Saturday, July 27, 2013

My version of DCCRPG Table 1-3 (Occupations)

Hey folks,

This post serves two purposes:
1. As the title suggests, I'll be posting a copy of the table.
2. I also wanted to make mention that I've updated the 'rulings I've had to make' entry to reflect the most current version of my house rules.  To which I've added a great deal of new material to further flesh out the non-human races and introduce the half-orc character class... because my version of table 1-3 is devoid of half-lings: so is MyÁereth.




Replacement for Table 1-3:
For the following rules adjustments and additions which require rolls, all are modified by luck and any other conditions the Storyteller deems appropriate.  Both the table and the material below assume the user has access to Critters, Creatures, & Denizens and are unique to MyÁereth setting… and are nearly useless for anyone not using this or a similar paradigm. 


Roll
Occupation
Trained weapon
Trade Goods
Notable skills
1
Alchemist
Staff
Oil, 1 Flask1
Knows how to make alchemical items
2
Animal Trainer
Whip
Pony
Knows about animals
3
Armorer
Hammer (as club)
Iron Helmet
Knows how to make and repair armor
4
Astrologer
Dagger
Spyglass2
Knows obscure lore
5
Barber
Razor (as dagger)
Scissors

Knows about healing and basic hygiene,
Jar w/ 1d3 leaches
6
Beadle
Staff
Holy Symbol
Knows divine lore, and information about their god specifically
7
Beekeeper
Smoke-pot
Jar of Honey3
Knows about insects & horticulture
8
Blacksmith
Hammer (as club)
Tongs
Knows about making and repairing metal tools and weapons
9
Butcher
Clever (as axe)
Side of Beef
Knows about preserving/ processing meat
10
Caravan Guard
Short Sword
Warm Cloak
Knows how to pilot a wagon/cart. Knows tactics and how to fight in large formations; gains +1 to attacks and damage for every 3 soldiers, mercs, Squires, Nobles, or caravan guards attacking en mass.
11
Cheesemaker
Cudgel (club)
Stinky Cheese
Knows about fermentation and fungus
12
Cobbler
Awl (as dagger)
Set of Boots
Knows about shoemaking and local rumors
13
Confidence Artist
Dagger
Quality Cloak
Forge Document & Disguise (as thief)
14
Cooper
Crowbar (as club)
Barrel4
Knows about Woodwork & shipping things
15
Costermonger
Knife (as dagger)
Fruit Cart5
Knows about horticulture & rumors
16
Cut-purse
Dagger
Small Chest6
Pick-pockets & Sneak Silently (as thief)
17
Ditch Digger
Shovel (as staff)
1lb of dirt
Knows about tunneling and some lore of underground environments
18
Dwarven Apothecarist
Cudgel (as staff)
Steel Vial of7
Dwarf abilities, knows about healing and basic chemistry, etc.
19-20
Dwarven Blacksmith
Hammer
Mithril (1oz)
Dwarf abilities, can make and repair metal tools, weapons, and armor with great skill. Can use gear-work
21
Dwarven Chest maker
Chisel (as dagger)
Block of wood (5lbs)
Dwarf abilities, Knows carpentry
22
Dwarven Herder
Staff
Random Animal8
Dwarf abilities, Knows mountain survival skills
23-24
Dwarven Miner
Pick-axe9
Lantern
Dwarf abilities, Knows mine engineering and refining/ smelting ore
25
Dawrven Mushroom-farmer
Shovel (as dagger)
Filter Mask/  & Goggles10
Dwarven abilities, Knows all about Mycology
26
Dwarven Rat-catcher
Club
Net11
Dwarven abilities, Knows dozens of recipes for rats
27-28
Dwarven Stonemason
Hammer
Block of stone (5lbs)
Dwarven abilities, Knows more about stone & construction than the average dwarf
