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R AGIN G S WA N P RES S
GM’ S M ISCELLANY :
U RBAN D RESSING
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A S YS TEM N EU TR AL R ES OU RCE
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EVERYTHING

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RAGINGSWAN.COM
GM’ S M ISCELL ANY : U RBAN D RESSIN G
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.

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CREDITS SYSTEM NEUTRAL EDITION
Design: Ben Armitage, Creighton Broadhurst, Brian Fitzpatrick, Welcome to this Raging Swan Press System Neutral Edition.

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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, elf 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.

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Shippengreen, Frank Walls and Maciej Zagorski (The Forge
Studios). Some artwork copyright William McAusland, used
with permission, Some artwork from Fantasy Filler Art
copyright Rick Hershey, All Rights Reserved. Some artwork

If you didn’t enjoy this book, did you know Raging Swan Press
offers a money back guarantee?

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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.
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©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
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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 of Raging Swan Press or as expressly permitted by
law.

ragingswan.com
gatekeeper@ragingswan.com
CONTENTS
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
DRESSING Parks: Things to Stumble Upon .................................................. 56
Naming Locations ......................................................................... 8 Parks: Hooks, Complications and Opportunities ........................ 57

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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

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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

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Docks: Sights & Sounds ............................................................... 26
Docks: NPCs ................................................................................ 28
Graveyards: Characteristics & Appearance ................................ 30
Graveyards: Grave Markings ...................................................... 32
Statues & Monuments: Characteristics & Appearance .............. 80
Statues & Monuments: Dressing ................................................ 82
Statues & Monuments: Hooks, Complications & Opportunities 84
Statues & Monuments: Legends & Rumours ............................. 85
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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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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

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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

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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

TAVERNS
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Table A: Tavern Name (Descriptor) .......................................... 134
Table B: Tavern Name (Subject) ............................................... 135
Interesting Tavern Features ...................................................... 136
Sample Tavern: Pilgrim’s Respite, the ...................................... 170
Sample Tavern: Royal Swan, the .............................................. 171
Sample Tavern: Saucy Sylph, the .............................................. 172
Sample Tavern: Silver Unicorn, the .......................................... 173
Sample Tavern: Wand and Scroll, the ...................................... 174
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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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ABOUT THE DESIGNERS
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

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offerings before playing HeroQuest with friends until the box fell utterly supportive, wife.
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apart. When another friend put together an AD&D 2 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 Ravenloft design credits include “A Blight on the Land”, a Forgotten Realms
and about 15 years of life… adventure written for Dungeon #38 way back in 1992, and

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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

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participants. Reducing or removing entry barriers, simplifying
pre-game prep and easing the GM's workload are the key
underpinning principles of the products he releases through
Raging Swan Press.
fantasy RPG gaming. Richard lives in London with his wife Kate
and two cats. When he’s not playing and writing D&D stuff, he
likes to watch Crystal Palace FC try to win football matches.
Julian began his interest in roleplaying games with the classic
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Over the last 11 years, Creighton has worked with “red box” in the early 1980s, then quickly progressed onto 1e
Expeditious Press, Paizo and Wizards of the Coast. He now AD&D when buying the Player’s Handbook from none other than
releases his own products through Raging Swan Press. You can Ian Livingstone and Steve Jackson - of Fighting Fantasy and
read his thoughts on game design at raging- Games Workshop 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-
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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 GREYHAWK 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
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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 after participating in the 2009 RPG Superstar Contest by precious dungeon? This idea was 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,

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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

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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

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two very spoiled cats). and Sorcery pick-your-path books and Dragonlance 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

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Third Edition D&D really pulled Marc back into the hobby
and he has since become a HUGE fan of the Pathfinder RPG! He
is absolutely thrilled with what Paizo has done for gamers
everywhere and is even more thrilled that he can still enjoy
to say about it. Trained as a journalist, he pays the bills handling
communication at a local Social and Health Care College. He lives
near Aarhus, Denmark.
Josh Vogt is a full-time freelance writer and editor. He works
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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 Owlbear 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-
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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.
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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.

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D RESSIN G

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NAMING LOCATIONS
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

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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
quick name for an inn, so he rolls once on

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names for shops, taverns, ships,
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

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the same table. The resulting names tend to
be a bit more straightforward or mundane
(especially if the GM rolls twice on Table D:
Objects). For example, The Book and Candle might
on Table B: Creatures and Table D: Objects,
resulting in an inn called The Badger and Bucket.
Perhaps the GM needs a quick name for a
pirate ship, so he rolls once on Table B: Creatures
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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
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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
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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.

