TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  URBAN DRESSING: 
  RAGING SWAN PRESS 
  WAR-TORN TOWN 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PREPARE QUICKER, PREPARE BETTER
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  URBAN DRESSING: WAR-TORN TOWN 
  Tired	
    of	
    your	
    towns	
    and	
    cities	
    being	
    boring,	
    bland	
    places	
    in	
    which	
    your	
    PCs	
    show	
    little	
    or	
    no	
    interest?	
    Want	
    to	
    bring	
    them	
    alive	
    with	
    cool,	
    
  interesting	
    minor	
    features	
    of	
    note?	
    Then	
    Urban	
    Dressing	
    is	
    for	
    you!	
    Each	
    instalment	
    in	
    the	
    line	
    focuses	
    on	
    a	
    different	
    kind	
    of	
    town	
    and	
    
  gives	
    harried	
    GMs	
    the	
    tools	
    to	
    bring	
    such	
    locales	
    to	
    life	
    with	
    interesting	
    and	
    noteworthy	
    features.	
    	
    
  	
    
  This	
    instalment	
    of	
    Urban	
    Dressing	
    presents	
    loads	
    of	
    great	
    features,	
    NPCs	
    and	
    minor	
    encounters	
    to	
    add	
    to	
    the	
    war-­‐torn	
    towns	
    in	
    your	
    
  campaign.	
    Designed	
    to	
    be	
    used	
    both	
    during	
    preparation	
    or	
    actual	
    play,	
    Urban	
    Dressing:	
    War-­‐Torn	
    Town	
    is	
    an	
    invaluable	
    addition	
    to	
    any	
    
  GM's	
    armoury!	
    
  Design:	
    Josh	
    Vogt	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Michael	
     Syrigos	
     and	
     Maciej	
     Zagorski	
     (The	
     Forge	
    
  Studios).	
     Some	
     artwork	
     ©	
     Michael	
     Syrigos,	
     used	
     with	
    
  permission.	
    
  	
    
  Thank	
    you	
    for	
    purchasing	
    Urban	
    Dressing:	
    War-­‐Torn	
    Town;	
    we	
    
  hope	
    you	
    enjoy	
    it	
    and	
    that	
    you	
    check	
    out	
    our	
    other	
    fine	
    print	
    and	
    
  PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  February	
    2015	
    
  	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  War-­‐Torn	
    Town:	
    Sights	
    &	
    Sounds	
    ................................................	
    2	
    
  War-­‐Torn	
    Town:	
    Businesses	
    .........................................................	
    4	
    
  War-­‐Torn	
    Town:	
    Folk	
    of	
    Interest	
    ..................................................	
    6	
    
  War-­‐Torn	
    Town:	
    Hooks,	
    Complications	
    &	
    Opportunities	
    ............	
    8	
    
  Did	
    you	
    Know?	
    .............................................................................	
    9	
    
  	
    	
    
  Product	
    Identity:	
    All	
    trademarks,	
    registered	
    trademarks,	
    proper	
    
  names	
    (characters,	
    deities,	
    artefacts,	
    places	
    and	
    so	
    on),	
    dialogue,	
    
  plots,	
     storylines,	
     language,	
     incidents,	
     locations,	
     characters,	
    
  artwork	
    and	
    trade	
    dress	
    are	
    product	
    identity	
    as	
    defined	
    in	
    the	
    
  Open	
    Game	
    License	
    version	
    1.0a,	
    Section	
    1(e)	
    and	
    are	
    not	
    Open	
    
  Content.	
    
  	
    
  Open	
    Content:	
    Except	
    material	
    designated	
    as	
    Product	
    Identity,	
    
  the	
    contents	
    of	
    Urban	
    Dressing:	
    War-­‐Torn	
    Town	
    are	
    Open	
    Game	
    
  Content	
     as	
     defined	
     in	
     the	
     Open	
     Gaming	
     License	
     version	
     1.0a	
    
  Section	
     1(d).	
     No	
     portion	
     of	
     this	
     work	
     other	
     than	
     the	
     material	
    
  designated	
     as	
     Open	
     Game	
     Content	
     may	
     be	
     reproduced	
     in	
     any	
    
  form	
    without	
    written	
    permission.	
    The	
    moral	
    right	
    of	
    Josh	
    Vogt	
    to	
    
  be	
     identified	
     as	
     the	
     author	
     of	
     this	
     work	
     has	
     been	
     asserted	
     in	
    
  accordance	
     with	
     the	
     Copyright	
     Designs	
     and	
     Patents	
     Act	
     1988.	
    
  ©Raging	
    Swan	
    Press	
    2015.	
    
  	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc.	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    
  	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
  
  2	
    
  W A R - T O R N  T O W N :  S I G H T S  &  S O U N D S  
  Use	
     this	
     table	
     to	
     generate	
     the	
     sights	
     and	
     sounds	
     the	
     PCs	
    
  experience	
     as	
     they	
     move	
     about	
     the	
     war-­‐torn	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  Ash	
     has	
     drifted	
     down	
     from	
     the	
     skies	
     to	
     coat	
    
  every	
    surface	
    in	
    sight.	
    	
    
  2	
    
  The	
     buildings	
     along	
     this	
     street	
     all	
     appear	
     to	
     be	
    
  leaning,	
    as	
    if	
    their	
    foundations	
    are	
    crumbling.	
    
  3	
    
  Smoke	
    plumes	
    into	
    the	
    air	
    as	
    tongues	
    of	
    wicked	
    
  fire	
    lick	
    the	
    buildings.	
    
  4	
    
  A	
    string	
    of	
    black-­‐garbed	
    widows	
    and	
    orphans	
    line	
    
  the	
    street	
    to	
    weep	
    as	
    a	
    squad	
    marches	
    by.	
    
  5	
    
  This	
    whole	
    block	
    has	
    been	
    reduced	
    to	
    rubble	
    and	
    
  wreckage.	
    
  6	
    
  Piles	
    of	
    broken	
    and	
    shattered	
    armour	
    lie	
    strewn	
    
  on	
    the	
    ground,	
    battered	
    beyond	
    use.	
    
  7	
    
  Snapped	
    spears	
    and	
    mangled	
    swords	
    form	
    piles	
    
  off	
    to	
    one	
    side	
    of	
    the	
    street.	
    
  8	
    
  Half-­‐a-­‐dozen	
    corpses	
    are	
    carried	
    by,	
    laid	
    out	
    on	
    
  their	
    own	
    bloodstained	
    shields.	
    
  9	
    
  The	
    soft	
    sound	
    of	
    sobs	
    and	
    choked	
    weeping	
    fills	
    
  the	
    air.	
    
  10	
    
  A	
     priest	
     in	
     a	
     gilded	
     robe	
     strolls	
     by	
     a	
     line	
     of	
    
  recruits,	
    laying	
    hands	
    on	
    each	
    in	
    blessing	
    
  11	
    
  A	
     zealous	
     rebel	
     stands	
     on	
     the	
     corner,	
     ignoring	
    
  glares	
    as	
    he	
    shouts	
    a	
    creed	
    of	
    violent	
    defiance.	
    
  12	
    
  A	
    trio	
    of	
    soldiers	
     are	
    strung	
    up;	
    their	
    arms	
    and	
    
  legs	
     are	
     lashed	
     to	
     spears	
     driven	
     through	
     their	
    
  chests.	
    
  13	
    
  A	
     family	
     cries	
     for	
     help	
     as	
     soldiers	
     raid	
     their	
    
  home,	
    taking	
    every	
    scrap	
    of	
    their	
    food.	
    
  14	
    
  This	
     band	
     of	
     recruits	
     looks	
     to	
     comprise	
     little	
    
  more	
    than	
    children.	
    
  15	
    
  Hard-­‐eyed	
     mercenaries	
     lounge	
     about,	
     drinking	
    
  and	
     scowling	
     at	
     anyone	
     who	
     pays	
     them	
     the	
    
  slightest	
    bit	
    of	
    attention.	
    
  16	
    
  A	
    person	
    entirely	
    encased	
    in	
    plate	
    armour	
    stands	
    
  nearby,	
    watching	
    everyone.	
    
  17	
    
  The	
     air-­‐quaking	
     screams	
     suggest	
     the	
     local	
    
  surgeon	
    is	
    hard	
    at	
    work	
    amputating	
    more	
    limbs.	
    	
    
  18	
    
  These	
     beggars	
     use	
     dented	
     and	
     rusted	
     helms	
     as	
    
  bowls	
    and	
    claim	
    they’re	
    veterans	
    too	
    old	
    to	
    fight.	
    
  19	
    
  A	
    scattering	
    of	
    metal	
    and	
    wooden	
    shards	
    on	
    the	
    
  road	
    is	
    what	
    remains	
    of	
    a	
    knight’s	
    shield.	
    
