Wednesday, May 10, 2023

Dungeon23 (Bonus): Encounters in Alkastra

Alkastra's Marketplace attracts people from all over the Marklands (AI image courtesy of NightCafe.)


My apologies for the delay of this post.  Unfortunately, trying to stay within that fine line between uselessly simple encounter tables and far too complicated ones (as much as I love Judges' Guild's Ready Ref Sheets, the encounters are a little hard to roll on the fly) made this a task go beyond the scope my main Dungeon23 project.   

Thankfully, Papers and Pencils’ very creative methodology for making random encounter tables came to the rescue, and I’ve used it here liberally.  I hope they meet expectations, (and if not…Hey! It’s free!  What do you expect?)

 

Using the Encounter Tables

Encounters in Alkastra have a 1-in-6 chance of occurring once per hour.  Some results may require additional rolls on the table or other tables below.  The writer recommends that these tables be treated as living documents.  Once you use an encounter, consider crossing it out and devising another, to keep things fresh.

 

Gate Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. A group of six (6) traders hiring guards are actually werewolves securing future meals.  At night, a lost woman is actually a lesser vampire that somehow made it to shore from the Peregrine (see the Docks entry in the River Quarter.)

4. Five (5) young, (1st-level) thieves work together to pickpocket the adventurers.  At night, the same number of shadows, stalk them.

5. A merchant caravan is arriving or leaving and blocking the streets (movement cut by half.)  At night, five (5) mercenary guards (treat as brigands) are out for fun and may be belligerent.

6. Two (2) normal humans peddling their wares at adventurers from both directions.  The distraction has a 1-in-6 chance of resulting in a pickpocket.  At night, the same number of “saucy tarts” proposition the adventurers for their dubious services; there is the same chance that the proposition is a setup for a theft or mugging.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. A beggar (normal human)…begging.  If given money, they have a 1-in-6 chance of providing a useful rumor, but also the same chance of attracting 1d4 more beggars (this is cumulative to the point the adventurers may have their hands full with a multitude of beggars and orphan children.)

9. Three (3) husky tradesmen (normal humans) don’t like the adventurer’s looks and shout epithets, but won’t get violent unless they outnumber them.

10. A gang of six (6) thugs (bandits) eye the adventurers and may follow them for a mugging (1-in-4 chance of them being gnolls working for Japhet.)

11. An infamous mercenary lord (9th-level fighter, AL C) and his entourage of six (6) fighters of 1d4+2 levels each, may be looking for new recruits, or just throwing their weight around.  At night, three (3) drunks (normal humans) may react variably to the adventurers (1-in-4 chance they are adventurers instead with classes and levels equal to the party.)

12. Roll on the Sorcerers of the Marklands table.

* Workers, messengers, callers, gawking market-goers, street performers, gossiping goodwives (1-in-6 chance of rumor,) etc.

 

River Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. Five (5) loitering thugs (bandits) looking for easy pickings.  At night, the same number of sailors (buccaneers) looking to press people into service as rowers.

4. Two (2) sailors/laborers (normal humans) carrying heavy loads in the way of the adventurers (1-in-6 chance of dropping their load and blaming the characters.)  At night, the same number looking for diversion, which may involve a fight (2-in-6 chance per round of 1d4 more joining in.)

5. Four (4) dock workers or tradesmen (normal humans) are having an argument, which may come to blows.  At night, the same number of “brazen strumpets” turned health experts, recommend bed rests to protect the characters from harm.

6. Three (3) pushy peddlers offering anything from “fresh” fish and river oysters to small, finished goods and trinkets (players move at half speed.)  At night, the same number of “slovenly trulls” cat-call to adventurers, and insult or spit at them if they are ignored or denied.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Four (4) street urchins offering guide services for coin (1-in-6 chance of one being a pickpocket.)  At night, the same number of sorry-looking gobb-men with sharpened sticks looking for rats, river frogs…or other easy prey.

9. A number of merchant boats just pulled into the dock and are bringing in cargo (characters move at half speed.)  Trying to push past them may anger the sailors and laborers (treat as buccaneers.)

10. A thief (bandit) shadows the characters for a potential theft later.  At night, a lookout (bandit) shouts to six (6) smugglers (buccaneers) at work, which now threaten the witnessing characters.

11. A party of 2d4 rival adventurers (same classes/levels as characters).  These are 2d4 drunks at night; roll 1d6: (1-3) laborers/normal men, (4-5) sailors/buccaneers, (6) adventurers (same as day result.)

12. Roll on the Sorcerers of the Marklands table.

*Craftsmen, fishermen, laborers, sailors, unfortunate loiterers (esp. in the Crumbles,) etc.

 

Citadel Quarter Encounters (2d6)

2. Roll on the Dragonkind table.

3. A noble knight (3rd-level fighter,) his squire (2nd-level fighter,) and five (5) guards (1st-level fighters) on the move; 3-in-6 chance they are mounted.  At night, they are going to, or returning from an event at the Citadel, or a noble household.

