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A Collection of Interesting Npcs

A Collection of Interesting Npcs

About Town Volume 1 A Collection of Interesting NPCs

Sample file Anja Svare Introduction

vital part of any D&D campaign is the believability Every effort has been taken to represent a generous cross-section and depth of the NPCs. Dull and flat characters only of life in a typical medieval town or city, but retaining that diminish the immersion of the players into the world Dungeons & Dragons twist. Using demographic data from the around them, but colorful, deep, and interesting Forgotten Realms, the preponderance of these NPCs are human, NPCs can bring almost any situation to life. This but just like in that world, all races are present, just in smaller collection aims to do just that, presenting 25 NPCs numbers. Afrom all facets of a medieval society. Everyone from Feel free to mix and match any of these characters, their actors to blacksmiths, ratcatchers to innkeepers. Each with connections, and even their hooks. Combine or swap ideas, personalities, motivations, connections, and hooks you can use backgrounds, or just about anything. Or just use them as for almost any urban setting, big or small. inspiration.

Page Profession Connections Page Profession Connections 3 /Blacksmith/ 16 Fool Almoner/Linkboy 4 Actor Clothier/Singer 17 Friar Abbess/Almoner/Armorer 5 Alchemist Apothecary/Ratcatcher 18 Guardsman Apothecary/Beggar 6 Almoner Abbess/Friar/Fool 19 Innkeeper Fence/Prostitute 7 Apothecary Alchemist/Guardsman 20 Linkboy Clothier/Fool/Solicitor 8 Armorer Friar/Mercenary 21 Mercenary Armorer/Sailor 9 Beggar Guardsman/Ratcatcher 22 Prostitute Innkeeper/Saddler/Sailor 10 Blacksmith Abbess/Saddler 23 Ratcatcher Alchemist/Beggar 11 Cartwright Actor/Saddler/Singer 24 Saddler Blacksmith/Cartwright/Prostitute 12 Catchpole Constable/Singer 25 Sailor Innkeeper/Mercenary/Prostitute 13 Clothier Actor/Linkboy 26 Singer Actor/Catchpole 14 Constable Catchpole/All 27 Solicitor Fence/Linkboy 15 Fence Innkeeper/Solicitor

Sample file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Abbess Coryn Aztellor Coryn Aztellor is the abbess at one of the local temples. She has spent her whole life in the temple, having become an orphan as an infant and raised by the church since then. She has dedicated her life to the temple and its service. With narrow eyes the color of copper, along with her always immaculate , Coryn cuts a commanding figure both within and outside the church. She is a strict taskmaster, and can frequently be seen berating other staff at the church for even the slightest mistake. Although she is slender of build, and barely over 5 feet tall, Coryn commands respect, and her stern bearing coupled with her unusual eyes that seem to see through you tend to give any naysayers pause. Coryn has shown exasperation with her staff about some of the work that the church does, especially in regards to helping the poor. She feels she has little time for them, believing that the path the church should take is aligned with wealthier adherents to the faith. In her mind, the poor and indigent are a drain on the church and impede what it could truly accomplish.

Locations During the day Coryn can be found either at the church working on her administrative duties, or outside the grounds traveling to a local nobles' house to attend a meeting. Many times those meetings are in conjunction with Unzle Ankhalab the almoner, to pressure those more well off to make donations to the church. At night she studies in the church library for several hours before retiring to her simple cell on church grounds and meditating before going to sleep.

Connections Coryn has an antagonistic relationship with the blacksmith Luisa Pavel, as the abbess meets with her weekly to accept repayment for Luisa's 's crimes, and has been pressuring Luisa to make larger payments. Coryn works closely with the almoner Unzle Ankhalab and Chen Shallowbrook, one of the at the temple. Both are a bit afraid of her, but Friar Chen has his suspicions about the abbess' true nature.

Secrets Coryn knows that Luisa's brother Orbold is innocent, but has not told anyone. She does not know who stole from the church, but is suspicious of Unzle Ankhalab. She keeps the pressure for repayments on Luisa as a cover to continue her own investigation. Coryn clearly has some unusual blood running in her veins. The most clearly obvious sign is her slender copper-colored eyes, but the small bony protrusions on her head belie that she has tiefling blood in her ancestry. Coryn keeps her head covered under her vestments at all times, so no one is aware of her true nature. She will do almost anything to keep this knowledge from people.

Hooks Coryn needs evidence of the crimes against the church that she believes Unzle Ankhalab committed. She wants to hire the PCs to investigateSample the matter and bring her the proof. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 3 Actor Chernin Chalasstir Chernin Chalasstir, is the youngest son of Taleth Chalasstir, a prominent council member in the city. Although raised with every opportunity and luxury such a position provided, Chernin decided to forgo those trappings and stake his claim in the world of the theater. Much to the dismay of his family, he has actually made quite a career of it, acting in many plays and dramas about town and occasionally traveling with a troupe of performers. His low gruff voice has been in some demand for villains and the like in productions around the city, earning him numerous accolades. Certain aspects of his home life have not been forgotten though, and Chernin can usually be found at one of the finer eating establishments in town, enjoying the best food he can afford. In fact, over the years he has decided that his acting is secondary to his pursuit of a good meal, and now basically takes on any role to pay for his voracious appetite. Although Chernin is involved with various productions and troupes about town, he has become somewhat limited in the roles he has taken as he refuses to work with anyone of elvish descent. He has been seen to visibly shudder and move to another table when anyone with even the slightest hint of elven ancestry enters a room, and several diners where he has eaten have overheard him making derogatory and offensive comments about elves. Chernin is a pleasant and affable man, who always invites anyone who wishes to talk with him to sit and enjoy a meal with him, encouraging them to try a bit of everything he has ordered. He will patiently listen to and answer any questions about the acting scene about town, but can be a bit immodest about his own talents. Any Charisma (Persuasion) check done while talking to Chernin will have advantage if his acting prowess is mentioned.

Locations As most of his performances are at night, Chernin sleeps most days in his small apartment in the theater district. Most evenings he can be found either performing on stage or eating at one of the better eateries in the city, and once a week gets a delivery of new theater outfits from Ophara Brwynella at his small apartment in the theater district.

Connections Chernin is good friends with the clothier Ophara Brwynella, who makes all of his outfits for the stage. Chernin knows the singer Bardryn Runesplitter, having performed with her in several productions over the years. He is not particularly fond of her, finding her abrasive and uncouth, but he respects her talent.

Secrets Chernin once killed a half-elven woman who had made advances on him, and is always frightened someone will find out.

Hooks While the PCs are at a performance, Chernin has killed another elf. The body is discovered backstage, and Chernin is nowhere to Samplebe found. The party is called uponfile to investigate the murder.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 4 Alchemist Shuf Natali Shuf Natali recently set up a small tidy alchemy shop in a nice district of the city, creating various elixirs for discerning clients. Several years ago his wife and children died during a plague that swept through their city. Heartbroken, Shuf decided to leave and move here, trying to start a new life. He is looking to start a new family, as he adores children and wishes to have more. He mistakenly takes any positive interaction from a female as an amorous advance, and will be horribly embarrassed when rebuffed. Normally he is a happy person, but the tragic events of the past led him to drink, and he can get quite morose and despondent when drinking. Slow and quiet of speech, his foreign accent is still quite heavy. Most of his clients are looking for simple things, like perfumes, soaps, and the like. Once in awhile someone asks him to make a potion that may help increase their chances with the object of their affections. He has also helped a few unlucky souls by creating antidotes to some poisons.

Locations During the day Shuf can be found in his shop, puttering around with various equipment, measuring and testing new mixtures. In the evenings he can be found at almost any place alcohol is served. Shuf isn't particular about what he drinks, he just wants to forget his past. At night he retires to his small apartment behind his shop.

