Black Orchard

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    Black Orchard

    Tabletop Adventures Presents :

    By Martin RalyaS PACEPORT B LACK O RCHARD

    Introduction Black Orchard , the second spaceport in TabletopAdventures’ Destinations line, is in business to shiftcargo and lots of it. Visitors and passengers alikeare well provided for here, but the primary bread

    and butter of this port is heavy cargo. Thisdestination is a fully described spaceport providinga location for refueling, diagnostics and refitting ofany vessel. Black Orchard is a great location for

    picking up a load or recovering from a recentencounter with a strange nebula or nanotech lifeform. The port can be dropped into any spacetravel sci-fi campaign with little or no prep – justread the overview, and you’re good to go. BlackOrchard is 100% description (no rules material orcrunchy bits), making it entirely system-neutral.

    Throughout this PDF you will find sections of text

    that are designed to be read aloud to your players.They follow this format:

    Scene Name Read-aloud text. [Notes for the GM, not to be readaloud.] Additional read-aloud text.

    Where Can I Use This Spaceport? Black Orchard is written to be placed on a worldwith breathable atmosphere and Earthlike gravityand situated just outside a large city.

    If you would like to use Black Orchard on a lessEarthlike world, you will need to change a fewdetails – for example, if the atmosphere is not

    breathable, Black Orchard personnel (and everyonewho lands there) should be wearing breathing gear.If Black Orchard is not placed adjacent to a large

    population center, additional periphery structuresand underground space will be necessary to housethe large cadre of support staff here at the port.

    OverviewA compact spaceport built to accommodate cargoships and trade, Black Orchard is a commercialventure owned and operated by an alliance ofmerchants called the Commissars. This group offourteen merchants have spared no expense inoutfitting this port for business.

    Black Orchard from the Air As your ship drops in low, skimming towardsthe spaceport, it is plain see why it is calledBlack Orchard . Five immense columns jut upalong the length of a vast expanse of

    permacrete, each one topped with a wide diskof some sort from which dangle numerousappendages. Dozens of ships dot the otherwise

    featureless rectangle that surrounds the fivetowers, and you can see several smaller shipstaking off on the far side of the port. As you getcloser, you see movement on each of the

    structures – articulated crane arms attached toeach tower are lifting up pieces of spaceshiphull and probing inside open hatches. Closer

    still, and you can see hundreds of peoplemoving across the open expanse, climbing inand out of docked ships and scuttling up anddown the massive towers.

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    Black Orchard is a high-tech industrial spaceport, a buzzing hive of activity that never closes and rarelyslows down. By day, it is a flurry of motion, withships coming and going and ground vehicles

    darting to and fro; by night it is a sea of light, brighter than the nearby city by a factor of three.

    Spaceport Layout Black Orchard has a very simple layout: a rectangleof permacrete – the landing area – half a mile wideand a mile long, from which rise the five massivetowers and a handful of low buildings.

    The spaceport takes its name from the five “trees”that dominate its landing area – and which can beseen from anywhere in the city, as well as for milesaround. Ranging from 300 to 600 feet tall, all five“trees” are roughly similar in appearance.

    The FlatsThe landing area, which is called “the Flats,” isnever bare. There are always several dozen ships onthe field, as well as hundreds of people, plus thespaceport’s fleet of ground vehicles, cargo loadersand so forth.

    Each is a massive metal and permacrete tower –essentially a huge column – capped with a disk 150to 250 feet wide. Narrow stairways, ladders andgantries criss-cross the columns, while the disks –

    each fully 40 feet high – are a maze of girders,cranes, hoists and machinery. From each diskdangle several dozen armatures of various sizes,lengths and types, giving the whole assembly theappearance of an enormous metal willow tree.Coupling this with the fact that large sections of thetowers and disks are painted black shows where thespaceport got its name: Black Orchard .

    The port’s defensive tower, dubbed the Long Knife,sits roughly at the center of the Flats. As it is thetallest of the five towers, this gives it the widest

    possible field of fire against ground-based targets,and an unlimited field of fire against airbornetargets. The other four towers are arranged in aragged line, two on either side of the Long Knife,extending the long way of the field. The Orchard’sother structures are mainly hangars for groundvehicles, and they are scattered across the landingarea.

