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__TOC__
 
__TOC__
 
==Setting==
 
[[File:7013f069696cfedf9906a42e0880de83.jpg|thumb|right|400px|L1: Blue Bay, L2: The Shacks, L3: Blake's house]]
 
The '''Treasure Islands''' are a jumble of jungle-clad isles that sprawl in '''the Big Brine''', the world’s central ocean. They lie somewhat closer to the western continent of '''Suncatcher''' than the eastern homeland (named '''Sunthrower''') of most of their new inhabitants.
 
 
In a tiny cove, '''Blue Bay''', a bustling pirate town of ex-pirates and beachcombers seeks to prosper. Brawling, scheming, rum-soaked rascals, these sea scum don't trust each other as far as they could throw a manatee. But many there, including its leaders, observe '''Captain M''''s Twelve Point Code. They are as a result less inclined to senseless violence than the cutthroats of nearby '''Port Superb''', a larger rival pirate city ruled by the monstrous '''Mad Jake the Shark'''.
 
 
The islands are no longer the bustling hive of piracy that they once were. Treasure ships still run westward from the '''Golden Empire''' (=not Incas), but since its Emperor signed a treaty between '''Cornwall''', '''Castilia''' and the Western Empire, far fewer and more heavily escorted fleets pass through the islands. Some of the pirates have packed up and gone home. Others, attached to the coves and jungle-clad hills, have turned to beach-combing, fishing and even (land-lubbers!) farming. A few brave souls have turned their attention to the weird, spookily empty ruins of the nearby jungles. Concealed by weird magic, guarded by ghost and monsters, defended with ingenious traps, most early treasure hunters perished in their clumsy expeditions. But now a class of delvers has emerged who are gaining some skill in broaching these places and prising treasures from their ingenious architects.
 
 
The world is a dangerous and even dark place but with less outright bleakness than the "real" Caribbean. The Golden Empire trades equably after a period of plunder. There are plantations, but most are farmed by settlers or impressed labour from the colonists' own countries. The pirates are cutthroats and rogues who make their prisoners walk the plank. But there has been no smallpox, slavery or genocide.
 
 
===Peoples===
 
'''Cornish''' or '''Castillo''' (i.e. alt. Cornish, Welsh, Breton; or alt. Spanish, Portugese). Beachcombers, ex-pirates, or runaways from some dark past in their home nation. Carry hyper-Cornish or Iberian names like Barnaby Polbarrow, Jem Disney, Pedro da Silva, etc. Dress in the Jacobean fashion of Treasure Island era folk.
 
 
'''Froglins.''' These frog-like humanoids live in the deeper woods and marshes of the islands. Some tribes are friendly to outsiders, others hostile; all are naturally curious, leading to either eager trade or constant low key raids, can be quite elusive when they don't want to be disturbed, and will defend their homes with vicious guerrilla tactics when threatened.
 
: ''Small:'' Froglins are the size of goblins or halflings, up to 4' tall, so have Size -1 and thus Toughness -1.
 
: ''Amphibian:'' Can't drown, Swimming at d6 for free, swimming speed equal to Pace.
 
: ''Arboreal:'' Climbing at d6 for free, climb speed equal to Pace; jump distance equal to Pace, or half Pace from a dead stop.
 
 
'''Golden Empire''' folk. Fierce warriors, traders and priests of the Golden Empire (alt. Inca) to the west, which is now at peace with the newcomers after stemming their invasion. Few stray eastwards from their Empire, so those present in the islands tend to be mercenaries, heretics or criminals.
 
 
'''Natives.''' Low-tech tribal types who inhabit the nearby jungles. Silent empaths who tend shrines close to the Silver People (alt. Toltec, Mayan) ruins that dot the islands. More women are born than men. Many have non-violent Psionic powers.
 
 
'''Monkeys''' and '''parrots''' are intelligent - almost humanly so - pets.
 
