Showing posts with label Location. Show all posts
Showing posts with label Location. Show all posts

Cafe Prost and the Little Red Notebook

The Jackalope is here, and requires a SACRIFICE.
Anne requested the following gift:
The Coffee House - Cafe Prost!
It is well known in Regensburg, city of culture, that revolution is brewing. The Duke’s tyranny can only continue for so long, and the Secret Police can only stamp down so hard. The Coffee Houses are the breeding houses of these anti-establishment ideas, the most famous of which were penned by the Revolutionary thinker Jedermann Prole.

The Secret Police know this; Jedermann Prole is the pen-name for maybe a dozen authors, and their names are shared in the so-called ‘Red-Ledger’. If they can find this ledger, the beating heart of the revolution can be torn out, and the growing movement will be set back decades.

Cafe Prost is to be the scene of the pivotal moment, an exchange that will see the Red-Ledger disappear out of the city, unless the Secret Police can snag it first!

Rollen das Schauspiels

Offizer Armand Schnekt

Commander of the Secret Police, head of the Sting operation. Undercover as Ernando Teste.
Normally finely polished and pristine, but becoming more frazzled as the handover time approaches. Highly competent, if paranoid, and has a tendency to charge off alone and leave his supporting team behind.
He knows the Handover will be at the Cafe Prost!, and soon, but the exact time and the people involved are as yet a mystery to him.
Accompanied by two other officers, Yurgen Tauwen, and Thurn Ingmar; both reasonably competent, but crack under pressure.

Comrade Lucia Moll

The leader of the local resistance chapter. Will hand over the ledger to Comrade Neimor.
Tall, dark, confident. She dares not wear any Resistance iconography, and has slowly built up a believable pretence of being a struggling artist trying to write a book.
She knows who Neima Opell is, and will wait patiently for the perfect time to make the delivery. However, her over-caution might make her wait too long, and have to perform the delivery quickly if any trouble breaks out.
Utterly dedicated to the cause.

Comrade Neima Opell

Arrived on horseback this morning; is relaxing in the Coffee house before continuing on her journey, will carry the ledger out of the city in the morning.
Wiry and light, she can’t wait to be out of the city. She knows no-one in this town, or its chapter of the Resistance, she only knows she will be delivered a Red Notebook today, and where she needs to take it.
If trouble breaks out, she will wait for as long as she can to receive the Notebook, but will leave if forced; she won’t risk her chapter being exposed.
Utterly dedicated to the cause.

Comrade Karl Queitz

Having second thoughts, might sell out the resistance to the Secret Police.
Doing his best to keep it together, but his paranoia grows daily, and exponentially.
He doesn’t know who will take the ledger, but does know Lucia currently has it. As the Handover approaches, he will seek out the Secret Police and try to give them the information he knows in exchange for safety. However, he doesn’t know who the secret police are. He could well end up approaching the gangster Hanz Frommel, or the Party, if they look like what you might expect undercover secret police to look like.

Citizen Hanz Frommel 

Member of a local crime ring, the Blackstreet Brigade. Is attempting to intercept the Ledger to either ransom to the Secret Police, or extort the resistance, whichever pays better.
Slicked back hair, confident half-smirk, a couple of tasteful face piercings. Perhaps a little too punky to be obviously Secret Police, a little too much cruelty in his eyes to be convincingly Resistance. 
From an informant in the Secret Police, Hanz knows as much about the Handover as Officer Armand Schnekt.

