Friday, March 16, 2018

D20 Pirate Treasures (Low Fantasy Magical/Cursed Items)

 Here are some random artifacts for your crew to find in chests on half-sunken islands guarded by skeletons or anted up at the Liar's Dice table by that shifty looking dude. Since my Revenge campaign is semi-historical and low fantasy, a lot of these objects are moreso based on sailor's myths, sea shanties, and the like.

1. Satchel of Winds: Simple burlap bag tied with a blue ribbon. Used once to move ship 3 hexes instantly.
2. Skeleton Key: Brass key with a menacing skull face. Can be used to pick one lock.
3. Floating stones: Set of four pedi sry looking stones in a black velvet bag. If placed on an object underwater will allow it to float to the surface.
4. Sextant of True-Seeing: Solid gold instrument with an intricate design of a fish tailed unicorn on the side of it with three rings upon its back to hold the eyepiece steady. Sees things how they really are. +1 to Seafaring through fog.
5. Ship in a bottle: Just add water.
6. Wondrous Ram: wooden ram figurine with the words "Truth" and "Lie" carved into each side of it. Telling only truths turns it into an ordinary ram that will follow basic commands. Telling only lies turns it into a sloop. If the PC starts telling the opposite it'll turn back into a figurine.
7. Wisp's Lantern: soft glowing blue light illuminating from an ornate looking lantern. Glows brighter when enemies are near. Throwing the lantern creates an explosion of blue fire, dealing 3d6 damage.
8. Portrait of Orlando: A beautiful painting of someone of the opposite sex. Looking closer the features kind of resemble the  PC. If they die, the  PC is revived wherever the painting is kept but as the opposite sex. The painting will no longer have anyone in it.
9. Ethereal Mug: A stone tankard inscribed with glowing runes. Drinking a liquid from this mug allows the PC to become completely immaterial and immune from harm. However, in this ghostly form they cannot attack or pick things up.
10. Atlantean Tunic: Ancient scalemail shirt (+1 or 2 AC) that grants the wearer the ability to turn into a mermaid for 1d6 hours. Same abilities/drawbacks as mermaid class.
11. Voodoo Clay: Easily moldable earth found in a cloth pouch. It can be formed into 1 human-shaped figure that acts as a voodoo doll towards it victim. Can do damage but never kill.
12. Devil’s Fiddle: Playing this mahogany instrument cuts everyone’s Sorrow in half (rounded down) and gives +1 morale for Day. Crew will lose next battle. The devil himself will also be hunting it down. 
13. Stone Parrot: Ancient Aztec tape recorder. Parrot effigy carved out of granite with a button on the chest. Once pressed can recall up to one minute of noise. Cannot fly. 
14. Gold Statue of Famine: Solid gold statue of Aztec goddess with ruby eyes. Can be sold at a port for Insta-level up. First day on ship spoils all Provisions. Second day Munitions are ruined. Third day Wood is too damp to make repairs. Invites all manner of creatures and enemy ships to current hex.
15. Spyglass of the Eagle: Can roll Wis to scout out nearest Hex to the bow of the ship, previewing what encounter lies there. 
16. Poisoner’s Cabinet: 1d8 vials of various poisons: Knockout powder, Spider venom, Widow’s Woe, Madcap mushrooms, Beserk balm, Fighters Respite along with 1 Antidote.
17. Mask of Perfect Masquerade: instant disguise as a person you know that lasts an hour. 
18. Everlonging Perfume: use to Charm one person. 
19. Ishmael’s Incense: burning this incense at night gives the Whaler insight into where a nearby Adult or Monstorous whale is located. They get a +2 on attack’s against this whale 
20. Blarney Tankard: Automatically win CHA checks but extremely drunk, failing all DEX checks. Make a CON check before engaging in anything too crazy, fail and be violently ill the rest of the night

BONUS: Brawler's Bear: tattoo enchantment. Once per island, PC can challenge stranger to an unarmed brawl. The loser is compelled to give the winner one of their powerful belongings (roll Treasures for NPC). At 5th level, the PC also gains +1 to unarmed fighting. At 7th level, the winner loses half their Madness rounded down, loser gains that much.

Thursday, March 1, 2018

Dearest ████████,



January 17th, 1936

  Congratulations! You have been selected for induction to the Society of Historical Recovery. Your skills and abilities have long been observed and have been found fit for our organization. We would like to invite you to our opening ceremonies taking place in █████████████, where there will be refreshments and amenities available. 

  Unfortunately, the celebrations may be short. We have received word that the Japanese paramilitary group, ███████████████, has discovered the fabled █████████████ and is en route to Peking by way of rail through Manchuria. A plane will be at the ready to bring you and your colleagues to █████████ and using your aforementioned impressive skills and abilities will secure said artifact from the hands of evil.

  We thank you for your cooperation and immediate response to this letter.

Sincerely,
Z