Showing posts with label Neo England. Show all posts
Showing posts with label Neo England. Show all posts

Thursday, August 27, 2020

New OSR Monster - The Connecticut River Serpents For Your Old School Campaigns

 





""Gawd's sake, Aud, but why'd ye go for to do that? Hain't ye heerd all the things they've been tellin' about this snake-devil Yig? Ye'd ought to a told me, and we'd a moved on. Don't ye know they's a devil-god what gets even if ye hurts his children? What for d'ye think the Injuns all dances and beats their drums in the fall about? This land's under a curse, I tell ye—nigh every soul we've a-talked to sence we come in's said the same. Yig rules here, an' he comes out every fall for to git his victims and turn 'em into snakes. Why, Aud, they won't none of them Injuns acrost the Canayjin kill a snake for love nor money!"
Written 1928, published November 1929 in Weird Tales, Volume 14, Number 5, Pages 625-36.

Not seen since 1886 the Connecticut River Serpents have returned enforce to the lower banks of the Connecticut River. 
Brought from the depths of the Earth by the warriors of the realm of K'n-yan. These genetically enhanced giant serpents were the creations of the serpent men in ages long past. These powerful river serpents are some of the most feared predators on what was the North American Neo England continent.These serpents are highly intelligent and boast a dangerously murderous predatory intelligence. They boast a strangely almost humanlike reptilian face with balefully cunning unblinking eyes.



They thrive in the brackish waters of what was the Connecticut River in the marsh like inlets & fresh water marshlands near the turquoise walled riverside temples of the snake god where they serve as guardians. They are incredibly stealthy & capable of silently murdering humanoid prey. Many times they simply violently bite their prey with a poisoned bite & retreat off to a distance whist the poison does its work. Many swear that these beasts seem to enjoy the show. They often lurk underwater for up to six hours or more. To the Picts of the area these monsters are a menace & their mere presence   is regarded as "bad medicine". Many of the Hyperborean warriors give them & their cult members wide berths when venturing through the extensive ruins of Hartford where a grand nest of them dwell in the Hog River Tunnel, under Hartford.


These monsters are very similar to monstrous serpents found on 'Old Venus'. But the Connecticut variety exhibits an almost human like sense of evil cunning which many believe is the influence of their dark master Yig's doing.

No Encountered: 1 (unless temple or nest in 1d6)
Alignment: Neutral ( with evil tendencies) 
Size: L 
Movement:30 (swim 50) 
Dexterity: 9 
Armor Class: 6 
Hit Dice:4 
Attack:1/1 Bite
Damage:1d6 +1 
Saving Throw:14 
Morale: 9 
Experience points: 400 
Treasure type : Within temples of Yig F

Tactics these serpents often try to ambush humanoid prey members & easy prey at just before sun up. They will lay the body in the water in the hopes of attracting more prey. These serpents have a monthly feeding cycle often taking out families or victims directed by local cults of Yig.


There are reports of similar monstrous serpents being found in some of the urban waterways of Ghost City but these can't be substantiated at this time.

Wednesday, October 11, 2017

New OSR Monster - The Connecticut River Serpents For Your Old School Campaigns





""Gawd's sake, Aud, but why'd ye go for to do that? Hain't ye heerd all the things they've been tellin' about this snake-devil Yig? Ye'd ought to a told me, and we'd a moved on. Don't ye know they's a devil-god what gets even if ye hurts his children? What for d'ye think the Injuns all dances and beats their drums in the fall about? This land's under a curse, I tell ye—nigh every soul we've a-talked to sence we come in's said the same. Yig rules here, an' he comes out every fall for to git his victims and turn 'em into snakes. Why, Aud, they won't none of them Injuns acrost the Canayjin kill a snake for love nor money!"
Written 1928, published November 1929 in Weird Tales, Volume 14, Number 5, Pages 625-36.

Not seen since 1886 the Connecticut River Serpents have returned enforce to the lower banks of the Connecticut River. 
Brought from the depths of the Earth by the warriors of the realm of K'n-yan. These genetically enhanced giant serpents were the creations of the serpent men in ages long past. These powerful river serpents are some of the most feared predators on what was the North American Neo England continent.These serpents are highly intelligent and boast a dangerously murderous predatory intelligence. They boast a strangely almost humanlike reptilian face with balefully cunning unblinking eyes.



