Sunday, June 26, 2022

Morrow Project - Liberation At Riverton, A Review

Liberation at Riverton - Wikipedia

My first meeting with the Morrow Project came in the guise of Different Worlds Magazine, Issue 33 which I inherited along with two issues of Dragon, a copy of the AD&D 1e Players Handbook, Moldvay Basic Set, and a handful of modules. The meeting was brief. A short module featuring a plague carrying biker gang along with some Q&A of the authors. But it wormed the game into my brain and eventually I scrounged pdf's for it out of the corners of the internet and read through them. 

And I was charmed. Its an old, idiosyncratic game but interesting in its presentation of details and has some surprisingly well made modules. So as I reread the Morrow Project's books I will be reviewing them, in hopes that this might introduce other folks to the game. 

Now the obvious place to start would be the actual ruleset. But I shall do however I please, and instead we're starting with the very first module, "R001 Liberation At Riverton." 

The Premise 

Players are team members of the "Morrow Project" (a secret enterprise to assist in rebuilding civilization after nuclear war) cryogenically frozen to wait out the imminent apocalypse which indeed, comes and goes. They wake up 150 years later in a 'bolthole' with supplies, armaments, and amphibious assault vehicle. Their mission is vague "fulfill the project's goals: help people, and make contact with prime base and other teams."

The players awaken in the vicinity of 'Riverton' a town of unnamed location*, near a National Guard training camp which was nuked during the war, although the nuke fell south of target. The town was subsequently razed in the war's immediate aftermath during fighting with refugees and marauders. Present day the town has been reduced to numerous isolated farmsteads and a small "town" in the southeast of the old ruins proper. 

Ruling over the locals are the 'Imps' (derived from MP, the contraction of Military Police), remnants of the National Guard unit who had been stationed at the nearby camp. Over the years supplemented and supplanted by recruited vagabonds. They have a stockpile of military equipment, including small arms, mortars, jeeps, three trucks, and three tanks. The Imps spend their time roving about confiscating supplies and terrorizing the locals who are resigned to their fate. 

Into this enter the players.


* The town of Riverton and the national guard camp are in fact, blatant serial number filed off versions of Grayling, Michigan and the nearby Camp Grayling. The regional map itself is an almost 1 to 1 reproduction of the local area (just compare the two on google maps).

Layout & Art

The module is very much a product of its time, and quite home made to boot. Information comes variously in dense, hard to scan blocks or in easy to read, broken up sections. Of spelling errors there are numerous. Nonetheless there's a clear amount of effort put into it, and its certainly far from the worst layout I've seen! It does its job (not to mention the printing quality and subsequent scan quality of the pdf I'm using are partially to blame for bad readability). The section describing the Imp camp is well laid out in particular.

The art meanwhile is sparse and also of homemade quality, nothing to write home about but fun in that charming early RPG game way. The maps provided for both the camp and town are a tad hard to read, but do their job. The keying is adequate, but given the size of many of the maps, as well as the blank space, on the page it might've been more useful to just write out building and room names rather than muck about with numbering/lettering.

The regional map feels superfluous, and does not provide all that much usable information. No particular farms are shown, nor an outline of the local ruins. And given the discrete nature of the module's few points of interest, it's fairly easy to run it as a theater of the mind pointcrawl. That said, it is still useful to know the relative positions of the town to the camp, the local lakes, and the old roadways running throughout. And I cannot fault the module too much for this map, given that it is typical of many other rpgs of the time (not to mention that point crawls didn't exist as a concept yet :P). 

Farmers & Townies 

The locals get a big, rambling, multi-paragraph long write up. They are a simple, isolationist lot, largely defined by their fear of the Imps*. While the write up is long, hard to scan, and repetitive in places, it does provide a good sense of their character and provides actionable information for how they'll react to both players and player actions.

