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==Books from the Billington mansion==
 
 
A. Society library. +2 to monsters' investigation rolls when looking up occult info. Charlotte gets a +1 to occult rolls by borrowing needed books for spells.
 
B. Witch's spellbooks: Charlotte can use the books to provide exact wordings and incantations of r complex spells, but she needs the books close by, without having to bicycle in and out of the city. Gains an extra hero die for any spell rolls. Can also perform otherwise crazy dangerous summon servitor(see table below *)  when at home.
 
C. Donate to the University. Armstrong is enormously grateful and will take a more active part in solving cases-I will roll 3 times per adventure (1d10 with a hero die), with useful info coming in at opportune moments during an investigation...
 
D. Sell-the Society becomes Rich, so that resources are available for adventures, buying equipment, hiring help, etc.
 
E. Split. Some books are sold, some donated to MU, some taken by Charlotte and others kept at the Museum. A reluctant +1 to relevant rolls for this mealy-mouthed compromise! the museum has a bit of cash to spend.
 
 
Summon spells: summon nightgaunt, hound of talos, similar lesser servitors:
 
 
result
 
1: caster destroyed <br/>
 
2: caster rendered insane <br/>
 
3: unsuccessful, fizzle  <br/>
 
4: creature is summoned, attacks caster <br/>
 
5-7: creature is summoned, does not obey <br/>
 
8+: creature is summoned and obeys  <br/>
 
 
liber ivonis de vermiis mysteriis
 
cultes des ghules
 
thaumaturgical principles
 
Al-Azif ye booke of ye mad arab , a 16C translation of the necrominican, inferior in places to other interpretations but in other demonstarting a shrwed , rustic English inisght insight into over-sophsiticated ideas.
 
 
[I]Books:[/I] Charlotte sighs when she looks over the familiar material she confiscated from Brewster's parlor-[I]Les Cultes Des Goules[/I] ,[I] Hexerei[/I], [I]The Book of the Damned[/I]. The usual suspects. But there are also  notebooks suggesting he has time to peep into the [I]Necrominican[/I]. Also some pages copied carefully from Dr Dee's  [I]Advices Pertayning to the Perfect Arte of Illusion[/I]. The last explaining his mastery of illusory magic. She has heard of, but never seen this last book, purportedly destroyed after Dee's death.
 
  
 
==Links==
 
==Links==
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==TRIMOONER CAREER TABLES==
+
==Random tables==
 
 
 
 
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
 
|+ CAREER PROGRESS
 
|-
 
! ×
 
! Survival
 
! Advancement
 
 
 
|-
 
! Aslan
 
| End 6+ || Terr* 6+
 
|-
 
! Human
 
| End 5+ || Soc 6+
 
|-
 
! Jekyl
 
| Int 6+ || Cha 6+
 
|-
 
|}
 
 
 
*1Terr for Aslans on Trimoons is their Soc+2
 
 
 
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
 
|+ MUSTERING OUT BENEFITS
 
|-
 
! ×
 
! Cash
 
! Other Benefit
 
 
 
|-
 
! 1
 
| None || Contact
 
|-
 
! 2
 
| None || Pistol (slug or laser (Aslan))
 
|-
 
! 3
 
| 1000 || Vehicle
 
|-
 
! 4
 
| 2000 || Small farm or shop
 
|-
 
! 5
 
| 5000 || Farm or shop
 
|-
 
! 6
 
| 10000 || Lodge membership** 
 
|-
 
! 7
 
| 20000 || Estate
 
|-
 
 
 
 
 
|}
 
 
 
**2 Aslan: Hunt Initiation, Human: Promethean Lodge. Jekyl:  Dog Star Cult
 
 
 
{| class="wikitable" style="text-align: left; width: 400px; height: 200px;"
 
|+ Skills and Training
 
|-
 
! ×
 
! Personal
 
! Service
 
! Advanced (Edu 8+)
 
|-
 
! 1
 
| Str ||Survival  || Advocate
 
|-
 
! 2
 
| Edu || Recon || Medic
 
|-
 
! 3
 
| Combat (blade) || Steward || Engineering  (electronics)
 
|-
 
 
 
! 4
 
| Guns (pistol)* || Animals (any)  || Mechanics
 
 
|-
 
! 5
 
| Mechanics || Drive (any TL4) || Life sciences (any)
 
 
 
|-
 
! 6
 
| Streetwise || Streetwise || JOAT
 
 
 
 
 
|}
 
 
 
*1 laser[Aslan] or slug [non-Aslan]
 
 
 
 
 
