Showing posts with label Kyma. Show all posts
Showing posts with label Kyma. Show all posts

Monday, August 04, 2014

Playing with Kyma - the Fields & the Farmers' Gate

The Fields
The terrain west of the city is, by ancient decree, kept flat and clear of trees and bushes. The current Sultan’s father modified the law slightly by turning it into wheat and barley fields tended to by slaves, principally prisoners-of-war, criminals, and their descendents. These are kept in barracks nearly a mile from the city walls.

Tending miles and miles of grain fields is grueling work, but the bread they make is the lynchpin of the Sultan’s popularity in the city, as the food is given out for free to the poor (and sometimes these distributions are used as hunting opportunities by slavers). These distributions occur at noon in various spots in the city, but the largest happens at the Farmers’ Gate.

The slaves themselves are generally on good terms with their overseers. During the monsoon season, when there’s little work to do, they’re eager to hire themselves out for whatever work will earn them a bit of coin, and few have any scruples about the sort of work they’ll do.

Farmers’ Gate
Actually a large plaza just inside the largest of the city’s gates, it’s a daily market of fresh foods, livestock, oils, and fuel.

Every 2 hours the PCs are in the Farmers’ Gate, roll a d6. A roll of 1 indicates a significant encounter. During the monsoon, roll a d12 and consult the table below. The rest of the year, roll a d8.

ENCOUNTERS IN THE FARMERS’ GATE
  1. Relatives of POWs or convicts sentenced to slave in the fields looking for them. Roll a d4. On a 1 or 2, they are human and will reward any successful location of their loved ones (or other significant aid) with (1-10 on a d12) their gratitude and 3d4 silver pieces, (11) a useful rumor, or (12) a treasure map. On a 3 they are orcish and will swear a blood-oath to perform one important service (usually limited to killing or breaking something/one, though they will do up to a month of bodyguard work). On a 4, they are elvish and reward successful aid with (50%) two useful potions or six silvered arrows of such excellent quality that the shooter has advantage on rolls to hit.
  2. A farmer looking for help rescuing his wife and daughter from a gang of satyrs who have seduced them away.
  3. A farmer looking for help rescuing her husband from a dryad who’s seduced him away.
  4. Frightened farmers with tales of (1-3 on a d6) marauding orcs, (4-5) nocturnal werewolf attacks, or (6) wyverns carrying off livestock.
  5. Werewolves posing as frightened farmers in order to lure skilled warriors out to their collective of huts where they will be infected and charmed into the pack.
  6. Rangers looking for aid in hunting dangerous game (probably wyvern, griffons, or possibly even a roc).
  7. Centaur seeking to complete a bride-challenge in order to win the hand of a female centaur. The task she has set requires him to either (1-3 on a d8) acquire at least 50 gold pieces, (4-5) a prize goat for her herds, (6-7) an object of art blessed by the priests of Phaedre, or (8) a useful magic item. He’ll have 1d4 rivals in town, also seeking to complete the same quest.
  8. A riot as too many of the poor showed up and there’s not enough bread to go around. For four hours, the players will be challenged every round you roll a 1 or 2 on a d6 by (roll of 1-2 on another d6) their number multiplied by the result of rolling a d4 in 0th level squatters from the Warrens, (3) a gang of slavers looking to capitalize on the lawlessness including 0th level fighters equal in number to the party plus two 1st level fighters and either a 5th level thief leader or a 4th level priest of Shkeen, (4) city guards angry and looking to bust heads including a number of 0th level guardsmen equal to the party’s number +2d4 lead by a guardsman lieutenant equal in level to a roll on a 2d6, or (5-6) a gang of orcs on a rampage equal in number to the party, lead by a pair of half-orc fighters equal to the party’s average level. During any fight, there’s a 50% chance that assassins from the Beggar’s Guild will strike if the PCs have earned that Guild’s enmity.
  9. A witch from the countryside, come to procure (1-2 on a roll of a d6 + highest Charisma bonus in the group) the eye of an elf, (3-4) expensive alchemical equipment she needs transported 20 miles back to her home (25% chance a rival witch attempts to interfere), (5-6) the egg of a fertile woman of orcish ancestry (25% chance she has a magical method of procuring it that doesn’t involve the death of the donor), or (7+) one or two high-charisma individuals she can charm and lure off into slavery to her.
  10. 1d4 field slaves looking for work. They have no useful skills but know the city and the surrounding countryside extremely well.
  11. 1d8 field slaves looking to settle old scores. Their target is (1-3 on a d6) a wealthy merchant, (4-5) a city judge, or (6) a master of the Beggar’s Guild.
  12. A skilled slave looking for work. Determine the slave’s race and class randomly. They will be 1 + 1d4 levels lower than the PCs, though never lower than level 1.