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NAMING LOCATIONS: TABLE A (DESCRIPTIVE)
D% 51 Last INNS & TAVERNS
1 Amorous 52 Lazy
53 Leaky Inn names have perhaps the most
2 Angry
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

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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

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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:
15 Chaste 66 Platinum
People or Table D: Objects. (Examples:
16 Choking 67 Pompous
The Harpy and Skull, The Bard and
17 Clever 68 Prancing
Bottle).
18 Copper 69 Proud
70 Purple § Roll twice on any one of the following
19 Courageous
tables: Table B: Creatures, Table C:
20
21
22
23
24
Comely
Cowardly
Creeping
Crooked
Dancing
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74
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Raging
Randy
Red
Rusty
Salty
People or Table D: Objects. (Examples:
The Wench and The Warrior, Axe and
Crown).
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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
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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
91 Tricky 13 The Witch and Jester
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40 Happy
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

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NAMING LOCATIONS: TABLE B (CREATURES)
D% 51 Jabberwock SHOPS
1 Ankheg 52 Kobold
53 Kraken In addition to inns, the names of many
2 Badger
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

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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

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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).
14 Cockatrice 65 Ogre
§ Roll twice on any one of the following
15 Cockroach 66 Orc
tables: Table B: Creatures, Table C:
16 Crow 67 Owl
People or Table D: Objects. (Examples:
17 Cyclops 68 Otyugh
69 Owlbear The Fiddle and Quill, Lute and Lyre).
18 Derro
19 Devil 70 Peacock
D20
20
21
22
23
24
Dolphin
Dog
Dragon
Drake
Dryad
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72
73
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Phoenix
Pixie
Pony
Rakshasa
Rat
1
2
3
4
5
The Abbot and Idol
Scribe and Scroll
The Fiddle and Quill
Lute and Lyre
Porter’s Rest
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25 Duck 76 Roper
77 Sahuagin 6 The Noble’s Caress
26 Eagle
78 Salamander 7 The Slumbering Wyrm
27 Ettercap
79 Satyr 8 The Grasping Roper
28 Ettin
80 Scorpion 9 Arrow and Armour
29 Falcon
81 Serpent 10 Herbalist’s Cauldron
30 Familiar
82 Siren 11 Chains and Shackles
31 Fish
83 Spectre 12 Hoof and Bone
32 Gargoyle
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84 Sphinx 13 Drum and Whistle


33 Genie
85 Spider 14 Dragon’s Delve
34 Ghost
86 Spriggan 15 The Warrior’s Arm
35 Giant
87 Snake 16 The Flaming Candle
36 Gnoll
88 Stingray 17 Heraster’s Quill
37 Goblin
89 Stirge 18 The Anvil and Flame
38 Golem
90 Sylph 19 Twin Wheels
39 Griffon
91 Tengu 20 The Stuffed Phoenix
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40 Grig
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

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NAMING LOCATIONS: TABLE C (PEOPLE)
D% 51 Knight SHIPS
1 Abbot 52 Lady
53 Lass With a little creativity, the tables can
2 Abjurer
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

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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

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10 Baron 61 Monarch
following selection options:
11 Beggar 62 Moneylender
12 Bishop 63 Monk § Roll once on Table A: Descriptive and
13 Blacksmith 64 Mystic
then once on Table B: Creatures, Table
14 Burglar 65 Necromancer
C: People or Table D: Objects.
15 Cavalier 66 Noble
(Examples: The Dancing Dolphin, Mad
16 Chamberlain 67 Oracle
68 Paladin Triton).
17 Chancellor
69 Peasant § Roll once on Table B: Creatures or
18 Cleric
19 Conjurer 70 Peddler Table C: People and once on Table E:
Other. (Examples: Siren’s Folly,
20
21
22
23
24
Constable
Cook
Disciple
Diviner
Druid
e
71
72
73
74
75
Pickpocket
Pilgrim
Piper
Plowman
Porter
Kraken’s Pride).

