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write fun posts | write fun posts | ||
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==Links== | ==Links== | ||
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− | == | + | ==Random tables== |
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− | + | ===Treasure Trove=== | |
+ | 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 | |
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− | + | ===Risings=== | |
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+ | 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. | ||
− | + | *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 | ||
− | + | ===Encounters: Old High Road === | |
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+ | ''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 === |
− | + | ''Talltowers Encounter'' <br/>''ROLL 3d6:''<br/> | |
− | + | 3: greater undead <br/> | |
− | + | 4: 1-3 shadows <br/> | |
− | + | 5: (1d3) ghouls : if 3 rolled one is a ghast!<br/> | |
− | + | 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. | |
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− | + | 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 carried to the boats that ply the river to seagoing Basra, at the mouth of the Shat-al-Arab. | |
+ | The caravan yards outside the city walls are a dusty hell of camels, hawkers and yelling barrow-men. The leader of the caravan approaches, seeing that the travellers are confused by the noise and activity. The giant spires and domes of the city, as yet unentered, unnerve them. | ||
+ | "We will leave the shipment here, as our contract with your uncle stated. Most merchants have the goods taken into the City to sell them in the bazaars, or to the river so they can be taken by boat down to Basra. Since we are brothers, sisters now because of our travels together, I will give you council. Take your uncle's advice. Sell only a little here, to the fashionable tailors. But take the rest to Basra, the Gulf and far Muskat. " | ||
+ | "I know a man who will warehouse your goods here, outside the City, for a reasonable sum-there is only six camels' load after all. Then you will be at leisure to find fashionable buyers for some of the goods, and find a boat to take the remaining goods down the Tigris. But see, now we talk of money. You will need to pay your own coin from here on. Time to start making some copper!" | ||
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− | + | Nor pay a haulier to deliver the goods to Basra. The costs will be ruinous. Instead, go yourself into the City and buy logs and some rivermen to help you make a raft. For this is how all goods are carried along the Tigris. Your cargo is small, a small craft is needed. Two men. Are any of you watermen? It would be a boon now. I will tell you the name of tbd rough places where | |
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− | + | 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. | |
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− | + | 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. " |