  20	
    
  In	
     the	
     distance,	
     a	
     row	
     of	
     people	
     on	
     mounts	
     is	
    
  silhouetted	
    against	
    the	
    horizon.	
    
  21	
    
  Distant	
    cries	
    and	
    clashes	
    indicate	
    the	
    battling	
    has	
    
  renewed	
    with	
    increased	
    ferocity.	
    
  22	
    
  Droop-­‐shouldered	
    sentries	
    trudge	
    along	
    the	
    tops	
    
  of	
     the	
     walls,	
     rarely	
     bothering	
     to	
     watch	
     beyond	
    
  the	
    town.	
    
  23	
    
  A	
    horse	
    careens	
    passed,	
    saddle	
    empty,	
    its	
    mouth	
    
  and	
    mane	
    are	
    coated	
    in	
    froth.	
    
  24	
    
  A	
    robed	
    figure	
    nails	
    a	
    flier	
    to	
    a	
    post,	
    announcing	
    
  fresh	
    recruitment	
    efforts.	
    
  25	
    
  This	
     wall	
     is	
     engraved	
     with	
     all	
     the	
     names	
     of	
     the	
    
  dead—there	
    must	
    be	
    hundreds	
    of	
    them.	
    
  26	
    
  A	
     group	
     of	
     children	
     have	
     turned	
     a	
     trash	
     heap	
    
  into	
     the	
     epicentre	
     of	
     their	
     “king	
     of	
     the	
     hill”	
    
  game.	
    
  27	
    
  A	
    cart	
    trundles	
    by,	
    weighed	
    down	
    by	
    dozens	
    of	
    
  stiff	
    and	
    rotting	
    bodies.	
    
  28	
    
  This	
     person	
     appears	
     to	
     be	
     selling	
     scraps	
     and	
    
  goods	
    scrounged	
    from	
    those	
    killed	
    in	
    battle.	
    
  29	
    
  A	
     hedge	
     witch	
     rasps	
     out	
     offers	
     of	
     charms	
     and	
    
  spells	
    to	
    protect	
    one	
    against	
    death.	
    
  30	
    
  As	
     a	
     squad	
     marches	
     by,	
     a	
     woman	
     trails	
     after,	
    
  screaming	
     for	
     one	
     of	
     the	
     soldiers	
     to	
     return	
    
  home.	
    
  31	
    
  A	
     soldier	
     limps	
     by	
     using	
     his	
     sword	
     as	
     a	
     cane;	
     a	
    
  grey	
    beard	
    hangs	
    down	
    to	
    his	
    waist.	
    
  32	
    
  A	
    skinny	
    youth	
    clatters	
    past,	
    his	
    armour	
    far	
    too	
    
  big	
    for	
    his	
    lanky	
    frame.	
    
  33	
    
  The	
     sewers	
     and	
     gutters	
     of	
     the	
     town	
     are	
     full	
     of	
    
  bloody	
    water	
    and	
    crimson	
    mud.	
    
  34	
    
  Terrible	
    shrieks	
    tear	
    the	
    air	
    as	
    a	
    team	
    of	
    horses	
    
  are	
     slaughtered	
     to	
     provide	
     food	
     for	
     the	
    
  townsfolk.	
    
  35	
    
  The	
    heads	
    of	
    enemy	
    soldiers	
    are	
    stuck	
    on	
    pikes	
    
  all	
    around	
    town.	
    
  36	
    
  This	
    building	
    has	
    been	
    brightly	
    painted	
    in	
    loyalist	
    
  colours	
    and	
    insignia.	
    
  37	
    
  A	
    bundle	
    of	
    flags	
    have	
    been	
    set	
    alight	
    and	
    tossed	
    
  to	
    burn	
    in	
    the	
    middle	
    of	
    the	
    road.	
    
  38	
    
  A	
     group	
     of	
     rioters	
     storm	
     down	
     the	
     street,	
    
  chanting	
    violent	
    threats.	
    
  39	
    
  Cries	
    of	
    fear	
    echo	
    as	
    several	
    soldiers	
    kick	
    down	
    
  the	
    door	
    to	
    a	
    home.	
    
  40	
    
  A	
    soldier	
    sits	
    rocking	
    back	
    and	
    forth,	
    cradling	
    his	
    
  sword	
    as	
    if	
    it	
    were	
    a	
    babe.	
    
  41	
    
  The	
     stink	
     of	
     gangrene	
     makes	
     people	
     retch	
     as	
    
  they	
    pass	
    by	
    the	
    local	
    apothecaries’	
    home.	
    
  42	
    
  Agonized	
     weeping	
     comes	
     from	
     the	
     makeshift	
    
  hospital	
    tents	
    set	
    up	
    along	
    the	
    street.	
    
  43	
    
  A	
     family	
     kneels	
     in	
     the	
     street	
     in	
     the	
     wake	
     of	
     a	
    
  squad,	
    offering	
    up	
    prayers	
    for	
    protection	
    to	
    their	
    
  god.	
    
  44	
    
  A	
     pile	
     of	
     battlefield	
     loot	
     sits	
     in	
     the	
     middle	
     of	
    
  town,	
    ignored	
    and	
    untouched	
    by	
    all.	
    
  45	
    
  Whatever	
     this	
     building	
     used	
     to	
     be,	
     all	
     that	
    
  remains	
    is	
    an	
    ashen	
    husk.	
    
  46	
    
  Soldiers	
     pound	
     on	
     every	
     door,	
     searching	
    
  buildings	
    one	
    by	
    one.	
    
  47	
    
  Every	
     street	
     is	
     barricaded	
     by	
     spiked	
     metal	
     and	
    
  wooden	
    posts.	
    
  48	
    
  A	
     sentry	
     tower	
     stands	
     ablaze	
     on	
     the	
     edge	
     of	
    
  town,	
     casting	
     sparks	
     and	
     embers	
     onto	
     the	
    
  nearby	
    rooftops.	
    
  
  3	
    
  49	
    
  A	
     waft	
     of	
     rot	
     emanates	
     from	
     the	
     nearby	
     shop,	
    
  which	
    has	
    shuttered	
    windows	
    and	
    a	
    barred	
    door.	
    
  50	
    
  The	
     supply	
     caravan	
     lumbering	
     into	
     town	
     looks	
    
  like	
    most	
    of	
    its	
    goods	
    have	
    been	
    pilfered	
    by	
    its	
    
  guards.	
    
  51	
    
  The	
    person	
    off	
    to	
    the	
    side	
    has	
    a	
    shifting	
    gaze	
    as	
    
  they	
    sketch	
    out	
    a	
    map	
    of	
    the	
    area.	
    
  52	
    
  A	
    herd	
    of	
    pigs	
    has	
    been	
    outfitted	
    with	
    miniature	
    
  armour	
    and	
    sports	
    iron-­‐capped	
    tusks.	
    
  53	
    
  A	
     pack	
     of	
     snarling,	
     slavering	
     war	
     hounds	
     tug	
     at	
    
  their	
    master’s	
    leashes.	
    
  54	
    
  As	
    a	
    person	
    walks	
    by,	
    a	
    brand	
    under	
    his	
    rags—
  labelling	
    him	
    a	
    deserter—is	
    briefly	
    visible.	
    
  55	
    
  This	
    miserable	
    lot	
    of	
    scarred	
    and	
    wounded	
    slaves	
    
  looks	
    to	
    be	
    culled	
    from	
    enemy	
    ranks.	
    
  56	
    
  Men	
     nail	
     up	
     a	
     variety	
     of	
     charcoal	
     sketches	
    
  detailing	
     a	
     fresh	
     batch	
     of	
     soldiers	
     wanted	
     for	
    
  desertion.	
    
  57	
    
  The	
     general	
     who	
     just	
     staggered	
     by	
     reeks	
     of	
    
  whiskey	
    more	
    than	
    the	
    most	
    drunken	
    beggar.	
    
  58	
    
  A	
     pair	
     of	
     soldiers	
     shows	
     off	
     a	
     weapons	
    
  demonstration	
    to	
    a	
    group	
    of	
    grubby	
    children.	
    
  59	
    
  Two	
    people	
    stand	
    in	
    the	
    street	
    bellowing	
    a	
    mix	
    
  of	
    military	
    propaganda	
    at	
    one	
    another.	
    
  60	
    
  A	
     blind	
     oracle	
     shambles	
     past,	
     muttering	
     the	
    
  word	
    “doom”	
    over	
    and	
    over.	
    
  61	
    
  Every	
     wall	
     surrounding	
     the	
     town	
     appears	
     to	
     be	
    
  falling	
    apart.	
    	
    
  62	
    
  The	
    main	
    gates	
    to	
    the	
    town	
    lie	
    knocked	
    off	
    their	
    
  hinges	
    and	
    cast	
    to	
    the	
    side.	
    
  63	
    
  These	
    painted	
    slogans	
    look	
    to	
    be	
    the	
    work	
    of	
    a	
    
  bunch	
    of	
    soldiers.	
    