29
Elven Artisan
Staff
Clay, 1lb
Elven abilities, mastered a type of art/craft
30
Elven Barrister
Quill (as dagger)
Book
Elven abilities, Knows laws and customs of 1d3 races
31
Elven Chandler
Scissors (as dagger)
Candles, 20
Elven abilities, Knows about making candles
32
Elven Falconer
Dagger
Falcon12
Elven abilities, Knows hunting & animal training
33-34
Elven Forester
Short Bow
Arrows, 20
Elven abilities, Knows more about the wilderness than the average elf
35
Elven Glass-blower
Hammer (as club)
Glass Beads, 50
Elven abilities, Knows how to make glass and ceramic tools and utensils
36
Elven Navigator
Calipers (as dagger)
World Map13
Elven abilities, Knows geography and the obscure lore of far off places
37
Elven Sage
Dagger
Parchment, Qill
Elven abilities, Knows obscure lore for 1d3+1 subjects
38
Elven Shepherd
Staff
Random Animal8
Elven abilities, Knows animal lore beter than most elves.
39-47
Farmer
Pitchfork (as spear)
Random Animal8
Has 60% chance to accurately predict the weather; multiply luck modifier  by10% and add to the base to fine out accuracy rate.
48
Fortune Teller
Dagger
Tarot Deck
Minor divination skills14
49
Gambler
Club
Dice
Knows people in low places,
Hide in shadows (as thief)
50
Gongfarmer
Trowel (as dagger)
Sack of night soil, 5lbs
Sneak Silently & Hide in Shadows (as thief)
51-52
Grave Digger
Shovel (as staff)
Skull15
Knows basic funerary rights & undead lore
53
Guild Beggar
Sling
Crutches
Knows Disguise and Sneak Silently
(as thief)
54
Guild Pilot
Cross-bow
Powered-cart16
Guild Secrets, Knows how to pilot a wagon/cart and use gear-work17
55
Half-orc, scout
Hand axe
Rabbit Meat
Half-orc abilities, Knows wilderness and survival lore
56-59
Half-orc, hunter
Club
Random live animal8
Half-orc abilities, Knows how to track and hunt
60-61
Half-orc, mutant
Dagger
Hooded Cloak
Half-orc abilities, Probably has powers, strange abilities
62
Half-orc, blacksmith
Hammer (as club)
Bronze Breastplate18
Half-orc abilities, Knows about making weapons and armor
63-64
Half-orc, cook
Brass ladle (as club)
Brass Stew Pot
Knows how to cook nearly anything and make it digestible.
65
Healer
Club
Holy Water, 1 vial
Knows healing arts
66
Herbalist
Club
Herbs19, 1lb
Knows Herb lore and can make healing poultices and poisons
67
Herder
Staff
Herding Dog8
Knows Animal Lore
68-69
Hunter
Short Bow
Deer Pelt
Knows how to track and survive in the wild
70
Indentured Servant
Staff
Locket20
Sneak Silently (as thief), Knows local rumors
71
Jester
Dart
Silk Clothing
Knows Acrobatics, Juggling, and obscure lore as well as local and foreign rumors
72
Jeweler
Dagger
20gp Gem
Knows Gem cutting/setting and basic non-ferrous metal-working
73
Locksmith
Dagger
Fine Tools
Knows Engineering, Find and Disable traps (as thief)
74
Mendicant
Club
Holy Symbol
Knows divine lore, and basic survival skills
75
Mercenary
Long Sword
Hide Armor
Knows tactics and how to fight in large formations; gains +1 to attacks and damage for every 3 soldiers, mercs, Squires, Nobles, or caravan guards attacking en mass.  Knows codes & laws as well as geography
76
Merchant
Dagger
4gp, 14sp, 27cp
Knows codes & laws as well as geography, and can figure out what things are worth.  Also knows how to pilot a wagon/cart.
77
Miller/Baker
Club
Sack of Flour, 1lb
Knows how to make breads and cakes as well as grinding flour







