Thursday, July 03, 2014

Playing with Kyma - the Bazaar District

The Bazaar District of the port city of Kyma is dominated by docks, warehouses, and shops.  Located on the shore of the Dromosero, the placid inland sea, it's not as heavily fortified as the southern Market District, which services traffic from the Ocean. The Bazaar is the principle source for elven (herbs, silks, dyes, wooden crafted items like musical instruments and furniture, and mead, wines and brandy) and dwarven (worked metal, ingots of adamantium, weapons, vodka, beer, ale) goods, as well as exotic (elven, dwarven, and orcish) slaves. The goods in the bazaar district tend to feel more exotic, though it’s also the principal market for grains, livestock, and lumber as well. Also includes accommodations (inns, taverns, low-end brothels) for travelers, which are dens for smugglers of all sorts. Connected to the Market District by the Grand Canal.

Encounters of note occur on a roll of 1 on a d6 for every hour spent in the district during daylight hours.  The chance for an encounter increases to 1 or 2 on a d6 after sunset and before sunrise.

ENCOUNTERS (d20)
  1. 2d6 dwarves on a carouse. They’ve got gold to spend, and hanging out with the dwarves will net you all the free drinks you can stomach (save or pass out from alcohol poisoning every two hours of carousing with them) plus one of the following per hour (d4 + CHR bonus, any number that repeats yields no goodies):
    1 - an exquisitely crafted iron brooch worth 150% of the usual value of such an item. It’s unusual fabrication will be recognized by other dwarves and gives a +1 to reaction checks with them.
    2 - a loadstone that always points north.
    3 - a sunstone that will always reveal the position of the sun, no matter how dark the clouds or thick the rain.
    4 - a marriage proposal.
    5 - a bronze puzzle ring that hides within it a complete set of lockpicks.
    6 - a silvered dagger.
    7+ - a treasure map.
  2. 3d4 recently unemployed mercenaries, looking for work or, failing that, a fight.
  3. a desperate apprentice warlock, sent by his master to acquire a rare and expensive reagent. Alas, the youth’s purse has been stolen, and there’s little he won’t stoop to in order to complete his task.
  4. 1d4 masked Hasheeshins ambushing their target.
  5. Gang of persistent goblins claiming to sell herbal remedies for nearly all ailments. Roll on Potion Miscibility table for actual results.
  6. 2d8 members of a press gang looking to abduct the unwary to serve as oarsmen on a galley.
  7. apprentice witch disguised as prostitute seeking (roll a d6: 1) a lock of elven hair, (2-3) the seed of any male, (4-5) a mount for a hag, or (6) a gallon of blood for her mistress.
  8. pickpockets! If the PCs get involved in their distraction(roll a d6), the thieves get a bonus on their rolls:
    1 - angry crone beating a disobedient youth.
    2 - pair of sailors preparing to fight/duel for the affections of a half-elven girl.
    3 - naked lover being beaten by cuckolded husband while wife pleads for someone to save her lover.
    4 - fire in an old warehouse.
    5 - two gangs of minstrels start a brawl over a stolen song.
    6 - explosion of hallucinogenic gas. Save or be incapacitated for a half-hour with strange visions. Anyone who rolled a 1 on the save has prophetic visions.
  9. brawl between the crews of competing ships.
  10. slavers claiming to be successful sailors and looking to spend coin on pretty faces. They’ll drug drinks and haul their victims off for sale.
  11. procession of elven dignitaries heading to the Palace.
  12. dwarves disguised as merchants but really on a mission of vengeance against a merchant who cheated them.
  13. City guard raiding a warehouse, dwelling, or other building looking for contraband. 1 in 6 chance the raidees are (roll a second d6: 1-2) orcs, (3-5) heavily armed pirates, or (6) have a warlock or two with them and fight back.
  14. 1d4 escaped slaves (1 in 6 chance of being elven) looking to escape the city by boat. If returned to their owner, will garner someone a reward of 1d6% of their market value.
  15. 1d4 nixies disguised as elves on the prowl for slaves. They’ll attempt to charm any they can lure into the waters of the sea.
  16. 2d4 young adult orcs seeking employment or easy coin so they can purchase weapons.
  17. 2d4 orc mercenaries on the carouse. Every hour spent partying with them gains you (1d6+ CHR bonus):
    1 - a black eye.
    2 - a blood-sibling who you can call on in dire need, but who may also call on you; refusing the call leads to a blood feud.
    3 - a treasure map.
    4 - being chased by the guard and a night in the gaol if caught.
    5 - fleas.
    6 - a new undercity contact.
    7 - an attempted seduction.
    8+ - an attempted rape.
  18. 1d6 elven merchants on a carouse. Every hour spent partying with them results in the entire party (1d4+ best CHR bonus):
    1 - losing half your (d6: 1) copper, (2) silver, (3) electrum, (4-5) gold, (6) most expensive piece of jewelry in the party.
    2 - a valuable rumor.
    3 - a chance to buy (d6: 1-3) a rare herb, (4-5) a potent hallucinogen, or (6) a dire poison at 75% the regular price.
    4 - passed out in an opium den. Everyone loses all the coin they had on their person, 1-in-6 chance for each member to have had a prophetic vision.
    5 - an invitation to an orgy.
    6 - a single ring of silver that can be used to gain an audience with an elven noble of a particular house.
    7+ - being drugged, kidnapped, and sold to merfolk.
  19. a vampire’s agent, seeking victims.
  20. a ghost seeking vengeance.

2 comments:

Scott Anderson said...

These need to be sanitized a little for my table. But I want to use them.

trollsmyth said...

Scott: good to hear. Yeah, my table's a little raw. Not quite Raggi raw, but...