  64	
    
  An	
    enemy	
    soldier	
    peers	
    out	
    from	
    behind	
    the	
    bars	
    
  of	
    the	
    local	
    jail.	
    
  65	
    
  A	
     large	
     tent	
     serves	
     as	
     the	
     centre	
     of	
     a	
     bustling	
    
  military	
    camp.	
    
  66	
    
  A	
     uniformed	
     courier	
     dashes	
     by,	
     boots	
     polished	
    
  and	
    sabre	
    rattling	
    in	
    its	
    sheath.	
    
  67	
    
  The	
    squad	
    marching	
    through	
    the	
    town	
    bears	
    the	
    
  royal	
    colours	
    and	
    insignia.	
    
  68	
    
  Every	
    home	
    in	
    town	
    shows	
    some	
    sign	
    of	
    disrepair	
    
  or	
     damage,	
     from	
     caved-­‐in	
     roofs	
     to	
     shattered	
    
  windows.	
    
  69	
    
  A	
     shadowy	
     figure	
     ducks	
     down	
     an	
     alley	
     and	
    
  vanishes	
    into	
    a	
    gutter	
    opening.	
    
  70	
    
  Off	
    to	
    one	
    side,	
    a	
    person	
    touches	
    a	
    brick	
    in	
    a	
    wall	
    
  and	
    a	
    secret	
    door	
    slides	
    open.	
    
  71	
    
  A	
     haunting	
     melody	
     fills	
     the	
     air	
     as	
     a	
     band	
     plays	
    
  dirges	
    as	
    they	
    shuffle	
    passed.	
    
  72	
    
  The	
    doors	
    and	
    windows	
    of	
    these	
    home	
    are	
    laid	
    
  across	
    with	
    thick	
    chains.	
    
  73	
    
  The	
    entire	
    town	
    is	
    blanketed	
    with	
    an	
    unnatural	
    
  silence.	
    
  74	
    
  The	
    screams	
    in	
    the	
    distance	
    have	
    been	
    going	
    on	
    
  for	
    hours,	
    and	
    they	
    don’t	
    sound	
    human.	
    
  75	
    
  A	
    single	
    soldier	
    tries	
    to	
    protect	
    himself	
    as	
    a	
    mob	
    
  of	
    townsfolk	
    curse	
    and	
    fling	
    rocks	
    his	
    way.	
    
  76	
    
  Children	
    scuttle	
    by,	
    digging	
    through	
    garbage	
    and	
    
  heaps	
    for	
    any	
    crumb	
    of	
    food.	
    
  77	
    
  A	
    group	
    of	
    soldiers	
    stand	
    around	
    the	
    entrance	
    to	
    
  a	
    cellar	
    as	
    smoke	
    pours	
    up	
    the	
    stairs.	
    
  78	
    
  A	
     goodly	
     number	
     of	
     trip	
     wires,	
     bear	
     traps	
     and	
    
  hastily	
    
  concealed	
    
  pits	
    
  defend	
    
  this	
    
  neighbourhood.	
    
  79	
    
  Villagers	
     have	
     gathered	
     to	
     work	
     on	
     crumbling	
    
  and	
    charred	
    portions	
    of	
    the	
    town	
    walls.	
    
  80	
    
  Townsfolk	
    work	
    alongside	
    guards	
    to	
    construct	
    a	
    
  catapult	
    out	
    of	
    any	
    wood	
    scraps	
    lying	
    around.	
    
  81	
    
  These	
    stocks	
    stand	
    empty,	
    but	
    the	
    fresh	
    gore	
    on	
    
  the	
    wood	
    indicates	
    recent	
    usage.	
    
  82	
    
  A	
    lone	
    lute,	
    strings	
    cut	
    and	
    frame	
    cracked,	
    lies	
    in	
    
  the	
    middle	
    of	
    the	
    road.	
    
  83	
    
  A	
    whip	
    cracks	
    as	
    a	
    deserter	
    has	
    his	
    back	
    turned	
    
  into	
    a	
    bloody	
    mess	
    beneath	
    the	
    lashings.	
    
  84	
    
  A	
    shirtless	
    man	
    strides	
    by,	
    back	
    straight	
    despite	
    
  his	
    torso	
    being	
    a	
    mass	
    of	
    scars.	
    
  85	
    
  This	
     puppet	
     show	
     is	
     little	
     more	
     than	
     a	
    
  demonstration	
    of	
    gory	
    ways	
    one	
    can	
    be	
    killed	
    in	
    
  battle.	
    
  86	
    
  Several	
     youths	
     flee	
     from	
     a	
     pair	
     of	
     guards	
     who	
    
  look	
    too	
    wearied	
    to	
    give	
    proper	
    chase.	
    
  87	
    
  A	
    child	
    clutches	
    the	
    ankle	
    of	
    a	
    man,	
    pleading	
    for	
    
  “Papa”	
    to	
    not	
    leave.	
    
  88	
    
  An	
     enemy	
     soldier	
     hollers	
     down	
     from	
     atop	
     the	
    
  tower,	
    taunting	
    anyone	
    to	
    try	
    and	
    remove	
    him.	
    
  89	
    
  One	
    soldier	
    falls	
    to	
    the	
    ground	
    in	
    mid-­‐step	
    and	
    is	
    
  left	
    there	
    as	
    his	
    regiment	
    marches	
    on.	
    
  90	
    
  Townsfolk	
    stream	
    along	
    the	
    main	
    street,	
    carrying	
    
  dozens	
    of	
    sealed	
    coffins	
    to	
    the	
    graveyard.	
    
  91	
    
  Enormous	
    stones	
    form	
    a	
    giant	
    cairn	
    in	
    the	
    middle	
    
  of	
    town,	
    dedicated	
    to	
    “All	
    Who	
    Have	
    Fallen.”	
    
  92	
    
  What	
    looks	
    like	
    a	
    heap	
    of	
    muddy	
    rags	
    is	
    revealed	
    
  to	
    be	
    a	
    pile	
    of	
    discarded	
    military	
    uniforms.	
    
  93	
    
  The	
    harsh	
    cawing	
    of	
    buzzards	
    grows	
    louder	
    as	
    a	
    
  flock	
    settles	
    over	
    the	
    town.	
    
  94	
    
  This	
     chapel	
     has	
     been	
     set	
     ablaze;	
     flames	
     pour	
    
  from	
    every	
    window	
    and	
    doorway.	
    	
    	
    
  95	
    
  Several	
     figures	
     crawl	
     down	
     the	
     street,	
     trailing	
    
  filth	
    and	
    blood	
    from	
    their	
    bodies.	
    
  96	
    
  This	
    once-­‐bustling	
    marketplace	
    has	
    been	
    entirely	
    
  shuttered	
    and	
    closed	
    down.	
    
  97	
    
  The	
     road	
     is	
     almost	
     completely	
     clogged	
     with	
    
  abandoned	
    wagons,	
    whose	
    axles	
    and	
    wheels	
    are	
    
  broken.	
    
  98	
    
  Men,	
    women	
    and	
    children	
    scream	
    as	
    they	
    sprint	
    
  away	
    from	
    the	
    approaching	
    soldiers.	
    
  99	
    
  The	
    skies	
    have	
    been	
    blood-­‐red	
    for	
    a	
    week	
    now,	
    
  all	
    day,	
    all	
    night.	
    	
    
  100	
    
  Every	
     guard	
     in	
     town	
     stands	
     perfectly	
     still;	
    
  peering	
    through	
    the	
    bars	
    of	
    their	
    helms	
    reveals	
    
  each	
    one	
    is	
    an	
    animated	
    skeleton.	
    
  	
    
  	
    
  
  4	
    
  W A R - T O R N  T O W N :  B U S I N E S S E S  
  Use	
    this	
    table	
    to	
    provide	
    the	
    basic	
    details	
    of	
    businesses	
    the	
    PCs	
    
  come	
    across	
    as	
    they	
    explore	
    the	
    war-­‐torn	
    town.	
    Some	
    may	
    be	
    
  inappropriate	
    based	
    on	
    the	
    locale’s	
    set	
    up;	
    ignore	
    such	
    results	
    
  and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  01-­‐02	
    
  Chancer’s	
     (recruiter)	
     is	
     overseen	
     by	
     a	
     silver-­‐
  haired	
    soldier	
    in	
    gleaming	
    armour	
    who	
    welcomes	
    
  the	
    fortune-­‐seekers	
    and	
    desperate	
    alike.	
    
  03-­‐04	
    
  Flinch	
    (morgue)	
    has	
    been	
    rapidly	
    running	
    out	
    of	
    
  coffins	
    and	
    grave	
    plots	
    since	
    the	
    war	
    started.	
    
  05-­‐06	
    
  Proper	
     Sendings	
     (mourner)	
     makes	
     sure	
     even	
    
  unknown	
     battle	
     victims	
     receive	
     the	
     sorrowful	
    
  burials	
    they	
    deserve.	
    