Connections Shuf frequently buys live rats from the ratcatcher Grigor Handar, paying a bit extra for each one that makes it to his shop alive. Grigor makes Shuf uncomfortable and he only meets the ratcatcher at a back door to his shop so as not to drive away customers. Shuf has a simmering feud with the apothecary Ling Borivik. Ever since Shuf set up shop in the city, Ling has spoken ill of him, and Shuf is concerned that it has hurt business. Ling's personal appearance, as well as his filthy shop, disturb Shuf, who likes things neat and orderly. He is not sure what to do about Ling and the apothecary's vocal outbursts against him, so he avoids him at all costs.

Secrets Shuf has been experimenting on live rats, attempting to create a preventative for the kind of sickness that destroyed his family. He is deathly afraid of the same thing happening here, so he is going to great lengths to develop a cure. Most of his time is spent researching and experimenting on the rats, but he keeps that portion of his shop closed off from customers. Shuf actually created the plague that swept through his city and killed his family. An accidental mixture of chemicals produced the contagion, and Shuf is determined that he find a cure.

Hooks Several peopleSample in the neighborhood near Shuf's shop have file shown up dead, their corpses bloated, blackened, and almost unrecognizable. The city constable, Yuldra Kethoth, is extremely worried, and requests the PCs help in finding out the cause and stopping it from becoming a full-fledged outbreak.

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 5 Almoner Unzle Ankhalab Unzle Ankhalab is the church almoner, traveling the city collecting the alms and donations that folk give to the church. He is a simple and modest man, and always wears plain vestments so as to make people more willing to give to the church. Unzle's father was a vicious pirate of the open seas, and left behind a legacy of children in almost every port along the coast. Once Unzle was old enough to hear the tales of his exploits from his mother, he vowed to dedicate his life to helping those less fortunate, so as not to follow in his father's nefarious footsteps. Of average height and build and possessing a soft and calming voice, Unzle is a physically unremarkable man. He uses these traits to put people at ease as he petitions them for more donations to the church. Most people in town know him by sight, and although not necessarily glad to see him approaching, they do not hold his job against him. Unzle seems to have access to almost everywhere and everyone in town, and due to his position, has quite a vast knowledge of the finances of almost everyone in town.

Locations During the day Unzle can be found in almost every quarter of the city, collecting alms for the church. Once a week he meets with Fyrdol Bigheart to collect his meager offerings, but mainly just to chat with his friend and relax. At night Unzle rarely leaves the church grounds, relaxing in his room or with the cooks in the kitchen, bandying about good-natured gossip of the townspeople.

Connections Unzle is friends with the fool Fyrdol Bigheart, who he regularly meets with to collect the few coins the entertainer has saved and wants to donate to the church. Unzle works directly under the abbess Coryn Aztellor, and he is afraid of her. She berates him at every opportunity, and insists on accompanying him on his visits to some of the church's wealthier patrons. Unzle believes that the abbess is a hindrance on these visits, as her sharp tongue and strange look can be off-putting.

Secrets Unzle has a birthmark on his back that is in the shape of the holy symbol of the church. He believes this is proof that he is destined for duty and service to the church and its causes, and dreams of one day gaining a more prominent position, although he knows that the abbess would oppose this. Unzle did steal from the church funds several years ago, but he gave the coins to his friend Fyrdol Bigheart to help out a group of refugees who had arrived in town with nothing.

Hooks Unzle has been brought before a church tribunal, charged with stealing temple funds. Friar Chen Shallowbrook wants to hire Samplethe PCs to investigate the matterfile and clear his name.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 6 Apothecary Ling Borivik Ling Borivik is a trusted apothecary in the city. Visitors to his shop are often amazed at how cluttered it is, with vials, scales, and bottles strewn about his work area. Ling's personal appearance rivals his shop for slovenliness, with his stained hands, unruly hair, and fouled apron. Ling seems to be caught napping anytime one enters his tiny shop, and mutters under his breath about customers disrupting his studies, but he eventually hauls his meaty frame up from his chair and takes care of anyone who has the ability to pay. Ling can provide things such as ingredients for minor healing potions for reasonable prices, but is also able to identify or obtain almost any ingredient one may require. As business has declined the last few months due to his rivalry with the local alchemist Shuf Natali, Ling has occasionally procured several ingredients that can be used in the manufacture of various poisons. He is not happy about what this downturn has done to his morals, and trying to reconcile this has made him quite grumpy and short with people. Visitors to Ling's shop may catch a glimpse of a back room past hanging curtain, filled to the brim with stacks of books in various conditions. Ling inherited a veritable library of information about his profession from his father, and considers it his legacy. He does not allow anyone to enter this study, but he will retire there to do research for days on end. Locations During the day Ling can be found in his tiny shop, usually napping in a chair beside a table. Half of the time he has closed and locked his doors and is in his library studying his manuscripts. At night Ling retires to the small apartment he maintains over the shop, where he takes care of his ailing father. Connections Ling is currently in a dispute with Shuf Natali, the alchemist, who moved into the city recently and has been draining business away from him. Ling has tried to explain to people that he practices a real science, not the quackery that is alchemy, but most people just roll their eyes and let him rant. One of Ling's most loyal customers is Thend Havenhome, a town guardsman who visits quite regularly. Thend purchases several doses of feytrance (see Appendix) each time he visits, and gets quite agitated when Ling is holed up in his study. Secrets Before he slipped in his current vegetative state, Ling's father whispered to him of some great secret buried within the myriad tomes of his accumulated library. Ling doesn't know what that secret is, so he spends much of his time scouring through all of the writings, looking for clues to what his father may have been talking about. Hooks Ling may have figured out the secret to his father's library, unearthing a manuscript that details how to create a potion of longevity. The problem is that it requires certain materials that can only be purified and transmuted by an alchemist. Ling refuses to evenSample talk to Shuf Natali, so he has holed himself up file in his library to study further, essentially closing up shop. The guardsman Thend Havenhome nervously contacts the PCs and offers them coin to break into the shop and find out what has happened to Ling.

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 7 Armorer Stor Thistletop Stor Thistletop is a committed craftsman. People have been known to travel leagues to be fitted with one of his pieces of armor, mainly because he never misses a promised deadline. Stor did not grow up in the city, but has stayed here after his family, including his wife, stopped here on a pilgrimage they were making to a holy site many miles away. One morning he woke to find that they had all gone on ahead without him, so he stayed and awaited their return. Decades later he still waits for them, and refuses to leave his shop or apartment for any reason, fearing he will miss their return. He can always be found in his shop, toiling away at yet another commission under the huge brightly colored sign of his name hanging above. In fact, few people have ever seen him leave his shop or the simple apartment that perches just above it. When one does encounter Stor hard at work, they are met with a filthy, unkempt, haggard shell of a man, muttering to himself as his wild mane of hair flies about behind him. Visitors quickly discover a foul and unusually macabre voice behind the ragged beard, telling anyone who requests a piece of custom armor that they aren't worth his time, as he describes their likely deaths in the most gruesome of terms. Of course, he will have already started on the work, as schedules are promises, and he always keeps his promises.

Locations During the day Stor can always be found in his shop. At night he is in the simple apartment he keeps above the shop.

Connections Stor is a longtime friend of the friar Chen Shallowbrook, who regularly checks in on him. Stor is always hopeful for news of his family, but the friar has always come empty handed.

Secrets Stor's family was born into , and escaped with the help of the mercenary Dyernina Commor, who delivered his people from bondage and then left for far off lands. Stor's family was making a pilgrimage to visit a town rumored to have been saved by the great hero from demonic forces. Stor never speaks of his past, but any mention of slavery or even the presence of servants will send him into a rage, quickly encouraging the offender to leave the premises with a string of obscenities and curse that would make the most hardened sailor blush. He will then be in a funk for several days and will be impossible to talk to, reason with, or have a commission started.

