Tag Archives: GameMaster’s Resource

D10: Encounters for a Fantasy Graveyard

Graveyard
Some artwork copyright William McAusland, used with permission

For one reason or another, characters can spend quite a bit of time in graveyards and cemeteries. One way of making this time more interesting is with some random encounters in them. Here are ten encounters, some odd, some potentially useful, to have in a graveyard.

  1. A freshly dug grave, with the damp soil still piled next to it. The grave clearly hasn’t been dug long, and the shovel used to dig it has been plunged into the pile of soil. If the spade is pulled out, the blade of it bears slight traces of fresh blood.
  2. A gravestone has been damaged so that only the very stub remains. Bits and pieces of broken stone lie around the grave, together with an abandoned sledgehammer. The grave itself has also been attacked, and by the smell and looks of it, someone has urinated and defecated on it.
  3. A ghostly white figure is seen flitting amongst the gravestones in the distance. If pursued, the ghostly figure can easily be caught up with and turns out to be just a woman in a flowing white dress who is looking for a specific grave.
  4. Covering a grave is a thick iron mortsafe, a device created to prevent bodysnatchers from digging up coffins. The mortsafe is clearly damaged, with its iron bars bent and twisted. However, it looks like the damage came from below, as if something was prying its way out from the grave, not above.
  5. Flowering plants cover this very well kept grave and the headstone itself practically gleams. A small compartment at the base of the grave contains various tools used to maintain it, and now and then, or if the grave is interfered with, the implements fly out of the compartment to keep the grave in perfect shape.
  6. Kneeling at the end of a grave is a hooded figure dressed in black. They appear to be mourning the one whose grave it is, and the grave looks comparatively recent and fresh flowers have been laid on it. The person will refuse to respond to anyone who speaks to them. If pressed, they turn, lift their hood revealing a horrifying visage and then vanish.
  7. Mushrooms and other fungi are growing in unusual profusion over one grave. Even the headstone is nearly hidden under a mass of mould, which will need scraping away to read the inscription. As night, all the different fungi glow with an unsettling blue light.
  8. One grave stands out from the others because it is completely enswathed in cobwebs. For some reason, it looks to be attracting spiders, who can be seen within the webbing, and either the grave hasn’t been cleared in some time or the spiders are spinning the webbing back at a very fast rate.
  9. Standing at the head of a small grave is the statue of a small girl, posed as if in dance. The next time that the characters pass the grave, the statue of the little girl is no longer there.
  10. Two gravediggers are sitting at the side of a grave they are in the process of digging. They have stopped for a break and are sitting on the pile of soil they’ve dug out so far. They are naturally talkative and will willingly chat to anyone who stops about the graveyard as a whole.

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D10: Numenera Rumours – Matheunis, the Cold Desert

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. As people from the Steadfast have moved south into Matheunis to get away from kings and empires, so too has the attention of said rulers and realms moved south as well, to eye up the lands. It’s rumoured that the Empress of Pytharon is preparing to start building outposts in the region of the Cold Desert south of the Sadara River, in preparation for the empire moving to start taking control of the land.
  2. Gayv-oreth is the ruler of the First Tier of Nihliesh in Matheunis and is generally a kind and compassionate ruler, though sometimes he becomes a dangerous, insatiable monster when his appetites get the better of him. So far, his people have forgiven him each time this has happened, but it’s rumoured that these instances are happening with increasing frequency and it could be that Gayv-oreth will eventually become the monster all the time.
  3. Mada-liviss, the ruler of the Third Tier of Nihliesh in Matheunis, has been seen in public less and less in recent times. In fact, there are rumours that she hasn’t truly been seen in public for many weeks, with claims that her apparent appearances are, instead, some sort of numenera-created illusion or hologram.
  4. Matheunis is, for some reason, home to a larger number of mutants than other regions, especially margr and murden. There’s a rumour that the reason for this is that there’s a machine from a prior world somewhere deep within the Cold Desert, a machine that, somehow, created mutants, perhaps by changing humans into abhumans.
  5. Ni-chodoss, the ruler of the Second Tier of the city of Nihliesh in Matheunis, is whispered to exert a large amount of influence on the city as a whole, with a network of spies, thieves and assassins, something that has allowed her to become far wealthier than those she rules. There are rumours, though, that inhabitants of both the Second and First Tiers are growing tired of Ni-chodoss and would depose her if they could do so.
  6. Nihliesh in Matheunis is a city built atop a half-buried ancient machine, using a material called churn, an orange-brown fluid created by two mechanisms inside the city that dries harder than stone. There’s a rumour that the flow of churn has become more sluggish recently, meaning that less is available for expanding or building the city in any way.
  7. The Foundation Stones in Matheunis, the Cold Desert, are said by some to be the foundations of the sky. They float above the surface of the desert, but there’s a rumour that the stones have been gradually growing closer to the surface over the years. Some say if the stones ever reach the ground, the sky will fall down.
  8. The inhabitants of Matheunis, the Cold Desert, domesticate a species of fly called the drakka, which grows up to a foot in length. Drakka are fairly intelligent, but some think they are even more intelligent than they let on. Many people keep drakka as pets or to herd or watch animals, which means a lot of households have drakka in them. There are claims that this is deliberate on the part of the drakka, though whether this is being done by an intelligent creature looking to be cared for, or one infiltrating a potential enemy, is another matter.
  9. The Symbol Stone, one of the seven Foundation stones in Matheunis, the Cold Desert, has a symbol floating above it, easily visible at night, and has four separate streams of water pouring down its sides onto the desert, the source of a small river. There are rumours that, sometimes, the colour of the symbol changes, and when that happens, the water takes on strange properties.
  10. Up until now, the residents of the First Tier in Nihliesh in Matheunis have been perfectly happy living in the tainted air of churn production for, despite how it shortened their lives, there was always a chance their offspring could become Fahat, the most revered people, all mutants, in the city. It’s rumoured, though, that changes have been made that still keep the First Tier’s lives short, but greatly reduce the chance of Fahat being born, which could cause the residents to rebel.

