Wednesday, 22 November 2017

Magic by the Milithaum

Magic is a bit of a problem for me.

Not in that I struggle to personally cast spells and work enchantments myself: you misunderstand, I am in fact a very competent wizard. Probably one of the most competent wizards you know. No, magic is a problem for me in that when I sit down to play RPGs, or even just to daydream and plan for RPGs, I don't know where to put magic. I want magic that abides by laws, has its own internal physics. I also want magic that is fantastical, and holds a real sense of wonder.

I think that's what draws me again and again to games and stories that hop between worlds. In my headcanon for any fantasy that covers a multiverse, magic is a refraction of ones' will through the lens that is reality itself- it is the focusing of the otherdimensional potentials that exist all around us, invisibly. Sometimes, I want there to be an implication that other parallel worlds are touched by our actions. Other times I want to be able to hurl fireballs without constant angsting about other worlds.

At the moment, what I want more than anything is a system that supports the stories I've been daydreaming about for over a decade in one form or another. I want a system that lets me and my friends play in the universe I already know better than any campaign setting. I think I found that system in Troika!, and now I'm just tinkering to stretch it around every concept I want it to cuddle.
So magic, now, is something I want to be big and broad and paradoxical. I like the spells in Troika: I like that they drain stamina to cast. Magic should have a cost. But as pointed out on the G+ once, this narrative-honest magic is pretty harsh in combat situations. It has a steep cost and a pretty low chance to do much against, say, the more traditional method of hitting things.

My current tinkering is in the direction of YSMV: your Sphere may vary. The world you're on may have its own way of doing things. In Snowcastles by Duncan McGeary the magicians can only use their magic in service of another. They are given a token payment which they retain while in service, and they give that back later. They can use magic out of service, but its described as being hard to do without a force of will and spending of power. That sounds to me a lot like Troika's stamina-cost is the standard way, but in this world there exists a sort of pact ritual that gives reprieve.

Then there are magic items. I have a system for magic items at the moment in Troika. Each item has a pool of energy, replacement stamina points that the item draws on instead of your own. Each item also has a spell or two that it "knows", that it can cast. Different items will react differently to using up their energy- maybe a scroll crumbles, the ink fades. Maybe the clay rod collapses and dries out. The silver sword of smiting will recharge though, one point of stamina for every hour of meditation.
This system also allows for items that just store stamina. Maybe you have to sacrifice stamina today to fill it up for tomorrow. Maybe you need to feed it the stamina of innocent victims by night!

I don't know, these are just ideas. Let me know what you think!

Wednesday, 15 November 2017

Lost in a Shop

The Reliquary, Antiques and Rarities

This is a randomly generated
dungeon-type shop to explore in Daniel Sell's Troika!, which I heartily recommend to anyone and everyone.



The Reliquary is a sprawling set of rooms in Irifice, hidden behind a relatively tidy shopfront off the marketplace which serves as its entrance. The full shop is vast, with many more floors and rooms than any customer is likely to see.


The owner is one Mister Tasmund, a dirty-looking old man with long and unkempt hair that matches his scraggly beard. Tasmund is a native of the sphere Daldria, and grew up on the bleak and muddy Coasts. Worlds away from there now, people say he's like a tiny piece of that provincial and crude lifestyle brought into the urbane streets of Irifice.


Tasmund is in an ongoing back-and-fro feud with the Irifician Constabulary, who suspect his shop is in breach of the City-Limits Interplanar Expansions Act, a law which forbids the use of extra-spacial spaces and large pocket dimensions within the bounds of Irifice. The truth is, he is very much in breach.



The Reliquary specialises in second hand rarities and lost objects. There is a chance players can find almost anything in the many storerooms and packed-full corridors, both good and bad.

Use the table below to generate the players route through The Reliquary. The place exists across several spheres using extradimensional magic and there may be numerous similar but slightly different rooms, so don't worry about duplicates or maps- just mark down a flowchart style list of where you've been already so that players can retrace their steps if they want to. The Reliquary makes a great place to explore for a specific item need, or to hide from people chasing them in the city outside.

There's a table at the bottom of the page with some plot hooks or missions.

Rooms in The Reliquary 
Roll 1d3 and 2d6 for the room, and 1d3 for the number of doors leading from it. For any dalliances, loud accidents or other mishaps roll the Monster table to see who is nearby.
The Players find...
111. ... a comfortable living room arrangement, safe to rest in.

112. ... a room full of fancy dress clothes.