  
 
==Characters==
 
==Characters==
 
===Ix'balam===
 
===Ix'balam===
The daughter of an eastern sailor and a woman of the Silver People, born and raised among her mother's people and trained from an early age in their mystic arts. Always a precocious and secretive child, her mixed heritage and strange behavior endeared her neither to the natives of the islands nor to the foreign settlers, even before she grew up and somehow learned the taboo skill of skinwalking, seemingly all on her own. She eventually left home to join the treasure hunters with the hope that her absence would make things easier for her mother, finding that the community of rogues and outcasts seemed the only people she wasn't particularly unwelcome among, and has since come to quite enjoy her infamy - if anything, among such peers of generally ill repute it's a badge of honor.
+
The daughter of an eastern sailor and a woman of the Silver People, born and raised among her mother's people and trained from an early age in their mystic arts. Always a precocious and secretive child, her mixed heritage and strange behavior endeared her neither to the natives of the islands nor to the foreign settlers, even before she grew up and somehow learned the taboo skill of skinwalking, seemingly all on her own. She eventually left home with the hope that it would make things easier for her mother and joined the treasure hunters, finding that the community of outcasts and ne'er-do-wells seemed the only people she wasn't unwelcome among.
  
Though generally very calm and pleasant once you get past her creepier quirks, like the skeletal body paint she always wears, she can sometimes show a bit of a manic edge and carries personal grudges with downright frightening patience.
+
Though generally very calm and pleasant once you get past her creepier quirks - like the skeletal body paint she always wears - she can sometimes show a bit of a manic edge and carries personal grudges with downright frightening patience.
  
Her name is pronounced ''ish-bah-lum'' and means "Jaguar Woman", which is [https://en.wikipedia.org/wiki/Jaguars_in_Mesoamerican_cultures#Jaguars_and_the_Maya fitting], though not necessarily a compliment. The pirates tend to call her Ish for short; that part of her name is a generic feminine and/or diminutive prefix, so they're basically just calling her "Girl", but it amuses her enough that she doesn't bother correcting them.
+
Her name is pronounced ''ish-bah-lum'' and means "Jaguar Woman", which is [https://en.wikipedia.org/wiki/Jaguars_in_Mesoamerican_cultures#Jaguars_and_the_Maya fitting], though not necessarily a compliment...
  
 
[[File:Ixtab_by_schwarzer_todt-d2xtqmb.png|right|400px]]
 
[[File:Ixtab_by_schwarzer_todt-d2xtqmb.png|right|400px]]
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; Edges
 
; Edges
 
: Arcane Background (Psionics)
 
: Arcane Background (Psionics)
: Lucky
 
 
: Strong-Willed
 
: Strong-Willed
  
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; Powers
 
; Powers
 
: Boost/Lower Trait
 
: Boost/Lower Trait
: Shape Change (into a coral snake, fruit bat, ocelot, octopus, quetzal, spider monkey, or tree frog)
+
: Shape Change
 
: Summon Ally
 
: Summon Ally
  
 
; Possessions
 
; Possessions
 
: Fluffy shirt, baggy breeches, goat hide sandals, feathered belt
 
: Fluffy shirt, baggy breeches, goat hide sandals, feathered belt
: Bunch of gold jewelry and piercings
+
: Bunch of gold jewelery and piercings
 
: Bone dice
 
: Bone dice
 
: Dozen pieces of eight
 
: Dozen pieces of eight
 
: Cutlass (Str+d6)
 
: Cutlass (Str+d6)
 
: Obsidian knife (Str+d4)
 
: Obsidian knife (Str+d4)
: 3 Pistols (2d6+1, 5/10/20) and 6 "apostles"
+
: Pistol (2d6+1, 5/10/20) and 6 "apostles"
  
 
; Experience
 
; Experience
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Kane ended up in Blue Bay with nothing other than his uniform (that had seen better days) the Sergeant's musket, Captain's hat and a few coins in his pouch.
 
Kane ended up in Blue Bay with nothing other than his uniform (that had seen better days) the Sergeant's musket, Captain's hat and a few coins in his pouch.
  
[[File:Kane_dredmore.jpg|right|400px]]
+
[[File:kane_dredmore.jpg|right|400px]]
 
; Attributes
 
; Attributes
 
: Agility - d10
 
: Agility - d10
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; Edges
 
; Edges
: Lucky (refresh with 1 extra favour)
 
 
: Musketeer (Reload in 1 round)
 
: Musketeer (Reload in 1 round)
 
: Trademark Weapon (Cornish Marine Musket - "Retribution")
 
: Trademark Weapon (Cornish Marine Musket - "Retribution")
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: Rank: Novice
 
: Rank: Novice
 
: 1st Advance: +1 Shooting, +1 Fighting
 
: 1st Advance: +1 Shooting, +1 Fighting
 
===Maria===
 
Maria was a promising journeyman swordsmith in a city back in Castilia, but the master of the city's blacksmith guild had it out for her... And he really had it out for her once he found out what she'd been doing with his daughter. Fleeing to the colonies first as a ship's blacksmith and now a wandering journeyman on the island, she rarely stays in one place for long, as there's always something (or someone) right down the next road. She's joined several expeditions in the past, as much to explore as to get away from it all, and is now a fairly experienced digger.
 