Hooks Stor has stopped taking on new work, and even stiffed a customer when he didn't finish a piece for him. Word had gotten around, and now a client is willing to pay the PCs to investigate and see what is going on at the closed up shop. In truth the mercenary Dyernina Commor has actually shown up at Stor's shop and requested Stor's work on her breastplate, so Stor has shut everything up to focus on this incredibly important task. Dyernina Samplewill not be pleased if Stor is interruptedfile in his work.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 8 Beggar Lammer Mardeth Lammer Mardeth is a beggar living on the streets of the city. He can be found on almost any corner, dressed in filthy rags, his genuine smile and good nature overriding his unwashed pitiful appearance. Even the most hard-hearted of passersby tend to drop a few coins in the soiled leather cup he holds out in his gnarled hands. Lammer is a simple fellow, although not stupid by any means. Many believe he is slow, but he is thoughtful and chooses his words carefully. He takes great pride in never speaking ill of anyone, and seems to have a genuinely positive outlook on life. In addition to his thoughtful considerate speech, Lammer has a distinct accent, having been born quite some distance away, so he carefully chooses his words and tries to swallow his foreign accent. He believes this puts people more at ease and allows him to foster their sympathies. Living on the streets, Lammer sees almost everything that happens in town. Since most people never pay much attention to beggars, he is privy to information that even the most connected criminal elements would have trouble tracking down.

Locations During the day Lammer is on the streets, begging for a few measly coins to buy a rat or two for dinner. He alternates between the seedier parts of town, and the higher end sections, but is always wary of the town guard, especially Thend Havenhome, when he is plying his trade in the wealthier neighborhoods.

Connections Lammer is friends with ratcatcher Grigor Handar, from whom he buys rats to cook over their communal fire most nights. They enjoy each others company, bedding down in a safe alley or under a bridge. Lammer is afraid of the guardsman Thend Havenhome, who seems to have some sort of vendetta against him, although Lammer has no idea what offense he may have caused. He has forgotten that he taunted Thend's elven ancestry a few years ago in an out-of-character, mean-spirited jeer.

Secrets Lammer found a strange amulet one day while rooting around in a refuse pile in a seedy part of town, and keeps it on a frayed leather thong around his neck at all times. This beggar's coin (see Appendix) brings him just enough income to survive on the streets. Without it he would probably starve.

Hooks Lammer lost his beggar's coin, and is frantic to recover it. Without telling the PCs the details of the magic item, he tries to enlist their help in recovering it. He suspects the guardsman Thend Havenhome stole it from him, as he has been acting very oddly of late. Unknown to Lammer, his friend Grigor Handar, the ratcatcher, stole the amulet while suffering the effects of his lycanthropy,Sample and hasn't been seen in days. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 9 Blacksmith Luisa Pavel Luisa Pavel is one of many blacksmiths in the city. She has long braided hair, and wears odd clothes, quite often in clashing colors. Citizens across the city can spot her from quite a distance. Luisa inherited her shop from her father, who had wanted his son to take over, but Orbold Pavel disgraced the family name and has not been seen in the city for many years. Luisa felt obligated to take over the family business and try and remove the stain of Orbold's crimes and honor her fathers hard work. Luisa can be quite blunt, and seeing as she has a good eye for horses, can be quite unforgiving towards people who she feels have abused or ridden their mounts too hard. Many customers have decided to take their business elsewhere, and her business has begun to suffer.

Locations Luisa is in her shop working during the day. At night she can be found in a local alehouse complaining about the downturn in business.

Connections Luisa is friends with the saddler Agosto Zammer. She also has an antagonistic relationship with the abbess Coryn Aztellor, who has been pressuring Luisa to make larger repayments.

Secrets Her brother Orbold was suspected of stealing funds from the local church, and fled the city before his trial. Luisa has been making repayments to the church for years without her parents' knowledge.

Hooks Orbold has returned, and Luisa asks the PCs for help in clearing his name, as they both claim he is innocent.

Sample file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 10 Cartwright Fael Shadowglint Fael Shadowglint is one of the best cartwrights in the region. Many potential customers to her shop have been surprised to see her working on the carts and wagons herself, kneeling in the dirt when necessary and getting her long slender hands grimy alongside her helpers. Once they see the quality work she does for them, they leave more than happy, although somewhat perplexed by her lewd language, not usually heard from an elf. Fael is a meticulous businesswoman, and keeps detailed records of every transaction in a hefty ledger she keeps under lock and key in her shop. When a customer reconciles with her, they will see her drag out this musty leather bound tome, appearing to weigh many pounds, and will have to wait while she records every fact about the transaction. Although Fael is considered an excellent cartwright, she has been known to favor her elvish customers, rare as they are, and push other business to the side when that opportunity arises. Due to her skill and expertise, anyone having a cart, wagon, or other conveyance repaired at Fael's shop can expect the work done in half the time any other shop could do it, but it will cost 25% more than usual. Elvish customers quietly receive a discount, making the price standard.

Locations Fael can be found most days in her shop, working with her crew. In the evenings she enjoys catching a performance of either Chernin Chalasstir or Bardryn Runesplitter, both of which she follows religiously wherever they are performing in the city,

Connections Fael has secretly admired Agosto Zammer, the saddler, from afar for many years. She is fascinated by the half-elf's ease with which he navigates between elvish and human society, and thinks she may secretly be in love with him, but has not acted on those feelings in any way. Although she has many cordial business dealings with him, she is very nervous around him, and her facial tic is even more prominent in these situations.

Secrets Fael was abandoned in a local orphanage when she was an infant, and never had the chance to grow up around many other elves. She is extremely deferential to other elves, and gets a small facial tic at the left corner of her mouth when she speaks with anyone of elvish descent. She has spent her life fitting in with humans, but has always been a bit embarrassed by her lack of knowledge about her elvish ancestry.

Hooks Fael's transaction book has been stolen, and she wants to hire the PCs to find and recover it. The records she keeps could be quite valuable in the wrong hands. Since almost every merchant with a wagon or cart in town uses her services, the comings and goings of industry are in her tome, and someone with a criminal bent could use thatSample information for their own gain. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 11 Catchpole Amafrey Lathluryl Amafrey Lathluryl is the city catchpole. A former town guard, he is now hired by the local authorities to track down, detain, and bring in local criminals for their punishment. Many of those he is tasked with arresting owe local taxes. Amafrey is a vicious sort, with a mean streak that rears its head when he is hunting down a criminal, no matter how minor the offense. When he is engaged in conversation, he is constantly playing with a large sharp dagger he carries with him, which he uses along with his large physique to intimidate people. His mancatcher is always strapped to his back, ready for use. He can be very cruel, showing no mercy to those he arrests, and seems to take delight in handling them a bit harshly before turning them over to the authorities. He enjoys his line of work enough to hire himself out on the side for odd enforcing jobs, delighting in roughing up his targets as needed.

Locations Amafrey can be found anywhere in the city, but tends to focus his efforts in the poorer parts of town. Day or night, he can be found hunting his prey, or working an odd "job".

Connections Amafrey has been hired by the singer Bardryn Runesplitter to rough up a few up and coming competitors. He admires her ruthlessness. Amafrey also works closely with the local constable Yuldra Kethoth, who tasks him with most of his regular work.

Secrets Amafrey was once a very nice young man who wanted nothing more than to work the city watch and protect the citizens from Hooks harm. A few months into this job he was assigned to work with Yuldra Kethoth, the local constable, is concerned that too the formerSample city catchpole to apprehend a tax evader. Amafrey many citizens being brought in forfile justice by Amafrey are being admired his mentor's mancatcher, and tried to use it himself. mistreated. One poor citizen who owed a few silver died soon Not realizing it was an actual sentient weapon, Amafrey is now after appearing before the bailiff, presumably from the beating controlled by the mancatcher Ferizel (see Appendix), and has Amafrey administered. Now Yuldra wants to hire the PCs to find turned into a vicious brute who delights in tormenting others. Amafrey and bring him in to face justice. About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 12 Clothier Ophara Brwynella Ophara Brwynella is a clothier in town, sewing everything from simple garments for townsfolk to elaborate costumes for some of her theater friends. She is a night owl, sleeping half the day and doing most her work at night. Other people out at night can usually see her delivering some mended clothes or other outfits she has worked on, walking with a hunched back and staring at the ground. She rarely makes eye contact, and when she does one can see the dark circles around her eyes, deep set in her drawn face, disheveled hair poking out in multiple directions. Ophara is an excellent seamstress, and can make almost any item of clothing for someone.