78
Minstrel
Dagger
Instrument21
Knows geography, obscure lore, as well as read languages (as thief), and may ‘sing for their supper’
79
Noble
Long Sword
Gold ring, 10gp
Knows of current events, may command peasants other than Jesters, and any character with thief skills.  Outranks Squire. Knows tactics and how to fight in large formations; gains +1 to attacks and damage for every 3 soldiers, mercs, Squires, Nobles, or caravan guards attacking en mass.
80
Orphan
Club
Rag Doll
Knows Sneak Silently (as thief)
81
Ostler
Staff
Inn
Knows Sneak Silently, Backstab (as thief)
82
Outlaw
Short Sword
Leather Armor
Knows Sneak Silently, climb sheer surfaces, & Hide In shadows (as thief)
83
Rope Maker
Knife (as dagger)
100ft rope
Knows basic and complex knots
84
Scribe
Dart
Parchment, 10
Knows an extra 2 languages
85
Shaman
Mace
Herbs19, 1lb
Knows divine lore as well as the Patron Bond spell for one patron; and no other spells
86
Slave
Club
Strange looking rock22
Knows Sneak Silently (as thief); roll again on table 3-1 to see what they are/were trained to do, a second result of slave indicates they are a Dancer/Prostitute.
87
Smuggler
Sling
Waterproof sack6
Has knowledge of faraway places; Knows Sneak Silently, Forge Document (as thief) as well as how to pilot a wagon/cart
88
Soldier
Spear
Shield
Knows tactics and how to fight in large formations; gains +1 to attacks and damage for every 3 soldiers, mercs, Squires, Nobles, dwarfs, or caravan guards
89
Squire
Long Sword
Steel Helmet
Knows of current events, may command peasants other than Jesters, and any character with thief skills.  Knows tactics and how to fight in large formations; gains +1 to attacks and damage for every 3 soldiers, mercs, Squires, Nobles, or caravan guards attacking en mass.
90
Tailor
Scissors (as dagger)
Fine suit of clothing
Knows arithmetic and geometry, as well as local and foreign rumors
91
Tax Collector
 Long Sword
100cp
Knows how to intimidate people as well as how to pilot a wagon/cart.
92-93
Trapper
Sling
Badger Pelt
Knows wilderness lore
94-95
Urchin
Club
Begging Bowl
Knows Hide in Shadows (as thief)
96
Weaver
Dagger
Fine Rug
Knows how to tie knots
97
Wainwright
Club
Push Cart23
Knows how to pilot a wagon/cart as well as how to use gear-work
98
Wizard’s Apprentice
Dagger
Black Grimoire24
Knows arcane lore.
99-100
Woodcutter
Hand axe
Bundle of wood
Knows wilderness lore and survival skills

Rules Addenda:
1.   Oil and flask – 5ft radius area from impact; DC10 Reflex save to avoid; flammable if ignited, 1d4 points of fire damage for 1d3 rounds.  otherwise it’s still slippery and provokes a DC13 Reflex save or victim trips and falls prone.  They cannot stand until they succeed at this check or wash themselves clean.  The check must be made every round the victim is standing until it is washed off with at least 10 gallons of water.

2.   Spyglass – allows viewer a (4x) multiplier to spotting distance, and a general +1 bonus on spot and search checks for distances beyond 100ft.

3.   Jar of Honey – aside from its nutritive value, it makes a good short term adhesive and has antiseptic properties, granting a +1 bonus to a healing check.

4.   Barrel – Roll 1d16 to see what is inside:  (1) Fresh water, (2) Spoiled water, (3) Vinegar, (4) Pears, (5) Wine, (6) Grain, (7) Ale,
(9) Arrows, (10) Lard, (11) Exotic Spices, (12) Fuel/lamp Oil, (13) Gherkins, (14) Salted meat, (15) Vegetable oil, (16) Pickled Eggs

5.   Random types of fruit – Roll 1d12, 3 times to see what they have: (1) Apples, (2) Bananas, (3) Cranberries, (4) Grapes,
(5) Strawberries, (6) Raspberries, (7) Blackberries, (8) Coconuts, (9) Nectarines, (10) Papayas, (11) Pineapples, (12) Mangos.