Of the locals, the townies (who live in the small, mapped out 'town' beside the overgrown ruins) get the most description and their meaningfully differentiated from the farmers in their attitudes towards the Imps. Not true factional difference, but difference none the less. A blacksmith and his son (who salvage metal from the ruins), an innkeeper and his family, a "store" (run by wandering horse traders whose stock was stolen by the Imps several years ago), a doctor (former wandering "emdee"), and two farming families. In addition there's a ruined farmstead, the family mysteriously poisoned after refuting the Imps. 

The secret of the farmstead is later revealed to be radiation poisoning from a "blue undead" one of the Morrow Projects few fantastical elements. A sort of radioactive zombie-ghoul, that the Imps keep in an old munitions bunker.

All together the module provides several npc's, hooks or at least interesting details for most, and provides an interesting problem for the players in that most of the locals are cowed by the Imps and too scared to take any action. Much of a play through might be sussing out the willingness of various townies and farmers to fight, or convincing the others. 


*An important note. There’s several (at least four cases I think) of implied and pretty-much-just-outright-stated sexual assault in the module. None directly “shown” but aftermath and history of it springing from the Imp’s abuses are prevalent. 

The Imps

These fellows get a large chunk of writeup. Most of which is dedicated to describing their compound and equipment.

Most of the Imps we learn are thugs recruited from wandering brigands and are a foul, brutish lot with simple discipline, of which, quote "there are no good ones." They're the nasty bad guys to beat up essentially. However they are neither a unthinking horde nor are they without internal divisions! A detailed breakdown is given of how the Imps structure themselves (in a corrupted form of US army structuring)* and a write up of their officers. 

The officers are divided up into four "nco's" (sargents essentially) and two "co's" (lieutenants all) all overseen by a simmering gout stricken "captain." Each is fairly well written up in terms of personality, and plenty of hints are given at how eager each is to go at each others throats. 

Of equipment both weapons and misc. gear is described well, with information as to how exactly the Imps use each. Giving a complete picture of their tactics. Though the information is bit spread out and could be condensed into a 'battle plan' section. All the equipment in working order feels a bit extensive, but 150 years is a short enough time that I can buy it since its been taken care of consistently and is described with signs of use, wear, and inhabitance. 

Of this I must also level my biggest criticism. That the Morrow Project suffers from an inordinate love for military gear, devoting altogether too much time to statting up the specifics of particular guns (though mercifully confined to the appendix for the most part) and vehicles leading the system and its adventures to flag in other areas. I find that the cultures of the post apocalyptic world aren't explored nearly as much as I would like. 

Next comes the camp map and keying. All of which is goodly done, with many little details that add to the previously mentioned tactics, or simply provide implications and inspiration. 


* While structure is described, exact numbers for each element (squad, platoon, etc) are not given. I would guess that the writers assumed the reader would be familiar with the terms.  

Closing 

The module finishes up with a rough outline of how play should go. While it does feature players auto-colliding with a recently pillaged farmstead, as a means to introduce them to the situation (and likely push them into aligning with the locals forthwith), it is largely open ended. More of a guideline for how the situation might play out unaltered upon player's introduction, than any kind of railroad. 

Taking it alltogather, I would say that....

The modules strengths lie in its sandbox design that presents an immediate situation for the players to involve themselves in (granted, a very black and white one, but an immediate conflict none the less). With both a small social web to navigate and a dangerous and powerful opponent of whom the means of defeating is left open ended.

The modules flaws lie in the lack of stronger factions (though that is a halfhearted criticism since most of the npcs can be easily fleshed out into more dynamic factions from their description) and various small details of layout, system, and style which make it clunky to work with, but are far from sinking it as an adventure.  

It works well either as a one shot hack and slash, shoot em up, or as an introduction into the post apocalyptic world for the players. However in the latter case some good hooks, implied or stated, to the broader world will have to be contrived by the referee. 

***

All together a solid little module, and a strong start to this review series. 

Random Thoughts 

Where are the Imps making or getting the alcohol to fuel their vehicles? 

