Showing posts with label corpses. Show all posts
Showing posts with label corpses. Show all posts

Tuesday, 14 May 2013

"I Cut the Body Open!" Table

There's a player in my campaign whose signature corpse-looting move is to cut open the belly of any large creature, in search of treasure. I gave it a 1 in 6 chance to succeed the first time, with a giant toad, then a chance for the object found to be valuable, and he got lucky, so he never passes up the opportunity now. Anyway, I thought this would be a good opportunity for a table.


Use the table only if creature is human size or larger.
Add any hit dice above 1 to roll, if hit dice are proportional to size.

01-50: Empty
51-91: Last meal (in pieces)
92-95: Last meal (whole)
96: Save or contract exotic gutworm infestation
97-98: Bezoar stone (antidote to creature's poison or other special attack)
99-100: Small worthless object (d6): stone, tooth, nail, trinket, arrowhead, die
101: Coin (d10): 1-3 copper 4-6 silver, 7-8 gold, 9 electrum, 10 platinum
102: Piece of jewelry, worth d100$, or if both digits the same then that number x 100$
103: Gem, worth d100$, or if both digits the same then that number x 1000$
104: Scroll case (1/3 chance magical)
105: Bottle/flask, d6: oil, water, wine, beer, potion, acid
106: Parasite, 1/5 of host's hit dice, that leaps out and attacks
107: Clock or other device (1/3 chance mechanical trap)
108: Weapon (1/6 chance magical)
109: Keg or barrel, d6: oil, water, beer, wine, volatile explosive, holy water
110: Treasure chest
111: Statue
112: Piece of furniture
113: Tree
114: Ship or wagon with cargo
115: Last meal, miraculously still alive

Sunday, 12 May 2013

"I Loot the Bodies!" II: Orcish Pocket Change

One of the main things encouraging corpse-looting in D&D  is the unquestionable fact that troop-type monsters - orcs, goblins, the occasional bandit - each carry a small personal stash of low-value coins, something to tide you over while you're looking for the main lair.

But what's behind this assumption?

Superficially, it seems silly that a horde of goblins or gnolls out on a raid would value coins at all. After all, what would they spend it on? No human town would trade with them. Desperate raiders just look to get by, day to day. They'd be much more likely to loot ornaments, clothes, weapons and armor, supplementing their own lack of crafts, and of course they'd value food, drink, slaves, livestock and edible corpses. But going around with a pocket full of pennies like some kid on the way to the grocery store?

Here are a few interesting ways out:

Trampier's Wormy.
1. Between raids, humanoids are bored stiff. They have few stories, jokes or songs, so gambling is their main vice. They find human coins useful tokens; prestige is had by accumulating the most of these, but individual humanoids don't like to go weighed down, so really big winners often throw their piles of coins up in the air, giving them even more prestige. Hobgoblins, it's said, have developed the standard variety of crude dice games into a kind of wargame using bone pieces, with which they hone their strategic thinking. Kobolds favor a game with elaborate rules that the non-kobold mind finds hard to pick up. Goblins play a dumbed-down version of the kobold game. Orcs, gnolls, ogres and so on play a game called "same or different" using knucklebones, or dice that have only one or two spots on each side.

2. Individual humanoids don't find coins useful, but their leaders do. Individuals only carry coins when the whole tribe is on the move, to lighten their load. A tribe-level economics of brute force prevails beyond the pale of civilization. To save face and lives, confrontations that would likely end with both sides weakened are decided instead by a contest of dominance, and an offering of coin from the weaker group to the stronger. The weaker group sends an expendable member hauling the coins to a distant place, where the stronger group goes to collect and claim victory over the one unfortunate, while the main body of the weaker group makes an orderly retreat. Humanoids have found that humans also respond to extortion or tribute, and savvy adventurers know what to say and do to set this kind of negotiation in motion.

3. Humanoids do have an economy, just not as we know it. Behind the front lines of the wilderness is a shadowy market in arms, provisions, and the finer things in life, run by renegade and half-blood traders. The amount of negotiable coins found in any one humanoid purse or lair is highly variable, because this market produces its own tokens out of bone, shells and sand-glass; some amount of the humanoid's "wealth" will in fact consist of these trinkets. It is a very obscure corner of the black market, indeed, that will let you convert these finds to human currency (and, of course, at coppers on the gold piece.)

Friday, 10 May 2013

"I Loot the Bodies!" I: Itchy Fleas

The first of a few observations about the classic victory cry of the adventurer.

Looting the bleeding, crushed, burned and hacked bodies of dead foes is, for many adventure gamers, just a boring, routine conclusion to a scary fight, usually rewarded with a few coppers or a single low-value trinket. You know the real important loot is probably back in the lair, sitting on a trap or locked up tight. Where's the moral horror that this act should raise in sensitive minds?

Well, if there's no horror in robbing the imaginary dead, there may be disgust  if corpse-searching exposes yourself to their fleas and lice. And if the vermin bring a play disadvantage, you're sure to see more wariness and a little more respect for the poor old stiffs.

Per verminous body looted, there is a 1/3 chance of contracting the body's insects. An infestation makes it 1/3 probable each night that sleep is disturbed, meaning you recover 1 less hit point or can't memorize your highest level of spell. A good bath in town with proper scrubbing and hair-picking (cost: 1$) will remove the infestation. If you've got a boyfriend or girlfriend, they'll do it for free. Usually.

So, here's how the commonly-seen thief/rogue ability of picking pockets can finally come in useful without getting into trouble with the law or worse, robbing fellow party members. Simply put, the pickpocket can use the skill to loot a body without the risk of contracting vermin.

Pedicular pests can also be a risk of low-quality inns, and make certain gross and hairy monsters even scarier after death. "Y'ever see what happens to a feller gets bit by some a' dem bugbear lice? 'Taint a purty sight..." says the old one-armed man at the tavern.