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  1.  
  2. Road Encounters
  3.  
  4. 2d6 peasant rabble
  5. D6 pilgrims
  6. 2d6 Merchant Caravan
  7. A wealthy man hung You pass by three corpses that hang from a nearby tree. A small carving in common in the tree trunk marks them as thieves. Getting any closer will let this possessed tree come alive as a hangman's tree.
  8. D3 knights with retainers
  9. A lone hermit slightly mad
  10. Troupe of performers
  11. D6 organised banditos
  12. Random Encounter tables
  13.  
  14. Extra Valley encounters
  15. 11. Amorphous terrain. The ‘valley’ changes its appearance entirely as the players enter it becoming another terrain type. This changes every time this result is rerolled when the players exit and enter. The valley keeps it's rough shape and dimensions.
  16.  
  17. Frozen Wastes
  18. Volcanic
  19. Void of darkness
  20. The entire valley is filled with water.
  21. Coniferous, jungle like forest
  22. The Moon, bare, rocky.
  23.  
  24.  
  25. 12. Duplication
  26.  
  27. The valley will appear as normal however the timestream will create a clone duplicate of the players and any retainers. This clone will believe they are that person for all intents and purposes and act as them. Entering and reentering the valley and getting this effect twice will create another set of clones. The clones will appear at the last location each of the individual clones slept and carry on life as normal. The clones will assume if they meet the players that the players are the clones. When the players sleep they will dream of their clones. The clones will disappear if the effects of the valley are ended.
  28.  
  29. 8. A vast jungle canopy opens up infront of the players. Within are a group of amphibian humanoids. They have web like hands adapted to the jungle enviroment. They communicate via changing their colours which reflect emotions. Faster colour combinations denote language. They have no mouths. They can commune with one another psychically. They can heal in this communion and will heal party members but this takes a long time and wears them out. They need to eat afterwards a lot. They have large pools of water where they feed , fuck and give birth. They eat their young. They simply want to maintain harmony in their environment. They are entirely communal with no inherent power structure. Dead are left to die. They are genderless, they can simply choose to have children or not in different states. They grow from tadpoles.
  30. There’s about 211 jamii in the tribe.
  31.  
  32. Neutral= Grey
  33. Arousal /Joy = Gold
  34. Anger = Red
  35. Sadness = Blue
  36. Fear = Green
  37. Disgust = Orange
  38. Contempt = Purple
  39. Surprise = Brown
  40.  
  41.  
  42. 9.
  43. The valley opens into a rugged mountainous area. They are called the Rox. They speak in a guttural language. They have large nostrils. A small tribe of warrior like creatures live here. They have rugged brown skin. (AC14) They have huge , ornate horns which they decorate with the ears. Those with broken horns are slaves. They are building a great stone monument. They abhor cowardice. They will respect shows of strength. They are in the midst of a leadership contest between Cimere and Bastix. Their leader is called Cimere. They are the opposite of the Jamii in they have a strict hierarchical structure built into their dna. Leader - Warrior - Slave . These are distinct. There’s however no conception of male dominance. All children are raised in their respective caste. Men and women can equally be part of any of the classes. They want to fight and feast and build monuments. There’s about 184 members of the tribe. Slaves have broken horns, leaders have the most horns,
  44.  
  45. 10.
  46. Esoteric Monster
  47. 4 HD(18). Quadruped, insect. Hard chitinous skin. + 1d6 ac +10 movement. 6 limbed quadropod. Can wall crawl. Grasshopper like. Small wings. Enourmous. Double HD +20 feet movement. It can Fly and move incredibly quickly on foot + 30 feet movement. 80 foot range projectile. Poisonous adhesive - Save or die against poison. Eye Stalks. The creature’s eyes are outside of its head, allowing for a greater field of vision. Its chances of being surprised are reduced by 1 in 6. Attacks the biggest threat that hurt it. The creature procreates by laying eggs in a suitable body. Dead body in this state near the creature. It's migratory and flying around. It wants to breed in a dead body. Scanning the ground.
  48.  
  49. First sign of it is a dead body filled with eggs. If players get surprise it's surprised doing eggs.
  50.  
  51. Stats. 4HD(18 hp), AC 17(15 underside), ENormous size. Neutral. 100 feet movement on foot. 30 Feet flight. Surprise 1 in 6. Poison Breath 80 foot, 1 target, if hit save or 5d6 damage and glued to place. (1 in 6 recharge) +5 to hit. 1d8 damage.
  52.  
  53. Adhesive can be cut/burned etc.
  54.  
  55. Primary Node - London
  56.  
  57. Fobbing would be worth investigating as that is where Bampton was last seen.
  58.  
