Showing posts with label Master Katawa's Bath-House. Show all posts
Showing posts with label Master Katawa's Bath-House. Show all posts

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.

Spirit-Guests of Master Katawa's Bath-House

This was a cute little project of mine once upon a time, a Ghibli-esque bath-house inhabited by many spirits of all shapes and sizes, consumed with either having a great time, or commiting acts of sabotage and intrigue against each other. It spiralled out of control somewhat, so here's the one part that is so-far complete; a guest list!

More to come, hopefully.

Guests of the Bath-House

At any given time there are 2d4 dozen general patrons of the Bath-House going around their much-less-important business. For each dozen general patrons, there is an exceptional Guest, who are found on the list below.

Why are they here?
If you feel it appropriate, you could also roll the Guest an Ulterior Motive as well. Probably at least 2 or 3 Guests should have Ulterior Motives at any given visit.
1 - Just passing through, thought they would grab a drink
2 - Having a meal in the Food-Court
3 - Come for a Bath and a Meal, a nice day out really
4 - A few days rest and relaxation
5 - Come to sort out a little business in a neutral area
6 -  A deep cleanse (and they mean deep)
7 - None of your business!
8 - "Business"

Where are they currently?
These are general guidelines for determining location without context, they need not be proscriptive.
General Patrons (i.e. non-specific Guests) roll d4.
Guests with INF 1 roll d6.
Guests with INF 2 or 3 roll d8.
Guests with INF 4+ roll d10.
1 - Enjoying a nice Sake
2 - Enjoying a relaxing Bath
3 - Wandering the Gardens
4 - Receiving a Deep Cleanse
5 - Sleeping the Sake off in a Pod
6 - Having a meal in the Food Court
7 - Speaking with the Complaints Statue
8 - Engaging in business in one of the Meeting Rooms
9 - Sorting out a discrepancy with Administrator Goro
10 - Talking with Katawa himself!

*Sidebar - Ulterior Motives*
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.
*Siderbar ends*

Guest Stats
There are 5 stats for guests.
Hit Die [HD] - A relative counter of how tough they are.
Number [No.] - A count of how many of them there are, in absolute number or dice.
Affiliated [Aff] - The chance in 6 of each guest knowing anything about another guest, the more it passes by, the more they know. Also the odds of knowing who you should talk to about a specific problem you might have.
Relation [Rel] - How friendly they might be with the party (to begin with at least).
Influence [Inf] - How much everyone else in the Bath-House will want to speak with them.

Guest List
1 - The Mantis Ambassadors
      Long, thin, elegant. Soft of speech, harsh of word. Straight to the point. Superior, but are too polite to admit it. They speak for the Insect Queendoms.
HD - 3 No. - 2d4 Aff - 4 Rel - 3 Inf - 4
Secret: Plotting a war to elevate Queen Chitin to Arch-Fae status.

2 - The Dark Apostles
      Soft and rounded in places, thin and curved in others, like they have been molded by great fingers. Large, haunted lantern-eyes. Dread adherents of the Void-God-Who-Is-Devoured
HD - 1 No. - 3d6 Aff - 2 Rel - 3 Inf - 1
Secret: If you propitiate them properly, they can eat someone totally and unacceptably. (No-one is truly safe from them, but by no means is the doom of particularly powerful beings guaranteed either.)

3 - The Flame-Bellied Djinn
      An agent of Mechanus, the city of law and Djinni. His belly is a great barred furnace, smoke constantly pools in his mouth and ears, curls from his nose. Boistrous, laughs from the belly.
HD - 6 No. - Unique Aff - 3 Rel - 3 Inf - 2
Secret: Spying on the other realms to assess if any are approaching Mechanus' technological level.

4 - Grande Toade
      A huge, boil-covered toad. Long fu-manchu style moustache, great bushy eye-brows like feathers. Apparently some sort of royalty, or perhaps semi-divinity. Uncertain. Never elaborates.
HD - 4 No. - Unique Aff - 2 Rel - 2 Inf - 3
Secret: Grande Toade is a manifestation of the True God of all Amphibians, who dwells partially beneath the lake the Bath-House sits upon.

5 - Reynardine, the Were-Fox
     Seducer of women, seducer of men, seducer of trees and water features, seducer of... well just about everything. A bit of a foppish rake, but looks just fabulous without fail.
HD - 3 No. - Unique Aff - 4 Rel - 3 (5 for characters with 15+ cha) Inf - 2
Secret: When a 1 is rolled on an Affiliation roll for another guest, Reynardine has had a secret dalliance with someone close to the guest.

6 - A Squadron of Locust Knights
      Members of the warrior caste of Sahandralar, the great democracy. On some sort of quest, but they've been on so many damn quests no one cares any more. Boistrous, but honourable.
HD - 3 (and 1 captain of 5) No. - 3d6 Aff - 2 Rel - 5 Inf - 2
Secret: They are exiles from Sahandralar, and cannot return until their great deeds outweight their hidden shame.