113. ... a gang of Reliquary Goblins, arguing over a mannequin in a long bare corridor.
114. ... a ghastly looking set of mummies, all stripped of valuables.
115. ... a long chain of narrow passages, with occasional alcoves full of fancy candles.
116. ... a whole hall of damaged furniture.
121. ... a selection of tools, most useless but 1d6 masterwork.
122. ... a low ceiling room of alchemical goods, many filled with a thick brown tar.
123. ... a walk-in wardrobe, bigger on the inside and full of furs. 1 in 6 chance that a fur coat animates and attacks the party. 

124. ... a monstrous collection of coins from the multiverse over, stacked in chests over three small rooms. This room essentially functions as a bureau de change, albeit with ever-terrible exchanhe rates.
125. ... a range of pottery from one specific artist. 1 in 12 chance that his cursed magnum opus, a plate that shows his own death, is in the collection.
126. ... a room full of old mattresses. 1d6 sleeping undead accidentally brought in with them are lurking in the mattresses, ready to tear free and moan at anyone who disturbed their slumber.
131. ... a long, long staircase leading to a dead end. All sorts of poor quality local history books from throughout the multiverse stacked precariously on the stairs.
132. ... a room full of books, with an infestation of 2d6 library wyrms wriggling beneath the oldest, dustiest layer. 


