TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MISCELLANY: 
  RAGING SWAN PRESS 
  URBAN DRESSING 
  A SYSTEM NEUTRAL RESOURCE 
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  ragingswan.com	
  	
  		
  gatekeeper@ragingswan.com	
  GM’S MISCELLANY: URBAN DRESSING 
  Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring your towns and 
  cities alive with cool, interesting features of note? Then GM’s Miscellany: Urban Dressing is for you! Presenting tons of cool, 
  interesting features for common urban fixture such as shops, stalls, thieves and so on, GM’s Miscellany: Urban Dressing provides the 
  harried GM the tools to quickly and easily bring such features to life.	
  	
  C R E D I T S  
  Design:	 Ben	 Armitage,	 Creighton	 Broadhurst,	 Brian	 Fitzpatrick,	
  James	Graham,	Richard	Green,	Brian	Liberge,	Brian	Wiborg	
  Mønster,	Julian	Neale,	Marc	Radle,	Brian	J.	Ratcliff,	Liz	Smith,	
  Jacob	Trier,	Josh	Vogt	and	Daron	Woodson.	
  Development:	Creighton	Broadhurst	and	Thilo	Graf	
  Interior	Art:	Paul	Daly,	Pawet	Dobosz	(The	Forge	Studios),	Jeff	
  Freels,	 Rick	 Hershey,	 Garth	 Jones,	 Bradley	 K.	 McDevitt,	
  William	 McAusland,	 Brittany	 Michel,	 Matt	 Morrow,	 Kay	
  Neilsen,	Dave	Peterson,	Claudio	Pozas,	Jeff	Preston,	Howard	
  Pyle,	 Arthur	 Rackham,	 Marc	 Radle,	 V	 Shane,	 Elizabeth	
  Shippengreen,	 Frank	 Walls	 and	 Maciej	 Zagorski	 (The	 Forge	
  Studios).	Some	artwork	copyright	William	McAusland,	used	
  with	 permission,	 Some	 artwork	 from	 Fantasy	 Filler	 Art	
  copyright	 Rick	 Hershey,	 All	 Rights	 Reserved.	 Some	 artwork	
  copyright	 Paul	 Daly,	 used	 with	 permission.	 Rick	 Hershey,	
  Standard	 Stock	 Art:	 Issue	 1	 by	 Small	 Niche	 Games.	 Some	
  artwork	 by	 Claudio	 Pozas,	 copyright	 Expeditious	 Retreat	
  Press,	 used	 with	 permission.	 Franks	 Walls	 Standard	 Stock	
  Art:	Issue	1	by	Empty	Room	Studios	Publishing.	Some	images	
  copyright	Erisian	Entertainment,	used	with	permission.	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	material	presented	in	this	product	first	appeared	in	GM’s	
  Miscellany:	Urban	Dressing	
  	
  The	 moral	 right	 of	 Ben	 Armitage,	 Creighton	 Broadhurst,	 Brian	
  Fitzpatrick,	 James	 Graham,	 Richard	 Green,	 Brian	 Liberge,	 Brian	
  Wiborg	Mønster,	Julian	 Neale,	 Marc	 Radle,	 Brian	J.	Ratcliff,	Liz	
  Smith,	 Jacob	 Trier,	 Josh	 Vogt	 and	 Daron	 Woodson	 to	 be	
  identified	 as	 the	 authors	 of	 this	 work	 has	 been	 asserted	 in	
  accordance	with	the	Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	 or	 by	 any	 means,	 without	 the	 prior	 permission	 in	
  writing	of	Raging	Swan	Press	or	as	expressly	permitted	by	
  law.	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition.	
  Herein	 you’ll	 find	 evocative,	 inspiring	 text	 designed	 to	 help	
  you—the	busy	GM—run	better,	quicker	and	easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—may	 yet	 lurk	 within.	 These	 generic	 terms	 are	
  easily	modified	to	the	GM’s	system	of	choice.			
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  2	
  C O N T E N T S  
  Credits	...........................................................................................	1	
  System	Neutral	Edition	.................................................................	1	
  Contents	.......................................................................................	2	
  D R E S S I N G  
  Naming	Locations	.........................................................................	8	
  Naming	Locations:	Table	A	(Descriptive)	......................................	9	
  Naming	Locations:	Table	B	(Creatures)	......................................	10	
  Naming	Locations:	Table	C	(People)	...........................................	11	
  Naming	Locations:	Table	D	(Objects)	..........................................	12	
  Naming	Locations:	Table	E	(Other)	.............................................	13	
  Alleyways:	Appearance	...............................................................	14	
  Alleyways:	Names	.......................................................................	16	
  Alleyways:	Hooks,	Complications	&	Opportunities	....................	17	
  Alleyways:	Encounters	................................................................	17	
  Alleyways:	Associated	NPCs	.......................................................	18	
  Docks:	Characteristics	and	Appearance	......................................	22	
  Docks:	Docked	Ships	...................................................................	24	
  Docks:	Hooks,	Complications	and	Opportunities	.......................	25	
  Docks:	Sights	&	Sounds	...............................................................	26	
  Docks:	NPCs	................................................................................	28	
  Graveyards:	Characteristics	&	Appearance	................................	30	
  Graveyards:	Grave	Markings	......................................................	32	
  Graveyards:	Associated	NPCs	.....................................................	34	
  Graveyards:	Hooks,	Complications	&	Opportunities	..................	36	
  Guildhalls:	Types	of	Guilds	..........................................................	38	
  Guildhalls:Guildhalls	...................................................................	40	
  Guildhalls:	Initiation,	Motivations	and	Rumours	........................	42	
  Guildhalls:	Associated	NPCS	.......................................................	44	
  Market	Stalls:	Characteristics	&	Appearance	.............................	46	
  Market	Stalls:	What’s	For	Sale?	..................................................	48	
  Market	Stalls:	Hooks,	Complications	&	Opportunities	...............	49	
  Market	Stalls:	Associated	NPCs	..................................................	50	
  Parks:	Characteristics	and	Appearance	......................................	54	
  Parks:	Things	to	Stumble	Upon	..................................................	56	
  Parks:	Hooks,	Complications	and	Opportunities	........................	57	
  Parks:	Associated	NPCs	..............................................................	58	
  Ruined	Buildings:	Characteristics	&	Appearance	.......................	60	
  Ruined	Buildings:	Dressing	.........................................................	62	
  Ruined	Buildings:	Hooks,	Complications	&	Opportunities	.........	63	
  Ruined	Buildings:	Legends	&	Rumours	.......................................	64	
  Sages:	Characteristics	&	Appearance	.........................................	66	
  Sages:	Whispers	&	Rumours	.......................................................	68	
  Sages:	Hooks,	Complications	&	Opportunities	...........................	69	
  Sages:	Sample	Sages	...................................................................	70	
  Shrines:	Characteristics	and	Appearance	...................................	72	
  Shrines:	Object	of	Veneration	....................................................	74	
  Shrines:	Hooks,	Complications	and	Opportunities	.....................	75	
  Shrines:	Associated	NPCs	...........................................................	76	
  Statues	&	Monuments:	Characteristics	&	Appearance	..............	80	
  Statues	&	Monuments:	Dressing	................................................	82	
  Statues	&	Monuments:	Hooks,	Complications	&	Opportunities	84	
  Statues	&	Monuments:	Legends	&	Rumours	.............................	85	
  Temples:	Characteristics	and	Appearance	.................................	86	
  Temples:	Domain	Features	.........................................................	88	
  Temples:	Donations,	Tithings	and	Sacrifices	..............................	90	
  Temples:	Events,	Festivals	and	Rites	..........................................	91	
  Temples:	Clergy	in	a	Hurry	.........................................................	92	
  Theatres:	Characteristics	&	Appearance	(External)	....................	94	
  Theatres:	Characteristics	&	Appearance	(Internal)	....................	96	
  
  3	
  Theatres:	Hooks,	Complications	&	Opportunities	......................	97	
  Theatres:	Sights	&	Sounds	..........................................................	98	
  Theatres:	Associated	NPCs	.........................................................	99	
  Thieves:	Pick	Pockets	&	Confidence	Tricksters	.........................	102	
  Thieves:	Thugs	&	Bashers	.........................................................	104	
  Thieves:	Skilled	Thieves	............................................................	106	
  Thieves:	Specialists	...................................................................	108	
  Thieves:	Hooks,	Complications	&	Opportunities	......................	110	
  Traders	&	Craftsmen:	Characteristics	&	Appearance	...............	112	
  Traders	&	Craftsmen:	Selling	....................................................	114	
  Traders	&	Craftsmen:	Hooks,	Complications	&	Opportunities	.	115	
  Traders	&	Craftsmen:	Associated	NPCs	....................................	116	
  Watch,	the:	Rank	&	File	............................................................	118	
  Watch,	the:	Experts	&	Specialists	.............................................	120	
  Watch,	the:	Informers	&	Watchers	..........................................	121	
  Watch,	the:	Sergeants	&	Captains	&	Specialists	.......................	122	
  Watch,	the:	Hooks,	Complications	&	Opportunities	.................	124	
  Wizard’s	Tower:	Characteristics	&	Appearance	.......................	126	
  Wizard’s	Tower:	Dressing	.........................................................	128	
  Wizard’s	Tower:	Hooks,	Complications	&	Opportunities	.........	130	
  Wizard’s	Tower:	Legends	&	Rumours	.......................................	131	
  T A V E R N S  
  Table	A:	Tavern	Name	(Descriptor)	..........................................	134	
  Table	B:	Tavern	Name	(Subject)	...............................................	135	
  Interesting	Tavern	Features	......................................................	136	
  Sample	Customers	....................................................................	138	
  Sample	Staff	..............................................................................	140	
  Food	&	Drink	.............................................................................	142	
  Taproom	Events	........................................................................	144	
  Taproom	Entertainment	...........................................................	146	
  Sample	Tavern	Songs	................................................................	147	
  Games	To	Play	..........................................................................	148	
  Games	to	Play:	Dragon	and	the	Thief	.......................................	150	
  Games	to	Play:	Events	..............................................................	152	
  Games	to	Play:	Players	.............................................................	153	
  Barroom	Brawls:	Running	a	Brawl	............................................	154	
  Barroom	Brawls:	Brawl	Triggers	...............................................	155	
  Barroom	Brawls:	Brawl	Events	.................................................	156	
  Barroom	Brawls:	Aftermath	.....................................................	157	
  Sample	Taverns	........................................................................	158	
  Sample	Tavern:	Cock	and	Bull,	the	...........................................	159	
  Sample	Tavern:	Crossed	Axes,	the	...........................................	160	
  Sample	Tavern:	Dancing	Satyr,	the	...........................................	161	
  Sample	Tavern:	Dirty	Weasel,	the	............................................	162	
  Sample	Tavern:	Hammer	and	Tongs,	the	.................................	163	
  Sample	Tavern:	Huntsman’s	Rest,	the	......................................	164	
  Sample	Tavern:	Lady	Luck’s	......................................................	165	
  Sample	Tavern:	Laughing	Gull,	the	...........................................	166	
  Sample	Tavern:	Lazy	Badger,	the	.............................................	167	
  Sample	Tavern:	Lucky	Catch,	the	..............................................	168	
  Sample	Tavern:	Merry	Mermaid,	the	.......................................	169	
  Sample	Tavern:	Pilgrim’s	Respite,	the	......................................	170	
  Sample	Tavern:	Royal	Swan,	the	..............................................	171	
  Sample	Tavern:	Saucy	Sylph,	the	..............................................	172	
  Sample	Tavern:	Silver	Unicorn,	the	..........................................	173	
  Sample	Tavern:	Wand	and	Scroll,	the	......................................	174	
  Sample	Tavern:	Warm	Welcome	Inn,	the	................................	175	
  Sample	Tavern:	Weary	Camel,	the	...........................................	176	
  Sample	Tavern:	Wily	Fox,	the	...................................................	177	
  Sample	Tavern:	Wyvern’s	Head	Inn,	the	..................................	178	
  	
   
  
  4	
  A B O U T  T H E  D E S I G N E R S  
  Ben	 Armitage’s	 long	 hiatus	 before	 his	 return	 to	 gaming	 will	
  inevitably	be	triumphant.	Well,	in	his	mind	anyway.	Ben	started	
  in	 role-playing	 games	 by	 forcing	 his	 younger	 brother	 to	 play	
  while	 trapped	 on	 long	 car	 rides	 en	 route	 to	 family	 vacations.	
  Obscure	 Tolkien	 and	 Marvel	 knockoffs	 comprised	 the	 initial	
  offerings	before	playing	HeroQuest	with	friends	until	the	box	fell	
  apart.	 When	 another	 friend	 put	 together	 an	 AD&D	 2nd	 Edition	
  game,	it	was	love	at	first	sight.	Well,	not	really,	but	what	a	good	
  time!	His	long	break	from	gaming	came	after	a	TPK	in	Ravenloft	
  and	about	15	years	of	life…	
  	
  Now,	 a	 patent	 attorney	 and	 small	 business	 owner,	 Ben	
  enjoys	reading,	writing,	gaming,	sports	and	any	activity	with	his	
  wife	 and	 three	 young	 children.	 He	 also	 brews	 beer	 while	
  pretending	 to	 use	 his	 chemistry	 degrees.	 Ben	 currently	 plays	
  Pathfinder	 in	 a	 small	 family	 game	 and	 writes	 for	 Raging	 Swan	
  Press,	Open	Design	and	a	few	other	upcoming	projects.		
  	
  Creighton	 Broadhurst	 is	 a	 keen	 gamer	 who	 passionately	
  believes	in	the	Open	Gaming	License	and	is	dedicated	to	making	
  his	 games	as	 fun	 and	 easy	 to	 enjoy	 as	 possible	 for	 all	
  participants.	 Reducing	 or	 removing	 entry	 barriers,	 simplifying	
  pre-game	 prep	 and	 easing	 the	 GM's	 workload	 are	 the	 key	
  underpinning	 principles	 of	 the	 products	 he	 releases	 through	
  Raging	Swan	Press.		
  	
  Over	 the	 last	 11	 years,	 Creighton	 has	 worked	 with	
  Expeditious	 Press,	 Paizo	 and	 Wizards	 of	 the	 Coast.	 He	 now	
  releases	his	own	products	through	Raging	Swan	Press.	You	can	
  read	
  his	
  thoughts	
  on	
  game	
  design	
  at	
  raging-	
  swan.livejournal.com.	
  	
  Creighton	 lives	 in	 Torquay,	 England	 where,	 apparently,	 the	
  palm	 trees	 are	 plastic	 and	 the	 weather	 is	 warm.	 He	 shares	 a	
  ramshackle	 old	 mansion	 with	 his	 two	 children	 (“Genghis”	 and	
  “Khan”)	and	his	patient	wife.	Famed	for	his	unending	love	affair	
  with	booze	and	pizza	he	is	an	enduring	GREYHAWK	fan.	
  	
  Brian	 "Fitz"	 Fitzpatrick	 lives	 with	 his	 family	 in	 beautiful	
  Colorado	trying	desperately	to	avoid	a	gruesome	death	by	low-
  flying	soccer	ball.	Though	he	spends	his	days	as	a	code	monkey,	
  he	 lives	 for	 the	 time	 he	 spends	 with	 his	 family,	 gaming	 or	
  thinking	 about	 gaming	 throughout	 the	 week.	 When	 not	
  pondering	
  what's	
  next	
  for	
  his	
  own	
  writing	
  projects	
  (moebiusadventures.com),	 he	 enjoys	 playing	 with	 his	 wife	 and	
  daughters,	his	dogs,	or	with	his	friends	in	their	latest	campaigns.	
  He's	been	playing	some	form	of	RPG	since	discovering	D&D	in	
  1982	 and	 has	 explored	 worlds	 of	 horror,	 science	 fiction,	 super	
  heroes,	spies,	and	swords	&	sorcery	(his	favorite)	ever	since.	
  	
  James	F.D.	Graham	is	an	aspiring	RPG	writer/designer	who	is	
  working	hard	to	break	into	the	business	of	RPGs.	He	caught	the	
  bug	 after	 participating	 in	 the	 2009	 RPG	 Superstar	 Contest	 by	
  Paizo	Publishing	and	blushingly	admits	he	made	it	into	the	top	8.	
  He	 is	 currently	 juggling	 his	 duties	 as	 a	 stay-at-home	 dad	 with	
  endless	tinkering	of	house	rules	and	producing	his	own	content,	
  as	well	as	leading	and	playing	several	campaigns	with	friends.	
  	
  James	 has	 a	 B.A.	 in	 History	 with	 an	 interest	 in	 piracy	 (the	
  original	kind,	not	electronic!).	He	resides	in	Halifax,	Nova	Scotia	
  along	with	his	impish	nine-month	old	son	and	his	roguish,	and	
  utterly	supportive,	wife.	
  	
  Richard	 Green	 has	 been	 playing	 RPGs	 since	 1980,	 and	 has	
  enjoyed	 running	 D&D	 in	 all	 four	 editions.	 Previous	 freelance	
  design	credits	include	“A	Blight	on	the	Land”,	a	Forgotten	Realms	
  adventure	 written	 for	 Dungeon	 #38	 way	 back	 in	 1992,	 and	
  contributions	 to	 the	 “Iron	 Gazetteer”	 for	 Open	 Design.	 More	
  recently,	 he	 has	 been	 working	 on	 the	 forthcoming	 4th	 Edition	
  Bestiary	for	Open	Design’s	Midgard	campaign	setting.	
  	
  He	 is	 currently	 running	 two	 regular	 4th	 edition	 D&D	
  campaigns	 set	 in	 the	 city	 and	 wider	 world	 of	 Parsantium,	 the	
  first	campaign	setting	he	created	since	his	teenage	years.	Check	
  out	
  his	
  blog,	
  At	
  the	
  Sign	
  of	
  the	
  Green	
  Man	
  (http://richgreen01.livejournal.com/)	 to	 learn	 more	 about	 the	
  Parsantium	 campaign	 setting	 and	 to	 read	 other	 posts	 about	
  fantasy	RPG	gaming.	Richard	lives	in	London	with	his	wife	Kate	
  and	two	cats.	When	he’s	not	playing	and	writing	D&D	stuff,	he	
  likes	to	watch	Crystal	Palace	FC	try	to	win	football	matches.		
  Julian	 began	 his	 interest	 in	 roleplaying	 games	 with	 the	 classic	
  “red	 box”	 in	 the	 early	 1980s,	 then	 quickly	 progressed	 onto	 1e	
  AD&D	when	buying	the	Player’s	Handbook	from	none	other	than	
  Ian	 Livingstone	 and	 Steve	 Jackson	 -	 of	 Fighting	 Fantasy	 and	
  Games	Workshop	fame	-	at	a	convention	in	London.	
  	
  Brian	 Liberge	 is	 a	 father	 of	 one,	 living	 in	 Boston,	 MA.	
  Introduced	to	AD&D	at	an	early	age,	he’s	continued	to	update	
  with	the	editions	and	dives	into	new	systems.	He	loves	home-
  brewed	ideas,	is	honest	to	a	fault,	and	thinks	mechanics	should	
  absolutely	be	shared	between	systems.	Check	out	his	previous	
  work	with	StufferShack.com,	the	RPG	Circus	Podcast,	The	Gamer	
  Assembly	and	Kobold	Press.	
  	
  Brian	 Wiborg	 Mønster	 hails	 from	 Denmark	 the	 ancient	
  Viking	 kingdom,	 where	 he	 lives	 with	 his	 overbearing	 wife	 and	
  two	 young	 sons,	 whom	 he	 trains	 to	 be	 wizards,	 although	 it	
  seems	 that	 a	 bard	 and	 a	 barbarian	 is	 most	 likely	 result	 of	 his	
  manipulation.		He	has	played	RPGs	since	1990	and	has	tried	a	
  variety	from	AD&D,	Call	of	Cthulhu,	TMNT,	and	Star	Wars,	the	
  old	 D6	 version	 mind	 you,	 not	 the	 modern	 D20.	 Today	 it	 is	
  Pathfinder	he	mainly	plys	his	evil	trade	in.		
  	
  He	started	gm’ing	mainly	because	he	thought	the	dungeons	
  he	explored	were	built	by	kind-hearted	souls,	he	was	convinced	
  that	a	trap	should	aim	to	kill	or	at	least	seriously	maim,	because	
  why	else	would	you	bother	with	using	the	trap	to	protect	yours	
  precious	 dungeon?	 This	 idea	 was	 sparked	 by	 his	 exposure	 to	
  Grimtooth	 the	 Troll	 and	 his	 magnificent	 traps.	 He	 has	 been	
  called	an	evil	GM	but	he	usually	just	replies	“I	am	a	realistic	GM,	
  
  5	
  and	you	take	65	points	of	damage,	so	roll	up	a	new	character!”	
  Apart	from	rpgs	he	also	enjoys	everything	Sword	and	Sorcery	be	
  it	books,	comics,	RPGs,	or	movies,	especially	Conan.	
  	
  Julian	Neale	has	run	and	played	in	many	games	and	game	
  systems	over	the	years,	and	likes	writing	game	stuff	for	fun.	He	
  has	 contributed	 to	 Dragon	 magazine	 and	 the	 Kingmaker	
  Adventure	 Path	 for	 Paizo,	 and	 is	 excited	 to	 work	 with	 Raging	
  Swan	Press.	
  	
  Julian	 currently	 lives	 in	 the	 north	 of	 England,	 but	 plans	 to	
  relocate	further	south	in	the	future.	
  	
  Marc	Radle	is	a	professional	graphic	artist	and	designer	by	
  trade.	He	is	married	and	has	three	kids	(one	teenaged	son	and	
  two	very	spoiled	cats).	
  	
  He	 started	 playing	 D&D	 in	 the	 late	 70’s	 –	 good	 old	 First	
  Edition	 AD&D!	 He	 also	 played	 many	 other	 RPGs	 back	 then…	
  Marvel	Superheroes,	Champions,	Elfquest,	FASA's	Star	Trek,	Star	
  Frontiers,	 the	 list	 goes	 on…but	 it	 always	 came	 back	 to	 AD&D!	
  Marc	faded	out	of	gaming	sometime	after	2nd	Edition	came	out	
  –	partially	because	2nd	Edition	just	didn't	quite	do	it	for	him	but	
  also	because	his	gaming	friends	turned	into	grownups,	got	real	
  lives	and	moved	away	when	Marc	wasn't	looking!	
  	
  Third	 Edition	 D&D	 really	 pulled	 Marc	 back	 into	 the	 hobby	
  and	he	has	since	become	a	HUGE	fan	of	the	Pathfinder	RPG!	He	
  is	 absolutely	 thrilled	 with	 what	 Paizo	 has	 done	 for	 gamers	
  everywhere	 and	 is	 even	 more	 thrilled	 that	 he	 can	 still	 enjoy	
  playing	(and	contributing	to)	the	game	he	loves.	Thanks	Paizo!	
  	
  Marc	 has	 written	 and/or	 illustrated	 for	 a	 number	 of	 great	
  game	 companies,	 including	 Kobold	 Quarterly,	 Open	 Design,	
  Super	 Genius	 Games,	 Last	 Unicorn	 Games	 (back	 in	 the	 day),	
  Headless	 Hydra	 Games,	 Jon	 Brazer	 Enterprises,	 Tricky	 Owlbear	
  Publishing,	Louis	Porter,	Jr	Design	and	Raging	Swan	Press.	
  	
  Brian	J.	Ratcliff	was	born	and	raised	in	south-central	Texas,	
  where	he	lived	for	18	years	before	moving	to	Arizona,	meeting	
  his	first	gaming	group,	and	being	introduced	to	the	video	game	
  Neverwinter	Nights	and	through	it	to	D&D	3.5	in	2003.	He	has	
  since	relocated	to	Chattanooga,	Tennessee,	where	he	works	as	a	
  member	 of	 an	 accounting	 firm;	 by	 nights	 he	 tinkers	 with	
  Pathfinder	gaming	ideas	 and	 homebrew	setting	 and	 resources,	
  and	 works	 his	 way	 toward	 completing	 a	 vast	 array	 of	 fiction	
  stories.	When	not	gaming,	working	on	gaming	projects,	writing,	
  or	brainstorming	with	his	co-author,	he	enjoys	reading	fantasy,	
  sci-fi,	and/or	anything	that	blends	the	two,	playing	video	games	
  (primarily	 console	 JRPGs),	 and	 spending	 time	 with	 his	 family's	
  five	dogs.	
  	
  Liz	Smith	was	introduced	to	RPGs	at	the	age	of	14	and	has	
  been	involved	with	them	ever	since,	most	notably	in	the	long-
  running	Joe	Wood	Commoner	Campaign.	Quiet,	observant	and	
  an	avid	reader,	she	mostly	finds	herself	pushed	into	the	GM	seat	
  for	games	and	somehow	manages	to	fit	a	lot	of	things	into	a	24-
  hour	 day,	 becoming	 a	 full-time	 writer	 in	 2002.	 She	 is	 now	 a	
  published	poet,	non-fiction	writer	and	novelist,	and	is	proud	to	
  be	able	to	add	RPG	work	to	the	list	at	last.	She	currently	lives	in	
  the	UK	but	prefers	world-hopping	to	dull	reality.	
  	
  Jacob	 Trier	 has	 been	 a	 book-worm	 since	 before	 he	 could	
  walk.	Growing	up,	the	library	was	one	of	his	favorite	places,	and	
  his	love	of	fantasy	and	role-playing	games	was	kindled	by	Sword	
  and	 Sorcery	 pick-your-path	 books	 and	 Dragonlance	 novels.	 At	
  age	 ten,	 he	 got	 his	 hands	 on	 the	 AD&D	 2nd	 edition	 Players	
  Handbook,	 and	 he	 has	 been	 a	 gamer	 ever	 since.	 His	 singular	
  claim	 to	 fame	 was	 an	 unsuccessful	 run	 at	 the	 title	 of	 RPG	
  Superstar	in	2012.	
  	
  When	 he	 isn’t	 slaying	 trolls	 or	 guiding	 his	 players	 towards	
  certain	death	and	dismemberment,	he’s	busy	playing	the	roles	of	
  father	and	husband.	He	and	his	lovely	wife	are	the	proud	parents	
  of	two	lively	sons,	both	future	gamers	if	their	dad	has	anything	
  to	say	about	it.	Trained	as	a	journalist,	he	pays	the	bills	handling	
  communication	at	a	local	Social	and	Health	Care	College.	He	lives	
  near	Aarhus,	Denmark.	
  	
  Josh	Vogt	is	a	full-time	freelance	writer	and	editor.	He	works	
  with	 a	 variety	 of	 RPG	 developers	 and	 publishers	 and	 has	 sold	
  fiction	to	Paizo's	Pathfinder	Tales,	Grey	Matter	Press,	the	UFO2	
  &	UFO3	anthologies,	Intergalactic	Medicine	Show	and	Shimmer,	
  among	 others.	 His	 upcoming	 debut	 fantasy	 novel	 is	 also	 with	
  Paizo's	 Pathfinder	 Tales.	 You	 can	 find	 him	 at	JRVogt.com	or	
  @JRVogt.	He	is	made	out	of	meat.	
  	
  Daron	 Woodson	 is	 a	 published	 (self-	 and	 otherwise)	 third-
  party	 author	 for	 the	 Pathfinder	 Roleplaying	 Game	 by	 Paizo	
  Publishing,	 LLC.	 In	 addition	 to	 over	 six	 years	 of	 administrative	
  writing	experience,	Daron	has	authored	over	one	hundred	high-
  rated	 and	 well-reviewed	 products	 under	 the	 trade	 name	
  Abandoned	 Arts,	 and	 also	 works	 as	 a	 freelance	 author	 and	
  content	 editor	 for	 several	 other	 third-party	 PFRPG	 publishers,	
  and	for	online	writing	services	like	Scripted	and	Writer	Access.	
  Daron	 lives	 in	 Jacksonville,	 Florida,	 and	 spends	 the	 majority	 of	
  his	efforts	there	avoiding	any	direct	contact	with	the	sunlight.	
  	
  	
   
  
  6	
  	
  
  7	
   
   
   
   
   
   
   
   
   
   
   
  DRESSING 
  	
   
  
  8	
  N A M I N G  L O C A T I O N S  
  This	section	comprises	five	tables:	
  § 
  Table	A:	Descriptive	
  § 
  Table	B:	Creatures	
  § 
  Table	C:	People	
  § 
  Table	D:	Objects	
  § 
  Table	E:	Other	
  These	 tables	 can	 be	 used	 to	 generate	 a	
  virtually	 limitless	 number	 of	 interesting	
  names	
  for	
  shops,	
  taverns,	
  ships,	
  adventuring	groups	and	so	on.	The	easiest	
  way	to	use	these	tables	is	to	simply	choose	
  any	two	of	the	five,	roll	once	on	each	and	
  apply	 the	 results	 in	 order	 to	 generate	 a	
  name.	In	many	cases,	you	will	need	to	add	
  the	 word	 ‘The’	 or	 ‘and’	 to	 the	 name	 as	
  appropriate.		
  	
  The	GM	can	instead	opt	to	roll	twice	on	
  the	same	table.	The	resulting	names	tend	to	
  be	 a	 bit	 more	 straightforward	 or	 mundane	
  (especially	 if	 the	 GM	 rolls	 twice	 on	 Table	 D:	
  Objects).	For	example,	The	Book	and	Candle	might	
  be	 the	 perfect	 name	 for	 a	 wizard’s	 magic	 shop	
  while	The	Kettle	and	Cauldron,	could	be	a	great	
  name	for	an	alchemist’s	shop.		
  	
  If	 the	 GM	 is	 more	 adventurous,	 he	 might	
  decide	 to	 roll	 on	 three	 tables	 instead	 of	 two.	
  Doing	so	most	likely	requires	the	GM	to	be	a	bit	
  more	open-minded	and	creative	with	the	results.	
  However,	such	results	can	be	well	worth	it	–	
  imagine	 the	 potential	 story	 behind	 an	 inn	
  called	The	Toothless	Harpy’s	Lute!	
  	
  Yet	 another	 option	 is	 to	 roll	 on	 one	 or	
  two	 tables	 as	 described	 above.	 Then,	 roll	 a	
  single	die	(a	D10	or	D20	works	well)	and	use	the	
  number	rolled	as	an	actual	word	to	be	added	to	
  the	 name	 generated.	 This	 method	 results	 in	
  colourful	names	such	as	The	Seven	Scholars	or	
  Three	Angry	Wenches.	
  	
  It	is	also	important	to	remember	that	a	
  GM	is	always	free	to	skip	the	dice	altogether	
  and	 simply	 pick	 words	 from	 the	 tables	 that	
  strike	 his	 fancy	 or	 that	 fit	 his	 needs.	 The	 GM	
  can	even	pick	words	simply	because	they	have	
  nice	 alliteration	 or	 roll	 easily	 off	 the	 tongue	
  (The	 Treacherous	 Toad,	 Amorous	 Ankheg	 or	
  Saucy	Shepherd).	
  	
  Examples:	 The	 GM	 decides	 he	 needs	 a	
  quick	 name	 for	 an	 inn,	 so	 he	 rolls	 once	 on	
  Table	 A:	 Descriptive	 and	 once	 on	 Table	 B:	
  Creatures.	He	rolls	a	2	and	a	39,	resulting	in	
  the	 words	 Angry	 and	 Griffon.	 With	 the	
  addition	of	the	word	“The”,	the	GM	names	
  theinn	
  The	
  Angry	
  Griffon,	
  surely	
  an	
  interesting	 name	 his	 players	 will	 have	 little	
  trouble	remembering.		
  	
  The	GM	could	have	instead	decided	to	roll	
  on	 Table	 B:	 Creatures	 and	 Table	 D:	 Objects,	
  resulting	in	an	inn	called	The	Badger	and	Bucket.		
  	
  Perhaps	 the	 GM	 needs	 a	 quick	 name	 for	 a	
  pirate	ship,	so	he	rolls	once	on	Table	B:	Creatures	
  and	 once	 on	 Table	 E:	 Other,	 resulting	 in	 The	
  Medusa’s	Gaze.	
  	
  Don’t	 worry	 if	 the	 resulting	 name	 does	 not	
  make	 sense	 at	 first	 glance.	 The	 beauty	 of	 inn	
  names,	 or	 other	 similar	 sorts	 of	 names,	 is	 that	
  they	can	be	so	named	because	of	local	custom,	
  superstitions,	 the	 owner’s	 interests	 or	 loves	 or	
  simply	because	they	sound	good.	
  	
  A	GM	can	allow	a	nonsensical	name	to	
  fuel	his	creativity:	why	is	that	inn	called	The	
  Chaste	 Minstrel?	 What	 interesting	 story	 or	
  adventure	 hook	 lies	 behind	 the	 name?	 This	
  interesting	 background	 adds	 detail	 and	 depth	 to	
  both	the	inn	and	the	settlement	in	which	the	inn	
  resides.	 This	 in	 turn	 helps	 to	 make	 the	 GM’s	
  campaign	world	really	come	alive!	
  	
  	
  
  9	
  N A M I N G  L O C A T I O N S :  T A B L E  A  ( D E S C R I P T I V E )  
  D%	
  	
  1	
  Amorous		
  2	
  Angry	
  3	
  Arrogant	
  4	
  Bashful	
  5	
  Bawdy	
  6	
  Black	
  7	
  Blue	
  8	
  Brass	
  9	
  Brave	
  10	
  Broken	
  11	
  Brown	
  12	
  Bronze	
  13	
  Burning/Burnt	
  14	
  Chanting	
  15	
  Chaste		
  16	
  Choking	
  17	
  Clever	
  18	
  Copper	
  19	
  Courageous	
  20	
  Comely	
  21	
  Cowardly	
  22	
  Creeping	
  23	
  Crooked	
  24	
  Dancing	
  25	
  Dreaming	
  26	
  Drunken	
  27	
  Dull	
  28	
  Empty	
  29	
  Flaming	
  30	
  Flying	
  31	
  Frozen	
  32	
  Graceful	
  33	
  Gasping	
  34	
  Gold/Golden	
  35	
  Grasping	
  36	
  Green	
  37	
  Grey	
  38	
  Grinning	
  39	
  Hairy	
  40	
  Happy	
  41	
  Homely	
  42	
  Honest	
  43	
  Honorable		
  44	
  Hopping	
  45	
  Hungry	
  46	
  Haunted	
  47	
  Insufferable	
  48	
  Jealous	
  49	
  Jumping	
  50	
  Laughing	
  	
  51	
  Last	
  52	
  Lazy	
  53	
  Leaky	
  54	
  Leaning	
  55	
  Leaping	
  56	
  Leering	
  57	
  Lonely	
  58	
  Lucky	
  59	
  Lusty/Lustful	
  60	
  Mad	
  61	
  Modest	
  62	
  Mystic	
  63	
  Oily	
  64	
  Passionate	
  65	
  Patient	
  66	
  Platinum	
  67	
  Pompous		
  68	
  Prancing	
  69	
  Proud	
  70	
  Purple	
  71	
  Raging	
  72	
  Randy	
  73	
  Red	
  74	
  Rusty	
  75	
  Salty	
  76	
  Saucy	
  77	
  Scarlet	
  78	
  Silent	
  79	
  Silver	
  80	
  Singing	
  81	
  Sinking	
  82	
  Sleeping/Sleepy	
  83	
  Slippery	
  84	
  Smiling	
  85	
  Squinting	
  86	
  Stone	
  87	
  Thirsty	
  88	
  Thundering	
  89	
  Toothless	
  90	
  Treacherous		
  91	
  Tricky	
  92	
  Valorous	
  93	
  Vengeful	
  94	
  Vulgar	
  95	
  Wandering	
  96	
  Weeping	
  97	
  White	
  98	
  Wonton	
  99	
  Wounded	
  100	
  Yellow	
   
  I N N S  &  T A V E R N S  
  Inn	 names	 have	 perhaps	 the	 most	
  flexibility	when	selecting	tables.	For	the	
  most	
  consistently	
  useful	
  results,	
  however,	 try	 one	 of	 the	 following	
  selection	options:	
  § 
  Roll	once	on	Table	A:	Descriptive	and	
  then	once	on	Table	B:	Creatures,	Table	
  C:	 People	 or	 Table	 D:	 Objects.	
  (Examples:	 The	 Bawdy	 Abbot,	 The	
  Leaky	Tankard).	
  § 
  Roll	once	on	any	two	of	the	following	
  tables:	 Table	 B:	 Creatures,	 Table	 C:	
  People	or	Table	D:	Objects.	(Examples:	
  The	 Harpy	 and	 Skull,	 The	 Bard	 and	
  Bottle).	
  § 
  Roll	twice	on	any	one	of	the	following	
  tables:	 Table	 B:	 Creatures,	 Table	 C:	
  People	or	Table	D:	Objects.	(Examples:	
  The	Wench	and	The	Warrior,	Axe	and	
  Crown).	
  D20	
  	
  1	
  The	Bawdy	Abbot	
  2	
  The	Leaky	Tankard	
  3	
  The	Wench	and	the	
  Warrior	
  4	
  Axe	and	Crown	
  5	
  The	Harpy	and	Skull	
  6	
  The	Bard	and	Bottle	
  7	
  The	Green	Triton	
  8	
  The	Lonely	Snake	
  9	
  The	Laughing	Hydra	
  10	
  The	Duck	and	Harpy	
  11	
  The	Bucket	and	
  Cockatrice	
  12	
  The	Shepherd	and	Lady	
  13	
  The	Witch	and	Jester	
  14	
  The	Treacherous	Lady	
  15	
  The	Silver	Staff	
  16	
  The	Cursed	Wheel	
  17	
  The	Bishop	and	Lantern	
  18	
  The	Singing	Crossbow		
  19	
  The	Hag	and	Guillotine	
  20	
  The	Church	Inn	
  	
   
  
  10	
  N A M I N G  L O C A T I O N S :  T A B L E  B  ( C R E A T U R E S )  
  D%	
  	
  1	
  Ankheg	
  2	
  Badger	
  3	
  Banshee		
  4	
  Basilisk	
  5	
  Beetle	
  6	
  Behir	
  7	
  Boar	
  8	
  Bugbear	
  9	
  Bunyip	
  10	
  Cat	
  11	
  Centaur	
  12	
  Chimera	
  13	
  Cobra		
  14	
  Cockatrice	
  15	
  Cockroach		
  16	
  Crow	
  17	
  Cyclops	
  18	
  Derro	
  19	
  Devil	
  20	
  Dolphin	
  21	
  Dog	
  22	
  Dragon	
  23	
  Drake	
  24	
  Dryad		
  25	
  Duck	
  26	
  Eagle	
  27	
  Ettercap		
  28	
  Ettin		
  29	
  Falcon	
  30	
  Familiar		
  31	
  Fish	
  32	
  Gargoyle	
  33	
  Genie	
  34	
  Ghost	
  35	
  Giant	
  36	
  Gnoll	
  37	
  Goblin	
  38	
  Golem	
  39	
  Griffon	
  40	
  Grig	
  41	
  Grindylow	
  42	
  Gremlin	
  43	
  Hag	
  44	
  Harpy	
  45	
  Hippogriff		
  46	
  Hobgoblin	
  47	
  Horse	
  48	
  Homunculus	
  49	
  Hydra		
  50	
  Imp	
  	
  51	
  Jabberwock		
  52	
  Kobold		
  53	
  Kraken	
  54	
  Leprechaun		
  55	
  Lich	
  56	
  Linnorm	
  57	
  Lion	
  58	
  Lizard	
  59	
  Manticore	
  60	
  Medusa		
  61	
  Mermaid	
  62	
  Minotaur	
  63	
  Naga	
  64	
  Nymph	
  65	
  Ogre	
  66	
  Orc	
  67	
  Owl	
  68	
  Otyugh		
  69	
  Owlbear	
  70	
  Peacock	
  71	
  Phoenix		
  72	
  Pixie	
  73	
  Pony	
  74	
  Rakshasa		
  75	
  Rat	
  76	
  Roper		
  77	
  Sahuagin		
  78	
  Salamander		
  79	
  Satyr	
  80	
  Scorpion		
  81	
  Serpent	
  82	
  Siren	
  83	
  Spectre		
  84	
  Sphinx		
  85	
  Spider	
  86	
  Spriggan	
  87	
  Snake	
  88	
  Stingray		
  89	
  Stirge		
  90	
  Sylph		
  91	
  Tengu	
  92	
  Titan		
  93	
  Toad	
  94	
  Treant	
  95	
  Triton		
  96	
  Troll	
  97	
  Turtle		
  98	
  Unicorn	
  99	
  Worg		
  100	
  Wyvern	
   
  S H O P S  
  In	addition	to	inns,	the	names	of	many	
  other	 types	 of	 shops	 in	 a	 town	 can	 be	
  easily	 generated.	 	 For	 the	 most	 part,	
  such	
  names	
  follow	
  the	
  same	
  recommendations	as	inns.	However,	for	
  the	most	consistently	useful	results,	try	
  one	of	the	following	selection	options:	
  § 
  Roll	once	on	any	two	of	the	following	
  tables:	 Table	 B:	 Creatures,	 Table	 C:	
  People	or	Table	D:	Objects.	(Examples:	
  The	Abbot	and	Idol,	Scribe	and	Scroll).	
  § 
  Roll	twice	on	any	one	of	the	following	
  tables:	 Table	 B:	 Creatures,	 Table	 C:	
  People	or	Table	D:	Objects.	(Examples:	
  The	Fiddle	and	Quill,	Lute	and	Lyre).	
  D20	
  	
  1	
  The	Abbot	and	Idol	
  2	
  Scribe	and	Scroll		
  3	
  The	Fiddle	and	Quill		
  4	
  Lute	and	Lyre	
  5	
  Porter’s	Rest		
  6	
  The	Noble’s	Caress		
  7	
  The	Slumbering	Wyrm	
  8	
  The	Grasping	Roper	
  9	
  Arrow	and	Armour	
  10	
  Herbalist’s	Cauldron	
  11	
  Chains	and	Shackles	
  12	
  Hoof	and	Bone	
  13	
  Drum	and	Whistle	
  14	
  Dragon’s	Delve	
  15	
  The	Warrior’s	Arm	
  16	
  The	Flaming	Candle	
  17	
  Heraster’s	Quill	
  18	
  The	Anvil	and	Flame	
  19	
  Twin	Wheels	
  20	
  The	Stuffed	Phoenix	
  	
   
  
  11	
  N A M I N G  L O C A T I O N S :  T A B L E  C  ( P E O P L E )  
  D%	
  	
  1	
  Abbot		
  2	
  Abjurer		
  3	
  Adept	
  4	
  Alchemist	
  5	
  Aristocrat	
  6	
  Assassin		
  7	
  Barbarian	
  8	
  Bard	
  9	
  Barrister	
  10	
  Baron	
  11	
  Beggar	
  12	
  Bishop	
  13	
  Blacksmith	
  14	
  Burglar	
  15	
  Cavalier	
  16	
  Chamberlain	
  17	
  Chancellor		
  18	
  Cleric	
  19	
  Conjurer	
  20	
  Constable	
  21	
  Cook	
  22	
  Disciple	
  23	
  Diviner	
  24	
  Druid	
  25	
  Duke/Duchess	
  26	
  Emperor		
  27	
  Enchanter	
  28	
  Evoker		
  29	
  Executioner	
  30	
  Farmer	
  31	
  Fiddler	
  32	
  Fighter	
  33	
  Fisherman	
  34	
  Fishmonger	
  35	
  Footpad	
  36	
  Friar	
  37	
  Gypsy	
  38	
  Hangman	
  39	
  Harlot	
  40	
  Hermit	
  41	
  Highwayman	
  42	
  Hooligan	
  43	
  Horseman	
  44	
  Huntsman	
  45	
  Illusionist	
  46	
  Inn	Keeper	
  47	
  Inquisitor	
  48	
  Jailer	
  49	
  Jester	
  50	
  King	
  	
  51	
  Knight	
  52	
  Lady	
  53	
  Lass	
  54	
  Lord	
  55	
  Mage	
  56	
  Magus	
  57	
  Maiden	
  58	
  Mariner	
  59	
  Miller	
  60	
  Minstrel	
  61	
  Monarch	
  62	
  Moneylender	
  63	
  Monk	
  64	
  Mystic	
  65	
  Necromancer	
  66	
  Noble	
  67	
  Oracle	
  68	
  Paladin	
  69	
  Peasant	
  70	
  Peddler	
  71	
  Pickpocket	
  72	
  Pilgrim	
  73	
  Piper	
  74	
  Plowman	
  75	
  Porter	
  76	
  Priest/Priestess	
  77	
  Prince/Princess	
  78	
  Queen	
  79	
  Ranger	
  80	
  Rogue	
  81	
  Sailor	
  82	
  Scholar	
  83	
  Scribe	
  84	
  Servant	
  85	
  Shaman	
  86	
  Shepherd		
  87	
  Sheriff	
  88	
  Soldier	
  89	
  Sorcerer	
  90	
  Spinster	
  91	
  Squire	
  92	
  Steward	
  93	
  Summoner	
  94	
  Transmuter	
  95	
  Traveller	
  96	
  Warrior	
  97	
  Wench	
  98	
  Witch	
  99	
  Wizard	
  100	
  Woodsman	
   
  S H I P S  
  With	 a	 little	 creativity,	 the	 tables	 can	
  also	 be	 used	 to	 name	 ships	 and	 other	
  vessels.	 The	 Leaping	 Mermaid	 or	 Silver	
  Ghost	would	be	appropriate	names	for	a	
  sailing	 ship,	 while	 the	 Grinning	 Skull	
  might	be	perfect	for	a	pirate	vessel.	For	
  the	 most	 consistently	 useful	 results	
  when	 naming	 ships,	 try	 one	 of	 the	
  following	selection	options:	
  § 
  Roll	once	on	Table	A:	Descriptive	and	
  then	once	on	Table	B:	Creatures,	Table	
  C:	 People	 or	 Table	 D:	 Objects.	
  (Examples:	The	Dancing	Dolphin,	Mad	
  Triton).	
  § 
  Roll	 once	 on	 Table	 B:	 Creatures	 or	
  Table	C:	People	and	once	on	Table	E:	
  Other.	
  (Examples:	
  Siren’s	
  Folly,	
  Kraken’s	Pride).	
  D20	
  	
  1	
  The	Dancing	Dolphin	
  2	
  Mad	Triton	
  3	
  Siren’s	Folly	
  4	
  Kraken’s	Pride	
  5	
  Drake’s	Glory	
  6	
  King’s	Revenge	
  7	
  Death’s	Shadow	
  8	
  Screaming	Death	
  9	
  The	Wrath	
  10	
  The	Wailing	Mermaid	
  11	
  Wavecrest	
  12	
  Ocean	Rover	
  13	
  The	Lioness	
  14	
  Siren	of	the	Waves	
  15	
  The	Sea	Rat	
  16	
  Death’s	Breath	
  17	
  Vengeance	
  18	
  Repulse	
  19	
  The	Acheron	
  20	
  Black	Doom	
  	
   
  
  12	
  N A M I N G  L O C A T I O N S :  T A B L E  D  ( O B J E C T S )  
  D%	
  	
  1	
  Arrow	
  2	
  Amulet	
  3	
  Axe	
  4	
  Barrel	
  5	
  Beard	
  6	
  Bell	
  7	
  Blade	
  8	
  Blood	
  9	
  Bolt	
  10	
  Bone	
  11	
  Book	
  12	
  Bottle	
  13	
  Bridge	
  14	
  Bucket	
  15	
  Carriage	
  16	
  Castle	
  17	
  Cauldron	
  18	
  Candle/Candlestick	
  19	
  Chain	
  20	
  Chalice	
  21	
  Claw	
  22	
  Club	
  23	
  Crossbow	
  24	
  Crown	
  25	
  Crust	
  26	
  Cup	
  27	
  Dagger	
  28	
  Drum	
  29	
  Elixir	
  30	
  Fang	
  31	
  Feather	
  32	
  Fiddle	
  33	
  Flame	
  34	
  Flagon	
  35	
  Flask	
  36	
  Gauntlet	
  37	
  Gem	
  38	
  Goblet	
  39	
  Grape	
  40	
  Guillotine	
  41	
  Hammer	
  42	
  Hand	
  43	
  Harp	
  44	
  Head	
  45	
  Helm	
  46	
  Home	
  47	
  Hoof	
  48	
  Hook	
  49	
  Horn	
  50	
  Hourglass	
  	
  51	
  Idol	
  52	
  Jug	
  53	
  Ink	Well	
  54	
  Kettle	
  55	
  Key	
  56	
  Lantern	
  57	
  Lute	
  58	
  Lyre	
  59	
  Mask	
  60	
  Moon	
  61	
  Mug	
  62	
  Noose	
  63	
  Oak	
  64	
  Pick	
  65	
  Plough	
  66	
  Prince	
  67	
  Quill	
  68	
  Quiver	
  69	
  Rock	
  70	
  Rose	
  71	
  Scabbard	
  72	
  Scarecrow	
  73	
  Scimitar	
  74	
  Scroll	
  75	
  Shackles	
  76	
  Shield	
  77	
  Shovel	
  78	
  Skull	
  79	
  Spear	
  80	
  Staff	
  81	
  Star		
  82	
  Still	
  83	
  Stone	
  84	
  Sun	
  85	
  Tabard	
  86	
  Tail	
  87	
  Talisman	
  88	
  Tankard	
  89	
  Throne	
  90	
  Tome	
  91	
  Tooth	
  92	
  Torch	
  93	
  Tower	
  94	
  Trident	
  95	
  Trowel	
  96	
  Wand	
  97	
  Wave	
  98	
  Whistle	
  99	
  Wheel	
  100	
  Whip	
   
  P L A C E  N A M E S  
  The	 GM	 can	 also	 use	 the	 tables	 to	
  generate	location	or	place	names	for	his	
  campaign	 world,	 including	 mountain	
  passes,	 hills,	 caves	 and	 so	 on.	 For	 the	
  most	consistently	useful	results,	try	one	
  of	the	following	selection	options:	
  § 
  Roll	 once	 on	 Table	 B:	 Creatures	 or	
  Table	C:	People	and	once	on	Table	E:	
  Other.	 (Examples:	 Burglar’s	 Roost,	
  Hermit’s	End).	
  § 
  Choose	 (or	 create)	 the	 name	 of	 an	
  important,	
  famous	
  or	
  legendary	
  person	 in	 the	 campaign	 world	 and	
  then	 roll	 once	 on	 Table	 E:	 Other.	
  (Examples:	 Hrothgar’s	 Leap,	 Grellick’s	
  Rest).	
  D20	
  	
  1	
  Burglar’s	Roost	
  2	
  Hemrit’s	End	
  3	
  Hrothgar’s	Leap	
  4	
  Grellick’s	Rest	
  5	
  Baron’s	Folly	
  6	
  Knight’s	Way	
  7	
  Shepherd’s	Venture	
  8	
  Ranger’s	Depths	
  9	
  Hangman’s	Gate	
  10	
  Sages’	Square	
  11	
  The	Wailing	gate	
  12	
  Death	Alley	
  13	
  Squire’s	End	
  14	
  Horseman’s	Ditch	
  15	
  Slaughter	Ford	
  16	
  Battle	Lane	
  17	
  Mud	Alley	
  18	
  Berilith’s	Fall	
  19	
  Bone	Hill	
  20	
  The	Shadowed	Glen	
  	
  
  13	
  N A M I N G  L O C A T I O N S :  T A B L E  E  ( O T H E R )  
  D%	
  	
  1	
  Ancient	
  2	
  Bane	
  3	
  Banquet	
  4	
  Bite	
  5	
  Bless	
  6	
  Breath	
  7	
  Brew	
  8	
  Brood	
  9	
  Call	
  10	
  Caress	
  11	
  Choice	
  12	
  Cold	
  13	
  Courage	
  14	
  Crazed	
  15	
  Curse	
  16	
  Dance	
  17	
  Dark	
  18	
  Deadly	
  19	
  Death	
  20	
  Deep	
  21	
  Delve	
  22	
  Depths	
  23	
  Desire	
  24	
  Dream	
  25	
  Embrace	
  26	
  End	
  27	
  Fate	
  28	
  Fiery	
  29	
  Flourish	
  30	
  Fog	
  31	
  Folly	
  32	
  Fool	
  33	
  Gambit	
  34	
  Gamble	
  35	
  Gasp	
  36	
  Gaze	
  37	
  Gift	
  38	
  Glory	
  39	
  Grace	
  40	
  Grasp	
  41	
  Grip	
  42	
  Haunt	
  43	
  Holiday	
  44	
  Honour	
  45	
  Hope	
  46	
  Howl	
  47	
  Hunt	
  48	
  Ire	
  49	
  Jest	
  50	
  Kiss	
  	
  51	
  Laugh	
  52	
  Leap	
  53	
  Lost	
  54	
  Love	
  55	
  Luck	
  56	
  Mad	
  57	
  Masquerade		
  58	
  Menagerie	
  59	
  Mercy	
  60	
  Miracle	
  61	
  Misplaced	
  62	
  Nightmare	
  63	
  Oath	
  64	
  Path	
  65	
  Plague	
  66	
  Prayer	
  67	
  Pride	
  68	
  Promise	
  69	
  Quest	
  70	
  Rage	
  71	
  Rampage	
  72	
  Rest	
  73	
  Revenge	
  74	
  Rhyme	
  75	
  Roost	
  76	
  Scream	
  77	
  Shadow	
  78	
  Shining	
  79	
  Slumber	
  80	
  Smile	
  81	
  Song	
  82	
  Sorrow	
  83	
  Soul	
  84	
  Spirit	
  85	
  Sting	
  86	
  Storm	
  87	
  Strike	
  88	
  Stupid	
  89	
  Surprise	
  90	
  Terror	
  91	
  Triumph	
  92	
  Vengeance	
  93	
  Venture	
  94	
  Wail	
  95	
  Walk	
  96	
  Way	
  97	
  Whisper	
  98	
  Wish	
  99	
  Wrath	
  100	
  Young	
   
  O R G A N I S A T I O N S  
  With	even	more	creativity,	the	GM	can	
  generate	
  interesting	
  names	
  for	
  adventuring	 bands,	 knightly	 orders,	
  mercenary	 groups,	 mysterious	 cabals	
  and	the	like	simply	by	rolling	on	any	one	
  or	 two	 of	 the	 tables	 before	 adding	
  words	or	phrases	like	Company,	Knights,	
  Order	or	Brotherhood	to	the	result.	
  D20	
  	
  1	
  The	Black	Wyvern	
  Company	
  2	
  Brotherhood	of	the	Scarlet	
  Tome	
  3	
  Order	of	the	White	Blade	
  4	
  The	Company	of	Dragon’s	
  Tome	
  5	
  Order	of	the	Shining	Light		
  6	
  Sisterhood	of	the	Bloody	
  Arrow	
  7	
  Brotherhood	of	the	Empty	
  Scabbard	
  8	
  The	Crimson	Hydra’s	Hand		
  9	
  Knights	of	Fallen	Banner	
  10	
  The	Ghost	Fall	Company		
  11	
  Band	of	the	Cursed	
  Wanderers	
  12	
  Men	of	the	Radiant	
  Starburst	
  13	
  Warriors	of	the	Sun’s	Glory	
  14	
  Knights	of	Bloodied	Axe	
  15	
  Brotherhood	of	the	
  Virtuous	Whisper	
  16	
  Fellowship	of	the	Broken	
  Shield	
  17	
  The	Bone	Guard	
  18	
  Sisterhood	of	the	Ebon	
  Destroyers	
  19	
  Guards	of	the	Eternal	Vigil	
  20	
  Blessed	Fellowship	of	the	
  Peacock	
  	
  	
  	
  
  14	
  A L L E Y W A Y S :  A P P E A R A N C E  
  Alleyways	 tend	 to	 be	 low	 on	 upkeep;	 used	 as	 either	 unofficial	
  storage	areas	or	handy	rubbish	dump	for	nearby	buildings.	It	is	
  not	unlike	navigating	a	goblin	warren	or	an	old	dungeon	in	many	
  ways,	 as	 you	 search	 for	 your	 footing	 and	 peer	 warily	 around	
  each	shadowy	corner.	The	table	below	first	presents	the	width,	
  floor	type	and	other	salient	terrain	features	before	providing	a	
  brief	description	of	100	alleyways.	
  D%	
  DESCRIPTIONS	
  1	
  10	 ft.,	 dirt	 floor,	 light	 rubble;	 a	 pile	 of	 broken	
  wooden	crates	lie	on	one	side.		
  2	
  10	 ft.,	 dirt	 floor,	 dim	 light;	 the	 sound	 of	 a	 cat	
  mewling	loudly	carries	into	the	street,	though	none	
  can	be	seen.	One	side	is	lined	with	garbage	bins.		
  3	
  5	ft.,	cobblestones	in	poor	repair,	light	rubble;	two	
  men	play	a	dice	game	near	the	far	corner.	
  4	
  10	ft.,	cobblestone,	dim	light;	a	young	girl	sits	as	if	
  waiting	for	someone.		
  5	
  10	ft.,	dirt	floor;	3d4	youths	stand	about	gossiping.	
  6	
  5	ft.,	dirt	floor;	charcoal	graffiti	marks	the	walls.	
  7	
  5	ft.,	mud	floor,	light	rubble;	smells	of	cattle.		
  8	
  10	ft.,	cobblestones,	dim	light;	high	walls	on	either	
  and	 a	 clothesline	 with	 fresh	 linen	 hangs	 between	
  open	windows.	
  9	
  5	ft.,	dirt	floor,	patches	of	dim	light;	walls	narrow	at	
  the	 end	 to	 no	 more	 than	 3	 ft.	 and	 begin	 twisting	
  around	corners	in	a	labyrinthine	fashion.		
  10	
  10	 ft.,	 cobblestone;	 a	 small,	 metal	 fountain,	
  depicting	various	legendary	figures,	rests	at	the	back	
  of	this	dead	end.	
  11	
  10	 ft.,	 dirt	 floor,	 dense	 rubble;	 many	 empty,	 loose	
  barrels	are	haphazardly	scattered	about.		
  12	
  5	 ft.,	 cobblestone,	 dim	 light;	 high	 thatched	 roofs	
  allow	only	thin	shafts	of	sun	into	the	alley.		
  13	
  5	ft.,	cobblestone;	this	well	maintained	path	leads	to	
  a	 small,	 locked	 (standard	 quality	 lock)	 iron	 gate.	 A	
  small	courtyard	lies	beyond.	
  14	
  10	 ft.,	 cobblestone	 in	 poor	 repair,	 light	 rubble;	 an	
  iron	 lamp	 hangs	 from	 the	 back	 of	 a	 neighbouring	
  shop,	keeping	this	alley	lit	at	night.		
  15	
  5	 ft.,	 hard-packed	 dirt	 floor;	 remarkably	 empty.	
  Knowledge	of	spelunking	may	reveal	that	the	alley	is	
  as	clean	as	if	a	gelatinous	cube	had	moved	down	it.	
  16	
  10	 ft.,	 dirt	 floor;	 dozens	 of	 footprints	 mar	 the	
  walkway,	marking	it	as	well	travelled	for	an	alley.	
  17	
  10	ft.,	dirt	floor;	a	few	women	have	gathered	at	one	
  of	its	intersections	to	socialize	and	mend	clothes.	
  18	
  5	ft.,	dirt	floor;	dried	blood	marks	the	walls	in	savage	
  spray	patterns.	
  19	
  5	 ft.,	 cobblestone;	 bits	 of	 the	 walls	 have	 begun	 to	
  peel	 and	 flake	 off	 onto	 the	 ground,	 producing	 a	
  chalky	mist	when	walked	through.	
  20	
  10	ft.,	dirt	floor;	several	ropes	hang	tied	from	one	of	
  the	neighbouring	rooftops.	
  21	
  5	ft.,	cobblestone;	an	arch	wrapped	in	ivy	covers	the	
  entrance	to	this	alley.	
  22	
  10	 ft.,	 dirt	 floor,	 dim	 light;	 vagrants	 huddle	 closely	
  together,	trying	to	make	themselves	insignificant	as	
  people	pass.		
  23	
  10	 ft.,	 cobblestone;	 a	 number	 of	 the	 cobblestones	
  have	been	carved	to	resemble	faces	in	profile.	
  24	
  5	 ft.,	 dirt	 floor;	 quotes	 from	 legend	 have	 been	
  painted	along	one	wall.	The	other	is	bare.	
  25	
  10	 ft.,	 cobblestone;	 a	 merchant	 has	 left	 his	 wagon	
  parked	here	unattended;	there	is	just	enough	room	
  to	squeeze	by.	
  26	
  5	 ft.,	 dirt	 floor;	 grass	 is	 struggling	 to	 grow	 in	 small	
  patches	down	this	alley.		
  27	
  5	ft.,	dirt	floor;	a	bull’s-eye	has	been	painted	on	the	
  far	 wall	 of	 this	 dead	 end.	 Different	 sized	 holes	
  indicate	people	have	not	just	been	throwing	darts.	
  28	
  5	ft.,	dirt	floor,	dim	light;	stagnant	water	has	pooled	
  in	this	alley.		
  29	
  10	 ft.,	 dirt	 road,	 light	 rubble;	 a	 heap	 of	 rotting	
  produce	attracts	flies	and	other	pests.		
  30	
  5	ft.,	dirt	floor;	new	constructions	jut	into	the	alley	at	
  odd	 angles,	 forcing	 hard	 turns	 where	 the	 width	
  reaches	as	few	as	one	and	a	half	feet.	
  31	
  10	ft.,	cobblestone	street;	only	recently	paved.		
  32	
  5	 ft.,	 dirt	 floor,	 dense	 rubble,	 dim	 light;	 filled	 with	
  garbage	piled	four	feet	high	from	the	neighbouring	
  buildings.		
  33	
  5	ft.,	cobblestone,	light	rubble.	One	of	the	walls	has	
  a	 two-foot	 wide	 hole	 covered	 by	 a	 stretched	 hide.	
  Loose	stone	still	litter	the	ground	nearby.		
  34	
  10	ft.,	cobblestone,	dim	light;	high	walls	block	most	
  of	the	sun.	
  35	
  5	ft.,	dirt	floor;	eerie	pipe	music	echoes	from	around	
  the	next	bend.	
  36	
  10	ft.,	dirt	floor;	opens	into	a	small,	unofficial	square	
  where	several	alleys	meet.		
  37	
  5	 ft.,	 dirt	 floor;	 a	 large	 mastiff	 sleeps	 at	 the	 back	
  entrance	of	an	adjacent	shop.	
  38	
  5	 ft.,	 dirt	 floor,	 light	 rubble;	 a	 pile	 of	 ragged	
  children’s	clothing	has	been	abandoned	here.		
  39	
  5	ft.,	cobblestone,	dim	light;	bits	of	bone	have	been	
  worked	in	amongst	the	stones	in	the	paving.		
  40	
  5	ft.,	dirt	floor,	light	rubble;	scraps	of	metal	pipe	lean	
  against	one	wall.		
  41	
  5	 ft.,	 cobblestone;	 the	 stone	 arch	 at	 the	 mouth	 of	
  this	alley	is	engraved	with	the	image	of	the	god	of	
  magic.		
  42	
  10	ft.,	dirt	floor;	rustling	sounds	emerge	from	several	
  barrels	of	refuse	due	to	rats	digging	around	inside.	
  43	
  10	ft.,	dirt	floor;	a	small	wooden	gate,	easily	jumped,	
  stands	locked	at	the	mouth	of	this	alley.	The	lock	has	
  rusted	shut.	
  44	
  5	 ft.,	 dirt	 floor;	 a	 long	 old	 rug	 of	 red	 and	 gold	 has	
  been	rolled	out	over	half	the	length	of	this	alley.	
  
  15	
  45	
  5	ft.,	dirt	floor;	a	wind	chime	made	of	empty	glass	
  bottles	hangs	from	an	adjacent	roof.	
  46	
  10	ft.,	dirt	floor;	this	alley	slopes	slowly	downward.	
  47	
  5	ft.,	cobblestone;	this	alley	features	a	steep	decline	
  that	widens	at	the	end	into	an	intersection.	
  48	
  5	ft.,	dirt	floor,	dim	light;	high	walls	block	the	direct	
  sun.	 A	 glass	 prism	 hangs	 from	 one	 building	 corner,	
  faintly	painting	the	air	with	a	rainbow	of	colour.		
  49	
  10	 ft.,	 cobblestone	 in	 poor	 repair,	 light	 rubble;	 a	
  hunk	of	meat	lies	rotting	in	the	sun.	
  50	
  10	ft.,	uneven	dirt	floor,	light	rubble;	slight	incline.		
  51	
  Variable	width,	dense	rubble.	A	collapsed	house	has	
  created	an	unofficial	alley	between	two	streets.		
  52	
  5	 ft.,	 dirt	 floor;	 wooden	 beams	 have	 been	 set	 into	
  the	dirt	to	keep	it	traversable	after	heavy	rains.	
  53	
  10	 ft.,	 dirt	 floor,	 dim	 light;	 wooden	 boards	 over	
  grown	 with	 vines	 serve	 as	 a	 fence	 between	 two	
  adjacent	buildings.	
  54	
  5	 ft.,	 dirt	 floor,	 light	 rubble;	 a	 man	 re-thatches	 an	
  adjacent	roof	and	tosses	old	straw	into	the	alley.	
  55	
  5	ft.,	cobblestone,	dim	light;	heavy	curtains	hang	as	
  doors	at	each	end	of	this	alley.	
  56	
  5	ft.,	cobblestone;	dead	end	with	a	hatch	at	the	end	
  that	leads	into	the	sewers.	
  57	
  10	ft.,	dirt	floor;	a	silver	swan	is	set	into	one	of	the	
  walls.	 Several	 scrapes	 show	 where	 people	 have	
  failed	to	remove	it	forcibly.		
  58	
  5	 ft.,	 dirt	 floor,	 dim	 light;	 high	 walls	 create	 a	
  powerful	wind	tunnel.		
  59	
  5	ft.,	cobblestone;	slopes	under	the	bridge	of	a	larger	
  street.		
  60	
  5	ft.,	dirt	floor;	an	abandoned,	adjacent	building	has	
  no	doors	and	is	used	as	a	shortcut.	
  61	
  10	ft.,	dirt	floor;	birds	fight	over	scraps	of	food.	
  62	
  5	ft.,	cobblestone;	a	small	shrine	with	stained	glass	
  windows	depicting	prophets	of	flame.	Several	of	the	
  windows	are	cracked	and	broken.	
  63	
  5	ft.,	dirt	floor;	a	steep	decline,	then	a	sharp	turn	and	
  a	steep	incline	back	up	to	another	street.	
  64	
  10	 ft.,	 cobblestone,	 light	 rubble;	 small	 pots,	 boxes	
  and	old	tools	clutter	the	alley.	
  65	
  10	ft.,	dirt	floor;	a	string	of	colourful	handkerchiefs,	
  tied	between	buildings,	swings	in	the	breeze.	
  66	
  5	ft.,	dirt	floor;	two	dwarves	slowly	carry	a	large	keg	
  of	ale	between	them.	
  67	
  5	 ft.,	 dirt	 floor;	 “No	 Trespassing”	 is	 painted	 at	 the	
  entrance	in	large	letters.	
  68	
  2	ft.,	dirt	floor,	dim	light;	very	close	walls.	
  69	
  5	 ft.,	 cobblestone;	 multiple	 engraved	 arches	 are	
  spread	over	the	length	of	this	alley.	
  70	
  5	 ft.,	 dirt	 floor,	 dim	 light;	 dark	 strands	 of	 hair	 are	
  matted	in	among	the	dirt.		
  71	
  10	ft.,	cobblestone;	copper	pipes	run	down	from	the	
  gutters	above.	
  72	
  10	ft.,	dirt	floor;	an	old	cloth	lies	over	two	crates,	left	
  over	from	a	makeshift	table	or	sales	counter.	
  73	
  10	ft.,	dirt	floor;	flower	baskets	hang	from	a	nearby	
  window,	filling	the	air	with	perfume.	
  74	
  5	 ft.,	 dirt	 floor,	 light	 rubble;	 two	 vagrants	 lie	
  sleeping,	wrapped	in	blankets.		
  75	
  5	ft.,	dirt	floor;	the	smell	of	spoiled	milk	hangs	in	the	
  air.	
  76	
  10	ft.,	dirt	floor,	dense	rubble;	a	broken	cart	lies	in	
  the	middle	of	the	alley,	partially	stripped	of	parts.		
  77	
  5	 ft.,	 dirt	 floor;	 two	 old	 men	 play	 a	 game	 of	
  horseshoes	and	are	arguing	about	the	rules.	
  78	
  5	ft.,	dirt	floor;	a	troupe	of	alley	cats	has	created	a	
  pile	of	dead	birds	near	one	back	door.	
  79	
  10	ft.,	dirt	floor;	deep	treads	have	dug	into	the	earth	
  from	heavy	wagon	traffic.	
  80	
  10	 ft.,	 dirt	 floor;	 a	 lilac	 tree	 thrives	 at	 one	 corner,	
  giving	a	pleasant	scent	with	each	breeze.	
  81	
  5	 ft.,	 dirt	 floor	 with	 the	 consistency	 of	 mud,	 light	
  rubble,	dim	light;	smells	of	manure.		
  82	
  10	ft.,	dirt	floor;	a	number	of	stone	blocks	are	piled	
  to	one	side,	giving	easy	access	to	an	adjacent	roof.	
  83	
  5	ft.,	cobblestone;	a	group	of	youths	tosses	rocks	at	
  passing	carriages.	They	scatter	if	approached.	
  84	
  5	ft.,	dirt	floor;	inclines	to	the	entrance	of	a	private	
  home.	
  85	
  5	ft.,	cobblestone;	a	locked	wooden	box	hangs	from	
  a	 wall,	 taking	 anonymous	 donations	 to	 help	 the	
  poor.	
  86	
  10	 ft.,	 dirt	 floor;	 foreign	 traders	 selling	 specialty	
  wares	crowd	this	alley.	
  87	
  5	ft.,	brick	laid	floor;	dim	light;	high	walls.	
  88	
  10	ft.,	cobblestone	floor	painted	gold	and	silver.	
  89	
  10	 ft.,	 dirt	 floor;	 handmade	 flyers	 poster	 the	 walls	
  advertising	various	services	and	merchants.	
  90	
  5	ft.,	dirt	floor;	a	hawk	sits	atop	one	wall,	watching	
  all	who	enter.	
  91	
  5	 ft.,	 dirt	 floor;	 a	 few	 men	 lean	 against	 one	 wall	
  smoking	pipes.	
  92	
  5	 ft.,	 cobblestone;	 a	 dead-end	 at	 first	 glance.	 An	
  unlocked	door	is	set	into	the	far	wall,	leading	to	the	
  other	end	of	the	alley.	
  93	
  5	ft.,	dirt	floor,	light	rubble;	smells	of	salt	air	and	fish	
  guts.	Old	nets	lie	abandoned	at	one	end.		
  94	
  10	ft.,	dirt	floor;	two	kids	duel	with	wooden	spoons.	
  95	
  5	ft.,	dirt	floor;	a	young	woman	tunes	a	lute.	
  96	
  5	ft.,	dirt	floor,	dim	light;	a	fractured	humanoid	skull	
  lies	in	the	dirt.		
  97	
  10	ft.,	dirt	floor;	an	abandoned	fire	burns	low	toward	
  the	end	of	the	alley.	
  98	
  5	ft.	widens	out	to	15	ft.,	cobblestone;	once	the	alley	
  widens,	rosebushes	line	one	side.	
  99	
  10	 ft.,	 cobblestone;	 light	 blue	 curtains	 fill	 the	
  windows	on	either	side.	
  100	
  5	ft.,	dirt	floor;	smells	of	mint	and	parsley.		
  	
  
  16	
  A L L E Y W A Y S :  N A M E S  
  Some	alleyways	are	so	minor	that	they	
  do	 not	 have	 an	 official	 name.	 Others	
  might	have	more	than	one	name	–	that	
  used	 by	 the	 locals	 and	 the	 other	
  bestowed	by	the	town’s	officials.	
  D%	
  ALLEYWAY	NAMES	
  1	
  Access	Way	
  2	
  Adage	Alley	
  3	
  Apprentice	Way	
  4	
  Arrow	Alley	
  5	
  Bass	Alley	
  6	
  Broken	Horn	Alley	
  7	
  Bruiser	Alley	
  8	
  Caster	Way	
  9	
  Cat	Path	
  10	
  Char	Lane	
  11	
  Cherry	Lane	
  12	
  Chill	Alley	
  13	
  Courtier	Alley	
  14	
  Dagger	Pass	
  15	
  Dander	Alley	
  16	
  Demesne	Alley	
  17	
  Devil's	Pass	
  18	
  Distant	Pass	
  19	
  Dragon	Chin	Alley	
  20	
  Durgin	Alley	
  21	
  Dusty	Walk	
  22	
  Edgar	Alley	
  23	
  Elder	Alley	
  24	
  Eldritch	Alley	
  25	
  Everdown	Alley	
  26	
  Executioner	Alley	
  27	
  Extra	Alley	
  28	
  Ferry	Pass	
  29	
  Fey	Lane	
  30	
  Fool's	Errand	
  31	
  Frogman	Way	
  32	
  Ghast	Alley	
  33	
  Ginger	Alley	
  34	
  Goblin	Ear	Alley	
  35	
  God	Street	
  36	
  Gorgon	Alley	
  37	
  Grasping	Alley	
  38	
  Green	Alley	
  39	
  Gremlin	Passage	
  40	
  Grifter	Alley	
  41	
  Halfling's	Pass	
  42	
  Hammer	Alley	
  43	
  Heartache	Way	
  44	
  Hidden	Moon	Alley	
  45	
  Homely	Lane	
  46	
  Inferno	Alley	
  47	
  Ivy	Lane	
  48	
  Jackal	Lane	
  49	
  Jacob's	Alley	
  50	
  Jumping	Lane	
  51	
  King's	Alley	
  52	
  Knight's	Pass	
  53	
  Languid	Lane	
  54	
  Light's	Passage	
  55	
  Lover's	Quarrel		
  56	
  Lucy	Lane	
  57	
  Manfried	Alley	
  58	
  Manger	Street	
  59	
  Mikle	Alley	
  60	
  Never	True	Lane	
  61	
  Noman	Lane	
  62	
  Nunnery	Alley	
  63	
  Odd	Lump	Pass	
  64	
  Ogre	Gullet	
  65	
  Old	Head	Lane	
  66	
  Once	Ridge	Lane	
  67	
  Outland	Alley	
  68	
  Pardon	Alley	
  69	
  Peddler	Alley	
  70	
  Pidgin	Pass	
  71	
  Pilgrim	Passage	
  72	
  Poison	Oak	Alley	
  73	
  Porter	Street	
  74	
  Pumpkin	Alley	
  75	
  Quiet	Alley	
  76	
  Rats	Passage	
  77	
  Reckless	Alley	
  78	
  Redbeard	Alley	
  79	
  Righty	Lane	
  80	
  Rolling	Alley	
  81	
  Rumpled	Alley	
  82	
  Scabbard	Pass	
  83	
  Shamble	Street	
  84	
  Shifter	Street	
  85	
  Silk	Way	
  86	
  Soapmaker's	Lane	
  87	
  Stagnant	Alley	
  88	
  Summoner's	Pass	
  89	
  Swan	Lane	
  90	
  Tether	Alley	
  91	
  Tremble	Lane	
  92	
  Turtle	Walk	
  93	
  Tuttle	Passway	
  94	
  Uncle	Alley	
  95	
  Vapid	Alley	
  96	
  Winter's	Breath	Alley	
  97	
  Wolf's	End	
  98	
  Yester	Way	
  99	
  Youngling	Lane	
  100	
  Zero	Alley	
  	
  	
  
  17	
  A L L E Y W A Y S :  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  
  Alleys	are	the	shortcuts,	backrooms	and	hangouts	of	the	shady	
  and	 less	 fortunate.	 Use	 this	 table	 to	 determine	 what	
  opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  A	carpentry	shop	is	using	the	alley	to	store	stock.	A	
  dirty,	young	boy	watches	over	the	wood.	
  2	
  A	 piece	 of	 parchment	 is	 tacked	 onto	 the	 wall	 near	
  the	 entrance	 reading	 “Toll	 Road.	 2	 Copper”.	 An	
  empty	 clay	 pot	 sits	 under	 the	 sign.	 A	 thief	 hides	
  nearby	and	tries	to	pickpocket	those	not	paying.	
  3	
  Crude	 runes,	 drawn	 in	 blood	 cover	 one	 wall.	 Solid	
  knowledge	 of	 the	 realms	 beyond	 may	 identify	 the	
  demon	lord	the	author	praises.	
  4	
  A	layer	of	smoke	hangs	in	the	air,	filtering	out	from	
  an	 open	 window.	 There	 is	 no	 fire,	 but	 a	 large	
  gathering	 of	 merchants	 smoke	 cigars	 within	 and	
  discuss	the	setting	of	prices	for	key	goods.	
  5	
  A	 sinkhole	 has	 formed,	 pulling	 the	 corner	 of	 a	
  building	down	and	making	passage	tricky	at	best.		
  6	
  A	 pack	 of	 stray	 dogs	 has	 chased	 a	 young	 child	 up	
  onto	a	stack	of	barrels.	
  7	
  A	rope	of	knotted	sheets	hangs	from	an	upper	floor.	
  A	woman	calls	out	looking	for	her	missing	child.	
  8	
  A	young	man	sits	behind	an	overturned	crate	trying	
  to	gather	folks	for	a	game	of	cards.	He	tries	to	raise	
  the	stakes	after	the	first	hand.	
  9	
  2d4	lepers	lie	at	the	end	of	the	alley.	A	young	priest	
  stands	over	them	praying	loudly	for	a	miracle.	
  10	
  An	old	woman	frantically	tries	to	sell	a	collection	of	
  masterwork	 weapons.	 She	 claims	 they	 belonged	 to	
  her	ex-husband	and	she	can	no	longer	bare	the	sight	
  of	them.	
  11	
  A	low	hanging,	pale	blue	fog	fills	the	alley,	created	
  when	 an	 absentminded	 alchemist	 tripped	 and	
  dropped	 his	 reagents.	 Anyone	 who	 enters	 has	
  nightmares	for	1d4	weeks.	
  12	
  Several	shepherds	try	to	coax	their	sheep	back	onto	
  the	main	thoroughfare.	
  13	
  Several	gang	members	beat	another	on	suspicion	of	
  being	a	snitch.	
  14	
  A	young	girl	lies	crying	on	the	floor.	She	could	be	in	
  genuine	distress	or	a	diversion	for	a	lurking	mugger.	
  15	
  An	 imposing	 figure	 calls	 to	 any	 who	 look	 battle	
  ready,	 looking	 for	 competitors	 for	 an	 unlicensed	
  boxing	club.	
  16	
  A	rogue	tries	to	sell	a	bejeweled	dagger	to	the	PCs.	
  The	dagger	is	very	distinctive	and	its	previous	owner	
  wants	it	back.		
  17	
  The	 upper	 floor	 of	 an	 adjacent	 building	 collapsed	
  during	a	recent	storm,	blocking	the	alley	and	burying	
  at	least	one	person	below	the	wreckage.	
  18	
  A	hooded	kenku	offers	to	buy,	sell	and	trade	secrets.	
  The	first	secret	is	free.	
  19	
  A	 fortuneteller	 offers	 to	 predict	 the	 future	 in	
  exchange	for	the	memories	of	a	day	already	passed.	
  20	
  Without	 any	 warning,	 a	 slum	 dweller	 throws	 a	
  bucket	 of	 night	 soil	 into	 the	 alley	 from	 an	 upstairs	
  window.	
   
  A L L E Y W A Y S :  E N C O U N T E R S  
  Alleyways	can	be	very	dangerous	places.	This	chart	contains	hard	
  to	ignore	threats	to	add	combat	to	your	alley	scene.	
  D12	
  NPC	
  1	
  A	 dire	 rat	 digging	 through	 trash	 treats	 passerby	 as	
  threats	to	its	territory.		
  2	
  A	wererat	monologues	its	plan	to	rise	up	through	the	
  underworld	to	a	pack	of	2d6	dire	rats.	He	orders	an	
  attack	 on	 perceived	 spies.	 The	 rats	 lair	 in	 an	
  extensive	warren	below	the	alley.	
  3	
  An	 assassin	 vine	 has	 been	 transplanted	 here	 by	 a	
  savage	 plant	 mage.	 The	 mage	 lurks	 nearby	 to	 see	
  what	the	assassin	vine	catches.	
  4	
  1d6	 shadows	 hide	 in	 the	 darkness	 of	 a	 rarely	
  traveled	 alley,	 looking	 to	 snuff	 the	 light	 from	 the	
  living.		
  5	
  A	freelance	thief	looks	to	make	money	fencing	magic	
  items	to	adventurers.	He	is	desperate	for	a	sale	and	
  if	 the	 PCs	 seem	 wealthy	 sells	 their	 details	 onto	 his	
  fellow	thieves.	
  6	
  A	drunk	barbarian	looks	to	prove	his	worth	through	
  combat	 and	 challenges	 a	 PC	 to	 a	 fist	 fight.	 If	 he	 is	
  defeated,	he	(bizarrely)	makes	friends	with	the	group	
  and	 is	 an	 excellent	 drinking	 companion.	 Sadly,	
  trouble	follows	him.	
  7	
  2d6	 bullying	 never-do-wells	 are	 looking	 to	 seek	
  vengeance	 against	 citizens	 of	 this	 town	 after	 the	
  mayor	publically	mocked	an	elder	of	their	order.			
  8	
  2d4	guards	are	looking	to	increase	their	total	arrests	
  by	 the	 end	 of	 the	 week	 and	 accuse	 the	 PCs	 for	 an	
  imagined	crime.		
  9	
  A	 carnivorous	 blob	 has	 emerged	 from	 the	 city	
  sewers.	Like	always,	it’s	hungry.		
  10	
  1d6	nuglub	gremlims	hide	in	the	shadow	looking	for	
  something	to	kill.		
  11	
  A	 tick	 swarm	 leaps	 off	 the	 corpse	 of	 a	 stray	 dog,	
  seeking	its	next	warm	blooded	meal.		
  12	
  A	 carnivorous	 fog	 lingers,	 attracted	 by	 an	 ongoing	
  feud	between	noble	houses.		
  
  18	
  A L L E Y W A Y S :  A S S O C I A T E D  N P C S  
  Use	the	NPC	bios	below	to	portray	the	folk	encountered	near	the	
  alleyway.	 Either	 determine	 randomly	 which	 NPC	 the	 PCs	
  encounter	or	choose	a	suitable	candidate.	
  D20	
  NPC	
  1	
  Aea	
  2	
  Namtar	Elway	
  3	
  Lucky	Allara	
  4	
  Leofgar	Greycloak	
  5	
  Grace	of	Mortar	
  6	
  Cedric	Bellweather	
  7	
  Siflaed	Blueheart	
  8	
  Big	Green	Veli	
  9	
  Mara	Accad	
  10	
  Lucius	
  11	
  Hilt	
  12	
  Gislin	Halftall	
  13	
  Artemare	Gale	
  14	
  Good	Deal	Gaut	
  15	
  Samanti	Harborrow	
  16	
  Patza	Njar	
  17	
  Emerald	Green	
  18	
  Ton	
  19	
  Gin	Tella	
  20	
  Enlil	Westmire	
   
  A E A  
  CN	female	human	apprentice	rogue/bard	
  	
  Appearance:	Young	woman	with	long	dark	hair	who	dresses	
  in	loose,	colourful	silks.	
  	
  Personality:	 Aea	 plays	 it	 very	 cool,	 but	 internally	 she	 is	
  calculating	to	the	point	of	worry.	
  	
  Mannerisms:	 Constantly	 brushes	 her	 hair	 back	 when	
  nervous	or	intimidated.	
  	
  Hooks:	 Aea	 is	 a	 con	 artist	 who	 could	 have	 retired	
  comfortably	 years	 ago.	 She	 continues	 for	 the	 thrill	 favouring	
  cons	 like	 “the	 lost	 princess,”	 “the	 starving	 peasant”	 and	 “the	
  jilted	lover.”	
  N A M T A R  E L W A Y  
  NG	male	apprentice	commoner	
  	
  Appearance:	Brown	haired,	dirty-faced	man	of	decent	build.	
  	
  Personality:	Namtar	is	kind	with	a	cheerful	outlook.	
  	
  Mannerisms:	 Very	 energetic,	 he	 tends	 to	 stretch	 anxiously	
  when	not	on	the	move.	
  	
  Hooks:	 Namtar	 is	 a	 professional	 porter,	 usually	 delivering	
  small	items.	He	cuts	through	the	back	alleys	to	save	time	and	can	
  get	into	trouble	just	by	rushing	around	a	corner	and	stumbling	
  into	a	seedy	situation.	
  L U C K Y  A L L A R A  
  N	female	dwarf	apprentice	rogue/expert	
  	
  Appearance:	Dirty	blonde	hair	tied	in	braids;	dressed	in	black	
  leather.	
  	
  Personality:	Tries	to	be	charming	but	has	little	patience.	
  	
  Mannerisms:	Sighs	and	shakes	her	head	when	frustrated.	
  	
  Hooks:	Allara	runs	back	alley	dice	games	and	acts	as	a	bookie	
  for	all	kinds	of	bets.	She	recently	took	bets	on	whether	or	not	
  the	local	lord	would	ever	find	a	wife.	He	found	out	and	the	local	
  militia	has	orders	to	arrest	her.	
   L E O F G A R  G R E Y C L O A K  
  NE	male	human	apprentice	rogue	
  	
  Appearance:	Thin	face	with	a	pointed	black	beard.	
  	
  Personality:	Leofgar	is	infinitely	patient.	
  	
  Mannerisms:	 He	 likes	 to	 keep	 his	 hand	 busy	 and	 is	 often	
  found	fingering	a	coin	or	dagger.	
  	
  Hooks:	Leofgar	tends	to	lurk	in	alleys	off	mercantile	streets	
  or	 in	 the	 shadier	 parts	 of	 town.	 He	 would	 rather	 steal	 coin	
  quickly	and	stealthily	but	uses	violence	against	out-of-towners.	
  G R A C E  O F  M O R T A R  
  NG	female	halfling	apprentice	druid	
  	
  Appearance:	 Grimy	 face	 and	 short-cropped	 hair;	 tightly	
  tailored	clothes.	
  	
  Personality:	Grace	exudes	a	calm	joy.	She	stoically	takes	in	
  the	bustle	of	the	city.	
  	
  Mannerisms:	She	is	very	concerned	with	how	things	smell,	
  sniffing	about	wherever	she	goes.	
  	
  Hooks:	 Grace	 is	 an	 urban	 druid	 paying	 attention	 to	 the	
  balance	 of	 city	 life.	 She	 has	 noticed	 that	 the	 rats	 are	
  disappearing	and	wants	to	know	why.	
  C E D R I C  B E L L W E A T H E R  
  LN	male	half-elf	apprentice	wizard	
  	
  Appearance:	Keeps	a	very	clean	image,	with	hair	drawn	back	
  tightly	and	well	kept	clothes.	
  	
  Personality:	Cedric	is	curious	and	easily	distracted.	
  	
  Mannerisms:	 He	 makes	 chewing	 motions	 with	 his	 mouth	
  while	in	thought.	
  	
  Hooks:	 Cedric	 is	 an	 investigator	 working	 with	 the	 town	
  guard.	He	is	currently	following	a	divination	that	predicted	a	sign	
  of	red	would	lead	him	to	perpetrator	behind	a	series	of	thefts.	
  Unfortunately,	 one	 of	 the	 pieces	 is	 wearing	 a	 piece	 of	 red	
  clothing	 and	 he	 starts	 to	 follow	 them	 assuming	 they’ll	 either	
  perpetrate,	or	become	embroiled	in,	the	next	theft.	
  	
   
  
  19	
  S I F L A E D  B L U E H E A R T  
  NG	female	human	apprentice	aristocrat	
  	
  Appearance:	Fair	skin	with	smooth,	gentle	hands.	
  	
  Personality:	Siflaed	is	a	kind,	empathetic	soul,	though	naïve.	
  	
  Mannerisms:	 She	 tends	 to	 giggle	 when	 she	 does	 not	
  understand	what	is	going	on.	
  	
  Hooks:	Siflaed	is	the	daughter	of	a	local	lord.	She	normally	
  does	not	leave	her	manor	without	an	escort.	She	snuck	out	last	
  night	to	explore	the	city	on	her	own,	but	has	given	away	all	her	
  coin	and	gotten	lost	in	the	back	streets.	
  B I G  G R E E N  V E L I  
  LE	male	half-orc	apprentice	barbarian	
  	
  Appearance:	A	large	fellow	with	thinning	hair	who	wears	a	
  yellow	and	red	kilt.	
  	
  Personality:	 Veli	 looks	 grim	 and	 is	 always	 judging	 those	
  around	him.	
  	
  Mannerisms:	He	picks	his	teeth	when	bored.	
  	
  Hooks:	Veli	is	a	bruiser	for	a	local	gang.	He	has	been	seen	
  prowling	the	alleys	at	night	looking	to	pick	a	challenging	fight.	
  He’s	had	a	bad	night	and	is	lurking	in	the	alley	in	the	hopes	of	a	
  suitable	victim	wandering	by	on	which	to	vent	his	frustrations.		
  M A R A  A C C A D  
  LG	female	human	apprentice	fighter	
  	
  Appearance:	Rough	face	with	tied	back	brown	hair	and	well-
  polished	armour.		
  	
  Personality:	Mara	is	peaceful	at	heart,	believing	that	in	ideal	
  circumstances	everyone	would	be	good.	
  	
  Mannerisms:	She	leans	slightly	forward	with	a	hand	on	her	
  hip	when	at	rest.	
  	
  Hooks:	Mara	is	in	a	position	of	authority	in	the	town	guard.	
  When	 she	 can	 get	 away	 from	 her	 more	 bureaucratic	
  responsibilities,	 she	 likes	 to	 walk	 the	 beat.	 Her	 mere	 presence	
  stops	most	crimes.	She	may	ask	more	questions	about	the	PCs’	
  activities	than	they	like.	
   L U C I U S  
  CN	male	human	apprentice	expert	
  	
  Appearance:	 Lucius’s	 once	 fine	 clothes	 are	 now	 filthy	 and	
  ragged.	His	beard	is	streaked	with	gray.	
  	
  Personality:	Very	timid	and	unsure	of	himself.	A	coward.		
  	
  Mannerisms:	He	stands	hunched	over	and	rarely	makes	eye	
  contact.	
  	
  Hooks:	Lucius	was	once	a	successful	merchant	until	he	was	
  ruined	by	the	slander	of	a	rival.	Left	with	nothing	he	now	lives	
  off	 the	 scraps	 of	 others.	 He	 has	 come	 to	 believe	 the	 lies	 that	
  brought	him	to	this	state	and	has	almost	no	self	worth.	
  H I L T   
  CE	female	halfling	apprentice	rogue	
  	
  Appearance:	 Keeps	 her	 hair	 tied	 back	 in	 a	 tight	 bun.	 She	
  wears	a	long	cloak	to	conceal	all	manner	of	weapons.	
  	
  Personality:	 Hilt	 has	 a	 violent	 tick	 than	 she	 can	 only	 keep	
  under	 control	 for	 a	 few	 days	 and	 only	 as	 long	 as	 there	 is	 the	
  promise	of	fighting	in	her	future.	After	that,	she	gets	cranky.	
  	
  Mannerisms:	Often	found	clutching	her	own	wrist.	She	has	
  learned	that	playing	with	her	weapons	increases	the	likelihood	
  of	pre-emptive	slaughter.		
  	
  Hooks:	Hilt	kills	people.	She	loves	watching	people	go	from	
  breathing	to	not.	If	she	can	get	paid	for	it,	it’s	a	bonus	as	she	is	
  better	at	killing	people	when	she	has	had	something	to	eat.	She	
  may	be	after	one	of	the	PCs,	targeting	someone	the	PCs	need	to	
  protect,	or	just	satisfying	her	need	in	a	dark	alley	when	the	PCs	
  come	upon	her.	
   G I S L I N  H A L F T A L L  
  NG	male	human	apprentice	cleric	
  	
  Appearance:	Short	blonde	hair;	wears	simple	robes.	
  	
  Personality:	 Gislin	 is	 very	 empathetic	 and	 confident	 of	 his	
  own	abilities.	A	good	man,	he	uses	his	powers	to	help	those	in	
  need.	He	is	well	liked	by	the	poor.	
  	
  Mannerisms:	He	looks	up	when	in	thought	and	utters	short	
  prayers	when	in	trouble.	
  	
  Hooks:	Gislin	is	a	kind	hearted	member	of	the	local	clergy.	
  He	wants	to	help	everyone	in	need	and	does	not	understand	the	
  concept	of	limited	resources.	He	has	recently	accused	some	high	
  standing	individuals	of	not	caring	for	the	poor,	in	a	very	public	
  setting,	which	has	upset	members	of	his	own	order.	
  A R T E M A R E  G A L E  
  N	female	elf	apprentice	wizard	
  	
  Appearance:	A	youthful	face	with	colourful	robes	covering	a	
  lithe	frame.	
  	
  Personality:	 Artemare	 is	 eager	 but	 easily	 frazzled.	 In	 turn	
  fascinated	and	repulses	by	human	cities	she	loves	exploring	their	
  hidden	reaches.		
  	
  Mannerisms:	 She	 drags	 her	 feet	 and	 blinks	 rapidly	 when	
  thinking.	
  	
  Hooks:	 Artemare	 is	 apprenticed	 to	 a	 greater	 wizard	 in	 the	
  city.	She	was	sent	out	for	reagents	and	when	she	returned	she	
  realized	 that	 the	 newt	 tails	 were	 missing.	 She	 is	 retracing	 her	
  steps	through	the	alleyways	to	find	them	when	she	encounters	
  the	PCs.	If	they	have	a	wizardly-type	among	them,	she	accuses	
  him	of	stealing	the	components.	
  	
   
  
  20	
  G O O D  D E A L  G A U T  
  CN	male	human	apprentice	expert	
  	
  Appearance:	Balding	with	heavily	patched	clothing.	He	takes	
  little	care	of	his	appearance.	
  	
  Personality:	Gaut	is	chipper	and	enthusiastic	to	the	point	of	
  annoyance.	He	always	looks	on	the	bright	side	and	gives	people	
  the	benefit	on	the	doubt.	Specatularly	unorganised,	he	will	never	
  be	a	success.		
  	
  Mannerisms:	He	talks	with	his	hands	and	speaks	louder	than	
  necessary.		
  	
  Hooks:	Good	Deal	Gaut	is	known	for	offering	goods	at	lower	
  than	average	prices.	To	keep	prices	low	he	refuses	to	buy	a	shop	
  or	pay	rent,	or	so	he	says.	Instead,	he	sets	up	shop	in	alleyways	
  or	town	squares.	Other	merchants	would	him	run	out	of	town,	
  considering	him	a	troublemaker	and	a	vagrant.	
  S A M A N T I  H A R B O R R O W  
  LG	female	human	journeyman	paladin	
  	
  Appearance:	 Short	 brown	 hair	 with	 light	 scars	 across	 her	
  face;	wears	tarnished	plate.	
  	
  Personality:	Samanti	is	quite	grim;	jaded	from	a	lifetime	of	
  fighting	evil.	She	has	taken	it	upon	herself	to	patrol	the	worst	of	
  the	local	alleys	in	the	hopes	of	stamping	out	local	crime.		
  	
  Mannerisms:	 She	 cracks	 her	 knuckles	 and	 shifts	 her	 feet	
  when	at	rest.	
  	
  Hooks:	Samanti	knows	far	too	well	what	kind	of	people	lurk	
  in	alleys.	She	stalks	them	looking	for	trouble,	acting	as	judge	and	
  executioner	 for	 those	 caught	 harming	 innocents	 or	 with	 ill-
  gotten	 goods	 in	 their	 possession.	 She	 has	 heard	 rumours	 of	 a	
  local	 cult	 hiding	 in	 the	 locality	 and	 closely	 questions	 all	 she	
  encounters	as	to	the	location	of	their	lair.	
   P A T Z A  N J A R  
  NG	male	human	apprentice	commoner	
  	
  Appearance:	Heavy	set	with	rosy	cheeks.	
  	
  Personality:	Patza	is	generally	cheerful	but	gets	upset	when	
  others	 are	 disrespectful.	 While	 he	 doesn’t	 love	 his	 job,	 he	 has	
  great	attention	to	details.		
  	
  Mannerisms:	 He	 leans	 his	 cheek	 against	 the	 end	 of	 his	
  broomstick	when	conversing	with	people.	
  	
  Hooks:	Patza	has	been	hired	by	the	local	guilds	to	make	his	
  way	around	town	and	clean	up	the	alleyways.	He	makes	most	of	
  his	money	from	tips,	which	merchants	are	eager	to	give	to	earn	
  preferred	attention	near	their	shops.	He	has	seen	much,	while	
  cleaning	the	alleys	and	is	a	font	of	local	information.	He	is	well	
  aware	of	the	value	of	information	and	charges	appropriately.		
  E M E R A L D  G R E E N  
  N	female	apprentice	half-elf	ranger	
  	
  Appearance:	Dirty	face;	wears	hide	armour.		
  	
  Personality:	Emerald	is	curious	but	lacks	patience.	
  	
  Mannerisms:	 She	 tends	 to	 pace	 and	 double	 checks	 her	
  pouch’s	contents	constantly.	
  	
  Hooks:	 Emerald	 is	 a	 professional	 adventurer	 who	 went	
  ahead	 of	 her	 party	 in	 order	 to	 deliver	 a	 parcel	 quickly.	 She	
  expected	the	rest	of	her	party	to	hit	town	two	days	ago.	She	is	
  now	growing	restless,	especially	as	her	party	has	all	the	treasure.	
  T O N   
  NE	male	human	apprentice	warrior	
  	
  Appearance:	Muscular	arms;	has	a	bit	of	a	gut.	
  	
  Personality:	 Ton	 loves	 drinking,	 gambling	 and	 hitting	 stuff,	
  otherwise	he’s	bored.	He	loiters	in	alleys	in	the	hopes	of	meeting	
  like-minded	folk	(or	easily	cowed	victims).	
  	
  Mannerisms:	Breathes	heavily	and	rolls	his	shoulders.	
  	
  Hooks:	 Ton	 is	 a	 simple	 man	 who	 is	 into	 satisfying	 his	
  immediate	 needs.	 He’s	 tough,	 but	 not	 so	 stupid	 to	 take	 on	
  several	town	guards	at	once.	Ton’s	been	sent	by	his	boss	to	scare	
  an	indebted	thief.	
  G I N  T E L L A  
  LN	female	human	apprentice	commoner	
  	
  Appearance:	Getting	on	in	years	with	a	grey	jacket	in	need	of	
  repair.	
  	
  Personality:	 Gin	 is	 resigned	 to	 her	 position	 in	 life,	 and	 is	
  neither	sullen	nor	overly	cheerful.	She	has	a	knowing	look	but	
  holds	her	tongue	unless	spoken	too.		
  	
  Mannerisms:	 She	 leans	 on	 her	 pole	 as	 she	 walks	 and	
  whistles	to	herself	when	it	gets	dark.	
  	
  Hooks:	 Gin	 is	 employed	 by	 the	 city	 as	 a	 lamplighter.	 She	
  keeps	her	nose	clean	for	the	most	part,	trying	to	stay	out	of	the	
  way	of	shadier	characters.	She	may	be	able	to	give	clues	on	local	
  criminals,	if	she	can	be	convinced	to	talk.	
   E N L I L  W E S T M I R E  
  CN	male	human	apprentice	aristocrat	
  	
  Appearance:	Dressed	in	finery,	though	a	bit	dishevelled.	
  	
  Personality:	Enlil	is	a	lover	of	life	and	lives	in	the	moment.	
  	
  Mannerisms:	 He	 is	 always	 smiling	 and	 willing	 to	 shake	 the	
  hands	of	anyone	he	encounters,	regardless	of	station.	
  	
  Hooks:	Enlil	is	the	second	son	of	a	very	well	off	local	lord.	He	
  occasionally	wanders	the	city,	sharing	his	wealth	with	those	in	
  need.	Last	night	he	fell	in	with	a	group	of	gentlemen	that	were	
  very	thankful	and	they	drank	in	celebration	well	into	the	night.	
  He	has	not	quite	sobered	up	yet.	
  	
  	
  
  21	
  	
   
  
  22	
  D O C K S :  C H A R A C T E R I S T I C S  A N D  A P P E A R A N C E  
  Docks	come	in	many	different	shapes	and	sizes;	most	are	used	
  for	commercial	activity	but	others	may	be	for	the	exclusive	use	
  of	the	navy,	members	of	the	nobility	or	even	the	local	ruler.		
  	
  D%	
  DESCRIPTIONS	
  1	
  A	 small	 dock	 with	 one	 pier,	 where	 an	 old	 man	
  quietly	fishes.	
  2	
  A	small	dock	with	one	pier.	Two	wooden	chairs	
  sit	empty	at	the	end.	
  3	
  A	small	dock,	with	one	ramshackle	pier.	
  4	
  A	 small	 dock	 with	 one	 pier;	 rusted	 chains	 are	
  wrapped	along	an	outer	pillar.	
  5	
  A	small	dock	with	one	pier,	heavily	packed	with	
  crates	and	barrels.	
  6	
  A	small	dock	with	two	piers,	loaded	with	lobster	
  traps.	
  7	
  A	small	dock	with	two	piers,	with	an	old	dog	tied	
  to	one	of	the	pillars.	
  8	
  A	small	dock	with	two	piers;	the	smell	of	decay	
  hangs	in	the	air.	
  9	
  A	 small	 dock	 with	 piers;	 an	 old	 stone	 stairway	
  leads	from	one	pier	down	into	the	water.	
  10	
  A	 small	 dock	 with	 two	 piers;	 two	 halflings	
  struggle	to	load	a	large	keg	onto	a	docked	ship.	
  11	
  A	small	dock	with	two	piers.	Vines,	with	pink	and	
  yellow	blossoms,	grow	along	the	pillars.	
  12	
  A	 small	 dock,	 with	 two	 piers.	 Old	 stone	
  foundations	can	be	seen	through	the	clear	blue	
  water.	
  13	
  A	 small	 dock,	 with	 two	 piers,	 speckled	 with	
  barnacles	after	the	last	high	tide.	
  14	
  A	 small	 dock	 with	 two	 piers.	 A	 small	 ship	 is	
  unloading	the	day’s	catch.	
  15	
  A	 small	 dock	 with	 two	 piers;	 a	 young	 couple	
  holds	hands,	sitting	on	a	pair	of	crates.		
  16	
  A	 moderately	 sized	 dock,	 entirely	 manned	 by	
  dwarves.	
  17	
  A	moderately	sized	dock,	reeking	of	urine.	
  18	
  A	 moderately	 sized	 dock,	 well-guarded	 by	
  regular	patrols	of	the	city	watch.		
  19	
  A	 moderately	 sized	 dock,	 busy	 with	 porters	
  unloading	several	newly	docked	ships.	
  20	
  A	moderately	sized	dock,	smelling	of	spices	and	
  incense.		
  21	
  A	moderately	sized	dock,	filled	with	the	noise	of	
  drunken	quarrels.	
  22	
  A	 moderately	 sized	 dock	 covered	 in	 shadows	
  from	the	city’s	buildings.	
  23	
  This	moderately	sized	dock	is	beset	with	a	cold	
  northern	wind.		
  24	
  A	moderately	sized	dock.	The	music	of	a	tavern	is	
  a	faint	counter	to	the	dock’s	bustle.	
  25	
  A	moderately	sized	dock,	with	colourful	banners	
  that	lead	to	the	main	merchant’s	row.	
  26	
  A	moderately	sized	dock,	with	more	than	its	fair	
  share	of	seagulls.	
  27	
  A	 moderately	 sized	 dock,	 with	 a	 lively	 fish	
  market.	
  28	
  A	 moderately	 sized	 dock,	 where	 a	 large	 ship	 is	
  unloading	a	long	line	of	travelers.		
  29	
  A	moderately	sized	dock.	The	smell	of	fresh	meat	
  pies	fills	the	air.	
  30	
  A	moderately	sized	dock	where	a	small	troupe	of	
  performers	 has	 moored.	 Acrobats	 flip	 back	 and	
  forth.	
  31	
  A	 moderately	 sized	 dock	 where	 keen-eyed	
  youths	
  have	
  gathered	
  round	
  a	
  trickster	
  displaying	a	simple	shell	game.	
  32	
  A	moderately	sized	dock.	The	left	side	is	an	open	
  port;	the	right	is	devoted	entirely	to	the	navy.	
  33	
  A	 moderately	 sized	 dock	 with	 a	 number	 of	
  children	scattered	amongst	the	piers,	waiting	for	
  the	fishermen	to	finish	their	dealings.		
  34	
  A	moderately	sized	dock	with	bits	of	rotten	fish	
  strewn	 this	 way	 and	 that	 from	 the	 kitchen	
  windows	of	local	inns.	
  35	
  A	
  moderately	
  sized	
  dock,	
  with	
  harshly	
  mismatched	paints	colouring	the	walls	of	its	inns,	
  residences	and	storehouses.	
  36	
  A	 moderately	 sized	 dock	 whose	 southern	 side	
  has	begun	to	sink	slowly	into	the	harbour.	It	has	
  a	slightly	lopsided	appearance.	
  37	
  A	moderately	sized	dock	with	strange	green	and	
  white	
  arcane	
  symbols	
  carved	
  into	
  the	
  foundations	of	each	building.	
  38	
  A	 moderately	 sized	 dock	 whose	 planks	 have	
  become	fragile	and	rotten.	
  39	
  A	 moderately	 sized	 dock,	 kept	 immaculately	
  clean	by	a	small	group	of	workers.	
  40	
  A	 moderately	 sized	 dock,	 filled	 with	 an	 erratic	
  energy	as	the	piers	fill	with	foreign	traders.	
  41	
  The	legs	of	this	dock	are	wreathed	in	seaweed.		
  42	
  This	dock	has	obviously	been	repaired	recently	–	
  new	 wooden	 beams	 stand	 in	 stark	 contrast	 to	
  their	old	neighbours.	
  43	
  Berths	on	this	dock	are	marked	by	large,	faded	
  whitewashed	numbers	painted	on	boards.	
  44	
  This	 moderately-sized	 dock	 boasts	 innumerable	
  smaller	 piers	 stretching	 out	 in	 the	 harbour	 for	
  quite	some	distance.	
  45	
  A	large	wooden	statue	of	a	grizzled	sailor	stands	
  watch	over	this	dock.	
  46	
  Where	 this	 dock	 narrows,	 hand	 rails	 stand	 to	
  stop	travellers	falling	into	the	water.	
  47	
  Several	 missing	 planks	 create	 a	 dangerous	 part	
  of	this	dock.	In	places	old	crates	and	boxes	have	
  been	placed	over	such	areas.	
  48	
  A	 half-dozen	 fishing	 boats	 are	 tied	 up	 at	 this	
  dock;	the	smell	of	fish	pervades	the	air.	
  
  23	
  49	
  Small	wooden	pillars	bearing	the	sea	god’s	sigil	
  stand	at	intervals	along	this	dock.	
  50	
  This	 moderately-sized	 dock	 is	 in	 bad	 repair;	 in	
  places	the	planks	are	rotten.	
  51	
  This	 moderately	 sized	 dock	 links	 several	 bare	
  shards	 of	 rock	 together	 that	 thrust	 above	 the	
  harbour’s	water.	
  52	
  This	dock	features	fixed	ladders	that	can	be	used	
  to	climb	down	to	small,	docked	vessels.	
  53	
  Small	 watchman’s	 huts	 are	 scattered	 along	 this	
  moderately-sized,	but	long,	dock.	
  54	
  This	 dock	 has	 four	 piers;	 one	 is	 clearly	 storm	
  damaged	and	not	in	use.	
  55	
  Dozens	of	sea	birds	nest	under	this	dock.	
  56	
  The	 piers	 of	 this	 dock	 are	 lower	 than	 the	 dock	
  and	are	reached	by	slippery	wooden	steps.	
  57	
  This	dock	has	long	sections	of	covered	walkways.	
  58	
  Benches	 are	 dotted	 along	 this	 wide,	 but	 low	
  dock.		
  59	
  This	 dock	 has	 a	 muddle	 of	 small	 piers	 leading	
  away	from	it.	
  60	
  Cargo	 nets	 hang	 down	 along	 this	 high	 dock;	
  many	vessel’s	decks	are	below	the	height	of	the	
  dock.	
  61	
  The	burnt	out	hulk	of	a	vessel	lies	close	to	this	
  dock;	 the	 corresponding	 section	 of	 dock	 is	
  scorched	and	burnt.	
  62	
  Wooden	 cranes	 stand	 along	 this	 dock	 ready	 to	
  help	with	loading	and	unloading.	
  63	
  Floating	piers	bob	on	the	water	surrounding	this	
  dock.	
  64	
  Flags	flutter	proudly	from	poles	spaced	along	this	
  long	dock.		
  65	
  Warehouses	 cluster	 close	 by	 this	 old,	 but	
  serviceable,	dock.	
  66	
  The	burnt	remnants	of	an	old	pier	stand	nearby	
  to	a	newly	constructed	dock.	
  67	
  This	 dock	 is	 a	 bizarre	 mix	 of	 building	 styles;	
  obviously	it	has	been	built	up	over	time.	
  68	
  A	 small	 office	 –	 the	 harbour	 master’s	 –	 stands	
  overlooking	this	dock.		
  69	
  A	 sloped	 walkway	 leads	 down	 to	 a	 network	 of	
  small	docks	and	piers.		
  70	
  The	figureheads	of	old	ships	have	been	affixed	to	
  the	end	of	this	dock.	
  71	
  Large,	 but	 old,	 notice	 boards	 stand	 along	 this	
  dock;	adverts	and	notices	of	sales	cover	them.	
  72	
  This	dock	has	stone	legs,	but	a	wooden	walkway.	
  73	
  Gibbets	–	holding	the	rotten	remains	of	thieves	
  and	the	like	–	“decorate”	this	dock.	
  74	
  The	side	of	this	dock	is	daubed	in	a	prayer	to	the	
  god	of	storms.	
  75	
  This	large	dock	bustles	with	traders	and	porters.	
  76	
  This	 large	 dock	 has	 a	 central	 processing	
  warehouse	to	inspect	for	illegal	goods.	
  77	
  This	large	dock	is	modelled	in	the	style	of	a	great	
  seafaring	nation	of	older	days.	
  78	
  This	large	dock	had	to	be	expanded	quickly	due	
  to	demand.	Many	of	the	newest	piers	are	made	
  of	makeshift	materials,	salvaged	from	old	boats.	
  79	
  A	 large	 dock	 with	 tastes	 of	 civilization	 and	 the	
  wild.	A	lower	pier	allows	easy	access	to	canoes	to	
  ease	the	trade	of	nearby	barbarian	tribes.	
  80	
  A	large	dock	with	a	significant	“neutral	quarter”	
  built	out	along	the	piers,	that	technically	doesn’t	
  fall	within	the	bounds	of	the	city	and	its	laws.	
  81	
  A	large	dock,	loud	with	the	unloading	of	goods.	
  82	
  This	 large	 dock	 has	 an	 adjoining	 circular	 pier	
  where	 aquatic	 races	 can	 swim	 up	 and	 trade	
  goods.	
  83	
  A	large	dock	dominated	by	imposing	naval	ships.	
  84	
  A	large	dock	in	use	since	ancient	days.	Old	stone	
  buildings	 stand	 side	 by	 side	 to	 newer	 wooden	
  structures.	
  85	
  A	 large	 dock	 strung	 with	 colourful	 banners	 and	
  filled	 with	 the	 delightful	 smell	 of	 fresh	 roasted	
  nuts.	
  86	
  Large	 wooden	 gates	 control	 access	 to	 these	
  docks.	
  87	
  This	large	dock	is	badly	damaged	from	where	a	
  ship	 crashed	 into	 it;	 repairs	 are	 ongoing	 at	 a	
  frenzied	pace.	
  88	
  Several	 small	 branches	 for	 much	 smaller	 craft	
  lead	away	from	this	large,	central	dock.	
  89	
  A	single	heavily	guarded	vessel	is	docked	at	this	
  large	and	impressive	dock.		
  90	
  A	section	of	this	dock	can	be	raised	to	allow	ships	
  to	pass	underneath.	
  91	
  The	legs	of	this	large	dock	are	constructed	from	
  gigantic	trees	–	in	places	their	bark	yet	remains		
  92	
  A	wooden	archway	–	bearing	the	sigil	of	the	sea	
  god	–	stands	at	the	dock’s	mouth.	
  93	
  This	large	dock	runs	parallel	to	the	sea	wall.	
  94	
  This	 large	 dock	 runs	 all	 the	 way	 to	 a	 fortified	
  island	dominating	the	bay.	
  95	
  This	large	dock	is	for	the	exclusive	use	of	nobles	
  and	their	pleasure	craft.	Guards	keep	the	riff	raff	
  away.	
  96	
  Posts	 –	 topped	 with	 magical	 lights	 –	 illuminate	
  this	dock	at	night.	
  97	
  This	large	dock	is	a	frenzied	hive	of	activity.	
  98	
  Four	large	warships	are	berthed	at	this	protected	
  dock.	
  99	
  This	 dock	 is	 of	 heavy	 stone	 construction;	 it	
  doubles	as	the	sea	wall.	
  100	
  Rusty,	 iron	 statues	 watch	 over	 this	 wide,	 busy	
  dock.	
  	
  	
  
  24	
  D O C K S :  D O C K E D  S H I P S  
  The	most	prominent	feature	of	most	docks	are	the	ships	making	
  port	there.	Whether	the	PCs	are	on	the	docks	to	find	a	certain	
  ship	or	on	another	matter	their	interests	may	often	lead	them	to	
  those	floating	vessels.		
  	
  D%	
  DESCRIPTIONS	
  1	
  The	Salty	Bird	
  2	
  Red	Storm	
  3	
  Henral	
  4	
  The	Billowing	Leaf	
  5	
  The	Smoking	Betty	
  6	
  Angry	Androf	
  7	
  The	Slightly	Intoxicated	Mermaid	
  8	
  The	Young	Maid	
  9	
  Cloud	Chaser	
  10	
  The	River	Arrow	
  11	
  Black	Bolt	
  12	
  The	Minnow		
  13	
  The	Lost	Devil	
  14	
  Prestige	
  15	
  The	Surly	Lass	
  16	
  The	Yellow	Tailed	Falcon	
  17	
  The	Falconer’s	Wife	
  18	
  My	Ex	Wife	
  19	
  The	Great	Swan	
  20	
  The	Ugly	Gosling	
  21	
  Blue	Mess	
  22	
  Dart	
  23	
  Wave	Quick	
  24	
  Oak	Lightning	
  25	
  The	Musical	Gale	
  26	
  Silence	
  27	
  The	Gray	Ghost	
  28	
  The	Unknown	
  29	
  The	Albatross	
  30	
  The	Dire	Ostrich	
  31	
  The	Rusty	Kraken	
  32	
  The	Snap	Crackle	
  33	
  The	Red	Boot	
  34	
  The	Archer	
  35	
  The	Abolitionist		
  36	
  The	Wooden	Lung	
  37	
  The	Poppy	Biscuit	
  38	
  The	Acorn	Tree	
  39	
  The	Backwards	Breeze	
  40	
  The	Royal	Care	
  41	
  The	Czar	
  42	
  Haunted	Limb	
  43	
  Wave	Crest	
  44	
  The	Greasy	Shark	
  45	
  The	Royal	Madame		
  46	
  Sapphire	of	the	Sea	
  47	
  The	Seasoned	Cannibal		
  48	
  The	Island	Hopper	
  49	
  The	Singing	Cricket	
  50	
  The	Leaky	Teapot	
  51	
  Honey	Wicket	
  52	
  The	Witches	Broom	
  53	
  Gonzola	
  54	
  Leaky	Barrel	
  55	
  The	Visiting	Vision	
  56	
  Monday’s	Lunch	
  57	
  The	Takei	
  58	
  Father’s	Pride	
  59	
  The	Missing	Mate	
  60	
  The	Trash	Barge	
  61	
  The	Water	Wax	
  62	
  The	Sea	Zipper	
  63	
  Mountain’s	Envy	
  64	
  Green	Guardian	
  65	
  The	River	Bride	
  66	
  The	Broken	Pearl	
  67	
  The	Angry	Peacock	
  68	
  The	Shipwreck	
  69	
  The	Dusty	Porter	
  70	
  Goblin	Breath	
  71	
  The	Underhanded	Barmaid	
  72	
  The	Crusty	Halfling	
  73	
  Slim	Shot	
  74	
  Island	Breeze	
  75	
  Veron	Stars	
  76	
  Jumping	Jerl	
  77	
  Maggot		
  78	
  The	Timely	Teakettle	
  79	
  The	Clean	Spicket	
  80	
  The	Blue	Monkey	
  81	
  The	Fighting	Crab	
  82	
  Old	Lady	
  83	
  The	Original	Lightning	
  84	
  Lightning	VII	
  85	
  Melody	
  86	
  The	Once	and	Future	
  87	
  Aching	Loganne	
  88	
  The	Pirate’s	Niece	
  89	
  The	Ugly	Parrot	
  90	
  The	Captain’s	Boyfriend	
  91	
  Albon	
  92	
  The	Seaweed	Cutter	
  93	
  The	Spiked	Dragon	
  94	
  The	Trapped	Muse	
  95	
  The	Magic	Decanter	
  96	
  Uncle	Sealegs	
  97	
  The	Seal	
  98	
  The	Indescribable	Horror	
  99	
  The	Friendly	Fireball	
  100	
  Pop	
  
  25	
  D O C K S :  H O O K S ,  C O M P L I C A T I O N S  A N D  O P P O R T U N I T I E S  
  Docks	 are	 often	 the	 mercantile	 centre	 of	 a	 settlement,	 and	
  provide	 all	 manner	 of	 reasons	 to	 break	 up	 the	 daily	 grind	 of	
  peasant	life.	Use	this	table	to	determine	what	special	occurrence	
  the	PCs	may	encounter	while	passing	by.	
  	
  D20	
  	
  1	
  The	dock	is	sinking	by	about	half	a	foot	a	day	into	
  the	 harbour	 without	 explanation.	 The	 townsfolk	
  are	worried	the	town	will	go	next.	
  2	
  All	the	men	in	town	have	vanished.	An	old	woman	
  cries	out	for	fear	of	sirens	and	mermaids.	
  3	
  A	sailor	stands	in	front	of	a	moderately	worn	boat	
  with	a	sign	that	says	“Free	to	a	good	home.”		
  4	
  Two	 young	 men	 are	 busy	 filling	 in	 all	 the	 empty	
  knotholes	 among	 the	 piers,	 claiming	 that	 an	
  infamous	 peg-legged	 pirate	 is	 rumored	 to	 make	
  dock	any	day	now.		
  5	
  Pier	 Three	 was	 completely	 covered	 in	 seaweed	
  overnight.	
  6	
  A	sailor	loudly	seeks	out	more	crew,	for	a	job	to	sail	
  to	the	edge	of	the	world.		
  7	
  A	 strike	 by	 the	 town’s	 prostitutes	 is	 making	 the	
  sailors	surlier	than	usual.	
  8	
  All	ships	have	been	asked	to	stay	in	port	due	to	the	
  influence	 of	 a	 local	 cleric	 who	 claims	 an	 ocean	
  bound,	sin	seeking	disease	will	soon	be	set	loosed	
  upon	the	waves.	
  9	
  The	whole	town	is	getting	ready	to	host	the	Great	
  Sea	Lane	Relay,	which	pits	the	best	ships	in	a	multi-
  legged	race.	
  10	
  A	ship	has	recently	unloaded	a	delivery	of	produce	
  which	city	officials	are	arguing	about	whether	they	
  should	 be	 sold.	 The	 goods	 look	 perfectly	 normal,	
  except	they	smell	strongly	of	rot.		
  11	
  A	 band	 of	 young	 rebels	 have	 taken	 over	 the	
  southern	side	of	the	docks,	including	two	ships.	
  12	
  A	ghostly	vessel	has	been	seen	docking	under	the	
  full	moon,	but	none	dare	approach	it.	
  13	
  A	 gang	 of	 wererats	 has	 taken	 up	 residence	 in	
  planks	under	the	docks.	
  14	
  A	mysterious	fiddler	fills	the	air	with	music	in	the	
  docks	every	night.	Those	who	approach	him	wake	
  up	penniless	outside	of	town.	
  15	
  Pirates	have	been	spotted	by	the	town	watch	and	
  are	sailing	this	way!	
  16	
  The	 docks	 are	 developing	 a	 serious	 stray	 cat	
  problem.	The	mayor	offers	a	sealed	treasure	map	
  to	whoever	can	catch	the	most	felines.	
  17	
  An	 old	 sailor	 claims	 to	 have	 lost	 his	 hand	 to	 a	
  kraken	and	is	hell	bent	on	get	it	back.	
  18	
  The	 town	 is	 in	 the	 midst	 of	 its	 annual	 seaweed	
  festival,	where	it	celebrates	crafts,	food	and	brew	
  made	of	all	sorts	of	aquatic	plant-life.		
  19	
  All	 the	 town’s	 rum	 has	 gone	 missing.	 One	 of	 the	
  “merchant”	vessels	departed	in	the	middle	of	the	
  night	and	has	quickly	received	the	blame.		
  20	
  Mermen	 have	 swam	 up	 to	 the	 dock	 looking	 to	
  trade,	but	seem	only	interested	in	items	of	magic.	
  	
