TEXT: One Night in the City 
   
  ©2019 Michael Martin 
  Page 1 of 10 
   
   
   
   
  By Michael Martin 
  
  One Night in the City 
   
  ©2019 Michael Martin 
  Page 1 of 10 
  One Night in the City: Urban Encounters of the Wild Kind 
   
  Tired of generic random encounter results? Want to give your players a trip to the city they’ll never forget? Ready to 
  throw your book/tablet/dice at the wall if you roll “farmers arguing over a spilled cart” one more time? 
   
  You’re in the right place. 
   
  This supplement should help inject humor, horror, and style into your players’ time in any city. The document is 
  divided into three main sections: 
   
  • 
  Notes on Use and Intent: brief explanatory notes on the encounters 
  • 
  The Encounters: detailed listings for rolled encounter results 
  • 
  Referenced Creatures and Sources: all official creatures used, along with their sourcebook(s) 
   
       
  These encounters are meant to lend flavor, mystery, and danger to times when your game takes place in an urban 
  location. They’re also meant to help create side quests, story texture, and inspire unplanned adventures and actions. 
  Ostensibly created to be used in Waterdeep, Baldur’s Gate, or any Sword Coast city (or any Forgotten Realms [FR] 
  city, really), the encounters can be easily adapted to any homebrew or customized version of FR with minimal fuss 
  and time. 
   
  Keen readers will note creatures, locations, and objects referenced that aren’t canon (i.e., not established as official 
  things in FR, not present in any official pubs); this is entirely intentional to evoke interest and mystery on the part of 
  the players and to give you, the DM, inspiration and room to give the encounter (and any subsequent actions and 
  storylines) your own style and flourishes. 
   
  I follow the official publication convention of boldfacing creature names/types for easy skimming/spotting. 
   
  I’ve made these encounters because, while useful, most of the random encounters tables in the official books and even 
  online tend to be very basic and/or generic; I like to weird things up, and give the players pause and reasons to go 
  down side alleys and stories. You have my full encouragement to adapt and customize these as you see fit – even to 
  the point of inspiring you to make your own list and chucking these.  
   
  My specific inspirations for the tone and style of these encounters are Logan Knight’s amazing work at Last Gasp 
  Grimoire (https://www.lastgaspgrimoire.com) and the writing/homebrew gaming content of Handy Haversack 
  (https://surprisingly-capacious.blogspot.com/). I strongly recommend everyone looking to give their game a shot of the 
  weird, the unique, and the evocative to go to their sites and start reading. 
   
    
  To get started, roll a d20: 
  1-14 
  This Could Be Interesting 
  15-18 
  You Don’t See That Every Day 
  19-20 
  What the What? 
   