Locations During the day Ophara is asleep in her simple apartment in the lower end of town. At night she can be found on the streets anywhere in town delivering her goods to a customer. About once a week she can be found in the evening delivering a costume to the actor Chernin Chalasstir at some eatery in town.

Connections Ophara is good friends with the actor Chernin Chalasstir, making all of his outfits for the stage. He seems to be the only person with whom she willingly strikes up a conversation. Ophara has hired the linkboy Lathsyr Albron on occasion to accompany her on her travels throughout the city at night.

Secrets Ophara's parents were adherents to a strange cult, worshiping some sort of snake god and holding elaborate and secretive rituals in abandoned caverns below the city. Although Ophara was never a part of these crazed rites and has tried to distance herself from her parents, she harbors a deep fear and shame that someone will find out about her parents and ostracize or even kill her. Ophara's mother has pressured her to sew some elaborate robes for the cult members recently.

Hooks Several children have gone missing in recent weeks, and the authorities suspect some sort of cult may be behind the disappearances. The PCs are asked to help with the investigation, and several clues (child abducted at a theater performance, cultists seen at night near her home, portion of a well-made robe torn off near a crime scene, etc) lead to Ophara. She may be able to provide some information on the cult and its whereabouts. Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 13 Constable Yuldra Kethoth Yuldra Kethoth is the local constable. Slight of build with extremely long brown hair in multiple buns, he commands people's attention and trust, and has retained his position for quite a number of years. He makes it a point to walk the streets himself, personally meeting with shop owners and merchants frequently. He always projects an aura of calm aptitude, and as such, most townspeople trust him. His calm measured voice and amiable conversation have endeared him to most in the city. In such conversation, Yuldra can be brutally honest, whether it be the state of criminal activity in town or his opinion of a local ale. Yuldra is a font of information about everything going on in town. Any check that uses information he has provided is rolled with advantage.

Locations During the day Yuldra can be found making the rounds of various shops and merchant stalls. Most evenings he pretends to be doing paperwork at his desk in the magistrate's office, but in reality he is constantly checking on his pilfered goods. At night he sleeps in a small flat above the local jail, but can be roused at a moment's notice if the need arises.

Connections Yuldra knows Amafrey Lathurl, the catchpole, very well. He also knows almost everyone in town, and makes it a point to know when visitors arrive and what their business might be.

Secrets Yuldra is a kleptomaniac. He can't resist pilfering small, and Hooks usuallySample useless, junk and trinkets everywhere he goes. As he A local shop owner approaches filethe PCs with a delicate makes it a point to visit as many shops and merchant stalls in town proposition. Over the last few weeks a number of trinkets and every week, he has amassed quite a collection of items, which he other small items have gone missing from her store. She suspects keeps in a locked storeroom at the back of the local magistrate's the constable, but doesn't think anyone in town will believe her, office. He is ashamed at this behavior, but can't seem to stop. Perhaps the PCs can help sort this out? About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 14 Fence Khemed Thostigar Khemed Thostigar is a fence in town, able and willing to buy or sell almost any item for a price. Silver, frizzy hair awkwardly hangs over his face, with eyes set deeply within their sockets. Khemed keeps a low profile around the city, and most of the citizens think he is a merchant of some sort. Working from a dark back room of the Clever Boar inn run by Kantivel Chabb, Khemed insists on any meeting with potential sellers to be conducted in this out of the way spot. Only one customer can meet with him at any time, a rule he enforces with the help of his mute bodyguard Moak, a half-orc veteran who stands outside the room at all times. Khemed drives a hard bargain, insisting on 25% of the proceeds for the transaction, but he is able to procure or sell almost any reasonable item, and can convince buyers to pay 125% of the standard cost. Discreet to a fault, Khemed does not want to know customers names, and will shut down a deal if names are used. He prefers to make up names for his clients on the spot, usually referencing some physical attribute of theirs, such as "Mr. Big Nose". Khemed seems to have a keen eye for the value of an item, especially those with magical properties. Observant sellers may notice with a successful DC 25 Wisdom (Perception) check that Khemed rubs his hands together almost gleefully when a magic item is offered for sale, and that his hands almost seem to glow with a faint green light.

Locations During the day and most evenings, Khemed can be found in his back room meeting place at the Clever Boar inn. He spends his nights in a lavishly appointed room on the upper floor of the inn.

Connections Khemed has a working arrangement with Kantivel Chabb, the innkeeper of the Clever Boar. He pays 5% of his profits to Chabb for the use of a small private room at the inn, where he conducts all of his business. Khemed has hired the solicitor Aduin Hamar on occasion, keeping him out of jail. Although Khemed is not fond of the attorney, he respects him.

Secrets Khemed uses a magical device to determine the value of almost any item. He has a sussing stone (see Appendix) embedded in his left hand, which allows him to discover facts about a magic item that might not be readily apparent, as well as provide accurate appraisals of almost any non-magical item.

Hooks Khemed has gone missing, and his bodyguard Moak approaches the PCs to help find him. The mute half-orc is quite upset and almost in tears, but will become frantic if the innkeeper Khantivel Chabb is mentioned. Moak suspects Chabb of kidnapping his employer , but will not reveal it may have been an attempt to acquire theSample sussing stone. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 15 Fool Fyrdol Bigheart Fyrdol Bigheart makes his living playing the fool about town. He juggles, tells bawdy jokes, somersaults into pratfalls, and the like, all while convincing the crowd to toss him a few coins. As a child, Fyrdol came to the city with his parents, fleeing a war in their distant homeland. Having nothing but the clothes on their backs, the family was supported by a local church as refugees until they could get on their feet. Amidst the turmoil and upheaval to his family, Fyrdol always found that he could make people laugh. It seemed a gift, and eventually he started performing in the numerous alleys, courtyards, and corners around the city, picking up the few coins he could convince people to part with every day. This hand-to-mouth existence has worn on him, and Fyrdol has turned to excessive drink, although he takes care to keep himself presentable while performing. A kind man, he has a soft spot for children. Fyrdol barely makes enough to survive, his money going to drink, the church, and street urchins, in that order. Fyrdol can be found almost anywhere in the city, as his performances take him anywhere a crowd might gather. He is an excellent source of street knowledge. Any Intelligence (Investigation) check that includes his knowledge of the city is rolled with advantage.

Locations During the day Fyrdol can be found performing on almost any street corner in town. At night he is either drinking his sorrows away in one of the seedier drinking establishments, or passed out drunk in an alley.

Connections Fyrdol keeps an eye out for the linkboy Lathsyr Albron, warning him of criminal activity in an area and when to steer clear. Fyrdol also shares his meager coppers with the lad when times are tough. Fyrdol is also quite friendly with the almoner Unzle Ankhalab, whom he visits with regularly to hand over his coppers to help the less fortunate.

Secrets Fyrdol's family were not strictly refugees. His mother Umara was involved in a local resistance group that attempted to assassinate the king, and the family had to flee before being discovered.

Hooks While any PCs are at a local church or temple, a panicked Fyrdol rushes in seeking asylum. The local have been tasked with rounding up all halflings for questioning in the assassination attempt. Fyrdol begs for help from both the church officials and Samplethe PCs. file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 16 Friar Chen Shallowbrook Chen Shallowbrook is a friar at the local church. His father was a skilled stonemason who helped build portions of the grounds, and the family has lived there ever since. A good-natured individual, most people in town are happy to see him. He always has a funny joke or slightly ribald tale to tell, and everyone in town overlooks his peculiar habit of wringing his hands together when he gets excited. Always dressed in the simple brown robe of an , Friar Chen has resisted the efforts of the abbess to dress more regally, insisting that his devotion to the church and simple lifestyle are what matters. With his knowledge of the church and minor divine abilities, Friar Chen is more than willing to help anyone in need with whatever aid he can muster, such as administering a blessing or healing an injury.

Locations During the day Friar Chen can be found either administering aid to people in the poorer parts of town or helping out with any physical task around the grounds. In the evenings he prefers the company of the common laborers who work at the church, and also spends time caring for his elderly parents, who he shares a simple apartment with on church grounds.

