In my household, we do not celebrate Christmas. There is no Santa.
There is only the Solstice Night, when the sun is swallowed up and then slowly regurgitated by Sizzlepiss, the Solstice Opossum. She crawls up your duct work to leave "presents" in your shoes. If you've been naughty, she doesn't leave coal - she chews open your gas lines. Place the rotting scraps of your heathen feasts by your trash bins now and you may yet please her.
Sizzlepissmas is also celebrated in the City-State of Carrow, where gifts are exchanged much you do for your holidays. In honor, here's a random table for you. Technically, I made it up for a post on another forum, but it's the thought that counts.
So the PCs have been captured by some subterranean "savage" culture, like gnolls or orcs. Instead of outright execution, the PCs are sealed inside the skull of a giant, which is then filled with either:
1. A mild acid (will ruin cloth and paper, removes all body hair, permanent scarring over entire body),
2. Cave Bees (like normal bees but deal with fungi spores instead of pollen),
3. Gnoll pups,
4. Cave Honey Mead (think bourbon with traces of LSD in it),
5. Blood,
6. Snakes and chicken eggs,
7. Snakes and live chickens,
8. Hallucinogenic Mushrooms,
9. Rotting meat,
10. A candle, some dice, a couple hunks of meat and a kobold who just happened to get caught the very same morning.
Showing posts with label 10 Things. Show all posts
Showing posts with label 10 Things. Show all posts
Sunday, December 26, 2010
Tuesday, August 31, 2010
Ten Things that Might Be in a Goblin's, Gnoll's, Orc's or Troll's Pocket
1: bag containing 16 meaty sticks fried in tallow. Each contains three small bones and a hard bit at the end. Can be eaten in place of a day's rations.
2: Phosphorescent, foul-smelling green sludge packed into a small tin. The being carrying it has some smeared over a partially-healed wound. Will clog bleeding wounds immediately, and speed natural healing 50%. However, the wound will scar terrifically and a Fortitude check must be made for every point healed. If a check fails, the scar tissue grows deep enough to be a source of constant distracting pain (1 point permanent Charisma loss). After a save is failed, no more checks are required and there is no further Charisma loss for the duration of that application. There's only enough salve left for three applications.
3: A red, a blue and a purple mushroom. The red mushroom is the only antitoxin the the poisonous blue mushroom (no save, immediately begin "drowning" as throat constricts). Eating the purple mushroom grants the ability to tell the effects of all fungi at a glance for 1d4 rounds, but renders you colorblind for the same amount of time so that the mushrooms are the exact same shade of grey - the player can specify "the poison mushroom" or "the antitoxin mushroom" but isn't told which is blue or red. The blue and red mushrooms are exactly the same in all ways except color, and each are big enough for four doses, but the purple mushroom is very small and it only works once.
4: A torch that has been soaked in something improper. A spot check DC 20 will show a funny tinge to the tar. A wisdom check DC 17 means the PC notices a strong chemical smell. An attempted alchemy check DC 15 will reveal the substance contains several dangerously explosive ingredients. If a small bit of the tar is "tested," see below.
Whoever tries to light it must make a Reflex save or take 1d6 damage, with a 25% of catching fire (hair, a shirt, something). Regardless, anything that can ignite will if the torch lands on it. The torch burns hot enough to melt iron, but will exhaust itself in 10 seconds leaving nothing behind (besides any fires it inevitably started).
5: An ugly black stone with a frowning face carved into it. Every 12 hours there's a 35% chance anything flammable and in contact with it will catch fire. If held or worn when the roll is made, it will do 1d6 points of fire damage.
6: A thick white liquid in a vial. It's a healing potion, restoring 6 HP but also dropping your WIS, INT and DEX scores to 3 each, or 6 on a Fortitude save, as you collapse into a heroine-like high.
7: A screw-top jar with a spider in it. Every so often the spider simply vanishes, then reappears in the jar. It's actually a baby phase spider - the jar has an equal presence on the ethereal plane because a suicide once drank poison from it.
8: A fine blond wig, some lipstick, various colors of eye shadow and a charcoal pencil like the kind fashionable ladies and fops use to line their eyes. The wig is remarkably well-kept. All together the set is worth about 50gp. Also, a comb carved from a humanoid pelvic bone and a highly-polished silver plate. The plate's worth 25sp.
9: A rabbit pelt sewn back together to make a crud hand puppet, with a little wooden dagger tied to its paws and thick leather stitching for eyes.
10: A living, Tiny chunk of ocher jelly in a bottle. Can be thrown as a grenade-like - will break on contact and do an ocher jelly's acid damage in a splash-pattern. That will dissipate the jelly enough to kill it, though.
2: Phosphorescent, foul-smelling green sludge packed into a small tin. The being carrying it has some smeared over a partially-healed wound. Will clog bleeding wounds immediately, and speed natural healing 50%. However, the wound will scar terrifically and a Fortitude check must be made for every point healed. If a check fails, the scar tissue grows deep enough to be a source of constant distracting pain (1 point permanent Charisma loss). After a save is failed, no more checks are required and there is no further Charisma loss for the duration of that application. There's only enough salve left for three applications.