Monday, July 28, 2014

Playing with Kyma - the Market District

The ocean-side port, warehouses, and shops on the southern shore. Heavily fortified to protect against both storms and pirate attacks. Good source for exotic fruits and woods, spices, gemstones (especially turquoise, obsidian, coral, and pearl), whale oil, wool and furs, marble and exotic construction materials, and human and dragonborn slaves, as well as more exotic sorts. Also includes accommodations (inns, taverns, low-end brothels) for travelers).

Connected to the Bazaar District by the Grand Canal. While you can get seafood here, those in the know go outside the city walls to the Tumbles.

During the monsoon, encounters happens on a roll of 1 on a d10 every hour. The rest of the year, they occur on a roll of 1 on a d6 every hour.

ENCOUNTERS (d12)

  1. 2d12 Palace Guards searching for something (or someone) missing from the palace. Roll a d6. On a 1-3, they are alone, not terribly serious about the search, and eager for a distraction. On a roll of 4-5, they have a weretiger forced into half-form on a silver chain sniffing down their quarry for them. On a roll of 6, they are being guided by a seer.
  2. A selkie disguised as a human or elf. Roll a d4. On a 1-3, it’s searching for a good mate to conceive a child with. On a 4, it’s searching for a lost sibling.
  3. Werefox disguised as an exiled elven noblewoman, searching for a suitably talented elven or (if really talented) human woman to serve as her slave/lover/apprentice.
  4. Devotees of Xithras, heavily armed and looking for trouble. During the day, they’ll be attempting to discourage the sale and transport of necromantic paraphernalia and transformative magic, especially fertility enhancers like minotaur milk. If encountered at night, they’ll be conducting a clandestine raid on a warehouse or ship, and will be led by a paladin 25% of the time. In either case, they’ll avoid confrontations with city or palace guards, and will not engage in violence with any group that is equal to them or greater in strength.
  5. Human barbarians from the west. They’ll be heavily armed and looking for excitement and adventure. They’ll be boisterous, but polite to women and any they perceive as weaker than themselves. However, disparagement of their honor or character (and any negative comments about their mothers) will lead to drawn blades and shed blood.
  6. Human barbarians from the east. They’re quiet, seeking as little attention as possible, stick together, and will shrink from open combat. However, they’ll happily murder anyone they see as interfering with their quest (and will even hire Hasheeshins to do the job if they don’t know they’re up to the challenge), and will not hesitate to employ any means they deem necessary for the completion of their mission. They are in the city in order to (d6) 1-2: rescue a kidnapped princess; 3-4: recover a lost scroll; 5: assassinate a wealthy merchant; or 6: steal a powerful magic item.
  7. Delegation from one of the Sea Princes. 25% chance they’ll have an escort of Palace Guards. Haughty, rude, expecting to be hated, but eager to capitalize on opportunities for profit.
  8. 1d8 sailors on carouse. 1 in 20 chance that one of their fellow carousers is a selkie in disguise of either sex. For every hour the PCs spend with them, there’s a 1-in-6 chance of one of the following happening (d4 + highest CHR bonus):
    1 - fist-fight with rival crew.
    2 - knife-fight with rival crew.
    3 - acquire a pinch of dreamblossom snuff (powerful hallucinogen and aphrodisiac, and even a pinch is worth 10 gp).
    4 - PC gifted with a selkie-gold earring (advantage on sight-related rolls once per day).
    5 - PC wins a talking parrot in a game of chance (1-in-10 chance the parrot is a fey in disguise, else 1-in-20 chance it’s an eastern barbarian prince/ess transformed by spell).
    6 - PC wins lifelong friends who will smuggle things/people/PCs out of/into town when the ship is in port (1-in-10 chance any given week, 1-in-20 during monsoons).
  9. western barbarian witch hunting a man who owes her (d6) 1-2: 50 sp, 3-4: the skull of an enemy, 5: his soul, or 6: his firstborn.
  10. delegation from the merfolk. 2d6 humans (25% they’re actually selkies) plus one merfolk noble being carried in a bowl-like litter filled with seawater born by burly human (10% instead sharkfolk) slaves.
  11. 1d6 escaped slaves, looking to smuggle themselves out of town. If returned, they’ll net a reward of 2d6% of their market value.
  12. 1d3 agents of the sharkfolk intent on (d6) 1-3: securing protection money from a bold but broke ship’s captain, 4-5: disguised as carousing sailors looking for victims to kidnap and return to the sharkfolk as slaves/food, 6: looking to burn a ship that didn’t pay its protection money.


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.