Showing posts sorted by relevance for query questionable trinkets & Trash. Sort by date Show all posts
Showing posts sorted by relevance for query questionable trinkets & Trash. Sort by date Show all posts

Tuesday, March 13, 2012

Questionable Trinkets & Trash: An Index

Questionable Trinkets & Trash...
...From the Streets of Wermspittle

Along the Low Streets and the back-alleys of Wermspittle, whether they are within the areas patrolled at night or out among the ramshackle wasteland of the plague-ridden Shanty Camps, one cannot travel very far in Wermspittle before encountering some street vendor hawking curious goods of ambiguous provenance. Sometimes there are real bargains to be had, in between the piles of dented and bloodied armor left-over from some recent battle or the obligatory peddlers and pushers trying to foist their noxious concoctions upon the unwise and unwary. Other times a sack of what at first appeared to be some good loot might turn out to be only so much trinkets and trash, but even so, one person's trash can turn out to be another's treasure...
Download the compilation PDF for this series.
(COMING SOON)

Questionable Trinkets & Trash (II)

Questionable Trinkets & Trash (II)
  1. (1d6) warped and bent brass trumpets caked in hardened mud, recently recovered from an old battle-site.
  2. A mushroom-leather wine-skin that converts all alcoholic beverages poured into it into urine.
  3. A plow-man's leather vest with a gaping hole in the middle of the back. If repaired the thing will repel all lesser vermin within 20', which to a farmer in the Low Lands is actually something of a curse.
  4. (1d4) pair of +1 worm pliers.
  5. One worm-chewed cat-skin glove. It grants a +1 bonus to DEX at night, but the wearer also develops a nasty case of worms that will require medical attention.
  6. A crudely stuffed crow with silver orbs for eyes. It can be asked one question every New Moon, if you know the right procedure. It only has a 60% chance of lying even when it is wrong.
  7. A Lodestone that will avoid all Ley-line intersections.
  8. A plague mask that the seller claims came direct from Latterkamp. The sachet in the beak section is still fresh and heavily redolent of copal, benzoin and some unidentifiable substance that will bring the wearer to the immediate attention of every Goule within 100'.
  9. A fractured mirror in a reinforced frame made to be attached or mounted onto a medium shield, complete with the mountings for two swinging lamps that are missing. If properly lit and mounted on a medium shield, this mirror will cause 2d4 damage per minute to all dopplegangers, simulacra and such creatures in a 10' wide and 30' long area directly in front of the shield. Using the wrong sort of lamp will instead enrage all affected creatures, who will attack the mirror-wielder to the exclusion of all others.
  10. A tin box of translucent green salt that causes 1d4 damage on contact. All flesh touched by this stuff turns a vile mottled green and black as though gangrenous, but remains whole. Save or suffer a -1 penalty to CHAR, make the Save and only suffer a -1 to all CHAR reactions with healthy/+1 bonus to CHAR reactions with the Afflicted, Unfortunate, Patients, Plague-carriers or Poxed.

Questionable Trinkets & Trash (I)

Questionable Trinkets & Trash (I)
  1. An over-sized and deeply engraved powder-horn. Even immersed in a bucket of water, this thing keeps the powder dry, at least until you pour it out.
  2. A vile-smelling greenish snuff much favored among the women of Pitorria. It turns their teeth green and grants them a poisonous bite. Some say it also stimulates certain occult powers they are alleged to cultivate.
  3. A dull and dusty old lens that comes in a faded purple velvet pouch. The lens is looped with a small silver wire and hangs from a tiny white-metal chain. If cleaned-up and used to look at the Moon during a particular phase it will reveal a second moon.
  4. (1d4) antique cat-flensing knives in a small wooden presentation case inscribed with a large monogram 'F.' The lid sticks a little bit. They've never been used. Possession of these things causes all felines to have a -4 Reaction to the owner.
  5. Mandrake roots packed in shredded birch bark. The seller will mumble various vague hints and such, but they will not inform anyone ignorant of such matters what they might do with the things, aside from a warning to the seriously ignorant not to eat them.
  6. A small bracelet of dull bronze worked into a chunky, angular form with sixteen sections. The markings are mostly obliterated, in three instances deeply scratched off deliberately. Astrologers will potentially recognize enough of the remaining symbols to leave the thing alone, unless they have been properly attuned.
  7. A small, delicate, wonderfully carved bone pen that can fill 3d100 pages without being re-dipped, if it is used to first inflict 1d4 damage on the user. It will write in any language specified by the wielder, even if they do not know it themselves.
  8. A small, blackened ash-wood 'X' on a single upright brace. It is roughly a foot high when set on the floor. Numerous holes have been made by nails pounded into the extreme ends of each of the four arms of the 'X,' and the wood is deeply stained with old blood. It comes with a small lead-headed hammer and a box of silver pins. The seller claims that it is authentic. You're supposed to nail a toad to the thing and leave it near someone afflicted with a pox or plague and the toad is supposed to take-on the illness. If you let it dry long enough, the toad will remove the disease even from someone on their death-bed, or so they say. Toads cost extra.
  9. A slightly dented brass lantern fitted with panes of hardened, tinted glass. Three of the panes are purple.
  10. A peculiarly gnawed thigh-bone. It twists at the middle to reveal a small quantity of a peculiar blue dust. Each night this bone will attract 1d6 rats. Their numbers will increase by an additional 1d6 each night. They will not be driven off and will need to be killed. They want the blue dust. Giving the bone/dust to the rats will make them stop harassing the party, but it will also result in the spawning of 2d4 Ratterlings.