An easy way to tie Riverton into a broader region would be to have the Imps trade with a nearby distillery or perhaps have oil fields (there are small oil fields near Grayling in real life) to fuel their vehicles. 

The real Grayling sits right on the I75 Highway that cuts up the whole of Michigan and down down into the southern states, while likely in no great repair, it could be a connecting route for traders and their ilk. Of course the Imps are likely holding trade up with taxes and tariffs. 

Monday, June 20, 2022

Deep Country : The Guano Isles

How the Gold Rush Led to Real Riches in Bird Poop | At the Smithsonian|  Smithsonian Magazine

Out where deep country meets deep water, on a handful of rocky islands under the baking sun, layers of bird shit strata have hardened into rich, white gold. Blasted, chipped, and shoveled out. Loaded into freighters to take back to Bastion where it becomes saltpeter, fertilizer, and all manner of products. 

Among the innumerable sea birds might be found...

1-4: d8 Convict Shovelers - STR 13, 3hp, Shovels & Picks (d6), Manacles, Grimy Overalls. Want to escape from this life sentence of grueling labour. Watched over by a lone, surly Guard - 6hp, Whip (d4), Musket (d8), Officious Hat.
1 : Hauling bags of guano down a dangerous cliff to be loaded onto a barge.
2 : Watching a fellow prisoner be whipped for killing a gull.
3 : Fistfighting, a distraction so that another convict can steal a stick of dynamite. 
4 : Sitting about and refusing to work despite overseer's threats.

5-8: The Great Auk - STR 18, 10hp, Stomping (d8), Snapping Beak (d10). Wants to eat tiny tasty things, like you.
5 : Goofily chasing panicked convicts along the shore. 
6 : Bobbing its head, flapping its wings, and practicing its mating display.  
7 : Grooming its feathers in the sun. 
8 : Swimming about, unbeknownsteadly hunted by an obsessive sea captain in his rowboat. 

9-11: d8 Egg-Eaters - DEX 15, 5hp, Cudgels (d6), Bird Masks, Camouflage Feather-cloaks. Want to become like the island's sea birds and encourage others to that end. 
9 : Stalking a clueless surveyor, intent on kidnapping him for induction.
10 : Dancing a ritual out on the cliff-tops, concluding with one leaping off and transforming into a cormorant. 
11 : Perched atop the rocks practicing gull-calls.

12-15: Fortinbrasic Marines - (detachment) STR 15, 8hp, Muskets (d8), Shakos, Red Cockades. Want to evict the Bastionese industrialists from the islands which they claim belong to their (Failed) City. 
12 : Unloading a cannon from a landing boat amid the surf and squawking gulls. 
13 : Lost, their officers argue over a poorly drawn map. 
14 : Torching a collection of mining shacks and taking people prisoner. 
15 : Miserably encamped, eating spoilt tinned meat. 

16-18: d2 Steam Lorries - Ponderously hauling guano along the rocky paths. Each crewed by a Driver and Stoker - 4hp, Pistol or Coal Shovel (d6), Flatcaps. 
16 : Flying along at dangerous speeds in the hands of a joyriding convict, pursued by crew. 
17 : Taking a pack of investors from Bastion on a tour of the island's mines. 
18 : Broken down, scalding steam venting everywhere. 

19-20 "Ghost Of The Isles" - Bertrand Obel, Ex-Naturalist : WIL 16, Sheets, Wailing. Wants to drive everyone from the islands leaving them pristine, utilizes his Phobic Lamp - those caught in the light see the worst thing they can imagine. 
19 : Charging down a hillside yelling, driving a storm of panicked gulls ahead of him.
20 : Hiding behind a rock, quickly sketching an interesting sea-bird.

Sunday, June 5, 2022

30 Minute Dungeon : Crypt Of The Bird Demon


Once again, per the methodology from Priestess of Spiders.