Connections Friar Chen meets with Stor Thistletop weekly, but the armorer never has any news about Chen's family. These meetings have led to a deep friendship, and although Friar Chen never has the news Stor is looking for, he keeps going back to enjoy the company and check on his friend. Friar Chen works under the abbess Coryn Aztellor. He does not like her, feeling that she is stiff and uncaring, and does not hold the same values towards helping the less fortunate that he does. Chen also is quite upset with her constant belittling and berating of other church workers, especially the almoner Unzle Ankhalab.

Secrets Friar Chen knows that the abbess Coryn Aztellor has tiefling blood in her background, and wants nothing more than to remove her from office. He does not want the position for himself, but is certain that her infernal heritage will bring doom to the church. He goes out of his way to spread rumors of her around town, trying to undermine her authority. Most people think he is just jealous of the abbess, or frustrated with her approach to the church's mission.

Hooks Friar Chen is suspicious of the abbess Coryn Aztellor. He wants to hire the PCs to look into her background, as he is convinced that she has what he calls "impure blood" and will bring ruin down uponSample the church. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 17 Guardsman Thend Havenhome Thend Havenhome is part of the city watch. Tall and slender, he wears his dark curly hair cropped short on the sides, but he takes no special effort to hide his elven features. Thend was raised by his human mother, never knowing his elven father or ancestry other than what she told him. The stories she told involved an elven prince who defied his family for love, and always seemed to change a bit whenever he asked questions. His duties in the town guard take him all over the city, but mainly relegated to breaking up bar fights and hauling miscreants and beggars before the local magistrate. Thend likes the law and order aspect of his job, but has aspirations to move up higher in the ranks. He feels that the current town guard is soft and allows the criminal element too much leniency, and will grumpily tell his concerns to anyone who will listen. Due to his job and the fact that he travels almost everywhere in the city, Thend has a fairly broad knowledge of the criminal activities in the area, and can be a good resource for information or contacts.

Locations During the day Thend can be found almost anywhere in the city, keeping order and arresting people for minor offenses. Every other night or so, Thend wanders the streets in a sleepwalking stupor, not knowing where he is going or where he has been. If he is woken during these episodes, he has no idea how he got there. If allowed to roam, he eventually makes his way back to his small flat and collapses into a deep sleep for an hour or so before dawn.

Connections Several times a week Thend visits the apothecary shop of Ling Borivik, purchasing several doses of feytrance (see Appendix). He gets quite agitated when Ling has closed up shop unannounced. Thend has taken it as a personal vendetta to bring the beggar Lammer Mardeth to justice for a crime. Any crime. Although the beggar has not actually committed an offense, he once taunted Thend about his elven heritage, and now the guard seems to have made it his life's mission to track down and arrest Lammer.

Secrets Thend is suffering from an uncommon malady that some half- elves have been known to develop as they reach maturity, known as Crescent's Curse. Those half-elves afflicted are caught between two worlds, not being able to sleep at night, but also not being able to enter the meditative trance that full elves can attain. The substance feytrance (see Appendix) allows the afflicted to enter the elven meditative trance, but is highly addictive. Thend can't go more than a few days without a dose, and will do almost anything to get more of the drug. Without it he will quickly deteriorate mentally, and begin suffering levels of exhaustion, leading to death.

Hooks The apothecary Ling Borivik has closed shop, and Thend has Samplenot been able to get a dose of feytrancefile in several days. He has become fixated even more on bringing Lammer Mardeth in for perceived crimes, and the beggar asks for the PCs assistance.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 18 Innkeeper Kantivel Chabb Kantivel Chabb is the innkeeper running the Clever Boar. A rough sort, he was a former guard for hire who was injured years ago when a merchant he was hired to protect was waylaid by several highwaymen. Kantivel saved the merchant's life and used the reward he was given to open up the inn, but still walks with a pronounced limp from the injuries he suffered. Kantivel has a lean, almost feral look to him, enhanced by a large scar on the side of his face. He loves to tell stories of his fighting exploits, but only to people who aren't the fighting sort. When he is not telling tales to unsuspecting visitors or berating the staff for perceived laziness, he sits on the front porch and nurses his aching leg or challenges a guest to a game of darts in the great room. The Clever Boar is a decent enough inn, providing a great room on the main floor with large long tables for communal eating, as well as several rooms upstairs for overnight guests. Prices are kept fairly low, and observant guests may notice an irregular stream of guests to one of the rooms at the far end of the upstairs hall. Kantivel encounters quite a few travelers passing through his inn, and can be a good source of information about who is coming and going in the city.

Locations During the day Kantivel can be found somewhere around the inn, either hanging out on the front porch or limping around cursing his employees. At night he retires to his room at the back of the ground floor.

Connections Kantivel has a working arrangement with the fence Khemed Thostigar to use a private back room for his business dealings. Khemed pays him 5% of his profits for the use of the room. Kantivel feels the arrangement is more than beneficial, as he gets the security of Khemed's bodyguard Moak, and associates of potential clients of the fence have to wait in the great room and can be persuaded to spend coin on food and drink. Kantivel is friends with the prostitute Indara Arton, who rents a room quite frequently to entertain her clients. Over the years they have struck up a friendship, and she seems to be the only person who he neither berates nor bothers with his fanciful boasts.

Secrets Most of Kantivel's stories of his fighting exploits are made up. In fact, the only action Kantivel ever saw was during some ill-fated caravan duty years ago. He tells tall tales of his fighting prowess to intimidate people, as it makes him feel better about himself. The scar he carries is actually from a fall he took when he was a child.

Hooks A "guest" of Indara's has been found murdered in her room. Kantivel is concerned that this will hurt business if word gets out. He will pay the PCs well to hide the body and cover up the crime. He alsoSample insists that Khemed not become aware of the file situation, as he is afraid the fence will take this opportunity to end their arrangement. What Kantivel doesn't know is that Khemed's bodyguard Moak is the culprit.

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 19 Linkboy Lathsyr Albron Lathsyr Albron is an orphan, living a hand-to-mouth existence until he found he could make money escorting people about the city at night, leading the way with a bright lantern or torch. A meek lad, he quietly goes about his business each night, knowing to keep his mouth shut when some of his clients may be on sensitive business. Lathsyr is a great source of information about the comings and goings of people in the city.

Locations During the day Lathsyr can often be found in the company of Fyrdol Bigheart, watching the fool busk on various corners throughout the city. At night Lathsyr can be found almost anywhere in the city, lighting the way for a customer. Many of his clients come from the wealthier parts of town, but end their journey on the seedier side.

Connections Lathsyr is friends with the fool Fyrdol Bigheart, who warns Dyernina Commor him of criminal activity in the area. Fyrdol also gives him a few Hooks coppers a week to buy food. The local thieve's guild is trying to recruit Lathsyr into their ranks. Lathsyr has frequently accompanied the solicitor Aduin Hama They are willing to pay him more than the few coppers he gets about town on his business, lighting the way as Aduin travels from his clients if he will lead them down some dark alleys, where to meet various clients at night. Lathsyr really doesn't care that they can be roughed up for their valuables. Lathsyr nervously Aduin is dragonborn, even though the barrister keeps his face contacts the PCs to help him out of this offer he can't refuse. hidden most of the time and travels only at night. Lathsyr likes the parental advice the large man spouts, and enjoys his company.

Secrets Unknown to Lathsyr, his mother saved the solicitor Aduin Hama from an angry mob looking to lynch a criminal that Aduin has just defended. She died in the incident, and Aduin vowed to look after the boy the best he could.

Sample file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 20 Mercenary Dyernina Commor Dyernina Commor is a mercenary for hire. Of striking size, she towers over most humans by at least half a foot, her black hair falling about her broad shoulders framing a face that seems to have a perpetual scowl positioned on it. Nina, as she is mainly known, has created quite a name for herself in the region, with exploits such as freeing a clan of halflings from slavery and protecting an entire village from a powerful demon. She is instantly recognizable to everyone in town, and many speak in hushed reverent tones about her. Nina can be hired for the right price, but she prefers to take on jobs that involve an underdog. She has built a reputation on helping the weak and downtrodden, and makes sure that her image won't be tarnished by any criminal activity. As most townsfolk are either in awe or afraid of her, not many have truly talked to her. If anyone does engage her in conversation, they discover that she is blunt, short, and curt in her responses. She rarely has anything nice to say about anything or anyone, and seems to blame her current lack of coin on "little people trying to solve big problems".

