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*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.
 
*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==
 
==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;"
 
{| class="wikitable" style="text-align: left; width: 800px; height: 200px;"
|+ Additional Weekly Find/Event
+
|+ Roll per week. Roll best of notice, tracking or survival. Add each success and raise as mods to 2d6 roll.
 
|-
 
|-
! Roll 2d6 (with mods)
+
! Roll 2d6
! Event/ Find
+
! Best Find
! Details of Event: Roll 2d6 again (no mods)
+
! Details: Roll 2d6 again
 
|-
 
|-
 
! 2
 
! 2
 
| Peril  ||  
 
| Peril  ||  
2.   Yaaaargh! lethal tidal wave or waterspout. To survive: Agility , success and shift , or Agility success and Swimming success and shift. <br/>
+
2  Yaaaargh! tidal wave or waterspout. <br/>
3-4. Sea snatch. sea serpent, dragon turtle, giant squid, etc. Agility TN 6 to escape. <br/>
+
3-4 . Sea snatch. sea serpent, dragon turtle, giant squid, etc. <br/>
5-6. Froglins <br/>
+
5-6 . Froglins <br/>
7-8. Grabber crabs <br/>
+
7-8 . Grabber crabs <br/>
9-10.  Jungle creature. Jaguar, large snake, giant bats, etc. <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/>
+
11-12 . Natural threat. Quicksand , rising tide, cliff fall<br/>
 +
 
 +
 
 
|-
 
|-
 
! 3-5
 
! 3-5
| Empty Beaches||  
+
| Empty Beach||  
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)
+
Few or no finds: food and water depleted
 
|-
 
|-
  
Line 348: Line 344:
 
! 6
 
! 6
 
| Folk Encounter||  
 
| Folk Encounter||  
 
+
2 froglins <br/>
2-4. killer pirates <br/>
+
3-4 killer pirates, murderers <br/>
5. press gang <br/>
+
5 press gang <br/>
6. Castaway/ wreck survivor (roll 2d6 for import) <br/>
+
6 Castaway/ wreck survivor (roll 2d6 for import) <br/>
7. expert beachcombers  <br/>
+
7 expert beachcombers  <br/>
8. hunter, trader or explorer <br/>
+
8 hunter, trader or explorer <br/>
9. digger <br/>
+
9 digger <br/>
10. friendly natives <br/>
+
10 friendly natives <br/>
11. Local VIP <br/>
+
11 Local VIP <br/>
12. Worldwide VIP<br/>
+
12 Worldwide VIP<br/>
 
|-
 
|-
 
! 7
 
! 7
 
| Driftwood ||  
 
| Driftwood ||  
2-6. enough good wood to make (use 'repair') implements or furniture <br/>
+
2-6 store of firewood <br/>
7-8.  enough good wood to make (use 'repair') a shack  <br/>
+
7-8  good wood (enough for implements) <br/>
9-10.  enough good wood to make (use 'repair') a raft or (TN6) dinghy <br/>
+
9-10  good wood (enough for furniture)  <br/>
11-12. rare good wood <br/>
+
11-12  fine timber (enough for building)<br/>
 
|-
 
|-
 
! 8-9
 
! 8-9
 
| Natural bounty ||  
 
| Natural bounty ||  
2-3. abelone, sellable shells 1d6*1d6 PoE <br/>
+
2-3 store of edible kelp <br/>
4-6. whale blubber, fine oil 2d6*1d6 PoE <br/>
+
4-6 store of fish <br/>  
7-9. sellable delicacies (turtles' eggs, sea urchins, etc.) 3d6*1d6 PoE<br/>
+
7-8 eggs  <br/>
10-11. healing herbs, magical kelp. 'Healing' makes medicine.<br/>
+
9-fine seafood <br/>
12. site for pearl diving. Swimming *100 PoE, except fail. Fumble causes drowning.
+
10-11 whale blubber, fine oil <br/>
 +
12 unusual delicacies<br/>
 
|-
 
|-
 
! 10
 
! 10
 
| Wreckage ||  
 
| Wreckage ||  
2-4. reparable nets 1d6*1d6 PoE<br/>
+
2-4 reparable nets <br/>
5. buoy  <br/>
+
5 buoy  <br/>
6-8. reparable sails 2d6*1d6 PoE<br/>
+
6-8 reparable sails <br/>
9. ships' bits: e.g. capstan, mast, wheel, rudder, figurehead 3d6*1d6 PoE <br/>
+
9 wreckage item: e.g. capstan, wheel, rudder <br/>
10.  dinghy <br/>
+
10 mast <br/>
11. wreck, skiff or schooner, barely reparable <br/>
+
11 wreck, barely reparable <br/>
12. wreck, skiff or schooner, reparable <br/>
+
12 wreck, reparable <br/>
 
|-
 
|-
 
! 11
 
! 11
 
| Cargo ||  
 
| Cargo ||  
2. bottle, beer <br/>
+
2 bottle, beer <br/>
3. bottle, grog <br/>
+
3 bottle, grog <br/>
4. bottle, good rum <br/>
+
4 bottle, good rum <br/>
5. bottle, fine liquor <br/>
+
5 bottle, fine liquor <br/>
6. barrel, good beer <br/>
+
6 barrel, good beer <br/>
7. barrel, good rum <br/>
+
7 barrel, good rum <br/>
8. crate, useful goods<br/>
+
7 crate, shoddy goods <br/>  
9. crate, fine goods<br/>
+
8  crate, useful goods<br/>
10. jetsam bonanza ; roll 0-2 of each above <br/>
+
9 crate, fine goods<br/>
11. chest , valuables 6d6 *100 PoE<br/>
+
10 beach full of cargo ; roll 0-2 of each above <br/>
12. chest, treasure 1d6*1000 PoE <br/>
+
11 chest , valuables<br/>
 +
12 chest, treasure<br/>
  
 
|-
 
|-
 
! 12
 
! 12
 
| Treasures and wonders ||  
 
| Treasures and wonders ||  
2-3. ambergris <br/>
+
2-3 ambergris <br/>
4. message in a bottle (roll 2d6 for import) <br/>
+
4 message in a bottle (roll 2d6 for import) <br/>
5. sporting mermaids, nereids, etc <br/>
+
5 sporting mermaids, nereids, etc <br/>
6. potion <br/>
+
6 potion <br/>
7. genie in a bottle type business <br/>
+
7 genie in a bottle type business <br/>
8. magic staff, fiddle or such <br/>
+
8 magic staff, fiddle or such <br/>
9. sacred rockpool, glade, cove, etc. <br/>
+
9 sacred rockpool, glade, cove, etc. <br/>
10. sapient animal or friendly monster <br/>
+
10 sapient animal or friendly monster <br/>
11. supernatural entity, minor <br/>
+
11  supernatural entity, minor <br/>
12. supernatural entity, major
+
12  supernatural entity, major
 
|-
 
|-
  
 
|}
 
|}

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