RAGING SWAN PRESS GM’S MISCELLANY: URBAN DRESSING A SYSTEM NEUTRAL RESOURCE

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EVERYTHING is better with tentacles

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RAGINGSWAN. COM GM’S MISCELLANY: URBAN DRESSING

Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring your towns and cities alive with cool, interesting features of note? Then GM’s Miscellany: Urban Dressing is for you! Presenting tons of cool, interesting features for common urban fixture such as shops, stalls, thieves and so on, GM’s Miscellany: Urban Dressing provides the harried GM the tools to quickly and easily bring such features to life.

C REDITS S YSTEM N EUTRAL E DITION

Design: Ben Armitage, Creighton Broadhurst, Brian Fitzpatrick, Welcome to this Raging Swan Press System Neutral Edition. James Graham, Richard Green, Brian Liberge, Brian Wiborg Herein you’ll find evocative, inspiring text designed to help Mønster, Julian Neale, Marc Radle, Brian J. Ratcliff, Liz Smith, you—the busy GM—run better, quicker and easier games. Jacob Trier, Josh Vogt and Daron Woodson. This book is compatible with most fantasy roleplaying Development: Creighton Broadhurst and Thilo Graf games. It’s impossible to create a truly system neutral book, Interior Art: Paul Daly, Pawet Dobosz (The Forge Studios), Jeff though, and some generic game terms—wizard, fighter, human, Freels, Rick Hershey, Garth Jones, Bradley K. McDevitt, and so on—may yet lurk within. These generic terms are William McAusland, Brittany Michel, Matt Morrow, Kay easily modified to the GM’s system of choice. Neilsen, Dave Peterson, Claudio Pozas, Jeff Preston, Howard Pyle, Arthur Rackham, Marc Radle, V Shane, Elizabeth If you enjoyed this book, please consider leaving a review. Shippengreen, Frank Walls and Maciej Zagorski (The Forge Studios). Some artwork copyright William McAusland, used If you didn’t enjoy this book, did you know Raging Swan Press with permission, Some artwork from Fantasy Filler Art offers a money back guarantee? copyright Rick Hershey, All Rights Reserved. Some artwork copyright Paul Daly, used with permission. Rick Hershey, Standard Stock Art: Issue 1 by Small Niche Games. Some artwork by Claudio Pozas, copyright Expeditious Retreat Press, used with permission. Franks Walls Standard Stock Art: Issue 1 by Empty Room Studios Publishing. Some images copyright Erisian Entertainment, used with permission.

©Raging Swan Press 2016.

The material presented in this product first appeared in GM’s Miscellany: Urban Dressing

The moral right of Ben Armitage, Creighton Broadhurst, Brian Fitzpatrick, James Graham, Richard Green, Brian Liberge, Brian Wiborg Mønster, Julian Neale, Marc Radle, Brian J. Ratcliff, Liz Smith, Jacob Trier, Josh Vogt and Daron Woodson to be identified as the authors of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, without the prior permission in writing Sample of Raging Swan Press or as expressly permitted by file law.

ragingswan.com [email protected] C ONTENTS

Credits ...... 1 Market Stalls: What’s For Sale? ...... 48 System Neutral Edition ...... 1 Market Stalls: Hooks, Complications & Opportunities ...... 49 Contents ...... 2 Market Stalls: Associated NPCs ...... 50 Parks: Characteristics and Appearance ...... 54 D RESSING Parks: Things to Stumble Upon ...... 56 Naming Locations ...... 8 Parks: Hooks, Complications and Opportunities ...... 57 Naming Locations: Table A (Descriptive) ...... 9 Parks: Associated NPCs ...... 58 Naming Locations: Table B (Creatures) ...... 10 Ruined Buildings: Characteristics & Appearance ...... 60 Naming Locations: Table C (People) ...... 11 Ruined Buildings: Dressing ...... 62 Naming Locations: Table D (Objects) ...... 12 Ruined Buildings: Hooks, Complications & Opportunities ...... 63 Naming Locations: Table E (Other) ...... 13 Ruined Buildings: Legends & Rumours ...... 64 Alleyways: Appearance ...... 14 Sages: Characteristics & Appearance ...... 66 Alleyways: Names ...... 16 Sages: Whispers & Rumours ...... 68 Alleyways: Hooks, Complications & Opportunities ...... 17 Sages: Hooks, Complications & Opportunities ...... 69 Alleyways: Encounters ...... 17 Sages: Sample Sages ...... 70 Alleyways: Associated NPCs ...... 18 Shrines: Characteristics and Appearance ...... 72 Docks: Characteristics and Appearance ...... 22 Shrines: Object of Veneration ...... 74 Docks: Docked Ships ...... 24 Shrines: Hooks, Complications and Opportunities ...... 75 Docks: Hooks, Complications and Opportunities ...... 25 Shrines: Associated NPCs ...... 76 Docks: Sights & Sounds ...... 26 Statues & Monuments: Characteristics & Appearance ...... 80 Docks: NPCs ...... 28 Statues & Monuments: Dressing ...... 82 Graveyards: Characteristics & Appearance ...... 30 Statues & Monuments: Hooks, Complications & Opportunities 84 Graveyards: Grave Markings ...... 32 Statues & Monuments: Legends & Rumours ...... 85 Graveyards: Associated NPCs ...... 34 Temples: Characteristics and Appearance ...... 86 Graveyards: Hooks, Complications & Opportunities ...... 36 Temples: Domain Features ...... 88 Guildhalls: Types of Guilds ...... 38 Temples: Donations, Tithings and Sacrifices ...... 90 Guildhalls:Guildhalls ...... 40 Temples: Events, Festivals and Rites ...... 91 Guildhalls: Initiation, Motivations and Rumours ...... 42 Temples: Clergy in a Hurry ...... 92 Guildhalls: Associated NPCS ...... 44 Theatres: Characteristics & Appearance (External) ...... 94 Market Stalls: Characteristics & Appearance ...... 46 Theatres: Characteristics & Appearance (Internal) ...... 96

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2 Theatres: Hooks, Complications & Opportunities ...... 97 Sample Tavern Songs ...... 147 Theatres: Sights & Sounds ...... 98 Games To Play ...... 148 Theatres: Associated NPCs ...... 99 Games to Play: Dragon and the Thief ...... 150 Thieves: Pick Pockets & Confidence Tricksters ...... 102 Games to Play: Events ...... 152 Thieves: Thugs & Bashers ...... 104 Games to Play: Players ...... 153 Thieves: Skilled Thieves ...... 106 Barroom Brawls: Running a Brawl ...... 154 Thieves: Specialists ...... 108 Barroom Brawls: Brawl Triggers ...... 155 Thieves: Hooks, Complications & Opportunities ...... 110 Barroom Brawls: Brawl Events ...... 156 Traders & Craftsmen: Characteristics & Appearance ...... 112 Barroom Brawls: Aftermath ...... 157 Traders & Craftsmen: Selling ...... 114 Sample Taverns ...... 158 Traders & Craftsmen: Hooks, Complications & Opportunities . 115 Sample Tavern: Cock and Bull, the ...... 159 Traders & Craftsmen: Associated NPCs ...... 116 Sample Tavern: Crossed Axes, the ...... 160 Watch, the: Rank & File ...... 118 Sample Tavern: Dancing Satyr, the ...... 161 Watch, the: Experts & Specialists ...... 120 Sample Tavern: Dirty Weasel, the ...... 162 Watch, the: Informers & Watchers ...... 121 Sample Tavern: Hammer and Tongs, the ...... 163 Watch, the: Sergeants & Captains & Specialists ...... 122 Sample Tavern: Huntsman’s Rest, the ...... 164 Watch, the: Hooks, Complications & Opportunities ...... 124 Sample Tavern: Lady Luck’s ...... 165 Wizard’s Tower: Characteristics & Appearance ...... 126 Sample Tavern: Laughing Gull, the ...... 166 Wizard’s Tower: Dressing ...... 128 Sample Tavern: Lazy Badger, the ...... 167 Wizard’s Tower: Hooks, Complications & Opportunities ...... 130 Sample Tavern: Lucky Catch, the ...... 168 Wizard’s Tower: Legends & Rumours ...... 131 Sample Tavern: Merry Mermaid, the ...... 169 Sample Tavern: Pilgrim’s Respite, the ...... 170 T AVERNS Sample Tavern: Royal Swan, the ...... 171 Table A: Tavern Name (Descriptor) ...... 134 Sample Tavern: Saucy Sylph, the ...... 172 Table B: Tavern Name (Subject) ...... 135 Sample Tavern: Silver Unicorn, the ...... 173 Interesting Tavern Features ...... 136 Sample Tavern: Wand and Scroll, the ...... 174 Sample Customers ...... 138 Sample Tavern: Warm Welcome Inn, the ...... 175 Sample Staff ...... 140 Sample Tavern: Weary Camel, the ...... 176 Food & Drink ...... 142 Sample Tavern: Wily Fox, the ...... 177 Taproom Events ...... 144 Sample Tavern: Wyvern’s Head Inn, the ...... 178 Taproom Entertainment ...... 146

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3 A BOUT THE D ESIGNERS

Ben Armitage’s long hiatus before his return to gaming will endless tinkering of house rules and producing his own content, inevitably be triumphant. Well, in his mind anyway. Ben started as well as leading and playing several campaigns with friends. in role-playing games by forcing his younger brother to play James has a B.A. in History with an interest in piracy (the while trapped on long car rides en route to family vacations. original kind, not electronic!). He resides in Halifax, Nova Scotia Obscure Tolkien and Marvel knockoffs comprised the initial along with his impish nine-month old son and his roguish, and offerings before playing HeroQuest with friends until the box fell utterly supportive, wife. apart. When another friend put together an AD&D 2nd Edition Richard Green has been playing RPGs since 1980, and has game, it was love at first sight. Well, not really, but what a good enjoyed running D&D in all four editions. Previous freelance time! His long break from gaming came after a TPK in design credits include “A Blight on the Land”, a and about 15 years of life… adventure written for Dungeon #38 way back in 1992, and Now, a patent attorney and small business owner, Ben contributions to the “Iron Gazetteer” for Open Design. More enjoys reading, writing, gaming, sports and any activity with his recently, he has been working on the forthcoming 4th Edition wife and three young children. He also brews beer while Bestiary for Open Design’s Midgard campaign setting. pretending to use his chemistry degrees. Ben currently plays He is currently running two regular 4th edition D&D Pathfinder in a small family game and writes for Raging Swan campaigns set in the city and wider world of Parsantium, the Press, Open Design and a few other upcoming projects. first campaign setting he created since his teenage years. Check Creighton Broadhurst is a keen gamer who passionately out his blog, At the Sign of the Green Man believes in the Open Gaming License and is dedicated to making (http://richgreen01.livejournal.com/) to learn more about the his games as fun and easy to enjoy as possible for all Parsantium campaign setting and to read other posts about participants. Reducing or removing entry barriers, simplifying fantasy RPG gaming. Richard lives in London with his wife Kate pre-game prep and easing the GM's workload are the key and two cats. When he’s not playing and writing D&D stuff, he underpinning principles of the products he releases through likes to watch Crystal Palace FC try to win football matches. Raging Swan Press. Julian began his interest in roleplaying games with the classic Over the last 11 years, Creighton has worked with “red box” in the early 1980s, then quickly progressed onto 1e Expeditious Press, and . He now AD&D when buying the Player’s Handbook from none other than releases his own products through Raging Swan Press. You can and Steve Jackson - of and read his thoughts on at raging- fame - at a convention in London. swan.livejournal.com. Brian Liberge is a father of one, living in Boston, MA. Creighton lives in Torquay, England where, apparently, the Introduced to AD&D at an early age, he’s continued to update palm trees are plastic and the weather is warm. He shares a with the editions and dives into new systems. He loves home- ramshackle old mansion with his two children (“Genghis” and brewed ideas, is honest to a fault, and thinks mechanics should “Khan”) and his patient wife. Famed for his unending love affair absolutely be shared between systems. Check out his previous with booze and pizza he is an enduring fan. work with StufferShack.com, the RPG Circus Podcast, The Gamer Brian "Fitz" Fitzpatrick lives with his family in beautiful Assembly and Kobold Press. Colorado trying desperately to avoid a gruesome death by low- Brian Wiborg Mønster hails from Denmark the ancient flying soccer ball. Though he spends his days as a code monkey, Viking kingdom, where he lives with his overbearing wife and he lives for the time he spends with his family, gaming or two young sons, whom he trains to be wizards, although it thinking about gaming throughout the week. When not seems that a bard and a barbarian is most likely result of his pondering what's next for his own writing projects manipulation. He has played RPGs since 1990 and has tried a (moebiusadventures.com), he enjoys playing with his wife and variety from AD&D, Call of Cthulhu, TMNT, and Star Wars, the daughters, his dogs, or with his friends in their latest campaigns. old D6 version mind you, not the modern D20. Today it is He's been playing some form of RPG since discovering D&D in Pathfinder he mainly plys his evil trade in. 1982 and has explored worlds of horror, science fiction, super He started gm’ing mainly because he thought the dungeons heroes, spies, and swords & sorcery (his favorite) ever since. he explored were built by kind-hearted souls, he was convinced James F.D. Graham is an aspiring RPG writer/designer who is that a trap should aim to kill or at least seriously maim, because working hard to break into the business of RPGs. He caught the why else would you bother with using the trap to protect yours bug Sample after participating in the 2009 RPG Superstar Contest by precious dungeon? This idea was file sparked by his exposure to Paizo Publishing and blushingly admits he made it into the top 8. Grimtooth the Troll and his magnificent traps. He has been He is currently juggling his duties as a stay-at-home dad with called an evil GM but he usually just replies “I am a realistic GM,

