The waters around Wir-Heal wash upon Strange Eons and the
ships from these shattered realities are often wrecked upon its shore.
Wrecked a bit more often than necessary, due to the
Wreckers who lure in ships with false signals at night, who offer safe harbour
to those lost; before robbing them blind and leaving them for dead, who fly out
in lifeboats to the rescue of floundering craft, the rescue of the cargo rather
than the crew; they being left to drown or sometimes shot and stabbed in
battles on the sinking ship, and who are feared and hated by all but who are
the primary source and tolerated traders of unusual or remarkable items in this
part of the Wrecked Heptarchy.
The Wreckers are terrible creatures, violent villains to
a man and beast, murderous, ruthless and mad Mask-Men with cracked or
self-mutilated masks, True-Men willing to risk the Woodwose curse or
indifferent to it and already half-wild and sometimes the deranged pale
creatures of Hilb, not knowing what they are but tricked into obedience for a
while.
Encountering Them
There are 2d4 with standard stats - STR 10, DEX 10, WIL
10, 6 HP
Roll below for interest or for fun;
D20
|
Species
|
Strange Weapon
|
1
|
Sheep
|
'Brown Bess'
musket
|
2
|
Pale creature of
Hilb
|
Bren gun (d10)
|
3
|
Goat
|
Surface-to-air
‘stinger’ missile (2d20, 1-shot)
|
4
|
True-Man
|
Flare gun (d4)
|
5
|
Pig
|
Blunderbuss
(cone)
|
6
|
Half-Woodwose
|
Fire axe
|
7
|
Bull
|
Cutlass
|
8
|
Half-Woodwose
|
Roman spatha
|
9
|
Boar
|
Hunting crossbow
|
10
|
True-Man
|
Zeppelin shotgun
(double-damage to zeppelins)
|
11
|
Bear
|
Middle-ages
crusader grenade
|
12
|
True-Man
|
Bronze falchion,
|
13
|
Wolf
|
Lee-Enfield 303
rifle
|
14
|
Pale creature of
Hilb
|
English
civil-war era pike
|
15
|
Cow
|
Bronze trident
|
16
|
Half-Woodwose
|
Navy colt
revolver
|
17
|
Deer
|
British cavalry
sabre
|
18
|
True-Man
|
Rail-gun (d10,
structural)
|
19
|
Stag
|
A slender spear
which glimmers like black graphite, pointed at both ends, incredibly strong
|
20
|
Pale creature of
Hilb
|
Multi-barrelled
'deck gun' (d10)
|
D20
|
Odd Attire
|
Name
|
1
|
Necklace of gold
credit cards
|
Gildas
|
2
|
Necklace of
cowrie shells
|
Oudas
|
3
|
High-viz safety
gear
|
Gero
|
4
|
A pair of Zeiss
binoculars
|
Bladud
|
5
|
A brass
telescope
|
Edadus
|
6
|
Conical Phonecan
hat
|
Usk
|
7
|
British
'Redcoat' military uniform circa 1800
|
Merianus
|
8
|
Green surplus
army jackets with the Argentinian flag
|
Aschil
|
9
|
Tunic of
Woodwose-wool
|
Gorboduc
|
10
|
White t-shirt
with RELAX printed in large black letters
|
Angarad
|
11
|
WWII era British
army boots
|
Heli
|
12
|
Tattered Nike
Air trainers
|
Methahel
|
13
|
Smoking
long-stemmed white clay pipe
|
Humber
|
14
|
Smoking Gaulose
cigarettes
|
Jago
|
15
|
Vaping
|
Gad
|
16
|
Roman Amphorae
tied to their belts with string
|
Blagan
|
17
|
Flag of the
Liverpool football team worn as a cape
|
Thanet
|
18
|
18th
Century frock coat and top hat
|
Ourar
|
19
|
A baseball cap
with captains markings on the brim and the word 'MAERSK' printed on it
|
Mempricius
|
20
|
Bright yellow
life jacket
|
Artgualchar
|
Any weapon more complex than a Musket has only d6 shots
left in it and the Wreckers either have no more ammo or simply don't understand
how it works enough to reload it.
Everything does d6 damage unless stated otherwise.