Idea : The aviary burial crypt of an ancient demon meant to be kept locked away 

Hook : Wizard's paying you to crack open this tomb and bring back its contents

Encounters :

A. 1d8 devil peacocks with flaming eyes and golden tail feathers, prowling about crooning praises of their lord. 

B. 2d4 tomb guardians wrapped in scripture-inscribed cloth, lugging copper-swords, bellowing warnings at interlopers. Detest the peacocks, pity the skeletons.

C. 1d4 golden skeletons aimlessly whispering, grasp at the living in hopes of dragging them back to their slumbering master and having their flesh restored in reward. 

Key :

Trap/Hazards 

A long hall with lead seal inscribed into the floor and ceiling, both glow sickly, stepping over or under it causes lightening to arc between and electrocute the intruder. 

The avian demon itself slumped over an iron throne bound in copper chains, surrounded by decaying gold skeletons and hung with gilded ornaments. If disturbed it will grasp the nearest living creature and drain its soul, reinvigorating it enough to burst its bounds. It desires an appropriate retinue, and more souls, offering tempting rewards.

"Empty"

An entrance chamber cut into the red sandstone leading to a massive lead door inscribed with warnings in a dead tongue. 

Twisting baffle-maze, all made of spirit thwarting zig-zags, many warnings written upon the walls. 

Tomb warrior niches set into the wall, the inhabitants long since crumbled to dust and fabric scraps Sorting through reveals corroded anti-magic copper swords and copper circlets

Special 

An inscribed lead sphere with cylindrical section unscrewed from it, hung from the ceiling in a copper-framework. The unscrewed section glows sickly. Reinserting it will activate the thaumatic bomb within which will explode in 5 minutes compacting the entire tomb into a localized singularity.

Non-Player Character

The nameless scribe whose sigil-tattooed body is invisible to spirits, constructs, and demons. He constantly repairs the tomb wards with chisel and hammer. Tek tek tek. Made immortal by hiding his soul in said chisel. Sleeps in a hidden wall-niche. Gives stern warnings, but is friendly and eager for conversation and new things. 

Friday, June 3, 2022

30 Minute Dungeon : Amphitheater Of Ghost & Brigand

File:El Coliseo de Roma (Hubert Robert).jpg - Wikipedia

Per the methodology from Priestess of Spiders.

Idea : A haunted and overgrown amphitheater complex used as a hideout by brigands

Hook : Rescue the son of a merchant whose being held for ransom

Encounters :

A. 1d6 brigands, flaunting cockades and toting knives and pistols, on patrol. Swaggering and joking among each other, not really expecting anything. 

B. 1d4 ghosts, singing and muttering their lines, will ask you to join in a play, if satisfied they will gift you a silver gilded thespian mask, if refused they will conjure up a miniature tempest.

C. The brigand prince, dressed in plundered finery, mediating a dispute between two brigands over the proper ownership of a bejeweled goblet, a duel looks to be in order. 

Key :

Trap/Hazards 

A web of strings hung with bells across the easiest approach into the amphitheater, if disturbed the ringing will alert 1d6 brigands who will come to investigate. 

A makeshift fire-pit surrounded by 1d8 snoring brigands who roll and shift uneasily in their sleep. A very large and obvious iron key ring hangs on the far wall.

"Empty"

The stage, wooden boards sagging and pierced through with growing trees in places, looking up you can see the whole of the encircling bleachers.

Old musty prop closets, digging around unearths two intact silk robes and a tarnished silver amulet

gnarled tree growing out of the stands, its roots split apart the stones allowing one to easily drop down into an old dusty under-passage. 

Special 

The acoustics when standing in the seats are perfect to amplify any sounds three-fold and let you displace it as though a ventriloquist anywhere in the structure. 

Non-Player Character

Umberto, an amateur con artist the brigands mistook for a noble and are holding captive. He has made friends with the ghosts who occasionally visit him to put on miniature dramas, though they are reluctant to help him escape. 