D20
1

The Dancing Dolphin
pl
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
m

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
91 Squire 17 Vengeance
Sa

40 Hermit
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

11
NAMING LOCATIONS: TABLE D (OBJECTS)
D% 51 Idol PLACE NAMES
1 Arrow 52 Jug
53 Ink Well The GM can also use the tables to
2 Amulet
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

e
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

fil
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
14 Bucket 65 Plough
important, famous or legendary
15 Carriage 66 Prince
person in the campaign world and
16 Castle 67 Quill
then roll once on Table E: Other.
17 Cauldron 68 Quiver
69 Rock (Examples: Hrothgar’s Leap, Grellick’s
18 Candle/Candlestick
70 Rose Rest).
19 Chain
20
21
22
23
24
Chalice
Claw
Club
Crossbow
Crown
e
71
72
73
74
75
Scabbard
Scarecrow
Scimitar
Scroll
Shackles
D20
1
2
3
4

Burglar’s Roost
Hemrit’s End
Hrothgar’s Leap
Grellick’s Rest
pl
25 Crust 76 Shield
77 Shovel 5 Baron’s Folly
26 Cup
78 Skull 6 Knight’s Way
27 Dagger
79 Spear 7 Shepherd’s Venture
28 Drum
80 Staff 8 Ranger’s Depths
29 Elixir
81 Star 9 Hangman’s Gate
30 Fang
82 Still 10 Sages’ Square
31 Feather
83 Stone 11 The Wailing gate
32 Fiddle
m

84 Sun 12 Death Alley


33 Flame
85 Tabard 13 Squire’s End
34 Flagon
86 Tail 14 Horseman’s Ditch
35 Flask
87 Talisman 15 Slaughter Ford
36 Gauntlet
88 Tankard 16 Battle Lane
37 Gem
89 Throne 17 Mud Alley
38 Goblet
90 Tome 18 Berilith’s Fall
39 Grape
91 Tooth 19 Bone Hill
Sa

40 Guillotine
92 Torch 20 The Shadowed Glen
41 Hammer
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

12
NAMING LOCATIONS: TABLE E (OTHER)
D% 51 Laugh ORGANISATIONS
1 Ancient 52 Leap
53 Lost With even more creativity, the GM can
2 Bane
3 Banquet 54 Love generate interesting names for
4 Bite 55 Luck adventuring bands, knightly orders,
5 Bless 56 Mad mercenary groups, mysterious cabals

e
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.

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10 Caress 61 Misplaced
11 Choice 62 Nightmare D20
12 Cold 63 Oath
The Black Wyvern
13 Courage 64 Path 1
Company
14 Crazed 65 Plague Brotherhood of the Scarlet
15 Curse 66 Prayer 2
Tome
16 Dance 67 Pride 3 Order of the White Blade
17 Dark 68 Promise The Company of Dragon’s
18 Deadly 69 Quest 4
Tome
19 Death 70 Rage 5 Order of the Shining Light
20
21
22
23
24
Deep
Delve
Depths
Desire
Dream
e
71
72
73
74
75
Rampage
Rest
Revenge
Rhyme
Roost
6

7
8
Sisterhood of the Bloody
Arrow
Brotherhood of the Empty
Scabbard
The Crimson Hydra’s Hand
pl
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
79 Slumber 11
28 Fiery Wanderers
29 Flourish 80 Smile Men of the Radiant
81 Song 12
30 Fog Starburst
31 Folly 82 Sorrow 13 Warriors of the Sun’s Glory
32 Fool 83 Soul 14 Knights of Bloodied Axe
m

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
38 Glory 89 Surprise Sisterhood of the Ebon
18
39 Grace 90 Terror Destroyers
91 Triumph 19 Guards of the Eternal Vigil
Sa

40 Grasp
41 Grip 92 Vengeance Blessed Fellowship of the
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

13
ALLEYWAYS: APPEARANCE
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

e
floor type and other salient terrain features before providing a 23
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 25 parked here unattended; there is just enough room

fil
1
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
2 mewling loudly carries into the street, though none 26
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 27 far wall of this dead end. Different sized holes
3
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

8 e
5 ft., mud floor, light rubble; smells of cattle.
10 ft., cobblestones, dim light; high walls on either
and a clothesline with fresh linen hangs between
open windows.
5 ft., dirt floor, patches of dim light; walls narrow at
30

31
5 ft., dirt floor; new constructions jut into the alley at
odd angles, forcing hard turns where the width
reaches as few as one and a half feet.
10 ft., cobblestone street; only recently paved.
5 ft., dirt floor, dense rubble, dim light; filled with
pl
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
m

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
shop, keeping this alley lit at night. 38
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
Sa