  07-­‐08	
    
  Heartshield	
     (charms)	
     is	
     run	
     by	
     a	
     hedge	
     witch	
    
  with	
    an	
    iffy	
    track	
    record	
    of	
    magical	
    success.	
    
  09-­‐10	
    
  Blume’s	
    (blacksmith)	
    is	
    run	
    by	
    two	
    brothers	
    who	
    
  donate	
    much	
    of	
    their	
    time	
    to	
    the	
    war	
    effort.	
    
  11-­‐12	
    
  The	
     Notch	
     (weaponsmith)	
     has	
     been	
     on	
     back-­‐
  order	
     for	
     months	
     now,	
     and	
     their	
     blade	
     quality	
    
  has	
    suffered	
    some	
    lately.	
    
  13-­‐14	
    
  Haypricks	
    (stables)	
    is	
    a	
    lonely	
    place	
    indeed	
    since	
    
  the	
    last	
    horse	
    in	
    town	
    got	
    nabbed	
    by	
    a	
    military	
    
  courier	
    with	
    royal	
    orders.	
    
  15-­‐16	
    
  The	
     Pins	
     (military	
     HQ)	
     has	
     headquartered	
     so	
    
  many	
     different	
     units,	
     it’s	
     hard	
     to	
     keep	
     track	
     of	
    
  who	
    is	
    actually	
    meant	
    to	
    be	
    inside.	
    
  17-­‐18	
    
  Slitter’s	
     (armoury)	
     has	
     a	
     team	
     of	
     labourers	
    
  keeping	
    the	
    forge	
    blazing	
    at	
    all	
    hours.	
    
  19-­‐20	
    
  Bags	
    n’	
    Barrels	
    (supply	
    depot)	
    has	
    been	
    forced	
    to	
    
  give	
     the	
     local	
     garrison	
     a	
     hefty	
     discount	
     on	
     all	
    
  goods.	
    	
    
  21-­‐22	
    
  Featherfeet	
     (courier)	
     claims	
     to	
     be	
     a	
     neutral	
    
  messenger	
    
  service,	
    
  with	
    
  confidentiality	
    
  guaranteed	
    on	
    pain	
    of	
    death.	
    
  23-­‐24	
    
  Fleabit’s	
    (spy	
    HQ)	
    is	
    a	
    local	
    merchant	
    who	
    gladly	
    
  sells	
    regional	
    information	
    to	
    the	
    highest	
    bidder.	
    
  25-­‐26	
    
  Off	
     the	
     Edge	
     (maps)	
     is	
     run	
     by	
     a	
     frustrated	
    
  cartographer	
     who	
     has	
     to	
     redraw	
     borders	
     after	
    
  every	
    battle.	
    
  27-­‐28	
    
  Meckle	
    and	
    Sons	
    (masons)	
    donates	
    many	
    hours	
    
  to	
    help	
    rebuild	
    townhomes	
    and	
    walls.	
    
  29-­‐30	
    
  Flitche’s	
     (pawn	
     shop)	
     is	
     where	
     many	
     battlefield	
    
  scroungers	
     go	
     to	
     sell	
     valuables	
     and	
     mementos	
    
  taken	
    from	
    the	
    corpses	
    of	
    the	
    fallen.	
    
  31-­‐32	
    
  Cracked	
     Jugs	
     (tavern)	
     is	
     run	
     by	
     a	
     bartender	
    
  whose	
     only	
     rule	
     is	
     “no	
     talking	
     about	
     religion,	
    
  money	
    or	
    politics.”	
    
  33-­‐34	
    
  The	
    Jabber	
    (chapel)	
    is	
    said	
    to	
    be	
    cursed	
    since	
    its	
    
  head	
     priest	
     went	
     insane	
     after	
     seeing	
     the	
    
  senseless	
    suffering	
    of	
    war	
    victims.	
    
  35-­‐36	
    
  Danglers	
    (hanging	
    square)	
    has	
    seen	
    plenty	
    of	
    use	
    
  lately,	
     what	
     with	
     all	
     the	
     deserters	
     and	
     spies	
    
  captured	
    in	
    town.	
    
  37-­‐38	
    
  Stockwall	
    (garrison)	
    houses	
    the	
    few	
    local	
    guards	
    
  who	
    haven’t	
    already	
    gone	
    off	
    to	
    the	
    battlefront;	
    
  only	
    old	
    men	
    and	
    boys	
    live	
    within.	
    
  39-­‐40	
    
  Bastion	
     (main	
     gates)	
     is	
     overseen	
     by	
     a	
     guard	
    
  captain	
    who	
    enforces	
    a	
    hefty	
    safe	
    passage	
    tax	
    on	
    
  anyone	
    coming	
    or	
    going.	
    
  41-­‐42	
    
  Bone’s	
    Throw	
    (prison)	
    is	
    where	
    deserters,	
    spies,	
    
  and	
     other	
     rabble-­‐rousers	
     are	
     tossed	
     to	
     await	
    
  judgment	
    and	
    execution.	
    
  43-­‐44	
    
  Dogmaw	
    (dump)	
    is	
    a	
    stinking	
    crevasse	
    townsfolk	
    
  often	
     visit	
     to	
     toss	
     unwanted	
     items	
     into	
     the	
    
  depths,	
    be	
    it	
    night	
    soil	
    or	
    a	
    body.	
    
  45-­‐46	
    
  Slicknails	
    (looters)	
    is	
    headed	
    by	
    a	
    band	
    of	
    thieves	
    
  who	
    raid	
    the	
    homes	
    of	
    people	
    killed	
    by	
    soldiers.	
    
  47-­‐48	
    
  Helping	
     Hands	
     (lenders)	
     is	
     glad	
     to	
     offer	
     anyone	
    
  insurance	
     policies	
     or	
     high-­‐interest,	
     emergency	
    
  loans.	
    
  49-­‐50	
    
  Light’s	
    Touch	
    (healers)	
    is	
    run	
    by	
    a	
    married	
    couple	
    
  who	
    somehow	
    remain	
    joyful	
    and	
    hopeful	
    amidst	
    
  the	
    violence.	
    
  51-­‐52	
    
  Pickering’s	
    (remains	
    collector)	
    offers—for	
    a	
    fee—
  to	
     search	
     old	
     battlefields	
     for	
     proof	
     a	
     particular	
    
  person	
    is	
    dead.	
    	
    
  53-­‐54	
    
  Summation	
     (death	
     tallies)	
     is	
     run	
     by	
     a	
     team	
     of	
    
  clerks	
     who	
     carefully	
     notate	
     the	
     names	
     and	
    
  number	
    of	
    all	
    those	
    fallen	
    in	
    battle.	
    
  55-­‐56	
    
  The	
     Restless	
     (spirit	
     soother)	
     tends	
     the	
     nearby	
    
  battlefields,	
     sending	
     the	
     souls	
     of	
     the	
     dead	
     to	
    
  eternal	
    rest	
    so	
    they	
    don’t	
    haunt	
    the	
    town.	
    
  57-­‐58	
    
  Copper	
    Cobbles	
    (landlord)	
    has	
    struggled	
    to	
    keep	
    
  much	
     of	
     the	
     property	
     it	
     owns	
     from	
     being	
    
  reduced	
    to	
    so	
    much	
    rubble	
    and	
    ash.	
    
  59-­‐60	
    
  Chum’s	
    (cook)	
    once-­‐expansive	
    larder	
    and	
    kitchen	
    
  has	
    now	
    been	
    reduced	
    to	
    serving	
    scraps	
    of	
    meat	
    
  and	
    greatly	
    aged	
    cheese.	
    
  61-­‐62	
    
  Crack	
    n’	
    Sunder	
    (slaughterhouse)	
    is	
    owned	
    by	
    a	
    
  butcher	
    who	
    has	
    somehow	
    procured	
    a	
    constant	
    
  supply	
     of	
     fresh	
     —	
     if	
     questionable	
     —	
     meat.	
     No	
    
  matter,	
     his	
     customers	
     don’t	
     ask	
     too	
     many	
    
  questions.	
    
  63-­‐64	
    
  Tramplin’s	
     (stockyards)	
     is	
     kept	
     under	
     heavy	
    
  guard	
     by	
     soldiers	
     using	
     the	
     livestock	
     as	
    
  emergency	
    rations.	
    
  65-­‐66	
    
  Fitted	
     Fashions	
     (tailor)	
     devotes	
     much	
     of	
     its	
    
  labour	
    to	
    producing	
    or	
    repairing	
    army	
    uniforms	
    
  as	
    well	
    as	
    flags	
    and	
    regiment	
    standards.	
    
  67-­‐68	
    
  Rattlerag’s	
     (tinker)	
     sells	
     anything	
     in	
     stock	
     for	
     a	
    
  single	
     copper	
     coin,	
     so	
     long	
     as	
     you	
     don’t	
     ask	
    
  where	
    the	
    goods	
    came	
    from.	
    