  	
  
  26	
  D O C K S :  S I G H T S  &  S O U N D S  
  Docks	are	busy	places;	characters	exploring	them	will	no	doubt	
  hear	and	see	many	things.	
  D%	
  	
  01-02	
  The	 air	 is	 heavy	 with	 the	 tang	 of	 salt	 and	 the	
  curses	of	sailors.	
  03-04	
  Sea	 gulls	 and	 other	 birds	 wheel	 and	 turn	
  overhead.		
  05-06	
  Boxes	and	barrels	are	stacked	haphazardly	at	the	
  foot	of	a	gangplank	leading	to	a	large	cog.	
  07-08	
  A	 large	 pile	 of	 vomit	 covers	 the	 dock;	 several	
  dogs	lick	greedily	at	it.	
  09-10	
  Four	 drunk	 sailors	 stagger	 along	 the	 dock;	 one	
  slips	and	almost	falls	into	the	water.	
  11-12	
  An	old	sailor	sits	on	a	box	while	singing	a	lusty	
  sea	shanty	and	drinking	heavily.		
  13-14	
  Small	 children	 dart	 in	 and	 out	 of	 the	 press	 of	
  sailors	and	porters.		
  15-16	
  A	 half-dozen	 porters	 stagger	 down	 the	 dock	
  carrying	matching	sea	chests.	
  17-18	
  Curses	and	shouts	in	a	half-dozen	languages	fill	
  the	air.	
  19-20	
  A	large	splash	followed	by	a	shout	announces	the	
  fall	of	a	heavy	box	into	the	sea.	
  21-22	
  A	sinister	fin	cuts	the	water	near	the	docks.	
  23-24	
  Sea	birds	wheel	and	dart	above	a	large	ship	as	its	
  cook	throws	food	scraps	into	the	harbour.	
  25-26	
  Children	 laugh	 and	 shout	 as	 they	 dive	 into	 the	
  harbour	from	the	dock.	
  27-28	
  Broken	wood,	scraps	of	food	and	other	rubbish	
  float	on	the	water	surrounding	the	dock.	
  29-30	
  A	scream	is	followed	by	a	loud	splash	as	a	sailor	
  falls	from	the	rigging	of	a	docked	ship.	
  31-32	
  A	 patrol	 of	 four	 watchmen	 surrounding	 an	
  official	of	some	sort	push	through	the	press.	
  33-34	
  Two	mangy	dogs	dart	through	the	press;	one	has	
  a	string	of	sausages	in	its	mouth.	
  35-36	
  A	 waterman	 tries	 to	 sell	 his	 wares	 to	 thirsty	
  sailors.	
  37-38	
  A	sailor	–	a	parrot	on	each	shoulder	and	a	heavy	
  bag	in	each	hand	–	walks	away	from	a	large	ship.	
  39-40	
  The	dock	shivers	as	a	large	vessel,	badly	steered,	
  thuds	into	its	side.	
  41-42	
  A	sailor	charges	down	the	dock	chasing	a	small	
  child	who	carries	a	small	sack.	
  43-44	
  Boxes	 and	 barrels	 are	 stacked	 neatly	 along	 the	
  dock.		
  45-46	
  A	 rowing	 boat	 bobs	 next	 to	 the	 dock	 and	 the	
  occupant	shouts	before	throwing	the	PCs	a	line	
  to	tie	off.		
  47-48	
  The	old	dock	creaks	alarmingly	as	the	PCs	cross	a	
  certain	section.	
  49-50	
  Lobster	pots	cover	one	side	of	the	pier.	
  51-52	
  A	 young	 man,	 foppishly	 dressed	 and	 with	 a	
  forlorn	look	upon	his	face,	stands	at	the	end	of	
  this	dock	staring	off	into	the	distance.	
  53-54	
  Two	 sailors	 snatch	 a	 minute’s	 rest	 with	 a	 wine	
  flask	 while	 swapping	 lies	 about	 their	 previous	
  voyages.	
  55-56	
  Sailors	are	painting	the	hull	of	a	docked	ship.	
  57-58	
  A	plank	cracks	under	a	PC’s	weight.	
  59-60	
  A	peasant	stands	in	a	rowboat	beneath	the	dock	
  busily	filling	several	bags	with	seaweed.	
  61-62	
  Several	folk	sit	at	the	end	of	the	pier,	fishing	rods	
  in	hand.	
  63-64	
  The	smell	of	fresh	fish	is	heavy	in	the	air.	
  65-66	
  A	small	gang	of	thuggish	men	loiter	on	the	dock;	
  the	threat	of	violence	hangs	over	them.	
  67-68	
  A	 fist	 fight	 suddenly	 breaks	 out	 between	 rival	
  crews	over	some	imagined	slight.	
  69-70	
  A	seasick	passenger	staggers	off	a	ship,	drops	to	
  the	ground	and	kisses	the	dock.	
  71-72	
  Buckets	 of	 sand	 –	 ready	 in	 case	 of	 fire	 –	 	 are	
  positioned	at	strategic	places	long	the	docks	
  73-74	
  A	sailor	is	busy	swabbing	the	dock	–	he	appears	
  to	be	trying	to	remove	a	large	bloodstain.	
  75-76	
  The	smell	of	tar	and	paint	permeate	the	air.	
  77-78	
  A	sea	captain	argues	loudly	with	a	city	official.	
  79-80	
  Two	sailors	drag	an	unconscious	fellow	down	the	
  dock.	 They	 are	 both	 drunk	 and	 laughing	
  uncontrollably.	
  81-82	
  A	pile	of	ballast	stones	almost	blocks	the	dock.	
  83-84	
  A	 sailor	 –	 shouting	 loudly	 that	 his	 vessel	 needs	
  new	crewmen	–	walks	up	and	down	the	dock.	
  85-86	
  Several	people	are	swimming	in	the	water	of	the	
  harbour.	 Suddenly,	 one	 of	 them	 is	 pulled	
  beneath	the	surface.	
  87-88	
  The	sounds	of	a	violent	argument	emanate	from	
  a	docked	vessel.	
  89-90	
  An	artist	sits	sketching	nearby	vessels.	
  91-92	
  A	performing	bard	strolls	up	and	down	the	dock	
  calling	out	the	local	news	to	new	arrivals.	
  93-94	
  Four	watchmen	march	down	the	dock	dragging	a	
  badly	beaten	prisoner	with	them.	
  95-96	
  A	 sailor	 strolls	 up	 and	 down	 the	 dock	 shouting	
  that	his	vessel	is	available	for	hire.	
  97-98	
  Sharp-eyed	PCs	can	notice	a	figure	lurking	in	the	
  shadowy	water	under	the	dock.	
  99-100	
  Cries	of	alarm	and	fear,	and	the	sight	of	smoke	
  rising	from	a	docked	ship,	spark	a	general	panic	
  on	the	dock	
  	
   
  
  27	
  	
   
  
  28	
  D O C K S :  N P C S  
  Use	 the	 NPC	 bios	 below	 to	 portray	 those	 encountered	 on	 the	
  docks.	Either	determine	randomly	which	NPC	the	PCs	encounter	
  or	choose	a	suitable	candidate.	
  	
  D20	
  NPC	
  1	
  Captain	Fabius	Redfeather	
  2	
  Livia	Ruso	
  3	
  Devin	the	Shiv	
  4	
  Big	Haf	
  5	
  Salsvin	Everymist	
  6	
  Grifo	Curran	
  7	
  Goldie	Quick	
  8	
  Kufu	Elderman	
  9	
  Buckey	Wetfoot	
  10	
  Avina	the	Green	
   
  C A P T A I N  F A B I U S  R E D F E A T H E R  
  CN	male	human	journeyman	ranger/rogue	
  	
  Appearance:	 Long	 curly	 black	 hair,	 with	 fine,	 foppish	 red	
  clothing.	
  	
  Personality:	Always	smiling,	though	he’s	not	all	that	happy.	
  	
  Mannerisms:	Talks	with	his	hands,	with	grand	flourishes.	
  	
  Hooks:	Captain	Fabius	travels	from	port	to	port,	taking	odd	
  jobs	and	running	legs	of	the	regular	trade	routes.	He	keeps	an	
  eye	out	for	members	of	a	previous	crew,	where	he	was	ridiculed	
  as	a	young	cabin	boy.		
  	
  L I V I A  R U S O  
  LN	female	apprentice	commoner	
  	
  Appearance:	Brown	hair	tied	in	the	back;	she	wears	simple	
  clothes	of	cloth	and	leather.		
  	
  Personality:	Keeps	a	resolute	look	in	her	eye.	
  	
  Mannerisms:	Listens	carefully	before	speaking.	
  	
  Hooks:	Livia	is	a	porter	and	messenger,	moving	throughout	
  the	city,	but	is	often	found	in	the	docks.	Her	position	has	given	
  her	 access	 to	 a	 lot	 of	 secrets,	 but	 her	 own	 code	 has	 kept	 her	
  honest.	Now	a	group	of	assassins	has	been	hired	to	make	sure	
  she	never	gets	the	chance	to	break	that	code.	
  	
  D E V I N  T H E  S H I V  
  CE	male	dwarf	apprentice	fighter/rogue	
  	
  Appearance:	Rough	face,	with	a	close	beard,	and	a	vest	with	
  no	shirt.	
  	
  Personality:	Quick	to	anger	but	rarely	is	brought	to	violence	
  except	under	his	own	terms.	
  	
  Mannerisms:	Laughs	at	inopportune	moments.		
  	
  Hooks:	 Devin	 is	 a	 thug,	 through	 and	 through.	 He	 takes	
  pleasure	in	the	pain	of	others	and	would	do	most	anything	for	
  money.	One	thing	he	won’t	do	is	set	foot	in	the	water.	He	may	
  be	 comfortable	 on	 the	 docks	 but	 is	 terrified	 of	 ever	 being	
  submerged.	There	are	squid	in	there,	after	all.		
  	
  B I G  H A F  
  N	male	half-orc	journeyman	warrior	
  	
  Appearance:	 Thin	 black	 hair,	 bulging	 muscles	 and	 a	
  dominating	frame.	
  	
  Personality:	Quiet	most	of	the	time;	he	has	a	throaty	chuckle	
  when	amused.	
  	
  Mannerisms:	Stands	very	still	while	waiting	for	orders.		
  	
  Hooks:	Big	Haf	acts	as	both	a	porter	and	member	of	the	city	
  watch.	He’s	not	very	bright,	and	has	been	known	to	allow	illegal	
  activities	to	proceed	right	in	front	of	him	when	given	a	creative	
  excuse.		
  	
  S A L S V I N  E V E R Y M I S T  
  CG	female	elf	apprentice	druid	
  	
  Appearance:	 A	 youth,	 with	 dirty	 blonde	 hair	 and	 blue-ish	
  green	robes.	
  	
  Personality:	Salsvin	is	generally	happy	though	not	overjoyed.	
  She	watches	the	world	serenely.		
  	
  Mannerisms:	She	always	has	a	gentle	smile	on	her	face.	
  	
  Hooks:	 Salsvin	 has	 a	 deep	 connection	 to	 the	 ocean	 and	
  generally	hires	herself	out	to	sailing	ships	as	a	scout,	guide	and	
  occasional	weather	witch.	She	thinks	she	may	have	discovered	
  some	very	old	underwater	ruins	on	her	last	journey	and	seeks	
  companions	to	help	her	explore.	
  	
  G R I F O  C U R R A N  
  CN	male	human	apprentice	bard	
  	
  Appearance:	A	bit	portly	with	a	dignified	beard,	he	always	
  wears	his	family	colours.		
  	
  Personality:	Good	natured	but	a	bit	strange,	Grifo	is	a	very	
  curious	soul	and	is	quick	to	make	friends.	
  	
  Mannerisms:	He’s	always	at	least	partially	distracted	by	his	
  own	
  thoughts,	
  making	
  his	
  replies	
  sometimes	
  puzzling	
  nonsensical.		
  	
  Hooks:	Grifo	is	always	looking	for	the	next	story	to	tell.	He	
  bends	the	ear	of	any	and	all	travellers	who	will	put	up	with	him,	
  regaling	them	with	poetry	and	pressing	them	for	lore	and	news.	
  He	 doesn’t	 scare	 easy	 or	 at	 least	 doesn’t	 seem	 to	 care	 whose	
  business	he’s	asking	for	details	about.	
  	
  	
   
  
  29	
  G O L D I E  Q U I C K  
  CN	female	human	apprentice	ranger	
  	
  Appearance:	 Bright	 red	 hair,	 and	 fine	 linen	 clothes	 with	 a	
  well-tailored	coat,	and	prominently	hung	cutlass.			
  	
  Personality:	 Intelligent	 and	 resourceful,	 Goldie	 is	 always	
  looking	for	the	next	useful	thing.	
  	
  Mannerisms:	Her	eyes	are	always	moving	and	her	wiggling	
  fingers	are	never	far	from	the	hilt	of	her	sword.	
  	
  Hooks:	Goldie	is	a	independent	merchant	which	means	she’s	
  a	smuggler	and	pirate.	She	keeps	an	eye	out	for	foolish	mistakes	
  in	others	that	can	be	profited	from	and	won’t	hesitate	to	finger	a	
  possession	that’s	been	left	unguarded	by	a	PC.	
  	
  K U F U  E L D E R M A N  
  N	male	human	apprentice	expert/rogue	
  	
  Appearance:	 An	 older	 fellow	 with	 a	 long	 white	 beard	 and	
  wide	brimmed	hat.	
  	
  Personality:	A	bit	passive,	Kufu	is	content	to	observe	while	
  most	of	the	world	passes	him	by.	
  	
  Mannerisms:	 Almost	 always	 chewing	 on	 a	 bit	 of	 fruit	 or	
  tobacco.	Possibly	both.	
  	
  Hooks:	Kufu	once	served	as	the	cook	on	several	vessels	of	ill	
  repute	but	has	since	settled	down	to	pen	his	memoires.	If	the	
  captain	of	the	guard	knew	who	he	really	was	he’d	be	
  strung	up	for	piracy	without	trial.		
  	
  B U C K E Y  W E T F O O T  
  CG	male	halfling	apprentice	rogue	
  	
  Appearance:	Bushy	brown	hair	
  with	a	loose	white	shirt	and	thick	
  black	belt.	
  	
  Personality:	
  Always	
  says	
  what’s	 on	 his	 mind	 in	 quite	 a	
  rude	manner.	
  	
  Mannerisms:	 Paces	 about	
  when	bored.	
  	
  Hooks:	 Buckey	 is	 a	 professional	 sailor	 who	 makes	 home	 in	
  every	port.	He’s	got	a	girl	in	town	who	is	carrying	his	child	and	
  and	 has	 yet	 to	 commit	 to	 a	 proper	 marriage.	 The	 pressure	 is	
  building	 from	 the	 girl’s	 father	 who	 also	 happens	 to	 be	 one	 of	
  town	priests.	
  	
  A V I N A  T H E  G R E E N   
  NE	female	human	apprentice	bard/rogue	
  	
  Appearance:	 Dark	 hair	 with	 an	 almost	 red	 skin	 and	 loose	
  fitting	clothes	decorated	with	jewels.		
  	
  Personality:	Deceptive,	constantly	keeping	a	knowing	smile	
  on	her	face.	
  	
  Mannerisms:	 Gets	 close	 to	 speak,	 making	 gentle	 physical	
  contact.	
  	
  Hooks:	Avina	is	a	skilled	con	artist	and	plant	for	the	thieves	
  guild.	She	poses	as	a	simple	trader,	selling	charms	on	the	docks.	
  She	watches	for	lone	travellers,	or	those	easily	separated	from	
  their	 friends	 to	 capture	 and	 send	 to	 the	 underground	 slave	
  market.	
  	
   
  
  30	
  G R A V E Y A R D S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  A	graveyard	is	any	location	set	aside	for	long-term	burial	of	the	
  dead.	For	our	purposes,	it	is	land	set	aside	for	burial	within,	or	
  directly	above	the	earth.	For	most	people,	it	conjures	a	mental	
  image	of	a	graveyard:	a	plot	of	land	with	green	grass	and	rows	of	
  headstones.	 Many	 urban	 adventures	 take	 place	 in	 and	 around	
  graveyards.		
  B U R I A L  M O U N D  
  Also	known	as	a	tumulus,	these	large	mounds	of	earth	cover	the	
  remains	 of	 the	 deceased.	 These	 are	 generally	 found	
  outside	urban	areas	though	small	ones	may	stand	
  within	 a	 cemetery,	 especially	 if	 the	 local	
  culture	 has	 a	 stigma	 for	 against	 placing	 the	
  deceased	below	the	earth.	
  C A T A C O M B / C R Y P T  
  Crypts	and	catacombs	are	interchangeable	
  terms	 for	 an	 underground	 structure	 in	
  which	 the	 dead	 are	 interred.	 Crypts	 are	
  often	 associated	 with	 being	 beneath	 a	
  church,	 though	 mausoleums	 may	 also	 have	
  crypts.	
  Catacombs	
  are	
  generally	
  more	
  expansive	
  structures	
  comprising	
  several	
  passages.		
  C E M E T E R Y  
  A	cemetery	is	a	public	place	for	burial	of	the	masses.	
  They	may	be	un-owned	and	community	operated,	or	
  property	 of	 the	 ruler	 or	 state	 religion.	 Even	 if	 a	
  cemetery	 is	 considered	 community	 property,	 that	
  doesn’t	mean	there	are	no	rules.	Woe	be	to	the	adventurer	who	
  decides	to	go	poking	around	a	public	cemetery	in	the	middle	of	
  the	night	only	to	be	met	by	an	angry	mob	intent	on	punishing	
  the	would-be	grave	robber.	
  C O L U M B A R I U M  
  Similar	to	a	mausoleum,	a	columbarium	houses	urns.	It	may	be	
  part	 of	 a	 mausoleum	 or	 a	 temple.	 Unlike	 mausoleums	 they	
  generally	 hold	 far	 more	 of	 the	 deceased	 and	 may	 be	 public	
  structures	that	hold	those	whose	only	common	link	is	death.	
  G R A V E Y A R D  
  The	 titular	 burial	 ground,	 graveyards	 are	 normally	 owned	 and	
  operated	 by	 a	 temple.	 They’re	 often	 adjacent	 to	 the	
  attendant	temple.		
  	
  If	there	are	multiple	temples	in	the	city	there	
  may	 be	 multiple	 graveyards,	 or	 the	 temple	
  most	associated	with	the	dead	may	handle	all	
  burials.		
  	
  Temples	may	have	crypts	in	addition	to	
  graveyards.	When	this	is	the	case,	space	in	
  the	 crypt	 is	 often	 reserved	 for	 clergy	 and	
  wealthy	patrons.	
  M A U S O L E U M  
  A	mausoleum	is	a	free-standing	structure	that	
  holds	the	dead	above	ground.	They	vary	in	size	
  but	often	comprise	but	one	room.	Most	are	one-
  storey	affairs.		
  	
  Mausoleums	most	often	hold	multiple	bodies	
  and	 may	 be	 owned	 by	 families	 or	 prosperous	
  organizations.	Many	are	ostentatiously	decorated	
  U N H A L L O W E D  G R O U N D  
  Graveyards	 may	 become	 unhallowed	 ground	 when	 under	 the	
  influence	 of	 an	 evil	 church,	 necromancers,	 vampires	 or	 any	
  group	who	use	undead	as	a	resource	or	needs	sanctuary	from	
  the	truly	good.	Unhallowed	ground	has	the	following	effects:	
  §
  Warded	against	intrusion	by	the	servants	of	good.		
  §
  Increases	the	potency	of	the	foul	powers	of	unlife.	
  §
  A	selection	of	offensive,	penalizing	spells	can	be	woven	into	
  the	 defensive	 enchantments	 of	 unhallowed	 ground,	 making	
  wounds	 bleed	 and	 unnerving	 even	 the	 most	 stalwart	 of	
  veterans.	
  H A L L O W E D  G R O U N D  
  Many	 graveyards	 have	 been	 blessed	 with	 divine	 magic.	
  Hallowed	ground	has	the	following	effects:	
  §
  Warded	against	intrusion	by	the	forces	of	darkness.		
  §
  Increases	the	 potency	 of	 the	 divine	powers	 of	 clerics	 of	 the	
  deity.	
  §
  Any	dead	body	interred	in	a	hallowed	site	cannot	be	turned	
  into	an	undead	creature.	
  §
  A	 selection	 of	 protective	 spells	 can	 be	 woven	 into	 the	
  defensive	 enchantments	 of	 hallowed	 ground	 for	 further	
  protection	and	solace.	
  
  31	
  A R E A  F E A T U R E S  
  Graveyards	have	the	following	features:		
  	
  Location:	Whether	a	graveyard	is	within	or	outside	an	urban	
  area	 is	 often	 a	 factor	 of	 population	 size.	 There’s	 a	 limited	
  amount	of	space	within	city	walls	and	sooner	or	later	you	run	
  out	of	place	to	bury	new	corpses.		
  	
  Graveyards	 within	 city	 walls	 are	 often	 associated	 with	 the	
  rapid	 spread	 of	 disease,	 which	 tends	 to	 correlate	 with	 dense,	
  rising	populations.	
  	
  Walls	 (Low):	 Graveyards	 near	 a	 village	 or	 town	 are	 often	
  surrounded	 by	 a	 small	 stone	 wall	 to	 mark	 its	 boundaries.	
  Moderately	agile	PCs	can	leap	the	wall.	Low	walls	provide	partial	
  cover.	
  	
  Walls	 (Tall):	 Taller	 walls	 of	 iron	 bars	 or	 stone	 blocks	 are	
  popular	 in	 population	 centres	 for	 aesthetic	 reasons,	 to	 restrict	
  access	 hours	 and	 sometimes	 to	 keep	 creatures	 in	 (and	 grave	
  robbers	out).	Taller	walls	can	be	scaled	by	PC	versed	in	the	basics	
  of	 climbing.	 They	 provide	 partial	 or	 total	 cover,	 depending	 on	
  their	height.	
  	
  Headstone:	 The	 most	 common	 grave	 marking.	 Headstones	
  are	generally	made	of	stone,	stand	two	to	four	feet	tall	and	are	
  engraved	to	denote	who	is	buried	beneath.	Moderately	agile	PCs	
  can	 leap	 on	 a	 headstone.	 Headstones	 generally	 only	 provide	
  partial	cover.	
  	
  Sarcophagus:	A	box-like	container	for	a	corpse.	They	can	be	
  buried	like	a	coffin,	but	also	set	above	ground	in	place	of	a	grave.	
  Agile	PCs	can	leap	on	a	sarcophagus.	They	provide	partial	to	total	
  cover.	
  M I N O R  E V E N T S  
  Graveyards	are	often	surprisingly	busy	places	during	the	day.	
  D6	
  MINOR	EVENTS	
  1	
  Two	labourers	are	digging	a	new	grave.	A	pile	of	
  moist	earth	stands	to	one	side.	
  2	
  A	mourner	kneels	in	front	of	a	grave,	sobbing.	
  3	
  An	
  interment	
  ceremony	
  is	
  taking	
  place.	
  Mourners	stand	about	a	grave	as	a	priest	reads	
  from	a	holy	book.	
  4	
  A	 furtive,	 pale-skinned	 man	 skulks	 among	 the	
  graves	studying	their	markings.	
  5	
  A	gardener	tends	the	graveyard’s	grass,	flowers	
  or	trees.	He	has	encyclopaedic	knowledge	of	the	
  surrounding	graves.	
  6	
  A	 couple	 –	 or	 couple	 with	 children	 –	 stroll	
  through	the	graveyard,	flowers	in	hand.	
  G R A V E Y A R D  D E S C R I P T I O N S  
  Use	the	table	below,	to	add	a	trait	to	a	graveyard:	
  D20	
  GRAVEYARD	CHARACTERISTICS		
  1	
  A	 small	 cemetery	 with	 markers	 placed	 at	
  random.	
  2	
  A	 small	 graveyard	 surrounded	 by	 a	 low	 iron	
  fence	wreathed	in	ivy.	
  3	
  A	small,	dusty	cemetery	where	no	grass	grows.	
  4	
  A	 small	 graveyard	 surrounded	 by	 a	 fieldstone	
  wall.	
  5	
  A	small	cemetery	founded	among	large	fir	trees	
  that	screen	it	from	casual	view.	
  6	
  A	small	graveyard,	completely	flat	with	perfectly	
  even	 rows	 of	 grave	 markers.	 The	 oldest	 –	 least	
  visited	 graves	 –	 are	 in	 the	 centre	 of	 the	
  graveyard.	
  7	
  A	small	cemetery	where	white	posies	grow	over	
  each	grave.	A	small	team	of	gardeners	tends	the	
  perfectly	maintained	grounds.	
  8	
  A	 moderately-sized	 graveyard	 with	 paths	 lined	
  with	 small	 smooth	 stones.	 The	 paths	 meander	
  through	 the	 graves,	 which	 are	 haphazardly	
  placed.	
  9	
  A	 moderately-sized	 cemetery	 lit	 all	 night	 by	 oil	
  lanterns	hung	from	high	iron	poles.	
  10	
  A	moderately-sized	graveyard	where	a	cold	wind	
  blows	from	the	east.	
  11	
  A	 moderately-sized	 cemetery	 features	 rust	
  coloured	grass	in	the	oldest	section,	as	if	stained	
  with	dried	blood.	
  12	
  A	 moderately-sized	 graveyard.	 Two	 statues	 of	
  armoured	 knights	 flank	 the	 entrance.	 A	 stone	
  wall	surrounds	the	cemetary.		
  13	
  A	 moderately-sized	 cemetery	 with	 a	 small	
  stream	 running	 through	 the	 east	 corner.	 Thick	
  hedges	surround	the	whole	area.	
  14	
  A	 moderately-sized	 graveyard	 featuring	 a	 stone	
  shack	 in	 the	 corner	 for	 the	 caretaker.	 A	 special	
  furnace	rests	outside	for	cremation	services.	
  15	
  A	 moderately-sized	 cemetery	 where	 all	 the	
  carving	depict	skeletal	visages.	
  16	
  A	moderately	sized	graveyard	with	rows	of	well-
  tended	tulips.	
  17	
  A	large	cemetery	dotted	with	ruins	of	an	ancient	
  settlement	or	building.	
  18	
  A	 large	 graveyard	 with	 graves	 sprawled	 across	
  several	 small	 hills.	 It	 includes	 several	 small	
  shrines.		
  19	
  A	 large	 cemetery	 set	 about	 a	 white	 marble	
  fountain	
  at	
  its	
  centre.	
  Wooden	
  benches	
  surround	the	fountain.	
  20	
  A	 large	 graveyard	 studded	 with	 apple	 trees	
  throughout	the	grounds.	Visitors	are	free	to	pick	
  the	apples.	
  
  32	
  G R A V E Y A R D S :  G R A V E  M A R K I N G S  
  The	 grave	 markers	 of	 a	 cemetery	 are	 as	 unique	 as	 the	 people	
  buried	 within.	 At	 a	 minimum,	 most	 such	 markers	 name	 the	
  person	buried	within,	but	they	have	many	other	characteristics.	
  Use	the	tables	below	to	generate	interesting	grave	markers.	
  D20	
  GRAVE	MARKINGS	
  1	
  Unmarked	
  2	
  Small	raised	mound	
  3	
  A	wooden	cross	
  4	
  A	metal	cross	
  5	
  A	stacked	pile	of	stones	
  6-7	
  A	flat,	stone	name	plate	
  8-11	
  A	small	headstone	
  12-16	
  A	large	headstone	
  17-18	
  Sarcophagus	
  19	
  Mausoleum		
  20	
  Columbarium	
  	
  	
  H E A D S T O N E S  
  D20	
  HEADSTONES	
  1	
  A	marble	headstone	with	a	rounded	top.	
  2	
  A	limestone	headstone	with	squared	off	corners.	
  3	
  A	marble	headstone	covered	in	cobwebs.	
  4	
  A	sandstone	headstone	with	a	large	crack	down	
  the	left	side.	
  5	
  A	granite	headstone	with	a	slanted	top.	
  6	
  A	 marble	 headstone	 splattered	 with	 bird	
  droppings.	
  7	
  A	limestone	headstone	overgrown	with	ivy.	
  8	
  A	sandstone	headstone	of	a	strange	purple	hue.	
  9	
  A	white	marble	headstone	that	seems	to	glow	in	
  the	moonlight.	
  10	
  A	limestone	headstone	that’s	fallen	onto	its	side.	
  11	
  A	granite	headstone	with	the	image	of	a	praying	
  child	engraved	at	the	top.	
  12	
  A	 granite	 headstone	 with	 a	 small	 door	 carved	
  into	the	base.	
  13	
  A	marble	headstone	topped	with	an	angel,	arms	
  outstretched.	
  14	
  A	 sandstone	 headstone	 topped	 with	 a	 stooped	
  gargoyle.	
  15	
  A	marble	headstone	leaning	far	to	the	right.	
  16	
  A	 granite	 headstone	 whose	 lettering	 has	 been	
  inlaid	with	gold	leaf.	
  17	
  A	marble	headstone	engraved	with	the	image	of	
  a	whale.	
  18	
  A	 limestone	 headstone	 flanked	 by	 small	 rose	
  bushes.	
  19	
  A	granite	headstone	half	sunk	into	the	ground.	
  20	
  A	 marble	 headstone	 topped	 with	 an	 ornate	
  stone	sun.	
  S A R C O P H A G I  
  D20	
  SARCOPHAGI	
  1	
  The	 weather-worn	 image	 of	 a	 man	 with	 his	
  hands	crossed	adorns	the	lid.	
  2	
  Engraved	all	along	the	sides	of	the	box	is	a	battle	
  between	man	and	minotaur.	
  3	
  Carvings	 of	 cavorting	 imps	 cover	 each	 of	 the	
  sarcophagi’s	corners.	
  4	
  The	 lid	 is	 smooth	 and	 painted	 with	 an	
  iconographic	lineage.	
  5	
  The	 lid	 depicts	 two	 lovers	 in	 bed	 entwined	
  around	one	another.	
  6	
  Several	gods	are	carved	into	the	sides	of	the	box	
  with	small	kings	kneeling	at	their	feet.	
  7	
  A	 montage	 of	 the	 important	 rites	 of	 a	 local	
  temple,	 from	 birth	 to	 burial,	 is	 engraved	 along	
  the	sides	of	the	box.	
  8	
  A	serpent-like	dragon	wraps	across	three	sides	of	
  the	 box.	 The	 dragon	 is	 very	 life-like.	 Observant	
  PCs	 may	 note	 that	 pressing	 both	 of	 its	 eyes	
  opens	the	sarcophagus.	
  9	
  The	 lid	 is	 carved	 with	 the	 image	 of	 a	 hundred,	
  crawling	beetles.	
  10	
  An	elderly	bald	man	is	carved	into	each	side	of	
  the	 box.	 He	 has	 a	 different	 facial	 expression	 in	
  each	carving.	
  11	
  The	 sarcophagus	 is	 plain	 except	 a	 single	 eye	
  carved	into	the	lid.	
  12	
  The	runes	along	one	side	of	this	sarcophagus	are	
  the	instructions	for	how	to	construct	a	catapult.	
  13	
  Blue-green	 moss	 grows	 all	 over	 the	 sarcophagi,	
  obscuring	any	engraving.	The	moss	is	dry,	almost	
  desiccated	and	if	disturbs	fills	the	air	with	dust.	
  14	
  There	 is	 no	 lid	 yet	 the	 insides	 are	 bathed	 in	
  shadow.	
  15	
  The	sides	are	all	carved	with	flame	and	a	single	
  clawed	hand	adorns	the	lid.	
  16	
  The	statue	of	an	angel	with	sword	outstretched,	
  towers	over	this	sarcophagus.		
  17	
  The	 ballad	 of	 Rose	 Peak	 is	 engraved	 across	 the	
  lid	in	beautiful	flowing	carven	handwriting.	
  18	
  The	 lid	 is	 slightly	 ajar	 and	 has	 been	 crudely	
  sealed	with	plaster.	
  19	
  The	 statuette	 of	 an	 elderly	 man,	 sitting	 with	 a	
  book,	rests	atop	the	lid.	The	statuette	is	hollow	
  and	holds	the	key	to	the	sarcophagi.	
  20	
  An	 engraved	 lantern	 burns	 at	 each	 of	 the	
  sarcophagus’	corners.	Enchanted	with	everlasing	
  flames,	they	fill	the	surrounds	with	light.	
  	
  	
  	
  
  33	
  M A U S O L E U M S  
  D20	
  MAUSOLEUMS	
  1	
  A	one-room	square	building	of	stone,	with	four	
  columns	at	the	entrance.	
  2	
  A	 rounded	 granite	 structure	 with	 a	 red	 dome.	
  The	dome’s	paint	has	started	to	fade.	
  3	
  A	two-storey	marble	building.	The	second	floor	is	
  lined	with	columns.	
  4	
  A	simple	stone	structure	with	a	heavy	iron	door.	
  The	door	has	four	separate	locks.	
  5	
  A	 limestone	 building;	 statues	 of	 tiefling	 mages	
  stand	 in	 place	 of	 columns.	 Each	 mage	 holds	 a	
  different	set	of	spell	components.	
  6	
  A	brick	structure	that	was	once	a	small	temple.	
  One	of	the	stain	glass	windows	is	broken.	
  7	
  A	 crumbling	 stone	 building	 with	 a	 heavy	 stone	
  door.	The	door’s	lintel	has	shifted,	making	it	very	
  hard	to	open.	
  8	
  A	square	structure	with	a	slanted	red	slate	roof.	
  An	old	oak	shades	the	structure.	
  9	
  A	large	marble	building.	Statues	of	angels	stand	
  on	 the	 roof	 above	 the	 entrance,	 their	 axes	
  crossed.	Several	have	been	vandalised.	
  10	
  A	small	structure	set	back	away	from	the	other	
  graves	amongst	a	copse	of	trees.	
  11	
  A	 simple	 building	 of	 wood	 with	 a	 slanted	 roof	
  and	a	sliding	steel	door.	The	wood	is	as	hard	as	
  stone	and	has	been	carved	with	images	of	clouds	
  and	flying	dragons.	
  12	
  A	stone	wall	set	into	a	hill,	with	a	locked	gate	for	
  a	door.	A	narrow	stone-lined	passageways	slopes	
  downwards	into	the	hill.		
  13	
  An	 ivy	 covered	 building	 of	 white	 stone.	 Three	
  small	windows	are	set	about	eight	feet	above	the	
  ground.	
  14	
  A	 small,	 one-room	 stone	 building	 with	 a	 green	
  slanted	 roof.	 Weeds	 grow	 in	 profusion	 around	
  the	structure.	
  15	
  A	building	of	moderate	size	with	soldiers	carved	
  across	the	exterior	walls.	
  16	
  Three	 rows	 of	 demonic	 statues	 flank	 the	 path	
  leading	up	to	this	small	round	structure.		
  17	
  A	 long	 one-storey	 building	 with	 several	 doors	
  along	the	main	wall.	
  18	
  A	 three-storey,	 round	 structure	 with	 several	
  small	parapets.	The	whole	gives	the	impression	
  of	a	watchtower	or	keep.	
  19	
  A	 small,	 square	 building,	 set	 atop	 a	 small	 hill,	
  with	stone	steps	leading	to	its	doors.	
  20	
  A	set	of	bronze	doors,	set	into	a	frame	of	stone	
  in	 the	 earth.	 Stone	 stairs	 lead	 to	 the	 one-room	
  mausoleum	below.	
  E P I T A P H S  
  Many	grave	markers	are	inscribed	with	personal	messages	about	
  the	person	or	persons	interred	within.	
  D20	
  EPITAPHS	
  1	
  A	man	for	all	the	ages.	
  2	
  The	great	eye	sees	but	never	touches.	
  3	
  He	died	as	he	lived.	Drunk	
  4	
  Grave	robber.	
  5	
  The	 day	 will	 come	 when	 dragons	 walk	 and	
  halflings	fly.	
  6	
  Obedient	to	the	law,	we	lie.	
  7	
  Heroes	have	the	whole	earth	for	their	tomb.	
  8	
  To	die	is	to	defy	immortality.	
  9	
  Defender	of	Whiteforge,	until	he	took	an	arrow	
  to	the	knee.	
  10	
  I	told	you	I	was	sick.	
  11	
  The	whites	of	their	eyes	were	not	enough.	
  12	
  As	 you	 are	 now,	 so	 once	 was	 I.	 Prepare,	
  therefore,	to	follow	me.	
  13	
  Echoes	of	A	minor.	
  14	
  A	lady	is	only	as	great	as	her	horse	and	her	man,	
  in	that	order.	
  15	
  Through	 demons,	 through	 devils,	 through	
  horrors	 of	 afar,	 the	 swords	 and	 the	 axes	 and	
  daggers	will	mar.		
  16	
  In	the	eyes	of	the	gods	we	are	but	moments.	
  17	
  Trust	me,	if	I	had	no	money	in	life,	I	have	less	in	
  death.	
  18	
  The	itch	of	wisdom	is	a	dangerous	scratch.	
  19	
  Sing	the	songs	of	your	ancestors	so	their	spirits	
  will	know	the	words.	
  20	
  By	 his	 father’s	 blade	 he	 knows	 his	 mother’s	
  presence.		
  	
  	
   
  
  34	
  G R A V E Y A R D S :  A S S O C I A T E D  N P C S  
  Use	the	NPC	bios	below	to	portray	individuals	the	heroes	may	
  encounter	within	a	graveyard.	
  D10	
  NPC	
  1	
  Delphineas	Deltrey	
  2	
  Lanina	Ingles	
  3	
  Elry	the	Elder	
  4	
  Fungus	and	Rotgrub	
  5	
  Refen	Hammertoe	
  6	
  Elviras	Nomnen	
  7	
  Old	Ilario	Grandstone	
  8	
  Thunder	Katzner	
  9	
  Aulus	Took	
  10	
  Haf	Palmerre	
   
  D E L P H I N E A S  D E L T R E Y  
  CN	male	half-elf	journeyman	rogue/sorcerer	(rakshasa)	
  	
  Appearance:	 Gaudily	 dressed	 with	 strips	 of	 silk,	 tied	 about	
  his	leather	armour.	His	long,	silver	hair	sports	a	purple	streak.	
  	
  Personality:	Outlandishly	social,	when	he	sees	no	threat	at	
  hand	 he	 makes	 a	 point	 to	 introduce	 himself	 to	 all	 he	 comes	
  across,	especially	young,	handsome	lords	and	ladies.		
  	
  Mannerisms:	Clicks	his	tongue	when	he	grows	impatient.	
  	
  Hooks:	Delphineas’	family,	on	his	father’s	side,	are	local	to	
  the	 area.	 He	 uses	 the	 family	 mausoleum	 as	 a	 makeshift	
  equipment	locker	between	adventures.	
  L A N I N A  I N L G E S  
  NG	female	human	apprentice	oracle	(life)	
  	
  Appearance:	A	gaunt,	young	face	with	thinning	blonde	hair.		
  	
  Personality:	Distant	and	easily	distracted.	
  	
  Mannerisms:	 Lanina	 walks	 with	 her	 fingers	 outstretched,	
  letting	them	brush	along	random	objects.	
  	
  Hooks:	Lanina	suffers	from	a	curse	of	malevolent	hauntings,	
  following	her	wherever	she	goes.	Her	strolls	through	graveyards	
  are	her	way	of	calming	the	spirits	and	giving	them	the	chance	to	
  let	go.	
  E L R Y  T H E  E L D E R  
  N	male	human	apprentice	adept/expert	
  	
  Appearance:	Bald	on	top	with	a	crescent	of	short	gray	hair.	
  He	wears	simple	clothes	and	a	wooden	holy	symbol.		
  	
  Personality:	Quiet	and	reserved	at	first,	but	bring	up	religion	
  and	he	becomes	loud	and	opinionated.		
  	
  Mannerisms:	Stoops	forward	with	his	shoulder	eschew,	due	
  to	an	old	battle	injury.	
  	
  Hooks:	 Elry	 is	 discontented	 with	 how	 stagnant	 his	 life	 has	
  become	in	his	old	age.	He	patrols	the	graveyard	looking	for	signs	
  of	trouble.	He	is	immediately	suspicious	of	the	PCs.	
  F U N G U S  A N D  R O T G R U B  
  (both)	CE	male	halfling	apprentice	witch		
  	
  Appearance:	Slightly	stout	with	a	bald	head,	wearing	filthy	
  black	robes.	Their	skin	has	sores	from	disease	-	perceptive	PCs	
  may	note	different	sizes	of	sores.	
  	
  Personality:	 Very	 curious	 to	 the	 point	 of	 being	 rude.	 The	
  brothers	 consider	 the	 graveyard	 their	 territory,	 and	 unless	
  funeral	 rites	 are	 being	 attended	 makes	 every	 presence	 their	
  business	to	investigate.		
  	
  Mannerisms:	 Fungus	 has	 a	 hacking	 cough	 and	 he	 never	
  covers	his	mouth.	Rotgrub	picks	his	teeth	and	sores.	
  	
  Hooks:	 Born	 in	 the	 graveyard,	 their	 parents	 were	 also	
  witches.	 They’ve	 never	 travelled	 far	 from	 home	 or	 each	 other	
  but	are	now	in	the	middle	of	a	spat.	Only	one	appears	at	a	time,	
  as	they’re	actively	avoiding	each	other.	Each	blames	the	other	
  for	anything	bad	that	happens	to	the	PCs.		
  R E F E N  H A M M E R T O E  
  NG	female	dwarf	apprentice	expert	
  	
  Appearance:	 Wild	 red	 hair	 with	 high-cut,	 brown	 leather	
  boots.	Her	nose	tilts	to	the	left	from	when	it	was	flattened	in	a	
  brawl.		
  	
  Personality:	A	bit	gruff	but	much	friendlier	after	a	pint.	
  	
  Mannerisms:	 Snorts	 loudly	 when	 taken	 aback,	 upset	 or	
  laughing,	due	to	her	nasal	injury.		
  	
  Hooks:	 Refen	 is	 a	 gravedigger.	 She	 maintains	 the	 grounds	
  with	some	pride	as	her	grandparents	are	both	buried	here.	Her	
  father	 left	 many	 years	 ago	 to	 fight	 in	 a	 war.	 She	 suspects	 his	
  death,	but	he	never	returned	in	any	state.	She	would	be	in	debt	
  to	any	who	could	recover	the	body.	
  E L V I A R S  N O N M E N  
  NG	female	elf	apprentice	druid	
  	
  Appearance:	Curvy	for	an	elf	with	braided	brown	hair.	Her	
  clothes	appear	to	be	tightly	woven	vines.		
  	
  Personality:	 Flighty	 with	 little	 patience	 for	 off	 colour	
  humour.	
  	
  Mannerisms:	 Prone	 to	 sudden	 silences	 as	 if	 listening	 to	
  distant	noises.	
  	
  Hooks:	 Elviars	 travels	 through	 graveyards	 looking	 for	 rare	
  reagents	that	only	grow	among	death.	
  	
  	
  	
  
  35	
  O L D  I L A R I O  G R A N D S T O N E  
  LG	male	human	apprentice	commoner		
  	
  Appearance:	Shortly	trimmed	gray	hair	with	a	strong	build	
  and	simple	dark	coloured	clothing.	
  	
  Personality:	Stoic,	using	as	few	words	as	needed.	
  	
  Mannerisms:	He	crosses	his	arms	when	at	rest,	and	presses	
  the	bridge	of	his	nose.	
  	
  Hooks:	 Ilario	 always	 wanted	 to	 be	 a	 paladin	 but	 couldn’t	
  break	away	from	his	family.	He	is	suspicious	of	adventurers	but	
  grows	helpful	if	he	learns	of	their	heroics.	
  T H U N D E R  K A T Z N E R  
  NG	female	half-orc	apprentice	ranger	
  	
  Appearance:	 Long	 dark	 hair	 tied	 back	 in	 a	 pony	 tail.	 She	
  wears	hide	armour	and	bears	dual	axes.		
  	
  Personality:	Generally	in	a	good	mood,	made	joyous	when	
  on	the	hunt.	
  	
  Mannerisms:	Smiles	with	a	toothy	grin;	clears	her	throat	and	
  spits	when	thinking.		
  	
  Hooks:	Thunder	is	currently	tracking	a	trio	of	trolls	(or	other	
  foul	 beasts)	 and	 their	 trail	 leads	 through	 the	 graveyard.	 She	
  welcomes	companions	on	the	hunt.	
  A U L U S  T O O K  
  NE	male	halfling	journeyman	fighter/rogue	
  	
  Appearance:	Dressed	in	leather	patchwork	armour	and	black	
  cloak.	His	short	curly	hair	has	been	dyed	crimson.	
  	
  Personality:	Secretive	and	quick	to	violence.		
  	
  Mannerisms:	He	hums	old	folk	songs	when	he	thinks	he	is	
  alone.	
  	
  Hooks:	Aulus	is	a	professional	assassin.	He	takes	great	pride	
  in	his	work	and	always	disposes	of	the	body.	His	new	favourite	
  dumping	ground	is	burying	them	in	freshly	dug	graves.		
  H A F L  P A L M E R R E  
  LN	male	human	apprentice	aristocrat	
  	
  Appearance:	Beginning	to	show	his	age	with	salt	and	pepper	
  hair,	he	wears	fine	clothes	of	coloured	cotton.	
  	
  Personality:	Grieving	but	known	for	his	honesty.	
  	
  Mannerisms:	 Breaks	 into	 sobs	 whenever	 anyone	 mentions	
  children	or	the	weather.	
  	
  Hooks:	 Hafl	 suspects	 his	 wife	 was	 murdered	 but	 has	 no	
  proof.	He’s	torn	between	paying	for	a	resurrection	or	letting	her	
  rest	in	peace.	
  	
  
  36	
  G R A V E Y A R D S :  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  
  Graveyards	are	a	place	for	the	dead,	and	as	such	should	only	be	
  minimally	occupied	by	the	living.	Exceptions	tend	to	create	very	
  interesting	circumstances.	
  D20	
  	
  1	
  A	 wizard	 seeks	 an	 ebon	 flower	 for	 an	 important	
  ritual.	It	only	grows	in	ground	seeped	with	the	flesh	
  and	 blood	 of	 orcs.	 A	 small	 flower-cloaked	 burial	
  mound	in	an	isolated	corner	of	the	graveyard	holds	
  the	bodies	of	a	score	of	such	raiders	killed	long	ago.	
  2	
  The	mayor	of	the	town	died	in	his	sleep	at	an	old	
  age.	At	the	funeral,	which	is	happening	as	the	PCs	
  enter	the	area,	his	grieving	daughter	throws	open	
  the	coffin	to	find	it	empty.	
  3	
  Someone	 has	 being	 knocking	 over	 headstones	 at	
  night.	 The	 local	 constable	 sess	 the	 issue	 beneath	
  him	 but	 has	 a	 few	 coins	 in	 his	 coffers	 to	 anyone	
  who	can	catch	the	culprit.	
  4	
  A	tribe	of	centaurs	have	made	camp	in	the	middle	
  of	 the	 graveyard,	 claiming	 the	 land	 is	 part	 of	 an	
  ancestral	pact	agreed	upon	by	the	town’s	founder	
  generations	ago.	
  5	
  Legend	 says	 a	 local	 wizard	 took	 the	 secret	 of	
  destroying	 gods	 to	 his	 grave.	 The	 PCs	 have	 been	
  tipped	 off	 that	 it’s	 not	 just	 a	 turn	 of	 phrase	 and	
  that	a	tome	of	knowledge	lies	in	his	tomb.	
  6	
  The	manager	of	the	local	orphanage	got	drunk	and	
  buried	 the	 rent	 money	 for	 its	 own	 safety	 in	 the	
  graveyard.	He	can’t	remember	which	headstone	he	
  buried	it	under.	
  7	
  A	 group	 of	 clerics	 of	 the	 god	 of	 death	 have	
  gathered	 from	 all	 over	 the	 area	 to	 celebrate	 a	
  prophet	buried	here.	They’ve	taken	all	the	rooms	in	
  the	inn	and	set	up	a	tent	city	outside	the	graveyard	
  gates.	 At	 night,	 loud	 chanting	 emanates	 from	 the	
  graveyard.	
  8	
  A	 young	 boy	 claims	 to	 see	 the	 image	 of	 his	 dead	
  uncle	walking	the	graveyard	at	night.	Superstitious	
  peasants	want	to	exile	the	boy	to	lay	the	ghost	to	
  rest.	
  9	
  Two	young	lovers,	whose	parent	refuse	to	let	them	
  marry,	
  have	
  sealed	
  themselves	
  inside	
  a	
  mausoleum.	When	the	PCs	arrive,	screams	of	terror	
  erupt	from	within.	
  10	
  Large	 holes,	 signs	 of	 a	 bullette	 or	 ankheg,	 have	
  been	 spotted	 at	 the	 centre	 of	 the	 cemetery.	
  Several	graves	have	disappeared	into	the	creature’s	
  tunnels.		
  11	
  A	necromancer	has	set	up	shop,	selling	his	services	
  to	 provide	 mourners	 a	 day	 with	 an	 undead	 loved	
  one.	 Many	 of	 the	 populace	 disapprove	 of	 his	
  actions,	 but	 a	 few	 recently	 bereaved	 townsfolk	
  have	hired	his	services.		
  12	
  A	 small	 group	 of	 vampires	 has	 the	 populace	 of	 a	
  village	trapped	in	its	graveyard.	The	vampires	seem	
  to	be	repulsed	by	the	hallowed	ground.		
  13	
  A	 black	 dragon	 has	 made	 a	 mausoleum	 his	 lair,	
  converted	 the	 entire	 property	 to	 unhallowed	
  ground.	 Skeletons	 have	 been	 spotted	 at	 night	 by	
  villagers	who	dare	to	go	close.	
  14	
  A	 gravedigger	 has	 discovered	 an	 underground	
  tunnel	that	bears	signs	of	dwarven	construction.		
  15	
  The	sword	of	a	knight	carved	into	a	sarcophagus	lid	
  has	begun	glowing	blue.	If	a	paladin	of	pure	heart	
  approaches	 the	 sword,	 the	 light	 grows	 more	
  intense	 and	 the	 sword	 transforms	 into	 an	 actual	
  weapon.	
  16	
  A	 young	 girl	 was	 found	 wandering	 among	 the	
  headstones	 with	 no	 memory	 of	 how	 she	 came	 to	
  be	there.	She	is	otherwise	healthy.	
  17	
  All	 the	 cats	 in	 town	 vanished	 a	 week	 ago.	 This	
  morning	 their	 corpses	 were	 found	 stacked	 upon	
  the	grave	of	the	town’s	founder;	all	their	eyes	were	
  gouged	out.	
  18	
  A	 strange	 grey	 speckled	 mist	 hovers	 over	 the	
  graveyard,	whispering	the	words	of	departed	loved	
  ones.	The	mist	is	thickest	in	the	newest	part	of	the	
  graveyard	 and	 seems	 to	 emanate	 from	 an	 as	 yet	
  unfilled	grave.	
  19	
  The	 local	 militia	 has	 posted	 a	 reward	 for	 the	
  capture	of	grave	robbers	plundering	the	graveyard.	
  For	the	last	three	nights,	strange	sounds	have	been	
  heard	in	the	cemetery	at	night	and	every	morning	
  graves	were	found	disturbed	and	defaced.	
  20	
  Assassin	vines	have	spread	from	the	forest	across	
  the	 oldest	 parts	 of	 the	 graveyard.	 Luckily,	 no	 one	
  has	yet	been	taken,	although	several	cats	and	dogs	
  have	disappeared.	
  	
  	
  
  37	
  	
   
  
  38	
  G U I L D H A L L S :  T Y P E S  O F  G U I L D S  
  A	guild	is	an	association	of	people	who	practice	a	craft	or	labour,	
  who	come	together	to	control	that	practise	in	a	town	or	larger	
  region.	 Though	 they	 often	 control	 the	 trade	 through	 sheer	
  numbers	and	economic	coordination,	it	was	not	uncommon	for	
  the	 guild	 to	 be	 granted	 official	 authority	 by	 the	 local	 ruler,	
  making	it	illegal	to	practice	without	membership.	
  D100	
  GUILD	TYPES	
  1-30	
  Craft	Guild:	This	is	a	typical	medieval	guild.	The	
  craft	 guild	 comprises	 skilled	 artisans	 who	 all	
  create	items	of	the	same	type.	Depending	on	the	
  size	of	the	city	and	economy	it	could	be	as	broad	
  as	 a	 metalworkers’	 guild,	 or	 as	 specific	 as	 a	
  silversmith	or	coopers’	guild.		
  31-45	
  Merchant	 Guild:	 Merchant	 guilds	 may	 be	
  organized	 by	 type	 of	 product,	 region	 or	 trade	
  routes.	 They’re	 primarily	 an	 organization	 for	
  those	 who	 sell	 physical	 products,	 though	 some	
  regulate	 skilled	 labourers	 such	 as	 physicians	 or	
  tinkers.		
  46-50	
  Cartel:	 A	 cartel	 is	 an	 organization	 of	 craftsmen	
  and/or	merchants	with	the	specific	intent	to	fix	
  prices,	 production	 and/or	 public	 image.	 Many	
  other	 guilds	 are	 also	 cartels	 or	 a	 cartel	 may	
  include	members	of	various	other	guilds.	
  51-53	
  Trade/Labour	Union:	A	far	less	common	type	of	
  guild.	These	unions	comprised	the	lower	skilled,	
  or	at	least	the	less	stationed,	members	of	a	craft	
  or	labour	to	protect	their	common	interests	and	
  help	 combat	 the	 power	 of	 other	 guilds.	 These	
  may	 be	 more	 common	 in	 societies	 with	 large	
  Adventurers	 Guilds	 to	 help	 organize	 the	 many	
  hirelings	employed	in	such	endeavours.		
  54-60	
  Religious	Guild:	Priests,	clerics	and	the	like	have	
  their	own	orders	and	churches.	They	have	much	
  of	 the	 same	 traits	 of	 a	 guild	 but	 their	 focus	
  usually	puts	economics	second	to	piety.	Religious	
  guilds	are	still	common	amongst	laypeople,	such	
  as	 when	 all	 craftspeople	 among	 multiple	 fields	
  come	 together	 under	 the	 banner	 of	 a	 common	
  god.	Like	cartels,	often	another	type	of	guild	will	
  also	be	a	religious	guild.		
  61-62	
  Frith	 Guild:	 A	 group	 of	 upstanding	 citizens	 who	
  pass	judgement	on	the	law.	These	individuals	are	
  often	 nobles	 or	 appointed	 by	 the	 ruling	 lord.	
  Some	 frith	 guilds	 are	 actually	 secret	 societies,	
  with	 their	 own	 laws	 that	 carry	 out	 vigilante	
  justice	against	those	who	wrong	their	members	
  and	escape	normal	justice.		
  63-66	
  Scholars’/Masters’	 Guild:	 A	 predecessor	 to	
  universities,	these	are	associations	of	masters,	or	
  their	students,	throughout	a	city.	They	are	often	
  from	 completely	 different	 fields	 but	 united	 by	
  status	and	their	love	of	academic	study.	They	are	
  centres	of	learning.	
  67-72	
  Adventurers’	 Guild:	 Job	 postings,	 cheap	 beds,	
  good	 beer	 and	 the	 rights	 to	 legally	 loot	
  abandoned	structures;	an	adventurer’s	guild	is	a	
  PC’s	 second	 home	 in	 the	 city.	 Particularly	
  popular	 in	 areas	 surrounded	 by	 ruins	 or	 towns	
  with	a	weak	military	presence.		
  73-76	
  Arcanist	 Guild:	 Much	 like	 a	 masters’	 guild,	 the	
  arcanists’	 guild	 is	 the	 foundation	 schools	 spring	
  from.	 Arcanists	 guilds	 are	 often	 supported	 by	
  governments	 as	 a	 matter	 of	 public	 safety,	
  providing	 oversight	 as	 young	 mages	 learn	 the	
  proper	ways	of	spells	and	incantations.		
  77-80	
  Bardic	 Guild:	 Loremasters,	 jesters,	 storytellers,	
  dancers,	actors,	playwrights	and	even	the	classic	
  adventuring	bard	all	belong	to	the	bardic	guild.	
  It’s	 the	 best	 place	 to	 find	 work,	 obtain	 public	
  performance	permits	and	swap	stories.		
  81-83	
  Companion	
  Guild:	
  Formal	
  organization	
  of	
  prostitutes,	 courtiers	 and	 courtesans.	 As	 a	
  profession	 that	 needs	 very	 little	 to	 get	 started,	
  practitioners	 organize	 into	 guilds	 more	 often	 in	
  large	societies	with	minimal	laws,	as	a	means	of	
  protection,	 or	 in	 heavily	 affluent	 societies	 were	
  formal	training	is	needed	as	a	matter	of	course.	
  84-86	
  Thieves’	Guild:	A	breeding	ground	for	those	who	
  act	outside	of	society	and	ignore	property	laws.	
  It’s	 the	 best	 place	 to	 find	 a	 fence,	 pick	 up	
  speciality	tools	or	grab	a	job.	
  87	
  Assassins’	Guild:	Much	like	the	thieves’	guild	the	
  assassins’	 guild	 generally	 operates	 outside	 the	
  law,	
  though	
  some	
  may	
  be	
  government	
  sponsored.		
  88-92	
  Fraternity/Sorority:	An	organization	dedicated	to	
  the	development	and	prosperity	of	its	members.	
  These	 organizations	 often	 cross-occupational	
  boundaries	but	are	bound	by	a	deep	devotion	to	
  each	member.	While	not	technically	economic	in	
  nature,	wealth	and	prosperity	go	hand	in	hand.		
  93-96	
  Racial	 Guild:	 Much	 like	 a	 fraternity	 or	 sorority	
  but	 bound	 by	 a	 common	 blood.	 These	
  organizations	focus	on	a	single	minority	race	in	a	
  society,	but	may	also	be	applied	to	another	type	
  of	guild,	such	as	the	Guild	of	Halfling	Weavers.	
  97-100	
  Secret	 Society:	 Not	 all	 organizations	 flourish	 in	
  the	public	eye.	When	popular	culture	or	the	law	
  frowns	 upon	 how	 you	 wish	 to	 get	 things	 done	
  secret	 societies	 form	 to	 provide	 like-minded	
  individuals	 a	 place	 to	 do	 business.	 Cartels,	
  thieves’	 guilds	 and	 assassins’	 guilds	 are	 often	
  secret	but	any	kind	of	guild	can	be	secret.	Some	
  secret	societies	even	have	a	public	face,	but	keep	
  their	rites	and	dealings	known	only	to	members.	
  	
  	
  
  39	
  	
  
  40	
  G U I L D H A L L S : G U I L D H A L L S  
  Guildhalls	can	be	anywhere	with	enough	space	for	the	guild	to	
  meet,	though	once	a	guild	achieves	a	certain	level	of	prosperity	
  they	 generally	 obtain	 a	 dedicated	 locale.	 Use	 these	 tables	 to	
  determine	the	general	characteristics	of	such	a	guildhall.	You	can	
  also	 add	 some	 amenities	 to	 make	 guilds	 more	 tempting	 for	
  players	 or	 add	 flavour	 to	 scenes	 taking	 place	 within	 the	 guild	
  itself.	Every	hall	at	least	has	a	meeting	space	even	if	it	doubles	as	
  one	of	the	amenity	rooms.		
  D20	
  GUILDHALL	QUALITY	
  1	
  A	makeshift	guildhall.	
  2	
  A	makeshift	guildhall	with	one	amenity.	
  3	
  A	makeshift	guildhall	with	two	amenities.	
  4	
  A	moderate	guildhall.	
  5	
  A	moderate	guildhall	with	one	amenity.	
  6	
  A	moderate	guildhall	with	two	amenities.	
  7	
  A	moderate	guildhall	with	three	amenities.	
  8	
  A	prosperous	guildhall	with	two	amenities.	
  9	
  A	prosperous	guildhall	with	three	to	four	amenities.	
  10	
  A	prosperous	guildhall	with	five	or	more	amenities.	
  	
  	
  D20	
  MAKESHIFT	GUILDHALLS	
  1	
  A	dank	basement	with	mould	growing	on	the	walls.	
  2	
  The	 second	 floor	 apartment	 above	 the	 guild	
  leader’s	shop.	
  3	
  A	few	tables	pushed	together	in	a	local	tavern,	with	
  members	shouting	to	be	heard	over	the	rabble.	
  4	
  The	 corner	 table	 in	 the	 local	 tavern,	 after	 regular	
  hours.	
  5	
  A	private	backroom	in	the	local	tavern	with	a	two-
  drink	minimum.		
  6	
  The	centre	of	the	city	park,	in	full	view	of	the	public	
  eye.	
  7	
  The	 alley	 between	 the	 butcher	 and	 the	 general	
  goods	store.	
  8	
  The	 front	 room	 of	 a	 general	 store,	 after	 business	
  hours.	
  9	
  The	backroom	of	a	general	store,	crates	piled	high	
  and	smelling	of	yeast.	
  10	
  A	warehouse,	dimly	lit	by	low	lanterns.	
  11	
  An	empty	tenement,	smelling	of	urine.	
  12	
  The	common	room	of	a	small	home,	a	fire	in	the	
  hearth	and	children	sleeping	upstairs.	
  13	
  The	 backyard	 of	 a	 local	 manor,	 in	 the	 shade	 of	 a	
  large	willow	tree.	
  14	
  A	long	table	in	the	civic	archives	of	the	city	library.	
  15	
  The	local	theatre	before	rehearsal.	A	partial	set	is	
  on	 the	 stage,	 and	 crew	 casually	 watch	 from	 the	
  balcony.	
  16	
  The	cellar	of	the	local	temple,	between	aging	casks	
  of	wine.	
  17	
  A	 small	 cave	 obscured	 by	 hanging	 moss,	 just	
  outside	town.	
  18	
  On	the	deck	of	a	large	fishing	ship,	tied	up	at	the	
  docks.	
  19	
  A	dank	overflow	chamber	of	the	city	sewer.	
  20	
  A	 family	 mausoleum	 towards	 the	 back	 of	 the	 city	
  cemetery.	
  	
  	
  D20	
  MODERATE	GUILDHALLS	
  1	
  A	 white	 walled	 guildhall	 with	 paper	 windows	 and	
  thick,	heavy	shutters.	
  2	
  A	rustic	guildhall	made	of	notched	logs	topped	by	a	
  thatched	roof.	
  3	
  A	two-storey	guildhall	of	painted	green	stone	set	at	
  the	end	of	a	muddy	lane.	
  4	
  A	musty	smelling	guildhall	with	thin	wooden	walls,	
  terrible	drafts	and	too	few	fireplaces.	
  5	
  A	 simple	 brick	 guildhall	 with	 white	 windows	 and	
  several	tall	chimneys.	
  6	
  An	old	remodelled	bakery	that	still	smells	of	bread	
  and	flour.		
  7	
  This	guildhall	has	beige	stone	walls	on	the	outside	
  and	oak	wood	panelling	within.	
  8	
  A	 guildhall	 with	 fieldstone	 walls	 and	 large	 open	
  rooms.	
  9	
  A	squat,	brick	guildhall	with	very	few	windows	and	
  a	rooftop	deck.	
  10	
  The	outer	walls	of	this	guildhall	are	set	on	a	stone	
  foundation	of	an	old	temple.	The	new	construction	
  is	of	wood.	
  11	
  A	 wooden	 building	 resting	 on	 thick	 columns.	 One	
  can	only	enter	when	the	stairs	are	lowered.	
  12	
  A	stone	complex	surrounded	by	an	iron	fence	and	
  small	courtyard.	
  13	
  A	 red	 walled	 building	 with	 a	 large	 central	 fire	 pit	
  producing	thick	black	smoke.	
  14	
  A	 fieldstone	 building	 with	 a	 thick	 layer	 of	 moss	
  covering	its	south	side.	
  15	
  A	 wooden	 two-storey	 guildhall	 with	 ill-fitting	
  windows.	
  16	
  A	 small	 stone	 tower,	 with	 a	 winding	 central	
  staircase.	
  17	
  A	 squat	 stone	 guildhall	 of	 gnomish	 construction,	
  extending	underground	through	a	network	of	low,	
  cramped	passageways	and	chambers.	
  18	
  An	 old	 family	 home	 with	 closed	 heavy	 wooden	
  shutters	and	six	locks	on	the	front	door.	
  19	
  A	well-kept	wooden	structure	with	a	pointed	roof	
  of	green	shingles.		
  20	
  A	small	stone	guildhall	with	a	large	private	patio	in	
  the	rear	for	hosting	social	functions.	
  	
  	
  	
  
  41	
  D20	
  PROSPEROUS	GUILDHALLS	
  1	
  A	 large	 stone	 guildhall	 with	 great	 woven	 banners	
  decorating	the	halls.	
  2	
  A	white	walled	building	with	stone	columns	ringing	
  the	ground	floor	that	support	a	promenade	balcony	
  above.		
  3	
  A	
  looming	
  stone	
  building	
  with	
  copper	
  embellishments	along	the	windows	and	doors.		
  4	
  An	old	manor	with	two	rows	of	statue	flanking	the	
  walkway	 to	 the	 main	 entrance.	 Gargoyles	 leer	
  down	from	the	roof.	
  5	
  A	squat	stone	building	that	leads	down	to	a	multi-
  layered	complex	of	dwarven	design.	
  6	
  A	highly	defensible	complex	with	high	outer	walls,	
  reinforced	 stone	 door	 and	 an	 entranceway	
  equipped	with	murder	holes.		
  7	
  A	grand	tower	with	pointed	slate	roof	and	stained	
  glass	 windows.	 Deep	 cellars	 below	 the	 tower	
  intersect	with	the	town’s	sewers.	
  8	
  A	sprawling	manor	set	among	well-tended	grounds.	
  Some	areas	are	in	disrepair	and	cluttered	with	thick	
  spider	webs.		
  9	
  A	grand	building	with	pink	walls,	red	shutters	and	
  tall	fountains	in	the	front	courtyard	surrounded	by	
  beautifully	tended	formal	gardens.	
  10	
  A	 large	 stone	 structure	 with	 walls	 reinforced	 by	
  adamantine.	 Ornate	 cold	 iron	 gates	 provide	 a	
  glimpse	of	the	building	beyond.	
  11	
  A	 three-storey	 great	 brick	 guildhall	 with	 a	 black	
  slate	roof	and	many	chimneys.	
  12	
  Large	 braziers	 always	 light	 the	 great	 stone	 steps	
  outside	 the	 entrance	 of	 this	 marbled	 walled	
  guildhall.	
  13	
  A	brick	guildhall	with	large	stone	columns	and	with	
  trellises	covered	in	ivy.	
  14	
  This	guildhall	is	an	odd	mix	of	styles,	having	once	
  been	 four	 distinct	 buildings.	 Over	 the	 years	 they	
  were	 purchased	 and	 connected	 to	 create	 a	
  complex	 of	 stone	 and	 wood	 of	 many	 height	 and	
  colours.	
  15	
  A	 gleaming	 building	 whose	 outer	 walls	 are	 a	
  patchwork	mosaic	of	onyx	and	jade	tiles.	
  16	
  A	 grand	 stone	 building	 with	 cascading	 arches	
  connected	to	support	columns.	
  17	
  Large	gargoyles	of	demonic	visage	guard	the	roof	of	
  this	old	fieldstone	guildhall.	
  18	
  This	 guildhall	 has	 large	 echoing	 rooms	 which	
  occasionally	make	conversations	quite	difficult.	
  19	
  A	great	wooden	lodge	with	three	stories	and	a	blue	
  shingle	roof.	
  20	
  A	 massive	 oak	 structure	 with	 oil	 paintings	 of	 its	
  members	hanging	throughout	the	halls.	
   
  A M E N I T I E S  
  Many	 guilds	 offer	 additional	 services	 to	 members	 through	
  common	areas,	and	can	provide	unique	spaces	for	social	scenes	
  during	an	adventure.	These	should	be	customized	with	elements	
  relevant	to	the	guild	type.	
  D20	
  AMENITIES	
  1	
  Meeting	Space:	Every	guild,	even	those	who	do	not	
  yet	own	their	own	building	has	a	meeting	space.	It	
  is	 essential	 to	 the	 planning	 and	 organizing	 of	 the	
  guild.	This	is	generally	a	hall	with	chairs	or	benches,	
  but	 can	 take	 the	 form	 of	 anything	 from	 a	 raked	
  theatre	to	a	small	tavern	space.	Members	generally	
  enter	this	space	ready	to	hear	news	and	take	part	
  in	 the	 guilds	 plans.	 Speaking	 within	 the	 guild	
  meeting	space	makes	it	easier	to	gain	information	
  and	favors.	
  2	
  Common	 Area/Libations:	 An	 area	 for	 relaxing,	
  distinctly	 separate	 from	 where	 the	 meetings	 are	
  held.	This	may	also	serve	as	a	dining	area	or	hall	to	
  host	events.	Examples	are	a	tavern	area,	lounge	or	
  library.	A	guild	member	who	spends	an	hour	at	rest	
  in	this	area	may	better	resist	the	next	adversarial	
  effect.	
  3	
  Training	Area:	Most	members	of	a	guild	have	their	
  own	space	to	practice	their	craft	but	even	masters	
  come	 together	 sometimes	 to	 improve.	 This	 space	
  has	 everything	 needed	 to	 work	 on	 the	 trade	 and	
  generally	has	a	few	members	poking	about	to	offer	
  commentary.	 A	 guild	 member	 working	 here	 can	
  easier	pratice	his	craft.	Members	generally	need	to	
  provide	 their	 own	 raw	 materials	 or	 pay	 for	 any	
  materials	used.	
  4	
  Barracks:	Lodging	is	anything	from	a	space	by	the	
  fire	 to	 individual	 guest	 rooms.	 Prosperous	 guilds	
  may	 even	 be	 willing	 to	 put	 up	 the	 travelling	
  companions	 of	 their	 members.	 This	 is	 very	 useful	
  when	 the	 guild	 has	 chapters	 in	 several	 cities.	 A	
  guild	 with	 a	 barracks	 provides	 free	 lodging	 to	 its	
  members.	
  5	
  Protection/Storage:	The	number	one	problem	with	
  a	warehouse	is	keeping	thieves	out	of	it.	A	guildhall	
  with	 this	 amenity	 has	 an	 area	 to	 store	 the	
  possessions	and	goods	of	its	members.	It	may	also	
  take	extra	measures	to	protect	its	grounds,	such	as	
  high	walls,	complicated	locks	or	patrolling	guards.	
  6	
  Contracts/Information:	 This	 may	 be	 a	 message	
  board,	 an	 archive	 or	 a	 lounge	 where	 the	 older	
  members	 gather	 to	 share	 wisdom.	 Members	
  making	 use	 of	 this	 amenity	 can	 make	 it	 easier	 to	
  complete	tasks	relevant	to	the	guild’s	purview.		
  	
  	
  
  42	
  G U I L D H A L L S :  I N I T I A T I O N ,  M O T I V A T I O N S  A N D  R U M O U R S  
  Guilds	do	far	more	than	serve	as	a	meeting	place	for	idle	talk.	
  Their	schemes	can	be	grand	and	sometimes	treacherous.	Even	
  joining	a	guild	can	be	a	dangerous	endeavour.	Use	these	tables	
  to	add	adventure	and	mystery	to	a	guild.		
  	
  Benefits:	 Once	 gained,	 membership	 comes	 with	 several	
  benefits.	 The	 starting	 attitude	 for	 a	 fellow	 guild	 member	 is	
  generally	one	step	more	favourable	than	normal.	Guild	members	
  generally	 offer	 a	 10%	 discount	 on	 their	 goods	 or	 services	 to	
  other	 members	 and	 have	 contracts	 set	 up	 to	 offer	 the	 same	
  discount	 on	 merchandise	 that	 is	 common	 to	 their	 profession.	
  See	“Amenities”	for	more	benefits	a	guild	may	provide.	
  	
  Dues:	Guilds	generally	also	require	something	in	return	of	its	
  members.	It’s	generally	not	more	than	a	few	silver	a	month	in	
  membership	 dues	 and	 being	 kept	 apprised	 of	 information	
  relevant	 to	 the	 guild’s	 interest.	 Adventuring	 members	 are	
  generally	excused	from	making	monthly	visits	to	pay	dues	and	in	
  return	are	expected	to	take	up	the	occasional	task	for	the	guild	
  leaders.	
  I N I T I A T I O N  
  What	a	commoner	or	even	an	adventuring	hero	needs	to	do	to	
  join	the	guild.	Many	guilds	have	several	levels	of	initiation,	with	
  primary	membership	being	easy	but	not	granting	full	benefits	
  D20	
  INITIATION	RITES	
  1	
  A	simple	fee	of	1d4	copper.	
  2	
  A	small	fee	of	1d6	silver.	
  3	
  A	moderate	fee	of	2d6	gold.	
  4	
  A	letter	of	note	from	a	community	leader.	
  5	
  The	sponsorship	of	an	active	guild	member.	
  6	
  Tithe	 10%	 of	 current	 wealth	 to	 the	 guild’s	 patron	
  temple.	
  7	
  Have	recently	assisted	a	local	community	member.	
  8	
  Complete	a	moderate	test	of	skill	in	the	guild’s	area	
  of	expertise.	
  9	
  Complete	an	expert	test	of	skill	in	the	guild’s	area	
  of	expertise.	
  10	
  Complete	a	moderate	test	of	knowledge	about	the	
  guild’s	history.	
  11	
  Complete	a	minor	task	for	the	guild,	such	as	picking	
  up	an	order	from	a	distant	member.	
  12	
  Apprentice	 under	 a	 full	 member,	 and	 earn	 their	
  personal	approval.		
  13	
  Travel	 to	 the	 capital	 and	 study	 under	 one	 of	 the	
  guild	masters.	
  14	
  Travel	across	the	continent	and	learn	from	as	many	
  members	as	possible.	
  15	
  Swear	a	blood	oath	of	loyalty	to	the	guild	often	at	
  the	height	of	some	esoteric	ceremony.	
  16	
  Recruit	 a	 new	 customer	 for	 exclusive	 contract	 to	
  the	guild.	
  17	
  Recite	from	memory	the	guild	charter,	after	a	night	
  of	feasting	and	heavy	drink.		
  18	
  Seek	out	a	rare	component	of	the	guild’s	craft	and	
  present	it	to	the	guild	leaders.		
  19	
  Defeat	a	member	of	a	rival	guild	in	a	public	contest	
  of	skill.	
  20	
  Kill	an	existing	member,	earning	their	place.	
  	
  	
  M O T I V A T I O N  
  Most	guild	members	join	because	learning	the	trade	and	getting	
  work	outside	the	trade	is	far	more	difficult,	but	what	is	the	guild	
  striving	 towards	 in	 the	 greater	 sense?	 Economic	 domination	 is	
  the	simple	answer,	but	guild	leaders	may	have	something	else	in	
  mind.	(Normal	guild	members	may	not	know	of	this	additional	
  goal).	
  D20	
  MOTIVATIONS	
  1	
  Destroy	a	rival	guild.	
  2	
  Make	a	similar	industry	obsolete.	
  3	
  To	please	their	god.	
  4	
  To	gain	respect	in	court	for	the	guild	leaders.	
  5	
  To	increase	their	land	holdings.	
  6	
  To	gain	the	respect	of	the	community.	
  7	
  To	never	go	hungry	again.	
  8	
  To	become	untouchable	by	the	local	militia.	
  9	
  To	secretly	smuggle	illegal	goods.	
  10	
  To	fund	a	secret	(possibly	illegal	or	reviled)	faith	or	
  church.	
  11	
  To	 protect	 their	 members	 where	 the	 government	
  has	failed.	
  12	
  To	 educate	 the	 masses	 perhaps	 through	 formal	
  schooling,	scholarships	or	similar	initiatives.	
  13	
  To	advance	society	and	to	provide	charitable	works	
  such	 as	 fountains,	 pools	 and	 wells	 usable	 by	 the	
  masses.	
  14	
  For	the	glory	of	their	lord.	
  15	
  To	 become	 greater	 than	 their	 foreign	 rival	 by	
  producing	 better	 products,	 destroying	 their	 rivals	
  trading	network	and	so	on.	
  16	
  To	 reclaim	 glory	 after	 having	 fallen	 from	 favour	
  (perhaps	 due	 to	 some	 terrible	 crime	 or	 failing	 of	
  the	guild).		
  17	
  To	ensure	their	craft	is	never	forgotten	and	always	
  held	in	high	regard.	
  18	
  To	 control	 the	 town	 or	 city	 through	 wealth	 and	
  bribery.	
  19	
  To	know	divinity	through	perfection	of	their	craft.	
  20	
  To	win	the	love	of	a	highborn	lady	or	lord.	
  	
  	
   
  	
   
  
  43	
  R U M O U R S  
  Guilds	 are	 very	 important	 to	 the	 everyday	 life	 of	 an	 urban	
  society.	 Even	 to	 non-members	 they	 often	 have	 influence	 over	
  trade,	politics	and	festivals.	People	are	bound	to	talk.	How	much	
  truth	can	be	had	in	idle	gossip	is	at	the	GM’s	discretion.	
  D20	
  RUMOURS	
  1	
  The	guild	is	secretly	controlled	by	the	church.	
  2	
  The	 guild	 master’s	 daughter	 is	 secretly	 dating	 her	
  father’s	apprentice.		
  3	
  The	guild	has	been	working	with	the	thieves’	guild	
  to	sabotage	a	rival’s	business.	
  4	
  The	guild	waters	down	its	wine	at	meetings.	
  5	
  The	guildhall	is	built	upon	the	ruins	of	an	ancient	
  vault.	
  6	
  The	 guild	 has	 a	 secret	 wing	 where	 the	 true	
  decisions	are	made.	
  7	
  The	guild	was	responsible	for	the	last	king’s	death.	
  8	
  The	guild	keeps	a	private	brothel	for	the	exclusive	
  use	of	its	members.	
  9	
  The	guild	only	pretends	to	be	in	competition	with	
  its	 rival.	 It’s	 a	 carefully	 controlled	 show	 to	
  discourage	any	real	competitors.		
  10	
  The	 guild	 master	 is	 rarely	 in	 town.	 Instead	 he	
  investigates	old	dungeons	as	an	adventurer.	
  11	
  The	guild	keeps	its	prices	cheap	by	using	undead	or	
  slave	labour.	
  12	
  The	guild	has	fixed	its	books	to	pay	less	taxes.	May	
  local	magistrates	and	tax	collectors	are	paid	off	or	
  blackmailed	into	silence.	
  13	
  The	 guild	 purchases	 ill-gotten	 goods	 from	 pirates	
  and	 uses	 the	 profits	 to	 fund	 its	 members’	 lavish	
  lifestyles.	
  14	
  The	 guild	 practices	 minor	 sacrifices	 to	 gain	 the	
  favour	of	its	long	dead	founders.	
  15	
  The	 guild’s	 founder	 is	 still	 running	 things	 as	 a	
  reclusive	vampire.	
  16	
  The	mayor	is	secretly	in	the	guild’s	pocket	and	is	on	
  its	payroll.	
  17	
  The	guild	has	been	training	its	members	to	fight,	in	
  order	to	end	a	rivalry	through	force	of	arms.	
  18	
  The	 guild	 does	 new	 product	 testing	 at	 the	 local	
  orphanage.		
  19	
  The	guild	is	heavily	in	debt	to	foreign	investors	and	
  desperate	for	a	solution.		
  20	
  The	guild	moves	its	goods	at	night	through	a	series	
  of	secret	tunnels.	
   
   
  
  44	
  G U I L D H A L L S :  A S S O C I A T E D  N P C S  
  Use	the	NPCs	below	to	portray	individuals	the	PCs	encounter	at	
  a	 guildhall.	 Either	 determine	 randomly	 which	 NPC	 the	 PCs	
  encounter	or	choose	a	suitable	candidate.	Most	descriptions	do	
  not	 indicate	 rank	 or	 position	 within	 the	 guild,	 keeping	 them	
  open	to	all	manner	of	uses.		
  D10	
  NPC	
  1	
  Gaius	Getha	
  2	
  Old	Hat	Catherty	
  3	
  	Ilasual	Frostruin	
  4	
  Evelyn	Foster	
  5	
  Aelius	Boson	
  6	
  GilosKells	
  7	
  MarraClearwater	
  8	
  Mit	Umbridge	
  9	
  Glassjaw	Yvens	
  10	
  Mister	X	
   
  G A I U S  G E T H A  
  CN	male	human	apprentice	expert/rogue	
  	
  Appearance:	Clean	cut	with	salt	and	pepper	hair	and	a	trim	
  moustache	he	wears	a	black	leather	vest.	
  	
  Personality:	Very	likeable,	he	intently	listens	and	rarely	gives	
  advice	that’s	not	requested.	
  	
  Mannerisms:	Gaius	always	has	a	smile	on	his	face,	and	sticks	
  his	thumbs	in	the	cuffs	of	his	vest.	
  	
  Hooks:	 He’s	 recently	 added	 a	 bit	 of	 sleight	 of	 hand	 to	 his	
  business,	 keeping	 people	 distracted	 while	 altering	 contracts	
  slightly	or	lifting	small	purses.	While	he	feels	guilty,	he	needs	the	
  money	to	pay	of	large	gambling	debts.	
  O L D  H A T  C A T H E R T Y  
  N	female	human	apprentice	expert	
  	
  Appearance:	 Thinning	 gray	 hair	 and	 a	 constantly	 furrowed	
  brow.	Her	clothes	are	always	practical.		
  	
  Personality:	Cantankerous	when	bothered	but	at	ease	when	
  left	to	herself.	
  	
  Mannerisms:	She	rocks	gently	while	at	work	and	rarely	looks	
  people	in	the	eye	when	bothering	with	conversation.	
  	
  Hooks:	Catherty	has	been	at	her	trade	for	a	very	long	time	
  and	her	skill	is	considerable,	yet	she	is	never	satisfied	with	her	
  own	work.	If	a	PC	displays	talent	that	may	surpass	her	own	she	
  does	 what	 she	 can	 to	 sabotage	 them	 out	 of	 spite.	 If	 a	 PC	
  publically	 derides	 her	 skills	 she	 sets	 out	 to	 destroy	 his	
  reputation.	
  I L A S U A L  F R O S T R U I N  
  CG	male	elf	apprentice	expert/sorcerer	(draconic)	
  	
  Appearance:	Receding	hairline	and	wears	well-kept	clothes,	
  contrasted	with	old	leather	bracers.		
  	
  Personality:	A	bit	haughty,	but	friendly	once	you	get	to	know	
  him.	Enjoys	the	finer	things	in	life	and	showing	off	his	(minor)	
  magical	 powers.	 Has	 no	 intention	 of	 every	 becomng	 an	
  adventurer.		
  	
  Mannerisms:	 Ilasual	 expects	 others	 to	 keep	 up,	 and	 he	
  sometimes	 switches	 to	 Elven	 mid-sentence,	 if	 he	 can’t	 be	
  bothered	to	remember	a	phrase	in	Common.	
  	
  Hooks:	 Ilasual	 supplements	 his	 craft	 with	 some	 innate	
  magical	talent.	He	secretly	pines	for	another	to	study	under	to	
  extend	 the	 range	 of	 his	 arcane	 abilities	 but	 can’t	 find	 anyone	
  who	he	feels	is	his	better.	
  E V E L Y N  F O S T E R  
  NG	female	human	apprentice	bard	
  	
  Appearance:	The	local	beauty	with	wavy	red	hair,	who	keeps	
  her	clothes	flattering,	yet	practical.	
  	
  Personality:	Evelyn	is	a	joyous	individual,	often	singing	while	
  going	about	her	work.		
  	
  Mannerisms:	Evelyn	thinks	it	is	hilarious	to	feign	anger	at	the	
  actions	 of	 others	 and	 can	 crack	 herself	 up	 just	 by	 putting	 her	
  hands	on	her	hips.		
  	
  Hooks:	Evelyn	is	far	more	talented	than	the	average	peasant	
  but	doesn’t	seem	to	understand	her	true	potential.	If	given	the	
  opportunity	she	could	become	a	major	figure	in	local	politics	or	a	
  skilled	adventurer.	A	PC	investing	in	her	talent	by	setting	her	up	
  in	her	own	workshop	could	reap	great	rewards	in	the	future.		
  A E L I U S  B O S O N  
  LG	male	half-orc	apprentice	ex-barbarian/expert	
  	
  Appearance:	 Heavily	 built,	 Aelius	 wears	 simple	 clothes.	 He	
  generally	has	a	pipe	in	his	mouth.	
  	
  Personality:	Aelius	finds	peace	in	his	work	and	is	generally	
  easy	going.	Insinuate	that	he	may	not	be	very	bright	or	insult	his	
  craft	and	he	flies	into	a	violent	rage.		
  	
  Mannerisms:	 Aelius’s	 favourite	 action	 in	 any	 activity	 is	
  puffing	his	pipe,	and	carefully	filling	it	back	up.	He	smokes	all	the	
  time,	even	when	it	is	inappropriate	to	do	so.	
  	
  Hooks:	Aelius	feels	very	guilty	after	a	bout	of	violence	and	
  tries	 to	 avoid	 fighting.	 The	 guild	 uses	 him	 for	 intimidation	
  without	 him	 realizing	 it,	 simply	 by	 inviting	 him	 to	 certain	
  meetings	and	events.		
  	
   
  
  45	
  G I L O S  K E L L S  
  NG	male	human	apprentice	commoner	
  	
  Appearance:	Gilos	wears	large	brown	boots	and	has	a	dirty,	
  sweaty	face.	
  	
  Personality:	A	little	absentminded	and	often	stressed,	he	is	
  also	very	gullible.	
  	
  Mannerisms:	Rubs	his	hands	into	the	folds	of	his	shirt.	
  	
  Hooks:	 Gilos	 is	 a	 young	 member	 of	 the	 guild	 and	 takes	
  orders	from	the	others.	He	is	always	running	this	way	or	that	and	
  seems	 very	 much	 in	 need	 of	 a	 good	 night’s	 sleep	 before	 he	
  collapses.	
  M A R R A  C L E A R W A T E R S  
  CN	female	halfling	apprentice	expert	
  	
  Appearance:	Short	brown	hair	bound	into	two	thin	braids.	
  	
  Personality:	Irrational,	she’s	always	thinking	ahead	and	can’t	
  seem	to	grasp	the	moment	at	hand.	Marra	is	very	friendly	and	
  enjoys	a	good	meal	with	friends.	
  	
  Mannerisms:	Twitches	her	nose	as	if	about	to	sneeze.	She	
  never	sneezes,	but	always	carries	many	handkerchiefs	about	her	
  person.	
  	
  Hooks:	Marra	is	said	to	be	a	mad	genius.	Most	of	her	work	is	
  sub-par,	but	the	piece	that	gained	her	initial	membership	to	the	
  guild	surpassed	even	the	guild	master’s	skill.	If	only	they	could	
  get	her	to	do	it	again!		
  M I T  U M B R I D G E  
  LE	male	half-elf	apprentice	expert	
  	
  Appearance:	Always	well	dressed,	Mit	hides	a	slim	dagger	in	
  his	 inside	 vest	 pocket.	 He	 has	 a	 slender	 moustache	 and	 long	
  flowing	blond	hair.	
  	
  Personality:	 Pretends	 to	 be	 interested	 in	 others	 but	
  eventually	 just	 stops	 listening.	 Obsessed	 with	 himself	 and	 his	
  own	advancement.		
  	
  Mannerisms:	Always	keeps	his	back	to	a	wall	if	he	can	help	it	
  and	 hates	 to	 go	 to	 places	 he	 does	 not	 know	 well.	 He	 never	
  seems	to	relax	and	is	always	on	edge.	
  	
  Hooks:	 Mit	 can’t	 stand	 to	 listen	 to	 others.	 He	 seeks	 to	
  control	the	guild	and	the	town	if	he	can	help	it,	and	the	PCs	may	
  just	be	the	tools	he	needs	to	do	so.	He	is	merciless	in	his	use	of	
  tools,	but	generous	to	those	who	prove	useful	to	him.	
  G L A S S J A W  Y V E N S  
  NG	female	dwarf	journeyman	fighter/expert	
  	
  Appearance:	With	dark	black	hair	and	a	long	scar	along	her	
  left	jaw,	Glassjaw	always	wears	heavy	steel	gauntlets.	
  	
  Personality:	Sternly	judges	those	who	speak	and	never	quite	
  seems	 satisfied.	 A	 stickler	 for	 standards,	 she	 strives	 for	
  perfection	in	her	craft.	
  	
  Mannerisms:	Taps	her	fingers	into	her	palm	when	growing	
  impatient.	When	she	gets	really	angry,	she	has	been	known	to	
  slap	the	person	responsible	for	her	mood.	
  	
  Hooks:	Glassjaw	takes	her	nickname	not	just	from	the	visible	
  wound	 she	 carries	 from	 her	 brief	 adventuring	 career	 but	 her	
  favourite	way	of	ending	an	argument.	Anyone	who	gets	out	of	
  line	gets	a	solid	punch	to	the	face	even	if	she	has	to	first	wrestle	
  them	to	the	ground	to	reach.	
  M I S T E R  X  
  N	male	human	journeyman	rogue/sorcerer	
  	
  Appearance:	 Tall	 and	 slender,	 Mister	 X	 is	 always	 seen	
  wearing	a	long	black	cape	and	a	simple	silver	full	face	mask.		
  	
  Personality:	Quiet	and	reserved.	He	listens	before	speaking	
  and	 uses	 only	 a	 few	 words	 to	 express	 his	 interest.	 He	 speaks	
  quietly,	but	forcefully.	
  	
  Mannerisms:	Mister	X	stands	very	still	when	speaking	and	it	
  is	said	no	one	has	ever	seen	his	hands.	
  	
  Hooks:	Mister	X	is	shrouded	in	mystery.	He	is	known	only	to	
  guild	members	as	one	of	their	great	patrons	and	attends	most	
  meetings	silently.		
  	
  Contradicting	 rumours	 have	 him	 as	 a	 noble	 who	 wishes	 to	
  remain	 anonymous	 or	 a	 being	 from	 another	 plane	 whose	
  presence	 would	 spark	 controversy	 within	 the	 guild’s	 ranks.	
  Whatever	the	truth,	he	is	fabulously	wealthy	and	so	few	clients	
  question	his	origins	too	closely.		
  	
   
  
  46	
  M A R K E T  S T A L L S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Every	market	stall	should	have	a	distinctive	appearance.	Use	this	
  table	to	generate	such	interesting	characteristics	and	features.	
  Some	 features	 may	 be	 inappropriate	 based	 on	 your	 set	 up	 or	
  what	the	PCs	have	encountered.	Ignore	such	results	and	simply	
  re-roll.	
  D%	
  	
  1	
  A	 simple	 wooden	 handcart	 that	 has	 seen	 some	
  wear	 but	 is	 still	 in	 working	 order	 serves	 as	 this	
  mobile	stall.		
  2	
  The	 bark	 remains	 on	 this	 roughly-made,	 oaken	
  handcart,	granting	it	a	rustic	appeal.	
  3	
  An	old,	wooden	wheelbarrow,	far	past	its	prime,	
  is	piled	high	with	merchandise.	Its	single	wheel	
  swivels	this	way	and	that	when	pushed.	
  4	
  This	 iron	 cart	 creaks	 on	 four	 oversized	 wheels.	
  Dwarven	 runes	 adorn	 each	 side	 telling	 of	 the	
  founding	 of	 the	 legendary	 dwarven	 stronghold	
  Thor-Dilak.	
  5	
  An	 enslaved	 bugbear,	 heavily	 burdened	 by	
  several	 saddlebags,	 acts	 as	 his	 master’s	 mobile	
  stall.	Its	fur	is	matted	with	dirt	and	dried	blood	
  and	it	looks	thoroughly	downtrodden.	
  6	
  A	covered	wagon,	sporting	a	foreign	flag,	sells	its	
  wares	directly	from	the	back.		
  7	
  A	huge,	muzzled	brown	bear	pulls	an	uncovered	
  wagon	of	heavy	oak.	
  8	
  A	modest	wooden	cart	distinguishes	itself	with	a	
  hand	painted	canvas	sign	that	hangs	off	one	side.	
  9	
  This	 cart	 of	 bronze	 has	 jade	 decorations	 and	
  smells	of	incense.		
  10	
  A	 quartet	 of	 young	 children	 carries	 baskets	 on	
  their	heads.		
  11	
  An	 old	 mule	 pulls	 a	 rickety	 cart	 whose	 missing	
  planks	have	been	hastily	patched	with	hides.		
  12	
  An	 elephant	 carries	 a	 small	 stall	 upon	 its	 back.	
  Patrons	can	gain	access	one	at	a	time	by	climbing	
  a	rope	ladder	lowered	down	one	side.		
  13	
  This	small	stall	comprises	a	small	handcart	made	
  of	bamboo	tied	together	with	vines.	
  14	
  This	 stall	 comprises	 a	 heavy	 wooden	 cart	 that	
  features	a	large	bust	of	a	ram	at	its	front.		
  15	
  A	team	of	porters	have	lifted	a	small	raft	into	the	
  market	place,	laden	with	wares.	
  16	
  Three	 camels	 (or	 horses)	 carry	 goods	 in	 hand-
  woven	 baskets.	 Each	 basket	 is	 covered	 with	 a	
  colourful	cloth.	
  17	
  This	wooden	cart	smells	of	cinnamon,	though	it	
  holds	none.	
  18	
  The	broken	foundation	of	an	old	tower	forms	the	
  boundary	of	this	stall.	Weeds	grow	thickly	on	the	
  remaining	walls.	
  19	
  A	rowboat	set	with	wheels	serves	as	a	makeshift	
  cart.	
  20	
  This	horse-drawn	carriage	has	heavy	curtains	so	
  patrons	can	view	its	wares	in	private.	Customers	
  are	 only	 admitted	 one	 at	 a	 time	 and	 the	
  merchant	within	rarely	reveals	himself.	
  21	
  This	wooden	stall	is	topped	with	billowing	exotic	
  silks	of	yellow,	red	and	white.	
  22	
  This	handsome	stall	looks	quite	new	and	features	
  a	red	slate	roof.	
  23	
  A	few	barrels	topped	with	an	old	door	serve	as	a	
  makeshift	 stall.	 The	 old	 door	 is	 heavily	 stained	
  and	pitted.	
  24	
  Several	 large	 chests	 set	 around	 a	 carpet	 of	 red	
  and	gold	serve	as	this	merchant’s	stall.	
  25	
  A	steel	stall	marked	with	engravings	of	giant	eyes	
  catches	the	sun’s	reflection.	
  26	
  This	 stall	 built	 of	 piled	 driftwood	 still	 smells	 of	
  salt	and	the	ocean.	
  27	
  This	iron	stall	is	adorned	with	totems	to	the	local	
  thunder	god.		
  28	
  This	 open	 tent	 is	 made	 from	 imitation	
  dragonhide.	
  29	
  This	 tent	 is	 made	 from	 interwoven	 multi-
  coloured	 silks.	 Colourful	 guide	 ropes	 hold	 it	 to	
  the	ground.	
  30	
  A	 stall	 that	 was	 originally	 a	 stack	 of	 crates	 has	
  been	patched	and	reinforced	so	many	times	that	
  it	has	been	made	permanent.		
  31	
  The	frame	of	this	stall	is	made	from	the	jaw	bone	
  and	 skull	 of	 a	 giant	 serpent	 (complete	 with	
  fangs).	
  32	
  This	 stall	 is	 constructed	 of	 salvaged	 wood	 from	
  wrecked	ships;	fishing	nets	serve	as	its	roof.		
  33	
  The	base	of	this	stall	is	made	from	cut	sandstone	
  set	without	mortar.	
  34	
  This	wooden	stall	has	ivy	growing	up	its	columns	
  and	 along	 its	 canvas	 roof.	 Within	 it	 is	 cool,	 but	
  musty.	
  35	
  A	simple	wooden	stall	has	living	leaves	sprouting	
  from	one	of	its	posts.	
  36	
  The	base	of	this	stall	is	set	with	finely	cut	stones.	
  37	
  One	side	of	this	stall	has	a	large	hole	from	which	
  rats	scurry	back	and	forth.	
  38	
  A	large	mastiff	snores	loudly	under	this	wooden	
  stall.	
  39	
  The	base	of	this	stall	is	made	of	large	rocks,	fitted	
  expertly	 with	 smaller	 rocks	 to	 form	 a	 solid	
  counter.		
  40	
  A	 dried	 monkey	 hand	 hangs	 from	 one	 of	 this	
  stall’s	wooden	posts.	
  41	
  Four	bronze	spears	hold	up	a	roof	comprising	the	
  faded	flag	of	a	legendary	kingdom.		
  42	
  This	 stall	 made	 of	 finely	 crafted	 darkwood	
  features	carven	druidic	runes	in	each	of	its	posts.	
  43	
  This	 simple	 wooden	 stall	 has	 a	 painted	 sign	
  hanging	in	front	warning	“No	halflings.”	
  
  47	
  44	
  A	carving	of	a	flying	dragon	serves	as	a	sign	set	
  high	above	this	stall’s	merchandise.		
  45	
  The	 wood	 of	 this	 stall	 is	 charred	 black	 and	 still	
  smells	 of	 smoke,	 having	 been	 salvaged	 from	
  ruined	buildings.	
  46	
  This	
  wooden	
  stall	
  features	
  a	
  series	
  of	
  mismatched	drawers	along	its	front.	
  47	
  Wind	 chimes	 all	 along	 the	 awning	 of	 this	 stall	
  tinkle	in	the	breeze.	
  48	
  The	 wood	 of	 this	 stall	 has	 begun	 to	 rot;	 tiny	
  insects	crawl	all	about.	
  49	
  Green	shingles	cover	the	base	of	this	stall	under	
  a	slate	roof.	
  50	
  This	 stall	 is	 constructed	 of	 shining,	 polished	
  bone.	
  51	
  Numerous	 delicately	 balanced	 pots	 hold	 this	
  stall’s	wares.	
  52	
  Four	walls	of	beads,	strung	from	wooden	posts,	
  obscure	this	stall’s	interior.	
  53	
  The	stuffed	head	of	a	fox,	mouth	agape,	serves	
  as	this	stall’s	sign.	
  54	
  An	 old	 wagon	 with	 no	 wheels,	 set	 atop	 crates,	
  displays	this	stall’s	wares.	
  55	
  Two	 white	 stone	 columns,	 remnants	 of	 an	 old	
  shrine,	mark	the	entrance	of	this	stall.	
  56	
  Stone	 statues	 of	 local	 gods	 serve	 as	 the	 pillars	
  that	hold	this	stall’s	hide	roof	aloft.	
  57	
  This	wooden	stall	has	red	ribbon	tied	to	its	posts.	
  58	
  This	oaken	cart	has	three	brand	new	wheels.	
  59	
  Faces	of	old	men	decorate	this	steel	stall.		
  60	
  This	red	stall	has	yellow	linen	curtains.	
  61	
  This	stall	features	a	brick	base	finished	with	scrap	
  wood.		
  62	
  This	stall	is	nothing	more	than	a	burlap	tent	that	
  smells	of	wet	cat.	
  63	
  This	stall	keeps	a	small	wooden	torch	lit	even	at	
  midday	as	a	tribute	to	the	fire	goddess.	
  64	
  A	 small	 boy	 sits	 in	 front	 of	 this	 simple	 stall,	
  playing	a	tin	whistle.	
  65	
  Two	 vendors	 share	 the	 same	 small	 stall,	
  constantly	bickering	over	space.	
  66	
  A	small	sign	above	this	stall	offers	a	free	haircut	
  with	any	purchase.	
  67	
  Old	glass	bottles	set	in	plaster	form	the	counter	
  of	this	stall.	
  68	
  “Guaranteed	 Not	 Stolen”	 promises	 the	 sign	
  hanging	above	this	stall.	
  69	
  A	small,	trained	monkey	offers	wares	to	passers-
  by	and	dances	for	a	copper	piece.	
  70	
  A	bloodied	butcher	knife,	used	to	deter	thieves,	
  hangs	on	display	on	one	of	the	stall’s	posts.		
  71	
  A	glass	counter	reveals	finer	goods	locked	within	
  the	front	counter	of	this	stall.	
  72	
  This	 green	 painted	 stall	 has	 a	 string	 of	 bells	
  hanging	between	its	two	main	posts.	
  73	
  A	merchant	sits	atop	a	pile	of	merchandise,	but	
  makes	no	effort	to	attract	buyers.	
  74	
  Garlands	of	faded	flowers	decorate	this	wooden	
  cart.	
  75	
  A	 small	 portrait	 of	 a	 famous	 holy	 man	 hangs	
  from	one	pole	of	this	stall.	
  76	
  Old	 bookcases,	 crammed	 with	 merchandise,	
  form	a	back-wall	for	this	stall.	
  77	
  The	 front	 of	 this	 stall	 is	 painted	 in	 a	 dizzying	
  array	of	colours.	
  78	
  Four	trees	form	a	natural	canopy	over	this	stall.	
  79	
  This	stand	is	formed	from	wet	sand,	dried	in	the	
  sun	and	adorned	with	starfish.	
  80	
  The	front	of	this	stall	is	only	a	foot	and	a	half	in	
  height;	it	caters	to	smaller	patrons.	
  81	
  This	 wooden	 stall	 displays	 no	 wares.	 Prices	 are	
  debated	 up	 front	 and	 then	 the	 goods	 are	
  delivered	from	a	secret	warehouse.	
  82	
  The	merchant	displays	the	first	copper	piece	he	
  ever	earned	in	a	small	glass	jar.	He	views	it	as	his	
  lucky	charm	and	will	not	part	with	it.	
  83	
  The	 counter	 of	 this	 stall	 is	 made	 of	 a	 large	
  wooden	 crate,	 wrapped	 with	 chains	 as	 if	 trying	
  to	keep	something	trapped	within.	
  84	
  This	 wooden	 cart	 is	 painted	 silver	 with	 small	
  engravings	to	appear	as	worked	metal.	
  85	
  A	cage	of	small	birds	sits	behind	this	stall	filling	
  the	air	with	chirps	and	tweets.	
  86	
  This	stall	has	a	smooth,	polished	marble	counter.	
  87	
  Curtains	of	leaves,	sewn	with	gold	thread,	form	
  the	walls	of	this	stall.	
  88	
  Piled	lobster	traps	with	a	counter	top	of	plywood	
  form	the	front	of	this	stall.	
  89	
  The	 roof	 of	 this	 stall	 is	 draped	 in	 black	 fabric	
  decorated	with	silver	star	beads.	
  90	
  An	 oversized	 wool	 tent	 that	 seems	 unusually	
  drafty	serves	as	a	makeshift	stall.		
  91	
  A	 wooden	 board	 is	 missing	 from	 this	 stall	
  revealing	a	flickering	light	within.	
  92	
  This	old	iron	stall	is	covered	in	rust.	
  93	
  This	 wooden	 stall	 has	 a	 large	 spider-web	
  between	its	posts.	A	large	spider	lurks	within.	
  94	
  This	blue-grey	stall	is	marked	by	a	silhouette	of	a	
  mermaid	on	its	sign.		
  95	
  This	 steel	 and	 copper	 push	 cart	 has	 visible	
  turning	gears.	
  96	
  A	brand	new	stall	of	pine.	The	wood	is	still	sticky	
  with	sap	and	smells	pungently.	
  97	
  Decorations	 for	 the	 Summer	 Solstice	 decorate	
  this	 stall,	 weathered	 from	 being	 left	 up	 for	
  extended	periods.		
  98	
  This	faded	green	stall	has	half	circles	carved	out	
  of	the	front.	
  99	
  The	 splintering	 wooden	 frame	 of	 this	 stall	 has	
  been	hastily	covered	by	an	old	curtain.	
  100	
  Wares	 are	 stacked	 and	 spread	 across	 this	 stall	
  using	no	containers	or	any	sense	of	organization.	
  	
  	
  
  48	
  M A R K E T  S T A L L S :  W H A T ’ S  F O R  S A L E ?  
  Market	stalls	sell	an	incredible	variety	of	things.	Use	this	table	to	
  determine	what	a	randomly	visited	stall	is	selling.	
  D%	
  	
  1	
  Dried	fruit	
  2	
  Fresh	local	fruit	
  3	
  Exotic	fruit	from	neighbouring	kingdoms	
  4	
  Local	produce	
  5	
  Butchered	animals	
  6	
  Live	poultry	
  7	
  Fresh	bread	
  8	
  Fanciful	pastries	
  9	
  Coffee	and	tea	
  10	
  Roasted	meat	on	wooden	sticks	
  11	
  Green	bubbling	beverages	that	ease	aches	
  12	
  Fresh	flowers	
  13	
  Cheap	jewellery	fashioned	with	garnets	and	
  pearls	
  14	
  Raw	gemstones	
  15	
  Fine	jewellery	in	a	range	of	prices	
  16	
  Grains	
  17	
  Small	trained	animals	
  18	
  Horses/Camels	
  19	
  Exotic	mounts	
  20	
  Leather	and	hide	armour	
  21	
  Steel	armour	and	shields	
  22	
  Iron	weapons	
  23	
  Iron	cooking	supplies	
  24	
  Lanterns	and	oil	
  25	
  Ropes	and	nets	
  26	
  Woven	baskets	
  27	
  Clay	pots	and	pitchers	
  28	
  Second	hand	furniture	
  29	
  Wooden	carvings	
  30	
  Silver	holy	symbols	and	idols	
  31	
  Fish	
  32	
  Crabs,	clams	and	oysters	
  33	
  Cooking	oils	
  34	
  Animal	feed	
  35	
  Fertilizer	
  36	
  Banners	of	different	guilds,	adventuring	parties	
  and	noble	houses	
  37	
  Jars	of	honey	
  38	
  Spices	
  39	
  Jams	and	preserves	
  40	
  Bows	and	arrows	
  41	
  Kegs	of	ale	
  42	
  Candles	
  43	
  Cheese	and	mil	
  44	
  Wool	
  45	
  Reams	of	cloth	
  46	
  Patched	clothing	
  47	
  Fine	clothes	
  48	
  Travel	clothes	and	hats	
  49	
  Farm	tools	
  50	
  Barrels	and	crates	
  51	
  Fine	instruments	of	copper	
  52	
  Glass	bottles	and	bowls	
  53	
  Healing	herbs	
  54	
  Odd	arcane	reagents	
  55	
  Painted	holy	idols	
  56	
  Paper,	ink	and	scroll	cases	
  57	
  Leather	and	canvas	bags	
  58	
  Dyes	
  59	
  Furs	
  60	
  Money	changing	
  61	
  Potions	and	oils	
  62	
  Minor	enchantments	
  63	
  Wooden	staffs	and	simple	weapons	
  64	
  Fortune	teller	
  65	
  Lace	and	embroidery	
  66	
  Books	and	scrolls	
  67	
  Locks	and	keys	
  68	
  Small	cages	and	hunting	traps	
  69	
  Blacksmithing	
  70	
  Cobbler	
  71	
  Fine	perfume	
  72	
  Scribe	services	
  73	
  Silversmith	
  74	
  Soap	
  75	
  Rugs	
  76	
  Woven	tapestries	
  77	
  Taxidermy	
  78	
  Holy	water	
  79	
  Fine	knives	
  80	
  Wooden	toys	
  81	
  Wheels	and	rods	for	carts	
  82	
  Information	
  83	
  Poison	
  84	
  Acids	and	solvent	
  85	
  Eggs	
  86	
  Nuts	
  87	
  Chains	and	manacles	
  88	
  Carts	and	wagons	
  89	
  Random	pieces	of	used	armour	
  90	
  Seeds	
  91	
  Slaves	
  92	
  Religious	guidance	
  93	
  Water	clocks	
  94	
  Tobacco	and	smoking	weed	
  95	
  Cattle,	pigs	and	goats	
  96	
  Instruments	
  97	
  Travel	gear	
  98	
  Alchemical	items	
  99	
  Makeup	
  100	
  Messenger	services	
  
  49	
  M A R K E T  S T A L L S :  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	walk	up	to	a	stall	and	buy	
  something,	 sometimes	 fate	 intervenes.	 Use	 this	 table	 to	
  determine	 what	 opportunities	 or	 complications	 the	 PCs	 may	
  encounter	while	trying	to	make	their	purchase.	
  D20	
  	
  1	
  Goats	have	gotten	loose	in	the	area	and	several	try	
  to	eat	merchandise	within	reach.		
  2	
  An	angry	noble	with	several	members	of	the	town	
  guard	are	trying	to	seize	the	property	over	past	due	
  rent.	
  3	
  A	wailing	haunt	loudly	bemoans	her	lost	love.		
  4	
  An	irate	young	man	complains	that	he	was	almost	
  killed	 by	 his	 last	 purchase.	 When	 pressed	 he	
  explains	ludicrous	extraordinary	circumstances.		
  5	
  The	last	due	shipment	of	goods	is	late	by	a	week	
  and	there	is	no	news	as	to	when	it	will	arrive.		
  6	
  A	handful	of	young	nobles	are	belittling	the	owner	
  due	to	unfashionable	décor.	
  7	
  A	religious	group	pickets	the	stall	over	a	perceived	
  slight	 towards	 their	 god	 in	 the	 way	 the	 merchant	
  prepares	his	goods.	
  8	
  The	 ground	 below	 the	 stall	 has	 collapsed	 into	 a	
  sewer;	most	of	the	stall’s	goods	are	lost	in	the	fetid	
  waste	below.	
  9	
  The	salesman	is	clearly	prejudiced	against	elves	and	
  fey	 serving	 them	 last	 and	 refusing	 to	 make	 eye	
  contact.	
  10	
  A	burly	looking	man	and	his	friends	are	demanding	
  “free	 samples”	 and	 look	 like	 they	 mean	 to	 take	
  them	with	or	without	permission.	
  11	
  A	 middle	 aged	 couple	 in	 front	 of	 the	 stall,	 both	
  drunk,	are	having	a	screaming	match	and	trying	to	
  get	others	to	take	their	side.	
  12	
  The	merchant’s	daughter	left	last	night	to	make	a	
  delivery	 and	 hasn’t	 returned	 since.	 The	 merchant	
  desperately	tries	to	hire	the	heroes,	not	worried	for	
  his	daughter’s	safety	but	rather	that	she	has	run	off	
  with	his	rival’s	son.	
  13	
  The	owner	has	been	disfigured	by	a	hag’s	curse	and	
  offers	deep	discounts	to	whomever	can	bring	in	her	
  head.	
  14	
  The	 merchant	 offers	 to	 purchase	 cursed	 items	 at	
  full	value	but	refuses	to	give	his	reasons	why.	
  15	
  Strange	moans	come	from	the	rear	of	this	stall	that	
  the	 owner	 blames	 on	 the	 wind.	 Investigation	
  reveals	 several	 animate	 zombie	 heads	 in	 a	 chest	
  that	the	owner	claims	no	knowledge	of.	
  16	
  A	 bard	 harasses	 any	 attractive	 individual	 who	
  enters.	When	the	owner	is	questioned	he	confesses	
  that	 he	 is	 in	 debt	 to	 the	 bard	 and	 cannot	 bring	
  himself	to	kick	him	out.		
  17	
  A	fellow	patron	confronts	any	religious	PC	and	begs	
  to	 speak	 with	 them	 in	 private.	 If	 granted	 an	
  audience	 he	 admits	 to	 being	 a	 murderer	 before	
  drawing	a	dagger	and	trying	to	slay	the	PC.	
  18	
  A	 rare	 item	 was	 delivered	 without	 the	 key	 to	 its	
  superior	 lock.	 The	 merchant	 is	 paranoid	 of	 magic	
  and	 needs	 someone	 to	 either	 pick	 the	 lock	 or	
  locate	the	key.	
  19	
  A	 team	 of	 orphans	 begs	 outside	 while	 another	
  pickpocket	those	distracted.	
  20	
  A	 clever	 rogue	 moves	 about	 the	 stalls	 stealthily	
  pulling	tricks	on	customers.	He	won’t	leave	without	
  a	refund	and	an	apology	from	the	stall	owner.	
  	
  	
  
  50	
  M A R K E T  S T A L L S :  A S S O C I A T E D  N P C S  
  Use	the	NPC	bios	below	to	portray	the	folk	encountered	near	the	
  market	 stall.	 Either	 randomly	 determine	 which	 NPC	 the	 PCs	
  encounter	or	choose	a	suitable	candidate	from	the	table	below.	
  D20	
  NPC	
  1	
  Ellara	Peel	
  2	
  Jammen	Downburrow	
  3	
  Rimbar	
  4	
  Hal	Grithel	
  5	
  Bellis	Beewetter	
  6	
  Fauntal	Everleaf	
  7	
  Hela	the	Brat	
  8	
  Vanviral	
  9	
  Job	Gwyer	
  10	
  Grod	
  11	
  Scythe	
  12	
  Len	Dender	
  13	
  Doran	Darkglint	
  14	
  Hanrik	the	Hand	
  15	
  Ismith	
  16	
  Alaquin	of	Dreymore	
  17	
  Hesk	Eyepopper	
  18	
  Maldrid	
  19	
  Georgel	Lowland	
  20	
  Steflively	Greenbillow	
  	
  	
  E L L A R A  P E E L  
  LG	female	human	apprentice	aristocrat/expert	
  	
  Appearance:	Young	and	thin	with	fair	skin	and	soft	features.	
  She	wears	a	silver	signet	ring	of	a	minor	noble	house.	
  	
  Personality:	Ellara	is	optimistic	and	full	of	life.	She	is	always	
  ready	to	try	to	fill	a	strange	custom	order.	
  	
  Mannerisms:	She	is	very	quick	to	laugh	with	a	high-pitched	
  giggle,	 even	 when	 a	 joke	 is	 unintended.	 When	 her	 ability	 is	
  questioned	 she	 assumes	 the	 person	 doesn’t	 know	 better	 and	
  reasserts	herself	quickly.	
  	
  Hooks:	 The	 stall	 was	 acquired	 by	 her	 wealthy	 father	 when	
  the	 previous	 owner	 could	 not	 pay	 his	 loans.	 She	 has	 over	
  promised	 on	 some	 custom	 orders	 recently	 and	 needs	
  adventurers	to	secure	some	hard	to	find	items.	
  	
  The	previous	owners	are	upset	that	their	shop	was	taken	and	
  look	to	discredit	Ellara	in	the	eyes	of	her	father.		
  J A M M E N  D O W N B U R R O W  
  N	male	halfling	apprentice	expert	
  	
  Appearance:	Wide	with	a	mop	of	curly	brown	hair	and	nose	
  that	leans	to	the	left.	
  	
  Personality:	 Gives	 a	 general	 air	 of	 confusion	 as	 if	 lost	 in	
  thought.	
  	
  Mannerisms:	 He’s	 easily	 distracted	 and	 tends	 to	 stare	 off	
  into	space.		
  	
  Hooks:	Jammen	is	under	the	sway	of	an	imp	who	whispers	to	
  him	while	invisible.	What	interest	could	the	infernal	hells	have	in	
  such	a	simple	salesman?	
  R I M B A R  
  LN	male	dwarf	apprentice	fighter/rogue	
  	
  Appearance:	 A	 tangled	 brown	 beard	 and	 great,	 bushy	
  eyebrows.	The	top	of	his	left	ear	is	missing.	
  	
  Personality:	He	always	seems	tired	and	a	bit	grumpy.	
  	
  Mannerisms:	Rubs	his	hip	whenever	fighting	is	mentioned.		
  	
  Hooks:	A	veteran	of	war,	Rimbar	has	a	particular	interest	in	
  news	of	battle	and	is	willing	to	make	deals	or	part	with	personal	
  items	in	exchange	for	news	from	his	home	region.	
  H A L  G R I T H E L  
  CN	male	human	apprentice	commoner	
  	
  Appearance:	Reddish	orange	hair	with	a	wicked	grin.	
  	
  Personality:	Morose.	
  	
  Mannerisms:	Pulls	on	bits	of	his	hair	while	talking.	
  	
  Hooks:	Hal	used	to	have	ties	with	the	alchemists’	guild	(he	
  was	a	servant	there)	but	blames	them	for	the	death	of	his	wife.	
  They	fear	he	knows	their	secrets	and	want	him	to	return	to	serve	
  the	guild	or	die.	
  B E L L I S  B E E W E T T E R  
  N	female	halfling	apprentice	expert	
  	
  Appearance:	 Long	 dirty	 blonde	 hair,	 tied	 back.	 She	 always	
  wears	a	brown	leather	vest	over	her	clothes.	
  	
  Personality:	Serious	and	down	to	business.		
  	
  Mannerisms:	 She	 speaks	 in	 short	 direct	 sentences,	 never	
  wasting	any	time.	
  	
  Hooks:	Bellis	accidentally	insulted	the	mayor’s	assistant	with	
  her	 direct	 attitude	 and	 now	 tariffs	 are	 being	 raised	 across	 the	
  city.	
  
  51	
  F A U N T A L  E V E R L E A F  
  CG	female	elf	apprentice	wizard	(enchanter)	
  	
  Appearance:	 Pale	 blonde	 hair	 adorned	 with	 bits	 of	 ribbon	
  and	coloured	glass.	Her	robes	are	of	strong,	vibrant	colours.		
  	
  Personality:	Very	happy	with	bursts	of	hysteria.	
  	
  Mannerisms:	 Compulsively	 sorts	 things	 by	 colour	 and	
  radiance.	
  	
  Hooks:	Needs	someone	to	travel	to	the	Hedgeroot	forest	to	
  meet	with	the	druid	there	under	the	next	full	moon,	in	order	to	
  acquire	the	reagents	needed	for	her	next	enchantment.	
  H E L A  T H E  B R A T  
  CN	female	human	journeyman	aristocrat/rogue	
  	
  Appearance:	 Stunningly	 beautiful	 with	 clothing	 that	 is	
  always	in	the	latest	style	and	the	highest	quality.	
  	
  Personality:	Aggressively	egotistical.		
  	
  Mannerisms:	 Rarely	 makes	 eye	 contact	 except	 when	 she	
  believes	you	are	the	only	one	that	can	give	her	something	she	
  wants.	
  	
  Hooks:	Last	of	a	noble	line,	Hela	has	squandered	most	of	her	
  fortune	but	still	manages	to	keep	her	lifestyle.	She	has	acquired	
  a	few	items	that	would	be	in	poor	taste	to	sell	and	wants	the	
  party	to	contact	a	particular	necromancer	to	arrange	a	meeting.	
  V A N V I R A L   
  LN	male	tiefling	apprentice	expert/bard	
  	
  Appearance:	Handsome	with	a	black,	thin	beard,	two	curling	
  horns	and	pale	red	skin.	
  	
  Personality:	Calm	and	pleasant	even	when	insulted.	
  	
  Mannerisms:	 He	 always	 smiles	 when	 he	 is	 speaking	 with	
  someone.	 When	 he	 enters	 a	 room,	 his	 eyes	 dart	 about	
  nervously.	
  	
  Hooks:	 Vanviral	 is	 in	 the	 pocket	 of	 the	 local	 thieves’	 guild	
  and	 warns	 them	 of	 items	 of	 interest	 when	 new	 folks	 come	 to	
  town.	 He	 has	 had	 one	 too	 many	 narrow	 escapes	 and	 will	
  consider	going	straight	if	presented	with	a	way	out.		
  J O B  G W Y E R  
  NE	male	human	apprentice	commoner	
  	
  Appearance:	Tall	and	balding	with	well-toned	arms.		
  	
  Personality:	Job	seems	good-natured	at	first	but	once	he	has	
  the	upper	hand	reveals	a	bitter	and	vengeful	side.	
  	
  Mannerisms:	 Keeps	 a	 hammer	 on	 his	 belt	 and	 rests	 one	
  hand	there.	His	right	eyebrow	rises	up	slightly	when	he	lies.	
  	
  Hooks:	 Insanely	 jealous,	 Job	 Gwyer	 has	 recently	 had	 too	
  much	competition	in	the	market.	Over	the	last	two	weeks,	three	
  different	merchants	have	got	ill	and	died.	Each	one	sold	wares	
  that	were	similar	to	Job’s	own.		
  G R O D  
  CN	male	half-orc	apprentice	barbarian	
  	
  Appearance:	Two	large	teeth	protrude	from	Grod’s	lower	lip,	
  one	has	a	good	hunk	chipped	off.	He	has	a	long	scar	across	his	
  right	cheek.		
  	
  Personality:	Distrustful	at	first,	he	laughs	loudly	at	all	jokes	
  made	by	someone	he	has	grown	to	like.	
  	
  Mannerisms:	Licks	his	top	row	of	teeth	when	thinking.	
  	
  Hooks:	Grod’s	tribe	is	nomadic.	He	only	comes	into	town	to	
  trade	 when	 the	 beasts	 are	 nearby	 but	 something	 has	 been	
  thinning	the	herd	in	the	dead	of	night.	
  S C Y T H E  
  N	female	half-elf	apprentice	expert	
  	
  Appearance:	White	hair	with	a	red	streak	down	the	middle	
  and	uncommonly	pale	skin.	
  	
  Personality:	Fun	loving	and	always	looking	for	a	party.	
  	