15 Knowledge of spelunking may reveal that the alley is 39


worked in amongst the stones in the paving.
as clean as if a gelatinous cube 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 41 this alley is engraved with the image of the god of
17
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
chalky mist when walked through. rusted shut.
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.

e
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

fil
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

57

58
that leads into the sewers.

failed to remove it forcibly.


e
10 ft., dirt floor; a silver swan is set into one of the
walls. Several scrapes show where people have

5 ft., dirt floor, dim light; high walls create a


85

86
home.
5 ft., cobblestone; a locked wooden box hangs from
a wall, taking anonymous donations to help the
poor.
10 ft., dirt floor; foreign traders selling specialty
pl
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
m

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.
Sa

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
over from a makeshift table or sales counter.

15
ALLEYWAYS: NAMES
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

e
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

fil
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 Halfling's Pass 71 Pilgrim Passage
11 Cherry Lane
42 Hammer Alley 72 Poison Oak Alley
12
13
14
15
16
Chill Alley
Courtier Alley
Dagger Pass
Dander Alley
Demesne Alley
e 43
44
45
46
Heartache Way
Hidden Moon Alley
Homely Lane
Inferno Alley
73
74
75
76
Porter Street
Pumpkin Alley
Quiet Alley
Rats Passage
pl
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
m

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
Sa

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
99 Youngling Lane
100 Zero Alley

16
ALLEYWAYS: HOOKS, COMPLICATIONS & OPPORTUNITIES
Alleys are the shortcuts, backrooms and hangouts of the shady An old woman frantically tries to sell a collection of
and less fortunate. Use this table to determine what masterwork weapons. She claims they belonged to
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

e
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

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nearby and tries to pickpocket those not paying. 13
being a snitch.
Crude runes, drawn in blood cover one wall. Solid
3 knowledge of the realms beyond may identify the A young girl lies crying on the floor. She could be in
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 boxing club.
gathering of merchants smoke cigars within and
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 wants it back.
building down and making passage tricky at best.
A pack of stray dogs has chased a young child up The upper floor of an adjacent building collapsed
6

8
onto a stack of barrels.

e
A rope of knotted sheets hangs from an upper floor.
A woman calls out looking for her missing child.
A young man sits behind an overturned crate trying
to gather folks for a game of cards. He tries to raise
17

18
during a recent storm, blocking the alley and burying
at least one person below the wreckage.
A hooded kenku offers to buy, sell and trade secrets.
The first secret is free.
A fortuneteller offers to predict the future in
pl
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 20 bucket of night soil into the alley from an upstairs
stands over them praying loudly for a miracle.
window.

ALLEYWAYS: ENCOUNTERS
m

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 2d6 bullying never-do-wells are looking to seek
threats to its territory.
7 vengeance against citizens of this town after the
Sa

A wererat monologues its plan to rise up through the


underworld to a pack of 2d6 dire rats. He orders an mayor publically mocked an elder of their order.
2 2d4 guards are looking to increase their total arrests
attack on perceived spies. The rats lair in an
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.
3 savage plant mage. The mage lurks nearby to see A carnivorous blob has emerged from the city
9
what the assassin vine catches. sewers. Like always, it’s hungry.
1d6 shadows hide in the darkness of a rarely 1d6 nuglub gremlims hide in the shadow looking for
10
4 traveled alley, looking to snuff the light from the something to kill.
living. A tick swarm leaps off the corpse of a stray dog,
11
A freelance thief looks to make money fencing magic seeking its next warm blooded meal.
items to adventurers. He is desperate for a sale and A carnivorous fog lingers, attracted by an ongoing
5 12
if the PCs seem wealthy sells their details onto his feud between noble houses.
fellow thieves.

17
ALLEYWAYS: ASSOCIATED NPCS
Use the NPC bios below to portray the folk encountered near the LUCKY ALLARA
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.
Personality: Tries to be charming but has little patience.

e
1 Aea
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

fil
6 Cedric Bellweather militia has orders to arrest her.
7 Siflaed Blueheart
8 Big Green Veli LEOFGAR GREYCLOAK
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
17
18
19
20
Patza Njar
Emerald Green
Ton
Gin Tella
Enlil Westmire
e or in the shadier parts of town. He would rather steal coin
quickly and stealthily but uses violence against out-of-towners.

