Tag Archives: GameMaster’s Resource

D10: Night City Rumours – Little Italy

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 Little Italy 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. Beppo’s Trattoria in Little Italy is neutral ground, open to all Mob business, and off limits to both violence and the police. There’s the occasional rumour that Beppo isn’t quite as neutral as he’s supposed to be, and that sometimes guests get served a meal that has more in it than they bargained for.
  2. Bruce Skiv is the current Capo di tutti Cappi of the Mob in Little Italy, but it’s rumoured that Boss Skiv’s grip on power has weakened recently after several attempts on the crime boss’s life. Though none have been successful, one was apparently a poisoning attempt that has seriously debilitated Skiv, though he seems unchanged when seen in public.
  3. Chrome Ring Gym #46 in Little Italy may be part of a national chain but it is also the place where Mob enforcers gather to gossip, work out and receive orders. It’s rumoured that it’s also a place where disagreements can be settled after hours with violence, violence that usually results in only one person walking away from it afterwards. Or living, at least.
  4. Guido’s Fashion Trim in Little Italy is a popular place with the resurgent Mob, and a good source of mid-level gangster gossip. There are occasional rumours that the law has an informant inside Guido’s, but as none of the staff have turned up dead or disappeared completely, most assume this isn’t true.
  5. Julius Electronics in Little Italy is one of a small chain of electronics retailers and has a wide range of merchandise. The store isn’t the most secure place around, and it’s rumoured that they’ve been having problems with theft recently, particularly of high-end items. It sounds as if the shop is looking to increase its security with some more proactive defences.
  6. KJBR Studios is home to one of Night City’s leading DJs, Rockaby Rozalyn. It’s rumoured that Rockaby has been receiving threats recently, suggesting that they leave the station or bad things will happen. Such could well be from a competing station, one that wants to poach Rockaby for their own channel or simply get rid of a popular competitor. KJBR are said to be looking into hiring people to deal with the problem.
  7. Stafford Metro Productions has their business office in Little Italy, but the production company shoots at various locations around, primarily for TV but sometimes for the home market. It’s rumoured that part of the company also films less reputable productions, available for those with the money.
  8. The Clinic in Little Italy is known to have the best doctors with virtually no failures with their prosthetic technology. It’s rumoured, though, that the failure rate is higher than it appears to be, for failures can sometimes be made to disappear, due to the surgery parlour having a Mob connection.
  9. The Mob purchased the Social Services Agency building when they re-entered the city and turned it into a brothel, an excellent, and now legal, source of income for them. It’s rumoured, though, that it’s possible to purchase entertainment that is definitely not legal there, but most doubt the Mob would risk damaging a legal cash cow by having an illegal operation based there.
  10. There’s a building currently empty in Little Italy which the current owner plans to turn into a hotel, but they’ve been having trouble getting the loan to do the place up, rumoured to be because of Mob interference. It’s also rumoured that the Mob have got tired of the owner’s intransigence and has been suggesting that they will use more vigorous means if the building isn’t sold to them.

Add random events to a cyberpunk city with 100 Events for a Cyberpunk City.

D10: Night City Rumours – Little Italy 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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Barradan Tooth Charm (5E)

Barradan Tooth Charm
Image © Azukail Games 2021, All Rights Reserved

The Barrada of Sundara, a water-dwelling subspecies of orcs detailed in Species of Sundara: Orcs (5E), have teeth that grow back and they remove and use these teeth to make charms that are enchanted by the orc’s shamans which are then gifted to others. When worn, these charms allow water breathing for the wearer.

Barradan Tooth Charm

Wondrous item, uncommon

A Barradan orc’s tooth that is mounted on a necklace. When worn and activated, the charm allows the wearer to breathe underwater as water breathing for 10 minutes at the cost of one charge. The charm has only 5 charges when fully charged, and once all are used, the tooth crumbles to dust.

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D10: Fantasy Locations

Castle
Earl Geier

Here are ten curious locations for characters to stumble across whilst travelling. Some are occupied; some are not. All may have peculiarities that could be used as sources of potential adventure hooks.