4 and you take 65 points of damage, so roll up a new character!” Liz Smith was introduced to RPGs at the age of 14 and has Apart from rpgs he also enjoys everything Sword and Sorcery be been involved with them ever since, most notably in the long- it books, comics, RPGs, or movies, especially Conan. running Joe Wood Commoner Campaign. Quiet, observant and Julian Neale has run and played in many games and game an avid reader, she mostly finds herself pushed into the GM seat systems over the years, and likes writing game stuff for fun. He for games and somehow manages to fit a lot of things into a 24- has contributed to Dragon magazine and the Kingmaker hour day, becoming a full-time writer in 2002. She is now a Adventure Path for Paizo, and is excited to work with Raging published poet, non-fiction writer and novelist, and is proud to Swan Press. be able to add RPG work to the list at last. She currently lives in Julian currently lives in the north of England, but plans to the UK but prefers world-hopping to dull reality. relocate further south in the future. Jacob Trier has been a book-worm since before he could Marc Radle is a professional graphic artist and designer by walk. Growing up, the library was one of his favorite places, and trade. He is married and has three kids (one teenaged son and his love of fantasy and role-playing games was kindled by Sword two very spoiled cats). and Sorcery pick-your-path books and novels. At He started playing D&D in the late 70’s – good old First age ten, he got his hands on the AD&D 2nd edition Players Edition AD&D! He also played many other RPGs back then… Handbook, and he has been a gamer ever since. His singular Marvel Superheroes, Champions, Elfquest, FASA's Star Trek, Star claim to fame was an unsuccessful run at the title of RPG Frontiers, the list goes on…but it always came back to AD&D! Superstar in 2012. Marc faded out of gaming sometime after 2nd Edition came out When he isn’t slaying trolls or guiding his players towards – partially because 2nd Edition just didn't quite do it for him but certain death and dismemberment, he’s busy playing the roles of also because his gaming friends turned into grownups, got real father and husband. He and his lovely wife are the proud parents lives and moved away when Marc wasn't looking! of two lively sons, both future gamers if their dad has anything Third Edition D&D really pulled Marc back into the hobby to say about it. Trained as a journalist, he pays the bills handling and he has since become a HUGE fan of the Pathfinder RPG! He communication at a local Social and Health Care College. He lives is absolutely thrilled with what Paizo has done for gamers near Aarhus, Denmark. everywhere and is even more thrilled that he can still enjoy Josh Vogt is a full-time freelance writer and editor. He works playing (and contributing to) the game he loves. Thanks Paizo! with a variety of RPG developers and publishers and has sold Marc has written and/or illustrated for a number of great fiction to Paizo's Pathfinder Tales, Grey Matter Press, the UFO2 game companies, including Kobold Quarterly, Open Design, & UFO3 anthologies, Intergalactic Medicine Show and Shimmer, Super Genius Games, Last Unicorn Games (back in the day), among others. His upcoming debut fantasy novel is also with Headless Hydra Games, Jon Brazer Enterprises, Tricky Paizo's Pathfinder Tales. You can find him at JRVogt.com or Publishing, Louis Porter, Jr Design and Raging Swan Press. @JRVogt. He is made out of meat. Brian J. Ratcliff was born and raised in south-central Texas, Daron Woodson is a published (self- and otherwise) third- where he lived for 18 years before moving to Arizona, meeting party author for the Pathfinder Roleplaying Game by Paizo his first gaming group, and being introduced to the video game Publishing, LLC. In addition to over six years of administrative Neverwinter Nights and through it to D&D 3.5 in 2003. He has writing experience, Daron has authored over one hundred high- since relocated to Chattanooga, Tennessee, where he works as a rated and well-reviewed products under the trade name member of an accounting firm; by nights he tinkers with Abandoned Arts, and also works as a freelance author and Pathfinder gaming ideas and homebrew setting and resources, content editor for several other third-party PFRPG publishers, and works his way toward completing a vast array of fiction and for online writing services like Scripted and Writer Access. stories. When not gaming, working on gaming projects, writing, Daron lives in Jacksonville, Florida, and spends the majority of or brainstorming with his co-author, he enjoys reading fantasy, his efforts there avoiding any direct contact with the sunlight. sci-fi, and/or anything that blends the two, playing video games (primarily console JRPGs), and spending time with his family's five dogs.Sample file

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DRESSING

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7 N AMING L OCATIONS

This section comprises five tables: It is also important to remember that a GM is always free to skip the dice altogether § Table A: Descriptive and simply pick words from the tables that § Table B: Creatures strike his fancy or that fit his needs. The GM § Table C: People can even pick words simply because they have § Table D: Objects nice alliteration or roll easily off the tongue § Table E: Other (The Treacherous Toad, Amorous Ankheg or These tables can be used to generate a Saucy Shepherd). virtually limitless number of interesting Examples: The GM decides he needs a names for shops, taverns, ships, quick name for an inn, so he rolls once on adventuring groups and so on. The easiest Table A: Descriptive and once on Table B: way to use these tables is to simply choose Creatures. He rolls a 2 and a 39, resulting in any two of the five, roll once on each and the words Angry and Griffon. With the apply the results in order to generate a addition of the word “The”, the GM names name. In many cases, you will need to add theinn The Angry Griffon, surely an

the word ‘The’ or ‘and’ to the name as interesting name his players will have little appropriate. trouble remembering. The GM can instead opt to roll twice on The GM could have instead decided to roll the same table. The resulting names tend to on Table B: Creatures and Table D: Objects, be a bit more straightforward or mundane resulting in an inn called The Badger and Bucket. (especially if the GM rolls twice on Table D: Perhaps the GM needs a quick name for a Objects). For example, The Book and Candle might pirate ship, so he rolls once on Table B: Creatures be the perfect name for a wizard’s magic shop and once on Table E: Other, resulting in The while The Kettle and Cauldron, could be a great Medusa’s Gaze. name for an alchemist’s shop. Don’t worry if the resulting name does not If the GM is more adventurous, he might make sense at first glance. The beauty of inn decide to roll on three tables instead of two. names, or other similar sorts of names, is that Doing so most likely requires the GM to be a bit they can be so named because of local custom, more open-minded and creative with the results. superstitions, the owner’s interests or loves or However, such results can be well worth it – simply because they sound good. imagine the potential story behind an inn A GM can allow a nonsensical name to called The Toothless Harpy’s Lute! fuel his creativity: why is that inn called The Yet another option is to roll on one or Chaste Minstrel? What interesting story or two tables as described above. Then, roll a adventure hook lies behind the name? This single die (a D10 or D20 works well) and use the interesting background adds detail and depth to number rolled as an actual word to be added to both the inn and the settlement in which the inn the name generated. This method results in resides. This in turn helps to make the GM’s colourful names such as The Seven Scholars or campaign world really come alive! Three Angry Wenches. Sample file

8 N AMING L OCATIONS: T ABLE A (DESCRIPTIVE)

D% 51 Last I NNS & T AVERNS 1 Amorous 52 Lazy Inn names have perhaps the most 2 Angry 53 Leaky 3 Arrogant 54 Leaning flexibility when selecting tables. For the 4 Bashful 55 Leaping most consistently useful results, 5 Bawdy 56 Leering however, try one of the following 6 Black 57 Lonely selection options: 7 Blue 58 Lucky 8 Brass 59 Lusty/Lustful § Roll once on Table A: Descriptive and 9 Brave 60 Mad then once on Table B: Creatures, Table 10 Broken 61 Modest C: People or Table D: Objects. 11 Brown 62 Mystic (Examples: The Bawdy Abbot, The 12 Bronze 63 Oily Leaky Tankard). 13 Burning/Burnt 64 Passionate § Roll once on any two of the following 14 Chanting 65 Patient tables: Table B: Creatures, Table C: 66 Platinum 15 Chaste People or Table D: Objects. (Examples: 67 Pompous 16 Choking The Harpy and Skull, The Bard and 17 Clever 68 Prancing Bottle). 18 Copper 69 Proud § Roll twice on any one of the following 19 Courageous 70 Purple tables: Table B: Creatures, Table C: 20 Comely 71 Raging 21 Cowardly 72 Randy People or Table D: Objects. (Examples: 22 Creeping 73 Red The Wench and The Warrior, Axe and 23 Crooked 74 Rusty Crown). 24 Dancing 75 Salty 25 Dreaming 76 Saucy D20 26 Drunken 77 Scarlet 1 The Bawdy Abbot 27 Dull 78 Silent 2 The Leaky Tankard 28 Empty 79 Silver 3 The Wench and the 29 Flaming 80 Singing Warrior 30 Flying 81 Sinking 4 Axe and Crown 31 Frozen 82 Sleeping/Sleepy 5 The Harpy and Skull 32 Graceful 83 Slippery 6 The Bard and Bottle 33 Gasping 84 Smiling 7 The Green Triton 34 Gold/Golden 85 Squinting 8 The Lonely Snake 35 Grasping 86 Stone 9 The Laughing Hydra 36 Green 87 Thirsty 10 The Duck and Harpy 37 Grey 88 Thundering 11 The Bucket and 38 Grinning 89 Toothless Cockatrice 39 Hairy 90 Treacherous 12 The Shepherd and Lady 40 Happy 91 Tricky 13 The Witch and Jester 41 Homely 92 Valorous 14 The Treacherous Lady 42 Honest 93 Vengeful 15 The Silver Staff 43 Honorable 94 Vulgar 16 The Cursed Wheel 44 Hopping 95 Wandering 17 The Bishop and Lantern 45 Hungry 96 Weeping 18 The Singing Crossbow 46 Haunted 97 White 19 The Hag and Guillotine 47 Insufferable 98 Wonton 20 The Church Inn 48 Jealous 99 Wounded 49 Jumping 100 Yellow 50 Laughing Sample file

9 N AMING L OCATIONS: T ABLE B (CREATURES)

D% 51 Jabberwock S HOPS 1 Ankheg 52 Kobold In addition to inns, the names of many 2 Badger 53 Kraken 3 Banshee 54 Leprechaun other types of shops in a town can be 4 Basilisk 55 Lich easily generated. For the most part, 5 Beetle 56 Linnorm such names follow the same 6 Behir 57 Lion recommendations as inns. However, for 7 Boar 58 Lizard the most consistently useful results, try 8 Bugbear 59 Manticore one of the following selection options: 9 Bunyip 60 Medusa 10 Cat 61 Mermaid § Roll once on any two of the following 11 Centaur 62 Minotaur tables: Table B: Creatures, Table C: 12 Chimera 63 Naga People or Table D: Objects. (Examples: 13 Cobra 64 Nymph The Abbot and Idol, Scribe and Scroll). 65 Ogre 14 Cockatrice § Roll twice on any one of the following 66 15 Cockroach tables: Table B: Creatures, Table C: 16 Crow 67 Owl People or Table D: Objects. (Examples: 17 Cyclops 68 Otyugh The Fiddle and Quill, Lute and Lyre). 18 Derro 69 Owlbear 70 Peacock 19 Devil D20 20 Dolphin 71 Phoenix 1 The Abbot and Idol 21 Dog 72 Pixie 2 Scribe and Scroll 22 Dragon 73 Pony 3 The Fiddle and Quill 23 Drake 74 Rakshasa 4 Lute and Lyre 24 Dryad 75 Rat 5 Porter’s Rest 25 Duck 76 Roper 6 The Noble’s Caress 26 Eagle 77 Sahuagin 7 The Slumbering Wyrm 27 Ettercap 78 Salamander 8 The Grasping Roper 28 Ettin 79 Satyr 9 Arrow and Armour 29 Falcon 80 Scorpion 10 Herbalist’s Cauldron 30 Familiar 81 Serpent 11 Chains and Shackles 31 Fish 82 Siren 12 Hoof and Bone 32 Gargoyle 83 Spectre 13 Drum and Whistle 33 Genie 84 Sphinx 14 Dragon’s Delve 34 Ghost 85 Spider 15 The Warrior’s Arm 35 Giant 86 Spriggan 16 The Flaming Candle 36 Gnoll 87 Snake 17 Heraster’s Quill 37 Goblin 88 Stingray 18 The Anvil and Flame 38 Golem 89 Stirge 19 Twin Wheels 39 Griffon 90 Sylph 20 The Stuffed Phoenix 40 Grig 91 Tengu 41 Grindylow 92 Titan 42 Gremlin 93 Toad 43 Hag 94 Treant 44 Harpy 95 Triton 45 Hippogriff 96 Troll 46 Hobgoblin 97 Turtle 47 Horse 98 Unicorn 48 Homunculus 99 Worg 49 Hydra 100 Wyvern 50 Imp Sample file