Other (Unaffiliated) Characters Of Potential Interest

1 - Brother Antalli and Brother Humvei: Foreign ascetic monks who have traveled far to meet each-other half-way between their respective homes. They sip curious beverages while they describe all the many wonders they have contemplated in their hermitages. Due to their shaky hold on the local language, and the esoteric topics they discuss, they could well sound like they are talking to each other in code. 2 - Citizen Shamvoelli: In the decades to come, he will be recognised as a titanic genius of literature. For now he is recognised as someone who pours his coffee on the floor if it isn’t brewed to his precise requirements. When he isn’t scowling out the window, he scribbles in note books. Today, it is a red notebook. 3 - The Industrial Spy: An Agent of Cafe Prost!’s biggest rival Cafe Enchante, out to discover the secret to Cafe Prost!’s success. Scours the room with their eyes, drinking in every detail, considering every possibility. In truth, there is no secret, the Revolutionaries picked it arbitrarily, with the side-effect of boosting Cafe Prost!’s prosperity. 4 - The Charming Cardsharp: Though well dressed, beautiful, and dripping with deliciously honeyed words, the Cardsharp runs a dreadful racket. Slowly, they will build up friendships with other gamblers, before viciously rinsing them for all they’re worth. Having finished their most recent con, they are on the lookout for new rubes. 5 - The Exhausted Baronette: Just, everything is going wrong for this guy, and his desperation is reaching a tipping point. He will tell anyone who will listen to the cavalcade of disaster that has befallen him, and eventually he’ll even tell the people who won’t listen. If prodded in the wrong way, he will cause quite the scene. 6 - The Merchant Venturer: Hardship has drawn harsh lines on their face, even as their sumptuous dress and expensive effects speak of a life of luxury. They seek couriers for a long and possibly dangerous trek, taking valuable documents to a distant country. It's merely schematics for an invention, but they are deadly secretive about it, on today of all days.  

General Patrons of the Cafe Prost!


1
2
3
4
5
6
1
A well dressed
couple, a pampered
puppy at their feet. 
A bald priest,
reviewing a new
edition of a
prayer book. 
A pair of young
lads, eyeing up
the pretty ladies.
An elderly
gentleman,
enjoys a cigar
and a newspaper.
A group of
financiers, haggard,
downing coffee
after coffee.
A sleeping
nightwatchman,
fresh from his
duties, cold coffee.
2
A distressed
alchemist, pouring
over pages and
pages of notes.
A member of
the city guard,
dressed in
armour, off duty.
A doe eyed man,
enraptured by a
ruthless
seductress.
Two illicit lovers
share a pot of
coffee, their time
is nearly up.
A cat curls
contentedly on a
table with a well
chewed fish.
A very nervous
man, has been
stirring his
coffee for hours.
3
A natural philosopher,
drawing a painstaking
diagram of a butterfly.
A blind man and
his caretaker clean
up a spilled cup,
apologising.
A small woman
and a very large
dog both sit
politely at a table.
A stern eyed hawk
sits proudly on the
shoulder of its
handler.
A stern man
informs his younger
friend, the letter
must make it out.
Three elderly
women, playing
an unknowable
card game.
4
Two young, recently
married women,
gossiping scathingly. 
An elderly
gentleman quietly
reads, as a cage
rattles beside him.
A pair of young
ladies pour over
a book of puzzles,
engrossed.
A man, impeccably
dressed, endlessly
adjusts his attire. 
A severe lady sips
her tea, thin lipped,
as her "friend"
rambles on  
A plain man and
dull women, staring
blankly at each
other.
5
Two tired financiers,
arguing over the
details of a contract.
A widow, sadly
sipping across
from an empty
chair.
An Artiste,
sketching a
delicate scene of
the Coffee House. 
Rich, young gents
loudly bragging of
the vast range of
their travels. 
A cold woman, a
teary-eyed man, it
will be their final
meeting.
Two elderly men,
playing an intense
game of chess.
6
A heart- broken man,
red rimmed eyes,
cold coffee.
A factory worker,
no coffee, whittling
wood with a large
knife.
Three school-age
boys, buzzed off
their first real
coffees.
A demure mother
and two demure
daughters,
sipping softly.
Clearly exhausted,
barely presentable,
staring at the wall.
A gaggle of
university students,
playing cards,
bets of shots.


Moods of Cafe Prost!

1 - Light Rain, dark clouds. Punters pushed in by the cold and the hubbub drowns whispers. Everything is slightly too crowded, everything smells just a tiny bit damp.
2 - A Fresh Delivery. The rich, deep scent of coffee suffuses the air, and a little smoke has leaked from a roaster. A fine grain haze settles in the air.
3 - Beaming Sun outside means many customers sit outside at small tables. A few remain inside, but it is sweltering, even with the windows thrown wide.
4 - Thick Cloud has settled over the city, and the humidity has risen to just become uncomfortable. Less coffee is being served, but they are making a killing on chilled drinks.
5 - A Slight Chill in the air means that pots of steaming coffee are being ferried out at a prodigious rate. With all these servers rushing about, it's a wonder no-one’s fallen yet. 
6 - A Quiet Day, for whatever reason. The loyal regulars remain of course, but the floor is mostly empty, and the staff are relieved to have a chance to clean things properly.