On the Coast
D6
|
What Are They Up To?
|
1-4
|
Setting False Signals to lure in ships. usually walking
a donkey or Woodwose up and down the shore to simulate ships at anchor
|
5
|
Setting out a 'rescue party' to a sinking ship.
|
6
|
Encountering survivors of a shipwreck on the shore
(about to smash their heads in).
|
Inland.
What’s their Plan?
|
MURDER? - If
they have no reason to keep the PCs alive, and if they are certain then can kill them without
losing any useful members, they will attack. But more usually this option
will be combined with ‘trickery’ below.
|
TRICKERY? -
Always false-friendly and suspiciously well-supplied by drink, the wreckers
will, on encountering an opponent they cannot beat, suborn them with the
demon drink and tales of the dark coast. Then, once their victim is assured
of their friendliness, they will either dispose of them there, or guide them
back to Mother Redcaps, or the depths of the Moss.
|
RECRUITMENT?
- If the PCs seem questionable enough, fond of a drink and a casual crime,
apt to murder on decree but not entirely randomly, and of purchasable
character, the Wreckers may try to recruit them. Full entry to their
confidence will usually require an innocent death.
|
THEFT? - If
nothing else seems apt, the Wreckers will make at least some attempt to steal
something valuable from the PCs. (This option often combined with 'Trickery'
above.)
|
Locations
Mother Redcaps
The Wreckers are ruled by a bear in a bar; Mother Redcap,
an ursine piebald matron in a mop cap with a glazed pot mask like a smiling
fat-faced wife.
Mother Redcap - STR 16, DEX 10, WIL 13, 24
HP, Claws (d8)
The lights in Mother Redcaps are always on. Inside she
serves British Navy Rum, Gaullish Wine, Grey Goose Vodka and Mead.
She has her own Gramophone, which she calls her
‘Bard-Mill’, and an extensive supply of swing records. Guests are served
Woodwose sausages and steak on a full set of china marked 'Great Western'. The
chairs are the seats from a crashed airplane placed on new wooden legs. One is
always occupied by a bog-mummy called 'Brown Alex', considered to be lucky and
referred to as her 'bouncer'. (Actually a vampire though inanimate unless fed
blood.)
·
At night, the sounds of 1920's swing music come
ebbing softly from the windows.
·
An invisible trap-door just inside the bar door,
drops down 10ft to the cellar.
·
Numerous secret compartments in the floor, walls
and roof
·
A secret passage in the basement that leads both
to the coast and the edge of the moss
The Shipping Container
Somewhere in Wir-Heal, the Wreckers keep their treasure
in a buried shipping container. Most will die before they reveal that it
exists, let alone where it is, but if discovered it holds the following.
·
Thousands of Nike Air trainers and white
T-Shirts printed with 'RELAX'.
·
Religious ikons.
·
Religious vestments.
·
Carved ivory coins.
·
Amphorae of Gaulish wine.
·
Kegs of Virginia tobacco.
·
A crate full of tattered American comics from
the 1960's.
·
A bathtub.
·
A soft sphere that projects a holographic childs
toy that offers emotional advice attuned to a six year old.
·
A complex crystalline array.
·
A graviton beam emitter which can only be activated
by someone with the right firmware in their neural lace, but its AI can
verbally identify and quantify threats if pointed at them.
·
A modular bio-cybernetic omni-limb, still in its
synth-ceramic surgically sealed military packaging, with pictorial instructions
for attaching it in case of full or partial limb-loss.
·
A swiss-army knife.
·
A solar-powered calculator.
The idea of false signals luring ships in some place betwixt places is very appealing. But if your PCs are from approximately pre-industrial world, would you try to describe all those advanced things from their perspective, or just name them with names we in our time have for them? I.e. will be 'necklace of gold credit cards' described as necklace of thin plates cast in strange, golden-like, extremely lightweight and flexible metal, or just like necklace of golden credit cards?
ReplyDeleteIts a time-wrecked post-industrial world, so they know vaguely what a lot of technological things are.
DeleteIf I was playing D&D I would probably just call them credit cards, depending on the tone of the scene. If it was a 'serious' game I might describe them as you suggested.
Nicely evocative. Reminds me of the novels “Nova Swing” and “Light” by M. John Harrison.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteThis comment has been removed by the author.
ReplyDelete