  69-­‐70	
    
  Knuckle’s	
    (martial	
    school)	
    is	
    headed	
    by	
    an	
    elderly	
    
  monk	
     who	
     teaches	
     townsfolk	
     the	
     art	
     of	
     bare-­‐
  handed	
    self-­‐defence.	
    
  71-­‐72	
    
  Gravelute	
    (bards)	
    has	
    been	
    hard-­‐pressed	
    to	
    pen	
    
  the	
    jaunty	
    tunes	
    it	
    used	
    to	
    be	
    known	
    for	
    in	
    such	
    
  a	
    sombre	
    atmosphere.	
    
  
  5	
    
  73-­‐74	
    
  Mudcloak’s	
     (rebel	
     HQ)	
     is	
     a	
     tiny	
     drinking	
     house	
    
  that	
     conceals	
     a	
     young,	
     yet	
     growing	
     band	
     of	
    
  rebels	
    full	
    of	
    righteous	
    fury.	
    
  75-­‐76	
    
  White	
     Flags	
     (diplomat)	
     has	
     seen	
     at	
     least	
     three	
    
  negotiators	
     come	
     into	
     town,	
     with	
     each	
     dead	
    
  within	
    a	
    month	
    of	
    trying	
    to	
    secure	
    peace.	
    
  77-­‐78	
    
  Dusty	
    Aisles	
    (market)	
    used	
    to	
    be	
    open	
    every	
    day,	
    
  but	
     now	
     opens	
     weekly...or	
     whenever	
     a	
     supply	
    
  caravan	
     actually	
     makes	
     it	
     into	
     town.	
     Otherwise	
    
  only	
    beggars	
    can	
    be	
    found	
    here	
    
  79-­‐80	
    
  The	
    Jut	
    (saboteur)	
    is	
    a	
    supposed	
    goods	
    store	
    that	
    
  is	
     rarely	
     open,	
     as	
     the	
     proprietor	
     is	
     often	
     away	
    
  destroying	
    bridges	
    or	
    blocking	
    supply	
    routes.	
    
  81-­‐82	
    
  Hoister’s	
     (mercenaries)	
     is	
     in-­‐between	
     contracts	
    
  right	
     now,	
     but	
     is	
     surprisingly	
     loyal	
     to	
     whoever	
    
  pays	
    for	
    services	
    rendered.	
    	
    
  83-­‐84	
    
  Ragged	
    Roost	
    (slum)	
    has	
    swelled	
    with	
    the	
    tents	
    
  and	
     ramshackle	
     huts	
     of	
     refugees	
     from	
     the	
     war.	
    
  Tensions	
     between	
     the	
     newcomers	
     and	
     the	
    
  residents	
    are	
    slowly	
    rising.	
    	
    
  85-­‐86	
    
  Crumdrum	
    (soup	
    kitchen)	
    is	
    run	
    by	
    a	
    pudgy	
    cook	
    
  who	
    seems	
    able	
    to	
    make	
    meals	
    out	
    of	
    dirt	
    and	
    
  dried	
    leather.	
    	
    
  87-­‐88	
    
  The	
     Pens	
     (orphanage)	
     is	
     bursting	
     at	
     the	
     seams	
    
  with	
    newly	
    orphaned	
    waifs	
    who	
    now	
    contribute	
    
  to	
     the	
     local	
     begging	
     schemes.	
     The	
     place	
     is	
     a	
    
  madhouse	
     and	
     the	
     few	
     remaining	
     staff	
     are	
    
  exhausted.	
    
  89-­‐90	
    
  The	
     Pockle	
     Stage	
     (puppeteer)	
     has	
     eschewed	
     its	
    
  long-­‐running	
     shows	
     for	
     poking	
     fun	
     at	
     whatever	
    
  side	
    is	
    currently	
    losing.	
    Eventually,	
    he’s	
    likely	
    to	
    
  get	
    into	
    serious	
    trouble	
    with	
    the	
    authorities.	
    	
    
  91-­‐92	
    
  Waverly’s	
    (seamstress)	
    stocks	
    rolls	
    of	
    thread	
    and	
    
  linen	
    in	
    the	
    colours	
    of	
    every	
    side	
    involved	
    in	
    the	
    
  war,	
    just	
    in	
    case.	
    
  93-­‐94	
    
  Morning	
     Mist	
     (cafe)	
     has	
     somehow	
     remained	
    
  opened	
     amidst	
     the	
     turmoil,	
     serving	
     fresh	
     eggs	
    
  and	
    biscuits	
    every	
    morning.	
    
  95-­‐96	
    
  Mudtoe	
     (cobbler)	
     offers	
     free	
     boot	
     repair	
     to	
    
  townsfolk	
     but	
     charges	
     double	
     for	
     officers.	
     The	
    
  proprietor	
    is	
    a	
    spy	
    for	
    the	
    enemy.	
    
  97-­‐98	
    
  Curs	
     (kennels)	
     sells	
     the	
     finest	
     war	
     hounds	
     and	
    
  trackers	
    coin	
    can	
    buy,	
    though	
    the	
    kennel	
    master	
    
  won’t	
    sell	
    them	
    to	
    just	
    anyone.	
    The	
    dogs	
    are	
    in	
    
  high	
    demand,	
    but	
    the	
    training	
    takes	
    many	
    weeks	
    
  and	
    thus	
    prices	
    here	
    are	
    high.	
    	
    
  99-­‐100	
    
  Crimson	
    Trails	
    (blood	
    tracker)	
    has	
    made	
    a	
    decent	
    
  profit	
     tracking	
     slaves,	
     spies	
     and	
     deserters	
     via	
    
  blood	
    magic.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    	
    	
    
  	
    
  
  6	
    
  W A R - T O R N  T O W N :  F O L K  O F  I N T E R E S T  
  Use	
     this	
     table	
     to	
     generate	
     the	
     basic	
     details	
     of	
     folk	
     the	
     PCs	
    
  encounter	
    as	
    they	
    explore	
    the	
    war-­‐torn	
    town.	
    Use	
    these	
    details	
    
  as	
    a	
    base	
    from	
    which	
    to	
    portray	
    the	
    NPC.	
    
  D%	
    
  	
    
  01-­‐02	
    
  Hargbal	
    Riog	
    (LE	
    female	
    half-­‐orc	
    expert	
    1)	
    does	
    
  an	
     excellent	
     job	
     extracting	
     the	
     mayor’s	
     “war	
    
  tax”,	
    paid	
    in	
    coin	
    or	
    blood,	
    from	
    everyone.	
    
  03-­‐04	
    
  Laciri	
    Bolz	
    (NE	
    female	
    human	
    warrior	
    1)	
    doesn’t	
    
  fight	
     for	
     any	
     particular	
     side.	
     She	
     just	
     enjoys	
    
  cutting	
    others	
    down.	
    
  05-­‐06	
    
  Swaur	
     Lecole	
     (LG	
     male	
     human	
     adept	
     2)	
     is	
     a	
    
  bright-­‐eyed	
     healer	
     whose	
     joyful	
     spirit	
     remains	
    
  undimmed	
    by	
    the	
    devastation	
    in	
    town.	
    
  07-­‐08	
    
  Cama	
    Meswig	
    (LN	
    female	
    human	
    adept	
    2)	
    uses	
    
  her	
    art	
    to	
    counter-­‐balance	
    any	
    enemy	
    scrying	
    or	
    
  attempts	
    to	
    magically	
    scout	
    out	
    the	
    town.	
    
  09-­‐10	
    
  Crancy	
    Boffhorn	
    (NE	
    female	
    halfling	
    aristocrat	
    1)	
    
  keeps	
     raising	
     rent	
     on	
     the	
     dwindling	
     number	
     of	
    
  homes	
     she	
     owns	
     as	
     more	
     are	
     destroyed	
     with	
    
  each	
    skirmish.	
    
  11-­‐12	
    
  Tolwyn	
     Lisam	
     (LG	
     male	
     human	
     expert	
     2)	
     is	
     a	
    
  mason	
     who	
     lends	
     his	
     effort	
     to	
     help	
     repair	
     the	
    
  battered	
    and	
    broken	
    town	
    walls.	
    
  13-­‐14	
    
  Gimen	
    Doringli	
    (CE	
    male	
    dwarf	
    commoner	
    1)	
    is	
    a	
    
  deserter	
     ready	
     and	
     willing	
     to	
     kill	
     anyone	
     he	
    
  thinks	
    might	
    turn	
    him	
    in.	
    
  15-­‐16	
    
  Magsda	
    Saraving	
    (N	
    female	
    halfling	
    commoner	
    1)	
    
  picks	
     over	
     recent	
     battlefields,	
     seeking	
     anything	
    
  she	
    can	
    sell	
    for	
    another	
    meal.	
    