Questionable Trinkets & Trash (III)

Questionable Trinkets & Trash (III)
  1. A smooth green whetstone that will grant all blades sharpened on it a +1 bonus to their damage for the first 10 attacks that hit.
  2. A tin whistle that will drive off Miasmas to a distance of 10' for every 1 hit point the user allows the thing to take.
  3. A crusty old inkwell that was once part of a general's campaign kit. If filled with fresh blood, the inkwell will provide waterproof black ink that can only be read by those identified in the document, at least without extreme tampering.
  4. (2d4) tiny toad harnesses delicately studded with tiny carbunkles and dim yellow cabochons.
  5. An old horse shoe.
  6. An umbrella fashioned from the preserved hide of a large octopoid. The handle is imprinted with the imprimatur of a long-gone airship line. The metal framework is a little rusty, but otherwise works fine. A hidden trigger in the handle causes the central pointy-bit at the top to shoot 20' with sufficient force to inflict 2d4 damage. The springs inside the shaft are shot though, so it cannot be reloaded.
  7. A gauntlet set with moonstones. The leather is completely eaten away, three rivets need to be replaced and two of the stones are missing. If it is properly restored, the gauntlet will allow the wearer to collect moonlight for use in spells. The seller mumbles something about certain others having other uses for it, but won't elaborate for fear of being overheard by some Outlaw Oneirist.
  8. A silver-studded crow collar. It grants the crow a +2 bonus to all Saves, which it does not have to share with the owner. If fastened around the neck of a crow in moonlight, the collar will grant the bird speech in the language of the one who caught it. The collar does nothing to make the crow behave or cooperate.
  9. A large-sized raw silk tunic. If worn under the clothes or armor, it causes all damage done by missile weapons such as arrows, darts, thrown knives, etc. to not count any 1's or 2's rolled for damage. It also prevents the wearer from bleeding for as long as the shirt is kept in-place.
  10. A saddle with a lot of straps and lines, jammed into a heavy burlap sack that also contains three sets of worm-bridles and two pair of blinders.

Questionable Trinkets & Trash (VI)

Questionable Trinkets & Trash (VI)
  1. A well-worn and seriously notched old squeeze-box that will drive-off Ungezeifer and Cacozombies when played with both hands. The effect is equivalent to a sphere or Circle of Protection for as long as the Squeeze-Box is played. It ends when the music stops.
  2. A silver spoon that will cause 1d20 damage to anyone under the influence of the White Powder, just on contact. If the spoon is used to stir White Powder, it ruins it, converting it into a useless gray ash.
  3. A small locket that wards off Macroceum.
  4. Six marbles that will purify any liquid into drinkable water, no matter how toxic, acidic or good the vintage might be. Certain unscrupulous tavern-owners are known to use these things to sabotage their rivals.
  5. A small charm that will allow the wearer to paralyze Gore Worms for 1d4 hours with just a single touch.
  6. A simple tavern dart that will point to the nearest Weak Point when tossed casually in the air.
  7. A gold pinky-ring that will cause all Midwives to charge the wearer triple the going rate for the least service. Once worn, the ring won't come off, not without the help of a Midwife.
  8. A humble cloth sack with a shoulder strap. Any vegetables placed within the bag will remain fresh for 1d4 weeks on a case-by-case basis.
  9. A pair of heavy wool socks that will grant the wearer a +1 bonus to all Saves versus cold.
  10. A glossy black walking stick that will cause anyone using it to walk with a pronounced limp, move at half normal rate, and gain the chance to re-roll either their INT, WIS or CHAR, counting all 1's rolled as 6's. Any attempt to use the walking stick a second time will reduce the re-rolled attribute by 1d4. The effect only becomes permanent after carrying the walking stick around in one of the character's hands steadily for 2d4 months, at the end of which time the thing disappears.

Questionable Trinkets & Trash (V)

Questionable Trinkets & Trash (V)
  1. A box containing (2d4) wigs. One wig will grant a +1 bonus to CHAR for 1d4 hours. The rest just make you look like a dork.
  2. Three brass monkeys nailed to a board. Placing this on your table will get you free drinks for 1d4 hours. The effect works for the entire table, but someone, chosen randomly from among those indulging under the auspices of the monkeys will be comatose for 1d4 days afterwards.
  3. A clam-shell smeared with blood and gristle. It inflicts 1d4 damage and drains 1 point of WIS from both the wielder and the victim with every failed SAVE on either's part.
  4. A complete heavy-duty Mechanic's Ratchet Set in a box the size of a packet of Low Lander cigarettes. It still weighs the same, though. Unless you're a certified Mechanic.
  5. A tin ecto-trap that will still work for about 2d4 hours. Expose it to sunlight to clear it.
  6. A magnifying glass that allows the user to peer 1d4 planar layers deep without being spotted by whatever is on the other-side. It only has a range of 1d4x10' at any given moment, but it has proven handy to several investigators, all of whom are now sadly deceased.
  7. A gritty, smelly sack of dirt and wriggling worms. If the worms are withdrawn with the left hand and slapped against the owner's thigh, the worm will transform into an arrow. Each arrow will revert to a worm after 1d4 minutes. If it is still lodged in a target, it will burrow into their body, inflicting an additional 2d4 damage and requiring a worm pliers or surgery to extract them.
  8. A gourd filled with a tarry purplish ichor that will indelibly frost glass and cause 3d6 damage to any Jelly or Grout it comes into contact with. Those amorphous monsters killed in this manner curdle-up and leave behind more of the purplish ichor. The smell of this stuff attracts Jellies in particular and unlicensed use by non-professionals is discouraged because it can sometimes cause Jellies to go berzerk and double in size/HD, unless the user knows exactly how to use the ichor.
  9. A necklace of (2d6) black beads. Each bead removed from the necklace will allow the wearer to skip one wandering monster check.
  10. A full-length mirror that allows anyone looking into it to heal all damage or cure any affliction, so long as they can get their reflection to fail a Save.

Monday, November 24, 2014

What They Left Behind [Random Tables for Joy]

First things first, Joy starts-out in her family's mostly abandoned Farm-house, a type of fortified manor-baserri in the Old South region of the Low-Lands. Before she goes anywhere, there're three floors worth of rooms (not counting closets and pantries), the Attic, and the Root-Cellar to go explore and gather-up whatever gear, armor/weapons, or supplies she might want to take with her...



