TEXT: a dozen citizens of the city • page 1
  A Dozen Citizens of the City © 2020 Philip Reed, all rights reserved. 
  Artwork by fantasy-stockart.com, used under license.
  Regardless of how many game sessions you have 
  under your belt, you can always use another 
  non-player character to toss into encounters 
  and continue adding layers of depth to 
  your campaign. Continuing background 
  characters can make a game world feel 
  more alive to the players, and as all of us 
  already know, using one city as a base 
  of operations for the party can lead to a 
  need for more and more NPCs.
  As a systemless work, I’ve not offered game 
  statistics for the twelve NPCs that are detailed 
  on the following pages. That shouldn’t be an issue in 
  many situations in which these characters would make 
  an appearance; city fights are far less common than 
  dungeon battles, yes? If you do find that you need 
  stats for any of these characters, I leave it to you to gener-
  ate the statistics that best fit your chosen game.
  Exactly what is included with each character? Enough in-
  formation to place them within a city of your campaign 
  world and make them a part of the environment. Where 
  appropriate, the characters also include information on 
  city locations where they are most often encountered.
  Additionally, each character also includes enough informa-
  tion for the GM to construct an encounter around the NPC. 
  These encounter ideas are only concepts, with the rough 
  hooks a GM will need to get the ball rolling and to spark 
  their own creativity. As always, make this work your 
  own and change anything that you feel is wrong.
  a dozen  
  citizens  
  of the city
  by philip reed
  
  a dozen citizens of the city • page 2
  anatomy  
  of a 
  citizen
  using the citizens
  1. The character’s name.
  2. Descriptive text, offering a bit of an intro-
  duction to the character. As always, the 
  gamemaster should modify this text to 
  best fit the campaign.
  3. Each citizen includes a single illustration.
  4. Encounter idea/suggestion on how the 
  character may be used in your game ses-
  sions. If you do use the character, be sure 
  to make a record of the events so that 
  you can bring the character back in future 
  game sessions.
  The twelve non-player characters that follow are all 
  people who may live in any city within your campaign. 
  It will be easiest if everyone within this PDF is kept to 
  the same city, but there’s no reason that you cannot 
  simply turn to a character and grab it for use regardless 
  of which city the player characters happen to be visiting 
  at that time.
  As the number of entries in the A Dozen . . . series con-
  tinues to grow, the opportunity to cross-link characters, 
  locations, and events also grows. Where I have made 
  such connections – including to other works such as 
  Fantasy City Sites and Scenes – these exist solely to 
  help the GM to stitch together a larger world. If a partic-
  ular connection doesn’t fit your vision, shatter the ties 
  and chart your own course forward!
  These characters exist to inspire the gamemaster, and 
  none of them are deep or fully detailed. As you read 
  through this work, you’ll find that the characters are 
  little more than story hooks, plot and encounter ideas 
  rather than characters with involved backstories.
  This is on purpose.
  For even more characters to turn to when you need 
  ideas, please see such PDFs as A Dozen Adventurous 
  Rivals, A Dozen Dangerous Foes, A Dozen Guild Lead-
  ers, A Dozen Wanted Criminals, and A Dozen Warriors 
  For Hire. While none are presented exactly the same as 
  this PDF, each does offer more characters that the gam-
  emaster can twist, warp, adapt, and modify to suit the 
  campaign.
  1
  2
  3
  4
  