  17-­‐18	
    
  Unaga	
     Dushug	
     (NE	
     female	
     half-­‐orc	
     expert	
     2)	
    
  poses	
     as	
     a	
     town	
     guard	
     while	
     selling	
     local	
    
  intelligence	
    to	
    bidders	
    on	
    either	
    side	
    of	
    the	
    war.	
    
  19-­‐20	
    
  Gobilda	
     Vinbairn	
     (LE	
     female	
     gnome	
     adept	
     2)	
    
  enjoys	
     unleashing	
     agonizing	
     magics	
     on	
     enemy	
    
  soldiers	
    in	
    the	
    heat	
    of	
    battle.	
    
  21-­‐22	
    
  Thoroda	
    Wenbaran	
    (NG	
    female	
    elf	
    commoner	
    1)	
    
  is	
     a	
     waif	
     who	
     has	
     grown	
     up	
     in	
     town	
     in	
     the	
    
  shadow	
    of	
    her	
    father,	
    a	
    legendary	
    warrior.	
    
  23-­‐24	
    
  Ordvil	
     Warlem	
     (CG	
     male	
     human	
     adept	
     1)	
     has	
    
  nearly	
    burnt	
    the	
    town	
    down	
    several	
    times	
    with	
    
  his	
    attempts	
    to	
    defend	
    it	
    with	
    fiery	
    magic.	
    Next	
    
  time,	
    nothing	
    bad	
    will	
    happen…	
    
  25-­‐26	
    
  Slyn	
    Ronath	
    (N	
    male	
    human	
    commoner	
    1)	
    is	
    an	
    
  ex-­‐army	
     cook	
     whose	
     skeletal	
     frame	
     belies	
     his	
    
  true	
    love	
    for	
    fine	
    foods.	
    
  27-­‐28	
    
  Hectar	
     Jalbak	
     (CG	
     male	
     dwarf	
     warrior	
     2)	
     has	
     a	
    
  broad	
    grin	
    that	
    stays	
    fixed	
    even	
    when	
    his	
    face	
    is	
    
  splattered	
    with	
    blood.	
    
  29-­‐30	
    
  Mendraya	
    Berea	
    (NG	
    female	
    human	
    adept	
    3)	
    is	
    a	
    
  elderly	
     priestess	
     who	
     says	
     blessings	
     over	
     the	
    
  dead,	
    whether	
    friend	
    or	
    foe	
    in	
    life.	
    
  31-­‐32	
    
  Nacwen	
    Renneso	
    (NE	
    female	
    human	
    adept	
    1)	
    is	
    a	
    
  snaggle-­‐toothed	
    crone	
    who	
    has	
    been	
    harvesting	
    
  organs	
    from	
    dead	
    soldiers	
    for	
    months	
    now.	
    
  33-­‐34	
    
  Arthleen	
     Hirmar	
     (LN	
     female	
     elf	
     commoner	
     1)	
     is	
    
  the	
    mistress	
    of	
    a	
    group	
    of	
    prostitutes	
    who	
    follow	
    
  regiments	
    for	
    steady	
    pay.	
    	
    	
    
  35-­‐36	
    
  Nashal	
     Danlebo	
     (LG	
     male	
     elf	
     warrior	
     2)	
     is	
     a	
    
  refined	
     fighter	
     who	
     ruthlessly	
     tracks	
     down	
    
  deserters	
    and	
    brings	
    them	
    to	
    justice.	
    	
    
  37-­‐38	
    
  Blanfaste	
     Liogard	
     (CE	
     male	
     gnome	
     expert	
     1)	
     is	
    
  currently	
     plotting	
     to	
     poison	
     the	
     well	
     the	
     next	
    
  time	
    an	
    army	
    occupies	
    the	
    town.	
    
  39-­‐40	
    
  Mazair	
    Thoad	
    (CN	
    female	
    dwarf	
    commoner	
    2)	
    is	
    
  a	
    would-­‐be	
    inventor	
    who	
    has	
    failed	
    to	
    convince	
    
  anyone	
     her	
     “improved”	
     slingshots	
     are	
     a	
     good	
    
  crossbow	
    replacement.	
    
  41-­‐42	
    
  Murfak	
     Vanndun	
     (N	
     male	
     dwarf	
     warrior	
     1)	
     is	
     a	
    
  ruddy-­‐haired	
     soldier	
     who’s	
     found	
     he	
     prefers	
    
  getting	
     drunk	
     with	
     the	
     enemy	
     rather	
     than	
    
  fighting	
    them.	
    	
    
  43-­‐44	
    
  Starden	
    Ravoriel	
    (N	
    female	
    half-­‐elf	
    aristocrat	
    1)	
    is	
    
  rather	
     irate	
     her	
     retirement	
     estate	
     has	
     been	
    
  threatened	
    by	
    the	
    violence.	
    
  45-­‐46	
    
  Gotin	
    Ropermble	
    (CE	
    male	
    halfling	
    adept	
    3)	
    has	
    
  hired	
     himself	
     out	
     to	
     numerous	
     clients	
     as	
     an	
    
  efficient	
    and	
    effective	
    saboteur.	
    	
    
  47-­‐48	
    
  Ruthers	
    Yapulco	
    (LN	
    male	
    human	
    commoner	
     1)	
    
  laughs	
     too	
     loudly	
     at	
     everything	
     while	
     his	
     dark	
    
  eyes	
    hold	
    a	
    constant	
    pain.	
    	
    
  49-­‐50	
    
  Belgruk	
     Gnaumo	
     (LN	
     male	
     dwarf	
     commoner	
     2)	
    
  has	
     kept	
     the	
     local	
     smithy	
     open	
     despite	
     the	
    
  building	
    being	
    sabotaged	
    several	
    times.	
    
  51-­‐52	
    
  Doldalm	
    Arnalsgo	
    (NG	
    male	
    half-­‐elf	
    expert	
    3)	
    is	
    a	
    
  tattoo	
    artist	
    who	
    helps	
    mask	
    deserter	
    and	
    slave	
    
  brands	
    with	
    his	
    ink-­‐work.	
    
  53-­‐54	
    
  Illish	
     Branlynn	
     (N	
     female	
     gnome	
     commoner	
     1)	
    
  has	
    bright	
    yellow	
    hair	
    and	
    eyebrows	
    and	
    tries	
    to	
    
  pass	
    as	
    a	
    human	
    child	
    when	
    she	
    begs	
    for	
    food	
    or	
    
  coin.	
    
  55-­‐56	
    
  Ramma	
    Ealesen	
    (CN	
    female	
    human	
    adept	
    3)	
    runs	
    
  the	
     town	
     orphanage	
     and	
     viciously	
     defends	
     her	
    
  charges	
    from	
    any	
    ill-­‐doers,	
    mostly	
    because	
    of	
    the	
    
  labour	
    and	
    profit	
    they	
    provide.	
    
  57-­‐58	
    
  Ordwald	
    Wyntols	
    (LG	
    male	
    human	
    aristocrat	
    2)	
    is	
    
  a	
    noble-­‐born	
    officer	
    who	
    has	
    risked	
    his	
    troops	
    to	
    
  defend	
    the	
    town	
    multiple	
    times.	
    	
    
  59-­‐60	
    
  Gugul	
    Ashburk	
    (LG	
    male	
    half-­‐orc	
    warrior	
    2)	
    loves	
    
  this	
     town	
     and	
     has	
     a	
     bit	
     of	
     a	
     temper	
     problem	
    
  when	
    anyone	
    threatens	
    it	
    or	
    its	
    citizens.	
    
  61-­‐62	
    
  Orasem	
     Carovo	
     (LN	
     male	
     elf	
     adept	
     1)	
     has	
     been	
    
  seen	
    standing	
    sentry	
    on	
    the	
    town	
    walls	
    for	
    weeks	
    
  on	
    end	
    even	
    though	
    he’s	
    not	
    an	
    official	
    guard.	
    
  63-­‐64	
    
  Aneda	
    Bertulli	
    (LE	
    female	
    human	
    aristocrat	
    2)	
    is	
    
  rumoured	
     to	
     be	
     in	
     dealings	
     with	
     the	
     mayor	
     to	
    
  “purchase”	
    the	
    town	
    for	
    unknown	
    purposes.	
    
  65-­‐66	
    
  Ardlen	
     Hoffins	
     (CE	
     male	
     halfling	
     commoner	
     2)	
    
  has	
    incited	
    several	
    town-­‐wide	
    riots	
    just	
    so	
    he	
    can	
    
  loot	
    a	
    few	
    homes	
    he’s	
    had	
    his	
    eye	
    on.	
    
  
  7	
    
  67-­‐68	
    
  Leddy	
    Handston	
    (NE	
    female	
    human	
    warrior	
    3)	
    is	
    
  a	
     gorgeous	
     woman	
     who	
     enjoys	
     collecting	
    
  scars...but	
    keeps	
    her	
    collection	
    on	
    other	
    people.	
    
