Editing Treasure Islands

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 314: Line 314:
 
*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.  
+
Each week roll a beachcombing roll (choose one of notice, tracking or survival). Success indicates that the individual has found enough food, fuel and fresh water to live comfortably. Add +1 for each success and raise on the roll to determine an additional  weekly find/ event.
  
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
+
|+ dddd
 
|-
 
|-
! Roll 2d6 (with mods)
+
! Roll 2d6
 
! Event/ Find
 
! Event/ Find
! Details of Event: Roll 2d6 again (no mods)
+
! Details of Event: 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 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)
+
Few or no finds: adjust result of beachcombing roll for water/food/fuel by one success/ raise (e.g. plain success becomes fail)
 
|-
 
|-
  
Line 348: Line 348:
 
! 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/>
Line 361: Line 361:
 
! 7
 
! 7
 
| Driftwood ||  
 
| Driftwood ||  
2-6. enough good wood to make (use 'repair') implements or furniture <br/>
+
2-6. good store of firewood <br/>
7-8.  enough  good wood to make (use 'repair') a shack  <br/>
+
7-8.  enough  good wood to make furniture <br/>
9-10.  enough  good wood to make (use 'repair') a raft or (TN6) dinghy <br/>
+
9-10.  enough  good wood to make a shack or dinghy <br/>
11-12.  rare good wood <br/>
+
11-12.  enough good wood to make a house <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. store of 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
Line 394: Line 395:
 
8.  crate, useful goods<br/>
 
8.  crate, useful goods<br/>
 
9. crate, fine goods<br/>
 
9. crate, fine goods<br/>
10. jetsam bonanza ; roll 0-2 of each above <br/>
+
10. beach full of cargo ; roll 0-2 of each above <br/>
11. chest , valuables 6d6 *100 PoE<br/>
+
11. chest , valuables<br/>
12. chest, treasure 1d6*1000 PoE <br/>
+
12. chest, treasure<br/>
  
 
|-
 
|-

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)