10 N AMING L OCATIONS: T ABLE C (PEOPLE)

D% 51 Knight S HIPS 1 Abbot 52 Lady With a little creativity, the tables can 2 Abjurer 53 Lass 3 Adept 54 Lord also be used to name ships and other 4 Alchemist 55 Mage vessels. The Leaping Mermaid or Silver 5 Aristocrat 56 Magus Ghost would be appropriate names for a 6 Assassin 57 Maiden sailing ship, while the Grinning Skull 7 Barbarian 58 Mariner might be perfect for a pirate vessel. For 8 Bard 59 Miller the most consistently useful results 9 Barrister 60 Minstrel when naming ships, try one of the 61 Monarch 10 Baron following selection options: 11 Beggar 62 Moneylender 12 Bishop 63 Monk § Roll once on Table A: Descriptive and 64 Mystic 13 Blacksmith then once on Table B: Creatures, Table 65 Necromancer 14 Burglar C: People or Table D: Objects. 15 Cavalier 66 Noble (Examples: The Dancing Dolphin, Mad 16 Chamberlain 67 Oracle Triton). 17 Chancellor 68 Paladin § Roll once on Table B: Creatures or 18 Cleric 69 Peasant 19 Conjurer 70 Peddler Table C: People and once on Table E: 20 Constable 71 Pickpocket Other. (Examples: Siren’s Folly, 21 Cook 72 Pilgrim Kraken’s Pride). 22 Disciple 73 Piper 23 Diviner 74 Plowman D20 24 Druid 75 Porter 1 The Dancing Dolphin 25 Duke/Duchess 76 Priest/Priestess 2 Mad Triton 26 Emperor 77 Prince/Princess 3 Siren’s Folly 27 Enchanter 78 Queen 4 Kraken’s Pride 28 Evoker 79 Ranger 5 Drake’s Glory 29 Executioner 80 Rogue 6 King’s Revenge 30 Farmer 81 Sailor 7 Death’s Shadow 31 Fiddler 82 Scholar 8 Screaming Death 32 Fighter 83 Scribe 9 The Wrath 33 Fisherman 84 Servant 10 The Wailing Mermaid 34 Fishmonger 85 Shaman 11 Wavecrest 35 Footpad 86 Shepherd 12 Ocean Rover 36 Friar 87 Sheriff 13 The Lioness 37 Gypsy 88 Soldier 14 Siren of the Waves 38 Hangman 89 Sorcerer 15 The Sea Rat 39 Harlot 90 Spinster 16 Death’s Breath 40 Hermit 91 Squire 17 Vengeance 41 Highwayman 92 Steward 18 Repulse 42 Hooligan 93 Summoner 19 The Acheron 43 Horseman 94 Transmuter 20 Black Doom 44 Huntsman 95 Traveller 45 Illusionist 96 Warrior 46 Inn Keeper 97 Wench 47 Inquisitor 98 Witch 48 Jailer 99 Wizard 49 Jester 100 Woodsman 50 King Sample file

11 N AMING L OCATIONS: T ABLE D (OBJECTS)

D% 51 Idol P LACE N AMES 1 Arrow 52 Jug The GM can also use the tables to 2 Amulet 53 Ink Well 3 Axe 54 Kettle generate location or place names for his 4 Barrel 55 Key campaign world, including mountain 5 Beard 56 Lantern passes, hills, caves and so on. For the 6 Bell 57 Lute most consistently useful results, try one 7 Blade 58 Lyre of the following selection options: 8 Blood 59 Mask 9 Bolt 60 Moon § Roll once on Table B: Creatures or 10 Bone 61 Mug Table C: People and once on Table E: 11 Book 62 Noose Other. (Examples: Burglar’s Roost, 12 Bottle 63 Oak Hermit’s End). 13 Bridge 64 Pick § Choose (or create) the name of an 65 Plough 14 Bucket important, famous or legendary 66 Prince 15 Carriage person in the campaign world and 16 Castle 67 Quill then roll once on Table E: Other. 17 Cauldron 68 Quiver (Examples: Hrothgar’s Leap, Grellick’s 18 Candle/Candlestick 69 Rock Rest). 19 Chain 70 Rose 20 Chalice 71 Scabbard D20 21 Claw 72 Scarecrow 1 Burglar’s Roost 22 Club 73 Scimitar 2 Hemrit’s End 23 Crossbow 74 Scroll 3 Hrothgar’s Leap 24 Crown 75 Shackles 4 Grellick’s Rest 25 Crust 76 Shield 5 Baron’s Folly 26 Cup 77 Shovel 6 Knight’s Way 27 Dagger 78 Skull 7 Shepherd’s Venture 28 Drum 79 Spear 8 Ranger’s Depths 29 Elixir 80 Staff 9 Hangman’s Gate 30 Fang 81 Star 10 Sages’ Square 31 Feather 82 Still 11 The Wailing gate 32 Fiddle 83 Stone 12 Death Alley 33 Flame 84 Sun 13 Squire’s End 34 Flagon 85 Tabard 14 Horseman’s Ditch 35 Flask 86 Tail 15 Slaughter Ford 36 Gauntlet 87 Talisman 16 Battle Lane 37 Gem 88 Tankard 17 Mud Alley 38 Goblet 89 Throne 18 Berilith’s Fall 39 Grape 90 Tome 19 Bone Hill 40 Guillotine 91 Tooth 20 The Shadowed Glen 41 Hammer 92 Torch 42 Hand 93 Tower 43 Harp 94 Trident 44 Head 95 Trowel 45 Helm 96 Wand 46 Home 97 Wave 47 Hoof 98 Whistle 48 Hook 99 Wheel 49 Horn 100 Whip 50 Hourglass Sample file

12 N AMING L OCATIONS: T ABLE E (OTHER)

D% 51 Laugh O RGANISATIONS 1 Ancient 52 Leap With even more creativity, the GM can 2 Bane 53 Lost 3 Banquet 54 Love generate interesting names for 4 Bite 55 Luck adventuring bands, knightly orders, 5 Bless 56 Mad mercenary groups, mysterious cabals 6 Breath 57 Masquerade and the like simply by rolling on any one 7 Brew 58 Menagerie or two of the tables before adding 8 Brood 59 Mercy words or phrases like Company, Knights, 9 Call 60 Miracle Order or Brotherhood to the result. 10 Caress 61 Misplaced 11 Choice 62 Nightmare D20 63 Oath 12 Cold The Black Wyvern 64 Path 1 13 Courage Company 14 Crazed 65 Plague Brotherhood of the Scarlet 2 15 Curse 66 Prayer Tome 16 Dance 67 Pride 3 Order of the White Blade 17 Dark 68 Promise The Company of Dragon’s 4 18 Deadly 69 Quest Tome 19 Death 70 Rage 5 Order of the Shining Light 20 Deep 71 Rampage Sisterhood of the Bloody 6 21 Delve 72 Rest Arrow 22 Depths 73 Revenge Brotherhood of the Empty 7 23 Desire 74 Rhyme Scabbard 24 Dream 75 Roost 8 The Crimson Hydra’s Hand 25 Embrace 76 Scream 9 Knights of Fallen Banner 26 End 77 Shadow 10 The Ghost Fall Company 27 Fate 78 Shining Band of the Cursed 11 28 Fiery 79 Slumber Wanderers 29 Flourish 80 Smile Men of the Radiant 12 30 Fog 81 Song Starburst 31 Folly 82 Sorrow 13 Warriors of the Sun’s Glory 32 Fool 83 Soul 14 Knights of Bloodied Axe 33 Gambit 84 Spirit Brotherhood of the 15 34 Gamble 85 Sting Virtuous Whisper 35 Gasp 86 Storm Fellowship of the Broken 16 36 Gaze 87 Strike Shield 37 Gift 88 Stupid 17 The Bone Guard 89 Surprise Sisterhood of the Ebon 38 Glory 18 39 Grace 90 Terror Destroyers 40 Grasp 91 Triumph 19 Guards of the Eternal Vigil 92 Vengeance Blessed Fellowship of the 41 Grip 20 42 Haunt 93 Venture Peacock 43 Holiday 94 Wail 44 Honour 95 Walk 45 Hope 96 Way 46 Howl 97 Whisper 47 Hunt 98 Wish 48 Ire 99 Wrath 49 Jest 100 Young 50 Kiss Sample file

13 A LLEYWAYS: A PPEARANCE

Alleyways tend to be low on upkeep; used as either unofficial 5 ft., cobblestone; an arch wrapped in ivy covers the 21 storage areas or handy rubbish dump for nearby buildings. It is entrance to this alley. not unlike navigating a goblin warren or an old dungeon in many 10 ft., dirt floor, dim light; vagrants huddle closely ways, as you search for your footing and peer warily around 22 together, trying to make themselves insignificant as people pass. each shadowy corner. The table below first presents the width, 10 ft., cobblestone; a number of the cobblestones 23 floor type and other salient terrain features before providing a have been carved to resemble faces in profile. brief description of 100 alleyways. 5 ft., dirt floor; quotes from legend have been 24 painted along one wall. The other is bare. D% DESCRIPTIONS 10 ft., cobblestone; a merchant has left his wagon 10 ft., dirt floor, light rubble; a pile of broken 1 25 parked here unattended; there is just enough room wooden crates lie on one side. to squeeze by. 10 ft., dirt floor, dim light; the sound of a cat 5 ft., dirt floor; grass is struggling to grow in small 26 2 mewling loudly carries into the street, though none patches down this alley. can be seen. One side is lined with garbage bins. 5 ft., dirt floor; a bull’s-eye has been painted on the 5 ft., cobblestones in poor repair, light rubble; two 3 27 far wall of this dead end. Different sized holes men play a dice game near the far corner. indicate people have not just been throwing darts. 10 ft., cobblestone, dim light; a young girl sits as if 5 ft., dirt floor, dim light; stagnant water has pooled 4 28 waiting for someone. in this alley. 5 10 ft., dirt floor; 3d4 youths stand about gossiping. 10 ft., dirt road, light rubble; a heap of rotting 29 6 5 ft., dirt floor; charcoal graffiti marks the walls. produce attracts flies and other pests. 7 5 ft., mud floor, light rubble; smells of cattle. 5 ft., dirt floor; new constructions jut into the alley at 10 ft., cobblestones, dim light; high walls on either 30 odd angles, forcing hard turns where the width 8 and a clothesline with fresh linen hangs between reaches as few as one and a half feet. open windows. 31 10 ft., cobblestone street; only recently paved. 5 ft., dirt floor, patches of dim light; walls narrow at 5 ft., dirt floor, dense rubble, dim light; filled with 9 the end to no more than 3 ft. and begin twisting 32 garbage piled four feet high from the neighbouring around corners in a labyrinthine fashion. buildings. 10 ft., cobblestone; a small, metal fountain, 5 ft., cobblestone, light rubble. One of the walls has 10 depicting various legendary figures, rests at the back 33 a two-foot wide hole covered by a stretched hide. of this dead end. Loose stone still litter the ground nearby. 10 ft., dirt floor, dense rubble; many empty, loose 10 ft., cobblestone, dim light; high walls block most 11 34 barrels are haphazardly scattered about. of the sun. 5 ft., cobblestone, dim light; high thatched roofs 5 ft., dirt floor; eerie pipe music echoes from around 12 35 allow only thin shafts of sun into the alley. the next bend. 5 ft., cobblestone; this well maintained path leads to 10 ft., dirt floor; opens into a small, unofficial square 36 13 a small, locked (standard quality lock) iron gate. A where several alleys meet. small courtyard lies beyond. 5 ft., dirt floor; a large mastiff sleeps at the back 37 10 ft., cobblestone in poor repair, light rubble; an entrance of an adjacent shop. 14 iron lamp hangs from the back of a neighbouring 5 ft., dirt floor, light rubble; a pile of ragged 38 shop, keeping this alley lit at night. children’s clothing has been abandoned here. 5 ft., hard-packed dirt floor; remarkably empty. 5 ft., cobblestone, dim light; bits of bone have been 39 15 Knowledge of spelunking may reveal that the alley is worked in amongst the stones in the paving. as clean as if a had moved down it. 5 ft., dirt floor, light rubble; scraps of metal pipe lean 10 ft., dirt floor; dozens of footprints mar the 40 16 against one wall. walkway, marking it as well travelled for an alley. 5 ft., cobblestone; the stone arch at the mouth of 10 ft., dirt floor; a few women have gathered at one 17 41 this alley is engraved with the image of the god of of its intersections to socialize and mend clothes. magic. 5 ft., dirt floor; dried blood marks the walls in savage 10 ft., dirt floor; rustling sounds emerge from several 18 42 spray patterns. barrels of refuse due to rats digging around inside. 5 ft., cobblestone; bits of the walls have begun to 10 ft., dirt floor; a small wooden gate, easily jumped, 19 peel and flake off onto the ground, producing a 43 stands locked at the mouth of this alley. The lock has Samplechalky mist when walked through. rusted shut. file 10 ft., dirt floor; several ropes hang tied from one of 5 ft., dirt floor; a long old rug of red and gold has 20 44 the neighbouring rooftops. been rolled out over half the length of this alley.