  Mannerisms:	Clucks	her	tongue	when	bored.	
  	
  Hooks:	 Business	 is	 just	 a	 job	 to	 Scythe,	 a	 job	 that	 she	
  happens	 to	 be	 good	 at.	 At	 night	 she	 can	 get	 a	 little	 wild,	
  however,	 and	 the	 captain	 of	 the	 guard	 suspects	 that	 she	 has	
  been	 influencing	 his	 daughter.	 He	 is	 looking	 for	 any	 excuse	 to	
  lock	her	up	or	drive	her	out	of	town.	
  L E N  D E N D E R  
  N	male	halfling	apprentice	commoner	
  	
  Appearance:	A	bit	round	in	the	belly	with	curly	dark	brown	
  hair	and	a	clean	face.	
  	
  Personality:	 Keeps	 to	 himself	 and	 tries	 not	 to	 draw	 much	
  attention.	
  	
  Mannerisms:	Blushes	brightly	whenever	anyone	talks	about	
  gender	or	relationships.	
  	
  Hooks:	Len	was	not	always	a	man.	She	purchased	a	cursed	
  girdle	unwittingly	from	wandering	gypsies.	A	few	moments	after	
  trying	it	on,	she	became	a	man.	Len	lives	in	shame	but	her	fiancé	
  still	dwells	in	town,	hoping	that	one	day	his	love	will	reappear.	
  D O R A N  D A R K G L I N T  
  LN	female	dwarf	apprentice	expert	
  	
  Appearance:	 Earthy	 brown	 hair	 with	 a	 dirty	 face	 and	 fur	
  trimmed	boots.	
  	
  Personality:	Always	willing	to	hear	someone	out	but	she	is	
  not	easily	impressed.		
  	
  Mannerisms:	 Keeps	 her	 hands	 busy	 or	 stuffed	 deep	 in	 her	
  pockets,	with	her	feet	shuffling	against	the	floor.	
  	
  Hooks:	 A	 new	 series	 of	 tunnels	 have	 been	 discovered	 in	 a	
  mine	outside	the	city	and	Doran	is	looking	for	assistance	so	that	
  the	miners	can	work	there	in	safety.	
  
  52	
  H A N R I K  T H E  H A N D  
  CN	male	human	apprentice	bard/rogue	
  	
  Appearance:	A	lean,	stubbly	face	under	a	wide	brimmed	hat.	
  	
  Personality:	 Good	 natured	 and	 fun,	 but	 is	 constantly	
  scheming.	
  	
  Mannerisms:	 He	 talks	 with	 his	 hands	 and	 does	 everything	
  with	extra	flare.	
  	
  Hooks:	 Hanrik	 has	 a	 business	 on	 the	 side	 where	 he	 sells	
  information	 though	 sometimes	 his	 embellishments	 get	 the	
  better	of	him.		
  	
  He	 plans	 to	 turn	 himself	 in	 to	 the	 town	 guard	 after	 his	
  exaggerations	 angered	 a	 particularly	 fearsome	 client	 but	 he	 is	
  really	just	looking	for	a	safe	place	to	stay	for	a	little	while.	Once	a	
  better	solution	presents	itself,	he’ll	grab	it	with	open	arms.	
  I S M I T H  
  NG	female	aasimar	apprentice	oracle	(life)	
  	
  Appearance:	Blonde	and	silver	hair	with	simple	brown	robes	
  and	the	wooden	symbol	of	her	god.	
  	
  Personality:	Quiet	and	kind.	
  	
  Mannerisms:	 Always	 looks	 people	 directly	 in	 the	 eye	 and	
  waits	for	someone	to	be	completely	finished	before	speaking.	
  	
  Hooks:	 Ismith	 was	 orphaned	 at	 a	 young	 age	 and	 has	 only	
  recently	learned	her	father	is	a	slave	owner	a	few	villages	away.	
  She	would	be	grateful	for	an	escort.	
  A L A Q U I N  O F  D R E Y M O R E  
  CG	male	human	apprentice	commoner	
  	
  Appearance:	Thin	with	ratty	black	hair	and	a	floppy	red	hat.	
  	
  Personality:	Always	has	a	positive	outlook.	
  	
  Mannerisms:	 Sticks	 his	 hands	 in	 his	 pockets	 and	 drags	 his	
  feet.	Alaquin	has	a	terrible	posture,	has	rounded	shoulders	and	
  always	slouches.		
  	
  Hooks:	 Back	 in	 Dreymore,	 Alaquin	 stole	 to	 survive.	 Having	
  stolen	from	the	wrong	man,	he	fled	loosing	what	he	stole	in	the	
  process.	 If	 he	 could	 recover	 the	 lost	 treasure,	 he	 could	 try	 to	
  clear	his	name	back	home.	
  H E S K  E Y E P O P P E R  
  N	male	dwarf	apprentice	fighter/expert	
  	
  Appearance:	Completely	hairless	and	always	barefoot.		
  	
  Personality:	Stern	at	work,	he	loves	a	good	story	but	hates	a	
  braggart.		
  	
  Mannerisms:	Cracks	his	knuckles	and	spits.	
  	
  Hooks:	Hesk	has	a	reputation	as	a	exceptional	fighter	due	to	
  a	very	lucky	shot	against	a	dragon	when	he	was	young.	He	is	sick	
  of	the	embellishment	surrounding	his	skill	and	wants	to	stage	a	
  fight	against	a	hero	where	he’s	publicly,	badly	beaten.		
  M A L D R I D  
  CN	male	elf	class	apprentice	aristocrat/expert	
  	
  Appearance:	Luscious	brown	hair	tied	back	with	a	ribbon.	He	
  often	compliments	his	outfits	with	silk	patterned	capes.	
  	
  Personality:	Haughty	and	indifferent,	Maldrid	is	accustomed	
  to	 the	 finer	 things	 in	 life.	 He	 looks	 down	 on	 those	 he	 sees	 as	
  coarse	or	unrefined.		
  	
  Mannerisms:	Keeps	his	chin	up	when	he	moves	and	tends	to	
  sniff	the	air	while	other	people	are	talking.	
  	
  Hooks:	 Maldrid’s	 business	 does	 well	 enough	 but	 his	
  opulence	seems	to	have	increased	dramatically	over	the	last	two	
  years.	 Rumours	 fly	 wildly	 about	 where	 the	 money	 is	 coming	
  from;	black	market	deals	to	secret	cult	backers	are	the	current	
  favourite	theories.	
  G E O R G E L  L O W L A N D  
  LN	male	human	apprentice	commoner/warrior	
  	
  Appearance:	Red	greasy	hair,	freckles	and	a	muscular	build.	
  	
  Personality:	Trusting	and	hopeful,	Georgel	sees	the	best	in	
  people.	 Although	 popular,	 he	 feels	 lonely	 after	 a	 series	 of	
  disasterous	relationships.	
  	
  Mannerisms:	 Constantly	 stretching,	 as	 if	 the	 whole	 world	
  makes	him	feel	cramped.	
  	
  Hooks:	Georgel	used	to	be	part	of	the	town	guard	but	did	
  not	 have	 the	 heart	 for	 it.	 He	 is	 still	 friends	 with	 men	 of	 the	
  guard,	however,	and	is	concerned	that	a	few	did	not	return	from	
  their	 last	 patrols.	 He’s	 hoping	 to	 find	 some	 brave	 fellows	 to	
  investigate	the	disappearances.	Sadly,	he	has	no	great	store	of	
  money	and	can	offer	only	his	thanks.	
  S T E F L I V E L Y  G R E E N B I L L O W  
  N	female	gnome	apprentice	sorcerer	(destined)	
  	
  Appearance:	 Green	 and	 purple	 hair,	 braided	 tightly	 into	
  place.	Her	clothes	are	reminiscent	of	fireworks.	
  	
  Personality:	Curious	with	little	personal	boundaries.	She	has	
  no	 concept	 of	 privacy	 and	 happily	 shares	 even	 the	 most	
  intimiate	 facets	 of	 her	 life	 with	 friends.	 She	 is	 offended	 when	
  they	do	not	reciprocate.		
  	
  Mannerisms:	Steflively	is	always	moving,	and	her	eyes	dart	
  back	and	forth	if	she	has	to	stay	still.	
  	
  Hooks:	 Steflively	 has	 only	 recently	 discovered	 her	 arcane	
  powers	and	does	not	have	full	control	of	them	yet.	She	keeps	
  charming	people	by	accident	causing	embarrassing	trysts	in	the	
  marketplace.		
  	
  	
   
  
  53	
  	
   
  
  54	
  P A R K S :  C H A R A C T E R I S T I C S  A N D  A P P E A R A N C E  
  What	we	think	of	today	as	an	urban	park	is	often	very	different	
  from	 what	 existed	 in	 medieval	 times.	 Parks	 began	 as	 private	
  hunting	 grounds,	 often	 walled,	 for	 use	 exclusively	 by	 its	 noble	
  owner.	 To	 restrict	 such	 a	 parcel	 of	 land	 often	 could	 only	 be	
  accomplished	 with	 the	 blessing	 of	 the	 king,	 which	 could	 get	
  expensive.	 Thus,	 they	 were	 not	 public	 meeting	 grounds,	 but	
  exclusive	status	symbols.		
  	
  Later	 came	 the	 heavily	 landscaped	 parks	 attached	 to	
  mansions	and	other	properties.	These	were	originally	private	as	
  well	 but	 were	 made	 public	 as	 cities	 became	 more	 heavily	
  populated.	There	are	several	kinds	of	park:	
  § 
  Common:	Area	intended	for	general	use,	including	the	grazing	
  of	livestock	and	the	harvesting	of	wood.	It’s	often	not	actually	
  public	property	but	owned	by	a	lord	and	set	aside	for	specific	
  use	by	his	tenants.		
  § 
  Deer	 Park:	 A	 private	 hunting	 ground,	 owned	 by	 a	 noble	 or	
  clergyman.	 It’s	 often	 walled,	 to	 keep	 trespassers	 out	 and	
  animals	in.	
  § 
  Garden:	 A	 well-landscaped	 area	 of	 carefully	 tended	 flowers,	
  trees,	hedges	and	other	plants.		
  § 
  Public	Park:	An	area	of	natural	land	set	aside	within	a	city,	the	
  primary	purpose	of	which	is	recreation.	It	may	be	tended	for	
  aesthetics	or	allowed	to	grow	wild.	
  1 0 0  P A R K S  
  D%	
  PARK	CHARACTERISTICS		
  1	
  A	small	common,	set	off	a	manor	estate,	littered	
  with	sheep	and	the	occasional	shepherd.	
  2	
  A	small	common,	set	off	a	manor	estate,	dotted	
  with	rocky	outcroppings.	
  3	
  A	small	common,	set	off	a	manor	estate.	An	old	
  wooden	 fence	 keeps	 a	 handful	 of	 goats	 from	
  wandering.	
  4	
  A	 small	 common,	 set	 off	 a	 manor	 estate,	
  comprising	 a	 pasture	 with	 cattle	 and	 a	 forest	
  between	two	hills.	
  5	
  A	small	common,	set	off	a	manor	estate,	where	
  sheep	drink	from	a	stream.	
  6	
  A	 large	 common,	 set	 off	 a	 manor	 estate,	
  surrounded	by	a	fieldstone	wall.	
  7	
  A	 large	 common,	 set	 off	 a	 manor	 estate,	
  featuring	a	small,	murky	pond	at	its	centre.	
  8	
  A	 large	 common,	 set	 off	 a	 manor	 estate,	 with	
  sweet-smelling,	blue-green	grass.	
  9	
  A	large	common,	set	off	a	manor	estate;	several	
  men	are	chopping	up	a	felled	tree.	
  10	
  A	 large	 common,	 set	 off	 a	 manor	 estate,	 with	
  birch	trees	growing	in	small	stands.	
  11	
  A	large	common,	set	off	a	manor	estate,	with	a	
  few	apple	trees	and	a	wandering	cow.	
  12	
  A	large	common,	set	off	a	manor	estate.	A	large	
  oak	 tree	 sits	 at	 its	 centre;	 great	 roots	 emerge	
  from	the	earth	all	around.	
  13	
  A	large	common,	set	off	a	manor	estate;	only	a	
  few	towering	pine	trees	remain	from	when	this	
  land	was	heavily	forested.	
  14	
  A	 large	 common,	 set	 off	 a	 manor	 estate,	
  dominated	by	several	herds	of	cattle.	
  15	
  A	 large	 common,	 set	 off	 a	 manor	 estate;	 large	
  boulders	dot	its	fields.	
  16	
  A	 small	 public	 common,	 set	 on	 the	 side	 of	 a	
  grassy	hill.	
  17	
  A	 small	 public	 common;	 a	 murder	 of	 ravens	
  watch	from	the	limbs	of	an	old	willow.		
  18	
  A	small	public	common	filled	with	wild	flowers.	
  19	
  A	small	public	common,	with	a	large	oak	tree.	A	
  cut	 rope,	 the	 remnants	 of	 a	 past	 execution,	
  hangs	from	a	large	branch.	
  20	
  A	 small	 public	 common,	 surrounded	 by	 a	
  crumbling	fieldstone	wall.	
  21	
  A	 large	 public	 common.	 The	 foundations	 of	 an	
  old	 manor	 house	 are	 overgrown	 with	 weeds	 at	
  its	north	end.	
  22	
  A	 large	 public	 common,	 with	 small	 rolling	 hills	
  and	cobblestone	paths.	
  23	
  A	 large	 public	 common,	 where	 a	 small	 herd	 of	
  goats	is	feasting	on	a	bed	of	tulips.	
  24	
  A	large	public	common,	with	a	small	shrine	to	a	
  nature	god	in	one	corner.	
  25	
  A	 large	 public	 common,	 only	 recently	 made	
  public.	 A	 team	 of	 youths	 are	 breaking	 down	 a	
  series	of	fieldstone	walls.	
  26	
  A	 deer	 park,	 packed	 thickly	 with	 oak	 threaded	
  with	game	trails.	
  27	
  A	 small	 deer	 park,	 with	 sparse	 birch	 trees.	 It	
  seems	 mostly	 untouched,	 unused	 by	 its	 lordly	
  owners.	
  28	
  A	 deer	 park,	 filled	 with	 the	 loud	 chirpings	 of	
  many	birds.	
  29	
  A	deer	park,	with	a	fast	river	rushing	through	it.	
  The	walls	pass	right	over	the	river;	grates	allow	
  the	water	to	pass	through.	
  30	
  A	 deer	 park,	 with	 many	 brambly	 bushes	 and	 a	
  few	wild	boar.	
  31	
  A	deer	park	set	right	up	against	a	cliff	face	for	the	
  nesting	of	great	birds.	
  32	
  A	deer	park,	with	very	rocky	soil	that	breaks	the	
  trees	into	small	stretches	of	woodland.	
  33	
  A	 deer	 park,	 with	 a	 thick	 canopy	 and	 mossy	
  ground.	
  34	
  A	deer	park,	overgrown	with	weeds.		
  35	
  A	 deer	 park,	 filled	 with	 holly	 trees	 and	 exotic	
  beetles.		
  36	
  A	deer	park,	once	an	orchard	of	cheery	trees,	is	
  now	prowled	by	deer,	boar	and	displacer	beasts.	
  
  55	
  37	
  A	deer	park,	surrounded	by	a	stone	20-foot	high	
  wall	topped	with	spikes.		
  38	
  A	deer	park;	the	smell	of	wild	onion	drifts	on	the	
  air	between	ash	trees.	
  39	
  A	 deer	 park,	 built	 into	 hilly	 terrain	 and	 once	
  home	to	an	owlbear.		
  40	
  A	 deer	 park,	 thick	 with	 oak	 trees	 and	 spider	
  webs.	
  41	
  A	boggy	deer	park,	with	sagging	walls	due	to	the	
  marshy	ground.	
  42	
  A	deer	park,	with	sparse	trees	and	the	smells	of	
  sweet	herbs.	
  43	
  A	deer	park,	with	hickory	trees	and	wild	flowers.	
  44	
  A	deer	park;	old	foundations	are	set	among	the	
  shadows	beneath	the	dark	trees.	
  45	
  A	 deer	 park,	 filled	 with	 deer	 and	 featuring	 a	
  small	pond	stocked	with	salmon.	
  46	
  A	deer	park,	filled	with	sequoia	trees	and	elk.	
  47	
  A	deer	park,	with	tall	grass	and	bison.	
  48	
  A	deer	park,	thick	with	pine	tree	and	caribou.	
  49	
  A	deer	park,	featuring	exotic	birds	and	a	trickling	
  brook.		
  50	
  A	 deer	 park,	 filled	 with	 dogwood	 and	 dire	
  weasels.	
  51	
  A	hedge	garden	with	white	stone	benches.	
  52	
  A	garden	of	hedges	and	violets	replete	with	iron	
  benches.	
  53	
  A	garden	of	peach	trees	and	lush	green	hedges.	
  54	
  A	 garden	 with	 walkways	 lined	 with	 small	 white	
  stones.	
  55	
  A	 garden	 where	 all	 the	 flowerbeds	 are	
  surrounded	by	tiny	wrought	iron	fences.	
  56	
  A	 small	 garden	 with	 a	 collection	 of	 statues	
  depicting	wild	beasts.	
  57	
  A	small	garden	with	very	tall	hedges.	
  58	
  A	 small	 garden	 featuring	 trellis	 arcs	 of	 climbing	
  roses.	
  59	
  A	 small	 garden	 centred	 on	 a	 white	 marble	
  fountain.		
  60	
  A	small	garden	with	blue	gravel	paths.	
  61	
  A	 small	 garden	 surrounded	 by	 a	 brick	 wall,	
  topped	with	white	stones.	
  62	
  A	small	garden,	with	displays	of	intricately	raked	
  pebbles.		
  63	
  A	 small	 garden	 with	 two	 large	 stone	 chimera	
  flanking	the	entrance.	
  64	
  A	small	garden	with	bushes	trimmed	to	resemble	
  stars.	
  65	
  A	small	garden	of	white	rose	bushes.	
  66	
  A	 large	 garden	 with	 a	 lily	 pond	 and	 several	
  recreational	rowboats.		
  67	
  A	 large	 garden	 filled	 with	 statues	 of	 ancient	
  soldiers.	
  68	
  A	large	garden	divided	into	four	quadrants,	one	
  devoted	to	each	season.	
  69	
  A	large	garden	with	a	river	running	through	the	
  middle	crossed	by	two	small	pedestrian	bridges.	
  70	
  A	large	garden	centred	on	a	massive	water	clock.	
  71	
  A	large	garden	with	empty	stone	pedestals.		
  72	
  A	large	garden	with	beds	of	multicoloured	tulips.	
  73	
  A	 large	 garden	 centred	 on	 a	 massive	 bronze	
  statue	of	a	warrior	on	horseback.	
  74	
  A	large	garden	with	elaborate	jade	benches.	
  75	
  A	 large	 garden	 with	 clockwork	 statues	 that	
  occasionally	move	and	greet	passersby.	
  76	
  A	small	public	park	shaded	by	a	large	oak	tree.	
  77	
  A	small	public	park	featuring	statues	of	famous	
  wizards.	
  78	
  A	small	public	park	centred	on	a	white	gazebo.		
  79	
  A	small	public	park	with	several	plum	trees.	
  80	
  A	small	public	park	with	high	stone	walls.	
  81	
  A	public	park;	wind	chimes	hang	from	the	trees.	
  82	
  A	 public	 park	 with	 sweet	 smelling	 grass	 and	
  blueberry	bushes.	
  83	
  A	public	park	with	hickory	trees	and	wild	lilacs.	
  84	
  A	public	park	with	a	stone	lookout	tower	offering	
  views	of	the	city.	
  85	
  An	 almost	 perfectly	 flat	 public	 park	 surrounded	
  by	a	wrought	iron	fence.	
  86	
  A	public	park	replete	with	scorched	and	twisted	
  trees.	It	once	served	as	a	mage’s	test	field.	
  87	
  A	 public	 park	 with	 marshy	 ground	 and	 leafy	
  bushes.	
  88	
  A	 public	 park	 filled	 by	 trees	 with	 bright	 orange	
  and	red	leaves.	
  89	
  A	 public	 park	 with	 small	 public	 shrines	 hidden	
  among	its	many	paths.	
  90	
  A	public	park	in	its	natural	state,	filled	with	pine	
  trees	and	large	boulders.	
  91	
  A	large	public	park	with	gentle	rolling	hills.	
  92	
  A	large	public	park	with	a	man-made	pond.	
  93	
  A	 large	 public	 park	 with	 a	 fenced	 in	 area	 of	
  personal	garden	plots.	
  94	
  A	 large	 public	 park	 featuring	 a	 series	 of	 ornate	
  fountains	flanking	its	main	walkway.	
  95	
  A	large	public	park	centred	on	a	cathedral	of	the	
  local	nature	goddess.	
  96	
  A	 large	 public	 park	 with	 wide	 walkways	
  frequented	by	carriages.	
  97	
  A	 large	 public	 park	 with	 a	 stone	 outdoor	
  amphitheatre.	
  98	
  A	large	public	park	with	many	caves	frequented	
  by	 the	 city’s	 residents	 when	 the	 summer	 heat	
  grows	too	great.	
  99	
  A	large	public	park	built	into	the	side	of	a	steep	
  hill	and	featuring	hundreds	of	stone	steps.	
  100	
  A	massive	public	park	taking	up	an	entire	quarter	
  of	a	metropolis.	Some	of	the	city’s	more	nature	
  inclined	citizens	have	even	taken	up	residence	in	
  its	trees	and	caverns.	
   
   
  
  56	
  P A R K S :  T H I N G S  T O  S T U M B L E  U P O N  
  Parks	tend	to	be	well	trod	by	man	and	beast.	Such	areas	are	full	
  of	distractions	and	personal	affects	often	get	misplaced.		
  	
  D%	
  THINGS	TO	STUMBLE	UPON	
  1	
  A	silver	pocket	watch	
  2	
  A	wet	rag	doll	
  3	
  A	stray	orange	cat	
  4	
  An	ancient-looking	gold	piece	
  5	
  Two	human	teeth	
  6	
  A	half	empty	wine	bottle	
  7	
  A	lace	handkerchief	
  8	
  A	steel	dagger	stained	with	blood	
  9	
  The	claw	of	a	bear	
  10	
  A	busted	wagon	wheel	
  11	
  Four	copper	pieces	
  12	
  A	silver	slipper	
  13	
  An	empty	backpack	with	a	hole	in	the	bottom	
  14	
  A	dead	cat	
  15	
  A	wooden	bucket	
  16	
  A	fresh	apple	
  17	
  A	bit	of	mouldy	cheese	
  18	
  A	torn	bodice	
  19	
  The	deed	to	a	local	estate	
  20	
  A	cane	topped	with	bronze	
  21	
  A	sealed	jar	of	honey	
  22	
  A	feather	quill	
  23	
  A	love	letter,	stained	with	tears	
  24	
  A	baby	chick	
  25	
  A	sleeping	youth	
  26	
  A	lidless	bucket	of	red	paint	
  27	
  An	elven	arrow	
  28	
  A	coil	of	rope	
  29	
  A	shard	of	mirror	
  30	
  A	soiled	white	glove	
  31	
  A	letter	of	marque	from	a	foreign	lord	
  32	
  A	written	contract	for	the	delivery	of	livestock	
  33	
  A	small	iron	lockbox	
  34	
  A	simple	copper	key	
  35	
  A	purple	silk	scarf	
  36	
  A	glass	eye	
  37	
  A	broken	clay	jug	
  38	
  A	rusted	lantern	
  39	
  A	silver	ring	
  40	
  A	few	white	feathers	
  41	
  A	small	pouch	of	hazelnuts	
  42	
  A	white	lace	umbrella	
  43	
  A	horseshoe	
  44	
  The	footprints	of	a	peg-legged	individual	
  45	
  A	wineskin	
  46	
  A	torn	strip	of	red	cloth	
  47	
  Acorns	stacked	into	a	pyramid	
  48	
  A	tarnished	emerald	
  49	
  A	bit	of	foxglove	
  50	
  Bits	of	fine	tobacco	
  51	
  A	simple	leather	sling	
  52	
  A	bouquet	of	wild	flowers	
  53	
  A	compass	carved	from	jade	
  54	
  An	empty	water	skin	
  55	
  A	wolf	pelt	
  56	
  The	carcass	of	a	giant	eagle	
  57	
  The	epaulets	of	an	officer	
  58	
  A	ten-foot	deep	hole	
  59	
  An	ivory	statuette	of	the	war	god	
  60	
  A	bent	lock	pick	
  61	
  Three	identical	sapphires	(1,000	gp	each)	
  62	
  A	stepping	stool	
  63	
  An	everburning	torch		
  64	
  A	10	ft.	long	steel	chain	peppered	with	barnacles	
  65	
  A	watermelon	
  66	
  A	wooden	mallet	
  67	
  A	folded	flag	
  68	
  A	noble’s	outfit,	neatly	folded,	with	a	fine	pair	of	
  leather	boots	nearby	
  69	
  A	cloth	tent	
  70	
  A	deer	antler	
  71	
  An	old	red	sled	
  72	
  A	long	red	and	white	striped	hat	
  73	
  The	image	of	a	human	brain	drawn	in	the	dust	
  74	
  A	felled	pine	tree	with	part	of	the	trunk	removed	
  75	
  A	white	wooden	crate	
  76	
  A	bronze	star	
  77	
  A	toothpick	jammed	into	a	tree	
  78	
  A	horsehair	brush	
  79	
  A	tin	horn	
  80	
  A	green	and	red	lute	
  81	
  A	wagon	wheel	
  82	
  A	silver	bell	
  83	
  A	punctured	leather	ball	
  84	
  A	silk,	green	tie	
  85	
  A	dog	stuck	up	a	tree	
  86	
  A	pincushion	stuck	with	several	steel	pins	
  87	
  Scattered	bits	of	cotton	
  88	
  A	dream	journal	
  89	
  A	steel	razor	with	a	pearl	handle	
  90	
  A	pint	of	beer	half	buried	in	the	dirt	
  91	
  A	bushel	of	corn	
  92	
  A	wooden	ladder	
  93	
  A	wet	rolled	up	rug	
  94	
  A	pair	of	bear	skin	slippers	
  95	
  An	egg	shaped	pink	crystal	
  96	
  An	orange	scarf	
  97	
  A	yeti	skin,	draped	over	a	statue	
  98	
  A	headstone		
  99	
  A	map	of	the	realm	
  100	
  A	treasure	map	protected	dangerous	runes	
  
  57	
  A R E A  F E A T U R E S  
  Parks	often	have	many	features	a	canny	adventurer	can	use	to	
  his	 advantage.	 Some	 basic	 features	 appear	 below,	 but	
  particularly	 in	 public	 parks	 the	 GM	 should	 customise	 these	
  descriptions	to	include	flowers,	rare	tended	plants	and	so	on.	
  	
  Walls:	Urban	Parks	are	often	surrounded	by	walls.	It	helps	
  keep	 the	 private	 parks	 exclusive,	 marks	 boundaries	 and	 can	
  help	keep	some	of	the	city	activity	outside.	
  	
  Moderately	 agile	 PCs	 can	 leap	 a	 small	 boundary	 wall.
  	
  Taller	 walls	 of	 iron	 bars,	 stone	 blocks	 or	 brick	 can	 be	
  climbed	by	PCs.	They	also	provide	partial	cover.	
  	
  Some	deer	park	walls	curve	inward	and	feature	small	ramps	
  on	 the	 outside	 to	 both	 help	 animals	 enter	 easily	 and	 make	 it	
  nearly	impossible	for	those	animals	to	escape.	It	is	easy	to	jump	
  the	wall	from	the	outside	ramp,	but	it	 is	a	very	hard	 climbing	
  task	to	get	over	the	wall	from	the	inside.	
  	
  Hedge	 (Narrow):	 Narrow	 hedges	 are	 obstacles	 comprising	
  neatly	tended	bushes.		
  	
  Trying	to	cross	a	narrow	hedge	cost	takes	some	time	and	it	
  provides	cover.	
  	
  Hedge	(Wide):	Wide	hedges	are	5	ft.	tall	and	fill	an	entire	
  square.		
  	
  It	 takes	 time	 to	 squeeze	 through	 such	 a	 hedge,	 but	 PCs	
  versed	 in	 climbing	 may	 halve	 this	 time	 Wide	 hedges	 provide	
  total	cover.		
  	
  Tree	(Normal):	A	creature	standing	in	the	same	square	as	a	
  tree	(moderate	difficulty	to	climb)	gains	partial	cover.		
  	
  Trees	 (Massive):	 Huge	 trees	(moderate	 difficulty	 to	 climb)	
  fill	an	entire	square.	They	provide	cover.	
  	
  Flowerbeds:	 Small	 colourful	 plants	 cover	 the	 ground,	
  increasing	making	sneaking	and	acrobatic	tricks	slightly	harder.	
  It	takes	a	little	time	to	move	through	flowerbeds.	
  	
  Undergrowth	 (Heavy):	 Dense	 bushes	 and	 other	 tangled	
  growths	 make	 movement	 through	 these	 areas	 extremely	
  difficult.		
  	
  It	 is	hard	to	pass	 through	such	 a	dense	 undergrowth.	It	 is	
  impossible	to	run	and	charge	through	a	square	containing	heavy	
  undergrowth.	
  Characters	
  in	
  heavy	
  undergrowth	
  gain	
  concealment	can	dive	for	cover	and	easily	hide	from	foes.	
  	
  P A R K S :  H O O K S ,  C O M P L I C A T I O N S  A N D  O P P O R T U N I T I E S  
  Parks	are	rife	with	opportunities	for	adventure.		
  D20	
  	
  1	
  A	bullette	has	burrowed	into	the	park	leaving	large	
  holes	all	around.	
  2	
  A	druid	has	conjured	a	massive	wall	of	lethal	thorns	
  around	the	park	to	keep	a	rare	plant	safe.	
  3	
  The	statue	of	one	of	the	city’s	founders	has	begun	
  to	speak,	claiming	to	be	possessed	by	the	founder’s	
  spirit.	
  4	
  A	 finely	 dressed	 woman	 yells	 loudly	 that	 her	
  diamond	ring	has	gone	missing.	
  5	
  A	 food	 vendor	 sells	 kabobs,	 claiming	 them	 to	 be	
  made	of	dire	rat.	
  6	
  The	city’s	sewers	are	backed	up,	making	the	park’s	
  grass	soggy	and	pungent.	
  7	
  Amidst	 withering	 plants	 a	 foreign	 druid	 offers	 to	
  end	the	dry	spell	for	the	low	price	of	20,000	gold.	
  8	
  A	 bunch	 of	 kids	 are	 digging	 holes	 throughout	 the	
  park.	If	pressured	they	admit	to	overhearing	a	thief	
  say	he	stashed	a	cache	of	jewels	there.	
  9	
  City	guards	have	barricaded	the	park	until	they	find	
  the	“vicious	animal”	that	has	left	several	dead	with	
  bite	and	claw	wounds.	
  10	
  A	 series	 of	 sporting	 contests	 are	 being	 held	 to	
  celebrate	The	Feast	of	the	White	Stag.	
  11	
  Three	panicking	gardeners	hurry	to	paint	all	the	red	
  roses	white	before	the	local	ruler	arrives	to	survey	
  the	grounds.		
  12	
  A	sculptor	surrounded	by	guards	carves	a	statue	of	
  an	 unpopular	 nobleman.	 Nearby	 folk	 seem	 less	
  than	happy	about	the	addition.	
  13	
  The	 river	 and	 pond	 has	 dried	 up	 in	 a	 heat	 wave	
  revealing	several	veins	of	silvery	metal.	
  14	
  The	 park	 is	 filled	 with	 families	 and	 vendors	 in	
  celebration	of	a	local	festival.	
  15	
  Men	line	two	sides	of	a	field,	armed	with	wooden	
  swords,	to	recreate	a	famous	battle.	The	man	who	
  was	to	play	the	legendary	giant	has	broken	his	leg.	
  16	
  A	 contingent	 of	 soldiers	 is	 aggressively	 recruiting	
  for	the	local	lord’s	army.	They	offer	free	beer,	great	
  pay	and	a	signing	bonus;	several	have	already	taken	
  up	their	offer.	
  17	
  A	 loud	 dwarf	 tries	 to	 round	 up	 competitors	 for	 a	
  drinking	contest;	2	copper	a	head,	winner	takes	all.	
  18	
  All	of	the	squirrels	have	mysteriously	disappeared	
  from	the	park.	
  19	
  Three	 treants	 are	 squatting	 in	 the	 park	 due	 to	
  deforestation	 by	 neighbouring	 orc	 tribes.	 They	 do	
  not	leave	until	the	orcs	are	driven	from	their	forest	
  home.	
  20	
  A	 homeless	 man	 tries	 to	 prevent	 anyone	 from	
  entering	the	park	claiming	the	trees	are	plotting	a	
  revolution.	He	is	clearly	mad.	
  	
  	
  
  58	
  P A R K S :  A S S O C I A T E D  N P C S  
  Use	 the	 NPC	 bios	 below	 to	 portray	 individuals	 the	 PCs	
  encounter	 within	 a	 park.	 Either	 determine	 randomly	 which	
  NPC	the	PCs	encounter	or	choose	a	suitable	candidate.	
  D10	
  NPC	
  1	
  Orila	Nikal	
  2	
  Indra	Schoolsmith	
  3	
  Belryn	Toisel	
  4	
  Devel	Cynderfall	
  5	
  Brokel	MalNit	
  6	
  Audri	Fellswing	
  7	
  Hippo	
  8	
  Halen	Honeywell	
  9	
  Elrin	Dermot	
  10	
  Yelda	Nosebiter	
   
  O R I L A  N I K A L  
  NG	male	human	apprentice	commoner	
  	
  Appearance:	Simple	peasant	clothes	with	well-worn	knees.	
  	
  Personality:	 A	 very	 friendly	 fellow	 who	 takes	 to	 new	
  people	in	town	and	tries	to	make	them	feel	welcome.	
  	
  Mannerisms:	He	lifts	his	cap	and	rubs	his	scalp.	
  	
  Hooks:	Orila	owes	money	his	wife	borrowed	from	a	local	
  gang	before	she	mysteriously	disappeared.	He	intends	to	pay	it	
  back	somehow	but	doesn’t	dare	ask	for	help.	His	predicament	
  is	a	very	juicy	bit	of	town	gossip	at	the	moment.	
  I N D R A  S C H O O L S M I T H  
  LN	female	half-elf	apprentice	expert	
  	
  Appearance:	A	youth	in	her	teens	with	twin	long	ponytails.	
  She	cares	little	for	fashion	but	keeps	a	very	neat	appearance.	
  	
  Personality:	Indra	questions	everything	said	to	her,	rarely	
  taking	any	statement	at	face	value.	
  	
  Mannerisms:	 Indra	 sighs	 when	 people	 around	 her	 seem	
  foolish	or	slow.	
  	
  Hooks:	 She’s	 an	 apprentice	 scribe	 and	 has	 made	 a	 huge	
  mistake,	spilling	ink	over	a	page	she	has	already	transcribed.	
  She	 reluctantly	 seeks	 help	 from	 those	 who	 may	 know	 the	
  original	text.	
  B E L R Y N  T O I S E L  
  CN	male	halfling	apprentice	commoner	
  	
  Appearance:	Wears	clothes	of	earth	coloured	tones,	rough	
  leather	shoes	and	a	tight	vest.	
  	
  Personality:	 Belryn	 always	 seems	 to	 be	 in	 a	 rush	 and	 is	
  often	curt	with	strangers.	
  	
  Mannerisms:	Belryn	speaks	very	quickly	and	tends	to	look	
  around	while	others	are	talking.		
  	
  Hooks:	He’s	currently	trying	to	manage	relationships	with	
  two	 separate	 women,	 without	 either	 finding	 out.	 One	 is	 a	
  barrister’s	 daughter	 and	 he’s	 paranoid	 he	 may	 end	 up	 being	
  cast	into	a	dungeon.	
  D E V E L  C Y N D E R F A L L  
  CN	male	elf	apprentice	adept	
  	
  Appearance:	A	little	bit	wild	with	fur	clothing	with	feather	
  accents.	
  	
  Personality:	 Devel	 keeps	 to	 himself	 mainly	 paying	 little	
  regard	to	the	others	in	the	park.	
  	
  Mannerisms:	He	can	be	difficult	to	hear	at	times,	speaking	
  in	a	very	quiet	tone.	
  	
  Hooks:	 Devel	 is	 concerned	 the	 plants	 in	 the	 park	 are	
  weakening	 and	 this	 may	 be	 a	 sign	 of	 greater	 trouble.	 He	
  communes	with	nature	and	looks	for	a	sign.	
   B R O K E L  M A L N I T  
  CN	female	human	apprentice	aristocrat	
  	
  Appearance:	 Garish	 dresses	 of	 gold	 silk	 with	 elaborate	
  hairstyling	 one	 might	 expect	 to	 see	 at	 a	 ball.	 She	 is	 never	
  without	a	prop	such	as	an	umbrella,	fan	or	large	bag.	
  	
  Personality:	 She	 thinks	 herself	 better	 than	 most	 and	
  terribly	clever,	when	in	reality	she	can	be	quite	thick	at	times.	
  	
  Mannerisms:		Brokel	has	a	nasal	laugh	and	loves	to	make	a	
  large	show	of	using	whatever	prop	she	has	on	hand.	
  	
  Hooks:	Brokel	has	become	terribly	bored	with	urban	life.	
  She	wants	to	know	more	about	the	party	if	only	to	pass	the	
  time.	Should	the	PCs	stick	around	she	tries	to	show	them	off	
  about	town.	If	they	lose	her	favour	she	uses	her	money	and	
  influence	to	make	things	difficult	for	them.	
  A U D R I  F E L L S W I N G  
  N	female	dwarf	apprentice	fighter	
  	
  Appearance:	 An	 elderly	 woman	 with	 thinning	 long	 white	
  hair	but	a	strong	build.	
  	
  Personality:	Audri	is	loud	and	boisterously	quick	to	make	
  friends	and	put	people	in	their	place.	
  	
  Mannerisms:	 She	 stares	 intently	 at	 people	 when	 they	
  speak	to	her.	
  	
  Hooks:	Audri	gave	her	axe	to	her	eldest	son	who	died	in	
  battle	against	giants.	She	would	give	most	anything	to	have	it	–	
  and	his	remains	–	returned	to	her	family.	
  	
   
  
  59	
  H I P P O  
  CN	male	halfing	apprentice	bard	
  	
  Appearance:	 Colourful	 clothing	 that	 seems	 mismatched	
  and	ill-fitting.	
  	
  Personality:	 Hippo	 seems	 jolly	 at	 first,	 telling	 jokes	 and	
  doing	 tricks	 but	 he	 is	 also	 very	 intrusive,	 asking	 personal	
  questions.	
  	
  Mannerisms:	 He	 does	 not	 respect	 personal	 space	 and	
  freely	touches	others	and	their	things.	
  	
  Hooks:	 Hippo	 decides	 with	 enthusiasm	 he	 wants	 to	
  chronicle	 the	 exploits	 of	 one	 of	 the	 PCs.	 He	 does	 not	 seek	
  permission,	 instead	 following	 them	 around,	 recording	 their	
  deeds	and	asking	annoying	questions.	
  H A L E N  H O N E Y W E L L  
  N	female	elf	apprentice	expert	
  	
  Appearance:	 Halen’s	 clothes	 are	 filthy	 as	 is	 her	 face	 and	
  hair.	
  	
  Personality:	 She	 holds	 herself	 in	 a	 restful	 manner	 and	
  seems	at	peace	among	the	bustling	city.	
  	
  Mannerisms:	 Halen	 looks	 down	 at	 her	 feet	 when	 in	
  conversation	with	others.	
  	
  Hooks:	 Halen	 works	 as	 an	 herbalist	 and	 grounds	 keeper.	
  She	was	recently	working	with	an	herb	that	causes	temporary	
  memory	loss,	but	she	can’t	remember	which	one.	
  E L R I N  D E R M O T  
  LN	male	dwarf	apprentice	paladin	
  	
  Appearance:	Fully	armoured	in	shining	plate	with	a	heavy	
  warhammer	and	steel	shield.	
  	
  Personality:	 A	 bit	 gruff,	 he	 doesn’t	 possess	 much	 social	
  tact.	
  	
  Mannerisms:	Elrin	drums	the	inside	of	his	shield	with	his	
  fingers.	
  	
  Hooks:	 Elrin	 has	 fallen	 for	 one	 of	 the	 vendors	 who	
  frequents	 the	 park	 but	 has	 had	 little	 luck	 expressing	 his	
  feelings.	He	comes	to	the	park	each	day	but	is	too	scared	to	
  speak	with	the	object	of	his	affections.		
  Y E L D A  N O S E B I T E R  
  NG	female	human	apprentice	rogue	
  	
  Appearance:	 Beautiful	 red	 hair	 with	 form-fitting	 clothes	
  and	tall	boots.	
  	
  Personality:	Yelda	is	very	chatty,	happy	to	give	news	of	the	
  town’s	goings	on	and	hear	news	from	afar.		
  	
  Mannerisms:	Her	red	hair	tends	to	slide	down	in	front	of	
  her	face;	when	it	does	so	she	flings	it	back	with	a	whip	of	her	
  neck.	
  	
  Hooks:	 Yelda	 has	 a	 criminal	 background	 as	 a	 thief	 and	 a	
  con	artist.	She’s	quite	smart	and	knows	how	to	take	the	money	
  she	 has	 to	 make	 even	 more	 money.	 She’s	 moved	 onto	 to	 a	
  new	 town,	 and	 while	 she	 doesn’t	 know	 how	 to	 keep	 a	 low	
  profile	she’d	like	to	leave	her	past	dealings	behind	her.	
  
  60	
  R U I N E D  B U I L D I N G S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Even	in	the	most	up-to-date	of	cities,	there	are	always	homes,	
  buildings	 or	 districts	 that	 have	 been	 worn	 and	 weathered	 by	
  time	and	the	elements,	or	the	misfortunes	of	their	inhabitants.		
  D%	
  	
  1	
  A	small	three-room	house.	Its	doors	and	windows	
  are	boarded	shut.	
  2	
  A	small	family	house.	Piles	of	wood	lie	in	the	yard	
  where	the	window	shutters	have	fallen	off.	
  3	
  This	 house	 lists	 slightly	 to	 one	 side,	 its	 lawn	
  strewn	 with	 debris.	 A	 tiny	 pet-sized	 graveyard	
  hides	in	the	house's	north	shadow.	
  4	
  A	house	with	a	sunken	roof.	Shingles	occasionally	
  clatter	loose	inside	as	the	wreckage	settles.	
  5	
  An	overgrown	house,	wrapped	in	briers	and	ivy.	
  6	
  A	 house	 with	 sunken	 foundations.	 Its	 windows	
  are	level	with	the	ground	outside.	
  7	
  A	 blackened,	 soot-strewn	 house.	 Choking	 dust	
  fills	the	air	inside,	and	the	property	smells	of	ash.	
  8	
  A	 once-flooded	 house.	 Mouldy	 discolouration	
  runs	rampant	inside	and	out.	
  9	
  A	 house	 with	 a	 smashed-in	 door.	 The	 smell	 of	
  mange,	dog	fur	and	urine	is	overpowering.	
  10	
  A	house	with	a	large	patio	or	porch,	covered	by	a	
  collapsed	 roof.	 Shattered	 windows	 and	 a	 rusty,	
  stubborn	back	door	are	the	only	entrances.	
  11	
  A	 small	 shop.	 Broken	 glass	 and	 fallen	 shelves	
  litter	the	floor,	along	with	a	few	bricks.	
  12	
  This	 smithy	 still	 smells	 of	 slag,	 though	 its	 half-
  melted	furnace	is	black	and	cold.		
  13	
  This	 winery's	 uneven,	 spongy	 floor	 is	 slick	 and	
  wet,	and	smells	sharply	of	vinegar.	
  14	
  A	bakery,	dusty	and	stripped	bare.	Squeaks	and	
  scratches	all	around	herald	rats	in	the	walls.	
  15	
  An	 alchemy	 shop	 with	 the	 door	 ripped	 from	 its	
  hinges	 and	 windows	 shattered.	 Strong	 fumes	
  remain,	and	the	building	is	slightly	hazy.	
  16	
  A	 shop.	 A	 bloodstained	 carpet	 conceals	 a	
  trapdoor	locked	from	the	inside.	
  17	
  A	 large	 but	 decaying	 shop	 that	 shows	 recent	
  traffic.	Interior	doors	are	locked	or	barred.	
  18	
  A	shop	filled	with	rusty	armour	on	mannequins.	
  19	
  A	 butcher's	 shop.	 The	 walls	 and	 windows	 are	
  slightly	green	and	smell	of	rancid	meat.	
  20	
  This	shop	is	spotless	despite	being	abandoned	for	
  years.	Squelching	sounds	can	be	heard	inside.	
  21	
  A	 tavern.	 Its	 door	 and	 sign	 hang	 askew,	 and	 its	
  tables	and	chairs	are	broken	and	scattered.	
  22	
  A	 once	 two-storey	 inn.	 The	 top	 floor	 has	 fallen	
  into	the	ground	floor.	
  23	
  A	blackened	husk	of	a	tavern.	Ashes	drift	out	of	a	
  hole	in	the	roof	when	the	wind	gusts.	
  24	
  An	inn	with	a	large	hole	in	the	wall	and	floor	of	its	
  upper	rooms.		
  25	
  A	large	abandoned	inn	and	tavern.	Blankets	and	
  tents	inside	form	a	small	shantytown.	
  26	
  An	old	inn.	Trees	grow	out	through	the	windows.	
  27	
  A	 once-high-class	 inn.	 Tattered	 tapestries	 billow	
  in	drafts,	giving	a	sense	of	haunted	movement.	
  28	
  A	 fine	 inn.	 Faux-gold	 décor	 is	 now	 riddled	 with	
  rust,	and	orange	powder	covers	everything.	
  29	
  This	inn	is	creaky,	dusty	and	filled	with	termites.	
  30	
  The	remains	of	this	inn	are	blasted	with	a	myriad	
  strange	colours,	and	the	walls	are	desiccated.	
  31	
  A	 small	 schoolhouse.	 Its	 windows	 and	 door	 are	
  gone,	and	its	desks	rotten.	
  32	
  A	 shop.	 It	 leans	 heavily	 on	 a	 buckling	 western	
  wall,	and	half	the	roof	has	slid	off.	
  33	
  A	three-room	house.	The	hedges	around	it	have	
  been	left	to	grow	into	a	wild	wall.	
  34	
  A	 flooded	 shop.	 The	 rooms	 are	 filled	 to	 the	
  windows	with	silt,	mud	and	debris.	
  35	
  A	tenement.	The	halls	are	open	and	occupied	by	
  homeless	people,	but	the	rooms	and	offices	are	
  boarded	shut	and	locked	with	rusty	bolts.	
  36	
  A	 large	 warehouse.	 Collapsed	 hallways	 block	
  access	to	storerooms.	
  37	
  A	 large	 college,	 blackened	 with	 ash.	 A	 wall	 and	
  part	of	the	roof	have	crumbled	and	fallen.	
  38	
  The	 remains	 of	 a	 church.	 A	 large	 breach	 cuts	
  through	its	centre	erratically,	leaving	only	rubble	
  and	scattered	earth	behind.	
  39	
  A	 university.	 Its	 tapestries	 are	 tattered,	 its	
  windows	shattered	and	its	rooms	ransacked.		
  40	
  A	university,	long	abandoned.	Its	musty	halls	are	
  now	home	to	squatters.	
  41	
  A	collapsed	stable.	Stale	hay	and	splintered	wood	
  litter	its	surroundings.	
  42	
  A	 stable.	 One	 door	 and	 its	 wall	 have	 been	
  smashed	outward;	the	rest	show	signs	of	abuse.	
  43	
  A	carriage	depot.	The	ruined	carriages	lie	parked,	
  dusty	with	age	and	blackened	by	fire.	
  44	
  This	carriage	depot	and	its	stable	have	collapsed	
  into	one	another,	leaving	two	sloped	roofs	over	a	
  tumble	of	splintered	wood	and	broken	glass.	
  45	
  A	
  dock-master’s	
  stand.	
  The	
  building	
  lists	
  dangerously	toward	a	ruined	pier.	
  46	
  What's	left	of	this	dock	office	huddles	around	the	
  wreckage	of	a	small	ship	that	crashed	into	it.	
  47	
  This	blackened	office	smells	of	ashes	and	alcohol.	
  Its	roof	is	full	of	burn	holes.	
  48	
  Rats	 have	 taken	 over	 this	 skeletal	 harbour-side	
  warehouse.	Its	roof	creaks	off	time	with	the	tide.	
  49	
  A	flooded	sea-side	way-station.	It	smells	of	mould	
  and	salt,	and	the	walls	are	pitted	with	rot.	
  50	
  This	 way-station’s	 roof	 lies	 crumpled	 by	 its	
  neighbour	after	being	torn	away	by	a	windstorm.	
  51	
  A	crumbling	watchtower.	Loose	bricks	pile	at	its	
  base	from	gaping	holes	in	the	top	levels.	
  
  61	
  52	
  A	hole	in	this	tower’s	skeletal	roof	and	blackened	
  upper	half	evidence	a	stormy	fate.	
  53	
  A	small	shrine.	Its	altar	is	broken	in	two.		
  54	
  Bloodstains,	broken	windows	and	lost	or	broken	
  weapons	tell	a	story	of	mutiny	in	this	barracks.	
  55	
  Collapsed	rubble	and	a	makeshift	barricade	block	
  off	the	west	end	of	this	old	barracks.	
  56	
  This	old	prison	is	missing	several	cell	walls.		
  57	
  This	 prison	 has	 been	 torn	 in	 half	 by	 an	
  earthquake;	the	two	halves	remain	standing,	but	
  the	walls	close	to	the	break	have	collapsed.	
  58	
  A	watch	house,	its	front	walls	blasted	by	an	old	
  fire.	 Broken	 glass	 and	 overturned	 tables	 are	
  scattered	inside,	and	the	rear	door	is	torn	off.	
  59	
  The	 roof	 of	 this	 flooded	 building	 is	 bloated	 and	
  sagging.	Fungus	covers	the	floor.	
  60	
  This	old	military	training	building	has	weathered	
  walls	and	boarded	windows.	Strange	noises	echo	
  within,	and	bizarre	lights	move	inside	at	night.	
  61	
  An	abandoned	barracks.	It	has	been	picked	clean,	
  leaving	behind	only	bare	bed	frames	and	empty	
  storerooms	with	broken	doors.	
  62	
  A	shrine.	Tattered	curtains	and	scattered	incense	
  cover	the	floor.	
  63	
  Blackened	 and	 melted	 candelabras	 are	 stuck	 to	
  the	floor	of	this	burned-out	shrine.	Parts	of	the	
  slag	have	been	scraped	or	chipped	off.	
  64	
  Part	of	this	shrine's	wall	has	been	torn	out,	and	
  its	broken	altar	is	covered	in	occult	graffiti.	
  65	
  An	old	temple	to	a	dead	or	forgotten	god.	Years	
  of	 neglect	 have	 left	 the	 curtains	 and	 carpets	
  faded	and	the	windows	broken	
  66	
  The	attic	and	roof	of	this	musty,	dusty	temple	are	
  crowded	with	flocks	of	pigeons.	
  67	
  The	side	wings	of	this	temple	are	barely	standing.	
  The	main	shrine	has	several	broken	pews	but	is	
  otherwise	in	fair	condition.	
  68	
  Shattered	 stained	 glass	 drowns	 this	 run-down	
  cathedral	in	a	bizarre	array	of	coloured	light.		
  69	
  A	column	of	sunlight	falls	through	a	hole	in	the	
  roof	of	this	ivy-ridden	cathedral.	
  70	
  This	church’s	floor	has	collapsed,	creating	a	maze	
  of	wall-tops	over	its	rubble-strewn	crypt.	
  71	
  This	 old	 wizard's	 tower	 teeters	 slightly	 to	 the	
  east.	Its	roof	is	strewn	with	nests.	
  72	
  A	room-sized	brass	statue	hangs	halfway	out	of	a	
  broken	wall	at	the	top	of	this	mage's	tower.	
  73	
  The	 door	 has	 been	 torn	 off	 this	 mage	 tower's	
  entrance.	 The	 equipment	 inside	 has	 been	
  thoroughly	destroyed	and	scattered.	
  74	
  This	 burned-out	 tower	 smells	 of	 sulphur,	 liquid	
  metal	and	rotten	incense.	
  75	
  This	lichen-covered	wizard's	tower	is	sealed	with	
  rusty	chains	and	heavy	locks.	
  76	
  An	ominous	rumbling	like	an	enormous	heart	fills	
  the	air	around	this	worn,	empty	mage's	tower.	
  77	
  Faded	glyphs	decorate	the	walls	of	this	crumbling	
  tower.	The	dusty	air	smells	of	ozone.	
  78	
  Sealed	 by	 boards	 and	 chains,	 this	 warehouse	
  reeks	of	yeast	and	vinegar.		
  79	
  There	is	nothing	left	of	this	mage's	tower	except	
  its	foundation.	Piles	of	broken,	burnt	stones	and	
  twisted	metal	fill	the	ruin.	
  80	
  This	wizard's	tower	is	sunk	halfway	into	marshy	
  ground.	
  81	
  A	 large	 mansion.	 Several	 wings	 have	 been	
  ravaged	by	fire,	and	much	of	the	roof	is	gone.	
  82	
  This	 mansion	 is	 lost	 in	 a	 forest	 of	 overgrown	
  hedges,	rampant	ivy	and	myriad	fungi.	
  83	
  A	large	sinkhole	has	devoured	the	west	wing	of	
  this	 mansion.	 The	 rest	 of	 the	 building	 leans	
  slightly	toward	its	missing	side.	
  84	
  This	 is	 a	 classic	 haunted	 mansion	 featuring	
  boarded	doors	and	windows,	tattered	tapestries	
  and	curtains	waving	in	draughts	and	creaks	and	
  groans	echoing	through	it	at	odd	hours.	
  85	
  All	 the	 windows	 in	 this	 mansion	 have	 been	
  broken	 outward.	 Ruined	 furniture	 litters	 the	
  grounds	and	clogs	a	smashed	fountain.	
  86	
  Rust	 and	 rot	 have	 set	 in	 on	 the	 exterior	 of	 this	
  manor.	Bricks	and	boards	crumble	with	age.	
  87	
  Once	 a	 fine	 palace,	 this	 crumbling	 building	 has	
  lost	four	rooms	and	is	now	filled	with	vagabonds,	
  the	homeless	and	stray	animals.	
  88	
  This	 building	 has	 partially	 fallen	 into	 a	 dried	 up	
  pond.	Cobwebs	choke	the	rest	of	the	building.	
  89	
  The	upper	levels	of	this	mansion	have	collapsed,	
  filling	lower	levels	with	piles	of	silt	and	debris.	
  90	
  Brackish,	 foul-smelling	 water	 fills	 this	 partially-
  sunken	mansion’s	basement	and	ground	floor.	
  91	
  This	warehouse	has	been	picked	clean	by	looters,	
  leaving	an	empty	shell	with	smashed	doors.	
  92	
  The	upper	level	of	this	wizard's	tower	appears	to	
  have	been	pulled	inward	by	a	powerful	force.	The	
  exterior	seems	otherwise	undamaged.	
  93	
  Though	its	doors	and	windows	are	boarded	shut,	
  birds	 and	 rodents	 flock	 to	 this	 warehouse	
  through	its	skeletal	roof.	
  94	
  A	riot	of	fungus	covers	this	building’s	roof.	
  95	
  Though	it	hasn't	collapsed	yet,	this	warehouse's	
  walls	 are	 buckling.	 Rushed	 patch	 jobs	 strain	
  against	the	weight	of	the	crumbling	frame.	
  96	
  A	 livestock	 stockade.	 Splintered	 walls	 and	
  barricades	 evidence	 a	 stampede;	 the	 building	
  creaks	and	sways	ominously	in	the	slightest	wind.	
  97	
  A	 publican's	 office.	 A	 smashed	 safe	 lies	 in	 the	
  middle	of	the	lobby,	and	the	cabinets	are	broken.	
  98	
  This		office	has	dented	shelves	and	walls,	broken	
  windows	and	bloodstains	on	the	floor.	
  99	
  This	shop	still	has	its	broken-free	door	lying	in	the	
  middle	of	the	floor.	The	inside	is	ransacked,	but	
  the	exterior	only	looks	worn	and	faded.	
  100	
  A	 grave-keeper’s	 hut.	 Its	 door	 hangs	 askew	 and	
  its	contents	are	scattered	about	the	cemetery.	
  
  62	
  R U I N E D  B U I L D I N G S :  D R E S S I N G  
  Use	this	table	to	provide	interesting	details	about	the	state	of	a	
  ruined	building,	along	with	particular	damages	or	signs	of	decay.	
  Some	may	be	inappropriate	based	on	the	locale’s	set	up;	ignore	
  such	results	and	simply	re-roll.	
  D%	
  	
  1	
  Broken	windows	
  2	
  Broken	door	
  3	
  Missing	door	
  4	
  Missing	sign	
  5	
  Defaced	sign	
  6	
  Broken	or	missing	knocker	
  7	
  Missing	doorknob	
  8	
  Missing	window	bolt	
  9	
  Splitting	wood	
  10	
  Shattered	wood	
  11	
  Missing	beams	or	supports	
  12	
  Chipped	or	crumbling	bricks	
  13	
  Missing	bricks	
  14	
  Rusty	gate	or	fence	
  15	
  Broken	or	missing	gate	door	
  16	
  Overgrown	lawn	
  17	
  Overgrown	hedges	
  18	
  Ivy	or	vine	overgrowth	
  19	
  Brier	overgrowth	
  20	
  Overgrown	tree	
  21	
  Fallen	tree	
  22	
  Rotten	fruit	
  23	
  Rodent	nests,	burrows	or	warrens	
  24	
  Bird	nests	or	warrens	
  25	
  Stray	warrens	
  26	
  Fire	damage	(minor,	exterior)	
  27	
  Fire	damage	(minor,	interior)	
  28	
  Fire	damage	(major)	
  29	
  Flood	damage	
  30	
  Standing	water	
  31	
  Widespread	mould	
  32	
  Rotting	structures	
  33	
  Termite	infestation	damage	
  34	
  Wasp	bolt-hole	
  35	
  Rust	infestation	
  36	
  Combat	damage	
  37	
  Destroyed	furniture	
  38	
  Broken	interior	walls	
  39	
  Crumbling	ceiling	
  40	
  Collapsed	ceiling	
  41	
  Spongy	floors	
  42	
  Holes	in	floor	
  43	
  Collapsed	floor	
  44	
  Fallen	chandelier	
  45	
  Tattered	curtains	
  46	
  Faded	tapestries	
  47	
  Rotten	rugs	
  48	
  Burned	rugs	
  49	
  Waterlogged	rugs	
  50	
  Interior	plant	overgrowth	
  51	
  Fungal	growth	
  52	
  Persistent	draught	
  53	
  Howling	draught	
  54	
  Flooded	cellar	
  55	
  Layer	of	mud	on	floor	and/or	walls	
  56	
  Silt	deposits	
  57	
  Faded	silhouettes	of	stolen	objects	
  58	
  Defaced	paintings/portraits	
  59	
  Blood	stains	
  60	
  Corpse	or	skeleton	
  61	
  Scrap	metal	
  62	
  Metal	slag	
  63	
  Scattered	glass	
  64	
  Spilled	chemicals	
  65	
  Persistent	water	leak	
  66	
  Building	sways	with	the	wind	
  67	
  Building	lists	toward	one	direction	
  68	
  Collapsed	room	
  69	
  Collapsed	chimney	and/or	fireplace	
  70	
  Collapsed	level/story	
  71	
  Boarded	windows	
  72	
  Boarded	doorways	
  73	
  Chained	doorways	
  74	
  Recent	footprints	(humanoid)	
  75	
  Recent	footprints	(animal)	
  76	
  Squatters	(beggars)	
  77	
  Squatters	(hostile)	
  78	
  Squatters	(indifferent/oblivious)	
  79	
  Graffiti	
  80	
  Lingering	scent	(ash/smoke)	
  81	
  Lingering	scent	(vinegar)	
  82	
  Lingering	scent	(ozone)	
  83	
  Lingering	scent	(animal	musk/refuse)	
  84	
  Lingering	scent	(sulphur)	
  85	
  Lingering	scent	(rotten/rotting	food)	
  86	
  Fallen	or	missing	shingles	
  87	
  Fallen	wall	
  88	
  Entire	wing	is	missing	
  89	
  Sunken	roof	
  90	
  Hole(s)	in	roof	
  91	
  Collapsed	roof	
  92	
  Sunken	foundations	
  93	
  Cracked	or	crumbling	foundations	
  94	
  Fallen	tower	
  95	
  Ruined	magical/alchemical	equipment	
  96	
  Imploded	wall	
  97	
  Explosion	imprint	
  98	
  Burned	silhouettes	on	walls	
  99	
  Bizarre	lights	and/or	movement	
  100	
  Lingering	wild	magic	field	
  
  63	
  R U I N E D  B U I L D I N G S :  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	examine	or	pass	by	the	
  remnants	
  of	
  an	
  abandoned	
  building,	
  sometimes	
  fate	
  intervenes.	Use	this	table	to	determine	what	opportunities	or	
  complications	the	PCs	encounter.	
  D20	
  	
  1	
  A	pack	of	fiercely	territorial	dogs	attacks	anything	
  that	comes	within	a	few	feet	of	the	building.	
  2	
  A	 sudden	 gust	 of	 wind	 sends	 a	 pile	 of	 bricks	 or	
  shingles	toppling	toward	the	nearest	PC.	
  3	
  The	 ruined	 building	 and	 its	 property	 are	 the	
  backdrop	 for	 a	 stand-off	 between	 nobles	 and	
  watchmen	 and	 a	 large	 gang	 of	 squatters.	 The	
  nobles	want	the	property	cleared;	the	squatters	are	
  refusing	to	leave	their	“home.”	
  4	
  The	 crumbling	 building	 is	 infested	 with	 a	 gang	 of	
  pugwampi	 gremlins,	 who	 arrange	 accidents	 and	
  take	glee	in	trapping	or	killing	people	investigating	
  the	ruin.	
  5	
  The	 basement	 of	 this	 abandoned	 building	 is	 now	
  the	headquarters	of	a	murderous	cult.	
  6	
  Though	 it	 appears	 abandoned,	 this	 old	 and	
  deteriorating	 house	 is	 actually	 the	 temporary	
  residence	 of	 a	 vagrant	 priestess	 who	 serves	 as	 a	
  silent	benefactor	to	the	city's	poor.	
  7	
  Ghostly	 music	 echoes	 from	 within	 this	 collapsing	
  shop,	drifting	up	from	somewhere	below.	
  8	
  Recently	dug	pits	and	mounds	fill	the	lawn	of	this	
  property,	as	if	someone	has	been	digging	for	buried	
  treasure	here	over	the	past	few	days.	
  9	
  Despite	 the	 rest	 of	 the	 building	 being	 in	 various	
  states	 of	 decay,	 one	 room	 –	 an	 enormous	 library	
  behind	a	locked	metal	door	(superior	lock)	 –	is	in	
  pristine	condition.	
  10	
  This	 flooded	 building	 is	 said	 to	 be	 home	 to	 an	
  enormous	 man-eating	 snake.	 It's	 half	 true	 –	 a	
  couatl	 has	 taken	 up	 residence,	 but	 she	 lives	 on	
  rodents,	sewer	fish	and	strays.	
  11	
  The	 chemicals	 from	 this	 dilapidated	 alchemist's	
  laboratory	have	seeped	into	the	ground	and	water,	
  causing	strange	mutations	in	local	flora	and	fauna.		
  12	
  Though	 their	 home	 is	 in	 wretched	 shape,	 it's	 still	
  inhabited	by	a	friendly	old	couple	who	don't	seem	
  to	 notice	 the	 decay	 around	 them,	 and	 eagerly	
  welcome	visitors.		
  13	
  The	teetering	clock	tower	hasn't	seen	use	in	years,	
  but	 recently	 people	 have	 spotted	 tiny	 constructs	
  skittering	to	and	fro	around	it.	
  14	
  The	local	watch	has	barred	and	chained	this	rickety	
  tower	 shut;	 the	 wizard	 who	 owns	 it,	 however,	 is	
  making	a	very	public	display	of	his	disappointment,	
  without	harming	anyone...	yet.	
  15	
  A	 small	 group	 of	 druids	 have	 begun	 treating	 this	
  foliage-choked	 property	 as	 a	 meeting	 place	 and	
  sanctuary	when	they	must	visit	the	city.	
  16	
  Rumoured	 to	 be	 haunted,	 this	 old	 manor	 is	 a	
  favourite	
  place	
  for	
  dares,	
  challenges	
  and	
  clandestine	 meetings	 for	 the	 city's	 youth.	 A	 few	
  accidents	and	vanishings	only	add	to	its	mystique.	
  17	
  A	few	displays,	faded	and	tattered	with	age,	remain	
  in	 this	 abandoned	 taxidermist's.	 The	 shop	 is	
  actually	 a	 front,	 disguising	 the	 hidden	 (and	
  guarded)	entrance	to	a	local	thieves'	guild.	
  18	
  A	 distraught	 poor	 family	 scrabbles	 at	 a	 collapsed	
  room	 of	 their	 rotting	 house,	 screaming	 for	 help	
  from	 anyone	 passing	 by	 to	 dig	 out	 their	 trapped	
  son.	
  19	
  No	matter	what	anyone	tries	to	do,	this	scorched	
  building	 and	 its	 immediate	 surroundings	 always	
  seem	 to	 catch	 fire	 again	 within	 a	 few	 days	 to	 a	
  week	after	the	last	blaze	is	put	out.	How	it	hasn't	
  collapsed	to	ashes	is	anyone's	guess.	
  20	
  This	 ancient	 ruin	 is	 haunted.	 Not	 by	 undead,	
  however;	 rather,	 by	 a	 quasit	 that	 lurks	 here	 and	
  preys	 on	 the	 souls	 of	 those	 stupid	 enough	 to	
  investigate	the	building.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  64	
  R U I N E D  B U I L D I N G S :  L E G E N D S  &  R U M O U R S  
  Legends	 and	 rumours	 are	 often	 associated	 with	 certain	
  buildings.	Use	this	table	to	determine	what	the	PCs	may	learn	
  about	the	building	in	question.	
  D20	
  	
  1	
  This	building	was	once	the	home	or	headquarters	
  of	a	notorious	thief.	Surely	his	ill-gotten	gains	must	
  still	be	hidden	here	somewhere.	But	what	traps	has	
  he	set	to	protect	his	ill-gotten	loot?	
  2	
  Though	it's	a	wreck	now,	this	building	was	in	good	
  condition	 when	 it	 was	 seized	 and	 boarded	 up	 by	
  the	local	government	years	ago.	No	one	knows	why	
  they	 did	 that,	 but	 some	 say	 the	 place	 was	 the	
  centre	of	devil	worship.	
  3	
  Animals	–	be	they	stray	pets,	local	vermin,	or	even	
  wildlife	from	outside	the	city	limits	–	always	seem	
  to	be	drawn	to	this	place.	What,	or	who,	is	calling	
  them	here?	And	why?	
  4	
  Its	 old	 owner,	 a	 wealthy	 heiress	 who	 was	 buried	
  alive	 when	 the	 roof	 collapsed	 after	 a	 heavy	
  rainstorm,	haunts	this	building.	She	can't	move	on	
  until	her	inheritance	is	returned	to	her,	and	no	one	
  can	repair	or	tend	the	building	while	she's	there.	
  5	
  Though	 the	 weathering	 here	 looks	 natural,	 it	 was	
  actually	a	case	of	clever	and	efficient	sabotage.	This	
  used	to	be	the	front	for	a	local	thieves'	guild,	until	
  it	got	done	in	by	a	rival.	
  6	
  This	 abandoned	 building	 is	 silent	 during	 the	 day,	
  but	occasional	noises	and	a	flickering	light	at	night	
  reveal	a	vampire	lairs	here	and	stalks	the	hallways	
  in	the	dark	hours.	
  7	
  The	 lawn	 of	 this	 overgrown	 building	 seems	 to	
  spread	 and	 grow	 with	 uncanny	 speed.	 And	
  sometimes,	 when	 no	 one	 is	 watching,	 the	 trees	
  move.	 Perhaps	 strange	 plant	 creatures	 or	 a	
  deranged	druid	lives	within.	
  8	
  Even	 before	 it	 was	 condemned,	 this	 building	 was	
  notorious	 for	 accidents.	 Most	 people	 who	 try	 to	
  investigate	the	remains	have	something	unpleasant	
  happen	to	them	once	they	get	inside.	It’s	like	the	
  building	itself	doesn’t	want	visitors.		
  9	
  This	ruin	has	become	a	sort	of	spiritual	focal	point	
  for	the	poor	people	in	its	district.	Small	offerings	of	
  food,	wine,	coins	and	trinkets	are	left	within,	and	
  are	always	gone	by	morning.	But	nobody	ever	sees	
  anyone	 take	 them.	 Perhaps	 tunnels	 beneath	 the	
  ruin	link	up	with	the	sewers	or	the	cellars	of	other	
  nearby	buildings.		
  10	
  A	 strange	 and	 savage	 cult	 once	 performed	
  sacrifices	here.	Whatever	fell	masters	they	served,	
  they	 and	 their	 minions	 (and,	 perhaps,	 the	 uneasy	
  dead	 of	 the	 sacrificial	 victims)	 still	 lurk	 in	 this	
  ruined	 place.	 This	 supposed	 taint	 has	 left	 the	
  building	 abandoned.	 No	 one	 wants	 to	 repair	 the	
  ruined	structure	for	fear	of	what	they	might	find.	
  11	
  The	 man	 who	 owned	 this	 place	 before	 it	 started	
  falling	 apart	 demanded	 he	 be	 buried	 on	 his	 own	
  property	 when	 he	 died.	 Since	 then,	 no	 one	 has	
  been	 able	 to	 live	 or	 work	 here	 more	 than	 a	 few	
  weeks,	so	the	building	was	abandoned.	
  12	
  There	 was	 clearly	 some	 sort	 of	 magical	 or	
  alchemical	
  accident	
  that	
  made	
  this	
  place	
  uninhabitable.	 Even	 now,	 passers-by	 swear	 they	
  see	 movement	 and	 odd	 lights,	 hear	 voices	 and	
  sounds	and	smell	sharp	chemical	scents	wafting	out	
  of	the	rubble	and	dust.	
  13	
  Rather	than	retire	to	a	large	villa	in	the	country	or	a	
  mansion	 in	 the	 city,	 a	 notable	 soldier	 instead	
  elected	to	move	into	this	unassuming	place.	Long	
  years	have	passed	and	she's	gone	or	dead	now,	but	
  certainly	there	has	to	be	a	reason	someone	of	such	
  significance	chose	this	unimportant	place	as	home.	
  14	
  This	ancient	building	is	only	still	standing	because	it	
  was	built	by	dwarves.	Somewhere	deep	within	its	
  cellars	and	basements	is	a	hidden	tunnel,	leading	to	
  hidden	riches	in	mines	deep	beneath	the	city.	
  15	
  Mould	and	fungus	in	the	remnants	of	this	building	
  has	absorbed	or	developed	a	magical	taint.	When	
  the	 wind	 blows	 through	 the	 draughty	 remains	 of	
  the	property,	it	scatters	fungal	spores	which	cause	
  hallucinogenic	 visions	 or	 prophetic	 dreams	 for	
  people	living	nearby.	
  16	
  The	strange	lights	and	sounds	that	come	from	this	
  place	 at	 night	 are	 assumed	 to	 be	 caused	 by	 a	
  haunting.	But	some	don't	think	it	is.	It’s	rumoured	
  to	 be	 just	 a	 cover	 for	 something	 more	 mundane,	
  like	 smuggling.	 Whatever	 the	 cause,	 there	 is	 a	
  distinct	lack	of	beggars	on	the	surrounding	streets.	
  17	
  The	rampant	ivy	and	briers	choking	the	crumbling	
  remnants	 of	 this	 building	 actually	 originate	 from	
  inside,	 growing	 from	 a	 central	 mother	 or	 core	
  plant.	It	might	have	magical	powers.	
  18	
  Tragedy	 has	 befallen	 this	 place	 because	 the	 local	
  wizards	use	it	as	a	sort	of	experiment	zone	for	their	
  spells.	The	city	lets	them	get	away	with	it	because	
  of	the	“mage	tax”	they	pay.	
  19	
  The	bitter	metallic	scent	and	taste	in	the	air	around	
  this	building	is	caused	by	cold	iron,	which	was	used	
  in	part	of	the	construction.	But	why	hasn't	anyone	
  dug	through	the	walls	of	the	crumbling	building	to	
  take	the	rare	and	useful	metal?	Was	it	meant	to	be	
  there	for	something	more	important,	like	keeping	
  something	out	(or	in)?	
  20	
  When	 the	 spellcaster	 who	 once	 lived	 here	 was	
  driven	 out	 of	 town,	 he	 left	 something	 behind:	 a	
  powerful	 monster	 he	 bound,	 summoned	 or	
  created.	It's	only	a	matter	of	time	before	it	wakes	
  up,	 breaks	 free	 and	 wreaks	 havoc.	 The	 local	
  authorities	don’t	seem	to	care	but	nearby	residents	
  are	trying	to	hire	adventurers	to	explore	the	ruin.	
  
  65	
  	
   
  
  66	
  S A G E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Every	 sage’s	 place	 of	 business	 should	 have	 a	 distinctive	
  appearance.	 Use	 these	 tables	 to	 generate	 their	 interesting	
  characteristics	
  and	
  features.	
  Some	
  features	
  may	
  be	
  inappropriate	 based	 on	 your	 set	 up	 or	 what	 the	 PCs	 have	
  encountered.	Ignore	such	results	and	simply	re-roll.	
  E X T E R I O R  
  D%	
  	
  01-02	
  A	 stone	 gargoyle	 hangs	 menacingly	 over	 the	
  outer	door.	
  03-04	
  The	door	knocker	resembles	a	snarling	beast.	
  05-06	
  A	 lonely	 bench	 rests	 just	 outside	 the	 door	 for	
  visitors	to	wait	for	their	appointed	time.	
  07-08	
  A	small	bell	hangs	outside	the	door	for	visitors	to	
  announce	their	presence.	
  09-10	
  The	 building	 has	 a	 small	 moat,	 drawbridge	 and	
  gate.	
  11-12	
  Crumpled	 up	 papers	 with	 blotched	 ink	 and	
  strange	symbols	lie	on	the	ground.	
  13-14	
  Half-full	food	and	water	bowls	are	set	to	the	side	
  of	the	doorway.	
  15-16	
  The	 carcass	 of	 a	 small	 bird	 or	 rodent	 has	 been	
  carefully	set	before	the	door.	
  17-18	
  Several	man-high	scratch	marks	mar	the	door.	
  19-20	
  A	wall	sconce	by	the	door	holds	a	torch	burning	
  with	a	strange	colour	and	a	stranger	odour.	
  21-22	
  A	nearly	empty	bowl	of	milk	sits	near	the	door.	
  23-24	
  To	 get	 to	 the	 front	 door	 visitors	 must	 push	
  through	 a	 veritable	 forest	 of	 overgrown	 trees	
  and	shrubbery.	
  25-26	
  A	 small	 vegetable	 garden	 has	 been	 neatly	
  planted	 and	 maintained	 about	 the	 building.	 Its	
  plants	are	heavy	with	produce.	
  27-28	
  Two	red	banners	hang	listlessly	from	upper	floor	
  windows.		
  29-30	
  A	bronze	statue	of	the	god	of	knowledge	stands	
  prominently	by	the	building’s	door.	
  31-32	
  The	 flag	 of	 a	 far	 off	 kingdom	 flies	 from	 the	
  building’s	roof.	
  33-34	
  Visitors	see	a	tapping	at	a	window	near	the	door	
  and	see	someone	who	may	be	the	sage's	spouse	
  beckoning	them	in.	
  35-36	
  The	door	appears	to	be	older	than	the	house	and	
  is	made	of	incredibly	hard,	black	wood.	
  37-38	
  The	 road	 to	 the	 sage's	 home	 has	 been	 long	
  neglected	and	become	overgrown.	
  39-40	
  The	 smell	 of	 fresh	 bread	 and	 fresh	 flowers	
  emanates	from	the	building.	
  41-42	
  The	once	beautiful	garden	has	gone	to	seed.	
  43-44	
  The	 ground	 surrounding	 the	 sage's	 cottage	 is	
  brown	and	withered	with	blight.	
  45-46	
  A	porch	swing	sways	gently	in	the	breeze,	on	a	
  squeaky	chain.	
  47-48	
  A	strange	odour	emanates	from	the	building.	
  49-50	
  Stones	in	the	walkway	leading	to	the	front	door	
  are	covered	in	raised	arcane	symbols.	
  51-52	
  All	along	the	outside	of	the	building	are	passages	
  hastily	painted	in	an	ancient	language.	
  53-54	
  Sampling	any	fruit	or	vegetables	from	the	garden	
  leaves	a	strange	taste	in	a	vistor’s	mouth.	
  55-56	
  A	windowsill	holds	an	odd	smelling	pie	that	looks	
  delicious.	
  57-58	
  Bells	line	the	walkway	to	the	front	door	ringing	
  gently	in	the	breeze.	
  59-60	
  Each	 stone	 in	 the	 walkway	 is	 set	 at	 a	 different	
  height,	making	following	the	path	treacherous.	
  61-62	
  Visitors	hear	small	metal	strips	banging	the	walls	
  in	the	wind	to	keep	animals	off	the	roof.	
  63-64	
  Out	of	the	corner	of	their	eyes,	visitors	notice	a	
  menagerie	 of	 small	 animals	 watching	 closely	 as	
  they	approach	the	door.	
  65-66	
  The	smell	of	ozone	permeates	the	air	about	the	
  building	and	is	particularly	heavy	at	the	door.	
  67-68	
  A	fire	burns	what	must	have	been	a	small	pile	of	
  pages	and	scrolls	as	you	approach.	
  69-70	
  A	 tall	 tree	 standing	 in	 front	 of	 the	 building	 is	
  decorated	by	hundreds	of	small	ornaments,	each	
  with	a	single	rune	of	an	ancient	language.	
  71-72	
  A	 wrought	 iron	 gate	 surrounds	 the	 property.	
  Mystic	symbol	decorate	the	weathered	metal.		
  73-74	
  A	worn-looking	rocking	chair	rests	on	the	porch.	
  75-76	
  The	 odour	 of	 putrescence	 wafts	 from	 a	 nearby	
  pit	containing	rotting	corpses	of	small	animals.	
  77-78	
  A	 tired-looking	 messenger	 arrives	 at	 the	 sage's	
  door	moments	before	the	party.	
  79-80	
  A	 murder	 of	 crows	 rests	 on	 a	 low	 stone	 wall	
  surrounding	the	property.	
  81-82	
  The	door	to	the	sage's	home	stands	wide	open	
  and	hangs	from	one	hinge.	
  83-84	
  A	 number	 of	 small	 holes	 have	 been	 dug	 in	 the	
  ground	around	the	building.	
  85-86	
  A	 dozen	 statues	 depicting	 ancient	 mythological	
  creatures	stand	atop	the	building’s	roof.		
  87-88	
  Three	 rickety	 steps	 lead	 up	 to	 the	 front	 door.	
  Each	creaks	and	groans	loudly	when	stepped	on.	
  89-90	
  A	small	shrine	pierces	the	low	stone	wall	lining	
  the	property.	
  91-92	
  A	front	window	features	a	beautiful	stained	glass	
  treatment	of	a	local	legendary	figure.	
  93-94	
  The	 front	 yard	 features	 numerous	 small	 bird	
  feeders;	many	beautiful	perch	within.	
  95-96	
  An	ancient	stone	has	been	incorporated	into	the	
  building’s	external	wall.	
  97-98	
  A	dangerously	leaning	chimney	set	in	the	roof's	
  peak	spews	smoke	into	the	sky.	
  99-100	
  A	small	child	waits	patiently	on	the	steps	outside	
  the	sage's	house.	
  
  67	
  I N T E R I O R  
  D%	
  	
  01-02	
  Two	 racks	 of	 scrolls,	 clearly	 labelled	 "Arcane"	
  and	"Mundane"	are	neatly	stored	upon	a	shelf.	
  03-04	
  Loose	papers	on	every	conceivable	subject	litter	
  the	desk;	each	contains	hastily	scrawled	notes	in	
  red	ink.	
  05-06	
  A	 large	 black	 rock	 (a	 meteorite)	 serves	 as	 a	
  paperweight.	
  07-08	
  Three	small	crystal	skulls	sit	staring	at	the	desk	
  from	a	nearby	bookshelf.	
  09-10	
  The	 sage	 sits	 upon	 a	 small	 three-legged	 stool,	
  choosing	 to	 leave	 a	 large	 padded	 chair	 for	
  potential	clients.	
  11-12	
  A	small	vase	full	of	freshly	cut	flowers	and	herbs	
  fills	the	office	with	an	aromatic	bouquet.	
  13-14	
  The	light	from	a	nearby	window	shines	upon	the	
  portrait	of	a	famous	scholar	of	antiquity.	
  15-16	
  A	plaque	mounted	on	the	wall	features	a	quote	
  from	a	famous	contemporary.	
  17-18	
  Resting	 beneath	 the	 sage's	 desk	 is	 a	 large,	 old	
  (and	flatulent)	hunting	dog.	
  19-20	
  Hanging	on	a	wall	hook	rests	a	bright	red,	cowled	
  cloak.	
  21-22	
  A	 name	 plate	 on	 the	 front	 of	 the	 desk	 has	 a	
  different	name	to	the	sage	sitting	at	the	desk.	
  23-24	
  A	small	porcelain	bust	of	a	famous	scholar	rests	
  on	the	desk.	
  25-26	
  Several	rolled-up	maps	lay	upon	the	desk	with	a	
  pile	of	hastily	written	notes.	
  27-28	
  A	deep	blue	dried	ink	stain	mars	the	sage’s	desk.	
  29-30	
  A	 pair	 of	 beautiful	 feather	 pens	 stands	 in	 two	
  different	inkwells.	
  31-32	
  A	long-haired	cat	sits	lazily	on	the	desk.	It	eyes	all	
  visitors	with	contempt.	
  33-34	
  Hung	on	the	wall	is	a	beautifully	painted	family	
  portrait	of	the	sage,	his	wife	and	children.	
  35-36	
  The	sage's	calendar	is	left	open	on	the	desk	with	
  the	word	"Interruption"	hastily	written	in	red	ink	
  on	today’s	date.	
  37-38	
  A	 huge	 chalkboard	 fills	 one	 wall	 of	 the	 room,	
  covered	with	esoteric	symbols	and	words.	
  39-40	
  The	 sage’s	 huge	 desk	 is	 bolted	 to	 the	 floor	 in	
  such	 as	 way	 as	 to	 stop	 a	 trapdoor	 beneath	 it	
  being	opened.	
  41-42	
  A	half-full	beer	stein	stands	atop	a	pile	of	papers.	
  43-44	
  A	
  collection	
  of	
  empty	
  flagons	
  clusters	
  precariously	at	one	corner	of	the	desk.	
  45-46	
  Four	old	candles	have	dripped	wax	down	each	of	
  the	desk’s	corners.	
  47-48	
  Beneath	a	pile	of	papers	half-hidden	words	are	
  scratched	into	the	desk’s	top.	
  49-50	
  A	 complex	 mechanical	 device	 rotates	 slowly	 in	
  the	centre	of	the	desk	showing	the	sun,	planet(s)	
  and	 moon(s)	 (based	 on	 current	 scientific	
  knowledge).	
  51-52	
  Piled	 on	 a	 bookshelf	 are	 displayed	 cases	
  containing	every	known	insect	in	the	country.	
  53-54	
  A	 collection	 of	 crystals	 of	 a	 variety	 of	 sizes,	
  colours	and	types	covers	the	desk.	
  55-56	
  Vials	 in	 a	 rack	 bubble	 and	 sizzle	 with	 unknown	
  energies	along	a	workbench.	
  57-58	
  Several	 jars	 containing	 grotesque	 samples	 line	
  crowded	bookshelves.		
  59-60	
  A	small	mirror	rests	on	the	desk,	angled	towards	
  the	sage	in	the	chair.	
  61-62	
  Unfolded	on	the	desk	is	a	letter	with	the	words	
  "Help	me..."	scrawled	in	horrible	handwriting.	
  63-64	
  In	 a	 room	 with	 no	 windows	 and	 no	 breeze,	
  papers	 suddenly	 tumble	 through	 the	 air	 before	
  covering	the	floor.,	
  65-66	
  Resting	 across	 a	 stack	 of	 papers	 is	 a	 fantastic	
  weapon	of	ancient	design	wrought	with	strange	
  glowing	runes.	
  67-68	
  The	 inside	 of	 the	 door	 to	 the	 sage’s	 office	 is	
  heavily	scratched.	
  69-70	
  Curtains	 embroidered	 with	 a	 flower	 pattern	
  adorn	the	single	window	in	the	office.	
  71-72	
  In	the	centre	of	the	sage's	office	are	two	chairs	
  set	facing	each	other.	There	is	no	other	furniture.	
  73-74	
  Ancient,	 faded	 tapestries	 depicting	 various	
  legendary	events	cover	one	wall.	
  75-76	
  In	addition	to	the	papers	and	books	crowding	the	
  desk	 a	 spread	 of	 tarot	 cards	 depicts	 someone's	
  impending	death.	
  77-78	
  Sitting	quietly	in	a	cage	in	the	corner	is	a	large	
  bird.	It	glares	menacingly	at	all	visitors.	
  79-80	
  The	floor	of	the	room	is	littered	with	papers	torn	
  into	small	pieces.	
  81-82	
  Sounds	echo	strangely	in	this	room.	
  83-84	
  A	 headless	 statue	 stands	 in	 one	 corner	 of	 the	
  room	holding	a	sceptre	in	one	hand	and	a	book	
  in	the	other.	
  85-86	
  The	 door	 to	 this	 room	 sticks	 in	 the	 jamb	 and	
  must	be	forced	open.	
  87-88	
  A	 primitive	 drum	 rests	 along	 one	 wall	 with	 a	
  small	three-legged	stool.	
  89-90	
  Along	one	wall	rests	a	table	filled	with	glass	vials,	
  tubing,	 jars	 and	 bottles	 arranged	 in	 a	 complex	
  construction.	
  91-92	
  The	 window	 is	 open	 and	 three	 small	 birds	 sit	
  singing	merrily	on	the	sill.	
  93-94	
  The	sound	of	running	water	echoes	through	the	
  building.	Its	source	remains	hidden.	
  95-96	
  A	small	cot	stands	against	one	wall	of	the	room.	
  A	bulging	bag	of	clothes	stands	nearby.	
  97-98	
  Hung	 on	 a	 series	 of	 hooks	 are	 many	 different	
  hats	of	every	conceivable	design.	
  99-100	
  A	 strange	 tower	 of	 small	 marked	 stones	 all	 the	
  same	size	has	been	partially	built	on	the	desk.	
  	
   
  
  68	
  S A G E S :  W H I S P E R S  &  R U M O U R S  
  As	scholars	and	learned	folk,	whispers	and	rumours	often	swirl	
  about	 sages	 and	 their	 researched.	 Their	 association	 with	
  adventurers	and	the	like	often	give	rise	to	rumours	of	forbidden	
  knowledge,	lost	treasure	maps	and	the	like.	
  D20	
  	
  1	
  The	sage	has	a	map	to	a	buried	treasure	or	lost	
  wonder	hidden	in	their	office.	
  2	
  Strange	 noises	 have	 been	 noticed	 coming	 from	
  the	 sage's	 office.	 Local	 officials	 are	 concerned	
  but	haven't	yet	investigated.	
  3	
  A	local	sage,	once	young	and	hale,	has	suddenly	
  become	 thin	 and	 sickly.	 He	 denies	 anything	 is	
  wrong.	
  4	
  The	 sage	 has	 an	 addiction	 to	 a	 rare	 type	 of	
  tobacco	 or	 other	 plant	 not	 grown	 or	 found	
  locally.	 He	 goes	 to	 great	 lengths	 to	 acquire	 a	
  supply.	
  5	
  The	sage	is	locked	in	a	bitter	dispute	with	a	rival	
  over	 a	 piece	 of	 esoteric	 lore.	 Their	 public	
  arguments	–	which	few	can	follow	–	are	the	stuff	
  of	legend.		
  6	
  The	sage's	office	is	haunted.	
  7	
  Years	ago	the	sage	was	thought	to	be	involved	in	
  the	theft	of	a	magical	tome.	The	book	has	never	
  come	 to	 light,	 even	 though	 his	 home	 has	 been	
  secretly	searched	several	times.	
  8	
  The	sage	loves	the	colour	blue.	
  9	
  The	 sage	 has	 a	 collection	 of	 priceless	 religious	
  artifacts	
  from	
  a	
  long-dead	
  cult	
  hidden	
  somewhere.	
  10	
  More	than	one	group	of	adventurers	seeking	this	
  sage's	help	have	never	been	seen	again.	
  11	
  The	sage	is	afraid	of	the	dark.	
  12	
  A	 strange	 figure	 looking	 a	 lot	 like	 the	 sage	 has	
  been	 spotted	 digging	 up	 bodies	 in	 a	 local	
  graveyard.	
  13	
  Though	retired	to	a	quiet	life	now,	the	sage	was	
  once	a	famed	adventurer.	He	is	thought	to	have	
  a	soft	spot	for	such	folk.	
  14	
  The	sage	has	written	poetry	under	a	pseudonym.	
  15	
  The	 sage	 has	 sired	 a	 few	 children	 out-of-
  wedlock.	 He	 pays	 handsomely	 every	 month	 to	
  keep	the	matter	quiet.	
  16	
  Two	 of	 the	 sage's	 former	 students	 have	 been	
  prosecuted	for	the	theft	of	arcane	artifacts.	
  17	
  The	sage	keeps	a	troubled	child	locked	in	a	room	
  in	his	house.	
  18	
  The	 sage	 recently	 suffered	 a	 strange	 accident	
  and	 is	 now	 horribly	 disfigured.	 He	 rarely	 leaves	
  the	house	and	never	goes	out	during	the	day.	
  19	
  The	sage	has	a	secret	lair	hidden	deep	beneath	
  his	house.	
  20	
  The	sage	is	not	the	race	she	claims	to	be.	
  
  69	
  S A G E S :  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	engage	a	sage	to	answer	a	
  specific	 question,	 sometimes	 fate	 intervenes.	 Use	 this	 table	 to	
  determine	 what	 opportunities	 or	 complications	 the	 PCs	 may	
  encounter	while	trying	to	make	their	purchase.	
  D20	
  	
  1	
  A	revered	local	sage	recently	passed	away	and	an	
  auction	has	been	arranged	to	dispose	of	his	worldly	
  possessions.	 Rumoured	 to	 be	 among	 those	 items	
  are	several	maps,	journals	and	sketches	of	an	area	
  far	from	civilization	the	sage	investigated	when	he	
  was	younger.	A	number	of	agents	of	sages	across	
  the	known	world	are	seeking	his	notes	and	may	use	
  force	if	they	cannot	acquire	them	legally.	
  2	
  A	young	sage	has	announced	a	big	discovery	in	the	
  area	of	decoding	lost	languages	and	arranged	a	talk	
  at	a	local	fine	tavern.	A	group	of	sages	has	formed	
  to	 stop	 him	 from	 revealing	 anything	 that	 might	
  damage	 their	 livelihood.	 The	 sage	 is	 seeking	
  protection.	
  3	
  The	sage	was	recently	visited	by	three	men	in	dark	
  robes	 decorated	 with	 strange	 symbols.	 He	 was	
  visibly	 shaken	 afterwards	 and	 does	 not	 willingly	
  entertain	strangers	any	more.	
  4	
  The	 sage	 has	 been	 asking	 around	 town	 to	
  determine	 if	 anyone	 has	 seen	 a	 particular	 rune,	
  symbol	or	figure	in	any	local	ruins.		
  5	
  A	local	investigator	the	sage	has	used	to	check	out	
  new	clients	has	turned	up	missing	recently.	His	fate	
  remains	questionable.	
  6	
  A	 local	 sage	 needs	 some	 adventuring	 work	 done	
  and	will	barter	a	favour	with	the	PCs	in	return	for	
  answering	their	question.	
  7	
  A	member	of	the	sage’s	family	has	been	kidnapped	
  and	is	being	held	ransom.	He	needs	the	PCs’	help	to	
  retrieving	a	lost	artifact	to	ransom	her	back.	
  8	
  The	sage	has	been	seen	in	the	surrounding	towns	
  and	 villages	 speaking	 secretly	 to	 innkeepers	 and	
  tavern	masters.	
  9	
  The	very	sage	the	PCs	need	to	speak	to	has	been	
  missing	 for	 a	 few	 days	 after	 venturing	 into	 the	
  nearby	woods	to	research	local	fauna	(a	hobby	of	
  his).	
  10	
  The	sage	has	had	a	long-standing	friendship	with	a	
  local	 cleric	 who	 has	 gone	 missing.	 He	 is	 seeking	
  heroes	to	locate	his	missing	friend.	
  11	
  The	sage	needs	a	brave	party	to	gather	a	rare	plant	
  that	only	grows	near	the	lair	of	a	known	monstrous	
  beast.	 She	 would	 prefer	 the	 monster	 not	 be	
  harmed	in	the	process.	
  12	
  A	 group	 of	 particularly	 vociferous	 monks	 has	 a	
  major	philosophical	difference	of	opinion	with	the	
  sage	 and	 has	 been	 spreading	 rumours	 and	 lies	
  about	the	veracity	of	the	sage’s	wisdom.		
  13	
  An	entire	murder	of	crows	has	taken	up	residence	
  on	the	local	sage’s	property.	Though	the	authorities	
  have	 no	 proof,	 they	 believe	 someone	 is	 dead	 or	
  near	death	at	the	home.	
  14	
  The	local	sage	recently	got	married,	but	her	spouse	
  has	 been	 accused	 of	 sorcery	 and	 witchcraft.	 She	
  seeks	heroes	to	find	evidence	to	clear	her	spouse’s	
  good	name.	
  15	
  A	strange	blue	light	has	been	seen	floating	in	the	
  air	near	the	sage’s	house.	Nobody	has	come	close	
  to	seeing	what	it	is,	but	it	has	everyone	in	the	area	
  worried	and	afraid	to	visit.	
  16	
  A	new	priest	has	been	souring	the	populace	against	
  the	heretical	views	of	the	sage	who	has	lived	there	
  all	his	life.	He	asks	the	PCs	to	find	out	why.	
  17	
  The	sage	has	locked	herself	into	her	office	for	days	
  working	 on	 some	 strange	 new	 project.	 She	 won’t	
  speak	 to	 anyone	 who	 comes	 to	 the	 door	 and	 the	
  townsfolk	are	concerned.	
  18	
  Dogs	 have	 gathered	 near	 the	 sage’s	 house	 a	 few	
  times	 this	 week.	 Their	 howling	 lasts	 much	 of	 the	
  night	
  19	
  A	strong	smell	of	sulphur	has	recently	wafted	from	
  the	sage’s	house.	She	has	not	been	seen	since.	
  20	
  Livestock	in	the	area	have	recently	become	sick	and	
  the	 townspeople	 accuse	 the	 sage	 of	 making	
  compacts	with	dark	forces.	
  	
  	
  B U S Y ?  
  Of	 course,	 sometimes	 sages	 are	 busy	 and	 cannot	 start	 work	
  immediately	 on	 an	 adventurer’s	 query.	 Use	 this	 table	 to	
  determine	a	sage’s	availability.	
  D6	
  	
  1	
  Available.	The	sage	can	start	immediately.	
  2	
  Available.	The	sage	can	start	immediately,	but	was	
  planning	a	few	days	off.	He	demands	an	extra	25%	
  of	normal	price	to	begin	work.	
  3	
  Start	 Tomorrow.	 The	 sage	 will	 start	 work	
  tomorrow.	
  4	
  Already	 Working.	 The	 sage	 is	 already	 working	 for	
  another	client	and	the	work	will	take	1d2	days	to	
  complete.	
  5	
  Already	 Working.	 The	 sage	 is	 already	 working	 for	
  another	client	and	the	work	will	take	1d2	weeks	to	
  complete.	
  6	
  Unavailable.	 The	 sage	 is	 engaged	 in	 a	 personal	
  project	 of	 great	 complexity.	 He	 is	 unavailable	 to	
  work	for	the	PCs	for	1d4	weeks.	
  	
  	
  
  70	
  S A G E S :  S A M P L E  S A G E S  
  Use	 the	 NPC	 bios	 below	 to	 portray	 sages	 the	 PCs	 encounter.	
  Either	 determine	 randomly	 which	 NPC	 the	 PCs	 encounter	 or	
  choose	a	suitable	candidate.	
  D10	
  NPC	
  1	
  Juul	Zur		
  2	
  Kabbi	Dux		
  3	
  Laxxa	Tozi		
  4	
  Mayn	Worst	
  5	
  Nor	Xay	
  6	
  Pezzin	Yebs		
  7	
  Robal	Tuckle		
  8	
  Spyr	Rokk		
  9	
  Tup	Migo		
  10	
  Vaggan	Roe		
  	
  	
  J U U L  Z U R  
  NE	male	human	apprentice	expert/bard	(detective)	
  	
  Appearance:	Zur	always	arrives	in	food-stained	clothing.	He	
  is	the	epitome	of	the	messy	chef.	
  	
  Personality:	Juul	is	an	obsessive	cook.	Bubbly	and	excited	to	
  share	his	latest	recipe	or	research	find	with	anyone	who	comes	
  to	 see	 him.	 Unfortunately	 many	 of	 those	 recipes	 deal	 with	
  cannibalism,	extinct	species	and	ritual	food	preparation.	
  	
  Mannerisms:	Juul	speaks	with	his	hands	and	constantly	uses	
  broad	 gestures.	 This	 makes	 him	 a	 scary	 individual	 when	 he	 is	
  holding	knives.	
  	
  Hooks:	He	seeks	a	recipe	book	rumoured	to	have	been	seen	
  in	a	nearby	town	a	few	days	ago.	
  K A B B I  D U X  
  NG	male	dwarf	apprentice	expert/adept	
  	
  Appearance:	Dux	is	a	distinguished-looking	dwarf	who	keeps	
  a	 classic	 look	 of	 dark	 robes	 and	 a	 finely	 groomed	 beard	 when	
  meeting	with	clients.	
  	
  Personality:	Brusque,	he	always	seems	like	he’s	in	a	hurry	to	
  be	 somewhere	 else.	 He	 prefers	 direct	 questions,	 not	 leading	
  ones,	and	quickly	redirect	the	conversation	back	to	the	topic	at	
  hand.	
  	
  Mannerisms:	 His	 pipe	 is	 always	 lit.	 The	 rich	 smell	 of	 fine	
  tobacco	 hangs	 in	 his	 office	 like	 a	 pregnant	 cloud.	 As	 he	 gets	
  more	agitated,	hispipe	puffing	increases	in	frequency	and	if	he’s	
  comfortable	in	the	conversation	the	frequency	decreases.		
  	
  Hooks:		One	of	his	dwarven	brethren	was	waylaid	on	a	trip.	
  Dux	seeks	knowledge	of	his	whereabouts	and	his	safe	return.	
  L A X X A  T O Z I  
  CE	female	halfling	apprentice	bard/expert	
  	
  Appearance:	 Tozi	 dresses	 in	 the	 style	 of	 her	 people	 with	
  brash	colours,	decorative	jewellery	and	tattoos.	Each	decorative	
  element	tells	a	story	and	she	often	weaves	those	tales	into	her	
  scholarly	recitations	for	clients.	
  	
  Personality:	 Where	 some	 scholars	 simply	 recite	 things	 in	 a	
  dry	 monotone,	 Laxxa	 prefers	 a	 more	 theatrical	 approach	 as	 if	
  she	were	telling	a	story	around	a	campfire.		
  	
  Mannerisms:	Tozi	was	a	respected	witch	doctor	for	her	tribe	
  until	she	was	banished	for	leading	an	uprising	against	her	chief.	
  Since	then	she	uses	her	unconventional	point	of	view	and	folk	
  wisdom	to	steer	clients	towards	mutually	beneficial	outcomes.	
  	
  Hooks:	Some	old	tribe	members	have	come	to	her	seeking	
  help	 with	 a	 nearby	 tribe	 of	 orcs	 causing	 trouble.	 She	 can’t	 go	
  herself,	but	is	looking	for	a	party	to	act	in	her	stead.	
  M A Y N E  W O R S T  
  CG	female	halfling	apprentice	expert	
  	
  Appearance:	 Myne	 is	 pale	 and	 withdrawn,	 keeping	 to	 the	
  shadows	and	preferring	dark	coloured	clothes	and	safe	corners.	
  	
  Personality:	Paranoid	and	skittish,	she	has	trouble	sitting	still	
  for	 too	 long.	 She	 constantly	 checks	 the	 windows	 and	 doors	 at	
  her	home	are	locked.	
  	
  Mannerisms:	Mayne	hasn’t	left	her	home	in	years	and	lives	
  with	 blacked-out	 windows	 and	 triply-locked	 doors.	 Refuses	 to	
  use	names	in	public	conversations,	giving	her	clients	new	“code	
  names”	each	time	they	come	to	see	her.	
  	
  Hooks:	This	conspiracy	theorist	has	heard	an	assassin’s	guild	
  is	 after	 her	 for	 getting	 too	 close	 to	 the	 truth	 about	 their	
  organization.	She	 seeks	 protectors	 to	 spirit	 her	 away	 to	 a	 safe	
  location.	
  N O R  X A Y  
  CG	female	halfling	apprentice	wizard	(diviner)	
  	
  Appearance:	This	older	lady	has	a	wrinkled	face	and	a	kind	
  smile.	 She	 wears	 a	 floor-length	 simple	 robe	 with	 frayed	 gold	
  thread	in	a	decorative	pattern.	
  	
  Personality:	Always	ready	to	help,	Nor	is	quick	to	tell	you	her	
  latest	 troubles.	 She	 is	 optimistic	 despite	 many	 setbacks	 in	 her	
  life.	
  	
  Mannerisms:	A	jolly	laugh	often	erupts	from	her	small	frame	
  as	 she	 listens	 intently	 before	 climbing	 the	 ladders	 of	 her	
  extensive	in-home	library	to	search	out	her	patron’s	answer.	
  	
  Hooks:	 Her	 husband,	 Lum,	 passed	 away	 recently	 and	
  requested	a	small	box	of	items	be	returned	to	his	family	estate	
  some	 distance	 away.	 Though	 Nor	 cannot	 travel	 herself,	 she	
  would	gladly	pay	the	PCs	to	deliver	the	items	for	her.		
  
  71	
  P E Z Z I N  Y E B S  
  NE	male	human	apprentice	expert	
  	
  Appearance:	 Fat	 and	 gray,	 Pezzin	 looks	 older	 than	 he	
  actually	is,	but	his	rotundity	is	only	matched	by	his	love	for	food.	
  	
  Personality:	Overbearing	and	presumptive,	Pezzin	is	known	
  for	being	very	free	with	his	information.	Ask	a	question	and	you	
  may	never	get	him	to	be	quiet	again.	
  	
  Mannerisms:	 Pezzin	 comes	 across	 as	 nervous	 and	 sweaty.	
  He	drools	constantly.	
  	
  Hooks:	 Pezzin	 recently	 steered	 a	 group	 in	 the	 wrong	
  direction,	resulting	in	the	death	of	a	party	member.	He	has	been	
  receiving	 more	 and	 more	 dire	 threats	 against	 his	 life	 and	 is	
  seeking	help	dealing	with	the	angry	party.	
  R O B A L  T U C K L E  
  NG	male	gnome	apprentice	wizard	(illusionist)	
  	
  Appearance:	Short	and	rotund,	Robal	is	a	sad	man	suffering	
  from	 the	 recent	 death	 of	 his	 only	 son.	 His	 unkempt	 and	
  unwashed	self	has	fallen	upon	hard	times.	
  	
  Personality:	 When	 engaged	 by	 a	 problem	 and	 distracted	
  from	his	personal	woes,	he	can	be	quite	insightful	and	offer	solid	
  ideas	and	information	for	any	group	asking	questions.	He	speaks	
  in	bursts,	with	long	pauses	between	as	he	considers	his	words.	
  	
  Mannerisms:	 It	 can	 be	 difficult	 to	 get	 and	 keep	 Robal’s	
  attention,	as	he	is	distracted	easily.	He	brightens	briefly	if	you	
  bring	him	a	toy	to	add	to	the	growing	posthumous	collection	in	
  his	child’s	room.	
  	
  Hooks:	Robal’s	wife	has	gone	missing.	She	left	the	house	one	
  day	and	never	came	back.	He	wishes	to	know	she	is	safe	even	if	
  she	never	comes	home.	
  S P Y R  R O K K  
  LN	gnome	male	apprentice	rogue	(investigator)	
  	
  Appearance:	Spyr	is	a	level-headed	gnome	of	middle	years	
  who	 wears	 brightly	 coloured	 cloaks	 in	 a	 regular	 pattern	
  throughout	 the	 week:	 red,	 followed	 by	 orange,	 yellow,	 green,	
  blue,	indigo,	and	violet.	
  	
  Personality:	Staid	and	calm,	Spyr	is	recognized	as	a	leader	in	
  his	 field.	 He	 listens	 intently	 and	 asks	 many	 questions	 before	
  rendering	an	opinion.	
  	
  Mannerisms:	Spyr’s	monotone	voice	comes	out	as	squeaky	
  despite	his	attempts	to	lower	it,	making	any	long	conversations	
  rise	and	fall	as	he	loses	control.	
  	
  Hooks:	An	adventuring	party	went	to	his	office	to	consult	on	
  the	 background	 of	 a	 nearby	 ruin	 and	 asked	 a	 question	 that	
  reduced	the	gnome	to	tears.	Nobody	can	remember	Spyr	getting	
  upset	before	and	the	party	has	not	yet	returned.	
  T U P  M I G O  
  CG	female	human	apprentice	expert	
  	
  Appearance:	Tup	Migo	is	a	beautiful	woman	with	knowledge	
  far	beyond	her	years.	She	prefers	to	use	her	beauty	as	a	tool	to	
  keep	clients	off	balance	or	at	ease	depending	on	her	mood.	
  	
  Personality:	She	is	friends	with	everybody	and	connected	in	
  the	 most	 unexpected	 ways.	 Easygoing	 and	 pleasant	 to	 be	
  around,	 she	 can	 influence	 those	 around	 her	 with	 a	 kind	 word	
  and	an	emotive	glance.	
  	
  Mannerisms:	Because	she	is	so	connected,	she	always	needs	
  a	 bit	 of	 extra	 time	 to	 consult	 with	 her	 network	 of	 sources	 on	
  every	 new	 job.	 She	 is	 always	 apologetic	 for	 any	 delays,	 but	
  makes	sure	to	build	them	into	every	negotiation	from	the	start.	
  	
  Hooks:	 	 Several	 members	 of	 her	 network	 of	 sources	 have	
  disappeared	recently.	One	or	two	isn’t	unusual,	as	the	makeup	
  of	the	network	changes	frequently,	but	she	has	lost	fivecontacts	
  in	recent	weeks	and	wants	to	know	what’s	going	on.	
  V A G G A N  R O E  
  NG	female	human	apprentice	aristocrat/expert	
  	
  Appearance:	 Vaggan	 is	 a	 stately,	 beautiful	 woman	 in	 her	
  middle-years.	She	proudly	bears	her	family	crest	on	a	bright	red	
  sash	she	wears	while	in	public.	
  	
  Personality:	 Perpetually	 vociferous,	 she	 has	 a	 tendency	 to	
  say	exactly	what’s	on	her	mind	despite	the	consequences.	
  	
  Mannerisms:	She	thinks	out	loud	whenever	working,	causing	
  no	end	of	grief	to	those	around	her.	
  	
  Hooks:	 Lately	 a	 small	 group	 of	 thieves	 have	 taken	 it	 upon	
  themselves	to	set	upon	any	rich	client	of	Roe’s	immediately	after	
  they	 leave	 her	 residence.	 They	 simply	 stay	 within	 earshot	 and	
  when	a	particularly	affluent	or	influential	client	walks	away,	they	
  are	robbed	and	told	to	stay	away.	With	a	quickly	
  dwindling	 list	 of	 clients,	 she	 needs	
  the	 PC’s	 help	
  to	
  take	
  care	 of	 the	
  thieves	
  discretely	 to	
  save	
  her	
  business.	
  	
  
  72	
  S H R I N E S :  C H A R A C T E R I S T I C S  A N D  A P P E A R A N C E  
  A	shrine	is	a	site	of	veneration	for	a	deity,	personage	or	ideal.	
  They	 range	 in	 composition	 and	 size.	 Use	 the	 tables	 below	 to	
  generate	a	shrine’s	basic	details.	
  D20	
  TYPE	
  1-12	
  Personal	
  13-19	
  Public	
  20	
  Major	
  	
  	
  § 
  Personal:	Often	not	more	than	a	shelf	in	a	home	or	business.	
  Personal	 shrines	 are	 small,	 containing	 1-3	 pieces	 of	 minor	
  veneration.	They	may	be	private	or	intended	for	humble	public	
  display.	Some	even	bundle	up	for	easy	transportation.	
  § 
  Public:	Small	to	large	shrines	are	meant	to	be	accessible	to	the	
  greater	 population.	 Found	 often	 in	 parks,	 squares	 and	
  graveyards,	they	may	have	a	single	piece	of	minor	veneration	
  or	quite	a	deal	more.	
  § 
  Major:	Other	shrines	develop	because	they	hold	something	so	
  unique	 that	 others	 amongst	 the	 faithful	 travel	 from	 the	
  surrounding	 countryside	 or	 even	 farther	 for	 the	 chance	 to	
  worship	before	it.	Such	places	of	veneration	are	often	grander	
  in	scope,	and	may	have	temples	built	up	around	them.		
  D%	
  PERSONAL	
  1-4	
  A	simple	shelf	of	repurposed	wood.	
  5-8	
  A	well-polished	shelf	of	oak.	
  9-11	
  A	shelf	of	jade	with	black	detail	work.	
  12-14	
  A	shelf	of	pine	engraved	with	images	of	clouds.	
  15-17	
  A	marble	shelf	flanked	by	candles.	
  18-20	
  An	old	bookshelf,	stained	with	ink.	
  21-23	
  A	simple	shelf	covered	by	a	small	white	cloth.	
  24-26	
  A	large	wooden	shelf,	with	built	in	dividers.	
  27-30	
  A	shelf	of	birch,	the	bark	still	intact.	
  31-33	
  A	shelf	of	white	quartz	with	a	green	cloth	runner.	
  34-36	
  Three	small,	square	stone	alcoves.	
  37-39	
  An	old	wooden	cabinet	with	glass	doors.	
  40-42	
  An	open	wooden	cabinet	with	a	rounded	top.	
  43-45	
  A	small	square	wooden	cabinet	with	blue	doors.	
  46-48	
  A	 musty,	 yellow	 cabinet	 that	 has	 doors	 with	
  empty	glass	panes.	
  49-51	
  A	pale	blue	cabinet	decorated	with	colour	paper.	
  52-54	
  A	 bleached	 white	 wooden	 cabinet	 decorated	
  with	sea	shells.	
  55-57	
  Three	grey	stone	shelves	set	in	a	column.	
  58-60	
  A	small	red	cabinet	with	engraved	doors.	
  61-63	
  An	open	wooden	cabinet	with	circular	alcoves.	
  64-66	
  A	copper	cabinet	with	multi-hinged	doors.	
  67-69	
  An	open	cabinet	of	white	stones	carved	to	look	
  like	a	small	temple.	
  70-72	
  A	frame	of	wood	atop	a	single	drawer.	
  73-75	
  A	frame	of	mouldy	dried	sand,	set	into	the	shape	
  of	a	castle.	
  76-78	
  A	hung	wooden	crate,	missing	the	outward	side.	
  79-81	
  A	small	wooden	end	table	with	a	green	cloth.	
  82-84	
  An	old	crate	covered	with	a	worn	blanket.	
  85-87	
  A	small,	unfinished	wooden	box,	laid	on	its	side.	
  88-89	
  A	large,	circular	pine	cabinet	hanging	by	chains.	
  90	
  An	old	bone	cabinet	with	no	doors.	
  91	
  A	 stone	 cabinet	 designed	 to	 look	 like	 a	 temple	
  when	the	doors	are	closed.	
  92	
  A	wooden	cabinet,	whose	insides	are	hidden	by	
  red,	silk	curtains.	
  93	
  A	cabinet	of	oak,	lined	with	bronze.	
  94	
  A	steel	open	cabinet	with	a	leather	lining.	
  95	
  A	 small	 square	 of	 silver,	 with	 a	 white	 linen	
  covering	the	inside	bottom.	
  96	
  A	large,	white	wooden	cabinet	with	stained	glass	
  doors.	
  97	
  A	 shelf	 of	 glass,	 resting	 on	 a	 large	 double-
  headed,	warhammer.	
  98	
  An	adamantine	box,	with	clear	glass	lid.	
  99	
  A	 small,	 banged	 up	 tin,	 crudely	 painted	 with	
  iconography.	
  100	
  An	 old	 handkerchief,	 rolled	 with	 the	 object	 of	
  veneration	and	laid	flat	when	needed.	
  	
  	
  D%	
  PUBLIC	
  1-4	
  A	stone	dais,	about	four	feet	tall.	
  5-8	
  A	small	stone	alcove	in	the	shape	of	a	shell.	
  9-11	
  A	wooden	gazebo	with	heavy	curtains.	
  12-14	
  A	large,	red	wooden	archway	with	a	small	altar.	
  15-17	
  Stone	steps,	leading	to	a	simple	altar.	
  18-20	
  A	stone	torii,	overgrown	with	moss	and	vines.	
  21-23	
  A	 series	 of	 small	 tables,	 draped	 with	 brightly	
  coloured	fabric.	
  24-26	
  A	small	stone	fountain	with	shelves	in	its	base.	
  27-30	
  A	flagstone	archway	with	small	alcove	beneath.	
  31-33	
  A	 large	 wooden	 cabinet,	 painted	 gold,	 which	 is	
  shaped	like	a	statue	when	closed.	
  34-36	
  A	rock	garden	with	several	large	boulders.	
  37-39	
  A	 pair	 of	 trees,	 with	 interwoven	 branches	
  shading	several	stone	benches.	
  40-42	
  A	wooden	archway	overgrown	with	ivy.	
  43-45	
  A	stone	semi-sphere,	with	a	small	granite	altar.	
  46-48	
  A	short	wooden	pyramid,	covered	in	offerings.	
  49-51	
  A	fieldstone	wall,	with	small	metal	shelves.	
  52-54	
  Four	steel	poles	holding	up	a	slanted	slate	roof	
  over	an	old	rug.	
  55-57	
  A	 small	 bronze	 altar	 set	 before	 a	 stone	 wall	
  painted	with	the	image	of	a	divine	realm.	
  58-60	
  A	small	metal	plaque	featuring	scores	of	names,	
  set	into	a	base	of	stone.	
  61-63	
  A	small	wooden	dais	with	a	roof	of	loose	planks	
  and	woven	flowers.	
  64-66	
  An	 old	 foundation	 surrounding	 a	 small	 alcove	
  with	a	simple	stone	table.	
  
  73	
  67-69	
  A	green,	wooden	bower	with	a	built	in	shelf.	
  70-72	
  The	 remains	 of	 an	 old	 stone	 wall	 protects	 two	
  small	alcoves.	
  73-75	
  A	small	stone	table	set	in	the	centre	of	a	large	
  red	quilt.	
  76-78	
  A	large	wooden	building	with	columns	for	walls	
  and	coral	coloured	roof.	
  79-81	
  A	large	torii	of	felled	logs.	
  82-84	
  A	stone	column	engraved	with	ancient	scripture.	
  85-87	
  A	 small	 stone	 alcove	 with	 a	 pointed	 roof	 and	
  circular	base.	
  88-89	
  A	small	wooden	hut,	featuring	a	simple	table	and	
  some	pillows	for	kneeling.	
  90	
  An	alcove	built	of	human	skulls	set	over	a	metal	
  basin.	
  91	
  A	 small	 stone	 pavilion	 marked	 with	 jade	
  columns.	
  92	
  A	 small	 stone	 dais	 featuring	 mini	 arches	 of	
  bronze	and	an	outer	wall	of	tall,	orange	flowers.	
  93	
  Several	 large	 oval	 stone	 tablets	 marked	 with	
  runes,	bounding	a	clearing.	
  94	
  Four	 bronze	 statues	 turned	 inward	 toward	 a	
  small	stone	altar.	
  95	
  Wooden	columns	with	a	net	roof	and	walls	keeps	
  several	birds	within	the	shrine.	
  96	
  Several	large,	moss	covered	columns	standing	in	
  a	circle.	
  97	
  A	series	of	stones	rise	out	of	a	pond,	each	with	
  its	own	small	altar.	
  98	
  A	 small	 stone	 building	 with	 no	 door	 hides	
  beneath	the	roots	of	a	very	large	tree.	
  99	
  A	 squared	 stone	 archway	 beneath	 a	 roof	 of	
  tarnished	copper	piping.	
  100	
  A	small	circle	of	gigantic	mushrooms	has	a	small	
  pool	in	the	centre.	
  	
  	
  D%	
  MAJOR	
  1-4	
  A	terraced,	wooden	dais	decorated	with	silks.	
  5-8	
  A	golden	casket	set	behind	a	wall	of	glass.	
  9-11	
  A	large	altar,	surrounded	by	shelves	of	candles.	
  12-14	
  A	large	red	torii,	decorated	with	copper	and	jade.	
  15-17	
  A	ceremonial	maze	of	high	hedges	built	around	a	
  contemplation	pool.	
  18-20	
  Four	 ceremonial	 gates	 set	 at	 the	 cardinal	
  compass	points.	
  21-23	
  A	large	stone	alcove,	lit	by	torches	and	filled	with	
  dancing	shadows.	
  24-26	
  A	large	oak	tree	festooned	with	coloured	ribbons	
  and	votive	offerings.	
  27-30	
  An	 ancient	 fallen	 tree;	 thousands	 of	 coins	 have	
  been	hammered	into	its	trunk.	
  31-33	
  Crumbling	 stone	 ruins	 surround	 an	 immaculate	
  altar	of	silver.	
  34-36	
  Exotic	 flowers	 climb	 the	 columns	 of	 an	 ivory	
  gazebo.	
  37-39	
  A	large	iron	statue	standing	on	a	terraced	stone	
  base.	
  40-42	
  A	 series	 of	 bleached	 white	 columns,	 connected	
  by	pointed	archways	and	flanked	by	statues.	
  43-45	
  A	golden	awning	set	into	a	marble	base.	
  46-48	
  A	gate	of	copper	bars	protects	this	quarter	dais	
  set	with	precious	gems.	
  49-51	
  A	 multi-levelled	 pagoda	 set	 with	 red	 and	 green	
  stonework.	
  52-54	
  A	 small	 stone	 alcove	 covered	 in	 a	 complicated	
  glass	mosaic.	
  55-57	
  The	 statue	 of	 a	 robed	 man	 with	 beatific	
  expression	on	his	face.	
  58-60	
  A	lovingly	tended	garden	filled	with	flowers.	
  61-63	
  A	bridge	with	prayer	niches	built	into	its	walls.	
  64-66	
  An	 ornately	 carved	 mausoleum	 dedicated	 to	 a	
  fallen	heroine.	
  67-69	
  A	lofty	tower	empty	but	for	a	staircase	that	leads	
  to	the	roof.	
  70-72	
  A	statue	of	a	stunning	beautiful	woman	petting	a	
  unicorn.	
  73-75	
  A	 circular	 pool	 fed	 by	 an	 underground	 spring;	
  niches	in	its	wall	contain	sacred	objects.	
  76-78	
  A	 golden	 picture	 box	 draped	 with	 heavy	 black	
  curtains.	
  79-81	
  An	 intricately	 engraved	 adamantine	 box,	 set	
  onto	poles	but	chained	to	the	ground.	
  82-84	
  A	 large	 mirror	 set	 into	 a	 silver	 frame	 engraved	
  with	 the	 image	 of	 roses	 and	 crowns	 set	 into	 a	
  base	of	sandstone.	
  85-87	
  A	 long,	 rough	 stone	 wall	 covered	 in	 a	 riot	 of	
  colourful	wild	flowers.	
  88-89	
  A	 mausoleum	 covered	 in	 intricate	 carvings	 of	
  devils	and	demons	holds	the	bones	of	a	blessed	
  paladin.	
  90	
  The	bones	of	a	gigantic	dragon	lie	draped	across	
  a	ruined	tower.	
  91	
  The	statues	of	a	warrior	king	and	his	entourage	
  festooned	with	brightly	coloured	silken	scarves.	
  92	
  A	 tall,	 ancient	 set	 of	 gallows	 has	 an	 iron	 cage	
  with	 the	 weather-worn	 skeleton	 of	 a	 tyrant	
  within.	
  93	
  Five	stone	statues	depicting	dancing	maidens	set	
  in	a	circle	about	a	clear	pool.	
  94	
  A	series	of	stone	buttresses	leading	to	a	central	
  point,	above	a	large	fountain.	
  95	
  An	infinity	pool,	of	ancient	construction,	with	an	
  altar	rising	from	the	centre.	
  96	
  A	small	white	stone	building,	domed	in	gold,	with	
  many	small	alcoves	within.	
  97	
  A	 large	 metal	 plaque	 featuring	 hundreds	 of	
  names,	set	into	a	base	of	polished	marble.	
  98	
  A	glass	coffin	holds	the	bones	of	a	saint	or	other	
  notable	figure.	
  99	
  A	 stone	 tomb	 encased	 in	 huge	 tree	 roots;	 a	
  gigantic	tree	grows	atop	it.	
  100	
  A	 gigantic	 fourteen-foot	 long	 bronze	 horn	 set	
  upon	iron	supports.	
  	