  Each category has 20 encounters, so you can either keep your initial roll or roll again. Or just pick whichever 
  encounter you want to use. 
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
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  1 
  A town crier, working for the city’s leader(s), announces a curfew in light of unexplained magical events in 
  the neighborhood over the past few nights:  
  1. 
  Ghostlike figures have been seen dancing on rooftops 
  2. 
  “Wolves made of shadow” have been reported 
  3. 
  Babies suddenly spoke in adult voices in languages no one understood 
  4. 
  “Frozen” spots in which all movement ceased for up to a minute 
  2 
  Gizelda Trutch and Niles Brixbrite, two dandies of inherited wealth, members of the Waverider Trade Guild, 
  sit in a nearby outdoor café and laugh at a random PC's attire. 
  3 
  An older firbolg, wearing faded and stained leathers, carries a strange skull and vials of nearly black blood. 
  He has an unkempt, grey-flecked beard and offers to tell you tales of the wilderlands that will curl your 
  toes….for a few beers. 
  4 
  A Daughter of Cold Quiet walks down the street, and she steals every sound within 30 feet of her. 
  5 
  A halfling in a patchwork skirt proclaiming herself to be the originator of Maiden’s Might sells bottles from a 
  cart on the street corner. The bottles are full of: 
  1. 
  Fermented peaches and squirrel droppings. 
  2. 
  Re-used coffee grounds. 
  3. 
  Goat’s milk and pig’s tails. 
  4. 
  River water and silt. 
  5. 
  Crushed beetles and larvae. 
  6. 
  "Just add water!" 
  6 
  Broken Tusk mercenaries jostle the PC with the highest Strength as they pass. If offense is taken they invite 
  you to settle the matter at Mr. Dead’s Kitchen, a fight den, tonight, they've been in need of an opponent 
  anyway. 
  7 
  Seven kobolds – five regular, one dragonshield and one scale sorcerer, run into the party from an alley, 
  being pursued by two clerics of Helm (Forgotten Realms, god of protection). The kobolds are all servants of 
  Fel Excoriata, a black dragon with a hunger for flesh and treasure, and are here to scout the city out. 
  8 
  A goliath barbarian covered in fresh wounds stumbles down the street, having just been beaten by a mob of 
  teens/20s from House Stroud. If aided, he will tell tales about a tower made of bone on the far side of the 
  Storm Horns Mountains, and offer to buy them a round of drinks. 
  9 
  A craggy-faced dragonborn, scales dirty and worn, stands atop a box and shouts at passers-by: “Gird 
  yourselves! The Chained One strains at his bonds! He comes for YOU! He will crush the thrones of the 
  angels and burn down your temples! There is no hiding! Pray for quick annihilation!” 
  10 
  A party member is invited to an illegal axe beak race as a rider/jockey by a gnome with a pink Mohawk. 
  11 
  An edict from the city leader(s) proclaims that in two days’ time, a 24 hour curfew is mandatory because of 
  an impending but unexpected eclipse. 
  12 
  Caustic Thrasp, a noble and secret devotee of Bhaal, passes the party with a retinue of deadly looking 
  bodyguards. Thrasp tells the party to watch their step; his head guard, Vaska Zome, challenges the meanest 
  looking party member to an after-dark duel to settle the score. 
  13 
  A very pretty half-elven woman runs at the party, shouting “No, no, come back!” and “Look out!” Everyone 
  make a DC 15 Dexterity save or fall prone as a gaggle of talking, mobile office supplies try to outrun the nice 
  lady, who’s actually Wella Arrin, Deputy Assistant Curator at DeBrann’s Relics. 
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
  Page 3 of 10 
   
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  14 
  Werner Brobe, a mad devotee of Chauntea (Forgotten Realms, goddess of agriculture), rails at everyone 
  who uses magic, crying apostate and heretic as passerby. Hidden in his wide, multicolored fabric belt are 
  two magic items, the awful hypocrite: a dark red gem that causes people to engage with his arguments until 
  they pass out (DC 15 wisdom save, every other minute, disadvantage after one failed roll), and a brooch that 
  charms people into agreeing with him and joining in the shouting (same). 
  15 
  Korgen Smelt, an older dwarf in clothing that was once fine but now ragged, approaches the party with a 
  clipboard, hoping to register them to vote in an election to unseat the city’s mayor/governor. Signing would 
  be a Very Bad Idea. 
  16 
  A tiefling merchant, Radinka Weevil, is selling an assortment of common magic items on a gilded table in 
  the street, watched over by his muscle, Kloris Choke. There is a 1 in 12 chance the item is actually a rare or 
  relic-level item and Weevil does not know it….but someone else does, and they want it back. 
  17 
  Two dwarves, each with a wagon full of ore, block the street, arguing about who has precedence to set 
  prices. Ferrous Gite claims it due to being older while Arkose Tam claims it because he’s better looking 
  (he’s not). Ferrous employs a spectator as a guard for his ore, while Arkose has a young ettin (half hit 
  points). 
  18 
  The Transient Scroll: you pass a bookshop that you’re sure (DC 12 Perception) you’ve passed before—and 
  you’re right. It floats from location to location, run by Bartelby Scrivener, an amiable half-elf who loves to 
  search for esoteric books and topics. 
  19 
  When you return home, a random PC will find something important missing and a yellow feather on their 
  bed. Hagatha Gloom of the Golden Harpies has taken a liking to them. 
  20 
  An elven ranger in tattered leathers and covered in fresh wounds carries a smilodon cub, wounded from a 
  battle in the city’s woods. If aided, he will gift two arrows: one that drops a rope of up to 30’ once fired and 
  one that spreads a carpet of moss 5’ x 10’, giving advantage for stealth checks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  One Night in the City 
   