4. A diplomatic entourage of four (4) dwarves (4-in-6 chance,) or three (3) elves (2-in-6 chance)

5. A well-to-do merchant with his bodyguard on business during the day, or pleasure at night; -1 to reactions during the day, -2 at night.

6. Two (2) servants (normal humans) cleaning; 1-in-6 chance they mindlessly empty a bucket, chamber pot, or sweep dust right on the adventurers.  At night, a swarm of 13 giant rats was expelled from one residence, and is looking for another.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with a reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Three (3) commoners (normal humans) going to the Temple of Law for charity, but they may beg from the characters as well.  At night, it’s a medical emergency!

9. 2d4 City or Citadel guards (veterans) will question any characters that clearly look like they don’t belong there; they’re worse at night (-1 to reactions.)

10. A gentleman (treat as merchant) and his homely wife (day,) or stunning, courtesan mistress (night.)

11. Three (3) deliverymen (normal humans) on their way to somewhere important (Temple of Law, Citadel, noble, or merchant’s home.) Treat their package as U-type treasure.  If valuable, two of them are guards (veterans) instead.  At night, the same number of cloaked servants are actually wererats.

12. Roll on the Sorcerers of the Marklands table.

* Gentry, aristocrats (with veteran guards,) servants, monks/nuns (1-in-6 1st-level cleric Templars,) etc.

 

Outskirts Encounters (2d6)

2. Roll on the Dragonkind table.

3. A tiger has escaped captivity (likely from the Fighting Pit) and is stalking the Outskirts.

4. A gang of eight (8) wererats appear at first like bandits or smugglers.

5. Six (6) gnolls heard they could get solid work with their cousins in the city, but first they need loot to pay a smuggler to get them inside.

6. Four (4) bandits – robbers, thugs, and wolf’s-heads that typically infest the Outskirts.

7. Roll 1d6: (1-4) 1d4 normal humans appropriate to the Quarter*, with reaction roll determining disposition, (5) roll twice (cumulative,) or (6) roll on the Alkastra NPCs table.

8. Six (6) traders going to the city, Refugee Camp, or Downs.  At night, they’re smugglers, which may react badly.

9. Five (5) veterans (1st-3rd-level fighters;) Citadel guards in the south.  In the north, they are gladiators training or competing in the Fighting Pit, or Northmen for hire in the Camp.

10. Five (5) giant (driver) ants looking for (any) food.

11. Four (4) giant weasels hunting rodents that dwell on the river shore or are attracted to the grain in the mill near the Farms.

12. Roll on the Sorcerers of the Marklands table.

* Travelers, Farmers (Farms,) mourners or caretakers (Graveyard,) Northmen refugees (Camp,) the extremely unfortunate (the Downs,) etc.

 

Dragonkind (d4)

1. A subdued, white dragon is being brought into the city for sale.  There is a 1-in-6 chance that it breaks free and attacks.

2. A hydra (roll for number of heads) has emerged from the river docks and is rampaging through town!

3. A lone, gilded aristocrat or clergyman is actually a gold dragon in disguise.

4. 1d6 basilisks have wandered out of the Swamp (or escaped captivity) and are running amok.

 

Akastra NPCs (d100; in areas most commonly found)

01-04     Zeke Forrest (Outskirts in the Downs; adventure-specific)

05-08     Tybald Dufay (Citadel Quarter, any gambling establishment, incl. Outskirts in the Pit; adventure-specific)

07-12     Lord Aegon Krunner III, Duke of the Citadel Quarter (Citadel Quarter, places of vice in others, Fighting Pit in the Ouskirts; with entourage)

13-16     Jumal the Moneylender and/or family (Gate and Citadel Quarters on business, Street of Shrines for worship)

17-20     Marcus Hargran the Leatherworker (Stank Alley in the River Quarter, adventure-specific)

21-24     Rhodessa the Duchess of the River (River Quarter, Outskirts in the Downs; with gang members)

25-28     Jin Quan the Duke of the Gate Quarter (Obscure shop in the Gate Quarter; small community of fellow homelanders in the River Quarter; with bodyguard(s); or openly in the Cloaca)

29-32     Prince Cayl (Citadel, Gate Quarter; with heavy entourage)

33-36     Bishop Phelios (Citadel and Temple of Law in the Citadel Quarter; with entourage)

37-40     Abbess Aelgifu (Temple of Law in the Citadel Quarter, Gate Quarter in disguise to see daughter.)

