Wednesday 28 November 2012

Lets Go Shopping!

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"well hello overdressed stranger, see anything you like?"

Players are going to try and buy stuff in Sigil or some other horrible layered, swarming insane fantasy city.

The player, their character setting off to find a good tattooist , palm reader, riding pig, or opium den, chooses from charisma , intelligence or wisdom to make a roll under check. The other 2 un-chosen stats apply their modifiers to the roll. If you doing a group shopping trip, choose one character to roll their stat , all other members of the group apply their modifiers.

(you might consider letting the roller add there level onto this as well. I'm still undecided)

(this is assuming you are spending a couple of silver pieces on a tout. If you are not, -4 to this roll)

Then the d.m looks up how much you succeed or failed the roll  on this table.

This roll represents one day of navigating the city and searching the markets, street vendors and shops. IF you do well enough on this roll you can roll again, thus having a choice of shops.
If you have been to a shop before , you get +4 to the roll, and assume any positive result is the shop. Once you succeed twice in a row on finding a particular shop, you can automatically find it, in addition to any other searches.

Some of these results might have to hand waved, modified or played out on the spot, depending on the players/characters.

Failed by 11+ Ambushed
maaan someone went into the wrong neighbourhood. Roll on some urban monster encounter and assume surprise

Failed by 10,9 Mislead
The character gets lost, confused, distracted and the whole day goes by without finding anything.

Failed by 8,7  Pickpocketed
Half your carried wealth is gone! Deft hands have seen to it!

Failed by 6,5 Scammed
The character just spend 2d6x10 gold pieces on some completely useless crap. They can search again this day though. See table below for some examples of useless crap.

Failed by 4,3 Hustled
 1d6x10 gold pieces is spend on a "toll", bribes, "fines" , charity for poor orphan etc
The player can roll again today though

 Failed 2,1 Waylaid
Roll on a random urban encounter table, like the one in Vornheim
or this one here
This caps a perfectly futile day. Ie the player can't roll again today

Got exact number Distracted
Roll on a random urban encounter, but the player can roll again today.

Succeeded by 1,2 Pisspoor
Find what you are looking for , but its sorely wanting. Roll on the piss poor table.

Succeeded 2,3 Pisspoor +
As above but the character has time enough  to roll again as well and try and find something less lousy

Succeeded by 4,5 Adequate
At the end of a long day, the character finds what they are looking for. Roll on the adequate table.

Succeeded by 6,7 Adequate +
As above but time enough left for the player to roll again.

Succeeded by 8,9 Excellent
Oh sweet. This is most acceptable most acceptable indeed! Roll on the excellent table

Succeeded by 10+ Excellent+
As above  but time enough left for the player to roll again.

1. Roll on the intrigue table (reposted below) and again on this table
2.This place is filthy, low down, crawling with gods knows what, stinky, cramped and rotten.
Make a con check or character catches a minor disease
3.Shopkeeper/service provider is absurdly unhelpful. Character can only get one of what ever you wanted (service or goods)
4.Overpriced because shopkeeper/service is prejudice to character in a variety of colourful and petty ways. Double cost of what ever you wanted.
5. Seems legit, but whatever they pay for , does not work at all
6.Shopkeeper/service provider is batshit insane. Roll on the shopkeepers/service provider memorable traits and ham it up to an absurd degree
7. The thing or service is substandard but functionally, -1 or half effect or flawed in some slight way
8. Actually not so bad , roll on adequate table

1. Roll on the intrigue table (reposted below) and again on this table
2.Half priced but the thing or service is substandard but functionally, -1 or half effect or flawed in some slight way
3.You will never,ever be able to find this shop again
4. Triple price of what they were looking for, but it's of a most fine quality/conduction, Increase any relevant mechanics by a small amount.
5. It's what they where looking for but of bizarre construction and/or materials or the service is provided in extremely idiosyncratic way.
6-7 Nothing special, typical selection, quality etc
8 Saaay this is pretty good, roll on excellent 

1 Roll on the intrigue table plus roll again on this table
2. Sale! Half price on everything
3. The shopkeeper/service provider thinks you are the bees knees and offers a 2 for 1 deal.
4,5 Masterwork quality at standard prices
6. Offered a one off special deal some minor magic item or otherwise rare item at half normal price
7.They have like an amazing selection or range of techniques. They have like 12 different subtle specialities that offer a small mechanically advantage in specific circumstances
8 Roll twice combine results