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  1 
  Farizad Khag, a rakshasa, is disguised as Lady Dominque Thrawl, an elvish noble, with her five disguised 
  retainers (weretigers of the saber-toothed tiger variety), approaches you asking where someone might find 
  real excitement in the city, everyone’s a farmer, it’s so boring here, would you like to come back to my 
  rented villa for some fun we make ourselves? Khag’s real motive is that he’s very hungry and thinks the 
  party would be perfect for eating. 
  2 
  A tabaxi, dressed in tattered leather armor and worn adventurer’s gear, limps past you, half muttering and 
  half growling to herself. She doesn’t notice a small, heavy bag drop from her backpack. Inside, wrapped in 
  old, stained map, is small hand carved from grey-black marble, a hand shaped to clutch or hold…something. 
  The map shows mountains and ruins with no easily identified location, and is covered in scrawling 
  handwriting in an unknown language. 
  3 
  A gnome, adorned in exotic feathers and wooden armor, beseeches passersby for help in finding the lost Eye 
  of Travinsk before others with fell intent find it and put it to foul use. The gnome is actually Teoxihuitl, a 
  couatl who knows he only has 21 days left to live, and he is desperate to find someone willing to help him. 
  4 
  A shadowy figure opens a doorway as you pass and beckons you inside with a voice barely above a whisper. 
  Your new friend is:    
  1. 
  A heavily scarred warlock of the Hexblade. She tells you that a group of city watch are stationed across 
  the street, waiting for a Daughter of Cold Quiet to come and capture the warlock for crimes not her 
  own. She wants your help.   
  2. 
  A reclusive scholar, he offers you 100 gp now and 300 gp later if you deliver a wrapped and belted 
  book to the Hall of Hidden Shadows, he sternly warns you not to peer beneath the wrapping. If he isn't 
  here when you return the place will be in quite a state.    
  3. 
  The proprietor of a fight house set up in the lower levels. He's just had a fighter drop dead from some 
  kind of blooming cauliflower-skin infection and is looking for a replacement. 
  5 
  A young woman wielding a knife that glows with blue fire stabs an old man in the street and flees, shrieking. 
  The blood trailing from the body transforms into a swarm of poisonous snakes; the body disintegrates and 
  reforms as a bulezau; it is angry and murderous and attacks whatever it sees in front of it. 
  6 
  Chant Reverence, a tiefling adventurer with a silver mechanical hand, has a poem and a proposition. The 
  poem is song whose lyrics depict a tunnel entrance in the Thunder Peaks. Chant proposes you accompany 
  her there, wherein she claims you shall find the lost fane of gods who made the gods you know, the Ancient 
  Artificers. Hidden knowledge, sacred magics, and singing idols await you but only Chant can take you there. 
  7 
  A scarred human fighter (veteran) mistakes you for an old comrade from a previous war. His face twitches 
  and his eyes fight to stay in the same direction as he passionately tells you he knows where the Glaive of the 
  Fiery Soul can be found, and soon he will be invincible. 
  8 
  As the group walks down the road, a deranged dwarf chooses to take his angst against life out on the PCs. 
  He release 25 lbs. of marbles in the general area and then begins shooting poison bolts at the group and 
  other bystanders. He claims the elves are poisoning the dwarves in the city (they haven’t) and that they’ve 
  encouraged a subtle prejudice against dwarves (they have). 
  9 
  You’re mistaken for envoys of the Glister Crows, an important and feared underworld faction. You receive a 
  stream of mysterious (and incomprehensible to the PCs) messages, bribes and trouble. Eventually, they are 
  invited to the biggest underworld rendezvous in a century. 
  10 
  A small child selling flowers is stung by a bee….and transforms into a horrific bee-demon, with a cross of 
  giant bee and chasme demon abilities. The bee-thing is an escaped experiment from a druid gone mad.  
   