  1. Abandoned Farm: A farm which appears to have been well-maintained until very recently, with the buildings and crops carefully tended. There are a few signs that something is not quite alright, such as a banging shutter, but the most noticeable one is that there is no sign of life. The farm buildings are empty of people and none of the livestock is in its pens or in any of the fields. There are no signs of violence, nor any of a hurried departure, but everything living appears to have left, and left their belongings behind.
  2. Castle on the Borderlands: In a remote region on the frontier with the wilderness, or perhaps even past it, sits a lonely castle that helps protect the civilised lands from intrusions from the wild lands. Though the fortress provides a necessary defence, it suffers from poor supplies and is crumbling from neglect. Troops sent there are the dregs, commanders are those who have fallen foul of their superiors and the castle is almost constantly being raided. It may not be long before it falls.
  3. Cursed Wreck: Close to the coast sits an old shipwreck, one that has been there for years. There have been persistent rumours about why the ship came to grief, and what it was carrying at the time, and it’s said that over the years a number of people have ventured out to it to search the, surprisingly intact, wreckage. However, it’s also said that no-one who has done so has ever returned.
  4. Ferngorn Manor: Near to the village stands a beautiful, well-maintained manor in immaculately-kept grounds. The manor’s owner isn’t the village’s ruler, but an ennobled individual who moved into what was then a ruin a few years back. Since then, the manor has been restored to its former glory and then past it, and also provided work, both inside and out, for many of the locals. The manor’s owner is well-regarded by the inhabitants of the local area, and has proved to be generous with their wealth in improving the local situation.
  5. Glade of the Shrine: Deep within an old growth forest can be found a peaceful-seeming glade. There are no trees within the glade and no sign that there ever were. The grass is short and verdant, with clusters of wild flowers here and there, with bees buzzing between them. In the very centre of the glade is a perfectly clear pool of fresh water, by the side of which is a small stone shrine covered in ivy.
  6. Rainbow Waterfall: Water plunges into a pool from a stream above, the waterfall catching the light and sparkling beautifully as it does during the day. The pool itself has a surprisingly regular shape. If both pool and waterfall are investigated, both appear to have been artificially shaped at some point, presumably designed so that the waterfall is a place of beauty yet still seeming natural.
  7. Statue of the Unknown: Overlooking a pass through the mountains is an ancient statue, carved from the very rock of the mountains itself. The years have not been kind to the statue, and it appears to have suffered deliberate damage in the past, as shaped pieces of stone have fallen around it. It cannot now be told exactly what the statue was of, only that it depicted something humanoid in shape that appears to have had one arm outstretched, though the hand on that arm is long gone.
  8. The Wall: Stretching across the land are the remains of a crumbling wall. Little remains of it now; much has collapsed or completely vanished and locals have been scavenging it for worked stone. By the looks of it, the wall was once intended to be a barrier, blocking entrance to the lands behind it, but it hasn’t effectively worked as such for centuries. Digging by the wall will occasionally uncover broken bits of weapons and the odd bone.
  9. Village on a Hill: A village stands on a small hill, overlooking the nearby farmlands, which are absent of any farms. The village is protected by a palisade and, every evening, bells ring out from wooden towers in the village. Anyone who is still out in the fields at that time returns, and all livestock is brought within the walls as well, with the gates shut at sundown and not opened for anyone or anything until dawn.
  10. Wagon Pyre: Wagons were camped in a wide area near to the road, around a central fire. However, all the wagons have been burnt out and only charred timber and ashes remain. There are no signs of anyone who would have been using the wagons, either alive or dead, and no sign of whatever animals were being used to pull them. The wagons themselves, if investigated, seem to contain the cargo they were originally transporting, though now ruined by fire and the elements.