They thrive in the brackish waters of what was the Connecticut River in the marsh like inlets & fresh water marshlands near the turquoise walled riverside temples of the snake god where they serve as guardians. They are incredibly stealthy & capable of silently murdering humanoid prey. Many times they simply violently bite their prey with a poisoned bite & retreat off to a distance whist the poison does its work. Many swear that these beasts seem to enjoy the show. They often lurk underwater for up to six hours or more. To the Picts of the area these monsters are a menace & their mere presence   is regarded as "bad medicine". Many of the Hyperborean warriors give them & their cult members wide berths when venturing through the extensive ruins of Hartford where a grand nest of them dwell in the Hog River Tunnel, under Hartford.


These monsters are very similar to monstrous serpents found on 'Old Venus'. But the Connecticut variety exhibits an almost human like sense of evil cunning which many believe is the influence of their dark master Yig's doing.

No Encountered: 1 (unless temple or nest in 1d6)
Alignment: Neutral ( with evil tendencies) 
Size: L 
Movement:30 (swim 50) 
Dexterity: 9 
Armor Class: 6 
Hit Dice:4 
Attack:1/1 Bite
Damage:1d6 +1 
Saving Throw:14 
Morale: 9 
Experience points: 400 
Treasure type : Within temples of Yig F

Tactics these serpents often try to ambush humanoid prey members & easy prey at just before sun up. They will lay the body in the water in the hopes of attracting more prey. These serpents have a monthly feeding cycle often taking out families or victims directed by local cults of Yig.



There are reports of similar monstrous serpents being found in some of the urban waterways of Ghost City but these can't be substantiated at this time.

Wednesday, July 15, 2015

Tangle With The Reptilian Slavers Fantastic Hereos and Witchery Actual Play Event

 
   Right this picks up right after the events of  The Fourth of July Carnage the PC's made it to Lower City Canaan, spent the night in the one horse town's inn and were resupplying in the general store the next morning. The store was run by a very nice but nervous Neo England family. Everything was pretty boring until the place was buzzed by two saucers! Reptilian slaver ships! The PC's were then attacked by two members of the O'Megan family who were not what they appeared to be at all but Doppelganger assassins! The PC's took the fight outside and made short work of the shape changing scum. The O'Megans were happy to see the PC's go, lest anymore of their shop get damaged.





Then it was off to the Houstonic State Forrest home of one clan of Canaan Elves. The Reptilians had two ships loading cryo pods onto the saucers by tracker beams. There were guards in light power armor guarding their hauls. The PC's spotted the guards and circled through the forest. Something wasn't quite right and the PC's were very cautious with the guards, their actions seemed mechanical and a bit wooden. Two sleep spells, another quick fire fight, and a bit of manuvuering the PC's managed to free the pods. The managed to get their hands on a shoulder mounted missile and fired at one of the saucers. A natural twenty brought the saucer down into a nearby swamp. But the other one managed to escape!

Then the PC's had a nerve wracking encounter with two chameleon fielded foes in the woods, the targets didn't move, didn't change direction, not even after an itch spell was cast on one of them. Something was very wrong here?! It took the better part of twenty minutes for the party sneak up, disengage the alien tech and find out that these were actually the clan leaders of the Elves! The Reptilian black occultist in charge of the whole thing had indeed been on the other saucer and escaped to Accursed Atlantis with over one hundred Elven Slaves! The PC's had downed their means of following the ship! Which means next week they'll be going into that Babbler infested swamp next game then on to Accursed Atlantis! Stay tuned!

Tuesday, July 14, 2015

Neo England Babblers For Your Old School Campaigns

The Babblers of Neo England, are an imported species of psychological and biological weapon systems loosened by the Reptilian slavers who work for the Voltamen 
 in Neo England. They are mutated Reptilians drawn from their failed colony worlds from the Outer worlds. Usually appearing in clutches of 1d4 individuals, these things prey on live stock, humans, and any near humans they can find. In Neo England these horrors have the characteristics of  mammals,humans, & alien reptiles. The females of the species are larger to the males and are able to blend into the Neo England Swamps with easy. They are also the leaders of the clutches of these monsters.  Swamps and woodlands of Neo England present little problem for these monsters.
Normal move rate is (12"rate) slither on its stomach in the fetid swamp waters  but it must stand erect to attack and movement is reduced to 6". The Neo England species has tongue attack which is barbed and glued with a slightly acidic strong smelling stomach bile. It is +3 to strike and only does 1d4 points of damage. The prey is reeled into the creature's claw range for 1-6 points of damage each and a horrible bite in its shark like toothed mouth for  1-8 points of damage.

