FOURTHCORE TEAM DEATHMATCH

December 10, 2010

Arham Friday: The Docks & River

These random events are great for a stroll down to the seedy parts of a generic medieval fantasy town, such as Fallcrest. There's quite a bit of money to be made here, by finding lost cargo crates, and a good amount of friends to be found as well. Also, you might get yourself a small boat; what fun!

The thing enjoyed the most out of writing this Random Event table was the way I converted gaining items in Arkham Horror to a D&D equivalent. You'll see this by the events that have the line "gain 1 consumable magic item of your level or less". I feel like I can hand out consumable magic items (potions, etc.) pretty willy-nilly and not upset the balance of play in he game much, but will still provide a lot of flavor and interesting options for the players.





THE DOCKS & RIVER – Random Encounter Table (d20)
1              A crate bobs by the dock. Make a Strength check, Easy DC by level, to pull it from the river. On a success, you find a small art object worth 10 times your level squared in gold coins. Briefly describe the object.
2              The gypsies are singing and dancing, inviting others into their merry circle. If you join them, make an Arcana check, Moderate DC by level. On a success, you can immediately cast the Tune of Merriment ritual (PH2) without paying the component costs.
3              There are Vistani gypsies docked along the river. If you wish to talk with them, make a Diplomacy check, DC Moderate by level. On a success, an old man has spread several items on a blanket for sale and you may buy one consumable magic item of your level or less. On a failure, an old crone comes up to you and curses you and your kind. Take a -1 penalty to all attack rolls until you reach your next Milestone.
4              A woman stands on the docks waiting for her husband to return, six years after his boat sank. As she tells you her sad tale, she hears her name called out by a familiar voice. Her husband has survived and returned at last! She calls you her lucky charm and blesses you from the bottom of her heart. Until you take your next Extended Rest, gain a +1 power bonus to all ability checks, skill checks, and Saving Throws.
5              While walking by the river, you overhear a young woman talking to herself. She is fretting about some money her uncle owes to a rather unsavory character. If you give her a number of gold coins equal to 20 times your level squared, you can cover the debt. If you do, she introduces herself, tells you that you saved her from a life of crime, and asks if she can join you on your quest. Take the Burglar NPC Ally.
6              A wealthy foreigner steps off the boat and mistakes you for his guide, handing you his baggage. Gain gold coins equal to 10 times your level squared, as well as 1 consumable magic item of your level or less. You must also take the Annoying Foreigner NPC Ally.