  a dozen citizens of the city • page 3
  olotorn hethan
  Hethan is an elderly human male, almost sixty winters 
  of age. Over the years, he has advanced in experience 
  and knowledge, expanding his understanding of ar-
  cane secrets and spellmastery to levels that make him 
  a recognized master wizard. Every few months, Hethan 
  must turn away another wishful lad who wants nothing 
  more than to apprentice to the master mage.
  Hethan travels far less than he once did, setting off only 
  on those adventures that demand a wizard of his cal-
  iber. Many of his former companions have died, most 
  in dark dungeons, and the wizard prefers to end his ex-
  istence in the comfort of his own bed rather than in a 
  long-forgotten tomb or damp cave. When Hethan does 
  join a group, though, you can be sure their purpose is 
  just, the situation dire, and the expected treasures far 
  more valuable than those of a common delve.
  Meeting the master mage.
  One of the PCs has heard of Hethan, but is unaware that 
  he lives in the city. While walking, one of the heroes will 
  notice the sign on the shop. Slip one of the players a 
  brief note that reads:
  “Hethan’s Meat Market catches your eye, the small shop 
  nothing special, but that name. Could this be a relative of 
  Olotorn Hethan, the master mage you’ve heard rumors of 
  since you were an apprentice?”
  If the PC investigates, the group discovers that Olotorn 
  himself owns the shop . . . and is here now! Do they take 
  advantage of this opportunity to ask the great wizard 
  deep questions? If they are respectful, he invites them 
  to have a drink and shares stories of his adventures and 
  asks them of their own journeys.
  Owner of Hethan’s Meat Market and part-time adventurer, Olotorn Hethan is consid-
  ered one of the more influential and powerful men in the city. When not on the road, 
  Hethan spends a majority of his time either in his private study or at his place of busi-
  ness, and he always makes time for the city elders when they need his advice.
  
  a dozen citizens of the city • page 4
  zac cole
  Living in the park district of the city, in a small boarding house 
  where he has taken a single room for himself, Cole is a familiar site 
  for many on the city streets who see him helping others every day 
  of the week. 
  Cole has an excellent memory and remembers those he passes 
  daily, and it is the lack of a friendly face over several days that 
  triggers his curiosity and sends him in search of assistance.
  The missing cobbler.
  For months, each morning, Cole has stopped for a kind talk with 
  Walther Brauner, a shoe cobbler who owns a small shoe repair 
  shop at the intersection of the park and merchant districts of the 
  city. Brauner was shy at first, unsure of the cleric’s motivation, but 
  the two soon became friends and both enjoyed dice games and 
  hot chocolate, taking at least one day each week to share drinks 
  over a few games before they started their respective days.
  After five days of finding the shop shuttered and the cobbler miss-
  ing, Cole sets out to find adventurers willing to investigate the matter. 
  He had considered going to the town watch, but Cole remembered 
  Brauner’s insistence that the taxers were demanding coin that was 
  not due them, which has made Cole suspect foul play and distrustful 
  of any connected to the city.
  If the player characters offer to help the cleric – he has no money, but 
  he is willing to heal and aid them in any way that he can – their first 
  stop should be the cobbler’s home and business. They find the doors 
  locked, but any competent thief will have no trouble picking the locks 
  and gaining access to the home.
  Once inside, the heroes are surprised to find that a deep pit in the cen-
  ter of the main room leads to tunnels beneath the home. Something 
  powerful has ripped its way from forgotten, blocked off sewer tunnels 
  and it is clear that wherever Brauner has gone, it is not a happier place.
  Cole thanks the PCs for investigating, and encourages them to avoid 
  exploring the tunnels beneath the shop. As heroes, though, it is cer-
  tain that they will ignore the man’s words. There’s a dungeon to raid!
  Cole is one of many clerics living in the city, though he is one 
  of the few who does not belong to a single temple. Cole, a 
  follower of the God of Generosity, instead donates his time 
  and service to many different temples. Each day, the man 
  visits a different temple and does his best to help.
  