File:Osowa Góra torfowisko.jpg

There is only a 25% chance of detecting the creature as it slithers up to its prey  but some animals and mutants with will smell the monster at some distance away. It can strike from behind as a fourth level thief doing double damage and gaining the bonus of  +4 on its 'to hit roll' as it attacks normally.

Neo England Babblers
Frequency:
Very rare to uncommon in certain marsh and wetlands
No Appearing: 1d4 
Armor Class: 6 
Move: 6" or 12"
Hit Dice: 5 
% in Lair: 20% 
Treasure Type: B 
Dex: 8 
No Attacks:4 or 3 
Damage/Attack:
1-4/1-6/1-6/1-8
Special Attacks: See Above 
Special Defense: Nil
Special abilities:
Darkvision 60 ft.,Low Light Vision, Scent, Tracking
Magic Resistance: Standard  
Intelligence: Average but highly cunning 
Size: L (8' foot tall)
Psionic Ability: Nil 
Attack/Defense Modes:Nil 
Level/XP Value:
III/130+5 per hit points

These are highly mutated and modified Reptilians, they retain all of the intelligence and cunning of these alien humanoids. They love the taste of human and mammal flesh;these monsters have been imported into the local time space continuum from Accursed Atlantis where they were extensively used against the local armies in some of the salt mash lands surrounding the ancient wastelands. They are particularly hated by the local warlords of the swamplands, their incomprehensible babbling language has led to a bounty of 3,000 gold pieces on the heads of these creatures. Murders and assassination in the Accursed Atlantis swamplands.
In the temperate swamps of Neo England these bastard creatures often come in the night to murder and slaughter families, live stock, and lead Reptilian warriors on raids of  local farming communities. They're low light and dark vision enables them to navigate the murky swamps and wetlands of Neo England  with easy making murders  and disappearances among the native Neo Englanders a fact of life.

Tuesday, July 7, 2015

Rumble On The Road To Lower City - Part III of the Fourth of July Carnage Actual Play Event



Last night's game was punctuated by arrows, plenty of violence and the PC's coming face to face with the Red Scum. A group of lower caste warriors and overseers from HG Wells War of the Worlds.
The players hate these guys( they've faced them in my post apocalyptic Mars games) and these things are nasty. The Red Scum operate as a cult insidiously  working from within and they had over thirty six elves in the back of three wagons while the Overseers fed on the barely alive bodies under tarps. The Martians were blotted and drunk on the blood. These bastards had made short work of the Elves and were reaping the rewards of haul. Slavers are the one thing that really drive my players to violence rather quickly.
The lower caste Red Scum warriors popped up just in time to get eyes full of magic missiles and barely had time to get the drop on the PC's. It took a while but the Weirdling cultists of the Red Scum were murdered quietly and rather quickly.


The Red Scum lower caste warriors put up a bit more struggle but eventually they went down. The PC's began to see if the Elves were still alive and discovered the true horror of the Red Scum. Each and everyone of the Elves was infected with a baby Red Scum, wound around the ribs, interior muscles, and hearts of the Elves. They were all brain dead by this time but the little alien bastards were keeping the bodies and flesh alive for unknown reasons. The victims were dispatch, the wagons looted and then burned. The PC's came away with maps of the Lower City ruins, pass cards to some sort of military installation under the ruins, and several weird items. Many of them had Red Scum script and notes on them as notes for an unknown purpose. They set the remains of the wagons on fire and threw a relic hand grenade into the back of the wagons  to finish the job. They weren't taking any chances, as I said they hate the Red Scum.
They finally reached Lower City itself by sunset and found the local tavern. The party settled in for the night.
    
  Notes on Lower City, Canaan Connecticut

Lower City Canaan is a fly speck of a place and quietly tucked out of the way. A small community of around 1,300 people in the best of times before the Voltamen invasion.During the war a series of underground military R&D facilities were constructed because they were out of the way. A series of ground fights during the way wiped out the above ground small town. Below ground the A.I. thinking machines continued to work and only a series of small bunkers was discovered. The current town of Lower City has a general store, a tavern, a temple, and does a far bit of trade with the Elves of Canaan.

