SHIP’S CARGO CHARTS


On the high seas, an encounter
with an alien merchant ship leads to a brisk battle, after which the victorious
party examines the cargo hold to determine their booty. This
captured treasure can turn out to be either highly valuable or next to
worthless.

Small merchant ships can hold up to
twelve units of cargo, while large merchant ships can hold up to thirty
units. Roll 1d12 for each kind of treasure possible. The DM should determine how many units will be awarded to the playing characters based on the size of the ship.


HIGH SEAS CARGO CHART (1d12)

  1. COOKING SPICES: Bags of Pepper, Cinnamon, and Cloves worth 500 gold per unit.
  2. SILK: Rolls of fabric worth 1000 gold per unit.
  3. PRECIOUS STONES: Small sacks of Amber, flint, jade, marble, and emeralds worth 1000 gold per unit.
  4. TEAK: Bundles of precious wood worth 300 gold per unit.
  5. BARLEY TEA: Barrels of tea leaves worth 350 gold per unit.
  6. COTTON FABRIC: Bolts of fabric worth 250 gold per unit.
  7. FLOUR: Bags of fine flour worth 200 gold per unit.
  8. BITTER ORANGES: Baskets of oranges worth 250 gold per unit.
  9. CABBAGE: Baskets of cabbage worth 150 gold per unit.
  10. COOKBOOKS: Boxes of these books worth 750 gold per unit.
  11. HERRING KIPPERS: Boxes of seafood worth 350 gold per unit.
  12. SALTED MEATS: Hung by hooks, this meat is mainly Peafowl worth 300 gold per unit.

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THE AUTOSCRIBE

 

The autoscribe is an arcane caster’s dream: a writing device that can make spell scrolls day and night. Like all devices seemingly too good to be true, though, it comes at a price in XP and materials. This device was created for “Clockwork Wonders” by in 2001.

Appearance

The autoscribe resembles a scribe’s writing desk. It’s taller than it is wide, with three pewter inkpots built into the top, a sloping writing surface, and a metal-nib attached to a series of writing arms and levers. When in operation, it hums and scratches while moving the nib slowly across the paper. It can make use of gold illumination, magical inks, and even special colors and waxes to create the perfect arcane scroll. Its three arms are attached to the top and side of the writing surface and can reach a set of interchangeable quills and inkpots in its interior.

Use and Powers

To use an autoscribe, a spellcaster must use the attached metal quill to write out a fair copy of a spell scroll in the usual way, and make a successful Concentration check (DC 20 + spell level) while doing so. If successful, this process “teaches” the autoscribe that spell. An autoscribe can contain 10 spells in its internal collection at any time; if it already has 10 spells, it cannot learn more until one or more spells are removed. It can be taught arcane or divine spells, but not both at the same time. A divine caster wishing to teach it divine spells must clear out the entire collection if there are arcane spells in the machine’s collection. Casting an erase spell on an autoscribe removes one spell from its collection, while casting a feeblemind on it removes all spells from its collection.

Once taught a spell, the autoscribe knows how to make additional copies of that scroll. Any spellcaster who has that spell on her class spell list can command the autoscribe to make usable scrolls of it. The copies take 1 hour per spell level to create instead of the usual 1 day per 1,000 gp value of the scroll, and the user must spend one additional hour loading the autoscribe with the appropriate materials. The materials cost half the gp value of the scroll, as usual for making scrolls, and the autoscribe can hold enough materials to make 10 copies of all 10 of the spells in its collection before needing to be reloaded. The XP cost for the scroll is doubled (so spell level x caster level x 2), and must be paid by the spellcaster commanding the autoscribe. Spell scrolls are created at the minimum caster level for the spell in question, and the autoscribe can only put one spell on a scroll.

An autoscribe can be commanded by non-spellcasters using Use Magic Device with a successful check DC (20 + caster level of the scroll to be produced). If the check fails, the autoscribe jams or otherwise becomes damaged by the attempt and must be repaired by an artificer. The cost in XP for non-casters is twice the cost that a legitimate spellcaster pays, and the non-caster must still supply the materials if the autoscribe is out.

TRADE GOODS, TRINKETS, AND TREASURE

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Random Trasure Table (d20)

  1. Alchemist Goggles  (DM assigns any properties)
  2. Longbow +1/+1
  3. Masterwork Hurdy Gurdy (2 handed instrument)
  4. Quail eggs  (1d12 dozen)
  5. Coil of hemp rope, 50 feet length
  6. Fireworks (1 bundle)
  7. Keg of Dwarven Ale
  8. Tanned Buckskin Leathers
  9. Pipe Tobacco (Bag, 1d6 lbs.)
  10. Bandolier with 1d6 daggers or darts
  11. Wrist sheath with Returning Dagger
  12. Bottle of Elven Wine
  13. Wool (Trade Good)
  14. Bronze Belt Buckle
  15. Custom Signet Ring
  16. Traveling Cloak
  17. Masquerade Mask
  18. Salted Pork (Bag) 1d6 lbs
  19. Writ for Combat Trained Horse
  20. Lace Slippers

 

 

PICKING POCKETS

thieftools

SLEIGHT OF HAND

“Sleight of Hand” is one of the 18 skills in 5th edition D&D. It is a Dexterity skill. This is because “Sleight of Hand” also known as Prestidigitation or Legerdemain, is the set of techniques used to manipulate objects secretly. The employment of purely manual dexterity without mechanical apparatus may be distinguished as “Sleight of Hand.”