  59. It’s rumoured that the cult of St John are operating in Brentwood Cathedral and they may be part of whats causing this revolt
  60.  
  61. On his journey to Fobbing Bampton took a detour , we’re unsure why but it may be worth investigating.
  62.  
  63.  
  64.  
  65. The valley can be seen from every node irrespective of distances. It always seems to be about 3 miles away or just on the horizon. Choosing to go closer to it will bring them closer to it.
  66.  
  67. Node A - Fobbing
  68.  
  69. Thomas Baker the leader of the rebellion in the town. If pressed/intimidated he will say that Bampford ran into the valley. If simply talked to he will direct the party to BrentWood Cathedral in hopes they will be eaten by St Augustine.
  70.  
  71. There are a large number of concrete barges in Rainham marshes. A group of villagers are going to investigate tomorrow. They hope they may be able to find treasure within. Marshland is dfangerous animals and creatures.. ( This is a displacement in time effect from the valley)
  72.  
  73. Tracks - On the outskirt of town are footprints in the wet mud from the storm. Signs of a struggle. A silver ring wedding ring (worth 20sp) . Leading into the valley.
  74.  
  75.  
  76. Node B - Brentwood Cathedral
  77. A - Villagers here are planning to congregate with the same villagers from fobbing. Some think Thomas Baker from Fobbing should lead them others an ex soldier who lives in the village known as Watt Tyler Spying on them will work, as will talking to them tricking them etc.
  78.  
  79. C - The surviving member is a lollard, he came from rainham marshes.
  80. Men are scared of the marshes.
  81.  
  82. D - The men are thrown in on the 3rd. They will survive until the 4th. If met they will say their leader escaped towards the valley. The villagers were scared to pursue.
  83.  
  84. Node C - Rainham Marshes
  85.  
  86. Marshland
  87. 2d6 fungal Goblins
  88. 2d6 rats
  89. 1d4 adders
  90. D6 stirges
  91. Zombies
  92. Robot
  93.  
  94.  
  95. A Bampton came here as he saw the Concrete barges. Remains of his camp can be found. He was spooked by what he saw and the corpses and left to fobbing. Footprints lead to fobbing.
  96.  
  97. BOne of his men sanctified the corpses using prayer beads. He wrapped a poem within them.
  98.  
  99. I say sothe thorowe trewe rede
  100. His flesh and blode, through his mastry
  101. Is there/ in the forme of brede
  102. Howe it is there/ it nedeth not stryue
  103. Whether it be subgette or accydent
  104. But as Christ was/ when he was on-lyue
  105. So is he there uerament
  106.  
  107. I say the truth through true understanding: His flesh and blood, through his subtle works, is there in the form of bread. In what matter it is present need not be debated, whether as subject or accident, but as Christ was when he was alive, so He is truly there.[11]
  108.  
  109. This is lollard from the church. He was working against him.
  110.  
  111. The Marshes are host to a small group of fungal goblins. Those around the marshes know of them and tend to try to avoid them. They only come out at night.
  112.  
  113.  
  114. The marshes contain a rift where a small group of children from 1980 are exploring.
  115. Largest barge half sunk, metallic rather than concrete.
  116.  
  117. Spider like robotic creature. Mindless. Scrambled by the vortex. It's a repair bot and appears to be trying to repair. If it senses anything hostile. It will also try to repair anything broken on a person. It regurgitates tiny robot spiders to heal things. It can heal organic matter too. The robot has animated the corpses with it's protocols. Black glass eyes and it's mouth looks like a chain mesh which the spiders come out of.
  118.  
  119.  
  120. Cadaver RAF x 2
  121. Cadaver: HD 2 AC 6 [13]; Atk 2 claws (1d4 + disease) and bite (1d6 + disease); Move 6; Save 16; AL C; CL/XP 4/120; Special: Disease, reanimation
  122.  
  123. Robot: AC 18, Move 40 ft, 7 HD(40hp), Neutral, 2 Attacks with forelimbs. D6 damage. Healing Bots.
  124.  
  125. Nanobots will heal 1d6+1 hp immediately. They will also seek to heal any injuries and diseases. Prioritising anything life threatening first. Diseases are assumed more life threatening than injuries. If a player infected by nanobots rests for one night they will heal 1d6+1 and 1 disease or injury will be healed too per night.
  126.  
  127. If a player is downed to 0 - -2 hp the nanobots will begin repair protocols. On the next round following being downed the player will gain 1d6+1 hp until conscious.
  128.  
  129. Nanobots act as a buffer to harmful effects as well. A player with nanobots inside them gains a +2 save bonus against poison and disease.
  130.  