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
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  11 
  You pass a storyteller who seems to be describing your current adventure. The names have been changed, 
  and the storyteller claims it is just a story, but is it? Does the story contain a clue that the party needs, but 
  perhaps overlooked, or is the clue a red herring? 
  12 
  A swarm of rats, especially bred by an impressively ugly alchemist, attacks the party member with the most 
  charisma. They are enchanted to squeak “Not so beautiful now, are ya!” as they attack. 
  13 
  An unmarked, black carriage races by, and the carcass of a displacer beast falls to the ground with a splat. 
  D6 x 10 seconds later, black tentacles (as per the spell; DC 15) erupt from the carcass. Footman in livery 
  lurks nearby during the encounter, pays everyone involved 50 gp to remain silent about the incident then 
  makes his way back to his employer’s home. 
  14 
  Two groups of half-orcs face off, all wielding various drums. Anyone within 30 feet for more than a minute 
  must make a DC 13 CON save or be deafened for 5 minutes; anyone deafened must make another save, at 
  disadvantage, or be stunned for one minute. Roll again to see who comes along to deal with the effected 
  PCs. 
  15 
  The crowd parts with shrieks and faints and you see a Daughter of Cold Quiet betraying her oath by 
  screaming as she dies, joyfully dismembered by a blood-drenched old grandmother. This is an annis hag, 
  settling on old vendetta. 
  16 
  Hadarai Yeldrin, an elven swashbuckler, comes crashing through a storefront window with a helmed 
  horror in hot pursuit. Hadarai was in the midst of stealing investigating the shop, which is a front for a 
  necromancer, and would really appreciate if maybe you could help her out. 
  17 
  Three ancient tiefling spellcasters, improbably named Scorn, Swayze, and Gilnert, (evoker, necromancer, 
  and transmuter) yell at passersby to buy them a tankard or three for the real story of what’s beyond the 
  Trackless Sea, but they get drunk pretty quick and confused even quicker. 
  18 
  Cedric de Qetser, an amateur engineer from the Unclaimed Quarter, asks the party if they’d like to learn 
  how to fly without spellcasting; he seeks test subjects for magical metals wings he has designed (currently in 
  their 47th version), he’s certain of their integrity and has the perfect tower for a trial flight. This version does 
  not work any better than the previous 46. 
  19 
  1 d6 half-ogres are looking to start some trouble and they’ve decided you’re just as good a target as any. 
  They all wear a red vest with a laughing blue face emblazoned on it; these are Rotting Jane the Oni’s boys 
  and if you kill them, she’ll make plans to eat soup out of your skulls. 
  20 
  Djeti, a female tabaxi, attempts to pick the pocket of one of the party members and fails spectacularly….only 
  to sob and ask for a few gold to prevent her hand from being cut for failing the initiation rite….all while her 
  companion, a gnome named Nyx Silversight, attempts to pick another character’s pockets. Both are wanted 
  fugitives, hunted by the city watch and the thieves guild. 
   
   
   
   
   
   
   
   
   
