Tag Archives: GameMaster’s Resource

D10: Numenera Rumours – Pytharon Empire

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. Empress Challadien III of the Pytharon Empire is known to be expansionistic, wishing to continue to spread the empire’s influence over its former lands. These plans have hardly been met with enthusiasm by those who wish to remain apart from the empire, as they currently are, and it’s rumoured that the empress has been the target of several assassination attempts as a result recently, though none have succeeded.
  2. Far Brohn on the southern edge of the Pytharon Empire is protected by walls that are laced with numenera devices that cause panic and confusion in those that attempt to assault them. There are rumours, though, that the devices are no longer as effective as they used to be. Either the devices themselves are wearing out, or those who would attack the city are becoming immune to their effects.
  3. Limech is a constructor who recently moved into Jargolamis in the Pytharon Empire, and is currently building a new connection between the Twins, to replace the broken and dangerous Umbil. This is an open-air skyway beneath the Umbil, and there are rumours that the building work has been plagued by setbacks recently, from accidents injuring workers or damaged Limech’s mechanised creatures, to parts of the new skyway breaking to materials going missing.
  4. Rarmon, the capital of the Pytharon Empire, fell into decline and decay when the empire did the same, but is currently being restored to its former glory. There’s a rumour, though, that some of the renovations have been plagued by problems, with accidents resulting in damage to buildings, injuries and deaths amongst the workers. Such might be a sign that someone is working against the city’s renovations, or perhaps workers discovered something they shouldn’t have.
  5. Rathscor Fortress guards the southern border of the Pytharon Empire. Lord Myallatur commands the fortress and its renowned soldiers, the Mahal Shards, but there are rumours that the Shards have been running into problems outside of their ability to defeat. Not because the foes they are encountering are too dangerous, but because the Shards are just not trained or equipped for dealing with them. The lord is said to be looking to hire specialists to deal with the problem.
  6. Since the Umbil that connects the Twinned Cities of Jargolamis and Luigolamis in the Pytharon Empire broke, it has become a dangerous place. Perhaps even worse, there are rumours that the troubles of the Umbil are starting to spread into the Twins from the points where the corridor joins them, turning the regions around the entrances substantially more disreputable and dangerous.
  7. The Grand Orrery in Rarmon, the capital of the Pytharon Empire, shows the orbits of the sun, Earth and the other six planets. The orrery can be raised into the air and the central sphere can also be used as a defensive weapon to protect Rarmon. There are rumours that the sphere has been suffering from problems recently, with it activating of its own accord, causing quite a bit of havoc, and when it is deliberately activated, the strength of the weapon is highly variable.
  8. The Pytharon Empire has been casting an eye on the regions of Matheunis to its south for some time, and nobles of the land have sent raiding parties to them after slaves. There’s a rumour that the Pytharons are planning to step up their actions against Matheunis, with the intention of bringing them into the empire, but it’s also rumoured that those regions are starting to band together to defend themselves against the Pytharons.
  9. The Sunken Palace in Rarmon, the capital of the Pytharon Empire, is home to the Empress and is also a numenera device. The palace is a sphere that can be rotated in any direction and it also maintains its own gravity, so no matter what angle it is rotated, those inside are perfectly comfortable. There’s a rumour that sometimes rooms of the palace are found with bloody stains on the floor, seemingly from someone being crushed by immense gravity. It’s said that this happens to those who displease the Empress.
  10. The Umbil is, or was, the motorised walkway that connects the twin cities of Jargolamis and Luigolamis in the Pytharon Empire, until it broke and wasn’t repaired. Now, it is a den of thieves and worse, and a truly dangerous place to visit. There’s a rumour, though, that the walkway’s breaking was not an accident, but was sabotage, and the device that was used to sabotage it is still hidden in the Umbil somewhere.

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Cities of Sundara: Moüd Campaign Traits (PFRPG)

Lich
Some artwork copyright William McAusland, used with permission

Traits are abilities not tied to a character’s species or class. Campaign traits are designed to add a hook into a campaign, and these traits are designed for Cities of Sundara: Moüd (PFRPG).

Blood of Moüd: You are descended from the original inhabitants of Moüd that fled the city after the accident when the breach between the worlds was opened. The energies from the rift bathed your ancestors, giving some of those who fled a way with the undead. You gain a +1 trait bonus on weapon attacks made against undead, or with spells or channelled energy, whether to help or harm them.

Dorunna Born: You were born amongst the Dorunna nomads that live on the rim of the Trackless Quarter and are familiar with the desert that the City of Bones can be found in. You gain a +1 trait bonus for Survival in the desert and that skill is always a class skill for you.