{| class="wikitable" style="text-align: left; width: 400px; height: 200px;"
 
|+ Assignments [=species/caste]
 
|-
 
! ×
 
! Aslan
 
! Human
 
! Jekyl
 
|-
 
! 1
 
| Str ||Animals (agriculture)  || Streetwise
 
|-
 
! 2
 
| Animals (warliz)|| Animals (draft liz) || Broker
 
|-
 
! 3
 
| Combat (blade) || Survival || Engineering (electronics)
 
|-
 
|-
 
! 4
 
| Guns (laser pistol)* || Notice  || Stealth
 
 
|-
 
! 5
 
| Survival  || Mechanics || Notice
 
 
 
|-
 
! 6
 
| Carouse || Streetwise || Guns (slug pistol)
 
 
 
 
 
|}
 
 
 
  
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
+
===Treasure Trove===
|+ RANKS and BENEFITS
 
|-
 
! ×
 
! Rank
 
! Aslan
 
! Skill or Benefit
 
! Human
 
! Skill or Benefit
 
! Jekyl
 
! Skill or Benefit
 
|-
 
! 0
 
|  Cub ||  ||  || Lad || ||||
 
|-
 
! 1
 
| Scout ||  || Survival 1  ||Farmer || Animals (agriculture) 1|| ||Streetwise 1
 
|-
 
! 2
 
| || ||  || || || ||
 
|-
 
! 3
 
| Warrior || || Guns (any) 1 or Melee (blade) 1  ||  ||  ||  || Deception 1
 
|-
 
! 4
 
|  ||  ||  ||Reeve || Admin 1 || ||
 
|-
 
! 5
 
| Judge ||  || Advocate 1  || || || ||
 
|-
 
! 6
 
| Baron ||  || +2 Territory  || Tribune || Advocate 1  ||  ||
 
|-
 
  
 +
Uses ORE type system.  Roll FIVEd6: <br/>
 +
1s represent loose pennies and lesser gems ; loose pennies, small garnets, topaz, river pearls <br/>
 +
2s. represent bags/chests of pennies with (smaller nos of) gold rings, <br/>
 +
3s. represent bags/chests of gold rings studded with (smaller?) emeralds, rubies, etc. <br/>
 +
4s represent decent sized jewels like  rubies, sapphires, emeralds<br/>
 +
5s represent  fine /large emeralds, rubies, sapphires or diamonds <br/>
 +
6s represent magic items <br/>
  
|}
+
Trove value is (roll total) cubed
  
==MISHAPS and EVENTS==
+
===Risings===
  
{| class="wikitable" style="text-align: left; width: 600px; height: 200px;"
+
If a sentient creature dies in proximity to necrotic fallout there is a strong risk that they will rise soon after as undead. To determine whether this occurs roll 1d6 and add the creature’s  class level when living. Use best roll of 2d6 if they had an arcane background.
|+ MUSTERING OUT BENEFITS
 
|-
 
! 1d6
 
! Mishap
 
  
 +
*1-3; creature does not rise
 +
*4; Gurgler. creature grotesquely attempts to rise  but fails to ambulate
 +
*5: zombie
 +
*6: ghoul
 +
*7: ghast
 +
*8: shadow
 +
*9: undead aberration
 +
*10+: greater undead, varies
  
|-
 
! 1
 
| Injured
 
|-
 
! 2
 
| Convicted.  Lose a benefit from this career. Roll Advocate 8+ or also lose 2 SOC (does not affect Jekyls)
 
|-
 
! 3
 
| War! You are caught up in armed struggle. Roll Recon 8+ or you are injured.
 
|-
 
! 4
 
| Disaster-you experience a meteor fall, volcanic cloud or dino swarm. Gain Survival 1
 
|-
 
! 5
 
| Baron's Displeasure. Gain a powerful Aslan Enemy
 
|-
 
! 6
 
| Displaced. Flee from bandits, rival gangsters or an enemy army.
 
|-
 
  
|}
+
===Encounters: Old High Road ===
  
 +
''Road Encounter'' <br/>''ROLL 3d6:''<br/>
 +
3: monster: [+5 to DC scout] 1: ogre 2: dire boar 3: owlbear 4: wyvern, 5: hill giant, 6: green  dragon <br/>
 +
4: (1d3) ghouls :  if 3 rolled one is a ghast!<br/>
 +
5: (1d6) hobgoblin headhunters<br/>
 +
6: (1d6) zombie “shamblers”<br/>
 +
7: wild animal: 1. lone wolf 2. lynx 3.wild dogs 4. bull 5.bear 6.wolf pack <br/>
 +
8-13: no encounter <br/>
 +
14: game (hare, deer etc.)<br/>
 +
15: stray horse, cow or dog<br/>
 +
16: human vagrants (neutral) <br/>
 +
17: knight errant with party  <br/>
 +
18:travelling friendly party <br/>
 +
<br/>
  