What the Party May Know

In general, they should have the general idea of what’s going on. They probably won’t know who is who, but given that the most likely way they will be brought into this is through one of the Factions involved, they will probably know those people.

If brought in by the Secret Police - they will know Armand Schnekt. They won’t know the appearance of the Notebook.
If brought in by the City Resistance - they will know Lucia Moll, and might know Karl Quietz.
If brought in by the Resistance from outside the City - they will know Neima Opell.
If brought in by the Gangsters - they will know Hanz Frommel. They won’t know the appearance of the Notebook.

It should be about 3 days before the handover when the party first discover it. For each day of reconnaissance performed, roll on the following table.
If a result indicates something the party already knows, they then discover that their foes have found this out as well.

D6\D6
1, 2, 3
4, 5, 6
1
The identity and motives of an
Unaffiliated Character, ruling them out.
The identity and motives of an
Unaffiliated Character, ruling them out
2
The Secret Police are sending three
undercover officers. Their leader
doesn’t work well in a team.
The Secret Police are sending three
undercover officers. The two lackeys
crack quickly under pressure.
3
The Leader of the local resistance
is the one handing over the Notebook.
The Leader of the local resistance is
disguised as an artist of some kind.
4
The Resistance Courier is called
Neima Opell, but her appearance is a mystery.
She is paranoid about being caught.
The appearance of the Resistance Courier,
but her name and role are a mystery.
5
Karl Quietz is a member of the local
resistance, but is beginning to have
doubts about the whole thing.
One of the Resistance members is
looking for a way out, and is willing to
trade valuable information for it.
6
One of the Gangs of Regensburg
have learned about the handover,
and want to intercept it.
Hanz Frommel is out to collect the
Notebook, but no-one really knows
which side he’s on.

When the day comes, each faction should know some people of the other faction, but no-one should have all the information.
Everyone wants the Notebook, and everyone is willing to do desperate things to ensure they are the ones to get it.
Eventually, chaos must break out, and the future of the Duchy will rest on one small, red notebook.

Further Tables for Katawa's Bath-House

Its been a bit, I need to get myself back into this habit.

Here are some tables for my Ghibli-esque by way of strange folk-lore Bath-House.
Events!
Rumours!
Secrets!
Food Stalls!
The Actual Baths!

Events at the Guest House

1 - One of the Guests of the Bath-House is hosting a party, they have an Ulterior Motive
2 - An important talk is being hosted in the Bath-House between two Guests, a third Guest is out to disrupt them. If they succeed, the consequences could be dire indeed.
3 - A great Festival of Fire is being hosted at the Bath-House, it is cover for a crucial meeting. Security is extra tight.
4 - A Guest has gone missing in Pod 317, somewhere deep within indeed.
5 - Bath-Tokens are 50% off! A wondrous bargain! The Bath-House throngs with punters.
6 - A fight broke out in the Sake Bar. Milly sadly cleans up the mess.
7 - A special guest-Gourmand is doing business in the Food Court today, the level groans beneath the weight of the guests.
8 - Secretly, the Spring-Spirits are on strike today, the Baths are closed.
9 - A distinctly inhuman guest has come today, their appetites are overwhelming, and they are causing a bit of a scene about it really.
10 - One of the Guests has brought a large number of friends with them today, half of the general patrons are affiliated with the Guest in question.
11 - One of the Flame-Sprites has gone berserk and swollen to the size of an elephant. Servants and staff rush around in a mad panic trying to contain it and clean up after it.
12 - One of the Guests is hosting a soiree, and everyone is invited!

Ulterior Motives
1 - To steal from another guest.
2 - To discover the truth of the Bath-House's heating.
3 - To break into Katawa's office and read a document.
4 - To rob Administrator Goro's safe.
5 - To learn another Guest's secret.
6 - To break up talks between two other Guests.
7 - To ruin another Guest's reputation.
8 - To hunt down a Guest who knows their secret.
9 - To hunt down Katawa and have a stern word with him.
10 - To find the Complaints Statue's records. 

