No
drinking establishment in Port Keizerin Elisabeth is so grand as to deserve the
label of “inn”, “tavern” or even “pub”. They are uniformly poor, miserable and
spartan: often simply a large tent or lean-to with benches and a big pot full
of home-made rum mixed with water and nutmeg. They throng with a familiar crowd
of dypsomaniacs, socialites and old soaks, labourers and sailors -
all spending their meagre earnings in search of the balm of oblivion to salve
the pain of desperation.
Whenever
the PCs decide to visit a grog shop, there will be d3 familiar faces amidst the
general crowd of drinkers – one of the regulars who floats about this twilight
world of rum and regret. There is also a 1 in 3 chance of a special event
taking place.
Use
the first table when creating a grog shop. Use the table underneath to generate
familiar faces and special events when the PCs visit.
Grog Shop
Dice
|
Landlord
|
Flavour
|
1
|
Robert Adams, an Ulsterman with an
unhappy, dry wit
|
The grog shop has a small pet
penguin that sailors once brought from a distant land; it can carry a tankard
on its head
|
2
|
Blue Billy, a Paradijs native whose face is permanently
dyed blue
|
The grog shop has a cook who used to work for a French
admiral; the food is stunningly and incongruously delicious
|
3
|
Alfonso Alves, a Portingale with a
predilection for female feet
|
The rum is poorly distilled and
there is a 1 in 100 chance of going blind from drinking it
|
4
|
William van Bommel, the smelliest man in Port Keizerin
Elisabeth
|
Two domesticated cassowaries are on guard at all times;
they obey the landlord’s orders to attack, but will also attack dogs on sight
|
5
|
Pierre Delumeau, a Huguenot who only
serves those who renounce Papistry
|
The grogshop has a piano that
somebody stole from a merchant ship; in the dead of night it is sometimes
heard playing
|
6
|
Margaret Schmidt, a Duitser princess fleeing an unhappy
marriage in Batavia; Schmidt is an assumed name
|
In a corner of the grog shop is a statute brought by an
explorer from a distant native village; the witch doctor who carved it is
said to still be able to see out from its eyes, but nobody is brave enough to
get rid of it
|
7
|
Madam Shu, a tall Chinese woman who carries
two snakes at all times, one wrapped around each wrist
|
The landlord has two pet bowerbirds
who both mimic each other mimicking snatches of overheard conversation; they
have an uncanny knack of choosing the most embarrassing utterances
|
8
|
The Dunnock, a diminutive and furtive Welshman who speaks
in whispers
|
The grog shop has a plaintive ‘pet’ tree kangaroo who
lives an unhappy existence chained in a corner
|
9
|
Arjen van der Graaf, thin and
severe, who prefers his patrons to drink in stony silence
|
The grog shop has a dancer and
musicians from Turkije, Hindoostan or Bali
|
10
|
Olaf the Oaf, a bearded Dane with an unfair nickname
|
The grog shop is built on a raft moored at a jetty;
sometimes disgruntled drunks cut the rope and it floats away, with the
landlord having to row it back in the morning
|
Familiar Faces and Events
Dice
|
Familiar Faces (d3 on any given
occasion)
|
Special Events/Encounters
|
1
|
Jap Strood, an old Nederlander with
a nose like a squashed strawberry, a belly like a drum, and a face of cracked
red veins, who was once an explorer
|
A wandering Bird of
Paradise Man is at the grog house. He offers to fight a duel with any challenger,
for an agreed stake: there are no rules, except that either combatant may
surrender and forfeit the fight at any time.
|
2
|
Gunnar Gunnarsson, a smooth-tongued Swede who spies for
the Swedish East India Company, smuggling secrets out through certain
sympathetic traders
|
There is a beetle race
taking place. Anyone may bet; the winner is randomly determined by the DM by
rolling a d6 for each of the 2d6 beetles taking part and keeping a cumulative
tally until one of the beetles reaches 20.
|
3
|
Dirk Maarwijk, dashing and handsome,
with long blonde locks of hair and nothing between his ears, who made love to
most of the wives of most of the noblemen in Batavia
|
Press gangers. A group
of sailors from a naval vessel raid the grog shop for forced labour. There
are 3d6 of them, with AC 14, HD 1+1, AB +2, armed with clubs and knives. They
set about carrying off the most inebriated drinkers; each of the players
rolls a d6, with the press gangers targeting the PC with the lowest score.
|
4
|
Diwata the Divine, a Tagalog woman so beautiful as to be
heavenly, who is an expert on black powder and its uses
|
Travelling Paradijs
native dancers. A troupe of Paradijs natives, some men and some women, who
will perform war dances for money. They are from a village on the Sunset
River (roll a dice to determine which) and know the entire area.
|
5
|
Michael McFarlane, a Scotchman with
fiery red hair, who can interpret dreams and visions
|
Returning prospectors. A
group of men returned from searching for gold or other resources upriver.
They are tough, taciturn, and troubled by what they have seen. But they may
tell of it for a price.
|
6
|
Quick and Quicker, Ceylonish twins with unpronounceable
names, who can identify any spice or poison
|
Sailors spoiling for a
fight. A gang of 2d6 men onshore from a visiting ship. They have 1+1 HD and
+2 AB and are in search of fisticuffs. They may become fast friends of those
they fight with, afterwards.
|
7
|
Ruud the Yellow, a jaundiced
nobleman in all senses of the word, who came to Paradijs fleeing creditors
|
“Romance”. One of the
PCs becomes the subject of the affections of a young (or not so young) woman
or man. Roll a d6: the lower the score, the worse the PC’s luck.
|
8
|
James Swales, an Englishman with a fat, jowelled face and
blubbery skin, who belongs to a mysterious sect and came fleeing persecution
|
Scholar. A very brave or
very foolish scholar who is on his way elsewhere and briefly disembarked. He
is from the university of 1 – Bologna, 2 – Oxford, 3 – Cambridge, 4 –
Salamanca, 5 – Santo Tomas, 6 – Charles, and will pay for unusual samples,
maps, etc.
|
9
|
Quiet Celeste, a soft-spoken old
Frenchwoman who they say was brought up by witches
|
Waif. A young boy or girl wastrel starts following
the PCs everywhere and expresses the desire to join them.
|
10
|
Maria De La Torre, a Spaniard with a generous spirit and
generous hips, who knows all of the tribes on the Sunset River
|
Arm wrestling
tournament. A knock-out tournament with a 100 thaler purse and 16 initial
participants. Bouts are won by participants rolling under their STR on a d20
while still outscoring their opponents.
|
Wonderfully atmospheric stuff, this.
ReplyDeleteFantastic table. Is the setting 17th century?
ReplyDeleteKind of. It is in a sort of alternate reality that is a bit like the early colonial era. It is not at all historically accurate, or meant to be. It's set in a sort of mirror universe New Guinea, basically, as it is beginning to be explored by the Dutch, Portuguese, etc.
Delete