 
[[File:Pirate_smith.jpg|right|400px]]
 
; Attributes
 
: Agility d8
 
: Smarts d8
 
: Spirit d4
 
: Strength d8
 
: Vigor d6
 
 
:: Charisma 0
 
:: Pace 6
 
:: Parry 6 (5)
 
:: Toughness 5 (6)
 
 
; Skills
 
: Climbing d6
 
: Fighting d8
 
: Notice d8 (-2 for hearing only, +2 when delving)
 
: Repair d10
 
: *Lockpicking d8 (+2 when delving)
 
: Shooting d6
 
: Stealth (default d4, +2 when delving)
 
 
; Edges
 
: Jury-Rigger (McGyver)
 
: Digger
 
: Lucky
 
 
; Hindrances
 
: Curious (Major)
 
: Stubborn (Minor)
 
: Hard of Hearing (Minor)
 
 
; Equipment
 
: Leather armor (+1 toughness)
 
: Sledgehammer (as Large Club, str+d8 damage, -1 parry)
 
: Sling (str+d4)
 
: Toolkit (for smithing, disabling devices, doors, etc)
 
: Backpack
 
: Canteen
 
: Crowbar
 
: Flint & steel
 
: 20' rope
 
: Shovel
 
: 20 sling stones
 
: 2 torches
 
: 1 whetstone
 
: $79 left for adventuring sundries
 
 
; Experience
 
: XP: 5
 
: Rank: Novice
 
: 1st Advance: Digger
 
  
 
===Woody===
 
===Woody===
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: Boating (Agi): d6
 
: Boating (Agi): d6
 
: Fighting (Agi): d4
 
: Fighting (Agi): d4
: Gambling (Smarts): d4
 
 
: Healing (Smarts): d6
 
: Healing (Smarts): d6
: Investigation (Smarts): d4
+
: Investigation (Smarts): d6
 
: Know, Cyphers (Smarts): d8
 
: Know, Cyphers (Smarts): d8
 
: Know, History (Smarts): d8
 
: Know, History (Smarts): d8
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; Hindrances
 
; Hindrances
 +
: Elderly (major)
 
: Curious (major)
 
: Curious (major)
: Elderly (major)
 
 
: Habit (minor; demands that people give his dressed monkey companion, Lord Mayberry, the proper respect befitting an officer and noble of his station deserves)
 
: Habit (minor; demands that people give his dressed monkey companion, Lord Mayberry, the proper respect befitting an officer and noble of his station deserves)
 
: Quirk (minor; loves his seashells, can be very distracted with adding to his farm)
 
: Quirk (minor; loves his seashells, can be very distracted with adding to his farm)
  
 
; Edges
 
; Edges
 +
: [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt]
 
: Beast Master
 
: Beast Master
 
: Linguist
 
: Linguist
: Lucky
 
: [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt]
 
  
 
; Equipment
 
; Equipment
 
: Driftwood Cane (2d4)
 
: Driftwood Cane (2d4)
: Rusty flintlock pistol (2d6, Special: antique masterpiece +1 shooting, misfire on Shooting *or* Wild die natural 1)
+
: Rusty flintlock pistol (2d6)
 
: Old stained and tattered blue and white striped short pantaloons (shorts), loose sweaty yellowish/white undershirt, and a ratty vest covered in old tarnished stolen medals
 
: Old stained and tattered blue and white striped short pantaloons (shorts), loose sweaty yellowish/white undershirt, and a ratty vest covered in old tarnished stolen medals
 
; The Lord Guv'na Mayberry Thornpop III
 
: (Extra) Climb d6+2, Notice d6, Pickpocket d6
 
: Can follow pretty sophisticated commands as though he had the intelligence of a human child.
 