Rumours

Mundane Rumours - spoken by those unaware of the true nature of the bath-house
1 - The castle out on the lake is haunted by the spirits of the damned.
2 - A witch dwells there and transforms men who trespass into beasts and monsters!
3 - Echidna, mother of monsters, holds her court there on nights of the new moon.
4 - It is a prison for a Demon of monstrous size!
5 - Incredible riches and secret powers are hidden in the deeper dungeons beneath it.
6 - It was used as a meeting ground between ancient man and spirits of the world in elder days.
Extraordinary Rumours - spoken by those who know its nature, but have never been there
7 - A Masked-Spirit serves Sake of breath-taking quality, and magical property! 
8 - A spirit in the old Bath-House has gathered gold for centuries, and hidden it away within!
9 - At least one dragon has to live there right? Deep beneath in hidden caverns I'd wager.
10 - Elf folks hold faerie-courts there to decide the fates of those replaced with changelings.
11 - Humans are like ants to the occupants of the old bath-house! Ants I say!
12 - If you pay a shiny silver Obol to the doorman, you too can enjoy the finest Bath known to man.
Intimate Rumours - spoken by those who frequent the establishment
13 - Any meeting can be arranged there, between man, spirit, and most anything in-between.
14 - The baths are many, and all with especial attributes, some wholesome, some decidedly not.
15 - The Master of Servants holds a bag of many swords, and each can tell an ancient tale.
16 - The food-hall is something to behold! There are so many foods, and so many secrets to sample!
17 - Stay only during the day, at night, the spirits are replaced with foul demons.
18 - Djinni-spirits guard the Bath-House, beasts of flame with cage-metal bodies.
19 - The Master of the Bath-House knows many secrets, but is a mystery himself.
20 - Spirits play a Great Game of power and influence at the Bath House. They trade in secrets.

Secrets of the Bath-House

If a secret about the Bath-House is discovered by some means by the Party or a Guest, roll below to discover what is now known.
1 - The Servantry are enchanted by their contracts; Katawa is aware of everything the servantry see or hear while on duty, this is how he maintains such a close connection to the Great Game.
2 - Goro's Vault also holds the minds of the Water-Pumpers, without which they are docile and pliable. They are like storms in glass jars.
3 - A the meeting rooms have spy-cubbies, in which a watching, listening servant is festooned to eavesdrop on meetings.
4 - There is a cupboard full of paintings, depicting Guests who earned Katawa's ire. Their spirits are trapped within, never to escape without the destruction of the painting.
5 - The Flame-Sprites are small motes of a greater Flame-Being who is currently trapped by Katawa (in one of his paintings). He is decidedly displeased by this, naturally.
6 - A series of exactly five valves, if simultaneously closed, would shatter the Bath-House's entire water-system.
7 - A dormant Demon-Seed lies hidden in the earth in one of the gardens. No-one knows which.
8 - The Koi in the pond are not what they seem, but attempts to discover their true nature have yet proved fruitless.
9 - Mushi foolishly keeps a spare set of his keys inside a hollow lucky cat on his desk. Since he is almost never in his office, they are somewhat unguarded...
10 - Milli has venom in her bite that could kill almost anyone and anything. She is very, very secretive about this. Not even Katawa knows.

The Food-Hall

Everyone loves the food at Katawa's, and competition is fierce to keep one of the limited spaces for stalls. Its a chef-eat-chef world up there, and most everyone has a dirty secret of some kind...
Everyone at the Bath-House has a favourite food, even Katawa himself; find out what it is, and you will most certainly gain at least a small bit of favour with them.

What do the Stalls sell? (2d10)
1 - Curried                     1 - Animals, butchered
2 - Candied                    2 - Bones
3 - Roasted                     3 - Fruit and Veg
4 - Vegan                        4 - Wood
5 - Stewed                      5 - Stones
6 - Frozen                      6 - Insects
7 - Fermented/Pickled   7 - Animals, whole
8 - Dumplings of           8 - Seafood
9 - Raw                          9 - Birds
10 - Votive                     10 - Feces

What secrets do the Stall-Owners hold?
1 - The recipe to their secret spice blend.
2 - The "secret ingredient" which is supposedly well known, is actually something entirely different.
3 - Never flushes the toilet. Rude.
4 - Knows a ruinous rumour about another Stall-Owner.
5 - They can get you heckin' weird spirit-drugs.
6 - Knows how to pick the locks to the Sleeping Pods.
7 - Secretly forges Bath-Tokens.
8 - They know a Guest's secret. Perhaps you could persuade them to tell...
9 - They know a Bath-House secret. They are smart enough to know not to tell frivilously...
10 - Their stall is a drop-point for agents of the Great Game.