Location in Litchfield County, Connecticut
The town itself charges a toll to anyone wanting to explore the rich pickings of the ruins of Old Lower City. They also generally don't have a ton of adventurers and outlaws coming into this area. The place is quiet and they pay their fair share to the Voltamen. There are several time space warps nearby but the locals know where they are. The ruins are seen with a wary eye but the locals live with it.


The true heart and soul of the 'town' is the general store where local farmers, townies, and even the elves gather to gossip, socialize, and make due with the harsh mutated conditions of the area.

That was until someone or something started to disrupt and blow the hell out local life in Lower City. That's where the PC's come in. Stay tuned!

Note that none of this stuff is a part of  Lower City Canaan, this is all a part of an alternative Earth and simply author/DM sci fi fantasy. It really is a fly speck on the map of Ct. 


Monday, July 6, 2015

Fourth of July Carnage - A Warlords of The Outer Worlds Campaign Update & Actual Play Event Part II

 So the PC's are deep in the mutated woods of Canaan Connecticut dodging  Voltamen patrols and avoiding alien mercs. One thing I've learned over the last couple of years of play is something that as a DM I've grabbed from the Lamentations of the Flame Princess rpg system play book. Keep the races and monsters unique, interesting and DYI. One complaint that I heard about Fantastic Heroes and Witchery's rule book is the lack of a Monster Manual for the game. There are more then enough D20 monsters out there that can be easily converted over to playing around in the setting of your choice. But its simply more then a simple slap a monster together and play. This is weird post interstellar/apocalyptic world is both familiar and alien at the same time. Now I'm playing around with lots of the useful conventions of pulp sci fi and science fantasy while keeping it interesting. The PC's have learned right out of the gate that their not the most powerful things around at all. Death awaits around the corner and each one has a troubled past that has forced them to go from being a good citizen to outcasts in their own right. Not your usual group of happy go lucky adventurers at all really. But outlaws and adventurers thrown together for mutual survival against a planet that has issues all of its own.

So now they've camped for the night and we're picking it up tonight after the party ran into a priestess of the god Bromion The Minor God Of Reason & Super Science.  
After having her identify several items and relics that the PC's picked up last game, they learned that the Elves are being shipped off to the nearby temple/resort complex of the The Acolytes Of Ahania.
But for what reason and why are the Voltamen seemingly complacent in the whole affair? More as it develops in tonight's game.



Sunday, July 5, 2015

Bromion The Minor God Of Reason & Super Science For Your Old School Campaigns

Bromion is the god of order, reason & super science as well as the patron for adventurers who need to identify and learn to use relics, artifacts and occult treasures. But he is a god who hides a secret behind a facade of miracles and mummery. This being is an alien god at best who though he understands technology and science quite easily he has a very hard time understand the flesh slugs and meat bags that serve him in this time space continuum.
He is represented by broken statues depicting the alien nature of this god to those who can read the scared symbolism seen in his representations.
Bromion is one part of a scared alien god mind and represents the reasoning side of this alien mind. His temples are seen across the planes, dimensions, and universes and are small unassuming Greek style affairs.

Koldewey-Akragas-Olympieion-side-view.png
A strange crystal representation of the god sits in the center of the temple and seems to wash into itself with the scared light of Bromion. His agents and priests wander the wastelands collecting by any means necessary any dangerous or horrid technological item,relic, or weapon. These are identified by his cult, studied, and destroyed.
Bromion is a fickle god of order at best  and his priests never know how their god will react when contacted for minor favors. He has within his service twelve Titans to handle the day to day tedium of his cult and the sacred number of temples.
Bromion has several minor abilities at his disposal at one time these are all usable up to five times a day: Identify item or device, Control technology, Lightning strike, Legend Lore, Recharge cell or battery, Destroy technology, darkness within a 20 foot radius, Contact Other Plane, Summon Cybernetic entity, Charm Person, Cloud of Reason, and EMP pulse within a forty yard radius.
Because of his alien nature Bromion's reaction may be fickle at best and completely alien at worst. Here is a random 1d10 chart of alien reactions for Bromion.

1d10 Random Alien Reactions For Bromion

  1. The alien nature of this god makes having a conversation difficult at best. He ignores you unless your question is about technology or science which attacts his attention. 
  2. At best the god is busy and or distracted, he will gift you with a minor relic. 
  3. The god doesn't understand your question and so has granted you a minor artifact, 
  4. Take 3d6 points of damage as the god tries to pull your PC inside out physically. 
  5. He understands you perfectly and answers any questions it can. 
  6. Gain 1d8 mutations as Bromion's attention is on your body's functions and your body course's of physical attitudes
  7. You and your party are teleported to another plane of existence for observation by the god and its minimum
  8. A smoking and smoldering corpse is teleported right before your party for no reason. 
  9. A minor elemental of order appears in a puff of smoke and demands what  do you want of an elemental of order as a representative of Bromion
  10. He ignores you and erects a 100 point force field around you and your party to keep you isolated from mankind for the good of the universe.