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D10: The Strange Rumours – Ardeyn: Megeddon

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 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.

  1. Bands of the Betrayer’s homunculi have been reported to have been spotted in the Borderlands close to Megeddon, though it’s said the creatures have not been attacking anyone, just watching them carefully. Those who have come upon the homunculi unawares claim that the beings appear to be searching for something in the Borderlands.
  2. Megeddon is inhabited almost entirely by homunculi, copies of the Betrayer in three colours, green, red and clear. There are rumours, though that there are other colours of homunculi, ones that are even rarer than the clears. It’s said these are homunculi created with unusual abilities that the Betrayer creates for specific reasons, though it’s not known what either abilities or reasons might be.
  3. Much of Megeddon is empty, as the fortress is capable of holding many more people than it currently does. It’s rumoured that the number of homunculi in the fortress has been increasing over the years, mostly slowly but more recently the numbers have been rising much more rapidly. It could be that the Betrayer has discovered a way of creating homunculi faster, or that he has an upcoming need for larger numbers of them.
  4. Part of the fortress of Megeddon is known to be out of bounds for everything but the Betrayer’s homunculi. There are many rumours about just what might be found within that area, with treasures of different types being the most common theory, but there are rumours of strange beings held prisoner, vast machines of unknown origin and purpose and visitors from dimensions that have little in common with Ardeyn.
  5. The Betrayer continues to oppose Lotan, as he did when he was War, and it’s rumoured that those that follow him, homunculi or otherwise, have started to take a more active role against Lotan. Though most would appreciate Lotan’s forces being countered by the Betrayer’s, few would consider the Betrayer to be much of an improvement over Lotan.
  6. The Fortress of Megeddon is topped with metal towers that look out over the Borderlands. Though metal may make an improved defence, it’s said that’s not the real reason for its use in constructing the towers. Some say energy can be seen sometimes arcing between the different towers, with bolts occasionally darting out into the Strange.
  7. The symbol of Megeddon is a black circlet of spikes, called by most the Traitor’s Crown. There are rumours that this symbol keeps appearing in the Borderlands near Megeddon itself, causing some to wonder if the Betrayer is intending to expand Megeddon, the land or the fortress itself, to take control of more of Ardeyn.
  8. The White Zone is the part of Megeddon set aside by the Betrayer for those who visit him, with embassies from various nations and powers, even though they don’t outwardly show their allegiance, as well as others who trade in goods that Megeddon needs or wants. It’s rumoured that some parts of the White Zone are out of bounds for regular visitors, suggesting that the Betrayer has people, or things, residing there that even he doesn’t want others to know about.
  9. There are few entrances on the side of Megeddon that faces into Ardeyn. but it’s rumoured that there are more facing out into the Strange. The fortress’s appearance is suggestive of it being a much larger fortress that was lost in the Strange, and some say that the gates on the Strange-facing side still connect, through unknown means, to the rest of the fortress.
  10. There is a belief that the fortress of Megeddon may once have been an ancient qephilim city that was taken over by the Betrayer for his own purposes. It’s rumoured that there still are some relics of the qephilim deep within the fortress, and perhaps these relics might be connected to the Betrayer’s homunculi in some way.