The Baths Themselves

The main attraction, the talk of spirits the world-over (probably), the decadent heights of luxury.
Needless to say, even the basic bath-tokens are pricey, and the higher tier ones are positively ruinous.

Bath Tokens:
For a normal bath, roll a d6.
For a more exotic bath, roll a d12.
For a potentially bizarre bath, roll a d20.
1 - White: The Classic; hot water, cleansing soap, wooden duckies.
2 - Black: Anti-scented Bath; removes all smells you might have.
3 - Red: Really Hot Bath; sweat out and neutralise poisons.
4 - Green: Herbal Soak; invigorating, gain 1 temporary hit point per level.
5 - Blue: Ghost Sauna; spiritually cleansing, the next time you roll a MD and it exhausts, it doesn't.
6 - Copper: Exorcist Massage; removes bad spirits, cleanses a random curse.
7 - Silver: The Bath of Princes; all the benefits of 2 d6 rolls, rerolling duplicates.
8 - Gold: The Bath of KINGS; all the benefits of 2, 3, 4, 5, and 6.
9 - Feathered: Cloud-Chamber; become light and fluffy, double jump height, half jump speed for 24 hours.
10 - Crystal: Star-Stone Sauna; attune with the universe, and gain a random cantrip you can only cast at night when the stars shine bright. Lasts 1 week.
11 - Speckled: Multi-Coloured Ooze Soak; only slightly dissolves you, you can squeeze through spaces of 4 inch diameter or larger without trouble, though it feels really strange. Lasts 1 week.
12 - Coal: Spider Massage; try not to think about it, advantage on saves against sticking to things for 1 week.
13 - Squishy: Radioactive Sauna; save and mutate; random mutation on a failure, roll thrice and pick once on a success.
14 - Luminous: Aurora Plunge Pool;Your eyes emit light as hooded lanterns for 1 week.
15 - Bark: Mysterious-Moss Masks; your hair and face occasionally sprout plants, but you can also speak with plants three times in total, so there's that.
16 - Glass filled with Smoke: Ultra-Cleanse Vial-Pods; Enter hibernation for 2d4 days, at the end of which, emerge from your cocoon of soap physically restored, even lost limbs return to you.
17 - Rusted Iron: Butcher's Scrub; remove a limb, replace it with another limb if you have one. (You need to bring your own limbs please, the fresher the better)
18 - Tentacle: Hot Eel Rub; okay, this one is really gross, not going to lie. You have advantage on rolls to escape restraints for 1 week.
19 - Bone:Skeletal Sauna; just take all your meat off for a bit, and let your skeleton have a clean for once yeah? Reroll all your hit die and add any modifiers you usually add, if the result is higher than your current hit point maximum, it becomes your hit-point maximum.
20 - Tar: The Black Bath; receive a Revelation from the Beyond.

Revelations from the Beyond
1 - Worship of an Outer-Godling; each time you sacrifice a person to the Outer-Godling, you gain a random Cleric spell you can cast once.
2 - Star-Roads of Heaven; you never get lost as long as you can see the sky. Once per month, you and any who touch you can astrally project.
3 - The True Heart of Man; your mind can never be dominated or affected by the magic of another.
4 - The Path to Heaven; you can instantly ascend to any heaven you wish to go to, your next character gains a level instantly.
5 - Secrets of Time and Space; you can teleport instantly to anywhere you can see or have ever been. If you can see that location at all, it costs one maximum hit point, if you can't, it costs d6 max hp.
6 - ITS ALL TOO MUCH; go insane, for 2d6 days at least.

Recent Stuff

Cafe Prost and the Little Red Notebook

The Jackalope is here, and requires a SACRIFICE. Anne requested the following gift: The Coffee House - Cafe Prost! It is well known i...

This the gud stuph right hear