  
  74	
  S H R I N E S :  O B J E C T  O F  V E N E R A T I O N  
  The	 most	 prominent	 features	 of	 any	 shrine	 is	 linked	 to	
  veneration.	 Some	 of	 the	 items	 may	 seem	 mundane,	 but	 are	
  important	when	linked	to	the	power	worshipped.		
  D%	
  ITEM	
  1	
  A	small	white	candle	
  2	
  A	large	brightly	coloured	candle	
  3	
  A	small	wood	carving	of	an	animal	
  4	
  A	small	humanoid	wooden	statue	
  5	
  A	tattered	tapestry	
  6	
  A	woven	family	tree	
  7	
  A	small,	painted	wooden	icon	
  8	
  A	block	of	wood	carved	with	a	religious	scene	
  9	
  A	small	stone	tablet,	covered	in	writing	
  10	
  A	dried,	pressed	flower	
  11	
  A	metal	statuette	
  12	
  A	series	of	candles	
  13	
  Incense	burning	in	a	small	metal	pot	
  14	
  A	set	of	finger	cymbals	
  15	
  A	stone	basin	of	water	
  16	
  A	small	pouch	of	sand	
  17	
  A	large	wooden	icon	that’s	beginning	to	fade	
  18	
  A	hanging	stained	glass	window	
  19	
  Several	small	scrolls	
  20	
  An	open	book	of	scripture	
  21	
  A	lit	lamp	
  22	
  A	small	tin	of	consecrated	oil	
  23	
  Dried	blood	
  24	
  A	long	white	feather	
  25	
  A	metal	disc	engraved	with	labyrinthine	patterns		
  26	
  A	knotted	rope	
  27	
  A	folded	ceremonial	cloth	
  28	
  A	curved	dagger	
  29	
  An	unrolled	scroll	written	in	an	ancient	script	
  30	
  Three	garnets	and	a	pearl	
  31	
  A	riding	crop	
  32	
  An	empty	basket	
  33	
  A	stone	coffin	
  34	
  A	bronze	gong	
  35	
  A	thin	metal	circlet	
  36	
  A	black,	tri-cornered	hat	
  37	
  Fragments	of	rotted	wood	
  38	
  Two	small	ivory	tusked	carved	with	runes	
  39	
  A	pair	of	well-worn	sandals	
  40	
  Bloodstained	robes	
  41	
  A	fringed	coil	of	rope	
  42	
  A	small	metal	begging	bowl	
  43	
  A	bronze	bust	
  44	
  An	old	set	of	scales	
  45	
  A	marble	statue	
  46	
  A	flower	pot,	filled	with	rich	soil	
  47	
  A	wind	chime	
  48	
  A	glass	cylinder	of	water	
  49	
  A	small	brazier	of	flame	
  50	
  A	corpse	
  51	
  A	wax	figure	of	an	important	humanoid	
  52	
  A	burial	shroud	
  53	
  A	clay	cup	
  54	
  A	bronze	goblet	
  55	
  A	gold	chalice	engraved	with	gems	
  56	
  A	set	of	plate	mail	
  57	
  An	old,	rusty	sword	
  58	
  A	beautifully	crafted,	ceremonial	sabre		
  59	
  A	large,	stone	warhammer	
  60	
  A	broken	arrow	
  61	
  A	glass	eye	
  62	
  A	peg	leg	
  63	
  A	locket	of	hair	
  64	
  A	knuckle	bone	
  65	
  A	humanoid	skull	
  66	
  A	handful	of	teeth	
  67	
  An	old	scarf	
  68	
  An	eye-patch	
  69	
  An	hourglass	
  70	
  The	hilt	of	a	sword	with	no	blade	
  71	
  A	silver	holy	symbol	with	a	broken	chain	
  72	
  A	set	of	manacles	
  73	
  A	singed	rope,	frayed	at	one	end	
  74	
  A	set	of	thieves’	picks	
  75	
  A	single,	glass	shoe	
  76	
  A	shattered	monocle	
  77	
  Two	simple	silver	rings	
  78	
  A	wooden	holy	symbol	covered	in	lichen	
  79	
  A	crown	of	wire	
  80	
  A	preserved	eye,	floating	in	a	jar	of	pink	liquid	
  81	
  A	necklace	of	gold	coins	
  82	
  A	leather	bound,	musty	tome	
  83	
  A	 bronze	 coffin	 with	 a	 glass	 lid,	 showing	 the	
  perfectly	preserved	corpse	of	a	young	woman	
  84	
  A	locked	reliquary	
  85	
  A	mummified	hand	
  86	
  A	silver	circlet	set	with	a	ruby	
  87	
  A	phoenix	feather	
  88	
  A	petrified	tongue	
  89	
  The	head	of	an	axe	set	into	a	stone	block	
  90	
  Pieces	of	a	silver	sword	
  91	
  A	dragon’s	tooth	
  92	
  An	oversized,	cracked	diamond	
  93	
  A	crystal	skull	
  94	
  Golden	shackles	
  95	
  A	large	fang	
  96	
  A	humanoid	skeleton	with	angelic	wings	
  97	
  A	beating	heart,	in	an	enchanted	wooden	box	
  98	
  A	vial	of	water	from	the	River	Styx	
  99	
  The	horns	of	a	demon	
  100	
  A	vial	of	blue	blood	
  
  75	
  S H R I N E S :  H O O K S ,  C O M P L I C A T I O N S  A N D  O P P O R T U N I T I E S  
  Shrines	are	often	important	places	in	people’s	lives,	providing	a	
  break	 from	 the	 daily	 grind	 of	 peasant	 life.	 Use	 this	 table,	 to	
  determine	what	special	occurrence	the	PCs	encounter.	
  D20	
  	
  1	
  Someone	has	stolen	the	object	of	veneration.	The	
  shrine	keeper	has	no	resources	to	recover/replace	
  the	object.		
  2	
  A	new	object	has	been	placed	at	the	shrine,	linked	
  to	 a	 popular	 legend.	 Hundreds	 gather	 for	 the	
  chance	to	look	upon	it	and	offer	their	prayers.	
  3	
  The	spirit	of	the	last	shrine	keeper	is	lingering	until	
  a	 proper	 replacement	 is	 found.	 No	 one	 seems	 to	
  want	to	tend	a	haunted	shrine.	
  4	
  A	 tribe	 of	 unarmed	 lizardfolk	 have	 occupied	 the	
  shrine	and	refuse	to	leave.	They	claim	the	shrine	is	
  stolen	and	rightfully	belongs	to	them.	
  5	
  The	shrine	has	begun	to	glow	with	a	purple	light.	
  Divination	 reveals	 a	 single,	 strong	 lingering	 aura,	
  but	its	purpose	and	source	is	unknown.	
  6	
  The	 local	 baron	 is	 about	 to	 seize	 the	 building	 the	
  shrine	is	in	if	the	back	rent	is	not	paid.	
  7	
  A	 paladin	 has	 been	 found	 dead	 in	 front	 of	 the	
  shrine.	 Her	 body	 bore	 no	 wounds	 or	 sign	 of	
  struggle.	
  8	
  The	 shrine	 keeper	 is	 concerned	 he	 is	 about	 to	 be	
  the	 target	 of	 a	 rival	 group.	 He	 asks	 the	 party	 to	
  secretly	 transport	 the	 object	 of	 veneration	 to	 a	
  member	of	his	order	in	a	foreign	land.	
  9	
  The	shrine	is	permanently	invisible.	People	can	still	
  feel	 that	 it	 is	 there,	 but	 feel	 uncomfortable	
  venerating	what	they	can’t	see.	
  10	
  Zombies	have	begun	appearing	near	the	shrine	as	if	
  drawn	 to	 it.	 Each	 one	 was	 a	 follower	 in	 life,	 and	
  does	not	attack	those	brandishing	a	holy	symbol	of	
  the	relevant	faith.	
  11	
  The	 shrine	 has	 been	 closed	 for	 an	 annual	
  maintenance	ritual.	
  12	
  A	 charlatan	 has	 set	 up	 shop	 near	 the	 shrine’s	
  entrance,	charging	an	admittance	fee.		
  13	
  A	local	sage	has	declared	the	shrine	a	historical	site	
  and,	much	to	the	annoyance	of	the	shrine	keeper,	
  is	trying	to	preserve	it	by	preventing	worship.	
  14	
  The	 shrine	 has	 recently	 changed	 hands	 between	
  churches.	 Tradesmen	 make	 subtle	 changes	 in	 the	
  design	to	reflect	its	new	focus.	
  15	
  The	 shrine	 has	 become	 a	 hangout	 for	 children	 in	
  the	early	afternoon.	
  16	
  The	 earth	 around	 the	 shrine	 has	 given	 way,	
  plunging	 it	 and	 the	 object	 of	 veneration	 into	 an	
  underground	cave.	
  17	
  A	 cassisian	 angel	 has	 taken	 up	 residence	 and	
  quotes	scriptures	at	all	hours	of	the	day.	
  18	
  The	shrine	keeper	here	only	burns	a	special	kind	of	
  incense	 and	 has	 almost	 run	 out.	 He	 looks	 for	
  adventurers	 to	 find	 out	 why	 his	 supplier	 hasn’t	
  made	his	last	delivery.		
  19	
  Drunken	 revelers	 came	 through	 the	 area	 of	 the	
  shrine	last	night	leaving	trash	everywhere.		
  20	
  A	 shooting	 star	 was	 seen	 flying	 directly	 over	 the	
  shrine	and	crashing	in	a	nearby	forest.	Local	elders	
  argue	whether	it	is	a	blessing	or	a	curse.		
  	
  
  76	
  S H R I N E S :  A S S O C I A T E D  N P C S  
  Use	 the	 NPC	 bios	 below	 to	 portray	 the	 keeper	 of	 the	 shrine.	
  Either	 determine	 randomly	 which	 NPC	 the	 PCs	 encounter	 or	
  choose	a	suitable	candidate.	
  D20	
  NPC	
  1	
  Allie	Blake	
  2	
  Paekad	Burr	
  3	
  Elmur	Tintapper	
  4	
  Aldan	Warrow	
  5	
  Geen	Forester	
  6	
  Natir	the	Lame	
  7	
  Ves	Maroth	
  8	
  Jezebel	Uasa	
  9	
  Hardrad	Narrowcart	
  10	
  Gahn	
  11	
  Cursed	Livia	
  12	
  Hesper	Magpie	
  13	
  Helden	Pernt	
  14	
  Jekel	
  15	
  Orthunk	the	Axe	
  16	
  Gussy	Macgrod	
  17	
  Katla	Ellana	
  18	
  Nassir	Oldud	
  19	
  Rami	Farfate	
  20	
  Kyst	the	Wet	
   
  A L L I E  B L A K E  
  NG	female	human	apprentice	expert	
  	
  Appearance:	Young	with	short	black	hair.		
  	
  Personality:	Normally	shy,	she	opens	up	if	someone	shows	
  an	interest	in	religion.	
  	
  Mannerisms:	She’s	very	tidy,	and	stops	what	she’s	doing	to	
  straighten	something	that	is	out	of	place.		
  	
  Hooks:	Allie	has	learned	everything	she	knows	about	spirits	
  and	 gods	 listening	 to	 stories	 outside	 the	 window	 of	 the	 local	
  tavern.	She	secretly	yearns	for	adventure	and	tries	to	apprentice	
  to	someone	who	shows	kindness	and	a	knowledge	of	lore.	
  P A E K A D  B U R R  
  LNmale	human	apprentice	aristocrat/expert	
  	
  Appearance:	Tall	and	thin,	with	tanned	skin.	He	dresses	in	
  well-kept,	fine	robes.		
  	
  Personality:	Paekad	is	diligent	and	a	steadfast	learner.		
  	
  Mannerisms:	Taps	the	end	of	his	feather	pen	when	thinking.	
  	
  Hooks:	Paekad	is	the	son	of	the	lord’s	Keeper	of	the	Coin,	
  but	 grew	 weary	 of	 his	 accountant	 studies	 at	 a	 young	 age.	
  Technically	his	position	of	shrine	keeper	is	just	a	hobby,	but	he	
  spends	more	time	here	than	anywhere	else.	Foreign	agents	plan	
  to	kidnap	him	and	hold	him	for	ransom.	
  E L M U R  T I N T A P P E R  
  CN	male	halfling	apprentice	commoner	
  	
  Appearance:	Scruffy	brown	hair	with	a	dirty	face	and	holes	
  in	his	shirt.	
  	
  Personality:	 Always	 chipper	 with	 a	 persistent	 smile	 that	
  seems	to	cure	any	gray	day.	
  	
  Mannerisms:	Constantly	scratching	his	hair.	
  	
  Hooks:	 Several	 townsfolk	 take	 advantage	 of	 Elmur’s	 good	
  nature	 sending	 him	 on	 tasks	 with	 the	 promise	 of	 pay	 and	 no	
  intention	of	making	good.	He	keeps	a	secret	ledger,	and	is	owed	
  217	gold	pieces	by	the	innkeeper	alone.	He	will	have	his	revenge.	
  A L D A N  W A R R O W  
  LN	male	dwarf	apprentice	cleric	
  	
  Appearance:	 Bald	 head	 with	 a	 dark	 brown	 beard.	 He’s	
  always	wears	his	shiny	breastplate.		
  	
  Personality:	A	dwarf	out	of	his	element,	Aldan	is	looked	up	
  to	as	a	community	leader,	but	comes	off	as	awkward;	he	doesn’t	
  feel	part	of	the	community.	
  	
  Mannerisms:	 Stumbles	 over	 his	 words	 and	 paces	 when	
  forced	to	make	a	decision.	
  	
  Hooks:	 Aldan	 was	 assigned	 the	 position	 of	 shrine	 keeper	
  when	an	unfortunate	accident	took	the	life	of	the	last	keeper.	He	
  hails	from	a	neighbouring	clan	of	dwarves	and	views	his	exile	as	
  a	punishment	for	an	unknown	slight.	
  G E E N  F O R E S T E R  
  CG	female	human	apprentice	commoner/expert	
  	
  Appearance:	Long	strawberry	blonde	hair	in	a	tangled	mess.	
  She	wears	earthy	colours	and	a	leather	apron.	
  	
  Personality:	 Self-assured	 and	 confident,	 Geen	 holds	 her	
  head	high	and	is	quick	to	act.	
  	
  Mannerisms:	Bounces	on	her	toes	when	waiting	to	begin	a	
  new	task.	
  	
  Hooks:	 Geen	 has	 been	 spending	 lots	 of	 time	 in	 the	 woods	
  outside	the	city	and	has	attracted	the	attention	of	a	travelling	
  satyr.	 She’s	 considering	 running	 away	 with	 him	 but	 worries	
  about	what	will	happen	to	the	shrine.	
  N A T I R  T H E  L A M E  
  LN	male	human	apprentice	fighter	
  	
  Appearance:	Balding	in	front	with	long	black	hair	at	the	back	
  and	a	scar	running	down	the	right	side	of	his	face.	
  	
  Personality:	Natir	is	grizzled	and	without	humour.	He	takes	
  everything	as	seriously	as	possible	and	does	not	suffer	fools.	
  
  77	
  	
  Mannerisms:	One	of	his	legs	has	been	replaced	by	a	wooden	
  peg	and	he	favours	it	heavily,	causing	a	rhythmic	thud	wherever	
  he	goes.	
  	
  Hooks:	 Natir	 was	 part	 of	 the	 city	 militia	 and	 lost	 his	 leg	
  defending	the	shrine	from	pillaging	bandits.	If	you	think	he	looks	
  bad,	you	should	see	the	bandit	who	got	away.	Natir	would	like	to	
  see	him	dead,	and	pays	gold	to	any	killing	the	bandit.	
  V E S  M A R O T H   
  CN	female	elf	apprentice	aristocrat/sorcerer	
  	
  Appearance:	Braided	white	hair	with	loose	silken	robes.	
  	
  Personality:	 Weak-willed	 and	 easily	 bored.	 She	 agrees	 to	
  most	 requests,	 especially	 if	 she	 can	 avoid	 labour,	 blame	 or	
  violence.	
  	
  Mannerisms:	 Rests	 her	 chin	 on	 her	 bent	 wrist	 when	
  standing.	
  	
  Hooks:	Ves	is	gifted	with	arcane	magic.	It	is	part	of	her	blood	
  and	everyone	knows	it.	Now	the	local	thieves	guild	is	pressuring	
  her	into	charming	some	ogres	into	their	ranks,	and	she’s	agreed	
  (only	she	is	not	actually	powerful	enough	to	pull	it	off).	
  J E Z E B E L  U A S A  
  LG	female	half-elf	apprentice	commoner	
  	
  Appearance:	Thin	of	frame	she	has	orange	hair.		
  	
  Personality:	Genuinely	optimistic.	
  	
  Mannerisms:	Slides	her	hair	out	of	her	face	with	a	shake	of	
  her	head.	
  	
  Hooks:	 Jezebel	 tries	 to	 do	 as	 much	 good	 with	 the	 little	
  resources	she	hasas	possible.	She’s	promised	new	toys	to	some	
  poor	 local	 children	 in	 celebration	 of	 the	 new	 harvest,	 but	 is	
  down	to	her	last	copper.	
  H A R D R A D  N A R R O W C A R T  
  LN	male	human	apprentice	monk/aristocrat	
  	
  Appearance:	Short	and	stout	but	all	muscle.	He	wears	a	belt	
  of	beads	over	simple	robes.	
  	
  Personality:	 Stoic,	 always	 listening	 to	 the	 words	 of	 others	
  carefully.	
  	
  Mannerisms:	 Steeples	 his	 fingers	 together	 when	 making	 a	
  point	or	listening	to	an	argument.	
  	
  Hooks:	 Hardrad	 was	 a	 noble	 before	 he	 went	 into	 hiding	
  amongst	 an	 order	 of	 monks.	 He	 has	 adopted	 their	 ways	 and	
  found	a	new	home,	but	his	family	would	like	to	make	sure	he	
  never	returns.	
  G A H N  
  N	female	dwarf	apprentice	expert	
  	
  Appearance:	 White	 hair	 in	 braided	 rows,	 with	 a	 large	 gut.	
  She	wears	a	tin	tankard	on	her	belt.	
  	
  Personality:	Jolly	and	flamboyant.	
  	
  Mannerisms:	She	bangs	her	tankard	against	nearby	surfaces	
  when	she	hears	something	pleasing.	
  	
  Hooks:	 Gahn	 makes	 poor	 decisions	 in	 the	 name	 of	 good	
  drink.	It	is	rumoured	she	is	responsible	for	Farmer	Elthor’s	son	
  going	missing.	
  C U R S E D  L I V I A  
  N	female	human	apprentice	druid	
  	
  Appearance:	Cursed	Livia	has	sunken	eyes,	thinning	hair	and	
  wears	dirty	peasant’s	clothes.	
  	
  Personality:	Glum.	
  	
  Mannerisms:	Drags	her	feet	and	keeps	her	head	down.	
  	
  Hooks:	 A	 series	 of	 unfortunate	 accidents	 including	 a	 fire,	
  parasitic	infestation	and	localized	earthquake	has	led	Livia	and	
  the	townsfolk	to	believe	she’s	been	cursed.		
  H E S P E R  M A G P I E  
  CNfemale	human	apprentice	rogue	
  	
  Appearance:	 Shoulder	 length	 brown	 hair,	 immaculate	 skin,	
  white	shirt	and	a	feathered	cap.	
  	
  Personality:	Chipper	and	opportunistic.	
  	
  Mannerisms:	Talks	fast	with	an	excitable	voice.	
  	
  Hooks:	Hesper	loves	a	good	rumour	and	knows	of	a	nearby	
  abandoned	temple	that	might	have	a	few	artifacts	for	the	shrine	
  and	riches	for	questing	adventurers.		
  H E L D E N  P E R N T  
  N	male	human	apprentice	commoner	
  	
  Appearance:	Broad	shouldered	Helden	wears	simple	clothes	
  of	cloth	and	leather.	
  	
  Personality:	Mild	mannered,	Helden	takes	life	as	it	comes.	
  	
  Mannerisms:	Shrugs	his	shoulders	and	does	not	look	people	
  in	the	eye.	
  	
  Hooks:	Helden	is	a	local	leatherworker.	He	tends	the	shrine	
  because	no	one	else	does.	He	wouldn’t	mind	passing	the	duties	
  on	to	someone	with	more	passion.	
  J E K E L  
  NE	male	human	apprentice	warrior	
  	
  Appearance:	 Wears	 his	 hair	 in	 a	 pony	 tail	 and	 has	 a	 well	
  crafted	leather	vest.	
  	
  Personality:	Egotistical	and	greedy.		
  	
  Mannerisms:	Smiles	at	his	own	jokes	and	picks	at	his	elbows.	
  	
  Hooks:	Jekel	may	not	be	kind	but	he	keeps	up	the	profile	of	a	
  halfway	decent	man.	He	then	murders	innocent	travellers	on	the	
  road	after	they’ve	left	town.	
  	
   
  
  78	
  O R T H U N K  T H E  A X E  
  CN	male	half-orc	apprentice	barbarian/expert	
  	
  Appearance:	 Large	 of	 frame,	 Orthunk	 has	 two	 protruding	
  tusks.	He	wears	furs.	
  	
  Personality:	Generally	kind	until	insulted,	then	aggressive.	
  	
  Mannerisms:	Cracks	his	knuckles	and	other	joints.	
  	
  Hooks:	Orthunk	was	part	of	a	larger	tribe	but	most	was	killed	
  by	 giants.	 He	 has	 a	 reputation	 as	 a	 brute	 but	 can	 actually	 be	
  quite	insightful	on	the	nature	of	spirits	and	the	use	of	herbalism	
  in	healing.	
  G U S S Y  M A C G R O D  
  CN	female	human	apprentice	bard	
  	
  Appearance:	Gussy	wears	colourful	silk	dresses	and	is	never	
  without	her	pipe.	
  	
  Personality:	Nosey	and	quick	with	a	joke.	
  	
  Mannerisms:	Pats	her	lap	when	she	sits	down	as	
  if	she	wants	you	to	sit	on	her	lap.		
  	
  Hooks:	She	does	not	want	you	to	sit	on	her	
  lap,	however	the	baker’s	son	began	to	do	so	as	
  a	 joke.	 Now	 there’s	 rumours	 they	 are	
  romantically	 involved	 (against	 the	 baker’s	
  wishes).	
  K A T L A  E L L A N A   
  LG	female	human	journeyman	paladin	
  	
  Appearance:	Young-looking	with	
  black	 hair	 (featuring	 blonde	 roots)	
  and	a	strong	frame.	
  	
  Personality:	
  Very	
  serious	
  though	well	meaning.	
  	
  Mannerisms:	 Keeps	 her	 left	
  hand	up	as	if	holding	a	shield.	
  	
  Hooks:	 Katla	 is	 a	 retired	
  adventurer	 but	 still	 keeps	 up	
  to	
  date	
  with	
  her	
  old	
  companions.	She	has	a	letter	
  she’d	like	delivered	to	an	inn	
  in	the	capital	that	she	would	
  rather	 not	 hand	 to	 a	
  simple	messenger.	
  N A S S I R  O L D U D  
  N	male	human	apprentice	commoner	
  	
  Appearance:	Old	and	thin	with	a	ring	of	gray	hair	and	a	tuft	
  beard	on	his	chin.	
  	
  Personality:	Doesn’t	trust	strangers.	
  	
  Mannerisms:	He	walks	very	slowly	and	grunts	at	those	who	
  grow	impatient.	
  	
  Hooks:	 Nassir	 has	 been	 here	 his	 whole	 life	 and	 has	 little	
  knowledge	of	the	world	outside	the	city	walls.	He	was	warned	
  trolls	are	gathering	for	an	attack	but	hasn’t	told	anyone	as	he	
  doesn’t	believe	they	exist.	
  R A M I  F A R F A T E  
  LN	female	human	apprentice	expert	
  	
  Appearance:	 Clean	 cut,	 Rami	 wears	 simple	 scholar’s	
  robes.	
  	
  Personality:	 Rami	 believes	 he	 has	 all	 the	 right	
  answers	and	isn’t	afraid	to	tell	anyone	how	wrong	
  they	are.	
  	
  Mannerisms:	 Always	 clears	 his	 throat	
  before	articulating	a	new	thought.	
  	
  Hooks:	 Rami	 isn’t	 as	 knowledgeable	 as	
  he	thinks	he	is.	His	tips	has	been	leading	to	
  bad	 crops	 and	 bad	 investments	 and	 the	
  town	 just	 needs	 a	 small	 nudge	 to	 realize	
  whose	fault	it	really	is.	
  K Y S T  T H E  W E T  
  NG	female	halfling	apprentice	cleric	
  	
  Appearance:	 Long	 brown	 hair,	 which	 is	
  usually	wet.		
  	
  Personality:	 Eager	 and	 passionate	 about	
  life.	
  	
  Mannerisms:	Wrings	her	hair	out	with	her	
  hands.	
  	
  Hooks:	 Kyst	 loves	 the	 water	 and	 spends	
  much	 of	 her	 time	 diving	 in	 the	 river.	 On	 her	
  last	dive	she	found	what	looked	like	a	stone	
  door	 amongst	 the	 rocks	 that	 she	 never	
  noticed	before.	
  	
  	
  	
  
  79	
  	
   
  
  80	
  S T A T U E S  &  M O N U M E N T S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Use	 this	 table	 to	 generate	 the	 appearance	 of	 the	 statue	 or	
  monument.	Ignore	such	results	and	simply	re-roll.	
  D%	
  	
  1	
  A	 statue	 of	 a	 rugged	 looking	 man	 and	 a	 wolf	
  looking	off	into	the	distance.	
  2	
  A	 polished	 wall	 engraved	 with	 the	 names	 of	
  fallen	soldiers.	
  3	
  This	 statue	 is	 of	 a	 bald	 woman	 sitting	 cross-
  legged,	as	if	meditating.	
  4	
  A	 large	 boulder	 has	 been	 engraved	 with	 a	
  memorial	to	the	miners	who	died	in	a	cave-in.	
  5	
  A	holy	symbol	and	vestments	clearly	indicate	this	
  statue	is	of	a	man	of	faith.	
  6	
  At	the	top	of	this	pedestal	burns	a	bright	orange	
  flame.	
  7	
  This	 carved	 statue	 of	 an	 elderly	 woman,	
  surrounded	 by	 many	 different	 animals	 of	 the	
  forest.	
  8	
  A	large,	iron-wrought	sundial.	
  9	
  This	 statue	 is	 of	 a	 resplendent	 knight,	 with	 his	
  sword	held	high	and	a	holy	symbol	emblazoned	
  on	his	shield.	
  10	
  A	 collection	 of	 small	 ceramic	 mushrooms	 in	 a	
  circle,	 complete	 with	 tiny	 statues	 of	 faerie-like	
  creatures.	
  11	
  This	 statue	 is	 of	 a	 young	 woman	 dancing	
  amongst	flames,	her	hands	wreathed	in	fire.	
  12	
  A	public	fountain	with	a	centrepiece	depicting	a	
  multitude	of	fish	and	other	aquatic	life.	
  13	
  This	 statue	 depicts	 a	 dwarven	 warrior	 with	 an	
  axe	and	shield.	
  14	
  A	plaque	fixed	to	the	ground	indicates	the	spot	a	
  famous	adventurer	was	murdered.	
  15	
  Three	magical,	grey	stones	orbit	the	head	of	this	
  statue	 of	 a	 woman	 carrying	 a	 staff	 and	 large	
  tome.	
  16	
  A	dull	metal	placard	dedicates	this	small	garden	
  to	a	dearly	departed	spouse.	
  17	
  A	statue	of	a	laughing	halfling	male,	playing	the	
  lute	before	a	captivated	audience.	
  18	
  A	large,	free	standing	triumphal	arch	carved	with	
  an	intricate	pattern.	
  19	
  This	sculpture	is	of	a	half-elven	woman	kneeling	
  in	front	of	a	chest	picking	the	lock.	
  20	
  A	small	standing	stone	sits	next	to	a	tavern	with	
  a	 sign	 that	 claims	 a	 now	 famous	 adventuring	
  party	first	met	inside.		
  21	
  An	 immense	 statue	 of	 half	 a	 dozen	 orcish	
  savages;	all	in	the	throes	of	a	bloody	frenzy.	
  22	
  A	solemn	cenotaph	for	an	unknown	solider.	
  23	
  A	 series	 of	 obelisks	 at	 the	 university	 are	 each	
  engraved	 with	 the	 school	 motto	 and	 a	 list	 of	
  alumni.	
  24	
  A	 blackened	 tree	 stump	 has	 been	 carved	 to	
  resemble	a	weeping	dryad.	
  25	
  A	statue	of	a	large	cornucopia,	overflowing	with	
  harvest	vegetables.	
  26	
  This	ancient	and	non-functioning	trebuchet	now	
  serves	as	a	commemoration	of	the	war	in	which	
  it	was	broken.		
  27	
  A	 statue	 of	 a	 large	 butterfly,	 engraved	 with	 a	
  pattern,	rests	on	top	of	a	flower.	
  28	
  A	 large	 anchor	 stands	 in	 remembrance	 to	 all	
  those	lost	at	sea.	
  29	
  A	 crashing	 wave,	 stands	 upon	 a	 base	 carved	 to	
  resemble	a	beach.	
  30	
  Affixed	 to	 the	 side	 of	 an	 ancient	 building	 is	 a	
  plaque	declaring	its	construction	date.	
  31	
  This	statue	is	of	a	smiling	woman	reaching	out	to	
  aid	a	destitute	man	at	her	feet.	
  32	
  A	monument	to	the	abolition	of	slavery	features	
  two	large	hands	holding	a	broken	chain.	
  33	
  A	 large	 statue	 of	 a	 blindfolded	 man	 in	 a	 plain	
  robe.	He	holds	aloft	a	perfectly	balanced	scale.	
  34	
  A	bust	of	the	reigning	monarch.	
  35	
  This	 statue	 depicts	 a	 local	 philanthropist.	 At	 its	
  base	is	a	list	of	his	numerous	acts	of	charity.	
  36	
  At	the	foot	of	the	bridge	stands	a	marker	erected	
  to	those	who	died	during	its	construction.	
  37	
  A	towering	statue	of	a	despotic	ruler.	
  38	
  A	large	statue	of	an	elf	and	dwarf	shaking	hands.	
  Engraved	in	its	base	is	the	date,	time	and	place	a	
  peace	treaty	between	two	kingdoms	was	signed.	
  39	
  A	 local	 noblewoman	 had	 this	 statue	 of	 herself	
  commissioned	in	order	to	serve	her	vanity.	
  40	
  A	 damaged	 figurehead	 from	 a	 ship	 stands	 as	 a	
  testament	to	the	shipwreck	it	came	from.	
  41	
  This	 statue	 is	 of	 a	 madcap	 jester	 in	 the	 act	 of	
  revelry.	
  42	
  The	 many	 laws	 and	 edicts	 of	 the	 city	 are	
  engraved	on	this	enormous	monolith.		
  43	
  A	large	statue	of	a	decorated	soldier	leading	her	
  troops	in	a	charge.	
  44	
  A	large	statue	of	a	holy	symbol	stands	on	a	base	
  in	the	centre	of	a	courtyard.	
  45	
  This	statue	depicts	a	scythe	wielding	skeleton	in	
  a	long	robe.	
  46	
  Two	 long	 columns	 of	 free	 standing	 pillars	
  demonstrate	the	opulent	wealth	of	the	area.	
  47	
  This	imposing	statue	is	of	a	powerful	demon	with	
  outstretched	wings	and	razor	sharp	claws.	
  48	
  At	the	beginning	of	a	small	community	garden,	a	
  plaque	lists	those	who	aided	in	its	creation.	
  49	
  One	 side	 of	 a	 large	 inn	 has	 been	 carved	 into	 a	
  relief	depicting	a	full	and	rowdy	tavern	scene.	
  50	
  A	large	corroded	sculpture	of	intertwining	spirals	
  of	 copper,	 silver	 and	 bronze	 represents	 an	
  alliance	between	three	city	states.	
  
  81	
  51	
  A	statue	of	a	city	guardsman	stands	outside	the	
  main	 garrison	 as	 a	 testament	 to	 their	 vigilance	
  and	dedication.	
  52	
  A	 dozen	 small	 alcoves	 adorn	 all	 sides	 of	 this	
  polished	 column.	 Each	 sports	 an	 eternal	 flame,	
  creating	a	flickering	pillar	of	light.	
  53	
  This	statue	is	in	the	rough	shape	of	a	blacksmith	
  forging	a	sword	with	a	hammer	and	anvil.	
  54	
  This	old	building	is	covered	in	classic	gothic	style	
  gargoyles.	
  55	
  This	statue	of	a	sleeping	peasant	lies	in	a	nearby	
  park.	
  56	
  A	scene	from	a	tremendous	battle	between	two	
  armies	is	etched	into	the	gates	of	a	fort.	
  57	
  This	statue	is	of	a	famous	bard.	
  58	
  A	 grand	 water	 clock	 with	 twelve	 basins,	 each	
  held	by	a	statue	of	a	marid.	As	water	fills	each	
  basin	every	hour,	a	set	of	chimes	rings.	
  59	
  A	huge	statue	of	an	ancient	red	dragon.	
  60	
  This	statue	is	of	a	cheerful	gnome.	Anyone	who	
  walks	too	close	sets	off	a	magical	message	that	
  advertises	a	nearby	potion	shop.	
  61	
  A	life-sized	statue	of	a	war	horse.	
  62	
  This	fountain	is	decorated	with	cherubs	frolicking	
  in	the	water.	
  63	
  A	 statue	 of	 a	 regal	 griffon,	 depicted	 soaring	 in	
  flight	its	wing	spread	wide.	
  64	
  This	 statue	 is	 of	 a	 medusa	 recoiling	 from	 its	
  reflection	in	a	full-length	mirror.	
  65	
  A	statue	of	a	lion	in	mid-pounce.	
  66	
  This	statue	of	intertwined	lovers	borders	on	the	
  obscene.	
  67	
  A	statue	of	an	angry	swan,	its	wings	raised	in	a	
  menacing	fashion.	
  68	
  A	 statue	 of	 a	 chariot	 driven	 by	 a	 fierce	 warrior	
  and	pulled	by	two	large	boar.	
  69	
  This	statue	of	a	mermaid	has	been	carved	from	
  driftwood.	
  70	
  A	boulder	carved	into	the	shape	of	a	slain	giant's	
  head	has	a	halfling	warrior	standing	triumphantly	
  on	top.	
  71	
  A	statue	of	an	elderly	man	hunched	over	a	cane.	
  72	
  A	statue	of	a	satyr	playing	the	pipes,	surrounded	
  by	fawning	nymphs.	
  73	
  Scattered	 about	 the	 area	 are	 a	 number	 of	
  statues	of	children	playing.	
  74	
  A	relief	of	noblemen	engaged	in	a	fox	hunt	has	
  been	fixed	to	the	side	of	a	nearby	building.	
  75	
  At	the	end	of	a	pier	stands	a	detailed	carving	of	a	
  three-mast	sailing	ship.	
  76	
  The	 tomb	 of	 an	 important	 noble	 family	 is	
  covered	
  with	
  delicate,	
  hand	
  carved	
  embellishments.		
  77	
  Rough	 hewed	 stones	 stacked	 in	 a	 crude	
  humanoid	shape.	
  78	
  A	small	religious	shrine	incorporates	a	beautiful	
  mosaic	of	stained	glass.	
  79	
  This	 statue	 of	 a	 full-sized	 carriage	 includes	 a	
  driver,	a	team	of	horses	and	passengers.	
  80	
  Set	 into	 the	 ground	 is	 a	 large	 chessboard,	
  complete	with	movable	pieces.	
  81	
  A	statue	of	a	scurvy	looking	sailor,	complete	with	
  peg	leg	and	eye	patch.	
  82	
  This	large	compass	rose	accurately	points	north.	
  83	
  Set	in	a	large	brass	bowl,	volcanic	rock	has	been	
  carved	to	resemble	a	raging	fire.		
  84	
  All	the	surrounding	shrubbery	has	been	pruned	
  into	the	shapes	of	fierce	looking	animals.	
  85	
  Layers	of	sandstone	and	other	sedimentary	rock	
  make	up	this	decorative	monument.	
  86	
  A	literal	“key	to	the	city”	hangs	above	the	doors	
  of	this	town	hall.	
  87	
  Expertly	carved,	this	large	statue	is	of	a	series	of	
  flowing	waterfalls.	
  88	
  A	piece	of	onyx	carved	into	a	perfect	sphere	and	
  polished	to	a	mirror-like	sheen.	
  89	
  This	 statue	 is	 of	 two	 men	 walking	 in	 a	
  windstorm.	Their	hair	and	clothing	whips	about	
  them	in	an	unseen	gale.	
  90	
  Easily	 fifty	 feet	 in	 height,	 this	 massive	 statue	
  depicts	an	ancient	king.	
  91	
  A	collection	of	odd	geometric	shapes	on	a	single,	
  wide	and	lowplinth.	
  92	
  On	a	warehouse	at	the	docks	hangs	a	large	relief	
  of	a	ship	at	sea	during	a	terrible	storm.	
  93	
  This	 large	 statue	 is	 of	 an	 elegant	 longsword	
  standing	on	its	point.	
  94	
  On	 the	 cornerstone	 of	 a	 nearby	 building's	
  foundation	is	a	plaque	displaying	the	date	it	was	
  laid.	
  95	
  Nothing	remains	of	this	statue	except	the	lower	
  part	of	its	legs.	
  96	
  A	 statue	 of	 a	 guardian	 angel,	 praying	 over	 the	
  bodies	of	fallen	warriors.	
  97	
  An	 elaborate	 statue	 of	 a	 tree,	 complete	 with	
  bark,	knots	and	branches.	
  98	
  This	 monument	 celebrates	 the	 founding	 of	 the	
  city	with	a	collection	of	bells.	
  99	
  This	statue	is	of	a	famous	explorer	examining	the	
  horizon	through	a	spyglass.	
  100	
  This	solid,	plain	marker	has	no	sign	or	indication	
  of	its	purpose	or	meaning.	
  	
  	
  	
  	
  
  82	
  S T A T U E S  &  M O N U M E N T S :  D R E S S I N G  
  Use	 this	 table	 to	 provide	 interesting	 points	 of	 note	 about	 the	
  statue	or	monument.	Some	may	be	inappropriate	based	on	the	
  locale’s	set	up;	ignore	such	results	and	simply	re-roll.	
  D%	
  	
  1	
  Covered	from	top	to	bottom	in	bird	droppings.	
  2	
  Has	 been	 overgrown	 with	 a	 thick	 blanket	 of	
  green	moss.		
  3	
  Centuries	of	exposure	to	the	elements	has	worn	
  away	almost	all	of	the	detail.	
  4	
  Has	a	number	of	moisture	stains	and	other	signs	
  of	water	damage.	
  5	
  Thin	vines	of	creeping	ivy	grow	up	one	side.	They	
  have	even	begun	to	cause	damage	by	sprouting	
  through	cracks	in	the	statue.	
  6	
  Has	a	single,	large	fissure	that	runs	right	through	
  the	middle.	
  7	
  Has	a	significant	portion	corroded	by	rust.	
  8	
  Surrounded	 by	 a	 permanent	 aura	 of	 harmless	
  green,	flickering	flames	
  9	
  Painted	with	a	variety	of	slurs	and	other	vulgar	
  graffiti.	
  10	
  Someone	 has	 scratched	 their	 initials	 into	 the	
  statue	with	some	manner	of	makeshift	tool.	
  11	
  Surrounded	by	wreaths	and	bouquets	of	freshly	
  cut	flowers.	
  12	
  At	its	base	is	a	small	water	basin	or	wishing	well	
  filled	 with	 copper	 pieces	 and	 the	 occasional	
  silver	coin.	
  13	
  Part	of	a	shrine	filled	with	candles	lit	as	part	of	a	
  vigil	ceremony.	
  14	
  Has	 a	 brazier	 built	 in,	 filled	 with	 smouldering	
  incense	that	fills	the	air	with	a	pleasant	scent.	
  15	
  Is	 singed	 or	 blackened	 by	 fire	 but	 is	 otherwise	
  undamaged.	
  16	
  In	 an	 act	 of	 spiteful	 vandalism,	 a	 crucial	 or	
  prominent	piece	has	been	chipped	or	broken	off.	
  17	
  The	statue	is	unusually,	even	suspiciously,	clean.	
  18	
  Draped	 with	 a	 tangled	 mess	 of	 numerous,	
  brightly	coloured	ribbons.	
  19	
  Wrapped	 loosely	 in	 thick	 chains	 that	 seem	 to	
  serve	no	purpose.	
  20	
  Affixed	 with	 numerous	 scrolls	 and	 other	
  parchment.	 Each	 one	 has	 someone's	 prayers	
  written	on	them.	
  21	
  Currently	serving	as	a	perch	for	a	large	flock	of	
  small	 birds.	 The	 statue	 is	 stained	 with	 their	
  excrement.	
  22	
  Shows	signs	of	obvious	acid	damage.	
  23	
  Has	 become	 a	 shelter	 for	 a	 few	 panhandling	
  vagabonds.	 Anyone	 who	 comes	 too	 close	 is	
  mobbed	for	spare	change.		
  24	
  Has	 been	 beautifully	 painted	 by	 an	 artist	 with	
  exceptional	talent.	
  25	
  Surrounded	 by	 scaffolding	 and	 supplies	 needed	
  for	cleaning	and	repair.	
  26	
  Spotted	with	salt	stains.	
  27	
  Draped	in	decorative	flags	bearing	the	crests	of	
  many	noble	houses.	
  28	
  Home	 to	 a	 nest	 of	 rats	 who	 scurry	 about	 the	
  cracks	in	its	base.	
  29	
  Surrounded	by	bowls	of	fruit,	bottles	of	wine	and	
  other	offerings	of	food	and	drink.	
  30	
  Has	obviously	been	repaired	recently.	The	work	
  is	of	poor	quality	and	needs	to	be	redone.	
  31	
  Engraved	at	the	base	is	the	trademark	signature	
  of	a	famous	sculptor.	
  32	
  Whatever	 plaque	 or	 sign	 was	 once	 attached	 is	
  now	obviously	missing.	Only	pieces	of	the	broken	
  fixtures	remain.	
  33	
  Surrounded	by	a	group	of	angry	protestors	who	
  stand	firmly	against	its	meaning	or	subject.	
  34	
  Lies	shattered	into	dozens	of	pieces	all	over	the	
  ground.	
  35	
  Appears	 to	 be	 partially	 melted	 even	 though	 a	
  casual	touch	confirms	it	is	still	quite	solid.	
  36	
  Somehow,	 the	 statue	 is	 dressed	 in	 a	 complete	
  set	of	real	clothes	of	an	appropriate	theme.	
  37	
  Its	 style	 and	 design	 is	 of	 a	 completely	 different	
  theme	 than	 all	 the	 other	 architecture	 in	 its	
  surroundings.	
  38	
  Currently	 being	 used	 as	 a	 pulpit	 for	 a	 cleric	
  preaching	a	sermon	to	a	small	crowd.	
  39	
  Pinned	 to	 its	 base	 are	 a	 number	 of	 job	 offers,	
  notices	and	other	postings	both	old	and	new.	
  40	
  Standing	 on	 it	 is	 a	 frantic	 looking	 madman,	
  shouting	nonsense	theories	at	all	those	who	walk	
  past.	
  41	
  Infested	with	large,	but	harmless,	spiders.	Webs	
  hang	between	every	available	surface.	
  42	
  Full	 of	 small,	 perfectly	 round	 holes	 that	 have	
  actually	bored	all	the	way	through.	
  43	
  Stands	as	the	centrepiece	of	a	small	playground	
  for	children.	
  44	
  Magically	animated	to	change	its	position	every	
  day	at	dawn	though	it	can	never	leave	its	plinth.	
  45	
  Actually	 an	 integral	 part	 of	 the	 structural	
  supports	for	a	bridge	that	passes	overhead.		
  46	
  An	open	entrance	in	its	base	leads	down	into	an	
  underground	shop	or	tavern.	
  47	
  Has	 no	 actual	 base.	 It	 has	 been	 enchanted	 to	
  levitate	a	few	feet	off	the	ground.	A	few	chains	
  keep	it	secured	to	its	current	location.	
  48	
  Is	 not	 real.	 It	 is	 actually	 an	 permanent	 illusion.	
  Occassionally,	 it	 shifts	 position	 for	 no	 obvious	
  reason.	
  49	
  Protected	 by	 a	 small	 contingent	 of	 city	 guard.	
  The	 guards	 stand	 perfectly	 still	 and	 do	 not	
  engage	in	conversation.	
  
  83	
  50	
  The	 statue	 is	 inexplicably	 warm,	 but	 not	
  uncomfortably	or	dangerously	so,	to	the	touch.	
  51	
  Is	 in	 the	 middle	 of	 being	 taken	 down	 and	
  disassembled	by	a	group	of	workers.	
  52	
  Is	 in	 the	 middle	 of	 being	 assembled	 and	 then	
  raised	by	a	group	of	workers.	
  53	
  The	statue	is	inexplicably	cold	to	the	touch.	Frost	
  lingers	upon	pieces	of	it	out	of	direct	sunlight.	
  54	
  At	 first	 glance,	 it	 appears	 to	 be	 made	 of	 one	
  material	 but	 a	 close	 inspection	 reveals	 it	 is	
  actually	 another	 –	 made	 to	 look	 like	 the	 first.	
  Examples	 include	 wood	 painted	 to	 look	 like	
  stone	or	brass	tinted	to	resemble	gold.	
  55	
  Is	 made	 from	 a	 precious	 material	 such	 as	 gold,	
  mithril	or	adamantine.	
  56	
  Has	fallen	over	and	is	lying	unbroken	on	its	side.	
  57	
  Has	 been	 painted	 with	 garish,	 clashing	 or	
  otherwise	ugly	colours.	
  58	
  Covered	completely	by	tiny	golden	particles,	as	if	
  coated	by	glittering	fey	dust.	
  59	
  The	statue	is	hollow.	
  60	
  The	plaque	on	its	base	has	its	writing	repeated	
  many	times,	in	many	different	languages.	
  61	
  Has	been	expertly	restored	to	its	former	glory.		
  62	
  Is	 a	 smaller	 replica	 of	 a	 famous	 piece	 located	
  elsewhere.	
  63	
  The	eyes	of	this	statue	seem	to	be	looking	at	you	
  no	matter	which	way	you	travel.	
  64	
  Is	 shaped	 in	 such	 a	 way	 as	 to	 make	 a	 ghastly	
  howling	sound	when	a	strong	wind	blows.	
  65	
  Has	been	incorporated	into	the	construction	of	a	
  gallows,	complete	with	swinging	noose.	
  66	
  Its	
  base	
  contains	
  an	
  elaborate	
  locking	
  mechanism.	Once	it	is	disengaged,	the	statue	can	
  be	swivelled	to	face	a	different	direction.	
  67	
  Contains	 a	 gem-shaped	 depression	 just	 above	
  arms	reach.	
  68	
  Has	 been	 crafted	 with	 a	 glaring	 error	 or	 other	
  imperfection,	 such	 as	 a	 statue	 with	 two	 left	
  hands	or	an	obelisk	with	uneven	sides.	
  69	
  Stands	 slightly	 crooked	 on	 an	 ivy-wreathed	
  plinth.		
  70	
  One	of	the	words	engraved	in	its	base	has	been	
  spelled	incorrectly.	
  71	
  Is	 currently	 wrapped	 up	 under	 a	 tarpaulin	 and	
  cannot	be	seen.	
  72	
  Has	a	number	of	deep	claw	marks	scratched	into	
  its	surface.	
  73	
  Has	 been	 smeared	 with	 tar	 that	 has	 long	 since	
  dried	 and	 covered	 with	 feathers	 that	 have	
  almost	worn	off.	
  74	
  Is	actually	a	working	part	of	a	nearby	building's	
  chimney	and	occasionally	bellows	clouds	of	thick	
  grey	smoke.	
  75	
  Has	 been	 engraved	 with	 a	 delicate	 pattern	 to	
  make	 it	 appear	 as	 though	 it	 was	 covered	 in	 a	
  layer	of	frost.	
  76	
  Stands	 very	 near	 a	 public	 road	 and	 has	 been	
  splattered	 with	 dirt	 and	 mud	 from	 passing	
  wagons.	
  77	
  Has	 one	 very	 large,	 dark	 red	 bloodstain	 that	
  someone	has	attempted	to	clean,	to	no	avail.	
  78	
  Reeks	 of	 urine	 and	 waste	 though	 no	 obvious	
  source	can	be	found.	
  79	
  Is	 encrusted	 with	 beautiful,	 but	 ultimately	
  worthless,	gems.	
  80	
  Broken	crossbow	bolts	litter	the	ground	nearby,	
  as	if	someone	had	used	it	for	target	practice.	
  81	
  Surrounded	 by	 a	 fence.	 On	 each	 side,	 a	 small	
  wooden	 sign	 that	 plainly	 says,“No	 Trespassing”	
  has	been	posted.	
  82	
  Is	 being	 used	 as	 a	 hitching	 post	 for	 horses	 and	
  other	mounts	by	a	nearby	tavern.	
  83	
  A	 large	 bird's	 nest,	 with	 three	 eggs	 inside,	 has	
  been	built	at	the	very	top.	
  84	
  Has	a	small	pond	at	its	base	filled	with	small	fish.	
  85	
  Has	been	decorated	with	small	piles	of	bleached	
  humanoid	skulls.	
  86	
  Is	half	buried	beneath	a	hill	or	mound	of	earth.	
  Only	 some	 parts	 are	 still	 sticking	 up	 out	 of	 the	
  ground.	
  87	
  Made	 of	 an	 unusual	 material	 such	 as	 crystal,	
  bone	or	ceramic.		
  88	
  Has	 been	 decorated	 with	 a	 variety	 of	 colourful	
  seashells.	
  89	
  Is	hidden	within	a	large	tent.	By	the	entrance	is	a	
  man	running	an	admission	booth	for	those	who	
  wish	to	see.	
  90	
  Attached	 at	 the	 very	 top	 is	 a	 working	 weather	
  vane	with	a	thematically	similar	appearance.	
  91	
  Has	 been	 enchanted	 to	 produce	 soft,	 light-
  hearted	music	whenever	touched.	
  92	
  Casts	 a	 shadow	 whose	 shape	 looks	 completely	
  different	from	itself.	
  93	
  Is	 covered	 in	 long	 boughs	 of	 garland	 and	 holly.	
  Some	are	faded	and	withered,	while	others	are	
  obviously	new.	
  94	
  Is	 actually	 a	 very	 ornate,	 but	 fully	 functioning,	
  ballista	in	disguise.	
  95	
  Covered	 in	 large	 vines	 sprouting	 plump,	 juicy	
  grapes.	
  96	
  Has	been	inscribed	with	a	glowing	arcane	symbol	
  and	other	magical	sigils.	
  97	
  A	metal	cage,	large	enough	for	a	Medium-sized	
  humanoid,	has	been	built	into	the	middle.	
  98	
  The	language	engraved	in	its	base	is	completely	
  unknown	and	defies	magical	translation.	
  99	
  Also	 serves	 as	 a	 guard	 post.	 An	 alarm	 bell	 and	
  sentry	 box	 have	 been	 incorporated	 into	 the	
  construction.	
  100	
  Is	eerily,	even	suspiciously	lifelike.	
  	
   
  
  84	
  S T A T U E S  &  M O N U M E N T S :  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	 examine	 or	 pass	 by	 the	
  statue	or	monument,	sometimes	fate	intervenes.	Use	this	table,	
  to	 determine	 what	 opportunities	 or	 complications	 the	 PCs	
  encounter.	
  D20	
  	
  1	
  Rumours	 persist	 that	 one	 of	 the	 statues	 around	
  town	 is	 actually	 made	 of	 gold	 or	 has	 some	 other	
  kind	 of	 treasure	 hidden	 inside.	 Gangs	 of	 vandals	
  roam	the	streets	at	night,	smashing	every	piece	of	
  decorative	masonry	in	sight	and	fighting	with	each	
  other	in	a	race	to	find	it	before	the	others.	
  2	
  A	 mimic	 has	 moved	 into	 the	 area	 and	 begun	
  hunting	people.	It	disguises	itself	as	smaller	statues	
  and	 monuments	 to	 effectively	 hide	 in	 plain	 sight.	
  The	authorities	are	hiring	adventurers	to	examine	
  every	statue	in	town.	
  3	
  A	 nobleman	 wants	 to	 know	 why	 his	 fallen	 son's	
  name	 does	 not	 appear	 on	 a	 memorial	 cenotaph	
  alongside	the	other	soldiers	from	the	same	squad,	
  all	 of	 whom	 died	 in	 a	 recent	 battle.	 He	 will	 pay	
  handsomely	for	such	information.	
  4	
  When	the	statues	of	the	city	weep	blood,	doom	is	
  sure	 to	 follow	 for	 everyone	 dwelling	 within	 its	
  walls.	One	statues	starts	to	weep	blood	as	the	PCs	
  walk	passed.	
  5	
  A	 city,	 known	 for	 its	 aqueducts	 and	 ancient	
  architecture	 has	 become	 infested	 by	 a	 flock	 of	
  gargoyles	that	terrorize	the	populace	constantly.	
  6	
  A	 new	 religious	 cult	 has	 risen.	 They	 are	 fanatic	
  followers	of	a	doctrine	that	opposes	the	worship	of	
  gods	through	idols.	No	longer	content	with	tearing	
  down	and	destroying	religious	statuary,	they	have	
  begun	 to	 attack	 and	 even	 kill	 any	 sculptor	 who	
  creates	them.	
  7	
  An	unfortunate	accident,	such	as	a	runaway	wagon	
  or	falling	crate,	severely	damages	a	local	statue.	No	
  one	is	hurt,	but	during	its	repair	a	skeleton	wearing	
  fine	clothes	is	discovered	embedded	inside.	Several	
  well-to-do	families	claim	the	remains.	
  8	
  High	quality	fakes	of	a	famous	sculptor's	work	have	
  begun	to	flood	the	artisan's	market.	Naturally,	the	
  sculptor	and	the	growing	number	of	fraud	victims	
  want	the	culprit	caught.	
  9	
  During	 broad	 daylight,	 a	 large	 and	 heavy	 statue	
  from	the	middle	of	the	market	square	vanishes.	No	
  one	saw	what	happened	and	city	officials	want	to	
  know	 who	 stole	 the	 statue,	 why	 they	 did	 it	 and	
  most	importantly	–	how.	
  10	
  One	morning,	a	finely	made	gravestone	appears	in	
  the	centre	of	town.	Carved	into	it	are	a	long	list	of	
  names	of	various	citizens.	The	only	thing	they	seem	
  to	have	in	common	is	that	they	are	all	still	alive.	Is	
  the	 event	 a	 joke,	 or	 the	 first	 step	 in	 a	 madman’s	
  sinister	plan?	
  11	
  A	ranger	reports	something	has	been	petrifying	the	
  woodland	animals	of	a	nearby	forest.	The	road	is	a	
  major	 trade	 route	 and	 everyone	 fears	 it	 is	 only	 a	
  matter	of	time	before	a	traveller	is	turned	to	stone.	
  12	
  A	wizard	suffers	under	a	powerful	curse;	each	day	
  he	transforms	into	a	statue	from	dawn	to	dusk.	He	
  is	 looking	 for	 anyone	 who	 is	 willing	 to	 help	 him	
  break	free	of	this	affliction.	
  13	
  A	dignitary	from	a	foreign	nation	has	arrived	with	a	
  large	diplomatic	force.	She	is	demanding	the	return	
  of	 a	 monument	 she	 claims	 is	 a	 stolen	 national	
  treasure.	If	it	is	not	found	and	returned	within	one	
  week,	her	kingdom	will	declare	war.		
  14	
  A	caravan	of	gnomish	pilgrims	has	begun	a	quest	to	
  find	 and	 reclaim	 their	 ancestral	 home.	 Their	 only	
  means	 of	 finding	 it	 is	 an	 ancient	 map	 that	 only	
  references	 old	 stone	 monuments	 as	 its	 guide	
  points.	 The	 pilgrims	 require	 someone	 to	 help	
  decipher	the	map	and	escort	them	home.		
  15	
  A	rash	of	daring	and	well	executed	robberies	have	
  baffled	the	city	authorities.	All	that	is	known	about	
  this	 master	 thief	 is	 the	 small	 silver	 figurine	 of	 a	
  butterfly	he	leaves	as	a	calling	card.	The	figurine	is	
  an	exact	duplicate	(in	miniature)	of	a	famed	local	
  statue.	
  16	
  A	sorcerer	seeks	to	hire	a	team	to	help	him	track	
  down	and	acquire	an	eye	of	a	medusa,	a	fang	from	
  a	basilisk,	the	beak	of	a	cockatrice	and	a	horn	from	
  a	gorgon.	The	purpose	of	these	reagents	is	a	secret	
  and	he	is	willing	to	pay	extra	for	adventurers	who	
  don't	ask	questions.		
  17	
  A	 strange	 magical	 effect	 has	 swept	 over	 the	 city	
  and	surrounding	area.	No	magic	pertaining	to	stone	
  functions	 within	 the	 area	 as	 if	 it	 were	 in	 a	 dead	
  magic	zone.	No	one	can	determine	the	cause	of	the	
  effect,	 nor	 can	 they	 dispel	 it	 but	 mystics	 have	
  determined	it	originates	from	a	monument	erected	
  at	a	stone	quarry.	
  18	
  Overnight,	bizarre	obelisks	appear	all	over	the	city.	
  The	 quality	 of	 work	 surpasses	 even	 the	 greatest	
  stone	 cutters	 and	 they	 are	 made	 of	 an	 unknown	
  type	of	stone	that	is	seemingly	indestructible.		
  19	
  During	 a	 routine	 demolition	 of	 an	 aged	 and	
  decrepit	 monument,	 an	 entrance	 to	 a	 vast	
  underground	labyrinth	is	discovered.			
  20	
  A	 terrible	 warlord	 is	 running	 rampant	 across	 the	
  countryside,	 claiming	 the	 entire	 territory	 as	 her	
  own.	 It	 is	 her	 control	 over	 an	 army	 of	 animated	
  statues	that	makes	her	nigh	unstoppable	and	it	is	
  only	a	matter	of	time	before	she	attacks	the	city.	
  	
  	
  	
  	
  	
  
  85	
  S T A T U E S  &  M O N U M E N T S :  L E G E N D S  &  R U M O U R S  
  Legends	and	rumours	are	often	associated	with	certain	statue	or	
  monument.	Use	this	table,	to	determine	what	the	PCs	learn.	
  D20	
  	
  1	
  They	say	the	statue	of	the	general	on	horseback	at	
  the	garrison	is	actually	mounted	on	the	very	same	
  stone	horse	he	rode	into	combat.	Magic	has	been	
  used	to	keep	its	aura	from	being	detected	and	the	
  command	word	used	to	activate	it	was	lost	when	
  its	owner	died	on	the	battlefield.	
  2	
  Legend	states	that	if	the	city	should	ever	truly	be	
  on	the	brink	of	destruction,	all	the	statues	on	the	
  perimeter	 wall	 will	 come	 to	 life.	 Known	 as	 the	
  Stone	 Sentinels,	 they	 will	 not	 stop	 until	 every	
  attacker	has	been	slain	and	the	city	is	safe.	
  3	
  A	priceless	jade	idol	of	a	dancing	woman	is	cursed.	
  Every	person	who	has	owned	the	figurine	has	had	a	
  life	 of	 misery	 and	 loss	 and	 has	 met	 with	 an	
  untimely	end.	The	curse	only	ends	when	the	statue	
  hears	the	very	same	music	the	artist	had	his	model	
  dance	to	when	he	carved	the	idol.	
  4	
  One	of	the	omens	that	signal	the	coming	of	a	great	
  evil	will	be	when	all	the	statues	begin	crying	tears	
  of	blood.	A	small	cult	of	supposed	madmen	watch	
  the	 statues	 so	 that	 they	 might	 have	 warning	 of	
  evil’s	approach.	
  5	
  Six	different	cemeteries	spread	across	the	kingdom	
  all	 claim	 to	 be	 the	 final	 resting	 place	 of	 the	
  legendary	hero	depicted	by	the	statue.	Each	has	a	
  mausoleum	 dedicated	 to	 the	 fallen	 hero	 and	 the	
  clergy	 tending	 each	 locale	 fiercely	 contest	 the	
  other’s	claims.	
  6	
  People	 say	 the	 local	 war	 memorial	 is	 haunted.	
  Many	attest	that	late	at	night,	they	have	seen	the	
  ghost	of	a	soldier	who	died.	Some	claim	the	spirit	is	
  trying	 to	 return	 to	 the	 wife	 and	 family	 he	 left	
  behind.	
  7	
  A	 wizard	 reportedly	 claims	 to	 have	 developed	 an	
  arcane	 ritual	 that	 can	 take	 the	 soul	 and	
  consciousness	 of	 a	 person	 and	 transfer	 it	 into	
  specially	enchanted	statue.	He	willingly	offers	this	
  chance	at	immortality	to	anyone	who	can	afford	his	
  price.	
  8	
  Hidden	 deep	 in	 the	 mountains	 is	 a	 shrine	
  containing	 a	 legendary	 artifact;	 a	 crown	 carved	
  from	solid	granite	that	grants	the	wearer	the	ability	
  to	animate	any	stone	statue	within	sight,	regardless	
  of	 its	 creator's	 commands.	 The	 local	 lord	 greatly	
  desires	the	crown	and	will	pay	handsomely	for	its	
  delivery.		
  9	
  Gossip	amongst	the	artists	and	stone	masons	says	
  that,	 after	 centuries	 of	 perfecting	 the	 art,	 a	
  dwarven	 sculptor	 is	 now	 searching	 for	 an	
  apprentice	 to	 teach	 but	 only	 the	 one	 he	 feels	 is	
  worthy	will	be	chosen.	
  10	
  According	to	prophecy,	if	the	flame	at	the	base	of	
  the	Queen's	monument	ever	goes	out,	the	kingdom	
  will	fall	into	ruin	within	half	a	year.	
  11	
  Parishioners	 claim	 that	 kissing	 the	 feet	 of	 their	
  patron	 saint's	 statue	 cures	 the	 sick	 and	 heals	 the	
  wounded.	 Crowds	 have	 begun	 to	 flock	 to	 the	
  church	to	see	if	the	rumours	are	true.	
  12	
  Local	 folklore	 states	 the	 old	 wishing	 well	 outside	
  town	will	grant	your	wish,	but	only	if	erect	a	new	
  statue	 at	 its	 centre.	 Several	 times	 every	 year,	 the	
  current	statue	is	torn	down	and	a	new	one	erected.		
  13	
  People	 whisper	 that	 late	 at	 night,	 if	 you	 listen	
  carefully,	 you	 can	 hear	 the	 statues	 of	 a	 local	
  cemetary	crying.	
  14	
  It	is	a	widespread	belief	that	no	soldier	from	town	
  will	 ever	 die	 in	 battle	 so	 long	 as	 his	 or	 her	 blood	
  stains	 the	 war	 monument.	 It	 has	 now	 become	 a	
  local	tradition	for	those	who	join	the	army	to	travel	
  to	the	monument	and	smear	a	drop	of	their	blood	
  across	its	surface.	
  15	
  There	is	a	myth	of	a	great	colossus	that	stares	at	
  the	location	of	a	lost	city.	To	see	where	it	is,	one	
  must	 find	 and	 climb	 the	 giant	 statue	 until	 they	
  reach	its	eyes	and	then	determine	exactly	where	it	
  is	looking.	
  16	
  Every	 salty	 old	 sailor	 knows	 the	 myth	 about	 the	
  statue	of	a	sea	captain	down	by	the	piers.	As	the	
  story	goes,	there	is	a	map	hidden	on	it	somewhere.	
  A	 map	 that	 leads	 to	 the	 sunken	 wreck	 of	 a	 ship	
  filled	with	treasure.		
  17	
  Ever	 since	 she	 lost	 her	 favourite	 tools,	 a	 local	
  sculptor	has	stopped	producing	art	despite	having	
  other	 sets.	 This	 only	 fuels	 the	 rumours	 that	 she	
  bargained	with	the	fey	for	her	original	tools,	and	it	
  was	their	enchantment	that	gave	her	the	talent.	
  18	
  Every	 streetwise	 criminal	 in	 the	 city	 knows	 the	
  story	about	the	cache	of	potions	and	scrolls	hidden	
  behind	the	relief	of	a	landscape	on	the	side	of	the	
  library.	 What	 no	 one	 can	 agree	 on,	 however,	 is	
  what	 part	 of	 the	 relief	 is	 secretly	 the	 switch	 to	
  make	it	open.	
  19	
  No	one	likes	to	talk	about	it	openly,	but	the	reason	
  construction	 of	 the	 archmage's	 monument	 keeps	
  being	 delayed	 is	 because	 so	 many	 workers	 keep	
  dying	in	"mysterious	accidents."	
  20	
  Local	superstition	says	that	bad	luck	befalls	anyone	
  who	doesn't	hold	their	breath	as	they	walk	in	the	
  shadow	of	a	certain	monstrously	huge	statue.	Even	
  today,	normal	folk	go	out	of	their	way	to	avoid	the	
  shadow.	
  	
  	
  	
  
  86	
  T E M P L E S :  C H A R A C T E R I S T I C S  A N D  A P P E A R A N C E  
  Much	 of	 a	 temple’s	 features	 are	 independent	 of	 the	 god(s)	
  worshipped	within.	Use	this	chart	to	get	a	general	description	of	
  the	building.	
  D%	
  NAMES	
  1	
  A	small	building	of	cut	stone.		
  2	
  A	small	draft-riddled	building	of	fieldstone.	
  3	
  A	quaint	building	of	cut	stone,	with	a	hearth	at	
  the	back.	
  4	
  A	 grand	 building	 with	 jutting	 towers	 and	 large	
  buttresses.		
  5	
  An	awe-inspiring	structure	filled	with	statues	and	
  stained	glass	windows.		
  6	
  A	 simple	 stone	 building	 that	 radiates	 a	 divine	
  aura,	having	been	blessed	directly	by	the	gods.	
  7	
  A	cavernous	structure	of	stone	with	a	high	roof	
  that	throw	a	long,	deep	shadow.	
  8	
  A	 very	 basic	 building	 of	 wood	 with	 wax	 paper	
  windows.	
  9	
  An	 extravagant	 building	 decorated	 with	 fine	
  tapestries	and	gold	statuettes.		
  10	
  A	homely	stone	structure,	small	and	ill-kept.	
  11	
  A	 rundown,	 wooden	 building,	 much	 used	 but	
  underfunded.		
  12	
  A	wooden	building	that	smells	of	human	sweat.	
  13	
  A	cold	stone	building	of	moderate	size.		
  14	
  A	large	structure	of	cut	stone	with	a	thunderous	
  echo.	
  15	
  A	tall,	impressive	building	of	quality	stonework.	
  16	
  A	simple	and	clean	building	of	cut	stone.	
  17	
  A	massive	structure	with	a	large,	airy	sanctuary	
  and	several	wings.		
  18	
  An	 accurate,	 but	 smaller,	 recreation	 of	 a	
  cathedral	located	in	the	capital.	
  19	
  A	 sturdy	 stone	 building	 reinforced	 with	 steel	
  beams.	
  20	
  A	 simple	 wooden	 building	 recently	 rededicated	
  to	 a	 different	 god.	 Several	 effigies	 have	 simply	
  been	turned	around.		
  21	
  A	 door-less	 wooden	 building	 that	 widens	 to	 a	
  gaping	sanctuary.	
  22	
  A	large	brick	building	with	tall	glass	windows.	
  23	
  A	
  stone	
  building	
  with	
  dazzling	
  jewelled	
  engravings	set	into	the	wall.	
  24	
  A	 cheap	 wooden	 structure	 whose	 trimmings	 all	
  appear	to	be	second-hand	and	low	quality.	
  25	
  A	small,	temporary	wooden	building,	used	while	
  a	permanent	structure	is	being	completed.		
  26	
  A	 delicate	 wooden	 structure	 that	 shifts	 in	 the	
  wind.	
  27	
  A	 carefully	 constructed	 structure	 of	 wood	 and	
  stone	that	offers	excellent	acoustics.	
  28	
  A	large	stone	structure	built	on	the	highest	point	
  in	the	city,	with	nothing	but	sky	beyond.	
  29	
  An	intricately	detailed	stone	building	with	verses	
  of	scripture	engraved	throughout.		
  30	
  A	 wooden	 building	 with	 a	 winding	 shape,	
  designed	to	be	harmonious	with	the	surrounding	
  environment.	
  31	
  A	small	wooden	structure	painted	pale	blue.	
  32	
  A	 stone	 building	 with	 a	 shop	 selling	 wares	
  crafted	by	the	priests.	
  33	
  A	 large	 stone	 structure	 with	 a	 very	 deep	
  entrance	through	thick	walls.	
  34	
  A	small	stone	building,	designed	as	a	miniature	
  replica	of	a	legendary	cathedral.	
  35	
  This	large	stone	building,	with	no	roof,	is	always	
  open	to	the	heavens.	
  36	
  An	ancient	stone	structure	built	by	a	past	lord	in	
  an	antiquated	style.	
  37	
  A	 small	 stone	 building	 with	 an	 inner	 portcullis,	
  where	 strangers	 can	 be	 questioned	 before	
  admittance.	
  38	
  A	 stone	 building	 with	 narrow	 doors	 and	 no	
  windows.	
  39	
  A	very	clean	and	efficiently	constructed	wooden	
  structure	built	precisely	to	divine	instruction.		
  40	
  A	 building	 of	 cut	 stone,	 matching	 the	 same	
  architectural	style	of	the	surrounding	buildings.	
  41	
  A	 stone	 structure	 that	 has	 two	 sets	 of	 front	
  doors.		
  42	
  An	 enormous	 stone	 building	 with	 a	 massive	
  sanctuary	and	several	graceful	towers.	
  43	
  A	
  small,	
  tidy	
  fieldstone	
  building	
  where	
  everything	seems	in	its	place.	
  44	
  A	large	set	of	open,	welcoming	double	doors	are	
  the	focal	point	of	this	stone	building.	
  45	
  A	pathetic	wooden	building	with	rotted	walls	and	
  sagging	roof.	
  46	
  A	 simple	 stone	 building;	 completely	 empty	 of	
  furnishings.	
  47	
  A	 charming	 field	 stone	 building	 with	 a	 homely	
  carpet	running	down	the	main	aisle.	
  48	
  A	large	stone	structure	with	pointed	towers	and	
  frightening	gargoyles	hanging	from	the	gutters.	
  49	
  A	
  mundane	
  stone	
  square,	
  previously	
  a	
  warehouse.	
  50	
  A	 moderate	 wooden	 building,	 well	 appointed	
  with	high	quality	furniture.	
  51	
  A	 fine	 stone	 structure	 with	 a	 private	 box,	
  favoured	by	the	local	lord.	
  52	
  A	 well-defended	 compound,	 with	 an	 outer	 wall	
  set	around	the	main	temple.	
  53	
  A	stone	building	built	around	an	ancient	keep.	
  54	
  A	 gaudy	 stone	 structure	 inlaid	 with	 false	 gems	
  and	gold	plated	statuettes.		
  55	
  A	wooden	building	with	wide	metal	doors.	
  56	
  A	 milky-coloured	 wooden	 structure	 with	 black	
  trim.	
  
  87	
  57	
  This	 large	 stone	 building	 has	 iron	 supports	 and	
  large	gears	set	along	the	walls	to	power	a	basic	
  clock.	
  58	
  An	old	stone	building,	mostly	empty.	
  59	
  A	 new	 stone	 building,	 recently	 completed.	 The	
  work	 crew	 is	 still	 taking	 down	 the	 wooden	
  scaffolding.	
  60	
  An	 efficiently	 designed	 wooden	 building	 with	
  many	small	cabinets	built	into	the	walls.	
  61	
  A	ragged	stone	structure	with	tattered	tapestries	
  and	hole-riddled	roof.	
  62	
  A	yellow	wooden	building	with	ivy-covered	roof.	
  63	
  A	broad,	but	short,	stone	building	with	an	arched	
  roof.	
  64	
  A	 splendid	 stone	 building	 with	 clean	 floors	 and	
  rose	scented	air.	
  65	
  A	 dusty	 wooden	 structure,	 that	 almost	 seems	
  abandoned.		
  66	
  A	 domineering	 stone	 building	 that	 casts	 long	
  shadows	over	the	neighbourhood.		
  67	
  A	small	stone	building,	set	tightly	between	two	
  older	buildings.		
  68	
  A	 tasteless	 stone	 building	 featuring	 huge	 stone	
  statues	of	saints,	engaged	in	gruesome	deeds.	
  69	
  A	 square	 building	 of	 pale	 cut	 stone	 with	 a	 flat	
  roof.	
  70	
  A	squat	stone	building	with	large	stairs,	leading	
  to	a	grand	sanctuary	deep	below	the	city.	
  71	
  A	simple	stone	building	with	large	windows	filling	
  the	sanctuary	with	bright	light.	
  72	
  A	spotless	wooden	structure,	with	well-polished	
  wooden	pews.	
  73	
  A	tan	wooden	building	with	a	small	graveyard	to	
  one	side.	
  74	
  A	large	stone	building	known	for	its	vast	cellars,	
  used	for	various	purposes	over	the	years.	
  75	
  A	solid	stone	building	whose	walls	block	out	the	
  outside	noise.	
  76	
  A	 stone	 building	 that	 smells	 of	 mildew	 and	 is	
  infested	with	rats.	
  77	
  A	 small	 stone	 building	 decorated	 with	 precious	
  mithral	engravings.	
  78	
  A	 dreary	 stone	 building	 with	 grey	 walls	 and	 a	
  leaky	roof.	
  79	
  A	 crooked	 wooden	 structure	 featuring	 bizarre,	
  artistic	furnishing.	
  80	
  A	 majestic	 stone	 building	 with	 subtle	 gold	
  engravings	and	purple	wall	hangings.	
  81	
  An	 enchanting,	 small	 wooden	 structure	 with	 a	
  stone	foundation,	surrounded	by	a	small	grove.		
  82	
  A	small	stone	building,	busy	with	the	coming	and	
  going	of	local	folks.	
  83	
  A	rambling	stone	structure	with	a	key	support	all	
  leaning	precariously	westward.	
  84	
  A	stone	structure	with	unfinished	masonry	giving	
  it	a	near	natural	look.	
  85	
  A	 small	 wooden	 building	 in	 the	 shadow	 of	 a	
  much	larger	stone	temple.		
  86	
  A	 stone	 building	 with	 finely	 wrought	 metal	
  doors,	open	only	to	worshippers.		
  87	
  A	gigantic	stone	structure	with	minarets	of	green	
  crystal.		
  88	
  A	stone	building	featuring	an	elegant	sanctuary	
  with	long	thin	floor	runners	and	silver	candlestick	
  holders	set	on	the	walls.	
  89	
  A	 long	 stone	 building	 with	 a	 messy	 sanctuary,	
  littered	 with	 stacks	 of	 dogmatic	 writing	 and	
  abandoned	personal	possessions.		
  90	
  A	simple	stone	exterior	with	a	brightly	coloured	
  interior.	
  91	
  An	 astonishing	 stone	 structure	 with	 statuary	 so	
  detailed	they	seem	lifelike.	
  92	
  A	 sturdy	 wooden	 building	 lined	 with	 finely	
  wrought	stone	benches.	
  93	
  A	crimson	wooden	building	with	a	slanted	roof	of	
  slate.	
  94	
  A	cool	stone	structure	with	flat	black	roof.	A	bell	
  tower	 emerges	 from	 the	 very	 centre	 of	 the	
  structure.	
  95	
  A	little	brick	building	surrounded	by	bushes.	
  96	
  A	typical	stone	temple	with	one	tall	steeple.		
  97	
  A	wooden	building	with	two	long,	sharp	steeples.	
  98	
  This	 building	 is	 built	 half	 of	 stone	 and	 half	 of	
  wood.		
  99	
  A	massive	stone	structure	with	arcing	buttresses,	
  large	stained	glass	windows	and	glorious	towers	
  that	appear	to	stretch	to	the	heavens.	
  100	
  Roll	twice	and	combine	features	of	both	results.	
  	
  	
  
  88	
  T E M P L E S :  D O M A I N  F E A T U R E S  
  The	 most	 prominent	 features	 of	 any	 temple	 interior	 are	 those	
  linked	 to	 the	 worship	 performed	 within.	 Roll	 on	 this	 chart	
  multiple	 times	 and	 combine	 the	 results	 with	 a	 general	
  description	from	the	previous	table	to	create	countless,	unique	
  locales.	Alternatively,	choose	the	characteristics	most	linked	to	
  the	religion	in	question.	
  D%	
  DESCRIPTIONS	
  1	
  Air:	Panels	on	the	roof	slide	back	to	allow	fresh	
  air	to	enter	the	sanctuary.	
  2	
  Cloud:	 A	 minor	 wondrous	 item	 produces	 a	
  stream	of	fog	along	the	floor,	but	the	fog	is	only	
  2	feet	high.		
  3	
  Wind:	Upper	windows	are	left	open	to	provide	a	
  breeze	for	hanging	chimes.	
  4	
  Animal:	The	bones	of	great	beasts	hang	in	areas	
  of	prominence.		
  5	
  Feather:	 A	 curtain	 of	 feathers	 separates	 the	
  vestibule	from	the	main	sanctuary.	
  6	
  Fur:	The	hide	of	a	great	bear	hangs	behind	the	
  altar.	
  7	
  Artifice:	Clear	tubes	of	coloured	liquid	run	along	
  the	far	wall.	
  8	
  Construct:	Swinging	mechanical	arms	adorn	the	
  altar	space,	keeping	sacraments	within	reach.	
  9	
  Toil:	 Scrapes	 mark	 the	 floor	 around	 the	 altar	
  where	rites	have	been	repeated	for	decades.	
  10	
  Chaos:	 Benches	 and	 pews	 have	 been	 replaced	
  with	chairs	of	varying	shapes	and	sizes.	
  11	
  Demon:	 Abyssal	 runes	 are	 painted	 along	 the	
  walls	in	blood.	
  12	
  Entropy:	Furnishings	go	unrepaired	and	surfaces	
  uncleaned.	
  13	
  Whimsy:	 Paint	 is	 spattered	 across	 the	 room	 at	
  random.	
  14	
  Charm:	Large	mirrors	rest	on	opposite	walls.	
  15	
  Love:	 A	 wooden	 archway,	 seeded	 with	 roses,	
  rests	above	the	altar.	
  16	
  Lust:	 Long,	 silken	 scarves	 hang	 down	 from	 the	
  ceiling	along	the	walls.	
  17	
  Community:	 The	 history	 of	 the	 settlement	 is	
  painted	in	murals	along	one	wall.	
  18	
  Family:	 Statues	 of	 grouped	 families	 line	 the	
  outside	of	the	sanctuary.	
  19	
  Darkness:	 Wall	 candles	 are	 dimmed	 with	 wax	
  paper	hoods.	
  20	
  Loss:	 A	 small	 stone	 basin,	 filled	 with	 cloudy	
  water	rests	in	the	foyer.	
  21	
  Moon:	A	series	of	small	mirrors	reflect	the	light	
  from	a	single	skylight.	
  22	
  Night:	 Heavy	 black	 curtains	 cover	 the	 windows	
  during	the	day.		
  23	
  Death:	Bones	are	laid	into	stone	columns.	
  24	
  Murder:	The	altar	and	floor	are	blood-stained.		
  25	
  Undead:	 Rotting	 heads	 line	 a	 shelf	 on	 the	 far	
  wall.	
  26	
  Destruction:	The	stone	altar	is	broken	in	half.		
  27	
  Catastrophe:	 Stained	 glass	 windows	 show	 the	
  falls	of	past	nations.	
  28	
  Rage:	Sacks,	stuffed	with	feather	down,	are	tied	
  to	several	columns.		
  29	
  Torture:	 Brands	 and	 pokers	 lie	 next	 to	 a	 deep	
  hearth.		
  30	
  Earth:	The	floor	is	packed	dirt.	
  31	
  Caves:	The	inside	walls	are	rough,	untouched	by	
  masons.	
  32	
  Metal:	 Engravings	 of	 copper,	 steel	 and	 other	
  metals	line	the	walls.	
  33	
  Evil:	Black	spikes	jut	from	the	end	of	each	pew.	
  34	
  Daemon:	 Statues	 of	 the	 four	 horsemen	 loom	
  near	the	altar.	
  35	
  Devil:	One	wall	is	engraved	with	infernal	laws.	
  36	
  Fear:	A	great	yellow	eye	is	painted	upon	the	far	
  wall.	
  37	
  Fire:	Brass	braziers	burn	with	bright,	high	flames.	
  38	
  Ash:	Embers	burn	low	in	a	great	hearth.	
  39	
  Smoke:	 Wisps	 of	 thin	 smoke	 rise	 from	 small	
  lamps.	
  40	
  Glory:	The	banners	of	nations,	warriors	and	lords	
  past	hang	from	the	rafters.	
  41	
  Heroism:	 Statues	 of	 legendary	 figures	 stand	
  around	the	sanctuary.	
  42	
  Honour:	 A	 tapestry	 hangs,	 embroidered	 with	 a	
  knightly	code.	
  43	
  Good:	A	basket	of	provisions	rests	in	the	foyer,	
  free	for	the	taking.	
  44	
  Agathion:	Paintings	of	Nirvana	adorn	the	walls.	
  45	
  Friendship:	 Different	 architectural	 styles	 come	
  together	in	unison	in	the	main	sanctuary.	
  46	
  Healing:	Anointed	oil	rests	on	table	in	the	foyer.	
  47	
  Restoration:	A	multitude	of	canes	sit	abandoned	
  in	one	corner.	
  48	
  Knowledge:	 Several	 shelves	 of	 bookcases	 line	
  one	wall,	serving	as	a	public	library.	
  49	
  Memory:	 A	 large	 sand	 timer	 is	 set	 above	 the	
  altar.	
  50	
  Thought:	A	small	stone	basin,	filled	with	pristine	
  water	rests	in	the	foyer.	
  51	
  Law:	A	wooden	pulpit	is	raised	above	the	rest	of	
  the	sanctuary.		
  52	
  Archon:	Circular	glass	lanterns	hang	from	rafters.	
  53	
  Inevitable:	 The	 edge	 of	 each	 pew	 is	 lined	 with	
  brass	gears.	
  54	
  Loyalty:	 Stone	 arches,	 with	 engravings	 of	
  overlaid	hands,	connect	the	sanctuary’s	columns.	
  55	
  Slavery:	Chains	hang	from	the	sides	of	the	altar.	
  56	
  Tyranny:	Iron	bars	and	sparking	jewels	adorn	the	
  pulpit.	
  
  89	
  57	
  Liberation:	Broken	chains	hang	from	the	sides	of	
  the	altar.	
  58	
  Freedom:	There	is	no	pulpit.	
  59	
  Revolution:	The	local	nation’s	flag	hangs	with	its	
  colours	inverted.	
  60	
  Luck:	Scratches	run	along	the	bottom	of	several	
  walls	from	years	of	dice	games.	
  61	
  Curse:	A	silted	eye	is	engraved	into	each	pew.	
  62	
  Fate:	 Golden	 threads	 are	 strung	 between	
  different	engravings.	
  63	
  Madness:	 The	 floor	 is	 painted	 to	 look	 like	 the	
  night	sky	and	the	roof	interior	is	cobblestone.		
  64	
  Insanity:	The	pews	are	well	cushioned.	
  65	
  Magic:	A	case	of	scrolls	is	set	near	the	altar.	
  66	
  Arcane:	 Small	 lanterns	 pattern	 the	 air	 with	
  purple	wisps	of	smoke.	
  67	
  Divine:	 A	 skylight	 lets	 in	 a	 single	 beam	 of	 light	
  that	bathes	the	altar.	
  68	
  Nobility:	 Tapestries	 hang	 on	 the	 walls	 showing	
  the	lines	of	several	noble	houses.	
  69	
  Leadership:	The	pulpit	is	set	centre,	behind	the	
  altar,	and	raised	up.	
  70	
  Martyr:	 Statues	 along	 the	 outside	 of	 the	
  sanctuary	 depict	 saints	 at	 the	 moment	 of	 their	
  death.	
  71	
  Plant:	Vines	hang	down	the	interior	walls.	
  72	
  Decay:	Dead	flowers	hang	from	the	columns.	
  73	
  Growth:	The	floor	is	a	bed	of	grass	and	weeds.	
  74	
  Protection:	The	walls	are	reinforced	with	iron.	
  75	
  Defence:	A	stone	wall	is	set	outside	the	church	
  with	iron	gates.		
  76	
  Purity:	 Silver	 bowls	 of	 spring	 water	 sit	 in	 the	
  vestibule.		
  77	
  Ancestors:	Stone	coffins	lie	flanking	the	altar	in	
  small	alcoves.		
  78	
  Rune:	 Eldritch	 runes	 are	 engraved	 along	 the	
  edge	of	the	altar.		
  79	
  Language:	 Banners	 hang	 from	 the	 rafters,	
  displaying	 the	 church	 tenants	 in	 a	 multitude	 of	
  tongues.	
  80	
  Scalykind:	Two	stone	fangs	form	part	of	the	main	
  entryway.		
  81	
  Dragon:	 A	 large	 stone	 dragon	 head	 hangs	 from	
  the	peak	of	the	temple	roof.		
  82	
  Strength:	Training	weights	lie	in	the	courtyard.	
  83	
  Sun:	 Crystals	 reflect	 sunlight	 all	 around	 the	
  sanctuary,	from	a	high	window.	
  84	
  Light:	A	single	lit	lantern	hangs	above	the	altar.	
  85	
  Travel:	 The	 floor	 of	 the	 sanctuary	 features	 a	
  mural	of	the	surrounding	region.	
  86	
  Exploration:	A	public	(but	supervised)	library	of	
  maps	sits	in	the	foyer.	
  87	
  Trade:	 Curtains	 hang	 off	 ropes	 at	 regular	
  intervals,	 separating	 the	 sanctuary	 into	 small	
  stalls	during	market	hours.	
  88	
  Trickery:	The	main	door	leads	to	solid	stone.	The	
  real	entrance	is	hidden	along	the	east	wall.	
  89	
  Thievery:	Everything	of	value	is	locked	down.	
  90	
  Void:	The	walls	and	ceiling	are	painted	black.	
  91	
  Stars:	 Specks	 of	 gold	 paint	 form	 constellations	
  across	the	ceiling.	
  92	
  War:	 The	 foyer	 contains	 a	 rack	 of	 donated	
  armour	and	weapons.	
  93	
  Blood:	 A	 small	 stone	 basin,	 filled	 with	 blood,	
  rests	in	the	foyer.	
  94	
  Tactics:	A	case	of	miniatures	and	maps	rests	near	
  the	altar.	
  95	
  Water:	Small	stone	fountains	rest	in	each	corner.	
  96	
  Ice:	The	trim	of	the	roof	is	a	frosty	blue.	
  97	
  Oceans:	 Whales,	 sharks	 and	 other	 aquatic	
  animals	make	up	a	majority	of	the	engravings.	
  98	
  Weather:	
  Several	
  holes	
  in	
  the	
  roof	
  go	
  unrepaired.	
  99	
  Seasons:	The	sanctuary	is	divided	into	quarters,	
  each	painted	with	a	seasonal	colour	scheme.	
  100	
  Storms:	 Thin	 metal	 sheets	 hang	 near	 upper	
  windows,	creating	a	thunderous	echo	when	the	
  wind	blows.	
  	
  	
   
   
  
  90	
  T E M P L E S :  D O N A T I O N S ,  T I T H I N G S  A N D  S A C R I F I C E S  
  Different	gods	make	different	demands	upon	their	worshippers	
  and	temples	often	stand	as	the	middlemen	of	these	exchanges.	
  There	is	more	to	tithing	than	just	donating	a	tenth	of	your	last	
  haul.	
  D20	
  GOOD	DONATIONS	
  1	
  A	day	spent	assisting	the	infirm	
  2	
  A	spell	of	healing	freely	cast	
  3	
  The	head	of	an	evil	creature	
  4	
  A	prayer	for	the	soul	of	an	enemy	
  5	
  An	oath	to	protect	the	innocent	
  6	
  A	confession	of	past	transgressions	
  7	
  The	horns	of	a	demon	
  8	
  Food	for	the	hungry	
  9	
  Clothes	for	the	needy	
  10	
  A	scale	from	a	red	dragon	
  11	
  A	repentant	soul	
  12	
  Warm	blankets	
  13	
  Lost	scripture	
  14	
  The	tongue	of	an	imp	
  15	
  A	day	of	self	reflection	
  16	
  Training	for	the	weak	
  17	
  A	broken	phylactery	
  18	
  The	ashes	of	defeated	undead	
  19	
  Holy	water	
  20	
  A	share	(10-100%)	of	your	current	wealth	
  	
  	
  D20	
  NEUTRAL	TITHINGS	
  1	
  A	recovered	art	object	
  2	
  A	vial	of	pure	water	
  3	
  A	fatted	calf	
  4	
  Soil	from	a	foreign	land	
  5	
  The	writings	of	a	great	philosopher	
  6	
  Seeds	of	a	rare	plant	
  7	
  Hides	
  8	
  Good	wine	
  9	
  The	ear	of	a	giant	
  10	
  Precious	gem	stones	
  11	
  Artefacts	of	a	lost	age	
  12	
  A	freshly	killed	beast	
  13	
  A	week	of	watch	on	the	city	walls	
  14	
  A	bound	elemental	
  15	
  A	day	of	hard	labour	
  16	
  Weapons	
  17	
  Iconography	
  18	
  Treasures	of	an	enemy	kingdom	
  19	
  A	tale	of	wonder	
  20	
  A	share	(5-25%)	of	your	current	wealth	
  	
  	
  	
  	
  D20	
  EVIL	SACRIFICES	
  1	
  The	heart	of	an	innocent	
  2	
  The	finger	of	a	stranger	
  3	
  Deeds	to	land,	gained	through	lies	
  4	
  The	feathers	of	an	angel	
  5	
  An	infant	
  6	
  A	treasure	heirloom	
  7	
  The	holy	symbol	of	an	enemy	priest	
  8	
  The	true	name	of	a	devil	
  9	
  The	hair	of	an	aasimar	
  10	
  A	scale	from	a	gold	dragon	
  11	
  The	horn	of	an	archon	
  12	
  The	blood	of	your	parents	
  13	
  The	ash	of	a	destroyed	shrine	
  14	
  Poison	
  15	
  A	live	prisoner	
  16	
  Bread	stolen	from	the	poor	
  17	
  Treasures	of	a	foreign	nation	
  18	
  Slaves	
  19	
  A	turned	soul	
  20	
  A	stolen	coin	
   
   
   
  
  91	
  T E M P L E S :  E V E N T S ,  F E S T I V A L S  A N D  R I T E S  
  Temples	 are	 often	 the	 centre	 of	 culture	 for	 a	 settlement,	 and	
  provide	 all	 manner	 of	 reasons	 to	 break	 up	 the	 daily	 grind	 of	
  peasant	life.	Use	this	table	to	determine	what	special	occurrence	
  the	PCs	encounter	while	visiting	or	passing	by	the	temple.	
  D20	
  	
  1	
  Birth:	 Shrill	 cries	 fill	 the	 air	 as	 young	 babes	 are	
  processed	into	the	temple	for	ritual	blessings.	
  2	
  Death:	 A	 funeral	 train	 processes	 towards	 the	
  temple.	
  3	
  Harvest:	A	large	bonfire	marks	the	centre	of	town,	
  where	 the	 farmers	 have	 gathered	 for	 fun	 and	
  communal	shucking.	
  4	
  Marriage:	 White	 flowers	 are	 woven	 over	 the	
  temple	 doors	 as	 the	 steeple	 bells	 ring	 in	
  celebration.	
  5	
  Ascension:	 A	 new	 lord	 is	 to	 be	 crowned.	 People	
  dress	in	their	best	as	they	gather	to	give	thanks.	
  6	
  Battle:	 Warriors	 gather	 solemnly	 near	 the	 temple	
  doors	for	blessings	on	their	soul	and	weapons.	
  7	
  Miracle:	A	boon	of	gold	has	miraculously	appeared	
  on	 the	 temple	 altar	 at	 its	 hour	 of	 greatest	 need.	
  Locals	line	up	to	offer	prayers	for	their	own	needs.	
  8	
  Feast	 Day:	 In	 honour	 of	 a	 hero	 slaying	 a	 great	
  serpent	 centuries	 ago,	 worshippers	 are	 gathering	
  for	a	communal	meal.	
  9	
  Day	 of	 the	 Living	 Dead:	 The	 spirits	 of	 those	 who	
  have	 died	 rise	 again	 on	 this	 day.	 Townsfolk	 wear	
  masks	of	ghoulish	nature	when	traveling	after	dark.	
  10	
  Birth	of	a	God:	It	is	on	this	day	that	the	local	deity	
  sprang	forth	from	an	elder	god.	All	toil	may	only	be	
  done	in	reverence	to	the	gods.	
  11	
  Summer	Solstice:	A	festival	of	dancing	and	music	to	
  commemorate	the	longest	day	of	the	year.	
  12	
  Winter	 Solstice:	 A	 grim	 gathering	 of	 drinking	 and	
  storytelling	 to	 help	 pass	 one	 of	 the	 shortest	 and	
  coldest	days	of	the	year.	
  13	
  Changing	 of	 the	 Leaves:	 Colourful	 lanterns	 are	
  raised	 in	 the	 main	 streets	 and	 the	 local	 bakers	
  compete	in	making	the	tastiest	sweets.	
  14	
  First	Frost:	Local	clergy	walk	the	fields	with	incense	
  chanting	prayers	for	a	short	winter.	
  15	
  Sacrifice:	 Prisoners,	 sinners	 and	 slaves	 have	 their	
  blood	spilled	to	gain	the	god’s	favour.	They	may	or	
  may	not	survive	the	service	
  16	
  All	 Gods:	 A	 day	 of	 reverence	 for	 the	 deities	 not	
  generally	 worshipped	 in	 town.	 It	 has	 become	 a	
  point	of	contention	for	the	stubbornly	pious.		
  17	
  Saint	Day:	Saint	Eltherburt	made	grain	spring	from	
  a	rock	in	stories	of	legend	and	so	on	this	day	the	
  townsfolk	in	engage	in	wrestling	competitions.	
  18	
  Forgiveness:	
  A	
  day	
  when	
  all	
  debts	
  and	
  transgressions	are	forgiven.	The	day	before	can	get	
  violent	as	debts	are	forcibly	collected.	
  19	
  Freedom:	 No	 man	 must	 work	 on	 this	 day.	 Much	
  dancing	and	drinking	are	had	by	all.	
  20	
  Remembrance:	 A	 day	 for	 the	 telling	 of	 tales	 and	
  reverence	for	ones	ancestors.	Lilies	are	traditionally	
  placed	before	gravestones.	
  S E R V I C E  C O M P O N E N T S  
  Religious	 services	 can	 have	 many	 elements	 beyond	 simple	
  worship.	These	can	include:	
  §
  Singing	
  §
  Prayer	
  §
  Sacrifice	
  §
  Preaching	
  §
  Object	lessons	
  F I X T U R E S  &  F I T T I N G S  
  Temples	are	sacred	places	and	are	normally	well	appointed	with	
  the	 objects	 required	 to	 worship	 the	 deity	 in	 question.	
  Commonly	encounters	fixtures	and	fittings	in	a	temple	include:	
  §
  Instruments:	 Bells,	 chime,	 gong,	 bell,	 drum,	 pipes,	 organ,	
  whistles.	
  §
  Furniture:	Altar,	pews,	font,	lectern,	throne.	
  §
  Decorations:	 Mosaics,	 carvings,	 statues,	 flower	 displays,	
  shields,	 paintings,	 displays	 of	 religious	 objects	 or	 relics,	
  frescoes,	tapestries,	patterned	carpets	or	rugs.		
  §
  Other:	Idol,	statues,	lamps,	prayer	rugs.	
  A R E A S  I N  A  T E M P L E  
  Several	different	kinds	of	room	can	be	found	in	most	temples:	
  §
  Aisle	
  §
  Ambry	
  §
  Belfry	
  §
  Chancel	
  §
  Crypt	
  §
  Nave	
  §
  Prayer	room	
  §
  Sanctuary	
  §
  Shrine	
  §
  Undercroft	
  §
  Vestry	
  To	these	can	be	added	living	quarters,	treasuries,	storage	areas	
  and	so	on	depending	on	the	size	of	the	building,	how	many	
  resident	clergy	dwell	there	and	so	on.	
  	
  
  92	
  T E M P L E S :  C L E R G Y  I N  A  H U R R Y  
  Use	the	tables	below	to	quickly	create	the	details	of	the	clergy	
  the	PCs	encounter	in	the	temple.		
  D%	
  GENDER	
  1-49	
  Female	
  50-100	
  Male	
  	
  	
  D20	
  MALE	NAMES	
  1	
  Henrik	Hammerfall	
  2	
  Garfeild	of	the	Downs	
  3	
  Aaro	Hemcatch	
  4	
  Gyric	the	Tall	
  5	
  Census	
  6	
  Umrbrige	Yensel	
  7	
  Sauli	Pansu	
  8	
  Etor	Agrariate	
  9	
  Fausta	Getha	
  10	
  Fargrim	Thornekept	
  11	
  Uther	the	Dark	
  12	
  Lucian	Right	
  13	
  Oak	
  14	
  Malfese	
  15	
  Quarry	
  16	
  Grimdeer	Father	
  17	
  Skuti	Talton	
  18	
  Ember	of	Ink	
  19	
  Excelsor		
  20	
  Adjo	Warpwood	
  	
  	
  D20	
  FEMALE	NAMES	
  1	
  Ati	Safaga	
  2	
  Helga	Kochel		
  3	
  Aenor	Fosi	
  4	
  Heva	
  5	
  Auda	Ubi	
  6	
  Rica	Omer	
  7	
  Ibon	Sais	
  8	
  Gdya	the	Lame	
  9	
  Pia	Outila	
  10	
  Hella	
  11	
  Saeith	Stone	
  12	
  Kaylee	of	Right	Bend	
  13	
  Leia	Grall	
  14	
  Eadburgh	Alston	
  15	
  Persephone	
  16	
  Asta	of	New	Founding	
  17	
  Anu	Isin	
  18	
  Urbau	Zaltose	
  19	
  Glaustein	
  20	
  Asharru	Erech	
  	
  	
  	
  	
  D20	
  RACES		
  1-10	
  Human	
  11-13	
  Dwarf	
  14-16	
  Elf	
  17-19	
  Halfling	
  20	
  Roll	on	Races	2	(Uncommon)	
  	
  	
  D20	
  RACES	2	(UNCOMMON)	
  1	
  Half-Orc	
  2	
  Half-Elf	
  3	
  Gnome	
  4	
  Aasimar	
  5	
  Tiefling	
  6	
  Goblin	
  7	
  Kobold	
  8	
  Orc	
  9	
  Tengu	
  10	
  Gnoll	
  11	
  Drow	
  12	
  Minotaur	
  13	
  Centaur	
  14	
  Catfolk	
  15	
  Lizardfolk	
  16	
  Ifrit	
  17	
  Orcead	
  18	
  Ratfolk	
  19	
  Sylph	
  20	
  Undine	
  	
  	
  D20	
  POSITION	
  1-3	
  Laity	(volunteer,	accountant,	etc.)	
  4	
  Acolyte	
  5	
  In	discernment	
  6-11	
  Priest(ess)	
  12	
  Bishop	
  13-15	
  Monk/nun	
  16-18	
  Cleric	
  19	
  Paladin	
  20	
  Oracle	
  	
  	
  R E L I G I O U S  T I T L E S  
  Acolyte,	 adept,	 priest	 (priestess),	 cleric,	 curate,	 patriarch,	
  matriarch,	high	priest	(high	priestess),	canon,	initiate,	aspirant,	
  ovate,	 oracle,	 minister,	 pastor,	 father,	 mother,	 deacon	
  (deaconess),	abbot	(abbess),	bishop,	archbishop,	elder,	primate,	
  chaplain,	 cardinal,	 vicar,	 prior,	 monk,	 nun,	 brother,	 sister,	
  archdeacon	(arch	deaconess),	novice,	saint.	
  
  93	
  D20	
  CLOTHING	
  1	
  Simple	robes	with	a	rope	belt	
  2	
  Common	peasant	attire	
  3	
  Traditional	liturgical	vestments	
  4	
  Well	kept,	quality	clothing	
  5	
  Shambled	vestments	
  6	
  Long	dark	robes	with	a	full	hood	
  7	
  Leather	armour	
  8	
  Chainmail		
  9	
  Full	plate	and	shield	
  10	
  A	light	woven	gown	
  11	
  Silk	vestments	with	jewels	
  12	
  Brightly	dyed	robes	
  13	
  Travelling	gear	
  14	
  High	leather	boots,	with	a	bright	sash	
  15	
  Loosely	 tied	 robes	 leaving	 shoulders	 and	 back	
  bare	
  16	
  A	long	heavy	cloak	with	a	high	collar	
  17	
  Breastplate	with	kilt	
  18	
  A	large	girth	under	heavy	robes	
  19	
  Wimple	with	long	robes	
  20	
  Ornate	ceremonial	robes	
  	
  	
  D20	
  ACCESSORIES	
  1	
  Ink	stains	
  2	
  Tight	braids	
  3	
  An	old	cane	
  4	
  Divine	tomes	
  5	
  A	large	gaudy	holy	symbol	
  6	
  A	full	coin	purse	
  7	
  A	spear	
  8	
  A	coil	of	rope	over	one	shoulder	
  9	
  An	obviously	full	bag	
  10	
  A	ceremonial	dagger		
  11	
  Facial	tattoos	
  12	
  Food	stains	
  13	
  Scroll	cases		
  14	
  A	thurible	of	incense		
  15	
  Prayer	beads	
  16	
  A	mace	
  17	
  A	missing	tooth	
  18	
  A	streak	of	gray	hair	
  19	
  A	lute	
  20	
  Calloused	hands	
  	
  D20	
  MANNERISMS	
  1	
  Exhales	through	teeth	
  2	
  Wipes	nose	on	sleeve	
  3	
  Give	a	high	pitched	laugh	
  4	
  Scratches	neck	
  5	
  Fiddles	with	a	pen	
  6	
  Rolls	shoulder	
  7	
  Favours	right	leg	
  8	
  Pull	on	beard	
  9	
  Clears	mucus	from	throat	regularly	
  10	
  Lays	hand	on	others	shoulders	
  11	
  A	very	close	talker	
  12	
  Readjusts	clothes	
  13	
  Licks	teeth	with	tongue	
  14	
  Twirls	loose	hair	
  15	
  Looks	down	their	nose	at	people	
  16	
  Rolls	eyes	
  17	
  Cracks	knuckles	
  18	
  Picks	at	finger	nails	
  19	
  Whispers		
  20	
  Thinks	out	loud	
  	
  	
  D20	
  RUMOURS	
  1	
  Is	courting	the	mayor’s	daughter	
  2	
  Worships	another	god	in	secret	
  3	
  Never	received	formal	training	
  4	
  Killed	the	last	priest	
  5	
  Is	lecherous	
  6	
  Used	to	be	a	blacksmith	
  7	
  Is	a	royal	in	hiding	
  8	
  Has	gold	buried	under	the	temple	
  9	
  Knows	the	location	of	a	dead	saint	
  10	
  Mints	counterfeit	money	
  11	
  Has	a	secret	patron		
  12	
  Waters	down	the	holy	wine	
  13	
  Uses	old	bath	water	as	holy	water	
  14	
  Is	part	of	a	thieves’	guild		
  15	
  Is	a	disgraced	soldier	
  16	
  Knows	Draconic	and	Abyssal	
  17	
  Sells	indulgences	
  18	
  Former	lover	of	the	king	
  19	
  Was	born	in	an	enemy	kingdom	
  20	
  Former	adventurer		
  	
  	
  
  94	
  T H E A T R E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  ( E X T E R N A L )  
  Every	 theatre	 has	 a	 distinctive	 appearance.	 Use	 this	 table	 to	
  generate	 its	 basic	 appearance.	 Some	 features	 may	 be	
  inappropriate	based	on	the	locale’s	set	up.	Ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  A	red	and	yellow	hand	puppet	theatre	set	on	a	
  busy	 street	 corner.	 Tinkling	 music	 plays	 from	
  somewhere	unseen.	
  03-04	
  A	lurid	purple-pink	hand	puppet	theatre	sized	for	
  a	gnome	lying	on	its	side	by	the	road.	
  05-06	
  A	 folded	 marionette	 theatre	 leaning	 against	 an	
  alley	 wall,	 with	 a	 tangled,	 splintered	 pile	 of	
  puppets	beside	it.	The	alley	reeks	of	blood	and	
  vomit.	
  07-08	
  A	 pretty	 marionette	 theatre	 covered	 with	
  carvings	of	tiny	flowers	and	animals,	and	set	next	
  to	an	equally	carved	puppet	box.	
  09-10	
  A	minature	stage	with	burgundy	curtains	and	a	
  puppet	 dancing	 beside	 it	 to	 the	 clipped	
  telekinetic	orders	of	its	owner.	
  11-12	
  A	square	foot	of	yellowed	cloth	stretched	over	a	
  frame	 and	 flanked	 by	 two	 beggars	 offering	 a	
  shadow	puppet	show.	
  13-14	
  An	 open	 wagon	 with	 a	 pair	 of	 clog	 dancers	
  performing	on	its	floor,	while	a	drummer	keeps	
  time.		
  15-16	
  A	scrubbed	but	battered	open	wagon	used	as	a	
  mobile	stage	for	a	troupe	of	shabby	actors,	two	
  of	whom	are	arguing	beside	it.	
  17-18	
  A	 gaudy	 pink	 and	 gold	 coloured	 wagon	 with	 a	
  side	that	drops	down	to	make	a	stage,	driven	by	
  a	fat	red-haired	human.	
  19-20	
  A	 dark	 green	 covered	 wagon	 with	 a	 side	 that	
  drops	 down	 to	 make	 a	 stage,	 and	 the	 owner’s	
  name	painted	on	the	side.	
  21-22	
  A	folding	stage	stacked	onto	a	red	wagon,	parked	
  beside	an	inn,	and	guarded	by	a	small	white	dog.	
  23-24	
  A	 filthy	 folding	 stage	 half-sliding	 off	 a	 wobbly	
  handcart,	pushed	by	a	half-orc	and	a	goblin.	
  25-26	
  A	 shimmering	 silver	 tent	 with	 illusory	 trees	
  around	it.	
  27-28	
  A	sober	blue	and	grey	peaked	tent	with	a	board	
  outside	 showing	 the	 times	 and	 name	 of	 the	
  show.	
  29-30	
  A	small,	run-down,	unremarkable,	house	with	a	
  dwarf	bawling	the	show	times	and	title	outside.	
  31-32	
  A	 bright	 red	 and	 blue	 big	 top	 with	 a	 clown	
  dancing	around	the	entrance.	
  33-34	
  A	red	velveteen	tent	with	a	roped	off	entrance.	
  35-36	
  A	 shabby	 dance	 hall	 with	 faded,	 peeling	 gilt	 on	
  the	doors	and	roof	edge.	
  37-38	
  An	old	music	hall,	with	a	sagging	roof,	and	walls	
  painted	with	dancing	satyrs	and	nymphs.	
  39-40	
  A	 small	 opera	 house,	 threadbare	 and	 fading.	
  Flecks	of	paint	linger	around	the	door	and	walls,	
  outlining	a	grove	of	trees.	
  41-42	
  A	 brash	 amphitheatre,	 shouldering	 above	 the	
  buildings	 on	 either	 side;	 calls	 and	 shouts	 echo	
  from	inside.	
  43-44	
  A	well	cared	for	house	in	a	moderately	well-off	
  area.	A	discreet	sign	with	the	show	name	hangs	
  from	thatched	eaves.	
  45-46	
  A	 large	 balcony	 above	 a	 bawdyhouse	 with	 a	
  single	 figure	 posed	 like	 a	 slowly	 moving	 statue	
  on	it	and	a	hefty	bouncer	on	the	door	below.	
  47-48	
  A	 lovingly	 restored	 music	 hall	 with	 lacquered	
  black	 doors,	 clearly	 rescued	 from	 a	 larger	
  building,	wedged	between	sturdy	log	walls.	
  49-50	
  An	inn	yard	transformed	into	an	open-air	theatre	
  with	 a	 central	 stage	 and	 bare,	 lime-washed,	
  walls.	
  51-52	
  A	 gothic	 peaked	 and	 painted	 hall	 with	 a	 plump	
  elf	guarding	the	door	in	top	hat	and	tails.	
  53-54	
  A	small,	prinked	up,	opera	house	with	sandwich-
  board	apprentices	spread	out	in	the	surrounding	
  streets	calling	out	the	shows.	
  55-56	
  A	grand	amphitheatre	wedged	between	a	bard’s	
  guildhouse	 and	 a	 magic	 acadamy.	 Thickly	
  plastered	 posters	 proclaim	 music,	 magic	 and	
  dance	displays.	
  57-58	
  A	roll	of	wrapped	cloth	rests	in	a	trestle	frame	in	
  an	inn	yard	while	at	the	front	of	the	inn	a	gaunt	
  young	 half-orc	 encourages	 people	 to	 come	 and	
  see	a	shadow	puppet	show.		
  59-60	
  A	 grand	 dance	 hall	 covered	 in	 flowering	 vines	
  that	nod	at	the	slightest	breeze.	
  61-62	
  A	 well-kept	 concert	 hall	 built	 of	 dark	 stone	
  polished	almost	as	smooth	as	glass.	
  63-64	
  A	 butter-yellow	 playhouse	 surrounded	 with	 a	
  jostling	stream	of	actors	and	patrons.	
  65-66	
  A	circular	hall	with	a	domed	roof	of	glass	panels	
  lit	from	within	by	coloured	lamps.	
  67-68	
  A	 circular,	 open-roofed	 theatre	 made	 from	 12	
  wattle	 and	 daub	 panels,	 each	 painted	 with	 a	
  different	animal.	
  69-70	
  An	archway,	shaped	like	a	pair	of	silver	and	gold	
  trees,	 apparently	 leading	 to	 nowhere	 (though	
  the	 gnome	 standing	 beside	 it	 assures	 patrons	
  otherwise).	
  71-72	
  A	 grandiose	 opera	 house,	 open	 doors	 leading	
  into	 an	 oak-panelled,	 red-carpeted	 lobby.	 It	 is	
  cool	and	dim	within.	
  73-74	
  A	 roped	 off	 teleportation	 circle	 set	 just	 on	 the	
  edge	of	a	noisy	market	hall.	Twin	happy	and	sad	
  masks	are	inset	into	the	centre	of	the	circle.	
  75-76	
  An	 austere	 auditorium	 in	 solemn	 red	 brick.	
  Pealing	laughter	wafts	out	of	an	entrance	flanked	
  by	two	masked	and	cloaked	humans.	
  
  95	
  77-78	
  A	glittering	white	ballroom	attended	by	liveried	
  footmen.	 Violin	 music	 drifts	 from	 an	 open	
  window.	
  79-80	
  An	oval	amphitheatre	in	red-veined	marble,	used	
  equally	for	acting	and	creature	racing.	The	smell	
  of	 smoke	 and	 dung	 drifts	 from	 the	 attached	
  stables.	
  81-82	
  A	 stage	 constructed	 of	 heavy	 cloth	 and	 wire,	
  stretched	rigid	between	three	trees.	
  83-84	
  A	circle	of	tightly	fitted	wooden	slabs,	hammered	
  into	the	ground.	A	woven	sling	chair	hangs	from	
  a	high	pole,	just	visible	over	the	top	of	the	slabs.	
  85-86	
  A	wide	and	shallow	hollow	in	the	ground,	about	
  chin	high	to	a	dwarf.	A	circle	of	red	bricks	inset	in	
  the	ground	marks	the	centre.	
  87-88	
  An	archway	carved	into	a	cliff	face	and	roped	off	
  with	 a	 silken	 ribbon.	 The	 rock	 around	 the	 arch	
  displays	intricate	carvings	of	the	deities	of	music	
  and	love.	
  89	
  An	open	door	in	a	limestone	wall,	with	a	tapestry	
  hanging	 just	 inside	 to	 block	 the	 view.	 The	
  tapestry	shows	a	set	of	bagpipes	playing	without	
  a	musician’s	hand	to	guide	them.	
  90	
  A	 high,	 narrow	 theatre	 wedged	 between	 two	
  larger	ones,	its	windows	outlined	in	tiny	mother-
  of-pearl	 tiles.	 A	 magical	 message	 murmurs	 the	
  show	titles	to	anyone	approaching	the	entrance.	
  91	
  An	oak	trapdoor,	embossed	with	brass	studs	and	
  poker	 worked	 with	 stars	 and	 musical	 notes.	
  Under	it,	stairs	lead	down	into	darkness.	
  92	
  A	 colonnaded	 combined	 ballroom	 and	 concert	
  hall,	 plastered	 and	 painted	 with	 ivy,	 butterflies	
  and	tiny	birds.	The	sound	of	bird	song	fills	the	air,	
  but	 falling	 bird	 excrement	 is	 a	 common	 danger	
  here	for	visitors.	
  93	
  The	 edifice	 of	 this	 theatre	 is	 festooned	 with	
  intricate	carvings	depicting	scenes	from	famous	
  plays	 and	 operas.	 When	 the	 theatre	 puts	 on	
  special	 events	 the	 owner	 hires	 illusionists	 to	
  bring	the	carvings	to	life.		
  94	
  This	 colonnaded	 building	 is	 faced	 with	 white	
  marble.	A	sweeping	set	of	steps	leads	up	to	the	
  main	entrance.	
  95	
  Many-hued	 everburning	 torches	 in	 black	 cast-
  iron	sconces	are	set	above	the	windows	of	this	
  theatre.	 They	 bathe	 the	 street	 in	 a	 bizarre	
  mishmash	of	colours.	
  96	
  The	 skulls	 of	 large	 monsters	 –	 dragons,	 giants,	
  manticores	 and	 so	 on	 –	 are	 set	 into	 the	 wall	
  about	this	theatre’s	main	entrance.		
  97	
  The	flags	of	many	different	nations	flutter	from	
  the	 roof	 of	 this	 theatre.	 One	 flagpole	 is	
  conspicuously	unused.	
  98	
  A	huge,	ornate	banner	hangs	down	from	the	roof	
  of	 this	 theatre.	 The	 banner	 advertises	 the	
  upcoming	 appearance	 of	 a	 famous	 bard	
  performing	 a	 recently	 discovered	 play	 by	 a	
  famous	playwright.	
  99	
  A	stone	platform,	set	on	a	low	ridge	of	ground,	
  and	surrounded	by	trees	trained	to	grow	in	the	
  shape	of	seats.	
  100	
  An	unobtrusive	side	door	tucked	away	in	a	wall	
  niche.	Engraved	above	the	heart	shaped	handle	
  are	 the	 words	 “My	 heart	 opens	 only	 to	 music.	
  Sing	to	me.”	
   
  
  96	
  T H E A T R E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  ( I N T E R N A L )  
  Inside,	 every	 theatre	 is	 different.	 Use	 this	 table,	 to	 make	 the	
  interior	 of	 the	 theatre	 interesting.	 Some	 features	 may	 be	
  inappropriate	based	on	the	locale’s	set	up.	Ignore	such	results	
  and	simply	re-roll.	
  D%	
  	
  01-02	
  A	grandfather	clock	in	the	entrance	hall	hides	a	
  secret	door	(moderately	difficult	to	spot)	to	the	
  backstage	passages.		
  03-04	
  Diaphanous	golden	curtains	divide	the	audience	
  area	into	sections	radiating	out	from	the	stage	at	
  one	side	of	the	tent.	
  05-06	
  Warped,	 but	 well-scrubbed,	 pine	 boards	 cover	
  the	floor.	
  07-08	
  A	 vaulted	 stone	 ceiling	 bears	 carved	 bosses	 of	
  famous	heroes	and	villains.	
  09-10	
  Simple	swirls	of	yellowed	plaster	grace	the	walls	
  and	ceiling	of	the	music	hall.	
  11-12	
  Trestles	 and	 bench	 boards	 sit	 stacked	 in	 a	 pile	
  beside	 the	 battered	 stage	 with	 a	 length	 of	
  stained	canvas	stretched	above	them.	
  13-14	
  Weathered	boards	form	a	crude	stage.	A	streak	
  of	 something	 smelling	 strongly	 of	 rotten	
  vegetables	runs	diagonally	down	the	wall	behind	
  the	stage.	
  15-16	
  An	illusion	forms	the	stage	backdrop,	displaying	
  fields	of	ripe	grain.	
  17-18	
  A	small	shrine	to	the	music	gods	flanks	the	stage.		
  19-20	
  The	 intricately	 carved	 walls	 of	 the	 concert	 hall	
  make	even	the	worst	players	produce	a	sweeter	
  sound,	facilitating	performances	
  21-22	
  Instead	 of	 scenery,	 wands	 used	 to	 provide	
  illusory	sound	and	stages	are	racked	beside	the	
  stage.	
  23-24	
  Silvery	 cloth	 covers	 the	 walls	 and	 comfortable	
  couches	face	the	stage.	
  25-26	
  A	musicians’	gallery	high	on	the	right-hand	wall	
  overlooks	the	stage.		
  27-28	
  A	 sloped	 floor	 offers	 standing	 room	 for	 the	
  audience.	There	are	no	seats	or	barriers.	
  29-30	
  Boxes	 of	 disturbingly	 life-like	 marionettes	 line	
  the	walls	of	the	puppet	theatre.	
  31-32	
  Two	rope	trick	pocket	dimensions	form	a	pair	of	
  ultra-discrete	boxes	in	the	auditorium.	
  33-34	
  Each	of	the	torch	sconces	lining	the	theatre	walls	
  is	modelled	on	a	different	songbird.	
  35-36	
  Pieces	 of	 partly	 painted	 scenery	 lie	 scattered	
  either	side	of	the	stage.	
  37-38	
  Every	 room	 of	 the	 dancehall	 contains	 at	 least	
  two	clocks;	none	tell	exactly	the	same	time.	
  39-40	
  A	 harp	 almost	 twice	 the	 height	 of	 a	 human	
  stands	in	the	very	centre	of	the	stage.	
  41-42	
  A	 bank	 of	 dark	 wooden	 pigeonholes	 for	 letters	
  line	the	entrance	wall.	
  43-44	
  Curtains,	gaudily	stitched	with	bawdy	jokes	in	a	
  flowing	foreign	script,	frame	an	alcove.		
  45-46	
  Dried	leaves	cover	the	floor.	
  47-48	
  An	incense	burner	fills	the	air	with	a	spicy	scent.	
  49-50	
  The	inside	of	the	amphitheatre	smells	of	smoke,	
  blood	and	old	sweat.	
  51-52	
  Layers	of	rushes	cover	uneven	stone	flags.	
  53-54	
  Paintings	of	musicians	and	scantily	clad	dancers	
  cover	the	plastered	walls.	
  55-56	
  A	geometric	mosaic	marks	the	path	from	outer	
  entrance	to	main	auditorium.	
  57-58	
  Ropes	 hang	 against	 all	 the	 walls,	 with	 one	 end	
  vanishing	up	through	the	ceiling	and	out	of	sight.	
  59-60	
  Muffled	 thumps	 and	 laughing	 voices	 echo	 from	
  behind	a	row	of	closed	doors.	
  61-62	
  Flute	music	starts	playing	from	nowhere	as	soon	
  as	anyone	steps	through	the	inner	door.	
  63-64	
  The	 room	 boasts	 a	 shifting	 colour	 scheme	 that	
  automatically	 changes	 to	 match	 the	 clothing	 of	
  each	person	who	steps	onto	the	centre	stage.	
  65-66	
  A	sloping	auditorium	surrounds	the	large	central	
  stage.	
  67-68	
  A	basket	of	withered	fruit	and	vegetables	is	on	
  sale	for	a	few	coppers	apiece.	
  69-70	
  A	 half-eaten	 apple	 bounces	 down	 a	 flight	 of	
  steps	as	if	just	dropped.	
  71-72	
  A	 motley	 collection	 of	 rugs	 in	 different	 colours	
  covers	the	floor.	
  73-74	
  Clashing,	overlapping	curtains	cover	the	walls.	
  75-76	
  An	 underground	 chamber,	 chiselled	 in	 deep	
  steps	for	seats,	slopes	down	to	a	tiny	stage.	
  77-78	
  Five	 staircases	 spiral	 off	 in	 different	 directions	
  with	no	indication	of	what	leads	where.	
  79-80	
  Paint	 and	 padding	 makes	 the	 room	 resemble	 a	
  dragon’s	open	mouth,	with	the	tongue	as	a	ramp	
  leading	up	to	the	throat	and	a	black	door.	
  81-82	
  Tiny	 twisting	 galleries	 lead	 off	 from	 the	 foyer,	
  each	painted	in	a	different	shade	of	the	rainbow.	
  83-84	
  A	blazing	light	overhangs	the	stage	
  85-86	
  A	light	hangs	from	the	centre	point	of	the	ceiling,	
  like	a	miniature	moon.	
  87-88	
  A	whisper	of	sound	like	heavy	breathing	comes	
  from	everywhere	and	nowhere.	
  89-90	
  Drumming	fills	the	air,	making	even	the	floor	and	
  walls	seem	to	vibrate	in	time.	
  91-92	
  Flowers	 cram	 the	 area,	 filling	 the	 air	 with	 an	
  overpowering,	cloyingly	sweet	scent.		
  93-94	
  This	 room	 appears	 to	 be	 an	 open	 glade	 in	 a	
  moonlit	forest,	complete	with	trees	and	flowers.	
  95-96	
  A	red-lit	sauna	set	up	ready	for	use	with	a	firepit,	
  water,	stones	for	heating	and	low	stone	seats.	
  97-98	
  Glittering	glass	crystals	stud	the	walls.	
  99-100	
  This	room’s	walls	are	as	black	as	obsidian.	
  	