Locations Nina can be found during the day at an alehouse or taproom, back against a wall and watching the door, drinking copious amounts of whatever is on tap and cheap. She will entertain any potential customers with a scowl and a grunt, shoving a vacant chair in their direction and ordering them to sit. If possible, she will get the supplicant to pay for more drinks. In the evenings she can be found wasting her coin at a nearby gambling house, and at night she frequents the nearest flophouse.

Connections Nina knows the family of the armorer Stor Thistletop quite well, and is in town to meet him and requisition some armor from him. Other than that connection, she would rather be anywhere else than here, but she needs work. Nina has been hired to track down the sailor Jun Arton.

Secrets Dyernina Commor is no hero. Although she truly did rescue a clan of halflings from slavery and protect a village from a demon, all of her exploits were by happenstance. She had actually been captured by the slavers as well, but some of the guards got food poisoning, allowing her to escape and take the halflings with her. The village really was being attacked by a demon, but in a drunken stupor she fled in the night and ran into the necromancer controlling the demon in the dark, who hit his head on a rock and died. She knows she is a fraud, and is actually a good combatant, but doesn't know how to get out of the mythology that has surrounded her "exploits".

Hooks Dyernina has been hired to track down and bring back the sailor Jun Arton, who has jumped ship. Now the mercenary herself hasn't been seen in a few days, and the pirate captain who hired If the PCs decide to take on the job of finding the sailor Jun Arton her is even Samplemore angry. The captain's first mate contacts the PCs themselves, Dyernina may find out, andfile be extremely upset, to find Dyernina and get her back on the job. potentially making a long-term enemy othe mercenary.

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 21 Prostitute Indara Arton Indara Arton is a prostitute working in the city, renting a room at the Clever Boar inn to host clients. Young but no longer naive, the life of a prostitute has hardened her. Indara has always had a tough life, with her mother shunning her from birth and being raised by a sister little older than her. Now forced to work the streets and back alleys for the small coin she can save, Indara dreams of a better life, but fears her lot in life is set. Although pleasant and gentle with her clients, Indara wags a mean tongue when not working. She can hold her own with the most foul-tempered sailor, and takes no grief from even the roughest customers. Indara is a good source of information concerning the indiscretions of people around the city, especially the nobility and higher government officials, many of whom come calling on her quite regularly.

Locations During the day Indara is usually asleep in her rented room, rising well into midday. When her sister Jun Arton is in port, she can be found having a meal with her at a local eatery. In the evenings Indara is entertaining clients in her rented room at the Clever Boar inn.

Connections Indara rents a room to entertain clients from the innkeeper Kantivel Chabb. Over the years they have struck up a friendship, and she seems to be the only person who he neither berates nor bothers with his fanciful boasts. Indara is the sister of Jun Arton, a sailor that frequently calls the city home. They don't see each other often, but are close when she is in port. One of her most frequent clients is the saddler Agosto Zammer.

Secrets Indara has a birthmark on her lower back that resembles a sigil of a long dead orc warlord who tormented her homeland. Her mother basically shunned her from birth, believing this mark would bring down a calamity upon their lives. Indara's sister Jun essentially raised her.

Hooks Moak, bodyguard for the fence Khemed Thostigar, once accidentally saw Indara changing, and spotted her birthmark. He believes it is a symbol of his people's long-lost ruler, and that Indara is the physical manifestation of that great leader in this age. Moak has started keeping an eye on Indara, and last night heard one of her clients getting violent. Moak intervened, and now Indara wants to hire the PCs to dispose of the body and cover up the crime. She doesn't want Kantivel Chabb to know, and Moak insists that the PCs show proper reverence for his Sampleclan's new leader. file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 22 Ratcatcher Grigor Handar Grigor Handar, the local ratcatcher, goes about his business in town with the glee of a simpleton. Grigor seems to have no real purpose in life other than catching rats, which he sells either to the less fortunate in the slums for food, or live to the local alchemist Shuf Natali. Grigor doesn't understand why Shuf would want live rats when they make such good eats after a quick roasting. Shuffling about town in his filthy, torn clothes, most people avoid Grigor. With his pock-marked face and slight limp, most overlook him as just a necessity in the city. They never get to experience his joy with the simple things in life, like a good story around a fire, or the excitement of catching another rat. Grigor knows every back alley and shortcut in the city, and can act as a guide if he is paid a few coppers. One would have to put up with the foul odor coming from him and the incessant chatter about everything rats (their mating habits, what they eat, where they hide, best places to catch them, etc.), but this knowledge may be useful if one was trying to move about unnoticed. Secrets Locations Grigor was not always a simpleton, although he has always been During the day Grigor can be found almost anywhere in the city. focused on rats. As a young man, he came to believe a disturbing In fact, one would have to ask around to actually find him, as he dream he had one night that he would fulfill some great prophecy, travels quite extensively, always on the hunt. needing only to be bitten by a rat, and that would change him into At night Grigor beds down under a bridge or in a safe alley, a leader of rodents. Heading into the sewers beneath the city, it usually with a few other persons on the lowest rung of the social was no great accomplishment to be bitten by a rat, but Grigor did not change into a rat or anything like it. Disease quickly spread ladder, such as the beggar Lammer Mardeth. throughout his body and affected his mind, and now he goes Connections about his days in blissful ignorance of his previous life,

Grigor is friends with the beggar Lammer Mardeth, and Hooks frequently beds down with him at night for protection. Grigor has gone missing, and the beggar Lammer Mardeth is Grigor sells live rats he catches to the alchemist Shuf Natali. worried. He can't pay the PCs, but he insists that something bad Grigor doesn't understand why the alchemist wants live rats and has happened to Grigor. In reality, the lycanthropy that Grigor pays him 5 copper for each one, but he doesn't complain, just contracted years ago has finally taken hold, and his prophetic wonders out loud at times. dreams may actually be coming true.

Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 23 Saddler Agosto Zammer Agosto Zammer is widely hailed as the best saddler in the region. Raised to be comfortable in both elvish and human societies, he seems at ease navigating his way between both worlds, equally at home flirting with human men and women at a tavern as attending an elven ceremony outside the city. Even though he is renowned for his craft, what most people notice is his incredible physical perfection and undeniable charm. With his long straight golden hair and finely chiseled, almost androgynous looks, members of both genders and races find him equally attractive, and he seems quite aware of the effect he has on people. Agosto can come across as quite arrogant, and has trouble remembering the names of people he has just met. Although he has become somewhat famous for the fine work he exhibits in his saddles and tack, in reality he does very little of the actual work, delegating it to his small staff of artisans. Agosto seems more intent on chatting up customers than doing the actual work, but goes to great lengths to keep people from knowing this. The quality of work that his shop produces is no exaggeration. Any saddle or harness that comes from his shop costs 50% more than usual, but also provides advantage on any check to remain mounted, not just for military saddles. They have also been known to produce exotic saddles as requested.

Locations During the day Agosto can be found in his saddlery, overseeing the custom commissions he has brought in, or more frequently he can be found flirting at the shop of either Fael Shadowglint the cartwright or Luisa Pavel the blacksmith. In the evenings he can be found at either a social event where he can be noticed, or at one of the finest local drinking establishments, flirting with someone. He is also a frequent client of the prostitute Indara Arton at the Clever Boar Inn.

Connections Agosto is friends with both the cartwright Fael Shadowglint and the blacksmith Luisa Pavel. He constantly flirts with both of them, to the annoyance of Luisa and the embarrassment of Fael. He is quietly working out how he can take over either or both of their businesses, whether through trickery or marriage. Agosto has also frequented the services of the prostitute Indara Arton on many occasions, and has come to like her quite a bit.