6.   What’s in the small chest?  If they get passed the DC15 lock: Roll 1d10; (1) cursed gem worth 100gp, (2) 1d10 Stolen gems worth 100gp each, (3) 1d3 Arcane Scrolls, (4) 1d3 Divine Scrolls, (5) Secret government Documents, (6) The King’s long lost crown,
(7) 1d100x5 GP, (8) Treasure Map wanted by pirates, (9) +1 Magic dagger, (10) Lock DC is 20, Imprisoned faerie Prince/Princess

7.   Dwarven Apothecarist are renowned for their skill at concocting strange and powerful elixirs.  These concoctions can be created via a recipe that requires rare ingredients, 100gp, and 2d3+1 days to prepare.  The Apothicarist must succeed at an intelligence check with a DC = to the DC of the draught they are creating, or 15, whichever is greater.  At present the dwarf has a Steel vial of …Roll 1d12: (1) DC20 poison causing 2d6 STAM damage, (2) DC15 poison causing 2d4 STR damage, (3) DC15 poison causing 1d6 Agility damage, (4) DC13 poison causing 1d4 INT damage, (5) DC13 poison causing coma like sleep for 2d12 hours,
(6) Antidote – this powerful purgative can remove any natural venom or poison.  It grants the imbiber a new save against the toxin with a +5 bonus. (7) Vitality – this liquid restores 1d4 hit points.  (8) Stimulant, +2 on checks versus fatigue or sleep effects, (9) Brain booster, grants a temporary +2 bonus on spell casting checks for 30 minutes, then a -1 on spell casting checks for 1 hour. (10) Liquid Jitters – this concoction amps the reflexes, granting +2 on initiative checks and Reflex saves for 30 minutes then a -1 on initiative and reflex saves for 1 hour. (11) Liquid Muscles – this tincture grants +2 on attacks and damages for 30 minutes and then inflicts a -1 penalty to these functions for 1 hour. (12) Elixir of vibrant health grants the caster +10 temporary hit points that are used before natural hit points and a +2 bonus to Fortitude saves; bot the temporary HP and the bonus fade after 30 minutes and then the imbiber suffers -1 penalty to Fortitude saves for 1 hour.  They also take 2 points of damage that heals normally.  

8.   Random Farm Critters: roll 1d14 modified by luck
Roll
Critter
CCD Page Number
1
Battle Chicken, (hatchling the size of a normal chicken)
43
2
Swan
43
3
Dove
45
4
Goose
46
5
Cow
56
6
Chicken (normal)
43
7
GoatD, H
131
8
OxH
56
9
PigD, H
53
10
Duck
46
11
Pigeon
51
12
SheepE, H
185
13
MuleD
172
14
HorseE
141
D= Dwarven Characters whose roll indicates a goat may use stats for a mountain goat. Likewise they may use the stats for wild boar if their roll indicates pigs, and they always have a dwarven mule if one is indicated.  Dwarven mules are normal in all respects, except they have darkvision out to a range of 60ft and they aren’t afraid of underground environments.

E= The sheep given to elven characters is incredibly special, and valuable.  Elven sheep are cross bred with earth elementals and their wool may be processed into strands of mythril yarn/thread.  Likewise, if an elven shepherd is given a horse, and the character succeeds at a DC20 luck roll, then it is a winged horse (CCD142). If they succeed at this check with a 25+ then they have a young Unicorn (CCD216).

H= Half-orc hunters will have the wild versions of these critters.










9.   Pick-axe – New weapon that may be used as either an axe or as a pick and this is declared prior to the attack.  As an axe it does 1d8 damage and has the abilities of any other axe EXCEPT that it isn’t balanced for throwing.  As a pick the weapon does 1d6 points of damage; & adds +1 to the results of any critical hit result.  On an unclaimed MDoA die result of 3+ it will ignore half the target’s armor value. Weighs 6lbs, costs 12gp.

10. Filter mask & Goggles – New equipment that grants the wearer +1 on any saves versus dust, pollen, spores, and toxic gasses.  It weighs 3lbs, costs 50gp and prevents character from wearing any other head or face gear.

