing and other fermented drinks. The town was built around the monastery of the Three Sisters, and the monks were known for their brews. Over time, many other brewers and vintners have set up in the town, and this list has ten different drinks to find there.
Blackheart: Blackheart is a thick, black, treacly stout that is so thick it borders on being eaten rather than drunk; it’s not uncommon for a mouthful to need some chewing before it’s swallowed. The stout is so thick and strong that few are capable to stomach it, beyond dwarves, orcs and some Blooded descended from orcs. The drink does have a lot of calories in it and some dwarves have been known to keep going for several days on the stout alone; most other species would have passed out before then. Orcs, though often capable of matching the dwarves drink for drink, are less likely to drink Blackheart to excess.
Bramston’s Cider Beer: This drink is a curious combination of apple cider and beer, but it’s rare to find it outside Kask. Cider Beer doesn’t travel that well as the mixture requires very careful transport and padding, as too much jostling will disrupt the careful balance of the mix. When it is found some distance from Kask, it tends to be either badly damaged by the journey, or expensive due to magical means of transport, which has made it popular with those rich who like to show off how much money they have.
Capathiel Mushroom Ale: An unusual beer crafted by the brewery founded by the Malisus elf Capathiel, it uses the techniques of the Underworld-dwelling Malisus elves combined with those of the surface to craft a beer made from mushrooms. The mere description of it is not to everyone’s taste, yet the end result all would agree is surprisingly good once they’ve been convinced to try it. Mushroom Ale is a very filling drink, containing a lot of the nutritional value of the mushrooms it’s made from, and it can even substitute for food in a pinch.
Clearwater: This beer’s most unusual feature is that it’s completely clear; it looks like slightly effervescent water when poured. The beer is made by a Gard’eri elf brewery in Kask, and is a very light beer, resting easily on the palate. Drinkers say it tastes of rivers running through a forest, even though it is definitely a beer. The alcohol content of Clearwater is, perhaps fortunately as it’s very easy to drink, lower than that of most beers.
Feldspar Rock Biter: The name of this mead has little to do with the drink; it’s just a play on the name of the brewery’s Gannar’Gon dwarf founder. The mead is a strong one, as befits a dwarven drink, though its flavour is not as sweet as mead typically is. The sweetness of the honey the mead is brewed from is cut through with an astringent flavour, lemon to the knowledgeable, that creates a curious dichotomy on the tongue. Trying to make sense of the flavour has caused drinkers to drink one tankard after another until the mead catches up with them.
Hardbottle Double Bite: Double Bite is a cider that has a deceptively smooth taste to it, thanks to the filtering process used. Deceptively, because the cider is unusually strong; the process presses the apples twice when extracting the juice, then greatly reduces the water content on fermentation. Those unfamiliar with the cider’s strength risk making a fool of themselves if they drunk too many bottles of the drink, and too many is a lower number than might be expected.
Lavender Kiss: This is a pale purple spirit brewed by a Gard’eri elf, one of a number of flower-derived drinks that the small brewery produces. The spirit is created from lavender flowers and both smells and tastes of lavender, something that is not appealing to everyone, being most popular with the Gard’eri elves and the Ferruna orcs. The taste is quite delicate, but definitely there, and the spirit is only drunk in small quantities, as it possesses a kick that isn’t easy to notice.
Midnight Wine: A wine of a definitely black colour, that almost seems like liquid night. It is unusually viscous for a wine, seeming to flow sluggishly from the bottle when poured. It’s said that Midnight Wine should only be drunk at night, but this is just a tale told, possibly to sell more of the wine. To go with its viscous nature, the wine is also full-bodied, far more so than even some reds. The Kask microbrewery it comes from uses a type of grape that they won’t tell anyone else about.
Pale Green: Brewed from cabbages, this is a wine with a pale green tinge to it. The wine has a distinctive taste, and smell, of cabbages to it, and it’s rare for anyone other than a Ferruna orc to consider the wine to be particularly drinkable. Not because it tastes that bad; it just tastes a little too vegetative for the tastes of most drinkers. Outside of the Ferruna and others the wine appeals to, it is most commonly used in cooking, as it has been proven to be a good base for various vegetable-based dishes and soups.