What They Left Behind (1d30)
  1. Assorted old knives, choppers, and poky-bits. Includes a few well-made daggers, filet-knives, grass-knives (sickles), and a few folding-style jack-knives and at least one very good hunting knife that used to belong to one of your great-aunts.
  2. Cauldron. It weighs three times what you do.
  3. Six large burlap sacks rolled-up tightly and bound with twine. Each one holds four smaller sacks, if you open one up. They are water-proof and hold twice as much as they ought to hold.
  4. Broom. Makes a reasonable torch as last resort.
  5. Case of 22 bright-wick candles. Made from tallow mixed with bee's wax. You can eat these, if you have to; they taste like candy but more than three bites will give you a sore stomach. As you remember all too vividly from past experience.
  6. Flint and steel in a small leather parfletch.
  7. Woodsmen's Axe, also several smaller hand-axes, hatchets and a couple of hammers and a mallet that still has a wobbly handle.
  8. Seven ten-foot poles. Also eight fourteen-foot cane poles for fishing or dangling.
  9. Harness for Dodoes. Hasn't been used in decades.
  10. Wood-working tools. Three complete sets, but all of them scattered about the place and the tool-boxes are all gone, except for one rickety old thing that needs to be repaired.
  11. Twenty seven pairs of heavy wool socks stacked neatly on a small table next to the fire-place.
  12. Fire-place poker. The tip becomes red-hot or freezing cold on command.
  13. Various tongs, scoops, shovels, spades and similar general tools in all sizes, shapes and types.
  14. Three one hundred pound blocks of rock salt.
  15. Two empty barrels.
  16. Anvil. You're not sure why it is in the middle of the sitting room.
  17. Riding crop from your Uncle's time in the Western Counties. The bottom screws off and reveals a nasty little knife.
  18. Two cases of assorted nuts, bolts, screws, nails and the like.
  19. Block and tackle, missing the chains.
  20. Sixteen cans of heavy axle grease.
  21. Two mildewed tarpaulins.
  22. Seventeen blankets, twenty-seven random rugs, an assortment of curtains and drapes, as well as a few knit draft-blocking tubular pillows and a pair of sachets packed with fresh mint.
  23. Tiny Tripod Lantern.
  24. Someone's antique watch. The inside lid holds a faded photo of some unknown relative and an inscription in Korlish that seems to be a blessing.
  25. (2d4) Assorted hand-made Dowsing Rods.
  26. Half of a hand-carved chess-set. All the Green pieces. The board is missing.
  27. Spinning Wheel. This one looks ancient. The wood is blackened and the needle is sharper than a hornet's sting, so watch out.
  28. Small wooden box full of old dog collars, leashes, chokers and muzzles.
  29. Two string-sacks of root vegetables were left at the foot of the staircase. Another three sacks up at the top.
  30. Four plugs of red tobacco.

Other Useful Things (1d20)
  1. Three gallon can of light blue lamp-oil.
  2. Sack of random rags, fabric swatches, patches and some red-cotton batting.
  3. Twenty-three skeins of assorted yarn.
  4. Knitting needles (6d20+20), with assorted paraphenalia.
  5. Sixteen pounds of raw un-carded wool.
  6. Five decent zinn-plated traps suitable for small game Badger-sized or smaller.
  7. Spindles, carding-brushes, and assorted fiber-working tools.
  8. A pair of coachman's gonnes (blunderbusses). One is missing the lock-assembly, the other one needs the stock adjusted or replaced.
  9. Mother's sewing supplies.
  10. Stack of old clothes to be torn-down into rags and such.
  11. Dozens of wicker baskets of all sizes and shapes.
  12. Three good buckets, two zinn-plated pails and a container for hot ashes that got left somewhere other than where it belongs, again.
  13. One mis-matched boot.
  14. (3d6) Small cooking pots and pans, all light-weight and meant to be used over an open fire.
  15. Assortment of cooking spits, roasting pins, long-handled tongs and fork, and other utensils for cooking outdoors.
  16. Fishing tackle. All packed-up and ready to go. Includes your Uncle's old filet-knife and scale-scraper.
  17. Four hundred feet of rope in fifty-foot sections.
  18. Old Air-Gonne. Franzikaner-style, from some relatives' time in the Empire way, way back. The seals are still moist and the thing works, but it is a hand-pump model, not one of the fancy new electric-pump models. The assorted tools, ammunition, replacement seals and owner's manual (in Franzik) are all packed inside a bandolier and belt harness that is kept in the main down-stairs closet.
  19. Anchor and (50') light chain from old fishing boat.
  20. Twelve rough-cut hawthorn stakes and a bundle of garlic, wolvesbane and other herbs.


In the Kitchen & Pantries (1d10)
  1. (1d6) Cases of stale Hard-tack.
  2. One big stinky cheese, coated in red wax.
  3. Six smoked ducks, tightly trussed and wrapped in waxed brown-paper.
  4. Three jars of home-made jelly. Your favorite, according to your Gram--it's not.
  5. Four jars of jelly. The good stuff, left by your Mum.
  6. A hunter's pack loaded with enough dry fruit, jerky, and other stuff to last you two weeks.
  7. Three flat-cylinder Jorish-style field canteens. Two are filled from the house well, the third holds Grampa's hootch.
  8. Fourteen pounds of dry beans in an old flour sack.
  9. Three wine-skins red wine. Two wine-skins white wine. One bottle very potent brandy.
  10. Four stout jugs of cooking oil. Two sealed jars of reserved oil. One can of rancid oil.


Up in the Attic (1d20)
  1. Three stuffed animals, two old pillows, sixteen blankets--all of it smells musty.
  2. Old Miner's Pick, handle is rotten.
  3. Hobby-horse.
  4. Three boxes of assorted dolls including one Guignol Petit Mal that somehow has gotten loose from its cage. The vile little thing has a lot of pent-up resentment for one of your relatives.
  5. Spyglass in leather sheath. Twist the brass ring and it is a kaleidoscope.
  6. Sack of marbles. There's a hole in the sack where a mouse got in to steal a few.
  7. Saddle from Yazmik Terror-Bird Cavalry.
  8. (3d6) Bunches and bundles of dried herbs hanging from rafters.
  9. (2d6) Dried and/or smoked meat tied to rafters.
  10. Hunting decoys. One is actually a disguised flask filled with berry-infused vodka.
  11. Snow-shoes. Four pair that are too small, three pair too big and one pair that might fit...if you take time to replace the bindings.
  12. Steel-runner sled. Slightly rusty. Left-runner is bent from hitting a tree.
  13. Skis. All the wax is gone. Maybe you can use grease?
  14. Wagon missing one wheel. Behind is is a box of good, clean white sand packed with (3d6) Plow-Grubs. They ought to be torpid...
  15. Assorted broken toys waiting to be repaired.
  16. Forgotten box of Galtzas--impish little construct-things in red pants with ridiculous hats.
  17. Trunk containing a full set of Jelly-Hunting gear, all the armor, masks, gloves, boots, waders, catching-basins, buckets, siphons, pumps, and syringes.
  18. Steel crossbow set-up for killing gargoyles. Case of twenty heavy bolts next to it.
  19. Sewer Militia member's work-detail jacket, all insignia removed.
  20. Dozens of boots in a box. They all are a bit chewed-up by mice. At the bottom is a civil-defense helmet deeply pitted from exposure to Black Smoke.