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D8: Numenera Rumours – Caecilian Jungle

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 eight 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. Archeol is a miniature city within the Caecilian Jungle, where the buildings rise no higher than the knee of a human. Those who have visited the city say that it is clearly inhabited, but the inhabitants have not been seen as yet. One Nao has postulated that the city is a reflection of an ultraterrestrial city, one that is in fact full size, and that its inhabitants can only be seen by travelling to their home dimension, something the Nano is hoping to achieve.
  2. It’s said that an immense, frog-like beast lurks somewhere within the Caecilian Jungle, preying on any creature that ventures too close to its home. The creature reputedly despises everything else and considers trespassers as nothing more than food waiting to be eaten. There are no first-hand accounts of this beast, because no-one is said to have survived the encounter.
  3. Le Temple de Frogue is one of the locations of interest said to be within the Caecilian Jungle and is said to be a fertility symbol, a giant temple constructed in the shape of a humanoid frog. There are rumours of strange beings lurking in the region of the temple, creatures of mud and flesh and frogs, and it’s said that sometimes these creatures venture away from the temple, seeking new people to incorporate into more of their kind.
  4. Mechanical creatures lurk in the Caecilian Jungle waiting for the foolish to enter so that they can be preyed upon. There are rumours that some of these creatures are more impatient, and unwilling to wait for prey to approach them. Instead, they raid out from the jungle at settlements and camps in the surrounding region.
  5. Scattered on the edges of the Caecilian Jungle are a number of makeshift camps that have been set up by those who decided not to proceed any further into the jungle, instead stopping and selling supplies, maps and equipment to those who do proceed. There are rumours that some of these camps are more dangerous to visit than others, for the inhabitants of these camps deliberately send people astray, to be robbed, sold into slavery or killed.
  6. The Caecilian Jungle is known for the strange creatures that can be found it, including, reportedly, carnivorous plants that have been enhanced. There are rumours, though, that some of these plants managed to escape from where they were being kept penned up and are now spreading out into the rest of the jungle and, perhaps, even beyond it.
  7. The Malingering Valley in the Caecilian Jungle is filled with cold springs that sometimes erupt in cold water and ice steam. One of the things that the eruptions may produce is small creatures carried up from the bowels of the earth. It’s said that sometimes these are things that have never been seen before, and sometimes a hefty reward is said to be offered by interested parties for any creatures recovered that have never been previously encountered.
  8. The Westwind is a tornado within the Caecilian Jungle that is in constant movement, and can carry away anything from a small animal to a tree. The Westwind constantly changes its size, but there’s a rumour that recently it has only been getting larger, never smaller again. It’s also said that the Westwind’s movement has become more purposeful of late, as if being directed by something.

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

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D10: The Strange Rumours – The Estate

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. Holding on the Estate’s campuses is a facility with a variety of different cells where individuals who are dangerous, for one reason or another and including operatives who have been adversely affected, are safely kept. Though escaping from Holding is difficult to say the least, it’s said that a number of individuals have managed to do so over the years.
  2. The Armoury on the Estate’s campus is, naturally, where weapons are kept. Most of the weapons are fairly normal, but there are some unusual ones. There are also said to be weapons that haven’t been properly figured out yet; not dangerous enough for the Vault, but still even more dangerous than a weapon normally is.
  3. The Estate gathers many hard to find, and often expensive, books and documents on recursions in its campus library, material that predates the internet. The organisation is always looking out for more, but there are rumours that it has been sniped a number of times recently at auctions, both online and off, by purchasers outbidding the Estate’s agents at the last minute.
  4. The Estate has been having problems with the September Project recently as the organisation’s spies inside the project have been disappearing and dying. It’s also rumoured that the Project has managed to slip a few infiltrators inside the Estate’s own campus. Though these have been caught, there are worries that some operatives may have slipped through the net.
  5. The Estate keeps an eye on recursion miners that aren’t affiliated with other groups. Some recursion miners never call attention to themselves, but more often than not most do something that does call attention to them. It’s rumoured that the number of recursion miners who have been drawing attention to themselves has declined, and it’s unlikely this is because that the number doing attention-drawing activities has also declined. It could be that someone is making sure they don’t appear on the Estate’s radar.
  6. The Estate pays out Morrison Fellowship Prizes to people working in any field who demonstrate remarkable talent. The prizes are used as a reason to investigate strange events to make sure they are what they are supposed to be, and as a recruitment vehicle, but it’s rumoured that a few recent investigations have gone sour, with Estate field teams being attacked, and some are wondering if one of the Estate’s adversaries is using the prizes as a cover of their own to lure field teams into the open.
  7. The Gate House on the Estate’s campus is covered by strict security and contains several permanent recursion gates, most of which require a key or password to operate. Despite this security, there are rumours that some of the recursion gates have still been used without permission, though it’s uncertain how such could be proven to have happened.
  8. The Recursion Lab is where the Estate studies recursion gates and related topics, including how to seal recursion gates both quickly and permanently. It’s rumoured that one of the last attempts to do so involved a technique never before used, and that the outcome of this was unexpected, and not in a good way.
  9. The Vault on the Estate campus is where items are stored such as artefacts from other recursions brought through inapposite gates and items that translate whilst still remaining incredibly dangerous. It’s said there’s a secret part of the Vault, deep below the ground, where the really dangerous things are kept. Given what’s normally stored in the Vault, such would be items of unbelievable danger.
  10. The Visitor’s Centre at the Estate’s headquarters is where members of the public can learn about the Morrison Fellowship Prize. The centre is located off the main campus and is staffed by people who don’t know anything about the true purpose of the Estate. Staff in the know do still keep an eye on the place and there are rumours that a number of visitors recently seem to know too much about the real purpose of the Estate, inferring from questions they’ve asked.