  69-­‐70	
    
  Earlas	
     Worook	
     (CG	
     male	
     gnome	
     warrior	
     3)	
    
  steadfastly	
    refuses	
    any	
    pay	
    for	
    the	
    nightly	
    patrols	
    
  he	
    makes	
    around	
    town.	
    	
    
  71-­‐72	
    
  Thorem	
     Andeys	
     (CN	
     male	
     human	
     expert	
     2)	
     is	
     a	
    
  slim	
     man	
     who	
     makes	
     a	
     living	
     selling	
     spoils	
    
  brought	
    to	
    him	
    by	
    battlefield	
    scavengers.	
    
  73-­‐74	
    
  Debhik	
    Venk	
    (NE	
    male	
    human	
    commoner	
    1)	
    is	
    a	
    
  bent	
    and	
    knob-­‐jointed	
    man	
    who	
    mutters	
    bitterly	
    
  at	
    everyone	
    and	
    everything.	
    
  75-­‐76	
    
  Vaarci	
    Pentora	
    (CE	
    female	
    half-­‐elf	
    expert	
    1)	
    turns	
    
  her	
    velvety	
    voice	
    to	
    haunting	
    dirges	
    and	
    secretly	
    
  delights	
    in	
    the	
    grief	
    they	
    spread.	
    
  77-­‐78	
    
  Daerie	
     Chaele	
     (LG	
     female	
     human	
     adept	
     1)	
     is	
     a	
    
  seer	
     who	
     keeps	
     trying	
     to	
     see	
     happier	
     fortunes	
    
  for	
    the	
    townsfolk,	
    to	
    no	
    avail.	
    
  79-­‐80	
    
  Rumesto	
    Glorehaven	
    (LN	
    male	
    human	
    warrior	
    2)	
    
  is	
     a	
     renowned	
     mercenary,	
     here	
     to	
     make	
     a	
    
  fortune	
    on	
    the	
    war.	
    
  81-­‐82	
    
  Sungdas	
     Jowal	
     (NG	
     male	
     human	
     warrior	
     1)	
     is	
     a	
    
  smooth-­‐cheeked	
    youth	
    who	
    has	
    survived	
    several	
    
  battles	
    despite	
    his	
    inexperience.	
    
  83-­‐84	
    
  Halnasne	
     Feudan	
     (LE	
     female	
     half-­‐elf	
     commoner	
    
  1)	
    is	
    constantly	
    giggling	
    as	
    she	
    tallies	
    reports	
    of	
    
  the	
    most	
    recent	
    dead.	
    
  85-­‐86	
    
  Rimthos	
     Boldahk	
     (N	
     male	
     half-­‐orc	
     adept	
     1)	
     is	
     a	
    
  hedge	
     mage	
     who	
     creates	
     cheap	
     spells	
     and	
    
  charms...of	
    questionable	
    efficacy.	
    	
    
  87-­‐88	
    
  Prack	
    Cosken	
    (CN	
    male	
    half-­‐orc	
    warrior	
    3)	
    is	
    an	
    
  elderly,	
     heavily	
     scarred	
     guard	
     who	
     seems	
    
  embittered	
     he	
     isn’t	
     strong	
     enough	
     to	
     fight	
     in	
     a	
    
  real	
    battle	
    any	
    longer.	
    
  89-­‐90	
    
  Haeger	
    Orwald	
    (CG	
    male	
    gnome	
    commoner	
    1)	
    is	
    
  a	
     town	
     scout	
     who	
     reports	
     in	
     when	
     soldiers	
     are	
    
  getting	
    close.	
    
  91-­‐92	
    
  Georard	
    Smuden	
    (LE	
    male	
    human	
    aristocrat	
    2)	
    is	
    
  a	
     wealthy	
     moneylender	
     glad	
     to	
     take	
     advantage	
    
  of	
    people’s	
    need	
    for	
    immediate	
    funds.	
    	
    
  93-­‐94	
    
  Toble	
     Marish	
     (NE	
     male	
     halfling	
     expert	
     2)	
     is	
     a	
    
  four-­‐fingered	
     pickpocket	
     willing	
     to	
     steal	
     bread	
    
  from	
    a	
    starving	
    child	
    to	
    keep	
    from	
    going	
    hungry.	
    
  95-­‐96	
    
  Jalda	
    Brivisil	
    (CE	
    female	
    human	
    adept	
    1)	
    enjoys	
    
  accusing	
     random	
     people	
     of	
     being	
     spies	
     just	
     to	
    
  see	
    what	
    happens.	
    
  97-­‐98	
    
  Lalhir	
     Felas	
     (N	
     female	
     half-­‐elf	
     aristocrat	
     2)	
     has	
    
  kept	
    a	
    group	
    of	
    local	
    mercenaries	
    in	
    her	
    employ	
    
  as	
    private	
    bodyguards.	
    
  99-­‐100	
    
  Dala	
    Nodds	
    (LG	
    female	
    human	
    warrior	
    3)	
    is	
    only	
    
  sixteen	
     but	
     is	
     considered	
     a	
     divinely	
     gifted	
    
  strategist,	
    sought	
    out	
    by	
    legendary	
    generals	
    for	
    
  advice.	
    
  	
    
  	
    
  
  8	
    
  W A R - T O R N  T O W N :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Although	
     the	
     PCs	
     may	
     simply	
     want	
     to	
     visit	
     the	
     war-­‐torn	
     town,	
    
  sometimes	
     fate	
     intervenes.	
     Use	
     this	
     table	
     to	
     determine	
     what	
    
  opportunities	
    or	
    complications	
    the	
    PCs	
    encounter.	
    
  D20	
    
  	
    
  1	
    
  Within	
    a	
    day	
    of	
    the	
    PCs’	
    arrival,	
    a	
    fresh	
    army	
    has	
    
  appeared	
     to	
     lay	
     siege	
     to	
     the	
     town,	
     completely	
    
  surrounding	
    it	
    and	
    cutting	
    off	
    all	
    supply	
    routes.	
    
  2	
    
  A	
     supply	
     caravan	
     hasn’t	
     made	
     it	
     to	
     the	
     town	
     in	
    
  months	
    and	
    every	
    nearby	
    farm	
    has	
    been	
    burnt	
    to	
    
  ashes.	
    Starving	
    townsfolk	
    lie	
    suffering	
    everywhere	
    
  the	
    PCs	
    look.	
    
  3	
    
  The	
     PCs	
     hear	
     word	
     the	
     generals	
     of	
     the	
     opposing	
    
  armies	
    have	
    challenge	
    one	
    another	
    to	
    a	
    duel	
    to	
    end	
    
  the	
    battle	
    once-­‐and-­‐for-­‐all...and	
    the	
    fight	
    is	
    to	
    take	
    
  place	
    in	
    the	
    centre	
    of	
    town.	
    
  4	
    
  The	
     town	
     has	
     been	
     engulfed	
     by	
     rioters	
     who	
     are	
    
  looting,	
     killing,	
     wrecking	
     property	
     and	
     setting	
    
  buildings	
    ablaze.	
    
  5	
    
  With	
    most	
    able-­‐bodied	
    fighters	
    off	
    to	
    war,	
    a	
    gang	
    
  of	
     hooligans	
     has	
     taken	
     to	
     terrorizing	
     the	
     town,	
    
  taking	
     what	
     they	
     wish	
     and	
     beating	
     anyone	
     who	
    
  opposes	
    them	
    senseless.	
    
  6	
    
  A	
    group	
    of	
    guards	
    stops	
    the	
    PCs	
    in	
    the	
    street	
    and	
    
  their	
     captain	
     accuses	
     them	
     of	
     being	
     enemy	
     spies.	
    
  They	
     can	
     either	
     be	
     escorted	
     to	
     jail	
     peaceably	
     or	
    
  taken	
    there	
    in	
    pieces.	
    
  7	
    
  A	
     hooded	
     figure	
     sidles	
     up	
     and	
     offers	
     the	
     party	
     a	
    
  tempting	
    amount	
    of	
    gold	
    if	
    you’d	
    be	
    so	
    kind	
    as	
    to	
    
  scout	
     the	
     town	
     and	
     report	
     on	
     the	
     defences	
     and	
    
  nearby	
    troop	
    movements.	
    
  8	
    
  The	
    town’s	
    food	
    stores	
    have	
    been	
    broken	
    into	
    by	
    a	
    
  self-­‐proclaimed	
    freedom	
    fighter	
    who	
    is	
    now	
    doling	
    
  out	
    bags	
    of	
    grain	
    and	
    goods	
    to	
    starving	
    townsfolk.	
    