Down in the Cellar (1d10)
  1. A barrel of crackers dating back to the Athkabsian Revolution (more than a century).
  2. Roll once on Questionable Trinkets & Trash Table II.
  3. Three half-carved scarecrows in need of heads and a bit more.
  4. Post-hole digger, stuck in a partly-dug hole.
  5. Three sacks of cement.
  6. Four buckets of gray-lime grout with trowels and mixing pan.
  7. (1d4) Mousefolk. They've dug their way into the cellar while you've been away.
  8. Many jars of preserves, all coated in dust, with a base 10% chance to pop, break, leak or otherwise prove inconvenient. There's a reason these got left behind.
  9. Roll once on Questionable Trinkets & Trash Table IV.
  10. Roll for Initiative--there's a Vicious Slime down there!


Joy in Wermspittle

Tuesday, March 13, 2012

Questionable Trinkets and Trash (IV)

Questionable Trinkets & Trash (IV)
  1. An oil painting in a slightly bent frame. It depicts a forest. Anyone hanging this painting over their sleeping place will have weird dreams, but heal at double the normal rate and their hair will grow out like an unruly hay-stack.
  2. (1d4) slightly used Koponu-cages. One has a cryptic message scratched into the bottom that can only be read in the light of the second moon.
  3. A rug made out of the rags cast-off from a worm-monger. The seller attests vociferously that the thing will repel all worms from any room graced by this fine example of Low Lander craftsmanship.
  4. Three shin bones tightly wrapped with gut-cordage and daubed with crumbling blue pigment that smells sulfurous. In the hands of a Medium, this thing serves as a +1 mace versus ectoplasmic entities/spirits, in addition to the +1 to hit/Triple damage it does against cannibals.
  5. A brass-fitted Morlock skull that will belch forth 4d6 orange-speckled toads whenever it is given a sip of wine. Apparently the better the vintage, the more toads pour forth.
  6. A beautifully-carved black-alloy ring that will go on smoothly and wear like a charm, until, after 10 minutes, when it will sever the wearer's finger, causing 1d6 damage. Save or suffer a -1 penalty to DEX.
  7. A heavy trench-fighter's cloak that keeps everything within it wet and raw, no matter how dry or hot it might be outside. The inside hem seems to have a peculiar reddish fungal growth along the seam that smells strongly of cinnamon and cheap rum. Dogs and related beasts will seek to avoid the wearer of this thing.
  8. A much-used copper fat-rendering pan. The handle is inset with bits of human bone.
  9. A sieve that will not let a single worm pass through it no matter how much you press.
  10. (1d6) rolls of pinkish, leathery bandages that will practically wrap themselves on bloody wounds, instantly healing 1d6 damage and preventing infection. The bandages will seal off the wound, stop the bleeding and then slither off to go gestate before spawning 1d4 Gore Worms.

Wednesday, March 21, 2012

Sewers and Cellars of Wermspittle (Encounter Table II)

We never—even in our wildest Halloween moods—visited this cellar by night, but in some of our daytime visits could detect the phosphorescence, especially when the day was dark and wet. There was also a subtler thing we often thought we detected—a very strange thing which was, however, merely suggestive at most. I refer to a sort of cloudy whitish pattern on the dirt floor—a vague, shifting deposit of mold or niter which we sometimes thought we could trace amidst the sparse fungous growths near the huge fireplace of the basement kitchen. Once in a while it struck us that this patch bore an uncanny resemblance to a doubled-up human figure, though generally no such kinship existed, and often there was no whitish deposit whatever...