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Six Pack: Cyberpunk Drugs

Six Drugs for Use with Cyberpunk 2.0.2.0.

SyringeSection 9 of the Core Rulebook introduces a number of different drugs that characters could use or encounter. Here are another six drugs to add extra mayhem and problems to a game. Some may have originated from medical or military drugs, but have had unfortunate consequences for users, even before they were brewed on the street. See Section 9 in the Core Rulebook for details on any listed side-effects.

Death’s Door

Type: Healing Drug
Strength: +3
Difficulty: 12
Cost: 800
Duration: 1D6+1 minutes

A street knock-off version of a medical drug that is intended to stabilise a person on the verge of death. Due to its less than stringent testing and quality control, though Death’s Door can keep an individual alive, it has an unfortunate side-effect of sometimes killing the patient. It can be administered to an individual when they are in a Mortal wound state and will make Death Saves 2 points easier for the duration. However, if the patient is still in a Mortal Wound state, when the drug’s effect ends, they will need to make an immediate Death Save that is 3 points harder, due to the strain the drug put on their system.

Hulk

Type: REF Booster
Strength: +4
Difficulty: 7
Cost: 500
Duration: 1D10+1 turns

The military has had a long interest in drugs intended to boost soldiers’ performance, but MilSpec drugs are out of reach for the average character. The same does not apply to knock-off drugs based on military designs, in this case a combat drug that was considered too dangerous to use. The drug Hulk was based on was intended to boost the strength and physical abilities of the user, and it did, but the side-effects were considered too dangerous to put the drug into production. This didn’t stop an enterprising chemist from brewing a street version of it, which increases REF by Hulk’s Strength. Like the original, Hulk causes psychotic rage and paranoia, a combination that often results in a user “Hulking out” and attacking everyone in sight.

Knock-Out

Type: Soporific
Strength: +3
Difficulty: 8
Cost: 200
Duration: 1D6+1 minutes

Knock-Out is a sedative that has some similarities to the drugs used by medical professionals to render a patient unconscious. However, this is a knock-ff street version that is not as safe to use as the proper drug, though easier to obtain. The Strength of the drug is deducted from a Save vs. Sleep roll, but 1D10 must be rolled as well; on a 1-3, the recipient also takes 2 points of damage.

Smart Pill

Type: INT Booster
Strength: +2
Difficulty: 7
Cost: 300
Duration: 1D6+1 hours

Smart Pill increases INT by the strength of the drug for the duration. However, once the drug’s effects wear off, INT is reduced by -3 for the same length of time as the increase lasted. In addition, Smart Pill is highly addictive and once a user becomes addicted, they no longer gain the increase of INT for taking the drug, but still suffer the INT decrease, which now lasts from taking the drug for the double the length of time that the increase would have lasted.

Sweet Dreams

Type: Euphoric
Strength: +2
Difficulty: 8
Cost: 200
Duration: 1D6+1 minutes

Sweet Dreams is a dangerous drug. It’s a recreational drug that gives a feeling of intense euphoria when taken, and rapidly proves to be both psychologically and physiologically addictive. These, despite their dangers, are not the worst side effects that users experience, though. Anyone who takes a dose of Sweet Dreams also experiences hallucinations, and these last for 1D6+1 turns. The hallucinations vary from the clearly unreal to the almost real; more users have died from hallucinating something being there, or not there, than have died of anything else. Blundering into traffic on a street that appeared empty or using a fire escape that wasn’t there are the sorts of things users die from.