7 - Mogirus, the Bear
      He's a big bear. Smart enough to come in every so often for some fish and a wander, but otherwise, just a bear. Despite this, all the other guests are convinced there is something more to him.
HD - 3 No. - Unique Aff - 0 Rel - 3 Inf - 2
Secret: Is literally just a bear, there is nothing special about him.

8 - The Sturgeon Scholars
      The most pre-eminent scholars from the Benthic Colleges, with doctorates in all manner of subjects and passing interests in everything left over. As far as they know at least. Snooty. Intolerable.
HD - 1 No. - 2d4 Aff - 3 Rel - 2 Inf - 3
Secret: Stole much of their original research from a rival school, who they bully into silence.

9 - The Beetle Brethren
      Adherents of the Holy Order of Mistress Moth. Thick, hempen robes and swinging fire-fly censers. Speak only in chittering, though they can speak human perfectly well. Just want to be left alone.
HD - 1 No. - 3d4 Aff - 3 Rel - 1 Inf - 1
Secret: Mistress Moth is dead, and they have killed her; they feasted on her semi-divine flesh.

10 - The Many-Armed Scroll-Keeper
       How many arms does he have? Many. How many scrolls does he have? Many. How many long centuries has he kept to his sacred task? Many. How many more questions will he have to answer before you get he picture and bugger off? ... (sigh) Many.
HD - 2 No. - Unique Aff - 1 Rel - 2 Inf - 2
Secret: He keeps all the secret knowledge he collects, he does not burn it like he says he does.

11 - The Owl-Sages
       Bedecked in fine robes and adorned with fine jewelry. Know much of the secret things of the world. They have many books they read at night that keep their secrets safe.
HD - 1 No. - 2d8 Aff - 3 Rel - 3 Inf - 3
Secret: They bought their knowledge from a Demon of the Moon, at a terrible cost that they have yet to pay. 

12 - A Maniple of Centurion's Rose
       Boistrous and unruly, they speak through pheromones and generally get up to little more than fighting and brawling. Easily coaxed into drinking competitions.
HD - 2 No. - 5d6 Aff - 1 Rel - 2 (4 if drunk) Inf - 1
Secret: They bear a magic book which contains a number of rituals for opening Secret Roads of magic. They use it as a seat for the Rose-Captain.

13 - A Random Hag
       Even hateful demon-women of the woods need to pop in for a deep-cleanse and a few tots of sake every so often. Be reasonable please.
HD - 3+ No. - 1 Aff - d4 Rel - d4 Inf - d4
Secret: Depends on the Hag, usually is a magical power, with a terrible cost.

14 - The Prince of Bats
       Long eared, wet-nosed, sniveling, squeaky voice. Much maligned, but put up with due to his powerful connections. Exceedingly nocturnal, and very nosy.
HD - 6 No. - Unique + 2d4 Bat-folk attendants Aff - 4 Rel - 1 Inf - 4
Secret: Plots to kill his father and become The Dread King of Night.

15 - Long-Ears and Long-Whiskers
       Human in shape, yet animal in aspect, and a powerful spirit of the woodland in nature. They clad themselves in a human form to better facilitate negotiation about the well-being of the forest in which it lives.
HD - 4 No. - Unique Aff - 3 Rel - 1 (but pretends it 4) Inf - 3
Secret: Secretly despises "civilised" cultures, but will never let you know it. Dreams of putting them back in their place.

16 - A Dryad Bacchinalia
       The best party you've ever been to, the worst hangover you've ever had. Some of its tame, some of it is jaw-droppingly decadent and depraved. Not good at tidying up.
HD - Between 1 and 3 No. - 10d10 Aff - 1 (with a +1 for each party the Guest has attended with the Dryads, if in doubt, roll d4) Rel - 3 (6 when drunk) Inf - 2 (6 if they're out for a party)
Secret: They stole all their membership from village orphans and changed them into the psuedo-spirits they are now.

17 - The Rat-Nobles
       Refined, cultured, well-groomed. Always out on some kind of urgent (but never too urgent) business, always far too busy to talk to you (but never busy enough to rush).
HD - 2 No. - 3d4 Aff - 4 Rel - 1 Inf - 4
Secret: They pray that no one ever finds out that really, they aren't all that important, all that rich, all that cultured. They pour their hearts into the deceit.

18 - The Brewer Dogs
       Punks in leather jackets, festooned with silver spikes, make a killer pale ale. Out for a good time, and hoping to bump into a great business opportunity while they're at it.
HD - 1 No. - 3d4 Aff - 3 Rel - 4 Inf - 2
Secret: There is only a limited supply of their precious ale. They don't know how to make more. They dread the day it runs out.