The Shunned House, by H. P. Lovecraft

Sewer & Cellar Encounters: Table II (D30)
  1. A 6 HD Withering Mist has been locked-up behind a grout-sealed door. The grout is air-tight, unless someone were to attempt to remove it, like the pair of Foragers who are convinced that there must be something behind this door; otherwise no one would have taken the trouble to seal it up, right?
  2. A case of six bottles of off-brand Black Liquor have been not-so-cleverly set behind a broken pallet. There used to be 12 bottles.
  3. Three pick-axes, two crow-bars and a shovel. They were dropped in haste. There's a ragged piece of the shovel-blade missing. It looks almost melted.
  4. (1d6) Cacozombies armed with pitch-forks and spades are prodding a prisoner along. They intend to offer-up this young girl who would be adventurer up to their Ungezeifer master. She is a Prodigy. She intends to capture the Ungezeifer for use in an experiment...
  5. A crippled harpy with only one wing and a seriously hideous form of advanced leprosy is desperately trying to push a filthy burlap sack back into a concealed niche. The sack contains (1d4) eggs.
  6. (3d4) Giant Centipedes are prowling this area looking for anything they can eat. If killed without splitting the chitin, their carcasses are worth a fair bit to the local chitin-workers because of the unique coloration and growth patterns.
  7. (3d6) bales of hay. It's for the Elephant.
  8. A very bored Koponu sits inside it's regulation tin cage, dimly lighting a small section. It only has (1d4) hours left on its shift, then it can go home.
  9. Some has cast repeated applications of Dispel Ectoplasm in this area. Why? What for?
  10. A Dowser sits against the wall clutching the stump of what used to be their good right hand. Blood is seeping out. They're going into shock. All he can grumble is '...damned thing swallowed the lode-stone too...', then they pass out. They are wearing a Sewer Militia vest, but it seems out of date. The identification patches are all removed or spattered with some tarry substance.
  11. (3d4) Urglun are hunting a run-away Bruthem calf that they have been hired to recover. Intact.
  12. A body. It's infested with Gore-Worms. There's some Questionable Trinkets & Trash visible poking out from under the corpse.
  13. A rickety trap-door in the middle of the floor has been chained-down and pad-locked. 
  14. (1d4) Crudiv lurk behind a broken section of the wall that has yet to be repaired.
  15. A tiny, not-so Garganta Slug is floating in a bottle containing a solution of 5% Dim Ichor and 90% cheap Gin. The slug is dormant, sleeping, dreaming. If removed from the bottle, it will resume growing normally, but will forever be haunted by nightmares of being trapped within a transparent chamber...
  16. The badly mauled body of a Gargoyle is stuck in a chimney-like vent or passage cut into the ceiling. They almost got away from the Hunters that tried to capture it. It clutches a strange little amulet on a silver chain. It is some sort of locket containing a Phantasmotype of a young girl who bears a striking resemblance to someone one of the party is related to or knows.
  17. A surveyor's plumb-bob sensitized to Ley Lines lies on the floor in the midst of a nasty pool of what could only be worm vomit. Some one or some thing has already claimed the hand that was left behind.
  18. A badly wounded Triloo is trying to make it back to the safety of the private book repository where it works. They require some healing and the trail of blood they've left behind is attracting the interest of (3d8) wild dogs as well as a stunted albino alligator that has been sent down here to fetch specimens for their master who isn't particularly choosy as to whom, what or how the creature brings back the raw materials needed for the next experiment.
  19. Three bricks and a small mound of dried-out cement. The trowel is stuck in the dried cement like a sword in a stone. A skeletal hand protrudes from the wall. They never quite finished walling them in there.
  20. The floor of this cellar is covered with a dry, white granular substance. It smells like rotting fish. It is also very flammable, the smoke it will produce is very toxic (-2 penalty to Save versus the poison). When exposed to moisture, the spores quickly sprout into a wildly twisted buried forest of fungi that will quickly collapse under its own weight, then rot away into a nasty black sludge. Too bad the things aren't edible.
  21. A Candle-Head homunculus is looking for a light. Can you help it get is candle re-lit?
  22. (2d12) 2 HD Flutter Worms have just finished-off a once overly confident Rhinocerenary. They're still thirsty.
  23. Six partly crushed skulls. Each one lovingly stripped of all flesh and delicately painted with ochre and tumeric around the eye-sockets.
  24. Clomp! Clank! It's an Iron Pig making its way towards the surface and taking no prisoners on the way. It will attack anyone who gets in its way.
  25. An Aethyric Eel hovers above a stagnant basement-swamp. The water-way connecting this basement to the cellar-pond next-door was blocked by the intervening tunnel caving in. The Eel's innate Passwall ability is currently blocked by a Dream-Bottle buried in the doorway. If you dig it up and break the thing, the Eel could escape. But then you'd run the risk of angering the Oneirist or whomever trapped the thing in here in the first place.
  26. A Vilg wearing a violet loincloth and trying to hold onto a bone scroll tube is hiding behind some rubble. It's not working. The arrow in its shoulder sticks out past the rubble, and the trail of fresh blood is a dead give-away as well. It will attempt to hire anyone who will talk to it. The scroll tube needs to be delivered to Latterkamp. You really don't want to go there without the Vilg to guide you. It assures you that would be a bad idea. She can either offer you 26 random coins and some salt in a water-tight pouch, or you can negotiate for a better reward once the scroll tube is delivered. There's a chance that the Goules will offer a reward...
  27. Someone buried a broken mirror in here. Face-down. They did a really poor job of it. Close to a third of the thing still protrudes out of the loose dirt. Do you hear that? It sounds like a voice. Coming from underneath the mirror.
  28. This used to be a fruit cellar. Back during the occupation. Someone's mother sits in the corner, rocking slowly in her gaudy Uzikan shawl. She's been down here since the occupation too.
  29. The foul, lingering stench of a massive Yelg Froth still clings to the walls and floors of this place. The bricks are indelibly stained a lurid shade of red-violet. There is no sign of the Yelg Froth.
  30. The far wall is spattered and stained by the still-wet yellow ichor of a Detestable Putrescence left in the wake of the demise of a Shrouded that was destroyed only two nights ago by a wandering band of itinerant monks who are on a mission to bring peace to the restless dead by any means necessary.


Sewers & Cellars: Encounters Table I  |  Sewers & Cellars: Encounters Table II
Sewers & Cellars: Encounters Table III | Sewers & Cellars: Encounter Table IV

Local Authorities: Cellar Inspectors in Wermspittle
Making the Prinn Street Rounds  |  Beneath Suydum Blvd  |   The Butler Street Station
Cellar Inspectors: PreGen Characters

Wermspittle Index

Wednesday, September 12, 2012

Schroedinger & Cave--Dealers in Discrete Curiosities



"There was, until a year ago, a little and very grimy-looking shop near Seven Dials over which, in weather-worn yellow lettering, the name of "C. Cave, Naturalist and Dealer in Antiquities," was inscribed. The contents of its window were curiously variegated. They comprised some elephant tusks and an imperfect set of chessmen, beads and weapons, a box of eyes, two skulls of tigers and one human, several moth-eaten stuffed monkeys (one holding a lamp), an old-fashioned cabinet, a flyblown ostrich egg or so, some fishing-tackle, and an extraordinarily dirty, empty glass fish tank. There was also, at the moment the story begins, a mass of crystal, worked into the shape of an egg and brilliantly polished. And at that two people, who stood outside the window, were looking, one of them a tall, thin clergyman, the other a black-bearded young man of dusky complexion and unobtrusive costume. The dusky young man spoke with eager gesticulation, and seemed anxious for his companion to purchase the article."
From The Crystal Egg by H. G. Wells
The Premises
Over the doorway to a scruffy and dingy shop in a seedy part of the low streets, on the bad end of the Burned Over District, there's a cracked and peeling sign that reads 'Schroedinger & Cave: Naturalists, & Dealers in Curiosities, Prodigies & Antiquities. (discrete).' The part where it used to provide the date they were established is worn away, possibly through weathering, more likely from being damaged in a riot or from a lingering miasma. It's a dingy, cramped, piled and messy place. No one has cleaned or dusted the shelves for decades, if anyone has even attempted such a thankless and futile task, which is highly unlikely. Dozens of cats prowl the shop constantly, but only one is ever seen at a given moment and never the same one twice.