GRACE OF MORTAR
pl
NG female halfling apprentice druid
Appearance: Grimy face and short-cropped hair; tightly
AEA
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.
m

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: Ae a is a con artist who could have retired
comfortably years ago. She continues for the thrill favouring CEDRIC BELLWEATHER
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
Sa

tightly and well kept clothes.


NAMTAR ELWAY
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 perpetrate, or become embroiled in, the next theft.
into a seedy situation.

18
SIFLAED BLUEHEART HILT
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.

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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

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BIG GREEN VELI 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. GISLIN HALFTALL
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.

MARA ACCAD
e
He’s had a bad night and is lurking in the alley in the hopes of a
suitable victim wandering by on which to vent his frustrations.
Personality: Gislin is very empathetic and confident of his
own abilities. A good man, he uses his powers to help those in
need. He is well liked by the poor.
Mannerisms: He looks up when in thought and utters short
prayers when in trouble.
pl
LG female human apprentice fighter
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.
ARTEMARE GALE
m

Hooks: Mara is in a position of authority in the town guard.


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
LUCIUS hidden reaches.
Sa

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 him to this state and has almost no self worth.

19
GOOD DEAL GAUT EMERALD GREEN
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

e
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

fil
than average prices. To keep prices low he refuses to buy a shop TON
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
SAMANTI HARBORROW 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

e
Personality: Samanti is quite grim; jaded from a lifetime of
fighting evil. She has taken it upon herself to patrol the worst of
the local alleys in the hopes of stamping out local crime.
Mannerisms: She cracks her knuckles and shifts her feet
when at rest.
several town guards at once. Ton’s been sent by his boss to scare
an indebted thief.

GIN TELLA
pl
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
m

whistles to herself when it gets dark.


PATZA NJAR 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. ENLIL WESTMIRE
Sa

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.
He has not quite sobered up yet.

20

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21
e
DOCKS: CHARACTERISTICS AND APPEARANCE
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.
of the navy, members of the nobility or even the local ruler. A moderately sized dock, with a lively fish
27
market.
A moderately sized dock, where a large ship is
D% DESCRIPTIONS 28
unloading a long line of travelers.

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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 A moderately sized dock where a small troupe of
2
sit empty at the end. 30 performers has moored. Acrobats flip back and
3 A small dock, with one ramshackle pier. forth.

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A small dock with one pier; rusted chains are A moderately sized dock where keen-eyed
4
wrapped along an outer pillar. 31 youths have gathered round a trickster
A small dock with one pier, heavily packed with displaying a simple shell game.
5
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 33 children scattered amongst the piers, waiting for
7
to one of the pillars. the fishermen to finish their dealings.
A small dock with two piers; the smell of decay A moderately sized dock with bits of rotten fish
8
hangs in the air. 34 strewn this way and that from the kitchen
9

10

11
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A small dock with piers; an old stone stairway
leads from one pier down into the water.
A small dock with two piers; two halflings
struggle to load a large keg onto a docked ship.
A small dock with two piers. Vines, with pink and
35
windows of local inns.
A moderately sized dock, with harshly
mismatched paints colouring the walls of its inns,
residences and storehouses.
A moderately sized dock whose southern side
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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 foundations of each building.
13
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
m

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 42 new wooden beams stand in stark contrast to
18
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
Sa

19 43
unloading several newly docked ships. whitewashed numbers painted on boards.
A moderately sized dock, smelling of spices and This moderately-sized dock boasts innumerable
20
incense. 44 smaller piers stretching out in the harbour for
A moderately sized dock, filled with the noise of quite some distance.
21
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 47 of this dock. In places old crates and boxes have
24
a faint counter to the dock’s bustle. been placed over such areas.
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

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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

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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 85 filled with the delightful smell of fresh roasted
away from it.
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
docks.

61

62
dock.

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The burnt out hulk of a vessel lies close to this
dock; the corresponding section of dock is
scorched and burnt.
Wooden cranes stand along this dock ready to
87

88
This large dock is badly damaged from where a
ship crashed into it; repairs are ongoing at a
frenzied pace.
Several small branches for much smaller craft
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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
m

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
96
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70
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
warehouse to inspect for illegal goods.

