Giant spider carcasses litter the mossy floor of a small copse of evergreen trees. The PCs mill about poking and prodding their former adversaries. Soon, they hope, a few copper coins or a rusted blade will turn up. Instead, the DM may roll on this table of seeds for future adventures. Items in parentheses are intended for the DM only.
Table 1: Less Hordes, More Rewards! (d12)
1. Nothing happens. (The PCs have unknowingly completed a contract for the deaths of the fallen creatures. There's an 80% chance the PCs learn of the contract in the next heavily populated area. In the same locale, there's also a 40% chance a group of bounty hunters will be enraged to learn that the PCs have stolen the contract. The contract pays 3d% GP and a lesser magical item. Roll once on Table 2 to determine item type.)
2. (One round of searching reveals a treasure map tattooed on the flesh of a fallen creature. Roll twice on Table 2 to determine item type and location.)
3. One of the fallen creatures has a hidden hitchhiker! An intelligent, long-eared hedgehog squirms from beneath a corpse. (Name: Vule Great-Ear, AL: NG, STR: 1, DEX: 16, CON: 1, INT: 12, WIS: 9, CHA: 15, HP 1/4, THAC0: 20 DMG by bite: 1/4. Vule will only associate with parties of a good alignment. Otherwise he flees immediately. If queried for three consecutive rounds, Vule will reveal he is traveling to the home of Quix Millwater, a renowned professor of illusions.)
4. The blood of the fallen causes the germination of a seed buried at the site.A sentient plant springs forth! (Grek's Omnivorous Rose. AL: NE, INT: 17, SIZE: 1d6+8' tall, HP: 2d10, THAC0: 19, DMG by thornwhip: 1d4. The plant grows rapidly and will mature in 1d4+1 rounds. Unless attacked, the plant will ultimately give precise directions to Grek's Wonderful Gardens and Fruit Stand.)
5. A severed limb attempts to communicate via crude sign language. (If the PCs cast a successful Speak With Dead spell AND pass an INT check -4, the limb will give vague instructions on how to locate a lesser magic item. Roll twice on Table 2 to determine item type and location.)
6. 2d4 rounds after the the encounter ends, a solitary giant worker ant marches into the area of the encounter and begins to harvest the dead for its colony. (Unless attacked, the ant ignores the PCs and eventually leaves with the dead in tow. Giant worker ant. AL: N, INT: 0, AC:5, HP 18, ATT: 1d6+3, SIZE: 6'. If followed from a reasonable distance behind, the ant leads the PCs to its colony.)
7. (A Detect Magic spell indicates one of the dead has recently swallowed a lesser magic item. Roll once on Table 2 to determine item type. )
8. The dead bodies immediately attract 2d6 common turkey buzzards.
9. The last of the opposing party falls and a crushing silence fills the area. (A hex has been triggered. . A globe of silence comes into effect as per the 2nd Level Priest spell Silence, 15' cast at 9th level.)
10. At some point during the battle one of the creatures dropped a calfskin backpack. Inside rests a black box measuring 1' x 6" x 6". The box contains small tubs of black, brown, white, and green paint; as well as a handful (d6) of differently-hued wigs. (A DEX check and two rounds of searching will reveal a false wall inside the box. The chamber behind the false wall contains a stubbed ticket to a live performance of 'The Baron's Follies' at the Mute Eunuch, a tavern in a nearby village.)
11. The chests of the dead burst forth with a swarm of gnat-like insects. (If the PCs follow, the swarm leads the party to a hidden magic item. Roll twice on Table 2 for item type and location)
12. The spirits of the dead rise and sprout the necessary appendages to create a magical item. (At the DM's discretion, the spirits work diligently for a period of time necessary to create a lesser magic item. Once their task is completed, the spirits fade slowly from sight. PCs must save versus death magic or panic and flee in terror for 1d4 rounds. The spirits are harmless and invincible. Roll once on Table 2 to determine item type.)
Table 2: Lesser Magic Items (a) and Location Prompts (b) (d6)
1a. Ring of Bear Strength and Undue Burden (Cursed). Strength +1. Encumbrance +100%.
1b. A mossy log on the inside bank of a slow eastward turn on a softly babbling brook.
2a. Potion of Puppeteering. +2 to Charisma and +2 to all Charisma related checks for 1d6 rounds. Enough for three doses.
2b. A loose baseboard in the SW corner of an abandoned fishery in the warehouse district.
3a. Locks of Lenathor. Usable only by Clerics of good alignment as protection/prayer items. One of a set of three locks of beard hair formerly of Lenathor the Paladin. After straying from the Lawful and Good path, Lenathor successfully regained the favor of Ukko. To do so, Lenathor sheared his beard, entered the clergy and began a series of harrowing trials . The Locks of Lenathor represent the paladin relinquishing agency and undergoing the aforementioned trials. (d6) 1-2. Lock of Superior Law, Goodwill, and Agency. All Evil creatures in a 10' radius receive -1 to ATT and DMG. 3-4. Lock of Undying Trust, Fealty, and Fidelity. +15% chance to gain henchman. 5-6. Lock of Greater Devotion, Penitence, and Prostration. Clerics actively using this prayer item during a request for spells receive an extra spell/day at 1st-3rd levels and two extra spells/day at 4th-6th levels.
3b. The second of the three groves of ash that lie in a line NW of the Hills of Mong.
4a. +1 Gloves of Insubordination. Leather. +1 to AC. +20% resistance to Charm spells.
4b. A caravan of itinerant merchants encamped East of the Gaul road South of Rorx.
5a. Strong's Deck of Minstrels. A deck of 2d12 brightly illustrated cards. When a card is tossed on the ground, an illusion of a bard appears. The bard will proceed to perform 'The Will and Works of Daemon Strong in the Last Days of Ardmoor' for 1d8 rounds. For the duration, the performance confers +1 to all morale checks for friendly characters and +1 to all saves vs. magic for all friendly characters within a 15' radius.
5b. A small room off the main corridor in the Hall of Glenmanning.
6a. Bowl of Blessings. A 6" silver bowl. When filled with water or some other fluid the bowl allows any non-Cleric PC to cast Bless as a 6th level Cleric. Requires: 1 round of preparation and 1 round to cast. The bowl must be undisturbed for the spell to remain in effect the full duration. All spell effects of the Bowl of Blessings are nullified if the bowl is disturbed.
6b. A dilapidated hut on the eastern shore of the Sea of Celts.
C. Aaron Aldridge 2013
No comments:
Post a Comment