    Black Orchard is imposing – even awe-inspiring,for first-time visitors – but not terribly attractive: anendless expanse of gray permacrete covered withlanding markings, broken only by the fiveenormous columns and a handful of buildings. Thisis because most of what makes Black Orchard (often just called “the Orchard”) tick is not ondisplay. Portions can be seen, such as the high-techgear that is packed into each of the armatures thathang down from the columns, but a lot more istucked away out of sight.

    Black Orchard ’s guts are beneath the Flats: anetwork of tunnels, subterranean storage areas andhousing for a small portion of the spaceport’s staff.There are access points throughout the landing area,and a small-scale subway system runs between thetowers, as well as out to each corner of the Flats. Alot of the port’s best gear is kept underground,where it can be piped to any tower – or ship on theFlats – that needs it.One thing that is impossible to miss, however, is

    the fact that the Orchard gets a lot of traffic. Youcould travel through a dozen systems in anydirection before finding a spaceport as busy as

    Black Orchard , although you would find many prettier ones. The Commissars who run the Orcharddo not care about appearances, they care aboutmoney – and money comes from taking on ships,refueling and refitting them, and getting them backon their way as soon as possible, which is exactlywhat Black Orchard does best.

    Landing: Landing on the Flats is a harrowing

    experience. From a few miles out, it looks likea huge space – big enough to land a capital ship on, no problem. At about a mile out, withthe thrum of the engines all around, it lookslike a much trickier prospect. A few dozen

    ships are already docked amidst a sea of guidelights – so many lights that from this distance,they provide no guidance whatsoever. And in

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    the blink of an eye you are on top of the place,darting between egg-shaped cargo ships andweaving to avoid one of the port’s enormoustowers. As you brace for your landing,everything around – ground cars, hover

    platforms, dozens of technicians, pilots andloaders – seems to freeze for a moment. Then,all at once, your ship drops onto the

    permacrete, and time speeds back up tonormal.

    On the Ground: From the ground, the towers dominate the skyline. The closest one stands several hundred feet tall, and the massive disk at the top casts a shadow that swallows nearby ships. Hundred- foot-long booms swing by overhead, skimming silently through the air, while all around iscontrolled chaos: the shouts of cargo handlers,the catcalls of a squadron of fighter pilots, thewhine of the ground cars’ electric engines. Onthe surface under your feet, painted lines

    stretch away from you in every direction,apparently color coded by destination. The airis heavy with the smell of ozone and hot metal.

    Picture a modern-day airport with all of therunways pushed together, and you have the Flats. Amile long and half a mile wide, the Flats serve asthe landing area for all of Black Orchard ’s traffic.This vast expanse of permacrete is covered inmarkings: landing lanes for atmospheric craft, blastradius markings for pedestrians to avoid when largeships are taking off, colored lines that lead fromarea to area and many more.

    This open-plan landing area could very easily be adisaster, were it not for two factors: the Orchard’sstate of the art base-to-ship communicationsnetwork, and the fact that it is such a large area.

    Over the years, Black Orchard has built up such agood reputation with pilots and ships’ captains thatnearly everyone who visits the port has heard of it,and anticipates the openness of the Flats. And sofar, it has worked; there has never been a majorlanding accident at the Orchard.

    Underneath the Flats is the tunnel network thatconnects the towers, the port’s various buildings

    and several sections of the landing area to thesubterranean areas of Black Orchard . There arethree basement levels below the Orchard, allconnected by tunnels wide enough to accommodatesmall ground vehicles. The port’s fast-moving

    subway system also runs through this area,transporting goods and people throughout theOrchard. Guard barracks, housing for spaceportstaff, guest quarters for ship crews waiting outextensive repairs, warehouses, repair shops andeven a few restaurants all lurk beneath theOrchard’s surface.

    The TowersThe Five Trees:Black Orchard ’s five towers jut out from the

    surrounding surface like the fingers of a gianthand, each supporting a disk that bristles withdangling crane arms and other machinery. At

    first glance, each tower appears to be an islandof calm amidst the chaos of the spaceport allaround. But after watching them for a moment,it is clear there is nothing calm about any ofthem. The top of the tallest tower is a

    porcupine of weaponry, some of which seem toalways be in motion; robots scuttle up anddown the shaft of another tower, while men andwomen in blast suits dangle from a third,hundreds of feet over the field. Elevators,ratcheted conveyers and hoists raise and lowermaterial and equipment up the outside of eachtower, while lights blink all along their lengths.