23
DOCKS: DOCKED SHIPS
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

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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 Father’s Pride

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58
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 The Shipwreck
15
16
17
18
19
The Surly Lass
The Yellow Tailed Falcon
The Falconer’s Wife
My Ex Wife
The Great Swan
e 68
69
70
71
72
The Dusty Porter
Goblin Breath
The Underhanded Barmaid
The Crusty Halfling
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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
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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
Sa

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
99 The Friendly Fireball
46 Sapphire of the Sea
100 Pop
47 The Seasoned Cannibal

24
DOCKS: HOOKS, COMPLICATIONS AND OPPORTUNITIES
Docks are often the mercantile centre of a settlement, and A ship has recently unloaded a delivery of produce
provide all manner of reasons to break up the daily grind of which city officials are arguing about whether they
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.

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D20 A ghostly vessel has been seen docking under the
The dock is sinking by about half a foot a day into 12
full moon, but none dare approach it.
1 the harbour without explanation. The townsfolk A gang of wererats has taken up residence in
are worried the town will go next. 13
planks under the docks.
All the men in town have vanished. An old woman A mysterious fiddler fills the air with music in the

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2
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 up penniless outside of town.
3
with a sign that says “Free to a good home.” Pirates have been spotted by the town watch and
Two young men are busy filling in all the empty 15
are sailing this way!
knotholes among the piers, claiming that an The docks are developing a serious stray cat
4
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 The town is in the midst of its annual seaweed
6

8
to the edge of the world.

sailors surlier than usual. e


A strike by the town’s prostitutes is making the

All ships have been asked to stay in port due to the


influence of a local cleric who claims an ocean
18

19
festival, where it celebrates crafts, food and brew
made of all sorts of aquatic plant-life.
All the town’s rum has gone missing. One of the
“merchant” vessels departed in the middle of the
night and has quickly received the blame.
pl
bound, sin seeking disease will soon be set loosed Mermen have swam up to the dock looking to
upon the waves. 20
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.
m
Sa

25
DOCKS: SIGHTS & SOUNDS
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 53-54 flask while swapping lies about their previous
curses of sailors.

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Sea gulls and other birds wheel and turn voyages.
03-04 55-56 Sailors are painting the hull of a docked ship.
overhead.
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
busily filling several bags with seaweed.

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A large pile of vomit covers the dock; several
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 63-64 The smell of fresh fish is heavy in the air.
slips and almost falls into the water.
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

19-20
21-22
the air.

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A large splash followed by a shout announces the
fall of a heavy box into the sea.
A sinister fin cuts the water near the docks.
Sea birds wheel and dart above a large ship as its
71-72

73-74
75-76
77-78
positioned at strategic places long the docks
A sailor is busy swabbing the dock – he appears
to be trying to remove a large bloodstain.
The smell of tar and paint permeate the air.
A sea captain argues loudly with a city official.
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23-24 Two sailors drag an unconscious fellow down the
cook throws food scraps into the harbour.
Children laugh and shout as they dive into the 79-80 dock. They are both drunk and laughing
25-26 uncontrollably.
harbour from the dock.
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 Several people are swimming in the water of the
falls from the rigging of a docked ship.
85-86 harbour. Suddenly, one of them is pulled
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A patrol of four watchmen surrounding an


31-32 beneath the surface.
official of some sort push through the press.
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
Sa

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 Cries of alarm and fear, and the sight of smoke
dock.
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
certain section.

26

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27
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DOCKS: 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 BIG HAF

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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

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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.

CAPTAIN FABIUS REDFEATHER
CN male human journeyman ranger/rogue
SALSVIN EVERYMIST
Appearance: Long curly black hair, with fine, foppish red CG female elf apprentice druid
clothing.

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Personality: Always smiling, though he’s not all that happy.
Mannerisms: Talks with his hands, with grand flourishes.
Hooks: Captain Fabius travels from port to port, taking odd
Appearance: A youth, with dirty blonde hair and blue-ish
green robes.
Personality: Salsvin is generally happy though not overjoyed.
She watches the world serenely.
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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
LIVIA RUSO
companions to help her explore.
LN female apprentice commoner

Appearance: Brown hair tied in the back; she wears simple
m

clothes of cloth and leather.


GRIFO CURRAN
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
Sa

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
DEVIN THE SHIV
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.
Hooks: Devin is a thug, through and through. He takes
pleasure in the pain of others and would do most anything for

28
GOLDIE QUICK 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 AVINA THE GREEN

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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.