19 - A Bone Scrivener
       Something like a cross between an owl and a centipede that wears heavy cloaks so that you are never quite sure what it really is. An oracle whose preferred medium should be obvious, the older the better.
HD - 3 No. - 1 Aff - 5 (but the costs are always high) Rel - 3 Inf - 3
Secret: The price it paid for its powers were its family's lives. The guilt wracks it terribly.

20 - Carved-From-Stone, the Giant
       Barely fits within then Bath-House, has to bathe in the hot springs beneath, makes the whole place smell slightly when he does, is not well liked for that reason.
HD - 8 No. - Unique Aff - 2 Rel - 2 Inf - 1
Secret: He is a cousin of the Spirits of the Hot-Springs, which is the only reason Katawa still allows him to come to the Bath-House.

21 - Big-Headed Carlos
       His head is far too big for his small, stupid body. He is not stupid, though everyone assumes he is. He knows far more than he lets on with his stupid, gormless face.
HD - 3 No. - Unique Aff - 4 Rel - 3 Inf - 1
Secret: None, but when he is affiliated with another Guest, he knows their secret too, and looks out for any chance to leverage it for his own gain whilst also maintaining his charade.

22 - Many-Legged Karthus
       He is a spider, who is also a man. Somehow, try not to think about it too much, dear morsal, you get all tough and stringy when you get stressed. Long thin grins, like, all the time.
HD - 4 No. - Unique Aff - 2 Rel - 3 (5 for delicious looking PCs) Inf - 2
Secret: He is terribly lonely, and wishes only to find a mate.

23 - Rot-Grub the Stinky
       Bloated body, buzzing wings, wrist-rubbing, wheezy voice. A consummate sycophant, and totally oblivious to the fact that everyone hates him. Never realises that some of the things he's heard are actually quite important...
HD - 2 No. - Unique Aff - 2 Rel - 4 Inf - 1
Secret: None, but when he is affiliated with another Guest, he knows their secret too, but doesn't know that its important.

24 - Stone-Antlers and his Family
       A great elk with flinty protrudences, he is haughty and proud. Disinclined to conversation, but can easily be coaxed into opportunities to show off his powerful physicality. Family are quiet and subservient to the overbearing father. They wish to be rid of him.
HD - 4 (1 for family members) No. - Unique +2d3 family members Aff - 4 Rel - 1 (3 for the family) Inf - 3
Secret: Stone-Antlers is quite unaware of all the enemies he has accumulated, and his family would eagerly sell him out to any one of them.

25 - A Gaggle of Goblins
       Immature, inept, inexplicable. They cause trouble wherever they go, and by their gobliney nature, they spontaneously generate more of them from the dark and damp corners.
HD - 0 No. - d6d6 (d6 more appear each day) Aff - 2 Rel - 2 Inf - 1
Secret: None as such, but if more than 100 goblins are ever present in the Bath-House at one time, the entire place will just become utterly infested, and it will resemble a battle-ground more than a recreational establishment.

26 - The Kindly Ferret Maidens
       Just absolute sweethearts is clean white dresses. Virtuous to a fault. Courteous to the extreme. Everyone loves them, no-one has any reason to dislike them at all. Often go around the Bath-House handing out small plates of cookies. Delicious cookies.
HD - 3 No. - 2d6 Aff - 4 Rel - 2 Inf - 4
Secret: Actually deadly assassins. Very rarely are they here on business.

27 - The White Bride and the Black Widow
       Two who seem similar in look, but are altogether opposites. One is delighted, one is devastated. Its not often that your expectations align with the reality. Perpetually awaiting their big days, supposedly related to some incredibly important people, but no-one can ever agree on who.
HD - 1 No. - 2, Unique Aff - 3 Rel - 4 for the Widow, 2 for the Bride Inf - 4
Secret: The Bride killed the Widow's husband, which put in her current predicament.

28 - Songbird the Beautiful
       Wears her wings like robes and her feathers like jewelry, her song is exquisite, he laughter like sunshine. Everyone knows she's a spy, but she's just so charismatic that they don't care. She's never here to spy on them after all, she told them herself!
HD - 6 No. - Unique Aff - 6 (though you'd never bother a lady about her work would you?) Rel - 4 Inf - 6
Secret: Its always a secret just who it is that she really is here to spy on.

29 - THE BULL
       THE BULL IS BIG. THE BULL IS MEAN. THE BULL WILL TOLERATE NO WEAKNESS. THE BULL WILL TOLERATE NO WEASEL WORDS. THE BULL IS TRUE! THE BULL DECLARES IT SO!
HD - 6 No. - Unique + d6 Minotaur attendants Aff - 3 Rel - 2 (5 for tough types) Inf - 2
Secret: THE BULL is slowly dying, his invincibility wears thin.

30 - A Visiting Fae Lord
       Roll on your favourite table for Fae Lords!
HD - Lots No. - Unique (usually) Aff - 6 Rel - d6 Inf - 6
Secret: Depends on the Fae Lord

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