  a dozen citizens of the city • page 5
  kara matthews
  Kara Matthews has spent the last seven years in the city, 
  living in a small home not far from the temple where she 
  works each day. The woman tried her hand at adventuring, 
  but soon found that the “thrill” of battle and life on the 
  road did not appeal to her.
  Matthews is a kind soul, willing to sacrifice her safety 
  and health in her desire to help others. She has, at times, 
  slept in the temple courtyard and given her home to 
  those in need, and she often spends her coins to feed 
  the hungry she meets on the city streets.
  Unfortunately for the cleric, though, her life is chang-
  ing and she doesn’t know what has gone wrong. Last 
  week, Matthews felt the urge to strike a man who 
  was asking for food. She fought off the temptation, 
  but since then she finds that her thoughts turn to vi-
  olence far too often.
  What is happening?
  Matthews has been cursed, and she has not noticed that an 
  aura of evil is slowly consuming her soul. An evil spellcaster, 
  in an attempt to spread pain, has cast a spell on Matthews 
  and it is slowly transforming her into an agent of fear and 
  death. Her friends at the temple are starting to notice that 
  something is wrong with the woman, and one of them 
  goes in search of adventurers to help deal with the grow-
  ing threat of the changing woman.
  The cleric, when he finds the party, cannot tell them ex-
  actly what has gone wrong, but does recall that things 
  started to get weird after they were visited by Salla 
  Anianus, a wizard who was asking the temple for help in 
  identifying an item.
  If the party seeks out Anianus, the wizard fears he has been 
  caught and attacks immediately. Can they defeat him, and force 
  him to free the woman from his vile spell?
  Devoted to the Goddess of Fortune, Kara Matthews 
  spends many of her days at the temple where she 
  cures the sick, prays for the salvation of those who 
  have fallen to evil, and assists her fellow clerics 
  in seeking ways to continue feeding and caring 
  for the poor who need the temple’s help.
  
  a dozen citizens of the city • page 6
  nagy dorina
  Nagy Dorina is an elven sorceress, far older than she 
  looks. The woman was cursed six centuries ago with 
  eternal life, meaning that she has seen so many friends 
  die over the decades that she no longer even tries to 
  get close to people. Every few decades, she moves to 
  another part of the city and uses magicks to change her 
  hair and appearance so that others don’t start to ask 
  why she doesn’t age.
  To pay for her household and needs, Dorina works for 
  those in need of a spellcaster’s touch. She has taken 
  tasks as a chill-mistress (keeping a wealthy home’s food 
  cold without need of ice), a guard (using her spells to 
  watch a particular building or person), as an expert in 
  the identification of magic items, and any number of 
  other jobs that an arcane spellcaster could perform 
  within the walls of the city.
  Each time she moves homes and changes her appear-
  ance, Dorina makes sure to leave a few years between 
  her previous life and taking on new wizardly assign-
  ments. She would rather others not grow suspicious 
  and has found that the break is often enough for her cli-
  ents to not ask about the newcomer who just happens 
  to perfom the same services as their last mage.
  Hiring the sorceress.
  The player characters may need help in identifying a 
  found item and, while at a tavern, are directed to the 
  home of Nagy Dorina. Her rates are fair, the party is told, 
  and she is quite capable of identifying any magical trin-
  ket or weapon.
  A player character wizard may hear of Dorina when 
  seeking out new spells. Perhaps one of the local mag-
  ic shops suggests the woman, stating that she has an 
  extensive library of spells and will allow heroes access 
  to her books and scrolls so long as they are willing to 
  pay. In such instances, Dorina remains in the study and 
  keeps a watchful eye on the PC spellcaster.
  Dorina lives in a small house in the city’s park district, well within the city’s protec-
  tive walls, but far enough from the city center so that she can enjoy a little peace and 
  quiet during the day. Dorina offers her services to those with enough coin to hire her, 
  though she rarely accepts jobs that take her out of the city.
  