The Proprietors
Schroedinger is a third-generation Paranaturalist. He studied at the Academy in Wermspittle, as did his parents and grand parents before him. His family has been here for nearly a century, and still they are seen as upstarts and interlopers by the Established Families. An accomplished dowser, Schroedinger is often consulted in matters regarding Ley-Lines and Weak Points. In his youth he discovered, cataloged and mapped over a hundred Weak Points, but that was before the wars and prior to his unfortunate encounter with a Horla that left him with a slight limp. He doesn't go exploring any more. Those days are over now. He has a business to run and a wife to consider (She is rumored to be a Midwife...). His expertise in matters of the paranormal and knowledge of anomalous phenomena often brings in more money than any of the peculiar artifacts or items that he has collected and made available for sale. There are many students who come to the shop to discuss things with this old man who seems to be far more knowledgeable than their own professors, or at least far more approachable and personable. There are overstuffed chairs, a fireplace and hot tea in the back for those who make a suitable impression on old man Schroedinger. He dearly loves to hear about the exploits of those actively engaged in researching the Weak Points, Ley-Lines, Nexii and related matters. He also acts as an informal mentor to a few exceptionally gifted young people who have all but adopted him.

Where as her partner's obsession with Weak Points has ushered-in a new era of genteel poverty for the shop, Mrs. Cave is much more down-to-earth. A born Praeternaturalist and a trained archaeologist, she has spent a considerable amount of time digging through cellars, tunneling into burial sites and scraping dirt, dust and muck off of many of the more mundane specimens and items scattered about the shop. Her gift for Psychometry is uncannily accurate and has led to her unraveling several imposters, frauds and hoaxes, much to the disappointment of her colleague and co-owner. Her husband, a mid-level non-commissioned officer in the Sewer Militia, disappeared three years ago. He is assumed dead, or worse. Lately she has been contemplating taking a trip down along the Cold Roads. There has to be someplace better than Wermspittle. But under no circumstances will Mrs. Cave abandon the shop, at least not until after her daughter graduates from the Academy, then Mrs. Cave might finally leave this place once and for all. Of course, she expects her daughter to take her place in the shop, as she took her mother's place, as is tradition within their family. Her daughter, however has gotten strange ideas into her head and may break with tradition, effectively stranding her mother in the shop, a situation that has generated much friction and tension between mother and daughter.

The Policies
'Caveat Emptor' is engraved across the ceiling tiles, prominently displayed on dozens of little placards dangling from nearly every shelf, box or display case. Nothing is guaranteed, no claims of authenticity are made, no questions regarding provenance are asked. Much of what they have on display appears to be so much junk and rubbish, but mixed in with the debris and dusty relics are any number of strange and sometimes incredible things. Spurious specimens, anomalous archaeological finds, objects from places unknown to any map or geographer, bizarre artifacts that couldn't possibly be real; the stuff that dreams are made of mingles freely with the fictional and the fraudulent upon the shelves, within the display cases and stacked within the bins and boxes piled willy-nilly anywhere there is room for the stuff.

They do not buy books. The shop has a long-standing agreement with several of the local map-makers, book-sellers and scroll-vendors, originally negotiated by their great-great-grandparents who first established the shop here in Wermspittle after having transferred their operations from another city. There is a framed portrait of the two families disembarking from an airship hung behind the old, manual cash register. None of the faces ever look exactly the same due to a fluke in the preparation of the colloidal baths used by the photographer, or so they'll tell anyone who asks.

The shop does a regular and often brisk trade in reacquired properties, unclaimed goods, lost luggage, found objects and the like. This is a discrete shop after all, so a lot of things pass through here that it were better for all concerned that the fewer questions asked, the better. Unless Mr. Schroedinger or Mrs. Cave wish to volunteer some morsel of lore or make an off-hand observation, completely off the record. Of course in the event of their accepting a 'consultation fee,' the casual prohibition against making indelicate inquiries is waived, to the extent that the money is good, real and of respectable valuation.

Not A Pawn-Shop
Both Mr. Schroedinger and Mrs. Cave would be scandalized and offended were anyone to refer to their operation as some sort of hockshop filled with so much cheap bric-a-brac. Anyone uncouth enough to offend either co-proprietor earns themselves a permanent +20% 'non-discount' on any purchases they might wish to make and the back-rooms are off limits to them. They will also receive low bids (just short of insultingly so) for anything they wish to sell to the shop, unless it is truly exceptional.

That said, they will sometimes make private loans against certain rare heirlooms held in trust against the eventual repayment of the balance, interest free of course, they are not usurers. But this is an exceptional service only offered to certain select, regular and reliable customers who have made a positive impression on one or both of the co-owners.


Some of the Things you Might Find in This Shop

    Wednesday, October 3, 2012

    Little Green Bag (Random Table, Any System)