   
  
  97	
  T H E A T R E S :  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	theatre,	or	view	a	
  show,	 sometimes	 fate	 intervenes.	 Use	 this	 table	 to	 determine	
  the	opportunities	or	complications	the	PCs	encounter.	
  D20	
  	
  1	
  Three	pickpockets	working	the	audience	target	the	
  PCs.	They	flee	if	detected,	using	the	crowd	as	cover	
  to	get	away.	
  2	
  Two	 dogs	 chase	 a	 cat	 through	 a	 crowded	
  entranceway,	oblivious	to	the	people	in	the	way.	
  3	
  A	local	noble	has	hired	the	theatre	company	to	put	
  on	derogatory	plays,	slandering	and	defaming	one	
  of	 his	 rivals.	 The	 slandered	 noble	 has	 just	
  discovered	he	has	been	slandered	and	is	making	a	
  grand	scene	in	front	of	the	theatre.	
  4	
  The	theatre	is	really	a	living	dropbox	for	a	group	of	
  spies	and	saboteurs.	As	they,	the	audience,	and	the	
  actors	mingle,	coded	letters	slip	from	one	person	to	
  another.	The	PCs	must	intercept	a	message	unseen.	
  Alternatively,	 a	 perceptive	 PC	 spots	 the	 exchange	
  and	might	wonder	what	is	going	on	or	a	PC	receives	
  a	message	through	mistaken	identity.	
  5	
  Calamity	strikes	during	the	performance.	Perhaps	a	
  large	 piece	 of	 scenery	 collapses	 or	 the	 stage	
  suddenly	gives	way.	This	might	simply	be	a	random	
  act	of	misfortune	or	the	culminations	of	a	sinister	
  plot	against	the	theatre	or	a	specific	performer.	
  6	
  A	 child	 starts	 to	 cry	 during	 the	 performance	 –	
  scared	by	some	aspect	of	the	play	or	show.	After	a	
  few	 minutes,	 the	 child’s	 parents	 lead	 him	 outside	
  where	they	can	be	heard	scolding	him	loudly.		
  7	
  One	 of	 the	 actors	 is	 a	 local	 aristocrat’s	 runaway	
  child,	 and	 the	 aristocrat	 has	 filled	 the	 audience	
  with	loyal	retainers	to	recapture	him,	but	Cammy	
  has	taken	the	actor’s	shape.	
  8	
  The	 PCs	 are	 mistaken	 for	 a	 local	 notable	 and	
  retinue,	and	plied	with	extras,	bonuses	and	offers	
  in	hopes	of	a	reward.	
  9	
  The	PCs	are	mistaken	for	an	infamous	local	notable	
  and	 retinue,	 and	 the	 company	 calls	 all	 hands	 to	
  drive	them	away	from	the	theatre.	
  10	
  Political	rivals	both	try	to	woo	the	theatre	company	
  over	 to	 their	 side,	 for	 the	 propaganda	 value,	
  resulting	 in	 constant	 one-upping	 of	 gifts	 and	
  favours	poured	into	the	theatre	and	company.	
  11	
  An	assassin	mingles	with	the	crowd,	waiting	for	the	
  show’s	climax	to	strike	his	target.	
  12	
  The	 stage	 manager	 decides	 one	 of	 the	 PCs	 is	
  perfect	for	a	role	in	the	next	performance	and	tries	
  to	recruit	the	PC	on	a	temporary	basis.	
  13	
  During	 the	 performance,	 a	 couple	 begin	 to	 row	
  about	 something	 seemingly	 inconsequential.	 As	 it	
  continues	their	voices	get	louder	and	louder.	Soon,	
  their	
  argument	
  threatens	
  to	
  disrupt	
  the	
  performance	all	together.	
  14	
  The	 crowd	 goes	 wild	 and	 throws	 the	 performers	
  out	of	the	theatre.	
  15	
  The	crowd	goes	wild	and	mobs	the	performers	with	
  delight.	
  16	
  Tokens	 of	 appreciation	 are	 thrown	 at	 the	 stage	
  during	 the	 performance.	 One	 hits	 the	 star	
  performer	 in	 the	 head	 and	 stuns	 him.	 A	
  replacement	is	urgently	sought.		
  17	
  Tokens	 of	 disgust	 are	 thrown	 at	 the	 stage	 during	
  the	performance.	One	of	the	performers	is	injured.	
  18	
  The	 stage	 manager	 is	 desperately	 hunting	 for	 an	
  unusual	stage	prop	and	offers	a	reward	to	the	PCs	
  if	they	can	provide	it.	
  19	
  Someone	 swaps	 the	 theatres	 illusion-crafting	
  wands	 for	 evocation	 wands,	 causing	 a	 deadly	
  “scene-changing”	moment.	
  20	
  The	 theatre	 catches	 fire	 in	 mid-performance,	
  causing	 panic	 and	 a	 frantic	 rush	 for	 everyone	 to	
  escape,	or	deal	with	the	fire.	
  	
  	
  S H O W S  
  Theatres	generally	have	1d4-1	shows	running	at	any	one	time.	
  Use	 the	 table	 below	 to	 generate	 show	 titles	 for	 the	 theatre.	
  Some	may	be	inappropriate,	depending	on	the	type	of	theatre	
  desired.	Ignore	such	results	and	simply	reroll.	
  D20	
  	
  1	
  Mrs	Vansome	Dances	
  2	
  Cyanide	and	Supple	Silks	
  3	
  Three-handed	Frikke	and	the	Greedy	Dragon	
  4	
  The	Magician	and	the	Mousetrap	
  5	
  Foxy	Lady	
  6	
  Journey	into	Knight	
  7	
  Mystical	Magic	
  8	
  Across	the	Blue	Yonder	
  9	
  Willem	Do	Tell	
  10	
  Pretty	Pretty	Please	
  11	
  Butterfly	Heart	
  12	
  Queen	Midnight	and	the	Iron	Cobra	
  13	
  A	Bachelor’s	Bacchanalia	
  14	
  Soliloquy	No.	3		
  15	
  All	Gingered	Up	
  16	
  Fugue	in	A-minor	For	Flute	and	Harp	
  17	
  Valtyra	
  18	
  Who	Took	the	Raw	Maiden?	
  19	
  Imaginary	Happiness	
  20	
  Lost	Rainbow	
  	
   
  
  98	
  T H E A T R E S :  S I G H T S  &  S O U N D S  
  D%	
  	
  01-02	
  An	 illusory,	 scantily	 clad	 man	 (or	 woman)	
  beckons	patrons	inside.	
  03-04	
  The	sound	of	a	large	argument	–	on	the	merits	of	
  different	acting	styles		–	is	easily	audible.		
  05-06	
  A	 cat	 stares	 haughtily	 down	 from	 halfway	 up	 a	
  spiral	staircase.	
  07-08	
  Apprentices	practise	tumbling	in	the	yard	
  09-10	
  Actors	are	rehearsing	their	lines	on	and	off	stage,	
  in	multiple	small	clusters.	
  11-12	
  A	 drunk	 picks	 a	 fight	 with	 another	 patron	 or	 a	
  bouncer	after	being	thrown	out.	
  13-14	
  Two	 people	 carry	 a	 length	 of	 scenery	 along	 a	
  hallway.	
  15-16	
  A	man	tries	to	wheedle	his	way	in	without	paying	
  so	he	can	visit	one	of	the	actors.	
  17-18	
  A	 woman	 tries	 to	 wheedle	 her	 way	 in	 without	
  paying	so	she	can	see	one	of	the	dancers.	
  19-20	
  A	 child	 tries	 to	 creep	 in	 unseen	 and	 watch	 the	
  show	without	paying.	
  21-22	
  Musicians	rehearse	in	a	side	room,	still	tuning	up	
  with	each	other.	
  23-24	
  A	 mage	 argues	 loudly	 with	 the	 stage	 manager	
  about	the	merits	and	ease	of	the	desired	scenery	
  illusions.	
  25-26	
  Three	actresses	practise	a	stage	fight	across	the	
  floor,	 while	 a	 surprised	 visitor	 tries	 to	 break	
  them	up.	
  27-28	
  A	writer	scribbles	alterations	to	a	script	hung	on	
  the	wall	beside	the	stage.	
  29-30	
  An	 instructor	 drills	 the	 chorus	 in	 a	 long,	
  complicated	dance,	which	they	do	badly.	
  31-32	
  An	 instructor	 drills	 the	 chorus	 in	 a	 long,	
  complicated	dance,	which	they	do	well.	
  33-34	
  A	 gnome	 with	 a	 tray	 of	 pies	 patrols	 by	 the	
  theatre,	calling	his	wares	loudly.	
  35-36	
  A	child	actor	runs	up	with	a	script	and	demands	
  the	PCs	hear	the	child’s	lines	for	the	next	play.	
  37-38	
  A	scantily	clad	man	or	woman	beckons	patrons	
  inside.	
  39-40	
  A	loud	thump	echoes	from	within	the	theatre.		
  41-42	
  A	 uniformed	 usher	 moves	 back	 and	 forth,	
  leading	people	to	their	seats.	
  43-44	
  A	painter	is	hastily	finishing	scenery.	
  45-46	
  A	cat	runs	through	a	toppled	paint	pot,	and	then	
  up	a	piece	of	scenery,	leaving	paw	prints	behind.		
  47-48	
  A	 dog	 runs	 into	 a	 piece	 of	 scenery,	 knocking	 it	
  down	into	a	pool	of	paint.	
  49-50	
  An	actor	argues	with	the	stage	manager,	before	
  storming	out	of	the	theatre.	
  51-52	
  A	 patron	 proposes	 marriage	 to	 one	 of	 the	
  dancers,	and	a	crowd	gathers	to	watch	the	reply.	
  53-54	
  A	handful	of	performers	stand	on	stools	while	a	
  dresser	scurries	around	fitting	costumes	to	them.	
  55-56	
  A	 crowd	 of	 patrons	 pours	 out	 of	 the	 theatre,	
  excitedly	 discussing	 the	 show	 they	 have	 just	
  seen.	
  57-58	
  A	cook	sprints	out	the	door	with	a	pan	on	fire,	
  and	thrusts	it	into	the	nearest	water	source.	
  59-60	
  Someone	 has	 polished	 the	 wooden	 theatre	
  floors	to	a	high	gleam	with	the	side	effect	that	
  the	floor	is	nearly	as	slippery	as	ice.	
  61-62	
  A	female	elf	has	four	identical	dogs	lined	up	and	
  is	teaching	them	to	bark	on	note	on	command.	
  63-64	
  A	pair	of	singers	rehearses,	repeating	the	same	
  few	phrases	repeatedly.	
  65-66	
  A	trapdoor	in	the	stage	comes	loose	and	an	actor	
  drops	through	unexpectedly.	
  67-68	
  A	supporting	rope	comes	loose,	dropping	a	piece	
  of	scenery	flat	on	the	stage.	
  69-70	
  A	gale	takes	a	stretch	of	tiles	off	the	roof,	turning	
  the	 show’s	 storm	 scene	 into	 something	 much	
  realer	and	wetter.	
  71-72	
  A	clerk	shoos	patrons	into	a	neat	line	for	tickets,	
  then	takes	a	long	time	with	each	one.	
  73-74	
  The	star	of	the	show	gets	stuck	out	of	sight,	and	
  the	rest	of	the	company	try	to	free	him	without	
  letting	the	audience	know	anything	is	wrong.	
  75-76	
  A	mage	tests	out	illusory	scenery	for	effect.	
  77-78	
  A	little	old	man	briskly	sweeps	the	theatre	foyer,	
  ignored	by	the	patrons.	
  79-80	
  A	 clock	 chimes,	 and	 then	 sticks	 and	 keeps	
  chiming	without	stopping.	
  81-82	
  Political	rivals	use	the	theatre	as	a	neutral	venue	
  to	meet	and	discuss	problems,	a	discussion	that	
  quickly	turns	icy.	
  83-84	
  The	 theatre’s	 cat	 takes	 a	 liking	 to	 the	 PCs	 and	
  winds	around	their	ankles,	purring.	
  85-86	
  A	halfling	with	a	tray	of	drinks	and	snacks	patrols	
  the	 inside	 of	 the	 theatre,	 cheerfully	 crying	 his	
  wares	between	acts.	
  87-88	
  A	 strand	 of	 ivy	 wriggles	 through	 a	 window	 and	
  grows	happily	in	the	internal	warmth.	
  89-90	
  A	 shower	 of	 rain	 sweeps	 across	 the	 theatre	
  drumming	loudly	on	the	roof	and	drowning	out	
  the	show	temporarily.	
  91-92	
  A	cluster	of	children	build	a	small	replica	theatre	
  next	to	it,	and	play	there	using	half-remembered	
  scripts.	
  93-94	
  Someone	catches	a	cutpurse	in	the	act	and	beats	
  them	half	to	death	before	anyone	can	interfere.	
  95-96	
  The	 town	 guard	 arrives	 looking	 for	 an	 escaped	
  criminal.	
  97-98	
  An	alchemy	stage	trick	goes	horribly	wrong,	with	
  a	 loud	 explosion	 and	 huge	 amounts	 of	 multi-
  coloured	smoke.	
  99-100	
  A	patron	propositions	one	of	the	dancers	and	is	
  immediately	slapped	for	it.	
  
  99	
  T H E A T R E S :  A S S O C I A T E D  N P C S  
  Use	the	NPC	bios	below	to	portray	the	folk	encountered	in	the	
  theatre.	 Either	 determine	 randomly	 which	 NPC	 the	 PCs	
  encounter	or	choose	a	suitable	candidate.).	
  D20	
  NPC	
  1	
  Avrey	Fitzodem	
  2	
  Erotaisytu	‘Cammy’	Aenusoch	
  3	
  Grippa	Saltbeard	
  4	
  Gulan	ap	Matham	
  5	
  Jean	Pierrot	
  6	
  Laverne	Dunstan	
  7	
  Leif	Hallard	
  8	
  Leona	Crystalnails	
  9	
  Lorenzo	Larksong	
  10	
  Mayra	
  11	
  Orthida	Twitterpate	
  12	
  Pascale	Pariel	
  13	
  Sautha	
  14	
  Skat	
  15	
  Starlyre	
  16	
  Tahinoll	Calmstar	
  17	
  Tamika	Salas	
  18	
  Ty	Silverson	
  19	
  Ullari	
  20	
  Zarky	Halfpint	
  	
  	
  A V R E Y  F I T Z O D E M  
  N	male	human	apprentice	wizard(illusionist)	
  	
  Appearance:	Dark	hair	threaded	with	gray,	dark,	lined	skin,	
  immaculately	dressed	in	deep	crimson	and	russet.		
  	
  Personality:	 Jealous,	 obsessive,	 falls	 quickly	 in	 and	 out	 of	
  love	at	any	excuse.	
  	
  Mannerisms:	 Sniffs	 quickly	 at	 everything	 he	 comes	 across.	
  Stares	meaningfully	at	his	latest	flame.	
  	
  Hooks:	Fell	in	love	with	Leona,	then	out	when	she	chased	
  him.	Last	week	smelt	an	unknown	perfume	lingering	in	his	
  workroom,	and	wants	to	know	who	entered.	
  E R O T A I S Y T U  ‘ C A M M Y ’  
  A E N U S O C H  
  N	doppleganger	apprentice	ranger	
  	
  Appearance:	 Variable,	 sometimes	 whichever	
  minor	role	was	last	played,	sometimes	a	half-elven	
  child	with	dusky-brown	skin,	hair	and	eyes.		
  	
  Personality:	
  Mischievous,	
  commonly	
  laughing	or	smiling	off-stage,	and	prone	to	shift	
  shape	for	pranks	and	jokes.	
  	
  Mannerisms:	Rubs	ankle	with	toe	of	other	
  foot.	 Folds	 hands	 over	 belt	 and	 opens	 eyes	
  wide	and	innocent.	
  	
  Hooks:	Secretly	helps	Zarky	pin	down	secrets.	Recently	dyed	
  Pascale	on	Zarky’s	request,	while	wearing	Gulan’s	shape.	
  G R I P P A  S A L T B E A R D  
  CN	female	dwarf	journeyman	fighter	
  	
  Appearance:	Red	hair	in	a	sailor’s	pigtail,	wide	hands,	dark	
  gray	clothes	streaked	with	paint	and	dust,	slight	limp.		
  	
  Personality:	Sharp-tongued,	practical	and	pragmatic.	Quickly	
  exasperated	by	slower	people.	
  	
  Mannerisms:	 Rubs	 shoulder	 slowly	 when	 thinking.	 Flips	
  pigtail	over	shoulder	with	a	toss	of	her	head.	
  	
  Hooks:	 Planning	 to	 drop	 stage	 weight	 on	 Lorenzo	 after	 he	
  spite-killed	her	wife.	
  G U L A N  A P  M A T H A M  
  LN	male	half-orc	apprentice	adept	
  	
  Appearance:	Gray-brown	skin,	yellow	eyes,	white	robe	with	
  lilac	embroidery	around	the	collar.	
  	
  Personality:	 Super-enthusiastic	 about	 latest	 fad,	 discards	
  others.	Changes	every	few	weeks,	only	steadfast	to	his	god.		
  	
  Mannerisms:	Slides	the	heel	of	one	shoe	up	and	down	the	
  side	of	the	other	shoe.		
  	
  Hooks:	 Accidenally	 imparted	 information	 about	 poison	 to	
  Lorenzo	 during	 that	 fad,	 giving	 enough	 knowledge	 to	 poison	 a	
  dwarf.	Worried	dwarf’s	partner	will	take	revenge.	
  J E A N  P I E R R O T  
  LG	male	human	apprentice	wizard	(universalist)	
  	
  Appearance:	 Rat-like	 nose,	 tiny	 dark	
  eyes,	shabby	red	robe,	slight	hunch.	
  	
  Personality:	Darts	rapidly	from	subject	to	
  subject.	Has	an	answer	to	everything.	Cocky.	
  	
  Mannerisms:	 Shoots	 head	 forward	 to	 look	
  at	people.	Runs	thumbs	along	inside	belt.	
  	
  Hooks:	Belt	is	a	money	belt,	after	losing	spell	
  component	 pouch	 with	 valuable	 materials	 to	 a	
  cutpurse,	he	doesn’t	want	to	lose	anything	else.	Would	
  also	like	his	pouch	back,	if	possible.	
  
  100	
  L A V E R N E  D U N S T A N  
  CG	male	human	apprentice	cleric	
  	
  Appearance:	Dark	blond	hair	and	beard.	One	blue	eye,	one	
  gray.	Patched,	motley,	layers	of	gray	and	brown	clothing.	
  	
  Personality:	 Thrown	 out	 of	 his	 temple	 for	 gambling,	 he	
  swings	 from	 upbeat	 and	 cheery	 to	 morose	 depending	 how	 his	
  luck	runs.		
  	
  Mannerisms:	 Twists	 strands	 of	 beard	 in	 his	 fingers	 when	
  listening.		
  	
  Hooks:	Won	big,	wants	to	invest	it	into	the	company	without	
  anyone	knowing;	needs	a	front	person.	
  L E I F  H A L L A R D  
  LN	male	human	journeyman	rogue	
  	
  Appearance:	 Looks	 much	 younger	 than	 actually	 is,	 blond	
  hair,	gray	eyes.	Immaculate	but	nondescript	clothes.	
  	
  Personality:	 Suave,	 charming,	 ruthless.	 Leader	 of	 the	 local	
  pick	pockets.	
  	
  Mannerisms:	 Purses	 lower	 lip	 in	 thought.	 Picks	 ‘dust’	 off	
  sleeve	or	knee.	
  	
  Hooks:	Hunting	the	members	of	a	spy	group	muscling	in	on	
  his	turf,	so	he	can	get	rid	of	them.	
  L E O N A  C R Y S T A L N A I L S  
  LN	female	human	apprentice	wizard	(diviner)	
  	
  Appearance:	 Mousy	 curls	 and	 skin,	 gray	 eyes,	 bitten	 nails	
  alternately	painted	white	and	red	and	decorated	with	tiny	chips	
  of	crystal	of	the	opposite	colour.	Grubby	lace	spills	over	her	tight	
  red	dress.		
  	
  Personality:	Intensely	curious.	Collects	books	and	scrolls	of	
  all	types,	with	a	particular	focus	on	history.	
  	
  Mannerisms:	Constantly	fidgeting,	chewing	nails,	picking	at	
  the	lace	of	her	collar	and	cuffs,	drumming	fingers	on	the	nearest	
  wall.	
  	
  Hooks:	Wants	to	know	why	Avrey	is	so	flighty	around	her.	
  Someone	stole	a	rare	book	she	had	only	just	acquired,	and	she	
  wants	it	found,	no	questions	asked	
  	
  L O R E N Z O  L A R K S O N G  
  NE	male	human	journeyman	bard	
  	
  Appearance:	Scrawny	in	black	and	silver,	aiming	for	elegant.	
  Black	hair,	pale	skin,	hazel	eyes.	
  	
  Personality:	
  Superficially	
  charming,	
  spiteful	
  and	
  manipulative	underneath.	
  	
  Mannerisms:	Folds	arms,	hidden	fingers	tap	impatiently	on	
  ribs.	Lays	one	finger	along	jaw.	
  	
  Hooks:	Wants	a	letter	quietly	delivered	to	Orthida,	spinning	
  a	sob-story	of	how	Zarky	is	blackmailing	him.	
  M A Y R A  
  CN	female	human	apprentice	sorcerer	(destined)	
  	
  Appearance:	 Almost	 albino	 except	 for	 striking	 blue	 eyes.	
  Faded	blue	shirt	and	breeches,	scarf	over	her	hair.	
  	
  Personality:	Wary,	uneasy,	often	mistaken	for	shy.	Talks	very	
  little	 off-stage,	 and	 when	 she	 does,	 her	 accent	 betrays	 her	
  distant	origins.		
  	
  Mannerisms:	Ducks	her	head	and	looks	a	little	sideways	at	
  people.	Tugs	at	the	frayed	cuff	of	her	shirt.	
  	
  Hooks:	 Mayra	 killed	 a	 noble	 by	 accident	 and	 fled,	 seeking	
  training	for	her	wild	magic.	She	made	a	new	life	for	herself,	but	
  the	noble’s	heir	has	sent	assassins	after	her	in	revenge.	
  O R T H I D A  T W I T T E R P A T E  
  NG	female	gnome	apprentice	cleric	
  	
  Appearance:	 Blue	 hair,	 braided	 and	 coiled	 like	 a	 birdnest.	
  Navy	skin,	lots	of	pink	freckles.	Wears	silver	shirt,	black	skirt	and	
  shoes.	
  	
  Personality:	 Flits	 from	 one	 topic	 to	 another,	 easily	
  distracted,	adores	birds	and	children.	Eternal	optimist.	
  	
  Mannerisms:	Tilts	head	on	one	side	like	a	bird.	Picks	absently	
  at	eyebrows.	
  	
  Hooks:	 Wants	 to	 rescue	 and	 redeem	 Lorenzo	 without	
  spoiling	the	wonderful	theatre	shows.	
  P A S C A L E  P A R I E L  
  LN	male	halfling	apprentice	rogue	
  	
  Appearance:	 Fair	 haired,	 freckled	 skin,	 brown	 eyes.	 Severe	
  black	coat	and	breeches	over	a	plain	white	shirt.	
  	
  Personality:	Cold,	haughty	and	very	precise	about	his	speech	
  and	actions.		
  	
  Mannerisms:	 Purses	 lips	 and	 puckers	 face	 as	 if	 about	 to	
  sneeze.	Smooths	a	hand	down	his	coat.	
  	
  Hooks:	 Someone	 recently	 tipped	 dye	 into	 Pascale’s	 bath	
  after	he	fell	asleep,	leaving	him	streaked	and	mottled	with	lurid	
  colours.	Furious,	Pascale	wants	the	culprit	found.	
  S A U T H A  
  CN	female	lizardfolk	apprentice	aristocrat	
  	
  Appearance:	Polished	green	scales,	yellow	eyes,	yellow	frill.	
  Simple	beige	tunic,	belt	with	pen	case	and	rapier.	
  	
  Personality:	Once	happy-go-lucky	human,	reincarnated	after	
  dying	defending	a	druid,	now	testy	and	unhappy.	
  	
  Mannerisms:	 Tugs	 tunic	 down,	 smooths	 out	 invisible	
  wrinkles.	Goes	to	run	fingers	through	hair,	then	changes	to	tug	
  frill.	
  	
  Hooks:	Seeking	a	method	of	becoming	human	again;	asks	for	
  help	from	the	PCs.	
  
  101	
  S K A T  
  NE	female	goblin	apprentice	expert	
  	
  Appearance:	 Green	 skin	 with	 blue	 tattoos	 instead	 of	 hair.	
  Enveloping	yellow	apron	covered	in	pockets	and	tools.		
  	
  Personality:	 Jumpy,	 nervous,	 always	 running	 somewhere.	
  Prefers	 to	 work	 alone	 but	 takes	 pride	 in	 her	 ability	 to	 make	
  anything	needed	at	short	notice.	
  	
  Mannerisms:	 Mutters	 under	 her	 breath	 as	 she	 works.	
  Constantly	pats	her	pockets	as	if	looking	for	a	tool.		
  	
  Hooks:	Managed	to	set	fire	to	a	set	of	stage	backdrop	and	
  loved	the	sight	and	smell	of	the	conflagration.	Awed,	and	looking	
  to	repeat	the	effect.	
  S T A R L Y R E  
  LN	female	elf	apprentice	druid	
  	
  Appearance:	 Ankle	 length	 hair	 dyed	 in	 leaf-
  patterns,	 gold	 skin	 and	 eyes,	 leather	 armour	 and	
  twin	 daggers.	 A	 scar	 lifts	 the	 left	 corner	 of	 her	
  mouth.	
  	
  Personality:	Patient	with	children	and	animals,	less	
  so	with	adults.	Propositions	receive	a	knife	or	fist	to	
  the	face.	
  	
  Mannerisms:	 Always	 works	 clockwise	
  around	any	area,	from	room	to	plate	of	
  food.	Cleans	her	nails	with	the	point	
  of	a	dagger.	
  	
  Hooks:	 She	 is	 teaching	 a	
  hound	 chorus,	 but	 is	 short	 one	
  animal;	 can	 the	 PCs	 find	 one	
  that	barks	the	right	note?	
  T A H I N O L L  C A L M S T A R  
  LG	male	elf	apprentice	bard	
  	
  Appearance:	 Copper	 hair	 and	
  skin,	 blue-green	 eyes,	 dozens	 of	
  clashing	 earrings	 up	 long	 ears,	
  plain	brown	clothing.	
  	
  Personality:	Dreamy,	easygoing	and	easily	trusting,	yet	firm	
  in	his	wishes,	even	forceful.	
  	
  Mannerisms:	Blinks	rapidly	when	spoken	to.	Runs	fingers	up	
  the	line	of	earrings.	
  	
  Hooks:	 Entered	 Avrey’s	 workroom	 by	 accident,	 saw	 a	
  beautiful	stone	there,	wants	it	for	a	new	earring,	but	unsure	how	
  to	broach	the	subject.		
  T A M I K A  S A L A S  
  CN	female	human	journeyman	rogue	
  	
  Appearance:	 Gold-skin,	 dark-green	 eyes,	 wispy	 white	 hair	
  streaked	with	ink,	low-cut	top	hides	leather	armour.	
  	
  Personality:	 Chatterbox,	 spinning	 stories	 as	 easily	 as	 true	
  anecdotes,	 but	 always	 with	 her	 eye	 to	 the	 money	 or	 the	
  opportunity.		
  	
  Mannerisms:	 Runs	 her	 fingers	 through	 her	 hair	 while	
  writing,	sometimes	forgets	to	put	the	pen	down	first.		
  	
  Hooks:	Annoyed	a	noble	with	a	story,	left	town	in	a	hurry,	
  but	 circuit	 is	 now	 taking	 her	 back	 there.	 Needs	 someone	 to	
  check	if	he	remembers	her.	
  T Y  S I L V E R S O N  
  LN	male	human	apprentice	monk	
  	
  Appearance:	 Blue-black	 skin,	 iron-gray	 stubble,	 scarred	
  knuckles,	broken	nose.	Maroon	tunic	over	loose	gold	breeches	
  and	boots.	
  	
  Personality:	Cheerfully	dutiful	in	all	circumstances,	terse-
  spoken	but	probing,	careful	and	accurate	in	action.		
  	
  Mannerisms:	Runs	a	hand	over	his	head.	Adopts	
  fight-ready	foot-stance	whenever	daydreaming.	
  	
  Hooks:	Looking	for	a	sparring	partner	to	keep	
  his	skills	sharp.		
  U L L A R I  
  LE	female	orc	apprentice	fighter	
  	
  Appearance:	 Long	 black	 hair,	 dull	
  gray	 skin,	 broken	 nose	 and	 tusks,	
  armour	
  glamoured	
  into	
  a	
  fashionable	green	dress.	
  	
  Personality:	Friendly,	but	aloof	
  and	 vengeful.	 Very	 interested	 in	
  fashion,	almost	dandyish.	
  	
  Mannerisms:	 Taps	 a	 finger	 on	
  her	left	tusk	when	she	thinks.		
  	
  Hooks:	Hears	of	a	place	where	
  she	can	be	star	performer	instead	
  of	playing	only	minor	roles	and	asks	
  PCs	to	investigate	and	report	back.	
  Z A R K Y  H A L F P I N T  
  NG	male	halfling	apprentice	witch	
  	
  Appearance:	 Short	 even	 for	 halflings.	 Sun-streaked	 brown	
  hair,	hazel	eyes.	Purple	shirt,	black	breeches.	Tabby	cat	familiar.	
  	
  Personality:	 Sharp-eyed,	 studious,	 catches	 secrets	 from	
  everyone.	
  	
  Mannerisms:	 Constant	 running	 commentary	 on	 everything	
  under	breath.	
  	
  Hooks:	 Uses	 Lorenzo’s	 secrets	 to	 keep	 him	 from	 wrecking	
  the	company.	Keeps	an	eye	on	him	all	the	same.	
  	
   
  
  102	
  T H I E V E S :  P I C K  P O C K E T S  &  C O N F I D E N C E  T R I C K S T E R S  
  They’re	 the	 hand	 slipped	 into	 your	 pocket.	 They’re	 the	 ones	
  scampering	through	the	crowds	with	your	coin	purse.	The	ones	
  willing	to	break	windows	and	snatch	food	from	market	stalls	for	
  the	merest	copper—or	just	to	survive.	No	theft	is	too	small,	no	
  trinket	worthless	enough	not	to	lift.	
  D%	
  	
  01-04	
  Toggly	Bellast	(N	male	gnome	expert)	keeps	his	
  purple-black	 hair	 cut	 short	 and	 twitches	 like	 a	
  magpie,	unable	to	resist	the	allure	of	any	shiny	
  thing	 in	 someone	 else’s	 possession.	 He	 wears	
  many	 pouches	 –	 all	 stuffed	 full	 with	 the	 many	
  mundane	items	he	has	recently	lifted.	
  05-08	
  Phaedri	 Lothwin	 (CN	 female	 elf	 expert)	 often	
  prowls	 the	 rooftops,	 studying	 potential	 targets	
  from	above.	Then	she	drops	down	beside	them	
  to	make	the	snatch	and	run	before	they	realize	
  what’s	 happening.	 Her	 lithe	 form	 is	 perfect	 for	
  crouching	among	the	shingles	and	chimneys.		
  09-12	
  Ulumt	 Umult	 (N	 male	 human	 expert)	 is	 forever	
  juggling	items	in	his	calloused	hands,	brown	eyes	
  gleaming	 with	 delight	 at	 his	 talent.	 Rocks,	
  daggers,	 coins...he	 creates	 intricate	 patterns	 of	
  items	in	the	air	to	distract	his	victims	so	he	can	
  pluck	from	their	pockets	as	they	watch.		
  13-16	
  Avrit	 Ogglestent	 (N	 male	 halfling	 expert)	 has	 a	
  spotty	record	as	a	pickpocket,	and	the	scars	on	
  his	 cheeks	 are	 evidence	 of	 victims	 lashing	 out	
  with	blades	or	fingernails	as	they	try	to	capture	
  or	 dispatch	 him.	 Knob-kneed,	 he	 runs	 with	 a	
  bumpy	gait.	He	is	nervous	and	hates	the	threat	
  of	 violence;	 he	 doesn’t	 target	 obvious	 warriors	
  and	is	a	bit	of	a	coward.	
  17-20	
  “Ripples”	
  Dernstile	
  (CN	
  female	
  halfling	
  adept/expert)	 uses	 her	 over-large	 feet	 to	
  trample	 others’	 toes	 when	 darting	 off	 with	
  snatched	 goods.	 She	 wears	 a	 manic	 grin	 even	
  when	being	chased,	and	loves	causing	a	good	bit	
  of	chaos	in	a	crowd	to	cover	her	escape.	
  21-24	
  Tholosa	Ervia	(CG	female	half-elf	bard)	possesses	
  a	 lovely	 voice,	 almost	 as	 fair	 as	 her	 face.	 She	
  tends	to	target	merchants	in	marketplaces,	and	
  the	few	who	know	her	well	say	she	drops	off	a	
  portion	 of	 everything	 she	 steals	 at	 a	 nearby	
  orphanage.	 She	 sings	 lullabies	 to	 herself	 every	
  night	until	she	falls	asleep	in	whatever	hole	she’s	
  tucked	into.		
  25-28	
  Laya	 Falto	 (CE	 female	 human	 wizard/rogue)	
  employs	 her	 meagre	 magical	 skill	 to	 make	
  people’s	 attention	 slide	 away	 from	 her	 until	
  she’s	 gotten	 close	 enough	 for	 a	 snatch.	 Then,	
  once	 ducked	 around	 a	 corner	 with	 the	 bounty,	
  she	 muddles	 her	 plain,	 blocky	 features	 and	
  changes	 the	 colour	 of	 her	 hair	 to	 avoid	 being	
  singled	out	as	the	culprit.		
  29-31	
  Oma	Ger	(N	female	human	rogue)	is	constantly	
  popping	 her	 huge	 knuckles	 as	 she	 scans	 the	
  crowds	for	a	target.	Despite	her	oversized	hands,	
  she’s	deft	enough	in	lifting	coin	purses,	and	you	
  can	always	tell	when	she’s	made	a	steal	because	
  she’ll	be	grinning	from	ear	to	ear,	revealing	teeth	
  that	would	put	a	horse	to	shame.	
  32-33	
  Fidst	 Huntle	 (CN	 male	 gnome	 rogue)	 has	 a	
  collection	of	pet	rats,	each	as	grimy	and	stringy-
  looking	 as	 him.	 He	 always	 keeps	 one	 about	 his	
  person,	
  and	
  slips	
  into	
  posh	
  eating	
  establishments,	 where	 he’ll	 set	 it	 loose	 in	 the	
  common	 area.	 As	 the	 patrons	 react	 predictably	
  to	 the	 rodent,	 he	 works	 through	 their	 midst,	
  lifting	coin	and	silverware	alike.	
  34-36	
  Elbius	Ollory	(CG	male	halfling	expert)	has	been	
  hanging	around	kitchens,	bakeries	and	inns	long	
  enough	that	most	cooks	in	the	city	recognize	his	
  rumpled	 black	 hair	 and	 squinty	 blue	 eyes.	 And	
  they	 know	 to	 hide	 any	 baked	 goods	 until	 he’s	
  gone,	otherwise	the	delicacies	will	vanish	into	his	
  stomach	the	moment	their	back	is	turned.		
  37-39	
  Quili	Wendst	(LN	male	half-elf	rogue)	often	sets	
  up	 tripwires	 in	 alleys	 and	 around	 tight	 corners,	
  and	then	slips	his	thin	figure	into	a	nearby	nook	
  until	a	victim	comes	along	and	tumbles	face-first	
  to	 the	 cobbles.	 Then	 he	 pounces	 on	 them	 and	
  grabs	what	he	can,	sprinting	off	before	they	can	
  recover.	
  40-42	
  Pol	 Jupple	 (N	 male	 elf	 sorcerer/rogue)	 goes	
  about	 wrapped	 in	 a	 concealing	 robe	 and	 hood.	
  No	one	can	recall	what	he	looks	like,	even	if	they	
  have	a	long	conversation.	As	he	moves	through	
  the	 crowded	 streets,	 people	 find	 their	 purses	
  and	 possessions	 suddenly	 missing,	 even	 if	 they	
  were	standing	across	the	way	from	Pol.	He	has	
  no	real	friends	and	lurks	in	the	forgotten	cellar	
  below	a	ramshackle	tavern.	
  43-45	
  Ryun	 Zer	 (N	 male	 human	 rogue)	 has	 only	 one	
  hand	and	ear,	the	others	cut	off	as	punishment	
  for	being	caught	stealing.	This	hasn’t	slowed	him	
  down	from	still	trying	to	prove	himself	a	master	
  thief.	 At	 this	 rate,	 though,	 he	 soon	 won’t	 be	
  much	 more	 than	 a	 scrap	 of	 flesh,	 bumping	 his	
  way	through	crowded	markets	or	begging	on	the	
  side	 of	 the	 road.	 Occasionally,	 he	 masquerades	
  as	a	beggar.	
  46-48	
  Obles	Numon	(CN	male	human	commoner)	likes	
  to	
  shamble	
  around	
  marketplaces,	
  finding	
  unsuspecting	targets	and	getting	right	in	front	of	
  them.	If	his	stink	doesn’t	make	them	turn	away	
  (giving	 him	 a	 first	 opportunity	 to	 dip	 their	
  pockets),	he’ll	thrust	his	left	hand	in	their	faces—
  the	 sight	 of	 the	 mangled,	 fingerless	 stump	
  inevitably	 causes	 them	 to	 recoil	 in	 disgust,	 and	
  he’ll	make	his	snatch	during	the	distraction.	
  
  103	
  49-51	
  Hada	Lilifoot	(CN	female	gnome	expert)	has	been	
  blind	 since	 birth,	 but	 that	 hasn’t	 stopped	 her	
  from	 robbing	 others	 blind.	 In	 fact,	 her	
  heightened	sense	of	smell	and	hearing	gives	her	
  an	edge	in	getting	in	and	out	of	a	steal	unseen.	
  She	 walks	 hesitantly	 in	 public	 (but	 can	 dash	
  about	 when	 needed),	 tapping	 her	 way	 with	 a	
  stick	she	uses	to	whack	away	unwanted	touches.	
  52-54	
  Bomi	 Takora	 (CE	 female	 human	 expert)	 has	
  always	found	it’s	easier	to	steal	from	those	who	
  pity	 you.	 So	 she’s	 disguised	 her	 fair	 skin	 with	
  mud	 and	 her	 healthy	 body	 with	 bandages	 and	
  sits	on	a	beggar’s	mat	most	days...until	she	find	a	
  compassionate	soul	who	tosses	a	silver	into	her	
  bowl,	 rather	 than	 a	 copper.	 Those,	 she	 follows	
  home.		
  55-57	
  Dita	Fens	(CG	female	gnome	rogue)	believes	in	a	
  thief	 deity,	 and	 so	 considers	 it	 her	 form	 of	
  worship	 to	 slip	 into	 the	 temples	 of	 other	 gods	
  and	snitch	from	their	coffers.	She	often	enters	as	
  a	 patron	 seeking	 prayers	 and	 blessings,	 and	
  leaves	with	her	robes	heavy	laden	with	holy	coin.	
  58-60	
  Noral	 Opalskein	 (N	 female	 dwarf	 expert/rogue)	
  runs	a	jewellery	stall	in	the	market;	most	of	her	
  items	are	fakes.	But	when	people	stop	to	inspect	
  her	 wares,	 she	 deftly	 switches	 their	 real	 items	
  with	convincing	mock-ups	while	helping	them	try	
  on	 various	 pieces.	 Nobody	 suspects	 the	 dwarf	
  with	the	gleaming	blonde	hair	and	shining	smile.	
  61-63	
  Teppit	 Crundle	 (CE	 male	 human	 rogue)	 has	 a	
  snivelling	 air	 and	 nose	 that	 never	 stops	
  twitching.	He	makes	it	his	business	to	know	most	
  other	thieves	in	the	city,	so	if	he’s	ever	caught,	
  he’s	got	plenty	of	snitch	material	to	offer	up	in	
  exchange	for	his	being	let	go.	
  64-66	
  Sagis	 Rudibar	 (CN	 male	 half-elf	 commoner)	
  hobbles	 along	 on	 a	 crutch,	 one	 leg	 tied	 up	
  behind	 him	 to	 look	 like	 a	 cripple,	 all	 rags	 and	
  tragedy.	 His	 crutch	 has	 a	 hollow	 compartment	
  where	he	conceals	any	small	valuables	he	filches	
  from	others.	He	likes	to	sing	and	whistle	when	at	
  work.	
  67-69	
  Athele	 Delera	 (N	 female	 gnome	 expert)	 steals	
  from	the	poor	to	give	to...well...herself.	Beggars	
  of	all	sorts	are	her	primary	target,	and	her	teal	
  eyes	 gain	 a	 vicious	 glint	 whenever	 a	 well-
  meaning	soul	tosses	a	heavy	handful	of	coin	into	
  the	nearest	alms	bowl.		
  70-72	
  Suna	Donown	(N	female	human	adept)	wears	a	
  dirty	priestess	robe	that’s	seen	years	of	wear	and	
  tear.	Her	hair	hangs	bedraggled	and	as	filthy	as	
  her	 outfit.	 She	 mutters	 blessings	 and	 curses	 as	
  she	wanders	the	back	streets,	stealing	what	food	
  and	coin	she	can.	She	promises	to	cast	powerful	
  spells	for	money,	but	just	runs	off	when	she’s	got	
  the	coin.	
  73-75	
  Hassar	 Junth	 (N	 female	 human	 adept/expert)	
  loves	 the	 idea	 of	 thievery,	 but	 suffers	 from	 a	
  terrible	malady—a	conscience.	Short	and	stocky,	
  she’s	developed	some	talent;	but	even	when	she	
  is	successful,	she	often	feels	so	guilty	about	the	
  theft,	she	anonymously	returns	the	stolen	items.	
  76-78	
  Vand	 Munet	 (LE	 male	 human	 expert/warrior)	
  loves	picking	pockets,	but	it’s	a	serious	wound	to	
  his	 pride	 when	 he’s	 caught.	 As	 such,	 if	 anyone	
  tries	 to	 grab	 him	 before	 he	 gets	 away,	 they’re	
  likely	to	get	a	finger	(or	whole	hand)	lopped	off	
  by	the	meat	cleaver	he	carries.	
  79-81	
  Plunk	 Erregard	 (CG	 male	 dwarf	 warrior/rogue)	
  has	only	been	forced	to	steal	in	order	to	pay	for	
  the	 healing	 tinctures	 that	 keep	 a	 vicious	 lung	
  infection	from	killing	him	in	a	matter	of	days.	His	
  black	beard	is	speckled	with	crusted	blood	from	
  his	 constant	 hacking,	 which	 has	 made	 it	 harder	
  for	him	to	steal	as	the	disease	progresses.	
  82-84	
  Olstrum	Havarrer	(CG	male	gnome	adept/expert)	
  may	be	old	for	a	gnome,	wrinkled	and	starting	to	
  grey,	 but	 his	 hands	 haven’t	 lost	 the	 dexterity	
  decades	 of	 working	 quill	 and	 parchment	 have	
  gifted	 him.	 Now	 that	 business	 has	 dried	 up,	
  thieving	 is	 the	 only	 income	 he	 has	 to	 keep	 his	
  family	from	starving.	
  85-87	
  Xellar	 Vul	 (N	 male	 elf	 aristocrat/rogue)	 lost	 his	
  family’s	fortune	to	a	band	of	conmen.	In	seeking	
  them	 out	 for	 revenge,	 he	 learned	 many	 of	
  thieving	 skills	 and	 funds	 his	 search	 in	 this	
  manner.	He	retains	a	fierce	pride,	and	walks	with	
  a	regal	air.	
  88-90	
  Onnock	 Lodestar	 (N	 female	 dwarf	 expert)	 had	
  been	 taught	 to	 use	 her	 hands	 and	 tools	 in	 a	
  smithy—but	 found	 it	 faster	 to	 use	 those	 same	
  tools	 to	 break	 into	 buildings	 and	 safes.	 Quick	
  with	 a	 joke,	 her	 brown	 eyes	 hold	 a	 constant	
  wariness.	
  91-93	
  Pockle	 Dockle	 (CN	 male	 gnome	 expert)	 wanted	
  to	be	a	great	magician,	but	lacked	any	significant	
  magical	 skill.	 So	 he	 taught	 himself	 sleight-of-
  hand	and	set	about	earning	his	keep	by	tricking	
  others’	 senses,	 most	 of	 the	 times	 without	 their	
  realizing	any	trick	had	occurred.		
  94-96	
  Juti	Thims	(CN	female	halfling	adept)	developed	
  a	formula	for	flash	powder	that	she	tosses	in	a	
  target’s	 face.	 The	 resulting	 dazzling	 light	 leaves	
  them	dazed	long	enough	for	the	skinny	halfling	
  to	riffle	through	their	clothes	and	dash	off.	
  97-100	
  Guruj	 Kollum	 (NE	 male	 half-orc	 rogue)	 loves	 to	
  eavesdrop	 on	 adventurers	 in	 taverns,	 catching	
  word	 of	 what	 treasure	 they	 might’ve	 rescued	
  from	a	nearby	dungeon	lately.	Then	he’ll	attempt	
  to	 slip	 into	 their	 rooms	 later	 in	 the	 night	 and	
  make	off	with	whole	chests	of	goods.	
  	
  	
  
  104	
  T H I E V E S :  T H U G S  &  B A S H E R S  
  Subtlety,	tact,	discretion	and	cunning;	some	thieves	lack	all	four	
  of	 these	 qualities.	 These	 are	 the	 thugs	 who	 lurk	 in	 alleyways,	
  naked	blade	in	hand.	
  D%	
  	
  01-07	
  Dredge	(CE	male	human	warrior)	doesn’t	wander	
  far	 from	 the	 river.	 A	 hulk	 of	 a	 man,	 his	 nose	
  always	sniffling	and	dribbling,	he	eyes	passersby	
  as	if	they’re	a	slice	of	mutton.	He	robs	others	by	
  grabbing	a	victim’s	face	in	one	of	his	huge	hands	
  and	 threatening	 to	 tear	 it	 off	 unless	 they	 pass	
  over	everything	of	value.		
  08-15	
  Dengle	 Wreste	 (N	 male	 half-elf	 fighter/rogue)	
  once	made	good	money	in	a	fighting	ring,	until	
  his	sponsor	discovered	he	threw	bouts	for	gold.	
  Now	he	employs	his	chokeholds	on	unfortunates	
  who	walk	down	the	wrong	alleys	and	bump	into	
  a	scraggly	half-elf	with	a	fighter’s	grimace.		
  16-22	
  Kellen	Ostole	(CE	male	human	fighter/rogue)	has	
  the	 philosophy	 of	 “What	 you	 don’t	 know	 and	
  can’t	see	will	definitely	hurt	you.”	As	such,	this	
  handsome	 young	 man	 prefers	 to	 bludgeon	 his	
  victims	from	behind	and	leave	them	bereft	of	all	
  personal	possessions	by	the	time	they	wake.	
  23-29	
  Munda	“Toll”	Racit	(CE	female	human	rogue)	has	
  set	 herself	 up	 as	 a	 “toll	 collector”	 in	 seedier	
  areas	of	town.	If	you	see	this	muscled,	glowering	
  woman	 watching	 over	 a	 doorway	 or	 alley	 you	
  need	 to	 go	 through,	 you	 might	 as	 well	 find	
  another	way.	She	won’t	let	you	pass	unless	you	
  pay	a	“admittance	fee”	or	resort	to	violence.		
  30-37	
  Frothle	 Unnagun	 (NE	 male	 half-orc	 rogue)	 is	
  missing	 one	 eye	 in	 his	 scarred	 face,	 but	 that	
  doesn’t	 stop	 him	 from	 picking	 out	 wealthy	
  targets	who	need	a	lightening	of	their	load.	His	
  method	is	simple.	Stab.	Steal.	Walk	away.	
  38-45	
  Gollick	 Tym	 (CN	 male	 half-orc	 warrior)	 doesn’t	
  like	 things	 getting	 in	 between	 him	 and	 money	
  (especially	other	people).	With	broad	shoulders	
  and	simple	wit,	his	habit	is	to	simply	break	down	
  doors	 and	 windows	 of	 empty	 homes,	 walking	
  straight	in	and	out	with	whatever	he	can	carry.		
  46-53	
  Rundah	 Pinth	 (LE	 female	 half-orc	 rogue)	 takes	
  great	pleasure	in	throttling	her	targets	until	they	
  pass	 out.	 Then	 she	 takes	 her	 time	 sorting	
  through	 their	 goods.	 Anyone	 crossing	 her	 path	
  while	she’s	looting	joins	the	passed-out	patsies.	
  54-60	
  Tobian	Erun	(N	male	elf	warrior)	has	a	growing	
  armoury	stashed	in	a	cellar,	thanks	to	his	habit	of	
  stealing	weapons.	From	the	tiniest	dagger	to	the	
  largest	 warhammer,	 this	 muscular	 elf	 loves	 to	
  liberate	well-crafted	weapons	from	the	hands	of	
  the	unskilled.	He	has	a	particular	preference	for	
  enchanted	arms.	
  61-66	
  Argunt	 Cromost	 (NE	 male	 half-orc	 warrior)	 is	
  rarely	 sober,	 and	 when	 he	 is,	 he	 only	 enjoys	
  stealing	one	thing—alcohol.	Any	vintage	or	brew	
  he	can	lay	his	hands	on,	even	if	he	has	to	snatch	
  it	straight	out	of	a	tavern-goer’s	hands	and	chug	
  it	down	before	they	can	respond.	He	is	skinny	for	
  a	half-orc	and	has	blunted	tusks.		
  67-73	
  Schona	
  Ammoon	
  (NE	
  female	
  half-orc	
  warrior/expert)	 is	 a	 mute	 that	 moves	 about	
  quietly	for	all	her	bulk,	and	the	beads	woven	into	
  her	 hair	 make	 a	 quiet	 clatter.	 If	 anyone	 ever	
  spots	her	face	during	a	steal,	the	worse	for	them.	
  She’ll	find	them	later	and	cut	out	their	tongue	to	
  keep	them	from	identifying	her	as	the	thief.	
  74-80	
  Vopen	 Font	 (N	 male	 dwarf	 fighter)	 is	 a	 young	
  dwarf	who	has	a	keen	talent	with	slings.	Wiry	for	
  a	dwarf,	he’ll	line	up	a	pebble	with	a	target	and	
  let	 fly,	 producing	 a	 sharp	 sting	 or	 dazing	 hit	 to	
  the	 skull.	 As	 the	 person	 recovers,	 that’s	 his	
  opportunity	 to	 trundle	 by	 and	 say	 he	 saw	 the	
  urchin	that	threw	the	stone,	and	will	point	them	
  out	for	a	small	fee.	
  81-85	
  Hool	
  Unnagun	
  (NE	
  female	
  half-orc	
  warrior/expert)	 watches	 over	 a	 ragtag	 gang	 of	
  pickpockets,	 making	 sure	 they	 always	 deliver	 a	
  cut	to	her	in	the	evening,	in	exchange	for	a	safe	
  place	 to	 sleep	 under	 her	 watch.	 Her	 gray	 eyes	
  are	 surprisingly	 kind,	 but	 her	 tusked	 smile	 can	
  turn	cruel.	
  86-92	
  Cajira	 Filis	 (NE	 female	 elf	 expert/warrior)	
  believes	the	most	valuable	thing	she	can	steal	is	
  another’s	 life.	 Trim	 and	 with	 a	 coiled	 strength,	
  she	holds	a	harsh	beauty	with	a	sadistic	gleam	to	
  her	 golden	 eyes.	 If	 she’s	 ever	 caught	 in	 the	
  middle	of	a	theft,	she	gives	up	trying	to	rob	and	
  simply	turns	to	killing	her	target.	She’ll	leave	the	
  loot	behind	in	these	instances.	
  93-96	
  Jundo	Munst	(CN	male	human	warrior)	knows	his	
  ugly,	 lumpy	 face	 marks	 him	 as	 little	 more	 than	
  the	 thug	 he	 is.	 He	 doesn’t	 try	 any	 fancy	 tricks,	
  but	prefers	to	rob	victims	with	the	tried-and-true	
  tactic	of	cornering	them	in	an	alley	with	a	dagger	
  to	 their	 throat.	 A	 strategy	 that	 has	 kept	 him	 in	
  the	coin	for	now.	
  97-100	
  Lipswit	 Naer	 (LE	 male	 halfling	 adept/expert)	
  possesses	strong	hands	and	nimble	feet,	allowing	
  him	 to	 clamber	 up	 most	 walls	 or	 other	 vertical	
  surfaces.	 Many	 a	 sleeper	 has	 woken	 to	 find	 a	
  small,	 masked	 face	 leaning	 over	 them	 and	 a	
  dagger	 to	 their	 throats.	 Their	 survival	 depends	
  on	how	quickly	they	lead	him	to	their	valuables.	
  	
  	
   
  
  105	
  	
   
  
  106	
  T H I E V E S :  S K I L L E D  T H I E V E S  
  There	 are	 thieves...and	 then	 there	 are	 those	 who	 put	
  pickpockets	 and	 back-alley	 muggers	 to	 shame.	 These	 are	 the	
  ones	that	get	a	real	rush	out	of	performing	the	perfect	con	or	
  daring	 heist.	 Quick	 of	 wit,	 eye	 and	 blade,	 they’ll	 leave	 you	
  coinless,	yet	none	the	wiser	for	your	sudden	poverty.	
  D%	
  	
  01-03	
  Dalo	Wumple	(CE	female	halfling	bard)	loves	to	
  throw	 her	 voice	 into	 odd	 corners,	 distracting	
  victims,	or	even	causing	arguments	between	two	
  innocents	 that	 she	 can	 use	 as	 a	 distraction	 to	
  acquire	their	goods.	
  04-06	
  Undra	Sozonk	(CG	female	half-orc	rogue/fighter)	
  often	 disguises	 herself	 and	 gets	 jobs	 guarding	
  banks	 or	 other	 financial	 establishments.	 Then	
  she	 learns	 the	 layout	 and	 routine,	 biding	 her	
  time	 until	 she	 can	 empty	 the	 place	 in	 a	 single	
  night	while	she’s	on	shift.	
  07-09	
  Gerb	Lerries	(NE	male	human	bard)	possesses	a	
  perfect	 memory	 for	 maps.	 He	 uses	 this	 to	
  memorize	building	layouts	for	infiltration,	as	well	
  as	 plot	 escape	 routes	 through	 the	 city.	 Loves	
  discovering	hidden	doors	and	tunnels.		
  10-12	
  Yelf	 Thungerd	 (NE	 male	 dwarf	 rogue)	 has	 a	
  fondness	 for	 dirt	 and	 darkness,	 and	 has	 turned	
  this	passion	into	tunnelling	under	the	city	which	
  he	does	almost	nonstop.	These	tunnels	connect	
  with	countless	cellars	and	back	rooms,	which	he	
  uses	to	slip	in	and	out	unseen,	making	off	with	
  whatever	he	wishes.	
  13-15	
  Dok	 Anuk	 (CN	 male	 half-orc	 rogue/fighter)	 has	
  an	 easy,	 if	 toothy	 grin.	 Maybe	 it’s	 because	 his	
  favourite	method	of	robbing	another	is	sidling	up	
  to	 them	 and	 whispering	 incredibly	 creative	
  threats,	detailing	all	the	terrible	things	he’ll	do	if	
  they	don’t	hand	over	the	coin.	And	if	they	balk,	
  he	backs	those	threats	up.	
  16-18	
  Tibby	 Arzoli	 (CN	 female	 gnome	 rogue)	 has	
  disproportionately	 long	 legs	 and	 toes,	 and	 she	
  uses	these	to	good	effect,	having	learned	to	pick	
  pockets	with	her	nearly	prehensile	toes.	Gangly,	
  with	bright	yellow	hair	and	eyes,	she	gets	vicious	
  if	anyone	dares	call	her	a	“monkey.”	
  19-21	
  Pedge	 Vikkers	 (LE	 male	 human	 rogue)	 leaves	
  notes	 behind	 every	 time	 he	 makes	 off	 with	
  household	 valuables,	 thanking	 the	 previous	
  owners	
  for	
  their	
  “donation.”	
  Effeminate	
  handwriting	and	a	penchant	for	floral	language	is	
  the	only	thing	known	about	him.	
  22-24	
  Erzen	Molo	(LE	male	human	fighter/rogue)	must	
  have	 some	 sort	 of	 fierce	 blackmail	 on	 the	 local	
  watch.	 Anytime	 he	 gets	 caught	 thieving	 and	
  hauled	off,	he’s		out	on	the	streets	within	a	day,	
  smirking	 and	 blowing	 kisses	 to	 the	 ladies.	 He	
  never	even	pays	a	fine.		
  25-27	
  Atherli	
  Blestein	
  (CE	
  male	
  human	
  aristocrat/rogue)	 comes	 from	 a	 wealthy	 family,	
  and	 financial	 responsibility	 was	 drilled	 into	 his	
  head	 from	 a	 young	 age.	 Now,	 this	 red-headed,	
  freckle-faced	 man	 steals	 all	 the	 coin	 he	 can	 to	
  keep	 it	 safe	 from	 those	 who	 would	 otherwise	
  squander	 it	 on	 ill-thought	 investments	 or	 base	
  pleasures.	It’s	for	their	own	good,	really.	
  28-30	
  Cisa	Holze	(CE	female	human	wizard	[enchanter])	
  is	 a	 slender,	 doe-eyed	 young	 woman	 who	 got	
  kicked	out	of	a	school	of	mages	for	kleptomania.	
  Now	 she	 employs	 her	 magic	 charms	 to	
  temporarily	persuade	targets	to	hand	over	their	
  goods	and	then	forget	she	was	there.	
  31-33	
  Jogo	Ligrump	(N	male	dwarf	fighter/rogue)	likes	
  to	snatch	items	from	folks	in	plain	sight	and	dare	
  them	to	try	and	take	it	back.	With	rock-hard	fists	
  and	a	harder	forehead,	he	fights	like	a	demon	to	
  keep	 what	 he’s	 taken.	 Plenty	 of	 victims	 have	
  decided	it’s	not	worth	the	effort	to	confront	him.	
  34-36	
  Erbent	 Mikash	 (N	 male	 dwarf	 rogue)	 enjoys	
  stealing	 from	 folks	 in	 a	 more	 legal	 manner—
  gambling.	He	always	ensures	the	games	he	offers	
  looks	 good	 on	 the	 surface,	 with	 odds	 subtly	
  rigged	in	his	favour.	His	swarthy	complexion	and	
  affable	nature	often	charms	people	into	playing	
  when	they	really	should	know	better.	
  37-39	
  Xiga	Naggles	(N	female	half-orc	barbarian/rogue)	
  has	 a	 stride	 that	 could	 outrun	 a	 horse.	 Even	 if	
  she	 is	 spotted,	 with	 her	 grey-green	 skin	 and	
  orange	 hair	 making	 her	 easy	 to	 pick	 out,	 the	
  guards	 have	 never	 succeeded	 in	 catching	 her	
  once	 she’s	 made	 a	 snatch.	 She	 guests	 in	 low-
  class	taverns	and	is	always	moving	about.	
  40-42	
  Jonly	 Timmons	 (CN	 male	 halfling	 rogue)	 has	 a	
  stash	 of	 jewellery	 he	 keeps	 in	 his	 hidey-hole,	
  where	he	goes	and	prances	about,	adorned	with	
  dozens	 of	 rings	 and	 other	 finery.	 His	 thick	 hair	
  hides	large,	blue	eyes	that	widen	at	the	sight	of	a	
  particularly	fine	bauble.	
  43-45	
  Quon	 Derler	 (LE	 male	 half-elf	 rogue)	 lets	 his	
  victims	 do	 the	 work	 for	 him.	 He’ll	 break	 into	 a	
  noble’s	 house	 and	 wait	 for	 the	 owner	 to	 come	
  home—helping	 himself	 to	 the	 larder	 in	 the	
  meantime.	 When	 the	 owner	 returns,	 he	 greets	
  them	 with	 a	 blade	 and	 has	 them	 direct	 him	 to	
  the	hidden	safe.	
  46-48	
  Wottle	Jergen	(N	male	human	fighter/rogue)	has	
  found	easy	pickings	in	getting	himself	hired	as	a	
  caravan	 guard.	 His	 spic-and-span	 armour	 and	
  clean-shaven	demeanour	gives	him	an	official	air	
  that	
  merchants	
  find	
  refreshing.	
  Not	
  so	
  refreshing,	 though,	 when	 they	 wake	 up	 one	
  morning	 to	 find	 him	 gone	 with	 their	 most	
  valuable	goods.		
  
  107	
  49-51	
  Rin	 Damans	 (NE	 female	 gnome	 rogue)	 feigns	 a	
  wounded	 leg,	 or	 perhaps	 a	 foot	 trampled	 by	 a	
  passing	ox	and	cart.	When	someone	responds	to	
  her	wails,	she	asks	to	be	carried	to	the	nearest	
  healing	 house.	 Along	 the	 way,	 she	 uses	 the	
  excuse	 of	 clinging	 to	 them	 to	 relieve	 them	 of	
  what	goods	may	be	on	their	person.		
  52-54	
  Rickles	 Semerson	 (NE	 male	 halfling	 rogue)	
  disguises	 himself	 to	 look	 like	 a	 child	 and	 gets	
  himself	 in	 an	 orphanage,	 where	 he	 doctors	 the	
  books	to	be	adopted	by	the	next	wealthy	couple	
  to	come	by.	Then,	after	enjoying	the	hospitality	
  of	his	new	“parents”	for	a	few	days,	he	makes	off	
  with	 all	 household	 valuables	 and	 repeats	 the	
  ploy	with	another	disguise.	
  55-57	
  Olgben	Nottle	(CE	female	half-orc	rogue/expert)	
  is	a	popular	fence	who	works	with	most	of	the	
  city’s	 criminal	 factions.	 Her	 steely	 gaze	 is	 as	
  heavy	as	her	tongue,	and	she	always	ensures	the	
  best	prices—both	for	her	and	her	clients.		
  58-60	
  Prots	 Rangle	 (N	 male	 human	 rogue)	 only	
  possesses	 two	 fingers	 on	 either	 hand,	 but	 uses	
  them	 effectively	 to	 pinch	 every	 coin	 out	 of	 the	
  nearest	pocket.	To	relax,	he	works	as	a	bartender	
  in	 a	 popular	 tavern,	 entertaining	 guests	 by	 his	
  two-fingered	pouring	and	serving	tricks.		
  61-63	
  Coorman	Legrum	(CN	male	human	fighter/rogue)	
  is	a	strapping	lad	with	a	shock	of	long	white	hair.	
  In	 order	 to	 negate	 any	 guilt	 he	 feels	 for	 his	
  thievery,	he	donates	a	full	tenth	of	his	earnings	
  to	various	charities	around	the	city.	
  64-66	
  Betsel	Bregund	(CE	male	human	rogue)	will	enter	
  a	shop	during	the	day	and	find	a	way	to	secret	
  himself	 away	 in	 a	 closet,	 barrel	 or	 other	 hidey-
  hole.	 Then	 he	 emerges	 at	 night	 after	 the	
  merchant	has	closed	shop,	and	helps	himself	to	
  any	goods	lying	about.	
  67-69	
  Evoll	 Drasterfort	 (N	 male	 elf	 aristocrat/rogue)	
  wanted	a	challenge	in	life,	no	longer	finding	his	
  noble	 lifestyle	 satisfying.	 So	 he	 hired	 several	
  master	 thieves	 to	 teach	 him	 the	 shadowy	 arts	
  and	 took	 to	 stealing	 simply	 for	 amusement’s	
  sake.	Black-haired	and	purple-eyed,	he	is	forever	
  looking	 down	 on	 those	 around	 him,	 no	 matter	
  how	tall	they	truly	stand.	
  70-72	
  Dinny	 Opet	 (LN	 female	 half-elf	 aristocrat/bard)	
  always	 wanted	 to	 be	 part	 of	 the	 nobility;	 but	
  since	 no	 prince	 would	 marry	 her,	 she’s	 settled	
  for	masquerading	as	a	minor	baroness	at	parties	
  and	 thieving	 valuables	 from	 the	 guests.	 She	
  employs	 her	 natural	 beauty	 and	 cultured	
  manners	to	just	such	an	end,	and	few	have	thus	
  far	pierced	her	facade.	
  73-75	
  Abay	Urian	(N	female	halfling	rogue)	is	skeletally	
  thin,	 and	 uses	 her	 spare	 frame	 to	 slip	 through	
  cracks	 and	 barely	 open	 windows.	 She	 often	
  targets	churches	and	temples,	stealing	holy	relics	
  and	gilded	decorations	to	pawn.	
  76-78	
  Grensh	 Kunch	 (N	 female	 half-orc	 fighter/rogue)	
  has	filed	her	nails	to	fine	points,	and	uses	these	
  to	 prick	 and	 puncture	 various	 nerve	 endings	 in	
  her	 targets,	 inducing	 paralysis.	 Then	 this	
  otherwise	 short	 and	 stout	 half-orc	 takes	 what	
  she	wishes	while	grinning	into	her	victim’s	frozen	
  eyes.		
  79-81	
  Eta	Vickles	(N	female	gnome	fighter/rogue)	uses	
  her	 natural	 height	 to	 an	 advantage	 by	 hiding	
  under	 barrels	 and	 crates,	 waiting	 to	 hamstring	
  targets	that	walk	by.	As	they	fall	and	bleed	out,	
  she	 loots	 them,	 promising	 to	 send	 the	 guards	
  quickly	if	they	don’t	struggle.	Bright	red	hair	and	
  golden	eyes	give	her	a	fiery	appearance.	
  82-84	
  Losheck	Hurms	(CG	male	human	sorcerer/rogue)	
  prematurely	 ended	 his	 apprenticeship	 to	 a	
  wizard	 when	 he	 stole	 a	 scroll	 of	 levitation	 and	
  vanished	into	the	night.	Having	since	committed	
  the	 spell	 to	 memory,	 he	 uses	 his	 magic	 to	
  levitate	 items	 of	 value	 out	 of	 their	 owners’	
  pockets,	purses	and	homes.		
  85-87	
  Cholos	Denner	(N	male	half-elf	rogue)	never	goes	
  anywhere	 without	 his	 mask,	 and	 many	 wonder	
  what	it	and	his	soft	voice	hides.	He’s	often	hired	
  to	 steal	 objects	 of	 personal,	 rather	 than	 actual	
  material	value	from	highly	secured	estates,	and	
  he	has	yet	to	fail	such	a	contract.	
  88-90	
  Raman	 Onnz	 (N	 male	 human	 rogue/wizard	
  [illusionist])	is	a	dark-eyed,	pot-bellied	man	who	
  inspires	little	thought	of	the	usual	thieving	type.	
  However,	 his	 ability	 to	 conjure	 illusionary	 walls	
  gives	him	a	mean	of	camouflage	and	escape	that	
  has	enable	his	ongoing	exploits.	
  91-93	
  Clinst	 Flather	 (CN	 male	 human	 rogue)	 owns	 a	
  variety	of	dens	and	boltholes	around	town	that	
  he	 “rents”	 out	 to	 his	 fellow	 thieves—offering	
  them	 temporary	 anonymity	 and	 security	 for	 a	
  hefty	cut	of	their	latest	haul.	
  94-96	
  Zoola	Forrow	(CE	female	human	rogue)	runs	an	
  expansive	thieves	gang,	made	up	of	the	toughest	
  crooks	in	the	city.	How	she	keeps	the	rabble	in	
  line	 is	 unknown.	 She	 keeps	 herself	 shaved,	
  revealing	lines	of	ugly	scarring	along	her	skull.	
  97-100	
  Nadel	Kormean	(CG	female	elf	aristocrat/rogue)	
  runs	 a	 gang	 that	 works	 on	 the	 city	 outskirts,	
  robbing	from	any	caravan	foolish	enough	to	pass	
  through	 their	 neck	 of	 the	 woods.	 She	 then	
  disperses	the	wealth	she	accrues	to	the	poor	and	
  needy	–	minus	what’s	needed	to	keep	her	gang	
  clothed	 and	 fed.	 A	 fat	 monk	 is	 her	 second-in-
  command.	She	often	wears	outfits	all	in	verdant	
  green.	
  	
  	
  	
  	
  
  108	
  T H I E V E S :  S P E C I A L I S T S  
  Sometimes	a	specialist	thief	is	called	for.	Able	to	climb	any	wall	
  or	 open	 any	 lock,	 they	 are	 the	 stuff	 of	 nightmares	 to	 the	
  wealthy.	
  D%	
  	
  01-07	
  Durolf	Allamay	(CN	male	human	rogue)	is	a	thin,	
  balding	man	who	can	slice	purse	strings	so	finely,	
  you	won’t	notice	it’s	missing	until	the	next	time	
  you	 reach	 for	 it.	 Always	 has	 daggers	 tucked	 up	
  his	sleeves.	
  08-15	
  Adorai	 Klept	 (N	 female	 human	 rogue)	 has	
  mastered	 every	 sort	 of	 lock	 and	 latch	 in	
  existence,	and	she’s	even	grown	bored	of	lesser	
  challenges.	 Her	 long,	 spider-like	 fingers	 often	
  wander	to	the	pick	set	she	keeps	concealed.	
  16-22	
  Aggel	Ock	(CE	male	half-orc	rogue)	was	given	a	
  puzzlebox	as	a	child	and	opened	it	by	breaking	it	
  open	over	another	playmate’s	head.	Since	then,	
  he’s	 learned	 to	 crack	 all	 manner	 of	 latches,	
  lockboxes	and	safes.	In	fact,	any	sort	of	lock	is	a	
  personal	affront	to	him	that	must	be	eliminated.	
  23-29	
  Therian	 Loust	 (CE	 male	 elf	 rogue/fighter)	
  employs	superb	acrobatic	skills	to	walk	rooftops	
  and	leap	through	open	windows,	whereupon	he	
  relieves	 the	 inhabitants	 of	 their	 valuables.	 He	
  also	 is	 practically	 untouchable	 in	 a	 fight,	 as	 he	
  tumbles	 and	 dodges	 every	 blow.	 Sandy-brown	
  hair	 dusts	 over	 green	 eyes	 that	 are	 filled	 with	
  mirth.	Several	women	are	smitten	by	the	rogue,	
  but	would	be	terrified	if	they	learnt	what	lurks	in	
  his	heart.	
  30-37	
  Pheruth	 Dewson	 (CN	 male	 half-elf	 bard)	 was	
  raised	 in	 the	 theatre	 and	 now	 employs	 his	
  talents	 to	 take	 on	 countless	 personas	 at	 a	
  moment’s	notice.	He	can	talk	his	way	into	almost	
  anyone’s	confidence,	and	talk	his	way	out	again	
  with	their	valuables.	Not	to	mention	his	skill	with	
  stage	makeup.	He	is	wildly	egotistical	and	loves	
  being	the	centre	of	attention.	He	sulks	if	ignored.	
  38-45	
  Vally	 Gumont	 (CG	 female	 gnome	 rogue)	 often	
  climbs	the	highest	structures	in	the	city,	moving	
  up	 walls	 almost	 spider-like	 to	 peer	 down	 over	
  what	 she	 considers	 her	 domain.	 There,	 she	
  studies	 patterns	 in	 the	 crowds	 below	 until	 she	
  divines	an	easy	mark.	She	loves	feeding	the	birds	
  of	the	city	–	and	several	of	them	eagerly	come	to	
  her	outstretched	hand.	
  46-53	
  Zala	 Manlot	 (CE	 female	 elf	 bard/rogue)	 is	 a	
  master	of	disguise	and	can	make	herself	look	like	
  a	 male	 or	 female	 of	 various	 races.	 She’s	 often	
  pulling	 off	 wicked	 cons	 that	 involve	 romantic	
  triangles	and	high	society	scandals,	in	which	she	
  is	 actually	 at	 least	 two	 corners	 of	 the	 triangle.	
  Her	 true	 hair	 colour	 is	 brown,	 but	 anything	
  beyond	that	is	unconfirmed.	
  54-60	
  “Uncle	Shade”	(CN	male	halfling	rogue)	is	a	grey-
  eyed,	 grey-skinned,	 grey-haired	 halfling	 with	 a	
  singular	 talent	 for	 hiding	 in	 shadows.	 He	 can	
  remain	unseen	in	the	smallest	patch	of	darkness,	
  and	 can	 slip	 from	 one	 shadow	 to	 another	
  without	 detection,	 even	 if	 others	 are	 watching	
  for	him.	
  61-66	
  Rollo	Cench	(LN	male	human	bard)	is	able	to	play	
  almost	 any	 musical	 instrument	 he	 touches.	 As	
  such,	he’s	often	hired	to	provide	entertainment	
  at	 upscale	 parties...where	 he	 then	 whisks	 away	
  jewellery,	 silverware	 and	 other	 goods	 and	
  stashes	the	takings	in	his	instruments.		
  67-73	
  Staloa	
  Phillerese	
  (CN	
  female	
  human	
  expert/rogue)	 is	 obsessed	 with	 art	 and	 has	 a	
  remarkable	 talent	 for	 painting	 forgeries.	 She	
  then	 slips	 into	 galleries	 and	 private	 collections,	
  where	 she	 swaps	 out	 the	 forgeries	 for	 the	
  originals,	and	either	sells	them	off	or	keeps	them	
  for	her	own	growing	collection.	
  74-80	
  Sucor	
  Sumlonay	
  (CG	
  female	
  human	
  fighter/rogue)	strides	about	clad	in	thick	armour,	
  yet	 somehow	 does	 so	 in	 complete	 silence.	 Her	
  bulk	belies	a	cunning	mind	and	the	ability	to	plot	
  out	 daring	 infiltration	 routes	 that	 would	 make	
  most	thieves	balk.	
  81-85	
  Jerosh	 (NE	 male	 human	 fighter/rogue)	 is	 the	
  guild’s	 chief	 basher.	 Violent,	 depraved	 and	
  avaricious,	he	is	feared	by	his	fellow	rogues.	His	
  childhood	was	replete	with	misery	and	pain;	he	
  does	 not	 harm	 children	 –	 this	 is	 his	 only	
  redeeming	quality.	
  86-92	
  Zerif	 Derg	 (NE	 male	 human	 rogue)	 has	 a	 blank	
  stare	 that	 unnerves	 anyone	 who	 holds	 it	 too	
  long.	 Perhaps	 he	 practices	 it	 on	 the	 corpses	 he	
  constantly	 robs,	 digging	 up	 countless	 graves	 to	
  salvage	 any	 valuables	 buried	 with	 them.	 His	
  handshake	is	as	wet	and	chilly	as	the	corpse	mud	
  he’s	often	knee-deep	in.	
  93-96	
  Ferom	Noglet	(LN	female	half-elf	cleric/rogue)	is	
  a	
  priestess	
  of	
  the	
  death	
  goddess.	
  She	
  appropriates	all	grave	offerings	as	an	offering	to	
  her	 dark	 mistress.	 She	 lairs	 in	 a	 sunken,	
  abandoned	 crypt	 in	 the	 oldest	 part	 of	 a	
  graveyard.		
  97-100	
  Tem	 Logrist	 (N	 male	 gnome	 fighter/rogue)	
  figured	 the	 easiest	 mark	 is	 the	 one	 that	 can’t	
  resist.	 Employing	 his	 knowledge	 of	 toxins	 and	
  skill	with	a	blowgun,	this	pasty-faced	gnome	hits	
  his	victims	from	a	distance	with	a	paralytic	dart	
  and	then	pilfers	their	frozen	forms.	
  	
  	
  	
  
  109	
  	
   
  
  110	
  T H I E V E S :  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  
  The	 phrase,	 “thick	 as	 thieves”	 isn’t	 much	 of	 an	 exaggeration.	
  They	 seem	 to	 lurk	 around	 every	 corner	 and	 in	 every	 shadow,	
  waiting	for	the	chance	to	pounce	on	unsuspecting	targets.		
  D%	
  	
  01-02	
  It	was	supposed	to	be	a	shortcut,	but	the	alley	
  wound	 up	 being	 another	 chance	 for	 the	 PCs	 to	
  donate	to	this	dagger-wielder’s	“I’ll	let	you	live”	
  fund.		
  03-04	
  Seeing	a	scoundrel	run	off	with	their	goods,	the	
  PCs	cry	out,	“Help!	Thief!”	The	nearby	guards	all	
  look	 at	 them	 with	 bored	 expressions,	 and	 one	
  says,	“So?	Go	get	him	then.	Stop	bothering	us.”	
  05-06	
  Someone	sneaked	into	the	PCs’	room	last	night	
  and	left	a	parchment	on	their	desk.	It	details	an	
  offer	 to	 join	 a	 thieves’	 guild,	 if	 they	 can	 steal	
  enough	to	pay	the	entrance	fee.		
  07-08	
  The	thief	the	PCs	just	found	riffling	through	their	
  possessions	 looks	 to	 be	 no	 more	 than	 a	 kid.	
  Likely	an	orphan,	and	a	hungry	one	at	that.	
  09-10	
  A	PC	successfully	cornered	the	thief	who	took	his	
  coin	in	a	dead-end	alley.	Unfortunately,	his	three	
  cronies	have	now	blocked	off	the	exit,	trapping	
  the	PC	instead.	
  11-12	
  So	 the	 barmaid’s	 offer	 to	 “meet	 behind	 the	
  stables”	 wasn’t	 for	 a	 dalliance,	 but	 so	 her	
  associate	 could	 give	 the	 PC	 their	 offer	 of	 “your	
  coin	or	your	life.”		
  13-14	
  A	thief	just	clambered	up	to	the	rooftops	and	is	
  now	getting	away	with	the	PCs’	goods.	Do	they	
  follow?	
  15-16	
  Echoes	of	the	thief’s	chuckling	keep	annoying	the	
  PCs	 as	 they	 search	 for	 him	 in	 an	 increasingly	
  twisted	maze	of	alleys.	Dare	they	keep	pursuing	
  him	in	territory	he	knows	so	well?	
  17-18	
  Right	after	a	PC	feels	his	belt	lighten,	he	sees	the	
  likely	thief	duck	into	a	nearby	sewer.	The	smells	
  emanating	from	there	are	not	encouraging.	
  19-20	
  A	 woman	 just	 walked	 past	 the	 party	 wearing	 a	
  pendant	 about	 her	 neck	 that	 a	 PC	 would’ve	
  sworn	they	were	wearing	just	minutes	earlier.		
  21-22	
  After	a	short	chase	the	two	thieves	pursued	by	
  the	PCs	split	up	at	a	fork	in	the	street.	Which	one	
  do	they	chase?		
  23-24	
  The	 unlocked	 cellar	 the	 PCs	 ducked	 into	 to	 get	
  out	of	the	rain	wasn’t	as	empty	as	they	hoped.	
  And	the	plucky	fellow	waiting	there	with	a	blade	
  insists	they	leave	his	den	a	bit	poorer	than	when	
  they	entered.		
  25-26	
  A	 PC	 is	 pretty	 sure	 the	 blind	 beggar	 he	 just	
  tossed	 a	 copper	 to	 winked	 back.	 Perhaps	 he’s	
  been	conned?	
  27-28	
  The	 PCs	 gave	 a	 lame	 man	 a	 coin	 yesterday.	
  Today,	they	saw	him	duck	into	an	alley,	both	legs	
  somehow	miraculously	restored.		
  29-30	
  Two	shady	figures	sitting	in	opposite	corners	of	
  the	tavern	are	eyeing	the	patrons	and	signalling	
  to	each	other	with	strange	gestures.	
  31-32	
  Clear	 as	 day,	 a	 PC	 sees	 a	 thief	 snatch	 a	
  merchant’s	coin	purse	and	slip	off.	The	merchant	
  has	yet	to	notice	the	loss.	
  33-34	
  The	PCs	are	minding	their	own	business	when	a	
  heavy	 pouch	 is	 thrust	 into	 their	 hands.	 The	
  person	 who	 	 just	 gave	 it	 thumbs	 over	 their	
  shoulder,	 where	 guards	 can	 be	 heard	 shouting.	
  “Hide	 that	 and	 let	 them	 search	 me.	 Once	 I’m	
  clear,	 we’ll	 split	 the	 coin.	 Squeal,	 and	 I’ll	 say	
  you’re	my	partner	in	crime.”	
  35-36	
  This	 fellow	 just	 marched	 up,	 grabbed	 a	 PC’s	
  purse	 right	 off	 his	 belt,	 and	 shouted	 to	 all	 in	
  earshot,	 “Here’s	 the	 brigand!	 Think	 you	 can	
  make	off	with	my	coin,	do	you?”	
  37-38	
  While	 at	 the	 theatre,	 the	 PCs	 notice	 several	
  unseemly	 sorts	 working	 through	 the	 crowd,	
  bumping	 into	 attendees	 and	 signalling	 to	 one	
  another.	 They	 appear	 to	 be	 working	 towards	
  some	nefarious	end.		
  39-40	
  A	warm	body	snuggles	up	to	a	PC	at	the	bar,	and	
  a	 soft	 voice	 whispers	 salacious	 suggestions.	 At	
  the	 same	 time,	 the	 PC	 senses	 fingers	 trying	 to	
  undo	 his	 purse	 strings—and	 that’s	 not	 a	
  euphemism.	
  41-42	
  Is	 this	 thief	 the	 PCs	 caught	 lightening	 their	
  pockets	 actually	 just	 a	 child?	 Or	 a	 halfling	 in	
  disguise?		
  43-44	
  Cornered,	the	thief	claims	he	has	no	other	way	
  to	 get	 enough	 coin	 for	 a	 healing	 potion	 for	 his	
  sick	wife.	He	begs	and	pleads	for	the	money	–	he	
  may	even	be	telling	the	truth!	
  45-46	
  It	seems	this	thief	is	nothing	but	rags	and	bones.	
  If	 the	 PCs	 take	 back	 what	 little	 coin	 she	 took	
  from	them,	she	may	starve	to	death	before	even	
  this	night	is	out.		
  47-48	
  A	friend	of	the	PCs	has	boasted	about	this	great	
  steal	he	just	pulled	off,	and	he’ll	split	some	of	the	
  profits	if	they	help	him	fence	the	goods.	
  49-50	
  The	 PCs	 awake	 just	 as	 a	 black	 figure	 clambers	
  through	 their	 window	 and	 fades	 into	 the	
  shadows	of	the	bedroom.	From	outside,	sounds	
  of	pursuit	echo	through	the	dark	streets.	
  51-52	
  The	 PCs’	 beer	 has	 a	 funny	 smell	 to	 it	 and	 the	
  bartender	 keeps	 nervously	 eyeing	 a	 few	 of	 his	
  rough-looking	friends	in	the	tavern	corner.	They	
  may	be	trying	to	drug	the	PCs	and	relieve	them	
  of	their	goods	(or	the	beer	may	just	be	foul).	
  53-54	
  Passing	by	a	noble’s	estate	late	at	night,	the	PCs	
  witness	a	figure	climb	up	one	of	the	tower	walls	
  and	slip	into	a	candlelit	window.	The	candlelight	
  snuffs	out	moments	later.	The	thief	emerges	ten	
  minutes	later	and	disappears	into	the	night.	
  
  111	
  55-56	
  The	PCs	step	into	their	room,	glad	to	get	some	
  rest,	 when	 the	 door	 swings	 shut	 and	 latches	
  behind	 them.	 The	 figure	 hiding	 there	 puts	 a	
  blade	to	the	PC’s	throat	and	asks,	“Where’s	the	
  money?”	
  57-58	
  Over	a	few	drinks,	several	scoundrels	invite	a	PC	
  to	 participate	 in	 a	 complicated	 con	 scheme,	
  involving	 a	 wealthy	 merchant,	 a	 bucket	 of	 tar	
  and	a	lizard.		
  59-60	
  Turns	out	every	coin	in	a	PCs’	pouch	have	been	
  swapped	 for	 counterfeit	 money.	 Who	 could’ve	
  made	 the	 switch?	 When	 and	 where	 did	 the	 PC	
  last	leave	his	coin	unguarded?	
  61-62	
  Half	 a	 dozen	 priests	 from	 a	 local	 temple	 are	
  running	toward	the	PCs,	hollering	“Thief!	Thief!”	
  after	a	man	who	barely	has	the	lead	on	them.	
  63-64	
  A	 woman	 dodges	 through	 the	 marketplace	
  towards	the	PCs,	guards	hot	on	her	heels.	Cries	
  of	 “Thief!”	 rise	 above	 the	 usual	 hawking	 and	
  haggling.	
  65-66	
  In	a	tavern,	a	drunk	man	totters	up	to	the	PCs’	
  table,	grabs	a	drink	and	downs	it	in	one.	With	a	
  look	of	smug	satisfaction	on	his	face,	he	totters	
  off	 to	 the	 next	 table.	 A	 barroom	 brawl	 will	
  inevitably	ensue...	
  67-68	
  The	 thief	 the	 PCs	 have	 cornered	 lets	 the	 hood	
  slip	back	from	concealing	their	face.	The	visage	
  revealed	belongs	to	a	supposed	friend.	
  69-70	
  The	 game-runner	 in	 the	 marketplace	 offers	 the	
  PCs’	 choice	 of	 card,	 dice	 or	 other	 gambling	
  pleasures.	Surely	they	couldn’t	be	rigged,	could	
  they?	He’s	giving	good	odds...	
  71-72	
  This	shifty	fellow	offers	to	sell	a	treasure	map	for	
  a	mere	gold	coin.	The	wealth	it	could	lead	to	will	
  be	thousands	of	times	that!	
  73-74	
  The	 PCs	 have	 caught	 a	 thief	 red-handed,	 and	
  their	grip	on	his	wrist	is	unbreakable.	Turns	out,	
  though,	 this	 thief	 likes	 to	 bite	 anything	 within	
  reach.	
  75-76	
  Unlike	 most	 thieves,	 when	 the	 PCs	 caught	 this	
  one	in	the	act,	they	pulled	a	blade	and	look	ready	
  to	leave	the	PC	bleeding	in	the	gutter.		
  77-78	
  Heavy	netting	drops	over	the	PCs’	heads	as	they	
  ducked	 into	 the	 alley	 behind	 a	 tavern.	 As	 the	
  ropes	 tighten,	 hands	 pat	 them	 down	 for	
  valuables.	If	they	struggle,	the	thieves	beat	them	
  into	 unconsciousness,	 but	 do	 not	 inflict	 lethal	
  damage	unless	attacked	by	the	same.	
  79-80	
  While	enjoying	a	dinner	party	at	a	noble’s	estate,	
  the	PCs	notice	a	pair	of	poorly	dressed	servants	
  slipping	 various	 pieces	 of	 silverware	 and	 food	
  into	their	clothes	and	bags.	They’re	also	plucking	
  the	odd	piece	of	jewellery	from	other	guests.	
  81-82	
  The	thief	who	just	bumped	into	the	PCs	and	took	
  their	coin	is	dressed	in	the	finery	of	a	noble.	Also,	
  his	 face	 matches	 that	 of	 a	 well-respected	
  member	of	an	influential	house	that	holds	much	
  power	in	the	local	courts	and	merchant	circles.		
  83-84	
  The	 child	 thief	 the	 PCs	 just	 caught	 squirms	 in	
  their	grip.	“Please,”	he	says.	“If	I	don’t	bring	‘nuff	
  home,	my	pa	will	beat	me.”	
  85-86	
  A	 PC	 is	 certain	 the	 guard	 exacting	 tolls	 at	 the	
  gate	is	the	same	person	he	saw	begging	for	alms	
  in	beggar’s	rags	a	few	days	earlier.	What’s	going	
  on	here?	
  87-88	
  As	 the	 PCs	 are	 strolling	 towards	 a	 corner,	 they	
  hear	 a	 whisper	 of,	 “Soon	 as	 they	 round	 ‘ere,	
  clobber	 ‘em	 and	 get	 their	 gold.”	 This	 is	 quickly	
  hushed.	 When	 the	 PCs	 pause,	 they	 can	 hear	
  faint,	but	heavy	breathing.	
  89-90	
  A	black-robed	figure	steps	out	of	a	doorway	that	
  seems	 to	 suddenly	 appear.	 He	 sweeps	 an	 arm	
  out	and	invites	the	PCs	to	pay	respects	within	the	
  thieves’	temple	and	receive	a	blessing	from	one	
  of	its	priests.	
  91-92	
  A	 thief	 pops	 up	 in	 front	 of	 the	 PCs,	 somehow	
  waving	 one	 of	 their	 valuables	 in	 the	 air.	 “Race	
  you	 to	 the	 nearest	 city	 gate.	 Beat	 me,	 and	 I’ll	
  return	it!”	Then	the	thief	dashes	away.		
  93-94	
  A	 PC	 recognizes	 the	 beggar	 wandering	 the	
  market	as	having	once	been	a	noble,	now	having	
  fallen	 destitute.	 Then	 they	 notice	 him	 plucking	
  food	and	goods	from	various	stalls	he’s	passing...	
  95-96	
  The	 thief	 the	 guards	 are	 marching	 down	 the	
  street	is	a	friend	of	the	PCs	and	someone	they’d	
  rather	not	see	get	stuck	in	jail	or	have	a	hand	cut	
  off.	He	sees	them	and	begs	for	help.	
  97-98	
  The	 PCs	 have	 caught	 the	 thief	 with	 their	 coin	
  purse	 in	 his	 hands,	 but	 he	 claims	 he	 needs	 the	
  money	to	help	save	his	dying	child.	He	begs	them	
  to	 come	 to	 his	 hovel	 to	 see	 the	 veracity	 of	 his	
  words.	
  99-100	
  “Hello.	I’m	the	god	of	thieves,	and	I	need	you	to	
  steal	something	for	me.”	At	least,	that’s	what	the	
  guy	in	the	black	mask	and	cloak	claims	when	he	
  meets	the	PCs.	Do	they	believe	him?	Well,	since	
  he	 just	 walked	 through	 a	 solid	 wall	 to	 greet	
  them,	maybe	there’s	something	to	his	story	and	
  request.	
  	
  	
  	
   
  
  112	
  T R A D E R S  &  C R A F T S M E N :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Every	 shop	 or	 workshop	 should	 have	 a	 distinctive	 appearance.	
  Use	 this	 table	 to	 generate	 interesting	 characteristics	 and	
  features	of	the	shops	and	workshops	in	your	town	or	city.	Some	
  features	may	be	inappropriate	based	on	your	set	up	or	what	the	
  PCs	have	encountered.	Ignore	such	results	and	simply	re-roll.	
  D%	
  	
  1	
  A	 loft,	 where	 the	 craftsman	 labours,	 overlooks	
  the	sales	floor.	
  2	
  A	stone	building	with	a	blue-green	moss	growing	
  on	the	north	wall.	
  3	
  This	 stone	 workshop	 is	 reminiscent	 of	 a	
  miniature	 castle	 with	 slits	 for	 windows	 and	 a	
  small	portcullis.		
  4	
  A	 stone	 gargoyle,	 hopefully	 just	 a	 statue,	
  overlooks	each	corner	of	this	shop.	
  5	
  Green	logs	make	up	the	walls	of	this	shop,	which	
  smells	vaguely	of	mint.	
  6	
  A	 finely	 wrought	 fountain	 sits	 in	 the	 corner	 of	
  this	shop,	adorned	with	small	angels.	
  7	
  A	 brick	 shop	 with	 a	 large	 mural	 painted	 on	 an	
  outer	 wall	 depicting	 a	 young	 warrior	 fighting	 a	
  dragon.	
  8	
  This	stone	shop	was	once	a	dwarven	still	and	still	
  smells	of	whiskey.	
  9	
  The	 walls	 of	 this	 shop	 are	 formed	 of	 well-
  polished	marble.		
  10	
  The	 interior	 walls	 of	 this	 shop	 have	 been	
  plastered	smooth	and	painted	pale	blue.	
  11	
  The	 east	 wall	 of	 this	 shop	 is	 brand	 new,	
  composed	of	a	different	wood	from	the	rest.	
  12	
  A	young	girl	sits	in	the	corner	of	this	shop	playing	
  a	simple	lute.	
  13	
  This	shop	of	dark	blue	slate	has	a	stale	taste	in	
  the	air.	
  14	
  The	 goods	 in	 this	 workshop	 are	 not	 labelled	 or	
  organized	in	any	clear	manner.	
  15	
  This	 shop	 is	 favoured	 by	 local	 fishermen	 and	
  smells	of	fish	even	when	empty	of	patrons.	
  16	
  A	small	stone	shop	with	a	thatched	roof.	
  17	
  A	small	stone	shop	with	a	leaky	slate	roof.		
  18	
  This	large	wooden	building	has	a	store	in	front,	
  workshop	in	the	back	and	residences	on	top.	
  19	
  This	 former	 manor	 home	 has	 been	 converted	
  into	 an	 indoor	 marketplace,	 with	 different	
  vendors	selling	from	each	room.	
  20	
  The	 base	 of	 this	 shop	 is	 of	 fieldstone,	 finished	
  with	pine.	
  21	
  A	clay	building	with	a	dirty	wood	floor.	
  22	
  A	fine	wooden	shop	with	a	slanted	copper	roof.	
  23	
  This	 shop	 has	 fishing	 nets	 hanging	 from	 the	
  rafters,	filled	with	supplies	and	extra	stock.	
  24	
  A	stuffed	elephant	head	is	displayed	on	the	wall	
  above	the	hearth.		
  25	
  A	 fieldstone	 building	 with	 a	 blue	 wood	 shingle	
  roof.	
  26	
  Large	brass	hooks	line	the	walls	of	this	workshop	
  displaying	extra	merchandise.		
  27	
  A	 very	 homey	 one-room	 shop,	 with	 an	 old	 red	
  rug,	large	fireplace	and	small	desk	in	the	corner.	
  28	
  This	shop	has	a	number	of	chairs	and	tables	in	an	
  adjoining	 room,	 and	 serves	 refreshments	 as	 a	
  side	business.	
  29	
  A	small	wooden	shop	that	smells	of	fresh	baked	
  bread.	
  30	
  A	large	stone	shop	with	a	coat	of	arms	displayed	
  on	one	wall.	
  31	
  This	 workshop	 features	 a	 spiral	 staircase	 that	
  leads	to	a	second	floor	residence.	
  32	
  The	 walls	 of	 this	 shop	 have	 been	 tiled	 and	
  accented	with	false	gems.	
  33	
  A	 small	 gold-plated	 monkey	 statue	 sits	 by	 the	
  entrance	on	a	stand	of	cherry	wood.	
  34	
  A	boar’s	tusk	serves	as	a	door	handle	and	wolf	
  and	bear	hides	cover	the	floor.	
  35	
  A	trap	door	behind	the	main	counter	leads	to	a	
  separate	 storeroom	 where	 the	 highest	 quality	
  goods	are	sold	in	private.	
  36	
  A	wooden	shop,	painted	red	with	a	roof	of	tin.	
  37	
  A	 shop	 made	 of	 salvaged	 materials	 with	
  portholes	instead	of	windows.	
  38	
  This	 large	 shop	 at	 first	 appears	 to	 have	 a	
  labyrinthine	 layout	 but	 it	 has	 been	 carefully	
  arranged	to	make	customers	view	as	many	items	
  as	possible	before	reaching	the	exit.	
  39	
  Two	large	men	stand	outside	this	workshop	as	a	
  deterrent	to	troublemakers.	
  40	
  The	flag	of	the	local	lord	waves	from	the	rooftop	
  of	this	modest	stone	shop.	
  41	
  A	 large	 family	 tree	 is	 displayed	 on	 one	 wall	 of	
  this	shop.	
  42	
  The	far	end	of	a	display	table	in	this	shop	is	dyed	
  red	with	blood	and	boasts	several	deep	cuts.	
  43	
  A	grey	slate	shop	with	a	simple	flat	roof.	
  44	
  This	 large	 stone	 shop	 has	 one	 window	 that	
  cannot	stay	closed.	It	continuously	bangs	in	even	
  the	slightest	breeze.		
  45	
  A	stone	shop	with	windows	of	green	glass.	
  46	
  A	simple	wooden	shop	with	stars	painted	on	the	
  ceiling.		
  47	
  A	stone	shop	with	the	silhouette	of	a	red	goblin	
  painted	on	its	door.	
  48	
  A	 stone	 shop	 with	 ivy	 growing	 heavily	 on	 one	
  side.	
  49	
  A	brick	shop	with	a	slanted	tin	roof.	
  50	
  This	shop	looks	like	it	was	built	in	ages	past,	with	
  a	 sharply	 different	 design	 than	 the	 newer	
  buildings	around	it.	
  51	
  A	stone	shop	with	windows	of	dyed	wax	paper.	
  
  113	
  52	
  A	 stone	 shop	 featuring	 a	 warm	 hearth	 in	 the	
  center	of	the	room.		
  53	
  A	 large	 wooden	 hall	 features	 different	 shops,	
  each	with	their	own	area.	
  54	
  A	 two-storey	 wooden	 building	 with	 a	 shop	 on	
  each	floor.		
  55	
  A	second	floor	shop	allows	access	via	a	wooden	
  ladder.	The	first	floor	is	boarded	up.	
  56	
  The	wood	of	this	shop	is	tinted	red	and	smells	of	
  cherries.		
  57	
  The	walls	of	this	shop	are	made	of	whole	trunks,	
  uncut	except	at	the	corners.	
  58	
  This	stone	shop	features	an	eerie	echo.	
  59	
  A	 private	 shop	 is	 accessed	 only	 from	 the	 back	
  room	of	a	tavern,	through	a	door	marked	with	a	
  black	star.	
  60	
  A	 shack	 made	 of	 salvage	 sells	 its	 wares	 at	 the	
  end	of	an	alley	just	off	the	main	marketplace.	
  61	
  A	 simple	 wooden	 building	 has	 three	 different	
  doors	for	Large,	Medium	and	Small	patrons.	
  62	
  Over	the	entrance	of	this	shop	hang	two	curtains	
  of	fine	mail	in	place	of	a	door.	
  63	
  The	walls	of	this	shop	are	hung	with	the	skins	of	
  animals,	many	of	which	are	found	only	in	foreign	
  lands.	
  64	
  The	 front	 room	 of	 this	 shop	 is	 completely	 bare	
  except	 for	 six	 doors.	 All	 six	 doors	 lead	 into	 a	
  densely	packed	workshop.	
  65	
  The	 outer	 walls	 of	 this	 shop	 have	 hundreds	 of	
  notes	crammed	into	the	crevices,	each	a	prayer	
  to	a	departed	loved	one.	
  66	
  The	rug	set	in	the	middle	of	this	store	depicts	an	
  ancient	battle	between	dwarves	and	creatures	of	
  shadow.	
  67	
  While	a	roof	can	be	seen	from	the	outside,	the	
  shop’s	ceiling	has	mural	of	the	night	sky	upon	it.	
  68	
  The	outside	of	this	shop	is	rundown;	appearing	
  to	be	abandoned,	while	the	inside	appears	brand	
  new.	
  69	
  A	wooden	shop	whose	walls	have	grown	a	thick	
  layer	of	moss.	
  70	
  A	 wooden	 shop	 with	 the	 ceiling	 and	 upper	
  shelves	thick	with	spider	webs.	
  71	
  A	building	of	brick	decorated	with	oil	paintings	of	
  great	military	leaders.	
  72	
  An	old	chapel	converted	to	a	shop	within.		
  73	
  The	entrance	to	this	shop	features	a	steel	cage	
  with	 a	 locked	 door	 that	 serves	 as	 a	 secure	
  antechamber.	
  74	
  This	 shop	 is	 accessed	 through	 a	 cellar	 door	
  around	the	side	of	another	shop.	
  75	
  A	 bright	 purple	 shop	 of	 wood	 with	 orange	
  curtains	in	the	windows.	
  76	
  The	 front	 of	 this	 shop	 is	 made	 of	 magically	
  hardened	glass	crafted	by	a	forgotten	wizard.	
  77	
  A	 stone	 shop	 has	 a	 discount	 section	 in	 its	
  basement.	
  78	
  A	small	stone	tower	with	a	shop	on	its	first	floor.	
  79	
  A	 large	 stone	 tower	 with	 a	 different	 shop	 on	
  each	floor.	
  80	
  A	wooden	shop	with	no	doors	providing	a	step	
  stool	so	people	can	get	in	through	the	windows.	
  81	
  A	 wooden	 shop	 with	 its	 walls	 lined	 completely	
  with	shelves.	
  82	
  A	stone	shop	featuring	well-crafted	glass	display	
  cases.		
  83	
  The	arctic	timbers	of	this	shop’s	walls	keep	the	
  sales	floor	chillier	than	outside.	
  84	
  Copper	 pipes	 line	 one	 wall	 of	 this	 shop	 making	
  haunting	music	when	the	wind	blows.		
  85	
  A	large	bearskin	rug	greets	patrons.	
  86	
  Two	suits	of	armour	flank	the	shop’s	entrance.		
  87	
  This	 great	 stone	 room	 has	 everburning	 torches	
  flickering	in	wall	sconces.	
  88	
  A	 cooking	 fire	 is	 set	 in	 the	 back	 wall	 filling	 the	
  shop	with	the	smell	of	stew.	
  89	
  This	 stone	 building	 was	 once	 a	 guard	 post	 and	
  features	arrow	slits	in	the	walls.	
  90	
  This	wooden	shop	has	a	religious	symbol	painted	
  in	gold	on	the	front	door.	
  91	
  This	stone	shop	has	a	front	door	of	iron	featuring	
  seven	different	locks.	
  92	
  This	brick	walled	shop	has	a	spiral	staircase	set	in	
  the	middle	leading	to	a	second	floor	of	goods.	
  93	
  A	small	storefront	contains	only	samples	with	all	
  goods	stored	in	a	back	room	behind	a	curtain	of	
  hide.	
  94	
  The	insides	of	this	shop	are	terribly	cramped;	the	
  aisles	count	as	difficult	terrain.	
  95	
  This	 small	 stone	 shop	 has	 a	 thatched	 roof	 and	
  smells	of	wet	dog.	
  96	
  The	air	in	this	shop	is	stale	leaving	a	foul	taste	in	
  customers’	mouth.	
  97	
  The	 walls	 of	 this	 shop	 are	 pink	 and	 feature	
  paintings	of	famous	young	bards.	
  98	
  One	wall	of	this	shop	features	a	mirror	lined	in	
  silver	that	shows	a	perfect	reflection	of	the	scene	
  three	seconds	ago.		
  99	
  The	outside	of	this	shop	features	a	huge	painted	
  sign	reading,	“You	don’t	want	to	shop	here!”	
  100	
  This	large	wooden	building	features	three	floors,	
  fully	staffed,	with	a	sales	counter	on	each	and	a	
  tavern	 in	 the	 back.	 Your	 first	 drink	 is	 free	 with	
  any	purchase	(limit	1/day).	
  	
  	
  	
  
  114	
  T R A D E R S  &  C R A F T S M E N :  S E L L I N G  
  Traders	 and	 craftsmen	 sell	 an	 incredible	 variety	 of	 things.	 Use	
  this	table	to	determine	what	a	randomly	visited	shop	is	selling.	
  D%	
  	
  1	
  Apothecary	
  2	
  Tailor	
  3	
  Grocer	
  4	
  Fletcher	
  5	
  Scribe	
  6	
  Blacksmith	
  7	
  Livery	
  8	
  Dyer	
  9	
  Tanner	
  10	
  Metalsmith	
  11	
  Cooper	
  12	
  Armourer	
  13	
  Weaponsmith	
  14	
  Candlestick	maker	
  15	
  Soap	maker		
  16	
  Cobbler	
  17	
  Seamstress	
  18	
  Butcher	
  19	
  Baker	
  20	
  Rope	maker	
  21	
  Book	binder	
  22	
  Hostel	
  23	
  Money	lender	
  24	
  Tutor	
  25	
  Slaver	
  26	
  Herbalist	
  27	
  Arms	trader	
  28	
  Oracle	
  29	
  Hireling’s	guild	
  30	
  Gem	cutter	
  31	
  Appraiser	
  32	
  Storage	
  33	
  Alchemist	
  34	
  Astrologer	
  35	
  Story	teller	
  36	
  Gladiatorial	trainer	
  37	
  Houndsman	
  38	
  Midwife	
  39	
  Shaman	
  40	
  Tinker	
  41	
  Artificer	
  42	
  Poet	
  43	
  Locksmith	
  44	
  Courier	
  45	
  Brewer	
  46	
  Money	collector	
  47	
  Mercenary	services	
  48	
  Jeweller	
  49	
  Leatherworker	
  50	
  Tattoo	artist	
  51	
  Stonecarver	
  52	
  Carpenter	
  53	
  Vinter	
  54	
  Thatcher	
  55	
  Weaver	
  56	
  Wheelmaker	
  57	
  Silversmith	
  58	
  Shipwright	
  59	
  Map	maker	
  60	
  Potter	
  61	
  Playwright	
  62	
  Glass	blower	
  63	
  Hatter	
  64	
  Haberdasher	
  65	
  Milliner		
  66	
  Porter	
  67	
  Barrister	
  68	
  Embroiderer	
  69	
  Architect	
  70	
  Barber	
  71	
  Coppersmith	
  72	
  Fence	
  73	
  Basketweaver	
  74	
  Whore	
  75	
  Cheesemaker	
  76	
  Cartwright	
  77	
  Farrier	
  78	
  Bowyer	
  79	
  Wainwright	
  80	
  Perfumemaker	
  81	
  Horse	breeder	
  82	
  Mason	
  83	
  Paige	
  84	
  Scribner	
  85	
  Tax	collector	
  86	
  Customs	agent	
  87	
  Bricklayer	
  88	
  Painter	
  89	
  Acquisitions	agent	
  90	
  Falconer	
  91	
  Tobacconist	
  92	
  Cartographer	
  93	
  Fisherman	
  94	
  Cook	
  95	
  Minstrel	
  96	
  Physician	
  97	
  Collier	
  98	
  Colporter	
  99	
  Linen-draper	
  100	
  Spicer	
  	
  	
   
  
  115	
  T R A D E R S  &  C R A F T S M E 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	walk	into	a	shop	and	buy	
  something,	occasionally	fate	intervenes.	If	you	desire	to	add	an	
  extra	level	of	complication	to	their	shopping	trip,	use	this	table	
  to	 determine	 what	 opportunities	 or	 complications	 the	 PCs	
  encounter	while	trying	to	make	their	purchase.	
  D20	
  	
  1	
  The	 store,	 its	 owner	 and	 several	 customers	 are	
  being	quarantined	due	to	reports	of	a	plague.	The	
  doors	are	all	boarded	up	and	prominent	signs	spell	
  out	the	danger	in	several	languages.	The	sound	of	
  sobbing	emanates	from	within.		
  2	
  A	 sudden	 fire	 breaks	 out	 on	 the	 bottom	 floor	
  leaving	several	people	–	including	the	shop	owner’s	
  children	 –	 trapped	 on	 the	 floor	 above.	 He	 begs	
  passersby	 for	 aid;	 those	 saving	 this	 family	 gain	 a	
  friend	for	life.	
  3	
  The	 store	 begins	 to	 flood	 with	 sewage	 from	 the	
  sewers	 below.	 The	 craftsman	 panics	 and	 starts	 to	
  move	his	products	to	a	higher	shelf.	An	apprentice	
  moves	some	of	the	larger	items	outside	–	at	which	
  point	they	are	promptly	stolen.	
  4	
  The	 craftsman’s	 young	 nephew	 regales	 loudly	
  about	 how	 incredible	 the	 last	 adventurers	 that	
  came	through	town	were	–	they	had	a	pet	dragon!	
  No	one	seems	to	be	listening.	
  5	
  The	 craftsman	 has	 been	 taken	 with	 a	 strange	
  mood.	 He’s	 locked	 himself	 away	 in	 his	 workshop	
  for	nearly	a	week,	taking	no	visitors.	Lights	burn	at	
  the	 windows	 all	 night	 and	 occasional	 strange	
  sounds	emanate	from	within.	
  6	
  Thirteen	 dwarves	 are	 turning	 the	 shop	 upside	
  down	looking	for	a	lost	key,	when	the	PCs	arrive.	
  They	take	a	dim	view	of	questions	or	of	strangers	
  interfering	in	their	affairs.	
  7	
  An	old	man	stands	outside	predicting	the	moment	
  passersby	will	die.	He	is	emaciated,	wild-eyed	and	
  very	loud.	He	predicts	a	dire	end	for	the	party	“in	a	
  place	 where	 the	 fair	 light	 of	 the	 sun	 has	 never	
  reached.”	
  8	
  The	craftsman	weeps	over	her	lost	love,	who	was	
  taken	by	pirates	or	bandits	last	week.	His	work	has	
  not	been	the	same	quality	since	and	customers	are	
  beginning	to	complain.	He	is	thoroughly	miserable.		
  9	
  Someone	 has	 snuck	 packets	 of	 dye	 in	 this	
  craftsman’s	 last	 supply	 shipment.	 All	 his	 most	
  recent	 wares	 are	 tainted	 green.	 He	 is	 loudly	
  swearing	 vengeance	 against	 his	 rivals,	 when	 the	
  PCs	arrive.		
  10	
  The	 local	 lord	 has	 levied	 high	 taxes	 against	 this	
  particular	 trade,	 doubling	 the	 price	 of	 the	 goods	
  the	 PCs’	 seek.	 The	 tradesman	 apologises,	 but	 can	
  do	nothing	to	reduce	the	price.		
  11	
  The	vendor	is	looking	for	some	high	priced	wares	to	
  add	 to	 his	 inventory.	 He	 is	 willing	 to	 reveal	 the	
  location	 of	 an	 old	 tomb	 in	 exchange	 for	 a	
  percentage	of	the	loot.	He	has	an	old	bloodstained	
  map	 given	 him	 by	 a	 previous	 customer	 in	 part	
  exchange	for	several	items	that	shows	the	location	
  of	the	Cairn	of	Whispering	Darkness.		
  12	
  The	craftsman	has	locked	himself	in	his	backroom	
  crying	that	he	has	been	bitten	by	an	angry	patron.	
  He	 refuses	 to	 come	 out	 until	 the	 customer	
  apologises,	 but	 of	 the	 customer,	 there	 is	 no	 sign.	
  (At	 the	 GM’s	 discretion,	 the	 customer	 could	 be	 a	
  lycanthrope	and	the	unsuspecting	craftsman	is	now	
  infected).	
  13	
  A	ranger’s	eagle	companion	has	gotten	loose	in	the	
  shop.	 No	 one	 can	 find	 the	 ranger	 and	 the	 bird	 is	
  quite	 angry.	 It	 refuses	 to	 leave	 until	 its	 master	
  returns;	the	shopkeeper	is	at	his	wits	end.		
  14	
  Someone	has	gone	through	the	store	changing	the	
  prices	listed	on	signage.	A	salesperson	runs	around	
  the	store	frantically	trying	to	correct	the	signs	and	
  stop	people	from	making	purchases.	
  15	
  A	 sign	 is	 posted	 inside	 the	 shop	 reading	 “Help	
  Wanted.	Acquisitions.”	
  16	
  Hidden	 amongst	 the	 various	 wares	 is	 a	 small	 box	
  with	two	marble	dice.	A	note	inside	has	one	word:	
  “Lucky.”	
  17	
  A	 spectacular-looking	 sword	 hangs	 on	 the	 back	
  wall.	Expert	appraisal	reveals	that	the	item	is	from	
  an	 ancient,	 fallen	 kingdom	 making	 it	 worth	 2,000	
  gp	 without	 enchantment.	 Knowledge	 of	 magical	
  details	 reveal	 magical	 properties	 relevant	 to	 the	
  PC’s	 level	 or	 greater.	 The	 item	 has	 a	 long	 and	
  storied	 history	 and	 is	 the	 focus	 of	 a	 search	 by	 an	
  ancient	secret	order.	
  18	
  A	 shelf	 full	 of	 wares	 has	 been	 toppled	 over.	 The	
  vendor	struggles	to	pick	it	all	up	while	making	sure	
  no	one	walks	off	with	any	pocketed	merchandise.	
  He	is	distracted	when	the	PCs	arrive	and	asks	them	
  to	return	later.	
  19	
  The	 craftsman	 here	 cannot	 find	 his	 tools.	 He	
  refuses	 to	 work	 with	 anything	 less	 than	 tools	 of	
  masterwork	quality	and	thus	work	has	ground	to	a	
  halt;	he	suspects	thieves	in	the	pay	of	his	rivals	to	
  be	responsible	for	the	missing	tools.	
  20	
  The	craftsman	here	has	been	tasked	with	building	
  the	centrepiece	for	the	upcoming	festival	or	other	
  celebration	but	a	streak	of	bad	luck	has	soured	his	
  view	of	the	holiday.	The	piece	stands	half-built	in	
  the	centre	of	the	shop.		
  	