14 5 ft., dirt floor; a wind chime made of empty glass 10 ft., dirt floor; flower baskets hang from a nearby 45 73 bottles hangs from an adjacent roof. window, filling the air with perfume. 46 10 ft., dirt floor; this alley slopes slowly downward. 5 ft., dirt floor, light rubble; two vagrants lie 74 5 ft., cobblestone; this alley features a steep decline sleeping, wrapped in blankets. 47 that widens at the end into an intersection. 5 ft., dirt floor; the smell of spoiled milk hangs in the 75 5 ft., dirt floor, dim light; high walls block the direct air. 48 sun. A glass prism hangs from one building corner, 10 ft., dirt floor, dense rubble; a broken cart lies in 76 faintly painting the air with a rainbow of colour. the middle of the alley, partially stripped of parts. 10 ft., cobblestone in poor repair, light rubble; a 5 ft., dirt floor; two old men play a game of 49 77 hunk of meat lies rotting in the sun. horseshoes and are arguing about the rules. 50 10 ft., uneven dirt floor, light rubble; slight incline. 5 ft., dirt floor; a troupe of alley cats has created a 78 Variable width, dense rubble. A collapsed house has pile of dead birds near one back door. 51 created an unofficial alley between two streets. 10 ft., dirt floor; deep treads have dug into the earth 79 5 ft., dirt floor; wooden beams have been set into from heavy wagon traffic. 52 the dirt to keep it traversable after heavy rains. 10 ft., dirt floor; a lilac tree thrives at one corner, 80 10 ft., dirt floor, dim light; wooden boards over giving a pleasant scent with each breeze. 53 grown with vines serve as a fence between two 5 ft., dirt floor with the consistency of mud, light 81 adjacent buildings. rubble, dim light; smells of manure. 5 ft., dirt floor, light rubble; a man re-thatches an 10 ft., dirt floor; a number of stone blocks are piled 54 82 adjacent roof and tosses old straw into the alley. to one side, giving easy access to an adjacent roof. 5 ft., cobblestone, dim light; heavy curtains hang as 5 ft., cobblestone; a group of youths tosses rocks at 55 83 doors at each end of this alley. passing carriages. They scatter if approached. 5 ft., cobblestone; dead end with a hatch at the end 5 ft., dirt floor; inclines to the entrance of a private 56 84 that leads into the sewers. home. 10 ft., dirt floor; a silver swan is set into one of the 5 ft., cobblestone; a locked wooden box hangs from 57 walls. Several scrapes show where people have 85 a wall, taking anonymous donations to help the failed to remove it forcibly. poor. 5 ft., dirt floor, dim light; high walls create a 10 ft., dirt floor; foreign traders selling specialty 58 86 powerful wind tunnel. wares crowd this alley. 5 ft., cobblestone; slopes under the bridge of a larger 87 5 ft., brick laid floor; dim light; high walls. 59 street. 88 10 ft., cobblestone floor painted gold and silver. 5 ft., dirt floor; an abandoned, adjacent building has 10 ft., dirt floor; handmade flyers poster the walls 60 89 no doors and is used as a shortcut. advertising various services and merchants. 61 10 ft., dirt floor; birds fight over scraps of food. 5 ft., dirt floor; a hawk sits atop one wall, watching 90 5 ft., cobblestone; a small shrine with stained glass all who enter. 62 windows depicting prophets of flame. Several of the 5 ft., dirt floor; a few men lean against one wall 91 windows are cracked and broken. smoking pipes. 5 ft., dirt floor; a steep decline, then a sharp turn and 5 ft., cobblestone; a dead-end at first glance. An 63 a steep incline back up to another street. 92 unlocked door is set into the far wall, leading to the 10 ft., cobblestone, light rubble; small pots, boxes other end of the alley. 64 and old tools clutter the alley. 5 ft., dirt floor, light rubble; smells of salt air and fish 93 10 ft., dirt floor; a string of colourful handkerchiefs, guts. Old nets lie abandoned at one end. 65 tied between buildings, swings in the breeze. 94 10 ft., dirt floor; two kids duel with wooden spoons. 5 ft., dirt floor; two dwarves slowly carry a large keg 95 5 ft., dirt floor; a young woman tunes a lute. 66 of ale between them. 5 ft., dirt floor, dim light; a fractured humanoid skull 96 5 ft., dirt floor; “No Trespassing” is painted at the lies in the dirt. 67 entrance in large letters. 10 ft., dirt floor; an abandoned fire burns low toward 97 68 2 ft., dirt floor, dim light; very close walls. the end of the alley. 5 ft., cobblestone; multiple engraved arches are 5 ft. widens out to 15 ft., cobblestone; once the alley 69 98 spread over the length of this alley. widens, rosebushes line one side. 5 ft., dirt floor, dim light; dark strands of hair are 10 ft., cobblestone; light blue curtains fill the 70 99 matted in among the dirt. windows on either side. 10 ft., cobblestone; copper pipes run down from the 100 5 ft., dirt floor; smells of mint and parsley. 71 gutters above. 10 ft., dirt floor; an old cloth lies over two crates, left 72 Sampleover from a makeshift table or sales counter. file

15 A LLEYWAYS: N AMES

Some alleyways are so minor that they 25 Everdown Alley 55 Lover's Quarrel do not have an official name. Others 26 Executioner Alley 56 Lucy Lane might have more than one name – that 27 Extra Alley 57 Manfried Alley used by the locals and the other 28 Ferry Pass 58 Manger Street bestowed by the town’s officials. 29 Fey Lane 59 Mikle Alley 30 Fool's Errand 60 Never True Lane D% ALLEYWAY NAMES 31 Frogman Way 61 Noman Lane 1 Access Way 32 Ghast Alley 62 Nunnery Alley 2 Adage Alley 33 Ginger Alley 63 Odd Lump Pass 3 Apprentice Way 34 Goblin Ear Alley 64 Ogre Gullet 4 Arrow Alley 35 God Street 65 Old Head Lane 5 Bass Alley 36 Gorgon Alley 66 Once Ridge Lane 6 Broken Horn Alley 37 Grasping Alley 67 Outland Alley 7 Bruiser Alley 38 Green Alley 68 Pardon Alley 8 Caster Way 39 Gremlin Passage 69 Peddler Alley 9 Cat Path 40 Grifter Alley 70 Pidgin Pass 10 Char Lane 41 's Pass 71 Pilgrim Passage 11 Cherry Lane 42 Hammer Alley 72 Poison Oak Alley 12 Chill Alley 43 Heartache Way 73 Porter Street 13 Courtier Alley 44 Hidden Moon Alley 74 Pumpkin Alley 14 Dagger Pass 45 Homely Lane 75 Quiet Alley 15 Dander Alley 46 Inferno Alley 76 Rats Passage 16 Demesne Alley 47 Ivy Lane 77 Reckless Alley 17 Devil's Pass 48 Jackal Lane 78 Redbeard Alley 18 Distant Pass 49 Jacob's Alley 79 Righty Lane 19 Dragon Chin Alley 50 Jumping Lane 80 Rolling Alley 20 Durgin Alley 51 King's Alley 81 Rumpled Alley 21 Dusty Walk 52 Knight's Pass 82 Scabbard Pass 22 Edgar Alley 53 Languid Lane 83 Shamble Street 23 Elder Alley 54 Light's Passage 84 Shifter Street 24 Eldritch Alley 85 Silk Way 86 Soapmaker's Lane 87 Stagnant Alley 88 Summoner's Pass 89 Swan Lane 90 Tether Alley 91 Tremble Lane 92 Turtle Walk 93 Tuttle Passway 94 Uncle Alley 95 Vapid Alley 96 Winter's Breath Alley 97 Wolf's End 98 Yester Way Sample99 Youngling Lanefile 100 Zero Alley

16 A LLEYWAYS: H OOKS, C OMPLICATIONS & O PPORTUNITIES

Alleys are the shortcuts, backrooms and hangouts of the shady An old woman frantically tries to sell a collection of masterwork weapons. She claims they belonged to and less fortunate. Use this table to determine what 10 opportunities or complications the PCs encounter. her ex-husband and she can no longer bare the sight of them. D20 A low hanging, pale blue fog fills the alley, created when an absentminded alchemist tripped and A carpentry shop is using the alley to store stock. A 11 1 dropped his reagents. Anyone who enters has dirty, young boy watches over the wood. nightmares for 1d4 weeks. A piece of parchment is tacked onto the wall near Several shepherds try to coax their sheep back onto the entrance reading “Toll Road. 2 Copper”. An 12 2 the main thoroughfare. empty clay pot sits under the sign. A thief hides Several gang members beat another on suspicion of nearby and tries to pickpocket those not paying. 13 being a snitch. Crude runes, drawn in blood cover one wall. Solid A young girl lies crying on the floor. She could be in 3 knowledge of the realms beyond may identify the 14 demon lord the author praises. genuine distress or a diversion for a lurking mugger. A layer of smoke hangs in the air, filtering out from An imposing figure calls to any who look battle an open window. There is no fire, but a large 15 ready, looking for competitors for an unlicensed 4 gathering of merchants smoke cigars within and boxing club. discuss the setting of prices for key goods. A rogue tries to sell a bejeweled dagger to the PCs. A sinkhole has formed, pulling the corner of a 16 The dagger is very distinctive and its previous owner 5 building down and making passage tricky at best. wants it back. A pack of stray dogs has chased a young child up The upper floor of an adjacent building collapsed 6 onto a stack of barrels. 17 during a recent storm, blocking the alley and burying at least one person below the wreckage. A rope of knotted sheets hangs from an upper floor. 7 A hooded kenku offers to buy, sell and trade secrets. A woman calls out looking for her missing child. 18 The first secret is free. A young man sits behind an overturned crate trying A fortuneteller offers to predict the future in 8 to gather folks for a game of cards. He tries to raise 19 the stakes after the first hand. exchange for the memories of a day already passed. 2d4 lepers lie at the end of the alley. A young priest Without any warning, a slum dweller throws a 9 stands over them praying loudly for a miracle. 20 bucket of night soil into the alley from an upstairs window.

A LLEYWAYS: E NCOUNTERS

Alleyways can be very dangerous places. This chart contains hard A drunk barbarian looks to prove his worth through to ignore threats to add combat to your alley scene. combat and challenges a PC to a fist fight. If he is 6 defeated, he (bizarrely) makes friends with the group D12 NPC and is an excellent drinking companion. Sadly, A dire rat digging through trash treats passerby as trouble follows him. 1 threats to its territory. 2d6 bullying never-do-wells are looking to seek A wererat monologues its plan to rise up through the 7 vengeance against citizens of this town after the underworld to a pack of 2d6 dire rats. He orders an mayor publically mocked an elder of their order. 2 attack on perceived spies. The rats lair in an 2d4 guards are looking to increase their total arrests extensive warren below the alley. 8 by the end of the week and accuse the PCs for an An assassin vine has been transplanted here by a imagined crime. A carnivorous blob has emerged from the city 3 savage plant mage. The mage lurks nearby to see 9 what the assassin vine catches. sewers. Like always, it’s hungry. 1d6 nuglub gremlims hide in the shadow looking for 1d6 shadows hide in the darkness of a rarely 10 4 traveled alley, looking to snuff the light from the something to kill. A tick swarm leaps off the corpse of a stray dog, living. 11 A freelance thief looks to make money fencing magic seeking its next warm blooded meal. A carnivorous fog lingers, attracted by an ongoing Sampleitems to adventurers. He is desperate for a sale and 12 file 5 if the PCs seem wealthy sells their details onto his feud between noble houses. fellow thieves.

17 A LLEYWAYS: A SSOCIATED NPCS

Use the NPC bios below to portray the folk encountered near the L UCKY A LLARA alleyway. Either determine randomly which NPC the PCs N female dwarf apprentice rogue/expert encounter or choose a suitable candidate. Appearance: Dirty blonde hair tied in braids; dressed in black D20 NPC leather. 1 Aea Personality: Tries to be charming but has little patience. 2 Namtar Elway Mannerisms: Sighs and shakes her head when frustrated. 3 Lucky Allara Hooks: Allara runs back alley dice games and acts as a bookie 4 Leofgar Greycloak for all kinds of bets. She recently took bets on whether or not 5 Grace of Mortar the local lord would ever find a wife. He found out and the local 6 Cedric Bellweather militia has orders to arrest her. 7 Siflaed Blueheart 8 Big Green Veli L EOFGAR G REYCLOAK 9 Mara Accad 10 Lucius NE male human apprentice rogue 11 Hilt Appearance: Thin face with a pointed black beard. 12 Gislin Halftall Personality: Leofgar is infinitely patient. 13 Artemare Gale Mannerisms: He likes to keep his hand busy and is often 14 Good Deal Gaut found fingering a coin or dagger. 15 Samanti Harborrow Hooks: Leofgar tends to lurk in alleys off mercantile streets 16 Patza Njar or in the shadier parts of town. He would rather steal coin 17 Emerald Green quickly and stealthily but uses violence against out-of-towners. 18 Ton 19 Gin Tella RACE OF ORTAR 20 Enlil Westmire G M NG female halfling apprentice druid Appearance: Grimy face and short-cropped hair; tightly A EA tailored clothes. CN female human apprentice rogue/bard Personality: Grace exudes a calm joy. She stoically takes in Appearance: Young woman with long dark hair who dresses the bustle of the city. in loose, colourful silks. Mannerisms: She is very concerned with how things smell, Personality: Aea plays it very cool, but internally she is sniffing about wherever she goes. calculating to the point of worry. Hooks: Grace is an urban druid paying attention to the Mannerisms: Constantly brushes her hair back when balance of city life. She has noticed that the rats are nervous or intimidated. disappearing and wants to know why. Hooks: Aea is a con artist who could have retired comfortably years ago. She continues for the thrill favouring C EDRIC B ELLWEATHER cons like “the lost princess,” “the starving peasant” and “the LN male half-elf apprentice wizard jilted lover.” Appearance: Keeps a very clean image, with hair drawn back tightly and well kept clothes. N AMTAR E LWAY Personality: Cedric is curious and easily distracted. NG male apprentice commoner Mannerisms: He makes chewing motions with his mouth Appearance: Brown haired, dirty-faced man of decent build. while in thought. Personality: Namtar is kind with a cheerful outlook. Hooks: Cedric is an investigator working with the town Mannerisms: Very energetic, he tends to stretch anxiously guard. He is currently following a divination that predicted a sign when not on the move. of red would lead him to perpetrator behind a series of thefts. Hooks: Namtar is a professional porter, usually delivering Unfortunately, one of the pieces is wearing a piece of red small items. He cuts through the back alleys to save time and can clothing and he starts to follow them assuming they’ll either get into trouble just by rushing around a corner and stumbling Sampleperpetrate, or become embroiled in, the next theft. file into a seedy situation.