    Little Green Bag (I)
    You find a little green bag. In it there might be...
    1. (3d4) severed human hands. All of them extremely well-preserved, pliant and slightly warm to the touch. They have all but healed at the point where they were removed from their original bodies. One of the hands is wearing a milky jade ring carved into the likeness of three vigorously entwined serpents.
    2. A partridge mounted on a deftly trimmed section of a branch lovingly cut from a pear tree. There are (1d4) pears dangling from the section of branch. Each of them cure 3d4 damage if eaten within an hour of being plucked from the branch. When the last pear is removed, the taxidermied bird emits a faint squawk of indignation and flies off stiffly.
    3. Six used scalpels (as knives: very short reach, -1 to hit, X2 damage), a crumpled and blood-soaked map of some large metropolitan area with (2d6) spots marked-out with a black grease pencil, and someone's kidney wrapped-up in a cheap silk scarf.
    4. Eighteen pounds of dead, dried-out cockroaches.
    5. (3d4) assorted batteries of various types. Some of them are leaking various caustic substances.
    6. A cracked faux-malachite bowling ball encrusted with something Squick and/or Ickorous.
    7. A Gronk sword that won't fit back into the bag once it is removed.
    8. A really, really angry squirrel.
    9. Eight yellowed and curiously stained 3"x4" index cards detailing Eight Magical Weapons, alas there is no information provided as to where these items might be found.
    10. Five cans of off-brand 10w30 motor oil.
    11. All the raw components necessary for a Jaladari to craft a few dozen minor wards or charms. There might be a reward for the return of this stuff...if you can find the right charm-peddler.
    12. The journal of Aloysius Hemlock. Each entry is written backwards in a recursive magical-cypher requiring it to be read in a mirror in moonlight. There may be (1d4) odd, reversed variant spells interspersed through the text as well as a few vague references that sound quite portentous but lack all context. At the moment.
    13. A well-carved bit of blue-green ivory that is half-way to becoming a very elegant wand. Too bad whomever was working on it was interrupted. There's a base 30% chance that there are some well-used carving tools in the bag as well.
    14. A sleeping squid sealed within a large, heavy glass jar. Now that you've woken it up, it stares expectantly at you.
    15. (2d4) Bruthem toe-nails.
    16. Buried beneath hundreds of small teeth is a hand-written Gothic manuscript of decidedly grotesque character. It gives off the scent of patchouli and storax. There are cat teeth mixed in with the rest, but this isn't noticeable until after the manuscript has been removed.
    17. Four dozen tiny blue ferns, each one with its roots individually wrapped tightly in a burlap ball that has been treated with a solution of some sort that preserves them until they are removed, after which they begin to rot if not planted or potted in 1d6 hours.
    18. (6d6) exotic tulip bulbs.
    19. This bag is empty, however it also suffers from having been imprinted with a form of the Triple Shadow spell, making it slightly conspicuous, depending on the company you keep.
    20. Sixty-three tin whistles and one kazoo. All of them covered in spit and reeking of cheap beer.
    21. A crudely-drawn diagram sketched-out on a tattered piece of badly-frayed sail-cloth showing the proper way to butcher a Giant Albino Penguin.
    22. Four hundred glass marbles in six different sizes, all of exceptional quality.
    23. Several disparate pieces of silverware and three napkin-rings of carved soapstone that may or may not be blasphemous but are certainly obscene.
    24. Three bundles of unused postcards depicting a variety of clowns from Little Carcosa and a dog-eared copy of The Mundy Guide to the City: A Comprehensive Guide to the Five Baronies of the Metropolis. Too bad the majority of the pages are stuck together by blood and some tarry substance that may still be moving if you look closely enough at it for long enough. Someone has sketched out a rough map on the inside of a book of matches that purportedly shows the way to a derelict barber shop. The matches have been ruined by exposure to the black stuff.
    25. A small actinic torch sans batteries and a pair of Doctor Bronson's patented Wermpliers.
    26. (1d4) random non-powered hand-tools.
    27. The complete rigging of a schooner, including every line, rope or piece of sail, all expertly rolled-up, tightly folded, and packed neatly into the bag in such a way that simply boggles the mind.
    28. Two gallons of wort from a long-lost brewery sloshing about in a pair of matching hermetically-sealed containers. To someone with a good knowledge of Zymurgy, this stuff is worth its weight in gold, or better.
    29. Six pounds of raw Cacao, a dozen seed-pods and (1d4) pounds of 'cocoa powder.'
    30. A nicely sculpted figurine cast in black bronze of a Grobbly-Bonk that can either be used to summon, bind or ward-off one of the nasty things depending upon how well you know your Aklo...
    You might also find some use for the Questionable Trinkets & Trash Tables or some of our other Alternative Treasure tables.

    And then there is Porky's excellent 100 Items Lost or Found on the Rogue Spacer table, which we highly recommend.

    Friday, June 13, 2014

    What's in the Hole? (Take Two)

    The Theme for this Month's RPG Blog Carnival is What's In The Hole? and it is being hosted by Moebius Adventures. The Kick-Off Post for getting things started is right there at the Moebius Adventures blog. This is a great question. One rife with possibilities for all sorts of gaming goodness. So let's take a look at what might be down in a hole in Wermspittle...

    What's In The Hole? (Take Two)
    1. Someone's Been Digging-up Maggie's Garden. It may have been those pesky feral children rooting around after her potatoes again. Or it might have been someone after something buried on her property, possibly by a previous tenant or owner...in which case it ought to be hers by rights...

      Maggie's Proposition: The aging Seamstress is too damn old to keep watch in the night and catch whoever is making a mess of her garden. You lot look young and fit enough, and hungry enough to help an old lady out. She offers you food and the services of a Seamstress, if you'll keep an eye on her garden and get to the bottom of what's going on.

      A Dirty Deal: The holes all appear to be dug out with a shovel. Keeping watch over the garden will allow the party to catch a Somambulist's Thrall in the act of digging up the garden within the next night or two. The Somnambulistic Thrall is completely unaware of what they are doing and incapable of being effectively interrogated or questioned. If captured, they will attempt to escape, but if unable to do so, they are under a powerful hypnotic compulsion to destroy themselves before they can reveal anything. If their clothes and body are examined, there is a small grayish alloy medallion stamped with the image of a three-headed eagle grasping a thorny rose and flowering apple branch. If this item is revealed or turned over to Maggie, she will consider the job well done indeed and prove to be very generous. The characters gain a +4 bonus to the next Reaction Roll with Maggie or any other Seamstress they meet for the next couple of weeks. Not revealing the medallion to Maggie will leave her stymied as to who her tormentor might actually be, and as she remains uncertain and suspicious, she will start to think that perhaps the characters are not telling her everything they know...perhaps they are working for her unseen, unnamed enemies...so she will dismiss them and settle her debt to them with a coarse loaf of bread and some dried meat. The characters gain a -2 to any subsequent Reaction Rolls with Maggie or any other Seamstress for the next month or so. Whomever keeps the medallion will begin to suffer from recurring nightmares involving some wild-eyed old man in a tattered top hat and lots of pointy teeth and black velvet gloves...and they have to make a Save each morning to regain any lost hit points, as their capacity for healing seems to be a bit off...