  	
   
  
  116	
  T R A D E R S  &  C R A F T S M E N :  A S S O C I A T E D  N P C S  
  Use	 the	 charts	 below	 to	 portray	 the	 folk	 encountered	 in	 or	
  nearby	a	shop	or	workshop.		
  B A S I C  C H A R A C T E R I S T I C S  
  D20	
  GENDER	
  1-10	
  Female	
  11-20	
  Male	
  	
  	
  D20	
  MALE	NAME	
  1	
  Avel	Ferryman	
  2	
  Nestor	Longfeather	
  3	
  Darkmane	Grey	
  4	
  Elric	Headsplitter	
  5	
  Torg	
  6	
  Shamol	Brewer	
  7	
  Ysgor		
  8	
  Danrel	Grower	
  9	
  Gar	the	Great	
  10	
  Teeth	Dinos	
  11	
  Tender	Sweeney	
  12	
  Gaetir	Merrygood	
  13	
  Kadal	Thornbread	
  14	
  Nordstrahm	
  15	
  Heinril	the	Bald	
  16	
  Sweets	
  17	
  Honest	Solon	
  18	
  Haf	Sollis	
  19	
  One-Eyed	Goodman	
  20	
  Balasi	Prospect	
  	
  	
  D20	
  FEMALE	NAME	
  1	
  Cyma	Ara	
  2	
  Ellaris	the	Light	
  3	
  Iona	May	
  4	
  Grendella	
  5	
  Goodie	Laenus	
  6	
  Taris	Ellbee	
  7	
  Junia	Sharpe	
  8	
  Deadly	Daltree	
  9	
  Agora	
  10	
  Frazelle	
  11	
  Dark	Jann	
  12	
  Luta	Deathknell	
  13	
  Smiling	Asa	
  14	
  Caitlin	Greymark	
  15	
  Cassandra	Ravilla	
  16	
  Sheryl	Augur	
  17	
  Restel	the	Yellow	
  18	
  Aelia	Underbridge	
  19	
  Winter	Estergrew	
  20	
  Red	the	Kindhearted	
  	
  	
  D20	
  RACES	1	(COMMON)		
  1-10	
  Human	
  11-13	
  Dwarf	
  14-16	
  Elf	
  17-19	
  Halfling	
  20	
  Roll	on	Races	2	(Uncommon)	
  	
  	
  D20	
  RACES	2	(UNCOMMON)	
  1	
  Half-Orc	
  2	
  Half-Elf	
  3	
  Gnome	
  4	
  Aasimar	
  5	
  Tiefling	
  6	
  Goblin	
  7	
  Kobold	
  8	
  Orc	
  9	
  Tengu	
  10	
  Gnoll	
  11	
  Drow	
  12	
  Minotaur	
  13	
  Centaur	
  14	
  Catfolk	
  15	
  Lizardfolk	
  16	
  Ifrit	
  17	
  Orcead	
  18	
  Ratfolk	
  19	
  Sylph	
  20	
  Undine	
  	
  	
  D20	
  APPEARANCE*	
  1	
  Dressed	for	battle	with	a	longsword	on	her	hip	
  2	
  Long	golden	locks	and	the	latest	finery	
  3	
  A	large	ruby	rests	on	a	chain	around	his	neck	
  4	
  Dark	wiry	hair	and	a	heavy	tan	
  5	
  Leather	armour	and	short	red	hair	
  6	
  A	large	filthy	apron	wrapped	around	a	thin	frame	
  7	
  A	unicorn	horn	is	tattooed	on	her	forehead	
  8	
  Long	brown	hair	is	tied	back	with	a	red	ribbon	
  9	
  Olive	skin	with	scars	along	his	left	cheek	
  10	
  Many	 silver	 chains	 and	 piercings	 with	 minimal	
  clothing	
  11	
  A	heavy	brown	robe	and	hair	cut	short		
  12	
  Silk	clothes	in	bright	colors	
  13	
  Black	hair	in	braids	ending	with	gold	beads	
  14	
  A	large	belly	shakes	when	she	laughs	
  15	
  A	long	nose	and	big	fluffy	eyebrows	
  16	
  Prominent	cheekbones	and	dark	brown	eyes	
  17	
  A	clear	overbite		
  18	
  A	large,	red	wart	dominates	his	chin	
  19	
  Piercing	blue	eyes	and	a	well-worn	brown	jacket	
  20	
  Big	floppy	sleeves	and	a	bandolier	across	her	chest	
  *Descriptions	can	apply	to	NPCs	of	either	sex	
  	
  	
  
  117	
  D20	
  MANNERISMS*	
  1	
  Dodgy	eyes	
  2	
  Favours	the	right	leg	
  3	
  Cracks	her	knuckles	
  4	
  Scratches	his	chin	
  5	
  Stares	off	into	space	
  6	
  Yawns	at	inappropriate	times	
  7	
  Drums	her	fingers	
  8	
  Sniffles	
  9	
  Laughs	with	a	throaty	chuckle	
  10	
  Rolls	his	eyes	
  11	
  Talks	far	too	fast		
  12	
  Does	not	respect	personal	space	
  13	
  Loops	her	hair	about	her	finger	
  14	
  Punches	people’s	shoulders	in	greeting	
  15	
  Drags	his	feet	
  16	
  Walks	with	hunched	shoulders	
  17	
  Talks	in	a	nasal	voice	
  18	
  Is	gullible	and	easily	astounded	
  19	
  Whispers	her	internal	monologue		
  20	
  Seems	to	be	constantly	filled	with	glee	
  *Mannerisms	can	apply	to	NPCs	of	either	sex	
  	
  	
  R U M O U R S  
  Use	this	table	to	determine	any	stories	circulating	about	the	NPC	
  in	question.		
  D20	
  RUMOURS	
  1	
  Keeps	a	paramour	
  2	
  Has	a	drinking	problem	
  3	
  Is	in	debt	
  4	
  Part	of	the	local	thieves	guild	
  5	
  Worships	the	old	gods	
  6	
  Moved	after	their	spouse	died	
  7	
  Eats	stray	cats	
  8	
  Distant	blood	relative	to	the	local	ruler	
  9	
  Poisoned	a	rival	
  10	
  Comes	from	old	money	
  11	
  Former	adventurer		
  12	
  Keeps	a	daughter	in	the	basement	
  13	
  Killed	a	man	with	a	rusty	spoon	
  14	
  Has	a	separate	backroom	business	
  15	
  Skilled	card	player	
  16	
  Exceptionally	well	read	
  17	
  Converted	religions	to	please	spouse	
  18	
  Knows	where	the	treasure	is	buried	
  19	
  Secretly	a	changeling	
  20	
  Is	having	an	affair	with	(roll	a	new	NPC)	
  	
  	
  P U R P O S E  
  Use	this	table	to	determine	why	the	NPC	is	in	the	shop.	
  D%	
  PURPOSE	IN	THE	SHOP	
  1-30	
  Craftsman	
  31-40	
  Supplier	
  41-60	
  Salesman	
  61-87	
  Patron	
  87-90	
  Thief	
  91	
  Rival	checking	on	his	competition.	
  92	
  Gang	 member	 looking	 for	 the	 latest	 “protection”	
  payment	
  93	
  Messenger	 with	 a	 notice	 from	 the	 king	 or	 other	
  local	authority	
  94	
  Child	of	the	craftsman’s	ex-lover,	looking	for	work	
  95	
  Detective	looking	for	clues	on	a	smuggling	case	
  96	
  Wizard’s	apprentice	picking	up	a	special	order	
  97	
  Crook	laying	low	from	the	militia	outside	
  98	
  Craftsman	who	used	to	own	this	shop,	reminiscing	
  99	
  Secret	admirer	of	the	shop	owner,	hiding	in	plain	
  sight	
  100	
  Bard	 trying	 to	 piece	 together	 the	 history	 of	 a	
  legendary	item	
  	
  	
  
  118	
  W A T C H ,  T H E :  R A N K  &  F I L E  
  It	 takes	 many	 pairs	 of	 eyes,	 hands	 and	 feet	 to	 keep	 a	 town’s	
  streets	and	alleys	safe.	Even	the	lowliest	member	of	the	Watch	
  plays	 an	 important	 role	 —	 even	 if	 that	 sometimes	 is	 just	 as	
  fodder	for	the	criminal	elements	they’re	trying	to	stamp	out.	
  D%	
  	
  1-3	
  Gorman	 Runst	 (LN	 male	 half-orc	 warrior)	 is	
  notable	 due	 to	 by	 his	 missing	 arm	 and	 eye,	
  gouged	 out	 during	 a	 patrol	 in	 the	 wilds.	 With	
  elongated	 tusks	 and	 a	 gruff	 nature,	 he	 loves	
  making	people	flinch	before	getting	them	to	buy	
  him	a	drink.	
  4-6	
  Avrys	 Lummons	 (N	 male	 human	 warrior)	 was	
  once	savaged	by	a	pack	of	wild	dogs,	leaving	him	
  missing	 a	 left	 ear	 and	 much	 of	 his	 nose.	 These	
  days,	 anything	 on	 four	 paws	 sets	 his	 fingers	
  twitching	for	his	sword,	and	he’s	always	looking	
  for	an	excuse	to	lash	out	at	any	mutt.	
  7-9	
  Oraji	Hulasker	(CG	male	half-elf	warrior)	is	rarely	
  seen	without	a	liquor	flask	or	wine	jug	in	hand.	
  You	 can	 tell	 he’s	 around	 when	 your	 eyes	 start	
  watering	 from	 his	 alcohol-saturated	 breath.	 At	
  the	 same	 time,	 he’s	 able	 to	 take	 quite	 a	 bit	 of	
  physical	 punishment	 because	 he	 simply	 ignores	
  the	pain	due	to	his	constant	inebriation.	
  10-12	
  Rolan	Tomas	(LE	male	human	warrior)	is	known	
  to	 be	 connected	 with	 a	 local	 gang	 lord,	 but	 no	
  one	 seems	 to	 care.	 Fashionable	 and	 vain,	 he’s	
  always	flush	with	extra	coin	and	isn’t	shy	about	
  spending	it	to	make	friends.	
  13-15	
  Alain	 and	 Adain	 Remshire	 (LG	 male	 human	
  warrior)	 are	 twin	 brothers—each	 tawny	 and	
  muscled—who	 can	 only	 be	 told	 apart	 by	 their	
  closest	 companions.	 They	 love	 setting	 up	 sting	
  operations,	
  confusing	
  criminals	
  with	
  their	
  identical	 features	 and	 making	 crooks	 feel	 like	
  they’re	being	pursued	by	a	relentless	hunter.	
  16-18	
  Ulost	 Us’laust’un	 (LG	 male	 human	 warrior)	 this	
  exotic	 man	 speaks	 broken	 Common,	 but	 isn’t	
  hesitant	 to	 get	 his	 point	 across	 with	 a	 well-
  placed	 prod	 of	 his	 blade.	 A	 loyal	 bladesman,	
  anyone	who	tries	to	mock	his	outlander	heritage	
  receives	the	instant	ire	of	his	companions.	
  19-21	
  When	his	wheat	crop	failed,	Sulley	Moyons	(NG	
  male	human	commoner)	moved	his	family	to	the	
  city	 in	 order	 to	 provide	 for	 them.	 Broad-
  shouldered	 and	 deeply	 tanned,	 he’s	 further	
  distinguished	by	his	tendency	to	carry	a	hoe	as	
  his	weapon	of	choice.	
  22-24	
  Since	 the	 Watch	 doesn’t	 always	 pay	 too	 well,	
  Durgen	Havusroc	(CG	male	orc	warrior)	works	as	
  a	tavern	bouncer	on	the	side.	As	such,	he’s	been	
  in	 hundreds	 of	 brawls	 and	 scrapes,	 inuring	 him	
  to	levels	of	violence	others	would	find	shocking.	
  He	laughs	uncontrollably	in	any	fight.	
  25-27	
  You	 wouldn’t	 guess	 it	 from	 her	 wiry	 frame	 and	
  dewy	eyes,	but	Gella	Vraimont	(CN	female	half-
  elf	 warrior)	 has	 a	 fierce	 reputation	 as	 the	
  reigning	champion	of	a	local	blood-fighting	ring.	
  She	brings	this	same	ruthlessness	to	her	patrols.		
  28-30	
  Edgin	 Wulluny	 (NE	 male	 human	 warrior)	 may	
  wear	the	Watch’s	badge,	but	everyone	knows	he	
  has	 a	 tattoo	 of	 a	 red	 boar	 on	 his	 right	 heel,	
  marking	him	as	a	loyal	member	of	a	local	gang.	
  Quick	to	laugh	and	quicker	to	kill,	Edgin	is	always	
  watching	 anyone	 nearby	 through	 the	 tangle	 of	
  his	lanky	brown	hair.	
  31-33	
  Quentin	Nombsky	(N	female	human	warrior)	has	
  fine	 features,	 close-cropped	 black	 hair	 and	
  startlingly	 green	 eyes.	 What	 none	 of	 his	 fellow	
  Watchmen	realize	is	“he”	is	actually	a	she,	hiding	
  her	gender	because	she	believes	it	will	gain	her	
  deeper	respect	from	her	peers.	
  34-36	
  Xavin	 Mellonus	 (LG	 male	 human	 aristocrat)	
  shows	off	the	sword	on	his	hip,	etched	with	gold	
  filigree	—	that	is	all	that’s	left	of	his	lost	family	
  fortune,	 thieved	 by	 a	 conniving	 ex-business	
  partner.	 He	 constantly	 suspects	 double-crosses	
  and	hidden	plots	where	there	are	none,	and	has	
  a	permanent	squint.	
  37-39	
  Galen	Selanthia	(LG	male	elf	aristocrat)	puts	the	
  lie	to	the	idea	that	all	elves	are	wise	beyond	their	
  years.	Incredibly	naive	and	gullible,	Galen	joined	
  the	 Watch	 thinking	 he	 could	 help	 clean	 up	 the	
  city	 and	 help	 everyone	 live	 in	 peace.	 He	 has	 a	
  dancer’s	poise	and	almond-coloured	eyes.	
  40-42	
  Duni	 Tongtongues	 (LN	 male	 dwarf	 expert)	 is	 as	
  superstitious	 as	 they	 come,	 and	 his	 fiery	 red	
  beard	 is	 knotted	 with	 charms	 to	 ward	 off	 bad	
  luck.	He	is	rather	twitchy	for	a	dwarf.		
  43-45	
  Berta	 Claggs	 (CN	 female	 dwarf	 warrior)	 knows	
  every	tavern	in	town,	and	it	just	so	happens	her	
  patrols	go	by	most	of	them.	You	can’t	ever	quite	
  tell	if	she’s	scowling,	smirking	or	smiling.	
  46-48	
  Brumbles	Allany	(N	male	human	warrior)	always	
  has	 a	 fierce	 glint	 in	 his	 eyes	 and	 constantly	
  caresses	his	sword	hilt.	Truth	is,	though,	despite	
  his	 bulk	 and	 brusque	 nature,	 he’s	 a	 coward	 at	
  heart.	 He’s	 the	 first	 to	 flee	 from	 a	 fight	 and	
  always	 let’s	 others	 engage	 the	 enemy	 while	 he	
  watches	from	the	side-lines.	
  49-51	
  Heavily	muscled	and	brutish,	Guntle	Sornan	(CE	
  male	 half-orc	 warrior)	 disdains	 those	 weaker	
  than	him,	and	has	a	particular	scorn	for	beggars.	
  Any	not	quick	enough	to	scramble	out	of	his	way	
  gets	a	solid	whack.	
  52-54	
  Anders	Thorpe	(N	male	human	warrior)	has	had	
  his	 head	 bashed	 a	 few	 times	 too	 many.	 His	
  lumpy	 skull	 and	 cross-eyed	 stare	 aren’t	 at	 all	
  enhanced	by	his	incessant	grunting.		
  
  119	
  55-57	
  Pont	 Dredgem	 (NG	 male	 dwarf	 warrior)	 is	
  constantly	 munching	 on	 a	 raw	 onion	 or	 garlic	
  cloves,	giving	him	a	pungent	aura.	He	says	it’s	to	
  keep	the	vampires	away.	He	has	at	least	a	dozen	
  warts	on	his	face	and	an	enormous	nose.	
  58-60	
  Whalen	 Wimple	 (LN	 male	 human	 warrior)	 is	
  forever	stuffing	meat	pies	into	his	dribbling	maw,	
  his	 gut	 straining	 the	 buttons	 on	 his	 Watch	
  uniform.	 Enormously	 obese	 and	 drenched	 in	
  sweat,	 he	 doesn’t	 so	 much	 “patrol”	 as	 waddle	
  around	it	(mostly	from	food	cart	to	food	cart).	
  61-63	
  Olly	 Totle	 (N	 male	 halfling	 warrior)	 was	 once	 a	
  slave	to	a	foreign	master	with	a	cruel	tendency	
  to	cut	out	the	tongues	of	all	his	servants	so	they	
  could	 never	 reveal	 his	 secrets.	 Having	 escaped	
  that	 country	 and	 joined	 the	 Watch,	 Olly	
  communicates	by	whistling.		
  64-66	
  Danelly	 Gim	 (N	 male	 human	 warrior)	 has	 filthy	
  nails	 that	 he	 is	 always	 picking	 clean	 with	 a	
  dagger.	 Bald	 and	 loutish,	 grime	 seems	 to	 have	
  been	etched	into	the	wrinkles	of	his	face.	There’s	
  a	 hint	 of	 a	 graveyard	 stink	 around	 him,	 but	 no	
  one	knows	why.	
  67-69	
  Mavrity	Jurex	(CG	female	half-orc	warrior)	hates	
  how	 the	 city	 is	 divided	 by	 economic	 strata	 and	
  racial	 castes.	 She	 often	 loudly	 lectures	 against	
  social	injustices,	and	isn’t	afraid	to	slap	ill-doers	
  around	with	the	flat	of	her	blade.	
  70-72	
  Buntu	 Drunst	 (CG	 male	 human	 warrior)	 has	
  massive	scarring	across	his	enormous	shoulders	
  and	back.	He’s	never	told	what	he	did	to	gain	the	
  apparent	 whipping,	 or	 where	 he	 lived	 before	
  coming	to	the	city.	Dark-skinned	and	haired,	he	
  goes	about	his	duty	with	a	grim,	merciless	air.	
  73-75	
  Finny	Batterby	(LG	male	gnome	expert/warrior)	
  loves	to	talk.	Doesn’t	matter	what	it’s	about,	so	
  long	 as	 he	 can	 keep	 jawing	 away.	 His	
  companions	 have	 taken	 to	 stuffing	 their	 ears	
  with	cotton	during	patrols	in	order	to	block	out	
  his	wheedling	voice.	
  76-78	
  Obos	 Longsmith	 (LN	 male	 dwarf	 expert)	 turned	
  from	a	passion	for	mining	gold	to	trying	to	create	
  the	 precious	 metal	 through	 alchemy.	 His	
  eyebrows	 were	 burnt	 off	 years	 ago,	 and	 he’s	
  often	setting	some	part	of	the	Watch	station	on	
  fire	with	his	experiments.		
  79-81	
  Volli	 Kranster	 (LG	 male	 human	 commoner)	 is	
  enjoying	 his	 very	 first	 day	 as	 a	 member	 of	 the	
  Watch.	He’s	eager	to	prove	himself	in	the	eyes	of	
  his	 commanders,	 and	 practically	 vibrates	 with	
  bridled	energy.	Smooth-cheeked	and	wide-eyed,	
  his	youthful	innocence	won’t	last	long,	no	doubt.	
  82-84	
  Uthger	 Nattles	 (LG	 male	 human	 warrior)	 is	
  marked	by	his	half-blindness	and	white	hair.	The	
  oldest	 member	 of	 the	 Watch,	 he	 will	 never	
  retire,	even	when	forced	to	hobble	after	crooks	
  on	his	cane.	Loves	to	tell	stories	from	his	youth	in	
  a	crackly	voice.	
  85-87	
  Ede	 Iuon	 (N	 female	 half-elf	 adept)	 loves	 nature	
  beyond	 all	 else,	 and	 does	 what	 she	 can	 to	
  preserve	 any	 wild	 growth	 within	 the	 city	 walls.	
  She	 hauls	 a	 bag	 of	 fresh	 earth	 and	 seedlings	
  around,	 and	 plants	 them	 whenever	 her	 patrols	
  come	 across	 a	 bare	 patch	 of	 dirt	 among	 the	
  stones.	Trample	a	blade	of	grass	in	her	presence	
  at	your	peril.	
  88-90	
  Darnelly	 Obolstein	 (CG	 male	 human	 warrior)	 is	
  quickly	 recognized	 by	 the	 thick,	 rusted	 armour	
  he	 never	 takes	 off.	 He	 clanks	 about	 town,	
  glinting	 eyes	 peering	 out	 through	 his	 helm’s	
  visor,	eager	for	someone	to	cause	trouble.	
  91-92	
  Sammus	 Quilpas	 (LN	 male	 human	 expert)	
  believes	the	whole	city	is	conspiring	against	him,	
  and	 his	 signing	 up	 for	 the	 Watch	 was	 partly	
  inspired	 by	 the	 desire	 to	 uncover	 “the	 truth.”	
  Shifty-eyed	and	with	a	flair	for	dramatic	reveals,	
  he	 is	 forever	 formulating	 new	 conspiracy	
  theories	 connected	 to	 any	 misfortune	 that	
  befalls	him.	
  93-94	
  Ovor	Drunst	(LE	male	half-orc	warrior)	joined	the	
  Watch	because	it	gave	him	the	ability	to	kill	with	
  impunity.	 His	 armour	 is	 patched	 together	 from	
  scraps	taken	from	dozens	of	his	victims—but	so	
  long	 as	 they’re	 criminals,	 he	 isn’t	 technically	
  doing	anything	illegal.	
  95-96	
  Daw	 Quellwith	 (NG	 male	 human	 warrior)	 has	 a	
  thing	against	fighting	women,	which	puts	him	in	
  a	bind	whenever	he	faces	female	criminals	who	
  have	 no	 problem	 shoving	 a	 sword	 through	 his	
  gut.	 He	 is	 polite	 to	 a	 fault,	 often	 bowing	
  whenever	a	woman	passes	him	on	the	street.	
  97-98	
  Carrel	Fulstrum	(LG	male	human	warrior)	knows	
  every	 Watch	 regulation	 that	 ever	 existed	 and	
  quotes	every	single	relevant	one	of	them	while	
  performing	 an	 arrest.	 He	 often	 puts	 people	 in	
  mind	of	a	bull	walking	around	on	its	hind	legs.	
  99	
  Thulia	Falish	(LG	female	elf	aristocrat)	knows	no	
  moral	 middle	 ground.	 To	 her,	 all	 is	 black	 and	
  white,	good	and	evil.	As	such,	even	the	slightest	
  infraction	 demands	 the	 greatest	 punishment.	
  Willowy	 and	 tall,	 she	 strides	 through	 crowds,	
  back	 straight	 and	 shoulders	 squared,	 secure	 in	
  her	ethical	superiority.	
  100	
  Ralan	 Thesmir	 (NG	 male	 aasimar	 adept)	 has	
  adapted	to	his	celestial	breeding	by	believing	he	
  needs	no	armour,	or	even	clothing	to	protect	his	
  perfect	 physique.	 Anyone	 who	 runs	 into	 this	
  golden-haired,	 silver-eyed	 man	 will	 get	 more	
  than	 an	 eyeful	 of	 his	 well-muscled	 body.	 Clad	
  only	in	a	loincloth,	it	is	a	wonder	how	he	keeps	
  his	Watch	badge	affixed	to	his	bare	chest.	
  	
  	
   
  
  120	
  W A T C H ,  T H E :  E X P E R T S  &  S P E C I A L I S T S  
  The	 watch	 does	 not	 simply	 comprises	 warriors	 and	 yet	 more	
  warriors.	Like	any	large	organisation,	it	also	relies	on	groups	of	
  specialists	 to	 facilitate	 certain	 needs	 –	 be	 it	 healing,	
  organisation,	 information	 gathering	 and	 more.	 Use	 the	 NPCs	
  below,	to	portray	such	folk.	
  D%	
  	
  1-6	
  Frella	 Wellorus	 (LN	 female	 half-elf	 expert)	 used	
  to	run	one	of	the	most	successful	smuggling	and	
  counterfeiting	 rings	 in	 the	 city.	 A	 religious	
  experience	 turned	 her	 straight,	 and	 she	 now	
  employs	 her	 knowledge	 to	 catch	 and	 convict	
  those	who	wallow	in	similar	misdeeds.	
  7-12	
  Wyrtle	Nourn	(CG	male	human	adept)	has	eyes	
  on	 the	 back	 of	 his	 head—literally.	 After	 going	
  bald,	 he	 had	 a	 ring	 of	 stylized	 eyes	 tattooed	
  around	his	skull.	Some	of	his	men	even	claim	to	
  have	seen	them	wink	every	now	and	then.	
  13-18	
  Lina	Haluspeck	(LG	female	halfling	adept)	has	a	
  tamed	mountain	cat	who	prowls	by	her	side	at	
  all	 times—and	 stands	 as	 tall	 as	 her.	 Her	 Watch	
  station	 also	 hosts	 a	 pack	 of	 feral	 cats,	 but	
  nobody	 mutters	 about	 the	 stink	 of	 cat	 piss	 in	
  Lina’s	presence.	
  19-24	
  Randle	 Utterspout	 (N	 male	 gnome	 expert)	 has	
  bedecked	his	quarters	with	a	dozen	paintings	of	
  his	 own	 creation,	 and	 is	 always	 searching	 for	
  artistic	 inspiration	 while	 overseeing	 Watch	
  patrols.	His	hair	and	eyes	are	a	glittering	silver.	
  25-30	
  Andragt	 Huntfer	 (NE	 male	 human	 expert)	 loves	
  to	use	his	authority	to	levy	massive	fines	on	local	
  businesses	
  for	
  the	
  slightest	
  regulatory	
  infractions.	 Despised	 and	 feared	 by	 merchants,	
  he	never	hesitates	to	use	the	Watch	for	personal	
  gain,	 and	 stall	 owners	 rapidly	 pack	 up	 wares	
  whenever	 they	 see	 his	 slim	 figure	 swaggering	
  their	way.	
  31-36	
  Elwin	 Quillspine	 (LG	 male	 half-elf	 expert)	 has	
  compiled	a	massive	logbook	of	all	current	crimes	
  and	 criminal	 names	 in	 his	 district.	 He	 carries	 it	
  with	him	at	all	times,	ready	to	add	another	line	in	
  his	 tidy	 handwriting.	 He	 has	 ink-stained	 fingers	
  which	he	licks	absentmindedly.	
  37-42	
  Luppa	Gliswrith	(CG	female	gnome	adept)	carries	
  paints	 and	 brushes	 with	 her	 everywhere	 and	
  draws	odd	runes	on	out-of-the-way	surfaces.	Her	
  purple	 hair	 and	 eyes	 gleam	 in	 even	 the	 softest	
  light,	 but	 her	 voice	 is	 harsh	 whenever	 ordering	
  her	troop	about.	
  43-48	
  Fayla	Mopest	(LN	female	human	expert)	doesn’t	
  believe	in	the	spirit	of	the	law.	There	is	only	the	
  letter	of	the	law.	Plain-faced	and	severe	in	dress	
  and	composure,	she	is	merciless	in	her	pursuit	of	
  law	and	order.	
  49-54	
  Avi	 Dunnonson	 (NG	 male	 dwarf	 expert)	 came	
  from	 a	 poor	 upbringing	 and	 has	 a	 particular	
  fondness	 for	 beggars	 and	 widows.	 His	 gentle	
  eyes	and	words	often	soothe	the	souls	of	those	
  who	often	are	trampled	on	by	the	upper	crust	of	
  society.	
  55-60	
  Aghlia	 Runeforge	 (NG	 female	 dwarf	 adept)	 left	
  her	position	as	a	priestess	during	a	crisis	of	faith.	
  Now	 she	 turns	 her	 healing	 abilities	 towards	
  keeping	her	fellows	alive	and	curing	the	city	of	its	
  ills.	 Black	 braids	 hang	 down	 to	 her	 waist,	 and	
  she’s	often	seen	in	prayer.	
  61-66	
  Once	a	blacksmith,	Toddy	Nobcrusher	(LN	male	
  dwarf	expert)	continues	to	forge	his	own	armour	
  and	 weapons,	 while	 also	 outfitting	 the	 Watch	
  with	fine	gear.	The	stink	of	the	forge	rests	over	
  him	at	all	times,	and	his	chainmail	jingles	as	he	
  marches	about.	
  67-72	
  Yorg	 Munst	 (CG	 female	 half-orc	 warrior)	 has	 a	
  reputation	 for	 beating	 information	 out	 of	
  prisoners	in	the	most	brutal	fashion.	She	files	her	
  tusks	 to	 needle	 points	 and	 crimson	 tattoos	
  decorate	her	dusky	gray	skin.	
  72-78	
  Gipple	Werstile	(LG	male	half-elf	expert)	has	an	
  office	 plastered	 with	 maps,	 marking	 patrol	
  routes,	criminal	hideouts	and	other	notable	sites.	
  He	paces	before	these	at	all	hours,	searching	for	
  patterns	 and	 details	 that	 have	 slipped	 past	 his	
  scrutiny.	
  79-84	
  Odel	Ansus	(N	male	human	expert)	believes	the	
  Watch	is	being	opposed	by	a	shadowy	network	
  of	 crime	 lords,	 and	 spends	 much	 of	 his	 time	
  plotting	to	thwart	their	supposed	schemes.	Antsy	
  and	 unhealthily	 thin,	 he	 tends	 to	 speak	 in	
  whispers,	 not	 wanting	 spies	 to	 overhear	 his	
  plans.	
  85-90	
  Undlestent	 Stundleson	 (LN	 male	 dwarf	 expert)	
  sees	the	Watch	as	a	giant	mechanism,	with	the	
  various	 soldiers	 and	 guards	 as	 cogs	 and	 levers	
  that	 must	 be	 tuned	 and	 operated	 properly.	 His	
  movements	 and	 marches	 are	 as	 clipped	 and	
  measured	as	his	words.	
  91-99	
  Dradley	Plonkst	(LN	male	gnome	adept)	has	built	
  up	an	enormous	informant	network	among	the	
  orphans	and	beggars	throughout	the	city,	and	he	
  uses	this	to	always	keep	a	bright	red	eye	on	the	
  criminal	 factions	 in	 his	 territory.	 Swift	 with	 a	
  dagger,	and	swifter	to	come	to	his	allies’	aid.	
  100	
  Rouauel	
  Tulus	
  (LE	
  male	
  human	
  vampire	
  aristocrat)	 only	 works	 night	 patrols.	 He	 helps	
  clear	 the	 streets	 of	 its	 most	 violent	 denizens	
  while	also	slaking	his	bloodthirst.	Ebony	eyes	are	
  set	 in	 a	 pale	 face,	 and	 he	 enjoys	 stroking	 the	
  faces	of	his	trembling	victims	before	feasting.	
  
  121	
  W A T C H ,  T H E :  I N F O R M E R S  &  W A T C H E R S  
  Although	the	watch	spends	a	fair	amount	of	its	time	chasing	pick	
  pockets	and	breaking	up	drunken	brawls	it	also	investigate	more	
  serious	 crimes.	 A	 good	 network	 of	 informers,	 gossips	 and	
  watchers	are	vital	to	this	practise.	Use	the	NPCs	listed	here,	to	
  portray	such	individuals.		
  D%	
  	
  1-7	
  Ada	 Delia	 (CG	 female	 human	 commoner)	
  suffered	 as	 a	 prostitute	 under	 a	 particularly	
  harsh	pimp,	until	she	convinced	her	“sisters”	to	
  unite	 and	 beat	 him	 to	 death.	 Now,	 still	
  possessing	 of	 a	 harsh	 beauty,	 she	 patrols	 the	
  alleys	where	prostitution	remains	rampant	and	is	
  often	 driven	 to	 violence	 when	 she	 witnesses	
  abuse	against	women.	
  8-14	
  Peddly	 Blusk	 (NG	 male	 human	 adept)	 has	 an	
  affinity	 with	 rats	 others	 find	 repellent.	 Beyond	
  his	hunched	stature	and	whiskered	face,	he	even	
  claims	 an	 ability	 to	 talk	 with	 rodents,	 which	
  makes	 him	 even	 more	 an	 object	 of	 ridicule.	
  However,	 he	 often	 possesses	 information	 that	
  would	 otherwise	 be	 impossible	 for	 him	 to	 gain	
  alone.	His	nose	constantly	twitches.	
  15-21	
  Falish	Ungul	(N	male	tiefling	adept)	is	striking	for	
  his	 youth—barely	 come	 into	 his	 first	 chin	
  stubble.	At	the	same	time,	cold,	hard	eyes	dare	
  you	to	bring	up	the	tiny	horns	peeking	out	of	his	
  black	 hair,	 and	 anyone	 foolish	 enough	 to	 bring	
  up	 his	 heritage	 is	 immediately	 subjected	 to	 at	
  least	 an	 hour	 of	 lecturing	 on	 the	 nature	 of	
  tieflings.		
  22-28	
  Word	on	the	streets	is	that	Salahna	A’grayun	(LN	
  female	 human	 expert)	 ran	 away	 from	 a	 noble	
  family	 to	 avoid	 a	 forced	 marriage.	 Since	 she’s	
  worked	 with	 the	 Watch,	 she’s	 proven	 a	 keen	
  hand	at	daggerplay	and	slinking	around	unseen,	
  often	acting	as	an	informant	and	hidden	blade.	
  29-35	
  Yuli	(CN	female	gnome	commoner)	bedecks	her	
  diminutive	frame	with	the	holy	icons	of	a	dozen	
  different	 deities	 and	 prays	 to	 them	 all,	
  constantly.	She	figures	if	she	keeps	multiple	gods	
  happy,	 one	 of	 them	 will	 have	 to	 come	 through	
  for	her	in	times	of	need.		
  36-42	
  Reynold	Louris	(N	male	halfling	expert)	is	always	
  keen	to	share	the	gossip	he	gathers.	He	loves	to	
  sit	 unnoticed	 in	 an	 out-of-the-way	 corner	 and	
  pretend	 to	 doze	 while	 eavesdropping	 on	
  conversations.	He	always	goes	barefooted.	
  43-51	
  Telly	 Pendlefoot	 (LG	 female	 halfling	 expert)	 is	
  small,	 even	 for	 a	 halfling.	 Terrified	 of	 the	 dark,	
  yet	 stuck	 on	 night	 patrols,	 she	 carries	 a	 candle	
  almost	 as	 tall	 as	 her	 and	 volunteers	 for	 lamp-
  lighting	 duty.	 Moves	 silently	 on	 her	 hairy	 feet,	
  but	squeaks	at	any	noise	from	the	shadows.	
  52-59	
  Ameley	 Augusthon	 (NG	 female	 human	 expert)	
  once	 had	 a	 oracle	 prophesy	 she	 would	 die	 by	
  drowning,	which	has	given	her	a	lifelong	phobia	
  of	 water.	 She	 refuses	 to	 even	 drink	 it,	 and	 her	
  dehydrated	 state	 has	 given	 her	 cracked	 lips,	
  sallow	skin	and	greasy	brown	hair.	She	refuses	to	
  go	near	rivers	or	small	bodies	of	water.	
  61-66	
  Yullip	Ebonnuth	(LN	male	half-elf	adept)	fancies	
  himself	 a	 prophet	 and	 searches	 for	 omens	 in	
  everything	 around	 him,	 from	 birds	 flying	
  overhead	 to	 the	 arrangement	 of	 a	 corpse’s	
  limbs.	 His	 keen	 eyes	 never	 stop	 moving	 as	 he	
  scans	his	surroundings.	
  67-72	
  Allory	 Mumfrum	 (LE	 male	 human	 aristocrat)	
  believes	 he	 is	 descended	 from	 royalty,	 and	 has	
  affected	 a	 pompous	 air	 to	 match	 his	 supposed	
  heritage.	 He	 thinks	 of	 the	 Watch	 as	 his	 private	
  army	and	tries	to	manipulate	it	for	his	own	ends	
  and	 profit.	 His	 thin	 figure	 is	 buffered	 by	 an	
  ostentatious	voice.	
  73-79	
  Jerly	Eroot	(LN	male	human	expert)	has	a	knack	
  for	 sniffing	 out	 lies.	 Stout	 and	 jovial,	 he	
  constantly	 cocks	 his	 head	 from	 one	 side	 to	 the	
  other	 when	 talking	 to	 others,	 as	 if	 hearing	
  something	they	don’t.		
  80-85	
  Illian	Chival	(NG	male	half-elf	expert	2)	used	to	
  belong	 to	 a	 dancing	 troupe	 until	 a	 group	 of	
  brigands	 burned	 down	 their	 theatre.	 Now	 he	
  employs	 his	 grace	 and	 speed	 in	 superior	
  swordplay,	 hunting	 down	 violent	 rabble	 before	
  they	 ruin	 others’	 lives.	 He	 has	 a	 wistful	 look	 to	
  his	violet	eyes,	as	if	remembering	better	days.	
  86-90	
  Elsi	Ladrael	(CG	female	gnome	expert)	is	the	go-
  to	 gnome	 whenever	 anyone	 needs	 to	 make	
  stolen	 property	 disappear.	 Fencing	 hot	 goods	
  gives	her	a	decent	side	income,	and	she	figures	it	
  doesn’t	hurt	anyone.	She	constantly	runs	fingers	
  through	her	long,	pink	hair.	
  91-95	
  Nobble	 Spindlespire	 (CN	 male	 gnome	 expert)	
  doesn’t	 understand	 why	 anyone	 wouldn’t	 want	
  to	be	his	friend.	Bright	blue	hair	and	eyes	make	
  him	stand	out	in	any	crowd,	and	if	you	let	him	
  start	shaking	your	hand	or	bowing	to	make	your	
  acquaintance,	 he’ll	 never	 stop.	 Rather	 ignorant	
  of	potential	danger,	but	fearless	when	faced	by	
  it.	
  96-100	
  Perl	 Bonnon	 (CN	 male	 human	 adept)	 once	
  dreamt	 of	 being	 a	 bard,	 and	 still	 tries	 to	 write	
  epic	 poems	 and	 songs	 about	 the	 smallest	 of	
  crimes	he	helps	to	foil.	His	long	legs	let	him	run	
  down	 any	 fleeing	 thief	 with	 ease,	 and	 he	 often	
  hums	or	sings	to	himself	while	out	and	about.	
  	
   
  
  122	
  W A T C H ,  T H E :  S E R G E A N T S  &  C A P T A I N S  &  S P E C I A L I S T S  
  Someone	 has	 to	 lead	 the	 patrolmen.	 Without	 commanding	
  officers,	the	Watch	would	mill	about	like	headless	chickens	and	
  get	even	less	accomplished	than	they	already	do.	
  D%	
  	
  1-6	
  Olmen	 Zurusk	 (CE	 male	 human	 warrior)	 loves	
  inflicting	as	much	pain	on	others	as	possible.	Few	
  who	languish	in	his	cells	rarely	emerge	without	
  broken	bones	or	fresh	facial	scarring.	He	always	
  has	a	smug	smirk	and	licks	his	lips	whenever	he	
  spots	a	new	victim.	
  7-11	
  Irromanaeus	 Drex	 (NG	 male	 elf	 warrior)	 has	
  charged	into	more	battlefields	than	most	people	
  alive	 today.	 Having	 retired	 from	 the	 army,	 he	
  applies	military	precision	and	strategic	planning	
  to	 keeping	 the	 city	 safe.	 His	 boots	 are	 always	
  polished	and	he	marches	in	circles	when	deep	in	
  thought.	
  12-16	
  Xandiel	 Flavius	 (CG	 male	 elf	 warrior)	 prefers	 to	
  see	 the	 fear	 in	 the	 eyes	 of	 those	 his	 squad	
  arrests.	 He	 often	 engages	 crooks	 in	 personal	
  duels,	relishing	the	thrill	of	a	private	fight	before	
  skewering	 them	 on	 his	 sabre.	 His	 angular	
  features	gain	a	cruel	edge	whenever	duelling.	
  17-22	
  Rost	 Ungrund	 (CN	 male	 half-orc	 warrior)	 is	
  known	 for	 his	 brash,	 hasty	 manner	 that	 has	
  gotten	 more	 than	 a	 few	 of	 his	 men	 killed.	 He	
  believes	 the	 simplest	 solution	 to	 conflict	 is	 just	
  throwing	 more	 people	 into	 the	 fray	 until	 all	
  opponents	 are	 dead	 or	 subdued.	 Guards	 fear	
  being	assigned	to	his	squad.	
  23-27	
  Dahlia	Lindquist	(NG	female	human	warrior)	has	
  recruited	 an	 all-female	 squad,	 which	 is	 ruthless	
  in	keeping	the	quarter	clear	of	criminal	factions.	
  With	 raven	 hair	 and	 emerald	 eyes,	 Dahlia	 isn’t	
  shy	about	using	her	beauty	to	disarm	a	convict	
  before	beating	him	to	the	ground.	
  28-32	
  Avery	Alwith	(CG	male	halfling	warrior)	takes	on	
  many	 green	 recruits	 and	 puts	 them	 through	
  merciless	 training	 to	 turn	 them	 into	 fighters	
  worthy	 of	 the	 Watch.	 His	 tiny	 figure,	 clad	 in	
  polished	 armour,	 draws	 chuckles	 from	 the	 new	
  recruits,	until	he	has	them	begging	for	mercy	and	
  rest.	
  33-37	
  Langle	 Dridge	 (LN	 male	 human	 expert)	 prefers	
  fighting	with	his	bare	hands.	With	a	permanent	
  scowl	 fixed	 upon	 his	 scarred	 face,	 he	 lumbers	
  about,	 seeking	 the	 next	 villain	 who	 needs	
  throttling.		
  38-42	
  Felus	 Halen	 (NE	 male	 human	 expert)	 is	 in	 the	
  pocket	of	a	local	gang,	and	turns	the	Watch	away	
  from	 interfering	 with	 their	 illegal	 activities.	 In	
  exchange,	 he	 enjoys	 numerous	 luxuries,	 fine	
  food	and	a	peaceful	position.	This	has	led	him	to	
  become	fat	and	lazy.	
  43-47	
  Cibbi	
  Slimcloud	
  (CG	
  female	
  gnome	
  expert/warrior)	has	an	instinct	for	finding	danger	
  that	her	squad	members	respect	and	fear—since	
  it	often	puts	them	in	the	middle	of	the	fray.	Her	
  petite	ears	quiver	at	every	noise,	and	her	wide,	
  ocean-blue	eyes	are	always	peeking	around	the	
  nearest	corner.	
  48-52	
  Atrius	
  Pensworthe	
  (LN	
  male	
  human	
  aristocrat/warrior)	 is	 unlikely	 to	 ever	 enjoy	 his	
  family’s	 wealth,	 thanks	 to	 older	 siblings	 who	
  squander	the	fortune.	So	he’s	set	out	to	make	his	
  own	 way	 in	 the	 world,	 and	 has	 become	 a	
  hardened	commander	worth	heeding.	
  53-57	
  Leron	 Bathus	 (CN	 male	 human	 warrior)	 takes	
  everything	personally.	He	is	incredibly	harsh	on	
  his	own	self,	and	can	often	be	heard	growling	in	
  his	office,	lecturing	himself	for	failing	to	live	up	
  to	 his	 personal	 expectations.	 His	 overly	 large	
  eyes	seem	to	quiver	in	their	sockets.	
  58-62	
  You	 can	 hear	 Slavi	 Pundlestick	 (LG	 male	 dwarf	
  warrior)	 bellowing	 from	 blocks	 away.	 It’s	 the	
  only	volume	setting	the	stocky	dwarf	knows,	and	
  half	 his	 squad	 stumble	 around	 partially	 deaf	
  because	of	his	shouting	in	their	ears	at	all	hours.		
  63-70	
  Tadi	 Yeureau	 (N	 female	 half-elf	 warrior)	 has	 a	
  passion	 for	 feats	 of	 strength	 and	 physical	
  challenges.	 She	 keeps	 her	 squads	 in	 tip-top	
  shape	by	a	fierce	fitness	regimen,	and	is	always	
  dashing	 about	 town,	 long	 brown	 hair	 trailing	
  behind	her	and	a	joyful	light	in	her	eyes.	
  71-73	
  Jarla	 Iridin	 (LG	 female	 human	 warrior)	 doesn’t	
  have	an	inch	of	her	dark	skin	that	isn’t	crowded	
  with	tattoos.	She	claims	the	tattoos	describe	her	
  true	 name,	 that	 none	 but	 the	 gods	 can	 speak,	
  and	claims	she	is	on	a	divine	mission	to	purge	the	
  city	of	evil.	
  74-76	
  Bolstun	Erias	(LN	male	human	aristocrat)	is	rarely	
  seen	without	his	horse,	a	gray	stallion	he	rides	all	
  about	 the	 city.	 He	 loves	 the	 feeling	 of	 looking	
  down	on	the	commonfolk	the	horse	offers,	and	
  feeds	 it	 better	 than	 most	 of	 the	 men	 in	 his	
  squad.	 He	 is	 not	 beloved	 by	 his	 men,	 or	 the	
  people	over	which	he	watches.	
  77-79	
  Nadan	 Draske	 (LG	 male	 human	 warrior)	 has	
  eschewed	 the	 usual	 shield	 and	 sword	 many	
  Watch	 patrols	 are	 equipped	 with	 in	 preference	
  for	 training	 with	 polearms	 and	 spears.	 Even	 in	
  close	 quarters,	 he	 can	 spin	 and	 thrust	 a	 spear	
  with	admirable	flair.	
  80-82	
  Louk	 Rowter	 (CN	 male	 half-orc	 warrior)	 has	 an	
  enormous	 temper	 that	 is	 triggered	 by	 cruelty	
  towards	 children.	 Woe	 to	 the	 one	 who	 shoves	
  aside	the	grimiest	urchin	when	Louks	is	watching	
  –	he	has	beaten	several	folk	to	a	near	pulp	for	
  such	infractions.	
  
  123	
  83-85	
  Phileus	Olemon	(NG	male	elf	aristocrat)	claims	a	
  royal	 heritage,	 and	 certainly	 acts	 the	 part.	
  Haughty	 and	 preferring	 tailored	 clothes	 to	 the	
  Watch’s	usual	uniform,	he	keeps	his	blonde	hair	
  long,	 compared	 to	 most	 guards’	 close-cropped	
  style.	
  86-88	
  Foyathel	Gurs	(LN	male	human	warrior)	While	a	
  respected	
  Watch	
  commander,	
  Foyathel	
  is	
  unaware	that	he	actually	has	a	split	identity,	the	
  other	of	which	is	actually	violent	and	criminal	in	
  nature.	
  Many	
  of	
  the	
  crimes	
  his	
  squad	
  investigates	
  were	
  actually	
  committed	
  or	
  instigated	by	him.	
  89-91	
  Kaleb	 Montroy’s	 (CG	 male	 human	 warrior)	
  hirsute	appearance	has	given	rise	to	the	rumour	
  he’s	 actually	 a	 werewolf.	 His	 penchant	 for	 raw	
  meat	 and	 affinity	 with	 wild	 dogs	 has	 only	
  encouraged	such	stories	further.	
  92-94	
  Ari	Brek	(CG	female	human	warrior)	wears	heavy	
  armour,	carries	a	massive	warhammer	and	puts	
  lovely	flowers	in	her	hair.	Her	smile	is	as	broad	as	
  her	 shoulders,	 and	 she’s	 quite	 gentle	 until	 her	
  temper	is	roused.	
  95-97	
  Luellen	 Versane	 (LN	 female	 half-elf	 warrior)	
  hates	 when	 adventurers	 stroll	 into	 town,	
  because	 they	 always	 muck	 up	 her	 precious	
  peace.	 Chubby	 for	 a	 half-elf,	 she	 keeps	 a	 wary	
  eye	on	any	strangers	in	the	area,	certain	they’re	
  going	to	need	arresting	sooner	or	later.	
  98-100	
  Haffrey	Stonewerk	(CN	male	dwarf	aristocrat)	is	
  jittery	for	a	dwarf,	to	the	point	of	paranoia.	No	
  one	is	quite	sure	what	the	pale-skinned	and	gray-
  haired	dwarf	is	afraid	of,	but	his	constant	patrols	
  and	building	inspections	do	keep	the	area	safer	
  than	normal.	
  	
  	
   
  
  124	
  W A T C H ,  T H E :  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  
  The	Watch	often	has	problems	they	need	to	sort	out.	Sometimes	
  they’re	their	own	problem.	Sometimes	the	adventurers	are	the	
  problem.	Or	you	could	be	the	solution.		
  D%	
  	
  01-02	
  While	 strolling	 through	 a	 city	 marketplace,	 the	
  Watch	shows	up	looking	for	a	stolen	magic	item,	
  recently	 thieved	 from	 one	 of	 the	 nearby	
  merchants.	 On	 their	 search	 of	 the	 PCs’	
  belongings,	they	discover	the	item	has	somehow	
  wound	up	in	their	possession.	
  03-04	
  The	 PCs	 leave	 a	 tavern	 from	 its	 side	 entrance,	
  exiting	into	an	alley—only	to	find	a	blood	body	
  lying	 at	 their	 feet.	 Right	 then,	 members	 of	 the	
  Watch	round	the	corner	and	see	them	standing	
  over	the	corpse.	
  05-06	
  While	 the	 PCs	 purchase	 supplies	 for	 their	 next	
  adventure,	 the	 shopkeeper	 lets	 slip	 that	 a	
  member	 of	 the	 local	 Watch	 is	 running	 a	
  protection	racket,	and	they’re	about	to	arrive	to	
  collect	their	weekly	fee.	
  07-08	
  The	familiar	cry	of	“Stop,	thief!”	rings	out	right	as	
  the	crook	in	question	bumps	into	the	PCs	before	
  sprinting	 away.	 As	 the	 Watch	 give	 chase,	 a	 PC	
  realizes	the	thief	they’re	chasing	also	just	lifted	
  his	coin	purse.	
  09-10	
  A	 Watch	 patrol	 marches	 up	 and	 displays	 a	
  Wanted	poster	with	a	sketch	of	a	PC’s	face	on	it.	
  Similar	 sketches	 have	 been	 posted	 all	 around	
  town,	stating	the	PC	is	a	violent	criminal.		
  11-12	
  A	Watch	patrol	stumbles	out	of	a	nearby	tavern,	
  drunk,	surly	and	looking	for	trouble.	They	decide	
  the	 PCs	 are	 up	 to	 no	 good	 and	 stagger	 over	 to	
  investigate.		
  13-14	
  Some	 wastrel	 has	 broken	 the	 heart	 of	 this	
  Watchman’s	sister—and	from	her	description,	he	
  looks	 a	 lot	 like	 a	 PC.	 Whether	 the	 PC	 did	 the	
  deed	or	not,	he’s	been	pegged	as	the	culprit.	
  15-16	
  The	PCs	have	been	caught	out	past	an	unofficial	
  curfew,	and	the	Watch	members	are	demanding	
  a	“forgiveness	fee”	in	order	to	not	arrest	them.	
  17-18	
  A	guard’s	gone	missing	on	his	usual	night	patrol	
  in	a	seedy	part	of	the	city.	A	PC	thought	he	saw	
  someone	 matching	 his	 description	 slip	 into	 a	
  brothel	the	day	before.	There	is	a	reward	money	
  for	the	guard’s	rescue.	
  19-20	
  Hearing	 sounds	 of	 a	 scuffle	 in	 a	 nearby	 side	
  street,	 the	 PCs	 investigate	 the	 disturbance	 and	
  find	a	freshly	dead	Watch	member	in	the	middle	
  of	the	road.	A	dagger	remains	stuck	in	his	gut.	
  21-22	
  While	resting	on	the	balcony	of	an	inn,	enjoying	
  the	starlight,	the	PCs	see	several	members	of	the	
  Watch	 chasing	 a	 masked	 and	 cloaked	 figure	
  across	the	nearby	rooftops.	They’re	passing	right	
  by	the	PCs.	
  23-24	
  Need	 some	 ill-gotten	 goods	 on	 the	 cheap?	 A	
  Watch	guard	has	offered	to	guide	the	PCs	to	the	
  nearest	black	market	for	a	small	fee.	
  25-26	
  A	Watch	member	is	stalking	a	noble’s	daughter,	
  and	 his	 commander	 wants	 the	 PCs	 to	 dissuade	
  him	from	this	foolish	infatuation.	
  27-28	
  During	a	guard’s	patrol	of	a	mercantile	district,	a	
  jewellery	 store	 was	 broken	 into	 and	 robbed	 of	
  many	valuable	gems.	The	guard	is	desperate	for	
  the	loot	to	be	recovered	before	he’s	blamed	and	
  demoted.		He	asks	the	PCs	for	help.	
  29-30	
  A	Watch	private	has	been	visiting	the	estate	of	a	
  rich	merchant	on	a	regular	basis.	His	commander	
  wants	 to	 know	 what’s	 going	 on	 there,	 and	
  whether	 the	 private	 has	 gotten	 on	 the	
  merchant’s	personal	payroll.	
  31-32	
  The	 PCs	 just	 saw	 a	 known	 gang	 enforcer	 slip	 a	
  heavy	 pouch	 to	 a	 Watchman,	 who	 is	 now	
  strolling	along	like	nothing	happened.	The	pouch	
  clinked	loudly.	
  33-34	
  The	 PCs	 spot	 a	 reputable	 Watch	 commander	
  duck	into	a	popular	drug	den.	Is	he	there	to	bring	
  in	some	addicts	or	to	sample	the	place’s	various	
  brews	and	smokes?	
  35-36	
  The	 Watch	 squad	 at	 the	 city	 gate	 is	 helping	 a	
  band	of	smugglers	bring	illicit	goods	into	the	city	
  through	a	series	of	tunnels	and	nightly	deliveries.	
  37-38	
  A	Watch	commander	has	uncovered	evidence	of	
  a	 black	 market	 slavery	 ring.	 His	 men	 are	
  stretched	thin	as	it	is,	but	he	wants	this	ring	put	
  out	of	commission	immediately.	
  39-40	
  The	local	Watch	patrol	is	equipped	with	some	of	
  the	shoddiest	armour	and	weapons	the	PCs	have	
  ever	 seen.	 What	 are	 they	 doing	 with	 the	 city	
  funds	that	should	allow	them	to	purchase	better	
  gear?	
  41-42	
  The	 Watch	 patrol	 possesses	 suspiciously	 nice	
  gear...some	 of	 the	 finest	 armour	 and	 swords	
  around.	 Who	 is	 their	 mysterious	 sponsor	 and	
  what	is	the	hidden	cost	of	their	finery?	
  43-44	
  Several	churches	have	been	desecrated	over	the	
  past	 few	 nights,	 and	 the	 Watch	 needs	 more	
  personnel	 to	 keep	 further	 altars	 from	 being	
  profaned.	
  45-46	
  A	Watch	member’s	family	was	killed	by	a	band	of	
  thugs	 wanting	 to	 cow	 the	 city	 guards	 into	
  submission.	 While	 the	 rest	 of	 his	 squad	 are	
  fearful,	he’ll	stop	at	nothing	for	revenge.		
  47-48	
  The	PCs	have	crossed	paths	with	a	Watch	guard	
  who	is	notoriously	racist	towards	non-humans.	
  49-50	
  A	
  pyromaniac	
  has	
  burnt	
  down	
  several	
  warehouses	in	the	city’s	dock	district.	The	Watch	
  is	 hiring	 people	 to	 guard	 the	 remaining	
  structures	 before	 the	 firebug	 threatens	 the	
  entire	seafront.	
  
  125	
  51-52	
  Twenty	merchants	have	had	their	shops	robbed	
  in	a	single	week,	and	the	Watch	believes	it’s	the	
  work	of	several	master	thieves.	They	need	help	
  coordinating	a	sting	operation	to	catch	them	in	
  the	act.	
  53-54	
  A	 new	 street	 gang	 has	 rolled	 into	 the	 city	 and	
  tried	 to	 claim	 its	 territory	 through	 a	 rash	 of	
  killings.	The	Watch	is	looking	for	extra	swords	to	
  cut	 down	 the	 lunatics	 before	 they	 settle	 in	
  permanently.	
  55-56	
  Dozens	of	children	have	been	kidnapped	off	the	
  streets	in	the	past	few	weeks,	and	the	Watch	has	
  no	leads	as	to	who	is	responsible.	
  57-58	
  A	Watchman	wants	to	retire,	but	refuses	to	do	so	
  until	a	local	drug	smuggler	is	removed	from	the	
  scene.	 Since	 his	 mates	 won’t	 humour	 him,	 he’s	
  come	 to	 the	 PCs	 for	 help	 in	 eliminating	 this	
  blemish	on	society.	
  59-60	
  This	Watch	member	is	an	obvious	addict,	shaking	
  and	twitching	as	he	begs	the	PCs	for	enough	coin	
  to	get	her	next	fix.	It’s	the	only	way	she	can	stay	
  focused	enough	to	manage	her	patrol.	
  61-62	
  A	 Watchman	 wants	 help	 framing	 one	 of	 his	
  fellow	guards	to	get	him	kicked	out	of	the	squad.	
  The	 guard	 in	 question	 is	 a	 lazy	 brute	 whose	
  behaviour	sullies	the	good	name	of	the	Watch—
  but	 there’s	 no	 hard	 reason	 for	 him	 to	 be	
  expelled.	
  63-64	
  The	 PCs	 have	 encountered	 a	 Watch	 member	
  who	is	heavily	in	debt	due	to	gambling.	He	either	
  needs	someone	to	pay	off	his	debts	or	dissuade	
  his	creditors	from	pursuing	payment.	
  65-66	
  The	 local	 Watch	 also	 runs	 an	 underground	 dog	
  fighting	 ring.	 They’ve	 got	 dozens	 of	 the	 poor	
  creatures	starving	in	cages,	horribly	scarred	and	
  mutilated.		
  67-68	
  A	Watch	captain	has	dug	up	some	juicy	blackmail	
  on	a	noble	and	wants	some	muscle	to	back	him	
  up	when	he	goes	to	gouge	the	aristocrat	for	as	
  much	coin	as	possible.	He	offers	a	portion	of	the	
  spoils	in	return.	
  69-70	
  The	 PCs	 hear	 a	 shout	 and	 see	 a	 Watchman	
  standing	by	a	sewer	entrance.	Apparently,	a	pack	
  of	 thieving	 wererats	 have	 just	 ducked	 into	 the	
  undercity,	and	he’s	not	stupid	enough	to	chase	
  them	himself.		
  71-72	
  An	entire	Watch	patrol	is	plagued	with	insomnia,	
  possibly	 the	 result	 of	 a	 magical	 hex.	 Alongside	
  their	
  increasingly	
  exhausted	
  and	
  erratic	
  behaviour,	they	need	someone	to	lift	the	curse.	
  73-74	
  The	 nearby	 Watch	 barracks	 had	 its	 food	 stores	
  poisoned,	 and	 half	 the	 force	 is	 deathly	 ill.	 The	
  PCs	 are	 asked	 to	 help	 them	 and	 find	 out	 who	
  sabotaged	their	stores!	
  75-76	
  A	rat	infestation	has	taken	over	city	grain	stores,	
  and	 the	 Watch	 needs	 help	 in	 stamping	 out	 the	
  pests	 before	 people	 start	 to	 starve	 and	 riots	
  ensure.	
  77-78	
  Food	riots	have	erupted	in	the	poorer	sections	of	
  the	 city,	 and	 the	 Watch	 needs	 hands	 able	 to	
  defend	the	barricades	to	keep	the	violence	from	
  spilling	
  over	
  into	
  the	
  more	
  upscale	
  neighbourhoods.	
  79-80	
  A	serial	killer	is	on	the	loose	in	the	city,	leaving	
  bodies	missing	hands,	feet	and	heads.	The	Watch	
  has	 put	 out	 a	 call	 for	 this	 murderer	 to	 be	 put	
  down	like	the	rabid	dog	he	is.	
  81-82	
  Congratulations.	The	PCs	are	asked	to	volunteer	
  due	 to	 a	 shortage	 of	 hands	 in	 the	 local	 Watch.	
  Tonight,	 a	 rowdy	 festival	 is	 taking	 place,	 and	
  they’ve	been	conscripted	to	help	keep	folks	from	
  getting	too	out	of	hand.	
  83-84	
  While	 passing	 by	 a	 tavern,	 the	 PCs	 see	 a	
  Watchman	 get	 flung	 out	 the	 door	 to	 sprawl	
  across	the	cobbles.	He	sits	up,	blood	streaming	
  down	his	face.	On	seeing	the	party,	he	points	at	
  the	tavern,	and	orders	them	to	help	subdue	the	
  brawl.	
  85-86	
  Drought	in	the	wildlands	has	caused	an	influx	of	
  barbarian	 refugees	 who	 are	 stirring	 up	 trouble	
  around	 town.	 The	 Watch	 is	 shorthanded	 in	
  dealing	 with	 these	 ruffians,	 and	 needs	 the	 PCs’	
  help!	
  87-88	
  The	 Watch	 wants	 the	 PCs’	 help	 in	 evicting	
  squatters	from	a	block	of	ramshackle	houses	and	
  abandoned	 shopfronts.	 It’s	 been	 ordered	 to	 be	
  torn	 down	 for	 a	 noble’s	 new	 manor,	 but	 the	
  squatters	refuse	to	leave	and	get	violent	in	their	
  own	defence.	
  89-90	
  While	trying	to	enter	the	city,	the	guards	at	the	
  gate	demand	a	“fee”	to	prove	the	PCs	an	upright	
  and	honest	citizen.	If	you	refuse,	they	refuse	you	
  entry	or	attempt	to	bully	you	into	submission.	
  91-92	
  A	guard	has	asked	for	your	help	in	bringing	in	a	
  vicious	crime	lord—an	arrest	that	is	sure	to	get	
  him	a	well-deserved	promotion.	He	may		
  93-94	
  The	captain	of	the	Watch	is	suspected	of	being	
  on	the	take	of	several	local	crime	lords.	Several	
  of	 his	 lieutenants	 want	 to	 gather	 enough	
  evidence	to	take	him	down,	but	can’t	risk	getting	
  involved	personally.	
  95-96	
  A	 Watch	 captain	 wants	 the	 PCs’	 help	 breaking	
  into	a	noble’s	estate	to	steal	evidence	to	confirm	
  suspicions	of	tax	evasion.	If	caught,	their	actions	
  will	be	plausibly	denied	on	his	part.	
  97-98	
  The	gang	member	the	PCs	just	killed	turns	out	to	
  be	 an	 undercover	 member	 of	 the	 Watch	 who	
  had	infiltrated	the	gang	as	an	informant.	
  99-100	
  A	Watchman	has	unrequited	love	for	his	female	
  commander,	 but	 hasn’t	 managed	 to	 catch	 her	
  eye.	So	he	wants	to	set	up	a	scheme	where	he	
  catches	the	PCs	performing	a	heinous	crime	and	
  turns	them	in,	in	the	hopes	it	impresses	her	and	
  prove	he’s	worth	her	attention.	
  	
  	
  
  126	
  W I Z A R D ’ S  T O W E R :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Use	this	table	to	generate	the	appearance	of	the	wizard’s	tower.	
  Some	may	be	inappropriate	based	on	the	locale’s	set	up;	ignore	
  such	results	and	simply	re-roll.	
  D%	
  	
  1-2	
  A	simple	and	round	grey	two-storey	brick	tower,	
  with	a	wooden	front	door.	Ivy	is	growing	in	large	
  patches	on	the	walls.	Red	roof	tiles	comprise	the	
  sloping	roof.	
  3-4	
  An	octagonal	stone	tower	with	a	flat	observation	
  deck	on	top.	At	night,	voices	can	be	heard	from	
  the	 observation	 platform	 as	 several	 wizards	
  discuss	the	night	sky.		
  5-6	
  A	square	stone	tower	stands	in	the	centre	of	a	
  bridge,	archways	allow	the	traffic	to	pass	without	
  incident,	 but	 occasionally	 the	 owner	 shouts	 at	
  pedestrians	or	wagons	when	he	feels	they	come	
  too	close	to	his	domain.	
  7-8	
  A	wooden	tower,	which	looks	as	if	it	is	about	to	
  fall	any	minute.	Every	time	the	wind	blows,	the	
  tower	creaks	and	trembles,	and	the	door	rattles	
  on	its	hinges.	
  9-10	
  On	the	top	of	the	hill	stands	a	small	stairway,	the	
  staircase	does	not	end	abruptly,	instead	it	simply	
  fades	out	of	existence.	
  11-12	
  A	 four-storey	 stone	 tower	 shows	 years	 of	
  neglect,	tiles	have	fallen	from	the	roof	and	bricks	
  lie	in	piles	near	its	base.	Its	chimney	is	crooked	
  and	birds	roost	about	the	structure.	
  13-14	
  A	 moss-covered	 tower	 has	 many	 small	 animals	
  scurrying	to	and	from	the	shelter	offered	by	the	
  shrubbery.	 The	 door	 is	 an	 intricately	 carved	
  oaken	work	of	exquisite	craftsmanship.		
  15-16	
  This	 morbid	 three-storey	 tower	 has	 been	 built	
  with	 the	 bones	 of	 huge	 creatures;	 the	 roof	 is	
  made	 of	 a	 huge	 dragon’s	 skull.	 Fiendish	 lights	
  dance	behind	closely	shuttered	windows.	
  17-18	
  Two	towers	vie	for	dominance	in	the	square,	one	
  a	 smoothly	 polished	 stone	 structure	 and	 the	
  other	a	solid	tower	of	hewn	stone.	The	wizards	
  take	every	opportunity	to	scream	obscenities	at	
  each	other.		
  19-20	
  A	 small	 potion	 shop	 with	 living	 quarters	 in	 the	
  back	room.	The	wizard	living	here	has	eschewed	
  research,	 which	 is	 a	 common	 motivation	 for	 so	
  many	 wizards;	 he	 just	 makes	 potions	 and	 need	
  no	grandiose	tower.	
  21-22	
  This	tower	of	rough-hewn	stone	is	adjoined	to	an	
  inn	called	the	Drunken	Wizard.	The	inn	looks	like	
  it	is	popular,	but	visitors	keep	their	distance	from	
  the	tower.		
  23-24	
  The	harbour’s	lighthouse	doubles	as	the	home	of	
  a	 maritime	 oriented	 wizard,	 he	 keeps	 the	
  lighthouse	functioning	as	part	of	his	agreement	
  with	the	local	ruler.	
  25-26	
  A	stone	tower	with	heavy	wooden	shutters	and	a	
  strong	looking	oak	door.	Both	are	of	a	black,	hard	
  wood.	
  27-28	
  A	 square	 stone	 tower	 stands	 amid	 newer	
  wooden	 buildings;	 some	 which	 have	 been	
  crushed	under	the	tower’s	base.		
  29-30	
  A	stone	bridge	leads	out	to	the	middle	of	a	lake.	
  When	guests	arrive,	a	stone	tower	rises	up	from	
  the	lake,	while	water	cascades	down	the	sides	of	
  the	spire;	it	surely	connects	its	iron	door	to	the	
  bridge	to	allow	visitors	inside.		
  31-32	
  A	four-storey	stone	tower	has	a	smaller	wooden	
  tower	 on	 the	 top,	 this	 wooden	 tower	 adds	
  another	twenty	feet	to	the	tower’s	height	and	is	
  a	new	addition.	
  33-34	
  In	the	middle	of	an	open	plaza	stands	a	single-
  storey	building.	It	looks	like	the	top	of	a	watch	
  tower	with	ramparts.	There	is	no	door	leading	in,	
  only	a	series	of	small	windows.		
  35-36	
  This	 stone	 tower	 of	 dwarven	 design	 has	 a	
  mishmash	 of	 gears	 and	 pipes	 covering	 the	 top	
  floor.	Steam,	accompanied	by	a	loud	whistling,	is	
  frequently	let	out.		
  37-38	
  On	a	small	island	in	a	river	stands	a	tall	fieldstone	
  tower	with	a	wooden	door	and	barred	windows.	
  There	is	a	dinghy	tied	to	a	small	jetty	in	front	of	
  the	tower.	Most	of	the	island	is	overgrown	with	
  brambles.		
  39-40	
  This	 wizard’s	 wooden	 tower	 is	 built	 on	 a	 river	
  barge,	 for	 the	 moment	 the	 barge	 is	 moored	 at	
  the	 docks,	 but	 it	 is	 a	 well-known	 sight	 up	 and	
  down	the	river.	
  41-42	
  A	tall	stone	tower	has	the	door	at	the	top;	a	long	
  winding	staircase	–	without	a	bannister	–	wends	
  its	 way	 from	 the	 ground	 all	 the	 way	 up	 to	 the	
  top.	
  43-44	
  This	 sleek	 tower	 of	 green	 marble	 is	 seemingly	
  carved	 from	 one	 giant	 piece	 of	 stone.	 Red	 and	
  grey	veins	run	down	the	length	of	the	tower.	No	
  door	is	visible.		
  45-46	
  A	deaf	wizard	has	taken	up	residence	in	the	old	
  bell-tower.	The	bells	yet	hang	in	the	tower,	but	
  mercifully,	he	never	rings	them.		
  47-48	
  This	 necromancer	 has	 made	 a	 mausoleum	 his	
  tower,	it	is	located	in	the	town’s	cemetery	and	
  helps	to	give	the	place	an	eerie	atmosphere	with	
  its	dark	and	ominous	motifs	of	death.		
  49-50	
  A	soaring	spire	made	of	crystal,	there	seems	to	
  be	 no	 doors	 or	 windows	 giving	 access	 to	 the	
  interior.	 The	 crystal	 reflects	 the	 sun’s	 rays	 in	 a	
  kaleidoscope	of	colours.		
  51-52	
  The	tower	looks	more	like	a	military	bastion	than	
  a	 wizard’s	 tower.	 A	 thick	 wall	 surrounds	 the	
  tower,	 and	 the	 windows	 look	 more	 like	 arrow	
  slits.	A	solid	wooden	gate	provides	access.		
  
  127	
  53-54	
  A	 serene-looking	 stone	 tower	 with	 a	 small	
  garden	 in	 the	 back	 featuring	 a	 small	 pond.	
  Colourful	 fish	 swim	 in	 the	 pond	 and	 a	 large	
  bloated	toad	sits	croaking	on	a	flat	stone	nearby.	
  55-56	
  This	small	slim	stone	tower	is	in	the	architectural	
  style	 of	 the	 surrounding	 houses,	 but	 sports	
  several	ornate	carvings	upon	its	upper	levels	that	
  seem	somehow	disturbing.	
  57-58	
  A	 tower	 of	 black	 wood.	 The	 smooth	 edges	 and	
  the	 way	 the	 tower	 looks	 like	 it	 swirls	 around	
  itself	indicate	elven	origins.	Runes	decorate	the	
  door;	occasionally	they	flash	with	a	white	light.	
  59-60	
  This	forty-foot	high	tower	made	out	of	clay	has	
  clearly	been	magically	modified	as	it	is	as	hard	as	
  steel.	A	darkwood	door	and	shutters	are	the	only	
  features	not	made	of	clay.		
  61-62	
  The	 tower	 looks	 like	 it	 is	 made	 up	 of	 the	 night	
  sky	itself.	During	day	its	appears	to	be	made	of	
  stars	 and	 the	 darkness	 from	 beyond	 the	 world,	
  but	 at	 night	 the	 tower	 is	 almost	 invisible.	 No	
  door	or	windows	can	be	made	out.		
  63-64	
  This	basalt	tower	is	in	a	weird	architectural	style.	
  The	angles	are	off	as	if	the	tower	occupies	more	
  dimensions	than	three.	Observing	the	tower,	for	
  more	than	a	minute,	results	in	the	sickene.	
  65-66	
  A	 black	 ominous	 stone	 tower	 with	 skull	 motifs	
  stands	 in	 the	 middle	 of	 a	 busy	 marketplace,	
  although	no	one	comes	within	20	ft.	of	the	tower	
  itself	 and	 the	 air	 surrounding	 the	 structure	
  seems	colder	than	it	should.		
  67-68	
  The	 brick	 tower	 has	 an	 old	 and	 ornately	
  decorated	 observatory	 dome	 on	 the	 top.	 On	
  some	 nights,	 a	 large	 telescope	 can	 be	 seen	
  sticking	out	of	the	dome.	
  69-70	
  A	 tall,	 smooth	 stone	 tower,	 the	 top	 has	 been	
  carved	 into	 the	 likeness	 of	 an	 elephant’s	 head.	
  The	trunks	snakes	its	way	down	the	side	ending	
  above	the	wooden	door.	Two	long	tusks,	from	a	
  huge	beast,	have	been	set	into	the	stone.		
  71-72	
  A	huge	statue	of	a	wizard	over	40	ft.	high,	with	a	
  defiant	 look	 on	 his	 face,	 has	 a	 door	 in	 its	 left	
  shin.	Windows	can	be	made	out	in	the	folds	of	
  the	
  statue’s	
  robes.	
  Sometimes,	
  lights	
  of	
  disturbing	hue	flicker	within.	
  73-74	
  Amid	 drifts	 of	 snow,	 stands	 a	 three-storey	
  sandstone	 tower;	 not	 a	 single	 snowflake	 mars	
  the	appearance	of	the	tower.	The	building	style	
  stands	out	amid	the	other	buildings.	
  75-76	
  Four	 large	 chains	 are	 attached	 to	 this	 stone	
  tower	and	securely	driven	into	the	ground,	as	if	
  the	 tower	 itself	 must	 be	 restrained	 from	
  escaping	its	resting	place.		
  77-78	
  A	 circle	 of	 standing	 stones	 surrounds	 this	
  fieldstone	tower.	Lightning	can	be	seen	jumping	
  between	the	stones	building	up	in	intensity	and	
  frequency.	 The	 biggest	 lightning	 bolts	 are	
  jumping	up	to	the	roof	where	they	are	collected	
  in	a	huge	ruby.	
  79-80	
  The	locals	avoid	the	centre	of	this	empty	square.	
  All	 other	 squares	 in	 the	 town	 have	 statues	 or	
  other	monuments	built	in	the	centre	but	not	this	
  one.		
  81-82	
  On	the	top	of	a	hill	stands	a	white	painted	tower	
  with	 lead	 tinted	 windows.	 The	 roof	 is	 made	 of	
  red	 roof	 tiles,	 which	 reflect	 the	 sun’s	 light	 and	
  glitter	like	rubies.		
  83-84	
  The	 fieldstone	 tower	 stands	 in	 the	 middle	 of	 a	
  boiling	 tar	 pit,	 a	 drawbridge	 can	 be	 lowered	 to	
  allow	access.	The	tar	pit	is	an	illusion.	The	tower	
  and	drawbridge	are	real.	
  85-86	
  A	gleaming	silvery	spire	stretches	to	the	heavens,	
  at	certain	angles	the	sun’s	rays	make	the	tower	
  impossible	to	look	straight	at.		
  87-88	
  A	
  50-foot	
  wide	
  chasm	
  has	
  opened	
  up	
  underneath	this	tower,	but	the	six-storey	tower	
  simply	 floats	 in	 the	 air	 over	 the	 rupture.	 The	
  chasm	is	200	ft.	deep.		
  89-90	
  This	 unassuming	 stone	 tower	 has	 a	 simple	
  wooden	 door.	 Near	 the	 tiled	 roof,	 three	
  humanoid	shapes	can	be	seen,	one	hanging	from	
  a	 rope,	 the	 other	 two	 on	 the	 roof	 itself.	 Three	
  burglars	tried	to	enter	the	tower	ten	years	ago,	
  but	were	caught	in	a	time	stasis;	in	the	last	ten	
  years	they	have	only	moved	a	few	inches	closer	
  to	 their	 goal.	 No	 one	 dares	 to	 confront	 the	
  wizard	about	them.	
  91-92	
  The	tower	has	been	cut	in	twain	twenty	feet	up	
  at	a	slightly	downward	angle.	The	rift	has	been	
  contained	 in	 a	 stasis	 field	 and	 individual	 bricks	
  hang	in	mid-air	as	they	were	smashed	away	from	
  the	tower.		
  93-94	
  This	stone	tower	has	no	stairs	leading	up	to	the	
  door,	which	is	located	ten	feet	up	the	wall.	The	
  tower	 is	 topped	 with	 an	 onion-shaped	 golden	
  dome	and	has	no	windows.	It	does	have,	though,	
  arrowslits	in	profusion.	
  95-96	
  A	huge	ice	spire	rises	from	the	ground;	a	door-
  shaped	 hole	 shows	 the	 icy	 interior.	 Wicked-
  looking	icicles	hang	from	the	spire’s	roof.	
  97-98	
  A	 beautiful,	 smooth	 tower	 rises	 up	 from	 the	
  temple	 of	 the	 god	 of	 magic.	 The	 tower	 is	 the	
  personal	domain	of	the	temple’s	high	priest.	
  99-100	
  Several	burnt	out	houses	surround	the	tall	stone	
  tower.	 The	 tower	 itself	 is	 missing	 its	 roof	 and	
  shows	signs	of	severe	fire	damage.	There	seems	
  to	 be	 a	 pall	 resting	 over	 the	 area	 and	 no	
  vegetation	grows	here	as	if	the	fire	was	not	an	
  ordinary	fire.	
  	
  	
  	
  	
  	
  
  128	
  W I Z A R D ’ S  T O W E R :  D R E S S I N G  
  Use	this	table	to	provide	interesting	Subjects	and	points	of	note	
  about	the	wizard’s	tower.	Some	may	be	inappropriate	based	on	
  the	locale’s	set	up;	ignore	such	results	and	simply	re-roll.	
  D%	
  	
  1	
  There	are	scorch	marks	around	and	on	the	door.	
  2	
  The	tower’s	weather	vane	is	formed	like	a	wizard	
  throwing	a	fireball.	
  3	
  A	severed	hand	still	grasps	the	doorknob.	
  4	
  An	 iron	 fence	 surrounds	 the	 tower,	 and	 clearly	
  marks	the	perimeter.	
  5	
  A	hot	air	balloon	is	tethered	to	the	tower’s	top.	
  6	
  The	 tower	 has	 deep	 rents	 covering	 its	 eastern	
  side,	 as	 if	 a	 giant	 beast	 have	 mauled	 it,	 the	
  surrounding	buildings	show	no	such	signs.	
  7	
  Hedges	 ten	 feet	 high	 form	 a	 maze	 around	 the	
  tower.	
  8	
  A	two-foot	wide	green	spiral	shape	glows	on	the	
  tower’s	door.	
  9	
  The	door	to	this	tower	has	a	gnome-sized	door	in	
  a	human-sized	double	door.	
  10	
  A	sundial	stands	on	a	plinth	in	front	of	the	tower.		
  11	
  A	moat	surrounds	the	tower;	dark	shapes	can	be	
  seen	swimming	in	the	murky	water.	
  12	
  Stone	 gargoyles	 in	 different	 stages	 of	 take-off	
  and	flight	decorate	this	tall	tower	of	cut	stone.	
  13	
  An	 open	 eye	 is	 set	 in	 the	 oaken	 door;	 it	 blinks	
  and	peers	around.	
  14	
  At	 irregular	 intervals,	 clouds	 of	 sulphur	 are	
  emitted	 through	 canals	 along	 the	 top	 of	 the	
  tower.	
  15	
  A	huge	black	dragon	head	hangs	over	the	door.	
  16	
  The	 tower’s	 dome	 is	 carved	 to	 resemble	 an	
  octopus;	 with	 tentacles	 twenty	 feet	 long.	 Each	
  day	the	tentacles	seem	to	be	in	slightly	different	
  positions.	
  17	
  Whispers	promising	power	and	wealth	come	out	
  of	nowhere;	they	increase	in	intensity	closer	to	
  the	tower.	
  18	
  A	dream	catcher	made	of	femurs	hangs	next	to	
  the	door.	
  19	
  Halfway	 up,	 the	 stone	 gives	 way	 to	 an	 organic	
  bulge	merged	with	the	wall.	The	bulge	pulses	at	
  a	steady	pace.		
  20	
  Three	 devils’	 faces	 are	 carved	 over	 the	 front	
  door,	one	covers	its	ears,	another	covers	its	eyes,	
  and	the	last	holds	its	mouth	wide	open.		
  21	
  For	 some	 reason	 the	 neighbourhood’s	 cats	 like	
  to	frolic	in	the	tower’s	shadow.		
  22	
  A	 gilded	 nameplate	 proclaims,	 “Fornegul,	 court	
  sage,	expert	in	all	fields	and	matters.”	
  23	
  The	 tower’s	 roof	 tiles	 are	 in	 fact	 black	 dragon	
  scales.	
  24	
  The	doorbell	emits	a	moaning	sound.	
  25	
  The	tower	is	whitewashed.	
  26	
  A	light	mist	clings	around	the	tower’s	base.	
  27	
  Occasionally	 a	 tray	 carrying	 beverages	 can	 be	
  seen	floating	past	the	windows.	
  28	
  The	door	is	a	large	mirror.	
  29	
  Black	 glasslike	 bricks	 have	 been	 used	 to	 break	
  the	monotony	of	the	grey	stonework.	
  30	
  The	 exploits	 of	 the	 wizard	 living	 in	 the	 tower	
  have	been	carved	into	the	walls.	
  31	
  A	 small	 explosion	 blows	 the	 shutters	 off	 a	
  window.	
  32	
  Seven	 winged	 monkeys	 are	 sitting	 on	 the	 roof,	
  occasionally	a	pair	of	them	flies	off	to	patrol	the	
  nearby	streets.		
  33	
  The	front	door	has	moving	shapes	of	faces	and	
  hands	trying	to	break	free	from	within.		
  34	
  The	tower	has	a	thatched	roof.	
  35	
  Black	orchids	surround	the	tower’s	base.	
  36	
  Black	 oaken	 exterior	 shutters	 cover	 all	 the	
  windows	of	the	tower.	
  37	
  “Wands	crafted	for	a	fee”,	is	written	above	the	
  door.	
  38	
  The	tower’s	roof	is	a	giant	beast’s	carapace.	
  39	
  Halfway	 up	 the	 tower	 is	 a	 large	 balcony;	 the	
  doorway	behind	it	is	covered	by	exquisite	silken	
  curtains.	
  40	
  A	spinal	cord	serves	as	a	bell	pull.		
  41	
  Oil	lamps	light	up	the	tower’s	stone	walls.	
  42	
  The	 tower	 has	 no	 door,	 but	 a	 door-shaped	
  opening	 is	 covered	 with	 what	 looks	 like	 a	
  rainbow-coloured	semi-transparent	curtain.		
  43	
  Every	noon,	an	undead	string	quartet	rises	from	
  the	 ground	 in	 front	 of	 the	 tower	 and	 plays	 a	
  bone-chilling	tune.	
  44	
  The	door	is	made	of	a	single	piece	of	crystal;	it	
  distorts	everything	behind	it	into	unrecognizable	
  weird	shapes.	
  45	
  Weird	 shadows	 dance	 on	 the	 tower’s	 walls.	
  When	 someone	 approaches	 the	 tower,	 the	
  shadows	reach	out	for	them.	
  46	
  A	gilded	carriage	is	parked	in	front	of	the	tower;	
  the	coachman	is	taking	a	nap	in	his	seat.	
  47	
  Small	dragons	have	been	carved	into	the	tower’s	
  smooth	stonewalls.		
  48	
  The	windows	of	this	tower	are	beautiful	mosaic	
  works	of	art.	
  49	
  A	 huge	 wizard’s	 sigil	 has	 been	 painted	 on	 the	
  side	of	the	tower.	
  50	
  Thorny	roses	cover	the	tower	walls.		
  51	
  Water	 lilies	 cover	 the	 surface	 of	 the	 moat	
  surrounding	this	tower,	giving	it	a	serene	look.		
  52	
  Laundry	hangs	from	a	line	attached	to	the	tower	
  and	a	point	in	mid-air.	
  53	
  A	 wooden	 sign	 reads,	 “Potions	 and	 Scrolls	 for	
  sale.”	
  
  129	
  54	
  All	the	tower’s	shutters	carry	the	wizard’s	mark	
  prominently.	
  55	
  A	 halfling	 is	 scrubbing	 the	 tower’s	 walls	 clean	
  from	 degrading	 slogans,	 painted	 during	 the	
  night.	He	looks	miserable.	
  56	
  A	halfling	gardener	is	feeding	a	giant	flesh-eating	
  plant	near	the	door.	
  57	
  A	displayed	sign	reads,	“No	loitering.”	
  58	
  Potted	 plants	 stand	 on	 the	 stairs	 leading	 up	 to	
  the	door.		
  59	
  The	lower	windows	have	iron	bars	across	them	
  and	a	tightly	shuttered	from	within.	
  60	
  A	cart	carrying	dung	has	broken	an	axle	in	front	
  of	the	tower,	the	wizard	is	screaming	at	the	cart	
  driver	 from	 a	 window,	 as	 the	 dung	 has	 spilled	
  onto	his	stairway.		
  61	
  The	 front	 door	 is	 carved	 from	 a	 single	 piece	 of	
  jade.	
  62	
  A	narrow	ditch	surrounds	the	tower;	the	ditch	is	
  filled	with	a	purple	mist,	making	it	impossible	to	
  discern	the	bottom.	
  63	
  No	less	than	five	weather	vanes	are	seen	on	the	
  tower’s	 roof,	 each	 of	 them	 showing	 a	 different	
  wind	direction.	
  64	
  On	the	door	hangs	a	piece	of	paper,	on	which	is	
  scrawled	 with	 a	 shaky	 hand,	 “Help	 wanted,	
  halflings	preferred.”	
  65	
  From	a	slightly	open	window,	organ	music	drifts.	
  66	
  A	broom	is	sweeping	the	stairway	by	itself.	
  67	
  A	sign	says,	“Beware	of	Owlbear.”	
  68	
  Black	smoke	billows	out	of	the	tower’s	open	top,	
  which	functions	as	a	chimney.	
  69	
  A	moaning	man	in	a	pillory	serves	as	a	warning	
  to	would	be	thieves.	
  70	
  A	hastily	scribbled	note	on	the	doorknob	reads,	
  “Gone	to	the	Abyss,	will	be	back	soon.”	
  71	
  The	 surrounding	 garden	 is	 filled	 with	 colourful	
  flower	arrangements.	
  72	
  The	 doormat	 says	 either,	 “Welcome”	 or	 “Stay	
  out”	depending	on	the	person	standing	on	it.	
  73	
  A	murder	of	crows	is	perched	along	the	edge	of	
  the	tower’s	roof.		
  74	
  Swarms	of	many-coloured	butterflies	take	flight	
  from	flowerpots	on	the	roof.	
  75	
  “Arcane	paraphernalia	bought,	inquire	within”,	a	
  sign	proclaims.	
  76	
  The	 tower’s	 windows	 are	 so	 dusty	 and	 dirty	
  nothing	can	be	made	out	within.	
  77	
  A	small	work	crew	is	busy	replacing	the	roof	tiles	
  with	 new	 glazed	 ones.	 Scaffolding	 cloaks	 the	
  tower.		
  78	
  Perfumed	 odours	 emanate	 from	 the	 tower’s	
  windows.	Occasionally,	a	woman’	voice	raised	in	
  song	floats	down	from	above.	
  79	
  Scaffolding	 surrounds	 the	 tower	 as	 several	
  masons	work	to	repair	the	stonework.	
  80	
  Four	burning	skulls	float	around	the	tower’s	top.	
  81	
  A	 laughing	 skull	 is	 affixed	 to	 the	 door,	 the	
  laughter	
  switches	
  between	
  maniacal	
  and	
  giggling.		
  82	
  Two	metallic	statues	stand	on	either	side	of	the	
  door	armed	with	halberds.		
  83	
  Gold	 dragon	 scales	 make	 the	 roof	 glitter	 in	 the	
  sunlight.	
  84	
  The	tower’s	door	has	seven	keyholes.	
  85	
  The	tower	has	a	small	orchard	out	the	back;	the	
  wizard	occasionally	sells	fruits	to	the	locals.	
  86	
  Three	large	rubies	glitter	above	the	door.	
  87	
  Thick	mist	obscures	the	lower	half	of	the	tower.	
  88	
  Small	lizards	dart	across	the	tower’s	walls;	they	
  hide	in	cracks	in	the	masonry.	Whole	families	of	
  lizards	 live	 in	 the	 cracks	 of	 the	 ancient	
  stonework.	
  89	
  Two	 large	 braziers	 stand	 on	 either	 side	 of	 the	
  door;	they	each	burn	with	a	greenish	flame.		
  90	
  A	 thundercloud	 hangs	 over	 the	 tower;	 it	
  discharges	 lightning	 bolts	 down	 to	 the	 tower’s	
  lightning	rod.	
  91	
  Thin	copper	wires	have	been	laid	into	the	mortar	
  of	the	brickwork.	
  92	
  Eight	runes,	each	representing	a	different	magic	
  school	 are	 displayed	 over	 the	 doorway,	 a	 brass	
  dial	shifts	between	them	seemingly	at	random.	
  93	
  Children	 play	 in	 front	 of	 the	 tower;	 they	 are	
  jumping	 in	 puddles	 of	 water,	 each	 puddle	 is	 a	
  different	colour.	
  94	
  A	 sign	 on	 the	 door	 reads,	 “Adolphus	 Finkelroy,	
  Mage	Extraordinaire.”	
  95	
  A	 chained	 ettin	 butler	 stands	 in	 front	 of	 the	
  tower,	one	head	is	welcoming	people,	the	other	
  threatening	to	rip	them	apart	and	devour	them.	
  96	
  A	ghostly	figure	stands	in	front	of	the	tower	and	
  warns	 visitors	 of	 the	 perils	 of	 going	 to	 visit	 the	
  tower	with	darkness	in	one’s	heart.		
  97	
  Five	 pillars	 covered	 with	 arcane	 runes	 are	
  arranged	into	the	shape	of	a	pentagram	in	front	
  of	the	tower.	
  98	
  Six	 open	 and	 empty	 coffins	 of	 different	 sizes	
  stand	along	the	tower’s	eastern	wall.	A	sign	over	
  them	proclaims,	“Please	measure	for	size	before	
  entering.”		
  99	
  In	the	ornately	fountain	in	the	front	of	the	tower,	
  a	group	of	water	mephits	have	made	their	camp.	
  Their	 constant	 jokes	 and	 pranks	 are	 a	 nuisance	
  to	 the	 town’s	 inhabitants,	 but	 they	 don’t	
  approach	the	tower.	
  100	
  A	wizard	sits	on	the	stairs	in	front	of	the	tower	
  and	 smokes	 a	 pipe.	 The	 smoke	 from	 the	 pipe	
  takes	 on	 shapes	 of	 known	 and	 unknown	
  creatures.	
  	
   
  
  130	
  W I Z A R D ’ S  T O W E R :  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	 examine	 or	 pass	 by	 the	
  wizard’s	 tower,	 sometimes	 fate	 intervenes.	 Use	 this	 table	 to	
  determine	 what	 opportunities	 or	 complications	 the	 PCs	
  encounter.	
  D20	
  	
  1	
  A	woman	stops	the	party	and	implores	them	to	find	
  her	 young	 daughter;	 she	 was	 playing	 near	 the	
  wizard’s	
  tower	
  yesterday.	
  The	
  wizard	
  has	
  threatened	to	turn	those	pesky	kids	into	squirrels	
  on	several	occasions.	
  2	
  The	wizard	asks	the	party	to	get	rid	of	some	rats	in	
  his	basement,	but	he	has	omitted	to	mention	the	
  rats	are	of	the	giant	fiendish	sort.	
  3	
  A	man,	with	a	pointy	hat,	stands	in	the	town	square	
  and	stares	into	the	distance.	Noticing	the	party	he	
  asks	if	they	would	meet	the	caravan	he	is	waiting	
  for,	it	is	long	overdue	and	he	expects	an	important	
  delivery.	
  4	
  The	local	tax	collectors	ask	the	party	for	a	favour,	
  they	are	afraid	to	go	near	the	tower	as	the	wizard	is	
  known	for	his	sour	mood	towards	the	authorities.	
  They	just	need	the	party	to	collect	the	small	tax	on	
  magic,	which	amounts	to	five	gold	pieces.	
  5	
  A	white-haired	bearded	wizard	comes	running	out	
  of	 the	 tower	 screaming,	 “Flee	 for	 your	 lives.”	
  Moments	 later	 a	 horned	 abomination	 bursts	
  through	 the	 wall	 next	 to	 the	 door,	 it	 scans	 the	
  fleeing	folk	in	front	of	the	tower,	and	roars	at	the	
  PCs	before	charging	them.	
  6	
  A	parchment	hanging	from	the	door	of	the	tower	
  reads,	 “Midnight	 dew	 and	 red	 scaled	 mushrooms	
  wanted,	 reward	 given	 for	 correctly	 gathered	
  ingredients,	 for	 details	 ring	 the	 bell.”	 An	 arrow	 is	
  painted	on	the	parchment	pointing	towards	a	small	
  toadstool-shaped	bell.	
  7	
  The	wizard	living	in	the	tower	sees	the	party	as	a	
  tool	in	his	efforts	to	best	his	bitter	rival	living	in	the	
  next	town.	Using	a	combination	of	threats,	flattery	
  and	gold	he	tries	to	hire	them.	
  8	
  The	 wizard	 has	 the	 largest	 collection	 of	 accurate	
  maps	 of	 the	 party’s	 next	 destination,	 but	 will	 he	
  willingly	share?	
  9	
  A	half-finished	statue	of	the	wizard	stands	in	front	
  of	 the	 tower,	 the	 nose	 seems	 overly	 large	 for	 a	
  statue	of	this	size.	It	might	explain	why	there	is	a	
  statue	 of	 a	 sculptor	 with	 a	 fearful	 expression	
  standing	next	to	the	statue.	
  10	
  When	a	hawk-nosed	man	cannot	pay	his	gambling	
  debt	 to	 the	 party,	 he	 offers	 them	 tickets	 to	 the	
  yearly	 masked	 ball	 held	 in	 the	 wizard’s	 home,	
  instead.	
  11	
  An	absentminded	wizened	old	wizard	walks	around	
  his	 tower.	 He	 is	 drawing	 different	 designs	 on	
  selected	 buildings;	 there	 seems	 to	 be	 no	 grander	
  scheme	in	his	meticulously	vandalism.		
  12	
  The	 party	 is	 swept	 along	 as	 a	 crowd	 of	 halflings	
  demonstrate	 in	 front	 of	 the	 tower.	 They	 demand	
  better	work	conditions	for	servants	in	the	employ	
  of	 wizards.	 The	 local	 wizard’s	 reply	 to	 their	
  demonstration	 could	 be	 calm	 or	 more	 severe	 in	
  nature.		
  13	
  A	surly	barbarian	hopes	to	enlist	the	party’s	help	to	
  break	into	the	tower	and	steal	a	jewel	the	size	of	a	
  human’s	head.	
  14	
  Two	wizards	stand	in	front	of	the	tower	and	play	
  chess	 with	 halfling-sized	 chess	 pieces.	 The	 pieces	
  are	 in	 fact	 real	 living	 halflings;	 perhaps	 they	 are	
  earning	 a	 living,	 being	 coerced	 or	 magically	
  dominated	to	take	part	in	this	bizarre	spectacle.	
  15	
  At	 the	 base	 of	 the	 tower	 lies	 a	 halfling	 in	 severe	
  pain,	both	legs	stick	out	in	unnatural	angles,	they	
  are	 clearly	 broken.	 A	 bearded	 man	 shouts	 from	 a	
  window	near	the	top,	“No,	I	anti-gravity	ring,	now	
  get	in	here.”	
  16	
  A	 bearded	 man	 hangs	 from	 the	 tower’s	 roof	
  screaming	for	help.	Below	him	at	the	tower’s	base	
  lies	an	ordinary	broom.	
  17	
  An	abandoned	tower	has	recently	started	to	open	
  up	cracks	in	the	ground	around	itself,	at	first	it	was	
  barely	 noticeable,	 but	 now	 the	 cracks	 are	 large	
  enough	 and	 threaten	 to	 swallow	 up	 the	 nearby	
  buildings.	 Town	 officials	 ask	 the	 party	 to	
  investigate,	and	stop	whatever	is	behind	the	cracks’	
  sudden	appearance.	
  18	
  The	local	town	drunkard	claims	to	have	conversed	
  with	a	devil	asking	for	directions	to	the	tower.		
  19	
  An	 artist	 with	 a	 painting	 of	 the	 wizard	 stands	 in	
  front	of	the	tower’s	door.	The	painting	is	clearly	too	
  large	to	go	through	the	doorway.	The	wizard	in	the	
  painting	is	hiding	his	head	in	his	hands	and	slowly	
  shaking	his	head.	
  20	
  A	 magical	 experiment	 goes	 wrong,	 and	 the	 tower	
  catches	 fire.	 Worse,	 it	 begins	 to	 give	 off	 smoke	
  laden	 with	 minor	 magical	 effects	 that	 starts	 to	
  affect	 the	 nearby	 buildings.	 The	 party	 must	
  penetrate	 the	 tower’s	 formidable	 defences	 and	
  stop	the	wayward	experiment.	
  	
  	
  	
  	
  	
  	
  
  131	
  W I Z A R D ’ S  T O W E R :  L E G E N D S  &  R U M O U R S  
  Legends	and	rumours	are	often	associated	with	certain	wizard’s	
  towers.	 Use	 this	 table,	 to	 determine	 what	 the	 PCs	 may	 learn	
  about	the	wizard’s	tower	in	question.	
  D20	
  	
  1	
  No	one	lives	in	the	tower,	it	has	been	abandoned	
  for	years,	and	furthermore	the	protective	wards	of	
  the	tower	are	all	dormant.	Or	at	least	that	is	what	
  the	rumours	say.	
  2	
  Carrilyth	is	a	powerful	elven	mage;	he	has	always	
  been	 a	 benefactor	 to	 the	 neighbourhood,	 always	
  helping	the	needy.	But	lately	Carrilyth	has	become	
  a	 recluse	 always	 keeping	 to	 the	 shadows	 on	 the	
  rare	occasions	he	leaves	his	tower.	
  3	
  The	crystal	tower	has	never	been	breached.	What	
  riches	and	powerful	secrets	must	lie	within?	
  4	
  After	disappearing	twenty	years	ago,	the	tower	of	
  Balthazar	is	back	in	the	exact	same	spot	in	which	it	
  once	 stood.	 The	 tower	 took	 most	 of	 the	
  neighbourhood	with	it	those	decades	ago,	although	
  when	it	came	back	the	other	houses	were	nowhere	
  to	be	seen.		
  5	
  Gudron,	a	gnomish	wizard,	died	a	decade	ago	and	
  now	he	walks	the	rooms	of	his	tower,	protecting	it	
  against	 intruders,	 and	 looking	 for	 a	 way	 to	 leave	
  the	 mortal	 world.	 No	 one	 knows	 how	 he	 died;	
  perhaps	 the	 circumstances	 of	 his	 death	 are	 what	
  keeps	him	here.	
  6	
  The	 tower	 was	 built	 in	 a	 single	 night	 the	 legends	
  tell,	by	devils.	One	day	the	same	devils	will	come	
  for	the	owner,	but	who	knows	when	that	will	be.	
  7	
  Agathar	has	the	largest	collection	of	fine	spirits	and	
  rare	 liquors	 from	 across	 the	 realms.	 He	 is	 always	
  willing	 to	 pay	 handsomely	 for	 any	 spirits	 that	
  expand	his	collection.	
  8	
  Verion	is	a	mad	mage,	with	a	fondness	for	turning	
  his	enemies	and	other	undesirables	into	frogs.		
  9	
  The	 Tower	 of	 Ferinthyr	 has	 been	 turned	 invisible,	
  and	only	becomes	visible	under	the	light	of	the	full	
  moon.	 No	 one	 has	 breached	 the	 Moon	 Tower	 so	
  far,	but	the	tales	tell	of	plenty	attempts.	
  10	
  At	 night,	 weirdly	 coloured	 lights	 can	 be	 seen	
  coming	 from	 the	 windows	 of	 the	 tower,	 and	
  several	voices	in	languages	not	from	this	part	of	the	
  world	chant	in	the	darkness.	
  11	
  Old	 Nikolitus	 has	 married	 one	 of	 his	 apprentices.	
  Her	father	was	not	too	pleased	about	it,	and	he	has	
  offered	 a	 substantial	 reward	 for	 the	 return	 of	 his	
  beloved	daughter.	
  12	
  This	 tower	 exists	 on	 several	 planes	 at	 once;	 it	
  provides	an	easy	way	to	travel	between	the	planes.	
  Many	planar	treasures	are	hidden	within.	
  13	
  No	 one	 knows	 who	 built	 the	 tower,	 it	 has	 always	
  been	there,	and	some	legends	claim	that	it	is	older	
  than	the	town	itself.	
  14	
  The	 wizard	 that	 lived	 in	 the	 tower	 insulted	 a	
  dragon.	One	day	the	dragon	landed	on	the	tower	
  and	tore	the	roof	off,	and	ate	poor	old	Havasger.	
  Several	citizens	ended	up	in	the	dragon’s	maw	as	
  well.	 When	 the	 dragon	 had	 left,	 eighteen	 people	
  were	gone	and	several	buildings	were	ablaze.	The	
  fires	burnt	for	days,	and	the	smoke	could	be	seen	
  from	 miles	 away.	 Havasger’s	 magical	 treasures	
  could	 be	 in	 the	 tower	 or	 in	 a	 cave	 up	 in	 the	
  mountains,	guarded	by	the	dragon.	
  15	
  To	 enter	 this	 tower	 one	 must	 appease	 the	 three	
  devils	carved	over	the	doorway.	But	how	and	why,	
  the	legend	does	not	specify,	apart	from	the	curious	
  line,	“What	is	missing	must	be	restored.”	
  16	
  It	 is	 said	 the	 owner	 of	 the	 tower,	 Henedryal,	 can	
  hear	 whenever	 someone	 speaks	 her	 name,	 and	
  instantly	 know	 the	 location	 and	 intent	 of	 the	
  speaker.	
  17	
  The	wizard	Fraelin	is	obsessed	with	mechanical	life,	
  his	 tower	 is	 choked	 full	 of	 gears	 and	 all	 kinds	 of	
  weird	contraptions.	It	is	said	he	is	looking	for	a	way	
  to	 merge	 himself	 with	 an	 iron	 body	 to	 become	
  immortal.	“Iron	before	flesh”,	is	his	motto.	
  18	
  The	wizard	Sandhor	used	to	be	a	handsome	man,	
  but	an	accident	in	the	laboratory	left	him	horribly	
  scarred.	Today	he	barters	with	devils	and	demons	
  for	a	way	to	regain	his	lost	looks.		
  19	
  Gerold	is	afraid	of	heights;	that	is	why	it	is	a	one-
  storey	 building,	 but	 how	 deep	 it	 goes	 is	 anyone’s	
  guess.	 Some	 say	 it	 goes	 so	 deep	 it	 pierces	 Hell	
  itself,	 which	 may	 explain	 the	 sounds	 of	 flapping	
  wings	on	the	darkest	nights.	
  20	
  During	a	thunderstorm	five	years	past,	the	ground	
  opened	up	under	Barriol’s	tower.	The	chasm	is	still	
  there	 but	 the	 tower	 simply	 floats	 over	 it,	 in	 the	
  exact	 same	 spot	 as	 before	 the	 incident.	 Now	 the	
  watch	have	to	stand	guard	over	the	chasm	in	case	
  something	comes	out	of	it.	On	the	occasions	things	
  have	emerged,	Barriol	has	helped	defeat	the	hellish	
  beasts	emerging.	There	have	been	some	unsolved	
  bestial	
  murders,	
  and	
  other	
  unexplained	
  happenings,	recently.	Perhaps	something	has	snuck	
  past	the	sentinels?		
  	
  	
  	
  	
  	
  	
  	
  
  132	
  	
   
  
  133	
   
   
   
   
   
   
   
   
   
   
  TAVERNS 
  
  134	
  T A B L E  A :  T A V E R N  N A M E  ( D E S C R I P T O R )  
  D%	
  	
  1	
  Abandoned	
  3	
  Angry	
  4	
  Arm	
  5	
  Arrogant	
  6	
  Black	
  7	
  Blessed	
  8	
  Blood	
  9	
  Bloody	
  10	
  Blue	
  11	
  Bold	
  12	
  Brave	
  13	
  Brawny	
  14	
  Broken	
  15	
  Capricious	
  16	
  Clever	
  17	
  Confused	
  18	
  Craven	
  19	
  Crying	
  20	
  Cursed	
  21	
  Dancing	
  2	
  Desperate	
  22	
  Destitute	
  23	
  Dirty	
  24	
  Drunk	
  25	
  Dying	
  26	
  Enchanted	
  27	
  Fallen	
  28	
  Fiery	
  29	
  Flaming	
  30	
  Foolish	
  31	
  Forgotten	
  32	
  Furious	
  33	
  Ghostly	
  34	
  Giant	
  35	
  Gray	
  36	
  Green	
  42	
  Hammered		
  37	
  Hand		
  38	
  Hapless	
  39	
  Happy	
  40	
  Head	
  41	
  Hung/hanging	
  43	
  Hungry	
  44	
  Hunting	
  45	
  Illuminated	
  46	
  Iron	
  47	
  Jealous		
  49	
  Jolly	
  50	
  Last		
  51	
  Laughing	
  52	
  Lazy	
  53	
  Lost	
  54	
  Loud	
  55	
  Mad	
  56	
  Merciful	
  57	
  Merciless	
  58	
  Merry	
  59	
  Mighty	
  60	
  Mind	
  61	
  Number	(1,	2,	3	etc.)	
  62	
  Polite	
  63	
  Poor	
  64	
  Quiet	
  65	
  Red	
  66	
  Rest	
  67	
  Restless	
  68	
  Rhyming	
  69	
  Rich	
  70	
  Riding	
  71	
  Rotten	
  72	
  Ruddy	
  73	
  Rude	
  75	
  Rusty	
  76	
  Sad	
  77	
  Salty	
  78	
  Screaming	
  74	
  Selfish	
  79	
  Shadowed	
  80	
  Shattered	
  81	
  Shining	
  82	
  Singing	
  83	
  Slain	
  84	
  Slender	
  85	
  Smiling	
  86	
  Soaked	
  87	
  Spectral	
  48	
  Suicidal	
  88	
  Swinging	
  89	
  Sword	
  90	
  Tortured	
  91	
  Unkempt	
  92	
  Violent	
  93	
  Vulgar	
  94	
  Wandering	
  95	
  Weary	
  96	
  Weeping	
  97	
  Welcoming	
  98	
  White	
  99	
  Wise	
  100	
  Yellow	
   
  U S I N G  T H E S E  T A B L E S  
  Tables	A	and	B	present	scores	of	options	
  for	tavern	names.		A	GM	can	roll	on	the	
  tables	to	randomly	determine	a	name	or	
  simply	pick	a	suitable	name.		
  	
  Table	 A	 presents	 100	 descriptors	
  while	Table	B	presents	100	subjects.	The	
  simplest	 tavern	 names	 comprise	 a	
  descriptor	 followed	 by	 a	 subject;	 for	
  example,	 the	 Happy	 Halfling.	 Other	
  tavern	names	comprise	two	subjects;	for	
  example,	The	King	and	Traitor.		
  	
  It’s	 important	 to	 remember	 when	
  naming	
  taverns	
  that	
  such	
  establishments	 often	 gain	 their	 name	
  for	a	reason.	For	example,	The	King	and	
  Traitor	 could	 be	 named	 for	 a	 famous	
  meeting	 between	 a	 king	 and	 his	
  treacherous	 uncle	 while	 the	 Sorcerer’s	
  Wand	 could	 be	 named	 for	 a	 powerful	
  magic	item	lost	in	the	area.	Such	names	
  are	a	cool	add-on	to	the	campaign	and	
  can	 even	 spark	 adventures	 or	 side	
  quests.	
  	
  For	 more	 naming	 tables,	 check	 out	
  So	 What’s	 It	 Called,	 Anyway?	 by	 Marc	
  Radle	which	presents	tables	suitable	for	
  naming	taverns	and	all	other	manner	of	
  establishments.	 Alternatively,	 a	 quick	
  internet	search	will	throw	up	thousands	
  of	example	tavern	names.	
  
  135	
  T A B L E  B :  T A V E R N  N A M E  ( S U B J E C T )  
  D%	
  	
  1	
  Acolyte	
  2	
  Adept	
  3	
  Angel	
  4	
  Apprentice	
  5	
  Badger	
  6	
  Banshee	
  7	
  Beggar	
  8	
  Bugbear	
  9	
  Burglar	
  10	
  Champion	
  11	
  Cockatrice	
  12	
  Cooper	
  13	
  Cripple	
  14	
  Crypt	
  15	
  Cup	
  16	
  Curate	
  17	
  Demon	
  18	
  Devil	
  19	
  Dragon	
  20	
  Drum	
  21	
  Dwarf	
  22	
  Elf	
  23	
  Emperor	
  24	
  Ettin	
  25	
  Farmer	
  26	
  Footpad	
  27	
  Forest	
  28	
  Gauntlet	
  29	
  Ghost	
  30	
  Giant	
  31	
  Gnome	
  32	
  Goblet	
  33	
  Goblin	
  34	
  Guardian	
  35	
  Gypsy	
  36	
  Halfling	
  37	
  Harpy	
  38	
  Stallion	
  39	
  Helm	
  40	
  Hero/Heroine	
  41	
  High	Priest	
  42	
  Hills	
  43	
  Horseman	
  44	
  Human	
  45	
  Jester	
  46	
  Journeyman	
  47	
  Justicar	
  48	
  Keeper	
  49	
  King/Queen	
  50	
  Kobold	
  51	
  Lich	
  52	
  Lord	
  53	
  Mage	
  54	
  Magsman	
  55	
  Man	
  56	
  Manticore	
  57	
  Master	
  58	
  Medusa	
  59	
  Merchant	
  60	
  Moon	
  61	
  Myrmidon	
  62	
  Ogre	
  63	
  Orc	
  64	
  Priest	
  65	
  Protector	
  66	
  Rabbit	
  67	
  Rat	
  68	
  Robber	
  69	
  Rod	
  70	
  Runner	
  71	
  Sceptre	
  72	
  Scout	
  73	
  Scribe	
  74	
  Scrivener	
  75	
  Serpent	
  76	
  Shadow	
  77	
  Shark	
  78	
  Snake	
  79	
  Spectre	
  80	
  Spider	
  81	
  Spy	
  82	
  Strumpet	
  83	
  Sun	
  84	
  Swashbuckler	
  85	
  Thief	
  86	
  Thug	
  87	
  Tome	
  88	
  Traveller		
  89	
  Treant	
  90	
  Trickster	
  91	
  Vampire	
  92	
  Veteran		
  93	
  Wagon	
  94	
  Wand	
  95	
  Warden	
  96	
  Warrior	
  97	
  Wave	
  98	
  Wheel	
  99	
  Wizard/Sorcerer	
  100	
  Wood	
  S A M P L E  T A V E R N  N A M E S   
  D20	
  THE...	
  01-02	
  Acrobatic	Spider		
  03-04	
  Angry	Badger	
  05-06	
  Angry	Harpy	
  07-08	
  Balls	and	Ferret	
  09-10	
  Banshee	&	Spider	
  11-12	
  Bard	and	Fox	
  13-14	
  Blind	Medusa	
  15-16	
  Bloody	Orc	
  17-18	
  Coiled	Serpent	
  19-20	
  Confused	Jester	
  21-22	
  Craven	Dragon	
  23-24	
  Crippled	Bugbear	
  25-26	
  Crippled	Dog	
  27-28	
  Curate	and	Thief	
  29-30	
  Cursed	Helm	
  31-32	
  Dancing	Ettin	
  33-34	
  Enchanted	Axe	
  35-36	
  Fallen	Cooper	
  37-38	
  Footpad’s	Hand	
  39-40	
  Forgotten	Queen	
  41-42	
  Ghostly	Goblet	
  43-44	
  Ghostly	Warrior	
  45-46	
  Goblin’s	Sword	
  47-48	
  Good	Master	
  49-50	
  Green	Dragon	
  51-52	
  Iron	Warden	
  53-54	
  Jumping	Cripple	
  55-56	
  Lost	Angel	
  57-58	
  Mad	Beggar		
  59-60	
  Merry	Huntsman	
  61-62	
  Rabbit	and	Ogre	
  63-64	
  Screaming	Forest	
  65-66	
  Scribe	and	Scriveners	
  67-68	
  Swashbuckler’s	Head	
  69-70	
  Three	Kings	
  71-72	
  Traveller’s	Rest	
  73-74	
  Tricky	Spy	
  75-76	
  Vampire	and	Ghost	
  77-78	
  Vengeful	Apprentice	
  79-80	
  Vengeful	Kobold	
  81-82	
  Vulgar	Halfling	
  83-84	
  Wagon	and	Sceptre	
  85-86	
  Wand	and	Cup	
  87-88	
  Wandering	Lich	
  89-90	
  Weary	Giant	
  91-92	
  Weeping	Justicar	
  93-94	
  Weeping	Merchant	
  95-96	
  Wizard	and	Beggar	
  97-98	
  Yellow	Elf	
  99-100	
  Zealous	Paladin	
  
  136	
  I N T E R E S T I N G  T A V E R N  F E A T U R E S  
  Each	tavern	or	inn	the	PCs	visit	should	have	something	unique	or	
  interesting	 about	 it	 to	 help	 it	 stick	 in	 the	 players’	 minds.	 This	
  section	presents	dozens	of	memorable	tavern	features,	including	
  physical	descriptions,	rumours,	secrets	and	other	quirks.		
  D%	
  THE	TAVERN….	
  1-2	
  suffers	from	frequent	bar	fights.	All	stools,	benches	
  and	tables	are	nailed	to	the	floor,	and	all	food	and	
  drinks	 are	 served	 in	 wooden	 plates,	 bowls	 and	
  mugs.	The	cutlery	is	still	metal	though….	
  3	
  has	 secret	 smugglers’	 tunnels	 leading	 from	 its	
  cellar	to	an	underground	river	dock.	
  4	
  brews	Gorgon's	Blood	Strong	Ale	on	the	premises;	
  the	 beer	 is	 rumoured	 to	 contain	 a	 drop	 of	 real	
  gorgon's	blood	in	each	pint.	
  5	
  has	a	badly	stuffed	pair	of	ettin's	heads	hanging	on	
  the	wall.	The	monster	terrorized	travellers	until	it	
  was	slain	by	the	landlord	and	patrons.	
  6	
  is	 a	 moored	 ship	 that	 once	 belonged	 to	 the	
  infamous	pirate	captain	Bloody	Marja.	
  7	
  has	a	resident	alehouse	drake	named	Mikulas	who	
  loves	to	gossip	and	carouse.	
  8-9	
  is	 famous	 for	 its	 menu	 including	 dishes	 such	 as	
  devilled	cockatrice	eggs	and	spiced	owlbear	steaks.	
  10-11	
  has	 a	 hidden	 room	 where	 illegal	 high-stakes	
  gambling	takes	place.	
  12-13	
  doubles	 as	 a	 brothel	 renowned	 for	 its	 discretion	
  and	is	very	popular	with	the	great	and	the	good.	
  14	
  has	 a	 polar	 bearskin	 rug	 in	 front	 of	 the	 fire;	 this	
  was	the	gift	of	a	patron	from	the	Northlands.	
  15-16	
  is	operated	as	a	front	for	the	local	thieves’	guild.	
  17-18	
  stages	pit	fights	in	its	basement,	including	bear	vs.	
  dogs,	cockfights	and	bare	knuckle	boxing	matches.	
  19	
  is	situated	on	stilts	in	the	marshes;	patrons	arrive	
  and	leave	by	skiff.	
  20	
  has	a	sign	on	the	door	reading	“No	Dogs,	Muddy	
  Boots	or	Adventurers	Allowed.”	
  21	
  is	immaculately	clean;	the	rumour	is	that	brownies	
  sweep	and	wash	the	floor,	polish	the	glasses	and	
  tidy	up	every	night	after	closing.	
  22	
  is	designed	with	gnomes	and	halflings	in	mind;	the	
  furniture	is	tiny	and	humans	are	forced	to	stoop	to	
  avoid	banging	their	heads	on	the	low	ceiling.	
  23	
  has	an	enormous	map	of	the	locality	on	the	wall	
  behind	 the	 bar	 with	 key	 dungeons	 marked;	
  adventuring	bands	stick	a	flag	with	their	emblem	in	
  the	map	when	they	have	looted	a	site.		
  24	
  is	run	by	a	devout	follower	of	Conn	the	Lawgiver	
  and	 serves	 no	 alcohol.	 Consequently,	 it	 is	 a	 dour	
  place.	
  25	
  is	situated	at	a	crossroads	with	an	excellent	view	of	
  a	high	set	of	gibbets.	
  26	
  has	 such	 a	 fine	 wine	 cellar	 that	 it’s	 rumoured	
  powerful	noblemen	frequent	it	in	disguise.	
  27	
  has	a	secret	door	hidden	in	the	wardrobe	of	one	of	
  the	bedrooms	which	leads	to	the	unholy	temple	of	
  a	demonic	cult.	
  28	
  has	 a	 bar	 made	 from	 the	 trunk	 of	 a	 sacred	 oak,	
  enraging	the	local	druidic	circle.		
  29	
  is	 inside	 a	 lighthouse	 on	 a	 rocky	 headland.	 The	
  landlord	 still	 lights	 the	 great	 lantern	 on	 stormy	
  nights.		
  30	
  is	 haunted	 by	 the	 harmless	 ghost	 of	 a	 former	
  regular,	Aznaro	Litwin.	An	empty	chair	is	left	by	the	
  fireside	for	him.	
  31	
  is	 run	 by	 a	 former	 pirate	 and	 has	 a	 bright	 green	
  talking	 parrot	 on	 a	 perch	 behind	 the	 bar.	 The	
  parrot	 likes	 to	 insult	 customers,	 but	 occasionally	
  recites	directions	to	buried	treasure.	
  32	
  has	 ten	 tables	 grouped	 around	 a	 large	 stage	 on	
  which	 satirical	 plays	 are	 performed.	 Sometimes	
  these	are	closed	down	by	the	authorities.	
  33	
  somehow	moves	around	the	city.	Each	night	it	can	
  be	 found	 in	 a	 different	 district.	 Occasionally,	 it	
  shifts	to	another	town	altogether.	
  34	
  is	 popular	 with	 members	 of	 the	 Arcanists’	 Guild;	
  newcomers	 are	 encouraged	 to	 demonstrate	 their	
  magical	skills	with	a	trick	or	two.	
  35-36	
  is	 always	 very	 dark	 and	 has	 many	 alcoves.	 It	
  attracts	unsavoury	characters	and	those	who	don’t	
  want	to	be	seen.	
  37	
  is	 inside	 the	 trunk	 of	 a	 huge	 tree;	 the	 bar	 stools	
  and	tables	are	upturned	logs,	and	the	floor	is	bare	
  earth.	
  38	
  has	the	best	selection	of	dwarven	beers	outside	of	
  the	mountain	kingdom	of	Khazdralhad.	
  39	
  serves	bland	food	and	flat	beer,	but	thanks	to	an	
  enchantment	 placed	 on	 the	 establishment	 by	 a	
  local	illusionist,	the	patrons	love	it.	
  40	
  has	a	row	of	moth-eaten	peryton	heads	mounted	
  on	the	wall;	the	patrons	use	their	antlers	to	hang	
  up	their	hats	and	cloaks.	
  41	
  is	
  warded	
  by	
  magic	
  that	
  calms	
  tempers	
  (established	after	the	owner	grew	tired	of	brawls	
  breaking	out).	
  42-43	
  has	a	leaky	roof	which	the	landlord	is	too	poor	(or	
  mean)	to	fix.	There	are	buckets	everywhere,	when	
  it’s	raining.	
  44-45	
  makes	 the	 best	 spiced	 chicken	 pasties	 and	
  pheasant	pies	for	miles	around.	
  46	
  is	on	the	end	of	a	pier.	A	trapdoor	in	the	middle	of	
  the	taproom	can	be	used	to	drop	unruly	drunkards	
  and	those	who	can’t	pay	their	tab	into	the	sea.	
  47-48	
  is	 situated	 on	 a	 floating	 island,	 drifting	 200	 feet	
  above	 the	 ground.	 Access	 is	 via	 a	 large	 wicker	
  basket	on	a	pulley.	
  49	
  makes	 its	 own	 sweet	 white	 wine	 from	 the	 vines	
  growing	in	the	garden	behind	the	pub.	
  50-51	
  serves	amazing	smoked	dire	boar	sausages.	
  
  137	
  52	
  acts	 as	 the	 unofficial	 headquarters	 of	 the	
  Adventurers’	Guild.	There	is	a	“Situations	Vacant”	
  notice	board	for	available	work	and	a	scoreboard	
  for	tallying	treasure	found	and	monsters	killed.	
  53	
  has	 a	 rune-covered	 greatsword	 hanging	 over	 the	
  bar.	
  54-55	
  is	the	most	fashionable	place	in	the	city,	despite	its	
  rude	staff,	vinegary	wine	and	overcooked	food.	
  56	
  holds	 weekly	 singing	 contests	 for	 locals	 and	
  visitors.	Many	of	the	singers	have	also	performed	
  at	the	opera	house.	
  57	
  has	walls	painted	with	raunchy	scenes	of	nymphs	
  and	satyrs;	there	is	a	small	shrine	to	the	Wine	God	
  in	one	corner.	
  58	
  brews	its	own	strong	cider,	Jolly	Halfling	Redface,	
  using	only	local	orchards.	
  59-60	
  opens	early	in	the	morning	to	cater	for	the	market	
  traders	and	is	closed	in	the	evenings.	
  61-62	
  is	overrun	by	rats	which	are	bold	enough	to	eat	the	
  food	from	the	customers’	plates.	
  63	
  has	 a	 wide	 double	 door	 entrance,	 oversized	
  furniture	and	a	high,	vaulted	ceiling.	Tall	and	four-
  legged	 folk	 such	 as	 ogres	 and	 centaurs	 make	 up	
  much	of	the	clientele.		
  64	
  supposedly	 has	 the	 lost	 treasure	 of	 Peder	 Uren	
  buried	beneath	the	cellar	floor.	
  65	
  has	 a	 flat	 roof	 for	 landings	 by	 griffins	 and	 giant	
  eagles.	 An	 upper	 floor	 also	 provides	 a	 quiet,	
  members-only	drinking	venue.	
  66-67	
  is	the	best	place	in	the	city	to	find	someone	willing	
  to	buy	an	unwanted	magic	item.	
  68	
  has	 a	 trapdoor	 in	 the	 floor	 of	 the	 kitchen	 which	
  leads	 down	 into	 the	 remains	 of	 the	 older	 city	 on	
  which	the	present	one	is	built.	
  69	
  has	 a	 huge	 painting	 hanging	 on	 the	 wall	 of	 the	
  current	 landlord	 battling	 a	 dragon	 single-handed.	
  This	 never	 happened	 –	 the	 landlord	 has	 always	
  worked	in	pubs	but	dreams	of	adventure.	
  70	
  is	 also	 a	 popular	 gambling	 establishment	 among	
  the	 wealthy,	 offering	 fine	 food	 and	 wines	 and	 a	
  classy	escort	service	for	both	men	and	women.		
  71	
  is	built	on	a	bridge	spanning	a	chasm.	The	floor	of	
  the	 taproom	 is	 magically	 reinforced	 glass	 and	
  offers	a	superb	view	of	the	river	500	feet	below.	
  72	
  is	situated	in	the	undercroft	of	the	city	gatehouse	
  and	is	popular	with	off-duty	city	watchmen.	This	is	
  a	good	place	for	rumour-gathering.	
  73-74	
  is	a	local	pub	for	local	people.	The	place	falls	silent	
  when	the	PCs	enter	and	the	“welcome”	from	the	
  bar	staff	is	noticeably	frosty.	
  75-76	
  has	a	bad	reputation	for	pickpockets.		
  77	
  is	 decorated	 with	 dozens	 of	 hunting	 trophies	
  (mostly	animals	but	there	are	a	few	monsters	too).	
  The	three	chandeliers	are	fashioned	from	antlers.	
  78	
  has	 dishonest	 staff	 who	 short-change	 their	
  customers	and	pilfer	items	from	their	rooms.	
  79	
  serves	 delicious	 mead	 and	 tasty	 honey	 from	 its	
  own	beehives.	
  80	
  is	 a	 rowdy	 place,	 popular	 with	 warriors	 and	
  barbarians;	 much	 quaffing	 of	 ale,	 plate-smashing	
  and	drunken	singing	happens	here.	
  81	
  has	saucy,	flirty	serving	staff	of	both	sexes	who	can	
  be	hired	as	“bedwarmers.”	
  82	
  is	 very	 quiet.	 Serious	 students	 from	 the	 nearby	
  university	and	School	of	Wizardry	come	here	for	a	
  bite	to	eat	and	a	drink	while	studying	their	books.	
  83	
  acts	as	a	front	for	a	group	of	cruel	slavers.	Drunk	
  patrons	 are	 sometimes	 dragged	 off	 and	 shoved	
  into	the	holding	cells	beneath	the	inn.		
  84	
  is	 popular	 with	 local	 fishermen	 and	 is	 decorated	
  with	 fishing	 nets	 and	 other	 nautical	 knickknacks.	
  The	fried	fish	served	here	is	delicious.		
  85	
  has	 a	 “no	 weapons”	 rule.	 All	 weapons	 must	 be	
  surrendered	 at	 the	 door	 to	 a	 female	 half-orc	
  bouncer	with	a	big	club	and	a	missing	nose.	
  86	
  has	 a	 shield	 with	 a	 red	 griffin	 emblem	 hanging	
  outside.	 This	 shield	 was	 stolen	 from	 the	 paladin	
  Amar	Beaumont	by	bandits;	he	would	pay	a	decent	
  reward	for	its	return.		
  87	
  is	 subject	 to	 a	 permanent	 reverse	 gravity	
  enchantment,	allowing	patrons	the	chance	to	drink	
  on	the	ceiling.	
  88	
  is	situated	on	its	own	demiplane,	accessible	from	a	
  number	 of	 different	 pub	 entrances	 across	 the	
  multiverse.	The	clientele	is	as	varied	as	the	cuisine	
  and	drinks	menu.	
  89	
  employs	 hard-up	 students	 from	 the	 School	 of	
  Wizardry;	some	of	them	are	prone	to	bumping	up	
  their	tips	with	a	little	charm	magic.	
  90	
  is	a	former	chapel	and	has	beautiful	stained-glass	
  windows.	The	old	altar	displays	a	range	of	strong	
  spirits.	
  91	
  is	a	popular	spot	for	a	romantic	evening	and	has	a	
  small	fountain	in	the	middle	of	the	dining	area.	It	is	
  said	that	if	a	couple	each	throw	a	coin	into	it,	they	
  will	live	happily	ever	after.	
  92	
  is	 a	 dank	 and	 dimly	 lit	 cellar	 bar,	 decorated	 with	
  the	skulls	of	various	animals	and	monsters.		
  93	
  is	packed	every	night	with	actors	and	playwrights	
  who	perform	at	the	nearby	theatre.	They	drink	a	
  lot	and	like	to	rehearse	their	speeches	in	front	of	
  other	patrons.		
  94-95	
  has	an	uneven	floor	and	wobbly	tables	and	chairs.	
  96-97	
  is	 a	 cheap,	 backstreet	 pub,	 selling	 strong	 ale	 and	
  hearty	stew	to	hard-working	labourers.	
  98-99	
  is	very	popular	with	merchants	and	traders;	there	
  are	deals	going	on	at	almost	every	table.	
  100	
  is	a	secret	drinking	establishment	inside	a	cave	on	
  the	outskirts	of	town.	
  	
   
  
  138	
  S A M P L E  C U S T O M E R S  
  Other	patrons	offer	the	GM	a	great	way	for	the	PCs	to	hear	local	
  rumours,	 pick	 up	 on	 adventure	 hooks,	 or	 just	 have	 a	 fun	
  roleplaying	encounter	when	they	visit	a	tavern.		
  	
