Showing posts with label Pitsh. Show all posts
Showing posts with label Pitsh. Show all posts

Monday, March 22, 2010

Personality, Hirelings, and Meat Shields

Daddy Grognard has a great little article about hirelings, mentors, meatshields, and Marry Sues. Luckily, my ego is tied up more in the game than any particular characters, so I’m fairly good at avoiding the pitfalls he brings ups. I also roll up my NPCs and let the PCs pick from a small list of the available hires. Here’s a list of sorcerers recently looking for work in Pitsh, as I sent it to my players in email:

  • Keshnal of Druusis – A tall, emaciated guy with long, greasy hair and bloodshot eyes. His clothing consists of a tattered robe he wears open and pair of linen pantaloons. His reputation is one of brilliance, and he has a history of really coming through when the chips are down, but his opium addiction and sarcastic attitude make him erratic and difficult to live with. He wants 50 gp up front, and a half-share of the treasure.


  • Norbis Lal – He'll proudly tell everyone and anyone he's the second son of the third wife of the Warlord of Korba, one of the strongest human city-states not in alliance with the gods. The bookies give his claims only a 30% chance of being true. He's short (5'4”), pudgy, with a round face and warm, expressive eyes. His robes are of fine but sturdy linen and his sandals are simple, but he wears a fancy-looking ring on every finger. He's a competent sorcerer, if not inspired, and he reads and writes both normal and High Fey. He wants 65 up front, a half share of the treasure, and the first wand, staff, or book of spells you find.


  • Meshna – Is young for a sorceress, with long, black hair, and haunted green eyes. She wears surprisingly long, black robes that would seem sensible back in a dwarven community, but are too heavy for Pitsh. Still, she doesn't sweat. Her eyes move constantly, flicking between the exits as she answers your questions in short, to-the-point phrases. She has a reputation for being weird, even for a sorceress, and vicious in a fight. She wants 60 gp up front, a quarter share of the treasure, and dibs on anything you can find that creates illusions or turns people invisible.


  • Koreat Pashnal – Koreat is in her mid-thirties, and so the oldest of those suggested to you. She's practical, smart, and has a reputation for staying cool and collected no matter how crazy things get. She has ginger-colored hair that she wears pulled into a bun, a smattering of freckles across her face, and an expressive mouth. She wears a linen kilt and halter-top, buskins, and a broad straw hat. She speaks and reads common Fey, Nagpa, orcish, and makes a point of telling you, in a voice just a hint over a whisper, that she's had “experience dealing with efreet before.” She wants 70 gp up front, a half-share of the treasure, and dibs on the first spellbook or magic staff you find.

I don’t share the stats with the players, and they can sometimes learn more about these characters by asking around. And these are characters, with personalities and interests beyond just being a pocket-full of neat tricks for the PCs to whip out when needed. They don’t often get forgotten in the middle of the dungeon. “Oh yeah, isn’t Koreat with us?”

I can usually whip folks like this up off the top of my head pretty quickly, but there are tables in the back of the 1e DMG that make rolling up personalities a snap. (True story: my 8th grade English teacher had photocopied the tables and handed them out in class as tools to help with creative writing assignments.)

So the players get a basic reputation, how much they’ll charge, and a brief list of pros-versus-cons in hiring each potential person. This puts the ball in their court; do they want the slightly unstable but more experienced sorcerer? Or someone who’s a bit more boring but more dependable? Or do they want to pay for both quality and reliability?

Luckily, these sorts of decisions are usually set up near the end of a game, so I have time to whip these descriptions up and email them to everyone, and they have a few days to chew on it before making a decision and buying equipment for them.

Art by Ludovico Marchetti and John William Waterhouse.

Wednesday, March 10, 2010

The Devil is in the Details: Slaves of Shkeen

Mr. Maliszewski has thrown down the gauntlet:

John Laviolette, over at The Nine and Thirty Kingdoms, has even suggested that the old school renaissance would be wise to offer up more examples of tables and systems in this style in order to better demonstrate the old school approach to character generation and background. I think he's absolutely right about that and I'd like to suggest that, in the coming days, my fellow bloggers and forum-ites share their own "The Devil's in the Details" tables.

And he shares with us his table for the elves of Dwimmermount.

