So here we are, the last set of tables for my Pashan
Whispers setting. Read the end of the article to find out what my
next project will be.
Strange crates in a strange place... |
Warehouse
- 1D8
1-2)
Nothing of
Use: The
characters just find
broken
crates made of chitin and bone. Within the creates they find various
piles of disintegrated: foodstuffs, scrolls, books, clothing, or
toys.
3)
Roll on
Library Table: Characters
find D6 number of items rolled.
4) Roll
on Governance Table: Characters
find D6 number of items rolled.
5) Roll on Court Table: Characters find D6
number of items rolled.
6) Roll on Living Area Table: Characters
find D6 number of items rolled.
7) Roll on Barracks Table: Characters find
D6 number of items rolled.
8) Roll on Farming Table:Characters find
D6 number of items rolled.
Your on duty nurse... |
Hospital
- 1D8
1-2)
Nothing of
Use: The
characters just find
broken
beds of black silk, dust, and metal. In cabinets and chests they
find: rusted surgical implements, broken crystal vials, and rotten
white silk robes.
3)
Miracle
Ticks: Characters
find 1D3 octagonal, iridescent, green vials containing a grape sized
tick. Outside of the occasional twitch when the vial gets near living
flesh, the tick remains completely still. When the vial is opened,
the tick will immediately jump and attach itself to the nearest
living creature. For the next 1D6 x 10 minutes, the tick pumps its
own blood into the person granting them fast healing and 1 re-roll
each round to fight the effects of poison and disease. (Roll 1D4 for
each vial to determine the amount of fast healing the tick grants).
After the allotted time, the tick falls away from its host as a
shriveled husk. If removed prematurely, the tick will continue to
spew out its blood until it shrivels and dies after the allotted
time. A person may reattach a removed tick, as long as there is time
left.
4) Apothecary
Scorpion: The
characters find 1D3 of these largely docile scorpions that appear to
be strangely colored Emperor Scorpions with silver needle stingers.
The scorpions never use their pincers, but will sting any target that
lights strikes them (a finger flick will do). The coloring of the
scorpions is always iridescent but with differing hues depending on
their 'venom'. The scorpions hold 3 doses within their 'venom' sacs,
they renew these doses at a rate of 1 every 8 hours. These scorpions
seem to be able to subsist on air alone. Roll 1D4 to determine the
scorpions coloring and effect of its 'venom': 1 – Light Blue: +1
bonus to Search checks, +10 ft movement rate, and +/- 2 Bonus to AC.
Effect lasts 1 hour, after that hour the individual 'crashes' taking
a -2 to all skill and stat checks for the next hour. 2 –
White/Silver: Renders the individual immune from insanity, mind
effects, and moral effects. However, the character receives a -5
penalty to all rolls that involve social interaction, due to the
character being ever so blasé about everything around them. The
effects last for 1D3 hours. If the character is currently suffering a
preexisting form of insanity, that insanity is negated for the
duration of the 'venom's' effect. 3 – Pink: This allows a user to
make 3 rolls to combat the current ongoing effects from a disease or
poison, these rolls count toward the total number of saves needed to
completely overcome the disease or poison. If the individual is under
the effects of multiple diseases or poisons, roll randomly to see
which poison or disease the 'venom' fights first. If there are any
remaining rolls left, they are applied to the next poison/disease
rolling randomly if there are multiple poisons/diseases remaining. 4
– Purple: The 'venom' grants the user an incredible level of pain
tolerance, which in turn grants the individual 2/- damage reduction.
The drawback is that they GM keeps track of the individual's
hit-points, and does not inform them how much damage they have taken.
This effect lasts for 1 hour.
5) Diagnosis Flea: The characters find 1D6 green chitin
boxes the size of a matchbox, they can hear nearly
inaudible taps coming from within the box. In the box they find a
white flea that is roughly twice the size of a normal flea. These
fleas will change colors after tasting a person's blood, the colors
correspond to whether or not the person is under the influence of a
disease or a poison. The colors will differ depending on the type of
disease or poison the individual is suffering from. On the box is a
small legend, written in the Pasha language, that describes what each
color means. The fleas become torpid after consuming a drop of blood
from the individual, making it easy for them to be returned to the
box.