  
 
; Experience
 
; Experience
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: 1st Advance: gained Linguist edge
 
: 1st Advance: gained Linguist edge
  
==Rules==
+
==The Setting==
'''One <s>Benny</s> Favour start''', regular refresh. Favours can be won easily though, through role-playing (esp. to hindrances)
+
[[File:7013f069696cfedf9906a42e0880de83.jpg|thumb|right|400px|L1: Blue Bay, L2: The Shacks, L3: Blake's house]]
 +
The '''Treasure Islands''' are a jumble of jungle-clad isles that sprawl in '''the Big Brine''', the world’s central ocean. They lie somewhat closer to the western continent of '''Suncatcher''' than the eastern homeland (named '''Sunthrower''') of most of their new inhabitants.
  
'''Common Knowledge only.''' The RAW Common Knowledge rule that characters use their Smarts, at +2 when background is relevant, will serve universally for all knowledge rolls.
+
In a tiny cove, '''Blue Bay''', a bustling pirate town of ex-pirates and beachcombers seeks to prosper. Brawling, scheming, rum-soaked rascals, these sea scum don't trust each other as far as they could throw a manatee. But many there, including its leaders, observe '''Captain M''''s Twelve Point Code. They are as a result less inclined to senseless violence than the cutthroats of nearby '''Port Superb''', a larger rival pirate city ruled by the monstrous '''Mad Jake the Shark'''.
  
'''Natural skills.''' Most skills like Climbing, Stealth, Throwing, Persuasion can be attempted "unskilled" at d4 (''not'' the RAW d4-2), provided the character has at least a d6 in the related attribute.
+
The islands are no longer the bustling hive of piracy that they once were. Treasure ships still run westward from the '''Golden Empire''' (=not Incas), but since its Emperor signed a treaty between '''Cornwall''', '''Poitain''' and the Western Empire, far fewer and more heavily escorted fleets pass through the islands. Some of the pirates have packed up and gone home. Others, attached to the coves and jungle-clad hills, have turned to beach-combing, fishing and even (land-lubbers!) farming. A few brave souls have turned their attention to the weird, spookily empty ruins of the nearby jungles. Concealed by weird magic, guarded by ghost and monsters, defended with ingenious traps, most early treasure hunters perished in their clumsy expeditions. But now a class of delvers has emerged who are gaining some skill in broaching these places and prising treasures from their ingenious architects.
 +
 
 +
The world is a dangerous and even dark place but with less outright bleakness than the "real" Caribbean. The Golden Empire trades equably after a period of plunder. There are plantations, but most are farmed by settlers or impressed labour from the colonists' own countries. The pirates are cutthroats and rogues who make their prisoners walk the plank. But there has been no smallpox, slavery or genocide.
 +
 
 +
===Peoples===
 +
'''Cornish''' or '''Castillo''' (i.e. alt. Cornish, Welsh, Breton; or alt. Spanish, Portugese). Beachcombers, ex-pirates, or runaways from some dark past in their home nation. Carry hyper-Cornish or Iberian names like Barnaby Polbarrow, Jem Disney, Pedro da Silva, etc. Dress in the Jacobean fashion of Treasure Island era folk.
 +
 
 +
'''Golden Empire''' folk. Fierce warriors, traders and priests of the Golden Empire (alt. Inca) to the west, which is now at peace with the newcomers after stemming their invasion. Few stray eastwards from their Empire, so those present in the islands tend to be mercenaries, heretics or criminals.
 +
 
 +
'''Froglins.''' These frog-like humanoids live in the deeper woods and marshes of the islands. Some tribes are friendly to outsiders, others hostile; all are naturally curious, leading to either eager trade or constant low key raids, can be quite elusive when they don't want to be disturbed, and will defend their homes with vicious guerrilla tactics when threatened.
 +
: ''Small:'' Froglins are the size of goblins or halflings, up to 4' tall, so have Size -1 and thus Toughness -1.
 +
: ''Amphibian:'' Can't drown, Swimming at d6 for free, swimming speed equal to Pace.
 +
: ''Arboreal:'' Climbing at d6 for free, climb speed equal to Pace; jump distance equal to Pace, or half Pace from a dead stop.
 +
 