Scholar of Moüd: You have spent a great deal of time delving into Moüd, its history and its libraries. You gain a +1 trait bonus to all Knowledge (history) checks made in Moüd. The bonus increases to +2 if the check relates to Moüd.

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D10: Things to Find in a Fire’s Ashes

Campfire
Some artwork copyright William McAusland, used with permission.

Fires are popular as a means of destroying things that someone didn’t want to be found, but unless the fire is extremely hot, bits and pieces may remain. Here are ten items that could be found whilst rummaging through the ashes.

  1. Bit of a picture
  2. Bone fragment
  3. Broken crockery
  4. Clothing buckle
  5. Fragment of paper
  6. Human tooth
  7. Metal pieces from a book
  8. Piece of broken glass
  9. Piece of shell
  10. Scorched coin

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D10: Numenera Rumours – Iscobal

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. Dynafel in Iscobal has been suffering from attacks by clouds of the yellow swarm of late, something the city walls cannot prevent and something the city guards are unable to fight. There are rumours that someone is, somehow, directing the yellow swarm deliberately ay Dynafel with the aim of, for whatever reason, damaging, or perhaps even destroying, the city.
  2. Harcorth Munn, mayor of Dynafel in Iscobal, is a well-liked man who is a common sight at the city’s various places of entertainment, from bars to brothels. There’s a rumour that Munn is not the jovial person he often presents himself as, but in fact is a cold and grasping man with a firm grip around the various places he visits, and that when he travels to them it isn’t to sample the pleasures available, but to ensure that his investments are still going strong.
  3. King Noren tiKalloban of Iscobal only just survived an attempt on his life, presumed to be at the bidding of the deposed Queen Whenith Sarromere, but lost an arm and an eye in the process. Only the numenera stockpile saved the king’s life. There’s a rumour, though, that not even the numenera were enough to save the king and that, in fact, he died as a result of the assassination, and that whoever is currently pretending to be king is some sort of numenera-created or disguised being.
  4. Narla Deshu, the Aeon Priest who is chief among the experts working at the Dreaming Reliquary in Dynafel in Iscobal, has been getting increasingly involved in political affairs of late. There are rumours that what Narla is seen doling is only a fraction of what she’s attempting to do, and that she has a political reach that extends well beyond the city of Dynafel. Narla may even be powerful enough to dictate who sits on Iscobal’s throne.
  5. Queen Whenith Sarromere, the ruler of Iscobal deposed by the father of the current king, Rabbar tiKalloban 40 years ago, is said to have died in exile in the land of Ancuan. There’s a rumour, though, that the queen did not die in exile, or perhaps she was able to recover through the use of numenera, and is still plotting to regain her throne, though she does so from without the country, not within.
  6. The Cold Grasp operates out of Mulen in Iscobal, perhaps the most infamous group of assassins and thieves in the Steadfast. Though the Cold Grasp takes on contracts from others to carry out assassinations, there’s a rumour that everything they do is intended to further the secret goals of the group and its leader, Hedra. That no assassination is done unless the Cold Grasp will, in some way, benefit from it.
  7. The Dreaming Reliquary in Dynafel in Iscobal is a place where Aeon Priests continue to follow the obsession with dreams that the exiled queen had. It’s rumoured that those who live too close to the reliquary often suffer strange dreams, and that sometimes some are afflicted by nightmares emanating from the Reliquary, nightmares that can be fatal to experience.
  8. The Grand Theatre in Mulen, capital of Iscobal, was once a monument to art and culture, but it has recently become a dangerous place to visit, due to the actions of nobles allied with one faction or another. Intrigue, and assassinations, are becoming more common, and there are rumours that different factions are trying to employ the staff and artists who work at the theatre as a way of eavesdropping, or killing, those allied to opposing factions.
  9. The Masked Legion is the secret police force of Mulen in Iscobal, that opposes the Sarromere family’s attempts to regain control of the nation from the current royal family. This results in the Legion occasionally falling afoul of the Cold Grasp and other such elements, but there’s a rumour that one reason the police are masked is that many of them are secretly members of the Cold Grasp as well, and that the supposed clashes between the groups are staged so that only those who do not know of the connection are at risk.
  10. Underneath Mulen in Iscobal is a vast network of catacombs, secret passages, tombs and subterranean chambers. This undercity is home to thieves, beggars, escaped slaves and other creatures, most of whom no-one is really bothered about should they go missing. And there’s a rumour that, recently, people have been disappearing in greater numbers than usual. Some of those concerned about the underground realms are worried that one of the residents may have awoken something best left sleeping.