In the port city of Pitsh, there are two sources for henchmen and hirelings considered the most sure: the pubs and taverns of the freebooting treasure-hunters on the southern end of the town and the slave market at the Temple of Shkeen.

Justice at the hands of the priests of Aratshi is rather Aristotelian; gaols are only used to hold prisoners until the time of their trial, and sentences are nearly always in the form of fines and weregild. Those who cannot pay are handed over to the Shkeenites. By use of magic, mind-bending drugs, and disturbing sciences, the will of the convict is bent to the service of society. The slave is marked with a magical tattoo which records the slave’s remaining debt to be paid (which includes the costs of feeding and “training” the slave before sale). Slaves are supposed to be given opportunities to earn the coin they need to purchase their freedom, though how many actually manage this is a matter of much conjecture.

While slaves are nearly always more expensive to purchase than henchmen are to hire, their owners enjoy bonuses to the slave’s moral and loyalty.

Many slaves for sale in the temple market (roll 1d20 three times):

  1. Are trained in local etiquette.
  2. Are trained in the culinary arts.
  3. Are trained in the erotic arts.
  4. Are conditioned to never cause harm to a priest of Shkeen.
  5. Have a pathological fear of all clerics.
  6. Still have contacts in the local underworld.
  7. Still have friends in the local community.
  8. Suffer from recurring nightmares.
  9. Have friends or family who were also sentenced to enslavement.
  10. Can recognize certain poisons by taste.
  11. Prefer to wear as little as weather and local custom will permit.
  12. Prefer to go barefoot so their toes can grip the earth.
  13. Have a budding artistic talent.
  14. Are preoccupied by how much they might be currently worth on the market, to the point of vanity.
  15. Are deeply concerned with their appearance and health.
  16. Are fastidious about their owner’s appearance and health.
  17. Are hesitant to use speak their owner’s name aloud.
  18. Pray every night before going to sleep.
  19. Are adept at catching catnaps whenever possible.
  20. Are exceptionally graceful and poised.


Some slaves for sale in the temple market (roll 1d16 once):
  1. Are conditioned to never lie to a priest of Shkeen.
  2. Still have contacts in the local Thieves’ Guild.
  3. Are recovering gambling addicts.
  4. Are recovering alcoholics.
  5. Are addicted to a psychedelic substance.
  6. Are addicted to sex.
  7. Know where the loot is buried.
  8. Know where the bodies are buried.
  9. Suffer from amnesia.
  10. Are literate.
  11. Have family or friends eager to see them freed.
  12. Have victims still eager for revenge.
  13. Is a dwarf (1-2 on 1d6) or half-orc (3-6 on 1d6).
  14. Is an elf (1-4 on a 1d6) or goblin (5-6 on 1d6).
  15. Have holes in their memories.
  16. Was taken as a spoil of war and thus their owner is not obligated to allow them to purchase their freedom.

While most slaves are sold stark-naked, they may possess the following (1d16, 1d3 times):
  1. An unusual tattoo.
  2. A significant birthmark.
  3. Nothing.
  4. More nothing.
  5. Even more nothing, and do not roll again, even if the d3 roll indicates otherwise.
  6. A set of orichalcum acupuncture needles.
  7. A jar of peppermint-scented massage oil.
  8. A small pouch of rock salt from home.
  9. A collar and leash of braided leather.
  10. Manacles for wrists and ankles.
  11. A hollow tooth.
  12. A tiny wooden statuette of a loved one.
  13. A prophetic vision.
  14. 1d3 gemstones worth 2-200 gps total value, still working their way through the slave’s guts.
  15. The answer to a riddle.
  16. A secret name.


Art by John William Waterhouse.

Thursday, January 28, 2010

Town and Country

Back on my post “Romance, Sex, and D&D: the College Years,” Ben asks:

So how did you weave the plotlines between urban/social settings and the wilderness necessary for many dungeon encounters-- or did you keep your dungeon urban as well?


I’m very glad he asked that, because it’s a topic that never would have occurred to me. I really don’t see a strong separation between the urban/social settings and the wilderness. The two wove into each other naturally.

