Friday, 31 August 2018

Journeylands Miscellania

~ The month of the Journeylands playtest draws to a close... Find out more and get the rules for free right here. ~

1d8 Quick Points (Nothing Dangerous)

Player: “Well, maybe we should go that way instead. What’s over there?”
GM: “Uuuhhh…” *rolls dice*

1: abandoned warehouse
2: sundered obelisk
3: food truck: drinks cost 2, meals cost 3
4: a small crew setting down after a photoshoot; popular spot, photogenic backdrop
5: big plant-thing that blows bubbles
6: a small shelter for hitchhikers, 50% chance there's someone there
7: a scrapheap, roll Coordination to notice a working car part (d6 Power) in the pile
8: giant, sun-bleached whale skeleton

1d4 Mildly Interesting Skyfish

We just call them “fish”.

1: Herringbees. Dense schools of little fish that move in unison. They can be trained to track a strong scent for miles, but you’d need a whole school.
2: Wingfish. Impressive finspans. As with gulls in a maritime campaign, tracking their flight patterns reveals a lot about what’s nearby. Where do they roost/feed/avoid?
3: Lightning rays. Docile until poked and prodded. Catch one gently then, while it’s asleep and drifting on the wind, and you can use its tail to charge up a battery.
4: Sharks. Like wolves in a fantasy game – a boring enemy for your first encounter only.

1d6 Route Ideas to Expound Upon Your Own Damn Self

Point A to Point B.

1: A smooth desert track. Mushrooms, tall as sequoias, dot the landscape.
2: A gleaming highway bridge. Popular for races.
3: Road skirts past a forest. Small chance of a forest encounter emerging from the treeline.
4: Rock canyon. A mudhole deep within is the demesne of a Demon Toad.
5: Ancient stone bridge over a sea of smoke. Clearly some old civilisation knew to avoid it.
6: Sea route! Put your car on the back of a boat and make your way to the island.

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