There are eight principles to the study of “Sleight of Hand.” These include:

  1. Palm – To hold an object in an apparently empty hand.
  2. Switch – To secretly exchange one object for another.
  3. Ditch – To secretly dispose of an unneeded object.
  4. Steal – To secretly obtain a needed object.
  5. Load – To secretly move an object to where it is needed.
  6. Simulation – To give the impression that something has happened that has not.
  7. Misdirection – To lead attention away from a secret move.
  8. Display – To demonstrate an object that is really another.

 In this case, we are focusing on #4 which relates to stealing objects. Occasionally, Playing Characters (PCs) decide that their character wants to steal something from another character. This may be something simple like the situation in a recent episode of Constantine. John Constantine enters a police crime scene and bumps into a police officer. He apologizes, and keeps walking smiling that he’s just stolen the oficer’s identification credentials.  That’s a simple action to resolve.

But what happens if the PC is just trying to steal whatever happens to be in someone’s pockets? They cut a purse, lift a pocket, or simply loot a body. Then the Dungeon Master has to come up with something on the fly. That’s what the following charts provide to Dungeon Masters who choose to use them. Enjoy.


bannerdotskullsVALUABLE ITEMS

When using the Valuable Items table, the Dungeon Master is encouraged to set the worth or value of each item based on the economy of their own campaign setting. However, if all else fails determine the value of the item by rolling 1d6 and multiplying by 100. Meaning if you roll a 6, then the item would be valued at 600 gold.

This chart is designed to provide items that may lead to further adventures and may serve as a hook. At the Dungeon Master’s discretion, these items may lead to another adventure for the characters.

Valuable Items

 % Item
01–15  A small pouch foreign coins.
16–35  A gemstone, cut and polished
36–45  Jewelry
46–60  A key marked with odd runes
61–75  A small ring engraved with ancient glyphs.
76–90  A scroll case containing a treasure map.

91–100

 A small book containing several names and locations.

bannerringCOMMON ITEMS

These are common items that just about any non-playing character might have in their pockets at any given time of the day or night. The items are not really anything wonderful or valuable, but the chart intends to have the items appear odd or different just for novelty.

d%  Common Items
01–03  A small dagger peace-bound in a sheath
04–05  A single iron key with a half-moon symbol on the shaft.
06–10  A comb made from chicken bone
11–15  A holy symbol from a local temple
16–20   A laundry ticket for a local merchant
21–25  1d4 pieces of chalk shaped to look like animals
26–34  A small flute in the shape of a hummingbird
35–37   A deck of playing cards spattered with blood
38–45  A single bar of soap wrapped in cheesecloth
46–55  A glass vial marked “Perfume”
56–60  A healing kit wrapped in a bloody cloth
61–64  A small knife with a dull edge
65–72   A small soft cap rolled in a ball
73–80  A pair of spectacles
81–85  1d4 darts with wax capped points
86–90  A flask with with Elven Wine
91–95  A tobacco pipe and bag of Halfling Sweet Leaf
96   A vial of ink
97–99   A set of lock picking tools
100   A small wooden toy

dndbannerspidersTREASURE

This chart is intended to award the pick pocket with something a little more interesting and useful. The items here are basically either items that would be considered treasure or minor magical items. Prices (worth) are provided for ease but the Dungeon Master can change this according to the economy of his or her own campaign.

 %   Treasure
01–04  A silver Ring of Protection +1
05–09   A bloodstone carved into the likeness of a demon face worth 50 gold
10–13  A pearl worth 100 gold
14–17  A polished jade pendant worth 100 gold
18–21  A small black freshwater pearl worth 500 gold
22–25  A potion of acid resistance. Prevents the first 10 points of acid damage.
26–29  A transparent moonstone gem worth 70 gold
30–32  A small container of healing salve. 2d6 uses. Heals 1d8 per use.
33–34 Vial of Magic Oil. 1d4 uses. Gives a weapon a +1 bonus on attack and damage rolls.
35  A glass vial containing Sanctuary potion. (1 use as spell)
36–39  A finely wrought small gold bracelet worth 50 gold
40  A black velvet mask with numerous citrines worth 105 gold
41–45  A red tiger’s eye gem worth 170 gold
46–49  A brass mug with jade inlays worth 300 gold
50–51  An Elven Silver comb with moonstone worth 150 gold
52–54  A small gold statuette encrusted with gemstones worth 155 gold
55–57  An Eyepatch with mock eye of sapphire and moonstone worth 140 gold
58–60  A moss agate worth 10 gold
61–64  A comb shaped like a dragon with red garnet eyes worth 180 gold
65 A magnifying glass worth 50 gold
66–70  A ring carved of ivory worth 20 gold
71–75  A small hourglass worth 25 gold
76–80  A silver holy symbol worth 25 gold
81–85  A legal deed for a ruined tower on the outside of town
86–90  A small chunk of Darkwood worth 100 gold
91–95  A fist sized Emerald worth 1000 gold
96  A vial of Daylight Oil. 1d6 uses. A drop sheds light as bright as full daylight in a 60-foot radius.
97  A small pouch filled with exotic spices worth 40 gold
98  A pair of loaded dice made of bone worth 5 gold
99  A silver vial containing ambergris worth 15 gold
100 A jeweled electrum ring worth 5000 gold