  This	 section	 presents	 50	 notable	 tavern	 customers	 for	 the	
  PCs	 to	 interact	 with;	 each	 entry	 includes	 basic	 statistics,	 a	
  physical	 description	 and	 one	 or	 two	 personality	 traits	 to	 help	
  bring	the	patrons	to	life.	
  D%	
  CUSTOMER	
  01-02	
  Eavis	 Hob	 (N	 male	 human	 commoner):	 ruddy-
  faced	local	farmer	with	mutton-chop	sideburns,	
  doesn’t	like	“folk	not	from	round	‘ere”.	
  03-04	
  Francio	 Colias	 (NG	 male	 human	 expert/bard):	
  fork-bearded	 playwright,	 scribbling	 furiously	
  away	 on	 parchment	 and	 won’t	 take	 kindly	 to	
  being	disturbed.	Likes	to	use	flowery	language.	
  05-06	
  Berig	 Tolly	 (LN	 male	 human	 expert):	 miserable,	
  pot-bellied	fisherman,	constantly	bemoaning	the	
  lack	of	a	good	catch.	Stinks	of	fish.	
  07-08	
  Oglander	 Trell	 (CG	 male	 human	 wizard):	
  bearded,	wears	a	ridiculous-looking	wizard’s	hat,	
  and	 smokes	 a	 foul-smelling	 pipe.	 An	 expert	 on	
  the	fey;	friendly	but	very	absent-minded.	
  09-10	
  Madame	 Rocelin	 (CG	 female	 human	 expert):	
  buxom	
  middle-aged	
  brothel-keeper,	
  the	
  archetypal	 “tart	 with	 a	 heart.”	 Loves	 a	 good	
  double	entendre.	
  11-12	
  Garrow	 Poppyfield	 (LN	 male	 halfling	 expert):	
  rotund	 orchard	 keeper	 and	 cider-maker,	 has	 a	
  huge	belly	laugh	and	enjoys	a	good	gossip.	
  13-14	
  Rafiq	 Al-Tayyib	 (N	 male	 human	 expert):	 dark-
  skinned,	 djellaba-wearing	 spice	 merchant	 from	
  the	southern	city	of	Sabtah.	Warm	and	friendly,	
  but	insists	on	haggling.	
  15-16	
  Holgin	Forgestoker	(LG	male	dwarf	expert):	bald-
  headed	 weaponsmith	 with	 elaborately	 braided	
  red	beard	and	heavily	calloused	hands.	Irritable	
  perfectionist	who	does	excellent	work.	
  17-18	
  Anora	 Greenmantle	 (NG,	 female	 half-elf	 druid):	
  has	 light	 brown	 hair,	 violet	 eyes	 and	 attractive	
  features;	 wears	 plain	 woollen	 robes	 and	 is	
  accompanied	 by	 her	 wolf.	 Softly-spoken,	 kind	
  and	wary	of	heavily-armed	adventurers.	
  19-20	
  Nesta	Redhawk	(CG	female	human	ranger):	red-
  haired	with	a	freckled	face	and	wearing	studded	
  leather	 armour	 and	 a	 dark	 green	 cloak.	 Moves	
  slowly	 and	 deliberately.	 Takes	 an	 interest	 in	
  strangers.	
  21-22	
  Gong	 Tzu	 (LN	 male	 human	 monk):	 shaven-
  headed	 elderly	 martial	 artist	 from	 distant	
  Keiwan,	
  dressed	
  in	
  simple	
  robes.	
  Bows	
  respectfully	and	expects	others	to	do	the	same.	
  Speaks	 very	 poor	 Common	 and	 is	 likely	 to	
  become	confused	in	any	conversation.		
  23-24	
  Thadeous	 Kellgrim	 (CE	 male	 human	 sorcerer):	
  bald-headed,	 thin-faced	 man	 with	 a	 goatee	
  beard,	wearing	black	robes	and	a	sinister-looking	
  silver	amulet.	Has	a	cruel	sense	of	humour.	
  25-26	
  Father	 Poncival	 (N	 male	 human	 cleric):	 big-
  nosed,	middle-aged	priest	of	Conn	the	Lawgiver,	
  clad	 in	 white	 clerical	 robes.	 Tends	 to	 leer	 at	
  attractive	women.	
  27-28	
  Gerd	 Hot-Head	 (CN	 female	 human	 barbarian):	
  blond	 Northlands	 warrior,	 clad	 in	 furs	 and	
  leather	 and	 carrying	 a	 big	 axe.	 Boisterous	 and	
  quick	 to	 anger;	 she	 likes	 to	 challenge	 men	 to	
  drinking	contests.		
  29-30	
  Odgar	 Pennyweather	 (N	 male	 gnome	 rogue):	
  devious	pickpocket	with	bright	orange	hair,	large	
  glittering	 black	 eyes	 and	 earthy	 brown	 skin.	
  Bursts	into	(crocodile)	tears,	if	caught	stealing.	
  31-32	
  Skaar	Flatnose	(NE	male	half-orc	fighter):	down-
  at-heel	 warrior	 who	 was	 thrown	 out	 of	 his	 last	
  adventuring	 band	 and	 is	 desperate	 to	 join	
  another	one.	He	has	terrible	breath	and	a	nasty	
  temper.		
  33-34	
  Gwaelen	Calafalas	(CG	female	elf	fighter):	blond-
  haired	elf	archer	in	shining	chainmail	and	green	
  leather	boots;	has	a	nasty	scar	on	her	left	cheek.	
  Waiting	 to	 meet	 a	 prospective	 employer	 and	
  seems	distracted.	
  35-36	
  Piero	 Merigot	 (LN	 male	 human	 aristocrat):	
  wealthy	 and	 handsome	 olive-skinned	 young	
  noble	 in	 search	 of	 some	 female	 company.	
  Charming	but	somewhat	world-weary.	
  37-38	
  Dani	 Sunilda	 (NE	 female	 human	 rogue):	 very	
  attractive,	 well-dressed	 lady	 with	 bright	 green	
  eyes	 and	 dark	 hair.	 Looking	 to	 seduce	 a	 stupid	
  but	wealthy	man	and	run	off	with	his	money.	
  39-40	
  Sidrac	Pureheart	(LG	male	human	paladin):	good-
  looking,	 blond-haired	 knight	 in	 shining	 armour	
  embossed	 with	 the	 symbol	 of	 the	 sun	 god	
  Darlen.	Vain,	pompous	and	a	bit	dim.	
  41-42	
  Beldina	 (NG	 female	 human	 witch):	 young	 dark-
  skinned	 gypsy	 fortune-teller	 offering	 tarot	
  readings.	 Very	 intense;	 often	 sees	 death	 in	 her	
  cards.	
  43-44	
  Ivan	and	Pavao	(N	male	human	warrior):	off-duty	
  members	of	the	city	watch.	One	is	tall	and	thin,	
  the	 other	 short	 and	 fat.	 Both	 are	 bullies,	 and	
  don’t	like	to	pay	for	their	drinks.	
  45-46	
  Theona	 (LG	 female	 human	 expert):	 pale	 and	
  undernourished	 scribe	 with	 ink-stained	 fingers,	
  dressed	in	plain	grey	robes.	Speaks	very	quietly	
  and	is	painfully	self-effacing.	
  47-48	
  Valgard	Stonyfist	(LE	female	dwarf	fighter):	one-
  eyed	bearded	adventurer,	back	from	a	successful	
  expedition	 with	 items	 to	 sell.	 Greedy	 and	 likely	
  to	rip	off	anyone	she	deals	with.	
  
  139	
  49-50	
  Hamult	 (N	 male	 human	 commoner):	 buck-
  toothed	 miller,	 not	 liked	 by	 the	 locals,	 who	
  suspect	 him	 of	 taking	 a	 bigger	 cut	 than	 he	
  should.	 Hums	 to	 himself	 and	 is	 suspicious	 of	
  outsiders.	
  51-52	
  Caranthir	Martken	(N	half	elf	rogue):	handsome	
  con	 man,	 posing	 as	 a	 merchant	 who	 has	 just	
  been	 robbed.	 Smooth-talking	 and	 apparently	
  very	honest.	
  53-54	
  Barr	 Jockell	 (NE	 male	 human	 commoner):	 red-
  faced	 cooper	 with	 a	 shock	 of	 blond	 hair	 and	 a	
  lazy	eye.	Bigoted	about	other	races	and	sexist	to	
  boot.	Rants	when	drunk.	
  55-56	
  Gundrik	
  Craghammer	
  (LN	
  male	
  dwarf	
  commoner):	 master	 builder	 with	 a	 magnificent	
  triple-braided	beard	and	the	ability	to	blow	large	
  smoke	rings.	Very	meticulous.	
  57-58	
  Tuluin	 (NG	 male	 human	 commoner):	 swarthy	
  labourer	 with	 nearly	 all	 his	 teeth	 missing,	
  wearing	 a	 simple	 peasant	 smock.	 Nosy	 and	
  overbearing.	
  59-60	
  Minir	Lossehelin	(CG	male	elf	bard):	blond-haired	
  singer	 and	 lute	 player,	 wearing	 clothes	 of	 deep	
  blue	and	a	silver	swan-shaped	brooch.	Talented	
  performer,	prone	to	melancholy.	
  61-62	
  “Happy”	Hiragg	Skullcruncher	(N	female	half-orc	
  fighter):	 broken-nosed	 scraggly-haired	 enforcer	
  for	 the	 local	 thieves’	 guild.	 Affable	 when	 she’s	
  not	working;	tells	terrible	jokes.	
  63-64	
  Reyna	 Kirkas	 (LE	 female	 half-elf	 inquisitor):	
  heavily	 armed,	 fanatical	 follower	 of	 Darlen	 the	
  Shining	 Light,	 sworn	 to	 track	 down	 the	 god’s	
  enemies.	Has	a	sinister	smile	and	enjoys	inflicting	
  pain	on	others.	
  65-66	
  Ruggert	 (N	 male	 human	 expert):	 weather-
  beaten,	sun-tanned	sailor,	with	a	bowlegged	gait	
  and	lots	of	tattoos.	Won’t	stop	telling	sea	stories	
  as	long	as	the	rum	keeps	flowing.	
  67-68	
  Colum	 the	 Clumsy	 (N	 male	 human	 commoner):	
  accident-prone	 dock-worker	 with	 a	 limp	 and	
  sporting	 a	 black	 eye.	 Hates	 his	 boss	 and	 tells	
  boastful	lies	to	anyone	who	will	listen.	
  69-70	
  Bhuvanesh	 (LN	 male	 human	 wizard):	 brown-
  skinned,	handsome	scholar	from	remote	Gopura,	
  studying	 the	 magic	 of	 distant	 lands.	 Will	
  enthusiastically	 compare	 notes	 with	 any	 arcane	
  spellcasters;	somewhat	naïve.	
  71-72	
  Leovold	 Kerric	 (LG	 male	 human	 paladin):	
  inexperienced,	 fresh-faced	 paladin	 with	 shiny,	
  undamaged,	plate	mail	and	a	sword	that’s	barely	
  been	swung	in	anger.	May	ask	the	PCs	for	some	
  tips	if	they	seem	to	be	“goodly	sorts.”		
  73-74	
  Parador	 (NG	 male	 human	 cleric):	 middle-aged	
  tonsured	 priest	 of	 the	 god	 of	 healing.	 His	
  adventuring	days	are	behind	him	but	he	enjoys	
  recounting	his	exploits	in	a	dull	monotone.	Has	
  sweaty	hands.	
  75-76	
  Kazask’t	 (N	 male	 lizardfolk	 fighter):	 seven-foot-
  tall	 green-scaled	 warrior,	 carrying	 a	 turtle-shell	
  shield	 and	 a	 spear.	 Confident,	 taciturn	 and	
  unbothered	by	any	strange	looks.	
  77-78	
  Elanoreth	 (CG	 female	 elf	 wizard):	 stunningly	
  beautiful	 silver-haired	 magus,	 wearing	 black	
  robes	 decorated	 with	 arcane	 symbols	 and	
  carrying	an	orb-topped	staff.	Poised	and	aloof.	
  79-80	
  Barro	 Bonerattler	 (N	 male	 gnome	 expert):	
  talented	professional	gambler	with	a	natty	line	in	
  waistcoats.	 Expressionless	 when	 at	 the	 tables;	
  shows	his	deadpan	humour	when	he’s	not.	
  81-82	
  “Scabby”	Cuthred	(CN	male	human	commoner):	
  scruffy	 and	 dirty	 beggar	 with	 a	 missing	 arm.	
  Offers	local	information	in	exchange	for	food	and	
  drink.	
  83-84	
  Brendon	 Sharpwit	 (NG	 male	 halfling	 expert):	
  smartly	dressed	curly-haired	general	shopkeeper	
  with	 well-manicured	 bare	 feet.	 Is	 keen	 to	 find	
  out	if	the	PCs	have	enough	iron	spikes	and	ten-
  foot	poles.	
  85-86	
  Folgrim	 Goldsmelter	 (NE	 male	 dwarf	 expert):	
  grey-bearded	 balding	 moneylender,	 wearing	
  small	spectacles	on	the	end	of	his	nose.	Mean-
  spirited,	avaricious	and	misanthropic.	
  87-88	
  Kadia	Killiwrath	(LN	female	monk):	dark-skinned	
  woman	 with	 her	 blue-black	 hair	 tied	 in	 a	
  topknot,	 and	 two	 kamas	 tucked	 into	 her	 red	
  cloth	belt.	Maintains	a	state	of	zen-like	calm.	
  89-90	
  Liuva	 (NG	 female	 human	 commoner):	 soot-
  covered,	 muscular	 charcoal-maker.	 Nervous	
  about	 returning	 to	 work	 due	 to	 “strange	
  happenings	in	the	woods.”	
  91-92	
  Elarik	 Swiftwater	 (CG	 male	 half-elf	 ranger):	
  rugged-looking,	well-travelled	bounty	hunter	on	
  the	 trail	 of	 a	 notorious	 murderer.	 Intimidating	
  and	solemn.	
  93-94	
  Variel	Dusktreader	(LN	female	elf	fighter):	plain-
  featured	 down-to-earth	 captain	 of	 the	 city	
  watch.	Always	on	the	lookout	for	anyone	up	to	
  no	good.	
  95-96	
  Pia	 (CG	 female	 human	 commoner):	 seven-year-
  old	 girl	 in	 a	 bright	 red	 dress	 who	 is	 looking	 for	
  her	 mother.	 Distressed,	 she	 wants	 to	 tag	 along	
  with	the	PCs	until	she	finds	her.	
  97-98	
  Borstig	 Bigbelly	 (CN	 male	 human	 commoner):	
  obese,	sweaty	cobbler	whose	main	aim	in	life	is	
  to	avoid	being	sober.	Rude	and	abusive.	
  99-100	
  Letia	Varro	(N	female	human	aristocrat):	elegant	
  and	
  well-dressed	
  mature	
  noblewoman,	
  accompanied	by	her	manservant	as	she	looks	for	
  her	errant	husband.	Imperious	demeanour.	
  	
  	
  	
  	
  
  140	
  S A M P L E  S T A F F  
  It’s	often	the	staff	in	a	tavern	that	determine	its	atmosphere	and	
  help	make	it	distinct	and	memorable.	It’s	particularly	important	
  to	have	interesting	NPCs	working	in	a	pub	that	the	PCs	regularly	
  return	 to	 after	 an	 adventuring	 expedition.	 The	 landlord	 can	
  become	 a	 trusted	 friend	 and	 a	 good	 source	 of	 information	 on	
  what’s	 been	 going	 on	 in	 town	 while	 the	 PCs	 have	 been	 away.	
  This	section	presents	50	notable	tavern	staff;	each	entry	includes	
  basic	statistics,	a	physical	description	and	one	or	two	personality	
  traits	to	help	with	roleplaying.	
  	
  D%	
  STAFF	MEMBER	
  01-02	
  Urgrim	 Strongarmed	 (N	 male	 dwarf	 warrior):	
  overweight	and	out	of	shape	bouncer.	Is	polite	to	
  women	and	gruff	with	men.	Perpetually	smiling,	
  he	is	very	protective	of	the	tavern’s	staff.	
  03-04	
  Gurdik	Pendrell	(LN	male	human	expert):	weasel-
  faced	 bartender,	 wearing	 a	 grubby,	 grease-
  stained	apron.	Miserly	and	lugubrious.	
  05-06	
  Jarla	 Vespen	 (CG	 female	 human	 commoner):	
  rosy-cheeked,	 mature	 landlady	 with	 a	 heaving	
  bosom	and	a	heart	of	gold.	Flirtatious.	
  07-08	
  Steffan	 Kennig	 (N	 male	 human	 expert):	 portly	
  landlord	 with	 thinning	 hair.	 Snobbish;	 looks	 his	
  patrons	 up	 and	 down	 when	 they	 enter	 his	
  tavern.	 Hates	 mess	 and	 dirt;	 is	 usually	
  obsessively	cleaning	something.	
  09-10	
  Tanith	
  Zerlas	
  (LG	
  female	
  human	
  aristocrat/expert):	 elegant	 widow	 with	 long	
  raven-black	 hair,	 running	 her	 own	 stylish	
  restaurant.	Loves	good	food	and	fine	wine.		
  11-12	
  Renward	 Slyfox	 (CN	 male	 halfling	 rogue):	 well-
  fed	professional	gambler	who	won	the	tavern	in	
  a	 bet	 and	 hasn’t	 a	 clue	 how	 to	 run	 it.	 Makes	
  mistakes	 when	 taking	 drink	 and	 food	 orders,	
  spills	beer	everywhere	and	so	on.	
  13-14	
  Darry	 Hardbottle	 (LN	 male	 halfling	 expert):	
  ruddy-complexioned	
  halfling	
  cook.	
  Superb	
  piemaker	but	very	temperamental.	
  15-16	
  Bella	 Moonrise	 (NG	 female	 half-elf	 commoner):	
  young	 serving	 maiden	 with	 long,	 braided,	 light	
  brown	hair.	Terrified	of	getting	things	wrong.	
  17-18	
  Rhodus	 (CN	 male	 human	 commoner):	 very	
  handsome,	 pony-tailed	 waiter;	 wears	 tight	
  leather	 breeches	 and	 a	 puffy	 shirt.	 Vain	 and	
  empty-headed.	
  19-20	
  Shazwyn	 (N	 male	 gnome	 expert):	 green-haired	
  resident	 juggler	 and	 knife-thrower.	 Sulks	 if	 he	
  doesn’t	get	enough	applause.	
  21-22	
  Dollen	 (LG	 male	 human	 commoner):	 goofy-
  looking	 serving	 boy	 with	 ginger	 hair	 and	 a	
  stutter.	Very	gullible.	
  23-24	
  Ratha	 Varrin	 (LN	 female	 half-orc	 expert):	 scary-
  looking	 innkeeper,	 with	 a	 nasty	 scar	 running	
  across	her	forehead.	Proud	and	determined.	
  25-26	
  Ninetha	 (CN	 female	 human	 commoner):	 pretty,	
  green-eyed,	
  olive-skinned	
  serving	
  girl	
  and	
  chambermaid.	Lazy	and	flighty.	
  27-28	
  Luthrin	 Summerbee	 (NE	 male	 human	 rogue):	
  very	pale,	almost	albino,	tavern	owner.	Smooth-
  talking	liar,	always	looking	for	ways	to	steal	from	
  his	customers.		
  29-30	
  Bolval	the	Barrel-Bellied	(NG	male	dwarf	cleric);	
  tubby	 landlord	 and	 former	 cleric	 of	 the	 Forge	
  God.	 Has	 dedicated	 his	 retirement	 to	 brewing	
  the	 best	 beer	 this	 side	 of	 the	 Cloudpeak	
  Mountains.	
  31-32	
  Obry	 Verne	 (LN	 male	 human	 rogue):	 heavily	
  tattooed,	 bald-headed	 landlord	 with	 a	 bushy	
  moustache.	Used	to	be	in	a	criminal	gang,	but	is	
  now	determined	to	keep	out	of	trouble.	
  33-34	
  Jameela	 (N	 female	 human	 expert):	 sensuous,	
  dark-skinned	 exotic	 dancer,	 performing	 in	
  diaphanous	veils.	She	longs	for	a	rich	patron	to	
  whisk	her	away.	
  35-36	
  Grodor	(NG	male	human	expert):	short,	bearded	
  bartender	 who	 pours	 beer	 agonisingly	 slowly,	
  much	to	the	frustration	of	his	thirsty	customers.	
  37-38	
  Zebar	 (NG	 male	 black	 bear):	 dancing	 bear,	 sits	
  chained	 in	 the	 corner.	 An	 adventurer	 who	 was	
  cursed	 by	 the	 fey,	 he	 tries	 to	 communicate	 his	
  predicament	to	the	PCs.	
  39-40	
  Derlana	(LG	female	commoner):	smartly	dressed,	
  silver-haired	landlady	who	insists	only	the	finest	
  glasses	are	used	to	serve	drinks	in	her	backstreet	
  pub.	She	allows	no	swearing.	
  41-42	
  Niall	 Brodgirdle	 (N	 male	 halfling	 commoner):	
  doddery,	tipsy	old	potman	with	bushy	sideburns	
  and	big,	hairy	feet.	Drinks	down	the	dregs	as	he	
  collects	 up	 the	 tankards.	 He	 is	 normally	 drunk,	
  but	the	customers	tolerate	him	good-naturedly.	
  43-44	
  Blothmac	 (CN	 male	 troll):	 hideously	 ugly	 green-
  skinned	 bouncer	 with	 a	 ring	 through	 his	 nose.	
  Unusually	 intelligent	 and	 fiercely	 loyal	 to	 the	
  landlord.	Enjoys	the	effect	his	appearance	has	on	
  first-time	customers.	
  45-46	
  Spichfat	(NE	male	human	expert):	greasy-haired,	
  acne-ridden	cook,	with	a	thin	moustache.	Mean	
  and	nasty;	uses	rat	meat	in	his	stews	and	is	not	
  popular	with	his	fellows.	
  47-48	
  Elenagh	 (NG	 female	 commoner):	 pretty,	 young	
  serving	 girl	 with	 blond	 hair	 and	 a	 curvy	 figure.	
  Tired	of	getting	her	bottom	pinched	by	amorous	
  patrons,	 she	 is	 likely	 to	 empty	 a	 glass	 over	
  someone’s	head	the	next	time	it	happens.	
  49-50	
  Zambros	 Kibber	 (CN	 male	 gnome	 commoner):	
  well-dressed,	 diminutive	 landlord	 with	 fiery	 red	
  hair	 and	 a	 bottle-green	 waistcoat.	 Greedy,	 he	
  serves	watered-down	beer	to	patrons	he	thinks	
  won’t	notice.	
  
  141	
  51-52	
  Tereza	(N	female	half-elf	expert):	beautiful	dark-
  haired	 prostitute	 who	 works	 from	 the	 rooms	
  upstairs.	 One	 of	 her	 regular	 client	 beats	 her	
  violently,	but	she	is	too	scared	to	tell	anyone.	
  53-54	
  Malkas	 Hardepate	 (CN	 male	 human	 bard):	
  veteran	 master	 of	 ceremonies,	 with	 wild,	 grey	
  hair	and	a	red	robe	that’s	seen	better	days.	Great	
  joke-teller	with	a	sharp	wit.	
  55-56	
  Algar	 Scrobbes	 (LN	 male	 human	 expert);	 wide,	
  bull-necked	 pit	 boss	 who	 makes	 sure	 all	 is	
  running	
  smoothly	
  at	
  the	
  gaming	
  tables.	
  Suspicious	of	everyone	and	misses	very	little.	
  57-58	
  Herol	 Chenric	 (CN	 male	 human	 expert)	 highly	
  talented	 chef,	 with	 a	 shaved	 head	 and	 neatly	
  trimmed	beard.	Believing	that	his	lovely	food	is	
  not	 being	 appreciated,	 he	 is	 on	 the	 verge	 of	
  poisoning	his	“ungrateful”	customers.	
  59-60	
  Frodin	 Underhall	 (N	 male	 dwarf	 commoner):	
  dark-haired	 cellar	 man,	 with	 intricate	 silver	
  clasps	 tying	 up	 his	 hair	 and	 beard.	 Surly	 and	
  enjoys	grumbling.	
  61-62	
  Landaeris	 Celetherin	 (CG	 female	 elf	 bard):	
  graceful	 and	 handsome	 blond-haired	 resident	
  musician,	 capable	 of	 playing	 both	 rousing	 jigs	
  and	 terribly	 sad	 songs.	 Shy	 and	 nervous	 when	
  not	performing.	
  63-64	
  Pachko	Keff	(N	male	human	fighter):	brawny	and	
  red-bearded	 former	 adventurer,	 who	 once	
  plundered	the	tower	of	a	notorious	sorcerer,	and	
  is	now	lying	low	as	a	backstreet	tavern	keeper.	
  Wary	of	strangers.	
  65-66	
  Morten	 Ordel	 (LE	 male	 half-elf	 rogue):	 brown-
  haired,	 clean-shaven	 landlord	 with	 wholly	
  unremarkable	 features.	 Polite	 to	 his	 customers	
  and	 keeps	 a	 low	 profile	 to	 avoid	 drawing	
  attention.	The	tavern	is	a	front	for	his	small	but	
  growing	criminal	empire.	
  67-68	
  Bjorg	 Deepdelver	 (LG	 male	 dwarf	 expert):	 one-
  legged	former	sailor,	covered	in	nautical	tattoos;	
  now	a	barman.	Loves	the	open	sea	and	has	never	
  seen	the	inside	of	a	mine.	
  69-70	
  Belloza	
  (NG	
  female	
  human	
  commoner):	
  attractive,	middle-aged	landlady,	wearing	lots	of	
  make-up	and	perfume.	Widowed	a	year	ago,	she	
  is	lonely	and	looking	for	a	new	husband.	
  71-72	
  Wali	 Sabirah	 (LN	 male	 human	 expert):	 dark-
  skinned	 tavern	 keeper,	 with	 a	 smartly	 trimmed	
  beard	and	wearing	a	clean	white	djellaba.	Warm,	
  friendly	 and	 passionate	 about	 the	 very	 fine	
  coffee	and	mint	tea	he	serves.	
  73-74	
  Wennig	(N	male	human	expert):	young	lad	with	a	
  shaved	 head	 and	 multiple	 piercings.	 He	 is	 an	
  excellent	 cook;	 fish	 and	 seafood	 are	 his	
  speciality.	 He	 is	 often	 late	 for	 work	 after	 a	 big	
  night	 out.	 He	 is	 pale	 skinned	 and	 suffers	 from	
  horrendous	hangovers.	
  75-76	
  Ciosa	
  and	
  Jacopa	
  (NG	
  female	
  human	
  commoners):	 two	 young	 sisters,	 both	 blond-
  haired	 and	 comely.	 Took	 over	 the	 tavern	 when	
  their	father	died	and	are	determined	to	make	a	
  go	of	it	without	any	male	interference.	
  77-78	
  Gerulf	 Thondirk	 (N	 male	 human	 commoner):	
  frustrated	artist	who	serves	ale	wearing	a	paint-
  spattered	 smock.	 The	 tavern	 is	 hung	 with	 his	
  talentless	paintings.	Very	sensitive	to	criticism	of	
  his	art.	
  79-80	
  Marketa	 (CG	 female	 human	 commoner):	 very	
  pretty	serving	girl	with	light	brown	hair.	Forced	
  to	work	in	the	tavern	by	her	father,	she	is	trying	
  to	get	fired	by	spilling	drinks	and	getting	things	
  wrong	but	it’s	not	worked	yet.	
  81-82	
  Elestir	Calafalas	(CG	male	elf	expert):	pale	gold-
  haired,	violet-eyed	and	very	attractive	landlord;	
  dresses	immaculately.	Loves	sharing	his	passion	
  for	fine	wines	with	anyone	who	orders	a	glass.	
  83-84	
  Herek	Tebene	(N	male	human	expert):	tall,	grey-
  haired,	 blue-eyed	 landlord	 with	 more	 than	 a	
  whiff	of	arrogance	about	him.	Thinks	his	tavern	is	
  far	too	good	for	the	riff-raff	who	drink	there.	
  85-86	
  Ergal	
  Shieldbreaker	
  (LN	
  male	
  dwarf	
  fighter/expert):	 former	 adventurer,	 now	 a	
  landlord,	 red	 in	 the	 face	 with	 an	 unruly	 beard.	
  Hates	elves	and	won’t	allow	them	in	his	pub.	
  87-88	
  Edine	 (NG	 female	 human	 commoner):	 slim	 and	
  muscular	serving	girl	with	short,	dark	hair.	Keen	
  to	 give	 up	 her	 boring	 job	 and	 become	 an	
  adventurer.	 She	 may	 seek	 to	follow	 the	 PCs	 on	
  their	next	quest.	
  89-90	
  Steinar	 (CG	 male	 human	 ranger):	 tall,	 burly	
  tavern	keeper,	who	insists	the	only	food	served	
  is	 game	 he’s	 hunted	 or	 caught	 himself.	 Plains-
  spoken	and	genuine.	
  91-92	
  Osoro	(N	male	human	commoner):	young	serving	
  lad	 and	 apprentice	 cook	 with	 tousled,	 brown	
  hair.	Hates	the	head	cook	and	is	over-salting	the	
  food	to	see	if	he	can	get	him	fired.	
  93-94	
  Alvito	 (NG	 male	 human	 commoner):	 gangly	
  young	waiter	with	goofy	teeth.	Works	hard	but	is	
  clumsy	and	accident-prone.	
  95-96	
  Hilda	 Goodeve	 (CG	 female	 human	 expert):	
  kindly,	 smiling	 woman	 who	 runs	 the	 gaming	
  tables.	Often	tries	to	stop	those	who	can’t	afford	
  it	from	betting	too	much.	
  97-98	
  Felippon	(N	male	human	expert):	well-oiled,	sun-
  tanned	
  and	
  muscular	
  male	
  stripper	
  and	
  sometime	 gigolo.	 Targets	 rich,	 older	 women	
  when	performing	in	an	effort	to	get	bigger	tips.	
  99-100	
  Tamas	 (N	 male	 human	 commoner):	 ugly	 and	
  foul-smelling	 landlord	 of	 a	 shabby	 backstreet	
  tavern.	 Is	 missing	 several	 teeth	 and	 part	 of	 his	
  left	ear.	Rude	and	disinterested.	
   
   
  
  142	
  F O O D  &  D R I N K
  The	food	and	drink	available	at	taverns	
  is	 as	 varied	 as	 the	 establishments	
  themselves.	 Here	 find	 suitable	 food	
  and	drink	divided	by	the	quality	of	the	
  establishment.	 The	 table	 immediately	
  below	 also	 presents	 the	 average	 cost	
  of	food	and	drink	for	sale	in	taverns.		
  DRINKS	
  	
  Ale	(gallon)	
  2	sp	
  Ale	(mug)	
  4	cp	
  Wine	(common;	pitcher)	
  2	sp	
  Wine	(fine;	bottle)	
  10	gp	
  	
  	
  MEALS	(PER	DAY)	
  	
  Poor	
  1	sp	
  Common	
  3	sp	
  Good	
  2	gp	
   
  P O O R  F A R E  
  D20	
  POOR	MEALS	
  1	
  Carrot	and	acorn	soup	with	
  bread	
  2	
  Vegetable	stew	
  3	
  Pease	pudding	
  4	
  Chickpea	stew	with	kale	
  5	
  Beans	and	greens	soup	with	
  rye	bread	
  6	
  Pea	and	carrot	soup	with	
  oatcakes	
  7	
  Vegetable	soup	with	laver	
  bread	
  8	
  Pea	soup	on	baked	potato	
  9	
  Potato	soup	with	mixed	
  greens	
  10	
  Pea	and	beet	stew	
  11	
  Acorn	cakes	with	beet	soup	
  12	
  Oat	gruel	with	turnips	
  13	
  Bean	soup	with	onion	
  14	
  Cheesy	millet	balls	with	
  carrot	
  15	
  Beet	soup	with	bread	
  16	
  Mixed	greens	pottage	with	
  potato	
  17	
  Carrot	soup	with	ground	
  chickpeas		
  18	
  Fried	beet	and	potato	cake	
  19	
  Potato	and	acorn	stew	with	
  bread	
  20	
  Baked	potato	with	onions	
  and	bread	
  D20	
  POOR	DRINKS	
  1	
  Water	(cold)	
  2	
  Buttermilk	
  3	
  Whey	
  4	
  Mint	tea	
  5	
  Nettle	tea	
  6	
  Dandelion	coffee	
  7	
  Small	ale	
  8	
  Small	beer	
  9	
  Sour	wine	
  10	
  Sage	tea	
  11	
  Chamomile	tea	
  12	
  Plain	barley	water	
  13	
  Lavender	verbena	tea	
  14	
  Water	(hot)	
  15	
  Rosemary	tea	
  16	
  Watered	cider	
  17	
  Watered	perry	
  18	
  Fennel	tea	
  19	
  Raspberry	leaf	tea	
  20	
  Birch	sap	tea	
  	
  D20	
  POOR	HOUSE	SPECIALITIES	
  1	
  Rolled	seaweed	stuffed	
  with	rice	and	vegetables	
  2	
  Fishcakes	with	cabbage	
  3	
  Black	pudding	with	turnip	
  and	bread	
  4	
  Marrow	stuffed	with	barley	
  and	herbs	
  5	
  Spiced	beets	with	onion	
  and	potato	
  6	
  Roast	chickpeas	with	laver	
  bread	
  7	
  Mushroom	porridge	
  8	
  Turnip	and	pea	pie	
  9	
  Onion	flan	
  10	
  Bean	stew	with	onion	
  bread	
  11	
  Cracked	wheat	pilaf	
  12	
  Turnip	stew	
  13	
  Mixed	root	stew	with	kale	
  14	
  Bean	and	barley	pottage	
  15	
  Homity	pie	
  16	
  Chicken	soup	with	bread	
  17	
  Fish	soup	with	rice	and	
  beans	
  18	
  Beet	stew	
  19	
  Umble	pie	with	cabbage	
  20	
  Cabbage	soup	with	beets	
  	
  C O M M O N  F A R E  
  D20	
  COMMON	MEALS	
  1	
  Omelette	with	toasted	nuts	
  2	
  Ham	with	mixed	greens	
  3	
  Fish	and	bacon	stew	
  4	
  Rabbit	in	mushroom	sauce	
  5	
  Fried	rabbit	with	nut	cakes	
  6	
  Poached	fish	with	kale	
  7	
  Cheap	sausage	with	fried	
  onion	and	apple	chunks	
  8	
  Black	pudding	and	beans		
  9	
  Corned	beef	with	carrots		
  10	
  Ham	and	vegetable	stew	
  11	
  Cheese	and	ham	omelette	
  12	
  Cheese	and	leek	bake	
  13	
  Rabbit	pie	with	beets	
  14	
  Black	pudding	with	turnip	
  and	mushrooms	
  15	
  Cheap	sausage	with	cheese	
  and	chickpeas	
  16	
  Cauliflower	cheese	with	
  parsnip	and	kale	
  17	
  Leek	and	chestnut	stew	
  18	
  Vine	leaves	stuffed	with	
  chickpeas	and	millet	
  19	
  Chicken	with	buttered	
  parsnip	
  20	
  Fishcakes	with	cracked	corn	
  and	red	cabbage	
  	
  D20	
  COMMON	DRINKS	
  1	
  Beer	
  2	
  Ale	
  3	
  Watered	white	wine	
  4	
  Cider	
  5	
  Perry	
  6	
  Cherry	barley	water	
  7	
  Plum	barley	water	
  8	
  Watered	red	wine	
  9	
  Koumiss	
  10	
  Watered	mead	
  11	
  Pear	barley	water	
  12	
  Elderflower	cordial	
  13	
  Blackberry	cordial	
  14	
  Elderberry	cordial	
  15	
  Sloe	wine	
  16	
  Sloe	gin	
  17	
  Rosehip	cordial	
  18	
  Gooseberry	cordial	
  19	
  Plum	cider	
  20	
  Blackcurrant	cordial	
  
  143	
  D20	
  COMMON	HOUSE	SPECIALITIES	
  1	
  Chicken	in	plum	sauce	with	
  rice	
  2	
  Honey-fried	fish	
  3	
  Sheep's	head	stew	with	
  barley	and	beans	
  4	
  Star-gazy	pie	
  5	
  Chicken	and	leek	pie	
  6	
  Mushroom	flan	
  7	
  Oxtail	soup	with	cheese	
  bread	and	onions	
  8	
  Pork	liver	with	onions	and	
  potatoes	
  9	
  Bacon,	eggs	and	fried	
  Potatoes	
  10	
  Parsnip	soup	with	cheap	
  sausage	and	bread	
  11	
  Yoghurt	soup	with	meatballs	
  12	
  Trout	stuffed	with	oats	and	
  mushrooms	
  13	
  Lentil	pancakes	with	cabbage	
  and	leeks	
  14	
  Shellfish	chowder	
  15	
  Fishballs	with	mixed	greens	
  16	
  Lamb	heart	stew	
  17	
  Brawn	with	spinach,	turnips	
  and	carrots	
  18	
  Oxtongue	with	onion	bread	
  and	hazelnuts	
  19	
  Fish	cooked	in	ale	with	
  mashed	swede	and	potato	
  20	
  Vine	leaves	stuffed	with	
  garlic	cheese,	served	with	
  millet	balls	
  	
  G O O D  F A R E  
  D20	
  GOOD	MEALS	
  1	
  Mutton	in	a	creamy	almond	
  sauce	with	a	mixed	green	
  salad	
  2	
  Steak	and	mushroom	pie	with	
  green	beans	
  3	
  Honey	glazed	ham	with	
  cheesy	potatoes	and	peas		
  4	
  Lamb	chops	with	redcurrant	
  sauce,	swede	and	leeks	
  5	
  Roasted	quail	in	a	nest	of	rice	
  and	peas	
  6	
  Spiced	goat	with	apple	and	
  raisin	oatcakes	
  7	
  Pork	medallions	with	
  apricots,	almonds	and	
  cracked	wheat	pilaf	
  8	
  Mushroom	soup	with	good	
  sausage	and	butter	beans	
  9	
  Salmon	with	peas,	
  mushrooms	and	carrots	
  10	
  Beef	stew	with	roasted	
  chickpeas	and	kale	
  11	
  Good	sausage,	cheese,	plums	
  and	honeycakes	
  12	
  Roast	goose	stuffed	with	
  apple	and	raisins	and	served	
  with	potato	and	parsnip	
  13	
  Duck	pie	with	broad	beans	
  and	sweet	millet	balls		
  14	
  Roasted	eggs	with	endive,	
  raisins	and	cracked	corn	
  15	
  Roast	pork	with	fried	parsnip	
  and	sliced	beet	
  16	
  Baked	pigeon	in	cream	with	
  leek	and	onion	
  17	
  Good	sausage	with	
  hardboiled	egg,	cheese	bread	
  and	spring	onions	
  18	
  Cinnamon	dusted	mutton	
  with	roasted	chestnuts	and	
  potato	
  19	
  Turkey	with	raspberry	sauce,	
  green	beans	and	mushrooms	
  20	
  Roast	chicken	With	pork	and	
  apple	stuffing,	carrots	and	
  peas	
  	
  D20	
  GOOD	DRINKS	
  1	
  White	wine	
  2	
  Red	wine	
  3	
  Rose	wine	
  4	
  Mead	
  5	
  Apple	brandy	
  6	
  Pear	brandy	
  7	
  Plum	brandy	
  8	
  Brandy	
  9	
  Port	
  10	
  Sherry	
  11	
  Whisky	
  12	
  Vodka	
  13	
  Cherry	brandy	
  14	
  Apricot	cordial	
  15	
  Strawberry	cordial	
  16	
  Raspberry	cordial	
  17	
  Lemon	cordial	
  18	
  Peach	brandy	
  19	
  Spiced	mulled	wine	
  20	
  Spiced	mulled	cider	
  	
  D20	
  GOOD	HOUSE	SPECIALITIES	
  1	
  Lobster	with	mixed	
  greens	and	rice	
  2	
  Beef	in	red	wine	with	
  potato,	carrot	and	swede	
  3	
  Partridge	stuffed	With	
  eggs	and	mixed	grains	
  4	
  Baked	hare	stuffed	with	
  roasted	eggs	and	
  creamed	corn	
  5	
  Veal	in	cream	with	spiced	
  pilaf	
  6	
  Pork	and	apricot	stew	
  with	broad	beans	
  7	
  Peppered	beef	with	corn,	
  red	cabbage	and	peas	
  8	
  Minted	lamb	ribs	with	
  peas	and	potato	
  9	
  Chicken	stuffed	with	
  quail,	with	parsnips,	
  green	beans	and	spinach	
  10	
  Goose	in	white	wine	with	
  rice,	peas	and	carrots	
  11	
  Smoked	salmon	with	
  parsley,	peas	and	
  creamed	turnip	
  12	
  Pigeon	pie	with	potato,	
  butter	beans	and	baked	
  pear	
  13	
  Mutton	with	mushroom	
  sauce	and	mixed	beans	
  14	
  Gammon	in	cheese	and	
  parsley	sauce	with	leeks	
  15	
  Turkey	with	sliced	good	
  sausage,	cabbage	and	
  broad	beans	
  16	
  Venison	meatballs	with	
  apricot	sauce,	chestnut	
  cakes	and	kale	
  17	
  Mutton	in	onion	gravy	
  with	a	cracked	wheat	
  pilaf	
  18	
  Steak	and	kidney	pudding	
  with	potato,	cabbage	and	
  peas	
  19	
  Pork	chop	with	sage	and	
  onion	stuffing,	peas	and	
  roast	beet	
  20	
  Perch	in	honey	sauce	
  with	rice,	fennel	and	
  raisins	
  	
   
  
  144	
  T A P R O O M  E V E N T S
  D%	
  	
  1	
  A	customer	collapses,	dead,	in	their	meal.	
  2	
  A	customer	collapses,	unconscious,	in	their	meal.	
  3	
  A	 customer	 haggles	 with	 the	 bartender	 over	 the	
  hire	of	a	long	dark	cloak.	
  4	
  A	group	of	local	young	nobles	is	slumming	it	in	the	
  corner.	 One	 is	 very	 touchy	 about	 their	 rank	 and	
  speaks	loudly	about	“peasants”	and	“scum.”	
  5	
  A	beggar	circulates	about	the	taproom	offering	to	
  tell	patrons’	fortune	for	the	price	of	a	hot	meal.		
  6	
  A	 sudden	 gust	 of	 window	 bangs	 a	 shutter	 shut	
  causing	 a	 loud	 bang.	 Conversation	 momentarily	
  stops	before	slowly	restarting.	
  7	
  An	exotic	dancer	pickpockets	those	watching	her.	
  8	
  Two	rival	gangleaders	and	their	guards	choose	the	
  tavern	as	neutral	ground	for	a	meeting.	
  9	
  A	 professional	 duellist	 insults	 people,	 trying	 to	
  provoke	a	duel.	
  10	
  A	 mercenary	 sergeant	 and	 squad	 set	 up	 a	
  recruiting	booth	in	the	tavern.	
  11	
  A	thief	takes	shelter	in	the	tavern	just	ahead	of	a	
  mob	 of	 peasants	 and	 such	 like	 trying	 to	 earn	 his	
  last	victim’s	reward.	
  12	
  A	pack	of	apprentices	pour	into	the	tavern.	
  13	
  A	 rich	 merchant	 loudly	 dismisses	 everything	
  offered	as	“not	good	enough.”	
  14	
  A	dogfight	breaks	out	of	its	assigned	area	and	rolls	
  across	the	floor.	
  15	
  A	cat	sees	a	mouse	and	charges	along	the	bar	after	
  it,	knocking	all	the	drinks	over.	
  16	
  Off-duty	
  town	
  guards	
  swagger	
  in	
  drunk,	
  demanding	free	food	and	ale.	
  17	
  A	drunk	projectile	vomits	across	his	table.	
  18	
  A	 self-proclaimed	 hero	 lounges	 at	 the	 bar,	
  expecting	free	board	in	return	for	tales.	
  19	
  Members	 of	 two	 rival	 guilds	 stare	 coldly	 at	 each	
  other	across	a	divided	taproom.	
  20	
  A	 half-dozen	 men	 stagger	 into	 the	 tavern.	 On	 an	
  epic	bender,	they	are	clearly	very	drunk.	They	are	
  refused	service	and	leave...loudly.		
  21	
  A	 tiny	 fire	 elemental	 bound	 to	 the	 fireplace	
  escapes,	setting	the	tavern	on	fire	in	passing.	
  22	
  Two	 customers	 bump	 into	 each	 other	 and	 spill	
  their	 drinks.	 After	 loudly	 cursing,	 they	 both	
  apologise	and	return	to	the	bar	for	more	drinks.	
  23	
  Supporters	 of	 a	 local	 champion,	 gladiator	 or	
  suchlike	 swarm	 into	 the	 tavern	 to	 discuss/dissect	
  his	latest	tactics.	
  24	
  Someone	 throws	 hallucinogenic	 incense	 on	 the	
  tavern	fire,	affecting	everyone	close	by.	
  25	
  An	 impromptu	 drinking	 contest	 breaks	 out	
  between	soldiers	from	different	companies.	
  26	
  A	card-player	jumps	to	his	feet	and	loudly	accuses	
  his	fellow	players	of	cheating.	
  27	
  One	of	the	tavern's	bedwarmers	comes	down	the	
  stairs	in	tears	over	her	latest	customer.	
  28	
  A	press-gang	bursts	in,	looking	for	suitable	victims.	
  29	
  A	 gang	 of	 slavers	 bursts	 in,	 grabbing	 everyone	
  remotely	attractive	and	dragging	them	outside.	
  30	
  An	old	man	tells	the	tale	of	how	he	met	a	hero	to	a	
  crowd	 that	 only	 humours	 him	 –	 until	 the	 hero	
  walks	in	and	recognises	the	man.	
  31	
  A	bird	tumbles	down	the	chimney,	scattering	soot,	
  coal	and	debris	everywhere.	
  32	
  The	 innkeeper's	 dog	 has	 pups	 under	 one	 of	 the	
  tables	and	won't	let	anyone	come	near	it.	
  33	
  An	 argument	 breaks	 out	 at	 a	 table	 when	 a	
  customer	thinks	the	server	has	short-changed	him.	
  She	hasn’t;	he	is	drunk.	
  34	
  A	 travelling	 merchant	 enters	 the	 bar	 carrying	
  samples	of	several	wines.	He	tries	to	sell	them	to	
  the	innkeeper.	
  35	
  A	 mass	 eruption	 of	 loud,	 unstoppable	 hiccups	
  breaks	out	among	the	tavern	patrons.	
  36	
  A	 local	 hero	 sits	 at	 a	 table	 receiving	 attentive	
  service	while	everyone	else	is	ignored.	
  37	
  Two	 drunks	 attempt	 to	 climb	 onto	 a	 table	 and	
  dance	for	everyone	else's	entertainment.	
  38	
  An	 urchin	 enters	 the	 tavern	 and	 tries	 to	 sell	
  customers	 one	 of	 several	 bedraggled,	 half-dead	
  bunches	of	flowers	“for	that	special	someone.”	
  39	
  A	 group	 of	 urchins	 wander	 in,	 begging	 for	 food	
  scraps	and	coins.	
  40	
  An	impromptu	riddling	contest	breaks	out	among	a	
  group	of	sages.	
  41	
  An	 impromptu	 insult-screaming	 contest	 breaks	
  out;	a	cluster	of	children	listens	wide-eyed.	
  42	
  A	 dog	 races	 in,	 snatches	 a	 plateful	 of	 food	 from	
  under	someone's	nose,	and	runs	off	with	it.	
  43	
  Someone	spits	noisily	and	obviously	into	someone	
  else’s	beer.	
  44	
  A	stray	cat	jumps	onto	a	table	and	starts	rubbing	
  itself	against	a	customer.	
  45	
  A	dead	bird	tumbles	down	the	chimney,	blocking	it	
  and	shunting	smoke	and	soot	into	the	tavern.	
  46	
  A	 rat	 emerges	 from	 a	 hole	 in	 the	 floorboards	 in	
  search	 of	 food.	 If	 anyone	 notices	 it,	 they	 try	 and	
  squash	it,	but	it	dashes	away.	
  47	
  A	mischievous	gnome	sits	in	the	rafters,	dropping	
  snuff	on	the	people	below	to	make	them	sneeze.	
  48	
  A	group	of	card	sharpsters	are	taken	for	a	ride	by	
  an	innocent-looking	bard.	
  49	
  A	 wild-eyed	 preacher	 declaims	 the	 end	 of	 the	
  world	to	anyone	who	will	listen.	
  50	
  Several	 local	 adventuring	 parties	 are	 holding	 a	
  recruitment	 day:	 each	 table	 holds	 a	 knot	 of	 folk	
  and	a	sign	detailing	the	skills	they	seek.	
  51	
  Festival	 participants	 arrive	 in	 the	 tavern	 for	 food	
  and	drink,	still	in	their	costumes.	
  
  145	
  52	
  A	bitch	in	heat	races	through	the	tavern	door	and	
  runs	the	length	of	the	tavern,	closely	pursued	by	a	
  pack	of	hopeful	dogs.	
  53	
  A	customer	steals	another	(distracted)	customer’s	
  drink	and	wanders	off	with	it.		
  54	
  A	drunk	customer	passes	out.	
  55	
  A	metallic	dragon	in	human	disguise	saunters	in	to	
  mingle	with	the	crowd.	
  56	
  An	 aging	 madam	 sits	 at	 a	 table	 interviewing	
  prospective	male	and	female	employees.	
  57	
  A	woman	loudly	slaps	a	customer	across	the	cheek.	
  His	 companions	 find	 this	 riotously	 amusing.	 The	
  man	is	not	so	impressed.	
  58	
  An	 impromptu	 party	 breaks	 out	 when	 a	 popular	
  local	appears	with	his	new	baby.	
  59	
  A	boy	circulates	about	the	taproom	looking	for	his	
  father	(who	has	been	missing	for	over	a	day).	
  60	
  A	bard	tries	to	tell	the	ballad	of	a	hero	who	was	
  born	 locally,	 only	 to	 be	 shouted	 down	 with	
  laughter	and	jeers	of	“get	it	right!”	
  61	
  A	 member	 of	 the	 Watch	 walks	 in	 and	 nails	 a	
  proclamation	to	the	bar.	He	leaves	after	having	a	
  quick	pint.	
  62	
  The	 town's	 bells	 suddenly	 toll	 a	 warning	 and	 the	
  tavern	 customers	 abandon	 their	 benches	 to	 see	
  what	is	happening.	
  63	
  A	man	sits	alone	deep	in	thought.	Every	now	and	
  then	a	sinister	smile	flits	across	his	face.	
  64	
  A	 brawl	 breaks	 out	 and	 the	 bouncer	 throws	 the	
  brawlers	out	through	a	window.	
  65	
  A	 brawl	 breaks	 out;	 there	 are	 too	 many	
  participants	for	the	bouncer	to	deal	with.	
  66	
  Two	thieves	start	a	brawl	as	a	distraction	so	that	a	
  third	can	rob	the	cashbox.	
  67	
  Someone	 spikes	 all	 the	 tavern's	 drinks,	 making	
  them	five	times	as	potent	as	usual.	
  68	
  The	 legs	 on	 a	 bench	 collapse,	 dumping	 all	 the	
  people	 on	 it	 onto	 the	 floor.	 Laughter	 fills	 the	
  common	room.		
  69	
  A	female	half-orc	sits	alone	and	sharpens	a	dagger.	
  Occasionally	 she	 smiles	 grimly	 and	 looks	 around	
  the	taproom.	
  70	
  Four	 attractive,	 drunk	 and	 giggling	 women	 enter	
  the	 taproom.	 They	 make	 their	 way	 to	 the	 bar	
  where	they	hold	court	to	a	succession	of	suitors.		
  71	
  One	of	the	tavern	drinkers	is	actually	a	spy	for	the	
  local	 ruler.	 He	 asks	 lots	 of	 questions	 and	 is	 quite	
  inept;	it	quickly	becomes	obvious	he	is	much	more	
  than	he	seems.	
  72	
  One	 of	 the	 drinkers	 is	 the	 local	 ruler	 in	 disguise,	
  testing	 the	 mood	 of	 his	 subjects.	 He	 makes	
  seditious	comments	and	notes	who	agrees.	
  73	
  A	weasel-faced	man	circulates	among	the	patrons	
  offering	several	minor	magic	potions.	
  74	
  Several	off-duty	guardsmen	in	a	foul	mood	occupy	
  one	 corner.	 They	 are	 spoiling	 for	 a	 fight	 after	 a	
  local	thief	got	away	from	them...again.			
  75	
  A	customer	enters	the	taproom	and	all	the	regulars	
  shout	out	his	name.	
  76	
  Drunk	customer	falls	off	a	chair.	
  77	
  Customer	vomits	on	the	floor.	
  78	
  Pickpocket	 tries	 (and	 fails)	 to	 relieve	 a	 drunken	
  customer	of	his	pouch.	
  79	
  The	 watch	 enter	 the	 tavern	 looking	 for	 a	
  wrongdoer.	They	question	everyone	closely.		
  80	
  A	server	drops	a	whole	tray	of	drinks.	This	may	be	
  an	 accident	 or	 a	 customer	 may	 have	 deliberately	
  tripped	 her.	 She	 is	 either	 angry	 or	 embarrassed	
  depending	on	whether	this	was	an	accident	or	not.	
  81	
  Customers	 gambling	 begin	 to	 argue	 over	 their	
  game.	The	argument	quickly	escalates.	
  82	
  A	rival	group	of	adventures	enter	the	taproom	and	
  nosily	 celebrate	 their	 recently	 successful	 foray.	
  They	 may	 invite	 the	 PCs	 to	 join	 them	 or	
  alternatively	denigrate	the	PCs’	achievements.	
  83	
  A	beggar	enters	the	taproom	and	begs	for	money	
  or	food.	The	barkeep	quickly	hustles	him	out.		
  84	
  A	 passing	 customer	 enters	 the	 bar	 looking	 for	 a	
  “friend”	 and	 loudly	 asks	 if	 anyone	 has	 seen	 him.	
  The	customer	has	a	black	eye	and	a	broken	nose.		
  85	
  Customer	 confuses	 a	 PC	 with	 someone	 else	 and	
  sits	down	at	their	table.		
  86	
  A	 distraught	 and	 dishevelled	 man	 enters	 the	 bar	
  and	loudly	calls	for	aid.	It	seems	he	has	just	been	
  mugged	 and	 needs	 help	 tracking	 down	 his	
  attackers.	The	man	could	be	genuine	or	this	could	
  be	a	trap	to	waylay	drunk	customers.	
  87	
  A	 customer	 believes	 he	 has	 been	 short-changed.	
  He	argues	voraciously	with	the	barkeep.	
  88	
  A	customer	stumbles	into	the	PCs’	table	spilling	at	
  least	one	drink.		
  89	
  A	man	enters	the	tavern,	looks	about	the	taproom	
  intently	 before	 leaving.	 Shortly	 thereafter,	 two	
  men	hurriedly	finish	their	drinks	and	leave.	
  90	
  A	customer	makes	obscene	comments	to	a	server	
  and	gets	a	mug	of	ale	thrown	in	his	face.		
  91	
  Several	 patrons	 whisper	 conspiratorially	 while	
  glancing	warily	about	the	common	room.	
  92	
  A	 bard	 enters	 and	 starts	 serenading	 the	 patrons,	
  moving	from	table	to	table	in	search	of	coin.	
  93	
  The	floorboards	overhead	creak	alarmingly.	
  94	
  Singing	wafts	up	from	the	cellar.		
  95	
  Two	lovers	sit	at	a	table,	kissing	passionately.	
  96	
  A	half-orc	whore	leads	a	very	drunk	dwarf	through	
  the	throng	to	an	upstairs	room.	
  97	
  Over	a	period	of	20	minutes	half	the	patrons	drink	
  up	 and	 leave.	 The	 common	 room	 is	 suspiciously	
  empty.	
  98	
  The	 innkeeper	 asks	 the	 PCs’	 help	 with	 a	 minor	
  problem.	
  99	
  One	PC	gets	drawn	into	an	event;	roll	again.	
  100	
  The	party	gets	drawn	into	an	event;	roll	again.	
  	
   
  
  146	
  T A P R O O M  E N T E R T A I N M E N T
  D%	
  	
  01-02	
  An	 apprentice	 mage	 is	 using	 minor	 magic	 to	
  create	the	appearance	of	indoor	fireworks.	
  03-04	
  A	 young	 man	 is	 putting	 on	 a	 sleight	 of	 hand	
  conjuring	show.	
  05-06	
  A	 young	 woman	 is	 using	 prestidigitation	 to	
  enhance	a	sleight	of	hand	conjuring	show.	
  07-08	
  A	 waiter	 is	 juggling	 the	 knives,	 spoons,	 mugs	
  and	plates	while	he	sets	the	tables.	
  09-10	
  An	animated	drum	kit	is	playing	itself.	
  11-12	
  A	gnome	is	playing	harp	music	in	one	corner.	
  13-14	
  A	half-orc	is	playing	bagpipes	while	roving	the	
  tavern	floor.	The	sound	is	incredibly	loud,	but	
  rousing	(and	popular).		
  15-16	
  A	human	bard	plays	the	flute	by	the	fireplace.	
  He	is	playing	a	soulful,	haunting	melody.	
  17-18	
  A	 man	 is	 singing	 love	 ballads	 in	 a	 very	 deep	
  voice.	Several	entranced	women	look	on.		
  19-20	
  A	woman	is	singing	bawdy	songs	from	atop	a	
  table.	
  21-22	
  A	halfling	is	doing	a	stand-up	comedy	routine	
  on	the	perils	of	mixing	with	"big-folk."	
  23-24	
  A	storyteller	is	expansively	telling	heroic	tales	
  to	an	audience	of	young	children.	
  25-26	
  Wide	 tavern	 windows	 look	 out	 onto	 an	 bear	
  baiting	arena	in	the	courtyard.	The	barking	of	
  dogs	and	growls	of	the	bear	echo	through	the	
  taproom.	
  27-28	
  A	cock-fight	is	in	progress	in	the	middle	of	the	
  taproom.	 A	 dozen	 or	 so	 cheering	 peasants	
  surround	the	fighting	birds.	
  29-30	
  A	dog	fight	is	in	progress	along	one	side	of	the	
  tavern,	fenced	off	with	wicker	hurdles.	
  31-32	
  A	narrow	circular	balcony	features	dog	racing.	
  33-34	
  A	tall	elf	is	reciting	humorous	monologues.	
  35-36	
  Two	 men	 are	 wrestling	 on	 the	 floor	 while	
  others	bet	on	them.	
  37-38	
  Two	women	are	wrestling	on	a	dais.	
  39-40	
  Two	boxers	have	squared	off	in	the	middle	of	
  the	tavern.	
  41-42	
  A	 massively	 muscled	 dwarf	 is	 challenging	 all	
  comers	 to	 arm	 wrestling.	 He	 accepts	 his	
  winnings	in	gold	or	strong	spirits.	
  43-44	
  A	 line	 of	 tables	 hosts	 a	 drinking	 competition.	
  Half	 the	 people	 have	 already	 passed	 out.	 All	
  are	 splattered	 with	 beer	 and	 several	 have	
  vomited.	
  45-46	
  Three	 actors	 on	 a	 low	 dais	 are	 performing	 a	
  short	 play.	 They	 are	 terrible,	 but	 trying	 very	
  hard.	Almost	no	one	is	paying	attention.		
  47-48	
  Two	 acrobats	 are	 tumbling	 around	 the	 floor	
  delivering	bottles	of	wine.	
  49-50	
  A	knife-thrower	has	set	up	a	target	in	the	roof	
  beams	and	is	challenging	all	comers.	
  51-52	
  A	 half-orc	 fire-eater	 is	 winding	 through	 the	
  crowd,	quenching	torches.	
  53-54	
  A	 slim	 male	 dancer	 is	 dancing	 a	 jig	 in	 the	
  middle	of	the	floor.	
  55-56	
  A	voluptuous	female	dancer	is	performing	on	a	
  table.	
  57-58	
  A	 male	 stripper	 is	 beginning	 his	 performance	
  while	the	crowd	claps	the	beat.	
  59-60	
  A	female	stripper	is	winding	sheer	veils	around	
  her	body	in	preparation	for	a	performance.	
  61-62	
  A	mixed	group	is	performing	a	stamping	sword	
  dance	around	the	edges	of	the	room.	
  63-64	
  Wire	mesh	tubes	line	the	walls	ready	for	ferret	
  races.	
  65-66	
  A	mass	drink-and-dance	contest	fills	the	floor.	
  Those	that	fall	are	dragged	to	the	sidelines.	
  67-68	
  A	 dog	 choir	 is	 lined	 up	 against	 the	 back	 wall.	
  Each	 dog	 barks	 at	 a	 different	 pitch	 on	
  command.	
  69-70	
  A	 puppet	 theatre	 fills	 a	 lone	 table	 and	 the	
  puppets	lie	nearby	in	a	tangle	of	strings.	
  71-72	
  A	 half-elven	 bard	 beside	 the	 bar	 plays	 the	
  fiddle.	
  73-74	
  Two	youngsters	play	a	four-handed	piece	on	a	
  battered	piano.	
  75-76	
  A	gnome	re-tunes	a	lute	before	playing	again.	
  He	is	dressed	in	garish	clothes	and	is	humming	
  a	tune	to	himself.	
  77-78	
  An	impressionist	stands	on	a	dais,	mocking	the	
  local	aristocracy.	
  79-80	
  A	 mime	 plays	 air	 violin	 in	 time	 with	 an	 old	
  minstrel.	He	looks	ridiculous	and	leaps	around	
  a	
  lot,	
  pretending	
  to	
  serenade	
  female	
  customers	 and	 suchlike.	 Bafflingly,	 he	 is	
  popular.	
  81-82	
  Cards	and	a	crystal	ball	mark	a	fortune-teller's	
  stand	in	a	shadowy	corner.	
  83-84	
  Voices	 echo	 from	 thin	 air	 as	 a	 ventriloquist	
  enhances	his	act	with	magical,	eeire	sounds.	
  85-86	
  A	cartoonist	draws	on	a	whitewashed	wall	for	
  the	patrons’	pleasure.	
  87-88	
  An	 experienced	 shadow-puppeteer	 works	 in	
  the	light	of	a	bulls-eye	lantern.	
  89-90	
  Two	jesters	compete,	bawling	ribald	verses	at	
  each	other	across	the	length	of	the	room.	
  91-92	
  A	 dog	 and	 its	 owner	 dance	 to	 music	 in	 the	
  middle	of	the	floor.	
  93-94	
  A	snake	charmer	sits	cross-legged	on	the	dais	
  in	front	of	a	basket.	
  95-96	
  A	trio	of	jugglers	toss	light	clubs	and	balls	from	
  balcony	to	balcony	over	the	audience's	heads.	
  97-98	
  A	talking	raven	squawks	insults	at	a	handful	of	
  taunting	customers.	
  99-100	
  A	pair	of	elves	sings	a	comic	duet.	
  
  147	
  S A M P L E  T A V E R N  S O N G S
  Many	 landlords	 hire	 travelling	 bards	 or	 talented	 locals	 to	
  entertain	their	customers.	Other	customers	–	groups	of	carefree	
  adventurers,	drunken	farmers	and	even	star-crossed	lovers	are	
  also	 wont	 to	 break	 into	 song.	 This	 section	 presents	 a	 small	
  selection	of	such	songs.	
  W H E R E  T H E  H E A R T  I S  
  Where	the	wild	geese	wing	
  Where	the	skylarks	sing	
  Wherever	the	wind	cries	
  And	whispers	and	sighs	
  There	lies	my	heart	
  	
  Where	the	old	oak	leans	
  Where	the	kestrel	keens	
  Wherever	animals	creep	
  And	linger	and	leap	
  There	sleeps	my	heart	
  	
  Where	the	sweet	stream	flows	
  Where	blue	ice	forms,	then	goes	
  Wherever	flowers	swell	
  And	snowflakes	fell	
  There	dwells	my	heart	
  T H E  C A P T A I N  A N D  H I S  C R E W  
  The	Captain	called	to	his	scurvy	crew	
  Haul	up	the	anchor!	It’s	time	that	we	flew!	
  There	are	ships	out	there	in	the	open	main	
  Don’t	 you	 fancy	 some	 gold,	 so	 yellow	 and	
  plain?	
  	
  The	Captain	cried	to	his	pirate	crew	
  Away	now,	away	now,	sail	out	in	the	blue!	
  I	know	of	an	island,	I	know	of	a	shore	
  We	all	will	be	rich,	but	I	will	have	more.	
  	
  The	Captain	smiled	at	his	rascal	crew	
  He	never	guessed	what	they	planned	to	do	
  Out	there	in	the	sea,	with	a	sturdy	plank	
  And	a	parrot	that	squawked,	Thanks	thanks	thanks!	
  	
  The	Captain	stared	at	his	mutinous	crew	
  As	he	walked	the	plank	in	a	smart	new	shoe	
  And	only	much	later	did	the	crew	get	in	a	flap	
  When	they	found	that	the	Captain	had	taken	the	map!	
  H I S  A N D  H E R S :  A  D U E T  
  He	threw	a	rope	
  She	threw	a	plate	
  He	managed	to	duck	
  She	was	too	late	
  	
  He	tossed	a	ball	
  She	tossed	a	salad	
  He	called	it	a	day	
  She	called	it	a	ballad	
  	
  He	ran	out	of	time	
  She	ran	out	of	words	
  He	thought	that	was	fine	
  She	thought	it	absurd	
  	
  He	went	on	his	way	
  She	went	on	and	on	
  They	called	it	enough	
  We	call	it	too	long...	
  	
  L A D S  A N D  L A S S E S  
  Now	that	you	mention	those	lasses,	
  And	some	of	the	good	lads	we’ve	known.	
  My	memory	goes	back	to	old	Lilly	
  And	the	nights	I	thought	we	had	flown.	
  	
  It’s	a	long	while	ago.	I’m	not	sure	now	
  Of	the	name	of	that	sweet	little	blonde,	
  And	that	lad	with	the	hair	to	his	ankles	-	
  I	think	that	they	called	him	Girond.	
  	
  What	became	of	that	luscious	lass,	Sarie?	
  Oh!	Remember	the	fox-faced	brunette?	
  She	was	working	the	streets	with	her	sister	
  And	she's	not	left	my	dreams	even	yet.	
  	
  And	a	young	lad	I	think	was	called	Ishtak.	
  The	cutest	thing	I've	ever	seen,	
  With	a	smile	any	woman	would	die	for,	
  And	a	body	so	muscled	and	lean.	
  	
  Wait!	I	almost	missed	naming	that	Keisal.	
  The	one	who	gave	kisses	galore,	
  With	a	twinkling	eye	that	promised	
  Everyone	so	very	much	more...	
  	
  
  148	
  G A M E S  T O  P L A Y  
  As	 well	 as	 drinking	 and	 eating,	 games	 of	 chance	 and	 skill	 are	
  quintessential	 pastimes	 enjoyed	 in	 tavern	 taproom.	 (Luckily,	
  such	 games	 are	 also	 an	 excellent	 source	 of	 barroom	 brawls,	 if	
  the	GM	so	desires).	This	section	presents	several	such	games.	
  A R M  W R E S T L I N G  
  Popular	 with	 barbarians,	 dwarves	 and	 other	 tough	 guys,	 arm	
  wrestling	is	a	simple	test	of	strength	between	two	participants.	
  Each	person	sits	across	from	the	other	and	places	his	arm	on	the	
  table	 with	 the	 elbow	 bent	 and	 touching	 the	 surface.	 The	 two	
  contestants	grip	each	other's	hand	with	the	aim	of	shoving	the	
  other's	arm	down	flat	onto	the	top	of	the	table.	
  § 
  Each	 round,	 the	 contestants	 compare	 their	 Strength	 with	
  respective	checks.		
  § 
  Each	 successful	 check	 moves	 the	 opponent’s	 arm	 closer	 to	
  their	side	of	the	table,	scoring	a	win.	To	win	the	game,	a	player	
  must	beat	his	opponent	3	times	in	a	row.	Every	loss	removes	a	
  win.	
  § 
  If	 the	 contest	 has	 not	 been	 won	 after	 10	 rounds,	 both	
  contestants	must	make	a	Constitution	check	each	round	to	be	
  able	to	continue	wrestling.	On	a	failure,	a	contestant	gains	an	
  automatic	 loss.	 When	 both	 contestants	 have	 accumulated	 3	
  losses	this	way,	the	contest	is	a	draw.	
  B R O O M  J O U S T I N G  
  A	 popular	 game	 in	 larger	 taverns,	 especially	 common	 near	
  knightly	orders,	castles	and	training	grounds.	
  § 
  Played	in	teams	of	two,	one	of	which	is	the	"rider"	and	one	the	
  "horse."	The	horse	carries	the	rider	piggyback.	
  § 
  The	rider	wields	a	broom	and	tries	to	hit	the	other	rider.	If	a	
  rider	 is	 hit,	 the	 rider	 must	 check	 to	 stay	 mounted	 on	 their	
  “horse.”	Failure	indicates	they	fall	off.	
  § 
  If	 a	 rider	 is	 hit	 3	 times	 or	 falls	 off	 his	 horse,	 he	 is	 out.	 The	
  winner	is	the	last	person	still	mounted.	
  D O W N  T H E  H A T C H  
  Down	 the	 Hatch	 is	 a	 drinking	 game	 more	 commonly	 played	 in	
  poorer	 communities,	 as	 it	 only	 requires	 one	 mug	 of	 drink	 for	
  each	participant.	(However,	versions	that	require	each	drinker	to	
  down	 three	 drinks	 also	 exist).	 Rather	 than	 drinking	 more	 than	
  your	 opponent,	 the	 object	 of	 Down	 the	 Hatch	 is	 to	 drink	 the	
  same	amount,	but	faster.	It	requires	a	minimum	of	three	people	
  –	 two	 drinkers	 and	 a	 caller.	 The	 drinkers	 both	 start	 with	 their	
  hands	placed	flat,	palm	down,	on	the	table	equidistant	from	the	
  drinks.	The	caller	cues	them	in	with	“3-2-1-Down	the	Hatch!”	
  § 
  All	 drinkers	 make	 an	 initiative	 check	 to	 see	 who	 can	 grab	 a	
  mug	fastest.	
  § 
  Each	drinker	must	hit	a	simple	target	to	grab	the	drink	without	
  spilling	it.	Failure	indicates	the	character	knocks	the	drink	over,	
  pours	it	down	themselves	and	so	on.	
  § 
  Each	drinker	then	checks	Constitution	to	get	the	drink	down	
  without	choking.	
  § 
  The	 winner	 is	 the	 first	 person	 to	 successfully	 get	 the	 drink	
  down	their	throat.	If	more	than	one	gets	it	down,	the	person	
  with	the	highest	initiative	is	the	winner.	
  H A Z A R D  
  Hazard	 is	 just	 one	 of	 many	 popular	 tavern	 dice	 games.	 It	 is	
  played	 with	 two	 six-sided	 dice	 by	 any	 number	 of	 players.	 The	
  person	who	has	the	dice	is	called	the	caster.		
  	
  Bets	 are	 between	 the	 caster	 and	 the	 house,	 which	 is	
  normally	the	player	to	the	caster’s	right.		
  	
  To	start,	the	caster	and	the	bank	place	their	bets.	After	the	
  first	 throw,	 the	 caster	 wins	 if	 she	 rolls	 her	 chance	 before	 her	
  main,	and	has	the	option	to	increase	her	stake.	
  § 
  Each	 round,	 she	 picks	 a	 number	 between	 5	 and	 9	 inclusive,	
  called	“the	main”	and	throws	the	dice.		
  § 
  If	the	caster	rolls	the	main,	she	wins	or	“nicks”	and	can	either	
  take	the	pot	or	increase	his	stake	(which	the	bank	matches).	
  For	other	results,	see	the	table	below:	
  MAIN	
  NICKS	
  (WINS)	
  THROWS	OUT	
  (LOSES)	
  CHANCE	
  5	
  5	
  2,	3,	11,	12	
  4,	6,	7,	8,	9	,10	
  6	
  6,	12	
  2,	3,	11	
  4,	5,	7,	8,	9,	10	
  7	
  7,	11	
  2,	3,	12	
  4,	5,	6,	8,	9,	10	
  8	
  8,	12	
  2,	3,	11	
  4,	5,	6,	7,	9,	10	
  9	
  9	
  2,	3,	11,	12	
  4,	5,	7,	8,	10	
  	
  § 
  If	the	caster	neither	nicks	nor	“throws	out,”	this	roll	is	called	
  the	“chance”	and	he	throws	the	dice	again.		
  § 
  If	he	rolls	the	chance	again,	he	wins,	but	now	if	he	rolls	the	
  main,	he	loses.	If	neither	number	is	rolled,	he	keeps	throwing	
  until	he	rolls	one	or	the	other.	
  § 
  The	caster	may	keep	playing	until	he	loses	or	wins	three	times	
  in	a	row	when	he	must	pass	the	dice	to	the	player	on	his	left	
  who	becomes	the	new	caster.	
  	
  
  149	
  O L D  C R O N E  
  An	Old	Crone	is	a	painted	wooden	representation	of	the	head	of	
  a	nasty-looking	witch	or	hag,	with	a	clay	pipe	stuck	in	her	mouth,	
  sitting	on	top	of	a	wooden	pole.	Players	throw	sticks	at	the	crone	
  to	try	to	knock	the	clay	pipe	out	of	her	mouth	without	knocking	
  the	head	off	the	pole.	
  § 
  Each	player	takes	it	in	turn	to	throw	their	stick	at	the	head.	
  § 
  The	clay	pipe	is	small	and	relatively	hard	to	hit.	
  § 
  If	the	thrower	misses	the	pipe,	but	hits	an	easier	target,	he	hits	
  the	head.	On	an	even-numbered	attack	roll,	the	head	falls	off	
  and	the	player	is	eliminated	from	the	game.	
  P I T C H  C O I N  
  Pitch	coin	is	a	common	game	of	skill	in	which	the	players	take	
  turns	tossing	a	coin	into	a	container	(a	small	box,	tankard	and	so	
  on).	Normally,	each	player	throws	the	same	value	coin,	but	if	the	
  competitors	 agree	 otherwise	 each	 player	 may	 throw	 whatever	
  denomination	they	wish.	
  § 
  Each	player	in	turn	tosses	a	coin	at	the	target.	A	hit	indicates	
  the	player	gets	the	coin	in	the	container.	A	miss	indicates	he	
  missed.	
  § 
  The	 winner	 is	 the	 first	 to	 make	 five	
  successful	pitches	and	wins	all	the	coins	
  in	the	container.	
  R I S E  A N D  F A L L  
  One	 of	 many	 common	 card	 games	
  played	 in	 taverns,	 Rise	 and	 Fall	 is	 as	
  much	about	luck	and	guesswork	as	skill.	
  It	is	played	with	a	standard	pack	of	cards.	
  The	 aim	 of	 the	 game	 is	 to	 successfully	
  predict	whether	the	value	of	the	next	card	
  is	higher	or	lower	than	the	last	card	showing.	For	
  this	game,	an	Ace	counts	as	a	one	and	a	face	card	counts	as	a	
  ten.	
  § 
  The	dealer	deals	10	cards	face	down	on	the	table,	then	turns	
  the	first	over	as	a	starting	point.	(Roll	a	d10	to	determine	each	
  card's	value,	if	cards	are	not	available).	
  § 
  Each	player	in	turn	makes	their	guess	whether	the	next	card	is	
  higher	 or	 lower	 and	 places	 their	 bet	 in	 the	 pot.	 The	 dealer	
  turns	over	the	next	card	and	the	players	who	guessed	wrong	
  drop	out.		
  § 
  The	players	repeat	the	previous	step	until	no	cards	are	left	or	
  until	 only	 one	 gambler	 remains.	 The	 winner(s)	 split	 the	 pot	
  equally.	
  S N A I L  R A C I N G  
  Snail	races	take	place	on	a	circular	“track,”	usually	a	damp	cloth	
  on	a	tavern	table.	The	snails	start	in	the	middle	and	“race”	to	the	
  edge	of	the	circle,	which	is	usually	about	13	inches	away.	Races	
  start	 with	 the	 shout	 “Ready!	 Steady!	 Slow!”	 The	 first	 snail	 to	
  reach	the	edge	is	the	winner.	This	usually	takes	several	minutes.	
  Snail	are	painted	with	racing	numbers	for	easy	identification	and	
  spectators	place	bets	on	the	outcome	and	cheer	on	their	snail	to	
  victory.	
  § 
  Roll	initiative	for	each	snail	at	the	start	of	the	game.	
  § 
  Each	minute,	roll	1d6-2	for	each	snail.	This	is	the	number	of	
  inches	 the	 snail	 moves	 towards	 the	 edge.	 Roll	 1d8,	 to	
  determine	the	direction	in	which	the	snail	travels	in	the	same	
  manner	as	that	used	to	determine	a	missed	splash	attack.	
  § 
  Specially	 trained	 racing	 snails	 might	 have	 a	 better	 initiative	
  modifier	 or	 move	 1d6-1	 inches	 each	 minute.	 These	 snails	
  typically	attract	much	shorter	odds.	
  T O P  T H A T  
  A	communal	telling	of	tall	tales,	in	
  Top	That,	each	person	tries	to	tell	a	
  stranger	 tale	 than	 the	 last,	 without	
  going	so	far	that	someone	declares	
  "I	don't	believe	you!"	
  	
  Each	 tale-teller	 in	 turn	 must	
  make	 an	 appropriate	 lying	 of	
  performing	check	opposed	by	each	
  listener’s	 ability	 to	 detect	 tall-tales.	
  A	 successful	 check	 indicates	 the	
  listener	 believe	 the	 story;	 a	 failed	
  check	 indicates	 the	 listener	 shouts	 out	
  “I	don’t	believe	you!”	
  	
  The	game	ends	when	no	one	can	top	
  the	last	tale	with	a	better,	yet	believable	one.	
  Y A R D  O F  A L E  
  A	yard	of	ale	is	a	very	tall	beer	glass,	wide	at	the	top	and	with	a	
  bulb	on	the	end;	it	holds	two	and	a	half	pints.	Contestants	need	
  to	drink	the	ale	or	beer	to	empty	the	glass	as	fast	as	possible.	
  § 
  Each	contestant	must	check	Constitution;	highest	roll	wins.	
  § 
  Dwarves,	innkeepers	and	heavy	drinkers	get	an	advantage	for	
  their	saves.	
  Yard	Racing:	In	races	featuring	a	yard	of	ale,	use	the	rules	for	
  Down	the	Hatch.	
  	
  
  150	
  G A M E S  T O  P L A Y :  D R A G O N  A N D  T H E  T H I E F  
  To	play,	Dragon	and	the	Thief,	each	player	needs	two	six-sided	
  dice.	The	game	is	best	played	with	three	or	more	players.	
  	
  Start:	 Before	 play	 begins,	 the	 players	 must	 decide	 what	
  denomination	of	coin	(copper,	silver,	gold	or	platinum)	to	wager.	
  All	players	start	by	placing	a	coin	of	the	relevant	value	on	the	
  number	7.		
  	
  Who	 Goes	 First:	 The	 players	 all	 roll	 their	 dice.	 The	 player	
  with	the	lowest	score	goes	first.	Thereafter,	play	passes	to	the	
  left.	
  	
  Playing:	Each	player	rolls	his	dice.	The	result	determines	the	
  player’s	action:	
  § 
  2	(The	Thief):	The	player	takes	all	the	coins	except	those	on	
  number	seven	(The	Hoard).		
  § 
  3,	5,	6,	8,	9,	10	or	11:	The	player	checks	the	number	for	a	coin.	
  If	 a	 coin	 is	 there,	 the	 player	 takes	 it.	 If	 there	 is	 no	 coin	 the	
  player	puts	one	down	on	that	number.	
  § 
  4:	The	player	does	nothing.	
  § 
  7	(The	Hoard):	The	player	puts	a	new	coin	on	that	number.		
  § 
  12	(The	Dragon):	The	player	takes	all	the	coins	on	the	board.	
  Play	continues	as	long	as	the	participants	want	to	play;	players	
  can	join	or	drop	out	at	any	time.	
  H O W  T O  U S E  D R A G O N  A N D  T H E  T H I E F  
  The	dragon	and	the	Thief	is	a	perfect	game	for	PCs	to	play	when	
  relaxing	 in	 their	 favourite	 tavern.	 They	 can	 play	 it	 among	
  themselves	 or	 try	 to	 win	 coins	 from	 the	 locals.	 Unlike	 some	
  gambling	games,	a	single	round	of	Dragon	and	the	Thief	can	go	
  on	for	some	time,	but	large	amounts	of	money	are	rarely	won	or	
  lost	as	each	player	usually	only	puts	down	or	picks	up	one	coin	at	
  a	time.		
  	
  A	game	of	Dragon	and	the	Thief	is	a	great	way	to	introduce	
  new	 NPCs—normal	 locals,	 rival	 adventurers,	 thieves,	 rivals	 or	
  even	 potential	 employers.	 A	 game	 of	 Dragon	 and	 the	 Thief	 is	
  also	 the	 perfect	 backdrop	 for	 some	 impromptu	 information	
  gathering.		
  	
  
  151	
  	
   
  
  152	
  G A M E S  T O  P L A Y :  E V E N T S  
  Not	all	games	of	Dragon	and	the	Thief	are	uneventful.	You	can	
  use	these	events	on	the	table	below	to	inject	more	excitement,	
  conflict	or	opportunities	into	the	game.	Either	choose	a	suitable	
  event,	or	roll	randomly:	
  D12	
  	
  1	
  A	 drunk	 tavern	 patron	 stumbles	 and	 falls	 onto	 the	
  table.	Coins	fly	everywhere	and	drinks	spill	on	the	floor.	
  The	man	is	very	drunk	–	and	mumbles	his	apologies	–	
  but	several	of	the	players	don’t	care	and	start	shouting	
  at	him.	In	the	meanwhile,	other	players	scrabble	about	
  for	the	fallen	coins,	which	provokes	another	argument	
  as	 no	 one	 can	 agree	 on	 what	 coins	 were	 where	 and	
  whose	is	whose.	Unless	the	PCs	calm	the	situation,	the	
  arguments	 rapidly	 spiral	 out	 of	 control	 and	 a	 brawl	
  ensues.	
  2	
  Jarrick	 Hivel,	 an	 arrogant	 minor	 nobleman	 (or	 rich	
  merchant),	swaggers	up	to	the	table	and	demands	to	
  play.	He	sneers	at	the	pitiful	stakes	on	the	board	and	
  demands	the	players	raise	the	wager	to	a	gold	piece	a	
  throw.	 If	 the	 players	 refuse	 his	 demand,	 he	 belittles	
  them,	 calls	 them	 ingrate	 scum	 and	 continues	 to	 be	
  irritating	until	forced	to	leave.	
  3	
  One	 of	 the	 players	 suddenly	 realises	 that	 he	 has	 to	
  urgently	be	somewhere	else,	but	doesn’t	want	to	leave	
  until	someone	has	won	the	Dragon	(rolls	a	12).	He	gets	
  increasingly	irritated	and	exhorts	his	fellow	gamblers	to	
  play	 quicker.	 If	 they	 ignore	 him,	 he	 gets	 increasingly	
  agitated	 until	 he	 eventually	 just	 grabs	 a	 handful	 of	
  coins	 and	 makes	 a	 run	 for	 it.	 Shockingly,	 the	 other	
  players	object	and	make	a	grab	for	the	fleeing	player.	
  Chaos	ensues.	
  4	
  The	game	is	proceeding	peacefully	until	a	devout	cleric	
  of	a	lawful	god	enters	the	tavern,	sees	the	game	and	
  proceeds	 to	 sermonise	 loudly	 about	 the	 evils	 of	
  gambling.	Some	of	the	players	tell	him	to	shut	up,	but	
  he	 persists.	 The	 cleric,	 Fabius	 Drusu	 (LG	 male	 human	
  cleric),	 is	 a	 reformed	 gambler	 and	 preaches	 with	 the	
  conviction	of	a	convert.	Unless	the	PCs	convince	him	to	
  go	away	(treat	his	as	hostile	towards	them)	he	ruins	the	
  game.	Shortly	after	his	arrival,	the	other	players	start	to	
  drift	away	to	seek	entertainment	elsewhere.	
  5	
  A	 player	 spills	 a	 full	 drink	 across	 the	 table,	 which	
  messes	 up	 the	 board	 and	 displaces	 several	 coins.	 No	
  one	 can	 agree	 on	 where	 the	 coins	 were	 in	 the	 first	
  place;	an	argument	ensues.		
  6	
  Several	 of	 the	 players	 have	 finished	 their	 drinks,	 but	
  don’t	want	to	get	up	and	lose	their	place	at	the	table.	
  They	ask	an	observer	to	get	them	drinks	and	he	readily	
  agrees.	 The	 man	 getting	 the	 drinks,	 however,	 is	 a	
  malicious	trickster	and	he	adds	powdered	herb	to	one	
  or	more	of	the	beers.	Half	an	hour	later	several	of	the	
  players	experience	violent	stomach	cramps.	
  7	
  One	 of	 the	 players,	 Avel	 the	 Jolly	 (CN	 male	 human	
  rogue),	 is	 a	 petty	 thief.	 He	 is	 also	 very	 drunk	 and	
  accidentally	 blurts	 out	 details	 of	 a	 major	 robbery	
  happening	tomorrow	night	in	which	a	nobleman’s	town	
  house	will	be	targeted.	The	next	day,	his	lifeless	body	is	
  discovered	in	a	nearby	alley.	His	mouth	and	throat	are	
  full	of	tarnished	copper	coins.	
  8	
  An	 attractive,	 scantily	 clad	 lady	 of	 the	 night	 saunters	
  over	to	the	table	and	asks	if	any	of	the	players	would	
  like	 some	 company.	 In	 reality,	 the	 woman	 (Katla	 N	
  female	 human	 rogue)	 is	 a	 thief	 merely	 disguised	 as	 a	
  prostitute	to	facilitate	her	pick	pocketing	(at	which	she	
  is	 rather	 skilled).	 After	 getting	 close	 to	 her	 mark,	 she	
  picks	 his	 purse,	 names	 an	 outrageous	 price	 for	 her	
  services	and	then	leaves	when	her	offer	is	rebuffed.		
  9	
  One	of	the	players	is	getting	very	friendly	with	another	
  man’s	 wife.	 The	 two	 sit	 close	 together,	 cuddle	 and	
  generally	seem	smitten	with	one	another.	All	seems	to	
  be	 going	 well	 until	 the	 woman’s	 husband	 turns	 up	 at	
  the	tavern	and	see	the	two	canoodling.	He	storms	over	
  to	 the	 table	 and	 a	 loud	 (and	 potentially)	 violent	
  argument	 breaks	 out.	 Unless	 the	 PCs	 intervene,	 the	
  men	quickly	fall	to	blows,	which	upsets	the	table	and	
  could	potentially	lead	to	a	full-scale	brawl!	
  10	
  One	 of	 the	 players	 has	 epic	 delusions	 of	 grandeur	
  because	he	was	slightly	involved	in	an	adventure	many	
  years	 ago.	 The	 man	 (Lothair	 of	 Dol	 N	 male	 human	
  warrior)	 loves	 to	 tell	 people	 about	 it	 and	 when	 he	
  discovers	 the	 PCs	 are	 adventurers	 he	 launches	 into	 a	
  long	and	convoluted	story	about	his	own	heroics.	Sadly,	
  many	 of	 the	 other	 players	 have	 heard	 the	 story	
  repeatedly	and	they	beg	him	to	shut	up.	Undeterred	he	
  continues	 to	 tell	 the	 story	 as	 long	 as	 the	 PCs	 feign	
  interest.	
  11	
  One	 of	 the	 players	 rolls	 the	 dice	 a	 little	 too	 violently	
  and	they	bounce	off	the	table	onto	the	floor	and	under	
  a	 chair.	 Sadly,	 a	 monkey	 (which	 is	 also	 the	 wizard	
  Anhuri	 of	 Nekham’s	 familiar)	 lurks	 under	 the	 chair.	 It	
  grabs	 the	 dice	 and	 makes	 off	 with	 it,	 running	 away	
  under	 chairs,	 over	 tables	 and	 eventually	 up	 into	 the	
  rafters	 where	 it	 sits	 nibbling	 on	 its	 prize.	 Anhuri	 (NE	
  male	half-elf	wizard	[evoker])	is	very	protective	of	his	
  familiar	and	does	not	allow	any	harm	to	come	to	it.	The	
  PCs	must	come	up	with	a	nonviolent	way	of	coaxing	the	
  monkey	down,	abandon	the	game	or	make	a	powerful	
  enemy.	
  12	
  The	game	is	proceeding	as	normal	when	a	small	patrol	
  of	watchmen	burst	into	the	tavern.	They	are	searching	
  for	 a	 petty	 criminal	 who	 may	 (or	 may	 not)	 be	 in	 the	
  establishment.	 Their	 searching	 and	 questioning	 are	
  rough	–	the	thief	in	question	just	mugged	a	nobleman’s	
  son	 –	 and	 PCs	 resisting	 or	 ignoring	 the	 watch’s	
  attention	are	detained	for	further	questioning.	
  	
   
  
  153	
  G A M E S  T O  P L A Y :  P L A Y E R S  
  Along	with	the	PCs,	there	are	bound	to	be	other	players	enjoying	
  a	game	of	Dragon	and	the	Thief.	The	GM	can	invent	such	folk	as	
  necessary	or	use	one	or	more	of	the	NPCs	listed	below.	
  D12	
  	
  1	
  Barita	Kildann	(LN	female	dwarf	fighter):	Desperate	to	
  raise	 funds	 to	 pay	 for	 her	 passage	 home,	 Barita	 has	
  resorted	 to	 gambling	 –	something	 she	 abhors.	 All	 the	
  way	 through	 the	 game	 she	 makes	 sarcastic	 remarks	
  about	 the	 dice,	 other	 players	 and	 the	 foolishness	 of	
  humans.	If	the	PCs	discuss	an	upcoming	adventure	or	
  journey	that	is	in	the	general	direction	of	her	homeland	
  she	offers	to	accompany	them.	She	is	trustworthy	and	
  brave,	but	somewhat	racist.		
  2	
  Solalith	Evdrearn	(CE	male	elf	fighter/wizard):	Solalith	
  capitalises	 on	 the	 misconception	 that	 all	 elves	 are	
  good.	He	is	a	relentless	–	and	merciless	–	gambler	who	
  delights	 in	 creating	 discourse	 and	 rancour.	 He	 argues	
  the	rules,	nudges	the	board	to	displace	coins	and	so	on.		
  3	
  Miro	Giantbasher	(CG	male	halfling	fighter):	Cheerful,	
  half-drunk	and	flush	with	cash	Miro	has	been	carousing	
  and	 gambling	 for	 almost	 three	 days.	 He	 is	 exhausted	
  and	 keeps	 falling	 asleep	 in	 the	 middle	 of	 the	 game.	
  Empty	mugs	litter	the	table	and	floor	around	his	chair.	
  He	is	a	ripe	target	for	a	pick	pocket	or	mugging.		
  4	
  Oggor	 Skull-Splitter	 (CN	 male	 half-orc	 barbarian):	
  Oggor	 is	 not	 terribly	 bright	 and	 doesn’t	 really	
  understand	 the	 rules	 of	 Dragon	 and	 the	 Thief.	 He	
  constantly	 asks	 for	 rules	 clarifications,	 gets	 distracted	
  and	ogles	any	nearby	attractive	women.	Shockingly,	he	
  has	 lost	 quite	 a	 lot	 of	 cash	 and	 is	 getting	 more	 and	
  more	irate.	
  5	
  Taneli	Keto	(N	male	human	expert):	Obsessed	with	one	
  of	 the	 players	 at	 the	 table	 (either	 male	 or	 female)	
  Taneli	is	playing	the	game	simply	to	be	near	the	object	
  of	 his	 lusts.	 Although	 he	 thinks	 he	 has	 hidden	 his	
  feelings,	the	object	of	his	desires	is	very	aware	of	his	
  interest,	but	sadly	does	not	reciprocate	the	feelings.	
  6	
  Kaari	Ojanen	(CN	female	human	commoner):	Attractive	
  and	 vivacious,	 Kaari	 loves	 the	 thrill	 of	 gambling	 and	
  thinks	the	other	players	enjoy	her	company.	She	wears	
  a	 low-cut	 top	 and	 enjoys	 the	 reaction	 it	 provokes	
  among	 the	 other	 players.	 She	 likes	 free	 drinks	 and	 is	
  charm	personified	if	she	thinks	she	can	get	something	
  out	of	her	fellow	players.	
  7	
  Aevar	
  the	
  Flat-Nosed	
  (NG	
  male	
  human	
  barbarian/fighter):	A	stranger	in	town,	Aevar	arrived	as	
  a	 caravan	 guard	 and	 has	 been	 busily	 spending	 his	
  wages	for	the	last	few	weeks.	He’s	down	to	his	last	10	
  gp	 and	 is	 looking	 for	 a	 new	 job.	 He	 asks	 everyone	
  playing	(and	anyone	watching)	if	they	know	of	any	such	
  openings.	 He	 is	 friendly	 and	 a	 good	 drinking	
  companion.	
  8	
  Khai	Desouk	(N	male	human	wizard	[conjurer]):	Khai	is	
  horribly	burnt	and	wears	a	cowled	cloak	at	all	times.	He	
  is	 searching	 for	 Anhuri	 of	 Nekham,	 and	 has	 been	 for	
  almost	 a	 year.	 Several	 years	 ago,	 one	 of	 Anhuri’s	
  experiments	 went	 badly	 wrong	 and	 Khai	 was	 horribly	
  burnt	as	a	result.	He	now	seeks	revenge	and	has	heard	
  that	Anhuri	sometimes	drinks	here.	A	pleasant	man,	he	
  is	nevertheless	bitter	and	resentful	and	–	where	Anhuri	
  is	concerned	–	has	an	impressive	mean	streak.	
  9	
  Ivo	 Njars	 (N	 male	 human	 expert):	 Ivo	 is	 an	 expert	
  gambler	and	a	skilled	cardsharp.	He	only	plays	Dragon	
  and	the	Thief	to	identify	talentless	idiots	with	a	lot	of	
  money	to	lose.	If	he	spots	a	likely	candidate,	he	invites	
  him	 to	 a	 private	 “gambling	 emporium”	 where	 Ivo	
  promises	he	will	be	looked	after.	He	drinks	little	and	is	
  only	friendly	to	those	he	thinks	he	can	fleece.	He	keeps	
  away	from	other	skilled	gamblers	and	reveals	little	of	
  his	personal	life.	
  10	
  Roza	Vagoth	(NG	female	human	expert):	Roza	is	at	the	
  end	 of	 her	 tether.	 Several	 months	 ago,	 her	 husband,	
  Sigdag,	 was	 slain	 while	 serving	 in	 the	 watch.	 He	 left	
  Roza	 with	 six	 children	 to	 feed	 and	 almost	 no	 savings.	
  She	sits	quietly	throughout	the	game,	not	making	eye	
  contact	with	her	fellow	players.	In	truth,	she	is	worried	
  sick	 and	 anyone	 expressing	 genuine	 interest	 in	 her	
  plight	is	easily	able	to	wring	the	details	of	her	troubles	
  from	her.	Roza	is	also	a	skilled	seamstress	and	has	been	
  trying	to	start	up	a	respectable	business	–	thus	far	with	
  little	success.		
  11	
  Filimer	 son	 of	 Huml	 (LN	 male	 human	 fighter):	 A	
  mercenary	warrior	from	the	west,	Filimer’s	one	vice	is	
  gambling.	Now	between	jobs	–	but	with	gold	to	fritter	
  away	 –	 he	 is	 considering	 giving	 up	 a	 mercenary’s	 life	
  and	becoming	an	adventurer.	While	the	risks	are	much	
  greater,	 so	 are	 the	 rewards	 and	 Filimer	 dreams	 of	
  returning	 to	 his	 home	 village	 and	 building	 a	 grand	
  house.	If	the	PCs	discuss	an	adventure	while	playing,	he	
  seeks	them	out	later	and	offers	to	join	their	group	–	for	
  a	decent	share	of	the	profits	of	course!	
  12	
  Pekko	 Mustonen	 (N	 male	 half-elf	 bard)	 Pekko	 is	
  scheduled	 to	 sing	 later	 at	 the	 tavern	 and	 is	 simply	
  killing	time	until	his	performance.	He	is	well	groomed	
  but	obviously	not	particularly	wealthy.	He	only	gambles	
  with	copper	and	silver,	but	has	a	good	eye	for	people.	If	
  the	PCs	are	obviously	adventurers,	he	makes	certain	to	
  flatter	them	and	asks	to	hear	about	their	exploits.	Later	
  during	his	performance,	he	flatters	the	PCs	and	tells	the	
  crowd	 of	 their	 adventures	 –	 portraying	 them	 as	 his	
  close	 friends.	 Afterwards,	 he	 approaches	 the	 PCs	 and	
  waxes	lyrical	about	his	“financial	difficulties.”	
  	
  	
   
  
  154	
  B A R R O O M  B R A W L S :  R U N N I N G  A  B R A W L  
  When	planning	to	run	a	barroom	brawl,	a	GM	should	not	view	it	
  as	 a	 normal	 combat.	 After	 all,	 the	 chances	 of	 anyone	 getting	
  killed	 are	 pretty	 slim;	 instead	 a	 barroom	 brawl	 is	 a	 chance	 to	
  relax	 and	 have	 a	 fun	 fight	 that	 “doesn’t	 really	 matter”	 in	 the	
  grand	scheme	of	things.	
  	
  A	barroom	brawl	comprises	several	distinct	phases:	
  § 
  Brawl	Trigger:	Brawls	just	don’t	start	for	no	reason	–	although	
  to	those	not	paying	attention	it	may	seem	that	way.	Consider	
  using	 the	 Brawl	 Trigger	 table	 to	 determine	 why	 the	 brawl	
  starts.	 Alternatively,	 the	 brawl	 can	 have	 a	 campaign-specific	
  purpose	 such	 as	 introducing	 a	 band	 of	 rival	 adventurers,	
  getting	 the	 PCs	 into	 trouble	 with	 the	 Watch,	 acting	 as	 an	
  adventure	hook	and	so	on.		
  § 
  Brawl	 Events:	 Brawls	 are	 crazy	 affairs;	 use	 the	 Brawl	 Events	
  table	 to	 add	 flavour	 to	 the	 fight.	 Determine	 what	 strange	
  event	 happens	 in	 any	 given	
  round	
  of	
  combat	
  and	
  describe	it	to	the	PCs	at	the	
  appropriate	
  point.	
  Not	
  only	do	these	events	give	
  flavour	 to	 the	 brawl,	
  many	 also	 give	 the	 PCs	 important	 clues	 about	 how	 they	 can	
  interact	with	the	taproom’s	environment	and	other	brawlers.	
  § 
  Brawl	 Aftermath:	 A	 barroom	 brawl	 is	 a	 great	 way	 to	 let	 off	
  steam,	but	does	the	fight	have	any	consequences	for	the	PCs?	
  You	can	decide	these	consequences	based	on	the	PCs’	actions	
  or	you	can	roll	on	the	Brawl	Aftermath	table.	When	rolling	on	
  this	table	remember	that	many	of	the	brawl’s	participants	are	
  not	 used	 to	 battle	 (even	 nonlethal	 battle)	 and	 so	 their	
  perception	of	events	may	not	sync	with	the	PCs’	recollections	
  (or,	 indeed,	 reality).	 Thus,	 the	 PCs	 might	 get	 blamed	 for	
  starting	 the	 fight	 or	 even	 for	 an	 accidental	 death	 that	 had	
  nothing	to	do	with	them!	
  A  B R A W L  R O U N D  B Y  R O U N D  
  Barroom	 brawls	 often	 have	 dozens	 of	 participants	 –	 running	
  such	 a	 fight	 “properly”	 –	 rolling	 initiative,	 making	 attack	 and	
  damage	rolls	and	so	on	for	each	individual	will	bring	the	game	to	
  a	juddering	halt.	Rather,	concentrate	on	describing	the	general	
  flow	 of	 battle	 using	 the	 Brawl	 Event	 table	 to	 highlight	 notable	
  events	in	any	given	round.	
   
  
  155	
  B A R R O O M  B R A W L S :  B R A W L  T R I G G E R S  
  Many	 events	 can	 trigger	 a	 barroom	 brawl:	 a	 gambler	 can	 be	
  caught	cheating,	two	men	may	argue	over	a	woman,	someone	
  may	 spill	 another’s	 pint	 or	 simmering	 animosity	 may	 suddenly	
  boil	over	into	violence.	A	GM	can	simply	determine	the	brawl’s	
  trigger	or	roll	on	the	table	below.	
  D20	
  BRAWL	TRIGGER	
  1-2	
  A	group	gamble	at	a	table.	One	of	the	group	is	accused	
  of	cheating,	but	denies	the	charge.	He	refuses	to	return	
  his	winnings	and	a	brawl	quickly	ensures.	
  3	
  A	 drunk	 staggers	 against	 a	 table	 sending	 the	 drinks	
  upon	it	flying.	Those	around	the	table	attack	the	drunk,	
  furious	at	his	clumsiness.	The	drunk’s	friends	leap	to	his	
  aid...	
  4	
  An	 argument	 erupts	 at	 one	 table	 and	 quickly	 several	
  patrons	 are	 fighting.	 The	 brawl	 is	 a	 diversion;	 one	 of	
  the	other	customers	(perhaps	even	a	PC)	is	marked	for	
  assassination	 and	 while	 the	 fight	 distracts	 witnesses	
  the	assassin	strikes.	
  5	
  A	 pickpocket	 fails	 spectacularly	 to	 lift	 a	 purse.	 The	
  owner	notices	and	tries	to	grab	the	thief.	He	twists	out	
  of	 the	 man’s	 hands	 but	 falls	 into	 a	 nearby	 table,	
  smashing	it	and	spilling	all	the	drinks	on	it.		
  6	
  A	 drunk	 man	 staggers	 to	 the	 bar	 and	 demands	 more	
  ale.	The	barkeep	refuses	and	the	man	gets	belligerent.	
  A	regular	steps	in	to	defuse	the	situation	and	the	drunk	
  attacks	 him.	 As	 the	 regular	 staggers	 back,	 he	 knocks	
  over	another	man	who	leaps	to	his	feet	enraged.	From	
  there,	the	chaos	quickly	spreads...	
  7	
  A	prostitute	moves	around	the	tavern	seeking	business.	
  Two	 drunken	 men	 begin	 to	 argue	 over	 who	 should	
  enjoy	the	pleasure	of	her	company	first.	She	draws	the	
  two	men	into	a	brief	bidding	war,	which	ends	with	one	
  smashing	a	flagon	over	the	others	head.		
  8	
  A	server	weaves	through	the	taproom	with	a	full	tray	of	
  drinks.	However,	when	she	sets	it	down,	two	groups	of	
  drinkers	claim	that	the	drinks	are	for	them.	Both	groups	
  are	drunk	and	the	ensuing	argument	turns	violent.	
  9	
  A	 server	 delivers	 a	 drink	 to	 a	 table,	 but	 the	 (drunk)	
  patron	 refuses	 to	 pay.	 After	 a	 short	 argument,	 the	
  drunk	pushes	her	away	and	she	falls.	Several	regulars	
  take	exception	to	this	and	move	to	punish	the	drunk.	
  Others	intervene	and	an	epic	brawl	quickly	breaks	out.	
  10	
  A	small	contingent	of	the	Watch	enter	the	tavern	and	
  start	 to	 belligerently	 search	 for	 a	 fugitive	 last	 seen	
  nearby.	 The	 search	 angers	 many	 of	 the	 regulars	 and	
  eventually	one	hurls	a	flagon	at	a	guard	in	protest.	As	
  the	guards	attempt	to	apprehend	their	attacker	other	
  patrons	 join	 in.	 Inevitably,	 some	 of	 the	 missiles	 hit	
  other	patrons	and	a	confused	melee	breaks	out.	
  11	
  An	 old	 beggar	 enters	 the	 taproom	 and	 moves	 from	
  table	to	table	begging	for	spare	coins	and	food.	A	few	
  patrons	give	him	their	scraps	but	one	shouts	and	curses	
  at	him	before	pushing	him	away.	As	the	beggar	falls	to	
  the	floor,	several	other	patrons	move	to	help	him	and	
  remonstrate	 with	 his	 attacker.	 Unsurprisingly,	 the	
  attacker	does	not	take	kindly	to	their	opinions	and	an	
  argument	 quickly	 develops.	 Eventually,	 it	 leads	 to	
  violence.	After	the	brawl,	there	is	no	sign	of	the	beggar.	
  12	
  Two	drunken	patrons	(one	a	huge	warrior)	are	dancing	
  (very	badly)	when	one	of	them	trips	and	falls.	The	other	
  trips	 over	 the	 first	 and	 lands	 in	 the	 lap	 of	 a	 courting	
  couple.	 Wine	 gets	 spilled	 all	 over	 the	 couple,	 which	
  enrages	the	woman.	She	smashes	an	empty	flagon	over	
  the	 head	 of	 her	 “attacker.”	 By	 that	 point,	 the	 first	
  dancer	has	regained	his	feet	and	totters	over	to	aid	his	
  friend.		
  13	
  Two	men	standing	at	the	bar	begin	to	push	and	shove	
  each	 other.	 They	 inevitably	 bump	 into	 other	 patrons	
  and	matters	go	downhill	rapidly	thereafter.	
  14	
  A	man	weaves	his	way	through	the	crowd	carrying	two	
  handfuls	of	drinks.	Suddenly,	he	trips	and	the	drinks	go	
  flying.	 He	 is	 quickly	 to	 his	 feet,	 accusing	 a	 nearby	
  customer	of	deliberately	tripping	him.	Meanwhile,	the	
  three	men	he	has	just	drenched	in	beer	decide	to	teach	
  him	a	lesson.		
  15	
  A	 customer	 drops	 his	 belt	 pouch	 and	 gold	 and	 silver	
  coins	 tumble	 to	 the	 floor.	 As	 he	 tries	 to	 retrieve	 his	
  wealth,	 other	 nearby	 customers	 scramble	 to	 grab	 the	
  coins.	Almost	immediately,	several	fights	break	out.		
  16	
  Two	groups	of	rival	warriors	or	workmen	are	drinking	
  heavily	 in	 the	 taproom.	 As	 they	 get	 drunker	 the	 two	
  groups	 exchange	 insults.	 Veiled	 at	 first,	 they	 become	
  more	 demeaning	 as	 the	 alcohol	 flows.	 Eventually,	 a	
  fight	 breaks	 out	 between	 the	 two	 groups;	 innocent	
  bystanders	get	dragged	into	the	melee.		
  17	
  Four	toughs	have	been	bribed	to	beat	up	a	customer.	
  They	enter	the	bar,	buy	drinks	and	take	a	table	close	to	
  their	target.	They	wait	until	their	target	is	drunk	before	
  pouncing.	Other	customers	go	to	the	target’s	aid	and	a	
  general	melee	ensues.	
  18	
  A	 man	 buying	 drinks	 at	 the	 bar	 believes	 he	 has	 been	
  short-changed.	 The	 barkeep	 denies	 the	 charge	 and	
  refuses	to	pay	up.	The	customer	reaches	across	the	bar	
  and	tries	to	grab	some	coins.	Several	regulars	leap	to	
  the	 barkeep’s	 aid.	 Seeing	 this,	 the	 customer’s	 friends	
  come	to	his	aid.	
  19	
  Two	 men	 get	 into	 an	 argument	 over	 a	 woman	 sitting	
  nearby.	 As	 they	 begin	 to	 fight,	 other	 patrons	 gather	
  round	to	watch.	Soon,	however,	one	of	the	men	knocks	
  another	 customer	 over	 and	 the	 chaos	 soon	 spreads.	
  (Alternatively	two	women	can	argue	over	a	man).	
  20	
  A	 fleeing	 man	 bursts	 through	 the	 tavern’s	 door	 and	
  rushes	 through	 the	 taproom	 knocking	 over	 chairs,	
  spilling	drinks	and	so	on.	Patrons	leap	to	their	feet	in	
  indignation.	 Moments	 later,	 a	 small	 group	 of	 guards	
  enter	 the	 tavern	 and	 try	 to	 follow	 the	 man.	 Chaos	
  ensues	as	the	guards	try	to	force	their	way	through	a	
  crowd	of	angry	patrons.	
   
  
  156	
  B A R R O O M  B R A W L S :  B R A W L  E V E N T S  
  Barroom	brawls	are	chaotic	affairs	and	the	most	bizarre	events	
  can	occur	during	them.	Some	are	to	be	expected,	the	innkeeper	
  calling	 for	 the	 watch	 or	 opportunistic	 thieves	 trying	 to	 steal	
  unattended	 wagers,	 while	 others	 are	 completely	 unexpected:	
  tables	collapse,	kegs	of	beer	spring	leaks	and	chandeliers	fall.	In	
  the	 most	 deadly	 brawls,	 fires	 can	 accidentally	 start	 that	 if	 left	
  unchecked	can	destroy	the	tavern	.		
  	
  Every	round	of	a	brawl,	roll	on	the	table	below	to	determine	
  the	brawl	event	before	describing	it	colourfully.		
  D%	
  BRAWL	EVENT	
  01-40	
  No	event	of	note.	
  41-50	
  The	innkeeper	calls	loudly	for	the	Watch.	
  51-52	
  A	brawler	tips	over	a	table.	Atop	the	table	lies	a	small	
  pile	of	coins	—	the	pot	of	some	game	now	unattended.	
  2d20	 cp	 and	 2d10	 sp	 clatter	 to	 the	 floor.	 Nearby	
  brawlers	 dive	 for	 the	 coins	 and	 try	 to	 gather	 up	 as	
  many	as	possible.		
  53-55	
  A	brawler	kicks	over	a	bench,	chair	or	table.	The	next	
  person	 who	 isn’t	 a	 PC,	 to	 move	 through	 the	 square	
  trips	over	it	and	falls	prone.		
  56-59	
  A	brawler	tries	to	punch	a	target,	misses	and	smashes	a	
  beer	keg.	Beer	gushes	out,	creating	a	15	ft.	cone	of	slick	
  floor,	creating	slippery	terrain.	The	innkeeper	wails	at	
  this	unfortunate	event.	
  60-61	
  A	random	brawler	hurls	a	flagon	or	chair	at	a	PC.		
  62-64	
  A	small	contingent	of	the	Watch	arrive	to	break	up	the	
  brawl.	 They	 use	 nonlethal	 attacks	 to	 subdue	 the	
  brawlers,	beating	them	with	the	ends	of	their	spears.	
  Brawlers	fight	to	get	away	from	the	Watch	as	no	one	
  wants	to	get	arrested.		
  65-66	
  A	brawler	leaps	onto	the	bar	and	starts	to	kick	half-full	
  flagons	of	beer	into	the	melee.	Every	time	he	scores	a	
  hit	he	shouts	in	triumph.		
  67-68	
  Someone	 shouts	 that	 the	 Watch	 is	 coming.	 At	 that,	
  many	of	the	combatants	make	a	break	for	the	nearest	
  exit.	The	area	around	the	front	and	back	doors	of	the	
  tavern	get	congested	as	patrons	fight	each	other	to	get	
  away.		
  69-70	
  One	brawler	throws	another	1d2	x	5	ft.	onto	a	chair	or	
  table.	The	piece	of	furniture	collapses	and	the	thrown	
  brawler	lands	prone.		
  71	
  Somehow,	high-strength	alcohol	(such	as	brandy)	lands	
  in	the	fire.	All	combatants	within	5	ft.	suffer	damage	as	
  the	fire	sparks	and	spits.		
  72-74	
  The	innkeeper	(or	other	staff	member)	is	attacked	by	a	
  brawler.	The	innkeeper	shouts	for	help;	if	a	PC	assists	
  him,	he	gets	free	board	and	lodgings	for	one	week.		
  75-76	
  Three	brawlers	gang	up	on	another	patron	and	quickly	
  kick	him	to	the	floor.	They	beat	him	unconscious	in	two	
  rounds	before	moving	onto	another	target.	
  	
  77-79	
  Desperate	to	escape	the	violence,	a	patron	dives	under	
  a	table	and	screams	for	help.	The	man	is	well	dressed	
  and	gives	his	rescuer	a	reward	of	2	gp.	
  80-82	
  Skirting	 the	 violence,	 a	 patron	 moves	 from	 table	 to	
  table,	 stealing	 coins,	 downing	 drinks	 and	 so	 on.	 After	
  three	rounds	of	this,	he	is	spotted	and	attacked	by	irate	
  patrons.	
  83	
  A	 large	 brawler	 picks	 up	 a	 bench	 and	 belts	 nearby	
  targets	with	it.	Once	he	has	knocked	unconscious	a	few	
  other	 brawlers,	 the	 rest	 avoid	 him	 and	 so	 he	 goes	 in	
  search	of	new	targets.	He	settles	on	the	nearest	PC.	
  84-85	
  A	female	patron	jumps	onto	the	back	of	a	brawler	and	
  starts	 hitting	 him	 over	 the	 head	 with	 a	 flagon.	 It	
  smashes,	 blinding	 him	 for	 one	 round	 with	 ale.	 In	 the	
  next	round,	he	pulls	her	off	and	throws	her	to	the	floor.	
  86-87	
  A	 table	 collapses	 dumping	 the	 patron	 on	 it	 onto	 the	
  floor.	The	patron	falls	prone.	
  88	
  A	patron	dives	behind	the	bar	and	grabs	several	bottles	
  or	 brandy	 or	 other	 expensive	 beverage.	 On	 the	 next	
  round,	 he	 makes	 a	 break	 for	 the	 door	 clutching	 his	
  prizes.		
  89	
  The	fight	spills	out	into	the	street	as	several	brawlers	
  fall	through	the	tavern’s	door.		
  90	
  A	brawler	is	thrown	through	a	window	or	door	into	the	
  street.	Three	rounds	later,	the	Watch	arrives.	
  91	
  Amid	 the	 chaos,	 a	 thief	 rifles	 the	 pouch	 of	 a	 fallen	
  brawler.	If	no	one	stops	him,	he	moves	onto	his	next	
  mark.	If	accosted,	he	flees.	
  92	
  A	 patron	 lies	 slumped	 over	 a	 table.	 Underneath	 the	
  table,	 his	 hound	 barks	 ferociously	 and	 tries	 to	 bite	
  anyone	entering	an	adjacent	square.	
  93	
  A	 brawler	 staggers	 out	 of	 the	 melee,	 blood	 dripping	
  from	a	nasty	scalp	wound	(caused	by	a	broken	bottle).	
  He	 screams	 in	 agony	 and	 flails	 about	 looking	 for	
  assistance.	
  94	
  A	brawler	stands	over	his	unconscious	foe.	The	two	are	
  hated	enemies;	the	brawler	gives	his	fallen	foe	a	good	
  kicking.	 If	 no	 one	 intervenes,	 he	 eventually	 kills	 his	
  enemy.		
  95-96	
  A	brawler	takes	this	opportunity	to	knife	an	enemy.	He	
  draws	a	dagger	and	tries	to	stab	him	in	the	back.			
  97-98	
  A	brawler	tries	to	grab	the	tavern’s	ready	cash	before	
  fleeing.	The	barkeep	notices	this	attempt	and	screams	
  for	 help	 before	 attempting	 to	 apprehend	 the	 thief.	
  There	 is	 a	 50%	 chance	 that	 any	 patron	 grabbing	 the	
  thief	tries	to	steal	some	of	the	money	himself.		
  99	
  Fire!	Flames	from	a	knocked	over	torch	or	similar	fire	
  source	catch	on	a	tapestry,	straw	covering	the	floor	and	
  so	on.	Unless	extinguished,	the	fire	advances	5	ft.	every	
  second	round.	Characters	in	the	fire	suffer	fire	damage	
  and	catch	on	fire.	
  100	
  GM’s	discretion	–	something	truly	bizarre	happens;	the	
  floor	collapses,	chickens	escape	from	the	kitchen	etc.	
  
  157	
  B A R R O O M  B R A W L S :  A F T E R M A T H  
  Although	 often	 fun	 and	 exhilarating,	 barroom	 brawls	 can	 have	
  nasty	 consequences	 for	 the	 participants.	 Unlike	 battles	 against	
  invading	orcs,	barroom	brawls	are	not	often	looked	on	kindly	by	
  the	authorities.		
  	
  This	table	presents	possible	consequences	for	the	PCs.	A	GM	
  should	tailor	these	consequences	to	suit	the	overall	flow	of	the	
  campaign.	For	example,	if	you	have	an	adventure	ready	to	run	in	
  a	distant	town	have	the	PCs	blamed	for	the	brawl	and	be	forced	
  to	 flee	 town.	 Alternatively,	 you	 can	 use	 the	 brawl	 to	 both	
  introduce	an	NPC	and	to	set	him	up	as	a	reoccurring	character	in	
  your	campaign	–	perhaps	he’ll	one	day	have	a	job	for	the	PCs	or	
  be	able	to	render	them	assistance.	Alternatively,	he	may	become	
  an	enemy	or	foil	of	the	PCs.	
  	
  Of	 course,	 a	 tavern	 brawl	 can	 also	 be	 an	 isolated	 incident	
  and	have	no	impact	on	the	PCs	once	they	have	recovered.			
  D20	
  BRAWL	AFTERMATH	
  1-2	
  No	consequence	of	note.	
  3	
  The	 PCs	 are	 blamed	 for	 starting	 the	 brawl	 and	 the	
  Watch	begins	to	search	for	them.	Unless	someone	was	
  killed	 in	 the	 brawl,	 the	 Watch	 does	 not	 search	 too	
  diligently	–	after	all	the	adventurers	are	heavily	armed;	
  rather	the	Watch	hope	the	PCs	take	the	hint	and	leave	
  town.		
  4	
  The	 taproom	 is	 severely	 damaged	 by	 the	 brawl	 and	
  consequently	 the	 tavern	 shuts	 for	 1d2	 weeks	 for	
  repairs	and	renovations.		
  5	
  The	 taproom	 is	 so	 badly	 damaged	 that	 the	 current	
  tavern	 owner	 cannot	 afford	 the	 repairs.	 The	 tavern	
  shuts	and	the	owner	puts	it	up	for	sale.		
  6	
  A	brawler	develops	a	grudge	against	the	PCs.	This	can	
  manifest	itself	as	nothing	more	than	name-calling	and	
  the	 occasional	 instigation	 of	 other	 brawls,	 but	 it	 can	
  also	take	on	a	more	sinister	aspect.	The	brawler	can	spy	
  on	the	PCs,	bad	mouth	them	to	friends	and	suppliers	
  and	 could	 even	 end	 up	 working	 for	 one	 of	 their	
  enemies.	
  7	
  During	the	fight,	one	of	the	PCs	loses	a	minor	magical	
  item	such	as	a	potion	or	scroll.	They	don’t	discover	it	is	
  missing	until	they	try	to	use	the	item.	
  8	
  The	owner	or	innkeeper	blames	the	PCs	for	the	brawl	
  and	 seeks	 to	 reclaim	 damages	 from	 them	 for	 broken	
  furniture,	loss	of	earnings	and	so	on.	He	claims	40	gp	
  and	if	the	PCs	decline	to	pay	he	refuses	to	serve	them	
  or	allow	them	to	stay	in	his	establishment.	Optionally,	
  other	taverns	hearing	of	the	PCs’	reputation	also	refuse	
  to	serve	them.		
  9	
  One	 of	 the	 PCs’	 enemies	 masterminded	 the	 brawl	
  either	 so	 he	 could	 get	 a	 better	 feel	 for	 their	 fighting	
  styles,	as	an	attempt	to	get	them	into	trouble	with	the	
  local	 authorities	 or	 simply	 to	 slow	 them	 down.	
  Consequently,	his	agents	report	interesting	and	useful	
  information	about	the	PCs’	fighting	styles.	
  10	
  One	of	the	other	brawlers	–	rightly	or	wrongly	–	feels	
  that	one	of	the	PCs	helped	him	in	the	fight.	He	is	very	
  grateful	and	offers	them	some	small	help	in	return.	He	
  can	 offer	 them	 shelter,	 provide	 local	 information	 or	
  perform	other	minor	tasks.	Alternatively,	he	may	have	
  contacts	 in	 town	 who	 can	 offer	 the	 PCs	 greater	
  assistance	 –	 access	 to	 magic	 items,	 esoteric	 lore	 or	
  individuals	of	influence.	
  11	
  A	 member	 of	 the	 opposite	 sex	 believes	 the	 PC	 saved	
  him	or	her	during	the	brawl.	The	NPC	develops	a	crush	
  on	 the	 PC	 and	 begins	 to	 peruse	 the	 PC.	 The	 NPC	 is	
  always	 in	 the	 taproom	 when	 the	 PCs	 are	 in	 the	
  taproom	and	finds	excuses	to	talk	with	them.		
  12	
  A	NPC	of	note	saw	how	the	PCs	fought	during	the	brawl	
  and	was	impressed	with	their	prowess.	After	the	brawl,	
  he	 approaches	 to	 offer	 them	 a	 job	 –	 perhaps	 he	 is	
  about	 to	 embark	 on	 a	 long	 journey	 and	 needs	
  bodyguards	or	he	offers	them	a	job	that	leads	to	the	
  next	adventure.	
  13	
  Someone	dies	during	the	brawl	and	the	PCs	are	sought	
  for	questioning.	As	long	as	they	cooperate,	the	Watch	
  takes	 their	 statement	 and	 does	 not	 bother	 them	
  further.	If	they	refuse	to	cooperate,	hide	or	try	to	make	
  a	run	for	it,	the	Watch	concludes	they	have	something	
  to	hide.		
  14	
  One	 of	 those	 caught	 up	 in	 the	 brawl	 is	 an	 off-duty	
  member	 of	 the	 Watch.	 He	 remembers	 the	 PCs	 and	
  depending	on	how	they	acted	during	the	fight	could	be	
  a	good	friend	or	irritating	foil	in	the	future.	As	a	friend,	
  he	
  can	
  waive	
  gate	
  taxes,	
  overlook	
  minor	
  misdemeanours	 and	 so	 on.	 As	 a	 foil,	 he	 looks	 for	
  reasons	to	get	them	into	trouble.		
  15	
  The	 brawl	 was	 a	 cover	 for	 a	 robbery.	 A	 nobleman	 or	
  merchant	 in	 the	 bar	 at	 the	 time	 of	 the	 brawl	 has	 a	
  precious	 object	 stolen	 and	 wants	 it	 back.	 He	 believes	
  the	PCs	innocent	of	the	theft	and	asks	them	to	retrieve	
  it.	Asset	rich,	but	cash	poor	he	offers	them	the	deeds	to	
  a	small	rundown	castle	on	a	distant	estate	in	exchange	
  for	the	item’s	return.		
  16	
  The	barkeep	believes	the	PCs	did	all	they	could	to	help	
  him	during	the	brawl.	He	is	very	grateful	and	gets	them	
  round	after	round	of	free	drinks	during	their	next	visit.	
  He	becomes	their	good	friend	and	always	serves	them	
  quickly	 and	 well.	 On	 the	 downside,	 if	 another	 brawl	
  starts	he	expects	them	to	help	him	calm	things	down.		
  17	
  The	 barkeep	 is	 so	 impressed	 with	 one	 of	 the	 PC’s	
  prowess	that	he	offers	him	a	job	as	a	doorman.	Pay	is	3	
  sp	a	night	and	all	the	cheap	ale	he	can	drink.		
  18	
  After	the	brawl,	the	PCs	find	a	small	item	–	perhaps	a	
  map	or	key	–	that	will	be	useful	in	their	next	adventure.	
  19-20	
  Immediately	 after	 the	 brawl,	 a	 PC	 spots	 a	 small	 belt	
  pouch	under	an	overturned	table.	The	pouch	contains	
  23	sp	and	14	gp.	Of	the	owner,	there	is	no	sign.	
  	