11.  Net – Undefined equipment – that ignores the target’s bonus from armor class.  If caught in a net, the victim must succeed at a Reflex save or Strength check with a DC = attack roll or they are tripped and fall prone.  Critical failure indicates the victim is rendered completely helpless.  Weighs 3lbs and costs 7gp for every 5ft hex it covers.  Range is = 5ft/ 10ft/ 15ft for a medium sized character.  Add 5ft to each category for each increase in the thrower’s size class; small characters default to this range and may not throw any net larger than that which covers a single hex.

12. Falcon  – Undefined critter – Use the stats for a small eagle (CCD47), but these falcons have an intelligence score of 9 for elven version.  In general falcons have a fly speed of 750ft/rd, Acceleration is 200ft/ round, Deceleration is 300ft/rd, Glide is 5ft, and they may hover for up to 6 rounds.  These falcons may dive from as much as 2000feet or more and prefer hunting other birds rather than ground animals.  These specialists cause triple damage when using their Aerial Predator ability and they subtract 1 from the DC when attacking an aerial target, but they add two to the DC versus ground targets and falcons do not have the “cry of the hunter” ability of eagles.

13. World Map…  Self-explanatory, but the Storyteller should feel free to hand out whatever map(s) are needed / accessible for the adventure.

14. Minor divination skills – This ability may also be given to the Mendicant, Beadle, Elven sage, and the Astrologer characters at the Storyteller’s discretion, but only the first successful augury attempt on any given subject counts as real if multiple checks are made on the same question or subject.  Character rolls a knowledge check with their action die + INT modifier + misc. modifiers (if any) and check the result against the Second Sight spell (CR267).  This may be done once per day by each character regardless of success or failure.  A standard failure indicates the Scrying attempt causes 1 point of temporary intelligence damage that heals normally.  A critical failure indicates that they suffer 1d4 points of intelligence damage, half of which (rounding up) is permanent.  A critical success indicates that the character gains a +2 bonus to the augury’s results. 



15. Skull… Mostly this is just a creepy plot for the players, and/or a convenient place for the Storyteller to add a clue or game-hook; but if the character succeeds at a DC 13 luck check, the skull is human, but with nothing extraordinary about it.  Success at a DC18 luck check indicates the skull is haunted by its former occupant.  In this case roll a second time on table 1-3 to see who/what this person was and what they might know about. If the character succeeds at a DC 19 luck check, then the skull belonged to a character with 1d3 class levels.  A successful DC20 luck check indicates that the skull belonged to a character with 2d5 class levels.  Whether the spirit is cooperative or friendly is up to the storyteller.

16. Powered Cart…  For all intents and purposes, this is a standard 10ft wide by 15ft long wagon, the wooden spoked-wheels are set to give it about 2-3ft of clearance.  It has a wooden bench at the front and wooden panels to create the bed and tail-gate like any other wagon of its type and it even has a rudimentary suspension system.  However this wagon cannot be hitched to a dray-team, instead this vehicle has a circular wheel and a series of levers and pedals arranged on one side of the drivers bench.  These strange devices attach to a quazi-mechanical/ magical box situated in the middle of the front axle bearing the label “GnomeTech” on an ornate brass boilerplate.  Neither the wagon nor the curious character will survive the opening of this box.  If used properly, the cart will trundle about as a speed of 80ft per round, it can accelerate at a rate of 20ft/ round and may decelerate at twice this rate.  They need to be “inspected” every 6 months by a Guild Engineer, but otherwise the “motivator” does not need to be refueled or maintained.

17. Gear-work – refers to any device or construction that utilizes gears, springs, and/or steam power to automate or enhance the properties of a tool or weapon.  Such devices are complex and fragile and require a certain level of mechanical aptitude or training to use and maintain this type of equipment.

18. Bronze Breastplate – New Armor type – character also gains matching bracers and greaves.  Combined and worn over normal clothing this grants +3AC, has a Physical check penalty of -2, and a fumble check of d10, costs 30gp and weighs 35lbs.  Steel versions grant +4AC, has a Physical check penalty of -2, and a fumble check of d8, costs 50gp and weighs 25lbs.