  a dozen citizens of the city • page 7
  jean-philippe gaubert
  Those who meet Gaubert are surprised to learn that 
  he is a member of the watch, rather than one of the 
  city guards. What is the difference, you may ask? 
  There are more members of the watch, and they are 
  equpped for police and patrol actions in the city. 
  Watchfolk wear lighter armors, walk the streets, and 
  are (almost) always there.
  Guards, though, are the city’s shock force. Heavily 
  armed and armored, guardsmen and women are 
  brought in to deal with the larger threats that 
  would overwhelm the watch.
  Gaubert joined the city watch several 
  years ago as one of only three Knights of the 
  Watch and has worked alongside watchfolk and 
  the guard in many assignments. There is a bit of 
  a rivalry between the watch and the guards, but 
  members of both organizations look up to and re-
  spect Gaubert and his skills.
  Meeting Gaubert.
  When exploring one of the labyrinths beneath the 
  city, either a part of the sewer network or anoth-
  er dungeon, the party hears the sounds of battle 
  ahead. Entering the next dungeon chamber, they 
  see an armored knight in combat against two trolls, 
  the beasts looking as if they will soon overpower 
  and defeat the warrior.
  If the group joins in the battle and helps to defeat 
  the trolls, the man introduces himself as a member 
  of the watch; Jean-Philippe Gaubert thanks them 
  for their aid and explains that he is in search of a 
  watch patrol that vanished down here six days 
  ago. “Will you aid me in my search?”
  If the PCs join in the search, the party soon 
  finds the patrol . . . each of the watchfolk are 
  dead and have been stripped of their gear. “I 
  shall find the monsters who did this and punish them. 
  Will you help me?”
  Guabert is a Knight of the Watch, one of the warriors the watch 
  calls on when powerful evil threatens the city. He rarely patrols 
  the streets, but, when he does, criminals run to the shadows.
  
  a dozen citizens of the city • page 8
  dolf stollmeijer
  If you need messages delivered throughout the city, you need only visit 
  The Enchanted Scabbard (see Fantasy City Sites and Scenes, pp. 24-
  25) and ask for Dolf Stollmeijer. Always running from shop to shop, 
  home to home, and any other location in the city, Stollmeijer knows 
  the streets, alleys, and people well, and is constantly watching for his 
  next job and more coins to add to his growing hoard.
  A source of rumors.
  Spending so much time traveling throughout the city, it is no sur-
  prise that Stollmeijer is as much a source of information as he is a re-
  liable messenger. There’s a 50% chance that almost any rumor that 
  is being shared throughout the city has already reached the man’s 
  ears, and he makes a little coin on the side by selling these secrets to city 
  officials, some merchants, a few thieves, and even adventurers who remain 
  in close contact with the man. As gamemaster, if you wish, you may pass 
  almost any rumor of note to the party through Stollmeijer’s lips.
  The lost messenger.
  Visiting the “Scabbard” one evening, the party is approached by the tav-
  ern’s owner, Vana Granic, who offers them five gold and free drinks for 
  the night if they will seek out Stollmeijer and bring her news of his fate. It 
  turns out that the messenger has gone missing, and it has now been four 
  days since he last visited the tavern. Granic fears the worst.
  Unfortunately, it will take hours of walking and talking with people through-
  out the city to learn what happened to Stollmeijer. Eventually, the player char-
  acters are directed to one of the sewer entrances; “He set off that way. A short 
  cut, he called it.” It is in the sewers that the adventurers find the man; he took a 
  wrong turn and has become lost. When they find him, he is perched atop sev-
  eral shattered stones and discarded chests, fighting off two giant spiders who 
  have decided that the messenger looks like a very tasty treat.
  Stollmeijer thanks the heroes for rescuing him, and in addition to Granic’s 
  promised drinks and five gold, the messenger pays them each ten gold (taken 
  from his private hoard) and thanks them repeatedly for rescuing him. It will 
  take weeks to earn back what he has given the party, but at least the man still 
  has his life and limbs.
  Independent operator and messenger-for-hire, Stollmeijer 
  operates out of The Enchanted Scabbard tavern where he 
  has made a deal with the owner, Vana Granic, so that a per-
  centage of every job he accepts flows into her purse. Granic 
  often takes messages for Stollmeijer when he is on an er-
  rand, at times acting as an agent of sorts for the man.
  