An early adventure in the college game involved foiling a plot by wererats to infect the town guard of a large city with their brand of lycanthropy through the brothels favored by the guardsmen. The adventure started in the city, then moved into the wilderness roughly a day’s march from the city, where the leadership of the wererats had their secret hideout, then back to the city to root out the wererat infestation. So this was an example of having dungeon-esque elements inside an urban environment which were tied to a traditional dungeon out in the wilderness.

In the Doom & Tea Parties game, the action has primarily focused on the ruin-infested island of Dreng Bdan. The only outpost of civilization on the island (that the players know about, anyway) is the city of Pitsh, founded by the priests of Uban for the purpose of exploring the ruins and cataloguing their history as well as securing anything of significant power that might be found there. The governance, economy, and focus of the city is so heavily tied to the activity of dungeon-delving that what happens out in the wilderness has a strong effect on the town. In the solo game, that meant working closely with the Ubanites. In the group game, the players have been trying to hide their activities from the Ubanites. In both cases, these choices have had a strong impact on what the PCs do when in town: how they fence their loot, where they stay, where they shop, and who they go to for information on the things they have found and the places they’ve explored.

In both the college game and the Doom & Tea Parties games, the separation between wilderness and civilization has been fluid at best. Sometimes, the monsters chase the PCs back into the city and cause them trouble there. Sometimes the town does something that has a strong effect on which dungeons the PCs investigate, or how they go about it. This sort of fluid web of interconnections is the core of my style. I basically let the players do and go where they wish. I create adventures for them primarily by asking how what they’ve done has affected those with the reach and power to affect whatever place they end up next.

Saturday, September 12, 2009

Potions in Pitsh

Here are a few more things you can spend your ill-gotten, er, I mean, hard-won loot on while you're in Pitsh.

Extra-healing Potion – 300 gp: There are two doses in this potion that heal 6-12 points of damage each.

Giant's Strength Potion – 600 gp: This potion gives you the strength of a giant for a half-hour.

Healing Potion – 100 gp: There are two doses in this potion that heal 3-6 points of damage each.

Love Potion – variable prices: There are lots of these floating around town. Most are probably just slightly-past-the-freshness-date fruit juice. Reputable alchemists won't touch this one with a ten-foot-pole, and warn customers that the real thing can be shockingly potent with unpredictable results.

Night Vision Potion – 50 gp: This potion gives you the low-light vision of elves for six hours.

Water Breathing – 300 gp: This potion will grant the ability to breath underwater for up to 24 hours. It can be split up among multiple people. For instance, 24 people could drink it and breath underwater for a single hour, or six people could share one potion to breath underwater for 4 hours each.

Art by John William Waterhouse

Thursday, August 06, 2009

The Sartorial Variations of Pitsh

Fasion in Pitsh is based largely on human fashion of course. The major contributors are the cultures on the northern shores of the Turquoise Sea. These lands are not quite as tropical as the southern coasts of the Sea, but it is comparable.

The largest ports are part of the Lizardfolk Empire, and so most humans from those places were slaves or free menial laborers. The typical garment in these lands is a loincloth, usually a strip of linen about six feet long and three to five inches wide that's wrapped around the waist and loins so that the tail ends dangle down in front. This is a fairly unisex garment, and women might wrap another, similar cloth around their breasts in various ways, though such covering is not required and many go without. This is the daily garment of most of the farmers and woodsmen who live just outside the walls of the city.

There's also a slightly fancier version, which is some sort of chain or rope around the waist from which hang a pair of cloths of various lengths and widths, one in front and one in back. Because of the near-constant breezes off the sea, the hems of these cloths might be weighted with decorative stones or small copper pendents. This sort of thing is fashionable among the slaves of the more well-to-do, and the serving slaves of higher-end establishments, like the Pelican's Perch, wear such garments, the panels edged in decorative embroidery. Free people might wear such garments as well, especially in the height of summer, though they often add an open jacket of gauzy linen or net.

The further north you go, the more likely you are to encounter the all-purpose and flexible tunic. Hem and sleeve-lengths vary depending on culture, though almost everyone goes with light linen cloth when they reach Pitsh. Generally speaking, while sleeve lengths vary depending on individual taste, the lower the hem, the more well-to-do the wearer is. The longest, however, is usually ankle-length, which keeps the garment out of the frequently muddy streets of the city. In all cases, the garment is always cut loose and boxy, and is sometimes worn without a belt by both sexes. After the loincloth, variations on tunics are the most common clothing seen in Pitsh, and most of the sailors wear a short-hemmed, sleeveless tunic.