18 S IFLAED B LUEHEART H ILT NG female human apprentice aristocrat CE female halfling apprentice rogue Appearance: Fair skin with smooth, gentle hands. Appearance: Keeps her hair tied back in a tight bun. She Personality: Siflaed is a kind, empathetic soul, though naïve. wears a long cloak to conceal all manner of weapons. Mannerisms: She tends to giggle when she does not Personality: Hilt has a violent tick than she can only keep understand what is going on. under control for a few days and only as long as there is the Hooks: Siflaed is the daughter of a local lord. She normally promise of fighting in her future. After that, she gets cranky. does not leave her manor without an escort. She snuck out last Mannerisms: Often found clutching her own wrist. She has night to explore the city on her own, but has given away all her learned that playing with her weapons increases the likelihood coin and gotten lost in the back streets. of pre-emptive slaughter. Hooks: Hilt kills people. She loves watching people go from B IG G REEN V ELI breathing to not. If she can get paid for it, it’s a bonus as she is LE male half-orc apprentice barbarian better at killing people when she has had something to eat. She Appearance: A large fellow with thinning hair who wears a may be after one of the PCs, targeting someone the PCs need to yellow and red kilt. protect, or just satisfying her need in a dark alley when the PCs Personality: Veli looks grim and is always judging those come upon her. around him. Mannerisms: He picks his teeth when bored. G ISLIN H ALFTALL Hooks: Veli is a bruiser for a local gang. He has been seen NG male human apprentice cleric prowling the alleys at night looking to pick a challenging fight. Appearance: Short blonde hair; wears simple robes. He’s had a bad night and is lurking in the alley in the hopes of a Personality: Gislin is very empathetic and confident of his suitable victim wandering by on which to vent his frustrations. own abilities. A good man, he uses his powers to help those in need. He is well liked by the poor. M ARA A CCAD Mannerisms: He looks up when in thought and utters short LG female human apprentice fighter prayers when in trouble. Appearance: Rough face with tied back brown hair and well- Hooks: Gislin is a kind hearted member of the local clergy. polished armour. He wants to help everyone in need and does not understand the Personality: Mara is peaceful at heart, believing that in ideal concept of limited resources. He has recently accused some high circumstances everyone would be good. standing individuals of not caring for the poor, in a very public Mannerisms: She leans slightly forward with a hand on her setting, which has upset members of his own order. hip when at rest. RTEMARE ALE Hooks: Mara is in a position of authority in the town guard. A G When she can get away from her more bureaucratic N female elf apprentice wizard responsibilities, she likes to walk the beat. Her mere presence Appearance: A youthful face with colourful robes covering a stops most crimes. She may ask more questions about the PCs’ lithe frame. activities than they like. Personality: Artemare is eager but easily frazzled. In turn fascinated and repulses by human cities she loves exploring their L UCIUS hidden reaches. CN male human apprentice expert Mannerisms: She drags her feet and blinks rapidly when Appearance: Lucius’s once fine clothes are now filthy and thinking. ragged. His beard is streaked with gray. Hooks: Artemare is apprenticed to a greater wizard in the Personality: Very timid and unsure of himself. A coward. city. She was sent out for reagents and when she returned she Mannerisms: He stands hunched over and rarely makes eye realized that the newt tails were missing. She is retracing her contact. steps through the alleyways to find them when she encounters Hooks: Lucius was once a successful merchant until he was the PCs. If they have a wizardly-type among them, she accuses ruined by the slander of a rival. Left with nothing he now lives him of stealing the components. off the scraps of others. He has come to believe the lies that brought himSample to this state and has almost no self worth. file

19 G OOD D EAL G AUT E MERALD G REEN CN male human apprentice expert N female apprentice half-elf ranger Appearance: Balding with heavily patched clothing. He takes Appearance: Dirty face; wears hide armour. little care of his appearance. Personality: Emerald is curious but lacks patience. Personality: Gaut is chipper and enthusiastic to the point of Mannerisms: She tends to pace and double checks her annoyance. He always looks on the bright side and gives people pouch’s contents constantly. the benefit on the doubt. Specatularly unorganised, he will never Hooks: Emerald is a professional adventurer who went be a success. ahead of her party in order to deliver a parcel quickly. She Mannerisms: He talks with his hands and speaks louder than expected the rest of her party to hit town two days ago. She is necessary. now growing restless, especially as her party has all the treasure. Hooks: Good Deal Gaut is known for offering goods at lower than average prices. To keep prices low he refuses to buy a shop T ON or pay rent, or so he says. Instead, he sets up shop in alleyways NE male human apprentice warrior or town squares. Other merchants would him run out of town, Appearance: Muscular arms; has a bit of a gut. considering him a troublemaker and a vagrant. Personality: Ton loves drinking, gambling and hitting stuff, otherwise he’s bored. He loiters in alleys in the hopes of meeting AMANTI ARBORROW S H like-minded folk (or easily cowed victims). LG female human journeyman paladin Mannerisms: Breathes heavily and rolls his shoulders. Appearance: Short brown hair with light scars across her Hooks: Ton is a simple man who is into satisfying his face; wears tarnished plate. immediate needs. He’s tough, but not so stupid to take on Personality: Samanti is quite grim; jaded from a lifetime of several town guards at once. Ton’s been sent by his boss to scare fighting evil. She has taken it upon herself to patrol the worst of an indebted thief. the local alleys in the hopes of stamping out local crime. Mannerisms: She cracks her knuckles and shifts her feet G IN T ELLA when at rest. LN female human apprentice commoner Hooks: Samanti knows far too well what kind of people lurk Appearance: Getting on in years with a grey jacket in need of in alleys. She stalks them looking for trouble, acting as judge and repair. executioner for those caught harming innocents or with ill- Personality: Gin is resigned to her position in life, and is gotten goods in their possession. She has heard rumours of a neither sullen nor overly cheerful. She has a knowing look but local cult hiding in the locality and closely questions all she holds her tongue unless spoken too. encounters as to the location of their lair. Mannerisms: She leans on her pole as she walks and whistles to herself when it gets dark. ATZA JAR P N Hooks: Gin is employed by the city as a lamplighter. She NG male human apprentice commoner keeps her nose clean for the most part, trying to stay out of the Appearance: Heavy set with rosy cheeks. way of shadier characters. She may be able to give clues on local Personality: Patza is generally cheerful but gets upset when criminals, if she can be convinced to talk. others are disrespectful. While he doesn’t love his job, he has great attention to details. E NLIL W ESTMIRE Mannerisms: He leans his cheek against the end of his CN male human apprentice aristocrat broomstick when conversing with people. Appearance: Dressed in finery, though a bit dishevelled. Hooks: Patza has been hired by the local guilds to make his Personality: Enlil is a lover of life and lives in the moment. way around town and clean up the alleyways. He makes most of Mannerisms: He is always smiling and willing to shake the his money from tips, which merchants are eager to give to earn hands of anyone he encounters, regardless of station. preferred attention near their shops. He has seen much, while Hooks: Enlil is the second son of a very well off local lord. He cleaning the alleys and is a font of local information. He is well occasionally wanders the city, sharing his wealth with those in aware of the value of information and charges appropriately. need. Last night he fell in with a group of gentlemen that were very thankful and they drank in celebration well into the night. SampleHe has not quite sobered up yet. file

20 Sample file

21 D OCKS: C HARACTERISTICS AND A PPEARANCE

Docks come in many different shapes and sizes; most are used A moderately sized dock, with more than its fair 26 for commercial activity but others may be for the exclusive use share of seagulls. A moderately sized dock, with a lively fish of the navy, members of the nobility or even the local ruler. 27 market. A moderately sized dock, where a large ship is D% DESCRIPTIONS 28 unloading a long line of travelers. A small dock with one pier, where an old man A moderately sized dock. The smell of fresh meat 1 29 quietly fishes. pies fills the air. A small dock with one pier. Two wooden chairs 2 A moderately sized dock where a small troupe of sit empty at the end. 30 performers has moored. Acrobats flip back and 3 A small dock, with one ramshackle pier. forth. A small dock with one pier; rusted chains are 4 A moderately sized dock where keen-eyed wrapped along an outer pillar. 31 youths have gathered round a trickster A small dock with one pier, heavily packed with 5 displaying a simple shell game. crates and barrels. A moderately sized dock. The left side is an open A small dock with two piers, loaded with lobster 32 6 port; the right is devoted entirely to the navy. traps. A moderately sized dock with a number of A small dock with two piers, with an old dog tied 7 33 children scattered amongst the piers, waiting for to one of the pillars. the fishermen to finish their dealings. A small dock with two piers; the smell of decay 8 A moderately sized dock with bits of rotten fish hangs in the air. 34 strewn this way and that from the kitchen A small dock with piers; an old stone stairway 9 windows of local inns. leads from one pier down into the water. A moderately sized dock, with harshly A small dock with two piers; two 10 35 mismatched paints colouring the walls of its inns, struggle to load a large keg onto a docked ship. residences and storehouses. A small dock with two piers. Vines, with pink and 11 A moderately sized dock whose southern side yellow blossoms, grow along the pillars. 36 has begun to sink slowly into the harbour. It has A small dock, with two piers. Old stone a slightly lopsided appearance. 12 foundations can be seen through the clear blue A moderately sized dock with strange green and water. 37 white arcane symbols carved into the A small dock, with two piers, speckled with 13 foundations of each building. barnacles after the last high tide. A moderately sized dock whose planks have A small dock with two piers. A small ship is 38 14 become fragile and rotten. unloading the day’s catch. A moderately sized dock, kept immaculately A small dock with two piers; a young couple 39 15 clean by a small group of workers. holds hands, sitting on a pair of crates. A moderately sized dock, filled with an erratic A moderately sized dock, entirely manned by 40 16 energy as the piers fill with foreign traders. dwarves. 41 The legs of this dock are wreathed in seaweed. 17 A moderately sized dock, reeking of urine. This dock has obviously been repaired recently – A moderately sized dock, well-guarded by 18 42 new wooden beams stand in stark contrast to regular patrols of the city watch. their old neighbours. A moderately sized dock, busy with porters Berths on this dock are marked by large, faded 19 43 unloading several newly docked ships. whitewashed numbers painted on boards. A moderately sized dock, smelling of spices and 20 This moderately-sized dock boasts innumerable incense. 44 smaller piers stretching out in the harbour for A moderately sized dock, filled with the noise of 21 quite some distance. drunken quarrels. A large wooden statue of a grizzled sailor stands A moderately sized dock covered in shadows 45 22 watch over this dock. from the city’s buildings. Where this dock narrows, hand rails stand to This moderately sized dock is beset with a cold 46 23 stop travellers falling into the water. northern wind. Several missing planks create a dangerous part A moderately sized dock. The music of a tavern is 24 47 of this dock. In places old crates and boxes have Samplea faint counter to the dock’s bustle. been placed over such areas. file A moderately sized dock, with colourful banners A half-dozen fishing boats are tied up at this 25 48 that lead to the main merchant’s row. dock; the smell of fish pervades the air.

