1110. INITAL ENCOUNTERS IN JAKALLA


While in the foreigners' quarter in Jakalla, characters are often visited by native Tsolyani seeking to employ them.
These patrons or employers can offer the character a chance to gain money, followers, and possibly valueable items.
By accepting these missions, characters can begin to form a social network within the Empire.

ROLLPATRON
01-10Priest/Priestess of Change/Evil with guards
11-20Priest/Priestess of Stability/Good with guards
21-30Military Officer with soldiers
31-40Sorcerer with guards
41-50Merchant(s) with guards
51-60Noble with guards
61-70Nonhuman(s)
71-80Foreign Ambassador, may have guards
81-90Scholar
91-00Imperium Agent with guards and companions


ROLLMISSION
01-10Join trading party
11-20Go on a quest for a specific item or person
21-30Help in a quarrel
31-40Join patron's forces
41-50Join in a raiding party to an outlying area.
51-60Join in an expedition into the Underworld
61-70Be patron's champion in the Hirilakte arena
71-80Visit patron's home
81-90Join a sea voyage
91-95Join a hunting expedition
96-00Perform a Secret Mission for the Imperium


Since the Foreigners’ Quarter of Jakalla tends to be a run-down and neglected part of the city (except for the Resthouses for Visitors of Upper- Middle and Upper Status, whose grounds are patrolled by private guards), new players are likely to encounter petty criminals and riffraff there during their search for legitimate employment. When rolling a six sided die per section 1110, a 1 indicates that such an encounter has taken place.

ROLLENCOUNTER
0l-25 1-12 drunks; may be belligerent (roll against Nonplayer Character Reaction Table).
26-50 Beggar; may occasionally (at referee’s option) be noble or god in disguise.
51-60 Pimp; will attempt to hire or buy any player with comeliness 81 or more. If refused, may summon 2-12 armed thugs to attack; will almost certainly do this if refused a player with comeliness 96-100. Carries 50-200 K.
61-70 Street gang, 3-18 members, armed with stones, daggers and clubs. Leader is level 2 and carries a mace. Will attack only if they outnumber party. City patrols arrive after 7-12 combat rounds to break up fight.
71-85 Pickpocket; attempts to steal weapon and 1-20 Kaitars from randomly chosen player. 25% chance of catching him in the act: if caught, 50% chance that he has lifted player’s weapon and will use it to defend. If not caught, players have 75% chance of spotting him running away (30-70 ft. range).
86-95 2-8 muggers attacking 1-4 women. Muggers each have 35% chance of being level 2, 15% chance of level 3. All are armed with daggers and clubs. They carry 10-100 K among them.
96-00 1-6 priests of the ancient Goddess of the Pale Bone, plus 2-12 followers. Priest are level 2-4 (and may carry Eyes and bonus spells). All are unarmed except for ropes and nets, with which they attempt to seize torture victims for their rites. Captured players will be dragged to the sect’s underworld sanctuary beneath Jakalla.

Tekumel