1. It's run by talking animals/constructs/undead/discards
2. recently been repaired after magic attacks
3. Weird glowing mushrooms cover it's roof
4. Subject to mysterious, arcane and threatening graffiti
5. Has elaborately carved fa├žade from buildings last incarnation. Rumour that it was made from petrified monsters/people/animals
6. Burned out ruins, cursed to remain that way, normal service still applies, just run from basement or attic via ladder
7. been fumigated by dabus
8. Being run by faction that it does not really make much sense for them to run
9.Occupant has collection of weird shit like crazy/crazed bottled things, ears , candles, glass flowers
10. Fortified and paranoid about attacks from mysterious forces
11.Murder has happened, peace keepers or muttering mob investigating/"investigating"/jumping to wild conclusions
12. Infestation of Verminous Slaad/Cranium rats/Flits (blink lizards), abyssal cockroaches, celestial singing mice
13. All of the occupants have been replaced by anarchists/athar/doppelgangers. They all think that they are the only one, and no-one actually has any idea what they should be pretending to be, and so are all following each other
14. Has a suspicious door leading to the basement/attic/closet. "That door? Oh That Door. We dare not speak of it"
15. There's a portal here and a smuggling operation going on
16.Owner threatens players or tries to fine them or otherwise shake them down
17. Someone or thing emerges from portal (d6 1 disruptive animal 2 clueless 3 monster 4 thief on the run 5 substance from plane like water or lava or ooze or flowers 6 roll twice)
18. Someone here has a connection to a players past , like a family member or a dance school rival
19. Robbery in progress/about to happen/has happened
20. Dangerous accident is about to happen/happening/has happened

Useless Crap
1 A property deed for somewhere in limbo
2. A portable hole! Oh no wait, clever slight of hand, it's a circle of very matt black fabric.
3.Undead Repellent! See any undead around? No? That's because it works. Actually just kerosene.
4."invisible, weightless" cloak in a gift wrapped box
5. Ghost whistle! Only heard by ghosts!
6.Potion of minor rehydration 
7.Boxing glove arrow
8. Helmet of "dark" vision actually a regular helmet with covered up eye slits
9.Magic wand of negation. Actually just a stick.
10. Tanar'ri book of protocol. Detailed and thorough but completely useless due to the nature of tanar'ir
11. Modron joke book. Pages and pages of random numbers
12. Map of negative material plane. It's just a black sheet of paper.

here is a determine what/who the shopkeeper is, table , if it is needed. (NPCS IMMA RIGHT?)
roll once or 3 times, split table style
    name:                   species:            memorable trait:
1. Bastard Philips   |    human          | Wears all white
2. Oats                    | Baurier            | Smokes absurdly complicated pipe
3.Kazakhstan          | lizardman        |Always looks to 4 sagely nodding owls for confirmation
4.Melody                | Tiefling           | Obvious false beard
5. Charles Brass     | Giant animate chess piece | Very formal
6.Citizen                 |rogue modron     | gives everyone crap nicknames
7.Zeezee                  |outsider elf        | surreally racist
8.Morris Focker        |Undead             | painfully slow and delibrate
9.Chee Chee             |Discard             | Communicates by talking stuffed bird
10. Ashen Woe         |Githzerai          |Dramatic. Very.
11.Petuania               |Gensai             | manic
12.Hogsly Piggins      |Halfling            |Cheerful , always eating
13. Lorelei                |elf, generic       | composing music on strange organic instrument
14.Grun                    |Dwarf                | Suspicious. Winks a lot
15.Dingus                  |Crow                 |Blind but seemingly aware of everything in the shop
16.Zenith                  |Aasimar            | Drunk, argumentative
17.Laminar                |human              |Mutters furiously
18.Heatherly              |ragdoll             |Obscenely fat
19. Singer                   |Thri Kreen       |Knows far too much about you
20.Oblove                 |Brain in jar attended by monkeys | everything seems stolen

Monster encounters:
1 1d6 apes, escaped from gladitor ring, seeking vengence
2 1d4 ghouls
3 Gang, as
4 Glutton (wild sewer boar) 1d4
5 1d10 verminous slaadi
6 Rare flesh eating otyugh
7 Shadow fiend
8 1d6 +3 level zero thugs, block exits with trash fires, rain stones down from roof tops
9 Puppeteer spiders (uses corpses as puppets to attack you)
10 2d6 elves with a pet carrion crawler
11 7 wild dogs infected with a hive intelligence
12 1d10+4 giant rats

Oh and ages ago with the Slum golem I mentioned making a random urban maze generator.
Well using the drop d4 system ala vornheim
(drop a number of d4 onto a page 
draw a number of straight lines from the centre of the d4 , the number dictated by the die result, and the line running parallel to the pages height and width
Anyway I was tutuing around with using addition d6s dropping on the map, every couple of minutes or something. If the die lands on a wall, have that wall move in the direction of the nearest other wall. If the die rolls a one , drop another d4 to make new walls. A 5 a trap door opens in the floor and a 6 a gap opens in the ceiling. 
Played around with it , the redrawing the wall is fiddly and dunno. Anyway I mention here for someone else to run with it if they have a better idea.


  1. 13. All of the occupants have been replaced by anarchists/athar/doppelgangers. They all think that they are the only one, and no-one actually has any idea what they should be pretending to be, and so are all following each other

    Been reading Paranoia again, Scrap? This situation would fit neatly into just about any version of Alpha Complex.