22 Small wooden pillars bearing the sea god’s sigil This large dock is modelled in the style of a great 49 77 stand at intervals along this dock. seafaring nation of older days. This moderately-sized dock is in bad repair; in This large dock had to be expanded quickly due 50 places the planks are rotten. 78 to demand. Many of the newest piers are made This moderately sized dock links several bare of makeshift materials, salvaged from old boats. 51 shards of rock together that thrust above the A large dock with tastes of civilization and the harbour’s water. 79 wild. A lower pier allows easy access to canoes to This dock features fixed ladders that can be used ease the trade of nearby barbarian tribes. 52 to climb down to small, docked vessels. A large dock with a significant “neutral quarter” Small watchman’s huts are scattered along this 80 built out along the piers, that technically doesn’t 53 moderately-sized, but long, dock. fall within the bounds of the city and its laws. This dock has four piers; one is clearly storm 81 A large dock, loud with the unloading of goods. 54 damaged and not in use. This large dock has an adjoining circular pier 55 Dozens of sea birds nest under this dock. 82 where aquatic races can swim up and trade The piers of this dock are lower than the dock goods. 56 and are reached by slippery wooden steps. 83 A large dock dominated by imposing naval ships. 57 This dock has long sections of covered walkways. A large dock in use since ancient days. Old stone Benches are dotted along this wide, but low 84 buildings stand side by side to newer wooden 58 dock. structures. This dock has a muddle of small piers leading A large dock strung with colourful banners and 59 away from it. 85 filled with the delightful smell of fresh roasted Cargo nets hang down along this high dock; nuts. 60 many vessel’s decks are below the height of the Large wooden gates control access to these 86 dock. docks. The burnt out hulk of a vessel lies close to this This large dock is badly damaged from where a 61 dock; the corresponding section of dock is 87 ship crashed into it; repairs are ongoing at a scorched and burnt. frenzied pace. Wooden cranes stand along this dock ready to Several small branches for much smaller craft 62 88 help with loading and unloading. lead away from this large, central dock. Floating piers bob on the water surrounding this A single heavily guarded vessel is docked at this 63 89 dock. large and impressive dock. Flags flutter proudly from poles spaced along this A section of this dock can be raised to allow ships 64 90 long dock. to pass underneath. Warehouses cluster close by this old, but The legs of this large dock are constructed from 65 91 serviceable, dock. gigantic trees – in places their bark yet remains The burnt remnants of an old pier stand nearby A wooden archway – bearing the sigil of the sea 66 92 to a newly constructed dock. god – stands at the dock’s mouth. This dock is a bizarre mix of building styles; 93 This large dock runs parallel to the sea wall. 67 obviously it has been built up over time. This large dock runs all the way to a fortified 94 A small office – the harbour master’s – stands island dominating the bay. 68 overlooking this dock. This large dock is for the exclusive use of nobles A sloped walkway leads down to a network of 95 and their pleasure craft. Guards keep the riff raff 69 small docks and piers. away. The figureheads of old ships have been affixed to Posts – topped with magical lights – illuminate 70 96 the end of this dock. this dock at night. Large, but old, notice boards stand along this 97 This large dock is a frenzied hive of activity. 71 dock; adverts and notices of sales cover them. Four large warships are berthed at this protected 98 72 This dock has stone legs, but a wooden walkway. dock. Gibbets – holding the rotten remains of thieves This dock is of heavy stone construction; it 73 99 and the like – “decorate” this dock. doubles as the sea wall. The side of this dock is daubed in a prayer to the Rusty, iron statues watch over this wide, busy 74 100 god of storms. dock. 75 This large dock bustles with traders and porters. This large dock has a central processing 76 Samplewarehouse to inspect for illegal goods. file

23 D OCKS: D OCKED S HIPS

The most prominent feature of most docks are the ships making 48 The Island Hopper port there. Whether the PCs are on the docks to find a certain 49 The Singing Cricket ship or on another matter their interests may often lead them to 50 The Leaky Teapot those floating vessels. 51 Honey Wicket 52 The Witches Broom 53 Gonzola D% DESCRIPTIONS 54 Leaky Barrel 1 The Salty Bird 55 The Visiting Vision 2 Red Storm 56 Monday’s Lunch 3 Henral 57 The Takei 4 The Billowing Leaf 58 Father’s Pride 5 The Smoking Betty 59 The Missing Mate 6 Angry Androf 60 The Trash Barge 7 The Slightly Intoxicated Mermaid 61 The Water Wax 8 The Young Maid 62 The Sea Zipper 9 Cloud Chaser 63 Mountain’s Envy 10 The River Arrow 64 Green Guardian 11 Black Bolt 65 The River Bride 12 The Minnow 66 The Broken Pearl 13 The Lost Devil 67 The Angry Peacock 14 Prestige 68 The Shipwreck 15 The Surly Lass 69 The Dusty Porter 16 The Yellow Tailed Falcon 70 Goblin Breath 17 The Falconer’s Wife 71 The Underhanded Barmaid 18 My Ex Wife 72 The Crusty Halfling 19 The Great Swan 73 Slim Shot 20 The Ugly Gosling 74 Island Breeze 21 Blue Mess 75 Veron Stars 22 Dart 76 Jumping Jerl 23 Wave Quick 77 Maggot 24 Oak Lightning 78 The Timely Teakettle 25 The Musical Gale 79 The Clean Spicket 26 Silence 80 The Blue Monkey 27 The Gray Ghost 81 The Fighting Crab 28 The Unknown 82 Old Lady 29 The Albatross 83 The Original Lightning 30 The Dire Ostrich 84 Lightning VII 31 The Rusty Kraken 85 Melody 32 The Snap Crackle 86 The Once and Future 33 The Red Boot 87 Aching Loganne 34 The Archer 88 The Pirate’s Niece 35 The Abolitionist 89 The Ugly Parrot 36 The Wooden Lung 90 The Captain’s Boyfriend 37 The Poppy Biscuit 91 Albon 38 The Acorn Tree 92 The Seaweed Cutter 39 The Backwards Breeze 93 The Spiked Dragon 40 The Royal Care 94 The Trapped Muse 41 The Czar 95 The Magic Decanter 42 Haunted Limb 96 Uncle Sealegs 43 Wave Crest 97 The Seal 44 The Greasy Shark 98 The Indescribable Horror 45 The Royal Madame Sample99 The Friendly Fireball file 46 Sapphire of the Sea 100 Pop 47 The Seasoned Cannibal

24 D OCKS: H OOKS, C OMPLICATIONS AND O PPORTUNITIES

Docks are often the mercantile centre of a settlement, and A ship has recently unloaded a delivery of produce which city officials are arguing about whether they provide all manner of reasons to break up the daily grind of 10 peasant life. Use this table to determine what special occurrence should be sold. The goods look perfectly normal, the PCs may encounter while passing by. except they smell strongly of rot. A band of young rebels have taken over the 11 southern side of the docks, including two ships. D20 A ghostly vessel has been seen docking under the 12 The dock is sinking by about half a foot a day into full moon, but none dare approach it. 1 the harbour without explanation. The townsfolk A gang of wererats has taken up residence in 13 are worried the town will go next. planks under the docks. All the men in town have vanished. An old woman 2 A mysterious fiddler fills the air with music in the cries out for fear of sirens and mermaids. 14 docks every night. Those who approach him wake A sailor stands in front of a moderately worn boat 3 up penniless outside of town. with a sign that says “Free to a good home.” Pirates have been spotted by the town watch and 15 Two young men are busy filling in all the empty are sailing this way! knotholes among the piers, claiming that an 4 The docks are developing a serious stray cat infamous peg-legged pirate is rumored to make 16 problem. The mayor offers a sealed treasure map dock any day now. to whoever can catch the most felines. Pier Three was completely covered in seaweed An old sailor claims to have lost his hand to a 5 17 overnight. kraken and is hell bent on get it back. A sailor loudly seeks out more crew, for a job to sail 6 The town is in the midst of its annual seaweed to the edge of the world. 18 festival, where it celebrates crafts, food and brew A strike by the town’s prostitutes is making the 7 made of all sorts of aquatic plant-life. sailors surlier than usual. All the town’s rum has gone missing. One of the All ships have been asked to stay in port due to the 19 “merchant” vessels departed in the middle of the influence of a local cleric who claims an ocean 8 night and has quickly received the blame. bound, sin seeking disease will soon be set loosed Mermen have swam up to the dock looking to 20 upon the waves. trade, but seem only interested in items of magic. The whole town is getting ready to host the Great 9 Sea Lane Relay, which pits the best ships in a multi- legged race.

Sample file

25 D OCKS: S IGHTS & S OUNDS

Docks are busy places; characters exploring them will no doubt 49-50 Lobster pots cover one side of the pier. hear and see many things. A young man, foppishly dressed and with a 51-52 forlorn look upon his face, stands at the end of D% this dock staring off into the distance. The air is heavy with the tang of salt and the Two sailors snatch a minute’s rest with a wine 01-02 curses of sailors. 53-54 flask while swapping lies about their previous Sea gulls and other birds wheel and turn voyages. 03-04 overhead. 55-56 Sailors are painting the hull of a docked ship. Boxes and barrels are stacked haphazardly at the 57-58 A plank cracks under a PC’s weight. 05-06 A peasant stands in a rowboat beneath the dock foot of a gangplank leading to a large cog. 59-60 A large pile of vomit covers the dock; several busily filling several bags with seaweed. 07-08 Several folk sit at the end of the pier, fishing rods dogs lick greedily at it. 61-62 Four drunk sailors stagger along the dock; one in hand. 09-10 slips and almost falls into the water. 63-64 The smell of fresh fish is heavy in the air. An old sailor sits on a box while singing a lusty A small gang of thuggish men loiter on the dock; 11-12 65-66 sea shanty and drinking heavily. the threat of violence hangs over them. Small children dart in and out of the press of A fist fight suddenly breaks out between rival 13-14 67-68 sailors and porters. crews over some imagined slight. A half-dozen porters stagger down the dock A seasick passenger staggers off a ship, drops to 15-16 69-70 carrying matching sea chests. the ground and kisses the dock. Curses and shouts in a half-dozen languages fill Buckets of sand – ready in case of fire – are 17-18 71-72 the air. positioned at strategic places long the docks A large splash followed by a shout announces the A sailor is busy swabbing the dock – he appears 19-20 73-74 fall of a heavy box into the sea. to be trying to remove a large bloodstain. 21-22 A sinister fin cuts the water near the docks. 75-76 The smell of tar and paint permeate the air. Sea birds wheel and dart above a large ship as its 77-78 A sea captain argues loudly with a city official. 23-24 cook throws food scraps into the harbour. Two sailors drag an unconscious fellow down the Children laugh and shout as they dive into the 79-80 dock. They are both drunk and laughing 25-26 harbour from the dock. uncontrollably. Broken wood, scraps of food and other rubbish 81-82 A pile of ballast stones almost blocks the dock. 27-28 A sailor – shouting loudly that his vessel needs float on the water surrounding the dock. 83-84 A scream is followed by a loud splash as a sailor new crewmen – walks up and down the dock. 29-30 falls from the rigging of a docked ship. Several people are swimming in the water of the A patrol of four watchmen surrounding an 85-86 harbour. Suddenly, one of them is pulled 31-32 official of some sort push through the press. beneath the surface. Two mangy dogs dart through the press; one has The sounds of a violent argument emanate from 33-34 87-88 a string of sausages in its mouth. a docked vessel. A waterman tries to sell his wares to thirsty 89-90 An artist sits sketching nearby vessels. 35-36 A performing bard strolls up and down the dock sailors. 91-92 A sailor – a parrot on each shoulder and a heavy calling out the local news to new arrivals. 37-38 Four watchmen march down the dock dragging a bag in each hand – walks away from a large ship. 93-94 The dock shivers as a large vessel, badly steered, badly beaten prisoner with them. 39-40 A sailor strolls up and down the dock shouting thuds into its side. 95-96 A sailor charges down the dock chasing a small that his vessel is available for hire. 41-42 Sharp-eyed PCs can notice a figure lurking in the child who carries a small sack. 97-98 Boxes and barrels are stacked neatly along the shadowy water under the dock. 43-44 dock. Cries of alarm and fear, and the sight of smoke A rowing boat bobs next to the dock and the 99-100 rising from a docked ship, spark a general panic 45-46 occupant shouts before throwing the PCs a line on the dock to tie off. The old dock creaks alarmingly as the PCs cross a 47-48 Samplecertain section. file

26 Sample file

27 D OCKS: NPCS

Use the NPC bios below to portray those encountered on the money. One thing he won’t do is set foot in the water. He may docks. Either determine randomly which NPC the PCs encounter be comfortable on the docks but is terrified of ever being or choose a suitable candidate. submerged. There are squid in there, after all.

D20 NPC B IG H AF 1 Captain Fabius Redfeather N male half-orc journeyman warrior 2 Livia Ruso Appearance: Thin black hair, bulging muscles and a 3 Devin the Shiv dominating frame. 4 Big Haf Personality: Quiet most of the time; he has a throaty chuckle 5 Salsvin Everymist 6 Grifo Curran when amused. 7 Goldie Quick Mannerisms: Stands very still while waiting for orders. 8 Kufu Elderman Hooks: Big Haf acts as both a porter and member of the city 9 Buckey Wetfoot watch. He’s not very bright, and has been known to allow illegal 10 Avina the Green activities to proceed right in front of him when given a creative excuse.

C APTAIN F ABIUS R EDFEATHER ALSVIN VERYMIST CN male human journeyman ranger/rogue S E Appearance: Long curly black hair, with fine, foppish red CG female elf apprentice druid clothing. Appearance: A youth, with dirty blonde hair and blue-ish Personality: Always smiling, though he’s not all that happy. green robes. Mannerisms: Talks with his hands, with grand flourishes. Personality: Salsvin is generally happy though not overjoyed. Hooks: Captain Fabius travels from port to port, taking odd She watches the world serenely. jobs and running legs of the regular trade routes. He keeps an Mannerisms: She always has a gentle smile on her face. eye out for members of a previous crew, where he was ridiculed Hooks: Salsvin has a deep connection to the ocean and as a young cabin boy. generally hires herself out to sailing ships as a scout, guide and occasional weather witch. She thinks she may have discovered some very old underwater ruins on her last journey and seeks L IVIA R USO companions to help her explore. LN female apprentice commoner

Appearance: Brown hair tied in the back; she wears simple RIFO URRAN clothes of cloth and leather. G C Personality: Keeps a resolute look in her eye. CN male human apprentice bard Mannerisms: Listens carefully before speaking. Appearance: A bit portly with a dignified beard, he always Hooks: Livia is a porter and messenger, moving throughout wears his family colours. the city, but is often found in the docks. Her position has given Personality: Good natured but a bit strange, Grifo is a very her access to a lot of secrets, but her own code has kept her curious soul and is quick to make friends. honest. Now a group of assassins has been hired to make sure Mannerisms: He’s always at least partially distracted by his she never gets the chance to break that code. own thoughts, making his replies sometimes puzzling nonsensical. Hooks: Grifo is always looking for the next story to tell. He D EVIN THE S HIV bends the ear of any and all travellers who will put up with him, CE male dwarf apprentice fighter/rogue regaling them with poetry and pressing them for lore and news. Appearance: Rough face, with a close beard, and a vest with He doesn’t scare easy or at least doesn’t seem to care whose no shirt. business he’s asking for details about. Personality: Quick to anger but rarely is brought to violence

except under his own terms.