Monday, May 30, 2022

Inventory Worldbuilding : Shellfolk Rambler

Shellfolk Rambler
For every youth there comes a time to go rambling on a long tour of the stars, some keep it small; just the local hives, others hop ship-to-ship with the strange shell-less foreigners to odd worlds. Everyone comes home eventually, with stories a-plenty to tell of their adventures.
  1. Symbiote shell-suit (crustacean-esq, vacuum-rated, maneuvering jets, alive)
  2. Mushroom-cricket pemmican (wrapped in bio-plastic, leftovers fed to suit)
  3. Dagger-axe, short hafted
  4. Rigging knife
  5. Cable coil, weighted end (lassoing)
  6. Fertilizer brick (compressed phosphates & nitrates wrapped in cheap gold foil)
  7. Leg-braces
  8. Membrane tent (with airlock)
  9. Shell-paint, turquoise (vacuum-rated)
  10. Story-songs : The Many Quest-Rovings of Yohann the Wake
  11. Longshoremen's tattoo, carved (Belphagor docks)
  12. Unfolding tableau, gold & aluminum etching of hive-mates & ancestors 
  13. Pitons (handful)

Sunday, May 15, 2022

Slushpost Mark 6.

ktrey on Twitter: "Giant Week caps off with the underused (at least in my  games) Giant Shrews Hope this helps them see their proper due! #ttrpgs #OSE  #DnD #randomtables https://t.co/jaGyQilMRt https://t.co/cCqzu3l5lM" /

