100 Pieces of Flotsam and Jetsam To Find On A Beach - Supplement for Zweihander
At some point¸ characters may travel to areas beside the sea¸ such as beaches¸ whether sand or otherwise¸ or rocky coastlines. These areas will have items that have been lost at sea¸ thrown overboard or otherwise wound up in the water¸ that have since been washed up upon the shore¸ along with other items that could be found in such areas. items may still be floating in the sea when found¸ or could be stranded above the high tide line.
Some of the items found may be useful or valuable¸ others may be dangerous and some may simply be junk - unless players get creative. Various results have names of NPCs or locations; such proper names can be replaced for ones appropriate to the campaign world in question if desired. Some results could be used as adventure hooks if desired¸ or perhaps they could simply be red herrings.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
A mollusc-shell shield. (As a shield¸ it has the following properties: One-handed; Defensive¸ Protective; Enc. Value: 1; Price 10gc. The shield also has a magical property: Category: Armour; Type: Shield; Effect: On activation¸ the shield allows the user to walk on water as the prayer for 6+[WB] in minutes once per day. Activating the bottle requires a (Routine +10%) Incantation Test; Critical Success: As above¸ except the duration is doubled; Critical Failure: The user will sink to the bottom of the water and will need to be pulled out.) A coral tiara worth 20gc. No locals will buy it¸ though¸ as they believe it belongs to the princess of the waves¸ and do not wish to be the person she comes to claim it from. A human skull. It's been picked clean by the fish and crabs¸ but a (Routine +10%) Heal Test reveals that the deep grooves in the cheekbones and around the eye sockets were made by the dead man's own hands. An iron-bound trunk. With a (Challenging -10%) Skullduggery Test¸ or a (Challenging -10%) Athletics Test to break the lock¸ the party finds mouldy dresses¸ and soaked silks. A (Hard -20%) Awareness Test reveals a false bottom. Inside the false bottom is a key ring with three keys¸ and a still-legible note that reads¸ Iron for the sea gate¸ bronze for the mountain fast¸ and gold for the old king's treasure hold. 5 sets of rusted iron manacles. Closer examination reveals these are the kinds of chains used on slave ships.
Two pages are the front and rear covers and half a page is ads.
At some point¸ characters may travel to areas beside the sea¸ such as beaches¸ whether sand or otherwise¸ or rocky coastlines. These areas will have items that have been lost at sea¸ thrown overboard or otherwise wound up in the water¸ that have since been washed up upon the shore¸ along with other items that could be found in such areas. items may still be floating in the sea when found¸ or could be stranded above the high tide line.
Some of the items found may be useful or valuable¸ others may be dangerous and some may simply be junk - unless players get creative. Various results have names of NPCs or locations; such proper names can be replaced for ones appropriate to the campaign world in question if desired. Some results could be used as adventure hooks if desired¸ or perhaps they could simply be red herrings.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
A mollusc-shell shield. (As a shield¸ it has the following properties: One-handed; Defensive¸ Protective; Enc. Value: 1; Price 10gc. The shield also has a magical property: Category: Armour; Type: Shield; Effect: On activation¸ the shield allows the user to walk on water as the prayer for 6+[WB] in minutes once per day. Activating the bottle requires a (Routine +10%) Incantation Test; Critical Success: As above¸ except the duration is doubled; Critical Failure: The user will sink to the bottom of the water and will need to be pulled out.) A coral tiara worth 20gc. No locals will buy it¸ though¸ as they believe it belongs to the princess of the waves¸ and do not wish to be the person she comes to claim it from. A human skull. It's been picked clean by the fish and crabs¸ but a (Routine +10%) Heal Test reveals that the deep grooves in the cheekbones and around the eye sockets were made by the dead man's own hands. An iron-bound trunk. With a (Challenging -10%) Skullduggery Test¸ or a (Challenging -10%) Athletics Test to break the lock¸ the party finds mouldy dresses¸ and soaked silks. A (Hard -20%) Awareness Test reveals a false bottom. Inside the false bottom is a key ring with three keys¸ and a still-legible note that reads¸ Iron for the sea gate¸ bronze for the mountain fast¸ and gold for the old king's treasure hold. 5 sets of rusted iron manacles. Closer examination reveals these are the kinds of chains used on slave ships.
Two pages are the front and rear covers and half a page is ads.