  a dozen citizens of the city • page 9
  marguerite ewell
  Despite the stress of her home life, Marguerite Ewell does a remarkable job 
  of putting on a brave, friendly front. She rarely shows signs of her mother’s 
  condition causing her grief, and those she works with closely would never 
  guess that Ewell is caring for her mother while also working at two or three 
  different taverns each day.
  Ewell is a private woman, keeping her thoughts to herself at almost all 
  times, so the regulars of any one of the taverns she works at notice the 
  day she is muttering, mumbling, and obviously distracted. The question 
  is, though, do her actions become so extreme that others not only notice, 
  but also take action to learn what may have changed in the woman’s life?
  A cry for help.
  While enjoying a meal at one of the city’s taverns, the player characters 
  are taken by surprise when their server, Marguerite Ewell, starts crying 
  and runs from the room. If they move to investigate and ask the wom-
  an what is upsetting her, Ewell breaks down and starts explaining the 
  situation, telling the party of her dying mother and how the woman 
  doesn’t have long to live. Ewell has heard other adventurers speak of 
  magical potions that can heal, and she has been saving copper and 
  silver coins to purchase one of these miraculous elixirs. Only hours 
  ago, though, when she tried to buy a potion from a magic shop, the 
  owner laughed at her and told her that a common server such as 
  her could never afford such a potion. He slapped her, took her coin 
  purse, and threw her to the street.
  Ewell will show the party to the shop where she was abused. If they 
  ask to meet the man who abused her, though, she begs them not to tell 
  the man that she told them of the incident. It turns out that the magic 
  shop owner, Theo Frisk, is one of the tavern owner’s friends and Ewell 
  cannot afford to lose this work.
  How will the player characters both punish Frisk for his actions and pro-
  tect Ewell’s job at the tavern? It’s a tightrope act, to be sure, but the he-
  roes are unlikely to turn away from the situation and leave the woman to 
  suffer. If confronted, Frisk denies the accusations and threatens to punish 
  the woman for her lies. Who will the heroes believe and, if they act against 
  the magic shop owner, will they be prepared for the man’s bodyguards? 
  Ewell works as a server at a few different taverns in the city, 
  picking up what jobs she can to make enough to keep her and 
  her mother in room and board. The elder Ewell is weak and 
  unable to work, and Marguerite worries every hour that she is 
  away from her mother.
  
  a dozen citizens of the city • page 10
  kris martin
  Martin is no stranger to the city, though some of his be-
  haviors are considered strange by those who follow his 
  actions in the city. Every few weeks, the man packs his 
  belongings and moves to a new boarding house, even 
  returning to places he has stayed before from time to 
  time. If asked about his inability to settle down, Martin 
  has all manner of reasons for moving – others in the 
  place were too loud, the bedding was too coarse and 
  uncomfortable, the supplied meals were cheap and 
  bland – but, not surprisingly, all of these excuses are lies 
  and cover his true reasoning for moving about the city.
  Kris Martin was a ranger, once, but any who know of his 
  past know that the man was expelled from the recog-
  nized orders of rangers for one reason: he has fallen in 
  with evil demons and now does their bidding.
  A terrible assignment.
  Martin has been set upon the task of preparing the city 
  for an invasion. His demonic masters, those who have 
  enslaved his mind and twisted him to their vile pur-
  poses, have instructed him to create dozens of gates 
  throughout the city. Each gate requires weeks of time 
  to prepare, and only once he has created a total of 100 
  gates will the city be ready for the demonic invasion.
  The player characters may be hired by the owner of one 
  of the boarding houses after the woman hears strange 
  utterings and moans in Martin’s rented room. If caught 
  in the act, the man goes from friendly to destructive; 
  once his secret has been revealed, the plan is ruined 
  and he must escape the city. Finding and destroying all 
  of the gates he has created will be quite a challenge.
  This kind, trustworthy ranger moved into the city a few years ago and has not yet 
  secured a permanent residence. The man moves from boarding house to boarding 
  house, for reasons many do not understand. 
  