Saturday, July 4, 2015

Fourth of July Carnage - A Warlords of The Outer Worlds Campaign Update & Actual Play Event

So here comes some  Fourth of July carnage over the weekend,its already raining at a good clip here in the Northwest Hills of Connecticut. So here's what's going on for tonight's game. The party is going to have to deal with a bunch of slavers for tonight's game. These mercs have been hired to collect slaves for experimentation by a patron of weird aspect. Now its off into the woods of Canaan while ducking Voltamen patrols and trying to free slaves. Then there's dealing with the various alien merc forces as well.
The PC's have been burning through treasure to cover ammo, taxes, places to stay, etc., the campaign has taken on a French resistance meets old school wasteland post apocalyptic survival in the wilds of the Connecticut wasteland. Fantastic Heroes and Witchery's pulp rules have been very well received.

Neo England's Connecticut has been a mix of pulp, gonzo science fantasy, post apocalyptic wasteland material, HP Lovecraft, New England folk lore, precode Planet Comics, Venger Satanis,  
& even more bizarre bits from various OSR products. Especially  Lusus Naturae by Rafael Chandler
& Gennifer Bone's  strangely grotesque and evocative artwork. The pdf book has bunch of appendixes that have been updated. If you already bought the pdf, then do yourself a favor and discard the old one and grab a new copy. This book has been too damn useful to me to simply just use it as a monster manual for LoFP which it was never meant to be, the book is a primer in NPC creation with at its heart a methodology of over arching relationships between vile NPC's and monsters. Its very hard to know which one is which in this book. Lusus Naturae is the type of book I wish I had four years ago running back to back Carcosa and other LoFP titles, but its damn useful for villain and NPC design.



Meanwhile the classic precode Lost World Planet comics aspect of this world plays merry havoc with the PC's lives. The Lost World is probably the biggest influence and I've used whole cloth chunks of this series from Planet Comics for years. According to Wiki :
The Lost World - The Red Comet was replaced by "The Lost World," which appeared in issues #21-69, as the lead feature (becoming one of the longest-running strips) featuring Hunt Bowman. The first episode was drawn by Palais, with Viscardi taking over for issue #22.[1][2] Set in the 33rd century, Bowman was a guerrilla-fighter (alongside Lyssa, Queen of the Lost World) against the reptilian Voltamen, conquerors of Earth. (Miller notes that "[i]n #24 Hunt and Lyssa returned to Earth... [and] never returned to the Lost World.") In issue #36, the duo were joined by "3 more Earth people," named Bruce, Robin, and Bonnie.[1] Later episodes were drawn by Ingels (c. #24-31), Lily Renée (#32-49), and George Evans (#50-64).
The other series which has been mined and pillaged over and over again has been Auro, Lord of Jupiter. This series had a weird Flash Gordon, Tarzan, and post apocalyptic alien jungle tales feel to it making it perfect fodder for my game campaign add in the weird alien races and it's been a win/win for me.  Here's more information on Auro Lord of Jupiter
Auro, Lord of Jupiter – Two different characters of this name appeared in Planet Comics. The first incarnation was the son of Professor Hardwich, and appeared in most issues between #1-29. He was essentially an outer space version of Tarzan, where Auro was "befriended by a saber tooth tiger," stranded on Jupiter with "muscles... as strong as steel" thanks to the higher gravitational pull of the planet. The best artwork on the first series of Auro stories was, wrote Miller, "by Raphael Astarita,"[1] whose name Jerry Bails and Hames Ware spell "Rafael".[7] Auro's second incarnation started 11 issues after his first ended, in issue #41, when a young scientist named Chester Edson "crashes on Jupiter," and his "spirit is transferred into the body of [the original] Auro," who is thus resurrected as a Flash Gordon-esque hero.[1] Miller names Dick Charles as the main writer of both series; Bails and Ware list only Richard Case and Herman Bolstein.[3] Auro was illustrated by a number of different artists, among them Doolin, Graham Ingels, and Astarita.[2] Miller suggests that August Froelich drew the appearance in issue #41, and says that Ingels "was the last artist."
So tonight our intrepid crew of murderous adventurers make their way into wilds of Canaan to tackle this latest threat to their freedom!
Happy Fourth of July folks happy old school gaming with your family and friends this holiday!