The northwestern shores of the Turquoise Sea are settled by free humans who generally have no allegiance to either gods or empire. The fashion there is kilts held up by a leather or metal belt for both sexes, and the females generally wear halter tops or a bandeau while the men often go bare-chested or with an open jacket or square-cut vest. To the eastern edges of the Turquoise sea the fashion is more towards sarongs, kaftans, and layers of loose, light robes.

Many people go barefoot, which just makes sense in the frequently muddy streets of Pitsh. However, sandals are very popular as well, and come in various styles. Most are made of leather, though you do see some hemp and cord styles. Some mercenaries and adventuring sorts prefer buskins. Very few wear full boots, especially through the hot, wet summer, since closed shoes and boots tend to promote all sorts of unpleasant foot-rot.

Jewelry is very popular, especially among those who have lately come from the Lizardfolk Empire. Most men and women have their ears pierced. Bangles, bracelets and bracers are common additions to even the poorest persons attire, made from leather or various metals. Anklets are very common among women and those who don't walk outside often will wear toe rings. Armbands are popular among both men and women. The men from the more western lands will wear torcs, but necklaces of various fashions are typically worn only by women. Rings are very popular as a sign of status among those who don't work primarily with their hands.

Headbands are popular for both men and women, and tend to be woven bands of patterned linen or leather. Male and female versions might have metal or jewels of some sort set into the band, and female versions might have the stones or coins dangling from the band over their brows.

Cosmetics are rarely worn, except for special occasions. Women typically paint their lips and khol the flesh between their brows and their eyelashes, as well as use rouge on their cheeks and darken their lashes. Men will darken their lashes and sometimes paint their lips, but even that's fairly rare. Both sexes pluck and shape their brows.

Hair tends to be long for both sexes. Men often gather their hair into a single clip or bind it into a ponytail. Women more frequently pile their hair atop their heads, using pins and combs to hold it in place.

Most children go naked until they are six or seven years old. Then they usually wear a loincloth or similar garment until twelve or thirteen, at which point they'll typically adopt their parents' styles. However, as children of different cultures marry and intermingle, there has begun to be a blurring of the cultural lines, and people have begun to mix and match the styles that appeal to them.

Wednesday, July 08, 2009

Place Your Bets

So, if you can lay bets on someone's ancestry, I have to wonder -- what other kinds of things do people bet on in Pitsh? And where does most of that go on?

Well, there are the usual games of chance played with dice, cards, notched sticks, and shells. There are also variations on cock-fights. The most popular in Pitsh currently are games with scorpions, spiders, snakes, and lizards.

All of these games are fairly common in the taverns, inns, and brothels of Pitsh, but the best place to go for this sort is currently the temple of Tiamat just outside the city walls. That's also the best place to bet on gossip and scandal, such as someone's ancestry, or whether or not a certain lady's child will, in fact, resemble the father, when it's born.

Down on the docks and those places which serve sailors, there's a very complex system of betting around the arrival of ships and cargoes. This is actually part of a byzantine system of insurance and very localized futures trading. Widow Kat of the Oarsman's rest is involved in this.

On the southern end of town, there's a far more informal system based on the treasure hunters who head out into the jungle. The sums tend to be pretty small, and it's primarily about bragging rights. The adventurers also frequently engage in impromptu competitions to show of their skills. These contests always spur a flurry of betting.

Clerics of Hasrit can really swing the odds wildly, since most assume they have some inside information when it comes to matters of chance and fate. Some bookies refuse to take their bets, and there are very stringent rules on how they can get involved in the shipping bets. Hierodules and witches are watched with the same attitude when they bet on social matters and gossip, since they seem to know everybody and everybody's secrets.

Any bet witnessed by two others is considered legally binding. Failure to pay up can get the clerics of Aratshi coming down on you. Those who are unable to pay are handled like any other debtor: handed over to the clerics of Shkeen to be sold into slavery.

Photo credits: pepperfoster and pedrosimoes7.