7              You trip over an object which turns out to be a rusty lockbox. If you open it, make a Saving Throw. On a success, you find beautiful silver jewelry worth gold coins equal to 10 times your level squared. On a failure, you are horrified to find a rotted humanoid foot.
8              On the loading dock you see a large crate with strange markings on it. If you wish to investigate it, make a Stealth check, Moderate DC by level. On a success, you find a very unusual item in the crate and gain 1 consumable magic item of your level or less. On a failure, you trigger the arcane warding on the crate and are attacked: + Level + 3 vs. Reflex; Limited Lightning damage by level.
9              You find a wooden chest washed up on the shore. If you open it, make a Saving Throw. On a success, you find a number of gold coins within equal to 20 times your level squared.  On a failure, you find a slimy aquatic horror within. With a fishy stench and a revolting aspect, it oozes into the water and you lose your lunch. Lose 1 Healing Surge.
10           You come across a deserted boat. Make a Saving Throw. On a success, it is unclaimed and you gain a Pinnace (Adventurer’s Vault, p. 19). On a failure, the true owner of the boat appears and reports you to the local authorities.
11           You see men of questionable character guiding one of the wizards from the local mages’ guild  toward the edge of the dock, and his hands are tied! The wizard pleads to you for help with silent eyes. If you aid him, make an Intimidate check, Moderate DC by level, to scare off the men. On a success, you chase them off quickly, and the wizard owes you a favor in the form of a free casting of any one ritual that he knows. On a failure, the men decide to slog it out with you in a fight and you lose 2 Healing Surges.
12           Walking along the dock you see something floating in the water near the edge of the dock. If you reach for it, make a Saving Throw. On a success, you dredge up something useful. Describe an art object that you have found worth gold coins equal to 10 times your level squared. On a failure, you pull to the surface a kraken tentacle that immediately wraps around your neck and strangles you: + Level +3 vs. Reflex; Normal High damage by level.
13           Seeing a wooden box drift by, you seize your chance and cling to it. Once ashore, you realize that the box is a coffin. Until you give the body a proper burial, you are cursed, and take a -2 penalty to all skill checks, ability checks and saving throws.
14           A young man from a nearby village has been swimming out by the rough waters, but now finds himself struggling to stay afloat. Make an Athletics check, Easy DC by level, to pull him out of the water. On a success, you drag him to safety and gain the Commoner NPC Ally. On a failure, the man disappears beneath the waves.
15           A rowdy dock hand doesn't like the looks of you, and challenges you to a fistfight. Make an unarmed attack against an AC of 12 + Level. On a success, you learn from your successful brawl and gain a +1 power bonus to unarmed attack rolls and grab attacks. On a failure, the dock worker beats the tar out of you and you lose 2 Healing Surges.
16           After a brisk swim in the murky river, you emerge to find yourself covered in brown, bloated leeches. Shuddering in the cold morning air, you begin the laborious task of pulling the squirming, glistening parasites loose one at a time. Lose 1 Healing Surge.
17           You notice a piece of wood floating in the water; carved into it is the name of a ship long since sunk. As you touch it, visions of the drowning passengers' last moments of life flood through your mind. It makes an attack against you: + Level + 3 vs. Will; Normal Moderate psychic damage by level.
18           This area has always smelled foul, but today something in the river smells absolutely noxious. Make an Endurance check, Moderate DC by level, to hold back from retching. On a failure, you hurl all over the wooden docks and lose 1 Healing Surge.
19           If your lowest defense is Fortitude, a crew of roustabouts mocks you for your "book learning" and begins to push you around. Lose 1 Healing Surge.
20           Talking with the locals, you hear the curious tale of Enoch Conger, a local man who once claimed to have caught a mermaid. Make a Diplomacy check, Moderate DC by level, to convince the locals to tell you more about the story. On a success, you hear the more disturbing version of the story, which ends with webbed footprints leading into the sea and a drowned old man. Take Normal low psychic damage by level as the disturbing imagery haunts you.

Burglar                                            NPC Ally (Level __)
HP 1; a missed attack never damages a burglar.
Armor Class 13 + Level; Fortitude 10 + Level, Reflex 13 + Level, Will 12 + Level
Guarded By Heroes + At‐Will                                               
Trigger: The burglar is hit by an attack and you are adjacent to her.
Effect (Immediate Interrupt): You are hit by the attack instead.
Hustle It! + At‐Will                                                                     
Minor Action
Effect: You command the burglar to take a move action (Speed 6; climb 3).
Go On, Burgle Something + Property                              
The burglar grants all allies within line of sight a +1 power bonus to Thievery and Stealth checks.




Annoying Foreigner                                     NPC Ally
Guarded By Fate + Property                                                  
The annoying foreigner can never be the target of any attack.
Hustle It! + At‐Will                                                                     
Minor Action
Effect: You command the burglar to take a move action (Speed 6). You cannot command the annoying foreigner into a square of hazardous terrain.
Always Getting In The Way + Property                           
Each ally who has line of sight to the annoying foreigner treats all natural 20 die rolls as if they were a natural 1.
Just Won’t Leave + Property                                                
The annoying foreigner will only leave your party when you have reached 3 Milestones.
                 q  q  q


Commoner                                      NPC Ally (Level __)
HP 1; a missed attack never damages a commoner.
Armor Class 12 + Level; Fortitude 10 + Level, Reflex 10 + Level, Will 10 + Level
Guarded By Heroes + At‐Will                                              
Trigger: The commoner is hit by an attack and you are adjacent to him.
Effect (Immediate Interrupt): You are hit by the attack instead.
Hustle It! + At‐Will                                                                     
Minor Action

Effect: You command the commoner to take a move action (Speed 6).
Helpful Distraction + At‐Will                                                 
Standard Action or Opportunity Action
Attack (one creature): Melee 1; + 3 + Level vs. AC
Hit: 1 + Level damage

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