19. Herbs… Roll 1d10 and Healers gain an additional +1 bonus to modify this roll; (1) dangerously poisonous; DC20 Fortitude save or victim dies. (2-3) Mildly poisonous; DC15 Fort save or 2d6 stat damage of some kind (Storyteller’s choice), 4-5= good quality fresh cooking herbs. (6-7) Good quality dried cooking herbs. (8-9) Medicinal herbs granting +1 on one healing check. (10) As result of 8-9 but there is enough for 2d3 applications.

20. Locket…  Mostly this is just a convenient place for the Storyteller to add a clue or game-hook; but if the character succeeds at a DC 13 luck check it is worth 25gp.  If the character succeeds with a 15-17 then the locket is worth 100gp; but a success of 18-19 indicates that the locket grants a minor power or skill bonus.  A result of 20+ indicates the locket grants a +1 bonus to any one ability score, the choice is up to the player, but it is permanent.  The bonus is lost if the locket is stolen or broken.

21. Random instrument… Roll 1d10 modified by luck for each column unless directed otherwise by the instructions or the Storyteller:
Roll
Instrument type
Sized for**
Quality
Acquired by…
1
Pair of Spoons or Finger Cymbals
Tiny creature
Horrible; -3 on skill check
Theft
2
Harp, grand (medium sized object)
Tiny creature
Terrible; -2 on skill check
Theft
3
Gong
Small creature
Shabby; -1 on skill check
Theft
4
Horn, no valve stops
Small creature
Adequate
Winning a shady bet
5
Lute, 6 strings
Medium creature
Adequate
Winning a shady bet
6
Minstrel sings or chants* 
Medium creature
Adequate
Winning a competition
7
Horn, with 1d5 valve stops
Medium creature
Adequate
Winning a competition
8
Drum
Medium creature
Good; +1 on skill check
Inheritance
9
Flute
Medium creature
Fine; +2 on skill check
Inheritance
10
Xylophone
Large creature
Superior; +3 on skill check
Purchased legally
*If the Pilfer Voice spell is in play, it is possible for voices to be stolen and given as objects, otherwise no need to roll for legal status.


** Instruments that are too large or too small impose a -1 penalty per step of different size the instrument was designed for.

Perform Check: The minstrel rolls action die + PER bonus + level to perform any song or use their musical instrument.  There are modifiers for the conditions, weather, indoors/outdoors, and listeners having helmets, listeners are covering their ears, etc.

Singing for your supper:  A minstrel may sing and entertain the masses with songs, jokes, riddles and news of the the world byond the local village in order to gain food and lodgings in most civilized lands.  Players are encouraged to compose ditties as often as possible, but for game purposes the effects can be reduced to the following generic song results table.  The minstrel performs for at least 1 hour and then makes the perform check.
Dice Roll:
Effect
Natural 1
Minstrel has offended the audience so badly that they are pelted with rotten food & such and must flee.  They make a luck roll Vs DC= 10; failure means they must flee the town or district if it is a large city!
1-7
Accidental Parody: The Minstrel has either chosen the wrong song for the wrong crowd, or otherwise mangled a time-honored classic; regardless they are pelted with rotten food & such and must flee the stage and will NOT be getting fed tonight!
8 - 9
Song performed poorly:  The Minstrel has performed well enough to earn some scraps of food and a patch of rug next to the fire, but will have to share it with the dogs.  Anyone else with the Minstrel will pay for their accommodations at +20%.
10 - 14
Competent performance:  The Minstrel has managed to catch the attention of the audience and even draws a few folks from the street.  The ostler is pleased and grants basic food and lodgings to the Minstrel & friends at half price
15 - 19
Precise Performance: The Minstrel has engaged the audience and has attracted enough folks from the street to impress the owner of the establishment.  The Minstrel their companions may stay for free.
Natural 20
Harmonic Convergence:  The Minstrel has managed to pick just the right song and has performed it in just the right way to evoke profound emotions in the audience. It is a performance that will live in their memories forever and any interactions the Minstrel has with these folk will always start at “friendly” in their opinion of the Minstrel & company.  This is usually enough to garner a 15-20% discount on services or perhaps volunteer important information, etc.
20 – 25
Strong performance:  The Minstrel has wowed the audience and has attracted enough folks from the street to greatly impress the owner of the establishment.  The Minstrel & their companions may stay for free and gain a +1 on all attempts to gain information as well as a one time 10% discount on supplies the ostler might have on hand.  The Minstrel earns an additional fee = their perform check result + their level + PER bonus in copper as their share of the nights proceeds.
26 – 30
Masterful Performance:  The Minstrel has stunned the audience and has attracted a standing room only crowd.  The owner of the establishment is so impressed that the Minstrel & company will stay for free at this establishment for the rest of the week if they need the rest; with the implication that the Minstrel will perform at least once more at a +2 on the check.  The Minstrel earns an additional fee = their perform check result + their level + PER bonus in silver as their share of the nights proceeds.
31+
Virtuoso Performance:  The Minstrel has stunned the audience and has attracted a standing room only crowd.  The owner of the establishment and the folk in the audience are so impressed that the Minstrel & company will stay at free at this establishment for the rest of the month if they need the rest; with the implication that the Minstrel will perform at least once more at a +4 on the checks.  The Minstrel will always have a +2 on perform checks when they stay at this establishment in the future.  The Minstrel & their friends will be able to gain a 10% discount on services from anyone in the audience.  The Minstrel earns an additional fee = their perform check result + their level + PER bonus in gold as their share of the nights proceeds.