Zombifier

Type: Soporific
Strength: +3
Difficulty: 10
Cost: 800
Duration: 1D6+1 hours

Zombifier does not turn the living into the walking dead; what it does do is decrease the ability for those dosed with it to make decisions of their own and also make them more compliant to outside instruction. Its main uses are for questioning people who are reluctant to talk and to kidnap people who might otherwise resist such activities. As such, it is rarely legal and usually, outside the hands of governments, considered to be evidence of criminal intent. When a dose is administered, the recipient’s INT decreases by the strength of the drug for the duration. In addition, whenever they are told to do something or asked a question, they must make a Difficult INT check in order to resist doing it or responding. Instructions to kill themselves or others do not need a check.

Want some more items for a cyberpunk setting? 100 Cyberpunk Items of Dubious Provenance to Find for Sale has 100 items that characters could find.

Six Pack: Cyberpunk Drugs 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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Barradan Tooth Charm (PFRPG)

Barradan Tooth Charm
Image © Azukail Games 2021, All Rights Reserved

The Barrada of Sundara, a water-dwelling subspecies of orcs detailed in Species of Sundara: Orcs (PFRPG), have teeth that grow back and they remove and use these teeth to make charms that are enchanted by the orc’s shamans which are then gifted to others. When worn, these charms allow water breathing for the wearer.

Barradan Tooth Charm

Aura faint transmutation; CL 5th
Slot neck; Price 100 gp; Weight

Description

A Barradan orc’s tooth that is mounted on a necklace. When worn and activated, the charm allows the wearer to breathe water as water breathing for 10 minutes at the cost of one charge. The charm has only 5 charges when fully charged, and once all are used, the tooth crumbles to dust.

Construction

Requirements Craft Wondrous Item, water breathing; Cost 150 gp

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Twelve Adventure Hooks

NPCs
Some artwork copyright William McAusland, used with permission

Here are 12 different hooks that can be used to develop adventures. Some are intended to not be much more than a single encounter, whilst others will serve for a more traditional adventure. Each is described in a similar way, with suggestions as to relevant places to have the adventure or encounter, its goal and difficulties characters may face.

Beast Hunters

Location: A farming village

Goal: Livestock are being killed by some sort of beast and if it isn’t dealt with soon, the village will be in serious trouble

Obstacle: There is a beast attacking the livestock, but a group of bandits are using its attacks as cover for a bit of rustling

Duel to the Death

Location: Duelling Arena

Goal: To be victorious in a duel

Obstacle: The opposing duellist is both talented and a cheat

If You Go Down to the Woods…

Location: Old Growth Woods

Goal: To find out why people have been disappearing in the forest

Obstacle: Spirits of the woods who have been angered by excessive logging and mistreatment of their home, and will not tolerate any more

In Search of Elemental Ice

Location: Plane of Water

Goal: To recover some rare elemental ice for a wizard and return with it

Obstacle: Elemental creatures, lack of air and unusual cold

Quest for the Flame Crystal

Location: Plane of Fire

Goal: Gain rare elemental crystals

Obstacle: Ifrit who don’t like people plundering their home

River Passage

Location: A large, but unnavigable, river

Goal: To help turn the river into a usable transport route for merchants by clearing away obstructions and removing any dangerous creatures

Obstacle: Caravan owners who currently have a monopoly on trade in the area will do anything to stop the river being cleared

Seeking a Fight

Location: Tavern

Goal: Avoid getting into a duel

Obstacle: An angry noble customer is determined to provoke a duel

The Duellist’s Sword

Location: Tomb

Goal: To find the sword that belonged to the legendary duellist whose tomb this was

Obstacle: The duellist is undead and still wields their sword

The Missing

Location: Thick Jungle

Goal: To find a missing party of explorers and bring them home safely

Obstacle: Those who live in the jungle do not like outlanders

The Trade Route

Locations: Desert

Goal: To map out a new caravan route across the desert and find oases to support it

