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The party so far has assembled:
 
The party so far has assembled:
  
*Fine pistols, a brace each for Ix and Maria and an extra for Woody.
+
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==
+
Precious model pieces from the City Memory Model ; onyx, jasper and quartz pieces worth hundreds of PoE.
 
 
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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