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Encounters for Moüd: The City of Bones

Moüd: The City of BonesFour encounters for each of the districts of Moüd are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

North District

  1. A pair of black-robed figures are tending to some flowers in the Garden of Purity, with the merest glimpse of bony hands or skulls.
  2. A number of skeletal elephants are leaving the Death House, accompanied by some grey-clad guild members.
  3. Chattering acolytes of the Silver Wraiths are entering the College of Bones after what sounds like a field trip with a couple of the masters of the guild.
  4. Two masters of the Silver Wraiths are sitting on a bench in the Garden of Purity, enjoying the view whilst they amicably argue over the merits of different necromantic spells.

Elmbarrow

  1. A merchant and a potential customer are haggling in the Dead Market, with raised voices and many gesticulations of their arms.
  2. A young couple holding hands are heading into the Weeping Hollow, quietly whispering in each other’s ears.
  3. A pair of Silver Wraiths are arguing with a merchant. They appear to be disputing the merchant’s claims about what is being sold.
  4. An ink-stained scholar in ragged robes is hustling along with a package of books that appears to be where they’ve spent the money saved on clothing repair.

Lighthall

  1. Grey-armoured guards are inspecting an individual seeking entrance into Silver Hall.
  2. Two people sat at a table in the Oasis are quietly talking to each other. One passes something to the other, keeping it hidden as they do.
  3. A skeleton in ancient livery offers a silver tray of drinks to a guest at the Three Kings.
  4. Someone who looks like they are newly arrived in Moüd is carefully studying the inscriptions on the massive rustless iron pillar in the centre square.

West Gate

  1. One of the elephant trains of the Silver Wraiths is arriving at the gate and guards are porters are moving towards it to unload and admit any passengers.
  2. Delicious smells waft by on the breeze, emanating from the Smokehouse, and a number of people seem to decide that they are hungry.
  3. Stacks of building materials start to slide and a pile of sandstone blocks falls down, with some shattering when they hit the ground.
  4. A pair of twins are performing feats of acrobatics on and around a very large man, possibly with giantish blood in his veins, for the entertainment of newly arrived travellers.

The Outer District

  1. A street merchant is trying to sell charms to passers-by, claiming that they protect against the forces of necromancy.
  2. Someone is negotiating with Haroud Makur at the Ravenhouse, looking to purchase the services of a number of ravens to send letters to various places.
  3. A caravan of camels loaded high with goods arrives at Smallgate, dusty and dry from the desert.
  4. A grey-cloaked Silver Wraith is passing through and several residents make warding symbols as they pass.

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D20: Problems with a Space Suit

AstronautIn space, a problem with a space suit can be a serious problem. This list has 20 problems that could be encountered, and even the mildest becomes more problematic when the suit can’t be removed.

  1. A burning smell comes from inside the suit.
  2. A faint whistling noise can be heard.
  3. A pouch snags on something and tears.
  4. A tether snaps.
  5. Finger joints have vacuum-frozen.
  6. Food leaks from the helmet nozzle, dribbling everywhere.
  7. Ice forms on the interior of the faceplate.
  8. Magnetic boots randomly activate and deactivate.
  9. Motors powering the joins malfunction.
  10. One limb freezes in place.
  11. Oxygen leaks from a faulty valve.
  12. The comm system suffers from interference.
  13. The integral computer crashes and won’t boot up again.
  14. The previous user had clearly not washed in a while.
  15. The propulsion unit fires randomly.
  16. The readouts flicker and malfunction.
  17. The suit pressure increases and it overinflates.
  18. The sun visor sticks in place.
  19. There’s a loose connection somewhere in the wiring.
  20. Waste leaks inside the suit, making it damp and foul-smelling.

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D10: Numenera Rumours – Malevich