Mannerisms: Laughs at inopportune moments. HooksSample: Devin is a thug, through and through. He takes file pleasure in the pain of others and would do most anything for

28 G OLDIE Q UICK Hooks: Buckey is a professional sailor who makes home in CN female human apprentice ranger every port. He’s got a girl in town who is carrying his child and Appearance: Bright red hair, and fine linen clothes with a and has yet to commit to a proper marriage. The pressure is well-tailored coat, and prominently hung cutlass. building from the girl’s father who also happens to be one of Personality: Intelligent and resourceful, Goldie is always town priests. looking for the next useful thing. Mannerisms: Her eyes are always moving and her wiggling A VINA THE G REEN fingers are never far from the hilt of her sword. NE female human apprentice bard/rogue Hooks: Goldie is a independent merchant which means she’s Appearance: Dark hair with an almost red skin and loose a smuggler and pirate. She keeps an eye out for foolish mistakes fitting clothes decorated with jewels. in others that can be profited from and won’t hesitate to finger a Personality: Deceptive, constantly keeping a knowing smile possession that’s been left unguarded by a PC. on her face. Mannerisms: Gets close to speak, making gentle physical K UFU E LDERMAN contact. N male human apprentice expert/rogue Hooks: Avina is a skilled con artist and plant for the thieves Appearance: An older fellow with a long white beard and guild. She poses as a simple trader, selling charms on the docks. wide brimmed hat. She watches for lone travellers, or those easily separated from Personality: A bit passive, Kufu is content to observe while their friends to capture and send to the underground slave most of the world passes him by. market. Mannerisms: Almost always chewing on a bit of fruit or tobacco. Possibly both. Hooks: Kufu once served as the cook on several vessels of ill repute but has since settled down to pen his memoires. If the captain of the guard knew who he really was he’d be strung up for piracy without trial.

B UCKEY W ETFOOT CG male halfling apprentice rogue Appearance: Bushy brown hair with a loose white shirt and thick black belt. Personality: Always says what’s on his mind in quite a rude manner. Mannerisms: Paces about when bored. Sample file

29 G RAVEYARDS: C HARACTERISTICS & A PPEARANCE

A graveyard is any location set aside for long-term burial of the C OLUMBARIUM dead. For our purposes, it is land set aside for burial within, or Similar to a mausoleum, a columbarium houses urns. It may be directly above the earth. For most people, it conjures a mental part of a mausoleum or a temple. Unlike mausoleums they image of a graveyard: a plot of land with green grass and rows of generally hold far more of the deceased and may be public headstones. Many urban adventures take place in and around structures that hold those whose only common link is death. graveyards. G RAVEYARD B URIAL M OUND The titular burial ground, graveyards are normally owned and Also known as a tumulus, these large mounds of earth cover the operated by a temple. They’re often adjacent to the remains of the deceased. These are generally found attendant temple. outside urban areas though small ones may stand If there are multiple temples in the city there within a cemetery, especially if the local may be multiple graveyards, or the temple culture has a stigma for against placing the most associated with the dead may handle all deceased below the earth. burials. C ATACOMB/CRYPT Temples may have crypts in addition to graveyards. When this is the case, space in Crypts and catacombs are interchangeable the crypt is often reserved for clergy and terms for an underground structure in wealthy patrons. which the dead are interred. Crypts are often associated with being beneath a M AUSOLEUM church, though mausoleums may also have A mausoleum is a free-standing structure that crypts. Catacombs are generally more holds the dead above ground. They vary in size expansive structures comprising several but often comprise but one room. Most are one- passages. storey affairs. C EMETERY Mausoleums most often hold multiple bodies and may be owned by families or prosperous A cemetery is a public place for burial of the masses. organizations. Many are ostentatiously decorated They may be un-owned and community operated, or property of the ruler or state religion. Even if a cemetery is considered community property, that doesn’t mean there are no rules. Woe be to the adventurer who decides to go poking around a public cemetery in the middle of the night only to be met by an angry mob intent on punishing the would-be grave robber.

H ALLOWED G ROUND U NHALLOWED G ROUND Many graveyards have been blessed with divine magic. Graveyards may become unhallowed ground when under the Hallowed ground has the following effects: influence of an evil church, necromancers, vampires or any group who use undead as a resource or needs sanctuary from § Warded against intrusion by the forces of darkness. the truly good. Unhallowed ground has the following effects: § Increases the potency of the divine powers of clerics of the deity. § Warded against intrusion by the servants of good. § Any dead body interred in a hallowed site cannot be turned § Increases the potency of the foul powers of unlife. into an undead creature. § A selection of offensive, penalizing spells can be woven into § A selection of protective spells can be woven into the the defensive enchantments of unhallowed ground, making defensive Sample enchantments of hallowed ground for further wounds bleed and unnerving even the most stalwart of file protection and solace. veterans.

30 A REA F EATURES G RAVEYARD D ESCRIPTIONS Graveyards have the following features: Use the table below, to add a trait to a graveyard: Location: Whether a graveyard is within or outside an urban area is often a factor of population size. There’s a limited D20 GRAVEYARD CHARACTERISTICS A small cemetery with markers placed at amount of space within city walls and sooner or later you run 1 out of place to bury new corpses. random. A small graveyard surrounded by a low iron Graveyards within city walls are often associated with the 2 fence wreathed in ivy. rapid spread of disease, which tends to correlate with dense, 3 A small, dusty cemetery where no grass grows. rising populations. A small graveyard surrounded by a fieldstone 4 Walls (Low): Graveyards near a village or town are often wall. surrounded by a small stone wall to mark its boundaries. A small cemetery founded among large fir trees 5 Moderately agile PCs can leap the wall. Low walls provide partial that screen it from casual view. cover. A small graveyard, completely flat with perfectly even rows of grave markers. The oldest – least Walls (Tall): Taller walls of iron bars or stone blocks are 6 visited graves – are in the centre of the popular in population centres for aesthetic reasons, to restrict graveyard. access hours and sometimes to keep creatures in (and grave A small cemetery where white posies grow over robbers out). Taller walls can be scaled by PC versed in the basics 7 each grave. A small team of gardeners tends the of climbing. They provide partial or total cover, depending on perfectly maintained grounds. their height. A moderately-sized graveyard with paths lined with small smooth stones. The paths meander Headstone: The most common grave marking. Headstones 8 are generally made of stone, stand two to four feet tall and are through the graves, which are haphazardly placed. engraved to denote who is buried beneath. Moderately agile PCs A moderately-sized cemetery lit all night by oil can leap on a headstone. Headstones generally only provide 9 lanterns hung from high iron poles. partial cover. A moderately-sized graveyard where a cold wind 10 Sarcophagus: A box-like container for a corpse. They can be blows from the east. buried like a coffin, but also set above ground in place of a grave. A moderately-sized cemetery features rust Agile PCs can leap on a sarcophagus. They provide partial to total 11 coloured grass in the oldest section, as if stained cover. with dried blood. A moderately-sized graveyard. Two statues of M INOR E VENTS 12 armoured knights flank the entrance. A stone wall surrounds the cemetary. Graveyards are often surprisingly busy places during the day. A moderately-sized cemetery with a small 13 stream running through the east corner. Thick D6 MINOR EVENTS hedges surround the whole area. Two labourers are digging a new grave. A pile of A moderately-sized graveyard featuring a stone 1 moist earth stands to one side. 14 shack in the corner for the caretaker. A special 2 A mourner kneels in front of a grave, sobbing. furnace rests outside for cremation services. A moderately-sized cemetery where all the An interment ceremony is taking place. 15 3 Mourners stand about a grave as a priest reads carving depict skeletal visages. from a holy book. A moderately sized graveyard with rows of well- 16 A furtive, pale-skinned man skulks among the tended tulips. 4 graves studying their markings. A large cemetery dotted with ruins of an ancient 17 A gardener tends the graveyard’s grass, flowers settlement or building. 5 or trees. He has encyclopaedic knowledge of the A large graveyard with graves sprawled across surrounding graves. 18 several small hills. It includes several small A couple – or couple with children – stroll shrines. 6 through the graveyard, flowers in hand. A large cemetery set about a white marble 19 fountain at its centre. Wooden benches surround the fountain. A large graveyard studded with apple trees 20 throughout the grounds. Visitors are free to pick Samplethe apples. file

31 G RAVEYARDS: G RAVE M ARKINGS

The grave markers of a cemetery are as unique as the people S ARCOPHAGI buried within. At a minimum, most such markers name the D20 SARCOPHAGI person buried within, but they have many other characteristics. The weather-worn image of a man with his Use the tables below to generate interesting grave markers. 1 hands crossed adorns the lid. Engraved all along the sides of the box is a battle D20 GRAVE MARKINGS 2 between man and minotaur. 1 Unmarked Carvings of cavorting imps cover each of the 3 2 Small raised mound sarcophagi’s corners. 3 A wooden cross The lid is smooth and painted with an 4 4 A metal cross iconographic lineage. 5 A stacked pile of stones The lid depicts two lovers in bed entwined 5 6-7 A flat, stone name plate around one another. 8-11 A small headstone Several gods are carved into the sides of the box 6 12-16 A large headstone with small kings kneeling at their feet. 17-18 Sarcophagus A montage of the important rites of a local 19 Mausoleum 7 temple, from birth to burial, is engraved along 20 Columbarium the sides of the box. A serpent-like dragon wraps across three sides of the box. The dragon is very life-like. Observant H EADSTONES 8 PCs may note that pressing both of its eyes D20 HEADSTONES opens the sarcophagus. 1 A marble headstone with a rounded top. The lid is carved with the image of a hundred, 9 2 A limestone headstone with squared off corners. crawling beetles. 3 A marble headstone covered in cobwebs. An elderly bald man is carved into each side of A sandstone headstone with a large crack down 10 the box. He has a different facial expression in 4 the left side. each carving. 5 A granite headstone with a slanted top. The sarcophagus is plain except a single eye 11 A marble headstone splattered with bird carved into the lid. 6 droppings. The runes along one side of this sarcophagus are 12 7 A limestone headstone overgrown with ivy. the instructions for how to construct a catapult. 8 A sandstone headstone of a strange purple hue. Blue-green moss grows all over the sarcophagi, A white marble headstone that seems to glow in 13 obscuring any engraving. The moss is dry, almost 9 the moonlight. desiccated and if disturbs fills the air with dust. 10 A limestone headstone that’s fallen onto its side. There is no lid yet the insides are bathed in 14 A granite headstone with the image of a praying shadow. 11 child engraved at the top. The sides are all carved with flame and a single 15 A granite headstone with a small door carved clawed hand adorns the lid. 12 into the base. The statue of an angel with sword outstretched, 16 A marble headstone topped with an angel, arms towers over this sarcophagus. 13 outstretched. The ballad of Rose Peak is engraved across the 17 A sandstone headstone topped with a stooped lid in beautiful flowing carven handwriting. 14 gargoyle. The lid is slightly ajar and has been crudely 18 15 A marble headstone leaning far to the right. sealed with plaster. A granite headstone whose lettering has been The statuette of an elderly man, sitting with a 16 inlaid with gold leaf. 19 book, rests atop the lid. The statuette is hollow A marble headstone engraved with the image of and holds the key to the sarcophagi. 17 a whale. An engraved lantern burns at each of the A limestone headstone flanked by small rose 20 sarcophagus’ corners. Enchanted with everlasing 18 bushes. flames, they fill the surrounds with light. 19 A granite headstone half sunk into the ground. A marble headstone topped with an ornate 20 Samplestone sun. file

32 M AUSOLEUMS E PITAPHS

D20 MAUSOLEUMS Many grave markers are inscribed with personal messages about A one-room square building of stone, with four the person or persons interred within. 1 columns at the entrance. A rounded granite structure with a red dome. D20 EPITAPHS 2 The dome’s paint has started to fade. 1 A man for all the ages. A two-storey marble building. The second floor is 3 2 The great eye sees but never touches. lined with columns. 3 He died as he lived. Drunk A simple stone structure with a heavy iron door. 4 4 Grave robber. The door has four separate locks. The day will come when dragons walk and 5 A limestone building; statues of mages halflings fly. 5 stand in place of columns. Each mage holds a 6 Obedient to the law, we lie. different set of spell components. 7 Heroes have the whole earth for their tomb. A brick structure that was once a small temple. 6 8 To die is to defy immortality. One of the stain glass windows is broken. Defender of Whiteforge, until he took an arrow 9 A crumbling stone building with a heavy stone to the knee. 7 door. The door’s lintel has shifted, making it very 10 I told you I was sick. hard to open. 11 The whites of their eyes were not enough. A square structure with a slanted red slate roof. As you are now, so once was I. Prepare, 8 12 An old oak shades the structure. therefore, to follow me. A large marble building. Statues of angels stand 13 Echoes of A minor. 9 on the roof above the entrance, their axes A lady is only as great as her horse and her man, crossed. Several have been vandalised. 14 in that order. A small structure set back away from the other 10 Through demons, through devils, through graves amongst a copse of trees. 15 horrors of afar, the swords and the axes and A simple building of wood with a slanted roof daggers will mar. and a sliding steel door. The wood is as hard as 11 16 In the eyes of the gods we are but moments. stone and has been carved with images of clouds Trust me, if I had no money in life, I have less in and flying dragons. 17 death. A stone wall set into a hill, with a locked gate for 18 The itch of wisdom is a dangerous scratch. 12 a door. A narrow stone-lined passageways slopes Sing the songs of your ancestors so their spirits downwards into the hill. 19 will know the words. An ivy covered building of white stone. Three By his father’s blade he knows his mother’s 13 small windows are set about eight feet above the 20 presence. ground. A small, one-room stone building with a green 14 slanted roof. Weeds grow in profusion around the structure. A building of moderate size with soldiers carved 15 across the exterior walls. Three rows of demonic statues flank the path 16 leading up to this small round structure. A long one-storey building with several doors 17 along the main wall. A three-storey, round structure with several 18 small parapets. The whole gives the impression of a watchtower or keep. A small, square building, set atop a small hill, 19 with stone steps leading to its doors. A set of bronze doors, set into a frame of stone 20 in the earth. Stone stairs lead to the one-room Samplemausoleum below. file