133. ... a rickety-looking wooden with a suspicious lack of clutter. Only one door on the far side of the room exists. Test Luck on any impact or collision or the floor will break through, landing you in any of the 14- rooms.
134. ... a  cramped corridor with windows looking out on an impossible vista.
135. ... rows and rows of bookshelves all containing nonsense notes. 1d6 chance of a spell scroll.
136. ... a long hall of culinary equipment laid out on banquet tables. At least 1d6 dried provisions still edible in the jars.
141. ... a cellar with many old barrels of paints and varnishes. There is a parchment witch perusing one barrel in particular.
142. ... a natural looking cave in which some industrious goblin has piled heaps and heaps of unsellable clothes. There is a flight of stairs leading out.
143. ... a repurposed tomb now full of tat from the tourist markets of many, many cities. 1 in 3 chance a ghost comes to moan at you.
144. ... a cellar full of torture devices. At least one still has a lootable corpse inside.
145. ... a rough-hewn stone room full of dwarven art objects, heaped together in a fashion that exhibits no understanding of their meaning or intent. 1 in 3 chance that one art object is animate and also deadly.
146.  ... a cellar room full of empy treasure chests. 1 in 6 chance that the one a player is checking is a mimic.
151. ... a wooden room of gardening equipment with two arguing Reliquary Goblins, disagreeing about the proper organisation of the shears.
152. ... a rooftop terrace that is definitely not in Irifice, full of dying exotic plants. 1 in 3 chance that one is sentient and asks for help.
153. ... an archive room full of old maps. Test Your Luck or search to find a map of the Reliquary. There can be 2d6 of these in the room, and for each roll d3 and d6- the map gives info of each room with those first two digits. If such a room is wanted, roll d6 to see how many rooms away it is and continue as normal.
154. ... a set of low corridors, crudely closed off with wooden planks and a sign warning that there's a goblin labyrinth incursion here. 2d6 gremlins in evidence, and any loud noises will summon forth 2d6 goblins from the closed off tunnel- and not the mild mannered Reliquary kind.
155. ... a conch shaped room with various battered musical instruments in it. 1 in 6 chance that a bard is in here, lost and afraid and seeking solace in a battered lute.
156. ... a room strongly resembling a toilet but too full of porcelain dolls for it to be truly ascertained. 1 in 6 chance that theres a talking doll in here, a weird construct that parrots phrases back at people.
161. ... a library room full of childrens picture books, which are excellent resources for myths and legends. A successful awareness test will reveal ladders hidden against the walls which provide access to a roof garden and possible exit onto another sphere.
162. ... a room with huge, broken windows which look out onto an unkempt garden.  There are no objects heaped in here, just a sense of dilapidation. Possible exit.
163. ... a tiny annex room of old magazines. 1 in 6 chance on any loud noises that a hatch in the ceiling will open and a bewildered old couple on a fairly backwards sphere are calling the local constabulary.
164. ... a run down old shack full of amulets and charms. The walls can be broken quite easily, and lead out to a strange little black sand beach.
165. ... an attic room full of wedding dresses. There is a hidden trap door leading down through a mansion in the sphere of Neverwood.
166. ... a draughty hallway leading to a heavy door chained and locked with three padlocks. The hallway is made narrow by tens on tens of strange mannequins, 1d6 of which are Figment apparitions from the Silken Realm, dormant only for a lack of psychic energy.
211. ... a vaulted room heaped with clutter, with wooden scaffolds erected to hold a huge taxidermied woodwyrm over the rest of the junk.
212. ... a musty room filled with precarious piles of books. The doorways from it are ornate, cathedral-styled and with gargoyles looking over them.
213. ... a round room full of empty cages, with a hanging chain in the centre holding all the keys.
214. ... a big room, bigger than any room has a right to be. It is lit by glowing panels in the tiled ceiling and is peppered with desks and stationary. Any doors are at the very far end of the room, where there are also a few heaps of garden gnome decorations.
215. ... a low room full of hanging drapes and folded sheets, like a dusty and musty version of a concubine harem.
216. ... a room with too many clocks. 1 in 6 chance that they begin chiming in sequence and attract an encounter.
221. ... a staircase down to a squat little room jam packed with empty bottles.
222. ... a strangely tidy room with a few drawers of fine clothes and a few cases of jewellry. There is an additional hidden door in here which leads to Tasmund's backroom, where a pipe and dirty mug rest stale on a battered table full of maps of the shop's various floors.
223. ... a grand staircase, with various bits of furniture pinned with price tags laid uneasily. Any mishap might cause a devastating furniture-slide.
224. ... a cold stone room full of scrap metal. There's probably a salvageable suit of armour in here for the desperate.
225. ... a room with a red lantern hanging. There are heaps of unfortunately stained sketches and lithographs of naked people in various poses, as well as a shelf full of smutty paperbacks.
226. ... a wine cellar full of antique and nonfunctional pistolets and fusils.
231. ... a narrow set of wooden stairs over a small space full of taxidermied animals. The landing above has an animal-gnawed skeleton laid out on it.
232. ... a cramped room where the Reliquary Goblins repair damaged goods. Currently a dusty purgatory for the piles of torn dresses, cracked bowls and headless dolls that surround the handful of sewing machines and messy piles of tools. Goblins hate repairing things.
233. ... a room full of crates, which when pried open contain empty plasmic cores. 1 in 6 chance of finding a full core in there.
234. ... a room full of boxes and boxes of pressed and preserved leaves. There is a weird smell in the place that will cause audiovisual hallucinations after too long is spent in here.
235. ... a staircase down into a pit or trench that has one or two sets of soiled clothes scattered around. There are stairs up and out to another room.
236. ... a circular room with a domed ceiling covered in grand murals depicting the gods of Irifice seeing off the demons of Before. The room is filled with artworks, mostly cheap replicas and damaged knockoffs.
241. ... a squat room filled with various ceremonial items. Many usable knives, many decent maces. 1 in 6 chance of there being a magic sceptre to find.
242. ... a long hall divided into narrow passages by many bookshelves. Some have tomes filling the shelves, but one or two are stocked with animal skulls.
243. ... a room filled with ornate decorative weapons to be hung on a wall. All -1 to use, but they look pretty.
244. ... a grim little space full of sad looking toys.
245. ... a room whose doors are all locked, except for the one you came in though, which is broken. It looks to have served as Tasmund's office once, and has a shrine to his god Taldun the Ringbear, patron of lost fashions, collections and antiquities.
246. ... a room filled with statuettes and full statues. One has eyes that move, and is clearly a petrified person.
251. ... a room full of benches, so many that they are not comfortable to sit on.
252. ... a room of scientific equipment such as astrological devices and multi-lens lorgnettes. Most are cheap or damaged, but some could be good.
253. ... a room like a boarded up shopfront, packed with old smoking pipes and pocket knives, and jars and jars of stale tea leaves and tobacco. Cabinets have been squeezed into the walkways and overfilled, making it difficult to navigate in a hurry.