6) Nurse Spider: The characters find a
motionless white spider with the same physiology of a black widow,
though roughly the size of an adult's hand. If fed 1 HP worth of
blood, the spider will become active, and move to rest on the arm or
shoulder of the person who fed it blood. For the remainder of the day
the spider will bite whoever they are resting on, when that
individual reaches 50% or less of their total HP. Rather than
damaging the individual, the spider's bite will heal 1D6+3 HP. The
spider is capable of delivering 3 such bite before running out of its
healing venom. It refreshes its uses at a rate of 1 per 8 hours. When
the blood feeder finally lays down to sleep, or meditate in the case
of elves, the spider then goes back to its motionless state. It will
reawaken when it is fed 1 HP of blood again. Stats: HP:
10 AC: 17 Move: 20 ft. No.
of Attacks: 1 To-Hit: +2 Damage: 1D3
Size: Diminutive All Saves: 15.
Seeds of life. |
Farming
- 1D6
1-2)
Nothing of
Use: The
characters just find
broken
ceramic containers, rodent chewed seeds, rusted tools, and the empty
husks of giant work beetles.
3)
Limb Seeds:
The
characters find 1D10 perfectly octahedral, golden seeds the size of
an adult's thumbnail. If planted in fertile soil, given regular
watering, and given plenty of sun the seed will produce a green shoot
in 1D8+1 days. If a person missing any body part sacrifices 1 HP of
blood from the area of the missing part by letting the blood onto the
shoot, the shoot will grow into a full sized plant in 1D12+1 days.
The full sized plant will fruit 1D3 green replacement parts. If the
part is picked and pressed against the place the missing part once
resided, the green part will attach itself and function as the
natural part did. The part will wither and die if pressed to a person
who did not sacrifice blood. This plant can only regrow lost parts,
not parts that were absent at the time of birth due to some form of
defect.
4) Cuisine
Seeds: The
characters find 3D10 perfectly spherical blue seeds the size of a
pea. If planted in fertile soil, given regular watering, and given
plenty of sun the seed will produce a green shoot in 1D8+1 days. If a
particular culinary dish (ex:
filet mignon, crème brulee, etc...) is
buried next to the shoot, the shoot will grow into a full grown plant
in 1D12+1 days. The full sized plant will fruit 1D8+2 perfect
reproductions of the culinary dish covered in a thick yellow rind. It
will take roughly 6 weeks for these fruits to spoil if the rinds are
not removed. The 'fruit' will spoil as the dish it replicates would
once the rind is removed.
5) Item Seeds: The characters find 3D10
perfect cube red seeds the size of a 'standard' sized 6 sided die. If
planted in fertile soil, given regular watering, and given plenty of
sun the seed will produce a green shoot in 1D8+1 days. When an item
that is no large than a medium sized weapon is buried next to the
shoot, the shoot will grow into a full grown plant in 1D12+1 days.
The full grown plant will sprout branches in the form of whatever
item was buried next to it. The branch versions of the items possess
the same stats as the buried items, save that they do not possess any
of the magical enchantments of the original item. The copied items
possess all the altered stats from being made of special materials,
though they do not count as being made of the special material for
the purposes of bypassing damage reduction. The original item is
destroyed after the plant reaches full size.
6) Resurrection Seeds: The characters find
1D3 icosahedron shaped purple seeds the size of a 'standard' sized
D20. The seed must placed in the mouth, or body, of creature who has
been dead for no more than 6 months and that body must be buried in
fertile soil. If these criteria are met, after 1D10+1 days a green
pod will grow out of the soil, the pod will be the same size as the
creature buried. Moments after the pod reaches full sized, a green
tinged perfect copy of the buried creature bursts forth. The copy has
all the same memories of the original, as well as the same number of
hit-dice and class levels as the original. The GM may decide that the
copy also has the same amount of experience points as the original.
The copy will have an a nagging feeling that they are merely a copy.
There is no game mechanic to describe this, but players are
encouraged to role play out this new personality quirk. Finally, the
copy is incapable of digesting meat, so must adjust their diet
accordingly. The original body is destroyed in the creation of the
copy.
The Man. The Master |
The Next Project
My next project will involve recreating the strange city
my imagination goes to whenever I listen to Tom Waits music. The part
of town these next posts will focus on will be a rundown neighborhood
call Noir Weights. The neighborhood contains multiple abandoned
buildings and an abandoned distillery along with the homes of
thousands of people. The main source of inspiration will be Tom
Waits' album,
Mule Variations.
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