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
  Page 6 of 10 
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  1 
  The remnants of the Iron Stars band of adventurers trudges past, returning from a job to reach fell ruins 
  deep in the Tortured Lands. Juriss Vrasque, their goliath leader (champion), wails that something hunts 
  them, something that has murdered everyone at every village and town they’ve passed through, and that it 
  eats the screaming of the dying. They carry with them the Grail of Whispering Death, plundered from the 
  ruins, and they themselves are safe but no one they talk to is. 
  2 
  The sounds of the crowded street are drowned out as something shrieks from the sky, punching through 
  canopies, balconies and walkways, crashing into the middle of the street. A craggy ball of rock with red-hot 
  fissures smolders in the impact crater. 2d4 pedestrians were killed and will rise in 1d4 rounds as 
  specters….but in the meantime, the molten meteor unfolds like a laval flower and d10 magmin emerge, 
  looking to kill and destroy. This is a message from Sarikov, the Lord of Rot, the Dead Man Who Lives, to 
  stop interfering with his research. 
  3 
  Gretchen Hargren, a daughter of a local farmer, pleads with Wolfgang Shrike, a member of the city nobility. 
  Gretchen claims that she’s been to Highmelt Lake, to the isle of Sharihad’s Tower. She saw terrible beings, 
  wings and jointed legs and grinning, fanged faces, doing terrible rituals and incantations. They used blood 
  and branch and bone to conjure and call their unrelenting deity. The Mantis Queen comes. 
  4 
  A hurried woman, dressed in layers of ruined black silks, bumps into you, dropping a human hand from the 
  bundle she is carrying. She shouts “Death is his slave!” and continues to run. The hand, in the meantime, 
  swiftly transforms from fresh to rotted remains, flexes, and begins to crawl….while it begins to grow back its 
  entire decayed body. 
  5 
  Flavia Binter, an elven apprentice wizard in training, has lost control of her new purchase from the 
  Arcanum et Lumen bookstore and is running right for the party to stop it oh too late look out for that huge 
  book that’s sprouted teeth and is leaping at your throat. 
  6 
  Darkness falls like a three ton boulder but only for three blocks around you; thick strands of mist curl out 
  from alleys and up from the cobblestones and soul-scraping weeping echoes and a nightwalker suddenly 
  strolls through the cube of darkness and maybe you should just let it pass. 
  7 
  A phantasmal tentacle of absolute starry silence writhes past and touches a random party member; they go 
  mute and deaf but are filled with the vision of an eldritch, soundless monstrosity growing in the Garden of 
  Silence. 
  8 
  A round portal made of blue and green lightning opens 20 feet above the ground; bloody chunks of a 
  humanoid body splat through to the ground, followed by a very angry death kiss who’s ready to put the hurt 
  on a few more upstart mortals. 
  9 
  Three aasimar acolytes of the Temple of Ash and Bone, dressed in drab layers of castoff clothing, stand and 
  intone about the vanity of all things, their heads are shaved bald and their faces smeared with ashes and 
  filth, making dreadful dirty masks. They call out to all passers-by, asking them to reflect on the uselessness 
  of daily life, asking them to join them in mourning the void at the heart of life. Anyone engaging with them 
  must make a DC 13 CHA save or else suddenly they sound so wise, so real, maybe just a few minutes more? 
  10 
  Krevor Spite, a half orc warlock of the fiend, has just messily slain an employee of the Midnight Archives 
  for refusing to haggle over some very rare tomes and as the crowd parts. Spite sees you and smiles and 
  tosses the books at you and these books have teeth and are really, really hungry. 
  11 
  A trio of six foot tall fungi amble down the street, mauve and pink and just really disgusting. They’re singing 
  but don’t you dare sing along; if anyone tries, the fungi shriek and you better hope you don’t pass out from 
  the sound (DC 15 Con save). 
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
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  12 
  A towering purple and blue flower grows from the cobblestones, a circle of eye-wrenching runes surround 
  its thick, swaying base. Anyone coming within 5 feet of the gargantuan bloom must make a DC 16 save 
  against either confusion or feeblemind. Any attack on the flower immediately transforms it into a neothelid 
  and it will seek to devour the attacker(s) and then escape to bloom elsewhere. 
  13 
  Half of an entire noble family is assassinated overnight; stabbed, poisoned, thrown from the roof, drowned, 
  you name it. The surviving half have all been transformed into humanoid bears and they’re getting more 
  ursine by the day. 
  14 
  A pair of gnome urchins come up to you, mister, mister, these are magic bean plants, they’ll fix your ills, 
  money back guaranteed. The potted plant indeed produces magic beans that have one of the following 
  effects, if the plant is watered and cared for: 1) heals d6 hp 2) severe stomach cramps (all rolls disadvantage 
  for 5 minutes) 3) give the ingester advantage on discerning weal/woe for all plant life nearby 4) no effect for 
  24 hours then forced vomiting, you spew d10 seeds and unless save vs wisdom DC 15 you are compelled to 
  go to the nearest wood area and dig a hole with your hands to plant them. 
  15 
  The city watch gathers around a body washed out from the sewers, the lower half gone, chewed off, 
  dangling entrails and bone and viscera trailing along the ground. One fist is clenched around an enormous 
  ruby that pulses and throbs, and green smoke drifts empty eye sockets. 
  16 
  Verdi Klorfill, owner of the Blooming Riot, has a huge talking plant in his basement and doesn’t know what 
  to do with it. The plant keeps asking to be set free but has a very bad habit of telling secrets. 
  17 
  You are secretly approached by an old, scarred firbolg, claiming to be an unofficial ambassador from the 
  Lurkwood, and he has terrible news for the future of the Sword Coast and the rest of the land. He gasps and 
  coughs, turning green, and mutters about the Grandmother of Witches moving to wipe the land clean. He 
  then becomes covered in poison ivy, dies, and withers to dust and dried leaves. 
  18 
  An armored saber-toothed tiger careens down the street, dragging a shrieking high elf. He is Mazlowe 
  Griever, conjurer and inveterate liar. If saved/rescued, he claims to know where a secret store for magic 
  items is, and he can give you the password but isn’t allowed to go there himself. 
  19 
  A wide courtyard between buildings displays a strange tree with green bark and arched branches, from 
  which hang fruit as you’ve never seen before, red and orange and splashes of magical violet. Anyone taking a 
  fruit (surprisingly bland and not very nutritional) is subject to the effects from a roll on the wand of wonder 
  tables. 
  20 
  Warbly Jack, a green slaad shapechanged to look like a tabaxi, leads a multicoloured procession of masked, 
  costumed fools dances through the street, they gibber and drool and hoot and wave vibrant streamers in the 
  faces of those they pass. Anyone that joins their procession will be led to a basement feasting hall, wherein 
  Jack will attempt to capture and eat the party. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
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  The table below lists, in alphabetical order, all creatures referenced in the encounters and their source 
  book. 
   