41-44     Elder Geoffrey (Temple of Law in the Citadel Quarter, others with Templar entourage, or in disguise for secret sectarian meetings)

45-48     Zirhan the Astrologer (Street of Shrines in the Citadel Quarter; adventure-specific)

49-52     Publius Septorin (Citadel, Gate, and River Quarter on business; with bodyguard)

53-56     Nar Petrovin (River Quarter, Outskirts in the Fighting  Pit; adventure-specific)

57-60     Gytha Redbrand (Citadel Quarter; with entourage)

61-64     Eadild Redbrand (Citadel or Gate Quarters; with entourage)

65-68     Alric Redbrand (Citadel, Gate, or River Quarters; Outskirts to meet Iseult Verisey)

69-72     Helene and/or Gilbert Verisey (Citadel Quarter, with entourage)

73-76     Iseult Verisey (Citadel Quarter with family and/or entourage; cloaked in the Gate, River Quarters, and Outskirts to meet Alric Redbrand)

77-80     Milo Verisey (Citadel and Gate Quarters on business; possibly with family and/or entourage)

81-84     Remi Verisey (Citadel Quarter leaving or returning from a bender; drinking or lotus-smoking establishments in the Gate, River Quarters, and Outskirts, incl. the Downs and the Fighting Pit)

85-88     Grent the Smith (River Quarter on Smith’s Row; Citadel or Gate Quarters on business; Outskirts at the weekly Pit fight)

89-92     Hildegaard the Apothecary (River Quarter near the Crumbles; Gate Quarter and Outskirts in the woods or Swamp, obtaining supplies)

93-96     Hrefna the Floplady (River Quarter in the Crumbles; Gate Quarter in the Marketplace)

97           Tyrlach the King of the Downs (Openly in the River Quarter and Outskirts with bodyguards; in disguise in the Gate and Citadel Quarters)

98           Lythia the Consort (Citadel Quarter, others passing through with heavy entourage; Kingdom of the Downs in disguise)

99           Thraxus the Regent of Alkastra (Any, with heavy entourage: “Make way for the Regent!”)

100         The Crone of the Swamp (The Swamp in the Outskirts, possibly others in disguise)

 

Sorcerers of the Marklands (d4)

1. Efarihm the Blue (8th-level Magic-user, AL L): The current Magist of the Citadel is a thin, pock-marked older man wearing heavy, indigo garments, and leaning on a gnarled walking staff.  Efarhim affects the look and mannerisms of the stereotypical, wise, old wizard of stories, but he is more intelligent than insightful.  His counsel amounts to little more than repeating sage-sounding quotes from his many books that any well-read person would recognize.  Most know better than to point this out; lest he turn them into a newt (they won’t get better.)  In the city, he travels with four (4) Citadel guards (two 5th-level, one 3rd-level, and one 2nd-level fighter.)  His lanky apprentice, Fremund (2nd-level magic-user) is usually not far behind, carrying his teacher’s things.

"Remember!  A bird in the hand is worth two in the bush!" (AI image courtesy of NightCafe.)
 

2. Ilhaen of the Many-Rayed Star (8th-level Magic-user, AL C): This trim, middle-aged woman has flawless, tanned skin, black hair with a shock of gray, and an intense gaze.  She wears vestments in a style of a bygone age.  Ilhaen is older than her appearance suggests, and engages in many complicated revenge schemes against enemies forgotten to history and their descendants.  She plays the long game…literally.  Her three (3) ladies-in-waiting are actually sorceresses themselves (magic-users with 1d3 levels each) who spy and perform other tasks for her.  Her two (2) bodyguards (4th and 2nd-level fighters) also get their hands dirty for her from time to time.

"At last, you will pay for your great, great, great grandfather's insult!"  (AI image courtesy of NightCafe.)

 3. Ovisior the Fallen Prince (8th-level Elf, AL C): Ovisior is a particularly Fey elf with olive skin, long, bleached hair, and a glittering amulet showing from his immodestly-bared chest.  His siamese cat familiar is never far from him.  Ovisior is a perpetually-bored hedonist looking for greater and more bizarre diversions, and will use magic for the slightest reason, since he is addicted to its eldritch sensation.  Although he is a son of the late Xengar, he bears no grudge against Alkastra and its people (“Father was always such a short-sighted boor.”)  His entourage includes 2d4 fans, lovers, hangers-on, and/or sycophants, many who join Ovisior in his bizarre escapades.  They range from normal humans or other elves, to adventurers with 1d4+1 levels (2-in-6 chance each.)

4. Omonzohra the Seeress (10th-level Magic User, AL N): This frail-looking woman always has the appearance of being on the road, with dusty clothes, sun-beaten skin, and pale, disheveled hair.  She wears multiple chains with arcane charms around her neck, and her eyes dart around frantically, as if she’s she is observing multiple things at the same time.  Her random appearances and actions may seem inscrutable, but she is actively witnessing (or meddling in) complex prophecies.  She travels with four (4) other seeresses (magic users with 1d3 levels each) from her obscure order, and their faithful bodyguard Kintaro (3rd-level fighter, AL L,) an honorable warrior with an exotic sword.

Omonzhora already knows your fate.  She is just helping it along.  (AI image courtesy of NightCafe.)

 

No comments:

Post a Comment

Cyberpunk Edgerunners Mission Kit Solo Log – Part 5 (Plus Megabuilding Encounters)

Building Bash (Lost?  Rewind to Part 1 )   Image from cyberpunk.fandom.com It was about two days days after the incident in Northside before...