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. Ellabon is the current regent for Yorvic, the three-year-old ruler of Malevich, and will continue being regent until Yorvic passes the ritual of second birth at age thirteen. There’s a rumour, though, that Ellabon enjoys ruling the nation and has no desire to step down when Yorvic is old enough. It’s being said that Ellabon is already making plans to ensure that Yorvic, for whatever reason, will be unable to take his rightful place as king.
  2. Living in the lower reaches of Stirthal in Malevich is a creature called Quanon, an expert on energy sources and power generation. Quanon charges a lot for his services, but is also willing to accept barter, if the item is interesting enough. There’s a rumour that Quanon is searching for a specific item and is willing to pay a substantial amount for it, if it is found. It’s believed Quanon is looking for an experimental energy source from a prior world.
  3. Marrizek is the ruler of Stirthal in Malevich, taking the title of Governor and claiming to rule the Voil Chasm as well, in the name of the king. It’s said that the Governor is planning to make her claim of rulership over the chasm fact, rather than vanity, and intends to start sending groups down into it to establish cliffside routes and waystations, broadening these out by burrowing into the rock itself and building the city downward and across.
  4. Malevich is constantly under threat by bands of abhumans, who roam the country in small, disorganised bands. A worrying rumour is that some of the bands of abhumans are neither small nor disorganised, instead being large and well-led. No-one has been able to confirm these rumours, but one reason being given for this is that no-one has, to date, survived an encounter with one of the larger bands.
  5. Neverlost is a powerful fortification in Malevich, home to Duke Theomal. The castle has never fallen and, in times of need, the duke offers sanctuary within its walls to those that can pay the price. The duke’s family becomes wealthier and more powerful every time Neverlost is used as a refuge by others, and there’s a rumour that some of this wealth goes towards funding the very problems that drive people to take shelter within the castle’s walls.
  6. Parts of Stirthal in Malevich are built onto the sides of the cliffs of the Voil Chasm. These homes are the most prized in the city, and as such are the preferred residences and business locations of the city’s wealthy and powerful. There are rumours, though, that there are concerns about the safety of some of the cliffside dwellings, and that some people have plunged to their deaths when part of their expensive home suddenly gave way.
  7. The bandit clans of Malevich are all organised under the command of the Bandit King, Polele, and it’s said many of the bandits are veterans of the wars fought by Malevich in the past. The bandits have a degree of organisation and skill that rivals the country’s armed forces and it’s rumoured that they are planning to overturn the current government. Given that the peasantry of Malevich are kept on the verge of starvation by the nobility, an attempt to depose the nobles could easily be greeted with widespread popular support.
  8. The Thyrn are the city guards of Stirthal in Malevich and are well trained and easily seen in their distinctive black and gold armour. The Thyrn have a reputation for violence and oppression, but also for being utterly loyal to the city’s ruler, Governor Marrizek. However, some suggest that this apparent loyalty is not real, and that the Thyrn are the true rulers of the city, with Marrizek being no more than their puppet.
  9. The Voil Chasm serves as the southern border of Malevich, a huge rent in the earth, once called the Earthwound, up to 25 miles wide in places and in some parts approaching that in depth. No-one has ever fully explored the chasm, or travelled to the deepest regions, but there’s a rumour that some of those who have delved deeply have never returned. Whether they simply fell prey to the hazards of travelling so far down into the chasm, or whether they prey to something living in the depths, isn’t known.
  10. Thriest is the official capital of Malevich but, as the regent and the child-king are in Stirthal, the palace, and much of the city, is abandoned, with only about half the population living there that used to live there. Whole buildings and sometimes entire streets, are abandoned, and there are rumours that some areas are becoming increasingly sparse of population, though no-one seems to know where the people who were living there have gone.

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Two New Rounds for the Net Caster (5E)

NetCities of Sundara: Silkgift introduces the net caster, a weapon used by the City Watch to fire a net at creatures in order to restrain them. Here are two new rounds that can be purchased for the net caster.

Steel Mesh Net Round

Cost: 30 gp; Weight: 6 lbs

The steel mesh net round for a net caster fires a net similar to other rounds, but is made from woven steel. It is stronger than even an archer net round, but is also heavier. A steel mesh net round requires a DC 17 Strength saving throw to burst. The net has 19 hit points, hardness 5, Resistance to piercing damage, and immunity to bludgeoning damage. These nets can be reloaded into their rounds in the same way as a standard net round, unless they are broken; however, they take 30 minutes to reload. Steel mesh net rounds are rarely used, as they are not significantly stronger than an Archer net round, are more expensive and the increased weight decreases the range increment of a net caster to 10 feet. Their primary use is to make shocker net rounds, detailed below.

Shocker Net Round

Cost: 60 gp; Weight: 7 lbs

The shocker net round for a net caster uses a steel mesh net round as its base but is electrified through the use of a shocker attachment. They have all the other stats of a steel mesh net round, including the decrease in range increment, but when a target is hit by a shocker net round, they must make a DC 8 Constitution check or be stunned for 1d3+1 rounds from the electricity coursing through the net. Though a shocker net round can be reloaded into their rounds in the same way as a steel mesh net round, unless they are broken, without replenishing the shocker attachment that generates the electricity, they function just like a normal steel mesh net round. Creating the shocker attachment requires a DC 18 Intelligence check, as well as access to either alchemist’s supplies or a tinker’s tool kit, and costs 40 gp (included in the price of a purchased round).