33 G RAVEYARDS: A SSOCIATED NPCS

Use the NPC bios below to portray individuals the heroes may Hooks: Elry is discontented with how stagnant his life has encounter within a graveyard. become in his old age. He patrols the graveyard looking for signs of trouble. He is immediately suspicious of the PCs. D10 NPC 1 Delphineas Deltrey F UNGUS AND R OTGRUB 2 Lanina Ingles (both) CE male halfling apprentice witch 3 Elry the Elder 4 Fungus and Rotgrub Appearance: Slightly stout with a bald head, wearing filthy 5 Refen Hammertoe black robes. Their skin has sores from disease - perceptive PCs 6 Elviras Nomnen may note different sizes of sores. 7 Old Ilario Grandstone Personality: Very curious to the point of being rude. The 8 Thunder Katzner brothers consider the graveyard their territory, and unless 9 Aulus Took funeral rites are being attended makes every presence their 10 Haf Palmerre business to investigate. Mannerisms: Fungus has a hacking cough and he never D ELPHINEAS D ELTREY covers his mouth. Rotgrub picks his teeth and sores. Hooks: Born in the graveyard, their parents were also CN male half-elf journeyman rogue/sorcerer (rakshasa) witches. They’ve never travelled far from home or each other Appearance: Gaudily dressed with strips of silk, tied about but are now in the middle of a spat. Only one appears at a time, his leather armour. His long, silver hair sports a purple streak. as they’re actively avoiding each other. Each blames the other Personality: Outlandishly social, when he sees no threat at for anything bad that happens to the PCs. hand he makes a point to introduce himself to all he comes across, especially young, handsome lords and ladies. R EFEN H AMMERTOE Mannerisms: Clicks his tongue when he grows impatient. Hooks: Delphineas’ family, on his father’s side, are local to NG female dwarf apprentice expert the area. He uses the family mausoleum as a makeshift Appearance: Wild red hair with high-cut, brown leather equipment locker between adventures. boots. Her nose tilts to the left from when it was flattened in a brawl. L ANINA I NLGES Personality: A bit gruff but much friendlier after a pint. Mannerisms: Snorts loudly when taken aback, upset or NG female human apprentice oracle (life) laughing, due to her nasal injury. Appearance: A gaunt, young face with thinning blonde hair. Hooks: Refen is a gravedigger. She maintains the grounds Personality: Distant and easily distracted. with some pride as her grandparents are both buried here. Her Mannerisms: Lanina walks with her fingers outstretched, father left many years ago to fight in a war. She suspects his letting them brush along random objects. death, but he never returned in any state. She would be in debt Hooks: Lanina suffers from a curse of malevolent hauntings, to any who could recover the body. following her wherever she goes. Her strolls through graveyards are her way of calming the spirits and giving them the chance to E LVIARS N ONMEN let go. NG female elf apprentice druid E LRY THE E LDER Appearance: Curvy for an elf with braided brown hair. Her clothes appear to be tightly woven vines. N male human apprentice adept/expert Personality: Flighty with little patience for off colour Appearance: Bald on top with a crescent of short gray hair. humour. He wears simple clothes and a wooden holy symbol. Mannerisms: Prone to sudden silences as if listening to Personality: Quiet and reserved at first, but bring up religion distant noises. and he becomes loud and opinionated. Hooks: Elviars travels through graveyards looking for rare Mannerisms: Stoops forward with his shoulder eschew, due reagents that only grow among death. to an old battle injury. Sample file

34 O LD I LARIO G RANDSTONE A ULUS T OOK LG male human apprentice commoner NE male halfling journeyman fighter/rogue Appearance: Shortly trimmed gray hair with a strong build Appearance: Dressed in leather patchwork armour and black and simple dark coloured clothing. cloak. His short curly hair has been dyed crimson. Personality: Stoic, using as few words as needed. Personality: Secretive and quick to violence. Mannerisms: He crosses his arms when at rest, and presses Mannerisms: He hums old folk songs when he thinks he is the bridge of his nose. alone. Hooks: Ilario always wanted to be a paladin but couldn’t Hooks: Aulus is a professional assassin. He takes great pride break away from his family. He is suspicious of adventurers but in his work and always disposes of the body. His new favourite grows helpful if he learns of their heroics. dumping ground is burying them in freshly dug graves.

T HUNDER K ATZNER H AFL P ALMERRE NG female half-orc apprentice ranger LN male human apprentice aristocrat Appearance: Long dark hair tied back in a pony tail. She Appearance: Beginning to show his age with salt and pepper wears hide armour and bears dual axes. hair, he wears fine clothes of coloured cotton. Personality: Generally in a good mood, made joyous when Personality: Grieving but known for his honesty. on the hunt. Mannerisms: Breaks into sobs whenever anyone mentions Mannerisms: Smiles with a toothy grin; clears her throat and children or the weather. spits when thinking. Hooks: Hafl suspects his wife was murdered but has no Hooks: Thunder is currently tracking a trio of trolls (or other proof. He’s torn between paying for a resurrection or letting her foul beasts) and their trail leads through the graveyard. She rest in peace. welcomes companions on the hunt.

Sample file

35 G RAVEYARDS: H OOKS, C OMPLICATIONS & O PPORTUNITIES

Graveyards are a place for the dead, and as such should only be A young boy claims to see the image of his dead uncle walking the graveyard at night. Superstitious minimally occupied by the living. Exceptions tend to create very 8 interesting circumstances. peasants want to exile the boy to lay the ghost to rest. D20 Two young lovers, whose parent refuse to let them marry, have sealed themselves inside a A wizard seeks an ebon flower for an important 9 mausoleum. When the PCs arrive, screams of terror ritual. It only grows in ground seeped with the flesh erupt from within. 1 and blood of . A small flower-cloaked burial mound in an isolated corner of the graveyard holds Large holes, signs of a bullette or ankheg, have been spotted at the centre of the cemetery. the bodies of a score of such raiders killed long ago. 10 Several graves have disappeared into the creature’s The mayor of the town died in his sleep at an old tunnels. age. At the funeral, which is happening as the PCs 2 enter the area, his grieving daughter throws open A necromancer has set up shop, selling his services the coffin to find it empty. to provide mourners a day with an undead loved 11 one. Many of the populace disapprove of his Someone has being knocking over headstones at actions, but a few recently bereaved townsfolk night. The local constable sess the issue beneath 3 have hired his services. him but has a few coins in his coffers to anyone who can catch the culprit. A small group of vampires has the populace of a 12 village trapped in its graveyard. The vampires seem A tribe of centaurs have made camp in the middle to be repulsed by the hallowed ground. of the graveyard, claiming the land is part of an 4 ancestral pact agreed upon by the town’s founder A black dragon has made a mausoleum his lair, converted the entire property to unhallowed generations ago. 13 ground. Skeletons have been spotted at night by Legend says a local wizard took the secret of villagers who dare to go close. destroying gods to his grave. The PCs have been 5 A gravedigger has discovered an underground tipped off that it’s not just a turn of phrase and 14 that a tome of knowledge lies in his tomb. tunnel that bears signs of dwarven construction. The manager of the local orphanage got drunk and The sword of a knight carved into a sarcophagus lid buried the rent money for its own safety in the has begun glowing blue. If a paladin of pure heart 6 graveyard. He can’t remember which headstone he 15 approaches the sword, the light grows more buried it under. intense and the sword transforms into an actual weapon. A group of clerics of the god of death have gathered from all over the area to celebrate a A young girl was found wandering among the prophet buried here. They’ve taken all the rooms in 16 headstones with no memory of how she came to 7 the inn and set up a tent city outside the graveyard be there. She is otherwise healthy. gates. At night, loud chanting emanates from the All the cats in town vanished a week ago. This morning their corpses were found stacked upon graveyard. 17 the grave of the town’s founder; all their eyes were gouged out. A strange grey speckled mist hovers over the graveyard, whispering the words of departed loved 18 ones. The mist is thickest in the newest part of the graveyard and seems to emanate from an as yet unfilled grave. The local militia has posted a reward for the capture of grave robbers plundering the graveyard. 19 For the last three nights, strange sounds have been heard in the cemetery at night and every morning graves were found disturbed and defaced. Assassin vines have spread from the forest across the oldest parts of the graveyard. Luckily, no one 20 has yet been taken, although several cats and dogs have disappeared. Sample file

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Sample file

37 G UILDHALLS: T YPES OF G UILDS

A guild is an association of people who practice a craft or labour, Adventurers’ Guild: Job postings, cheap beds, who come together to control that practise in a town or larger good beer and the rights to legally loot abandoned structures; an adventurer’s guild is a region. Though they often control the trade through sheer 67-72 numbers and economic coordination, it was not uncommon for PC’s second home in the city. Particularly popular in areas surrounded by ruins or towns the guild to be granted official authority by the local ruler, with a weak military presence. making it illegal to practice without membership. Arcanist Guild: Much like a masters’ guild, the arcanists’ guild is the foundation schools spring D100 GUILD TYPES from. Arcanists guilds are often supported by 73-76 Craft Guild: This is a typical medieval guild. The governments as a matter of public safety, craft guild comprises skilled artisans who all providing oversight as young mages learn the create items of the same type. Depending on the 1-30 proper ways of spells and incantations. size of the city and economy it could be as broad Bardic Guild: Loremasters, jesters, storytellers, as a metalworkers’ guild, or as specific as a dancers, actors, playwrights and even the classic silversmith or coopers’ guild. 77-80 adventuring bard all belong to the bardic guild. Merchant Guild: Merchant guilds may be It’s the best place to find work, obtain public organized by type of product, region or trade performance permits and swap stories. routes. They’re primarily an organization for 31-45 Companion Guild: Formal organization of those who sell physical products, though some prostitutes, courtiers and courtesans. As a regulate skilled labourers such as physicians or profession that needs very little to get started, tinkers. 81-83 practitioners organize into guilds more often in Cartel: A cartel is an organization of craftsmen large societies with minimal laws, as a means of and/or merchants with the specific intent to fix protection, or in heavily affluent societies were 46-50 prices, production and/or public image. Many formal training is needed as a matter of course. other guilds are also cartels or a cartel may Thieves’ Guild: A breeding ground for those who include members of various other guilds. act outside of society and ignore property laws. 84-86 Trade/Labour Union: A far less common type of It’s the best place to find a fence, pick up guild. These unions comprised the lower skilled, speciality tools or grab a job. or at least the less stationed, members of a craft Assassins’ Guild: Much like the thieves’ guild the or labour to protect their common interests and assassins’ guild generally operates outside the 51-53 87 help combat the power of other guilds. These law, though some may be government may be more common in societies with large sponsored. Adventurers Guilds to help organize the many Fraternity/Sorority: An organization dedicated to hirelings employed in such endeavours. the development and prosperity of its members. Religious Guild: Priests, clerics and the like have These organizations often cross-occupational 88-92 their own orders and churches. They have much boundaries but are bound by a deep devotion to of the same traits of a guild but their focus each member. While not technically economic in usually puts economics second to piety. Religious nature, wealth and prosperity go hand in hand. 54-60 guilds are still common amongst laypeople, such Racial Guild: Much like a fraternity or sorority as when all craftspeople among multiple fields but bound by a common blood. These come together under the banner of a common 93-96 organizations focus on a single minority race in a god. Like cartels, often another type of guild will society, but may also be applied to another type also be a religious guild. of guild, such as the Guild of Halfling Weavers. Frith Guild: A group of upstanding citizens who Secret Society: Not all organizations flourish in pass judgement on the law. These individuals are the public eye. When popular culture or the law often nobles or appointed by the ruling lord. frowns upon how you wish to get things done 61-62 Some frith guilds are actually secret societies, secret societies form to provide like-minded with their own laws that carry out vigilante 97-100 individuals a place to do business. Cartels, justice against those who wrong their members thieves’ guilds and assassins’ guilds are often and escape normal justice. secret but any kind of guild can be secret. Some Scholars’/Masters’ Guild: A predecessor to secret societies even have a public face, but keep universities, these are associations of masters, or their rites and dealings known only to members. their students, throughout a city. They are often 63-66 Samplefrom completely different fields but united by file status and their love of academic study. They are centres of learning.

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