Just a bunch of random crap on tables!!! Each area has
its own table, because I'm obsessive like that. Each half-hour (hour
if they're trying to be quiet) the party searches a building, roll on
the appropriate table. The next post will include the rest of the
areas.
This is the general aesthetic I'm going for. The art is by Mike Milkowski. |
Library
- 1D6
1-2) Nothing of Use: The characters just
find shelves of strangely bound books and scrolls, all of them
disintegrating into the dry wind.
3) Singing Scrolls: These intricately
etched cylinders sing in the lilting language of the Pasha when the
etched pictographs are traced a with finger tip. Those that are able to
understand the singing, are granted a permanent, one time, +1 bonus
to knowledge rolls depending on the scroll's subject matter. (1D6
- 1. Religion, 2. Arcane Magic, 3. The Wilds, 4. Technology,
5. Medicine, 6. Architecture)
4) Scholar's Lens: When a character views
an unfamiliar language through this 7 sided prism, the language is
translated to one the character understands.
5) Silence Box: Though this item appears
to be an iridium music box with delicate scroll-work, it is quite the
opposite. For every round the box is wound, to a maximum of 6 rounds,
the box produces a 5 foot zone of silence for a turn.
6) Reading Lens: These two lenses are
mounted using a lustrous dark metal so that they may be worn. The
lenses give the user low-light vision and a +1 bonus to Search. These
lenses are perfect for reading tiny script in dark rooms!
Market
- 1D10
1-2)
Nothing of
Use: The
characters just find piles of disintegrating, cheap clothing and
incomprehensible souvenirs.
3)
Roll on
Library Table
4) Roll
on Governance Table
5) Roll on Court Table
6) Roll on Living Area Table
7) Roll on Armory Table
8) Roll on Barracks Table
9) Roll on Hospital Table
0) Roll on Farming Table
Governance
- 1D6
1-2) Nothing of Use: Characters just find piles of
disintegrating paperwork and insane legislation.
3) Maps: The characters find a set of complete maps of
the Pashan Whispers along with maps to other lands. (1D6 - 1.
Voivodja, 2. Carrowmore, 3. Carcosa, 4. Phyrrous Plains, 5.
Yoon-Suin, 6. The Islands of: Korus, Kelis, and Kravian.)
4) Transcription Machine: When wound, 1 round of
winding equals 1 turn of functionality, and fed with paper, the
machine will transcribe everything said into it's horn. Made of black
and green metals, it is the size of large book, and resembles a
combination of a grand piano, gramophone, and a scarab. As to how it
knows the written form of the languages spoken into it, one would
have to open the device's case. Within the inner most shell is a
pulsing piece of flesh that looks like a strange combination of a
heart and a brain. Once exposed to air, the organ withers and dies
leaving only the gold electrodes that attached it to the machine.
5) Attachment Device: It resembles an elongated,
legless horned beetle crouching over a narrow plate that extends just
beyond the 'head'. Constructed of a prismatic metal, it appears to
have been constructed to bind pieces of paper together. However, with
a successful Strength/Bend Bars check (relatively easy), one can pry
loose the bottom plate to make the device more useful. The device can
bind any two objects together using a sliver of the same prismatic
metal it is constructed of, and it seems to have a limitless supply.
After being bound together, it requires a successful Strength/Bend
Bars (somewhat challenging) check to separate the two. Great for
repairs, or keeping pesky enemies in place. The device does 1D3
damage, and only has a range of 5 feet.
6) Dispenser of Cooled Water: This large device, about
4 feet high and 50 lbs, looks like a large, two legged spider
attempting to do a hand stand constructed of a gold-tinged metal. It
dispenses a unlimited amount of water from it's 'head', roughly a gallon a minute. A
bit unwieldy, but incredibly useful in this cursed rainbow desert.
(Go Metric!: 1.23 Meters Tall, 22.68 Kg, and 3.785
liters a minute)
Court
- 1D6
1-2) Nothing of Use: Characters just find piles
of disintegrating wanted posters and unpaid crab parking tickets.