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Mannerisms: Gets close to speak, making gentle physical
KUFU ELDERMAN 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.

e
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.
pl

BUCKEY WETFOOT
CG male halfling apprentice rogue
Appearance: Bushy brown hair
with a loose white shirt and thick
black belt.
m

Personality: Always says


what’s on his mind in quite a
rude manner.
Mannerisms: Paces about
when bored.
Sa

29
GRAVEYARDS: CHARACTERISTICS & APPEARANCE
A graveyard is any location set aside for long-term burial of the COLUMBARIUM
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.

e
graveyards.

BURIAL MOUND GRAVEYARD


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

fil
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.
Temples may have crypts in addition to
CATACOMB/CRYPT
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.

often associated with being beneath a


e
which the dead are interred. Crypts are

church, though mausoleums may also have


crypts. Catacombs are generally more
expansive structures comprising several
MAUSOLEUM
A mausoleum is a free-standing structure that
holds the dead above ground. They vary in size
pl
but often comprise but one room. Most are one-
passages.
storey affairs.
Mausoleums most often hold multiple bodies
CEMETERY
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
m

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.
Sa

HALLOWED GROUND UNHALLOWED GROUND


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 enchantments of hallowed ground for further wounds bleed and unnerving even the most stalwart of
protection and solace. veterans.

30
AREA FEATURES GRAVEYARD DESCRIPTIONS
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
amount of space within city walls and sooner or later you run A small cemetery with markers placed at
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.

e
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
Walls (Low): Graveyards near a village or town are often 4
wall.
surrounded by a small stone wall to mark its boundaries. A small cemetery founded among large fir trees
5

fil
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
Walls (Tall): Taller walls of iron bars or stone blocks are even rows of grave markers. The oldest – least
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
Headstone: The most common grave marking. Headstones with small smooth stones. The paths meander
8
through the graves, which are haphazardly

e
are generally made of stone, stand two to four feet tall and are
engraved to denote who is buried beneath. Moderately agile PCs
can leap on a headstone. Headstones generally only provide
partial cover.
Sarcophagus: A box-like container for a corpse. They can be
9

10
placed.
A moderately-sized cemetery lit all night by oil
lanterns hung from high iron poles.
A moderately-sized graveyard where a cold wind
blows from the east.
pl
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
MINOR EVENTS 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
m

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.
An interment ceremony is taking place. A moderately-sized cemetery where all the
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
Sa

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
the apples.

31
GRAVEYARDS: GRAVE MARKINGS
The grave markers of a cemetery are as unique as the people SARCOPHAGI
buried within. At a minimum, most such markers name the
person buried within, but they have many other characteristics.
D20 SARCOPHAGI
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

e
2
between man and minotaur.
1 Unmarked
Carvings of cavorting imps cover each of the
2 Small raised mound 3
sarcophagi’s corners.
3 A wooden cross
The lid is smooth and painted with an
4 A metal cross 4
iconographic lineage.

fil
5 A stacked pile of stones The lid depicts two lovers in bed entwined
6-7 A flat, stone name plate 5
around one another.
8-11 A small headstone Several gods are carved into the sides of the box
12-16 A large headstone 6
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
HEADSTONES the box. The dragon is very life-like. Observant
8
PCs may note that pressing both of its eyes
D20
1
2
3
4
HEADSTONES

e
A marble headstone with a rounded top.
A limestone headstone with squared off corners.
A marble headstone covered in cobwebs.
A sandstone headstone with a large crack down
9

10
opens the sarcophagus.
The lid is carved with the image of a hundred,
crawling beetles.
An elderly bald man is carved into each side of
the box. He has a different facial expression in
pl
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.
m

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.
Sa

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 19 book, rests atop the lid. The statuette is hollow
inlaid with gold leaf.
A marble headstone engraved with the image of and holds the key to the sarcophagi.
17 An engraved lantern burns at each of the
a whale.
A limestone headstone flanked by small rose 20 sarcophagus’ corners. Enchanted with everlasing
18 flames, they fill the surrounds with light.
bushes.
19 A granite headstone half sunk into the ground.
A marble headstone topped with an ornate
20
stone sun.