    Although they look generally alike and perform thesame basic functions, each of Black Orchard ’s fivemassive “trees” has its own name, as well as itsown set of specialized functions (listed in

    parentheses after each tower’s name, below).Whether basic or specialized, it is the armatures

    that perform most of these functions, connecting upwith the ships below, hauling material and so forth.

    Basic Functions:These functions are common to all five towers,which gives Black Orchard docking control plentyof flexibility when deciding where incoming shipsshould be directed.

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    RefuelingArmored pipes run up the center of each towercolumn, carrying fuel, oil, lubricants and otherfluids that many ships (both atmospheric and trans-

    atmospheric) need. Attachments in the base of eacharmature – the long cranes that dangle from thedisks atop each tower – allow them to connect upwith whichever hose they need, and from there thefuel can be piped to the ships on the ground below.

    DiagnosticsComputer banks in each tower are connected to thearmatures, and the armatures themselves areoutfitted with a wide range of software andconnectivity options. These can be linked up withshipboard networks, allowing the Orchard’s techs

    to run diagnostic checks on the ships that dockthere. These tests can be used to isolate problemsand determine the best course for repairs, and thespaceport’s computers are top of the line – they

    bring a lot more power to bearthan the average shipboardcomputer.

    RefittingAll five towers are set up tohandle basic repairs, swappingout hull plates, detailing and otherrefitting work on the shipsdocked beneath them. Parts can

    be hauled up inside the body ofeach tower and then lowereddown by the armatures, or theycan be hoisted up from below bythe armatures themselves.Specialty repairs are betterhandled by the individual towersthat are best equipped to dealwith them: Armadillo Tower forhull work, the Widow for sensors,Gatling for weapons systems and

    Igor for anything truly unusual. Loading and Unloading Most loading and unloading at the Orchard is done

    by ground vehicles, but every tower has at least acouple of armatures that can haul cargo. Thisallows the station to service ships of all shapes andsizes, and to load or unload cargo from places

    aboard those ships that are difficult to reach fromthe surface.

    Air Traffic Control There is a small docking control station atop eachtower, right at the center of the disk. These stationsare linked by the port’s computer network, andsupported by a fleet of tiny camera drones, as wellas by other stations at the outlying edges of theFlats. Each tower’s station is responsible forgeneral traffic management – which is extensivelycross-coordinated – as well as takeoffs and landingsfor the area immediately around its own tower.

    Long Knife (Spaceport Defense) Docked by the Long Knife:

    Fully 600 feet tall, this tower dwarfs the other four – and unlike its cousins, the top of the Long Knife’s disk is not bare. A forest of

    cannon, lasers, rail guns andmissile batteries covers everyinch of the disk, making the topof the tower look like a seaurchin. Drones hover around thetower, their cameras and sensorsaimed at the permacrete surface

    far below – as well as the sky farabove. As you watch, you see atrio of hoverbikes approach thetower from the far side of the

    Flats. Two guards ride on eachbike, and without even slowingdown they dart into a hangar inthe edge of the disk, narrowlyavoiding a crane arm that is

    swinging around to service oneof the ships below.

    The tallest “tree” in the Orchard, the600-foot-tall Long Knife bristleswith sophisticated weapons systems.

    Very few attacks have ever been mounted against Black Orchard , and the Long Knife is the mainreason why.

    This tower has an unlimited field of fire againstairborne targets, and a wide (though not unlimited)

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    field of fire against targets on the Flats. The LongKnife can bring any or all of its multiple weaponsuites and systems against these targets, and it isfully capable of engaging up to fifty foessimultaneously. Against a single target, the Long

    Knife can unleash a fury that few ships canwithstand.

    On top of that, theLong Knife’s disk isstuffed with dronesand robot fightercraft, as well as airskiffs, hoverbikesand other mannedattack craft. Guardsare on standby at alltimes, ready toengage targets thatfall outside theKnife’s fields of fire.