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D10: Night City Rumours – Corporate Center

10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City

Cyberpunk CityThis list has ten hooks and rumours that can be heard in or about the Corporate Center 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.

  1. Ben Feinberg, C.P.A., is an accountant in the Balinger Building in the Corporate Center, and works as an accountant for many local celebrities. It’s rumoured that for a few of these celebrities, he has set up offshore corporations that are perhaps less than entirely legal for them to funnel money through that they don’t wish to bother the taxman about.
  2. Kuramoto Galleries is an exclusive gallery in Corporate Center specialising in modern and classical art of all kinds, with frequent invitation-only auctions. It’s rumoured that sometimes what’s for sale in these auctions isn’t being sold by the genuine owner of the item being sold.
  3. Night City Towing and Storage in Corporate Center tows away vehicles across Night City, giving owners 24 hours to claim them, after which the towing company sells them off. It’s rumoured that the company will also dispose of other vehicles, for a price, seemingly towing a car off then selling it as scrap, or even having it crushed. Such vehicles are those that connect to a crime in some way, and this allows criminals to destroy the evidence in a surreptitious manner.
  4. Red Cab is the largest private transport company in Night City, though it is well behind Aerocab, and its headquarters are in Corporate Center. There are rumours that Red Cab has been the target of a number of attacks recently, ones that seem oddly coordinated. It’s rumoured that Aerocab might be behind them, not to eliminate the competition, as Red Cab isn’t real competition, but to buy them out cheaply and extend their domination of the sector.
  5. Robbie, the proprietor of Robbie’s Monster Subs in the Corporate Center, is a 300lb ex-sumo wrestler form Hawaii and is capable of maintaining order singlehandedly should things got out of control when Rainbow Nights customers get a bit out of hand. It’s rumoured that Robbie, after he retired from wrestling, had some work done to make him even more formidable; not anything overt but some enhancement of his normal abilities and some subdermal armouring.
  6. The Cavalier is an expensive clothing store in Corporate Center that those without money, and lots of it, shouldn’t even try to visit. Most of what they sell is high-end imported items, primarily clothing but also some luxury household items. It’s rumoured that if you really have money to spend, additional lines of clothing are available, more expensive and quite possibly illegal.
  7. The Chatworth Tower in Corporate Center is home to luxury town-houses and apartments, though not quite at the top end of the market. The tower uses armed guards hired from a local security firm who are generally effective enough. It’s rumoured, though, that the Chatworth is looking to either increase the number of guards, or hire some who are of better quality; there have been suggestions of a number of “incidents” that the residents feel they should be protected from.
  8. The Kuroshita Hotel in Corporate Center is known for its discretion, as well as its elegance, and it’s rumoured that the staff can be truly discrete if the client is wealthy or powerful enough. Not only will they be able to get anything that said client desires, they will also be able to ensure that any unfortunate “incidents” are covered up and never trouble anyone else, such as the NCPD.
  9. The L’Etranger bar is a night spot in Corporate Center with a European theme to its decor and is favoured by corps who are working late and white-collar security personnel. The clientele who visit the bar have a fair amount of inside knowledge on their companies, and it’s rumoured that L’Etranger can be a place where corporate espionage is being carried out.
  10. The Rainbow Nights Dance Club in Corporate Center is a popular spot that once a month gets a big headliner to appear, which results in a large increase in the number of criminals and rowdy individuals, as well as a commensurate increase in police and crime. Rumour has it that on such nights some people always end up dead, and not necessarily by accident; various elements take advantage of the crowds to carry out a hit.

Want some general cyberpunk rumours? Check out 100 Cyber City Rumours.

D10: Night City Rumours – City Centre 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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D10 Peculiar Behaviours for the Cats of Cat’s Crossing

Cat
Image: Jacob E. Blackmon

The town of Cat’s Crossing, from Towns of Sundara, is known for the symbiotic relationship the inhabitants have with the many different cats that also live there. The cats sometimes behave in unusual ways, and here are ten strange behaviours travellers may notice from the feline inhabitants of the town.

