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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==
 
 
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
+
|+ Multiplication table
 
|-
 
|-
! Roll 2d6 (with mods)
+
! ×
! Event/ Find
+
! Roll 2d6
! Details of Event: Roll 2d6 again (no mods)
+
! Best Find
 +
! Details: Roll 2d6 again
 
|-
 
|-
 
! 2
 
! 2
| Peril  ||  
+
| 2 || Peril  || Yaaaargh! tidal wave or waterspout. 3-4 . Sea snatch. sea serpent, dragon turtle, giant squid, etc. 5-6 . Froglins 7-8 . Grabber crabs 9-10 . Jungle creature. Jaguar, large snake, giant bats, etc. 11-12 . Natural threat. Quicksand , rising tide, cliff fall
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)
 
 
|-
 
|-
 
+
! 3
 
+
| 3 || Dead sea || 2-4 stinking seaweed 5-7 dead starfish, fish, squid, etc. 8-9  beached whale 10-11 whale corpse (oil, blubber) 12 monster corpse
  
 
|-
 
|-
! 6
+
! 4
| Folk Encounter||  
+
| 4-5 || Folk Encounter|| 2 froglins 3-4 killer pirates, murderers 5 press gang 6 Castaway/ wreck survivor (roll 2d6 for import) 7 beachcombers  8 hunter, trader or explorer 9 digger 10 friendly natives 11 Local VIP 12 Worldwide VIP
 
 
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
+
! 4
| Driftwood ||  
+
| 6-7 || Driftwood || tinder wood, firewood 7-8  good wood (enough for implements) 9-10  good wood (enough for furniture)  11-12  fine timber (enough for building)
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
+
! 4
| Natural bounty ||  
+
| 8-9 || Natural bounty || edible kelp fish  7 eggs 8-9 fine seafood 10-11 delicacies 12 very fine, unusual delicacies
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
+
! 4
| Wreckage ||  
+
| 10 || Wreckage || reparable nets 5 buoy  6-8 reparable sails 9 wreckage item: e.g. capstan, wheel, rudder 10 mast 11 wreck, barely reparable 12 wreck, reparable
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
+
! 4
| Cargo ||  
+
| 11 || Cargo || 2 bottle, beer  
2. bottle, beer <br/>
+
3 bottle, grog
3. bottle, grog <br/>
+
4 bottle, good rum
4. bottle, good rum <br/>
+
5 bottle, fine liquor
5. bottle, fine liquor <br/>
+
6 barrel, good beer
6. barrel, good beer <br/>
+
7 barrel, good rum
7. barrel, good rum <br/>
+
7 crate, shoddy goods
8. crate, useful goods<br/>
+
8  crate, useful goods
9. crate, fine goods<br/>
+
9 crate, fine goods
10. jetsam bonanza ; roll 0-2 of each above <br/>
+
10 beach full of cargo ; roll 0-2 of each above  
11. chest , valuables 6d6 *100 PoE<br/>
+
11 chest , valuables
12. chest, treasure 1d6*1000 PoE <br/>
+
12 chest, treasure
  
 
|-
 
|-
! 12
+
! 4
| Treasures and wonders ||  
+
| 12 || Treasures and wonders ||  
2-3. ambergris <br/>
+
2-3 ambergris 4 message in a bottle (roll 2d6 for import) 5 sporting mermaids, nereids, etc 6 potion 7 genie in a bottle type business 8 magic staff, fiddle or such 9 sacred rockpool, glade, cove, etc. 10 sapient animal or friendly monster 11  supernatural entity, minor 12  supernatural entity, major
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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