   
  
  158	
  S A M P L E  T A V E R N S   
  This	supplement	provides	twenty	ready	to	use	inns	and	taverns	
  for	your	campaign.	Each	entry	includes	a	general	description	of	
  the	establishment,	information	on	the	staff	and	the	services	on	
  offer,	 notable	 patrons	 and	 events	 or	
  adventure	
  hooks	 to	 use	 when	 the	 PCs	 visit.	 The	
  presented	 establishments	 fill	 many	
  niches	 from	 those	 offering	 low-brow,	
  raucous	
  entertainment	
  to	
  others	
  offering	the	very	best	in	fine	dining.		
  	
  Most,	if	not	all,	of	the	taverns	and	
  inns	 herein	 should	 be	 suitable	 for	 almost	 any	
  GM’s	 campaign	 although,	 obviously,	 a	 GM	 may	
  need	to	make	minor	changes	and	tweaks	to	
  fit	it	seamlessly	into	his	world.	Using	these	
  taverns,	
  along	
  with	
  any	
  necessary	
  modifications,	 can	 help	 the	 GM	 bring	 his	
  game	 world	 to	 life.	 Taverns	 are	 great	
  places	to	meet	people,	learn	about	current	
  events	and	rumours	and	to	experience	the	
  culture	 of	 the	 place	 in	 which	 a	 PC	 finds	
  himself.	
  There’s	
  a	
  reason	
  so	
  many	
  adventures	start	in	taverns,	after	all!	
  	
  As	few	PCs	own	their	home,	or	are	often	far	away	from	it,	
  they	 often	 spend	 an	 inordinate	 amount	 of	 time	 in	 taverns	
  making	this	a	particularly	valuable	supplement	for	GMs	whose	
  campaign	ranges	over	a	wide	area.		
  R A T I N G S  
  To	make	it	easy	to	see	at	a	glance	if	an	establishment	is	suitable	
  for	 a	 particularly	 locale,	 each	 of	 the	 taverns	 and	 inns	 in	 this	
  supplement	 appear	 on	 the	 table	 below.	 The	 table	 includes	
  information	on	where	a	tavern	is	best	located,	basic	notes	
  on	the	most	common	type	of	clientele	the	
  PCs	 can	 meet	 there	 and	 whether	 it	
  offers	accommodation.	Furthermore,	the	
  table	 presents	 a	 ranking	 system	 for	 the	 quality	
  and	price	of	the	establishment’s	offering.		
  	
  For	 quality,	 the	 following	 rating	 system	
  suffices:		
  § One	Star:	Establishment	is	of	poor	quality.	
  § Three	 Stars:	 	 Establishment	 is	 of	 common	
  quality.	
  § Five	 Stars:	 Establishment	 is	 of	 excellent	
  quality.		
  For	prices,	use	the	following	ratings:		
  § One	Star:	Establishment	has	cheap	prices.	
  § 
  Three	Stars:		Establishment	has	average	prices.	
  § 
  Five	Stars:	Establishment	has	high	prices.		
  	
   
  ESTABLISHMENT	
  QUALITY	
  PRICE	
  ACCOMMODATION	
  LOCALE	
  CLIENTELE	
  Cock	and	Bull,	the	
  ***	
  ***	
  Yes	
  Rural	
  Travellers	
  Crossed	Axes,	the	
  **	
  ***	
  Yes	
  Urban	
  Dwarves,	real	ale	lovers	
  Dancing	Satyr,	the	
  ***	
  ***	
  No	
  Urban	
  Live	entertainment	lovers	
  Dirty	Weasel,	the	
  **	
  **	
  No	
  Urban	
  Neophyte	adventurers,	wizards	
  Hammer	and	Tongs,	the	
  **	
  *	
  No	
  Urban	
  Craftsmen	
  Huntsman’s	Rest,	the	
  ****	
  ****	
  Yes	
  Rural	
  Trappers,	hunters,	adventurers	
  Lady	Luck’s	
  *	
  *	
  No	
  Urban	
  Gamblers	
  Laughing	Gull,	the	
  ***	
  **	
  No	
  Urban	(docks)	
  Criminals,	dockworkers		
  Lazy	Badger,	the	
  ***	
  **	
  No	
  Rural	
  Gnomes,	halflings,	travellers	
  Lucky	Catch,	the	
  ***	
  **	
  No	
  Urban	(docks)	
  Fishermen,	seafood	lovers	
  Merry	Mermaid,	the	
  ***	
  ***	
  Yes	
  Urban	(docks)	
  Sailors,	smugglers	
  Pilgrim’s	Rest,	the	
  **	
  *	
  Yes	
  Rural	
  Pilgrims	
  Royal	Swan,	the	
  *****	
  *****	
  No	
  Urban	
  Nobles	and	the	wealthy	
  Saucy	Sylph,	the	
  **	
  ***	
  Yes	
  Urban	
  Gamblers	
  Silver	Unicorn,	the	
  ****	
  ***	
  Yes	
  Urban	
  Elves,	merchants,	travellers	
  Wand	and	Scroll,	the	
  ***	
  ****	
  No	
  Urban	
  Wizards	
  Warm	Welcome	Inn,	the	
  ***	
  **	
  Yes	
  Rural	
  Travellers	
  Weary	Camel,	the	
  *****	
  *****	
  Yes	
  Rural	
  Merchants,	travellers	
  Wily	Fox,	the	
  ****	
  ****	
  No	
  Urban	
  Young	nobles,	wizards	
  Wyvern’s	Head	Inn,	the	
  **	
  ***	
  Yes	
  Urban	
  Adventurers	
  
  159	
  S A M P L E  T A V E R N :  C O C K  A N D  B U L L ,  T H E  
  The	Cock	and	Bull	is	a	popular	roadside	inn,	providing	a	handy	
  stopover	for	couriers	and	other	travellers	on	the	road	between	
  two	major	cities.	Weary	wayfarers	can	enjoy	a	hot	meal,	an	ale	
  or	two,	and	a	good	night’s	rest	here	before	venturing	forth	the	
  next	morning.	
  	
  The	inn	is	a	long	two-storey	wooden	building	with	a	thatched	
  roof.	 The	 large	 courtyard	 at	 the	 front	 has	 good-sized	 stables	
  along	 one	 side	 where	 fresh	 horses	 can	 be	 purchased	 and	 a	
  farrier	 is	 on	 hand	 to	 replace	 any	 damaged	 horseshoes.	 Inside,	
  the	 ground	 floor	 has	 a	 low	 ceiling	 of	 wooden	 beams,	 and	 is	
  divided	 into	 several	 small	 bars	 and	 snugs	 where	 travellers	 can	
  relax	in	front	of	a	warming	fire.	The	yellowing	plaster	walls	are	
  decorated	with	post	horns,	leather	satchels,	wagon	wheels	and	
  other	 objects	 in	 a	 similar	 vein.	 A	 gentle	 hubbub	 of	 amiable	
  conversation	 can	 usually	 be	 heard	 throughout	 the	 bars,	 and	
  occasionally	a	wandering	minstrel	might	play	a	tune	or	two.	
  S T A F F  
  The	Cock	and	Bull	has	the	following	notable	staff	members:		
  § 
  Fosco	Greenbottle	(LG	male	halfling	commoner)	is	the	fussy,	
  curly-haired	halfling	landlord	of	the	Bull.	He	took	over	the	Bull	
  when	it	had	a	lousy	reputation	and	is	determined	to	continue	
  to	build	on	his	recent	successes.		
  § 
  Odila	 (NG	 female	 human	 commoner)	 is	 short,	 rotund	 and	
  formidable.	She	is	in	charge	of	the	serving	staff	and	makes	sure	
  they	are	always	friendly	and	welcoming.		
  § 
  Radulf	(N	male	human	expert)	runs	the	stables.	He	is	taciturn	
  and	 brawny,	 but	 has	 a	 great	 affinity	 with	 horses	 and	 much	
  prefers	their	company	to	people.	
  N O T A B L E  P A T R O N S  
  The	 Cock	 and	 Bull	 has	 several	 patrons	 of	
  note:	
  § 
  Bourchier	 (N	 male	 human	 rogue)	 is	 a	
  highwayman	 who	 holds	 up	 travellers	
  on	 the	 road	 at	 crossbow-point.	
  Handsome	 and	 cocky,	 with	 long	
  wavy,	 blond	 hair,	 wearing	 a	 puffy	
  white	 shirt	 and	 black	 leather	
  breeches,	 he	 sits	 drinking	 with	 his	
  feet	on	the	table.		
  § 
  Leoda	 (N	 female	 human	 expert)	 is	
  an	 experienced	 courier,	 carrying	
  important	messages	from	one	city	to	another.	Introverted	and	
  unsociable,	 she	 has	 short-cropped	 hair	 and	 is	 wearing	 worn	
  riding	clothes	and	boots.	Her	leather	satchel	never	leaves	her	
  side.	
  F O O D  &  D R I N K S  
  The	Bull	has	a	good	reputation	for	its	food.	The	offering	includes:		
  	
  PRICE	
  Catchpole’s	Old	Irregular	(tankard)	
  8	cp	
  Mead	
  5cp	
  Meal,	common	
  3	sp	
  Rabbit	simmered	in	red	wine	
  1sp	
  Roast	goose	with	mashed	swede	and	carrots	
  2	sp	
  	
  	
  A C C O M M O D A T I O N  
  Two-dozen	comfortable	single	rooms	are	available	on	the	upper	
  floor	(7	sp).	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Cock	and	Bull	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  Robbery	Most	Foul:	The	PCs	are	enjoying	a	drink	when	Aaron	
  (LN	male	human	expert),	a	mud-stained	coachman,	bursts	into	
  the	 taproom.	 He	 tells	 of	 being	 ambushed	 on	 the	 road	 by	
  bandits	 who	 robbed	 him	 and	 his	 passengers	 of	 all	 their	
  valuables.	They	have	pushed	his	coach	into	a	ditch	and	
  are	amusing	themselves	with	the	passengers.	Aaron	
  begs	 for	 help.	 Surprisingly,	 Bourchier	 volunteers	
  to	accompany	the	PCs	–	such	brigands	on	“his	
  patch”	are	bad	for	business.		
  § Thieves:	 An	 unscrupulous	 merchant	 is	
  determined	 to	 prevent	 rival	 trade	
  contracts	 that	 Leoda	 is	 carrying	 reach	
  their	destination,	and	has	hired	a	pair	
  of	 experienced	 thieves	 to	 steal	 her	
  satchel.	The	PCs	witness	the	attempted	
  theft.	
  	
   
  
  160	
  S A M P L E  T A V E R N :  C R O S S E D  A X E S ,  T H E  
  The	Crossed	Axes	is	run	by,	and	for,	dwarves,	serving	as	a	home	
  away	from	home	for	dwarven	visitors	to	the	city	and	for	those	
  residents	 who	 want	 to	 spend	 time	 among	 their	 own	 kind.	
  Although	there	is	nothing	to	stop	members	of	other	races	from	
  popping	in	for	a	drink,	they	rarely	do.	
  	
  The	entrance	to	the	inn	is	a	stone	archway,	marked	with	a	
  wooden	sign	depicting	two	crossed	dwarven	waraxes.	Beyond,	a	
  flight	of	stone	steps	leads	down	to	the	large	cellar	bar.	Humans	
  and	other	tall	folk	need	to	watch	out	for	the	low	beam,	lest	they	
  bash	their	heads	on	it	when	entering	(among	locals	this	is	known	
  as	the	“the	Crossed	Axes’	welcome”).		
  	
  Carved	stone	pillars	hold	up	the	ceiling,	and	finely	wrought	
  shields	adorn	the	walls.	Behind	the	long	bar	is	the	best	selection	
  of	dwarven	ales	outside	of	the	Cloudpeaks,	and	there	are	half	a	
  dozen	alcoves	opposite	where	patrons	can	enjoy	some	solitude	
  or	privacy.		
  S T A F F  
  The	Crossed	Axes	has	the	following	notable	staff	members:		
  § 
  Bardolph	Rockheart	(LG	male	dwarf	expert),	a	dour	pessimist	
  with	 a	 short-cropped	 and	 neat	 jet	 black	 beard,	 is	 the	 owner	
  and	landlord	of	the	Crossed	Axes.	Bardolph	is	trying	to	brew	
  his	own	dwarven	stout	but	the	local	river	water	“just	isn’t	the	
  same	as	back	home.”	
  § 
  Ingel	(LG	female	dwarf	commoner),	Bardolph’s	long-suffering	
  wife,	 waits	 tables	 and	 keeps	 the	 place	 clean	 and	 tidy.	 She	
  accepts	no	nonsense.			
  § 
  Sandor	 Ironkettle	 (NG	 male	 dwarf	 commoner)	 does	 the	
  cooking.	 He	 is	 dour	 and	 hates	 customers	 “invading”	 his	
  kitchen.	
  N O T A B L E  P A T R O N S  
  The	 Crossed	 Axes	 has	 several	 patrons	 of	
  note:	
  § 
  Holgin	 Forgestoker	 (LG	 male	 dwarf	
  expert)	 is	 an	 irritable	 bald-headed	
  weaponsmith	
  with	
  an	
  elaborately	
  braided	red	beard	and	heavily	calloused	
  hands.	He	is	taciturn	in	the	extreme,	but	
  highly	skilled.	
  § 
  Mabrin	Glimmersten	(NG	female	dwarf	cleric),	dedicated	and	
  determined	cleric	of	the	Forge	God,	is	in	the	city	to	hire	some	
  stout	dwarven	warriors	for	an	important	mission.	She	has	had	
  no	luck	so	far	but	will	approach	any	likely	candidates	entering	
  the	bar.	
  F O O D  &  D R I N K S  
  The	Crossed	Axes	serves	simple,	plain	food	including:		
  	
  PRICE	
  Anvil	Brew,	mug	
  7	cp	
  Cavern	Stout,	mug	
  10	cp	
  Ham	and	mixed	greens	
  2	sp	
  Meal,	poor	
  1	sp	
  Mutton	and	mushroom	stew	
  15	cp	
  Stone	bread,	made	from	imported	lichen	flour	
  5	cp	
  	
  	
  A C C O M M O D A T I O N  
  Five	 clean	 but	 basic	 private	 rooms	 are	 available	 for	 1	 gp	 per	
  night.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Crossed	Axes	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  New	Batch:	Bardolph	decides	to	tap	a	barrel	of	his	new	ale.	He	
  has	tried	a	slightly	different	recipe	and	is	excited	to	see	if	he	
  has	finally	created	the	perfect	dwarven	stout.	This	has	become	
  a	semi-regular	occurrence	in	the	taproom	and	the	patrons	fall	
  quiet	as	he	pours	the	first	pint.	Although,	Bardolph	is	not	
  satisfied	with	the	new	brew,	his	patrons	love	it.		
  § Quest:	The	legendary	dwarven	urgosh,	Trollslayer	
  (from	 So	 What’s	 the	 Weapon	 Like,	 Anyway?),	
  has	been	stolen	from	the	tomb	of	King	Odvin	
  Hammerschlag,	and	a	dwarven	cleric	staying	
  at	 the	 Crossed	 Axes	 is	 looking	 to	 hire	 a	
  band	of	adventurers	to	help	her	recover	it.		
  	
  	
  
  161	
  S A M P L E  T A V E R N :  D A N C I N G  S A T Y R ,  T H E  
  The	Dancing	Satyr	is	a	rowdy,	popular	tavern	located	in	the	city’s	
  lively	Riverside	District.	Good	quality	food	and	drinks	are	sold	at	
  reasonable	prices,	but	it’s	the	nightly	entertainment	that	brings	
  in	the	punters.		
  	
  Despite	being	tucked	away	down	a	back	street,	the	Satyr	is	
  easy	to	find	thanks	to	the	loud	music,	laughter,	cheers	and	jeers	
  coming	 from	 inside.	 The	 building	 is	 unassuming	 from	 the	
  outside,	and	inside	isn’t	much	better:	the	décor	is	shabby,	the	
  makeshift	tables	are	made	from	bits	of	wood	nailed	to	the	top	of	
  old	barrels	and	the	floor	is	covered	in	sawdust	to	soak	up	spilt	
  wine.		
  	
  Against	one	wall	is	a	simple	wooden	stage	on	which	a	wide	
  variety	of	performers	appear	each	evening.	The	entertainment	is	
  free	 and	 always	 brings	 in	 a	 crowd	 –	 many	 of	 the	 city’s	 most	
  famous	 singers,	 musicians	 and	 poets	 got	 their	 big	 break	 after	
  performing	here.	A	typical	bill	might	include	several	musicians,	a	
  puppet	show,	a	juggler,	a	satirical	poet	and	a	singing	dog.	The	
  good	get	free	drinks	and	food,	and	plenty	of	cheers;	the	bad	get	
  pelted	with	bread	rolls	and	beer.	
  S T A F F  
  The	Dancing	Satyr	has	the	following	notable	staff	members:		
  § 
  Amara	(NG	female	half-elf	bard)	is	an	aspiring	musician.	She	is	
  scatter-brained,	but	extremely	attractive.	Tactile,	she	is	a	firm	
  favourite	 of	 many	 of	 the	 male	 patrons.	 She	 wears	 ornate	
  hairclips	 to	 manage	 her	 long,	 slightly	 curly	 hair	 and	 loves	 to	
  receive	 flowers	 from	 admirers.	 There	 are	 always	 several	
  bouquets	behind	the	bar.	
  § 
  Hibran	 (NG	 male	 human	 bard)	 is	 an	 aspiring	
  musician,	 who	 is	 working	 here	 to	 make	 some	
  extra	coin	by	serving	drinks	and	food	between	
  performances.	
  Hibran	
  is	
  bursting	
  with	
  ambition,	 but	 is	 frustrated	 by	 all	 the	
  attention	 lavished	 on	 Amara	 (which	 he	
  doesn’t	believe	she	deserves).	
  § 
  Kerran	 Fairfield	 (NG	 human	 male	
  bard/expert)	 owns	 the	 Dancing	 Satyr	
  and	acts	as	Master	of	Ceremonies.	He	
  is	tubby,	camp	and	fond	of	colourful,	
  glittery	
  clothing.	
  A	
  showman	
  through	 and	 through,	 he	 closes	
  every	 night’s	 bill	 with	 a	 tipsy	
  rendition	of	“Lads	and	Lasses,”	to	
  the	
  accompaniment	
  of	
  the	
  crowd.		
  N O T A B L E  P A T R O N S  
  The	Dancing	Satyr	has	several	patrons	of	note:	
  § 
  Bavo	 Roddleberry	 (N	 male	 gnome	 expert)	 is	 an	 impresario	
  looking	 for	 performers	 to	 appear	 in	 the	 play	 he	 is	 staging.	
  Charming	but	greedy,	he	makes	sure	he	comes	out	on	top	in	
  any	business	deal.	
  § 
  Marette	(CG	female	human	aristocrat)	has	sneaked	out	from	
  under	 her	 noble	 father’s	 beady	 eye	 to	 come	 and	 see	 the	
  handsome	bard,	Alaric	Micheri,	perform.	
  F O O D  &  D R I N K S  
  The	most	popular	items	on	the	Dancing	Satyr’s	menu	include:	
  	
  PRICE	
  Bardic	Inspiration	ale,	pint	
  6	cp	
  Fruity	white	wine,	bottle	
  3	gp	
  Honey-glazed	roast	chicken	wings	
  2	sp	
  Meal,	common	
  3	sp	
  Onion	and	cheese	omelettes	
  1	sp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Dancing	Satyr	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § Hecklers:	 Freyja	 Sparrow	 (N	 female	 half-elf	 bard),	 a	
  talented	 and	 beautiful	 harpist,	 can’t	 make	 herself	
  heard	 on	 stage	 over	 the	 rowdy	 students	 from	
  the	College	of	Magic.	Kerran	asks	the	PCs	to	go	
  over	and	tell	them	to	keep	their	voices	down.	
  § Harassed	 Bard:	 Alaric	 Micheri	 (N	 male	 elf	
  bard)	 is	 having	 trouble	 with	 his	 over-
  enthusiastic	female	fans.	He	begs	the	PCs	to	
  help	him	slip	away	quietly	at	the	end	of	his	
  performance	 by	 creating	 some	 kind	 of	
  distraction.	He	laments	to	the	PCs	that	he	
  has	a	hard	life.		
  	
  	
  
  162	
  S A M P L E  T A V E R N :  D I R T Y  W E A S E L ,  T H E  
  Home	 from	 home	 for	 students	 at	 the	 College	 of	 Magic,	 young	
  nobles	slumming	it	for	the	evening	and	neophyte	adventurers,	
  the	Dirty	Weasel	is	a	cheap	and	raucous	back	street	tavern	in	the	
  centre	of	the	city.	
  	
  The	 pub	 is	 a	 tall,	 narrow,	 two-storey	 building,	 sandwiched	
  between	a	bakery	and	a	candlemaker’s	shop.	The	swinging	sign	
  depicts	 a	 lascivious-looking,	 drunken	 weasel	 wearing	 a	 tricorn	
  hat.	 Inside,	 the	 crowded	 taproom	 is	 long	 and	 thin,	 with	 a	 low	
  ceiling	and	only	a	few	bar	stools	in	the	way	of	furniture.	A	flight	
  of	stairs	at	the	back	leads	up	to	the	first	floor;	here,	there	are	
  several	 rooms	 with	 tables	 and	 chairs,	 each	 usually	 packed	 out	
  with	 groups	 of	 friends	 from	 early	 evening.	 The	 walls	 on	 both	
  floors	are	decorated	with	dusty	old	College	memorabilia.		
  	
  The	atmosphere	is	convivial,	if	drunken,	with	much	friendly	
  rivalry	and	banter	between	the	different	student	houses	at	the	
  College	of	Magic,	noble	factions	and	various	rookie	adventuring	
  bands.	
  This	
  often	
  turns	
  into	
  impromptu	
  contests	
  of	
  prestidigitation,	arm	wrestling,	drinking	or	a	combination	of	all	
  three.	
  S T A F F  
  The	Dirty	Weasel	has	the	following	notable	staff	members:		
  § 
  Mazran	Draker	(CG	male	half-elf	expert/wizard	[universalist])	
  is	a	jolly,	well-fed	fellow	who	was	sent	down	from	the	College	
  of	 Magic	 for	 slipshod	 spellcasting	 and	 poor	 attendance	 at	
  lectures.	He	owns	and	runs	the	Dirty	Weasel.		
  Mazran	 is	 assisted	 behind	 the	 bar	 by	 various	 student	 wizards	
  trying	 to	 earn	 a	 few	 extra	 silver	 pieces	 to	 pay	 for	 their	
  spellbooks.	
  § 
  Aelliah	Kaneltyn	(NG	female	elf	wizard	
  [transmuter])	tries	to	play	the	part	of	
  the	 aloof	 elven	 maiden,	 but	 often	
  forgets	 herself.	 Far	 more	 advanced	
  than	 most	 students,	 she	 was	 sent	
  here	by	her	racist	father	to	study	at	
  the	College	of	Magic	and	to	see	for	
  herself	 the	 depravity	 of	 human	
  civilisation.	Sadly,	for	her	father,	she	
  is	rather	enjoying	herself.	
  § 
  Pirjo	 Rantanen	 (CN	 female	 human	
  wizard	
  [evoker])	
  is	
  fiery,	
  unpredictable	and	a	borderline	alcoholic	
  student	studying	at	the	College	of	Magic.	
  She	loves	working	at	the	Dirty	Weasel.		
  N O T A B L E  P A T R O N S  
  The	Dirty	Weasel	has	several	patrons	of	note:	
  § 
  Bruno	Dunker	(NG	male	human	wizard	[illusionist])	is	a	ruddy-
  complexioned,	big-boned	student	with	a	mess	of	curly	brown	
  hair.	He	is	failing	Evocation	and	Abjuration	and	spends	every	
  night	in	the	Weasel,	getting	drunk	and	entertaining	his	fellow	
  students	with	his	clever	illusions.	
  § 
  Salerith	 (LN	 female	 elf	 cleric),	 a	 mousy-looking,	 long-haired	
  cleric	of	the	Goddess	of	Magic,	is	looking	for	an	adventuring	
  band	to	join.	She	is	an	expert	historian.		
  F O O D  &  D R I N K S  
  There	is	no	kitchen	at	the	Weasel,	but	Mazran	sells	snacks	from	
  the	next	door	bakery	as	well	as	various	local	speciality	drinks:	
  	
  PRICE	
  Basilisk	Brew	
  2	cp	
  Ham	and	cheese	pies	
  5	cp	
  Meal,	poor	
  1	sp	
  Red	wine,	pitcher	
  1	sp	
  Viperstrike	Cider	(extra	strong),	pint	
  5	cp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Dirty	Weasel	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § Adventurers	Overheard:	Bruno	decides	to	play	a	prank	on	
  the	adventurers.	If	he	overhears	their	conversation,	he	
  waits	until	he	hears	them	speaking	about	a	fallen	foe	
  or	 specific	 type	 of	 creature.	 Later,	 he	 creates	 a	
  minor	illusion	of	a	ghostly	creature	of	the	relevant	
  type	 emerging	 from	 the	 party’s	 table.	 Bruno	 (and	
  his	friends)	find	the	ensuing	chaos	vastly	amusing.	
  He	tells	angry	PCs	to	“calm	down	–	it	was	a	laugh.”	
  §  
  Wizardly	Whispers:	Rumours	and	gossip	
  about	the	college	and	noble	houses	swirl	among	
  the	drunken,	indiscreet	clientele.	The	latest	
  news	is	that	Oglander	Trell	(see	The	Wand	
  and	Scroll)	is	engaged	to	the	Winter	
  Queen’s	daughter	after	a	
  misunderstanding,	and	Kouren	of	House	
  Berenco	is	having	an	illicit	affair	with	the	noted	bard	
  Alaric	Micheri	(see	the	Dancing	Satyr).		
  
  163	
  S A M P L E  T A V E R N :  H A M M E R  A N D  T O N G S ,  T H E  
  This	 unpretentious	 tavern	 serves	 decent	 food	 and	 reasonably	
  priced	drinks	to	local	craftsmen	seeking	to	unwind	at	the	end	of	
  a	hard	day’s	work.	The	pub	is	situated	in	the	heart	of	the	city’s	
  Guild	District	and	is	the	type	of	establishment	where	everyone	
  knows	everyone	else’s	name,	meaning	that	newcomers	tend	to	
  stand	out	from	the	crowd.	
  	
  Unremarkable	from	the	outside,	there’s	nothing	particularly	
  noteworthy	about	the	décor	inside	either,	although	the	taproom	
  is	 decorated	 with	 painted	 wooden	 badges	 of	 the	 various	 city	
  guilds.	It’s	rarely	busy	and	the	clientele	tend	to	sit	alone	or	in	
  small	 groups,	 enjoying	 a	 quiet	 pint,	 a	 bite	 to	 eat	 and	 some	
  friendly	conversation	over	a	game	of	table	skittles	or	Pitch	Coin.	
  	
  All	 this	 changes	 when	 an	 inter-guild	 dispute	 flares	 up,	
  turning	the	Hammer	and	Tongs	into	a	battleground.	The	last	one	
  was	 between	 the	 Coopers	 and	 the	 Carpenters	 and	 led	 to	 a	
  massive	brawl,	which	broke	every	stick	of	furniture	in	the	tavern.	
  S T A F F  
  The	 Hammer	 and	 Tongs	 has	 the	 following	 notable	 staff	
  members:		
  § 
  Frida(N	female	human	expert),	Herk’s	short	and	stocky	wife,	
  cooks	 the	 food	 and	 helps	 serve	 drinks,	 using	 her	 waspish	
  tongue	to	keep	the	patrons	in	line.	She	wears	her	hair	up	in	
  bunches	 because	 she	 thinks	 it	 makes	 her	 look	 younger.	
  Patrons	commenting	on	her	“youthful”	looks	gain	preferential	
  service	(and	possible	a	free	drink	or	two!)	
  § 
  Herk	 One-Hand	 (LN	 male	 human	 expert)	 is	 the	 no-nonsense	
  landlord	of	the	Tongs.	A	former	carpenter,	Herk	lost	his	hand	
  in	 an	 unfortunate	 accident,	 forcing	 a	 career	
  change.	 He	 tries	 to	 stay	 neutral	 in	 any	 inter-
  guild	disagreements.	For	the	most	part	he	
  succeeds	 in	 this	 and,	 consequently,	 he	
  is	 respected	 by	 most	 of	 his	 patrons	
  (except,	 bizarrely,	 the	 Carpenter’s	
  Guild	that	see	him	as	something	of	a	
  traitor).	
  § 
  Roke	the	Reckless	(N	male	half-
  orc	 fighter),	 a	 towering,	
  broken-nosed	 bouncer,	 is	
  brought	
  in	
  to	
  act	
  as	
  peacemaker	 when	 the	 guilds	
  are	
  at	
  war.	
  The	
  patrons	
  universally	fear	his	hammer-like	
  blows	 and	 his	 mere	 presence	
  has	 been	 known	 to	 quell	 an	
  impending	brawl.	
  N O T A B L E  P A T R O N S  
  The	Hammer	and	Tongs	has	several	patrons	of	note:	
  § 
  Balrenna	 (N	 female	 human	 expert)	 is	 a	 gap-toothed,	 grey-
  haired	 old	 woman	 with	 hands	 stained	 reddish-brown	 from	
  dyeing	cloth.	She	likes	a	good	gossip	and	is	happy	to	chat	to	
  anyone	buying	drinks.	
  § 
  Erner	 Flat-Nose	 (NG	 male	 dwarf	 expert)	 is	 a	 tattooed,	 red-
  haired	 shipwright	 and	 a	 fully	 paid	 up	 member	 of	 his	 guild.	
  Business	has	not	been	good	recently,	and	Erner	grumbles	to	
  that	the	Carpenters’	Guild	is	encroaching	on	his	territory.	
  F O O D  &  D R I N K S  
  The	kitchen	offers	filling	meals,	served	in	generous	portions.	The	
  offering	includes:	
  	
  PRICE	
  Blacksmith’s	ale	
  2	cp	
  Black	pudding	with	mashed	turnips	
  6	cp	
  Meal,	poor	
  1	sp	
  Vegetable	stew	with	meatballs	
  4	cp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Hammer	 and	 Tongs	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § Barroom	 Brawl:	 The	 PCs	 are	 looking	 for	 a	 particular	
  craftsman	who	they	have	heard	drinks	in	the	Hammer	
  and	 Tongs.	 Unfortunately,	 a	 full-fledged	 barroom	
  brawl	is	underway	when	the	PCs	arrive.		
  § Gossip:	Balrenna	is	thirsty	and	wants	a	drink.	She	
  decides	 the	 PCs	 are	 clearly	 gullible	
  adventurer	 types	 and	 tries	 to	 get	
  them	 to	 buy	 her	 drinks.	 In	 return,	
  she	 tells	 them	 all	 she	 knows	 about	
  local	 events,	 rumours	 and	 legends.	
  The	 stories	 start	 out	 innocuous	
  enough,	but	as	she	gets	drunker	they	
  become	 more	 and	 more	 fantastical	
  (and	blatantly	untrue).	She	tries	to	
  spin	 out	 the	 tales’	 telling	 as	
  long	
  as	
  possible,	
  and	
  frequently	
  stops	
  for	
  refreshment.	
  
  164	
  S A M P L E  T A V E R N :  H U N T S M A N ’ S  R E S T ,  T H E  
   
  The	 Huntsman’s	 Rest	 is	 a	 large	 inn	 situated	 at	 a	 well-travelled	
  crossroads	near	the	edge	of	a	great	forest.	Popular	with	hunters,	
  trappers	and	adventurers,	it	provides	warm	food,	excellent	ale	
  and	good	company	to	those	venturing	into	the	wilderness.	
  	
  The	 inn	 is	 a	 sturdily	 constructed	 three-storey	 wooden	
  building,	 with	 sleeping	 accommodation	 and	 meeting	 rooms	 on	
  the	upper	floors.	Balconies	with	comfortable	leather	armchairs	
  overlook	the	main	taproom,	which	is	dominated	by	a	huge	stone	
  chimney	 and	 roaring	 fireplace,	 and	 decorated	 with	 hunting	
  trophies.	Many	of	these	are	mundane	animal	heads,	such	as	elk	
  and	boar,	but	there	are	monsters	too,	including	the	three	heads	
  of	 a	 magnificent	 chimera	 mounted	 over	 the	 fireplace,	 and	 a	
  stuffed	girallon,	which	stands	in	one	corner.	
  S T A F F  
  The	Huntsman’s	Rest	has	the	following	notable	staff	members:		
  § 
  Cernon	 Eadbyrg	 (N	 male	 human	 ranger)	 is	 a	 retired	 hunter.	
  Balding	and	out	of	shape,	but	still	a	towering	figure	of	a	man,	
  Cernon	 likes	 to	 regale	 his	 customers	 with	 dramatic	 hunting	
  tales.		
  § 
  Emmi(NG	female	human	expert)	is	Cernon’s	doting	wife.	Sheis	
  an	excellent	cook	with	years	of	experience	in	preparing	exotic	
  meats.		
  § 
  Irja	 and	 Saewen	 (CN	 female	 human	 rangers),	 the	 couple’s	
  daughters,	serve	drinks	and	food,	but	also	bring	in	the	fresh	
  game	 served	 in	 the	 kitchen.	 They	 dress	 in	 hunting	 gear	 and	
  take	no	nonsense	from	the	customers.	Both	are	attractive;	of	
  the	two,	Irja	is	far	wilder	than	her	sister.	
  N O T A B L E  P A T R O N S  
  The	Huntsman’s	Rest	has	several	patrons	of	note:	
  § 
  Barjik	the	Stubborn	(CG	male	human	expert)	is	a	
  grizzled	old	fur	trapper,	visiting	the	Rest	for	a	
  hot	bath	and	a	few	ales	before	heading	to	
  the	nearest	town	to	sell	his	wares.		
  § 
  Kanbrar	 (NE	 male	 half-elf	 ranger)	
  is	 the	 current	 head	 of	 the	 local	
  Huntsmen’s	
  Guild.	
  Ruggedly	
  handsome,	 with	 his	 blond	 hair	
  tied	 in	 a	 ponytail,	 he	
  seeks	
  to	
  impress	 any	
  female	 PCs	
  with	
  his	
  charms.	
  F O O D  &  D R I N K S  
  The	high	quality	food	served	at	the	Rest	is	dominated	by	game.	
  House	specialities	include:	
  	
  PRICE	
  Dire	Bear	Drool	(an	amber	ale),	mug	
  8	cp	
  Forest	grouse	pie	with	fresh	mushrooms	
  7	sp	
  Meal,	good	
  5	sp	
  Spicy	elk	sausages	
  7	sp	
  	
  	
  A C C O M M O D A T I O N  
  Private	 one-	 or	 two-bed	 rooms	 cost	 1	 gp	 and	 15	 sp	 a	 night	
  respectively.	 More	 trophies	 decorate	 the	 bedrooms,	 fur	 rugs	
  keep	 patrons’	 feet	 warm	 and	 the	 chandeliers	 are	 made	 from	
  antlers.	 Alternatively,	 bunk	 beds	 are	 available	 in	 the	 common	
  room	for	5	sp	a	night.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Huntsman’s	 Rest	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § 
  Forbidden	Pleasure:	Irja	takes	a	liking	to	one	of	the	party	and	
  makes	it	very	clear	that	she	would	like	to	spend	the	night	with	
  her	chosen	partner.	She	is	attractive,	passionate	and	without	
  scruples.	However,	once	the	PCs	have	left,	Cernon	overhears	
  her	telling	Saewen	of	her	conquest.	Outraged,	he	decides	to	
  avenge	his	daughter’s	honour	–	who	was	clearly	bewitched	in	
  some	way	–	and	sets	out	after	the	PCs	with	a	small	band	of	
  hunter	friends.	
  § 
  Missing	 Adventurer:	 One	 of	 the	 first-floor	 meeting	 rooms	 is	
  used	exclusively	for	the	Huntsmen’s	Guild’s	monthly	meetings.	
  The	locked	wood-panelled	chamber	is	decorated	with	
  stuffed	goblin	heads	and	trophies	taken	from	other	
  “undesirables”	 the	 Guild	 has	 hunted	 down	 and	
  killed.	The	PCs	may	have	come	to	the	inn	looking	
  for	 a	 missing	 adventurer	 who	 fell	 foul	 of	 the	
  Guild.	 The	 discovery	 of	 his	 embalmed	 head	
  gazing	 down	 at	 them	 from	 the	 wall	 may	 lead	
  the	PCs	to	question	the	motives	and	morals	
  of	the	local	hunters.	
  	
   
  
  165	
  S A M P L E  T A V E R N :  L A D Y  L U C K ’ S  
  Located	in	the	poorest	neighbourhood	in	town,	Lady	Luck’s	is	a	
  sleazy	 gambling	 hall	 and	 tavern	 that	 attracts	 desperate	 souls	
  hoping	to	win	big	and	get	themselves	out	of	a	hole.	
  	
  Lady	 Luck’s	 can	 be	 spotted	 from	 some	 distance	 away	
  because	 of	 its	 unique	 “sign”	 –	 three	 glass	 globes	 floating	
  magically	 above	 the	 shabby	 entrance,	 glowing	 in	 ever-shifting	
  colours.	These	spheres	were	given	to	the	owner	a	few	years	ago	
  by	a	hard-up	wizard	who	couldn’t	pay	his	gambling	debts.	Inside	
  the	 dingy	 low-ceilinged	 hall,	 local	 folk	 fritter	 away	 what	 little	
  money	 they	 have	 at	 the	 scruffy-looking	 gaming	 tables,	 while	
  drinking	cheap	beers	and	wine	served	by	scantily	clad	hostesses.	
  Games	played	include	Rise	and	Fall	(a	card	game),	Hazard	(a	dice	
  game)	and	a	spinning	wooden	wheel	of	fortune,	and	are	rigged	
  to	ensure	the	house	always	comes	out	on	top.		
  S T A F F  
  The	Lady	Luck’s	has	the	following	notable	staff	members:		
  § 
  Podrick	Pendrell	(NE	male	halfling	rogue)	runs	Lady	Luck’s	for	
  its	 owner,	 the	 crime	 boss	 Orzo	 Gerozzo	 (see	 The	 Laughing	
  Gull).	 This	 cowardly	 little	 fellow	 has	 yellowing,	 rotten	 teeth,	
  bad	 breath	 and	 a	 greasy	 comb-over,	 which	 fails	 to	 cover	 his	
  bald	patch.		
  § 
  Sylvana	 (CG	 female	 human	 expert),	 a	 talented	 singer	 whose	
  career	was	cut	short	after	a	nasty	robbery,	spins	the	crooked	
  wheel	of	fortune.	Still	very	attractive,	despite	the	scar	across	
  her	throat,	she	longs	to	find	honest	employment	elsewhere.		
  N O T A B L E  P A T R O N S  
  The	Lady’s	Luck	has	several	patrons	of	note:	
  § 
  Averick	 (CN	 male	 human	 commoner)	 is	 a	 middle-aged	
  widowed	fisherman	who	has	fallen	in	love	with	Sylvana.	Kind-
  hearted	and	not	bad	looking,	he	squanders	his	earnings	from	
  the	day’s	catch	by	placing	bets	he	never	wins	on	the	wheel,	in	
  order	to	spend	time	with	her.	
  § 
  Mannero	 the	 Sly	 (N	 male	 human	 rogue/expert)	 is	 a	
  nondescript-looking	information-broker,	who	sells	and	trades	
  useful	 snippets	 of	 gossip.	 His	 information	 is	 usually	 very	
  reliable	but	he	cannot	be	trusted	to	keep	quiet	about	who	has	
  asked	him	what.		
  F O O D  &  D R I N K S  
  To	 keep	 the	 gamblers	 at	 the	 tables	 the	 snacks	 are	 large	 and	
  filling	(but	not	particularly	nice):	
  	
  PRICE	
  Beer,	watery	
  2	cp	
  Fishcakes	
  5	cp	
  Meal,	poor	
  1	sp	
  Red	wine	(vinegary),	glass	
  4	cp	
  Sausage	rolls	
  3	cp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Lady	Luck’s	may	not	be	without	incident;	use	
  one	of	the	below	adventure	hooks,	to	inject	a	little	excitement	
  into	the	proceedings:	
  § 
  Mistaken	 Identity:	 Podrick	 mistakes	 one	 of	 the	 PCs	 for	 a	
  member	 of	 Orzo’s	 organisation	 and	 provides	 as	 much	 free	
  drink	and	food	as	the	PC	demands.	Later	on	in	the	evening,	the	
  real	thief	comes	in	for	a	drink	and	Podrick	realises	his	mistake.	
  He	 belatedly	 demands	 that	 the	 PCs	 pay	 for	 everything	 they	
  have	consumed.	When	Orzo	hears	of	the	confusion	he	realises	
  he	now	has	a	golden	opportunity	–	while	the	PC	is	in	town	his	
  henchman	 has	 an	 airtight	 alibi.	 Until	 the	 case	 of	 mistaken	
  identity	 is	 resolved,	 this	 could	 cause	 the	 PC	 in	 question	
  considerable	grief.		
  § 
  Rigged	 Games:	 Market	 trader	 Murghad	 was	 beaten	 up	 by	
  Gerozzo’s	 enforcers	 for	 failing	 to	 pay	 the	 gambling	 debts	 he	
  racked	 up	 at	 Lady	 Luck’s,	 and	 died	 soon	 afterwards.	 His	
  daughter	Nessie	thinks	the	games	at	the	tavern	are	rigged	and	
  begs	the	PCs	to	go	there	and	prove	it.	
  R I S E  A N D  F A L L  
  One	of	many	common	card	games	played	in	taverns,	Rise	and	
  Fall	 is	 as	 much	 about	 luck	 and	 guesswork	 as	 skill.	 It	 is	 played	
  with	 a	 standard	 deck	 of	 cards.	 The	 aim	 of	 the	 game	 is	 to	
  successfully	predict	whether	the	value	of	the	next	card	is	higher	
  or	 lower	 than	 the	 last	 card	 showing.	 For	 this	 game,	 an	 Ace	
  counts	as	a	one	and	a	face	card	counts	as	a	ten.	
  §
  The	dealer	deals	10	cards	face	down	on	the	table,	then	turns	
  the	first	over	as	a	starting	point.	(Roll	a	d10	to	determine	each	
  card's	value,	if	cards	are	not	available).	
  §
  Each	player	in	turn	makes	their	guess	whether	the	next	card	is	
  higher	 or	 lower	 and	 places	 their	 bet	 in	 the	 pot.	 The	 dealer	
  turns	over	the	next	card	and	the	players	who	guessed	wrong	
  drop	out.		
  §
  The	players	repeat	the	previous	step	until	no	cards	are	left	or	
  until	 only	 one	 gambler	 remains.	 The	 winner(s)	 split	 the	 pot	
  equally.	
  
  166	
  S A M P L E  T A V E R N :  L A U G H I N G  G U L L ,  T H E  
  The	 Laughing	 Gull	 is	 a	 thoroughly	 disreputable	 tavern	 situated	
  near	the	docks	in	the	roughest	part	of	the	city.	Widely	known	as	
  the	 unofficial	 headquarters	 of	 the	 Gerozzo	 crime	 family,	 the	
  place	is	best	avoided.		
  	
  The	 tavern	 occupies	 a	 ramshackle	 two-storey	 wooden	
  building	built	on	the	end	of	a	pier,	sitting	above	the	waters	of	
  the	harbour.	A	couple	of	dodgy-looking	Gerozzo	family	soldiers	
  (LE	male	human	warrior)	loiter	outside,	but	most	people	stupid	
  enough	 to	 come	 here	 without	 an	 invitation	 are	 admitted	 with	
  little	more	than	a	shrug	of	the	shoulders.	Inside,	the	main	bar	is	
  on	two	levels;	stairs	lead	up	to	a	first-floor	balcony	where	Orzo	
  Gerozzo	and	his	lieutenants	look	down	on	the	action	below	in	
  some	 comfort.	 Common	 thieves,	 low-level	 enforcers	 and	
  teenage	pickpockets	drink	at	rough	tables	and	benches	on	the	
  lower	floor.	
  	
  In	the	centre	of	the	room	is	a	large	round	hole	in	the	floor,	
  surrounded	by	a	low	wooden	railing.	The	dark	waters	of	the	bay	
  are	just	five	feet	below	the	hole,	and	occasionally	a	large	dorsal	
  fin	breaks	the	surface	of	the	water.	Every	night,	a	barrel	of	fish	
  heads	and	guts	is	poured	into	the	hole	to	entertain	Gull	patrons	
  with	a	glimpse	of	one	or	two	sharks.	
  S T A F F  
  The	Laughing	Gull	has	the	following	notable	staff	members:		
  § 
  Hardjoy	(CE	male	half-orc	rogue/commoner),	tends	the	Gull’s	
  bar	 while	 living	 up	 to	 his	 epithet	 “the	 unsmiling.”	 Hardjoy	 is	
  missing	half	his	nose	and	gets	very	angry	if	anyone	asks	him	
  how	he	lost	it	(his	ex-wife	bit	it	off).		
  Several	women	work	as	tavern	wenches;	the	younger	ones	flirt	
  with	Orzo	and	his	men	to	keep	in	with	the	crime	boss	and	
  get	the	best	tips.		
  § 
  Hild	(NG	female	human	commoner)	has	just	
  started	work	at	the	Laughing	Gull	because	
  she	 is	 deeply	 in	 debt	 to	 Orzo	 and	 is	
  horrified	 as	 to	 what	 she	 has	 gotten	
  herself	into.	Most	of	the	clientele	terrify	
  her	 and	 she	 has	 already	 fended	 off	
  several	 inappropriate	 advances.	 If	
  any	 of	 the	 PCs	 seem	 trustworthy,	
  or	if	any	of	them	are	actually	nice	
  to	her,	she	keeps	as	close	to	their	
  table	as	possible	hoping	that	they	
  will	protect	her.		
  § 
  Oxilia	 (CN	 female	 human	 rogue)	
  is	out	for	revenge	–	Orzo	had	her	
  brother	 killed	 and	 she	 is	 waiting	
  for	 the	 right	 moment	 to	 slip	 a	
  knife	 between	 his	 ribs.	 She	 is	 very	 attractive	 and	 tries	 to	
  seduce	a	warrior	to	aid	her.	
  N O T A B L E  P A T R O N S  
  The	Laughing	Gull	has	several	patrons	of	note:	
  § 
  Orzo	Gerozzo	(LE	male	human	rogue)	owns	the	Laughing	Gull	
  and	is	a	thoroughly	nasty	piece	of	work.	Fat,	sweaty	and	fond	
  of	wearing	massive	jewelled	rings,	Orzo	controls	much	of	the	
  smuggling	 that	 operates	 through	 the	 city	 docks,	 as	 well	 as	
  running	protection	rackets	and	thieving	gangs.	
  F O O D  &  D R I N K S  
  The	Laughing	Gull	is	not	renowned	for	its	cuisine:		
  	
  PRICE1	
  Ale,	pint	
  2	cp	
  Beer,	pint	
  2	cp	
  Fish	stew	and	a	hunk	of	bread	
  4	cp	
  Meal,	poor	
  1	sp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Laughing	Gull	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  Barroom	Brawl:	A		barroom	brawl	suddenly	breaks	out	in	the	
  common	 room	 and	 quickly	 spreads.	 The	 brawl	 is	 a	
  diversion	intended	to	draw	attention	away	from	
  an	 assassination.	 The	 assassin	 (NE	 human	
  male	rogue/assassin)	intends	to	poison	his	
  target	 and	 dump	 him	 into	 the	 shark-
  infested	waters	below.	If	the	PCs	stop	
  the	 assassin,	 they	 make	 a	 new	 friend	
  (but	sadly	a	new	enemy	as	well).	
  § Doomed	 Pickpocket:	 Chum	 isn’t	 the	
  only	 thing	 that	 gets	 thrown	 into	 the	
  harbour	 for	 the	 sharks.	 The	 PCs	 might	
  come	to	the	Laughing	Gull	on	the	trail	of	
  a	
  pickpocket	
  who	
  stole	
  something	
  valuable	 from	 them.	 Unfortunately,	 the	
  young	lad	got	caught	trying	to	hide	part	of	
  that	day’s	takings	from	Orzo	and	is	about	
  to	 be	 thrown	 to	 the	 sharks	 when	 the	
  PCs	enter	the	tavern.	
  
  167	
  S A M P L E  T A V E R N :  L A Z Y  B A D G E R ,  T H E  
  The	 Lazy	 Badger	 is	 situated	 on	 the	 banks	 of	 a	 busy	 river	 in	 a	
  small	town	and	is	a	popular	watering	hole	amongst	the	“Little	
  Folk”	–	gnomes	and	halflings	–	living	in	the	wooded	hills	nearby	
  or	passing	through	on	barges.	
  	
  The	 tavern	 is	 built	 into	 the	 side	 of	 a	 low	 hill	 and	 is	 either	
  entered	 through	 a	 large	 round	 blue	 door	 at	 the	 front	 or	 the	
  charming	beer	garden	at	the	back,	where	a	small	jetty	provides	
  easy	 access	 for	 river	 travellers.	 The	 whitewashed	 walls	 of	 the	
  taproom	 are	 hung	 with	 faded	 tapestries	 and	 paintings,	 mostly	
  depicting	 rural	 scenes,	 although	 one	 behind	 the	 bar	 (showing	
  three	 moss-covered	 troll	 statues	 sitting	 in	 a	 forest	 clearing)	
  stands	out	from	the	others.		
  	
  The	ceilings	inside	the	bar	are	much	lower	than	those	in	a	
  typical	tavern,	forcing	humans	and	other	tall	folk	to	stoop,	and	
  most	 of	 the	 furniture	 is	 built	 with	 the	 smaller	 races	 in	 mind.	
  Humans,	 elves	 and	 dwarves	 are	 still	 made	 to	 feel	 welcome	 by	
  the	bar	staff,	but	it	is	recommended	they	sit	outside	in	the	beer	
  garden	to	avoid	too	many	bruised	heads	and	egos.		
  S T A F F  
  The	Lazy	Badger	has	the	following	notable	staff	members:		
  § 
  Maela	 (LG	 female	 halfling	 commoner)	 is	 Reenor’s	 wife.	 She	
  does	 the	 cooking,	 and	 likes	 to	 make	 a	 fuss	 of	 her	 regular	
  customers,	 often	 flirting	 with	 them	 when	 she’s	 had	 a	 few	
  drinks,	prompting	rolled	eyes	from	Reenor.	
  § 
  Reenor	Nimblefoot	(NG	male	halfling	expert)	is	well-fed,	curly-
  haired	and	amenable.	He	loves	his	job	and	is	genuinely	happy	
  with	his	lot.	He	is	not	above	sharing	a	pot	of	ale	and	recent	
  rumours	
  with	
  friendly,	
  generous	
  customers.		
  Several	 barmaids	 and	 potboys	 (NG	
  gnome	 or	 halfling	 commoner	 1)	 aid	
  the	 couple,	 but	 none	 stay	 longer	
  than	a	month	or	two.	
  N O T A B L E  P A T R O N S  
  The	Lazy	Badger	has	several	patrons	
  of	note:	
  § 
  Cadder	Shadowstep	(N	male	
  halfling	 rogue)	 is	 a	 river	
  traveller	 and	 regular	 at	
  the	 Badger.	 Dressed	 in	
  well-tailored	midnight	blue	
  clothes	 and	 with	 his	 long	
  dark	hair	tied	back	in	a	ponytail,	this	handsome	fellow	is	a	big	
  hit	 with	 Maela	 and	 the	 barmaids.	 Cadder	 smuggles	 fine	
  brandy,	 pipeweed	 and	 spices	 up	 and	 down	 the	 river,	 always	
  staying	one	step	ahead	of	the	authorities.	
  § 
  Paulpin	Lund	(CG	male	gnome	wizard)	lives	just	outside	town.	
  Easily	spotted	thanks	to	his	purple	spiky	hair	and	ostentatious	
  red	and	gold	robes,	Paulpin	does	a	brisk	trade	in	scrolls	and	
  potions,	advertising	his	magical	talents	by	performing	parlour	
  tricks	in	the	bar.	
  F O O D  &  D R I N K S  
  Maela’s	food	is	typical,	hearty	halfling	fare.	He	also	brew	his	own	
  beverages	on	the	premise:		
  	
  PRICE	
  Fresh	onion	bread,	loaf	
  1	sp	
  Frothy	Luglurch	ale,	pint	
  4	sp	
  Meal,	common	
  3	sp	
  Reenor’s	Own	(perry),	glass	
  3	cp	
  Rabbit	and	beetroot	pie	
  1	sp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.		
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Lazy	Badger	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § Flirtatious	Service:	Maela	takes	a	shine	to	one	of	the	party	–	
  probably	a	halfling	or	gnome	but	any	attractive	male	will	do	–	
  and	flirts	outrageously	even	when	her	husband	is	nearby.	She	
  loves	her	husband	and	has	no	intention	of	cheating	
  on	him,	but	her	attentions	may	make	the	PCs	
  uncomfortable.	
  § Woodland	 Hunt:	 Paulpin	 is	 running	 low	
  on	some	of	the	ingredients	he	needs	for	
  his	 potions	 and	 scroll	 inks.	 Would	 the	
  PCs	be	available	to	pop	into	the	woods	
  and	 fetch	 him	 some	 giant	 spider	 silk	
  and	
  jack-o-lantern	
  toadstools?		
  	
  	
  
  168	
  S A M P L E  T A V E R N :  L U C K Y  C A T C H ,  T H E  
  This	 tavern	 is	 located	 near	 the	 docks	 in	 a	 seaside	 town	 and	 is	
  popular	with	both	the	local	fishermen	and	anyone	who	enjoys	
  well-cooked	seafood.		
  	
  The	pub	is	nothing	too	special	to	look	at	from	the	outside,	
  just	 a	 weathered	 one-storey	 wooden	 building,	 with	 a	 painted	
  sign	showing	a	smiling	fisherman	hauling	in	his	bulging	net.	The	
  taproom	isn’t	particularly	impressive	either	–	it	has	a	low	ceiling,	
  a	plain	wooden	floor,	and	the	only	decorations	are	fishing	nets	
  and	 other	 nautical	 gear.	 What	 is	 notable,	 though,	 are	 the	
  delicious	aromas	coming	from	the	kitchen.	Typically	quiet	during	
  the	daytime,	the	tavern	is	bustling	in	the	early	evening	when	the	
  fishermen	come	in	for	their	supper	and	a	drink	after	a	day	out	on	
  their	boats.	Tales	are	swapped	of	the	ones	that	got	away	and	it’s	
  only	 a	 matter	 of	 time	 before	 someone	 gets	 out	 a	 fiddle	 or	 a	
  squeezebox	and	starts	to	a	play	a	jolly	shanty.	
  S T A F F  
  The	Lucky	Catch	has	the	following	notable	staff	members:		
  § 
  Norbert	(LG	male	human	commoner)	is	a	nervy,	acne-ridden	
  young	lad	with	a	missing	thumb,	who	needs	to	be	more	careful	
  when	handling	knives.	He	helps	out	in	the	kitchen	and	behind	
  the	bar.	
  § 
  One-EyedGriffo	 (NG	 male	 dwarf	 expert),	 a	 retired	 fisherman	
  with	an	eye	patch	and	a	peg	leg	(he	lost	his	own	leg	to	a	shark),	
  owns	and	runs	the	Catch.	As	well	as	brewing	his	own	beer,	he’s	
  a	great	fish	cook.	A	nosy	fellow,	Griffo	is	always	keen	to	find	
  out	more	about	any	newcomers.		
  N O T A B L E  P A T R O N S  
  The	Lucky	Catch	has	several	patrons	of	note:	
  § Ortwen	
  (CG	
  female	
  human	
  wizard	
  [transmuter])	needs	a	rare	seaweed	found	on	
  the	 beaches	 of	 remote	 Shadow	 Island	 for	 a	
  potion	she	wants	to	brew.	Bespectacled	and	
  bumbling,	with	long	red	hair,	she	is	looking	to	
  hire	a	fisherman	to	take	her	there.	 
  § 
  Praen	 (N	 male	 human	 druid	 [aquatic])	 is	 a	
  fisherman	 of	 consummate	 skill	 who	 always	
  seems	 to	 know	 exactly	 where	 the	 fish	 are	
  most	 plentiful.	 Perpetually	 smoking	 a	
  pipe,	 he	 is	 bluff	 and	 friendly	 to	 all.	
  He	knows	secret	coves	along	the	
  coast	 where	 at	 low	 tide	
  strange	 ruins	 emerge	 from	 the	 surf.	 For	 a	 modest	 fee,	 he	 is	
  happy	to	show	inquisitive	adventurers.		
  § 
  Skorren	(LN	male	human	expert)	is	a	bearded,	bow-legged	old	
  fisherman	 who	 enjoys	 telling	 tall	 tales	 of	 mermaids	 and	 sea	
  serpents.	He	likes	his	rum	and	has	a	tendency	to	overindulge.	
  F O O D  &  D R I N K S  
  Much	of	the	Lucky	Catch’s	provender	comes	from	the	sea:	
  	
  PRICE	
  Clam	chowder	
  2	sp	
  Griffo’s	Lonely	Wyrm	dark	ale,	mug	
  2	cp	
  Grog	
  2cp	
  Lobster	
  3	sp	
  Mackerel	fishcakes	with	mushy	peas	
  1	sp	
  Meal,	common	
  2	sp	
  Rum	
  1	sp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Lucky	Catch	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  The	Sunken	Pyramid:	Several	old	fishermen	sit	around	telling	
  tales	 of	 a	 strange	 sunken	 structure	 just	 off	 the	 coast.	 They	
  speak	of	a	great	stone	pyramid	that	rises	up	from	the	depths.	
  Sharks	are	known	to	cruise	the	waters	around	the	pyramid	
  and	several	fishing	boats	have	recently	gone	missing.	
  § The	 Whispering	 Idol:	 Skorren	 caught	 something	
  unusual	in	his	nets	a	few	days	ago	–	a	strange	
  wooden	 idol.	 He	 took	 it	 home	 and	 has	 since	
  had	a	few	weird	dreams	where	it	appeared	to	
  be	whispering	in	his	ear	while	he	slept.	He	is	
  now	 worried	 that	 one	 or	 two	 of	 the	 other	
  fishermen	 want	 to	 steal	 it	 from	 him.	 He	
  can’t	let	that	happen…	
  	
  	
  	
   
  
  169	
  S A M P L E  T A V E R N :  M E R R Y  M E R M A I D ,  T H E  
  In	 the	 eyes	 of	 the	 authorities,	 a	 nasty	 blemish	 on	 the	 face	 of	
  their	 otherwise	 fair	 port	 town,	 the	 Merry	 Mermaid	 is	 a	
  boisterous	dockside	inn,	run	by	an	ex-pirate	and	frequented	by	
  those	still	in	that	line	of	work,	smugglers,	and	sailors	looking	for	
  somewhere	 to	 spend	 their	 hard-earned	 coin.	 Bawdy	 songs,	
  barroom	brawls	and	wild	revelry	are	common.	
  	
  The	Mermaid	is	a	large	two-storey	black	and	white	building	
  on	 a	 busy	 street	 corner	 near	 the	 docks,	 with	 a	 scandalously	
  carved	ship’s	figurehead	of	a	mermaid,	its	paint	peeling	off,	fixed	
  above	the	entrance.	Inside,	the	barroom	has	the	appearance	of	
  an	inverted	ship,	with	a	ceiling	fashioned	from	curved	wooden	
  beams.	The	décor	includes	many	items	taken	from	the	owner’s	
  former	vessel,	including	a	ship’s	wheel,	a	large	globe	that	once	
  stood	 in	 his	 cabin	 and	 dozens	 of	 framed	 nautical	 charts.	 A	
  painting	of	a	strange-looking	rock	formation	resembling	the	skull	
  of	a	giant	monkey	hangs	behind	the	bar.		
  	
  The	inn	is	usually	fairly	quiet	during	the	day,	but	from	early	
  evening	it	fills	up	with	sailors	who	have	arrived	at	the	docks	that	
  afternoon,	 and	 then	 stays	 busy	 until	 the	 early	 hours	 of	 the	
  morning.	Entertainment	is	provided	by	a	trio	of	resident	half-elf	
  musicians	–	a	fiddler,	an	accordion-player	and	a	penny	whistle	
  player	–	who	perform	a	wide	array	of	sea	shanties	sure	to	get	
  everyone	dancing	a	drunken	jig	and	singing	along	at	the	tops	of	
  their	voices.		
  S T A F F  
  The	Merry	Mermaid	has	the	following	notable	staff	members:		
  § 
  Aldal,	an	emerald	green	talking	parrot,	sits	on	a	perch	hanging	
  over	 the	 bar.	 He	 mostly	 enjoys	 insulting	 the	 customers	 but	
  occasionally	 spout	 things	 like	 “take	 fourteen	 paces	 from	 the	
  crooked	tree,	then	walk	west	for	twenty	paces,”	which	appear	
  to	be	directions	to	buried	treasure.	
  § 
  Arallia	 (CG	 female	 human	 commoner)	 is	 Loach’s	 third	 wife.	
  She	 is	 twenty	 years	 his	 junior,	 blonde	 and	 stunningly	
  attractive,	and	dotes	on	the	old	ex-pirate.	Arallia	manages	the	
  tavern	wenches	and	potboys	who	serve	drinks	and	food	to	the	
  thirsty	pirates,	and	handles	the	inn’s	finances	with	aplomb.		
  § 
  “Red	 Legs”	 Loach	 (CN	 male	 human	 fighter)	 is	 a	 red-haired,	
  bearded,	bear	of	a	man	in	his	late	forties,	covered	in	tattoos.	
  He	 served	 as	 first	 mate	 on	 the	 Drunken	 Medusa	 under	 the	
  fearsome	 pirate	 captain	 Bloody	 Marja,	 before	 a	 massive	
  treasure	haul	earned	him	enough	to	buy	his	own	ship.	After	a	
  few	 years	 sailing	 the	 Five	 Seas	 on	 the	 Merry	 Mermaid,	 he	
  returned	to	dry	land	and	bought	this	inn.	Red	Legs	misses	the	
  sea	 and	 it’s	 not	 hard	 to	 get	 him	 to	 tell	 a	 few	 tales	 of	 his	
  adventures.		
  	
  N O T A B L E  P A T R O N S  
  The	Merry	Mermaid	has	several	patrons	of	note:	
  § 
  Blind	 Nallon	 (NE	 male	 dwarf	 rogue)	 is	 an	 irascible,	 greedy	
  informant	 and	 spy,	 who	 provides	 intelligence	 on	 the	
  movement	of	pirate	ships	and	smugglers	to	the	authorities	and	
  sometimes	rival	criminals.	Although	he	binds	his	eyes	with	a	
  black	cloth	and	carries	a	staff	he	isn’t	actually	blind.		
  § 
  Ywain	Coltbeyn	(CN	male	half-elf	expert)	is	a	dashing-looking	
  fellow,	always	elegantly	dressed,	with	long,	flowing	blond	hair	
  and	several	gold	rings	on	his	fingers.	Ywain	is	a	successful	and	
  wealthy	 fence,	 charming	 to	 talk	 to,	 but	 also	 possessed	 of	 a	
  steely	determination	to	make	as	much	money	as	possible.		
  F O O D  &  D R I N K S  
  Food	served	at	the	Mermaid	is	mainly	simple,	hearty	fare:	
  	
  PRICE	
  Meal,	common	
  3	sp	
  Nutmeg-spiced	grog,	mug	
  3	cp	
  Oysters,	 served	 raw	 with	 a	 sauce	 of	 white	 wine,	
  shallots,	lemon	juice	and	black	pepper,	platter	
  3	sp	
  Piping	hot	cheese	and	onion	pasties	
  1	sp	
  Rum,	glass	
  1	sp	
  Well-spiced	sausage	rolls	
  1	sp	
  Whalesong	Stout	(strong	dark	beer),	mug	
  6	cp	
  	
  	
  A C C O M M O D A T I O N  
  There	are	six	well-kept	private	rooms	available	at	the	Mermaid	
  for	5	sp	per	night,	as	well	as	the	bunkhouse	in	the	yard	out	the	
  back	 which	 sleeps	 a	 dozen	 (2	 sp	 for	 a	 bed).	 Company	 for	 the	
  night	is	usually	available	for	between	2	gp	and	5	gp.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Merry	 Mermaid	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § 
  Bloody	 Marja’s	 Cutlass:	 The	 PCs	 have	 heard	 a	 rumour	 that	
  Aldal	 knows	 the	 location	 of	 Bloody	 Marja’s	 cutlass	 (see	 So	
  What’s	 the	 Weapon	 Like,	 Anyway?)	 If	 they	 give	 him	 enough	
  ship’s	 biscuits,	 will	 they	 be	 able	 to	 get	 the	 information	 they	
  need	to	find	the	valuable	sword?	
  § 
  Smuggled	Goods:	The	town	council	knows	it	is	missing	out	on	
  valuable	 duty	 charges	 from	 goods	 smuggled	 into	 port	 and	
  believe	 the	 Merry	 Mermaid	 is	 at	 the	 heart	 of	 this	 illegal	
  activity.	 Rumours	 persist	 of	 hidden	 tunnels	 leading	 from	 a	
  secluded	cove	to	beneath	the	inn	and	the	mayor	hires	the	PCs	
  to	go	to	the	inn	and	find	the	tunnels.	
  
  170	
  S A M P L E  T A V E R N :  P I L G R I M ’ S  R E S P I T E ,  T H E  
  Pilgrims	making	the	arduous	trek	up	Justicar’s	Mountain	to	visit	
  the	sacred	site	where	St.	Joramon	received	the	Sacred	Laws	of	
  Darlen	(LG	god	of	law,	order,	justice	and	the	sun)	from	the	god	
  are	always	grateful	for	the	sight	of	the	Pilgrim’s	Respite	halfway	
  through	their	trip.		
  	
  The	inn	is	a	two-storey	wooden	structure	built	onto	the	side	
  of	 the	 mountain,	 with	 balconies	 on	 both	 floors	 giving	 guests	
  stunning	 views	 of	 the	 forested	 valley	 far	 below	 and	 the	 high	
  peaks	 opposite.	 The	 main	 barroom	 is	 decorated	 with	 wooden	
  pillars	 carved	 with	 Darlen’s	 holy	 scriptures,	 and	 provides	
  welcome	 shelter	 from	 the	 bleak	 weather	 conditions	 on	 the	
  steep,	winding	trail	to	the	summit.	Hot,	sugary	cups	of	tea	are	
  presented	to	guests	on	arrival	and	the	great	blazing	fire	allows	
  travellers	to	dry	off	while	their	mules	are	taken	to	the	stables.	
  S T A F F  
  The	Pilgrim’s	Respite	has	the	following	notable	staff	members:		
  § 
  Esme	 (LG	 female	 human	 commoner)	 is	 Ullah’s	 wife	 and	 his	
  equal	in	religious	fervour.	In	her	fifties,	she	is	a	kindly	woman	
  and	has	a	tendency	to	speak	in	hushed,	reverential	tones.		
  § 
  Father	Ullah	(LG	male	human	cleric	[Darlen]),	a	devout	cleric	
  of	Darlen,	runs	the	inn.	In	his	mid-fifties	Ullah	has	a	suntanned,	
  weather-beaten	face.	He	climbs	the	mountain	at	least	once	a	
  week	and	is	happy	to	act	as	a	guide	for	pilgrims	(for	a	donation	
  to	the	church,	of	course).	
  § 
  Lister(NG	male	human	commoner)	looks	after	the	stables	and	
  serves	food	and	drink	in	the	bar.	He	is	a	gangly,	awkward	lad	
  who	 desperately	 wants	 to	 join	 the	 clergy.	 Not	 particularly	
  religious,	 he	 nevertheless	 sees	 the	 priesthood	 as	 his	 best	
  chance	at	an	easy	life.	
  N O T A B L E  P A T R O N S  
  The	Pilgrim’s	Respite	has	several	patrons	of	
  note:	
  § 
  Bozelas	 (LN	 male	 human	 commoner)	 is	 a	
  small,	 wiry-looking	 goat	 herder	 who	
  comes	 into	 the	 inn	 each	 evening	 for	 a	
  hot	 cup	 of	 tea	 and	 a	 bowl	 of	 rice.	 He	
  gets	lonely	with	no	one	but	his	flock	to	
  talk	 to	 all	 day	 and	 is	 keen	 to	 chat	 to	
  travellers.		
  § 
  Davefor	 Poggs	 (N	 male	 human	 wizard	
  [necromancer])	is	a	wizard	in	trouble.	A	
  spot	 of	 foolish	 dabbling	 in	 diabolism	 has	
  led	the	pot-bellied,	balding	little	man	to	sign	
  an	infernal	contract	with	a	devil	in	exchange	for	
  success	 and	 recognition	 from	 his	 peers	 at	 the	
  College	 of	 Magic.	 He	 sits	 alone	 in	 a	 corner,	 drowning	 his	
  sorrows	and	fretting	about	what	lies	in	store	for	his	damned	
  soul.	
  § 
  Korivio	(LG	male	human	cleric)	is	a	17-year-old,	olive-skinned,	
  tonsured	priest	of	Darlen	on	his	first	pilgrimage	to	the	shrine	
  at	 the	 summit.	 Unfortunately,	 his	 porters	 were	 driven	 off	
  when	 his	 party	 was	 attacked	 by	 a	 flock	 of	 harpies.	 He	 is	
  determined	not	to	turn	back	but	could	do	with	help	in	getting	
  to	the	top.	
  F O O D  &  D R I N K S  
  Only	plain	dishes	are	on	offer,	at	the	Respite:	
  	
  PRICE	
  Hot	rice	wine,	glass	
  3	cp	
  Meal,	poor	
  1	sp	
  Rice	with	chicken	and	egg,	bowl	
  7	cp	
  Tea,	cup	
  2	cp	
  Vegetable	broth	(thin),	bowl	
  4	cp	
  	
  	
  A C C O M M O D A T I O N  
  A	 night’s	 stay	 costs	 1	 sp.	 The	 rooms	 are	 very	 basic	 with	 bunk	
  beds,	 warm	 blankets	 and	 a	 fireplace.	 Religious	 paintings	 and	
  tapestries	adorn	the	walls.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Pilgrim’s	 Respite	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § Ghostly	 Pilgrim:	 Recently	 a	 pilgrim’s	
  seven-year-old	 daughter,	 Asunda,	 died	
  in	 a	 tragic	 accident	 –	 the	 little	 girl	
  slipped	and	tumbled	down	the	mountain	in	
  the	 snow.	 Her	 ghost	 wanders	 the	 corridors	 of	
  the	inn	at	night	and	may	try	to	lead	the	PCs	to	
  the	site	where	her	bones	lie	so	she	can	be	put	
  to	rest.	
  § Stolen	Soul:	Davefor	Poggs	is	desperately	
  seeking	
  a	
  band	
  of	
  adventurers	
  experienced	 and	 resourceful	 enough	 to	
  sneak	into	the	fortress-library	in	the	Nine	
  Hells	 that	 holds	 the	 devil’s	 copy	 of	 his	
  infernal	 contract	 so	 it	 can	 be	 destroyed.	
  He	seeks	to	test	the	PCs’	capabilities	first	
  with	a	simpler	quest.	
  	
  	
  
  171	
  S A M P L E  T A V E R N :  R O Y A L  S W A N ,  T H E  
  The	 Royal	 Swan	 is,	 without	 a	 doubt,	 the	 finest	 tavern	 and	
  restaurant	 in	 the	 city,	 if	 not	 the	 entire	 kingdom.	 Home	 to	 the	
  culinary	 genius	 Sarracino,	 and	 a	 wine	 cellar	 that	 is	 second	 to	
  none,	this	is	the	place	to	see	and	be	seen	for	the	great	and	the	
  good.	
  	
  The	 tavern	 is	 a	 smart,	 two-storey	 black	 and	 white	 building	
  whose	sign	depicts	a	white	swan	wearing	a	gold	crown,	with	two	
  liveried	doormen	standing	attentively	outside.	Within,	guests	are	
  greeted	 by	 a	 hostess	 and	 shown	 to	 either	 the	 bar	 or	 the	
  restaurant.	 Both	 typically	 require	 reservations,	 with	 the	 latter	
  subject	to	a	long	waiting	list.	The	décor	in	the	barroom	is	stylish	
  with	 discreetly	 lit	 booths	 and	 well-upholstered	 velvet	 seats.	 In	
  the	more	formal	restaurant,	fine	rugs	from	distant	Sabtah	cover	
  the	 floors,	 the	 cutlery	 is	 silver	 and	 the	 glasses	 elven,	 and	 the	
  walls	 are	 hung	 with	 tapestries.	 Upstairs,	 several	 private	 rooms	
  are	available	for	intimate	dinners	and	soirées.	
  S T A F F  
  The	ownership	of	the	Swan	is	something	of	a	mystery,	as	no	one	
  has	ever	met	the	wealthy	merchant	who	holds	the	deeds.	The	
  Royal	Swan	has	the	following	notable	staff	members:		
  § 
  Dainiel	 (LG	 female	 elf	 expert)	 manages	 the	 staff	 and	 looks	
  after	 the	 customers.	 She	 is	 beautiful	 and	 charming	 and	 is	
  consequently	the	centre	of	much	male	attention.	
  § 
  Sarracino	 (CG	 male	 half-elf	 expert)	 is	 the	 Swan’s	 head	 chef;	
  shaven-headed	and	olive-skinned,	he	is	renowned	as	much	for	
  his	 penchant	 for	 colourful	 language	 as	 he	 is	 for	 his	
  experimental	dishes.		
  § 
  Volterin	 (LN	 male	 human	 expert)	 runs	 the	 bar	 and	 the	 wine	
  cellar.	He	is	short	and	dapper.	
  The	 waiters	 and	 bar	 staff	 are	 all	 impeccably	 dressed	 and	
  exceptionally	polite.		
  N O T A B L E  P A T R O N S  
  The	Royal	Swan	has	several	patrons	of	note:	
  § 
  Coren	 D'Attallio	 (LN	 male	 human	
  aristocrat)	is	a	cold-hearted	noble	
  in	
  his	
  late	
  thirties	
  with	
  thinning	 black	 hair.	
  He	is	dining	with	his	
  fashionable	 young	
  "niece"	
  and	
  is	
  bored	
  with	
  her	
  inane	conversation.		
  § 
  Fiora	Silvertongue	(NE	female	human	bard)	is	a	large-bosomed	
  blond	 opera	 singer	 with	 a	 magnificent	 voice	 and	 a	 mean	
  streak.	She	is	most	often	here	with	a	coterie	of	male	admirers.		
  F O O D  &  D R I N K S  
  Sarracino's	 imaginative	 creations	 are	 expensive	 but	 taste	
  amazing.		
  	
  PRICE	
  Stuffed	 pheasant	 on	 a	 bed	 of	 vegetables	 served	
  with	parsnip	mash	
  6	sp	
  Meal,	good	
  5	sp	
  Poached	cockatrice	egg	and	crispy	dire	bacon	on	a	
  bed	of	river	cress,	drizzled	with	truffle	oil	
  5	gp	
  Wine	(fine),	bottle	
  10	gp	
  Wine	(outstanding),	bottle	
  25	gp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	 visit	 to	 the	 Royal	 Swan	 may	 not	 be	 without	 incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  Angry	Customers:	A	party	of	noblemen	turn	up	for	dinner,	but	
  discover	they	have	lost	their	booking	because	they	are	late.	It	
  transpires	 that	 the	 PCs	 are	 the	 beneficiaries	 of	 their	
  misfortune.	 The	 nobles	 demand	 the	 PCs	 leave	 –	 as	 they	 are	
  now	 here	 –	 and	 take	 it	 badly	 if	 the	 PCs	 refuse.	 The	 nobles	
  leave,	but	vow	revenge	against	the	commoner	upstarts.	While	
  they	 do	 not	 physically	 confront	 the	 party,	
  their	hirelings	can	and	do	make	the	PCs’	
  lives	 difficult	 while	 they	 remain	 in	 the	
  city.	
  § Criminal	Front:	Captain	Jorgem	of	the	City	
  Watch	 is	 convinced	 the	 Royal	 Swan	 is	 a	
  front	for	a	ruthless	crime	lord.	He	can't	be	
  seen	to	harass	the	influential	
  clientele	 or	 the	 staff,	 so	 he	
  attempts	 to	 hire	 the	 PCs	 to	
  pose	as	aristocrats	to	see	if	they	
  can	unearth	the	truth.		
  	
   
  
  172	
  S A M P L E  T A V E R N :  S A U C Y  S Y L P H ,  T H E  
  The	Saucy	Sylph	is	an	inn,	tavern,	gambling	hall	and	festhall	all	
  rolled	into	one	that	provides	rowdy	entertainment	nightly	to	all	
  and	sundry.		
  	
  The	 inn	 occupies	 a	 large	 three-storey	 wood	 and	 stone	
  building	 in	 a	 busy	 part	 of	 the	 city	 where	 it	 attracts	 nobles	
  wanting	to	slum	it	for	the	evening,	traders	and	merchants	and	
  anyone	 else	 looking	 for	 a	 wild	 night	 out.	 Inside,	 the	 noisy	 bar	
  runs	 the	 length	 of	 the	 right-hand	 wall;	 there	 is	 always	 a	 big	
  queue	 despite	 the	 half	 dozen	 very	 efficient	 barmaids	 pouring	
  pints.		
  	
  The	centre	of	the	room	is	dominated	by	a	round	stage	where	
  scantily	clad	dancers	of	both	sexes	and	various	races	perform	for	
  the	 crowds.	 Several	 gaming	 tables,	 including	 dice,	 cards	 and	
  even	snail	racing,	are	dotted	around	the	vast	room.	The	décor	is	
  gaudy	–	much	of	the	furniture	is	painted	gold	and	the	walls	are	
  hung	 with	 rather	 tatty	 red	 velvet	 drapery.	 Escorts	 (of	 either	
  gender)	are	available	for	hire	for	10	gp	for	the	evening.	
  S T A F F  
  The	Saucy	Slyph	has	the	following	notable	staff	members:		
  § 
  Grurrk	 (N	 male	 bugbear	 fighter)	 works	 as	 the	 inn’s	 bouncer.	
  He	enjoys	his	work,	happily	throwing	out	anyone	getting	too	
  boisterous,	then	bopping	them	over	the	head	with	his	club	for	
  good	measure.	He	is	an	imposing	figure	and	is	ferociously	loyal	
  to	Tyrellai.	If	not	beloved	by	the	patrons,	Grurrk	is	respected	
  and	is	able	to	move	about	the	town	relatively	freely.	
  § 
  Tyrellai	(CG	female	half-elf	expert),	an	enchanting	dancer,	won	
  big	 on	 the	 card	 tables	 one	 night	 and	 bought	 out	 the	
  previous	 owner.	 She	 still	 takes	 part	 in	 the	
  performances	 and	 is	 very	 popular	 with	 the	
  regulars.	 She	 makes	 sure	 that	 no	
  customers	mistreat	her	dancers	or	escorts.	
  N O T A B L E  P A T R O N S  
  The	Saucy	Sylph	has	several	patrons	of	note:	
  § Doonan	 (LG	 male	 human	 cleric)	 is	 a	 young,	
  shaven-headed	pious	priest	of	Conn	who	has	
  come	 to	 the	 Sylph	 to	 preach	 the	 joys	 of	
  temperance	 to	 the	 sinners	 within.	 He	 is	
  getting	very	hot	under	the	collar	at	the	sight	
  of	the	dancers	and	is	planning	to	get	to	know	
  one	or	two	of	them	so	he	can	save	them.	 
  § 
  Odgar	Pennyweather	(N	male	gnome	rogue)	is	a	devious	little	
  pickpocket	with	bright	orange	hair,	large	glittering	black	eyes	
  and	earthy	brown	skin.	He	targets	wealthy	customers	whose	
  attention	is	wholly	focused	on	the	dancers.		
  F O O D  &  D R I N K S  
  Most	people	don’t	come	to	the	Sylph	for	its	food	–	the	quality	
  isn’t	great	and	prices	are	on	the	high	side:		
  	
  PRICE	
  Chicken	hotpot	
  2	sp	
  Liver,	bacon	and	onions	
  3	sp	
  Maiden’s	Ruin,	beer	
  1	sp	
  Meal,	common	
  4	sp	
  Sweetheart	(beer),	mug	
  5	cp	
  Wine	(decent),	bottle	
  5	gp	
  	
  	
  A C C O M M O D A T I O N  
  Thirty	rooms	are	available	costing	1–3	gp	per	night,	depending	
  on	size.	Most	are	decorated	with	erotic	paintings	or	tapestries.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Saucy	Sylph	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  Amorous	Customer:	The	half-orc	warrior	Brunk	(N	male	half-
  orc	fighter)	is	spectacularly	drunk.	He	invites	himself	to	sit	with	
  the	 party	 and	 immediately	 begins	 drinking	 their	
  drinks	 and	 making	 inappropriate	 comments	
  about	 the	 dancers.	 After	 a	 half-hour	 he	
  staggers	 to	 his	 feet	 and	 tries	 to	 join	 the	
  dancers	 on	 stage.	 Grurrk	 quickly	
  intervenes	 and	 throws	 Brunk	
  out.	 Depending	 on	 how	 the	
  PCs	 have	 been	 dealing	 with	
  Brunk,	 Grurrk	 may	 also	
  demand	they	leave.	
  § Drunk	 Nobles:	 A	 group	 of	
  young,	 drunken	 nobles	
  accuse	 a	 merchant	 of	
  cheating	 at	 a	 game	 of	
  Hazard,	saying	he	is	using	
  loaded	
  dice.	
  The	
  argument	 escalates	 and	
  soon	gets	out	of	control	
  as	
  the	
  nobles	
  draw	
  swords.	
  
  173	
  S A M P L E  T A V E R N :  S I L V E R  U N I C O R N ,  T H E  
  The	Silver	Unicorn	is	located	in	a	small	town	on	the	fringes	of	the	
  elven	 forest	 kingdom	 of	 Aerathrin.	 Here,	 merchants	 from	 the	
  elven	 city	 and	 the	 Faerie	 Realms	 beyond	 come	 to	 trade	 with	
  their	counterparts	from	the	human	cities.		
  	
  The	inn	is	a	large,	solid-looking	structure	of	wood	and	stone,	
  built	 in	 the	 shade	 of	 an	 enormous,	 ancient	 oak	 tree.	 At	 night,	
  softly	glowing	pale	blue	magical	lights	illuminate	the	entrance,	
  which	leads	into	a	wood-panelled	lobby.	The	welcoming	tavern	
  room	 lies	 beyond	 –	 wooden	 pillars	 carved	 with	 vine	 motifs	
  support	the	low	ceiling,	and	the	walls	are	hung	with	paintings	of	
  the	 Elven	 Courts	 and	 their	 beautiful	 and	 terrifying	 inhabitants,	
  enchanted	so	the	vibrant	colours	glow	softly.		
  	
  In	the	evenings,	musicians	perform	on	the	low	stage	in	the	
  corner.	The	handsome	flutist,	Londallin	(CG	male	elf	bard),	is	a	
  favourite	 for	 his	 delicate,	 haunting	 tunes,	 but	 the	 gnomish	
  fiddle-playing	 duo	 Dinegar	 and	 Pallena	 (NG	 male	 &	 female	
  gnome	expert)	are	also	very	popular	for	their	merry	jigs.	
  S T A F F  
  The	Silver	Unicorn	has	the	following	notable	staff	members:		
  § 
  Nainesti	 Greenglade	 (CG	 female	 elf	 aristocrat/expert)	 is	 the	
  Unicorn’s	
  owner/operator.	
  A	
  kind-hearted	
  widow	
  of	
  indeterminate	 age	 born	 into	 a	 noble	 family	 several	 decades	
  ago,	she	grew	frustrated	with	courtly	life,	moved	to	the	human	
  lands	 and	 built	 the	 Silver	 Unicorn.	 She	 and	 her	 human	 chef,	
  Imbart,	soon	fell	in	love	and	married.	Imbart	has	been	dead	for	
  ten	 years	 and	 Nainesti	 misses	 him	 terribly,	 but	 ensures	 his	
  signature	 dish	 remains	 on	 the	 inn’s	 menu	 to	 honour	 his	
  memory.		
  Nainesti	employs	several	long-serving,	reliable	human	
  and	half-elven	staff	in	the	kitchens	and	stables,	as	
  well	 as	 half	 a	 dozen	 vivacious	 and	 pretty	 elf	
  barmaids	to	create	a	cheery	atmosphere.	
  § 
  Sylahel	 Vonothvar	 (NG	 female	 elf	 expert)	 is	 the	
  most	experienced	member	of	staff	and	was	the	first	
  person	retained	to	serve	at	the	Silver	Unicorn.	She	
  dreams	of	setting	up	her	own	business	using	all	that	
  she	 has	 learned	 under	 Nainesti’s	 tutelage.	 To	 that	
  end	 she	 offers	 excellent	 service,	 but	 is	 less	
  than	subtle	when	it	comes	
  to	the	subject	of	tips.	She	is	
  friendly	 to	 a	 fault,	 but	 has	 no	
  interest	
  in	
  romantic	
  entanglements	 (except	 with	 rich,	
  generous	
  and	
  handsome	
  customers).		
  N O T A B L E  P A T R O N S  
  The	Silver	Unicorn	has	but	one	patron	of	note:	
  § 
  Traelerin	Starmantle	(CG	male	elf	expert)	is	a	master	armourer	
  from	Aerathrin	with	finely	made	leather	armour	and	bucklers	
  for	 sale.	 Traelerin	 is	 muscular	 for	 an	 elf,	 and	 is	 somewhat	
  nervous	around	other	races,	but	is	very	proud	of	his	work.	
  F O O D  &  D R I N K S  
  The	Silver	Unicorn	has	a	fine	selection	of	cheeses	from	near	and	
  far	 and	 an	 excellent	 selection	 of	 wine.	 Highlights	 of	 the	 menu	
  include:	
  	
  PRICE	
  Cheese	platter	
  3	sp	
  Imbart’s	fresh	river	salmon	glazed	with	ginger	and	
  lime	
  and	
  served	
  with	
  fennel	
  and	
  forest	
  mushrooms	
  7	sp	
  Leafmould	Blue	(cheese)	with	crusty	bread,	platter		
  1	sp	
  Meal,	good	
  6	sp	
  Silver	Moonbeam	(elven	white	wine),	bottle	
  20	gp	
  	
  	
  A C C O M M O D A T I O N  
  The	Silver	has	twenty	private	rooms,	each	decorated	with	fresh	
  woodland	flowers,	available	for	6	sp	per	night.		
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Silver	Unicorn	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	
  little	excitement	into	the	proceedings:	
  § Con-Man:	An	unscrupulous	con-man	has	been	
  selling	 fake	 elven	 magical	 items	 to	 gullible	
  adventurers	 staying	 at	 the	 Silver	 Unicorn.	
  These	
  fakes	
  are	
  damaging	
  the	
  inn’s	
  reputation	 and	 Nainesti	 will	 pay	 a	 reward	 to	
  whoever	catches	the	culprit.	
  § Traelerin	 Starmantle:	 Assuming	 the	 PCs	 are	
  adventurers,	 Traelerin	 Starmantle	 approaches	
  them	 and	 tries	 to	 interest	
  them	in	some	of	his	wares.	All	
  are	of	masterwork	quality	and	
  beautifully	 made.	 PCs	 working	
  for	 Nainesti	 may	 assume	 that	
  Traelerin	is	the	con-man	selling	
  fake	 magical	 items	 and	 react	
  accordingly.	
  
  174	
  S A M P L E  T A V E R N :  W A N D  A N D  S C R O L L ,  T H E  
  The	 Wand	 and	 Scroll	 is	 located	 in	 a	 dingy	 alley	 behind	 the	
  College	of	Magic	and	close	to	the	Arcanists’	Guild.	Wizards	and	
  other	arcane	spellcasters	relaxing	after	a	hard	day’s	lecturing	or	
  spell	research	make	up	the	majority	of	the	tavern’s	customers.	
  Almost	exclusively	male	and	mostly	of	a	certain	age,	the	patrons	
  give	 the	 tavern	 the	 ambience	 of	 an	 old	 boy’s	 club	 or	 senior	
  common	room.	
  	
  The	 entrance	 to	 the	 Wand	 and	 Scroll	 is	 an	 unassuming,	
  battered-looking	 wooden	 door	 at	 the	 end	 of	 the	 alley,	 with	 a	
  faded	sign	depicting	a	crossed	wand	and	scroll	hanging	above.	A	
  piece	 of	 parchment	 nailed	 to	 the	 door	 is	 scrawled	 with	 the	
  message	 “Students	 are	 not	 welcome.	 Go	 to	 The	 Weasel	
  instead!”		
  	
  Inside,	the	taproom	is	hazy	with	pipe	smoke.	This	makes	it	
  hard	 for	 first-time	 visitors	 to	 discern	 the	 dimensions	 of	 the	
  room,	but	it	seems	bigger	than	looks	possible	from	the	outside.	
  The	décor	is	plain	–	the	walls	are	stained	yellowish-brown	from	
  the	smoke	and	there	is	nothing	fancy	about	the	wooden	bar	–	
  but	 a	 few	 interesting	 objects	 hang	 on	 the	 walls	 and	 from	 the	
  ceiling,	 including	 a	 shabby-looking	 pointed	 hat	 which	 once	
  belonged	to	the	legendary	wizard	Elgrim	the	Thoughtful,	and	the	
  broken	 wand	 of	 a	 reckless	 dragon-blooded	 sorcerer	 named	
  Turaljir.	
  	
  A	 gentle	 hubbub	 of	 conversation	 is	 usual,	 although	 late	 in	
  the	evening,	the	wizardly	patrons	often	get	into	heated	debates	
  about	such	topics	as	the	nature	of	the	Seventh	Element	or	the	
  proper	way	to	train	a	quasit,	and	drunken	voices	are	often	raised	
  in	 disagreement.	 Apart	 from	 cantrips	 used	 to	 light	 pipes,	
  spellcasting	is	an	unusual	event	in	the	Wand	and	Scroll	–	alcohol	
  and	spellcasting	rarely	mix	well.	
  	
  New	 customers	 are	 generally	 ignored	 by	 the	 regulars,	 but	
  adventurers	who	are	obviously	warriors	might	be	the	subject	of	
  a	 few	 disapproving	 looks.	 Young-looking	 wizards	 and	 others	 in	
  robes	are	assumed	to	be	students	and	are	asked	to	leave.	
  S T A F F  
  The	Wand	and	Scroll	is	owned	by	the	Arcanists’	Guild.	Ithas	the	
  following	notable	staff	members:	
  § 
  Hildegard	
  (NG	
  human	
  female	
  commoner)	
  is	
  the	
  establishment’s	 ample-bosomed,	 matronly	 cook.	 She	 cooks	
  simple,	filling	fare	to	make	sure	her	customers	“don’t	get	too	
  thin.”	Judging	by	most	of	their	waistlines,	this	seems	extremely	
  unlikely.	
  § 
  Torold	 (LG	 human	 male	 wizard	 [universalist]/expert)	 is	 the	
  Wand	 and	 Scroll’s	 affable	 landlord.	 Torold	 knows	 only	 very	
  basic	magic	but	is	an	expert	on	fine	ales	and	ensures	the	very	
  best	 from	 around	 the	 city	 and	 beyond	 is	 available	 to	 his	
  discerning	 clientele.	 He	 is	 middle-aged,	 sports	 a	 smartly	
  trimmed	goatee	and	wears	dark	blue	wizard’s	robes.		
  N O T A B L E  P A T R O N S  
  The	Wand	and	Scroll	has	but	one	patron	of	note:	
  § 
  Oglander	 Trell	 (CG	 male	 human	 wizard	 [enchanter])	 is	 an	
  expert	 on	 the	 fey	 and	 their	 courts,	 and	 has	 written	 several	
  academic	treatises	on	the	subject.	Friendly,	but	rather	absent-
  minded,	 he	 wears	 a	 pointy	 wizard’s	 hat	 and	 smokes	 a	 foul-
  smelling	pipe.		
  F O O D  &  D R I N K S  
  The	 food	 at	 the	 Wand	 and	 Scroll	 is	 tasty	 and	 hearty.	 The	
  selection	 of	 guest	 ales	 and	 wines	 is	 also	 excellent.	 Highlights	
  include:	
  	
  PRICE	
  Belligerent	Bulette	Brew	(ale),	pint	
  12	cp	
  Black	Mountain	(red	wine),	bottle	
  12	gp	
  Catchpole’s	Old	Irregular	(ale),	pint	
  15	cp	
  Meal,	common	
  3	sp	
  Oxtail	soup	
  3	sp	
  Plum	bolster	smothered	in	custard	
  5	sp	
  Polymorphic	Porter	
  1	sp	
  Steak	and	mushroom	pie,	served	with	roasted	
  parsnips	and	boiled	cabbage	
  1	gp	
  	
  	
  A C C O M M O D A T I O N  
  None,	although	more	than	one	wizard	has	slept	off	the	night’s	
  drinking	under	one	of	the	tavern’s	tables.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Wand	 and	 Scroll	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § 
  Petrified	 Wizards:	 Torold	 has	 ordered	 a	 barrel	 of	 Gorgon’s	
  Blood	 Strong	 Ale	 as	 the	 latest	 guest	 ale.	 Each	 pint	 is	 said	 to	
  contain	a	drop	of	real	gorgon’s	blood	but	there	seems	to	be	a	
  much	higher	concentration	in	this	batch	and	wizards	who	drink	
  too	 much	 are	 petrified.	 Did	 somebody	 sabotage	 the	 ale	 and	
  why?	
  § 
  Sage	Advice:	The	PCs	need	some	information	before	a	trip	to	
  the	Faerie	Realms	and	have	learned	that	Oglander	Trell	is	the	
  best	person	to	advise	them.	In	return	for	his	help,	the	wizard	
  wants	the	party	to	fetch	him	some	of	the	rare	herbs	that	grow	
  along	the	river	banks	there.	
  	
  
  175	
  S A M P L E  T A V E R N :  W A R M  W E L C O M E  I N N ,  T H E  
  Situated	 at	 a	 country	 crossroads	 on	 the	 outskirts	 of	 a	 small,	
  sleepy	 farming	 village,	 the	 Warm	 Welcome	 Inn	 does	 exactly	
  what	it	says	on	the	sign	hanging	outside.	Smoke	comes	from	the	
  chimney	of	the	thatched	building,	and	a	warm	glow	from	the	fire	
  can	be	seen	through	the	windows.	Patrons	are	typically	weary	
  travellers	and	local	farming	folk.	
  	
  Stepping	 into	 the	 taproom,	 visitors	 are	 greeted	 by	 the	
  friendly	smiles	of	the	landlord	and	his	wife.	The	bar	is	cosy	with	
  simple	 wooden	 tables	 and	 chairs	 arranged	 around	 the	 roaring	
  fire,	 which	 usually	 has	 a	 hog	 roasting	 on	 a	 spit	 over	 it.	 Well-
  polished	horse	brasses	and	a	few	ancient,	rusty	weapons	provide	
  most	of	the	decoration,	although	it’s	the	magnificent	display	of	
  huge,	 prize-winning	 vegetables	 that	 usually	 catches	 the	 eye	 of	
  first-time	visitors.	
  S T A F F  
  The	 Warm	 Welcome	 Inn	 has	 the	 following	 notable	 staff	
  members:		
  § 
  Denrys	 Drinkpenny	 (NG	 female	 human	 commoner)	 is	
  Gullenn’s	homely-looking	wife.	She	dotes	over	her	two	sons,	
  Frans	and	Jooris.	
  § 
  Frans	Drinkpenny	(LG	male	human	commoner)	is	as	much	of	a	
  yokel	as	his	parents.	His	shock	of	unkempt	red	hair	makes	him	
  easy	to	spot.	
  § 
  Gullenn	Drinkpenny	(LG	male	human	commoner)	is	the	affable	
  landlord	of	the	Warm	Welcome.	Red-faced	and	big	nosed,	with	
  bushy	 eyebrows	 and	 mutton	 chop	 sideburns,	 Gullenn	 knows	
  how	to	make	sure	his	guests	enjoy	their	stay.		
  § 
  Jooris	Drinkpenny	(CG	male	human	commoner)	is	tall	and	
  lanky.	He	is	getting	restless	and	yearns	to	leave	and	seek	
  his	fortune	in	the	big	city.		
  N O T A B L E  P A T R O N S  
  The	Warm	Welcome	Inn	has	several	patrons	of	
  note:	
  § 
  Hervel	 (LG	 male	 human	 commoner)	
  grew	 the	 enormous	 marrow	 that	
  occupies	pride	of	place	at	the	centre	
  of	the	vegetable	display.	Hervel	is	
  a	bit	simple	but	is	very	good	at	
  growing	 vegetables.	 He	 loves	
  to	chat	to	strangers.	
  § 
  Mitko	Juraj	(NE	male	half-elf	wizard	[necromancer])	sits	in	the	
  corner	away	from	the	fire,	wearing	a	dark,	hooded	robe	and	
  nursing	his	red	wine.	Pale-complexioned,	he	wants	to	be	left	
  alone	to	his	sinister	thoughts,	and	finds	the	Drinkpenny	family	
  extremely	annoying.	
  F O O D  &  D R I N K S  
  Denrys’	cooking	is	both	tasty	and	filling.	Specialities	of	the	house	
  include:	
  	
  PRICE	
  Cider	(local),	pint	
  4	cp	
  Gullenn’s	Own	(beer),	pint	
  2	cp	
  Ham	 and	 beetroot	 soup	 served	 with	 warm	
  sourdough	rolls	smothered	in	butter	
  1	sp	
  Meal,	common	
  2	sp	
  Slices	of	roast	hog	served	with	buttered	parsnips	
  and	red	cabbage	
  2	sp	
  	
  	
  A C C O M M O D A T I O N  
  There	are	four	comfy	private	rooms	available	for	4	sp	per	night.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	 PCs’	 visit	 to	 the	 Warm	 Welcome	 may	 not	 be	 without	
  incident;	use	one	of	the	below	adventure	hooks,	to	inject	a	little	
  excitement	into	the	proceedings:	
  § 
  Hero	Worshipper:	Jooris	takes	a	shine	to	the	most	confident	
  warrior	in	the	party	and	decides	to	join	the	group.	He	informs	
  his	mother,	who	takes	the	news	very	badly.	She	rushes	into	
  the	 common	 room	 and	 through	 floods	 of	 tears	 begs	 the	
  warrior	 in	 question	 to	 “not	 take	 her	 dear	 boy	 away.”	 Of	
  course,	at	this	juncture,	Jooris	has	not	actually	asked	the	
  group	 if	 he	 can	 join	 them	 and	 so	 the	 PCs	 are	 likely	
  clueless	as	to	what	is	going	on!		
  § Restless	 Spirits	 of	 the	 Dead:	 A	 hundred	 years	 ago,	 the	
  crossroads	on	which	the	Warm	Welcome	stands	was	the	
  scene	of	a	large	number	of	executions	by	the	tyrannical	
  local	 lord.	 Mitko	 Juraj	 has	 come	 to	 the	 village	 to	
  attempt	 to	 raise	 the	 restless	 spirits	 of	 the	
  dead	 using	 dangerous	 necromantic	 magic.	
  Can	 the	 PCs	 prevent	 him	 shattering	 the	
  bucolic	idyll?	
  	
  
  176	
  S A M P L E  T A V E R N :  W E A R Y  C A M E L ,  T H E  
  The	Weary	Camel	is	a	busy	roadside	inn,	situated	between	towns	
  on	the	well-travelled	trade	route	leading	to	the	southern	lands.	
  It	is	renowned	for	its	excellent	food	and	hospitality.	
  	
  Travellers	entering	the	Weary	Camel	come	through	the	main	
  gates	 into	 a	 large	 open	 courtyard,	 with	 a	 beautiful	 fountain	 in	
  the	 centre,	 depicting	 the	 God	 of	 the	 Sea	 and	 his	 lovely	
  daughters.	 The	 inside	 walls	 of	 the	 enclosure	 hold	 stalls	 for	
  camels	 and	 horses,	 storage	 rooms	 where	 trade	 goods	 can	 be	
  locked	up,	and	guest	accommodation.	More	guest	rooms	can	be	
  found	on	the	first	floor.	
  	
  There	is	a	fine	tavern	and	restaurant	located	along	one	side	
  of	the	ground	floor,	with	a	wide	selection	of	exotic	wines	and	
  other	drinks,	including	strong,	sweet	coffee.	Diners	can	relax	on	
  comfortable	
  silk	
  cushions	
  and	
  are	
  treated	
  to	
  nightly	
  entertainment	in	the	form	of	a	puppet	show,	music	and	dancing	
  girls.	 Other	 amenities	 include	 a	 bathhouse,	 decorated	 with	
  stunning	mosaics,	with	hot,	warm	and	cold	baths	to	wash	away	
  the	dirt	of	the	road.	
  S T A F F  
  The	Weary	Camel	has	the	following	notable	staff	members:		
  § 
  Fatima,	 Latifa	 and	 Keshini	 (LG	 female	 human	 experts),	
  Jamshid’s	three	attractive	wives,	welcome	guests	warmly	and	
  serve	drinks	and	food.	
  § 
  Jamshid	 Sharam	 (LG	 male	 human	 expert)	 is	 the	 owner	 and	
  landlord	of	the	Weary	Camel.	Charming,	handsome,	well-fed,	
  and	possessed	of	exquisite	taste,	Jamshid	made	his	riches	as	a	
  spice	merchant	before	growing	tired	of	travelling	from	town	to	
  town.	He	settled	down	to	run	the	kind	of	inn	he	would	like	to	
  stay	in.		
  § 
  Mustapha	and	Rupak	(LG	male	human	experts)	are	Jamshid’s	
  young	sons.	They	attend	to	guests’	animals	and	trade	goods.	
  Rupak	 is	 bored	 with	 his	 life	 and	 loves	 to	 listen	 to	 tales	 of	
  faraway	lands	and	adventure.	
  § 
  Pelindaer	 (CG	 male	 elf	 bard)	 puts	 on	 the	 popular	 nightly	
  puppet	 shows	 for	 the	 Camel’s	 guests.	 A	 clever	 and	 talented	
  puppeteer,	his	topical	shows	are	often	satirical	in	nature.	
  N O T A B L E  P A T R O N S  
  The	Weary	Camel	has	several	patrons	of	note:	
  § 
  Conchaka	 Chabi	 (CN	 female	 human	 barbarian)	 is	 a	 bounty	
  hunter	on	the	trail	of	a	bandit	gang	who	have	been	attacking	
  caravans.	 Stunningly	 beautiful	 with	 jet	 black	 hair,	 she	 wears	
  leather	 armour	 and	 dozens	 of	 pieces	 of	 silver	 and	 turquoise	
  jewellery,	which	she	constantly	plays	with	while	she’s	talking.	
  She	is	accompanied	by	four	big,	silent	warrior-types	(CN	male	
  human	barbarian	1)	from	her	homeland	on	the	Steppes.	Not	
  the	usual	Camel	patron,	she	is	sure	to	attract	a	lot	of	attention.	
  § 
  Omkar	 Al-Hashem	 (N	 male	 human	 rogue/expert)	 is	 a	 dark-
  skinned,	djellaba-wearing	wine	merchant	who	stops	off	at	the	
  Weary	Camel	on	a	regular	basis.	Polite	to	other	travellers,	but	
  with	a	tendency	to	keep	to	himself,	Omkar	is	smuggling	illegal	
  drugs	inside	his	wine	barrels.		
  F O O D  &  D R I N K S  
  Food	 and	 drink	 at	 the	 Weary	 Camel	 is	 of	 a	 high	 standard.	
  Highlights	include:	
  	
  PRICE	
  Elvish	Dreamwine	(white	wine),	bottle	
  20	gp	
  Gopuran	Blue	(red	wine),	bottle	
  20	gp	
  Meal,	good	
  1	gp	
  Roasted	pigeon	in	saffron	cream	sauce	served	
  with	spiced	couscous,	pan-fried	river	trout	with	
  garlic	and	shallots,	and	minted	lamb	with	curried	
  parsnips	
  5	gp	
  	
  	
  Beers	are	available	for	2	sp	per	tankard,	and	coffee	is	1	sp	per	
  pot.	 Guests	 are	 also	 able	 to	 smoke	 apple,	 strawberry	 or	 mint	
  flavoured	tobacco	by	sharing	a	sheesha	(water	pipe)	for	2	gp.		
  A C C O M M O D A T I O N  
  Rooms	 and	 suites	 are	 available	 for	 8	 –	 15	 gp	 per	 night,	
  depending	 on	 size	 and	 location.	 Prices	 include	 use	 of	 the	
  bathhouse,	stabling	and	overnight	storage	for	trade	goods.		
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Weary	Camel	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § 
  Strange	Happenings:	Pelindaer	has	been	troubled	by	a	couple	
  of	strange	happenings	recently.	The	dead	body	of	Latifa’s	pet	
  cat	 was	 found	 two	 mornings	 ago	 –	 it	 had	 been	 repeatedly	
  stabbed	with	a	small	pointy	object.	Then,	a	guest	found	broken	
  glass	in	his	eggs	at	breakfast.	After	both	of	these	occurrences,	
  Pelindaer	found	his	Cunning	Fox	puppet	nearby	when	he	was	
  sure	 that	 he’d	 put	 him	 safely	 away	 after	 the	 performance.	
  What’s	 going	 on?	 Is	 his	 puppet	 somehow	 possessed,	 or	 is	
  someone	trying	to	upset	Jamshid	and	his	family?	
  § 
  Ghoul	Tunnels:	The	PCs	have	heard	a	rumour	that	the	Weary	
  Camel	is	built	on	top	of	a	series	of	abandoned	ghoul	tunnels.	
  Although	 the	 ghouls	 are	 supposedly	 long	 gone,	 the	 treasure	
  they	took	from	their	victims	is	said	to	remain.	Is	there	a	way	
  into	the	catacombs	from	the	cistern	beneath	the	bathhouse?	
  And	can	the	PCs	sneak	in	there	without	Jamshid	noticing?	
  
  177	
  S A M P L E  T A V E R N :  W I L Y  F O X ,  T H E  
  The	 Wily	 Fox	 isn’t	 like	 other	 taverns	 in	 the	 city.	 Each	 night	 it	
  somehow	 moves	 around,	 ending	 up	 in	 a	 different	 district.	
  Occasionally,	it	even	shifts	to	another	town	altogether.	Tracking	
  it	down	for	a	night’s	drinking	is	a	popular	pastime	for	wealthy	
  young	 nobles	 seeking	 to	 impress	 their	 lady	 friends,	 and	 for	
  students	at	the	College	of	Magic.	
  	
  No	one	knows	how	or	why	the	Wily	Fox	wanders,	only	that	it	
  does.	When	it	appears	in	a	new	location,	it	somehow	seems	to	
  squeeze	 itself	 in	 between	 existing	 buildings,	 or	 temporarily	
  replaces	 a	 disused	 warehouse,	 unoccupied	 home	 or	 other	
  building	no	one	cares	about.	Wherever	the	tavern	turns	up,	the	
  exterior	 always	 appears	 the	 same	 –	 an	 unassuming	 wooden	
  building	with	a	shabby	sign	bearing	the	name	and	a	green	door	
  with	a	brass	knocker	in	the	shape	of	a	fox’s	head.		
  	
  Inside,	 the	 large	 taproom	 has	 wooden	 beams	 overhead,	 a	
  scuffed	wooden	floor,	and	a	well-stocked,	polished	chestnut	bar	
  running	the	full	length	of	the	left-hand	wall,	with	plenty	of	tall	
  stools	alongside	for	patrons.	Several	booths	are	situated	on	the	
  opposite	wall,	and	there	are	tables	with	benches	in	the	middle	of	
  the	room,	as	well	as	a	small	stage.	A	wrought	iron	spiral	staircase	
  leads	up	to	the	first	floor	balcony	where	there	are	more	booths	
  and	a	cosy	area	with	large	leather	armchairs	sitting	in	front	of	a	
  glowing	 fire.	 Paintings	 and	 hangings,	 most	 depicting	 animals	
  such	as	foxes,	coyotes,	rabbits	and	ravens,	decorate	the	walls.	
  These	are	all	the	work	of	Yenjukai,	the	tavern’s	owner.	
  	
  The	atmosphere	in	the	Wily	Fox	is	lively	and	affable,	and	the	
  entertainment	
  is	
  usually	
  light-hearted	
  and	
  fun,	
  with	
  performances	 from	 jesters,	 jugglers	 and	 comic	 singers	 more	
  common	 than	 those	 by	 serious	 musicians.	 The	 tavern	 is	 open	
  from	 dusk	 until	 the	 early	 hours	 of	 the	 morning,	 when	 the	 last	
  revellers	 are	 politely	 asked	 to	 leave	 before	 the	 tavern	 fades	
  away.	No	one	knows	where	the	Wily	Fox	goes	to	during	the	day.	
  S T A F F  
  The	Wily	Fox	has	the	following	notable	staff	members:		
  § 
  Tomoko	 (N	 male	 human	 expert),	 the	 jovial	 and	 jowly	 faced	
  barman,	 is	 also	 from	 Keiwan.	 He	 also	 lives	 in	 the	 inn	 and	 is	
  aware	of	Yenjukai’s	secret.	
  § 
  Yenjukai	 (CN	 female	 kitsune	 wizard/rogue),	 the	 enigmatic	
  owner	of	the	Wily	Fox,	is	an	attractive	woman	of	Keiwanese	
  origin	with	brilliant	blue	eyes	and	long	dark	hair	who	always	
  dresses	in	silver	and	blue.	Friendly	and	welcoming,	she	enjoys	
  speaking	 a	 good	 riddle	 and	 gives	 cryptic	 answers	 to	
  newcomers’	 questions	 about	 the	 tavern.	 Yenjukai’s	 other	
  form,	 which	 she	 does	 not	 assume	 in	 public,	 is	 that	 of	 a	
  humanoid	fox	with	snow	white	fur.		
  N O T A B L E  P A T R O N S  
  The	Wily	Fox	has	several	patrons	of	note:	
  § 
  Theodolphus	 Snelk	 (N	 male	 human	 wizard	 [diviner])	 is	 a	
  bespectacled	student	of	divination	at	the	College	of	Magic	who	
  enjoys	 spending	 his	 evenings	 sitting	 in	 front	 of	 the	 fire,	 and	
  playing	 cards	 with	 his	 fellow	 students.	 He	 has	 an	 uncanny	
  knack	of	predicting	where	the	Wily	Fox	will	appear.	
  § 
  Varren	 Piso	 (NG	 male	 human	 aristocrat/fighter)	 is	 a	
  fashionable,	young	noble	with	a	hot	temper	and	a	barbed	wit.	
  If	he	has	one	too	many	drinks	(a	frequent	occurrence),	he	is	
  likely	to	challenge	someone	to	a	duel	for	an	imagined	slight.		
  F O O D  &  D R I N K S  
  The	food	served	is	excellent	and	exotic.	Highlights	include:	
  	
  PRICE	
  Chicken	in	white	wine	sauce	with	tamarind	leaves	
  and	mung	beans	
  8	sp	
  Dewdrop	White,	bottle	
  12	gp	
  Meal,	good	
  7	sp	
  Peach	brandy,	glass	
  3	gp	
  Sweet	and	sour	pork	with	saffron	rice	and	oyster	
  mushrooms	
  1	gp	
  	
  	
  A C C O M M O D A T I O N  
  None	available.	
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Wily	Fox	may	not	be	without	incident;	use	
  one	of	the	below	adventure	hooks,	to	inject	a	little	excitement	
  into	the	proceedings:	
  § 
  Missing	Merchant:	The	PCs	are	asked	to	track	down	Modahar,	
  a	 wealthy	 young	 merchant	 who	 went	 missing	 after	 a	 night’s	
  drinking	 at	 the	 Wily	 Fox.	 Is	 he	 still	 in	 the	 tavern,	 and,	 if	 so,	
  where	does	it	go	during	the	daylight	hours?	
  § 
  Yenjukai’s	Curse:	The	Wily	Fox	didn’t	always	wander.	Yenjukai	
  was	cursed	by	a	sorcerer	after	she	failed	to	steal	a	wand	from	
  him	when	he	passed	out	in	the	tavern	from	drinking	too	much.	
  The	curse	is	that	she	can	never	spend	the	night	in	the	same	
  place	twice,	but	for	some	strange	reason,	probably	to	do	with	
  the	sorcerer’s	drunken	state,	this	causes	the	tavern	to	move	
  around	each	night	with	Yenjukai	unable	to	leave	the	premises.	
  The	kitsune	might	steal	a	magical	item	from	the	PCs,	believing	
  it	can	help	her	break	the	curse.	If	caught,	she	begs	for	their	
  help	in	freeing	her,	even	offering	the	Wily	Fox	as	a	reward.	
  
  178	
  S A M P L E  T A V E R N :  W Y V E R N ’ S  H E A D  I N N ,  T H E  
  Conveniently	 situated	 just	 inside	 the	 city	 gates	 is	 the	 not-so-
  cheap	but	cheerful	Wyvern’s	Head	Inn,	an	establishment	built	to	
  cater	for	adventurers	and	liberate	them	from	as	much	of	their	ill-
  gotten	gains	as	possible.		
  	
  The	 inn	 is	 a	 large,	 ramshackle	 building	 with	 many	 wings,	
  roofs,	 towers	 and	 balconies,	 added	 on	 as	 its	 popularity	 grew	
  over	the	years.	In	addition	to	food,	drink,	accommodation	and	
  stabling,	 the	 Head	 also	 has	 its	 own	 adventurers’	 store,	 which	
  sells	a	variety	of	useful	gear	at	standard	prices.	
  	
  The	main	barroom	is	capable	of	seating	a	couple	of	hundred	
  hungry	heroes	at	rough	wooden	benches	and	tables.	The	floor	is	
  covered	in	straw	to	mop	up	frequent	drink	spills,	and	the	walls	
  are	hung	with	faded	maps	and	rusty	old	weapons	and	shields.	
  Dominating	 the	 room	 is	 an	 impressive	 stuffed	 wyvern’s	 head.	
  Nicknamed	Grimjaws,	the	head	is	enchanted	–	at	irregular	times	
  during	 the	 evening,	 it	 speaks	 in	 a	 low	 rumbling	 voice	 of	
  legendary	 dungeons	 and	 ruined	 towers.	 Several	 adventuring	
  bands	 have	 become	 rich	 from	 Grimjaw’s	 ruminations	 over	 the	
  years.	
  S T A F F  
  The	Wyvern’s	Head	Inn	has	the	following	notable	staff	members:		
  § 
  Ortis	
  Stoutbelly	
  (CN	
  male	
  halfling	
  expert)	
  is	
  the	
  temperamental	
  halfling	
  chef	
  that	
  supervises	
  the	 busy	 kitchens.	 He	 is	 always	
  stressed.		
  § 
  Piroska	Silverpenny	(CG	female	human	
  fighter),	a	stunning	flame-haired	former	
  adventurer	in	her	forties,	bought	the	inn	
  a	decade	ago	and	turned	it	into	the	success	
  it	 is	 today.	 She	 enjoys	 drinking	 with	 her	
  customers	and	swapping	stories	of	dungeons	
  and	dragons,	and	more	than	one	handsome	
  young	adventurer	has	ended	
  up	 in	 her	 bed	 at	 the	 end	 of	
  an	evening.		
  A	dozen	attentive	tavern	wenches	wait	on	
  tables.	
  N O T A B L E  P A T R O N S  
  The	Wyvern’s	Head	Inn	has	several	patrons	of	
  note:	
  § Leovold	Kerric	(LG	male	human	paladin)	is	a	young,	fresh-
  faced	paladin	with	shiny,	undented	plate	mail	and	a	brand	
  new	sword.	He’s	looking	for	a	bunch	of	like-minded	fellows	
  to	accompany	him	on	an	expedition	to	free	the	ruined	Abbey	
  of	St.	Joramon	from	the	clutches	of	the	undead. 
  § 
  Yupan	 Harlsen	 (N	 male	 half-orc	 fighter)	 is	 a	 drunk	 and	
  unkempt	 adventurer	 who	 has	 fallen	 on	 hard	 times.	 His	 last	
  party	 was	 wiped	 out	 by	 a	 deadly	 naga;	 Yupan	 escaped	 and	
  feels	guilty	for	not	dying	at	his	companions’	side.	
  F O O D  &  D R I N K S  
  Food	served	in	the	Wyvern’s	Head	is	humdrum	but	filling.	The	
  offering	includes:		
  	
  PRICE	
  Chicken	with	buttered	carrots	and	mashed	herby	
  potatoes	
  4	sp	
  Derring	Do	dark	ale,	pint	
  5	cp	
  Ham	and	pea	stew,	bowl	
  2	sp	
  Meal,	common	
  3	sp	
  	
  	
  A C C O M M O D A T I O N  
  Clean,	 basic	 rooms	 with	 twin	 beds	 are	 available	 for	 1	 gp	 per	
  night.		
  E V E N T S  &  A D V E N T U R E  H O O K S  
  The	PCs’	visit	to	the	Wyvern’s	Head	may	not	be	without	incident;	
  use	 one	 of	 the	 below	 adventure	 hooks,	 to	 inject	 a	 little	
  excitement	into	the	proceedings:	
  § Grimjaws:	
  The	
  cunning	
  gnome	
  illusionist	 Erfejan	 Daenig	 (CN	 male	
  gnome	
  wizard	
  [illusionist])	
  has	
  travelled	 to	 the	 Wyvern’s	 Head	 with	
  the	express	purpose	of	getting	a	band	of	
  adventurers	 to	 investigate	 a	 ruined	 castle	
  hidden	 in	 the	 nearby	 hills.	 The	 tower	
  belonged	to	a	powerful	wizard,	and	Erfjan	
  wants	 the	 wizard’s	 spellbooks	
  reputedly	
  hidden	
  within.	
  A	
  coward,	he	doesn’t	want	to	deal	with	
  the	 monsters	 and	 traps	 that	 inevitably	
  lurk	within	the	ruin.	
  Rival	Adventurers:	An	
  adventuring	band	enters	the	
  taproom	and	noisily	accuses	a	rival	group	
  of	sabotaging	their	gear	so	they	could	
  beat	them	into	the	Lost	Tomb	of	
  Darrovir	Halfman	and	loot	it	first.	A	
  barroom	brawl	appears	imminent.	
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  ragingswan.com 
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Urban Development/Raging Swan GM's Miscellany Urban Dressing 1.pdf