More scraps and scribbles. 
  1. In an ancient levant world there is a demon of plaster and whitewash, it demands MORE limestone MORE hardwoods MORE charcoal to feed its lust for plaster, it shall never be satisfied with its eternal deforestation until the whole region is ecologically devastated.
  2. Familial ties are a major thing, considering making lieutenants and various other functionaries siblings and cousins to their boss. 
  3. A cocky young nobleman has whipped up a frenzied gang to go and kidnap (voluntarily) his future wife from her family.
  4. A posse of flea-knights riding about on an animal, hop to a new host and command them to act as their noble steed/page.
  5. A necromancer's cavaliers riding upon slavering ghoul-back, horse pistols and sabres in hand.
  6. Spirits care not for casualty, spirits are ideal for fueling an ftl engine, the devil wants your soul because they are a used spaceship salesman and hell is a junkyard.
  7. Random equipment tables are tricky to write because you don't want players to all end up with the same stuff, but when they have a bit of overlap it can generate fun ideas. How did they both end up with a bunch of stick grenades? Maybe they robbed an arsenal together. And so forth...
  8. Butchers who serve the Red God, and who have many rituals and holy laws concerning the proper methods of killing and processing an animal. Have dealings with the gutter vampires who sup upon abattoir temple run-off.
  9. Eutrpænursgið the glacial troll.
  10. The oldest business in the city is Ma Wu's cockatrice bucket restaurant.
  11. A devout giant hermit crab that uses ruined temples for shells, profuses a weird syncretic blending of several different faiths.
  12. Jags Kaaba 
  13. Oh fuck, zeppelin pirates stole our sheep again.
  14. The king's acolytes chop off their own heads to show fealty, serving on even headless.
  15. Venus figurine-esq goddess with a hagfish's head, barbels enlarged to dangle like long braids, the patron of scavengers, waste technicians, and worm-handlers. 
  16. Game where you play as expatriate abductees of the Mi-Go, your brains resleeved into new bodies, worker for a Fungi patron salvaging ancient megastructures, mining great old one brain-matter, or otherwise bumping around a mythos, alien filled, interstellar space-setting.
  17. Use giant shrews
  18. A cavern full of speleothems, each stalagmite and stalactite carved like reaching fingers,
  19. A silver-bound spellbook, when you dream it transforms into a silver snake to speak with you.
  20. A fad for oiled silk umbrellas has been imported from a neighboring land, umbrella owners have been met with derision and assault by carriage drivers fearful of losing their business.
  21. Two rival cities, each besieged by the other's mercenaries, little violence, each is involved in a protracted bidding war trying to buy out the others mercenaries, this has been going on for a while.
  22. Knife-fencing, a thick woolen blanket is wrapped around one arm as a shield, a knife in the other....
  23. At the printmakers shop, inky skeleton have clawed their way out of the woodcuts and are terrorizing the apprentices, somebody needs to lure them away!
  24. Ritual infrugality.
  25. Mad Meg (lass) (dulle griet) has lead her all-woman army to pillage hell.
  26. Painted ships all made of brass, that orbit astrologically.
  27. Giant crocodile carrying her human babies in her mouth.
  28. Paper lanterns with writing on them as an archaic form of neon sign.
  29. Darian Groy.
  30. Techno-Dwarves.
  31. HP is how many souls you've stolen, each time you suffer a terrible injury a soul evaporates like ablative armour, kill and eat peoples souls to regain HP and get stronger.
  32. The traditional peace offering gift among lizard folk is to offer up your own tail for the other parties consumption because this represents a great deal of food/energy given away combined with intimacy of offering up a piece of your flesh. 
  33. In addition to the above; long/big tails are seen as a sign of status and dominance but also (if interpreted so) of cruelty or refusal to see others as equals, lizard folk caricaturists often draw different politicians with shorter or longer tails as their opinion goes.
  34. Pig-folk armed with carbines riding upon baboon post-humans.
  35. A sword which beheads everyone within 10 meters when unsheathed, including the wielder.
  36. The empire is riven into warring provinces, the crown prince is presumed dead. But two different people claim to be the real crown prince and are mustering armies. One has even been declared the true heir by the princes widow. The fact that the prince was executed by cannon doesn't seem to bother either of them. 
  37. A key which inserted into the body, makes the chest unfold into panels allowing access to all of the organs and innards.
  38. Hiber-knights slumbering in their asteroidal vaults, rousing only in times of great crisis.
  39. Mail order stooge.
  40. Sepulcheracy, rule by those of the sepulchers (the dead perhaps). 
  41. Bicycle haruspex, divines the future from the gutted gears and chains.
  42. Wooden dummies hanged for absentee condemnations.
  43. A jar of computer keycaps floating in disinfectant = cyber potion.
  44. Post-apoc, the design for kalashnikovs has persisted, and the term 'akay' has become synonymous with automatic weaponry of any sort.
  45. A place like a storm drain or pillared cistern but its upper reaches are blinding light.
  46. A alien megastructure factory monolith is found and dragged back to the solar system, it makes ftl drives, one day it goes boom, no more earth/sol system and no more ftl drives, the scattered diaspora of man is left with what few ships they have.
  47. In Deb Lota violence is obscene, weapons are hidden from the world under thick cloth wraps, soldiers are considered sultry degenerates who wear heavy veils disguising them. 
  48. A metal coffin wrapped in chains carried upon a palanquin by collared slaves, a voice of ink and scratching nibs whispers from within.
  49. Crystal ships hovering above a city of red glass spires, squat forges, and slag pits.
  50. An rpg supersition : always include a rule in your game that lets you leave or end the game, lest you be perpetually trapped in a game by rules lawyering demons.
  51. Oldtech often requires a dna sample, usually no more than a thimble full of blood, unfortunately centuries of spotty translation leads to some wizards reading 'blood sacrifice' in their tomes and deciding to up and gut someone.
  52. The alien's ships are massive affairs, vast floating bricks and ovaloids. It's economics. Gravitics and neutronium annihilation plants don't come cheap and ain't subtle. Its easier to build a massive cargo ship to fly interstellar space then spring for a bunch of small ones.
  53. Adventure upon a squalid miserable guano island, revolting miners/slaves, cruel overseers, weird birds, foreign spies, home-brewed fertilizer bombs, general shenanigans.
  54. Item : a ring with a secret lighter built in.
  55. Knife scabbards that bend in sharp angles to display the wealth of the owner, the more unnecessary angles and bends the better. The scabbard is usually longer than the knife itself. 