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D20: Things to Find in a Glove Box

Glove BoxThe glove box in a vehicle often winds up being a place to stick all sorts of junk, though rarely gloves. This list has 20 things that characters could find whilst rummaging through such, whether in a modern setting or searching vehicles after the apocalypse.

  1. Replacement vehicle light bulb
  2. Owner’s manual
  3. Phone charger
  4. CD
  5. Ice scraper
  6. Fast food receipt
  7. Tyre pressure gauge
  8. Chewing gum
  9. Window cleaning wipes
  10. Paper napkin
  11. Hand sanitiser
  12. Parking permit
  13. Pen
  14. Map
  15. Brochure for a place to visit
  16. Rag
  17. Travel sweets
  18. Wet wipes
  19. Sunglasses
  20. Ticket

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D10: Numenera Rumours – Thaemor

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. Auspar is the capital of Thaemor and is known as the City of Needles, for it is filled with tall, thin structures of many different types. Residents use these, and other means, as a way of ascending into the sky so that they can literally look down on the kingdoms around them. Recently, there have been an unusual number of incidents involving these structures. Though anything that involves people climbing into the air on a thin structure is naturally prone to accidents, there have been far more such recently than would be expected.
  2. Children in the city of Stirc in Thaemor, at about age two, all begin to have an imaginary friend called Olpenda. Every child in the city has Olpenda for a friend. To date, Olpenda has been treated as an unusual, but not malevolent, being, and some assume that there is a being behind the imaginary friend. However, there have recently been rumours of children going missing, apparently having followed Olpenda to somewhere unknown.
  3. Goldguard Landon was the warrior who drove the forces of Navarene, Draolis and Malevich from the lands he would call Thaemor, though he proved less able as an administrator. His son, Kaldon, had no heirs survive him and Holiva the First took over the rulership, even though no-one remembers his origin. Recently, there has been a rumour that Kaldon either did not die when it was thought, or that he was deposed by Holiva and imprisoned somewhere, and that Kaldon’s location has now been discovered.
  4. Holiva the First, ruler of Thaemor, has been attempting to revive something called the shadow herd, who will make the whole world kneel at the feet of Thaemor and Holiva. Superstition in the land does tell of something called the shadow herd, but most believe, or perhaps hope, that it is just superstition. Because there have been rumours of shadowy things being seen within the country in recent weeks, perhaps suggesting that Holiva has achieved a measure of success.
  5. Jyrek in Thaemor was built by Kaldon, a former ruler of the nation, to protect just his family and may well be one of the best-defended cities in the entire Steadfast, though now it has a significantly greater population. There’s a rumour that the city’s leaders think this makes them better suited to rule the country from their city, and given the current leader, they may well have a point, and are planning on using Jyrek as a base from which to conquer the rest of Thaemor.
  6. Navarene, Draolis and Malevich each used to desire the land now known as the kingdom of Thaemor, and fought a three-way war over it. Though the war ended when Goldguard Landon took control of the land and created Thaemor, the three kingdoms have never truly given up on their desire to own the land. It’s rumoured that at least one of them is undermining Thaemor from within in order to weaken it so that they can move in and take possession.
  7. Recently, a device was activated in Thaemor called the Great Reach that allows instantaneous travel from Thaemor to the distant land of Corao. Though the Great Reach has proven a boon in some ways, there are rumours that there’s a price to use it. That, every so often, one of the travellers who uses the device never emerges from the other end, instead swallowed up by something that lives in the space between the spaces.
  8. The Eyren is an egg-shaped structure floating in the centre of Jyrek that was commissioned by Kaldon, the former rumour of Thaemor, as a place to house and protect his family. After a flaw in the Eyren resulted in Kaldon’s family all dying, the structure was sealed off and no-one was allowed to enter. Though the Eyren still floats in Jyrek, most inhabitants pay it no heed, but there’s a rumour that activity has been seen around, and perhaps even in, the Eyren recently, suggesting that perhaps new occupants have moved in.
  9. The people of Thaemor know that their ruler, Holiva the First, is not sane though they dare not say this. Holiva’s vizier is the Hand of Melch, which is merely a shadow puppet created by Holiva’s own hand. There are rumours, though, that the Hand of Melch has been seen to move without Holiva’s hand making a movement, which leads to the worrying theory that the Hand might be real.
  10. The Precipice is the tallest and thinnest building in Auspar, the capital of Thaemor, and is the home of Holiva. Holiva increases the height of the Precipice every year, dangerous work that nowadays is suicidal. Recently, it’s said that the last piece added to the Precipice fell off, and that Holiva is now planning on getting someone to increase the height again, with a warning that any failure to do so will have consequences on their family.

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