  Creature 
  Source 
  acolyte (NPC) 
  Basic Rules/Monster Manual 
  apprentice wizard 
  Volo's Guide to Monsters 
  axe beak 
  Basic Rules/Monster Manual 
  bulezau (demon) 
  Mordenkainen's Tome of Foes 
  champion (NPC) 
  Volo's Guide to Monsters 
  chasme (demon) 
  Monster Manual 
  conjurer 
  Volo's Guide to Monsters 
  couatl 
  Basic Rules/Monster Manual 
  death kiss (beholder) 
  Volo's Guide to Monsters 
  ettin 
  Basic Rules/Monster Manual 
  evoker (NPC) 
  Volo's Guide to Monsters 
  giant bee 
  Basic Rules/Monster Manual 
  green slaad 
  Monster Manual 
  hag, annis 
  Volo's Guide to Monsters 
  half ogre 
  Monster Manual 
  kobold (standard) 
  Basic Rules/Monster Manual 
  kobold, dragonshield 
  Volo's Guide to Monsters 
  kobold, scale sorcerer 
  Volo's Guide to Monsters 
  magmin 
  Basic Rules/Monster Manual 
  necromancer (NPC) 
  Volo's Guide to Monsters 
  neothelid 
  Volo's Guide to Monsters 
  nightwalker 
  Mordenkainen's Tome of Foes 
  rakshasa 
  Basic Rules/Monster Manual 
  saber-toothed tiger 
  Basic Rules/Monster Manual 
  spectator (beholder) 
  Basic Rules/Monster Manual 
  specter 
  Basic Rules/Monster Manual 
  swarm of poisonous snakes 
  Basic Rules/Monster Manual 
  swarm of rats 
  Basic Rules/Monster Manual 
  swashbuckler (NPC) 
  Volo's Guide to Monsters 
  transmuter (NPC) 
  Volo's Guide to Monsters 
  veteran (NPC) 
  Basic Rules/Monster Manual 
  warlock of the fiend 
  Volo's Guide to Monsters 
  weretiger (lycanthrope) 
  Basic Rules/Monster Manual 
   
   
   
  
  One Night in the City 
   
  ©2019 Michael Martin 
  Page 9 of 10 
  Legal Stuff 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of 
  Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Michael Martin and published under the Community 
  Content Agreement for Dungeon Masters Guild. 
   
  Images 
  Cover: Image purchased from 123rf.com (enhancements done by the author). 
  All other images Wizards of the Coast stock art via DriveThruRPG/DMsguild. 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/One Night in the City_ Urban Encounters of the Wild Kind/866349-One_Night_in_the_City_-_Urban_Encounters_5E_DD_print_friendly.pdf