  131. If a player loses a limb the nanobots will slowly work every night to regrow the tissue. A limb will heal in 1d6 days growing from a stump to a fully fledged limb. The new limb will have a strange black colour to it but be entirely functional.
  132.  
  133. Nanobots can’t differentiate between dead or living hosts particularly well. If a character dies by reaching -3 hp or more the nanobots will still reanimate them to a facsimile of life. This will preserve the body for the purposes of reanimation.
  134.  
  135. Nanobot Malfunctions - These nanobots are far from their own world and have been scrambled in a synapse. Every night a player with nanobots rests roll a d6. On a 1 a random malfunction effect happens instead of the normal effects. Further when a player is hit with an electric attack on a 1 a malfunction occurs.
  136.  
  137. The nanobots are unable to integrate with the host and it's immune system treats them as a threat. The host is racked in pain, takes d6 damage and isn’t healed that night. The malfunction stops in the morning.
  138. The nanobots limb regrowth protocols malfunction. The host grows another limb in the night. Roll once to find out what limb. Roll again to find out where it grows.
  139. 1. Arm
  140. 2. Leg
  141. 3. Eye
  142. 4. Head
  143. 5. Tongue
  144. 6. Teeth
  145. 7. Groin/penis/vagina
  146. 8. Tail
  147.  
  148. 3. The nanobots disease protocols malfunction causing a random disease. The host wakes up with one of these diseases. This will be healed the next night as long as the nanobots are no longer malfunctioning. This doesn’t stop these diseases containmating others and those within close proximity (5 ft or less) will all need to make saves vs disease or be infected.
  149.  
  150. Black Death
  151. Smallpox
  152. Influenza
  153. Leprosy
  154. Typhus
  155. Advanced radiation poisoning
  156.  
  157. 4. Swarm. The nanobots grow aggressive and attempt to take over the hosts body entirely. The host must make a save against poison or die. If killed like this the character will rise and seek to infect more of it's own. HD of the host. Immune to poison and disease. Double damage from cold and electricity + save or die. Anything it attacks must save vs poison or be infected by nanobots. If the player makes the save the hosts immune system fights off the nanobots. The nanobots are destroyed with no further ill effect.
  158.  
  159. 5. The nanobots gain a rudimentary hive sentience. They leave the host and form a black cloud simulacrum of the host. The simulacrum follows the host and continues to heal them but via touch. Each day the simulacrum becomes a little more lifelike. Within d6 days the simulacrum resembles the host but with a black sheen. At this point the host leaves to explore the world.
  160.  
  161. HD of the host. Immune to poison and disease. Double damage from cold and electricity + save or die.
  162.  
  163.  
  164. 6. Vomit. The host wakes up in the night and begins to vomit horribly. The nanobots come out in a stream of muck and fluid out of every orifice. If this vomit is directed at anyone they’ll become a new host otherwise the nanobots will die. The vomit will seek out a new host but slowly.
  165.  
  166.  
  167. Any form of electric based attack or effect hits a player (and they fail any relevant saves) , for example lightning bolt, will destroy the nanobots in a person's system and cause an additional 1d6 damage of synaptic kickback.
  168.  
  169. Nanobots power themselves via their hosts body heat. If the host is in cold temperatures defined as below freezing(-5c) the nanobots will shut down to preserve themselves. All effects will cease until the player warms. The nanobots will die in 1d6 days unless warmth is found. Likewise if hit by a spell or effect that causes cold damage the nanobots will shutdown not providing any healing effects. This will last 1 turn per point of damage dealt. If this effect brings the host to 0 hp the nanobots are destroyed
  170.  
  171. They remain part of the person's immune system.
  172.  
  173. One of the cadavers is wearing a silver cross with a royal symbol upon it unrecognised. (real silver, worth (50 sp) The other has a golden lighter in his top pocket. (worth 5 gp) 100sp. Has enough fuel to last 1 hour ( 6 rounds.) Sporadically. As a candle. Or can be used 6 times as a tinderbox. He has one cigarette behind his ear.
  174.  
  175. D. Approaching the centre of the rift in the abandoned barge brings sharp images of a monolith int he valley to mind.
  176.  
  177. Node D - Valley
  178.  
  179. If the players go through the glimmering rift they must save vs magic or lose 1 random stat point. They will lose 1 random stat point every day in this place. Stats are healed 1 per night rest.
  180.  
  181. They will find themselves in London in the far future. Circa 2200. London is a far right dystopia with robots. Robo-Thatcher? A giant glowing robot thatcher. Great glass towers. Incredible heat from the ozone. Robots are part of an excavation force dredging the thames which has suffered a radioactive spill from a nuclear power plant sabotaged by the chinese.
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