Strawberry Ale: This beer from the Three Sisters monastery has a curiously fruity taste, that of the strawberry in the name. It’s a very sweet beer, and it is definitely a beer, not a fruit cider, that is used in place of a dessert wine by those who prefer beer to wine, or simply can’t afford a dessert wine on a regular basis. The process by which the beer gets its taste is naturally not known, but it certainly doesn’t have any strawberries in it.
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Werewolves are beings infected with one of the strains of lycanthropy. They can often be violent and aggressive, even if they weren’t before the change, but can also be unable to control themselves.
What Distinguishing Features Does the Werewolf Have?
A scar twists its muzzle up on one side, baring its fangs.
A white stripe of fur runs down its spine.
Its fangs are oversized, making it impossible for the creature to fully shut its mouth.
One ear has been cropped down near its base.
The beast’s hair is unusually thick and long.
The werewolf’s claws are scraggly and uncared for.
How Does the Werewolf Behave?
Acts like a fellow traveller to ingratiate itself.
Apologises for attacking, saying it has no choice.
Charges into combat with no thought for self-preservation.
Lurks in ambush to attack unawares.
Pretends to be an injured individual to lure prey in.
Sneaks around, looking to attack the weakest individual unawares.
What Unusual Item Does the Werewolf Have?
A plain silver band, on a leather thong.
Collection of dried ears.
Hilt of a broken silver dagger, worn around the neck.
Leather bag full of knucklebones from different beings.
Old, dirty, ragged and, by the looks of it, bloodstained, rag doll.
Square of wolfskin.
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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.
King Falton and Queen Sheranoa are the rulers of Seshar, though they rule little more than the city of Nebalich these days following the kingdom’s collapse. The two are much loved by the citizenry and certainly present a pleasant face, but there is the occasional rumour that this pleasantness is just a face, and that beneath that face lies one that is much more disturbing, one the rulers take pains to keep hidden.
Margr are a problem for the lands of Seshar, though usually the abhumans don’t come near to the canals where most of the people in the land live, though marauders can be troublesome. Recently, though, margr have been seen in greater numbers than usual near to the canals, and seem to be spending more time closer to civilisation, which has the definite potential to cause a major problem for those living in Seshar.
Professional thieves known as the Yellow Serpent operate out of the city of Nebalich in Seshar, preying on everyone in the surrounding area, and, it’s rumoured, not just as thieves but as assassins too. There are rumours that a number of high-profile deaths in Nebalich are the work of the Yellow Serpent, who are either working for someone who is attempting to take power, or trying to gain control of the city themselves.
Redstone is a village in Seshar that is named after the interesting red stone that is quarried from the top of the slope up from the canal the village is next to. The stone always seems to contain a pattern of straight lines with multiple angles, and there are rumours that sometimes the patterns inside the stone move, though not whilst anyone is watching.
Seshar used to be an independent kingdom, but the kingdom collapsed when the ruling family couldn’t sustain its holdings. There are rumours, though, that the collapse might have been avoided and that the real reason for it was that the someone close to the rulers was bleeding their land dry. It’s said that those responsible fled with much of what they stole, but had to leave some of it behind and that, somewhere in Seshar, there is still a cache of valuables that were never smuggled out.
The canals of Seshar are essentially the lifeblood of the land, allowing barges and ships to travel along them and maintain trade between the different settlements of the region. The canals were not built by the inhabitants, but by a prior world, and are arranged in a strange pattern. There are rumours that if the canals are travelled in a specific manner, they can transport the craft doing so somewhere else, and that every so often a barge disappears without a trace, never to return.
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 ten 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.
Buried beneath the glass desert are pockets and hollows where artefacts dating back to the Age of Myth can be found. Legend has it that also under the desert are much larger pockets, where not just artefacts from that Age can be found, but creatures from the final battle between the armies of Lotan and those of the Maker. Something that would be extremely dangerous to uncover.