    ArmadilloTower (Hull Repairs) Docked by Armadillo Tower:Giant clamps hold several layers of hull

    sections in place atop the Armadillo, giving it

    the appearance of its namesake. Crane arms ahundred feet long and fifteen feet thick projectout from beneath this dome, two of themmaneuvering a hull section that must weigh asmuch as a small ship into position over adocked freighter. Tiny robots scurry up anddown the arms as they move, and you can see ahundred more scattered up and down thelength of the tower – as well as flitting throughthe air all around the cranes, a swarm that isnever still for a moment. Thick metal cables

    extend from three more arms down to the ground, where you see a ground crewattaching them to a second massive hull

    section, preparing to pull it up into the air.

    Armadillo Tower looks the part, with massive hullsections “turtled” over the top of its disk likearmored plating. Robots scuttle up and down this

    tower’s columnar body, hauling smaller hullelements and directing the Armadillo’s massivereinforced armatures in their repair efforts.

    Like the other towers, much of the material theArmadillo Tower uses in its repairs comes up to thedisk through the center of the column, but thelargest hull sections can only be hauled up from theground. To this end, all of the Armadillo’sarmatures can be repositioned, allowing several ofthem to work together to maneuver hull elementsthat weight hundreds of tons.

    The Armadillo is the most automated of the towers,as it specializes in the most dangerous and leastdelicate work. Most of the robots that swarm allover this tower are roughly crab- or spider-shaped,with tools in their multiple legs and sensor arrays in

    their heads. In addition, a fleet of airborne botshovers around Armadillo Tower like a cloud of bugs, providing real time visual updates to thecrane crews (human and AI) as they maneuver hullsections hundreds of feet in the air.

    The Widow (Sensor Tech) Docked by the Widow:

    Being in the Widow’s shadow is a bit eerie.The tower’s twenty sinuous arms weave abouthigh overhead, moving with unsettling grace asthey insert branching metal pseudopods intonearby ships. Halfway up the tower, severaltechnicians are guiding a hover platform out ofa door in the side of the column. The platformis stacked high with sensor gear, and youwatch as one of the tower’s articulated armsreaches down, plucks a piece of equipment

    from the platform and ferries it towards a shipon the far side of the tower.

    The most spider-like of the five towers, the Widowlooks quite fragile – or at least, as fragile as a metalspire 400 feet tall and 50 feet wide can look. Wherethe other towers have between six and tenarmatures dangling from their disks, the Widow hastwenty – and unlike their counterparts, the Widow’sarmatures are highly articulated and flexible, andlook very little like cranes.

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    Sensors are partof everyspaceship ever

    built, and the

    Widow is one of Black Orchard ’s busiest towers.Its delicate armslook almostweightless whenthey move,hovering oversensor dishes,delicate deep space radar arrays and other fragilecomponents. The sinuous armatures of the Widowlook just as graceful when they burrow into a ship’s

    hull. Each of the Widow’s many arms can bifurcatetheir tips almost endlessly, spawning smaller andsmaller elements until, needle-like, they can slide

    between hull plates to follow delicate sensornetworks beneath a ship’s skin .

    Gatling (Weapons Systems) Docked by Gatling:Gatling is wider and shorter than most of theOrchard’s other towers, and its exterior is

    covered in thick plates of armor and blast shielding. The disk on top is similarly armored,and you cannot see any of the tower’s innerworkings. Two dozen loaders and techniciansdangle from the armored disk, each suspendedby a slender metal cable and wearing a

    shielded suit. Pairs of loaders work together tomaneuver ammunition into waiting ships, whileothers guide the tower’s armatures towardsmissile batteries, laser arrays and other more

    sensitive targets.

    Gatling is unique among the five towers because ituses the most human workers. Many spacers wouldsay that handling live – and often incredibly potent

    – ammunition is work best left to robots, but thefolks who run Black Orchard respectfully disagree.There is something to be said for having a pair ofeyes (or, more commonly, several pairs) checking

    out your ship’s ammunition feed mechanisms, barrels and laser charging batteries.

    The exterior of Gatling is heavily armored – muchmore so than any of the other four towers. Underthis thick metal and composite skin run dozens ofvertical conveyors, hoists and padded elevators, allof which carry ammunition up from the bowels ofthe Orchard’s deepest subterranean levels. Non-volatile ammo (like railgun slugs) is then piped outalong the armatures, where it can be loaded directlyinto ships docked around the tower.