22. Strange looking rock – Roll 1d10; (1) long lost piece of a dead god, it will teach the owner of the rock the name of that god granting a +2 bonus on all divine casting checks as long as the owner of the rock sacrifices one sentient being to the dead god on each full moon.  (2) Miniscule Earth Elemental – it has all of the senses and movement abilities of a normal elemental, but it can only speak to its owner and has no combat ability unless thrown like any other rock. (3) Lump of Orriculum – grants +1 on arcane casting checks, but the owner must succeed at a DC13 Fort save once a month to avoid mutation/corruption.  (4) Lump of Star-metal – there is enough here to make one short sword, or two daggers. (5-6) It’s just a rock, but it can be used as an improvised hammer or club causing 1d3 + strength modifier in bludgeoning damage.  (7) Lump of particularly potent Loadstone – requires DC11 STR check to pull it away from metal items.  (8) Lump of Phosphorescent rock – if left to sit in sunlight, it will absorb enough energy to glow softly in the dark for half that time.  Regardless of how long it will last in the dark, the duration is divided roughly in thirds: during the first it glows as bright as a lantern, during the second segment it glows as bright as a torch, for the last third of its glow time it is no brighter than a candle. (9) Geode – if it remains unbroken then it becomes a conduit for arcane knowledge from the invisibly small universe that resides within.  If it is broken, it summons a type 3 demon with 5d12HD.  This demon will perform one task for the creature who freed it, but then it is unbound and free to act as it wishes. (10) If broken it reveals that there is a raw gem inside this can be sold for 2d30gp, or it can be cut and polished to enhance its value, Storyteller will set conditions, DCs and final cost outcome.

23. Push Cart…Roll 1d12; (1) Tomatoes, (2) Nothing, (3) Straw, (4) Your dead, (5) Dirt, (6) Rocks, (7) Bricks, (8) Dung, (9) 1d6 barrels, see entry #4. (10) 1d4 small chests, see entry #6, (11) Sack with 3d30 platinum coins stolen from the local bank (or equivalent) (12) Roll 1d24 and consult this list of foot-notes, and a further result of 23 indicates the cart is empty.  A result of 7= one steel vila of… is found, a result of 14= Tarot deck is found, 16= there is in fact a Powered-cart in the cart!  It has the additional power that it collapses down to a crate the size of a 5ft cube in 5 rounds.  Re-expansion to normal size takes the same amount of time. A result of 17= small clockwork item/weapon of the Storyteller’s choice.

24. Black Grimoire… This book contains everything a character needs to become a wizard, how to cast, why it works, starting spells, and player’s choice of patron.  Character makes a luck check and on a result of 20+ the book is also a complete copy of Liber Arcanum…