 +
''Camping Encounter'' <br/>
 +
Sentry Perception roll: <br/>
 +
DC<10: Ambush  <br/>
 +
DC 10-14: party not ambushed  <br/>
 +
DC 15-19: party has a round to prepare <br/>
 +
DC 20+-: party alerted well in advance  <br/>
 +
''ROLL 3d6:''<br/>
 +
3: monster: 1: ogre 2: dire boar 3: owlbear 4: wyvern, 5: hill giant, 6: green  dragon <br/>
 +
4: shadow <br/>
 +
5-6: (1d3) ghouls :  if 3 rolled one is a ghast!<br/>
 +
7-8: (1d6) zombie “shamblers”<br/>
 +
9: giant rats <br/>
 +
10-18: no encounter <br/>
 +
<br/>
  
 +
===Encounters: Talltowers ===
  
{| class="wikitable" style="text-align: left; width: 600px; height: 200px;"
+
''Talltowers Encounter'' <br/>''ROLL 3d6:''<br/>
|+ MUSTERING OUT BENEFITS
+
3: greater undead <br/>
|-
+
4: 1-3 shadows <br/>
! 1d6
+
5: (1d3) ghouls : if 3 rolled one is a ghast!<br/>
! Mishap
+
6-7: (1d6) zombie “shamblers”<br/>
 +
8: aberration: 1. wandering fish 2. moss monster 3. giant beetles 4: giant toad 5:land octopus 6: gibbering mouther <br/>
 +
9: Giant rats <br/>
 +
10: Black Jack <br/>
 +
11-14: no encounter<br/>
 +
15: game<br/>
 +
16-17: delvers<br/>
 +
18: friendly adventurers<br/>
 +
<br/>
  
 +
http://i1.wp.com/mvslim.com/wp-content/uploads/2017/02/16776280_1825952314326169_1559901423_o.jpg?fit=758%2C455
  
|-
+
Baghdad - the center of the world! Straddling the Tigris River, and a day by camel from Mother Euphrates. One hundred thousand architects, craftsmen, and workers built her three concentric walls. Four gates open toward Basra, Syria, Kufah, and Khorasan. The highways radiating out from these portals extend out to the far reaches of Creation. A half million souls bustle within, working, trading, and  studying.  
! 2
 
| Disaster! Roll on mishap table but you are not ejected from the career
 
|-
 
! 3
 
| Challenging times. Roll Survival or Streetwise 8+ to tackle an imminent threat (drought, volcanic cloud , gang war, etc.). If you succeed gain +2 to your next Advancement roll. Fail and you take a -2 penalty to your next Survival roll
 
|-
 
! 4
 
| Pressed into service. Gain Guns (any) 0, Athletics (any) 0, Guns (slug rifle) 0, Recon 0, Melee (any). Roll Recon 8+ or you are injured.
 
|-
 
! 5
 
| Your labours bear fruit. Gain +1 DM to any one Benefit roll.
 
  
|-
+
Camels cannot enter here. Caravans are unloaded in huge yards outside the city gates and their shipments trundled into the bazaars on expensively-rented barrows. Or loaded onto boats that ply the river to seagoing Basra, at the mouth of the Tigris.  
! 6
 
| You are recognised as having promise in a particular field. Increase any existing skill by 1.
 
|-
 
! 7
 
| Life Event. Roll on life events table.  
 
|-
 
  
! 8
+
"By rights we should leave the shipment here, as our contract with your uncle stated. You can sell the goods here, or take them by boat down to Basra.  
| You are challenged to a duel. Accept and roll 8+ on any Melee or Guns skill or roll for Injury. Decline and gain a sneering Enemy
 
|-
 
! 9
 
| You need to undertake an arduous journey. Roll Drive (any), Mechanics or Survival 8+  and increase that skill by 1.  
 
|-
 
  
! 10
+
The faithful caravanners have bonded somwhat with their employers over the course of the journey and dutifully perform the services of barrow boys, saving a good purse silver. Shops selling noodles, candies, steppe barbecue and pancakes drive the hungry fellows almost to distraction. The wares on offer are as outrageously priced as they seem delectable.  
| You become a spokesperson or politician. Gain one level of Advocate, Persuade or Carouse 8+ but also a Rival and an Enemy
 
|-
 
! 11
 
| You gain favour  with a powerful Aslan baron. Gain +4 DM to your next Advancement roll
 
|-
 
! 12
 
| You are automatically promoted.  
 
|-
 
  
|}
+
The merchants of the Eastern bazaar are not known as 'ravens' for nothing. Each appraises the cargo of silks and offers a different startegy. "Delightful, but sadly out of fashion." "Ruined! can you not see these marks. " "perfection, do not let any other handle these divine pices but myself. "

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