Secrets Agosto has always claimed that he got his good looks from his father. That may be true, but it was not genetics. Agosto's human father died when Agosto was very young, and his mother passed on the relic that ensured he would have an easy time navigating society, just as his father had done. Agosto always wears an ring of charisma (see Appendix) on his left hand.

Hooks Someone has stolen Agosto's ring of charisma, and he quietly approaches the group to get it back for him. Keeping his now ugly Sample(in his mind) face from them, andfile meeting only in the seediest places in the dead of night, Agosto offers a hefty sum for the retrieval of this family relic and secrecy afterwards. He suspects whoever took it is now reaping the benefits of such powerful magic, and Agosto is getting weaker by the hour. About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 24 Sailor Jun Arton Jun Arton is a sailor who calls the city home port when she is not at sea. Seeing her mother basically abandon her sister for a supposed curse at a young age, Jun took over the responsibilities of raising her younger sister Indara. This experience toughened her to the outside world, and she has developed a cynical view of life and its hardships. Jun lives a hard life at sea, sailing on many merchant vessels up and down the coast. She has developed a thick skin amongst the rough and tumble sailors she calls friends, and enjoys their camaraderie while in port. Jun is convinced that she can eventually save enough money to pay for her and her sister Indara to leave the city and start a new life somewhere else, somewhere far enough away where their pasts won't be held over them. She talks constantly about her next payout, believing that just one more voyage will put her on easy street. As such, she has hopped from ship to ship, always looking for better pay. This has given her a reputation as a "hummingbird", one who flits from ship to ship with no loyalties, and speaks ill of past captains, and has hindered her sailing career. She despises the fact the Indara has turned to a life of prostitution, but tries to hold her tongue about it.

Locations During the day Jun can be found working on the docks, making a few extra coin as a stevedore when in port. In the evenings she carouses in various seedy taverns and alehouses in the wharf district, and usually stumbles off to a flophouse to sleep it off.

Connections Jun is the sister of the prostitute Indara Arton. Although Jun is often away at sea, when she is in port they get together for evening meals. Jun has sworn to kill the innkeeper Kantivel Chabb, who she believes is keeping her sister in servitude as a prostitute. This is one of the few things that the sisters fight about, as Indara insists that she is independent and that Kantivel is a friend who has never done her harm.

Secrets On her last voyage to sea, Jun sailed on the merchant vessel the Whispering Wind. Caught off the coast just before making it to port to sell their wares, the ship was set upon by privateers, who quickly overtook the weakly defended merchant ship. Forced to either walk the plank or join the pirate crew, Jun chose the dangerous life of a pirate. Since then she has done her fair share of evil deeds, robbing and killing as needed to stay alive. Now that she is back in port, she is hoping no one finds out about her recent past.

Hooks The captain of the pirate ship Jun sailed with believes she has jumped ship having now returned home, and he wants her returned toSample the crew. He has hired the mercenary Dyernina file Commor to bring her back at all costs. Jun approaches the party asking for help in dealing with this, as she refuses to return to the life of a pirate.

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 25 Singer Bardryn Runesplitter Bardryn Runesplitter was raised from an early age amongst human children, her parents doing everything in their power to help her fit in. Finding her beautiful singing voice at the young age (for dwarves) of 30, Bardryn has been a fixture in the alehouses and on the stages of the city for several decades now. At one point in her career she married her manager and had three children, but that marriage seemed doomed to failure from the start, and Bardryn is now raising her children on her own. If asked about this part of her life, she only mentions that it was long ago and that no one cares anymore. Bardryn is a friendly sort, but even the most cursory introduction to her shows that she is fastidious to the extreme, constantly checking and maintaining her appearance, from makeup to clothing. Her fellow performers are mildly afraid of her, with whispers of rivals turning up hurt just before important performances.

Locations During the day Bardryn can be found in the performer's area of the local theater, preparing for a show. At night she can be found either in her small neat home near the theater district, or performing at one of the better known establishments in town, either a theater or finer eatery.

Connections Bardryn has hired the catchpole Amafrey Lathluryl on several occasions to do a little side work, roughing up her singing competition. Bardryn knows the actor Chernin Chelasstir, having performed with him in several productions. She is not especially fond of him, as she finds him pompous and arrogant.

Secrets Bardryn is ruthless in her desire to both fit into human society and to keep her status as the most sought after singer in the city. Several times she has paid someone to manhandle a rival performer so that opening night would be hers alone.

Hooks The manager of an up and coming singer attempts to hire the PCs to protect his client before an upcoming singing engagement. He is concerned about the rumors he has heard about Bardryn's ruthlessness. Sample file

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 26 Solicitor Aduin Hama Aduin Hama is a half-dragonborn solicitor in the city, mainly defending clients with a decidedly more criminal bent. He always keeps his face hidden from view, as he fears retribution for his racial appearance. In the last great war, the city was laid siege by the invaders, led by Aduin's father Kriv Norixius. Eventually allied forces from outside the city came to the rescue and defeated the invaders, killing Norixius in the process. Aduin's human mother fled the siege encampment and paid a smuggler to get her and her child into the city, taking on a new identity and shielding her son from the worst of the abuses. Many today have now forgotten that war from a generation ago, but the animosity towards dragonborn can still rise up at any moment. Aduin heard the tales of the fierce warriors and leadership of his clan and especially his father, but as a youngster he was more inclined to the study of books and history than any martial prowess. Over the years Aduin became a self -taught lawyer, ready to defend those on the wrong side of the law. Since he keeps a low profile, most of his clients are from the criminal element of society, who don't really care that he is dragonborn. Aduin keeps his face mostly hidden from view behind a long hooded cowl, and ventures out at night to meet clients so as to avoid any confrontations. Speaking in a slow deep voice with a distinct accent of the dragonborn, several people about town show up in court whenever he is to speak just to hear his voice.

Locations During the day Aduin can be found in his office researching and preparing cases, and once a week or so he appears before the magistrate to defend a client, wearing an extra long cowl to hide his face. In the evenings he can be found traveling to meet with a client, led by the linkboy Lathsyr Albron. Aduin prefers to keep his outside activities relegated to the dark hours, the better to keep his face from being seen.

Connections Aduin has been hired by the fence Khemed Thostigar on more than one occasion, keeping the criminal out of jail so far. The solicitor hires the linkboy Lathsyr Albron most evenings to light his way about town. He has grown quite fond of the lad, and constantly offers him parental advice.

Secrets Since taking an oath to protect the linkboy Lathsyr Albron, Aduin has bartered with several clients in criminal circles to leave the lad alone.

Hooks Khemed Thostigar has an upcoming court date, and Aduin is nowhere to be found. Khemed wants to hire the PCs to find out what happened to the solicitor. The truth of the matter is that a gang of local cut-purses decided they would recruit the linkboy Lathsyr AlbronSample to lead innocent victims down dark alleys to be file robbed. This has proven to be more lucrative than the bribes Aduin was paying for them to leave the lad alone. Aduin has tried to intervene, and now who knows what the gang has done with either of them? Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 27 Appendix

Beggar's Coin Wondrous item, uncommon (requires attunement)

This tarnished old coin has an engraved symbol of Tymora, the goddess of good fortune, on it's face and hangs around the neck on a frayed leather cord. A person's luck changes for the better when wearing a beggar's coin. The magic in the coin radiates the equivalent of the command spell for 30 feet. Anyone within this range when the wearer is actively panhandling must succeed on a DC 15 Wisdom saving throw or be compelled to give 2 of the lowest denomination coins on their person to the beggar. Any attempt to replace the frayed cord causes the coin to not function until it is hung from the original cord again. Each day the leather cord and coin are worn, there is a 1 in 20 chance of the cord untying. The person attuned to the coin does not know this happens until the next day, at which point both the cord and coin are lost until another person finds them.

Feytrance Wondrous item, uncommon

Some half-elves develop an uncommon malady as they reach maturity known as Crescent's Curse. Those half-elves afflicted are caught between two worlds, not being able to sleep at night, but also not being able to enter the meditative trance that full elves can attain. When inhaled, this reddish-orange powder allows the afflicted to enter the elven meditative trance, but it is highly addictive. More than a few days without a dose will cause the sufferer to experience increasing levels of exhaustion, ultimately leading to death. Users are easily identifiable by the discolored stains around their nostrils. Anyone without elven heritage who ingests the powder falls into a stupor for 1d4 days.

