*Go Away Sunday Players*
Part of a larger sea-based encounter table.
d10
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Island
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1
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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.
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2
|
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3
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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.
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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.
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5
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Kidknap crab spawning ground (See Broken System #0)
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6
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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.
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7
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The Cage (See Broken System #0)
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8
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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.
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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.
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0
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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.
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