 +
'''Natives.''' Low-tech tribal types who inhabit the nearby jungles. Silent empaths who tend shrines close to the Silver People (alt. Toltec, Mayan) ruins that dot the islands. More women are born than men. Many have non-violent Psionic powers.
 +
 
 +
'''Monkeys''' and '''parrots''' are intelligent - almost humanly so - pets.
 +
 
 +
==House Rules==
 +
'''One Benny start, regular refresh.''' Bennies can be won easily though, through role-playing (esp. to hindrances)
 +
 
 +
'''Common Knowledge only.''' The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally for all knowledge rolls.
 +
 
 +
'''Natural skills.''' Most skills like climbing, stealth, throw, persuade can be attempted "unskilled" at d4 (NOT the RAW d4-2), provided the character has at least a d6 in the related attribute.
  
 
'''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin).
 
'''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin).
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'''No soak roll!'''
 
'''No soak roll!'''
  
'''Three fails rule.''' Three fails earns a favour if at least one of these fails is portrayed amusingly.
+
'''Three fails rule.''' Three fails earns a benny if at least one of these fails is portrayed amusingly.
  
 
===New Edges===
 
===New Edges===
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'''Knows His/Her Beetles''' (Novice, Sm or Sp d6, Gambling d6) The character gets a free re-roll on gambling beetle races and fights, an important form of gambling among pirates and the local civilisations.
 
'''Knows His/Her Beetles''' (Novice, Sm or Sp d6, Gambling d6) The character gets a free re-roll on gambling beetle races and fights, an important form of gambling among pirates and the local civilisations.
  
'''Castaway (was Old Salt)''' (Novice, Sm d6, Boating d6, Survival d6; character cannot be youthful) The character has endured a hard long life on the ocean wave and become only too familiar with its reefs and islands. You get +2 for survival rolls made in sea, coastal or island environs. This roll can be used for instrument-less navigation and ropework involving devious knots. The usual +2 for Common Knowledge bonus applies regarding currents, stars, nautical howdeyedo, maritime and island fauna, plants, poisons, native cultures etc.
+
'''Old Salt''' (Novice, Sm d6, Boating d6, Survival d6; character cannot be youthful) The character has endured a hard long life on the ocean wave and become only too familiar with its reefs and islands. You get +2 for survival rolls made in sea, coastal or island environs. This roll can be used for instrument-less navigation and ropework involving devious knots. The usual +2 for Common Knowledge bonus applies regarding currents, stars, nautical howdeyedo, maritime and island fauna, plants, poisons, native cultures etc.
  
 
'''Sea Legs''' (Novice, Sm d6, Ag d6) This person may have lost some of their sea legs (or not quite yet gained them), but knows their way round a ship. Can use their Agility at -1 die, for Boating and Climbing rigging; and their Smarts -1 die for Notice and Repair when these skills are used for on-board activities like scanning the horizon, and tying ropes.
 
'''Sea Legs''' (Novice, Sm d6, Ag d6) This person may have lost some of their sea legs (or not quite yet gained them), but knows their way round a ship. Can use their Agility at -1 die, for Boating and Climbing rigging; and their Smarts -1 die for Notice and Repair when these skills are used for on-board activities like scanning the horizon, and tying ropes.
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'''Treasure-Fever''' (minor or major) Not quite the same as greedy. The character is essentially Reckless and Curious when doubloons, jewels or other forms of riches appear to be at stake.
 
'''Treasure-Fever''' (minor or major) Not quite the same as greedy. The character is essentially Reckless and Curious when doubloons, jewels or other forms of riches appear to be at stake.
 
===No Power Points===
 
Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage.
 
 
Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken by something other than a failed casting roll or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers.
 
 
Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll.
 
 
==Treasure==
 
 
The party so far has assembled:
 
 
*Fine pistols, a brace each for Ix and Maria and an extra for Woody.
 
*Precious model pieces from the Temple Town Memory Model ; onyx, jasper and quartz pieces worth hundreds of PoE.
 
*froglin medicines : 2 doses of healing ointment; one dose of disease cure-all
 
 
==Beachcombing==
 
 
Each week committed wholly to wandering the island's beaches, make a 'beachcombing' roll (choose one of notice, tracking or survival). Success indicates that the individual has found enough food, fuel and fresh water to get by for the week. Raises indicate that better sustenance or larger stores of eggs, wood, fish etc have been amassed.
 