    Missiles, explosive shells, highly charged batteriesand other dangerous items are handled by humanloaders and techs. These loaders dangle from thetower’s disk on powered cables, controlling small

    cranes, hovering platforms and other machinerythat lets them safely get ammunition from the towerto the ships below. Ona busy day, up to fiftyloaders hang fromGatling’s disk atvarious heights.

    Three of Gatling’sarmatures are givenover to specializedrepair equipment,allowing this tower towork on – or, ifnecessary, build fromscratch – nearly anyweapons system everinvented.

    Igor (The Weird Stuff) Docked by Igor:The tower looming overhead has a somewhatunfinished look to it, with uncoupled hosesdangling from the central column and adamaged armature visible high above. Sectionsof the disk look jury-rigged as well, includingat least one area that one would swear wascovered in some kind of mold or lichen.

    Alongside the refueling and repair armaturesthat can be seen dangling from all of thetowers, Igor also boasts several that appear

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    much more specialized, each with its own set ofodd protrusions at the end. Scorch marks upand down the column complete the tower’s

    peculiar appearance.

    The Orchard maintains a staff of about 500 people,divided into two groups: surface staff and networkstaff. Surface staff are the loaders, drivers andtechnicians who work the Flats and run the fivetowers, while network staff spend most of their

    time below ground, moving cargo and attending tothe port’s visitors. Most of the port’s employeescommute from the nearby city – Black Orchard isnot set up to be a community, let alone a self-sustaining one.

    Any stays here are strictly short term. On a typicalday, the Orchard plays host to 500-1,500 visitors,with roughly half that number onsite at any onetime.

    In addition to the surface and network staff, BlackOrchard employs 100 security guards. Heavily

    armed and armored, these guards are there primarily as a deterrent – by and large, the Orchardis a very safe port. They are equipped with a varietyof antipersonnel weapons.

    When a ship limps into Black Orchard after itslatest encounter with a strange nebula, phasingalien fungus or nanotech life form, this is where itdocks. This aptly-named tower has more than a bitof the mad scientist in it: scorch marks from strangeexplosions mar the column’s surface, and remnantsof an armature that had to be removed after beingconsumed by nanites still dangle forlornly from thedisk. Bringing Spaceport

    Black Orchard to Life Inside the tower, much of Igor’s space is given overto swappable modules – equipment and softwaresuites designed to tackle specific problems. The

    standard loadout includes hazmat (hazardousmaterials) equipment, biological analysis gear and a

    probe armature equipped with a multitude ofsensors in addition to the tower’s more mundanegear.

    Black Orchard is imposing, functional and very,very busy. No matter where one is on the Flats,there is a tower looming hundreds of feet overhead

    – and of course, the Long Knife in the distancetowers over the rest. Ships large and small are allaround, along with a multitude of people. Everyfew hundred yards, there is a ground entrance intothe port’s tunnel network. Hover platforms, groundcars and people come and go constantly.

    Cast of Characters Black Orchard is run by an alliance of merchantsknown as the Commissars. Although ruthless intheir pursuit of profits, they recognized years agothat in order to make money with the Orchard (andthey make a lot of money running this spaceport),they would need to be willing to spend it first. Overthe years, Black Orchard has become their baby,and they spare no expense when it comes tooutfitting the port with the latest equipment. Thereare fourteen Commissars altogether, nearly all ofwhom visit the Orchard regularly (and alwaysincognito).

    For all that, though, it is a surprisingly quiet place.There are no walls to reflect sound back to thecharacters while they are out on the Flats, and muchof the heavy machinery is hundreds of feetoverhead, dangling from the various towers.Walking from one end to the other, an individualwould encounter pockets of bustling, noisy, chaoticactivity interspersed with pockets of relative calm,with no ships within a hundred feet.

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    Anyone straying from the painted guide lines on theFlats will know it in short order – stray far enough,and a ship will skim by overhead, engines roaring.Ground crews and guards will converge on you,

    politely herding you back to a safer area.

    Plot HooksSpider, Spider:One night, the Armadillo goes completely dark –all systems shut down, the armatures hang limp andnon-functional. The armada of robots that normallyswarm up and down the tower are conspicuouslyabsent. A nanotechnological virus has been hidingin Igor for the past several weeks, building strengthand biding its time, and it picked tonight to takeover the Armadillo’s robots – all of them, all atonce. It then used the robots to power down thetower, and it has set its sights on the Long Knifenext. Is it trying to take down the spaceport, orsimply looking for bigger guns? Either way, therobot army must be stopped.