Saturday, May 7, 2022

Swords, Sails, & Sorcery

Fafhrd and The Gray Mouser by Mike Mignola V1 by MrZkinandBonez on  DeviantArt

Sword and sorcery adventure upon the seas! Fafhrd and the Grey Mouser in the lands of Earthsea, with the colorful devonian wildlife of Ponyo.

Beneath the waves the ocean teems with prehistoric sea life. Devonian fish, coelacanths, sharks, pliosaurs, ammonites, trilobites. Giant leviathans, mosasaurs, and whales too. 

The strange isles range from coral atolls, to sweltering jungle mountains, to cold boreal rocks. Sunken cities abounded. Ruins hide themselves above and below water. 


Ponyo on the Cliff 崖の上のポニョ” Background Art | © Studio Ghibli* •  Blog/Website | (www.ghibli.jp) ☆ || CHARACTER DESIGN REFERENCES (ht… |  Ghibli art, Ponyo, Ghibli

1d10 Strange Places
  1. The sunken city of Ub, where you can peer down through the turquoise waters to see fish languidly swim ancient streets, some spires still pierce the waves allowing for descent into air pockets.
  2. Smoldering volcanic peaks belching fumes that trail across the horizon, said to houses temples to strange gods carven into the very bowls of their caldera. 
  3. The coral fortresses rising from the Thousandfold Atolls in a riot of colors. 
  4. Vertical jungles growing on a maze of sea-stack islands inhabited by tattooist-magicians. 
  5. A yawning pit beneath the water, like the inky blue eye of some antediluvian leviathan, punctuating an otherwise mundane reef, what do its depths hold?
  6. The impenetrable pink marble city of the Faceless Merchants who silently trade their fabulous riches for slaves, saltes, and alchemical ingredients. 
  7. A tangled floating market of galleries and barques moored above a seamount. 
  8. Whalefall city-states of the hagfish sorcerer covens deep in the abyssal depths.
  9. The crocodile infested deltas of Pag where the content people traffic in lotuses with outsiders.
  10. Far Inquonok to the north from which pale faced merchants sail to trade ivory and fur.
1d10 Strange Folk
  1. Dancing swordsman from the canal & ziggurat city, every cut and thrust is poised with symbolism and artful precision, they seek a paramour lost at sea.
  2. A fishy representative of the undersea kingdoms, attended by attendants constantly moisturizing him. 
  3. A salt witch, already succumbing to her magic's price, the cysts consume more of her each day.
  4. Runaway scholar of an obscure sect, hunted by stilt-walking assassins. 
  5. A man once drowned, now the host to an ancient abyssal star god. 
  6. A cannoneer from the southern reaches, babying slow-burning matches and the snarling spirit of an iron handgonne.
  7. A simple minded, burly roustabout and his clever octopus companion, touring the world.
  8. Barbarians from a foreign city who eat pungent vegetables which smell worse than corpses.
  9. Tattooed devil-eater, each inking represents another defeated demon, he is suspicious and boisterous.
  10. A burly thief and a slight barbarian duo, annoyed pawns of two mysterious sorcerers.
1d10 Strange Treasures 
  1. The basalt carved idol of the martial crab god, patron to wandering pugilists.
  2. Lockbox containing rare curative barks and herbs from a distant island beyond the known seas.
  3. Bronze panoply of a Urgish warrior with high feathered crest.
  4. Corked and wax sealed jugs of matured wine, salvaged from a shipwreck.
  5. Scrolls of thin aluminum inscribed with ancient spells.  
  6. Obsidian sacrificial dagger, sharp as a scalpel but brittle.
  7. Armful of hacksilver torcs accrued in hundreds of raids. 
  8. Ambergris from a leviathan belly, destined for the perfumeries. 
  9. Polished dunkleosteus skull, scrimshawed with the secret names of ancient pelagic spirits.
  10. Fermented squid caught in secret sea-caves, a delicacy of high order.