254. ... another furniture room, this time with more cots than beds and more prams than chairs.
255. ... a room of wooden carvings from various artists and cultures. Spellcraft checks will show that one is a mutilated dryad, crafted into a most wicked staff for black magics.
256. ... a room full of lamps, lanterns and candles. There are a handful of mirrors against one wall, which anyone acquainted with magic may check to recognise as being an arrangment often used for mirror-travelling between spheres.
261. ... a room with an intermittent drip and serious damp problem. There were once heaps of books but now they are ruined. 1 in 6 chance of an Ooze crawling from beneath a table and attacking the interlopers.
262. ... a corridor only sparsely scattered with cabinets of tat, with one additional door off of it- it is heavily fortified and locked. If it is pried open, it reveals a long chamber of safeboxes, each locked and full of silver pennies and gold pieces. Tasmund has magical alarms in the room- if any gold is taken he will catch up to the players in 2d3 rooms.
263. ... a room full of unfinished things and offcuts of fine wood. Legless chairs, frames for little structures, heaps of parts.
264. ... a hallway with a full wall of shelving on one side, full of tea sets. If something is knocked off there's a 1 in 6 chance it contained an angry wyrd or spirit, trapped by the teapots last owner.
265. ... a small room with a table and chairs. The table is full of fake house plants. There is a 1 in 6 chance that there's a mobile baby treant in among them.
266. ... a room full of inert golems and constructs, now sold for scrap and parts. 1 in 6 chance of one animating again. 1 in 3 chance of that happening when someone uses magic.
311. ... a high ceilinged room full of hymnbooks and religions icons. A successful search check will turn up useful symbols for all but the most shaded and secretive faiths.

312. ... a room full of glass bottles: wine bottles, alchemist's bottles, potion bottles and oil bottles. Bottles of every shape and size, for all your bottle needs. They are stacked rather precariously, on very tall and wobbly shelves.
313. ... a small cluster of what appear to be repurposed jail cells, with bunks and clutter. It may look like a storage space but it's actually where some of the Reliquary Goblins sleep. 1 in 3 chance you disturb one of them.
314. ... a marble-floored room showcasing a collection of rugs.
315. ... an octagonal room that seems to contain the contents of several wizards' towers. Most of the useful stuff has been rooted out but a successful check might turn up something. For anyone really delving into the pile there's a 1 in 6 chance that some magical defence has been left armed.
316. ... a room full of old chinaware from the very collectable Tamsa Forrage studio. Garish and tatty, but shatters wonderfully to deal damage as a +1 thrown dagger.
321. ... a wooden panelled room of hunting memorabilia. There are many, many cloaks and sashes that are in the high fashion of Feeble Ezra's court.
322. ... a tight room with many little desks and drawers. For the most part it is full of artists' assitants' copywork materials, but there is a stash of very fancy papers and inks which give a bonus to attempts to forge with them.
323. ... a room that is tangled with ropes. 1 in 6 chance a Reliquary Goblin is trying to sort them out. There are some really fancy ropes in here- witch-hair ropes, ropes designed to animate with only a whisper of magic... lots of good rope.
324. ... a dead-end room full of full-sized plaster soldiers, taken somehow from the Ghost Empire's inert army. There are many nooks and crannies to hide in, but you have to leave the way you came.
325. ... a room barely bigger than a cupboard with various magical items locked in trapped cases. A small sign on each glass case suggests asking Tasmund for access to look at any item.
326. ... a huge room full of heaps and heaps of clothes. A successful search check would take a long time, but will put together almost any costume, adding a bonus to checks to disguise.
331. ... a vast hall full of furniture and cabinets. There is a desk at one end manned by a Reliquary Goblin. Throughout the hall are dotted all sorts of items- umbrella stands of fancy duelling rapiers, printing trays of magical rings, magical masks from exotic spheres- that lie around next to used sofas and tables. The Reliquary Goblin, if he suspects thievery, will activate several combat-ready fetches and golems to restrain the players.
332. ... a room that has been rendered labyrinthine by stacked rows of crates. If players break open a crate roll again on this table and the contents of the crate are the sort of thing that would be displayed in that room. This is the inbound warehouse, where recent bulk purchases are stored.
333. ... a room full of equipment and decorations related to Golden Barges- thaumaturgical compasses, plasmic cores of ancient models, steering columns wall mounted... everything. Including a very chatty bronze head that is worth an awful lot, and served as the automated crash log for a famous colonist's ship.
334. ... a sweaty-smelling room full of sports equipment and memorabilia.
335. ... a room that once housed tools, but has been slowly overtaken by a recent influx of building supplies. Bricks, wooden floorboards and heaps of roofslate are piled around. Investigation into the back of the room reveals that something has been organising them into warrenlike structures- 3d6 goblins have breached this room from the labyrinth.
336. ... another library, only half stocked but also home to an impressive safebox labelled "contents unknown, enquire for price". If anyone gets it open there is a sentient automaton child inside.
341. ... a dingy little space with a dirty hearth and lots of cast iron tools nearby. The room looks like it was meant to be a showroom for home goods but neglect has left it looking like a transient's hovel.
342. ... a pristine corridor full of interesting little statuettes that serve as pocket gods. Half of them are very cursed, and instead cause the next luck test to be a fail.
343. ... a very well maintained room, long and clean and lined with presentation cases of different old fashions of Irifice. Anyone initiated in the codes of Irifice's priesthood will recognise that this room serves as a shrine of sorts to Taldun, god of collection and relics. Loitering here for too long has Tasmund as a random encounter- he has a 1 in 6 chance of passing through here.
344. ... a room filled with artefacts that are claimed to be related to the old Pale Elf empire. Mostly wooden weapons claiming (falsely) to be as hard as steel.
345. ... a room over two floors, with stairs and a balcony. This is the curiousity room, as Tasmund does not know what the contents are. Naturally this means he wants an outrageous price for them. These items could include modern electronics, artefacts from a very alien culture, or even campaign-specific things the party need to find.
346. ... a long room with glasspanelled doors to safeboxes on either side. The room is stocked with automata of varying sizes and shapes. Simple animate spiders, clockwork birds; there is a whole host of weird constructs in here. 1 in 6 chance that one is a thinking machine.
351. ... a warren of winding corridors connecting tiny little rooms, each stocked with a variety of glassware, ceramics or silverware. There are plenty of nooks and crannies.
352. ... a big, barnlike room arranged with racks of weapons, from daggers and knives right up to enormous seige weapons. It's a bit of a mystery as to how the larger units get in or out.
353. ... a room filled with miscellaneous junk, with a beautiful tree made from silver and crystalware at its heart. It even has false roots spreading down into the flags. The tree is actually living- when cultivated properly it can grow the crystals needed for advanced astrological equipment and so is very expensive. Someone with the proper skill could take a cutting.
354. ... a perfectly cubic room, with baskets and baskets of what is essentially scrap metal heaped about. Most of it consists of machine parts, so scavenging for repair parts has a 1 in 3 chance of success on a proper check.
355. ... a stoop-ceilinged room full of hanging devices. Dream catchers, windchimes and mobiles all make visibilty terrible.
356. ... a squat and chilly room full of various roadsigns and boards, stacked neatly but so tightly it is nigh impossible to peruse them.
361. ... a small domed room stocked up with fireworks and bags of sand.
362. ... a narrow room that resembles the shop front, full of cabinets displaying profession specific items ie medical equipment, jewellry-making tools or alchemy flasks.
363. ... an old wine cellar full of draughtsmens work and architectural drawings of various cities and structures.
364. ... a strange little cave of a room stacked with bags. Backpacks, suitcases, handbags, sacks... all heaped, all empty.
365. ... a grand-looking hall displaying a huge number and range of tapestries and hangings. At least one of them (the most hideously garish) hides a door which leads out into the servants quarters of an abandoned manor house on a smoggy sphere.
366. ... a vault with a barred door, where Tasmund keeps his serious possessions, the things he would never consider selling.