Ring of Charisma Wondrous item, very rare (requires attunement)

This gold ring has an inset triangular face, with lapis lazuli and mother-of-pearl inlaid to depict the symbol of Leira, the goddess of illusion. It grants the attuned wearer +4 to their Charisma score, as well as advantage on Charisma saving throws and Charisma (Deception) and Charisma (Persuasion) checks. Once attuned to the ring, the wearer can never willingly take it off. If it is removed by some other means, the person last attuned to it suffers a level of exhaustion, with an additional level of exhaustion imposed each day until the ring is returned and attuned to them or a spell such as remove curse is used, or the person is dead. In addition,Sample the last person attuned to the ring will forever suffer file from both eisoptrophobia, the fear of one's own reflection, and scopophobia, the fear of being seen or stared at by others. Only a wish spell can remove this part of Leira's power.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 28 Stor's Armor Wondrous item, unique

Any piece of armor either created by or upgraded by Stor Thistletop gains the following benefits: Light armor. The Armor class is increased by 1. The disadvantage on Dexterity (Stealth) checks is removed for Padded armor. The time required to doff or don a piece of light armor is reduced by half. Medium armor. The Dexterity modifier is increased by 1, to a maximum of 3. The disadvantage on Dexterity (Stealth) checks is removed for Scale mail and Half plate. The time required to doff or don a piece of medium armor is reduced by half. Heavy armor. The minimum Strength score required for heavy armor unreduced movement is reduced by 1. The disadvantage on Dexterity (Stealth) checks is removed for Ring mail and Splint armor. The time required to doff or don a piece of heavy armor is reduced by half. The cost to repair, upgrade, or create any armor to Stor's specifications is double the normal cost, but the time to do this takes only one half what others would need.

Sussing Stone Wondrous item, uncommon (requires attunement)

This ornate stone disk approximately 1 inch in diameter glows with a pale green light when active. Attunement requires holding the disk in one's palm for 24 hours, at which point the sussing stone will embed itself in the users palm, and can only be removed by cutting it out. The stone can be used to cast the identify spell up to 3 times per day. A faint green glow will emanate from the stone through the skin of the users palm when it is active. The stone can also be used to appraise the value of any item the user touches with the palm where the stone is embedded. This function can be used an unlimited number of times pr day, but can only be used on nonmagical items. The stone does not glow Samplewhen used in this manner. file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 29 Mancatcher (Ferizel) Wondrous item, unique (requires attunement by a creature of lawful alignment)

Ferizel is a wood and iron mancatcher, unadorned with any symbols or engravings. Heavy and a bit unwieldy, it is unbreakable by any means short of a wish spell. Ferizel is sentient, and as such directs the wielder towards any prey that it deems has broken the law. Once Ferizel has determined that a creature has broken the law, that creature is considered a criminal, and Ferizel will direct it’s wielder to track down that criminal at all costs. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Attacks are at disadvantage if an opponent is within 5 feet. Hit: 2 (1d4) piercing damage. A grapple check is required against a medium or small humanoid or beast. If successful, the opponent is grappled, and can be moved adjacent to you, kept at reach, or you can inflict piercing damage (1d4). While grappling a creature, you cannot make additional attacks with the mancatcher and must continue to hold it with both hands. Shield of Justice. While it is grappling a creature, the wielder Personality. Ferizel thinks in terms of black and white. There takes only half the damage dealt to it, and the creature grappled are criminals, and the law-abiding, with nothing in between. It by the wielder takes the other half. projects the emotions of anger and indignation about criminals Inexorable (Recharges after a Short or Long Rest). If the to its wielder, and directs them to track down and bring to justice wielder takes 10 damage or less that would reduce them to 0 hit the miscreants at any cost. points, they are reduced to 1 hit point instead. Ferizel does not seem to care if its wielder is worn down or killed Righteous Bulwark. The wielder has advantage on saving throws in the pursuit of justice, but instead keeps goading its wielder to against being charmed or frightened. greater and greater lengths in the pursuit of what it determines is Inscrutable. The wielder is immune to any effect that would justice. sense its emotions or read its thoughts, as well as any divination Ferizel grants the following benefits to it’s wielder, but only when spell that it refuses. Wisdom (Insight) checks made to ascertain in pursuit of what it has determined is a criminal. the wielder’s intentions or sincerity have disadvantage. Judge and Jury. Ferizel makes its own determination as to Beacon of the Righteous. The wielder has advantage on Wisdom whether someone is a criminal who needs to be served by its (Perception) checks that rely on hearing or sight. brand of justice. There is a 50% chance that any person the Aura of Fear. Any creature hostile to the wielder that starts its wielder is tracking down will be considered a criminal by Ferizel. turn within 20 feet of the wielder must make a DC 13 Wisdom If Ferizel determines that the suspect is not a criminal, then it saving throw, unless the wielder is incapacitated. On a failed conveys none of its magical powers to the wielder while opposing save, the creature is frightened until the start of its next turn. If a that target. creature's saving throw is successful, the creature is immune to Implacable. Once Ferizel has determined that someone is Ferizel’s Aura of Fear for the next 24 hours. a criminal, it cannot be appeased or pacified in its fury and Criminal Minds. Ferizel magically reads the surface thoughts of indignation. Whoever is attuned to Ferizel must make a one creature within 20 ft. of it. The effect can penetrate barriers, successful DC 15 Wisdom saving throw or be compelled to track but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a and capture the criminal. This saving throw can be rerolled every thin sheet of lead blocks it. Those thoughts are relayed to the hour. wielder through emotions from Ferizel. While reading the target's Righteous Fury. If a creature eludes capture once Ferizel has mind, Ferizel has advantage on Wisdom (Insight) and Charisma determined that they are a criminal, the wielder must make a (Deception, Intimidation, and Persuasion) checks against the successful DC 15 Wisdom saving throw. On a failed save the target. wielder suffers 1d4 hit points of psychic damage per hour until Sentience. Ferizel is a sentient lawful evil weapon with an the criminal is captured. The saving throw is rerolled each hour Intelligence of 16, a Wisdom of 10, and a Charisma of 16. It has the criminal is loose, with the DC raising by 1 for each successive hearing and darkvision out to a range of 120 feet. The weapon roll. can only communicate by transmitting emotions when carried or Long Arm of the Law. Ferizel can sense whoever the wielder has wielded. been tasked with bringing to justice at a range of 60 feet. This Personality. Ferizel thinks in terms of black and white. There sense can penetrate walls and other obstacles. The wielder also are criminals, and the law-abiding, with nothing in between. It gets a sense of the direction of the criminal. projects the emotions of anger and indignation about criminals Measure of a Man. The wielder knows if it hears a lie. to its wielder, and directs them to track down and bring to justice ScalesSample of Justice. When someone is successfully grappled with the miscreants at any cost. file the mancatcher, the weapon drains 1d4 hit points from the Ferizel does not seem to care if its wielder is worn down or killed creature and temporarily transfers them to the wielder. These in the pursuit of justice, but instead keeps goading its wielder to additional hit points fade after 24 hours. greater and greater lengths in the pursuit of what it determines is justice.

About Town � volume 1 Not for resale. Permission granted to print or photocopy this document for personal use only. 30 Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. About Town � volume 1 31 Connections Sailor

Prostitute Catchpole Constable Innkeeper Singer

Fence Actor

Solicitor Clothier

Linkboy Mercenary

Fool Armorer

Almoner Friar

Abbess

Blacksmith

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Cover Photo: Beuckelaer, Joachim. (1566). Kitchen Interior [Oil on panel]. Louvre Museum, Paris. Retrieved from https://commons.wikimedia.org Interior Artwork:Sample www.pixabay.com, www.unsplash.com file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Anja Svare and published under the Community Content Agreement for Dungeon Masters Guild.