3: A red, a blue and a purple mushroom. The red mushroom is the only antitoxin the the poisonous blue mushroom (no save, immediately begin "drowning" as throat constricts). Eating the purple mushroom grants the ability to tell the effects of all fungi at a glance for 1d4 rounds, but renders you colorblind for the same amount of time so that the mushrooms are the exact same shade of grey - the player can specify "the poison mushroom" or "the antitoxin mushroom" but isn't told which is blue or red. The blue and red mushrooms are exactly the same in all ways except color, and each are big enough for four doses, but the purple mushroom is very small and it only works once.
4: A torch that has been soaked in something improper. A spot check DC 20 will show a funny tinge to the tar. A wisdom check DC 17 means the PC notices a strong chemical smell. An attempted alchemy check DC 15 will reveal the substance contains several dangerously explosive ingredients. If a small bit of the tar is "tested," see below.
Whoever tries to light it must make a Reflex save or take 1d6 damage, with a 25% of catching fire (hair, a shirt, something). Regardless, anything that can ignite will if the torch lands on it. The torch burns hot enough to melt iron, but will exhaust itself in 10 seconds leaving nothing behind (besides any fires it inevitably started).
5: An ugly black stone with a frowning face carved into it. Every 12 hours there's a 35% chance anything flammable and in contact with it will catch fire. If held or worn when the roll is made, it will do 1d6 points of fire damage.
6: A thick white liquid in a vial. It's a healing potion, restoring 6 HP but also dropping your WIS, INT and DEX scores to 3 each, or 6 on a Fortitude save, as you collapse into a heroine-like high.
7: A screw-top jar with a spider in it. Every so often the spider simply vanishes, then reappears in the jar. It's actually a baby phase spider - the jar has an equal presence on the ethereal plane because a suicide once drank poison from it.
8: A fine blond wig, some lipstick, various colors of eye shadow and a charcoal pencil like the kind fashionable ladies and fops use to line their eyes. The wig is remarkably well-kept. All together the set is worth about 50gp. Also, a comb carved from a humanoid pelvic bone and a highly-polished silver plate. The plate's worth 25sp.
9: A rabbit pelt sewn back together to make a crud hand puppet, with a little wooden dagger tied to its paws and thick leather stitching for eyes.
10: A living, Tiny chunk of ocher jelly in a bottle. Can be thrown as a grenade-like - will break on contact and do an ocher jelly's acid damage in a splash-pattern. That will dissipate the jelly enough to kill it, though.
Wednesday, June 23, 2010
Ten Interesting People You Might Bump Into on the Streets of Carrow
1: A stray goat wearing a large emerald as a pendant, worth 500gp. Will protect the emerald to the death.
2: A skeleton in good Carrow Guard plate mail. Necromatic wires got crossed during last uprising in the Graveyard, has been wandering aimlessly ever since. No one's noticed: Carrow Guard mail covers everything but the face, and citizens are accustomed to guards on leave stumbling around drunk or hung over. Won't attack unless provoked.
3: A Church of Krae* zealot. Dressed to the nines, very snooty unless a PC has a shiny and expensive-looking object visible. Then they are very friendly in offering to buy it for way less than it's worth, making every attempt to convince the player it's not what they think it is and they are giving them a deal. If they prove particularly astute, the zealot will change tones, tell them they belong in "The Unkindness" and warn them against Charlie Crow* heretics.
2: A skeleton in good Carrow Guard plate mail. Necromatic wires got crossed during last uprising in the Graveyard, has been wandering aimlessly ever since. No one's noticed: Carrow Guard mail covers everything but the face, and citizens are accustomed to guards on leave stumbling around drunk or hung over. Won't attack unless provoked.
3: A Church of Krae* zealot. Dressed to the nines, very snooty unless a PC has a shiny and expensive-looking object visible. Then they are very friendly in offering to buy it for way less than it's worth, making every attempt to convince the player it's not what they think it is and they are giving them a deal. If they prove particularly astute, the zealot will change tones, tell them they belong in "The Unkindness" and warn them against Charlie Crow* heretics.
Monday, June 21, 2010
10 Things That Might Be In A Treasure Chest
1 - A pewter ring and a three-foot long toy snake made of articulated joints of dark wood, with a hinged jaw and steel fangs. The head is hollow, and can be filled with liquid (pushing in both eyes causes a valve in the back of the throat to open). One 'dose' of potion or poison can be poured in without spilling.
When the ring is worn, the snake becomes animate and can be controlled via thought. It moves clumsily, but can slither around and bite things. The bite can't hurt anything a halfing's size or bigger, but it can inject the potion or poison in the snake's head.
Besides the obvious use, a clever player will see the value in using the snake to deliver healing potions to fallen comrades during combat.
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