  1. A cat is sat behind a neat row of dead rodents, which are being examined by another cat that is walking up and down the row.
  2. Bridger stares fiercely at the bridge, almost perfectly still with only the end of his tail twitching. The bridge is currently empty.
  3. Cats are perched on fence posts around the town.
  4. Eight cats are clustered in a circle; all of the cats are facing inwards.
  5. Every cat within earshot cries out at the same time. They do this three times in a row, then stop.
  6. One cat follows a character around perfectly quietly, stopping when they do. This continues until the cat is given a treat they consider appropriate.
  7. Six cats march one behind the other, keeping the same distance apart. They disappear down an alley.
  8. Three cats are carefully examining a newly-arrived visitor from a distance.
  9. Two cats are engaged in what looks like a staged fight as two others sit and watch.
  10. Whenever a character, a cat comes out of it or around from the other side and watches them until they pass, then the cat disappears again.

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D10: Unusual Items Owned by Villagers

VillageJust because the characters are in a village doesn’t mean that none of the inhabitants has anything unusual in their homes. Here are ten items that range from probable heirlooms to oddities that have been found for different villagers to own, some of which might be dangerous, others valuable.

  1. A gold signet ring that is normally kept hidden away in this villager’s home, due to its value, if examined proves to bear the coat of arms of a noble house that’s believed to have died out generations ago after being targeted by assassins. The current owner doesn’t know that, and certainly doesn’t believe they are descended from nobility. They may not be; they may be descended from a thief, or even an assassin.
  2. A shield whose symbol appears to have been carefully removed at some point hangs on a wall in the villager’s house. Despite the removal, the shield itself is in good shape, highly polished and bearing neither dent nor scratch. The villager doesn’t know much about the shield’s history, only that it is an heirloom that has been in the family for generations. Given how long it’s apparently been owned, its current condition is impressive.
  3. A strange lump of stone is being used as a doorstop at this villager’s house. The stone has a strange greenish hue to it, is oddly heavy and looks like it was at least partially shaped in the past, though only barely. It was brought up when a field was being ploughed and has since resided in its current place as a curiosity. Some of the other villagers find the rock slightly disturbing, but not greatly so.
  4. A wood and iron chest stands out in this villager’s home for both its sturdiness and condition, though this is because it isn’t a chest. Instead, it’s a creature known to disguise itself as such, but one that was put into a semi-permanent slumber many decades ago, though the villager doesn’t know this. In its current condition, the creature can be used just like a normal chest.
  5. An extensive herb garden surrounds this villager’s home, and inside, if an individual knows what they are looking for, a number of different poisons can be found. The villager is an amateur herbalist with an interest in poisons, though they don’t go around advertising this fact, as it could lead to problems. This doesn’t mean they won’t be willing to sell poison for the right price.
  6. Hanging over the fireplace in this villager’s home is an unusually well-maintained longsword. It clearly has pride of place, though the mounting for it is rather amateurish and the blade isn’t positioned as well as it could be. The sword looks to be worth far more than anything else in the house, and perhaps more than the house itself. The villager stumbled across a dead body whilst out in the woods one day and, amongst other things, found the sword.
  7. In pride of place in this villager’s home is a stone idol, though not of any known religion. Nor is it a religion that the villager follows; they don’t pray to the idol, they just think it’s a nice ornament. The idol is made from a pure white stone and is almost formless, being roughly humanoid in shape but with little in the way of features. There seems to be a large sword held point down from the figure’s chest to its feet.
  8. In this villager’s shed is an enormous siege ballista. The ballista is currently non-functional, and the villager tinkers with it when they have time as a hobby. They found it in pieces in a ruined building, where it had evidently been stored for years, and brought it back home to try to fix it as a hobby. The villager hasn’t truly tried that hard yet, just enjoying the tinkering, but someone who knows what they are doing could easily get it working.
  9. This villager does some of the gardening in their vegetable and herb patch with a tarnished sickle. The sickle doesn’t look like much, as it is stained and the handle has clearly been replaced at some point with a crude one made from a couple of pieces of wood bound with twine, but a knowledgeable eye will notice that the blade is silver and, if cleaned, a druidic symbol can be found. What is most notable about the villager’s garden is how lush the plants in it are.
  10. This villager never has any problems with fresh water, as they have a magic item that regularly produces it on demand, which has been linked up to various plumbing fixtures. Even in the driest seasons, they always have enough, and will often share it. The villager won’t say where they got the item, which is clearly worth quite a bit, but it was found outside a recently-plundered tomb that they blundered across.

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D10: Numenera Rumours – Guran

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. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.

Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.

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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.

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D10: Night City Rumours – West Hill

10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City

Cyberpunk CityThis 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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.

Want some general cyberpunk rumours? Check out 100 Cyber City Rumours.

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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Ten Drinks from Kask

Beer Stein
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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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