  a dozen citizens of the city • page 11
  marion leclair
  A missing mother.
  Zeb and Ranaka, LeClair’s two boys, haven’t heard from 
  their mother in over a month. The last they spoke to her, 
  LeClair told the two that she was joining an expedition to 
  search the ruined caverns beneath a crumbled tower sever-
  al miles north of the city. She had been hired as a guard to 
  help protect the explorers – merchants who decided to 
  brave the dangers of the underground – but the woman 
  should have returned from the trip long before today.
  They pair don’t have much in the way of money, but 
  they promise that their mother will reward the party if 
  they accept the task of visiting the caverns and saving the 
  woman from whatever disaster may have befallen her.
  Kidnapped children.
  Under this scenario, LeClair returns from an assignment to 
  find that her home has been broken into . . . and her chil-
  dren are missing. She will deal with the kidnappers directly, 
  but she needs the assistance of others to find the criminals 
  and determine where her children have been taken.
  Heroes who agree to help LeClair may use tracking skills, or 
  magical abilities, to follow the cold trail. A group of thieves 
  who had been watching the warrior woman’s comings and 
  goings for some time now decided it was the perfect mo-
  ment to strike. They cleaned the home of valuables, took 
  the two boys, and now the criminals are hiding in a ware-
  house in the dock district and trying to decide how to deal 
  with the two kidnapped teens. Forcing them into the life of 
  sailors is the current plan, and the thieves are waiting for a 
  friendly ship to come in so that they can send the boys out 
  to sea.
  A skilled warrioress, Marion 
  LeClair has called the city her 
  home for almost five years. Liv-
  ing in a small house in the dock 
  district, LeClair leaves behind 
  two teens each time she heads 
  out on adventure; the two 
  lads are capable of protecting 
  themselves and their home 
  when their mother is away.
  
  a dozen citizens of the city • page 12
  agawa ameen
  Agawa Ameen is spending time today visiting the more 
  active inns and taverns, searching for a new band of 
  adventurers to join. Ameen should be less experienced 
  than the player characters; if they are only now start-
  ing their first adventure, Ameen’s past has been spent 
  as an apprentice and he has never set foot in a single 
  dungeon. He is eager, though, and will sign on with any 
  party who will have him.
  Ameen is a friendly, chatty man who asks many ques-
  tions and always wants to learn more about the world 
  around him. If the party asks him about his spellcasting 
  knowledge, the man admits to knowing a few spells.
  The ring of mage’s might.
  In truth, Ameen knows only a single spell: detect magic. 
  The man wishes to learn more, but his spellbook is empty 
  save for that one spell and he has yet to have a chance to 
  study and learn more spells to add to the book.
  The ring of mage’s might that he wears grants him ac-
  cess to more powerful magicks than he truly under-
  stands. Fireballs, lightning blasts, and invisibility spells 
  are only some of the abilities Ameen can cast thanks to 
  the ring. The item also grants a magical bonus to de-
  fense, which has saved his life many times. If he is ever 
  without his ring, his inability will soon be obvious.
  The young Ameen, no longer an apprentice and now a fully-recognized wizard, left 
  his recent band of adventurers only yesterday and is looking for a new party to join. 
  Ameen is inexperienced, having been on the road for less than a year, but the ring of 
  mage’s might that he wears makes him a far more powerful spellcaster than many 
  first guess when they see his young face.
  