Monsters
Other entities wandering the Reliquary:
11. ... a lone Reliquary Goblin, statted identically to your standard, non shopkeeping goblin except for a bonus to appraisals and bartering from Tasmund's rigorous training.
Mien: 1. Lost something 2. Found something good 3. Smug 4. Upset 5. Combatative 6. Conniving
12. ... a band of Reliquary Goblins, 2d6 of them. All are bickering and squabbling over something incomprehensible.
13. ... a Reliquary Aid, one if Tasmund's trained assistants. Skill 8, Stamina 12, Initiative 2 and Armour 0. They know one random spell.
Mien: 1. Looking for something 2. Feeling harrassed 3. Rushing 4. Irritable 5. Upset 6. Tired
14. ... another human shopper, with poor combat skills but a pistolet to back them up in case of a black friday style showdown. Skill 5 Stamina 8 Initiative 2 and Armour 0.
Mien: 1. Satisfied with their purchase. 2. Bored 3. Lost 4. Riled up 5. Lonely 6. Wants something the party have found.
15. ... a Tower Wizard, looking for some arcane component. As per the Troika core book.
16. ... a band of 2d6 standard goblins, rummaging around the Reliquary after spilling in from their Labyrinth. They could be here accidentally or they might be part of a taskforce trying to liberate the Reliquary Goblins or regain what bits of the Labyrinth Tasmund is using.
21. ... an undead manservant carrying bags and bags of goods for their absent master. Uses the Living Dead stats in the Troika core book.
22. ... 1d3 Irifician Nobles, wandering into the shop to while away an afternoon. They are now lost. Skill 9 Stamina 9 Init 2 and Armour 1; each carries a fancy rapier and pistolet, but is only confident with one of the two weapons.
23. ... a member of the Irifician Constabulary, who entered covertly to investigate the place and is now furious and lost. Skill 8 Stamina 13 Init 3 and Armour 2; he carries a studded club.
24. ... a mimic (reroll if no appropriate hiding place), which will make sounds or similar to attract attention. Skill 9 Stamina 16 Init 3 Armour 1. Always hungry.
25. ... 2d6 gremlins, scuttling from the walls. As found in the Troika core book.
26. ... an entropic imp, a small creature drawn to or spontaneously generated by areas of high magic / chaos. Skill 4 Stamina 4 Initiative 2  and Armour 0, damage as small beast. An entropic imp can sacrifice itself to roll up a random spell. One entropic imp will often mean more- it may sacrifice an initiative die to quiver and summon another of itself, at the cost of a roll on the oops table.
31. ... 2d3 Library Wyrms, small drakes with Skill 4 Stamina 8 Initiative 2 Armour 0, about the size of a ferret and with a bite that can cause an irritating dust-rash that reduces 1 skill point per hour for the afflicted until treated.
32. ... 1d3 Dust Bunnies, large malshaped constructs that hoard detritus. Skill 6 Stamina 16 Initiative 1 Armour 1 and damage as large beast. Dust Bunnies can heal 1d3 stamina by stuffing dirt in their wounds.
Mien: 1. Slothful 2. Disturbed 3. Ill-tempered 4. Mournful 5. Seeking something particular 6. Hungry
33. ... 1d6 Reliquary Goblins and a Reliquary Aid, the Aid looking harrassed as he bosses the goblins around.
Mien: 1. Suspicious of thieves 2. Transporting new stock 3. Rushing 4. All weary 5. Afraid 6. Argumentative
34. ... a broken automaton, Skill 8 Stamina 14 Initiative 1 and Armour 2, damage as moderate beast. The automaton is lost for purpose, wandering aimlessly. He is certainly confused, and his mien dictates what form that may take.
Mien: 1. Violent 2. Subservient 3. Rude 4.
Chaperoning players 5. "Helpful" 6. Incoherent.
35. ... a Reliquary Aid with wizard training- as above but with 3 spells and a bad attitude.
Mien: 1. Suspicious 2. Aggressive 3. Accusatory 4. Busy 5. Mildly irritated 6. Glad of the distraction.
36. ... a dreaded clockwork dragon, a panther-sized metallic monster with damaged ornamental wings and a maliciously-oriented malfunction. Skill 12 Stamina 20 Init 4 Armour 3 and damage as Large Beast.
Mien 1. Malicious 2. "Hungry" 3. Playful in a sadistic way 4. Ennervated 5. Winding down 6. Stalking
41-46. ... nothing happens.
51-53. ... 1d3 Reliquary Goblins
54-56. ... 1d3 Goblins
61-66. ... roll again until you get a result between 11-56. You can hear them entering the room you just came from.