  9	
    
  An	
    army	
    recruiter	
    has	
    set	
    up	
    a	
    tent	
    in	
    the	
    middle	
    of	
    
  town,	
    offering	
    wealth	
    and	
    fame	
    to	
    anyone	
    willing	
    
  to	
    sign	
    up	
    for	
    the	
    latest	
    march	
    on	
    enemy	
    territory.	
    
  10	
    
  A	
     weeping	
     mother	
     begs	
     for	
     the	
     PCs’	
     help,	
     as	
     her	
    
  children	
     have	
     been	
     conscripted	
     into	
     a	
     makeshift	
    
  army	
     comprised	
     entirely	
     of	
     little	
     boys	
     and	
     girls.	
    
  They	
    march	
    on	
    the	
    morrow.	
    
  11	
    
  A	
    black-­‐robed	
    priest	
    stalks	
    the	
    city,	
    claiming	
    if	
    the	
    
  fighting	
     doesn’t	
     end,	
     the	
     spirits	
     of	
     the	
     slain	
     will	
    
  come	
    to	
    haunt	
    the	
    town	
    and	
    drag	
    everyone’s	
    souls	
    
  to	
    Hell.	
    
  12	
    
  A	
     PC	
     realize	
     almost	
     every	
     item	
     being	
     sold	
     in	
     the	
    
  marketplace	
    
  has	
    
  been	
    
  scrounged	
    
  off	
    
  dead	
    
  soldiers—some	
     of	
     the	
     goods	
     still	
     have	
     relatively	
    
  fresh	
    blood	
    and	
    gore	
    on	
    them.	
    
  13	
    
  With	
     a	
     groan	
     and	
     loud	
     crack,	
     the	
     town’s	
     main	
    
  tower—damaged	
     by	
     fire	
     and	
     battering	
     rams—
  begins	
    to	
    topple.	
    
  14	
    
  A	
    PC	
    suddenly	
    realises	
    the	
    suit	
    of	
    shiny	
    armour	
    that	
    
  just	
    walked	
    by	
    was	
    actually	
    empty.	
    
  15	
    
  With	
    a	
    bloodthirsty	
    cry,	
    a	
    bunch	
    of	
    fighters	
    wearing	
    
  rebel	
     colours	
     surge	
     out	
     of	
     the	
     tavern	
     and	
     begin	
    
  attacking	
    everyone	
    in	
    sight.	
    
  16	
    
  Loyalist	
     soldiers	
     are	
     marching	
     through	
     town,	
    
  hunting	
     anyone	
     they	
     even	
     suspect	
     of	
     having	
    
  sympathies	
    for	
    or	
    connections	
    with	
    the	
    enemy.	
    
  17	
    
  The	
     party	
     are	
     cornered	
     by	
     the	
     mayor’s	
     personal	
    
  guard	
    and	
    ordered	
    to	
    cough	
    up	
    the	
    mandatory	
    (and	
    
  hefty)	
    war	
    tax.	
    Pay	
    up,	
    or	
    else.	
    
  18	
    
  The	
    guards	
    have	
    been	
    in	
    an	
    uproar	
    since	
    someone	
    
  broke	
    into	
    their	
    armoury	
    and	
    made	
    off	
    with	
    every	
    
  spare	
    piece	
    of	
    armour	
    and	
    weaponry.	
    A	
    reward	
    has	
    
  been	
    issued	
    for	
    the	
    equipment’s	
    return.	
    
  19	
    
  A	
     person	
     sprints	
     through	
     town,	
     screaming	
     that	
     a	
    
  devilish	
     army	
     has	
     been	
     spotted	
     just	
     beyond	
     the	
    
  horizon	
    and	
    they	
    are	
    laying	
    waste	
    to	
    everything	
    in	
    
  their	
    path.	
    
  20	
    
  A	
    group	
    of	
    war	
    prisoners	
    are	
    being	
    marched	
    to	
    the	
    
  gallows	
    for	
    execution,	
    but	
    a	
    PC	
    recognizes	
    at	
    least	
    
  one	
    of	
    them	
    as	
    an	
    old	
    companion.	
    
  
  9	
    
  D I D  Y O U  K N O W ?  
  	
    
  	
    
  	
    
  If	
    you	
    enjoyed	
    this	
    product,	
    please	
    consider	
    leaving	
    a	
    review.	
    
  	
    
  	
    
  	
    
  If	
    you	
    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    
  License	
    to	
    include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    
  copying,	
     modifying	
     or	
     distributing,	
     and	
     You	
     must	
     add	
     the	
     title,	
     the	
     copyright	
     date,	
     and	
     the	
    
  copyright	
     holder's	
     name	
     to	
    the	
     COPYRIGHT	
     NOTICE	
    of	
     any	
     original	
    Open	
    Game	
     Content	
     you	
    
  Distribute.	
    
  	
    
  7.	
     Use	
    of	
     Product	
     Identity:	
    You	
    agree	
     not	
     to	
    Use	
    any	
    Product	
    Identity,	
     including	
    as	
    an	
    
  indication	
    as	
    to	
    compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    
  with	
    the	
    owner	
    of	
    each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    
  or	
     co-­‐adaptability	
     with	
     any	
     Trademark	
     or	
     Registered	
     Trademark	
     in	
     conjunction	
     with	
     a	
     work	
    
  containing	
     Open	
     Game	
     Content	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
     independent	
    
  Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    Trademark.	
    The	
    use	
    of	
    any	
    Product	
    
  Identity	
     in	
     Open	
     Game	
     Content	
     does	
     not	
     constitute	
     a	
     challenge	
     to	
     the	
     ownership	
     of	
     that	
    
  Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    
  rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    
  portions	
    of	
    the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    
  of	
     this	
     License.	
     You	
     may	
     use	
     any	
     authorized	
     version	
     of	
     this	
     License	
     to	
     copy,	
     modify	
     and	
    
  distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
    This	
     License	
     will	
    terminate	
     automatically	
     if	
    You	
    fail	
    to	
    comply	
     with	
    all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
     Reformation:	
     If	
     any	
     provision	
     of	
     this	
     License	
     is	
     held	
     to	
     be	
     unenforceable,	
     such	
    
  provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
     Reference	
     Document:	
     ©2000,	
     Wizards	
     of	
     the	
     Coast,	
     Inc.	
     Authors:	
     Jonathan	
    
  Tweet,	
    Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game.	
     ©2008,	
     2009,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Jason	
    
  Bulmahn.	
    
  	
    
  Pathfinder	
     RPG	
     Bestiary.	
     ©2009	
     Paizo	
    Publishing	
     LC;	
    Author	
     Jason	
    Bulmahn,	
     based	
     on	
    
  material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.	
    
  Jason	
    Bulmahn.	
    
  	
    
  Urban	
    Dressing:	
    War-­‐Torn	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    
  the	
    Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    
  contributed	
    Open	
    Game	
    Content;	
    (b)"Derivative	
    Material"	
    means	
    copyrighted	
    material	
    including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
    
  modification,	
    correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    
  or	
    other	
    form	
    in	
    which	
    an	
    existing	
    work	
    may	
    be	
    recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    
  means	
    to	
    reproduce,	
    license,	
    rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    
  distribute;	
     (d)"Open	
     Game	
     Content"	
     means	
     the	
     game	
     mechanic	
     and	
     includes	
     the	
     methods,	
    
  procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    
  Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    
  as	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
     covered	
     by	
     this	
     License,	
    
  including	
     translations	
     and	
     derivative	
     works	
     under	
     copyright	
     law,	
     but	
     specifically	
     excludes	
    
  Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    
  thematic	
     elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
    
  likenesses,	
     formats,	
     poses,	
     concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
    
  audio	
     representations;	
     names	
     and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
    
  personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    environments,	
    
  creatures,	
     equipment,	
     magical	
     or	
     supernatural	
     abilities	
    or	
     effects,	
     logos,	
     symbols,	
     or	
    graphic	
    
  designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    
  by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    
  (female)	
    "Trademark"	
    means	
    the	
    logos,	
    names,	
    mark,	
    sign,	
    motto,	
    designs	
    that	
    are	
    used	
    by	
    a	
    
  Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    
  Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    
  edit,	
    format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    
  (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
     The	
     License:	
    This	
     License	
     applies	
    to	
     any	
     Open	
    Game	
    Content	
     that	
    contains	
     a	
    notice	
    
  indicating	
    that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    
  You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    
  to	
    or	
    subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    
  conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    
  of	
    the	
    terms	
    of	
    this	
    License.	
    
  	
    
  4.	
     Grant	
     and	
     Consideration:	
     In	
     consideration	
     for	
     agreeing	
     to	
     use	
     this	
     License,	
     the	
    
  Contributors	
     grant	
     You	
     a	
     perpetual,	
     worldwide,	
     royalty-­‐free,	
     non-­‐exclusive	
     license	
     with	
     the	
    
  exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
    Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    
  Open	
    Game	
    Content,	
    You	
    represent	
    that	
    Your	
    Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    
  You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/Urban Dressing - Wartorn Town.pdf