Glass pirates ride ships that skate across the Glass Desert of Kuambis on magical skates, posing another hazard to any that travel through the region. Recently, there have been rumours of internecine fighting amongst the pirates, and it’s said this is because one pirate has decided to forge them into a single force and is destroying any pirates who refuse to join up. Should the pirates unite, this will make the region even more dangerous.
Illicit items, dark sorceries and slaves can all be bought at the Citadel of the Harrowing in Kuambis, things that would be illegal in other regions. It’s rumoured that these are only the comparatively tame surface of the goods and services that are truly available at the Citadel, and that far darker things can be bought by people in the know.
Kuambis is home to many of the dragons of Ardeyn, as there are rumours that relics of their draconic ancestors can be found in the waste, powerful enough to let the dragons take control of all of Ardeyn. Dragons are no good at cooperating with each other, though, but there are rumours that several have formed an alliance in pursuit of their goals. Though it is likely such an alliance would eventually fall apart, it could be that this would be after they have managed to find what they are looking for and conquered everywhere on Ardeyn.
The Ahlan Mountains run through Kuambis, and other regions of Ardeyn, and three tall peaks known as the Three Sisters have stars descend to them on some nights of the year, resting there for several hours before rising again. It’s said that the frequency with which this happens, and the numbers of stars that descend, has been gradually increasing over the years.
The Citadel of the Harrowing is the only place in Kuambis that the dragons cannot go, thanks to the Red Pact they swore many years ago. However, it’s said that just because the dragons can’t go there, it doesn’t mean their agents or those acting on their behalf cannot, and that the most powerful dragons always have representatives looking out for their interests in the Citadel.
The Glass Desert in Kuambis which is said to be where the final battle between the armies of Lotan and the Maker was fought, the glass itself coming from the glass castle of Maker’s Hall. There are rumours that the glass ended up infused with part of Lotan’s will, and is slowly moving to the old site of Maker’s Hall, where it will form into a new castle, but one of Lotan, not the Maker.
The Harrowing is the yearly competition held at the Citadel of the Harrowing in Kuambis, where four mortal contestants fight a dragon in the arena, with the prize being something worthy from the dragon’s hoard. The dragon usually wins, and can choose to take the survivors as slaves or eat them, but dragons who lose submit rather than be killed. It’s said that those who win the contest rarely survive the year, as the defeated dragon dedicates its time to destroying them.
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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 East Marina 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.
Blue Light Special Sales in the East Marina is known by rockers to be one of the best places to get equipment in Night City, from instruments to all the cyberware a would-be star, or an actual star, needs. The prices are so competitive that there are constant rumours about just how Blue Light manages to get their stock, from smuggling to outright robbery. Not that customers are that bothered.
Decker, Tanaka & Rogers are always looking for escorts to help protect their freighters heading for the Pacific Rim. It’s known that D, T & R are not exactly bothered about asking too many questions about why someone might need to leave Night City in a hurry, though they do ensure that anyone they provide travel for isn’t in league with any pirates. It’s rumoured that the company will even take people they know have certain legal problems away from the city for the right price.
Joe’s Diner in the East Marina is a human-staffed fast-food joint from which gang elements are excluded, and the regular patrons are willing to ensure that it remains that way. The diner itself does not have high security and there are rumours that the Wild Things are planning an attack on Joe’s to make a point.
Pier Three Paradise in East Marina has an exotic chain restaurant catering to low and middle level corporates, but it’s far from what many would call exotic. However, there are rumours that the restaurant has a special room for special diners, where what’s served is definitely exotic and, frequently, outright illegal.
Stallion Slough Shipyard in the East Marina is Night City’s only major shipyard. It’s rumoured that it’s possible to get certain modifications done to ships, for the right price. Less than legal modifications, whose main use would be to pirate other ships.
The ILLW, the union for Night City’s longshoremen and technical crews who unload ships, is described as the last bastion of organised labour in the area. Their hiring hall is in East Marina, and the building has reputedly suffered a number of attacks recently. Some say that the corporations are trying to make sure that the last bastion of labour crumbles, eliminating a final problem in the corporations’ way.