Tasmund himself is Skill 10, Stamina 16, Init 3 and Armour 1- he knows the spells Animate, Sentry, Assume Shape, Find and Jolt. He carries with him a robust-looking cudgel of black-oak. 

Plot Hooks
1. You are entering to get Tasmund's appraisal of a rare magical item. On each random enounter roll, if you encounter Reliquary goblins or a Reliquary aid roll a d6. On a 6 for goblins or a 5 or 6 for aids, the encountered can direct you to Tasmund. Roll 2d6 to see how many rooms away his offices are.
2. You have been offered a substantial amount to find Tasmund's secret room of unsaleable items and steal a rare magical sword from it. His safe is in room 366 though they will have to bribe or otherwise coerce the directions from a Reliquary goblin or aid as above.
3. An Irifician Constable has gone missing in the shop after going in vigilante style, and his wife has offered a substantial sum for his return. On each room roll a d6- an even number indicates that some physical clue or clue with the creatures encountered exists.
4. You've been invited by a reliquary aid to help the shop catch a clockwork dragon on the loose that keeps mauling customers. The random encounter table is adjusted so that results 51-66 involve the clockwork dragon. The party's reward is any one item from the shop each.
5. You have insider information that one of the items in Tasmund's curiosity room (345) is worth a lot. If they can find it and get out they could get very rich. Again, finding the room will involve much cajoling for directions.
6. You've been chased in, either by the law or unsavoury elements. Lose them, trick them- get back out. Rooms 161 to 166 are all rooms with exits to other spheres.