    Trouble Down Below:While their ship is docked at Black Orchard , thePCs are approached by a Commissar in need ofassistance. She tells them that a band of thieves hasinfiltrated the tunnel network beneath the Flats,hoping to make off with some particularly valuablecargo. Wanting to resolve the situation withoutmaking the security breach common knowledgeamong the Orchard’s staff, she offers to pay thePCs handsomely to track down the thieves and takethem captive – all without alerting anyone else totheir presence.

    Scrapyard Scam:Every week, massive hauling trucks from a nearbyscrapyard drive through Black Orchard , looking to

    buy scrap metal – even whole ships, if the station’stechs have deemed them beyond repair. A monthago, the scrapyard changed ownership, and the newowner prefers to make his own scrap. A day or two

    before the scrap trucks are scheduled to drop by,the new owner sends out teams of saboteurs (hiredgoons, for the most part) to sneak into the Orchardand subtly damage a ship or two – hoping that theowners will have no choice but to sell them forscrap. Naturally, one of the ships they pick belongsto the PCs…

    Roundup!:The containment fields aboard a ship carrying amenagerie of ferocious, dinosaur-like creatures fail,releasing several dozen of the beasts out onto the

    Flats. The Long Knife cannot engage them withouthitting people or ships on the tarmac, and it lookslike they are more than the Orchard’s securityforces can handle. Can the PCs turn the tide?

    Weapons Free:The PCs are out on the Flats when, withoutwarning, one of the ships docked under Gatlinggoes haywire. Its forward guns begin strafingnearby ships and people, and one of its starboardmissile batteries takes out several of the loaderswho are servicing the ship. Chaos erupts, with

    people running every which way as the shipcontinues firing at random. With help from theguards, can the PCs figure out why the ship wentnuts and stop it before it destroys everything inrange? It will not be long before the spaceport’s top

    brass decide to bite the bullet and turn the LongKnife on it, despite the risks. Did the ship really gohaywire? Was it a virus, sabotage or a moreunusual cause?

    CreditsWriter: Martin Ralya Interior Art: Gillian PierceEditor: Vicki Potter Border Art: Danillo MorettiLayout: Marcella Ganow Fonts: ©2006 Jupiterimages.comProofreader: Elizabeth M. Scott

    © 2006 Tabletop Adventures, LLChttp://www.tabletopadventures.com

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    Spaceport Towers and Landing Area:• Gatling (Weapons Systems) • Igor (The Weird Stuff) • Long Knife (Spaceport Security) • Armadillo (Hull Repair) • The Widow (Sensor Tech)

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    Bits of Darkness™: Dungeons Duo - $21.00Tabletop Adventures brings Bits of Darkness™: Dungeons and Bits of Darkness™:Dungeons II together in one book, to deepen the shadows of your crypts,catacombs and dark places. Contains 350+ descriptions of various sizes to addsuspense and create terrific atmosphere for your dungeon crawl. Let youradventurers encounter the Chapel of Sacrifice, Volcanic Workshop or Well of theAbyss; your dungeons will never be the same again. Augment your imagination withthis indispensable resource for the dark and forbidding places of your world.

    Bill Webb of Necromancer Games ™ says, "Other than mydice, this is the only product I use every time I play . "

    Mother of All Treasure Tables™ - $27.99Treasure suitable for the lowliest of pickpockets to the greatest of kings! Written by Tabletop Adventures; Published by Necromancer Games™.Never before has such a book been available, to provide with a simple roll of thedice a random selection of imaginative descriptions - treasures that include rarerare ivory and iron pots, weapons and walking sticks. Here in a single volume arenearly 700 totally mundane treasures – rich in imagination, but with no magicabilities to overpower or unbalance your game.

    Open the book and see for yourself! No one can read just one…

    Table Treasure Value QuantityTable I Less than 10 gp 100Table II 50 gp 100Table III 100 gp 100Table IV 500 gp 100Table V 1,000 gp 100Table VI 5,000 gp 100

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    Table VII 10,000 gp 50Table VIII 30,000 gp 20Table IX 50,000 gp 10Table X 100,000 gp and up 10 03/07

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