 
Roll 2d6 and add +1 for each success and raise on the previous beachcombing roll to determine an additional  weekly find/ event. A fail modifies by -1 !
 
 
{| class="wikitable" style="text-align: left; width: 800px; height: 200px;"
 
|+ Additional Weekly Find/Event
 
|-
 
! Roll 2d6 (with mods)
 
! Event/ Find
 
! Details of Event: Roll 2d6 again (no mods)
 
|-
 
! 2
 
| Peril  ||
 
2.  Yaaaargh! lethal tidal wave or waterspout. To survive: Agility , success and shift , or Agility success and Swimming success and shift. <br/>
 
3-4. Sea snatch. sea serpent, dragon turtle, giant squid, etc. Agility TN 6 to escape. <br/>
 
5-6. Froglins <br/>
 
7-8. Grabber crabs <br/>
 
9-10.  Jungle creature. Jaguar, large snake, giant bats, etc. <br/>
 
11-12. Natural threat. Quicksand , rising tide, cliff fall. Roll survival to escape.<br/>
 
|-
 
! 3-5
 
| Empty Beaches||
 
Few or no finds this week: adjust result of beachcombing roll for water/food/fuel by one success/ raise (e.g. plain success becomes fail)
 
|-
 
 
 
 
|-
 
! 6
 
| Folk Encounter||
 
 
2-4. killer pirates <br/>
 
5. press gang <br/>
 
6. Castaway/ wreck survivor (roll 2d6 for import) <br/>
 
7. expert beachcombers  <br/>
 
8. hunter, trader or explorer <br/>
 
9. digger <br/>
 
10. friendly natives <br/>
 
11. Local VIP <br/>
 
12. Worldwide VIP<br/>
 
|-
 
! 7
 
| Driftwood ||
 
2-6. enough  good wood to make (use 'repair') implements or furniture <br/>
 
7-8.  enough  good wood to make (use 'repair') a shack  <br/>
 
9-10.  enough  good wood to make (use 'repair') a raft or (TN6) dinghy  <br/>
 
11-12.  rare good wood <br/>
 
|-
 
! 8-9
 
| Natural bounty ||
 
2-3. abelone, sellable shells 1d6*1d6 PoE <br/>
 
4-6.  whale blubber, fine oil 2d6*1d6 PoE <br/>
 
7-9. sellable delicacies (turtles' eggs, sea urchins, etc.) 3d6*1d6 PoE<br/>
 
10-11. healing herbs, magical kelp. 'Healing' makes medicine.<br/>
 
12. site for pearl diving. Swimming *100 PoE, except fail. Fumble causes drowning.
 
|-
 
! 10
 
| Wreckage ||
 
2-4. reparable nets 1d6*1d6 PoE<br/>
 
5. buoy  <br/>
 
6-8. reparable sails 2d6*1d6 PoE<br/>
 
9. ships' bits: e.g. capstan, mast, wheel, rudder, figurehead 3d6*1d6 PoE <br/>
 
10.  dinghy <br/>
 
11. wreck, skiff or schooner, barely reparable <br/>
 
12. wreck, skiff or schooner, reparable <br/>
 
|-
 
! 11
 
| Cargo ||
 
2. bottle, beer <br/>
 
3. bottle, grog <br/>
 
4. bottle, good rum <br/>
 
5. bottle, fine liquor <br/>
 
6. barrel, good beer <br/>
 
7. barrel, good rum <br/>
 
8.  crate, useful goods<br/>
 
9. crate, fine goods<br/>
 
10. jetsam bonanza ; roll 0-2 of each above <br/>
 
11. chest , valuables 6d6 *100 PoE<br/>
 
12. chest, treasure 1d6*1000 PoE <br/>
 
 
|-
 
! 12
 
| Treasures and wonders ||
 
2-3. ambergris <br/>
 
4. message in a bottle (roll 2d6 for import) <br/>
 
5. sporting mermaids, nereids, etc <br/>
 
6. potion <br/>
 
7. genie in a bottle type business <br/>
 
8. magic staff, fiddle or such <br/>
 
9. sacred rockpool, glade, cove, etc. <br/>
 
10. sapient animal or friendly monster <br/>
 
11.  supernatural entity, minor <br/>
 
12.  supernatural entity, major
 
|-
 
 
|}
 

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