3) Spitting Fleas: These oversized sand fleas,
about the size of an apple, are somehow still alive in their
cobweb-like wrapping. They have atrophied limbs, and a squishy,
protruding abdomen. When squeezed, they spit a caustic liquid that
can temporarily blind a target. A touch attack is required, the
target gets a +2 bonus if they are wearing headgear. If successful
the target must save versus Poison/Fortitude (DC 14) or be blinded
for 1D6+1 rounds. The flea can spit 3 times, before it must rest for
an hour and be given a few drops of water. Amazingly they don't need
to eat. The characters find 1D4 fleas.
4) Pincer Manacles: The manacles look as if they
were ripped off of an oversized scorpion. The manacles are no more or
less easy to escape from than their mundane cousins. However, every
failed escape attempt results in the wearer taking increasing levels
of damage until their hands or feet are lopped off. (Attempt 1. 1D2
2. 1D3 3. 1D4. 4. 1D6 5+. Save versus Death/Fortitude (DC 15) or lose
the extremity as well as 1D6 damage).
5) Chalk of Truth: Drawing a circle around an
individual using the chalk creates a zone of truth. The target must
make a save versus Magic/Will (DC 15) in order to tell a lie for the
next 5 questions. On a successful save the liar takes 1D2 subdual
damage, and must make a successful bluff check in order to not show
signs of pain. Each piece of chalk has 10 uses before it becomes a
useless nub. The characters find 1D4+1 pieces.
6) Lightning Stick-Bug: This bug is found barely alive
in its cobweb case. It resembles a stick-bug without limbs and an
iridescent black carapace, it is roughly the length of an adult's
forearm. It's eyeless head as a short proboscis with a sharp tip. If
fed 1 hp of blood, it will become active. When it is gripped by the
rough, hand-sized section below its head, the rest of its body
vibrates softly and gives off a scent of ozone. Anyone struck by the
bug takes 1D4 bludgeoning damage and must make a save versus
Paralysis/Fortitude (DC 14) or be paralyzed for 1 round. After an
hour of activity the bug goes back into its coma-like state.
Living
Area – Roll a number
of times depending on the type of living area 1x Single Family/Group,
2x A Few Families/Groups, 3x Many Families/Groups - 1D6
1-2) Nothing of Use: Characters only find
worthless dining sets and strange family portraits.
3) Jewelry: Characters find insect and crab themed
jewelry worth 1D6 x 100 gp.
4) Entertainment Spider-Chair: This chair appears to be
constructed of prismatic glass thread, with a still-living and
headless iridescent spider the size of a greyhound attached to the back. When an individual
sits in the chair, and one of the nearby crystal cylinders is
inserted into the hole where the spider's head should be, the
spider-legs weave an illusion for the sitter. To those not sitting in
the chair, it just appears to be a shifting sheet of color with
humming sounds, but to the sitter it appears as if they are actually
sitting in the environment the story is taking place in. The
participant may end the session whenever they wish, and instinctively
understand that they are viewing an illusion despite its realism, all
the dialogue is heard in the viewers native tongue. The characters
find 1D6+1 crystal cylinders nearby (1. Hero Epic, 2. Drama 3.
Tragedy *EVERYONE DIES* 4. Very Strange Comedy 5. Romance 6.
Pornography *Sometimes involves insects, making it more of a
horror story*)
5) Valuable/Weird Art: Strange sculptures and even
stranger pictures worth 1D10 x 100 gp.
6) Communication Beetles: These hand-sized
black beetles will extend their feathery antennae and contact other
beetles of the same type over any distance. The beetles will mimic
the voice of anyone speaking into them to the other beetle, though
the voice sounds like a tinny distorted version of the person
speaking. To teach the beetle to contact another particular beetle,
the user simply presses the beetle into the beetle of the other
person while yelling that persons name at the beetle. From then on
that beetle will contact the other beetle whenever that name is
yelled at it. Want to really creep your players out? There is a 1 in 6 chance everyday that the owner of a
beetle will get a mysterious call, the person on the other end will:
1. Just breathe heavily, 2. Just Giggle, 3. Describe in minute detail
everything the character has done so far that day, 4. Begin pleading
for help in a loved-one's voice, 5. Describe what it wants to do to
the character using sand and beetles, 6. Describe to the character
what awful act the caller is about to engage in. The characters will
find 1D4 Communication Beetles.
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