Obstacle: The hostile environment and bands of marauders

Thieves in the Night

Location: A sizeable city

Goal: To stop a group of thieves who are stealing things from supposedly secure locations

Obstacle: The thieves have the ability to fly, getting in through the upper parts of a building and escaping pursuers that way

Urban Cleaning

Location: A corrupt town

Goal: To aid in the removal of the corrupt influences on the town’s government, from thieves to wealthy merchants

Obstacle: Those behind the corruption are rich, powerful, dangerous or a combination of all three and have no interest in losing their grip

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D8: Numenera Rumours – The Plains of Kataru

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 eight 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. Bands of human nomads roam the Plains of Kataru. Recently, some of the bands have taken to raiding other tribes and settlements of the plains. This is reportedly starting to become more serious, as one tribe is adding members of those it defeats in battle to its own strength, which will quickly make it the most powerful tribe in the region, if not stopped one way or another, able to conquer everyone else.
  2. In the middle of a field of white stones on the Plains of Kataru is a structure called the Orgorek. On occasion, those who fiddle with the hatches of the structure are attacked by whiplike tendrils that come out of the interior. The touch of the tendrils burns flesh, and some say that, if they kill a living creature, that creature will be turned into something neither alive nor dead, neither organic nor machine, but under the control of the Orgorek.
  3. Needlestorms are winds of the Plains of Kataru that gather up shards of glass, and those exposed to such storms can get cut to ribbons by the needles and fragments. There’s a rumour that needlestorms are not entirely random in their nature; that they seem to follow some sort of pattern, almost as if they were, at least partially, under the control of something.
  4. Small towns and aldeia dot the Plains of Kataru, primarily farming communities that occasionally trade with caravans from the Steadfast. Recently, there have been reports that a number of the smaller communities have been destroyed, though it isn’t known who by. At best, all that has been left are smoking ruins. At worst, the settlement has vanished completely, with no sign it ever existed.
  5. The Ausren Woods of the Plains of Kataru are a forest of purple trees found nowhere else. The trees have a purple fruit that travellers are advised not to eat. There’s a rumour that someone went into the woods to harvest this fruit and bring it out, for some unknown, but probably inadvisable, purpose.
  6. The Beanstalk on the Plains of Kataru is a tower of metal and glass that continues up into the sky as a thin stalk, 10′ wide but only a few inches thick. The stalk seems to disappear into the sky. Recently, there have been rumours that the stalk has been vibrating, as if something unimaginable was shaking it, and that the vibration seems to be increasing as if something is getting closer.
  7. The Empty Machine on the Plains of Kataru is a huge structure embedded in the ground. Many hatchways exist and more entrances have been cut inside, though the interior lacks anything but the leftovers of those who have made a home in the machine over the years. Recently, though, there have been rumours of changes in the machine, of lights blinking on and off both inside and out, and the occasional sounds of mechanisms trying to start up.
  8. The Plains of Kataru are known for their terrible storms that engulf the land, particularly in spring months. It’s rumoured that both the frequency and severity of these storms has been increasing over the past few years, making the land far more dangerous than it used to be.

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

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100 Tips and Tricks for Being a Better Game Master, 100 Things to Find, See and Hear in a Forest (Black Spear), d66 Forbidden Lands Knick-knacks and Map – Village 2 Now Available

100 Tips and Tricks for Being a Better Game Master100 Tips and Tricks for Being a Better Game Master, 100 Things to Find, See and Hear in a Forest (Black Spear), d66 Forbidden Lands Knick-knacks and Map – Village 2 are now available to buy on DriveThruRPG.

GameMastering is not always an easy job to do, and 100 Tips and Tricks for Being a Better Game Master has 100 things that can make it easier.

Characters can have encounters when travelling and 100 Things to Find, See and Hear in a Forest (Black Spear) has 100 such to have. They can be used to enliven a journey or as potential adventure hooks.

d66 Forbidden Lands Knick-knacks has 36 minor items that characters could find in the Forbidden Lands, whether in hoards, in the possession of NPCs or perhaps start the game with themselves.

Map – Village 2 is a hand-drawn black and white village map with a 300dpi resolution in four versions that can be used for personal and commercial use.

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