    2. A Hole in the Wall. Looks like some unlucky forager set off a previously unexploded bomb just down this next alley. The buildings on either side are badly scorched by Black Smoke and there are bits of half-melted shrapnel studding the walls all along the alley. The fire-escape on one building now sags dangerously and just needs a slight push to get it to fall. The debris has been cleared from around this hole and stacked off to either side to form a few rough benches and sitting places. You can smell the reek of brewing wafting pungently from the hole in the wall...

      Inside: Three large vats are in use by a trio of brothers from one of the low-land farm enclaves who have decided to become independent brewers and distillers. They learned how to brew various types of beers and ales, as well as distill a number of infusions, spirits, dubious potations and liquors from their elders. The brothers are keen to experiment with some of their own recipes and ideas for innovations now that they are on their own, but they have run into some trouble from members of the Corruption Trade who don't want them moving in on their turf, or worse yet, offering people some sort of alternative to the toxic brews and black liquors that they specialize in. All three of the brothers are excellent shots with fowling pieces, prodds and short bows, all of which they have at-hand and are willing to use at a moment's notice. They have attracted 2d6 'regulars' who will also come to their aid, if called upon, but what they really need right now is someone to help explore the rest of the building that they have claimed for their base of operations. The forager they had only just hired to help them out just blew herself up, hence the hole in the wall. They need the four floors and attic above examined, as well as the cellar and possibly the buildings on either side and the one abutting their back wall--there have been strange noises from back there where there seems to be some sort of greasy black rot...

      Not Just Black Rot: There is a patch of Brewer's Bane growing in the back end of the old dress-maker's shop where the brothers have set up shop. It was deliberately set loose in order to sabotage their operation before it can become any sort of competition or threat to one of the local brewers. 


    3. Hole in the Head. Massive, ancient and now tumbled-over into the square; the old statue of some forgotten general on his war mollusc has finally toppled due to the heavy growth of Red Weeds, revealing a hole in the statue's huge, hollow head...

      Don't Mind the Weeds: Feel free to roll for an encounter with something lurking beneath the Purple Glow of the Red Weeds. These particular Red Weeds are fairly inoffensive vines, runners and lianas that have taken-over the square, converting it into a small, walled-in and rampantly overgrown vineyard of sorts. There are strange pink fruits and clusters of berries that can be collected from the underside of the larger leaf-clusters. The fruit seems edible. The berries seem to produce a highly flammable organic solvent.

      What's inside: The hollow head of the toppled statue was once an excellent nesting space for a flock of Passenger Pigeons. Unfortunately someone poisoned the things with some sort of necromantically-tainted Spectral Brine and now there are 5d20 undead pigeons clustered inside the head of the general's statue. The mindless things just sit there. Silent. Staring. Until someone disturbs them...


    4. Badly-Patched Hole. Someone went to a lot of trouble to fill-in or cover-over this hole with bricks, paving stones, rubble from across the street, rusty scrap metal, and the like. If you look closer, it looks like someone was trying to hold down some sort of heavy metal grate over the hole...perhaps this was someone's attempt to trap something down in that hole?

      A Closer Look Reveals: (1d4) items from one of the Questionable Trinkets & Trash Tables mixed-in with the rubbish and debris. There is a heavy armored long-coat, spattered with blood and caught underneath the rubble that can be tugged free by anyone who might be curious. The coat has a patch on the right shoulder from the 'Pazguin Expeditionary Force,' whatever that might be.

      There's a Gap: Poking around the patched-over hole, if only to collect a few shiny-bits from the debris, will make it clear that this was a rush-job and by no means adequate as there is a large, very unhappy White Beast down in that hole and it is riled-up and trying to dig itself out from under the hastily weighed-down grating...


    5. What Was That Sloshing Noise? Over there. There's a hole. It leads down to a flooded cellar or private cistern. Something is moving down there...

      Regarding That Particular Hole: There are a few Exotic Bivalves clustered around the inner surface of this hole that gets bigger and wider as it goes down. There's also a cumulative 20% chance each minute that the surrounding surface gives way underneath anyone investigating the hole.

      Down Below: A Dreaming Nettle Jelly is floating in a flooded cellar down below. It is severely weakened by the continuous drain upon its vitality by a swarm of ochre-striped leeches that have fastened upon it. The leeches are huge, bloated and so distended with the Jelly's precious bodily fluids and vital juices that they can barely wriggle and are incapable of defending themselves. Destroying the leeches and freeing the Dreaming Nettle Jelly will leave it too weakened to escape unassisted, but very favorably disposed towards its saviors (+6 bonus to Reaction Roll). If the characters agree to defend the creature while it recuperates, it will make a gift of 1d4 dream pearls (treat as scrolls of 1d4 random spells each), or instill within a willing subject the ability to Lucid Dream--allowing them to become either a Dreamer or Oneirist. The creature can also awaken the telepathic ability of a willing subject, but it requires a three-day ordeal that inflicts 1 hit point of damage per day during which the subject is immobilized/paralyzed and helpless. Each day of the ordeal the subject rolls 1d20 and applies their INT, WIS or CHAR bonus to the roll. A result of 20 means they gain the ability to cast Telepathy (INT), Empathy (WIS) or Charm (CHAR) once per day as a special ability. If pressed, the Jelly can also attempt to teach someone one or more of their specialized, personal spells...but the subject runs the risk of temporary insanity, similar to the effects of a Contact Other Plane spell. Once the creature is back to half strength (roughly one week), it will thank everyone profusely then fade away.


    6. There's a Hole in the Sky...Inside This Building. Inside this boarded-up old dress-maker's shop is a Weak Point that opens onto a lurid and glistening rain forest dominated by gigantic tiger-lilies beneath startling violet skies...

      Who Is That In There? A Tremish scout from a party of private collectors has just returned from performing an initial survey of this Weak Point and the immediate area on the other side. She is groggy from the accumulated effects of yellow pollen. Her left hand is coated with a crusty purplish-gray fungal colony that has the appearance of sharp-edged barnacles. She needs to get word to Gnosiomandus and will attempt to negotiate with the characters if they are willing to listen to her...

      Troublesome Things: She's no friend to the Academy, but Shumaligne knows that what she has discovered across the threshold of this undocumented Weak Point is too important to try and squeeze personal gain from it. There's a Purple Cloud back there and once it kills off that world, it is coming to Wermspittle...

    What's In the Hole?
    One   Two

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