32
MAUSOLEUMS EPITAPHS
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 2 The great eye sees but never touches.
3

e
lined with columns. 3 He died as he lived. Drunk
A simple stone structure with a heavy iron door. 4 Grave robber.
4
The door has four separate locks. The day will come when dragons walk and
A limestone building; statues of tiefling mages 5
halflings fly.
5 stand in place of columns. Each mage holds a 6 Obedient to the law, we lie.

fil
different set of spell components. 7 Heroes have the whole earth for their tomb.
A brick structure that was once a small temple. 8 To die is to defy immortality.
6
One of the stain glass windows is broken. Defender of Whiteforge, until he took an arrow
A crumbling stone building with a heavy stone 9
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

10

11
e
A small structure set back away from the other
graves amongst a copse of trees.
A simple building of wood with a slanted roof
and a sliding steel door. The wood is as hard as
stone and has been carved with images of clouds
15

16
in that order.
Through demons, through devils, through
horrors of afar, the swords and the axes and
daggers will mar.
In the eyes of the gods we are but moments.
pl
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.

m

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
Sa

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
mausoleum below.

33
GRAVEYARDS: ASSOCIATED 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 FUNGUS AND ROTGRUB
2 Lanina Ingles

e
(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.

fil
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
DELPHINEAS DELTREY 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.

e
Personality: Outlandishly social, when he sees no threat at
hand he makes a point to introduce himself to all he comes
across, especially young, handsome lords and ladies.
Mannerisms: Clicks his tongue when he grows impatient.
as they’re actively avoiding each other. Each blames the other
for anything bad that happens to the PCs.

REFEN HAMMERTOE
NG female dwarf apprentice expert
pl
Hooks: Delphineas’ family, on his father’s side, are local to
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.
LANINA INLGES 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.
m

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 ELVIARS NONMEN
let go.
Sa

NG female elf apprentice druid


ELRY THE ELDER 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.


34
OLD ILARIO GRANDSTONE AULUS TOOK
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.

e
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.

fil
THUNDER KATZNER HAFL PALMERRE
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

welcomes companions on the hunt.


e
foul beasts) and their trail leads through the graveyard. She rest in peace.
pl
m
Sa

35
GRAVEYARDS: HOOKS, COMPLICATIONS & OPPORTUNITIES
Graveyards are a place for the dead, and as such should only be A young boy claims to see the image of his dead
minimally occupied by the living. Exceptions tend to create very uncle walking the graveyard at night. Superstitious
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

e
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 orcs. A small flower-cloaked burial
mound in an isolated corner of the graveyard holds Large holes, signs of a bullette or ankheg, have
the bodies of a score of such raiders killed long ago. been spotted at the centre of the cemetery.
10
Several graves have disappeared into the creature’s

fil
The mayor of the town died in his sleep at an old
tunnels.
age. At the funeral, which is happening as the PCs
2 A necromancer has set up shop, selling his services
enter the area, his grieving daughter throws open
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 A black dragon has made a mausoleum his lair,
ancestral pact agreed upon by the town’s founder

5
generations ago.

e
Legend says a local wizard took the secret of
destroying gods to his grave. The PCs have been
tipped off that it’s not just a turn of phrase and
that a tome of knowledge lies in his tomb.
13

14
converted the entire property to unhallowed
ground. Skeletons have been spotted at night by
villagers who dare to go close.
A gravedigger has discovered an underground
tunnel that bears signs of dwarven construction.
pl
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 15 approaches the sword, the light grows more
graveyard. He can’t remember which headstone he
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 be there. She is otherwise healthy.
the inn and set up a tent city outside the graveyard
m

gates. At night, loud chanting emanates from the All the cats in town vanished a week ago. This
graveyard. morning their corpses were found stacked upon
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
Sa

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.

36

Sa
m
pl
e
fil

37
e
GUILDHALLS: TYPES OF GUILDS
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
region. Though they often control the trade through sheer abandoned structures; an adventurer’s guild is a
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.

e
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
Craft Guild: This is a typical medieval guild. The 73-76
governments as a matter of public safety,
craft guild comprises skilled artisans who all providing oversight as young mages learn the

fil
create items of the same type. Depending on the proper ways of spells and incantations.
1-30
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 Companion Guild: Formal organization of
31-45
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

46-50 e
Cartel: A cartel is an organization of craftsmen
and/or merchants with the specific intent to fix
prices, production and/or public image. Many
other guilds are also cartels or a cartel may
include members of various other guilds.
84-86
large societies with minimal laws, as a means of
protection, or in heavily affluent societies were
formal training is needed as a matter of course.
Thieves’ Guild: A breeding ground for those who
act outside of society and ignore property laws.
pl
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.
m

Religious Guild: Priests, clerics and the like have These organizations often cross-occupational
their own orders and churches. They have much 88-92
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
Sa

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
from completely different fields but united by
status and their love of academic study. They are
centres of learning.

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