The Reunification Hall and Social Club in East Marina is a place where small and large groups rent rooms for meetings. There have been accusations that not all of these meetings are as private as they should be, with bugs planted in the rooms to pick up what’s going on.
There was a break in at the offices the Prudhoe Pride Oil Co. in East Marina, though nothing is said to have been stolen. It’s rumoured that those who broke into the place were looking for evidence that the company is involved in illegal activities when it comes to disposing of their waste.
Universal Export in East Marina is rumoured to be a front for the British Provisional Government’s Army Intelligence Active Service. It’s also rumoured that there was an attempt to break into the place recently, by the Wild Things, and that this attempt failed disastrously, with none of those who attempted it seen since. It’s said that ARMINTAC suspects the gang were hired to test the place’s defences.
Weird Stuff in East Marina is a place where it seems just about any leftover spare part can be found, and not all of those the store buys in were obtained by the seller legally. It’s said that the store ran into trouble recently, as an item sold to them was rather more important than either buyer or seller thought, and the original owner came looking for it. Though the store remains open, it’s believed that the thief has disappeared. Possibly in several different directions.
D10: Night City Rumours – East Marina 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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This provides game stats for one of the items worn by the Rhodann from the 5thb Edition version of Species of Sundara: Elves.
The Rhodann are known for their colourful patchwork cloaks, but some also make patchwork cloaks that are intended to blend in with the terrain. These cloaks are not magical in nature, but do provide a benefit to the wearer.
Each cloak is designed for a specific sort of terrain, and will only provide a bonus in that terrain. Example terrains would be mountains, snow, desert or woods; the GM, or player, should determine what terrain a specific cloak provides a bonus in.
When a cloak of the Rhodann is worn in the terrain for which it’s designed, the wearer gains a +2 bonus on Dexterity (Stealth) checks done in that terrain.
Cost: 40 gp Weight: 1/2 lb
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The standard shape for an iron golem is a large humanoid figure, but why should that be the only form? Wizards are known to experiment, so here are ten different shapes for iron golems. As form can define function, these alterations to the shapes can also alter what the golem can do.
Dragon: The iron golem is complete with wings, but it won’t fly unless additional magic is used to grant it that ability; the wings are non-functional. The golem may be painted, often green to match its breath weapon.
Fort: An immobile form that takes the shape of a small iron tower with walls that are about an inch thick in most places. The door and any windows to the tower are also iron, and the golem will open them on command.
Horse: The primary difference this has is that it’s possible for an authorised user to ride it. A saddle has been sculpted into the horse’s back, but it is steered by spoken commands. Despite the shape, the horse-shaped golem isn’t any faster, but it is tireless.
Mobile Armour: Inside the chest of the golem is a space that will take a small humanoid, such as a dwarf, halfling or gnome. The space is not quite airtight, otherwise the occupant would suffocate, and there are various gems that allow said occupant to control the golem.
Shield Bearer: An iron golem that seems thinner than most, as much of its substance is taken up by the huge metal shields it bears in each hand. The shield bearer can attack, bashing with the shields, but its main use is to provide shelter for others behind them.
Siege Turtle: A slanted iron roof and iron walls create a mobile siege turtle with many small legs at the bottom of the walls. The turtle isn’t very fast, but it obeys orders and can see where it’s going and where attacks may come from, which makes it harder to attack.
Snake: A gigantic legless metal snake, similar to such as an iron cobra, but on a much larger scale. The snake has the ability to crush creatures in its coils, and the fangs may have poison reservoirs added to them.
Spider: A huge metal spider, the only physical attack this iron golem has is with its fangs. In some cases, special reservoirs may be built into the fangs to deliver a dose of poison. Despite the golem’s shape, it can neither climb surfaces nor spin webs.
Wheel: The golem takes the shape of a single large, wide, spoked wheel. The hub doesn’t turn and located on each is one of the golem’s eyes and an arm, though the arms are comparatively spindly, to allow them to reach the ground.
Wheeled Juggernaut: The iron golem is what appears to be a wheeled statue, with only the top of the torso and head, which may take a non-human form, protruding from a thick slab of iron with wheels mounted on it. The golem can roll around, crushing the unwary beneath its wheels.
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