  a dozen citizens of the city • page 13
  eliza knollert
  Eliza works most nights of the week, selling the tavern’s cheap ale and grog 
  to the sailors and regulars while keeping an ear open for any information that 
  may prove valuable. She isn’t above giving a tight-lipped customer a free 
  drink or two if she suspects that they may have some valuable information, 
  and the owner of Hook’s Cross allows the behavior . . . so long as Knollert cuts 
  him in for a percentage of any info that she may sell.
  Knollert lives in the tavern’s basement, spending her nights in the miserable 
  dampness of the cramped, smelly room that is a part of her pay. 
  Selling secrets and dreams.
  If the party finds their way to Hook’s Cross, Knollert takes an immediate inter-
  est in the group. She can spot adventurers and has enough experience and 
  understanding of the profession to recognize the novice heroes, which she 
  uses to her advantage. If the player characters are inexperienced newcomers, 
  Knollert offers them a free round of drinks and then, as they are enjoying her 
  generosity, starts talking about a nearby dungeon. “Only real heroes can sur-
  vive,” she tells them as she hints at riches and says just enough to keep their 
  attention. “You wish to explore the labyrinth?” She shakes her head, begging 
  them to avoid the dangers. If they pressure her, she soon relents and sighs. 
  She will sell them a map that will guide them to the dungeon. 100 gold. And if 
  they don’t have the necessary funds, she offers to take a few dozen gold now 
  and they can pay her after they return from their adventure.
  The map is real. The dungeon is real. Unfortunately for the heroes, Knollert has 
  sold copies of this same map to other adventurers and the location doesn’t 
  hold quite the number of treasures that she claims.
  Dealing with experienced adventurers.
  When faced with a group of dungeoneers who aren’t beginners, Knollert 
  takes a different direction and instead offers to trade knowledge. She’s always 
  looking to gather whatever she can to sell to others, and she is smart enough 
  to avoid crossing experienced adventurers.
  If the party visits this city often, Knollert may become a regular contact and 
  source of information. As the GM, it is up to you to decide how she will react to 
  regular interaction with the party. She’s smart, though, and won’t take unnec-
  essary risks. It is in her interest to be honest with the party and she’ll soon start 
  to ask if there’s any info they need her to chase down. Knollert could become 
  a valuable ally in the city.
  Bartender at Hook’s Cross, one of many taverns in the city’s dock 
  district, where she runs a side-business as a rumormonger. Knol-
  lert knows many in the city and always has a bit of news that 
  she’s willing to share . . . for a price.
  
  a dozen citizens of the city • page 14
  lukas webb
  Webb is a master swordsman and powerful warrior, 
  stronger than most thanks to the belt of giant strength 
  that he wears to enhance his natural might. In battle, 
  the man uses two greatswords at once, a combination 
  of skill and the magical power of the belt allowing him 
  to perform combat strikes with a degree of power that 
  many find unnatural.
  When on patrol, Webb leads 1d4+3 city guards through 
  the streets, keeping an eye on the area and moving 
  switly to deal with any crimes that the squad may en-
  counter. He is a friendly man, loved and respected by 
  his fellow guards and trusted by those in the city who 
  know of him and his reputation. He isn’t patient with 
  criminals, though, and many of those who operate in 
  the city wish the man dead.
  The bounty.
  The player characters, while in a tavern or inn, overhear 
  scoundrels and thieves discussing Lukas Webb and the 
  bounty that a thiefmaster has placed on the man’s head: 
  500 gold to anyone who kills Webb.
  The party will have to make a decision:
  • Do they move to protect the man, either finding him 
  and trying to convince him to go into hiding or by 
  chasing down those who are making the promise of 
  a reward for his death and dealing with the source of 
  the promised bounty?
  • Or, do they choose the path of evil and try to claim the 
  bounty for themselves?
  Warrior and a member of the city guard, Webb is one of the greatest defenders of the 
  city who refuses to accept a position higher than squad commander. Time and again, 
  those tasked with overseeing the guard have offered to elevate Webb to a position of 
  leadership, and every time be refuses and states that he needs to be on the streets.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/A Dozen/A Dozen Citizens of the City.pdf