Wednesday, July 1, 2015

The Neo England New Haven Redoubt For Your Old School Campaigns

Adventure awaits around the corner in Neo England and opportunities abound especial around the grand New Haven Redoubt!

Hovering over the harbors of  Long Island Sound is the  Redoubt of New Haven, six miles of twisting bio mechanical steel, humming with the activities of cities within cities. This place holds  a mountain-sized building described to contain millions of people and feature vast farmlands underground, powered by the mysterious "earth-current."  There are over "one thousand, three hundred and twenty cities of the Pyramid." itself with the highest caste's living on the top floors of the place and having been bio engineered and mutated with an increased lung capacity.

The earth current permeates every aspect of life in the redoubt, the place draws in the sea waters of Long Island sound to help fuel the vast underground fields that are really the redoubt's industry. A hundred miles below the redoubt are the Under Fields. "an hundred miles deep in the earth below the Redoubt" lay the Underground Fields. These fields produce food stuffs that are part of the bounties from Mars, Luna, and the other solar system satellites. According to the ancient scrolls,
"And of the Underground Fields (though in that age we called them no more than "The Fields") I should set down a little; for they were the mightiest work of this world; so that even the Last Redoubt was but a small thing beside them. An hundred miles deep lay the lowest of the Underground Fields, and was an hundred miles from side to side, every way; and above it there were three hundred and six fields, each one less in area than that beneath; and in this wise they tapered, until the topmost field which lay direct beneath the lowermost floor of the Great Redoubt, was but four miles every way."   These are protected by the bio grey steel of the city itself. And there are minor towns that are used as infrastructure for the desalination of the sea waters and the production of food across the world. The Redoubt of Hartford is attended by androids, robotic entities, and other cybernetic lifeforms who help in this process, many coming from the Rossum’s Universal Robots factories throughout Neo England.
Capek play.jpg

For many the threat of Abhuman tribes from the dimensional  Zones  have become a constant threat to life and limb. The ports of  Long Island Sound are the territory of ships of incredible destructive capacity to keep the giant mutant life forms at bay. 

The skies over Neo England are thick with air ships and planes of every description as energy weapons play across the backs of gas bag alien life forms that have flourished in the polluted stinking atmosphere of this world. They graze on hydrocarbons and other  man made pollutants and are a constant hazard to air traffic, their hides are valuable and are harvested for a wide variety of uses and industrial applications just as the American Buffalo were hundreds of years ago.
Air pilot outlaws, adventurers, and free booters have become part of the new normal for adventurers wanting to make a few dollars escorting air ship caravans across the skies. Air pirate warlords have also become a new hazard in the skies as well creating warfare,conflict, and the cracking vacuum sounds energy weapon reports. Fortunes are made and lost in the air as well as on the ground.

Bridgeport has become the up off point for the Trans global highway which encircles the globe and has become the new boom to transportation across the globe. The system has been one of the saviors of mankind and a prime opportunity for the unscrupulous, criminal, and various dangerous elements to exploit. It is an era of adventure and danger where fortune favors  the brave and fool hardy.

1d10 Random New Haven Redoubt Finds Table




  1. A necklace made from old cybernetic and robot parts, this piece is able unlock many of the lesser locks of the city. 400 gold pieces for this necklace 
  2. Dagger of unbreakable glass +2  200 gold pieces
  3. Mechanical robotic cat looking for a master. 
  4. Staff of lesser mechanical mastery able to identify may common repair problems, has a continual light spell on the other side. Slightly bent and broken, 600 gold pieces 
  5. Ray gun partially broken 3d6+2 explosion if used. Worthless. 
  6. A piece of volcanic glass from the elemental plane of fire able to see past many common glamors and illusions. 600 gold pieces for this part 
  7. Cybernetic Diesel punk arm and hand fully functional, 1000 gold pieces. 
  8. A lesser blade of slaying +1, called Alison and looking for a new hilt. The piece will talk PC's deaf and dumb. 
  9. An Abman arm with four inch claws on a seven finger hand. The thing twitches when picked up.
  10. A small cursed statue of a lesser god of lust. The thing cries out when handled for more then 1d4 rounds and is cursed.