Showing posts with label loot. Show all posts
Showing posts with label loot. Show all posts

Sunday, 26 March 2017

10 Islands

*Go Away Sunday Players*

Part of a larger sea-based encounter table.

d10
Island
1
A pathetic spit of land, where the survivors of a shipwreck squat, miserable. They have enough rations to last another d12 days. 3d8 of them remain. They were :
1.       Nilfenbergian Navy
2.       Angmarrian Privateers
3.       Merchants
4.       Whalers
5.       Unaffiliated pirates.
6.       Colonists set for the new world.
2
3
A witch-prison colony, run by the Nilfenbergians before the war. They are running out of supplies. Some of the soldiers think they should wake the wizards up, see if they can summon supplies. The priest threatens to throw them to the sharks. 3d12 wizards, drugged brainless. 3d20 guards, with 1d10 cannons. 1 priest.
4
A larger island, dotted with huge stone heads. Each contains an aborted embryonic god, killed by their jealous parents. The culture who built them destroyed themselves in the process, and so their gods died with them.
5
Kidknap crab spawning ground (See Broken System #0)
6
The final degenerate remnants of an island forced to cannibalism. 5d20 remain, squatting in rotten huts or else hunting one another. Each has 2HD, and fights with bone weapons.
7
The Cage (See Broken System #0)
8
A pirate king and her fortress. All are welcome, if they pay her extortionate docking fees (100sp a night). It is still filled with pirates and slavers. Her captive sea-priests destroy any ship causing ruckus in the waters surrounding.
9
A thin lip surrounding a huge yawning bit, many ship-lengths across. The pit is lined with:
1.       Fresh/Aged stone brick.
2.       Perfect/cracked glass.
3.       Living/dead flesh.
4.       Bones.
5.       Shimmering metal.
6.       Light - blinding white.
0
The Funeral Isle, a grave for a civilization long dead. Six black granite pillars ring a central point, each encrusted with the achievements of this dead people. The central point contains grave goods. Disturbing the goods awakens the Guardian. The island is pockmarked with craters from the weapons of the Guardian.
Achievements :
1.       Creation of the Humans.
2.       Puncturing the womb of sky.
3.       Creation of concept-driven war machines.
4.       Taming the soul itself.
5.       Capturing the senses with their art.
6.       Their own destruction.
There are three items of value to loot :
1.       Painting of Blinding Beauty. Alien suns and stars above a landscape barren. Utterly beautiful and haunting. Studying it for over a minute causes a choice : either destroy your eyes, and never behold a pretender to the beauty of the painting, or else dedicate yourself to the destruction of all beauty bar the painting. Worth 50000sp.
2.       The control panel for their flying vessels, all long departed or destroyed. It could be used like a shield, intricate, complex yet sturdy. Worth 8000sp.
3.       A miniature version of the concept-bombs, containing the concept of the perception of time. It has two settings - compress, causing the target to experience a thousand years in a single second, or elongate, making a second seem like a thousand years. It is good for one use, and does not give immortality. Worth 50000sp.
The Guardian.
A colossal titan of brass, emerging some miles off the coast of the Funeral Isle, kicking up huge waves (potentially destroying any ship too close to the isle). Three large spheres make up the body, from which sprout seven legs, shimmering in the sun. The largest of the spheres is the brain, and is filled with conceptual killing. Given enough time, the killing would evolve into violent, chaotic art. The other two spheres are Spelltrap Arrays, which absorb up to 50 spell levels worth of spells each. If overloaded, they explode, killing the Guardian. It can use the arrays to fire beams, which deal 1d8 per spell level expended, and requiring a save vs paralysis to dodge. A kick or stomp from its legs could easily destroy any ship. If one were able to clamber up the leg, the conceptual killing could be tamed with a truthful oath of pacifism, leaving the entire machine inert. It has 50 Ship HP. Replacing the grave goods satisfies it, but it will watch until the intruders leave.

Friday, 2 December 2016

Treasures Locked Beneath Ash and Snow

**GO AWAY SUNDAY PLAYERS**
BAUBLES OF THE SLAVES

x Precious Metal Molars - what wealth was left was hidden in the back of mouth. 2d20 sp each.

x Hands of the Matriarchs - a mothers blessing kept secret and safe for bleak times. By the time they were opened, it was far too late. Snapping off a finger casts a spell at 3rd level. Worth 5000sp, -1000 per used digit.
  Thumb - Cure Light Wounds
  Index Finger - Magic Missile
  Middle Finger - Bless
  Ring Finger - Dispel Magic
  Little Finger - Sleep

x Fingerbone Lockpicks - single use but incredibly easy to hide. +1 bonus to checks with these picks. 20sp each.

x Curried Meats - frozen fresh, still good to eat if defrosted. 1sp each, 1000sp to a trained chef due to lost techniques which could be learned.

x Dead Idols - The many gods of the enslaved peoples, all dead and forgotten. The ire of these dead gods lingers still, and each has a curse associated with it. Worth 400sp in precious materials, 1000sp to a historian.

d8
Ire of a Dead, Forgotten God
1
Weakened spirits of vengeance, still bound to empty duty, will attack the holder each night until the statue is given away. HD 2 / AC AS CHAIN / ATTACK +1 1D8 CLAWING / MOV as DOG / M12 / 3D4 APPEARING
2
The idol draws away all sustenance from food, starving the bearer until the statue is given away.
3
The idol compels the bearer to sacrifice either 200sp or 1HD of life every three days until given away.
4
The idol assaults the bearer with hideous nightmares every night, denying them healing from sleep, and stopping magic users preparing spells, until given away. -2 penalty to all rolls after a week of this.
5
All animals will hate the bearer until the statue is given away, with a 2-in-6 chance of attacking, or else simply running away.
6
The bearer is inflicted with leprosy until the statue is given away. The leprosy will be healed overnight.
7
The user must respond to all violence with pacifism, and all offers of peace with violence until the statue is given away.
8
There is no curse. This god has faded more than the others.

WEALTH OF THE CITY

x Overseers Eyes - Eyes of ancient overseers, given to slave-holding families. The eyes are a reminder of authority, and can be used to command slave-derived creatures if they fail a save vs magic. Worth nothing outside of the city.

x Desperation Furs - As the terrible fury of the Riven Wolf fell upon the city, the clothiers and tailors desperately tried to create winter clothes for the people as they burned all books and papers to stay warm. This desperation sunk into the furs themselves, and they reek of fear. Avoid any natural cold-based damage, halve damage from cold-based magical sources, but roll random encounters twice as often. Predators can smell the weakness. 200sp each.

x Forgotten Saints - The people of the city would not burn their Saints to keep warm, but they were forgotten, bedecked in gold and bone-dry in their sealed chambers. Each will defend itself, although it has long forgotten it's name and it's martyrdom. Worth 3000sp -200sp per point of damage over HP dealt, HD 6 / AC AS PLATE / ATTACK +3 AS WEAPON +3 / MOV AS MAN / M12 / 1 APPEARING

x Crown of the Senator - Each week, this crown passed from one senator to a chosen rival, bestowing authority and benevolence upon the wearer. (Save to take malicious action, others must save to not agree with you. Must be worn for a week.) Worth 4500sp.